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 and the adventure author or authors. 
   
  Details and maps of the town of Pest’s Crossing are excerpted from: Against the Giants: The Liberation of Geoff by Gary Gygax and Sean K. Reynolds. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your metaregion please e-mail your metaregional point of contact (POC) at scon40@aol.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  SHE5-03 
   
   
   
   
   
  The Prophet’s Voice 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Sheldomar Valley Metaregional Adventure 
  Version 2.2 
   
  by Tad L. J. Kilgore 
  Reviewers: Michael D. Moore, Daniel Gray, Harold Austin 
   
  Circle Reviewer: Steven Conforti 
   
   
   
  Dreams course through your mind each night.  They burn like molten fire and it has been very many days since you 
  slept a full night.  You have wandered into the Good Hills of Keoland seeking solace and an answer.  The only way to 
  lessen each night’s torment seems to be to travel towards Istivin.  What waits for you there?  A Sheldomar Valley 
  metaregional adventure for APLs 6-18 and Part Two of the Dark Clouds series. 
   
  
  SHE5-03 The Prophet’s Voice 
   
  Page 1 
  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 player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  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 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. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  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).  
  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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. 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.  
  
  SHE5-03 The Prophet’s Voice 
   
  Page 2 
   
  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 Metaregional adventure, set 
  in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 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 who 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 Survival 
  check (DC 20), 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 
  This adventure follows up events that occurred in SHE4-
  06 Dark Clouds Over Istivin. 
   
  The Sakhut have moved worship of Memnor to a 
  place of honor and outlawed the worship of the good 
  deities and, in one fell swoop, created a schism that may 
  cause the dissolution of the giant alliance.  The giants 
  stand together in recognition that they are stronger 
  together than apart and in recognition that the Tyv (the 
  word the giants use for the humans who settled into the 
  Sheldomar Valley) have spread through the lands, the 
  ones the giants once held, like a parasitic infestation.  At 
  the same time, there are differences in ideology and faith 
  amongst the giants. 
   
  The world that the Sakhut wants to build is not the 
  world that all the giants wish to live in.  It is a world ruled 
  with an iron fist and ruled absolutely.  It is giant-kind 
  ascendant and dominant at the expense of all others.  
  This does not sit well with all of his people, nor does it sit 
  well with the giants’ deities themselves, and thus change 
  has begun to move subtly across the political landscape 
  built by the Sakhut. 
   
  Maira Lachlandotter's dreams are troubled.  She 
  wakes shuddering and in a cold sweat.  Carved upon her 
  neck is a rune of arcane power, "Still Thy Tongue."  She 
  cannot speak lest the Sakhut hear what she says.  She 
  remembers the ungentle touch of the knife that made her 
  what she is now.  It haunts her dreams.  Maira knows 
  despair.  She knows remorse.  A deep and abiding hatred 
  has grown in her that she is having a harder and harder 
  time controlling.  She knows that the Sakhut's plans 
  debase her people.  An alliance with the fomorians 
  (giants of deformities, both physical and spiritual) and 
  with the hill giants turns her stomach.  It has been forced 
  upon them.  This offends her on two levels.  First, she 
  finds their twisted forms repulsive.  Secondly, she finds 
  the culture of the evil giants unjust and unkind.  Maira 
  knows that her rage is changing who she is, but she 
  cannot control it.  The Sakhut must be stopped, and she is 
  helpless to effect this change. 
   
  Her brother has taken to compromise as an art.  He 
  rules Sterich at the behest of the Sakhut.  She worries for 
  him as the path he walks can twist him. The Tyv do not 
  understand the sacrifice he has made.  He has set himself 
  as a shield between the depredations of the other giants 
  and the small ones.  He risks much, and the process 
  erodes who he is. 
   
  Iallanis and Hiatea, good deities of the giants, have 
  watched the activities of their “children” with dismay.  
  There is little they can do to directly affect the shape of 
  things.  The divine are bound from direct intervention on 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 3 
  Oerth for the most part.  Still, the goddesses are not truly 
  restricted in their ability to communicate with their 
  followers, especially not their clergy.  Hiatea has begun to 
  shape Maira's dreams.  The two fear for her.  She is 
  walking a path of destruction and has asked for their 
  guidance.  Her deities have heard her.  Maira may destroy 
  herself and all she holds dear.  Iallanis and Hiatea can 
  save her.  While Maira’s experiences have given her rage, 
  they have also given her the power to speak about change 
  and a fine sense of justice.  Hiatea would have her speak 
  about what she has seen, and therefore testify to all who 
  would hear the injustice of the Sakhut's deeds and 
  policies.  Iallanis would have her speak at length about 
  what will occur.  Iallanis believes that Maira can become 
  her prophet, an oracle for her people and will be able to 
  transform and shape the world.  First however, Maira 
  must be made to confront her anger and her prejudice 
  and regain her voice. 
   
  The runic magic that has been worked upon Maira 
  can only be undone by a very few, and all of these 
  individuals are servants of the Sakhut or beyond Maira’s 
  reach.  However, there is another way.  Maira's dreams 
  have shown her continuous images of a slim spindle of 
  white stone, unique and distinct, and unlike any 
  formation she had seen before.  During consultation with 
  her father's intelligent harp, Silsellay told her this dream 
  location is the Aerie of Cul Bra Folinu in the 
  Crystalmists, a home for raptorans (a race believe lost or 
  mythical in the Sheldomar Valley).  The raptorans of the 
  Aerie are held in thrall to the powerful storm giant 
  wizard, Gar Mujal.  Gar is rumored to be an expert in 
  runic magic and power and also a specialist in the 
  elemental planes.  Again Maira's dreams changed.  Gar, 
  she knows, can give her back her voice, if not directly, 
  then perhaps through another agent.    Each time she 
  dreams of taking the journey herself, she dreams of 
  pursuit and death at the hands of the Sakhut's agents.  A 
  recurring image has repeated itself to her.  She dreams of 
  Tyv, particularly of the Tyv who raided her brother's 
  castle.  She knows she must contact these people, but she 
  does not know how.  Visions will direct her. 
  ADVENTURE SUMMARY 
   
  Each PC experiences a series of vivid and haunting 
  dreams: the marking of Maira with a rune, the Aerie of 
  Cul Bra Folinu, and being trapped inside of walls.  The 
  dreams become more and more violently and painfully 
  intense each day, except when the PCs are moving in the 
  direction of Sterich; it is on those days of travel towards 
  Sterich that the dreams stay at the same intensity.  
  Finally, the PCs find themselves in Crookhollow, at the 
  Roc’s Feather, where the PCs realize they have been 
  sharing the same cycle of dreams and have a change to 
  discuss them with each other.  Maira, wild shaped into 
  the form of a mouse, will observe the PCs’ conversation.  
  Maira then sneaks into the room of one of the PCs and 
  leaves a request for aid and a meeting spelled out in grass 
  seeds on the floor. Once the PCs and Maira meet, she 
  shares with them what she knows, and asks them to 
  travel to the lair of the storm giant and retrieve her voice. 
   This involves a long question & answer session with 
  Silsellay and Maira, with Silsellay acting as Maira's voice. 
   Note that the tone of this exchange is much different for 
  Lords Sinister than for Lords Errant or Stalwart.  Maira 
  views Lords Errant and Stalwart as allies; however, Maira 
  is still arrogant and certain she is superior to the PCs, as 
  this is her true weakness.  Lords Sinister have a 
  completely different experience as Maira sees her 
  interaction with them as punishment from the divine.  
  These are the people who tried to kill her brother and 
  destroy her ancestral home.  Maira makes quite clear to 
  the PCs that she is certain that the Sakhut’s agents have 
  fully infiltrated many nations of the Sheldomar (a false 
  rumor actually) and hold Sterich under their complete 
  control.  She asks them to keep this information secret 
  since if they share it, most certainly they will be 
  discovered. 
  Encounter 1: Bound by Shackles 
   
  PCs travel through Sterich.  This is difficult (but not 
  impossible) for the Lords Sinister and a pleasure for 
  Lords Errant or Lords Stalwart.  PCs have a chance to 
  collect information about how the giants rule and about 
  the experiences of the people under the rule of the giants. 
   If PCs are indiscreet, news of their journey will reach the 
  Sakhut.  This will increase the challenge of the combats 
  in Encounters 2 and 5 substantially as the giants 
  reinforce their positions in an attempt to either guard 
  their borders more effectively or support their agents.  
  PCs may pick their path through Sterich. 
  Encounter 2: Uncommon Game 
   
  PCs must cross the forbidden zone that buffers the 
  mountains and their foothills.  In so doing they 
  encounter a fomorian chieftain who is out hunting Tyv 
  for sport.  PCs who help the peasants escape spark a 
  diplomatic incident and lose their status as Lords Errant 
  or Stalwart; their good deed though earns them a new 
  status of Lords Dire instead.  Lords Sinister who save the 
  peasants have their status improved as their good deed is 
  noted and reported by survivors (they lose the Lords 
  Sinister title, and the accompanying Hatred of Sterich, 
  and become Lords Dire as well).  PCs who do not assist 
  the peasants have their deeds witnessed by survivors and 
  are reported for their cowardice (they lose their Lords 
  Errant or Stalwart status or retain their Lords Sinister 
  status, if they posses one of these).  PCs who have not 
  played the first adventure in the series (SHE4-06 Dark 
  Clouds Over Istivin) who help spark a diplomatic incident 
  by killing the fomorian chieftain also become Lords Dire 
  of Sterich. 
  Encounter 3: The Thralls of Gar Mujal 
   
  PCs traveling through the Crystalmists and towards 
  the aerie are spotted and approached by raptorans of the 
  Folinu tribe, who are held in service to Gar Mujal.  This 
  can lead to an untiered combat if PCs are not careful.  If 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 4 
  they are careful, then they will have a chance to 
  peacefully meet and interact with the raptorans.  PCs are 
  brought before the elders of the Folinu.  Gar Mujal holds 
  these creatures in virtual captivity. One of their ancestors 
  cut a poor deal with Gar Mujal.  He twisted the intent of 
  the contract and now holds the entire tribe in bondage.  
  He has used his knowledge of runic magic to curse the 
  Folinu with infertility.  Their eggs will only fertilize if the 
  giant allows them to.  Those that leave doom those of 
  their bloodline to extinction.  They are his servants but 
  not his willing servants.  PCs who play their cards right 
  will learn much about Gar and his followers before being 
  brought to the lair of the giant.  The raptorans must 
  report their presence and bring them to their Lord. PCs 
  can resist, but the raptorans will fight in this instance. 
  Encounter 4: The Halls of Cul Bra Folinu 
   
  The PCs are brought into the presence of the storm 
  giant wizard, Gar Mujal.  PCs must negotiate assistance 
  for Maira.  PCs that fail are expunged from the hall or 
  face an untiered combat with Gar and those that serve 
  him (a likely death sentence for such PCs).  PCs that are 
  successful are given a chance to stay with Gar as he 
  researches their problem.  Gar is no friend of the Sakhut 
  and is quite eager to cause them distress.  PCs who take 
  this angle will eventually get what they need.  PCs who 
  choose to confront Gar will soon lament that particular 
  tactical decision.  Gar is a brilliant tactician and a potent 
  mage with hundreds of years experience dealing with his 
  enemies.  The ogres, ogre mage, and bugbears that serve 
  his household are loyal to him and fight to the last.  Gar 
  is, in the last, offended by the Sakhut’s ambition and 
  jealous of the power amassed as a result.  He will help the 
  PCs.  Additionally, PCs may be able to convince him to 
  consider the release the Folinu.  However, this will 
  require further consideration on his part.  They must, 
  however, be careful in how they speak to him.  Gar will 
  not provide an answer for PCs in their first meeting, 
  however.  He listens to what they have to say and offers 
  them the hospitality of his house while he contemplates 
  what they have brought to him. 
  Encounter 5: Murder Most Foul 
   
  PCs are ambushed by agents of the Sakhut who have 
  infiltrated Gar's household.  They attack at night, as the 
  PCs sleep in the suite of rooms provided to them by Gar 
  Mujal.   
  Encounter 6: The Enemy of My Enemy 
   
  Assuming the PCs survive the night, Gar Mujal 
  invites them to breakfast in the morning and provides 
  them with his answer.  Gar proposes that the PCs travel 
  through a portal to the Elemental Plane of Air that is at 
  the top of the aerie.  Once they reach the Elemental Plane 
  of Air, he suggests they contact the Djinni Noble Azalla, 
  who will be able to help them.  Azalla, however, is 
  mystically trapped and needs the PCs help to escape his 
  plight. 
  Encounter 7: Into Thin Air 
   
  Gar makes certain the PCs are transported to Azalla's 
  island prison on the Elemental Plane of Air.  Azalla is 
  imprisoned in the tomb of his old master.  Within PCs 
  encounter elemental creatures twisted by negative 
  energy and spells gone awry and given unnatural life.   
  They also encounter the remains of Ruka himself, who 
  failed to transform himself into a lich. 
   
  Azalla has been bottled and left to a lingering fate of 
  boredom and despair. PCs who successfully solve the 
  riddle to his prison will have a chance to explain why 
  they are there.  Azalla will be sensitive to Maira’s plight 
  and will want to journey with the PCs to speak with her 
  and offer his assistance. 
  Conclusion: 
   
  PCs make their way back to Maira.  Azalla and she 
  meet.  He cannot solve her problem directly, but agrees 
  to become her voice, the voice of the prophet. 
  PREPARATION FOR PLAY 
  Before play begins, determine who has played SHE4-06 
  Dark Clouds Over Istivin and whether it was with this PC 
  or a different one.  Encourage players to play the same PC 
  in this adventure as they did in SHE4-06 Dark Clouds Over 
  Istivin, as the play and the narrative has a more consistent 
  and solid resolution when played with the same PCs. 
   
  A quick note on Lords Errant, Lords Sinister and 
  Lords Stalwart – Lords Errant earned their title in the 
  Winter Fantasy Special: Assault on the Vault.  These 
  individuals are the heroes of their realm.  This title takes 
  precedence over the title of Lords Stalwart.  Lords 
  Stalwart received their title because they were able to 
  defeat Magnussen and ensure Achim Lachlansen became 
  the ruler of Sterich, creating a much more benign rule.  
  Lords Sinister dropped Achim’s cloud giant castle very 
  near the city of Istivin, resulting in its devastation.  These 
  PCs are under sentence of death within Sterich and 
  should be reminded of this fact at the beginning of the 
  adventure.  However, you can indicate to the players of 
  those Lords Sinister PCs that one can play this adventure 
  with those PCs if they are careful in their actions and that 
  the adventure might offer an opportunity for them to 
  clear their name, so to speak. 
   
  Determine who is a Lord Errant, Lord Stalwart, or a 
  Lord Sinister, as that affects the narrative arc of the 
  adventure.  Lords Sinister have a completely different 
  relationship to Maira and Sterich that will determine the 
  narrative path.  Note that it is highly possible that you 
  may have mixed tables of Lords Sinister and Lords 
  Errant/Stalwart.  This requires mild suspension of 
  disbelief on the part of the players.  Assume Maira’s 
  brother Achim was attacked by adventurers (including 
  any PC Lords Sinister present), but he and the castle 
  survived thanks to the actions of any PC Lords Stalwart 
  present.  She will treat Lords Errant and non-Lord PCs as 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 5 
  accomplices to the crime of the Lords Sinister, as they are 
  guilty by association, if one is present and no Lord 
  Stalwart is present.  Additionally, please determine if any 
  PCs spent TUs studying with Silsellay, as this has 
  relevance when the PCs meet the harp again. 
   
  Ask spellcasters to provide a list of any spells they 
  normally cast on days they are traveling.  This list is 
  relevant to their starting spells below, in the 
  Introduction. 
   
  Give the players Player Handout #4: The Dreams. 
  INTRODUCTION 
  Tonight you find yourself in Crookhollow in 
  Keoland, not three days from the border of Sterich.  
  The local Inn here is called the Roc’s Feather.  The 
  halflings who dwell here find your somber manner 
  unsettling.  Their cheerful greetings quickly turn to 
  averted eyes and mumbles, “Beg Pardon.”  The 
  weight of your dreams must tell in your eyes.   
   
  Your table is round.  Others sit across from you, 
  each, no doubt a veteran of the trade.  They have the 
  look of adventurers about them.  Their eyes are 
  sunken and blackened pits.  Pale, they look as if 
  undeath has tasted each one.  You have the same 
  haunted look.  You have seen it each morning in 
  your looking glass. 
   
  Their eyes meet yours in the same sullen 
  recognition. 
   
  What curse afflicts you all? 
   
  Allow PCs a chance to interact and introduce 
  themselves to one another.  If they ask, let them know 
  the following information: 
  • 
  They have all arrived in the last 15 minutes. 
  • 
  They are each suffering from chronic sleep 
  deprivation (DC 10 Heal check). 
  • 
  The halflings in the Inn are giving them a wide 
  berth and about half of their number have left the 
  Inn since you came in. 
   
  Share the following with PCs privately: 
  • 
  Each PC feels completely exhausted. 
  • 
  PC spellcasters haven’t been able to regain lost spells 
  in four days due to their level of exhaustion.  Any 
  spells/spell slots normally used for traveling (as 
  determined in Preparation for Play) are unavailable 
  to the PCs at this time as they have not recovered 
  those due to exhaustion. 
  • 
  All PCs are considered to be fatigued. 
   
  The owner of the Inn is Selwin Downrunner.  
  Selwin assigns his eldest son, Andin, as server to the PCs. 
   Andin is quiet and polite and avoids conversation with 
  the PCs.  The halflings in the Inn disengage as quickly as 
  possible.  Selwin and Andin offer rooms to the PCs as 
  they request.  The Inn is designed for halfling-sized 
  patrons.  PC can only fit one per room.  A medium sized 
  mattress is brought into the room for PCs.  This covers 
  half the floor. 
  THE WALLS HAVE EARS 
   
  Maira is in the rafters overlooking the PCs. She has 
  shifted into mouse form and is hiding and listening to 
  PCs.  DC to spot Maira the mouse is 64 (Diminutive (size) 
  +12, camouflage (circumstance) +10, Hide (skill) +12, 
  forestfold (competence) +20, Assume average roll of 10). 
   
  Maira’s goal is to verify that this group has been 
  brought to her for the reasons that she believes and to see 
  what sort of people they are based on how they 
  communicate with one another.  She takes no other 
  actions other than to observe and wait to see what the 
  players do for the night.  If players detect and choose to 
  confront Maira, she attempts to flee.  If forced to 
  communicate at this time, Maira shifts into the form of a 
  small earth elemental and carves responses to questions 
  into the wooden floor of the Inn.  Note that if PCs 
  physically attack or damage Maira, then she flees, the 
  adventure is over for them, and you may pass out 
  Adventure Records (the PCs receive the Cursed Sleep 
  effect). 
  CROOKHOLLOW 
  � Crookhollow (Village): Conventional; AL: LG; 
  200 gp limit; Assets: 3,000 gp; Population: 300 Mixed 
  (237 halfling, 62 gnomes and 2 dwarves). 
   
  Crookhollow is a halfling village also known as 
  Buckshold.  It is the site of a local fortification and home 
  of Pemlo Penchant, master brewer of a very fine lambic. 
   
  Crookhollow is a sleepy little village that has a major 
  Brewfestival every four years.  Several years ago (in CY 
  592) adventurers aided a halfling known as Pemlo in 
  gathering ingredients for his lambic.  Some PCs who 
  have been here before may feel some resentment towards 
  Pemlo or wish to visit the various NPCs.  A list of them is 
  below, along with likely reactions: 
  � Pemlo Penchant: Pemlo will be glad to see the 
  PCs, offering them lambic to drink (as he will soon 
  need the room for the new batch coming in next 
  year).  He has been feeling a bit under the weather, 
  but nothing that will affect making the lambic next 
  year.  
  � Patsy Penchant: Pemlo's assistant and closest 
  relative is doing well; his uncle keeps at him about 
  not running around and trying to get himself killed. 
   Otherwise, everything is going great – Patsy will 
  offer lambic to the adventurers to make room for the 
  new stock. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 6 
  � Cal Flatbottom: Cal is away on patrol and will 
  not appear in this adventure. 
  � Knothead the Treant:  Knothead is unavailable 
  during this adventure. 
  � Wil Brayman: The herbalist overheard a sweet 
  melody while near Spinster's Woods – it was 
  probably the fey; they hold a lot of parties up there. 
  Occasionally their parties get a little too wild and 
  people lose track of time … and occasionally their 
  minds (chuckling). 
   
  Otherwise, nothing special is going on.  The lambic 
  will be poured freely as it is time to make room for the 
  new batch.  Halflings and gnomes will steer clear of the 
  sleep deprived PCs, vacating areas that the PCs enter.  If 
  the PCs aren't sleep deprived due to some magical means, 
  they can participate in the festivities. 
  SLEEPING OVERNIGHT 
   
  Maira identifies the person who has comported 
  themselves in the most diplomatic and level-headed 
  manner during the previous conversation and creeps into 
  that PC’s room tonight to leave a message on the floor.  
  Note that a PC who is a Lords Errant or Stalwart is 
  chosen over a Lord Sinister.  Unless PCs take unusual 
  precautions, Maira can leave the following message.  She 
  is, quite literally, as quiet as a mouse.  Additionally, PCs 
  are experiencing the first complete and uninterrupted 
  night’s sleep they have had in several weeks.  Assume 
  they are in deep slumber, unless PCs tell you otherwise.  
  In that case, she will not visit them.  If the entire group of 
  PCs take actions that will prevent her from visiting any of 
  them during the evening, she will leave the message in 
  the barn addressed to them.  She uses grass seed, grass, 
  and twigs to leave the message. 
   
  Give the PC that Maira favors Player Handout #1 if he 
  or she is a Lord Errant, Player Handout #2 if he or she is a 
  Lord Sinister, or Player Handout #3 if he or she is neither, 
  as soon as he or she wakes in the morning.  Note that 
  Maira only chooses a PC she has never met before if there 
  are no Lords Errant or Sinister present. 
   
  Selwin and Andin both know where The Knob is 
  and where it is in relation to Spinster’s Woods.  PCs who 
  have played KEO 2-07 Getting there is Half the Fun or who 
  are residents of the Good Hills know exactly where this 
  is.  All others can find it with a DC 15 Knowledge (local – 
  Sheldomar Valley metaregion), Knowledge (geography), 
  or Gather Information check, or they can purchase a 
  guide or mapped instructions to the Knob for 50 gp. 
   
  Assuming PCs decide to meet Maira for their 
  rendezvous, read the following.  If PCs choose to reject 
  her offer of a meeting, their sleep continues to be 
  troubled, and the adventure ends for them here; you may 
  pass out Adventure Records (the PCs receive the Cursed 
  Sleep effect). 
   
  Spinster’s Nob, or the Nob, overlooks Spinster’s 
  Wood, a wild place occasionally touched by Fey and 
  madness.  It rests on the northern edge of the 
  Bettledown Moors. 
   
  The morning sun is bright and the air clear.  The 
  bright summer sun touches your face, like a caress.  
  This is the first full night’s rest you have had in 
  many a day, and it is welcome. 
   
  Knee-high grasses have just gained their 
  summer bloom, and the air dances with the hum of 
  bees. 
   
  As you approach the hill, a woman stands, some 
  16 feet tall.  Her skin is the white of clouds.  Her 
  hair is a mass of brown curls.  Her throat is marked 
  by an ugly, red wound.  Scarring in the shape of 
  some arcane mark or rune mars the contour of her 
  perfect skin.  She smiles in greeting and bows as you 
  approach. 
   
  Beside her rests a ten-foot-tall, gilded harp.  Its 
  craftsmanship is exquisite. It speaks, “Good Maira 
  tells me that you are bound to her by ties divine and 
  arcane.  I bid you good welcome from us both.  Maira 
  bids you thanks, and I too offer you my gratitude.  
  The quicker you bring her aid, the quicker that I will 
  be returned to my home.  Please forgive me, but I 
  find the green things and the dirt not to my liking.  
  On this point Maira and I disagree.  Regardless, 
  gather round, small ones, and we shall discuss 
  matters great and wondrous.” 
   
  If PCs are rude or ungracious in their greeting, 
  Silsellay admonishes them, reminding them that she is a 
  harp of the “Fochlucan Line,” and respect is her due. 
  � Maira Lachlansdotter: N Female Cloud Giant 
  Drd17. 
   
  If any PCs present have spent time with Silsellay in 
  her tutelage, she defers to them above all others and 
  expects those individuals to explain to the rest of the 
  party what she considers appropriate social decorum.  
  Silsellay is a bit pretentious and very formal in her 
  communication.  Additionally, she has the manner of an 
  early grade school teacher and is didactic and 
  commanding with PCs.  If she becomes particularly over 
  the top, Maira reminds her that the PCs are their friends, 
  and Silsellay acknowledges this by saying, “Maira 
  reminds me you are here out of the goodness of your 
  hearts and I should remember your short lives make you 
  impatient.”  Improvise this sort of commentary as you 
  need. 
   
  When PCs have finished initial conversations with 
  Maira and Silsellay, read the following: 
   
  “You have dreamed, as has Maira.  You have seen 
  Still Thy Tongue carved by flame and steel upon 
  Maira’s throat by the agents of the Sakhut.  Each 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 7 
  thing she speaks flows to the Sakhut’s ears.  As such, 
  she has asked me to speak to you in her stead.   
   
  You must wonder where these dreams come 
  from.  We have a theory.  Maira is a druid and a 
  follower of Hiatea.  Your dreams have the touch of 
  the divine.  They have the imprint of her deity and 
  have come to you with a purpose. 
   
  What she bids me tell you now threatens the 
  political foundation of our people.  The Sakhut have 
  outlawed the worship of all good deities and 
  promoted worship of Memnon to a place of honor.  
  This rests uneasy among the giants as we are of 
  many different minds.  Some see their way as 
  ascendant, and the arrogance of their certainty 
  wears on those that do not share their way of seeing. 
   Change waits like water in a thunderhead. 
   
  Maira dreams as you have, but dreams of more.  
  Maira dreams of things she must say.  Maira dreams 
  of Iallanis and Hiatea.  The goddesses ask her to 
  speak for them.  They ask her to share what she has 
  seen and experienced.  They ask her to show the 
  people another path.  Giant kind must see another 
  way. 
   
  We know you think of us as wicked, but that is a 
  simple way of seeing.  We are manifold in belief, and 
  there are many who do not see the necessity of 
  tyranny and domination.  Maira believes she is the 
  Prophet of these people and of a coming change.  
  Yet, she cannot speak. 
   
  She must have her voice. 
   
  Maira has shared with me the vision of the rock. 
   It is a place easily recognizable to me.  It is Cul Bra 
  Folinu, home of the raptorans of the Folinu tribe.  It 
  is also the home of the storm giant wizard Gar 
  Mujal. 
   
  Gar Mujal is master of rune craft.  He is also a 
  sage, well studied in the ways of the elemental 
  planes.  Still Thy Tongue is a rune of potent force 
  crafted by masters of the art.  It will require a master 
  to unwind the rune and free Maira from the torture 
  of her silence.  She needs you to make the trip for 
  her into the Crystalmists to the realm of the storm 
  giant and secure either his assistance or his counsel 
  in the means to shatter the rune. 
   
  Once the rune is broken, Maira will travel 
  amongst her people, speaking the truth of her 
  deities and challenging the tyranny of the Sakhut 
  and Memnon.  She needs you to do this.” 
   
  Maira stares at you and waits for you answer. 
   
  Maira and Silsellay answer questions as the PCs ask.  
  Both answer questions to the best of their abilities.  Their 
  goal is to secure the player characters’ cooperation and 
  help them be successful.  The two are forthcoming.  The 
  following covers questions that the PCs are likely to ask 
  and answers that Maira and Silsellay are likely to provide: 
   
  Q: What is the meaning of the second dream?  What 
  about the raptorans in the dream?  What about the egg?   
   
  A: Specific meaning eludes me.  Nonetheless, 
  raptorans are not normally known to consult with 
  such as Gar Mujal.  It has long been supposed that 
  he must hold them in some sort of thrall or that 
  they suffer from some sort of curse.  
   
  Q: What is the meaning of the third dream?  What 
  about the steel walls? 
   
  A: I sincerely have no idea what this dream 
  symbolizes. 
   
  There 
  are 
  elements 
  that 
  lend 
  themselves to supposition.  Certainly, it speaks of a 
  loss of self and imprisonment.  Beyond that, all is 
  imprecise, and clear meaning cannot be distilled. 
   
  Q: Why has the Sakhut restricted worship? 
   
  A: We do not know.  Close counsel is kept on 
  this issue. 
   
  Q: Won’t your brother be angry if you speak out 
  against the Sakhut? 
   
  A: We do not know.  Maira is already seen as a 
  traitor in the eyes of the Sakhut.  Achim was given 
  the task of pacifying Sterich regardless of this.  As 
  long as he is not clearly associated with Maira’s 
  cause, he should not be harassed.  
   
  Q: Does he know what you plan? 
   
  A: Achim does not even know that I have been 
  taken from his abode.  Fortune smiles upon this 
  task, as Achim is absorbed by matters of state.    He 
  is a priest of Iallanis, and the Sakhut’s decree rests 
  hard against him.  He has chosen a path.  He must 
  walk it, and I do not know where it will lead him. 
   
  Q: Why can’t you (Silsellay) speak for Maira? 
   
  A: I am an instrument of finest make and not a 
  translator.  Besides, given my nature, I have a certain 
  bias in what I say and do.  I can be accused of bias 
  towards my owner.  In the last, I am a thing, albeit a 
  well-made and beautiful thing.  What came from me 
  would not be respected by all the giants, especially 
  the most coarse and vulgar.  It is best a prophet 
  speaks with her own voice. 
   
  Q: Why us? 
   
  A: Who knows why fate chooses us?  We must all 
  accept our lot.  Your lot is different than many.  You 
  wear the mantle of champion and of hero.  Deeds 
  such as yours are the meat and drink of my craft.  If 
  you are fated, accept it as so. 
   
  Q: What do you know about Gar Mujal? 
   
  A: Gar Mujal is old and learned in many arcane 
  arts.    Gar Mujal is said to be sly in the way a dragon 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 8 
  is sly.  He has seen much and knows much.  He is a 
  plane walker and specializes in the elemental 
  planes.  Gar believes in the power of bargains and 
  the power of debt, and many are bound to him as a 
  result. 
   
  Q: Please tell us about storm giants? 
   
  A: Storm giants are among the most powerful of 
  their kind.  
   
  Q: What’s going on in Sterich?  
   
  A: Achim rules justly.  However, he rules as the 
  Sakhut’s agent and as such enforces his law.  Tyv are 
  subjects.  Giants are lords.  Tyv nobles fair slightly 
  better but are still only seen as the lead vermin in 
  the pack.  The Sakhut’s justice is fierce and brutal.  
  Sterich prospers in that it has not been razed.  It 
  suffers in that it is enslaved. 
   
  Other questions are likely and possible.  Use the 
  notes above as a guideline and paraphrase as you need.  
  Refer to the notes in summary or introduction. 
   
  When the questions have begun to wind down, 
  conclude with the following text: 
   
  “Maira bids you consider this.  The Sakhut have 
  not failed in what they have pursued so far.  The 
  armies of the Sheldomar have broken before him.  
  Not one nation has resisted the might of the giants.” 
   
  PCs may interrupt at this point, as this statement is 
  questionable and reflects giant propaganda more than 
  anything else.  Still, it is what Maira believes: 
   
  “If the current path is walked to its conclusion 
  then your children and their children down through 
  the generations will live under the Sakhut’s heel.  
  Maira fears that her people will succumb to the 
  darkness the Sakhut lays before them.  All of giant-
  kind can choose darkness or light, and the Sakhut’s 
  path is darkness and tyranny. 
   
  If you help her, she will turn the course history 
  through prophecy and truth. 
   
  If you help her, you will have her gratitude. 
   
  Regardless whether you choose to help or not, 
  know this.  The Sakhut’s agents are everywhere.  
  Keoland is compromised.  Shiboleth has the taint of 
  his agency.  All things are for sale in the Yeomanry.  
  The Principality of Ulek is infested with informers.  
  Speak of what you know and invite destruction on 
  Maira.  One cannot keep secrets from the Sakhut.  
  Silence is the only lock without a key. 
   
  Well then, we have no more to offer.  Will you 
  give Maira aid?” 
   
  Assuming the PCs agree to help, proceed to 
  Encounter 1.  Maira agrees to meet the PCs at the Knob 
  and waits here for them.  If the PCs decide not to help, 
  the adventure ends for them now you may pass out 
  Adventure Records (the PCs receive the Cursed Sleep 
  effect). 
  ENCOUNTER 1: BOUND BY 
  SHACKLES 
  The following section can be role-played to whatever 
  degree you and the players desire.  In convention or 
  game day play, the limitations of a structured slot will 
  make extended play impractical.  In these instances, it is 
  best to let the box text and encounter tables do their 
  work.  When time allows, PCs can take their time 
  traversing the nation, and you are encouraged to provide 
  whatever narrative depth strikes their skill set and fancy. 
   Note that Lords Sinister must be discrete and covert as 
  they traverse the nation.  If they are discovered, they are 
  captured.  However, reasonable precautions such as 
  traveling at night and avoiding population centers are 
  sufficient to protect PCs.  Effective use of illusions and 
  magic like hats of disguise are also sufficient to allow 
  passage.   Make certain that PCs understand that as Lords 
  Sinister, there is a bounty on their heads, and they are 
  wanted by the giants.  Although their particular decision 
  when playing SHE4-06 Dark Clouds Over Istivin was to 
  drop the island and slay many of the giants, the majority 
  of the premiere tables chose the other path.  As a result, 
  they still bear the consequences of their particular 
  decision even though the communal narrative does not 
  reflect that decision (the official result of that adventure 
  was that the good cloud giant noble was attacked, but 
  survived, while a group of adventurers attacked the evil 
  cloud giant noble, earning Sterich a much less deadly 
  submission to the invaders.  Lords Errant and Lords 
  Stalwart can pass through Sterich without restriction. 
   
  Sterich suffers.  The country has not been razed. 
   That much is true.  However, the lash is still a lash, 
  no matter how gentle the hand that wields it.  
   
  The giants rule.  Along the roadside are stands 
  of pikes adorned with the impaled corpses of the 
  dead.  Their crimes are written on placards and hung 
  from their necks.  All seem slain for theft and 
  murder and other domestic crimes that must be 
  punished in the name of governance.  Still, this is 
  not the governance normally seen in the lands of 
  men. 
   
  The giants walk among the people with easy 
  arrogance.  Orcs, ogres, goblins, hobgoblins, and 
  bugbears act as army, militia, and constabulary for 
  the giants, working side by side with the 
  representatives of the old government.  It is an odd 
  sight, a priest of Heironeous and four human 
  soldiers standing beside four goblins as they inspect 
  a cart for contraband.  The goblins seem upset they 
  cannot keep what they find.  The humans seem 
  dismayed at the vigor of the search.  The people in 
  Sterich live lives like few others in the Sheldomar. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 9 
   
  Read the following to Lords Errant and/or Stalwart 
  only: 
   
  Each of you has seen true nobles, those who 
  have attained their station by right of birth and 
  divine provenance.  They are regal in their bearing 
  and dignity and are responded to with deference.  
  The peasants here do not treat you as sovereign lord. 
   They respond to you with the air of a carnival.   You 
  are more like some gladiator from the pits of the 
  Great Kingdom or a member of the Bardic Circle in 
  the Principality of Ulek.  They gape at you and want 
  to touch your cloak.  Deference is the wrong word.  
  Rather, they treat you like some calf poorly made 
  and cursed with an extra limb.  So this is what it is 
  to be a noble?  In many ways the anonymity of the 
  adventurer was preferable. 
   
  Still, this is your nation. These are your people. 
   
  Read the following to Lords Sinister only (this 
  assumes that these PCs are being careful about how they 
  move about Sterich; warn PCs who are not being careful 
  that they should be): 
   
  Your passage has been unnerving.  Giants stalk 
  the land, and you cannot help but feel hunted.  The 
  giants have issued wanted placards for all the Lords 
  Sinister.  However, your gear is worth more than 
  5000 gold, and you cannot help but feel insulted on 
  some level.  Still, it is more than any Lord, Mayor, or 
  Knight has ever offered to pay you in your career for 
  accomplishing a task. 
  LORDS SINISTER EXPOSED 
   
  Read the following to Lords Sinister who choose 
  NOT to travel cautiously through Sterich despite repeated 
  warnings (those who take precautions can avoid this part 
  of the encounter): 
   
  You are surprised by how little attention you 
  have drawn.  You had thought your presence would 
  have been the cause of at least some notice.  Beyond 
  some peasants scurrying out of your groups’ way in 
  shock and awe, you have drawn little notice. 
   
  It is your third day in Sterich and near midday.  
  The open stretch of road is empty.  The trees and 
  grass off to the left and right don’t restrict your field 
  of view. 
   
  The clouds drift lazily by. 
   
  There is a bright flash of light, in front of you 
  and off to your left and right.  Before you stands a 
  regal woman, dressed in the livery of Sterich (your 
  bannerman drop to one knee).  Behind and around 
  her stand four men in full plate and shield and 
  carrying drawn long swords.  Behind her a halfling 
  in robes eyes you warily.  To you left and right two 
  other groups appear.  One is led by a priest in golden 
  vestments.  The other by a huge man carrying a great 
  sword.  A horse materializes beside him as he glares 
  at you. 
   
  A substantial amount of information is available for 
  PCs who make the appropriate skill checks.  These are 
  detailed in the following list: 
  • 
  DC 5 Knowledge (nobility and royalty): Marchioness 
  Resbin, the former Sterich head of state, is the 
  woman in front of them. 
  • 
  DC 25 Spellcraft: Identify the spells as teleports. 
  • 
  DC 10 Knowledge (religion): Identifies the golden 
  vestments and the holy symbol as sacred to Pelor.  
  Also, identifies the symbols on the armor of the man 
  wielding the double handed sword as those of 
  Heironeous. 
  • 
  DC 10 Spellcraft or Knowledge (religion): Recognize 
  that the man with the great sword just summoned a 
  warhorse in the manner that a paladin does. 
   
  The woman glares at (insert names of Lord Sinister 
  here).  “We are Marchioness Resbin, and We are here 
  to do the people’s business.  Under penalty of death, 
  We instructed you never to return to Our lands.  
  Your ruthlessness is remembered.  Yet you have 
  returned.  We have been instructed to bring you to 
  Our Lord, Achim, so that he might come to know the 
  face of Tyv evil and understand what sickness dwells 
  along the Sheldomar.” 
   
  “I have no doubt you have magics aplenty to aid 
  you in your flight.  Do not fly hence from us.  If I fail 
  in your apprehension, the more intolerant elements 
  of the occupying army will rampage through the 
  countryside in pursuit of you.  Many hundreds, if 
  not thousands of our subjects will die.” 
   
  “I ask that you stand down and surrender to our 
  will.  You are bound by law, and guilty of deeds of 
  heinous and ruthless excess.  Your comrades may 
  continue on their journey (although stripped of any 
  title they might hold in this land from this day 
  forth.)” 
   
  “If this must be a trial by arms, so be it, we are 
  able.  However, know that if you are triumphant you 
  will be hunted by each nation of the Sheldomar for 
  the murder of a righteous monarch.” 
   
  “What say ye?  Do we face down sword versus 
  sword, or do you yield?” 
   
  Let PCs know that to flee under these circumstances 
  is an evil act, as it will directly lead to the sack of many 
  homes and the murder of many people.  Attacking the 
  Marchioness and her force is also a definite evil act.  
  Committing an evil act of this magnitude is cause to 
  immediately remove this PC from play; mark this PC’s 
  Adventure Record with a note that they committed an 
  evil act and are permanently removed from play.  
  Likewise, let PCs know that the legal claim that has just 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 10 
  been presented is just and most likely accurate and 
  resisting arrest is likewise an evil act and also an unlawful 
  act. 
  � Marchioness Resbin Dren Emondav: LN 
  Female Human Sor13; see Appendix 8. 
  � Marchioness’ Private Guard (16): LN Female 
  and Male Human Ftr7. 
  � Marchioness’ Advisor: LN Male Halfling Mnk9. 
  � Priest of Pelor: NG Male Human Clr11. 
  � Paladin of Heironeous: LG Male Human Pal11. 
   
  Allow PCs what time they need to discuss this.  Let 
  them know that the people who surround them are 
  clearly waiting for them to make their move. 
   
  Marchioness Resbin will answer the following 
  questions: 
   
  Q: What will become of me? What does Achim have 
  in store for us? 
   
  A: We do not know and do not pretend to know 
  the intentions of our Lord.  Note that he could have 
  sent his giant minions to capture you and their 
  technique would not have been as gentle.  We think 
  they would have slain you and all who stood with 
  you. 
   
  Q: PCs explain their mission, etc. 
   
  A: It is good then that we have only been sent 
  for Lords Sinister, as the rest of you have good work 
  to do.  You may continue on once your compatriot 
  has surrendered.  Note that we do not wish you ill, 
  although I must detail in my report who you 
  traveled with, and cannot call you Lord or Lady from 
  this day forth.  My Lord’s forces are already alerted 
  along the borders.  I bid you luck. 
   
  Resbin will be insistent that Lords Sinister must 
  surrender.  However, a DC 40 Diplomacy check can 
  convince Resbin to allow the Lords Sinister to continue 
  on the mission if they promise to surrender immediately 
  after the mission is completed.  She will make such PCs 
  agree to a geas. 
   
  Lords Sinister who do surrender now or later earn 
  the Time in Achim’s Court effect on their Adventure 
  Record.  PCs who fight or flee are removed from play.  
  PCs who do choose this action should be warned of the 
  consequences of their action.  If a fight does break out, 
  simply ask who fights and who does not.  Non-
  combatants may continue with the mod after watching 
  their compatriots successfully kill the Marchioness and 
  her party. 
   
  Once the apprehension of Lords Sinister has been 
  resolved, recalculate the APL as is appropriate.  Allow 
  tables with fewer than four players to continue on if they 
  wish.  Cohorts may not be added to the party at this 
  point, as the events of the story are already in progress. 
  COLLECTING INFORMATION IN 
  STERICH 
   
  PCs can learn quite a bit as they traverse Sterich 
  based on their skill in gaining such information and the 
  amount of time they choose to commit to the task.  Note 
  that parties including Lords Sinister who interact with 
  the population extensively (enter a major city or make 
  more than one attempt to Gather Information) gain the 
  attention of giants and are captured as described above.  
  Note that PCs who use Intimidate and Bluff as a means to 
  collect information and fail in their opposed rolls 
  immediately trigger the increase in EL, as detailed below, 
  as the targets of their tactics alert the giants to their 
  presence. 
   
  Likewise, PCs who attempt to directly contact the 
  Marchioness will also trigger the bump in EL, as detailed 
  below.  Additionally, Lords Sinister who attempt to 
  contact the Marchioness will trigger their own capture as 
  detailed above. 
   
  PCs who are indiscrete in their questioning or who 
  are too pointed in what they ask add to the difficulty of 
  their passage into the Crystalmists.  PCs who ask about 
  the mountains, mention Cul Bra Folinu, or ask questions 
  about the organization of the giants’ army cause the 
  giants’ intelligence network to note the increased interest 
  in the area by the Lords Errant and Stalwart, and they will 
  secure their border; the EL of combats in Encounters 2 
  and 5 increase by 2 as a result (see the details in those 
  individual encounters). 
  Gather Information 
   
  Gather Information checks assume interaction with 
  groups of people in a social environment.  Below are a list 
  of topics that the PCs can ask about on the road, or in 
  cities and villages, and the answers they receive: 
  THE OCCUPATION 
  • 
  DC 10: At least they don’t be eatin’ us all the time 
  like back in 584.  The last time the giants rules most 
  of the common folk ended up on a spit.  At least now 
  they leaves ya alone as long as you mind your trade 
  and keep your head down. 
  • 
  DC 15: Dem twisted lookin’ white ones is the worst 
  of the lot.  Eat you as soon as look at you, they will.  
  Seems like they’re just mad that the cloud giants is in 
  charge.  Takes every shot at you they can and calls it 
  collecting tribute.  Still Achim don’t like them much 
  and they gets in trouble if they hurts us.  Not really a 
  part of the giant army anyhow. 
  • 
  DC 20: The Marchioness still governs the day to day. 
   However, the Giants step in anytime there is 
  perceived disorder. 
  
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  • 
  DC 25: Achim Lachlansen is under constant 
  pressure to increase the amount of tax and tribute 
  delivered by Sterich. 
  • 
  DC 30: Knights of the Watch have been seen flying 
  to and from Achim’s castle. 
  THE CRYSTALMISTS 
  • 
  DC 5: Dem Giants crawls all over dem mountains.  
  Ain’t a safe place for anyone. 
  • 
  DC 10: They got a dead zone that goes out five miles 
  along the edge of the mountains.  They mark it with 
  them big ole’ stones the giants like so much.  If they 
  catch you there heading towards the mountains, 
  they kill you, then they eat you. 
  • 
  DC 15: The drow that was under them mountains 
  lost a fight with the giants.  Used to be they raided us 
  often.  Ain’t heard nothing from them since. 
  • 
  DC 20: The giants are very territorial and divide 
  their land into fiefdoms.  The leader or chieftain in 
  charge of that area has near total authority over his 
  land.  The giants do not interfere with each other’s 
  sovereign territory. 
  • 
  DC 25: The giants have scoured the mountains.  The 
  dwarven nations that once lived there have been 
  eliminated. 
  • 
  DC 30: Rumor has it that their used to be many 
  raptoran clans in the mountains, and Sterich traded 
  with them.  Yes, raptorans … they’re not the 
  mythical creatures some would claim them to be.  It 
  has been several centuries since such commerce was 
  common though. 
  THE GIANTS’ ARMY 
  • 
  DC 5: Each group of humanoids seems beholden to a 
  specific giant or giant clan.  They do as that clan says 
  and respond to others with snarls and disrespect. 
  • 
  DC 10: The giants have a fairly strict caste system 
  that determines their hierarchy.  They respect each 
  other as giants and follow orders well.  Their units 
  are brutal.  Any major group is led by a true blooded 
  giant.  Ettins and ogres serve as shock troops. 
  • 
  DC 15: I hear tell the army of Sterich is being 
  dismantled one unit at a time.  Entire brigades have 
  been marched into the mountains, never to be seen 
  again.  I’m in no hurry to join up myself now. 
  • 
  DC 20: The giants have embarked on house by 
  house searches, usually conducted by orcs and 
  goblinoids.  They have carried off anyone who has 
  skill in metalworking. 
  • 
  DC 25: The giants brag that they know what Tyvs 
  say before they say it and will openly tell you that 
  most Tyv would sell their grandmother to save their 
  own skins. 
  • 
  DC 30: The giants are rumored to be readying for a 
  major invasion of the Downlands. 
  CUL BRA FOLINU 
  • 
  DC 5: Isn’t that a tea they make in Ket? 
  • 
  DC 10: Sounds like it might be Auran.  Do you speak 
  Auran? 
  • 
  DC 15: Folinu?  That name is familiar.  I think they 
  were a trading clan up in the mountains that used to 
  trade raw silver and hide for weapons and fine cloth. 
  • 
  DC 20: Back in my great grandfather’s time, there 
  was a mountain city we used to trade with deep in 
  the Crystalmists.  Suddenly, the trade stopped.  
  Must’ve been the giants. 
  • 
  DC 25: That was a city of the raptorans.  Yes, 
  raptorans … they’re not the mythical creatures some 
  would claim them to be.  Rumor has it they were 
  decimated. 
  • 
  DC 30: That means the Whitesky Stone of the 
  Skypledged.  It’s a raptoran city and rumored to be a 
  portal to the Elemental Plane of Air. 
  Diplomacy 
   
  This assumes that PCs are interacting with members 
  of the local government or clergy.  Below are a list of 
  topics that the PCs can ask about, and the answers they 
  receive.  You’ll note that some categories cannot be 
  accessed with Diplomacy that were accessible with 
  Gather Information: 
  THE OCCUPATION 
  • 
  DC 15: The best course has been silent cooperation. 
  • 
  DC 20: The giants have been aggressive in their 
  purgation of priests.  They have made it very difficult 
  to practice any faith save their own. 
  • 
  DC 25: The faith of Memnor teaches us that all the 
  non-giant races are fodder and that this is the nature 
  of things.  Humanoids are a warrior race.  Humans 
  and the like are merely beasts of burden or cattle.  
  Some have begun to accept this as their lot. 
  • 
  DC 30: It is rumored that Achim Lachlansen now 
  worships Memnor. 
  THE GIANTS’ ARMY 
  • 
  DC 15: Squabbles occasionally break out between 
  giants of different types.  These can be exploited. 
  
  SHE5-03 The Prophet’s Voice 
   
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  • 
  DC 20: The giants guard their spell casters closely 
  and protect them.  I have never seen a giant’s wizard 
  or cleric unprotected by many of his brethren. 
  • 
  DC 25: The giants have made it clear to any in a 
  position of authority that cooperation will be met 
  with reward.  Resistance is punishable by death.  
  Still, they are eager for information about each other 
  and their inter-clan intrigue seems to be the chink in 
  their armor. 
  MEETING LOCALS 
   
  When communicating this information in free-form 
  role-playing, develop a series of personas that dwell in 
  different parts of Sterich that PCs interact with.  For 
  example: 
  � Poulinos, Male Human Exp2: Sense Motive +0; 
  Poulinos is a teamster who drives up and down the 
  length of the country of Sterich delivering goods.  
  He dislikes the occupation immensely and dislikes 
  the humanoids that work for the giants. 
  � Caprice, Female Human Brd5: Sense Motive 
  +8; Caprice is a wandering merchant and minstrel 
  and collects information as a result.  She is surprised 
  by how mild the occupation has been and credits 
  Achim for his work restraining the worst of the 
  giants’ baser instincts. 
  � Scrand, Male Human War6: Sense Motive +1; 
  Scrand is a decommissioned member of the army 
  and was once a Lord of Sterich.  He can talk at length 
  about the structure of the current army and the 
  giant’s army and also about how easy it is to get titles 
  in the land.  He can also talk about how easy it is to 
  lose them. 
  � Grand Selwin, Male Halfling Com2: Sense 
  Motive +1; Selwin is a halfling and a devout follower 
  of Fharlanghn.  He has traveled all over Sterich more 
  out of curiosity than anything else. 
  � Jacob the Smith, Male Human Exp3: Sense 
  Motive +2; Jacob is a well built Oeridian man in his 
  early forties.  He is a bit closed mouthed.  He is 
  worried about his family and his business. 
  � Constable Malcom, Male Human War3: Sense 
  Motive +1; the constable knows all the juiciest local 
  gossip and will share it with the Lords given any 
  opportunity. 
  � Sister Ablis, Female Human Clr2: Sense 
  Motive +2; Ablis is very concerned about the safety 
  of her flock.  As a cleric of Beory she takes her 
  charges well-being very seriously.  She is satisfied 
  that the giants have been generous so far in the 
  occupation, but is worried that this could halt.  She 
  urges caution. 
   
