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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, 
  and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to 
  actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
    COR7-02 
   
   
   
   
   
   
   
  Bitter Fruit 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 2 
   
   
  by Theron Martin 
  Circle Reviewers: Creighton Broadhurst  
  Reviewers: Chris Chesher and Sam Weiss 
  Playtesters: Michael Brody, Steven Zwanger, Mike Allen, Dave Paris, Russel Warshay, Alex Milanes, Brian Eberhardt, 
  Heather Eberhardt, Raymond (w/the sunglasses) Lambert, Ephraim Unell 
   
   
  "The Scarlet Brotherhood is one of the most powerful institutions in the  Flanaess," your employer says, "with dark 
  tendrils that stretch into many lands. But even such a mighty organization as they are dares only cross some people at 
  their peril. For the great loss they have dealt to me, I want you to forcefully remind them of that." A mission of 
  vengeance peripherally related to COR5-03 Atonement for those with no love for the Scarlet Brotherhood. A one-round 
  Core adventure set in Rel Astra and the Olman Islands for characters level 8-15 (APLs 10-16). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, Ed Stark], COR4-04 Redtide [James Zweirs], 
  COR5-03 Atonement [Theron Martin], Living Greyhawk Gazetteer [Gary Holian, Erik Mona, Sean K. Reynolds, Fredrick 
  Weining], Races of Destiny [David Noonan, Eric Cagle, Aaron Rosenberg], Spell Compendium [compiled by Matthew 
  Sernett, Jeff Grubb, Mike McArtor], and The Scarlet Brotherhood [Sean Reynolds].
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
   
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in Rel 
  Astra and the Olman Islands. All characters pay 2 Time 
  Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Before beginning play, check to see if any PC is a 
  member of the Scarlet Brotherhood. (This most likely 
  came from COR4-04 Red Tide but could have possibly 
  come from elsewhere.) Such PCs may not participate in 
  this adventure, as Antha will not call on a Scarlet 
  Brotherhood member for the mission nor allow one to 
  accompany another PC. Since she has indirect access to 
  physical records as well as magical divinations, it is 
  extremely unlikely that a PC can hide her Scarlet 
  Brotherhood membership from Antha. 
   
  Check if any PCs have played COR5-03 Atonement, as 
  information from that adventure is relevant in several 
  encounters. Since many of the foes in this adventure 
  have levels of monks, familiarize yourself with the 
  capabilities of monks. It is especially important to 
  understand 
  how 
  disarming, 
  grappling, 
  tripping, 
  tumbling, and Deflect Arrows work. 
   
  Also note the rules in the Treasure Summary for how 
  long it takes to loot bodies, as having time to do this 
  undisturbed could certainly be a factor in some 
  encounters. (Brotherhood forces would undoubtedly 
  come down on the PCs if they were doing that in the 
  middle of the street in the midst of an attack, for 
  instance.) 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  “Vengeance delayed is never vengeance denied.” – 
  Shadow Walker, legendary Ahlissan vigilante 
   
  Note: Some of these events are described in more detail 
  in COR5-03 Atonement, but details relevant to this 
  adventure are provided here. 
   
  Once upon a time Sira Darmen, second daughter of 
  the Rel Astra branch of House Darmen, fell in love with 
  the charming playboy Robann Strother. Though he did 
  not belong to one of Rel Astra’s great houses, Sira’s 
  parents still approved of her marriage to Robann in CY 
  583 because he was the city’s most prosperous gem trader, 
  and the traditionally mercantile House Darmen 
  respected nothing if not success in business. The union 
  ultimately produced two children but also led to Sira’s 
  untimely death at the hand of an assassin. 
   
  What neither Sira nor her family knew was that 
  Robann Strother had another identity: that of The 
  Merchant, a figure notorious amongst underworld 
  figures across the eastern  Flanaess as someone who 
  could, for the right price, get anything for anyone with 
  no questions asked. Though he thought he had kept his 
  side business discreet, in CY 591 the Scarlet Brotherhood 
  learned that he had been conducting deals with their 
  rivals as well as them. To send him a message, they sent 
  the equally notorious assassin Shadowfist to his home, 
  where Sira was struck down in front of her children. 
   
  The “message” showed Robann the error of his ways, 
  so he retreated from his underworld dealings and faked 
  his and his children’s death, then moved in secret to 
  Greyhawk to start anew, with one of his former 
  mistresses as his new wife. (Unbeknownst to him, the 
  mistress was actually the female assassin Shadowfist, who 
  had fallen in love with Robann and decided not only to 
  go straight, but to also care for and raise the children of 
  the woman she had killed as an act of atonement.) 
   
  The “message” sent ripples through the upper 
  echelons of Rel Astra’s society, for while Sira was not heir 
  to House Darmen, she was still a prominent member of 
  the high nobility. Antha Darmen, Sira’s mother, tried to 
  have her daughter raised, but so unhappy had Sira been in 
  life because of her husband’s philandering that she 
  elected not to return. Torn by grief and the realization 
  that she might never see her grandchildren after Robann 
  went into hiding, Antha vowed vengeance against those 
  responsible. 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 3 
   
  When her efforts to track down Shadowfist proved 
  fruitless, Antha instead concentrated on the assassin’s 
  employers. Though it took years, she eventually not only 
  connected the contract to the Scarlet Brotherhood but 
  back-tracked the chain of command to Father Joken, who 
  currently operates the Brotherhood port of Narisban in 
  the Olman Islands. Given what she has learned, she now 
  seeks a powerful group of adventurers to take down 
  Father Joken and his base of operations. 
   
  What Antha does not know is that Mericka, her spy 
  within the Brotherhood on the Olman Islands, is actually 
  a double agent for the so-called “Black Brotherhood,” a 
  subgroup of Brotherhood members devoted to the 
  worship of Tharizdun. She helps Antha because the 
  removal of Father Joken and his power base benefits her 
  faction’s cause in a secret internal feud. 
   
  Unbeknownst to both, Shadowfist, who has been 
  living for the last five years as the former Robann’s new 
  wife, has also decided to pay the Narisban a visit to 
  discourage Father Joken from continuing to try to hunt 
  down The Merchant and herself despite two faked 
  deaths. After faking an illness that would keep her from 
  Robann for a few days and arranging for herself to be 
  teleported to and from the Olman Islands, she intends to 
  strike about the same time the PCs do. An amazing 
  coincidence… 
   
  THE SCARLET SITUATION 
  At the time of Sira Darmen’s assassination, Father Joken 
  was a high-ranking official in the Scarlet Brotherhood’s 
  Office of Diplomacy, which oversees both open 
  diplomatic endeavors and covert activities. It was his job 
  to oversee spying efforts along the eastern coast of the  
  Flanaess during the early 590s, and so he was the one that 
  Shadowfist reported to and on whose orders she acted in 
  the matter concerning The Merchant. He took the way 
  that matter fell apart as a personal failure, so he was the 
  one who arranged for The Merchant’s elimination when 
  he resurfaced in Greyhawk in early CY 595. (Those events 
  were played out in COR5-03 Atonement.) 
   
  That debacle, and other internal factional conflict he 
  got caught up in, caused Father Joken to lose favor with 
  the Father of Obedience, so for the last two years he has 
  been relegated to controlling Narisban, a Brotherhood 
  seaport on the southern of the two Olman Islands. (The 
  seaport 
  has 
  strategic 
  importance 
  for 
  enforcing 
  Brotherhood will on the local Olman populace and is a 
  stopping-over point for Brotherhood ships sailing 
  between the Tilvanot Peninsula and Amedio Jungle). 
  Assignment there is generally understood to be akin to 
  exile since it removes the commander from the normal 
  Brotherhood power circles. That hasn’t kept Father Joken 
  from continuing to try to track down The Merchant, 
  however, or working on a couple of pet projects, such as 
  finding a way to allow Suel to harness the power of 
  lycanthropic transformations without actually corrupting 
  pure Suel blood. (In essence he is trying to develop the 
  restricted Spell Compendium spell bite of the weretiger.) 
   
  The local Olman inhabitants have been sufficiently 
  cowed that they offer no real threat to the Brotherhood.  
   
  Joken currently has no idea that Antha Darmen is 
  planning anything, so security is not currently 
  heightened. 
    
  ADVENTURE SUMMARY 
  The structure of this adventure is very open. Beyond the 
  first couple of encounters, how things play out depends 
  on the PCs’ approach to their mission. Because of that, 
  they may not complete all the encounters and can do 
  them in any order. Many of the encounters (especially 6 
  and 8-11) can happen in various different locations and 
  under various circumstances. 
   
  Additionally, the PCs do not need to complete all 
  encounters to receive full XP and treasure, so don’t push 
  encounters on them unless the circumstances warrant it. 
  PCs can also easily get full gold for this adventure even if 
  some foes flee, so don’t use them being shorted on gold as 
  a rationale for having NPCs stay in a fight longer than 
  their tactics suggest. 
   
  Moreso than in most adventures, you may have to 
  improvise; if the PCs step entirely out of the encounter 
  structure consult Appendix 5: Troubleshooting. 
   
  Encounter 1: The PCs meet with Lady Antha 
  Darmen, who explains that she wants them to destroy a 
  Scarlet Brotherhood facility on the Olman Islands. 
   
  Encounter 2: A collection of Knowledge checks the 
  PCs may attempt relevant to the adventure. 
   
  Encounter 3: The PCs arrive on the Olman Islands. 
   
  Encounter 4: The PCs can try to recruit the local 
  Olmans to help them in the assault. 
   
  Encounter 5: The PCs scout, infiltrate, and/or 
  attack Narisban. 
   
  Encounter 6: The PCs are confronted by the 
  Elegant Hand of Wee Jas, an elite Scarlet Brotherhood 
  strike team. 
   
  Encounter 7: The PCs attack/infiltrate Narisban’s 
  Administration Center. 
   
  Encounter 8: While in the Administration Center, 
  the PCs may be confronted by Frost Barbarian guards and 
  Mericka, Lady Antha’s spy. 
   
  Encounter 9: While in the Administration Center, 
  the PCs may encounter Jaguanara (from COR5-03 
  Atonement) who is trying to hide from the PCs. 
   
  Encounter 10: While in the Administration Center, 
  the PCs may meet Shadowfist. 
   
  Encounter 11: While in the Administration Center, 
  the PCs must confront Father Joken and Reis, his 
  monstrous henchman. 
   
  Encounter 12: The PCs complete the destruction of 
  the Administration Center. 
   
  INTRODUCTION 
  Across the  Flanaess the messages came, finding you 
  wherever you were, whether returning from a 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 4 
  previous adventure, relaxing in your favorite inn, or 
  meditating in your place of worship. 
   
  “Your presence is requested in Rel Astra at the 
  house of Darmen,” the message said in your head, 
  “for a matter concerning the Scarlet Brotherhood. A 
  Wayfarer will meet you shortly.” You sense that you 
  are able to reply. 
   
  Any PC capable of casting sending recognizes it as such. 
  Any other PC can identify it on a DC 20 Spellcraft check. 
  A PC who makes a DC 15 Knowledge (local-Core) or 
  bardic knowledge check recognizes House Darmen as 
  one of the Celestial Houses of the old Great Kingdom, 
  and thus one of the most prominent noble houses in the 
  eastern  Flanaess. 
   
  For any PC who does not reply affirmatively the 
  adventure is over. Once all PCs have confirmed: 
   
  Within an hour you are each met by a member of the 
  Wayfarer’s Guild. After allowing you to gather your 
  belongings 
  and/or 
  make 
  any 
  necessary 
  arrangements you are teleported to the courtyard of 
  a grand mansion that is but one of many you can see 
  lined up along a grand boulevard. The wizard 
  departs, and a servant escorts you inside to an 
  elegantly and classically-decorated sitting room, 
  where you are shortly joined by other adventurers. 
   
  Large-sized centaur PCs are not allowed inside, nor is any 
  other Large-sized PC or animal. 
   
  PCs who have previously been to Rel Astra recognize 
  this as part of the Old Quarter. This is a good time for the 
  PCs to introduce themselves. Once they have done so, 
  proceed to Encounter 1. 
   
  1: THE MISSION 
  Refreshments served by the household staff tide you 
  over until the mistress of the house joins you. She is 
  an Oeridian woman in early-to-mid 50s whose long, 
  finely-braided black hair is streaked with grey. 
  Although her garb is unquestionably that of a 
  noblewoman, it has an austere cut. Her face bears a 
  similar expression, suggesting that this is a woman 
  who doesn’t tolerate foolishness. She is announced 
  as “Lady Antha of House Darmen.” 
   
  Antha is a proud and snobbish noblewoman. She 
  disdainfully regards any PC not taking at least Rich 
  upkeep. Any PC not wearing clothing at least equal to a 
  courtier’s outfit in quality has a -2 on Charisma checks to 
  influence her. 
   
  “I am pleased that you have answered my summons,” 
  she says as she takes a seat. “The matter I have asked 
  you here for is not a trifling one, so I will get 
  straight to business.” She eyes each of you in turn 
  and asks, “what is your opinion of the Scarlet 
  Brotherhood?” (If any Suel PCs are present, add: “She 
  looks hard and pointedly at you as she speaks.”) 
   
  Antha prefers to hear that all the PCs despise the 
  Brotherhood, consider them evil or enemies, or 
  something like that, though she tolerates indifference. 
  Any PC who speaks of the Brotherhood in a favorable 
  manner is curtly dismissed and transported back where 
  they came from. The adventure is over for that PC. 
   
  Lady Antha nods firmly. “It is good to hear that you 
  bear them no love, for I am asking you to strike 
  against Brotherhood forces.” She leans forward. “In 
  short, for the offenses the Brotherhood has done to 
  me and my family, I want you to destroy a 
  Brotherhood facility on the Olman Islands.”  
   
  She pauses and then with a grim smile adds, 
  “and I want you to make sure the Brotherhood 
  knows I sent you to do it. They need to be taught 
  that there are some people – some families – even 
  they shouldn’t cross.”  
   
  Antha entertains questions. Likely questions, and 
  appropriate responses, are given below. (Paraphrase as 
  necessary unless the response is given in bold italics.) She 
  brings up the point about the spy even if the PCs do not. 
   
  What offenses has the Brotherhood made 
  against you? “They have interfered with my family’s 
  shipping interests on numerous occasions, and that alone 
  might be enough to warrant action.” Her mouth tightens. 
  “But their greatest offense is the assassination of Sira, my 
  daughter, five years ago by an agent operating on the 
  orders of one Father Joken. Him in particular I want 
  dead.” 
   
  As Lady Antha speaks she rings a bell for a servant, 
  who carries in a portrait of a pretty Oeridian woman in 
  her mid-20s who bears a distinct resemblance to Lady 
  Antha. “This was my daughter. The assassination caused 
  her husband to go into hiding to protect my 
  grandchildren. Because of the Brotherhood, I may never 
  see them again.” 
   
   
  Any PC who has played COR5-03 Atonement who 
  makes a DC 10 Intelligence check recognizes the name 
  and portrait both correspond to the dead first wife of 
  Remmelak Barnen, the merchant who hired them to 
  protect his family in that adventure. 
   
  Who was the agent?  “A notorious assassin known 
  only as Shadowfist, who seems to have since dropped off 
  the face of Oerth.” 
   
  Was the agent Shadowfist? Antha frowns. “Yes, it 
  was. How do you know that?” 
   
  I have met Shadowfist before.  Antha sits bolt 
  upright. “You have? Tell me every detail you know about 
  this villain.” 
   
  Antha’s tone is forceful and commanding, as if 
  conducting an interrogation. She does not relent until 
  she feels she has the whole story and regularly makes 
  Sense Motive checks to determine if the PCs are lying or 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 5 
  holding out on her. If told that Shadowfist is now 
  married to her son-in-law and raising her grandchildren, 
  she is utterly appalled, and arguments about how 
  Shadowfist is trying to atone for her actions don’t change 
  that; Antha is out for blood, and she doesn’t care about 
  reform efforts. 
   
  I’m uncomfortable with this whole “mission of 
  vengeance” thing. “Then think about it as a military 
  strike against an evil foe. For all practical purposes House 
  Darmen is at war with the Brotherhood.” 
   
  What can you tell us about the target? “The 
  Brotherhood has a seaport called Narisban on the 
  southern of the two Olman Islands. (She produces 
  Player’s Map 1.) This Father Joken is located in the 
  headquarters of the seaport. Although Brotherhood 
  outposts are scattered about the islands, Narisban is the 
  center of Brotherhood authority there.” 
   
  What kind of numbers are we talking about 
  here? “My spy reports that there are around a hundred 
  Brotherhood personnel there at any given time, in 
  addition to at least that many more combatant 
  subcitizens. Of those, only a handful could be considered 
  elites, as this is more of a waystation and administrative 
  center 
  than 
  military 
  outpost. 
  Add 
  slaves 
  and 
  noncombatant subcitizens and the total number in 
  Narisban is around a thousand, but I only care about the 
  Brotherhood and their minions.” 
   
  What about the locals/Olmans? “My spy 
  estimates the Olman population on the island as being in 
  the low thousands, of which a few hundred might be 
  combatants. They are disorganized, however, and don’t 
  currently pose the Brotherhood any real threat.” Antha 
  smiles grimly. “But I’m sure powerful adventurers as 
  yourselves could find a way to use them to your 
  advantage.” 
   
  Do you have any details about the facility’s 
  layout? “Yes.” Antha summons a servant, who fetches a 
  map (Player’s Map 2) and gives it to the PCs. 
   
   
  Do you want any slaves/prisoners freed? “I’ll 
  leave that up to you. I honestly don’t care.” 
   
  Do you want any prisoners taken/brought to 
  justice? “No, kill all you find. This is my justice.” 
   
  How do you want us to let them know that you 
  were responsible for this? “I’ll leave that up to you. 
  Maybe leave one of them alive with a message to be 
  delivered to his superiors.” 
   
  How do we get there? “My spy has given me good 
  enough details on an abandoned Brotherhood outpost a 
  couple of miles from Narisban (points to the location 
  marked X on Player’s Map 1) that I have arranged for you 
  to be teleported there.” 
   
  What kind of time frame are we dealing with? 
  “I’ll leave that up to you, as long as it’s done soon. I’ve 
  waited five years for this, so I can tolerate a couple more 
  days while you prepare.” 
   
  What are we going to be paid? “I can offer you (at 
  APL 10-12) 800 gp each (at APL 14-16) 1,200 gp each. I 
  can also arrange for access to special items you may wish 
  to purchase.” 
   
  Can you give us anything to help in our task? 
   
  “What do you need?” 
   
  Antha is willing to supply the PCs with up to 4,000 
  gp worth of items to be used on the mission, which can 
  include anything listed in the PH, any spell scroll of up to 
  8th level available in the DMG that does not exceed the 
  4,000 gp limit, or any wand, rod, or miscellaneous magic 
  item which does not exceed that limit. She can also 
  arrange for spells to be cast from the PCs at normal LGCS 
  costs, which apply towards the 4,000 gp limit. She can 
  also arrange for a wizard PC to copy greater teleport into 
  her spellbook at normal cost. 
   
  Any provided items that are not used must be 
  returned at the end of the adventure. 
   
  What about your spy? “I don’t know much about 
  her, other than that she is a Brotherhood member with a 
  personal grudge against Father Joken, which is why she is 
  helping me. She has told me that she will find some way 
  to let you know who she is so you don’t accidemtally kill 
  her. For the help she has given me, she, at least, should be 
  left alive, though she’ll understand if you have to rough 
  her up to make it look convincing.” 
   
  If Antha is questioned about the trustworthiness of 
  the spy, she admits that she suspects her spy has ulterior 
  motives but doesn’t care what they are. She cares nothing 
  for internal Brotherhood politics. 
   
  Development: Once the PCs are done asking questions, 
  Antha arranges for them to have bedrooms and a private 
  planning room for making their preparations. 
   
  If the PCs wish to do any magical or nonmagical 
  research before leaving, go to Encounter 2. Otherwise go 
  to Encounter 3. 
   
  ALL APLS 
   
  �Lady Antha Darmen, LN human female 
  aristocrat 10; Sense Motive +16. 
   
  2: PREPARATION 
  The following information could be learned by 
  appropriate knowledge checks or magical divinations: 
   
  SHADOWFIST 
  PCs who are a member of a criminal or law enforcement-
  oriented metaorg in their home region have a special +2 
  circumstance bonus to this check. 
  • 
  DC 20 Knowledge (local-Core) – Shadowfist is the 
  name of an infamous and elusive assassin operating 
  in the area of the old Great Kingdom who is known 
  for killing without using a weapon. Nothing about 
  his identity is known. 
  • 
  DC 30 Knowledge (local-Core) – Rumor has it that 
  Shadowfist disappeared sometime in the last five 
  years. Talk has linked some killings in Greyhawk to 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 6 
  him a couple of years ago, but other than that he’s 
  been very quiet of late. 
   
  OLMAN ISLANDS 
  • 
  DC 15 Knowledge (geography) – The Olman 
  Islands are a pair of islands located at the juncture of 
  the Azure Sea and Densac Gulf, roughly halfway 
  between the Amedio Jungle and the Tilvanot 
  Peninsula. They entirely covered by jungle and 
  inhabited primarily by Olmans. 
  • 
  DC 15 Knowledge (local-Core) – The Olman 
  Islands have been under the Scarlet Brotherhood’s 
  firm control for decades. 
  • 
  DC 25 Knowledge (local-Core) – The Scarlet 
  Brotherhood is rumored to have enslaving the 
  island’s inhabitants for use in their foul breeding 
  programs.  
   
  NARISBAN 
  • 
  DC 20 Knowledge (geography) – Narisban is a 
  minor port on the southern Olman island operated 
  by the Scarlet Brotherhood as a stop-over between 
  their strongholds in the Tilvanot Peninsula and the 
  Amedio Jungle. It has a harbor deep enough to 
  accommodate large ships. 
  • 
  DC 30 Knowledge (geography) – Narisban has 
  solid seaward fortifications but comparatively light 
  landward protection. 
   
  3: ARRIVAL 
  When the PCs are ready to depart, they are sent to the 
  Rel Astra chapter of the Wayfarer’s Guild. If five or fewer 
  PCs and animals (Large-sized PCs and animals count 
  double) are to be transported, a single Guild wizard 
  named Illyan is on hand to do the job. If more are 
  involved then Matricia (a second guild wizard) helps. 
  Maximum capacity for the job is 10. 
   
  The description below assumes that Illyan and 
  Matricia are both involved. Amend it accordingly if they 
  are not. 
   
  You are gathered into two circles while the Guild 
  wizards Illyan and Matricia begin chanting. After a 
  few moments the Guild chambers fade from view, to 
  be replaced by an entirely new set of surroundings. 
   
  PCs who inquire about the spell being used can identify 
  it as a greater teleport on a DC 22 Spellcraft check. 
   
  It is very hot and humid here compared to Rel Astra, 
  almost oppressively so. The dilapidated remnants of 
  a wooden stockade surrounding the remnants of a 
  trio of buildings and what might have once been a 
  watchtower stand nearby. The whole place, which 
  can’t have been much bigger than a hundred feet on 
  a side, looks as if it has been abandoned for years. 
  Vines and plant growth cover almost everything. 
  Through gaps in the stockade heavy jungle can be 
  seen. 
   
  “Whew! Too hot for us,” Illyan says as he mops 
  the sweat from his brow. “Lady Antha also 
  commissioned us for a pick-up, but we aren’t 
  sticking around in this kind of climate. When you’re 
  ready to go, just sending us a message with whatever 
  you’re doing and we’ll meet you here.” 
   
  “As long as it’s not today,” Matricia adds. “We 
  need to study our spellbooks.” 
   
  If the PCs protest that they don’t have access to sending 
  (any cleric with 4th-level spells does), Illyan smiles and 
  produce an arcane or divine scroll of sending and offers to 
  sell it to the PCs for book price. If the PCs lack a 
  spellcaster capable of using sending Illyan sighs and tells 
  the PCs that he will check in with them via sending at 
  dusk each day to see if they are ready for pick-up, but 
  that’s going to cost them 1,000 gp since it’s above and 
  beyond the services they normally offer. 
   
  Illyan and Matricia don’t know anything about what 
  the PCs are doing, and don’t care; it’s not their business, 
  and they have found that not meddling in House 
  Darmen affairs is the best way to assure repeat business. 
  They cannot be convinced to stick around, as they both 
  intensely dislike this climate. They depart using their 
  other prepared greater teleport spells as soon as they can. 
   
  ALL APLs 
   
  �Illyan and Matricia: Male/female human wizard 
  12/wayfarer guide 1; hp 34 each; multiple prepared 
  teleport and greater teleport spells. 
   
  There is nothing of interest in the ruins. PCs checking 
  outside see that the outpost is on a hilltop in the jungle, 
  which gives them a view over the jungle canopy for a 
  couple of miles in each direction. To the west open water 
  can be seen, about a half-mile away. 
   
  The PCs have several options. If they decide to go 
  straight to Narisban (a journey of six hours with a DC 20 
  Track check, double that if it fails) or scout it out from a 
  distance, run Encounter 5. If they decide to contact the 
  local Olmans run Encounter 4. 
   
  BROTHERHOOD PATROL 
  It is also possible that the PCs could try to ambush a 
  Brotherhood patrol. It takes about a day to track down 
  such a patrol if they have a tracker capable of making DC 
  25 track checks. Otherwise is takes two days. A 4th-level 
  monk leads the patrol consisting of a 3rd-level 
  archer/ranger and five 2nd-level fighters –any APL 10 or 
  higher party should easily defeat a patrol with little or no 
  expenditure of resources. (Use the stats and treasure for 
  NPCs in Encounter 5 if you want to run the fight). 
   
  Questioned patrol members only talk under duress 
  (Intimidate checks or magical compulsion) but can’t tell 
  the PCs anything of use beyond their regular patrol 
  patterns, the current passwords for the gates, and that 
  Father Joken can usually be found in the Administration 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
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  Center. They know nothing about any “monster” the 
  Olmans speak of, as they have not seen Reis in his hybrid 
  form. 
   
  Development: It is entirely possible the PCs could 
  do something else creative that is not covered here. Short 
  of doing something massively destructive or blatantly 
  obvious, they do not attract much attention, as the 
  Brotherhood forces are not on high alert.  
   
  4: TRIBESMEN 
  Run this Encounter only if the PCs actively look for the 
  Olman tribesmen, as they have been so cowed by the 
  Brotherhood that they do not approach any strangers on 
  their own. 
   
  No paths lead directly to any of the villages, as the 
  Olman have attempted to keep the Scarlet Brotherhood 
  forces from reaching them easily. A find the path spell 
  allows the PCs to reach the nearest village in only three 
  hours. Lacking that, an entire party capable of passing 
  unhindered through jungle terrain requires five hours 
  and a DC 20 Track check. A party lacking either such 
  convenience requires ten hours and a DC 20 Track check, 
  with a failure indicating that the village is not found the 
  first day. Aerial reconnaissance does not help, since the 
  jungle canopy conceals the villages. Once the PCs find a 
  village: 
   
  A collection of ramshackle huts clustered around a 
  stream and some circles of small stones which 
  might indicate cooking sites give the only evidence 
  that you have stumbled onto an Olman village. 
  Although smoke wafts up from two of the stones 
  and the hide of some exotic jungle animal is 
  stretched across a rack by one of the huts, there are 
  no signs of any inhabitants. 
   
  Fifty Olman are hiding in the huts and the surrounding 
  foliage; a DC 25 Spot check is required to see any of the 
  latter, as they are well-camouflaged. Men and some of the 
  women are armed with spears, knives (treat as daggers) 
  and short bows. Although two of the men speak Ancient 
  Suloise the rest only speak Olman. 
    
