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. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  zeiftriad@yahoogroups.com for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  ZEF6-05 
   
   
   
   
   
  Family 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Sultanate of Zeif Regional Adventure 
  by Brett Beattie 
  Editors: the Zeif Triad (Mike Haakstad, Cory Fliegel, Jon Dawes); Cartography: Cory Fliegel; 
  Playtesters: Mike Strobel, Jef Parr, Jason Woodall, Dave Wayne, Darryl Loewen, Jon Dawes 
  Circle Edit: Tim Sech 
  When a complete stranger pleads for help to save the lives of his fellow men, you must rush to retrieve the rare al-
  hazarde. True Heroes don’t question a person in need; they simply act. What value do you place on Family? Think long 
  and hard on this as it may seal your fate! Part three of the “Four Feet of the Dragon” story arc. A one-round adventure for 
  characters level 1-10 (APLs 2-8). This adventure may be of interest to worshippers of Zuoken, the Dusk Lash, and 
  members of the Order of Kwalish. 
  
  ZEF6-05 Family 
   
  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 DM (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 DM 
  to run this adventure if you are not the senior DM.  
   
  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, 2007.  
   
  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 PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  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 DM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs 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 PCs 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 
  
  ZEF6-05 Family 
   
  Page 2 
  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 PCs 
  to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs 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 PCs to buy riding dogs to help protect 
  them, and fight for them. 
  Time Units and Upkeep 
  This is a standard one-round Regional Adventure set in 
  the Sultanate of Zeif. All PCs native to Zeif pay 1 Time 
  Units per round; all others pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. PCs 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 PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC 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 PC 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 
  More than one hundred years ago, a comet known as 
  Alhazarde flew past Oerth and left its imprint upon the 
  region of Zeif forever. The meteorites from the comet 
  impacted along the Tuflik River near the eastern border 
  of Zeif.  
   
  Those who pray to Zuoken believe that the incident 
  was executed by a jealous rival god. They felt this way was 
  due to the fact that a newly formed temple was decimated 
  in the aftermath of the meteorites. The initial wave of the 
  meteor shower caught the patrons of the temple by 
  surprise. Most patrons died as a result of inadequate 
  protection. Surviving patrons immediately started to 
  evacuate the wounded from the temple. Unfortunately, 
  the curse of Alhazarde was not yet done. A large portion 
  of the meteorite spared the temple, but struck the edge of 
  the Tuflik River further away. This impact caused a large 
  crater that changed the very foundation and flow of the 
  Tuflik River. As a result, the river raged past its levies and 
  flooded the surrounding region. In the aftermath, only 
  two elderly monks survived. These two survivors, 
  mournful as they were, had to accept their losses. They 
  did their best to move the temple to Ceshra, but with 
  their flock thinned and, with their own faith faltering, 
  their newly formed hospice did not thrive.  
   
  Over the years, the flooded temple survived, but was 
  not suitable for inhabitance. Over time, the temple’s 
  foundation slowly sank into the muddy ground, causing 
  the structure to fold onto itself. The moisture also created 
  a deathtrap, in the form of quicksand, for those unwary 
  travelers too curious to leave well enough alone. Rumors 
  and folklore formed which kept most raiders and 
  travelers away from the cursed temple. 
   
  In 3209 BH a group of Zuokenite priests became 
  interested 
  in 
  studying 
  this 
  important 
  historical 
  landmark.  A pilgrimage was set forth and four Zuokenite 
  priests made their way to the flooded temple. What came 
  next was a blessing from Zuoken. The four priests 
  discovered small fragments of the meteor around the 
  temple. The four soon realized that the meteorite rocks 
  (starmetal) could fetch a small fortune when sold. They 
  gathered what they could in a single expedition and 
  quickly returned to Ceshra with their new found fortune.  
   
  This timing was crucial as the current Sultan (Selim 
  “The Scoundrel”) pressured not only the temples but his 
  people with overbearing amounts of taxes. Sickness and 
  disease were rampant and many of Zeif’s people turned to 
  the Zuoken hospice in Ceshra. Though other temples 
  diminished during the reign of Selim, the hospice in 
  
  ZEF6-05 Family 
   
  Page 3 
  Ceshra run by the priests of Zuoken never once 
  floundered.  
   
  Years passed and the four monks aged, forever 
  hiding the secret of their unexplained fortunes. As the 
  last priest passed away, the secrets of the flooded temple 
  were entrusted to the new elders of the church.  
   
  Closer to the current time, a young orphan gnome 
  by the name Neile grew up in Ceshra. Cared for by the 
  priests of Zuoken, he mingled with the many orcish 
  orphans that were plentiful in the hospice. These orcs, to 
  say the least, were not kind to Neile. Neile survived 
  within the orcish underbelly by learning how to channel 
  his gnomish abilities. As he grew to maturity Neile 
  carefully coordinated and muscled in on every unlawful 
  activity that was overlooked by the Ceshra authorities. 
  Neile’s luck came to a halt when Murad “The Proud” was 
  named Sultan.  
   
  Hunted by the law, Neile was forced to choose 
  between his fortune and his head. Thus, Neile 
  disappeared for many years, and most assumed he was 
  killed or jailed by Murad. As time passed, Neile 
  resurfaced in the backroom of an orcish drinking hole, 
  running a game of chance. One day, an orc-blooded man 
  by the name of Nasser took out a much bigger wager than 
  he could afford. Nasser, desperate to pay his debt to 
  Neile, went to Zihni Bey bin Zihn al-Ceshra for reprieve. 
  Bey Zihni was, after all, Nasser’s uncle and was a wealthy 
  man who could easily afford this payment.  
   
  Now, Bey Zihni did not care one way or the other if 
  Nasser was killed, but he could not be seen as a man who 
  lacked family virtue. Zihni reluctantly was willing to pay 
  the debt to Neile, and, in the course of the transaction, 
  became intrigued by the gnome’s next scheme. 
   
  While growing up in the hospice of Zuoken, Neile 
  was privy to rumors that there was a secret fortune in the 
  church. Neile’s plan was to steal this fortune and split it 
  with Bey Zihni. Bey Zihni liked this idea very much, and, 
  further, knew he could use his nephew to achieve this 
  goal. With Nasser indebted now to his Uncle, he was 
  assigned a simple task; Zihni ordered Nasser to infiltrate 
  the hospice of Zuoken in Ceshra and investigate the 
  rumors of their wealth.  
   
  This plan backfired when Nasser found the priests of 
  Zuoken to be noble and pure. Over the last year Nasser 
  has been thoroughly indoctrinated into the flock, though 
  he has deluded his Uncle and Neile into believing he is 
  still loyal to their cause.  He has been claiming to be “very 
  close to the secret” for some time now, and continues to 
  ask for more time to investigate.  
   
  Over this time Neile had been very patient, 
  especially by gnome standards, but enough had become 
  enough. Two days ago he threatened to expose the Bey’s 
  true motives to the public unless the situation was 
  resolved quickly. Bey Zihni thus set events in motion. 
  Neile hired some goblin thugs and quietly took the 
  hospice in Ceshra captive.  
   
  Negotiations with the temple were resolved quickly, 
  and the temple leader, Ahmet al Uysal Hikmet abdu 
  Zuoken, agreed to exchange the Zuoken secret fortune 
  for the lives of the innocent hostages. Neile, as instructed 
  by Bey Zihni, told Ahmet that he was too weak and 
  elderly to retrieve the ransom. Neile then “selected” 
  Nasser, apparently randomly, to retrieve the ransom for 
  him. Nasser was entrusted with the location of the ore 
  and the knowledge that a mapmaker by the name of Hom 
  had the map required to find the abandoned temple. 
  Nasser was “set free” with every intention of giving in to 
  the demands. Unfortunately when he left the hospice he 
  was joined by a squad of Bey Zihni’s orcish thugs.  
   
  Bey Zihni is much like Neile, lacking any true 
  virtues, but he is much more conniving. He did not like 
  loose ends and, more importantly, he did not like being 
  threatened by Neile. The thugs were given the chore of 
  mopping up the whole situation. They were to escort 
  Nasser to the treasure, retrieve it, and then kill Nasser. 
  After that was complete, they were to return to the 
  temple and kill Neile. The hostages were a technicality 
  and were expendable, as long as Neile and Nasser 
  perished.  
   
  This was Bey Zihni’s one mistake. Nasser, despite his 
  orcish bloodline, is softhearted and, through the 
  teachings of Da’Shon and Edel, has become a man of true 
  virtue. Nasser has also developed some astute instincts 
  when it comes to his uncle’s intentions. Nasser could not 
  live with himself if he let even one hostage die due to his 
  folly. He had heard stories of the old temple and knew 
  that it was south of Ceshra. As the orcish thugs prepared 
  to leave the city, Nasser slipped into a bathhouse, in order 
  to put together a group of brave souls to counter the evil 
  in which he was ensnared. He hopes that by leading the 
  orcs without the map he can give the PCs enough lead 
  time to retrieve the treasure and in the end save the 
  hostages. 
  Adventure Summary 
  Encounter One: A Crude Way to Get a Job. 
  Nasser makes a hasty attempt to gather a group (the PCs). 
  The PCs are told that they require a map to an old temple 
  of Zuoken 16 miles south of Ceshra. They need to get to 
  
  ZEF6-05 Family 
   
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  the flooded temple, find the ore al-hazarde, and return 
  100 pounds of it to the hospice of Zuoken in Ceshra. 
  There they must negotiate the release of the hostages. 
  They must do all this by sundown.  
  Encounter Two: The Home of Hom. 
  A simple task of finding the mapmaker, Hom, turns into 
  a little bit more of a challenge. PCs paying attention can 
  find out a plethora of details from Hom, who is a retired 
  bard. Also, Hom is willing to set the PCs up with mounts 
  and the map in exchange for an exclusive story. 
  Encounter Three: Some Useful Tidbits. 
  A shepherd and two small boys can reveal information 
  that makes Encounters 4 and 5 a bit easier. PCs in a hurry 
  to get into combat may lack this information when they 
  need it.  
  Encounter Four: The Sundered Temple.  
  The PCs must navigate quicksand, hazardous debris, and 
  finally the thrum worms that inhabit the flooded temple. 
  The al-hazarde ore they seek can be found in two 
  locations, so the PCs could skip the thrum worm 
  encounter all together. 
  Encounter Five: Forewarned Ambush. 
  The orcish thug squad of Bey Zihni has located the 
  sundered temple and has set up an ambush outside. The 
  ambush goes astray as Nasser shouts out a warning. The 
  PCs must still deal with these combatants before they are 
  able to leave. 
  Encounter Six:  Family Virtues. 
  The PCs arrive back at Ceshra and enter the closed 
  hospice to Zuoken. A psychotic gnome and some hired 
  goblins are holding several groups of hostages in the 
  mosque. The PCs have a chance to free the hostages by 
  meeting some demands. The PCs must walk a fine line to 
  save the hostages and defeat Neile. 
  Conclusion: Witness Relocation Program. 
  The PCs must decide what to do about Nasser and the 
  secret of Bey Zihni’s true nature and ambitions. 
  Preparation for Play 
  The main objective of the session is to always make the 
  PCs feel that they have a time limit. The adventure 
  should not time out on the PCs unless they choose to rest 
  or are inflexible about taking mounts. Yet, in keeping the 
  impression of a deadline, the travel times on Table 9-3 
  and Table 9-6 of the Players Handbook should be handy.  
  The second item to take note of is the surplus of treasure 
  found as al-hazarde ore among the rooms in the flooded 
  temple. This was necessary to give the PCs all the treasure 
  they are permitted to keep early in the adventure. Thus, 
  the only reason the PCs have to finish the adventure is 
  for the lives of the hostage families. 
  This adventure also has several side-missions that some 
  PCs may have to complete to receive a total reward (these 
  are handed out before the party leaves Ceshra for the 
  temple): 
  Worshippers 
  of 
  Zuoken: Task: Find out any 
  information on Ekin bint Ekmel and inform him of her 
  fate. 
  Order of Kwalish: Task: Bring back a sizeable sample of 
  star metal. Search as much of the temple as possible until 
  it is found 
  The Dusk Lash: Task: Bring back a sample of ore and 
  any information on those that are in possession of it. Any 
  information that can be used against Bey Zihni would be 
  a bonus. 
  Also, many meta-organizations can impact the adventure: 
  Escaped from the Harem: There is a disguise check that 
  the PC must make while in Ceshra. Failure to attain the 
  DC will have the PC incarcerated and they must pay TUs 
  and gp to be released. This will take effect at the end of 
  the adventure, but have the PC roll right away and sweat 
  a bit. 
  Uruzaries: If you have any Uruzaries in the party, they 
  may be able to intimidate the orc ambushers. Have the 
  player roll an Intimidate check versus a Will save from 
  the orcs. If they fail they are “shaken” for the encounter. 
  (This is a special use of the Intimidate skill that differs 
  from the Core rules.) 
  The Navy: PCs may have a way to travel the river on boat 
  instead of overland. If this is the case, run Encounter 3 
  with the kids as if they are crew on the ship. 
  Introduction 
  Read the following for any PCs who would be willing to 
  enter a public bath house.  Remind the players that this is 
  an extremely common activity enjoyed by all classes of 
  people in this dry, dusty part of the world. 
  Fresh off the Plains of Antal, you have found that the 
  dirt and grime of the adventuring lifestyle has finally 
  taken its toll. As you entered the city of Ceshra, your 
  first thought was how nice a warm bath in the 
  morning would feel. After choosing a public house 
  and storing your non-essentials, you fall into a deep 
  
  ZEF6-05 Family 
   
  Page 5 
  slumber. In the morning, you rush off to the largest 
  bathhouse of Ceshra. When you enter the bathhouse, 
  it is crowded, as the merchants and other travelers 
  take advantage of the fresh early morning waters. You 
  eagerly attend to the chafing from your long travels 
  and prepare for a much deserved restorative rubdown.  
  Encounter One: A Crude Way 
  to Get a Job 
  Nasser, on temporary leave from Bey Zihni thugs, has 
  entered the hammam (bath house) on the ruse that he 
  needs to attend to some bodily functions. Thus, he has 
  little time to put together a functional team. Nasser has 
  already used valuable time ascertaining whom he wishes 
  to contact. 
   