  If PCs go to Istivin and try to contact the 
  Marchioness or any of her staff, this automatically bumps 
  the EL of Encounters 2 and 5 as the people who visit her 
  are always closely watched.  Lords Sinister who visit the 
  Marchioness automatically trigger their own capture as 
  detailed above. 
   
  When PCs cross the border zone of Sterich, proceed 
  to Encounter 2. 
  ENCOUNTER 2: UNCOMMON 
  GAME 
  Note: The difficulty of the combat in this encounter is 
  based in part on how the PCs handled the previous 
  encounter.  If PCs passed quickly and quietly through 
  Sterich, then the combat will be at EL = APL.  If PCs have 
  been indiscrete, then the encounter’s EL is raised by 2. 
   
  A light rain has misted most of the day, and the 
  mugginess of a summer storm has settled on you.  
  Armor and straps are far from pleasant riding hard 
  on even callous and hardened skin. 
   
  About an hour ago, you crossed into the 
  Forbidden Zone that buffers the Crystalmists.   The 
  giants marked the border with an obelisk.  Letters 
  wrapped the obelisk in a spiral.  Giant, dwarven, the 
  common tongue, and draconic were worked with 
  precision and art into the stone. 
   
  The message was simple.  “Pass into the 
  Crystalmists at your peril.  Tyv found beyond this 
  point will be slain.” 
   
  If the PCs check, they find the obelisk is non-
  magical. 
   
  The green fields and countryside of Sterich lay 
  behind you.  The foothills of the Crystalmists are 
  folded with shallow ravines and steep hollows.  The 
  mountains are young compared to the Good Hills, 
  merely a brief footnote before the mountains that 
  rise before you. 
   
  Ask for Listen checks.  Read the following to those 
  who make a DC 15: 
   
  Someone runs towards you though the brush.  It 
  seems man-sized from the sound. 
   
  Allow PCs to take a standard action if they made the 
  Listen check.  Continue with the following box text: 
   
  A wild-eyed Oeridian woman in her late 
  twenties staggers onto the rough mountain path you 
  have been marching down.  A child of no more than 
  three clings to her, his eyes wild with terror.  He 
  sees you and folds his body tight against her, 
  shuddering. 
   
  The woman falls backwards at the sight of you, 
  at first terrified, and then her face lights in 
  recognition. 
  
  SHE5-03 The Prophet’s Voice 
   
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  “Lords, help me.  The giant has brought us here 
  to hunt.  My husband…,” she chokes in grief.  “It 
  ATE him.” 
   
  “Love of Pelor, help us,” she says, her voice 
  shaking in horror. 
   
  The ground vibrates underneath your feet.  A 
  giant approaches.  Other human voices carry to you 
  in the distance.  Some cry out in panic.  Others are 
  hoarse shouts of outrage. 
   
  PCs can disengage and flee effectively if they choose 
  to.  They can hear people running off to their right and 
  left.  The misting rain reduces vision to sixty feet.  Marla 
  blurts out the following if PCs stop to listen to her: 
   
  It’s huge and white skinned.  It was on us before 
  we knew it.  It’s got a great twisted lump of flesh 
  where its nose should be.  How can something that 
  big be so quiet? 
   
  Proceed to the next section of box text.  Adjust the 
  DC to spot the fomorian to 10 since the PCs have been 
  prepared for their opponent’s tactics.  If PCs rush in, they 
  crash through high brush and encounter the fomorian 
  and his entourage (based on APL) as they crash into the 
  clearing.  PCs must make an opposed Listen vs. Move 
  Silently check to avoid surprise as the giant drops down 
  on then from above.  See DM Aid: Map #1. 
   
  You break out of the brush into a clearing.  In 
  the center of the clearing are the fresh remains of 
  someone, the pile of twisted meat and bone close in 
  size to what a human, elf, or dwarf should be.  
  Rubble and tall boulders ring the clearing, and the 
  west side, to your left, is bordered by an escarpment 
  some thirty feet in height.  The giant flings himself 
  at you from its top just as several peasants pursued 
  by two dog-like humanoids with bows emerge from 
  the underbrush across from you. 
   
  Tactics:  Based on APL, the fomorian and his 
  entourage jump the PCs.  At lower APLs, the fomorian is 
  wounded 
  and 
  inebriated 
  and 
  cannot 
  trample.  
  Additionally, the peasants swarm and overcome the 
  gnolls.  At higher APLs, the giant tramples during the 
  surprise round and then bashes away as his gnoll archer 
  comrades unload a steady, rapid fire on the PCs.  At the 
  highest APLs the druid that accompanies this group will 
  send her bear in to fight and observe in owl form, casting 
  a steady barrage of spells.  She will delay and target spell 
  casters. 
   
  Assuming PCs vanquish the giant and his minions, 
  they quickly find themselves the focus of attention from 
  the surviving peasants.  The peasants are all commoners 
  or warriors of first to fourth level.  Based on APL, they 
  may have been able to overcome some of the giants’ allies. 
   Regardless, the peasants are more than eager to share a 
  meal and a fire with the PCs as they head into the 
  mountains.  Under no circumstances outside of magical 
  compulsion will the peasants go into the mountains with 
  the PCs.  Charming or compelling the peasants to come 
  with the PCs into the mountains is an evil act and should 
  be treated as such given the context of the campaign 
  setting. 
   
  The villagers were herded here by the fomorian for 
  sport and have been drawn from all over the countryside. 
   Once they were in the restricted area, the giant could do 
  as he pleased with them and claim they had tried to cross 
  over into the mountains.  They thank the PCs profusely 
  and offer to feed them.  Allow PCs to make any number 
  of Gather Information checks with this group without 
  consequence.  Marla and her son Jed function as the 
  mouth-piece. 
   
  Marla says such things as. “Mind the good Lord’s 
  question.  Saved your life, he did.  Be civil and quick 
  in your answer.” Marla and the others defer to the PCs 
  as Lords regardless of their title or station.  The 
  Marchioness’ knights and lands adventurers all the time, 
  and it is safer from their perspective to assume the PCs 
  are nobility than not. 
   
  Use the following personas for peasants as you need: 
  � Marla, Female Human Com3: Sense Motive -1. 
  � Jed, Male Human Com1: Sense Motive -2. 
  � Gerri, Male Human Rgr4: Sense Motive +1; 
  Gerri is a veteran of the liberation of Sterich who 
  settled down to farm with his brother Carl.  Carl was 
  killed by the gnolls in the fight. 
  � Prindle, Male Human Com5: Sense Motive +2; 
  Prindle is an old commoner who stayed as a refugee 
  in Keoland until the emancipation.  He thinks all 
  Keoland nobles are insane and discusses this at 
  length with anyone who will listen. 
  � Clause, Male Human Ftr3: Sense Motive +0; 
  Clause is Marla’s uncle and a militia member.  He is 
  very big and very strong, but not bright. 
  � Agnes, Female Human Com1: Sense Motive +3; 
  Agnes is a very simple but pleasant woman and an 
  incredible cook.  She will patch PCs’ gear if they 
  allow her to. 
   
  Treasure: The only treasure in this area is the 
  possessions of the giant and his minions. 
   
  Development: PCs who help the peasants escape 
  spark a diplomatic incident and lose their status as Lords 
  Errant or Stalwart; their good deed though earns them a 
  new status of Lords Dire instead.  Lords Sinister who save 
  the peasants have their status improved as their good 
  deed is noted and reported by survivors (they lose the 
  Lords Sinister title, and the accompanying Hatred of 
  Sterich, and become Lords Dire as well).  PCs who do not 
  assist the peasants have their deeds witnessed by 
  survivors and are reported for their cowardice (they lose 
  their Lords Errant or Stalwart status or retain their Lords 
  Sinister status, if they posses one of these).  PCs who have 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 14 
  not played the first adventure in the series (SHE4-06 Dark 
  Clouds Over Istivin) who help spark a diplomatic incident 
  by killing the fomorian chieftain also become Lords Dire 
  of Sterich.  See Lord Dire of Sterich effect on the 
  Adventure Record.  This change in status comes directly 
  by edict of the Marchioness, on hearing of the PCs’ deeds 
  or lack thereof. 
   
  Creatures:  The PCs could face one of the following 
  two groups of combatants, depending on the APL and 
  whether or not the EL was increased due to the giants 
  being aware of the PCs’ presence (as per Encounter 1). 
  GIANTS NOT ON ALERT (EL = APL) 
  APL 6 (EL 6) 
  � Fomorian Giant, Inebriated and Wounded: hp 
  75; use Ettin, Monster Manual, page 106. 
  Note: Two gnoll archers accompany the fomorian 
  giant, but are occupied and defeated by the 
  commoners. 
  APL 8 (EL 8) 
  � Fomorian Giant, Inebriated and Wounded: hp 
  126; use Stone Giant, Monster Manual, page 124. 
  Note: Two gnoll archers accompany the fomorian 
  giant, but are occupied and defeated by the 
  commoners. 
  APL 10 (EL 10) 
  � Fomorian Giant, Inebriated and Wounded: hp 
  147; use Fire Giant, Monster Manual, page 121. 
  Note: Two gnoll archers accompany the fomorian 
  giant, but are occupied and defeated by the 
  commoners. 
  APL 12 (EL 12) 
  � Fomorian Giant, Inebriated and Wounded: hp 
  147; use Fire Giant, Monster Manual, page 121. 
  � Gnoll Archer, Male Gnoll Ftr7: hp 92; see 
  Appendix 4. 
  � Gnoll Ranger, Male Gnoll Rgr7: hp 75; see 
  Appendix 4. 
  � Scar, Wolf Animal Companion: hp 30; see 
  Appendix 4. 
  APL 14 (EL 14) 
  � Fomorian Giant: hp 158; see Appendix 5. 
  � Gnoll Archer, Male Gnoll Ftr10: hp 132; see 
  Appendix 5. 
  � Gnoll Ranger, Male Gnoll Rgr10: hp 99; see 
  Appendix 5. 
  � Scar, Wolf Animal Companion: hp 30; see 
  Appendix 5. 
  APL 16 (EL 16) 
  � Fiendish Fomorian Giant: hp 158; see Appendix 
  6. 
  � Gnoll Archer, Male Gnoll Ftr12: hp 165; see 
  Appendix 6. 
  � Gnoll Ranger, Male Gnoll Rgr12: hp 126; see 
  Appendix 6. 
  � Scar, Wolf Animal Companion: hp 45; see 
  Appendix 6. 
  APL 18 (EL 18) 
  � Fiendish Fomorian Giant: hp 158; see Appendix 
  7. 
  � Gnoll Archer, Male Gnoll Ftr14: hp 189; see 
  Appendix 7. 
  � Gnoll Ranger, Male Gnoll Rgr12: hp 126; see 
  Appendix 7. 
  � Scar, Wolf Animal Companion: hp 45; see 
  Appendix 7. 
  � Gnoll Druid, Female Gnoll Drd14: hp 176; see 
  Appendix 7. 
  � Mauler, Dire Bear Animal Companion: hp 111; 
  see Appendix 7. 
  GIANTS ON ALERT (EL = APL + 2) 
  APL 6 (EL 8) 
  � Fomorian Giant, Inebriated and Wounded: hp 
  126; use Stone Giant, Monster Manual, page 124. 
  Note: Two gnoll archers accompany the fomorian 
  giant, but are occupied and defeated by the 
  commoners. 
  APL 8 (EL 10) 
  � Fomorian Giant, Inebriated and Wounded: hp 
  147; use Fire Giant, Monster Manual, page 121. 
  Note: Two gnoll archers accompany the fomorian 
  giant, but are occupied and defeated by the 
  commoners. 
  APL 10 (EL 12) 
  � Fomorian Giant, Inebriated and Wounded: hp 
  147; use Fire Giant, Monster Manual, page 121. 
  � Gnoll Archer, Male Gnoll Ftr7: hp 92; see 
  Appendix 3. 
  � Gnoll Ranger, Male Gnoll Rgr7: hp 75; see 
  Appendix 3. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 15 
  � Scar, Wolf Animal Companion: hp 30; see 
  Appendix 3. 
  APL 12 (EL 14) 
  � Fomorian Giant: hp 158; see Appendix 4. 
  � Gnoll Archer, Male Gnoll Ftr10: hp 132; see 
  Appendix 4. 
  � Gnoll Ranger, Male Gnoll Rgr10: hp 99; see 
  Appendix 4. 
  � Scar, Wolf Animal Companion: hp 30; see 
  Appendix 4. 
  APL 14 (EL 16) 
  � Fiendish Fomorian Giant: hp 158; see Appendix 
  5. 
  � Gnoll Archer, Male Gnoll Ftr12: hp 165; see 
  Appendix 5. 
  � Gnoll Ranger, Male Gnoll Rgr12: hp 126; see 
  Appendix 5. 
  � Scar, Wolf Animal Companion: hp 45; see 
  Appendix 5. 
  APL 16 (EL 18) 
  � Fiendish Fomorian Giant: hp 158; see Appendix 
  6. 
  � Gnoll Archer, Male Gnoll Ftr14: hp 189; see 
  Appendix 6. 
  � Gnoll Ranger, Male Gnoll Rgr12: hp 126; see 
  Appendix 6. 
  � Scar, Wolf Animal Companion: hp 45; see 
  Appendix 6. 
  � Gnoll Druid, Female Gnoll Drd14: hp 176; see 
  Appendix 6. 
  � Mauler, Dire Bear Animal Companion: hp 111; 
  see Appendix 6. 
  APL 18 (EL 20) 
  � Fiendish Fomorian Giant Bbn2: hp 223; see 
  Appendix 7. 
  � Gnoll Archer, Male Gnoll Ftr16: hp 213; see 
  Appendix 7. 
  � Gnoll Ranger, Male Gnoll Rgr14: hp 144; see 
  Appendix 7. 
  � Scar, Wolf Animal Companion: hp 45; see 
  Appendix 7. 
  � Gnoll Druid, Female Gnoll Drd16: hp 198; see 
  Appendix 7. 
  � Mauler, Dire Bear Animal Companion: hp 129; 
  see Appendix 7. 
  ENCOUNTER 3: THE THRALLS 
  OF GAR MUJAL 
  The trip through the Crystalmists takes the PCs many 
  days.  Have them arrange their marching order and also 
  their watch rotation before you proceed.  The following 
  text assumes a party traveling on foot, as traveling by 
  horse and most mounts is impossible.  Alert the text 
  below if PCs are taking steps to move with absolute 
  stealth or to prevent their detection from the air, or if 
  they travel by air.  However, it is not necessary to contact 
  the Folinu to complete the mission, so PCs with the 
  appropriate magic or resources can bypass this encounter. 
   
  Your sleep has certainly been less troubled since 
  you took up Maira’s cause.  The dreams have 
  lessened in intensity and in frequency since you 
  started your quest.  The images linger and still you 
  dream, but these are clearly images of the dream 
  world and not lucid visions of horror and terror. 
   
  The Crystalmists are aptly named.  Each 
  morning, the entire range is covered in a cold, wet 
  fog.  Sunrise and sunset cause the snow on the 
  highest peaks to shine like cut glass.  The mountains 
  are rough and raw.  Like all young things, they have 
  sharp edges. 
   
  There have been numerous and plentiful signs 
  of giants and their minions as you passed through 
  the mountains.  So far, you have been able to easily 
  dodge their patrols. 
   
  However, you know someone has been watching 
  you. Far overhead, great birds have been circling for 
  the past hour.  More have joined their number and a 
  great swirling flock marks your position. 
   
  Suddenly, three of them begin to descend. 
   
  With a successful Spot check (DC 15), the PCs know 
  that the flying creatures are humanoid and resemble the 
  ones from their dream. 
   
  PCs who panic and who attack the raptorans of Cul 
  Bra Folinu quickly cause them to scatter and report their 
  position to Gar Mujal.  Gar quickly alerts the other giants 
  in the Crystalmists to the PCs’ location and causes a great 
  mobilization of force to hunt them down.   
   
  Every day the PCs will have an encounter with a 
  giant force sent to either slay the PCs or drive them from 
  the mountains.  The adventure ends here for the PCs; 
  either they successfully escape the mountains and leave 
  Sterich or they are slain by the giants.  Assuming they 
  escape, proceed to the Conclusion: Fleeing the 
  Mountains. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 16 
   
  However, it is more likely that PCs will wait for the 
  Folinu to descend and speak to them.  In that case, 
  proceed to the next section. 
  All APLs (EL 21) 
  � Fire Giants (16): hp 142 each; see Monster 
  Manual, page 121. 
  � Troll Hunters (6): hp 126 each; see Monster 
  Manual, page 247. 
  � Ogre Barbarians (4): hp 87 each; see Monster 
  Manual, page 199. 
  � Wyvern Mounts (4): hp 74 each; see Monster 
  Manual, page 259. 
  � Ogre Mages (16): hp 42 each; see Monster Manual, 
  page 200. 
  � Trolls (24): hp 63 each; see Monster Manual, page 
  247. 
  � Ogres (40): hp 33 each; see Monster Manual, page 
  199. 
  � Hobgoblins (120): hp 8 each; see Monster 
  Manual, page 153. 
  MEETING THE FOLINU 
   
  Three bird-like creatures glide to the ground 
  before you.  These are the creatures from your 
  second dream.  They are both man and bird, their 
  wingspan easily twelve feet.  Each nimbly shifts an 
  oversized bow from their taloned feet to their hands 
  as they land, side by side.  There are two males and 
  one female present.  Their wings are feathered 
  white, and each have a fine crest of feathers on their 
  head.  From a distance, it almost looks like hair.  
  Each wears functional leather armor, finely worked 
  and well made.   
   
  The one in the center speaks.   
   
  “I am Caaraaki, first hunter of the Folinu and 
  eyes for my tribe.  Many seasons have passed since 
  the ground-bound come among us.  We extend 
  welcome but must ask your business here in the 
  lands of Gar Mujal.  I am honor-bound to act as his 
  agent.” 
   
  Caaraaki introduces Shernaa, the female, and 
  Ackabu, the male if asked.  These two are his age-mates.  
  Caaraaki speaks in general terms to the PCs.  His primary 
  goal is to identify who they are then either bring them 
  directly to Gar Mujal or to his clan elders.  His response is 
  based largely on how the PCs present themselves.  If he 
  realizes that the PCs are “of the valley” and that they are 
  here “to do god’s work,” then he leads them to his elders.  
  If not, he takes them directly to Gar Mujal. 
  � Raptoran Sentries (3): male and female raptoran 
  Rgr5; see Appendix 8. 
   
  Caaraaki shares the following information with the 
  PCs: 
  • 
  His people serve Gar Mujal. 
  • 
  The PCs are in the lands held by Gar Mujal. 
  • 
  His people used to trade eagerly with those “of the 
  valley” (Sterich and the Sheldomar) but have not 
  done so in four generations. 
  • 
  This area is controlled by Gar Mujal, and other giants 
  do not come here. 
  • 
  Their duty is to escort the PCs to Gar Mujal, as they 
  are on his land. 
  • 
  Gar Mujal trades ideas and information with may 
  sorts of people, including illithids, duergar, the other 
  giants, and sometimes dark-skinned elves.  The pale, 
  blonde haired mages of the valley tower sometimes 
  come and speak to him, too.  (DC 15 Knowledge 
  (local – Sheldomar Valley metaregion) check 
  identifies these mages as the Silent Ones). 
   
  Caaraaki wants the PCs to share information with 
  him also.  PCs who are impolite or confrontational are 
  informed that it is time to go before the dread master and 
  explain their need.  If PCs are diplomatic, Caaraaki asks 
  the PCs several questions: 
  • 
  What brings you to the Crystalmists? 
  • 
  How do you find yourself in the lands of Gar Mujal, 
  by accident or design? 
  • 
  Do you know that Tyv who travel among the lands of 
  the giants are considered fair sport among the 
  giants? 
  • 
  Are you the ones now called Lords of the Valley? 
   
  Caaraaki is very interested if the PCs are Lords 
  Errant or Stalwart and impressed with the ruthlessness of 
  any Lords Sinister.  PCs who mention that they are on a 
  quest and provide details or that mention their dream 
  note that the raptorans are obviously distressed and 
  saddened by what they’ve said.  However, these three do 
  not answer specific questions about the meaning of the 
  dream, but rather defer to their leadership.  Likewise, if 
  PCs mention that they are on a divinely inspired quest 
  and reference this in their discussion, Caaraaki wants 
  them to meet his elders and asks them specifically to go 
  there. 
   
  He nods, and Shernaa takes flight.  Caaraaki 
  does not share specifics about the elders, saying, 
  “Only they are wise enough in counsel to guide you 
  on this path.” 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 17 
   
  If PCs fail to pique the interest of the Folinu, 
  proceed to Encounter 4.  Otherwise, proceed to the next 
  section. 
  THE ELDERS OF THE FOLINU 
   
  Caaraaki and his age-mates walk with you, 
  comfortably and adeptly.  You have the feeling that 
  the raptorans spend as much time on the ground as 
  they do in the air.  Caaraaki makes small talk, 
  pointing out this or that rock formation and 
  discussing at length the dyes that can be gathered 
  from the local flora.  He defers to his elders on many 
  questions. 
   
  Before you is a perfect oval depression.  At its 
  center is a crystal blue pool of water, perfectly 
  circular.   Seven raptorans, their wing tips and head 
  feathers blackened with age, wait patiently for you. 
   
  They nod to you as you approach and open their 
  arms in greeting.   
   
  One steps forward, saying, “And who might you 
  be, that causes our eyes to call us from the aerie to 
  parley?  Gar Mujal dislikes secrecy in his servants, so 
  your cause must be dire, else Caaraaki would not 
  have called us out.  We must be quick in our 
  counsel.” 
   
  After the PCs introduce themselves, the elders 
  respond with their identities.  They are: 
  � Sherinda, Flock Chief: female raptoran Drd12; 
  see Appendix 8. 
  � Cas, Medicine Chief: male raptoran Clr9 of 
  Phaulkon; see Appendix 8. 
  � Nikcuri, War Chief: male raptoran Rgr10; see 
  Appendix 8. 
  � Creskara, Hunting Chief: female raptoran 
  Rgr8/Sor2; see Appendix 8. 
  � Daetae, Sunspeaker: female raptoran Brd8; see 
  Appendix 8. 
  � Nimvanna, Star Chief: female raptoran 
  Drd7/Skypledged1; see Appendix 8. 
  � Tayn, Supply Chief: male raptoran Rog2/Clr6 of 
  Phaulkon; see Appendix 8. 
   
  The PCs have an opportunity to introduce 
  themselves and explain why they are here.  If PCs do not 
  mention their dream, then Cas asks about it if they have 
  already mentioned it to Caaraaki and his peers.  Cas also 
  wants to know how the PCs learned of Cul Bra Folinu. 
   
  Once PCs have explained at length what they know 
  and why they are here, use or paraphrase the following 
  text: 
   
  Creskara speaks, her voice high, tight, and tonal. 
  “They know of the shame of the Folinu.  The divine 
  has led them here.  I say we gift them the tale of our 
  fall.  Who shares my view?” 
   
  Sherinda nods in the head bobbing way of her 
  people, “They should know.”  The others nod their 
  agreement. 
   
  Cas steps forward and strikes his drum once as 
  he lifts himself into the air on his wings.  His voice 
  comes to you strong and taut as a bow string. 
   
  “In those days the Folinu dwelt upon the rock 
  and sky free of care and free of sorrow.  Chief among 
  them was Erruja, a raptoran great in arcane power 
  and great in his arrogance. 
   
  Erruja knew that all of those of raptoran blood 
  were bound to the lords of air and descended from 
  the wind of the plane of air itself.  He knew that we 
  were touched by the elements and the magic of that 
  place and that the sacred oath we swore to the lords 
  of air gave us strength and gave us the sky. 
   
  This was not enough for Erruja.  He lusted for 
  more power and plotted to return to the plane of air 
  and confront the Lords therein.  Erruja would be 
  their equal.  Erruja would be their lord.  Erruja 
  would have raptorans be greater than the gods 
  themselves.  He set about a plan to make it so. 
   
  Gar Mujal is learned in the runic arts and in the 
  elemental planes.  He is cunning in counsel and 
  negotiation.  He is known far and wide and a maker 
  of gates and a master of runes.  He is ancient in his 
  wickedness.  He has watched the generations of the 
  skywise rise and fall like grass in its season. 
   
  Erruja in his arrogance and pride came to Gar 
  Mujal.  Erruja would have a gate to the Lords of air.  
  He would have passage into their lands so his people 
  could claim their supposed birthright.  
   
  Gar Mujal looked into Erruja’s heart and saw 
  that his lust for power consumed him.  Gar Mujal 
  offered a pact bound by blood.  He would give Erruja 
  his gate, but he bound to it our fate.  Erruja could 
  pass into the land of the djinn; his progeny was 
  bound to his sin.  No child of the Folinu from that 
  day could be born if Gar Mujal said, ‘Nay.’  The price 
  of our flesh did not achieve Erruja’s prize.  The 
  Lords of air slew him and forbid our passage nigh. 
   
  We now serve to live entrapped by our past.  To 
  challenge our master is to have our eggs turned to 
  ash.” 
   
  Cas closes with a flourish on his hand drum. 
   
  Creskara lets the final notes hang in the air, 
  “You know the shame of the Folinu.  Gar Mujal owns 
  us as surely as you own your steel.  I hope this gives 
  meaning to your dream.  There is little you can do.  
  
  SHE5-03 The Prophet’s Voice 
   
  Page 18 
  Gar Mujal would let go of you no quicker than I 
  would this bow.  We are too useful.” 
   
  In fact, there is little the PCs can obviously do.  The 
  raptoran elders have no idea how they can be freed from 
  their bondage.  All they know with certainty is that their 
  master collects favors and information and will broker 
  both.  The Folinu tells PCs that they might be able to cut 
  a deal worth their freedom if they have something of 
  value to the trade in return.  They, however, have no idea 
  what he would value enough to free them. 
   
  The Folinu elders share information that does not 
  directly compromise their master’s house.   That is, they 
  do not talk about his magical protections or his allies.  
  However, they let PCs know that he has many, many, 
  many ogre mages, bugbears, and ogres as his servants, and 
  that they have seen Gar Mujal single-handedly defeat 
  eight mind flayers. 
   
  The Folinu elders tell PCs that they believe that they 
  have been brought here for a reason not clear to any of 
  them.  If asked about the portal to the Elemental Plane of 
  Air, the Folinu say none of them has passed through it 
  since Erruja led their bravest warriors to their doom.  Gar 
  Mujal forbade them from passing through the gate. 
   
  If questioned in specific about Gar Mujal and how 
  he treats the Folinu, PCs find that he treats them well but 
  allows them little freedom.  They cannot leave his 
  domain, and he strictly controls who can mate and when. 
   The process they describe sounds like a prize horse 
  breeder managing his stock.  However, in the last, none 
  of them want for material things and are well fed and 
  safe.  However, they hunger for liberty and freedom. 
   
  The Folinu make clear that they must escort the PCs 
  into Gar Mujal’s presence and if they do not, he will find 
  out and hunt them down. 
   
  If PCs choose to leave the mountains and not speak 
  to Gar Mujal, this triggers the daily attacks of the giant 
  force as mentioned above.  If PCs choose to meet Gar 
  Mujal, proceed to Encounter 4. 
  ENCOUNTER 4: THE HALLS 
  OF CUL BRA FOLINU 
  The Stone of Cul Bra Folinu was purest white, like 
  fresh fallen snow.  Across the face of the stone, you 
  can see small pockmarks, like the one from your 
  dream.  Raptorans enter and leave all across the face 
  of the stone.   
   
  Caaraaki walks towards the base of the mount, 
  and as you get closer you have a better feel of the raw 
  size of it.  It is easily seven hundred feet tall.  Clawed 
  from the base of the stone is a massive gate, made of 
  some darker stone.  Slitted firing ports surround the 
  gate, and it swings open as you approach.  A full 
  dozen blue-skinned ogres step out and move 
  towards you, greatswords strapped to their backs 
  and huge longbows in their hands.  
   
  Caaraaki takes a knee before the largest as he 
  approaches.  He says to the ogre mage in Giant, “We 
  have found these Tyv within our Lords demesne.  
  They seek him out and seek his counsel.  We release 
  them into you care. 
   
  The ogre mage regards you briefly and snarls a 
  greeting.  “You live at Gar Mujal’s pleasure.  Destroy 
  the serenity of my Lord’s house and face his wrath.  
  Keep your steel sheathed.  Cast no spell.  Agree to 
  these things now and swear by your heathen gods 
  else we smite you down.” 
   
  If PCs agree and swear, then proceed to the next 
  block of text.  If not, make clear to them they will not be 
  allowed to continue until they do.  They will be allowed 
  to leave, but if they do so, they will soon face repeated 
  attacks by giant forces, as mentioned in Encounter 3, 
  until they escape Sterich; proceed then to the 
  Conclusion: Fleeing the Mountains. 
   
  You are led up a long, spiral staircase up into the 
  interior of the mountain.  Sconces line the walls, 
  and all flicker with apparent unending flame.  There 
  are hundred of bugbears, ogres and ogre mage here, 
  that much is apparent.  Gar Mujal’s lesser servants, 
  goblins, part with bowed heads as your guards pass 
  with you in tow.  This place is vast. 
   
  Finally, you are led through a pair of huge brass 
  doors.  The room beyond is gilded, with that 
  precious metal worked into every surface.  The walls 
  seem to writhe with power, as literally hundreds of 
  different runes adorn the surface. 
   
  At the end of the hall, a giant sits atop a white 
  stone throne.  He would be easily twenty-five feet 
  tall if he were standing.  He is not.  He sits casually 
  on his stone throne sipping from a huge gold goblet, 
  a great bastard sword resting against his knee.  
  Eldritch fire licks up and down its blade.  His skin is 
  light green.  What is truly disturbing though, are the 
  tattoos that cover every inch of his exposed skin.  
  They flicker and flare with a life of their own. 
   
  To his right and left are easily fifty ogre mages.  
  They chatter among themselves, regarding you.  The 
  Giant sips from his goblet and favors you with a 
  grin. 
   
  “Who seeks the wisdom of Gar Mujal?  It is not 
  common Tyv in these times to come so far and 
  through so much.  Your days are numbered if the 
  Sakhut’s will is made manifest...  Do you know that 
  if I were a true and faithful servant of my leadership, 
  I would slay and eat you now? Do not fear, I find 
  there is much to admire in the mind of Tyv.  You 
  make items of power and destruction to rival our 
  own, even if your magic is primitive and poorly 
  formed.  Speak. I would hear what brings such as 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 19 
  you before me.  The Sheldomar spawns posing 
  heroes of all stripe and skill.  Show me your mettle.” 
   
  This room is warded by Gar Mujal with runic magic 
  and is proof against scrying and teleportation.  PCs within 
  are also under the effects of a zone of truth spell while 
  within (DC 20 Will save).  Gar Mujal will be aware of 
  those who have resisted the effects of this spell as he 
  observes the PCs as they speak and determines who has 
  clearly failed.  He only allows those people under the 
  effects of the zone of truth to speak to him.  All others he 
  calls “cunning and sly” and tells them to be silent as he 
  knows they are liars, like all weak and small things. 
   
  Gar Mujal is amused by the presence of the PCs and 
  finds their bravery and diligence a novelty.  He has a 
  great admiration for human and elven magic and as a 
  result is more amenable to conversation than the typical 
  giant.  Finally, he has no love of the Sakhut and is 
  angered by, and jealous of, the power that has been 
  amassed.  
   
  Gar Mujal is interested in truth, as truth has value.  
  Deception he appreciates on a purely technical level, but 
  is not amused by Tyv who come and lie to him. 
   
  He digs deeply into the PCs’ story, asking precise 
  and pointed questions until he knows all the reasons why 
  they are here. 
   
  If PCs should decide to attack Gar Mujal, warn them 
  know that their chance of success is minimal.  They will 
  quickly find themselves in a fight with a storm giant 
  Wiz10/Loremaster10 backed up by a functionally 
  unlimited number of ogres, ogre mages, and bugbears, 
  many of which are leveled in classes themselves.   If PCs 
  are gracious guests, Gar Mujal will not attack the PCs as 
  he finds them entertaining and also sees in them a way to 
  annoy the Sakhut. 
  � 
  Gar 
  Mujal: 
  male 
  storm 
  giant 
  Wiz10/ 
  Loremaster10. 
  � Ogre Mages (50): see Monster Manual, page 200. 
   
  At his base, Gar Mujal is amenable to the PCs’ 
  request if they are truthful to him, show respect, and are 
  articulate in their case.  If they fail in all three of these 
  areas, he ejects them from his house.  They will soon face 
  repeated attacks by giant forces, as mentioned in 
  Encounter 3, until they escape Sterich; proceed then to 
  the Conclusion: Fleeing the Mountains. 
   
  If PCs ask about the plight of the Folinu, Gar laughs 
  and tells them that the Folinu are bound by their own 
  folly.  He retells the story in his terms, scoffing at Erruja’s 
  idiocy.   He refuses to talk to them about such “bird-
  brained idiocy.” He affirms whatever the PCs ask him.  
  However, he very pointedly questions the PCs as they 
  ask, with a specific goal of finding out how the PCs came 
  to know about the Folinu.  He sees the raptorans as a 
  useful tool and prizes their ability to do effective recon 
  over a distance.  If PCs attempt to bargain for the freedom 
  of the Folinu, he laughs at them.  He has very little 
  interest, at this point, in ending the relationship he has 
  with the raptorans. 
   
  Gar Mujal wants to know why the PCs are here.  If 
  the PCs share what they know with him, then he decides 
  to help them, although he does not plan to announce it 
  until the morning after when he has done some research. 
   PCs must share the following information to receive Gar 
  Mujal’s assistance:   
  • 
  They were brought here by a dream. 
  • 
  The rune that they need removed was placed to 
  directly silence a voice against the Sakhut. 
  • 
  Hiatea and Iallanis are believed to be involved. 
  • 
  The PCs have had a role in attempting to thwart the 
  Sakhut’s plan. 
  • 
  Aiding them might cause the Sakhut to be 
  overthrown. 
   
  He will dig for this information, but he ejects PCs 
  from his presence if they are not forthcoming with the 
  details he seeks.  In this case, they will soon face repeated 
  attacks by giant forces, as mentioned in Encounter 3, 
  until they escape Sterich; proceed then to the 
  Conclusion: Fleeing the Mountains. 
   
  Gar Mujal is very much aware of the danger of 
  helping displace this rune.  However, he is cunning and 
  will evolve a plan. 
   
  Assuming PCs do not anger the Giant and can 
  present their case well, Gar Mujal invites them to dinner 
  and leads them into his banquet hall.  Afterwards: 
   
  The giant nods as you finish.  “You bring me 
  much of interest.  I must ponder. We may be of use 
  to each other, and certainly we share a common 
  disdain.  This evening, I have much to do as I 
  consider your request. 
   
  “You are guests within my house.  I will provide 
  quarters for you that are secure and let my thralls 
  know that to strike against you is to strike against 
  me.  You have my protection.  I ask these things: stay 
  to the quarters I assign you.  Do not attempt to 
  communicate to the outside, either to your gods or 
  to your allies.  Tolerate the idiosyncrasies of my 
  staff.  They may press you, but they cannot harm 
  you.  Finally, I ask that you do not wander from your 
  room tonight.  You are my guests, but I value my 
  privacy.  I will not have you poking your nose where 
  it does not belong. Stay in your room. 
   
  In the morning we will continue our pilander.  I 
  thank you for seeking me out.” 
   
  If pressed on the issue of magical communication, 
  Gar simply states that he finds it disturbing, and it is the 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 20 
  condition he attaches to his hospitality.  If the PCs accept 
  his hospitality, proceed to Encounter 5. 
   
  If PCs refuse his hospitality, allow them to quit the 
  mission.  They encounter Urg and perhaps his 
  companion, Aglashti on the road as they leave the 
  mountains, rather than in the next encounter.  After that 
  fight, go to the Conclusion: Leaving the Mountains. 
  ENCOUNTER 5: MURDER 
  MOST FOUL 
  Refer to DM Aid: Map #2 for this encounter. 
   
  It is apparent that Gar Mujal routinely extends 
  the hospitality of his house to beings your size.  This 
  large cylindrical room is completely and finely 
  appointed.  The only apparent entrance is the door 
  you entered, and closer examination bears this out.  
  There are seven alcoves equally spaced around the 
  perimeter of the room. Each is open to the rest of 
  the room except for a curtain easily drawn across the 
  space.  Six have a bed and washstand within as well 
  as an empty armoire.  One is a small privy.  The main 
  room has a sunken and steaming tub at its center.  
  Fine towels, soaps, and oils are in baskets near the 
  water.  A low table in the Ketite style has also been 
  provided.  Pillows surround the table. 
   
  Food, wine, mead, and a small tun of ale have 
  already been provided.  It covers the surface of the 
  table and smells quite inviting.  The bulk of the fare 
  is wild game.  The smell of mutton must be big horn 
  sheep. 
   
  The female goblins who brought you here 
  pointed to a hanging bell rope near the entrance and 
  bid you ring if you need anything.  They also made 
  clear that it was your right to lock this room from 
  the inside and that none save the master could gain 
  entrance. 
   
  Outside your door, two ogres stand guard, 
  perhaps to keep you in, but just as likely, to keep 
  others out.  In the morning, you will meet Gar 
  Mujal. 
   
  PCs who examine the lock on the door find it of 
  superior (Open Lock DC 40) quality.  The residents of 
  Cul Bra Folinu leave the PCs alone, with the exception of 
  Urg, a bugbear assassin who has functioned as a sleeper 
  agent in Gar Mujal’s household for years.  He has been 
  specifically instructed to eliminate any Tyv who come 
  from the Sheldomar Valley seeking aid against the 
  Sakhut.  Other heroes from the Sheldomar draw his 
  attention too, but his long term purpose was to monitor 
  potential agents from Geoff or who might support Geoff. 
   In this instance, he has been instructed to kill as many 
  PCs as he can, but has been told to specifically focus his 
  attention on wizards and sorcerers. 
   
  Allow PCs to take whatever precautions they wish 
  and to set watches as they desire.  The food that has been 
  provided is untainted.  There is one entrance to the room. 
   The room is in the heart of the white stone formation. 
   
  Urg enters the room through the privy using 
  invisibility and gaseous form.  He observes waking targets 
  for three rounds and then attacks to kill, layering spells as 
  necessary.  Urg will not fight to the death, if he can avoid 
  it.  He will flee using gaseous form, either fleeing out the 
  door or down the privy as necessary.  If PCs do not keep 
  watch, he will coup de grace one target each round until 
  someone wakes up or he has killed everyone.  He starts 
  with spell casters and ends his little murder spree with 
  rogues. 
   
  Urg has very little illusions about his chances of 
  success in this endeavor.  He knows that he will most 
  likely be butchered by the PCs.  He has a mission 
  however.  He will do his best to kill at least one Tyv. 
   
  If PCs sounded the alarm in Sterich by being too 
  aggressive in their questioning or failing to keep a low 
  profile, then Urg will be assisted by Aglashti.  Aglashti is 
  an ogre mage warlock who would not normally be used 
  in this way.  However, if the “alarm” has been sounded, 
  he will commit to this mission, contacting Urg to 
  coordinate their attacks the night the PCs arrive. 
   
  The ogres outside helps as best they are able if a fight 
  breaks out that they can hear.  One runs for help, and the 
  other enters the room if it is unlocked or attempts to 
  batter the door down if it is locked.  It takes the ogre four 
  rounds to hack through the door.  The ogre bellows at the 
  top of his lungs as he tries to hack through, in giant, “I 
  come save Tyv!  Master be mad if they get killed and put 
  me in stew pot.  I coming!”  Help comes to the PCs in a 
  number of rounds equal to their APL in the form of 
  bugbears and ogre mages.  When reinforcements arrive, 
  Urg flees. 
  � Guards, Ogres (2): hp 33 each; see Monster 
  Manual, page 199. 
  � Reinforcements, Bugbears (12): hp 21 each; see 
  Monster Manual, page 29. 
  � Reinforcements, Ogre Mages (2): hp 42 each; 
  see Monster Manual, page 200. 
   
  Gar Mujal arrives via dimension door two rounds after 
  the combat ends.  He is apologetic and upset that the PCs 
  have been assaulted.  It should be readily apparent to PCs 
  that he is sincere.  He offers PCs alternative housing if 
  they are desire and wants to take Urg’s body for 
  “questioning.”  He does not relent on this point.  He will 
  have PCs healed by a bugbear cleric in his entourage if 
  they are willing.  He vows to get to the bottom of this and 
  let them know what he learns. 
   
  If PCs wish to leave, allow them to do so at this 
  point.  However, the adventure is over for them in this 
  case.  Proceed to the Conclusion: Leaving the Mountains. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 21 
   If PCs choose to stay and meet with Gar Mujal in the 
  morning, go to encounter 6. 
   
  Treasure:  The possessions of the assassin(s) are the 
  only treasure here. 
   
  Creatures:  The PCs could face one of the following 
  two groups of combatants, depending on the APL and 
  whether or not the EL was increased due to the giants 
  being aware of the PCs’ presence (as per Encounter 1). 
  GIANTS NOT ON ALERT (EL = APL + 2) 
  APL 6 (EL 8) 
  � Urg: male bugbear Rog5/Asn1; hp 66; see 
  Appendix 1. 
  APL 8 (EL 10) 
  � Urg: male bugbear Rog5/Asn3; hp 79; see 
  Appendix 2. 
  APL 10 (EL 12) 
  � Urg: male bugbear Rog5/Asn5; hp 102; see 
  Appendix 3. 
  APL 12 (EL 14) 
  � Urg: male bugbear Rog5/Asn7; hp 117; see 
  Appendix 4. 
  APL 14 (EL 16) 
  � Urg: male bugbear Rog5/Asn9; hp 132; see 
  Appendix 5. 
  APL 16 (EL 18) 
  � Urg: male bugbear Rog5/Asn10/Thief-Acrobat1; 
  hp 147; see Appendix 6. 
  APL 18 (EL 20) 
  � Urg: male bugbear Rog5/Asn10/ Thief-Acrobat3; 
  hp 162; see Appendix 7. 
  GIANTS ON ALERT (EL = APL + 4) 
  APL 6 (EL 10) 
  � Urg: male bugbear Rog5/Asn1; hp 66; see 
  Appendix 1. 
  � Aglashti: male ogre mage Warlock1; hp 48; see 
  Appendix 1. 
  APL 8 (EL 12) 
  � Urg: male bugbear Rog5/Asn3; hp 79; see 
  Appendix 2. 
  � Aglashti: male ogre mage Warlock3; hp 68; see 
  Appendix 2. 
  APL 10 (EL 14) 
  � Urg: male bugbear Rog5/Asn5; hp 102; see 
  Appendix 3. 
  � Aglashti: male ogre mage Warlock5; hp 83; see 
  Appendix 3. 
  APL 12 (EL 16) 
  � Urg: male bugbear Rog5/Asn7; hp 117; see 
  Appendix 4. 
  � Aglashti: male ogre mage Warlock7; hp 98; see 
  Appendix 4. 
  APL 14 (EL 18) 
  � Urg: male bugbear Rog5/Asn9; hp 132; see 
  Appendix 5. 
  � Aglashti: male ogre mage Warlock9; hp 113; see 
  Appendix 5. 
  APL 16 (EL 20) 
  � Urg: male bugbear Rog5/Asn10/Thief-Acrobat1; 
  hp 147; see Appendix 6. 
  � Aglashti: male ogre mage Warlock11; hp 128; see 
  Appendix 6. 
  APL 18 (EL 22) 
  � Urg: male bugbear Rog5/Asn10/ Thief-Acrobat3; 
  hp 162; see Appendix 7. 
  � Aglashti: male ogre mage Warlock13; hp 156; see 
  Appendix 7. 
  ENCOUNTER 6: THE ENEMY 
  OF MY ENEMY 
  You are led to the room where you first met Gar 
  Mujal.  It has been dressed for a banquet.  Gar stands 
  as you enter.  His table is larger and set above yours.  
  Six ogre magi stand to your left and right in dress 
  livery. 
   
  “I am glad you have survived the night.  I must 
  apologize again for the intrusion during the night 
  and for any suffering you endured.  It seems my 
  household has been compromised by agents of the 
  Sakhut.  The bugbear that attacked you responded 
  well to my questioning.  I wrung what I needed from 
  his spirit.  Here, I offer you a gift.” 
   
  One of the ogre magi advances and offers a 
  freshly tanned hide in much the same way a 
  shopkeeper might offer you the finest silk.  It grins 
  around its yellowing tusks. 
   
  “Take the assassin’s hide as a token of my 
  contrition,” Gar Mujal says, his tone sincere, “It is 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 22 
  the least I can do given the circumstances.  Accept 
  this pelt and my apologies.” 
   
  The bugbear’s hide has been preserved with the 
  same skill a furrier uses to preserve the hide of 
  beaver or minx. 
   
  Gar waits until someone receives the hide and then 
  digs into breakfast with vigor.  Whichever PC chooses to 
  take the hide receives the Urg’s Hide effect on their 
  Adventure Record.  If the PCs argue about who is to 
  receive the hide, Gar will watch with bemusement as 
  they fight it out. 
   
  Gar Mujal is amused but not offended if the PCs do 
  not take the hide of the bugbear.  He makes small talk 
  during the meal, but defers any conversation until after 
  the meal is served. 
   
  “Well, then,” the giant begins, “you have twice 
  shared the hospitality of my table, and I have had 
  time to consider who and what you are and 
  determine where our interests might be aligned.  
  Several things are clear to me. 
   
  First, that we all bear the Sakhut little love is 
  something we can all agree on.  I am recognized as a 
  threat, else agents would not be deployed here 
  within my walls.  That  these same assets were 
  deployed against you tells me you have earned their 
  enmity.  We share an enemy. 
   
  Secondly, in returning Maira’s voice, you seek to 
  disrupt the Sakhut’s power.   I share this ambition, 
  as I find such strutting and posing as the Sakhut 
  does unseemly.  We share a goal. 
   
  Finally, as you seek the destruction and removal 
  of the rune from Maira’s throat, so I seek the power 
  and knowledge to do the same.  We share a need. 
   
  Simply put, we are bound by three things: hate, 
  desire and ambition.  From such as this the best 
  deals are made. 
   
  Here is my proposal.  Erruja, that great idiot of 
  the Folinu, had me bind a gate for him to the 
  Elemental Plane of Air.  He sought a confrontation 
  with the Lords of Air, as you know, his very gods.  He 
  was slain as a result, and the bargain he made 
  brought the Folinu into my power. 
   
  It also gave me a permanent gate into the Plane 
  of Air.  The cloud giants are, alas, bound to the Plane 
  of Air in much the same way the raptorans are.  
  Ancient alliances have given them their power over 
  the elements.  The greatest among them travel into 
  the plane to learn more from the Lords of Air and 
  also to bind servants to themselves or make 
  alliances instead if that is their disposition.  Some 
  among their number sometimes chose to live among 
  the elementals and the jann, seeking greater power 
  and knowledge. 
   
  Ages ago, the cloud giant Ruka Nisindra chose 
  to walk the path of the elementals.  He dwelled upon 
  the Plane of Air and became practiced in both 
  runecraft and the lesser arcane arts.  He bound to 
  himself djinn and elementals of many different 
  sorts.  Legends say he was the first to craft the 
  greatest runes of binding.  I do not know if this is 
  true.  I do know that his power was great and that he 
  bound to his will a noble djinni called Azalla. 
   
  I have found the cloud island necropolis of 
  Ruka Nisindra.  I believe the noble djinn Azalla lies 
  trapped within.  It should be within his power to 
  grant Maira her voice, once he is liberated.  I 
  propose this.  I transport you to Ruka’s tomb.  You 
  liberate the genie and return to me with what 
  magical booty you find.  The djinn travels with you.  
  Whatever artifacts you find within the necropolis 
  are mine. 
   
  Finally, this deal must be sealed with a geas, 
  which each of you must willingly submit to.  I will 
  not risk the loss of the items I seek if you flee.  I will 
  bind you to return all items with a magical aura that 
  you find within the necropolis to me. 
   
  What say ye?” and with that Gar Mujal rests 
  against his throne, a playful smile on his lips. 
   
  Gar Mujal fully expects to have to bargain here and is 
  actually disappointed if PCs merely agree to his terms. 
  Allow PCs a Sense Motive check against his Bluff check 
  (+12 modifier) if they quickly close a deal and do not 
  attempt to bargain.  Let them know he is disappointed 
  about something if the are successful in the check. 
   
