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. 
   
   
  ZEF7-01 
   
   
   
   
   
  Parshadon 
   
  A One -Round Dungeons & Dragons
  ® Living Greyhawk™  
  Sultanate of Zeif Adventure 
   
   
  by Warren Banks & Will McDuff 
  Circle Reviewers: Tim Sech  
  Reviewers: Jon Dawes, Cory Fliegel, and Andreas Zimmermann 
  Playtesters: John R. Davis, David K. Dowling, Neil W. Harvey, Eugene Luk, Dave McAlister, Chris Naples, Jef Parr, Ian 
  Seale, J. Summersgill, Ken Tufts, and Jason Woodall 
   
   
  There's danger lurking in the Drawmidj!  The cargo must get through!  But is it worth the trouble?  A client in the small 
  town of Parshadon thinks so.  Without those supplies, his expedition into the Vaar Hills will be over before it starts.  A 
  one-round Sultanate adventure set in the Vaar Hills and the town of Parshadon for characters level 1-12 (APLs 2-10). 
   
  Resources for this adventure [and the authors of those works] include Arms and Equipment Guide [Eric Cagle, Jesse 
  Decker, Jeff Quick, Rich Redman, James Wyatt], Complete Arcane [Richard Baker], Dungeon Master’s Guide II [Jesse 
  Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws], Fiend Folio [Eric Cagle, Jesse Decker, James 
  Jacobs, Erik Mona, Matthew Sernett, Chris Thomasson, James Wyatt], and Stormwrack [Richard Baker, Joseph D. 
  Carriker, Jennifer Clarke-Wilkes].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  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 determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  2 
  1 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  0 
  1/3 & 1/2 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
  ZEF7-01 Parshadon 
   
  Page 1 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Sultanate of Zeif. All characters native to the 
  Sultanate of Zeif pay one Time Unit per round, while all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
   
  In BH 3235, the once prosperous silver mines near 
  Parshadon began running dry.  Sultan Murad the Proud 
  made the decision to withdraw royal support and end 
  mining operations.  
  Bugra 
  Bey ibn Damir al’Bakhoura, the Bey of Madara at that 
  time, successfully lobbied the Sultan for the right to 
  oversee the operation of the mines.  However, Bugra’s 
  intentions were far from altruistic.  Burga planned to 
  strip what he could from the mines, sending enough to 
  the Sultan to prevent him from growing suspicious, 
  while keeping the rest for himself.   
   
  It was this greed that led to the tragic events within 
  the Parshadon silver mines a few years later.  Bugra 
  pushed his men to delve further into the mines in search 
  of wealth.  It was during this deep tunneling that the 
  main shaft to the surface collapsed, killing nearly eighty 
  slaves and workers.  Bugra Bey ibn Damir decided to cut 
  his losses and all but abandoned the mines and the 
  nearby town of Parshadon.   
   
  In the resulting years that followed Parshadon 
  became a tarnished shadow of its former self.  Only those 
  too old to start anew or too stubborn to move on 
  remained behind to try and scratch out a life from the 
  arid hills.  Until about a year ago (CY 596)…  
   
  Recent Events 
   
  In the last year, the Sultan of Zeif signed important 
  trade agreements with the Duchy of Urnst.  The newly 
  established trade routes have brought with it an influx of 
  Suel and non-Suel foreigners to Zeif, all looking to make 
  their fortune.  Parshadon has benefited from this recent 
  surge in immigration.  Rumors of lost silver and high 
  adventure have drawn many to the tiny coastal town, 
  which acts as an excellent launching point for those 
  looking to explore the southwestern Vaar Hills. 
   
  One such individual is Hamza Fakih, a historian and 
  scholar seeking lost knowledge from a powerful sorceress 
  reputed to be living deep within the Vaar Hills.  Hamza 
  arrived in Parshadon two weeks prior to the start of the 
  adventure.  Unfortunately, Hamza’s supplies and 
  hirelings were not so fortunate.  The ship they were 
  traveling on was attacked and sank and Hamza has been 
  forced to wait for the next supply ship to arrive before 
  heading out on his journey.  Thankfully for Hamza, the 
  supply ship has managed to secure some added security 
  for the voyage in the form of the PCs. 
   
  ZEF7-01 Parshadon 
   
  Page 2 
  
  ADVENTURE SUMMARY 
   
  The adventurers begin the adventure in the city of 
  Zeir-I-Zeif.  They are asked to help guard a ship’s cargo 
  headed to Beit Castan. 
   
  Assuming the PCs accept the job offer, they spend a 
  week on board the ship heading west through the 
  troubled waters of the Drawmidj.  The journey goes 
  relatively smoothly until about a day or two out of 
  Parshadon when the ship is attacked by rampaging water 
  elemental.  The elemental breaches the ships hull and the 
  PCs must drive off the elemental before the ship sinks. 
   
  If the PCs defend the ship successfully, they are 
  given the cargo and a long boat upon reaching 
  Parshadon.  They need to row ashore to deliver the cargo 
  but must first struggle against the unruly waters of the 
  local inlet. 
   
  If the PCs can not defend the ship but survive the 
  encounter, they are forced to abandon ship and row 
  ashore.  From there, the closest town is Parshadon, which 
  is a day or two of hiking away.  PCs forced to walk to 
  Parshadon find themselves subject to the environment 
  and her inhabitants on route.  Quick thinking PCs may 
  salvage some or all of the cargo to bring with them. 
   
  Once in Parshadon, the PCs have an excellent 
  opportunity to uncover adventure as they are given 
  ample time to meet and speak with the locals.   
   
  During the time spent at the inn discussing matters 
  with the locals, a local tax collector and his bodyguard 
  arrive on the scene to collect the innkeeper’s (and/or 
  other convenient merchants/townfolk) taxes.  The tax 
  collector is rude and belligerent and doesn’t take kindly 
  to PC backtalk.  The PCs have an opportunity to talk their 
  way out of the encounter but there is a very real chance 
  that combat breaks out instead. 
   
  While in town, the PCs also meet Hamza Fakih.  The 
  PCs are to deliver the supplies to him.  While he has the 
  PCs’ attention, Hamza speaks with them about his 
  mission and asks them if they’d be willing to accompany 
  him to find the home of a sorceress whom he is seeking 
  out for her knowledge about some artifacts he is 
  researching. 
   
  The PCs are also approached by a local who asks to 
  accompany them to the sorceress’ tower.  His name is 
  Mutah and he plans to trade a strange looking stone for 
  assistance in helping Parshadon. 
   
  While in the hills, the PCs hear haunting noises 
  while en route to the sorceress’ tower.  Depending on the 
  PCs’ actions and how the DM runs the journey, the PCs 
  likely meet up with the remains of a group of adventurers 
  who stirred up something they should not have.   
   
  At the tower, Hamza makes a trade for the 
  knowledge he seeks.  The PCs are also given an 
  opportunity to deal with the sorceress Alochiel.  Alochiel 
  is willing to make several deals including removing her 
  curse, getting back her figurine, trading for assistance for 
  Parshadon or simply bargaining for treasure.   
   
  It is most likely that the PCs become prey for the 
  vengeful spirit of the hills, which follows the PCs for 
  days waiting for the perfect opportunity to attack.  It is 
  likely on their return journey that the Ancient Evil 
  attacks the PCs, though it may happen earlier. 
   
  If the PCs survive this they are able to find their way 
  out of the hills once again and back into Parshadon, 
  where they can tie up loose ends. 
   
  PREPARATION FOR PLAY 
  It is important that the Dungeon Master (DM) should ask 
  players if their character has already played ZEF6-04 
  Generosity, as elements from that adventure tie in closely 
  with this one.  Before the adventure starts, the GM 
  should ask the PCs if they have one (or more) of the 
  following: 
   
  • 
  Favor of Hamza Fakih 
  • 
  Curse of Alochiel 
  • 
  Struck a deal with Alochiel 
  • 
  Won at auction: figurine 
   
  Favor of Hamza Fakih – In ZEF6-04 Generosity, PCs 
  needed to lend Hamza some money so he could purchase 
  some valuable papers at auction.  Those that did earned 
  his favor.  Any PCs that haven’t used it up already may 
  have opportunity to use it here.  At the very least, Hamza 
  will react favorably with those PCs that still retain his 
  favor. 
   
  Curse of Alochiel – In ZEF6-04 Generosity, the PCs may 
  have earned Alochiel’s wrath.  Alochiel will be 
  Unfriendly to those PCs that have this curse and not 
  wish to allow them entry to her home unless they meet 
  her stated demands.  She will insist that the cursed PCs 
  beg and grovel for her forgiveness.  Any player that 
  convincingly does so through roleplaying will be allowed 
  in.  Any PC that refuses will be forced to wait outside.  
  There is no other way that Alochiel will allow the cursed 
  PC(s) in her home. 
   
  Struck a deal with Alochiel – In ZEF6-04 Generosity, if 
  the PCs agreed to secure a figurine of a horse at the 
  auction and did so, then they likely earned her favor.  
  Any PC using her favor may have lost their soul to 
  Alochiel.  Alochiel will automatically be Friendly towards 
  any PC whose soul she owns. For those who haven’t 
  taken advantage of her favor, she will be Indifferent and 
  ZEF7-01 Parshadon 
   
  Page 3 
  
  want to know why those particular PCs haven’t taken her 
  up on her offer. 
   
  Won at auction: figurine – if any PC has the figurine (a 
  grotesque representation of a horse carved from obsidian) 
  coming into the adventure, then they will learn the true 
  identity of their purchase.  At the end of the adventure, 
  surviving PCs that purchased the horse figurine will find 
  themselves with a powerful magic item purchased at a 
  reduced cost.  However, Alochiel will make one last 
  attempt to get the figurine back from the PC before the 
  adventure is over.  PCs may use the figurine as a 
  bargaining chip when dealing with her should they 
  choose, as it carries great value to Alochiel. 
   
  NOTE: more than one player at the table may be in 
  possession of a Figurine during play. 
   
  Secondly, Parshadon is part of the Zeif Player Town 
  Project.  PCs may live in this town.  The DM should ask 
  players if their character is from Parshadon before the 
  adventure begins.  This adventure is an opportunity for 
  those PCs who became residents of Parshadon to take 
  advantage of their decision.  PCs living in Parshadon gain 
  the following benefits: 
   
  • 
  +2 to Charisma based skills when dealing with 
  town folk from Parshadon 
  • 
  +2 to Knowledge(Local) checks dealing with 
  Parshadon and the surrounding area 
  • 
  Parshadon townfolk have an attitude of Friendly 
  when dealing with the PC(s) unless otherwise 
  noted 
  • 
  free Standard Lifestyle during this adventure 
  • 
  regional access to certain items on the AR 
  • 
  ability to access any non-consumable item 
  worth 5 gp or less from Table 7-8: Goods and 
  Services in the Player’s Handbook for free 
  during the course of this adventure 
   
  Also, details of additional benefits for PC residents of 
  Parshadon are listed throughout the text of this 
  adventure. 
   
  Thirdly, a portion of this adventure takes place on the sea. 
   The DM may wish to review the following rules: 
  swimming (Player’s Handbook page 84), water dangers 
  and drowning (Dungeon Master’s Guide page 304) & 
  underwater combat (Dungeon Master’s Guide page 92-
  93).  The Stormwrack supplement may also prove useful 
  to the DM but is not necessary to run this adventure. 
   
  INTRODUCTION 
   
  The PCs start their adventure in Zeir-I-Zeif, the 
  capital city of Zeif and the largest city in the land.  The 
  splendor of Zeir-I-Zeif is more than enough to attract 
  most individuals to its crowded marketplaces.  However, 
  PCs being PCs, they may have other reasons for coming 
  to Zeir-I-Zeif.  How the PCs wound up in Zeir-I-Zeif is 
  up to the players to decide.  What is important is that the 
  PCs will find themselves down by the city’s port. (See 
  Encounter One.) Allow the PCs to introduce themselves 
  before continuing with the adventure. 
    
   
  It should be noted that Zeir-I-Zeif is a huge city with 
  many wondrous goods for purchase. PCs have ample 
  opportunity to shop for goods before departing for 
  Parshadon and should be allowed to do so. 
   
  Zeir-I-Zeif (Metropolis) Sultanate of Zeif: 
  Conventional; AL N; 100,000 gp limit; Assets 217,500,000 
  gp; Population 43,500; Mixed (human 88%, orc/half-orc 
  9%, Halfling 2%, other 1%).  Authority Figure: Murad the 
  Proud, Sultan of Zeif (LN human Ftr 15); Pasha of Zeir-I-
  Zeif (also called the Pasha of Zeif or Chief Pasha). 
   
  Rumors 
   
  Through out the adventure, the PCs will have 
  numerous opportunities to mingle with various 
  individuals.  These individuals may have information to 
  pass along to the PCs.  A list of rumors is provided in 
  Appendix 5: Rumors.   
   
  Because the rumors are mainly about the Town 
  Project Story Arc, the DM should feel free to include 
  rumors where and when they see fit without the need for 
  a skill check.  These rumors are meant to help link the 
  various Town Project adventures more closely together.   
   
  If the PCs are keen to make use of their social skills, 
  allow them to do so.  A DC 15 Gather Information check 
  will net them one rumor.  For every five points above 
  fifteen the PC gets on their Gather Information check, 
  hand out one additional rumor.      
   
  ENCOUNTER ONE: LOOKING 
  FOR A FEW GOOD MEN AND 
  WOMEN 
   
  In the last year, conditions in the Drawmidj Ocean 
  have become increasingly dangerous.  Many captains are 
  refusing to set sail into open waters, decreasing the 
  number of active cargo ships operating in the area.  The 
  price of shipping goods has increased as compensation 
  for the increased risk.  Those brave enough to sail the 
  ZEF7-01 Parshadon 
   
  Page 4 
  
  Drawmidj stand to make a tidy profit.  Ahfet bin Muzan 
  is such a man. 
   
  Ahfet bin Muzan is the captain of the Sulamak, a 
  large cargo ship.  Ahfet typically sails between Zeif and 
  Beit Castan, safely delivering cargo to the two cities and 
  all profitable points in between.  Ahfet has been sailing 
  the Drawmidj Ocean for most of his 40 plus years and has 
  seen many of the dangers she has to offer.  Ahfet is not 
  about to be scared off while there is profit to be made.  
  However, he is not foolish enough to leave port without 
  taking precautions.  Ahfet is looking to hire a few 
  adventurers to help guard the ship and its cargo to help 
  assure a safe arrival.   
   
  Read the following aloud: 
   
   
  The fresh sea air blowing gently across your face 
  is a refreshing change to the hot, crowded streets 
  behind the high city walls.  
  Your 
  wandering 
  has led you to the harbor and Zeir-I-Zeif’s normally 
  busy ports.  However, things are quieter this day.  The 
  normal hustle of the dockworkers unloading cargo 
  has been replaced with a more subdued atmosphere.  
  There is little activity despite an abnormally large 
  number of ships tied off at the docks.   
   
  However, before you can wander off, a rough 
  looking man calls out to you. 
   
  “You there!  A moment of your time!”  
   
     
   
  Assuming the PCs are willing to talk to Rassir, read 
  the following: 
   
   
  “I seen ya’ wandering by and I said to myself, 
  Rassir, ‘tis my fate to run into you lot!  The lady 
  herself has blessed me indeed. 
   
  I was just saying to myself, Rassir, who are you 
  going to find to help protect that rich man’s cargo?  
  Then you lot walk by and my prayers were answered!  
  Blessed be thy Lady!”  
   
   
  The man’s name is Rassir and he is part of the 
  Sulamak’s crew, a cargo ship bound for Beit Castan.  Since 
  falling overboard and surviving a shark attack nearly one 
  year ago, Rassir has found religion and become a devout 
  follower of Istus.  He now ascribes everything to fate. 
   
  Rassir is approaching the PCs because he has been 
  ordered by the ship’s captain, Ahfet bin Muzan, to find a 
  group of individuals to act as guards on the ship’s next 
  voyage.  Rassir has found the PCs, as a group or as 
  individuals, and he’s bound and determined to get the 
  PCs to join the crew. 
   
  Rassir knows very little about the situation.  He will 
  attempt to get the PCs to agree to speak with Ahfet for 
  details.  However, Rassir does have some information for 
  the PCs: 
   
  • 
  Rassir joined the crew of the Sulamak over five 
  years ago. 
  • 
  The Sulamak is a caravel that makes the Zeir-I-
  Zeif to Beit Castan run once a month.   
  • 
  Rassir thinks Ahfet is a brave and fair captain 
  and believes all the other men feel the same 
  way. 
  • 
  The captain is looking to hire individuals 
  willing to help guard and transport cargo for a 
  rich client.   
  • 
  Rassir thinks the client is rich because he paid a 
  lot of money to make sure the cargo is delivered 
  intact and on time.  Rassir doesn’t know how 
  much.  He just heard some of the other men 
  talking. 
   
  The Captain 
   
  Assuming the PCs agree to meet with Ahfet bin 
  Muzan, Rassir will lead the PCs to the ship.  Read the 
  following aloud: 
   
   
  Making your way down the long pier, it isn’t 
  difficult to locate the Sulamak.  Unlike many of the 
  other craft, crew crawl about a large caravel cleaning, 
  mending and storing cargo in preparation for a long 
  journey. 
   
   
  Once at the ship, the PCs will be lead up a long 
  gangplank and on to the Sulamak.  Once on board, the 
  PCs will be greeted by Ahfet bin Muzan, captain of the 
  ship.  Read the following aloud: 
   
   
  A husky, bronze skinned man strides confidently 
  down from the ship’s forecastle and on to the main 
  deck.  A thick hand slaps your back as the man 
  bellows in a distinct baritone. 
   
  “Welcome aboard the Sulamak!  I’m Ahfet bin 
  Muzan and you must be my new crew!” 
   
   
  It is difficult to tell by his gregarious nature, but 
  Ahfet bin Muzan is well into his 40’s.  He has been 
  captain of the Sulamak for nearly twenty years having 
  taken over the job when the previous captain was 
  dragged overboard by a giant squid.  Ahfet killed the 
  beast and saved the ship.  He took command of the ship 
  to sail her back to port and has been captain ever since. 
  ZEF7-01 Parshadon 
   
  Page 5 
  
   
  Ahfet has an offer for the PCs.  He has been 
  contracted by the Moquollad Consortium (on behalf of 
  Hamza Fakih) to arrange for delivery of a shipment of 
  cargo to a small port town called Parshadon.  Ahfet has 
  decided to subcontract out to a group of adventurers.  
  With the increased dangers in the Drawmidj Ocean, 
  having a group of adventurers on board is never a bad 
  idea. 
   
   
  Naturally the PCs will have questions for Ahfet bin 
  Muzan.  Here is what he knows: 
   
  • 
  He was approached two days ago by a member 
  of the Moquollad Consortium with a contract. 
  • 
  The contract was to deliver three large crates 
  of supplies to a small port town called 
  Parshadon.  Any PC making a DC 20 
  Knowledge (Local – VTF) check will know 
  that Parshadon was once a booming mining 
  town located in the Beylik of Madara.  PCs that 
  live there will already know this. 
  • 
  The crates are to be delivered to Hamza Fakih 
  who currently waits for them in Parshadon. 
  • 
  The contract contained stiff penalties for late 
  delivery so Ahfet decided to hire some help. 
  • 
  Ahfet feels help is in order due to increased 
  dangers in the Drawmidj Ocean.   
  • 
  Ahfet has heard many tales of ships 
  disappearing out in open waters.  In fact, the 
  reason Ahfet has this contract is because the 
  ship that previously had this contract was sunk 
  near the Janasib Islands. 
  • 
  Ahfet will state that many things have been 
  said to be the cause of the troubles.  He thinks 
  its pirates but in all his years he’s never seen 
  such a ruthless and powerful bunch.   
  • 
  Ahfet will offer the PCs 20 gp for two weeks 
  work.  The PCs may haggle with Ahfet to 
  increase this price as high as 30 gp.  The PCs 
  will receive more money upon successful 
  delivery.  The amount will vary depending on 
  how good a job the PCs do. 
  • 
  Ahfet wants to leave first thing tomorrow 
  morning.  The PCs may bunk in the ship’s 
  hold if they like otherwise they need to be 
  back at the ship just after dawn. 
   
   
  Assuming the PCs have no more questions or 
  requests, they have the rest of the day to explore Zeir-I-
  Zeif and do any last minute shopping.  However, before 
  the PCs are ready to leave, they may receive a rather 
  secretive visitor (see Encounter Two: One Bad Dude for 
  more details). 
   
  If the PCs ask around town about Ahfet, the Sulamak 
  or her crew, aside from random rumors, they will also 
  learn that the ship is sturdy, reliable and has an excellent 
  captain.  Most people have good things to say. 
   
   
  Ahfet bin Muzan, Captain of the Sulamak: fighter 
  4/expert 3; hp 32; see Appendix Four: NPCs 
   
  Treasure: The PCs can gain the following treasure here: 
  *The PCs may haggle for additional payment.  The 
  payments will range from 20gp to 30gp depending on the 
  PC’s ability to haggle with the Captain. 
   
   
  APL 2: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 4: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 6: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 8: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 10: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
   
  ENCOUNTER TWO: ONE BAD 
  DUDE 
   
  Bayezit Azaz ibn Timur is a low ranking member of 
  the Dusk Lash, a secret criminal organization of 
  smugglers and cutthroats.  Bayezit has a job that needs 
  doing and he’s looking for someone reliable to do it.   
   
  Bayezit is a Baklunish male just under 6 feet tall.  He 
  carries some extra pounds that show predominantly in 
  his face.  Bayezit hides his weight beneath flowing robes 
  and a well manicured beard.  He wears clothing that 
  befits a well to do merchant as well as some valuable 
  looking jeweler.  A DC 15 Appraise check will reveal that 
  the jewelry looks more valuable than it actually is, though 
  it does have some value.   
   
   
   
  Who is appropriate?   
   
  Bayezik will automatically approach any PC that is 
  already a member of the Dusk Lash.  He will also 
  approach any PC that looks like he or she would be 
  willing to deliver a package no questions asked, starting 
  with rogues and bards and working from there.  Bayezik 
  will not approach any PC that is obviously lawful 
  (paladin, cleric of a lawful good deity, obviously lawful 
  looking individual, etc).   
   
   
  Before the Sulamak leaves port, Bayezit will 
  approach an appropriate PC (or PCs).  He will greet the 
  ZEF7-01 Parshadon 
   
  Page 6 
  
  chosen PC (or PCs) where ever the DM deems 
  appropriate.  Take the chosen PC (or PCs) aside (if 
  necessary) and read them the following: 
   
   
  “Friend.  If you are interested in earning a few 
  efrit, I would speak to you in private.” 
   
   
  If the PCs do not seem interested or draw undue 
  attention to him (calling the guard for example) Bayezik 
  will make an excuse and quickly depart.  Bayezik does not 
  have anything incriminating on his person and is 
  convincing enough to talk himself out of any trouble the 
  PCs might cause.  Read the following aloud: 
   
   
  “A thousand pardons!  I had mistaken you for 
  someone else.” 
   
   
  If the PCs do follow Bayezik, he introduces himself 
  and asks the PCs to accompany him to his shop.  He will 
  not reveal his full title (Bayezit Azaz ibn Timur) unless 
  one or more of the PCs are members of the Dusk Lash.  
  Any PC that is a member of the Dusk Lash will instantly 
  recognize that he is a member of the Dusk Lash by his 
  title. 
   
  Bayezik will lead the PCs to a small shop just off the 
  main thoroughfare.  He will put off answering any 
  questions until they arrive at the shop, simply asking the 
  PCs to wait until they have reached their destination. 
   
  When the PCs do arrive, Bayezik will offer some 
  simple refreshments before speaking.  When the PCs are 
  ready, read the following aloud: 
   
   
  “I’ve been told by associates that you can be 
  trusted with tasks of great importance.  These same 
  associates also have informed me that you are headed 
  on a ship to deliver some cargo.  Is this true?” 
   
   
  Bayezik will wait for the PCs to answer.  If the PCs 
  wish to play it cagey, Bayezik will be impressed with the 
  PCs reluctance to reveal too much.  He will take it as a 
  sign of interest and will continue speaking. 
   
   
  “I have a parcel I wish delivered.  It is a gift to a 
  friend.  If you were to deliver this parcel to him, 
  unopened, I would be in your debt.  What do you 
  say?” 
   
   
  Bayezik will wait for an affirmative response before 
  revealing any information.  Once the PCs have agreed, he 
  will shake each PCs hand to make the agreement 
  binding.  Only then will he answer any questions the 
  PC(s) may have.   
   
  PCs in the Dusk Lash shouldn’t need to ask 
  questions, but if they do, Bayezik will tell the PC “There 
  are to be no questions.  You are Dusk Lash.  Do as you 
  are told.” 
   
   
  Here is what Bayezik is willing to reveal: 
   
  • 
  Bayezik is the owner of this shop.  He sells 
  various herbs and medicines.  This is false.  
  Bayezik does not own this shop.  However, he is 
  dressed as a merchant and appears to know 
  where most things are in the store.  This is 
  because the shop is a Dusk Lash safe haven and 
  Bayezik has been here before. 
  • 
  The parcel Bayezik wants the PCs to deliver is a 
  package of rare herbs to be used to make 
  medicinal draughts to help cure rheumatism.  
  This is true.  However it contains a bit more.  
  See The Parcel for more details. 
  • 
  The parcel should be given to a man named 
  Hadee bin Nusar.  He has been told to expect 
  the PC(s) arrival.   
  • 
  If the PCs ask how he knew where they were 
  going and when, Bayezik will tell the PCs that 
  the Sulamak has been making that run for many 
  years.  Once he learned it was departing, it 
  didn’t take much to find out what and whom it 
  was transporting.  This is true. 
  • 
  If the PCs are oblivious to whom they are 
  actually working for and press for money, 
  Bayezik will remain in cover and offer the PCs 
  10 gp each for the job.  Easy money since the 
  PCs are headed that way already.  Bayezik will 
  go as high as 20 gp if the PCs attempt to bargain 
  but no higher.  He is willing to find someone 
  else to deliver the package if necessary. 
   
   
  If only Dusk Lash PCs are there, Bayezik will be 
  frank.  He will come right out and tell the PCs that the 
  Dusk Lash wishes for this parcel to be delivered.  Dusk 
  Lash PCs will realize that they aren’t being asked to do 
  this job.  However, they are free to turn the job down 
  without reprisal.  It just won’t look very good for them. 
   
  If the PCs aren’t Dusk Lash members, they may 
  make a Sense Motive check VS Bayezik’s Bluff to discern 
  that he is attempting to transmit some secret 
  information.  He is trying to let the PCs know that the 
  Dusk Lash is asking for a favor and that it is in their best 
  interest to accept.  However, Bayezik won’t come out and 
  say it.  He is careful not to reveal too much. 
   
  Once the PCs and Bayezik come to an arrangement, 
  he will head into the back room and fetch the parcel to 
  give to the PCs. 
   
  If the PCs decide to attack or cause trouble, Bayezik 
  will flee.  He is wearing nothing more than robes and has 
  ZEF7-01 Parshadon 
   
  Page 7 
  
  no weapon to defend himself.  If he can’t flee, he will 
  surrender.  He is more than prepared to remain silent and 
  do time as a slave.  Crossing the Dusk Lash is just not an 
  option.  The PC will have also earned themselves Enmity 
  with the Dusk Lash as per the AR. 
   
  The Package 
   
  The Dusk Lash has been paying Hursit Bey ibn 
  Bugra al-Bakhoura, the Bey of Madara, to look the other 
  way for some time.  This package contains one of their 
  regular payments.  The package contains ten tiny yet 
  valuable gems.  The gems are each worth 200 gp and have 
  been hidden in the stalks of the various herbs within the 
  package.  PCs who open the package may uncover the 
  hidden gems with a DC 25 Search check.   
   
   
  Of course the PCs shouldn’t be poking around inside 
  the package.  To help contain PC curiosity, the herbs are 
  wrapped in a sheet of cotton bound with thin twine.  The 
  bundle is locked inside a small wooden box that is about 
  2 feet wide by 2 feet long by 6 inches high.  The box is 
  locked.  If the PCs can make a DC 25 Open Lock check 
  they may pick the lock.  However, the box is also trapped. 
   The trap isn’t lethal.  It is only there to alert the Dusk 
  Lash to possible tampering.  The trap may be disabled 
  with a DC 25 Disable Device check. 
   
  If the box is opened without a proper key, a small 
  glass container will be broken and ink will be sprayed on 
  the boxes contents and anyone’s hands that are opening 
  the lid.  The ink easily stains most substances and is hard 
  to remove.  Without the appropriate magic, the PCs will 
  need to spend several days scrubbing.   
   
  If the PCs tamper with the package, it is very likely 
  that the Dusk Lash will find out.  However, they won’t be 
  too upset if none of the gems are missing.   
   
  However, Hadee bin Nusar will not accept the 
  package if it has obviously been opened.  He will believe 
  he is being duped and possibly set up for an arrest.  PCs 
  attempting to cover up any meddling must get rid of the 
  ink stains and make a Disguise check.  Hadee will make 
  an opposed Spot check to notice any tampering. 
   
  If Hadee will not take the package, then the Dusk 
  Lash will be very displeased and the PCs will have earned 
  their disfavor.  If Hadee is happy with the package and its 
  contents are all accounted for, he will accept the package. 
   Any PC responsible for delivering the package will gain 
  the Dusk Lash’s favor. 
   
   
  Bayezik Azuz ibn Timur: Rogue 2; hp 9; see 
  Appendix 4: NPCs 
   
  Treasure: The PCs can gain the following treasure here: 
   
  *The PCs may haggle for additional payment.  The 
  payments will range from 0gp to 20gp depending on the 
  PC’s ability to haggle with Bayezik Azuz ibn Timur. 
   
   
  APL 2: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 4: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 6: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 8: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 10: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  ENCOUNTER THREE:  
  DARK WATERS 
   
  Background 
   
  The merfolk that live in the Drawmidj Ocean have 
  recently come under attack.  The details of this threat are 
  beyond the scope of this adventure and are likely 
  unknown to the PCs.  These facts should remain 
  unknown, as they will be revealed in future Zeif 
  adventures.  What is important is that the merfolk’s 
  attackers have been using corrupted water elementals as 
  part of their forces.  Some of these forces are now moving 
  up and down the Zeif coast, attacking anything they 
  come into contact with.  Several ships have already been 
  sunk due to these aggressive elementals, leading to the 
  lack of ships willing to travel in the area.   
   
