TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  VTF3-06 
   
   
   
   
   
   
  A Smile in the Mist 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Tuflik, Fals and Velverdyva 
   Metaregional Adventure 
  by Gaël Richard 
   
   
   
   
   
  Metaregional Plot Coordinator: Chris Chesher 
  Circle Edit: David Christ 
   
  Clues, unanswered questions and cryptic old men have led you to Ekbir.  You come just as the holy city makes 
  preparations for war. The Caliphate has turned his shaking fist towards the Ataphads whose piracy is more and more 
  unbearable. Rumors abound that the Ataphads are involved in the strange smuggling you’ve been following. Will you 
  be able to find within the mists of deception the sneaky and wicked enemy? Part Six in the “Three is the Evilest 
  Number” Series. An adventure for APLs 8 to 14. 
   
  
  A Smile in the Mist 
   
  Page 2 
  Introduction 
  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 and a half 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 six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  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. 
  
  A Smile in the Mist 
   
  Page 3 
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  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. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Tuflik, Fals, and Velverydyva Metaregion.  Characters 
  native to metaregion pay one Time Unit per round, all 
  others pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
   
  Adventure Background 
   
  Notes on Translation 
  This scenario has been originally written in french. If you 
  play in french, don’t hesitate to ask for the french version 
  from your triad, as the literary quality of the french text is 
  better than the english translation especially for the few 
  poems and phrasings. 
   
   
  Elves and Followers of the True Faith in Ekbir 
  People of the Caliphate of Ekbir are faithful to the 
  Exalted Faith. They are opposed to the True Faith which 
  is perceived as a heresy and treason. Consequently, every 
  character clearly showing that he is from the True Faith 
  suffers a –4 penalty to every Charisma based skill checks 
  when interacting with people of Ekbir. Elves are disliked 
  too, since the theft of the Cup and Talisman of Al’Akbar 
  was by elves. Further, true or not, Udgru elves are 
  likened to bandits who attack the neighboring human 
  population. Elves (but not half elves) suffer a –4 penalty 
  to Charisma based skill checks when in Ekbir. The 
  default attitude of an ekbiri toward an elf or a follower of 
  the True Faith is Unfriendly (see Dungeon Master’s 
  Guide) and charisma checks to alter attitude of an ekbiri 
  suffer an additional –4 penalty by those two groups. 
   
  Language 
  The population of Ekbir speaks ancient baklunish, a 
  language that has changed little since the Twin 
  Cataclysms. Only merchants and learned people speak 
  Common. You can assume that every merchant, priest or 
  faris is able to speak Common but peasant people of the 
  Caliphate, from cities or from the country-side, speak 
  only ancient baklunish. Even with someone able to speak 
  Common, it’s better to speak ancient bakunish. 
  At times the language Ancient Baklunish is in short 
  referred to as Baklunish. This is just a short form of 
  reference and not indicating a separate language.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  A Smile in the Mist 
   
  Page 4 
  During this adventure, all Charisma based skill checks 
  have a –2 penalty if the language used by the characters is 
  Common. 
   
  Calendar 
  The Common Year is rarely used in Ekbir. People use 
  either the Baklunish Hegira (BH) or the year of Al’Akbar 
  (AA). The latter begins with the Invoked Devastation. 
  The year 1 AA is the year when Al’Akbar received the 
  Cup and Talisman. The present year is 593 CY, 3251 BH 
  and 1015 AA. 
   
  The Plot 
  Recently, piracy from Ataphads in the Dramidj Ocean 
  have seriously increased to the point of threatening the 
  maritime commerce. Pirates have even attacked coastal 
  villages. The Caliphate of Ekbir is especially affected. 
  Determined to reestablish peace on the seas and to inflict 
  a decisive defeat on their nemesis, Ekbir is preparing a 
  great offensive against Ataphads. 
   
  But Ataphads are not doing only piracy. The Dark 
  Harbor, the most powerful ataphad port, is secretly 
  engaged in smuggling with the New Cabal, the inheritors 
  of the legacy of the Temple of Elemental Evil. Their 
  ships, the most feared Purple Sails, discharge their 
  mysterious and unholy cargo in a secret place in Dezbat, 
  one of the fifteen provinces of the Caliphate, thanks to 
  the complicity of the local authorities. From there, the 
  cargo is carried by caravan to Sharkavir, capital of Dezbat, 
  then to the East, to Udgru, Tusmit, Ket and beyond. 
   
   
  Ataphads suffered a recent defeat when Ekbir forces 
  discovered one of their secret lairs, in a ruined fortress on 
  the coast of Dezbat. Unknowingly, Ekbir forces cut 
  temporarily the smuggling with the New Cabal. But the 
  smuggling started again from a small fishing seaport, 
  aside from the most frequently used roads, controlled 
  with an iron fist by members of the evil cult. The goal of 
  this adventure is to discover this place and to defeat the 
  smugglers and discover the connection between the New 
  Cabal and the Ataphads. 
   
  Assuming the players have been participating in the 
  series in order, the characters have followed the clues of 
  the smuggled goods from the east, having recently passed 
  through Ket with Ekbir as their final destination.  
   
  Al’Akbar and The Baklunish West 
  Welcome Judges to the Baklunish West. For most of you, 
  this is a new type of setting. In our Meta-Region, the 
  nations of Ekbir, Tusmit and Ket consider this home. It is 
  highly recommended that you read page 5 of the Living 
  Greyhawk Gazetteer, as well as the specific nation entries 
  in said book. Viewing the Regional web page of Tusmit is 
  also a good idea. The majority of the Baklunish people 
  follow a different pantheon than the people of the east. If 
  you look hard enough, you can probably find a 
  representative of most eastern religions somewhere with 
  in the Baklunish West, but don't expect them to have 
  much sway or influence. Major eastern gods such as 
  Pelor, Rao, Boccob, Beory, Zilchus and Fharlanghn seem 
  to have footholds wherever humans live, but the farther 
  west you go, the rarer this becomes. In Ekbir, non-
  Baklunish faces are rather rare even inside of the major 
  trade centers, but in Ket, the population itself would be 
  hard to distinguish at times from west and east, if not for 
  accent and manner of dress. This is due to the heavy 
  mixing of blood with the east. 
   
  At the head of the Baklunish Pantheon (as far as the 
  mortal worshipers see it) is the demigod Al'Akbar. No 
  divine influence is greater to the modern customs of the 
  west than his. In theory, Honor, Family, Generosity and 
  Piety form the backbone of all Baklunish lives, and for 
  most, they are known as the Four Feet of the Dragon (of 
  the ancient customs), though others have a different 
  definition of that. Amongst these, the other divine 
  powers of the pantheon intermix into the customs of 
  these people. For example, the comparatively new faith of 
  Al’Akbar has mixed into the culture of the faithful, the 
  tenets of Guardianship, Faithfulness, Dignity and Duty. 
  Even for those who do not revere Al’Akbar as their 
  patron god, his tenets have become part of the customs. 
   
  A very important item to note is the difference between 
  the two major sects of Al'Akbar. One is the Exalted Faith 
  (LG,NG) and the other is the True Faith (LN). 
   
  The people of the west worship one sect or the other, 
  never both. You have a better chance seeing a Pholtus 
  cleric marrying a St. Cuthbert cleric, than you do of 
  seeing clerics of the Exalted and True Faiths sharing a 
  meal. Yet it is the same demigod that they worship. 
   
  The Exalted Faith (LG, NG) dominates Ekbir and holds 
  sway over southern Tusmit. Their clerics are called Qadi. 
  Their holy symbols have the image of a red cup and a 
  black talisman. They tend to be kind men, but still 
  orderly and usually not much for nonsense. When 
  referring to their god in general reference, they call him 
  "The High Cleric". Outside of Ekbir, their clerics dress in 
  red and black. Inside Ekbir, they revert back to the local 
  color scheme as set down by tradition to show rank. They 
  do this in a ritualistic fashion that includes a bathing 
  
  A Smile in the Mist 
   
  Page 5 
  The True Faith (LN) dominates all of Ket and the 
  northern reaches of Tusmit. Their clerics are called 
  Mullahs. Their holy symbols have the image black cup 
  and a red talisman. They tend to be stern men, but never 
  actually evil (though their inspired deeds seem that way 
  at times to the east). These men are zealots to the exact 
  wordings of the scriptures and interpret them in a way 
  that enforces control on a population for its own sake, to 
  save the population from itself. When referring to their 
  god in general reference, they call him "The Restorer of 
  Righteousness". Though sometimes the Mullahs like to 
  think they do, the Mullahs do not control any of the 
  governments in the west, though they do have a strong 
  influence in Ket and Tusmit. They form the pool of 
  Judges that interpret the law (as set by the secular 
  government) at trials and seem to be a heavy fixture of 
  most military and policing units. If a mullah is shaking 
  his finger at you, chances are you're in trouble. For the 
  majority of mullah's that don't hold a temporal 
  authoritative office, they remain the ever watching moral 
  watch dogs for the population, but even they must 
  respect the proper order and policies of the government 
  and its systems. 
   
  At a distance, the best way to tell the difference between 
  a cleric of the two different sects, is that the Exalted Faith 
  device is a red cup and a black talisman, and his clothing 
  have a similar scheme. The True Faith's device is a black 
  cup and a red talisman and his clothing has a similar 
  scheme.  
   
  It is written that a cleric of Istus said these words after 
  observing a prolonged and heated argument between the 
  opposing sects in a royal hall: 
   
  "Both were of the same stock, same tongue, wearing 
  the same garments. Both held a holy book in his 
  hand, authored by the same soul. As they argued, it 
  was as if one was the echo of the other, but with a 
  completely different meaning once the sound had 
  stopped bouncing. Still they argued and their arms 
  caused their robes to whirl about. It was then that I 
  realized the true difference between them. The Qadi's 
  robes were red on one side and black on the other, 
  and the Mullah's robes were black on one side and 
  red on the other." 
   
   
  Reminder to the Judge 
  A general note on representing the in-game word usage 
  for NPCs when referring to the names of gods. Due to 
  the reverence (and sometimes fear) of these most divine 
  and powerful beings, the NPCs do not use the true name 
  of the god in vain during idle conversation. Only when 
  the god’s power is truly being invoked (though not 
  necessarily by a spell) is the true name used. It’s a firm 
  belief that to use a god’s true name invokes that being’s 
  attention. The descriptive name used can also sometimes 
  refer to which sect or view the worshipers have of their 
  god, but this is not always the case. For instance, when 
  the NPCs in this scenario wish to refer to Nurell, they 
  say, “The Reaper”, in an attempt to avoid his attention. 
  Also, the NPCs in this Scenario refer to Zilchus as “The 
  Money Counter”, for the sect that is being referenced 
  dealt with that aspect of the god more so, than those who 
  would refer to him as “The Great Guildmaster” but they 
  are not mutually exclusive. To say, “Fharlanghn Rules the 
  Roads” is a blessing, invoking the god’s power. To say 
  “Zilchus be poor” is an example of profanity, as well as 
  just invoking the god’s name with out just cause or 
  repeatedly. 
  - Chris Chesher, Meta-Regional Plot Coordinator 
   
  Clues from Nor Crystal Falls 
  During VTF3-01 ”Nor Crystal Falls”, an elf mage named 
  Frink might have been rescued by the characters from 
  the clutches of the Air Cult. 
   
  If so, remind the characters that Frink warned that he 
  over heard the following info and this info may be 
  repeated to characters who pass an Int check (DC10) who 
  have the Air Cult Extended Mission Adventure Record. 
  What Frink knows: 
  • 
  It seems that several months before his capture 
  (which seems random), there was a great falling out 
  among the cultists. 
  • 
  An artifact of great importance to them (referred to 
  as the ‘ Fluttering Eye’) was taken away many 
  months ago by the most powerful faction of cultists 
  to leave, plundering all treasures as they went 
  • 
  A few days after Frink was first captured, the 
  number of cult members was much greater, but then 
  a man with a western accent (baklunish) came. Frink 
  sensed much fear in the remaining cultists. This was 
  a man of power. He seemed to be somehow involved 
  with the jumping ship of the other cultists many 
  months before. He was offering those left a chance 
  to change their mind and go with him. 
  • 
  All but a handful of the cultists left with the western 
  man. Those that did not, have slowly become 
  malcontent and left over the weeks, until all that is 
  left is what the PC’s fought. 
  • 
  The only clue to where the cultists were going was 
  the name of a nation. Ekbir. 
  
  A Smile in the Mist 
   
  Page 6 
  • 
  Frink heard talk between two cult members about a 
  powerful lich assassin, but he is not sure in what 
  context. 
   
   
  Adventure Summary  
  Adventurers come to Ekbir searching for the source of 
  the smugglers of the New Cabal. Following the great 
  roads of pilgrimage, they arrive in the holy city of Ekbir. 
   
  Encounter One- In the Holy City of Ekbir 
  The capital of the Caliphate is the first place to find 
  information. The adventurers can see the great 
  preparations to the coming war against the Ataphads. 
  Getting information from the clergy, the local thieves 
  guild, the Mouqollad and several other places, they learn 
  that an ataphad base has been discovered a few weeks ago 
  in a coastal region of Ekbir called Dezbat. They can learn 
  that this base included a small evil temple. A very 
  thorough investigation grants the characters a warning 
  against the local authorities of Dezbat. 
   
  Encounter Two- The Ruined Castle of Balab 
  This ruined castle on the coast of Dezbat once hid an evil 
  temple. It is presently defended by men of the lord 
  (nayib) of Dezbat, Urik Ashir, and by priests of the 
  Exalted Faith. By investigating the place, adventurers will 
  be able to recognize the temple as being dedicated to the 
  Elder Elemental Eye. The altar is still very dangerous. 
  Adventurers have to leave the castle because of the 
  hostility of Urik’s men. The priests advise them to go to 
  the fortress of the faris of the Cup and Talisman. 
   
  Encounter Three- Divination of Istus 
  An important temple to Istus is in the Dezbat. The 
  adventurers get some useful advice by consulting the 
  priests from this temple who are experts in divination. 
   
  Encounter Four- The Ribat of the Order of the 
  Cup and Talisman 
  This fortress is a safe shelter for the adventurers and a 
  source of information. During an evening, the news of a 
  powerful ataphad ship sailing towards the southern coast 
  of Dezbat marks the beginning of action.  
   
  Encounter Five- A Helping Smile 
  Leaving the fortress by night, the adventurers get the 
  help of a sylph who is able to guide them in the heart of 
  the fog, in the small village of Kiralim, on the coast of 
  Dezbat. 
   
  Encounter Six- The Village of Kiralim 
  Coming by night in the village, the adventurers will 
  discover a strange place. The temple is profaned, the local 
  priest is charmed and the whole village is under the 
  control of a erinyes helped by thunder riders. The erinyes 
  however tries to escape if she or the thunder riders are 
  attacked. If she can escape, she warns the smugglers who 
  will not come. The meeting between the ataphad ship 
  and the caravan will be cancelled. In this case go to 
  Encounter Seven. If the adventurers attack the erinyes or 
  the thunder riders but prevent the escaping of the 
  erinyes, go to encounter 8A. If the adventurers manage to 
  stay hidden and don’t fight the erinyes nor the thunder 
  riders, go to encounter 8B.  
   
  Encounter Seven- The Pack Club 
  For having disturbed their plans and having been the 
  cause of the cancellation of the meeting point between 
  the caravan and the ship, the New Cabal will send a 
  terrible pack to kill the adventurers. This ends the 
  adventure. Neither the ship nor the caravan will come. 
   
  Encounter Eight (8A)- A Caravan but no Ship 
  If the adventurers fought the thunder riders or the 
  erinyes and prevented the escape of the erinyes, a caravan 
  arrives in the middle of the night. After the combat 
  against its escort, the adventure is finished. The ataphad 
  ship will not come and Encounter Nine will not be 
  played. 
   
  Encounter Eight (8B)- A Caravan and a Ship 
  If the adventurers have been discreet and ambush the 
  smugglers, a caravan comes in the middle of the night. 
  The adventurers can fight the escort or wait for the 
  ataphad ship. Proceed with encounter Nine. 
   
  Encounter Nine- The Purple Sail 
  The strange ataphad ship comes with the cargo to be 
  carried in the caravan. The adventurers have to fight the 
  officers of the ship.  
   
  Conclusion 
  If adventurers have successfully captured the ataphad 
  ship, they will be triumphal welcomed in Ekbir and 
  rewarded by the caliph himself. 
   
   
   
   
   
   
  
  A Smile in the Mist 
   
  Page 7 
  Introduction 
  This adventure picks up where VTF3-05 “Firestorm” left 
  off, with the characters just finishing their rest and 
  recuperation in the Tusman city of Blashkdur. The 
  characters have just crossed the Blashikmund River and 
  entered into the nation of Ekbir. 
   
  In theory, the characters are following the clues obtained 
  in VTF3-03 “Between Mitrik and a Hard Place” and VTF3-
  04 “Hunt Club” that suggest Ekbir as the source of the 
  contraband goods. These goods include exotic reagents, 
  arcane objects, rare building material and fiendish 
  hunting cats.  
   
  After arranging for a barge to take you and your 
  possessions across the Blashikmund River that serves 
  as border crossing for the nation of Ekbir, a patrol of 
  mounted Ekbirian troops meet you with friendly 
  faces.  <The following is said in Baklunish, but switches 
  to Common upon request>. 
   
  “Greetings travelers. Welcome to the most holy lands 
  of the Caliphate of Ekbir. I trust you have come to 
  our lands as friends and thus we greet you as such. 
  Respect our laws and customs and you may bask in 
  our hospitality. Dishonor us and you shall feel the 
  divine wrath of the High Cleric who watches us 
  always from his Divine Garden. If you need 
  directions, I would be pleased to give them to you. 
  The Pilgrim roads connect most villages and all lead 
  to the great mosque of the High Cleric in Ekbir City 
  and the tombs of all are great buried holy figures.” 
  says the patrol captain. 
    
  The mounted guard patrol have little else to add. They are 
  friendly enough but always cautious for persons with 
  dubious intentions. They can provide good directions to 
  the capital, Ekbir City. 
   
  Ekbir city is the hub of all trade traffic in Ekbir and if 
  there are any clues to cargo shipments, it is to be found 
  there. 
   
   
  The trip to Ekbir City is about 150 miles across the 
  sparsely populated interior of Ekbir. This may take 
  several days, depending on method of travel chosen by 
  the characters.  The trip is uneventful.  
  But I worship the True Faith!! 
  The guards do not turn away followers or mullahs of the 
  True Faith. It is common enough for the followers of that 
  sect to make the pilgrimage to the sites frequented by 
  Al’Akbar while still mortal. There is even a very small 
  number of True Faithers within the remote interior of 
  Ekbir.  
   
   
  There is no love lost between the guards and any 
  characters that proclaim their opposing faiths, but the 
  guards are all good and kind souls and grin and bare it. As 
  long as the foreigners behave, they are welcomed. Who 
  knows, perhaps a little goodness shall rub off on the 
  visitors. 
   
  �Mount Patrol (6) : Male Human War2; mounted on 
  Light Warhorses; using Lances and Scimitars. Speak 
  Language [Common and Baklunish]).  
   
   
  Encounter One 
  In the Holy City of Ekbir 
   
  Note: There are many locations within the City. It is not 
  required for the characters to visit all of them to further 
  the adventure. The wide selection present is for 
  characters of different means and mind sets to have 
  access to similar clues. Visiting all of the locations may be 
  fun and entertaining, but it will eat up a lot of play time.  
   
   
  In fact, part of the challenge of this adventure is for the 
  characters is to avoid being swallowed up in the awe of 
  the great city and to stay focused. The second largest city 
  in the Flanaese holds many wonders but becoming lost 
  within them is a danger of time. 
   
  You have traveled for several days along the roads of 
  pilgrimage towards the holy city of Ekbir. You have 
  finally arrived. In front of you stands the powerful 
  wall of the second largest city of the entire Flanaess. 
   
    
  The city is built on a peninsula skirting the Dramidj 
  Ocean. The city is surrounded by the sea on three 
  sides. Only the Eastern side is accessible by foot. The 
  port is located in a well protected bay in the south of 
  the city. This bay is accessible from the open sea by a 
  narrow channel guarded by an imposing white stone 
  fortress. Over the walls, several minarets are visible as 
  well as the blue dome of a religious building, built on 
  a small hill, towards the western part of the city. 
   
  The blue dome is the top of the Mausoleum of Al’Akbar 
  (known in the east as the Mosque of Al’Akbar), ultimate 
  goal of the pilgrims (a foreigner can learn this with a 
  successful Knowledge [local] check or Bardic Knowledge 
  check [DC 10] or by asking a passer by in Baklunish). 
   
  
  A Smile in the Mist 
   
  Page 8 
  The entrance into the city does not pose a problem except 
  if the adventurers are accompanied with an animal 
  pertaining to a wild species like a tiger, wolf or a dire 
  animal. Such animals can enter the city only in a cage. 
   
    
  A merchant sells such cages very close to the door of the 
  city at the prices of 50 gp for a cage for an medium sized 
  animal, 75 gp for a cage for a large animal and 200 gp for a 
  cage for a huge animal. Its likely that the cage needs to be 
  transported on a wagon drawn by one or more horses. A 
  wagon can be easily bought at the cost of 35 gp. One 
  needs two draft horses to draw it. Each horse costs 150 
  gp. If such a wild animal is not in cage, then entrance is 
  refused. If such an animal is caught in the city uncaged, it 
  is rounded up and put in the zoo for holding and the 
  character responsible for the animal is charged 100gp for 
  its release and only if it is taken immediately out of the 
  city. 
   
  For the foreigners, it can be useful to hire a guide. Close 
  to the gates of the city, young boys, obviously rather poor, 
  proposition the adventures to be hired as guides at the 
  price of 3 sp per day.  
   
   
  They know all the significant locations of the city. In 
  addition, they can help to secure contacts with the 
  common classes, especially in the district of the 
  fishermen. They have the following characteristics: 
   
  �Young Guide: Male Human Exp1 (Knowledge [local] 
  +5, Gather Information +4, Speak Language [Common 
  and Baklunish]); Diplomacy Reroll; Can ‘Take 10’ on 
  Knowledge Local checks; Can only assist in Diplomacy 
  and Gather Information checks, never initiate them.  
   
  If an adventurer seeks out information from the Court of 
  Miracles (see below), his young guide who can indicate 
  the right places and people. If the young guide makes a 
  successful Gather Information check [DC 10], the 
  adventurer has a +2 Confidence bonus on his own Gather 
  Information check. 
   
   
  Once per week, the young guide can intervene during 
  botched negotiations between the characters and the 
  locals. Using the excuse of ‘it’s their first day’- in the city, 
  the locals share a hardy yet forgiving laugh and the 
  character in question may reroll his Diplomacy check. 
  Allow the players to decide when to use this special 
  ability. 
   
   
  An additional special ability of the young guide, is that he 
  is able to ‘Take 10’ on Knowledge Local checks for any 
  such check listed in the encounter text and has to do 
  about Ekbir City (he’s never been anywhere else). 
  The young guide can assist the characters in Diplomacy 
  and Gather Information checks by translating and 
  pointing minor things out, but he can not initiate the 
  checks himself. Tavern goers and merchants don’t pay 
  him too much heed after a few words. 
   
   
  The young guide’s name is J’howequinbok Low-vrot 
  Xranunzi Al’Ekbir (which in an obscure baklunish dialect 
  means ‘Sand Snippet of the streets who’s home is the 
  alleys and family is the people of Ekbir City), but if 
  Easteners want to give him an easier nickname, he’ll 
  accept it. 
    
  Without a guide and if no one in the party has previously 
  been in Ekbir (either by having Ekbir as his home region 
  or by having played a regional scenario set in Ekbir), 
  much time is lost to going from one point to another. The 
  city is large and is heavily populated. It is easy to become 
  lost, particularly in the bazaar (or souk as it is locally 
  known). 
    
  It is forbidden to go on the ramparts of the city wall 
  without authorization. In the same way, access to the 
  citadel, the palace of the caliph and Zashassar is 
  rigorously impossible.  
   
  Here is the list of the notable places where the characters 
  can go (see the map of the city in Appendix Three: 
   
  Market Square & Bazaar (District of  Merchants) 
  You follow some particularly busy yet narrow and 
  tortuous lanes. Later you enter an extraordinary 
  network of roofed passageways. Everywhere you can 
  see shops and displays where merchants negotiate 
  with their customers. Anything can be bought 
  including exotic goods. Spices, perfumes, animals of 
  all kinds, fabrics and clothing, foodstuffs, various 
  liquors, everything is sold, but not without long 
  picturesque discussions on quality and the price of 
  the goods. Finally you emerge on a rather large square 
  encumbered with stalls and tents and it is very 
  crowded. Near the center of the square, you 
  distinguish a tent larger and more beautiful than the 
  others. 
   
  The network of roofed passageways is the bazaar 
  (Knowledge [local] check [DC 10]). The large tent in the 
  center of the Market Square is a temple of Mouqol. It is 
  possible to gather information in this district while 
  discussing with the merchants. Of course, the tradesmen 
  are inclined to chatter only if the adventurers are 
  interested with their goods.  
  
  A Smile in the Mist 
   
  Page 9 
  The use of the Gather Information skill costs 1d6 gp and 
  takes 1d6 hours talking. Here is the information which 
  can be obtained: 
   
  • 
  [DC 10]: Lately, piracy increased considerably in 
  the Dramidj Ocean. The maritime trade is 
  threatened. That’s why the prices are so high. 
  Ataphads are the cause of this piracy. The caliph 
  decided to launch a large naval campaign against 
  the Ataphads to inflict a decisive defeat against 
  them. The preparations of this war are on the way. 
   
  • 
  [DC 15] : (in particular if the adventurers seek to 
  know where Ataphads generally operate): The 
  coastal 
  areas 
  are 
  threatened 
  by 
  Ataphads. 
  Sometimes, they attack small villages. Rarely do 
  they attack coastal fortresses. 
   
  • 
  [DC 20]: (more precise information on the 
  preceding questions) The recent attacks took place 
  close to the coast of the Dezbat and Darboz 
  shiekdoms or around the isle of Murenshi (see map 
  of the Caliphate in appendix). The most recently 
  attacked coastal village was in Darboz and on the 
  isle of Murenshi. The last fortress to be attacked was 
  Castel Ashir in Dezbat in 577 CY/3236 BH/999 AA. 
  During this attack, the Shiek and governor of 
  Dezbat was killed with all his family. Urik Ashir, 
  from a parallel branch of the family of the previous 
  sheik, became the new sheik of Dezbat. 
   
  • 
  [DC 25]: (more precise information on the 
  preceding questions) It does not seem that villages 
  were attacked recently in Dezbat. Since the attack 
  on Ashir Castle in 577 CY/3236 BH/999 AA, Dezbat 
  has suffered far less ataphad attacks than Darboz or 
  Murenshi.  
   
  The house of the Stone Wife: 
  If the adventurers try to gather information in this 
  district (in particular with the Gather Information skill), 
  they notice (with a successful Spot check [DC 10]) a stall 
  held by a small group of Dwarves who sell weapons, 
  armor, tools and gems. 
   
  As you wander the bazaar chatting with the different 
  merchants, your eyes are drawn to the stall of a group 
  of dwarven crafters. A banner picturing a mountain 
  with a gem in the middle and the name ‘Yecha wares’ 
  written in both dwarven and baklunish, hangs up 
  front. The mountain and gem symbol is present on 
  many of the crafts being sold. 
   
  A symbol is represented at several places of their stall, it 
  represents a mountain with a ruby in its center. With a 
  successful Knowledge (religion) check [DC 10], it’s 
  possible to recognize the holy symbol of the goddess 
  Ulaa the Stonewife. These Dwarves come from the Yecha 
  Hills.  
   
  They came to Ekbir to sell some objects they crafted as 
  well as gems they found in their hills. They also hope to 
  convince the authorities of Ekbir to militarily help them 
  against the young Tiger Nomads which are increasingly 
  aggressive and dangerous.  
   
  One of the dwarves is a priest of Ulaa named Gombur. He 
  has a ruby, found in the Yecha Hills, which was blessed 
  in a temple of Ulaa. If someone diplomatically asks him 
  (Diplomacy Check [DC 15]) if he knows where a ruby 
  enchanted by Ulaa can be found (or any other equivalent 
  question), he reveals that such a ruby is in his possession. 
  It’s possible to convince him to sell it (with a successful 
  Diplomacy Check [DC 20]) at the price of 1,000 gp. The 
  ruby functions as a pearl of power (1st level). This ruby is 
  useful in Encounter 2.  
   
  �Gombur : Male Dwarf Clr5 (Ulaa) 
   
  The Tent of Mouqol: 
  If the adventurers enter the tent of the temple of 
  Mouqol, read or paraphrase what follows: 
   
  Inside the large tent, it’s sumptuously arranged. The 
  ground is entirely covered with carpets of great value. 
  There are no chairs, instead cushions take their place. 
  Furniture consists only of some chests and other 
  small pieces. There is also a portable altar and 
  accompanying religious paraphernalia. If it’s splendid 
  for a tent, it’s rather small and sober for a temple. 
  There are people with turbans and rich dresses as well 
  as a select few with more foreign trappings. They are 
  in a great discussion, with parchments in their hand, 
  with men who all look to be merchants. Heavily 
  armed guards protect the place as well as some more 
  arcane type protectors. 
   
   
  Once of the clerics sees you and says in baklunish, 
  “Greetings visitors. How may The Merchant or his 
  servants help you today?”.  
   
  Casting Spells or concentrating on them: The tent as 
  well as the entire bazaar is patrolled by mages and other 
  agents in the employ of the Consortium. Anyone casting 
  spells for nefarious ends or just plain mischief are picked 
  up pretty quickly and ejected from the bazaar (or worse). 
  
  A Smile in the Mist 
   
  Page 10 
  Those casting such spells without permission within the 
  tent temple are caught even quicker and face 1d8 TU’s 
  worth of imprisonment if they do not pass a Diplomacy 
  check of [DC 10+APL] and pay 1d8x100gp in fines. 
   
  The people with turbans and rich dress are clerics of 
  Mouqol 
  and 
  representatives 
  of 
  the 
  Mouqollad 
  Consortium. They are arbitrating a commercial dispute. 
  With a successful Diplomacy check (DC 15) toward the 
  guards, the adventurers can obtain an audience from the 
  clerics. The adventurers are invited to sit down on the 
  comfortable cushions until the litigation is regulated 
  which takes approximately half an hour. 
   
   
  It is possible to get the previously listed information 
  concerning the ataphadians and coastal raids from the 
  clerics but it requires diplomacy (use the Diplomacy skill 
  instead of Gather Information and keep the same DC).  
   
   
  If there are fighters, paladins, rangers, faris or knights, 
  especially from a known order of knighthood of good 
  reputation (even from a foreign country), among the 
  adventurers it is possible that the priests propose to hire 
  the characters on behalf of the Mouqollad. 
   
   
  For that, the priests discreetly test the intentions and 
  motivations of the characters during the discussion. If 
  the characters seem to have sincere intentions and if the 
  adventurers 
  behave 
  with 
  diplomacy 
  during 
  the 
  discussion (with a successful Diplomacy check [DC 15]), 
  the principal priest proposes to them a contract in due 
  form for a specific mission. 
   
  The mission: A ship of the Consortium must go from 
  Fashtri to Ekbir. Taking into account the strong activity 
  of the pirates, an ataphad attack is to be feared. The ship 
  will soon call at the fortress of the faris of the Cup and 
  Talisman (in few days depending on weather) after 
  having doubled Fenerkaya cape. 
  The mission is to await the ship inside the fortress, board 
  it and protect it during the trip from the fortress until the 
  city of Ekbir. The priest proposes a remuneration of 50 gp 
  per person at APL 8, 75 gp at APL 10, 100 gp at APL 12 
  and 125 gp at APL 14. It is of course possible to haggle on 
  the amount: By gaining an opposed Diplomacy check 
  against the priest of Mouqol, the adventurers get the 
  double of the initial sums (either 100/150/200/250 gp 
  depending on APL). If the adventurers gain their 
  opposed Diplomacy check against the priest of Mouqol 
  with a margin of +10, they obtain triple of the initial sums 
  (either 150/225/300/375 depending on APL). Attention, 
  the priests of Mouqol are frightening negotiators! The 
  payment is due after the mission. 
  All APLs (EL 12) 
  �Priest of Mouqol : Clr8/Brd4 (Diplomacy +18, Sense 
  Motive +18) AL N. 
   
  If the characters are hired by the priests, they receive a 
  parchment attesting that they work on behalf of 
  Mouqollad. The parchment specifies the details of the 
  mission as well as the date and requires from the 
  representatives of the Consortium that they facilitate the 
  mission of the characters. The seal of Mouqollad is 
  affixed in bottom of the document as well as the name of 
  the priest who hired the characters. The names, qualities 
  and possibly a short description of the hired adventurers 
  are also scribed on the parchment. 
   
   
  The mission start time gives the characters plenty of time 
  to travel about to the different encounters before having 
  arrive at the castle to meet the ship. 
   
  What about the contraband cargo?: The clerics know 
  more then they are letting on, but once the characters 
  have signed on for the mission, the clerics reveal the 
  following. 
   
  • 
  There is an ever increasing smuggling problem and 
  they are sure that the Ataphadians are the epicenter 
  of it all. 
  • 
  There was a temple dedicated to the vile Elemental 
  Cult discovered and sacked not too long ago, but 
  rumor has it that the holy order responsible for 
  cleansing the temple is having difficulties. 
  • 
  This evil temple is located on the coast. 
  • 
  As for the smuggling, It has been hard to pin down 
  for western caravans are largely a family craft and a 
  migratory one at that. The use of warehouses and 
  compounds are not as prevalent in Ekbir and Zeif as 
  they are in Tusmit and Ket (not to mention the East). 
  Once collected from the customs warehouse at the 
  docks, family caravans collect what goods they can 
  carry and move out. 
  • 
  In addition to the use of the Tuflik River, the 
  suspected 
  comparatively 
  small 
  amount 
  of 
  contraband is being passed around like a shell game 
  among lands routes, including one through the 
  northern border of Zeif end in the Banner Hills and 
  Ket. 
  • 
  The clerics are sure that none of the Consortium 
  connected warehouses in the city hold any such 
  contraband, but the Zilchus Western Company may 
  be a different matter. They have a small eastern 
  styled compound in the city. 
   
  
  A Smile in the Mist 
   
  Page 11 
  Zilchus Western Company  
   
  This small compound sits near but away from the 
  main bazaar of the glorious city of Ebkir. Its 
  construction and styling is very eastern, reminiscent 
  of mid-period Great Kingdom and certainly sticks out 
  as foreign against the otherwise exotic backdrop of 
  the cities customary architecture.  
   
   
  Though its main gates are open, the walls are 
  patrolled by the feather plumed and richly dressed 
  pikeman common to the orthodox Zilchus customs 
  originating in the old Great Kingdom. 
   
   
  The number of eastern faces drastically increase the 
  closer you get to the compound. 
   
   
  A sign in both old Oeridian and Common proclaims, 
  “The Zilchus Western Company”. 
   
  As long as the characters are polite, civil and can come up 
  with any sort of reasonable cause for entering the 
  compound (such as to talk to the clerics), then they may 
  do so. 
   
   
  In side the walls a courtyard is filled with wagons and 
  horses. Along the sides of the walls are small warehouses, 
  offices and living quarters. At the far end of the 
  compound is the temple itself. 
   
  Guards wearing decorated half-plate and sporting 
  halberds line the entrance to the Temple. They wear a 
  rather lavish livery of expensive materials and 
  construction. Their helmets fly a loan feather, with 
  color seemingly to denote rank.  
   
  If the PCs approach the temple entrance gate read the 
  following: 
   
  Standing open, are two very thick and sturdy looking 
  double doors. Above them written in both old 
  Oeridian and common are the words, “ Pray within 
  my halls those who desire exchange”. 
   
   
  The double doors lead to the main chamber for public 
  worship. This is where people go to give praise and 
  thanks to Zilchus, or meet with one of his clerics to 
  arrange business matters. 
   
   
  Depending on the law of the land, Temples of Zilchus 
  can make arrangements or broker deals on many, many 
  items or services. Their confidentiality is guaranteed, 
  with the exception of some of the most dire 
  circumstances, or if the deal betrays the Temple. 
   
  This particular temple is part of the Zilchus Western 
  Company, an Order formed for the organization of trade 
  investors and underwriters dealing in the baklunish west. 
  In addition to looking after their own interests, they also 
  (for a fee) keep an eye on the interests of others in the 
  western lands, for those as far away as the old Great 
  Kingdom. A much less advertised function of this order 
  is to act as bases of operation for agents of finance to help 
  keep trade flowing, including the trade of information.    
   
  Two more fancy dressed soldiers flank the large 
  ornate double doors leading into the Prayer Hall. 
  About a foot past the doors into the hall, standing 
  waist high in the center of the doorway, is an ornate 
  clay vase. The vase is nearly filled with coins of 
  different denominations. A heavy oak desk is off to 
  one side with many papers and ledgers on it. A gold 
  scale and several electrum weights and measures sit 
  upon a tray on the desk. Behind the desk is an old 
  man in platemail. He sits in a throne-like chair. His 
  gauntlets are off, exposing his wrinkled ink stained 
  hands.  
   
   
  About his neck is the holy symbol of Zilchus. 
  “Greetings Patrons, what business do you have with 
  the servants of the Money Counter?” says the man as 
  he dips his quill into his ink and straightens his 
  ledger book. 
   
  To enter the hall, it is sacrilegious to not place a coin in 
  the pot that stands just with within side the hall. It can be 
  any type of coin.  
   
  T 
  he Holy Clerk has a desk near the entrance as well. He is 
  an armored cleric of Zilchus who performs certain duties 
  within the temple. One of those duties is to direct the 
  business of worshippers and record names and dates, and 
  collect fees. He becomes quite upset if people enter the 
  hall without dropping a coin in (he can see the pot, and 
  watching it is part of his job).  
   
   
  Have all characters with Knowledge (Religion) a check of 
  [DC 15], to know that they must drop a coin to enter. Any 
  character that has Zilchus as their main patron god 
  automatically knows this and should be reminded of it. 
   
  Blessing of the Money Counter 
  Any character placing 100 gp or more into the pot may 
  roll 1d20 (per full 100gp). If a 20 is rolled that character 
  receives a +1 sacred bonus to all saves for the remainder 
  of this adventure only. Only a single +1 bonus may be 
  
  A Smile in the Mist 
   
  Page 12 
  rewarded per day. Do not inform the players how long 
  the bonus lasts until the AR’s are handed out.  
    
  The Holy Clerk gets rather upset with anyone who does 
  not drop a coin into the vase. Other than that, he asks the 
  names of the PCs and records them, as well as their 
  reasoning for visiting.  
   
  The Holy Clerk shall book an appointment (which 
  happens to be right now) for anyone asking to speak with 
  the head of the Order.  
   
  �Holy Clerk: Male human Clr4/Exp4 
   
  Meeting the man with the plan:  
   
  Your meeting is held in an ornate office with an 
  impressively expensive desk. The middle aged man 
  behind the desk smiles at you.“ Greetings, My name is 
  Palidori and how may the Money Counter and his 
  Western Company serve you today?” says the mixed 
  blood oeridian man with only a hint of a far eastern 
  accent. 
   
  �Palidori: Male human Clr10/Exp2; LN; Ring of mind 
  shielding; various detection type spells in memory. 
   
  Palidori is willing to give a certain amount of information 
  for free (assuming the characters are pleasant enough) 
  but the rest is going to cost them. 
   
  Free Info (should the characters be interested in it): 
   
  • 
  Yes, the Western Company (along with the 
  Consortium and other smaller players) is actively 
  trying to negotiate a financial settlement between 
  Ket and Tusmit in order to avoid war. 
  • 
  The trade route is still open and the Consortium is 
  doing an impressive job to keep the caravans moving 
  and with limited harassment. 
  • 
  There is a large amount on concern over the 
  activities of the Ataphadians. Piracy has been driving 
  up the prices of exotic goods. That, combined with 
  inflammatory trade borders could spell chaos for the 
  entire Flanaess.  
  • 
  The Zilchus Western Company has field branches in 
  Ekbir City, Sefmur, Yecha, Zeif City, Vilayad, 
  Lopolla, Molvar and Falwur. It also has an 
  organization/distribution 
  headquarters 
  in 
  Thornward. The ‘new’ financial and recruitment 
  center (formerly in Rauxes) is now split between 
  Kalstrand and Eastfair. 
  • 
  Palidori acknowledges that there is smuggling going 
  on and that’s just a fact of trade, like in any nation. 
  But the Western Company is not aware of any 
  ‘abhorrent’ types of smuggling (as the characters may 
  suggest) happening within any of their contacts in 
  Ekbir City. He does hint that there is a lot of land 
  and sea in the nation of Ekbir and a lot of it rather 
  untouched by humans.  
  • 
  If anyone asks, no, the ZWC is not accepting 
  unsecured investors (such as the adventurers), but 
  thank you for the interest. 
  • 
  If the characters provide caravan names (perhaps 
  from the ledgers obtained in VTF3-03), Palidori can 
  confirm that none of those caravans have 
  compounds or waystations within the City nor are 
  any of them in the City now. In fact, several of the 
  names from the ledgers, he’s never even heard of.  
   
  The all of the following information can be obtained with 
  the expenditure of one Money Counter Note. 
   
  • 
  The ZWC has obtained information that hints at the 
  Ribat of the Order of the Cup and Talisman Fortress 
  as being a location near possible soon to be Ataphad 
  activities.  
  • 
  Word is, Ataphad agents were chased out of the 
  Ruined Castle of Balab and have moved on to some 
  other unknown village on the coast (which there are 
  a lot of). 
  • 
  Its somewhat hush-hush, but our agents have been 
  getting rumors of the Yalas Temple (dedicated to 
  Istus) has been a sight of great divine contact of late. 
  No one seems to be sure why such extraordinary 
  insight has been happening at the sight of late (its 
  normally known for being a good place for divining 
  in the name of Istus, but lately its been a notch up). 
  The authorities have been trying to keep quite about 
  it for fear of the forces of evil using it to their own 
  twisted desires. <Palidori is slightly misinformed 
  here. While there has been a slight increase in 
  divination power, its nothing too spectacular 
  compared to the usual. As for the authorities, they 
  just don’t want to talk about it and Palidori’s agents 
  have added in their own supposition> 
  • 
  A force is uniting the otherwise independent city 
  states of the Ataphads. All of Palidori’s agents point 
  to a place called ‘The Dark Harbor’. Information is 
  sketchy, but its seems to be a place where evil 
  outsiders come to trade. 
  • 
  There is a very real fear of war. The offer of a 
  mutually agreeable financial settlement has been 
  sabotaged by forces unknown. There’s a betting pool 
  on the actual date that military forces will storm 
  
  A Smile in the Mist 
   
  Page 13 
  across the border (and a side bet on who attacks 
  first). Palidori is going to put his money on some 
  time in the spring, once the snows had melted. 
  • 
  Concerning the contraband cargo, Palidori suspects 
  its coming in off of Ataphad ships at some currently 
  unknown port and being secretly transplanted into 
  other caravans. Finding one caravan (listed in the 
  logs) won’t help find the source.  
  • 
  Palidori explains that, although the characters 
  probably won’t need it here in Ekbir City (because 
  its such a friendly place), should they find 
  themselves in a hostile city due to a cultural 
  misunderstanding and they can get to the ZWC 
  compound in the city, then for a MCN each (or 3 
  MVC for six people) and a small fee (listed at the 
  time) will smuggle the characters safely out of the 
  city. The current price of Ekbir city is 1,000gp per 
  person.  
   
  If for any reason the characters try to ‘rat’ out the ZWC to 
  the authorities for being spies or smugglers, etc, the 
  charges do not go very far. The characters are thanked for 
  their diligence and Palidori settles things in private with 
  the authorities. 
   
   
  Cross off any and all MVC’s that the PCs may have left on 
  their ARs. The ZWC are not happy with them and word 
  spreads to the different orders and sects of the Zilchus 
  faith. 
   
  District of the fishermen 
  You arrive in an obviously popular but rather poor 
  district of the city. The streets are relatively quiet and 
  rarely very clean. Fishermen repair their nets, 
  children play in the streets and fishmongers hock 
  their wares. 
   
  The district of the fishermen is dominated by the local 
  thieves guild called the Court of Miracles (Knowledge 
  [local] [DC 10]).  
   
  If the adventurers hired a guide, they can ask him to lead 
  them to someone  "knowing a lot of information on 
  various subjects “. If they make it clear that they wish to 
  meet someone related to the thieves’ guild, the guide 
  leads them to the tavern of the Squinting Cat. This tavern 
  is known to be a good place to meet members of the 
  Court of Miracles (Knowledge [local] [DC 15]). In this 
  tavern, the use of the Gather Information skill to get 
  information from the Court of Miracles has a +2 
  circumstance bonus. The tavern of the Squinting Cat is a 
  discrete establishment in a narrow lane. At evening, it is 
  crammed and the atmosphere is convivial and merry. 
  After some glasses, the customers often start to sing 
  drinking or ribald songs. The customers are usually not 
  rich and the prices are low.  
   
   
  In the district of the fishermen, it is possible to get 
  information from the Court of Miracles. It is necessary to 
  spend the evening in the district (preferentially in the 
  tavern of the Squinting Cat as indicated above) and to 
  spend 1d6 gp to untie the tongues. A successful Gather 
  Information 
  check 
  allow 
  to 
  get 
  the 
  following 
  information: 
   
  • 
  [DC 10]: Ekbir will soon go to war against Ataphads. 
  Many free men and sailors will leave on the 
  warships.  
  • 
  [DC 20]: The Court of Miracles is angry because of 
  the independent smugglers operating in the 
  Caliphate. The Court of Miracles asserts the absolute 
  monopoly of all illegal activities. It seems that these 
  smugglers buy goods from the wicked Ataphadians 
  (which make them even more odious to the eyes of 
  the Court of Miracles which, as the whole people of 
  Ekbir, 
  abhors 
  Ataphads). 
  According 
  to 
  the 
  information available to the Court of Miracles, these 
  independent smugglers operate in the Dezbat. An 
  ataphad base has been recently discovered and 
  dismantled on the coast of Dezbat in the ruins of the 
  castle of Balab. Any character having successfully got 
  this information in the district of the fishermen 
  learns that a secret premium is offered by the Court 
  of Miracles for any information on these smugglers 
  with substantial bonus if a leader of this enemy 
  network is killed. The amount of the premium 
  depends on the quality of the provided information 
  or of the importance of the killed leader but it is 
  estimated between 50 and 300 gp. 
  • 
  [DC 25]: The lord of Dezbat, Urik Ashir, is not liked 
  by the common people. His methods are brutal. It is 
  said that he paid the Ataphads to spare his province 
  from attack by them. His elite warriors are called 
  Thunder Riders and they are much feared. 
   
  The District of the Arsenal 
  In this district, a great deal of activity reigns. By the 
  noise of the tools it is possible to understand that 
  many craftsmen and workmen are working. The 
  powerful white citadel dominates the district from 
  the full height of its towers and its walls, increased by 
  the height of the headland on which it is built. A 
  fortified gate gives access to the military port. An 
  extraordinary sight opens to your eyes: Tens and tens 
  of ships are forming a forest of masts. Hundreds of 
  people are working on these ships. Catapults are 
  
  A Smile in the Mist 
   
  Page 14 
  installed on the ships, reparations are done on the 
  hulls or the sails, arrows are stored on board and all 
  other manners of preparations for war. You can 
  distinguish two great types of ship. Some are high 
  and robust whereas the others are low, long and slim. 
  The latter are equipped with oars. The arsenal itself 
  seems in full activity. Other ships probably will be 
  put at sea soon. The fleet is protected by many very 
  vigilant warriors. 
   
  The high and robust ships are sailing ships whereas the 
  fine and slim ships equipped with oars are galleys or 
  dromonds. A successful Profession (sailor) check [DC 10] 
  gives this information. 
    
   
  If the adventurers try to gather information here, the best 
  is to go to the Tavern of the Mists attended by soldiers 
  and sailors (If the adventurers hired a guide, he gives 
  them this advice). The Tavern of the Mists is roomy. At 
  evening, sailors, soldiers and craftsmen come here to 
  drink (sometimes a lot). With successful Gather 
  Information check [DC 10], it is possible to learn that the 
  war against Ataphads is coming soon. The sailors from 
  Ekbir have a good moral. They are positive they will 
  inflict such a defeat to Ataphads that “nobody will speak 
  anymore about this evil breed for at least one century and 
  a day! “. A bard comes every evening to the tavern to 
  increase the moral of the soldiers with songs to the glory 
  of the warriors of Ekbir. His songs celebrate the greatest 
  military victories of Ekbir or ridicule Ataphads.  
   
   
  One of his songs is particularly interesting for the 
  adventurers. The text is given in on Player Handout #1 
  (hand it out to the players instead of reading it aloud).  
   
   
  The castle of Balab (balab means high-water in baklunish) 
  is located in Dezbat one days travel by horse from Ekbir. 
  This information can be obtained by a successful 
  Knowledge (Geography) check [DC 20] or by directly 
  asking the bard. The battle is recent (a few weeks). He 
  learned this from a faris of the Order of the Cup and 
  Talisman whose fortress is located also in Dezbat (but 
  more to the north).  
   