  However, he does not relent on the topic of the geas. 
   He allows PCs to leave unmolested if they choose to do 
  so, as he bears them no specific malice.  However, the 
  adventure ends for the PCs and you may proceed to the 
  Conclusion: Leaving the Mountains. 
  THE NEGOTIATIONS 
  Offer One 
   
  If PCs balk or challenge his terms, Gar Mujal says: 
   
  “Very well then.  Your caution is commendable.  
  Let us try this.  If you agree to bring me whatever 
  magical writings, wands, staves, or rods, runes and 
  tomes, weapons, and miscellaneous items of power 
  you find, I agree to let you keep whatever other 
  potions and non-magical loot you discover.” 
   
  Gar knows that there are several tomes of runic 
  magic in the necropolis, and he wants them for his own.  
  He will barter away the rest of the tomb’s contents for 
  these and very much enjoys the process.  Each offer and 
  counter offer adds another class of magical booty PCs get 
  to keep until it gets down to just the writings.  This is all 
  he is really concerned about, after all, and he finds the 
  process of negotiation amusing. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 23 
  Offer Two 
   
  If PCs push him for the release of the Folinu, he 
  responds as follows: 
   
  Gar Mujal’s brows knit in consideration.  “You 
  would take from me my eyes and ears.  They are 
  bound to me by an act of free will.  They prosper 
  under my care.  I make them better and stronger 
  than they were without me.  I have bred them 
  stronger and quicker and harder over time.  What do 
  you offer in return for the loss of my greatest 
  servants?” 
   
  Gar agrees to release the Folinu from their bondage 
  to him if the PCs relinquish all claims to booty they find 
  in Ruka’s tomb and agree to owe him a favor in the 
  future.  If they agree to be in his debt (they receive the 
  Debt to Gar Mujal effect on the Adventure Record), 
  then he agrees to let the raptorans go.  He knows that 
  about a third of the raptorans will stay with him anyway, 
  as they have prospered with him.  To his mindset, he can 
  recover his population loss in a few hundred years and 
  having the debt of Tyv heroes is useful to him in the 
  immediate future. 
   
  If asked, he lets the PCs know that he will only agree 
  to this if they are willing to submit to a second geas that 
  will bind them to return to him and fulfill a mission for 
  him in the future.  He only agrees to this if the entire 
  party submits to him on this issue. 
   
  Again PCs can bargain to gain access to greater 
  booty.  Gar Mujal will not relent on his demand for a geas, 
  however. 
  WHAT GAR MUJAL KNOWS 
   
  Gar Mujal shares what he knows with PCs if they ask 
  him the right question.  He is amused by the PCs and 
  interested in their success.  Likewise, he is gauging their 
  intelligence based on how they question him and 
  respond to him.  He will share the following if asked: 
  • 
  Ruka is rumored to have turned himself into a lich. 
  • 
  Ruka’s prize work was crafting the Books of Neros, a 
  series of texts forged on hammered sheets of astral 
  drift metal.  He also wrote many lesser tomes. 
  • 
  The Necropolis of Ruka has been visited before. 
  • 
  He believes that Azalla was bound inside the tomb 
  by Ruka to keep his most precious items secure. 
  • 
  Azalla has been imprisoned for thousands of years.  
  He is a noble djinn, but his wishes were forced from 
  him during his imprisonment.  He might have one 
  wish left.  He might just be trapped. 
  • 
  He can only keep the gate open at one particular 
  point on the Plane of Air for 24 hours.  PCs must 
  accomplish their task in that time.  It will take him 
  weeks to recalibrate the gate. 
  • 
  Gar Mujal doesn’t know what guards Ruka’s tomb, 
  but he does know that Ruka was a master of 
  elemental magic who dabbled in necromancy. 
  • 
  He can talk at length about the Plane of Air and it 
  attributes (see Dungeon Master’s Guide, page 155). 
   
  Once PCs have cut a deal with Gar Mujal: 
   
  “Well then, it is done.  You have bargained well. 
  Spend today preparing as you will.  You are 
  restricted to your rooms again, but my servants will 
  bring you what items you feel you need for your 
  journey. 
   
  We will need to be at the top of Cul Bra Folinu 
  by midday tomorrow.  Plan your day accordingly.” 
   
  The PCs may request and receive any gear from 
  Table 7-8: Goods and Services (Adventuring Gear section 
  only) in the Player’s Handbook. 
  ENCOUNTER 7: INTO THIN 
  AIR 
   
  The view from atop Cul Bra Folinu is 
  breathtaking.  The mountains stretch away from the 
  white stone as far as you can see.  The clouds rest on 
  the shoulders of the tallest peaks like a giant’s 
  mantle.  The wind whistles around you, like a 
  melody from a dream. 
   
  One by one Gar Mujal lays his geas upon you.  
  He uses a great twisted staff of some ebon wood as 
  the mechanism for his casting.  The magical 
  compulsion washes over you and your comrades, 
  each, in turn.  You must return him the items you 
  agreed to.  You can feel the promise wrap about your 
  soul like steel bands. 
   
  If any PCs balk at this or attempt to save against the 
  spell (DC 24 Will save) Gar Mujal refuses to open the gate 
  until all the PCs have submitted to his geas.  As some of 
  the PCs may have already accepted the geas, this can have 
  very nasty effects for the rest of the party.  Once this is 
  resolved, if it is an issue, proceed: 
   
  Gar Mujal gestures and crushes a stone to 
  powder in his hands.  The gate reveals itself.  He 
  waves his hand at the gate.  Images scroll by.  First 
  you see a massive storm, lighting crashes thought 
  the air. Next, you see a vast city of floating islands, 
  peopled by a handsome people who must be genies 
  of some sort.  Cloudscapes rapidly flash by as Gar 
  Mujal searches for the right place, the right spot.  
  Finally, the image comes to rest on clouds and an 
  unending blue sky.  The gate opens onto a plain of 
  swirling cloud.   
  
  SHE5-03 The Prophet’s Voice 
   
  Page 24 
   
  Gar Mujal waves towards the gate “The surface 
  here is like a cloud rock of a cloud giants’ island.  
  Crossover and be quick.  The necropolis should be 
  on yon island by the cloud rock obelisk.  Remember, 
  on the Plane of Air, down is the direction you 
  choose.  It is an act of will to make down, down.” 
   
  As you peer through, you can see a tall spindle of 
  cloud rock thrust out from the terrain.  It is some 
  distance away. 
   
  Refer to the Dungeon Master’s Guide, page 155, for a 
  description of the traits attached to the Plane of Air.  
  Note that gravity is subjective on the Plane of Air.  Allow 
  PCs a Dc 20 Knowledge (planes) check to determine this 
  information.  Give the PCs more planar traits based on 
  their roll, providing information for every five points by 
  which they beat 20. 
   
  The island is about one mile across. The surface of 
  the cloud rock is spongy and difficult to walk on.  Treat it 
  is a shallow bog (see Dungeon Master’s Guide, page 88).  Gar 
  Mujal quickly turns abusive if PCs do not pass through 
  quickly.  Once the PCs cross: 
   
  The air is pleasant and warm, if a bit dry.  Your 
  feet sink into cloud rock.  It feels like muck.  Wind 
  moves across you. Down, for right now at least, is 
  below your feet.  
   
  It is hard to judge distance, but the obelisk is 
  perhaps a half hour’s march from here.  Turning to 
  look at the gate, you see a perfect circle limned in 
  silver.  Gar Mujal sits opposite, cross-legged on the 
  white stone.  He regards you with cold, black eyes. 
   
  Once PCs confirm they are heading towards the 
  obelisk and communicate to you whatever precautions 
  they would like to take, read the following: 
   
  The Obelisk is like smoke made solid.  The 
  surface of the cloud has become harder as you have 
  approached.  Before you is a tunnel sunk into the 
  heart of the island.  It is deep, stretching down into 
  the island to the end of your vision and out of sight. 
   
  PCs may re-orient their own personal down at any 
  time by making a DC 16 Wisdom check.  Rules for this 
  are defined in the Dungeon Master’s Guide, page 147.  
  When PCs are ready to enter the tunnel, let PCs know 
  that the tunnel has become dark.  Give PCs a DC 15 
  Knowledge (planes) check to recognize that this is 
  unusual.  If PCs detect evil, at this point, they will detect a 
  faint aura.  Once they have provided a light source (one 
  strong enough to counter the deeper darkness effect [see 
  below]), if they need one, read the following: 
   
  It is dark and cold.  From down the tunnel a 
  light wind blows, carrying on it the scent of ancient 
  decay.  
   
  The tunnel opens into blackness.  The walls 
  slope away above and below and to your right and 
  left.  From the slight curve, it seems you are on the 
  surface of a sphere. 
   
  Dust floats thickly in the air.  Bits of bone and 
  fragments of metal spin weightlessly before you.   As 
  you stare into the dark, it is apparent that the 
  skeletons of perhaps hundreds of creatures float 
  before you. 
   
  Refer to DM Aid: Map #3 and DM Aid: Map #4.  Allow 
  PCs to determine how they want to travel into the room.  
  The sphere is 300 feet across.  Columns of cloud stone 
  cross the chamber at multiple points.  PCs may cross the 
  room by redefining their personal definition of up and 
  walking along the columns to the other side.   
   
  Note that PCs crossing the room are quickly made 
  aware of the bones of hundred of creatures floating 
  without apparent gravity in the air.  This makes flying 
  hazardous, and PCs must make a DC 10 + APL Reflex save 
  anytime they fly faster than a 30 foot move; those that fail 
  take 2d6 damage for every 10 feet above the base move of 
  30 that they fly.  That is, a person flying at a base move of 
  60 feet and playing APL 10 would have to make a DC 20 
  Reflex or take 6d6 damage as they flew through the 
  bones.  The residents of this room have lived here for 
  centuries, and are much more adept at maneuvering 
  within this space.  As a result, they ignore this check. 
  APL 6 (EL 10) 
  � Ruka, Spellstitched Cloud Giant Skeleton: hp 
  153; see Appendix 1. 
  � Medium Air Necromental: hp 36; see Appendix 
  1. 
  � Sickening Shock, Living Spell: hp 30; see 
  Appendix 1. 
  APL 8 (EL 12) 
  � Ruka, Spellstitched Cloud Giant Skeleton: hp 
  153; see Appendix 2. 
  � Huge Air Necromental: hp 144; see Appendix 2. 
  � Sickening Shocks, Living Spells (2): hp 30 
  each; see Appendix 2. 
  APL 10 (EL 14) 
  � Ruka, Spellstitched Cloud Giant Skeleton: hp 
  153; see Appendix 3. 
  � Greater Air Necromental: hp 189; see Appendix 
  3. 
  � Sickening Shocks, Living Spells (2): hp 30 
  each; see Appendix 3. 
  � Greasy Chill, Living Spell: hp 81; see Appendix 3. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 25 
  APL 12 (EL 16) 
  � Ruka, Cloud Giant Mummy: hp 153; see 
  Appendix 4. 
  � Greater Air Necromental: hp 189; see Appendix 
  4. 
  � Greasy Chill, Living Spell: hp 81; see Appendix 4. 
  APL 14 (EL 18) 
  � Ruka, Evolved(x2) Cloud Giant Mummy: hp 
  153; see Appendix 5. 
  � Elder Air Necromental: hp 216; see Appendix 5. 
  � Greasy Chills, Living Spells (2): hp 81 each; see 
  Appendix 5. 
  APL 16 (EL 20) 
  � Ruka, Evolved(x2) Cloud Giant Mummy: hp 
  153; see Appendix 6. 
  � Tempest Necromental: hp 216; see Appendix 6. 
  � Greater Dispelling Fire, Living Spell: hp 147; 
  see Appendix 6. 
  APL 18 (EL 22) 
  � Ruka, Evolved(x4) Cloud Giant Mummy: hp 
  153; see Appendix 7. 
  � Air Monolith Necromental: hp 324; see 
  Appendix 7. 
  � Greater Dispelling Firestorm, Living Spell: hp 
  158; see Appendix 7. 
   
  Tactics: The entrance to the bier that holds the 
  undead corpse of Ruka is directly across from the 
  opening.  Ruka is either a skeleton or a mummy here 
  (varies based on APL); his attempt at lichdom was an 
  immense failure and he instead became a variant version 
  of a skeleton or mummy.  The denizens wait to attack the 
  PCs until they approach the final door to the tomb.  This 
  space is both desecrated and unhallowed.  The unhallow 
  effect is also linked to a deeper darkness that covers the 
  entire necropolis.  The undead will flee into the bier if 
  necessary, based on the PCs’ tactics.   PCs who fail both 
  Spot and Listen checks against the undead/living spells 
  will be surprised. 
   
  The creatures within this tomb are very familiar with 
  this space and have fought here countless times over the 
  millennia.  They will use the limitations of the PCs’ vision 
  against them and attack out of the darkness as they are 
  able.   This is particularly true of those creatures with 
  Flyby Attack.  Refer to the rules for light and vision on 
  pages 164-165 of the Dungeon Master’s Guide.  Remember, 
  a light source is visible from a great distance.  The 
  inhabitants of this room will take advantage of this and 
  pester the PCs with flyby attacks and spell fire from 
  outside of their range of vision for as long as they can.  
  When it comes time for melee, the creatures will attempt 
  to attack PCs from three different directions.  Due to the 
  circumstances of the tomb and the tactics of the 
  undead/living spells, the EL of this encounter is 
  effectively increased by 1 (which is reflected below). 
   
  At low APLs (6-10), the living spells will come 
  straight at the PCs and engage as quickly as they can.  The 
  necromental will do flyby attacks until this is no longer 
  tenable, switching targets if it is apparent its target is 
  readied for its next attack.  The skeleton will sneak 
  around behind the PCs under cover of darkness if 
  possible and engage from the opposite side as the living 
  spells.  If the PCs travel along the pillars, the skeleton 
  will cross on an opposite pillar and swing around to the 
  PCs’ other side, using his reach to his advantage.  
  Remember, down is subjective on this plane and these 
  creatures are natives.  Use this in their tactics. 
   
  At higher APLs (12-18), the living spells will move to 
  flank the PCs.  The mummy will fly, using his spell-like 
  abilities and awesome morningstar, paying particular 
  attention to arcane spellcasters and archers.  The mummy 
  will also use his innate fog cloud and obscuring mist abilities 
  to make himself difficult to target.  He will have the fear 
  effect face away from the captured subject.  The 
  necromental will flyby as described above. 
   
  At all APLs, the undead will retreat to the bier and 
  the pit if attacked.  At high APLs, the mummy knows 
  about the puzzle that holds Azalla (see below).  If forced 
  to retreat here, he will grab a handful of gems and drop 
  them one by one on his turn onto the pillar triggering 
  the Constitution drain described below.  This, of course, 
  assumes he is able to retreat. 
   
  Furthermore, flying targets draw the attention of the 
  flyers.  If a lone or pair of PCs pulls off from the rest and 
  is flying, they will draw the attention of all flyers. 
   
  Once the PCs defeat the enemies: 
   
  You stand at the lip of a deep pit.  Perhaps it is 
  just a dead end corridor, the physics of this place are 
  causing your brain to ache.  Light glitters off of 
  coins and other metal at its bottom.  Those objects 
  define down along the far wall.  Rising from the 
  floor is pedestal.  Something rests on it. 
  THE PIT 
   
  PCs can safely descend to the floor by walking down 
  the walls or scaling down with ropes, once they are at the 
  bottom, read the following: 
   
  Before you is a box made of mahogany.  It rests 
  on a three-foot wide pillar of cloud rock.  As you 
  look at the surface of the pillar, you can see the faint 
  outline of an iron flask or a bottle just beneath the 
  surface.  It is almost as if the apparently solid 
  material of the stone waxed and waned like 
  moonlight.   
  
  SHE5-03 The Prophet’s Voice 
   
  Page 26 
   
  Tell the first PC who touches the box that he has an 
  immediate flash of the last element of his or her dream.  
  Repeat the following to the player in question if he or she 
  asks: 
   
  Around you there are walls made of steel, 
  smooth and cold to your touch.  You can take one 
  stride forward.  You can take one stride back.  You 
  can take one stride to the left or the right.  That is 
  all.  The floor underneath your feet slopes gently up 
  to the wall.  You cannot stand flat footed, and your 
  ankles and feet ache with standing on the sloping 
  floor.   
   
  Above, the light washes from red to blue to 
  green to yellow then back to red.  Unending the 
  cycle repeats, again and again and again. 
   
  It has always been this way.  Long ago you 
  remember the open sky and flight.  The touch of 
  such thoughts is fading like a song long lost.  Soon, 
  you will remember only the steel walls and the 
  sloping floors.  It has been so long.  Red, Blue, 
  Green, Yellow, Red, Blue, Green, Yellow, Red, Blue, 
  Green, Yellow, Red, Blue, Green, Yellow, the cycle 
  repeats endlessly. 
   
  You cannot walk.  You cannot move.  You cannot 
  fly.  You cannot leave.  There is no voice except your 
  own.  There is no color beyond these four.  The walls 
  are steel.  This is all you know.  The walls are all.  The 
  walls are all.  The walls are all.  The walls are all.  
  Eternity stretches before you. 
   
  As PCs examine the rock, let them know that it is 
  very hard.  If a PC attacks the pillar with a weapon, let 
  them know the dream flashes through their mind again 
  and that they hear a scream of agony.   
  � Pillar: 3 feet thick; hardness 25; hp 150. 
   
  PCs can hack through the stone, but this kills Azalla 
  as the damage done to the stone transfers to him.  PCs 
  who slay Azalla have failed their mission; proceed to the 
  Conclusion: Failed Mission. 
  THE PUZZLE 
   
  When PCs open the box: 
   
  The box sticks slightly and then opens with a 
  faint creak.  There are eight small bowls, no more 
  than three inches across on the left side of the case.  
  The right side contains many precious stones of 
  many different types. Yellow topaz bits, black shards 
  of onyx, red chips of ruby, small white pearls, 
  fragments of blue sapphire, green emerald chips, 
  minute purple garnets, and small pieces of blue-
  greenish aquamarine fill the deeper side of the 
  hinged box. 
   
  The solution to this puzzle is straightforward.  PCs 
  need to take four red rubies, four blue sapphires, four 
  green emeralds, and four yellow topaz into four separate 
  bowls.  The bowls must be placed on the table in the 
  following order: red, blue, green, and yellow.  The key 
  rests in the dream.  The bowls must be placed in the same 
  order as the colored lights cycle in the dream.  The 
  number of the gems is the tricky part; hopefully the PCs 
  will notice the repeated use of the number four in the 
  dream: four colors, four strides, four walls. 
   
  If PCs ask, tell them there are twelve each of each 
  gem type. 
   
  The other gems and extra bowls are a distraction.  
  Placing the bowls in the wrong order or placing a bowl 
  with the wrong colored stones on the table causes 1d4 
  Con damage to each person within thirty feet of the 
  pedestal for each mistake.   
   
  If PCs successfully solve the puzzle, read the 
  following: 
   
  The pedestal dissolves into vapor.  The iron 
  flask that was suspended within it tumbles to the 
  ground with a clatter.  A section of the floor beneath 
  the pedestal disappears too, revealing what can only 
  be the massive tomes that Gar Mujal seeks. 
   
  PCs who want to examine the tomes find six three-
  foot by two-foot mithral covered books with sheets of 
  hammered astral drift metal.  Each is numbered in giant 
  sequentially from one to six.  PCs trying to read them 
  find that the text is in an ancient dialect of giantish they 
  are unfamiliar with.  Further, if they are able to decipher 
  the script, they find that it is gibberish and probably 
  some sort of code. 
   
  Treasure: Ruka’s possessions are the only treasure 
  here for the PCs. 
  THE DJINN 
   
  The flask itself is the home of Azalla, the noble djinn 
  they have been searching for.  Releasing the djinn 
  triggers the following: 
   
  You hear a long, low, shuddering scream that 
  builds with each moment.  Smoke billows from the 
  steel flask and steadily coalesces into the shape of a 
  handsome bronze skinned human-like man with a 
  balding head and honey brown hair. 
   
  “Aaaaaaahhhhhh,” he breathes out loudly.  “I 
  taste the air of freedom and thank you.  He bows 
  deeply.  My mind has warped and wandered in my 
  time within.  I thank you.”  He bows deeply.  “I am 
  Vizier Azalla Munifa, sword brother to the Caliph.  I 
  must ask, what time has passed?” 
   
  Azalla has been imprisoned for some four thousand 
  years.  He is familiar with Oerth and will be stunned to 
  learn that the Suel Imperium and the Baklunish Empire 
  are gone.  He will also quickly surmise that his people 
  have been lost to him too. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 27 
   
  PCs may immediately ask for a wish or if the djinn 
  has a wish for them.  He smirks and says: 
   
  “So it always is with mortals.  Hunger for power 
  eats away at your brief span of years.  Wishes are the 
  price I pay for bondage.  Do you seek to make a slave 
  of me?  You do not strike me as the same twisted and 
  evil sort as my master was.  I have no wish for you.” 
   
  Azalla wants to know why the PCs have sought him 
  out.  He listens at length and is more than willing to go 
  and speak to Maira if the PCs ask.  He believes he might 
  be able to help her, although he provides no specifics if 
  asked. 
   
  When PCs are ready to return to Oerth, go to the 
  Conclusion.  PCs who return with the books and Azalla 
  proceed to the Successful Mission section; others 
  proceed to the Failed Mission section. 
  CONCLUSION 
  FLEEING THE MOUNTAINS 
   
  You were afraid that abandoning your quest 
  might cause the dreams to return.  Instead, your 
  dreams are disturbingly empty.  The passage out of 
  the mountains was not without trial.  You know you 
  are lucky to be alive.  The giants hounded your every 
  step.  Still your soul aches.  You have failed. 
  LEAVING THE MOUNTAINS 
   
  You were afraid that abandoning your quest 
  might cause the dreams to return.  Instead, your 
  dreams are disturbingly empty.  The hospitality of 
  Gar Mujal left much to be desired.  You could not 
  abide it.  Still, you cannot help but feel that 
  something has been lost here.  Maira will not be 
  pleased, of that you are certain. 
  FAILED MISSION 
   
  Gar Mujal met you with disdain.  “So, you have 
  failed?  I have sent Tyv to do the work of heroes.  I 
  should expect as much.  Well, I leave you with your 
  failure.  Let the magic of my spell work its power 
  upon you.  Let your remaining days be miserable.  Be 
  gone from here.” 
   
  PCs who are willing to accept a debt from Gar Mujal 
  (they receive the Debt to Gar Mujal effect on the 
  Adventure Record) can get him to dismiss the geas spell; 
  however, they must submit to a new geas (related to the 
  debt) to do so. 
   
  It is a long march back home.  The weight of his 
  spell coils about you like a viper. 
  SUCCESSFUL MISSION 
   
  If the PCs successfully negotiated freedom for the 
  Folinu, read the following (and grant them the 
  Gratitude of the Folinu effect on the Adventure 
  Record): 
   
  The Folinu were overwhelmed with gratitude 
  and awe.  They understand you traded your flesh for 
  theirs and set them on a course of freedom.  Sadly, a 
  clean third of their number chose to stay with Gar 
  Mujal and serve him still.  A willing slave comes to 
  love the lash.  The rest were opulent with their 
  thanks and praise.  They will be close and good 
  friends and you know you have done the right thing, 
  regardless of cost. 
   
  Proceed with the following for all successful parties: 
   
  The trip back to Spinster’s Knob in Keoland is 
  uneventful.  Maira rises to meet you as you make 
  your way to her.  She smiles. 
   
  “This is the Prophet?” asks Azalla, and moves 
  towards her.  “What witchery has been done to you?” 
  he asks and touches Maira’s scarred and rune 
  warped flesh.  “Ah yes,” he says, clearly reading her 
  thought says he has done yours at times as you have 
  traveled, “we have much to discuss.” 
   
  They speak at length and into the night.  Azalla 
  works what magic he can against Still Thy Tongue to 
  no avail.  As the sunrise comes, he approaches you 
  all. 
   
  “The workings of this rune are beyond my 
  power.  At one time I was a master of this art, but 
  time and the steady skill of ages have made what I 
  once knew but a shadow before the might one’s that 
  worked this magic.  Still, this Maira has the hands of 
  the very gods upon her.  She bids me thank you and 
  tells me that she is in your debt, as am I.  I have 
  agreed to speak for her.  Once I was Azalla Munifa, 
  sword brother to the Caliph.  No more, now I am 
  only Azalla.  Hence forth let me be known as The 
  Prophet’s Voice.”  With that, he bows deeply before 
  you, and turns his back and walks towards Maira.  
  She inclines her head in thanks. 
   
  The light of the new day’s sun burns brightly. 
   
  PCs who bring Azalla to Maira earn her and 
  Silsellay’s thanks (they receive the Friendship of Maira 
  and Immortalized in Song effects on the Adventure 
  Record). 
   
   
  The End 
   
  
  SHE5-03 The Prophet’s Voice 
   
  Page 28 
  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 2 
  Defeat the giant and rescue the peasants 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
   
  APL 18: 540 xp. 
  Encounter 5 
  Survive the assassination attempt 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
   
  APL 16: 540 xp. 
   
  APL 18: 600 xp. 
  Encounter 7 
  Defeat the inhabitants of Necropolis 
   
  APL 6: 300 xp. 
   
  APL 8: 360 xp. 
   
  APL 10: 420 xp. 
   
  APL 12: 480 xp. 
   
  APL 14: 540 xp. 
   
  APL 16: 600 xp. 
   
  APL 18: 660 xp. 
  Story Award 
  Bring Azalla back to Maira 
   
  APL 6: 90 xp. 
   
  APL 8: 110 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 155 xp. 
   
  APL 14: 180 xp. 
   
  APL 16: 200 xp. 
   
  APL 18: 225 xp. 
  Discretionary roleplaying award 
   
  APL 6: 90 xp. 
   
  APL 8: 115 xp. 
   
  APL 10: 135 xp. 
   
  APL 12: 160 xp. 
   
  APL 14: 180 xp. 
   
  APL 16: 205 xp. 
   
  APL 18: 225 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
   
  APL 18: 2,250 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. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 29 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional adventure, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 2: 
  GIANTS NOT ON ALERT 
  APL 6: L: 6 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 3 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 108 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 113 gp, C: 0 gp, M: 40 adamantine arrows (5 
  gp each), 2 +1 mithral breastplates (429 gp each), 2 
  potions of cure moderate wounds (25 gp each), 2 +1 
  composite longbows (+4 Str bonus) (233 gp each), 2 +1 
  battleaxes (193 gp each). 
  APL 14: L: 15 gp, C: 0 gp, M: 40 adamantine arrows (5 
  gp each), 2 +1 mithral breastplates (429 gp each), 2 
  potions of cure moderate wounds (25 gp each), +1 unholy 
  composite longbow (+4 Str bonus) (1,567 gp), +1 bane 
  (human) seeking composite longbow (+4 Str bonus) (1,567 
  gp), 2 +1 battleaxes (193 gp each). 
  APL 16: L: 10 gp, C: 0 gp, M: +1 huge heavy flail (197 
  gp), 40 adamantine arrows (5 gp each), 2 +1 mithral 
  breastplates (429 gp each), 2 potions of cure serious 
  wounds (63 gp each), +1 unholy composite longbow (+4 
  Str bonus) (1,567 gp), +1 bane (human) seeking composite 
  longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 
  gp each), 2 amulets of health +2 (333 gp each), 2 lesser 
  bracers of archery (417 gp each), 2 cloaks of protection +3 
  (750 gp each). 
  APL 18: L: 11 gp, C: 0 gp, M: +1 huge heavy flail (197 
  gp), 40 adamantine arrows (5 gp each), +3 mithral 
  breastplate (1,096 gp), +1 mithral breastplate (429 gp), 2 
  potions of cure serious wounds (63 gp each), +1 unholy 
  composite longbow (+4 Str bonus) (1,567 gp), +1 bane 
  (human) seeking composite longbow (+4 Str bonus) (1,567 
  gp), 2 +1 battleaxes (193 gp each), 2 amulets of health +2 
  (333 gp each), greater bracers of archery (2,083 gp), lesser 
  bracers of archery (417 gp), 2 cloaks of protection +3 (750 
  gp each), gloves of dexterity +2 (333 gp), +3 wild 
  dragonhide (silver) breastplate (3,058 gp), +1 wild heavy 
  darkwood shield (1,355 gp), +1 scimitar (193 gp),  periapt 
  of wisdom +4 (1,333 gp), wand of cure serious wounds 
  (CL 5th, 20 charges) (375 gp). 
  GIANTS ON ALERT 
  APL 6: L: 3 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 108 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 113 gp, C: 0 gp, M: 40 adamantine arrows (5 
  gp each), 2 +1 mithral breastplates (429 gp each), 2 
  potions of cure moderate wounds (25 gp each), 2 +1 
  composite longbows (+4 Str bonus) (233 gp each), 2 +1 
  battleaxes (193 gp each). 
  APL 12: L: 15 gp, C: 0 gp, M: 40 adamantine arrows (5 
  gp each), 2 +1 mithral breastplates (429 gp each), 2 
  potions of cure moderate wounds (25 gp each), +1 unholy 
  composite longbow (+4 Str bonus) (1,567 gp), +1 bane 
  (human) seeking composite longbow (+4 Str bonus) (1,567 
  gp), 2 +1 battleaxes (193 gp each). 
  APL 14: L: 10 gp, C: 0 gp, M: +1 huge heavy flail (197 
  gp), 40 adamantine arrows (5 gp each), 2 +1 mithral 
  breastplates (429 gp each), 2 potions of cure serious 
  wounds (63 gp each), +1 unholy composite longbow (+4 
  Str bonus) (1,567 gp), +1 bane (human) seeking composite 
  longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 
  gp each), 2 amulets of health +2 (333 gp each), 2 lesser 
  bracers of archery (417 gp each), 2 cloaks of protection +3 
  (750 gp each). 
  APL 16: L: 11 gp, C: 0 gp, M: +1 huge heavy flail (197 
  gp), 40 adamantine arrows (5 gp each), +3 mithral 
  breastplate (1,096 gp), +1 mithral breastplate (429 gp), 2 
  potions of cure serious wounds (63 gp each), +1 unholy 
  composite longbow (+4 Str bonus) (1,567 gp), +1 bane 
  (human) seeking composite longbow (+4 Str bonus) (1,567 
  gp), 2 +1 battleaxes (193 gp each), 2 amulets of health +2 
  (333 gp each), greater bracers of archery (2,083 gp), lesser 
  bracers of archery (417 gp), 2 cloaks of protection +3 (750 
  gp each), gloves of dexterity +2 (333 gp), +3 wild 
  dragonhide (silver) breastplate (3,058 gp), +1 wild heavy 
  darkwood shield (1,355 gp), +1 scimitar (193 gp),  periapt 
  of wisdom +4 (1,333 gp), wand of cure serious wounds 
  (CL 5th, 20 charges) (375 gp). 
  APL 18: L: 11 gp, C: 0 gp, M: +1 huge heavy flail (197 
  gp), 40 adamantine arrows (5 gp each), 2 +3 mithral 
  breastplates (1,096 gp each), 2 potions of cure serious 
  wounds (63 gp each), +1 unholy composite longbow (+4 
  Str bonus) (1,567 gp), +1 bane (human) seeking composite 
  longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 
  gp each), 2 amulets of health +2 (333 gp each), 2 greater 
  bracers of archery (2,083 gp each), 2 cloaks of protection 
  +3 (750 gp each), gloves of dexterity +2 (333 gp), +3 wild 
  dragonhide (silver) breastplate (3,058 gp), +1 wild heavy 
  darkwood shield (1,355 gp), +1 scimitar (193 gp),  gloves 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 30 
  of dexterity +4 (1,333 gp), wand of cure serious wounds 
  (CL 5th, 20 charges) (375 gp), 2 rings of protection +4 
  (2,667 gp each), boots of levitation (625 gp), periapt of 
  wisdom +6 (3,000 gp). 
  Encounter 5: 
  GIANTS NOT ON ALERT 
  APL 6: L: 88 gp, C: 0 gp, M: +1 mithral breastplate (429 
  gp), +1 morningstar (192 gp), cloak of resistance +1 (83 
  gp), potion of gaseous form (63 gp), potion of haste (63 
  gp). 
  APL 8: L: 88 gp, C: 0 gp, M: +2 mithral breastplate (679 
  gp), +1 frost morningstar (692 gp), cloak of resistance +1 
  (83 gp), potion of gaseous form (63 gp), potion of haste (63 
  gp). 
  APL 10: L: 88 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +1 (83 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), amulet of health +2 (333 gp), ring 
  of counterspells (333 gp). 
  APL 12: L: 88 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +3 (750 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), amulet of health +2 (333 gp), ring 
  of counterspells (333 gp), gloves of dexterity +4 (1,333 gp). 
  APL 14: L: 88 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +3 (750 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), amulet of health +2 (333 gp), ring 
  of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), 
  headband of intellect +4 (1,333 gp), rod of withering 
  (2,083 gp). 
  APL 16: L: 88 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +3 (750 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), amulet of health +2 (333 gp), ring 
  of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), 
  headband of intellect +4 (1,333 gp), rod of withering 
  (2,083 gp), ring of protection +4 (2,667 gp), scarab of 
  protection (3,167 gp). 
  APL 18: L: 88 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +3 (750 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), amulet of health +2 (333 gp), ring 
  of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), 
  headband of intellect +4 (1,333 gp), rod of withering 
  (2,083 gp), ring of protection +4 (2,667 gp), scarab of 
  protection (3,167 gp). 
  GIANTS ON ALERT 
  APL 6: L: 151 gp, C: 0 gp, M: +1 mithral breastplate 
  (429 gp), +1 morningstar (192 gp), cloak of resistance +1 
  (83 gp), potion of gaseous form (63 gp), potion of haste (63 
  gp), ring of protection +1 (167 gp). 
  APL 8: L: 151 gp, C: 0 gp, M: +2 mithral breastplate 
  (679 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +1 (83 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), ring of protection +1 (167 gp), 
  amulet of health +2 (333 gp). 
  APL 10: L: 151 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +1 (83 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), 2 amulets of health +2 (333 gp 
  each), ring of counterspells (333 gp), ring of protection +1 
  (167 gp), vest of resistance +1 (83 gp), cloak of charisma 
  +2 (333 gp), 2 potions of cure serious wounds (63 gp 
  each). 
  APL 12: L: 151 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +3 (750 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), 2 amulets of health +2 (333 gp 
  each), ring of counterspells (333 gp), gloves of dexterity +4 
  (1,333 gp), ring of protection +1 (167 gp), vest of 
  resistance +1 (83 gp), cloak of charisma +4 (1,333 gp), 2 
  potions of cure serious wounds (63 gp each). 
  APL 14: L: 151 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +3 (750 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), 2 amulets of health +2 (333 gp 
  each), ring of counterspells (333 gp), gloves of dexterity +4 
  (1,333 gp), headband of intellect +4 (1,333 gp), rod of 
  withering (2,083 gp), ring of protection +3 (1,500 gp), 
  vest of resistance +1 (83 gp), cloak of charisma +4 (1,333 
  gp), 2 potions of cure serious wounds (63 gp each). 
  APL 16: L: 117 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +3 (750 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), 2 amulets of health +2 (333 gp 
  each), ring of counterspells (333 gp), gloves of dexterity +4 
  (1,333 gp), headband of intellect +4 (1,333 gp), rod of 
  withering (2,083 gp), ring of protection +4 (2,667 gp), 
  scarab of protection (3,167 gp), ring of protection +3 
  (1,500 gp), vest of resistance +3 (750 gp), cloak of 
  charisma +4 (1,333 gp), 2 potions of cure serious wounds 
  (63 gp each), warlock’s scepter (2,333 gp). 
  APL 18: L: 117 gp, C: 0 gp, M: +3 mithral breastplate 
  (1,096 gp), +1 frost morningstar (692 gp), cloak of 
  resistance +3 (750 gp), potion of gaseous form (63 gp), 
  potion of haste (63 gp), amulet of health +2 (333 gp), ring 
  of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), 
  headband of intellect +4 (1,333 gp), rod of withering 
  (2,083 gp), 2 rings of protection +4 (2,667 gp each), 
  scarab of protection (3,167 gp), vest of resistance +3 (750 
  gp), cloak of charisma +6 (3,000 gp), 2 potions of cure 
  serious wounds (63 gp each), warlock’s scepter (2,333 gp), 
  amulet of health +4 (1,333 gp), slippers of spider climbing 
  (400 gp). 
  Encounter 7: 
  APL 6: L: 5 gp, C: 0 gp, M: 0 gp. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 31 
  APL 8: L: 5 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 5 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 0 gp, M: +2 unholy gargantuan 
  morningstar (1,530 gp), +1 huge full plate (596 gp), ring 
  of major energy resistance (fire) (2,333 gp), winged boots 
  (1,333 gp), cloak of turn resistance (917 gp), ring of 
  counterspells (333 gp). 
  APL 14: L: 0 gp, C: 0 gp, M: +2 unholy gargantuan 
  morningstar (1,530 gp), +1 huge full plate (596 gp), ring 
  of major energy resistance (fire) (2,333 gp), winged boots 
  (1,333 gp), cloak of turn resistance (917 gp), ring of 
  counterspells (333 gp). 
  APL 16: L: 0 gp, C: 0 gp, M: +2 unholy gargantuan 
  morningstar (1,530 gp), +1 huge full plate (596 gp), ring 
  of major energy resistance (fire) (2,333 gp), winged boots 
  (1,333 gp), cloak of turn resistance (917 gp), ring of 
  counterspells (333 gp). 
  APL 18: L: 0 gp, C: 0 gp, M: +2 unholy gargantuan 
  morningstar (1,530 gp), +1 huge full plate (596 gp), ring 
  of major energy resistance (fire) (2,333 gp), winged boots 
  (1,333 gp), cloak of turn resistance (917 gp), ring of 
  counterspells (333 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 159 gp, C: 0 gp, M: 997 gp – Total: 1,156 gp 
  (900 gp). 
  APL 8: L: 264 gp, C: 0 gp, M: 2,080 gp – Total: 2,344 
  gp (1,300 gp). 
  APL 10: L: 269 gp, C: 0 gp, M: 5,665 gp – Total: 5,934 
  gp (2,300 gp). 
  APL 12: L: 201 gp, C: 0 gp, M: 18,375 gp – Total: 
  18,576 gp (3,300 gp). 
  APL 14: L: 161 gp, C: 0 gp, M: 26,397 gp – Total: 
  26,558 gp (6,600 gp). 
  APL 16: L: 128 gp, C: 0 gp, M: 44,211 gp – Total: 
  44,339 gp (9,900 gp). 
  APL 18: L: 128 gp, C: 0 gp, M: 59,737 gp – Total: 
  59,865 gp (17,000 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Cursed Sleep: This PC refused to aid Maira and is 
  haunted by horrific images in their sleep or during their 
  meditations.  This PC suffers from chronic fatigue and 
  becomes fatigued after only 4 hours of activity.  This 
  curse can be removed only by a 17th level or higher caster. 
  � Urg’s Hide: The hide of this would be bugbear 
  assassin has been presented to you by Gar Mujal. 
  � Time in Achim’s Court: This PC has his title of Lord 
  Sinister removed; it is replaced by Lord Dire instead.  
  This PC surrendered to the Marchioness of Sterich and 
  was remitted into the custody of Achim, occupier of 
  Sterich and agent of the Sakhut.  Achim holds the PC as 
  his captive for 52 TU before letting the individual go.  
  This PC receives a +4 circumstance bonus on any 
  Knowledge or Cha-based check related to the Sakhut or 
  their minions as a result of this captivity.  They also gain 
  Giant as a free bonus language, if they don’t already 
  possess it, or gain the ability to identify the race of a giant 
  by the dialect of Giant they speak, if they do already 
  possess it. 
  � Lord Dire of Sterich: By causing a diplomatic 
  incident in Sterich in order to save a helpless group of 
  commoners from a fate worse then death, you have lost 
  any former titles in Sterich you might have possessed 
  (Lord Stalwart, Lord Sinister, Lord Errant) and the 
  benefits/penalties these titles provided.  Instead, you are 
  now known as a Lord Dire, a reputation both 
  troublesome and distinguished.  The cost of upkeep is 
  now doubled for you, as your reputation as being a 
  dangerous person to know precedes you.  However, you 
  may always take free standard upkeep during any 
  adventure set in the Sheldomar Valley metaregion as the 
  commonfolk are always willing to put you up for the 
  night in honor of your good deeds for the common 
  man/woman.  You receive a +2 circumstance bonus to all 
  Cha-based checks with commoners and all Intimidate 
  checks with anyone in the Sheldomar Valley metaregion. 
  � Debt to Gar Mujal: You have bound by oath and 
  magic.  You have promised to return to Gar Mujal to do 
  his bidding in the future and have accepted a geas (CL 
  20th) as part of this bargain. 
  � Immortalized in Song: Silsellay recognizes your 
  bravery and daring in uniting the Prophet with her 
  Voice.  She composes a ballad called The Prophet’s Voice in 
  your honor and makes certain it is distributed to the 
  other intelligent instruments of her Fochlucan line.  This 
  PC receives a +2 bonus to all Cha-based checks with good 
  giants. 
  � Friendship of Maira: Maira will secure, for your 
  purchase, access to a single casting of greater dispel magic, 
  remove curse, or break enchantment at CL 17th.  This favor 
  must be spent during an adventure set in the Sheldomar 
  Valley metaregion.  Mark this favor as USED when it is 
  consumed. 
   � Gratitude of the Folinu: The Folinu are grateful for 
  your help.  You may trade in this favor to gain access 
  (Frequency: Adventure) to purchase the following items 
  (from Races of the Wild): netcutter spikes, hawkfeather 
  armor, owlfeather armor, belt of hidden pouches, safewing 
  emblem, survival pouch.  Mark this favor as USED when it 
  is consumed. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 32 
  Item Access 
  APL 6: 
  • 
  +1 Mithral Breastplate (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Gargantuan Items: Morningstar (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Large Items: Hide Armor, Morningstar, Javelin, Greatclub, 
  Greatsword, Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  APL 8 (all of APL 6 plus the following): 
  • 
  +1 Frost Morningstar (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +2 Mithral Breastplate (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Large Items: Half-Plate, Greatsword (Adventure; Dungeon 
  Master’s Guide) 
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  +3 Mithral Breastplate (Adventure; Dungeon Master’s 
  Guide) 
  • 
  20 Adamantine Arrows (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Counterspells (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Vest of Resistance +1 (Adventure; Complete Arcane) 
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  +1 Bane (Human) Seeking Composite Longbow, +4 Str 
  Bonus (Adventure; Dungeon Master’s Guide) 
  • 
  +1 Unholy Composite Longbow, +4 Str Bonus (Adventure; 
  Dungeon Master’s Guide) 
  • 
  +2 
  Unholy 
  Gargantuan Morningstar (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Cloak of Charisma +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Cloak of Resistance +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Gloves of Dexterity +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Huge Items: Heavy Flail, Hide Armor, +1 Full Plate 
  (Adventure; Dungeon Master’s Guide) 
  • 
  Ring of Major Energy Resistance, Fire (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Winged Boots (Adventure; Dungeon Master’s Guide) 
  APL 14 (all of APLs 6, 8, 10, 12 plus the following): 
  • 
  +1 Huge Heavy Flail (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Bracers of Archery, Lesser (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Headband of Intellect +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Protection +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Rod of Withering (Adventure; Dungeon Master’s Guide) 
  APL 16 (all of APLs 6, 8, 10, 12, 14 plus the following): 
  • 
  +1 Wild Heavy Darkwood Shield (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +3 Wild Dragonhide (Silver) Breastplate (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Bracers of Archery, Greater (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Periapt of Wisdom +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Protection +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Scarab of Protection (Adventure; Dungeon Master’s Guide) 
  • 
  Vest of Resistance +3 (Adventure; Complete Arcane) 
  • 
  Wand of Cure Serious Wounds (CL 5th; Adventure; 
  Dungeon Master’s Guide) 
  • 
  Warlock’s Scepter (Adventure; Complete Arcane) 
  APL 18 (all of APLs 6, 8, 10, 12, 14, 16 plus the following): 
  • 
  Amulet of Health +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Boots of Levitation (Adventure; Dungeon Master’s Guide) 
  • 
  Cloak of Charisma +6 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Periapt of Wisdom +6 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Slippers of Spider Climbing (Adventure; Dungeon Master’s 
  Guide) 
   
   
  
  SHE5-03 The Prophet’s Voice 
   
  Page 33 
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 5 
   
   
   
   
  Giants Not on Alert 
  Urg: Male Bugbear Rog5/Asn1; CR 8; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+1d6+27; hp 66; Init 
  +9; Spd 30 ft., climb 20 ft.; AC 24, touch 15, flat-footed 24 
  (+5 Dex, +3 natural, +6 armor); BAB/Grp +5/+9; Atk +10 
  melee (1d8+7, +1 morningstar) or +10 ranged (1d4+4 plus 
  poison/19-20, dagger); Full Atk +10 melee (1d8+7, +1 
  morningstar) or +10 ranged (1d4+4 plus poison/19-20, 
  dagger); SA sneak attack +4d6, death attack (DC 13), 
  spells; SQ darkvision 60 ft., scent, trapfinding, evasion, 
  trap sense +1, uncanny dodge, poison use; AL LE; SV Fort 
  +5 (+6), Ref +14 (+15), Will +3 (+4); Str 18, Dex 20, Con 
  16, Int 14, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +6, Bluff +10, Climb +7, 
  Diplomacy +0, Disguise +4 (+6 acting), Hide +16, 
  Intimidate +0, Jump +5, Listen +3, Move Silently +20, 
  Open Lock +10, Sleight of Hand +7, Spot +3, Tumble +16, 
  Use Magic Device +5; Combat Expertise, Improved Feint, 
  Improved Initiative, Iron Will. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (1, save DC 12 + spell level): 1st 
  – critical strike*, distract assailant*.  *Complete Adventurer. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +1 
  mithral breastplate, +1 morningstar, cloak of resistance +1, 
  potion of gaseous form, potion of cure moderate wounds, potion 
  of haste, potion of spider climb, potion of invisibility, potion of 
  gaseous form. 
  Giants on Alert 
  Urg: Male Bugbear Rog5/Asn1; CR 8; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+1d6+27; hp 66; Init 
  +9; Spd 30 ft., climb 20 ft.; AC 24, touch 15, flat-footed 24 
  (+5 Dex, +3 natural, +6 armor); BAB/Grp +5/+9; Atk +10 
  melee (1d8+7, +1 morningstar) or +10 ranged (1d4+4 plus 
  poison/19-20, dagger); Full Atk +10 melee (1d8+7, +1 
  morningstar) or +10 ranged (1d4+4 plus poison/19-20, 
  dagger); SA sneak attack +4d6, death attack (DC 13), 
  spells; SQ darkvision 60 ft., scent, trapfinding, evasion, 
  trap sense +1, uncanny dodge, poison use; AL LE; SV Fort 
  +5 (+6), Ref +14 (+15), Will +3 (+4); Str 18, Dex 20, Con 
  16, Int 14, Wis 8, Cha 8. 
   
  Skills and Feats: Balance +6, Bluff +10, Climb +7, 
  Diplomacy +0, Disguise +4 (+6 acting), Hide +16, 
  Intimidate +0, Jump +5, Listen +3, Move Silently +20, 
  Open Lock +10, Sleight of Hand +7, Spot +3, Tumble +16, 
  Use Magic Device +5; Combat Expertise, Improved Feint, 
  Improved Initiative, Iron Will. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (1, save DC 12 + spell level): 1st 
  – critical strike*, distract assailant*.  *Complete Adventurer. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +1 
  mithral breastplate, +1 morningstar, cloak of resistance +1, 
  potion of gaseous form, potion of cure moderate wounds, potion 
  of haste, potion of spider climb, potion of invisibility, potion of 
  gaseous form. 
  Aglashti: Male Ogre Mage Warlock1; CR 9; Large Giant; 
  HD 5d8+1d6+18; hp 48; Init +7; Spd 40 ft., fly 40 ft. 
  (good); AC 26, touch 13, flat-footed 23 (-1 size, +3 Dex, +5 
  natural, +8 armor, +1 deflection); BAB/Grp +3/+11; Atk 
  +7 melee (3d6+6/19-20, large masterwork greatsword) or 
  +6 ranged touch (1d6, eldritch blast); Full Atk +7 melee 
  (3d6+6/19-20, large masterwork greatsword) or +6 ranged 
  touch (1d6, eldritch blast); Space/Reach 10 ft./10 ft.; SA 
  spell-like abilities, invocations (least; CL 1st), eldritch blast 
  1d6; SQ darkvision 90 ft., low-light vision, regeneration 5, 
  SR 19; AL LE; SV Fort +7, Ref +4, Will +5; Str 18, Dex 17, 
  Con 16, Int 13, Wis 14, Cha 22.  Complete Arcane, page 5. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +2, Listen +6, Spellcraft +9, Spot +6, Use Magic 
  Device +7 (+9 scrolls); Combat Casting, Improved 
  Initiative, Weapon Focus (eldritch blast). 
   
  Spell-Like Abilities: At will – darkness, invisibility; 
  1/day – charm person (DC 17), cone of cold (DC 21), gaseous 
  form, polymorph, sleep (DC 17).  CL 9th; save DC is Cha-
  based. 
   
  Flight (Su): An ogre mage can cease or resume flight 
  as a free action.  While using gaseous form it can fly at its 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump.  Reattachment takes 1 minute.  If 
  the head or some other vital organ is severed, it must be 
  reattached within 10 minutes or the creature dies.  An 
  ogre mage cannot regrow lost body parts. 
   