  The Olman are wary of any party that does not 
  include at least one Olman PC, especially if they are 
  obviously carrying a lot of nice weapons. Treat their 
  initial reaction as unfriendly if no Olman PC is present; 
  indifferent if one is present. Lower the reaction by one 
  step if the party includes obvious Suel PCs (unless they 
  are clearly in a subservient role to an Olman PC), but 
  increase the reaction by one step if one or more PCs is 
  accompanied by a jaguar or other large cat, since these 
  Olman venerate a jaguar god. They only speak to PCs if 
  they start indifferent or better, are rendered at least 
  indifferent by a Diplomacy check (-10 penalty if not 
  conducted in Olman), or the PCs confront them. 
   
  If successfully approached, the Olman demand to 
  know why the PCs are disturbing them. If any Olman 
  PCs are present, they are addressed as “brother” and asked 
  why they are working with outsiders – especially if Suel 
  are also present. No single Olman does all of the talking, 
  as none want to appear to be a leader. They can tell the 
  PCs the followin: 
  • We cannot fight the Suel. They are too strong, and 
  they have a monster on their side. 
  • The monster is a giant cat-man. It is surely some kind 
  of god, since it is extremely strong and agile and only 
  the most powerful blows with weapons have any 
  effect on it.  
  • We have no leader because the monster kills them.  
  • The monster has been tracked back to the walled Suel 
  village (Narisban). 
  • The Suel sometimes raid the villages and take slaves. 
  Every Olman family has some member serving as a 
  slave in Narisban. 
  • The Suel patrol the south end of the island regularly, 
  the north end not so much. They are always well-
  armed. 
  • The Suel also have several small outposts around the 
  edges of the island. They are always well-defended, 
  and taking one out is not only costly in Olman lives 
  but brings strong reprisals from the Suel. 
   
  At some point the PCs may try to convince the Olman to 
  band together and join in their fight against the Scarlet 
  Brotherhood. To get the Olman to gather representatives 
  of other Olman tribes to even listen to this proposal, the 
  PCs must make it clear that they are powerful individuals 
  who can successfully lead the Olman into battle. A DC 35 
  Diplomacy check is then required, modified as follows: 
   
  Circumstance 
   
   
     
      DC Modifier 
  Olman PC is primary speaker.  
     
  -8 
  Other Olman PC(s) present. 
   
   
  -4 each 
  Each Suel PC present.  
   
   
    
  +2* 
  Primary speaker has Leadership feat   
   
  -2 
   
  Each large cat present with PCs    
   
  -2 
  PCs offer substantial gifts.  
   
      
  -4 
  PCs promise to free Olman slaves 
      
  -2 
   
  PCs make a display of power. 
   
      
  -4 
  PCs have taken hostile actions  
     
  +4 
    * – Increase this modifier to +20 if the PC is dressed as a 
  Scarlet Brotherhood member. 
   
  On a failed check the Olman reject the PCs and do not 
  listen to them further, although the PCs could retry the 
  tactic in a different village. On a successful check the 
  Olman agree to send messengers to gather warriors from 
  other villages to hear the PCs speak. This takes a full day, 
  after which the PCs are led to a meeting area deep in the 
  jungle: 
   
  A half-day of travel along jungle paths only the most 
  experienced tracker would even see has led to a 
  rocky outcropping deep in the jungle, by a pool has 
  Gathered here are dozens of Olmans, all armed and 
  decorated in feathers and war paint. 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
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  To convince this assemblage to work with the PCs, the 
  PCs must be able to speak Olman and convince the 
  Olman that they are strong enough to defeat the monster. 
  The latter requires a substantial display of power by at 
  least two different PCs. What exactly constitutes this is 
  left to your discretion, but could include things like 
  striking a 5-inch-thick tree down in a single blow, 
  making a flashy display of damaging magic, turning one 
  of the PCs into a Large-sized or larger “monster,” 
  summoning powerful beasts, and so forth. 
   
  �Tree: 5 in. thick; hardness 5; hp 50; AC 4; Break 
  DC 28. 
   
  The PCs must also offer a plan for how they will help the 
  Olmans bypass the wall or gate. The Olmans know they 
  would take devastating casualties trying to scale those 
  walls, so they won’t commit to action without such a 
  plan. 
   
  If, by your judgment, the PCs have sufficiently 
  impressed the Olmans, they agree to gather a force of 400 
  Olman warriors to assist the PCs in an assault on 
  Narisban, although this force takes three days to 
  assemble. The PCs are also required one of their number 
  as the War Leader – preferably an Olman, but anyone 
  who is Medium-sized or larger and not Suel will do. 
   
  4A: REIS STRIKES 
  Although the Scarlet Brotherhood is not on high alert, 
  they do perform regular divinations to determine if the 
  Olman are gathering sufficiently to pose a threat. Father 
  Joken becomes aware of the unusual congregation of 
  Olmans while they are assembling and dispatches Reis to 
  send them a “message.” He also raises the defenses to 
  Medium Alert (Encounter 5). 
   
  As preparations and the gathering of forces are 
  nearing completion on the third day, a panicked 
  Olman boy, runs into camp and starts exclaiming 
  loudly. 
   
  (If one or more PCs can understand Olman:) “The 
  monster has struck! It is awful! Please come right 
  now!” 
   
  No matter the actions they take, the PCs cannot arrive on 
  the scene until well after Reis has departed: 
   
  Over the next two hours the boy leads you and some 
  Olman warriors down hidden paths to another 
  Olman village, one which has become a scene of 
  carnage. Huts have been smashed and cooking fires 
  scattered, but the most telling sign are the bloody 
  corpses, or pieces thereof, laying everywhere. Most 
  of them –men, women, and children – have been 
  torn apart, as if by some mighty beast. 
   
  A thorough search of the village reveals no survivors. On 
  a DC 20 or better Search check two children can even be 
  found slain in a hidden compartment in the floor of one 
  of the huts, while on a DC 30 Search check a tuft of 
  orange fur can be found in the splintered remains of one 
  of the huts. A PC who makes a DC 20 Knowledge 
  (nature) check identifies the tuft as tiger fur. 
   
  PCs examining the bodies carefully can determine, 
  on a DC 20 Heal check, that the wounds were made by 
  the claws or teeth of a Large creature or by blunt blows. A 
  speak with dead cast on any of the remains (which makes 
  the accompanying Olman very nervous) allows the PCs to 
  determine that a “great cat-man” arrived and starting 
  tearing everyone and everything apart, and that nothing 
  the villagers did could deter or appease it. 
   
  Reis was under the effect of a pass without trace spell 
  at the time of the attack, so nonmagical means cannot 
  track him. A successful DC 20 Track check allows the 
  PCs to find the trail of a few Olmans who ran off in a 
  different direction than the boy, but the path ends in 
  more bloody carnage after a quarter-mile. 
   
  Development: This incident shakes the morale of 
  the Olmans but does not deter them from making an 
  attack as long as the PCs continue to make assurances 
  that they have the power to deal with this monster. 
   
  5: NARISBAN 
  This encounter can happen several different ways. If the 
  PCs choose to approach by sea, refer directly to “Sea 
  Approach” below. In all landward approach cases read the 
  following description before referring to the appropriate 
  subsection. 
   
  The jungle cover finally breaks, revealing a slightly 
  rolling field of vegetable crops which spans 300 
  yards before ending in a wide ditch. Beyond the 
  ditch is a stout wooden palisade thrice as tall as a 
  man atop an earthen rampart. One gate, currently 
  closed, pierces the palisade. Beyond and to the sides 
  of the fortifications can be seen the ocean. 
   
  (If Narisban is still on Low Alert, add:) Several non-
  Suel workers can be seen tending the vegetable 
  crops under the watchful eyes of whip-armed Suel 
  overseers. 
   
  The PCs can fight the overseers if they really want to, but 
  that does, of course, draw attention from the walls. The 
  overseers herd the slaves back into Narisban at any sign 
  of trouble. 
   
  All APLs 
   
  �Suel overseers (6): male human fighter 2; hp 15 
  each; Appendix 1. 
   
  �Slaves (30): male and female human (Olman and 
  others) commoner 1; hp 4 each. 
   
  AERIAL RECONNAISSANCE 
  Use this subsection if the PCs have come up with some 
  inconspicuous way of scouting the city from the air. 
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
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  Beyond the palisades a small city composed mostly 
  of one-story wooden buildings spreads out. A two-
  story stone building and a large temple stand at its 
  centre while several warehouses and a barrack-like 
  building line the seashore.  
   
  Three long docks provide berths for up to six 
  full-sized ships, though only two are currently 
  occupied. Narrow, rocky peninsulas jut out to either 
  side of the docks, partly enclosing the harbor. At the 
  end of each arm is a lighthouse which looks to also 
  be equipped with weapon turrets. The arms of land 
  are also fortified with walls dotted with cupolas 
  contained catapults and ballistae. Together they 
  make a formidable defense against a seaward attack. 
  Only a few catapults are positioned behind the 
  palisade. 
   
  Anyone with ranks in Profession (sailor) who takes a 
  closer look at the boats can identify one as a lightly-
  armed caravel (treat as a sailing ship) and the other as a 
  heavily-armed warship. If the PCs took four or more days 
  to come here, a second caravel is also present. 
   
  Aerial reconnaissance can determine that the gates 
  are normally guarded by ten Suel soldiers under the 
  command of a robed Scarlet Brotherhood member, while 
  a half-dozen more are patrolling the walls to either side of 
  the gate at any given time. If Narisban is at Medium 
  Alert, double the patrolling numbers. The seaward 
  lighthouses/ defense towers have 6-8 soldiers and a 
  wizard overseen by a Scarlet Brotherhood member on 
  duty at any given time, with an equal number patrolling 
  the walls. 
   
  SEAWARD APPROACH 
  The PCs may have their own boat and decide to attempt a 
  seaward assault. This is not wise, as they find themselves 
  facing both a warship and the two towers, each of which 
  is armed with a pair of catapults and always has a 7th-level 
  wizard 
  specializing 
  in 
  long-range 
  combat 
  spells 
  (especially fireball) at any given time. Should the PCs 
  decide to try to force their way in by sea, refer to 
  Appendix 3 for stats on the towers, warship, and their 
  armaments. The PCs must somehow defeat or otherwise 
  bypass those obstacles before entering the harbor where 
  they find massed resistance waiting for them. (See 
  “Massed Resistance” below.) 
   
  SNEAKING IN 
  If the PCs decide to sneak in, they must have some 
  extraordinary way to conceal their presence, as 300 yards 
  of open ground with no feasible cover extend between 
  the ramparts and the edge of the jungle. Tunneling in is 
  possible, though time-consuming unless the PCs have 
  magical ways to expedite matters. The PCs could also try 
  to sneak up at night, though heavy use of lanterns and 
  everburning torches on the pallisade provides full light out 
  to 40 feet and casts shadowy light 40 feet out beyond that. 
   
  Use stats for the Suel Soldier, Suel Archer, and 
  Brotherhood Monk to determine if the PCs are detected 
  or not. If the PCs somehow approach and get over the 
  wall without being detected, they have free run of the 
  city; refer to Appendix 3 for location descriptions. If they 
  are detected, an alarm is raised which brings massed 
  soldiers to the walls within six rounds; see “Massed 
  Resistance” below. 
   
  USING DISGUISES 
  If the PCs have waylaid a patrol or otherwise have Scarlet 
  Brotherhood robes and uniforms, they could try to pass 
  themselves off as Scarlet Brotherhood forces. Use 
  appropriate Disguise and Bluff checks to determine if 
  their ruse is detected. If the majority of the PCs don’t 
  look Suel this automatically fails. The PCs are still 
  challenged for a password before the gate is opened up 
  for them, however. 
   
  BYPASSING THE PALISADE WITH MAGIC 
  PCs using wind walk to approach quickly are almost 
  certainly noticed unless also invisible, although the 
  reaction time afforded the defenders is far shorter. 
  (Remember the five rounds of transition time between 
  forms in this case, however!) At these APLs it is also 
  entirely possible that the PCs, once they have a good view 
  of Narisban, simply teleport or dimension door past the 
  walls. In these cases they catch the defenders completely 
  by surprise, allowing them a full round of actions before 
  anyone can react. If the PCs move quickly the defenders 
  don’t have time to assemble a significant resistance, 
  although small numbers of Suel Archers, Suel Soldiers, 
  and Brotherhood Monks harass them. (Don’t bother to 
  fight these out, as they are unlikely to do much harm to 
  an APL 10+ party.) If the PCs hang around in one place, 
  though, run the “Massed Resistance“ subsection. 
   
  After eight rounds an elite strike team intercepts the 
  PCs using dimension door and alarms raised by citizens and 
  spotting by a hawk familiar to determine the PCs’ 
  location (Encounter 6). 
   
  The PCs could also used winged mounts or other 
  magical means of flight to bypass the walls, although 
  these are also likely to draw attention unless the PCs are 
  somehow invisible. See “Massed Resistance” subsection if 
  they are spotted on their approach unless this method is 
  also used in conjunction with an Olman assault. 
   
  SLAVE UPRISING 
  If the PCs have managed to get into Narisban undetected 
  and free prisoners and slaves, they start causing lots of 
  problems for the Suel as they go on a rampage. Unless the 
  PCs are especially drawing attention to themselves, they 
  can move about freely under cover of a slave uprising 
  without attracting attention, as the Suel are all concerned 
  with getting the slaves back in order. Those at the 
  Administration Center are considered under alert in this 
  case, however. 
   
  
   
   
   
   
   
   
   
   
   
   
   
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  ASSAULTING THE PALISADE 
  Use this option if the PCs try the all-out aggressive 
  ground approach, whether they do it alone or with the 
  aid of the Olman tribesmen. 
   
  Unless they attack at night, the PCs and/or Olmans 
  are spotted and identified as hostiles within one round of 
  breaking forest cover, as all Scarlet Brotherhood patrols 
  know to fly a Brotherhood banner when approaching the 
  city. If they attack at night and are not carrying a light 
  source, they are automatically spotted at 80 foot range 
  and can be detected by Listen checks prior to that using 
  the normal distance modifiers. Remember that the 
  movement of PCs is restricted if they are crossing the 
  open ground without light sources or darkvision. 
   
  If the PCs are alone as they cross the open ground, 
  they immediately come under fire from ten archers on 
  the wall as soon as they are sighted, with five more 
  arriving every round beginning with the fourth until 50 
  total are assembled. On the fifth round after the alarm is 
  raised a 7th-level wizard arrives via dimension door and 
  casts long-range area-effect spells at the PCs. (See 
  “Massed Resistance” below). 
   
  If the PCs are accompanied by Olman attackers then 
  the archers and spellcasters instead focus on them, trying 
  to pare down their numbers (and drive them off) before 
  they reach the wall. You can roll this out or just assume 
  the Olmans take 80 casualties on the approach to the 
  walls. Reduced that number by 20-40 if the PCs make 
  substantial efforts to shoot down or otherwise interfere 
  with the archers and wizard. (A Huge air elemental sent 
  to sweep the wall might earn the largest deduction, for 
  instance.) Remember, though, that all defenders have a 
  +4 cover bonus to AC while they are on the wall and the 
  attackers are not. 
   
  The PCs must either make a hole in the wall or 
  open/destroy the gate. Stats for both are given below. 
  Both are treated with alchemical substances to make 
  them partly resistant to fire. The mechanism for raising 
  and lowering the gate is immediately inside the gate and 
  requires a DC 24 Strength check for less than five men to 
  operate. 
   
  �Gate: 1 ft. thick; hardness 5; hp 120; AC 3; Lift DC 
  28; Break DC 30; fire resistance 5. 
   
  �Palisade Wall (5 ft./5 ft. section): 1 ft. thick; 
  hardness 5; hp 120; AC 3; Break DC 30; fire resistance 5. 
   
  If the PCs took time crossing open ground or bashing 
  through the gate/palisade, they are confronted by an elite 
  Brotherhood strike team the moment they enter 
  (Encounter 6). 
   
  MASSED RESISTANCE 
  If the PCs are supported by Olmans, or have sneaked into 
  town and orchestrated some kind of slave uprising, the 
  Olman’s 
  attacks 
  distracts 
  the 
  massed 
  defenders 
  sufficiently for the PCs to maneuver and concentrate on 
  major targets. Lacking this support, parties who decide to 
  bull their way through things can find themselves 
  getting bogged down fighting comparative peons. Stress 
  that this is a situation they want to avoid, as it is not a 
  balanced fight and could be tremendously time-
  consuming. If the players insist on going this route 
  throw everything you can at them. 
   
  Depending on the situation, the following forces are 
  available. Circumstances may dictate that they are not all 
  present at once. Also, note that these are not the sum 
  totals of all the potential flunky defenders in the city, just 
  those that the PCs and their helpers could potentially 
  face.  
   
  Have the Suel defenders come at the PCs in groups 
  equal to the APL of the party. Once the PCs have faced as 
  many ELs as the adventure allows (APL 10—36. APL 
  12—42, APL 14—48, and APL 16—54), simply tell them 
  that they have been forced to retreat in failure. For them, 
  the adventure is over. 
   
  ALL APLs (EL variable) 
   
  �Suel Archers (50): human ranger 3; hp 27 each; 
  Appendix 1. 
   
  �Brotherhood Monk (50): human monk 4; hp 25 
  each; Appendix 1. 
   
  �Suel Foot Soldiers (50): human fighter 2; hp 19 
  each; Appendix 1. 
   
  �Brotherhood Wizard (2): human wizard 7; hp 26 
  each; Appendix 1. 
   
  �Brotherhood Commander (1): human monk 8; 
  use stats for the APL 10 version of Brother Theolus from 
  Encounter 6.  
   
  Tactics: These vary according to the exact situation and 
  number of combatants present, but as a rule archers 
  concentrate on ranged attackers and foot soldiers 
  concentrate on melee attackers. Monks grapple where 
  possible (especially spellcasters) and may gang-tackle a 
  target if feasible. Wizards use their most effective spells 
  for the situation and favor targeting big groups of foes. 
   
  If the PCs inflict substantial (half or more) casualties 
  on whatever group they’re fighting without apparently 
  being sorely-pressed, the rest of the forces retreat. 
   
  Treasure – All APLs: Loot 20 gp per Suel archer, 36 gp 
  per Suel soldier, 0 gp per Brotherhood monk, 688 gp per 
  Brotherhood 
  Wizard, 
  812 
  gp 
  for 
  Brotherhood 
  commander. 
   
  Development: Regardless of the situation the PCs do 
  not have to fight this encounter a second time if they 
  defeat it once, as the Brotherhood members are devoted 
  but not suicidal. That doesn’t mean they won’t 
  occasionally be sniped at by Suel archers, however, 
  especially if they stop to loot bodies. 
   
  6: STRIKE TEAM 
  The Elegant Hand of Wee Jas, a four-member elite 
  Brotherhood strike team of Suel in their early-to-mid 30s, 
  is based in Narisban while making forays into the 
  
   
   
   
   
   
   
   
   
   
   
   
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  Amedio Jungle. They oppose all enemies of the Scarlet 
  Brotherhood and consider themselves to always be on 
  alert, so they leap into action whenever the PCs’ presence 
  is detected. Depending on circumstances, they may be 
  encountered at the palisade, on the warship, in the city 
  streets, or (if the PCs have managed to avoid detection in 
  their entry into the city) at the Administration Center. In 
  all but the latter case the wizard Jagyara’s hawk familiar is 
  circling in the sky overhead, so the team knows exactly 
  where to go to confront the PCs. 
   
  Spell Preparations: Because they always consider 
  themselves to be on-call, the Elegant Hand regularly 
  maintains a certain number of long-duration buff spells. 
  These are figured into the base stat blocks given in 
  Appendix 1. If they dimension door to intercept the PCs, or 
  have enough forewarning at the Administration Center, 
  they spend 3-4 rounds performing these additional buffs 
  before moving to meet the PCs, in order of priority: 
   
  Jagyara: shield, mirror image, brilliant blade (APL 14, 
  on Khallis’s sword) or brilliant aura (APL 16, on Brother 
  Theolus and his staff and Khallis’s sword, natural attacks, 
  and arrows), haste. 
   
  Brother Theolus: use potion of cat’s grace (at APLs 10-
  12), potion of enlarge. 
   
  Khallis: use potion of bull’s strength, cast shield, alter self 
  (APL 12+, into a troglodyte), stoneskin (APL 16). 
   
  Jamaya: bull’s strength (on Brother Theolus), bless (at 
  APL 10-12) or divine agility (at APL 14-16, on Brother 
  Theolus), shield of faith (on Khallis at APL 10-14, on self at 
  APL 16), spikes (on Khallis’s staff, APLs 10-14) or spell 
  turning (APL 16). 
   
  If the Elegant Hand is arriving at the combat scene 
  via Jagyara’s dimension door scroll (she keeps her prepared 
  version for emergencies), consider their arrival to be a 
  surprise round and Jagyara’s cast of the spell to be her 
  surprise round action. Otherwise follow tactics as listed 
  below. Jagyara’s hawk familiar stays well away from the 
  combat, so its stats are not included. 
   
  Behavioral Notes: The Elegant Hand of Wee Jas is 
  not only a team, it is an extended family. (The women are 
  sisters and Jagyara-Khallis and Jamaya-Brother Theolus 
  are married couples.) They have lived, worked, and 
  trained together for more than a decade, so their tactics 
  should be very tightly-coordinated and supportive of 
  each other. They use signals and code words in Ancient 
  Suloise to indicate each other what they are doing in a 
  fight so they don’t accidentally negate something a 
  teammate has done, and do not do anything to endanger 
  a fellow team member, as they place their loyalty to each 
  other even ahead of their loyalty to the Brotherhood. This 
  could be used against them, as they could be Intimidated 
  into cooperating if one of their incapacitated members is 
  held hostage by the PCs. 
   
  The Elegant Hand members can be very vindictive. 
  If the PCs kill one of their members then they do not 
  hesitate to kill a PC (even an unconscious one) if given 
  the opportunity. (At APLs where Jamaya has slay living, 
  she does not use it unless a team member has been 
  killed.) They can also be gracious, so if they see a PC 
  stabilizing a downed Elegant Hand member in the 
  middle of combat they return the favor if given the 
  opportunity. 
   
   
  APL 10 (EL 12)  
   
  �Jagyara: human female wizard 9; hp 57; Appendix 
  1. 
   
  �Brother Theolus: human male monk 8; hp 55; 
  Appendix 1. 
   
  �Khallis: human male rogue 3/fighter 4/Suel 
  arcanamach 1; hp 71; Appendix 1.  
   
  �Jamaya: human female cleric 7; hp 49; Appendix 
  1. 
   
  APL 12 (EL 14) 
   
  �Jagyara: human female wizard 9/argent savant 2; 
  hp 69; Appendix 1. 
   
  �Brother Theolus: human male monk 10; hp 68; 
  Appendix 1. 
   
  �Khallis: human male rogue 3/fighter 4/Suel 
  arcanamach 3; hp 78; Appendix 1.  
   
  �Jamaya: human female cleric 9; hp 71; Appendix 
  1. 
    
  APL 14 (EL 16) 
   
  �Jagyara: human female wizard 9/argent savant 3; 
  hp 82; Appendix 1. 
   
  �Brother Theolus: human male monk 12; hp 92; 
  Appendix 1. 
   
  �Khallis: human male rogue 3/fighter 4/Suel 
  arcanamach 5; hp 116; Appendix 1.  
   
  �Jamaya: human female cleric 12; hp 104; 
  Appendix 1. 
   
  APL 16 (EL 18) 
   
  �Jagyara: human female wizard 9/argent savant 5; 
  hp 91; Appendix 1. 
   
  �Brother Theolus: human male monk 14; hp 106; 
  Appendix 1. 
   
  �Khallis: human male rogue 3/fighter 4/Suel 
  arcanamach 7; hp 134; Appendix 1.  
   
  �Jamaya: human female cleric 12; hp 120; 
  Appendix 1. 
   
  Tactics-General: Because they work so tightly together 
  as a team, the Elegant Hand makes extensive use of 
  combo moves, such as putting silence on Brother Theolus 
  while he infiltrates to target PC spellcasters, setting up 
  sneak attacks with grapples or hold person spells, and so 
  forth. Be creative here! They retreat if sorely-pressed, but 
  only if they can do so as a group. Surrendering to a clearly 
  superior foe is also an option, especially if the life of a 
  fellow team member is at stake. 
   
  Tactics-Jagyara: She is the group’s primary 
  offensive caster. Her first combat action is to cast haste (if 
  she hasn’t already) or mass fire shield (at APL 16) or try to 
  ring the PCs in a wall of fire. She generally follows up by 
  trying to cripple lead enemy fighter-types with ray of 
  
   
   
   
   
   
   
   
   
   
   
   
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  enfeeblement before resorting to damaging spells. If she 
  has a good opportunity, she used rapid enlarge on Khallis. 
  She keeps her dimension door for emergencies. 
   
  Tactics-Brother Theolus: He has two favorite 
  tactics. One is to bait his PC “Dodge buddy” (always an 
  obvious front-liner) into wasting Power Attacks on him, 
  then follow up with a disarm attempt. Another is to 
  grapple and beat into submission an obvious PC 
  spellcaster while a silence spell is cast on him. When using 
  unarmed strikes he normally throws in at least one 
  subdual attack, unless the PCs have already killed one of 
  his team members. 
   
  Tactics-Khallis: Maximizing use of his sneak attack 
  (which at APL 12+ includes the use of his Staggering 
  Strike feat) is his primary goal in combat. He leads with 
  blink at APLs where he can cast it, and using a true strike to 
  set up a maximized Power Attack is a typical tactic. At 
  APLs 12+ he throws in his Dispelling Strike on the PC 
  who seems most magically enhanced. 
   
  Tactics-Jamaya: She is the group’s primary support 
  caster. Her first combat action is always to cast recitation 
  (the whole team are Wee Jas worshipers, so they get the 
  maximum benefit), but after that her spell use is 
  dependant entirely on what’s best for the team. She 
  usually resorts to controlling spells before damaging 
  spells. 
   
   
  Treasure:  Refer to the treasure section of this adventure 
  to determine what the PCs find here.  
   
  Development: If the Elegant Hand of Wee Jas is forced 
  to retreat but still has combat resources left, they strike at 
  the PCs again as soon as they have regrouped. If any are 
  taken prisoner and questioned, they can, under duress  
  tell the PCs the following about the Administration 
  Center’s defenses, although they do not volunteer 
  information:  
  • It is shielded against invisibility. 
  • It is normally guarded by a trio of powerful Suel 
  barbarians from the far north. 
  • In addition to Father Joken and the barbarians, one 
  other senior monk and a couple subordinate clerics, 
  wizards, and monks are present. 
  • Joken’s personal bodyguard/enforcer Reis is far 
  tougher than he looks. Though he does not seem to 
  be an especially skilled monk, he can soundly defeat 
  anyone in a duel. 
  • They know nothing about a “monster,” as they have 
  never seen Reis in his hybrid or animal form. 
   
  7: ADMIN CENTER  
  Refer to Appendix 4 for details on the Administration 
  Center. 
   
  Inside a wood-fenced compound stands arguably the 
  most distinctive-looking building in the whole 
  town: a two-story white stucco building trimmed in 
  scarlet rim, about eighty feet long and fifty feet deep. 
  Banners bearing the emblem of the Scarlet 
  Brotherhood are draped down its front. An 
  ironbarred gate bars entry to the interior.  
   