  Boat Trip 
   
  The Sulamak’s journey has her stopping at several 
  ports, big and small, along the Zeif coastline.  The 
  Sulamak’s final destination is Beit Castan but she has 
  scheduled stops in Dhabiya, Parshadon, and Nafiq as 
  well.  The entire return journey takes nearly a month.  
  The trip to Parshadon, seen as a defacto half-way point, 
  takes about one week.  This includes the brief time spent 
  loading and unloading in each port of call. 
   
  Ahfet bin Muzan stops in each location long enough 
  to unload cargo and take on any new shipments before 
  heading off to the next port of call.  Only when the 
  Sulamak reaches Beit Castan will Ahfet afford his crew 
  some rest and relaxation ashore.  Until that time, he is all 
  business, concerned with keeping his ship and crew safe. 
    
   
  The PCs may help out around the ship performing 
  various duties or may keep to themselves.  As long as the 
  PCs don’t interfere with the running of the ship, they 
  will be treated with respect.  If they help out, the crew 
  ZEF7-01 Parshadon 
   
  Page 8 
  
  will warm to the PCs, inviting them to sit and drink and 
  tell stories with them each night.  PCs talking to various 
  crew members have an opportunity to learn various 
  rumors (see Appendix 5: Rumors for details).  
  Bonding with the crew will also provide the PCs with 
  reinforcements when the elemental attacks. 
   
  The Sulamak 
  Caravel (from Stormwrack page 98) 
  Colossal vehicle; Seaworthiness +4; Shiphandling +2; 
  Speed wind × 30 ft. (average); Overall AC –3; Hull 
  sections 24 (sink 6 sections); Section hp 80 (hardness 5); 
  Section AC 3; Rigging Sections 3; Rigging hp 80 
  (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; 
  Space 60 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); 
  Complement 30; Watch 7; Cargo 120 tons (Speed wind × 
  15 ft. if 60 tons or more); Cost 10,000 gp. 
   
  The Cargo 
   
  The PCs may take the opportunity to inspect the 
  cargo before delivering it.  The cargo consists of three 
  crates, each weighing around 50 pounds.  Inside each 
  crate is a number of assorted items, some mundane and 
  some unusual.  The crates are not water tight and many of 
  the goods can become damaged or ruined if the water 
  level rises too high in the hold.  Fortunately for the PCs, 
  the crates were last in to the hold and are piled atop other 
  cargo with nothing on top of it.  Once the water level 
  surpasses 3 feet, the crates will be in the water and the 
  gear will take damage.    
   
  Fast thinking PCs may wish to move the cargo out of 
  harm’s way.  As long as the PC can lift a crate they should 
  have no problem picking it off the pile.  Nothing is on 
  top of the cargo and nothing is blocking it in. 
   
  The DM should feel free to pick obvious 
  adventuring gear from the Player’s Handbook.  On top of 
  the normal items there are some unusual items that 
  Hamza thinks will make valuable trading commodities 
  when dealing with Alochiel but it is unlikely that the PCs 
  will know that at this time. 
   
  For DMs who do not want to look up items, a list of 
  common goods that would likely be in the crates is 
  provided here. 
  • 
  6 bedrolls 
  • 
  4 backpacks 
  • 
  6 blankets 
  • 
  3 tents 
  • 
  2 shovels 
  • 
  6 mugs 
  • 
  6 plates 
  • 
  6 forks 
  • 
  12 scroll cases 
  • 
  50 sheets of parchment 
  • 
  4 vials of ink 
  • 
  2 quills 
  • 
  1 magnifying glass 
  • 
  1 wooden chest 
  • 
  2 iron pots 
  • 
  1 Distillation Kit 
  • 
  6 Parasols 
  • 
  6 Desert Outfits 
  • 
  1 Healer’s Kit 
  • 
  24 torches 
  • 
  2 Flint & Steel 
   
   
  A list of potentially unusual items that Hamza may 
  have in the crates is ultimately up to the DM.  However, 
  here is a list of items that a DM may use: 
  • 
  12 black sheep skins 
  • 
  1 large jar containing the gizzard of a cockatrice 
  • 
  4 mind flayer masks 
  • 
  1 bag of dried acorns 
  • 
  1 pile of mummy wrappings 
  • 
  1 large pot of purple ink 
  • 
  1 tome entitled “Zord, Mightiest of the Yak 
  Folk” 
  • 
  1 bagpipe made from a dead roper 
   
   
  We’re Under Attack! 
   
   The voyage is fairly smooth to Dhabiya, with little 
  sign of trouble.  Once it leaves Dhabiya, the Sulamak’s 
  luck changes.  Read the following aloud the players… 
   
   
  It has been a day since you departed from port in 
  Dhabiya and five days since you left Zeif.  So far, no 
  sign of trouble.  The crew is in good spirits as the ship 
  rounds the northern tip of Vaar and begins her 
  southward journey.  Next stop Parshadon! 
   
   
  Once the Sulamak rounds the most northern tip of 
  Vaar on route to Parshadon, she is attacked.   Ascertain 
  where the PCs are on the ship and what they are doing.  
  If time is an issue, assume the encounter takes place just 
  after noon.  Otherwise, the DM can set this encounter at 
  any time during the day. 
   
  Any PC that is on deck may make a DC 27 Spot 
  check to spot the water elemental approaching the ship.  
  Any PC keeping lookout need only make a DC 22 Spot 
  check to see the approaching elemental.   
   
  Anyone making the Spot check will see the water 
  rippling in an odd manner about 120 feet from the boat.  
  This rippling will be moving against the waves and 
  towards the ship then end about 10 feet from the ship’s 
  bow.  The elemental will then slam the ship and breech 
  its hull below decks. 
  ZEF7-01 Parshadon 
   
  Page 9 
  
   
  NOTE: at lower APLs, the smaller elementals lack the 
  punch to pierce the ship’s hull in one blow.  At those 
  APLs, the smaller elementals had some help from a larger 
  elemental accompanying them.  The larger elemental was 
  then called off by its controller while the smaller one was 
  left finish up. 
   
   
  Once the PC’s whereabouts on the ship are 
  accounted for, read them the following… 
   
   
  Suddenly, 
  the 
  lookout 
  gives 
  a 
  shout.  
  “Something’s heading this way!  In the water, off the 
  bow!  It’s going to ram…” 
   
  Before the lookout can finish, the Sulamak 
  heaves at an odd angle and a loud crack reverberates 
  as the ship lurches to one side. 
   
   
  When the elemental strikes the ship, each PC must 
  make a Balance check.  The DC for the Balance check 
  depends on the size of the elemental attacking the ship. 
   
   
  APL 2 (4 HD): DC 4; 
   
  APL 4 (8 HD): DC 8; 
   
  APL 6 (16 HD): DC 16; 
   
  APL 8 (18 HD): DC 18; 
   
  APL 10 (20 HD): DC 20; 
   
   
  Any PC that made the Spot check and saw the 
  elemental approaching the ship may attempt to brace for 
  impact.  Bracing for impact will give a PC a +4 bonus to 
  their Balance check.  Anyone failing the check is 
  knocked prone.  Anyone failing the check who is in an 
  elevated location (such as the crow’s nest) must make a 
  DC 15 Reflex save or fall out, taking falling damage.  The 
  amount of damage taken will depend on how high up the 
  individual was.  Assume the crow’s nest on the Sulamak is 
  20 feet up. 
   
  We’re Taking On Water! 
   
  The ship is now beginning to sink.  The hull has 
  been breached and water is now pouring into the ship 
  causing her to sink.  To make matters worse, an angry 
  water elemental is in the hold attempting to speed up the 
  process.  Read the following aloud… 
   
   
  Captain Ahfet bin Muzan begins shouting orders 
  to the crew.  The men still on their feet begin 
  running about the deck, desperate to regain control 
  of the situation.  A shout comes from below, “We’re 
  taking on water!” It is quickly followed by the sounds 
  of battle. 
   
   
  At this point the PCs should be headed to the lower 
  decks to stop the elemental and to help repair the ship.  If 
  after one round of combat the PCs have not acted, 
  Captain Ahfet will command them to head below and 
  protect his crew while they patch the hole. 
   
  Normally, the captain would have the crew patch the 
  ship from the outside so that the water pressure could 
  suck the wood against the hole rather than pushing it 
  away.  However, due to the situation, Ahfet doesn’t want 
  to risk endangering his crew anymore than he has to. 
   
  Commanding the Men 
   
  If the PCs have bonded with the crew or look like 
  they could use some help, the Captain will give the PCs 
  1d3+1 men to assist them.  The men will take orders from 
  the PC with the highest ranks in Profession (Sailor) or 
  the highest Charisma modifier (which ever is more 
  appropriate).  As long as the PCs act to save the ship, the 
  men will obey orders.  If the PCs act cowardly, the men 
  will stop following their orders.   
   
   
  Average Sulamak Crewmember: Expert 1/Warrior 
  1; hp 10; see Appendix 4: NPCs. 
   
  Development – Flooding Battlefield 
   
  Water rushes into the hold via the hole made by the 
  water elemental, and may sink the ship if the PCs are not 
  careful.  The hole in the hull occurs in the surprise round 
  and a ½ foot of water fills the hold that round.  After that, 
  the water continues to enter at the rate appropriate to the 
  APL at the beginning of the elemental’s turn.  The hold is 
  six feet high, and will fill up the hold in twelve rounds if 
  left unchecked.    
   
  If the PCs are not keeping the elemental occupied, it 
  will continue to smash the hull.  Each round the 
  elemental has to attack the ship’s hull, the hole will 
  increase in size allowing another ½ foot of water in a 
  round.   
   
  When the water level reaches 1 foot in height, PC 
  movement will be hampered.  Movement rates are halved 
  and Tumble checks are increased by two at this point.  As 
  water level rises, things will become more difficult for 
  the PCs.  At 3 feet of water, Tumble checks are increased 
  by five.   
   
  If the hold fills up too high with water, the PCs will 
  need to fight underwater.  Those unable to escape the 
  water may drown (Dungeon Master’s Guide pg. 304).  The 
  hold is seven feet in height in most places. 
   
  NOTE: PCs may hold their breath for a number of 
  rounds equal to two times their Constitution.  Strenuous 
  actions cost PCs one extra round. 
   
  ZEF7-01 Parshadon 
   
  Page 10 
  
  Development – The Size of the Hole 
   
  Due to the varying size of the elemental attacking 
  the ship, the size of the hole bashed in the hull will vary.  
  Below is each APL along with starting hole size and 
  amount of water rushing in to the hold per round. 
   
  APL 2: hole – 5 foot diameter; ½ foot water per round 
   
  APL 4: hole – 5 foot diameter; ½ foot water per round 
   
  APL 6: hole – 10 foot diameter; 1 foot water per round 
   
  APL 8: hole – 10 foot diameter; 1 foot water per round 
   
  APL 10: hole – 10 foot diameter; 1 foot water per round 
   
  Development – Dealing With the Flooding 
   
  There is some relief to the oncoming flood.  Two 
  bilge pumps are in the hold.  PCs spending a full-round 
  action working at one of these magical pumps will 
  remove ½ foot depth of water/round.  If both pumps are 
  being worked, it will remove one foot depth of 
  water/round (to a minimum of zero). 
   
  PCs may also attempt to patch the hole.  PCs can take 
  a full round action and make an appropriate Craft or 
  Profession check DC 15 to temporarily close the hole 
  using appropriate materials found in the hold.  Up to 
  three PCs may work on the hole at one time.   
   
  Anyone working on the hole must make a DC 15 
  Strength check or be pushed back by the water pressure.  
  Anyone failing the check may not work on fixing the 
  hole. 
   
  Of course, creative use of magic spells should also be 
  allowed to stop or slow the flooding.  Ultimately it is the 
  DMs discretion as to what effect certain spells will have 
  on the situation but if the PCs come up with clever ideas, 
  they should be allowed to implement them. 
   
  Development – Saving the Cargo 
   
  The PCs may be unable (or unwilling) to fight a 
  water elemental on its home ground and may decide to 
  grab the cargo and flee the ship.  The elemental will 
  spend enough time smashing the ship that quick acting 
  PCs may make it ashore before the elemental can track 
  them down.  However, the PCs need to get the cargo first 
  and it is in the hold with the water elemental.   
   
  PCs may attempt to sneak past the distracted 
  elemental with a DC 10 Move Silently roll and grab a 
  crate of cargo.  Failure means the elemental has noticed 
  the PC and will move to attack.   
   
  There are three crates in all.  Each crate weighs about 
  50 pounds.  The crates are too bulky for a small or 
  medium PC to carry more than one without some kind of 
  magical assistance (size increase for example) and as 
  mentioned earlier, are not water tight so they do not 
  float.  Large PCs can carry two.  Huge can carry four but 
  may not be able to fit in the hold (see The Cargo for more 
  details). 
   
  Tactics & Motivation 
   
  The elemental is single minded.  It has been 
  summoned to inflict as much damage on the enemy as 
  possible.  In this case, the elemental sees the boat as the 
  enemy and will fight to the death.  The elemental will 
  continue to smash the ship unless it is being attacked.  
  The elemental will not fight tactically, preferring to 
  bludgeon anything that gets in its way with its watery 
  fists.  It will not use its vortex ability unless the hold is 
  completely full of water (6 feet of water enters the hold).   
   
  At APLs 6 and up, the elemental is huge in size.  
  Entering the ship’s hold will cause it to be squeezed 
  (Player’s Handbook page 148).  At APL 6, it is advised that 
  the elemental enter the ship and be squeezed during the 
  entire combat to make things easier on the PCs.  A 
  squeezed creature takes –4 to hit, a –4 to AC and moves at 
  half speed. 
   
  The elemental can also start outside the ship.  In this 
  case, the hull will provide cover (+4 cover bonus to AC) 
  to anyone not in direct line of sight of their target. 
   
  NOTE: If the PCs pump out all the water in the hold, 
  the water elemental’s Water Mastery ability is nullified 
  until more water enters on the elemental’s turn. 
   
   
  APL 2 (EL 3) 
   
  Medium Water Elemental: hp 30; Monster Manual 
  98. 
   
  APL 4 (EL 5) 
   
  Large Water Elemental: hp 68; Monster Manual 98. 
   
  APL 6 (EL 7) 
   
  Huge Water Elemental: hp 152; Monster Manual 
  98. 
   
  APL 8 (EL 9) 
   
  Glabbulg, Huge Water Elemental Warrior: hp 
  173; see Appendix 1: Stats. 
   
  APL 10 (EL 11) 
   
  Glabbulg, Huge Water Elemental Warrior: hp 
  194; see Appendix 1: Stats. 
   
  Defeating the Elemental 
   
  If the PCs defeat the elemental and patch the hole in 
  the ship, the crew will let out a loud cheer and the 
  ZEF7-01 Parshadon 
   
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  Captain will personally thank them.  That night the PCs 
  will be guests of honor at an impromptu banquet where 
  the crew will tell outlandish stories (some about the PCs 
  fight with the elemental), sing seafaring songs & get 
  drunk.   
   
  Development – The Ship Sinks 
   
  If the PCs do not patch the hole, the ship will be 
  completely submerged in 5 minutes.  The Sulamak has 
  two long boats that can be used to row ashore.  If the PCs 
  are quickly sneaking away with the cargo, then they 
  should be allowed to get away unhindered.  However, the 
  PCs will have earned the ill will of Captain Ahfet bin 
  Muzan and his crew, who will refuse to let the PCs take 
  the long boat. 
   
  Ultimately, it is up to the DM’s discretion whether 
  the elemental attacks the PC’s long boat(s).  It is 
  recommended that if the PCs heroically tried to defend 
  the ship, they should be given an adequate chance to 
  escape.  However the DM can still make the escape 
  exciting by having the elemental notice the boats and 
  attempt pursuit only to ultimately fail to catch the PCs.  
  Having the PCs make Strength checks to row harder 
  might help increase this tension.  PCs that make the 
  check should get to travel a bit farther in their boat than 
  normally. 
   
  If the PCs do get ashore, they will have to find their 
  own way to Parshadon.  If they were smart enough to 
  salvage the cargo, they can still collect their payment in 
  Parshadon.  Cargo or not, the PCs may still carry on with 
  the adventure.  They simply have a bit of a journey ahead 
  of them.   
   
  If the PCs escaped without the cargo, it is considered 
  lost and irretrievable barring high powered magic or 
  favors. 
   
  ENCOUNTER FOUR:  
  PARSHADON 
   
  Arrival In Parshadon 
   
  There are three known ways to get to Parshadon 
  without the use of magic, none of them are terribly 
  convenient.   
   
  On Foot 
   
  It is highly unlikely that the PCs will be arriving in 
  Parshadon by foot.  However, there does exist the 
  possibility that the PCs will not save the Sulamak and 
  will be forced to walk.  If this happens, the PCs may still 
  continue with the adventure.  However, they will have to 
  make their way south through the Vaar Hills to 
  Parshadon.   
   
  During the PCs journey south, the DM may wish to 
  insert Encounters Nine (Lost Souls) and/or Eleven (An 
  Ancient Evil). 
   
  Once the PCs have journeyed through the Vaar 
  Hills, move to Encounter Five: The Light Above as 
  Na’imah ibnt Fahkri al Madara, the manager at The Light 
  Above will not be waiting for cargo at the shore.   
   
  By Sea 
   
  It is assumed that the PCs will arrive in Parshadon 
  aboard the Sulamak.  If they do, the PCs will arrive in 
  Parshadon the following day.  The time of arrival is up to 
  the DM but it is assumed they arrive around mid 
  morning.  If the Sulamak was sunk, the PCs may have 
  fled the sinking ship using the long boats and may still be 
  using them to get to Parshadon rather than walking.  
  Either way, the PCs will be forced to row a longboat 
  through the choppy, swirling waters of the local harbor 
  to reach the town with the cargo.   
   
  If the PCs arrived via the Sulamak, once the PCs 
  have been dropped off, the Sulamak will push on to Beit 
  Castan to secure proper repairs. 
   
  Washid's Cove  
   
  This treacherous body of water was deemed, 
  ironically, the best route for large cargo ships to dock at 
  Parshadon.  In the summer months, this may be true but 
  in the winter months the cove becomes quite choppy due 
  to high winds. 
   
  Larger ships could make port within the cove until 
  recently when a severe storm smashed the pier into 
  splinters.  Little remains of the pier and the town cannot 
  afford the cost of a new one.  For now, ships looking to 
  stop at Parshadon must weigh anchor and row ashore 
  using smaller craft. 
   
  Standing in the cove are two stone outcroppings 
  dubbed the Waving Daughters.  Any PC making a DC 15 
  Knowledge 
  (Architecture 
  & 
  Engineering) 
  or 
  Stonecunning check () can tell that the ‘Daughters’ were 
  once part of a land bridge that connected to nearby cliffs 
  until wind and water erosion took its toll. 
   
  The waters here can be quite turbulent, making 
  navigating inside the cove very difficult.  The easiest 
  passage into the cove is along the north side of the 
  Waving Daughters.  Swimming in the cove is unadvised 
  except for the strongest swimmers (DC 15 Swim check). 
   
   
   
  PCs from Parshadon will be aware of the rough 
  currents as well as the best route into the harbor (when 
  entering the cove, keep to the left of the Daughters). 
  Other PCs may make a DC 25 Knowledge(Local - VTF) 
  check to learn this information. 
   
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  Page 12 
  
  Rowing Ashore 
   
  Assuming the PCs arrive at Parshadon aboard the 
  Sulamak, they will have a bit of a task getting the supplies 
  ashore.   
   
  Captain Ahfet bin Muzan will inform the PCs that 
  the local pier was destroyed a few years back in a storm 
  and that the ship must weigh anchor a few hundred feet 
  off shore and ferry the supplies ashore via longboat.   
   
  The Captain will warn the PCs that Washid’s Cove is 
  a troublesome patch of water and that great care should 
  be taken when rowing ashore (see Washid’s Cove for 
  details).  He will also advise any characters wearing heavy 
  armor or equipment that it is probably better to wait until 
  the PC is ashore before putting it on.   
   
  The crew will load the necessary cargo (five boxes 
  that weigh 50 lbs each – three are for Hamza and two are 
  for the town and contain dried goods and other sundries) 
  into a longboat for the PCs and lower it into the water.  
  The rest is up to the PCs.   
   
  If the PCs ask, the Captain says they’ll pick up the 
  longboat on their return voyage.  What is more important 
  is getting to Beit Castan for proper repairs. 
   
  PCs asking if the Captain is worried about them 
  stealing the boat, he simply replies “Where are you 
  going to go with it?  You are in the middle of 
  nowhere.” 
   
  Fighting the Waters 
   
  While rowing ashore, the PCs will need to make a 
  DC 10 Profession (Sailor) or Strength check to safely 
  battle the choppy waters.  The PCs may not take ten on 
  this check. 
   
  If the PCs failed to heed the Captain’s advice, or did 
  not receive the advice, and they do not stay to the left, the 
  check becomes DC 15. 
   
  Failure by five or less means the longboat begins to 
  flounder in the waters.  No progress is made but the boat 
  stays upright and afloat.  
   
  Failure by more than five means the longboat 
  capsizes and everything on board is dumped into the 
  waters.   
   
  Where the boat is dumped depends on the progress 
  the PCs have made.  A long boat typically travels 10 feet 
  per round.  The PCs will start 200 feet from shore.  The 
  PCs won’t have to make rolls until they are 100 feet from 
  the shore. 
   
  Once in the water, the PCs must make a DC 15 Swim 
  check to make it to shore.  Significant failure on the swim 
  check can lead to submersion and possible drowning 
  (Dungeon Master’s Guide page 304) 
   
  Righting a capsized longboat is possible but difficult. 
   Assuming the PCs make a Swim check (DC 15 or 10 to 
  tread water), they must make a DC 15 Profession (Sailor) 
  or Strength check to flip the boat back over.  Other PCs 
  may aid the check if they can stay afloat. 
   
  At the DM’s discretion, if the PCs capsize and look to 
  be in serious trouble, Na’imah ibnt Fahkri (see Once 
  Ashore) will swim out and attempt to save as many PCs as 
  she can.  Na’imah is a strong swimmer (Swim +10) and 
  should have no problem rescuing any sinking PC 
  provided they aren’t so heavy she cannot swim with 
  them.   
   
  The rules for saving a drowning person are vague at 
  best.  The following rules are recommended to make the 
  process simpler. 
   
  A PC may swim up to a sinking character by making 
  the appropriate swim check.  Once the PC is next to the 
  sinking character, the PC may grab the sinking character 
  (no roll necessary) and Swim to the surface.  However, 
  the Swimming character is now burdened with the 
  weight of the character they are trying to rescue.  See the 
  Swim skill (Player’s Handbook page 84) for more info on 
  weight penalties and swimming. 
   
  Assume a sinking character sinks at the following 
  rate per round: 
  • 
  Not encumbered = 5 ft./rnd 
  • 
  Lightly encumbered = 10 ft./rnd 
  • 
  Moderately encumbered = 15 ft./rnd 
  • 
  Heavily encumbered = 20 ft./rnd 
   
   
  Assume that a sinking/drowning character may 
  assist their rescuer if they are still conscious by making a 
  DC 10 Swim check to help offset any penalties the 
  rescuer may suffer due to the weight of the 
  sinking/drowning PC. 
   
   
  Rowboat (from Stormwrack page 102) 
  Large vehicle; Seaworthiness –4; Shiphandling +2; Speed 
  oars 10 ft. (good); Overall AC 4; Hull hp 30 (hardness 5); 
  Ram 1d6; Mounts —; Space 10 ft. by 5 ft.; Height 2-1/2 ft. 
  (draft 2-1/2 ft.); Complement 4*; Watch 1; Cargo 1,000 
  pounds (Speed oars 5 ft. if 500 pounds or more); Cost 50 
  gp. 
   
  *note: these row boats are longer than normal and can 
  seat up to 8 people. 
   
  Parshadon 
   
  There isn’t a lot in Parshadon for the PCs to see or 
  do.  It is most likely that the PCs will head for the inn 
  first but they may want to look around first (see 
  Appendix 6: Parshadon & Map: Parshadon for details).  
  Since the bulk of the adventure centers around PC/NPC 
  interaction at the inn, the purpose of Na’imah meeting 
  the PCs at the shore (see Once Ashore) is to direct the 
  PCs to the inn quickly.  However, if the PCs want to look 
  ZEF7-01 Parshadon 
   
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  about Parshadon allow them to do so.  Some information 
  has been provided about the main town features to assist 
  the DM (see Appendix Six: Parshadon).  However, the 
  town information is quite general and the DM may need 
  to make up some things on the fly.   
   
  Parshadon: Conventional; AL LN; 40 gp limit; Assets 100 
  gp; Population 53; Mixed (human 88%, orc/half-orc 9%, 
  Halfling 2%, Dwarf %, Gnome %, other 1%).  Authority 
  Figure: Na’imah ibnt Fahkri (NG human Com1/Exp2); 
  ‘Phelps’ (CG Oeridian human male, Ftr4/Rog3/MThr3). 
   
   
  When the PCs arrive in town, read the following… 
   
  A dozen modest Kamara dot the side of a steep 
  hill.  A meandering path zig-zags back and forth 
  between the homes and past a large two story wooden 
  building, most likely an inn.  
   
  Off to one side of the path, lay a set of disused 
  tracks.  Unlike the footpath, the tracks travel straight 
  up the hill and beyond. 
   
  At the water’s edge, large splinter poles jut from 
  the churning seawater.  What was once a sturdy pier 
  is now little more than a few jagged reminders of the 
  power of the sea. 
   
  Once Ashore 
   
  Na’imah ibnt Fahkri (see Appendix 4: NPC’s for 
  details) will meet the PCs at the shore.  Na’imah runs the 
  local inn (The Guiding Light) and is a bit of a figurehead 
  in town.  It is her perseverance and optimism that has 
  helped keep Parshadon alive. 
   
  Na’imah will greet the PCs as they come ashore, 
  making polite chitchat and instruct them to carry all the 
  crates up the steep hill to the Light Above, the local inn.  
   
  If the PCs are local residents of Parshadon, they will 
  know Na’imah and she will know them.  She will greet 
  them by name and inviting them to join her at the inn for 
  a free drink while she sends locals around to ready their 
  homes.  Of course, she still expects locals to help carry 
  crates up to the inn, even more so than those not from 
  town because they should know better.  “Everyone 
  pitches in”, Na’imah likes to say.  
   
  Na’imah can certainly pass along information to the 
  PCs if they ask.  If the PCs mention Hamza Fakih or that 
  they are here to deliver some goods to someone other 
  than the inn, Na’imah will direct them to the inn, 
  mentioning that they’ve had more than a few out of town 
  visitors lately.  If the PCs try to head to the inn without 
  carrying the crates, she will call them back down.  For a 
  list of what Na’imah knows, see Encounter Five: The 
  Light Above. 
   
  Development – Lost Cargo 
   
  If the PCs turn up in Parshadon with no cargo for 
  Hamza, not all is lost. 
   
  If the PCs longboat capsized coming ashore, some of 
  the non-perishables can be rescued from the cove 
  provided the PCs are willing to swim down to the bottom 
  of the cove and recover the crates (see Player’s Handout 
  1: Cargo Manifest for details).  Swimming in the cove, as 
  mentioned earlier, is tricky due to the swirling currents 
  but clever PCs may come up with a way to recover the 
  gear without entering the water. 
   
  For any items that were unrecoverable, PCs may 
  attempt to procure those missing goods in town but it 
  won’t be easy.  Parshadon is not a wealthy town by any 
  stretch of the imagination.  However, PCs may certainly 
  try. 
   
  PCs wishing to scavenge supplies from town must 
  make a group Gather Information check (DC 15) to 
  randomly find enough of one particular item to replace it 
   (see Encounter 3: The Cargo for details).  There is no 
  store in Parshadon.   
   
  PCs may only find replacements for items listed in 
  the Player’s Handbook that cost less than 5 gp.  PCs can 
  also replace missing gear with their own equipment if 
  they have it on their person (character sheet) or the 
  means to gather it from somewhere else quickly 
  (Teleport, etc). 
   
  If the PCs are able to replace a sufficient amount of 
  the cargo (80% of the items), then Hamza will still honor 
  the contract and pay them the rest of their fee. 
   
  NOTE: If time is an issue, consider eliminating this 
  option or having the PCs make a few skill rolls and move 
  on.  This is a roleplaying encounter and can run long. 
   
  ENCOUNTER FIVE:  
  THE LIGHT ABOVE 
   
  Background – The Light Above 
   
  The Light Above is a moderately sized inn with a 
  connecting tavern.  It was once a very busy 
  establishment, brimming with mine representatives and 
  enterprising fortune hunters.  With the failure of the 
  mines and the subsequent departure of the mining 
  industry, the Light Above has seen its clientele severely 
  diminished over the past ten years.  However, things are 
  looking up as a recent influx of foreign adventurers have 
  begun returning to Parshadon following rumors of 
  treasure and lost cities.   
   
  The Light Above is owned by Abbas ibn Nadim 
  al’Madara though he may introduce himself as ibn 
  Nadim.  The town folk commonly refer to him as 
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  Page 14 
  
  ‘Suratsiz’ (Grumpy) due to his sour demeanor.  Abbas was 
  an out of town merchant that naively bought into the inn 
  over thirty years ago.  Unable (and perhaps unwilling) to 
  sell the Light Above, Abbas remains in Parshadon, 
  spending most of his time brooding and doing as little as 
  possible to help out at the inn.  Thus the job of running 
  the inn has fallen up the shoulders of Na’imah ibnt 
  Fahkri. 
   
  Na’imah was born in Parshadon just over thirty years 
  ago and came to work at the inn at an early age when her 
  father was killed in a mining accident.  Over the years, 
  Na’imah’s fair and just treatment of her fellow townsfolk 
  has endeared her to the locals and many see her as the 
  town’s de facto leader, coming to her with concerns and 
  for advice. 
   
  In the past year, Parshadon has seen a large influx of 
  foreign adventurers and merchants.  Many have been 
  transitory but some, for whatever reason, have decided to 
  build in Parshadon.  Some of those new town members 
  may even be the PCs!  This has meant a vast increase in 
  business for the Light Above, allowing Abbas and 
  Na’imah to pay off most of their debtors and even bring 
  in some fresh supplies from Zeir-I-Zeif.   
   
  For detailed information on Abbas and Na’imah, see 
  Appendix 4: NPCs. 
   
   
  Abbas ibn Nadim: male Baklunish human Expert 4; 
  hp 14; see Appendix 4: NPCs. 
   
   
  Na’imah ibnt Fahkri: female Baklunish human 
  Commoner 1/Expert 2; hp 9; see Appendix 4: NPCs 
   
  Current Events 
   
  Within the last two weeks, business has been pretty 
  good.  Two parties have taken rooms at the inn and have 
  paid well for the privilege.  The first is Hamza Fakih, a 
  scholar from Zeir-I-Zeif.  The second was a group of 
  adventurers from the Duchy of Urnst calling themselves 
  the Seltaren Seven.   
   