  Invocations (Sp): A warlock does not prepare or 
  cast spells as other wielders of arcane magic do. Instead, 
  he possesses a repertoire of attacks, defenses, and abilities 
  known as invocations that require him to focus the wild 
  energy that suffuses his soul. A warlock can use any 
  invocation he knows at will, with the following 
  qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that provokes 
  attacks of opportunity. An invocation can be disrupted, 
  just as a spell can be ruined during casting. A warlock is 
  entitled to a Concentration check to successfully use an 
  invocation if he is hit by an attack while invoking, just as 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 34 
  a spellcaster would be. A warlock can choose to use an 
  invocation 
  defensively, 
  by 
  making 
  a 
  successful 
  Concentration check, to avoid provoking attacks of 
  opportunity. A warlock’s invocations are subject to spell 
  resistance unless an invocation’s description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level.  A warlock can 
  dismiss any invocation as a standard action, just as a 
  wizard can dismiss a spell. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. Since spell-like abilities are not actually spells, a 
  warlock cannot benefit from the Spell Focus feat. He can, 
  however, benefit from the Ability Focus feat (see page 
  303 of the Monster Manual), as well as from feats that 
  emulate metamagic effects for spell-like abilities, such as 
  Quicken Spell-Like Ability and Empower Spell-Like 
  Ability (see pages 303 and 304 of the Monster Manual). 
   
  The four grades of invocations, in order of their 
  relative power, are least, lesser, greater, and dark. A 
  warlock begins with knowledge of one invocation, which 
  must be of the lowest grade (least). As a warlock gains 
  levels, he learns new invocations, as described in Complete 
  Arcane. 
   
  At any level when a warlock learns a new invocation, 
  he can also replace an invocation he already knows with 
  another invocation of the same or a lower grade. At 6th 
  level, a warlock can replace a least invocation he knows 
  with a different least invocation (in addition to learning a 
  new invocation, which could be either least or lesser). At 
  11th level, a warlock can replace a least or lesser 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, or greater). At 
  16th level, a warlock can replace a least, lesser, or greater 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, greater, or dark). 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance (warlocks do not 
  suffer arcane spell failure chance for invocations when 
  wearing light armor). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating effects.  
  Eldritch blast is an invocation.  A warlock can use eldritch 
  blast at will. 
   
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, allowing 
  no saving throw. An eldritch blast deals 1d6 points of 
  damage at 1st level and increases in power as the warlock 
  rises in level.  An eldritch blast deals half damage to 
  objects. An eldritch blast is the equivalent of a 1st level 
  spell. 
   
  If you apply a blast shape or eldritch essence 
  invocation to your eldritch blast, your eldritch blast uses the 
  level equivalent of the shape or essence (whichever is 
  higher if both are applied).  Unless noted otherwise, 
  eldritch blast modified by blast shape and eldritch essence 
  invocations deal damage normally in addition to 
  imparting the effects described in the invocation 
  description.  A warlock can apply only one blast shape 
  invocation and only one eldritch essence invocation to a 
  single eldritch blast; a warlock can apply both a blast shape 
  invocation and an eldritch essence invocation to the 
  same eldritch blast. 
   
  Languages: Giant, Common. 
   
  Warlock Invocations Known (1; DC 16 + equivalent 
  spell level; CL 1st): Least – devil’s sight*.  *Complete Arcane. 
   
  Possessions: large masterwork chain shirt, large 
  masterwork greatsword, ring of protection +1, potion of blur, 
  oil of magic vestment +4. 
  ENCOUNTER 7 
   
   
   
   
  Ruka: Spellstitched Cloud Giant Skeleton; CR 8; Huge 
  Undead; HD 17d12; hp 153; Init +6; Spd 50 ft.; AC 13, 
  touch 10, flat-footed 11 (-2 size, +2 Dex, +3 natural); 
  BAB/Grp +8/+28; Atk +18 melee (4d6+18, gargantuan 
  morningstar) or +18 melee (1d8+12, claw) or +8 ranged 
  (2d8+12, rock); Full Atk +18 melee (4d6+18, gargantuan 
  morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged 
  (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA spell-like 
  abilities; SQ DR 5/bludgeoning and 5/magic and silver, 
  darkvision 60 ft., immunity to cold, oversize weapon, 
  undead traits, rock catching and throwing, SR 5 (10 + Cha 
  modifier), +2 turn resistance; AL NE; SV Fort +7, Ref +9, 
  Will +12; Str 35, Dex 15, Con –, Int –, Wis 10, Cha 1.  
  Complete Arcane, page 161. 
   
  Feats: Improved Initiative. 
   
  Spell-Like Abilities: 3/day – shocking grasp; 1/day – 
  shield.  CL 17th; save DC is Cha-based. 
   
  Possessions: gargantuan morningstar. 
  Medium Air Necromental: CR 4; Medium Undead 
  (Air, Augmented Elemental); HD 4d12; hp 36; Init +9; 
  Spd fly 100 ft. (perfect); AC 20, touch 15, flat-footed 15 
  (+5 Dex, +5 natural); BAB/Grp +3/+4; Atk/Full Atk +8 
  melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA air 
  mastery, whirlwind, create spawn, energy drain; SQ 
  darkvision 60 ft., elemental traits, fast healing; AL NE; SV 
  Fort +3, Ref +9, Will +1; Str 12, Dex 21, Con –, Int 1, Wis 
  10, Cha 1.  Libris Mortis, page 113. 
   
  Skills and Feats: Listen +3, Spot +4; Dodge, Flyby 
  Attack, Great Fortitude, Improved InitiativeB, Weapon 
  FinesseB. 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack rises as a necromental 
  1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one negative 
  level.  A necromental can use its energy drain ability once 
  per round, regardless of the number of natural weapon 
  attacks it possesses.  The save to remove the negative 
  level 24 hours later is DC 12.  When a necromental 
  bestows a negative level, it gains 5 temporary hp (10 on a 
  critical hit).  These temporary hit points last for up to one 
  hour. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 35 
   
  Fast Healing (Ex): An air necromental heals 3 
  points of damage each round as long as it is within five 
  feet of some form of its element (air). 
   
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental. 
   
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 1 round for every 2 HD it has.  In this 
  form, the elemental can move through the air or along a 
  surface at its fly speed.  The whirlwind is 5 feet wide at 
  the base, up to 30 feet wide at the top, and up to 50 feet 
  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 whirlwind form does 
  not provoke attacks of opportunity, even if the elemental 
  enters the space another creature occupies.  Another 
  creature might be caught in the whirlwind if it touches 
  or enters the whirlwind, or if the elemental moves into or 
  through the creature’s square. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind and may be lifted into the air.  The creature 
  must first make the indicated Reflex save or take damage. 
   It must also succeed on a second Reflex save or be picked 
  up bodily and help suspended in the powerful winds, 
  automatically taking the indicated damage each round.  A 
  creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind.  The creature still takes damage 
  but can leave if successful. 
   
  Creatures trapped in the whirlwind 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 succeed 
  on a Concentration check (DC 15 + spell level) to cast a 
  spell.  Creatures caught in whirlwind take a – 4 penalty to 
  dexterity and a –2 penalty on attack rolls. The elemental 
  can have only as many creatures inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume. 
   
  The whirlwind can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be.  A summoned elemental always 
  ejects trapped creatures before returning to its home 
  plane. 
   
  As this room is filled with free floating debris, the 
  elemental’s whirlwind creates a swirling cloud of debris 
  20 feet in diameter centered on the necromental.  The 
  cloud obscures all vision, including darkvision, beyond 
  five feet.  Creatures five feet away have concealment, 
  while those further away have total concealment.  Those 
  caught in the cloud must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  Medium air elemental: save DC 13, 1d6 damage, 10 – 
  30 ft. tall. 
  Sickening Shock: Living Spell; CR 4; Medium Ooze; 
  HD 4d10; hp 30; Init -1; Spd 20 ft.; AC 10, touch 10, flat-
  footed 10 (-1 Dex, +1 deflection); BAB/Grp +3/+3; 
  Atk/Full Atk +3 melee (1d4, slam); Space/Reach 5 ft./5 
  ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, 
  SR 14 (10 + its caster level); AL N; SV Fort +1, Ref +0, 
  Will +0; Str 11, Dex 8, Con 11, Int –, Wis 8, Cha 11.  
  Monster Manual 3, page 91. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area of effect of the spell itself.  Saves apply as normal for 
  the spell; the DC is 11.  This living spell is composed of a 
  ray of enfeeblement spell and a shocking grasp spell, both at 
  CL 4th. 
   
  Engulf (Ex): This creature can flow around creatures 
  that fit within its space as a standard action.  It cannot 
  make a slam attack during the round in which it engulfs.  
  It merely has to move over the opponents, affecting as 
  many as it can cover.  Opponents can make attacks of 
  opportunity against the living spell, but if the do so they 
  are not entitled to a saving throw.  Those who do not 
  attempt attacks of opportunity must succeed on a Reflex 
  save (DC 11) or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the spell moves 
  forward.  Engulfed creatures are subject to the full 
  normal effects of the spells each round on the living 
  spell’s turn, and are considered to be grappled. 
   
  
  SHE5-03 The Prophet’s Voice 
   
  Page 36 
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 5 
   
   
   
   
  Giants Not on Alert 
  Urg: Male Bugbear Rog5/Asn3; CR 10; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+3d6+33; hp 79; Init 
  +11; Spd 30 ft., climb 20 ft.; AC 25, touch 15, flat-footed 
  25 (+5 Dex, +3 natural, +7 armor); BAB/Grp +7/+11; Atk 
  +12 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or 
  +14 ranged (1d4+4 plus poison/19-20, dagger); Full Atk 
  +12/+7 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) 
  or +14/+9 ranged (1d4+4 plus poison/19-20, dagger); SA 
  sneak attack +5d6, death attack (DC 15), spells; SQ 
  darkvision 60 ft., scent, trapfinding, evasion, trap sense 
  +1, uncanny dodge, improved uncanny dodge, +1 save 
  against poison, poison use; AL LE; SV Fort +6 (+7), Ref 
  +17 (+18), Will +4 (+5); Str 18, Dex 20 (24), Con 16, Int 14, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +12, Climb +7, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, 
  Hide +20, Intimidate +0, Jump +5, Listen +3, Move 
  Silently +24, Open Lock +12, Sleight of Hand +9, Spot +3, 
  Tumble +20, Use Magic Device +5; Combat Expertise, 
  Improved Feint, Improved Initiative, Iron Will. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (3/10, save DC 12 + spell level): 
  1st – critical strike*, distract assailant*, true strike; 2nd – cat’s 
  grace (cast on self), fox’s cunning.  *Complete Adventurer. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +2 
  mithral breastplate, +1 frost morningstar, cloak of resistance +1, 
  potion of gaseous form, potion of cure moderate wounds, potion 
  of haste, potion of spider climb, potion of invisibility, potion of 
  gaseous form. 
  Giants on Alert 
  Urg: Male Bugbear Rog5/Asn3; CR 10; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+3d6+33; hp 79; Init 
  +11; Spd 30 ft., climb 20 ft.; AC 25, touch 15, flat-footed 
  25 (+5 Dex, +3 natural, +7 armor); BAB/Grp +7/+11; Atk 
  +12 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or 
  +14 ranged (1d4+4 plus poison/19-20, dagger); Full Atk 
  +12/+7 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) 
  or +14/+9 ranged (1d4+4 plus poison/19-20, dagger); SA 
  sneak attack +5d6, death attack (DC 15), spells; SQ 
  darkvision 60 ft., scent, trapfinding, evasion, trap sense 
  +1, uncanny dodge, improved uncanny dodge, +1 save 
  against poison, poison use; AL LE; SV Fort +6 (+7), Ref 
  +17 (+18), Will +4 (+5); Str 18, Dex 20 (24), Con 16, Int 14, 
  Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +12, Climb +7, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, 
  Hide +20, Intimidate +0, Jump +5, Listen +3, Move 
  Silently +24, Open Lock +12, Sleight of Hand +9, Spot +3, 
  Tumble +20, Use Magic Device +5; Combat Expertise, 
  Improved Feint, Improved Initiative, Iron Will. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (3/10, save DC 12 + spell level): 
  1st – critical strike*, distract assailant*, true strike; 2nd – cat’s 
  grace (cast on self), fox’s cunning.  *Complete Adventurer. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +2 
  mithral breastplate, +1 frost morningstar, cloak of resistance +1, 
  potion of gaseous form, potion of cure moderate wounds, potion 
  of haste, potion of spider climb, potion of invisibility, potion of 
  gaseous form. 
  Aglashti: Male Ogre Mage Warlock3; CR 11; Large 
  Giant; HD 5d8+3d6+32; hp 68; Init +7; Spd 40 ft., fly 40 ft. 
  (good); AC 26, touch 13, flat-footed 23 (-1 size, +3 Dex, +5 
  natural, +8 armor, +1 deflection); BAB/Grp +5/+13; Atk 
  +9 melee (3d6+6/19-20, large masterwork greatsword) or 
  +8 ranged touch (2d6, eldritch blast); Full Atk +9 melee 
  (3d6+6/19-20, large masterwork greatsword) or +8 ranged 
  touch (2d6, eldritch blast); Space/Reach 10 ft./10 ft.; SA 
  spell-like abilities, invocations (least; CL 3rd), eldritch blast 
  2d6; SQ darkvision 90 ft., low-light vision, regeneration 5, 
  SR 19, detect magic, DR 1/cold iron; AL LE; SV Fort +9, Ref 
  +5, Will +6; Str 18, Dex 17, Con 16 (18), Int 14, Wis 14, 
  Cha 22.  Complete Arcane, page 5. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) +4, Listen +6, Spellcraft +11, Spot +6, Use Magic 
  Device +9 (+11 scrolls); Combat Casting, Improved 
  Initiative, Weapon Focus (eldritch blast). 
   
  Spell-Like Abilities: At will – darkness, invisibility; 
  1/day – charm person (DC 17), cone of cold (DC 21), gaseous 
  form, polymorph, sleep (DC 17).  CL 9th; save DC is Cha-
  based. 
   
  Flight (Su): An ogre mage can cease or resume flight 
  as a free action.  While using gaseous form it can fly at its 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump.  Reattachment takes 1 minute.  If 
  the head or some other vital organ is severed, it must be 
  reattached within 10 minutes or the creature dies.  An 
  ogre mage cannot regrow lost body parts. 
   
  Invocations (Sp): A warlock does not prepare or 
  cast spells as other wielders of arcane magic do. Instead, 
  he possesses a repertoire of attacks, defenses, and abilities 
  known as invocations that require him to focus the wild 
  energy that suffuses his soul. A warlock can use any 
  invocation he knows at will, with the following 
  qualifications: 
  
  SHE5-03 The Prophet’s Voice 
   
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  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that provokes 
  attacks of opportunity. An invocation can be disrupted, 
  just as a spell can be ruined during casting. A warlock is 
  entitled to a Concentration check to successfully use an 
  invocation if he is hit by an attack while invoking, just as 
  a spellcaster would be. A warlock can choose to use an 
  invocation 
  defensively, 
  by 
  making 
  a 
  successful 
  Concentration check, to avoid provoking attacks of 
  opportunity. A warlock’s invocations are subject to spell 
  resistance unless an invocation’s description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level.  A warlock can 
  dismiss any invocation as a standard action, just as a 
  wizard can dismiss a spell. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. Since spell-like abilities are not actually spells, a 
  warlock cannot benefit from the Spell Focus feat. He can, 
  however, benefit from the Ability Focus feat (see page 
  303 of the Monster Manual), as well as from feats that 
  emulate metamagic effects for spell-like abilities, such as 
  Quicken Spell-Like Ability and Empower Spell-Like 
  Ability (see pages 303 and 304 of the Monster Manual). 
   
  The four grades of invocations, in order of their 
  relative power, are least, lesser, greater, and dark. A 
  warlock begins with knowledge of one invocation, which 
  must be of the lowest grade (least). As a warlock gains 
  levels, he learns new invocations, as described in Complete 
  Arcane. 
   
  At any level when a warlock learns a new invocation, 
  he can also replace an invocation he already knows with 
  another invocation of the same or a lower grade. At 6th 
  level, a warlock can replace a least invocation he knows 
  with a different least invocation (in addition to learning a 
  new invocation, which could be either least or lesser). At 
  11th level, a warlock can replace a least or lesser 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, or greater). At 
  16th level, a warlock can replace a least, lesser, or greater 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, greater, or dark). 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance (warlocks do not 
  suffer arcane spell failure chance for invocations when 
  wearing light armor). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating effects.  
  Eldritch blast is an invocation.  A warlock can use eldritch 
  blast at will. 
   
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, allowing 
  no saving throw. An eldritch blast deals 1d6 points of 
  damage at 1st level and increases in power as the warlock 
  rises in level.  An eldritch blast deals half damage to 
  objects. An eldritch blast is the equivalent of a 1st level 
  spell. 
   
  If you apply a blast shape or eldritch essence 
  invocation to your eldritch blast, your eldritch blast uses the 
  level equivalent of the shape or essence (whichever is 
  higher if both are applied).  Unless noted otherwise, 
  eldritch blast modified by blast shape and eldritch essence 
  invocations deal damage normally in addition to 
  imparting the effects described in the invocation 
  description.  A warlock can apply only one blast shape 
  invocation and only one eldritch essence invocation to a 
  single eldritch blast; a warlock can apply both a blast shape 
  invocation and an eldritch essence invocation to the 
  same eldritch blast. 
   
  Detect Magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will. His caster level 
  equals his class level. 
   
  Damage 
  Reduction 
  (Su): 
  Fortified 
  by 
  the 
  supernatural power flowing in his body, a warlock 
  becomes resistant to physical attacks at 3rd level and 
  above, gaining damage reduction 1/cold iron. At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves. 
   
  Languages: Giant, Common, Infernal. 
   
  Warlock Invocations Known (2; DC 16 + equivalent 
  spell level; CL 3rd): Least – devil’s sight*, miasmic cloud*.  
  *Complete Arcane. 
   
  Possessions: large masterwork chain shirt, large 
  masterwork greatsword, ring of protection +1, amulet of 
  health +2, potion of blur, oil of magic vestment +4. 
  ENCOUNTER 7 
   
   
   
   
  Ruka: Spellstitched Cloud Giant Skeleton; CR 8; Huge 
  Undead; HD 17d12; hp 153; Init +6; Spd 50 ft.; AC 13, 
  touch 10, flat-footed 11 (-2 size, +2 Dex, +3 natural); 
  BAB/Grp +8/+28; Atk +18 melee (4d6+18, gargantuan 
  morningstar) or +18 melee (1d8+12, claw) or +8 ranged 
  (2d8+12, rock); Full Atk +18 melee (4d6+18, gargantuan 
  morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged 
  (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA spell-like 
  abilities; SQ DR 5/bludgeoning and 5/magic and silver, 
  darkvision 60 ft., immunity to cold, oversize weapon, 
  undead traits, rock catching and throwing, SR 5 (10 + Cha 
  modifier), +2 turn resistance; AL NE; SV Fort +7, Ref +9, 
  Will +12; Str 35, Dex 15, Con –, Int –, Wis 10, Cha 1.  
  Complete Arcane, page 161. 
   
  Feats: Improved Initiative. 
   
  Spell-Like Abilities: 3/day – shocking grasp; 1/day – 
  shield.  CL 17th; save DC is Cha-based. 
   
  Possessions: gargantuan morningstar. 
  Huge Air Necromental: CR 8; Huge Undead (Air, 
  Augmented Elemental); HD 16d12; hp 144; Init +13; Spd 
  fly 100 ft. (perfect); AC 23, touch 17, flat-footed 14 (-2 
  size, +9 Dex, +6 natural); BAB/Grp +12/+24; Atk +19 
  melee (2d8+4, slam); Full Atk +19 melee (2d8+4, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA air mastery, whirlwind, 
  create spawn, energy drain; SQ darkvision 60 ft., 
  elemental traits, fast healing, DR 5/–; AL NE; SV Fort +7, 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 38 
  Ref +19, Will +5; Str 18, Dex 29, Con –, Int 1, Wis 10, Cha 
  1.  Libris Mortis, page 113. 
   
  Skills and Feats: Listen +11, Spot +12; Alertness, 
  Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, 
  Improved InitiativeB, Mobility, Spring Attack, Weapon 
  FinesseB. 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack rises as a necromental 
  1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one negative 
  level.  A necromental can use its energy drain ability once 
  per round, regardless of the number of natural weapon 
  attacks it possesses.  The save to remove the negative 
  level 24 hours later is DC 18.  When a necromental 
  bestows a negative level, it gains 5 temporary hp (10 on a 
  critical hit).  These temporary hit points last for up to one 
  hour. 
   
  Fast Healing (Ex): An air necromental heals 3 
  points of damage each round as long as it is within five 
  feet of some form of its element (air). 
   
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental. 
   
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 1 round for every 2 HD it has.  In this 
  form, the elemental can move through the air or along a 
  surface at its fly speed.  The whirlwind is 5 feet wide at 
  the base, up to 30 feet wide at the top, and up to 50 feet 
  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 whirlwind form does 
  not provoke attacks of opportunity, even if the elemental 
  enters the space another creature occupies.  Another 
  creature might be caught in the whirlwind if it touches 
  or enters the whirlwind, or if the elemental moves into or 
  through the creature’s square. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind and may be lifted into the air.  The creature 
  must first make the indicated Reflex save or take damage. 
   It must also succeed on a second Reflex save or be picked 
  up bodily and help suspended in the powerful winds, 
  automatically taking the indicated damage each round.  A 
  creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind.  The creature still takes damage 
  but can leave if successful. 
   
  Creatures trapped in the whirlwind 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 succeed 
  on a Concentration check (DC 15 + spell level) to cast a 
  spell.  Creatures caught in whirlwind take a – 4 penalty to 
  dexterity and a –2 penalty on attack rolls. The elemental 
  can have only as many creatures inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume. 
   
  The whirlwind can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be.  A summoned elemental always 
  ejects trapped creatures before returning to its home 
  plane. 
   
  As this room is filled with free floating debris, the 
  elemental’s whirlwind creates a swirling cloud of debris 
  20 feet in diameter centered on the necromental.  The 
  cloud obscures all vision, including darkvision, beyond 
  five feet.  Creatures five feet away have concealment, 
  while those further away have total concealment.  Those 
  caught in the cloud must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  Huge air elemental: save DC 22, 2d8 damage, 10 – 50 
  ft. tall. 
  Sickening Shock: Living Spell; CR 4; Medium Ooze; 
  HD 4d10; hp 30; Init -1; Spd 20 ft.; AC 10, touch 10, flat-
  footed 10 (-1 Dex, +1 deflection); BAB/Grp +3/+3; 
  Atk/Full Atk +3 melee (1d4, slam); Space/Reach 5 ft./5 
  ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, 
  SR 14 (10 + its caster level); AL N; SV Fort +1, Ref +0, 
  Will +0; Str 11, Dex 8, Con 11, Int –, Wis 8, Cha 11.  
  Monster Manual 3, page 91. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area of effect of the spell itself.  Saves apply as normal for 
  the spell; the DC is 11.  This living spell is composed of a 
  ray of enfeeblement spell and a shocking grasp spell, both at 
  CL 4th. 
   
  Engulf (Ex): This creature can flow around creatures 
  that fit within its space as a standard action.  It cannot 
  make a slam attack during the round in which it engulfs.  
  It merely has to move over the opponents, affecting as 
  many as it can cover.  Opponents can make attacks of 
  opportunity against the living spell, but if the do so they 
  are not entitled to a saving throw.  Those who do not 
  attempt attacks of opportunity must succeed on a Reflex 
  save (DC 11) or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the spell moves 
  forward.  Engulfed creatures are subject to the full 
  normal effects of the spells each round on the living 
  spell’s turn, and are considered to be grappled. 
   
  
  SHE5-03 The Prophet’s Voice 
   
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  APPENDIX 3 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  Giants on Alert 
  Gnoll Archer: Male Gnoll Ftr7; CR 8; Medium 
  Humanoid (Gnoll); HD 2d8+7d10+36; hp 92; Init +4; Spd 
  30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, 
  +6 armor); BAB/Grp +8/+12; Atk +13 melee (1d8+7/x3, +1 
  battleaxe) or +14 ranged (1d8+7/19-20/x3, +1 composite 
  longbow (+4 Str bonus)) or +10/+10 ranged (1d8+7/19-
  20/x3, +1 composite longbow (+4 Str bonus)); Full Atk +13/+8 
  melee (1d8+7/x3, +1 battleaxe) or +14/+9 ranged 
  (1d8+7/19-20/x3, +1 composite longbow (+4 Str bonus)) or 
  +14/+14/+9 ranged (1d8+7/19-20/x3, +1 composite longbow 
  (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort 
  +12, Ref +6, Will +2; Str 18, Dex 18, Con 18, Int 6, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Climb +6, Jump +5, Listen +2, Spot 
  +3; Improved Critical (composite longbow), Improved 
  Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (composite longbow), 
  Weapon Specialization (composite longbow).  *Complete 
  Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +1 mithral breastplate, potion 
  of cure moderate wounds. 
  Gnoll Ranger: Male Gnoll Rgr7; CR 8; Medium 
  Humanoid (Gnoll); HD 2d8+7d8+27; hp 75; Init +4; Spd 
  40 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, 
  +6 armor); BAB/Grp +8/+12; Atk +13 melee (1d8+7/x3, +1 
  battleaxe) or +14 ranged (1d8+5/19-20/x3, +1 composite 
  longbow (+4 Str bonus)) or +10/+10 ranged (1d8+5/19-
  20/x3, +1 composite longbow (+4 Str bonus)); Full Atk +13/+8 
  melee (1d8+7/x3, +1 battleaxe) or +14/+9 ranged 
  (1d8+5/19-20/x3, +1 composite longbow (+4 Str bonus)) or 
  +12/+12/+7 ranged (1d8+5/19-20/x3, +1 composite longbow 
  (+4 Str bonus)); SA favored enemies (human +4, elf +2); SQ 
  darkvision 60 ft., wild empathy +5 (+9 with animal 
  companion), woodland stride, animal companion (Scar 
  the wolf); AL NE; SV Fort +11, Ref +9, Will +4; Str 18, 
  Dex 18, Con 16, Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +3, Hide +8, Knowledge 
  (nature) +1, Listen +8, Move Silently +8, Search +3, Spot 
  +8, Survival +8 (+10 tracking); Endurance, Improved 
  Critical (composite longbow), Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Weapon Focus 
  (composite longbow). 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (2, save DC 12 + spell level): 1st 
  – entangle, longstrider. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 composite 
  longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine 
  arrows), +1 mithral breastplate, potion of cure moderate 
  wounds. 
  Scar, Wolf Animal Companion: Medium Animal; HD 
  4d8+8; hp 30; Init +3; Spd 50 ft. (60 ft. until it moves away 
  from the ranger); AC 17, touch 13, flat-footed 14 (+3 Dex, 
  +4 natural); BAB/Grp +3/+5; Atk/Full Atk +6 melee 
  (1d6+3, bite); SA trip; SQ low-light vision, scent, link, 
  share spells, evasion; AL N; SV Fort +6, Ref +7, Will +2; 
  Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +2 (+6 tracking by scent); Dodge, 
  TrackB, Weapon Focus (bite). 
   
  Tricks (2): attack, defend. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  ENCOUNTER 5 
   
   
   
   
  Giants Not on Alert 
  Urg: Male Bugbear Rog5/Asn5; CR 12; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+5d6+52; hp 102; 
  Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat-
  footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); 
  BAB/Grp +8/+12; Atk +13 melee (1d8+7 plus 1d6 cold, +1 
  frost morningstar) or +15 ranged (1d4+4 plus poison/19-20, 
  dagger); Full Atk +13/+8 melee (1d8+7 plus 1d6 cold, +1 
  frost morningstar) or +15/+10 ranged (1d4+4 plus 
  poison/19-20, dagger); SA sneak attack +6d6, death attack 
  (DC 19), spells; SQ darkvision 60 ft., scent, trapfinding, 
  evasion, trap sense +1, uncanny dodge, improved 
  uncanny dodge, +2 save against poison, poison use; AL 
  LE; SV Fort +7 (+8), Ref +18 (+19), Will +4 (+5); Str 18, 
  Dex 20 (24), Con 16 (18), Int 15 (19), Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +14, Climb +7, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, 
  Hide +22, Intimidate +0, Jump +5, Listen +3, Move 
  Silently +26, Open Lock +12, Sleight of Hand +9, Spot +3, 
  Tumble +22, Use Magic Device +9; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Iron Will. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (4/31, save DC 14 + spell level): 
  1st – critical strike*, distract assailant*, obscuring mist, true 
  strike; 2nd – cat’s grace (cast on self), fox’s cunning (cast on 
  self), invisibility.  *Complete Adventurer. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 40 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), cloak of resistance +1, amulet of health 
  +2, potion of gaseous form, potion of cure moderate wounds, 
  potion of haste, potion of shield of faith +5, potion of spider climb, 
  potion of invisibility, potion of gaseous form. 
  Giants on Alert 
  Urg: Male Bugbear Rog5/Asn5; CR 12; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+5d6+52; hp 102; 
  Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat-
  footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); 
  BAB/Grp +8/+12; Atk +13 melee (1d8+7 plus 1d6 cold, +1 
  frost morningstar) or +15 ranged (1d4+4 plus poison/19-20, 
  dagger); Full Atk +13/+8 melee (1d8+7 plus 1d6 cold, +1 
  frost morningstar) or +15/+10 ranged (1d4+4 plus 
  poison/19-20, dagger); SA sneak attack +6d6, death attack 
  (DC 19), spells; SQ darkvision 60 ft., scent, trapfinding, 
  evasion, trap sense +1, uncanny dodge, improved 
  uncanny dodge, +2 save against poison, poison use; AL 
  LE; SV Fort +7 (+8), Ref +18 (+19), Will +4 (+5); Str 18, 
  Dex 20 (24), Con 16 (18), Int 15 (19), Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +14, Climb +7, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, 
  Hide +22, Intimidate +0, Jump +5, Listen +3, Move 
  Silently +26, Open Lock +12, Sleight of Hand +9, Spot +3, 
  Tumble +22, Use Magic Device +9; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Iron Will. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (4/31, save DC 14 + spell level): 
  1st – critical strike*, distract assailant*, obscuring mist, true 
  strike; 2nd – cat’s grace (cast on self), fox’s cunning (cast on 
  self), invisibility.  *Complete Adventurer. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), cloak of resistance +1, amulet of health 
  +2, potion of gaseous form, potion of cure moderate wounds, 
  potion of haste, potion of shield of faith +5, potion of spider climb, 
  potion of invisibility, potion of gaseous form. 
  Aglashti: Male Ogre Mage Warlock5; CR 13; Large 
  Giant; HD 5d8+5d6+40; hp 83; Init +7; Spd 40 ft., fly 40 ft. 
  (good); AC 26, touch 13, flat-footed 23 (-1 size, +3 Dex, +5 
  natural, +8 armor, +1 deflection); BAB/Grp +6/+14; Atk 
  +10 melee (3d6+6/19-20, large masterwork greatsword) or 
  +9 ranged touch (3d6, eldritch blast); Full Atk +10/+5 
  melee (3d6+6/19-20, large masterwork greatsword) or +9 
  ranged touch (3d6, eldritch blast); Space/Reach 10 ft./10 
  ft.; SA spell-like abilities, invocations (least; CL 5th), 
  eldritch blast 3d6; SQ darkvision 90 ft., low-light vision, 
  regeneration 5, SR 19, detect magic, DR 1/cold iron, 
  deceive item; AL LE; SV Fort +9 (+10), Ref +5 (+6), Will 
  +12 (+13); Str 18, Dex 17, Con 16 (18), Int 14, Wis 14, Cha 
  22 (24).  Complete Arcane, page 5. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) +6, Listen +6, Spellcraft +15, Spot +6, Use Magic 
  Device +12 (+14 scrolls); Combat Casting, Force of 
  Personality*, Improved Initiative, Weapon Focus (eldritch 
  blast).  *Complete Adventurer. 
   
  Spell-Like Abilities: At will – darkness, invisibility; 
  1/day – charm person (DC 18), cone of cold (DC 22), gaseous 
  form, polymorph, sleep (DC 18).  CL 9th; save DC is Cha-
  based. 
   
  Flight (Su): An ogre mage can cease or resume flight 
  as a free action.  While using gaseous form it can fly at its 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump.  Reattachment takes 1 minute.  If 
  the head or some other vital organ is severed, it must be 
  reattached within 10 minutes or the creature dies.  An 
  ogre mage cannot regrow lost body parts. 
   
  Invocations (Sp): A warlock does not prepare or 
  cast spells as other wielders of arcane magic do. Instead, 
  he possesses a repertoire of attacks, defenses, and abilities 
  known as invocations that require him to focus the wild 
  energy that suffuses his soul. A warlock can use any 
  invocation he knows at will, with the following 
  qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that provokes 
  attacks of opportunity. An invocation can be disrupted, 
  just as a spell can be ruined during casting. A warlock is 
  entitled to a Concentration check to successfully use an 
  invocation if he is hit by an attack while invoking, just as 
  a spellcaster would be. A warlock can choose to use an 
  invocation 
  defensively, 
  by 
  making 
  a 
  successful 
  Concentration check, to avoid provoking attacks of 
  opportunity. A warlock’s invocations are subject to spell 
  resistance unless an invocation’s description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level.  A warlock can 
  dismiss any invocation as a standard action, just as a 
  wizard can dismiss a spell. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. Since spell-like abilities are not actually spells, a 
  warlock cannot benefit from the Spell Focus feat. He can, 
  however, benefit from the Ability Focus feat (see page 
  303 of the Monster Manual), as well as from feats that 
  emulate metamagic effects for spell-like abilities, such as 
  Quicken Spell-Like Ability and Empower Spell-Like 
  Ability (see pages 303 and 304 of the Monster Manual). 
   
  The four grades of invocations, in order of their 
  relative power, are least, lesser, greater, and dark. A 
  warlock begins with knowledge of one invocation, which 
  must be of the lowest grade (least). As a warlock gains 
  levels, he learns new invocations, as described in Complete 
  Arcane. 
   
  At any level when a warlock learns a new invocation, 
  he can also replace an invocation he already knows with 
  another invocation of the same or a lower grade. At 6th 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 41 
  level, a warlock can replace a least invocation he knows 
  with a different least invocation (in addition to learning a 
  new invocation, which could be either least or lesser). At 
  11th level, a warlock can replace a least or lesser 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, or greater). At 
  16th level, a warlock can replace a least, lesser, or greater 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, greater, or dark). 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance (warlocks do not 
  suffer arcane spell failure chance for invocations when 
  wearing light armor). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating effects.  
  Eldritch blast is an invocation.  A warlock can use eldritch 
  blast at will. 
   
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, allowing 
  no saving throw. An eldritch blast deals 1d6 points of 
  damage at 1st level and increases in power as the warlock 
  rises in level.  An eldritch blast deals half damage to 
  objects. An eldritch blast is the equivalent of a 1st level 
  spell. 
   
  If you apply a blast shape or eldritch essence 
  invocation to your eldritch blast, your eldritch blast uses the 
  level equivalent of the shape or essence (whichever is 
  higher if both are applied).  Unless noted otherwise, 
  eldritch blast modified by blast shape and eldritch essence 
  invocations deal damage normally in addition to 
  imparting the effects described in the invocation 
  description.  A warlock can apply only one blast shape 
  invocation and only one eldritch essence invocation to a 
  single eldritch blast; a warlock can apply both a blast shape 
  invocation and an eldritch essence invocation to the 
  same eldritch blast. 
   
  Detect Magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will. His caster level 
  equals his class level. 
   
  Damage 
  Reduction 
  (Su): 
  Fortified 
  by 
  the 
  supernatural power flowing in his body, a warlock 
  becomes resistant to physical attacks at 3rd level and 
  above, gaining damage reduction 1/cold iron. At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer magic 
  items made for the use of other characters.  When 
  making a Use Magic Device check, a warlock can take 10 
  even if distracted or threatened. 
   
  Languages: Giant, Common, Infernal. 
   
  Warlock Invocations Known (3; DC 17 + equivalent 
  spell level; CL 5th): Least – devil’s sight*, entropic warding*, 
  miasmic cloud*.  *Complete Arcane. 
   
  Possessions: large masterwork chain shirt, large 
  masterwork greatsword, ring of protection +1, vest of 
  resistance +1*, amulet of health +2, cloak of charisma +2, 2 
  potions of cure serious wounds, potion of blur, oil of magic 
  vestment +4.  *Complete Arcane. 
  ENCOUNTER 7 
   
   
   
   
  Ruka: Spellstitched Cloud Giant Skeleton; CR 8; Huge 
  Undead; HD 17d12; hp 153; Init +6; Spd 50 ft.; AC 13, 
  touch 10, flat-footed 11 (-2 size, +2 Dex, +3 natural); 
  BAB/Grp +8/+28; Atk +18 melee (4d6+18, gargantuan 
  morningstar) or +18 melee (1d8+12, claw) or +8 ranged 
  (2d8+12, rock); Full Atk +18 melee (4d6+18, gargantuan 
  morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged 
  (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA spell-like 
  abilities; SQ DR 5/bludgeoning and 5/magic and silver, 
  darkvision 60 ft., immunity to cold, oversize weapon, 
  undead traits, rock catching and throwing, SR 5 (10 + Cha 
  modifier), +2 turn resistance; AL NE; SV Fort +7, Ref +9, 
  Will +12; Str 35, Dex 15, Con –, Int –, Wis 10, Cha 1.  
  Complete Arcane, page 161. 
   
  Feats: Improved Initiative. 
   
  Spell-Like Abilities: 3/day – shocking grasp; 1/day – 
  shield.  CL 17th; save DC is Cha-based. 
   
  Possessions: gargantuan morningstar. 
  Greater Air Necromental: CR 10; Huge Undead (Air, 
  Augmented Elemental); HD 21d12; hp 189; Init +14; Spd 
  fly 100 ft. (perfect); AC 28, touch 18, flat-footed 18 (-2 
  size, +10 Dex, +10 natural); BAB/Grp +15/+28; Atk +23 
  melee (2d8+5, slam); Full Atk +23 melee (2d8+5, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA air mastery, whirlwind, 
  create spawn, energy drain; SQ darkvision 60 ft., 
  elemental traits, fast healing, DR 10/–; AL NE; SV Fort 
  +9, Ref +22, Will +9; Str 20, Dex 31, Con –, Int 1, Wis 10, 
  Cha 1.  Libris Mortis, page 113. 
   
  Skills and Feats: Listen +14, Spot +14; Alertness, Blind-
  fight, Combat Reflexes, Dodge, Flyby Attack, Great 
  Fortitude, Improved InitiativeB, Iron Will, Mobility, 
  Spring Attack, Weapon FinesseB. 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack rises as a necromental 
  1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one negative 
  level.  A necromental can use its energy drain ability once 
  per round, regardless of the number of natural weapon 
  attacks it possesses.  The save to remove the negative 
  level 24 hours later is DC 20.  When a necromental 
  bestows a negative level, it gains 5 temporary hp (10 on a 
  critical hit).  These temporary hit points last for up to one 
  hour. 
   
  Fast Healing (Ex): An air necromental heals 3 
  points of damage each round as long as it is within five 
  feet of some form of its element (air). 
   
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 42 
   
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 1 round for every 2 HD it has.  In this 
  form, the elemental can move through the air or along a 
  surface at its fly speed.  The whirlwind is 5 feet wide at 
  the base, up to 30 feet wide at the top, and up to 50 feet 
  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 whirlwind form does 
  not provoke attacks of opportunity, even if the elemental 
  enters the space another creature occupies.  Another 
  creature might be caught in the whirlwind if it touches 
  or enters the whirlwind, or if the elemental moves into or 
  through the creature’s square. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind and may be lifted into the air.  The creature 
  must first make the indicated Reflex save or take damage. 
   It must also succeed on a second Reflex save or be picked 
  up bodily and help suspended in the powerful winds, 
  automatically taking the indicated damage each round.  A 
  creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind.  The creature still takes damage 
  but can leave if successful. 
   
  Creatures trapped in the whirlwind 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 succeed 
  on a Concentration check (DC 15 + spell level) to cast a 
  spell.  Creatures caught in whirlwind take a – 4 penalty to 
  dexterity and a –2 penalty on attack rolls. The elemental 
  can have only as many creatures inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume. 
   
  The whirlwind can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be.  A summoned elemental always 
  ejects trapped creatures before returning to its home 
  plane. 
   
  As this room is filled with free floating debris, the 
  elemental’s whirlwind creates a swirling cloud of debris 
  20 feet in diameter centered on the necromental.  The 
  cloud obscures all vision, including darkvision, beyond 
  five feet.  Creatures five feet away have concealment, 
  while those further away have total concealment.  Those 
  caught in the cloud must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  Greater air elemental: save DC 25, 2d8 damage, 10 – 
  60 ft. tall. 
  Sickening Shock: Living Spell; CR 4; Medium Ooze; 
  HD 4d10; hp 30; Init -1; Spd 20 ft.; AC 10, touch 10, flat-
  footed 10 (-1 Dex, +1 deflection); BAB/Grp +3/+3; 
  Atk/Full Atk +3 melee (1d4, slam); Space/Reach 5 ft./5 
  ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, 
  SR 14 (10 + its caster level); AL N; SV Fort +1, Ref +0, 
  Will +0; Str 11, Dex 8, Con 11, Int –, Wis 8, Cha 11.  
  Monster Manual 3, page 91. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area of effect of the spell itself.  Saves apply as normal for 
  the spell; the DC is 11.  This living spell is composed of a 
  ray of enfeeblement spell and a shocking grasp spell, both at 
  CL 4th. 
   
  Engulf (Ex): This creature can flow around creatures 
  that fit within its space as a standard action.  It cannot 
  make a slam attack during the round in which it engulfs.  
  It merely has to move over the opponents, affecting as 
  many as it can cover.  Opponents can make attacks of 
  opportunity against the living spell, but if the do so they 
  are not entitled to a saving throw.  Those who do not 
  attempt attacks of opportunity must succeed on a Reflex 
  save (DC 11) or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the spell moves 
  forward.  Engulfed creatures are subject to the full 
  normal effects of the spells each round on the living 
  spell’s turn, and are considered to be grappled. 
  Greasy Chill: Living Spell; CR 10; Large Ooze; HD 
  9d10+18; hp 81; Init +1; Spd 20 ft.; AC 15, touch 15, flat-
  footed 14 (-1 size, +1 Dex, +5 deflection); BAB/Grp 
  +6/+12; 
  Atk/Full 
  Atk 
  +7 
  melee 
  (1d6+3, 
  slam); 
  Space/Reach 10 ft./5 ft.; SA spell effect, engulf; SQ ooze 
  traits, DR 10/magic, SR 19 (10 + its caster level); AL N; SV 
  Fort +5, Ref +4, Will +4; Str 15, Dex 12, Con 15, Int –, Wis 
  12, Cha 15.  Monster Manual 3, page 91. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area of effect of the spell itself.  Saves apply as normal for 
  the spell; the DC is 17 for the cone of cold and 13 for the 
  grease.  This living spell is composed of a cone of cold spell 
  and a grease spell, both at CL 9th. 
   
  Engulf (Ex): This creature can flow around creatures 
  that fit within its space as a standard action.  It cannot 
  make a slam attack during the round in which it engulfs.  
  It merely has to move over the opponents, affecting as 
  many as it can cover.  Opponents can make attacks of 
  opportunity against the living spell, but if the do so they 
  are not entitled to a saving throw.  Those who do not 
  attempt attacks of opportunity must succeed on a Reflex 
  save (DC 17) or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the spell moves 
  forward.  Engulfed creatures are subject to the full 
  normal effects of the spells each round on the living 
  spell’s turn, and are considered to be grappled. 
   
  
  SHE5-03 The Prophet’s Voice 
   
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  APPENDIX 4 – APL 12 
   
  ENCOUNTER 2 
   
   
   
   
  Giants Not on Alert 
  Gnoll Archer: Male Gnoll Ftr7; CR 8; Medium 
  Humanoid (Gnoll); HD 2d8+7d10+36; hp 92; Init +4; Spd 
  30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, 
  +6 armor); BAB/Grp +8/+12; Atk +13 melee (1d8+7/x3, +1 
  battleaxe) or +14 ranged (1d8+7/19-20/x3, +1 composite 
  longbow (+4 Str bonus)) or +10/+10 ranged (1d8+7/19-
  20/x3, +1 composite longbow (+4 Str bonus)); Full Atk +13/+8 
  melee (1d8+7/x3, +1 battleaxe) or +14/+9 ranged 
  (1d8+7/19-20/x3, +1 composite longbow (+4 Str bonus)) or 
  +14/+14/+9 ranged (1d8+7/19-20/x3, +1 composite longbow 
  (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort 
  +12, Ref +6, Will +2; Str 18, Dex 18, Con 18, Int 6, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Climb +6, Jump +5, Listen +2, Spot 
  +3; Improved Critical (composite longbow), Improved 
  Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, 
  Rapid Shot, Weapon Focus (composite longbow), 
  Weapon Specialization (composite longbow).  *Complete 
  Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +1 mithral breastplate, potion 
  of cure moderate wounds. 
  Gnoll Ranger: Male Gnoll Rgr7; CR 8; Medium 
  Humanoid (Gnoll); HD 2d8+7d8+27; hp 75; Init +4; Spd 
  40 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, 
  +6 armor); BAB/Grp +8/+12; Atk +13 melee (1d8+7/x3, +1 
  battleaxe) or +14 ranged (1d8+5/19-20/x3, +1 composite 
  longbow (+4 Str bonus)) or +10/+10 ranged (1d8+5/19-
  20/x3, +1 composite longbow (+4 Str bonus)); Full Atk +13/+8 
  melee (1d8+7/x3, +1 battleaxe) or +14/+9 ranged 
  (1d8+5/19-20/x3, +1 composite longbow (+4 Str bonus)) or 
  +12/+12/+7 ranged (1d8+5/19-20/x3, +1 composite longbow 
  (+4 Str bonus)); SA favored enemies (human +4, elf +2); SQ 
  darkvision 60 ft., wild empathy +5 (+9 with animal 
  companion), woodland stride, animal companion (Scar 
  the wolf); AL NE; SV Fort +11, Ref +9, Will +4; Str 18, 
  Dex 18, Con 16, Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +3, Hide +8, Knowledge 
  (nature) +1, Listen +8, Move Silently +8, Search +3, Spot 
  +8, Survival +8 (+10 tracking); Endurance, Improved 
  Critical (composite longbow), Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Weapon Focus 
  (composite longbow). 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (2, save DC 12 + spell level): 1st 
  – entangle, longstrider. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 composite 
  longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine 
  arrows), +1 mithral breastplate, potion of cure moderate 
  wounds. 
  Scar, Wolf Animal Companion: Medium Animal; HD 
  4d8+8; hp 30; Init +3; Spd 50 ft. (60 ft. until it moves away 
  from the ranger); AC 17, touch 13, flat-footed 14 (+3 Dex, 
  +4 natural); BAB/Grp +3/+5; Atk/Full Atk +6 melee 
  (1d6+3, bite); SA trip; SQ low-light vision, scent, link, 
  share spells, evasion; AL N; SV Fort +6, Ref +7, Will +2; 
  Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +2 (+6 tracking by scent); Dodge, 
  TrackB, Weapon Focus (bite). 
   
  Tricks (2): attack, defend. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Giants on Alert 
  Fomorian Giant: CR 11; Huge Giant; HD 15d8+90; hp 
  158; Init +1; Spd: 40 ft.; AC 21, touch 9, flat-footed 20 (-2 
  size, +1 Dex, +9 natural, +3 armor); BAB/Grp +11/+31; 
  Atk +21 melee (4d6+18/19-20, huge heavy flail) or +21 
  melee (1d8+12, slam); Full Atk +21/+16/+11 melee 
  (4d6+18/19-20, huge heavy flail) or +21 melee (1d8+12, 2 
  slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18; SQ 
  DR 5/–, fast healing 5, scent, low-light vision; AL NE; SV 
  Fort +15, Ref +6, Will +6; Str 34, Dex 12, Con 22, Int 11, 
  Wis 13, Cha 9.  Monster Manual II, page 105. 
   
  Skills and Feats: Listen +3, Move Silently +29, Spot 
  +21; Alertness, Cleave, Great Cleave, Power Attack, Track. 
   
  Skills: A fomorian has a +10 racial bonus to Move 
  Silently checks. 
   
  Languages: Giant, Common. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a fomorian can trample opponents at least 
  one size category smaller than itself.  This attack deals 
  2d10+18 points of bludgeoning damage.  A trampled 
  opponent can attempt either an attack of opportunity at a 
  –4 penalty or a Reflex save (DC 29) for half damage. 
   
  Fast Healing (Ex): A Fomorian regains lost hit 
  points at the rate of 5 per round.  Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the fomorian to regrow 
  or reattach lost body parts. 
   
