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. 
  URD3-02 
   
   
   
   
   
   
  A Test of Faith 
  A One-Round D&D LIVING GREYHAWK
  ®  
  Duchy of Urnst Regional Adventure 
  Version 1.0 
  by Mike Dezotell and Mike Haakstad 
  Editors: James Zwiers, Matt Lovell, Russ Taylor; RPGA HQ Reviewers: Craig Hier; Cartographers Daniel Thomson, 
  Mike Dezoetell; Additional Material: Lisa Gordon 
   
   
   
  Leukish, largest city in the Duchy of Urnst and one of the busiest ports on the Nyr Dyv, is not a good place to get lost, 
  even for a mighty cleric of Kord! And finding the big lug is only the beginning… 
   
  An Adventure for Characters levels 1 through 12. 
  
  A Test of Faith 
  [Round 1] 
  Page 1  
  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 three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  
  A Test of Faith 
  [Round 1] 
  Page 2  
  # 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 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  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. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or 
  more either higher 
  or lower than the 
  APL 
  this 
  adventure is being 
  played 
  at, 
  that 
  character 
  will 
  receive only half of 
  the 
  experience 
  points awarded for 
  the 
  adventure. 
  This simulates the 
  face 
  that 
  either 
  your character was 
  not as challenged 
  as 
  normal, 
  or 
  relied on help by 
  higher-level 
  characters to reach 
  the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  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. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Duchy of Urnst.  Characters native to the Duchy 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. 
  
  A Test of Faith 
  [Round 1] 
  Page 3  
  Adventure Summary and 
  Background 
  A mad skeptic alienist, known as Xorl Xantax, listening 
  to the chaotic babblings in his head, has taken to 
  kidnapping clerics and vivisecting them (that is, 
  dissecting them while they are still alive). He is searching 
  for the physiological basis of “faith”. He is headquartered 
  deep underneath the ruined temple of Zilchus in 
  Leukish, in the vast catacombs that are still habitable.  
   
  Recently, one of his captives, a bullish cleric of Kord, 
  managed to break from his cell and escape the mad 
  doctor, although his mental state leaves much to be 
  desired. Hopefully enough clues can be pieced together 
  to track down the strange alienist. The path that is 
  discovered leads to the sewers beneath Leukish and to 
  the back end of the doctor’s lab setup, his waste disposal 
  unit. 
   
  Introduction 
  You are in the city of Leukish, capital of the Duchy of 
  Urnst and its largest city. A bustling port on the Nyr 
  Dyv and the most cosmopolitan city in the Duchy, 
  Leukish has the largest and most diverse public 
  marketplace in the entire Flanaess (according to the 
  merchants who ply their trade here, anyway…), 
  which is why you are here. You have come to shop, or 
  at least look at what there is to buy. Adventure is the 
  last thing on your minds. 
   
  And then you see a tall, clean-shaven man in 
  simple commoner’s clothing posting a sign on a 
  public kiosk in the center of the marketplace: (show 
  Player Handout #1). 
   
  The sign reads 
  “Have you seen this man? His name is Aetham Verle. 
  His family wants him back safe and sound. If you 
  have any information to his whereabouts or are 
  interested in helping to find Aetham, please contact 
  House Verle. A reward for assistance leading to 
  Aetham’s safe return can be expected.” 
   
  The tall man notices your interest and quietly 
  introduces himself: 
   
  “Good morning. I wonder if you good folks could 
  assist me”, he says as points to the sign on the kiosk, 
  “This is my younger brother Aetham, he has been 
  missing for six days now! Could you please help me 
  find him? I’ll make it worth your time.” He glances 
  back over his shoulder, and then back at you and 
  whispers “I am Lord Seoman Verle, the head of House 
  Verle. Will you help me?” 
   
  Lord Verle explains that he is very concerned about his 
  brother, so concerned in fact that he is even canvassing 
  the city himself to find word of him. He offers a 
  substantial gold reward for his return, or even for 
  information leading to his return. If the party accepts his 
  offer (and if they don’t, that’s the end of the adventure), 
  he will suggest that they start by checking the area where 
  Aetham was last seen - the Temple District. Access to the 
  Temple District is restricted, so he will give the party a 
  pass from House Verle, which will allow them to enter 
  the gates. 
   
  Seoman doesn't know very much about his brother's 
  regular routine. Aetham was never a gifted student or 
  orator. He was given simple jobs to help out the family, 
  but never anything too taxing. He was once in charge of a 
  logging crew, but one day he simply dropped his axe 
  (some sort of epiphany, although he'd never come up 
  with such a word himself) and headed for the city, where 
  he joined the clergy of Kord. Since then, his day-to-day 
  contact with the rest of the Verle family has been 
  minimal, but even the Kordites noticed when Aetham 
  failed to show up for several meals in a row. With the 
  help of a few Lendorians (with Lendor's own patience, 
  indeed), enough information was pieced together to 
  discover that Aetham went missing on Godsday of last 
  week, sometime between dawn and noon. It being 
  Moonday today, Aetham has now been missing for 6 
  days. 
   
  Seoman Verle: Seoman Verle is one of the newest 
  members of the Honorable Chamber, elected in a 
  surprising vote in 591 CY. Seoman Verle has always been 
  a friend to the common people, rarely dressing in the 
  finery favored by other nobles. 
   
  Lord Verle began his time at the Honorable 
  Chamber unimpressively, staying out of debates and 
  rarely venturing a political opinion on any matters that 
  didn’t involve his house interests in the Celadon Forest.  
  He was until recently most known as being a quiet man, 
  except when drinking, and for being a good listener. All 
  that changed late in 591 CY, when he was to all 
  appearances slain during a failed kidnapping attempt just 
  before the wedding of Lord Sott. Powerful magic restored 
  life to Lord Verle, though many Skeptics deny it all as 
  clever fakery. 
  
  A Test of Faith 
  [Round 1] 
  Page 4  
   
  In any case, since that incident, Seoman Verle has 
  been a changed man. He has shorn his once unruly 
  beard, given up drink, and become an outspoken voice 
  for change and reform within the Honorable Chamber. 
  He remains an ally of the elves and humans of the 
  Celadon Forest, but has also become a champion for the 
  common man, advocating an end to the “outmoded and 
  short-sighted chains of our past”. 
   
  Lord Verle is also an outspoken proponent of 
  reinstating the heads of the major churches of the Duchy 
  of Urnst to their long-vacated seats in the Honorable 
  Chamber. This has been roundly criticized by the pro-
  Skeptic majority of the Honorable Chamber, who shrilly 
  claim it as proof that Seoman’s “miracle” is but a thinly 
  disguised power grab by the churches. 
   
  Seoman’s concern for his brother is sincere, though a 
  Sense Motive check (DC 20) reveals that Verle is 
  motivated more by family loyalty than by any great love 
  for this brother. Verle is concerned that political rivals 
  may be involved in the apprehension of his brother, but 
  does not mention this to the party. He hopes to bypass 
  official channels by recruiting assistance directly from 
  the public. 
   
  Seoman Verle wears a ring of mind shielding, a 
  sensible precaution for a noble of his importance. 
   
  Encounter One – Where’s 
  Aetham? 
  While most of Leukish seems to be constructed of 
  grayish brick and tiles, the majestic structures of the 
  Temple District tend to be stone. The common style 
  is tall and narrow to conserve space, with pointed 
  Gothic arches and square towers. The tiled roofs are 
  steeply peaked and the gutter-spouts are often 
  ornately carved in the form of magical beasts. 
   
  The best course of action here is for the heroes to interact 
  with some of the local denizens of the Temple District. 
  This can be done simulated by using a Gather 
  Information check to determine who they can find, or 
  run into. 
   
  Gather Information Results:  
   
  DC 15: Nobody other than the priests of the Cathedral of 
  Kord or House Verle knows anything about 
  Aetham. 
   
  DC 20: “I heard there was a mad giant down in the 
  sewers! If Aetham went down there the giant 
  might have eaten him!” 
   
  DC 25: A small female human child, scruffy and 
  tired looking approaches you and asks, “Can 
  you spare a penny? I’ve not eaten in two 
  days.” 
   
  If they refuse she sits down and starts crying. 
   
  The small human child is actually Delbrook 
  Softtoe (male Halfling Rog4/Ftr2; Bluff +12, 
  Disguise +14). Delbrook is a member of the 
  Bakery Street Gang and is trying to find ways to 
  scam money off people.   
   
  If anyone in the party has met Delbrook before, 
  they get a +4 circumstance bonus to their Spot 
  check to see through his disguise. If his disguise 
  and bluff hold up, he will try to con the party 
  out of some coin, then run away. 
   
  If they see through his deception, he will warn 
  them about going into the sewers: “You’re 
  looking for this chump, eh? Well, I suggest 
  you avoid going into the sewers to look for 
  him. That place ain’t healthy, if you know 
  what I mean. Some of our boys went down 
  there a few days ago and ain’t been seen 
  since.” 
   
  DC 30: “I work down in the sewers. I saw somebody 
  just like that earlier today, while we were 
  repairing the water main in the North End of 
  the Merchant District! He was chained hand 
  and foot, but still came shambling towards us 
  out of the mist, yelling like a madman about 
  a Honeysuckle Rose. We didn’t stick around 
  to find out why he was so upset about a 
  rosebush.” 
   
  
  A Test of Faith 
  [Round 1] 
  Page 5  
  Mosh Brokenstone (male Hill Dwarf Com3) is 
  a city employee. He is one of the repair crew 
  who normally work in the sewers. 
   
  If asked about getting into the sewers, Mosh 
  will tell the party about the access doors in the 
  public toilets (see Encounter Three). Mosh can 
  be bribed, and for sufficient gold (minimum 20 
  gp per APL, half that on a successful Diplomacy 
  check, DC 20) he will unlock the door to the 
  sewers for the party. If asked about roses, he will 
  direct them to the Leukish Gardens. 
   
  NOTE: Mosh is the easiest way to get the party back on 
  track. If they have spent half the time slot 
  searching the city and still haven’t gotten to the 
  sewers, have Mosh find the party, explain that 
  he’s heard about their search for Aetham, and 
  lead them to the nearest public restroom where 
  he will unlock the door to the sewers (for a 
  small fee).  
   
  Encounter Two – The Temple 
  District 
   
  Key Locations in the Temple District: 
   
  A. City Crier’s Post 
   
  B. 
  Cathedral of Kord 
   
  C. City Watch Precinct Office 
   
  D. Temple of Lendor 
   
  E. 
  Bakery Street Gang Hideout 
   
  F. 
  Leukish Gardens 
   
  G. Temple of Lydia 
   
  H. Shrine to Ehlonna 
   
  I. 
  Leukish Government Hall 
   
  J. 
  Public Restrooms 
   
  A. City Crier’s Post  
  The City Crier on duty is Girstan Raftershaker (male 
  gnome 1
  st level commoner). This is what he has to 
  announce: 
   
  “Hear ye! Hear ye! I have the news for the City of 
  Leukish on this day! Lord Seoman Verle is offering a 
  reward for the safe return of his brother, Aetham 
  Verle! 
  Anyone 
  with 
  information 
  as 
  to 
  the 
  whereabouts of Aetham should make haste to contact 
  House Verle. 
   
  The Cathedral of Kord is looking for stout labor to 
  assist with an official project. Applicants should have 
  a strong back and no fear of heights. Apply at Kord’s 
  Cathedral. 
   
  Guided tours of the World Famous Leukish Cemetery 
  and Mausoleum are being held daily at the temple of 
  Wee Jas, weather permitting. Other tours available 
  upon request include a scenic tour of the great 
  historical sites of the old Leukish Temple District. Be 
  sure to see the spectacular view from the Corrimel 
  Bell Tower of Kord's Cathedral, while it is still 
  available 
   
  B. The Cathedral of Kord 
  This is the tallest building in the district, with a bell 
  tower over a hundred feet tall. The ornate stained glass 
  has been removed and the building is covered with 
  scaffolding and canvas. Workers seem to be occupied 
  with taking the huge building apart. (See Appendix 4 for 
  more information about the Cathedral of Kord.) 
   
  High Priest Kohlath Maladaptor, the Mighty (Pure 
  Suel human male, 10
  th-level Cleric of Kord/2
  nd level 
  aristocrat) and his assistant, Lacquitt (Pure Suel human 
  male, 6
  th-level Cleric of Kord), are reluctant to talk about 
  their missing cleric, but will answer a few short questions 
  about what little they know. They know (because a cleric 
  of Lendor figured it out for them) that Aetham has been 
  missing for 6 days. They know that Aetham greatly 
  enjoys visiting the now closed Leukish Gardens (his 
  family was able to get a permanent access pass for him). 
  Otherwise, they are very focused on their construction 
  project. 
   
  The Kordites are currently in the process of moving 
  their cathedral. Cheerful acolytes are disassembling the 
  massive stone structure and moving it, block by block, to 
  the new site, where it is being rebuilt - twenty feet to the 
  North of the present location. This will allow the High 
  Priest to plant a flower garden, which will take advantage 
  of the terrific southern exposure on that side of the lot. 
  The flower garden is considered to be a major 
  improvement to the aesthetic appeal of the cathedral and 
  
  A Test of Faith 
  [Round 1] 
  Page 6  
  it is hoped that it will attract more members. The High 
  Priest will be happy to organize a proper search party for 
  Aetham as soon as the reconstruction of the cathedral is 
  complete - in about two years.  
   
  If asked why they are building a flower garden, the 
  High Priest will claim that it was his idea, but will admit 
  that Aetham Verle was the first to suggest it. Aetham 
  apparently spent a lot of time in the rose garden portion 
  of the Leukish Gardens. 
   
  All the priests and acolytes of Kord are wearing 
  heavy woolen gray pants with leather gauntlets, boots 
  and wide belts. All are bare-chested, save for a medallion-
  like holy symbol of polished brass. The High Priest’s holy 
  symbol appears to be gold. 
   
  Anyone 
  with 
  Knowledge 
  (architecture 
  and 
  engineering) or even a bit of common sense can offer a 
  suggestion or two to help the priests with their moving 
  project. But, they are a stubborn bunch once they set 
  their minds on something and will only accept 
  suggestions on a successful Diplomacy or Bluff check of 
  DC 25 or better. If it turns out to be a definite 
  improvement to the project, the High Priest will take 
  credit for the idea and thank the party for their 
  inspiration. 
   
  Nothing the party does will cause the priests to stop 
  working on the project or complete it in less than two 
  years. If a cleric of Lendor orders it, they will select a 
  small team of three acolytes (1
  st-level clerics) to search the 
  city. The acolytes are not very bright and will not be of 
  any real help. Under no circumstances will they enter the 
  sewers. 
   
  The only advice the High Priest can give the party 
  about finding Aetham is to contact the Temple of Lendor, 
  which has authority over the Temple of Kord, or the City 
  Watch, which has a precinct office across the street from 
  the cathedral. 
   
  Any PCs speaking to both High Priest Kohlath and 
  his assistant Lacquitt at the same time can make a Sense 
  Motive check (DC 20) to realize that Lacquitt is the 
  "brains" behind the temple, and virtually all commands of 
  the High Priest begin as suggestions from Lacquitt. 
   
  C. Leukish City Watch, Temple District Precinct 
  Office  
  District Chief Constable Dragan Pserchyal (pronounced 
  Dray-gahn Search-y’all) (Suel human male, 8
  th level 
  Fighter) is responsible for covering the Temple District 
  of Leukish. He will complain loudly about how short-
  handed and under-budgeted he is and how he is 
  expecting the whole district to devolve into anarchy at 
  any moment. 
   
  There have been several clerics of various faiths that 
  have gone missing in recent months, but Dragan is 
  unable to discern a pattern or find clues to what 
  happened to them.  
   
  He has only one clue about Aetham: there have been 
  reports of a large man yelling like a lunatic and rattling 
  chains at workers in the sewers. He would send a patrol 
  in to investigate, but doesn’t have the manpower to spare. 
  He suggests the party search the sewers in the North end 
  of the Temple District, which is where the most recent 
  report came from. If asked, he will instruct the party that 
  the proper, legal means of entering the sewers is to apply 
  for a permit from Government Hall (area I). He cannot be 
  bribed. 
   
  D. Cathedral of Lendor  
  This huge old building appears to be made of pure white 
  marble with golden streaks (known as “Maure Marble”, 
  brought from the original quarry in the Cairn Hills - 
  Bardic Lore or Knowledge (architecture and engineering) 
  DC 15 - all other stone here is quarried locally). The 
  lightly wooded temple grounds are surrounded by a 
  stone wall, and an intricate rock garden is visible beyond 
  the cathedral, laid out in the pattern of gentle cresting 
  waves. 
   