  In order to avoid being seen by his other 
  companions, Nasser will utilize a message spell to contact 
  the PCs. One PC will be chosen as the “leader” and will be 
  given the full plea while others will be asked to contact 
  this “leader”. Nasser chooses who will be “leader” by the 
  following hierarchy: 1) worshipper of Zuoken, 2) higher 
  lifestyle cost, 3) higher Charisma, 4) any divine caster, 
  and 5) level of experience. The DM may feel free to 
  change this if this would create a more interesting 
  gaming environment. After all, Nasser does not have the 
  best sense of character (and can’t read the numbers off a 
  character sheet).  If any PC chooses to make a saving 
  throw to avoid the message effect, Nasser will choose the 
  next most likely “leader”, until, if every PC makes the 
  save, he whispers frantically: 
  “I mean you no harm.  Please, for the love of Zuoken, 
  do not resist my telepathy!” 
  The PC that is chosen to be the “leader” by Nasser hears 
  the following through the message spell: 
  Just when you think you have entered utopia, a voice 
  bombards your head. 
  “Do not be alarmed. My name is Nasser and I beg of 
  you to help not me but my family. They are in dire 
  need due to my own folly. Will you aid me?” (If the PC 
  answers negatively, then Nasser will move on to another 
  PC. The adventure may be over for this PC (unless the PC 
  can accompany acquaintances in the party who reply 
  correctly). Remember, Nasser has no time to answer 
  questions and is simply looking for helpful good people.) 
  “Take note that I will only have time to explain all I 
  know once. You must go see the mapmaker Hom. He 
  resides in the market square in the southeast of 
  Ceshra. Ask him for an old map detailing the areas 
  south of Ceshra. Particularly, you will want a map that 
  will locate the old holy grounds of the Servants of the 
  Lady. You must travel there in haste and recover some 
  rare ore called al-hazarde. Return one hundred 
  pounds of this ore to the mosques of the Lady here in 
  Ceshra and negotiate for the lives of the hostages. 
  You must do this quickly, for you have only until 
  dusk to complete this task. I will find others to aid 
  you and you must meet them out front within a few 
  minutes.”  
  Other players at the table will simply get the following 
  message: 
  “Do not be alarmed. My name is Nasser and I beg of 
  you to help my family. They are being held hostage by 
  an evil gnome.  If you are willing to help, gather 
  outside in the next few minutes.” 
  The players may be interested in who is sending them 
  this message. A DC 20 Spot check will locate a nervous 
  slightly porcine male (Nasser) going about his business. 
  He is muttering to himself and playing frantically with a 
  small object. A DC 30 Spot check will reveal it to be a 
  copper wire. If approached, he will let the player know 
  that they are endangering his life and compromising the 
  mission. He may also confer this through the message 
  spell, if asked why he uses such a strange means to 
  contact them.  
   
  A DC 15 Spot check will notice a group of orcs that 
  are similarly attired keeping an eye on Nasser. A DC 15 
  Knowledge 
  (local, 
  VTF 
  metaregion), 
  Knowledge 
  (nobility) or Bardic Knowledge check will reveal that 
  their uniforms are that of a local Bey. This group’s 
  makeup is detailed in Encounter 5. A PC may make a DC 
  10 Sense Motive check to notice that these orcs do not 
  care for Nasser all that much. If this group catches on to 
  what Nasser did they will arrest him and gather evidence 
  against Nasser for treason. If the PCs resist have Nasser 
  spell it out for them. Attacking the Bey’s men can only 
  lead to arrest and execution.  
   
  Once the PCs have gathered outside, let them 
  introduce themselves. The mission should be explained 
  briefly, after which the PCs may gather their adventuring 
  gear from their rooms. If all goes well, they will make 
  haste to the mapmaker’s establishment. A DC 10 
  Knowledge (religion) check will reveal that the Servants 
  of the Lady mentioned are monks who pray to Zuoken. 
  An eager group may try to find and investigate the 
  hospice directly.  If this happens the DM may have to run 
  Encounter 6 only. Of course, if this happens the PCs will 
  not have any ore to negotiate with. 
  
  ZEF6-05 Family 
   
  Page 6 
  Encounter Two: The Home of 
  Hom 
  As you enter the marketplace in the southeast of 
  Ceshra, the bazaar is overwhelming. Finding Hom at 
  first seemed a simple task, yet, as you mull around the 
  marketplace, it becomes more and more daunting. 
  Merchants abound everywhere, setting up displays 
  and tent awnings. Many are quick to offer you 
  merchandise, but at the first sign of disinterest rudely 
  move to sling a pitch to the next possible customer. 
  In addition, there is a plethora of street urchins 
  around every corner. Many beg for food for their 
  families, while others try to make their living 
  hawking trinkets. The only thing for sure is that 
  somewhere in this pandemonium you must find a 
  man named Hom that sells maps. 
  There are several ways that the PCs can find Hom’s 
  business. The simplest way is to make a DC 15 
  Knowledge (local, VTF metaregion) check. If successful, 
  this method takes the PCs a mere 10 minutes getting to 
  the destination. Alternatively, a DC 15 Gather 
  Information check will find a helpful merchant. Gold 
  will always help in a market. For each efrit (gold) spent, a 
  PC gets a +1 circumstance bonus to the Gather 
  Information check. Because of the great number of 
  people in the area, each check takes only 10 minutes of 
  time, as opposed to the hours normally taken. A DC 20 
  Spot check may be used to simulate wandering around to 
  locate the business, but this option takes the PCs a full 
  hour. Once they have found the shop read the following: 
  You believe that you have finally come to the right 
  place. A small tent is set up down the end of an alley. 
  Under the tent, a young boy sells varying pieces of 
  adventuring gear. The boy boasts that he has a fresh 
  supply of sun lenses from the Festival of Sadakat (the 
  Sultan’s loyalty celebration). As well, many of the 
  customers wish to purchase something called Hom’s 
  rope. This confirms that you have finally arrived at 
  your destination.  
  The boy is very busy and the PCs will have to get his 
  attention. Waving money will work instantly, a DC 15 
  Diplomacy check works as well, and a DC 10 Intimidate 
  check will instantly get his full cooperation. The boy is 
  Macit ibn Hom al Ceshra and he is an expert of his 
  fathers stock. He can sell the PCs any Adventuring Gear 
  (Table 7-8 of the Players Handbook). In addition, Macit 
  has several pairs of sun lenses for sale (Table 4-3 of 
  Sandstorm).  
   
  If asked about Hom’s rope he will show the 
  interested customer several 100 foot lengths of earthsilk 
  rope (Table 7-4 of the Races of Stone book). All the PCs 
  have to do is mention that they are seeking either a map 
  or an audience with his father and Macit will reveal an 
  opening behind a hung rug. He will cry out a salute to his 
  father and then hold back the rug, gesturing the PCs 
  inside.  
  As you breach the archway, you take several steps 
  down into a musky room that would be an obvious 
  storage for all the trappings outside. Past a second 
  archway, a light flickers and you can make out 
  thousands of tomes and loose parchment scattered 
  and piled on top of one another. 
   
  As you enter the room, a large table bears the 
  weight of many a hefty book. The musty smell is 
  instantly abated by the scent of jasmine incense. A 
  Zurna (wind instrument) lies on an elderly Baklunish 
  man’s lap. He sits in a very comfortable chair 
  examining a parchment that has musical notes upon 
  it. The man struggles to stand and introduces himself 
  as Hom. After exchanging names, he asks how he may 
  be of service.  
  Hom ibn Himmet al Ceshra is a retired elderly bard and 
  has had a very rough life. His many days as an adventurer 
  have left him with many scars and broken bones. At this 
  age, they seem to have finally caught up to him. He is not 
  very agile and lacks the patience or demeanor to run his 
  shop. Having adventured for so many years he never had 
  time for a family. The boy above is one of his adopted 
  sons and is his pride and joy.  
   
  Being a bard, Hom is very interested in any story and 
  will listen intently to any well told story. If the PCs share 
  there current predicament with Hom and succeed at a 
  DC 10 Diplomacy check, he will be willing to finance the 
  mission for exclusive rights to the story. As well, he 
  would appreciate exclusive rights to fence the PCs’ loot. 
  In return he is willing to lend them the map and either a 
  horse or camel to expedite their travels.  
   
  If the PCs take Hom up on his offer, it will take him 
  30 minutes to locate and acquire specific mounts for the 
  players. Alternatively, Hom will sell the PCs a map for 
  150 efrit. Hom, being a bard, is a vault of knowledge and 
  may answer several questions free of charge. He will also 
  enjoy comparing musical talents with any bard in the 
  group. Hom’s has a +15 to his Perform check.  
  What can you tell us about the map we need? 
  • 
  The map details the location to the temple of 
  Zuoken. If memory does not fail me the temple was 
  decimated. Legend has it that an angered god hurled 
  
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  a single stone from the skies with such ferocity and 
  anger that the temple was sundered in half. That 
  land belongs to Zihni Bey bin Zihn al-Ceshra and if 
  you plan on looting his property you should be 
  careful. That said, the map should be in this pile 
  here; you will just have to give me a hand with some 
  of these heftier books. 
  What of Bey Zihni? 
  • 
  The Bey is a man of true virtue. He is a perfect 
  example of a man who upholds the Four Feet of the 
  Dragon. It is this respect from the people that allows 
  him to maintain such peace in his land. That is, 
  unless I speak out of sorts and mention that he has 
  been known to employ orcish thugs for some more 
  clandestine exploits. These orcs are a little less 
  scrupulous. In fact they are orcs that did not meet, 
  shall we say, “the criteria” for the Sultan’s Uruzaries.  
  What is the rare ore al-hazarde? 
  • 
  The name does sound familiar. I believe I have a 
  book that will reveal more. The dwarves believe the 
  ore that we call al-hazarde falls from the green star. 
  Meteorites from the star hit the earth every hundred 
  or so years. The Greyhawk mages refer to it as 
  starmetal. It is said that it is as hard as adamantine, 
  but possesses a magical curse. It is also said that some 
  mystics seek the metal in order to harness this 
  magic.   
  Do you know Nasser? 
  • 
  I know Nasser. He is one of the boys working at the 
  hospice. He has very porcine (pig-like) features and 
  was constantly harassed by some of the children at 
  the hospice. Despite his treatment at the hands of 
  the orphans he always treated each child with the 
  utmost respect. My son speaks well of him and I 
  suppose our relationship grew from there. If you 
  could help him you would have my blessing. The 
  odd thing is that, the boy, despite his orcish heritage, 
  is rumored to also have noble blood. 
  Where did you get all these books? 
  • 
  I adventured for years before settling down. I have 
  traded every valuable item I obtained during those 
  years for the knowledge that is in these parchments. 
  After all, knowledge is the one thing you cannot take 
  from a man.  
  Where did you acquire the rare earthsilk rope? 
  • 
  In my early years, I traveled with a woman of nature 
  who was, oddly enough, a dwarf. She now makes her 
  way in the world by harvesting a grove of fungus 
  that produces earthsilk. Once a year, she brings me 
  her harvest. Truthfully, I think she does it so we can 
  relive old times.  Either that or she feels sorry for my 
  aging.  
  Where did you acquire the sun lenses? 
  • 
  With them damn orcs so prominent I saw a market 
  for them. I bought one from a gnomish merchant in 
  my early adventuring years. Well I got such a pretty 
  djinni for my used pair when I set up shop that I 
  started importing them. They are still one of my 
  better sellers at the Festival of Sadakat every year, 
  and not just to the orcs. Some of the wealthy people 
  buy them because they like how they look and they 
  are a novelty of the festival. 
  What is that parchment you are reading?  
  • 
  Why, I was just practicing a great piece of work by 
  the composer Robb ibn Gazi al Ekbir. It was 
  composed in the year 3219 BH.  The man just 
  recently passed and I was hoping to learn this piece 
  as a tribute to his death. 
  Any other questions Hom will attempt to answer to the 
  best of his knowledge. He will acknowledge the PCs’ 
  urgency and truly hopes to help them out anyway 
  possible.  
   