  Hamza Fakih is still at the inn waiting for the PCs to 
  arrive with his supplies (see Hamza Fakih for details).  He 
  has been friendly with the locals and news of his quest 
  has traveled around town. 
   
  The Seltaren Seven have retained rooms at the inn 
  with a sizable deposit but are currently off adventuring in 
  the Vaar Hills.  Their deposit is good for one week 
  starting the day the PCs arrive in town. 
   
  In The Inn 
   
  When the PCs enter the inn, they’ll see a few locals 
  sitting in the back playing a card game (Three Dragon 
  Ante) and a lone individual sitting off to one side reading 
  various books and scrolls while eating a bowl of soup.   
   
   
  When the PCs enter the inn, read the following 
  aloud: 
   
  The ceiling hangs low and tiny windows let thin 
  beams of light into the common room.   The wooden 
  floor boards creak under the weight of feet.  Three 
  figures slowly look up from their card game then look 
  back down.  A lone figure sits off to one side, lost in 
  his studies and oblivious to your arrival. 
   
   
  The head of the card game is a human male of mixed 
  race going by the name of Phelps.  Phelps came to 
  Parshadon after winning the deed to a large manor in a 
  game of cards.  The deed turned out to be a hoax.  
  However, Phelps took residence in a large house up on 
  the cliffs anyway.  Since no one seems to mind, Phelps is 
  happy to keep living there. 
   
  Phelps will be eager to invite the PCs to join him in a 
  game of cards.  The locals have no money to take and 
  there isn’t much thrill in playing for seashells.  Phelps 
  also relishes the company and takes the opportunity to 
  tell the PCs about himself and his exploits.  He 
  particularly likes telling the tale of how a green dragon 
  picked the wrong day to mess with ol’ Phelps.  He’ll make 
  sure the PCs notice his dragon skin boots as he tells the 
  story. 
   
  The other two individuals are a small gnome by the 
  name of Frumpkis Bimpersnickle and Gurdek.  Frumpkis 
  recently retired to town to enjoy a warmer climate and to 
  build his dream home.  Frumpkis occasionally performs 
  in the Guilding Light on certain evenings. 
   
  Gurdek is a half-orc and has recently found his way 
  up to Parshadon from Antalotol.  Gurdek realized he was 
  never going to make a living in the Antals and headed for 
  Nafiq.  An incident in Nafiq caused Gurdek to head north 
  to Parshadon.  No one really knows why and Gurdek isn’t 
  saying what happened. 
   
  NOTE: If time is an issue, consider eliminating 
  roleplaying with the NPCs or keeping the encounter very 
  short and move on.  This is a roleplaying encounter and 
  can run long. 
   
   
  The individual sitting off by himself is Hamza Fakih. 
   He is busy studying his texts and won’t notice the PCs 
  come in.  If the PCs have met Hamza before, they will 
  recognize him. 
   
  If the PCs are making no effort to find Hamza for 
  payment, feel free to have Na’imah direct the PCs to 
  Hamza or even have Hamza approach the PCs.  See 
  Encounter Seven: Hamza Fakih for more details. 
   
   
  Various locals will pass through the inn during the 
  PCs time in Parshadon.  These locals are average 
  ZEF7-01 Parshadon 
   
  Page 15 
  
  Parshadon residents: poor, hard working town folk just 
  trying to get by.  The residents are generally quite 
  friendly and don’t mind striking up a conversation with 
  the PCs.  This is a great way for the PCs to learn some 
  rumors and gather some more information about the 
  town and its surrounding environs. 
   
  The Seltaren Seven 
   
  The Seltaren Seven spent about two days in 
  Parshadon before moving on.  Half of the group kept to 
  themselves, the others mingled with the townsfolk and 
  spoke with Hamza. 
   
  The group is/was comprised of a Female Suel Wizard 
  named Aleena Meissel, a Halfling rogue named Dondo 
  Peele, a half-orc Barbarian named Slit Wolfheart, an Elf 
  Ranger named Turanti, an Oeridian Cleric of Pelor 
  named Gaelen Sihoan, a Male Suel Sorcerer name Jonah 
  and a Dwarf Fighter named Grimm Dunador. 
   
  Aleena Meissel was the leader of the group.  She 
  made the arrangements for the rooms and spoke to 
  Hamza regarding possible employment.  Slit and Gaelen 
  socialized with the townfolk while the others kept a low 
  profile. 
   
  Most people in town will recall the group though 
  not many will remember all of its members.  Slit and 
  Gaelen were most visible and most likely to be 
  remembered. 
   
  Getting Rooms 
   
  PCs with homes in Parshadon can allow fellow PCs 
  to stay at their place.  But if there are no PCs from 
  Parshadon, then they will be forced to stay at the only inn 
  in town, the Light Above.  It is assumed that PCs that pay 
  no lifestyle cost will find shelter in the nearby hills or 
  somewhere along the beach to sleep for the night.  They 
  may pay for a room if they like. 
   
  Currently, four of the six rooms in the inn are full.  
  Three are being held for the Seltaren Seven, while the 
  other room is being occupied by Hamza Fakih.   
   
  Each room is a tight fit for two medium humanoids 
  but passable.  Three to a room will result in at least one 
  PCs waking up fatigued as though they had slept in heavy 
  armor (PH page 122 under Armor Check Penalty).   
   
  Abbas will forbid PCs from trying such a stunt but 
  Na’imah is indifferent.  She knows people in these parts 
  don’t have a lot of money.  If someone is obviously trying 
  to get off cheaply, Na’imah will take a different stance 
  reprimanding the PC for their avarice and sending them 
  to sleep elsewhere. 
   
  If more than four PCs need rooms in town, they 
  have a few options...   
   
  The first option is to bribe (at least 10 gp), cajole 
  (Intimidate check) or persuade (Diplomacy check) Abbas 
  or Na’imah into giving them a room.  In this case, the PCs 
  will be given one of the Seltaren Seven rooms for the 
  night.     
   
  The second option is to offer to pay to sleep on the 
  inn floor.  This will also require some convincing 
  (Diplomacy check) but is easier than trying to get a room. 
    
   
  The third option is to pay one of the locals to stay at 
  their house.  This will cost the PCs the same as a night at 
  the inn (5 sp) but the PCs will have the benefit of 
  experiencing the local cultures and customs as well as a 
  free bowl of boiled dates in the morning. 
   
   
   
  NOTE: If time is an issue, consider just letting the 
  PCs book rooms and move on.  This is a roleplaying 
  encounter that is here to provide a feel for life in 
  Parshadon as well as what some of the NPCs are like.  It 
  can run long or add unnecessarily. 
   
  Information 
   
  On top of the general rumors (see Appendix 5: 
  Rumors), PCs can speak with the locals to gather more 
  information about the town, its history and other 
  important related events (see Appendix 6: Parshadon).   
   
  The talk of the town is the recent arrival of the Bey’s 
  tax collector.  He arrived the day before the PCs and has 
  been resting at the Bey’s home up on the cliffs.  No one is 
  quite sure what he is here for since the town has no 
  money and there has not been a tax collector in 
  Parshadon for nearly twenty years.   
   
  It should be noted that Hamza Fakih has been in 
  Parshadon for over two weeks and he has befriended 
  many of the locals.  Thus Hamza’s quest is known about 
  town and has a few people talking.  This is a great way to 
  get the PCs involved with Hamza if they haven’t already 
  made contact with him.  
   
  ENCOUNTER SIX:  
  HAMZA FAKIH 
   
  Background 
   
  Hamza Fakih is a curious scholar with an 
  unquenchable thirst for knowledge.  Approximately a 
  year ago, Hamza attended an auction in his hometown of 
  Ceshra in southeastern Zeif.  It was there he learned of 
  several curious items and has since gone on a quest to 
  uncover their true history. 
   
  Hamza arrived in town just over two weeks prior to 
  the PCs arrival.  His distrust of boats and water travel 
  means that he did not accompany his cargo (which was 
  sent by boat) to Parshadon.  Instead he traveled the roads 
  to Nafiq and from there, headed north to Parshadon.  
  ZEF7-01 Parshadon 
   
  Page 16 
  
  Since the ship carrying Hamza’s supplies never reached 
  Parshadon, his decision seems justified.   
   
  With the disappearance of the ship, her crew and all 
  her cargo, Hamza is now in a bit of a bind.  The Vaar Hills 
  are a dangerous place for a lone, unprepared traveler and 
  Hamza is not so desperate for knowledge that he would 
  foolishly risk life and limb to reach his final destination. 
   
  Initially, Hamza approached a group of adventurers 
  passing through town on route into the Vaar Hills.  The 
  group was looking for a lost tomb in the area but refused 
  to take him claiming there was ‘no profit’ and it was ‘out 
  of their way’. 
   
  Desperate, Hamza spent most of his remaining 
  money to have a new batch of supplies shipped to 
  Parshadon.  The Moquallad Consortium handled the 
  transaction and hired Captain Ahfet bin Muzan who in 
  turn hired the PCs. 
   
  Currently 
   
  While the rest of the adventure does not rely on the 
  PCs meeting Hamza Fakih, the PCs may wish to collect 
  the remainder of their payment.  At some point the PCs 
  will (hopefully) attempt to locate Hamza.  Assuming the 
  PCs approach Hamza at the inn, read the following aloud: 
   
  A thin man sits before you, his bulging eyes 
  poring over various texts and scrolls.  He slowly sips 
  spoonfuls of soup unaware that most of it is dribbling 
  down the front of his robe.   
   
  Supplying Hamza 
   
  The PCs were only hired to accompany the supplies 
  to Parshadon.  If they were successful, Hamza will be 
  quite relieved and will happily pay them the second half 
  of their fee.  He will then enquire as to the PCs current 
  plans and offer them additional work if they are 
  interested (see Hamza’s Plan for more details).   
   
  Supplying Hamza – No Supplies 
   
  If the PC turned up with no supplies, Hamza will be 
  rather upset.  He will claim that those supplies were 
  crucial to his trip into the Vaar Hills on his quest for 
  knowledge and will be greatly dismayed that his journey 
  may have to end short.  There is also the matter of 
  payment.  Since the PC didn’t hold up their end of the 
  contract, he will refuse to pay them.  PCs with Hamza’s 
  favor may use it here to receive payment even if they 
  refuse to continue with the rest of the adventure. 
   
  Not all is lost!  Hamza can easily be convinced to 
  continue on with his journey and even pay the PCs.  As 
  mentioned earlier, the PCs may attempt to round up 
  enough supplies in town in an attempt to fulfill their 
  contractual obligation of safe delivery. 
   
  In case the cargo was lost, Hamza does have a back-
  up trade object: a mirror that only shows vampires 
  reflections.  He acquired it too late to have it shipped so 
  he carried it with him during his overland journey. 
   
  Again, consider any time constraints before running 
  this option.  It can run long depending on how much the 
  PCs roleplay. 
   
  Hamza’s Reaction 
   
  Hamza’s reaction to the PCs will depend on past 
  interactions (in ZEF6-04 Generosity) as well as if they 
  turn up empty handed or not.   
   
  If the PCs don’t deliver the supplies, Hamza’s 
  attitude will be Unfriendly.  His attitude will have to be 
  shifted to Indifferent before he will offer the PCs work.   
   
  If the PCs deliver the goods but have not met Hamza 
  or have met him but did not earn his favor, his attitude is 
  Indifferent.   
   
  If the PCs aided Hamza in Generosity (helped him 
  buy the historical documents he was looking at) then 
  they should have gotten his favor.  If this is the case, he 
  will remember the PCs by name.  In this case, Hamza’s 
  attitude is Friendly.  
   
  If the PCs purchased any of the items from the 
  auction and hired him to find out about said item, he will 
  be very excited and will seek out the PC(s) to discuss his 
  progress. In this case, Hamza’s attitude is Helpful. 
   
  Hamza’s attitude can be shifted one step up the chart 
  by expending any favor the PCs have with Hamza.   
   
  Payment 
   
  Hamza’s offer of payment will depend on his attitude 
  towards the PCs.   
   
   
  Hostile: 0 gp & no chance to speak with Hamza 
   
  Unfriendly: 0 gp but chance to use Diplomacy on Hamza 
   
  Indifferent: start offer at 5 gp, can go up as high as 10 gp 
   
  Friendly:  start offer at 10 gp, can go up as high as 20 gp 
   
  Helpful: start offer at 35 gp, can go up as high as 75 gp 
   
  Hamza Turned Down 
   
  If the PCs turn down Hamza’s offer, he will continue 
  on his way provided he has enough supplies to continue 
  his journey.  Desperate, Hamza will hire some locals to 
  accompany him into the hills and will leave as soon as 
  possible. 
   
  Of course there is still another option for the PCs, a 
  local will approach them and ask them to make a deal 
  ZEF7-01 Parshadon 
   
  Page 17 
  
  with the sorceress to aid the town (see Encounter Eight: 
  Save This Town for details) 
   
  Hamza’s Plan 
   
  Naturally, the PCs will want to know exactly what 
  they are being hired to do.  Hamza is generally a friendly 
  man.  He will be pleasant if not forthcoming with bits of 
  information about his quest, especially if the PCs seem 
  interested in his work.   
   
  Hamza’s can tell the PCs the following: 
   
  How He Got Involved 
  • 
  Approximately one year ago, he was attending 
  an auction in Ceshra where he spotted some 
  strange items up for sale.  He remembered an 
  interesting detail about one of the items and 
  approached the item’s buyer.  That buyer may be 
  a PC or it could have been one of the NPCs from 
  the Generosity.   
  • 
  If no PCs hired Hamza, a rich merchant’s wife 
  named Sitti paid him to uncover more about an 
  item she purchased.  The item Sitti won was not 
  one of the items the PCs could have won at the 
  auction; however Hamza looking for sponsors 
  will have led her to believe otherwise.  
  • 
  The buyer was interested in his story and hired 
  him to uncover more details. 
  • 
  His initial inquiry led him to uncover 
  interesting information about several of the 
  pieces that were sold.   
  • 
  Curious Hamza set out on a quest to uncover 
  the true history and purpose of these items. 
   
  About The Figurine 
  • 
  The figurine is a grotesque rendition of a horse 
  and is carved from solid obsidian.  It has strange 
  markings along its base and (currently) does not 
  detect as magic. 
  • 
  Study into the origins of the figurine proved 
  particularly intriguing.  It was originally part of 
  a set known collectively as the Dark Rider.   
  • 
  The horse figurine was recovered by Sahid 
  Al’Adib after defeating a fierce and powerful 
  Paynim Chieftan in battle.  The rider figurine 
  was not present and its current whereabouts is 
  unknown. 
  • 
  When Sahid Al’Adib went missing, his estate 
  was taken over by Yazid bin Yunis and his 
  possessions were put up for auction. 
  • 
  Further investigation has uncovered links 
  between the horse figurine and a powerful 
  magician known in legend as the Black 
  Sorceress. 
   
  Where He’s Going & Why 
  • 
  Hamza is heading into the Vaar Hills to seek out 
  the supposed location of the Tower of the 
  Sorceress. 
  • 
  Hamza knows the general area but will have to 
  spend some time there to find the exact 
  location. 
  • 
  Hamza wants to find the Tower so he can speak 
  to the Sorceress.   
  • 
  The Sorceress supposedly possesses much 
  arcane and mundane knowledge.   
  • 
  However, it is said that this knowledge does not 
  come without a price.   
  • 
  The Dark Sorceress is a devilishly skilled and 
  somewhat incomprehensible bargain maker.  
  One story tells of her trading a mountain of gold 
  for single strand of hair.  Another tells of a bey 
  trading the love of his family for a single name. 
  • 
  Hamza is missing a few key pieces of 
  information about the horse figurine and 
  believes that the Dark Sorceress may have the 
  final pieces of the puzzle that he seeks. 
  • 
  Hamza hopes he can meet the price she 
  demands but is unsure what she will request 
  from him.  Stories mention several items that 
  might be useful bartering chips.  (This should 
  explain some of the odd items in the cargo 
  delivered to Hamza if the PCs are wondering). 
   
   
  Hamza plans to leave as soon as possible as he is 
  eager to reach the Tower.  However, Hamza is willing to 
  wait if needed especially if waiting means recovering any 
  missing supplies but will grow impatient after two or 
  three days.  After that, he will demand that they leave 
  without delay. 
   
  More Than One Figurine 
   
  It is possible for more than one PC at the table to 
  have a Figurine.  Unbeknownst to Hamza, Alochiel made 
  more than one set of figurines.  Hamza will be amazed if 
  more than one PC produces a Figurine for him to see and 
  will ramble excitedly about the significance of this 
  occurring and how it alters what he has learned so far. 
   
  In game terms, it is ok for more than one PC to have 
  a Figurine.  Each PC will get the chance to unlock their 
  Figurine at the end of the adventure. 
   
   
  Hamza Fakih: male Baklunish human Expert 9; hp 
  34; see Appendix 4: NPCs  
   
  ZEF7-01 Parshadon 
   
  Page 18 
  
  Treasure: The PCs can gain the following treasure here: 
   
  *The PCs may haggle for additional payment.  The 
  payments will range from 0gp to 75gp depending on 
  Hamza’s reaction to the PCs and the PC’s ability to haggle 
  with Hamza. 
   
   
  APL 2: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 4: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 6: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 8: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 10: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  ENCOUNTER SEVEN:  
  THE TAXMAN 
   
  Background 
   
  Bugra 
  Bey ibn Damir al’Bakhoura, 
  the 
  Bey 
  of 
  Madara, has heard rumors of the recent influx into 
  Parshadon by foreign interests.  He is curious, believing 
  the sudden interest equal a newfound source of wealth.  
  The Bey has sent up one of his closest men, Hadee bin 
  Nusar, to scout out the situation and to collect taxes from 
  the town.  If something of interest is happening to make 
  Parshadon profitable, the Bey would like to know so he 
  can claim his share. 
   
  Current Events 
   
  A few days ago, Hadee bin Nusar and his bodyguard 
  Fatel arrived in Parshadon.  They are staying at a home in 
  town that is owned by the Bey but has lain vacant for 
  years.  Since it has been some time since the Bey sent a 
  tax collector to Parshadon, the town residents have taken 
  notice.   
   
  The day before the PCs arrive in town, Hadee visited 
  the Guiding Light to demand the Bey’s tax money.  He 
  gave Abbas ibn Nadim two days to come up with the 
  money.  With the PCs arrival in town, Hadee has become 
  interested in the goings on at the inn and has decided to 
  step up payment by a day.  When the PCs are at the inn, 
  Hadee and Fatel will arrive to pressure Abbas and 
  Na’imah for money. 
   
  Using This Encounter 
   
  This encounter can happen any time the PCs are in 
  Parshadon but before they leave to the Sorceress’ Tower.  
  Ideally it would happen in the Light Above after the PCs 
  have had a chance to talk with Hamza (if not Mutah) so it 
  is clear they have an option for leaving town and still 
  continue with the adventure.  If this encounter happens 
  when the PCs arrive back from their adventure, then 
  Hadee will have arrived in town with the Bey’s men, 
  giving the PCs very little opportunity to avoid arrest 
  should the PCs use lethal force or break some other law. 
   
  Dealing With the Tax Man 
   
  Hadee is elitist, insulting and only concerned with 
  forwarding his interests. He is a generally dislikable 
  person.  He feels his position as the Bey’s number one tax 
  collector gives him the authority to behave in any 
  manner he sees fit as long as it is in keeping with the 
  Bey’s wishes.  Thus when he arrives at the inn to collect 
  his taxes, he is rude and demeaning to Abbas, Na’imah 
  and any PC that becomes involved in the situation.   
   
  Read the following aloud… 
   
  A milky skinned Baklunish male dressed in 
  expensive silk robes stands out like a beacon against 
  the run down backdrop of the tavern.  Proceeding the 
  man is a large, thick orc warrior wearing gleaming 
  splint armor and polished leather boots. 
   
  The pair makes their way over to Na’imah.  The 
  finely dressed man exchanges words with Na’imah 
  and suddenly the conversation becomes quite heated. 
   
   “One hundred efrit!?!  By the end of the day!?!  
  That is impossible!” shouts Na’imah. 
   
  “For Mouqol’s Sake!  You people have sat out here 
  avoiding taxes for the last twenty years.  When the 
  Bey finally sends me to collect taxes, you had  better 
  pay up.  You owe a grand total of one hundred efrit.  
  If you can’t pay it then the Bey will take your inn 
  instead” the man hisses back. 
   
   
  The Bey’s tax collector Hadee bin Nusar is here to 
  collect the taxes owed to the Bey.  Currently, the only 
  thing in town even close to making money is the inn.  
  With all the new arrivals, the Bey feels owning the inn 
  would be a good way to keep tabs on the goings on in 
  Parshadon while potentially generating a profit. 
   
  PCs may (and probably should) intercede at this 
  point.  Hadee’s behavior is unbecoming a proper Zeifan.  
  Any PC that is religious (of a Baklunish faith) or a 
  devoutly follows the Four Feet of the Dragon, should be 
  made aware that his words are inappropriate and even 
  blasphemous.  Even if the PCs don’t want to save the inn, 
  they could at least prevent Hadee from offending anyone 
  else in the tavern. 
   
  There are a few ways to handle the situation but it 
  won’t be a simple.  Hadee with immediately begin 
  insulting and intimidating the PCs, hoping to aggravate 
  them into some kind of foolish action so that he has an 
  ZEF7-01 Parshadon 
   
  Page 19 
  
  excuse to punish them under Zeif law.  PCs unable to 
  keep their cool may quickly find themselves as slaves. 
   
  The easiest way end this encounter is to pay the taxes 
  for the Guiding Light.  Since taxes have not been 
  collected from the inn in some time, the amount is quite 
  substantial (by regular standards).  The inn owes 50 gp in 
  tax money however Hadee has now upped the total to 
  100 gp and moved up the deadline to pay to the next few 
  days.  If the inn can’t come up with the money, the Bey 
  will take control of the building.  The PCs can simply pay 
  the 100 gp with no need for a roll and Hadee will leave, 
  miffed yet content.  Unfortunately, no one in town 
  (owner included) can afford that kind of money.  In total, 
  the Light Above has 5 gp to its name. 
   
  A second way to deal with the situation is to use one 
  of the following social skills: Bluff, Diplomacy or 
  Intimidate.  However, these only forestall the inevitable.  
  Unless the PCs can pay off the debt before the end of the 
  adventure, Hadee will eventually make his way back to 
  Parshadon and take control of the inn on behalf of the 
  Bey since no one at the inn can pay the debt. 
   
  For purposes of Diplomacy, Hadee bin Nusar starts 
  the encounter with an attitude of Unfriendly.  The PCs 
  will need to shift his attitude to Friendly or better to buy 
  the inn more time to pay.  If the PCs are successful, 
  Hadee will give the inn one more week to come up with 
  the money.  Shifting Hadee’s attitude to Friendly will 
  mean the inn still needs to pay its taxes immediately but 
  the fee will be reduced back to 50gp.  Helpful will give 
  the town more time to pay back the 50 gp.   
   
  PCs able to Bluff Hadee with a plausible excuse will 
  buy the inn some time to pay and/or lower the price.  
  How much time is up to the DM and the PC(s) to work 
  out through roleplaying.  If the PCs don’t have a 
  suggestion, Hadee will give them one week. 
   
  PCs who Intimidate Hadee will send him packing.  
  If Hadee realizes he’s outnumbered, he will head out of 
  the inn promising that the Bey will hear about this 
  behavior.  If the PCs succeed but Hadee thinks he is 
  dealing with one or two PCs, he’ll send in Fatel to deal 
  with the situation.  Fatel will do exactly what he is told.   
   
  It should also be noted that Hadee is very self-
  serving.  Should the PCs mention they have connections 
  with the Sultan or some other important official (have 
  favor with that individual) and are willing to expend their 
  favor on Hadee’s behalf, Hadee will agree to give the inn 
  another month to come up with the money.  If the PCs 
  are willing to expend a favor, no roll is necessary. 
   
  A final resort is to beat up Hadee’s bodyguard.  Once 
  Fatel is out of the picture, Hadee loses his nerve and flees 
  in fear.  This option can be dangerous for the PCs.  If the 
  PCs do use lethal force, they will be considered criminals 
  and may be arrested (see Conclusion for more details). 
   
  If the PCs insult Hadee in any possible way, he will 
  immediately order Fatel to defend his honor.  Fatel will 
  then step in and attempt to knock the offending PC 
  unconscious with his fists.  Fatel will only use lethal force 
  if the PCs use lethal force on him first. 
   
  Delivering the Dusk Lash Package 
   
  Since Hadee has been sent to Parshadon, he has 
  made arrangements with Bayezik Azuz ibn Timur to have 
  the Dusk Lash’s payment delivered to Parshadon.  One 
  (or more) of the PCs may have been chosen to deliver 
  that package.  If this is the case, then the PCs may use 
  their roles as bagmen to leverage some lenience from 
  Hadee. 
   
  Provided the PCs are somewhat discrete and deliver 
  the package intact (not tampered with), Hadee will be 
  pleased.  PCs that make the delivery gain a +4 bonus to 
  any Diplomacy checks made when dealing with Hadee.  
  The PC (or PCs) will have also gained the Notice of the 
  Dusk Lash. 
   
  If the PCs are obvious about the delivery, threaten to 
  withhold the package from Hadee or Hadee detects that 
  the package has been tampered with, then the PCs are in 
  a bit of trouble.  First, the Dusk Lash will find out and the 
  PCs will have earned their disfavor.  Second, Hadee will 
  be very displeased and his attitude will automatically 
  shift to Hostile and will inform the Bey of the situation, 
  jeopardizing the Dusk Lash’s operations in Madara. 
   
  Development – Lethal Force 
   
  If the PCs used lethal force on Hadee or Fatel, word 
  will reach the Bey who will send a sizable contingent of 
  men to arrest the PCs and bring them to justice.  The 
  Bey’s men will arrive at the conclusion of the adventure 
  when the PCs arrive back in town.  See Conclusion for 
  more details. 
   
  Development – PCs Do Not Interfere 
   
  Zeif is a very Lawful nation and many Zeif 
  characters are very law abiding.  There is the chance that 
  all of the PCs will not interfere with Hadee’s threats.  
  After all Hadee is an official representative of the Bey and 
  his word is law after all.  It is ok for the PC to not 
  interfere and sleep at night.  This is a fairly typical 
  moment of life in Zeif.  The events in the tavern will 
  affect the fate of Parshadon and every outcome has been 
  accounted for. 
   
  It should be pointed out to concerned PCs that 
  Hadee’s behavior and claims are not in keeping with the 
  Four Feet of the Dragon.  He is behavior dishonorably 
  and showing no generosity.  He even goes so far as to 
  take the name of Mouqol in vein.  Not very pious.  Those 
  PCs that adhere to the Four Feet of the Dragon will 
  ZEF7-01 Parshadon 
   
  Page 20 
  
  definitely be appalled by his behavior and it would not be 
  wrong of them to intercede if only to calm Hadee down 
  and have him set a better example.  In the process, the 
  PCs may even buy the inn some more time to pay their 
  taxes. 
   
  Tactics & Motivation 
   
  If the PCs are unwilling or unable to avoid a fight 
  with Hadee bin Nusar bodyguard, then Fatel do his best 
  to avoid lethal combat.  Hadee bin Nusar and Fatel are 
  both well aware of the criminal laws in Zeif, and while 
  Hadee is somewhat above reproach, Fatel isn’t.  Thus the 
  half-orc and his boss avoid lethal combat without 
  provocation to cover the possibility that they will be 
  prosecuted for their crimes and be forced into slavery.  
  However, once the PCs use lethal force, the gloves are 
  off.   
   
  If and when a fight does break out, Fatel will do his 
  best to protect Hadee bin Nusar.  He will attempt to stay 
  between Hadee and the PCs, Bull Rushing anyone that 
  gets too close.  Fatel isn’t a smart fighter.  He relies on his 
  size and strength to intimidate most opponents into 
  backing down.  Fatel will risk attacks of opportunity to 
  protect Hadee and may draw a few of his own due to 
  carelessness. 
   
  If the fighting looks serious, Hadee will attempt to 
  flee.  If Fatel is taken out (very likely), and Hadee hasn’t 
  escaped, he will attempt to threaten or cajole his way out 
  of trouble, stating that Bugra Bey ibn Damir al’Bakhoura 
  will hear about any harm that befalls him.  The DM may 
  wish to remind PCs that inflicting lethal damage upon 
  Hadee is a punishable offence and the sentence for the 
  crime is slavery. 
   
   
  Hadee bin Nusar: male Baklunish human Aristocrat 
  6; hp 27; see Appendix 4: NPCs 
   
   
  Fatel: male Orc; see appropriate entry in Appendix 
  One: Stats. 
   
  APL 2 (EL 3) 
   
  Fatel, Bodyguard: male orc Warrior 4; hp 22; 
  Appendix 1. 
   
  APL 4 (EL 3) 
   
  Fatel, Bodyguard: male orc Warrior 4; hp 22; 
  Appendix 1. 
   
  APL 6 (EL 5) 
   
  Fatel, Bodyguard: male orc Warrior 6; hp 33; 
  Appendix 1. 
   
  APL 8 (EL 5) 
   
  Fatel, Bodyguard: male orc Warrior 6; hp 33; 
  Appendix 1. 
   
  APL 10 (EL 7) 
   
  Fatel, Bodyguard: male orc Warrior 8; hp 44; 
  Appendix 1. 
   
  ENCOUNTER EIGHT:  
  SAVE THIS TOWN 
   
  Background 
   
  Idel was one of the Sultan’s men in charge of 
  overseeing operations in the mine.  Originally Idel hated 
  living in Parshadon but over time grew to love the land 
  and the quiet solitude it provided.  When the mines 
  began to shut down, Idel decided to stay on and live the 
  remainder of his life in Parshadon.  Idel died five years 
  ago but before he did he entrusted his son Mutah with a 
  secret: a mysterious tan and green marbled stone found 
  deep within the mines.   
   
  Introducing Mutah 
   
  Mutah bin Idel is a handsome man in his mid 
  twenties. He was born and raised in Parshadon and has 
  grown to love his life here.  Despite his rugged 
  appearance, Mutah is well spoken, intelligent and well 
  mannered.  He was taught the ways of the court and of 
  science by his father who was schooled at the Sultan’s 
  harem.  
   
  Mutah currently lives on his own in a small stone 
  hut on the slops of Parshadon.  He makes a living 
  farming root vegetables in small plots near his home.  He 
  trades the vegetables for other necessities such as fish, 
  wine and various services. 
   