  Arch-Priest Altorn Alokno, Patriarch of the Duchy of 
  Urnst, (Pure Suel human male 3
  rd-level Aristocrat/14
  th-
  level Cleric of Lendor) is the widely acknowledged leader 
  of the Old Suel religion in the Duchy of Urnst. All 
  questions about Aetham are referred to the Arch-Priest, 
  and seeing the Arch-Priest is not an easy task. An acolyte, 
  Norlan Khaeloran, greets the party at the door.  He is a 1
  st-
  level Cleric of Lendor, who will ask the party to sit in the 
  Room of Patience. He will escort them to the room and 
  ask if they require refreshments. He will then bring a tray 
  with cups and a pot of lukewarm green tea. He will point 
  out the archives (door to the east), the solarium (door to 
  the south), and the lavatory facilities (door to the north, 
  unisex restroom with running water). If asked how long 
  they are to wait, he will only say: 
    
  “Waiting is a blessing from Lendor.” 
   
  Other Lendorian sayings: 
   
  
  A Test of Faith 
  [Round 1] 
  Page 7  
  “Patience is the gift of Lendor.” 
  “Lendor will reward your patience in time.” 
   
  The Room of Patience is tiled on the floor, ceiling and 
  walls with green marble. There are benches and tables 
  along the walls made of the same material.  
   
  There are a lot of monks standing around carrying 
  greatswords anywhere the party goes in the cathedral, 
  including the lavatory, effectively acting as temple 
  guardians. The greatswords are more for display than for 
  fighting, being too ornately decorated to be of any use. If 
  the monks need to fight, they sheath their swords and 
  fight open-handed. 
   
  The monks will not speak with the party, unless one 
  of them is a cleric of Lendor, and then they will only 
  answer simple yes-or-no questions. 
   
  After two full hours, Father Pytar Phadarth will 
  come in and address the party:  
   
  “May the blessings of Lendor be upon you, my 
  children. It is my honor to enquire as to the nature of 
  your visit. Do you wish to see the Arch-Priest?” 
   
  If the answer is affirmative, he continues: 
   
  “The Arch-Priest is currently in meditation and is not 
  expected to rise for another twenty days. You are 
  more than welcome to wait here, if you like.” 
   
  To any other question, he replies: 
   
  “I’m afraid that I am not authorized to discuss this 
  matter. You should speak directly with the Arch-
  Priest.” 
   
  However long the party waits, they will not get to see the 
  Arch-Priest unless it is a matter of life-and-death. After 
  the first twenty days, Pytar will find other excuses not to 
  let the party see him. 
   
  E.  Bakery Street Gang  
  This is the location of the gang’s hideout. The party will 
  not know about this unless they have met the gang 
  before or they have a favorable encounter with the gang 
  and are invited to enter. 
   
  They don’t know anything about Aetham, but they 
  have been losing members lately. Any halfling that goes 
  into the sewers in the Temple District is likely to 
  disappear without a trace. They don’t know why it 
  happens, but it has them all very scared. 
   
  F. The Gardens of Leukish  
  The gate is locked and a sign is posted:  
   
  “Admission to registered guests only. Passes may be 
  obtained at Leukish Government Hall.” 
   
  After obtaining the required pass, the party will be let 
  into the gardens by Groundskeeper Bronice U’Mothrok 
  (Suel human female 6
  th-level Druid). Her pure white hair 
  is tied back in a long braid. Her eyes are bright blue and 
  her complexion darkly tanned from more than 20 years 
  working outdoors. She is overseeing a work party of 6 1
  st-
  level druids and 20 1
  st-level commoners. They are busily 
  weeding the flower garden, pruning the trees of the 
  arboretum, and spreading compost as needed. 
   
  If asked about roses, she will happily point out the 
  city’s display of prize-winning roses. There is one bush of 
  which she is especially proud, the Suel Blonde Rose. The 
  flowers are very large and a bright, vivid yellow with a 
  scent that is strong and sweet. A small sign near the base 
  of the bush reads: 
   
  “Suel Blonde Rose (Rosa Lorinari). Hybrid first 
  cultivated by Duke Justinian Lorinar in 569 CY.” 
   
  If shown the poster or given a description of Aetham, she 
  will smile brightly and say: 
   
  “Yes, I know Aetham. He used to come by every day 
  and spend time admiring the roses. I haven’t seen 
  him for about a week, however. Is he all right?” 
   
  If asked about the “Honeysuckle Rose”, she will reply: 
   
  “There is no such flower that I know of. The 
  Honeysuckle is a very common flower, almost a weed. 
  
  A Test of Faith 
  [Round 1] 
  Page 8  
  I believe the term is used to show a contrast, like a 
  ‘purse from a sow’s ear’ or a ‘diamond in the rough’.” 
   
  She knows nothing of his current whereabouts. She 
  would like to help look for Aetham, but her duty is to 
  oversee the work on the city garden. 
   
  G. Temple of Lydia  
  By far the brightest and most well-attended of the 
  churches of Leukish, with so much stained glass you 
  wonder what holds the roof up. The effect is dazzling to 
  the eye, and the acoustics are also well-designed, as you 
  can hear the quiet singing of the single performer from 
  any part of the nave. 
   
  High Priestess Evenn Light (Suel human female, 10
  th 
  level Cleric of Lydia) is in charge and greets every one at 
  the door as they arrive. There is a musical performance 
  here every day at noon. Currently, donations are optional, 
  and all are welcome to enjoy the fine singing and harp-
  playing of Aristae Heartsong, half-elven female 7
  th level 
  bard. 
   
  H. Shrine to Ehlonna  
  Groundskeeper Bronice U’Mothrok, 6th level druid, 
  maintains this shrine, located within the Leukish 
  Gardens. She is currently at work in the grounds of the 
  garden (area F). The shrine is attended by an acolyte, 
  Timthek Genntill (mixed human male, 1st level 
  Druid/2nd level Cleric of Ehlonna), who refers all 
  questions to Groundskeeper Bronice. He can, however, 
  provide the characters with an exemption notice, Form 
  EGA (for Ehlonna Garden Access), which will allow the 
  party to get the fees waived for access to the Gardens (see 
  area I). 
   
  There is a larger Church of Ehlonna near the edge of 
  the city, outside of the Temple District. This is the 
  church referenced in URD2-05: Theft of a Flower; the 
  shrine is an older building built inside the Leukish 
  Gardens. 
   
  I. In Government Hall  
  An 
  ancient 
  stone 
  building 
  in 
  the 
  Great 
  Kingdom/Oeridian style, with massive stone columns 
  and small square windows. The marble is weather-stained 
  gray and some of the windows appear cracked. 
   
  There is an information desk in the lobby. The clerk, 
  Tamaraca Mamavoxin (Suel human female, 3
  rd-level 
  aristocrat), will greet the party with a well-practiced 
  cheerful smile as they come through the door: 
   
  “Welcome to Leukish! I'm Tamaraca Mamavoxin, how 
  may I help you today?” 
   
  If the party asks about the “Town Historian” or wants to 
  get a map of the city: 
   
  “You want the City Archivist? He is in the City 
  Records room down the stairs to the right.” 
   
  The City Archivist is Derwynt Gysmoras (Oeridian 
  human male, 6
  th level expert). Derwynt is very old and 
  hard of hearing. He refers to himself as a simple town 
  historian. He knows nothing about Aetham, but can 
  provide a map of the City Sewers for the Temple District. 
  The party cannot take the map with them, but he will 
  allow them to copy it. 
   
  If the party asks Tamaraca about getting a pass to the 
  Gardens of Leukish (area F): 
   
  “Passes to the City Gardens are available for a fee of 10 
  Gold Dukes per person per day, or we have a special 
  tour group rate of 30 Gold Dukes for first-time 
  visitors to Leukish who are traveling in groups of 4 or 
  more.” She will take your money and give you a card 
  with the word PASS stamped on it in red ink. (This 
  can be duplicated using the Forgery skill with a DC of 
  10.) 
   
  If the party has Form EGA (from area H) then the fees are 
  waived for this pass. 
   
  If the party asks about getting the key to the sewers, she 
  will patiently explain the following:  
   
  “The City Public Works Office, which is on the first 
  floor through the door to the left, requires form 
  ATCS* to be filled out in triplicate and notarized by 
  the City Controller’s Office, which is on the third 
  floor, first door to your right at the top of the stairs. 
  The City Controller’s Office requires a fee of 50 Gold 
  
  A Test of Faith 
  [Round 1] 
  Page 9  
  Dukes for each notarization, which comes to 150 Gold 
  Dukes to notarize all three copies of the form. After 
  the forms have been filed with the City Public Works 
  office, which charges a filing fee of 20 Gold Dukes, 
  you will be issued a Sewer Access Permit, which you 
  need to keep with you at all times while you are in 
  the sewers. A city employee will accompany you to 
  the door, unlock it, and wait for you to return so she 
  can lock it again.” 
   
  *Note: form ATCS stands for Access To City Sewers. The 
  total cost to get one comes to 170 gp. 
   
  The clerk at the Leukish City Public Works Office is 
  Acrice Valtross. The clerk at the Leukish City 
  Controller’s Office is Camrari Rekken. Both are Suel 
  human female 2
  nd level aristocrats. The clerk with the 
  keys is D’Arsa Paedornel, Suel human female, 1
  st level 
  aristocrat. All the clerks are Lawful Neutral and 
  absolutely incorruptible.  
   
  Any offer of a bribe or threat of violence will cause 
  the clerks to warn characters of the dire consequences of 
  such an act. Further offense will have the clerks summon 
  the City Watch, who will haul the offender(s) to the 
  Leukish City Gaol. A trial will be held the next day. The 
  Judge will be Korac Banotrad, 3
  rd level aristocrat/7
  th level 
  cleric of Wee Jas (Skill focus: Sense Motive). If convicted, 
  the offenders serve time at the Ducal Prison, 15 miles 
  south of Leukish. This also where executions are held. 
   
  Standard Punishments for the City of Leukish: 
  Bribing a city employee or official - 2 TU for each 
  offence. 
  Illegal Access to Restricted City Property (i.e. being 
  caught in the sewers without a permit) - 2 TU or 200 gp 
  fine. 
  Assaulting (i.e. threatening) a city employee or official - 4 
  TU for each offence. 
  Battery (i.e. attacking) of a city employee or official - 8 TU 
  for each offence. 
  Assaulting a member of the Ducal Guard - 20 TU. 
  Battery of a member of the Ducal Guard - 40 TU. 
  Attempted Murder (i.e. attacking with a deadly weapon) - 
  Life imprisonment at hard labor. 
  Murder - Death by Magic.  
   
  J. Entering the Sewers of Leukish  
  Access to the Leukish sewer system is through a locked 
  door in one of the many public toilets provided by the 
  city. There is a sign on the door with small print:  
   
  "The key to this door can be obtained only from the 
  City Public Works Office on the first floor of 
  Government Hall."  
   
  The door is a strong steel door that is almost impossible 
  to break down (DC 30, add +2 for every APL over 4). The 
  lock, however, is fairly simple and has a DC 15 (add +2 for 
  every APL over 4) to pick. 
   
  Beyond the door is a rusty iron spiral staircase that leads 
  directly into the sewers.  
   
  Encounter Three: 
  Watch it Wiggle 
  In the Sewers of Leukish: 
   
  The sewer tunnels are five feet wide and ten feet 
  high. There is about a foot of murky water and a foul-
  smelling mist that seems to cling to you and makes 
  you feel sticky all over. This is the worst smelling 
  place you have ever been in. 
   
  The mist reduces visibility to 10 feet, even with torches 
  or lanterns. A rattling noise can be heard in the distance 
  through the sewers, drawing the character towards 
  Encounter Three. The rattling noise is Aetham’s chains, 
  see Encounter Four.. The room below is encountered just 
  a short ways from the entrance. 
   
  As you wind your way through the sewer of Leukish, 
  a distant rattling noise draws your attention. 
  Following the noise leads you into an intersection of 
  sewer tunnels, 20 feet wide and 30 feet long. Opposite 
  the room from you, an oozing tentacled mass draws 
  back from a narrow tunnel, seemingly aware of fresh 
  prey. 
   
  
  A Test of Faith 
  [Round 1] 
  Page 10  
  No map is provided for this encounter. Sketch out a 
  square 20 foot by 30 foot room (the long sides running 
  north-south) with two tunnels entering on the northern 
  corners and two one the south corners. 
   
  One of Xantax’s pets has been roaming the sewers 
  since Aetham’s escape, sent to clean up an untidy witness. 
  The creature is hot on Aetham’s trail, but has been 
  distracted by the appearance of fresh and tempting pray. 
  Aetham is about 300 feet away down the tunnels, and 
  does not notice the battle in his addled state. 
   
  APL 2 (EL 3) 
  Pseudonatural Grick: hp 9; see Appendix I. The grick is 
  already in pseudonatural form, as an indistinct oozing 
  mass with four tentacles and a gaping mouth. It is not 
  easily recognizable as a grick. 
   
  APL 4 (EL 5) 
  Ochre jelly: hp 60; see Monster Manual. The tentacles 
  are actually psuedopods. 
   
  APL 6 (EL 7) 
  Black pudding: hp 115; see Monster Manual. The 
  tentacles are actually pseudopods. 
   
  APL 8 (EL 8) 
  Gibbering Mouther, Advanced 12 HD: hp 90; see 
  Appendix I. 
   
  APL 10 (EL 10) 
  Leechwalker: hp 97; see Appendix I. 
   
  APL 12 (EL 12) 
  Leechwalker, Advanced 26 HD: hp 195; see Appendix I. 
   
  Encounter Four: 
  Enter Aetham 
  Encounter Location: Aetham should be encountered 
  staggering through the sewer tunnels shortly after 
  Encounter Three. His location varies depending on if the 
  party approached Encounter Three from the north 
  (placing Aetham south of the room) or from the south 
  (placing Aetham north). 
   
  The mist reduces visibility to 10 feet, even with torches 
  or lanterns. Even so, finding Aetham is not difficult; he is 
  tired but still yelling feebly and incoherently. Every once 
  in a while he screams for no apparent reason. The rattling 
  of his chains adds to the noise he’s making. He is 
  shackled with masterwork manacles on his wrists and 
  ankles. The chains are just long enough to allow him to 
  walk in a shuffling manner. He is exhausted and sobbing, 
  but still trying to find his way out of the sewers. He is 
  wearing only a rough dirty tunic, very unlike the usual 
  garb for a cleric of Kord. He also has dirty bandages 
  wrapped around his head, which has been shaved of all 
  hair including his eyebrows. 
   
  He only starts making sense after someone has 
  calmed him down with a Diplomacy check, DC 20, or 
  after he has had a strong swig of something alcoholic. 
  Even then, he soon starts screaming again when he talks 
  about what happened to him. 
   
  Aetham cannot cast even 0-level divine spells, due to 
  his low wisdom. His only clerical ability is the Strength 
  ability once per day, which he already used to escape.  
   
  DM’s NOTE: Aetham Verle is a big, strong man who 
  isn’t very bright. He has experienced something that has 
  driven him insane. Half the time he is sobbing over his 
  lost “Honeysuckle Rose”, the other half he’s screaming 
  about things too horrible to think about. 
   
  “My poor Honeysuckle Rose! Please help! I 
  must free my Honeysuckle Rose! She is lost 
  without me! ALMIGHTY KORD!! Why did you 
  desert me when she needed me most?!” 
   
  If the PC’s ask about this “Honeysuckle Rose”: 
   
  
  A Test of Faith 
  [Round 1] 
  Page 11  
  “She is all that I live for! She is the sun and moon and 
  stars, all trapped in a dark place! I must set her free! I 
  must free her from the… THE EYE!! THE EYE IS 
  LOOKING 
  AT 
  HER!! 
  MAKE 
  IT 
  STOP!! 
  AAAAAAAGH!!” 
   
  If the PC’s ask where she is: 
   
  “It is a dark, cold place! It took all my strength and 
  Kord’s mighty aid to bend the bars of my own cage, 
  but I could not bend the iron bars that hold her! You 
  must help my Honeysuckle Rose! Help her or she is 
  lost! Please help me to free her! Get her away from 
  that… THAT EYE!! SAVE HER FROM THE 
  UNBLINKING EYE!! AAAAAGH!!” 
   