  Time is the PCs’ limiting factor now. They have 
  (assuming one hour spent finding Hom, adjust if 
  otherwise) approximately 12 hours remaining before the 
  sun goes down. The map estimates that the temple is 16 
  miles south of Ceshra along the Tuflik River. Mounts’ 
  travel times are listed on Table 9-6 in the Players 
  Handbook. If the PCs are all mounted, there will be no 
  problem returning in the 12 hours given. The DM or PCs 
  may wish to keep track of time in order to allow for more 
  time at the temple or in Ceshra when they return. If the 
  players opted out of the agreement with Hom, they may 
  be on foot. If this happens consult Table 9-3 from the 
  Players Handbook. Basically, a PC with a speed of less 
  than 20 will think that they will not be able to return in 
  time unless they hustle. Also, characters on foot may be 
  required to forced march in order to return on time. See 
  overland movement on page 164 of the Players 
  Handbook for these movement penalties. What they 
  don’t know is if they defeat Bey Zihni’s thugs and steal 
  their horses they could possibly still make it back in 
  plenty of time.  
  
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  Encounter Three:  Some Useful 
  Tidbits 
  If the PCs stop to talk to the shepherd, al-Vilayad, or the 
  boys, named Abidin and Ruya, they may find a tidbit of 
  information. If the PCs do not talk to either the shepherd 
  or the two boys, they may become lost. The PCs will 
  require a DC 6 Survival Check each hour or they will 
  spend an additional half hour trying to get back on 
  course. Have the PCs select one from their number to 
  make the check. The others may attempt to assist. PCs 
  making separate checks would essentially be going in 
  different directions. 
  The sun shines bright on this day and it is an ever 
  reminding icon that time is ticking away. Yet, the 
  bleakness of the plains has a tranquil effect. The only 
  thing that is of interest out here is the occasional 
  grove or the ominous shadow of the Yatil Mountains 
  past the Tusman hills. The monotony of your travels 
  is interrupted by a local shepherd tending to his 
  flock.  
  If the PCs choose to stop and talk to the shepherd 
  (Hamid ibn Istani ibn Husnu al-Vilayad), read the 
  following: 
  This elderly Baklunish man has the look of a well 
  seasoned veteran to his trade. He has a recent bruise 
  on his forehead and his attire seems a bit torn. He 
  clutches a quarterstaff almost like he needs it to bear 
  his weight. In his offhand he rolls a prayer bead that 
  has a cup and talisman charm dangling from its end. 
  He seems apprehensive to talk and is mainly 
  occupied in the herding of his flock of sheep.  
  The shepherd is bit skittish when first approached, but 
  with proper handling he will welcome a conversation. A 
  DC 15 Diplomacy check or a DC 15 Handle Animal 
  check (representing someone attending to the flock) will 
  persuade him to be friendly. Any offensive action will 
  cause the shepherd to cease the conversation. In addition 
  to his body, his ego has taken a bruising and he would 
  like to keep some dignity.  
  Why are you bruised?  
  • 
  This morning a group of orcish thugs came upon me. 
  They stopped me to ask directions to an old temple 
  of the Servant to the Lady. I said nothing at first 
  because I didn’t care for the way they talked to me. 
  So the thugs roughed me up some and left me with a 
  sprained foot. I’m afraid they would have killed me, 
  were it not for the words of one of their number, an 
  orcish looking human.  They went on their way 
  leaving me injured but alive.  
  Do you know were the temple to the servant of the 
  lady (Zuoken) is? 
  • 
  I told those thugs that the old temple is in the 
  vicinity, but I did not know its exact location. Bah, 
  you seem a better lot than them; you follow the 
  Daughter of the Oasis (river). She will lead you to 
  what you seek. 
  What can you tell us of these thugs? 
  • 
  I counted several orcs and another orcish looking 
  human. The human had kind eyes and was obviously 
  not at ease with his company. If you catch up to 
  them give them a few lumps from me would you?  
  But spare the human; he was kind to me. He saved 
  my life. 
  Once the PCs are done speaking to the shepherd, 
  continue with the following: 
  As you approach to the Tuflik River, the humidity 
  changes and the dry scratching dust in your nostrils 
  and mouth goes away. After a quick refreshing drink, 
  you find a trail that follows the river bed. As you clear 
  the top of a gully, two panicked boys that were 
  fishing grab cover in a small thicket. This is not 
  uncommon, being so close to the Tusmit border and 
  with Paynim bandits crossing the river system. 
  Kettite barges also frequently travel westward to the 
  Dramidj Ocean leaving the locals a bit skittish. 
  Ask the party how they wish to react to the boys: swing 
  wide of them and leave them be, or approach them. This 
  encounter only happens if the PCs stop and talk to the 
  two boys (Ruya and Abidin).  The boys are indifferent, 
  requiring a DC 15 Diplomacy Check to persuade them to 
  be friendly. They can get a +1 circumstance bonus for 
  each djinn (sp) spent or for each ration or trinket given to 
  the boys. 
  These two boys, once persuaded to leave the shelter of a 
  fort they built in the thicket, will talk non-stop. The 
  youngest boy Ruya, being five, will do most of the 
  talking. The oldest boy Abidin, being about ten, will act 
  very properly and only talk if he needs to correct his 
  younger friend. Abidin speaks within the brackets ( ). 
  Under no circumstance short of physical harm will the 
  boys give their proper names.  
  Did you see any other travelers today? 
  • 
  No, nothing but fish and our families this morning. 
  • 
  (Don’t forget we hid from that Kettite barge, as well.) 
  
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  Page 9 
  Where are you from? 
  • 
  My family lives just east of here. Times are tough 
  and my father taught me that families must work 
  together in tough times like these. So me and my 
  friend (my friend and I) like to fish down this river 
  and help support our families. 
  Do you know of an old temple in the area? 
  • 
  If you follow the river further down it splits in two. 
  The temple lies directly down the other (smaller) 
  river’s path. I would be careful though; there are 
  some dangers in that area. (The ground isn’t as solid 
  as it may look). We are not allowed to play anywhere 
  in that area; it is said to be cursed and that a hag 
  resides in there. (Mom just says that to scare Ruya!) 
  What do you mean that the ground is not solid? 
  • 
  (The ground will swallow you up whole. You can 
  easily tell where it is if you take your time and check 
  the ground were you step.) 
  After meeting with the shepherd and the boys (or 
  moving on past them), proceed with Encounter Four. 
  Encounter 4: The Sundered 
  Temple 
  As you follow the Tuflik River, you come to a fork. 
  The main body of the river coming from the south 
  flows heartily to the west. A small outcropping flows 
  east, trickling down a rocky ledge.  
   
  In the distance you can see that this small rivulet 
  runs directly to the ruined temple that you are 
  seeking. The front portion of the temple includes the 
  lower remains of a minaret (tower). These were 
  attached at one time to the main structure of the 
  domed mosque. The temple front juts out of the 
  ground with the back portion sunken below the 
  surface. The mosque’s walls remain standing, yet the 
  dome itself is asunder. The red and ochre masonry of 
  the structure shows signs of impact damage and 
  possible structural damage underneath.  
   
  The rivulet narrows as it approaches the temple 
  and completely dissipates as it reaches the remaining 
  walls. Trees and underbrush grow rampant all around 
  the temple and some of the plants seem foreign to the 
  land. Occasional debris can be seen as far as 80 feet 
  from the base of the temple and is possibly the 
  remains of a large minaret that was once present.  
   
  The front entry doors are open at the top where 
  exposed. Another possible entry is a balcony at 
  ground level on the west side. Rotted and ruined   
  textile covered windows are abundant throughout the 
  structure, but only the front half are above the 
  ground. 
  Temple Exterior: 
  The ground around the temple has some dangers. There 
  are several patches of quicksand all around the temple 
  (see Appendix 6: DM Map 1: Temple Overview Outside). 
  PCs that were warned by the two boys will always be able 
  to spot the patches given normal movement and 
  precautions. PCs unaware of the dangers will require a 
  Spot or Survival Check (DC 8 if moving normally, DC 16 
  if hustling, or DC 32 if running). Failure means they will 
  slip into the quicksand. Effects of quicksand can be found 
  on page 88 of the Dungeon Masters Guide. Once the 
  quicksand has been successfully navigated, the PCs can 
  climb up to the open doors of the temple with ease. 
  Alternatively, all other exposed entrances are available at 
  the DM’s discretion.  
  Temple interior: 
  Entering the temple is easy. Moving about most of the 
  temple will not be. The front portion of the temple (see 
  Appendix 6: DM Map 2: Temple Overview Inside) is 
  slanted and slippery with moisture and mold. A DC 15 
  Balance check is required in order to remain standing 
  each round. Any PC can move down towards the mosque 
  with ease, but a PC wishing to move uphill will require a 
  DC 5 Climb check. The Mosque itself is littered with 
  debris and is considered difficult terrain (no charging or 
  5 foot steps allowed). This will make for an interesting 
  fight with the burrowing beasts within the mosque.  
   
  The floor of the temple is tile, yet in the Mosque 
  most of the tile has been destroyed and sandy ground 
  swells were the tile is removed. The windows of the 
  temple were once covered with an intricate mashrabiya 
  weave that allowed decent airflow and protection from 
  the elements. Yet over the years the mashrabiya has 
  rotted. The windows were ten to fifteen feet on average 
  above the floor and only about 1 foot wide by 2 feet high. 
  Most of these windows are now buried beneath the 
  surface. The doors if present are of good wooden 
  manufacture. The structure itself is of superior masonry 
  and about 1 foot in thickness.  
   
  Due to the elements and time, the masonry is 
  weakened and is much more easily broken. If any PC 
  wishes to climb any wall or roof structure they will 
  require a DC 20 Climb Check. The residual walls and 
  ceilings can withstand up to 500 pounds before they will 
  collapse causing typical falling damage. The residents of 
  the temple will be aware of the PCs the minute they set 
  foot within the area of the temple. 
  
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  Wooden Doors: 1 in. thick; hardness 5; hp 15; AC 5; 
  Break DC 18. 
   
  Walls Superior Masonry: 1 foot thick; hardness 8; 
  hp 90; AC 5; Break DC 25. 
  1. Qa’a 
   
  The front doors of the temple lie in waste and dangle 
  loosely in the wind. As you penetrate the entrance, 
  you can’t help but admire the vaulted ceiling almost 
  30 feet high. The floor here slants heavily downward 
  toward the domed mosque area. The floor here is 
  moist with growths of slime and mildew on the tile, 
  making it very difficult to move without taking 
  precautions.  
   
  An octagonal ablution fountain adorns the center 
  of a room made out of shells and textiles long overdue 
  for a good cleaning. A pair of alcoves on either side of 
  the room contains storage areas and hooks for 
  visitors. Small chairs accompany each alcove but the 
  material has rotted. There are passages on either side 
  between the alcoves. At a glance, the passages seem 
  damaged due to the shifting of the structure. Directly 
  across from the front entry is a larger archway that 
  leads into a vaulted hallway. Within the hall there are 
  arched niches every few feet. Each at one time would 
  have housed a small altar to the god Zuoken. 
  At APL 2 only, the left passage presents a danger of 
  collapsing. A PC with Knowledge (engineering) or 
  Stonecunning can determine this with a visual DC 15 
  Search check of the voussoir (wedge-shaped) archway. 
  Any movement past the first five feet in the passage will 
  trigger the trap one round after the movement. This trap 
  is marked as the X on the DM Map 2: Temple Overview 
  Inside. 
  Trap: 
  APL 2 (EL 2) 
   
  Bricks From Ceiling: CR 2; mechanical; 1 round 
  after touch trigger; manual reset; Atk +5 melee (2d6, 
  bricks); multiple targets (all targets in stair passageway); 
  Search DC 15; Disable Device DC 15. 
  If the PCs set the trap off, they may be required to dig in 
  order to retrieve a PC or to proceed further into the 
  temple areas. This will require a full hour of digging by 
  one individual.  This time can be split up among all the 
  PCs (it would only take ten minutes if six PCs dig). There 
  is also room for small characters to squeeze through the 
  debris ignoring the entire digging process. 
  2. Left Passageway: Living Quarters. 
  This passageway enters into a large open room with a 
  good portion of its area beneath ground level. The 
  room contains the remains of several bunks. Each one 
  at one time or another housed a loyal monk of the 
  Lady. The ceiling is littered with small holes that 
  allow rain water to collect within the room. The 
  foundation is in ruin due to the obvious decimation 
  of the complex. The river runoff has eroded the 
  ground so that water and debris pools in the lowest 
  portion of the chamber. 
  Treasure: The pool is approximately 4 feet deep and is 
  littered with broken tile. A DC 20 Search check will 
  locate several interesting al-hazarde ore deposits. The ore 
  is exactly what the PCs are here for. They can find several 
  small rocks (5 pounds) after ten minutes of sifting. 
  Nothing else of value can be found amongst the tile. 
  3. Right Passageway: Hospice 
  This passageway is currently blocked with debris. It 
  may take some time to clear, but you feel that 
  working together, you can clear a path quickly.  
  The debris is safe to move, but will take one hour for one 
  PC to clear. The PCs will have no way of knowing how 
  long this will take without a DC 15 Knowledge 
  (engineering) check. This labor can be divided by the 
  number of PCs willing to haul rock, to a minimum of 10 
  minutes. 
  Once cleared, the hall branches off to the left and 
  right. Every five feet is a cell that contains a rotted 
  bedroll and moldy linen. The skeletal remains of a 
  monk lie in the topmost alcove. The skeleton has a 
  broken leg and several broken ribs. Clutched to its 
  chest are a small journal and a set of prayer beads. A 
  large door remains sealed across from him. At the 
  bottom of the room is the sludge of a mud pit littered 
  with broken floor tiles and the occasional human 
  bone. 
  Give players Players’ Handout #1 - Journal of Ekin. 
  A quick read of the journal will reveal it to belong to the 
  now deceased servant to the Lady. The monk was here 
  researching the history and truth that caused the 
  decimation to the temple to Zuoken. She was wounded 
  from the cave-in and could not dig her way out. She had 
  told 
  only 
  her 
  father 
  of 
  her 
  expedition 
  here. 
  Unfortunately, her wounds were too grave to hope to 
  make it back to Ceshra. 
   