  When the PC meet Mutah, read the following 
  aloud… 
   
  A young man wearing the worn garments of a 
  farmer approaches, his handsome face displaying 
  concern and worry.  He wrings his weathered hands 
  as he paces nervously towards you. 
   
  “If it is possible, I would wish to have a word 
  with you if you are not too busy.  It concerns the 
  welfare of my home as well as every other person that 
  lives in Parshadon.” 
   
  The Stone 
   
  If the PCs ask to see the stone, Mutah produces an 
  object approximately one foot in diameter wrapped in red 
  cloth.  The stone weighs approximately 6 pounds (the 
  weight of a heavy pick) and is tan with green marbling.  
  ZEF7-01 Parshadon 
   
  Page 21 
  
  Anyone handling the stone can feel that it is quite cool to 
  the touch. 
   
  Unbeknownst to Mutah, the stone was once a 
  legendary weapon known as Fellstone, a magical pick 
  made entirely of stone.  How the weapon came to its 
  current state is unknown.  For now, Fellstone sits inert in 
  its original stone form waiting for someone to draw on its 
  power and return it to its rightful state. (Arms and 
  Equipment Guide page 107) 
   
  How to Use This Encounter 
   
  Mutah’s introduction to the PCs is left to the DM’s 
  discretion.  It is most likely that Mutah will introduce 
  himself to the PCs before they set out with Hamza Fakih. 
   Mutah has heard Hamza’s tales of the Dark Sorceress and 
  believes that his unusual stone may be worth something 
  to her.  He would like to accompany the party to her 
  Tower and barter a trade to help restore Parshadon’s 
  former prosperity.   
   
  However, Mutah could also search out the PCs if 
  they have just fought Hadee and Fatel.  Mutah will advise 
  the PCs that it would be best if they left town for a while 
  until things cool down and if they are leaving town, 
  perhaps he could ask a favor. 
   
  If the PCs have yet to meet with Hamza Fakih, 
  Mutah could be used as a catalyst to have the PCs initiate 
  contact with him.  He will mention hearing Hamza’s tales 
  and mention they are the reason for his wanting the PCs 
  to journey to see the Sorceress.   
   
  If the PCs have met Hamza and decided not to take 
  him up on his offer and don’t know where the Tower is 
  located, Mutah will be able to help lead the PCs through 
  the Vaar Hills.  Though he is unsure where the tower is 
  located, he has seen Hamza’s maps and could find the 
  general location.  Once there it would be much easier to 
  locate the Tower. 
   
  If the PCs decide that the quest is too dangerous for 
  Mutah and do not offer to take the stone for him, he will 
  then attempt to follow the PCs as they head into the Vaar 
  Hills.  He is careful to remain quite far behind the party 
  (200 feet) so as not to be seen.  A DC 30 Spot check is 
  needed to see Mutah tailing the PCs.   
   
  If the PCs catch Mutah, he will apologize for his 
  deception and plead with the PCs to allow him to 
  accompany them.  If they still decline to take him along, 
  he will head back to Parshadon, leaving the stone to the 
  most trustworthy looking PC in the party (or Hamza if 
  none of the PCs inspire confidence) with instructions to 
  offer the stone to the Dark Sorceress in exchange for 
  prosperity.   
   
  If the PCs still refuse to take the stone to trade with 
  Alochiel, they will not gain the favor of the town of 
  Parshadon and the item Fellstone should be crossed off as 
  an option on the AR. 
   
  Here is what Mutah knows: 
   
  • 
  The stone was given to him by his father Idel.   
  • 
  Idel worked for the Sultan and helped run the 
  mines. 
  • 
  Idel told Mutah that one evening, while he was 
  clearing slaves from the mine, the earth shifted, 
  revealing a strange rock formation. 
  • 
  On closer inspection, the formation resembled 
  an altar or a pedestal.  On top of this pedestal 
  was a strange looking rock. 
  • 
  Thinking rock might be valuable, Idel took it.  
  He hoped to sell it for cash 
  • 
  Over time Idel grew to love living in Parshadon 
  and when the mines closed, he remained 
  behind.  
  • 
  Mutah plans to trade the stone to the Sorceress 
  in exchange for her help saving Parshadon 
   
   
  Mutah: male Baklunish human Expert 4; hp 14; see 
  Appendix 4: NPCs 
   
  ENCOUNTER NINE:  
  LOST SOULS 
   
  Background 
   
  With the recent establishment of trade ties to Zeif, 
  more than a few citizens of the Duchy of Urnst have 
  made their way to Zeif to find their fortune.  The Seltaren 
  Seven were one such group. 
   
  The Seltaren Seven were an adventuring group based 
  in the city of Seltaren in the Duchy of Urnst.  Looking for 
  a change of scenery and following rumors of lost silver, 
  the Seltaren Seven made their way to Parshadon and into 
  the Vaar Hills.   
   
  Using magical guidance and a rough map, the group 
  found the remains of an ancient ruin deep in the hills.  
  Over the next few days, the group uncovered hidden 
  burial chambers and plundered them for their wealth.  
  Unfortunately, the group also released an ancient evil 
  spirit that was trapped there.  The spirit stalked the group 
  as they journeyed back to Parshadon, slowly eroding 
  their sanity and picking off stray members during 
  opportune moments.  By the time the party finds the 
  Seltaren Seven, there is one member left: Slit Wolfheart. 
   
  Late last night Slit Wolfheart succumbed to the 
  maddening whispers of the evil jackal spirit.  In a fit of 
  paranoid rage, he lashed out at everything and anyone 
  ZEF7-01 Parshadon 
   
  Page 22 
  
  around him, killing the remaining two members of his 
  party: a female Suel mage and worshipper of Wee Jas and 
  a Halfling warrior and his riding dog.  Slit now sits atop a 
  large rocky formation beside the camp, hiding and fearful 
  of detection.  When the PCs enter the camp, Slit will see 
  them as threats to his safety, mistaking them for the evil 
  spirits, and will instinctively lash out at them. 
   
   
  Using This Encounter 
   
  This encounter is designed to be inserted into the 
  adventure at any time the PCs are traveling through the 
  Vaar Hills.  Ideally it will come after the PCs have met 
  Hamza and/or Mutah in town and agreed to head to the 
  Sorceress’ Tower but this need not always be the case.  If 
  the PCs were unfortunate enough to be unable to defend 
  the Sulamak and were forced to walk to Parshadon via 
  the Vaar Hills, they may stumble upon the remains of the 
  Seltaren Seven a bit earlier than expected. 
   
  It is also important to note that this encounter 
  should come before Encounter Eleven: An Ancient Evil 
  so the PCs may have an opportunity to discover 
  information about what is to come but again, this isn’t 
  absolutely necessary.  See Appendix 7: Flow Chart for 
  details. 
   
  The Campsite 
   
  When the DM is ready to insert the encounter into 
  the adventure, read the following aloud… 
   
  Smoke drifts lazily from behind a cluster of 
  several large red rocks.   
   
   
  Assuming they investigate the campsite, read the 
  following aloud… 
   
  Shattered wreckage lays strewn about the hard 
  ground surrounding a smoldering fire pit.  Not far 
  from the center of the camp lay two motionless 
  forms: a Halfling and a Suel female.  It isn’t difficult 
  to tell that the pair did not survive the attack.  
   
  The Cave 
   
  Approximately 15 feet up on one of the large rocks 
  near the campsite (see map), is a small shallow cave that 
  Slit has been using as a hiding spot and shelter.  Inside, 
  the PCs will find scraps of food and rations that Slit 
  scavenged from the remains of the campsite as well as a 
  replenishing skin that provides Slit with water. 
   
  Identifying Slit 
   
  Both Hamza and Mutah met Slit Wolfheart as well as 
  the rest of the Seltaren Seven.  If they are accompanying 
  the PCs, they can easily identify Slit as one of the 
  adventurers that was in town a little over two weeks ago.  
  They can also identify the bodies of the female Suel and 
  the Halfling though neither knows their name as they 
  never spoke with the townsfolk.   
   
  PCs taking a full round to examine Slit from a 
  reasonable distance, will be able to make a DC 15 Heal 
  check to tell that Slit is suffering from malnutrition and 
  thirst.  A result of 25 to 29 will reveal that Slit is not just 
  raging but he is also suffering from some mental trauma.  
  Results of 30 or better will let the PC know all of that 
  plus that Slit has had his mental stats reduced in some 
  capacity. 
   
  Tactics & Motivation 
   
  If the PCs do not spot Slit a top the large rocky 
  formation (DC 25 Spot check), he will rage and leap 
  down upon the PCs with furious anger and attack the 
  closest PC, screaming in orcish “You won’t kill me!  I 
  won’t let you!” 
   
  Slit will not stop attacking until subdued or killed.  
  His Wisdom is currently three and he is running on little 
  more than instinct.  He is too crazed to stop and use any 
  of his potions.  He simply keeps hitting until the PCs 
  stop him. 
   
  If the PCs capture/subdue Slit and cure him of his 
  insanity, give them full experience as though they had 
  killed him. 
   
  Development – Speaking With Slit 
   
  If the PCs are able to remove his madness (bring is 
  Wisdom above five or use some other powerful magic), 
  he will be able to give the PCs some interesting bits of 
  information.  The descriptions have been left a bit vague 
  so that the DM.   
   
  If the PCs cast speak with dead on the Suel Wizard 
  or the Halfling, they will get roughly the same 
  information, modified to fit their point of view. 
   
  What Slit Wolfheart can tell the PCs: 
   
  • 
  Slit and his group left Parshadon over two 
  weeks ago to find the location of a set of ruins.  
  He remembers Hamza approaching the group 
  but their leader Llwelyn declined. 
  • 
  After a week in the hills, the group finally 
  found the ruins.  They spent three more days 
  exploring the ruins before stumbling across 
  some ancient burial chambers.   
  • 
  The group had some luck recovering treasure 
  but decided to head back to Parshadon when 
  two of their members were killed by guardians. 
  • 
  We began heading back but we became lost.  It 
  was as though the path was moving, leading us 
  further into the hills rather than out.  We 
  ZEF7-01 Parshadon 
   
  Page 23 
  
  wandered for five days before making camp 
  here. 
  • 
  During our wandering we began to notice 
  strange sounds in the night.  An odd howling.  
  Everyone felt uneasy and were put very on 
  edge. 
  • 
  Two nights out we lost our cleric of Pelor.  It 
  appeared as though he wandered off into the 
  night.  There was no sign of him coming or 
  going, he simply vanished during his watch. 
  • 
  Two nights after that, the elf thought he 
  spotted something and ran off after it.  It was 
  night and we lost him the dark.  We have not 
  seen him since. 
  • 
  I have seen eyes, terrifying eyes, watching us at 
  the edge of our camp fire.  They filled my soul 
  with dread. 
  • 
  The wizard said we had unearthed an ancient 
  evil when we opened the tomb.  This creature 
  was the walking dead but alive and older than 
  humans.  That it would follow us to the ends of 
  Oerth to exact its revenge.  That it would 
  destroy our minds then make us one if its kind. 
   
  Specific to Slit Wolfheart: 
   
  • 
  We made camp here and that night my dreams 
  were filled with terrible visions.  Something or 
  things were closing in trying to hold me down. 
   I do not recall what happened after that. 
   
  Specific to the Mage and the Halfling: 
   
  • 
  The half-orc was having some very troubling 
  dreams and began screaming.  I (the Mage) 
  went over to see if there was some way I could 
  help.  When I (the Mage) shook the half-orc, he 
  went berserk.  He attacked the camp, smashing 
  our belongings like a ferocious animal.  When 
  we tried to stop him, he turned on us. 
   
  Development –Slit Goes With PCs 
   
  If the PCs are concerned with what Slit will do, he 
  will say he’s not sure.  If there are any Suel present, he 
  will ask them what to do.  If no one has any ideas, he will 
  say that he should go back to Seltaren. 
   
  Clever PCs may be able to convince Slit to 
  accompany the PCs for the rest of their journey (however 
  long that may be).  PCs need to make a DC 15 Diplomacy 
  check to convince Slit to go with them.  If any PC is Suel, 
  they do not need to make a check but they still need to 
  ask.  Slit has been trained to protect Suel and follows 
  their orders almost religiously.   
   
  If Slit does accompany the PCs, he will stay near any 
  Suel PCs, acting as their bodyguard.  If there are no Suel, 
  he will stay by the person that persuaded him to come 
  with the PCs.   
   
  Slit is a powerful ally.  If there are six PCs and they 
  don’t seem to be having any trouble, don’t involve Slit in 
  any combats.  Instead, have him guard the rear or some 
  other duty.   
   
  If the PCs are a small group and/or underpowered, 
  the DM should consider having Slit join the combat to 
  help even the odds.  He can deal a lot of damage if 
  needed. 
   
  Development – The Next Victim  
   
  If the PCs haven’t encountered the Ancient Evil 
  Jackal yet, he is in the area.  He will take this opportunity 
  to pick a PC to begin stalking.  That person will then 
  begin to see things in the corner of his eye and feel as 
  though he/she is being watched.  The Jackal will then 
  stalk the PC for a number of days, attempting to weaken 
  the PC before making its move. 
   
  Development – PCs Don’t Get Slit’s Gear 
   
  If the PCs save Slit, they won’t get to keep his gear 
  (anything on his person) as loot.  In this case, the PCs will 
  receive a reward from House Meissel on behalf of Slit 
  Wolfheart once Slit returns to Seltaren.  The PCs will 
  receive the gold equivalent to the value of Slit’s gear and 
  still gain access to any items listed on the AR under item 
  access.  House Meissel has promised to make some items 
  available for purchase for a short time.  The items are 
  those listed on the AR. 
   
  Development – Searching The Campsite 
   
  When Slit Wolfheart went insane, the following 
  rampage destroyed most of the valuables in the camp.  A 
  search of the camp will uncover 30 gp worth of gems and 
  coins and any potions that may be listed under Slit’s 
  equipment list (he’s forgotten they exist).  The potions 
  are marked in Orcish.  If anyone can read Orcish, they 
  say “Big” (for enlarge person), “Heal” (for cure moderate 
  wounds) & “Heal” (for potion of lesser restoration).  The 
  cure moderate wounds and the lesser restoration potions 
  are different colors (one is green and one is clear) which 
  is how Slit could tell the difference. 
   
  It will also uncover a blood soaked map leading to 
  the ancient ruins that housed the evil jackal spirit.  Notes 
  have recently been made on the map to help pinpoint the 
  exact location of the ruins in relation to Parshadon.  The 
  notes are written in Common with some in ancient 
  Sueloise. 
   
  If the PCs follow this map and have not yet defeated 
  the jackal spirit, they will encounter it at the ruins.  Once 
  ZEF7-01 Parshadon 
   
  Page 24 
  
  the PCs have defeated the jackal spirit, they may remain 
  at the ruins unmolested.  See Encounter Eleven: An 
  Ancient Evil for more details. 
   
  Any PC able to Track can make a DC 15 Survival 
  check to tell that the most recent tracks show a three 
  humanoids in battle.  Two are of medium height, one is 
  small.  A result of 20 or better will also reveal two older 
  sets of tracks wandering off from the campsite and not 
  returning.  Those are the tracks of the priest and the elf. 
   
  APL 2 (EL 3) 
   
  Slit Wolfheart: male half-orc barbarian 2/fighter 1; 
  hp 21; Appendix 1. 
   
  APL 4 (EL 5) 
   
  Slit Wolfheart: male half-orc barbarian 2/fighter 3; 
  hp 39; Appendix 1. 
   
  APL 6 (EL 7) 
   
  Slit Wolfheart: male half-orc barbarian 2/fighter 5; 
  hp 54; Appendix 1. 
   
  APL 8 (EL 9) 
   
  Slit Wolfheart: male half-orc barbarian 2/fighter 7; 
  hp 69; Appendix 1. 
   
  APL 10 (EL 11) 
   
  Slit Wolfheart: male half-orc barbarian 2/fighter 9; 
  hp 95; Appendix 1. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 27 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +1 (104 gp), potion of cure moderate wounds 
  (25 gp), potion of lesser restoration (25 gp), potion of 
  enlarge person (21 gp), replenishing skin (83 gp); Total 
  315 gp. 
   
  APL 4: Loot 0 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +1 (104 gp), greataxe +1 (193 gp), potion of 
  cure moderate wounds (25 gp), potion of lesser 
  restoration (25 gp), potion of enlarge person (21 gp), 
  replenishing skin (83 gp); Total 481 gp. 
   
  APL 6: Loot 0 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +1 (104 gp), gauntlets of ogre power (333 gp), 
  greataxe +1 (193 gp), potion of cure moderate wounds (25 
  gp), potion of lesser restoration (25 gp), potion of enlarge 
  person (21 gp), replenishing skin (83 gp); Total 814 gp. 
   
  APL 8: Loot 0 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +2 (354 gp), gauntlets of ogre power (333 gp), 
  greataxe +1 (193 gp), potion of cure moderate wounds (25 
  gp), potion of lesser restoration (25 gp), potion of enlarge 
  person (21 gp), replenishing skin (83 gp), ring of 
  protection +1 (167 gp); Total 1231 gp. 
   
  APL 10: Loot 0 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +2 (354 gp), gauntlets of ogre power (333 gp), 
  greataxe +1, thundering (693 gp), potion of cure moderate 
  wounds (25 gp), potion of lesser restoration (25 gp), 
  potion of enlarge person (21 gp), replenishing skin (83 
  gp), ring of protection +1 (167 gp); Total 1731 gp. 
   
  Magic: The items produce the following magic auras: 
   
  APL 2: chainshirt +1 (faint abjuration), potion of 
  cure moderate wounds (faint conjuration), potion of 
  lesser restoration (faint conjuration), potion of enlarge 
  person (faint transmutation), replenishing skin (faint 
  conjuration). 
   
  APL 4: chainshirt +1 (faint abjuration), greataxe +1 
  (faint abjuration), potion of cure moderate wounds (faint 
  conjuration), 
  potion 
  of 
  lesser 
  restoration 
  (faint 
  conjuration), 
  potion 
  of 
  enlarge 
  person 
  (faint 
  transmutation), replenishing skin (faint conjuration). 
   
  APL 6: chainshirt +1 (faint abjuration), gauntlets of 
  ogre power (faint transmutation), greataxe +1 (faint 
  abjuration), potion of cure moderate wounds (faint 
  conjuration), 
  potion 
  of 
  lesser 
  restoration 
  (faint 
  conjuration), 
  potion 
  of 
  enlarge 
  person 
  (faint 
  transmutation), replenishing skin (faint conjuration). 
   
  APL 8: chainshirt +2 (moderate abjuration), 
  gauntlets of ogre power (faint transmutation), greataxe +1 
  (faint abjuration), potion of cure moderate wounds (faint 
  conjuration), 
  potion 
  of 
  lesser 
  restoration 
  (faint 
  conjuration), 
  potion 
  of 
  enlarge 
  person 
  (faint 
  transmutation), replenishing skin (faint conjuration), 
  ring of protection +1 (faint abjuration). 
   
  APL 10: amulet of health +2 (faint transmutation), 
  chainshirt +2 (moderate abjuration), gauntlets of ogre 
  power (faint transmutation), greataxe +1, thundering 
  (faint abjuration/necromancy), potion of cure moderate 
  wounds (faint conjuration), potion of lesser restoration 
  (faint conjuration), potion of enlarge person (faint 
  transmutation), replenishing skin (faint conjuration), 
  ring of protection +1 (faint abjuration). 
   
  ENCOUNTER TEN:  
  LET’S MAKE A DEAL 
   
  Alochiel 
   
  Alochiel is a demoness sorceress that came to the 
  Prime Material Plane nearly a millennium ago and 
  decided to stay.  While Alochiel is a creature of chaos and 
  evil, she is not violent nor is she stupid.  She would much 
  prefer to use deception and subterfuge to get what she 
  wants.  If that doesn’t work, she is more than happy to 
  buy it with gold and jewels.  If she can’t get what she 
  wants immediately, she is willing to wait.  She has lived 
  over a thousand years.  She can afford bide her time until 
  the item becomes available once more. 
  ZEF7-01 Parshadon 
   
  Page 25 
  
   
  Alochiel is ultimately out for herself even if her 
  immediate goals don’t appear clear.  Though her 
  bargaining may seem foolish or incomprehensible to 
  those dealing with her, Alochiel’s deals are always made 
  with an eye on her long-term plans.  What those plans 
  are, however, remain a mystery to everyone except her. 
   
  Alochiel and the PCs 
   
  Alochiel will appear to the PCs as a beautiful human 
  female with dark skin as she did in ZEF6-04 Generosity.   
   
  Unlike Generosity, Alochiel is not masking her 
  alignment.  She is in her home and has nothing to gain 
  by doing so.  Any PC using detect evil will be in for a 
  nasty surprise.  Her evil aura is Overwhelming.  Anyone 
  detecting evil on her will lose the spell and be stunned 
  for one round.  She will immediately notice (see 
  Detecting Alochiel for details). 
   
  At no time will Alochiel admit she is something 
  more than she appears.  PCs may have ideas she is more 
  than she appears but she will neither confirm nor deny 
  their suspicions.   
   
  Alochiel will already know the name of any PC that 
  played that adventure whether she met them or not.  If 
  the PCs met Alochiel at the auction, their actions in the 
  previous adventure may have a bearing on how Alochiel 
  treats the PCs this time around.  PCs that played ZEF6-04 
  Generosity may have one (or more) of the following 
  marked on their Generosity Adventure Record: 
   
  Curse of Alochiel 
   
  In ZEF6-04 Generosity, the PCs may have earned 
  Alochiel’s wrath.  If they did, then Alochiel will be 
  Unfriendly to those PCs that have this curse and not 
  wish to allow them entry to her home unless they meet 
  her stated demands.  She will insist that the cursed PCs 
  beg and grovel for her forgiveness.  Any player that 
  convincingly does so through roleplaying will be allowed 
  in.  Any PC that refuses will be forced to wait outside.  
  There is no other way that Alochiel will allow the cursed 
  PC(s) in her home. 
   
  Struck A Deal with Alochiel 
   
  In ZEF6-04 Generosity, if the PCs agreed to secure a 
  figurine of a horse at the auction for Alochiel and did so, 
  then they likely earned her favor.  Any PC using her 
  favor may have lost their soul to Alochiel.  Alochiel will 
  automatically be Friendly towards any PC whose soul she 
  owns. For those who haven’t taken advantage of her 
  favor, she will be Indifferent and want to know why 
  those particular PCs haven’t taken her up on her offer. 
   
  Won At Auction: Figurine  
   
  If 
  any 
  PC 
  has 
  the 
  figurine 
  (a 
  grotesque 
  representation of a horse carved from obsidian) coming 
  into the adventure, then they will learn the true identity 
  of their purchase once Hamza successfully deals with her. 
   If he can’t get in to meet with Alochiel (he died on route) 
  then Alochiel may agree to reveal the figurine’s secret for 
  a price.   
   
  However, Alochiel will make one last attempt to get 
  the figurine (or figurines) back from the PC before the 
  adventure is over.  PCs may use the figurine as a 
  bargaining chip when dealing with her should they 
  choose, as it carries great value to Alochiel. 
   
  Paladins & Alochiel 
   
  Paladin characters may have a bit of a dilemma on 
  their hands during this section of the adventure.  It is 
  possible that Paladins (or other Lawful Good characters) 
  may discover Alochiel’s true alignment or even true 
  nature. 
   
  While the Paladin’s Code of Conduct (Player’s 
  Handout page 44) doesn’t specifically state that talking to 
  an evil individual breaks the code, some DMs may rule 
  otherwise.   
   
  If you as a DM rule that dealing with Alochiel is 
  against the Paladin’s Code of Conduct, it is probably a 
  good idea to give the player some advanced warning of 
  the situation they might find themselves in.  Attacking 
  Alochiel in her own tower will not go well for the PCs 
  and it is likely that a Paladin, if placed in front of Alochiel 
  and aware of her alignment/race, will feel compelled to 
  do so.   
   
  Some suggestions on how to avoid overzealous 
  Paladins: 
   
  • 
  Alochiel denies entry to any Paladin unless 
  they agree to hand over all weapons.  The DM 
  can hide the fact that he/she is singling out 
  Paladins by having all PCs hand over their 
  weapons. 
  • 
  Allow the Paladin in the tower but exclude 
  them from negotiations.  Instead, Alochiel will 
  ask the Paladin (and perhaps other Lawful 
  Good characters) to translate some valuable 
  religious texts that she is having trouble 
  deciphering.  She promises to give the texts to 
  the PCs if they can decipher them for her. A 
  DC 10 Decipher Script check, a DC 30 
  Knowledge(Religion) check or an appropriate 
  spell (comprehend languages) will unscramble 
  the code, which Alochiel created to keep 
  annoying Lawful Good PCs busy. 
  ZEF7-01 Parshadon 
   
  Page 26 
  
  • 
  Have Alochiel state to non-Lawful Good PCs 
  that she doesn’t think it is a good idea that the 
  Paladin (or other Lawful Good type) come in.  
  The business they are about to conduct isn’t 
  something Paladins tend to tolerate.  She asks 
  the PCs to deal with the Paladin but he should 
  be allowed inside.  If he is allowed inside and 
  starts trouble, then they will all be held 
  responsible. 
   
  Detecting Alochiel 
   
  Casting spells and using spell-like abilities inside 
  Alochiel’s home will be seen as a hostile action and will 
  result in the PCs (and any NPCs) being ejected from the 
  premises without hesitation (see Attacking Alochiel’s for 
  details).   
   
  PCs may make a DC 30 Spot check to determine that 
  something is not right about Alochiel.  Anyone making 
  the Spot check may make a DC 29 Knowledge (Planes) 
  check to learn she is a succubus.  Alochiel receives a + 10 
  to her Disguise check thanks to polymorph so PCs using 
  true seeing on Alochiel may have an easier check.   
   
  Alochiel does not react violently if detected.  She 
  will be impressed with the PCs resourcefulness and will 
  say so but will then return to the business at hand.   
   
  If the PCs decide to attack, then all bets are off.  The 
  PCs will have been given ample warning before entering 
  the premises.  If they still attempt to attack her, they get 
  what they deserve (see Attacking Alochiel’s for details).   
   
  Alochiel’s Tower 
   
  Alochiel’s Tower has some unusual properties that 
  may come into effect.  
   
  First of all, her tower is protected by a permanent 
  mordenkainen’s private sanctum (Player’s Handbook 
  page 256).  This means no divination (scrying) into the 
  tower and those within are immune to detect thoughts. 
   
  Second of all, the walls of Alochiel’s Tower are 
  enchanted with a permanent dimension lock spell 
  (Player’s Handbook page 221).  This prevents travel in to 
  or out of the tower but not within the tower itself. 
   
  Alochiel’s Stats 
   
  Alochiel is far more powerful than the PCs and is 
  present to act mainly as a plot device.  The PCs may want 
  to fight her.  Try to avoid it.  Alochiel could easily defeat 
  the entire party.   
   
  To avoid the temptation to place her in combat and 
  to maintain her aura of dominance, Alochiel has 
  purposely not been given stats.   
   
  However, the DM may need some information to go 
  on.  The numbers presented here may not be the same 
  numbers that will appear in other adventures.  These 
  numbers are given to assist DMs.  Some important 
  numbers are given and should cover most eventualities; 
  however, the DM may need to make up some stats on the 
  fly.   
   
   
  Alochiel, Succubus Sorceress: Sorcerer 10; hp 120 
  (16 HD); Bluff +32; Concentration +23; Diplomacy +12; 
  Intimidate +19; Sense Motive +2.  Saves Fort +14, Ref +14, 
  Will +18.   
   
  Alochiel can make use of the Still and Silent Spell feats.  
  The DC for her spells is 21 + Spell Level. 
   
  Entering Alochiel’s Tower 
   
  After three (or possibly more) days of travel, the PCs 
  should arrive at Alochiel’s Tower.  When they do, read 
  the following: 
   
  A most unusual site suddenly breaks the 
  repetition of the stark landscape.  The glint from 
  polished metal catches your eye.  A narrow white 
  tower with a large brass dome stands tall amidst the 
  sun-baked soil of the Vaar Hills.  This could only be 
  the Tower of the Sorceress. 
   
   
   
  The Tower only has one obvious entrance and that is 
  a large wooden door at the base of the tower.  The door is 
  read them the following… 
   
  Approaching the only entrance to the tower, you 
  are suddenly commanded by a woman’s voice. 
   
  “State your business or turn back.  I have no time 
  for fools.” 
   
   
  The PCs will be greeted by a woman’s voice as they 
  approach the door to the tower.  She will know Hamza’s 
  name and may know the PCs names if they played ZEF6-
  04 Generosity.   
   
  Alochiel may have some things to deal with before 
  she allows the PCs entry.   
   
  First, she will want to deal with any PC that was 
  cursed by her.  See Curse of Alochiel for more details. 
   
  Second, she may need to caution the PCs about 
  Paladins and other Lawful Good types should the DM use 
  that option.  See Paladins & Alochiel for more details. 
   
  Once that is taken care of, she will ask the PCs their 
  business.  If they lie, she will know it and tell them so.  
  She would prefer they got straight to the point.   
   
  Once the PCs (or Hamza) admit they are they are 
  here to make some kind of trade, and do not have her 
  curse, read them the following… 
   
  An ornate scroll case falls at your feet as if 
  suddenly dropped from a great height.   
  ZEF7-01 Parshadon 
   
  Page 27 
  
   
  “Those are my terms for entrance.  Read them.  If 
  you wish to enter, you must sign that contract and 
  heed my wishes.” 
   
   
  Alochiel will not be so kind to those that carry her 
  Curse (see Alochiel’s Curse for details).  Read the 
  following to any PC that is cursed… 
   
  “Those who bear my curse may not enter freely.  
  They must attempt to curry favor with me.  Grovel 
  before me and I may allow you within my halls.” 
   
   
  Unfurling the scroll will reveal a quill and a small 
  vial of oddly colored ink.  The PCs must sign the 
  document if they wish to enter the tower.  The scroll lists 
  Alochiel’s terms and conditions.   
   
  Any PC carefully examining the document and 
  making a DC 10 Intelligence, Knowledge (Arcane), 
  Profession (Law) or some other applicable skill check will 
  know that the contract holds no tricks or loopholes.  It is 
  simply an agreement that the PCs will abide by her rules 
  and if they don’t, she has legal precedence to act 
  accordingly.  The terms and conditions are listed on 
  Player Handout 2: Contract 
   
  If asked about the scroll, Alochiel will state… 
   
  “In Zeif, there are certain laws that must be 
  followed.  In my home, there are also laws you must 
  follow.  Your contract binds you to those laws.  
  Should you fail to follow my laws, then that contract 
  absolves me of any responsibility for what may 
  happen.” 
   