   
  The quoted characters are the heroes who took an active 
  part in the victory. The bard has no idea of the place 
  where they are now. The reference to the pine needle is a 
  word game with the name of one of the heroes, a foreign 
  halfling from Adri called Gareth Pineneedle who 
  distinguished himself during the fight. According to the 
  bard, the temple under the keep still exists. He knows 
  that priests of the Exalted Faith were sent there. It is said 
  it’s an ataphad temple dedicated to the Elder Elemental 
  Eye, but it could just be a rumor. 
  The Necropolis 
  This is where the people of the city are brought to be 
  interned. The extent of the chambers is vast and goes 
  quite deep. The most special of the chambers are reserved 
  for the import holy figures and Nobles and heroes of the 
  city (most nobles have their own family crypts on their 
  family land).  
   
   
  There is a very small crematorium for here for burning of 
  bodies not suitable for entombment (cursed, diseased, 
  disgraced, etc). Many dead easterners end up as ash here, 
  thus creating a misconception that as a whole, Baklunish 
  burn their dead, when in fact, those who practice such 
  customs are quite in the minority. 
    
  Maidan Al’Akbar 
  You move towards the district of the Temple. A lot of 
  pilgrims accompany you. High minarets can be seen 
  more and more frequently from the turning point of a 
  street. Finally, you arrive in a gigantic and splendid 
  square. It is dominated from one of its angles by an 
  impressive minaret. A monumental gate covered with 
  polychrome blue-green earthenware, framed by two 
  other minarets, open in the middle of the western 
  frontage.  
   
   
  Over this frontage, a splendid dome covered with 
  polychrome earthenware can be seen. A palace is 
  visible in the middle of the northern frontage of the 
  square. This square is a gigantic market for weapons. 
  Warriors and sailors negotiate over scimitars, swords, 
  bows, arrows and armors while the pilgrims try to 
  find a way towards the monumental gate. 
   
  The minarets are called pinnacles in homage to the 
  mythical Pinacles of Azor’Alq. The angle minaret is the 
  highest of the city and is called the pinnacle of Oudmey 
  from the famous caliph Oudmey the visionary who built 
  it (Knowledge [Geography] or Knowledge [local] [DC 
  10]).  
   
   
  The monumental gate framed by the two minarets is the 
  entrance of the Holy Enceinte, first stage for the pilgrims 
  towards the Mausoleum of Al’Akbar located further to 
  the west (Knowledge [Geography] or Knowledge [local] 
  [DC 10]).  
   
  The palace to the north is the palace of the Order of the 
  Hospitaler Faris (Knowledge [Geography] or Knowledge 
  [local] [DC 10]), the oldest order of faris in Ekbir, 
  founded by the caliph Oudmey and the paladin Azourma 
  at the beginning of XXVe century BH (end of IIe century 
  
  A Smile in the Mist 
   
  Page 15 
  AA, approximately 250 years before the crowning of the 
  first overking in Rauxes).  
   
   
  It is easy to learn that the Maïdan Al’Akbar transforms 
  into a market for weapons before each military campaign 
  and that a campaign against Ataphads is in preparation 
  (Gather Information [DC 10]). The adventurers can try to 
  get an audience from the Hospitaler Faris or to enter the 
  Holy Enceinte (see below). To get an audience from the 
  faris, it is necessary either to belong in an order of faris of 
  Ekbir, or to be an ‘askari, or to belong to an order of 
  knighthood mostly of lawful good or neutral good 
  alignment or to be a priest of a lawful good or neutral 
  good religion with the exception of the True Faith and elf 
  gods. All these organizations must be metagaming 
  organizations and the players must have the regional 
  documentation provided by their triad. If this is the case, 
  the characters can automatically get an audience if they 
  wish it.  
   
  Characters of lawful good, neutral good, neutral or lawful 
  neutral alignment not fulfilling the preceding criteria can 
  try to get an audience by making a successful Diplomacy 
  check [DC 25]. Those who openly show their 
  membership in the true Faith are not received, neither 
  are Elves.  
   
   
  To obtain an audience, the above must be done 
  individually for each character. If one of the characters 
  gets an audience, he can give a +2 circumstance bonus to 
  another member of his group. It’s possible that certain 
  members of the party are not allowed to enter whereas 
  others are.  
   
  For those who succeed in getting an audience, read or 
  paraphrase what follows: 
   
  You are led inside the palace of the faris. A great 
  agitation reigns within. Here too, the war is being 
  prepared for. Faris in arms give directives and many 
  guards keep watch on the palace. Several priests of 
  Al’Akbar can been seen as well as many officials and 
  servants.  
   
   
  You can also see horses in the interior court and large 
  stables. Finally, circulating from room to room, you 
  arrive in a rather sober salon where a faris of high 
  rank await you. 
   
  After the greetings and traditional presentations 
  (Diplomacy [DC 15] to make good impression), the faris 
  ask the adventurers the reason of their visit.  
  Those that didn’t make a good impression during the 
  presentations have a -2 circumstance penalty on the 
  following Diplomacy checks.  
  The 
  faris 
  gives 
  significant information only to those who are good 
  diplomats. Depending on the Diplomacy check, the 
  following information is obtained:  
   
  • 
  [DC 10]: The caliph decided to launch a great 
  campaign against Ataphad City States who are more 
  and more frequently committing acts of piracy 
  attacks in the Ocean Dramidj.  
  • 
  [DC 15]: Recently, Ataphad spies were discovered in 
  Ekbir. Their plot was thwarted. 
  • 
  [DC 20]: The recently thwarted ataphad plot aimed 
  at causing diplomatic incidents between Zeif and 
  Ekbir in order to prevent Ekbir from attacking the 
  Ataphads. They perhaps even sought to start a war 
  between the caliph and the sultan. Fortunately, the 
  sneaky plot failed and on the contrary, the sultan and 
  the caliph concluded a treaty of peace. Zeif is also 
  affected by ataphad piracy. The base of the ataphad 
  spies was in the castle of Balab, a ruined fortress in 
  Dezbat, one days horse travel to the north of the city 
  of Ekbir. 
  • 
  [DC 25]: A temple dedicated to an evil god was 
  discovered under the keep of Balab. Priests were sent 
  there. 
  • 
  [DC 30]: The adventurers made very good 
  impression and were very convincing. 
   
   
  The sheikh of the faris gives them a pass to enter the 
  castle of Balab to investigate the temple and another 
  pass to be able to find shelter in the fortress of the 
  faris of the Order of the Cup and the Talisman, 
  which is also in Dezbat. The sheikh strongly advises 
  the adventurers to ask for shelter from the faris of 
  the Cup and Talisman, the Dezbat being a dangerous 
  region. The faris of the Cup and Talisman will be 
  able to provide them with an invaluable help because 
  they know very well both Ataphads and Dezbat. 
  • 
  [DC 35]: The source of the heightened Ataphadian 
  aggression is the ‘Dark Harbor’. 
   
  Members of an order of faris of Ekbir, from the official 
  clergy 
  of 
  the 
  Exalted 
  Faith 
  (with 
  regional 
  documentation) or an ‘askari gets automatically the result 
  of the [DC 35] without check. Regional documentation 
  must be provided. 
   
  The Holy Enceinte 
  The Holy Enceinte is an ideal place to converse with 
  worshippers of Al’Akbar of any origin in an atmosphere 
  both religious and relaxed (Knowledge [religion] or 
  [local] check [DC 10] or by asking the guide). Even the 
  obscure sects of Al’Akbar can be found here. 
  
  A Smile in the Mist 
   
  Page 16 
   
  Note: The entrance to the Holy Enceinte is 
  forbidden to Elves, for they are seen as unclean and 
  criminal. Some philosophers have thought to use this as a 
  way to bring all baklunish people of all sects together.  
  On the other hand it is perfectly allowed to followers of 
  the True Faith (and other sects) who come in pilgrimage 
  to the Mausoleum of Al’Akbar. 
   
  Crossing through the monumental gate, you note that 
  men and women are separated. Men must go on the 
  right and women on the left. On both sides, the 
  rooms are symmetrical. You arrive in what seems to 
  be a cloakroom. The worshippers and the pilgrims 
  remove their clothing. 
   
  It is recommended not to enter the Holy Enceinte 
  completely harnessed for war or with valuable objects. In 
  any case, everything must be left in the cloakroom at the 
  entrance. It is of course possible for the adventurers to 
  not enter or to decide to return later. The cloakroom 
  however, is safe and very well protected and the objects 
  from the characters are restored (and not inspected by 
  anyone) at their exit. 
   
   To continue, it is necessary to remove all clothing 
  (without exception, no modesty allowed in front of the 
  Daughter of the Oasis).  
   
  For those who continue: 
   
  You enter the following room with little to hide 
  behind. The room is hot and wet. There is a very large 
  basin in the middle. The pilgrims must bath in it 
  before continuing. Priests (priestesses on the side of 
  the women) recite prayers and pour water on the 
  head of the pilgrims. Conduits which bring water to 
  the basin and which drain water off can be seen. 
  Water, in spite of the great number of faithful, seems 
  to stay relatively clean. It is agreeably hot and rather 
  refreshing. 
   
  The faithful must purify themselves before entering in 
  the Holy Enceinte and the Great Temple. These baths are 
  in fact a temple dedicated to the goddess Geshtaï 
  (Daugher of the Oasis). The priests and the priestesses 
  who officiate are priests of Geshtaï (this can be learned by 
  a Knowledge [Religion] check [DC 10] or by asking to 
  one of the priests). 
   
   
  Note: Individuals of evil alignment are detected by the 
  qadi on this level and are driven back. They can not be 
  allowed to approach further to the most holy of holy 
  places at the end of this procession. 
   
   
  For the characters who continue the course: 
   
  You pass into another room, also very hot and wet. 
  The worshippers receive the blessing of other priests 
  whereas others profit from the care of masseurs.  
   
  The holy symbol of Geshtaï is represented on the walls of 
  this room (Spot check [DC 10] it to notice and 
  Knowledge (religion) check DC 10 to recognize it) 
    
  Body care and massages are proposed to the worshippers. 
  They are optional and not free. The payment is to be done 
  in the cloakroom at the exit.  
   
   
  There is no rigorous control because honesty of 
  worshippers is expected. On the other hand, in case there 
  of a lot of people, the wait for care can be long. There are 
  benches to sit down.  
   
   
  Note that men and women are strictly separated. On the 
  female side, there are priestesses and masseuses 
  officiating. 
   
   
  The blessings of the priests are also optional and are 
  intended especially for those who have a particular 
  veneration for the goddess Geshtaï.  
   
   
  However, holy water can be bought here at a cost of 25 gp 
  per flask. The flasks are given at the exit in exchange of 
  the payment. This holy water is created here, in this 
  temple of Geshtaï. It can thus be useful in Encounter 2. 
    
  For those who continue the course: 
   
  You enter a new room, cooler, where clothing is given 
  to worshippers. You receive a long white dress with a 
  cord to tighten it at the belt, fitted white braies 
  (which cover the pelvis, the legs and the feet) and of 
  sandals. 
   
  For those who don’t have a usual size, it can take some 
  time to find fitted clothing. Gnomes and halflings receive 
  clothing for young children and a rub on the head. Those 
  who have the greatest difficulty in finding fitted dress are 
  dwarves. 
   
  You arrive finally in the large court of the Holy 
  Enceinte. It is splendid. On the four sides, the walls, 
  the monumental gates and the minarets are covered 
  with blue-green earthenware. It is the same for the 
  huge dome of the Great Temple which dominates the 
  court, of the opposite side.  
   
   
   
  
  A Smile in the Mist 
   
  Page 17 
  Every worshipper, men and women, are together 
  here, all in the same white dress. You see at the 
  entrance of the Great Temple several men in armor 
  dressed with a full red coat. They guard the area. 
   
  While walking in the court, it is easy to realize that 
  worshippers of the True Faith and those of the Exalted 
  Faith (by far the most numerous) do not mix and ignore 
  each other completely. However there is no friction in 
  this holy place where any quarrel is prohibited including 
  that one relative to the schism. Any character whom 
  would seek to polarize would be harshly reprimanded by 
  both the worshippers of the Exalted Faith and by those of 
  the True Faith.  
   
   
  The guards in red are the faris of the Confraternity of the 
  Temple of Ekbir. They ensure the protection of the holy 
  places (Knowledge [religion] check or [local] or 
  [geography] [DC 10]).  
   
   
  While walking in the court, the characters notice that 
  one of the annexes on a side is in fact a small temple. 
  With a successful Knowledge (religion) check [DC 10] 
  it’s possible to recognize the holy symbol of Azor’Alq (a 
  warrior in arms on a stone submit). This small sanctuary 
  of Azor’Alq is lodged in the large sanctuary of Al’Akbar. 
  Behind the visible part of the temple, there is a small 
  room which shelters the holy fire of Azor’Alq (with a 
  successful Knowledge [religion] check [DC 15] it’s 
  possible to know that a holy fire burns in any temple of 
  Azor’Alq). The characters can convince the priests of 
  Azor’Alq to let them light a torch to the holy fire of the 
  temple (with a successful Diplomacy check [DC 20], 
  automatic success for a priest of the metagaming 
  organization of the clergy of Azor’Alq or for a member of 
  a metagaming organization of faris having Azor’Alq as 
  deity or an org that has Azor’Alq as the patron deity).  
   
   
  A torch burning with this fire can be useful in Encounter 
  2. Care should be taken to protect the fire! There is 50% of 
  chance of a rain on the road from Ekbir to Balab. 
   
   
  According to their affinities, the characters easily mix 
  either with a group of the True Faith or to a group of the 
  Exalted Faith. Those of the Exalted Faith are more 
  friendly towards the foreigners and the followers of other 
  religions.  
   
   
  They are particularly cordial with the worshippers of Rao, 
  Pélor, Azor’Alq, Fharlanghn or Heironeous.  
   
   
  Those of the True Faith are friendly only towards other 
  worshippers of the True Faith, Istus, Fharlanghn, Ghestai 
  and more True Faithers. 
  It is very easy to establish contact with the worshippers. 
  People from Ekbir can be distinguished from the foreign 
  pilgrims because they often come in as a family with 
  their children, whereas the pilgrims are usually in large 
  groups of adults. 
   
  Worshippers are on an equal basis about testamentary 
  matters and it’s intentional: in the temple, all 
  worshippers are equal, rich or poor, weak or powerful. 
  The social barriers are thus less important and the 
  contacts are easier. It’s possible to get the same 
  information that can be found in the district of the 
  fishermen (except with regard to the secret premium) 
  and with the hospitaler faris (with the exception of the 
  pass which is impossible to get here) but with a +4 
  circumstance bonus. It’s also possible to learn the 
  following information: 
  • 
  In Dezbat, the only trustworthy people are the faris 
  of the Order of the Cup and Talisman. Their ribat 
  (fortress) is located on the coast of the Ocean. They 
  know many things on Dezbat and Ataphads. 
  • 
  There is in Dezbat an important sanctuary dedicated 
  to Istus, the Yalas Temple. It is very old and its 
  priests are famous soothsayers. Characters get the 
  advice to consult them first. (It’s common for 
  Baklunish people to consult the omens of Istus 
  before any significant mission as it can be learned 
  with 
  a 
  successful 
  Knowledge 
  [Religion] 
  or 
  [Geography] or [Local] [DC 10]).  
   
  After having talked in the court, the characters can enter 
  the Great Temple then continue in the Temple of the 
  Course and arrive finally at the ultimate goal of the 
  pilgrims, the Mausoleum of Al’Akbar. The description of 
  this course is beyond the scope of this adventure. 
  However more information can be found in the 
  Gazetteer of Ekbir downloadable on Ekbir Region 
  website: http://www.ekbir.org .  
   
  When the characters decide to leave, they go back in the 
  cloakroom, without passing by the Baths of Geshtaï, and 
  recover their equipment. If they profited from body care, 
  they have to pay the price (2 gp). There is no magic 
  control and the characters can lie (Bluff against Sense 
  Motive +4 of the civil servant). It’s also here that holy 
  water from Geshtai is given to them in exchange of the 
  25gp payment. 
   
  The Zashassar of Ekbir 
  You arrive in front of a superb palace surmounted  by 
  a huge dome of white marble, surrounded by three 
  high minarets, also of white marble. There is no 
  obvious entrance.  
  
  A Smile in the Mist 
   
  Page 18 
   
  This palace is the Zashassar of Ekbir, one of the most 
  powerful organizations of wizards in the known world 
  but also one of the most secret. Entrance is forbidden and 
  there is no mean to contact the zashassari (name given to 
  the wizards of the Zashassar). 
   
   
  Attempting to enter draws forth magical protections that 
  stop the characters in their attempt. This place has 
  protections against what ever the characters can think up. 
   
  Palace of the caliph 
  A high surrounding wall hides a large garden. Over 
  the wall, it’s possible to see splendid trees which 
  partially hide a red sandstone palace decorated with 
  white marble. The wall is protected by a host of armed 
  guards and Qadi, as is the entrance gate. 
   
  Entrance into the palace of the caliph is impossible and 
  no audience can be obtained (except with an official 
  document of the Campaign). The palace is kept by the 
  Sacred Guard, an elite unit of 1000 heavy soldiers well 
  armed and equipped. 
   
  Development: The adventurers should have gathered 
  enough information during their investigation in the city 
  of Ekbir to decide to go to Dezbat. To the characters 
  leaving the city of Ekbir to Dezbat by road, read what 
  follows: 
   
  Leaving the holy city of Ekbir, you move to the north 
  through the fertile region of Diyarkadir. The area is 
  very populated. You cross many small villages, which 
  seem very prosperous.  
   
   
  Further to the north, however, the landscape becomes 
  gradually rougher. The villages are rarer and the 
  cultivated areas are separated by increasingly large 
  woods or moors. The weather is cloudy. It begins to 
  rain. The atmosphere is almost sinister. You have 
  entered Dezbat! 
   
  If the characters decide to go to the ruined castle of 
  Balab, go to Encounter 2 (The Ruined Castle of Balab). If 
  they decide to go to the temple of Istus, go to Encounter 
  3 (Divinations of Istus). If they decide to go to the 
  fortress of the faris of the Order of the Cup and Talisman, 
  go to Encounter 4 (Ribat of the Order of the Cup and 
  Talisman). 
   
  Encounter Two 
  The Ruined Castle of Balab 
   
  Arrival at the castle 
  Located one day’s horse ride from Ekbir City, on the 
  shores of the Dramidj Ocean, this ruined castle is likely 
  to receive a visit from the adventurers given the 
  information found in Ekbir City. Read what follows: 
   
  You easily find the ruins of Balab. They are well 
  known by the inhabitants of the area who help you to 
  find your way. While approaching, the scent of the 
  sea is increasingly perceptible.  
   
   
  Finally, you see, on a rocky headland dominating the 
  Ocean, the ruins of a powerful fortress. What 
  remains, still imposes respect.  
   
   
  This castle can be reached by a narrow tongue of land, 
  which leads to the strong door still in good condition. 
  This door is separated from the land by a deep ditch. 
  On the three other sides, the castle dominates a rocky 
  coast beaten by the sea. The northern wall has 
  completely collapsed. Inside the wall is a ruined keep. 
  It was formerly a tower with a large diameter but the 
  upper levels have since collapsed. You can see that 
  the ruins are kept by a strong garrison. 
   
  The ruins are defended by a very strong garrison in the 
  service to the lord of Dezbat, Urik Ashir. It is 
  unthinkable to attack so strong a garrison with several 
  hundred men among whom elite thunder rider (thunder 
  riders constitute the permanent army of Dezbat and 
  personal guard of Urik Ashir).  
   
   
  The garrison moreover is reinforced by high level priests 
  and wizards, catapults and by various creatures, one of 
  which looks a lot like a cow. A violent action of the 
  adventurers would lead to a capture and imprisonment 
  (to be estimated by the DM according to gravity but 1d8 
  TUs is a good order of magnitude). Characters with the 
  ability to fly or teleport may escape, but those who can 
  not make such instant escapes are captured by the strong 
  garrison. 
   
  Here in the Castle of Balab, all the Thunder Riders of are 
  LN and N alignments. But (who is not present) Urik 
  Ashir is the lord of Dezbat. Justice and the local army are 
  his alone and he has strong allies in the region. Even the 
  caliph can not fully defie (not yet) someone who runs a 
  foul of the Lord of Dezbat within his own lands.  
   
  
  A Smile in the Mist 
   
  Page 19 
  By day, the adventurers could be allowed into the 
  fortress. If they introduce themselves in front of the 
  entrance door, the guards will ask them: 
   
  "Halt ! Who are you and what are you doing here?" 
   
  The guards listen to the answer of the adventurers. They 
  automatically allow the characters in the castle only if the 
  party includes a priest of the Exalted Faith or a faris 
  (member of a metagaming organization of Ekbir) or if 
  they have a pass from the hospitaler faris of Ekbir 
  (Encounter 1). If not, the guards will refuse the entrance: 
   
  "By order of the lord Urik Ashir, you cannot enter the 
  fortress. Please go away!!” 
   
  The characters can however insist on entrance. With a 
  successful Sense motive check (DC 15) it can be learned 
  that the guards are a little bit hesitant and unsure to be 
  able to refuse entrance into the fortress (there is some 
  bluff in their refusal).  
   
   
  However, to convince the guards to let them enter, the 
  adventurers have to call upon religious reasons in 
  connection with the evil temple of Ataphads (this 
  information could be learned in Ekbir in encounter 1).  
   
   
  For example, to require to be allowed to see the temple to 
  purify it or to check if there are still concealed dangers is 
  acceptable. In this case, the adventurers are able to try a 
  Diplomacy check [DC 15]. If successful, the guards 
  consult the priests of the Exalted Faith who then 
  authorize the characters to enter.  
   
   
  The adventurers can also Bluff (DC 15) to arrive at the 
  same result. If the characters are allowed (by the priests) 
  to enter, they are able to realize (Sense Motive [DC 10]) 
  that the guards are not very pleased. It’s even possible to 
  feel an animosity of the guards towards the characters. In 
  the fortress, the same animosity towards the adventurers 
  animates the thunder riders. A successful Sense Motive 
  check [DC 15] allows to understand that the priests had 
  to impose their will on the thunder riders and the guards.  
   
  If the characters are allowed in the castle, read to them 
  what follows: 
   
  Several priests come and ask your names again and 
  the reason of your coming. Having considered your 
  reasons to be acceptable, they intercede so that the 
  drawbridge is lowered. You enter the castle. You note 
  it is kept by a very strong garrison of several hundred 
  men who are all very well armed. Several priests of 
  the Exalted Faith can be seen. Those who receive you, 
  welcome you. 
   
  By night, the adventurers are not allowed in the castle. 
  The thunder riders pretext that safety and security 
  reasons take precedence over the religious questions in 
  this case. 
   
  Priests with a problem! 
  It is very easy to talk about the evil temple with those 
  priests of the Exalted Faith. They are even waiting for 
  that! They seem at the same time excited and frightened 
  (Sense Motive [DC 15]). All of the Qadi look very beaten 
  and fatigued, both physically and mentally. If the 
  conversation starts about the temple, one of them 
  explains the situation: 
   
  "We are delighted to welcome people likely to help us 
  to solve the problem of this temple! A few weeks ago, 
  some adventurers came into these ruins and 
  discovered an evil temple under the keep. After a 
  furious combat, they succeeded in killing the evil 
  priest of this temple and his unholy minions. 
   
    
  Warned, our hierarchy sent us to investigate this evil 
  temple and to purify the place. However, to this day, 
  we have not succeeded in driving out the Evil of this 
  temple.  
   
   
  Worse, we realized that the altar is still extremely 
  dangerous, much more so than our superiors ever 
  suspected. It seems possessed by something. This 
  something is powerful, perverse and incredibly 
  resilient. If you feel capable enough to confront this 
  altar and the power in it, we shall lead you there. But 
  do not accept lightly! We don’t know ourselves what 
  to do our resources to add you are nearly as exhausted 
  as our bodies and minds. We fear that if the evil is not 
  defeated soon, it may manifest itself into such a form 
  that we can not restrain it." 
   
  The adventurers can ask for details. The priests can reveal 
  the following information: 
  • 
  The temple is dedicated to Elder Elemental Eye. 
  • 
  There is something very evil which seems to possess 
  the altar. When someone tries to fight it, a terrible 
  eye appears and summons creatures as well as throws 
  things and people about the room. The priests don’t 
  dare to go back in the temple because they have 
  nearly been killed in a terrible combat.  
  • 
  The priests await for a senior member of their order 
  to try to solve the problem, but that could be some 
  time off due to more complicated issues that they 
  
  A Smile in the Mist 
   
  Page 20 
  can not go into with the adventurers. If the 
  adventurers can solve the problem now, it’s better 
  for the evil may grow powerful and manifest itself in 
  another way before that time.  
   
  If the adventurers want to go in the evil temple, the 
  priests ask them to agree for an examination to be sure of 
  their intentions: 
   
  "We are going to lead you in the temple. But, before 
  you understand, we must be sure that your intentions 
  are good. It would be catastrophic if our enemies 
  could enter the temple to do some more evil! Do you 
  agree for an examination of your sincerity?" 
   
  The priests want to cast detect evil and zone of truth on 
  the characters.  
   
   
  If the adventurers refuse, the entrance to the temple is 
  refused to them and they are ordered to leave the place. 
  The characters have to leave the castle immediately or be 
  taken into custody by the large garrison and held for 1d8 
  TUs.  
   
   
  If the characters accept, the priests cast the spells detect 
  evil and zone of truth and ask to each character the 
  following question: 
   
  "For which reason do you want to go to the evil 
  temple of the castle of Balab?" 
   
  The priests will appreciate the sincerity of the answer. 
  Then they ask: 
   
  "Do you want to fight the Evil of this temple and to 
  help to its destruction?" 
   
  Again, the priests appreciate the sincerity of the answer 
  according to the zone of truth spell. 
   
  If the examination is favorable to the adventurers (and 
  normally it should be the case), they are led to the keep: 
   
  The priests lead you to the huge ruined keep of the 
  castle. The lowered part of this tower is in good 
  condition. A slope allows you to enter the first level 
  by a drawbridge. Once entered, a narrow spiral 
  staircase goes down to the ground level. Many armed 
  guards and other priests seem to keep the place well 
  patrolled. Four spiral staircases go down lower. On a 
  wall, there are triangular holes with strange symbols.  
   
  There are five holes of triangular section, point towards 
  the bottom. These holes are at the same level, on a 
  horizontal line. Above each hole there is a symbol. With a 
  successful Knowledge (arcana) [DC 15] it’s possible to 
  recognize these symbols. From left to right, there are the 
  following symbols: Private, Elemental, Evil/Evil Pursuer, 
  Darkness, Secret. If the adventurers ask questions about 
  these holes and these symbols, the priests answer:  
   
  "The entrance to the temple was protected by a very 
  complex secret mechanism. These four staircases you 
  see are normally hidden. We opened the passage to 
  allow you to go down but it is closed in normal time 
  for safety reasons". 
   
  The priests talk again to the adventurers: 
   
  "Now, we must again inform you of the dangers you 
  incur while going down. Are you really sure to want 
  to fight the evil of this temple?" 
   
  If the adventurers answer by the affirmative, the priests 
  will say to them: 
   
  "You are definitely courageous! Let’s get it on!" You go 
  down with the priests via one of the four staircases. 
  At the bottom, you find yourselves on the lower level 
  of the keep. Other armed guards and qadi keep the 
  place. You see on one side, a portcullis and on the 
  other side a double door. Your guide explains to  you: 
  "It’s useless to open the portcullis! It blocks the 
  access to an underwater cave without interest for you. 
  I suggest you take the double door. We will not go 
  further. The door opens on a corridor with some cells 
  dug in the rock. Then you will arrive at a small cave 
  dug by our enemies. The narrow tunnel that you will 
  see goes down in the subterranean world. But some of 
  our enemies escaped by this tunnel during the battle 
  for the temple and cause a cave-in to cover their 
  escape. It’s impossible to go there. On the other hand, 
  after the small cave, you will enter the temple. 
  Beware then! The altar conceals deadly dangers! May 
  Al’Akbar protect you!" 
   
  If the adventurers ask questions, here are the information 
  the priests can reveal:  
  • 
  The priests will not try anything more against the 
  evil temple as long as their superior will not be there. 
  They’ve tried repeatedly and get slapped around too 
  much and their efforts don’t seem to be enough.  
  • 
  The creatures who escaped by the narrow tunnel 
  towards the subterranean world were, as it is said, 
  Grey Dwarves (Duergars). It is possible that they 
  were in the service to Ataphads to help to dig the 
  complex.  
  
  A Smile in the Mist 
   
  Page 21 
  • 
  It is dangerous to approach the altar.  
   
  The Temple of the Elder Elemental Eye 
  Refer to the map given in Appendix Three. If the 
  characters cross the double doors, they arrive in a 
  corridor.  
   
  There are small cells dug in the rock on each sides of 
  the corridor.  
   
  There is nothing of interest here. The cells were formerly 
  used by the evil priests. 
    
  At the end of this corridor, there is a small cave. On 
  the right a narrow tunnel goes down into darkness. In 
  front of you, a wide opening leads to a bigger cave. 
   
  The narrow tunnel is blocked one hundred feet later, 
  after a very stiff descent, by a crumbling wall. The 
  collapse is important. It would take weeks to clear the 
  tunnel and to continue to go down. And even afterwards, 
  the subterranean world would be reached with tunnels 
  taking days to explore. There is nothing of interest here. 
   
  The wide opening expands into a large cave. The walls 
  and the vault were reinforced with masonry. On the 
  lateral walls are hung large tapestries. At the other 
  end is a huge stone altar block of dull, porous-
  looking, somewhat rusty black mineral. Beneath this 
  altar is a large base of black stone shot through with 
  veins of violet. The tapestry on the left shows a city at 
  the time when it seems to be destroyed by gigantic 
  fires. A deluge falls on the city but it does not seem to 
  extinguish the fires, on the contrary! The tapestry on 
  the right-hand side represents scenes where elves and 
  celestial beings are sacrificed on a purple altar in 
  which shines a golden eye. Near the bottom, it shows 
  a smaller image of the beings being tossed on top of 
  each other into a black box-like pit, inferring that 
  they are to be sealed within it. 
   
  A successful Knowledge (history) check [DC 1] allows to 
  recognize on the left tapestry a representation of the Rain 
  of Colorless Fire which destroyed more than thousand 
  years ago the Suloise empire. The picture on the right 
  showcases ancient rites and atrocities that have happened 
  before and shall happen again. 
    
  The altar is possessed by an emanation of the Elder 
  Elemental Eye. This is of course not the god himself but a 
  very small piece the spirit of one of his proxies, who is 
  projecting itself into this world and into the invested the 
  altar. This piece of proxy, in spite of being very small, is 
  likely to be difficult to handle for the adventurers. The 
  possessed altar is equivalent to a trap. As long as the trap 
  (see below) is not active, the altar has a faint evil aura and 
  the room around it has lingering evil (note, any evil 
  minions detect as normal). When the trap is active and 
  the eye is visible, the evil aura is overwhelming (as per 
  normal effect). The trap has a visual trigger with a range 
  of 120ft in the form of the true seeing spell. 
   
  If there are creatures in the temple (APL 10, 12 and 14 
  only), they will wait until the trap is activated to attack, or 
  until they are attacked themselves. If the trap is not 
  activated, the creatures wait, motionless, in a corner of 
  the room, or close to the vault, in the hope of not being 
  detected. The creatures are invisible stalkers (see their 
  statistics below according to APL). They keep their 
  distance, wanting to stay out of detection range, and 
  willing to have to wait a round or two to move in from 
  behind to go after casters first and cut off escape routes. 
   
  As you enter the chamber, you feel a numbing cold 
  bite you right down to the bones. It is very unsettling. 
  Luckily, it does not seem to be doing any aggravated 
  harm. At the far end of the room, is the altar in 
  question. The floor is strewn with the abandoned or 
  broken paraphernalia of the previous clerical assaults. 
   
  This is the same effect felt within the altar room of VTF3-
  05 “Firestorm”. It feels very much like that of the area 
  effect of a Nightstalker, but without the negative effects 
  and risk to potions. It all goes away once the entity has 
  been driven away. 
   
  Tactics: The only way of purifying the temple is to drive 
  out the evil entity which possesses the altar. The entity 
  uses its telekinesis to protect it self and toss the 
  characters around like rag dolls. There are several 
  methods to defeat the entity:  
   
  Disable the Trap: The altar has several special knobs, 
  gem and other rotating parts. Using the Disable Device 
  skill successfully for two rounds (though not necessarily 
  consecutively) the magic of the altar can be reversed and 
  the being expelled. But, should the character doing the 
  Disabling be interrupted, the spirit in the altar can use its 
  telekinesis to reset everything, forcing the character to 
  start from scratch. This is assuming the altar has 
  telekinesis available that round. 
   
   
  Multiple disables can work at the same time. It is a full 
  round action to work the controls. Any who take damage 
  must pass a concentration check of (DC 10 + damage) to 
  have their work count for that round. Even with multiple 
  
  A Smile in the Mist 
   
  Page 22 
  disables, it still takes two rounds of work, but they can 
  finish each others efforts, just not on the same round. 
   
  Any specifying that they are spending a round 
  observing the altar, allow for a successful Spot check (-1 
  per 10ft) of DC (12+APL) to notice that the altar has 
  moveable devices on it. A Search check automatically 
  reveals this. 
   
  Channeling Positive Energy: Though the spirit is not 
  undead, the gods of Oerth have a particular hatred for the 
  proxies of Tharizdun. If the cleric makes a successful 
  turning check (with the Altar’s HD subbing for the 
  Undead’s HD) and concentrates (as an action) each round 
  thereafter within range of the altar (60ft), the spirit’s HD 
  and Caster Level is considered reduced by 25% for as long 
  as the cleric concentrates (with an action). As well, the 
  Altar has a 50% of not being able to use its telekinesis 
  ability that round as long as the cleric maintains 
  concentration. The DC to break the cleric’s attempt is 
  Concentration check [DC 10+ Damage]. 
   
   
  A successful Knowledge Religion (DC15) informs the 
  character and player that a sustained successful Turning 
  check may reduce the spirits effectiveness. 
   
  Dismissal: this spell can work but, taking into account 
  the statistics of the creature which possesses the altar, it 
  has little chance to work (see below). If this works, the 
  caster receives a vision (see below). 
   
  Dispel Evil: The creature cannot be touched being not 
  physically present, but the altar can be. The powerful 
  proxy has it’s own defense against this spell though. After 
  both SR and Will saves have been rolled (and failed), 
  there’s is a 50% that the spell does not work, but it does 
  leave the spirit in the altar stunned for one round (unable 
  to use its telekinesis and trap powers). If the dispel evil 
  works, the caster receives a vision (see below). 
   
  Banishment: The spell works but it is certainly useful to 
  collect the objects and substances that the entity hates. In 
  this case, the creature is especially vulnerable to the 
  following substances : Flame coming from a temple of 
  Azor’Alq (it’s possible to find one in Ekbir, in the Holy 
  Enceinte in Encounter 1), Holy water coming from a 
  temple of Geshtaï (It’s also possible to find one in Ekbir, 
  in the Holy Enceinte in Encounter 1), A gem blessed by a 
  priest of Ulaa (it’s possible to find such a gem in Ekbir, in 
  the merchants district in Encounter 1) And the breath of 
  a good air creature (the sylph of Encounter 5).  
   
   
  These four components are related to the four elements 
  but they are related to a good power or a power hostile to 
  the Elder Elemental Eye. The efficiency of these four 
  elements is doubled for a spell of Banishment. Each one 
  thus increases the DC of the spell by +4 and confers a +2 
  bonus on the caster level check to overcome the spell 
  resistance of the creature. If the four elements are joined 
  together, the DC is increased by +16 and the bonus to the 
  caster level check to overcome the magic resistance of 
  the creature is +8.  
   
  The adventurers can learn the existence and nature of 
  these four elements, which are particularly hated by the 
  Entity, within the temple of Istus (Encounter 3). Or a 
  successful divination informs the characters that the 
  answer they seek is with the servants of the Maiden of 
  Fate within the moors. This is referring to the Yalas 
  Temple. See Encounter 3 (the Divinations of Istus).  
   
  A fifth element can be added: An anthem dedicated to a 
  good aligned deity. This anthem must be sung with 
  talent. It’s possible to know an anthem dedicated to a 
  good deity with a successful Knowledge (religion) check 
  [DC 10]. On the other hand, to know an anthem does not 
  mean to be able to sing it correctly.  
   
   
  To correctly sing the anthem in order to get the fifth 
  element against the Entity during the banishment, it is 
  necessary to make a successful Perform check ([DC 20] at 
  APL 8, [DC 22] at APL 10, [DC 25] at APL 12 and [DC 30] 
  at APL 14). The singer and the person knowing the 
  anthem must be the same person.  
   
   
  If a separate person knows the hymn and the singer does 
  not, it takes one hour to teach the singer the hymn in the 
  right enough way to have a holy and powerful effect. 
  Thus he learns the hymn.  
   
   
  This fifth component has normal effects for the 
  banishment, that is +2 to the DC of the spell and a +1 
  bonus on the caster level check to overcome the magic 
  resistance of the creature. If the success of the Perform 
  check is really extraordinary (margin of +10), the effects 
  of the fifth element are doubled (+4 and +2 instead of +2 
  and +1). 
   
    
  No other component can be added to these five. 
  Maximum bonus are +18 and +9 respectively (+20 and 
  +10 with an extraordinary success with the Perform 
  check). 
   
   
  The equivalent statistics of the creature are indicated 
  below. If the banishment is successful, the Entity is 
  definitively driven out (the magic trap disappears 
  forever). If this works, the caster receives a vision (see 
  below). 
   
  
  A Smile in the Mist 
   
  Page 23 
  Dispel Magic: If the spell functions, the trap portion of 
  the magical effects are inoperative during 1d4 rounds, 
  but the entities telekinesis still functions normally. The 
  level of caster level to be overcome is indicated below.  
   
  Exorcism: The capacity of the prestige class of Sacred 
  Exorcist can work. The creature has a HD equivalent 
  indicated below. If the exorcism is successful, the entity 
  is definitively driven out (the magic trap disappears 
  forever).  If this works, the caster receives a vision (see 
  below). 
   
  I drove it out, now where’s my vision? 
  For the caster that drove it out in the one of the specific 
  methods (as listed above). They see the following burn in 
  their head, and they take 1d4 temporary points of 
  Wisdom damage on a failed Will save [DC 10+APL]. 
   
  Its starts with that eye, that evil cold eye. There are 
  flashes of horror, of darkness, of servitude and 
  insanity.  
   
   
  Horrible acts, thousands of thoughts and imagines all 
  squeezed into a moment of time. Minions gathering, 
  constructing, all long ago. From fire, water, air and 
  earth, seeds are formed. In rites of unspeakable terror 
  the seeds are matured. But in a war of mind boggling 
  magnitude, everything is lost, scattered. Hosts of both 
  angels and fiends drive the cold eye away into hiding. 
   
   
  Glimpses of black set pyramids, floating in the skies, 
  but their points facing the oerth. More flashes, this 
  time of a block of pure obsidian floating in a chamber. 
  Ooze of different colors drip from it, filtering 
  through the lake of gem stones underneath. 
  Chanting.. So much chanting… 
   
  Equivalent Statistics of the Entity of the Altar 
  These characteristics are useful only for the use of spells 
  and abilities able to affect the Entity of the Altar (as 
  banishment). The Entity of the Altar acts only as a trap 
  (see below). Note that the trap is automatically triggered 
  (via true seeing) just after the characters come within 
  sight range. Creatures summoned by the altar last only 
  one round but can attack as soon as they appear (there is 
  no casting time). 
   
   
  Remember, the trap does not activate on a round where it 
  does not see at least one character. A great strategy for the 
  characters would be to cast a spell like fog, where true 
  seeing can not penetrate. Hiding behind a tower shield 
  does not work though, for just like a spell, it knows your 
  there. 
   
  APL 8 (EL 8) 
  �Entity of the Altar: 11 HD, Will +20, SR 28, Caster 
  Level 17; Su: Telekinesis, but with a limited range of 60ft 
  and lasting only one round. This is usable once every 1d6 
  rounds. Always goes last in the initiative round.  
   
  APL 10 (EL 10) 
  �Entity of the Altar: 13 HD, Will +20, SR 30, Caster 
  Level 19; Su: Telekinesis, but with a limited range of 60ft 
  and lasting only one round. This is usable once every 1d4 
  rounds. Always goes last in the initiative round. 
   
  APL 12 (EL 12) 
  �Entity of the Altar: 15 HD, Will +20, SR 32, Caster 
  Level 21; Su: Telekinesis, but with a limited range of 60ft 
  and lasting only one round. This is usable at will. Always 
  goes last in the initiative round. 
   
  APL 14 (EL 14) 
  �Entity of the Altar: 17 HD, Will +20, SR 34, Caster 
  Level 23; Su: Telekinesis, but with a limited range of 60ft 
  and lasting only one round. This is usable at will. Always 
  goes last in the initiative round. 
   
  If the adventurers have no access to the Banishment 
  spell (APL 8 and 10 only): In this case, strewn about the 
  remains of the last clerical battles with the entity (two 
  squares away from the altar) is scroll tube is scroll of 
  banishment (6th level cleric spell, caster level 11). A Spot 
  check [DC 15] points it out to the characters.  
   
   
  If there is a cleric among the adventurers but with a level 
  too low to cast banishment, he can nevertheless use the 
  scroll (see the Dungeon Masters Handbook). If the scroll 
  is not used up in the encounter, the clerics demand the 
  scroll back before the party leaves. 
    
  Trap 
  The trap is triggered by a true seeing visual effect as soon 
  a creature enters (and remains in) the line of sight. When 
  the trap is triggered, read or paraphrase the following 
  description: 
   
  Suddenly, the altar stone fades in color and becomes a 
  translucent amethyst color with a black, amorphous 
  center. A glowing golden eye swims into view from 
  the stone’s writhing center. The black mass at the 
  center grows larger and shows swollen veins of 
  purple. 
   
  
  A Smile in the Mist 
   
  Page 24 
  The altar trap always goes at the bottom of the initiative 
  order. If any of the characters are in line of sight at that 
  time, the trap activates. 
   
  APL 8 (EL 8) 
  �Magical Trap (APL 8) : CR 8; magic device; visual 
  trigger (true seeing) ; automatic resets ; spell effect (at 
  random 1d4, 1: Finger of Death, 13
  th level wizard, 
  Fortitude save [DC 20] partial; 2: Insanity, 13
  th level 
  wizard, Will save [DC 20] negates; 3: Summon Monster 
  VII [Air Elemental, Huge], 13
  th level wizard; 4: Summon 
  Monster VII [Invisible Stalker], 13
  th level wizard; Search 
  (automatic); Disable Device (DC 28). 
   
  Summoned 
  creatures: 
  These 
  creatures 
  can 
  be 
  summoned by the Eye (the trap). The creature appears 
  anywhere within range set by the caster level as usual, 
  but it appears that round and may act right away. All 
  creatures summoned by the altar last only one round 
  (thus getting only one turn in) In the case one of them 
  appears, the statistics are the following: 
   
  �Air Elemental, Huge: hp 136; see Monster Manual 
  �Invisible Stalker: hp 52; see Monster Manual 
   
  APL 10 (EL 10) 
  �Magical Trap (APL 8) : CR 8; magic device; visual 
  trigger (true seeing) ; automatic resets ; spell effect (at 
  random 1d4, 1: Finger of Death, 13
  th level wizard, 
  Fortitude save [DC 20] partial; 2: Insanity, 13
  th level 
  wizard, Will save [DC 20] negates; 3: Summon Monster 
  VII [Air Elemental, Huge], 13
  th level wizard; 4: Summon 
  Monster VII [Invisible Stalker], 13
  th level wizard; Search 
  (automatic); Disable Device (DC 28). 
   
  Summoned 
  creatures: 
  These 
  creatures 
  can 
  be 
  summoned by the Eye (the trap). The creature appears 
  anywhere within range set by the caster level as usual, 
  but it appears that round and may act right away. All 
  creatures summoned by the altar last only one round 
  (thus getting only one turn in) In the case one of them 
  appears, the statistics are the following: 
   
  �Air Elemental, Huge: hp 136; see Monster Manual 
  �Invisible Stalker: hp 52; see Monster Manual 
   
  Creatures: 
  In addition to the altar trap, the temple is defended by an 
  invisible stalker at this APL. 
   
  �Invisible Stalker, Advanced: hp 78; see Appendix 
  One 
   
  APL 12 (EL 12) 
  �Magical Trap (APL 12) : CR 10; magic device; visual 
  trigger (true seeing) ; automatic resets ; spell effect (at 
  random 1d4, 1: Heighten Finger of Death, 17
  th level 
  wizard, Fortitude save [DC 23] partial; 2: Heighten 
  Insanity, 17
  th level wizard, Will save [DC 23] negates; 3: 
  Summon Monster IX [Air Elemental, Elder], 17
  th level 
  wizard; 4: Summon Monster IX [1d4+1 Hellwasp Swarm 
  x2], 17
  th level wizard; Search (automatic); Disable Device 
  (DC 32). 
   
  Summoned 
  creatures: 
  These 
  creatures 
  can 
  be 
  summoned by the Eye (the trap). The creature appears 
  anywhere within range set by the caster level as usual, 
  but it appears that round and may act right away. All 
  creatures summoned by the altar last only one round 
  (thus getting only one turn in) In the case one of them 
  appears, the statistics are the following: 
   
  �Air Elemental, Elder: hp 204; see Monster Manual 
  �Hellwasp Swarm(2): hp 127, 127; see Monster Manual 
   
  Creatures: 
  In addition to the altar trap, the temple is defended by an 
  Demonically Fused  invisible stalker at this APL. 
   
  �Invisible Stalker, Diabolically Fused : hp 60; see 
  Appendix One. 
   
  APL 14 (EL 14) 
  �Magical Trap (APL 12) : CR 10; magic device; visual 
  trigger (true seeing) ; automatic resets ; spell effect (at 
  random 1d4, 1: Heighten Finger of Death, 17
  th level 
  wizard, Fortitude save [DC 23] partial; 2: Heighten 
  Insanity, 17
  th level wizard, Will save [DC 23] negates; 3: 
  Summon Monster IX [Air Elemental, Elder], 17
  th level 
  wizard; 4: Summon Monster IX [1d4+1 Hellwasp 
  Swarm], 17
  th level wizard; Search (automatic); Disable 
  Device (DC 32). 
   
  Summoned 
  creatures: 
  These 
  creatures 
  can 
  be 
  summoned by the Eye (the trap). The creature appears 
  anywhere within range set by the caster level as usual, 
  but it appears that round and may act right away. All 
  creatures summoned by the altar last only one round 
  (thus getting only one turn in) In the case one of them 
  appears, the statistics are the following: 
   
  �Air Elemental, Elder: hp 204; see Monster Manual 
  �Hellwasp Swarm(2): hp 127, 127; see Monster Manual 
   
  
  A Smile in the Mist 
   
  Page 25 
  Creatures: 
  In addition to the altar trap, the temple is defended by 
  two Demonically Fused invisible stalker at this APL. 
   
  �Invisible Stalker, Diabolically Fused: hp 60; see 
  Appendix One. 
  �Invisible Stalker, Diabolically Fused, Advanced: hp 
  152; see Appendix One. 
   
  Development: The adventurers are not authorized by the 
  thunder riders to spend the night in the castle of Balab. 
  Even the priests cannot help the characters. They advise 
  the adventurers to go to the faris of the Order of the Cup 
  and Talisman, more to the north.  
   
  The priests seem to be embarrassed by the refusal of 
  the thunder riders to grant to you the hospitality in 
  the castle of Balab. But the hostility of the latter is 
  obvious. By pretexting reasons of safety and the 
  orders they received, they imposed their point of 
  view. One of the priests comes to see you: "I am 
  sincerely sorry not to be able to do my sacred duty of 
  hospitality. But I do not command in this place. Go to 
  the fortress of the faris of the Order of the Cup and 
  Talisman. It is on the coast a little bit to the north. 
  The faris will surely grant you the hospitality. They 
  will be able perhaps even to provide you some help. 
  They know Dezbat very well. And then, they are 
  sovereign in their fortress. Even Urik Ashir, the lord 
  of Dezbat, has no power there!"  
   
   
  Encounter Three 
  Divinations of Istus 
  This encounter occurs if the characters decided to go to 
  the Yalas Temple dedicated to Istus and located in 
  Dezbat. The existence of this temple can be learned in the 
  Holy Enceinte in Ekbir (Encounter 1) or in the fortress 
  of the faris of the Cup and Talisman (Encounter 4).  
   
  When the adventurers come to the Yalas Temple, read or 
  paraphrase this text: 
   
  In the middle of the wild and desolate moors, the 
  presence of a sumptuous temple is surprising. 
  Emerging after a bend in the road in the fashion of a 
  fairy-like vision, the Yalas Temple dazzles the traveler 
  with it’s golden dome. The strong and well defended 
  walls which protect this temple brings you back to 
  the hard reality: the area is not safe! 
   
  The Yalas Temple is the most important temple to Istus 
  in all of the Caliphate, with that of Kofeh (Knowledge 
  [Geography] [DC 20]). It is extremely old. A successful 
  Knowledge (History) check [DC 25] informs the 
  character that it was founded during the century that 
  followed the Twin Cataclysm. It was then destroyed and 
  rebuilt several times during the most disturbing periods 
  of Ekbir’s history.  
   
   
  The reasoning which pushed the ancient priests of Istus 
  to build such a extensive temple in such a desolate place 
  is not known by the common people and the motivations 
  of the current clergy of the Lade of Our Fate to maintain 
  this temple today equally unknown, but rumors persist it 
  has a much more grand design then just a place for 
  worship and divination. 
   
   
  The soothsayers of Yalas (who are usually women) are 
  famous for their predictions.  
   
  If the characters introduce themselves at the door of the 
  fortress and ask to consult the soothsayers of Istus (or any 
  other equivalent formulation), they are allowed to enter. 
   