  The door opposite the body will have to be forced if 
  the PCs want to know what lies on the other side. Behind 
  the door is a counter-clockwise staircase that one would 
  require a Climb Check to navigate due to the awkward 
  
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  angles of the room. A DC 25 Climb Check will lead to the 
  outside via the top of the broken tower (minaret). 
  4. Mosque 
  This large domed room is the largest in the complex 
  and is also the only flat floor in the temple. 
  Unfortunately, debris from the dome litters the floor 
  and in some areas the piles of debris are over 5 feet 
  tall. The floor of the mosque is also littered with dirt, 
  swelling in the places where the tile is removed. Two 
  sets of stairs to the left and right lead to a pair of 
  maq’ad (sitting balconies). Scattered across the floor 
  of the mosque is the strange ore known as al-hazarde. 
  The only other noticeable feature is a minbar (pulpit) 
  that was left behind. 
   
  It seems that getting the al-hazarde will be much 
  easier than anticipated, when the very ground 
  beneath you comes to life. A creature much like a dire 
  worm erupts from the ground. It is much larger than 
  a normal man and twice as long. It has large teeth that 
  it bares as it comes to strike. At the last second it rears 
  up and a high pitched sound starts to focus on its 
  intended target. 
  Burrowed under the floor are the thrum worms. There is 
  a small nest near the minbar that they will try to protect 
  if any PC comes within 30 feet. The PCs will have to 
  approach the area if they wish to collect the majority of 
  the al-hazarde. Give each PC a (APL 2-6: DC 21; APL 8: 
  DC 22) Listen check to act in the surprise round. (The 
  worms are less than five feet underground, which is 
  equivalent to being behind a door, but are 30 feet from 
  the PCs and taking ten on their Move Silently checks.) In 
  the surprise round the worms will take a five-foot step, 
  breach the ground, and fire their sonic attack at the PC 
  that is closest to the nest. They do not try to finish fallen 
  PCs, and will only attack those PCs that approach to with 
  30 feet of the nest or who attack the worms. Remember 
  that the ground here is considered difficult terrain (pg 
  148, Player’s Handbook). 
  APL 2 (EL 4) 
   
  Thrum Worms (2): hp 15 each; see Appendix 1. 
  APL 4 (EL 6) 
   
  Thrum Worms (4): hp 15 each; see Appendix 1. 
  APL 6 (EL 8) 
   
  Advanced Thrum Worms (4): hp 47 each; see 
  Appendix 1. 
  APL 8 (EL 10) 
   
  Advanced Thrum Worms (6): hp 57 each; see 
  Appendix 1. 
  Tactics: The thrum worms will protect the nest at all 
  cost. The worms’ tactics will be to appear at the longest 
  range possible (within the room) to tag its opponent.  If, 
  at any time, a worm is engaged in direct melee, it will 
  dive (double move) under the ground and move to 
  another location farther away. The ground will provide it 
  with cover and thus it will not provoke any attacks of 
  opportunity by moving in such a manner. They will 
  always try to move in order to target those closest to the 
  nest. 
   
  A PC may notice that the worms are protecting 
  something with a DC 10 Survival check. If the PCs 
  realize that the worms are protecting something, they 
  may attempt a DC 10 Knowledge (nature or arcana) 
  check to determine that the most likely thing for these 
  creatures to protect would be their young. (Note that any 
  Knowledge check of DC 10 or lower can be made 
  untrained.) If this check is made, the PCs may make a 
  further DC 17 Knowledge (arcana) check to recall that 
  thrum worms can be trained as mounts for small 
  humanoids, and that their larvae have a market value of 
  1500 gp each. PCs with at least 5 ranks in Handle Animal 
  get a +2 circumstance bonus to this check, but it may not 
  be made untrained. 
   
  A DC 20 Spot or Survival check will reveal that the 
  worms tend to focus on the threat that is closest to the 
  nest. You may allow the PCs to make this check every 
  round, and they could also figure it out by trial and error. 
  In any case, clever PCs may realize that they can get the 
  ore without a fight, just by supplying a decoy that is 
  closer to the nest than the PCs who are retrieving ore. 
  Many possibilities exist, including illusions, summoned 
  creatures, or even a single PC acting as a tank. 
   
  The worms will not give chase to any PC that wishes 
  to leave the mosque area. Once a PC is in retreat or 
  unconscious the worms will not consider them a threat.  
   
  If the PCs retreat such that they are more than 30 
  feet from the nest and do not engage the worms in 
  combat, a PC with the Wild Empathy class ability may 
  take a minute to try to calm them down enough to 
  approach. The worms will initially count as unfriendly 
  and each must have its attitude altered to indifferent DC 
  15 or better before it will allow PCs to approach. Each 
  worm that has its attitude shifted to friendly DC 25 or 
  better will provide a +2 circumstance bonus to attempts 
  to influence its fellows. Note, however, that because 
  thrum worms are magical beasts, rather than animals, 
  each check must be made at a -4 penalty. Also, it is 
  possible for a PC to attempt a hasty check during combat, 
  but a -10 penalty applies, and the worms start out hostile. 
  In this case, the DC to shift one to indifferent is 25, while 
  the DC to shift one to friendly is 35. If a PC can somehow 
  
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  change all of the worms’ attitudes to Helpful DC 40, that 
  PC will be accepted as family and be allowed to leave 
  with a single larva.  
  Treasure: The PCs can easily find several large deposits 
  of the al-hazarde ore and as well as the nest of the Thrum 
  worms. Each five foot square in the room takes one 
  round to search, but no roll is required. For each square 
  searched, roll 1d4. A roll of 1 yields no ore, a roll of 2 
  yields one pound of ore, a roll of 3 yields 5 pounds of ore, 
  and a roll of 4 yields 10 pounds of ore. (If a roll of 1 comes 
  up ten times and the PCs still haven’t found 100 pounds 
  of ore, treat all future rolls of 1 as rolls of 4.) Picking up 
  the ore is a standard action that provokes attacks of 
  opportunity. The nest contains three larvae. The al-
  hazarde is easily worth a small fortune to the right smith 
  as it is of equal value to adamantine. Unfortunately for 
  avaricious PCs, any smith who knows of the ore also 
  knows that the only known deposit in Zeif belongs 
  rightfully to the priests of Zuoken. PCs will not be able to 
  sell the ore, so it is not included in the treasure 
  calculations. Before the PCs proceed to the next 
  encounter, you should find out where the PCs are storing 
  the ore. Make sure everyone involved takes account of 
  the effects of encumbrance on their characters. 
  Treasure: 
  APL 2: Loot – 0 gp: Coin – 750 gp: Magic – 0 gp. 
  APL 4: Loot – 0 gp: Coin – 750 gp: Magic – 0 gp 
  APL 6: Loot – 0 gp: Coin – 750 gp: Magic – 0 gp 
  APL 8: Loot – 0 gp: Coin – 750 gp: Magic – 0 gp 
  Encounter 5: Forewarned 
  Ambush 
  As the PCs made their way to the site, Bey Zihni’s thugs 
  located their trail and followed them to the site. Initially, 
  the thugs were completely lost, as Nasser was doing his 
  best to lead them astray. They soon realized that the PCs 
  were here for the same reason and they have set up an 
  ambush to retrieve the al-hazarde ore once the PCs leave 
  the temple. If the PCs have set up a sentry they will easily 
  spot the thugs setting up the ambush. The thugs will set 
  themselves up so as to increase the possibilities of bull 
  rushing a PC into a quicksand pit (see Appendix 6: DM 
  Map 3: Temple Overview Outside Ambush). Depending 
  upon where the PCs exit the temple, the DM can feel free 
  to move the thugs around to better set up an ambush. To 
  foul the thugs’ plans, Nasser panics and lays all his cards 
  on the table. At the top of what could have been a 
  surprise round for the thugs, Nasser yells a warning. This 
  happens at the same time that the PCs would get their 
  Spot checks. The thugs have taken 20 on their Hide 
  checks and thus require a DC 20 Spot check to locate 
  their positions in the opening round. Because of Nasser’s 
  help there is no surprise round, as the thugs are taken a 
  bit off guard by this betrayal.  
  As you pierce the outside of the temple, you take but 
  a step when a howl from behind some cover is 
  audible. “It’s an ambush! Thugs are everywhere”. The 
  man’s voice is recognizable as the same man that first 
  solicited you back at the bathhouse. He looks around 
  and then cowers as he realizes what he has done, 
  obviously hoping that he will not suffer any ill wrath 
  for his actions. 
  APL 2 (EL 2) 
   
  Bey Zihni’s Thug Leader: Male Orc War2; hp 12; 
  see Appendix 1. 
   
  Bey Zihni’s Thugs (2): Male Orc War1; hp 6 each; 
  see Appendix 1. 
  APL 4 (EL 6) 
   
  Bey Zihni’s Thug Leader: Male Orc War5; hp 30; 
  see Appendix 1. 
   
  Bey Zihni’s Thugs (4): Male Orc War2; hp 12 each; 
  see Appendix 1. 
  APL 6 (EL 8) 
   
  Bey Zihni’s Thug Leader: Male Orc War6; hp 36; 
  see Appendix 1. 
   
  Bey Zihni’s Thugs (4): Male Orc War4; hp 24 each; 
  see Appendix 1. 
  APL 8 (EL 10) 
   
  Bey Zihni’s Thug Leader: Male Orc War8; hp 48; 
  see Appendix 1. 
   
  Bey Zihni’s Thugs (4): Male Orc War6; hp 36 each; 
  see Appendix 1. 
  Tactics: With the betrayal of Nasser ruining the chance 
  of surprise the leader of the thugs will take his first action 
  and throw a javelin at Nasser. Have Nasser hit. Describe 
  the hit and the impact for effect. Be creative! Following 
  this, the leader will ready javelins on any obvious spell 
  casters, hoping to disrupt the spells. However, if 
  someone presents the possibility of a bull rush, he will 
  find it hard to resist bull rushing someone into the 
  quicksand. He will try to mask his readied action by 
  issuing commands to the other thugs. The other thugs 
  will start by throwing a javelin each and then use their 
  move action to try and set up a charge for the following 
  round. The thugs will try not to cluster as they have been 
  