   
  When a PC signs his scroll, he/she is transported 
  into the tower. 
   
  Those that successfully enter the tower will find 
  themselves in a large circular chamber.  The chamber is 
  extremely well furnished and stocked with the finest 
  refreshments the PCs could imagine.  There is only one 
  door in or out of the room.   
   
  There are twenty-six alcoves around the edge of the 
  room.  Inside each alcove stands a large stone statue of 
  the past (and the present) Sultans of Zeif.  The statues are 
  placed in chronological order.  PCs will automatically 
  recognize the current Sultan.  Those making a DC 15 
  Knowledge (Nobility & Royalty) check will recognize 
  twenty-four of the other twenty-six statues as past Sultans 
  of Zeif.  Between Sultan Kouroz and Sultan Keshkadar, 
  there is a statue of a mysterious man that was not Sultan.  
  If the PCs bring it up in any fashion, Alochiel will neglect 
  to comment. 
   
  Alochiel will be seated comfortably on a large pile of 
  cushions when the PCs appear.  She will greet the PCs 
  and will order her servants to serve the PCs.  She will 
  make a bit of small talk then get down to business.   
   
  First the Figurine 
   
  Before any deals are struck, Alochiel will first single 
  out any PC that is in possession of the Figurine.  The 
  Figurine is of some value to her and she would like it 
  back.  She tried to win it at the auction but was unable.  
  Now she is making one last attempt to retrieve it from 
  the PCs.   
   
  Before revealing any information about the Figurine, 
  Alochiel will make an offer to the PC possessing it.  She 
  will offer to trade it for a treasure from her collection.  
  She will not reveal any information about the treasures 
  except to say that they are considered quite valuable by 
  some.  However, the more figurines at the table, the less 
  bargaining power the PCs actually have.  Alochiel only 
  has need for one Figurine after all. 
   
  If a PC is cursed, she will offer to lift her curse in 
  exchange for a Figurine.   
   
  If the PC is not carrying her curse, she will offer 
  them a chance to pick an item from her treasury. 
   
  She will do this for each PC that has a figurine.  
  Once Alochiel has secured a Figurine or all PCs have 
  declined to trade, Alochiel will continue on with 
  business. 
   
  Hamza Fakih 
   
  If Hamza Fakih is present, she will start dealing with 
  him.  Read the following aloud: 
   
  “So scholar, what have you brought that might 
  interest me?  My knowledge does not come cheap.” 
   
   
  Hamza will produce one of the random objects from 
  the supplies to give to her, which she will accept.   
   
  If the PCs lost the cargo, Hamza will produce a silver 
  mirror from his pack and announce that it is a magical 
  mirror that only shows vampires. 
   
   
  Alochiel will take Hamza to a private room and 
  reveal the secrets of the Figurine.  She will teach him the 
  ritual necessary to unlock the Figurine’s powers as well as 
  give him other pertinent information about the Figurine 
  as well as the other items he is studying.   
   
  Once she is done with Hamza, Alochiel will turn to 
  the PCs and attempt to strike a bargain (or bargains) with 
  them. 
   
  If Hamza did not accompany the PCs or died on 
  route, Alochiel will reveal that she can unlock the secrets 
  of the Figurine for a price: an eye.  See Bartering with The 
  PCs for more details. 
   
  The Stone 
   
  If the PCs brought the stone and ask to trade it, 
  Alochiel will agree.  Alochiel will first ask for the stone.  
  Once it is in her possession, she will speak a command 
  ZEF7-01 Parshadon 
   
  Page 28 
  
  word and the stone will suddenly morph into a large 
  magical pick made entirely of granite.  Read the 
  following aloud… 
   
  Alochiel takes the stone and studies it intently 
  for some time.  After a few minutes, she gestures, 
  white threads of smoke snake from her hand and 
  wrap the stone in a translucent cocoon of energy.   
   
  The stone begins to pulse and warp.  Slowly its 
  shape changes to one more familiar: a large pickaxe 
  made entirely from stone.   
   
   
  If the PCs ask, Alochiel will inform them that stone 
  was in fact a powerful weapon known as Fellstone.  It had 
  reverted to its original form waiting to awake once more. 
   Mutah was completely unaware of the stone’s true nature 
  before the trade. 
   
  Once the stone has been dealt with, Alochiel will 
  inform Mutah or the PCs (who ever gave her the stone) 
  that she will now hold up her part of the bargain.  She 
  will offer to cast a Wish.  She will ask the PCs to decide 
  what to wish for and then she will use her ring to cast its 
  remaining wish.  Alochiel will always speak the wish and 
  she will always phrase it so that the PCs do not gain 
  permanent benefit from ability increases, etc.  If the PCs 
  demand that they should be allowed to speak the wish, 
  Alochiel will decline.  Alochiel will state that she will 
  only allow the owner of the stone to speak the wish and 
  that owner is Mutah (Mutah will always wish for 
  prosperity for Parshadon).  In the absence of the stone’s 
  owner, Alochiel and only Alochiel may opt to speak for 
  him.  If the PCs don’t like it, there is little they can do 
  about it. 
     
   
  If the PCs agree to her terms, they may now describe 
  what they’d like in exchange for the stone.  However, 
  before Alochiel grants them their wish, she will try to 
  tempt them to choose something other than help for 
  Parshadon (assuming that is what the PCs want to wish 
  for).  
   
  Helping the Town 
   
  If Mutah is present, he will wish for the town to 
  prosper once more.  If, after being tempted by Alochiel, 
  the PCs choose to wish for prosperity for the town.  Read 
  the following aloud… 
   
  Alochiel concentrates and then speaks, “Provide 
  the town of Parshadon with the means to return to 
  her former glory.” 
   
  Tempting the PCs 
   
  If the PCs are the one’s making the wish, Alochiel 
  will try to tempt the PCs into wishing for something 
  other than prosperity for the town. 
   
  Removing the Curse 
   
  Her first tactic will be to target any PC that bears her 
  curse.  She will claim (falsely) that the wish is the only 
  way to lift the curse and that she only has one wish.  If 
  more than one PC has the curse, Alochiel will claim that 
  the one wish can lift multiple curses to make it that more 
  tempting.  Read the following aloud… 
   
  Alochiel concentrates and then speaks, “The 
  sinners have paid their penance and so let their 
  burden be lifted.” 
   
  Suddenly you feel as though a great weight has 
  been lifted from your shoulders. 
   
   
  If the PCs take Alochiel up on her offer, the curse is 
  lifted and stays lifted.   
   
  Raise Dead / Resurrection 
   
  If any of the PCs died on the way to the tower, 
  Alochiel will offer to use the wish to have ally raised or 
  resurrected free of charge.  If the PCs agree, then read the 
  following aloud... 
   
  Alochiel concentrates and then speaks, “Guide 
  this individual’s soul back to this body so that they 
  may walk amongst us once again.” 
   
   
  If the PCs do raise their companion from the dead, 
  the raised/resurrected individual will be returned to life 
  with no adverse effects. 
   
  Raise Ability Score 
   
  Alochiel won’t offer to increase the PCs attributes 
  but if the PCs bring it up, she’ll be more than happy to 
  agree.   
   
  Alochiel will word the wish so that it is not a 
  permanent effect.  Alochiel will cast the wish and the PC 
  will have his chosen attribute increased by one.  Read the 
  following aloud (paraphrasing as needed)... 
   
  Alochiel concentrates and then speaks, “Lend 
  your power to enhance the <ability name goes here> 
  of this/these individual(s)”. 
   
   
  At the end of the adventure, the PC who had his 
  attribute increased is in for a shock.  Alochiel was careful 
  enough to word the wish so that the effect was not 
  permanent.  The PC will enjoy the benefit of the 
  increased stat for the remainder of the adventure.  After 
  the adventure ends, the attribute returns to pre-wish 
  levels and somewhere Alochiel smiles. 
   
   
     
  Alternate Trades 
   
  If the PCs didn’t have The Stone to trade but still 
  wish to aid the town, Alochiel will accept an eye or a 
  Figurine as payment instead.  Alochiel will not trade for 
  something she has already gotten from the PCs, so if she 
  ZEF7-01 Parshadon 
   
  Page 29 
  
  already has traded for a Figurine or an eye, no PC may 
  trade her a second one. 
   
  One Eye Please 
   
  Once the DM has run the Hamza and the Stone 
  encounters, the DM should see to Alochiel’s agenda of 
  securing an eye.   
   
  Alochiel is building an eye golem and she needs one 
  more eye to complete the task.  She will offer to trade 
  something of extreme value for a PC’s left eye.  Only one 
  PC may partake in this deal.  As noted elsewhere, 
  Alochiel will not trade for something she already has, so 
  if one PC trades their eye, no other PC may trade their 
  eye to Alochiel. 
   
  If the PCs didn’t bring the stone, then she will offer 
  up a wish to the PCs (see The Stone for details) in 
  exchange for an eye.   
   
  If the PCs brought the stone and used it, Alochiel 
  will then offer to trade an item from her vast treasury for 
  someone’s eye.  As with the Figurine, she won’t show the 
  PCs what is in her treasury before hand, only stating that 
  she has collected many items of great value over the 
  years.   Last but not least, PCs may also have Alochiel 
  lift her curse in exchange for an eye. 
   
  Any character that trades an eye is considered 
  Dazzled for the rest of the adventure.  The DM should 
  inform the PC of this effect after the deal is completed.  
  This does not count towards the time listed on the 
  Adventure Record. 
   
  The New Deal 
   
  After a PC has traded their eye, Alochiel will then 
  offer any PC that Struck A Deal with Alochiel the 
  opportunity to renegotiate the deal.  She waits to ensure 
  she gets an eye first and to inflict humiliation on those 
  that choose poorly earlier in negotiations.  If no one 
  trades Alochiel an eye, she will be unhappy with the PCs 
  and won’t offer this deal. 
   
  Any PC that struck a deal and who has not used it 
  may choose to scratch that favor off there ZEF6-04 
  Generosity AR in exchange for a valuable treasure.  
  Alochiel was originally collecting souls to trade to a devil 
  but now that the deal has been fulfilled, she (being a 
  demon) has no use for them.  Of course that isn’t to say 
  that she doesn’t find them useful, but it is more fun for 
  her to watch others regret their earlier bargains when 
  they could have gotten off so much easier. 
   
  Minor Trades 
   
  The PCs may have questions for Alochiel.  For 
  example, they may want to know about the creature that 
  attacked the Seltaren Seven.  Information can be had for 
  a lesser price, though Alochiel will still try to get an eye 
  first.   
   
  If the PCs ask questions that she can answer, she will 
  eventually be willing to give the PCs some bit of 
  information in exchange for something seemingly 
  unimportant (such as a song about her beauty or a 
  limerick about the Vaar Hills) or she could charge the 
  PCs gold or treasure.  It is up to the DM what to make the 
  PCs pay but the price shouldn’t be too steep. 
   
  Choosing An Item 
   
  If the PCs do secure an opportunity to choose from 
  Alochiel’s treasures, give them Player Handout Two to 
  read.  The handout gives a description of the five items 
  she has available.  The PCs who made a deal must each 
  pick an item.  All other items should be crossed off that 
  player’s Adventure Record.   
   
  Alochiel will inform the PC that she will sell that 
  particular item to the PC at a reduced rate.  If the PC does 
  not have the required gold to purchase it immediately, 
  she will hold on to the item the item of the PC’s choice. 
   
  If more than one PC wants the same item, Alochiel 
  will inform the PCs that she can likely procure additional 
  copies of that item.  However, only one PC may leave the 
  tower with the item since she only has one in stock. 
   
  Attacking Alochiel 
   
  If at any point, the PCs decide to attack Alochiel in 
  her home, the gloves are off.  She will immediately 
  teleport elsewhere in her tower and the only door into 
  the chamber will open allowing two greater stone golems 
  into the room.  The golems will attack to kill.  
   
  ALL APLs (EL 18) 
   
  Greater Stone Golem (x2): hp 271; Monster Manual 
  page136. 
   
  ENCOUNTER ELEVEN:  
  AN ANCIENT EVIL 
   
  Background 
   
  Long before the Invoked Devastation and Rain of 
  Colorless Fire, an evil priest performed a terrible ritual 
  sealing him and his followers within the earth as the 
  ultimate sacrifice to their god.  Over the years, the land 
  where the group was buried became corrupted with evil 
  affecting anyone or anything that remained in the area 
  long enough.  One such creature was a vicious jackal that 
  had made its home in a nearby cave.  It became warped by 
  the evil and soon transformed into a terrifying spirit of 
  death and slaughter.  A recent expedition to the burial 
  site awoke the jackal, which had laid dormant for 
  ZEF7-01 Parshadon 
   
  Page 30 
  
  hundreds of years.  It is stalking the last of its prey when 
  the party arrives on the scene (see Encounter Nine: Lost 
  Souls).  The jackal now has a new group to stalk: the PCs. 
   
  Using This Encounter 
   
  This encounter is designed to be used any time the 
  PCs are in the Vaar Hills.  Ideally, it will occur after the 
  PCs have done Encounter Nine: Lost Souls so the PCs 
  may gather information about their upcoming opponent 
  but this need not be the case.   
   
  The encounter may take place out in the Vaar Hills 
  or it may take place at the ruins of the burial chambers.  If 
  the See Appendix 7: Flow Chart for details. 
   
  Avoiding the Jackal 
   
  At higher APLs, the PCs might have the resources to 
  return instantly to Parshadon.   If this happens, the DM 
  has two options. 
   
  Option one is that the Jackal loses the PCs’ trail.  In 
  this instance, the PCs won’t fight the Jackal and won’t get 
  any experience points.  The Jackal will still lurk in the 
  Vaar Hills and may be a threat in the future. 
   
  Option two is that the Jackal tracks the PCs back to 
  town and attempts to kill its chosen target while he/she 
  sleeps.  This option allows the PCs to do all the combats 
  and collect all the experience points possible.   
   
  Somebody’s Watching Me 
   
  When the Ancient Evil Jackal begins stalking the 
  PCs, pick one of them to be affected by the Corner of the 
  Eye ability.  Over then next few days, the Jackal will stalk 
  the PC, attempting to wear him/her down.  Read the 
  following… 
   
  Over the sound of the desert wind, you can pick 
  out a faint mournful howl.  It is hard to tell if the 
  animal cries are near by or somewhere far off.  
  A 
  nebulous shape darts in and out of the edge of your 
  field of vision.  The howling seems to be getting.  
   
  The Ruins 
   
  The ruins of the ancient burial site are two days walk 
  from the Tower (see Encounter Ten) and three days walk 
  from the Seltaren Seven campsite (see Encounter Nine).   
   
  If the PCs find the map at the campsite and follow it 
  to the ruins, they will find the remains of a campsite (fire 
  pit, tracks in the dirt, garbage) as well as several openings 
  in the side of a nearby hillside.  These lead to the burial 
  chambers.  They will also find two fresh graves. 
   
  Burial Chambers 
   
  The burial chambers show signs of battle and have, 
  for the most part, already been looted of their wealth.  
  However, there is one bit of treasure in one of the 
  chambers.  Any PC searching all the chambers and 
  making a DC 15 Appraise check will release that one of 
  the stone statues is actually a valuable Sand Sculpture.  
  The value of the statue will vary according to the APL.  
  The statue depicts a sitting dog and was positioned to 
  watch over the sarcophagus in that particular chamber.  
  The statue is about 1 ½ feet tall and weighs 
  approximately 40 lbs.   
   
  The DM may wish to automatically have any PC 
  with ranks in Appraisal succeed at this check to reward 
  players that put points in this skill.   
   
  The Jackal Attacks 
   
  When the Ancient Evil Jackal does finally strike, 
  read the following aloud… 
   
  The feral snarls and snaps of a large wild jackal 
  race towards you, its fur bristling with feral rage.  The 
  jackal’s pace is unearthly and draws your eyes to the 
  creature’s legs, all of which end in charred stumps. 
   
  Tactics & Motivation 
   
  The Ancient Evil Jackal will spend a few days 
  stalking the PCs before striking.  It will single out the 
  weakest looking character and begin stalking him or her. 
   The DM is free to choose the weakest looking character 
  but if there is difficulty choosing, it is recommended that 
  the DM base his/her decision on size (small before 
  medium size), speed (slower characters before quicker 
  ones) and/or strength (weaker characters before stronger 
  ones).  That character is now under the effects of the 
  Corner of the Eye special ability of the Jackal (-2 to 
  Wisdom-based skill checks) and each night will have to 
  make a Will saving throw versus the Jackal’s Maddening 
  Whispers (see Appendix 1: Stats & Appendix 3: Wendigo 
  Template for details).  Failure means 1d3 points of 
  Wisdom damage. 
   
  Maddening Whispers Save DC 
  APL 2: Will save DC 11 
  APL 4: Will save DC 15 
  APL 6: Will save DC 18 
  APL 8: Will save DC 21 
  APL 10: Will save DC 24 
   
   
  When it is ready to strike, it will attempt to surprise 
  the targeted PC.  Since it moves very quickly (fly 120 ft. 
  perfect), it will charge the PC from a distance of 120 feet.  
  PCs making a DC 36 Spot check will notice the Jackal’s 
  approach.  Failure means the PC is surprised. 
   
  Development – Escape Without Killing Spirit 
   
  If the PCs are forced to flee from the Ancient Evil 
  Jackal without defeating it, they will continue to be 
  ZEF7-01 Parshadon 
   
  Page 31 
  
  stalked by the Jackal provided they are still in the Vaar 
  Hills.   
   
  The normal route from Ruins or Tower to Parshadon 
  is in the neighborhood of six to seven days travel.  PCs 
  wishing to get out of the hills quicker must make a DC 15 
  Survival check to find a more direct route.  The more 
  direct route will half the time but the PCs will wind up 
  some distance from Parshadon.  However, the PCs should 
  not be bothered when traveling back to Parshadon. 
   
  APL 2 (EL 3) 
   
  Ancient Evil Jackal: hp 15; Appendix 1. 
   
  APL 4 (EL 5) 
   
  Ancient Evil Jackal: hp 30; Appendix 1. 
   
  APL 6 (EL 7) 
   
  Ancient Evil Jackal: hp 45; Appendix 1. 
   
  APL 8 (EL 9) 
   
  Ancient Evil Jackal: hp 171; Appendix 1. 
   
  APL 10 (EL 11) 
   
  Ancient Evil Jackal: hp 190; Appendix 1. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 50 gp; Coin 0 gp; Magic 0 gp; Total 50 
  gp. 
   
  APL 4: Loot 50 gp; Coin 0 gp; Magic 0 gp; Total 50 
  gp. 
   
  APL 6: Loot 50 gp; Coin 0 gp; Magic 0 gp; Total 50 
  gp. 
   
  APL 8: Loot 50 gp; Coin 0 gp; Magic 0 gp; Total 50 
  gp. 
   
  APL 10: Loot 350 gp; Coin 0 gp; Magic 0 gp; Total 
  350 gp. 
   
  CONCLUSION 
   
   
  Upon returning to town, read the following aloud… 
   
  The town seems quieter than when you left.  A 
  dull grey haze fills the sky and a strong ocean breeze 
  blows up the steep slopes of Parshadon, stirring up 
  small whirling clouds of dust. 
   
   
  Depending on the PCs’ actions earlier in the 
  adventure, they may have to deal with some or all of the 
  following consequences: 
   
  Tax Man 
   
  If the PCs attacked Hadee or Fatel and used lethal 
  force, word will get back to the Bey who will send up a 
  large group of men to arrest the perpetrators.  Upon 
  returning to town, the PCs may only avoid arrest by 
  making an escape attempt.   
   
  PCs can easily avoid arrest by not returning to town. 
   However if they do return to town, the PCs will need to 
  make a DC 15 Hide and a Move Silently check or be 
  captured and placed under arrest.   
   
  If the PCs treated the town folk badly or used 
  Mutah’s stone selfishly, then the town will make it 
  harder on the PCs to escape.  The people of Parshadon 
  will actively work to reveal the PCs to the Bey’s men 
  making it impossible to escape.  The PCs are immediately 
  caught and arrested. 
   
  If the PCs have the earned the favor of Parshadon, 
  they may use it now to have the citizens show their 
  gratitude by sneaking them out of town without being 
  caught. 
   
  If a PC is a member of the Dusk Lash and is 
  currently in good standing (no disfavors or enmities 
  including the one that can be earned in this adventure) 
  then they may also avoid capture without making the 
  checks. 
   
  Arrest 
   
  If a PC is arrested, they are taken into custody, tried 
  and found guilty.  They will receive the brand of a 
  criminal and then forced to become slaves to repay their 
  debt.  The PCs may then choose how to serve their time 
  as a slave.   
   
  If the PC pays his/her debt to society at the table, the 
  DM should off 24 TUs from the PCs Adventure Record.  
  PCs without enough TUs for this year may spend some of 
  next year’s TU allotment.   
   
  If the PC wishes to escape slavery, the PC is removed 
  from play until he/she has a chance to escape via a special 
  mission.  Contact the triad ZeifTriad@yahoogroups.com 
  for more details about the special mission.   
   
  The Townfolk 
   
  If the PCs helped with the Tax Collector and/or 
  delivered Mutah’s stone to Alochiel in exchange for help 
  with the town, then the PCs have earned the Favor of 
  Parshadon.  If the PCs are wanted by the Bey’s men, the 
  PCs may use this favor to safely escape Parshadon 
  without being arrested. 
   
  Mutah 
   
  If the PCs chose to assist Mutah, then once the PCs 
  (and possibly Mutah) get back to Parshadon they will 
  learn the results of their actions. 
   
  The Good Result 
   
  If Mutah or the PCs used the stone to bring 
  prosperity to Parshadon, then they get the good result.  
  ZEF7-01 Parshadon 
   
  Page 32 
  
  An ornate scroll is delivered to Mutah, which turns out to 
  be a map to a location in the nearby hills.  There are no 
  clues as to what lies at the location but Mutah assumes it 
  is the location for a new mine.  News spread throughout 
  town and an impromptu celebration soon breaks out.  
  The PCs and Mutah are treated as heroes.  While no one 
  knows for sure what they’ll find with the map, the future 
  currently looks bright for Parshadon. 
   
  The Bad Result 
   
  If the PCs used the stone to help themselves, then 
  Mutah will still be delivered an ornate scroll case; 
  however this scroll case contains a letter from Alochiel 
  informing Mutah of the PCs’ actions.  Mutah will be very 
  disappointed in the PCs and will demand that they leave 
  town and do not return.  The rest of the town will allow 
  the PCs to remain in town to go about their business but 
  they will be treated coldly and made to feel unwelcome. 
   
  If the PCs are wanted by the law, the town will 
  actively work to hinder the PC’s escape.  See Conclusions: 
  Tax Man for more details. 
   
  Hamza 
   
  Hamza will stay in town for another day or two 
  before moving on.  He will take a day to rest and another 
  to gather his things and wait for the Sulamak to return.  
  During that time the PCs may hire Hamza to unlock the 
  magic in the Figurine.  
   
  If any of the PCs possess the Figurine, Hamza is 
  willing to unlock the magic within the item by 
  completing the appropriate ritual as told to him by 
  Alochiel.  He will request 250 gp to pay for materials for 
  the ritual.  If the PCs still have the Favor of Hamza from 
  ZEF6-04, they may use it to have Hamza absorb the costs 
  himself.   
   
  Once the PC has had Hamza perform the ritual, the 
  Figurine reveals its true nature.  The DM should circle 
  the Magical Figurine entry on the AR. 
   
  Dusk Lash 
   
  Though the PCs will likely never see Bayezit Azaz 
  ibn Timur again, word will get back to the Dusk Lash 
  about the PCs success or failure. 
   
  If the PCs successfully delivered the package to 
  Hadee, the PCs will have earned the notice of the Dusk 
  Lash.  The DM should circle the appropriate entry on the 
  AR for the appropriate players. 
   
  If the PCs did not complete delivery of the package 
  or were caught tampering with it, they will have earned 
  the Enmity of the Dusk Lash.  Any PCs that were 
  members will be ejected from the organization and will 
  earn the Brand of Shame (as per the entry in the Dusk 
  Lash Meta-org). 
   
  CAMPAIGN CONSEQUENCES 
  The future of the town of Parshadon will be altered by 
  the events of this adventure.  DMs should email Warren 
  Banks <darkest@uniserve.com> with the answers to the 
  following questions: 
   
  Did the PCs pay off the tax bill for the inn? 
   
  Did the PCs rough up Hadee, the tax collector? 
   
  Did Mutah use the Stone to aid the town? 
   
  If the PCs took the stone to the tower, did they use the 
  Stone to aid the town or did they use it to help 
  themselves? 
   
  Did the PCs defeat the Ancient Evil Jackal or does it still 
  roam the hills? 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three: Dark Waters 
  Defeated Water Elemental 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
   
  Encounter Seven: The Tax Man 
  Diplomacised/Defeated Tax Collector 
  APL 2  
  90 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  150 XP 
  APL 10  
  210 XP 
   
  Encounter Nine: Lost Souls 
  Defeated/Saved Slit Wolfheart 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  ZEF7-01 Parshadon 
   
  Page 33 
  
   
  Encounter Eleven: An Ancient Evil 
  Defeated Jackal Spirit 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
   
  Discretionary roleplaying & story award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 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.  
   
  Encounter One: Looking For Crew 
  *The PCs may haggle for additional payment.  The 
  payments will range from 20gp to 30gp depending on the 
  PC’s ability to haggle with the Captain. 
   
   
  APL 2: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 4: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 6: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 8: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 10: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  Encounter Two: One Bad Dude 
  *If the PCs are contacted by the Dusk Lash, they may 
  choose to accept the job.  If they do, they may make some 
  extra money as payment.  The PCs may haggle for 
  additional payment.  The payments will range from 0gp 
  to 20gp depending on the PC’s ability to haggle with 
  Bayezik Azuz ibn Timur. 
   
   
  APL 2: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 4: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 6: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 8: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 10: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
   
  Encounter Six: Hamza Fakih 
  *The PCs may haggle for additional payment.  The 
  payments will range from 0gp to 75gp depending on 
  ZEF7-01 Parshadon 
   
  Page 34 
  
  Hamza’s reaction to the PCs and the PC’s ability to haggle 
  with Hamza. 
   
   
  APL 2: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 4: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 6: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 8: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  APL 10: Loot 0 gp; Coin varies gp; Magic 0 gp; Total 
  varies gp. 
   
  Encounter Nine: Lost Souls 
   
  APL 2: Loot 27 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +1 (104 gp), potion of cure moderate wounds 
  (25 gp), potion of lesser restoration (25 gp), potion of 
  enlarge person (21 gp), replenishing skin (83 gp); Total 
  315 gp. 
   
  APL 4: Loot 0 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +1 (104 gp), greataxe +1 (193 gp), potion of 
  cure moderate wounds (25 gp), potion of lesser 
  restoration (25 gp), potion of enlarge person (21 gp), 
  replenishing skin (83 gp); Total 481 gp. 
   
  APL 6: Loot 0 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +1 (104 gp), gauntlets of ogre power (333 gp), 
  greataxe +1 (193 gp), potion of cure moderate wounds (25 
  gp), potion of lesser restoration (25 gp), potion of enlarge 
  person (21 gp), replenishing skin (83 gp); Total 814 gp. 
   
  APL 8: Loot 0 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +2 (354 gp), gauntlets of ogre power (333 gp), 
  greataxe +1 (193 gp), potion of cure moderate wounds (25 
  gp), potion of lesser restoration (25 gp), potion of enlarge 
  person (21 gp), replenishing skin (83 gp), ring of 
  protection +1 (167 gp); Total 1231 gp. 
   
  APL 10: Loot 0 gp; Coin 30 gp; Magic 258 gp; 
  chainshirt +2 (354 gp), gauntlets of ogre power (333 gp), 
  greataxe +1, thundering (693 gp), potion of cure moderate 
  wounds (25 gp), potion of lesser restoration (25 gp), 
  potion of enlarge person (21 gp), replenishing skin (83 
  gp), ring of protection +1 (167 gp); Total 1731 gp. 
   
  Encounter Eleven: An Ancient Evil 
   
  APL 2: Loot 50 gp; Coin 0 gp; Magic 0 gp; Total 50 
  gp. 
   
  APL 4: Loot 50 gp; Coin 0 gp; Magic 0 gp; Total 50 
  gp. 
   
  APL 6: Loot 50 gp; Coin 0 gp; Magic 0 gp; Total 50 
  gp. 
   
  APL 8: Loot 50 gp; Coin 0 gp; Magic 0 gp; Total 50 
  gp. 
   
  APL 10: Loot 350 gp; Coin 0 gp; Magic 0 gp; Total 
  350 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp 
   
  APL 4: 636 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1300 gp 
   
  APL 10: 2186 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 460 gp 
   
  APL 4: 636 gp 
   
  APL 6: 969 gp 
   
  APL 8: 1,386 gp 
   
  APL 10: 2,186 gp 
   
  ADVENTURE RECORD ITEMS 
   
  A Deal With Alochiel: Alochiel grants the PC access to 
  one (and only one) of the following items at a 10% 
  discount: Crimson Coat of Ilpharzz (CA; p. 142; 28,300 
  gp), Fellstone (AE&G; p. 106; 32,308 gp), Rogue’s Vest 
  (Dungeon Master’s Guide2; p. 271; 29,600 gp), Vanishing 
  Blade (AE&G; p. 122; 47,120 gp), Warlock’s Scepter (CA; 
  p. 145; 28,000 gp).   
   
  If the PC successfully bargained with Alochiel, they 
  should have picked an item.  The DM should circle that 
  item and cross of the rest.  The PC may purchase that 
  item with a 10% discount. 
   
  Magical Figurine: This obsidian horse figurine behaves 
  exactly as an Ivory Goat - Goat of Travail (Dungeon 
  Master’s Guide p. 256) except it appears as a demonic 
  horse.  The item radiates an aura of moderate evil.  
   
  Moderate transmutation; CL 11
  th; Craft Wondrous 
  Items, animate object, unholy blight; 7000 gp. 
   
  Gratitude of Parshadon: The PC is a given a free Kulübe 
  (small hut) in Parshadon. If you already own property in 
  Parshadon, you have a 1500 gp credit toward any legal 
  upgrade. The work and materials are supplied by the 
  grateful citizens. 
   
  Resident of Parshadon: All items marked Adventure 
  access below become Regional access. 
   
  Missing an Eye: For the next three adventures the PC is 
  Dazzled. No known magic can regenerate or replace the 
  missing eye. 
   