  If the PC’s ask him to show them where she is: 
   
  “I can’t go back there! The beasts! THE AWFUL 
  BEASTS! THE SLIME! THE ARMS! THE EYE!! THE 
  EYE IS LOOKING AT ME!! MAKE IT STOP!! MAKE 
  IT STOP LOOKING AT ME!! AAAAAAGH!!!” 
   
  If the PC’s want to take him back to the surface to rest, or 
  do anything else except save his “Honeysuckle Rose” 
  right away: 
   
  “We cannot leave her in that awful place! You must 
  help me! I beg you, in the name of Kord! Please help 
  me save her! PLEASE!! SAVE HER FROM THE EYE!! 
  THE UNBLINKING EYE!! AAAAAGH!!” 
   
  Aetham tries to walk further, but collapses from 
  exhaustion and shock, then passes out cold. The party can 
  do nothing to revive him, magically or otherwise, and 
  must carry him out of the sewers and back to the 
  Cathedral of Kord (he weighs 260 pounds). Even a heal 
  spell will only make him rest easier, not wake him up. If 
  the players wish to take him straight to the Verle estates, 
  Seoman will ask them to help him bring Aetham to the 
  Cathedral anyway, to get looked after properly. 
   
  The Kordite clerics are very concerned about 
  Aetham’s condition, but cannot spare anyone to look 
  after him. The clerics of Lendor are also concerned, and 
  Pytar Phadarth insists that he be brought to their 
  infirmary for treatment.  
   
  If the party goes looking for Seoman Verle after dropping 
  Aetham off with the Lendorians, he will be easy to find, 
  but will insist the party stay with him at Aetham’s side 
  until he recovers. After the party has waited for news of 
  Aetham’s condition in the Room of Patience for a few 
  hours, Pytar enters the room and says:  
    
  “It is worse than we thought. His mind has been 
  shattered by something too horrible for him to 
  accurately describe and it may be some time before he 
  will recover completely. He has also had some 
  portions of his brain physically removed! How awful. 
  However, we have studied his insane ramblings and 
  have determined a likely location to search for his 
  tormentor and hopefully his lost ‘Honeysuckle Rose’. 
   
  “You are going back to find her, aren’t you?” 
   
  If the party agrees to go back, the Lendorians will ask that 
  they find out more about why he was missing. They have 
  lost another cleric lately, and they would be grateful if 
  the party could put a stop to it.  
   
  Pytar is especially adamant about finding the girl 
  that Aetham has been babbling about. A successful Sense 
  Motive check opposed by his Bluff skill (+8) will reveal 
  that he may know who she is, but that’s all that can be 
  determined. He will admit nothing. 
   
  If the party decides not to go back to the sewers, they 
  still get the gold and experience for finding Aetham, but 
  the adventure is over. 
   
  Encounter Five: 
  Honeysuckle Rose 
  If the party follows Aetham's directions: 
   
  You head through the sewers once again. The mist 
  still clings to you as you tread along narrow 
  walkways, praying that you don't fall into the muck 
  below. As you near what you hope is your destination, 
  you can indeed make out the outlines of a hole in the 
  ceiling. There is a small heap of rubbish at the base of 
  the heap, and just as you close to examine it, it slides 
  
  A Test of Faith 
  [Round 1] 
  Page 12  
  into the slowly running stream of filth at your feet 
  and sinks away. 
   
  Aetham’s directions lead the party to an old garbage 
  chute in the ceiling that empties directly into the sewers. 
  A Medium-size PC could let someone stand on his/her 
  shoulders to reach the chute, where they will have to 
  make a Climb skill check (DC 15) to climb up into the 
  room above. Climbing directly up the slimy walls to get 
  to the chute is harder (DC 20). 
   
  Once up the chute, the party will be in a 10 ft. by 10 
  ft. square room with a spiral staircase leading up. The 
  heaps of refuse suggest that trash is hurled down from 
  the upper level, not all of which makes it into the sewer.  
   
  Area A 
  Description: At the top of the stairs is a series of three 30 
  ft. diameter dome-shaped rooms, with a single strong 
  wooden door (break DC 23, hardness 5, hp 20) at the far 
  end, which is locked  
  • 
  APL2, DC 20;  
  • 
  APL4, DC 22;  
  • 
  APL6, DC 24;  
  • 
  APL8, DC26;  
  • 
  APL10, DC28;  
  • 
  APL12, DC30; 
  and possibly trapped (see below). The ceilings are domed 
  vaults 20’ high at the apex. 
   
  Contents: All of this is of secondary importance, 
  however, as there is also a hydra in this room that will 
  attack as soon as the first PC appears (see below). 
   
   
  Hold Monster Trap 
   
  APLs 2-6 
  No trap is present at lower APLs. 
   
  APL 8 
  Hold Monster Trap: CR 6; magic device; proximity 
  trigger; automatic reset; spell effect (hold monster, 15th 
  level Wizard, Will save [DC 17] negates; magic missile, 
  1st level Wizard, 1d4+1 damage); Search DC 30; Disable 
  Device DC 30. 
   
  APL 10 
  Hold Monster Trap: CR 7; magic device; proximity 
  trigger; automatic reset; spell effect (heightened (6th 
  level) hold monster, 15th level Wizard, Will save [DC 19] 
  negates; magic missile, 1st level Wizard, 1d4+1 damage); 
  Search DC 31; Disable Device DC 31. 
   
  APL 12 
  Hold Monster Trap: CR 9; magic device; proximity 
  trigger; automatic reset; spell effect (heightened (8th 
  level) hold monster, 15th level Wizard, Will save [DC 22] 
  negates; magic missile, 1st level Wizard, 1d4+1 damage); 
  Search DC 33; Disable Device DC 33. 
   
  The trap is triggered if any creature of type humanoid 
  passes through the door to the next area. It only works 
  once per round, on the first subject to pass through the 
  door that round. The hold monster targets the character 
  stepping through the door, and the magic missile targets 
  the largest target within range (likely the hydra, but the 
  largest other creature if the hydra is dead). This will of 
  course draw the attention and anger of the hydra toward 
  the person who is now (in theory) held motionless in the 
  doorway. 
   
   
   
   
  Hydra 
   
  Note: the only exception to the description of the Hydra 
  in the Monster Manual is that each head only has one 
  eye. 
   
  
  A Test of Faith 
  [Round 1] 
  Page 13  
  APL 2 (EL 4) 
  Five-Headed Hydra: CR 4; hp 52 (10 per head); see 
  Monster Manual. 
   
  APL 4 (EL 6) 
  Seven-Headed Hydra: CR 6; hp 73 (10 per head); see 
  Monster Manual. 
   
  APL 6 (EL 8) 
  Nine-Headed Hydra: CR 8; hp 94 (10 per head); see 
  Monster Manual. 
   
  APL 8 (EL 10) 
  Nine-Headed Pyrohydra: CR 10; hp 94 (10 per head); 
  see Monster Manual. 
   
  APL 10 (EL 12) 
  Eleven-Headed Pyrohydra: CR 12; hp 115 (10 per head); 
  see Monster Manual. 
   
  APL 12 (EL 14) 
  Twelve-Headed Lernaean Hydra: CR 14; hp 126 (10 per 
  head). 
   
  Area B 
  Description: Room with attached pantry. 15’ high ceiling. 
   
  Contents: This area is used (now) as a kitchen. All the 
  conveniences are here, a stove, a water pipe, easy access to 
  a trash compacter (hydra). All of the facilities are built to 
  be useful to a Small chef.  
  There is a small herb garden set up, apparently using 
  hydra manure as compost. The room's original purpose is 
  unclear, but it was likely a common room for a dormitory 
  of some sort at one time. It hasn't been used for its 
  original purpose in roughly 10 years, and a large portion 
  of the former room has been buried by a roof collapse. 
   
  Mixed in with a pile of common cookbooks is an 
  interesting book. It is titled "Hydra Care" and details the 
  nutritional and training requirements for the various 
  varieties of hydras, as well as a chapter suggesting ways to 
  magically subdue and shrink them for easy transport and 
  placement as guards. 
   
  Area C 
  Description: 15’ x 20’ storage room with low (10’) ceiling. 
   
  Contents: This area is stocked with vegetables, smoked 
  meat, and various foods in jars and barrels. Whoever is 
  doing the cooking here seems to have a thing for pickled 
  herring. Most of the herring is in barrels marked "Cifert - 
  Gosferd". 
   
  Area D 
  Description: 35’ x 45’ (roughly) room with high (20’) 
  vaulted ceiling. 
   
  Contents: This large room looks like it may once have 
  been an area of worship. A Knowledge (religion) check 
  [DC 18] will identify the repeating symbol of hands 
  clutching a bag of coins as the holy symbol of Zilchus. A 
  Knowledge (history) or (local, Duchy of Urnst) check 
  (DC 15) will identify the Temple of Zilchus as having 
  been destroyed in the Temple Coalition Revolt twelve 
  years ago (in CY 571). 
   
  There is a storage closet here, unlocked, that 
  contains three holy symbols (Kord, Lendor, and Lydia), as 
  well as two spell component pouches, a dagger, and a 
  light mace. 
   
  Area E 
  Description: The rooms down this five foot wide hallway 
  appear to have once been cells for monks or acolytes of 
  some sort. Five of the six doors are closed and locked, but 
  all the doors have one foot square barred windows.  
  Rooms are roughly 10’ x 12’; ceilings are 10’ high. 
   
  The only open door appears to have been burst open 
  from the inside. Inside the empty cell you find that the 
  occupant had smashed his cot to pieces and had then 
  used the pieces to smash against the door, walls, floor, 
  and even ceiling for quite some time. 
   
  One of the closed doors appears to have been beaten 
  on from the outside for an extended period, but it is still 
  intact. 
  
  A Test of Faith 
  [Round 1] 
  Page 14  
   
  Contents: The only occupant of the closed cells is a lovely 
  young woman with long blond hair and green eyes, 
  wearing only a rough, dirty tunic like what Aetham was 
  wearing. Her hair is a bright yellow, similar to the Suel 
  Blonde Roses in the city garden. This is obviously the 
  “Honeysuckle Rose” that Aetham has been pining for. 
   
  The door to her cell is, of course, locked. It is an iron 
  door (break DC 28, hardness 10, hp 60 [currently 54, due 
  to Aetham's beating]) with a fairly good lock [DC 22]. 
   
  Background: Her name is Laila Laschana and she claims 
  to be a cleric of Lydia. (She is actually a cleric of Syrul and 
  a spy for the Scarlet Brotherhood, see Appendix III.) If 
  the party can free her, she will help them explore the rest 
  of the place. She is wearing restraints similar to what 
  Aetham was wearing.  
   
  She will insist on finding the person who 
  imprisoned her and Aetham before they can escape to do 
  more harm to others (actually, she wants something the 
  Skeptic has that belongs to her. She also wants revenge). 
   
  She can tell the party only a little bit of what is going 
  on, and some of what she tells is untrue. The following 
  will be summarized as boxed-text for her, but here it is 
  described what is true and untrue.  
   
  Her tale begins when she was captured while out 
  walking one night (true). She was near the Temple of 
  Lydia (untrue, she was really near the Temple of Lendor, 
  heading for a meeting with her co-conspirator). She was 
  frozen in space by what she assumes was a hold person 
  spell, and beaten unconscious with a blunt object of some 
  sort (true).  
   
  She awoke here, stripped of her possessions, locked 
  in this room (true). She found that there were three other 
  prisoners, a female dwarf cleric of Moradin, a male cleric 
  of Lendor, and a male cleric of Kord (true). The four 
  clerics spoke for some time, and then the Lendorian was 
  taken away by a small insect-man. He never came back, 
  and it has been at least a few days now (true).  
   
  At times, the insect man would come and take away 
  Aetham, but he would be brought back, weeping and 
  babbling. Laila and this cleric of Kord spoke at length, 
  and became quite fond of each other (partly true, Laila 
  cares nothing for Aetham).  
   
  He said that he could bash his way out of the cage, 
  but she didn't believe him (untrue, she knows about the 
  Strength domain ability). He gave a great shout, and then 
  crashed right through his door (true). He then tried and 
  tried to break down Laila's door, but to no avail (true). He 
  decided to try to escape, and bring back help (partly true, 
  Laila convinced him to leave). 
   
  When the party appears she says: 
   
  “Hurry! Free me so we can stop that madman from 
  killing another innocent victim!” 
   
   Further explanation, if asked:  
   
  "Oh, please save me from this horrible place! I was 
  captured while I was walking the grounds of the 
  Temple of Lydia; I was frozen in place by magic, and 
  then I was pummeled until I blacked out.  
   
  When I woke up, I was here in this cell, without 
  my holy symbol or any of my things. I was so sad and 
  lonely, until I heard other voices from out in the 
  hallway.  
   
  There were other people here! There was Lucinta, 
  a female dwarf cleric, and Harrell, a cleric of Lendor, 
  and dear Aetham, a cleric of Kord. Isn't it strange that 
  all four of us were clerics? Anyway, we spoke often, 
  although Lucinta did not join in very much.  
   
  After a few days, poor Harrell was taken away by 
  a small insect-man, and he never came back.  
   
  Several times over the next couple of days, my 
  Aetham was also taken away, but he was returned, 
  sobbing and babbling. I think he was hurt pretty bad.  
   
  A day or two ago (it's hard to keep track of time 
  down here) Aetham calmed down a bit, and said he 
  could break us out of here.  He gave a great shout, and 
  he broke down his cell door! I had no idea he was so 
  strong, he just snapped that iron door like a twig!  
   
  He came over to my door, but though he tried 
  and tried, he just couldn't get it to break. He then said 
  that he would try to escape and bring back help. I 
  begged him not to leave me, but he left all the same.  
   
  After a while, the little insect-man came back and 
  took away Lucinta, and then I was all alone until you 
  brave folk came here. 
   
  If told about Aetham: 
   
  
  A Test of Faith 
  [Round 1] 
  Page 15  
  “Is he all right? The poor dear boy tried so hard to free 
  me. I do hope nothing bad happens to him.” 
   
  She asks to be taken to the storage closet in Area D, to get 
  her holy symbol (Lydia), spell component pouch, healer's 
  kit, and dagger back. She finds the symbol, pouch, and 
  dagger, but she can't find the healer's kit anywhere. After 
  a bit of frantic searching, she stops looking for it 
  altogether.  
   
  Once she has her possessions, she will ask the PC 
  who looks the most like a front-line fighter if she can 
  bless his weapon. She will ask another PC if she is 
  refused, but keep in mind that she is a VERY attractive 
  woman, and knows how to use it. She will cast greater 
  magic weapon (for an enhancement bonus of +3) on the 
  weapon she is given.  
   
  She will also cast cure spells for any injured PCs. She 
  will explicitly mention that she can convert other spells 
  to healing, so that she can do lots of it. She can't really 
  convert spells for healing, but she has many cure spells 
  prepared to give the illusion that she can.  
   
  The symbol of Lydia (a spray of colors coming form 
  an open hand) contains the forked tongue of Syrul 
  hidden inside, this allows Laila to cast spells normally. 
   
  If the party is unable to free her, she still asks for her 
  possessions, and still offers to "bless" the weapon of a 
  front-line fighter. She also tells the party that the evil 
  man's insect henchman usually has the keys to the cells. 
   
  Laila knows about the door to Area F, but doesn’t 
  know what lies beyond it. 
   
   
  Encounter Six: 
  The Skeptic Vivisectionist 
  Area F 
   
  Description: Dome-shaped room roughly 30’ diameter 
  and 20’ high at the apex, with a 7’ wide hall to the South, 
  10’ wide hall to the West. 
   
  Contents: You enter the door that Laila has told you 
  leads further into the deranged complex. The torches 
  glow brightly within, but you quickly wish instead for 
  the sweet ignorance of darkness. Strapped to a table 
  with metal restraints lies a gaunt, hairless man. He is 
  bleeding from numerous places on his body, and he 
  begins to feebly struggle as the air in the room flows 
  toward the newly open door. As you draw near, you 
  can see that his eyes and ears have been delicately 
  removed from his head with surgical precision, and 
  his mouth is a gaping hole from which the tongue has 
  been removed. There are numerous scars up and 
  down his torso, which have been roughly stitched 
  shut with thick cord. Hanging above the tortured 
  body are racks and racks of surgical tools, blades, 
  pincers, pliers, and clips. All of the tools are 
  immaculately clean, and there is the scent of 
  astringent soap in the air. The thing that strikes you 
  the most about all of this is the complete and utter 
  lack of blood, whether fresh or stains. 
   