  (If approached at night, add:) Torches spaced at 
  regular intervals around the compound’s walls 
  illuminate the grounds, casting shadows but leaving 
  nowhere totally in the dark. Lanterns glow brightly 
  at the main entrance. 
   
  How the PCs are met depends on the circumstances of 
  their approach: 
   
  Approaching By Day, No Alarm: The gate is open. 
  A pair of foot soldiers stands guard along with a 
  Brotherhood monk armed with a clipboard, who insists 
  on knowing the PCs’ business and making a note of it. He 
  wears a signal whistle around his neck, and his first 
  action is to blow an alert if the PCs cause trouble. 
   
  Approaching By Day, Alarm Raised: The gate is 
  closed and locked with a chain and padlock. The 
  Brotherhood monk and foot soldiers are looking 
  nervously out. The foot soldiers poke their longspears at 
  unidentified approaching PCs but this trio shouldn’t 
  offer the PCs enough of a challenge to be worth fighting 
  as long as the PCs have some way to get past the gate. The 
  monk does blow his signal whistle, but otherwise assume 
  the PCs can mop them up in one round. 
   
  Approaching By Night, No Alarm: The gate is 
  closed and two foot soldiers guard on the inside. They try 
  to tell the PCs to come back in the morning, and blow 
  whistles to raise an alarm if they cause trouble. 
   
  Approaching By Night, Alarm: As the “No Alarm” 
  scenario, except the guard blow whistles to raise an alarm 
  immediately upon sighting armed PCs who obviously 
  aren’t Suel. 
   
  All APLs (EL 4 or 6) 
   
  �Suel foot soldiers (2): human fighter 2; hp 19 
  each; Appendix 1. 
   
  �Brotherhood monk: human monk 4; hp 25 each; 
  Appendix 1. 
   
  �Gate: 1 in. thick bars; hardness 10; hp 30; AC 4; 
  Break DC 24; unlock DC 30. 
   
  Once the PCs are inside, see Appendix 4 for location 
  descriptions. Any NPCs with commoner levels are 
  noncombatants who flee or cower, depending on the 
  situation. If questioned, they tell the PCs which NPCs 
  (except Shadowfist) are normally in which locations, but 
  don’t know much else of use. They do not know anything 
  about a “monster” as they have never seen Reis in hybrid 
  form. 
   
   In addition, there are four potential special 
  encounters: 
   
  Encounter 8 – Barbarians: If an alarm has been 
  raised and the PCs have avoided the Massed Resistance 
  fight detailed in Encounter 5, the PCs meet the 
  barbarians and Mericka in either location 1 or 4, 
  depending on which way the PCs enter the building. (If 
  
   
   
   
   
   
   
   
   
   
   
   
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  the PCs go in through windows or make a hole in the 
  wall, they move to meet the PCs starting from location 1.) 
  If an alarm has not been raised the barbarians are in 
  location 13 and Mericka is in one of the bigger offices in 
  location 2. Both converge on the PCs’ location once they 
  make their presence known. Refer to Encounter 8 for 
  further notes. 
   
  If the PCs did fight through the Massed Resistance 
  part of Encounter 5 they run into Mericka at some point 
  on the first or second floor and find the barbarians in 
  location 13. 
   
  Encounter 9 – The Coward: If an alarm has been 
  raised and the PCs are storming the house, the 
  Brotherhood cleric Jaguanara is in one of the closets 
  (location 5 or one of the location 14s). If an alarm has not 
  been raised then she can be found in location 3 (during 
  the day) or location 12 (during the night).  
   
  Encounter 10 – Shadowfist: If any kind of alarm 
  has been raised this encounter happens in location 8. If 
  no alarm has been raised, Shadowfist starts in location 13 
  but moves covertly to location 8 as soon as the PCs make 
  any hint of their presence known. Refer to Encounter 10 
  for more details. 
   
  Encounter 11 – Father Joken: If an alarm has been 
  raised, or no alarm has been raised and the PCs are 
  attacking during the day, then Father Joken is in the 
  basement (location 15) with Reis. If no alarm has been 
  raised and the PCs are attacking at night, Father Joken is 
  in location 12 with Jaguanara, while Reis is in the 
  basement. In this case Father Joken moves to the 
  basement at first opportunity. See Encounter 11. 
   
  It is also entirely possible that the PCs could do 
  something utterly different, like just try to destroy the 
  building without going in. Refer to Encounter 12 in that 
  case, and refer to Appendix 5: Troubleshooting in other 
  cases. 
   
  Also note that the PCs do not need to have all of 
  these encounters. Depending on what they do, they 
  could miss encounters 9 and 10 entirely. 
   
  8: BARBARIANS AND SPIES 
  Father Joken keeps three tall, young, and muscular 
  northern Suel barbarians (Frutzii, or “Frost Barbarians”) 
  as elite guards and breeders. He keeps them happy and 
  loyal with liberal supplies of booze and women and 
  occasional opportunities to rough up or wreak havoc on 
  troublemakers, which they enjoy most of all. They are 
  always eager for a fight, so they rush to confront invading 
  PCs with gusto, hearty battle cries, and no fear. They are 
  none too bright and equally virile, however, so if not 
  being attacked and not raging a comely (Cha 12+) female 
  could conceivably seduce one or more with appropriate 
  Bluff and Diplomacy checks. 
   
  Mericka, 
  a 
  moderately 
  pretty 
  40ish 
  female 
  Brotherhood wizard of average height and build, is Lady 
  Antha’s contact in Narisban. Her official title is Security 
  Director, so she is nominally the boss and keeper of the 
  barbarians, amongst other things. As such, she moves to 
  confront invading PCs along with the barbarians. She, 
  however, has different motives. 
   
  This encounter plays out one of two ways:  
   
  If the PCs have had the Massed Resistance 
  battle in Encounter 5, the barbarians lie dead and 
  stinking of alcohol in location 13, along with two 
  unconscious but still-living (and mostly unclad) young 
  Suel women. A DC 20 Search or Heal check reveals that 
  each barbarian was slain by a single precisely-placed 
  unarmed blow to the back of the head. A PC with the 
  Improved Unarmed Strike feat, one who has fighter 
  levels and makes a DC 10 Wisdom check, or one who 
  makes a DC 25 Heal check recognizes that such a blow 
  requires a degree of precision beyond any but an expert 
  killer. A check of the beer in their still-half-full mugs 
  reveals the presence of a sleep poison strong enough to 
  fell a horse (DC 22 Fortitude save or unconscious for 2d4 
  hours; secondary effect is the same). 
   
  The sleeping women are similarly drugged and 
  cannot be awakened without the use of neutralize poison. If 
  they are awakened and questioned (in Ancient Suloise) 
  they know nothing of importance, except that they 
  passed out while partying with the barbarians and that a 
  third Suel woman – a looker beautiful enough to make 
  them jealous – was originally present, too. (That was 
  Shadowfist, and this is her handiwork.) 
   
  In this case Mericka confronts the PCs somewhere 
  in the building. She talks tough but surrenders 
  immediately if the PCs start acting offensively. Refer to 
  the Development section, below. 
   
  If the PCs avoided the Mass Resistance battle in 
  Encounter 5, the PCs must either fight or dupe the 
  barbarians. Mericka either starts in their presence or 
  joins them shortly, depending on circumstances. 
   
  Special Note: At some point during the fight give 
  the PCs a Spot check against Samile’s Hide check to 
  notice her sneaking down the northern staircase in 
  location 1 before using her Shadow Jump to move 
  directly into location 8 (see Encounter 10). 
   
  All APLs 
   
  �Mericka: human female wizard 9; hp 33; 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  �Frost Barbarians (3): human male barbarian 
  7/exotic weapon master 1; hp 88 each; Appendix 1. 
   
  APL 12 (EL 13) 
   
  �Frost Barbarians (3): human male barbarian 
  9/exotic weapon master 1; hp 109 each; Appendix 1. 
   
  APL 14 (EL 13) 
   
  �Frost Barbarians (3): human male barbarian 
  9/exotic weapon master 1; hp 161 each; Appendix 1. 
   
  APL 16 (EL 13) 
   
  �Frost Barbarians (3): human male barbarian 
  9/exotic weapon master 1; hp 186 each; Appendix 1. 
  
   
   
   
   
   
   
   
   
   
   
   
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  Tactics–Mericka: Mericka is not figured into the EL for 
  this encounter because she will not take any actual 
  offensive actions against the PCs, nor assist the 
  barbarians in any meaningful way. She spends the 
  entirety of her time exhorting the barbarians to action, 
  casting defensive spells, and occasionally using minor 
  image to make it appear that she is shooting some kind of 
  ray spell at the PCs and pretending to be frustrated when 
  it doesn’t work. PCs can detect her ruse through normal 
  Spellcraft checks. If the PCs don’t seem to be taking the 
  hint about who she is, she uses a message spell to contact 
  one of the more intelligent-looking PCs and tell them 
  that she works with Lady Antha. If the PCs don’t take the 
  hint and seem intent on killing her, she flees. 
   
  Tactics-Barbarians: They just rage and bash away, 
  typically Power Attacking for half their BAB unless the 
  PCs prove particularly easy or hard to hit. They aren’t 
  bright or disciplined enough to use sophisticated tactics. 
   
  Treasure:  Refer to the treasure section of this adventure 
  to determine what the PCs find here.  
   
   
  Development: The barbarians, if not killed and 
  questioned under duress, don’t know anything of use 
  beyond “that guy Reis being a lot tougher than he looks.” 
  If Mericka is taken alive and questioned, she pretends to 
  be defiant but spills her guts under even the most 
  minimal intimidation. She uses message to indicate to one 
  of the PCs that they must make it look good, as she is 
  concerned that someone else might be watching. She can 
  tell the PCs “under duress:” 
  • Father Joken and his bodyguard Reis can normally be 
  found in the basement. 
  • Brother Nolon, Father Joken’s second-in-command, is 
  normally in location 8a and probably asleep, since she 
  hasn’t seen him recently. He’s a skilled monk. 
  • Vashun, a potent wizard, is the other major figure 
  normally on-site. He’s been holed up in location 7a 
  behind an arcane locked door for the better part of the 
  past day, supposedly meditating but more likely on 
  what Mericka calls a “mushroom trip.” (He’s been 
  known to do that to seek inspiration.) He has actually 
  already been killed by Shadowfist, but Mericka does 
  not know that! 
  • No one else of much consequence is in the building, 
  unless the PCs haven’t already dealt with the 
  barbarians. (She does not consider Jaguanara in 
  Encounter 7b to be “of consequence.) 
  • The whole building is under the effect of an 
  invisibility purge tied to an unhallow. 
   
  9: COWARD 
  Jaguanara is a tall, moderately pretty Suel woman in her 
  mid-20s who wears her blond hair quite short. She was 
  early into a promising career as a mission-oriented 
  support cleric for the Scarlet Brotherhood when a 
  debacle on a mission to Greyhawk, and some resulting 
  bad experiences in prison before the Brotherhood could 
  rescue her, shattered her nerve. Because of that she’s 
  been relegated to administrative and religious duties. She 
  has ended up at Narisban because Father Joken, her boss 
  on the Greyhawk mission, has made it his personal 
  project to get her back into combat shape. She’s also 
  become Father Joken’s woman, and currently rooms with 
  him. She is still possessed of a deep sense of self-
  preservation, though, so she finds a place to hide at any 
  sign of major trouble. 
   
  Note: Jaguanara appeared in COR5-03 Atonement and 
  has not changed much in appearance since then, so give 
  any PC who played that adventure a DC 12 Intelligence 
  check to recognize her. She most certainly recognizes 
  any PC who played that adventure, and has an “ugh, not 
  you again” reaction to that PC. Such PCs also have a 
  special +4 circumstance bonus on Intimidate checks 
  towards her that stacks with any other modifiers. 
   
  All APLs 
   
  �Jaguanara: human female cleric 4; AL LE; hp 26; 
  Will +7; Wis 16. 
   
  If the PCs are attacking at nighttime, Jaguanara is dressed 
  only in the equivalent of a bathrobe and has only her holy 
  symbol of Wee Jas with her. If the PCs are attacking 
  during the day, she is dressed in lightweight clothing and 
  has holy symbol, spell components, and a masterwork 
  heavy mace. She doesn’t tolerate the heat and humidity 
  well, so always has an endure elements active. 
   
  If encountered in a closet, she has burrowed in 
  beneath supplies to hide herself (a DC 15 Spot check or 
  DC 10 Search check uncovers her). If encountered in 
  location 3, she is hiding under her desk. If encountered 
  in location 12, she is hiding under the bed. 
   
  Though very racist towards non-Suel, Jaguanara has 
  also become very timid. If discovered, she tries to warn 
  the PCs off by insisting that she’s a “powerful priestess” 
  and makes a big scene of not cooperating with the PCs, 
  but she ultimately does not fight anyone who’s obviously 
  well-armed and only a DC 14 Intimidate check is 
  required to get her to talk. 
   
  Jaguanara knows everything that Mericka does (see 
  Encounter 8). She also knows that Reis, in addition to 
  being Joken’s bodyguard, also carries out his “dirty work” 
  and that he is, despite appearances, not entirely Suel 
  (“corrupted” is the word she uses). She also knows that 
  Father Joken tolerates his abnormality because he is 
  convinced that some magical means of enhancing the 
  Suel in combat can be derived from him, and is therefore 
  studying him. If mention of a monster is brought up, 
  Jaguanara is certain that it refers to Reis, although she 
  doesn’t know exactly what he is. 
   
   
  Development: Jaguanara flees at the first opportunity. 
   
  10: SHADOWFIST 
  
   
   
   
   
   
   
   
   
   
   
   
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  Samile, aka Emmara Barnen, aka Shadowfist, infiltrated 
  the Administration Center under cover of being one of 
  the prostitutes servicing the barbarians, and has since 
  been waiting for an opportunity to strike. The PCs’ 
  actions give her that opportunity. 
   
  Shadowfist has her shadow companion Mert 
  covertly watching the entrance to the compound, so it is 
  extremely unlikely that she is caught unawares even if 
  the PCs are sneaky enough that the rest of the NPCs are 
  surprised. Thus assume that she is aware of the PCs’ 
  presence unless they are being extraordinarily sneaky. 
   
  Several hours prior to the PCs’ arrival Shadowfist 
  took advantage of one of Vashun’s “mushroom trips” to 
  kill him (his body can be found in location 7). If the PCs 
  fought the Massed Resistance part of Encounter 5 she has 
  also had time and opportunity to do away with the 
  barbarians (Encounter 8). In this case she has already 
  headed to location 8 to kill Brother Nolon by the time the 
  PCs arrive. 
   
  If the PCs avoided the Massed Resistance fight 
  Shadowfist uses the distraction caused by the fight with 
  the barbarians to move to location 8 and kill Brother 
  Nolon. (For sake of argument assume that he fails his 
  save against her Stunning Fist and then is subjected to a 
  coup de grace.) She is still in location 8 when the PCs 
  arrive, awaiting a report from Mert on Father Joken’s 
  whereabouts. 
    
  All APLs (EL 14) 
   
  �Shadowfist: female human (Suel) rogue 5/monk 
  2/assassin 3/shadowdancer 4; hp 57; Appendix 1. 
   
  �Mert: shadow companion; hp 32; Appendix 1. 
   
  Appearance: Shadowfist has used the glamered ability on 
  her armor and hat of disguise to cloak herself all in black, 
  giving herself a ninja-like appearance. Her profile 
  obviously marks her as a tall, curvaceous woman, but 
  with her head covered and face concealed beyond her 
  blue eyes nothing else is apparent. If somehow seen 
  without her headwear, or if her illusions are penetrated, 
  she appears as a strikingly beautiful Suel woman in her 
  late 20s. Any PC who played COR5-03 Atonement 
  recognizes her as the current wife of Remmelak Barnen. 
   
  Tactics: However the PCs get into location 8 gives 
  Shadowfist enough time to move to a position above the 
  door using her slippers of spider climbing, from where she 
  hides and observes their actions. She is particularly 
  interested to know what the PCs are doing here, and so 
  listens carefully to their conversations. She is a stealth 
  and assassination specialist and is not interested in taking 
  risks, so she does not reveal herself to the PCs unless her 
  presence is detected.  
   
  Should the PCs react hostilely towards her, 
  Shadowfist tries to convince them that she isn’t a threat 
  to them if they’re killing Brotherhood members. If that is 
  not sufficient and combat starts, she does not stand and 
  fight, as avoiding capture is a higher priority than 
  completing 
  her 
  objective. 
  She 
  departs 
  at 
  first 
  opportunity, using her Shadow Jump ability (at least 10 
  feet of it are left) to bypass a wall. 
   
  TALKING WITH SHADOWFIST 
  Shadowfist has lived and operated for years through 
  subterfuge, keeping secrets, and controlling information 
  flow, so she does not needlessly reveal anything. Unless 
  she recognizes one or more PCs from COR5-03 Atonement 
  she comes across as coy and cagey, only responding to 
  specific questions. Her tone also carries a ruthless note, 
  though this is now at least partly an act. (A successful 
  opposed Sense Motive check sees through this.) Treat her 
  as being cautiouslyiIndifferent. 
   
  If one or more of the PCs have played COR5-03 
  Atonement, Shadowfist takes on a friendlier tone 
  (friendly) and is a more forthcoming. If asked, she assures 
  the PCs that Remmelak and the children are well and she 
  is still with them, but this is something she needed to do 
  to discourage her former handler (Father Joken) from 
  trying to hunt her and Remmelak down. She refuses to 
  say anything about where they are located now, as she 
  considers that a “needless risk.” 
   
  In either case Shadowfist questions the PCs about 
  their motives (if she hasn’t already learned them) before 
  admitting to anything beyond not being here to fight 
  them. Her tone and stance relax a bit if the PCs explain 
  that they are here to kill Father Joken, and she insists that 
  she is here for the same thing. PCs who can see her face 
  note, on a DC 15 Sense Motive check, that she is visibly 
  shaken when the PCs mention that they are working for 
  Lady Antha Darmen. She actively avoids bringing that 
  subject up again. 
   
  Depending on what the PCs talk about, she might 
  admit any of the following. Remember that she does not 
  volunteer information, so the PCs only get these points 
  for asking the right questions. 
  • Yes, she is Shadowfist. 
  • No, she is not, nor ever was, a Scarlet Brotherhood 
  member. She just was trained by them and did a lot of 
  work for them. 
  • How she got here is a trade secret. (She arranged a 
  greater teleport via a wizard who owed her a favor.) 
  • Yes, she did kill Lady Antha’s daughter, but now 
  seriously regrets that and has been trying to atone. 
  • She is here to kill Father Joken and his immediate 
  subordinates. 
  • She is doing it to protect Lady Antha’s grandchildren 
  and former son-in-law, who are being hunted by 
  Father Joken’s agents. 
  • She sees protecting the children as part of her 
  atonement. (Although this is true, it’s not a whole 
  truth. She is also in love with their father and more at 
  peace with that family than she’s ever been.) 
  • Yes, she killed Brother Nolon (here in this room). 
  • Yes, she killed Vashun (in location 7). 
  • (If the PCs had the Massed Resistance encounter:) 
  Yes, she dealt with the barbarians.  
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 16 
  • No, she has no interest in working with the PCs, but 
  can tell them that Father Joken is currently located in 
  the basement with his bodyguard/enforcer Reis. 
  • She’s dealt with enough subterfuge in her day to 
  know that Reis is something other than what he 
  appears to be. Her guess is that he can assume a much 
  nastier and more powerful alternate form. Whatever 
  he can do, it’s a big secret that no one else beyond 
  Father Joken and maybe that wizard Vashun 
  knows/knew about, but she has noticed that he has 
  distinctly catlike tendencies in his movements. 
  • Mericka is not to be trusted. She’s affiliated with a 
  branch of the Brotherhood called the “Black 
  Brotherhood,” which worships Tharizdun. If she’s 
  helping the PCs at all, it’s part of an internal power 
  play. 
   
  Once the conversation seems to be winding down, read: 
   
  “It looks as if you are powerful enough to do the 
  job,” the shadowy woman says, “so I will leave killing 
  Father Joken to you. Make sure that he is dead and 
  does not escape, as it would be annoying to have to 
  clean up your mess.” With that she leaps into the 
  nearest shadow and vanishes. 
   
  Development: At these APLs it is possible that the PCs 
  may subdue or kill Shadowfist before she can escape. This 
  is the only way they can get her possessions (listed in the 
  treasure section of this adventure).  If she is kept alive but 
  unconscious and handed over to Lady Antha at the end, 
  her fate is not pretty one. 
   
   
  11: MASTER AND MONSTER 
  Once there was a young Brotherhood monk named Reis, 
  who on one of his first missions had an unfortunate 
  encounter with a monstrous creature: a dire weretiger. 
  Although he (barely) survived the experience thanks to 
  the quick actions of his teammates, he was infected with 
  lycanthropy. Ashamed that his Suel purity had been 
  tarnished and fearful of what his superiors might do if 
  they found out, he tried to keep it a secret. 
   
  A monk - Brother Joken - eventually discovered his 
  secret, but instead of turning him in, took Reis under his 
  wing, helped him learn to gain control over his 
  transformational power, and extolled to him that this was 
  a blessing in disguise, as the raw power of the 
  transformation was something that the Suel could learn 
  to harness without actually changing form. His actions 
  won him Reis’s unwavering personal loyalty, so for the 
  last decade Reis has served as Father Joken’s personal 
  bodyguard and enforcer while Joken has studied him in 
  an effort to develop a spell that could duplicate the 
  transformation’s power.  
   
  Regardless of the circumstances of the PCs’ attack on 
  the Administration Center, Reis is in his hybrid form and 
  has donned the few items he wears while that size. (If the 
  PCs somehow have achieved total stealth to the point of 
  encountering him, assume that he is helping Father 
  Joken with an experiment to see how long he can remain 
  in hybrid form.) Also regardless of circumstances, Father 
  Joken’s rat familiar is crawling around in the walls and 
  floorboards of the building. It does not make an 
  appearance in this encounter in any meaningful way, but 
  does alert Father Joken to approaching danger. 
   
  The following description assumes that Father Joken 
  and Reis are encountered in the basement. If that is not 
  the case adjust the description accordingly. 
   
  After dealing with the oppressive heat and humidity 
  outside, the descent to the basement offer the 
  respite of refreshing coolness. A quartet of stone 
  pillars supports the floor above and an enclosed area 
  lies behind the staircase, but otherwise a single, 
  wide-open room stretches the length of the 
  Administration Center. Lighting is dim save for the 
  opposite corner, where several tables and work 
  benches stand, casting shadows along the fringes of 
  the room. 
   
  “I don’t know who you are or why you’re here,” 
  says a handsome scarlet-robed Suel man in his 40s as 
  he steps out from behind the pillar nearest the work 
  tables, 
  “but 
  you 
  don’t 
  belong 
  here. 
  Depart 
  immediately if you don’t want to be left to the 
  mercies of my friend.” 
   
  The “friend” he motions to is a monstrous 
  figure, a powerfully-built cat-man as large as a giant, 
  with goat horns sprouting from his head and tiger-
  striped fur. He is clad in only a loincloth and amulet 
  but carries a massive quarterstaff.  
   
  The PCs can try to talk if they want, but if they don’t 
  retreat combat breaks out. Father Joken is confident that 
  Reis can defeat any foes, so he does not hesitate to engage 
  the PCs. 
   
  Spell Preparations: Father Joken maintains mage 
  armor on himself and Reis and false life and greater magic 
  weapon on himself at all times, so these are included in 
  the stat blocks. (In the advent of a night attack he is on 
  the second daily casting of each so he has two less 1st-
  level slots and one less 2nd- and 3rd-level slots available.) 
  If he and Reis have time to prepare then the following 
  spells/effects are also active, in order performed: 
   
  Joken – drink potion of barkskin(APL 12+), cast shield 
  on self, cast bull’s strength on self (and Reis at APL 12+), 
  cast heroism (APL 12-14) or greater heroism (APL 16), cast 
  mirror image (APL 14-16); charge hand with vampiric touch.  
   
  Reis – (at APL 14-16) drink potion of bear’s endurance. 
   
  APL 10 (EL 13) 
   
  �Reis: 
  male 
  human 
  dire 
  weretiger 
  monk 
  3/warshaper 3; hp 256; Appendix 1. 
   
  �Father Joken: male human monk 2/sorcerer 
  4/enlightened fist 4; hp 60; Appendix 1. 
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 17 
  APL 12 (EL 15) 
   
  �Reis: 
  male 
  human 
  dire 
  weretiger 
  monk 
  3/warshaper 4; hp 268; Appendix 1. 
   
  �Father Joken: male human monk 2/sorcerer 
  4/enlightened fist 7; hp 109; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Reis: 
  male 
  human 
  dire 
  weretiger 
  monk 
  4/warshaper 5; hp 291; Appendix 1. 
   
  �Father Joken: male human monk 2/sorcerer 
  4/enlightened fist 9; hp 124; Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Reis: 
  male 
  human 
  dire 
  weretiger 
  monk 
  6/warshaper 5; hp 314; Appendix 1. 
   
  �Father Joken: male human monk 3/sorcerer 
  4/enlightened fist 10; hp 139; Appendix 1. 
   
  Tactics—Father Joken: Father Joken is very “hands-on” 
  in combat. At higher APLs he first tries to block off some 
  PCs (especially spellcasters) with wall of force, but 
  otherwise he uses his Arcane Fist and Hold Ray abilities 
  liberally to drop vampiric touch, touch of idiocy (on obvious 
  spellcasters), enervation, and/or scorching ray on PCs. 
  Stunning Fist is used exclusively to power his spell 
  abilities and Fist of Energy, and he only uses the latter or 
  dumping a spell slot through Ascetic Mage when he has a 
  full attack. He generally targets non-Suel over Suel unless 
  the latter is clearly giving him more trouble. 
   
  Joken is not interested in fighting to the death, and 
  retreats if Reis is down. (He always saves his last 4th-level 
  spell slot for an emergency dimension door). 
   
  Tactics—Reis: Reis usually opens with a trip 
  attempt followed stunning Stunning Fist, before 
  resorting to his quarterstaff for the remainder of his 
  flurry. He always Power Attacks for 5 unless his targets 
  are proving remarkably easy or difficult to hit (or he is 
  taking quite a beating, in which case he switches to 
  Combat Expertise). He usually concentrates on one 
  opponent before moving to the next. His overriding 
  priority is to protect Father Joken, and always attacks PCs 
  attacking him. He fights to the death in defense of Joken 
  and does not change forms in any circumstances. 
   
  Finally, it is possible that Reis could be forced out of 
  his hybrid form and into human form (for example, by an 
  antimagic field or on a really good force shapechange 
  check made by a high-level church inquisitor [Complete 
  Divine 26]). In this case, at all APLs, make the following 
  stat adjustments to Reis: 
   
  AC: net -9 (+1 size, -2 lost Dex, -8 lost natural armor) 
   
  hp: loses only 2 hp per HD (for loss of Warshaper 
  bonus, as changing forms does not affect a lycanthrope’s 
  hit points), loses DR 
   
  Immunities: loses immunity to stunning and 
  critical hits 
   
  Saves: Fort -5, Ref -2 
   
  Attacks: net -9 (+1 size, -10 lost Str), loses bite, claw, 
  and gore attacks, unarmed strike reduces to 1d6 (at APLs 
  10-12) or 1d8 (at APLs 14-16); in the antimagic field case 
  the staff reduces to 1d6, in the Force Shapechange case it 
  does not change, so Reis just discards it rather than 
  wasting an action resizing it. 
   