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  trained to avoid area based spells. If the possibility arises 
  the thugs will try to bull rush a PC into quicksand. They 
  prefer to do this to weaker looking characters and to 
  obvious archers and spell casters. At lower levels they do 
  not have the proper feats and will draw attacks of 
  opportunities, since that is what they are training to do. 
  They might think twice about bull rushing a strong 
  looking character or a character with a melee weapon 
  that could set for charge. The thugs have a fairly good 
  idea where the patches are since they spent some time 
  prodding around before picking their ambush site. PCs 
  that properly navigated the quicksand prior to entering 
  the temple will also be aware of any quicksand. The thug 
  leader will have a pair of sun lenses but all the other orcs 
  will be under the effects of light sensitivity. Any thug 
  that reaches 10% of his original hit points will attempt to 
  flee (if his allies are still fighting) or surrender (if his 
  allies have all stopped fighting). These orcs are thugs, not 
  zealots, so their selfish desire to earn favor with the Bey is 
  quickly quashed by real life and death situations. 
  Development: Questioning Nasser may be impossible if 
  he is critically hit or if he fails to stabilize, so, in this case, 
  make sure this does not happen. He will instantly 
  stabilize and he cannot be critically hit. Call this the favor 
  of the gods. Nasser will replace a potion of cure light 
  wounds if any PC uses one on him. When revived, he 
  will be able to tell his tale of woe.  
  As Nasser sits down, he hesitates several times as if 
  what he is about to tell brings him nothing but woe. 
  His face reveals shame and, as he begins to tell you 
  his tale, he struggles to hold back the majority of his 
  tears.  
  Give players Player’s Handout #2- Nasser’s Tale. 
  The PCs have a choice. They can refuse to help Nasser, in 
  which case the adventure is over. They can try to 
  confront Bey Zihni, but will fail to get an audience. Any 
  open slander about Bey Zihni in the city of Ceshra will be 
  first answered with a warning to cease. If a PC persists, it 
  will be considered treason and slanderous and will land a 
  PC in prison for 6 time units. If the PCs agree to help 
  Nasser, they can make haste back to Ceshra. The thugs 
  each had a horse that they left by the river fork. These 
  horses may be used to quicken travel back to Ceshra, if 
  needed. 
  Questioning Nasser further is very easy; he is completely 
  indebted to the PCs and will be most sincere. He will 
  humbly reveal all he knows including the sin of his 
  gambling debt. Any Sense Motive will reveal that he 
  truly feels for the hostages and would be ruined if any 
  were to die. Without the PCs help, he is willing to 
  sacrifice his own life to free the hostages. Nasser also still 
  fears his uncle and the gnome Neile for what they are 
  capable of.  
  Questioning the orcs will be a bit more difficult. The orcs 
  know as much as Nasser, but will only tell half truths and 
  they will under no circumstances admit that they were 
  working for anybody. The orcs will only speak orcish at 
  this point and will take the higher moral ground on the 
  ambush. They will call the PCs tomb raiders and thieves 
  of Bey Zihni’s properties. If compelled to tell the truth 
  through a spell or an Intimidate check, an orc will spill 
  his guts. The PC must actually cause physical harm on 
  the Intimidate check and they must further promise to 
  let the orc flee to the hills if he turns on his master. 
  Everything that Nasser said will be verified once an orc is 
  willing to talk. 
  Treasure: 
  APL 2: Loot – 59 gp: Coin – 0 gp: Magic – 0 gp. 
  APL 4: Loot – 92 gp: Coin – 0 gp: Magic – 0 gp 
  APL 6: Loot – 151 gp: Coin – 0 gp: Magic – 0 gp 
  APL 8: Loot – 151 gp: Coin – 0 gp: Magic – 0 gp 
  Encounter 6: Family Virtues 
  PCs may wish to heal before entering the temple to 
  Zuoken. If they fail to think of this, Nasser may suggest 
  it. PCs at this point may have a lot of excess wealth and 
  may use this to pay for the healing. In Ceshra, the PCs 
  may find a temple to nearly any Baklunish god or 
  goddess. If they have tithed to any of these temples, they 
  may use these funds to pay for any healing as described in 
  the Baklunish Pantheon metaorg. 
  At this point in the adventure, you should limit cross talk 
  at the table. What the PCs say is what is heard. If they 
  start arguing as to whether they should kill the gnome, 
  respond with the “things go bad” scenario. Meta-gaming 
  and combat preparations should be limited, if not 
  outright disallowed, during the hostage negotiations, as 
  this will remove the players from their suspension of 
  disbelief. 
  Your travel back to Ceshra has been uneventful. You 
  manage to navigate the streets of Ceshra just in time 
  to arrive at the temple with the evening’s sun on the 
  horizon. You felt like you would not make it in time 
  as the push to travel such distances in one day took its 
  toll. The hospice to which prayers to the Lady takes 
  place is closed. Above the entryway is the symbol of 
  the striking fist. A posted announcement on the door 
  reads, “On account of sickness the mosque will be 
  closed to the general public. Services to the Lady will 
  
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  resume as soon as possible.” The door is closed and 
  barred on the other side. There are also several 
  windows 15 feet above ground level. Every window is 
  covered and there is neither light nor movement 
  visible within the complex. The streets are empty 
  except for the occasional dog or street urchin. Most of 
  the law abiding citizens seem to have gone inside for 
  their evening meals and prayer.  
  Entry into the complex is easy. No matter how the PC’s 
  get into the complex they will have to make there way to 
  the central mosque where the hostages are being held. 
  Before they go off, Nasser will have one last word with 
  the PCs. 
  “Knocking on the door will get me in, but the 
  discovery that I am not alone could lead to bloodshed. 
  I recommend the window as the most silent way to 
  gain entry. Remember that the innocents within the 
  walls must be your main objective. If you go in 
  waving weapons, the men within will become 
  desperate and will take whatever casualties they can 
  before dying. If you do not negotiate, then you will 
  have achieved nothing. So all I ask is that you free 
  those families first before taking arms against the 
  hostiles. I lack any true skill in a fight and I am sure 
  only to enrage Neile. With your permission I shall 
  stay to watch that you are not seen getting in.” 
  If the PCs decide to gain entry by banging on the door, a 
  young acolyte will be sent to answer. Nasser will be 
  allowed entry but all others will be refused. The young 
  boy will be visibly nervous and will do his best to 
  convince all others to leave. The boy will block the door 
  as instructed and will not let anyone else past except by 
  sheer force. After 10 rounds, the acolyte will give up on 
  any bluffs and negotiations and will simply close the 
  door. A goblin will get full cover further in the room 
  behind an ablution fountain. He will scream a warning if 
  things go poorly and stall the PCs to the best of his 
  ability. If the opportunity arises, he will make a break for 
  the mosque (see Appendix 6: DM Map 4: City of Ceshra: 
  Temple of Zuoken).   
  If the PCs gain entry using stealth, they will make their 
  way through the hospice and eventually hear the rantings 
  of Neile Shyskabo. The head of the hospice just recently 
  started a debate with Neile over the virtue of family. He 
  was hoping to buy more time and to appeal to Neile’s 
  sense of family in order to let the woman and children go 
  free. Therefore, the PCs do not need to make Move 
  Silently checks, as Neile is giving a very thunderous and 
  overbearing lecture. There are two possible entrances 
  into the Mosque: the north and south hallways. Once the 
  PCs enter the hallways leading into the mosque they can 
  make final preparations as they listen in on Neile’s 
  lecture. 
  “You dare to judge me for my lack of virtues.  I tell 
  you that none of you are as innocent as you plead. I 
  have lived beneath the heel of Ceshra and seen all of 
  the atrocities of your human culture. You claim to 
  hold dearly to the Four Feet of the Dragon. I stand 
  here today spitting on the so-called ‘virtue’ of family, 
  but you know well that I am not the only one. I have 
  chosen this holy place because you monks are the 
  only people that even pretend to care for those cast 
  aside by their families: people long forgotten and no 
  longer of any use in this city’s culture. Yes, you had 
  wealth, but most importantly your death will send a 
  message to the ungrateful people you aid daily. What 
  will they do with their useless and worthless kin? 
  Maybe in your death the people of Ceshra will wake 
  up and find that they need to rethink their virtues.”  
  At this point the PCs will have to interject or things will 
  go badly. If they do not pick up on this on their own give 
  the PCs one last chance. Spell it out for them with a 
  father’s plea for mercy or the high pitched scream of a 
  mother. All the PCs have to do is engage in conversation 
  with Neile and he will stop the assault. Neile will require 
  a few things before the negotiations can proceed. If the 
  PCs refuse to enter, or come in fighting, then things will 
  go instantly bad. 
  “As was to be expected, we have uninvited guests. I 
  imagine the Bey sent you, as he lacked the stomach to 
  pull this off. If you wish to save these hostages, and 
  not sully the Bey’s good name, you will have to come 
  into the light one at a time. Not too close, though; I 
  wouldn’t want anything bad to happen. Also, be 
  respectful: introduce yourselves by your proper given 
  names.” As each of you enters the room, you can see 
  several goblins with bows lurking behind coves on 
  the balcony above. They have their sights trained on 
  two sets of hostages. Huddled on the floor on one 
  side are the surviving monks of this temple. On the 
  other side are civilians consisting mainly of the 
  elderly and sickly. Each of the hostages is bound with 
  rope and unable to get up. The end of each rope is 
  tied to the top of the balcony where a goblin is 
  stationed. A small, chubby gnome stands behind the 
  minbar (altar) anxiously awaiting each of your replies. 
  Something strikes you as funny about this gnome: he 
  is bald and has a deeper color to his skin. There are 
  stairs on either side of the room that lead up to the 
  balconies (maq’ad). The room is well lit with torch 
  light emanating from the walls.   
  Names hold power in many cultures and Neile feels that 
  if the PCs give him their names they will be more 
  
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  inclined to stay truthful and honorable. Also, if they 
  double-cross him, names have power in seeking revenge 
  through strong magic. PCs not willing to give their true 
  name will be asked to leave. PCs that lie will have to beat 
  out Neile’s Sense Motive check and if they are caught 
  they will be asked to leave. PCs that do not leave when 
  asked will anger Neile and he will refuse to negotiate 
  with a liar present. PCs that lied have two rounds to make 
  amends by telling their real names and a giving a sincere 
  apology with a DC 15 Diplomacy Check. If this is not 
  done and the offending PCs do not leave, things will go 
  badly. After the first demand is met, Neile will be sure to 
  call the characters by their given names. PCs who 
  willingly give their true names can each add a +1 to the 
  final Diplomacy Check. A DC 30 Spot Check can be 
  given here to see that each goblin has a flask in his hand 
  instead of an arrow.   
  “Now that the formalities are over, I hope you 
  mercenaries have sequestered Zuoken’s fortune, 
  because if you are here to simply kill us we will not 
  die without a fight.” 
  The PCs do not need to produce all the ore they found. 
  Neile was unsure of the treasure and will be just as happy 
  with any meaningful amount of treasure (equal to the 
  APL Cap). PCs without treasure will anger Neile. It will 
  take three rounds before Neile’s anger steams over. At 
  this point things will go badly. 
  If asked to free the hostages: 
  “To show mercy upon these good folk and to prove 
  your honor, I will require a test of your virtues. I 
  chose my hostages because they hold dear the virtue 
  of family. If you wish to take their place, then I 
  require that each of you tell a truthful account of your 
  fondest family memory. That will prove your belief in 
  the family virtue. Please, I am a stickler for the details 
  and the better the yarn the more likely this 
  arrangement will end without incident.” 
  This gives each PC a chance for a little story telling and 
  character development. PCs that lie will have to beat out 
  Neile’s Sense Motive check and if they are caught they 
  will be asked to leave. Neile takes this slight much more 
  seriously and once a liar is caught they will be required to 
  make a rushed DC 25 Diplomacy Check. PCs that fail to 
  do this have two rounds to leave or things will go badly. 
  Each successful story will help in the final negotiation, 
  adding an additional +2.   
  After all three conditions are met, the final negotiation 
  can take place. At no time will Neile move from behind 
  the minbar’s cover. The goblins will always try to use the 
  balcony for cover. The PCs get one chance at a final 
  negotiation with Neile. This diplomacy can have further 
  modifiers depending on what the PCs are willing to give 
  up. In other words, if the DM feels that the party lacks 
  skill in diplomacy there are other options that may be 
  considered. A DC 25 Diplomacy Check is required to 
  release the hostages. This check cannot be assisted any 
  more then the modifiers below. Only one PC may make 
  the check and cannot be aided by other PCs Diplomacy 
  Checks. 
  Diplomatic Modifiers: 
  1. 
  The relinquishing of all spell component 
  pouches, spell focuses and weapons to the side 
  (+5). 
  2. 
  Peace bond all spell component pouches, 
  focuses and weapons (+2). 
  3. 
  Allow the goblins to tie up each PC first (+2 per 
  PC).  
  4. 
  Each successful family memory told (+2 per PC). 
  5. 
  Name revealed to Neile (+1 per PC). 
  6. 
  Each PC that is caught in a lie (-2 per PC). 
  7. 
  A PC consistently moves more than 10 feet into 
  the room or seems to be tactfully moving into a 
  better combat positioning (-5 per PC). 
  Failure: 
  “You have not proven to me that you can be fully 
  trusted and, therefore, if you wish to make this trade, 
  then we will have to do so in the company of these 
  hostages. So here is what will happen. Place the 
  treasure at your feet and retreat to the hallway. Once 
  you have done this, my henchmen will retrieve it. 
  After that, I will leave, followed by my henchmen. 
  Please do not try to pursue us; you never know what 
  type of backup we have in place.” 
  Success: 
  “Well, you have proven to me that you are heroes of 
  honor. Therefore I ask each of you for your word that, 
  if I release these hostages, you will hand over the 
  treasure and no harm will come to us.” (Neile will wait 
  for a conformation from each PC). “You are then free to 
  release every hostage we have taken. Remember, 
  people, that you are all pure in spirit and I hope that 
  you will remain that way despite what has transpired.” 
  (Neile then waits for each of hostages to be let free before 
  continuing). “So, here is what will happen. Place the 
  treasure at your feet and retreat to the hallway. Once 
  you have done this my henchmen will retrieve it. 
  After that, I will leave, followed by my henchmen. 
  Please do not try to pursue us; you never know what 
  type of backup we have in place.” 
  