  This is the lab proper, where another victim is found 
  strapped to an examination table; barely alive, completely 
  insane. The mad victim is Harrell Covenant, a minor 
  cleric of Lendor. He is tongueless, exhausted, raving mad, 
  and attacks anyone who let’s him loose. He only has 0 hit 
  points left and drops to -1 hit points after his attack. 
   
  Harrell Covenant, male human Clr2: hp 15 (currently 
  0); AC 10; Atk +1 melee (1d3, improved unarmed strike, 
  50% miss chance) 
   
  His bonds are masterwork manacles (break DC 28, 
  hardness 10, hp 10, and lock DC 30).  
   
  Even if fully healed (this would take powerful healing 
  magic), Harrell will not fight against Xorl or his minions. 
  He is too terrified of them. All he wants to do at this 
  point is leave. 
   
  On a shelf in the back of the room can be found 
  (Search DC 20) a rare uncensored copy of the widely 
  banned anatomy text "Yarg's Anatomy: The Secrets 
  Within" worth up to 100 gp to a collector. Also there are 
  copies of "Necromantic Theorems and Practices" by 
  Czutaz Urlirel worth 200 gp, "Philosophical Questions" 
  by Daesnar Braden worth 150 gp, "Demons, Devils, and 
  Celestials: The Outsiders I Have Known" by Grivel worth 
  200 gp, and "Cultivating the Mind" by Justinian Lorinar, 
  worth 350 gp. 
   
  After the party has been in this room for one minute, 
  the sounds of battle will start coming from the next room 
  (Area G). The door to that room is a strong iron door with 
  
  A Test of Faith 
  [Round 1] 
  Page 16  
  an arcane lock [+10 to break DC for a total DC of 38] that 
  has 5 locks that each are amazingly good [Open Lock DC 
  40]. It can be bashed, but the door is four inches thick, so 
  it has a hardness of 10 and 120 hp. 
   
  Through the heavy iron door, you hear the sounds of 
  a battle of titanic proportions. You hear voices 
  chanting spells, and you hear the growls and shrieks 
  of a multitude of strange beasts. On more than one 
  occasion the sounds become unearthly howling. 
   
  Thirteen rounds after the combat begins, the iron door 
  suddenly bursts from its hinges and flies across the room, 
  along with the badly mangled and fried corpse that was 
  thrown against it. Anyone standing in front of the door, 
  including anyone trying to pick the lock or bash the 
  door, will need to make a Reflex save (DC 20) in order to 
  avoid taking damage from the flying steel door (2d6+6 
  points of damage). 
   
  If Harrell has not been released from the 
  examination table, the door will hit him and he will take 
  full damage, killing him instantly. The party will not lose 
  experience points for his death in this manner, nor will 
  they gain any for freeing him. 
   
  The body that struck the door hard enough to blast it 
  from its hinges is that of a Lucinta, the dwarven cleric of 
  Moradin, still with her newly recovered +1 warhammer 
  in hand. She is quite dead. 
   
  If the party breaks through or opens the door before 
  the thirteen rounds are up, the body of Lucinta strikes 
  the wall next to the door just as the door is opened. 
  .  
  Area G 
   
  Description: Very large room, 79’ x 128’, with a high 
  vaulted ceiling composed of a series of complex 
  interlocking arches. It is astonishing that such a large 
  underground chamber has no supporting pillars. In spite 
  of this, parts of the ceiling have collapsed and rubble fills 
  the Northwest and Southeast corners of the room. 
   
  Contents: This room appears to be the personal study 
  of Xorl Xantax. It has been wrecked by a terrible 
  battle between two high-level spellcasters. Scorch 
  marks cover most surfaces; the walls and ceiling are 
  cracked in several places and all the furniture has 
  been smashed to bits except for a stone table in the 
  back of the room and a folding metal operating table 
  next to it. A haze of smoke hangs in the air, which 
  also smells sharply of ozone, burned flesh and… 
  something unknown to this world. 
   
  The rest of the scene depends on the APL: 
   
  APLs 2 and 4 
  An unconscious and badly wounded human male lies 
  in the middle of the floor. A strange insectoid 
  creature is standing over the body, chattering in a 
  menacing manner. It’s about the size of a German 
  Shepard dog, but looks a bit like a giant ant with 
  arms. The insect-man looks up at you, and even 
  though it is from another world, you can see the grief 
  in its... three eyes? As you look in shock, it leaps 
  toward you aggressively. 
   
  APL 2 (EL 5) 
  Fluffy, pseudonatural Formian worker familiar: hp 13; 
  spells active: extended jump; see Appendix II. 
   
  APL4 (EL 7) 
  Fluffy, pseudonatural Formian worker familiar: hp 29; 
  spells active: extended jump, expeditious retreat; see 
  Appendix I. 
   
  This is “Fluffy”, Xorl’s familiar. He will defend the body 
  of his master to the death, and will attack anyone who 
  enters the room. Xorl, the body on the floor, is currently 
  at -4 hp. He will not successfully stabilize if the PCs don't 
  heal him. 
   
  APLs 6 and 8 
  A tall gaunt man with a third eye growing out of the 
  middle of his forehead is standing at the back of the 
  room. There are other beings scattered around the 
  room. At first glance they are merely huge animals, 
  but a second look reveals them to be strange, 
  otherworldly things with writhing tentacles and 
  unnerving third eyes. 
   
  
  A Test of Faith 
  [Round 1] 
  Page 17  
  The man is sobbing with grief and appears to be 
  wounded. 
   
  “She killed Fluffy! That… that… CLERIC!” 
   
  When he notices the party, he screams and attacks 
  immediately. 
   
  “No! You can’t stop me now! Not when I’m so close to 
  the secrets! I’ll kill you first! Kill you all!” 
   
  APL 6 (EL 9) 
  Xorl Xantax: hp 46; see Appendix II for current stats. 
  Pseudonatural Giant Crocodile: see Appendix II for 
  stats and expiration round. 
  Pseudonatural Dire Ape: see Appendix II for stats and 
  expiration round. 
  Pseudonatural Crocodile: see Appendix II for stats and 
  expiration round. 
  Pseudonatural Hyena: see Appendix II for stats and 
  expiration round. 
   
  APL 8 (EL 11) 
  Xorl Xantax: hp 61; see Appendix II for current stats. 
  Pseudonatural Dire Bear: see Appendix II for stats and 
  expiration round. 
  Pseudonatural Giant Crocodile: see Appendix II for 
  stats and expiration round. 
  Pseudonatural Dire Ape: see Appendix II for stats and 
  expiration round. 
  Pseudonatural Crocodile: see Appendix II for stats and 
  expiration round. 
   
  APLs 10 and 12 
  A tall gaunt man with a third eye in the middle of his 
  forehead is standing at the back of the room, 
  examining some objects on the stone table. Beside 
  him stands a strange insectoid creature, about the size 
  of a German Shepherd dog. There are other beings 
  scattered around the room: strange, otherworldly 
  things with writhing tentacles and eyestalks. 
   
  If Laila or any cleric (who is not a halfling) enters the 
  room: 
   
  “What are you doing here?! Get back to your cell, you 
  miserable cretin! You will never stop me from finding 
  the TRUTH that you have kept from us all these 
  years!” 
   
  He will then attack the cleric(s) and anyone else who is 
  with them. (NOTE - Laila will not want to enter this 
  room first, and would prefer to avoid Xorl if possible, but 
  she wants the item that Xorl is looking at on the stone 
  table.) 
   
  On sight of a halfling: 
   
  “NO! They’ve found me! They’ve come for me at last! 
  Monsters! You’ll never take me alive!” 
   
  He will focus his attack at the halfling(s) and will not 
  stop until he or they are dead. Don't forget to apply the 
  +/-6 penalties in this case (see Appendix II for details). 
   
  If a party members who are neither halfling nor 
  obviously clerical (druids don’t count) enter the study: 
    
  “You’re just in time! I have nearly unlocked the secret 
  of the so-called “divine power” that these pitiful 
  puppets squawk about! Come in! Look at my notes 
  and you will see the TRUTH! They laughed at my 
  theories at the College of Sages and Sorcery. 
  LAUGHED! But I’ll show them! I’ll show them ALL!!! 
  I’ve almost located the source of Divine Power. It 
  seems to dwell deep within the human heart. But 
  when I try to cut into it, the heart tends to stop and 
  the magic dies along with the host. Blood washes all 
  trace of the power away. Then I had an idea. An 
  epiphany, if you will…”  
   
  He laughs insanely for a moment, his third eye 
  leering and moving independently of his normal eyes 
  (it has no eyelids or eyelashes and is open at all 
  times), and then continues: 
  
  A Test of Faith 
  [Round 1] 
  Page 18  
   
  “I have made a special potion which will preserve 
  life without blood or heartbeat. I tested it on many of 
  my creatures and it doesn’t harm them in any way. Of 
  course they don’t have blood or hearts as we know 
  them, but I think the principle should work on 
  humans just the same… 
   
  “Here, drink this and tell me how it makes you 
  feel…” 
   
  He hands you a vial of black liquid.  
   
  If any of the PCs drinks it or allows the liquid to touch 
  their skin, it acts like a poison (Dragon Bile - Contact 
  poison, DC 26, Initial 3d6 Str., Secondary 0). There is no 
  other effect. NOTE – A character who has a 0 Strength is 
  effectively paralyzed. 
   
  (If the PC simply throws it in Xorl’s face, he will be 
  completely taken by surprise, but his minions will attack 
  immediately. Fluffy and the others are immune to the 
  poison, but Xorl is not.) 
   
  If the PC drinks the poison, Xorl will then instruct 
  his minions to place the PC on the unfolded operating 
  table so he can prep him or her for surgery. If he or she 
  struggles, they will attempt to grapple. 
   
  “Let’s see how well it works. I know you don’t have 
  any divine magical power, but I should now be able to 
  cut your heart right out of your body without 
  harming you at all. I’m afraid you’ll most likely die 
  when the potion wears off, but you should be proud 
  of making such a sacrifice in the name of TRUTH!” 
   
  If nobody tries to stop him, the PC will be strapped to the 
  operating table with masterwork steel restraints and Xorl 
  will perform a “Coup de Grace” as he cuts out the PC’s 
  heart. 
   
  If anyone tries to stop him, or the PC objects to the 
  process at any point, Xorl will become violent and attack, 
  shouting: 
   
  “The TRUTH will not be denied!” 
   
  APL 10 (EL 13) 
  Xorl Xantax: hp 70; see Appendix II for current stats. 
  Fluffy, pseudonatural Formian worker familiar: hp 31; 
  spells active: extended jump, expeditious retreat; see 
  Appendix II. 
  Pseudonatural Dire Tiger: see Appendix II for stats and 
  expiration round. 
  Pseudonatural Dire Bear: see Appendix II for stats and 
  expiration round. 
  Pseudonatural Giant Crocodile: see Appendix II for 
  stats and expiration round. 
  Pseudonatural Dire Ape: see Appendix II for stats and 
  expiration round. 
   
  APL 12 (EL 15) 
  Xorl Xantax: hp 82; see Appendix II for current stats. 
  Fluffy, pseudonatural Formian worker familiar: hp 41; 
  spells active: extended jump, expeditious retreat, mage 
  armor; see Appendix II. 
  Pseudonatural Legendary Bear: see Appendix II for 
  stats and expiration round. 
  Pseudonatural Dire Tiger: see Appendix II for stats and 
  expiration round. 
  Pseudonatural Dire Bear: see Appendix II for stats and 
  expiration round. 
  Pseudonatural Giant Crocodile: see Appendix II for 
  stats and expiration round. 
   
  Tactics: With all APLs, many of Xorl’s and/or Fluffy’s 
  spells have been cast already. Some have been dispelled, 
  and some are set to expire in a few rounds, including 
  summoning spells. See Appendix II for a complete list. 
  Fluffy will cast his remaining useful spells before 
  engaging in melee. Xorl will try to keep summoned 
  creatures between himself and the PCs as much as 
  possible, and use ranged spells. The summoned creatures 
  will move toward the party and use their best attacks first 
  on whoever is closest, while Fluffy and/or Xorl will 
  concentrate their attacks first on any halflings, then on 
  clerics, then on other spellcasters. 
   
  During the fight, Laila will cast cure spells as needed 
  to support the party, but will avoid combat herself. If 
  pressed, she will use her searing light and flame strike 
  spells, as they are on Lydia's domain spell lists. If things 
  
  A Test of Faith 
  [Round 1] 
  Page 19  
  start going *really* badly she will flee the scene, 
  returning only when the fighting has ended. 
   
  When the fighting is over (or while the fighting is at 
  its most heated, if possible), Laila will go to the table in 
  the back of the room and take an item from it. It is a 
  healer's kit marked with a holy symbol of Lydia. Laila will 
  then quietly go with the party. She will answer no 
  questions about herself or the item she took from the 
  table, other than that it is hers, and was taken. 
   
  In a drawer under the examination table is a book - 
  the “Journal of Henvayt Kolir/Xorl Xantax” (see Player 
  Handout #2). Laila will find this if nobody else does. THE 
  PARTY MUST HAVE THIS ITEM! 
   
  If the party accuses Laila of anything (and they really 
  should have no reason to do this), she will deny any 
  wrongdoing:  
   
  “I only wish to leave this awful place and return to my 
  beloved Aetham!” 
   
  Conclusion – Honeysuckle 
  Brother 
  There is a door in the lab that leads to a spiral staircase, 
  which leads to a door to the street. Once outside, the 
  party can see that the door was well concealed and is part 
  of the ruins of the old Temple of Zilchus.  
   
  Or, they can go back into the sewers the way they 
  entered, and then out to the public toilet.  
   
  It has started raining and the roof of the cathedral 
  has already been removed. The Kordians ignore the rain 
  and are happily soaked. Everyone else is trying to stand 
  under an arch or something. 
   
  Presumably, the party brings the lab notes, Harrell 
  (if he survived), and Laila back to the Cathedral of Kord. 
  There they are met by Seoman and Aetham Verle, High 
  Priest Maladaptor, and Lacquitt.  
   
  Aetham has recovered most of his sanity (if not his 
  wits) when the party returns, and is waiting for the 
  return of his Honeysuckle Rose. He is very happy to see 
  her. When they are re-united and have a chance to talk, 
  he is overcome with joy. He begs her forgiveness for not 
  rescuing her himself and pledges his undying love. She 
  melts into his arms as they kiss. It’s a very romantic 
  moment.  
   
  Aetham then happily introduces his new fiancé to 
  his brother. There is much rejoicing and High Priest 
  Kohlath Maladaptor, the Mighty, calls off work for the 
  rest of the day.  
   
  For everyone but Lacquitt, that is, as he is given the 
  task of looking over the recovered journal. He heads off 
  into the temporary chapel to study, accompanied by a 
  couple of Kordites. 
   
  They are then asked to wait while the Temple of 
  Lendor is notified. Although the Lendorians are not 
  noted for their haste, in this case they arrive in less than 
  an hour! 
   
  When the representatives from the Cathedral of 
  Lendor finally arrive, they are very grateful for the party 
  saving Aetham and Laila (and Harrell, if applicable) and 
  want to take the lab notes with them for study. Laila also 
  seems very eager to go with them; she wishes to give 
  them her personal account of the incident. She suggests 
  that Aetham wait for her here, she'll see him later to 
  discuss their upcoming wedding. 
   
  At that point, Lacquitt steps forward (he's smarter than 
  your average Kordite, apparently): 
    
  "I have found something very interesting in these 
  notes! Xorl was insanely paranoid, of course, but just 
  because a man is paranoid doesn't mean there aren't 
  real plots against him. He uncovered such a plot."  
   
  Lacquitt steps forward and snatches the healer's 
  kit from Laila. He opens it to reveal a hidden 
  compartment. While the burly clerics of Kord move 
  to restrain Laila, he pulls a slip of parchment from the 
  compartment.  
   
  "This is a list of Scarlet Brotherhood contacts 
  within the Duchy! This woman is not a cleric of 
  Lydia, 
  but 
  an 
  evil 
  member 
  of 
  the 
  Scarlet 
  Brotherhood!" 
   
  Aetham is shocked. He looks bewildered at Laila 
  and says: “My Honeysuckle Rose is a Scarlet Brother?” 
   
  Lacquitt turns and points a finger at Pytar 
  Phadarth, who was leading the Lendorians that just 
  entered: "Your name is on this list! Seize him!" More 
  clerics of Kord rush forward and grapple with the 
  clerics of Lendor, easily overcoming them with their 
  brute strength. 
   