  ZEF7-01 Parshadon 
   
  Page 35 
  
  Notice of the Dusk Lash: This counts as one influence 
  point with the Dusk Lash.  PCs that are members may 
  count the TUs spent on this adventure towards 
  advancement in the organization. 
   
  Enmity of the Dusk Lash: The PCs ran afoul of the Dusk 
  Lash and have earned their wrath.   
  Branded: The PC was branded for committing a crime.  
  This meets the condition ‘Marked As Criminal’ for the 
  purposes of entering or advancing in the Dusk Lash 
  Meta-org. 
   
   
  ZEF7-01 Parshadon 
   
  Page 36 
  
  APPENDIX 1: APL 2 
   
  ENCOUNTER SEVEN: THE TAX MAN 
   
  F ATE L 
  CR  3 
  Male orc War4 
  CN Medium Humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common, Orc  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +6 armor, +1 shield) 
  hp 22 (4 HD);  
  Fort +5, Ref +2, Will -1 
  Speed 20 ft. in splint mail (heavy armor) (4 squares), 
  base movement 30 ft.; 
  Melee falchion +6 (2d4+4; 18-20) or fist +7 (1d3+3) or 
  Ranged javelin +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Improved Unarmed Strike, Power Attack 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6 
  SQ Light Sensitivity 
  Feats Improved Unarmed Strike, Power Attack  
  Skills Ride +8 
  Possessions splint mail, buckler, falchion, dagger, 6 
  javelins, whip 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER NINE: LOST SOULS 
  S LI T W O L F H E AR T 
  CR  3 
  Male half-orc Brb2/Ftr1 
  CN Medium Humanoid (half-orc) 
  Init +2; Senses Darkvision 60 ft.; Listen -4, Spot -4 
  Languages Common, Orc  
  AC 17, touch 12, flat-footed 17 
   (+2 Dex, +5 armor) 
  hp 21 (3 HD);  
  Fort +6, Ref +2, Will -4 
  Speed 40 ft. in chain shirt (light armor) (8 squares), 
  base movement 40 ft.; 
  Melee mwk greataxe +8 (1d12+4; x3) or dagger +6 
  (1d4+3; 19-20/x2) or 
  Ranged dagger +5 (1d4+3; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +6 
  Atk Options Improved Sunder, Power Attack 
  Abilities Str 17, Dex 14, Con 13, Int 10, Wis 3, Cha 6  
  SQ Fast Movement, Rage 1/day, Uncanny Dodge 
  Feats Improved Sunder, Power Attack, Weapon 
  Focus (Greataxe)  
  Skills Handle Animal +4, Jump +12, Ride +9, Survival 
  +1 
  Possessions +1 chain shirt, masterwork greataxe, 
  dagger (x2), potion of cure moderate wounds, 
  potion of lesser restoration, potion of enlarge 
  person  
   
  R AG E  S TATS 
  AC 15, touch 10, flat-footed 15 
   (+2 Dex, +5 armor, -2 rage) 
  hp 27 (3 HD);  
  Fort +8, Ref +2, Will -2 
  Melee mwk greataxe +10 (1d12+7; x3) or dagger +8 
  (1d4+5; 19-20/x2) or 
  Ranged dagger +5 (1d4+5; 19-20/x2) 
  Base Atk +3; Grp +8 
  Abilities Str 21, Dex 14, Con 17, Int 10, Wis 3, Cha 6 
  Skills Handle Animal +4, Jump +14, Ride +9, Survival 
  +1 
    
   
  ENCOUNTER ELEVEN: AN ANCIENT 
  EVIL 
  AN C I E N T  E V I L  J ACKAL 
  CR  3 
  CE Medium Fey (Augmented Animal, Fire) 
  Init +6; Senses Low-light vision; Listen +4, Spot +4 
  AC 19, touch 17, flat-footed 13 
   (+6 Dex, +1 deflection, +2 natural) 
  hp 15 (2 HD); regeneration 5 
  Immune Fire 
  Fort +7, Ref +9, Will +2 
  Speed Fly (perfect): 120 ft.; 
  Melee Bite +5 (1d6+4; 18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4 
  Atk Options Trip (+3 check modifier) 
  Special Actions Disease, Maddening Whispers, 
  Ravenous Bite 
  Abilities Str 17, Dex 23, Con 19, Int 2, Wis 14, Cha 
  10  
  SA Maddening Whispers, Ravenous Bite, Trip 
  SQ Corner of the Eye, Low-light vision, Scent, Wind 
  Walk 
  Feats Track, Weapon Focus (Bite)  
  Skills Hide +14, Listen +4, Move Silently +15, Spot 
  +4, Survival +10* 
  Trip (Ex): An ancient evil jackal that hits with a bite 
  attack can attempt to trip the opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity attempt 
  fails, the opponent cannot react to trip the ancient 
  evil jackal. 
  Skills: An ancient evil jackal has a +4 racial bonus on 
  Survival checks when tracking by Scent. 
  Disease (Ex): Any creature hit by an ancient evil 
  jackal’s bite attack must succeed on a Fortitude 
  save (DC 15) or become infected with the ancient 
  evil jackal’s hunger.  The incubation period is 1d3 
  days, and the disease deals 1d3 points of Wisdom 
  damage.  Additionally, each day that a victim takes 
  Wisdom damage from the disease, he must 
  succeed on a Will save (DC 11) or become 
  overwhelmed with an insatiable hunger for the flesh 
  ZEF7-01 Parshadon 
   
  Page 37 
  
  of its own race.  The victim stalks and tries to kill 
  the closest member of its own race; if it does so, it 
  feeds on the victim’s body and then returns home 
  with no memory of the tragic event.  If a victim of 
  this hunger is reduced to a Wisdom score of 0, he 
  transforms 
  into 
  an 
  ancient 
  evil 
  creature 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su): An ancient evil jackal 
  may use its maddening whispers on any one target 
  within 120 feet once per day.  The ancient evil 
  jackal may use this ability while wind walking.  Only 
  the chosen victim can hear the insane whispers 
  and invitations of the ancient evil jackal.  The victim 
  must make a successful Will save (DC 11) or take 
  1d3 points of Wisdom damage.  Typically, an 
  ancient evil jackal stalks a chosen victim for days, 
  wearing down the victim’s Wisdom score until it 
  attacks and attempts to bring down its disease 
  upon the poor soul.  An ancient evil jackal will stop 
  stalking a target that resists the maddening 
  whispers for more than three days and fly off to 
  seek easier prey. 
  Ravenous Bite (Ex): An ancient evil jackal threatens 
  a critical hit on a natural roll of 18-20 when 
  attacking with its bite, and deals triple damage on a 
  successful critical hit.  A wound resulting from a 
  critical hit bleeds for an additional 3 points of 
  damage per round thereafter.  Multiple wounds 
  from such attacks result in cumulative bleeding 
  loss (two wounds for 6 points of damage per round, 
  and so on).  The bleeding can be stopped only by a 
  successful Heal check (DC 10) or the application of 
  any cure spell or other healing spell (heal, healing 
  circle, or the like). 
  Fire Subtype (Ex)*: An ancient evil jackal is immune 
  to fire damage.  It takes half again as much (+50%) 
  damage as normal from cold, regardless of 
  whether a saving throw is allowed, or if the save is 
  a success or failure. 
  Corner of the Eye (Su): An ancient evil jackal that 
  stalks a victim while wind walking always seems to 
  lurk just at the corner of its chosen victim’s field of 
  vision.  This victim takes a -2 penalty on all 
  Wisdom-based skill checks as long as the ancient 
  evil jackal stalks him. 
  Regeneration 5 (Ex)*: Cold deals normal damage to 
  an ancient evil jackal. 
  Wind Walk (Su): An ancient evil jackal can wind walk 
  at will, transforming from physical form to 
  incorporeal form or back again as a move action.   
  *Note: Used Wendigo template (updated for 3.5) 
  on a wolf but changed subtype from cold to fire. 
  ZEF7-01 Parshadon 
   
  Page 38 
  
  APL 4 
   
  ENCOUNTER SEVEN: THE TAX MAN 
   
  F ATE L 
  CR  3 
  Male orc War4 
  CN Medium Humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common, Orc  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +6 armor, +1 shield) 
  hp 22 (4 HD);  
  Fort +5, Ref +2, Will -1 
  Speed 20 ft. in splint mail (heavy armor) (4 squares), 
  base movement 30 ft.; 
  Melee falchion +6 (2d4+4; 18-20) or fist +7 (1d3+3) or 
  Ranged javelin +5 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Atk Options Improved Unarmed Strike, Power Attack 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6 
  SQ Light Sensitivity 
  Feats Improved Unarmed Strike, Power Attack  
  Skills Ride +8 
  Possessions splint mail, buckler, falchion, dagger, 6 
  javelins, whip 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER NINE: LOST SOULS  
   
  S LI T W O L F H E AR T 
  CR  5 
  Male half-orc Brb2/Ftr3 
  CN Medium Humanoid (half-orc) 
  Init +2; Senses Darkvision 60 ft.; Listen -4, Spot -4 
  Languages Common, Orc  
  AC 17, touch 12, flat-footed 17 
   (+2 Dex, +5 armor) 
  hp 39 (5 HD);  
  Fort +8, Ref +3, Will -3 
  Speed 40 ft. in chain shirt (light armor) (8 squares), 
  base movement 40 ft.; 
  Melee +1 greataxe +10 (1d12+5; x3) or dagger +8 
  (1d4+3; 19-20/x2) or 
  Ranged dagger +7 (1d4+3; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +8 
  Atk Options Cleave, Improved Sunder, Power Attack 
  Abilities Str 17, Dex 14, Con 14, Int 10, Wis 3, Cha 6  
  SQ Fast Movement, Rage 1/day, Uncanny Dodge 
  Feats Cleave, Improved Sunder, Power Attack, 
  Weapon Focus (Greataxe)  
  Skills Handle Animal+6, Jump +14, Ride +9, Survival 
  +1 
  Possessions +1 chain shirt, +1 greataxe, dagger 
  (x2), potion of cure moderate wounds, potion of 
  lesser restoration, potion of enlarge person  
   
  R AG E  S TATS 
  AC 15, touch 10, flat-footed 15 
   (+2 Dex, +5 armor, -2 rage) 
  hp 49 (5 HD);  
  Fort +10, Ref +3, Will -1 
  Melee +1 greataxe +12 (1d12+8; x3) or dagger +10 
  (1d4+5; 19-20/x2) or 
  Ranged dagger +7 (1d4+5; 19-20/x2) 
  Base Atk +5; Grp +10 
  Abilities Str 21, Dex 14, Con 18, Int 10, Wis 3, Cha 6  
  Skills Handle Animal +6, Jump +16, Ride +9, Survival 
  +1 
   
   
  ENCOUNTER ELEVEN: AN ANCIENT 
  EVIL  
  AN C I E N T  E V I L  J ACKAL 
  CR  5 
  Fighter 2 
  CE Medium Fey (Augmented Animal, Fire) 
  Init +6; Senses Low-light vision; Listen +4, Spot +4 
  AC 19, touch 17, flat-footed 13 
   (+6 Dex, +1 deflection, +2 natural) 
  hp 30 (4 HD); regeneration 5 
  Immune Fire 
  Fort +10, Ref +9, Will +2 
  Speed Fly (perfect): 120 ft.; 
  Melee Bite +8 (1d6+6; 18-20/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options Cleave, Combat Reflexes, Power Attack, 
  Trip (+4 check modifier) 
  Special Actions Disease, Maddening Whispers, 
  Ravenous Bite 
  Abilities Str 18, Dex 23, Con 19, Int 2, Wis 14, Cha 
  10  
  SA Maddening Whispers, Ravenous Bite, Trip 
  SQ Corner of the Eye, Low-light vision, Scent, Wind 
  Walk 
  Feats Cleave, Combat Reflexes, Power Attack, Track, 
  Weapon Focus (Bite)  
  Skills Hide +14, Intimidate +2, Listen +4, Move 
  Silently +15, Spot +4, Survival +10* 
  Trip (Ex): An ancient evil jackal that hits with a bite 
  attack can attempt to trip the opponent (+4 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity attempt 
  fails, the opponent cannot react to trip the ancient 
  evil jackal. 
  Skills: An ancient evil jackal has a +4 racial bonus on 
  Survival checks when tracking by Scent. 
  Disease (Ex): Any creature hit by an ancient evil 
  jackal’s bite attack must succeed on a Fortitude 
  save (DC 16) or become infected with the ancient 
  evil jackal’s hunger.  The incubation period is 1d3 
  days, and the disease deals 1d3 points of Wisdom 
  damage.  Additionally, each day that a victim takes 
  ZEF7-01 Parshadon 
   
  Page 39 
  
  Wisdom damage from the disease, he must 
  succeed on a Will save (DC 12) or become 
  overwhelmed with an insatiable hunger for the flesh 
  of its own race.  The victim stalks and tries to kill 
  the closest member of its own race; if it does so, it 
  feeds on the victim’s body and then returns home 
  with no memory of the tragic event.  If a victim of 
  this hunger is reduced to a Wisdom score of 0, he 
  transforms 
  into 
  an 
  ancient 
  evil 
  creature 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su): An ancient evil jackal 
  may use its maddening whispers on any one target 
  within 120 feet once per day.  The ancient evil 
  jackal may use this ability while wind walking.  Only 
  the chosen victim can hear the insane whispers 
  and invitations of the ancient evil jackal.  The victim 
  must make a successful Will save (DC 12) or take 
  1d3 points of Wisdom damage.  Typically, an 
  ancient evil jackal stalks a chosen victim for days, 
  wearing down the victim’s Wisdom score until it 
  attacks and attempts to bring down its disease 
  upon the poor soul.  An ancient evil jackal will stop 
  stalking a target that resists the maddening 
  whispers for more than three days and fly off to 
  seek easier prey. 
  Ravenous Bite (Ex): An ancient evil jackal threatens 
  a critical hit on a natural roll of 18-20 when 
  attacking with its bite, and deals triple damage on a 
  successful critical hit.  A wound resulting from a 
  critical hit bleeds for an additional 3 points of 
  damage per round thereafter.  Multiple wounds 
  from such attacks result in cumulative bleeding 
  loss (two wounds for 6 points of damage per round, 
  and so on).  The bleeding can be stopped only by a 
  successful Heal check (DC 10) or the application of 
  any cure spell or other healing spell (heal, healing 
  circle, or the like). 
  Fire Subtype (Ex)*: An ancient evil jackal is immune 
  to fire damage.  It takes half again as much (+50%) 
  damage as normal from cold, regardless of 
  whether a saving throw is allowed, or if the save is 
  a success or failure. 
  Corner of the Eye (Su): An ancient evil jackal that 
  stalks a victim while wind walking always seems to 
  lurk just at the corner of its chosen victim’s field of 
  vision.  This victim takes a -2 penalty on all 
  Wisdom-based skill checks as long as the ancient 
  evil jackal stalks him. 
  Regeneration 5 (Ex)*: Cold deals normal damage to 
  an ancient evil jackal. 
  Wind Walk (Su): An ancient evil jackal can wind walk 
  at will, transforming from physical form to 
  incorporeal form or back again as a move action.   
  *Note: Used Wendigo template (updated for 3.5) 
  on a wolf but changed subtype from cold to fire 
  ZEF7-01 Parshadon 
   
  Page 40 
  
  APL 6 
   
  ENCOUNTER SEVEN: THE TAX MAN 
   
  F ATE L 
  CR  5 
  Male orc War6 
  CN Medium Humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common, Orc  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +6 armor, +1 shield) 
  hp 33 (6 HD);  
  Fort +6, Ref +3, Will +0 
  Speed 20 ft. in splint mail (heavy armor) (4 squares), 
  base movement 30 ft.; 
  Melee falchion +8 (2d4+4; 18-20) or fist +9 (1d3+3) or 
  Ranged javelin +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Improved Bull Rush, Improved Unarmed 
  Strike, Power Attack 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6 
  SQ Light Sensitivity 
  Feats Improved Bull Rush, Improved Unarmed Strike, 
  Power Attack  
  Skills Ride +10 
  Possessions splint mail, buckler, falchion, dagger, 6 
  javelins, whip 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER NINE: LOST SOULS  
   
  S LI T W O L F H E AR T 
  CR  7 
  Male half-orc Brb2/Ftr5 
  CN Medium Humanoid (half-orc) 
  Init +2; Senses Darkvision 60 ft.; Listen -4, Spot -4 
  Languages Common, Orc  
  AC 17, touch 12, flat-footed 17 
   (+2 Dex, +5 armor) 
  hp 54 (7 HD);  
  Fort +9, Ref +3, Will -3 
  Speed 40 ft. in chain shirt (light armor) (8 squares), 
  base movement 40 ft.; 
  Melee +1 greataxe +13/+8 (1d12+9; x3) or dagger 
  +11/+6 (1d4+4; 19-20/x2) or 
  Ranged dagger +9 (1d4+4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Atk Options Cleave, Combat Reflexes, Improved 
  Sunder, Power Attack 
  Abilities Str 19, Dex 14, Con 14, Int 10, Wis 3, Cha 6  
  SQ Fast Movement, Rage 1/day, Uncanny Dodge 
  Feats Cleave, Combat Reflexes, Improved Sunder, 
  Power Attack, Weapon Focus (Greataxe), Weapon 
  Specialization (Greataxe)  
  Skills Handle Animal+8, Jump +5, Ride +9, Survival 
  +1 
  Possessions +1 chain shirt, +1 greataxe, dagger 
  (x2), gauntlets of ogre power, potion of cure 
  moderate wounds, potion of lesser restoration, 
  potion of enlarge person  
   
  R AG E  S TATS 
  AC 15, touch 10, flat-footed 15 
   (+2 Dex, +5 armor, -2 rage) 
  hp 68 (7 HD);  
  Fort +10, Ref +2, Will -1 
  Melee +1 greataxe +15/+10 (1d12+12; x3) or dagger 
  +13/+8 (1d4+6; 19-20/x2) or 
  Ranged dagger +9 (1d4+6; 19-20/x2) 
  Base Atk +7; Grp +13 
  Abilities Str 23, Dex 14, Con 18, Int 10, Wis 3, Cha 6  
  Skills Handle Animal +8, Jump +19, Ride +9, Survival 
  +1 
   
   
  ENCOUNTER ELEVEN: AN ANCIENT 
  EVIL 
  AN C I E N T  E V I L  J ACKAL 
  CR  7 
  Fighter 4 
  CE Medium Fey (Augmented Animal, Fire) 
  Init +6; Senses Low-light vision; Listen +4, Spot +4 
  AC 19, touch 17, flat-footed 13 
   (+6 Dex, +1 deflection, +2 natural) 
  hp 45 (6 HD); Regeneration 5 
  Immune Fire 
  Fort +11, Ref +10, Will +3 
  Speed Fly (perfect): 120 ft.; 
  Melee Bite +10 (1d8+8; 18-20x3) 
  Ranged none 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +9 
  Atk Options Cleave, Combat Reflexes, Power Attack, 
  Trip (+9 check modifier) 
  Special Actions Disease, Maddening Whispers, 
  Ravenous Bite 
  Combat Gear none 
  Abilities Str 18, Dex 23, Con 19, Int 2, Wis 14, Cha 
  10  
  SA Maddening Whispers, Ravenous Bite, Trip 
  SQ Corner of the Eye, Low-light vision, Scent, Wind 
  Walk 
  Feats Cleave, Combat Reflexes, Improved Natural 
  Attack (Bite), Power Attack, Track, Weapon Focus 
  (Bite), Weapon Specialization (Bite)  
  Skills Hide +14, Intimidate +4, Listen +4, Move 
  Silently +15, Spot +4, Survival +10* 
  Trip (Ex): An ancient evil jackal that hits with a bite 
  attack can attempt to trip the opponent (+4 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity attempt 
  fails, the opponent cannot react to trip the ancient 
  evil jackal. 
  ZEF7-01 Parshadon 
   
  Page 41 
  
  Skills: An ancient evil jackal has a +4 racial bonus on 
  Survival checks when tracking by Scent. 
  Disease (Ex): Any creature hit by an ancient evil 
  jackal’s bite attack must succeed on a Fortitude 
  save (DC 17) or become infected with the ancient 
  evil jackal’s hunger.  The incubation period is 1d3 
  days, and the disease deals 1d3 points of Wisdom 
  damage.  Additionally, each day that a victim takes 
  Wisdom damage from the disease, he must 
  succeed on a Will save (DC 13) or become 
  overwhelmed with an insatiable hunger for the flesh 
  of its own race.  The victim stalks and tries to kill 
  the closest member of its own race; if it does so, it 
  feeds on the victim’s body and then returns home 
  with no memory of the tragic event.  If a victim of 
  this hunger is reduced to a Wisdom score of 0, he 
  transforms 
  into 
  an 
  ancient 
  evil 
  creature 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su): An ancient evil jackal 
  may use its maddening whispers on any one target 
  within 120 feet once per day.  The ancient evil 
  jackal may use this ability while wind walking.  Only 
  the chosen victim can hear the insane whispers 
  and invitations of the ancient evil jackal.  The victim 
  must make a successful Will save (DC 13) or take 
  1d3 points of Wisdom damage.  Typically, an 
  ancient evil jackal stalks a chosen victim for days, 
  wearing down the victim’s Wisdom score until it 
  attacks and attempts to bring down its disease 
  upon the poor soul.  An ancient evil jackal will stop 
  stalking a target that resists the maddening 
  whispers for more than three days and fly off to 
  seek easier prey. 
  Ravenous Bite (Ex): An ancient evil jackal threatens 
  a critical hit on a natural roll of 18-20 when 
  attacking with its bite, and deals triple damage on a 
  successful critical hit.  A wound resulting from a 
  critical hit bleeds for an additional 3 points of 
  damage per round thereafter.  Multiple wounds 
  from such attacks result in cumulative bleeding 
  loss (two wounds for 6 points of damage per round, 
  and so on).  The bleeding can be stopped only by a 
  successful Heal check (DC 10) or the application of 
  any cure spell or other healing spell (heal, healing 
  circle, or the like). 
  Fire Subtype (Ex)*: An ancient evil jackal is immune 
  to fire damage.  It takes half again as much (+50%) 
  damage as normal from cold, regardless of 
  whether a saving throw is allowed, or if the save is 
  a success or failure. 
  Corner of the Eye (Su): An ancient evil jackal that 
  stalks a victim while wind walking always seems to 
  lurk just at the corner of its chosen victim’s field of 
  vision.  This victim takes a -2 penalty on all 
  Wisdom-based skill checks as long as the ancient 
  evil jackal stalks him. 
  Regeneration 5 (Ex)*: Cold deals normal damage to 
  an ancient evil jackal. 
  Wind Walk (Su): An ancient evil jackal can wind walk 
  at will, transforming from physical form to 
  incorporeal form or back again as a move action.   
  *Note: Used Wendigo template (updated for 3.5) 
  on a wolf but changed subtype from cold to fire 
  ZEF7-01 Parshadon 
   
  Page 42 
  
  APL 8 
   
  ENCOUNTER ONE: DARK WATERS 
   
  G LABBULG 
  CR  9 
  Huge Water Elemental Ftr 2 
  CN Huge Elemental (water, extraplanar) 
  Init +4; Senses Darkvision 60 ft.; Listen +11, Spot 
  +12 
  Languages Aquan  
  AC 21, touch 12, flat-footed 17 
   (-2 size, +4 Dex, +9 natural) 
  hp 173 (18 HD); DR 5/- 
  Immune Elemental Immunities 
  Fort +18, Ref +9, Will +7 
  Speed 30 ft., base movement 30 ft., other movement 
  mode: swim 120 ft.; 
  Melee 2 slams each +20 (2d10+7) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +14; Grp +29 
  Atk Options Awesome Blow, Cleave, Combat 
  Reflexes, Great Cleave, Improved Bull Rush, 
  Power Attack 
  Special Actions Drench, Vortex (Save DC 25), Water 
  Mastery 
  Abilities Str 25, Dex 18, Con 21, Int 6, Wis 11, Cha 
  11  
  SQ Damage Reduction 5/-, Darkvision 60 ft., 
  Elemental Traits 
  Feats Alertness, Awesome Blow, Cleave, Combat 
  Reflexes, Great Cleave, Improved Bull Rush, Iron 
  Will, Power Attack, Weapon Focus (Slam)  
  Skills Listen +11, Spot +12, Swim +17 
  Water Mastery (Ex): A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental 
  takes a -4 penalty on attack and damage rolls 
  (These modifiers are not included in the stat block). 
   A water elemental can be a serious threat to a ship 
  that crosses its path.   
   
  An elemental can easily overturn small craft (5 
  feet of length per Hit Die of the elemental) and stop 
  larger vessels (10 feet long per HD).  Even large 
  ships (20 feet long per HD) can be slowed to half-
  speed. 
  Drench (Ex): The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of nonmagical origin if these are of Large 
  size of smaller. The creature can dispel magical 
  fire it touches as dispel magic (caster level equals 
  elemental’s HD). 
  Vortex (Ex): The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 1 
  round for every 2 HD it has.  In vortex form the 
  elemental can move through the water or along the 
  bottom at its swim speed.   
   
  The vortex is 5 feet wide at the base, up to 30 
  feet wide at the top, and 10 feet or more tall, 
  depending on the elemental’s size.  The elemental 
  controls the exact height, but it must be at least 10 
  feet. 
   
  The elemental‘s movement while in vortex form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies.  Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if the 
  elemental moves into or through the creature’s 
  space. 
   
  Creatures one or more size categories smaller 
  than the elemental might take damage when 
  caught in the vortex (see the table below for 
  details) and may be swept up by it.  An affected 
  creature must succeed on a Reflex save when it 
  comes into contact with the vortex or take the 
  indicated damage.  It must also succeed on a 
  second Reflex save or be picked up bodily and 
  held 
  suspended 
  in 
  the 
  powerful 
  currents, 
  automatically taking damage each round.  An 
  affected creature is allowed a Reflex save each 
  round to escape the vortex.  The creature still takes 
  damage, but can leave if the save is successful.  
  The DC for saves against the vortex’s effects 
  varies with the elemental’s size.  The save DC is 
  Strength-based. 
   
  Creatures trapped in the vortex cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  make a Concentration check (DC 10 + spell level) 
  to cast a spell.  Creatures caught in the whirlwind 
  take a -4 penalty to Dexterity and a -2 penalty on 
  attack rolls.  The elemental can have only as many 
  creatures trapped inside the vortex at one time as 
  will fit inside the vortex’s volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  vortex happens to be.  A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
   
  If the vortex’s base touches the bottom, it creates 
  a swirling cloud of debris.  This cloud is centered 
  on the elemental and has a diameter equal to half 
  the vortex’s height.  The cloud obscures all vision, 
  including darkvision, beyond 5 feet.  Creatures 5 
  feet away have concealment, while those farther 
  away have total concealment.  Those caught in the 
  cloud must make a Concentration check (DC 15 + 
  spell level) to cast a spell. 
   
  An elemental in vortex form cannot make slam 
  attacks and does not threaten the area around it. 
  Skills: A water elemental has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, even if distracted or endangered.  It 
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Water Elemental Sizes 
   
   
   
  -Vortex- 
  ZEF7-01 Parshadon 
   
  Page 43 
  
   
   
   
   
   
   
  Element
  al 
  Heigh
  t 
  Weigh
  t 
  Sav
  e 
  DC 
  Damag
  e 
  Heigh
  t 
  Small 
  4 ft. 
  34 lb. 
  13 
  1d4 
  10-20 
  ft. 
  Medium 
  8 ft. 
  280 
  lb. 
  15 
  1d6 
  10-30 
  ft. 
  Large 
  16 ft. 
  2,250 
  lb. 
  19 
  2d6 
  10-40 
  ft. 
  Huge 
  32 ft. 
  18,00
  0 lb. 
  25 
  2d8 
  10-50 
  ft. 
  Greater 
  36 ft. 
  21,00
  0 lb. 
  28 
  2d8 
  10-60 
  ft. 
  Elder 
  40 ft. 
  24,00
  0 lb. 
  31 
  2d8 
  10-60 
  ft. 
   