  Space/Reach: both reduced to 5 ft. with no reach 
  bonus 
   
  Special Actions: -14 on trip checks, -5 on Stunning 
  Fist DC, no fast healing, -4 or -12 on Improved Disarm 
  (the former if Reis can still use his quarterstaff, the latter 
  if he can’t) 
   
  Str: –20; Dex: -4; Con: -10 (also loses Warshaper 
  bonus) 
   
  Treasure:  Refer to the treasure section of this adventure 
  to determine what the PCs find here.  
   
  Development: Once Father Joken and Reis are defeated, 
  run Encounter 12. If Father Joken escapes the PCs and 
  Shadowfist was not killed or imprisoned, she tracks him 
  down and deals with him. 
   
  12: DEMOLITION 
  One of the PCs’ main tasks is to destroy the 
  Administration Center. Given enough time, PCs with 
  adamantine weapons could certainly hack the building to 
  pieces, but those who take that much time come under 
  fire from massed Suel archers (unless they’re tied up 
  dealing with a slave uprising or attacking Olmans). To do 
  a faster job, several options are possible: 
   
  EARTHQUAKE 
  An earthquake spell brings the building down. If this is 
  done before clearing out the building, all NPCs within 
  take damage and are pinned as per the earthquake spell’s 
  description 
  (PH 
  225). 
  Certain 
  NPCs 
  (Mericka, 
  Shadowfist, Father Joken at APL 12+) have the means to 
  escape via spells or class abilities and might be able to 
  take others with them depending on circumstances. Reis 
  has the raw power to bust his way out even if pinned, as 
  do the barbarians, though it takes the former two rounds 
  and the latter four (while raging) to free themselves. 
   
  BURNING DOWN THE HOUSE 
  Stucco is fire resistant by nature (as any PC who makes a 
  DC 15 Knowledge [architecture & engineering] check 
  would know), so a good amount of some kind of 
  accelerant or a constant intense flame lasting several 
  round (flaming sphere, wall of fire, a fire elemental) is 
  necessary to properly catch the building on fire. Once 
  burning, the flames spread out at a rate of 5 feet per two 
  rounds in all directions from the flash points, with smoke 
  spreading twice as fast. NPCs still in the building start 
  evacuating on the third round after the fire starts. 
   
  Once the building is completely ablaze it takes an 
  hour for it to fully burn down. If not distracted by a slave 
  uprising or Olman attackers, various Suel form bucket 
  brigades to try to put the fire out while clerics appear to 
  douse the flames with create water spells. These 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 18 
  individuals are well-trained in this task, and if not 
  interfered with can have the fire under control within 
  half an hour. 
   
  DEMOLITION EXPERT − INTERIOR 
  A PC who looks at the pillars in the basement and makes 
  a DC 12 Knowledge (architecture & engineering) check 
  recognizes them as load-bearing. On a DC 15 check the 
  PC can estimate that taking any one out would cause a 20 
  ft. by 20 ft. section of the floors above to collapse. 
  Destroying all six would cause everything but the 
  exterior walls and roof to collapse.  
   
  PCs at these APLs should have a number of ways to 
  knock down the pillars. A disintegrate would certainly 
  take out any one pillar from a safe distance, as would 
  creative use of stone shape, polymorph any object, or stone to 
  flesh spells. (Although these would not be at a safe 
  distance!) Other spell-related options are certainly 
  possible. Simply hacking away at the pillars, or trying to 
  push/pull them down (treat as a Break check), would also 
  work, although in most cases that would put the 
  offending PC(s) at risk. 
   
  �Load-bearing stone pillar: 1 ft. thick; hardness 8; 
  hp 180; AC 4; Break DC 32. 
   
  PCs standing in a collapse zone when a pillar collapses 
  are caught in falling rubble, as is any NPC on the floors 
  directly above. Those caught in the rubble take 8d6 
  damage, with a DC 15 Reflex save for half, and are 
  pinned. (Assume that PCs and NPCs with evasion who 
  make the save also avoid being pinned.) Buried PCs take 
  1d6 points of nonlethal damage per minute and if the fall 
  unconscious take 1d6 points of lethal damage per minute 
  (landslide—DMG 90). It takes 1d4+1minutes to unbury 
  any such PC or NPC. 
   
  DEMOLITION EXPERT – EXTERIOR 
  The exterior walls have the following stats: 
   
  �5 ft. x 5 ft. section of exterior wall: 4 in. thick; 
  hardness 6; hp 40; AC 4; Break DC 23. 
   
  Obviously the PCs could come up with magical means of 
  destroying walls, especially disintegrate, which takes out a 
  10 ft. by 10 ft. section of wall. 
   
  A PC who makes a DC 20 Knowledge (architecture 
  & engineering) check identifies key points on the 
  exterior walls to attack to make them collapse quickly. 
  With this check it takes destroying only the equivalent of 
  five 5 ft. 5 ft. sections at base level to knock out a short 
  side; otherwise destroying eight are required. For the 
  long sides it takes eight or thirteen sections depending 
  on whether or not the check was made. A new check 
  must be made on each wall. 
   
  Destroying the exterior walls does not cause the 
  interior to collapse, although destroying two adjacent 
  walls does cause the roof to collapse onto the second 
  floor. Any PC or NPC on the second floor in this event is 
  caught in falling rubble and takes 4d6 damage, DC 15 
  Reflex save for half. 
   
  OTHER MEANS 
  At these APLs PCs can doubtless come up with other 
  creative means to destroy the Administration center; 
  cometfall from the Spell Compendium could certainly have 
  interesting applications here, for instance. Adjudicate 
  these methods as you see fit, using the above descriptions 
  as guidelines.  
   
  NPC RESPONSES 
  If the PCs endeavored to destroy the Administration 
  Center before going in and clearing it out then they may 
  have to contend with NPCs forced out by the building’s 
  collapse or drawn to the PCs’ efforts to make the building 
  collapse. These include the barbarians and Mericka 
  (Encounter 8), Reis and Father Joken (Encounter 11), 
  Shadowfist (Encounter 10—in this case assume that she 
  killed Brother Nolon before the collapse takes place), and 
  possibly the Elegant Hand of Wee Jas if they haven’t 
  already been encountered. Jaguanara dies in the collapse 
  unless she was with Father Joken at the time. 
   
  Should this happen, Shadowfist goes into hiding 
  (assume enough shadows are available for her to move 
  around freely while hiding in plain sight) and strikes at 
  Father Joken (and him only) whenever feasible, while 
  Mericka only pretends to attack the PCs and Jaguanara (if 
  rescued) cowers. All other leveled NPCs present engage 
  the PCs, although everyone except Father Joken keeps a 
  healthy distance from Reis. Although both try to take 
  advantage of what the barbarians do, the barbarians don’t 
  reciprocate. Otherwise refer to encounters 8 and 11 for 
  details on the combatants and their tactics. 
   
   Over the course of the next few rounds such a fight 
  attracts a lot of attention; even Olmans and Suel involved 
  in an assault or slave revolt stop what they are doing, 
  gather around at a reasonable distance, and watch, as this 
  is the kind of epic fight worthy of stories. PCs who 
  triumph in such a spectacle are not attacked further by 
  the Suel, who keep a wary but respectful distance. PCs 
  who flee through the air are shot at by 20 Suel archers in 
  addition to the NPCs, though, while those fleeing on the 
  ground must force their way through the crowd. 
   
  If the NPCs inside were defeated first and the PCs 
  did not organize an Olman assault or slave revolt they 
  have a limited amount of time to vacate the premises 
  before Suel arrive to investigate the building’s 
  damage/collapse. Assume that they have 1d4 minutes 
  from the time they start before they attract a Massed 
  Resistance battle, (Encounter 5). If they have already 
  previously had a Massed Resistance encounter, or are 
  acting under cover of an Olman assault or slave revolt, 
  the Suel are too distracted to do anything about the PCs. 
   
  Development: Once the PCs have resolved everything 
  they need to resolve, or have failed and been captured or 
  used magic to flee, run the Conclusion. 
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 19 
  CONCLUSION 
  PCS FAILED AND CAPTURED 
  Use this option only if the PCs are summarily defeated 
  and unable to escape.  
   
  The Brotherhood stabilizes any unconscious PCs, 
  strips all captured or killed PCs of equipment, and 
  thoroughly interrogates them. Suel PCs are imprisoned 
  and kept subdued until they can be “reeducated.” Non-
  Suel PCs are executed after three days of questioning, 
  with the bodies of any slain or executed PCs propped up 
  on poles at the edge of the jungle line as a warning to any 
  Olmans who might get any ideas. (Assume in this case 
  that the Olman assault or slave revolt also failed.) 
   
  Reeducated Suel PCs who can make a DC 25 Will 
  save eventually break their conditioning. (This is a 
  psychological rather than magical or supernatural effect, 
  so bonuses and resistances specifically against magic or 
  evil do not apply.) Have the player make Will saves until 
  successful. The time spent under reeducation is 2 TUs +1 
  TU per Will save attempted. A PC who is capable of using 
  magical means to return to the mainland incurs no 
  additional TU cost; a PC lacking such means incurs an 
  additional 4 TUs arranging transport. In either case, 
  assume the PC recovers half of her former gp value in 
  equipment. If the PC can come up with a plan for doing 
  so, assume that she is also able to recover slain PCs. 
   
  PCs who eventually make it back to Rel Astra are 
  paid half their original fee if they at least did a significant 
  amount of harm. They do not earn any favors or item 
  access, however. 
   
  PCS FAILED BUT NOT CAPTURED 
  Use this option if the PCs retreat and give up without 
  completing one of their two main objectives (killing 
  Father Joken or destroying the Administration Center). 
  PCs who depart Narisban by foot are harried by archers 
  and soldiers until they reach the jungle. They are pursued 
  by, in order of priority, Reis, the Elegant Hand of Wee 
  Jas, or the barbarians from Encounter 8 (depending on 
  who is still alive), although they may be assumed to have 
  a lead of several minutes. Casting sending requires 10 
  minutes, but allow them time to do get to the ruins and 
  do it if they have made reasonable efforts to travel 
  quickly (no one moving slower than 30 ft. and forced 
  marching). Otherwise one of the above groups catches up 
  to them at the ruins and must be defeated before the spell 
  can be cast. Refer to the appropriate combat encounter. 
   
  PCs who depart via magical transport (dimension door, 
  teleport, wind walk, etc.) have no such problems. 
   
  In either case, upon the PCs’ return and report they 
  are awarded half of their fee if they have done at least 
  some damage against Narisban and its denizens but do 
  not gain any special access or favors. 
   
  PCS ARE SUCCESSFUL 
  Use this option if the PCs dealt with Father Joken and 
  destroyed the Administration Center. 
   
  Before the PCs depart, ask what kind of “calling card” 
  they are leaving (per Lady Antha’s instructions) if they 
  haven’t already made that clear. Anything which 
  indicates that Lady Antha ordered the assault is 
  acceptable, including leaving one Suel other than 
  Mericka alive with the information. 
   
  Also, ask the PCs if they are departing magically 
  (whether using their own means or Illyan’s offer) or 
  physically. Rel Astra is almost 1,700 miles away. If leave 
  with Illyan, they have no problem returning to the site of 
  their drop-off if they have taken reasonable steps to do so. 
   
  Some PCs may get it in their heads to commandeer a 
  boat and sail away. Only the officers of the caravel(s) are 
  Scarlet Brotherhood members or loyalists, but an APL 
  10+ party can easily defeat them. PCs who do so can take 
  control of the ship with a DC 20 Intimidate check, or a 
  DC 20 Diplomacy check if the PC either has ranks in 
  Profession (sailor) or the Leadership feat. (Most of the 
  sailors themselves are conscripts, so they don’t care who 
  they work for as long as they’re paid and treated well.) 
  PCs sailing back to Rel Astra are able to run Scarlet 
  Brotherhood blockades because they have Brotherhood 
  flags, but doing so costs 4 extra TU. Those that do so, 
  however, get access to the Brotherhood Caravel AR entry. 
   
  Regardless of how they return, PCs completing the 
  mission earn the Favor of House Darmen and Wayfarer’s 
  Union access on the AR, in addition to receiving their 
  full agreed-upon fee. They also earn the Enemy of the 
  Scarlet notation on the AR. 
   
  If the PCs encountered and spoke with Shadowfist, 
  ask what, if anything, they tell Lady Antha. If they killed 
  her or brought her back as a prisoner they earn the 
  Defeated Shadowfist notation on the AR.  
   
  Upon reporting your accomplishments to Lady 
  Antha Darmen, she nods grimly. 
   
  “Doubtless there will be repercussions for your 
  actions,” she says, “but at least Sira no longer rests 
  unavenged. You have earned my gratitude. Go, with 
  my blessing.” 
   
  Over the next few weeks rumors start to 
  circulate throughout the eastern  Flanaess of 
  increasing conflicts between Scarlet Brotherhood 
  forces and those of House Darmen. Is war to be the 
  price of one woman’s vengeance? Only time will tell. 
   
  The End 
   
  CAMPAIGN CONSEQUENCES 
  If this adventure is run before the end of 2007 and 
  Shadowfist is captured or killed by the PCs, or if the PCs 
  do anything else especially unusual, please report this 
  occurrence to the author at theronm4@comcast.net. This 
  email address may also be used to contact the author with 
  any questions or comments. 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 20 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  5: Narisban 
  Defeat Massed Resistance 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  450 XP 
  APL 16 
  510 XP 
   
  6: Strike Team 
  Defeat Elegant Hand of Wee Jas 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  8: Barbarians 
  Defeat barbarians 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  APL 14  
  450 XP 
  APL 16 
  510 XP 
   
  11: Master and Monster 
  Defeat Joken and Reis (only ½ x.p. for defeating only 
  one) 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16 
  570 XP 
   
  Story Award 
  Administration Center destroyed 
  APL 10  
  180 XP 
  APL 12  
  210 XP 
  APL 14  
  240 XP 
  APL 16  
  270 XP 
   
  Discretionary roleplaying award 
  APL 10  
  90 XP 
  APL 12  
  105 XP 
  APL 14  
  120 XP 
  APL 16  
  135 XP 
   
  Total Possible Experience 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: Brotherhood Patrol 
  ALL APLs: Loot 180 gp 
   
  5: Massed Resistance 
  ALL APLs: Loot 20 gp per Suel archer, 36 gp per Suel 
  soldier, 0 gp per Brotherhood monk, 688 gp per 
  Brotherhood 
  Wizard, 
  812 
  gp 
  for 
  Brotherhood 
  commander. 
   
  6: Strike Team 
  APL 10: Loot 118 gp; Magic 3,279 gp +2 amulet of health 
  (2) (333 gp each), +1 cloak of resistance (4) (83 gp each), +1 
  full plate (221 gp), +1 greatsword (196 gp), +2 headband of 
  intellect (333 gp), lesser rod of extend (250 gp), +1 mithral 
  chain shirt (175 gp), +2 periapt of wisdom (333 gp), potion of 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 21 
  cat’s grace (25 gp), potion of bull’s strength (25 gp), potion of 
  cure moderate wounds (25 gp),  potion of enlarge person (2) (21 
  gp each), +1 quarterstaff (192 gp), +1 ring of protection (2) 
  (167 gp each), scroll of dimension door (CL 9, 75 gp), scroll 
  of fly (CL 9, 56 gp); Total 3,397 gp. 
   
  APL 12: Loot 93 gp; Magic 5,486 gp  +2 amulet of 
  health (2) (333 gp each), +1 cloak of resistance (2) (83 gp 
  each), +2 cloak of resistance (2) (333 gp each), +1 full plate 
  (221 gp), +2 gloves of dexterity (2) (333 gp each), +1 
  greatsword (196 gp), +2 headband of intellect (333 gp), +1 
  heavy mace (193 gp), +1 heavy shield (97 gp), lesser rod of 
  extend (250 gp), +2 mithral chain shirt (425 gp), +2 periapt of 
  wisdom (333 gp), potion of cat’s grace (25 gp), potion of bull’s 
  strength (25 gp), potion of cure moderate wounds (25 gp), 
  potion of enlarge person (2) (21 gp each), +1 quarterstaff (192 
  gp), +1 ring of protection (167 gp each), +2 ring of protection 
  (667 gp), scroll of dimension door (CL 9, 75 gp), scroll of fly 
  (CL 9, 56 gp); Total 5,579 gp. 
   
  APL 14: Loot 93 gp; Magic 8,437 gp +2 amulet of 
  health (2) (333 gp each), +2 cloak of charisma (333 gp), +2 
  cloak of resistance (3) (333 gp each), +1 full plate (221 gp), +2 
  gloves of dexterity (2) (333 gp each), +1 greatsword (196 gp), 
  +2 headband of intellect (333 gp), +1 heavy mace (193 gp), +1 
  heavy shield (97 gp),  incandescent blue ioun stone (567 gp), 
  lesser rod of extend (250 gp), +3 mithral chain shirt (842 gp), 
  +2 periapt of wisdom (333 gp), potion of cat’s grace (25 gp), 
  potion of bull’s strength (25 gp), potion of cure moderate wounds 
  (25 gp),  potion of enlarge person (2) (21 gp each), +1 
  quarterstaff (192 gp), +1 ring of protection (167 gp), +2 ring of 
  protection (2) (567 gp each), rod of extend (917 gp), +1 vest of 
  resistance (83 gp), scroll of dimension door (CL 9, 75 gp), 
  scroll of fly (CL 9, 56 gp); Total 8,530 gp. 
   
  APL 16: Loot 93 gp; Magic 12,421 gp +2 amulet of 
  health (2) (333 gp each), +2 cloak of charisma (333 gp), +3 
  cloak of resistance (2) (750 gp), +1 full plate (221 gp), +2 gloves 
  of dexterity (2) (333 gp each), +4 headband of intellect (1,333 
  gp), +1 heavy mace (193 gp), +2 heavy shield (347 gp), 
  incandescent blue ioun stone (567 gp), lesser rod of extend (250 
  gp), +4 mithral chain shirt (1,425 gp), monk’s belt (1,083 gp), 
  potion of cat’s grace (25 gp), potion of cure moderate wounds (25 
  gp),  potion of bull’s strength (25 gp), potion of enlarge person 
  (2) (21 gp each), +1 quarterstaff (192 gp), +2 ring of protection 
  (3) (567 gp each), rod of extend (917 gp), scroll of dimension 
  door (CL 9, 75 gp), scroll of fly (CL 9, 56 gp), +1 shocking 
  greatsword (696 gp), +1 vest of resistance (83 gp); Total 12,514 
  gp. 
   
  8: Barbarians 
   
  APL 10: Loot 303 gp; Magic 1,920 gp +1 bastard sword 
  (3) (195 gp each), +1 breastplate (3) (112 gp each), gauntlets 
  of ogre power (3) (333 gp each); Total 2,223 gp. 
   
  APL 12: Loot 303 gp; Magic 2,919 gp +1 bastard sword 
  (3) (195 gp each), +2 breastplate (3) (362 gp each), gauntlets 
  of ogre power (3) (333 gp each), +1 cloak of resistance (3) (83 
  gp each); Total 3,222 gp. 
   
  APL 14: Loot 303 gp; Magic 5418 gp +2 amulet of 
  health (3) (333 gp each), +1 human bane bastard sword (3) 
  (695 gp each), +2 breastplate (3) (362 gp each), gauntlets of 
  ogre power (3) (333 gp each), +1 cloak of resistance (3) (83 gp 
  each); Total 5,721 gp. 
   
  APL 16: Loot 303 gp; Magic 6669 gp +2 amulet of 
  health (3) (333 gp each), +1 human bane bastard sword (3) 
  (695 gp each), +3 breastplate (3) (779 gp each), gauntlets of 
  ogre power (3) (333 gp each), +1 cloak of resistance (3) 83 gp 
  each); Total 6,972 gp. 
   
  10: Shadowfist 
  All APLs: Loot 8 gp; Magic 6,626 gp +1 amulet of mighty 
  fists (500 gp each), cloak of elvenkind (208 gp each), +2 
  dagger (692 gp each), +4 gloves of dexterity (1,333 gp each), 
  +2 glamered mithral chain shirt (842 gp each), hat of disguise 
  (150 gp each), ring of mind shielding (667 gp each), +2 ring 
  of protection (667 gp each), slippers of spider climbing (400 gp 
  each); Total 5,467 gp.  
   
  11: Master and Monster 
  APL 10: Magic 2528 gp +1 amulet of might fists (500 gp), +1 
  sizing quarterstaff (692 gp), potion of cure moderate wounds 
  (25 gp), potion of cure serious wounds (62 gp), +2 cloak of 
  charisma (333 gp), +2 gloves of dexterity (333 gp), +1 ring of 
  protection (167 gp), +1 vest of resistance (83 gp), ring of 
  counterspells (333 gp); Total 2528 gp. 
   
  APL 12: Magic 3,661 gp  +1 amulet of might fists (500 
  gp), +1 quarterstaff of sizing (692 gp), potion of cure moderate 
  wounds (25 gp), potion of cure serious wounds (62 gp), potion 
  of barkskin (+3, 50 gp), +2 amulet of health (333 gp),  +2 cloak 
  of charisma (333 gp), +2 gloves of dexterity (333 gp), +2 ring of 
  protection (667 gp), +2 vest of resistance (333 gp), ring of 
  counterspells (333 gp); Total 3,661. 
   
  APL 14: Magic 5,995 gp +1 amulet of might fists (500 
  gp), +2 quarterstaff of sizing (1525 gp), dusty rose ioun stone 
  (417 gp), potion of cure moderate wounds (25 gp), potion of 
  cure serious wounds (62 gp), potion of barkskin (+3, 50 gp), +2 
  belt of magnificence (2083 gp), +2 ring of protection (667 gp), 
  +2 vest of resistance (333 gp), ring of counterspells (333 gp); 
  Total 5,995 gp. 
   
  APL 16: Magic 8,520 gp +2 amulet of might fists (2,000 
  gp), +2 quarterstaff of sizing (1525 gp), dusty rose ioun stone 
  (417 gp), potion of cure moderate wounds (25 gp), potion of 
  cure serious wounds (62 gp), potion of barkskin (+4, 75 gp), +1 
  amulet of natural armor (167 gp), +2 belt of magnificence 
  (2083 gp), +3 ring of protection (1,500 gp), +2 vest of resistance 
  (333 gp), ring of counterspells (333 gp); Total 8,520 gp. 
   
  Conclusion 
  APL 10: Coin 900 gp. 
   
  APL 12: Coin 900 gp. 
   
  APL 14: Coin 1,200 gp. 
   
  APL 16: Coin 1,200 gp. 
   
  Administration Center Locations 
  ALL APLs:  Coin 300 gp. 
   
  Treasure Cap 
  APL 10: 2,300 gp. 
   
  APL 12: 3,300 gp. 
   
  APL 14: 6,600 gp. 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 22 
   
  APL 16: 9,900 gp. 
   
   
  Total Possible Treasure 
  Note, it is extremely unlikely that the PCs will be able to 
  recover all the treasure in this adventure. Take special 
  care when working out how much treasure they end up 
  with.  
   
  APL 10: 8,181 gp. 
   
  APL 12: 12,495 gp. 
   
  APL 14: 20,579 gp. 
   
  APL 16: 28,415 gp. 
   
  ADVENTURE RECORD ITEMS 
  �Grimoire Arcanamacha: This ancient magical tome is 
  written in Ancient Suloise. A Suel PC who spends 1 TU 
  studying this volume fulfills the special requirement for 
  the Suel Arcanamach prestige class (Complete Arcane)and 
  gains access to that prestige class. 
   
  Faint Abjuration. Cost: 1,000 gp. Cannot be crafted. 
   
  �Wayfarer’s Union: Lady Antha can make the proper 
  introductions for you to join the Wayfarer’s Union. This 
  fulfills the special requirement for the Wayfarer’s Guide 
  prestige class (Complete Arcane). 
   
  �Defeated Shadowfist: You were involved in killing or 
  capturing the notorious assassin Shadowfist. This could 
  have consequences in the future. 
   
  �Brotherhood Caravel: For stealing and sailing a 
  Scarlet Brotherhood caravel back to Rel Astra, one PC at 
  the table gains Core access to purchase the boat, which 
  comes complete with crew and Scarlet Brotherhood flags. 
  Annual upkeep and crew pay costs 1,000 gp.  
   
  Cost: 11,000 gp. Boat name:_____________ 
   
  �Favor of House Darmen: You receive free Luxury 
  upkeep for any future adventure in Ahlissa, Rel Astra, or 
  the Solnor Compact. In addition, this favor may be used 
  twice to gain Core access to a single magic item from a 
  core adventure you have previously had Adventure access 
  to (but which has now expired). Gaining such access 
  twice, voids this favor.   
   
  Use #1 (item and AR):________________ 
   
  Use #2 (item and AR):________________ 
   
  �Enemy of the Scarlet Brotherhood: You recognized 
  far and wide as an enemy of the Scarlet Brotherhood. You 
  are attacked on sight by any Scarlet Brotherhood member 
  (unless they are in disguise or on a secret mission) and 
  given preferential treatment on targeting when in a 
  group. In addition, all Scarlet Brotherhood NPCs gain a 
  +1 morale bonus to attacks, damage, Spot, and Sense 
  Motive checks against you. You gain a +2 circumstance 
  bonus to Intimidate checks against Scarlet Brotherhood 
  members or loyalists. 
  Agents of the Scarlet Brotherhood also harass you at 
  every opportunity, forcing you to pay triple upkeep costs 
  in any adventure in which the Scarlet Brotherhood have 
  a presence. (Free upkeep does not prevent this additional 
  cost.) 
   