  Just then, District Chief Constable Dragan 
  Pserchyal appears with his men. "I came as soon as I 
  got your message, Brother Lacquitt. Are these the 
  traitors?" 
  
  A Test of Faith 
  [Round 1] 
  Page 20  
   
  "Yes! And you may find these interesting, as 
  well." He hands the parchment and the healer's kit to 
  Dragan. 
   
  As they are being dragged away by the city guard, 
  Pytar sneers: “Fools! You can never defeat the Scarlet 
  Brotherhood!” He suddenly vanishes in a puff of 
  smoke. Laila disappears at the same time, but without 
  the smoke or clever banter. 
   
  Dragan shouts: 
   
  “Search the city, men! They must be close!” 
   
  He and his men scatter in all directions, combing the 
  streets for the evil pair. 
   
  If the party wants to go looking for them, Seoman 
  steps in and says: 
   
  “They must have had their escape planned, so I doubt 
  anyone can find them. Besides, their cover is blown, 
  so they will most likely try to escape the city and head 
  back to their homeland. Good riddance, I say!” 
   
  Lacquitt turns to the party and says: 
   
  "I wish to thank you again for all you have done. You 
  have earned the trust and respect of the Temple of 
  Kord. I am sure that the Temple of Lendor will also be 
  grateful, once things have settled down. In fact, you 
  may have saved the Duchy, itself, today." 
   
  Pytar’s body is later discovered by the waterfront, with a 
  dagger in his back. Laila is nowhere to be found. 
   
  Aetham is heartbroken, but glad that the truth was 
  revealed before he made a serious mistake. He still has a 
  very long recovery ahead of him. Most of his time will be 
  spent in the rose gardens, trying to forget… 
   
  Seoman is more than happy to see the safe return of 
  his younger brother. He will reward the party in gold, as 
  promised. As the adventurers depart, Aetham can be 
  heard remarking “I liked you better with the beard, 
  brother”. 
   
   
  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 to each 
  character. 
   
  Encounter Three 
  Defeat monster 
  APL 2 
  90 xp 
  APL 4 
  150 xp 
  APL 6 
  210 xp 
  APL 8 
  240 xp 
  APL 10 
  300 xp 
  APL 12 
  360 xp 
   
  Encounter Four 
  Rescue Aetham 
   APL 2 
  45 xp 
   APL 4 
  60 xp 
   APL 6 
  90 xp 
   APL 8 
  105 xp 
   APL 10 
  135 xp 
   APL 12 
  150 xp 
   
  Encounter Five 
  Encounter Trap 
   APLs 8-12 only 
  30 xp 
   
  Defeat hydra 
   APL 2 
  120 xp 
   APL 4 
  180 xp 
   APL 6 
  240 xp 
   APL 8 
  300 xp 
   APL 10 
  360 xp 
   APL 12 
  420 xp 
   
  Encounter Six 
  Rescue Harrell Covenant 
   APL 2 
  45 xp 
  
  A Test of Faith 
  [Round 1] 
  Page 21  
   APL 4 
  75 xp 
   APL 6 
  90 xp 
   APL 8 
  120 xp 
   APL 10 
  135 xp 
   APL 12 
  165 xp 
   
  Defeat foes 
   APL 2 
  150 xp 
   APL 4 
  210 xp 
   APL 6 
  270 xp 
   APL 8 
  330 xp 
   APL 10 
  390 xp 
   APL 12 
  450 xp 
   
  Total Experience Possible 
   APL 2 
  450 xp 
   APL 4 
  675 xp 
   APL 6 
  900 xp 
   APL 8 
  1125 xp 
   APL 10 
  1350 xp 
   APL 12 
  1575 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 character’s 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 (calculated at 50% of 
  book price); C = Coin, Gems, Jewelry, and other valuables 
  (calculated at 100% of value); M = Magic Items (calculated 
  at 75% of book price). 
   
  Encounter Six 
  Find valuable books 
   
  All APLs – C: 166 gp. 
  Recover +1 warhammer 
   
  All APLs – M: 192 gp each. 
  Capture vivisectionist’s equipment 
   
  All APLs – M: ring of protection +4 (2666 gp each) 
  Conclusion 
  Receive Seoman Verle’s reward 
   
  All APLs – C: 50 gp. 
   
  All APLs – C: 75 gp. 
   
  All APLs – C: 100 gp. 
   
  All APLs – C: 150 gp. 
   
  All APLs – C: 200 gp. 
   
  All APLs – C: 250 gp. 
   
  
  A Test of Faith 
  [Round 1] 
  Page 22  
  Total Possible Treasure 
  The value of Xorl Xantax’s equipment exceeds the 
  maximum treasure available at all APLs. Award the APL 
  maximum if the calculated treasure exceeds the APL 
  maximum.  
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1250 gp 
  APL 10: 2100 gp 
  APL 12: 3000 gp 
   
  Adventure Record Entries 
  Cross out any entries the character is not eligible to 
  receive. 
   
  Augmented Summoning 
  The books and notes of the insane wizard Xorl Xantax 
  have given you insight into the secrets of summoning 
  powerful creatures. This allows the character to select 
  Augment Summoning as feat in the future, assuming the 
  prerequisites are met and a feat slot is open. Augmented 
  Summoning is described in the Tome and Blood 
  guidebook. 
   
  Adrenaline Surge 
  Xorl Xantax’s spellbook contains the spell adrenaline 
  surge from the Masters of the Wild guidebook. Wizards 
  may scribe this spell into the spellbook for the usual costs 
  (or as one of the 2 free spells gained when going up a 
  level), while sorcerers may choose it as a spell when 
  gaining new spells for going up a level. Druids gain 
  access to casting this spell directly. 
   
  Favor of Kohlath Maladaptor the Mighty 
  Your rescue of his wayward priest has earned the favor of 
  Kohlath Maladaptor, High Priest of Kord in the city of 
  Leukish. In return for this favor, the Cathedral of Kord in 
  Leukish will offer the assistance of 15 strong men for any 
  manual labor-based project the character requires, so long 
  as the location is within a day’s travel of the city of 
  Leukish. The men will labor for up to 3 days, but will not 
  engage in combat or perform any illegal activities. 
   
  Recognition of Seoman Verle 
  In recognition of your service, Seoman Verle has 
  provided you with valuable trade connections with the 
  elves of the Celadon forest. These connections allow you 
  to acquire the items listed for purchase below, some on a 
  regional basis, some after this adventure only. 
   
  If you were unsuccessful in rescuing Aetham Verle, 
  only the following items are available: 
   
  Ring of protection +4 
   
  Scroll of adrenaline surge 
   
  Wand of cure light wounds 
   
  Wand of Gentle Repose 
  When invoked by a character with gentle repose on their 
  spell list, this wand casts the gentle repose spell. It has 50 
  charges initially. 
   
  Caster Level: 3
  rd; Prerequisites: Craft Wand, gentle 
  repose; Market Price: 4,500 gp. 
   
  
  A Test of Faith 
  [Round 1] 
  Page 23  
  Adventure Record Access 
  APL 2 
  Potion of animal logic (Regional; 150 gp; Masters of the 
  Wild) 
  Sleep arrow (Regional; 132 gp; DMG) 
  Wand of cure light wounds – 50 charges (Regional; 1
  st 
  level caster; 750 gp; DMG) 
   
  APL 4  
  All of APL 2 plus: 
  Boots of elvenkind (Adventure; 2,000 gp; DMG) 
  Cloak of elvenkind (Adventure; 2,000 gp; DMG) 
  Quiver of Ehlonna (Adventure; 2,000 gp; DMG) 
   
  APL 6 
  All of APLs 2-4 plus: 
  Keoghtom’s ointment (Regional; 4,000 gp; DMG) 
  Wand of gentle repose – 50 charges (Adventure; 3rd level 
  caster; 4,500 gp, DMG) 
  +2 
  shortbow, 
  longbow, 
  composite 
  shortbow, 
  or 
  composite 
  longbow, 
  including 
  mighty 
  versions 
  (Regional; cost varies; DMG) 
  Add the hunting enhancement to an existing magical 
  weapon (Regional; cost varies; Masters of the Wild) 
   
  APL 8 
  Stone of good luck (Adventure; 10,000 gp, DMG) 
  Vestments, druid’s (Adventure; 5,800 gp, DMG) 
   
  APL 10 
  Torc of animal speech (Regional; 12,000 gp; Masters of 
  the Wild) 
  APL 12 
  Ring of evasion (Adventure; 25,000 gp; DMG) 
  Ring of protection +4 (Adventure; 32,000 gp; DMG) 
   
   
   
   
   
  
  A Test of Faith 
  [Round 1] 
  Page 24  
  Appendix I: Encounter Stat Blocks
  Pseudonatural Grick: CR 3; Medium-size outsider; HD 
  2d8; hp 9; Init +2; Spd 30 ft., climb 20 ft.; AC 16 (touch 12, 
  flat-footed 14); Atk +3 melee (1d4+2, 4 tentacle rakes), -2 
  melee (1d3+1, bite); SQ Scent, DR 15/+1, electricity and 
  acid resistance 5, SR 6; AL N; SV Fort +0, Ref +2, Will +5; 
  Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5. 
   
  Skills and Feats: Climb +10, Hide +4
  *, Listen +7, Spot 
  +7; Alertness. 
   
  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 any miss 
  change that applies to attacks against a concealed target. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass, 
  but all its abilities remain unchanged despite the alien 
  appearance. Changing shape is a standard action. Other 
  creatures receive a -1 moral penalty to their attack rolls 
  against pseudonatural creatures in this alternate form. 
   
  The grick is already switched into its alternate form. 
   
   
   
  Gibbering Mouther, Advanced 12 HD: CR 9; Large 
  aberration; HD 12d8+36; hp 110; Init +4; Spd 10 ft., swim 
  20 ft.; AC 19 (touch 9, flat-footed 19); Atk +17 melee (5 
  points of damage, 6 bites); Face 5 ft. by 10 ft.; SA 
  Gibbering, spittle, improved grab, blood drain, engulf, 
  ground manipulation; SQ Amorphous; AL N; SV Fort +7, 
  Ref +6, Will +9; Str 18, Dex 11, Con 16, Int 4, Wis 13, Cha 
  13. 
   
  Skills and Feats: Listen +16, Spot +20; Improved 
  Initiative; Lightning Reflexes, Weapon Focus (bite). 
   
  Gibbering (Su): As soon as a mouther spots 
  something edible, it begins a constant gibbering as a free 
  action. All creatures (other than mothers) within a 60-
  foot spread must succeed at a Will save (DC 17) or be 
  affected as though by a confusion spell for 1d2 rounds. 
  This is a sonic, mind-influencing, compulsion effect. 
  Opponents who successfully save cannot be affected by 
  the same gibbering mouther’s gibbering for one day. 
   
  Spittle (Ex): At the start of every combat, and every 
  two rounds thereafter, a gibbering mouther looses a 
  stream of spittle. This ignites on contact with the air, 
  creating a blinding flash. All sighted creatures within 60 
  feet must succeed at a Fortitude save (DC 19) or be 
  blinded for 1d3 rounds. 
   
  Improved Grab (Ex): To use this ability, the 
  gibbering mouther must hit with a bite attack (grapple 
  bonus +17). If the mouther chooses to grapple with just 
  the mouth that bit the target, it takes a -20 penalty to 
  grapple checks, but is not considered grappled. 
   
  Blood Drain (Ex): On a second successful grapple 
  check after grabbing, that mouth attaches to the 
  opponent. It automatically deals bite damage and drains 
  blood, dealing 1 point of temporary Constitution damage 
  each round. A mouth can be ripped off (dealing 1 point of 
  damage) with a successful strength check (DC 12) or 
  severed by a normal attack that deals at least 2 points of 
  damage (AC 18). A severed mouth continues to bite and 
  drain blood for 1d4 rounds after such an attack. 
   
  Engulf (Ex): A gibbering mouther can try to engulf 
  a Large-size or smaller opponent grabbed by three or 
  more mouths. The opponent must succeed at a Reflex 
  save (DC 14) or fall and be engulfed. On the next round, 
  the mouther makes twelve bite attacks instead of six 
  (each with a +4 attack bonus). An engulfed creature 
  cannot attack the mouther from within. The previously 
  attached mouths are now free to attack others. 
   
  Ground Manipulation (Su): At will, as a standard 
  action, a gibbering mouther can cause stone and earth 
  within 5 feet of it to become a morass akin to quicksand. 
  Softening earth, sand, or the like takes 1 round, while 
  stone takes 2 rounds. Anyone other than the mouther in 
  that area must take a move-equivalent action to avoid 
  becoming mired (treat as being pinned). 
   
  Amorphous (Ex): A gibbering mouther is not 
  subject to critical hits. It has no clear front or back, so it 
  cannot be flanked. 
   
  Skills: Thanks to their multiple eyes, gibbering 
  mothers receive a +4 racial bonus to Spot checks. 
   
  Leechwalker: CR 10; Medium-size vermin; HD 13d8+39; 
  hp 97; Init +0; Spd 30 ft., swim 20 ft.; AC 12 (touch 10, 
  flat-footed 12); Atk +13 melee (1d8+4 plus wounding, 2 
  tentacle rakes); SA Blood drink, improved grab, 
  wounding; SQ All-around vision, immunities, vermin 
  traits; AL N; SV Fort +11, Ref +4, Will +5; Str 18, Dex 11, 
  Con 16, Int –, Wis 13, Cha 7. 
   
  Skills: Hide +3, Listen +5, Move Silently +5, Search 
  +4, Spot +8, Swim +12. 
   
  Blood Drink (Ex): A leechwalker can drink the 
  blood from a grabbed victim with a successful grapple 
  check. This attack deals 2d4 points of Constitution drain. 
  
  A Test of Faith 
  [Round 1] 
  Page 25  
   
  Improved Grab (Ex): If a leechwalker hits an 
  opponent of its own size or smaller with a tentacle rake 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +13). If it gets a hold, it can 
  use its blood drink ability in the same round. Thereafter, 
  the leechwalker has the option to conduct the grapple 
  normally, or simple use its tentacle to hold the opponent 
  (-20 on grapple check, but the leechwalker is not consider 
  grappled). In either case, each successful grapple check it 
  makes during successive rounds automatically deals 
  tentacle rake and blood drink damage. 
   
  Wounding (Ex): A wound resulting from a 
  leechwalker’s tentacle rake attack bleeds for an additional 
  3 points of damage per round thereafter. Multiple 
  wounds from such attacks result in cumulative bleeding 
  loss (two wounds for 6 points of damage per round, and 
  so on). The bleeding can be stopped only by a successful 
  Heal check (DC 10) or the application of a cure spell or 
  some other healing spell (heal, healing circle, or the like). 
   
  All-Around Vision (Ex): A leechwalker can see in 
  all directions at once. Because of this ability, it gains a +4 
  racial bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Immunities: Because of the verminous covering of 
  its body, a leechwalker takes half damage from 
  bludgeoning weapons. It is not subject to subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. 
   
  Vermin Traits: A leechwalker is immune to all 
  mind-affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). It also has darkvision (60-
  foot range). 
   
  Leechwalker, Advanced 26 HD: CR 12; Medium-size 
  vermin; HD 26d8+78; hp 195; Init +0; Spd 30 ft., swim 20 
  ft.; AC 12 (touch 10, flat-footed 12); Atk +23 melee (1d8+4 
  plus wounding, 2 tentacle rakes); SA Blood drink, 
  improved grab, wounding; SQ All-around vision, 
  immunities, vermin traits; AL N; SV Fort +18, Ref +8, 
  Will +9; Str 18, Dex 11, Con 16, Int –, Wis 13, Cha 7. 
   
  Skills: Hide +3, Listen +5, Move Silently +5, Search 
  +4, Spot +8, Swim +12. 
   
  Blood Drink (Ex): A leechwalker can drink the 
  blood from a grabbed victim with a successful grapple 
  check. This attack deals 2d4 points of Constitution drain. 
   
  Improved Grab (Ex): If a leechwalker hits an 
  opponent of its own size or smaller with a tentacle rake 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +23). If it gets a hold, it can 
  use its blood drink ability in the same round. Thereafter, 
  the leechwalker has the option to conduct the grapple 
  normally, or simple use its tentacle to hold the opponent 
  (-20 on grapple check, but the leechwalker is not consider 
  grappled). In either case, each successful grapple check it 
  makes during successive rounds automatically deals 
  tentacle rake and blood drink damage. 
   