  Many armed guards defend the temple. Priestesses 
  (and more rarely priests) stroll in the walled enceinte 
  or in the temple itself. Their hair has an impressive 
  length and their hairstyles are extravagant. They wear 
  long gray or black dresses with very wide sleeves. 
  Some wear dresses with web patterns. All the 
  personnel of the temple as well as the guards express 
  for these priests and priestesses a deep respect. 
   
  The consultations are not free. Before being introduced 
  to the soothsayer, the characters must first pay the price 
  of the consultation. Civil servants of the temple, experts 
  in financial matters, receive the payment. The price for a 
  divination is 305 gp for the special divination and 
  consulting of the oracle. This involves having the diviner 
  either plucking a (long) hair from each character (or a 
  thread from their clothing if no hair) and pricking their 
  fingers with a needle to obtain a single drop of blood. 
  Once that and some other minor rites are completed, the 
  oracle gives forth the next bit of important information 
  on their weave of life. 
   
  Once the price of the divination is paid, civil servants 
  introduce the character (or the characters if several 
  characters contributed to the payment) into the temple to 
  allow them to ask their question. 
   
  The interior of the temple is covered with 
  earthenware. In the main room there are three large 
  polychrome statues. The first represents a girl dressed 
  
  A Smile in the Mist 
   
  Page 26 
  as a shepherdess. The second represents a lady with a 
  great beauty but with haughty expression, dressed 
  like the noble baklunish ladies, and the third, an old 
  woman holding a spindle, bobbin and thread. 
  Priestesses with long hair reach forth for your own 
  heads and remove a single strand of hair from each of 
  your heads (or tunic thread if bald). Then one by one, 
  you have a single finger pricked with a sewing needle 
  and a single drop of blood placed into a shallow pan 
  of scented oil.  
   
   
  “Leave us now and await our summoning. When you 
  return to us, we shall have for you the next crucial 
  knots and crossings in your weave of fate as your life 
  thread unspools. 
   
  The three statues represent the three traditional aspects 
  of Istus (Knowledge [Religion] [DC 10]). 
   
   
  Once the reading is prepared, the adventurers are asked 
  by the civil servants (the priestesses say nothing more 
  then the few lines above) to leave the main room of the 
  temple. About half an hour later, the characters are 
  invited to come to listen to the oracle from Istus.  
   
  The three divinations are available as Player Handout #4 
  for expediency. The lead priestess speaks: 
   
  “Three knots and tangling of the weave have been 
  found to be approaching, or perhaps have passed 
  recently. Take heed.” 
   
  The Knot on how to banish (or eliminate) the Entity of 
  the Altar: 
   
  A priestess of Istus steps forward to you. She is of 
  middle age and her countenance is noble. With a 
  solemn voice, she declaims: 
    
  "The Elder Elemental Eye commands to the  elements 
  and servants of power long since lost. 
   
  With a pure exorcism or a banishment, You shall have 
  to expel him from the unholy altar. 
   
  Thanks be to the four elements against him gathered. 
   
  Seek the sacred fire of the Son of Light, A ruby 
  enchanted by the Stonewife, From a good spirit of air 
  the smiling breath And water blessed by the Daughter 
  of the Torrent. 
   
  To the expected triumph, an anthem well sung In the 
  honor of a good god, shall  it Contribute.  
  Though there be other ways, such as the crafty twist 
  of a puzzlemasters hand, holy powers are quicker than 
  the palm. "  
   
  A successful Knowledge (Religion) check [DC 10] allows 
  to identify the Son of Light with Azor’Alq.  
   
   
  Another check allows to know that the Stonewife is the 
  goddess Ulaa. 
   
   
   A third check allows to know that the Daughter of the 
  Torrent is the goddess Geshtaï.  
   
   
  Knowledge (religion) checks [DC 10] allows to know that 
  Geshtaï is related to the water element and Ulaa to the 
  earth element. 
   
    
  A check [DC 15] allows to know that a sacred fire is 
  preserved permanently in any temple of Azor’Alq and 
  that this hero-god is also called the Banisher of Darkness.  
   
   
  This knowledge is automatic for the worshipers of the 
  god in question. 
   
  This poem is useful to find the four elements particularly 
  hated by the Entity of the Altar (Encounter 2) and which 
  facilitate its banishment.  
   
  These four elements are: 
  • 
  The fire kept in a temple of Azor’Alq. There is such a 
  temple in the Holy Enceinte in Ekbir. It is necessary 
  to light a torch within the holy fire and to carry it to 
  the Altar without it to becoming extinguished. 
  • 
  A ruby blessed by Ulaa. It’s possible to find one in 
  the merchants district in Ekbir (Encounter 1).  
  • 
  A good air creature (either an Outsider or an 
  Elemental) must breathe on the altar. The sylph 
  (Encounter 5) will do the job of blowing. 
  • 
  Holy water from a temple of Geshtaï. It’s possible to 
  find this in the Holy Enceinte in Ekbir (Encounter 
  5).  
   
  A fifth element is obtained by singing an anthem (or 
  hymn) devoted to a deity of good alignment. The anthem 
  must be superbly sung to have an effect on the Entity (see 
  Encounter 2).  
   
  The Tangle on how to find the smugglers or the evil air 
  cultists: 
   
  A priestess of Istus comes toward you. She is old and 
  stooping. However with a firm voice, she declares: 
   
  
  A Smile in the Mist 
   
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  "Your enemies are strong but fearful and wary. 
  They will escape if you are not cautious. 
  They act hidden in the heart of the fog 
  Covered by the secrecy of the blackest night. 
  But someone saw them and will be able to 
   lead you by flight. 
  You will see in the fog a superb smile, 
  Close to the home of those whose quest is  
  holy. 
  Don’t act too early but hold your sword! "  
   
  The superb smile in the fog refers to the sylph of 
  Encounter 5. Those whose quest is holy are the faris of 
  the Order of the Cup and Talisman. The others verses are 
  useful advice to handle Encounter 6 correctly. 
   
  The Weave that is yet to come: 
   
  A priestess of Istus comes toward you. She is young 
  and pretty. Her pretty voice is contrasted by the 
  worry in her eyes. 
   
  “Hear me now and fear this later. 
   In a land of turmoil and grief you shall travel to its 
  head. 
  Among its spires a man you will find dead. 
  Three men shall confront you, but trust them not. 
  If you draw your weapons, you will be forever sought. 
  Escape from the walls you must, if you ever wish to 
  fulfil your desires. 
  Trust he whom tells you what has transpired. 
  Those with twisted fingers, shadowy stretched, shall 
  influence policy and declare you be wretched. 
  To free your souls and your necks, seek the 
  contraband that might still be left. 
  Fear not the path, but fear the toothy maw. It all hides 
  where humans bring their saws. 
    
  And if the characters cast themselves the Divination 
  spell? If one of the characters casts divination or similar 
  spell (be it specific to the above or at least answerable in 
  the context of this adventure) then as long as they are 
  within the grounds of the Temple, they receiver a +10% 
  bonus to receive a correct divination. While on the 
  grounds, if they ask about either, “Where are the 
  smugglers, etc” or  “how to defeat the altar, etc”, read the 
  characters the same divination the Istus clerics would 
  have given. 
     
  Development: The characters can go back. They can 
  however spend the night here if they want. There is an 
  inn in the walled enceinte (outside the temple). 
   
  Encounter Four 
  The Ribat of the Order of the 
  Cup and Talisman 
  A ribat is a fortress of an akbarite (dedicated to Al’Akbar) 
  religious brotherhood.  
   
  Reception 
  The ribat of the faris of the Order of the Cup and the 
  Talisman stands on the coast of the Ocean. It 
  dominates the Dramidj from the top of a rocky 
  headland with high and abrupt cliffs. The waves break 
  on the coast far below the walls. The sky is overcast. 
  The clouds are low and dark. The sea is green and 
  covered with foam. There is a small drizzle of rain. 
    
  The entrance is carefully controlled. The adventurers can 
  enter if they have a pass from the hospitaler faris of Ekbir 
  (Encounter 1) or if they agree to an examination of their 
  sincerity (detect evil, zone of truth). If this examination 
  does not detect anything abnormal (as should be the case, 
  though elves are double checked), shelter is granted to 
  the characters. 
    
  The fortress is perfectly maintained and well 
  defended even if the garrison currently seems to be 
  reduced to the minimum. Heavy siege machines are 
  present to confront any threat from the land as well 
  as from the sea. Towers are high and strong. There is a 
  postern which leads towards a small port. The ribat 
  shelters large stables and a great number of horses as 
  well as several dormitories and barracks. 
   
  The characters are led to a dormitory. If they have horses, 
  they are led to the stables. The guards offer stable 
  attendants to care for the horses of the characters. The 
  adventurers can insist to care for the horses themselves 
  but the faris and their stablemen are rather skilled with 
  horses and the horses of the adventurers would be in 
  good hands with them.  
   
  The dormitory is very sober. The only luxury is the 
  carpets which cover the ground. You sleep on straw 
  mattresses on the ground. The guard who leads you 
  explains: "You will have plenty of room! Many 
  brothers left to Ekbir City for the war against 
  Ataphads. Here it is not luxurious but it’s in the 
  sobriety that the brothers meditate on the teaching of 
  the High Cleric and develop their physical and 
  martial skills. Too much luxury softens, too much 
  privation weakens. Sobriety is the right measure" 
   
  
  A Smile in the Mist 
   
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  The characters can spend the night here. They can also 
  take their meal with the few faris who are within the 
  ribat at this moment and with the guards and the 
  servants. The atmosphere is deeply religious. There are 
  many religious ceremonies and prayers. A successful 
  Knowledge (religion) [DC 15] allows to know that the 
  faris do not live full-time in the ribat but come here to 
  perfect their training, to follow for a given period a 
  religious teaching during which their life must be 
  exemplary.  
   
   
  The faris of the Order of the Cup and the Talisman are 
  often knight-errants, who travel far and long to find the 
  lost relics of the faith. 
   
   
  The Mouqollad ship has not yet arrived. Because of the 
  bad weather it is delayed, and is not expected before 
  several days. 
   
  If the adventurers talk with the faris to gather 
  information, they get the following information with a 
  successful Gather Information [DC 10]:  
  • 
  The faris do not have a good relationship with Urik 
  Ashir, the new lord of Dezbat, nor with his men, the 
  thunder riders. The adventurers are warned: it is not 
  good to oppose the thunder riders. Even if the faris 
  do not approve their methods, the thunder riders 
  represent the legal and legitimate authority in 
  Dezbat.  
  • 
  There is an invaluable source of information in 
  Dezbat: the Yalas Temple is dedicated the Maiden of 
  Our Fate. The soothsayers of this temple are famous. 
  It is advised to consult them for any significant 
  problem. The temple is not far from here, at only 
  half a day of horse travel.  
  • 
  Ataphadians are extremely cruel and dangerous 
  opponents. They often attack ships or coastal 
  villages. 
   
  Invitation 
  During the first evening, a guard comes to tell the 
  adventurers they are invited to come next day evening 
  for dinner with the faris commander of the ribat. It is 
  important for the course of the scenario that the 
  adventurers accept this invitation. They must understand 
  that it’s a great honor which is made to them and that it 
  would be very impolite to refuse.  
   
   
  The faris commander of the ribat is Nursultan Raminand 
  who commands the ribat during the absence of the sheik 
  of the Order who went to Ekbir for the war.  
  If the adventurers learned the existence of the Yalas 
  Temple and they didn’t go there yet, they can decide to 
  go there now, as there is plenty of time. 
   
  It is possible to go there by horse and come back in one 
  day and thus return in time for the invitation of 
  Nursultan. If the adventurers go to the Yalas Temple, go 
  to Encounter 3 then come again in Encounter 4 to 
  continue from here.  
   
  If the characters accept, they are escorted the following 
  evening through the main building of the ribat. This 
  building is more luxurious than the others, but not to 
  excess. They are led into the main room, a room of great 
  dimensions and with an interesting decoration. 
    
  The main room of the ribat is rather large. The whole 
  garrison and even more could enter here at the same 
  time. It is entirely covered with carpets on the floor 
  and tapestries on the walls. The ceiling itself is made 
  with worked painted wood. It’s rather cold in this 
  huge room. 
    
  If the characters are interested in the tapestries, paintings 
  on the ceiling or the patterns of the carpets (or with a 
  successful Spot check [DC 10]), read or paraphrase what 
  follows. The following and its explanation is also 
  provided as a Player Handout #3 for expediency):  
   
  The carpets, the tapestries and paintings of the ceiling 
  are depicting various scenes. There are combats, 
  sometimes against fantastic creatures. One of the 
  greatest tapestries represents the gift of the Cup and 
  the Talisman to Al’Akbar. 
   
    
  The High Cleric is represented, kneeling, in an 
  attitude of prayer in the center of several concentric 
  stone circles. In front of him, a humanoid creature, 
  bathed in golden light, holds the Talisman, poised to 
  put it around the neck of the kneeling man in front of 
  him. Behind this solar being, there are several 
  celestial servants. One of them carries the Cup. 
   
   
  Another great tapestry represents the scene of the 
  theft of the Cup and the Talisman of Al’Akbar by tall 
  and vile elves. The picture shows the relics exposed to 
  worshippers during a great procession, the theft of 
  the relics and the escape of the thieves on giant 
  eagles. The important man who was originally 
  holding the holy artifacts is depicted as falling to his 
  knees in shame and incompetence after having the 
  items plucked from his hands. In the back ground, an 
  elf can be seen going out of his way to kick a small 
  child. 
  
  A Smile in the Mist 
   
  Page 29 
  On the other scenes, the Cup and the Talisman are 
  frequently represented. 
   
  After some time, a very old man, with white hairs and 
  sober dress, escorted by few guards enters and greets the 
  characters. 
  He 
  introduces 
  himself 
  as 
  Nursultan 
  Raminand, commander of the ribat "during the absence 
  of the Sheikh". If the characters were looking at the 
  tapestries, the old faris will give them a guided tour:  
   
  "Each one of these scenes tell the legend of our lost 
  relics, May Al’Akbar Forgives Us, and of he who 
  failed to keep the most holy relics safe.  
   
   
  Here is the gift of the Cup and the Talisman in the 
  stone circles of Tovag Baragu, here is the exodus of 
  the survivors of the Invoked Devastation under the 
  direction of his most holiness High Cleric. The relics 
  enabled him to heal and to help his people. Here is 
  the founding of the holy city of Ekbir and the 
  construction of the temple, which was used as a 
  display case for the Cup and the Talisman.  
   
   
  And here you see the terrible day of the theft, May 
  Al’Akbar Forgives Us, the man who lost them and was 
  exiled for it. They say he swore revenge on all of 
  Ekbir and that one day, he would defeat all who 
  banished him, but that day has yet to come. 
   
    
  And here, you see the faris who swore to find the holy 
  relics and who founded our brotherhood. All the 
  other scenes tell the exploits and disappointments of 
  our brothers in their holy quest. Of courses, there are 
  many other orders who have sworn to search out the 
  Cup and Talisman. Even the descendents of the 
  followers who the exiled one have sworn to find the 
  Cup and Talisman and corrupt them to try and 
  destroy us. " 
   
  The old man faris is ready to discuss these questions 
  longer. If followers of the True Faith show themselves as 
  such, the discussion can quickly degenerate into sharp 
  rhetoric. However, according to the rules of hospitality it 
  is discourteous to hurt his host and the characters should 
  not offend the old man on these religious questions. 
   
    
  After that, the old faris invites the characters to follow 
  him to go to the dinner place: 
   
  "This room is large and cold today. Our brothers left 
  for the war and the ribat is quite empty. So I invite 
  you to share our meal in a more cordial room" 
   
  The adventurers are led in a small contiguous room but 
  nicely decorated and well warmed  by a splendid 
  chimney. There are no tables nor chairs but carpets, 
  cushions and poufs. 
    
  The meal is ready but you eat comfortably seated in 
  poufs and cushions. There is no table nor chair. Other 
  people are there and share the meal of the old faris: 
  other faris, richly equipped but everyone of them are 
  very old with long white beards, priests of Al’Akbar, 
  rather young on the contrary, dressed with red and 
  yellow colors and a hooded man with a long black 
  robe. The latter has a black beard. His eyes are 
  piercing, inquisitor, his face is emaciated and austere. 
  Some men-at-arms guard the room.  
   
  Nursultan introduces the other guests. The man in black 
  is introduced as the wizard Alik Am’Iktar of the 
  Zashassar of Ekbir. During the dinner, the adventurers 
  have the possibility to talk not only with the old faris but 
  also with an eminent member of the Zashassar, which is a 
  great privilege! The zashassari are indeed famous to be 
  excessively secretive.  
   
   
  While 
  talking 
  with 
  Nursultan 
  Raminand, 
  the 
  adventurers are able to learn the following information 
  (if they seek to get information about Ataphads, they can 
  have first hand information here! The faris of this Order 
  know the Ataphads well, having fought them many 
  times):  
  • 
  The faris don’t have a good relationship with Urik 
  Ashir, the new lord of Dezbat nor with his men, the 
  thunder riders. The adventurers are warned: it is not 
  good to oppose the thunder riders. Even if the faris 
  do not approve their methods, the thunder riders 
  represent the legal and legitimate authority in 
  Dezbat. The old faris will not say anymore. With a 
  successful Sense Motive check [DC 20], a character 
  can understand that this subject is politically very 
  delicate and that the faris is extremely constrained to 
  speak about it: Nursultan seems pulled about 
  between the respect of legality and the indignation 
  in front of the condemnable behavior of the thunder 
  riders. Moreover, a character having made a 
  successful Sense Motive check can understand that 
  the faris does not want to show interior political 
  difficulties of the Caliphate.  
  • 
  Ataphadians are extremely cruel and dangerous 
  adversaries. They often attack ships or coastal 
  villages. The usual ataphad ships are of the same 
  kind than those of the other countries of Dramidj. 
  However, there is a particularly powerful ataphad 
  port: the Dark Harbour. The ships of this port are 
  
  A Smile in the Mist 
   
  Page 30 
  frightening and magical. These ships have very dark 
  hulls and purple sails, which they take their name 
  from (the Purple Sails). They belong to the galley 
  type and they have sails and oars. They are extremely 
  fast and can sail in the most terrible of storms and 
  the thickest of fogs. They often attack the coasts 
  during heavy weather when the ships of Ekbir 
  cannot intervene. These ships are the terror of the 
  Dramidj. They are ungraspable and are the greatest 
  danger the navy of Ekbir will have to fight in the 
  imminent campaign against Ataphad City States. 
  • 
  The attacks of Ataphads have redoubled lately. The 
  situation became so difficult that the caliph decided 
  to launch a full attack against them to restore safety 
  at sea.  
  • 
  Ataphads are involved in all kinds of smuggling. It is 
  forbidden for the merchants of Ekbir to trade with 
  them but it is possible that some merchants without 
  scruples don’t observe this interdiction. Among the 
  illegal smuggling of Ataphads, there is the traffic of 
  slaves (slavery is forbidden in Ekbir).  
   
  Alik Am’Iktar is however the leading expert on the 
  Ataphads. He keeps silent on all other topics and answers 
  sharply to any questions. But if the discussion comes 
  about Ataphads, he starts suddenly into a long statement 
  on Ataphads. 
   
    
  With a successful Sense Motive check [DC 15], it’s 
  possible to understand, from the light in his eyes, from 
  the tone of his voice and the length of his monologue, 
  that Ataphads are for him a major concern. It’s possible to 
  feel anxiety, anger and aversion in this man who until 
  now, seemed to be made of marble and impermeable to 
  any emotion.  
   
   
  In addition, the charisma of this man is such that nobody 
  would have the idea to interrupt him during his speech. 
  If however one of the adventurers had the presumption 
  to interrupt Alik Am’Iktar, he would not stop and would 
  continue its monologue imperturbably. The character 
  would understand from a furious glance of Nursultan 
  that it’s better to keep silent. Here is the monologue of 
  Alik Am’Iktar. The following and its explanation are also 
  provided as a Player Handout #2 for expediency): 
   
  "You want to know who are the Ataphads? I am going 
  to tell you who they really are! Their history is 
  terribly old and dates back to a finished and forgotten 
  past. More than a thousand years ago, the baklunish 
  empire was at the height of its glory. Wizards of this 
  time have not their equal today. They controlled at 
  the highest level magic of the elements, Air, Water, 
  Earth and Fire.  
   
   
  Although this magical power led to the cataclysm you 
  know, they were not inspired by Evil. Nor by Good 
  either. But there is an ancient god, a god supremely 
  evil, a god so terrible that it is better to forget his 
  name, a god who commands to the elements. This god 
  is a corrupting god. He offers power to those who 
  lack faith. Some baklunish wizards of the Empire who 
  studied elementary magic were corrupted by him.  
   
   
  This god indeed proposed an increased and quicker 
  mastery on the elements. The most greedy were 
  dazzled! What they didn’t understand, is that the 
  elementary magic which was proposed to them was 
  intrinsically corrupted and evil. 
   
    
  Quickly, they fell into Evil. The other baklunish 
  wizards repudiated them to preserve the purity of 
  their art. The corrupted wizards had to flee. They 
  found shelter on the Ataphad islands, which were far 
  to the north and well beyond the practical reach of 
  the Empire.  
   
   
  There, they could indulge without obstacles, into the 
  darkest magic. For this ancient time, they have 
  perpetuated a corrupted version of the ancient and 
  mighty baklunish magic of the elements. But this is 
  not all.  
   
   
  The most intelligent and the most twisted of them 
  they went further and further into the way of 
  corruption. They discovered the true nature of the 
  source of their evil power. Behind the Elder 
  Elemental Eye, they discovered He of Eternal 
  Darkness, the god of absolute Evil, the god who 
  wanted to destroy the world and who was imprisoned 
  by all other gods and who seeks, from his prison, to 
  gather worshippers who will allow him to be released. 
   
    
  If this happens, you must know that this World will 
  be destroyed. These Ataphads who discovered the 
  terrible truth united and founded the most evil and 
  most powerful ataphad faction. Their defacto capital 
  is the Dark Harbour. This faction is dedicated to He 
  of Eternal Darkness. They want his liberation.  
   
   
  Do you understand who they are? The oldest faction 
  worshipping the Dark God in all the Flanaesse and 
  which is today the most powerful! And also the best 
  organized because they relied on a diabolic faction 
  within the Nine Hells, which remained faithful to the 
  
  A Smile in the Mist 
   
  Page 31 
  ancient God of Evil when other fiends fought along 
  side angels to defeat their master.  
   
   
  For a long time, among those who worked for the 
  return of He of Eternal Darkness, the factions who 
  relied on the forces of the Abyss had the first role. 
  But their recent failure with the Temple of Evil 
  Elemental 
  gave 
  to 
  the 
  diabolic 
  faction 
  the 
  preeminence. Of course, many lesser members of the 
  Elemental cults are completely ignorant to the true 
  causes or even origins of their evil god and are 
  manipulated by their high priests who have been 
  crazed with the true knowledge. But trying to explain 
  that to an evil cultist will not get you very far. 
  Factions fighting factions with the same god and 
  goals but with just different plans to obtain those 
  goals. Its insanity, but its what kept them from 
  obtaining true power and what will give those who 
  fight them a chance to destroy them. 
   
    
  You will have to deal with an organized and 
  disciplined cult now that it united and perverse under 
  new leadership.  
   
   
  Among these new masters, there is no quarrels or, in 
  any case, they do not weaken their capacity to fight 
  their adversaries. They are united like the five fingers 
  of the hand!  
   
   
  Lastly, if you expect to fight normal humans, you are 
  mistaken. A millenium of corruption and black 
  magic, of experiments of monstrous interbreeding to 
  try to strengthen the race produced a people of 
  mutants carrying sometimes the mark of Hells. They 
  are helped by creatures who look like only by far to 
  their animal ancestors. Do you understand why 
  Ataphadians are our first enemy? " 
   
  After having finished his monologue, Alik Am’Iktar 
  becomes again quiet. If he is questioned, he answers "I 
  will not say anything more on this topic" and he doesn’t 
  say anything more. 
   
  �Nursultan Raminand: male human Pal12  
  �Alik Am’Iktar: male human Wiz7/Lor10  
   
  Alarming News 
  During the evening, after having talked on Ataphads, 
  Alik Am’Iktar takes leave of Nursultan and of the 
  adventurers: "Please excuse me, I have to leave". The 
  wizard of the Zashassar leaves the room. A little bit later 
  an armed faris enters and whispers something at the ear 
  of Nursultan. A successful Listen check [DC 20] allows to 
  hear the whispered message ("the Master of the Zashassar 
  sends me to tell you that a Purple Sail has been seen by 
  the ships of admiral Hakim Aldarazim south to Dezbat. 
  The Purple Sail didn’t want to fight and fled immediately. 
  It was able to escape because of the thick fog which just 
  arose. It seems that it moved towards the southern coast 
  of Dezbat. The Master of Zashassar did what must be 
  done. He says also that a storm will break out before the 
  morning").  
   
  Nursultan says then to the adventurers: 
    
  "If you want to find Ataphads, you will have perhaps 
  the possibility to confront them soon. I’ve learned 
  that a Purple Sail has seen by our ships in the south of 
  Dezbat. It has escaped them with the favor of the 
  thick fog, which fell on all the area. It seems that it 
  moved towards the southern coast of Dezbat, or if you 
  prefer between here and the castle of Balab. If this 
  ataphad ship is doing secret smuggling, this night is 
  ideal for it. The darkness and the fog will enable him 
  to be hidden and to escape, especially because a big 
  storm is expected before the morning. An ideal 
  weather for a Purple Sail! There is a high chance that 
  some meeting point will take place this night not far 
  from here. 
   
    
  But in addition to the difficulty of finding them in 
  middle of the night and in the fog, I have no right to 
  act openly in Dezbat without the agreement of the 
  lord Urik Ashir. Moreover, my garrison is just 
  sufficient to keep this fortress. To ride out would be 
  risky" 
    
  The last sentences of Nursultan are a discrete means to 
  tell the adventurers that they should act now and without 
  help (a successful Sense Motive check DC 10 allows a 
  character to explicitly understand it if the player did not 
  understand already).  
   
   
  The adventurers must understand that it’s time to act. 
  The divination of Istus should help them if however they 
  went to consult the oracles (Encounter 3). It is essential 
  that the adventurers leave the castle to try to find the 
  ataphad ship. 
   
    
  If they stay within the castle refusing to leave then 
  scenario is finished (as the cargo escapes) and the 
  adventurers have failed. If they leave in the night and the 
  fog, go to Encounter 5.  
   
  
  A Smile in the Mist 
   
  Page 32 
  If the adventurers refused the invitation 
  In this case, it is more difficult for the characters to 
  understand than the time to act came but everything is 
  not lost. Read or paraphrase the description of the 
  evening: 
   
  A thick fog came from the Ocean while the day is 
  decreasing. By night, the visibility is extremely 
  reduced. Even with a lantern, it’s not possible to see 
  beyond a short distance. A certain agitation took the 
  fortress whereas the faris and the guards become 
  more attentive. 
   
  If the adventurers went to consult the soothsayers of the 
  Yalas Temple, they get perhaps the idea to go in the night 
  and in the fog to seek the smugglers. If that’s the case, go 
  to Encounter 5.  
   
  An augury spell cast to know if to leave the ribat will 
  bring a good or a bad result will give, in the event of a 
  success of the spell, the result "Weal". 
   
   
  Encounter Five 
  A Helping Smile 
  This encounter happens if the adventurers went to the 
  ribat of the faris of the Order of the Cup and Talisman 
  and if they leave the ribat during the evening or the night 
  when the invitation happens.  
   
   
  The encounter occurs if the characters leave the ribat the 
  evening of the invitation even if they did not accepted 
  the invitation. However, if the adventurers did not accept 
  the invitation, It’s possible that they don’t think to leave.  
   
  Just a moment after having left the ribat, the adventurers, 
  be they on foot, on horse or flying, are approached by 
  Zinaryamtaz, the sylph. She is initially invisible thanks to 
  her ability of invisibility, greater. The sylph talks to the 
  adventurers while remaining invisible and appears only 
  when she thinks there is no danger (if the adventurers 
  didn’t undertake any unfriendly or threatening action).  
   
  Progressing in the fog, you suddenly hear a celestial-
  like voice that address you. The voice is female, soft 
  and has an angelic beauty. "Don’t be afraid, don’t do 
  anything, listen to me! Choose your side and shout 
  loudly: Long life to Urik Ashir, the lord of Dezbat! or: 
  Down with Urik Ashir, the villain of Dezbat!" 
   
  The sylph moves away while waiting for the answer. The 
  answer which allows them to gain the trust of the sylph is 
  of course the second one. Note that the sylph waits until 
  the answer is shouted really loudly.  
   
  If the right answer is given, the sylph will appear in her 
  true form. 
   
  You see a silhouette emerging from the fog. A young 
  woman with a great beauty with translucent brightly 
  colored wings. These colors remind of stained glass. 
  She measures approximately 3 feet high and wears 
  light and floating clothing. She has blond hair and 
  blue eyes. Her smile is especially attractive: bright, 
  sincere and innocent. 
   
  At this time, the sylph chooses among the party who 
  becomes her chosen one. If there is only one male 
  human, he is the chosen one. If there are several ones, 
  add the bonus of strength and charisma for each male 
  human. The sylph chooses the one with the highest total. 
  In case of equality, she chooses the tallest. If there is no 
  male human, she refuses to make a choice.  
   
   
  The sylph becomes attached with her chosen one. She 
  prefers to talk with him. She helps him and only him 
  with her spells (the Judge appreciates depending to the 
  situation what spell the sylph can use).  
   
   
  If the chosen one is approached by a female humanoid 
  with a beautiful and seductive appearance, the sylph 
  adopts an obvious attitude of jealousy to the point to be 
  disagreeable with the person she perceives as a rival. 
  With a successful Sense Motive check [DC 10], the DM 
  will inform the player playing the chosen one that the 
  sylph seems to like very much his character. 
   
   
  However, the sylph having been terrorized by the devil 
  of encounter 6, she does not fight during this scenario. In 
  the event of danger, she becomes invisible and hides 
  herself.  
   
   
  If the discussion begins, the sylph gives her name and 
  explains her problem to the adventurers: 
   
  "My name is Zinaryamtaz. I am a sylph, a good spirit 
  of Air. I wander in this region where I feel my 
  element, Air, corrupted by something unknown. Evil 
  beings prowl in the fog. I tried to oppose them but 
  alone, I am too weak. I need help. Valiant and 
  chivalric heroes. The Thunder Riders are exactly the 
  opposite. I saw you leaving the fortress of the faris. I 
  know their valiancy. If they welcome you, you should 
  be valorous heroes. Do you want to help me?" 
   
  
  A Smile in the Mist 
   
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  The sylph is ready to answer questions. She can reveal the 
  following information: 
  • 
  The corruption of element Air started in the area a 
  few months ago only.  
  • 
  Among the evil beings, there is a diabolic woman 
  who has surprised the sylph and who nearly killed 
  her. The sylph seems to be terrorized by this woman. 
  • 
  She can find her way in the fog because Air is her 
  element. She knows where the ataphad smugglers 
  will come. It’s precisely in the village where the 
  diabolic woman was close to killing her. This village 
  is called Kiralim. The sylph agrees to lead the 
  adventurers there but she warns about the evil ones 
  who are there. She can not elaborate. 
   
  If the adventurers agree to help the sylph and ask her to 
  lead them to the village of Kiralim, go to encounter 6. 
  Without the sylph, except with really extraordinary 
  magical means, the adventurers will not arrive in the 
  village in time because of the night and the fog. 
   
  �Zinaryamtaz : female sylph ; hp 10; see Monster 
  Manual; Non-Combatant 
   
   
  Encounter Six 
  The Village of Kiralim 
  The characters arrive normally by night and in the fog at 
  the village of Kiralim, most probably guided by the sylph. 
  The sylph will not enter the village and will not fight. 
  She can cast spells on her chosen one but only outside 
  the village. 
   
  The whole area is covered with a thick fog during this 
  encounter.  
   
   
  Consequently, vision is blocked beyond 5ft, even for 
  Darkvision. Moreover, any creature within 5ft gains a 
  One-half concealment (every attacks has a miss chance of 
  20%). 
   
   
  The village is kept by warriors and Thunder Riders in the 
  service of Urik Ashir, the lord of Dezbat. However, the 
  effective power in the village is in the hands of a she-
  devil called Firyana. This she-devil has the responsibility 
  to guarantee the safety of the smuggling between 
  Ataphads and the New Cabal by keeping a complete 
  control of the village of Kiralim. 
   
  Description of the village 
  Refer to the plan of the village given in Appendix Three. 
  Palisade 
  The village is entirely surrounded within a wooden 
  palisade 10ft high. There is only one gate in a small 
  wooden tower 20ft high. This gate is kept by six warriors. 
  If the adventurers come to the gate, the guards ask them 
  who they are and what they want. 
   
   
  Whatever their answers, entrance is refused to them. 
  However, the discussion attracts the patrol (Tibor 
  Djarganoz, Ekimut and Firyana). It is easy to deal with 
  the guards but the patrol is a far more difficult problem 
  (see below). 
   
   
  There are several large burning brazens that are situation 
  near the gates (on the outside of the wall). There is also a 
  small secured guard hut on the out side of the gate within 
  the light radius of the burning brazens. Half of the guards 
  are among the post and the brazens, and the other half 
  are in the tower, ready to shout alarm at a moments 
  notice. Due to the fire, they have sight (though still 
  limited) from the tower down into the brazen heated/lit 
  area.  
   
  �Guards (6) : male human war1 ; hp 7 each. 
   
  Houses of the villagers 
  The houses are small. The sides are cob-walls and the 
  roofs are thatched. There is only one door and only 
  boarded up slits that were once tiny windows. The 
  houses have only one room with a contiguous 
  cowshed where the richest families have one or two 
  oxen. Behind each house there is a small meadow 
  with a kitchen-garden and a hen house. 
   
  The door of each house is locked: 
   
  �Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 15 ; Open Lock DC 20. 
   
  Once within 5ft of the front of the house, allow a Spot 
  check [DC 30] to notice an invisible small painted symbol 
  above each door. 
   
   
  A Knowledge (Arcana) [DC 25] reveals it to be a grouping 
  of obscure runes with some connect to a larger spell. The 
  runes are Infernal in origin and having something to do 
  with control and sleep. The symbols are made with young 
  elf blood. Detect magic reveals strong enchantment 
  magic. Washing away the rune does little (it has soaked 
  into the wood), but an erase spell destroys the mark 
  safely. If the magical runes are destroyed physically (such 
  as smashing or burning) then their effect ends, but the 
  
  A Smile in the Mist 
   
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  wearer of the master control tattoo (Firyana the Erynies) 
  is immediately alerted that it has been destroyed. She can 
  not tell which rune was destroyed, but this alerts her and 
  she is extra cautious of the characters when she meets up 
  with them (or goes looking for them). 
   
  Every villager is under the effect of the Firyana’s fiendish 
  tattoo that works in conjunction with her charm monster 
  ability. As long as this charm effect is not broken, they do 
  not betray Firyana and obey her orders (with in limits of 
  the spell description). 
   
   
  The magical rune on the door automatically casts charm 
  monster on anyone who sleeps in that house for three 
  nights in a row as long as the tattoo wearer is within one 
  mile of the rune. 
   
   
  Killing the tattoo wearer instantaneously breaks the 
  charm effect of all those under the runes power.  
   
   
  The villagers have received orders to not lodge foreigners 
  (a foreigner being someone not from this village). It’s 
  forbidden for them to speak to foreigners and if they see 
  foreigners during the night they will shout out a call for 
  the patrol. If they shout, it attracts the patrol (see below). 
   
   
   If the charm is broken, they are able to tell the story of 
  the coming of Firyana. She first arrived a few months ago 
  with Thunder Riders and corruption over took the village 
  (which became isolated from the world). The qadi 
  stopped doing the religious ceremonies and with it the 
  profanation of the temple and the scenes of debauchery, 
  all organized by Firyana in the village within a few days 
  of her arrival.  
   
  Keep in mind, that all the villagers are just innocents 
  and under the control of an evil source. Killing these 
  otherwise helpless people is an act of evil, though 
  knocking them out with subdual damage is fine. 
   
  �Villager: male or female human Com1; NG or LG; hp 3 
   
  The Temple of Al’Akbar 
  The temple is a small octagonal granite building 
  surmounted with a cupola. There is a minaret located at 
  approximately 100ft of the small building. While 
  entering the temple, it appears clearly that it has been 
  desecrated. The interior is soiled and deteriorated. It is 
  dirtied by all kinds of waste such as tainted food and 
  excrements. The holy texts are burnt. Its possible to find 
  blackened fragments with a successful Search check [DC 
  20].  
   
  If the characters enter the temple, the following text: 
  The interior of the temple of Al’Akbar releases the 
  foul odor of urine, excrements, poutine and decay. All 
  the furniture is broken and cushions ripped open. 
  Red runic symbols are painted on the walls. Ashes 
  testify that many things have been systematically 
  burnt. 
   
  A successful Craft (alchemy) check [DC 15] reveals that 
  the red runic symbols are painted with blood ([DC 25] to 
  know that it’s human blood). A successful Knowledge 
  (the Planes) check allows to learn that the symbols 
  painted on the walls are symbols of the archdevil Geryon. 
  These particular runes are not magical, only symbolic 
  (and for Symantec use in desecrating the temple and help 
  in destroying the hallow effect). There is no charming 
  rune on the temple, but there is one on the actual house 
  of the Qadi. 
   
  House of the Qadi 
  The priest (named Ferkun) lives in a house close to the 
  temple. He is here during the night and has no intent to 
  leave. He was charmed by Firyana (charm monster) 
  directly and eventually tempted into debauchery. He no 
  longer does his religious service, nor has he for a long 
  time.  
   
   
  His sacerdotal vestments are piled in a corner with his 
  holy symbol. He became an enthusiastic support of 
  Firyana, because of the charm effect and because of the 
  temptation of sin.  
   
   
  If the charm is broken, a priest or a paladin from a lawful 
  good or neutral good deity can bring back him on the 
  right way with a successful Diplomacy check [DC 26] or a 
  Knowledge Religion check [DC 20] (a cleric of the 
  Exalted Faith a +4 confidence bonus on this check). A 
  mullah of the True Faith can try the above two checks, 
  but has an additional –4 penalty to the Religion check  
  (added to those listed at the beginning of the adventure), 
  but should the mullah beat the Religion DC by +10 
  (DC30), then he has converted the qadi to the True Faith 
  (after he has punished himself for his crimes).  Of course, 
  the priest has get an Atonement spell from a cleric of 
  Al’Akbar (any sect) to recover his clerical abilities. 
   
  �Ferkun the fallen qadi : male human exClr3 ; hp18 
   
  Any Port in a Storm 
  The port is the most carefully guarded place in the 
  village. There are six guards here at every time. The 
  chance to meet the patrol here is double  than anywhere 
  else (see below). 
  
  A Smile in the Mist 
   
  Page 35 
  Some boats are drawn up on the wharf. A sea wall 
  protects the port. This port is big enough to 
  accommodate at least one ship of large size (like the 
  purple sail ship). 
   
  �Guards (6) : male human War1 ; hp 7 each. 
   
  The guards shout out for the patrol at the slightest 
  occurrence of suspicion. If during their rounds, the 
  patrol notices that something happened to these guards 
  (killed or disappeared for example), Firyana teleports 
  immediately to warn the caravan which will then not 
  come (see below). The patrol comes periodically to the 
  port (more often than anywhere else in the village, once 
  every 30 mins is a good approximation). 
   
  The Patrol 
  Firyana and her main followers patrol all together 
  constantly in the village until the coming of the caravan. 
  They have no set route but they do frequent the port 
  often. The patrol is composed of  Firyana the Erinyes, the 
  fallen faris Tibor Djarganoz and the fighter Ekimut.  
   
   
  Tibor Djarganoz was a faris of the Order of the Cup and 
  Talisman. He has always been in the service of the lords 
  of Dezbat. His convictions were first shaken when Urik 
  Ashir became lord of Dezbat, but it was really Firyana 
  who enticed him to the dark side through a regime of 
  fear, anger and hate.  
   
   
  Firyana the Erinyes succeeded in charming him and had 
  him commit acts that made him lose his paladinhood. 
  Finally, he renounced definitively to be in the side of 
  Good to become a blackguard.  
   
   
  He is today a thunder rider and the lover of Firyana 
  (more precisely one of the lovers of Firyana). He 
  commands officially the garrison of Kiralim even if the 
  real power lies in the hands of Firyana.  
   
  Ekimut is the right hand of Tibor Djarganoz (and special 
  friend of Firyana the Erinyes). He is a thunder rider too, 
  and obeys his orders without question. 
   
  While patrolling, Tibor uses his detect good ability at all 
  times to palliate the low visibility due to the fog and 
  darkness. If he detects a good aura, he spends three 
  rounds to locate this aura.  
   
   
  Having given the order to the villagers to stay at home 
  during the night, he finds it abnormal for any good aura 
  to be outside the houses and he investigates with Ekimut 
  and Firyana. On the other hand, he does not worry about 
  any good auras in the houses, the villagers being mainly 
  of lawful good or neutral good alignment. 
   
   
  Consequently, the adventurers can hide without problem 
  in the houses except that the villagers being charmed, 
  they are likely to shout to call the patrol (see Houses of 
  the villagers above).  
   
   
  On the other hand, nobody is supposed to be in the 
  temple. If Tibor detects someone with a good aura in the 
  temple, which has been very much profaned, he will go 
  with the patrol to see who is there and expect trouble. 
  The port is also a location where no one with a good aura 
  is supposed to be.  
   
   
  Every ten minutes the adventurers are in the village or 
  near palisade (including external side), roll 1d6. On a 6, 
  the patrol arrives at less than 60ft from the characters.  
   
   
  If this is the case, check if the patrol detects one of the 
  characters (be it from good aura or just sound and sight).  
   
   
  At the port, the interval is every 5 mins the patrol arrives 
  on a 4, 5 or 6. There are several ways that a character can 
  be detected : 
    
  • 
  Noise: Make an opposed check of Move Silently 
  skill of the character against the Listen skill of the 
  three members of the patrol. If the characters are 
  creating alot of noise (speaking loudly, fighting, 
  breaking 
  an 
  object, 
  etc), 
  the 
  patrol 
  hears 
  automatically. It is the same if a guard or villager 
  shouts to call the patrol. Of course, the group can 
  have magical means of protection such as the silence 
  spell. It is also necessary to make an opposed Listen 
  check for the characters against the Move Silently 
  check of the members of the patrol to see if the 
  adventurers detect the patrol. Magical means can 
  also detect the patrol.  
  • 
  Detect Good: If Tibor detects a creature of good 
  alignment around the palisade or in the village 
  (except in a house), the patrol investigate. 
  • 
  Scent and tracking: The patrol may have a creature 
  with the scent ability and the tracking feat. If it 
  comes across the scent/tracks of the characters, it is 
  smart enough to alert its master and follow the 
  tracks. 
   
  First Encounter with the patrol 
  The first time that the adventurers are discovered by the 
  patrol, be it at the entrance gate of the village while 
  talking with the guards or inside the village, the combat 
  
  A Smile in the Mist 
   
  Page 36 
  is not automatic. The patrol prefers to convince intruders 
  to go away in order to not cancel the caravan meeting.  
   
  The combat starts only if the adventurers strike first, cast 
  a spell in front of the patrol, have tipped their hand with 
  actions about the village or if the adventurers openly 
  accuse the members of the patrol to be liars or 
  accomplices of the smugglers (or just down right mean 
  people). 
    
  In case a fight starts, Tibor and Ekimut attack while 
  Firyana tries to escape (see Tactics). 
    
  You see silhouettes emerging from the fog. One of 
  them is a young woman of great beauty. She measures 
  approximately 6ft tall. She is very elegantly dressed. 
  She has blond hair and blue eyes. Her smile is 
  especially attractive: bright, sincere and cordial. She 
  is accompanied by two men in armor. One of them is 
  covered with a coat showing a representation of the 
  Cup and Talisman. 
   
  If the characters went in the ribat of the faris of the Order 
  of the Cup and Talisman, they recognize that Tibor’s 
  vestments are the same as those of the faris of that Order. 
  A faris of Ekbir of any order immediately recognizes the 
  dress of a faris of the Order of the Cup and Talisman.  
   
  If combat does not start immediately, Firyana and Tibor 
  try to bluff the characters. They first ask the characters 
  who they are and what they are doing here. If the 
  members of the patrol have the possibility of trying to 
  mislead the adventurers, read or paraphrase what follows: 
   
  The man carrying the symbol of the Cup and the 
  Talisman introduces himself: "My name is Tibor 
  Djarganoz, faris of the Order of the Cup and Talisman 
  and here is my friend Ekimut and my wife Firyana 
  who helps me in my task. We fear an ataphad attack 
  on the coast of Dezbat. I am here in this village in 
  case it would be attacked but according to our last 
  information via courier (from the ribat), Ataphads are 
  moving towards the neighboring village of Torgaz. I 
  received very strict orders: I cannot accept anybody 
  into this village for safety reasons and I must defend 
  this village. On the other hand, it is necessary to 
  urgently send reinforcements to Torgaz. Would you 
  take on such a mission?" 
   
  Tibor hopes to persuade the adventurers to leave and to 
  go to Torgaz (where of course nothing happens for the 
  characters, but time runs out).  
  If there is in the group a faris of the Order of the Cup and 
  Talisman, he knows that Tibor Djarganoz is indeed a faris 
  of the Order of the Cup and Talisman as well as a 
  member of the ‘Askar of Dezbat (thus in the service of 
  Urik Ashir) but he has not returned to the ribat of the 
  Order for several years now.  
   
   
  If a peaceful discussion starts, Firyana warns the 
  adventurers against the sylph: 
   
  "Be careful outside the village! We located an evil 
  creature in the service of the Ataphads. It took the 
  shape of a winged young woman but actually, she’s a 
  creature of pure Evil. Be cautious, she is very tricky 
  and very dangerous, being able to manipulate even 
  her aura. " 
   
  If the adventurers leave the village, the patrol escorts 
  them to the gate. The heroes can naturally leave the 
  village and return discreetly a little later.  
   
   
  If the characters are discovered a second time by the 
  patrol, there is no discussion: a combat starts immediately 
  and Firyana tries to escape (see Tactics). If the characters 
  believe the lies of Tibor and Firyana and go to Torgaz,  the 
  adventure is finished as by the time they figure out the 
  ruse, all is lost.  
   
   
  If the adventurers openly question the word of Tibor and 
  Firyana or refuse to leave, a combat starts and Firyana 
  then tries to flee (see Tactics). 
   
   
  Firyana needs a full round to change back into her 
  infernal self, in order to use her teleportation ability or to 
  use her wings to fly (she can do neither in her human 
  guise). This is a draw back of the fiendish tattoo that gives 
  her the polymorph power. 
   
  As soon as the combat starts, it is important that Tibor 
  yells out in Infernal;  
  “ Firyana, flee and warn off the Purple Sail!”. 
  This gives the characters a clue that stopping the female 
  maybe important. 
   
  Creatures: 
   
  APL 8 (EL 8) 
  �Tibor 
  Djarganoz : 
  male 
  human 
  Rgr1/exPal5 
  /Blackguard1 ; hp 63 ; see Appendix One. 
  �Ekimut : male human Ftr5 ; hp 45 see Appendix One. 
  �Firyana the Erynies:  hp 85; see Monster Manual; 
  Non-Combatant 
   
  
  A Smile in the Mist 
   
  Page 37 
  APL 10 (EL 10) 
  �Tibor 
  Djarganoz : 
  male 
  human 
  Rgr1/exPal5 
  /Blackguard3 ; hp 81 ; see Appendix One. 
  �Ekimut : male human Ftr7 ; hp 63 ; see Appendix One. 
  �Firyana the Erynies:  hp 85; see Monster Manual; 
  Non-Combatant 
   
  APL 12 (EL 12) 
  �Tibor Djarganoz : male human exPal1 /Blackguard10 ; 
  hp 99 ; see Appendix One. 
  �Ekimut : male human Ftr9 ; hp 81 ; see Appendix One. 
  �Firyana the Erynies : Ftr4 hp 125 ; see Appendix One; 
  Non-Combatant  
   
  APL 14 (EL 14) 
  �Tibor Djarganoz : male human exPal3 /Blackguard10 ; 
  hp 117 ; see Appendix One. 
  �Ekimut : male human Ftr11; hp 99 ; see Appendix 
  One. 
  �Firyana the Erynies : Ftr6 hp 145 ; see Appendix One; 
  Non-Combatant     
   
  Tactics: After being discovered in the castle of Balab, the 
  smugglers became extremely cautious. They don’t want 
  to incur any risk. At the slightest warning, they cancel 
  the meeting point between the Purple Sail and the 
  caravan, which should receive the cargo.  
   
  The adventurers have to be cautious to surprise the 
  ataphad ship. If they fight the thunder riders or Firyana, 
  they need to prevent the escape of the Erinyes to prevent 
  exposure (not an easy task at all!). Whatever the 
  circumstances, Firyana will not fight!  
   
  Firyana needs a full round to change back into her 
  infernal self, in order to use her teleportation ability or to 
  use her wings to fly. This is a draw back of the fiendish 
  tattoo that gives her the polymorph power. 
   
  In case of combat, the first action of the Erinyes is to 
  teleport with her ability of teleport, greater at will. If she 
  cannot teleport, greater (for example in case of a 
  successful use of the dimensional anchor spell), the 
  Erinyes tries to escape while taking advantage of the 
  night and the fog. She is able to fly which facilitates her 
  escape.  
   