  Scent (Ex): A fomorian can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Possessions: huge hide armor, huge heavy flail. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 44 
  Gnoll Archer: Male Gnoll Ftr10; CR 11; Medium 
  Humanoid (Gnoll); HD 2d8+10d10+60; hp 132; Init +4; 
  Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 
  natural, +6 armor); BAB/Grp +11/+15; Atk +16 melee 
  (1d8+7/x3, +1 battleaxe) or +18 ranged (1d8+7/19-20/x3, 
  +1 unholy composite longbow (+4 Str bonus)) or +14/+14 
  ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 
  Str bonus)); Full Atk +16/+11/+6 melee (1d8+7/x3, +1 
  battleaxe) or +18/+13/+8 ranged (1d8+7/19-20/x3, +1 
  unholy composite longbow (+4 Str bonus)) or +18/+18/+13/+8 
  ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 
  Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort 
  +14, Ref +7, Will +5; Str 18, Dex 19, Con 18, Int 6, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +2, Spot 
  +3; Greater Weapon Focus (composite longbow), 
  Improved Critical (composite longbow), Improved Rapid 
  Shot*, Improved Toughness*, Iron Will, Manyshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (composite longbow), Weapon Specialization (composite 
  longbow).  *Complete Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), 
  quiver (40 arrows, 20 adamantine arrows), +1 mithral 
  breastplate, potion of cure moderate wounds. 
  Gnoll Ranger: Male Gnoll Rgr10; CR 11; Medium 
  Humanoid (Gnoll); HD 2d8+10d8+36; hp 99; Init +6; Spd 
  40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 natural, 
  +6 armor); BAB/Grp +11/+15; Atk +16 melee (1d8+7/x3, 
  +1 battleaxe) or +19 ranged (1d8+5/19-20/x3, +1 bane 
  (human) seeking composite longbow (+4 Str bonus)) or 
  +15/+15 ranged (1d8+5/19-20/x3, +1 bane (human) seeking 
  composite longbow (+4 Str bonus)); Full Atk +16/+11/+6 
  melee (1d8+7/x3, +1 battleaxe) or +19/+14/+9 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)) or +19/+19/+14/+9 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)); SA favored enemies (human +6, elf 
  +2, halfling +2); SQ darkvision 60 ft., wild empathy +8 
  (+12 with animal companion), woodland stride, animal 
  companion (Scar the wolf), swift tracker, evasion; AL NE; 
  SV Fort +13, Ref +13, Will +5; Str 18, Dex 19 (23), Con 16, 
  Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +11, Knowledge 
  (nature) +1, Listen +10, Move Silently +11, Search +4, 
  Spot +10, Survival +10 (+12 tracking); Endurance, 
  Improved Critical (composite longbow), Improved Rapid 
  Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Focus (composite longbow).  
  *Complete Warrior. 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (2/2, save DC 12 + spell level): 
  1st – entangle, longstrider; 2nd – cat’s grace, protection from 
  energy (fire). 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane 
  (human) seeking composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +1 mithral breastplate, potion 
  of cure moderate wounds. 
  Scar, Wolf Animal Companion: Medium Animal; HD 
  4d8+8; hp 30; Init +3; Spd 50 ft. (60 ft. until it moves away 
  from the ranger); AC 17, touch 13, flat-footed 14 (+3 Dex, 
  +4 natural); BAB/Grp +3/+5; Atk/Full Atk +6 melee 
  (1d6+3, bite); SA trip; SQ low-light vision, scent, link, 
  share spells, evasion; AL N; SV Fort +6, Ref +7, Will +2; 
  Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +2 (+6 tracking by scent); Dodge, 
  TrackB, Weapon Focus (bite). 
   
  Tricks (2): attack, defend. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  ENCOUNTER 5 
   
   
   
   
  Giants Not on Alert 
  Urg: Male Bugbear Rog5/Asn7; CR 14; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+7d6+60; hp 117; 
  Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat-
  footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); 
  BAB/Grp +10/+14; Atk +15 melee (1d8+7 plus 1d6 cold, 
  +1 frost morningstar) or +17 ranged (1d4+4 plus poison/19-
  20, dagger); Full Atk +15/+10 melee (1d8+7 plus 1d6 cold, 
  +1 frost morningstar) or +17/+12 ranged (1d4+4 plus 
  poison/19-20, dagger); SA sneak attack +7d6, death attack 
  (DC 21), spells; SQ darkvision 60 ft., scent, trapfinding, 
  evasion, trap sense +1, uncanny dodge, improved 
  uncanny dodge, +3 save against poison, poison use; AL 
  LE; SV Fort +8 (+11), Ref +19 (+22), Will +5 (+8); Str 18, 
  Dex 20 (24), Con 16 (18), Int 15 (19), Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +16, Climb +7, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, 
  Hide +24, Intimidate +0, Jump +5, Listen +3, Move 
  Silently +28, Open Lock +12, Sleight of Hand +9, Spot +3, 
  Tumble +24, Use Magic Device +13; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Iron Will, 
  Mobility. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (4/43/2, save DC 14 + spell 
  level): 1st – critical strike*, distract assailant*, obscuring mist, 
  true strike; 2nd – fire shuriken**, fox’s cunning (cast on self), 
  invisibility, spider climb; 3rd – deeper darkness, nondetection, 
  spectral weapon*.  *Complete Adventurer, **Complete Arcane. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 45 
  (greater dispel magic), cloak of resistance +3, amulet of health 
  +2, gloves of dexterity +4, potion of gaseous form, potion of cure 
  moderate wounds, potion of haste, potion of shield of faith +5, 
  potion of spider climb, potion of invisibility, potion of gaseous 
  form. 
  Giants on Alert 
  Urg: Male Bugbear Rog5/Asn7; CR 14; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+7d6+60; hp 117; 
  Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat-
  footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); 
  BAB/Grp +10/+14; Atk +15 melee (1d8+7 plus 1d6 cold, 
  +1 frost morningstar) or +17 ranged (1d4+4 plus poison/19-
  20, dagger); Full Atk +15/+10 melee (1d8+7 plus 1d6 cold, 
  +1 frost morningstar) or +17/+12 ranged (1d4+4 plus 
  poison/19-20, dagger); SA sneak attack +7d6, death attack 
  (DC 21), spells; SQ darkvision 60 ft., scent, trapfinding, 
  evasion, trap sense +1, uncanny dodge, improved 
  uncanny dodge, +3 save against poison, poison use; AL 
  LE; SV Fort +8 (+11), Ref +19 (+22), Will +5 (+8); Str 18, 
  Dex 20 (24), Con 16 (18), Int 15 (19), Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +16, Climb +7, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, 
  Hide +24, Intimidate +0, Jump +5, Listen +3, Move 
  Silently +28, Open Lock +12, Sleight of Hand +9, Spot +3, 
  Tumble +24, Use Magic Device +13; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Iron Will, 
  Mobility. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (4/43/2, save DC 14 + spell 
  level): 1st – critical strike*, distract assailant*, obscuring mist, 
  true strike; 2nd – fire shuriken**, fox’s cunning (cast on self), 
  invisibility, spider climb; 3rd – deeper darkness, nondetection, 
  spectral weapon*.  *Complete Adventurer, **Complete Arcane. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), cloak of resistance +3, amulet of health 
  +2, gloves of dexterity +4, potion of gaseous form, potion of cure 
  moderate wounds, potion of haste, potion of shield of faith +5, 
  potion of spider climb, potion of invisibility, potion of gaseous 
  form. 
  Aglashti: Male Ogre Mage Warlock7; CR 15; Large 
  Giant; HD 5d8+7d6+48; hp 98; Init +8; Spd 40 ft., fly 40 ft. 
  (good); AC 27, touch 14, flat-footed 23 (-1 size, +4 Dex, +5 
  natural, +8 armor, +1 deflection); BAB/Grp +8/+16; Atk 
  +12 melee (3d6+6/19-20, large masterwork greatsword) or 
  +12 ranged touch (4d6, eldritch blast); Full Atk +12/+7 
  melee (3d6+6/19-20, large masterwork greatsword) or +12 
  ranged touch (4d6, eldritch blast); Space/Reach 10 ft./10 
  ft.; SA spell-like abilities, invocations (least, lesser; CL 7th), 
  eldritch blast 4d6; SQ darkvision 90 ft., low-light vision, 
  regeneration 5, SR 19, detect magic, DR 2/cold iron, 
  deceive item; AL LE; SV Fort +10 (+11), Ref +7 (+8), Will 
  +14 (+15); Str 18, Dex 18, Con 16 (18), Int 14, Wis 14, Cha 
  22 (26).  Complete Arcane, page 5. 
   
  Skills and Feats: Concentration +18, Knowledge 
  (arcana) +8, Listen +6, Spellcraft +17, Spot +6, Use Magic 
  Device +15 (+17 scrolls); Combat Casting, Force of 
  Personality*, Improved Initiative, Point Blank Shot, 
  Weapon Focus (eldritch blast).  *Complete Adventurer. 
   
  Spell-Like Abilities: At will – darkness, invisibility; 
  1/day – charm person (DC 19), cone of cold (DC 23), gaseous 
  form, polymorph, sleep (DC 19).  CL 9th; save DC is Cha-
  based. 
   
  Flight (Su): An ogre mage can cease or resume flight 
  as a free action.  While using gaseous form it can fly at its 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump.  Reattachment takes 1 minute.  If 
  the head or some other vital organ is severed, it must be 
  reattached within 10 minutes or the creature dies.  An 
  ogre mage cannot regrow lost body parts. 
   
  Invocations (Sp): A warlock does not prepare or 
  cast spells as other wielders of arcane magic do. Instead, 
  he possesses a repertoire of attacks, defenses, and abilities 
  known as invocations that require him to focus the wild 
  energy that suffuses his soul. A warlock can use any 
  invocation he knows at will, with the following 
  qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that provokes 
  attacks of opportunity. An invocation can be disrupted, 
  just as a spell can be ruined during casting. A warlock is 
  entitled to a Concentration check to successfully use an 
  invocation if he is hit by an attack while invoking, just as 
  a spellcaster would be. A warlock can choose to use an 
  invocation 
  defensively, 
  by 
  making 
  a 
  successful 
  Concentration check, to avoid provoking attacks of 
  opportunity. A warlock’s invocations are subject to spell 
  resistance unless an invocation’s description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level.  A warlock can 
  dismiss any invocation as a standard action, just as a 
  wizard can dismiss a spell. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. Since spell-like abilities are not actually spells, a 
  warlock cannot benefit from the Spell Focus feat. He can, 
  however, benefit from the Ability Focus feat (see page 
  303 of the Monster Manual), as well as from feats that 
  emulate metamagic effects for spell-like abilities, such as 
  Quicken Spell-Like Ability and Empower Spell-Like 
  Ability (see pages 303 and 304 of the Monster Manual). 
   
  The four grades of invocations, in order of their 
  relative power, are least, lesser, greater, and dark. A 
  warlock begins with knowledge of one invocation, which 
  must be of the lowest grade (least). As a warlock gains 
  levels, he learns new invocations, as described in Complete 
  Arcane. 
   
  At any level when a warlock learns a new invocation, 
  he can also replace an invocation he already knows with 
  another invocation of the same or a lower grade. At 6th 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 46 
  level, a warlock can replace a least invocation he knows 
  with a different least invocation (in addition to learning a 
  new invocation, which could be either least or lesser). At 
  11th level, a warlock can replace a least or lesser 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, or greater). At 
  16th level, a warlock can replace a least, lesser, or greater 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, greater, or dark). 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance (warlocks do not 
  suffer arcane spell failure chance for invocations when 
  wearing light armor). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating effects.  
  Eldritch blast is an invocation.  A warlock can use eldritch 
  blast at will. 
   
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, allowing 
  no saving throw. An eldritch blast deals 1d6 points of 
  damage at 1st level and increases in power as the warlock 
  rises in level.  An eldritch blast deals half damage to 
  objects. An eldritch blast is the equivalent of a 1st level 
  spell. 
   
  If you apply a blast shape or eldritch essence 
  invocation to your eldritch blast, your eldritch blast uses the 
  level equivalent of the shape or essence (whichever is 
  higher if both are applied).  Unless noted otherwise, 
  eldritch blast modified by blast shape and eldritch essence 
  invocations deal damage normally in addition to 
  imparting the effects described in the invocation 
  description.  A warlock can apply only one blast shape 
  invocation and only one eldritch essence invocation to a 
  single eldritch blast; a warlock can apply both a blast shape 
  invocation and an eldritch essence invocation to the 
  same eldritch blast. 
   
  Detect Magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will. His caster level 
  equals his class level. 
   
  Damage 
  Reduction 
  (Su): 
  Fortified 
  by 
  the 
  supernatural power flowing in his body, a warlock 
  becomes resistant to physical attacks at 3rd level and 
  above, gaining damage reduction 1/cold iron. At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer magic 
  items made for the use of other characters.  When 
  making a Use Magic Device check, a warlock can take 10 
  even if distracted or threatened. 
   
  Languages: Giant, Common, Infernal. 
   
  Warlock Invocations Known (4; DC 18 + equivalent 
  spell level; CL 7th): Least – devil’s sight*, entropic warding*, 
  miasmic cloud*; Lesser – flee the scene*.  *Complete Arcane. 
   
  Possessions: large masterwork chain shirt, large 
  masterwork greatsword, ring of protection +1, vest of 
  resistance +1*, amulet of health +2, cloak of charisma +4, 2 
  potions of cure serious wounds, potion of blur, oil of magic 
  vestment +4.  *Complete Arcane. 
  ENCOUNTER 7 
   
   
   
   
  Ruka: Cloud Giant Mummy; CR 14; Huge Undead 
  (Augmented Giant); HD 17d12; hp 153; Init +1; Spd 30 ft.; 
  AC 30, touch 9, flat-footed 29 (-2 size, +1 Dex, +12 natural, 
  +9 armor); BAB/Grp +12/+36; Atk +28 melee (4d6+26, +2 
  unholy gargantuan morningstar) or +26 melee (2d8+24 plus 
  disease, slam) or +12 ranged (2d8+16, rock); Full Atk 
  +28/+23/+18 melee (4d6+26, +2 unholy gargantuan 
  morningstar) or +26 melee (2d8+24 plus disease, slam) or 
  +12 ranged (2d8+16, rock); Space/Reach 15 ft./15 ft.; SA 
  rock throwing, spell-like abilities; SQ low-light vision, 
  oversized weapon, rock catching, scent, DR 5/–, 
  vulnerability to fire; AL NE; SV Fort +10, Ref +6, Will 
  +12; Str 43, Dex 13, Con –, Int 8, Wis 20, Cha 17.  Libris 
  Mortis, page 110. 
   
  Skills and Feats: Climb +20, Craft (weaponsmith) +9, 
  Diplomacy +5, Intimidate +13, Listen +17, Perform (harp) 
  +4, Sense Motive +11, Spot +17; Awesome Blow, Cleave, 
  Improved Bull Rush, Improved Overrun, Iron Will, 
  Power Attack. 
   
  Despair (Su): At the mere sight of a mummified 
  creature, the viewer must make a Will save DC 21 or be 
  paralyzed with fear for 1d4 rounds.  Whether or not the 
  save is successful, the target cannot be affected again by 
  the mummy’s despair ability for 24 hours.  Save DC is 
  Cha-based. 
   
  Mummy Rot (Su): Supernatural disease – natural 
  weapon, Fort save DC 21, incubation period 1 minute, 
  damage 1d6 Con and 1d6 Cha.  Unlike normal diseases, 
  mummy 
  rot 
  persists 
  until 
  the 
  victim 
  reaches 
  Constitution 0 (and dies) or is cured as described below.  
  Mummy rot is a powerful curse, not a natural disease, a 
  character attempting to cast any conjuration (healing) 
  spell on a creature afflicted with mummy rot must make 
  a DC 20 caster level check, or else the spell has no effect 
  on the afflicted character.  To eliminate mummy rot, the 
  curse must first be broken with break enchantment or 
  remove curse (requiring a DC 20 caster level check for 
  wither spell), after which a caster level check is no longer 
  required to cast healing spells on the victim, and mummy 
  rot can be magically cured as any normal disease.  An 
  afflicted character that dies of mummy rot shrivels away 
  into sand and blows away into nothing at the first wind.  
  Save DC is Cha-based. 
   
  Spell-Like Abilities: 3/day – levitate (self plus 2,000 
  lbs.), obscuring mist; 1/day – fog cloud.  CL 15th; save DC is 
  Cha-based. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial bonus 
  on attack rolls when throwing rocks.  A giant of at least 
  Large size can hurl rocks weighing 40 to 50 lbs. each 
  (Small objects) up to five range increments.  The size of 
  the range increment varies with the giant’s variety (140 ft. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 47 
  for cloud giants).  A Huge giant can hurl rocks of 60 to 80 
  lbs. (Medium objects). 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles of 
  similar shape).  Once per round, a giant that would 
  normally be hit by a rock can make a Reflex save to catch 
  it as a free action.  The DC is 15 for a Small rock, 20 for a 
  Medium one, and 25 for a Large one.  If the projectile 
  provides a magical bonus on attack rolls, the DC increases 
  by that amount.  The giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. 
   
  Oversized Weapon (Ex): A cloud giant wields a 
  great, 
  two-handed 
  morningstar 
  (big 
  enough 
  for 
  Gargantuan creatures) without penalty. 
   
  Languages: Giant, Common. 
   
  Possessions: +2 unholy gargantuan morningstar, +1 huge 
  full plate, ring of major energy resistance (fire), winged boots, 
  cloak of turn resistance*, ring of counterspells (fireball).  *Libris 
  Mortis. 
  Greater Air Necromental: CR 10; Huge Undead (Air, 
  Augmented Elemental); HD 21d12; hp 189; Init +14; Spd 
  fly 100 ft. (perfect); AC 28, touch 18, flat-footed 18 (-2 
  size, +10 Dex, +10 natural); BAB/Grp +15/+28; Atk +23 
  melee (2d8+5, slam); Full Atk +23 melee (2d8+5, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA air mastery, whirlwind, 
  create spawn, energy drain; SQ darkvision 60 ft., 
  elemental traits, fast healing, DR 10/–; AL NE; SV Fort 
  +9, Ref +22, Will +9; Str 20, Dex 31, Con –, Int 1, Wis 10, 
  Cha 1.  Libris Mortis, page 113. 
   
  Skills and Feats: Listen +14, Spot +14; Alertness, Blind-
  fight, Combat Reflexes, Dodge, Flyby Attack, Great 
  Fortitude, Improved InitiativeB, Iron Will, Mobility, 
  Spring Attack, Weapon FinesseB. 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack rises as a necromental 
  1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one negative 
  level.  A necromental can use its energy drain ability once 
  per round, regardless of the number of natural weapon 
  attacks it possesses.  The save to remove the negative 
  level 24 hours later is DC 20.  When a necromental 
  bestows a negative level, it gains 5 temporary hp (10 on a 
  critical hit).  These temporary hit points last for up to one 
  hour. 
   
  Fast Healing (Ex): An air necromental heals 3 
  points of damage each round as long as it is within five 
  feet of some form of its element (air). 
   
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental. 
   
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 1 round for every 2 HD it has.  In this 
  form, the elemental can move through the air or along a 
  surface at its fly speed.  The whirlwind is 5 feet wide at 
  the base, up to 30 feet wide at the top, and up to 50 feet 
  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 whirlwind form does 
  not provoke attacks of opportunity, even if the elemental 
  enters the space another creature occupies.  Another 
  creature might be caught in the whirlwind if it touches 
  or enters the whirlwind, or if the elemental moves into or 
  through the creature’s square. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind and may be lifted into the air.  The creature 
  must first make the indicated Reflex save or take damage. 
   It must also succeed on a second Reflex save or be picked 
  up bodily and help suspended in the powerful winds, 
  automatically taking the indicated damage each round.  A 
  creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind.  The creature still takes damage 
  but can leave if successful. 
   
  Creatures trapped in the whirlwind 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 succeed 
  on a Concentration check (DC 15 + spell level) to cast a 
  spell.  Creatures caught in whirlwind take a – 4 penalty to 
  dexterity and a –2 penalty on attack rolls. The elemental 
  can have only as many creatures inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume. 
   
  The whirlwind can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be.  A summoned elemental always 
  ejects trapped creatures before returning to its home 
  plane. 
   
  As this room is filled with free floating debris, the 
  elemental’s whirlwind creates a swirling cloud of debris 
  20 feet in diameter centered on the necromental.  The 
  cloud obscures all vision, including darkvision, beyond 
  five feet.  Creatures five feet away have concealment, 
  while those further away have total concealment.  Those 
  caught in the cloud must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  Greater air elemental: save DC 25, 2d8 damage, 10 – 
  60 ft. tall. 
  Greasy Chill: Living Spell; CR 10; Large Ooze; HD 
  9d10+18; hp 81; Init +1; Spd 20 ft.; AC 15, touch 15, flat-
  footed 14 (-1 size, +1 Dex, +5 deflection); BAB/Grp 
  +6/+12; 
  Atk/Full 
  Atk 
  +7 
  melee 
  (1d6+3, 
  slam); 
  Space/Reach 10 ft./5 ft.; SA spell effect, engulf; SQ ooze 
  traits, DR 10/magic, SR 19 (10 + its caster level); AL N; SV 
  Fort +5, Ref +4, Will +4; Str 15, Dex 12, Con 15, Int –, Wis 
  12, Cha 15.  Monster Manual 3, page 91. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area of effect of the spell itself.  Saves apply as normal for 
  the spell; the DC is 17 for the cone of cold and 13 for the 
  grease.  This living spell is composed of a cone of cold spell 
  and a grease spell, both at CL 9th. 
   
  Engulf (Ex): This creature can flow around creatures 
  that fit within its space as a standard action.  It cannot 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 48 
  make a slam attack during the round in which it engulfs.  
  It merely has to move over the opponents, affecting as 
  many as it can cover.  Opponents can make attacks of 
  opportunity against the living spell, but if the do so they 
  are not entitled to a saving throw.  Those who do not 
  attempt attacks of opportunity must succeed on a Reflex 
  save (DC 17) or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the spell moves 
  forward.  Engulfed creatures are subject to the full 
  normal effects of the spells each round on the living 
  spell’s turn, and are considered to be grappled. 
   
  
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  APPENDIX 5 – APL 14 
   
  ENCOUNTER 2 
   
   
   
   
  Giants Not on Alert 
  Fomorian Giant: CR 11; Huge Giant; HD 15d8+90; hp 
  158; Init +1; Spd: 40 ft.; AC 21, touch 9, flat-footed 20 (-2 
  size, +1 Dex, +9 natural, +3 armor); BAB/Grp +11/+31; 
  Atk +21 melee (4d6+18/19-20, huge heavy flail) or +21 
  melee (1d8+12, slam); Full Atk +21/+16/+11 melee 
  (4d6+18/19-20, huge heavy flail) or +21 melee (1d8+12, 2 
  slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18; SQ 
  DR 5/–, fast healing 5, scent, low-light vision; AL NE; SV 
  Fort +15, Ref +6, Will +6; Str 34, Dex 12, Con 22, Int 11, 
  Wis 13, Cha 9.  Monster Manual II, page 105. 
   
  Skills and Feats: Listen +3, Move Silently +29, Spot 
  +21; Alertness, Cleave, Great Cleave, Power Attack, Track. 
   
  Skills: A fomorian has a +10 racial bonus to Move 
  Silently checks. 
   
  Languages: Giant, Common. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a fomorian can trample opponents at least 
  one size category smaller than itself.  This attack deals 
  2d10+18 points of bludgeoning damage.  A trampled 
  opponent can attempt either an attack of opportunity at a 
  –4 penalty or a Reflex save (DC 29) for half damage. 
   
  Fast Healing (Ex): A Fomorian regains lost hit 
  points at the rate of 5 per round.  Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the fomorian to regrow 
  or reattach lost body parts. 
   
  Scent (Ex): A fomorian can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Possessions: huge hide armor, huge heavy flail. 
  Gnoll Archer: Male Gnoll Ftr10; CR 11; Medium 
  Humanoid (Gnoll); HD 2d8+10d10+60; hp 132; Init +4; 
  Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 
  natural, +6 armor); BAB/Grp +11/+15; Atk +16 melee 
  (1d8+7/x3, +1 battleaxe) or +18 ranged (1d8+7/19-20/x3, 
  +1 unholy composite longbow (+4 Str bonus)) or +14/+14 
  ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 
  Str bonus)); Full Atk +16/+11/+6 melee (1d8+7/x3, +1 
  battleaxe) or +18/+13/+8 ranged (1d8+7/19-20/x3, +1 
  unholy composite longbow (+4 Str bonus)) or +18/+18/+13/+8 
  ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 
  Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort 
  +14, Ref +7, Will +5; Str 18, Dex 19, Con 18, Int 6, Wis 10, 
  Cha 6. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +2, Spot 
  +3; Greater Weapon Focus (composite longbow), 
  Improved Critical (composite longbow), Improved Rapid 
  Shot*, Improved Toughness*, Iron Will, Manyshot, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (composite longbow), Weapon Specialization (composite 
  longbow).  *Complete Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), 
  quiver (40 arrows, 20 adamantine arrows), +1 mithral 
  breastplate, potion of cure moderate wounds. 
  Gnoll Ranger: Male Gnoll Rgr10; CR 11; Medium 
  Humanoid (Gnoll); HD 2d8+10d8+36; hp 99; Init +6; Spd 
  40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 natural, 
  +6 armor); BAB/Grp +11/+15; Atk +16 melee (1d8+7/x3, 
  +1 battleaxe) or +19 ranged (1d8+5/19-20/x3, +1 bane 
  (human) seeking composite longbow (+4 Str bonus)) or 
  +15/+15 ranged (1d8+5/19-20/x3, +1 bane (human) seeking 
  composite longbow (+4 Str bonus)); Full Atk +16/+11/+6 
  melee (1d8+7/x3, +1 battleaxe) or +19/+14/+9 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)) or +19/+19/+14/+9 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)); SA favored enemies (human +6, elf 
  +2, halfling +2); SQ darkvision 60 ft., wild empathy +8 
  (+12 with animal companion), woodland stride, animal 
  companion (Scar the wolf), swift tracker, evasion; AL NE; 
  SV Fort +13, Ref +13, Will +5; Str 18, Dex 19 (23), Con 16, 
  Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +11, Knowledge 
  (nature) +1, Listen +10, Move Silently +11, Search +4, 
  Spot +10, Survival +10 (+12 tracking); Endurance, 
  Improved Critical (composite longbow), Improved Rapid 
  Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Focus (composite longbow).  
  *Complete Warrior. 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (2/2, save DC 12 + spell level): 
  1st – entangle, longstrider; 2nd – cat’s grace, protection from 
  energy (fire). 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane 
  (human) seeking composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +1 mithral breastplate, potion 
  of cure moderate wounds. 
  Scar, Wolf Animal Companion: Medium Animal; HD 
  4d8+8; hp 30; Init +3; Spd 50 ft. (60 ft. until it moves away 
  from the ranger); AC 17, touch 13, flat-footed 14 (+3 Dex, 
  +4 natural); BAB/Grp +3/+5; Atk/Full Atk +6 melee 
  (1d6+3, bite); SA trip; SQ low-light vision, scent, link, 
  share spells, evasion; AL N; SV Fort +6, Ref +7, Will +2; 
  Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +2 (+6 tracking by scent); Dodge, 
  TrackB, Weapon Focus (bite). 
   
  Tricks (2): attack, defend. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 50 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Giants on Alert 
  Fiendish Fomorian Giant: CR 13; Huge Giant 
  (Extraplanar); HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; 
  AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, 
  +3 armor); BAB/Grp +11/+31; Atk +22 melee (4d6+19/19-
  20, +1 huge heavy flail) or +21 melee (1d8+12, slam); Full 
  Atk +22/+17/+12 melee (4d6+19/19-20, +1 huge heavy flail) 
  or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; 
  SA trample 2d10+18, smite good 1/day, natural weapons 
  are treated as magic weapons for the purpose of 
  overcoming DR; SQ DR 5/– and 10/magic, fast healing 5, 
  scent, low-light vision, darkvision 60 ft., cold/fire 
  resistance 10, SR 20 (HD + 5); AL NE; SV Fort +15, Ref 
  +6, Will +6; Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9.  
  Monster Manual II, page 105. 
   
  Skills and Feats: Listen +3, Move Silently +29, Spot 
  +21; Alertness, Cleave, Great Cleave, Power Attack, Track. 
   
  Skills: A fomorian has a +10 racial bonus to Move 
  Silently checks. 
   
  Languages: Giant, Common. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a fomorian can trample opponents at least 
  one size category smaller than itself.  This attack deals 
  2d10+18 points of bludgeoning damage.  A trampled 
  opponent can attempt either an attack of opportunity at a 
  –4 penalty or a Reflex save (DC 29) for half damage. 
   
  Fast Healing (Ex): A Fomorian regains lost hit 
  points at the rate of 5 per round.  Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the fomorian to regrow 
  or reattach lost body parts. 
   
  Scent (Ex): A fomorian can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (max +20) against a good foe. 
   
  Possessions: huge hide armor, +1 huge heavy flail. 
  Gnoll Archer: Male Gnoll Ftr12; CR 13; Medium 
  Humanoid (Gnoll); HD 2d8+12d10+84; hp 165; Init +4; 
  Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 
  natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee 
  (1d8+7/x3, +1 battleaxe) or +21 ranged (1d8+9/19-20/x3, 
  +1 unholy composite longbow (+4 Str bonus)) or +17/+17 
  ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 
  Str bonus)); Full Atk +18/+13/+8 melee (1d8+7/x3, +1 
  battleaxe) or +21/+16/+11 ranged (1d8+9/19-20/x3, +1 
  unholy 
  composite 
  longbow 
  (+4 
  Str 
  bonus)) 
  or 
  +21/+21/+16/+11 ranged (1d8+9/19-20/x3, +1 unholy 
  composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 
  ft.; AL NE; SV Fort +16 (+19), Ref +8 (+11), Will +6 (+9); 
  Str 18, Dex 19, Con 18 (20), Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +3, Spot 
  +3; Greater Weapon Focus (composite longbow), Greater 
  Weapon Specialization (composite longbow), Improved 
  Critical (composite longbow), Improved Rapid Shot*, 
  Improved Toughness*, Iron Will, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (composite longbow), Weapon Specialization (composite 
  longbow).  *Complete Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), 
  quiver (40 arrows, 20 adamantine arrows), +1 mithral 
  breastplate, potion of cure serious wounds, cloak of resistance +3, 
  lesser bracers of archery, amulet of health +2. 
  Gnoll Ranger: Male Gnoll Rgr12; CR 13; Medium 
  Humanoid (Gnoll); HD 2d8+12d8+56; hp 126; Init +6; 
  Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 
  natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee 
  (1d8+7/x3, +1 battleaxe) or +22 ranged (1d8+5/19-20/x3, 
  +1 bane (human) seeking composite longbow (+4 Str bonus)) or 
  +18/+18 ranged (1d8+5/19-20/x3, +1 bane (human) seeking 
  composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 
  melee (1d8+7/x3, +1 battleaxe) or +22/+17/+12 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)) or +22/+22/+17/+12 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)); SA favored enemies (human +6, elf 
  +2, halfling +2); SQ darkvision 60 ft., wild empathy +10 
  (+14 with animal companion), woodland stride, animal 
  companion (Scar the wolf), swift tracker, evasion; AL NE; 
  SV Fort +15 (+18), Ref +14 (+17), Will +6 (+9); Str 18, Dex 
  19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +12 (+32 in hills), 
  Knowledge (nature) +1, Listen +12, Move Silently +12 
  (+32), Search +4, Spot +12, Survival +12 (+14 tracking); 
  Endurance, Improved Critical (composite longbow), 
  Improved 
  Precise 
  Shot, 
  Improved 
  Rapid 
  Shot*, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow).  *Complete 
  Warrior. 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (2/2/1, save DC 12 + spell 
  level): 1st – entangle, longstrider; 2nd – cat’s grace, protection 
  from energy (fire); 3rd – forestfold*.  *Complete Adventurer. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane 
  (human) seeking composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +1 mithral breastplate, potion 
  of cure serious wounds, cloak of resistance +3, lesser bracers of 
  archery, amulet of health +2. 
  Scar, Wolf Animal Companion: Medium Animal; HD 
  6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves 
  away from the ranger); AC 19, touch 13, flat-footed 16 (+3 
  Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +7 melee 
  (1d6+3, bite); SA trip; SQ low-light vision, scent, link, 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 51 
  share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +4 (+8 tracking by scent); Dodge, 
  Mobility, TrackB, Weapon Focus (bite). 
   
  Tricks (3): attack, defend, track. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  ENCOUNTER 5 
   
   
   
   
  Giants Not on Alert 
  Urg: Male Bugbear Rog5/Asn9; CR 16; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+9d6+68; hp 132; 
  Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat-
  footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); 
  BAB/Grp +11/+15; Atk +16 melee (1d8+7 plus 1d6 cold, 
  +1 frost morningstar) or +18 ranged (1d4+4 plus poison/19-
  20, dagger) or +16 melee touch (rod of withering); Full Atk 
  +16/+11/+6 melee (1d8+7 plus 1d6 cold, +1 frost 
  morningstar) 
  or 
  +18/+13/+8 
  ranged 
  (1d4+4 
  plus 
  poison/19-20, dagger) or +16/+11/+6 melee touch (rod of 
  withering); SA sneak attack +8d6, death attack (DC 24), 
  spells; SQ darkvision 60 ft., scent, trapfinding, evasion, 
  trap sense +1, uncanny dodge, improved uncanny dodge, 
  +4 save against poison, poison use, hide in plain sight; AL 
  LE; SV Fort +9 (+12), Ref +20 (+23), Will +6 (+9); Str 18, 
  Dex 20 (24), Con 16 (18), Int 16 (20), Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +18, Climb +11, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +14, 
  Hide +24, Intimidate +0, Jump +13, Listen +3, Move 
  Silently +28, Open Lock +12, Sleight of Hand +9, Spot +3, 
  Tumble +26, Use Magic Device +13; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Iron Will, 
  Mobility. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (5/4/4/3, save DC 15 + spell 
  level): 1st – critical strike*, distract assailant*, obscuring mist, 
  true strike; 2nd – fire shuriken**, invisibility, pass without trace, 
  spider climb; 3rd – deeper darkness, misdirection, nondetection, 
  spectral weapon*; 4th – freedom of movement, greater 
  invisibility, shadow form*.  *Complete Adventurer, **Complete 
  Arcane. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), cloak of resistance +3, amulet of health 
  +2, gloves of dexterity +4, headband of intellect +4, rod of 
  withering, potion of gaseous form, potion of cure moderate 
  wounds, potion of haste, potion of shield of faith +5, potion of 
  spider climb, potion of invisibility, potion of gaseous form. 
  Giants on Alert 
  Urg: Male Bugbear Rog5/Asn9; CR 16; Medium 
  Humanoid (Goblinoid); HD 3d8+5d6+9d6+68; hp 132; 
  Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat-
  footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); 
  BAB/Grp +11/+15; Atk +16 melee (1d8+7 plus 1d6 cold, 
  +1 frost morningstar) or +18 ranged (1d4+4 plus poison/19-
  20, dagger) or +16 melee touch (rod of withering); Full Atk 
  +16/+11/+6 melee (1d8+7 plus 1d6 cold, +1 frost 
  morningstar) 
  or 
  +18/+13/+8 
  ranged 
  (1d4+4 
  plus 
  poison/19-20, dagger) or +16/+11/+6 melee touch (rod of 
  withering); SA sneak attack +8d6, death attack (DC 24), 
  spells; SQ darkvision 60 ft., scent, trapfinding, evasion, 
  trap sense +1, uncanny dodge, improved uncanny dodge, 
  +4 save against poison, poison use, hide in plain sight; AL 
  LE; SV Fort +9 (+12), Ref +20 (+23), Will +6 (+9); Str 18, 
  Dex 20 (24), Con 16 (18), Int 16 (20), Wis 8, Cha 8. 
   
  Skills and Feats: Balance +8, Bluff +18, Climb +11, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +14, 
  Hide +24, Intimidate +0, Jump +13, Listen +3, Move 
  Silently +28, Open Lock +12, Sleight of Hand +9, Spot +3, 
  Tumble +26, Use Magic Device +13; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Iron Will, 
  Mobility. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (5/4/4/3, save DC 15 + spell 
  level): 1st – critical strike*, distract assailant*, obscuring mist, 
  true strike; 2nd – fire shuriken**, invisibility, pass without trace, 
  spider climb; 3rd – deeper darkness, misdirection, nondetection, 
  spectral weapon*; 4th – freedom of movement, greater 
  invisibility, shadow form*.  *Complete Adventurer, **Complete 
  Arcane. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), cloak of resistance +3, amulet of health 
  +2, gloves of dexterity +4, headband of intellect +4, rod of 
  withering, potion of gaseous form, potion of cure moderate 
  wounds, potion of haste, potion of shield of faith +5, potion of 
  spider climb, potion of invisibility, potion of gaseous form. 
  Aglashti: Male Ogre Mage Warlock9; CR 17; Large 
  Giant; HD 5d8+9d6+56; hp 113; Init +8; Spd 40 ft., fly 40 
  ft. (good); AC 29, touch 16, flat-footed 25 (-1 size, +4 Dex, 
  +5 natural, +8 armor, +3 deflection); BAB/Grp +9/+17; 
  Atk 
  +13 
  melee 
  (3d6+6/19-20, 
  large 
  masterwork 
  greatsword) or +13 ranged touch (5d6, eldritch blast); Full 
  Atk +13/+8 melee (3d6+6/19-20, large masterwork 
  greatsword) or +13 ranged touch (5d6, eldritch blast); 
  Space/Reach 10 ft./10 ft.; SA spell-like abilities, 
  invocations (least, lesser; CL 9th), eldritch blast 5d6; SQ 
  darkvision 90 ft., low-light vision, regeneration 5, SR 19, 
  detect magic, DR 2/cold iron, deceive item, fiendish 
  resilience 1; AL LE; SV Fort +11 (+12), Ref +8 (+9), Will 
  +15 (+16); Str 18, Dex 18, Con 16 (18), Int 14, Wis 14, Cha 
  22 (26).  Complete Arcane, page 5. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 52 
   
  Skills and Feats: Concentration +20, Knowledge 
  (arcana) +10, Listen +6, Spellcraft +19, Spot +6, Use Magic 
  Device +17 (+19 scrolls); Combat Casting, Force of 
  Personality*, Improved Initiative, Point Blank Shot, 
  Weapon Focus (eldritch blast).  *Complete Adventurer. 
   
  Spell-Like Abilities: At will – darkness, invisibility; 
  1/day – charm person (DC 19), cone of cold (DC 23), gaseous 
  form, polymorph, sleep (DC 19).  CL 9th; save DC is Cha-
  based. 
   
  Flight (Su): An ogre mage can cease or resume flight 
  as a free action.  While using gaseous form it can fly at its 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump.  Reattachment takes 1 minute.  If 
  the head or some other vital organ is severed, it must be 
  reattached within 10 minutes or the creature dies.  An 
  ogre mage cannot regrow lost body parts. 
   
  Invocations (Sp): A warlock does not prepare or 
  cast spells as other wielders of arcane magic do. Instead, 
  he possesses a repertoire of attacks, defenses, and abilities 
  known as invocations that require him to focus the wild 
  energy that suffuses his soul. A warlock can use any 
  invocation he knows at will, with the following 
  qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that provokes 
  attacks of opportunity. An invocation can be disrupted, 
  just as a spell can be ruined during casting. A warlock is 
  entitled to a Concentration check to successfully use an 
  invocation if he is hit by an attack while invoking, just as 
  a spellcaster would be. A warlock can choose to use an 
  invocation 
  defensively, 
  by 
  making 
  a 
  successful 
  Concentration check, to avoid provoking attacks of 
  opportunity. A warlock’s invocations are subject to spell 
  resistance unless an invocation’s description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level.  A warlock can 
  dismiss any invocation as a standard action, just as a 
  wizard can dismiss a spell. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. Since spell-like abilities are not actually spells, a 
  warlock cannot benefit from the Spell Focus feat. He can, 
  however, benefit from the Ability Focus feat (see page 
  303 of the Monster Manual), as well as from feats that 
  emulate metamagic effects for spell-like abilities, such as 
  Quicken Spell-Like Ability and Empower Spell-Like 
  Ability (see pages 303 and 304 of the Monster Manual). 
   
  The four grades of invocations, in order of their 
  relative power, are least, lesser, greater, and dark. A 
  warlock begins with knowledge of one invocation, which 
  must be of the lowest grade (least). As a warlock gains 
  levels, he learns new invocations, as described in Complete 
  Arcane. 
   
  At any level when a warlock learns a new invocation, 
  he can also replace an invocation he already knows with 
  another invocation of the same or a lower grade. At 6th 
  level, a warlock can replace a least invocation he knows 
  with a different least invocation (in addition to learning a 
  new invocation, which could be either least or lesser). At 
  11th level, a warlock can replace a least or lesser 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, or greater). At 
  16th level, a warlock can replace a least, lesser, or greater 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, greater, or dark). 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance (warlocks do not 
  suffer arcane spell failure chance for invocations when 
  wearing light armor). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating effects.  
  Eldritch blast is an invocation.  A warlock can use eldritch 
  blast at will. 
   
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, allowing 
  no saving throw. An eldritch blast deals 1d6 points of 
  damage at 1st level and increases in power as the warlock 
  rises in level.  An eldritch blast deals half damage to 
  objects. An eldritch blast is the equivalent of a 1st level 
  spell. 
   
  If you apply a blast shape or eldritch essence 
  invocation to your eldritch blast, your eldritch blast uses the 
  level equivalent of the shape or essence (whichever is 
  higher if both are applied).  Unless noted otherwise, 
  eldritch blast modified by blast shape and eldritch essence 
  invocations deal damage normally in addition to 
  imparting the effects described in the invocation 
  description.  A warlock can apply only one blast shape 
  invocation and only one eldritch essence invocation to a 
  single eldritch blast; a warlock can apply both a blast shape 
  invocation and an eldritch essence invocation to the 
  same eldritch blast. 
   
  Detect Magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will. His caster level 
  equals his class level. 
   
  Damage 
  Reduction 
  (Su): 
  Fortified 
  by 
  the 
  supernatural power flowing in his body, a warlock 
  becomes resistant to physical attacks at 3rd level and 
  above, gaining damage reduction 1/cold iron. At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer magic 
  items made for the use of other characters.  When 
  making a Use Magic Device check, a warlock can take 10 
  even if distracted or threatened. 
   
  Fiendish Resilience (Su): Beginning at 8th level, a 
  warlock knows the trick of fiendish resilience.  Once per 
  day, as a free action, he can enter a state that lasts for 2 
  minutes.  While in this state, the warlock gains fast 
  healing 1.  At 13th level, a warlock’s fiendish resilience 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 53 
  improves to fast healing 2, and at 18th level, it improves to 
  fast healing 5. 
   
  Languages: Giant, Common, Infernal. 
   
  Warlock Invocations Known (5; DC 18 + equivalent 
  spell level; CL 9th): Least – devil’s sight*, entropic warding*, 
  miasmic cloud*; Lesser – flee the scene*, voracious dispelling*.  
  *Complete Arcane. 
   
  Possessions: large masterwork chain shirt, large 
  masterwork greatsword, ring of protection +3, vest of 
  resistance +1*, amulet of health +2, cloak of charisma +4, 2 
  potions of cure serious wounds, potion of blur, oil of magic 
  vestment +4.  *Complete Arcane. 
  ENCOUNTER 7 
   
   
   
   
  Ruka: Evolved(x2) Cloud Giant Mummy; CR 16; Huge 
  Undead (Augmented Giant); HD 17d12; hp 153; Init +1; 
  Spd 30 ft.; AC 32, touch 9, flat-footed 31 (-2 size, +1 Dex, 
  +14 natural, +9 armor); BAB/Grp +12/+38; Atk +30 melee 
  (4d6+29, +2 unholy gargantuan morningstar) or +28 melee 
  (2d8+27 plus disease, slam) or +12 ranged (2d8+18, rock); 
  Full Atk +30/+25/+20 melee (4d6+29, +2 unholy 
  gargantuan morningstar) or +28 melee (2d8+27 plus 
  disease, slam) or +12 ranged (2d8+18, rock); Space/Reach 
  15 ft./15 ft.; SA rock throwing, spell-like abilities; SQ low-
  light vision, oversized weapon, rock catching, scent, DR 
  5/–, vulnerability to fire, fast healing 3; AL NE; SV Fort 
  +10, Ref +6, Will +12; Str 47, Dex 13, Con –, Int 8, Wis 20, 
  Cha 21.  Libris Mortis, pages 100 and 110. 
   
  Skills and Feats: Climb +22, Craft (weaponsmith) +9, 
  Diplomacy +7, Intimidate +15, Listen +17, Perform (harp) 
  +6, Sense Motive +11, Spot +17; Awesome Blow, Cleave, 
  Improved Bull Rush, Improved Overrun, Iron Will, 
  Power Attack. 
   
  Despair (Su): At the mere sight of a mummified 
  creature, the viewer must make a Will save DC 23 or be 
  paralyzed with fear for 1d4 rounds.  Whether or not the 
  save is successful, the target cannot be affected again by 
  the mummy’s despair ability for 24 hours.  Save DC is 
  Cha-based. 
   
  Mummy Rot (Su): Supernatural disease – natural 
  weapon, Fort save DC 23, incubation period 1 minute, 
  damage 1d6 Con and 1d6 Cha.  Unlike normal diseases, 
  mummy 
  rot 
  persists 
  until 
  the 
  victim 
  reaches 
  Constitution 0 (and dies) or is cured as described below.  
  Mummy rot is a powerful curse, not a natural disease, a 
  character attempting to cast any conjuration (healing) 
  spell on a creature afflicted with mummy rot must make 
  a DC 20 caster level check, or else the spell has no effect 
  on the afflicted character.  To eliminate mummy rot, the 
  curse must first be broken with break enchantment or 
  remove curse (requiring a DC 20 caster level check for 
  wither spell), after which a caster level check is no longer 
  required to cast healing spells on the victim, and mummy 
  rot can be magically cured as any normal disease.  An 
  afflicted character that dies of mummy rot shrivels away 
  into sand and blows away into nothing at the first wind.  
  Save DC is Cha-based. 
   
  Spell-Like Abilities: 3/day – levitate (self plus 2,000 
  lbs.), obscuring mist; 1/day – fog cloud.  CL 15th; save DC is 
  Cha-based. 
   
  Spell-Like Abilities: 1/day – cone of cold (DC 20), 
  greater dispel magic.  CL 17th; save DC is Cha-based. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial bonus 
  on attack rolls when throwing rocks.  A giant of at least 
  Large size can hurl rocks weighing 40 to 50 lbs. each 
  (Small objects) up to five range increments.  The size of 
  the range increment varies with the giant’s variety (140 ft. 
  for cloud giants).  A Huge giant can hurl rocks of 60 to 80 
  lbs. (Medium objects). 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles of 
  similar shape).  Once per round, a giant that would 
  normally be hit by a rock can make a Reflex save to catch 
  it as a free action.  The DC is 15 for a Small rock, 20 for a 
  Medium one, and 25 for a Large one.  If the projectile 
  provides a magical bonus on attack rolls, the DC increases 
  by that amount.  The giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. 
   
  Oversized Weapon (Ex): A cloud giant wields a 
  great, 
  two-handed 
  morningstar 
  (big 
  enough 
  for 
  Gargantuan creatures) without penalty. 
   
  Languages: Giant, Common. 
   
  Possessions: +2 unholy gargantuan morningstar, +1 huge 
  full plate, ring of major energy resistance (fire), winged boots, 
  cloak of turn resistance*, ring of counterspells (fireball).  *Libris 
  Mortis. 
  Elder Air Necromental: CR 12; Huge Undead (Air, 
  Augmented Elemental); HD 24d12; hp 216; Init +15; Spd 
  fly 100 ft. (perfect); AC 29, touch 19, flat-footed 18 (-2 
  size, +11 Dex, +10 natural); BAB/Grp +18/+32; Atk +27 
  melee (2d8+6, slam); Full Atk +27 melee (2d8+6, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA air mastery, whirlwind, 
  create spawn, energy drain; SQ darkvision 60 ft., 
  elemental traits, fast healing, DR 10/–; AL NE; SV Fort 
  +10, Ref +25, Will +10; Str 22, Dex 33, Con –, Int 1, Wis 
  10, Cha 1.  Libris Mortis, page 113. 
   
  Skills and Feats: Listen +29, Spot +29; Alertness, Blind-
  fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, 
  Great Fortitude, Improved InitiativeB, Iron Will, 
  Mobility, Power Attack, Spring Attack, Weapon FinesseB. 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack rises as a necromental 
  1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one negative 
  level.  A necromental can use its energy drain ability once 
  per round, regardless of the number of natural weapon 
  attacks it possesses.  The save to remove the negative 
  level 24 hours later is DC 22.  When a necromental 
  bestows a negative level, it gains 5 temporary hp (10 on a 
  critical hit).  These temporary hit points last for up to one 
  hour. 
   
  Fast Healing (Ex): An air necromental heals 3 
  points of damage each round as long as it is within five 
  feet of some form of its element (air). 
  
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  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental. 
   
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 1 round for every 2 HD it has.  In this 
  form, the elemental can move through the air or along a 
  surface at its fly speed.  The whirlwind is 5 feet wide at 
  the base, up to 30 feet wide at the top, and up to 50 feet 
  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 whirlwind form does 
  not provoke attacks of opportunity, even if the elemental 
  enters the space another creature occupies.  Another 
  creature might be caught in the whirlwind if it touches 
  or enters the whirlwind, or if the elemental moves into or 
  through the creature’s square. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind and may be lifted into the air.  The creature 
  must first make the indicated Reflex save or take damage. 
   It must also succeed on a second Reflex save or be picked 
  up bodily and help suspended in the powerful winds, 
  automatically taking the indicated damage each round.  A 
  creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind.  The creature still takes damage 
  but can leave if successful. 
   
  Creatures trapped in the whirlwind 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 succeed 
  on a Concentration check (DC 15 + spell level) to cast a 
  spell.  Creatures caught in whirlwind take a – 4 penalty to 
  dexterity and a –2 penalty on attack rolls. The elemental 
  can have only as many creatures inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume. 
   
  The whirlwind can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be.  A summoned elemental always 
  ejects trapped creatures before returning to its home 
  plane. 
   
  As this room is filled with free floating debris, the 
  elemental’s whirlwind creates a swirling cloud of debris 
  20 feet in diameter centered on the necromental.  The 
  cloud obscures all vision, including darkvision, beyond 
  five feet.  Creatures five feet away have concealment, 
  while those further away have total concealment.  Those 
  caught in the cloud must succeed on a Concentration 
  check (DC 15 + spell level) to cast a spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  Elder air elemental: save DC 28, 2d8 damage, 10 – 60 
  ft. tall. 
  Greasy Chill: Living Spell; CR 10; Large Ooze; HD 
  9d10+18; hp 81; Init +1; Spd 20 ft.; AC 15, touch 15, flat-
  footed 14 (-1 size, +1 Dex, +5 deflection); BAB/Grp 
  +6/+12; 
  Atk/Full 
  Atk 
  +7 
  melee 
  (1d6+3, 
  slam); 
  Space/Reach 10 ft./5 ft.; SA spell effect, engulf; SQ ooze 
  traits, DR 10/magic, SR 19 (10 + its caster level); AL N; SV 
  Fort +5, Ref +4, Will +4; Str 15, Dex 12, Con 15, Int –, Wis 
  12, Cha 15.  Monster Manual 3, page 91. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area of effect of the spell itself.  Saves apply as normal for 
  the spell; the DC is 17 for the cone of cold and 13 for the 
  grease.  This living spell is composed of a cone of cold spell 
  and a grease spell, both at CL 9th. 
   