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  At APL 2-6 Neile has littered the floor between the entry 
  and the minbar with caltrops and blasting pellets (see 
  Appendix Five: New Rules Items). At APL 8 Neile has 
  more resources at his disposal and is much more serious 
  about taking this temple. He has placed an exploding 
  spike twenty feet in front of the minbar as a deterrent to 
  being overpowered. This item will explode if anyone 
  comes within 10 feet of it (see Appendix Five: New Rules 
  Items). The hostages have been placed so that none can 
  set the spike off. Neile is especially careful not to move 
  into this range. The spike is invisible and can be seen 
  with a DC 40 Spot Check. This blast may kill every 
  hostage within the building if the PCs do not succeed in 
  negotiations. Other than these precautions, Neile is full 
  of it and has no further back up plan. As far as leaving the 
  hostages and PCs alone once he has the al-hazarde, he 
  most certainly intends to leave without incident. (A DC 
  20 Sense Motive check will give a PC this hunch.) If the 
  hostages leave and the PCs renege on their word, Neile 
  will defend himself to the death. If allowed to leave with 
  the al-hazarde, Neile means to disappear into the streets 
  never to be seen again.  
  When things go bad: Unfortunately, the goblins Neile 
  employed got a better offer. Earlier in the day, as things 
  were being finalized, Bey Zihni’s agent slipped the goblin 
  leader a note, Player Handout #3. The note said to kill 
  Neile once the orcish squad arrived and they would 
  receive twice what they were promised. Failure to do this 
  would, in turn, be rewarded with a very unkindly death. 
  The goblins have been anticipating the Bey’s orc squad, 
  but, seeing so much treasure and running short on 
  patience have become excited and jittery. Therefore, the 
  goblins initiate this encounter. At first, the goblins follow 
  Neile with hopes of killing the PC’s. They hope that 
  Neile will be wounded and that they can cash in on this 
  once the fight ends. Continue with the following text: 
  The goblins move to collect the ore that you leave 
  behind. As they draw closer you hear a voice from 
  above shout “Alright boys, we’z gotz what we came 
  for. Kill’ em all!” The voice is not Neile. Neile turns to 
  the voice and yells back: Kill me?! I think not! You 
  and yours will die along with the rest.” (This could 
  mean either the hostages or the PCs) 
  Follow the tactics below to see what should happen. 
  Note, though, that at this point Neile and the goblins are 
  mutually antagonistic. If the PCs can set things up so that 
  a goblin is a more obvious target, Neile will go after the 
  goblin. Likewise, any goblin will go after Neile if it seems 
  easier than going after a PC. (With Neile’s crazy AC, 
  though, this is a lot harder to engineer.) Clever PCs can 
  make this fight a whole lot easier. 
  ALL APLs 
   
  Hostage (20): Com1; hp 4 each: see Appendix 1. 
  APL 2 (EL 4) 
   
  Neile: Clr1; hp 10: see Appendix 1. 
   
  Goblins (3): War1; hp 5 each; see Appendix 1. 
   
  Goblin Leader: Ftr1; hp 11; See Appendix 1. 
  APL 4 (EL 6) 
   
  Neile: Clr3; hp 24: see Appendix 1. 
   
  Goblins (3): War1; hp 5 each; see Appendix 1. 
   
  Goblin Leader: Ftr3; hp 25; See Appendix 1. 
  APL 6 (EL 8) 
   
  Neile: Clr5; hp 35; see Appendix 1. 
   
  Goblins (3): War2/Ftr1; hp 28 each; see Appendix 1. 
   
  Goblin Leader: Ftr5; hp 39; see Appendix 1. 
  APL 8 (EL 10) 
   
  Neile: Clr7; hp 52; see Appendix 1. 
   
  Goblins (3): War2/Ftr2; hp 37 each; see Appendix 1. 
   
  Goblin Leader: Ftr7; hp 53; See Appendix 1. 
  Tactics: Hostages Present: Neile and the goblins will 
  focus on causing as many casualties as possible. On the 
  first round, if not confronted in melee the goblins will 
  throw an alchemist fire into the crowd followed by 
  missile shots on the rounds after. If a goblin is engaged in 
  melee, the goblins have been trained by Neile to fight 
  defensively against strong fighter types. Neile will take 
  full cover behind the minbar and use his blur ability on 
  the first round. In the following rounds, Neile will hide 
  behind the minbar’s cover (+4 AC modifier and +2 to 
  reflex saves) and only peek enough to use his spells, 
  targeting primarily archers and spellcasters or his 
  compulsion spells on fighter types. As a last resort, with 
  the spike at APL 8 in mind, he will sway into melee, 
  fighting defensively and using his morningstar to cut 
  down man woman and child as he moves. Neile, being a 
  true sociopath, will hum a song as he slaughters the 
  innocent hostages. He will only stop if someone 
  challenges him in direct melee, at which point Neile will 
  still fight defensively and attempt to cast inflict wounds 
  spells so as to take advantage of touch attacks. 
  Hostages Freed: With no hostages present, the goblins 
  will target obvious spellcasters with their alchemist fires, 
  hoping to ignite them. In following rounds, they will 
  continue to pepper the spellcasters with ranged weapons 
  in hope of disrupting spells. They will fight defensively 
  with their melee weapons, once engaged. Neile will take 
  full cover behind the minbar and use his blur ability on 
  
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  the first round. On the following rounds Neile will hide 
  behind the minbar’s cover (+4 AC modifier and +2 to 
  reflex saves) and only peek enough to use his spells, 
  targeting primarily archers and spellcasters or using his 
  compulsion spells on fighter types. As a last resort, with 
  the spike at APL 8 in mind, he will sway into melee, 
  fighting defensively using touch attacks to inflict 
  wounds. His absolute last resort would be his 
  morningstar. 
  Neile has a very high AC and may require some tactical 
  attacks like aid another and flank. He is also easily taken 
  down by grappling or strong spellcasters. Neile and his 
  goblins will fight to the death. Because this group is 
  merciless, if a cleric is present, Neile and the goblins will 
  have no qualms about using a coup de grace or putting an 
  arrow into someone who is down.  
  Important: The +1 shock arrows fired by the goblin 
  leader are a valuable commodity, especially at the lower 
  levels. Every arrow that hits its target is destroyed, but 
  those that miss are only destroyed 50% of the time. Take 
  note of how many of the arrows are left after the combat. 
  You will need to write this number on each AR, in the 
  item access section. If none are left, write zero. 
  Treasure: 
  APL 2: Loot – 70 gp: Coin – 0 gp: Magic – potion of cure 
  light wounds (4 gp each), +1 shock arrows (14 gp each x 
  4). 
  APL 4: Loot – 60 gp: Coin – 0 gp: Magic – +1 breastplate 
  (113 gp each), +1 heavy wooden shield (96 gp each), 
  potion of cure moderate wounds (25 gp each), +1 shock 
  arrows (14 gp each x 13). 
  APL 6: Loot – 135 gp: Coin – 0 gp: Magic – +1 breastplate 
  (113 gp each), +1 heavy wooden shield (96 gp each), 
  potion of cure moderate wounds (25 gp each), +1 shock 
  arrows (14 gp each x 24), ring of protection +1 (167 each). 
  APL 8: Loot – 269 gp: Coin – 0 gp: Magic – +1 chain shirt 
  (104 gp each), +1 breastplate (113 gp each), +1 heavy 
  wooden shield (96 gp each), potion of cure light wounds 
  (4 gp each x 3), potion of cure serious wounds (63 gp 
  each), +1 shock arrows (14 gp each x 35), ring of 
  protection +1 (167 each), periapt of wisdom +2 (333 each). 
  Conclusion: Witness 
  Relocation Program 
  After Neile is disposed of, Nasser will enter the hospice. 
  If the party utterly failed and either lie dying or have fled, 
  Nasser will stabilize whom he can and then seek help. 
  Neile would not have looted the party thoroughly 
  (assume 25% of each PC’s listed gp on hand is missing, 
  unless they took precautions) as all he would feel he had 
  time for was the Zuoken treasure. If the party succeeded 
  in killing Neile, they are free to take the loot. No one will 
  blink an eye at this well earned reward. Nasser, once 
  ready, will engage the PCs in private conversation. The 
  temple will want to know what happened up to this 
  point. The PCs will be given two choices, lie about Bey 
  Zihni’s involvement or tell the truth. 
  “What’s done is done. There will be many questions to 
  answer. I implore you to quickly come to a final 
  decision. If my Uncle finds me, he will surely suspect 
  my betrayal and I do not know what to do. I truly do 
  not wish his ire, for a simple man like me would 
  certainly meet an ill fate. Yet, I have no means to save 
  myself. I can think of only two possible solutions. We 
  could remain silent about the Bey’s involvement and 
  we could even give him credit for assembling your 
  group and saving the hostages. This ruse would allow 
  me to contact the Dusk Lash. From there, I could be 
  smuggled off to a distant land before the Bey knows 
  of my betrayal. I do not really wish to do this, since I 
  have many friends and close relations within Ceshra. 
  I wish to remain in Ceshra and see what good I can 
  achieve. I believe that, to make this work, we would 
  have to tell the temple of the Bey’s betrayal and beg 
  them to hide me and help reveal Bey Zihni’s true 
  nature. This, of course, may not agree with you, since 
  I am sure you do not wish to go into hiding. Rumors 
  spread like sand in an open desert and the Bey will 
  surely know of each of your involvements in this day. 
  Bey Zihni can be a very influential man, which could 
  bode ill for you. You have done me a great service and 
  for that I am your servant.” 
  The fate of Nasser is in the hands of the PCs. They must 
  choose to either tell of the Bey’s role in today’s affairs or 
  remain silent.  
   
  If they decide to stay silent they may just leave with 
  Nasser’s gratitude. Following this, Nasser will spread the 
  word of Bey Zihni’s rescue of many hostages. Bey Zihni 
  will surely love the limelight but will inquire after some 
  time what happened to his group of thugs. Specifically, 
  he will try to locate Nasser, since he wonders what ever 
  happened to the Zuoken treasure. Bey Zihni will 
  eventually learn of Nasser’s betrayal and will always look 
  for a way to gain retribution. Nasser will hopefully be safe 
  by this time, as the Dusk Lash will have pulled some 
  strings and sent him to some far off region to the east. 
   
   If the PCs entrust Nasser and his tale to the temple, 
  the PCs will have to make a DC 20 Diplomacy Check in 
  order to make the temple elders believe the tale. If the 
  PCs managed to save the hostages, or saved a large 
  
  ZEF6-05 Family 
   
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  majority of them, they can gain a +10 to this check. If 
  they present Player Handout #1, as well, they receive a 
  +5 to this check. Up to two players can aid this check. If 
  this check fails, the temple will still be friendly with the 
  PCs and will remain quiet about the presence and 
  whereabouts of Nasser. Nasser will be sad but will have 
  no choice but to retreat to the east. If they succeed, the 
  temple will always remember the PCs and will remain 
  helpful if possible. This starts with hiding Nasser among 
  their numbers and providing him with a home. The 
  Temple will also be very interested in helping bring a 
  man of Bey Zihni’s nature to eventual justice. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Four 
  Surviving or Disabling Trap 
   
  APL 2  
   
  60 xp 
  Encounter Four 
  Leaving the area with at least 100 pounds of ore, 
  regardless of whether the thrum worms were defeated 
   
  APL 2  
   
  120 xp 
   
  APL 4  
   
  180 xp 
   
  APL 6  
   
  240 xp 
   
  APL 8  
   
  300 xp 
  Encounter Five 
  Defeating the orc ambushers 
   
  APL 2  
   
  60 xp 
   
  APL 4  
   
  180 xp 
   
  APL 6  
   
  240 xp 
   
  APL 8  
   
  300 xp 
  Encounter Six 
  Freeing the hostages OR defeating Neile the Gnome and 
  the goblins 
   
  APL 2  
   
  120 xp 
   
  APL 4  
   
  180 xp 
   
  APL 6  
   
  240 xp 
   
  APL 8  
   
  300 xp 
  Objective failed: Hostages died because of the PCs 
  actions; i.e. they burst through the door with weapons 
  drawn, or showed nothing but contempt for Neile, 
  resulting in botched diplomacy. 
   
  APL 2 -6 xp per hostage killed to a maximum of 
  120XP  
   
  APL 4 -9 xp per hostage killed to a maximum of 
  180xp 
   
  APL 6 -12 xp per hostage killed to a maximum of 
  240xp 
   
  APL 8 -15 xp per hostage killed to a maximum of 
  300xp 
  Discretionary roleplaying award 
   
  APL 2  
   
  90 xp 
   
  APL 4  
   
  135 xp 
   
  APL 6  
   
  180 xp 
   
  APL 8 
   
  225 xp 
  Total possible experience: 
   
  APL 2  
   
  450 xp 
   
  APL 4  
   
  675 xp 
   
  APL 6  
   
  900 xp 
   
  APL 8  
   
  1,125 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. 
  