  ITEM ACCESS 
  APL 10: 
  • 
  grimoire arcanamacha (Adventure; 1,000 gp; see 
  above) 
  • 
  +1 sizing quarterstaff (Adventure; CL 9; Complete 
  Adventurer; 8,300 gp) 
  • 
  ring of counterspells (Adventure; DMG) 
   
  APL 14 (all of APLs 10-12 plus the following): 
  • 
  +2 belt of magnificence (Adventure; CL 18; Miniatures 
  Handbook; 25,000 gp) 
  • 
  +1 human bane bastard sword (Adventure; DMG) 
  • 
  incandescent blue ioun stone (Adventure; DMG) 
  • 
  rod of extend (Adventure; DMG) 
  • 
  +2 sizing quarterstaff (Adventure; CL 9; Complete 
  Adventurer; 18,300 gp) 
   
  APL 16 (all of APLs 10-14 plus the following): 
  • 
  dusty rose ioun stone (Adventure; DMG) 
  • 
  monk’s belt (Adventure; DMG) 
  • 
  +1 shocking greatsword (Adventure; DMG) 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 23 
       APPENDIX 1: ALL APLS 
  GENERAL  
   
   
  SUEL OVERSEER 
  CR 2 
  Male human fighter 2 
  LN or LE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +4 
  Languages Ancient Suloise  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 19 (2 HD)  
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. 
  Melee whip +5 (1d3 nonlethal) or 
  Melee sap +5 (1d6+2 nonlethal) 
  Base Atk +2; Grp +4 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats, Blooded, Exotic Weapon Proficiency (whip), 
  Weapon Focus (sap) , Weapon Focus (whip) 
  Skills Handle Animal +3, Jump +5, Spot +4, Swim +6 
  Possessions studded leather armor, sap, whip, 
  signal whistle  
   
  SUEL ARCHER 
  CR 3 
  Male human ranger 3 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +7, Spot +7 
  Languages Ancient Suloise  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 27 (3 HD) 
  Fort +5, Ref +5, Will +2 
  Speed 30 ft. 
  Ranged longbow +5(1d8+1/x3) or 
  Ranged longbow +3/+3 (1d8+1/x3) with Rapid Shot or 
  Melee longsword +4 (1d8+1/19-20) 
  Base Atk +3; Grp +4 
  Special Actions Far Shot (165 ft. range increment), 
  Point Blank Shot,  favored enemy (humans, +2) 
  Abilities Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 
  8  
  SQ wild empathy (+2) 
  Feats Endurance, Far Shot, Point Blank Shot,  
  Precise Shot  Rapid Shot, Track  
  Skills  Climb +6, Knowledge (nature) +6, Listen +7, 
  Search +6, Spot +7, Swim +6, Survival +7  
  Possessions Composite longbow (+1 Str), quiver of 
  20 arrows, longsword, studded leather armor 
   
  BROTHERHOOD MONK 
  CR 4 
  Male or female human monk 4 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +9, Spot +2 
  Languages Ancient Suloise, Common  
  AC 14, touch 14, flat-footed 14; Deflect Arrows, 
  Dodge 
   (+2 Dex, +2 class) 
  hp 25 (4 HD)  
  Resist evasion, 
  Fort +5, Ref +6, Will +6; +2 against enchantments 
  Speed 40 ft. 
  Melee unarmed strike +5 (1d8+1) or 
  Melee unarmed strike +3/+3 (1d8+1) with flurry of 
  blows 
  Base Atk +3; Grp +8. 
  Special Actions flurry of blows, ki strike (magic) 
  Abilities Str 14, Dex 15, Con 12, Int 10, Wis 14, Cha 
  8  
  SQ slow fall 20 ft. 
  Feats Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Grapple, Improved Unarmed Strike, 
  Weapon Focus (unarmed strike) 
  Skills Balance +11, Climb +8, Hide +9, Jump +12, 
  Listen +9, Move Silently +9, Speak Language 
  (Common), Tumble +11 
   Possessions Brotherhood robes  
   
  SUEL FOOT SOLDIER 
  CR 2 
  Male human fighter 2 
  LN or LE Medium humanoid 
  Init +3; Senses Listen +1, Spot +4 
  Languages Ancient Suloise  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 19 (2 HD)  
  Fort +4, Ref +1, Will +1 
  Speed 30 ft. 
  Melee longsword +6 (1d8+2/19-20) or 
  Ranged javelin +3 (1d6+1) 
  Base Atk +2; Grp +4 
  Atk Options Power Attack 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats 
  Blooded, 
  Power 
  Attack, 
  Skill 
  Focus 
  (Profession-siege 
  engineer), 
  Weapon 
  Focus 
  (longsword)  
  Skills Jump +2, Profession (siege engineer) +3, Spot 
  +4, Swim +3 
  Possessions chain shirt, heavy shield, masterwork 
  long sword, 2 javelins, signal whistle  
   
  BROTHERHOOD WIZARD 
  CR 7 
  Human male or female evoker 7 
  LE Medium Humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Ancient Suloise, Common, Dakon, Olman 
  AC 17, touch 13, flat-footed 15 
   (+2 Dex, +4 armor [extended mage armor], +1 
  deflection) 
  hp 26 (7 HD)  
  Fort +5, Ref +6, Will +8 
  Speed 30 ft.  
  Melee dagger +3 (1d4-1/19-20) 
  Ranged ranged touch +6 (as spell) 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 24 
  Base Atk +3; Grp +2 
  Combat Gear wand of fireballs (10 charges) 
  Wizard Spells Prepared (CL 7th): 
   4th—dimension door, wall of fire (DC 18) 
   3rd—fireball (3) (DC 17), fly 
   2nd—extended mage armor�, flaming sphere (DC 
  16), Melf’s acid arrow, protection from arrows, 
  scorching ray  
   1st—magic missile (3), ray of enfeeblement, shield, 
  unseen servant 
   0—detect magic, light, ray of frost (2), read magic 
  �Already cast 
  Abilities Str 8, Dex 14, Con 12, Int 16, Wis 13, Cha 
  10  
  Feats Extend Spell, Scribe Scroll Skill Focus 
  (Concentration), Spell Penetration, Spell Focus 
  (evocation), Weapon Focus (ray) 
  Skills Concentration +14, Knowledge (arcana) +13, 
  Knowledge (history) +7, Knowledge (local-Core) 
  +10, Profession (siege weaponry) +4, Spellcraft 
  +15 (+17 with evocation) 
  Possessions combat gear plus Brotherhood robes, 
  signal whistle, ring of protection +1, cloak of 
  resistance +2, masterwork dagger 
  Spellbook spells prepared plus 1st—burning hands; 
  2nd—darkvision, shatter; 3rd—daylight, lightning 
  bolt 
   
  8: BARBARIANS AND MERICKA 
  MERICKA 
  CR -- 
  Female human (Suel) wizard 9 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Ancient Suloise, Cold Tongue, Common, 
  Dakon, Olman, empathic link 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +6 armor [greater mage armor], +1 
  deflection) 
  hp 33 (9 HD)  
  Fort +8, Ref +8, Will +7 
  Speed 30 ft. 
  Ranged ranged touch +7 (as spell) or 
  Melee quarterstaff +5 (1d6) 
  Base Atk +4; Grp +3 
  Special Actions Point Blank Shot 
  Combat Gear scroll of dimension door (CL 9), scroll 
  of fly (CL 9) 
   Wizard Spells Prepared (CL 9th): 
   5th— telekinesis (DC 19) 
   4th—dimension door, minor creation, shout (DC 
  18) 
   3rd—arcane sight, greater mage armor�, lightning 
  bolt (DC 17), tongues 
   2nd—minor image (3), resist energy, scorching ray 
   1st—comprehend languages, expeditious retreat, 
  magic missile (2), shield 
   0—light, mage hand, ray of frost, read magic 
  �Already cast 
  Abilities Str 10, Dex 14, Con 12, Int 18, Wis 10, Cha 
  12  
  SQ rat familiar (in hiding) 
  Feats Craft Wondrous Item, Lightning Reflexes, 
  Point-Blank Shot, Precise Shot, Skill Focus 
  (Concentration), Scribe Scroll, Weapon Focus (ray)  
  Skills Concentration +17, Decipher Script +14  
  Knowledge (arcana) +16, Knowledge (local-Core) 
  +10, 
  Knowledge 
  (nobility) 
  +12, 
  Profession 
  (administrator) +6, Spellcraft +18 
  Possessions combat gear plus cloak of resistance 
  +1, headband of intellect +,2 ring of protection +1, 
  masterwork 
  quarterstaff, 
  Scarlet 
  Brotherhood 
  robes, spell components  
  Spellbook spells prepared plus 1st–lesser acid orb; 
  2nd– glitterdust, rope trick; 3rd–mass darkvision, 
  4th—Evard’s black tentacles; 5th—telekinesis, 
  teleport, wall of force 
   
  10: SHADOWFIST 
  SHADOWFIST 
   CR 14 
  Female human (Suel) rogue 5/monk 2/assassin 
  3/shadowdancer 4 
  LN Medium humanoid (human) 
  Init +9; Senses darkvision 60 ft.; Listen +1, Spot +10;  
  Languages Ancient Suloise, Common, Flan  
  AC 23, touch 17, flat-footed 23; Dodge, Mobility, 
  uncanny dodge, improved uncanny dodge 
   (+5 Dex, +6 armor, +2 deflection) 
  hp 57 (14 HD)  
  Resist evasion 
  Fort +6 (+7 against poison), Ref +19, Will +7 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +15/+10 (1d8+1) or 
  Melee unarmed strike +13/+13/+8 (1d8+1) with flurry 
  of blows or 
  Melee +2 dagger +16/+11 (1d4+2) 
  Base Atk +9; Grp +9 
  Atk Options Stunning Fist 5/day (DC 18 [DC 20 with 
  sneak attack]), death attack, sneak attack +5d6,) 
  Special Actions hide in plain sight, shadow jump 20 
  ft., summon illusion 
  Combat Gear hat of disguise, ring of mind shielding, 
  slippers of spider climbing 
  Assassin Spells Known (CL 3rd): 
   2nd (1/day)—alter self, pass without trace 
   1st (3/day)—feather fall, jump, true strike 
  Abilities Str 10, Dex 20, Con 10, Int 14, Wis 12, Cha 
  16  
  SQ poison use, shadow companion, trapfinding, trap 
  sense +1 
  Feats Aescetic Rogue, Combat Reflexes, Dodge, 
  Improved Initiative, Improved Unarmed Strike, 
  Mobility, Stealthy, Stunning Fist, Weapon Finesse 
  Skills Bluff +18, Disable Device +17, Diplomacy +17, 
  Disguise +17, Forgery +10, Hide +29, Move 
  Silently +24, Open Locks +17, Perform: Dance 
  +10, Search +15, Sense Motive +11, Sleight of 
  Hand +15, Spot +10, Tumble +14 
  Possessions combat gear plus +1 amulet of mighty 
  fists, cloak of elevenkind, +2 dagger, gloves of 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 25 
  dexterity +4, +2 glamered mithral chain shirt, ring 
  of protection +2, masterwork thieves’ tools 
  Death Attack If Shadowfist has 3 rounds to study a 
  target while undetected or unrecognized by the 
  target and then makes a successful sneak attack, 
  she may either kill the target or paralyze it for 1d6 
  +3 rounds. Both effects require a DC 15 Fort save 
  to negate. 
  Hide in Plain Sight (Su) Shadowfist can use the Hide 
  skill even while being observed as long as she is 
  within 10 feet of a shadow other than her own. 
  Improved Uncanny Dodge (Ex) Shadowfist can only 
  be flanked by a 12th-level or higher rogue. 
  Shadow Jump (Su) Shadowfist can pass between 
  shadows, as per dimension door, for a total of 20 ft 
  distance per day. 
  Summon Illusion (Sp) Once/day Shadowfist can 
  create visual illusions using shadows, as per silent 
  image. 
  SPECIAL NOTE: Those who have run COR5-03 
  Atonement may notice that Shadowfist’s stat block 
  has changed significantly. This is due more to 
  correcting mistakes in the original stat block (and 
  accounting for material not available when that 
  adventure 
  was 
  written) 
  rather 
  than 
  any 
  advancement by Shadowfist. 
   
  MERT, 
  SHADOWFIST’S 
  SHADOW 
  COMPANION  
  N Medium undead (incorporeal) 
  Init +2; Senses Listen +7, Spot +8; darkvision 60 ft. 
  Languages Common  
  AC 13, touch 13, flat-footed 11; Dodge 
   (+2 Dex, +1 deflection) 
  Miss Chance 50%  
  hp 32 (5 HD) 
  Immune Ability drain, critical hits, death attacks, 
  death from massive damage, disease, effects 
  requiring a Fortitude save (unless they also affect 
  objects), energy drain, falling damage, grappling, 
  mind-affecting effects, nonlethal damage, non-
  magic weapons, poison, sleep, paralysis, stunning, 
  turning/rebuking/commanding undead by a third 
  party 
  Fort +1, Ref +3, Will +5 
  Speed fly 40 ft. (8 squares) 
  Melee incorporeal touch +5 (1d6 Str) 
  Base Atk +3; Grp -- 
  Abilities Str --, Dex 14, Con --, Int 6, Wis 12, Cha 13  
  Feats Alertness, Dodge  
  Skills Hide +10 (+14 in shadows, +6 in sunlight), 
  Listen +7, Search +5, Spot +8 
  Strength Damage (Su) A negative energy effect. 
  Creatures reduced to 0 Strength by a shadow die. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 26 
  APL 10 
  6: STRIKE TEAM 
  JAGYARA 
  CR 9 
  Female human (Suel) wizard 9 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 (+4 in bright light) 
  Languages Ancient Suloise, Common, Dakon, Olman, 
  empathic link 
  AC 19, touch 13, flat-footed 17 
   (+2 Dex, +6 armor [greater mage armor], +1 
  deflection) 
  hp 57 (9 HD)  
  Fort +6, Ref +6, Will +8 
  Speed 30 ft. 
  Ranged ranged touch +7 (as spell) or 
  Melee quarterstaff +4 (1d6-1) 
  Base Atk +4; Grp +3 
  Special Actions Point Blank Shot, Precise Shot 
  Combat Gear scroll of dimension door (CL 9), scroll of 
  fly (CL 9) 
   Wizard Spells Prepared (CL 9th): 
   5th—arc of lightning (DC 19) 
   4th—dimension door, orb of force, wall of fire (DC 18) 
   3rd—extended greater mage armor (2)��, haste, 
  fireball (DC 17) 
   2nd—extended false life�(15 hp), mirror image, rapid 
  enlarge, resist energy, scorching ray 
   1st—magic missile (2), ray of enfeeblement (2), 
  shield 
   0— light, mage hand, ray of frost, read magic 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 10  
  SQ familiar 
  Feats Improved Initiative, Point-Blank Shot, Precise 
  Shot, Rapid Spell, Skill Focus (Concentration), Scribe 
  Scroll, Weapon Focus (ray)  
  Skills Concentration +17, Craft (sewing) +12, Decipher 
  Script +10  Knowledge (arcana) +16, Knowledge 
  (local-Core) +10, Spellcraft +18, Tumble +8  
  Possessions combat gear plus cloak of resistance +1, 
  headband of intellect +2, lesser rod of extend (used), 
  ring of protection +1, holy symbol of Wee Jas, 
  masterwork needle and thread set, masterwork 
  quarterstaff, 
  Scarlet 
  Brotherhood 
  robes, 
  spell 
  components  
  Spellbook spells prepared plus 1st–lesser acid orb; 
  2nd–-glitterdust, rope trick; 3rd–mass darkvision, 
  4th—Evard’s 
  black 
  tentacles; 
  5th—telekinesis, 
  teleport, wall of force. 
   
  THEOLUS 
  CR 8 
  Male human monk 8 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +15, Spot +2 
  Languages Ancient Suloise, Common  
  AC 23, touch 17, flat-footed 20; Dodge, Mobility 
   (+3 Dex, +6 armor [extended greater mage armor CL 
  9], +3 class, +1 deflection) 
  hp 55 (8 HD)  
  Immune natural diseases 
  Resist evasion 
  Fort +9, Ref +10, Will +9; +2 against enchantments 
  Speed 50 ft. 
  Melee unarmed strike +9/+4 (1d10+2) or 
  Melee unarmed strike +8/+8/+3 (1d10+2) with flurry of 
  blows or 
  Melee +1 quarterstaff +9/+4 (1d6+4) or  
  Melee +1 quarterstaff +8/+8/+3 (1d6+4) with flurry of 
  blows 
  Base Atk +6; Grp +12 
  Atk Options Combat Reflexes, Improved Disarm (with 
  quarterstaff, +8), Improved Grapple, flurry of blows, ki 
  strike (magic) 
  Special Actions wholeness of body (16 hp) 
  Combat Gear potion of cat’s grace, potion of enlarge 
  person  
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 8  
  SQ slow fall 40 ft. 
  Feats Combat Reflexes, Dodge, Improved Disarm, 
  Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike, Mobility, Weapon Focus (unarmed 
  strike) 
  Skills Balance +14, Climb +13, Hide +14, Jump +23, 
  Listen +13, Move Silently +14, Speak Language 
  (Common), Tumble +16 
   Possessions combat gear plus amulet of health +2, +1 
  quarterstaff, ring of protection +1, cloak of resistance 
  +1, holy symbol of Wee Jas  
   
  KHALLIS 
  CR 8 
  Male human rogue 3/fighter 4/Suel arcanamach* 1 
  *see Complete Arcane 63 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +10, Spot +10 
  Languages Ancient Suloise, Common  
  AC 17, touch 12, flat-footed 16; +1 against traps 
   (+2 Dex, +5 armor) 
  hp 71 (8 HD) 
  Resist evasion 
  Fort +9, Ref +9 (+10 against traps), Will +6 
  Speed 30 ft. 
  Melee +1 greatsword +11/+6 (2d6+7/19-20) or 
  Ranged longbow +9/+4 (1d8+3/x3) 
  Base Atk +6; Grp +9 
  Atk Options Power Attack, sneak attack +2d6 
  Special Actions tenacious spell 
  Combat Gear: potion of bull’s strength, potion of 
  enlarge person 
  Suel Arcanamach Spells Known (CL 1st, 7th to dispel; 
  arcane spell failure 5%): 
   1st (2/day)—shield  
  Abilities Str 16, Dex 14, Con 16, Int 10, Wis 8, Cha 12  
  SQ trapfinding 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 27 
  Feats Combat Casting, Improved Initiative, Improved 
  Toughness, Iron Will, Power Attack, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword) 
  Skills  Climb +7, Concentration +7, Jump +10, Listen 
  +10, Open Locks +10, Spellcraft +5, Speak 
  Language (Common), Spot +10, Tumble +15 
  Possessions combat gear plus amulet of health +2, 
  cloak of resistance +1, +1 greatsword, +1 mithral 
  chain shirt, masterwork thieves’ tools, masterwork 
  mighty composite longbow (+3) and 20 arrows, 
  Brotherhood uniform, holy symbol of Wee Jas, spell 
  components 
   
  JAMAYA CR 7 
  Female human (Suel) cleric 7 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Ancient Suloise, Common  
  AC 22, touch 11, flat-footed 21 
   (+1 Dex, +9 armor, +2 shield) 
  hp 49 (7 HD) 
  Fort +8, Ref +4, Will +10 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee mwk heavy mace +6 (1d8) and/or 
  Ranged spiritual weapon +9 (1d8+2/19-20) 
  Base Atk +5; Grp +5 
  Special 
  Actions 
  Augment 
  Healing, 
  spontaneous 
  casting (inflict spells), rebuke undead 2/day (+1, 
  2d6+6, 7th), use spell completion and spell trigger 
  devices as a 3rd-level wizard 
  Cleric Spells Prepared (CL 7th): 
   4th—dominate personD (DC 19), greater magic 
  weapon, recitation  
   3rd—cure serious wounds, dispel magicD, searing 
  light, spikes 
   2nd—bull’s 
  strength, 
  cure 
  moderate 
  wounds, 
  enthrallD (DC 17), silence, spiritual hammer 
   1st—bless, commandD (DC 16), cure light wounds 
  (2), protection from good, shield of faith 
   0—create water, cure minor wounds, detect magic, 
  light, purify food and drink, resistance 
  D: Domain spell. Deity: Wee Jas. Domains: Domination, 
  Magic  
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 13, Wis 18, Cha 8  
  Feats Augment Healing, Extend Spell, Improved 
  Initiative, Skill Focus (concentration), Spell Focus 
  (enchantment) 
  Skills Concentration +15, Heal +11, Knowledge 
  (religion) +6,  Speak Language , Spellcraft +5 
  Possessions combat gear plus cloak of resistance +1, 
  periapt of wisdom +2, +1 full plate, large shield, 
  masterwork heavy mace, 2 holy symbols of Wee Jas, 
  spell components  
   
  8: BARBARIANS 
  FROST BARBARIANS 
  CR 8 
  Male human (Suel) barbarian 7/exotic weapon master* 1 
  *see Complete Warrior 30 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +11, Spot +0 
  Languages Ancient Suloise, Cold Tongue  
  AC 17, touch 11, flat-footed 17; +2 against traps, 
  improved uncanny dodge, uncanny dodge 
   (+1 Dex, +6 armor) 
  hp 88 (8 HD); DR 1/—   
  Fort +11, Ref +3 (+5 against traps), Will +4 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee 
  +1 
  bastard 
  sword 
  (two-handed) 
  +17/+12 
  (1d10+15/19-20) or 
  Melee heavy flail +16/+11(1d10+10/19-20) or 
  Ranged composite longbow +10/+5 (1d8+5/x3) 
  Base Atk +8; Grp +15 
  Atk Options Cleave, Power Attack, rage 2/day (7 
  rounds), uncanny blow 
  Abilities Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 10  
  Feats Cleave, Exotic Weapon Proficiency (bastard 
  sword), Power Attack, Weapon Focus (bastard 
  sword)  
  Skills total ranks: Climb +6, Craft (weaponsmithing) +3, 
  Intimidate +11, Listen +11, Survival +5, Swim +7 
  Possessions combat gear plus +1 bastard sword, +1 
  breastplate, gauntlets of ogre power, masterwork 
  heavy flail, mighty masterwork composite longbow 
  (+5) 
   
  When not raging, the frost barbarians have the following 
  changed statistics: 
  AC 17, touch 11, flat-footed 17 
  hp 72  
  Fort +9, Will +2 
  Melee 
  +1 
  bastard 
  sword 
  (two-handed) 
  +15/10 
  (1d10+11/19-20) or 
  Melee heavy flail +14/+9(1d10+7/19-20) 
  Grp +13 
  Abilities Str 20, Con 14 
   
  MASTER AND MONSTER 
  REIS (HYBRID DIRE WERETIGER FORM)
   
  CR 12 
  Male dire weretiger monk 3/warshaper* 3 
  *see Complete Warrior 89 
  LN Large humanoid (human, shapechanger) 
  Init +4; Senses low-light vision, scent; Listen +17, Spot 
  +17;  
  Languages Ancient Suloise, Common  
  AC 26, touch 14, flat-footed 22; Combat Expertise 
   (-1 size, +4 Dex, +1 class, +4 armor [mage armor—CL 
  10], +8 natural) 
  hp 256 (22 HD); DR 5/silver 
  Immune critical hits, stunning 
  Resist evasion 
  Fort +23, Ref +18, Will +17; +2 against enchantments 
  Speed 40 ft. 
  Melee unarmed strike +30/+25/+20/+15 (1d8+15) and 
  bite +25(2d6+8) and gore +25 (1d8+8) or 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 28 
  Melee unarmed strike +28/+28/+23/+18/+13 (1d8+15) 
  with flurry of blows and bite +23 (2d6+8) and gore 
  +23 (1d8+8) or 
  Melee +1 sizing quarterstaff +28/+28/+23/+18/+13 
  (1d8+22) with flurry of blows and bite +23 (2d6+8) 
  and gore +23 (1d8+8)  
  Space 10 ft.; Reach 15 ft. (appears to have 10 ft.) 
  Base Atk +16; Grp +34 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Trip (+22), Power Attack, Stunning Fist 
  7/day (DC 22), flurry of blows, morphic weapons, 
  morphic reach 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 38, Dex 18, Con 24, Int 13, Wis 12, Cha 8  
  SQ alternate form, morphic body, still mind, tiger 
  empathy 
  Feats Alertness, Combat Expertise, Combat Reflexes, 
  Improved Natural Attack (bite), Improve Natural 
  Attack (claw), Improved Trip, Improved Unarmed 
  Strike, Iron WillB, Multiattack, Power Attack, Run, 
  Stealthy, Stunning Fist, Weapon Focus (claw)B 
  Skills Balance +11, Climb +19, Control Shape +24, 
  Hide +15*, Jump +27, Listen +17, Move Silently +18, 
  Spot +17, Swim +19, Tumble +12 
  Possessions combat gear plus +1 amulet of mighty 
  fists, +1 sizing quarterstaff  
  Alternate Form (Su) Reis can change to human or 
  animal form as a standard action but does neither in 
  this encounter. 
  Morphic Reach (Su) Reis ha an additional +5 ft. reach 
  but does not appear to have it. 
  Morphic Weapons (Su) As a move action, Reis can 
  create a new natural weapon or enhance an existing 
  one by one step. (Currently used to create horns.) 
  Tiger 
  Empathy 
  (Ex) 
  Reis 
  can 
  empathize 
  and 
  communicate simple concepts and commands with 
  normal or dire tigers, +4 racial bonus on checks to 
  influence attitude of tigers. 
   
  FATHER JOKEN 
  CR 10 
  Male human monk 2/sorcerer 4/enlightened fist* 4 
  *see Complete Arcane 34 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +5, Spot +6 
  Languages 
  Ancient 
  Suloise, 
  Common, 
  Olman, 
  empathic link 
  AC 22, touch 18, flat-footed 21; Deflect Arrows 
   (+2 Dex, +5 class, +4 armor [mage armor], +1 
  deflection) 
  hp 60 (10 HD) 
  Resist evasion 
  Fort +9, Ref +11, Will +11 
  Speed 50 ft. (10 squares) 
  Melee unarmed strike +11/+6 (1d8+4) with greater 
  magic weapon or 
  Melee unarmed strike +9/+9/+4 (1d8+4) with greater 
  magic weapon and flurry of blows 
  Base Atk +6; Grp +8 
  Atk Options Stunning Fist 7/day (DC 15), arcane fist, 
  fist of energy, ki strike (magic) 
  Combat Gear potion of cure serious wounds, ring of 
  counterspells (dispel magic) 
  Sorcerer Spells Known (CL 10th): 
   3rd (4/day)—greater magic weapon�, vampiric touch 
   2nd (7/day)—bull’s strength, false life�(16 hp), touch 
  of idiocy 
   1st (7/day)—benign transposition, mage armor��, 
  magic missile, shield, shocking grasp 
   0 (6/day)—acid splash, detect magic, light, mage 
  hand, message, prestidigitation, read magic 
  �Already cast 
  Abilities Str 14, Dex 15, Con 14, Int 10, Wis 10, Cha 16  
  SQ rat familiar 
  Feats 
  Ascetic 
  Mage, 
  Combat 
  Casting, 
  Combat 
  Reflexes, Deflect Arrows, Improved Unarmed Strike, 
  Practiced Spellcaster, Stunning Fist, Weapon Focus 
  (unarmed strike) 
  Skills Concentration +13 (+17 casting defensively), 
  Diplomacy +9, Knowledge (arcana) +12, Jump +17, 
  Listen +5, Sense Motive +5, Spellcraft +8, Spoken 
  Language, Spot +6, Tumble +15  
  Possessions combat gear plus cloak of charisma +2, 
  gloves of dexterity +2, ring of protection +1, vest of 
  resistance +1 
  Arcane Fist (Su) Joken can cast and deliver a touch 
  spell as part of an unarmed full attack action. This 
  costs one Stunning Fist use. 
  Fist of Energy (Su) As a free action, Joken can imbue 
  unarmed attacks with equivalent of flaming or shock 
  weapon abilities for one round. This costs one use of 
  Stunning Fist. 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 29 
  APL 12 
  6: STRIKE TEAM 
  JAGYARA 
  CR  11 
  Female human (Suel) wizard 9/argent savant* 2 
  *see Complete Arcane 24 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +1, Spot +1 (+4 in bright light) 
  Languages Ancient Suloise, Common, Dakon, Olman, 
  empathic link 
  AC 22, touch 14, flat-footed 19 
   (+3 Dex, +8 armor [extended greater mage armor—CL 
  10), +1 deflection) 
  hp 69 (11 HD)  
  Fort +7, Ref +8, Will +12 
  Speed 30 ft. 
  Ranged force spell ranged touch +11 (as spell) or 
  Ranged non-force spell ranged touch +9 (as spell) or 
  Melee quarterstaff +5(1d6-1) 
  Base Atk +5; Grp +4 
  Special Actions Point Blank Shot, Precise Shot 
  Combat Gear scroll of dimension door (CL 9), scroll of 
  fly (CL 9) 
   Wizard Spells Prepared (CL 10th): 
   5th—arc of lightning (DC 19), reciprocal gyre (DC 19) 
   4th—dimension door, orb of force (2), wall of fire (DC 
  18) 
   3rd—extended greater mage armor (2)� �, haste, 
  fireball (DC 17) 
   2nd—extended false life�(16 hp), mirror image, rapid 
  enlarge, resist energy, scorching ray 
   1st—magic missile (2), ray of enfeeblement (2), 
  shield 
   0—light, mage hand, ray of frost, read magic 
  �Already cast 
  Abilities Str 8, Dex 16, Con 14, Int 18, Wis 12, Cha 10  
  SQ familiar, force specialization 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Spell, Skill Focus (Concentration), Scribe 
  Scroll, Weapon Focus (ray) 
  Skills  Concentration +19, Craft (sewing) +12, Decipher 
  Script +12  Knowledge (arcana) +18, Knowledge 
  (local-Core) +12, Spellcraft +20, Tumble +9 
  Possessions combat gear plus cloak of resistance +2, 
  gloves of dexterity +2, headband of intellect +2, 
  lesser rod of extend (used), ring of protection +1, holy 
  symbol of Wee Jas, masterwork needle and thread 
  set, Scarlet Brotherhood robes, spell components  
  Spellbook spells prepared plus 1st–lesser acid orb; 
  2nd–glitterdust, rope trick; 3rd–mass darkvision; 
  4th—Evard’s 
  black 
  tentacles; 
  5th—telekinesis, 
  teleport,  wall of force  
  Force Specialization +2 competence bonus on attack 
  rolls with force spells, +1 damage/die (or +1 damage 
  overall as applicable). Increase bonus of force spells 
  providing shield or armor bonus by 2. 
   