   
  If Firyana escapes, she immediately warns the caravan. 
  Consequently, the caravan does not come. Moreover, the 
  Erinyes being a capital element of the process of 
  recognition with the ataphad ship, the ship does not 
  come either.  
  Lastly, Firyana is initially polymorphed (via her fiendish 
  tattoo, see new rules appendix) as a woman of great 
  beauty. She hides as much as possible her infernal nature. 
  If the adventurers cause the escape of the Erinyes, go to 
  Encounter Seven.  
   
  If the adventurers don’t want Firyana to warn the caravan 
  or the ship, they have two solutions: 
   
  Note: Both the ship and the caravan arrive approximately 
  three hours after the characters first arrive at the village. 
  • 
  To remain in ambush, discrete and hidden to 
  surprise the caravan and the ship when they come. 
  This implies that the characters choose not to fight 
  the thunder riders nor Firyana (at least not before 
  the coming of the ship). This tactic is the best. The 
  night and the fog indeed make it possible to be easily 
  hidden. The port has plenty of spots to hide and 
  thick enough walls to block detection spells. Inside 
  the houses also make great safe hiding spots. The 
  divination of Istus (encounter 3) should help them 
  to choose this tactic. If the adventurers choose this 
  tactic and succeed in remaining hidden, go to 
  encounter 8B.  
  • 
  To kill or neutralize Firyana before she escapes. In 
  this case, the caravan is not warned and comes. On 
  the other hand, the ship does not come into port 
  because Firyana is essential to the process of 
  recognition for the meeting between the Purple Sail 
  and the New Cabal (she flies out to the ship and 
  confirms its safe, then the ship sails into port).         
  In most cases, this tactic requires surprise over the 
  Erinyes and to kill or capture her before she can 
  escape. It is possible also to eliminate her with spells 
  such as dismissal, dispel evil or banishment. A 
  successful use of dimensional anchor largely 
  facilitates the task of the characters by forcing 
  Firyana to escape by normal means such as flying. 
  However, in this case, the fog and the night facilitate 
  her escape. Go to encounter 8A. 
  • 
  It is remotely possible for the characters to disguise 
  one of their numbers as Firyana and attempt to bluff 
  the Purple Sail into coming into harbor (Bluff [DC 
  30]), but for that to be attempted, the characters 
  must somehow figure out it is she who flies out to 
  the ship hiding in the dark of the night time 
  Dramidj. She’s very tight lipped if caught, but a 
  clever use of detect thoughts might do the trick. 
   
  Treasure: 
  APL 8: L: 430 gp; C: 0 gp; M: 2 potions of cure light 
  wounds (4 gp each per character). 
  
  A Smile in the Mist 
   
  Page 38 
   
  APL 10: L: 638 gp; C: 0 gp; M: potion of cure 
  moderate wounds (25 gp per character); 2 potions of cure 
  light wounds (4 gp each per character). 
   
  APL 12: L: 638 gp; C: 0 gp; M: potion of cure serious 
  wounds (62 gp per character); 2 potions of cure moderate 
  wounds (25 gp each per character); periapt of wisdom +2 
  (333 gp per character). 
   
  APL 14: L: 638 gp; C: 0 gp; M: potion of cure 
  serious wounds (62 gp per character); periapt of wisdom 
  +2 (333 gp per character); 2 potions of cure moderate 
  wounds (25 gp each per character). 
   
  Development: To resume, the three possible ends of 
  this encounter are the followings: 
  • 
  The adventurers fought the thunder riders or 
  Firyana and didn’t prevent the escape of Firyana: go 
  to encounter 7; 
  • 
  The adventurers fought the thunder riders and/or 
  Firyana but they succeeded in preventing the escape 
  of Firyana: go to encounter 8A. However, the ship 
  will not come and encounter 9 will not be played;  
  • 
  The adventurers stayed hidden until the coming of 
  the caravan and didn’t fight either the thunder rider 
  nor Firyana: go to encounter 8B. 
  • 
  The characters were duped into going to another 
  village and thus by the time they return all the bad 
  guys are gone and the village is wiped out. 
   
   
  Encounter Seven 
  Pack Club 
  This encounter occurs if, during Encounter 6, the 
  adventurers fought the Thunder Riders and/or Firyana 
  and were not been able to prevent the escape of Firyana. 
   
  A wind started, dissipating the fog quickly. It’s 
  beginning to rain. Suddenly, a storm breaks out. The 
  rain becomes heavy while the thunder resounds and 
  the lightning illuminates the sky. The howl of the 
  wind seems to mix with other remote and terrifying 
  howls. The other worldly howls of these creatures 
  betray their rapid approach. Sometimes the sound the 
  howls are that of wolves and sometimes that of dogs 
  barking, but always retain the air of immortal evil. 
  Their lugubrious echo freezes your blood. 
   
  Firyana warned the caravan about the presence of 
  intruders in Kiralim. The meeting point is cancelled and 
  the caravan turned round and went home. The Ataphad 
  Purple Sail pulls up anchor from its waiting spot out at 
  sea and turns round and heads home too, the recognition 
  process with Firyana having failed. In the night, with the 
  storm, it is impossible to find the caravan or the ship, 
  assuming the characters have even clued in to their 
  existence. 
   
   
  On the other hand, the New Cabal is angry to have had to 
  cancel this important meeting with the ataphad ship. The 
  local representative of the New Cabal decides to get rid of 
  the troublemakers for revenge and to prevent the 
  adventurers from revealing their discoveries. 
   
   
   A terrible beast pack is released from the evil air temple 
  to hunt the adventurers. The pack hunts its prey 
  relentless until they destroy that prey or are destroyed 
  themselves. Every creatures of the pack can fly which 
  makes the pack very fast and covers ground with ease. 
  The pack does not leave any trace on the ground. It 
  appears where it wants and can later disappear in the 
  night. 
   
   
  The pack consists of ten yeth hounds which track the 
  adventurers and terrorize the inhabitants of the village 
  (or where ever the characters may be, as long as its 
  outside Ekbir City. The pack just waits for the characters 
  to leave the city in that case) to prevent any help to the 
  characters from locals. This leaves the main group of 
  leaders who’s mission it is to destroy the victims of the 
  characters.  
   
   
  The yeth hounds do not fight the characters, instead they 
  run around out of sight among the villagers, causing 
  chaos but not much actual death. Any local militia or 
  soldiers spend their time chasing the yeth hounds and 
  not helping the characters. The adventurers do not see 
  them but they hear their terrifying barks. All creatures in 
  the surrounding area are terrorized. Animals flee and the 
  inhabitants shut themselves up in their houses. The 
  adventurers are entirely alone. They receive no help, 
  animal or human (with the exception of the animals the 
  characters have with them normally).  
   
  While the yeth hounds clean the neighborhoods to 
  isolate the preys, the leaders of the pack attack the 
  characters savagely. The attack occurs approximately half 
  an hour after Firyana’s escape.  
   
   
  Normally, the characters do not have the time to go very 
  far from the village of Kiralim. The combat probably 
  occurs in the village or in the neighboring moors. The 
  sylph will flees as soon she hears the barking.  
   
  The characters can recognize the barking in the distance 
  as being bey of the yeth hounds if they have already met 
  such creatures before. Or a successful Knowledge (the 
  planes) check [DC 20] reveals it. 
  
  A Smile in the Mist 
   
  Page 39 
   During this encounter, there is no more fog. The fog 
  dissipated when the wind started. On the other hand, the 
  expected storm breaks out before the combat. The 
  combined effects of the rain and the wind reduce 
  visibility ranges by three quarters, imposing a –8 penalty 
  to all Spot, Search, and Listen checks.  
   
  The storm makes ranged attacks impossible, except for 
  siege weapons, which have a –4 penalty to attack. 
  Unfortunately, the village has no siege engines. The 
  storm automatically extinguishes candles, torches, and 
  similar unprotected flames.  
   
  The winds cause protected flames, such as those of 
  lanterns, to dance wildly and have a 50% chance to 
  extinguish these lights. The storm’s center is not in the 
  area of the combat. So the characters are not at natural 
  risk of being struck by lightning. 
   
  The force of the wind is of windstorm strength. 
  Consequently, creatures of small size must make a 
  successful Fortitude check [DC 18] or be blown away 
  (check each round if the creature is not held to 
  something solid). Medium sized creatures are knocked 
  down on a failed Fort save [DC 18], and  creatures of large 
  (or larger) size must make a successful Fortitude check 
  [DC 18] or be checked. See the Dungeon Master’s Guide. 
   
  Note: Before combat starts, pick a direction for the wind 
  to be blowing. The enemy attacks in the direction of the 
  wind on its initial strike. 
   
  APL 8 (EL 11) 
  �Fiendish Griffons (3) : hp 59 each ; see Appendix 
  One.  
  �Narzugon : hp 55 ; see Appendix One.  
  �Nightmare, Advanced (8HD) : hp 55 ; see Monster 
  Manual  
   
  APL 10 (EL 13) 
  �Fiendish Griffons (3) : hp 59 each ; see Appendix 
  One.  
  �Narzugon, Ftr1: hp 71 ; see Appendix One.  
  �Nightmare, Cauchemar: hp 172 ; see Monster 
  Manual. 
   
  APL 12 (EL 15) 
  �Fiendish Griffons, Advanced (10HD) (4) : hp 86 
  each ; see Appendix One.  
  �Narzugon, Ftr4 : hp 95 ; see Appendix One.  
  �Nightmare, Cauchemar: hp 172 ; see Monster 
  Manual.   
   
  APL 14 (EL 17) 
  �Fiendish Griffons, Advanced (13HD) (4) : hp 220 
  each ; see Appendix One.  
  �Narzugon, Ftr7 : hp 110 ; see Appendix One.  
  �Nightmare, Cauchemar: hp 172 ; see Monster manual. 
    
  Tactics: The nightmare is the mount of the Narzugon. 
  The Narzugon is the Master of the pack. The creatures 
  fight to death. They have darkvision. Fiendish griffons 
  have the scent quality allowing them to detect hidden 
  adventurers as well as darkvision. 
   
  Treasure: 
   
  APL 8: L: 103 gp; C: 0 gp; M: +2 large chain shirt 
  barding (366 gp per character); +1 spiked full plate (225 
  gp per character); cloak of resistance +1 (83 gp per 
  character); potion of cure moderate wounds (25 gp per 
  character); potion of shield of faith +2 (4 gp per 
  character); potion of protection from good (4 gp per 
  character). 
   
  APL 10: L: 103 gp; C: 0 gp; M: +2 huge chain shirt 
  barding (400 gp per character); +2 spiked full plate (475 
  gp per character); cloak of resistance +2 (333 gp per 
  character); potion of cure serious wounds (62 gp per 
  character); potion of bull’s strength (25 gp per character); 
  potion of shield of faith +3 (25 gp per character). 
   
  APL 12: L: 136 gp; C: 0 gp; M: +2 huge chain shirt 
  barding (400 gp per character); +3 spiked full plate (891 
  gp per character); cloak of resistance +2 (333 gp per 
  character); potion of cure serious wounds (62 gp per 
  characer); potion of shield of faith +4 (50 gp per 
  character); potion of bull’s strength (25 gp er character); 
  potion of protection from good (4 gp per character). 
   
  APL 14: L: 269 gp; C: 0 gp; M: +3 huge chain 
  shirt barding (816 gp per character); +4 spiked full plate 
  (1475 gp per character); +3 lance (1525 gp per character); 
  cloak of resistance +3 (750 gp per character); potion of 
  cure serious wounds (62 gp per character); potion of pass 
  without trace (4 gp per character); potion of protection 
  from good (4 gp per character); potion of shield of faith 
  +2 (4 gp per character); potion of magic fang (4 gp per 
  character); potion of hide from animals (4 gp per 
  character). 
   
  Development: After this encounter, the adventure is 
  finished ( go to the conclusion) except if the adventurers 
  want to go back to the castle of Balab to try to banish the 
  Entity of the Altar. With the sylph, they indeed have the 
  last element which should facilitate the success of the 
  banishment. In this case, go back to encounter 2 (go 
  directly to the temple of the Elder Elemental Eye) before 
  going to the conclusion. 
   
  
  A Smile in the Mist 
   
  Page 40 
  Encounter Eight (8A) 
  A Caravan but no Ship 
  This encounter occurs if the characters fought the 
  Thunder Riders and Firyana but prevented the escape of 
  Firyana. In this encounter, there is no more fog. The 
  wind started but the storm is not yet there. Treat the 
  wind as Strong and consult the chart in the Dungeon 
  Master’s Guide. 
   
  The caravan arrives but not the ataphad ship because the 
  presence of Firyana is essential to the process of 
  recognition developed for the meeting between Ataphads 
  and the New Cabal. Consequently, Encounter 9 is not 
  played. 
   
  The wind started dissipating the fog quickly. After a 
  long waiting, you hear riders coming to the entrance 
  of the village. 
   
  A successful Listen check [DC 15] reveals the squeaking 
  caused by wheels of the wagons. The caravan arrives with 
  the leader who coordinates the smuggling in this region 
  on behalf of the New Cabal, the mad but not angry, 
  wizard Raqdul. 
   
  Creatures: 
   
  APL 8 (EL 10) 
  �Raqdul: Male Human Wiz(cjr)5/Alnst4; hp 46 ; see 
  Appendix One.  
  �Ourgdaï: Male human Rgr5 ; hp 45; see Appendix One. 
  �Troll: hp 63; see Monster Manual.  
  �Imp: Familiar;  hp 13; see Appendix One.  
  �Warriors (10): Male Human War1; hp 7 each; see 
  Appendix One. 
   
  APL 10 (EL 12) 
  �Raqdul: Male Human Wiz(cjr)5/Alnst6; hp 56 ; see 
  Appendix One.  
  �Ourgdaï: Male human Rgr7; hp 63 ; see Appendix One.  
  �Fiendish Dire Lion: hp 60; see Appendix One. 
  �Pseudonatural Imp: Familiar; hp 13 ; see Appendix 
  One. 
  �Warriors (10) : Male Human War1; hp 7 each; see 
  Appendix One. 
   
  APL 12 (EL 14) 
  �Raqdul: Male Human Wiz(cjr)5/Alnst8; hp 66 ; see 
  Appendix One.  
  �Ourgdaï: Male human Rgr9; hp 81 ; see Appendix One.  
  �Fiendish Dire Lion (2): hp 60, 60; see Appendix One.  
  �Pseudonatural Imp: Familiar hp 13; see Appendix 
  One.  
  �Warriors (10) : Male Human War1; hp 7 each; see 
  Appendix One.  
   
  APL 14 (EL 16) 
  �Raqdul: Male Human Wiz(cjr)5/Alnst10; hp 76; see 
  Appendix One.   
  �Ourgdaï: Male human Rgr12; hp 108; see Appendix 
  One.   
  �Fiendish Dire Tiger: hp 120; see Appendix One. 
  �Pseudonatural Imp: Familiar; hp 13; see Appendix 
  One.  
  �Warriors (10) : Male Human War1; hp 7 each; see 
  Appendix One. 
   
  Tactics: The caravan arrives at the gate of Kiralim. Being 
  not welcomed by Firyana as expected, it spends a few 
  minutes carefully taking stock of the situation (never 
  entering the village walls) then quickly turns round and 
  starts for home like a spooked rabbit. 
   
   The adventurers should not waste time before attacking. 
  If they waste too much time, Raqdul, after having given 
  the order to the caravan to turn round, flees upon his 
  phantom steed.  
   
   
  The phantom steed is very fast and does not leave traces. 
  In the night, it is very difficult to find him. The 
  adventurers have 5 minutes to react and get from where 
  ever they are in the village to the caravan. If they have 
  still not attacked before, Raqdul flees. The retreating 
  caravan moves at 20ft per round in the dark. Mounted 
  characters should have no problem catching it. 
   
   
  If Raqdul escapes, the adventurers can only capture an 
  empty caravan, some ignorant ziefian warriors and (at 
  higher APLs) some monster pets. 
   
   
  If the adventurers attack the caravan before the departure 
  of Raqdul, Raqdul stays to fight and tries to kill the 
  characters with no mercy, including issuing commands 
  to give deathblows. He has already cast phantom steed 
  and darkvision before the encounter.  
   
   
  Thanks to his speed due to the phantom steed, he can 
  easily disappear in the night where he casts his spells. His 
  tactic consists of calling as many pseudo monsters as 
  quick as he can. He use his memorized spells first and 
  then his scrolls of summon monster.  
   
   
  Moving off to a range out of sight of the characters in the 
  dark (or behind a building or wagon) he uses his invisible 
  
  A Smile in the Mist 
   
  Page 41 
  Imp to help him spot range and direction towards the 
  characters. Once in a good spot, he starts to summon. Its 
  ok if the appearing monster has to spend a round 
  running towards the characters. 
   
   
  Depending on the actions of the characters, he may also 
  cast invisibility to prevent direct target spells, since the 
  summoning do not break the invisibility.  
   
  Ourgdaï and the pets (depending on APL) attack the 
  adventurers skirmish style to give time for Raqdul, 
  hidden or invisible, to summon monster after monster. 
   
   
  All monsters summoned by Raqdul appear in their blob 
  form, thus the characters incur the listed penalties to 
  their rolls. As well, they all use their true strike ability as 
  soon as they can (preferably during a charge). A pseudo 
  lion with a true strike on its bite can really keep a enemy 
  busy if the grapple holds. 
   
  The imp is the familiar of Raqdul. It is normally invisible 
  and uses its capacities of detect good and detect magic to 
  detect the adventurers and to warn Raqdul. It stays away 
  from all other combatants in an effort to avoid area effects 
  spells not meant for it. If Raqdul gets into melee trouble, 
  the imp flies in to save him. 
   
  If things are going bad for Raqdul and his steed is not 
  working out, he casts his remaining invisibility and fly 
  spell (to cast summon monster does not put an end to the 
  spell invisibility) and maybe even uses the empty steed as 
  a distraction on where he’s really casting from. Raqdul 
  does not fight to the death. If the things turn very badly 
  for him, he tries to flee either while flying or with its 
  phantom steed. Even with a duration of minutes per 
  level, his fly spell is more than enough to escape him 
  from the grasp of the characters, unless another mage can 
  keep up with him in the dark.  
   
  The warriors try to retreat with the caravan as far as 
  possible from the combat. If their leaders (Raqdul and 
  Ourgdaï) are killed or fleeing, they flee or they surrender 
  if unable to flee. These men are just ziefian mercenaries 
  but they do know the destination of the caravan: 
  Sharkavir, capital of Dezbat. A successful Intimidation 
  check DC 11 gives this information. They do not know 
  anything important besides that. 
   
  Treasure: 
   
  APL 8: L: 85 gp; C: 0 gp; M: 3 scrolls of summon 
  monster V (93 gp each per character); scroll of dispel 
  magic (31 gp per character); scroll of invisibility (12 gp 
  per character); scroll of web (12 gp per character); scroll 
  of see invisibility (12 gp per character), potion of bull’s 
  strength (25 gp per character); potion of cure light 
  wounds (4 gp per character). 
   
  APL 10: L: 85 gp; C: 0 gp; M: 3 scrolls of summon 
  monster VI (137 gp each per character); 2 scrolls of dispel 
  magic (31 gp each per character); 2 scrolls of invisibility 
  (12 gp each per character); scroll of greater invisibility (58 
  gp per character); scroll of web (12 gp per character); 
  scroll of see invisibility (12 gp per character); potion of 
  bull’s strength (25 gp per character); potion of cure light 
  wounds (4 gp per character); potion of shield of faith +4 
  (50 gp per character). 
   
  APL 12: L: 85 gp; C: 0 gp; M: 3 scrolls of summon 
  monster VII (189 gp each per character); 3 scrolls of 
  dispel magic (31 gp each per character); 2 scrolls of 
  invisibility (12 gp each per character); scroll of greater 
  invisibility (58 gp per character); scroll of web (12 gp per 
  character); scroll of see invisibility (12 gp per character); 
  potion of bull’s strength (25 gp per character); potion of 
  cure serious wounds (62 gp per character). 
  APL 14: L: 85 gp; C: 0 gp; M: 5 scrolls of 
  summon monster VIII (250 gp each per character); 2 
  scrolls of summon monster VII (189 gp each per 
  character); 3 scrolls of dispel magic (31 gp each per 
  character); 3 scrolls of invisibility (12 gp each per 
  character); scroll of greater invisibility (58 gp per 
  character); scroll of web (12 gp per character); scroll of 
  see invisibility (12 gp per character); potion of bull’s 
  strength (25 gp per character); potion of cure serious 
  wounds (62 gp per character). 
   
  Development: After this encounter, the adventure is 
  finished ( go to the conclusion) except if the adventurers 
  want to go back to the castle of Balab to try to banish the 
  Entity of the Altar. With the sylph, they indeed have the 
  last element which should facilitate the success of the 
  banishment. In this case, go back to encounter 2 (go 
  directly to the temple of the Elder Elemental Eye) before 
  going to the conclusion. 
   
  The following information can be pieced together from 
  scraps of paper within the wagons.  
   
  • 
  Though the wagons are empty, this is paperwork and 
  seals ready to be placed on crates 
  • 
  The seals and paperwork seem to be out of place, like 
  they are going to be used in a disguise. 
  • 
  The paperwork claims the cargo to be part of a 
  caravan owned by Koosha bey’Rees of Ket.  
  • 
  The listed final destination is the caravan warehouse 
  in Lopolla owned by Koosha bey’Rees  
  • 
  Knowledge Nobility (DC 40) lists Koosha as the 
  youngest son of a very minor Ket Noble, one Bey 
  
  A Smile in the Mist 
   
  Page 42 
  Cotys al’Shal-Rees. The hail from the remote Ket 
  village of Shalrees.  
   
   
  Encounter Eight (8B) 
  A Caravan and a Ship 
   
  This encounter happens if the characters did not fight 
  the Thunder Riders nor Firyana (probably by avoiding 
  the combats via stealth and staking the village out, 
  perhaps at a distance from the village). Both the caravan 
  and the ship from the ataphads come. First the caravan, 
  then the ship. They arrive three hours after the characters 
  first arrive. 
   
  The wind started, dissipating the fog quickly. After a 
  long wait, you hear riders coming to the entrance of 
  the village. 
   
  A successful Listen check [DC 15] reveals the squeaking 
  caused by wheels of wagons. Of course, if the characters 
  have placed themselves in an advantage point on the 
  walls, in the tower or outside the village, they may be able 
  to see for themselves the approach of either the caravan 
  or the ship sailing into the harbor. 
   
  The caravan arrives with the leader who coordinates the 
  smuggling in this region on behalf of the New Cabal, the 
  mad but not angry, wizard Raqdul. 
   
  The caravan is welcomed by Firyana and the Thunder 
  Riders. It enters the village and goes to the port where it 
  awaits the ataphad ship. Firyana teleports herself 
  immediately to call into harbor the Purple Sail. Thus 
  Firyana is not around should the characters (wisely) 
  attack the caravan now. Further more, now that she is in 
  transit (and will sail in with the ship) they ship has no 
  way to be warned. The Purple Sail arrives in the harbor 
  about an hour after the caravan first arrives.  
   
  The adventurers can attack the caravan immediately. In 
  this case, in the event of victory, it is the adventurers who 
  meet the Purple Sail on the docks in encounter 9 rather 
  than Raqdul ! The adventurers can also wait for the 
  coming of the ship. In this case, go immediately to 
  Encounter 9. 
   
  APL 8 (EL 11) 
  �Raqdul: Male Human Wiz(cjr)5/Alnst4; hp 46 ; see 
  Appendix One.   
  �Ourgdaï: Male human Rgr5; hp 45; see Appendix One.  
  �Troll: hp 63 ; see Monster Manual.   
  �Tibor 
  Djarganoz: 
  male 
  human 
  Rgr1/exPal5 
  /Blackguard1; hp 63; see Appendix One.  
  �Ekimut: male human Ftr5; hp 45; see Appendix One.  
  �Imp: Familiar hp 13 ; see Monster Manual.  
  �Men at Arms (10) : Male Human War1 ; hp 7 each; see 
  Appendix One. 
   
  APL 10 (EL 13) 
  �Raqdul: Male Human Wiz(cjr)5/Alnst6; hp 56; see 
  Appendix One.  
  �Ourgdaï: Male human Rgr7; hp 63; see Appendix One. 
  �Fiendish Dire Lion: hp 60; see Appendix One.   
  �Tibor 
  Djarganoz: 
  male 
  human 
  Rgr1/exPal5 
  /Blackguard3; hp 81; see Appendix One.   
  �Ekimut: male human Ftr7; hp 63; see Appendix One.  
  �Pseudonatural Imp: Familiar; hp 13; see Appendix 
  One.  
  �Men At Arms (10) : Male Human War1 ; hp 7 each; 
  see Appendix One. 
   
  APL 12 (EL 15) 
  �Raqdul: Male Human Wiz(cjr)5/Alnst8; hp 66; see 
  Appendix One.  
  �Ourgdaï: Male human Rgr9; hp 81; see Appendix One. 
  �Fiendish Dire Lion (2): hp 60, 60; see Appendix One.  
  �Tibor 
  Djarganoz: 
  male 
  human 
  Rgr1/exPal5 
  /Blackguard5; hp 99; see Appendix One.  
  �Ekimut: male human Ftr9; hp 81; see Appendix One.  
  �Pseudonatural Imp: Familiar; hp 13; see Appendix 
  One.  
  �Men at Arms (10) : Male Human War1 ; hp 7 each; see 
  Appendix One. 
   
  APL 14 (EL 17) 
  �Raqdul: Male Human Wiz(cjr)5/Alnst10; hp 76 ; see 
  Appendix One.  
  �Ourgdaï: Male human Rgr12; hp 108; see Appendix 
  One.  
  �Fiendish Dire Tiger: hp 120; see Appendix One.  
  �Tibor 
  Djarganoz: 
  male 
  human 
  Rgr1/exPal5 
  /Blackguard7; hp 117; see Appendix One.  
  �Ekimut: male human Ftr11; hp 99; see Appendix One.  
  �Pseudonatural Imp: Familiar; hp 13; see Appendix 
  One.  
  �Men at Arms (10) : Male Human War1 ; hp 7 each; see 
  Appendix One. 
   
  Tactics: Raqdul has already cast phantom steed and 
  darkvision before the encounter. The phantom steed is 
  very fast and does not leave traces. In the night, it is very 
  difficult to find him. Thanks to his speed due to the 
  phantom steed, he can easily disappear in the night 
  where he casts his spells. His tactic consists of calling as 
  
  A Smile in the Mist 
   
  Page 43 
  many pseudo monsters as quick as he can. He uses his 
  memorized spells first and then his scrolls of summon 
  monster.  
   
   
  Moving off to a range out of sight of the characters in the 
  dark (or behind a building or wagon) he uses his invisible 
  Imp to help him spot range and direction towards the 
  characters. Once in a good spot, he starts to summon. Its 
  ok if the appearing monster has to spend a round 
  running towards the characters. 
   
   
  Depending on the actions of the characters, he may also 
  cast invisibility to prevent direct target spells, since the 
  summoning do not break the invisibility.  
   
  Ourgdaï, Tibor, Ekimut and the pets (depending on APL) 
  attack the adventurers skirmish style to give time for 
  Raqdul, hidden or invisible, to summon monster after 
  monster. 
   
   
  All monsters summoned by Raqdul appear in their blob 
  form, thus the characters incur the listed penalties to 
  their rolls. As well, they all use their true strike ability as 
  soon as they can (preferably during a charge). A pseudo 
  lion with a true strike on its bite can really keep a enemy 
  busy if the grapple holds. 
   
  The imp is the familiar of Raqdul. It is normally invisible 
  and uses its capacities of detect good and detect magic to 
  detect the adventurers and to warn Raqdul. It stays away 
  from all other combatants in an effort to avoid area effects 
  spells not meant for it. If Raqdul gets into melee trouble, 
  the imp flies in to save him. 
   
  If things are going bad for Raqdul and his steed is not 
  working out, he casts his remaining invisibility and fly 
  spell (to cast summon monster does not put an end to the 
  spell invisibility) and maybe even uses the empty steed as 
  a distraction on where he’s really casting from. Raqdul 
  does not fight to the death. If the things turn very badly 
  for him, he tries to flee either while flying or with its 
  phantom steed. Even with a duration of minutes per 
  level, his fly spell is more than enough to escape him 
  from the grasp of the characters, unless another mage can 
  keep up with him in the dark. When it comes time for 
  Raqdul to escape, he does not head for the ship. He flees 
  into the interior of Ekbir where he can hide out in the 
  unkempt terrain. He’ll eventually work his way back to 
  the regional headquarters. 
   
  The warriors try to retreat with the caravan as far as 
  possible from the combat. If their leaders (Raqdul and 
  Ourgdaï) are killed or fleeing, they flee or they surrender 
  if unable to flee. These men are just ziefian mercenaries 
  but they do know the destination of the caravan: 
  Sharkavir, capital of Dezbat. A successful Intimidation 
  check DC 11 gives this information. They do not know 
  anything important besides that. 
   
  Treasure: 
   
  APL 8: L: 515 gp; C: 0 gp; M: 3 scrolls of summon 
  monster V (93 gp each per character); scroll of dispel 
  magic (31 gp per character); scroll of invisibility (12 gp 
  per character); scroll of web (12 gp per character); scroll 
  of see invisibility (12 gp per character), potion of bull’s 
  strength (25 gp per character); potion of cure light 
  wounds (4 gp per character); 2 potions of cure light 
  wounds (4 gp each per character). 
   
  APL 10: L: 723 gp; C: 0 gp; M: 3 scrolls of summon 
  monster VI (137 gp each per character); 2 scrolls of dispel 
  magic (31 gp each per character); 2 scrolls of invisibility 
  (12 gp each per character); scroll of greater invisibility (58 
  gp per character); scroll of web (12 gp per character); 
  scroll of see invisibility (12 gp per character); potion of 
  bull’s strength (25 gp per character); potion of cure light 
  wounds (4 gp per character); potion of shield of faith +4 
  (50 gp per character); potion of cure moderate wounds 
  (25 gp per character); 2 potions of cure light wounds (4 
  gp each per character). 
   
  APL 12: L: 723 gp; C: 0 gp; M: 3 scrolls of summon 
  monster VII (189 gp each per character); 3 scrolls of 
  dispel magic (31 gp each per character); 2 scrolls of 
  invisibility (12 gp each per character); scroll of greater 
  invisibility (58 gp per character); scroll of web (12 gp per 
  character); scroll of see invisibility (12 gp per character); 
  potion of bull’s strength (25 gp per character); potion of 
  cure serious wounds (62 gp per character); potion of cure 
  serious wounds (62 gp per character); 2 potions of cure 
  moderate wounds (25 gp each per character); periapt of 
  wisdom +2 (333 gp per character). 
  APL 14: L: 723 gp; C: 0 gp; M: 5 scrolls of summon 
  monster VIII (250 gp each per character); 2 scrolls of 
  summon monster VII (189 gp each per character); 3 
  scrolls of dispel magic (31 gp each per character); 3 scrolls 
  of invisibility (12 gp each per character); scroll of greater 
  invisibility (58 gp per character); scroll of web (12 gp per 
  character); scroll of see invisibility (12 gp per character); 
  potion of bull’s strength (25 gp per character); potion of 
  cure serious wounds (62 gp per character); potion of cure 
  serious wounds (62 gp per character); periapt of wisdom 
  +2 (333 gp per character); 2 potions of cure moderate 
  wounds (25 gp each per character). 
   
  Development: After having overcome the caravan, the 
  adventurers can wait for the arrival of the ataphad ship. It 
  would probably a good idea for the characters to disguise 
  themselves as the caravan tenders. Go to Encounter 9.  
   
  
  A Smile in the Mist 
   
  Page 44 
  The following information can be pieced together from 
  scraps of paper within the wagons.  
   
  • 
  Though the wagons are empty, this is paperwork and 
  seals ready to be placed on crates 
  • 
  The seals and paperwork seem to be out of place, like 
  they are going to be used in a disguise. 
  • 
  The paperwork claims the cargo to be part of a 
  caravan owned by Koosha bey’Rees of Ket.  
  • 
  The listed final destination is the caravan warehouse 
  in Lopolla owned by Koosha bey’Rees  
  Knowledge (Nobility) (DC40) lists Koosha as the 
  youngest son of a very minor Ket Noble, one Bey Cotys 
  al’Shal-Rees. The hail from the remote Ket village of 
  Shalrees. 
   
   
  Encounter Nine 
  The Purple Sail 
  This encounter can occur only if the adventurers didn’t 
  attack Firyana nor the Thunder Riders in encounter 6. If 
  the ship or the caravan were warned away or failed to 
  meet their contact, this encounter does not happen. 
   
   
  At best, the characters have killed the caravan and have 
  thus disguised themselves. 
   
  The ataphad ship is really big. It is approximately 130 
  feet long and has three high masts. Its hull is black 
  and its sails are of a  purple color. It has three lines of 
  oars.  
   
   
  Approximately 200 men are needed to handle such a 
  ship. Catapults can be seen aboard. Curiously, in spite 
  of the waves and the wind, the ship is remarkably 
  stable. Its displacements are fast while being precise 
  and sure. 
   
  A successful Spot or Profession [sailor] check [DC 15] 
  allows to notice that the swelling of the sails is not 
  normal taking into account the wind). This comes from 
  the effect of the air and water elementals bound to the 
  ship as propulsion and secondary defense. 
    
  This encounter can only occur if the characters have not 
  yet attacked the caravan in encounter 8B or if the 
  characters did attack the caravan but have captured it and 
  either disguised themselves as the handlers or have set up 
  the caravan to fool the Purple Sail.  
   
   
  If this is the case, the ship arrives in the port where it is 
  received by Raqdul and the guards of the caravan (or by 
  the characters in ambush). All the adversaries of the 
  adventurers, those of the ship and those of the caravan, 
  are together. This is not exactly a good moment to attack. 
  The cargo is carried from the ship to the caravan. When 
  the transfer is finished (it takes one hour), the ship leaves 
  and the caravan too. 
   
    
  The characters must then quickly attack the ship before it 
  is too far away (if that’s there target). In the night, with 
  the storm which is going to break out, it is very difficult 
  to find it if it is too far away (unless the characters sprung 
  their trap here, or the listed crew of the ship poke around 
  the docks for a bit to figure out what happened then 
  retreat back to the ship). 
   
    
  On the other hand, the caravan can more easily be 
  followed. It leaves traces very easy to track (its 
  destination is Sharkavir the capital of Dezbat). The best 
  tactics is to attack the ship as soon as it leaves and to 
  pursue the caravan later.  
   
   
  In this case, play this meeting with the combat against 
  the Ataphads then go back to encounter 8B to deal with 
  the combat against the caravan. 
   
   
  If the adventurers already fought the caravan in 
  encounter 8B, they have only to wait the coming of the 
  ataphad ship in the port and then attack it. In this case, 
  the combat against Ataphads is the end of the adventure 
  (go to the conclusion). 
   
  There is no fog during this meeting but a moderate wind 
  (see the Dungeon Masters Guide). The storm has not 
  broken yet.. 
   
  It can happen that the ship will have left the wharf when 
  the adventurers attack. The characters then have to find a 
  means to go to the boat (for example by flying or 
  swimming or taking one of the rickety fishing rowboats 
  all of which is a death trap for being any distance out to 
  see in a storm).  
   
   
  The elemental propelled ship travels at six miles per hour 
  (2 mph faster then the fastest natural ships). Following it 
  out to see without something faster than that is suicide. 
  The storm is setting in soon and even a mile out at sea, in 
  those conditions, only Procan can get the characters back 
  safely. But should they try it, see the Dungeon Masters 
  Guide on storm seas and stormy weather (including 
  lightning for flying characters). 
   
  Note: Its possible that the characters choose (foolishly) 
  to take on all three encounter groups (The two thunder 
  riders, the caravan crew and the ship crew) at this point 
  
  A Smile in the Mist 
   
  Page 45 
  and all at the same time. Wise parties will pick their 
  targets (perhaps sneak onto the ship and fight that crew 
  first before the caravan crew can even respond), but 
  unwise parties are going to find themselves getting killed 
  as forces of Tharizdun take them from all sides. 
  Hopefully, the characters are wise. 
   
  APL 8 (EL 11) 
  �Karkagdeï: male human; Clr8 of the Elder Elemental 
  Eye-Water; hp 60; see Appendix One.  
  �Firyana the Erynies:  hp 85; see Monster Manual  
  �Korndor: Fiendish Minotaur; hp 39; see Appendix 
  One.  
  �Diabolically Fused Large Air Elemental: hp 68; see 
  Appendix One.  
   
  APL 10 (EL 13) 
  �Karkagdaï: male human; Clr10 of the Elder Elemental 
  Eye-Water; hp 75; see Appendix One.  
  �Firyana the Erynies:  hp 85; see Monster Manual  
  �Korndor: Fiendish Minotaur Ftr2; hp 57; see Appendix 
  One.  
  �Diabolically Fused Huge Air Elemental: hp 152; see 
  Appendix One.  
   
  APL 12 (EL 15) 
  �Karkagdeï: male human  Clr12 of the Elder Elemental 
  Eye-Water; hp 82; see Appendix One.  
  �Firyana the Erynies: Ftr4; hp 125; see Appendix One. 
  �Diabolically Fused Greater Air Elemental: hp 199; 
  see Appendix One.  
   
  APL 14 (EL 17) 
  �Karkagdeï: male human  Clr14 of the Elder Elemental 
  Eye-Water; hp 99; see Appendix One.  
  �Firyana the Erynies: Ftr6; hp 145; see Appendix One. 
  �Diabolically Fused Elder Air Elemental: hp 228; see 
  Appendix One.  
   
  Tactics: Karkagdeï is the captain of the ship. He is an 
  ataphad cleric of the Elder Elemental Eye, Air cult.  
   
   
  Korndor is in charge of discipline on board. He is a 
  fiendish minotaur from the Nine Hells in service to the 
  archdevil Geryon (in turn has alliance with a certain 
  trapped god). 
   
   
  Karkagdeï commands the elementals who allow the 
  Purple Sail to travel even with bad weathers and at a high 
  speed. Under the hull, water elementals ensure the 
  stability of the ship even in full storm. They detect also 
  the reefs which allows the ship to avoid them.  
  In the sails, air elemental work to increase the speed of 
  the ship. These elementals do not fight except if they are 
  attacked. In this case, they are able to defend themselves. 
  But in no case, they help the occupants of the ship 
  against the characters. Their statistics are given only in 
  case the adventurers attack these neutral and bonded 
  elementals. 
   
  If the adventurers attack the ship from underwater, the 
  water elementals can detect them (but they do attack 
  them unless attacked first). If this is the case, Karkagdeï 
  is mentally informed (of the approach of the characters) 
  and acts in consequence. Karkagdeï, Firyana and Korndor 
  can fight underwater if necessary.  
   
   
  Note that the hull of the ataphad ship  is magically 
  treated. It thus receives a saving throw against spells 
  which could affect it. Its parameters are as follows: 
   
  �Magically Treated Wood: 12 in. thick; hardness 15; hp 
  240*; Break DC 40 ; Fort + 10, Ref + 10, Will + 10. 
  *per 10-ft.-by-10-ft. section. 
   
  As soon as Karkagdeï is killed, the air and water 
  elementals bonded to the ship cease to receive orders and 
  stop to work (the diabolically fused air elemental 
  continues to fight to the death).  
   
   
  Consequently, the ship cannot escape any more because 
  it is no longer able to avoid the reef shelves nor to sail in 
  the storm. If that happens, the adventurers achieved a 
  great victory because the Purple Sail can be captured. It is 
  enough for the characters to warn the authorities of 
  Ekbir (in the Holy City of Ekbir or in the fortress of the 
  Order of the Cup and Talisman) and ships from Ekbir 
  come to block the ataphad ship when the storm has 
  stopped. If Karkagdeï is killed, read or paraphrase the 
  following description: 
   
  Suddenly, the ataphad ship loses its stability. It is 
  affected by pitching and rolling of the waves like any 
  other ship with the conditions of sea and wind, which 
  currently reign. 
   
  With a successful Spot check [DC 15] it’s possible to 
  notice that the swelling of the sails is now normal) 
  In this encounter, Firyana fights with ferocity. She does 
  not flee. She does her best to kill the adventurers (or to 
  charm them to grab a row boat and start to sail out to sea 
  where she will meet him later).  
   
   
  The diabolically fused air elemental fights to the death 
  and pursues the adventurers if they flee.  
  
  A Smile in the Mist 
   
  Page 46 
  There is about 200 Ataphads in the crew. Most of them 
  are 1st or 2
  nd level warriors but there is enough fighters, 
  warriors and rangers of level 3 to 7 to dissuade the 
  adventurers to try to fight them. On the other hand, they 
  have an abnormally low intelligence (3 to 5 in general). 
  The majority of these crew members are in the hold 
  where they are chained to the oars. Those that are on 
  deck or in the rigging do nothing but cower from 
  combat. All of them are more or less human ataphad 
  mutants, the lowest results of the island genepool.  
   
   
  Apart from some physical tares, it’s mostly on the 
  intellectual level that they are not normal. Consequently, 
  they are only able to obey orders and can’t take initiatives. 
  Their leaders did not give them the order to fight but to 
  care about the ship. So they will not fight the characters 
  (except if they are themselves attacked). It should be told 
  to the players that the crew is not helping Karkagdeï, 
  Firyana or Korndor. The men stay at their place to row or 
  to handle the sails.  
   
   
  If their leaders are killed, the crew remain inert. It is then 
  easy to intimidate them or to bluff them: with a 
  successful Bluff [DC 20] it’s possible to convince them to 
  obey and with a successful Intimidation check [DC 20] 
  it’s possible to have them surrender. If it happens, the 
  adventurers are masters of the Purple Sail (but they 
  cannot command the elementals of the ship).  
   
  If the leaders are killed (Karkagdeï, Firyana and 
  Korndor), read or paraphrase the following text if the 
  adventurers are interested with the crew: 
   
  The members of the crew seem stunned. They ceased 
  any activity and stay on the ship without doing 
  anything. Their faces are inexpressive and their eyes 
  lack intelligence. Most of them are affected with 
  some deformity: some are hunch-backed, others are 
  lame, some are monstrously ugly. There is even some 
  with a tentacle instead of an arm or with scales 
  somewhere on the body. Yet all of them seem 
  oblivious the deliverance you have give them. 
   
   
  Creatures 
  The statistics below are given only in case the 
  adventurers attack one of the elementals. They don’t 
  attack first nor do they chase the PCs more than 30 ft. 
  from the hull. Thus, no EL or XP is granted for this 
  combat. 
   
  All APLs 
  �Greater Air Elementals (2) : hp 178 each ; see 
  Monster Manual 
  �Greater Water Elementals (2) : hp 199 each ; Listen 
  +23, Spot +23 ; see Monster Manual  
   
  What’s so special about the ship? 
  Among some secrets that will take much effort and time 
  to reveal, of special quality is that the ship has been 
  treated with a special substance that has a special 
  connection to the Elder Elemental Eye. It perforates the 
  ship thus allowing clerics of that imprisoned god to 
  prepare and cast spells while onboard the ship. 
   
  Treasure: 
   
  APL 8: L: 36 gp; C: 7 gp; M: scroll of water breathing 
  (31 gp per character); scroll of cure moderate wounds (12 
  gp per character); +1 flaming composite longbow (+5 Str 
  bonus) (241 gp per character); potion of cure moderate 
  wounds (25 gp per character). 
   
  APL 10: L: 38 gp; C: 203 gp; M: scroll of water 
  breathing (31 gp per character); scroll of cure moderate 
  wounds (12 gp per character); scroll of cure serious 
  wounds (31 gp per character); scroll of bull’s strength (12 
  gp per character); +1 flaming composite longbow (+5 Str 
  bonus) (241 gp per character); potion of water breathing 
  (62 gp per character); potion of bull’s strength (25 gp per 
  character); potion of cure serious wounds (31 gp per 
  character). 
   
  APL 12: L: 37 gp; C: 408 gp; M: scroll of water 
  breathing (31 gp per character); scroll of cure moderate 
  wounds (12 gp per character); scroll of cure serious 
  wounds (31 gp per character); scroll of bull’s strength (12 
  gp per character); +1 flaming composite longbow (+5 Str 
  bonus) (241 gp per character); cloak of resistance +1 (83 
  gp per character); 2 potions of cure serious wounds (62 gp 
  each per character). 
   
  APL 14: L: 11 gp; C: 1419 gp; M: +1 frost heavy mace 
  (692 gp per character); scroll of water breathing (31 gp 
  per character); scroll of cure moderate wounds (12 gp per 
  character); scroll of cure serious wounds (31 gp per 
  character); scroll of bull’s strength (12 gp per character); 
  +1 flaming composite longbow (+5 Str bonus) (241 gp per 
  character); cloak of resistance +2 (333 gp per character); 2 
  potions of cure serious wounds (62 gp each per 
  character). 
   
  If the ship is captured, the adventurers are free to 
  investigate the hold and the cargo. 
   
  The ships cargo hold is filled with many wonders, 
  most of them taint with evil. Exotic spices, silks, and 
  the cuttings of many completely alien flours and 
  
  A Smile in the Mist 
   
  Page 47 
  plants. These are were all destined be reagents in 
  some diabolical spell. 
   
  Large blocks of various stones lie in the cargo. It’s 
  possible to recognize obsidian and basalt among the 
  stones but some other minerals are really strange. 
   
  Taking up much room, are twelve strong cages each 
  holding a single fiendish lion or tiger. Metal barding 
  intended for their use is packed nearby. 
   
  Three cages of smaller size holds strange and 
  digusting creatures. They appear as ugly worms of 
  human size with vaguely humanoid heads. Their 
  bodies have a sickening yellow color and their faces 
  are twisted with pain and hate. 
   
  Other crates hold crudely carved giant solid crystal 
  ovoid, only their relatively flat on the top and bottom. 
  They are about 3ft in diameter. 
   
  About ten in all, small crystal baubles, the size of a 
  man’s fist are carefully wrapped in many layers of silk 
  and held in ornate jewelry styled boxes. 
   
  The rest of the cargo is primarily raw and cured 
  foodstuffs, probably destined for the bellies of some 
  unknown workforce. 
     
  Air Bauble: This small hollow crystal globe was found 
  with many other like it in hold of the Purple Sail. Inside, 
  swirling gas drifts about oblivious to your vigorous 
  movements. Occasionally, the mist of gas forms into 
  runes and letters in the draconic alphabet, but just as 
  quickly dissipates with no rhyme nor reason. The bauble 
  has a moderate divination aura, hardness 20, Hitpoints 1. 
  Marketprice: 50gp; Freqency: adventure 
   
  Smashing any of these globes produces nothing more 
  than a wisp of dissipating smoke. With a successful 
  Knowledge (the planes) check [DC 15], it’s possible to 
  learn that the ugly worms are creatures from the Gray 
  Waste of Hades (see Dungeon Master Guide) called 
  larvae. They are created from the souls of evil mortals and 
  often used for powerful evil rituals and spells. With 
  another successful Knowledge (the planes) check [DC 
  25], it’s possible to say that some of the strange stones 
  come from other planes, probably the lower planes. 
   
  Development: After this encounter, the adventurers can 
  pursue the caravan if they have not already fought it (go 
  to encounter 8 for the combat). Then, the adventure is 
  finished (go to the conclusion) except if the adventurers 
  want go back to the castle of Balab to try to banish the 
  Entity of the Altar. With the sylph, they indeed have the 
  last element which should facilitate the success of the 
  banishment. In this case, go back to encounter 2 (go 
  directly to the temple of the Elder Elemental Eye) before 
  going to the conclusion. 
   
  Mix amongst some of the paperwork is a page that 
  catches the eye of the characters. It is a reference to the 
  containment dimensions (for best fit of storage) of a 
  caravan warehouse in Lopolla, Ket. The owners name is 
  referred to as Koosha bey’Rees of Ket.  
   
   
  Conclusion 
   
  According to the sequence of encounters during the 
  adventure, several conclusions are possible.  
   
  If Encounter 7 was played 
  This case happens if the characters fought the thunder 
  riders and Firyana in Encounter 6 and have not been able 
  to prevent the escape of Firyana. She was able to warn the 
  caravan which did not come. The ataphad ship did not 
  come either. 
    
  The adventurers discovered the port used by the 
  smugglers of the New Cabal and prevented a significant 
  delivery. However, the success is only partial. Neither the 
  leaders who supervise the smuggling nor the ataphad 
  ship have been discovered. The smuggling will be able to 
  continue as soon as the smugglers find another port in a 
  storm. The adventurers have only delayed the New Cabal 
  and have inflicted only minor losses. 
    
  You discovered the port used by the smugglers of the 
  New Cabal. The authorities of Ekbir will prevent 
  henceforth the smuggling to continue in this place. 
  However, the leaders who organize this smuggling 
  are still free to act. It is probable that the smuggling 
  will start again in the future from another port. Your 
  enemies were delayed in their plans but they are far 
  from being conquered. 
   
  If Encounter 8A was played 
   
  This case happens if the characters attacked Firyana or 
  the thunder riders in Encounter 6 and succeeded in 
  preventing Firyana’s escape. Consequently, neither 
  Encounter 7 nor Encounter 9 were played. The adventure 
  finished with Encounter 8A with the combat against the 
  caravan. 
    
  
  A Smile in the Mist 
   
  Page 48 
  If Raqdul was killed 
  If the adventurers succeeded in killing Raqdul, they got a 
  marginal victory. Raqdul is one of the key men of the 
  New Cabal in Ekbir. He coordinates the smuggling from 
  the Ataphad islands towards Ekbir and beyond. His death 
  will disorganize the smuggling for a long time.  
   