  ZEF6-05 Family 
   
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  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Four:  Sundered Temple 
   
  APL 2: Coin: 750 gp. 
   
  APL 4: Coin: 750 gp. 
   
  APL 6: Coin: 750 gp. 
   
  APL 8: Coin: 750 gp. 
   
  Encounter Five: Forewarned Ambush.  
   
  APL 2: Loot: 59 gp. 
   
  APL 4: Loot: 92 gp. 
   
  APL 6: Loot: 151 gp. 
   
  APL 8: Loot: 151 gp. 
   
  Encounter Six: Family Virtues.  
   
  APL 2: Loot: 70 gp; Magic: 60 gp – potion of cure 
  light wounds (4 gp each), +1 shock arrows (14 gp each x 
  4). 
   
  APL 4: Loot: 60 gp; Magic: 416 gp – +1 breastplate 
  (113 gp each), +1 heavy wooden shield (96 gp each), 
  potion of cure moderate wounds (25 gp each), +1 shock 
  arrows (14 gp each x 13). 
   
  APL 6: Loot: 135 gp; Magic: 737 gp – +1 breastplate 
  (113 gp each), +1 heavy wooden shield (96 gp each), 
  potion of cure moderate wounds (25 gp each), +1 shock 
  arrows (14 gp each x 24), ring of protection +1 (167 each). 
   
  APL 8: Loot: 269 gp; Magic: 1378 gp – +1 chain shirt 
  (104 gp each), +1 breastplate (113 gp each), +1 heavy 
  wooden shield (96 gp each), potion of cure light wounds 
  (4 gp each x 3), potion of cure serious wounds (63 gp 
  each), +1 shock arrows (14 gp each x 35), ring of 
  protection +1 (167 each), periapt of wisdom +2 (333 each). 
  Total Possible Treasure 
  APL 2: Loot: 129 gp; Coin: 750 gp; Magic: 60 gp; 
  Total: 939 gp (APL Max: 450 gp). 
  APL 4: L: 152 gp; C: 750 gp; M: 416 gp – Total: 
  1318 gp (APL Max: 600 gp). 
  APL 6: L: 286 gp; C: 750 gp; M: 737 gp –Total: 
  1773 gp (APL Max: 900 gp) 
  APL 8: L: 420 gp; C: 750 gp; M: 1378 gp – Total: 
  2548 gp (APL Max: 1,300 gp) 
   
   
  
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  Appendix 1: ALL APLs 
   
  Nasser: male orc-blooded Baklunish Human Sor1; 
  medium humanoid (human) CR 1; HD 1d4+2; hp 6; 
  Init + 3; Spd 30 ft.; AC 13, touch 13, flat-footed 10 (+3 
  Dex); Base Atk +0; Grp -1; Atk -1 melee (1d4-1/19-20, 
  dagger); Full Atk -1 melee (1d4-1/19-20, dagger); SA 
  spells; SQ Darkvision 30 ft.; AL LN; SV Fort +2, Ref +3, 
  Will +1; Str 8, Dex 16, Con 14, Int 10, Wis 8, Cha 16. 
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Diplomacy +10, Spellcraft +4, Speak Common; Orc 
  Blooded, Skill Focus (diplomacy). 
  Spells Prepared: (5/4; save DC = 13+spell 
  level.) 0- detect poison, message, read magic, daze; 1
  st- 
  identify, charm person.  
   
   
  Possessions: priest robes, wooden holy 
  symbol of Zuoken, dagger, spell component pouch. 
  Captive: male or female Baklunish Human Com1; 
  medium humanoid (human); CR ½; HD 1d4; hp 3; Init 
  -1; Spd 30 ft.; AC 9, touch 9, flat-footed 9 (-1 Dex); Base 
  Atk +0; Grp -1; Atk -1 melee (1d3-1, unarmed); Full Atk 
  -1 melee (1d3-1, unarmed); AL LN; SV Fort +0, Ref -1, 
  Will +1; Str 9, Dex 8, Con 11, Int 10, Wis 13, Cha 12. 
  Skills and Feats: Craft (varies) +4, Profession 
  (varies) +5, Spellcraft +4, Speak Common; Skill Focus 
  (varies). 
   
  Possessions: peasant’s outfit or monk’s outfit. 
  
  ZEF6-05 Family 
   
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  APL 2
  Encounter 4 
  Thrum Worms* (2): CR 2; Medium Magical Beast; 
  HD 2d10+4; hp 15; Init +1; Spd 20 ft., burrow 20 ft.; AC 
  14, touch 11, flat-footed 13 (+1 Dex, +3 natural); Base 
  Atk +2; Grp +3; Atk +3 melee (1d4+1, bite) or +3 ranged 
  touch (1d8, sonic); Full Atk +3 melee (1d4+1, bite) or 
  +3 ranged touch (1d8, sonic); SA sonic ray; SQ 
  Darkvision 
  60 
  ft., 
  low-light 
  vision, 
  trainable, 
  tremorsense 60 ft.; AL N; SV Fort +5, Ref +4, Will +1; 
  Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6.  
   
   
  Skills and Feats: Hide +2, Listen +3, Move 
  Silently +3; Blind-Fight. 
  Sonic Ray (Su): A thrum worm can fire this 
  ray once per round from its mouth, with a range of 30 
  feet and no range increment. 
  * see Appendix 2: New Rules Items 
  Encounter 5 
  Bey Zihni’s Thug Leader: male Orc War2; medium 
  humanoid (orc); CR 1; HD 2d8+2; hp 12; Init +0; Spd 
  20; AC 17, touch 10, flat-footed 17 (+6 splint mail, +1 
  buckler); Base Atk +2; Grp +5; Atk +5 melee (2d4+4/18-
  20, falchion) or +5 melee (1d4+3/19-20, dagger) or +2 
  ranged (1d6+3, javelin); Full Atk +5 melee (2d4+4/18-
  20, falchion) or +5 melee (1d4+3/19-20, dagger) or +2 
  ranged (1d6+3, javelin); SQ Darkvision 60 ft., light 
  sensitivity; AL NE; SV Fort +4, Ref +0, Will -2; Str 17, 
  Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6’2” 
   
  Skills and Feats: Jump -2, Speak Common, Speak 
  Orc; Power Attack. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: splint mail, buckler, falchion, dagger, 
  8 javelins, and sun lenses. 
  Bey Zihni’s Thugs (2): male or female Orc War1; 
  medium humanoid (orc); CR ½; HD 1d8+1; hp 6; Init 
  +0; Spd 30; AC 15, touch 10, flat-footed 15 (+4 chain 
  shirt, +1 buckler); Base Atk +1; Grp +4; Atk +3 melee 
  (2d4+4/18-20, falchion) or +3 melee (1d4+3/19-20, 
  dagger) or +1 ranged (1d6+3, javelin); Full Atk +3 melee 
  (2d4+4/18-20, falchion) or +3 melee (1d4+3/19-20, 
  dagger) or +1 ranged (1d6+3, javelin); SQ Darkvision 60 
  ft., light sensitivity; AL NE; SV Fort +3, Ref +0, Will -2; 
  Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. Height 6’2” 
   
  Skills and Feats: Jump +2, Speak Common, Speak 
  Orc; Power Attack. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: chain shirt, buckler, falchion, dagger, 
  8 javelins. 
  Encounter 6 
  Neile: male Svirfneblin Clr1; small humanoid 
  (gnome); CR 2; HD 1d8+2; hp 10; Init +2; Spd 15 ft., AC 
  24, touch 17, flat-footed 18 (+1 size, +2 Dex, +4 Dodge, 
  +5 chainmail, +2 heavy wooden shield); Base Atk +0; 
  Grp -6; Atk -1 melee (1d6-2/20, morningstar) or +3 
  ranged touch (alchemist fire or tanglefoot bag); Full 
  Atk -1 melee (1d6-2/20, morningstar) or +3 ranged 
  touch (alchemist fire or tanglefoot bag); SA  spell like 
  abilities; SQ gnome traits, svirfneblin traits, Darkvision 
  120 ft., low-light vision, SR 12, nondetection; AL CE; 
  SV Fort +6, Ref +4, Will +8; Str 6, Dex 14, Con 14, Int 
  10, Wis 18, Cha 7. 
  Skills and Feats: Concentration +6, Listen +6, 
  Sense Motive +8, Spot +4;  Speak Common, Speak 
  Undercommon, 
  Speak 
  Gnome; 
  Spell 
  Focus 
  (Enchantment). 
   
  Spell-like 
  Abilities: 
  1/day-blindness/deafness, 
  blur, disguise self. Caster level 1
  st, save DC = 12 + spell 
  level. 
   
  Spells Prepared: (3/2+1; save DC = 14 + spell level; 
  enchantment or illusion DC = 15 + spell level) 0-detect 
  magic, resistance, detect poison; 1
  st- bless, lesser 
  confusion*, cause fear. (Domains: Chaos +1 caster level 
  to chaos spells; Madness* 1/day +1 to any wisdom 
  based skill check or will save.) 
   
  Nondetection (Su): continuous nondetection as 
  per spell. Caster level 1
  st.  
   
  Possessions: chainmail, heavy wooden shield, 
  silver unholy symbols of Urdlen (2), morningstar, 
  tanglefoot bag, flasks of alchemist’s fire (2), potion of 
  cure light wounds, small book Beginners Guide to 
  Keeping Secrets by Icantis ibn Reda al Zeif. 
  Goblin Leader: small humanoid (goblinoid) Ftr1; CR 
  1; HD 1d10+1; hp 11; Init +4; Spd 30 ft.; AC 20, touch 
  15, flat-footed 16 (+1 size, +4 Dex, +4 chain shirt, +1 
  buckler); Base Atk +1; Grp -3; Atk +2 melee (1d6, 
  morning star) or +7 ranged (1d4+1+1d6 electricity, 
  shortbow with +1 shock arrow) or +6 ranged (1d4, 
  shortbow) or +6 ranged touch (1d6, alchemist’s fire); 
  Full Atk +2 melee (1d6+1, morningstar) or +5/+5 
  ranged (1d4+1+1d6 electricity, shortbow with +1 shock 
  
  ZEF6-05 Family 
   
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  arrow) or +4/+4 ranged (1d4, shortbow) or +6 ranged 
  touch (1d6, alchemist’s fire); SQ Darkvision 60 ft.; AL 
  NE; SV Fort +3, Ref +4, Will +0; Str 10, Dex 18, Con 12, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Hide +5, Listen +1, Move Silently 
  +5, Ride +8, Spot +1, Speak Goblin; Point Blank Shot, 
  Rapid Shot. 
   
  Possessions: chain shirt, buckler, morningstar, 
  shortbows (2), arrows (20), +1 shock arrows (4), flasks 
  of alchemist’s fire (2). 
  Goblins (3): small humanoid (goblinoid) War1; CR 
  1/3; HD 1d8+1; hp 5; Init +1; Spd 30 ft.; AC 15, touch 
  12, flat-footed 14 (+1 size, +1 Dex, +2 leather, +1 
  buckler); Base Atk +1; Grp -3; Atk +2 melee (1d6, 
  morningstar) or +3 ranged (1d4, shortbow) or +3 
  ranged touch (1d6, alchemist fire); Full Atk +2 melee 
  (1d6, morning star) or +3 ranged (1d4, shortbow) or +3 
  ranged touch (1d6, alchemist fire); SQ Darkvision 60 
  ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, 
  Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +0, Move Silently 
  +4, Ride +5, Spot +0, Speak Goblin; Point Blank Shot. 
   
  Possessions: leather armor, buckler, morningstar, 
  shortbow, arrows (20), flasks of alchemist’s fire (2). 
  
  ZEF6-05 Family 
   
  Page 23 
  APL 4
  Encounter 4 
  Thrum Worms* (4): CR 2; Medium Magical Beast; 
  HD 2d10+4; hp 15; Init +1; Spd 20 ft., burrow 20 ft.; AC 
  14, touch 11, flat-footed 13 (+1 Dex, +3 natural); Base 
  Atk +2; Grp +3; Atk +3 melee (1d4+1, bite) or +3 ranged 
  touch (1d8, sonic); Full Atk +3 melee (1d4+1, bite) or 
  +3 ranged touch (1d8, sonic); SA sonic ray; SQ 
  Darkvision 
  60 
  ft., 
  low-light 
  vision, 
  trainable, 
  tremorsense 60 ft.; AL N; SV Fort +5, Ref +4, Will +1; 
  Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6.  
   
   
  Skills and Feats: Hide +2, Listen +3, Move 
  Silently +3; Blind-Fight. 
  Sonic Ray (Su): A thrum worm can fire this 
  ray once per round from its mouth, with a range of 30 
  feet and no range increment. 
  * see Appendix 2: New Rules Items 
  Encounter 5 
  Bey Zihni’s Thug: male Orc War4; medium humanoid 
  (orc); CR 3; HD 4d8+4; hp 24; Init +0; Spd 20; AC 18, 
  touch 10, flat-footed 18 (+7 splint mail, +1 buckler); 
  Base Atk +4; Grp +8; Atk +8 melee (2d4+6/18-20, 
  falchion) or +8 melee (1d4+4/19-20, dagger) or +4 
  ranged (1d6+4, javelin); Full Atk +8 melee (2d4+6/18-
  20, falchion) or +8 melee (1d4+4/19-20, dagger) or +4 
  ranged (1d6+4, javelin); SQ Darkvision 60 ft., light 
  sensitivity; AL NE; SV Fort +5, Ref +1, Will -1; Str 18, 
  Dex 11, Con 12, Int 8, Wis 7, Cha 6.  
   