  THEOLUS 
  CR 10 
  Male human monk 10 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +15, Spot +2 
  Languages Ancient Suloise, Common  
  AC 27, touch 19, flat-footed 24; Dodge, Elusive Target, 
  Mobility 
   (+3 Dex, +8 armor [extended greater mage armor—CL 
  10], +4 class, +2 deflection) 
  hp 68 (10 HD)  
  Immune natural diseases 
  Resist improved evasion 
  Fort +10, Ref +11, Will +10; +2 against enchantment 
  spells and effects 
  Speed 60 ft. 
  Melee unarmed strike +10/+10/+4 (1d10+2) with flurry of 
  blows or 
  Melee +1 quarterstaff +10/+10/+4 (1d6+4) with flurry of 
  blows 
  Base Atk +7; Grp +13 
  Combat Options Combat Reflexes, Improved Disarm 
  (with quarterstaff, +8), Improved Grapple, flurry of 
  blows, ki strike (magic, lawful) 
  Special Actions wholeness of body (20 hp) 
  Combat Gear potion of cat’s grace, potion of cure 
  moderate wounds, potion of enlarge person 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 8  
  SQ slow fall 50 ft. 
  Feats Combat Reflexes, Dodge, Improved Disarm, 
  Elusive 
  Target, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Unarmed 
  Strike, 
  Mobility, 
  Weapon Focus (unarmed strike) 
  Skills Balance +16, Climb +15, Hide +16, Jump +29, 
  Listen +15, Move Silently +16, Speak Language 
  (Common), Tumble +18 
  Possessions combat gear plus amulet of health +2, +1 
  quarterstaff, ring of protection +2, cloak of resistance 
  +1, holy symbol of Wee Jas 
   
  KHALLIS 
  CR 10 
  Male human rogue 3/fighter 4/Suel arcanamach* 3 
  *see Complete Arcane 63 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +12, Spot +12 
  Languages Ancient Suloise, Common  
  AC 19, touch 13, flat-footed 16; +1 against traps 
   (+3 Dex, +6 armor) 
  hp 78 (10 HD) 
  Resist evasion  
  Fort +10, Ref +11 (+12 against traps), Will +7 
  Speed 30 ft. 
  Melee +1 greatsword (enhanced to +2—greater magic 
  weapon) +14/+9 (2d6+8/19-20) or 
  Ranged longbow +11/+6 (1d8+3/x3) 
  Base Atk +8; Grp +11 
  Atk Options Power Attack, Staggering Strike, dispelling 
  strike, sneak attack +2d6 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 30 
  Special Actions extended spellstrength, tenacious 
  spells 
  Suel Arcanamach Spells Known (CL 3rd, 9th to 
  dispel; arcane spell failure chance 5%): 
   2nd (1/day)—mirror image, sonic weapon   
   1st (3/day)—shield, true strike 
   
  Abilities Str 16, Dex 16, Con 16, Int 10, Wis 8, Cha 12  
  SQ trapfinding 
  Feats Combat Casting, Improved Initiative, Improved 
  Toughness, Iron Will, Power Attack, Staggering 
  Strike, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization (greatsword) 
  Skills  Climb +7, Concentration +11, Jump +10, 
  Listen+12, Open Locks +10, Spellcraft +5, Speak 
  Language (Common), Spot +12, Tumble +17 
  Possessions amulet of health +2, cloak of resistance 
  +1, gloves of dexterity +2, +1 greatsword, +2 mithral 
  chain shirt, masterwork thieves’ tools, masterwork 
  mighty composite longbow (+3) and 20 arrows, 
  Brotherhood uniform, holy symbol of Wee Jas, spell 
  components 
  Dispelling Strike (Su) 1/day, as part of a normal melee 
  attack Khallis can do a greater dispel magic on the 
  target. (Dispel check of 1d20+9) 
  Extended Spellstrength (Ex) The duration of any 
  arcanamach spell Khallis casts on himself is 
  extended as per the Extend Spell feat, but without 
  other modifications to the spell. 
   
  JAMAYA 
  CR 9 
  Female human (Suel) cleric 9 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Ancient Suloise, Common  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +9 armor, +3 shield) 
  hp 71 (9 HD) 
  Fort +10, Ref +6, Will +12 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee +1 heavy mace +7/+2 (1d8+1) and/or 
  Ranged spiritual weapon +9/+4(1d8+3/19-20) 
  Base Atk +6; Grp +6 
  Special Actions Augment Healing, rebuke undead 
  2/day (+1, 2d6+8, 9th), spontaneous casting (inflict 
  spells), use spell completion and spell trigger devices 
  as a 4th-level wizard 
  Cleric Spells Prepared (CL 9th): 
      5th—greater commandD (DC 20), flame strike (DC 19) 
   4th—dominate personD (DC 19), greater magic 
  weapon�, recitation, wrack 
   3rd—cure serious wounds, dispel magicD, insignia of 
  healing (1d8+16, team holy symbols are the 
  insignias), searing light, spikes 
   2nd—bull’s 
  strength, 
  cure 
  moderate 
  wounds, 
  enthrallD (DC 17), hold person (DC 17), silence, 
  spiritual hammer 
   1st—bless, commandD (DC 16), cure light wounds 
  (2), protection from good, shield of faith 
   0—create water, cure minor wounds, detect magic, 
  light, purify food and drink, resistance 
  D: Domain spell. Deity: Wee Jas. Domains: Domination, 
  Magic  
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 13, Wis 19, Cha 8  
  Feats Augment Healing, Extend Spell, Improved 
  Initiative, 
  Improved 
  Toughness, 
  Skill 
  Focus 
  (concentration), Spell Focus (enchantment) 
  Skills Concentration +17, Heal +13, Knowledge 
  (religion) +8, Speak Language, Spellcraft +7 
  Possessions cloak of resistance +2, periapt of wisdom 
  +2, +1 full plate, +1 heavy shield, +1 heavy mace, 2 
  holy symbols of Wee Jas, spell components 
   
  8: BARBARIANS 
  F R O S T  B AR B AR I ANS  (R AG I NG) 
  CR  10 
  Male human (Suel) barbarian 9/exotic weapon master* 1 
  *see Complete Warrior 30 
  CN Medium Humanoid (human) 
  Init +1; Senses Listen +13, Spot +0 
  Languages Ancient Suloise, Cold Tongue 
  AC 16, touch 9, flat-footed 16; +3 against traps, 
  improved uncanny dodge, uncanny dodge, 
   (+1 Dex, +7 armor, -2 class) 
  hp 109 (10 HD); DR 1/—   
  Fort +11, Ref +5 (+8 against traps), Will +4 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee 
  +1 
  bastard 
  sword 
  (two-handed) 
  +19/+14 
  (1d10+15/17-20) or 
  Melee heavy flail +18/+13(1d10+10/19-20) or 
  Ranged composite longbow +12/+7(1d8+5/x3) 
  Base Atk +10; Grp +17 
  Atk Options Cleave, Power Attack, rage 3/day (7 
  rounds), uncanny blow 
  Abilities Str 24, Dex 13, Con 18, Int 8, Wis 10, Cha 10  
  Feats Cleave, Exotic Weapon Proficiency (bastard 
  sword), Improved Critical (bastard sword), Power 
  Attack, Weapon Focus (bastard sword)  
  Skills Climb +8, Craft (weaponsmithing) +3, Intimidate 
  +13, Listen +13, Speak Language, Survival +3, Swim 
  +9 
  Possessions combat gear plus +1 bastard sword, +2 
  breastplate, cloak of resistance +1, gauntlets of ogre 
  power, masterwork heavy flail, mighty masterwork 
  composite longbow (+5) 
   
  When not raging, the frost barbarians have the following 
  changed statistics: 
  AC 18, touch 11, flat-footed 18 
  hp 93  
  Fort +13, Will +6 
  Melee 
  +1 
  bastard 
  sword 
  (two-handed) 
  +17/12 
  (1d10+11/19-20) or 
  Melee heavy flail +16/+11(1d10+7/19-20) 
  Grp +15 
  Abilities Str 20, Con 14 
   
  11: MASTER AND MONSTER 
  REIS HYBRID DIRE WERETIGER FORM  
  
   
   
   
   
   
   
   
   
   
   
   
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  CR 13 
  Male (dire) weretiger monk 3/warshaper* 4 
  *see Complete Warrior 89 
  LN Large humanoid (human, shapechanger) 
  Init +4; Senses low-light vision, scent; Listen +17, Spot 
  +17;  
  Languages Ancient Suloise, Common  
  AC 26, touch 14, flat-footed 22 
   (-1 size, +4 Dex, +1 class, +4 armor [mage armor—CL 
  13], +8 natural) 
  hp 268 (23 HD); fast heal 2; DR 5/silver 
  Immune critical hits, stunning 
  Resist evasion 
  Fort +24, Ref +18, Will +17; +2 against enchantment 
  spells and effects 
  Speed 40 ft. 
  Melee unarmed strike +31/+26/+21/+16 (1d8+15) and 
  bite +26 (2d6+8) and gore +26 (1d8+8) or 
  Melee unarmed strike +29/+29/+24/+19/+14  (1d8+15) 
  with flurry of blows and bite +25 (2d6+9) and gore 
  +25 (1d8+8) or 
  Melee +1 sizing quarterstaff +29/+29/+24/+19/+14  
  (1d8+22) with flurry of blows and bite +25 (2d6+9) 
  and gore +25(1d8+8)  
  Space 10 ft.; Reach 15 ft. (appears to have 10 ft.) 
  Base Atk +17; Grp +35 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Trip (+22), Power Attack, Stunning Fist 
  8/day (DC 22) flurry of blows, morphic reach, morphic 
  weapons 
  Special Actions morphic healing, 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 38, Dex 18, Con 24, Int 13, Wis 12, Cha 8  
  SQ alternate form, tiger empathy 
  Feats Alertness, Combat Expertise, Combat Reflexes, 
  Improved Natural Attack (bite), Improve Natural 
  Attack (claw), Improved Trip, Improved Unarmed 
  Strike, Iron WillB, Multiattack, Power Attack, Run, 
  Stealthy, Stunning Fist, Weapon Focus (claw)B 
  Skills Balance +12, Climb +20, Control Shape +24, 
  Hide +15, Jump +27, Listen +17, Move Silently +18, 
  Spot +17, Swim +19, Tumble +12 
  Possessions combat gear plus +1 amulet of mighty 
  fists, +1 sizing quarterstaff (currently Large) 
  Alternate Form (Su) Reis can change to human or 
  animal form as a standard action, but does neither in 
  this encounter. 
  Morphic Healing (Su) Reis has fast healing 2, and can 
  heal 10 points of damage as a full-round action 
  requiring a Concentration check with DC = damage 
  taken. 
  Morphic Reach (Su) Reis has an additional 5 ft. of 
  reach but does not appear to have it. 
  Morphic Weapons (Su) As a move action, Reis can 
  create a new natural weapon or enhance an existing 
  one by one step. (Currently used to create horns.) 
  Tiger 
  Empathy 
  (Ex) 
  Reis 
  can 
  epathize 
  and 
  communicate simple concepts and commands with 
  normal or dire tigers, +4 racial bonus on checks to 
  influence attitude of tigers. 
   
  FATHER JOKEN 
   CR 13 
  Male human monk 2/sorcerer 4/enlightened fist* 7 
  *see Complete Arcane 34 
  LE Medium humanoid (human) 
  Init +3; Senses Listen +8, Spot +6 
  Languages 
  Ancient 
  Suloise, 
  Common, 
  Olman, 
  emphatic link 
  AC 24, touch 20, flat-footed 21; Deflect Arrows 
   (+3 Dex, +5 class, +4 armor [mage armor], +2 
  deflection) 
  hp 109 (13 HD) 
  Resist evasion 
  Fort +12, Ref +14, Will +13 
  Speed 60 ft. (12 squares) 
  Melee unarmed strike +14/+9 (1d10+4) with greater 
  magic weapon or 
  Melee unarmed strike +12/+12/+7 (1d10+4) with greater 
  magic weapon and flurry of blows 
  Base Atk +8; Grp +10 
  Atk Options Combat Reflexes, Stunning Fist 10/day 
  (DC 16), arcane fist, arcane rejuvenation, fist of 
  energy (burst), hold ray, Ki strike, 
  Special Actions  
  Combat Gear potion of barkskin (+3), potion of cure 
  serious wounds,  
  ring of counterspells (dispel magic)  
  Class Spells Known (CL 13th): 
    4th (4/day)—dimension door, enervation   
   3rd (6/day)—greater magic weapon�, heroism, 
  vampiric touch  
   2nd (6/day)—bull’s strength, false life� (16 hp), 
  scorching ray, touch of idiocy  
   1st (5/day)—benign transposition, mage armor�, 
  magic missile, shield, shocking grasp 
   0 (6/day)—acid splash, detect magic, light, mage 
  hand, message, prestidigitation, ray of frost, read 
  magic 
  �Already cast 
  Abilities Str 14, Dex 16, Con 16, Int 10, Wis 10, Cha 16  
  SQ rat familiar 
  Feats 
  Ascetic 
  Mage, 
  Combat 
  Casting, 
  Combat 
  Reflexes, Deflect Arrows, Improved Unarmed Strike, 
  Leadership, Practiced Spellcaster, Stunning Fist, 
  Weapon Focus (unarmed strike) 
  Skills   Concentration +17 (+21 casting defensively), 
  Diplomacy +9, Knowledge (arcana) +13, Jump +21, 
  Listen +8, Sense Motive +5, Spellcraft +11, Spoken 
  Language, Spot +6, Tumble +17  
  Possessions combat gear plus amulet of health +2, 
  cloak of charisma +2, gloves of dexterity +2, ring of 
  protection +2, vest of resistance +2,  
  Arcane Fist (Su) Joken can cast and deliver a touch 
  spell as part of an unarmed full attack action. This 
  costs one Stunning Fist use. 
  Arcane Rejuvenation (Su) Joken can, as a standard 
  action, sacrifice an unused spell slot to heal a number 
  of hit points equal to the slot’s level. 
  Fist of Energy (Su) As a free action, Joken can imbue 
  unarmed attacks or monk weapons with the 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
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  equivalent of flaming burst or shocking burst weapon 
  abilities for one round. This costs one Stunning Fist 
  use. 
  Hold Ray (Ex) Joken can turn any ray spell into a touch 
  spell (effectively becoming Target: Creature Touched 
  and allowing its charge to be held as a touch spell). 
  May be used in conjunction with arcane fist. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
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  APL 14 
  6: STRIKE TEAM 
  JAGYARA 
  CR 12 
  Female human (Suel) wizard 9/argent savant* 3 
  *see Complete Arcane 24 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +1, Spot +1 (+4 in bright light) 
  Languages Ancient Suloise, Common, Dakon, Olman, 
  empathic link 
  AC 23, touch 15, flat-footed 20 
   (+3 Dex, +8 armor [greater mage armor], +2 
  deflection) 
  hp 82 (12 HD) 
  Immune poison, fear 
  Fort +8, Ref +9, Will +13 
  Speed 30 ft. 
  Ranged force spell ranged touch +12(as spell) or 
  Ranged non-force spell ranged touch +10 (as spell) or 
  Melee quarterstaff +5 (1d6-1) 
  Base Atk +5; Grp +4 
  Atk Options Point Blank Shot, Precise Shot, Sudden 
  Empower 
  Special Actions enduring force, force specialization, 
  force armor 
  Combat Gear lesser rod of extend (1 charge used), 
  scroll of dimension door (CL 9), scroll of fly (CL 9) 
   Wizard Spells Prepared (CL 11th): 
   6th— brilliant blade 
   5th— arc of lightning (DC 19), reciprocal gyre (DC 
  19) 
   4th—dimension door, orb of force (2), wall of fire (DC 
  18) 
   3rd—greater mage armor� �, (2), greater magic 
  weapon�, haste, fireball (DC 17) 
   2nd—extended false life� (16 hp), mirror image, rapid 
  enlarge, resist energy, scorching ray 
   1st—magic missile (2), ray of enfeeblement (2), 
  shield 
   0—light, mage hand, ray of frost, read magic 
  �Already cast 
  Abilities Str 8, Dex 16, Con 14, Int 19, Wis 12, Cha 10  
  SQ enduring force, familiar, force specialization, force 
  armor 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Spell, Skill Focus (Concentration), Scribe 
  Scroll, Sudden Empower, Weapon Focus (ray)  
  Skills  Concentration +20, Craft (sewing) +13, Decipher 
  Script +13  Knowledge (arcana) +19, Knowledge 
  (local-Core) +13, Spellcraft +21, Tumble +9 
  Possessions combat gear plus cloak of resistance +2, 
  gloves of dexterity +2, headband of intellect +2, ring 
  of protection +2,  holy symbol of Wee Jas, 
  masterwork 
  needle 
  and 
  thread 
  set, 
  Scarlet 
  Brotherhood robes  
  Spellbook spells prepared plus 1st–lesser acid orb; 
  2nd–glitterdust, rope trick; 3rd–mass darkvision, 
  4th—Evard’s 
  black 
  tentacles; 
  5th—telekinesis, 
  teleport, wall of force; 6th—Bigby’s forceful hand, 
  chain lightning  
  Active Spells Spells noted above plus extended heroes’ 
  feast (11 hp, CL 12th) and stalwart pact (CL 12). 
  Enduring Force (Ex) Double the duration on all force 
  spells, +4 on the DC to have force spells dispelled. 
  Force Specialization +2 competence bonus on attack 
  rolls with force spells, +1 damage/die (or +1 damage 
  overall as applicable). 
  Force Armor (Ex) Increase bonus of force spells 
  providing shield or armor bonus by 2. 
   
  THEOLUS 
   CR 12 
  Male human (Suel) monk 12 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +18, Spot +3 
  Languages Ancient Suloise, Common  
  AC 28, touch 20, flat-footed 25; Deflect Arrows, Dodge, 
  Elusive Target, Mobility 
   (+3 Dex, +8 armor, +5 class, +2 deflection) 
  hp 92 (12 HD) 
  Immune natural diseases, poison, fear 
  Resist improved evasion 
  Fort +12, Ref +13, Will +14; +2 against enchantments 
  spells and effects 
  Speed 70 ft. 
  Melee unarmed strike +15/+15/+15/+10 (2d6+4) with 
  flurry of blows or 
  Melee +1 quarterstaff +15/+15/+15/+10 (1d6+4) with 
  flurry of blows 
  Base Atk +9; Grp +15 
  Atk Options Combat Reflexes, Improved Disarm (+8), 
  Improved Grapple, flurry of blows, ki strike (magic, 
  lawful) 
  Special Actions wholeness of body (24 hp) 
  Combat Gear potion of cat’s grace, potion of cure 
  moderate wounds, potion of enlarge person 
  Spell-Like Abilities (CL 6): 
   
  1/day—dimension door 
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8  
  SQ slow fall 60 ft. 
  Feats Combat Reflexes, Deflect Arrows, Dodge, Elusive 
  Target, 
  Improved 
  Disarm, 
  Improved 
  Grapple, 
  Improved 
  Initiative, 
  Improved 
  Unarmed 
  Strike, 
  Mobility, Weapon Focus (unarmed strike) 
  Skills Balance +16, Climb +17, Hide +18, Jump +35, 
  Listen +17, Move Silently +18, Speak Language 
  (Common), Tumble +20 
  Possessions combat gear plus amulet of health +2, +1 
  quarterstaff, ring of protection +2, cloak of resistance 
  +2, incandescent blue ioun stone   
  Active Spells extended greater mage armor (CL 11), 
  extended greater magic weapon (CL 11, on self), 
  extended heroes’ feast (11 hp, CL 12), stalwart pact 
  (CL 12) 
   
  KHALLIS 
  CR 12 
  Male human (Suel) rogue 3/fighter 4/Suel arcanamach* 
  5 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
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  *see Complete Arcane 63 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +14, Spot +14 
  Languages Ancient Suloise, Common  
  AC 21, touch 14, flat-footed 17; +1 against traps 
   (+3 Dex, +7 armor, +1 deflection) 
  hp 116 (12 HD) 
  Immune poison, fear 
  Resist evasion 
  Fort +10, Ref +12 (+13 against traps), Will +9 
  Speed 30 ft. 
  Melee +1 greatsword (enhanced to +3—greater magic 
  weapon) +17/+12 (2d6+9/17-20) or 
  Ranged longbow +13/+8 (1d8+3/x3) 
  Base Atk +9; Grp +12 
  Atk Options Power Attack, Staggering Strike, dispelling 
  strike, sneak attack +2d6  
  Special Actions extended spellstrength, tenacious 
  spells 
  Suel Arcanamach Spells Known (CL 5th, 11th to 
  dispel): 
    3rd (1/day)—blink, greater magic weapon 
   2nd (3/day)—mirror image, sonic weapon, spider 
  climb   
   1st (4/day)—enlarge person, shield, true strike  
  Abilities Str 17, Dex 16, Con 16, Int 10, Wis 8, Cha 14  
  SQ ignore spell failure chance 10%, trapfinding 
  Feats Combat Casting, Improve Critical (greatsword), 
  Improved Initiative, Improved Toughness, Iron Will, 
  Power Attack, Staggering Strike, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword) 
  Skills  Climb +9, Concentration +13 (+17 casting 
  defensively), Jump +10, Listen+14, Open Locks +10, 
  Spellcraft +5, Speak Language (Common), Spot +14, 
  Tumble +19 
  Possessions amulet of health +2, cloak of charisma +2, 
  vest of resistance +1, gloves of dexterity +2, +1 
  greatsword, ring of protection +1, +3 mithral chain 
  shirt, masterwork thieves’ tools, masterwork mighty 
  composite longbow (+3) and 20 arrows, Brotherhood 
  uniform 
  Active Spells: extended greater magic weapon (+3, on 
  greatsword, CL 12), extended heroes’ feast (11 hp, 
  CL 12), stalwart pact (12) 
  Dispelling Strike (Su) 1/day, as part of a normal melee 
  attack Khallis can do a greater dispel magic on the 
  target. (Dispel check of 1d20+9). 
  Extended Spellstrength (Ex) The duration of any 
  arcanamach spell Khallis casts on himself is 
  extended as per the Extend Spell feat, but without 
  other modifications to the spell. 
   