  You discovered the port used by the smugglers of the 
  New Cabal. The authorities of Ekbir will prevent 
  henceforth the smuggling to continue in this place. 
  You succeeded in disorganizing all the smuggling 
  from the Ataphads towards Ekbir and beyond on 
  behalf of the New Cabal by eliminating some of the 
  key leaders. But your enemies are far from being 
  conquered. You must take again the road and the way 
  is still long! 
    
  If Raqdul escaped 
  If Raqdul escaped, the victory is more limited. The 
  Ataphads didn’t suffer any loss and the smuggling will be 
  able to start again later as soon as a new port will be 
  found. The adventurers have only delayed the New Cabal 
  by inflicting only minor losses.  
   
  You discovered the port used by the smugglers of the 
  New Cabal. The authorities of Ekbir will prevent 
  henceforth the smuggling to continue in this place. 
  However, the leaders who organize this smuggling 
  are still free to act. It is probable that the smuggling 
  will start again in the future from another port. Your 
  enemies were delayed in their plans but they are far 
  from being conquered. 
   
  If Encounter 8B and 9 were played 
   
  This case happens if the adventurers didn’t fight the 
  thunder riders or Firyana before the coming of the 
  caravan.  
   
  If the adventurers won their double confrontation with 
  the caravan and the Purple Sail, they achieved a major 
  victory against the New Cabal and the Ataphads.  
   
  If the characters warn the authorities of the capture of 
  the Purple Sail, they will be treated as heroes to have 
  conquered one of the legendary warships of the Dark 
  Harbour. The ekbirians are all the happier as the 
  Caliphate is on the eve of a war against the Ataphads. The 
  defeat of one of the Purple Sails is a good omen. By 
  proving that these terrible ships are not invincible, the 
  adventurers increased the morale of the sailors of Ekbir. 
  The reward awaiting the characters is proportional to the 
  importance of their victory. 
   
  Your victory against the ataphad ship causes an 
  immense joy in the Caliphate of Ekbir. The 
  authorities sent faris and qadi to tell you that His 
  Sublime Magnificence the Caliph of Ekbir wishes to 
  reward you personally for your prowess. He will 
  receive you in the Great Temple in Ekbir. 
   
  If the characters decline the invitation, nobody will be 
  offended. For adventurers who accept the invitation of 
  the caliph, read or paraphrase what follows:  
   
  The news quickly spread in the country and you are 
  welcomed everywhere by a jubilant crowd. The way 
  towards Ekbir is triumphal. The joy of Ekbirians is 
  proportional to the fear of the terrible Purple Sails. 
  You showed that these ships were not invincible and 
  the morale of the sailors of Ekbir who are going to 
  fight the Ataphads is now considerably higher.  
   
   
  In the city of Ekbir, a solemn triumph is organized on 
  the Maïdan Al’Akbar both to celebrate the victory 
  over the Purple Sail and to officially launch the 
  campaign against the Ataphads. Pieces of purple sails 
  of the conquered ship are shown to the crowd. The 
  captured ataphad prisoners are beheaded in public 
  with falchion. 
    
  The war between Ekbir and Ataphads is a relentless fight 
  for centuries. Each side shows no mercy (this 
  information is known by any adventurer with Ekbir as 
  home region or on successful Knowledge check [local or 
  history] [DC 15]).  
   
  You are then led in the Holy Enceinte where you 
  must accomplish all the ritual to be able to go into the 
  Great Temple. There, an immense crowd dressed with 
  the ritual white clothes awaits, supervised by 
  templars with red coats. At the other end of the 
  temple, the caliph is sitting on a throne. He is a very 
  old man with white beard, with red and black 
  clothing and an octagonal crown. With him there are 
  several high ranking priests and mace or scimitar 
  wielding heavy soldiers. 
    
  A character with Ekbir as home region or a character 
  rolling a successful Knowledge (local or geography) 
  check [DC 10] recognizes members of the Holy Guard, a 
  unit of thousand heavy elite infantry in charge of the 
  protection of the caliph. 
   
   
  The characters are wearing on the ceremonial vestments. 
  They have no weapons or spell pouches with them. Any 
  True Faithers thinking of assassination are out of luck. 
  
  A Smile in the Mist 
   
  Page 49 
  Though should any refuse to approach into the presence 
  of the caliph, the locals are not insulted and forgive the 
  characters for their weakness and fear. 
   
  You are led in front of the caliph. He solemnly thanks 
  you for having fought and overcome Ataphads: "For 
  having conquered one of the ataphad ships which 
  terrorized the Dramidj Ocean, for having inflicted a 
  decisive defeat to the evil and corrupted forces who 
  commit for centuries abominable rites, we are 
  indebted to you. May Al’Akbar blesses you, May he 
  guide and protects you! I will prey so that the High 
  Cleric intercedes in your favor" 
   
  The caliph rises and asks you: "do you agree to receive 
  the blessing of the High Cleric? " 
   
  To every characters who answer yes, the caliph asks to 
  kneel: 
    
  "Kneel down in order to receive the blessing of the 
  High Cleric" 
   
  It’s possible that characters from the True Faith refuse to 
  kneel in front of the caliph. If it occurs, all people will 
  understand what happens. There will be some quickly 
  held back murmurs. On the other hand, any religious 
  polemic started by a follower of the True Faith would be 
  out of place. There are six silence spells waiting to be cast 
  by supporting clerics. Once a True Faither starts 
  spouting, he needs to start making Will saves of [DC 18]. 
  If that doesn’t work, he’s subdued and thrown in the jail 
  for 2d6 TU’s.  
   
   
  Anyone who foolishly attempts to harm the caliph or 
  strike him (or verbally insult him personally) is taken 
  away and beheaded, and his remains removed from the 
  possibility of resurrection. 
   
   
  Any religious confrontation between the True Faith and 
  the Exalted Faith is forbidden in the holy sanctuary of 
  Al’Akbar. Any character who would persist in polemizing 
  would cause the premature end of the ceremony. He 
  would be harshly reprimanded later by the priests of the 
  Exalted Faith as well as by those of the True Faith for 
  having broken the peace treaty which allows the two 
  religions to coexist in the great sanctuary of Al’Akbar.  
   
  If some characters accept to kneel and no serious 
  problem occurred, continue with what follows: 
   
  The caliph comes up to those who kneel. He walks as 
  an old man. In front of each of you, he makes a sign 
  of blessing and lay on his right hand on your brow 
  while saying a prayer. Once done he moves towards 
  the center of the temple, in the middle of a circle 
  located under the large dome. There, he kneels down 
  and prays. 
   
  A successful Knowledge (religion) check [DC 10] allows 
  to know that this gesture ritually reproduces the prayer 
  of Al’Akbar in Tovag Baragu in the days following the 
  Invoked Devastation (it was during this prayer that the 
  Cup and the Talisman were given to him).  
   
  After long prayers, large rectangles the size of a door 
  drawn on the wall around the central part of the 
  temple and decorated with polychrome earthenware, 
  start to shine with an increasingly bright white light. 
  The light becomes blinding. Suddenly silhouettes 
  appear in the light. Three doors shine and three 
  silhouettes seem to enter by the three doors. The 
  beings come up and penetrate in the circle where is 
  the caliph. They have a human form with large 
  feathered wings. One of them talks to the caliph. His 
  bearing is noble and his voice is soft and musical: 
   
   
   "Rise up, Xargun, for the High Cleric has heard your 
  prayers! He has interceded in favor of the heroes you 
  wish to protect during their fight against Evil. Next 
  time that death will be close to them, the Will and 
  Stamina of the High Cleric help will be granted to 
  them. May they be strong and perceptive because 
  their combat will be long and harsh!"  
   
   
  The caliph stands up while the three celestial beings 
  withdraw by the doors of light. After a time, the light 
  disappears. The caliph turns to you and to the crowd: 
  "Thank Al’Akbar who guides us and protects us!" 
  Priests sing holy hymns and anthems.  
   
   
  Lastly, the caliph turns towards those who kneeled 
  and lay on hands to them : "The blessing of the High 
  Cleric is granted to you. May you accomplish your 
  sacred duty with honor and faithfulness! " 
   
  Each of the kneeling characters has received two separate 
  gifts. 
   
  The Gift of Guardianship 
  The High Cleric watches out for his own. The next time 
  that this character is dying or disabled (0 hit points or 
  less), he receives a spontaneous cure instantly. The effect 
  is a cure critical wounds (4d8+15) if the character is of 
  lawful good, neutral good or lawful neutral alignment 
  and a cure moderate wounds  (2d8+10) if they are of 
  neutral, chaotic good or chaotic neutral alignment (no 
  
  A Smile in the Mist 
   
  Page 50 
  cure would happen if the alignment of the character 
  becomes evil). Once used, this gift disappears. 
   
  The Gift of Dignity 
  The High Cleric allows his chosen to stand tall and 
  openly chastise the morally and ethically weak. All spells 
  in the next adventure with the Law and Good modifiers 
  are cast at +1 level (stacking with domain bonus). If this 
  character ever casts a spell or receives a spell in a 
  beneficiary manner, that has either the Evil or Chaos 
  descriptor, they immediately take the damage of an 
  inflict critical wounds spell (3d8+15, Will Save [DC 22] 
  for half).  
   
  The gift of healing will happen only once, the first time 
  that the character is dying or disabled. The reminder The 
  characters having refused the blessing of Al’Akbar or to 
  kneel get nothing. 
    
  Once the ceremony is finished, you are invited to 
  sumptuous celebrations given by the caliph in his 
  palace. After the celebrations, you must take again the 
  road. A victory has been achieved but the enemy is far 
  from being conquered. He continues to plot in 
  darkness. You must take again the road and the way is 
  still long!  
   
  If the characters were engaged by Mouqollad 
  at Encounter 1 
   
  The description which follows comes in addition to one 
  of the possible conclusions above.  
   
  Two days after the end of the adventure, the ship of 
  the Consortium arrives at the fortress of the Order of 
  the Cup and the Talisman. You board to protect it and 
  the ship sails the following day to Ekbir. There is no 
  problem during the journey. When you arrive in 
  Ekbir, you receive the reward promised by the priest 
  of Mouqol.  
   
  If the characters return to receive the reward 
  promised by the Court of Miracle 
   
  The reward to have killed Raqdul is: 
  • 
  50 gp per person at APL 8 
  • 
  75 gp per person at APL 10  
  • 
  100 gp per person at APL 12  
  • 
  125 gp per person at APL 14  
   
  The reward to have overcome the ataphad ship is the 
  same. The reward to have discovered the port used by the 
  smugglers (Kiralim) is also the same. The maximum 
  reward is thus triple of the value above. 
   
   
  The End 
   
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Defeat the Entity of the Altar 
  APL 8  
   
  240 xp 
  APL 10   
  300 xp 
  APL 12   
  360 xp  
  APL 14   
  420 xp 
   
  Experience for one of the three following cases : 
   
  If Encounter Seven has been played then: 
   
  Encounter Six 
  Defeat  Tibor Djarganoz and Ekimut 
  APL 8  
   
  240 xp 
  APL 10   
  300 xp 
  APL 12   
  360 xp 
  APL 14   
  420 xp 
   
  Encounter Seven 
  Defeat the Narzugon and the fiendish griffons 
  APL 8  
   
  330 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
  APL 14   
  510 xp 
   
  Or 
  If Encounter Nine has been played then: 
   
  Encounter Eight (8B) 
  Defeat the Caravan 
  APL 8  
   
  330 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
  APL 14   
  510 xp  
   
   
  
  A Smile in the Mist 
   
  Page 51 
  Encounter Nine 
  Defeat the Purple Sail 
  APL 8  
   
  330 xp 
  APL 10   
  390 xp 
  APL 12   
  450 xp 
  APL 14   
  510 xp 
   
  Or 
  If Encounter Eight (8A) has been played but not 
  Encounter Nine then: 
   
  Encounter Six 
  Defeat  Tibor Djarganoz and Ekimut 
  APL 8  
   
  240 xp 
  APL 10   
  300 xp 
  APL 12   
  360 xp 
  APL 14   
  420 xp 
   
  Encounter Eight (8A) 
  Defeat the caravan 
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  420 xp 
  APL 14   
  480 xp 
   
  Discretionary roleplaying award 
  APL 8  
   
  225 xp 
  APL 10   
  270 xp 
  APL 12   
  315 xp 
  APL 14   
  360 xp 
   
  Total possible experience:  
   
  APL 8  
   
  1,125 xp 
  APL 10  
  1,350 xp 
  APL 12    
  1,575 xp 
  APL 14  
  1,800 xp 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Six:  The Village of Kiralim 
   
  APL 8: L: 430 gp; C: 0 gp; M: 2 potions of cure light 
  wounds (4 gp each per character). 
   
  APL 10: L: 638 gp; C: 0 gp; M: potion of cure 
  moderate wounds (25 gp per character); 2 potions of cure 
  light wounds (4 gp each per character). 
   
  APL 12: L: 638 gp; C: 0 gp; M: potion of cure serious 
  wounds (62 gp per character); 2 potions of cure moderate 
  wounds (25 gp each per character); periapt of wisdom +2 
  (333 gp per character). 
   
  APL 14: L: 638 gp; C: 0 gp; M: potion of cure serious 
  wounds (62 gp per character); periapt of wisdom +2 (333 
  gp per character); 2 potions of cure moderate wounds (25 
  gp each per character). 
   
  
  A Smile in the Mist 
   
  Page 52 
  Encounter Seven:  The Hunt 
   
  APL 8: L: 103 gp; C: 0 gp; M: +2 large chain shirt 
  barding (366 gp per character); +1 spiked full plate (225 
  gp per character); cloak of resistance +1 (83 gp per 
  character); potion of cure moderate wounds (25 gp per 
  character); potion of shield of faith +2 (4 gp per 
  character); potion of protection from good (4 gp per 
  character). 
   
  APL 10: L: 103 gp; C: 0 gp; M: +2 huge chain shirt 
  barding (400 gp per character); +2 spiked full plate (475 
  gp per character); cloak of resistance +2 (333 gp per 
  character); potion of cure serious wounds (62 gp per 
  character); potion of bull’s strength (25 gp per character); 
  potion of shield of faith +3 (25 gp per character). 
   
  APL 12: L: 136 gp; C: 0 gp; M: +2 huge chain shirt 
  barding (400 gp per character); +3 spiked full plate (891 
  gp per character); cloak of resistance +2 (333 gp per 
  character); potion of cure serious wounds (62 gp per 
  characer); potion of shield of faith +4 (50 gp per 
  character); potion of bull’s strength (25 gp er character); 
  potion of protection from good (4 gp per character). 
   
  APL 14: L: 269 gp; C: 0 gp; M: +3 huge chain shirt 
  barding (816 gp per character); +4 spiked full plate (1475 
  gp per character); +3 lance (1525 gp per character); cloak 
  of resistance +3 (750 gp per character); potion of cure 
  serious wounds (62 gp per character); potion of pass 
  without trace (4 gp per character); potion of protection 
  from good (4 gp per character); potion of shield of faith 
  +2 (4 gp per character); potion of magic fang (4 gp per 
  character); potion of hide from animals (4 gp per 
  character). 
   
  or 
   
  Encounter Eight (8A): A Caravan but no ship 
   
  APL 8: L: 85 gp; C: 0 gp; M: 3 scrolls of summon 
  monster V (93 gp each per character); scroll of dispel 
  magic (31 gp per character); scroll of invisibility (12 gp 
  per character); scroll of web (12 gp per character); scroll 
  of see invisibility (12 gp per character), potion of bull’s 
  strength (25 gp per character); potion of cure light 
  wounds (4 gp per character). 
   
  APL 10: L: 85 gp; C: 0 gp; M: 3 scrolls of summon 
  monster VI (137 gp each per character); 2 scrolls of dispel 
  magic (31 gp each per character); 2 scrolls of invisibility 
  (12 gp each per character); scroll of greater invisibility (58 
  gp per character); scroll of web (12 gp per character); 
  scroll of see invisibility (12 gp per character); potion of 
  bull’s strength (25 gp per character); potion of cure light 
  wounds (4 gp per character); potion of shield of faith +4 
  (50 gp per character). 
   
  APL 12: L: 85 gp; C: 0 gp; M: 3 scrolls of summon 
  monster VII (189 gp each per character); 3 scrolls of 
  dispel magic (31 gp each per character); 2 scrolls of 
  invisibility (12 gp each per character); scroll of greater 
  invisibility (58 gp per character); scroll of web (12 gp per 
  character); scroll of see invisibility (12 gp per character); 
  potion of bull’s strength (25 gp per character); potion of 
  cure serious wounds (62 gp per character). 
   
  APL 14: L: 85 gp; C: 0 gp; M: 5 scrolls of summon 
  monster VIII (250 gp each per character); 2 scrolls of 
  summon monster VII (189 gp each per character); 3 
  scrolls of dispel magic (31 gp each per character); 3 scrolls 
  of invisibility (12 gp each per character); scroll of greater 
  invisibility (58 gp per character); scroll of web (12 gp per 
  character); scroll of see invisibility (12 gp per character); 
  potion of bull’s strength (25 gp per character); potion of 
  cure serious wounds (62 gp per character). 
   
  or 
   
  Encounter Eight (8B): A Caravan and a Ship 
   
  APL 8: L: 515 gp; C: 0 gp; M: 3 scrolls of summon 
  monster V (93 gp each per character); scroll of dispel 
  magic (31 gp per character); scroll of invisibility (12 gp 
  per character); scroll of web (12 gp per character); scroll 
  of see invisibility (12 gp per character), potion of bull’s 
  strength (25 gp per character); potion of cure light 
  wounds (4 gp per character); 2 potions of cure light 
  wounds (4 gp each per character). 
   
  APL 10: L: 723 gp; C: 0 gp; M: 3 scrolls of summon 
  monster VI (137 gp each per character); 2 scrolls of dispel 
  magic (31 gp each per character); 2 scrolls of invisibility 
  (12 gp each per character); scroll of greater invisibility (58 
  gp per character); scroll of web (12 gp per character); 
  scroll of see invisibility (12 gp per character); potion of 
  bull’s strength (25 gp per character); potion of cure light 
  wounds (4 gp per character); potion of shield of faith +4 
  (50 gp per character); potion of cure moderate wounds 
  (25 gp per character); 2 potions of cure light wounds (4 
  gp each per character). 
   
  APL 12: L: 723 gp; C: 0 gp; M: 3 scrolls of summon 
  monster VII (189 gp each per character); 3 scrolls of 
  dispel magic (31 gp each per character); 2 scrolls of 
  invisibility (12 gp each per character); scroll of greater 
  invisibility (58 gp per character); scroll of web (12 gp per 
  character); scroll of see invisibility (12 gp per character); 
  potion of bull’s strength (25 gp per character); potion of 
  cure serious wounds (62 gp per character); potion of cure 
  serious wounds (62 gp per character); 2 potions of cure 
  moderate wounds (25 gp each per character); periapt of 
  wisdom +2 (333 gp per character). 
   
  APL 14: L: 723 gp; C: 0 gp; M: 5 scrolls of summon 
  monster VIII (250 gp each per character); 2 scrolls of 
  summon monster VII (189 gp each per character); 3 
  scrolls of dispel magic (31 gp each per character); 3 scrolls 
  
  A Smile in the Mist 
   
  Page 53 
  of invisibility (12 gp each per character); scroll of greater 
  invisibility (58 gp per character); scroll of web (12 gp per 
  character); scroll of see invisibility (12 gp per character); 
  potion of bull’s strength (25 gp per character); potion of 
  cure serious wounds (62 gp per character); potion of cure 
  serious wounds (62 gp per character); periapt of wisdom 
  +2 (333 gp per character); 2 potions of cure moderate 
  wounds (25 gp each per character). 
   
  Encounter Nine : The Purple Sail 
   
  APL 8: L: 36 gp; C: 7 gp; M: scroll of water breathing 
  (31 gp per character); scroll of cure moderate wounds (12 
  gp per character); +1 flaming composite longbow (+5 Str 
  bonus) (241 gp per character); potion of cure moderate 
  wounds (25 gp per character). 
   
  APL 10: L: 38 gp; C: 203 gp; M: scroll of water 
  breathing (31 gp per character); scroll of cure moderate 
  wounds (12 gp per character); scroll of cure serious 
  wounds (31 gp per character); scroll of bull’s strength (12 
  gp per character); +1 flaming composite longbow (+5 Str 
  bonus) (241 gp per character); potion of water breathing 
  (62 gp per character); potion of bull’s strength (25 gp per 
  character); potion of cure serious wounds (31 gp per 
  character). 
   
  APL 12: L: 37 gp; C: 408 gp; M: scroll of water 
  breathing (31 gp per character); scroll of cure moderate 
  wounds (12 gp per character); scroll of cure serious 
  wounds (31 gp per character); scroll of bull’s strength (12 
  gp per character); +1 flaming composite longbow (+5 Str 
  bonus) (241 gp per character); cloak of resistance +1 (83 
  gp per character); 2 potions of cure serious wounds (62 gp 
  each per character). 
   
  APL 14: L: 11 gp; C: 1419 gp; M: +1 frost heavy mace 
  (692 gp per character); scroll of water breathing (31 gp 
  per character); scroll of cure moderate wounds (12 gp per 
  character); scroll of cure serious wounds (31 gp per 
  character); scroll of bull’s strength (12 gp per character); 
  +1 flaming composite longbow (+5 Str bonus) (241 gp per 
  character); cloak of resistance +2 (333 gp per character); 2 
  potions of cure serious wounds (62 gp each per 
  character). 
   
  Total Possible Treasure  
  APL 8:  
  1,250 gp 
  APL 10:  
  2,100 gp 
  APL 12:  
  3,000 gp 
   
  APL 14:  
  6,000 gp 
   
   
   
   
   
   
  Special Items: 
   
  �The Gift of Guardianship: The High Cleric watches 
  out for his own. The next time that this character is dying 
  or disabled (0 hit points or less), he receives a 
  spontaneous cure instantly. The effect is a cure critical 
  wounds (4d8+15) if the character is of lawful good, 
  neutral good or lawful neutral alignment and a cure 
  moderate wounds  (2d8+10) if they are of neutral, chaotic 
  good or chaotic neutral alignment (no cure would 
  happen if the alignment of the character becomes evil). 
  Once used, this gift disappears. 
   
  �The Gift of Dignity: The High Cleric allows his 
  chosen to stand tall and openly chastise the morally and 
  ethically weak. All spells in the next three adventures 
  with the Law and Good modifiers are cast at +1 level 
  (stacking with domain bonus). If this character ever casts 
  a spell or receives a spell in a beneficiary manner, that has 
  either the Evil or Chaos descriptor, they immediately 
  take the damage of an inflict critical wounds spell 
  (3d8+15, Will Save [DC 22] for half).  
   
  �Friendship of Zinaryamtaz: The character has gained 
  the friendship of the sylph Zinaryamtaz. Only one 
  character per party can gain this friendship and it must 
  be a human male (the chosen one of Encounter Five). 
  Maybe this friendship will be useful in the future. 
   
  �Air Bauble: This small hollow crystal globe was found 
  with many others like it in the hold of the Purple Sail. 
  Inside, swirling gas drifts about oblivious to your 
  vigorous movements. Occasionally, the mist of gas forms 
  into runes and letters in the draconic alphabet, but just as 
  quickly dissipates with no ryme nor reason. The bauble 
  has a moderate divination aura, hardness 20, Hit points 1. 
  Marketprice: 50 gp; Freqency: Adventure 
   
  �I’ve seen an Alien: This character has encountered 
  pesudo natural creatures. 
   
  
  A Smile in the Mist 
   
  Page 54 
  Appendix One: NPCs 
  Encounter Two : The Ruined Castle of 
  Balab 
  APL 10 (EL 10) 
  �Advanced Invisible Stalker : CR 8 ; Large elemental 
  (air, extraplanar) ; HD 12d8+24 ; hp 78 ; Init +8 ; Spd 30 
  ft, fly 30 ft (perfect) ; AC 17, touch 13, flat-footed 13 ; 
  Base Atk +9 ; Grp +17 ; Atk +13 melee (2d6+4, slam) ; 
  Full Atk +13/+13 (2d6+4, 2 slams) ; Space/Reach 
  10ft/10ft ; SA — ; SQ Darkvision 60 ft, elemental traits, 
  natural invisibility, improved tracking ; AL N ; SV Fort 
  +6, Ref +12, Will +6 ; Str 18, Dex 19, Con 14, Int 14, 
  Wis 15, Cha 11. 
   
  Skills and Feat : Listen +17, Move Silently +19, 
  Search +17, Spot +17, Survival +2 (+4 folllowing 
  tracks) ; 
  Combat 
  Reflexes, 
  Improved 
  Initiative, 
  Weapon Focus (slam), Dodge, Mobility. 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisibile even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
   
  Improved Tracking (Ex): An invisibile stalker is 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  APL 12 (EL 12) 
  �Diabolically Fused Invisible Stalker : CR 10 ; Large 
  elemental (air, extraplanar) ; HD 8d8+24 ; hp 60 ; Init 
  +10 ; Spd 30 ft, fly 30 ft (perfect) ; AC 19, touch 15, flat-
  footed 13 ; Base Atk +6 ; Grp +16 ; Atk +12 melee 
  (2d6+6, slam) ; Full Atk +12/+12 (2d6+6, 2 slams) ; 
  Space/Reach 10ft/10ft ; SA Haste, Smite Good 1/day ; 
  SQ Darkvision 60 ft, elemental traits, natural 
  invisibility, improved tracking, damage reduction 
  5/magic, resistance to cold 10 and fire 10, spell 
  resistance 13 ; AL LE ; SV Fort +5, Ref +12, Will +4 ; Str 
  22, Dex 23, Con 16, Int 18, Wis 15, Cha 13. 
  Skills and Feats : Listen +13, Move Silently +17, Search 
  +15, Spot +13, Survival +2 (+4 folllowing tracks) ; 
  Combat Reflexes, Improved Initiative, Weapon Focus 
  (slam). 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisibile even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
   
  Improved Tracking (Ex): An invisibile stalker is 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Haste (Su): Because the creature is an actual 
  composite entity, and both the devil and the elemental 
  are –at least somewhat- separately aware, the 
  diabolically fused elemental gains the benefit of a haste 
  spell. 
   
  Smite Good (Su) : Once per day, the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a good foe. 
  The creature must decide to use its smite power before 
  its attack. A missed smite good attack is wasted. 
   
  APL 14 (EL 14) 
  �Diabolically Fused Invisible Stalker : CR 10 ; Large 
  elemental (air, extraplanar) ; HD 8d8+24 ; hp 60 ; Init 
  +10 ; Spd 30 ft, fly 30 ft (perfect) ; AC 19, touch 15, flat-
  footed 13 ; Base Atk +6 ; Grp +16 ; Atk +12 melee 
  (2d6+6, slam) ; Full Atk +12/+12 (2d6+6, 2 slams) ; 
  Space/Reach 10ft/10ft ; SA Haste, Smite Good 1/day ; 
  SQ Darkvision 60 ft, elemental traits, natural 
  invisibility, improved tracking, damage reduction 
  5/magic, resistance to cold 10 and fire 10, spell 
  resistance 13 ; AL LE ; SV Fort +5, Ref +12, Will +4 ; Str 
  22, Dex 23, Con 16, Int 18, Wis 15, Cha 13. 
  Skills and Feats : Listen +13, Move Silently +17, Search 
  +15, Spot +13, Survival +2 (+4 folllowing tracks) ; 
  Combat Reflexes, Improved Initiative, Weapon Focus 
  (slam). 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisibile even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
   
  Improved Tracking (Ex): An invisibile stalker is 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Haste (Su): Because the creature is an actual 
  composite entity, and both the devil and the elemental 
  are –at least somewhat- separately aware, the 
  diabolically fused elemental gains the benefit of a haste 
  spell. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a good foe. 
  The creature must decide to use its smite power before 
  its attack. A missed smite good attack is wasted. 
   
  �Diabolically Fused Advanced Invisible Stalker : 
  CR 12 ; Huge elemental (air, extraplanar) ; HD 
  16d8+80 ; hp 152 ; Init +9 ; Spd 30 ft, fly 30 ft (perfect) ; 
  AC 21, touch 14, flat-footed 16 ; Base Atk +12 ; Grp +26 ; 
  Atk +22 melee (2d6+10, slam) ; Full Atk +22/+22 
  (2d6+10, 2 slams) ; Space/Reach 15ft/15ft ; SA Haste, 
  Smite Good 1/day ; SQ Darkvision 60 ft, elemental 
  traits, natural invisibility, improved tracking, damage 
  reduction 10/magic, resistance to cold 10 and fire 10, 
  
  A Smile in the Mist 
   
  Page 55 
  spell resistance 21 ; AL LE ; SV Fort +10, Ref +15, Will 
  +7 ; Str 30, Dex 21, Con 20, Int 18, Wis 15, Cha 13. 
  Skills and Feats : Listen +21, Move Silently +24, Search 
  +23, Spot +21, Survival +10 (+14 folllowing tracks), 
  Sense Motive +6 ; Combat Reflexes, Improved 
  Initiative, Weapon Focus (slam), Dodge, Mobility, 
  Spring Attack. 
   
  Natural Invisibility (Su): This ability is constant, 
  allowing a stalker to remain invisibile even when 
  attacking. This ability is inherent and not subject to the 
  invisibility purge spell. 
   
  Improved Tracking (Ex): An invisibile stalker is 
  consummate tracker and makes Spot checks instead of 
  the usual Survival checks to trace a creature’s passage. 
   
  Haste (Su): Because the creature is an actual 
  composite entity, and both the devil and the elemental 
  are –at least somewhat- separately aware, the 
  diabolically fused elemental gains the benefit of a haste 
  spell. 
   
  Smite Good (Su): Once per day, the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a good foe. 
  The creature must decide to use its smite power before 
  its attack. A missed smite good attack is wasted. 
   
  Encounter Five : A Helping Smile 
  All APLs 
  �Zinaryamtaz : Sylph ; CR 5 ; Small Outsider (air, 
  extraplanar) ; HD 3d8-3 ; hp 10 ; Init +1 ; Spd 30 ft, fly 
  90 ft (good) ; AC 12, touch 12, flat-footed 11 ; Base Atk 
  +3 ; Grp -2 ; Atk +3 melee (1d2-1, unarmed strike, non 
  lethal) ; Full Atk +3 melee (1d2-1, unarmed strike, non 
  lethal) ; Space/Reach 5ft/5ft ; SA spells ; SQ Improved 
  Invisibility, outsider traits, spells, wild empathy, spell 
  resistance 14, summon elemental ; AL NG ; SV Fort +2, 
  Ref +4, Will +6 ; Str 8, Dex 13, Con 8, Int 15, Wis 16, 
  Cha 17. 
   
  Skills and Feats : Balance +9, Concentration +5, 
  Escape Artist +7, Hide +11, Jump +1, Knowledge 
  (nature) +10, Listen +9, Move Silently +7, Spot +9, 
  Survival +9, Tumble +7; Combat Casting, Empower 
  Spell. 
   
  Sorcerer spells known (6/7/7/5; save DC 13+spell 
  level): 0- resistance, detect poison, detec magic, read 
  magic, disrupt undead, ghost sound, message; 1
  st- 
  endure elements, protection from evil, charm person, 
  sleep, magic missile; 2
  nd- bull’s strength, resist energy, 
  alter self; 3
  rd- dispel magic, major image. 
  Encounter Six : The Village of Kiralim 
  APL 8 (EL 8) 
  �Tibor Djarganoz : male human Rgr1/ exPal5/ 
  Blackguard1 ; CR 7 ; Medium Humanoid (human) ; 
  HD 1d8+6d10+14 ; hp 63 ; Init +1 ; Spd 20 ft ; AC 23, 
  touch 10, flat-footed 23 ; Base Atk +7 ; Grp +10 ; Atk +13 
  melee (1d6+5/18-20, +2 adamantine scimitar) ; Full Atk 
  +13/+8 melee (1d6+5/18-20, +2 adamantine scimitar) ; 
  SA Smite good 2/day, poison use, sneak attack +1d6 ; 
  SQ Aura of evil, detect good, lay on hands, favored 
  enemy elves +2 ; AL LE ; SV Fort +10, Ref +3, Will+2 ; 
  Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats : Bluff +6, Hide+1, Move Silently -
  2, Listen +5, Ride +4, Gather Informations +6, Speak 
  Language (ancient baklunish), Knowledge (religion) 
  +2, Handle Animal +9 ; Power Attack, Cleave, 
  Improved Sunder, Weapon Focus (Scimitar). 
   
  Smite good (Su): Two times per day, Tibor 
  Djarganoz may attempt to smite good with one normal 
  melee attack. He adds +2 to his attack roll and deals 1 
  extra point of damage. Smiting a creature that is not 
  good has no effect and uses the ability for that day. 
   
  Poison use: Tibor Djarganoz is skilled in the use 
  of poison and never risks accidentally poisoning 
  himself when applying poison to a blade. His scimitar 
  is smeared with purple worm poison ; injury (first hit 
  only) ; DC 24 for initial (1d6 temporary strength loss) 
  and secondary save (2d6 temporary strength loss).  
   
  Detect good (Sp) : Tibor Djarganoz can detect 
  good at will as the spell. 
   
  Lay on hands (Su) : Tibor Djarganoz can cure 2 
  hit points of wounds per day. 
   
  Wild Empathy (Ex) : Tibor Djarganoz can 
  improve the attitude of an animal in the same way a 
  Diplomacy check can improve the attitude of a sentient 
  being. He rolls 1d20+3. 
   
  Blackguard Spells prepared (1 ; save DC 11 + 
  spell level) : cause fear. 
   
  Possessions : masterwork banded mail, oil of 
  magic vestment +3, masterwork heavy steel shield, oil 
  of magic vestment +2,  adamantine scimitar (poisoned 
  with purple worm poison), 1 vial of purple worm 
  poison, oil of greater magic weapon +2. 
   
  �Ekimut : Male Human Ftr5 ; CR 5 ; Medium 
  humanoid (human) ; HD 5d10+10 ; hp 45 ; Init +6 ; Spd 
  20ft ; AC 23, touch 11, flat-footed 22 ; Base Atk +5 ; 
  Grp +8 ; Atk +10 melee (1d6+5/15-20, keen scimitar) ; 
  Full Atk +10 melee (1d6+5/15-20, keen scimitar) ; SA 
  — ; SQ — ; AL LE ; SV Fort +6, Ref +3, Will +1 ; Str 16, 
  Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
  Skills and Feats : Intimidate +7, Ride +10, Swim –4 ; 
  Weapon Focus (scimitar), Weapon Specialization 
  
  A Smile in the Mist 
   
  Page 56 
  (scimitar), Improved Initiative, Dodge, Mobility, 
  Combat Expertise. 
   
  Possessions : masterwork banded mail, oil of magic 
  vestment +2, masterwork heavy wooden shield, oil of 
  magic vestment +2, masterwork scimitar, oil of keen 
  edge, 2 potions of cure light wounds. 
   
  APL 10 (EL 10) 
  �Tibor Djarganoz : male human Rgr1/ exPal5/ 
  Blackguard3 ; CR 9 ; Medium Humanoid (human) ; 
  HD 1d8+8d10+18 ; hp 81 ; Init +1 ; Spd 20 ft ; AC 23, 
  touch 11, flat-footed 23 ; Base Atk +9 ; Grp +13 ; Atk +17 
  melee (1d6+7/18-20, +3 adamantine scimitar) ; Full Atk 
  +17/+12 melee (1d6+7/18-20, +3 adamantine scimitar) ; 
  SA Smite good 3/day, poison use, sneak attack +1d6, 
  command undead, aura of despair ; SQ Aura of evil, 
  detect good, lay on hands, dark blessing, favored 
  enemy elves +2 ; AL LE ; SV Fort +13, Ref +6, Will+7 ; 
  Str 18, Dex 10, Con 14, Int 10, Wis 13, Cha 14. 
   
  Skills and Feats : Bluff +6, Hide+7, Move Silently 
  +3, Listen +5, Ride +4, Gather Informations +6, Speak 
  Language (ancient baklunish), Knowledge (religion) 
  +2, Handle Animal +9 ; Power Attack, Cleave, 
  Improved Sunder, Weapon Focus (Scimitar), Iron Will. 
   
  Smite good (Su) : Three times per day, Tibor 
  Djarganoz may attempt to smite good with one normal 
  melee attack. He adds +2 to his attack roll and deals 3 
  extra points of damage. Smiting a creature that is not 
  good has no effect and uses the ability for that day. 
   
  Poison use: Tibor Djarganoz is skilled in the use 
  of poison and never risks accidentally poisoning 
  himself when applying poison to a blade. His scimitar 
  is smeared with purple worm poison ; injury (first hit 
  only) ; DC 24 for initial (1d6 temporary strength loss) 
  and secondary save (2d6 temporary strength loss).  
   
  Aura of despair (Su) : Tibor Djarganoz radiates a 
  malign aura that causes enemies within 10 feet of him 
  to take a –2 penalty on all saving throws. 
   
  Dark blessing (Su) : Tibor Djarganoz applies his 
  charisma modifier as a bonus on all saving throws. This 
  modifier is already figured into the statistics given 
  above. 
   
  Detect good (Sp) : Tibor Djarganoz can detect 
  good at will as the spell. 
   
  Lay on hands (Su) : Tibor Djarganoz can cure 6 
  hit points of wounds per day. 
   
  Wild Empathy (Ex) : Tibor Djarganoz can 
  improve the attitude of an animal in the same way a 
  Diplomacy check can improve the attitude of a sentient 
  being. He rolls 1d20+3. 
   
  Blackguard Spells prepared (2 ; save DC 11 + spell 
  level) : 1st-cause fear, corrupt weapon. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +3, masterwork heavy steel shield, oil of 
  greater magic weapon +3, adamantine scimitar 
  (poisoned with purple worm poison), 1 vial of purple 
  worm poison, potion of cure moderate wounds. 
   
  �Ekimut : Male Human Ftr7 ; CR 7 ; Medium 
  humanoid (human) ; HD 7d10+14 ; hp 63 ; Init +6 ; Spd 
  20ft ; AC 23, touch 11, flat-footed 22 ; Base Atk +7 ; 
  Grp +10 ; Atk +13 melee (1d6+7/15-20, +2 keen 
  scimitar) ; Full Atk +13/+8 melee (1d6+7/15-20, +2 
  keen scimitar) ; SA — ; SQ — ; AL LE ; SV Fort +7, Ref 
  +4, Will +4 ; Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 
  8. 
   
  Skills and Feats : Intimidate +9, Ride +12, Swim –
  2 ; Weapon Focus (scimitar), Weapon Specialization 
  (scimitar), Improved Initiative, Dodge, Mobility, 
  Combat Expertise, Blind Fight, Iron Will. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +2, masterwork heavy wooden shield, 
  masterwork scimitar, oil of keen edge, oil of greater 
  magic weapon +2, 2 potions of cure light wounds. 
   
  APL 12 (EL 12) 
  �Tibor 
  Djarganoz : 
  male 
  human 
  exPal1/ 
  Blackguard10 ; CR 11 ; Medium Humanoid (human) ; 
  HD 11d10+22 ; hp 99 ; Init +1 ; Spd 20 ft ; AC 26, touch 
  12, flat-footed 26 ; Base Atk +11 ; Grp +15 ; Atk +20 
  melee (1d6+8/18-20, +4 adamantine scimitar) ; Full Atk 
  +20/+15/+10 melee (1d6+8/18-20, +4 adamantine 
  scimitar) ; SA Smite good 4/day, poison use, sneak 
  attack +3d6, command undead, aura of despair ; SQ 
  Aura of evil, detect good, dark blessing, fiendish 
  servant; AL LE ; SV Fort +13, Ref +5, Will+9 ; Str 18, 
  Dex 10, Con 14, Int 10, Wis 15, Cha 14. 
   
  Skills and Feats : Bluff +6, Concentration +8, Hide 
  -2, Ride +4, Gather Informations +6, Speak Language 
  (ancient baklunish), Knowledge (religion) +2, Handle 
  Animal +9; Power Attack, Cleave, Improved Sunder, 
  Weapon Focus (Scimitar), Iron Will. 
   
  Smite good (Su) : Four times per day, Tibor 
  Djarganoz may attempt to smite good with one normal 
  melee attack. He adds +2 to his attack roll and deals 10 
  extra points of damage. Smiting a creature that is not 
  good has no effect and uses the ability for that day. 
   
  Poison use: Tibor Djarganoz is skilled in the use 
  of poison and never risks accidentally poisoning 
  himself when applying poison to a blade. His scimitar 
  is smeared with purple worm poison ; injury (first hit 
  only) ; DC 24 for initial (1d6 temporary strength loss) 
  and secondary save (2d6 temporary strength loss).  
  
  A Smile in the Mist 
   
  Page 57 
   
  Aura of despair (Su) : Tibor Djarganoz radiates a 
  malign aura that causes enemies within 10 feet of him 
  to take a –2 penalty on all saving throws. 
   
  Dark blessing (Su) : Tibor Djarganoz applies his 
  charisma modifier as a bonus on all saving throws. This 
  modifier is already figured into the statistics given 
  above. 
   
  Detect good (Sp) : Tibor Djarganoz can detect 
  good at will as the spell. 
   
  Fiendish servant : fiendish heavy  warhorse. 
  �Fiendish heavy warhorse : large magical beast 
  (extraplanar) ; HD 6d8+18 ; hp 46 ; Init : +1 ; Spd : 
  50 ft ; AC 15, touch 10, flat-footed 14 ; Base Atk +5 ; 
  Grp +13 ; Atk +8 (1d6+4, hoof) ; Full Atk +8/+8 
  (1d6+4, 2 hooves) and +3 (1d4+2, bite) ; SA smite 
  good 1/day ; SQ Darkvision 60 ft, damage 
  reduction 5/magic, resistance to cold 5, resistance 
  to fire 5, spell resistance 11, empathic link, 
  improved evasion, share saving throws, share 
  spells, low-light vision, scent ; AL LE ; SV Fort +15, 
  Ref +6, Will +4 ; Str 19, Dex 13, Con 17, Int 6, Wis 
  13, Cha 6. 
   
  Blackguard Spells prepared (3/3/2/1 ; save DC 12 
  + spell level) : 1st-cause fear, corrupt weapon, inflict 
  light wounds ; 2
  nd-bull’s strength, eagle’s splendor, 
  inflict 
  moderate 
  wounds ; 
  3rd-protection 
  from 
  elements, cure serious wounds ; 4th-poison. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +4, masterwork heavy steel shield, potion of 
  barkskin +2,  adamantine scimitar (poisoned with 
  purple worm poison), 1 vial of purple worm poison, oil 
  of greater magic weapon +4, potion of cure serious 
  wounds, periapt of wisdom +2. 
   
  �Ekimut : Male Human Ftr9 ; CR 9 ; Medium 
  humanoid (human) ; HD 9d10+18 ; hp 81 ; Init +6 ; Spd 
  20ft ; AC 26, touch 11, flat-footed 25 ; Base Atk +9 ; 
  Grp +12 ; Atk +16 melee (1d6+7/15-20, +2 scimitar) ; 
  Full Atk +16/+11 melee (1d6+7/15-20, +2 scimitar) ; SA 
  — ; SQ — ; AL LE ; SV Fort +8, Ref +5, Will +5 ; Str 17, 
  Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats : Intimidate +11, Ride +14, Swim 
  0 ; Weapon Focus (scimitar), Weapon Specialization 
  (scimitar), Improved Initiative, Dodge, Mobility, 
  Combat Expertise, Blind Fight, Iron Will, Greater 
  Weapon Focus (scimitar), Improved Critical (scimitar). 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +3, masterwork heavy wooden shield, potion 
  of barkskin +2, masterwork scimitar, oil of greater 
  magic weapon +2, 2 potions of cure moderate wounds. 
   
  APL 14 (EL 14) 
  �Tibor 
  Djarganoz : 
  male 
  human 
  exPal3/ 
  Blackguard10 ; CR 13 ; Medium Humanoid (human) ; 
  HD 13d10+26 ; hp 117 ; Init +1 ; Spd 20 ft ; AC 30, 
  touch 10, flat-footed 30 ; Base Atk +13 ; Grp +17 ; Atk 
  +23 melee (1d6+9/18-20, +5 adamantine scimitar) ; Full 
  Atk +23/+18/+13 melee (1d6+9/18-20, +5 adamantine 
  scimitar) ; SA Smite good 4/day, poison use, sneak 
  attack +3d6, command undead, aura of despair ; SQ 
  Aura of evil, detect good, dark blessing, lay on hands, 
  fiendish servant; AL LE ; SV Fort +14, Ref +6, Will+10 ; 
  Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats : Bluff +6, Concentration +14, 
  Hide -2, Ride +4, Gather Informations +6, Speak 
  Language (ancient baklunish), Knowledge (religion) 
  +2, Handle Animal +9; Power Attack, Cleave, Improved 
  Sunder, Weapon Focus (Scimitar), Iron Will, Blind-
  Fight. 
   
  Smite good (Su) : Four times per day, Tibor 
  Djarganoz may attempt to smite good with one normal 
  melee attack. He adds +2 to his attack roll and deals 10 
  extra points of damage. Smiting a creature that is not 
  good has no effect and uses the ability for that day. 
   
  Poison use: Tibor Djarganoz is skilled in the use 
  of poison and never risks accidentally poisoning 
  himself when applying poison to a blade. His scimitar 
  is smeared with purple worm poison ; injury (first hit 
  only) ; DC 24 for initial (1d6 temporary strength loss) 
  and secondary save (2d6 temporary strength loss).  
   
  Aura of despair (Su) : Tibor Djarganoz radiates a 
  malign aura that causes enemies within 10 feet of him 
  to take a –2 penalty on all saving throws. 
   
  Lay on hands (Su) : Tibor Djarganoz can cure 20 
  hit points of wounds per day. 
   
  Dark blessing (Su) : Tibor Djarganoz applies his 
  charisma modifier as a bonus on all saving throws. This 
  modifier is already figured into the statistics given 
  above. 
   
  Detect good (Sp) : Tibor Djarganoz can detect 
  good at will as the spell. 
   
  Fiendish servant : fiendish heavy  warhorse. 
  �Fiendish heavy warhorse : large magical beast 
  (extraplanar) ; HD 8d8+24 ; hp 61 ; Init : +1 ; Spd : 
  50 ft ; AC 17, touch 10, flat-footed 16 ; Base Atk +7 ; 
  Grp +16 ; Atk +11 (1d6+5, hoof) ; Full Atk +11/+11 
  (1d6+5, 2 hooves) and +6 (1d4+3, bite) ; SA smite 
  good 1/day ; SQ Darkvision 60 ft, damage 
  reduction 5/magic, resistance to cold 5, resistance 
  to fire 5, spell resistance 11, empathic link, 
  improved evasion, share saving throws, share 
  spells, speak with blackguard, low-light vision, 
  scent ; AL LE ; SV Fort +15, Ref +6, Will +4 ; Str 20, 
  Dex 13, Con 17, Int 7, Wis 13, Cha 6. 
  
  A Smile in the Mist 
   
  Page 58 
   
  Blackguard Spells prepared (3/3/3/1 ; save DC 13 
  + spell level) : 1st-cause fear, corrupt weapon, inflict 
  light wounds ; 2
  nd-bull’s strength, eagle’s splendor, 
  inflict 
  moderate 
  wounds ; 
  3rd-protection 
  from 
  elements, cure serious wounds, inflict serious wounds ; 
  4th-poison. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +4 (armor), masterwork heavy steel shield, oil 
  of magic vestment +4 (shield), potion of barkskin +2, 
  adamantine scimitar (poisoned with purple worm 
  poison), 1 vial of purple worm poison, oil of greater 
  magic weapon +5, periapt of wisdom +2, potion of cure 
  serious wounds. 
   
  �Ekimut : Male Human Ftr11 ; CR 11 ; Medium 
  humanoid (human) ; HD 11d10+22 ; hp 99 ; Init +6 ; 
  Spd 20ft ; AC 28, touch 11, flat-footed 27 ; Base Atk 
  +11 ; Grp +14 ; Atk +18 melee (1d6+7/15-20, +2 
  scimitar) ; Full Atk +18/+13/+8 melee (1d6+7/15-20, +2 
  scimitar) ; SA — ; SQ — ; AL LE ; SV Fort +9, Ref +5, 
  Will +5 ; Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats : Intimidate +13, Ride +16, Swim 
  +2 ; Weapon Focus (scimitar), Weapon Specialization 
  (scimitar), Improved Initiative, Dodge, Mobility, 
  Combat Expertise, Blind Fight, Iron Will, Greater 
  Weapon Focus (scimitar), Improved Critical (scimitar), 
  Power Attack. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +2 (armor), masterwork heavy wooden 
  shield, oil of magic vestment +2 (shield), potion of 
  barkskin +3,  masterwork scimitar, oil of greater magic 
  weapon +2, 2 potions of cure moderate wounds. 
   
  Encounter Seven : Pack Club 
  APL 8 (EL 11) 
  �Fiendish Griffon : CR 5 ; Large magical beast 
  (extraplanar) ; HD 7d10+21 ; hp 59 ; Init +2 ; Spd 30 ft, 
  fly 80 ft (average) ; AC 21, touch 11, flat-footed 19 ; Base 
  Atk +7 ; Grp +15 ; Atk +11 melee (2d6+4, bite) ; Full Atk 
  +11 melee (2d6+4, bite) and +8/+8 melee (1d4+2, 2 
  claws) ; Space/Reach 10 ft/ 5 ft ; SA Pounce, rake 
  1d6+2, smite good 1/day ; SQ  Darkvision 60 ft, low-
  light vision, scent, damage reduction 5/magic, 
  resistance to cold 5, resistance to fire 5, spell resistance 
  12 ; AL LE ; SV Fort +8, Ref +7, Will +5 ; Str 18, Dex 15, 
  Con 16, Int 5, Wis 13, Cha 8. 
   