  ENCOUNTER SEVEN: THE TAX MAN 
   
  F ATE L 
  CR  5 
  Male orc War6 
  CN Medium Humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common, Orc  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +6 armor, +1 shield) 
  hp 33 (6 HD);  
  Fort +6, Ref +3, Will +0 
  Speed 20 ft. in splint mail (heavy armor) (4 squares), 
  base movement 30 ft.; 
  Melee falchion +8 (2d4+4; 18-20) or fist +9 (1d3+3) or 
  Ranged javelin +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Improved Bull Rush, Improved Unarmed 
  Strike, Power Attack 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6 
  SQ Light Sensitivity 
  Feats Improved Bull Rush, Improved Unarmed Strike, 
  Power Attack  
  Skills Ride +10 
  Possessions splint mail, buckler, falchion, dagger, 6 
  javelins, whip 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER SEVEN: LOST SOULS 
   
   
   
  S LI T W O L F H E AR T 
  CR  9 
  Male half-orc Brb2/Ftr7 
  CN Medium Humanoid (half-orc) 
  Init +2; Senses Darkvision 60 ft.; Listen -4, Spot -4 
  Languages Common, Orc  
  AC 19, touch 13, flat-footed 19 
   (+2 Dex, +6 armor, +1 deflection) 
  hp 69 (9 HD);  
  Fort +10, Ref +4, Will +0 
  Speed 40 ft. in chain shirt (light armor) (8 squares), 
  base movement 40 ft.; 
  Melee +1 greataxe +16/+11 (1d12+10; 19-20/x3) or 
  dagger +14/+9 (1d4+5; 19-20/x2) or 
  Ranged dagger +11 (1d4+5; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Atk Options Cleave, Combat Reflexes, Improved 
  Sunder, Power Attack 
  Abilities Str 20, Dex 14, Con 14, Int 10, Wis 3, Cha 6  
  SQ Fast Movement, Rage 1/day, Uncanny Dodge 
  Feats Cleave, Combat Reflexes, Improved Critical 
  (Greataxe), Improved Sunder, Iron Will, Power 
  Attack, 
  Weapon 
  Focus 
  (Greataxe), 
  Weapon 
  Specialization (Greataxe)  
  Skills  Handle Animal+10, Jump +20, Ride +9, 
  Survival +1 
  Possessions +2 chain shirt, +1 greataxe, dagger 
  (x2), gauntlets of ogre power, potion of cure 
  moderate wounds, potion of lesser restoration, 
  potion of enlarge person, ring of protection +1  
   
  R AG E  S TATS 
  AC 17, touch 11, flat-footed 17 
   (+2 Dex, +6 armor, +1 deflection, -2 rage) 
  hp 87 (9 HD);  
  Fort +12, Ref +4, Will +2 
  Melee +1 greataxe +18/+13 (1d12+13; 19-20/x3) or 
  dagger +13 (1d4+7; 19-20/x2) or 
  Ranged dagger +11 (1d4+7; 19-20/x2) 
  Base Atk +9; Grp +16 
  Abilities Str 24, Dex 14, Con 18, Int 10, Wis 3, Cha 6  
  Skills Handle Animal +10, Jump +22, Ride +9, 
  Survival +1 
    
   
   
  ENCOUNTER NINE: AN ANCIENT EVIL 
  AN C I E N T  E V I L  J ACKAL 
  CR  9 
  CE Large Fey (Fire) 
  Init +6; Senses Low-light vision; Listen +14, Spot +14 
  Languages none  
  AC 20, touch 17, flat-footed 13 
   (-1 size, +7 Dex, +1 deflection, +3 natural) 
  hp 171 (18 HD); Regeneration 5 
  Immune Fire 
  Fort +17, Ref +18, Will +13 
  Speed Fly (perfect): 120 ft.; 
  Melee Bite +23 (2d6+15; 18-20/x3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +13; Grp +27 
  Atk Options Cleave, Combat Reflexes, Power Attack, 
  Trip (+14 check modifier) 
  Special Actions Disease, Maddening Whispers, 
  Ravenous Bite 
  Abilities Str 30, Dex 24, Con 22, Int 2, Wis 14, Cha 
  14  
  SA Maddening Whispers, Ravenous Bite, Trip 
  ZEF7-01 Parshadon 
   
  Page 44 
  
  SQ Corner of the Eye, Low-light vision, Scent, Wind 
  Walk 
  Feats Alertness, Cleave, Combat Reflexes, Improved 
  Natural Attack (Bite), Power Attack, Run, Track, 
  Weapon Focus (Bite)  
  Skills  Hide +14, Listen +14, Move Silently +16, Spot 
  +14, Survival +11* 
  Trip (Ex): An ancient evil jackal that hits with a bite 
  attack can attempt to trip the opponent (+14 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity attempt 
  fails, the opponent cannot react to trip the ancient 
  evil jackal. 
  Skills: *An ancient evil jackal has a +4 racial bonus 
  on Survival checks when tracking by Scent. 
  Disease (Ex): Any creature hit by an ancient evil 
  jackal’s bite attack must succeed on a Fortitude 
  save (DC 25) or become infected with the ancient 
  evil jackal’s hunger.  The incubation period is 1d3 
  days, and the disease deals 1d3 points of Wisdom 
  damage.  Additionally, each day that a victim takes 
  Wisdom damage from the disease, he must 
  succeed on a Will save (DC 21) or become 
  overwhelmed with an insatiable hunger for the flesh 
  of its own race.  The victim stalks and tries to kill 
  the closest member of its own race; if it does so, it 
  feeds on the victim’s body and then returns home 
  with no memory of the tragic event.  If a victim of 
  this hunger is reduced to a Wisdom score of 0, he 
  transforms 
  into 
  an 
  ancient 
  evil 
  creature 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su): An ancient evil jackal 
  may use its maddening whispers on any one target 
  within 120 feet once per day.  The ancient evil 
  jackal may use this ability while wind walking.  Only 
  the chosen victim can hear the insane whispers 
  and invitations of the ancient evil jackal.  The victim 
  must make a successful Will save (DC 21) or take 
  1d3 points of Wisdom damage.  Typically, an 
  ancient evil jackal stalks a chosen victim for days, 
  wearing down the victim’s Wisdom score until it 
  attacks and attempts to bring down its disease 
  upon the poor soul.  An ancient evil jackal will stop 
  stalking a target that resists the maddening 
  whispers for more than three days and fly off to 
  seek easier prey. 
  Ravenous Bite (Ex): An ancient evil jackal threatens 
  a critical hit on a natural roll of 18-20 when 
  attacking with its bite, and deals triple damage on a 
  successful critical hit.  A wound resulting from a 
  critical hit bleeds for an additional 3 points of 
  damage per round thereafter.  Multiple wounds 
  from such attacks result in cumulative bleeding 
  loss (two wounds for 6 points of damage per round, 
  and so on).  The bleeding can be stopped only by a 
  successful Heal check (DC 10) or the application of 
  any cure spell or other healing spell (heal, healing 
  circle, or the like). 
  Fire Subtype (Ex)*: An ancient evil jackal is immune 
  to fire damage.  It takes half again as much (+50%) 
  damage as normal from cold, regardless of 
  whether a saving throw is allowed, or if the save is 
  a success or failure. 
  Corner of the Eye (Su): An ancient evil jackal that 
  stalks a victim while wind walking always seems to 
  lurk just at the corner of its chosen victim’s field of 
  vision. This victim takes a -2 penalty on all 
  Wisdom-based skill checks as long as the ancient 
  evil jackal stalks him. 
  Regeneration 5 (Ex)*: Cold deals normal damage to 
  a wendigo. 
  Wind Walk (Su): An ancient evil jackal can wind walk 
  at will, transforming from physical form to 
  incorporeal form or back again as a move action. 
  *Note: Used Wendigo template (updated for 3.5) 
  on a dire wolf but changed subtype from cold to 
  fire 
  ZEF7-01 Parshadon 
   
  Page 45 
  
  APL 10 
   
  ENCOUNTER ONE: DARK WATERS 
   
  G LABBULG 
  CR  11 
  Huge Water Elemental Ftr 4 
  CN Huge Elemental (water, extraplanar) 
  Init +4; Senses Darkvision 60 ft.; Listen +11, Spot 
  +12 
  Languages Aquan  
  AC 21, touch 12, flat-footed 17 
   (-2 size, +4 Dex, +9 natural) 
  hp 194 (20 HD); DR 5/- 
  Immune Elemental Immunities 
  Fort +19, Ref +10, Will +8 
  Speed 30 ft., base movement 30 ft., other movement 
  mode: swim 120 ft.; 
  Melee 2 slams each +23 (2d10+10) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +16; Grp +32 
  Atk Options Awesome Blow, Cleave, Combat 
  Reflexes, Great Cleave, Improved Bull Rush, 
  Power Attack 
  Special Actions Drench, Vortex (Save DC 26), Water 
  Mastery 
  Abilities Str 26, Dex 18, Con 21, Int 6, Wis 11, Cha 
  11  
  SQ Damage Reduction 5/-, Darkvision 60 ft., 
  Elemental Traits 
  Feats Alertness, Awesome Blow, Cleave, Combat 
  Reflexes, Great Cleave, Improved Bull Rush, Iron 
  Will, Power Attack, Weapon Focus (Slam), 
  Weapon Specialization (Slam)  
  Skills Listen +11, Spot +12, Swim +19. 
  Water Mastery (Ex): A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental 
  takes a -4 penalty on attack and damage rolls 
  (These modifiers are not included in the stat block). 
   A water elemental can be a serious threat to a ship 
  that crosses its path.   
   
  An elemental can easily overturn small craft (5 
  feet of length per Hit Die of the elemental) and stop 
  larger vessels (10 feet long per HD).  Even large 
  ships (20 feet long per HD) can be slowed to half-
  speed. 
  Drench (Ex): The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of nonmagical origin if these are of Large 
  size of smaller.  The creature can dispel magical 
  fire it touches as dispel magic (caster level equals 
  elemental’s HD). 
  Vortex (Ex): The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 1 
  round for every 2 HD it has.  In vortex form the 
  elemental can move through the water or along the 
  bottom at its swim speed.   
   
  The vortex is 5 feet wide at the base, up to 30 
  feet wide at the top, and 10 feet or more tall, 
  depending on the elemental’s size.  The elemental 
  controls the exact height, but it must be at least 10 
  feet. 
   
  The elemental‘s movement while in vortex form 
  does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies.  Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if the 
  elemental moves into or through the creature’s 
  space. 
   
  Creatures one or more size categories smaller 
  than the elemental might take damage when 
  caught in the vortex (see the table below for 
  details) and may be swept up by it.  An affected 
  creature must succeed on a Reflex save when it 
  comes into contact with the vortex or take the 
  indicated damage.  It must also succeed on a 
  second Reflex save or be picked up bodily and 
  held 
  suspended 
  in 
  the 
  powerful 
  currents, 
  automatically taking damage each round.  An 
  affected creature is allowed a Reflex save each 
  round to escape the vortex.  The creature still takes 
  damage, but can leave if the save is successful.  
  The DC for saves against the vortex’s effects 
  varies with the elemental’s size.  The save DC is 
  Strength-based. 
   
  Creatures trapped in the vortex cannot move 
  except to go where the elemental carries them or to 
  escape the whirlwind.  Creatures caught in the 
  whirlwind can otherwise act normally, but must 
  make a Concentration check (DC 10 + spell level) 
  to cast a spell.  Creatures caught in the whirlwind 
  take a -4 penalty to Dexterity and a -2 penalty on 
  attack rolls.  The elemental can have only as many 
  creatures trapped inside the vortex at one time as 
  will fit inside the vortex’s volume. 
   
  The elemental can eject any carried creatures 
  whenever it wishes, depositing them wherever the 
  vortex happens to be.  A summoned elemental 
  always ejects trapped creatures before returning to 
  its home plane. 
   
  If the vortex’s base touches the bottom, it creates 
  a swirling cloud of debris.  This cloud is centered 
  on the elemental and has a diameter equal to half 
  the vortex’s height.  The cloud obscures all vision, 
  including darkvision, beyond 5 feet.  Creatures 5 
  feet away have concealment, while those farther 
  away have total concealment.  Those caught in the 
  cloud must make a Concentration check (DC 15 + 
  spell level) to cast a spell. 
   
  An elemental in vortex form cannot make slam 
  attacks and does not threaten the area around it. 
  Skills: A water elemental has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, even if distracted or endangered.  It 
  ZEF7-01 Parshadon 
   
  Page 46 
  
  can use the run action while swimming, provided it 
  swims in a straight line. 
  Water Elemental Sizes 
   
   
   
  -Vortex- 
   
   
   
   
   
   
  Element
  al 
  Heigh
  t 
  Weigh
  t 
  Sav
  e 
  DC 
  Damag
  e 
  Heigh
  t 
  Small 
  4 ft. 
  34 lb. 
  13 
  1d4 
  10-20 
  ft. 
  Medium 
  8 ft. 
  280 
  lb. 
  15 
  1d6 
  10-30 
  ft. 
  Large 
  16 ft. 
  2,250 
  lb. 
  19 
  2d6 
  10-40 
  ft. 
  Huge 
  32 ft. 
  18,00
  0 lb. 
  25 
  2d8 
  10-50 
  ft. 
  Greater 
  36 ft. 
  21,00
  0 lb. 
  28 
  2d8 
  10-60 
  ft. 
  Elder 
  40 ft. 
  24,00
  0 lb. 
  31 
  2d8 
  10-60 
  ft. 
   
  ENCOUNTER SEVEN: THE TAX MAN 
   
  F ATE L 
  CR  8 
  Male orc War6 
  CN Medium Humanoid (orc) 
  Init +1; Senses Darkvision 60 ft.; Listen -2, Spot -2 
  Languages Common, Orc  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +6 armor, +1 shield) 
  hp 33 (6 HD);  
  Fort +6, Ref +3, Will +0 
  Speed 20 ft. in splint mail (heavy armor) (4 squares), 
  base movement 30 ft.; 
  Melee falchion +8 (2d4+4; 18-20) or fist +9 (1d3+3) or 
  Ranged javelin +7 (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +9 
  Atk Options Improved Bull Rush, Improved Unarmed 
  Strike, Power Attack 
  Abilities Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6 
  SQ Light Sensitivity 
  Feats Improved Bull Rush, Improved Unarmed Strike, 
  Power Attack  
  Skills Ride +10 
  Possessions splint mail, buckler, falchion, dagger, 6 
  javelins, whip 
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  ENCOUNTER SEVEN: LOST SOULS 
   
  S LI T W O L F H E AR T 
  CR  11 
  Male half-orc Brb2/Ftr9 
  CN Medium Humanoid (half-orc) 
  Init +2; Senses Darkvision 60 ft.; Listen -4, Spot -4 
  Languages Common, Orc  
  AC 19, touch 13, flat-footed 19 
   (+2 Dex, +6 armor, +1 deflection) 
  hp 95 (11 HD);  
  Fort +12, Ref +5, Will +1 
  Speed 40 ft. in chain shirt (light armor) (8 squares), 
  base movement 40 ft.; 
  Melee +1 thundering greataxe +19/+14/+9 (1d12+10; 
  19-20/x3) or dagger +16/+11/+6 (1d4+5; 19-20/x2) 
  or 
  Ranged dagger +13 (1d4+5; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 
  Atk Options Cleave, Combat Reflexes, Improved 
  Sunder, Power Attack 
  Combat Gear +1 thundering greataxe (19-20/x3) 
  Abilities Str 20, Dex 14, Con 16, Int 10, Wis 3, Cha 6  
  SQ Fast Movement, Rage 1/day, Uncanny Dodge 
  Feats Cleave, Combat Reflexes, Greater Weapon 
  Focus (Greataxe), Improved Critical (Greataxe), 
  Improved Sunder, Iron Will, Power Attack, Weapon 
  Focus 
  (Greataxe), 
  Weapon 
  Specialization 
  (Greataxe)  
  Skills  Handle Animal +12, Jump +5, Ride +9, 
  Survival +1 
  Possessions +2 chain shirt, +1 thundering greataxe, 
  dagger (x2), amulet of health +2, gauntlets of ogre 
  power, potion of cure moderate wounds, potion of 
  lesser restoration, potion of enlarge person, ring of 
  protection +1  
   
  RAG E  S TATS 
  AC 17, touch 11, flat-footed 17 
   (+2 Dex, +6 armor, +1 deflection, -2 rage) 
  hp 117 (11 HD);  
  Fort +14, Ref +5, Will +3 
  Melee 
  +1 
  thundering 
  greataxe 
  +21/+16/+11 
  (1d12+13; 19-20/x3) or dagger +18/+13/+8 (1d4+7; 
  19-20/x2) or 
  Ranged dagger +13  (1d4+7; 19-20/x2) 
  Base Atk +11; Grp +18 
  Abilities Str 24, Dex 14, Con 20, Int 10, Wis 3, Cha 6  
  Skills Handle Animal +12, Jump +24, Ride +9, 
  Survival +1 
   
   
  ENCOUNTER NINE: AN ANCIENT EVIL 
  AN C I E N T  E V I L  J ACKAL 
  CR  11 
  Fighter 2 
  CE Large Fey (Fire) 
  Init +6; Senses Low-light vision; Listen +14, Spot +14 
  Languages none  
  AC 20, touch 17, flat-footed 13 
   (-1 size, +7 Dex, +1 deflection, +3 natural) 
  hp 190 (20 HD); Regeneration 5 
  Immune Fire 
  Fort +20, Ref +21, Will +16 
  Speed Fly (perfect): 120 ft.; 
  Melee Bite +25 (2d6+15; 18-20/3) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +29 
  Atk Options Cleave, Combat Reflexes, Great Cleave, 
  Power Attack, Trip (+14 check modifier) 
  ZEF7-01 Parshadon 
   
  Page 47 
  
  Special Actions Disease, Maddening Whispers, 
  Ravenous Bite  
  Combat Gear none 
  Abilities Str 31, Dex 24, Con 22, Int 2, Wis 14, Cha 
  12  
  SA Maddening Whispers, Ravenous Bite, Trip 
  SQ Corner of the Eye, Low-light vision, Scent, Wind 
  Walk 
  Feats 
  Alertness, 
  Blind-fight, 
  Cleave, 
  Combat 
  Reflexes, Great Cleave, Improved Natural Attack 
  (Bite), Power Attack, Run, Track, Weapon Focus 
  (Bite)  
  Skills  Hide +14, Intimidate +4, Listen +14, Move 
  Silently +16, Spot +14, Survival +11* 
  Trip (Ex): An ancient evil jackal that hits with a bite 
  attack can attempt to trip the opponent (+14 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity attempt 
  fails, the opponent cannot react to trip the ancient 
  evil jackal. 
  Skills: *An ancient evil jackal has a +4 racial bonus 
  on Survival checks when tracking by Scent. 
  Disease (Ex): Any creature hit by an ancient evil 
  jackal’s bite attack must succeed on a Fortitude 
  save (DC 26) or become infected with the ancient 
  evil jackal’s hunger.  The incubation period is 1d3 
  days, and the disease deals 1d3 points of Wisdom 
  damage.  Additionally, each day that a victim takes 
  Wisdom damage from the disease, he must 
  succeed on a Will save (DC 22) or become 
  overwhelmed with an insatiable hunger for the flesh 
  of its own race.  The victim stalks and tries to kill 
  the closest member of its own race; if it does so, it 
  feeds on the victim’s body and then returns home 
  with no memory of the tragic event.  If a victim of 
  this hunger is reduced to a Wisdom score of 0, he 
  transforms 
  into 
  an 
  ancient 
  evil 
  creature 
  immediately and races off into the night sky at such 
  speed that his feet burn away into bloody, charred 
  stumps. 
  Maddening Whispers (Su): An ancient evil jackal 
  may use its maddening whispers on any one target 
  within 120 feet once per day.  The ancient evil 
  jackal may use this ability while wind walking.  Only 
  the chosen victim can hear the insane whispers 
  and invitations of the ancient evil jackal.  The victim 
  must make a successful Will save (DC 22) or take 
  1d3 points of Wisdom damage.  Typically, an 
  ancient evil jackal stalks a chosen victim for days, 
  wearing down the victim’s Wisdom score until it 
  attacks and attempts to bring down its disease 
  upon the poor soul.  An ancient evil jackal will stop 
  stalking a target that resists the maddening 
  whispers for more than three days and fly off to 
  seek easier prey. 
  Ravenous Bite (Ex): An ancient evil jackal threatens 
  a critical hit on a natural roll of 18-20 when 
  attacking with its bite, and deals triple damage on a 
  successful critical hit.  A wound resulting from a 
  critical hit bleeds for an additional 3 points of 
  damage per round thereafter.  Multiple wounds 
  from such attacks result in cumulative bleeding 
  loss (two wounds for 6 points of damage per round, 
  and so on).  The bleeding can be stopped only by a 
  successful Heal check (DC 10) or the application of 
  any cure spell or other healing spell (heal, healing 
  circle, or the like). 
  Fire Subtype (Ex)*: An ancient evil jackal is immune 
  to fire damage.  It takes half again as much (+50%) 
  damage as normal from cold, regardless of 
  whether a saving throw is allowed, or if the save is 
  a success or failure. 
  Corner of the Eye (Su): An ancient evil jackal that 
  stalks a victim while wind walking always seems to 
  lurk just at the corner of its chosen victim’s field of 
  vision. This victim takes a -2 penalty on all 
  Wisdom-based skill checks as long as the ancient 
  evil jackal stalks him. 
  Regeneration 5 (Ex)*: Cold deals normal damage to 
  a wendigo. 
  Wind Walk (Su): An ancient evil jackal can wind walk 
  at will, transforming from physical form to 
  incorporeal form or back again as a move action. 
  *Note: Used Wendigo template (updated for 3.5) 
  on a dire wolf but changed subtype from cold to 
  fire 
   
  ZEF7-01 Parshadon 
   
  Page 48 
  
  APPENDIX 2: NEW RULES ITEMS 
  ITEM 
   
  Crimson Coat of Ilpharzz: Dyed a brilliant scarlet 
  color, a Crimson Coat of Ilpharzz is a suit of +4 leather 
  armor whose surface is embroidered with flame motifs 
  in golden thread.  As a free action, the wearer can 
  command the armor to ignite three times per day, 
  enveloping her in magical flames that give light as a 
  torch.  The wearer is not harmed by these flames, 
  gaining a +4 deflection bonus to Armor Class and fire 
  resistance 15 while they last.  Any creature attacking 
  the wearer with a natural weapon or a melee weapon 
  that is not a reach weapon takes 1d4 points of fire 
  damage per attack.  A Crimson Coat can burn for up to 
  1 minute at a time. 
   
  Moderate 
  Abjuration; 
  Caster 
  Level: 
  12th; 
  Prerequisites: Craft Magic Arms and Armor, fire shield, 
  resist energy, shield; Market Price: 28,300 gp; Cost to 
  Create: 14,230 gp + 1,125 xp. 
   
   
  Fellstone: This +3 heavy pick is made entirely 
  from stone, and its magical properties give its wielder 
  great power over stone.  Earth creatures struck with 
  Fellstone must succeed on a Fortitude save (DC 13) or 
  be dazed until the beginning of the wielder's next 
  action.  Whenever both the wielder and her opponent 
  are touching the ground, Fellstone grants a +1 bonus 
  on attacks and damage.  If an opponent is airborne or 
  waterborne, the wielder takes a -4 penalty on attacks 
  and damage.  Furthermore, as long as the wielder is 
  touching the ground, she can start a bull rush without 
  provoking an attack of opportunity.  The combat 
  modifiers given above for melee attacks also apply to 
  the wielder's opposed Strength check when attempting 
  a bull rush. 
   
  Caster Level: 12th; Prerequisites: Craft Magic 
  Arms and Armor, stone shape, summon monster VI; 
  Market Price: 32,308 gp; Cost to Create: 16,308 gp + 
  1,280 xp 
   
  Rogue’s Vest: Any rogue who finds one of these 
  precious vests counts himself among the most 
  fortunate of scoundrels.  A rogue’s vest enhances the 
  wearer’s natural roguish abilities, making him more 
  effective as both a scout and a combatant. 
   
  Lore: 
  Characters 
  can 
  gain 
  the 
  following 
  information about the rogue’s vest by making 
  Knowledge (arcane) checks at the appropriate DCs, as 
  given below. 
   
  DC 20: A rogue’s vest enhances a rogue’s ability to 
  deal devastating damage to unprepared or flanked 
  opponents. 
  DC 30: A female Halfling arcane trickster named 
  Lena Wandering eye created the first rogue’s vest.  Not 
  satisfied with her already powerful abilities, she 
  created the vest to further enhance her natural talents.  
  She wore the rogue’s vest for many years before 
  passing the secret of its creation on to the arcane 
  spellcasters of the caravan into which she eventually 
  retired. 
   
  This slick-looking, black vest is made of supple, 
  well-worn leather.  Its buttons are carved of dull, black 
  glass and seem to absorb light rather than reflect it.  
  Upon donning the vest, the wearer immediately senses 
  that his footsteps are lighter and more fluid, and his 
  ability to leap out of the way of danger is enhanced.  If 
  the wearer also has the sneak attack ability, his sneak 
  attack seems to strike more true than normal.   
   
  Activation: 
  The 
  rogue’s 
  vest 
  functions 
  continuously as long as it is worn, requiring no action 
  on the wearer’s part to activate. 
   
  Effect: When worn, this vest grants its wearer a +2 
  competence bonus on Hide and Move Silently checks 
  and a +2 bonus on Reflex saves.  In addition, if the 
  wearer has the sneak attack ability as a class feature or a 
  special ability, his sneak attack damage increases by 
  1d6 as long as he wears the vest.  A character without 
  the sneak attack ability doesn’t gain the benefit of this 
  increase. 
   
  Strong illusion; Caster Level: 13th; Prerequisites: 
  Craft Wondrous Item, cat’s grace, invisibility, true 
  strike; Market Price: 29,600 gp; Cost to Create: 14,800 
  gp + 1,184 xp, 30 days 
   
   
  Vanishing Blade: A vanishing blade is a +3 rapier 
  that allows its wielder to travel short distances 
  instantaneously.  Once per day, after a successful melee 
  attack, the wielder of the vanishing blade may transfer 
  himself instantaneously to any spot within 800 feet.  
  This effect functions exactly as the dimension door 
  spell from a 10
  th-level caster. 
   
  Caster Level: 10th; Prerequisites: Craft Magic 
  Arms and Armor, dimension door; Market Price: 
  47,120 gp; Cost to Create: 23,720 gp + 1,872 xp. 
   
   
  Warlock’s Scepter: This fearsome device is a +2 
  light mace with a head in the shape of a demonic 
  horned skull.  When held, it confers a +2 profane 
  bonus on ranged touch attack rolls made with it.  In 
  addition, a warlock (or any other character capable of 
  invoking an eldritch blast) can choose to spend charges 
  from the scepter to increase the amount of damage his 
  eldrich blast deals. 
   
  ZEF7-01 Parshadon 
   
  Page 49 
  
  Extra Damage 
  Charges 
  +1d6 
   
  1 charge 
  +2d6 
   
  2 charge 
  +3d6 
   
  3 charge 
  +4d6 
   
  5 charge 
   
  The rod's wielder can expend up to 5 charges in any 24-
  hour period.  A rod is created with 50 charges.  After all 
  charges are used, the rod remains a +2 light mace, but 
  no longer provides a bonus on ranged touch attack 
  rolls. 
   
  Moderate Necromancy; Caster Level: 10th; 
  Prerequisites: Craft Rod, bestow curse; Market Price: 
  28,000 gp; Weight 3 lb. 
   
  ZEF7-01 Parshadon 
   
  Page 50 
  
  APPENDIX THREE: WENDIGO TEMPLATE 
   
  The Wendigo Template 
  (from Fiend Folio, page 186-188) 
  “Wendigo” is an acquired template that can be added to 
  any animal, giant, humanoid, magical beast, or 
  monstrous humanoid (referred to hereafter as the base 
  creature), although the vast majority of wendigo were 
  once animals or humanoids.  A wendigo’s type changes 
  to fey, and it gains the cold subtype.  It otherwise uses 
  all of the base creature’s statistics and special abilities 
  except as noted. 
   
   
  Hit Dice: Change to d6. 
   
  Speed: A wendigo gains a fly speed of 120 feet 
  (perfect), unless its previous fly speed was better, in 
  which case the base creature’s fly speed is retained.  
  The wendigo loses all other movement types, 
  including its base land speed.  Wendigos do not travel 
  on land. 
   
  AC: A wendigo gains a deflection bonus to AC 
  equal to its Charisma bonus (minimum of +1). 
   
  Attacks: A wendigo’s bite is its sole attack.  If the 
  base creature does not have a bite attack, the wendigo 
  gains one. 
   
  Damage: A wendigo creature’s bite attack deals 
  damage as shown on the table below, or as the base 
  creature, whichever is better.  It adds 1 ½ times its 
  Strength bonus to the damage dealt. 
   
  Wendigo Size 
  Bite Damage 
  Fine 
  1 
  Diminutive 
  1d2 
  Tiny 
  1d3 
  Small 
  1d4 
  Medium-size 
  1d6 
  Large 
  2d4 
  Huge 
  2d6 
  Gargantuan 
  2d8 
  Colossal 
  4d6 
   
   
  Special Attacks: A wendigo retains all the special 
  attacks of the base creature and gains the following 
  special attacks. 
   
  Disease (Su): Any creature hit by a wendigo’s bite 
  attack must succeed on a Fortitude save (DC 10 + ½ 
  wendigo’s HD + wendigo’s Con modifier) or become 
  infected with the wendigo’s hunger.  The incubation 
  period is 1d3 days, and the disease deals 1d3 points of 
  Wisdom damage.  Additionally, each day that a victim 
  takes Wisdom damage from the disease, he must 
  succeed on a Will save (DC 10 + ½ wendigo’s HD + 
  wendigo’s Cha modifier) or become overwhelmed with 
  an insatiable hunger for the flesh of its own race.  The 
  victim stalks and tries to kill the closest member of its 
  own race; if it does so, it feeds on the victim’s body and 
  then returns home with no memory of the tragic event. 
   If a victim of this hunger is reduced to a Wisdom score 
  of 0, he transforms into a wendigo immediately and 
  races off into the night sky at such speed that his feet 
  burn away into blood, charred stumps. 
   
  Maddening Whispers (Su): A wendigo may use its 
  maddening whispers on any one target within 120 feet 
  once per day.  The wendigo may use this ability while 
  wind walking.  Only the chosen victim can hear the 
  insane whispers and invitations of the wendigo.  The 
  victim must make a successful Will save (DC 10 + ½ 
  wendigo’s HD + wendigo’s Cha modifier) or take 1d3 
  points of Wisdom damage.  Typically, a wendigo stalks 
  a chosen victim for days, wearing down the victim’s 
  Wisdom score until it attacks and attempts to bring 
  down its disease upon the poor soul.  A wendigo will 
  stop stalking a target that resists the maddening 
  whispers for more than three days and fly off to seek 
  easier prey. 
   
  Ravenous Bite (Ex): A wendigo threatens a critical 
  hit on a natural roll of 18-20 when attacking with its 
  bite, and deals triple damage on a successful critical hit. 
   A wound resulting from a critical hit bleeds for an 
  additional 3 points of damage per round thereafter.  
  Multiple wounds from such attacks result in 
  cumulative bleeding loss (two wounds for 6 points of 
  damage per round, and so on).  The bleeding can be 
  stopped only by a successful Heal check (DC 10) or the 
  application of any cure spell or other healing spell 
  (heal, healing circle, or the like). 
   
  Special Qualities: A wendigo retains all the 
  special qualities of the base creature and gains the 
  following special qualities as well. 
   
  Cold Subtype (Ex): A wendigo is immune to cold 
  damage.  It takes half again as much (+50%) damage as 
  normal from fire, regardless of whether a saving throw 
  is allowed, or if the save is a success or failure. 
   
  Corner of the Eye (Su): A wendigo that stalks a 
  victim while wind walking always seems to lurk just at 
  the corner of its chosen victim’s field of vision.  This 
  victim takes a -2 penalty on all Wisdom-based skill 
  checks as long as the wendigo stalks him. 
   
  Regeneration 5 (Ex): Fire deals normal damage to 
  a wendigo. 
   
  Wind Walk (Su): A wendigo can wind walk at will, 
  transforming from physical form to incorporeal form 
  or back again as a move action. 
  ZEF7-01 Parshadon 
   
  Page 51 
  
   
  Abilities: Increase from base creature as follows: 
  Str +4, Dex +8, Con +4, Wis +2, Cha +4. 
   
  Skills: Same as the base creature, except that the 
  wendigo gains a +8 racial bonus on Hide, Move 
  Silently, and Survival checks. 
   
  Feats: Same as the base creature, except that the 
  wendigo gains Track. 
   
  Climate/Terrain: Cold forests. 
   
  Organization: Solitary. 
   
  Challenge Rating: Same as the base creature +2. 
   