  JAMAYA 
  CR 12 
  Female human (Suel) cleric 12 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Ancient Suloise, Common  
  AC 25, touch 11, flat-footed 22 
   (+1 Dex, +11 armor [includes extended magic 
  vestment], +3 shield) 
  hp 104 (12 HD)  
  Inmmune poison, fear 
  Fort +12, Ref +7, Will +16 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee +1 heavy mace +11/+6(1d8+1) and/or 
  Ranged spiritual weapon +15/+10 (1d8+4/19-20) 
  Base Atk +9; Grp +9 
  Special Actions Augment Healing, rebuke undead 
  2/day (+2, 2d6+10, 12th), spontaneous casting (inflict 
  spells), use spell completion and spell trigger devices 
  as a 6th-level wizard. 
  Cleric Spells Prepared (CL 9th): 
    6th—anti-magic fieldD, heroes’ feast� (11 hp), heal  
      5th—divine agility, greater commandD (DC 21), 
  flame strike (DC 19), slay living (DC 20), stalwart 
  pact� 
   4th—dominate person 
  D (DC 20), freedom of 
  movement, greater magic weapon�, recitation, 
  wrack 
   3rd—cure serious wounds, dispel magicD, insignia of 
  healing (team holy symbols are the insignias), 
  magic vestments�, searing light, spikes 
   2nd—bull’s 
  strength, 
  cure 
  moderate 
  wounds, 
  enthrallD (DC 18), hold person (DC 18), silence, 
  spiritual hammer 
   1st—bless, commandD (DC 17), cure light wounds 
  (2), divine favor, protection from good, shield of 
  faith (2) 
   0—create water, cure minor wounds, detect magic, 
  light, purify food and drink, resistance 
  D: Domain spell. Deity: Wee Jas. Domains: Domination, 
  Magic  
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 13, Wis 20, Cha 8  
  SQ rebuke undead (+1 check, 2d6+11 HD) 
  Feats Augment Healing, Empower Spell, Extend Spell, 
  Improved Initiative, Improved Toughness, Skill Focus 
  (concentration), Spell Focus (enchantment)   
  Skills Concentration +20], Heal +14, Knowledge 
  (religion) +10, Speak Language, Spellcraft +10 
  Possessions +2 cloak of resistance, +2 periapt of 
  wisdom, +1 full plate (enchanted to +3), +1 heavy 
  shield, +1 heavy mace, rod of extend (2 charges 
  used)  
  Active Spells: extended heroes’ feast, stalwart pact  
   
  8: BARBARIANS 
  FROST BARBARIANS 
  CR 12 
  Male human (Suel) barbarian 11/exotic weapon master* 
  1 
  *see Complete Warrior 30 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +15, Spot +0 
  Languages Ancient Suloise, Cold Tongue 
  AC 17, touch 10, flat-footed 17; +3 against traps, 
  improved uncanny dodge, uncanny dodge 
   (+2 Dex, +7 armor, -2 class) 
  hp 161 (12 HD); DR 3/—   
  Resist trap sense +3 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
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  Fort +15, Ref +6 (+9 against traps), Will +6 
  Speed 30 ft. in breastplate (6 squares), base movement 
  40 ft. 
  Melee +1 human bane bastard sword (two-handed) 
  +22/+19/+16 (1d10+17/17-20) or 
  Melee heavy flail +21/+18/+15 (1d10+7/19-20) or 
  Ranged composite longbow +14/+9/+4(1d8+5/x3) 
  Base Atk +12; Grp +20 
  Atk Options Power Attack, Cleave, greater rage 3/day 
  (9 rounds), uncanny blow 
  Special Actions  
  Abilities Str 26, Dex 14, Con 22, Int 8, Wis 10, Cha 10  
  Feats Cleave, Exotic Weapon Proficiency (bastard 
  sword), Greater Resiliency, Improved Critical (bastard 
  sword), Power Attack, Weapon Focus (bastard 
  sword)  
  Skills Climb +10, Craft (weaponsmithing) +4, Intimidate 
  +15, Listen +15, Spoken Language, Survival +3, 
  Swim +10 
  Possessions combat gear plus +1 human bane bastard 
  sword, amulet of health +2, +2 breastplate, cloak of 
  resistance +1, gauntlets of ogre power, masterwork 
  heavy flail, mighty masterwork composite longbow 
  (+5) 
   
  When not raging, the frost barbarians have the following 
  changed statistics: 
  AC 19, touch 12, flat-footed 19 
  hp 125  
  Fort +12, Will +3 
  Melee +1 human bane bastard sword (two-handed) 
  +19/+16/+11 (1d10+13/17-20) or 
  Melee heavy flail +18/+15(1d10+7/19-20) 
  Grp +17 
  Abilities Str 20, Con 16 
   
  11: MASTER AND MONSTER 
  REIS HYBRID DIRE WERETIGER FORM 
  CR 15 
  Male (dire) weretiger monk 4/warshaper* 5 
  *see Complete Warrior 89 
  LN Large humanoid (human, shapechanger) 
  Init +4; Senses low-light vision, scent; Listen +18, Spot 
  +18;  
  Languages Ancient Suloise, Common  
  AC 27, touch 15, flat-footed 23 
   (-1 size, +4 Dex, +1 class, +4 armor [mage armor CL 
  15], +8 natural, +1 insight) 
  hp 291 (25 HD); fast healing 2; DR 5/silver 
  Immune critical hits, stunning 
  Resist evasion 
  Fort +25, Ref +19, Will +18; +2 against enchantments 
  Speed 40 ft. 
  Melee unarmed strike +32/+27/+22/+17 (2d6+15) and 
  bite +30(2d6+8) and gore +30 (1d8+8) or 
  Melee unarmed strike +30/+30/+25/+20/+15(2d6+15) 
  and bite +28 (2d6+8) and gore +28(1d8+8) with flurry 
  of blows or 
  Melee 2 claws +33(2d4+15) and bite +30 (2d6+8) gore 
  +30(1d8+8) or 
  Melee 
  +2 
  sizing 
  quarterstaff 
  +31/+31/+26/+21/+16(1d8+23) with flurry of blows 
  and bite +28 (2d6+8) and gore +28(1d8+8) or 
  Melee +2 sizing quarterstaff +33/+28/+23/+18 (2d6+15) 
  and bite +30(2d6+8) and gore +30 (1d8+8) 
  Space 10 ft.; Reach 15 ft. (appears to have 10 ft.) 
  Base Atk +18; Grp +36 
  Atk Options Improved Trip (+22), Power Attack, 
  Stunning Fist 9/day (DC 23), flurry of blows, morphic 
  reach, morphic weapons 
  Special Actions alternate form, flashmorph, morphic 
  healing,  
  Combat Gear potion of bear’s endurance, potion of cure 
  moderate wounds 
  Abilities Str 39, Dex 18, Con 24, Int 13, Wis 12, Cha 8  
  SQ morphic body, slow fall 20 ft., still mind, tiger 
  empathy 
  Feats Alertness, Combat Expertise, Combat Reflexes, 
  Improved Natural Attack (bite), Improve Natural 
  Attack (claw), Improved Trip, Improved Toughness*, 
  Improved Unarmed Strike, Iron WillB, Multiattack, 
  Power Attack, Run, Stealthy, Stunning Fist, Weapon 
  Focus (claw)B 
  Skills Balance +13, Climb +20, Control Shape +26, 
  Hide +16*, Jump +27, Listen +18, Move Silently +19, 
  Spot +18, Swim +19, Tumble +15 
  Possessions combat gear plus +1 amulet of mighty 
  fists, +2 sizing quarterstaff (currently Large), dusty 
  rose ioun stone 
  Alternate Form (Su) Reis can change to human or 
  animal form as a standard action. (Neither is used in 
  this encounter.) 
  Flashmorph (Su) Change form as a move action. 
  Morphic Healing (Su) Fast healing 2, can heal 10 
  points as a full-round action requiring a Concentration 
  check with DC = damage taken. 
  Morphic Reach (Su) Ries has an additional 5 ft. reach 
  but does not appear to have it. 
  Morphic Weapons (Su) As a move action Reis can 
  create a new natural weapon or enhance an existing 
  one by one step. (Currently used to create horns.) 
  Tiger 
  Empathy 
  (Ex) 
  Reis 
  can 
  empathize 
  and 
  communicate simple concepts and commands with 
  normal or dire tigers, +4 racial bonus on checks to 
  influence attitude of tigers. 
   
  FATHER JOKEN 
   CR 15 
  Male human monk 2/sorcerer 4/enlightened fist* 9 
  *see Complete Arcane 34 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +11, Spot +9 
  Languages 
  Ancient 
  Suloise, 
  Common, 
  Olman,  
  emphatic link 
  AC 25, touch 21, flat-footed 22 
   (+3 Dex, +6 class, +4 armor [mage armor], +2 
  deflection) 
  hp 124 (15 HD) 
  Resist evasion; SR 21 
  
   
   
   
   
   
   
   
   
   
   
   
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  Fort +13, Ref +15, Will +15 
  Speed 60 ft. (12 squares) 
  Melee unarmed strike +17/+12 (1d10+6) or 
  Melee unarmed strike +15/+15/+10 (1d10+6) with flurry 
  of blows 
  Base Atk +10; Grp +13 
  Atk Options Stunning Fist 12/day (DC 18), arcane fist, 
  fist of energy (burst), Ki strike (magic), hold ray 
  Special Actions arcane rejuvenation 
  Combat Gear potion of barkskin (+3), potion of cure 
  serious wounds,  
  ring of counterspells (dispel magic)  
  Sorcerer Spells Known (CL 15th): 
   5th (3/day)—Mordenkainen’s faithful hound, wall of 
  force  
    4th (6/day)—arcane eye, dimension door, enervation 
    3rd (6/day)—greater magic weapon�, heroism, 
  tongues, vampiric touch  
   2nd (6/day)—bull’s strength, false life� (16 hp), mirror 
  image, scorching ray, touch of idiocy 
   1st (5/day)—benign transposition, mage armor�, 
  magic missile, shield, shocking grasp 
   0 (6/day)—acid splash, detect magic, light, mage 
  hand, message, prestidigitation, ray of frost, read 
  magic, resistance 
  �Already cast 
  Abilities Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 16  
  SQ rat familiar 
  Feats 
  Ascetic 
  Mage, 
  Combat 
  Casting, 
  Combat 
  Reflexes, 
  Deflect 
  Arrows, 
  Improved 
  Initiative, 
  Improved Unarmed Strike, Leadership, Practiced 
  Spellcaster, Stunning Fist Weapon Focus (unarmed 
  strike) 
  Skills Concentration +19 (+23 casting defensively), 
  Diplomacy +9, Knowledge (arcana) +16, Jump +21, 
  Listen +11, Sense Motive +6, Spellcraft +12, Speak 
  Language, Spot +9, Tumble +19  
  Possessions combat gear plus belt of magnificence +2 
  (+2 to all stats), ring of protection +2, vest of 
  resistance +2 
  Arcane Fist (Su): Father Joken can cast and deliver a 
  touch spell as part of an unarmed full attack action. 
  This costs one Stunning Fist use. 
  Arcane Rejuvenation (Su) As a standard action, Father 
  Joken can sacrifice an unused spell slot to heal a 
  number of hit points equal to the slot’s level. 
  Fist of Energy (Su) As a free action, Father Joken can 
  imbue unarmed attacks or monk weapons with 
  equivalent of flaming burst or shocking burst weapon 
  abilities for one round. Costs one Stunning Fist use. 
  Hold Ray (Ex) Father Joken can turn any ray spell into 
  a touch spell (effectively becoming Target: Creature 
  Touched and allowing its charge to be held as per a 
  touch spell). May be used in conjunction with Arcane 
  Fist. 
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 37 
  APL 16 
  6: STRIKE TEAM 
  JAGYARA 
  CR 14 
  Female human (Suel) wizard 9/argent savant* 5 
  *see Complete Arcane 24 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +1, Spot +1 (+4 in bright light) 
  Languages 
  Ancient 
  Suloise, 
  Common, 
  Dakon, 
  Olman, empathic link 
  AC 23, touch 15, flat-footed 20 
   (+3 Dex, +8 armor [extended greater mage armor], 
  +2 deflection) 
  hp 91 (12 HD); ablate force 
  Immune poison, fear 
  Fort +9, Ref +10, Will +15 
  Speed 30 ft. 
  Ranged force spell ranged touch +13 (as spell) or 
  Ranged non-force spell ranged touch +11(as spell)  
  Melee quarterstaff +6/+1 (1d6-1) 
  Base Atk +6; Grp +5 
  Atk Options Point Blank Shot, force specialization 
  Special Actions force armor, enduring force, unbind 
  force 
  Combat Gear lesser rod of extend (1 charge used), 
  scroll of dimension door (CL 9), scroll of fly (CL 9) 
   Wizard Spells Prepared (CL 13th): 
     7th—brilliant aura 
   
   6th—disintegrate (DC 21), rapid mass fire shield 
   5th—arc of lightning (DC 20), reciprocal gyre (DC 
  20) (2) 
   4th—dimension door, orb of force (2), wall of fire 
  (DC 19)  
   3rd—greater mage armor (2)� �, greater magic 
  weapon�, haste, fireball (DC 18) 
   2nd—extended false life� (15 hp), mirror image, 
  rapid enlarge, resist energy, scorching ray 
   1st—magic missile (3), ray of enfeeblement (2), 
  shield 
   0—light, mage hand, ray of frost, read magic 
  �Already cast 
  Abilities Str 8, Dex 16, Con 14, Int 21, Wis 12, Cha 
  10  
  SQ familiar 
  Feats Improved Initiative, Point Blank Shot, Precise 
  Shot, Rapid Spell, Skill Focus (Concentration), 
  Scribe Scroll, Sudden Empower, Weapon Focus 
  (ray)  
  Skills Concentration +22, Craft (sewing) +14, 
  Decipher Script +16  Knowledge (arcana) +22, 
  Knowledge 
  (local-Core) 
  +16, 
  Spellcraft 
  +24, 
  Tumble +10 
  Possessions combat gear plus cloak of resistance 
  +3, gloves of dexterity +2, headband of intellect +4, 
  ring of protection +2, holy symbol of Wee Jas, 
  masterwork 
  needle 
  and 
  thread 
  set, 
  Scarlet 
  Brotherhood robes  
  Spellbook spells prepared plus 1st–lesser acid orb; 
  2nd–-glitterdust, rope trick; 3rd–mass darkvision, 
  4th—Evard’s black tentacles; 5th—telekinesis, 
  teleport, wall of force, Rary’s telepathic bond; 6th—
  Bigby’s forceful hand, chain lightning; 7th—greater 
  teleport 
  Active Spells: extended heroes’ feast (12 hp, CL 14), 
  stalwart pact (14)  
  Ablate Force (Ex) -5 damage taken from any force 
  spell or effect. 
  Enduring Force (Ex) Jagyara double the duration on 
  all force spells she casts and adds 4 to the DC to 
  have force spells dispelled. 
  Force Specialization +2 competence bonus on 
  attack rolls with force spells, +1 damage/die (or +1 
  damage overall as applicable). 
  Force Armor (Ex) Jagyara increases the bonus of 
  force spells providing shield or armor bonus by 2. 
  Unbind Force (Su) As a standard action, Jagyara 
  can dispel any force or force effect within 60 feet on 
  a caster level check (DC 11+ opposing caster’s 
  level), even those normally not affected by dispel 
  magic. Spells so unbound deal 1d6 damage per 
  spell level to all within 10 feet of the spell’s effect. 
   
  THEOLUS 
  CR 14 
  Male human (Suel) monk 14 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +20, Spot +3 
  Languages Ancient Suloise, Common  
  AC 29, touch 21, flat-footed 26; Deflect Arrows, 
  Dodge, Elusive Target, Mobility 
   (+3 Dex, +8 armor [extended greater mage armor 
  CL 13], +6 class, +2 deflection) 
  hp 106 (14 HD) 
  Immune natural diseases, poison, fear 
  Resist improved evasion; SR 24 
  Fort 
  +14, 
  Ref 
  +15, 
  Will 
  +16; 
  +2 
  against 
  enchantments  
  Speed 70 ft. 
  Melee unarmed strike +17/+17/+17/+12 (2d8+5) with 
  flurry of blows or 
  Melee +1 quarterstaff +17/+17/+17/+12 (1d6+4) with 
  flurry of blows 
  Base Atk +10; Grp +16 
  Atk Options Combat Reflexes, Improved Disarm 
  (+8), Improved Grapple, flurry of blows, ki strike 
  (magic, lawful) 
  Special Actions wholeness of body (28 hp) 
  Combat Gear potion of cat’s grace, potion of cure 
  moderate wounds, potion of enlarge 
  Spell-Like Abilities (CL 7): 
   
  1/day—dimension door  
  Abilities Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 
  8  
  SQ slow fall 70 ft. 
  Feats Combat Reflexes, Deflect Arrows, Dodge, 
  Elusive 
  Target, 
  Improved 
  Disarm, 
  Improved 
  Grapple, Improved Initiative, Improved Unarmed 
  Strike, Mobility, Weapon Focus (unarmed strike) 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 38 
  Skills Balance +18, Climb +19, Hide +20, Jump +37, 
  Listen +20, Move Silently +20, Speak Language 
  (Common), Tumble +22 
  Possessions combat gear plus amulet of health +2, 
  +1 quarterstaff, ring of protection +2, cloak of 
  resistance +3, incandescent blue ioun stone, 
  monk’s belt  
  Active Spells: extended greater magic weapon (CL 
  13, on self), extended heroes’ feast (12 hp, CL 14), 
  stalwart pact (CL 14) 
   
  KHALLIS 
  CR 14 
  Male 
  human 
  (Suel) 
  rogue 
  3/fighter 
  4/Suel 
  arcanamach* 7 
  *see Complete Arcane 63 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +16, Spot +16 
  Languages Ancient Suloise, Common  
  AC 23, touch 15, flat-footed 20; +1 against traps 
   (+3 Dex, +8 armor, +2 deflection) 
  hp 134 (12 HD) 
  Immune poison, fear 
  Resistance evasion 
  Fort +11, Ref +13 (+14 against traps), Will +10 
  Speed 30 ft. 
  Melee +1 shocking greatsword (enhanced to +3—
  greater magic weapon) +19/+14/+9 (2d6+9/17-20 
  +1d6 electric) or 
  Ranged longbow +15/+10/+5 (1d8+3/x3) 
  Base Atk +9; Grp +12 
  Atk Options Power Attack, Staggering Strike, 
  dispelling strike (2), sneak attack +2d6 
  Special Actions extended spellstrength, tenacious 
  spells, 
  Suel Arcanamach Spells Known (CL 7th, 13th to 
  dispel): 
   4th(1/day)—greater invisibility, stoneskin  
    3rd (2/day)—blink, greater magic weapon  
   2nd (4/day)—mirror image, sonic weapon, spider 
  climb   
   1st (4/day)—enlarge person, shield, true strike  
  Abilities Str 17, Dex 16, Con 16, Int 10, Wis 8, Cha 
  14  
  SQ ignore spell failure chance 15%, trapfinding 
  Feats Combat Casting, Improve Critical (greatsword), 
  Improved Initiative, Improved Toughness*, Iron 
  Will, Power Attack, Staggering Strike*, Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization 
  (greatsword) 
  Skills  Climb +11, Concentration +15 (+19 casting 
  defensively), Jump +10, Listen+16, Open Locks 
  +10, Spellcraft +5, Spoken Language (Common), 
  Spot +16, Tumble +22 
  Possessions amulet of health +2, cloak of charisma 
  +2, vest of resistance +1, gloves of dexterity +2, +1 
  shocking greatsword, ring of protection +2, +4 
  mithral chain shirt, masterwork thieves’ tools, 
  masterwork mighty composite longbow (+3) and 20 
  arrows, Brotherhood uniform 
  Active Spells: extended heroes’ feast (12 hp, CL 12), 
  stalwart pact (CL 12) 
  Dispelling Strike (Su) 1/day, as part of a normal 
  melee attack Khallis can also do a greater dispel 
  magic on the target. (Dispel check of 1d20+9) 
  Extended Spellstrength (Ex): The duration of any 
  arcanamach spell Khallis casts on himself is 
  extended as per the Extend Spell feat, but without 
  other modifications to the spell. 
   
  JAMAYA 
  CR 14 
  Female human (Suel) cleric 14 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4 
  Languages Ancient Suloise, Common  
  AC 26, touch 11, flat-footed 22 
   (+1 Dex, +11 armor [includes extended magic 
  vestment], +4 shield) 
  hp 120 (14 HD) 
  Immune poison, fear 
  Fort +13, Ref +7, Will +17 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 heavy mace +12/+7 (1d8+1) and/or 
  Ranged spiritual weapon +16/+11(1d8+4/19-20) 
  Base Atk +10; Grp +10 
  Special Actions Augment Healing, rebuke undead 
  2/day (+1, 2d6+12, 14th), spontaneous casting 
  (inflict spells), use spell completion and spell trigger 
  devices as a 7th-level wizard. 
  Combat Gear rod of extend (2 charges used)  
  Cleric Spells Prepared (CL 9th): 
  7th—blasphemy, empowered flame strike, spell 
  turningD 
  6th—anti-magic fieldD, greater dispel magic, heroes’ 
  feast�, heal  
     5th—divine agility, greater commandD (DC 21), 
  flame strike (DC 19), slay living (DC 20), stalwart 
  pact� 
  4th—dismissal, dominate personD (DC 20), freedom 
  of movement, greater magic weapon�, recitation, 
  wrack   
  3rd—cure serious wounds, dispel magicD, insignia of 
  healing (team holy symbols are the insignias), 
  magic vestments�, searing light, spikes 
  2nd—bull’s 
  strength, 
  cure 
  moderate 
  wounds, 
  enthrallD (DC 18), hold person (DC 18), silence, 
  spiritual hammer (2) 
  1st—bless, commandD (DC 17), cure light wounds 
  (2), divine favor, protection from good, shield of 
  faith (2) 
   0—create water, cure minor wounds, detect magic, 
  light, purify food and drink, resistance 
  D: 
  Domain 
  spell. 
  Deity: 
  Wee 
  Jas. 
  Domains: 
  Domination, Magic  
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 13, Wis 22, Cha 
  8  
  Feats Augment Healing, Empower Spell, Extend 
  Spell, Improved Initiative, Improved Toughness, 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 39 
  Skill 
  Focus 
  (concentration), 
  Spell 
  Focus 
  (enchantment)  
  Skills Concentration +22, Heal +15, Knowledge 
  (religion) +11, Speak Language, Spellcraft +12 
  Possessions combat gear plus cloak of resistance 
  +2, periapt of wisdom +4, +1 full plate (enchanted 
  to +3), +2 heavy shield, +1 heavy mace 
  Active Spells: extended heroes’ feast (12 hp, CL 12), 
  stalwart pact (12 hp) 
   
  8: BARBARIANS 
  FROST BARBARIANS 
  CR 14 
  Male human (Suel) barbarian 13/exotic weapon 
  master* 1 
  *see Complete Warrior 30 
  CN Medium humanoid (human) 
  Init +1; Senses Listen +17, Spot +0 
  Languages Ancient Suloise, Cold Tongue 
  AC 18, touch 10, flat-footed 18; +4 against traps, 
  improved uncanny dodge, uncanny dodge 
   (+2 Dex, +8 armor, -2 class) 
  hp 186 (12 HD); DR 4/— 
  Fort +17, Ref +7 (+11 against traps), Will +8 
  Speed 30 ft. in breastplate (6 squares), base 
  movement 40 ft. 
  Melee +1 human bane bastard sword (two-handed) 
  +24/+19/+14 (1d10+11/17-20) or 
  Melee heavy flail +20/+15/+10(1d10+7/19-20) or 
  Ranged composite longbow +16/+11/+6(1d8+5/x3) 
  Base Atk +14; Grp +19 
  Atk Options Cleave, Power Attack, greater rage 
  4/day, uncanny blow 
  Abilities Str 26, Dex 14, Con 22, Int 8, Wis 10, Cha 
  10  
  Feats Cleave, Exotic Weapon Proficiency (bastard 
  sword), Greater Resiliency, Improved Critical 
  (bastard sword), Power Attack, Weapon Focus 
  (bastard sword)  
  Skills 
  Climb 
  +12, 
  Craft 
  (weaponsmithing) 
  +6, 
  Intimidate +17, Listen +17, Spoken Language, 
  Survival +3, Swim +10 
  Possessions combat gear plus +1 human bane 
  bastard sword, amulet of health +2, +3 breastplate, 
  cloak of resistance +1, gauntlets of ogre power, 
  masterwork 
  heavy 
  flail, 
  mighty 
  masterwork 
  composite longbow (+5) 
   
  When not raging, the frost barbarians have the 
  following changed statistics: 
  AC 20, touch 12, flat-footed 20 
  hp 144  
  Fort +14, Will +5 
  Melee +1 bastard sword (two-handed) +21/16/+11 
  (1d10+11/17-20) or 
  Melee heavy flail +20/+15/+10(1d10+7/19-20) 
  Grp +14 
  Abilities Str 26, Con 16 
   
  11: MASTER AND MONSTER 
  REIS (HYBRID DIRE WERETIGER FORM) 
  CR 17 
  Male (dire) weretiger monk 6/warshaper* 5 
  *see Complete Warrior 89 
  LN Large humanoid (human, shapechanger) 
  Init +4; Senses low-light vision, scent; Listen +20, 
  Spot +20;  
  Languages Ancient Suloise, Common  
  AC 28, touch 16, flat-footed 24 
   (-1 size, +4 Dex, +2 class, +4 armor [mage armor], 
  +8 natural, +1 insight) 
  hp 314 (27 HD); fast heal 2; DR 5/silver 
  Immune critical hits, natural diseases, stunning 
  Resist evasion 
  Fort +26, Ref +20, Will +19 
  Speed 40 ft. 
  Melee unarmed strike +34/+23/+24/+19 (2d6+16) and 
  bite +31(2d6+9) and gore +31(1d8+9) or 
  Melee unarmed strike +33/+33/+28/+23/+18(2d6+16) 
  and bite +31 (2d6+9) and gore +31(1d8+9) with 
  flurry of blows or 
  Melee 2 claws +35(2d4+16) and bite +32 (2d6+9) 
  gore +31(1d8+9) or 
  Melee 
  +2 
  sizing 
  quarterstaff 
  +34/+23/+24/+19 
  (1d8+23) 
  and 
  bite 
  +31(2d6+9) 
  and 
  gore 
  +31(1d8+9) or 
  Melee +2 sizing quarterstaff +33/+33/+28/+23/+18 
  (1d8+23 
  and 
  bite 
  +31 
  (2d6+9) 
  and 
  gore 
  +31(1d8+9) with flurry of blows or 
  Space 10 ft.; Reach 15 ft. (appears to have 10 ft.) 
  Base Atk +19; Grp +37 
  Atk Options Cleave, Combat Expertise, Combat 
  Reflexes, Improved Disarm (+12), Improved Trip 
  (+22), Power Attack, Stunning Fist 11/day (DC 24), 
  flurry of blows, morphic reach, morphic weapons 
  Special Actions alternate form, flashmorph, morphic 
  healing 
  Combat Gear potion of bear’s endurance, potion of 
  cure moderate wounds 
  Abilities Str 39, Dex 18, Con 24, Int 13, Wis 12, Cha 
  8  
  SQ slow fall 30 ft., still mind, tiger empathy 
  Feats Alertness, Cleave, Combat Expertise, Combat 
  Reflexes, Improved Disarm, Improved Natural 
  Attack (bite), Improve Natural Attack (claw), 
  Improved Trip, Improved Toughness, Improved 
  Unarmed Strike, Iron WillB, Multiattack, Power 
  Attack, Run, Stealthy, Stunning Fist, Weapon 
  Focus (claw)B 
  Skills Balance +15, Climb +22, Control Shape +26, 
  Hide +18, Jump +27, Listen +20, Move Silently 
  +21, Spot +20, Swim +19, Tumble +17 
  Possessions combat gear plus +2 amulet of mighty 
  fists, +2 sizing quarterstaff (currently Large), dusty 
  rose ioun stone 
  Alternate Form (Su) Reis can change to human or 
  animal form as a standard action. (Neither is used 
  in this encounter.) 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 40 
  Flashmorph (Su) Reis can change form as a move 
  action. 
  Morphic Healing (Su) Reis has fast healing 2 and 
  can heal 10 points as a full-round action requiring a 
  Concentration check with DC = damage taken. 
  Morphic Reach (Su) Reis has an additional 5 ft. 
  reach but does not appear to have it. 
  Morphic Weapons (Su) As a move action, Reis can 
  create a new natural weapon or enhance an 
  existing one by one step. (Currently used to create 
  horns.) 
  Tiger Empathy (Ex) Reis can empathize and 
  communicate simple concepts and commands with 
  normal or dire tigers, +4 racial bonus on checks to 
  influence attitude of tigers. 
   
  FATHER JOKEN  
   
   
   
   
  CR 17 
  Male human monk 3/sorcerer 4/enlightened fist* 10 
  *see Complete Arcane 34 
  LE Medium humanoid (human) 
  Init +7; Senses Listen +13, Spot +11 
  Languages 
  Ancient Suloise, Common, Olman, 
  empathic link 
  AC 27, touch 22, flat-footed 24; Deflect Arrows 
   (+3 Dex, +6 class, +4 armor [mage armor], +3 
  deflection, +1 natural) 
  hp 139 (17 HD) 
  Resist evasion; SR 23 
  Fort 
  +13, 
  Ref 
  +16, 
  Will 
  +16; 
  +2 
  against 
  enchantments 
  Speed 70 ft. (14 squares) 
  Melee unarmed strike +20/+15/+10 (2d6+7) or 
  Melee unarmed strike +18/+18/+13/+8 (2d6+7) with 
  flurry of blows 
  Base Atk +12; Grp +15 
  Atk Options Combat Reflexes, Stunning Fist 14/day 
  (DC 19), arcane fist, arcane rejuvenation, fist of 
  energy (burst), ki strike (magic), hold ray 
  Combat Gear potion of barkskin (+4), potion of cure 
  serious wounds, ring of counterspells (greater 
  dispel magic) 
  Sorcerer Spells Known (CL 16th): 
  6th (3/day)—greater heroism   
  5th (5/day)—Mordenkainen’s faithful hound, wall of 
  force  
  4th 
  (6/day)—arcane 
  eye, 
  dimension 
  door, 
  enervation 
  3rd (6/day)—greater magic weapon�, heroism, 
  tongues, vampiric touch  
  2nd (6/day)—bull’s strength, false life� (16 hp), 
  mirror image, scorching ray, touch of idiocy 
  1st (5/day)—benign transposition*, mage armor�(2), 
  magic missile, shield, shocking grasp 
  0 (6/day)—acid splash, detect magic, light, mage 
  hand, message, prestidigitation, ray of frost, read 
  magic, resistance 
  �Already cast 
  Abilities Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 
  17  
  SQ rat familiar, still mind 
  Feats Ascetic Mage, Combat Casting, Combat 
  Reflexes, Deflect Arrows, Improved Initiative, 
  Improved Unarmed Strike, Leadership, Practiced 
  Spellcaster, 
  Stunning 
  Fist, 
  Weapon 
  Focus 
  (unarmed strike) 
  Skills Concentration +19 (+23 casting defensively), 
  Diplomacy +9, Knowledge (arcana) +16, Jump 
  +21, Listen +11, Sense Motive +6, Spellcraft +12, 
  Spoken Language, Spot +9, Tumble +19  
  Possessions combat gear plus amulet of natural 
  armor +1, belt of magnificence +2, ring of 
  protection +3, vest of resistance +2  
  Active Spells: greater magic weapon (on self, +4)  
  Arcane Fist (Su) Father Joken can cast and deliver a 
  touch spell as part of an unarmed full attack action. 
  This costs one Stunning Fist use. 
  Arcane Rejuvenation (Su) Father Joken can, as a 
  standard action, sacrifice an unused spell slot to 
  heal a number of hit points equal to the slot’s level. 
  Fist of Energy (Su) As a free action, Father Joken 
  can imbue unarmed attacks or monk weapons with 
  equivalent of flaming burst or shocking burst 
  weapon abilities for one round. This costs one 
  Stunning Fist use. 
  Hold Ray (Ex) Father Joken can turn any ray spell 
  into a touch spell (effectively becoming Target: 
  Creature Touched and allowing its charge to be 
  held as per a touch spell). May be used in 
  conjunction with Arcane Fist. 
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 41 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Ascetic Mage 
   
  Prerequisites: Improved Unarmed Strike, ability 
  to spontaneously cast 2nd-level arcane spells. 
   