  Skills and Feats : Jump +8, Listen +6, Spot +10 ; 
  Iron Will, Multiattack, Weapon Focus (bite). 
   
  Possessions : large chain shirt barding. 
   
  �Narzugon : CR 9 ; medium size outsider (baatezu, 
  evil, extraplanar, lawful) ; HD 10d8+10 ; hp 55 ; Init +2 ; 
  Spd 20 ft ; AC 29, touch 11, flat-footed 28 ; Base Atk 
  +10 ; Grp +14 ; Atk +16 melee (1d8+6, lance) or +14 
  melee (1d6+4, heavy pick) ; Full Atk +16/+11 melee 
  (1d8+6, lance) or +14/+9 melee (1d6+4, heavy pick) ; SA 
  Baleful gaze, spell-like abilities, summon baatezu ; SQ 
  damage reduction 10/good, spell resistance 23, 
  immunity to fire and poison, resistance to acid 10, 
  resistance to cold 10, see in darkness, telepathy 100 ft ; 
  AL LE ; SV Fort +9, Ref +10, Will +9 ; Str 18, Dex 14, 
  Con 13, Int 12, Wis 13, Cha 19. 
   
  Skills and Feats : Bluff +12, Diplomacy +13,  
  Handle 
  Animal 
  +9, 
  Gather 
  Informations 
  +17, 
  Intimidate +19, Knowledge (the planes) +9, Ride +17, 
  Search +14, Sense Motive +14, Spot +14, Survival +14 ; 
  Mounted Combat, Ride-By Attack, Spirited Charge, 
  Track. 
   
  Possessions : +1 spiked full plate, heavy steel 
  shield, oil of magic vestment +3, lance, oil of greater 
  magic weapon +2, heavy pick, cloak of resistance +1, 
  potion of cure moderate wounds, potion of shield of 
  faith +2, potion of protection from good. 
   
  �Advanced Nightmare : CR 6 ; Large outsider (evil, 
  extraplanar) ; HD 8d8+24 ; hp 55 ; Init +6 ; Spd 40 ft, fly 
  90 ft (good) ; AC 31, touch 12, flat-footed 28 ; Base Atk 
  +8 ; Grp +16 ; Atk +11 melee (1d8+4 plus 1d4 fire, 
  hoof) ; Full Atk +11/+11 melee (1d8+4 plus 1d4 fire, 2 
  hooves) and +6 melee (1d8+2, bite) ; Space/Reach 10 ft/ 
  5 ft ; SA Flaming hooves, smoke ; SQ Astral projection, 
  darkvision 60 ft, etherealness ; AL NE ; SV Fort +9, Ref 
  +9, Will +7 ; Str 18, Dex 16, Con 16, Int 13, Wis 13, 
  Cha12. 
   
  Skills and Feats : Concentration +12, Diplomacy 
  +3, Intimidate +10, Knowledge (the planes) +10, Listen 
  +12, Move Silently +11, Search +10, Sense Motive +10, 
  Spot +12, Survival +10 (+12 on other planes and 
  following tracks) ; Alertness, Improved Initiative, Run. 
   
  Possessions : +2 large chain shirt barding. 
   
  APL 10 (EL 13) 
  �Fiendish Griffon : CR 5 ; Large magical beast 
  (extraplanar) ; HD 7d10+21 ; hp 59 ; Init +2 ; Spd 30 ft, 
  fly 80 ft (average) ; AC 21, touch 11, flat-footed 19 ; Base 
  Atk +7 ; Grp +15 ; Atk +11 melee (2d6+4, bite) ; Full Atk 
  +11 melee (2d6+4, bite) and +8/+8 melee (1d4+2, 2 
  claws) ; Space/Reach 10 ft/ 5 ft ; SA Pounce, rake 
  1d6+2, smite good 1/day ; SQ  Darkvision 60 ft, low-
  light vision, scent, damage reduction 5/magic, 
  resistance to cold 5, resistance to fire 5, spell resistance 
  12 ; AL LE ; SV Fort +8, Ref +7, Will +5 ; Str 18, Dex 15, 
  Con 16, Int 5, Wis 13, Cha 8. 
   
  Skills and Feats : Jump +8, Listen +6, Spot +10 ; 
  Iron Will, Multiattack, Weapon Focus (bite). 
   
  Possessions : large chain shirt barding. 
  
  A Smile in the Mist 
   
  Page 59 
  �Narzugon : Narzugon Ftr1 ; CR 10 ; medium size 
  outsider (baatezu, evil, extraplanar, lawful) ; HD 
  10d8+1d10+11 ; hp 62 ; Init +6 ; Spd 20 ft ; AC 30, touch 
  11, flat-footed 29 ; Base Atk +11 ; Grp +15 ; Atk +18 
  melee (1d8+6, lance) or +15 melee (1d6+4, heavy pick) ; 
  Full Atk +18/+13/+8 melee (1d8+6, lance) or 
  +15/+10/+5 melee (1d6+4, heavy pick) ; SA Baleful 
  gaze, spell-like abilities, summon baatezu ; SQ damage 
  reduction 10/good, spell resistance 23, immunity to 
  fire and poison, resistance to acid 10, resistance to cold 
  10, see in darkness, telepathy 100 ft ; AL LE ; SV Fort 
  +12, Ref +11, Will +10 ; Str 18, Dex 14, Con 13, Int 12, 
  Wis 13, Cha 19. 
   
  Skills and Feats : Bluff +12, Diplomacy +13,  
  Handle 
  Animal 
  +9, 
  Gather 
  Informations 
  +17, 
  Intimidate +20, Knowledge (the planes) +9, Ride +18, 
  Search +14, Sense Motive +14, Spot +14, Survival +14 ; 
  Mounted Combat, Ride-By Attack, Spirited Charge, 
  Weapon Focus (lance), Improved Initiative. 
   
  Possessions : +2 spiked full plate, heavy steel 
  shield, oil of magic vestment +3, lance, oil of greater 
  magic weapon +2, heavy pick, cloak of resistance +2, 
  potion of cure serious wounds, potion of bull’s 
  strength, potion of shield of faith +3 . 
   
  �Nightmare, Cauchemar : CR 11 ; Huge outsider 
  (evil, extraplanar) ; HD 15d8+105 ; hp 172 ; Init +6 ; Spd 
  40 ft, fly 90 ft (good) ; AC 32, touch 10, flat-footed 30 ; 
  Base Atk +15 ; Grp +33 ; Atk +23 melee (2d6+10 plus 
  1d4 fire, hoof) ; Full Atk +23/+23 melee (2d6+10 plus 
  1d4 fire, 2 hooves) and +18 melee (2d6+5, bite) ; 
  Space/Reach 15 ft/ 10 ft ; SA Flaming hooves, smoke ; 
  SQ Astral projection, darkvision 60 ft, etherealness ; AL 
  NE ; SV Fort +16, Ref +11, Will +10 ; Str 31, Dex 14, 
  Con 24, Int 16, Wis 12, Cha12. 
   
  Skills and Feats : Bluff +19, Concentration +25, 
  Diplomacy +5, Disguise +1 (+3 acting) Intimidate +21, 
  Knowledge (arcana) +21, Knowledge (the planes) +21, 
  Listen +21, Move Silently +20, Search +21, Sense 
  Motive +19, Spot +21, Survival +19 (+21 on other 
  planes and following tracks) ; Alertness, Improved 
  Initiative, Power Attack, Run, Track. 
   
  Possessions : +2 huge chain shirt barding. 
   
  APL 12 (EL 15) 
  �Advanced Fiendish Griffon : CR 7 ; Large magical 
  beast (extraplanar) ; HD 10d10+30 ; hp 86 ; Init +2 ; Spd 
  30 ft, fly 80 ft (average) ; AC 22, touch 12, flat-footed 
  20 ; Base Atk +10 ; Grp +18 ; Atk +14 melee (2d6+4, 
  bite) ; Full Atk +14 melee (2d6+4, bite) and +11/+11 
  melee (1d4+2, 2 claws) ; Space/Reach 10 ft/ 5 ft ; SA 
  Pounce, rake 1d6+2, smite good 1/day ; SQ  Darkvision 
  60 ft, low-light vision, scent, damage reduction 
  5/magic, resistance to cold 10, resistance to fire 10, 
  spell resistance 15 ; AL LE ; SV Fort +8, Ref +8, Will +5 ; 
  Str 18, Dex 16, Con 16, Int 5, Wis 13, Cha 8. 
   
  Skills and Feats : Jump +8, Listen +6, Spot +11 ; 
  Iron Will, Multiattack, Weapon Focus (bite), Flyby 
  Attack. 
   
  Possessions : large chain shirt barding. 
   
  �Narzugon : Narzugon Ftr4 ; CR 13 ; medium size 
  outsider (baatezu, evil, extraplanar, lawful) ; HD 
  10d8+4d10+28 ; hp 97 ; Init +6 ; Spd 20 ft ; AC 31, touch 
  11, flat-footed 30 ; Base Atk +14 ; Grp +18 ; Atk +22 
  melee (1d8+9, lance) or +18 melee (1d6+4, heavy pick) ; 
  Full Atk +22/+17/+12 melee (1d8+9, lance) or 
  +18/+13/+8 melee (1d6+4, heavy pick) ; SA Baleful 
  gaze, spell-like abilities, summon baatezu ; SQ damage 
  reduction 10/good, spell resistance 23, immunity to 
  fire and poison, resistance to acid 10, resistance to cold 
  10, see in darkness, telepathy 100 ft ; AL LE ; SV Fort 
  +15, Ref +12, Will +14 ; Str 18, Dex 14, Con 14, Int 12, 
  Wis 13, Cha 19. 
   
  Skills and Feats : Bluff +13, Diplomacy +13,  
  Handle 
  Animal 
  +9, 
  Gather 
  Informations 
  +17, 
  Intimidate +23, Knowledge (the planes) +9, Ride +21, 
  Search +15, Sense Motive +15, Spot +15, Survival +15 ; 
  Mounted Combat, Ride-By Attack, Spirited Charge, 
  Weapon Focus (lance), Improved Initiative, Weapon 
  Specialization (lance), Improved Critical (lance), Iron 
  Will. 
   
  Possessions : +3 spiked full plate, heavy steel 
  shield,  oil of magic vestment +3, , lance, oil of greater 
  magic weapon +3, heavy pick, cloak of resistance +2, 
  potion of cure serious wounds, potion of shield of faith 
  +4, potion of bull’s strength, potion of protection from 
  good. 
   
  �Nightmare, Cauchemar : CR 11 ; Huge outsider 
  (evil, extraplanar) ; HD 15d8+105 ; hp 172 ; Init +6 ; Spd 
  40 ft, fly 90 ft (good) ; AC 32, touch 10, flat-footed 30 ; 
  Base Atk +15 ; Grp +33 ; Atk +23 melee (2d6+10 plus 
  1d4 fire, hoof) ; Full Atk +23/+23 melee (2d6+10 plus 
  1d4 fire, 2 hooves) and +18 melee (2d6+5, bite) ; 
  Space/Reach 15 ft/ 10 ft ; SA Flaming hooves, smoke ; 
  SQ Astral projection, darkvision 60 ft, etherealness ; AL 
  NE ; SV Fort +16, Ref +11, Will +10 ; Str 31, Dex 14, 
  Con 24, Int 16, Wis 12, Cha12. 
   
  Skills and Feats : Bluff +19, Concentration +25, 
  Diplomacy +5, Disguise +1 (+3 acting) Intimidate +21, 
  Knowledge (arcana) +21, Knowledge (the planes) +21, 
  Listen +21, Move Silently +20, Search +21, Sense 
  Motive +19, Spot +21, Survival +19 (+21 on other 
  planes and following tracks) ; Alertness, Improved 
  Initiative, Power Attack, Run, Track. 
   
  Possessions : +2 huge chain shirt barding. 
  
  A Smile in the Mist 
   
  Page 60 
  APL 14 (EL 17) 
  �Advanced Fiendish Griffon : CR 9 ; Huge magical 
  beast (extraplanar) ; HD 13d10+65 ; hp 136 ; Init +6 ; 
  Spd 30 ft, fly 80 ft (average) ; AC 23, touch 10, flat-
  footed 21 ; Base Atk +13 ; Grp +29 ; Atk +20 melee 
  (3d6+8, bite) ; Full Atk +20 melee (3d6+8, bite) and 
  +17/+17 melee (1d6+6, 2 claws) ; Space/Reach 15 ft/ 10 
  ft ; SA Pounce, rake 1d8+6, smite good 1/day ; SQ  
  Darkvision 60 ft, low-light vision, scent, damage 
  reduction 10/magic, resistance to cold 10, resistance to 
  fire 10, spell resistance 18 ; AL LE ; SV Fort +13, Ref 
  +10, Will +8 ; Str 26, Dex 14, Con 20, Int 5, Wis 14, Cha 
  8. 
  Skills and Feats : Jump +8, Listen +12, Spot +11 ; Iron 
  Will, Multiattack, Weapon Focus (bite), Flyby Attack, 
  Improved Initiative. 
  Possessions : huge chain shirt barding. 
   
  �Narzugon : Narzugon Ftr7 ; CR 16 ; medium size 
  outsider (baatezu, evil, extraplanar, lawful) ; HD 
  10d8+7d10+34 ; hp 120 ; Init +6 ; Spd 20 ft ; AC 32, 
  touch 13, flat-footed 31 ; Base Atk +17 ; Grp +21 ; Atk 
  +24 melee (1d8+8, lance) or +21 melee (1d6+4, heavy 
  pick) ; Full Atk +24/+19/+14/+9 melee (1d8+8, lance) 
  or +21/+16/+11/+6 melee (1d6+4, heavy pick) ; SA 
  Baleful gaze, spell-like abilities, summon baatezu ; SQ 
  damage reduction 10/good, spell resistance 23, 
  immunity to fire and poison, resistance to acid 10, 
  resistance to cold 10, see in darkness, telepathy 100 ft ; 
  AL LE ; SV Fort +17, Ref +14, Will +16 ; Str 18, Dex 14, 
  Con 14, Int 12, Wis 14, Cha 19. 
   
  Skills and Feats : Bluff +13, Diplomacy +13,  
  Handle 
  Animal 
  +9, 
  Gather 
  Informations 
  +17, 
  Intimidate +26, Knowledge (the planes) +9, Ride +24, 
  Search +15, Sense Motive +15, Spot +16, Survival +15 ; 
  Mounted Combat, Ride-By Attack, Spirited Charge, 
  Weapon Focus (lance), Improved Initiative, Weapon 
  Specialization (lance), Improved Critical (lance), Iron 
  Will, Power Attack, Trample. 
   
  Possessions : +4 spiked full plate, heavy steel 
  shield, oil of magic vestment +3, +3 lance, heavy pick, 
  cloak of resistance +3, potion of cure serious wounds, 
  potion of pass without trace, potion of protection from 
  good, potion of shield of faith +2, potion of magic fang, 
  potion of hide from animals . 
   
  �Nightmare, Cauchemar : CR 11 ; Huge outsider 
  (evil, extraplanar) ; HD 15d8+105 ; hp 172 ; Init +6 ; Spd 
  40 ft, fly 90 ft (good) ; AC 33, touch 10, flat-footed 31 ; 
  Base Atk +15 ; Grp +33 ; Atk +23 melee (2d6+10 plus 
  1d4 fire, hoof) ; Full Atk +23/+23 melee (2d6+10 plus 
  1d4 fire, 2 hooves) and +18 melee (2d6+5, bite) ; 
  Space/Reach 15 ft/ 10 ft ; SA Flaming hooves, smoke ; 
  SQ Astral projection, darkvision 60 ft, etherealness ; AL 
  NE ; SV Fort +16, Ref +11, Will +10 ; Str 31, Dex 14, 
  Con 24, Int 16, Wis 12, Cha12. 
   
  Skills and Feats : Bluff +19, Concentration +25, 
  Diplomacy +5, Disguise +1 (+3 acting) Intimidate +21, 
  Knowledge (arcana) +21, Knowledge (the planes) +21, 
  Listen +21, Move Silently +20, Search +21, Sense 
  Motive +19, Spot +21, Survival +19 (+21 on other 
  planes and following tracks) ; Alertness, Improved 
  Initiative, Power Attack, Run, Track. 
   
  Possessions : +3 huge chain shirt barding. 
   
  Encounter Eight (8A) : A Caravan but no 
  ship 
  APL 8 (EL 10) 
  �Raqdul : Male Human Wiz(cjr)5/Alnst4 ; CR 9 ; 
  medium humanoid (human) ; HD 9d4+18 ; hp 49 ; Init 
  +0 ; Spd 30 ft ; AC 10, touch 10, flat-footed 10 ; Base Atk 
  +4 ; Grp +4 ; Atk +4 melee (1d4 dagger) ; Full Atk +4 
  melee (1d4 dagger) ;  SA summon alien ; SQ alien 
  blessing, mad certainty ; AL NE ; SV Fort +5, Ref +3, 
  Will +10 ; Str 10, Dex 10, Con 14, Int 18, Wis 12, Cha 
  10. 
   
  Skills and Feats : Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Concentration +14, 
  Spellcraft +16, Listen +11, Spot +11, Speak Language 
  (ancient baklunish), Speak Language (infernal), Speak 
  Language (draconic), Speak Language (ancient suloise), 
  Craft (Alchemy) +6, Handle Animal +4 ; Scribe Scroll, 
  Alertness, Combat Casting, Spell Focus (conjuration), 
  Augment 
  Summoning, 
  Silent 
  Spell, 
  Improved 
  Familiar. 
   
  Mad Certainty : Raqdul has developed a phobia 
  against birds. 
   
  Summon alien (Sp) : When Raqdul casts any 
  summon monster spell (including with his scrolls and 
  his wand), he summons a « pseudonatural » version of a 
  creature chosen from the appropriate list on page 287 
  of the Player’s Handbook. This adds the pseudonatural 
  template to the summoned creature (see Pseudonatural 
  Creatures below). If the selected creature would 
  normally be celestial or fiendish, the pseudonatural 
  template replaces that template. 
   
  Imp familiar : The creature’s abilities and 
  characteristics are summarized below. 
  �Imp Familiar : CR — ; Tiny outsider (evil, 
  lawful, extraplanar) ; HD 9 ; hp 24 ; Init +3 ; 
  Spd 20 ft, fly 50 ft (perfect) ; AC 25, touch 15, 
  flat-footed 22 ; Base Atk +4 ; Grp –4 ; Atk +9 
  melee (1d4 plus poison, sting) ; Full Atk +9 
  melee (1d4 plus poison, sting) ; Space/Reach 
  2-1/2 ft/ 0 ft ; SA poison, spell-like abilities ; 
  SQ alternate form, darkvision 60 ft, deliver 
  
  A Smile in the Mist 
   
  Page 61 
  touch spells, DR 5/good or silver, fast healing 
  2, immunity to poison, improved evasion, 
  resistance to fire 5, speak with master, 
  granted abilities ; A 
  L LE ; SV Fort +2, Ref 
  +5, Will +9 ; Str 10, Dex 17, Con 10, Int 10, 
  Wis 12, Cha 14. 
  Skills and feats : Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +11, Move 
  Silently +9, Search +6, Spellcraft +12, Spot 
  +11, Survival +1 ; Dodge, Weapon Finesse. 
  See Monster Manual p56. 
   
  Wizard Spells Prepared (4+1/ 5+1/ 5+1/ 4+1/ 3+1/ 
  1+1 ; save DC 14 + spell level) : 0- acid splash, detect 
  magic, resistance, light, mending ; 1st- grease (DC 16), 
  obscuring mist, expeditious retreat, feather fall, shield, 
  magic missile 2
  nd- silent mage armor, Melf’s acid arrow, 
  invisibility, mirror image, alter self, darkvision ; 3rd- 
  protection from energy (fire), phantom steed, summon 
  monster III, fly, silent summon swarm ; 4th- Evard’s 
  black tentacles, summon monster IV, silent protection 
  from energy, silent haste ; 5th- summon monster V, 
  animal growth. 
   
  Possessions : 3 scrolls of summon monster V, 
  scroll of dispel magic, scroll of invisibility, scroll of 
  web, scroll of see invisibility, dagger. 
   
  �Ourgdaï : Male Human Rgr5 ; CR 5 ; medium 
  humanoid (human) ; HD 5d8+10 ; hp 37 ; Init +6 ; Spd 
  30 ft ; AC 16, touch 12, flat-footed 14 ; Base Atk +5 ; Grp 
  +7; Atk +9 melee (1d8+2, longsword) ; Full Atk +9 
  melee (1d8+2 longsword) or +7 melee (1d8+2, 
  longsword) and +6 (1d6+1, short sword) ; SA — ; SQ 
  animal companion, favored enemy elves +4, favored 
  enemy humans +2, wild empathy ; AL LE ; SV Fort +6, 
  Ref +6, Will +3 ; Str 15, Dex 14, Con 14, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats : Hide +9, Listen +10, Move 
  Silently +9, Ride +10, Spot +10, Survival +10, Swim +8 ; 
  Track, Two-Weapon Fighting (light or no armor only), 
  Endurance, Weapon Focus (longsword), Improved 
  Initiative, Dodge. 
   
  Animal Companion (Ex): Ourgdaï has a riding 
  dog as an animal companion. This creature is a loyal 
  companion that accompanies Ourgdaï on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
  �Riding Dog Animal Companion : CR — ; 
  Medium magical beast ; HD 2d8+4 ; hp13 ; Init 
  +2 ; Spd 40 ft ; AC 16, touch 12, flat-footed 14 ; 
  Base Atk +1 ; Grp +3 ; Atk +3 melee (1d6+3, 
  bite) ; Full Atk +3 melee (1d6+3, bite) ; SA 
  Trip ; SQ Low-light vision, scent, bonus trick, 
  link, share spells ; AL N ; SV Fort +5, Ref +5, 
  Will +1 ; Str 15, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 6. 
  Skills and Feats : Jump +8, Listen +5, Spot +5, 
  Swim +3, Survival +1 (+5 tracking by scent) ; 
  Alertness, Track. 
  Ranger spells prepared (1 ; save DC 12 + spell level) : 
  magic fang. 
   
  Possessions : Light Warhorse (see Monster 
  Manual p274), potion of bull’s strength, potion of cure 
  light wounds, masterwork chain shirt, masterwork 
  longsword, masterwork short sword. 
   
  APL 10 (EL 12) 
  �Raqdul : Male Human Wiz(cjr)5/Alnst6 ; CR 11 ; 
  medium humanoid (human) ; HD 11d4+22 ; hp 59 ; 
  Init +0 ; Spd 30 ft ; AC 10, touch 10, flat-footed 10 ; Base 
  Atk +5 ; Grp +5 ; Atk +5 melee (1d4 dagger) ; Full Atk 
  +5 melee (1d4 dagger) ;  SA extra summoning, summon 
  alien ; SQ alien blessing, mad certainty, pseudonatural 
  familiar ; AL NE ; SV Fort +6, Ref +4, Will +11 ; Str 10, 
  Dex 10, Con 14, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats : Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Concentration +16, 
  Spellcraft +18, Listen +13, Spot +13, Speak Language 
  (ancient baklunish), Speak Language (infernal), Speak 
  Language (draconic), Speak Language (ancient suloise), 
  Speak Language (auran), Speak Language (dwarven), 
  Craft (Alchemy) +8, Handle Animal +6 ; Scribe Scroll, 
  Alertness, Combat Casting, Spell Focus (conjuration), 
  Augment 
  Summoning, 
  Silent 
  Spell, 
  Improved 
  Familiar. 
   
  Mad Certainty : Raqdul has developed a phobia 
  against birds. 
   
  Summon alien (Sp) : When Raqdul casts any 
  summon monster spell (including with his scrolls and 
  his wand), he summons a « pseudonatural » version of a 
  creature chosen from the appropriate list on page 287 
  of the Player’s Handbook. This adds the pseudonatural 
  template to the summoned creature (see Pseudonatural 
  Creatures below). If the selected creature would 
  normally be celestial or fiendish, the pseudonatural 
  template replaces that template. 
   
  Imp familiar : The creature’s abilities and 
  characteristics are summarized below. 
  �Pseudonatural Imp Familiar : CR — ; 
  Tiny outsider (evil, lawful, extraplanar) ; HD 
  11 ; hp 29 ; Init +3 ; Spd 20 ft, fly 50 ft 
  (perfect) ; AC 25, touch 15, flat-footed 22 ; 
  Base Atk +5 ; Grp –3 ; Atk +10 melee (1d4 
  plus poison, sting) ; Full Atk +10 melee (1d4 
  plus poison, sting) ; Space/Reach 2-1/2 ft/ 0 
  ft ; SA poison, spell-like abilities, true strike 
  1/day, alternate form (alien) ; SQ alternate 
  
  A Smile in the Mist 
   
  Page 62 
  form, darkvision 60 ft, deliver touch spells, 
  damage reduction 5/good and magic or silver 
  and magic, fast healing 2, immunity to 
  poison, improved evasion, resistance to fire 5 
  and electricity 5 and acid 5, speak with 
  master, granted abilities, spell resistance 16 ; 
  A L LE ; SV Fort +3, Ref +6, Will +10 ; Str 
  10, Dex 17, Con 10, Int 10, Wis 12, Cha 14. 
  Skills and feats : Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +13, Move 
  Silently +9, Search +6, Spellcraft +14, Spot 
  +13, Survival +1 ; Dodge, Weapon Finesse. 
  See Monster Manual p56. 
  Wizard Spells Prepared (4+1/ 5+1/ 5+1/ 5+1/ 4+1/ 2+1/ 
  1+1+1 ; save DC 14 + spell level) : 0- acid splash, detect 
  magic, resistance, light, mending ; 1st- grease (DC 16), 
  obscuring mist, expeditious retreat, feather fall, shield, 
  magic missile 2
  nd- silent mage armor, Melf’s acid arrow, 
  invisibility, mirror image, alter self, darkvision ; 3rd- 
  protection from energy (fire), phantom steed, slow, 
  summon monster III, fly, silent summon swarm ; 4th- 
  Evard’s black tentacles, summon monster IV, silent 
  protection from energy, lesser globe of invulnerability, 
  silent haste ; 5th- summon monster V, animal growth, 
  cone of cold ; 6th- summon monster VI (x2), mass cat’s 
  grace. 
   
  Possessions : 3 scrolls of summon monster VI, 2 
  scrolls of dispel magic, 2 scrolls of invisibility, scroll of 
  greater invisibility, scroll of web, scroll of see 
  invisibility,  dagger. 
   
  �Ourgdaï : Male Human Rgr7 ; CR 7 ; medium 
  humanoid (human) ; HD 7d8+14 ; hp 51 ; Init +6 ; Spd 
  30 ft ; AC 16, touch 13, flat-footed 17 ; Base Atk +7 ; Grp 
  +9; Atk +11 melee (1d8+2, longsword) ; Full Atk +11/+6 
  melee (1d8+2 longsword) or +9/+4 melee (1d8+2, 
  longsword) and +8/+3 (1d6+1, short sword) ; SA — ; SQ 
  animal companion, favored enemy elves +4, favored 
  enemy humans +2, wild empathy, woodland stride ; AL 
  LE ; SV Fort +7, Ref +7, Will +4 ; Str 15, Dex 14, Con 14, 
  Int 10, Wis 14, Cha 10. 
   
  Skills and Feats : Hide +11, Listen +12, Move 
  Silently +11, Ride +12, Spot +12, Survival +12, Swim 
  +10 ; Track, Two-Weapon Fighting (light or no armor 
  only), 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Improved Initiative, Dodge, Improved Two-Weapon 
  Fighting (light or no armor only). 
   
  Animal Companion (Ex): Ourgdaï has a riding 
  dog as an animal companion. This creature is a loyal 
  companion that accompanies Ourgdaï on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
  �Riding Dog Animal Companion : CR — ; 
  Medium magical beast ; HD 4d8+8 ; hp 27 ; Init 
  +2 ; Spd 40 ft ; AC 16, touch 12, flat-footed 14 ; 
  Base Atk +3 ; Grp +6 ; Atk +6 melee (1d6+4, 
  bite) ; Full Atk +6 melee (1d6+4, bite) ; SA 
  Trip ; SQ Low-light vision, scent, bonus trick, 
  link, share spells, evasion ; AL N ; SV Fort +6, 
  Ref +6, Will +2 ; Str 16, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6. 
  Skills and Feats : Jump +8, Listen +6, Spot +6, 
  Swim +3, Survival +1 (+5 tracking by scent) ; 
  Alertness, Track. 
  Ranger spells prepared (2 ; save DC 12 + spell level) : 
  1st-magic fang, entangle. 
   
  Possessions: Light Warhorse (see Monster 
  Manual p274), potion of bull’s strength, potion of cure 
  light wounds, potion of shield of faith +4, masterwork 
  chain shirt, masterwork longsword, masterwork short 
  sword. 
   
  �Fiendish Dire Lion : CR 7 ; Large magical beast 
  (extraplanar) ; HD 8d8+24 ; hp 60 ; Init +2 ; Spd 40 ft ; 
  AC 22, touch 9, flat-footed 21 ; Base Atk +6 ; Grp +17 ; 
  Atk +13 melee (1d6+7, claw) ; Full Atk +13/+13 melee 
  (1d6+7, 2 claws) and +7 melee (1d8+3, bite) ; 
  Space/Reach 10 ft/ 5 ft ; SA smite good 1/day, 
  improved grab, pounce, rake 1d6+3 ; SQ low-light 
  vision, scent, darkvision 60 ft, damage reduction 
  5/magic, resistance to cold 10 and fire 10, spell 
  resistance 13 ; AL LE ; SV Fort +9, Ref +8, Will +7 ; Str 
  25, Dex 15, Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats : Hide +2, Listen +7, Move Silently 
  +5, Spot +7 ; Alertness, Run, Weapon Focus (claw). 
   
  Possessions: Spiked full plate barding 
   
  APL 12 (EL 14) 
  �Raqdul : Male Human Wiz(cjr)5/Alnst8 ; CR 13 ; 
  medium humanoid (human) ; HD 13d4+26 ; hp 72 ; 
  Init +4 ; Spd 30 ft ; AC 10, touch 10, flat-footed 10 ; Base 
  Atk +6 ; Grp +6 ; Atk +6 melee (1d4 dagger) ; Full Atk 
  +6/+1 melee (1d4 dagger) ;  SA extra summoning, 
  summon alien ; SQ alien blessing, mad certainty, 
  insane certainty, pseudonatural familiar ; AL NE ; SV 
  Fort +6, Ref +4, Will +12 ; Str 10, Dex 10, Con 14, Int 
  19, Wis 12, Cha 10. 
   
  Skills and Feats : Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Concentration +18, 
  Spellcraft +20, Listen +15, Spot +15, Speak Language 
  (ancient baklunish), Speak Language (infernal), Speak 
  Language (draconic), Speak Language (ancient suloise), 
  Speak Language (auran), Speak Language (dwarven), 
  Speak Language (terran), Speak Language (aquan) Craft 
  (Alchemy) +10, Handle Animal +8 ; Scribe Scroll, 
  
  A Smile in the Mist 
   
  Page 63 
  Alertness, Combat Casting, Spell Focus (conjuration), 
  Augment 
  Summoning, 
  Silent 
  Spell, 
  Improved 
  Familiar, Enlarge Spell, Improved Initiative. 
   
  Mad Certainty / Insane Certainty : Raqdul has 
  developed a phobia against birds. 
   
  Summon alien (Sp): When Raqdul casts any 
  summon monster spell (including with his scrolls and 
  his wand), he summons a « pseudonatural » version of a 
  creature chosen from the appropriate list on page 287 
  of the Player’s Handbook. This adds the pseudonatural 
  template to the summoned creature (see Pseudonatural 
  Creatures below). If the selected creature would 
  normally be celestial or fiendish, the pseudonatural 
  template replaces that template. 
   
  Imp familiar : The creature’s abilities and 
  characteristics are summarized below. 
  �Imp Familiar : CR — ; Tiny outsider (evil, 
  lawful, extraplanar) ; HD 13 ; hp 36 ; Init +3 ; 
  Spd 20 ft, fly 50 ft (perfect) ; AC 25, touch 15, 
  flat-footed 22 ; Base Atk +6 ; Grp –2 ; Atk +11 
  melee (1d4 plus poison, sting) ; Full Atk 
  +11/+6 melee (1d4 plus poison, sting) ; 
  Space/Reach 2-1/2 ft/ 0 ft ; SA poison, spell-
  like abilities, alternate form (alien) ; SQ 
  alternate form, darkvision 60 ft, deliver touch 
  spells, 
  damage 
  reduction 
  5/good 
  and 
  10/magic or 5/silver and 10/magic, fast 
  healing 2, immunity to poison, improved 
  evasion, resistance to fire 5 and electricity 10 
  and acid 10, speak with master, granted 
  abilities, spell resistance 18 ; A L 
  LE ; 
  SV 
  Fort +3, Ref +6, Will +10 ; Str 10, Dex 17, Con 
  10, Int 10, Wis 12, Cha 14. 
  Skills and feats : Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +15, Move 
  Silently +9, Search +6, Spellcraft +16, Spot 
  +15, Survival +1 ; Dodge, Weapon Finesse. 
  See Monster Manual p56. 
  Wizard Spells Prepared (4+1/ 5+1/ 5+1/ 5+1/ 5+1/ 3+1/ 
  2+1/ 1+1+1 ; save DC 14 + spell level) : 0- acid splash, 
  detect magic, resistance, light, mending ; 1st- grease 
  (DC 16), obscuring mist, expeditious retreat, feather 
  fall, shield, magic missile ; 2
  nd- silent mage armor, 
  Melf’s acid arrow, invisibility, mirror image, alter self, 
  darkvision ; 3rd- protection from energy (fire), 
  phantom steed, slow, haste, fly, silent summon swarm ; 
  4th- Evard’s black tentacles, dimension door, enlarged 
  fireball, silent protection from energy, lesser globe of 
  invulnerability, silent haste ; 5th- summon monster V, 
  animal growth, teleport, cone of cold ; 6th- summon 
  monster VI (x2), mass cat’s grace ; 7th- summon 
  monster VII (x2), project image. 
   
  Possessions: 3 scrolls of summon monster VII, 3 
  scrolls of dispel magic, 2 scrolls of invisibility, scroll of 
  greater invisibility, scroll of web, scroll of see 
  invisibility, dagger. 
   
  �Ourgdaï : Male Human Rgr9 ; CR 9 ; medium 
  humanoid (human) ; HD 9d8+18 ; hp 65 ; Init +6 ; Spd 
  30 ft ; AC 20(23), touch 14, flat-footed 19(21) ; Base Atk 
  +9 ; Grp +12; Atk +14 melee (1d8+3, longsword) ; Full 
  Atk +14/+9 melee (1d8+3 longsword) or +12/+7 melee 
  (1d8+3, longsword) and +11/+6 (1d6+1, short sword) ; 
  SA — ; SQ animal companion, favored enemy elves +4, 
  favored enemy humans +2, wild empathy, woodland 
  stride, swift tracker, evasion ; AL LE ; SV Fort +8, Ref 
  +8, Will +5 ; Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 
  10. 
   
  Skills and Feats : Hide +13, Listen +14, Move 
  Silently +13, Ride +14, Spot +14, Survival +14, Swim 
  +12 ; Track, Two-Weapon Fighting (light or no armor 
  only), 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Improved Initiative, Dodge, Improved Two-Weapon 
  Fighting (light or no armor only), Diehard. 
   
  Animal Companion (Ex): Ourgdaï has a riding 
  dog as an animal companion. This creature is a loyal 
  companion that accompanies Ourgdaï on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
  �Riding Dog Animal Companion : CR — ; 
  Medium magical beast ; HD 4d8+8 ; hp 27 ; Init 
  +2 ; Spd 40 ft ; AC 20, touch 12, flat-footed 18 ; 
  Base Atk +3 ; Grp +6 ; Atk +7 melee (1d6+4, 
  bite) ; Full Atk +7 melee (1d6+4, bite) ; SA 
  Trip ; SQ Low-light vision, scent, bonus trick, 
  link, share spells, evasion ; AL N ; SV Fort +6, 
  Ref +6, Will +2 ; Str 16, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6. 
  Skills and Feats : Jump +8, Listen +6, Spot +6, 
  Swim +3, Survival +1 (+5 tracking by scent) ; 
  Alertness, Track, Weapon Focus (bite). 
  Ranger spells prepared (2/1 ; save DC 12 + spell level) : 
  1st- magic fang, entangle ; 2
  nd barkskin. 
   
  Possessions: Light Warhorse (see Monster 
  Manual p274), potion of bull’s strength, potion of cure 
  serious wounds, oil of magic vestment +4,, masterwork 
  chain shirt, masterwork longsword, masterwork short 
  sword. 
   
  �Fiendish Dire Lion : CR 7 ; Large magical beast 
  (extraplanar) ; HD 8d8+24 ; hp 60 ; Init +2 ; Spd 40 ft ; 
  AC 22, touch 9, flat-footed 21 ; Base Atk +6 ; Grp +17 ; 
  Atk +13 melee (1d6+7, claw) ; Full Atk +13/+13 melee 
  (1d6+7, 2 claws) and +7 melee (1d8+3, bite) ; 
  Space/Reach 10 ft/ 5 ft ; SA smite good 1/day, 
  improved grab, pounce, rake 1d6+3 ; SQ low-light 
  
  A Smile in the Mist 
   
  Page 64 
  vision, scent, darkvision 60 ft, damage reduction 
  5/magic, resistance to cold 10 and fire 10, spell 
  resistance 13 ; AL LE ; SV Fort +9, Ref +8, Will +7 ; Str 
  25, Dex 15, Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats : Hide +2, Listen +7, Move Silently 
  +5, Spot +7 ; Alertness, Run, Weapon Focus (claw). 
   
  Possessions: Spiked full plate barding 
   
  APL 14 (EL 16) 
  �Raqdul : Male Human Wiz(cjr)5/Alnst10 ; CR 15 ; 
  medium outsider (native) ; HD 15d4+30 ; hp 82 ; Init 
  +4 ; Spd 30 ft ; AC 10, touch 10, flat-footed 10 ; Base Atk 
  +7 ; Grp +7 ; Atk +7 melee (1d4 dagger) ; Full Atk +7/+2 
  melee (1d4 dagger) ;  SA extra summoning, summon 
  alien ; SQ alien blessing, mad certainty, insane 
  certainty, pseudonatural familiar, timeless body, 
  damage reduction 10/magic, resistance to electricity 
  20 ; AL NE ; SV Fort +6, Ref +4, Will +12 ; Str 10, Dex 
  10, Con 14, Int 19, Wis 12, Cha 10. 
   
  Skills and Feats : Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Concentration +20, 
  Spellcraft +22, Listen +17, Spot +17, Speak Language 
  (ancient baklunish), Speak Language (infernal), Speak 
  Language (draconic), Speak Language (ancient suloise), 
  Speak Language (auran), Speak Language (dwarven), 
  Speak Language (terran), Speak Language (aquan), 
  Speak Language (ignan), Speak Language (abyssal), 
  Craft (Alchemy) +12, Handle Animal +10 ; Scribe 
  Scroll, Alertness, Combat Casting, Spell Focus 
  (conjuration), Augment Summoning, Silent Spell, 
  Improved familiar, Enlarge Spell, Improved Initiative, 
  Spell Penetration. 
   
  Mad Certainty / Insane Certainty : Raqdul has 
  developed a phobia against birds. 
   
  Summon alien (Sp) : When Raqdul casts any 
  summon monster spell (including with his scrolls and 
  his wand), he summons a « pseudonatural » version of a 
  creature chosen from the appropriate list on page 287 
  of the Player’s Handbook. This adds the pseudonatural 
  template to the summoned creature (see Pseudonatural 
  Creatures below). If the selected creature would 
  normally be celestial or fiendish, the pseudonatural 
  template replaces that template. 
   
  Imp familiar : The creature’s abilities and 
  characteristics are summarized below. 
  �Imp Familiar : CR — ; Tiny outsider (evil, 
  lawful, extraplanar) ; HD 15 ; hp 41 ; Init +3 ; 
  Spd 20 ft, fly 50 ft (perfect) ; AC 25, touch 15, 
  flat-footed 22 ; Base Atk +7 ; Grp –1 ; Atk +12 
  melee (1d4 plus poison, sting) ; Full Atk 
  +12/+7 melee (1d4 plus poison, sting) ; 
  Space/Reach 2-1/2 ft/ 0 ft ; SA poison, spell-
  like abilities, alternate form (alien) ; SQ 
  alternate form, darkvision 60 ft, deliver touch 
  spells, 
  damage 
  reduction 
  5/good 
  and 
  10/magic or 5/silver and 10/magic, fast 
  healing 2, immunity to poison, improved 
  evasion, resistance to fire 5 and electricity 10 
  and acid 10, speak with master, granted 
  abilities, spell resistance 18 ; A L 
  LE ; 
  SV 
  Fort +3, Ref +6, Will +10 ; Str 10, Dex 17, Con 
  10, Int 10, Wis 12, Cha 14. 
  Skills and feats : Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +16, Move 
  Silently +9, Search +6, Spellcraft +17, Spot 
  +16, Survival +1 ; Dodge, Weapon Finesse. 
  See Monster Manual p56. 
  Wizard Spells Prepared (4+1/ 5+1/ 5+1/ 5+1/ 5+1/ 4+1/ 
  3+1/ 2+1/ 1+1+1 ; save DC 14 + spell level) : 0- acid 
  splash, detect magic, resistance, light, mending ; 1st- 
  grease (DC 16), obscuring mist, expeditious retreat, 
  feather fall, shield, magic missile ; 2
  nd- silent mage 
  armor, Melf’s acid arrow, invisibility, mirror image, 
  alter self, darkvision ; 3rd- protection from energy 
  (fire), phantom steed, slow, haste, fly, silent summon 
  swarm ; 4th- Evard’s black tentacles, dimension door, 
  enlarged fireball, silent protection from energy, lesser 
  globe of invulnerability, silent haste ; 5th- summon 
  monster V, animal growth, teleport, cone of cold (x2) ; 
  6th- summon monster VI (x2), acid fog, mass cat’s 
  grace ; 7th- summon monster VII (x2), project image ; 
  8th- summon monster VIII (x2), maze. 
   
  Possessions : 5 scrolls of summon monster VIII, 2 
  scrolls of summon monster VII, 3 scrolls of dispel 
  magic, 3 scrolls of invisibility, scroll of greater 
  invisibility, scroll of web, scroll of see invisibility, 
  dagger. 
   
  �Ourgdaï : Male Human Rgr12 ; CR 12 ; medium 
  humanoid (human) ; HD 12d8+24 ; hp 86 ; Init +6 ; Spd 
  30 ft ; AC 20(23), touch 14, flat-footed 18(21) ; Base Atk 
  +12 ; Grp +15; Atk +17 melee (1d8+3, longsword) ; Full 
  Atk 
  +17/+12/+7 
  melee 
  (1d8+3 
  longsword) 
  or 
  +15/+10/+5 melee (1d8+3, longsword) and +14/+9/+4 
  (1d6+1, short sword) ; SA — ; SQ animal companion, 
  favored enemy elves +6, favored enemy humans +4, 
  favored enemy halflings +2, wild empathy, woodland 
  stride, swift tracker, evasion ; AL LE ; SV Fort +10, Ref 
  +10, Will +8 ; Str 17, Dex 14, Con 14, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats : Hide +16, Listen +17, Move 
  Silently +16, Ride +17, Spot +17, Survival +17, Swim 
  +15 ; Track, Two-Weapon Fighting (light or no armor 
  only), 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Improved Initiative, Dodge, Improved Two-Weapon 
  
  A Smile in the Mist 
   
  Page 65 
  Fighting (light or no armor only), Diehard, Greater 
  Two-Weapon Fighting, Iron Will. 
   
  Animal Companion (Ex): Ourgdaï has a riding 
  dog as an animal companion. This creature is a loyal 
  companion that accompanies Ourgdaï on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
  �Riding Dog Animal Companion : CR — ; 
  Medium magical beast ; HD 6d8+12 ; hp 41 ; 
  Init +2 ; Spd 40 ft ; AC 16, touch 12, flat-footed 
  14 ; Base Atk +4 ; Grp +7 ; Atk +8 melee (1d6+4, 
  bite) ; Full Atk +8 melee (1d6+4, bite) ; SA 
  Trip ; SQ Low-light vision, scent, bonus trick, 
  link, share spells, evasion ; AL N ; SV Fort +7, 
  Ref +7, Will +5 ; Str 16, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6. 
  Skills and Feats : Jump +8, Listen +6, Spot +6, 
  Swim +3, Survival +3 (+7 tracking by scent) ; 
  Alertness, Track, Weapon Focus (bite), Iron 
  Will. 
  Ranger spells prepared (2/2/1 ; save DC 12 + spell 
  level) : 1st- magic fang, entangle ; 2
  nd cat’s grace, 
  barkskin ; 3rd- greater magic fang. 
   
  Possessions: Light Warhorse (see Monster 
  Manual p274), potion of bull’s strength, potion of cure 
  serious wounds, oil of magic vestment +4, masterwork 
  chainshirt, masterwork longsword, masterwork short 
  sword. 
   
  �Fiendish Dire Tiger : CR 10 ; Large magical beast 
  (extraplanar) ; HD 16d8+48 ; hp 120 ; Init +2 ; Spd 40 ft ; 
  AC 24, touch 10, flat-footed 23 ; Base Atk +12 ; Grp +24 ; 
  Atk +20 melee (2d4+8, claw) ; Full Atk +20/+20 melee 
  (2d4+8, 2 claws) and +14 melee (2d6+4, bite) ; 
  Space/Reach 10 ft/ 5 ft ; SA smite good 1/day, 
  improved grab, pounce, rake 2d4+4 ; SQ low-light 
  vision, scent, darkvision 60 ft, damage reduction 
  10/magic, resistance to cold 10 and fire 10, spell 
  resistance 21 ; AL LE ; SV Fort +13, Ref +12, Will +11 ; 
  Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats : Hide +7, jump +14, Listen +6, 
  Move Silently +11, Spot +7, Swim +10 ; Alertness, Run, 
  Weapon Focus (claw), Improved Natural Attack (claw), 
  Improved Natural Attack (bite), Stealthy. 
   
  Possessions : Spiked full plate barding. 
   
  Encounter Eight (8B) : A Caravan and a 
  Ship 
  APL 8 (EL 11) 
  �Raqdul : Male Human Wiz(cjr)5/Alnst4 ; CR 9 ; 
  medium humanoid (human) ; HD 9d4+18 ; hp 49 ; Init 
  +0 ; Spd 30 ft ; AC 10, touch 10, flat-footed 10 ; Base Atk 
  +4 ; Grp +4 ; Atk +4 melee (1d4 dagger) ; Full Atk +4 
  melee (1d4 dagger) ;  SA summon alien ; SQ alien 
  blessing, mad certainty ; AL NE ; SV Fort +5, Ref +3, 
  Will +10 ; Str 10, Dex 10, Con 14, Int 18, Wis 12, Cha 
  10. 
   
  Skills and Feats : Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Concentration +14, 
  Spellcraft +16, Listen +11, Spot +11, Speak Language 
  (ancient baklunish), Speak Language (infernal), Speak 
  Language (draconic), Speak Language (ancient suloise), 
  Craft (Alchemy) +6, Handle Animal +4 ; Scribe Scroll, 
  Alertness, Combat Casting, Spell Focus (conjuration), 
  Augment 
  Summoning, 
  Silent 
  Spell, 
  Improved 
  Familiar. 
   
  Mad Certainty : Raqdul has developed a phobia 
  against birds. 
   
  Summon alien (Sp): When Raqdul casts any 
  summon monster spell (including with his scrolls and 
  his wand), he summons a « pseudonatural » version of a 
  creature chosen from the appropriate list on page 287 
  of the Player’s Handbook. This adds the pseudonatural 
  template to the summoned creature (see Pseudonatural 
  Creatures below). If the selected creature would 
  normally be celestial or fiendish, the pseudonatural 
  template replaces that template. 
   
  Imp familiar : The creature’s abilities and 
  characteristics are summarized below. 
  �Imp Familiar : CR — ; Tiny outsider (evil, 
  lawful, extraplanar) ; HD 9 ; hp 24 ; Init +3 ; 
  Spd 20 ft, fly 50 ft (perfect) ; AC 25, touch 15, 
  flat-footed 22 ; Base Atk +4 ; Grp –4 ; Atk +9 
  melee (1d4 plus poison, sting) ; Full Atk +9 
  melee (1d4 plus poison, sting) ; Space/Reach 
  2-1/2 ft/ 0 ft ; SA poison, spell-like abilities ; 
  SQ alternate form, darkvision 60 ft, deliver 
  touch spells, DR 5/good or silver, fast healing 
  2, immunity to poison, improved evasion, 
  resistance to fire 5, speak with master, 
  granted abilities ; A 
  L LE ; SV Fort +2, Ref 
  +5, Will +9 ; Str 10, Dex 17, Con 10, Int 10, 
  Wis 12, Cha 14. 
  Skills and feats : Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +11, Move 
  Silently +9, Search +6, Spellcraft +12, Spot 
  +11, Survival +1 ; Dodge, Weapon Finesse. 
  See Monster Manual p56. 
  Wizard Spells Prepared (4+1/ 5+1/ 5+1/ 4+1/ 3+1/ 1+1 ; 
  save DC 14 + spell level) : 0- acid splash, detect magic, 
  resistance, light, mending ; 1st- grease (DC 16), 
  obscuring mist, expeditious retreat, feather fall, shield, 
  magic missile 2
  nd- silent mage armor, Melf’s acid arrow, 
  invisibility, mirror image, alter self, darkvision ; 3rd- 
  protection from energy (fire), phantom steed, summon 
  monster III, fly, silent summon swarm ; 4th- Evard’s 
  
  A Smile in the Mist 
   
  Page 66 
  black tentacles, summon monster IV, silent protection 
  from energy, silent haste ; 5th- summon monster V, 
  animal growth. 
   