  Wounding (Ex): A wound resulting from a 
  leechwalker’s tentacle rake attack bleeds for an additional 
  3 points of damage per round thereafter. Multiple 
  wounds from such attacks result in cumulative bleeding 
  loss (two wounds for 6 points of damage per round, and 
  so on). The bleeding can be stopped only by a successful 
  Heal check (DC 10) or the application of a cure spell or 
  some other healing spell (heal, healing circle, or the like). 
   
  All-Around Vision (Ex): A leechwalker can see in 
  all directions at once. Because of this ability, it gains a +4 
  racial bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Immunities: Because of the verminous covering of 
  its body, a leechwalker takes half damage from 
  bludgeoning weapons. It is not subject to subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. 
   
  Vermin Traits: A leechwalker is immune to all 
  mind-affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). It also has darkvision (60-
  foot range). 
   
   
   
  
  A Test of Faith 
  [Round 1] 
  Page 26  
  Appendix II: The Skeptic Vivisectionist
  Xorl Xantax is insane. 
   
  He was once, decades ago and under a different name, a 
  rising star in the Skeptic movement. As Henvayt Kolir, 
  he wrote a series of stirring speeches in the early CY560s 
  that were delivered with thunderous success (by 
  academic standards) by his brother Molfkar. He was also 
  engaging in steady research, trying to determine the 
  difference between religious and non-religious people. 
   
  Things were going well, until Molfkar started taking 
  credit for the speeches written by Henvayt. Henvayt 
  confronted his brother in the midst of a meeting of high 
  ranking Skeptics in Stavner-Brode’s Public House (a 
  pricey tavern in the College Mill Chase, Nellix), and was 
  shouted down. The mass of followers believed the 
  charismatic Molfkar over his reclusive, intellectual 
  brother. 
   
  Seething with rage, Henvayt became determined, 
  obsessed even, to show up his brother. His research 
  became more and more grisly, moving away from 
  questioning and gentle experiments and into the realm of 
  dissection and torture. He was finally, after many 
  warnings but no direct evidence, discovered pulling the 
  organs out of a still feebly resisting peasant in his 
  laboratory in the College of Sages and Sorcery. 
   
  He was arrested and put on trial, in 564CY. The 
  College was the body conducting the trial, as they have 
  authority over such crimes when they are related to 
  research projects on their own property. Henvayt was 
  found guilty, and was sentenced to be killed. When 
  guards came to his cell to escort him to his execution, 
  however, all they found was an empty cell covered in a 
  thin layer of a viscous, mucus-like substance. 
   
  Where Henvayt Kolir went, nobody knows. His 
  experiences during the 38 years of his absence are a 
  complete mystery. But when he returned decades later, 
  he didn't appear to have aged a day. He now calls himself 
  Xorl Xantax, and he has resumed his terrible 
  experiments. 
   
  It appears that he dispatched his familiar, a 
  corrupted formian worker, to prepare a laboratory. 
  Comparing the size of his hydra "garbage disposal" to the 
  size of the door into its room, the formian has been 
  preparing this area for many years, at least the age of the 
  hydra. 
   
  DM Note: Xorl has an insane fear of halflings. As a class 
  feature, he has developed a phobia against halflings, 
  suffering a -6 penalty to saving throws, attack rolls, and 
  Charisma-based skill and ability checks in regard to 
  them. Halflings gains a +6 morale modifier to AC and 
  saving throws against the phobic alienist. 
   
  This is Xorl at full power. He is at progressively lower 
  strength at lower APLs. In fact, at APL 2 and 4, he is 
  already unconscious and dying before the PCs encounter 
  him at all. Xorl Xantax, Male Once-Human Conjurer 
  5/Alienist 10: CR 15; Medium-size outsider; HD 
  15d4+30; hp 76; Init +6; Spd 30 ft.; AC 16 (touch 12, flat-
  footed 14); Atk +6/+1 melee (1d6-1, quarterstaff) or +9/+4 
  ranged (1d4-1/19-20, dagger); SQ Summon alien, alien 
  blessing, mad certainty (Halflings), pseudonatural 
  familiar, extra summoning, insane certainty (Halflings), 
  timeless body, transcendence, DR 20/+1, electricity 
  resistance 20; AL CN; SV Fort +7, Ref +7, Will +12; Str 9, 
  Dex 14, Con 14, Int 20, Wis 10, Cha 8. 
   
  Skills and Feats: Concentration +20 (+24 casting 
  defensively), Craft (sculpture) +23, Heal +11, Knowledge 
  (Arcana) +23, Knowledge (Planes) +13, Knowledge 
  (Skeptic philosophy) +23, Listen +10, Spellcraft +23, Spot 
  +10,; Augment Summoning, Combat Casting, Alertness , 
  Empower Spell, Extend Spell, Improved Familiar, 
  Improved Initiative, Repeat Spell, Sanctum Spell. 
   
   
  Possessions: Spellbook, spell component pouch, ring 
  of protection +4 
   
  Spells Prepared (5/7/6/6/6/6/4/3/2; DC = 16 + spell 
  level within lair, 14 + spell level outside of lair): 0 – detect 
  magic, mage hand (2), prestidigitation, ray of frost; 1
  st – 
  expeditious retreat, mage armor, magic missile (3), 
  summon monster I; 2
  nd – adrenaline surge, extended 
  mage armor, extended jump, see invisibility, extended 
  protection from chaos, summon monster II; 3
  rd – 
  extended adrenaline surge, haste, lightning bolt, 
  empowered magic missile, extended Melf's acid arrow, 
  summon monster III; 4
  th – charm monster, enervation 
  (2), repeated magic missile, extended summon monster 
  III, summon monster IV; 5
  th – hold monster, empowered 
  lightning bolt (2), extended summon monster IV, 
  summon monster V, wall of force; 6
  th – empowered 
  enervation, imbue familiar with spell ability, repeated 
  empowered magic missile, summon monster VI; 7
  th – 
  repeated enervation, prismatic spray, summon monster 
  
  A Test of Faith 
  [Round 1] 
  Page 27  
  VII; 8
  th – extended power word stun, summon monster 
  VII. 
   
  All spells are prepared with the Sanctum Spell meta-
  magic feat. Crossed out spells have been imbued to his 
  familiar. Xorl’s barred schools are Abjuration and 
  Illusion. 
   
  Spells in Spellbook: 0 – all Player’s Handbook 
  cantrips; 1
  st – animate rope, expeditious retreat, jump, 
  mage armor, magic missile, protection from chaos, 
  summon monster I, true strike; 2
  nd – adrenaline surge, 
  Melf’s acid arrow, see invisibility, summon monster II; 3
  rd 
  – 
  clairaudience/clairvoyance, 
  haste, 
  hold 
  person, 
  lightning bolt, summon monster III; 4
  th – charm 
  monster, enervation, Evard’s black tentacles, summon 
  monster IV; 5
  th – hold monster, summon monster V, 
  telekinesis, wall of force; 6
  th – acid fog, imbue familiar 
  with spell ability, summon monster VI, true seeing; 7
  th – 
  phase door, power word stun, prismatic spray, summon 
  monster VII; 8
  th – mass charm, summon monster VIII. 
   
  Spells Remaining and Spells Already Active 
  at Different APLs 
  When encountered, Xorl has already cast many of his 
  spells. The entries below described the spells available at 
  APLs 6-12, the APLs in which Xorl is still conscious. 
   
  APL 6 
  Spells Prepared: 0 – detect magic, mage hand (2), 
  prestidigitation, ray of frost; 1
  st – magic missile (2), 
  summon monster I; 2
  nd – no spells remaining; 3
  rd – 
  extended adrenaline surge, lightning bolt, empowered 
  magic missile, extended Melf's acid arrow; 4
  th – charm 
  monster, enervation; 5
  th level and above – no spells 
  remaining. 
   
  Precast spells: Summon monster V, summon monster IV, 
  summon monster III, summon monster IIextended 
  mage armor, see invisibility, adrenaline surge. 
   
  Round Spell Expiring 
  2 
   
  summon monster V (giant crocodile) 
  3 
   
  adrenaline surge 
  4 
   
  summon monster IV (dire ape) 
  5 
   
  summon monster III (crocodile) 
  6 
   
  summon monster II (hyena) 
   
  The other spells all have at least 28 more minutes of 
  duration remaining. 
   
  APL8 
  Spells Prepared: 0 – detect magic, mage hand (2), 
  prestidigitation, ray of frost; 1
  st – magic missile (2), 
  summon monster I; 2
  nd – summon monster II; 3
  rd – 
  extended adrenaline surge, lightning bolt, empowered 
  magic missile, extended Melf's acid arrow ; 4
  th – charm 
  monster, enervation (2); 5
  th – hold monster, empowered 
  lightning bolt; 6
  th – empowered enervation; 7
  th level and 
  above – no spells remaining.. 
   
  Precast spells: Summon monster VI, summon monster V, 
  summon monster IV, summon monster III, extended 
  mage armor, see invisibility, adrenaline surge, haste 
   
  Round Spell Expiring 
  2 
   
  haste, summon monster VI (dire bear) 
  3 
   
  adrenaline surge 
  4 
   
  summon monster V (giant crocodile) 
  5 
   
  summon monster IV (dire ape) 
  6 
   
  summon monster III (crocodile) 
   
  The other spells all have at least 28 more minutes of 
  duration remaining. 
   
  APL 10 
  Spells Prepared: 0 – detect magic, mage hand (2), 
  prestidigitation, ray of frost; 1
  st – magic missile (2), 
  summon monster I; 2
  nd – summon monster II; 3
  rd – 
  extended adrenaline surge, lightning bolt, empowered 
  magic missile, extended Melf's acid arrow ; 4
  th – charm 
  monster, enervation (2), repeated magic missile; 5
  th – hold 
  monster, empowered lightning bolt (2), wall of force; 6
  th – 
  empowered enervation, repeated empowered magic 
  missile; 7
  th – no spells remaining; 8
  th – extended power 
  word stun. 
   
  
  A Test of Faith 
  [Round 1] 
  Page 28  
  Precast spells: Summon monster VII, summon monster 
  VI, summon monster V, summon monster IV, extended 
  mage armor, see invisibility, adrenaline surge, haste. 
   
  Round Spell Expiring 
  2 
   
  haste, summon monster VII (dire tiger) 
  3 
   
  adrenaline surge 
  4 
   
  summon monster VI (dire bear) 
  5 
   
  summon monster V (giant crocodile) 
  6 
   
  summon monster IV (dire ape) 
   
  The other spells all have at least 28 more minutes of 
  duration remaining. 
   
  APL 12 
  Spells Prepared: 0 – detect magic, mage hand (2), 
  prestidigitation, ray of frost; 1
  st – magic missile (2), 
  summon monster I; 2
  nd – summon monster II; 3
  rd – 
  extended adrenaline surge, lightning bolt, empowered 
  magic missile, extended Melf's acid arrow, summon 
  monster III; 4
  th – charm monster, enervation (2), repeated 
  magic missile, summon monster IV; 5
  th – hold monster, 
  empowered lightning bolt (2), wall of force; 6
  th – 
  empowered enervation, repeated empowered magic 
  missile; 7
  th – empowered enervation, prismatic spray; 8
  th – 
  extended power word stun. 
   
  Precast: Summon monster VIII, summon monster VII, 
  summon monster VI, summon monster V, extended 
  mage armor, see invisibility, adrenaline surge, haste 
   
  Round Spell Expiring 
  2 
   
  haste, summon monster VIII (legendary bear) 
  3 
   
  adrenaline surge, summon monster VII (dire 
  tiger) 
  4 
   
  summon monster VI (dire bear) 
  5 
   
  summon monster V (giant crocodile) 
   
  The other spells all have at least 28 more minutes of 
  duration remaining. 
   
  Fluffy, Pseudonatural Formian Worker Familiar: CR –
  ; Small outsider; HD 15; hp 41; Init +2; Spd 40 ft.; AC 24 
  (touch 13, flat-footed 22); Atk +9 melee (1d4+1, bite); SQ 
  Electricity, fire, acid, sonic resistance 20, immune to 
  poison, petrifaction and acid, true strike, DR 10/+3, SR 
  25, alternate form, alertness, improved evasion, share 
  spells, empathic link, touch, speak with master, spells; AL 
  LN; SV Fort +5, Ref +6, Will +11; Str 13, Dex 14, Con 13, 
  Int 9, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +3, Craft (sculpture) +19; 
  Skill Focus: Craft (sculpture). 
   
  Spells prepared (Caster level 15): expeditious retreat, 
  extended jump, mage armor,. 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
   
  Summoned by Summon Monster I: 
  Pseudonatural Hawk: CR –; Tiny outsider (enhanced by 
  the Augment Summoning feat); HD 1d8+4; hp 5; Init +3; 
  Spd 10 ft., fly 60 ft. (perfect); AC 17 (touch 15, flat-footed 
  14); Atk +6 melee (1d4-1, claws); Face/Reach 2 1/2 ft. by 2 
  1/2 ft./0 ft.; SQ True strike, electricity and acid resistance 
  5, SR 2, alternate form; SV Fort +2, Ref +5, Will +2; Str 6, 
  Dex 17, Con 10, Int 3, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +6 (+14 in daylight); 
  Weapon Finesse (claws). 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
  
  A Test of Faith 
  [Round 1] 
  Page 29  
   
  Summoned by Summon Monster II: 
  Pseudonatural Hyena: CR –; Medium-size outsider 
  (enhanced by the Augment Summoning feat); HD 2d8+6; 
  hp 15; Init +2; Spd 50 ft.; AC 14 (touch 12, flat-footed 12); 
  Atk +4 melee (1d6+2, bite); SQ Scent, trip, true strike, 
  electricity and acid resistance 5, SR 4, alternate form; SV 
  Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 3, Wis 
  12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +6, Move Silently 
  +4, Spot +4, Wilderness Lore +1 (+5 when Tracking by 
  scent); Weapon Finesse (bite). 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
   
  Trip (Ex): A hyena that hits with a bit attack can 
  attempt to trip the opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the wolf. 
   
  Summoned by Summon Monster III: 
  Pseudonatural Crocodile: CR –; Medium-size outsider 
  (aquatic) (enhanced by the Augment Summoning feat); 
  HD 3d8+12; hp 25; Init +1; Spd 20 ft., swim 30 ft.; AC 15 
  (touch 11, flat-footed 14); Atk +7 melee (1d8+7, bite) or +7 
  melee (1d12+7, tail slap); SQ Improved grab, true strike, 
  electricity and acid resistance 5, SR 6, alternate form; SV 
  Fort +6, Ref +4, Will +2; Str 19, Dex 12, Con 17, Int 3, Wis 
  12, Cha 2. 
   
  Skills and Feats: Hide +7 (+19 when submerged), 
  Listen +5, Spot +5. 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
   
  Improved Grab (Ex): To use this ability, the 
  crocodile must hit a Medium-size or small opponent with 
  its bite attack (grapple bonus +7). If it gets a hold, the 
  crocodile grabs the opponent with its mouth and 
  attempts to pin it as its next action. The crocodile 
  automatically deals bite damage each round it maintains 
  the pin. 
   
  Summoned by Summon Monster IV: 
  Pseudonatural Dire Ape: CR –; Large outsider 
  (enhanced by the Augment Summoning feat); HD 
  5d8+15; hp 37; Init +2; Spd 30 ft.; AC 15 (touch 11, flat-
  footed 13); Atk +9 melee (1d6+7, 2 claws), +4 melee 
  (1d8+4, bite); Reach 10 ft.; SQ Scent, rend, true strike, 
  electricity and acid resistance 10, DR 5/+1, SR 10, 
  alternate form; SV Fort +6, Ref +6, Will +5; Str 22, Dex 15, 
  Con 14, Int 3, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +14, Move Silently +9, Spot 
  +9. 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
   
  Rend (Ex): A dire ape that hits with both claw 
  attacks latches onto the opponent’s body and tears the 
  flesh. This automatically deals an additional 2d6+13 
  points of damage. 
   
  Summoned by Summon Monster V: 
  Pseudonatural Giant Crocodile: CR –; Huge outsider 
  (aquatic) (enhanced by the Augment Summoning feat); 
  HD 7d8+35; hp 66; Init +1; Spd 20 ft., swim 30 ft.; AC 16 
  (touch 9, flat-footed 15); Atk +12 melee (2d8+13, bite) or 
  
  A Test of Faith 
  [Round 1] 
  Page 30  
  +12 melee (1d12+13, tail slap); Face/Reach 10 ft. by 20 
  ft./10 ft.; SQ Improved grab, true strike, electricity and 
  acid resistance 10, DR 5/+1, SR 14, alternate form; SV 
  Fort +9, Ref +6, Will +3; Str 27, Dex 12, Con 19, Int 3, Wis 
  12, Cha 2. 
   