  Benefit: As a swift action that doesn’t provoke 
  attacks of opportunity, you can sacrifice one of your 
  daily allotment of spells to add a bonus to your 
  unarmed strike attack rolls and damage rolls for 1 
  round. The bonus is equal to the level of spell 
  sacrificed. The spell is lost as if you had cast it. 
   
  If you have levels of sorcerer and monk, those 
  levels stack for purposes of determining your AC 
  bonus. If you would normally be allow to add your 
  Wisdom bonus to AC (such as for an unarmored, 
  unencumbered monk), you instead add your Charisma 
  bonus (if any) to your AC. 
   
  In addition, you can multiclass freely between the 
  sorcerer and monk classes. You must still remain 
  lawful in order to continue advancing as a monk. You 
  still face the normal XP penalties for having multiple 
  classes more than one level apart. 
   
  Source: Complete Adventurer 
   
  Ascetic Rogue 
   
  Prerequisites: Improved Unarmed Strike, sneak 
  attack. 
   
  Benefit: When you use an unarmed strike with a 
  sneak attack to deliver a stunning attack, you add 2 to 
  the DC of your stunning attempt. 
   
  If you have levels in rogue and monk, those levels 
  stack for the purposes of determining your unarmed 
  strike damage. 
   
  In addition, you can multiclass freely between the 
  monk and rogue classes. You must still remain lawful 
  in order to continue advancing as a monk. You still face 
  the normal XP penalties for having multiple classes 
  more than one level apart. 
   
  Source: Complete Adventurer 
   
  Blooded [General] 
   
  Regions: Bandit Kingdoms, Bissel, Bone March, 
  Bright Lands, Furyondy, Geoff, Gran March, Iuz, Ket, 
  Nyrond, Oeridian, Onnwal, Paynims, Pomarj, Rovers 
  of the Barrens, Scarlet Brotherhood, Sea Princes, 
  Shield Lands, Sterich, Stonehold, Tenh, Wild Coast, 
  Wolf Nomads, Yeomanry. 
   
  Benefit: You get a +2 bonus on Initiative and a +2 
  bonus on all Spot checks. 
   
  Source: “Greyhawk: Regional Feats of Oerth,” 
  Dragon #319 
   
  Elusive Target [Tactical] 
   
  Prerequisites: Dodge, Mobility, BAB +6. 
   
  Benefit: Allows three tactical maneuvers: 
   
  Negate Power Attack: If a foe designated with your 
  Dodge feat attacks you with Power Attack, that foe 
  gains no damage bonus but still takes the attack roll 
  penalty. 
   
  Diverting Defense: If you are flanked and have 
  designated one of the flankers with your Dodge feat, 
  the first attack of the round from that foe automatically 
  misses you and is instead treated as an attack on the 
  opposing flanker. Subsequent attacks that same round 
  function normally. 
   
  Cause Overreach: If your provoke an attack of 
  opportunity by moving out of a threatened square and 
  the foe misses you, you can make a free trip attempt 
  against that flow and cannot be tripped yourself if the 
  attempt fails. 
   
  Source: Complete Warrior 
   
  Greater Resiliency [General] 
   
  Prerequisite: Damage reduction as a class feature 
  or innate ability. 
   
  Benefit: Your damage reduction increases by 1. If 
  it would normally rise thereafter with level, it does so 
  at its previous rate, adding the +1 normally. You may 
  not take this feat more than once. This feat has no 
  effect on the type of weapon or damage that overcomes 
  your damage reduction. If you have more than one 
  form of damage reduction, choose which to increase 
  when you take this feat. 
   
  Source: Complete Warrior 
   
  Improved Toughness [General] 
   
  Prerequisite: Base Fort save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, you lose 1 hit point permanently. 
   
  Source: Complete Warrior 
   
  Practiced Spellcaster  
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4, to a maximum of your 
  total HD. This feat does not affect your spells per day 
  or spells known. 
   
  Special: This feat may be chosen multiple times, 
  each time for a different spellcasting class. 
   
  Source: Complete Arcane [paraphrased] 
   
  Rapid Spell [Metamagic] 
   
  Benefit: Only spells with a casting time greater 
  than 1 standard action can be made rapid. A rapid spell 
  with a casting time of 1 full round can be cast as a 
  standard action. A rapid spell with a casting time 
  measured in rounds can be cast in 1 full round. Rapid 
  spells with casting times measured in minutes can be 
  cast in 1 full minute, and rapid spells with casting 
  times measured in hours can be cast in 1 full hour. A 
  rapid spell uses up a spell slot one level higher than the 
  spell’s actual level. 
  
   
   
   
   
   
   
   
   
   
   
   
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  Special: A spell can be made rapid and quickened 
  only if its original casting time was one full round. This 
  feat can be applied to spells cast spontaneously as long 
  as its original casting time was longer than 1 full round. 
   
  Source: Complete Divine 
   
  Staggering Strike 
   
  Prerequisite: BAB +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at lest 1 hp, whichever comes 
  first), your target is treated as if it were staggered, even 
  if its nonlethal damage doesn’t exactly equal its current 
  hit points. A target can resist this effect by making a 
  successful Fortitude save (DC = damage dealt). 
  Multiple staggering Strikes on the same creature do 
  not stack. This feat has no effect on creatures not 
  subject to sneak attack damage. 
   
  SPELLS 
  Unless otherwise noted, the source for all of these 
  spells is the Spell Compendium. 
   
  Arc of Lightning 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5  
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance:  No 
   
  This bolt deals 1d6 points of electricity damage per 
  caster level (maximum 15d6) to both creatures and to 
  anything in the line between them. 
   
  Both creatures must be in range, and you must be 
  able to target both of them (as if this spell had them as 
  its targets). Draw the line from any corner in one 
  creature’s space to any corner in the other’s space. The 
  bolt affects all squares in this line. 
   
  Arcane Material Component: Two small iron rods. 
   
  Benign Transposition 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Two willing creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Two target creatures, of which you can be one, 
  instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures (up to the 
  creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried. The 
  movement is instantaneous and does not provoke 
  attacks of opportunity. 
   
  Brilliant Aura 
  Transmutation 
  Level: Cleric 8, druis 8, sorcerer/wizard 7 
  Targets: Weapons carried by one creature/2 levels, no 
  two of which are more than 30 ft. apart. 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell functions like brilliant blade (see below), 
  except as noted here, and that all weapons of the 
  subject creatures gain the brilliant energy special 
  ability. 
   
  Brilliant Blade 
  Transmutation 
  Level: Cleric 7, druid 7, sorcerer/wizard 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One melee or thrown weapon, or fifty 
  projectiles (all of which must be in contact with 
  each other at the time of casting). 
  Duration:  1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless, object) 
   
  You transform a single melee weapon, natural weapon, 
  thrown weapon, or group of projectiles into a weapon 
  with the brilliant energy special ability (DMG p. 224). If 
  this spell is cast on arrows or crossbow bolts, the effect 
  on a particular projectile ends after one use, whether or 
  not it strikes its intended target. Treat shuriken as 
  arrows, rather than as thrown weapons, for the purpose 
  of this spell. 
   
  Divine Agility 
  Transmutation 
  Level: Cleric 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration:  1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  You grant the subject a +10 enhancement bonus to 
  Dexterity. 
   
  Fire Shield, Mass 
  Evocation [Fire or Cold] 
  Level: Sorcerer/wizard 5 
  
   
   
   
   
   
   
   
   
   
   
   
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  Components: V, S, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One or more allied creatures, no two of which 
  are more than 30 ft. apart. 
  Duration:  1 round/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell functions like fire shield (PHB p. 230), except 
  as noted above. 
   
  Insignia of Healing 
  Conjuration (Healing) 
  Level: Cleric 3, paladin 3 
  Components:  V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 400 ft. + 40 ft./level spread, centered on you 
  Target: All wearers of special insignia within range 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless); see text 
   
  This spell heals all wearers of a specific insignia by 
  positive energy. The spell cures 1d8 points of damage 
  +1 point per caster level (maximum +10) to all wearers 
  of the insignia. 
   
  This spell requires significant preparation. Before 
  using this spell you must forge specially crafted 
  insignias. Thes can be crafted in the form of amulets, 
  badges, rings, or any similar object, but each must bear 
  the same logo, crest, or symbol. Each insignia costs 10 
  gp. 
   
  Since undead are powered by negative energy, this 
  spell deals damage to them instead of curing their 
  wounds. Any undead creature can apply spell 
  resistance and attempt a Will save to take half damage. 
    
  Source: Races of Destiny 
   
  Mage Armor, Greater 
  Conjuration (Creation)[Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
   
  This spell functions like mage armor (PHB p. 249), 
  except that it requires no material component and its 
  tangible field of force provides +6 armor bonus to 
  Armor Class. 
   
  Orb of Force 
  Conjuration (Creation)[Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect:  One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You create a globe of force 3 inches across, which 
  streaks from your palm toward your target. You must 
  succeed on a ranged touch attack to hit the target. The 
  orb deals 1d6 points of damage per caster level 
  (maximum 10d6). 
   
  Reciprocal Gyre 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see 
  text 
  Spell Resistance: No 
   
  The subject takes 1d12 points of damage per 
  functioning spell or spell-like ability currently 
  affecting it (maximum 25d12). In addition, any 
  creature so affected that fails its Will save must then 
  succeed on a Fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a 
  reciprocal gyre, so spells that affect an area can’t be used 
  to deal reciprocal damage to creatures within their area. 
  Likewise, persistent or continuous effects from magic 
  items can’t be used to deal reciprocal damage, but 
  targeted spell effects can be. 
   
  Recitation 
  Conjuration (Creation) 
  Level:  Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies within a 60-ft.-radius burst centered on 
  you. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  The spell affects all allies within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus to 
  AC, on attack rolls, and on saving throws, or a +3 luck 
  bonus if they worship the same deity as you. 
   
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
   
  Sonic Weapon 
  Transmutation [Sonic] 
  Level:  Bard 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Touch 
  Target Weapon touched 
  
   
   
   
   
   
   
   
   
   
   
   
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  Duration: 1 minute/level 
   
  While the spell is in effect, the affected weapon deals 
  an extra 1d6 points of sonic damage with each 
  successful attack. The sonic energy does not harm the 
  weapon’s wielder. Bows, crossbows, and slings that are 
  affected by this spell bestow the sonic energy upon 
  their ammunition. 
   
  Stalwart Pact 
  Evocation 
  Level:  Cleric 5, Pact 5 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target Willing living creature touched 
  Duration: 
  Permanent 
  until 
  triggered, 
  then 
  1 
  round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Once this spell is cast, it remains dormant until the 
  subject is reduced to half or less of its full normal hit 
  points. Once the subject has taken enough damage to 
  reduce it to half or lower hit points, it immediately 
  gains 5 temporary hit points per two caster levels 
  (maximum 35 hit points at 14th level), damage 
  reduction 5/magic, and a +2 luck bonus on saving 
  throws. The hit points, damage reduction, and saving 
  throw bonus disappear when the spell ends. 
   
  Material Component: Incense worth 250 gp. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
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  APPENDIX 3: NARISBAN LOCATIONS 
  Unless otherwise noted, all buildings in town are made of 
  wood. At any given time there are a total of 100 
  Brotherhood members, 150 Suel soldiers and archers, 200 
  Olman slaves, and 500 Suel subcitizens (i.e. commoners) 
  present in Narisban. Non-Suel/Olman races are extreme 
  minorities. 
   
  Administration Center – See encounter 7 and 
  Appendix 4. 
  Barracks – These two-story buildings are the main 
  facilities for soldiers and Brotherhood rank and file. 
  The one near the slave quarters is devoted to monks, 
  the other two are even splits of archers and foot 
  soldiers. 4d6 of the appropriate type are present during 
  the day, triple that number at night. The barracks 
  nearest the gate also has an attached stable where 20 
  war and draft horses are at any given time. Each of the 
  soldier/archer barracks also has an armory containing 
  dozens of bows and melee weapons and a thousand 
  arrows in bundles. 
  Bath House – The one near the Administration Center 
  is for men; the one near the temple is for women. 4d6 
  Suel, including soldiers, Brotherhood members, and 
  commoners, are here during the day or early evening. 
  Businesses – Consist of the typical stores and 
  workshops one would expect to see in any town of this 
  size: blacksmith, armorer, tailor, dry goods, etc. The 
  only notable unusual business is a sail maker.  
  Common Housing – Homes for subcitizens and ranked 
  officials, each houses one or two families and 80% are 
  currently in use. 
  Docks – The water is deep enough at each to 
  accommodate deep-draft ships. The warship is usually 
  anchored at the far eastern berth, with any caravels 
  present spread amongst the other two docks. 
  Lighthouses – Each of these 30 ft. diameter, 40 ft. high 
  stone towers has a permanent daylight spell shining 
  from a flagpole on its roof, where a pair of heavy 
  catapults are positioned. Seaward and harborward 
  walls are lined with arrow slits on the second and third 
  of its three levels. A Scarlet Brotherhood flag flies 
  during the day during good weather. Six Suel archers 
  and two four-man crews of Suel soldiers are present at 
  any given time, along with a Brotherhood monk as 
  commander. 
  Sailing Ship – Currently most of its crew is in town, so 
  only the Suel captain (an expert 6), his first mate (a 
  Brotherhood monk), and 1d6 crewmen (expert 2), 
  although a full complement of 20 crewman is present 
  if an attack has been raised. The ship has offloaded its 
  cargo already. 
  Slave Pen – Packed into this pen at any given time are a 
  hundred Olmans, a mixed of men, women, and older 
  children. They are watched over at all times by four 
  Suel overseers. If the overseers are dealt with and the 
  Olman are freed, they could be exhorted to fight (and 
  convince other slaves to take up arms, too) on a DC 20 
  Diplomacy check by someone who can speak Olman. 
  Slave Quarters – This barrack-like two-story building 
  with a basement houses most of the slaves at work in 
  the city. It is nearly empty during the day (only 1d6 ill 
  Olmans are present) but packed with 100 or more 
  Olmans at night. 
  Taverns – Busy common rooms during the day, with 
  rooms upstairs for visitors. They offer typical food and 
  drink fare and are busy at any time except the dead of 
  night. 20-50 Suel citizens and off-duty soldiers and 
  Brotherhood members can be found at them. One can 
  also learn all the local scuttlebutt here, but none of it is 
  going to be of much interest or use to the PCs. 
  Temple of Wee Jas – This is the only full-sized temple in 
  Narisban, although shrines to other commonly-
  worshiped Suel gods can be found nearby. The High 
  Priest present is an 11th-level cleric of Wee Jas with 
  three 5th-level priestesses as assistants. They do not 
  get involved in fighting, but Suel PCs passing 
  themselves off as Brotherhood members could 
  purchase spells from them, as per the LGCS guidelines. 
  Warehouses –Nothing the PCs would find interesting 
  or useful can be found amongst the stacks of crates, 
  except for two barrels of lantern oil in one chosen at 
  random. 
  Warship – This warship, the Kurg Yalet (“strong truth” in 
  Ancient Suloise), is always on alert status, so 60 Olman 
  slave rowers can be found on board at any given time 
  being watched over by two Suel overseers. Standing 
  complement is eight archers, eight marines (Suel 
  soldiers) and one Brotherhood commander, with its 
  full sailing complement of triple each number plus a 
  Suel wizard summonable within two minutes. The 
  boat is armed with two light catapult, a ballista, and a 
  ram. 
   
  
   
   
   
   
   
   
   
   
   
   
   
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             APPENDIX 4: ADMIN CENTER LOCATIONS     
  The Administration Center is a wooden building with 
  stucco-covered interior and exterior walls. Each above-
  ground floor is 10 feet high, while the basement is 12 feet 
  high. Exterior doors are strong wooden doors, while 
  interior doors should be considered good wooden doors 
  (PH 166). Windows have glass panes and shutters secured 
  with latches at night. All rooms are lit with everburning 
  torches, day or night, unless someone is sleeping there. 
  Temperature on the inside is notably cooler than 
  outdoors. 
   
  In addition, the entire Administration Center is 
  covered by an unhallow (CL 11) with an attached 
  invisibility purge. Note that the magic circle against good 
  effect applies to all defenders within. 
   
  The “wall” surrounding the compound is merely an 8 
  ft. high wooden fence. The two small buildings in the 
  back are outhouses. 
   
  Unless otherwise noted, all minor NPCs in these 
  locations use the following stat line: 
   
  �NPC: male or female human (Suel or Olman) 
  expert 2; hp 8 each; +5 in appropriate Craft or 
  Profession. 
   
  1. Foyer – Side walls are lined with statues of prominent 
  past and present Scarlet Brotherhood leaders, 
  including the current Father of Obedience. The room 
  is open through the second floor, and the staircases 
  lead up to a landing fronted by a brass banister. 
  2. Private Offices – Each of the side rooms is an office 
  equipped with desk, chair, and file-filled chests. 
  Amongst the chests are logs of ship arrivals and 
  departures, supply invoices, expense records, payroll 
  lists, and so forth. Nothing here is of much interest to 
  PCs. 
     
  The real administrative work of the city is done here. 
  During the day several Suel serving various 
  administrative roles work here, including Jaguanara 
  (who’s basically the office manager and has the big 
  corner office; see Encounter 10). They are all 
  noncombatants and flee or cower depending on 
  circumstances. They can only tell PCs who has what 
  offices on the main floor and that Father Joken has his 
  “office” in the basement, but no one is allowed to go 
  down there. At night no one is present. 
  3. Cubicles – This is the area where the scribes and 
  secretaries work. Each cubicle has a desk, chair, 
  assorted writing supplies, and reference books (none 
  of any value or interest to the PCs). During the day five 
  scribes are at work on assorted paperwork; they know 
  what the people in location 3 do. No one is present 
  here at night. 
  4. Great Hall: This is a general gathering, reception, 
  meeting, and dining area. Notable decorations include 
  prominently-displayed banners bearing the emblems 
  of the Scarlet Brotherhood and tables sufficient to seat 
  20 people. A “do not disturb” sign hangs on the door to 
  location 7 below a nameplate that says “Master of 
  Magic.” The door to location 8 has a name plate which 
  reads “Deputy Director.” All signs are in Ancient 
  Suloise. In addition, the door to location 7 is both 
  locked (Good lock) and arcane locked (CL 13). 
  5. Kitchen –The side room is a moderately well-stocked 
  pantry. Two Olman slaves work here during the day 
  under the watchful eyes of a Suel cook. No one is here 
  at night. 
  6. Staircase – Leads to the basement. The door is locked 
  at all times with a Good lock. In addition, at APL 14+ a 
  modified Mordenkainen’s faithful hound spell is set to 
  trigger if the door is opened, at Father Joken’s caster 
  level. 
  7. Office of Vashun – Vashun, the senior wizard of 
  Narisban, doesn’t actually have a whole lot to do, so he 
  frequently uses hallucinogenic mushrooms to seek 
  inspiration. (Although it isn’t publicly acknowledged, 
  everyone who works here understands that’s what he’s 
  doing when his door is locked.) It was during such a 
  “trip” a few hours before the PCs’ arrival in Narisban 
  that Vashun met his end at the hand of Shadowfist. 
   
  Unlike other rooms, this one is dark and the 
  shutters are closed. An odd, cloying smell lingers 
  in the air as you look across an office decorated 
  with artwork depicting Suel wizards performing 
  powerful magical feats. Most of the way across the 
  room sits a large desk, behind which a man in 
  scarlet robes sits, slumped over, in a chair. 
   
  Vashun is dead, and has been for about 8 hours if the 
  PCs arrive during the day, about 16 hours for a night 
  arrival. A DC 20 Search or Heal check reveals that he 
  has a slight bruise on the back of the head, indicated 
  that he was probably slain by a single precisely-placed 
  unarmed blow to that spot. A PC with the Improved 
  Unarmed Strike feat, one who has fighter levels and 
  makes a DC 10 Wisdom check, or one who makes a 
  DC 25 Heal check recognizes that such a blow requires 
  a degree of precision beyond any but an expert killer. 
   
  If Vashun’s desk is searched, his spellbooks are not 
  present, as he keeps them at his home. What the PCs 
  can find are various personal effects, common spell 
  components, keys for this office, the door at location 6, 
  and an off-site building, and some mushrooms, which 
  anyone who makes a DC 15 Knowledge (nature) or 
  Profession (herbalist) check identifies as being 
  hallucinogenic. A PC not protected against poison 
  who ingests them must make a DC 20 Fortitude save 
  or suffer vivid hallucinations, which effectively give 
  the PC a -4 penalty on all skill and ability checks and 
  cause the PC to act as if under a confusion spell in 
  combat (replacing “attack caster” with “attack 
  imaginary creature”). This effect lasts 2d4 hours and 
  can be removed by neutralize poison. 
   
  On a DC 30 Search check on the desk a carefully 
  hidden compartment on its underside can be found 
  containing a small journal. This journal (in Ancient 
  
   
   
   
   
   
   
   
   
   
   
   
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  Suloise) details notes and theories behind the creation 
  of arcane spells. On a DC 25 Knowledge (arcane) 
  check a PC who takes several minutes studying them 
  can recognize them as involving lycanthropy. 
  8. Office of Brother Nolon 
  The windows of this office are shuttered, with 
  only a torch near its opposite side providing 
  illumination. Lining the walls are potted plants 
  and tables strewn with maps and papers, while a 
  large desk is positioned in the middle. Laying 
  face-down on the floor beside the desk is a bald-
  headed man dressed in scarlet robes and a rope 
  belt. 
   
  Get the PCs’ immediate reactions. On a DC 15 Spot 
  check they notice that the man is not moving. He is 
  Brother Nolon, the monk who actually does most of 
  the real command work. He is dead from a crushed 
  windpipe, which is obvious to any PC who rolls him 
  over. A PC with the Improved Unarmed Strike feat, 
  one who has fighter levels and makes a DC 10 Wisdom 
  check, or one who makes a DC 25 Heal check 
  recognizes that making such a blow requires a degree 
  of precision beyond any but an expert killer. 
   
  The papers are maps of Narisban, the island, and the 
  surrounding seas with various annotations denoting 
  garrisons, estimated village sizes, and so no. The books 
  are business-related ledgers. Nothing of special value 
  or interest can be found here beyond Shadowfist 
  herself. See Encounter 10 for details. 
  9. Meeting Rooms – These comfortably-appointed 
  sitting rooms are for entertaining guests. Nice 
  furniture, portraits, and potted plants but nothing of 
  interest to the PCs. 
  10. Guest Rooms – Reserved for visiting officials. Each 
  has a four-post bed, armoire, storage trunk, and other 
  common bedroom accoutrements, all high-quality but 
  not of particular value.  
  11. Strike Force Room – This room is use by the 
  Elegant Hand of Wee Jas. It contains two four-post 
  beds with privacy curtains, a pair of armoires, storage 
  trunks, and a table with four chairs. A thorough search 
  of the room turns up packs with common adventuring 
  gear (waterskin, dried rations, whetstone, and so no.), 
  extra clothing for all four members, Jagyara’s 
  spellbooks, four holy symbols of Wee Jas, several 
  works of embroidery in various stages of completion, 
  and an iron-bound copy of the Grimoire Arcanamacha, 
  (see the AR). Also present in a locked coffer (treat as 
  Good lock) are 1,200 gp in mixed coins and gems. 
   
  If the Elegant Hand of Wee Jas has not been 
  previously encountered, they are here (encounter 6). 
   
  Treasure – ALL APLs: Coin 200 gp. 
  12. Father Joken’s Room – Father Joken currently 
  shares this room with Jaguanara, who might be found 
  here under some circumstances (encounters 7 and 9). 
  It is an austerely-furnished room containing a bed, 
  dresser with a mirror, an armoire, and a small table 
  with chair. The dresser hold’s women’s garments and 
  assorted scented oils, while the armoire holds extra 
  monk’s robes. Hanging on a rack in one corner is a 
  breastplate sized for a human woman, a holy symbol of 
  Wee Jas, and a masterwork heavy mace. 
   
  The secret door in the corner requires a DC 20 
  Search check to find. It opens onto a shaft with a 
  ladder leading down to the basement. 
  13. Barbarians’ Room – This perpetually messy room 
  contains three large beds with matching storage 
  trunks and has assorted clothing and extra weapons 
  lying around. A DC 20 Search check turns up 600 gp 
  in coins strewn amongst various pockets and pouches, 
  but turning this much up takes 10 minutes of search 
  time. On a table in one corner are half-full flagons of 
  rum, which might be poisoned depending on 
  circumstances (encounter 8). 
   
  Also depending on circumstances, the barbarians 
  might be found here, as may a couple of “guests” 
  (encounter 8). If the barbarians aren’t here the women 
  still are, hiding under the beds if they’ve heard sounds 
  of combat. They admit to being prostitutes but don’t 
  know anything useful about the Administration 
  Center or its personnel. 
   
  Treasure – All APLs: Coin 100 gp. 
  14. Closets – Each of these contains common cleaning 
  supplies, extra blankets and pillows, etc. 
  15. Basement – The side room is Reis’s bedroom, which 
  is most notable for having two beds – one sized for a 
  Medium individual, one for a Large – and clothing 
  sized for both Medium and Large individuals. The 
  secret door requires a DC 20 Search check to find and 
  opens onto a shaft with a ladder, which heads up to 
  location 12. The work area is strewn with tables 
  containing notes, spell components, and alchemical 
  equipment. Someone who can read Ancient Suloise 
  who spends an hour perusing the notes can determine, 
  on a DC 25 Knowledge (arcane) check, that the writer 
  was close to developing a spell that could temporarily 
  give a person the power of a transformed lycanthrope. 
  Also present is a journal describing various steps taken 
  over the past few years to try to track down an 
  individual called The Merchant, with the most recent 
  entries being only a month old and referring to 
  sending agent to Veluna to check on a reported 
  sighting. 
   
  Father Joken and Reis are most likely encountered 
  here (encounter 11). 
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 48 
   
  DM MAP: ADMINISTRATION CENTER 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Basement 
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 49 
  DM/PLAYER’S MAP 1: OLMAN ISLAND 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scale: 1 inch = 10 miles 
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  COR7-02 Bitter Fruit 
   
  Page 50 
  DM/PLAYER’S MAP #2: NARISBAN 
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-02 Bitter Fruit (APL 10-16)/COR7-02 Bitter Fruit.pdf