  Engulf (Ex): This creature can flow around creatures 
  that fit within its space as a standard action.  It cannot 
  make a slam attack during the round in which it engulfs.  
  It merely has to move over the opponents, affecting as 
  many as it can cover.  Opponents can make attacks of 
  opportunity against the living spell, but if the do so they 
  are not entitled to a saving throw.  Those who do not 
  attempt attacks of opportunity must succeed on a Reflex 
  save (DC 17) or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the spell moves 
  forward.  Engulfed creatures are subject to the full 
  normal effects of the spells each round on the living 
  spell’s turn, and are considered to be grappled. 
   
  
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  APPENDIX 6 – APL 16 
   
  ENCOUNTER 2 
   
   
   
   
  Giants Not on Alert 
  Fiendish Fomorian Giant: CR 13; Huge Giant 
  (Extraplanar); HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; 
  AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, 
  +3 armor); BAB/Grp +11/+31; Atk +22 melee (4d6+19/19-
  20, +1 huge heavy flail) or +21 melee (1d8+12, slam); Full 
  Atk +22/+17/+12 melee (4d6+19/19-20, +1 huge heavy flail) 
  or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; 
  SA trample 2d10+18, smite good 1/day, natural weapons 
  are treated as magic weapons for the purpose of 
  overcoming DR; SQ DR 5/– and 10/magic, fast healing 5, 
  scent, low-light vision, darkvision 60 ft., cold/fire 
  resistance 10, SR 20 (HD + 5); AL NE; SV Fort +15, Ref 
  +6, Will +6; Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9.  
  Monster Manual II, page 105. 
   
  Skills and Feats: Listen +3, Move Silently +29, Spot 
  +21; Alertness, Cleave, Great Cleave, Power Attack, Track. 
   
  Skills: A fomorian has a +10 racial bonus to Move 
  Silently checks. 
   
  Languages: Giant, Common. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a fomorian can trample opponents at least 
  one size category smaller than itself.  This attack deals 
  2d10+18 points of bludgeoning damage.  A trampled 
  opponent can attempt either an attack of opportunity at a 
  –4 penalty or a Reflex save (DC 29) for half damage. 
   
  Fast Healing (Ex): A Fomorian regains lost hit 
  points at the rate of 5 per round.  Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the fomorian to regrow 
  or reattach lost body parts. 
   
  Scent (Ex): A fomorian can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (max +20) against a good foe. 
   
  Possessions: huge hide armor, +1 huge heavy flail. 
  Gnoll Archer: Male Gnoll Ftr12; CR 13; Medium 
  Humanoid (Gnoll); HD 2d8+12d10+84; hp 165; Init +4; 
  Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 
  natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee 
  (1d8+7/x3, +1 battleaxe) or +21 ranged (1d8+9/19-20/x3, 
  +1 unholy composite longbow (+4 Str bonus)) or +17/+17 
  ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 
  Str bonus)); Full Atk +18/+13/+8 melee (1d8+7/x3, +1 
  battleaxe) or +21/+16/+11 ranged (1d8+9/19-20/x3, +1 
  unholy 
  composite 
  longbow 
  (+4 
  Str 
  bonus)) 
  or 
  +21/+21/+16/+11 ranged (1d8+9/19-20/x3, +1 unholy 
  composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 
  ft.; AL NE; SV Fort +16 (+19), Ref +8 (+11), Will +6 (+9); 
  Str 18, Dex 19, Con 18 (20), Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +7, Jump +7, Listen +3, Spot 
  +3; Greater Weapon Focus (composite longbow), Greater 
  Weapon Specialization (composite longbow), Improved 
  Critical (composite longbow), Improved Rapid Shot*, 
  Improved Toughness*, Iron Will, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (composite longbow), Weapon Specialization (composite 
  longbow).  *Complete Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), 
  quiver (40 arrows, 20 adamantine arrows), +1 mithral 
  breastplate, potion of cure serious wounds, cloak of resistance +3, 
  lesser bracers of archery, amulet of health +2. 
  Gnoll Ranger: Male Gnoll Rgr12; CR 13; Medium 
  Humanoid (Gnoll); HD 2d8+12d8+56; hp 126; Init +6; 
  Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 
  natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee 
  (1d8+7/x3, +1 battleaxe) or +22 ranged (1d8+5/19-20/x3, 
  +1 bane (human) seeking composite longbow (+4 Str bonus)) or 
  +18/+18 ranged (1d8+5/19-20/x3, +1 bane (human) seeking 
  composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 
  melee (1d8+7/x3, +1 battleaxe) or +22/+17/+12 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)) or +22/+22/+17/+12 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)); SA favored enemies (human +6, elf 
  +2, halfling +2); SQ darkvision 60 ft., wild empathy +10 
  (+14 with animal companion), woodland stride, animal 
  companion (Scar the wolf), swift tracker, evasion; AL NE; 
  SV Fort +15 (+18), Ref +14 (+17), Will +6 (+9); Str 18, Dex 
  19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +12 (+32 in hills), 
  Knowledge (nature) +1, Listen +12, Move Silently +12 
  (+32), Search +4, Spot +12, Survival +12 (+14 tracking); 
  Endurance, Improved Critical (composite longbow), 
  Improved 
  Precise 
  Shot, 
  Improved 
  Rapid 
  Shot*, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow).  *Complete 
  Warrior. 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (2/2/1, save DC 12 + spell 
  level): 1st – entangle, longstrider; 2nd – cat’s grace, protection 
  from energy (fire); 3rd – forestfold*.  *Complete Adventurer. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane 
  (human) seeking composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +1 mithral breastplate, potion 
  of cure serious wounds, cloak of resistance +3, lesser bracers of 
  archery, amulet of health +2. 
  Scar, Wolf Animal Companion: Medium Animal; HD 
  6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves 
  
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  away from the ranger); AC 19, touch 13, flat-footed 16 (+3 
  Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +7 melee 
  (1d6+3, bite); SA trip; SQ low-light vision, scent, link, 
  share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +4 (+8 tracking by scent); Dodge, 
  Mobility, TrackB, Weapon Focus (bite). 
   
  Tricks (3): attack, defend, track. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Giants on Alert 
  Fiendish Fomorian Giant: CR 13; Huge Giant 
  (Extraplanar); HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; 
  AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, 
  +3 armor); BAB/Grp +11/+31; Atk +22 melee (4d6+19/19-
  20, +1 huge heavy flail) or +21 melee (1d8+12, slam); Full 
  Atk +22/+17/+12 melee (4d6+19/19-20, +1 huge heavy flail) 
  or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; 
  SA trample 2d10+18, smite good 1/day, natural weapons 
  are treated as magic weapons for the purpose of 
  overcoming DR; SQ DR 10/adamantine (140 pts, from 
  stoneskin) and 5/– and 10/magic, fast healing 5, scent, low-
  light vision, darkvision 60 ft., cold/fire resistance 10, SR 
  20 (HD + 5); AL NE; SV Fort +15, Ref +6, Will +6; Str 34, 
  Dex 12, Con 22, Int 11, Wis 13, Cha 9.  Monster Manual II, 
  page 105. 
   
  Skills and Feats: Listen +3, Move Silently +29, Spot 
  +21; Alertness, Cleave, Great Cleave, Power Attack, Track. 
   
  Skills: A fomorian has a +10 racial bonus to Move 
  Silently checks. 
   
  Languages: Giant, Common. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a fomorian can trample opponents at least 
  one size category smaller than itself.  This attack deals 
  2d10+18 points of bludgeoning damage.  A trampled 
  opponent can attempt either an attack of opportunity at a 
  –4 penalty or a Reflex save (DC 29) for half damage. 
   
  Fast Healing (Ex): A Fomorian regains lost hit 
  points at the rate of 5 per round.  Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the fomorian to regrow 
  or reattach lost body parts. 
   
  Scent (Ex): A fomorian can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (max +20) against a good foe. 
   
  Possessions: huge hide armor, +1 huge heavy flail. 
  Gnoll Archer: Male Gnoll Ftr14; CR 15; Medium 
  Humanoid (Gnoll); HD 2d8+14d10+96; hp 189; Init +6; 
  Spd 30 ft.; AC 24, touch 15, flat-footed 19 (+5 Dex, +1 
  natural, +8 armor); BAB/Grp +15/+19; Atk +20 melee 
  (1d8+7/x3, +1 battleaxe) or +26 ranged (1d8+10/19-20/x3, 
  +1 unholy composite longbow (+4 Str bonus)) or +22/+22 
  ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 
  Str bonus)); Full Atk +20/+15/+10 melee (1d8+7/x3, +1 
  battleaxe) or +26/+21/+16 ranged (1d8+10/19-20/x3, +1 
  unholy 
  composite 
  longbow 
  (+4 
  Str 
  bonus)) 
  or 
  +26/+26/+21/+16 ranged (1d8+10/19-20/x3, +1 unholy 
  composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 
  ft.; AL NE; SV Fort +17 (+20), Ref +10 (+13), Will +6 (+9); 
  Str 18, Dex 20 (22), Con 18 (20), Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Jump +8, Listen +3, Spot 
  +3; Greater Weapon Focus (composite longbow), Greater 
  Weapon Specialization (composite longbow), Improved 
  Critical (composite longbow), Improved Rapid Shot*, 
  Improved Toughness*, Iron Will, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Ranged Disarm*, Ranged 
  Pin*, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow).  *Complete Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), 
  quiver (40 arrows, 20 adamantine arrows), +3 mithral 
  breastplate, potion of cure serious wounds, cloak of resistance +3, 
  greater bracers of archery, amulet of health +2, gloves of dexterity 
  +2. 
  Gnoll Ranger: Male Gnoll Rgr12; CR 13; Medium 
  Humanoid (Gnoll); HD 2d8+12d8+56; hp 126; Init +6; 
  Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 
  natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee 
  (1d8+7/x3, +1 battleaxe) or +22 ranged (1d8+5/19-20/x3, 
  +1 bane (human) seeking composite longbow (+4 Str bonus)) or 
  +18/+18 ranged (1d8+5/19-20/x3, +1 bane (human) seeking 
  composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 
  melee (1d8+7/x3, +1 battleaxe) or +22/+17/+12 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)) or +22/+22/+17/+12 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)); SA favored enemies (human +6, elf 
  +2, halfling +2); SQ darkvision 60 ft., wild empathy +10 
  (+14 with animal companion), woodland stride, animal 
  companion (Scar the wolf), swift tracker, evasion; AL NE; 
  SV Fort +15 (+18), Ref +14 (+17), Will +6 (+9); Str 18, Dex 
  19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +12 (+32 in hills), 
  Knowledge (nature) +1, Listen +12, Move Silently +12 
  (+32), Search +4, Spot +12, Survival +12 (+14 tracking); 
  Endurance, Improved Critical (composite longbow), 
  Improved 
  Precise 
  Shot, 
  Improved 
  Rapid 
  Shot*, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow).  *Complete 
  Warrior. 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (2/2/1, save DC 12 + spell 
  level): 1st – entangle, longstrider; 2nd – cat’s grace, protection 
  from energy (fire); 3rd – forestfold*.  *Complete Adventurer. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  
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  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane 
  (human) seeking composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +1 mithral breastplate, potion 
  of cure serious wounds, cloak of resistance +3, lesser bracers of 
  archery, amulet of health +2. 
  Scar, Wolf Animal Companion: Medium Animal; HD 
  6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves 
  away from the ranger); AC 19, touch 13, flat-footed 16 (+3 
  Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +7 melee 
  (1d6+3, bite); SA trip; SQ low-light vision, scent, link, 
  share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +4 (+8 tracking by scent); Dodge, 
  Mobility, TrackB, Weapon Focus (bite). 
   
  Tricks (3): attack, defend, track. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Gnoll Druid: Male Gnoll Drd14; CR 15; Medium 
  Humanoid (Gnoll); HD 2d8+14d8+64+32; hp 144 (176); 
  Init +2; Spd 30 ft.; AC 29, touch 12, flat-footed 27 (+2 Dex, 
  +6 natural, +8 armor, +3 shield); BAB/Grp +11/+13; Atk 
  +13 ranged (1d4+2, sling) or +14 melee (1d6+3/18-20, +1 
  scimitar); Full Atk +13 ranged (1d4+2, sling) or +14/+9/+4 
  melee (1d6+3/18-20, +1 scimitar); SA –; SQ darkvision 60 
  ft., animal companion (Mauler the dire bear), wild 
  empathy +15 (+19 with animal companion), nature sense, 
  woodland stride, trackless step, resist nature’s lure, 
  venom immunity, a thousand faces, wild shape 5/day 
  (Large, Tiny, plant); AL NE; SV Fort +17, Ref +6, Will +15; 
  Str 14, Dex 10 (14), Con 18 (22), Int 8, Wis 18 (22), Cha 8. 
   
  Skills and Feats: Concentration +15, Handle Animal 
  +4, Knowledge (nature) +7, Listen +13, Ride +2, Spellcraft 
  +7, Spot +13, Survival +13; Blindsense*, Combat Casting, 
  Natural Spell, Oaken Resilience**, Spell Penetration, 
  Track.  *Complete Adventurer, **Complete Divine. 
   
  Languages: Gnoll, Druidic, Giant. 
   
  Druid Spells Prepared (6/7/7/5/5/4/4/2, save DC 16 + 
  spell level): 0 – create water, cure minor wounds, detect magic, 
  know direction, light, read magic; 1st – cure light wounds, 
  entangle, faerie fire, longstrider, produce flame x2, speak with 
  animals; 2nd – barkskin, bear’s endurance, briar web*, cat’s 
  grace, creeping cold*, lesser restoration, tree shape; 3rd – call 
  lightning, infestation of maggots*, greater magic fang (on 
  Mauler), sleet storm, vigor*; 4th – dispel magic, flame strike, 
  freedom of movement, ice storm, murderous mist*; 5th – animal 
  growth, baleful polymorph,  stoneskin (on formian), wall of 
  thorns; 6th – fire seeds, greater dispel magic, liveoak, miasma*; 
  7th  – heal, true seeing.  * Complete Divine. 
   
  Possessions: backpack, explorer’s outfit, belt pouch, 5 
  days trail rations, sling and 20 bullets, wand of cure serious 
  wounds (CL 5th, 20 charges), periapt of wisdom +4, potion of 
  displacement, +1 scimitar, +1 wild heavy darkwood shield, +3 
  wild dragonhide (silver) breastplate. 
  Mauler, Dire Bear Animal Companion: Large Animal; 
  HD 12d8+51; hp 111; Init +1; Spd 40 ft.; AC 17, touch 10, 
  flat-footed 16 (-1 size, +1 Dex, +7 natural); BAB/Grp 
  +9/+23; Atk +22 melee (2d4+13, claw); Full Atk +22 melee 
  (2d4+13, 2 claws) or +13 melee (2d8+5, bite); SA 
  improved grab; SQ low-light vision, scent, link, share 
  spells; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, 
  Con 19, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +10, Spot +10, Swim +13; 
  Alertness, Endurance, Run, Toughness, Weapon Focus 
  (claw). 
   
  Tricks (7): attack, defend, down, fetch, guard, stay, 
  track. 
   
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
  ENCOUNTER 5 
   
   
   
   
  Giants Not on Alert 
  Urg: Male Bugbear Rog5/Asn10/Thief-Acrobat1; CR 18; 
  Medium Humanoid (Goblinoid); HD 3d8+5d6+10d6+ 
  1d6+76; hp 147; Init +11; Spd 30 ft., climb 20 ft.; AC 30, 
  touch 19, flat-footed 30 (+5 Dex, +3 natural, +8 armor, +4 
  deflection); BAB/Grp +12/+16; Atk +17 melee (1d8+7 
  plus 1d6 cold, +1 frost morningstar) or +19 ranged (1d4+4 
  plus poison/19-20, dagger) or +17 melee touch (rod of 
  withering); Full Atk +17/+12/+7 melee (1d8+7 plus 1d6 
  cold, +1 frost morningstar) or +19/+14/+9 ranged (1d4+4 
  plus poison/19-20, dagger) or +17/+12/+7 melee touch 
  (rod of withering); SA sneak attack +8d6, death attack (DC 
  25), spells; SQ darkvision 60 ft., scent, trapfinding, 
  evasion, trap sense +1, uncanny dodge, improved 
  uncanny dodge, +5 save against poison, poison use, hide 
  in plain sight, fast acrobatics, kip up, steady stance; AL 
  LE; SV Fort +9 (+12), Ref +23 (+26), Will +6 (+9); Str 18, 
  Dex 20 (24), Con 16 (18), Int 16 (20), Wis 8, Cha 8.  
  Complete Adventurer, page 83. 
   
  Skills and Feats: Balance +16, Bluff +19, Climb +11, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +20, 
  Hide +25, Intimidate +0, Jump +13, Listen +3, Move 
  Silently +29, Open Lock +12, Search +6, Sleight of Hand 
  +9, Spot +3, Tumble +26, Use Magic Device +13; Combat 
  Expertise, Dodge, Improved Feint, Improved Initiative, 
  Iron Will, Mobility, Spring Attack. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Fast Acrobatics (Ex): A thief-acrobat can avoid the 
  normal penalties for accelerated movement while using 
  acrobatic talents.  He ignores the normal -5 penalty when 
  making a Balance check while moving at her full normal 
  speed.  She can climb at half of her speed as a move action 
  without taking a -5 penalty on her Climb check.  Finally, 
  she can tumble at her full speed without taking the 
  normal -10 penalty on her Climb check. 
  
  SHE5-03 The Prophet’s Voice 
   
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  Kip Up (Ex): A thief-acrobat can stand up from 
  prone as a free action that does not provoke an attack of 
  opportunity.  This ability works only if the thief-acrobat 
  wears light or no armor and carries no more than a light 
  load. 
   
  Steady Stance (Ex): A thief-acrobat remains stable 
  on his feet when others have difficulty standing.  He is 
  not considered flat-footed while balancing or climbing, 
  and adds his class level as a bonus to remain climbing or 
  balancing when damage is taken. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (5/4/4/4, save DC 15 + spell 
  level): 1st – critical strike*, distract assailant*, obscuring mist, 
  true strike; 2nd – fire shuriken**, invisibility, pass without trace, 
  spider climb; 3rd – deeper darkness, misdirection, nondetection, 
  spectral weapon*; 4th – freedom of movement, glibness, greater 
  invisibility, shadow form*.  *Complete Adventurer, **Complete 
  Arcane. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), ring of protection +4, scarab of protection, 
  cloak of resistance +3, amulet of health +2, gloves of dexterity +4, 
  headband of intellect +4, rod of withering, potion of gaseous 
  form, potion of cure moderate wounds, potion of haste, potion of 
  spider climb, potion of invisibility, potion of gaseous form. 
  Giants on Alert 
  Urg: Male Bugbear Rog5/Asn10/Thief-Acrobat1; CR 18; 
  Medium Humanoid (Goblinoid); HD 3d8+5d6+10d6+ 
  1d6+76; hp 147; Init +11; Spd 30 ft., climb 20 ft.; AC 30, 
  touch 19, flat-footed 30 (+5 Dex, +3 natural, +8 armor, +4 
  deflection); BAB/Grp +12/+16; Atk +17 melee (1d8+7 
  plus 1d6 cold, +1 frost morningstar) or +19 ranged (1d4+4 
  plus poison/19-20, dagger) or +17 melee touch (rod of 
  withering); Full Atk +17/+12/+7 melee (1d8+7 plus 1d6 
  cold, +1 frost morningstar) or +19/+14/+9 ranged (1d4+4 
  plus poison/19-20, dagger) or +17/+12/+7 melee touch 
  (rod of withering); SA sneak attack +8d6, death attack (DC 
  25), spells; SQ darkvision 60 ft., scent, trapfinding, 
  evasion, trap sense +1, uncanny dodge, improved 
  uncanny dodge, +5 save against poison, poison use, hide 
  in plain sight, fast acrobatics, kip up, steady stance; AL 
  LE; SV Fort +9 (+12), Ref +23 (+26), Will +6 (+9); Str 18, 
  Dex 20 (24), Con 16 (18), Int 16 (20), Wis 8, Cha 8.  
  Complete Adventurer, page 83. 
   
  Skills and Feats: Balance +16, Bluff +19, Climb +11, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +20, 
  Hide +25, Intimidate +0, Jump +13, Listen +3, Move 
  Silently +29, Open Lock +12, Search +6, Sleight of Hand 
  +9, Spot +3, Tumble +26, Use Magic Device +13; Combat 
  Expertise, Dodge, Improved Feint, Improved Initiative, 
  Iron Will, Mobility, Spring Attack. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Fast Acrobatics (Ex): A thief-acrobat can avoid the 
  normal penalties for accelerated movement while using 
  acrobatic talents.  He ignores the normal -5 penalty when 
  making a Balance check while moving at her full normal 
  speed.  She can climb at half of her speed as a move action 
  without taking a -5 penalty on her Climb check.  Finally, 
  she can tumble at her full speed without taking the 
  normal -10 penalty on her Climb check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from 
  prone as a free action that does not provoke an attack of 
  opportunity.  This ability works only if the thief-acrobat 
  wears light or no armor and carries no more than a light 
  load. 
   
  Steady Stance (Ex): A thief-acrobat remains stable 
  on his feet when others have difficulty standing.  He is 
  not considered flat-footed while balancing or climbing, 
  and adds his class level as a bonus to remain climbing or 
  balancing when damage is taken. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (5/4/4/4, save DC 15 + spell 
  level): 1st – critical strike*, distract assailant*, obscuring mist, 
  true strike; 2nd – fire shuriken**, invisibility, pass without trace, 
  spider climb; 3rd – deeper darkness, misdirection, nondetection, 
  spectral weapon*; 4th – freedom of movement, glibness, greater 
  invisibility, shadow form*.  *Complete Adventurer, **Complete 
  Arcane. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), ring of protection +4, scarab of protection, 
  cloak of resistance +3, amulet of health +2, gloves of dexterity +4, 
  headband of intellect +4, rod of withering, potion of gaseous 
  form, potion of cure moderate wounds, potion of haste, potion of 
  spider climb, potion of invisibility, potion of gaseous form. 
  Aglashti: Male Ogre Mage Warlock11; CR 19; Large 
  Giant; HD 5d8+11d6+64; hp 128; Init +8; Spd 40 ft., fly 40 
  ft. (good); AC 29, touch 16, flat-footed 25 (-1 size, +4 Dex, 
  +5 natural, +8 armor, +3 deflection); BAB/Grp +11/+19; 
  Atk +16 melee (1d8+6, warlock’s scepter) or +17 ranged 
  touch (6d6, eldritch chain) or +17 ranged touch (6d6, 
  eldritch chain/vitriolic blast); Full Atk +16/+11/+6 melee 
  (1d8+6, warlock’s scepter) or +17 ranged touch (6d6, eldritch 
  chain) or +17 ranged touch (6d6, eldritch chain/vitriolic 
  blast); Space/Reach 10 ft./10 ft.; SA spell-like abilities, 
  invocations (least, lesser, greater; CL 11th), eldritch blast 
  6d6; SQ darkvision 90 ft., low-light vision, regeneration 5, 
  SR 19, detect magic, DR 3/cold iron, deceive item, fiendish 
  resilience 1, acid/fire resistance 5; AL LE; SV Fort +11 
  (+14), Ref +10 (+13), Will +16 (+19); Str 18, Dex 18, Con 
  16 (18), Int 14, Wis 14, Cha 23 (27).  Complete Arcane, page 
  5. 
   
  Skills and Feats: Concentration +22, Knowledge 
  (arcana) +12, Listen +6, Spellcraft +21, Spot +6, Use Magic 
  Device +19 (+21 scrolls); Combat Casting, Force of 
  Personality*, Improved Initiative, Lightning Reflexes, 
  Point Blank Shot, Weapon Focus (eldritch blast).  *Complete 
  Adventurer. 
   
  Spell-Like Abilities: At will – darkness, invisibility; 
  1/day – charm person (DC 19), cone of cold (DC 23), gaseous 
  form, polymorph, sleep (DC 19).  CL 9th; save DC is Cha-
  based. 
  
  SHE5-03 The Prophet’s Voice 
   
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  Flight (Su): An ogre mage can cease or resume flight 
  as a free action.  While using gaseous form it can fly at its 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump.  Reattachment takes 1 minute.  If 
  the head or some other vital organ is severed, it must be 
  reattached within 10 minutes or the creature dies.  An 
  ogre mage cannot regrow lost body parts. 
   
  Invocations (Sp): A warlock does not prepare or 
  cast spells as other wielders of arcane magic do. Instead, 
  he possesses a repertoire of attacks, defenses, and abilities 
  known as invocations that require him to focus the wild 
  energy that suffuses his soul. A warlock can use any 
  invocation he knows at will, with the following 
  qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that provokes 
  attacks of opportunity. An invocation can be disrupted, 
  just as a spell can be ruined during casting. A warlock is 
  entitled to a Concentration check to successfully use an 
  invocation if he is hit by an attack while invoking, just as 
  a spellcaster would be. A warlock can choose to use an 
  invocation 
  defensively, 
  by 
  making 
  a 
  successful 
  Concentration check, to avoid provoking attacks of 
  opportunity. A warlock’s invocations are subject to spell 
  resistance unless an invocation’s description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level.  A warlock can 
  dismiss any invocation as a standard action, just as a 
  wizard can dismiss a spell. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. Since spell-like abilities are not actually spells, a 
  warlock cannot benefit from the Spell Focus feat. He can, 
  however, benefit from the Ability Focus feat (see page 
  303 of the Monster Manual), as well as from feats that 
  emulate metamagic effects for spell-like abilities, such as 
  Quicken Spell-Like Ability and Empower Spell-Like 
  Ability (see pages 303 and 304 of the Monster Manual). 
   
  The four grades of invocations, in order of their 
  relative power, are least, lesser, greater, and dark. A 
  warlock begins with knowledge of one invocation, which 
  must be of the lowest grade (least). As a warlock gains 
  levels, he learns new invocations, as described in Complete 
  Arcane. 
   
  At any level when a warlock learns a new invocation, 
  he can also replace an invocation he already knows with 
  another invocation of the same or a lower grade. At 6th 
  level, a warlock can replace a least invocation he knows 
  with a different least invocation (in addition to learning a 
  new invocation, which could be either least or lesser). At 
  11th level, a warlock can replace a least or lesser 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, or greater). At 
  16th level, a warlock can replace a least, lesser, or greater 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, greater, or dark). 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance (warlocks do not 
  suffer arcane spell failure chance for invocations when 
  wearing light armor). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating effects.  
  Eldritch blast is an invocation.  A warlock can use eldritch 
  blast at will. 
   
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, allowing 
  no saving throw. An eldritch blast deals 1d6 points of 
  damage at 1st level and increases in power as the warlock 
  rises in level.  An eldritch blast deals half damage to 
  objects. An eldritch blast is the equivalent of a 1st level 
  spell. 
   
  If you apply a blast shape or eldritch essence 
  invocation to your eldritch blast, your eldritch blast uses the 
  level equivalent of the shape or essence (whichever is 
  higher if both are applied).  Unless noted otherwise, 
  eldritch blast modified by blast shape and eldritch essence 
  invocations deal damage normally in addition to 
  imparting the effects described in the invocation 
  description.  A warlock can apply only one blast shape 
  invocation and only one eldritch essence invocation to a 
  single eldritch blast; a warlock can apply both a blast shape 
  invocation and an eldritch essence invocation to the 
  same eldritch blast. 
   
  Detect Magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will. His caster level 
  equals his class level. 
   
  Damage 
  Reduction 
  (Su): 
  Fortified 
  by 
  the 
  supernatural power flowing in his body, a warlock 
  becomes resistant to physical attacks at 3rd level and 
  above, gaining damage reduction 1/cold iron. At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer magic 
  items made for the use of other characters.  When 
  making a Use Magic Device check, a warlock can take 10 
  even if distracted or threatened. 
   
  Fiendish Resilience (Su): Beginning at 8th level, a 
  warlock knows the trick of fiendish resilience.  Once per 
  day, as a free action, he can enter a state that lasts for 2 
  minutes.  While in this state, the warlock gains fast 
  healing 1.  At 13th level, a warlock’s fiendish resilience 
  improves to fast healing 2, and at 18th level, it improves to 
  fast healing 5. 
   
  Energy Resistance (Su): At 10th level and higher, a 
  warlock has resistance 5 against any two of the following 
  energy types: acid, cold, electricity, fire, and sonic.  Once 
  the types are chosen, this energy resistance cannot be 
  changed.  At 20th level, a warlock gains resistance 10 
  against the two selected types of energy. 
   
  Languages: Giant, Common, Infernal. 
  
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  Warlock Invocations Known (7; DC 18 + equivalent 
  spell level; CL 11th): Least – devil’s sight*, entropic warding*, 
  miasmic cloud*; Lesser – eldritch chain*, flee the scene*, 
  voracious dispelling*; Greater – vitriolic blast*.  *Complete 
  Arcane. 
   
  Possessions: large masterwork chain shirt, ring of 
  protection +3, vest of resistance +3*, warlock’s scepter*, amulet of 
  health +2, cloak of charisma +4, 2 potions of cure serious 
  wounds, potion of blur, oil of magic vestment +4.  *Complete 
  Arcane. 
  ENCOUNTER 7 
   
   
   
   
  Ruka: Evolved(x2) Cloud Giant Mummy; CR 16; Huge 
  Undead (Augmented Giant); HD 17d12; hp 153; Init +1; 
  Spd 30 ft.; AC 32, touch 9, flat-footed 31 (-2 size, +1 Dex, 
  +14 natural, +9 armor); BAB/Grp +12/+38; Atk +30 melee 
  (4d6+29, +2 unholy gargantuan morningstar) or +28 melee 
  (2d8+27 plus disease, slam) or +12 ranged (2d8+18, rock); 
  Full Atk +30/+25/+20 melee (4d6+29, +2 unholy 
  gargantuan morningstar) or +28 melee (2d8+27 plus 
  disease, slam) or +12 ranged (2d8+18, rock); Space/Reach 
  15 ft./15 ft.; SA rock throwing, spell-like abilities; SQ low-
  light vision, oversized weapon, rock catching, scent, DR 
  5/–, vulnerability to fire, fast healing 3; AL NE; SV Fort 
  +10, Ref +6, Will +12; Str 47, Dex 13, Con –, Int 8, Wis 20, 
  Cha 21.  Libris Mortis, pages 100 and 110. 
   
  Skills and Feats: Climb +22, Craft (weaponsmith) +9, 
  Diplomacy +7, Intimidate +15, Listen +17, Perform (harp) 
  +6, Sense Motive +11, Spot +17; Awesome Blow, Cleave, 
  Improved Bull Rush, Improved Overrun, Iron Will, 
  Power Attack. 
   
  Despair (Su): At the mere sight of a mummified 
  creature, the viewer must make a Will save DC 23 or be 
  paralyzed with fear for 1d4 rounds.  Whether or not the 
  save is successful, the target cannot be affected again by 
  the mummy’s despair ability for 24 hours.  Save DC is 
  Cha-based. 
   
  Mummy Rot (Su): Supernatural disease – natural 
  weapon, Fort save DC 23, incubation period 1 minute, 
  damage 1d6 Con and 1d6 Cha.  Unlike normal diseases, 
  mummy 
  rot 
  persists 
  until 
  the 
  victim 
  reaches 
  Constitution 0 (and dies) or is cured as described below.  
  Mummy rot is a powerful curse, not a natural disease, a 
  character attempting to cast any conjuration (healing) 
  spell on a creature afflicted with mummy rot must make 
  a DC 20 caster level check, or else the spell has no effect 
  on the afflicted character.  To eliminate mummy rot, the 
  curse must first be broken with break enchantment or 
  remove curse (requiring a DC 20 caster level check for 
  wither spell), after which a caster level check is no longer 
  required to cast healing spells on the victim, and mummy 
  rot can be magically cured as any normal disease.  An 
  afflicted character that dies of mummy rot shrivels away 
  into sand and blows away into nothing at the first wind.  
  Save DC is Cha-based. 
   
  Spell-Like Abilities: 3/day – levitate (self plus 2,000 
  lbs.), obscuring mist; 1/day – fog cloud.  CL 15th; save DC is 
  Cha-based. 
   
  Spell-Like Abilities: 1/day – cone of cold (DC 20), 
  greater dispel magic.  CL 17th; save DC is Cha-based. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial bonus 
  on attack rolls when throwing rocks.  A giant of at least 
  Large size can hurl rocks weighing 40 to 50 lbs. each 
  (Small objects) up to five range increments.  The size of 
  the range increment varies with the giant’s variety (140 ft. 
  for cloud giants).  A Huge giant can hurl rocks of 60 to 80 
  lbs. (Medium objects). 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles of 
  similar shape).  Once per round, a giant that would 
  normally be hit by a rock can make a Reflex save to catch 
  it as a free action.  The DC is 15 for a Small rock, 20 for a 
  Medium one, and 25 for a Large one.  If the projectile 
  provides a magical bonus on attack rolls, the DC increases 
  by that amount.  The giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. 
   
  Oversized Weapon (Ex): A cloud giant wields a 
  great, 
  two-handed 
  morningstar 
  (big 
  enough 
  for 
  Gargantuan creatures) without penalty. 
   
  Languages: Giant, Common. 
   
  Possessions: +2 unholy gargantuan morningstar, +1 huge 
  full plate, ring of major energy resistance (fire), winged boots, 
  cloak of turn resistance*, ring of counterspells (fireball).  *Libris 
  Mortis. 
  Tempest Necromental: CR 17; Gargantuan Undead 
  (Air, Earth, Fire, Water, Augmented Elemental); HD 
  24d12; hp 216; Init -2; Spd fly 60 ft. (good); AC 26, touch 
  14, flat-footed 26 (-4 size, -2 Dex, +12 natural, +10 
  deflection); BAB/Grp +18/+39; Atk +23 melee (2d8+13, 
  slam); Full Atk +23 melee (2d8+13, 2 slams); Space/Reach 
  20 ft./10 ft.; SA burn, drench, spell-like abilities, 
  whirlwind, create spawn, energy drain; SQ darkvision 60 
  ft., elemental traits, fast healing, defensive aura, DR 10/–, 
  elemental mastery; AL NE; SV Fort +16, Ref +12, Will +8; 
  Str 29, Dex 6, Con –, Int 1, Wis 10, Cha 1.  Libris Mortis, 
  page 113; Monster Manual 2, page 193. 
   
  Skills and Feats: Concentration +5, Listen +11, Spot 
  +11; Alertness, Awesome Blow, Cleave, Empower Spell-
  Like Ability (chill touch), Endurance, Flyby Attack, Great 
  Cleave, Great Fortitude, Improved Bull Rush, Power 
  Attack. 
   
  Spell-Like Abilities: At will – chill touch, gust of wind, 
  lightning bolt, wind wall.  CL 9th; save DC is Cha-based. 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack rises as a necromental 
  1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one negative 
  level.  A necromental can use its energy drain ability once 
  per round, regardless of the number of natural weapon 
  attacks it possesses.  The save to remove the negative 
  level 24 hours later is DC 22.  When a necromental 
  bestows a negative level, it gains 5 temporary hp (10 on a 
  critical hit).  These temporary hit points last for up to one 
  hour. 
  
  SHE5-03 The Prophet’s Voice 
   
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  Fast Healing (Ex): A tempest necromental heals 3 
  points of damage each round as long as it is within five 
  feet of some form of its element (air, earth, fire, or water). 
   
  Elemental Mastery (Ex): A tempest gains a +1 
  bonus on attack and damage rolls if both it and its foe are 
  in contact with any of the four elements (air, earth, fire, 
  or water) 
   
  Defensive Aura (Sp): A tempest has a +10 
  deflection bonus to AC.  This ability is always in effect. 
   
  Burn (Ex): Anyone hit by a tempest’s slam attack 
  must succeed at a Reflex save (DC 31) or catch fire.  The 
  flame burns for 1d4 rounds.  A burning creature can take 
  a move action to put out the fire.  Any creature hitting a 
  tempest with a natural weapon or unarmed attack takes 
  fire damage as though hit by its slam attack and also 
  catches fire unless it succeeds at a Reflex save.  Save DC is 
  Str-based. 
   
  Drench (Ex): The tempest’s touch puts out torches, 
  campfires, exposed lanterns, and other open flames of 
  nonmagical origin if these are of Huge size or smaller.  
  The creature can dispel magical fire it touches as if by 
  dispel magic (CL = HD).  The tempest can choose not to 
  activate this ability (in order to not extinguish the flame 
  of an opponent affected by its burn attack, for example. 
   
  Whirlwind (Su): The elemental can transform itself 
  into a whirlwind once every 10 minutes and remain in 
  that form for up to 1 round for every 2 HD it has.  In this 
  form, the elemental can move through the air or along a 
  surface at its fly speed.  The whirlwind is 5 feet wide at 
  the base, up to 30 feet wide at the top, and up to 50 feet 
  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 whirlwind form does 
  not provoke attacks of opportunity, even if the elemental 
  enters the space another creature occupies.  Another 
  creature might be caught in the whirlwind if it touches 
  or enters the whirlwind, or if the elemental moves into or 
  through the creature’s square. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind and may be lifted into the air.  The creature 
  must first make the indicated Reflex save or take damage. 
   It must also succeed on a second Reflex save or be picked 
  up bodily and help suspended in the powerful winds, 
  automatically taking the indicated damage each round.  A 
  creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind.  The creature still takes damage 
  but can leave if successful. 
   
  Creatures trapped in the whirlwind 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 succeed 
  on a Concentration check (DC 31) to cast a spell.  
  Creatures caught in whirlwind take a –4 penalty to 
  Dexterity and a –2 penalty on attack rolls. The elemental 
  can have only as many creatures inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume. 
   
  The whirlwind can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be.  A summoned elemental always 
  ejects trapped creatures before returning to its home 
  plane. 
   
  As this room is filled with free floating debris, the 
  elemental’s whirlwind creates a swirling cloud of debris 
  20 feet in diameter centered on the necromental.  The 
  cloud obscures all vision, including darkvision, beyond 
  five feet.  Creatures five feet away have concealment, 
  while those further away have total concealment.  Those 
  caught in the cloud must succeed on a Concentration 
  check (DC 31) to cast a spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  Tempest: save DC 31, 4d6 damage, 10 – 50 ft. tall. 
  Greater Dispelling Fire: Living Spell; CR 15; Huge 
  Ooze; HD 15d10+45; hp 147; Init +1; Spd 40 ft.; AC 15, 
  touch 15, flat-footed 14 (-2 size, +1 Dex, +6 deflection); 
  BAB/Grp +11/+22; Atk/Full Atk +12 melee (1d8+3, slam); 
  Space/Reach 15 ft./10 ft.; SA spell effect, engulf; SQ ooze 
  traits, DR 10/magic, SR 25 (10 + its caster level); AL N; SV 
  Fort +8, Ref +6, Will +6; Str 16, Dex 13, Con 16, Int –, Wis 
  13, Cha 16.  Monster Manual 3, page 91. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area of effect of the spell itself.  Saves apply as normal for 
  the spell; the DC is 18 for the flame strike.  This living 
  spell is composed of a greater dispel magic spell and a flame 
  strike spell, both at CL 15th. 
   
  Engulf (Ex): This creature can flow around creatures 
  that fit within its space as a standard action.  It cannot 
  make a slam attack during the round in which it engulfs.  
  It merely has to move over the opponents, affecting as 
  many as it can cover.  Opponents can make attacks of 
  opportunity against the living spell, but if the do so they 
  are not entitled to a saving throw.  Those who do not 
  attempt attacks of opportunity must succeed on a Reflex 
  save (DC 19) or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the spell moves 
  forward.  Engulfed creatures are subject to the full 
  normal effects of the spells each round on the living 
  spell’s turn, and are considered to be grappled. 
   
  
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  APPENDIX 7 – APL 18 
   
  ENCOUNTER 2 
   
   
   
   
  Giants Not on Alert 
  Fiendish Fomorian Giant: CR 13; Huge Giant 
  (Extraplanar); HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; 
  AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, 
  +3 armor); BAB/Grp +11/+31; Atk +22 melee (4d6+19/19-
  20, +1 huge heavy flail) or +21 melee (1d8+12, slam); Full 
  Atk +22/+17/+12 melee (4d6+19/19-20, +1 huge heavy flail) 
  or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; 
  SA trample 2d10+18, smite good 1/day, natural weapons 
  are treated as magic weapons for the purpose of 
  overcoming DR; SQ DR 10/adamantine (140 pts, from 
  stoneskin) and 5/– and 10/magic, fast healing 5, scent, low-
  light vision, darkvision 60 ft., cold/fire resistance 10, SR 
  20 (HD + 5); AL NE; SV Fort +15, Ref +6, Will +6; Str 34, 
  Dex 12, Con 22, Int 11, Wis 13, Cha 9.  Monster Manual II, 
  page 105. 
   
  Skills and Feats: Listen +3, Move Silently +29, Spot 
  +21; Alertness, Cleave, Great Cleave, Power Attack, Track. 
   
  Skills: A fomorian has a +10 racial bonus to Move 
  Silently checks. 
   
  Languages: Giant, Common. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a fomorian can trample opponents at least 
  one size category smaller than itself.  This attack deals 
  2d10+18 points of bludgeoning damage.  A trampled 
  opponent can attempt either an attack of opportunity at a 
  –4 penalty or a Reflex save (DC 29) for half damage. 
   
  Fast Healing (Ex): A Fomorian regains lost hit 
  points at the rate of 5 per round.  Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the fomorian to regrow 
  or reattach lost body parts. 
   
  Scent (Ex): A fomorian can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (max +20) against a good foe. 
   
  Possessions: huge hide armor, +1 huge heavy flail. 
  Gnoll Archer: Male Gnoll Ftr14; CR 15; Medium 
  Humanoid (Gnoll); HD 2d8+14d10+96; hp 189; Init +6; 
  Spd 30 ft.; AC 24, touch 15, flat-footed 19 (+5 Dex, +1 
  natural, +8 armor); BAB/Grp +15/+19; Atk +20 melee 
  (1d8+7/x3, +1 battleaxe) or +26 ranged (1d8+10/19-20/x3, 
  +1 unholy composite longbow (+4 Str bonus)) or +22/+22 
  ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 
  Str bonus)); Full Atk +20/+15/+10 melee (1d8+7/x3, +1 
  battleaxe) or +26/+21/+16 ranged (1d8+10/19-20/x3, +1 
  unholy 
  composite 
  longbow 
  (+4 
  Str 
  bonus)) 
  or 
  +26/+26/+21/+16 ranged (1d8+10/19-20/x3, +1 unholy 
  composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 
  ft.; AL NE; SV Fort +17 (+20), Ref +10 (+13), Will +6 (+9); 
  Str 18, Dex 20 (22), Con 18 (20), Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +8, Jump +8, Listen +3, Spot 
  +3; Greater Weapon Focus (composite longbow), Greater 
  Weapon Specialization (composite longbow), Improved 
  Critical (composite longbow), Improved Rapid Shot*, 
  Improved Toughness*, Iron Will, Manyshot, Point Blank 
  Shot, Precise Shot, Rapid Shot, Ranged Disarm*, Ranged 
  Pin*, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow).  *Complete Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), 
  quiver (40 arrows, 20 adamantine arrows), +3 mithral 
  breastplate, potion of cure serious wounds, cloak of resistance +3, 
  greater bracers of archery, amulet of health +2, gloves of dexterity 
  +2. 
  Gnoll Ranger: Male Gnoll Rgr12; CR 13; Medium 
  Humanoid (Gnoll); HD 2d8+12d8+56; hp 126; Init +6; 
  Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 
  natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee 
  (1d8+7/x3, +1 battleaxe) or +22 ranged (1d8+5/19-20/x3, 
  +1 bane (human) seeking composite longbow (+4 Str bonus)) or 
  +18/+18 ranged (1d8+5/19-20/x3, +1 bane (human) seeking 
  composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 
  melee (1d8+7/x3, +1 battleaxe) or +22/+17/+12 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)) or +22/+22/+17/+12 ranged 
  (1d8+5/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)); SA favored enemies (human +6, elf 
  +2, halfling +2); SQ darkvision 60 ft., wild empathy +10 
  (+14 with animal companion), woodland stride, animal 
  companion (Scar the wolf), swift tracker, evasion; AL NE; 
  SV Fort +15 (+18), Ref +14 (+17), Will +6 (+9); Str 18, Dex 
  19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +4, Hide +12 (+32 in hills), 
  Knowledge (nature) +1, Listen +12, Move Silently +12 
  (+32), Search +4, Spot +12, Survival +12 (+14 tracking); 
  Endurance, Improved Critical (composite longbow), 
  Improved 
  Precise 
  Shot, 
  Improved 
  Rapid 
  Shot*, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow).  *Complete 
  Warrior. 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (2/2/1, save DC 12 + spell 
  level): 1st – entangle, longstrider; 2nd – cat’s grace, protection 
  from energy (fire); 3rd – forestfold*.  *Complete Adventurer. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane 
  (human) seeking composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +1 mithral breastplate, potion 
  of cure serious wounds, cloak of resistance +3, lesser bracers of 
  archery, amulet of health +2. 
  
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  Scar, Wolf Animal Companion: Medium Animal; HD 
  6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves 
  away from the ranger); AC 19, touch 13, flat-footed 16 (+3 
  Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +7 melee 
  (1d6+3, bite); SA trip; SQ low-light vision, scent, link, 
  share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +4 (+8 tracking by scent); Dodge, 
  Mobility, TrackB, Weapon Focus (bite). 
   
  Tricks (3): attack, defend, track. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Gnoll Druid: Male Gnoll Drd14; CR 15; Medium 
  Humanoid (Gnoll); HD 2d8+14d8+64+32; hp 144 (176); 
  Init +2; Spd 30 ft.; AC 29, touch 12, flat-footed 27 (+2 Dex, 
  +6 natural, +8 armor, +3 shield); BAB/Grp +11/+13; Atk 
  +13 ranged (1d4+2, sling) or +14 melee (1d6+3/18-20, +1 
  scimitar); Full Atk +13 ranged (1d4+2, sling) or +14/+9/+4 
  melee (1d6+3/18-20, +1 scimitar); SA –; SQ darkvision 60 
  ft., animal companion (Mauler the dire bear), wild 
  empathy +15 (+19 with animal companion), nature sense, 
  woodland stride, trackless step, resist nature’s lure, 
  venom immunity, a thousand faces, wild shape 5/day 
  (Large, Tiny, plant); AL NE; SV Fort +17, Ref +6, Will +15; 
  Str 14, Dex 10 (14), Con 18 (22), Int 8, Wis 18 (22), Cha 8. 
   
  Skills and Feats: Concentration +15, Handle Animal 
  +4, Knowledge (nature) +7, Listen +13, Ride +2, Spellcraft 
  +7, Spot +13, Survival +13; Blindsense*, Combat Casting, 
  Natural Spell, Oaken Resilience**, Spell Penetration, 
  Track.  *Complete Adventurer, **Complete Divine. 
   
  Languages: Gnoll, Druidic, Giant. 
   
  Druid Spells Prepared (6/7/7/5/5/4/4/2, save DC 16 + 
  spell level): 0 – create water, cure minor wounds, detect magic, 
  know direction, light, read magic; 1st – cure light wounds, 
  entangle, faerie fire, longstrider, produce flame x2, speak with 
  animals; 2nd – barkskin, bear’s endurance, briar web*, cat’s 
  grace, creeping cold*, lesser restoration, tree shape; 3rd – call 
  lightning, infestation of maggots*, greater magic fang (on 
  Mauler), sleet storm, vigor*; 4th – dispel magic, flame strike, 
  freedom of movement, ice storm, murderous mist*; 5th – animal 
  growth, baleful polymorph,  stoneskin (on formian), wall of 
  thorns; 6th – fire seeds, greater dispel magic, liveoak, miasma*; 
  7th  – heal, true seeing.  * Complete Divine. 
   
  Possessions: backpack, explorer’s outfit, belt pouch, 5 
  days trail rations, sling and 20 bullets, wand of cure serious 
  wounds (CL 5th, 20 charges), periapt of wisdom +4, potion of 
  displacement, +1 scimitar, +1 wild heavy darkwood shield, +3 
  wild dragonhide (silver) breastplate. 
  Mauler, Dire Bear Animal Companion: Large Animal; 
  HD 12d8+51; hp 111; Init +1; Spd 40 ft.; AC 17, touch 10, 
  flat-footed 16 (-1 size, +1 Dex, +7 natural); BAB/Grp 
  +9/+23; Atk +22 melee (2d4+13, claw); Full Atk +22 melee 
  (2d4+13, 2 claws) or +13 melee (2d8+5, bite); SA 
  improved grab; SQ low-light vision, scent, link, share 
  spells; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, 
  Con 19, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +10, Spot +10, Swim +13; 
  Alertness, Endurance, Run, Toughness, Weapon Focus 
  (claw). 
   
  Tricks (7): attack, defend, down, fetch, guard, stay, 
  track. 
   
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
  Giants on Alert 
  Fiendish Fomorian Giant Bbn2: CR 15; Huge Giant 
  (Extraplanar); HD 15d8+2d12+153; hp 223; Init +2; Spd: 
  50 ft.; AC 27, touch 15, flat-footed 27 (-2 size, +2 Dex, +9 
  natural, +3 armor, +5 deflection); BAB/Grp +13/+35; Atk 
  +26 melee (4d6+22/19-20, +1 huge heavy flail) or +25 melee 
  (1d8+14, slam); Full Atk +26/+21/+16 melee (4d6+22/19-
  20, +1 huge heavy flail) or +25 melee (1d8+14, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA trample 2d10+18, smite 
  good 1/day, natural weapons are treated as magic 
  weapons for the purpose of overcoming DR, rage 1/day; 
  SQ fast movement, uncanny dodge, DR 10/adamantine 
  (150 pts, from stoneskin) and 5/– and 10/magic, fast 
  healing 5, scent, low-light vision, darkvision 60 ft., 
  cold/fire resistance 10, SR 22 (HD + 5); AL NE; SV Fort 
  +21, Ref +7, Will +7; Str 38, Dex 15, Con 28, Int 10, Wis 
  14, Cha 9.  Monster Manual II, page 105. 
   