  Possessions : 3 scrolls of summon monster V, 
  scroll of dispel magic, scroll of invisibility, scroll of 
  web, scroll of see invisibility, dagger. 
   
  �Ourgdaï : Male Human Rgr5 ; CR 5 ; medium 
  humanoid (human) ; HD 5d8+10 ; hp 37 ; Init +6 ; Spd 
  30 ft ; AC 16, touch 12, flat-footed 14 ; Base Atk +5 ; Grp 
  +7; Atk +9 melee (1d8+2, longsword) ; Full Atk +9 
  melee (1d8+2 longsword) or +7 melee (1d8+2, 
  longsword) and +6 (1d6+1, short sword) ; SA — ; SQ 
  animal companion, favored enemy elves +4, favored 
  enemy humans +2, wild empathy ; AL LE ; SV Fort +6, 
  Ref +6, Will +3 ; Str 15, Dex 14, Con 14, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats : Hide +9, Listen +10, Move 
  Silently +9, Ride +10, Spot +10, Survival +10, Swim +8 ; 
  Track, Two-Weapon Fighting (light or no armor only), 
  Endurance, Weapon Focus (longsword), Improved 
  Initiative, Dodge. 
   
  Animal Companion (Ex) :Ourgdaï has a riding 
  dog as an animal companion. This creature is a loyal 
  companion that accompanies Ourgdaï on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
  �Riding Dog Animal Companion : CR — ; 
  Medium magical beast ; HD 2d8+4 ; hp13 ; Init 
  +2 ; Spd 40 ft ; AC 16, touch 12, flat-footed 14 ; 
  Base Atk +1 ; Grp +3 ; Atk +3 melee (1d6+3, 
  bite) ; Full Atk +3 melee (1d6+3, bite) ; SA 
  Trip ; SQ Low-light vision, scent, bonus trick, 
  link, share spells ; AL N ; SV Fort +5, Ref +5, 
  Will +1 ; Str 15, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 6. 
  Skills and Feats : Jump +8, Listen +5, Spot +5, 
  Swim +3, Survival +1 (+5 tracking by scent) ; 
  Alertness, Track. 
  Ranger spells prepared (1 ; save DC 12 + spell level) : 
  magic fang. 
   
  Possessions : Light Warhorse (see Monster 
  Manual p274), potion of bull’s strength, potion of cure 
  light wounds, masterwork chain shirt, masterwork 
  longsword, masterwork short sword. 
   
  �Tibor Djarganoz : male human Rgr1/exPal5/ 
  Blackguard1 ; CR 7 ; Medium Humanoid (human) ; 
  HD 1d8+6d10+14 ; hp 63 ; Init +1 ; Spd 20 ft ; AC 23, 
  touch 10, flat-footed 23 ; Base Atk +7 ; Grp +10 ; Atk +13 
  melee (1d6+5/18-20, +2 adamantine scimitar) ; Full Atk 
  +13/+8 melee (1d6+5/18-20, +2 adamantine scimitar) ; 
  SA Smite good 2/day, poison use, sneak attack +1d6 ; 
  SQ Aura of evil, detect good, lay on hands, favored 
  enemy elves +2 ; AL LE ; SV Fort +10, Ref +3, Will+2 ; 
  Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats : Bluff +6, Hide+1, Move Silently -
  2, Listen +5, Ride +4, Gather Informations +6, Speak 
  Language (ancient baklunish), Knowledge (religion) 
  +2, Handle Animal +9 ; Power Attack, Cleave, 
  Improved Sunder, Weapon Focus (Scimitar). 
   
  Smite good (Su) : Two times per day, Tibor 
  Djarganoz may attempt to smite good with one normal 
  melee attack. He adds +2 to his attack roll and deals 1 
  extra point of damage. Smiting a creature that is not 
  good has no effect and uses the ability for that day. 
   
  Poison use :Tibor Djarganoz is skilled in the use 
  of poison and never risks accidentally poisoning 
  himself when applying poison to a blade. His scimitar 
  is smeared with purple worm poison ; injury (first hit 
  only) ; DC 24 for initial (1d6 temporary strength loss) 
  and secondary save (2d6 temporary strength loss).  
   
  Detect good (Sp) : Tibor Djarganoz can detect 
  good at will as the spell. 
   
  Lay on hands (Su) : Tibor Djarganoz can cure 2 
  hit points of wounds per day. 
   
  Wild Empathy (Ex) : Tibor Djarganoz can 
  improve the attitude of an animal in the same way a 
  Diplomacy check can improve the attitude of a sentient 
  being. He rolls 1d20+3. 
  Blackguard Spells prepared (1 ; save DC 11 + spell 
  level) : cause fear. 
   
  Possessions : masterwork banded mail, oil of 
  magic vestment +3, masterwork heavy steel shield, oil 
  of magic vestment +2,  adamantine scimitar (poisoned 
  with purple worm poison), 1 vial of purple worm 
  poison, oil of greater magic weapon +2. 
   
  �Ekimut : Male Human Ftr5 ; CR 5 ; Medium 
  humanoid (human) ; HD 5d10+10 ; hp 45 ; Init +6 ; Spd 
  20ft ; AC 23, touch 11, flat-footed 22 ; Base Atk +5 ; 
  Grp +8 ; Atk +10 melee (1d6+5/15-20, keen scimitar) ; 
  Full Atk +10 melee (1d6+5/15-20, keen scimitar) ; SA 
  — ; SQ — ; AL LE ; SV Fort +6, Ref +3, Will +1 ; Str 16, 
  Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats : Intimidate +7, Ride +10, Swim –
  4 ; Weapon Focus (scimitar), Weapon Specialization 
  (scimitar), Improved Initiative, Dodge, Mobility, 
  Combat Expertise. 
   
  Possessions : masterwork banded mail, oil of magic 
  vestment +2, masterwork heavy wooden shield, oil of 
  magic vestment +2, masterwork scimitar, oil of keen 
  edge, 2 potions of cure light wounds. 
   
  APL 10 (EL 13) 
  �Raqdul : Male Human Wiz(cjr)5/Alnst6 ; CR 11 ; 
  medium humanoid (human) ; HD 11d4+22 ; hp 59 ; 
  
  A Smile in the Mist 
   
  Page 67 
  Init +0 ; Spd 30 ft ; AC 10, touch 10, flat-footed 10 ; Base 
  Atk +5 ; Grp +5 ; Atk +5 melee (1d4 dagger) ; Full Atk 
  +5 melee (1d4 dagger) ;  SA extra summoning, summon 
  alien ; SQ alien blessing, mad certainty, pseudonatural 
  familiar ; AL NE ; SV Fort +6, Ref +4, Will +11 ; Str 10, 
  Dex 10, Con 14, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats : Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Concentration +16, 
  Spellcraft +18, Listen +13, Spot +13, Speak Language 
  (ancient baklunish), Speak Language (infernal), Speak 
  Language (draconic), Speak Language (ancient suloise), 
  Speak Language (auran), Speak Language (dwarven), 
  Craft (Alchemy) +8, Handle Animal +6 ; Scribe Scroll, 
  Alertness, Combat Casting, Spell Focus (conjuration), 
  Augment 
  Summoning, 
  Silent 
  Spell, 
  Improved 
  Familiar. 
   
  Mad Certainty : Raqdul has developed a phobia 
  against birds. 
   
  Summon alien (Sp) : When Raqdul casts any 
  summon monster spell (including with his scrolls and 
  his wand), he summons a « pseudonatural » version of a 
  creature chosen from the appropriate list on page 287 
  of the Player’s Handbook. This adds the pseudonatural 
  template to the summoned creature (see Pseudonatural 
  Creatures below). If the selected creature would 
  normally be celestial or fiendish, the pseudonatural 
  template replaces that template. 
   
  Imp familiar : The creature’s abilities and 
  characteristics are summarized below. 
  �Pseudonatural Imp Familiar : CR — ; 
  Tiny outsider (evil, lawful, extraplanar) ; HD 
  11 ; hp 29 ; Init +3 ; Spd 20 ft, fly 50 ft 
  (perfect) ; AC 25, touch 15, flat-footed 22 ; 
  Base Atk +5 ; Grp –3 ; Atk +10 melee (1d4 
  plus poison, sting) ; Full Atk +10 melee (1d4 
  plus poison, sting) ; Space/Reach 2-1/2 ft/ 0 
  ft ; SA poison, spell-like abilities, true strike 
  1/day, alternate form (alien) ; SQ alternate 
  form, darkvision 60 ft, deliver touch spells, 
  damage reduction 5/good and magic or silver 
  and magic, fast healing 2, immunity to 
  poison, improved evasion, resistance to fire 5 
  and electricity 5 and acid 5, speak with 
  master, granted abilities, spell resistance 16 ; 
  A L LE ; SV Fort +3, Ref +6, Will +10 ; Str 
  10, Dex 17, Con 10, Int 10, Wis 12, Cha 14. 
  Skills and feats : Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +13, Move 
  Silently +9, Search +6, Spellcraft +14, Spot 
  +13, Survival +1 ; Dodge, Weapon Finesse. 
  See Monster Manual p56. 
  Wizard Spells Prepared (4+1/ 5+1/ 5+1/ 5+1/ 4+1/ 2+1/ 
  1+1+1 ; save DC 14 + spell level) : 0- acid splash, detect 
  magic, resistance, light, mending ; 1st- grease (DC 16), 
  obscuring mist, expeditious retreat, feather fall, shield, 
  magic missile 2
  nd- silent mage armor, Melf’s acid arrow, 
  invisibility, mirror image, alter self, darkvision ; 3rd- 
  protection from energy (fire), phantom steed, slow, 
  summon monster III, fly, silent summon swarm ; 4th- 
  Evard’s black tentacles, summon monster IV, silent 
  protection from energy, lesser globe of invulnerability, 
  silent haste ; 5th- summon monster V, animal growth, 
  cone of cold ; 6th- summon monster VI (x2), mass cat’s 
  grace. 
   
  Possessions: 3 scrolls of summon monster VI, 2 
  scrolls of dispel magic, 2 scrolls of invisibility, scroll of 
  greater invisibility, scroll of web, scroll of see 
  invisibility,  dagger. 
   
  �Ourgdaï : Male Human Rgr7 ; CR 7 ; medium 
  humanoid (human) ; HD 7d8+14 ; hp 51 ; Init +6 ; Spd 
  30 ft ; AC 16, touch 13, flat-footed 17 ; Base Atk +7 ; Grp 
  +9; Atk +11 melee (1d8+2, longsword) ; Full Atk +11/+6 
  melee (1d8+2 longsword) or +9/+4 melee (1d8+2, 
  longsword) and +8/+3 (1d6+1, short sword) ; SA — ; SQ 
  animal companion, favored enemy elves +4, favored 
  enemy humans +2, wild empathy, woodland stride ; AL 
  LE ; SV Fort +7, Ref +7, Will +4 ; Str 15, Dex 14, Con 14, 
  Int 10, Wis 14, Cha 10. 
   
  Skills and Feats : Hide +11, Listen +12, Move 
  Silently +11, Ride +12, Spot +12, Survival +12, Swim 
  +10 ; Track, Two-Weapon Fighting (light or no armor 
  only), 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Improved Initiative, Dodge, Improved Two-Weapon 
  Fighting (light or no armor only). 
   
  Animal Companion (Ex): Ourgdaï has a riding 
  dog as an animal companion. This creature is a loyal 
  companion that accompanies Ourgdaï on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
  �Riding Dog Animal Companion : CR — ; 
  Medium magical beast ; HD 4d8+8 ; hp 27 ; Init 
  +2 ; Spd 40 ft ; AC 16, touch 12, flat-footed 14 ; 
  Base Atk +3 ; Grp +6 ; Atk +6 melee (1d6+4, 
  bite) ; Full Atk +6 melee (1d6+4, bite) ; SA 
  Trip ; SQ Low-light vision, scent, bonus trick, 
  link, share spells, evasion ; AL N ; SV Fort +6, 
  Ref +6, Will +2 ; Str 16, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6. 
  Skills and Feats : Jump +8, Listen +6, Spot +6, 
  Swim +3, Survival +1 (+5 tracking by scent) ; 
  Alertness, Track. 
  Ranger spells prepared (2 ; save DC 12 + spell level) : 
  1st-magic fang, entangle. 
   
  Possessions: Light Warhorse (see Monster 
  Manual p274), potion of bull’s strength, potion of cure 
  
  A Smile in the Mist 
   
  Page 68 
  light wounds, oil of shield of faith +4, masterwork 
  longsword, masterwork short sword. 
   
  �Fiendish Dire Lion : CR 7 ; Large magical beast 
  (extraplanar) ; HD 8d8+24 ; hp 60 ; Init +2 ; Spd 40 ft ; 
  AC 22, touch 9, flat-footed 21 ; Base Atk +6 ; Grp +17 ; 
  Atk +13 melee (1d6+7, claw) ; Full Atk +13/+13 melee 
  (1d6+7, 2 claws) and +7 melee (1d8+3, bite) ; 
  Space/Reach 10 ft/ 5 ft ; SA smite good 1/day, 
  improved grab, pounce, rake 1d6+3 ; SQ low-light 
  vision, scent, darkvision 60 ft, damage reduction 
  5/magic, resistance to cold 10 and fire 10, spell 
  resistance 13 ; AL LE ; SV Fort +9, Ref +8, Will +7 ; Str 
  25, Dex 15, Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats : Hide +2, Listen +7, Move Silently 
  +5, Spot +7 ; Alertness, Run, Weapon Focus (claw). 
   
  Possessions: Spiked full plate barding 
   
  �Tibor Djarganoz : male human Rgr1/exPal5/ 
  Blackguard3 ; CR 9 ; Medium Humanoid (human) ; 
  HD 1d8+8d10+18 ; hp 81 ; Init +1 ; Spd 20 ft ; AC 23, 
  touch 11, flat-footed 23 ; Base Atk +9 ; Grp +13 ; Atk +17 
  melee (1d6+7/18-20, +3 adamantine scimitar) ; Full Atk 
  +17/+12 melee (1d6+7/18-20, +3 adamantine scimitar) ; 
  SA Smite good 3/day, poison use, sneak attack +1d6, 
  command undead, aura of despair ; SQ Aura of evil, 
  detect good, lay on hands, dark blessing, favored 
  enemy elves +2 ; AL LE ; SV Fort +13, Ref +6, Will+7 ; 
  Str 18, Dex 10, Con 14, Int 10, Wis 13, Cha 14. 
   
  Skills and Feats : Bluff +6, Hide+7, Move Silently 
  +3, Listen +5, Ride +4, Gather Informations +6, Speak 
  Language (ancient baklunish), Knowledge (religion) 
  +2, Handle Animal +9 ; Power Attack, Cleave, 
  Improved Sunder, Weapon Focus (Scimitar), Iron Will. 
   
  Smite good (Su) : Three times per day, Tibor 
  Djarganoz may attempt to smite good with one normal 
  melee attack. He adds +2 to his attack roll and deals 3 
  extra points of damage. Smiting a creature that is not 
  good has no effect and uses the ability for that day. 
   
  Poison use: Tibor Djarganoz is skilled in the use 
  of poison and never risks accidentally poisoning 
  himself when applying poison to a blade. His scimitar 
  is smeared with purple worm poison ; injury (first hit 
  only) ; DC 24 for initial (1d6 temporary strength loss) 
  and secondary save (2d6 temporary strength loss).  
   
  Aura of despair (Su) : Tibor Djarganoz radiates a 
  malign aura that causes enemies within 10 feet of him 
  to take a –2 penalty on all saving throws. 
   
  Dark blessing (Su) : Tibor Djarganoz applies his 
  charisma modifier as a bonus on all saving throws. This 
  modifier is already figured into the statistics given 
  above. 
   
  Detect good (Sp) : Tibor Djarganoz can detect 
  good at will as the spell. 
   
  Lay on hands (Su) : Tibor Djarganoz can cure 6 
  hit points of wounds per day. 
   
  Wild Empathy (Ex) : Tibor Djarganoz can 
  improve the attitude of an animal in the same way a 
  Diplomacy check can improve the attitude of a sentient 
  being. He rolls 1d20+3. 
  Blackguard Spells prepared (2 ; save DC 11 + spell 
  level) : 1st-cause fear, corrupt weapon. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +3, masterwork heavy steel shield, oil of 
  greater magic weapon +3, adamantine scimitar 
  (poisoned with purple worm poison), 1 vial of purple 
  worm poison, potion of cure moderate wounds. 
   
  �Ekimut : Male Human Ftr7 ; CR 7 ; Medium 
  humanoid (human) ; HD 7d10+14 ; hp 63 ; Init +6 ; Spd 
  20ft ; AC 23, touch 11, flat-footed 22 ; Base Atk +7 ; 
  Grp +10 ; Atk +13 melee (1d6+7/15-20, +2 keen 
  scimitar) ; Full Atk +13/+8 melee (1d6+7/15-20, +2 
  keen scimitar) ; SA — ; SQ — ; AL LE ; SV Fort +7, Ref 
  +4, Will +4 ; Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 
  8. 
   
  Skills and Feats : Intimidate +9, Ride +12, Swim –
  2 ; Weapon Focus (scimitar), Weapon Specialization 
  (scimitar), Improved Initiative, Dodge, Mobility, 
  Combat Expertise, Blind Fight, Iron Will. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +2, masterwork heavy wooden shield, 
  masterwork scimitar, oil of keen edge, oil of greater 
  magic weapon +2, 2 potions of cure light wounds. 
   
  APL 12 (EL 15) 
  �Raqdul : Male Human Wiz(cjr)5/Alnst8 ; CR 13 ; 
  medium humanoid (human) ; HD 13d4+26 ; hp 72 ; 
  Init +4 ; Spd 30 ft ; AC 10, touch 10, flat-footed 10 ; Base 
  Atk +6 ; Grp +6 ; Atk +6 melee (1d4 dagger) ; Full Atk 
  +6/+1 melee (1d4 dagger) ;  SA extra summoning, 
  summon alien ; SQ alien blessing, mad certainty, 
  insane certainty, pseudonatural familiar ; AL NE ; SV 
  Fort +6, Ref +4, Will +12 ; Str 10, Dex 10, Con 14, Int 
  19, Wis 12, Cha 10. 
   
  Skills and Feats : Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Concentration +18, 
  Spellcraft +20, Listen +15, Spot +15, Speak Language 
  (ancient baklunish), Speak Language (infernal), Speak 
  Language (draconic), Speak Language (ancient suloise), 
  Speak Language (auran), Speak Language (dwarven), 
  Speak Language (terran), Speak Language (aquan) Craft 
  (Alchemy) +10, Handle Animal +8 ; Scribe Scroll, 
  Alertness, Combat Casting, Spell Focus (conjuration), 
  Augment 
  Summoning, 
  Silent 
  Spell, 
  Improved 
  Familiar, Enlarge Spell, Improved Initiative. 
  
  A Smile in the Mist 
   
  Page 69 
   
  Mad Certainty / Insane Certainty : Raqdul has 
  developed a phobia against birds. 
   
  Summon alien (Sp) : When Raqdul casts any 
  summon monster spell (including with his scrolls and 
  his wand), he summons a « pseudonatural » version of a 
  creature chosen from the appropriate list on page 287 
  of the Player’s Handbook. This adds the pseudonatural 
  template to the summoned creature (see Pseudonatural 
  Creatures below). If the selected creature would 
  normally be celestial or fiendish, the pseudonatural 
  template replaces that template. 
   
  Imp familiar : The creature’s abilities and 
  characteristics are summarized below. 
  �Imp Familiar : CR — ; Tiny outsider (evil, 
  lawful, extraplanar) ; HD 13 ; hp 36 ; Init +3 ; 
  Spd 20 ft, fly 50 ft (perfect) ; AC 25, touch 15, 
  flat-footed 22 ; Base Atk +6 ; Grp –2 ; Atk +11 
  melee (1d4 plus poison, sting) ; Full Atk 
  +11/+6 melee (1d4 plus poison, sting) ; 
  Space/Reach 2-1/2 ft/ 0 ft ; SA poison, spell-
  like abilities, alternate form (alien) ; SQ 
  alternate form, darkvision 60 ft, deliver touch 
  spells, 
  damage 
  reduction 
  5/good 
  and 
  10/magic or 5/silver and 10/magic, fast 
  healing 2, immunity to poison, improved 
  evasion, resistance to fire 5 and electricity 10 
  and acid 10, speak with master, granted 
  abilities, spell resistance 18 ; A L 
  LE ; 
  SV 
  Fort +3, Ref +6, Will +10 ; Str 10, Dex 17, Con 
  10, Int 10, Wis 12, Cha 14. 
  Skills and feats : Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +15, Move 
  Silently +9, Search +6, Spellcraft +16, Spot 
  +15, Survival +1 ; Dodge, Weapon Finesse. 
  See Monster Manual p56. 
  Wizard Spells Prepared (4+1/ 5+1/ 5+1/ 5+1/ 5+1/ 3+1/ 
  2+1/ 1+1+1 ; save DC 14 + spell level) : 0- acid splash, 
  detect magic, resistance, light, mending ; 1st- grease 
  (DC 16), obscuring mist, expeditious retreat, feather 
  fall, shield, magic missile ; 2
  nd- silent mage armor, 
  Melf’s acid arrow, invisibility, mirror image, alter self, 
  darkvision ; 3rd- protection from energy (fire), 
  phantom steed, slow, haste, fly, silent summon swarm ; 
  4th- Evard’s black tentacles, dimension door, enlarged 
  fireball, silent protection from energy, lesser globe of 
  invulnerability, silent haste ; 5th- summon monster V, 
  animal growth, teleport, cone of cold ; 6th- summon 
  monster VI (x2), mass cat’s grace ; 7th- summon 
  monster VII (x2), project image. 
   
  Possessions : 3 scrolls of summon monster VII, 3 
  scrolls of dispel magic, 2 scrolls of invisibility, scroll of 
  greater invisibility, scroll of web, scroll of see 
  invisibility, dagger. 
  �Ourgdaï : Male Human Rgr9 ; CR 9 ; medium 
  humanoid (human) ; HD 9d8+18 ; hp 65 ; Init +6 ; Spd 
  30 ft ; AC 20(23), touch 14, flat-footed 19(21) ; Base Atk 
  +9 ; Grp +12; Atk +14 melee (1d8+3, longsword) ; Full 
  Atk +14/+9 melee (1d8+3 longsword) or +12/+7 melee 
  (1d8+3, longsword) and +11/+6 (1d6+1, short sword) ; 
  SA — ; SQ animal companion, favored enemy elves +4, 
  favored enemy humans +2, wild empathy, woodland 
  stride, swift tracker, evasion ; AL LE ; SV Fort +8, Ref 
  +8, Will +5 ; Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 
  10. 
   
  Skills and Feats : Hide +13, Listen +14, Move 
  Silently +13, Ride +14, Spot +14, Survival +14, Swim 
  +12 ; Track, Two-Weapon Fighting (light or no armor 
  only), 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Improved Initiative, Dodge, Improved Two-Weapon 
  Fighting (light or no armor only), Diehard. 
   
  Animal Companion (Ex): Ourgdaï has a riding 
  dog as an animal companion. This creature is a loyal 
  companion that accompanies Ourgdaï on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
  �Riding Dog Animal Companion : CR — ; 
  Medium magical beast ; HD 4d8+8 ; hp 27 ; Init 
  +2 ; Spd 40 ft ; AC 16, touch 12, flat-footed 14 ; 
  Base Atk +3 ; Grp +6 ; Atk +7 melee (1d6+4, 
  bite) ; Full Atk +7 melee (1d6+4, bite) ; SA 
  Trip ; SQ Low-light vision, scent, bonus trick, 
  link, share spells, evasion ; AL N ; SV Fort +6, 
  Ref +6, Will +2 ; Str 16, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6. 
  Skills and Feats : Jump +8, Listen +6, Spot +6, 
  Swim +3, Survival +1 (+5 tracking by scent) ; 
  Alertness, Track, Weapon Focus (bite). 
  Ranger spells prepared (2/1 ; save DC 12 + spell level) : 
  1st- magic fang, entangle ; 2
  nd barkskin. 
   
  Possessions : Light Warhorse (see Monster 
  Manual p274), potion of bull’s strength, potion of cure 
  serious wounds, oil of magic vestment +4,, masterwork 
  longsword, masterwork short sword. 
   
  �Fiendish Dire Lion : CR 7 ; Large magical beast 
  (extraplanar) ; HD 8d8+24 ; hp 60 ; Init +2 ; Spd 40 ft ; 
  AC 22, touch 9, flat-footed 21 ; Base Atk +6 ; Grp +17 ; 
  Atk +13 melee (1d6+7, claw) ; Full Atk +13/+13 melee 
  (1d6+7, 2 claws) and +7 melee (1d8+3, bite) ; 
  Space/Reach 10 ft/ 5 ft ; SA smite good 1/day, 
  improved grab, pounce, rake 1d6+3 ; SQ low-light 
  vision, scent, darkvision 60 ft, damage reduction 
  5/magic, resistance to cold 10 and fire 10, spell 
  resistance 13 ; AL LE ; SV Fort +9, Ref +8, Will +7 ; Str 
  25, Dex 15, Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats : Hide +2, Listen +7, Move Silently 
  +5, Spot +7 ; Alertness, Run, Weapon Focus (claw). 
  
  A Smile in the Mist 
   
  Page 70 
   
  Possessions: Spiked full plate barding 
   
  �Tibor 
  Djarganoz : 
  male 
  human 
  exPal1/ 
  Blackguard10 ; CR 11 ; Medium Humanoid (human) ; 
  HD 11d10+22 ; hp 99 ; Init +1 ; Spd 20 ft ; AC 26, touch 
  12, flat-footed 26 ; Base Atk +11 ; Grp +15 ; Atk +20 
  melee (1d6+8/18-20, +4 adamantine scimitar) ; Full Atk 
  +20/+15/+10 melee (1d6+8/18-20, +4 adamantine 
  scimitar) ; SA Smite good 4/day, poison use, sneak 
  attack +3d6, command undead, aura of despair ; SQ 
  Aura of evil, detect good, dark blessing, fiendish 
  servant; AL LE ; SV Fort +13, Ref +5, Will+9 ; Str 18, 
  Dex 10, Con 14, Int 10, Wis 15, Cha 14. 
   
  Skills and Feats : Bluff +6, Concentration +8, Hide 
  -2, Ride +4, Gather Informations +6, Speak Language 
  (ancient baklunish), Knowledge (religion) +2, Handle 
  Animal +9; Power Attack, Cleave, Improved Sunder, 
  Weapon Focus (Scimitar), Iron Will. 
   
  Smite good (Su) : Four times per day, Tibor 
  Djarganoz may attempt to smite good with one normal 
  melee attack. He adds +2 to his attack roll and deals 10 
  extra points of damage. Smiting a creature that is not 
  good has no effect and uses the ability for that day. 
   
  Poison use :Tibor Djarganoz is skilled in the use 
  of poison and never risks accidentally poisoning 
  himself when applying poison to a blade. His scimitar 
  is smeared with purple worm poison ; injury (first hit 
  only) ; DC 24 for initial (1d6 temporary strength loss) 
  and secondary save (2d6 temporary strength loss).  
   
  Aura of despair (Su) : Tibor Djarganoz radiates a 
  malign aura that causes enemies within 10 feet of him 
  to take a –2 penalty on all saving throws. 
   
  Dark blessing (Su) : Tibor Djarganoz applies his 
  charisma modifier as a bonus on all saving throws. This 
  modifier is already figured into the statistics given 
  above. 
   
  Detect good (Sp) : Tibor Djarganoz can detect 
  good at will as the spell. 
   
  Fiendish servant : fiendish heavy  warhorse. 
  �Fiendish heavy warhorse : large magical 
  beast (extraplanar) ; HD 6d8+18 ; hp 46 ; Init : 
  +1 ; Spd : 50 ft ; AC 15, touch 10, flat-footed 
  14 ; Base Atk +5 ; Grp +13 ; Atk +8 (1d6+4, 
  hoof) ; Full Atk +8/+8 (1d6+4, 2 hooves) and 
  +3 (1d4+2, bite) ; SA smite good 1/day ; SQ 
  Darkvision 60 ft, damage reduction 5/magic, 
  resistance to cold 5, resistance to fire 5, spell 
  resistance 11, empathic link, improved 
  evasion, share saving throws, share spells, 
  low-light vision, scent ; AL LE ; SV Fort +15, 
  Ref +6, Will +4 ; Str 19, Dex 13, Con 17, Int 6, 
  Wis 13, Cha 6. 
  Blackguard Spells prepared (3/3/2/1 ; save DC 12 + 
  spell level) : 1st-cause fear, corrupt weapon, inflict light 
  wounds ; 2
  nd-bull’s strength, eagle’s splendor, inflict 
  moderate wounds ; 3rd-protection from elements, cure 
  serious wounds ; 4th-poison. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +4, masterwork heavy steel shield, potion of 
  barkskin +2,  adamantine scimitar (poisoned with 
  purple worm poison), 1 vial of purple worm poison, oil 
  of greater magic weapon +4, potion of cure serious 
  wounds, periapt of wisdom +2. 
   
  �Ekimut : Male Human Ftr9 ; CR 9 ; Medium 
  humanoid (human) ; HD 9d10+18 ; hp 81 ; Init +6 ; Spd 
  20ft ; AC 26, touch 11, flat-footed 25 ; Base Atk +9 ; 
  Grp +12 ; Atk +16 melee (1d6+7/15-20, +2 scimitar) ; 
  Full Atk +16/+11 melee (1d6+7/15-20, +2 scimitar) ; SA 
  — ; SQ — ; AL LE ; SV Fort +8, Ref +5, Will +5 ; Str 17, 
  Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats : Intimidate +11, Ride +14, Swim 
  0 ; Weapon Focus (scimitar), Weapon Specialization 
  (scimitar), Improved Initiative, Dodge, Mobility, 
  Combat Expertise, Blind Fight, Iron Will, Greater 
  Weapon Focus (scimitar), Improved Critical (scimitar). 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +3, masterwork heavy wooden shield, potion 
  of barkskin +2, masterwork scimitar, oil of greater 
  magic weapon +2, 2 potions of cure moderate wounds. 
   
  APL 14 (EL 17) 
  �Raqdul : Male Human Wiz(cjr)5/Alnst10 ; CR 15 ; 
  medium outsider (native) ; HD 15d4+30 ; hp 82 ; Init 
  +4 ; Spd 30 ft ; AC 10, touch 10, flat-footed 10 ; Base Atk 
  +7 ; Grp +7 ; Atk +7 melee (1d4 dagger) ; Full Atk +7/+2 
  melee (1d4 dagger) ;  SA extra summoning, summon 
  alien ; SQ alien blessing, mad certainty, insane 
  certainty, pseudonatural familiar, timeless body, 
  damage reduction 10/magic, resistance to electricity 
  20 ; AL NE ; SV Fort +6, Ref +4, Will +12 ; Str 10, Dex 
  10, Con 14, Int 19, Wis 12, Cha 10. 
   
  Skills and Feats : Knowledge (arcana) +12, 
  Knowledge (the planes) +12, Concentration +20, 
  Spellcraft +22, Listen +17, Spot +17, Speak Language 
  (ancient baklunish), Speak Language (infernal), Speak 
  Language (draconic), Speak Language (ancient suloise), 
  Speak Language (auran), Speak Language (dwarven), 
  Speak Language (terran), Speak Language (aquan), 
  Speak Language (ignan), Speak Language (abyssal), 
  Craft (Alchemy) +12, Handle Animal +10 ; Scribe 
  Scroll, Alertness, Combat Casting, Spell Focus 
  (conjuration), Augment Summoning, Silent Spell, 
  Improved familiar, Enlarge Spell, Improved Initiative, 
  Spell Penetration. 
   
  Mad Certainty / Insane Certainty : Raqdul has 
  developed a phobia against birds. 
  
  A Smile in the Mist 
   
  Page 71 
   
  Summon alien (Sp) : When Raqdul casts any 
  summon monster spell (including with his scrolls and 
  his wand), he summons a « pseudonatural » version of a 
  creature chosen from the appropriate list on page 287 
  of the Player’s Handbook. This adds the pseudonatural 
  template to the summoned creature (see Pseudonatural 
  Creatures below). If the selected creature would 
  normally be celestial or fiendish, the pseudonatural 
  template replaces that template. 
   
  Imp familiar : The creature’s abilities and 
  characteristics are summarized below. 
  �Imp Familiar : CR — ; Tiny outsider (evil, 
  lawful, extraplanar) ; HD 15 ; hp 41 ; Init +3 ; 
  Spd 20 ft, fly 50 ft (perfect) ; AC 25, touch 15, 
  flat-footed 22 ; Base Atk +7 ; Grp –1 ; Atk +12 
  melee (1d4 plus poison, sting) ; Full Atk 
  +12/+7 melee (1d4 plus poison, sting) ; 
  Space/Reach 2-1/2 ft/ 0 ft ; SA poison, spell-
  like abilities, alternate form (alien) ; SQ 
  alternate form, darkvision 60 ft, deliver touch 
  spells, 
  damage 
  reduction 
  5/good 
  and 
  10/magic or 5/silver and 10/magic, fast 
  healing 2, immunity to poison, improved 
  evasion, resistance to fire 5 and electricity 10 
  and acid 10, speak with master, granted 
  abilities, spell resistance 18 ; A L 
  LE ; 
  SV 
  Fort +3, Ref +6, Will +10 ; Str 10, Dex 17, Con 
  10, Int 10, Wis 12, Cha 14. 
  Skills and feats : Diplomacy +8, Hide +17, 
  Knowledge (religion) +6, Listen +16, Move 
  Silently +9, Search +6, Spellcraft +17, Spot 
  +16, Survival +1 ; Dodge, Weapon Finesse. 
  See Monster Manual p56. 
  Wizard Spells Prepared (4+1/ 5+1/ 5+1/ 5+1/ 5+1/ 4+1/ 
  3+1/ 2+1/ 1+1+1 ; save DC 14 + spell level) : 0- acid 
  splash, detect magic, resistance, light, mending ; 1st- 
  grease (DC 16), obscuring mist, expeditious retreat, 
  feather fall, shield, magic missile ; 2
  nd- silent mage 
  armor, Melf’s acid arrow, invisibility, mirror image, 
  alter self, darkvision ; 3rd- protection from energy 
  (fire), phantom steed, slow, haste, fly, silent summon 
  swarm ; 4th- Evard’s black tentacles, dimension door, 
  enlarged fireball, silent protection from energy, lesser 
  globe of invulnerability, silent haste ; 5th- summon 
  monster V, animal growth, teleport, cone of cold (x2) ; 
  6th- summon monster VI (x2), acid fog, mass cat’s 
  grace ; 7th- summon monster VII (x2), project image ; 
  8th- summon monster VIII (x2), maze. 
   
  Possessions : 5 scrolls of summon monster VIII, 2 
  scrolls of summon monster VII, 3 scrolls of dispel 
  magic, 3 scrolls of invisibility, scroll of greater 
  invisibility, scroll of web, scroll of see invisibility, 
  dagger. 
  �Ourgdaï : Male Human Rgr12 ; CR 12 ; medium 
  humanoid (human) ; HD 12d8+24 ; hp 86 ; Init +6 ; Spd 
  30 ft ; AC 20(23), touch 14, flat-footed 19(21) ; Base Atk 
  +12 ; Grp +15; Atk +17 melee (1d8+3, longsword) ; Full 
  Atk 
  +17/+12/+7 
  melee 
  (1d8+3 
  longsword) 
  or 
  +15/+10/+5 melee (1d8+3, longsword) and +14/+9/+4 
  (1d6+1, short sword) ; SA — ; SQ animal companion, 
  favored enemy elves +6, favored enemy humans +4, 
  favored enemy halflings +2, wild empathy, woodland 
  stride, swift tracker, evasion ; AL LE ; SV Fort +10, Ref 
  +10, Will +8 ; Str 17, Dex 14, Con 14, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats : Hide +16, Listen +17, Move 
  Silently +16, Ride +17, Spot +17, Survival +17, Swim 
  +15 ; Track, Two-Weapon Fighting (light or no armor 
  only), 
  Endurance, 
  Weapon 
  Focus 
  (longsword), 
  Improved Initiative, Dodge, Improved Two-Weapon 
  Fighting (light or no armor only), Diehard, Greater 
  Two-Weapon Fighting, Iron Will. 
   
  Animal Companion (Ex): Ourgdaï has a riding 
  dog as an animal companion. This creature is a loyal 
  companion that accompanies Ourgdaï on adventures as 
  appropriate for its kind. Its abilities and characteristics 
  are summarized below. 
  �Riding Dog Animal Companion : CR — ; 
  Medium magical beast ; HD 6d8+12 ; hp 41 ; 
  Init +2 ; Spd 40 ft ; AC 16, touch 12, flat-footed 
  14 ; Base Atk +4 ; Grp +7 ; Atk +8 melee (1d6+4, 
  bite) ; Full Atk +8 melee (1d6+4, bite) ; SA 
  Trip ; SQ Low-light vision, scent, bonus trick, 
  link, share spells, evasion ; AL N ; SV Fort +7, 
  Ref +7, Will +5 ; Str 16, Dex 15, Con 15, Int 2, 
  Wis 12, Cha 6. 
  Skills and Feats : Jump +8, Listen +6, Spot +6, 
  Swim +3, Survival +3 (+7 tracking by scent) ; 
  Alertness, Track, Weapon Focus (bite), Iron 
  Will. 
  Ranger spells prepared (2/2/1 ; save DC 12 + spell 
  level) : 1st- magic fang, entangle ; 2
  nd cat’s grace, 
  barkskin ; 3rd- greater magic fang. 
   
  Possessions : Light Warhorse (see Monster 
  Manual p274), potion of bull’s strength, potion of cure 
  serious wounds, oil of magic vestment +4, masterwork 
  longsword, masterwork short sword. 
   
  �Fiendish Dire Tiger : CR 10 ; Large magical beast 
  (extraplanar) ; HD 16d8+48 ; hp 120 ; Init +2 ; Spd 40 ft ; 
  AC 24, touch 10, flat-footed 23 ; Base Atk +12 ; Grp +24 ; 
  Atk +20 melee (2d4+8, claw) ; Full Atk +20/+20 melee 
  (2d4+8, 2 claws) and +14 melee (2d6+4, bite) ; 
  Space/Reach 10 ft/ 5 ft ; SA smite good 1/day, 
  improved grab, pounce, rake 2d4+4 ; SQ low-light 
  vision, scent, darkvision 60 ft, damage reduction 
  10/magic, resistance to cold 10 and fire 10, spell 
  
  A Smile in the Mist 
   
  Page 72 
  resistance 21 ; AL LE ; SV Fort +13, Ref +12, Will +11 ; 
  Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats : Hide +7, jump +14, Listen +6, 
  Move Silently +11, Spot +7, Swim +10 ; Alertness, Run, 
  Weapon Focus (claw), Improved Natural Attack (claw), 
  Improved Natural Attack (bite), Stealthy. 
   
  Possessions : Spiked full plate barding. 
   
  �Tibor 
  Djarganoz : 
  male 
  human 
  exPal3/ 
  Blackguard10 ; CR 13 ; Medium Humanoid (human) ; 
  HD 13d10+26 ; hp 117 ; Init +1 ; Spd 20 ft ; AC 30, 
  touch 10, flat-footed 30 ; Base Atk +13 ; Grp +17 ; Atk 
  +23 melee (1d6+9/18-20, +5 adamantine scimitar) ; Full 
  Atk +23/+18/+13 melee (1d6+9/18-20, +5 adamantine 
  scimitar) ; SA Smite good 4/day, poison use, sneak 
  attack +3d6, command undead, aura of despair ; SQ 
  Aura of evil, detect good, dark blessing, lay on hands, 
  fiendish servant; AL LE ; SV Fort +14, Ref +6, Will+10 ; 
  Str 18, Dex 10, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats : Bluff +6, Concentration +14, 
  Hide -2, Ride +4, Gather Informations +6, Speak 
  Language (ancient baklunish), Knowledge (religion) 
  +2, Handle Animal +9; Power Attack, Cleave, Improved 
  Sunder, Weapon Focus (Scimitar), Iron Will, Blind-
  Fight. 
   
  Smite good (Su) : Four times per day, Tibor 
  Djarganoz may attempt to smite good with one normal 
  melee attack. He adds +2 to his attack roll and deals 10 
  extra points of damage. Smiting a creature that is not 
  good has no effect and uses the ability for that day. 
   
  Poison use :Tibor Djarganoz is skilled in the use 
  of poison and never risks accidentally poisoning 
  himself when applying poison to a blade. His scimitar 
  is smeared with purple worm poison ; injury (first hit 
  only) ; DC 24 for initial (1d6 temporary strength loss) 
  and secondary save (2d6 temporary strength loss).  
   
  Aura of despair (Su) : Tibor Djarganoz radiates a 
  malign aura that causes enemies within 10 feet of him 
  to take a –2 penalty on all saving throws. 
   
  Lay on hands (Su) : Tibor Djarganoz can cure 20 
  hit points of wounds per day. 
   
  Dark blessing (Su) : Tibor Djarganoz applies his 
  charisma modifier as a bonus on all saving throws. This 
  modifier is already figured into the statistics given 
  above. 
   
  Detect good (Sp) : Tibor Djarganoz can detect 
  good at will as the spell. 
   
  Fiendish servant : fiendish heavy  warhorse. 
  �Fiendish heavy warhorse : large magical 
  beast (extraplanar) ; HD 8d8+24 ; hp 61 ; Init : 
  +1 ; Spd : 50 ft ; AC 17, touch 10, flat-footed 
  16 ; Base Atk +7 ; Grp +16 ; Atk +11 (1d6+5, 
  hoof) ; Full Atk +11/+11 (1d6+5, 2 hooves) 
  and +6 (1d4+3, bite) ; SA smite good 1/day ; 
  SQ Darkvision 60 ft, damage reduction 
  5/magic, resistance to cold 5, resistance to 
  fire 5, spell resistance 11, empathic link, 
  improved evasion, share saving throws, share 
  spells, speak with blackguard, low-light 
  vision, scent ; AL LE ; SV Fort +15, Ref +6, 
  Will +4 ; Str 20, Dex 13, Con 17, Int 7, Wis 
  13, Cha 6. 
  Blackguard Spells prepared (3/3/3/1 ; save DC 13 + 
  spell level) : 1st-cause fear, corrupt weapon, inflict light 
  wounds ; 2
  nd-bull’s strength, eagle’s splendor, inflict 
  moderate wounds ; 3rd-protection from elements, cure 
  serious wounds, inflict serious wounds ; 4th-poison. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +4 (armor), masterwork heavy steel shield, oil 
  of magic vestment +4 (shield), potion of barkskin +2, 
  adamantine scimitar (poisoned with purple worm 
  poison), 1 vial of purple worm poison, oil of greater 
  magic weapon +5, periapt of wisdom +2, potion of cure 
  serious wounds. 
   
  �Ekimut : Male Human Ftr11 ; CR 11 ; Medium 
  humanoid (human) ; HD 11d10+22 ; hp 99 ; Init +6 ; 
  Spd 20ft ; AC 28, touch 11, flat-footed 27 ; Base Atk 
  +11 ; Grp +14 ; Atk +18 melee (1d6+7/15-20, +2 
  scimitar) ; Full Atk +18/+13/+8 melee (1d6+7/15-20, +2 
  scimitar) ; SA — ; SQ — ; AL LE ; SV Fort +9, Ref +5, 
  Will +5 ; Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats : Intimidate +13, Ride +16, Swim 
  +2 ; Weapon Focus (scimitar), Weapon Specialization 
  (scimitar), Improved Initiative, Dodge, Mobility, 
  Combat Expertise, Blind Fight, Iron Will, Greater 
  Weapon Focus (scimitar), Improved Critical (scimitar), 
  Power Attack. 
   
  Possessions : masterwork full plate, oil of magic 
  vestment +2 (armor), masterwork heavy wooden 
  shield, oil of magic vestment +2 (shield), potion of 
  barkskin +3,  masterwork scimitar, oil of greater magic 
  weapon +2, 2 potions of cure moderate wounds. 
   
  Encounter Nine : The Purple Sail 
  APL 8 (EL 11) 
  �Karkagdeï : Male Human Clr8 ; CR 8 ; Medium 
  humanoid (human) ; HD 8d8+16 ; hp 60 ; Init +0 ; Spd 
  30 ft ; AC 20, touch 10, flat-footed 20 ; Base Atk +6 ; Grp 
  +8 ; Atk +10 melee (1d8+2, heavy mace) ; Full Atk 
  +10/+5 melee (1d8+2, heavy mace) ; SA rebuke undead 
  5/day ; SQ— ; AL LE ; SV Fort +8, Ref +4, Will +9 ; Str 
  14, Dex 10, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats : Concentration +13, Knowledge 
  (religion) +11, Swim +9 ; Combat casting, Scribe Scroll, 
  Weapon Focus (heavy mace), Lightning Reflexes. 
  
  A Smile in the Mist 
   
  Page 73 
  Cleric Spells Prepared (6/ 5+1/ 4+1/ 4+1/ 2+1 ; save DC 
  13 + spell level) : 0- cure minor wounds, detect magic, 
  light, resistance, mending, guidance ; 1st- obscuring 
  mist*, shield of faith, magic weapon, divine favor, 
  command, cause fear ; 2
  nd- fog cloud*, spiritual weapon, 
  hold person, resist energy, bull’s strength ; 3rd- water 
  breathing*, dispel magic, cure serious wounds, prayer, 
  water walk ; 4th- unholy blight*, cure critical wounds, 
  freedom of movement. 
  *Domain spell. Domains : Evil and Water. 
   
  Possessions : chain shirt, oil of magic vestment +2, 
  heavy wooden shield, oil of magic vestment +2 , 
  masterwork heavy mace, wooden unholy symbol of the 
  Elder Elemental Eye, scroll of water breathing, scroll of 
  cure moderate wounds. 
   
  �Firyana : Erynies ; CR 8 ; Medium Outsider 
  (Baatezu, Evil, Extraplanar, Lawful) ; HD 9d8+45 ; hp 
  85 ; Init +5 ; Spd 30 ft, fly 50 ft (good) ; AC 23, touch 15, 
  flat-footed 18 ; Base Atk +9 ; Grp +14 ; Atk +14 melee 
  (1d8+5/19-20, longsword) or +15 ranged (1d8+6/x3 
  plus 1d6 fire, +1 flaming composite longbow [+5 Str 
  bonus]) or +14 ranged (entangle, rope) ; Full Atk 
  +14/+9 melee (1d8+5/19-20, longsword) or +15/+10 
  ranged (1d8+6/x3 plus 1d6 fire, +1 flaming composite 
  longbow [+5 Str bonus]) or +14 ranged (entangle, 
  rope) ; SA Entangle, spell-like abilities, summon 
  baatezu ; SQ Damage reduction 5/good, darkvision 60 
  ft, immunity to fire and poison, resistance to acid 10 
  and cold 10, see in darkness, spell resistance 20, 
  telepathy 100 ft, true seeing ; AL LE ; SV Fort +11, Ref 
  +11, Will +10 ; Str 21, Dex 21, Con 21, Int 14, Wis 18, 
  Cha 20. 
   
  Skills and Feats : Concentration +17, Diplomacy 
  +7, Escape Artist +17, Hide +17, Knowledge (religion) 
  +14, Knowledge (geography) +14, Listen +16, Move 
  Silently +17, Search +14, Sense Motive +16, Spot +16, 
  Survival +4 (+6 following tracks), Use Rope +5 (+7 with 
  bindings) ; Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run. 
   
  Entangle (Ex) : Firyana carries a stout rope some 
  50 feet long that entangles opponents of any size as an 
  animate rope spell (caster level 16th). An erynies can 
  hurl its rope 30 feet with no range penalty. Typically, 
  she entangles a foe, lifts it into the air and drops it from 
  a great height. 
   
  Spell-like Abilities : At will—greater teleport 
  (self plus 50 pounds of object only), charm monster 
  (DC 19), minor image (DC 17), unholy blight (DC 19). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  True Seeing (Su) : Firyana continuously use true 
  seeing, as the spell (caster level 14th). 
   
  See in Darkness (Su) : All baatezu can see 
  perfectly in darkness of any kind, even that created by 
  a deeper darkness spell. 
   
  Possessions : +1 flaming composite longbow (+5 
  Str bonus), fiendish charm tattoo (see New Rules 
  Appendix), fiendish disguise tattoo (see New Rules 
  Appendix). 
   
  �Korndor : Fiendish Minotaur ; CR 5 ; Large 
  monstrous humnaoid (extraplanar) ; HD 6d8+12 ; hp 
  39 ; Init +0 ; Spd 30 ft ; AC 14, touch 9, flat-footed — 
  (see Monster Manual p188) ; Base Atk +6 ; Grp +14 ; 
  Atk +9 melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, 
  gore) ; Full Atk +9/+4 melee (3d6+6/x3, greataxe) and 
  +4 melee (1d8+2, gore) ; Space/Reach 10ft/10ft ; SA 
  Powerful charge 4d6+6, smite good 1/day ; SQ 
  Darkvision 60 ft, natural cunning, scent, damage 
  reduction 5/magic, resistance to cold 5 and fire 5, spell 
  resistance 11 ; AL LE ; SV Fort +6, Ref +5, Will +5 ; Str 
  19, Dex 10, Con 15, Int 7, Wis 10, Cha 8. 
   