  Alignment: Always chaotic evil. 
  ZEF7-01 Parshadon 
   
  Page 52 
  
  APPENDIX 4: NPCS 
  AH F E T  B I N M UZAN 
  CR  6 
  Captain of the Sulamak 
  Male Human Ftr4/Exp3 
  LN Medium Humanoid (Baklunish) 
  Init +2; Senses Listen +4, Spot +9 
  Languages Common, Baklunish 
  AC 13, touch 13, flat-footed 11; Dodge, Mobility, 
  Combat Expertise; 
   (+2 Dex, +1 deflection) 
  hp 32 (7 HD);  
  Fort +5, Ref +4, Will +3 
  Speed 30 ft. no armor (6 squares), base movement 
  30 ft.; 
  Melee rapier +9/+4 (1d6+4; 18-20/x2) or dagger 
  +7/+2 (1d4+1; 19-20/x2) 
  Ranged dagger +8 (1d4+1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options Combat Expertise, Spring Attack 
  Abilities Str 12, Dex 14, Con 10, Int 13, Wis 9, Cha 
  15 
  Feats Combat Expertise, Dodge, Mobility, Skill Focus 
  (Profession: Sailor), Spring Attack, Weapon Focus 
  (Rapier), Weapon Specialization (Rapier)  
  Skills Balance +9, Climb +7, Diplomacy +10, Jump 
  +9, Listen +4, Profession (Sailor) +10, Spot +9, 
  Swim +7, Tumble +14 
  Possessions +1 rapier, dagger, spyglass, ring of 
  protection +1 
   
  AV E R AG E  S U L AM AK  C R E W M E M B E R 
  CR  1 
  Male Human War1/Exp1 
  LN Medium Humanoid (Baklunish) 
  Init +1; Senses Listen -1, Spot +3 
  Languages Common, Baklunish 
  AC 11, touch 11, flat-footed 10; Dodge, Mobility; 
   (+1 Dex) 
  hp 10 (2 HD);  
  Fort +3, Ref +1, Will +1 
  Speed 30 ft. no armor (6 squares), base movement 
  30 ft.; 
  Melee club +1 (1d6) or dagger +1 (1d4; 19-20/x2) or 
  Ranged dagger +2 (1d4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +1 
  Abilities Str 11, Dex 13, Con 12, Int 10, Wis 8, Cha 9 
  Feats Dodge, Mobility  
  Skills  Balance +5, Climb +5, Jump +7, Profession 
  (Sailor) +5, Spot +3, Swim +5, Tumble +7 
  Possessions club, dagger 
   
  B AY E Z I K  AZUZ I BN T I M UR 
  CR  2 
  Dusk Lash Operative 
  Male Human Rog 2 
  LN Medium Humanoid (Baklunish) 
  Init +6; Senses Listen +0, Spot +6 
  Languages Common, Baklunish 
  AC 12, touch 12, flat-footed 10;  
   (+2 Dex) 
  hp 9 (2 HD);  
  Fort +1, Ref +5, Will +0 
  Speed 30 ft. no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +0 (1d4-1; 19-20/x2) or 
  Ranged dagger +3 (1d4-1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Atk Options Sneak Attack +1d6 damage 
  Abilities Str 8, Dex 14, Con 12, Int 10, Wis 10, Cha 
  13 
  SQ Evasion, Trapfinding 
  Feats Improved Initiative, Skill Focus (Bluff)  
  Skills  Balance +9, Bluff +9, Climb +4, Jump +6, 
  Diplomacy +10, Listen +5, Sense Motive +7, Spot 
  +5, Tumble +9 
  Possessions club, dagger  
   
  Evasion (Ex): The rogue takes no damage if he 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a 
  successful save. He does not gain this benefit if 
  helpless. 
   
  AB B AS  I B N  N AD I M 
  CR  3 
  Owner of the Guiding Light 
  Male Human Exp 4 
  LN Medium Humanoid (Baklunish) 
  Init +0; Senses Listen +7, Spot +7 
  Languages Common, Baklunish 
  AC 10, touch 10, flat-footed 10; 
  hp 14 (4 HD);  
  Fort +3, Ref +1, Will +4 
  Speed 30 ft. no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +3 (1d4; 19-20/x2) or 
  Ranged dagger +3 (1d4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Abilities Str 10, Dex 10, Con 11, Int 12, Wis 10, Cha 
  10 
  Feats Great Fortitude, Persuasive, Skill Focus 
  (Profession: Merchant)  
  Skills  Appraise +8, Bluff +9, Diplomacy +5, 
  Intimidate +4, Knowledge (Local - VTF) +8, Listen 
  +7, Profession (Merchant) +10, Sense Motive +7, 
  Spot +7 
  Possessions dagger, set of keys, coin purse (5 sp)   
   
  N A’ I M AH I BNT  F AHKRI 
  CR  2 
  Manager of the Guiding Light 
  Male Human Com1/Exp2 
  LN Medium Humanoid (Baklunish) 
  Init +1; Senses Listen +3, Spot +1 
  Languages Common, Baklunish 
  AC 11, touch 11, flat-footed 10;  
  ZEF7-01 Parshadon 
   
  Page 53 
  
   (+1 Dex) 
  hp 9 (3 HD);  
  Fort +0, Ref +1, Will +2 
  Speed 30 ft. no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +2 (1d4+1; 19-20/x2) or 
  Ranged dagger +2 (1d4+1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 13, Con 10, Int 10, Wis 9, Cha 
  11 
  Feats Endurance, Run, Skill Focus (Swim)  
  Skills  Diplomacy +4, Knowledge (Local - VTF) +6, 
  Listen +3, Profession (Merchant) +3, Spot +1, 
  Swim +10 
  Possessions dagger, set of keys, coin purse (4 cp) 
   
  H AM ZA F AKI H 
  CR  8 
  Wayward Scholar 
  Male Human Exp9 
  LN Medium Humanoid (Baklunish) 
  Init +0; Senses Listen +2, Spot +2 
  Languages Common, Baklunish 
  AC 10, touch 10, flat-footed 10; 
  hp 34 (9 HD);  
  Fort +3, Ref +3, Will +8 
  Speed 30 ft. no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +5 (1d4-1; 19-20/x2) or 
  Ranged dagger +6 (1d4-1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +5 
  Abilities Str 8, Dex 11, Con 10, Int 18, Wis 14, Cha 
  11 
  Feats Diehard, Endurance, Leadership, Negotiator, 
  Toughness 
  Skills  Appraise +16, Decipher Script +16, Diplomacy 
  +16, Gather Information +14, Knowledge (Arcana) 
  +16, Knowledge (Architecture and Engineering) 
  +16, Knowledge (Geography) +16, Knowledge 
  (History) +16, Knowledge (Local - VTF) +16, 
  Knowledge (Royalty and Nobility) +16, Sense 
  Motive +5 
  Possessions dagger, set of keys, coin purse (4 cp) 
   
  H ADE E  B I N  N U S AR 
  CR  5 
  Corrupt Tax Collector 
  Male Human Ari6 
  LE Medium Humanoid (Baklunish) 
  Init +0; Senses Listen +8, Spot +8 
  Languages Common, Baklunish 
  AC 10, touch 10, flat-footed 10; 
  hp 27 (6 HD);  
  Fort +2, Ref +4, Will +5 
  Speed 30 ft. no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +4 (1d4; 19-20/x2) or 
  Ranged dagger +4 (1d4; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4 
  Abilities Str 10, Dex 11, Con 10, Int 12, Wis 10, Cha 
  12 
  Feats Alertness, Lightning Reflexes, Negotiator, 
  Persuasive 
  Skills  Appraise +6, Bluff +8, Diplomacy +13, Gather 
  Information +6, Intimidate +5, Knowledge (Nobility 
  and Royalty) +8, Listen +8, Sense Motive +10, 
  Spot +8 
  Possessions dagger, coin purse (7 gp), noble’s outfit 
   
  M UTAH 
  CR  3 
  Concerned Citizen 
  Male Human Exp4 
  LE Medium Humanoid (Baklunish) 
  Init +0; Senses Listen +3, Spot +3 
  Languages Common, Baklunish 
  AC 11, touch 11, flat-footed 10;  
   (+1 Dex) 
  hp 14 (4 HD);  
  Fort +2, Ref +2, Will +4 
  Speed 30 ft. no armor (6 squares), base movement 
  30 ft.; 
  Melee dagger +4 (1d4+1; 19-20/x2) 
  Ranged dagger +4 (1d4+1; 19-20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Abilities Str 12, Dex 12, Con 12, Int 12, Wis 10, Cha 
  14 
  Feats 
  Animal 
  Affinity, 
  Endurance, 
  Skill 
  Focus 
  (Profession: Farmer) 
  Skills  Climb +6, Handle Animal +9, Heal +5, 
  Knowledge (Architecture and Engineering) +6, 
  Knowledge (Geography) +4, Knowledge (Local - 
  VTF) +6, Knowledge (Nature) +6, Listen +3, 
  Profession (Farmer) +5, Ride +8, Search +4, Spot 
  +3 
  Possessions dagger 
   
   
   
   
  ZEF7-01 Parshadon 
   
  Page 54 
  
  APPENDIX 5: RUMORS 
   
   
  1. A number of wells went dry very suddenly in the northeastern Zeif. There hasn't been any less rainfall than usual, so 
  what could be the cause? 
   
  2. Every year, a large number of whales beach themselves on the coast. This year it didn't happen. The people who used 
  to scavenge the carcasses are out looking for a different way to make an easy efrit. 
   
  3. Strange metal contraptions have been seen lurking underwater by fishermen near Zeir-i-Zeif. No one knows what 
  they are! 
   
  4. There's a power struggle going on between the Matron Sultana and the Grim Vizier. The lich may look scarier, but the 
  Sultan's mother looks young enough to be his daughter. You tell me which one's more powerful! 
   
  5. My grandmother used to tell me stories of a sorceress living in the Vaar Hills that would steal children in the night.  I 
  thought it was to scare us children but lately I’ve heard a man say he had returned from visiting her tower! 
   
  6. I’ve heard that the Bey of Madara has taken a great interest in Parshadon.  Rumor has it that he is sending men to 
  town to survey the hills for a new mine!  
   
  7. A soldier previously stationed in Dhabiya told me a tale of a lost city in the Vaar Hills.  He said that something old and 
  evil was released when the Sultan’s men entered the ruins.  I think that story is true because since that time my sweet 
  potatoes have disappeared.  I think that evil creature is living nearby! 
   
  8. The waters of Sukarta are rumored to have healing properties. The water is rich in minerals and slightly warmer then 
  normal water. 
   
  9. After hitting the "Big Score", former privateer Berker al' Muhalin landed in Korsan, where his retirement was 
  violently interrupted by a marauding band of slavers. To this day, there is a yearly festival to 
  celebrate Berker's heroic deeds. 
   
  10. I think the Sultan made a mistake opening Zeif for trade.  All these foreigners are causing real problems.  My 
  brother just came back from Kurteq.  He said the price of most goods has tripled and foreign criminals are taking over 
  the town.
  ZEF7-01 Parshadon 
   
  Page 55 
  
  APPENDIX 6: PARSHADON AT A GLANCE 
   
  The name Parshadon means dirt in certain Zeif 
  based Baklunish dialects and was given to the town by 
  the initial slave laborers who were forced to dig into 
  the hills to mine silver on behalf of the Sultan. Despite 
  the dubious moniker, the town of Parshadon had very 
  affluent beginnings. It was a prosperous mining town 
  for over 300 years until hard time befell the town. In 
  the last fifty years, the last of the Sultan's mines have 
  closed and the town has diminished to a fraction of its 
  former size. However, thanks to a few eternal 
  optimists, Parshadon exists as a quiet seaside 
  community struggling to hold itself together while it 
  waits for the mother lode to hit once more. 
   
  Origins 
    In 2819 BH, the Sultan Beroz commissioned 
  cartographer Zisad ibn Masoor to explore and map the 
  hilly region that now constitutes the present day 
  timars of Vaar and Madara. Zisad ibn Masoor spent 
  several 
  years in the area before returning to Zeir-I-Zeif in 2826 
  BH with dozens of meticulously detailed maps and 
  journals of his findings. 
    One of Zisad's maps became of interest. Zeif had 
  many mines established in the eastern portion of the 
  Vaar Hills but had been unable to find a economically 
  feasible method to mine and ship valuable metals and 
  gems from the western portion of the Vaar Hills. The 
  map of interest detailed a small area along the western 
  portion of the Vaar Peninsula that could be used as a 
  functional port for possible mining interests. Beroz 
  sent Zisad ibn Masoor and a team of men back to the 
  area to survey the area for mineral and settlement 
  possibilities. 
   
  Early Exploration 
    Zisad set anchor in Masoor's Cove and established 
  camp at the top the cliffs not far from what is now 
  called Wadi Zisad. Zisad and his men stayed here for 
  many weeks exploring the surrounding hills for viable 
  mining operations. 
    Unfortunately for Zisad and his men, they had made 
  camp in an area that channeled the run off from the 
  rainy season. When the rains came, the run off from 
  the hills came crashing through the men's camp, 
  washing their supplies down the wadi created gorge 
  and into Masoor's Cove. To this day, there are still 
  items from that original settlement embedded high 
  into the gorge walls by Masoor's Cove. 
    The flash flood forced the men to return to Zeif-I-Zeif 
  early but the mission was a not without success. Zisad 
  ibn Masoor had discovered what he felt was a sizable 
  deposit of silver in the nearby 
  hills. When Zisad presented his findings to the Sultan, 
  Beroz was convinced. He ordered a mine open and the 
  development of a port in the area. 
   
  Settlement 
    In 2484 BH, the first of the colonization ships arrived 
  at Masoor's Cove to begin construction of a settlement. 
  Due to the previous encounter with flash floods near 
  Wadi Zisad, it was decided to 
  establish the settlement north from the original site to 
  a more sheltered area along the coast. A workable 
  location for a harbor was located in a small southwest 
  section of Washid's Cove. A pier was 
  constructed for the loading and unloading of cargo 
  ships and a few buildings were constructed for those 
  important or wealthy enough to warrant one. 
  Makeshift slave camps were established away from the 
  settlement towards the hills to accommodate the slaves 
  sent to work the mines. The mining operations proved 
  viable and by the year's end, the colony was set for 
  more development. 
    Soon the new mines yield began to exceed 
  expectation, outstripping the number of available 
  slaves able to do the work. Soon a call was put out for 
  laborers. Many of Zeif's unfortunates made their way 
  to 
  Parshadon at the possibility of obtaining work. A few 
  adventurous merchants also headed west to take 
  advantage of the newfound prosperity and suddenly 
  Parshadon found itself becoming a small town. 
   
  Recent History 
    For many years Parshadon flourished, but as the silver 
  started to dry up the town began its slow decline. 
  Nearly seventy years ago the first of the mines closed. 
  Within the next thirty years two more of 
  the mines were also closed and things began to look 
  bleak. Many of the laborers were forced to look for 
  work elsewhere and some of the more prominent 
  citizens moved on, choosing to cut their losses while 
  they still could. However, not all was dark. While the 
  largest of the mines remain operational the town could 
  survive. 
    Then, about twenty years ago, the main mine began to 
  show signs that the silver was running out. Local 
  miners attempted a risky exploration hoping to find 
  more silver. Unfortunately, a horrible accident 
  occurred killing all of the miners involved. With the 
  lack of new silver veins to excavate, the Sultan closed 
  the mining operation. With the closure of the mines, 
  the town of Parshadon was finally forced to face its true 
  ZEF7-01 Parshadon 
   
  Page 56 
  
  existence as a remote boomtown gone bust. 
   
  When to Go 
    Parshadon's climate is like much of the rest of Zeif: 
  harsh and extreme. Thankfully, the harsh, dry 
  conditions are offset by the town's vicinity to the warm 
  waters of the Dramidj Ocean. 
    During the spring/early summer months, Parshadon 
  experiences a brief rainy season. For two to three 
  weeks, pounding rains fall on Parshadon leading to a 
  sudden and temporary `greening' of the land. 
  It is also during this time that Wadi Zisad flows once 
  more with the rainwater running off the sun baked 
  land. 
    Parshadon's summer is long and hot. However, the 
  breeze that blows in off the Dramidj Ocean alleviates 
  much of the suffering caused by the heat making life 
  rather idyllic if one is able to find some shaded 
  respite from the sun's punishing rays. 
    Parshadon's winter is a cold, blustery affair as frigid 
  winds blow constantly against the hillside dwellings. 
  Given the lack of building supplies, many homes do 
  not provide adequate protection from the cold. 
  The sea is also quite stormy making travel by boat to 
  the town unpleasant at best. 
    It is recommended that travelers head to Parshadon 
  during the early summer months to avoid the excessive 
  heat of high summer. Unless absolutely necessary, 
  travelers should avoid winter and even early spring 
  trips to Parshadon. 
   
  Where To Go 
    Wadi Zisad – south of Parshadon is a wide flat dried 
  up riverbed that slopes down into Masoor's Cove. 
  During most of the year this riverbed or wadi sits 
  empty but during heavy rainfall Wadi Zisad becomes a 
  very dangerous place as run off from the surrounding 
  hills collect here and rush into the sea. Several minor 
  man-made adaptations to the surrounding landscape 
  help ensure that the sudden flash floods do not 
  endanger Parshadon. 
   
    Masoor's Cove – This sheltered inlet is located south 
  west of Parshadon, hidden amongst the high granite 
  cliffs. The cove is named after the father of the explorer 
  that first set anchor here. The cove is large enough to 
  allow a large ship to enter and provides ample 
  protection for ships seeking safety from stormy 
  weather. It is also a favorite area to go swimming 
  during the hot summer months.  Be careful not to be 
  caught here during heavy rains. The shape of the cove 
  prevents most ships from being overcome by the 
  sudden bursts of water pouring into the cove. 
  However, the currents caused by the rushing water 
  have the ability to push ships into the rocks along the 
  cove's edge. 
   
    The Dragon's Ladder – The large rock spire is a 
  prominent landmark and casts a long shadow over 
  Parshadon when struck by the rays of the setting sun. 
  It appears to be the remains of what was once likely a 
  stone section that once connected to The Waving 
  Daughters out in Washid's Cove. This unusual rock 
  formation earned its name from the apparent four 
  sections that comprise the stone tower. It is a popular 
  belief that each segment represents one of the four 
  basic tenants of the Four Feet of the Dragon (honor, 
  family, generosity, and piety). It is said that when an 
  individual has mastered all four tenets, only then may 
  the individual may climb the Dragon's Ladder and 
  hope to ascend to Istus' side. 
   
    The Waving Daughters – The two stone outcroppings 
  blocking the entrance to Washid's Cove are the results 
  of erosion by the wind and the sea to the existing land 
  mass. The formations were so named by 
  Zisad ibn Masoor because at a distance, the two 
  formations reminded him of his two daughters waving 
  good-bye to him as he left on his exploration voyages. 
   
    Washid's Cove – This treacherous body of water was 
  deemed, ironically, the best route for large cargo ships 
  to dock at Parshadon. The waters here can be quite 
  turbulent, making navigating inside the cove very 
  difficult. The easiest passage into Parshadon's harbor is 
  along the north side of the Waving Daughters. The 
  currents make swimming in Washid's Cove unadvised 
  except for only the strongest swimmers (Swim DC 15). 
   
    Parshadon Mines –The mines are currently inactive 
  and it has been nearly twenty years since workers last 
  occupied them. The mines are located a mile or two 
  east of the town. The mines are not closed off 
  to the public though most of the locals avoid entering 
  the mines unless necessary. It is generally believed that 
  the mines are structurally unsound though this fact 
  remains to be proven. 
   
    The Guiding Light Inn – The only inn in town is the 
  largest building in town and sits centrally, perched on 
  the steep slopes overlooking Washid’s Cove.  The inn 
  does not offer a wide variety of food (mostly fish based 
  fare) but what it does offer is palatable.  The inn is run 
  by Na’imah ibnt Fahkri, a gregarious and upbeat 
  woman who will make you feel as though you’ve lived 
  in Parshadon your whole life.  If you don’t like work, 
  don’t leave your room before noon.  Na’imah wrangles 
  ZEF7-01 Parshadon 
   
  Page 57 
  
  everyone into helping around the place, including 
  guests. 
   
  Getting There 
  Getting to Parshadon has never been easy. The rugged 
  harsh terrain of the Vaar Hills blocks land travel from 
  the east except for the most determined traveler. 
  Arrival by sea is somewhat easier but recent 
  closure of the silver mines and damage to Parshadon's 
  harbor over ten years ago is cause for most captains to 
  sail on. 
   
  Land 
    In general, overland travel to Parshadon is not 
  considered a practical option. There are no roads 
  leading to Parshadon. Travelers cannot expect an easy 
  journey sitting on the back of a caravan wagon. 
  Travelers must traverse rugged terrain on foot or 
  mount, sometimes under very extreme conditions. 
    Travelers heading from the east must pass through 
  the difficult and dangerous Vaar Hills or spend 
  considerable time circumventing the area. Those 
  determined to travel to Parshadon are recommended to 
  head south on the trade route to Antalotol then head 
  west to Barakhat and Nafiq. From Nafiq, travelers may 
  follow the coast to Parshadon. The journey is still 
  difficult but the beautiful scenery and cooling ocean 
  breeze should help ease some of the suffering. 
   
  Sea 
    Most travelers come to Parshadon by boat. The closest 
  ports in which to book passage are Dhabiya and Nafiq 
  though many begin their voyage in Zeir-I-Zeif.  
  Travelers coming via Dhabiya are cautioned to take 
  care since Dhabiya is a dangerous city at the best of 
  times. It is recommended that travelers coming by boat 
  from the east book passage at a safer port (such as Zeir-
  I-Zeif) and remain on the ship if it does dock at 
  Dhabiya. 
    Nafiq is a busy port in a town known for its naval 
  traditions and is a much safer option for lone travelers. 
  Ships heading up the coast leave Nafiq almost daily 
  and most captains are willing to take on passengers for 
  a fee. 
    If traveling by sea, it is unlikely that a traveler will 
  find a ship specifically stopping in Parshadon. 
  Arrangements will likely have to be made with ship's 
  captains to be dropped off at the town. Be 
  prepared to pay a bit extra for this privilege if time is of 
  the essence. 
   
  Currency 
    The traditional Zeif currencies are accepted in 
  Parshadon, though anyone throwing around Magus 
  (platinum coins) will certainly draw attention. Times 
  are tough in Parshadon and even Efrit (gold coins) 
  are a rare sight to see. Not surprisingly, the town tends 
  to work most transactions based around the Djinn 
  (silver coins) and often you can find prices in both 
  silver and gold values. 
   
  Basic Costs 
    The basic necessities are generally found at prices on 
  par for that of the rest of Zeif. However certain luxury 
  items, like fine wine, can command double or triple 
  the normal price due to the scarcity of such 
  supplies and the cost to deliver them to Parshadon. 
   
  Health 
    Travelers becoming injured in Parshadon are left with 
  few options. The town is currently without a proper 
  apothecary to help tend to any wounds or ailments. 
  The town also lacks a proper temple to any of the 
  Baklunish deities so travelers accustomed to paying for 
  divine healing may find themselves out of luck. 
  Travelers may find some divine healing from low 
  ranking priests attempting to convert Parshadon's 
  populace to the ways of the gods but travelers should 
  not expect this to always be the case. It is 
  recommended that travelers be prepared for the worst-
  case scenario and come already prepared. 
   
  Hazard - The Sun 
    The biggest health concern in Parshadon is the sun. 
  Parshadon is located in a semi-arid region that, while 
  not as harsh as the Antal Plains, can become quite hot 
  during high summer. The best advice for beating the 
  heat is to dress lightly and to cover the head with a 
  hood or clothe cap. Darker materials tend to be hotter 
  than lighter colored materials. 
    If traveling in the sun and heat, it is advised that 
  travelers take plenty of water with them and keep 
  hydrated. Travel should be limited to the early 
  morning/afternoon and late evenings. Noon is the 
  hottest 
  time of the day and wise travelers seek shelter from the 
  sun's rays during that time. 
    Sunstroke and heat exhaustion can be a real problem 
  for those traveling in and around Parshadon. If an 
  individual is suffering from either of these afflictions, 
  they should immediately seek a shady area in which to 
  rest and drink plenty of liquids. How much rest and 
  liquid an individual needs will depend on the 
  individual and the severity of affliction. 
   
  Hazard - Wildlife Dangers 
  The Vaar Hills are a dangerous place. Many different 
  and dangerous creatures live amongst the hills and it is 
  ZEF7-01 Parshadon 
   
  Page 58 
  
  advised that travelers do not go hiking alone in the 
  hilly terrain. Go with a group and stick together. If any 
  of the group becomes sick or is unable to travel, some 
  of the group may go fetch help or help carry out the 
  wounded individual.   
    Life in Parshadon is quite a bit safer. The exotic 
  wildlife that lives amongst the Vaar Hills rarely 
  ventures close to Parshadon. The real threat comes 
  from vermin that find their way into town seeking 
  shelter from sun.  Several types of venomous snakes 
  populate the area and can prove quite deadly if proper 
  care isn't taken. Snakes are generally afraid of humans 
  and half-orcs and take pains to avoid confrontation 
  with them.  Walk loudly through the brush to give 
  snakes plenty of warning. It is also advised that 
  travelers wear high leather boots. Snakes typically 
  strike at the ankles and high leather boots will help 
  protect against such attacks. 
    Other venomous vermin, such as spiders and 
  scorpions are easily avoided but can be a real problem 
  during winter months when many of the creatures 
  seek shelter in local homes. Many unsuspecting 
  individuals are bitten or stung as they arise from a 
  night's rest. A bit of care and foresight can help prevent 
  many of these attacks. 
   
  Hazard - Other Dangers 
    The currents in Washid's Cove are a real threat to 
  those that are not strong swimmers. Powerful 
  undercurrents drag swimmers under the water for 
  great distances before releasing the swimmer from its 
  grip. Many swimmers struggle against these currents 
  and find themselves too exhausted to swim back to 
  shore once free. If caught in an undercurrent, a 
  swimmer should relax and let the undercurrent carry 
  the swimmer to a point where the current weakens and 
  the swimmer can break free. The swimmer should then 
  swim back to shore avoiding the area containing the 
  currents. 
    The local mines pose a threat of cave-in. Many of the 
  mines were constructed with sound structural 
  engineering but age and other factors have made the 
  local mines unsafe. The mines also contain many 
  other dangers making it easy for a traveler to become 
  injured or lost and unable to find their way back out. It 
  is advised that travelers do not enter the mines except 
  with trained guides. 
   
  ZEF7-01 Parshadon 
   
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  APPENDIX 7: ADVENTURE FLOW CHART 
   
  ZEF7-01 Parshadon 
   
  Page 60 
  Encounter Ten 
  Let’s Make A Deal 
  Encounter Two 
  One Bad Dude 
  Encounter One  
  A Few Good Men… 
  Encounter Three – Dark Waters 
  Conclusion 
  yes
  The 
  Sulamak 
  is 
  sunk? 
  Encounter Four 
   Parshadon 
  Encounter Seven 
  The Taxman 
  Encounter Six 
  Hamza Fakih 
  Encounter Eight  
  Save This Town 
  Encounter Five 
  The Light Above 
  Yes 
   No 
  Remaining 
  Encounters? 
  yes 
  PCs walk to 
  Parshadon?
   No
  Yes
  no 
  no
  solid arrows represent 
  the most likely path of 
  the adventure 
  TOWN 
  Encounter Nine 
  Lost Souls 
  Encounter Eleven 
  An Ancient Evil 
  HILL ENCOUNTERS
  Remaining 
  Encounters?  
  no 
  Approached 
  by 
  Dusk Lash? 
  yes 
  The order in which these encounters are 
  investigated depends on the PCs. The solid arrows 
  represent the routes PCs are most likely to take. 
  Introduction  
   
  
   
  PLAYER HANDOUT 1: ALOCHIEL’S CONTRACTS 
   
   
  I, the undersigned, do hereby agree to adhere to the following rules while 
  conducting business with Alochiel, mistress of Vaar: 
   
  No actions of hostile intent shall be initiated within the house of Alochiel. 
  Casting of magicks or brandishing of weapons will release Alochiel from 
  any responsibility and void any deal struck. 
   
  Alochiel reserves the right to pass final judgement on any arbitration held 
  for those representing a third party, should a disagreement arise during 
  negotiations. 
   
  If the signer of this document has their life ended during negotiations, then 
  the possessions of that individual, including body, mind and soul, become 
  the property of Alochiel. 
   
   
  X______________________ 
   
   
   
   
  ZEF7-01 Parshadon 
   
  Page 61 
  
  PLAYER HANDOUT 2: ALOCHIEL’S TREASURES 
   
  ITEM ONE 
   
  A suit of leather armor that has been dyed a brilliant scarlet color.  The surface of the armor is embroidered 
  with flame motifs in golden thread. 
   
   
  ITEM TWO 
   
  This heavy pick is made entirely of sturdy beige color stone with veins of emerald running through out it.   
   
   
  ITEM THREE 
   
  This slick-looking, black vest is made of supple, well-worn leather.  Its buttons are carved of dull, black glass 
  and seem to absorb light rather than reflect it.   
   
   
  ITEM FOUR 
   
  This rapier’s highly polished and razor sharp blade shines.  The pommel guard is made of brass and is carved to 
  look like two hounds, each one nipping at the others tail. 
   
   
  ITEM FIVE 
   
  This fearsome looking light mace has a head in the shape of a demonic horned skull.  The eyes of the skull are 
  inset with dark rubies that glint ominously. 
   
  ZEF7-01 Parshadon 
   
  Page 62 
  
   
  DM MAPS 
   
  Map One: The Sulamak 
  1 square = 5 ft. 
   
   
   
  Hold 
  Lower Deck 
  Upper Deck 
  Forecastle 
  12 
  7 
  8 
  6 
  1 
  9 
  5 
  hole 
  Quarterdeck 
  11 
  10 
  3 
  4 
  2 
   
  1. quarter deck 
  2. forecastle deck 
  3. captains cabin 
  4. ward room 
  5. main deck 
  6. forecastle 
  7. galley 
  8. chain locker 
  9. lower deck 
  10. locked storage 
  11. hold 
  12. sail locker 
   
  ZEF7-01 Parshadon 
   
  Page 63 
  
  Map of Parshadon 
  1 square = 10 ft. 
   
  ZEF7-01 Parshadon 
   
  Page 64 
  
  Map of Ruins 
  1 square = 5 ft. 
   
   
  Map of Campsite 
  1 square = 5 ft. 
   
  ZEF7-01 Parshadon 
   
  Page 65 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/597/Normal Scenarios/ZEF7-01 - Parshadon (APL 2-10)/ZEF7-01 - Parshadon.pdf