  Skills and Feats: Hide +0 (+12 when submerged), 
  Listen +5, Spot +5 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
   
  Improved Grab (Ex): To use this ability, the 
  crocodile must hit a Medium-size or small opponent with 
  its bite attack (grapple bonus +17). If it gets a hold, the 
  crocodile grabs the opponent with its mouth and 
  attempts to pin it as its next action. The crocodile 
  automatically deals bite damage each round it maintains 
  the pin. 
   
  Summoned by Summon Monster VI: 
  Pseudonatural Dire Bear: CR –; Large outsider 
  (enhanced by the Augment Summoning feat); HD 
  12d8+60; hp 114; Init +1; Spd 40 ft.; AC 17 (touch 10, flat-
  footed 16); Atk +19 melee (2d4+11, 2 claws), +14 melee 
  (2d8+6, bite); Face/Reach 5 ft. by 10 ft./5 ft.; SQ Scent, 
  improved grab, true strike, electricity and acid resistance 
  20, DR 10/+3, SR 24, alternate form; SV Fort +12, Ref +9, 
  Will +9; Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +7, Spot +7, Swim +13. 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
   
  Improved Grab (Ex): To use the ability, the dire 
  bear must hit with a claw attack (grapple bonus +24). 
   
  Summoned by Summon Monster VII: 
  Pseudonatural Dire Tiger: CR –; Huge outsider 
  (enhanced by the Augment Summoning feat); HD 
  16d8+64; hp 136; Init +2; Spd 40 ft.; AC 16 (touch 10, flat-
  footed 14); Atk +19 melee (2d4+9, 2 claws), +14 melee 
  (2d6+5, bite); Face/Reach 10 ft. by 20 ft./10 ft.; SQ Scent, 
  improved grab, pounce, rake 2d4+5, true strike, 
  electricity and acid resistance 20, DR 10/+3, SR 25, 
  alternate form; SV Fort +13, Ref +12, Will +11; Str 27, Dex 
  15, Con 17, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0 (+4 in tall grass), Jump +11, 
  Listen +3, Move silently +9, Spot +3, Swim +11. 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
   
  Pounce (Ex): If a dire tiger leaps upon a foe during 
  the first round of a combat, it can make a full attack even 
  if it has already taken a move action. 
   
  Improved Grab (Ex): To use this ability, the dire 
  tiger must hit with its bite attack (grapple bonus +29). If 
  it gets a hold, it can rake. 
   
  Rake (Ex): A dire tiger can make two rake attacks 
  (+19 melee) against a held opponent with its hind legs for 
  2d4+5 damage each. If the dire tiger pounces upon an 
  opponent, it may also rake. 
   
  Summoned by Summon Monster VIII: 
  Pseudonatural Legendary Bear: CR –; Large outsider 
  (enhanced by the Augment Summoning feat); HD 
  20d8+160; hp 250; Init +2; Spd 50 ft.; AC 21 (touch 11, 
  flat-footed 19); Atk +28 melee (2d6+14, 2 claws), +23 
  melee (4d6+7, bite); Face/Reach 5 ft. by 10 ft./5 ft.; SQ 
  Scent, improved grab, true strike, electricity and acid 
  
  A Test of Faith 
  [Round 1] 
  Page 31  
  resistance 20, DR 10/+3, SR 25, alternate form; SV Fort 
  +19, Ref +14, Will +9; Str 36, Dex 14, Con 24, Int 3, Wis 
  16, Cha 10. 
   
  Skills and Feats: Hide -2, Listen +8, Spot +8, Swim 
  +18. 
   
  True strike (Su): Once per day the creature can 
  make a normal attack roll 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. 
   
  Alternate Form (Su): At will, a pseudonatural 
  creature can take the form of a grotesque, tentacled mass 
  (or another 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. 
   
  Improved Grab (Ex): If a legendary bear hits a 
  Medium-size or smaller opponent with a claw attack, it 
  deals normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity 
  (grapple bonus +33). Thereafter, the legendary bear has 
  the option to conduct the grapple normally, or simply use 
  its claw to hold the opponent (-20 penalty on grapple 
  check, but the legendary bear is not considered 
  grappled). In either case, each successful grapple check it 
  makes during successive rounds automatically deals claw 
  damage. 
  
  A Test of Faith 
  [Round 1] 
  Page 32  
  Appendix III: The Honeysuckle Rose
  Laila Laschana (this name, of course, is an alias) is a lovely 
  young woman with long curly blond hair and green eyes. 
  Her face is oval with rosy cheeks and her smile can melt 
  the coldest of hearts. Her body is shapely and supple, 
  with perfect ivory skin that seems to have never known 
  the sun.  
   
  Raised in the hidden city of Hesuel Ilshar, Laila was 
  chosen to be trained in the clergy of Syrul rather than the 
  more combat-oriented monasteries of the Brotherhood. 
  When she was allowed to venture outside, it was only 
  when covered with the hooded red robes worn by the 
  nuns of the Scarlet Sign. Consequently, she is known by 
  face to but a few of the Scarlet Brotherhood. She serves 
  first and foremost the goddess Syrul, though she has 
  been an agent of considerable value to the Brotherhood. 
   
  These days she enjoys greater freedom away from 
  her homeland, though her years of training serve her 
  well. Practiced in the dogma of deceit and treachery, she 
  is an accomplished actress and manipulator. Her 
  innocent-looking face and attractive features are her 
  greatest weapons, and she enjoys using them to destroy 
  the inferior and weak-minded. She could sway her targets 
  with her considerable magical abilities, but prefers using 
  her natural guile and persuasiveness whenever possible. 
   
  She has chosen the role of a sweet cleric of Lydia as 
  her cover identity while spying on the government of the 
  Duchy in Leukish, though she despises the worshippers 
  of Lydia as pathetic weaklings. Actually, she despises 
  most people - the men who fall for her charms, the 
  women who passively let such pigs rule them, and even 
  her own people for not following through with their bid 
  for ruling the world.  
   
  Laila has never known real love - she considers it a 
  symptom of weakness - but she understands the power it 
  has over the hearts and minds of men. It is a tool, a 
  weapon to be used against her enemies, just as she uses 
  her own beauty, which she also does not believe in. 
   
  DM Tip: Don't give the PCs ANY clue that Laila is 
  anything other than a simple cleric of Lydia. She is 
  extremely talented in her role; it is one of her class 
  abilities. In fact, she even thinks of herself as a simple 
  cleric of Lydia during the entire adventure (at least until 
  she is discovered). Don't role-play her in a manner that 
  makes the players suspicious. 
   
  She has prepared several spells that mimic Sun domain 
  spells. She will hesitate to use any of her Trickery domain 
  spells until last resort. 
   
  Her teleportation ring has a nondetection effect 
  built in, and it will only work for her. It will also only 
  work if it is within 5 feet of the matching ring worn by 
  the other Scarlet Brotherhood mole in the area, Pytar 
  Phadarth. If either ring is activated under this condition, 
  both rings work together. 
   
  Laila Laschana, Female Human (Suel) Clr9/Spymaster 
  2: CR 11; HD 11d8+11; hp 69; Init +3; Spd 30 ft.; AC 13 
  (touch 13, flat-footed 10); Atk +7/+2 melee (1d4/19-20, 
  dagger) or +10/+5 ranged (1d4/19-20, dagger); ; SA 
  Rebuke undead (7/day), Sneak attack +1d6; SQ Channel 
  negative energy, Cover identity, undetectable alignment; 
  AL LE (undetectable); SV Fort +7, Ref +9, Will +12; Str 10, 
  Dex 16, Con 12, Int 20, Wis 17, Cha 18. 
   
  Skills and Feats: Bluff +20, Diplomacy +26, Disguise 
  +22, Gather Information +20, Hide +11, Innuendo +13, 
  Intimidate +8, Knowledge (religion) +5, Move Silently 
  +11, Sense Motive +8, Spellcraft +12; Alluring, Charlatan, 
  Persuasive, Skill Focus (Bluff), Trustworthy. 
   
  Possessions: Holy symbol of Lydia, spell component 
  pouch, dagger, teleportation ring. 
   
  Spells Prepared (6/6/6/5/3/2; base DC = 13 + spell 
  level): 0 – cure minor wounds (6); 1 – change self
  *, cure 
  light wounds (4), endure elements; 2
  nd – cure moderate 
  wounds (4), hold person, invisibility
  *; 3
  rd – cure serious 
  wounds (3), nondetection
  *, searing light; 4
  th – cure critical 
  wounds, divination
  *, greater magic weapon; 5
  th –flame 
  strike, true seeing
  *. 
   
  *Domain spell. Domains: Knowledge (All Knowledge 
  skills are class skills, cast divinations at +1 caster level), 
  Trickery (Bluff, Disguise and Hide are class skills). 
   
  Cover Identity: Laila Laschana.  
   
  
  A Test of Faith 
  [Round 1] 
  Page 33  
  Appendix IV: Prestige Classes, Feats, and Spells 
  Sources used: 
  Tome and Blood: A Guidebook to Wizards and Sorcerers,  
  Song and Silence: A Guidebook to Bards and Rogues, and  
  Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers 
   
  Feats 
  Alluring [General] 
  Others have an inexplicable urge to believe your every 
  word. 
   
  Prerequisite: Persuasive, Trustworthy 
   
  Benefit: You get a +2 bonus on Diplomacy checks 
  and add +2 to the save DCs of all your mind-affecting, 
  language-dependent spells. 
   
  Augment Summoning [General feat] 
  Your summoned creatures are better than normal. 
   
  Prerequisite: Spellcaster level 2nd+. 
   
  Benefit: Creatures you summon with any summon 
  spell gain +1 hit point per Hit Die and a +1 competence 
  modifier on attack and damage rolls. 
   
  Charlatan [General] 
  You're adept at fooling people. You know how to tell 
  them just what they want to hear. 
   
  Benefit: You get a +2 bonus on Bluff and Disguise 
  checks. 
   
  Improved Familiar [General feat] 
  As long as you are able to acquire a new familiar, you may 
  choose your new familiar from a nonstandard list. 
   
  Prerequisite: Ability to acquire a new familiar, 
  compatible alignment. 
   
  Benefit: When choosing a familiar, the following 
  creatures are also available to you. You may choose a 
  familiar with an alignment up to one step away on each of 
  the alignment axes (lawful through chaotic, good 
  through evil). 
   
  Table 2-2: Improved Familiars 
  Familiar 
  Alignment 
  Arcane Caster Level 
  Shocker Lizard 
  Neutral 
  5 
  Stirge 
  Neutral 
  5 
  Formian Worker 
  Lawful Neutral 
  7 
  Imp 
  Lawful Evil 
  7 
  Pseudodragon 
  Neutral Good 
  7 
  Quasit 
  Chaotic Evil 
  7 
   
  The improved familiar is magically linked to its master 
  like a normal familiar. The familiar uses the basic 
  statistics for a creature of its kind, as given in the 
  Monster Manual. 
   
  Hit Dice: Treat as the master's level (for effects 
  related to Hit Dice). Use the familiar's normal total if it is 
  higher. 
   
  Hit Points: One-half the master's total or the 
  familiar's normal total, whichever is higher. 
   
  Attacks: Use the master's base attack bonus or the 
  familiar's, whichever is better. Use the familiar's 
  Dexterity or Strength modifier, whichever is greater, to 
  get the familiar's melee attack bonus with unarmed 
  attacks. Damage equals that of a normal creature of that 
  kind. 
   
  Special Attacks: The familiar has all the special 
  attacks of its kind. 
   
  Special Qualities: The familiar has all the special 
  qualities of its kind. 
   
  Saving Throws: The familiar uses the master's base 
  save bonuses if they are better than the familiar's. 
   
  Skills: Use the normal skills for a creature of its kind. 
   
  Familiar Special Abilities: Use Table 3-19 in the 
  Player's Handbook to determine additional abilities as 
  you would for a normal familiar. 
   
  
  A Test of Faith 
  [Round 1] 
  Page 34  
  Alternate Improved Familiars 
  The list in Table 2-2 presents only a few possible 
  improved familiars. Almost any creature of the same 
  general size and power as those on the list makes a 
  suitable familiar. Nor is the master's alignment the only 
  factor; for example, improved familiars could be assigned 
  by the master's creature type or subtype, as shown in the 
  examples below. 
   
  Table 2-3: Alternate Improved Familiars 
   
  Familiar 
  Type/Subtype 
  Arcane Caster Level 
  Celestial hawk* 
  Good 
  3 
  Fiendish viper** 
  Evil 
  3 
  Air 
  elemental, 
  small 
  Air 
  5 
  Earth 
  elemental, 
  small 
  Earth 
  5 
  Fire 
  elemental, 
  small 
  Fire 
  5 
  Shocker lizard 
  Electricity 
  5 
  Water 
  elemental, 
  small 
  Water 
  5 
  Homunculus# 
  Undead 
  7 
  Ice Mephit 
  Cold 
  7 
   
  *Or other celestial animal from the standard familiar list 
  **Or other fiendish animal from the standard familiar list 
  #The master must first create the homunculus, 
  substituting ichor or another part of the master's body for 
  blood if necessary. 
   
  Persuasive [General] 
  You could sell a tindertwig to a troll. 
   
  Benefit: You gain a +2 bonus on all Bluff and 
  Intimidate checks. 
   
  Repeat Spell [Metamagic feat] 
  You can cast a spell that repeats the following round. 
   
  Prerequisite: Any other metamagic feat. 
   
  Benefit: A repeated spell is automatically cast again 
  at the beginning of your next turn in the round. NO 
  matter where you are, the second spell originates from 
  the same location and affects the same area as the original 
  spell. You cannot use the feat on spells with a touch 
  range. If the original spell designates a target, the 
  repeated spell affects the same target if it is within 30 feet 
  of its original position; otherwise the second spell fails. A 
  repeated spell uses up a spell slot three levels higher than 
  the spell's actual level. 
   
  Sanctum Spell [Metamagic feat] 
  Your spells have a home ground advantage. 
   
  Prerequisite: Any other metamagic feat. 
   
  Benefit: A sanctum spell has an effective spell level 
  one level higher than normal if cast in your sanctum (see 
  Special, below) -- but if not cast in your sanctum, it has an 
  effective spell level one level lower than normal. All 
  effects dependent on spell (such as save DCs or the 
  ability to penetrate a minor globe of invulnerability) are 
  calculated according to the adjusted level. A sanctum 
  spell uses a spell slot of the spell's normal level, modified 
  by any other metamagic feats. 
   
  Special: Your sanctum is an area you have previously 
  designated within a 10-foot/level radius from the center. 
  This area can be a particular site, building, or structure. A 
  sanctum can be designated within a larger structure, but 
  its special advantages cut off beyond the maximum area. 
  The designated area must be a site where you have spent 
  a cumulative period of at least three months. Once 
  designated, it takes seven days for the site to become a 
  sanctum. If you designate a new area to be your sanctum, 
  the benefits of the old one immediately fade. You may 
  have only a single sanctum at one time. 
   
  Trustworthy [General] 
  Others feel comfortable telling you their secrets. 
   
  Benefit: You gain a +2 bonus on all Diplomacy and 
  Gather Information checks. 
   
  Spells 
  Adrenaline Surge 
  Transmutation 
  Level: Drd 2, Sor/Wiz 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  
  A Test of Faith 
  [Round 1] 
  Page 35  
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Your summoned creatures within a spherical 
  emanation with a radius equal to the range, centered on 
  you. 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Each of your summoned creatures within the area 
  receives a +4 enhancement bonus to Strength. This effect 
  lasts until the spell ends or the creature leaves the area. 
  
  A Test of Faith 
  [Round 1] 
  Page 36  
  Spymaster Prestige Class 
  Some adventurers glory in their reputations -- the wider 
  their exploits are known, the happier they are. By 
  contrast, the spymaster prefers to avoid attention. She 
  does her work quietly and in private, keeping well away 
  from public scrutiny. To allay suspicions, she often 
  maintains a cover identity by pretending to be a member 
  of some other character class -- typically the one in which 
  she began her career. 
   
  Spymasters are rarely popular, but as long as nation 
  distrusts nation, there will be work for those who can 
  gather information that others wish to keep hidden. 
  Many a ruler who publicly claims to abhor spymasters 
  secretly employs a stable of them, if only to protect his 
  own secrets from the spymasters of other nations. The 
  secrecy inherent in the profession and its high fatality 
  rate make it impossible to determine how many 
  spymasters are active in a setting at any given time. 
   