  Skills and Feats : Intimidate +2, Listen +7, Search 
  +2, Spot +7 ; Great Fortitude, Power Attack, Track. 
   
  Possessions : greataxe, potion of cure moderate 
  wounds. 
   
  �Diabolically Fused Large Air Elemental : CR 7 ; 
  Large elemental (air, extraplanar) ; HD 8d8+32 ; hp 68 ; 
  Init +13 ; Spd fly 100 ft (perfect) ; AC 22, touch 18, flat-
  footed 13 ; Base Atk +6 ; Grp +14 ; Atk +14 melee 
  (2d6+4, slam) ; Full Atk +14/+14 (2d6+4, 2 slams) ; 
  Space/Reach 10 ft/10 ft ; SA Air mastery, whirlwind, 
  haste, smite good (1/day) ; SQ damage reduction 5/-, 
  darkvision 60 ft, elemental traits, resistance to cold 10 
  and fire 10, spell resistance 13 ; AL LE ; SV Fort +6, Ref 
  +15, Will +2 ; Str 18, Dex 29, Con 18, Int 10, Wis 11, 
  Cha 13. 
   
  Skills and Feats : Listen +5, Spot +6 ; Combat 
  Reflexes, Dodge, Flyby Attack, Improved Initiative, 
  Weapon Finesse. 
   
  Haste (Su) : Because the creature is an actual 
  composite entity, and both the devil and the elemental 
  are –at least somewhat- separately aware, the 
  diabolically fused elemental gains the benefit of a haste 
  spell. 
   
  Smite Good (Su) : Once per day, the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a good foe. 
  The creature must decide to use its smite power before 
  its attack. A missed smite good attack is wasted. 
   
  APL 10 (EL 13) 
  �Karkagdeï : Male Human Clr10 ; CR 10 ; Medium 
  humanoid (human) ; HD 10d8+20 ; hp 75 ; Init +0 ; Spd 
  
  A Smile in the Mist 
   
  Page 74 
  30 ft ; AC 20, touch 10, flat-footed 20 ; Base Atk +7 ; Grp 
  +9 ; Atk +11 melee (1d8+2, heavy mace) ; Full Atk 
  +11/+6 melee (1d8+2, heavy mace) ; SA rebuke undead 
  5/day ; SQ— ; AL LE ; SV Fort +9, Ref +5, Will +10 ; Str 
  14, Dex 10, Con 14, Int 10, Wis 16, Cha 14. 
   
  Skills and Feats : Concentration +15, Knowledge 
  (religion) +13, Swim +11 ; Combat casting, Scribe 
  Scroll, Weapon Focus (heavy mace), Lightning 
  Reflexes, Craft Wand. 
   
  Cleric Spells Prepared (6/ 5+1/ 5+1/ 4+1/ 
  3+1/2+1 ; save DC 13 + spell level) : 0- cure minor 
  wounds, detect magic, light, resistance, mending, 
  guidance ; 1st- obscuring mist*, shield of faith, magic 
  weapon, divine favor, command, cause fear ; 2
  nd- fog 
  cloud*, spiritual weapon, hold person, resist energy, 
  bull’s strength, cure moderate wounds ; 3rd- water 
  breathing*, dispel magic, cure serious wounds, prayer, 
  water walk ; 4th- unholy blight*, divine power, 
  freedom of movement, cure critical wounds ; 5th- ice 
  storm*, spell resistance, flame strike. 
  *Domain spell. Domains : Evil and Water. 
   
  Possessions : chain shirt, oil of magic vestment +2, 
  heavy wooden shield, oil of magic vestment +2 , 
  masterwork heavy mace, silver unholy symbol of the 
  Elder Elemental Eye, scroll of water breathing, scroll of 
  cure serious wounds, scroll of cure moderate wounds, 
  scroll of bull’s strength. 
   
  �Firyana : Erynies ; CR 8 ; Medium Outsider 
  (Baatezu, Evil, Extraplanar, Lawful) ; HD 9d8+45 ; hp 
  85 ; Init +5 ; Spd 30 ft, fly 50 ft (good) ; AC 23, touch 15, 
  flat-footed 18 ; Base Atk +9 ; Grp +14 ; Atk +14 melee 
  (1d8+5/19-20, longsword) or +15 ranged (1d8+6/x3 
  plus 1d6 fire, +1 flaming composite longbow [+5 Str 
  bonus]) or +14 ranged (entangle, rope) ; Full Atk 
  +14/+9 melee (1d8+5/19-20, longsword) or +15/+10 
  ranged (1d8+6/x3 plus 1d6 fire, +1 flaming composite 
  longbow [+5 Str bonus]) or +14 ranged (entangle, 
  rope) ; SA Entangle, spell-like abilities, summon 
  baatezu ; SQ Damage reduction 5/good, darkvision 60 
  ft, immunity to fire and poison, resistance to acid 10 
  and cold 10, see in darkness, spell resistance 20, 
  telepathy 100 ft, true seeing ; AL LE ; SV Fort +11, Ref 
  +11, Will +10 ; Str 21, Dex 21, Con 21, Int 14, Wis 18, 
  Cha 20. 
   
  Skills and Feats : Concentration +17, Diplomacy 
  +7, Escape Artist +17, Hide +17, Knowledge (religion) 
  +14, Knowledge (geography) +14, Listen +16, Move 
  Silently +17, Search +14, Sense Motive +16, Spot +16, 
  Survival +4 (+6 following tracks), Use Rope +5 (+7 with 
  bindings) ; Dodge, Mobility, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run. 
   
  Entangle (Ex) : Firyana carries a stout rope some 
  50 feet long that entangles opponents of any size as an 
  animate rope spell (caster level 16th). An erynies can 
  hurl its rope 30 feet with no range penalty. Typically, 
  she entangles a foe, lifts it into the air and drops it from 
  a great height. 
   
  Spell-like Abilities : At will—greater teleport 
  (self plus 50 pounds of object only), charm monster 
  (DC 19), minor image (DC 17), unholy blight (DC 19). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  True Seeing (Su) : Firyana continuously use true 
  seeing, as the spell (caster level 14th). 
   
  See in Darkness (Su) : All baatezu can see 
  perfectly in darkness of any kind, even that created by 
  a deeper darkness spell. 
   
  Possessions : +1 flaming composite longbow (+5 
  Str bonus) , fiendish charm tattoo (see New Rules 
  Appendix), fiendish disguise tattoo (see New Rules 
  Appendix). 
   
  �Korndor : Fiendish Minotaur Ftr 2 ; CR 8 ; Large 
  monstrous humnaoid (extraplanar) ; HD 6d8+2d10+32 ; 
  hp 74 ; Init +0 ; Spd 30 ft ; AC 15, touch 10, flat-footed 
  — (see Monster Manual p188) ; Base Atk +8 ; Grp +18 ; 
  Atk +17 melee (3d6+11/x3, greataxe) or +13 melee 
  (1d8+6, gore) ; Full Atk +17+12 melee (3d6+11/x3, 
  greataxe) and +8 melee (1d8+3, gore) ; Space/Reach 
  10ft/10ft ; SA Powerful charge 4d6+9, smite good 
  1/day ; SQ Darkvision 60 ft, natural cunning, scent, 
  damage reduction 5/magic, resistance to cold 10 and 
  fire 10, spell resistance 13 ; AL LE ; SV Fort +8, Ref +6, 
  Will +6 ; Str 23, Dex 13, Con 18, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats : Intimidate +1, Listen +8, Search 
  +2, Spot +8, Swim +8 ; Great Fortitude, Power Attack, 
  Track, Weapon Focus (greataxe), Improved Sunder . 
   
  Possessions : greataxe, oil of greater magic weapon 
  +2, potion of water breathing, potion of bull’s strength, 
  potion of cure serious wounds. 
   
  �Diabolically Fused Huge Air Elemental : CR 10 ; 
  Huge elemental (air, extraplanar) ; HD 16d8+80 ; hp 
  152 ; Init +15 ; Spd fly 100 ft (perfect) ; AC 23, touch 19, 
  flat-footed 12 ; Base Atk +12 ; Grp +26 ; Atk +21 melee 
  (2d8+6, slam) ; Full Atk +21/+21 (2d8+6, 2 slams) ; 
  Space/Reach 15 ft/15 ft ; SA Air mastery, whirlwind, 
  haste, smite good (1/day) ; SQ damage reduction 5/- 
  and 10/magic, darkvision 60 ft, elemental traits, 
  resistance to cold 10 and fire 10, spell resistance 21 ; AL 
  LE ; SV Fort +10, Ref +21, Will +5 ; Str 22, Dex 33, Con 
  20, Int 10, Wis 11, Cha 13. 
   
  Skills and Feats : Listen +11, Spot +12 ; Alertness, 
  Combat Reflexes, Dodge, Flyby Attack, Improved 
  Initiative, Mobility, Spring Attack, Weapon Finesse. 
   
  Haste (Su) : Because the creature is an actual 
  composite entity, and both the devil and the elemental 
  are –at least somewhat- separately aware, the 
  
  A Smile in the Mist 
   
  Page 75 
  diabolically fused elemental gains the benefit of a haste 
  spell. 
   
  Smite Good (Su) : Once per day, the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a good foe. 
  The creature must decide to use its smite power before 
  its attack. A missed smite good attack is wasted. 
   
  APL 12 (EL 15) 
  �Karkagdeï : Male Human Clr12 ; CR 12 ; Medium 
  humanoid (human) ; HD 12d8+24 ; hp 89 ; Init +4 ; Spd 
  30 ft ; AC 20, touch 11, flat-footed 20 ; Base Atk +9 ; Grp 
  +11 ; Atk +13 melee (1d8+2, heavy mace) ; Full Atk 
  +13/+8 melee (1d8+2, heavy mace) ; SA rebuke undead 
  5/day ; SQ— ; AL LE ; SV Fort +10, Ref +6, Will +11 ; 
  Str 14, Dex 10, Con 14, Int 10, Wis 17, Cha 14. 
   
  Skills and Feats : Concentration +17, Knowledge 
  (religion) +15, Swim +13 ; Combat casting, Scribe 
  scroll, Weapon Focus (heavy mace), Lightning 
  Reflexes, Craft Wand, Improved Initiative. 
   
  Cleric Spells Prepared (6/ 6+1/ 5+1/ 5+1/ 
  3+1/3+1/2+1 ; save DC 13 + spell level) : 0- cure minor 
  wounds, detect magic, light, resistance, mending, 
  guidance ; 1st- obscuring mist*, shield of faith (x2), 
  magic weapon, divine favor, command, cause fear ; 2
  nd- 
  fog cloud*, spiritual weapon, hold person, resist 
  energy, bull’s strength, cure moderate wounds ; 3rd- 
  water breathing*, dispel magic, cure serious wounds, 
  prayer, water walk, protection from energy ; 4th- 
  unholy blight*, divine power, freedom of movement, 
  cure critical wounds ; 5th- ice storm*, spell resistance, 
  flame strike, slay living ; 6th- cone of cold*, harm, heal. 
  *Domain spell. Domains : Evil and Water. 
   
  Possessions : chain shirt, oil of magic vestment +2, 
  heavy wooden shield, oil of magic vestment +2 , 
  masterwork heavy mace, silver unholy symbol of the 
  Elder Elemental Eye, scroll of water breathing, scroll of 
  cure serious wounds, scroll of cure moderate wounds, 
  scroll of bull’s strength. 
   
  �Firyana : Erynies Ftr4 ; CR 12 ; Medium Outsider 
  (Baatezu, 
  Evil, 
  Extraplanar, 
  Lawful) ; 
  HD 
  9d8+4d10+65 ; hp 129 ; Init +10 ; Spd 30 ft, fly 50 ft 
  (good) ; AC 24, touch 16, flat-footed 18 ; Base Atk +13 ; 
  Grp +18 ; Atk +18 melee (1d8+5/19-20, longsword) or 
  +21 ranged (1d8+8/x3 plus 1d6 fire, +1 flaming 
  composite longbow [+5 Str bonus]) or +19 ranged 
  (entangle, 
  rope) ; 
  Full 
  Atk 
  +18/+13/+8 
  melee 
  (1d8+5/19-20, longsword) or +21/+16/+11 ranged 
  (1d8+9/x3 plus 1d6 fire, +1 flaming composite longbow 
  [+5 Str bonus]) or +19 ranged (entangle, rope) ; SA 
  Entangle, spell-like abilities, summon baatezu ; SQ 
  Damage reduction 5/good, darkvision 60 ft, immunity 
  to fire and poison, resistance to acid 10 and cold 10, see 
  in darkness, spell resistance 20, telepathy 100 ft, true 
  seeing ; AL LE ; SV Fort +16, Ref +14, Will +12 ; Str 21, 
  Dex 22, Con 21, Int 14, Wis 18, Cha 20. 
   
  Skills and Feats : Concentration +17, Diplomacy 
  +7, Escape Artist +17, Hide +17, Knowledge (religion) 
  +14, Knowledge (geography) +14, Listen +16, Move 
  Silently +17, Search +14, Sense Motive +16, Spot +16, 
  Survival +4 (+6 following tracks), Use Rope +5 (+7 with 
  bindings), Swim +14, Intimidate +13 ; Dodge, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot on the 
  Run, Weapon Focus (longbow), Far Shot, Weapon 
  Specialization (longbow), Improved Initiative. 
   
  Entangle (Ex) : Firyana carries a stout rope some 
  50 feet long that entangles opponents of any size as an 
  animate rope spell (caster level 16th). An erynies can 
  hurl its rope 30 feet with no range penalty. Typically, 
  she entangles a foe, lifts it into the air and drops it from 
  a great height. 
   
  Spell-like Abilities : At will—greater teleport 
  (self plus 50 pounds of object only), charm monster 
  (DC 19), minor image (DC 17), unholy blight (DC 19). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  True Seeing (Su) : Firyana continuously use true 
  seeing, as the spell (caster level 14th). 
   
  See in Darkness (Su) : All baatezu can see 
  perfectly in darkness of any kind, even that created by 
  a deeper darkness spell. 
   
  Possessions : +1 flaming composite longbow (+5 
  Str bonus), cloak of resistance +1, 2 potions of cure 
  serious wounds, fiendish charm tattoo (see New Rules 
  Appendix), fiendish disguise tattoo (see New Rules 
  Appendix). 
   
  �Diabolically Fused Greater Air Elemental : CR 12 ; 
  Huge elemental (air, extraplanar) ; HD 21d8+105 ; hp 
  199 ; Init +16 ; Spd fly 100 ft (perfect) ; AC 28, touch 20, 
  flat-footed 16 ; Base Atk +15 ; Grp +30 ; Atk +25 melee 
  (2d8+7, slam) ; Full Atk +25/+25 (2d8+7, 2 slams) ; 
  Space/Reach 15ft/15ft ; SA Air mastery, whirlwind, 
  haste, smite good (1/day) ; SQ damage reduction 10/-, 
  darkvision 60 ft, elemental traits, resistance to cold 10 
  and fire 10, spell resistance 21 ; AL LE ; SV Fort +12, 
  Ref +24, Will +9 ; Str 24, Dex 35, Con 20, Int 12, Wis 
  11, Cha 13. 
   
  Skills and Feats : Listen +14, Spot +14 ; Alertness, 
  Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Iron Will, Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Weapon Finesse. 
   
  Haste (Su) : Because the creature is an actual 
  composite entity, and both the devil and the elemental 
  are –at least somewhat- separately aware, the 
  diabolically fused elemental gains the benefit of a haste 
  spell. 
  
  A Smile in the Mist 
   
  Page 76 
   
  Smite Good (Su) : Once per day, the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a good foe. 
  The creature must decide to use its smite power before 
  its attack. A missed smite good attack is wasted. 
   
  APL 14 (EL 17) 
  �Karkagdeï : Male Human Clr14 ; CR 14 ; Medium 
  humanoid (human) ; HD 14d8+28 ; hp 103 ; Init +4 ; 
  Spd 30 ft ; AC 20, touch 11, flat-footed 20 ; Base Atk 
  +10 ; Grp +12 ; Atk +14 melee (1d8+3+1d6 cold, +1 frost 
  heavy mace) ; Full Atk +14/+9 melee (1d8+3+1d6 cold, 
  +1 frost heavy mace) ; SA rebuke undead 5/day ; SQ— ; 
  AL LE ; SV Fort +11, Ref +6, Will +12 ; Str 14, Dex 10, 
  Con 14, Int 10, Wis 17, Cha 14. 
   
  Skills and Feats : Concentration +19, Knowledge 
  (religion) +17, Swim +15 ; Combat casting, Scribe 
  scroll, Weapon Focus (heavy mace), Lightning 
  Reflexes, Craft Wand, Improved Initiative. 
   
  Cleric Spells Prepared (6/ 6+1/ 6+1/ 5+1/ 
  4+1/3+1/3+1/2+1 ; save DC 13 + spell level) : 0- cure 
  minor wounds, detect magic, light, resistance, 
  mending, guidance ; 1st- obscuring mist*, shield of 
  faith (x2), magic weapon, divine favor, command, cause 
  fear ; 2
  nd- fog cloud*, spiritual weapon, hold person, 
  resist energy, bull’s strength, cure moderate wounds, 
  darkness ; 3rd- water breathing*, dispel magic, cure 
  serious wounds, prayer, water walk, protection from 
  energy ; 4th- unholy blight*, divine power, freedom of 
  movement, cure critical wounds, air walk ; 5th- ice 
  storm*, spell resistance, flame strike, slay living ; 6th- 
  cone of cold*, harm, heal, greater dispel magic ; 7th- 
  acid fog*, summon monster VII, ethereal jaunt. 
  *Domain spell. Domains : Evil and Water. 
   
  Possessions : chain shirt, oil of magic vestment +2, 
  heavy wooden shield, oil of magic vestment +2 , +1 
  frost heavy mace, silver unholy symbol of the Elder 
  Elemental Eye, scroll of water breathing, scroll of cure 
  serious wounds, scroll of cure moderate wounds, scroll 
  of bull’s strength. 
   
  �Firyana : Erynies Ftr6 ; CR 14 ; Medium Outsider 
  (Baatezu, 
  Evil, 
  Extraplanar, 
  Lawful) ; 
  HD 
  9d8+6d10+75 ; hp 151 ; Init +10 ; Spd 30 ft, fly 50 ft 
  (good) ; AC 24, touch 16, flat-footed 18 ; Base Atk +15 ; 
  Grp +20 ; Atk +20 melee (1d8+5/19-20, longsword) or 
  +23 ranged (1d8+8/19-20x3 plus 1d6 fire, +1 flaming 
  composite longbow [+5 Str bonus]) or +21 ranged 
  (entangle, rope) ; Full Atk +20/+15/+10 melee 
  (1d8+5/19-20, longsword) or +23/+18/+13 ranged 
  (1d8+8/19-20x3 plus 1d6 fire, +1 flaming composite 
  longbow [+5 Str bonus]) or +21 ranged (entangle, 
  rope) ; SA Entangle, spell-like abilities, summon 
  baatezu ; SQ Damage reduction 5/good, darkvision 60 
  ft, immunity to fire and poison, resistance to acid 10 
  and cold 10, see in darkness, spell resistance 20, 
  telepathy 100 ft, true seeing ; AL LE ; SV Fort +18, Ref 
  +16, Will +14 ; Str 21, Dex 22, Con 21, Int 14, Wis 18, 
  Cha 20. 
   
  Skills and Feats : Concentration +17, Diplomacy 
  +7, Escape Artist +17, Hide +17, Knowledge (religion) 
  +14, Knowledge (geography) +14, Listen +16, Move 
  Silently +17, Search +14, Sense Motive +16, Spot +16, 
  Survival +4 (+6 following tracks), Use Rope +5 (+7 with 
  bindings), Swim +18, Intimidate +17 ; Dodge, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot on the 
  Run, Weapon Focus (longbow), Far Shot, Weapon 
  Specialization 
  (longbow), 
  Improved 
  Initiative, 
  Improved Precise Shot, Improved Critical (longbow). 
   
  Entangle (Ex) : Firyana carries a stout rope some 
  50 feet long that entangles opponents of any size as an 
  animate rope spell (caster level 16th). An erynies can 
  hurl its rope 30 feet with no range penalty. Typically, 
  she entangles a foe, lifts it into the air and drops it from 
  a great height. 
   
  Spell-like Abilities : At will—greater teleport 
  (self plus 50 pounds of object only), charm monster 
  (DC 19), minor image (DC 17), unholy blight (DC 19). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  True Seeing (Su) : Firyana continuously use true 
  seeing, as the spell (caster level 14th). 
   
  See in Darkness (Su) : All baatezu can see 
  perfectly in darkness of any kind, even that created by 
  a deeper darkness spell. 
   
  Possessions : +1 flaming composite longbow (+5 
  Str bonus), cloak of resistance +2, 2 potions of cure 
  serious wounds, fiendish charm tattoo (see New Rules 
  Appendix), fiendish disguise tattoo (see New Rules 
  Appendix). 
   
  �Diabolically Fused Elder Air Elemental : CR 14 ; 
  Huge elemental (air, extraplanar) ; HD 24d8+120 ; hp 
  228 ; Init +17 ; Spd fly 100 ft (perfect) ; AC 29, touch 21, 
  flat-footed 16 ; Base Atk +18 ; Grp +34 ; Atk +29 melee 
  (2d8+8, slam) ; Full Atk +29/+29 (2d8+8, 2 slams) ; 
  Space/Reach 15ft/15ft ; SA Air mastery, whirlwind, 
  haste, smite good (1/day) ; SQ damage reduction 10/-, 
  darkvision 60 ft, elemental traits, resistance to cold 10 
  and fire 10, spell resistance 21 ; AL LE ; SV Fort +13, 
  Ref +27, Will +10 ; Str 26, Dex 37, Con 20, Int 14, Wis 
  11, Cha 13. 
   
  Skills and Feats : Listen +29, Spot +29 ; Alertness, 
  Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby 
  Attack, Iron Will, Improved Initiative, Mobility, Power 
  Attack, Spring Attack, Weapon Finesse. 
   
  Haste (Su) : Because the creature is an actual 
  composite entity, and both the devil and the elemental 
  
  A Smile in the Mist 
   
  Page 77 
  are –at least somewhat- separately aware, the 
  diabolically fused elemental gains the benefit of a haste 
  spell. 
   
  Smite Good (Su) : Once per day, the creature can 
  make a normal attack to deal additional damage equal 
  to its HD total (maximum of +20) against a good foe. 
  The creature must decide to use its smite power before 
  its attack. A missed smite good attack is wasted. 
  
  A Smile in the Mist 
   
  Page 78 
  Appendix Two: Handouts 
  Player Handout #1: The Song of the Bard 
   
  Hey my companions ! Let me tell you 
  How our coward enemies who had taken up position 
  In the ruins of Balab were exterminated 
  By heroes from Ekbir and our valiant warriors ! 
   
  How these damned Ataphads were slaughtered 
  These inhuman monsters we thought formidable, 
  I will tell you here so that the battle 
  Which saw our victory be memorable 
   
  From the four sides, were seen, at the same time, 
  The battlements attacked by valiant soldiers. 
  Kal, the exalted priest appeared suddenly from the Ocean 
  With Seth the fighter, Tal Tyrein the powerful, 
  Tal Rasha thefurtive and Sethech the brave. 
  They took the battlements and the western tower. 
   
  From the south, was seen also coming by the postern 
  Metenyr and Iris, their arrows are deadly, 
  Nourah, Maladriel and Farek who worship 
  The Lady of our fate. Under their blows died 
  The dark ataphadi, servants of Darkness. 
   
  Do you think at the northern wall the fate spared them ? 
  By sapping and fire, the wall collapsed ! 
  The triumph of Ekbir was won by Uqbar 
  And the beautiful Azazel and the valiant Washiba. 
   
  The ataphadi leaders kept the entrance towers. 
  Their defeat to the east is worth to be told ! 
  Gareth alone, he has less than three feet, 
  Gave them, my friends, a thrashing ! 
  A pine needle defeated a sword ! 
   
  The enemy is overcome, the walls are taken. 
  Under the keep, the temple with the dark evil 
  Worshipped the ancient god whose eye is terrible. 
  He demands as payment vile sacrifices, 
  Command to the elements and destroy his victims 
  On the horrible purple altar where his madness reigns. 
  Al’Akbar be praised ! The heroic fighting 
  Against the god of Evil and his servile hordes 
  Saw the victory of Ekbir, faith and justice ! 
   
  The brave heroes we must honour 
  Are called Mustapha and Tungar the fighter, 
  Soliman Yundilla, El Mithrill the cunning 
  And Moshin Al Hasan, the exalted high priest. 
  Al’Akbar be praised, may he guide us forever ! 
  
  A Smile in the Mist 
   
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  Player Handout #2 The Tour of the Ribat  
   
   
  The carpets, the tapestries and paintings of the ceiling are depicting various scenes. There are combats, sometimes 
  against fantastic creatures. One of the greatest tapestries represents the gift of the Cup and the Talisman to Al’Akbar. 
   
   The High Cleric is represented, kneeling, in an attitude of prayer in the center of several concentric stone circles. 
  In front of him, a humanoid creature, bathed in golden light, holds the Talisman, poised to put it around the neck of the 
  kneeling man in front of him. Behind this solar being, there are several celestial servants. One of them carries the Cup. 
   
  Another great tapestry represents the scene of the theft of the Cup and the Talisman of Al’Akbar by tall and vile 
  elves. The picture shows the relics exposed to worshippers during a great procession, the theft of the relics and the 
  escape of the thieves on giant eagles. The important man who was originally holding the holy artifacts is depicted as 
  falling to his knees in shame and incompetence after having the items plucked from his hands. In the back ground, an 
  elf can be seen going out of his way to kick a small child. 
   
  On the other scenes, the Cup and the Talisman are frequently represented. 
   
  "Each one of these scenes tell the legend of our lost relics, May Al’Akbar Forgives Us, and of he who failed to keep the 
  most holy relics safe.  
   
  Here is the gift of the Cup and the Talisman in the stone circles of Tovag Baragu, here is the exodus of the survivors 
  of the Invoked Devastation under the direction of his most holiness High Cleric. The relics enabled him to heal and to 
  help his people. Here is the founding of the holy city of Ekbir and the construction of the temple, which was used as a 
  display case for the Cup and the Talisman.  
   
  And here you see the terrible day of the theft, May Al’Akbar Forgives Us, the man who lost them and was exiled for 
  it. They say he swore revenge on all of Ekbir and that one day, he would defeat all who banished him, but that day has 
  yet to come. 
   
   And here, you see the faris who swore to find the holy relics and who founded our brotherhood. All the other 
  scenes tell the exploits and disappointments of our brothers in their holy quest. Of courses, there are many other orders 
  who have sworn to search out the Cup and Talisman. Even the descendents of the followers who the exiled one have 
  sworn to find the Cup and Talisman and corrupt them to try and destroy us. " 
   
  - Sheikh Nursultan Raminand 
  
  A Smile in the Mist 
   
  Page 80 
  Player Handout #3 
   
   
  "You want to know who are the Ataphads? I am going to tell you who they really are! Their history is terribly old and 
  dates back to a finished and forgotten past. More than a thousand years ago, the baklunish empire was at the height of 
  its glory. Wizards of this time have not their equal today. They controlled at the highest level magic of the elements, Air, 
  Water, Earth and Fire.  
   
  Although this magical power led to the cataclysm you know, they were not inspired by Evil. Nor by Good either. 
  But there is an ancient god, a god supremely evil, a so terrible god that it is better to forget his name, a god who 
  commands to the elements. This god is a corrupting god. He offers power to those who lack faith. Some baklunish 
  wizards of the Empire who studied elementary magic were corrupted by him.  
   
  This god indeed proposed an increased and quicker mastery on the elements. The most greedy were dazzled! What 
  they didn’t understand, is that the elementary magic which was proposed to them was intrinsically corrupted and evil. 
   
   Quickly, they fell into Evil. The other baklunish wizards repudiated them to preserve the purity of their art. The 
  corrupted wizards had to flee. They found shelter on the Ataphad islands, which were far to the north and well beyond 
  the practical reach of the Empire.  
   
  There, they could indulge without obstacles, into the darkest magic. For this ancient time, they have perpetuated a 
  corrupted version of the ancient and mighty baklunish magic of the elements. But this is not all.  
   
  The most intelligent and the most twisted of them they went further and further into the way of corruption. They 
  discovered the true nature of the source of their evil power. Behind the Elder Elemental Eye, they discovered He of 
  Eternal Darkness, the god of absolute Evil, the god who wanted to destroy the world and who was imprisoned by all 
  other gods and who seeks, from his prison, to gather worshippers who will allow him to be released. 
   
   If this happens, you must know that this World will be destroyed. These Ataphads who discovered the terrible 
  truth united and founded the most evil and most powerful ataphad faction. Their defacto capital is the Dark Harbour. 
  This faction is dedicated to He of Eternal Darkness. They want his liberation.  
   
  Do you understand who they are? The oldest faction worshipping the Dark God in all the Flanaesse and which is 
  today the most powerful! And also the best organized because they relied on a diabolic faction within the Nine Hells, 
  which remained faithful to the ancient God of Evil when other fiends fought along side angels to defeat their master.  
   
  For a long time, among those who worked for the return of He of Eternal Darkness, the factions who relied on the 
  forces of the Abyss had the first role. But their recent failure with the Temple of Elemental Evil gave to the diabolic 
  faction the preeminence. Of course, many lesser members of the Elemental cults are completely ignorant to the true 
  causes or even origins of their evil god and are manipulated by their high priests who have been crazed with the true 
  knowledge. But trying to explain that to an evil cultist will not get you very far. Factions fighting factions with the same 
  god and goals but with just different plans to obtain those goals. Its insanity, but its what kept them from obtaining true 
  power and what will give those who fight them a chance to destroy them. 
   
   You will have to deal with an organized and disciplined cult now that it united and perverse under new leadership.  
   
  Among these new masters, there is no quarrels or, in any case, they do not weaken their capacity to fight their 
  adversaries. They are united like the five fingers of the hand!  
   
  Lastly, if you expect to fight normal humans, you are mistaken. A millenium of corruption and black magic, of 
  experiments of monstrous interbreeding to try to strengthen the race produced a people of mutants carrying sometimes 
  the mark of Hells. They are helped by creatures who look like only by far to their animal ancestors. Do you understand 
  why Ataphadians are our first enemy? " 
  - 
  The wizard Alik Am’Iktar of the Zashassar of Ekbir 
   
   
  
  A Smile in the Mist 
   
  Page 81 
  Player Handout # 4  The Three Divinations of Istus 
   
  “Three knots and tangling of the weave have been found to be approaching, or perhaps have passed recently. Take 
  heed.” 
   -------------------------------------------------------- 
  "The Elder Elemental Eye commands to the 
   elements and servants of power long since 
   lost. 
  With a pure exorcism or a banishment,  
  You shall have to expel him from the unholy 
   altar. 
  Thanks be to the four elements against him 
   gathered. 
  Seek the sacred fire of the Son of Light, 
  A ruby enchanted by the Stonewife, 
  From a good spirit of air the smiling breath 
  And water blessed by the Daughter of the 
  Torrent. 
  To the expected triumph, an anthem well sung 
  In the honor of a good god, shall  it 
  Contribute.  
  Though there be other ways, such as the crafty twist of a puzzlemasters hand, holy powers are quicker than the palm. "  
  ---------------------------------------------------------------- 
  "Your enemies are strong but fearful and wary. 
  They will escape if you are not cautious. 
  They act hidden in the heart of the fog 
  Covered by the secrecy of the blackest night. 
  But someone saw them and will be able to 
   lead you by flight. 
  You will see in the fog a superb smile, 
  Close to the home of those whose quest is  
  holy. 
  Don’t act too early but hold your sword! "  
  ---------------------------------------------------------------- 
  “Hear me now and fear this later. 
   In a land of turmoil and grief you shall travel to its head. 
  Among its spires a man you will find dead. 
  Three men shall confront you, but trust them not. 
  If you draw your weapons, you will be forever sought. 
  Escape from the walls you must, if you ever wish to fulfil your desires. 
  Trust he whom tells you what has transpired. 
  Those with twisted fingers, shadowy stretched, shall influence policy and declare you be wretched. 
  To free your souls and your necks, seek the contraband that might still be left. 
  Fear not the path, but fear the toothy maw. It all hides where humans bring their saws. 
   
   
   
   
   
   
   
   
  
  A Smile in the Mist 
   
  Page 82 
  Appendix Three: Maps 
  Map #1 
  Caliphate of Ekbir
  
  A Smile in the Mist 
   
  Page 83 
  Map #2 
  City of Ekbir
  
  A Smile in the Mist 
   
  Page 84 
  Map #3 
  The Dezbat 
  B: Ruined Castle of Balab 
  Y: Temple of Istus (Yalas) 
  R: Ribat of the Faris of the Cup and Talisman 
  The Morskmogil is a dangerous area of reefs with a huge maëlstrom. 
  Baie de Hadash = Hadash Bay; Citadelle d’Urik = Urik’s Citadel. 
  Every villages are not shown, especially inland.
  
  A Smile in the Mist 
   
  Page 85 
  Map #4 
  The Village of Kiralim 
  1 Gate 
  2 Wooden Tower 
  3 Temple of Al’Akbar 
  4 Pinnacle (Minaret) 
  5 House of the qadi 
  6 Sea-Wall 
  7 Fishing-Boats 
  8 Loft 
  9 Granary 
  10 House of the Garrison 
  11 Stable 
  12 Blacksmith 
  13 Mill 
  14 Baker 
  15 Well 
  16 Moat 
  17 Palisade 
  18 Beach 
  18 Beach
  
  A Smile in the Mist 
   
  Page 86 
  Map #5 
  The Temple of Elemental Evil at Balab 
  1: Staircases 
  2: Lower Level of the keep 
  3: Portcullis 
  4: to the underwater cave 
  5: Corridor 
  6: Cells 
  7: Small Cave 
  8: Narrow Tunnel 
  9: Temple 
  10: Tapestries 
  11 Altar 
  12: Base 
  
  A Smile in the Mist 
   
  Page 87 
  Appendix Four: New Rules 
   
   
   
   
   
   
  New Spells 
   
  The Fiendish Charm Tattoo 
   
  This is the master tattoo that Firyana the Erynies wears 
  on her left shoulder blade. It was granted to her by her 
  powerful Infernal master to better serve the Dark God. 
  It is powerless without the special runes painted on to 
  the houses of her charmed victims. 
   
  If any of the runes connected to this specific tattoo are 
  destroyed, the wearer automatically knows that a rune 
  has been destroyed but has no special knowledge to 
  know which one or how.  
   
  To use the Tattoo, the wear must posses the ability to 
  cast charm monster at will.  
   
  In conjunction with the runes placed on a building 
  where a person sleeps, on the third sleep cycle, the 
  person becomes charmed as if by the wearer of the 
  tattoo. The charm effect refreshes ever third sleep cycle 
  the victim spends in the rune marked building. 
   
  The Tattoo wearer must be within one mile of the 
  charm effect to be cast on the third night. 
   
  Killing the tattoo wearer instantaneously breaks the 
  charm effect of all those under the runes power. 
   
   
  The Fiendish DisguiseTattoo 
   
  This is a powerful tattoo that Firyana the Erynies wears 
  on her right shoulder blade. It was granted to her by 
  her powerful Infernal master to better serve the Dark 
  God.  
   
  The wearer of the tattoo can polymorph back and force 
  between its nature self and a fixed human disguise.  
  Activating this tattoo and changing requires a full 
  round.  
   
  Firyana the Erynies does not have access to her wings 
  nor her teleportation ability while in her human guise.  
   
   
   
   
   
   
  Prestige Classes 
   
  ALIENIST (prestige class) 
  Alienists deal with powers and entities from 
  terrifyingly remote reaches of space and time. For 
  them, magical power is the triumph of the mind over 
  the rude boundaries of dimension, distance, and often, 
  sanity. With knowledge and determination, they 
  pierce the barrier at the edge of time itself. In the Far 
  Realm, outside of time, Herculean minds drift, 
  absorbed in contemplations of madness. Unspeakable 
  beings whisper terrifying secrets to those who dare 
  communication. These secrets were not meant for 
  mortals, but the alienist plunges into abysses of chaos 
  and entropy that would blast a weaker mind. An 
  alienist's mad certainty is sometimes strong enough to 
  sway 
  others 
  to 
  believe 
  in 
  her 
  own 
  future 
  transcendence.  
  Alienists may, on rare occasions, gather in secluded 
  groups to enact some obscure ritual, but more often 
  they are encountered singly. NPC alienists sometimes 
  haunt libraries or specialty bookshops in large cities, 
  skulking and mumbling among stacks of rare (and 
  dangerous) volumes. 
  Hit Die: d4. 
   
  Requirements 
  To qualify to become an alienist, a character must fulfill 
  all the following criteria. 
  Knowledge (Arcana): 8 ranks. 
  Knowledge (The Planes): 8 ranks. 
  Feat: Alertness. 
  Spells: Ability to cast at least one Divination spell 
  and at least one summoning spell of 3rd level or 
  higher. 
  Special: Prior contact with an alienist or a 
  pseudonatural creature. 
   
  Class Skills 
  The alienist's class skills (and the key ability for each 
  skill) are Alchemy (Int), Concentration (Con), Gather 
  Information (Cha), Handle Animal (Cha), Knowledge 
  (Int), Listen (Wis), Profession (Wis), Speak Language, 
  
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  Spellcraft (Int), and Spot (Wis). See Chapter 4: Skills in 
  the Player's Handbook for skill descriptions. 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the alienist 
  prestige class. 
  Weapon and Armor Proficiency: Alienists gain 
  no additional proficiency in any weapon or armor. 
  Spells per Day: When a new alienist level is 
  gained, the character gains new spells per day as if he 
  had also gained a level in a spellcasting class he 
  belonged to before adding the prestige class. She does 
  not, however, gain any other benefit a character of that 
  class would have gained (improved chance of 
  controlling or rebuking undead, metamagic or item 
  creation feats, hit points beyond those he receives from 
  the prestige class, and so on), except for an increased 
  effective level of spellcasting. If a character had more 
  than one spellcasting class before becoming a alienist, 
  she must decide to which class she adds each level of 
  alienist for purposes of determining spells per day. 
  Summon Alien (Sp): When an alienist casts any 
  summon 
  monster 
  spell, 
  she 
  summons 
  a 
  "pseudonatural" version of a creature chosen from the 
  appropriate list on page 258 of the Player's Handbook. 
  For example, by casting summon monster VI, she 
  could summon a pseudonatural rast. This adds the 
  pseudonatural template to the summoned creature (see 
  Pseudonatural Creatures below). If the selected 
  creature would normally be celestial or fiendish, the 
  pseudonatural template replaces that template. 
  Alien Blessing: An alienist applies a +1 insight 
  bonus on all saving throws, but she permanently loses 
  2 points of Wisdom. 
  Metamagic Secret: The alienist listens to the 
  secret voices whispering from beyond time's end, and 
  profits thereby. At 3rd and 7th level, she may choose 
  any metamagic feat as a bonus feat. 
  Mad Certainty: At 4th level, the alienist's mad 
  certainty in the power of entities beyond the reach of 
  normal space and time lend her an unnatural fortitude: 
  She gains an additional 3 hit points as though from the 
  Toughness feat. However, constantly dwelling on such 
  beings is mentally corrosive, and the alienist's mind 
  begins to fracture. She develops a phobia against a spec-
  ified kind of creature, suffering a -2 penalty to saving 
  throws, attack rolls, and Charisma-based skill and abil-
  ity checks in regard to these creatures. The selected 
  creature gains a +2 morale modifier to AC and saving 
  throws against the phobic alienist. The DM determines 
  the creature feared. Good choices include spiders, 
  snakes, birds, or insects. Beings that share attributes 
  with or those that resemble the selected creature also 
  trigger the phobia. 
  Pseudonatural Familiar: On reaching 5th level the 
  alienist's familiar, if any, gains the pseudonatural 
  template (see Pseudonatural Creatures below) in addi-
  tion to the powers and abilities normal for a familiar of 
  the appropriate level. This does not replace the famil-
  iar—the original slowly takes on pseudonatural 
  aspects, which become fully active at this point. From 
  this point on, newly summoned familiars already 
  possess the pseudonatural template. 
  Extra Summoning: From 6th level on, the alienist 
  gains one extra spell slot at her highest spell level. This 
  slot can be used only for a summon monster spell. As 
  the alienist becomes able to learn higher-level spells, 
  the extra slot migrates up to the new highest level. 
  Insane Certainty: At 8th level, the alienist's mad 
  certainty crystallizes into a truly chilling mania. She 
  gains an additional 3 hit points as though from the 
  Toughness feat, but her phobia likewise intensifies. All 
  penalties and bonuses listed under Mad Certainty for 
  the selected creature increase to -6/+6. 
  Timeless Body: At 9th level, the alienist learns the 
  secret of perpetual youth. She no longer suffers ability 
  penalties for aging and cannot be magically aged (see 
  Aging Effects on page 109 of the Player's Handbook). 
  Any penalties she may have already suffered, however, 
  remain in place. Bonuses still accrue, but the alienist is 
  stolen away by horrible entities when her time is up, 
  and she is never seen again. 
  Transcendence (Su): At loth level, the alienist, 
  through long association with alien entities and 
  intense study of insane secrets, transcends her mortal 
  form and becomes an alien creature. Her type changes 
  to "outsider," which means (among other things) that 
  she is no longer affected by spells that specifically 
  target humanoids, such as charm person, but she can 
  be hedged out by a magic circle spell against her 
  alignment. Additionnaly, the alienist gains damage 
  reduction 10/magic and resistance to electricity 20. 
  Upon achieving transcendence, the alienist's 
  appearance undergoes a minor physical change, usually 
  growing a small tentacle or other strange addition or 
  substitution, such as an extra appendage, organ, eye, or 
  enigmatic lump. The alienist can hide this abnormality 
  in a robe or hood, but the alien growth is not under the 
  alienist's control and sometimes moves, twitches, 
  opens, or otherwise animates of its own accord. 
  
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  Anyone who shares the alienist's predilection for study 
  of the Far Realms immediately recognizes her 
  transcendent nature, and she gains a +2 circumstance 
  modifier on all Charisma-based skill and ability checks 
  when interacting with such beings. She gains a +2 
  circumstance modifier on intimidation checks against 
  all other creatures to whom she reveals her abnormal 
  nature. 
   
  Pseudonatural Creatures  
  Pseudonatural creatures dwell past the eons that lie 
  between the stars, beyond the planes as we  
  know them, nestled in far realms of insanity. When 
  summoned to the Material Plane they often take the 
  form of, and emulate the abilities of familiar creatures, 
  though they are more gruesome in appearance than 
  their earthly counterparts. Alternatively, they may 
  appear in a manner more consistent with their origins: 
  A mass of writhing tentacles is a favorite, although 
  other terrible forms are always possible. 
   
  Creating A Pseudonatural Creature 
  "Pseudonatural" is a template that can be added to any 
  corporeal creature (referred to hereafter as the "base 
  creature"). The creature's type changes to "outsider." It 
  uses all the base creature's statistics and special abilities 
  except as noted here. 
  Special Attacks: A pseudonatural creature retains all 
  the special attacks of the base creature and also gains 
  the following. 
  True Strike (Su): Once per day, the creature can make a 
  normal attack with a +20 insight modifier on a single 
  attack roll. The creature is not affected by the miss 
  chance that applies to attacks against a concealed 
  target. 
  Special Qualities: A pseudonatural creature retains all 
  the special qualities of the base creature and also gains 
  the following. 
  • Electricity and acid resistance (see the table below).  
  • Damage reduction (see the table below). 
  • SR equal to the creature's HD +5 (maximum 25). If 
  the base creature already has one or more of these 
  special qualities, use the better value. 
   
   
   
   
   
   
   
  Alternate Form (Su): At will, a pseudonatural creature 
  can take the form of a grotesque, tentacled mass (or 
  another appropriately gruesome form determined by 
  the DM), but all its abilities remain unchanged despite 
  the alien appearance. Changing shape is a standard 
  action. Other creatures receive a -1 morale penalty to 
  their attack rolls against pseudonatural creatures in this 
  alternate form. 
   
  Saves: Same as the base creature. 
  Abilities: Same as the base creature, but intelligence is 
  at least 3.  
  Skills: Same as the base creature.  
  Feats: Same as the base creature. 
  Climate/Terrain: Any land and underground. 
  Organization: Same as the base creature. 
  Challenge Rating: Up to 3 HD, as base creature 
  4 HD to 7 HD,as base creature +1 
  8+ HD, as base creature +2  
  Treasure: Same as the base creature 
  Alignment: Same as base creature 
  Advancement: Same as the base creature 
   
   
   
   
   
  Hit Dice
  Electricity, Acid 
  Resistance 
  Damage 
  Reduction 
  1-3 
  5 
  - 
  4-7 
  5 
  5/magic 
  8-11 
  10 
  5/magic 
  12+ 
  10 
  10/magic 
  
   
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  Class 
  Base 
  Fort Ref Will
   
   
  Level 
  Attack Bonus Save Save Save
  Special 
  Spells per Day 
  1 st 
  +0 
  +0 
  +0 
  +2 
  Summon alien 
  +1 level of existing class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Alien blessing 
  +1 level of existing class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Metamagic secret 
  +1 level of existing class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Mad certainty 
  +1 level of existing class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Pseudonatural familiar 
  +1 level of existing class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Extra summoning 
  +1 level of existing class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Metamagic secret 
  +1 level of existing class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Insane certainty 
  +1 level of existing class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Timeless secret 
  +1 level of existing class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Transcendence 
  +1 level of existing class 
    
   
   
   
   
  New Creatures 
  NARZUGON 
  Medium Outsider (Baatezu, Evil, Extraplanar, 
  Lawful) 
  Hit Dice : 10d8+10 (55 hp) 
  Initiative : +2 
  Speed : 20 ft 
  Armor Class : 25 (+1 Dex, +4 natural, +8 spiked full 
  plate, +2 heavy stell shield) touch 12, flat-footed 24 
  Base Attack/Grapple : +10/+14 
  Attack : Lance +14 melee (1d8+4) or heavy pick +14 
  melee (1d6+4) 
  Full Attack : Lance +14/+9 melee (1d8+4) or +14/+9 
  melee (1d6+4) 
  Space/Reach : 5 ft/ 5ft 
  Special Attacks : Baleful Gaze, spell-like abilities, 
  summon baatezu 
  Special Qualities : Damage reduction 10/good, spell 
  resistance 23, immunity to fire and poison, resistance 
  to acid 10 and cold 10, see in darkness, telepathy 100 ft 
  Saves : Fort +8, Ref +9, Will +8 
  Abilities : Str 18, Dex 14, Con 13, Int 12, Wis 13, Cha 
  19 
  Skills : Bluff +12, Diplomacy +13, Handle Animal +9, 
  Gather Information +17, Intimidate +19, Knowledge 
  (the planes) +9, Ride +17, Search +14, Sense Motive 
  +14, Spot +14, Survival +14 
  Feats : Mounted Combat, Ride-By Attack, Spirited 
  Charge, Improved Critical (heavy pick) 
  Environment : Nine Hells of Baator 
  Organization : Solitary (with mount) or pair (with 
  mounts) 
  Challenge Rating : 9 
  Treasure : Standard 
  Alignment : Always lawful evil 
  Advancement : By character class 
  Level Adjustment : — 
   
  Narzugons are the baatezu’s elite cavalry, riding 
  nightmares or other fantastic steeds across the planes 
  on errands of evil. When someone escapes Baator, 
  narzugons are sent to chase the escapee down. And 
  when the devils’dirty work needs to be done quickly on 
  the Material Plane, narzugons travel there to prowl the 
  country-side by night. 
  Narzugons are rarely seen without their hallmark 
  spiked plate armor, of masterwork construction. 
  Behind their visors, they resemble pale, gray humans 
  whose eyes betray an incomparable sadness —but to 
  gaze at the narzugon’s face is to court death itself. 
  Most narzugons ride nightmares when on missions for 
  the baatezu. Some ride greater barghests, fiendish dire 
  boars, or even dragons. 
  Combat 
  Narzugons use their mounts to great advantage, 
  employing maneuverability, charges and ride-by 
  attacks to good effect. But they’re cautious enough to 
  withdraw from combat if the mount is likely to perish. 
  A narzugon starts a fight by directing the mount to use 
  its special abilities, then follows up with its own melee 
  attacks. If the outcome of the battle is uncertain, the 
  
   
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  narzugon opens the visor on its helmet and makes gaze 
  attacks. 
  Baleful gaze (Su) : Those who see the narzugon’s 
  unmasked face see their own worst fears reflected in its 
  eyes. As they hold its gaze, the fearsome image grows 
  like a hallucination until it blocks out reality 
  completely. The baleful gaze functions as a phantasmal 
  killer spell cast by a 10th-level sorcerer (save DC 18) 
  against all within 30 feet. 
  Spell-like Abilities : At will—greater teleport (self plus 
  its mount plus 50 pounds of object only), hold person 
  (DC 16) ; 1/day—order’s wrath (DC 18), unholy blight 
  (DC 18). Caster level 12th. The save DCs are charisma-
  based. 
  Summon Baatezu (Sp) : Once per day, a narzugon can 
  attempt to summon 1d3 erinyes or another narzugon 
  with a 30% chance of success. This ability is the 
  equivalent 
  of 
  a 
  4th-level 
  spell.
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/593/Normal Scenarios/VTF3-06 - Smile in the Mist (APL 8-14)/VTF3-06 - Smile in the Mist.pdf