  Skills and Feats: Listen +12, Move Silently +30, Spot 
  +22; Alertness, Cleave, Great Cleave, Power Attack, Track. 
   
  Skills: A fomorian has a +10 racial bonus to Move 
  Silently checks. 
   
  Languages: Giant, Common. 
   
  Trample (Ex): As a standard action during its turn 
  each round, a fomorian can trample opponents at least 
  one size category smaller than itself.  This attack deals 
  2d10+21 points of bludgeoning damage.  A trampled 
  opponent can attempt either an attack of opportunity at a 
  –4 penalty or a Reflex save (DC 29) for half damage. 
   
  Fast Healing (Ex): A Fomorian regains lost hit 
  points at the rate of 5 per round.  Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the fomorian to regrow 
  or reattach lost body parts. 
   
  Scent (Ex): A fomorian can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal to 
  its HD total (max +20) against a good foe. 
   
  Possessions: huge hide armor, +1 huge heavy flail, potion 
  of shield of faith +5. 
  Gnoll Archer: Male Gnoll Ftr16; CR 17; Medium 
  Humanoid (Gnoll); HD 2d8+16d10+108; hp 213; Init +11; 
  Spd 30 ft.; AC 33, touch 19, flat-footed 28 (+5 Dex, +6 
  natural, +8 armor, +4 deflection); BAB/Grp +17/+21; Atk 
  
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  +22 melee (1d8+7/x3, +1 battleaxe) or +29 ranged 
  (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str 
  bonus)) or +25/+25 ranged (1d8+10/19-20/x3, +1 unholy 
  composite longbow (+4 Str bonus)); Full Atk +22/+17/+12/+7 
  melee (1d8+7/x3, +1 battleaxe) or +29/+24/+19/+14 ranged 
  (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str 
  bonus)) or +29/+29/+24/+19/+14 ranged (1d8+10/19-
  20/x3, +1 unholy composite longbow (+4 Str bonus)); SA –; SQ 
  darkvision 60 ft.; AL NE; SV Fort +18 (+21), Ref +12 (+15), 
  Will +7 (+10); Str 18, Dex 20 (24), Con 18 (20), Int 6, Wis 
  10, Cha 6. 
   
  Skills and Feats: Climb +9, Jump +9, Listen +3, Spot 
  +3; Greater Weapon Focus (composite longbow), Greater 
  Weapon Specialization (composite longbow), Improved 
  Critical (composite longbow), Improved Initiative, 
  Improved Rapid Shot*, Improved Toughness*, Iron Will, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Ranged Disarm*, Ranged Pin*, Raised Sunder*, Weapon 
  Focus (composite longbow), Weapon Specialization 
  (composite longbow).  *Complete Warrior. 
   
  Languages: Gnoll, Giant. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, waterskin, whetstone, 
  +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), 
  quiver (40 arrows, 20 adamantine arrows), +3 mithral 
  breastplate, potion of cure serious wounds, cloak of resistance +3, 
  greater bracers of archery, amulet of health +2, gloves of dexterity 
  +4, boots of levitation, ring of protection +4, potion of barkskin 
  +5. 
  Gnoll Ranger: Male Gnoll Rgr14; CR 15; Medium 
  Humanoid (Gnoll); HD 2d8+14d8+64; hp 144; Init +6; 
  Spd 40 ft.; AC 24, touch 15, flat-footed 19 (+5 Dex, +1 
  natural, +8 armor); BAB/Grp +15/+19; Atk +20 melee 
  (1d8+7/x3, +1 battleaxe) or +25 ranged (1d8+6/19-20/x3, 
  +1 bane (human) seeking composite longbow (+4 Str bonus)) or 
  +21/+21 ranged (1d8+6/19-20/x3, +1 bane (human) seeking 
  composite longbow (+4 Str bonus)); Full Atk +20/+15/+10 
  melee (1d8+7/x3, +1 battleaxe) or +25/+20/+15 ranged 
  (1d8+6/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)) or +25/+25/+20/+15 ranged 
  (1d8+6/19-20/x3, +1 bane (human) seeking composite 
  longbow (+4 Str bonus)); SA favored enemies (human +6, elf 
  +2, halfling +2); SQ darkvision 60 ft., wild empathy +12 
  (+16 with animal companion), woodland stride, animal 
  companion (Scar the wolf), swift tracker, evasion, 
  camouflage; AL NE; SV Fort +16 (+19), Ref +15 (+18), 
  Will +8 (+11); Str 18, Dex 19 (23), Con 16 (18), Int 6, Wis 
  14, Cha 6. 
   
  Skills and Feats: Climb +5, Hide +13 (+33 in hills), 
  Knowledge (nature) +2, Listen +13, Move Silently +13 
  (+33), Search +5, Spot +13, Survival +13 (+15 tracking); 
  Endurance, Improved Critical (composite longbow), 
  Improved Precise Shot, Improved Rapid Shot*, Iron Will, 
  Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Track, Weapon Focus (composite longbow).  *Complete 
  Warrior. 
   
  Languages: Gnoll. 
   
  Ranger Spells Prepared (3/2/1, save DC 12 + spell 
  level): 1st – entangle, longstrider, resist energy (cold); 2nd – cat’s 
  grace, protection from energy (fire); 3rd – forestfold*.  *Complete 
  Adventurer. 
   
  Possessions: backpack, explorer’s outfit, iron pot, belt 
  pouch, 5 days trail rations, torch, crowbar, flint and steel, 
  grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane 
  (human) seeking composite longbow (+4 Str bonus), quiver (40 
  arrows, 20 adamantine arrows), +3 mithral breastplate, potion 
  of cure serious wounds, cloak of resistance +3, greater bracers of 
  archery, amulet of health +2, gloves of dexterity +2. 
  Scar, Wolf Animal Companion: Medium Animal; HD 
  6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves 
  away from the ranger); AC 19, touch 13, flat-footed 16 (+3 
  Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +11 melee 
  (1d6+7, bite); SA trip; SQ low-light vision, scent, link, 
  share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +3, Move Silently +4, 
  Spot +3, Survival +4 (+8 tracking by scent); Dodge, 
  Mobility, TrackB, Weapon Focus (bite). 
   
  Tricks (3): attack, defend, track. 
   
  Skills: Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Gnoll Druid: Male Gnoll Drd16; CR 17; Medium 
  Humanoid (Gnoll); HD 2d8+16d8+72+36; hp 162 (198); 
  Init +2; Spd 30 ft., fly 40 ft. (good); AC 33, touch 16, flat-
  footed 31 (+2 Dex, +6 natural, +8 armor, +3 shield, +4 
  deflection); BAB/Grp +13/+15; Atk +15 ranged (1d4+2, 
  sling) or +16 melee (1d6+3/18-20, +1 scimitar); Full Atk 
  +15 ranged (1d4+2, sling) or +16/+11/+6 melee 
  (1d6+3/18-20, +1 scimitar); SA –; SQ darkvision 60 ft., 
  animal companion (Mauler the dire bear), wild empathy 
  +17 (+21 with animal companion), nature sense, 
  woodland stride, trackless step, resist nature’s lure, 
  venom immunity, a thousand faces, wild shape (Large, 
  Tiny, plant, Huge), wild shape 1/day (elemental), 
  timeless body; AL NE; SV Fort +18, Ref +7, Will +17; Str 
  14, Dex 10 (14), Con 18 (22), Int 8, Wis 18 (24), Cha 8. 
   
  Skills and Feats: Concentration +17, Handle Animal 
  +4, Knowledge (nature) +7, Listen +14, Ride +4, Spellcraft 
  +7, Spot +14, Survival +16; Blindsense*, Combat Casting, 
  Greater 
  Spell 
  Penetration, Natural Spell, Oaken 
  Resilience**, Spell Penetration, Track.  *Complete 
  Adventurer, **Complete Divine. 
   
  Languages: Gnoll, Druidic, Giant. 
   
  Druid Spells Prepared (6/7/7/7/5/5/4/4/2, save DC 17 
  + spell level): 0 – create water, cure minor wounds, detect 
  magic, know direction, light, read magic; 1st – cure light 
  wounds, entangle, faerie fire, longstrider, produce flame x2, speak 
  with animals; 2nd – barkskin, bear’s endurance, briar web*, cat’s 
  grace, creeping cold*, lesser restoration, tree shape; 3rd – call 
  lightning, infestation of maggots*, greater magic fang x2 (on 
  Mauler and Scar), protection from energy, sleet storm, vigor*; 
  4th – dispel magic, flame strike, freedom of movement, ice storm, 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 65 
  murderous mist*; 5th – animal growth, baleful polymorph, cure 
  critical wounds,  stoneskin (on formian), wall of thorns; 6th – 
  fire seeds, greater dispel magic, liveoak, miasma*; 7th  – brilliant 
  aura*, greater creeping cold*, heal, true seeing; 8th  – finger of 
  death, whirlwind.  * Complete Divine. 
   
  Possessions: backpack, explorer’s outfit, belt pouch, 5 
  days trail rations, sling and 20 bullets, wand of cure serious 
  wounds (CL 5th, 20 charges), periapt of wisdom +6, potion of 
  displacement, potion of fly, +1 scimitar, +1 wild heavy darkwood 
  shield, +3 wild dragonhide (silver) breastplate, ring of protection 
  +4. 
  Mauler, Dire Bear Animal Companion: Large Animal; 
  HD 14d8+59; hp 129; Init +2; Spd 40 ft.; AC 20, touch 11, 
  flat-footed 18 (-1 size, +2 Dex, +9 natural); BAB/Grp 
  +10/+25; Atk +25 melee (2d4+15, claw); Full Atk +25 
  melee (2d4+15, 2 claws) or +15 melee (2d8+5, bite); SA 
  improved grab; SQ low-light vision, scent, link, share 
  spells, evasion; AL N; SV Fort +13, Ref +11, Will +10; Str 
  32, Dex 14, Con 19, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +11, Spot +11, Swim +14; 
  Alertness, Endurance, Run, Toughness, Weapon Focus 
  (claw). 
   
  Tricks (7): attack, defend, down, fetch, guard, stay, 
  track, work. 
   
  Improved Grab (Ex): To use this ability, a dire bear 
  must hit with a claw attack.  It can then attempt to start a 
  grapple as a free action without provoking an attack of 
  opportunity. 
  ENCOUNTER 5 
   
   
   
   
  Giants Not on Alert 
  Urg: Male Bugbear Rog5/Asn10/Thief-Acrobat3; CR 20; 
  Medium Humanoid (Goblinoid); HD 3d8+5d6+10d6+ 
  3d6+84; hp 162; Init +11; Spd 30 ft., climb 20 ft.; AC 31, 
  touch 20, flat-footed 31 (+5 Dex, +3 natural, +8 armor, +4 
  deflection, +1 dodge); BAB/Grp +14/+20; Atk +21 melee 
  (1d8+10 plus 1d6 cold, +1 frost morningstar) or +23 ranged 
  (1d4+6 plus poison/19-20, dagger) or +21 melee touch 
  (rod of withering); Full Atk +21/+16/+11 melee (1d8+10 
  plus 1d6 cold, +1 frost morningstar) or +23/+18/+13 ranged 
  (1d4+6 plus poison/19-20, dagger) or +21/+16/+11 melee 
  touch (rod of withering); SA sneak attack +8d6, death attack 
  (DC 25), spells; SQ darkvision 60 ft., scent, trapfinding, 
  evasion, trap sense +1, uncanny dodge, improved 
  uncanny dodge, +5 save against poison, poison use, hide 
  in plain sight, fast acrobatics, kip up, steady stance, agile 
  fighting, slow fall 20 ft., acrobatic charge, defensive roll 
  1/day; AL LE; SV Fort +10 (+13), Ref +24 (+27), Will +7 
  (+10); Str 22, Dex 20 (24), Con 17 (19), Int 16 (20), Wis 8, 
  Cha 8.  Complete Adventurer, page 83. 
   
  Skills and Feats: Balance +18, Bluff +19, Climb +17, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +25, 
  Hide +25, Intimidate +0, Jump +17, Listen +3, Move 
  Silently +29, Open Lock +12, Search +13, Sleight of Hand 
  +9, Spot +3, Tumble +28, Use Magic Device +13; Combat 
  Expertise, Dodge, Improved Feint, Improved Initiative, 
  Iron Will, Mobility, Power Attack, Spring Attack. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Fast Acrobatics (Ex): A thief-acrobat can avoid the 
  normal penalties for accelerated movement while using 
  acrobatic talents.  He ignores the normal -5 penalty when 
  making a Balance check while moving at her full normal 
  speed.  She can climb at half of her speed as a move action 
  without taking a -5 penalty on her Climb check.  Finally, 
  she can tumble at her full speed without taking the 
  normal -10 penalty on her Climb check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from 
  prone as a free action that does not provoke an attack of 
  opportunity.  This ability works only if the thief-acrobat 
  wears light or no armor and carries no more than a light 
  load. 
   
  Steady Stance (Ex): A thief-acrobat remains stable 
  on his feet when others have difficulty standing.  He is 
  not considered flat-footed while balancing or climbing, 
  and adds his class level as a bonus to remain climbing or 
  balancing when damage is taken. 
   
  Acrobatic Charge (Ex): Starting at third level, a 
  thief-acrobat can charge in situations where others 
  cannot.  He can charge over difficult terrain that 
  normally slows movement or through allies blocking her 
  path.  This ability enables him to charge across a cluttered 
  battlefield, leap down from a ledge, or swing across a 
  chasm to get to her target.  Depending on the 
  circumstances, the thief-acrobat may still need to make 
  the appropriate skill checks (Balance, Jump, Tumble, or 
  Use Rope) to successfully move over the terrain. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat is a devilishly difficult target.  Starting at 2nd level, 
  a thief-acrobat gains a +1 dodge bonus to AC.  When 
  fighting defensively or using total defense, this bonus 
  becomes +2.  In addition, a thief-acrobat takes no penalty 
  to her AC or on her melee attack rolls when kneeling, 
  sitting, or prone.  This ability works only if a thief-acrobat 
  wears light or no armor and carries no more than a light 
  load. 
   
  Defensive Roll (Ex): Beginning at 3rd level, once 
  per day a thief-acrobat can roll with a potentially lethal 
  blow to take less damage from it then she otherwise 
  would.  See the rogue class feature, Player’s Handbook, 
  page 51. 
   
  Slow Fall (Ex): Beginning at 2nd level, a thief-acrobat 
  reduces the effective distance of falls by 20 feet.  At 4th 
  level, this improves to reduce the effective distance of 
  falls by 30 feet.  See the monk class feature, Player’s 
  Handbook, page 41.  If a thief-acrobat has this ability from 
  another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (5/4/4/4, save DC 15 + spell 
  level): 1st – critical strike*, distract assailant*, obscuring mist, 
  true strike; 2nd – fire shuriken**, invisibility, pass without trace, 
  spider climb; 3rd – deeper darkness, misdirection, nondetection, 
  spectral weapon*; 4th – freedom of movement, glibness, greater 
  invisibility, shadow form*.  *Complete Adventurer, **Complete 
  Arcane. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 66 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), ring of protection +4, scarab of protection, 
  cloak of resistance +3, amulet of health +2, gloves of dexterity +4, 
  headband of intellect +4, rod of withering, potion of gaseous 
  form, potion of cure moderate wounds, potion of haste, potion of 
  spider climb, potion of invisibility, potion of gaseous form, 
  manual of gainful exercise +4. 
  Giants on Alert 
  Urg: Male Bugbear Rog5/Asn10/Thief-Acrobat3; CR 20; 
  Medium Humanoid (Goblinoid); HD 3d8+5d6+10d6+ 
  3d6+84; hp 162; Init +11; Spd 30 ft., climb 20 ft.; AC 31, 
  touch 20, flat-footed 31 (+5 Dex, +3 natural, +8 armor, +4 
  deflection, +1 dodge); BAB/Grp +14/+20; Atk +21 melee 
  (1d8+10 plus 1d6 cold, +1 frost morningstar) or +23 ranged 
  (1d4+6 plus poison/19-20, dagger) or +21 melee touch 
  (rod of withering); Full Atk +21/+16/+11 melee (1d8+10 
  plus 1d6 cold, +1 frost morningstar) or +23/+18/+13 ranged 
  (1d4+6 plus poison/19-20, dagger) or +21/+16/+11 melee 
  touch (rod of withering); SA sneak attack +8d6, death attack 
  (DC 25), spells; SQ darkvision 60 ft., scent, trapfinding, 
  evasion, trap sense +1, uncanny dodge, improved 
  uncanny dodge, +5 save against poison, poison use, hide 
  in plain sight, fast acrobatics, kip up, steady stance, agile 
  fighting, slow fall 20 ft., acrobatic charge, defensive roll 
  1/day; AL LE; SV Fort +10 (+13), Ref +24 (+27), Will +7 
  (+10); Str 22, Dex 20 (24), Con 17 (19), Int 16 (20), Wis 8, 
  Cha 8.  Complete Adventurer, page 83. 
   
  Skills and Feats: Balance +18, Bluff +19, Climb +17, 
  Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +25, 
  Hide +25, Intimidate +0, Jump +17, Listen +3, Move 
  Silently +29, Open Lock +12, Search +13, Sleight of Hand 
  +9, Spot +3, Tumble +28, Use Magic Device +13; Combat 
  Expertise, Dodge, Improved Feint, Improved Initiative, 
  Iron Will, Mobility, Power Attack, Spring Attack. 
   
  Skills: Bugbears have a +4 racial bonus on Move 
  Silently checks. 
   
  Fast Acrobatics (Ex): A thief-acrobat can avoid the 
  normal penalties for accelerated movement while using 
  acrobatic talents.  He ignores the normal -5 penalty when 
  making a Balance check while moving at her full normal 
  speed.  She can climb at half of her speed as a move action 
  without taking a -5 penalty on her Climb check.  Finally, 
  she can tumble at her full speed without taking the 
  normal -10 penalty on her Climb check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from 
  prone as a free action that does not provoke an attack of 
  opportunity.  This ability works only if the thief-acrobat 
  wears light or no armor and carries no more than a light 
  load. 
   
  Steady Stance (Ex): A thief-acrobat remains stable 
  on his feet when others have difficulty standing.  He is 
  not considered flat-footed while balancing or climbing, 
  and adds his class level as a bonus to remain climbing or 
  balancing when damage is taken. 
   
  Acrobatic Charge (Ex): Starting at third level, a 
  thief-acrobat can charge in situations where others 
  cannot.  He can charge over difficult terrain that 
  normally slows movement or through allies blocking her 
  path.  This ability enables him to charge across a cluttered 
  battlefield, leap down from a ledge, or swing across a 
  chasm to get to her target.  Depending on the 
  circumstances, the thief-acrobat may still need to make 
  the appropriate skill checks (Balance, Jump, Tumble, or 
  Use Rope) to successfully move over the terrain. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat is a devilishly difficult target.  Starting at 2nd level, 
  a thief-acrobat gains a +1 dodge bonus to AC.  When 
  fighting defensively or using total defense, this bonus 
  becomes +2.  In addition, a thief-acrobat takes no penalty 
  to her AC or on her melee attack rolls when kneeling, 
  sitting, or prone.  This ability works only if a thief-acrobat 
  wears light or no armor and carries no more than a light 
  load. 
   
  Defensive Roll (Ex): Beginning at 3rd level, once 
  per day a thief-acrobat can roll with a potentially lethal 
  blow to take less damage from it then she otherwise 
  would.  See the rogue class feature, Player’s Handbook, 
  page 51. 
   
  Slow Fall (Ex): Beginning at 2nd level, a thief-acrobat 
  reduces the effective distance of falls by 20 feet.  At 4th 
  level, this improves to reduce the effective distance of 
  falls by 30 feet.  See the monk class feature, Player’s 
  Handbook, page 41.  If a thief-acrobat has this ability from 
  another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Languages: Goblin, Common, Giant, Gnoll. 
   
  Assassin Spells Known (5/4/4/4, save DC 15 + spell 
  level): 1st – critical strike*, distract assailant*, obscuring mist, 
  true strike; 2nd – fire shuriken**, invisibility, pass without trace, 
  spider climb; 3rd – deeper darkness, misdirection, nondetection, 
  spectral weapon*; 4th – freedom of movement, glibness, greater 
  invisibility, shadow form*.  *Complete Adventurer, **Complete 
  Arcane. 
   
  Possessions: courtier’s outfit, masterwork thieves tools, 
  2 tanglefoot bags, 2 thunderstones, 5 daggers coated with 
  medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 
  mithral breastplate, +1 frost morningstar, ring of counterspells 
  (greater dispel magic), ring of protection +4, scarab of protection, 
  cloak of resistance +3, amulet of health +2, gloves of dexterity +4, 
  headband of intellect +4, rod of withering, potion of gaseous 
  form, potion of cure moderate wounds, potion of haste, potion of 
  spider climb, potion of invisibility, potion of gaseous form, 
  manual of gainful exercise +4. 
  Aglashti: Male Ogre Mage Warlock13; CR 21; Large 
  Giant; HD 5d8+13d6+90; hp 156; Init +8; Spd 40 ft., fly 40 
  ft. (good), climb 20 ft.; AC 30, touch 17, flat-footed 26 (-1 
  size, +4 Dex, +5 natural, +8 armor, +4 deflection); 
  BAB/Grp +12/+20; Atk +17 melee (1d8+6, warlock’s scepter) 
  or +18 ranged touch (6d6, eldritch chain) or +18 ranged 
  touch (6d6, eldritch chain/vitriolic blast); Full Atk 
  +17/+12/+7 melee (1d8+6, warlock’s scepter) or +18 ranged 
  touch (6d6, eldritch chain) or +18 ranged touch (6d6, 
  eldritch chain/vitriolic blast); Space/Reach 10 ft./10 ft.; SA 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 67 
  spell-like abilities, invocations (least, lesser, greater; CL 
  13th), eldritch blast 6d6; SQ darkvision 90 ft., low-light 
  vision, regeneration 5, SR 19, detect magic, DR 3/cold iron, 
  deceive item, fiendish resilience 2, acid/fire resistance 5, 
  imbue item; AL LE; SV Fort +13 (+16), Ref +11 (+14), Will 
  +17 (+20); Str 18, Dex 18, Con 16 (20), Int 14, Wis 14, Cha 
  23 (29).  Complete Arcane, page 5. 
   
  Skills and Feats: Concentration +25, Knowledge 
  (arcana) +14, Listen +6, Spellcraft +23, Spot +6, Use Magic 
  Device +22 (+24 scrolls); Combat Casting, Force of 
  Personality*, Improved Initiative, Lightning Reflexes, 
  Point Blank Shot, Spell Penetration, Weapon Focus 
  (eldritch blast).  *Complete Adventurer. 
   
  Spell-Like Abilities: At will – darkness, invisibility; 
  1/day – charm person (DC 20), cone of cold (DC 24), gaseous 
  form, polymorph, sleep (DC 20).  CL 9th; save DC is Cha-
  based. 
   
  Flight (Su): An ogre mage can cease or resume flight 
  as a free action.  While using gaseous form it can fly at its 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to an ogre mage.  An ogre mage that loses a limb 
  or body part can reattach it by holding the severed 
  member to the stump.  Reattachment takes 1 minute.  If 
  the head or some other vital organ is severed, it must be 
  reattached within 10 minutes or the creature dies.  An 
  ogre mage cannot regrow lost body parts. 
   
  Invocations (Sp): A warlock does not prepare or 
  cast spells as other wielders of arcane magic do. Instead, 
  he possesses a repertoire of attacks, defenses, and abilities 
  known as invocations that require him to focus the wild 
  energy that suffuses his soul. A warlock can use any 
  invocation he knows at will, with the following 
  qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that provokes 
  attacks of opportunity. An invocation can be disrupted, 
  just as a spell can be ruined during casting. A warlock is 
  entitled to a Concentration check to successfully use an 
  invocation if he is hit by an attack while invoking, just as 
  a spellcaster would be. A warlock can choose to use an 
  invocation 
  defensively, 
  by 
  making 
  a 
  successful 
  Concentration check, to avoid provoking attacks of 
  opportunity. A warlock’s invocations are subject to spell 
  resistance unless an invocation’s description specifically 
  states otherwise. A warlock’s caster level with his 
  invocations is equal to his warlock level.  A warlock can 
  dismiss any invocation as a standard action, just as a 
  wizard can dismiss a spell. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. Since spell-like abilities are not actually spells, a 
  warlock cannot benefit from the Spell Focus feat. He can, 
  however, benefit from the Ability Focus feat (see page 
  303 of the Monster Manual), as well as from feats that 
  emulate metamagic effects for spell-like abilities, such as 
  Quicken Spell-Like Ability and Empower Spell-Like 
  Ability (see pages 303 and 304 of the Monster Manual). 
   
  The four grades of invocations, in order of their 
  relative power, are least, lesser, greater, and dark. A 
  warlock begins with knowledge of one invocation, which 
  must be of the lowest grade (least). As a warlock gains 
  levels, he learns new invocations, as described in Complete 
  Arcane. 
   
  At any level when a warlock learns a new invocation, 
  he can also replace an invocation he already knows with 
  another invocation of the same or a lower grade. At 6th 
  level, a warlock can replace a least invocation he knows 
  with a different least invocation (in addition to learning a 
  new invocation, which could be either least or lesser). At 
  11th level, a warlock can replace a least or lesser 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, or greater). At 
  16th level, a warlock can replace a least, lesser, or greater 
  invocation he knows with another invocation of the same 
  or a lower grade (in addition to learning a new 
  invocation, which could be least, lesser, greater, or dark). 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance (warlocks do not 
  suffer arcane spell failure chance for invocations when 
  wearing light armor). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating effects.  
  Eldritch blast is an invocation.  A warlock can use eldritch 
  blast at will. 
   
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, allowing 
  no saving throw. An eldritch blast deals 1d6 points of 
  damage at 1st level and increases in power as the warlock 
  rises in level.  An eldritch blast deals half damage to 
  objects. An eldritch blast is the equivalent of a 1st level 
  spell. 
   
  If you apply a blast shape or eldritch essence 
  invocation to your eldritch blast, your eldritch blast uses the 
  level equivalent of the shape or essence (whichever is 
  higher if both are applied).  Unless noted otherwise, 
  eldritch blast modified by blast shape and eldritch essence 
  invocations deal damage normally in addition to 
  imparting the effects described in the invocation 
  description.  A warlock can apply only one blast shape 
  invocation and only one eldritch essence invocation to a 
  single eldritch blast; a warlock can apply both a blast shape 
  invocation and an eldritch essence invocation to the 
  same eldritch blast. 
   
  Detect Magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will. His caster level 
  equals his class level. 
   
  Damage 
  Reduction 
  (Su): 
  Fortified 
  by 
  the 
  supernatural power flowing in his body, a warlock 
  becomes resistant to physical attacks at 3rd level and 
  above, gaining damage reduction 1/cold iron. At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 68 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer magic 
  items made for the use of other characters.  When 
  making a Use Magic Device check, a warlock can take 10 
  even if distracted or threatened. 
   
  Fiendish Resilience (Su): Beginning at 8th level, a 
  warlock knows the trick of fiendish resilience.  Once per 
  day, as a free action, he can enter a state that lasts for 2 
  minutes.  While in this state, the warlock gains fast 
  healing 1.  At 13th level, a warlock’s fiendish resilience 
  improves to fast healing 2, and at 18th level, it improves to 
  fast healing 5. 
   
  Energy Resistance (Su): At 10th level and higher, a 
  warlock has resistance 5 against any two of the following 
  energy types: acid, cold, electricity, fire, and sonic.  Once 
  the types are chosen, this energy resistance cannot be 
  changed.  At 20th level, a warlock gains resistance 10 
  against the two selected types of energy. 
   
  Imbue Item (Su): A warlock of 12th level or higher 
  can use his supernatural power to create magic items, 
  even if he does not know the spells required to make an 
  item (although he must know the appropriate item 
  creation feat).  He can substitute a Use Magic Device 
  check (DC 15 + spell level for arcane spells, DC 25 + spell 
  level for divine spells) in place of a required spell he 
  doesn’t know or can’t cast.  If the check succeeds, the 
  warlock can create the item as if he had cast the required 
  spell.  If it fails, he cannot complete the item.  He does 
  not expend the xp or gp costs for making the item; his 
  progress is simply arrested.  He cannot retry this Use 
  Magic Device check for that spell until he gains a new 
  level. 
   
  Languages: Giant, Common, Infernal. 
   
  Warlock Invocations Known (8; DC 19 + equivalent 
  spell level; CL 11th): Least – devil’s sight*, entropic warding*, 
  miasmic cloud*; Lesser – eldritch chain*, flee the scene*, 
  voracious dispelling*; Greater – chilling tentacles*, vitriolic 
  blast*.  *Complete Arcane. 
   
  Possessions: large masterwork chain shirt, ring of 
  protection +4, vest of resistance +3*, warlock’s scepter*, amulet of 
  health +4, cloak of charisma +6, slippers of spider climbing, 2 
  potions of cure serious wounds, potion of blur, oil of magic 
  vestment +4.  *Complete Arcane. 
  ENCOUNTER 7 
   
   
   
   
  Ruka: Evolved(x4) Cloud Giant Mummy; CR 18; Huge 
  Undead (Augmented Giant); HD 17d12; hp 153; Init +1; 
  Spd 30 ft.; AC 34, touch 9, flat-footed 33 (-2 size, +1 Dex, 
  +16 natural, +9 armor); BAB/Grp +12/+40; Atk +32 melee 
  (4d6+32, +2 unholy gargantuan morningstar) or +30 melee 
  (2d8+30 plus disease, slam) or +12 ranged (2d8+20, rock); 
  Full Atk +32/+27/+22 melee (4d6+32, +2 unholy 
  gargantuan morningstar) or +30 melee (2d8+30 plus 
  disease, slam) or +12 ranged (2d8+20, rock); Space/Reach 
  15 ft./15 ft.; SA rock throwing, spell-like abilities; SQ low-
  light vision, oversized weapon, rock catching, scent, DR 
  5/–, vulnerability to fire, fast healing 3; AL NE; SV Fort 
  +10, Ref +6, Will +12; Str 51, Dex 13, Con –, Int 8, Wis 20, 
  Cha 25.  Libris Mortis, pages 100 and 110. 
   
  Skills and Feats: Climb +24, Craft (weaponsmith) +9, 
  Diplomacy +9, Intimidate +17, Listen +17, Perform (harp) 
  +8, Sense Motive +11, Spot +17; Awesome Blow, Cleave, 
  Improved Bull Rush, Improved Overrun, Iron Will, 
  Power Attack. 
   
  Despair (Su): At the mere sight of a mummified 
  creature, the viewer must make a Will save DC 25 or be 
  paralyzed with fear for 1d4 rounds.  Whether or not the 
  save is successful, the target cannot be affected again by 
  the mummy’s despair ability for 24 hours.  Save DC is 
  Cha-based. 
   
  Mummy Rot (Su): Supernatural disease – natural 
  weapon, Fort save DC 25, incubation period 1 minute, 
  damage 1d6 Con and 1d6 Cha.  Unlike normal diseases, 
  mummy 
  rot 
  persists 
  until 
  the 
  victim 
  reaches 
  Constitution 0 (and dies) or is cured as described below.  
  Mummy rot is a powerful curse, not a natural disease, a 
  character attempting to cast any conjuration (healing) 
  spell on a creature afflicted with mummy rot must make 
  a DC 20 caster level check, or else the spell has no effect 
  on the afflicted character.  To eliminate mummy rot, the 
  curse must first be broken with break enchantment or 
  remove curse (requiring a DC 20 caster level check for 
  wither spell), after which a caster level check is no longer 
  required to cast healing spells on the victim, and mummy 
  rot can be magically cured as any normal disease.  An 
  afflicted character that dies of mummy rot shrivels away 
  into sand and blows away into nothing at the first wind.  
  Save DC is Cha-based. 
   
  Spell-Like Abilities: 3/day – levitate (self plus 2,000 
  lbs.), obscuring mist; 1/day – fog cloud.  CL 15th; save DC is 
  Cha-based. 
   
  Spell-Like Abilities: 1/day – cone of cold (DC 22), 
  greater dispel magic, hold monster (DC 22), unholy blight (DC 
  21).  CL 17th; save DC is Cha-based. 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  giants 
  are 
  accomplished rock throwers and receive a +1 racial bonus 
  on attack rolls when throwing rocks.  A giant of at least 
  Large size can hurl rocks weighing 40 to 50 lbs. each 
  (Small objects) up to five range increments.  The size of 
  the range increment varies with the giant’s variety (140 ft. 
  for cloud giants).  A Huge giant can hurl rocks of 60 to 80 
  lbs. (Medium objects). 
   
  Rock Catching (Ex): A giant of at least Large size 
  can catch Small, Medium, or Large rocks (or projectiles of 
  similar shape).  Once per round, a giant that would 
  normally be hit by a rock can make a Reflex save to catch 
  it as a free action.  The DC is 15 for a Small rock, 20 for a 
  Medium one, and 25 for a Large one.  If the projectile 
  provides a magical bonus on attack rolls, the DC increases 
  by that amount.  The giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. 
   
  Oversized Weapon (Ex): A cloud giant wields a 
  great, 
  two-handed 
  morningstar 
  (big 
  enough 
  for 
  Gargantuan creatures) without penalty. 
   
  Languages: Giant, Common. 
   
  Possessions: +2 unholy gargantuan morningstar, +1 huge 
  full plate, ring of major energy resistance (fire), winged boots, 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 69 
  cloak of turn resistance*, ring of counterspells (fireball).  *Libris 
  Mortis. 
  Air Monolith Necromental: CR 18; Gargantuan 
  Undead (Air, Augmented Elemental); HD 36d12; hp 324; 
  Init +15; Spd fly 100 ft. (perfect); AC 33, touch 17, flat-
  footed 22 (-4 size, +11 Dex, +16 natural); BAB/Grp 
  +27/+50; Atk +34 melee (6d6+11/19-20, slam); Full Atk 
  +34 melee (6d6+11/19-20, 2 slams); Space/Reach 20 ft./20 
  ft.; SA air mastery, whirlwind, create spawn, energy drain; 
  SQ darkvision 60 ft., elemental traits, fast healing, DR 
  15/–; AL NE; SV Fort +14, Ref +31, Will +14; Str 32, Dex 
  33, Con –, Int 1, Wis 10, Cha 1.  Libris Mortis, page 113; 
  Complete Arcane, page 156. 
   
  Skills and Feats: Balance +13, Diplomacy -2, 
  Intimidate +9, Jump +41, Listen +41, Sense Motive +13, 
  Spot +41, Tumble +24; Alertness, Blind-fight, Cleave, 
  Combat Reflexes, Dodge, Flyby Attack, Great Cleave, 
  Great Fortitude, Improved Critical (slam), Improved 
  Initiative, Improved Natural Attack, Iron Will, Mobility, 
  Power Attack, Spring Attack. 
   
  Create Spawn (Su): An elemental slain by a 
  necromental’s energy drain attack rises as a necromental 
  1d4 days after death. 
   
  Energy Drain (Su): Living creatures hit by a 
  necromental’s natural weapon attack gain one negative 
  level.  A necromental can use its energy drain ability once 
  per round, regardless of the number of natural weapon 
  attacks it possesses.  The save to remove the negative 
  level 24 hours later is DC 28.  When a necromental 
  bestows a negative level, it gains 5 temporary hp (10 on a 
  critical hit).  These temporary hit points last for up to one 
  hour. 
   
  Fast Healing (Ex): An air monolith necromental 
  heals 3 points of damage each round as long as it is within 
  five feet of some form of its element (air). 
   
  Air Mastery (Ex): Airborne creatures take a -2 
  penalty on attack rolls and damage rolls against an air 
  monolith. 
   
  Whirlwind (Su): An air monolith can transform 
  itself into a whirlwind at will as a standard action and 
  remain in that form indefinitely.  In this form, the 
  elemental can move through the air or along a surface at 
  its fly speed.  The whirlwind is 10 feet wide at the base, 
  up to 50 feet wide at the top, and up to 80 feet tall.  The 
  elemental controls the exact height, but it must be at least 
  20 feet.  The elemental’s movement while in whirlwind 
  form does not provoke attacks of opportunity, even if the 
  elemental enters the space another creature occupies.  
  Another creature might be caught in the whirlwind if it 
  touches or enters the whirlwind, or if the elemental 
  moves into or through the creature’s square. 
   
  Creatures one or more size categories smaller than 
  the elemental might take damage when caught in the 
  whirlwind and may be lifted into the air.  The creature 
  must first make the indicated Reflex save or take damage. 
   It must also succeed on a second Reflex save or be picked 
  up bodily and help suspended in the powerful winds, 
  automatically taking the indicated damage each round.  A 
  creature that can fly is allowed a Reflex save each round 
  to escape the whirlwind.  The creature still takes damage 
  but can leave if successful.  The save DC is Str-based. 
   
  Creatures trapped in the whirlwind 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 succeed 
  on a Concentration check (DC 20 + spell level) to cast a 
  spell.  Creatures caught in whirlwind take a –4 penalty to 
  Dexterity and a –2 penalty on attack rolls. The elemental 
  can have only as many creatures inside the whirlwind at 
  one time as will fit inside the whirlwind’s volume. 
   
  The whirlwind can eject any carried creature 
  whenever it wishes, depositing them wherever the 
  whirlwind happens to be.  A summoned elemental always 
  ejects trapped creatures before returning to its home 
  plane. 
   
  As this room is filled with free floating debris, the 
  elemental’s whirlwind creates a swirling cloud of debris 
  20 feet in diameter centered on the necromental.  The 
  cloud obscures all vision, including darkvision, beyond 
  five feet.  Creatures five feet away have concealment, 
  while those further away have total concealment.  Those 
  caught in the cloud must succeed on a Concentration 
  check (DC 20 + spell level) to cast a spell.  
   
  An elemental in whirlwind form cannot make slam 
  attacks and does not threaten the area around it. 
   
  Air Monolith: save DC 39, 4d6 damage, 20 – 80 ft. 
  tall. 
  Greater Dispelling Firestorm: Living Spell; CR 18; 
  Huge Ooze; HD 15d10+60; hp 158; Init +2; Spd 40 ft.; AC 
  18, touch 18, flat-footed 16 (-2 size, +2 Dex, +8 deflection); 
  BAB/Grp +11/+23; Atk/Full Atk +13 melee (1d8+6, slam); 
  Space/Reach 15 ft./10 ft.; SA spell effect, engulf; SQ ooze 
  traits, DR 10/magic, SR 25 (10 + its caster level); AL N; SV 
  Fort +9, Ref +7, Will +7; Str 18, Dex 15, Con 18, Int –, Wis 
  15, Cha 18.  Monster Manual 3, page 91. 
   
  Spell Effect (Su): A creature hit by a living spell’s 
  slam attack is subjected to the normal effect of the spell 
  or spells making up the creature, as if it were within the 
  area of effect of the spell itself.  Saves apply as normal for 
  the spell; the DC is 22 for the fire storm.  This living spell 
  is composed of a greater dispel magic spell and a fire storm 
  spell, both at CL 15th. 
   
  Engulf (Ex): This creature can flow around creatures 
  that fit within its space as a standard action.  It cannot 
  make a slam attack during the round in which it engulfs.  
  It merely has to move over the opponents, affecting as 
  many as it can cover.  Opponents can make attacks of 
  opportunity against the living spell, but if the do so they 
  are not entitled to a saving throw.  Those who do not 
  attempt attacks of opportunity must succeed on a Reflex 
  save (DC 22) or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the spell moves 
  forward.  Engulfed creatures are subject to the full 
  normal effects of the spells each round on the living 
  spell’s turn, and are considered to be grappled. 
   
  
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  APPENDIX 8 – ALL APLS 
   
  ENCOUNTER 1 
   
   
   
   
  Resbin Dren Emondav, Marchioness of Sterich: 
  Female Human Sor13; CR 13; Medium Humanoid 
  (Human); HD 13d4+26+3; hp 61; Init -1; Spd 30 ft.; AC 12 
  (16 with mage armor), touch 9, flat-footed 12 (16 with 
  mage armor); Base Atk +6; Grp +7; Atk +8 melee (1d6+1, 
  masterwork club); Full Atk +8/+3 melee (1d6+1, 
  masterwork club); SA spells; SQ summon familiar (tiny 
  viper); AL LN; SV Fort +8, Ref +3, Will +11; Str 12, Dex 9, 
  Con 14, Int 16, Wis 13, Cha 19. 
   
  Skills and Feats: Bluff +23, Concentration +18, 
  Diplomacy +14, Gather Information +8, Knowledge 
  (arcana) +19, Listen +3, Sense Motive +9, Spellcraft +13, 
  Spot +3; Combat Casting, Eschew Materials, Great 
  Fortitude, Iron Will, Leadership, Toughness. 
   
  Languages: Common, Dwarven, Keolandish, Olman. 
   
  Spells Known (CL 13th; 6/7/7/7/7/6/4): 0 – acid splash 
  (+5 ranged touch), arcane mark, daze (DC 14), detect magic, 
  detect poison, disrupt undead (+5 ranged touch), flare (DC 
  14), resistance, touch of fatigue (+5 touch, DC 14); 1st – 
  burning hands (DC 15), mage armor, obscuring mist, 
  protection from chaos (DC 15), shield; 2nd – detect thoughts 
  (DC 16), owl’s wisdom, shatter (DC 16), touch of idiocy (+5 
  touch, DC 15), whispering wind; 3rd – deep slumber (DC 17), 
  dispel magic, invisibility sphere, suggestion (DC 17); 4th – 
  confusion (DC 18), crushing despair (DC 18), greater magic 
  weapon, stoneskin; 5th – cone of cold (DC 19), feeblemind (DC 
  19), hold monster (DC 19); 6th – chain lightning (DC 20), 
  Tenser’s transformation. 
   
  Possessions: masterwork club, cloak of charisma +2, 
  amulet of natural armor +3, brooch of shielding (76 hp), ring of 
  mind shielding, ring of the ram (27 charges), 3 potions of bull’s 
  strength, 4 vials of diamond dust worth 250 gp each. 
   
  From Dungeon #117, December 2004, page 41. 
  ENCOUNTER 3 
   
   
   
   
  Raptoran Sentry: Male/Female Raptoran Rgr5; CR 5; 
  Medium Humanoid (Raptoran); HD 5d8+5; hp 34; Init 
  +3; Spd 30 ft., fly 40 ft. (average); AC 19, touch 13, flat-
  footed 16 (+3 Dex, +5 armor, +1 shield); BAB/Grp +5/+7; 
  Atk +9 melee (1d6+3/19-20, +1 short sword) or +9 ranged 
  (1d8+3/x3, masterwork footbow); Full Atk +9 melee 
  (1d6+3/19-20, +1 short sword) or +7/+7 ranged (1d8+2/x3, 
  masterwork footbow); SA spells, favored enemy (humans 
  +4, gnolls +2); SQ low-light vision, raptoran traits, wild 
  empathy +5 (+1 magical beasts); AL CG; SV Fort +5, Ref 
  +7, Will +2; Str 14, Dex 16, Con 13, Int 8, Wis 12, Cha 10.  
  Races of the Wild, page 68. 
   
  Skills and Feats: Climb +3, Hide +10, Listen +9, Move 
  Silently +10, Spot +11, Survival +9; EnduranceB, Point 
  Blank Shot, Rapid ShotB, TrackB, Weapon Focus (short 
  sword). 
   
  Raptoran Traits: gliding, flight, +1 CL for air spells, 
  unerring direction (can sense which direction is north 
  anywhere on the Material Plane), weapon familiarity 
  (footbow is martial weapon), +2 racial bonus on Climb 
  and Spot checks, +10 racial bonus to Jump checks. 
   
  Gliding (Ex): A raptoran can use her wings to glide, 
  negating damage from a fall of any height and allowing 
  20 feet of forward travel for every 5 feet of descent.  
  Raptorans glide at a speed of 40 feet (average 
  maneuverability).  Even if a raptoran’s maneuverability 
  improves, she can’t hover while gliding.  A raptoran can’t 
  glide while carrying a medium or heavy load.  If a 
  raptoran becomes unconscious or helpless while in 
  midair, her wings naturally unfurl and powerful 
  ligaments stiffen the wings.  The raptoran descends in a 
  tight corkscrew and takes only 1d6 falling damage no 
  matter what the actual distance of the fall. 
   
  Flight (Ex): When a raptoran reaches 5 HD, she 
  becomes able to fly at a speed of 40 feet (average 
  maneuverability).  A raptoran can’t fly while carrying a 
  medium or heavy load or while fatigued or exhausted.  
  Raptorans can safely fly for a number of rounds equal to 
  their Con modifier (minimum 1 round).  They can exert 
  themselves to fly for up to twice as long, but then they’re 
  fatigued at the end of the flight.  Raptorans are likewise 
  fatigued after spending a total of more than 10 minutes 
  per day flying.  Because raptorans can glide before, after, 
  and between rounds of actual flight, they can remain 
  aloft for extended periods (even if they can only use 
  flight for 1 round at a time without becoming fatigued).  
  When they reach 10 HD, raptorans have enough stamina 
  and prowess to fly for longer periods.  They can fly at a 
  speed of 40 feet (average maneuverability), and flying 
  requires no more exertion that walking or running.  A 
  raptoran with flight can make a dive attack.  A dive attack 
  works like a charge, but the raptoran must move a 
  minimum of 30 feet and descend at least 10 feet.  A 
  raptoran can make a dive attack only when wielding a 
  piercing weapon; if the attack hits, it deals double 
  damage.  A raptoran with flight can use the run action 
  while flying, provided she flies in a straight line. 
   
  Languages: Common, Raptoran. 
   
  Ranger Spells Prepared (1, save DC 11 + spell level, CL 
  1st): 1st – speak with animals. 
   
  Possessions: +1 chain shirt, masterwork buckler, +1 short 
  sword, masterwork footbow* (+2 Str bonus) with 20 
  arrows, potion of cure moderate wounds, potion of shield of faith 
  +4.  *Races of the Wild. 
  Sherinda, Flock Chief: Female raptoran Drd12; CR 12; 
  Medium humanoid (raptoran); HD 12d8+24; hp 81; Init 
  +0; Spd 30 ft., fly 40 ft. (good); AC 15, touch 11, flat-footed 
  15; Base Atk +9; Grp +10; Atk +10 ranged (1d8 +2/x3, +1 
  footbow) or +11 melee (1d8+1/x3, masterwork cold iron 
  spear); Full Atk +10/+5 ranged (1d8+2/x3 +1 footbow) or 
  +11/+6 
  melee 
  1d8+1/x3, 
  masterwork 
  cold 
  iron 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 71 
  longspear); SA spells, SQ animal companion (dire hawk), 
  animal companion benefits, immunity to poison, low-
  light vision, raptoran traits, resist nature’s lure, trackless 
  step, wild empathy +15 (+11 magical beasts), wild shape 
  4/day (Tiny to Large, Animal or Plant), woodland stride; 
  AL NG; SV Fort +10, Ref +4 (+7 while flying), Will +11; 
  Str 13, Dex 10, Con 14, Int 10, Wis 20, Cha 12  Races of the 
  Wild, page 68. 
   
  Skills and feats: Climb +3, Concentration +12, 
  Diplomacy +10, Handle Animal +6, Jump +11, 
  Knowledge (nature) +9, Listen +17, Ride +2, Sense 
  Motive +12, Spot +19, Survival +12 (+14 in aboveground 
  natural environments); Aerial ReflexesRoW, Alertness, 
  Improved FlightRoW, Natural Spell, Negotiator.  RoWRaces of 
  the Wild. 
   
  Languages: Common, Raptoran, Druidic. 
   
  Raptoran Traits: Raptorans can glide at a speed of 
  40 feet, with average maneuverability.  Raptorans have an 
  unerring sense of direction and always know which way 
  is north.  A raptoran spellcaster gains +1 caster level for 
  air spells.  Sherinda can fly for up to 10 minutes total 
  during a day before becoming fatigued.  A flying raptoran 
  can make a dive attack (as a charge, but must fly at least 
  30 feet, descend at least 10 feet, and use a piercing 
  weapon to deal double damage on a hit). 
   
  Druid Spells Prepared (CL 12th): 0 – cure minor wounds 
  (2), detect magic(2), mending, read magic; 1st – cure light 
  wounds (2), endure elements, entangle, obscuring mist, produce 
  flame (+9 ranged touch), speak with animals; 2nd – barkskin, 
  bear’s endurance, flaming sphere (DC 17), gust of wind, lesser 
  restoration; 3rd – cal lightening (DC 18), cure moderate 
  wounds, greater magic fang, protection from energy, wind wall 
  (CL 13th); 4th – dispel magic, flame strike (DC 19), freedom of 
  movement, ice storm; 5th – baleful polymorph (DC 20), call 
  lightening storm (DC 20), cure critical wounds, stoneskin; 6th – 
  fire seeds (+9 ranged touch; DC 21), summon nature’s ally VI. 
   