  Rogues make excellent spymasters because of their 
  generous skill allotments and their propensity for stealth. 
  Likewise, rangers have an edge when operating as 
  spymasters in outdoor surroundings. In truth, however, 
  characters of any class may become spymasters -- the 
  more unlikely the combination may seem, the better the 
  cover it provides. Some wizards and sorcerers use their 
  spellcraft as a cover for subterfuge, and some barbarians 
  are far more subtle than they may seem. Spymasters may 
  also be of any alignment. They range from self-serving 
  information brokers who sell their services to the highest 
  bidder to high-minded moles who penetrate and destroy 
  corrupt organizations. 
   
  It's important for spymasters to keep personal 
  emotions distinct from professional attachments. They 
  must be ready to liquidate even someone close to them 
  without a moment's thought if so ordered. Betrayal is 
  their business, and their loyalty is always to their mission, 
  not to the people encountered while carrying their 
  mission out. 
   
  Occasionally, spymasters find it expedient to 
  infiltrate adventuring parties heading for the area where 
  the real mission lies. 
   
  Hit Die: d8. 
   
  Requirements 
  To become a spymaster, a character must fulfill all the 
  following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Bluff 5 ranks, Gather Information 5 ranks, 
  Innuendo 5 ranks. 
   
  Feat: Skill Focus (Bluff) 
   
  Special: The character must have 5 ranks in each of 
  two skills from the following list: Diplomacy, Disguise, 
  Forgery, and Sense Motive. 
   
  Class Skills 
  The spymaster's class skills (and the key ability for each 
  skill) are Appraise (Int), Balance (Dex), Bluff (Cha), 
  Climb (Str), Decipher Script (Int), Diplomacy (Cha), 
  Disable Device (Int), Disguise (Cha), Escape Artist (Dex), 
  Forgery (Int), Gather Information (Cha), Hide (Dex), 
  Innuendo (Wis), Intimidate (Cha), Jump (Str), Listen 
  (Wis), Move Silently (Dex), Open Lock (Dex), Pick 
  Pocket (Dex), Read Lips (Int), Scry (Int), Search (Int), 
  Sense Motive (Wis), Speak Language, Spot (Wis), Swim 
  (Str), Tumble (Dex), Use Magic Device (Cha), and Use 
  Rope (Dex). See Chapter 4 of the Player's Handbook for 
  skill descriptions. 
   
   
  Skill Points at Each Level: 8 + Int modifier. 
   
  Class Features 
  All the following are class features of the spymaster 
  prestige class. 
   
  Weapon and Armor Proficiency: A spymaster is 
  proficient with light and medium armor and with all 
  simple and martial weapons. 
   
  Cover Identity: A typical spymaster wishes to keep 
  her true profession secret, so she pretends to be a simple 
  rogue, ranger, or the like. In addition to allaying her 
  companions' suspicions, maintaining a cover identity also 
  leads opponents to underestimate the spymaster until it 
  is too late. At 1st level, a spymaster establishes one 
  specific cover identity (such as Murek the tailor from 
  Sumberton). While operating in that identity, she gains a 
  +4 circumstance bonus on Disguise checks and +2 
  circumstance bonus on Bluff and Gather Information 
  checks. At 4th level and again at 7th level, the spymaster 
  can maintain one additional cover identity that provides 
  the same circumstance bonuses as the first. 
   
  Should the spymaster wish to "retire" a cover 
  identity and develop a new one, she must spend one 
  week rigorously practicing subtle vocal intonations and 
  
  A Test of Faith 
  [Round 1] 
  Page 37  
  body language before she earns the bonuses. Cover 
  identities do not in themselves provide the spymaster 
  with additional skills, proficiencies, or class features that 
  others might expect of the professions pretended, though 
  required ranks (see below) can bolster skills in the 
  chosen area. However, the spymaster must be careful to 
  choose identities that can withstand regular scrutiny. 
   
  Required Ranks: A spymaster makes it a point to 
  know what she's doing while she's pretending to be 
  someone else. At every spymaster level, she must spend 
  at least two skill points on a Craft, Profession, or 
  Knowledge skill relating to one of her chosen cover 
  identities. The usual maximum rank limit still applies to 
  these skills. 
   
  Sneak Attack: The spymaster gains the sneak attack 
  ability (see the Rogue section in Chapter 3 of the Player's 
  Handbook) at 1st level if she does not already have it. She 
  gains +1d6 damage with this attack initially, but this rises 
  to +2d6 at 4th level and to +3d6 at 7th level. If she already 
  has the sneak attack ability from a previous class, the 
  damage bonuses stack. 
   
  Undetectable Alignment (Ex): The web of 
  different identities and agendas inside the spymaster's 
  mind makes it impossible to detect her alignment via any 
  form of divination once she reaches 2nd level. This 
  ability functions exactly like an undetectable alignment 
  spell, except that it is always active. Only divinations are 
  confounded; spells that function only against certain 
  alignments, such as protection from evil and holy smite, 
  affect the spymaster normally. 
   
  Quick Change (Ex): By 3rd level, the spymaster has 
  become adept at quickly switching from one identity to 
  another. She can now don a disguise in one-tenth the 
  normal time (1d3 minutes) and put on or take off armor 
  in one-half the normal time. 
   
  Uncanny Dodge (Ex): Also at 3rd level, the 
  spymaster gains the uncanny dodge ability (see the 
  Rogue section in Chapter 3 of the Player's Handbook) if 
  she did not already have it. She gains additional benefits 
  of this ability as her spymaster level increases (see Table 
  1-6 on page 15). If she already had uncanny dodge from 
  one or more previous classes, levels of those classes stack 
  with spymaster levels for the purpose of determining the 
  benefits, but she continues to progress in the ability 
  along whichever track she was originally using for it. For 
  example, if a rogue becomes a spymaster, then refer to 
  Table 3-15: The Rogue in the Player's Handbook to 
  determine the benefits of uncanny dodge at her new, 
  combined level. 
   
  Slippery Mind (Ex): At 5th level, the spymaster 
  gains the slippery mind ability (see the Rogue section in 
  Chapter 3 of the Player's Handbook) if she does not 
  already have it. 
   
  Spot Scrying (Ex): Also at 5th level, the spymaster 
  notices the magical sensor created by arcane eye, scrying, 
  a crystal ball, or the like with a successful Spot check (DC 
  20). 
   
  Deep Cover (Ex): At 8th level, the spymaster can 
  quiet her mind and completely immerse herself in her 
  cover identity at will. While she is in deep cover, 
  divination spells detect only information appropriate for 
  her cover identity; they reveal nothing relating to her 
  spymaster persona. 
   
  Hear Subharmonics: Also at 8th level, the 
  spymaster can determine the true motives of others by 
  listening carefully to the subtle inflections of their voices. 
  Her ears are so well trained that she gains a +3 insight 
  bonus on Sense Motive checks. 
   
  Detection Damper (Su): At 9th level, the spymaster 
  can subconsciously create interference that hampers 
  detect magic spells. The aura strengths for all magic items 
  she holds, carries, or wears register as two categories 
  weaker than they normally would. For example, a strong 
  aura becomes faint, and faint or dim auras become 
  completely undetectable. 
   
  Reactive Body Language (Ex): Also at 9th level, the 
  spymaster learns the silent language of subconscious 
  body movements. By mimicking the body language of 
  those with whom she interacts, she gains a +2 insight 
  bonus on Bluff and Disguise checks. 
   
  Mind Blank (Sp): At 10th level, the spymaster can 
  become immune to all mind-affecting spells and 
  divinations by rigorously silencing her mind. Using 
  mind blank is a standard action, and the spymaster can do 
  it a number of times per day equal to 3 + her Intelligence 
  modifier. This ability works exactly like a mind blank 
  spell cast by a 15th level sorcerer; except that it affects the 
  spymaster only and its duration is 10 minutes. 
  
  A Test of Faith 
  [Round 1] 
  Page 38  
  Alienist Prestige Class 
  "Ah -- it all becomes clearer now. I can see... I can see!" 
   
  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), Scry (Int, exclusive 
  skill), Speak Language, 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 an 
  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 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 
  specified kind of creature, suffering a -2 penalty to saving 
  
  A Test of Faith 
  [Round 1] 
  Page 39  
  throws, attack rolls, and Charisma-based skill and ability 
  checks in regard to those 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 addition 
  to the powers and abilities normal for a familiar of the 
  appropriate level. This does not replace the familiar -- 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 
  Table 6-5: Aging Effects on page 93 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 10th 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. 
  Additionally, the alienist gains damage reduction 20/+1 
  and electricity resistance 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. 
   
  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 lies 
  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 
  creature. 
   
  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 double the creature's HD (maximum 25) 
   
  Hit 
  Dice
  Acid, 
  Electricity 
  Resistance
  Damage Reduction 
  
  A Test of Faith 
  [Round 1] 
  Page 40  
  Dice 
  Resistance 
  1-3 
  5 
  - 
  4-7 
  10 
  5/+1 
  8-11 
  15 
  5/+2 
  12+ 
  20 
  10/+3 
   
  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 some 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 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 the base creature. 
   
  Advancement: Same as the base creature. 
  
  A Test of Faith 
  [Round 1] 
  Page 41  
  Appendix V: Monsters
  Leechwalker (see Monster Manual II) 
  Medium-Size Vermin 
  Hit Dice: 13d8+39 (97 hp) 
  Initiative: +0 
  Speed: 30 ft., swim 20 ft. 
  AC: 12 (+2 natural), touch 10, flat-footed 12 
  Attacks: 2 tentacle rakes +13 melee 
  Damage: Tentacle rake 1d8+4 plus wounding 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: Blood drink, improved grab, wounding 
  Special Qualities: All-around vision, immunities, vermin 
  traits 
  Saves: Fort +11, Ref +4, Will +5. 
  Abilities: Str 18, Dex 11, Con 16, Int –, Wis 13, Cha 7. 
  Skills: Hide +3, Listen +5, Move Silently +5, Search +4, 
  Spot +8, Swim +12. 
   
  Climate/Terrain: Any marsh or underground 
  Organization: Solitary, pair, or gang (3-5) 
  Challenge Rating: 10 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 14-26 HD (Medium-size); 27-39 HD 
  (Large) 
   
  The leechwalker is a thirsty vermin that can drain a 
  creature of all its blood in a matter of moments. It usually 
  lurks in swamps or damp underground areas. 
   
  A leechwalker appears to be a massive, 6-foot tall 
  humanoid covered with thousands of dark, writhing 
  leeches. Though it has a head, it possesses no 
  recognizable facial features. Its body is slick, as if coated 
  with a thin layer of clear slime, and it has an impossibly 
  bloated stomach. 
   
  Combat 
  Leechwalkers are incapable of sizing up prey, so they 
  fearlessly go straight for the kill, regardless of their 
  opponents’ 
  capabilities.  
  They usually try to grab their foes, hoping to drain blood 
  through the thousands of mouths that make up their 
  hide. 
   
  Blood Drink (Ex): A leechwalker can drink the 
  blood from a grabbed victim with a successful grapple 
  check. This attack deals 2d4 points of Constitution drain. 
   
  Improved Grab (Ex): If a leechwalker hits an 
  opponent of its own size or smaller with a tentacle rake 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +13). If it gets a hold, it can 
  use its blood drink ability in the same round. Thereafter, 
  the leechwalker has the option to conduct the grapple 
  normally, or simple use its tentacle to hold the opponent 
  (-20 on grapple check, but the leechwalker is not consider 
  grappled). In either case, each successful grapple check it 
  makes during successive rounds automatically deals 
  tentacle rake and blood drink damage. 
   
  Wounding (Ex): A wound resulting from a 
  leechwalker’s tentacle rake attack bleeds for an additional 
  3 points of damage per round thereafter. Multiple 
  wounds from such attacks result in cumulative bleeding 
  loss (two wounds for 6 points of damage per round, and 
  so on). The bleeding can be stopped only by a successful 
  Heal check (DC 10) or the application of a cure spell or 
  some other healing spell (heal, healing circle, or the like). 
   
  All-Around Vision (Ex): A leechwalker can see in 
  all directions at once. Because of this ability, it gains a +4 
  racial bonus on Search and Spot checks, and it cannot be 
  flanked. 
   
  Immunities: Because of the verminous covering of 
  its body, a leechwalker takes half damage from 
  bludgeoning weapons. It is not subject to subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. 
   
  Vermin Traits: A leechwalker is immune to all 
  mind-affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). It also has darkvision (60-
  foot range). 
   
  
  A Test of Faith 
  [Round 1] 
  Page 42  
  Player Handout #1 
  Have you seen this man? 
   
   
   
   
  His name is Aetham Verle. 
  His family wants him back safe and sound. If you have any information 
  to his whereabouts or are interested in helping to find Aetham, please contact 
  House Verle.  
  A reward for assistance leading to Aetham’s safe return can be expected. 
  
  A Test of Faith 
  [Round 1] 
  Page 43  
  Player Handout #2 
  Journal of Henvayt Kolir/Xorl Xantax 
  The beginning of this volume talks of the early days of the Skeptic movement. It mentions the relationship between 
  Henvayt Kolir and his brother Molfkar Kolir, whereby Henvayt wrote a series of stirring speeches and Molfkar 
  delivered them to ever-expanding crowds. 
  It explains how Molfkar was more interested in the social questions raised within the Skeptic movement, while 
  Henvayt was intrigued by the nature vs. nurture question: is Skepticism learned or innate? 
  The early parts of the journal are filled with quotes from Daesnar Braden's “Philosophical Questions” and Elbain 
  Hothchilde's "The Divine Man." He seemed to agree with many of the conclusions, and he especially seemed to enjoy 
  Hothchilde's detailed and direct writing style. 
  Molfkar gained greater and greater prestige within the movement, while the direction of Henvayt's research into the 
  physiology of belief was becoming disturbing to the membership at large. Henvayt became more and more 
  disillusioned with the movement as an entity, and more and more jealous of the attention his brother was receiving. 
  On one occasion, Henvayt confronted his brother in front of a large crowd in Stavner-Brode's Public House, a favorite 
  hang out for prestigious intellectuals in the College of Sages and Sorcery neighborhood of Nellix. Henvayt grew angry, 
  and they argued long. The crowd obviously sided with Molfkar, even to the point of hurling fruit and mugs at Henvayt. 
  Henvayt fled from the jeering students, and returned to his laboratory. 
  From this point, the journal begins to get jumbled. There is mention of following a foreign student home one night, and 
  then mention of removing his kidneys. There is a section railing against the close-minded council for forbidding his 
  research, and then nothing more in this format. Pretty much any Duchy of Urnst PC will remember hearing about a 
  trial of a Skeptic caught chopping people up. The Skeptic was convicted, but disappeared before his execution. 
  The journal is blank for a few pages, and then begins again. The first line of the new section says "Kolir is no more. This 
  journal belongs to Xorl Xantax." The hand is the same, but the writing is different, more like strange arcane symbols 
  than words. Here and there are words, sentences, even paragraphs than make no sense. There are long sections talking 
  about how "the little people are coming to get me" and detailing exotic, complicated escape plans in case the nasty 
  halflings come for him. It also mentions finding lone individuals of that accursed race, and setting up fiendish traps to 
  eliminate them from afar. 
  The later parts of the journal talk of his continuing experiments. It mentions finding and capturing clerics and 
  operating on them to try and find the difference between such pious folk and regular people. All sorts of grisly details 
  are included, all the more horrifying because of the utterly clinical nature of the comments. It would appear that "Xorl" 
  gets no joy whatsoever from the suffering of his subjects, they are merely requirements for his quest for knowledge. 
  The farther along the journal proceeds, the more Xorl rants about some mysterious organization that is spying on him. 
  He believes that his activities are being monitored at all times and he must be ever vigilant for spies and agents of his 
  enemies. 
  The very last pages of the journal detail the four latest test subjects. A burly cleric of Kord, who will make an excellent 
  subject for brain surgery; a cleric of Lendor who will be operated on shortly; a female dwarf cleric of Moradin with notes 
  to be very careful with this one; and a female cleric of Lydia who troubles him for some reason. 
  
  A Test of Faith 
  [Round 1] 
  Page 44  
  Map of the Temple District 
   
   
  
  A Test of Faith 
  [Round 1] 
  Page 45  
  Map of the Leukish Sewers 
  
  A Test of Faith 
  [Round 1] 
  Page 46  
  Map of the Temple Ruins 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Duchy of Urnst/URD3-02 - A Test of Faith.pdf