  Possessions: +2 leather armor, +1 ring of protection, 
  masterwork cold iron spear, +1 footbow (+1 Str bonus) 
  with 20 arrows, periapt of wisdom +4, 2 potions of cure serious 
  wounds, spell component pouch, 250 gp diamond dust, 31 
  gp. 
  Lightning, Dire Hawk Companion: CR –; Medium 
  animal; HD 11d8+22; hp 71; Init +11; Spd 10 ft., fly 80 ft. 
  (average); AC 26, touch 17, flat-footed 19; Base Atk +8; 
  Grp +10; Atk +15 melee (1d6+2, claw); Full Atk +15/+15 
  melee (1d6+2, 2 claws) and +13 melee (1d6+1, bite); SQ 
  devotion, evasion, low-light vision, link, shared spells; AL 
  N; SV Fort +9, Ref +14, Will +9 (+13 against 
  enchantments); Str 15, Dex 25, Con 15, Int 2, Wis 15, Cha 
  11.  Races of the Wild. 
   
  Skills and Feats: Listen +9, Move Silently +11, Spot 
  +9*; Alertness, Improved Initiative, Improved Natural 
  Attack (claw), Multiattack B, Weapon Finesse. 
   
  Tricks Known: Attack, come, defend, down, fetch, 
  guard, heel, markRoW, seek, stay.  RoWRaces of the Wild. 
  Cas, Medicine Chief: Male raptoran Clr9 of Phaulkon; 
  CR 9; medium humanoid (raptoran); HD 3d6+6 plus 
  6d8+12; hp 58; Init +5; Spd 30 ft., fly 45 ft. (average); AC 
  16, touch 11, flat-footed 15; Base Atk +6; Grp +5; Atk +6 
  melee (1d8/x3, +1 spear); Full Atk:+6/+1 melee (1d8/x3, +1 
  spear); SA Spells, turn undead 3/day (+2, 2d6+9, 9th); SQ 
  low-light vision, raptoran traits, substitution levels (air 
  mastery, empathy of the winds, air summoning talent, 
  open the wind-gate); AL CG; SV Fort +8, Ref +4, Will +10; 
  Str 8, Dex 13, Con 14, Int 12, Wis 19, Cha 10.  Races of the 
  Wild, page 68. 
   
  Skills and Feats: Climb +1, Concentration +8 (+12 
  casting defensively), Diplomacy +0 (+4 dealing with 
  natives of Elemental Plane of Air), Heal +16, Jump +9, 
  Knowledge (religion) +7, Spot +18; Battle CastingRoW, 
  Brew Potion, Combat Casting, Improved Initiative.  
  RoWRaces of the Wild. 
   
  Languages: Common, Sylvan, Raptoran. 
   
  Raptoran Traits: Raptorans can glide at a speed of 
  40 feet, with average maneuverability.  Raptorans have an 
  unerring sense of direction and always know which way 
  is north.  A raptoran spellcaster gains +1 caster level for 
  air spells.  Cas can fly for 2 rounds at no penalty, or for 4 
  rounds at the cost of becoming fatigued.  A flying 
  raptoran can make a dive attack (as a charge, but must fly 
  at least 30 feet, descend at least 10 feet, and use a piercing 
  weapon to deal double damage on a hit). 
   
  Air Mastery (Ex): Beginning at 1st level, airborne 
  creatures take a –1 penalty on attack and damage rolls 
  against a raptoran cleric.  The substitution feature 
  replaces the standard cleric’s heavy armor proficiency 
  gained at 1st level. 
   
  Empathy of the Winds (Ex): A 1st level raptoran 
  cleric gains a strong bond with air and its denizens.  He 
  learns Auran as a bonus language (in addition to the 
  languages available to him because of his race and the 
  Speak Languages skill).  He gains a +4 circumstance 
  bonus on Diplomacy checks made to interact with the 
  natives of the Elemental Plane of Air.  If he has the ability 
  to bolster Air creatures (such as from the air domain), he 
  gains a +4 bonus on turning checks made to do so.  Allied 
  air elementals within 60 feet of the cleric gain a +1 moral 
  bonus on attack rolls and damage rolls. 
   
  Air Summoning Talent (Ex): Beginning at 3rd 
  level, a raptoran cleric can summon certain creatures of 
  air more easily than other clerics can.  Add the following 
  monsters to the list of creatures that the cleric can 
  summon with the appropriate summon monster spell: 
   
  Summon Monster II: Small air elemental 
   
  Summon Monster III: Air mephit 
   
  Summon Monster IV: Medium air elemental 
   
  Summon Monster V: Large air elemental 
   
  Summon Monster VI: Huge air elemental 
   
  Summon Monster VII: Greater air elemental 
   
  Summon Monster VIII: Elder air elemental 
   
  This substitution feature removes all spells with the 
  earth descriptor from the cleric’s spell list.  If a spell 
  would only have the earth descriptor due to a particular 
  version of the spell (such as a summon monster spell used 
  to summon an earth elemental), the spell remains on the 
  cleric’s spell list but the version with the earth descriptor 
  cannot be cast. 
  
  SHE5-03 The Prophet’s Voice 
   
  Page 72 
   
  Open the Wind-Gate (Ex): A 7th level raptoran 
  cleric can use the planar ally spells to call a more powerful 
  air elemental than would normally be allowed.  The cleric 
  can call an 8 HD Large air elemental with lesser planar ally, 
  a single 16 HD Huge air elemental (or two 8 HD Large air 
  elementals) with planar ally, or a single 24 HD elder air 
  elemental (or multiple Large and/or Huge air elementals 
  totaling 24 HD) with greater planar ally. 
   
  The costs associated with these spells remain the 
  same.  However, if the any of the called air elementals die 
  while in the service of the cleric, the cleric loses access to 
  this ability for seven days and takes a –1 penalty on attack 
  rolls, saves, and checks during that period. 
   
  This substitution feature replaces the standard 
  cleric’s ability to call creatures other than air elementals 
  with the various planar ally spells. 
   
  Cleric Spells Prepared (CL 9th): 0 – create water, detect 
  magic (2), detect poison, light, purify food and drink; 1st – bless, 
  divine favor, entropic shield, obscuring mistD, protection from 
  evil, sanctuary (DC 15); 2nd – bear’s endurance, hold person (2) 
  (DC 16), silence (DC 16), zone of truth (DC 16), wind wallD; 
  3rd – daylight, dispel magic, gaseous formD, protection from 
  energy, searing light (+7 ranged touch); 4th – air walkD, 
  freedom of movement, sending, summon monster IV, 5th – 
  control windsD, summon monster V. 
   
  DDomain Spell. Domains: Air (turn earth elem., 
  rebuke air elem.); Sky (+5 ft. bonus to glide/fly speed; 
  Spot is a class skill). 
   
  Possessions: +1 mithral chain shirt, +1 spear, periapt of 
  wisdom +2, 4 potions of cure serious wounds, 2 potions of lesser 
  restoration, spell component pouch, holy symbol, 10 pp. 
  Nikcuri, War Chief: Male raptoran Rgr10; CR 10; 
  Medium humanoid (raptoran); HD 10d8+20; hp 68; Init 
  +3; Spd 30 ft., fly 40 ft. (average); AC 21, touch 15, flat-
  footed 17; Base Atk +10, Grp +11; Atk +15 ranged (1d8 
  +2/x3, +1 footbow) or +12 melee (1d8+2/x3, +1 longspear); 
  Full Atk +13/+13/+8 ranged (1d8 +2/x3, +1 footbow with 
  Rapid Shot) or +12/+7 melee (1d8+2/x3, +1 longspear); 
  Space/Reach 5 ft./5 ft. (10 ft. with longspear); SA favored 
  enemy (animals +6, magical beast +2, elves +2); SQ animal 
  companion (dire bat), animal companion benefits, 
  evasion, low-light vision, raptoran traits, swift tracker, 
  wild empathy +11 (+7 magical beasts), woodland stride; 
  AL NG; SV Fort +9, Ref +11, Will +2; Str 12, Dex 19, Con 
  14, Int 10, Wis 8 Cha 13.  Races of the Wild, page 68. 
   
  Skills and Feats: Climb +3, Diplomacy +3, Hide +17, 
  Jump +11, Knowledge (geography) +4, Listen +9, Move 
  Silently +17, Sense Motive +5, Spot +14, Survival +12 (+14 
  getting lost); Dodge, EnduranceB, ManyshotB, Mobility, 
  Point Blank Shot, Rapid ShotB, Shot on the Run, TrackB. 
   
  Languages: Common, Raptoran. 
   
  Raptoran Traits: Raptorans can glide at a speed of 
  40 feet, with average maneuverability.  Raptorans have an 
  unerring sense of direction and always know which way 
  is north.  A raptoran spellcaster gains +1 caster level for 
  air spells.  Nikcuri can fly for up to 10 minutes total 
  during a day before becoming fatigued.  A flying raptoran 
  can make a dive attack (as a charge, but must fly at least 
  30 feet, descend at least 10 feet, and use a piercing 
  weapon to deal double damage on a hit). 
   
  Possessions: +2 mithral chain shirt, +1 ring of protection, 
  +1 footbow (+1 Str bonus) with 20 arrows, +1 longspear, 
  gloves of dexterity +2, 20 pp. 
  Creskara, Hunting Chief: Male raptoran Rgr8/Sor2; 
  CR 10; Medium humanoid (raptoran); HD 8d8+24 plus 
  2d4+6; hp 74; Init +2; Spd 30 ft., fly 40ft. (average); AC 19, 
  touch 13, flat-footed 17; Base Atk +9; Grp +10; Atk +13 
  ranged (1d8+1/x3 plus 1d6 electricity, +1 shock footbow) or 
  +11 melee (1d8+1/x3, masterwork longspear); Full Atk 
  +11/+11/+6 ranged (1d8+1/x3 plus 1d6 electricity, +1 +1 
  shock footbow) or +11/+6 melee (1d8+1/x3, masterwork 
  longspear); Space/Reach 5ft./5ft. (10 ft. with longspear); 
  SA favored enemy (animal +4, giants +2), spells; SQ 
  animal companion (dire hawk), animal companion 
  benefits, familiar, familiar benefits, low-light vision, 
  raptoran traits, swift tracker; AL CG; SV Fort +9, Ref +8, 
  Will +6; Str 13, Dex 14, Con 16, Int 8, Wis 12, Cha 11. 
   
  Skills and Feats: Climb 3, Handle Animal +6, Hide 
  +13, Jump +11, Listen +6 (+8 with familiar), Move Silently 
  +13, Ride +4, Spellcraft +1, Spot +15 (+17 with familiar, 
  +18 in bright light), Survival +12; Alertness*, EnduranceB, 
  Improved Critical (footbow), ManyshotB, Point Blank 
  Shot, Precise Shot, Rapid ShotB, TrackB, Weapon Focus 
  (footbow).  *From familiar.  Races of the Wild, page 68. 
   
  Languages: Common, Raptoran. 
   
  Raptoran Traits: Raptorans can glide at a speed of 
  40 feet, with average maneuverability.  Raptorans have an 
  unerring sense of direction and always know which way 
  is north.  A raptoran spellcaster gains +1 caster level for 
  air spells.  Creskara can fly for up to 10 minutes total 
  during a day before becoming fatigued.  A flying raptoran 
  can make a dive attack (as a charge, but must fly at least 
  30 feet, descend at least 10 feet, and use a piercing 
  weapon to deal double damage on a hit). 
   
  Ranger Spells Prepared (CL 4th): 1st – entangle (DC 12), 
  speak with animals. 
   
  Sorcerer Spells Known (6/4 per day; CL 2nd) 0 – detect 
  magic, light, mage hand, message, read magic; 1st – expeditious 
  retreat, true strike. 
   
  Possessions: +2 mithral chain shirt, +1 ring of protection, 
  masterwork longspear, +1 shock footbow (+1 Str bonus) 
  with 20 arrows. 
   
  Alethial, Hawk Familiar: Cr –; Tiny animal; HD 2; 
  hp 37; Init +3; Spd 10ft., fly 60 ft. (average); AC 18, touch 
  15, flat-footed 15; Base Atk +9; Grp –1; Atk or Full Atk 
  +14 melee (1d4-2, talon); SQ improved evasion, low-light 
  vision, empathic link, share spells, deliver touch spell; AL 
  CG; SV Fort +6, Ref +9, Will +7; Str 6, Dex 17, Con 10, 
  Wis 14, Cha 6. 
   
  Skills and Feats: Handle Animal +4, Hide +22, Listen 
  +7, Move Silently +14, Spot +22, Survival +13; Weapon 
  FinesseB. 
   
  Skills: Hawks have a +8 racial bonus on Spot checks. 
  Daetae, Sunspeaker: Male raptoran Brd8; CR 8; 
  Medium humanoid (raptoran); HD 8d6-8; hp 22; Init +4; 
  Spd 30ft., fly 40 ft (average); AC 19, touch 14, flat-footed 
  
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  15; Base Atk +6; Grp +7; Atk +12 ranged (1d8+2/x3, +1 
  footbow) or +7 melee (1d6+1/18-20, rapier); Full Atk 
  +12/+7 ranged (1d8+2/x3, +1 footbow) or +7/+2 melee 
  (1d6+1/18-20, rapier); SA spells; SQ bardic knowledge +8, 
  bardic music 8/day (countersong, fascinate, inspire 
  competence, inspire courage +2, suggestion), low-light 
  vision, raptoran traits; AL N; SV Fort +1, Ref +10, Will +7, 
  Str 13, Dex 19, Con 8, Int 10, Wis 12, Cha 14.  Races of the 
  Wild, page 68. 
   
  Skills and Feats: Climb +3, Concentration +10, 
  Diplomacy +13, Gather Information +15, Jump +5, 
  Knowledge (geography) +4, Knowledge (local – 
  Sheldomar Valley metaregion) +7, Listen +12, Perform 
  (sing) +13, Spot +3; Point Blank Shot, Precise Shot, 
  Weapon focus (footbow). 
   
  Languages: Common, Raptoran. 
   
  Raptoran Traits: Raptorans can glide at a speed of 
  40 feet, with average maneuverability.  Raptorans have an 
  unerring sense of direction and always know which way 
  is north.  A raptoran spellcaster gains +1 caster level for 
  air spells.  Daetae can fly for up 1 round or for 2 rounds at 
  the cost of becoming fatigued.  A flying raptoran can 
  make a dive attack (as a charge, but must fly at least 30 
  feet, descend at least 10 feet, and use a piercing weapon to 
  deal double damage on a hit). 
   
  Bard Spells Known (3/4/4/1 per day; CL 8th): 0 – 
  dancing lights, detect magic, light, mage hand, message, read 
  magic; 1st – alarm, cure light wounds, Tasha’s hideous laughter 
  (DC 13), silent image (DC 13); 2nd – calm emotions (DC 14), 
  detect thoughts (DC 14), heroism, tongues; 3rd – charm monster 
  (DC 15), haste, speak with animals. 
   
  Possessions: +1 mithral chain shirt, rapier, +1 footbow (+1 
  Str bonus), gloves of dexterity +2, 2 potions of cure moderate 
  wounds, 30 gp. 
  Nimvanna, 
  Star 
  Chief: 
  Female 
  raptoran 
  Drd7/Skypledged1; CR 8; Medium humanoid (raptoran); 
  HD 7d8+14 plus 1d6+2; hp 54; Init +2; Spd 30 ft, fly 40 ft. 
  (average); AC 15, touch 12, flat-footed 13; Base Atk +5; 
  Grp +6; Atk or Full Atk +7 melee (1d8+1/x3, masterwork 
  spear) or +8 ranged (1d8+2/x3, +1 footbow); SA spells; SQ 
  animal companion, animal companion benefits, divine 
  spellpool I, raptoran traits, resist nature’s lure, 
  skypledged, trackless steps, wild empathy +6 (+2 magical 
  beasts), wild shape 3/day (Small to Medium, Animal), 
  woodland stride; AL N; SV Fort +7, Ref +6, Will +11; Str 
  12, Dex 14, Con 14, Int 10, Wis 18, Cha 8. 
   
  Skills and Feats: Climb +3, Concentration +8, Jump 
  +11, Listen +15, Spellcraft +5, Spot +17, Survival +17; 
  Augment Summoning, Martial Weapon Proficiency 
  (footbow), Spell Focus (conjuration). 
   
  Languages: Common, Raptoran, Druidic. 
   
  Divine Spellpool I (Su): Whenever Nimvanna has 
  open, unused spell slots of 1st, 2nd, or 3rd level, she can call 
  up to three total levels of spells (from the cleric or druid 
  list) to go into those slots.  It takes a full-round action to 
  do so, and the spell or spells remain available for 1 
  minute. 
   
  Spells with the fire, earth, or water descriptor are 
  unavailable.  Nimvanna must repay her spellpool debt 
  within 1 day, doing so is a full-round action.  Repaying 
  the debt depletes a combination of prepares spells whose 
  levels is equal to that of the spells previously called from 
  the spellpool. 
   
  Raptoran Traits: Raptorans can glide at a speed of 
  40 feet, with average maneuverability.  Raptorans have an 
  unerring sense of direction and always know which way 
  is north.  A raptoran spellcaster gains +1 caster level for 
  air spells.  Nimvanna can fly for up to 2 rounds at no 
  penalty, or for 4 rounds at the cost of becoming fatigued.  
  A flying raptoran can make a dive attack (as a charge, but 
  must fly at least 30 feet, descend at least 10 feet, and use a 
  piercing weapon to deal double damage on a hit). 
   
  Skypledged: Nimvanna won’t cast any spells with 
  the fire, water, or earth descriptor.  Spell completion and 
  spell trigger items that produce fire, water, or earth 
  effects are not prohibited. 
   
  Druid Spells Prepared (caster level 8th): 0 – cure minor 
  wounds (DC 14), detect magic(2),guidance (DC 14), light, read 
  magic; 1st – cure light wounds (DC 15), endure elements (DC 
  15), entangle (DC 15), speak with animals, one open slot; 
  2nd – barkskin, bear’s endurance (DC 16), lesser restoration 
  (DC 16), resist energy (DC 16); 3rd – cal lightening (DC 17), 
  cure moderate wounds (DC 17), wind wall (caster level 9th; 
  DC 17), one open slot; 4th – cure serious wounds (DC 18), 
  dispel magic, ice storm. 
   
  Possessions: +1 leather armor, masterwork spear, +1 
  footbow (+1 Str bonus) with 20 arrows, periapt of Wisdom 
  +2, scroll of call lightning storm, scroll of flame strike. 
  Tayn, Supply Chief: Female Raptoran Rog2/Clr6 of 
  Phaulkon; CR 8; Medium humanoid (raptoran); HD 
  4d6+4 plus 4d8+4; hp42; Init +1; Spd 30 ft., fly 45 ft. 
  (average); AC 15, touch 11, flat-footed 14; Base Atk +5; 
  Grp +3; Atk or Full Atk +7 melee (1d5-1/18-20, +1 rapier); 
  SA sneak attack +1d6, spells, turn undead 4/day (+1, 
  2d6+7, 6th); SQ evasion, low-light vision, substitution 
  levels (air mastery, empathy of the winds, air summoning 
  talent); AL NG; SV Fort +6, Ref +6, Will +9; Str 7, Dex 13, 
  Con 12, Int 11, Wis 18, Cha 13.  Races of the Wild, page 68. 
   
  Skills and Feats: Appraise +5, Climb +5 (+7 ropes), 
  Concentration +7, Gather Information +10, Heal +10, 
  Jump +8, Knowledge (local - Sheldomar Valley 
  metaregion) +5, Listen +9, Search +7, Spot +11, Survival 
  +4 (+6 following tracks), Use Rope +6; Brew Potion, 
  Investigator, Weapon Finesse. 
   
  Languages: Common, Raptoran. 
   
  Raptoran Traits: Raptorans can glide at a speed of 
  40 feet, with average maneuverability.  Raptorans have an 
  unerring sense of direction and always know which way 
  is north.  A raptoran spellcaster gains +1 caster level for 
  air spells.  Tayn can fly for up to 1 round at no penalty or 
  for 2 rounds at the cost of becoming fatigued.  A flying 
  raptoran can make a dive attack (as a charge, but must fly 
  at least 30 feet, descend at least 10 feet, and use a piercing 
  weapon to deal double damage on a hit). 
   
  Air Mastery (Ex): Beginning at 1st level, airborne 
  creatures take a –1 penalty on attack and damage rolls 
  against a raptoran cleric.  The substitution feature 
  
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  replaces the standard cleric’s heavy armor proficiency 
  gained at 1st level. 
   
  Empathy of the Winds (Ex): A 1st level raptoran 
  cleric gains a strong bond with air and its denizens.  He 
  learns Auran as a bonus language (in addition to the 
  languages available to him because of his race and the 
  Speak Languages skill).  He gains a +4 circumstance 
  bonus on Diplomacy checks made to interact with the 
  natives of the Elemental Plane of Air.  If he has the ability 
  to bolster Air creatures (such as from the air domain), he 
  gains a +4 bonus on turning checks made to do so.  Allied 
  air elementals within 60 feet of the cleric gain a +1 moral 
  bonus on attack rolls and damage rolls. 
   
  Air Summoning Talent (Ex): Beginning at 3rd 
  level, a raptoran cleric can summon certain creatures of 
  air more easily than other clerics can.  Add the following 
  monsters to the list of creatures that the cleric can 
  summon with the appropriate summon monster spell: 
   
  Summon Monster II: Small air elemental 
   
  Summon Monster III: Air mephit 
   
  Summon Monster IV: Medium air elemental 
   
  Summon Monster V: Large air elemental 
   
  Summon Monster VI: Huge air elemental 
   
  Summon Monster VII: Greater air elemental 
   
  Summon Monster VIII: Elder air elemental 
   
  This substitution feature removes all spells with the 
  earth descriptor from the cleric’s spell list.  If a spell 
  would only have the earth descriptor due to a particular 
  version of the spell (such as a summon monster spell used 
  to summon an earth elemental), the spell remains on the 
  cleric’s spell list but the version with the earth descriptor 
  cannot be cast. 
   
  Cleric Spells Prepared (caster level 9th): 0 – create 
  water(2), detect poison, light, mending; 1st – bless, comprehend 
  languages, endure elements, obscuring mistD, shield of faith; 2nd 
  – calm emotion (DC 16), hold person(DC 16), make whole, 
  silence, wind wallD; 3rd – create food and water, gaseous formD, 
  remove disease, stone shape. 
   
  DDomain Spell. Domains: Air (turn earth elem., 
  rebuke air elem.); Sky (+5 ft. bonus to glide/fly speed; 
  Spot is a class skill). 
   
  Possessions: +1 rapier, +1 leather armor, amulet of natural 
  armor +1, wand of cure moderate wounds (30 charges), divine 
  scrolls of daylight and summon monster III, gold ring (450 
  gp). 
   
   
  
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  DM AID: MAP #1 
   
   
   
  
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  DM AID: MAP #2 
   
   
   
  
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  DM AID: MAP #3 
   
   
   
  
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  DM AID: MAP #4 
   
   
   
  
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  DM AID – NEW RULES ITEMS 
  NEW FEATS 
  Aerial Reflexes (Races of the Wild) 
   
  Your aerial agility allows you to avoid dangerous effects while airborne. 
   
  Benefit: While flying, you gain a bonus on Reflex saves based on your maneuverability (Clumsy +0, Poor +1, 
  Average +2, Good +3, Perfect +4). 
  Battle Casting (Races of the Wild) 
   
  You have a knack for staying out of harm’s way when casting spells. 
   
  Prerequisites: Dex 13, Concentration 5 ranks, Combat Casting. 
   
  Benefit: While casting a spell, you gain a +2 dodge bonus to AC. The bonus lasts until the beginning of your next 
  turn.  You cannot make attacks of opportunity while claiming the dodge bonus from this feat. 
  Blindsense (Complete Adventurer) 
   
  You can sense creatures that you cannot see. 
   
  Prerequisite:  Ability to wild shape, Listen 4 ranks. 
   
  Benefit: You can expend one wild shape to gain blindsense for 1 minute per HD, enabling you to pinpoint the 
  location of a creature within 30 feet if you have line of effect to that creature (see Monster Manual, page 306).  You retain 
  this benefit regardless of what form you are in. 
  Force of Personality (Complete Adventurer) 
   
  You have cultivated an unshakable belief in your self-worth.  Your sense of self and purpose are so strong that they 
  bolster your willpower. 
   
  Prerequisites: Cha 13. 
   
  Benefit: You add your Cha modifier (instead of your Wis modifier) to Will saves against mind-affecting spells and 
  abilities. 
  Improved Flight (Races of the Wild) 
   
  You have gained greater maneuverability when flying than you would normally have. 
   
  Prerequisite: Natural fly speed. 
   
  Benefit: Your maneuverability while flying improves by one category (see page 312 of the Monster Manual).  For 
  example, if your normal maneuverability is poor, it becomes average. 
  Improved Rapid Shot (Complete Warrior) 
   
  You are an expert with firing weapons with exceptional speed. 
   
  Prerequisite: Manyshot, Point Blank Shot, Rapid Shot. 
   
  Benefit: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls. 
   
  Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats. 
  Improved Toughness (Complete Warrior) 
   
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  Oaken Resilience (Complete Divine) 
   
  You can take on the sturdiness of the mighty oak. 
   
  Prerequisite:  Ability to wild shape into a plant. 
   
  Benefit:  You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph,, and 
  stunning.  You also gain great stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped.  The 
  effect remains for 10 minutes. 
  Ranged Disarm (Complete Warrior) 
   
  You can disarm a foe from a distance. 
   
  Prerequisites:  Dex 15, Point Blank Shot, Precise Shot, BAB +5. 
   
  Benefit:  Choose one type of ranged weapon with which you are proficient.  You can make a disarm attempt with 
  this weapon as long as your target is within 30 feet. 
  
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  Special:  A fighter may select this feat as one of his fighter bonus feats.  You can gain this feat multiple times.  Its 
  effects do not stack.  Each time you take it, you may take it with a new weapon.  When using this feat, a character gains 
  no benefit from the Improved Disarm feat. 
  Ranged Pin (Complete Warrior) 
   
  You can perform a ranged grapple attempt against an opponent not adjacent to you. 
   
  Prerequisites:  Dex 15, Point Blank Shot, Precise Shot, BAB +5. 
   
  Benefit:  You can perform a ranged grapple attempt against an opponent by pinning a bit of his clothing to a 
  nearby tree, wall, or other surface.  The target must be within 5 feet of a wall, tree, or such surface in which the 
  projectile is stuck.  You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple 
  check (your size modifier and the target’s size modifier still apply).  To break free, the victim must make a DC 15 
  Strength check or a DC 15 Escape Artist check as a standard action. 
   
  Special:  A fighter may select this feat as one of his fighter bonus feats.  When using this feat, a character gains no 
  benefit from the Improved Grapple feat. 
  Ranged Sunder (Complete Warrior) 
   
  You can attack an opponent’s weapon from a distance. 
   
  Prerequisites:  Str 13, Point Blank Shot, Precise Shot, BAB +5. 
   
  Benefit:  When attacking objects, you deal full damage (instead of half damage) with slashing or bludgeoning 
  ranged weapons.  You can make ranged sunder attempts with piercing weapons, such as arrows, but you only deal half 
  damage, divide the damage dealt in half by two before applying the object’s hardness.  You must be within thirty feet of 
  your opponent to make a ranged sunder attack. 
   
  Special:  A fighter may select this feat as one of his fighter bonus feats.  When using this feat, a character gains no 
  benefit from the Improved Sunder feat. 
  NEW INVOCATIONS (COMPLETE ARCANE) 
  Chilling Tentacles 
   
  Greater; 5th. 
   
  This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, 
  groping for victims.  This invocation functions identically to Evard’s black tentacles spell, except that each creature within 
  the area of the invocation takes 2d6 points of cold damage each round.  Creatures in the area take this cold damage 
  whether or not they are grappled by the tentacles.. 
  Devil’s Sight 
   
  Least; 2nd. 
   
  You gain the visual acuity of a devil for 24 hours.  You can see normally in darkness and magic darkness out to 30 
  feet. 
  Eldritch Chain 
   
  Lesser; 4th; Blast Shape. 
   
  This blast shape allows you to improve your eldritch blast by turning it into an arc of energy that “jumps” from the 
  first target to others.  An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, 
  allowing you to make additional ranged touch attacks and deal damage to the secondary target if you hit.  You can 
  “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three 
  additional targets at 15th level, and four additional targets at 20th level.  Each new target must be within thirty feet of the 
  previous one, and you can’t target the same creature more than once with an eldritch chain.  If you miss any target in the 
  chain, the attack ends there.  Each target struck after the first takes half the damage dealt to the first target.  This 
  reduction in damage to your secondary targets applies to any effect that increases the damage of your eldritch blast (such 
  as vitriolic blast).  You must make a separate spell penetration check for each target, if applicable. 
  Entropic Warding 
   
  Least; 2nd. 
   
  When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays and other 
  ranged attacks (as entropic shield).  You can leave no trail (as pass without trace) and cannot be tracked by scent.  You can 
  still be detected normally by scent, just not tracked. 
  Flee the Scene 
   
  Lesser; 4th. 
   
  You can use dimension door as a spell-like ability, although the range is limited to short (25 feet + 5 ft./2 levels).  
  When you use this ability, you leave behind a major image of yourself in your place that lasts for one round.  The image 
  reacts appropriately to attacks as if you were concentrating on it. 
  
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  Miasmic Cloud 
   
  Least; 1st. 
   
  A misty cloud of fog spreads out in a 10-ft. radius from you when you use this invocation.  The fog does not block 
  line of sight, but all creatures in the fog have concealment.  Any creature (other than you) that enters the fog must make 
  a Fortitude save or become fatigued.  This effect lasts so long as the creature remains within the cloud and for one round 
  thereafter.  A moderate wind, or any fire larger than a torch, immediately disperses the fog.  The fog otherwise lasts for 
  one minute. 
  Vitriolic Blast 
   
  Greater; 6th; Eldritch Essence. 
   
  This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast.  A vitriolic blast deals acid 
  damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell 
  resistance.  Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following 
  rounds.  This acid damage persists for one round per five class levels. 
  Voracious Dispelling 
   
  Lesser; 4th. 
   
  You can use dispel magic as the spell.  Any creature with an active spell effect dispelled by this invocation takes 1 
  point of damage per level of the spell effect (no save). 
  NEW ITEMS 
  Cloak of Turn Resistance (Libris Mortis) 
   
  This unholy item makes its wearer more difficult to turn by adding a +4 bonus on its turn resistance.  Moderate 
  necromancy [evil]; CL: 10th; Prerequisites: Craft Wondrous Item, able to rebuke undead as a 10th level cleric; Market Price: 
  11,100 gp; Weight: 1 lb. 
  Footbow (Races of the Wild) 
   
  This exotic weapon resembles a composite longbow, but it is designed to be used in flight, with the archer holding 
  the bow in her feet and drawing it with one or both hands.  Like a composite bow, all footbows are made with a 
  particular Str rating.  The wielder of a footbow can choose to use both hands to draw it back; in this case add 1-1/2 her 
  Str bonus to damage (up to a maximum of 1-1/2 the Str rating of the bow), as long as she is strong enough to use it 
  without penalty.  A footbow can be used on the ground, but the archer must be prone to do so and takes a -4 penalty on 
  the attack roll.  For raptorans, a footbow is a martial weapon rather than an exotic weapon.  Market Price: 150 gp; Weight: 3 
  lbs. 
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 bonus on all saving throws.  Faint abjuration; CL: 
  5th; Prerequisites: Craft Wondrous Item, resistance, creator’s CL must be at least three times the vest’s bonus; Market Price: 
  1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight: 1 lb. 
  Warlock’s Scepter (Complete Arcane) 
   
  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 to increase the amount of damage his eldritch blast deals: 1 charge 
  = +1d6, 2 charges = +2d6, 3 charges = +3d6, 5 charges = +4d6.  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 attacks.  Moderate necromancy; CL 10th; Prerequisites: Craft Rod, bestow curse, Price 
  28,000 gp; Weight 3 lbs. 
  NEW SPELLS 
  Briar Web (Complete Divine) 
   
  Transmutation 
   
  Level: Clr 3, Drd 2, Rgr 2 
   
  Components: V, S, DF 
   
  Casting Time: 1 standard action 
   
  Range: Medium (100 ft.  + 10 ft./level) 
   
  Area: Plants in a 20-ft.-radius spread 
   
  Saving Throw: Reflex negates; see text 
   
  Spell Resistance: No 
  
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  This spell causes grasses, weeds, bushes and even trees to grow thorns and then wrap and twist around creatures in 
  or entering the area. 
   
  Creatures that make their save against this spell are unaffected other than having to move at half speed within the 
  area of effect. 
   
  If a creature fails its initial saving throw, it has three options; stay perfectly still, attempt to break free, or continue 
  to act normally.   
   
  A creature that fails it saving throw is entangled (--2 attack, --4 Dexterity), but experiences no other effect and takes 
  no damage.  Anyone entangled in this way loses the entangled condition if they leave the area of the spell. 
   
  Each round in which a creature remains in the area, it may spend a full round action extricating itself from the 
  thorns.  Doing so allows a new saving throw.  If successful, the creature is unaffected by the thorns except it may only 
  move at half speed in the area of the spell.  Successfully breaking free in this way is the only thing a character can do 
  that does not cause thorn damage to the character.  A failed attempt to break free deals the normal 2d6 thorn piercing 
  damage. 
   
  Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of 
  piercing damage from the thorns.  A creature that tries to cast a spell must also make a Concentration check (DC 15 + 
  spell level + damage taken) or lose the spell. 
   
  The plants provide cover.  A creature five feet away has cover.  Creatures separated by more than 20 feet of briar 
  webs have total cover. 
  Brilliant Aura (Complete Divine) 
   
  Transmutation 
   
  Level: Drd 7 
   
  Components: V, S 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Target: 1 person per 2 levels, all of whom must be within 30 ft. of each other 
   
  Duration: 1 round/level 
   
  Saving Throw: Will negates (harmless) 
   
  Spell Resistance: Yes (harmless) 
   
  You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy.  Each person affected by 
  this aura gives off light as a torch (20 ft. radius).  Their weapon attacks (melee or ranged) function as if their weapons 
  were brilliant energy weapons: they ignore nonliving matter, and armor and enhancement AC bonuses do not count 
  against them.  The attacks cannot harm undead, constructs, or objects.   In addition, all attacks gain an enhancement 
  bonus on damage equal to one-half the caster’s level (maximum +10). 
  Creeping Cold (Complete Divine) 
   
  Transmutation [Cold] 
   
  Level: Drd 2 
   
  Components: V, S, F 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Target: One creature 
   
  Duration: 3 rounds 
   
  Saving Throw: Fort half 
   
  Spell Resistance: Yes 
   
  You turn the subject’s sweat to ice, creating blisters as the ice forms on and inside the skin.  The spell deals 1d6 
  cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the 2nd round, and 3d6 on 
  the 3rd round).  Only one save is allowed against the spell; if successful, it halves the damage each round. 
   
  Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water. 
  Creeping Cold, Greater (Complete Divine) 
   
  Transmutation [Cold] 
   
  Level: Drd 7 
   
  Components: V, S, F 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Target: One creature 
   
  Duration: See text 
   
  Saving Throw: Fort half 
   
  Spell Resistance: Yes 
  
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  This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points 
  of damage.  If the caster is at least 15th level, the spell adds a 5th round at 5d6 points of damage.  If the caster is at least 20th 
  level, the spell adds a 6th round at 6d6 points of damage. 
   
  Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water. 
  Critical Strike (Complete Adventurer) 
   
  Divination 
   
  Level: Assassin 1, Sor/Wiz 1 
   
  Components: V 
   
  Casting Time: 1 swift action 
   
  Range: Personal 
   
  Target: You 
   
  Duration: 1 round 
   
  While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas.  Whenever you make a 
  melee attacks against a flanked for or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, 
  your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls 
  made to confirm critical hits.  The increased threat range granted by this spell doesn’t stack with any other effect that 
  increases your weapon’s threat range.  Creatures immune to sneak attacks are immune to the extra damage dealt by your 
  attacks. 
  Distract Assailant (Complete Adventurer) 
   
  Enchantment (Compulsion) [Mind-Affecting] 
   
  Level: Assassin 1, Sor/Wiz 1 
   
  Components: V, S, M 
   
  Casting Time: 1 swift action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Target: One creature 
   
  Duration: 1 round 
   
  Saving Throw: Will negates 
   
  Spell Resistance: Yes 
   
  The subject of this spell is distracted, flinching at blows that seem to come from the shadows.  A creature affected 
  by this spell is flat-footed until the beginning of its next turn. 
   
  Material Component: The dried wing of a fly. 
  Fire Shuriken (Complete Arcane) 
   
  Evocation [Fire] 
   
  Level: Asn 2 
   
  Components: V, S, M 
   
  Casting Time: 1 standard action 
   
  Range: 0 ft. 
   
  Effect: One magical shuriken/3 levels 
   
  Duration: Instantaneous 
   
  Saving Throw: None 
   
  Spell Resistance: Yes 
   
  This spell creates shuriken formed of magic fire that you can throw as a normal ranged attack at any target within 
  range.  You are automatically considered proficient with the fire shuriken, which have a range increment of 10 feet, 
  threaten a critical hit on a roll of 19-20, and deal 3d6 points of fire damage each on a successful hit (though you and your 
  possessions take no damage as the shuriken are thrown).  Any additional damage dealt by the fire shuriken (including Str 
  and sneak attack bonuses) is also fire damage.  The shuriken disappear when they hit, so they cannot set fire to 
  combustibles or damage objects.  You can create one fire shuriken per three caster levels, up to a maximum of six at 18th 
  level. 
   
  Material Component: A shuriken coated with pine sap and sulfur. 
  Forestfold (Complete Divine) 
   
  Transmutation 
   
  Level:  Drd 4, Rgr 3 
   
  Components:  V, S 
   
  Casting Time:  1 standard action 
   
  Range:  Personal 
   
  Target:  You   
   
  Duration:  10 minutes/level (D) 
  
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  You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forests, 
  hills, mountains, marsh, or underground).  While you are in terrain of that kind, you gain a +20 competence bonus on 
  Hide and Move Silently checks.  You retain these bonuses even if you leave the designated terrain and return within the 
  duration of the spell. 
  Infestation of Maggots (Complete Divine) 
   
  Necromancy 
   
  Level: Drd 3 
   
  Components: V, S, M 
   
  Casting Time: 1 standard action 
   
  Range: Touch 
   
  Target: Creature Touched 
   
  Duration: One round/2 levels 
   
  Saving Throw: Fortitude negates 
   
  Spell Resistance: Yes 
   
  With a successful melee touch attack, you infect a creature with maggot-like creatures that deal 1d4 points of 
  temporary Constitution damage each round.  The subject makes a new Fortitude save each round to negate the damage 
  and end the effect.  The infestation can be removed with a cure disease spell or a heal spell. 
   
  Material Component:  A handful of dried, dead flies. 
  Miasma (Complete Divine) 
   
  Evocation 
   
  Level: Drd 6 
   
  Components: V, S, DF 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Target: One living creature 
   
  Duration: 3 rounds per level 
   
  Saving Throw: Fort negates 
   
  Spell Resistance: Yes 
   
  By filling the subject’s mouth and throat with unbreathable gas, you prevent him from doing much more than 
  coughing and spitting.  The subject cannot speak.  Conversation is impossible, spells with verbal components cannot be 
  cast, bardic music cannot be performed, and no noise other than coughing and spitting is possible.  The subject can hold 
  his breath for 2 rounds per point of Constitution but must a Constitution check (DC 10 + 1 per previous success) each 
  round thereafter to continue doing so.  Failure on any such check (or voluntary resumption of breathing) causes the 
  subject to fall unconscious (0 hp).  On the next round, the subject drops to –1 hit points and is dying; on the third 
  round, he suffocates (see suffocation, Dungeon Master’s Guide, page 304). 
  Murderous Mist (Complete Divine) 
   
  Evocation 
   
  Level: Drd 4 
   
  Components: V, S 
   
  Casting Time: 1 standard action 
   
  Range: Close (25 ft. + 5 ft./2 levels) 
   
  Effect: Cloud that spreads in a 30 foot radius, 20 feet high   
   
  Duration: 1 round/level 
   
  Saving Throw: Reflex half; see text 
   
  Spell Resistance: Yes 
   
  You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per 
  round.  Anyone within the cloud takes 2d6 points of damage and is permanently blinded.  If a creature within the area 
  makes a successful saving throw, it only takes half damage and is not blinded.  Any creature within the cloud has 
  concealment.  Winds do not affect the cloud’s direction or speed.  However a moderate wind (11+ mph) disperses the 
  cloud in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round. 
  Shadow Form (Complete Adventurer) 
   
  Illusion (Shadow) 
   
  Level: Asn 4, Sor/Wiz 5 
   
  Components: V, S, M 
   
  Casting Time: 1 standard action 
   
  Range: Personal 
   
  Target: You 
  
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  Duration: 1 min./level (D) 
   
  You can call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness.  While 
  this spell is in effect, you gain a number of benefits.  The shadows wrapping your form grant a +4 competence bonus on 
  Escape Artist, Hide, and Move Silently checks.  Your shadowy form also provides you with concealment.  This shadow 
  concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect.  Standing within the 
  radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect. 
   
  In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet 
  thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless 
  of success).  If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet 
  thick.  If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or 
  similar magical obstacles). 
   
  Material Component: A small piece of black cloth taken from a funeral shroud. 
  Spectral Weapon (Complete Adventurer) 
   
  Illusion (Shadow) 
   
  Level: Asn 3, Brd 4, Sor/Wiz 3 
   
  Components: V, S 
   
  Casting Time: 1 swift action 
   
  Range: Personal 
   
  Target: You 
   
  Duration: 1 round/level (D) 
   
  Saving Throw: Will partial; see text 
   
  Spell Resistance: Yes; see text 
   
  Using material from the Plane of Shadow, you can fashion a quasi-real weapon of any type with which you are 
  proficient.  This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions.  
  First, you resolve attacks with your spectral weapon as melee touch attacks instead of melee attacks.  Second, any foe you 
  hit is entitled to a Will save to recognize the weapon’s shadowy nature.  If the save is successful, that opponent takes 
  only one-fifth normal damage from the weapon on that attack and all subsequent attacks, and is only 20% likely to suffer 
  any special effects of your attacks (such as a death attack delivered with the weapon).  You can maintain only one spectral 
  weapon at a time, and only you can wield it.  The weapon dissipates when you let go of it or when the spell’s duration 
  expires, whichever comes first. 
  Vigor (Complete Divine) 
  Conjuration (Healing) 
  Level: Clr 3, Drd 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the 
  duration of the spell.  The subject heals 2 hit point per round of such damage until the spells ends and is automatically 
  stabilized if he or she begins dying from hit point loss during that time.  Vigor does not restore hit points lost from 
  starvation, thirst, suffocation, nor does it allow a creature to regrow or attach lost body parts.  The effects of multiple 
  vigor spells do not stack; only the highest-level effect applies.  Applying a second vigor spell of equal level extends the 
  first spell’s duration by the full duration of the second spell. 
  NEW TRICKS 
  Mark (Races of the Wild) 
   
  Mark (DC 20): The animal moves toward a creature designate and endeavors to stay near the creature no matter 
  what it does or how it moves.  The animal generally stays within 10 feet of the creature but keeps out of its reach.  While 
  performing this trick, the creature makes noise to help mark the foe’s location. 
   
  If the animal also knows the seek trick, you can designate an area or direction for the animal to seek out foes that 
  are attacking you.  To identify a foe, the animal must seethe creature attack you or use a spell or other magical effect 
  with visible manifestation in your direction.  Otherwise the animal marks the first creature it encounters. 
   
  
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  SHE5-03 The Prophet’s Voice 
   
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  PLAYER HANDOUT #1 
   
  Friend, 
   
  I have need of your aid again.  Please meet me at 
  The Knob, outside of Spinster’s Wood. 
   
  The fate of both my people and yours hangs in the 
  balance. 
   
  Maira Lachlansdotter 
   
  
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  PLAYER HANDOUT #2 
   
  Fate makes strange friends, 
   
  I should call you enemy, but the gods have 
  brought you to me and me to you. 
   
  Meet me at The Knob, outside of Spinster’s 
  Wood.  Know that I am prepared for treachery 
  and will not fall to animal cunning or petty plots. 
   
  The fate of both my people and yours hangs in the 
  balance. 
   
  Maira Lachlansdotter 
   
  
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  PLAYER HANDOUT #3 
   
  We share the same dreams.  I see the white stone 
  too. 
   
  I think you have been brought to me with good 
  reason.  I have a solution to you problems. 
   
  Meet me at The Knob, outside of Spinster’s 
  Wood. 
    
  The fate of both my people and yours hangs in the 
  balance. 
   
  Maira Lachlansdotter 
   
  
  SHE5-03 The Prophet’s Voice 
   
  Page 90 
  PLAYER HANDOUT #4: THE DREAMS 
   
   It started some weeks ago, the dreaming.  A person in your 
  trade sees and does many things, and the passage of the night 
  is often ungentle.  You have had nightmares before. Rest has 
  sometimes been elusive.  But it has not been like this. 
   You have always known the difference between what is real 
  and what is not.  No matter what darkness and horror lay 
  within sleep, escape lay simply in waking and in dragging your 
  soul back into the light of this world.  It has not been so lately. 
   What first appeared as episodes of fitful and troubled rest 
  soon became torment and lucid torture.   
   The knife … you remember the knife.  There was laughter, 
  one voice deep and resonant with its own power.  Another 
  voice, smaller, whispered words of power as it cut.  Slick and 
  wet the words wrapped around your throat and tightened.  
  Someone screamed, long and loud.  The voice shook and 
  shuddered for moments unending, and you asked yourself, 
  “Why would someone make that sound?” 
   Then you felt the knife again, marking with measured cuts a 
  symbol on your flesh.  It was you who screamed, your voice 
  taut and shattered by anguish.  You tried to stand but could 
  
  SHE5-03 The Prophet’s Voice 
   
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  not. Strong hands held you down, their weight a pressure on 
  your limbs. 
   Then blackness appears above your eyes.  A hand, its skin 
  the black of night and ash, takes shape as you focus through 
  the pain.  Words come again beside the laughter.  Yet, these 
  words sear, and smoke curls from the skin of your wounded 
  throat.  Molten flame drips from the huge, black hand, and you 
  try to scream, the last of your voice shredding across the 
  surface of your pain. 
   The laughter ends.  That voice is wicked in its power, “Be 
  silent or speak repentance else you will be sent to the final 
  mountain.” 
   You awake each night you dream of this to the smell of 
  sulfur and burning flesh, choking on your fear and pain.  
   There is still more waiting for you in rest.  You dreamed of 
  a mountain made of pale white stone, its rock worn smooth by 
  wind and rain.  You moved closer, as if in flight, and saw 
  gateways pebble the surface of the stone.  You pass through 
  one and hear a woman’s despair and the sobs of loss.  She 
  cries the mournful cry of the living who ache for those who 
  once were.   
  
  SHE5-03 The Prophet’s Voice 
   
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   She sits before you.  Bird-like, she perches on a crib, more 
  like a nest than any child’s bedding you have seen before.  
  Within an egg, of this you are certain, although you have not 
  seen its like before.  Its surface is as pale and pure white as 
  the stone without.   
   A crack appears in the surface of the egg.  Bit by bit, chips 
  break away as something claws its way into the light. The 
  woman sobs. 
   At last, the surface breaks.  A perfect small hand breaks 
  into the light.  For an instant, there is beauty.  Then the skin 
  of the arm splits, as if burned by an inner fire.  Next come 
  embers burning from within.  Last all is ash, and the fickle wind 
  sweeps the remnants of life from the nest and out across the 
  floor. 
   The woman cries. 
   Waking brought anguish to you.  Emptiness filled your 
  heart with bitter grief.  That death was as sad and final as a 
  sword stroke. 
   Yet another dream haunts you.  
   Around you there are walls made of steel, smooth and cold 
  to your touch.  You can take one stride forward.  You can 
  
  SHE5-03 The Prophet’s Voice 
   
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  take one stride back.  You can take one stride to the left or 
  the right.  That is all.  The floor underneath your feet slopes 
  gently up to the wall.  You cannot stand flat footed, and your 
  ankles and feet ache with standing on the sloping floor.   
   Above, the light washes from red to blue to green to yellow 
  then back to red.  Unending the cycle repeats, again and 
  again and again. 
   It has always been this way.  Long ago you remember the 
  open sky and flight.  The touch of such thoughts is fading like 
  a song long lost.  Soon, you will remember only the steel walls 
  and the sloping floors.  It has been so long.  Red, Blue, 
  Green, Yellow, Red, Blue, Green, Yellow, Red, Blue, 
  Green, Yellow, Red, Blue, Green, Yellow, the cycle repeats 
  endlessly. 
   You cannot walk.  You cannot move.  You cannot fly.  You 
  cannot leave.  There is no voice except your own.  There is 
  no color beyond these four.  The walls are steel.  This is all 
  you know.  The walls are all.  The walls are all.  The walls are 
  all.  The walls are all.  Eternity stretches before you. 
   You wake and see steel walls before your eyes.  
   The vision fades. 
  
  SHE5-03 The Prophet’s Voice 
   
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   There has been little respite.  Each night a torment of 
  nightmares, unending and repeating.  You would think that 
  you could become numb to theses images, repeated as often 
  as they have.  They do not fade and stay as fresh as a new 
  wound. 
   Battered, you wander.  One thing guides you.  On some 
  nights the dreams come with less frequency and intensity.  
  When you move towards Sterich, your sleep is less troubled.  
  You have crossed the Sheldomar tormented.  Steps towards 
  Istivin bring at least a partial sleep. 
   
  
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  CRITICAL EVENTS SUMMARY 
  SHE5-03 THE PROPHET’S VOICE 
   
  Please complete this form and return it to Steven Conforti at scon40@aol.com. 
   
   
  Did the PCs bring Maira her Voice? 
   
  Y / N 
   
   
  Did the PCs bring Gar Mujal the books?  
  Y / N 
   
   
  Did the PCs free the Folinu? 
   
   
  Y / N 
   
   
  Did the PCs rescue the commoners? 
   
  Y / N 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/595/Normal Scenarios/SHE5-03 - The Prophets Voice (APL 6-18)/SHE5-03 - The Prophet's Voice.pdf