  Skills and Feats: Jump +1, Speak Common, Speak 
  Orc; Power Attack, Improved Bull Rush. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: half-plate, buckler, falchion, dagger, 8 
  javelins, and sun lenses. 
  Bey Zihni’s Thugs (4): male or female Orc War2; 
  medium humanoid (orc); CR 1; HD 2d8+2; hp 12; Init 
  +0; Spd 20; AC 17, touch 10, flat-footed 17 (+6 splint 
  mail, +1 buckler); Base Atk +2; Grp +5; Atk +5 melee 
  (2d4+4/18-20, falchion) or +5 melee (1d4+3/19-20, 
  dagger) or +2 ranged (1d6+3, javelin); Full Atk +5 melee 
  (2d4+4/18-20, falchion) or +5 melee (1d4+3/19-20, 
  dagger) or +2 ranged (1d6+3, javelin); SQ Darkvision 60 
  ft., light sensitivity; AL NE; SV Fort +4, Ref +0, Will -2; 
  Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6.  
   
  Skills and Feats: Jump -2, Speak Common, Speak 
  Orc; Power Attack. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: splint mail, buckler, falchion, dagger, 
  8 javelins. 
  Encounter 6 
  Neile: male Svirfneblin Clr3; small humanoid 
  (gnome); CR 4; HD 3d8+6; hp 24; Init +2; Spd 15 ft., AC 
  26, touch 17, flat-footed 20 (+1 size, +2 Dex, +4 dodge, 
  +6 +1 breastplate, +3 +1 heavy wooden shield); Base Atk 
  +2; Grp -4; Atk +1 melee (1d6-2/20, morningstar) or +5 
  ranged touch (alchemist’s fire or tanglefoot bag); Full 
  Atk +1 melee (1d6-2/20, morningstar) or +5 ranged 
  touch (alchemist’s fire or tanglefoot bag); SA  spell like 
  abilities; SQ gnome traits, svirfneblin traits, Darkvision 
  120 ft., low-light vision, SR 14, nondetection; AL CE; 
  SV Fort +7, Ref +5, Will +9; Str 6, Dex 14, Con 14, Int 
  10, Wis 18, Cha 7. 
  Skills and Feats: Concentration +8, Listen +6, 
  Sense Motive +10, Spot +4;  Speak Common, Speak 
  Undercommon, 
  Speak 
  Gnome; 
  Spell 
  Focus 
  (Enchantment). 
   
  Spell-like 
  Abilities: 
  1/day-blindness/deafness, 
  blur, disguise self. Caster level 3
  rd, save DC = 12 + spell 
  level. 
   
  Spells Prepared: (4/3+1/2+1; save DC = 14 + spell 
  level; enchantment or illusion DC = 15 + spell level) 0-
  detect magic (2), resistance, detect poison; 1
  st- bane, 
  bless, lesser confusion*, cause fear; 2
  nd- hold person, 
  touch of madness*, enthrall. (Domains: Chaos +1 caster 
  level to chaos spells; Madness* 1/day +1 to any wisdom 
  based skill check or will save.) 
   
  Nondetection (Su): continuous nondetection as 
  per spell. Caster level 3
  rd.  
   
  Possessions: +1 breastplate, +1 heavy wooden 
  shield, silver unholy symbols of Urdlen (2), 
  morningstar, tanglefoot bag, flasks of alchemist’s fire 
  (4), potion of cure moderate wounds, small book: Rise 
  Vecna Rise by Macash ibn Malone al Ceshra. 
  * see Appendix 2: New Rules Items 
  Goblin Leader: small humanoid (goblinoid)Ftr3; CR 3; 
  HD 3d10+3; hp 25; Init +4; Spd 30 ft.; AC 20, touch 15, 
  flat-footed 16 (+1 size, +4 Dex, +4 chain shirt, +1 
  
  ZEF6-05 Family 
   
  Page 24 
  buckler); Base Atk +3; Grp -1; Atk +4 melee (1d6, 
  morning star) or +10 ranged (1d4+1+1d6 electricity, 
  shortbow with +1 shock arrow) or +9 ranged (1d4, 
  shortbow) or +8 ranged touch (1d6, alchemist fire); Full 
  Atk +4 melee (1d6, morningstar) or +8/+8 ranged 
  (1d4+1+1d6 electricity, shortbow with +1 shock arrow) 
  or +7/+7 ranged (1d4, shortbow) or +8 ranged touch 
  (1d6, alchemist fire); SQ Darkvision 60 ft.; AL NE; SV 
  Fort +4, Ref +5, Will +1; Str 10, Dex 18, Con 12, Int 10, 
  Wis 10, Cha 9. 
   
  Skills and Feats: Hide +6, Listen +1, Move Silently 
  +6, Ride +8, Spot +1, Speak Goblin; Point Blank Shot, 
  Rapid Shot, Precise Shot, Weapon Focus (shortbow). 
   
  Possessions: chain shirt, buckler, morningstar, 
  shortbows (2), arrows (20), +1 shock arrows (13), flasks 
  of alchemist’s fire (2). 
  Goblins (3): small humanoid (goblinoid)War1; CR 
  1/3; HD 1d8+1; hp 5; Init +1; Spd 30 ft.; AC 15, touch 
  12, flat-footed 14 (+1 size, +1 Dex, +2 leather, +1 
  buckler); Base Atk +1; Grp -3; Atk +2 melee (1d6, 
  morning star) or +3 ranged (1d4, shortbow) or +3 
  ranged touch (1d6, alchemist fire); Full Atk +2 melee 
  (1d6, morningstar) or +3 ranged (1d4, shortbow) or +3 
  ranged touch (1d6, alchemist fire); SQ Darkvision 60 
  ft.; AL NE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, 
  Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +0, Move Silently 
  +4, Ride +5, Spot +0, Speak Goblin; Point Blank Shot. 
   
  Possessions: leather armor, buckler, morningstar, 
  shortbow, arrows (20), flasks of alchemist’s fire (2). 
  
  ZEF6-05 Family 
   
  Page 25 
  APL 6
  Encounter 4 
  Thrum Worms* (advanced) (4): CR 4; Medium 
  Magical Beast; HD 5d10+20; hp 47; Init +1; Spd 20 ft., 
  burrow 20 ft.; AC 16, touch 10, flat-footed 15 (+1 Dex, 
  +6 natural, -1 size); Base Atk +5; Grp +14; Atk +9 melee 
  (1d6+7, bite) or +5 ranged touch (2d6, sonic); Full Atk 
  +9 melee (1d6+7, bite) or +5 ranged touch (2d6, sonic); 
  SA sonic ray; SQ Darkvision 60 ft., low-light vision, 
  trainable, tremorsense 60 ft.; AL N; SV Fort +8, Ref +5, 
  Will +2; Str 21, Dex 12, Con 19, Int 2, Wis 12, Cha 6.  
   
   
  Skills and Feats: Hide -1, Listen +4, Move 
  Silently +4; Blind-Fight, Improved Natural Armor. 
   
  Sonic Ray (Su): A thrum worm can fire this ray 
  once per round from its mouth, with a range of 30 feet 
  and no range increment. 
  * see Appendix 2: New Rules Items 
  Encounter 5 
  Bey Zihni’s Thug: male Orc War6; medium humanoid 
  (orc); CR 5; HD 6d8+6; hp 36; Init +0; Spd 20; AC 18, 
  touch 10, flat-footed 18 (+7 splint mail, +1 buckler); 
  Base Atk +6; Grp +10; Atk +10 melee (2d4+6/18-20, 
  falchion) or +10 melee (1d4+4/19-20, dagger) or +6 
  ranged (1d6+4, javelin); Full Atk +10/+5 melee 
  (2d4+6/18-20, falchion) or +10/+5 melee (1d4+4/19-20, 
  dagger) or +6 ranged (1d6+4, javelin); SQ Darkvision 60 
  ft., light sensitivity; AL NE; SV Fort +6, Ref +2, Will +0; 
  Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6.  
   
  Skills and Feats: Jump +3, Speak Common, Speak 
  Orc; Power Attack, Improved Bull Rush, Shock 
  Trooper*. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: half-plate, buckler, falchion, dagger, 8 
  javelins, and sun lenses.  
  *See Appendix Two: New Rules Items. 
  Bey Zihni’s Thugs (4): male or female Orc War4; 
  medium humanoid (orc); CR 3; HD 4d8+4; hp 24; Init 
  +0; Spd 20; AC 18, touch 10, flat-footed 18 (+7 splint 
  mail, +1 buckler); Base Atk +4; Grp +8; Atk +7 melee 
  (2d4+6/18-20, falchion) or +8 melee (1d4+4/19-20, 
  dagger) or +4 ranged (1d6+4, javelin); Full Atk +7 melee 
  (2d4+6/18-20, falchion) or +8 melee (1d4+4/19-20, 
  dagger) or +4 ranged (1d6+4, javelin); SQ Darkvision 60 
  ft., light sensitivity; AL NE; SV Fort +5, Ref +1, Will -1 
   
  Skills and Feats: Jump +1, Speak Common, Speak 
  Orc; Power Attack, Improved Bull Rush. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: half-plate, buckler, falchion, dagger, 8 
  javelins. 
  Encounter 6 
  Neile: male Svirfneblin Clr5; small humanoid 
  (gnome); CR 6; HD 5d8+10; hp 35; Init +2; Spd 15 ft., 
  AC 27, touch 18, flat-footed 21 (+1 size, +2 Dex, +4 
  dodge, +6 +1 breastplate, +3 +1 heavy wooden shield, +1 
  ring of protection +1); Base Atk +3; Grp -3; Atk +2 
  melee (1d6-2/20, morningstar) or +6 ranged (alchemist 
  fire or tanglefoot bag); Full Atk +2 melee (1d6-2/20, 
  morningstar) or +6 ranged (alchemist fire or tanglefoot 
  bag); SA  spell like abilities; SQ gnome traits, 
  svirfneblin traits, darkvision 120 ft., low-light vision, 
  SR 16, nondetection; AL CE; SV Fort +8, Ref +5, Will 
  +10; Str 6, Dex 14, Con 14, Int 10, Wis 19, Cha 7. 
  Skills and Feats: Concentration +10, Listen +6, 
  Sense Motive +12, Spot +4;  Speak Common, Speak 
  Undercommon, 
  Speak 
  Gnome; 
  Spell 
  Focus 
  (Enchantment), Greater Spell Focus (Enchantment). 
   
  Spell-like 
  Abilities: 
  1/day-blindness/deafness, 
  blur, disguise self. Caster level 5
  th, save DC = 12 + spell 
  level. 
   
  Spells Prepared: (5/4+1/3+1/2+1; save DC = 14 + 
  spell level; enchantment DC 16 + spell level.) 0-detect 
  magic (2), resistance (2), detect poison; 1
  st- bane, bless, 
  cause fear, lesser confusion*, protection from law; 2
  nd- 
  hold person (2), touch of madness*, enthrall; 3
  rd- 
  anarchic storm*, blindness/deafness, magic circle 
  against law*. (Domains: Chaos +1 caster level to chaos 
  spells; Madness* 1/day +1 to any wisdom based skill 
  check or will save.) 
   
  Nondetection (Su): continuous nondetection as 
  per spell. Caster level 5
  th.  
   
  Possessions: +1 breastplate, +1 heavy wooden 
  shield, unholy symbols of Urdlen (2), morningstar, 
  tanglefoot bag, flasks of alchemist’s fire (4), potion of 
  cure serious wounds, ring of protection +1, small book: 
  How to Avoid Area Based Magic by Tenser.  
  Goblin Leader: small humanoid (goblinoid)Ftr5; CR 5; 
  HD 5d10+5; hp 39; Init +4; Spd 30 ft.; AC 20, touch 15, 
  flat-footed 16 (+1 size, +4 Dex, +4 chain shirt, +1 
  buckler); Base Atk +5; Grp +1; Atk +6 melee (1d6, 
  
  ZEF6-05 Family 
   
  Page 26 
  morningstar) or +12 ranged (1d4+3+1d6 electricity, 
  shortbow with +1 shock arrow) or +11 ranged (1d4+2, 
  shortbow) or +10 ranged touch (1d6, alchemist’s fire); 
  Full Atk +6 melee (1d6, morningstar) or +10/+10 
  ranged (1d4+3+1d6 electricity, shortbow with +1 shock 
  arrow) or +9/+9 ranged (1d4+2, shortbow) or +9 ranged 
  touch (1d6, alchemist’s fire); SQ Darkvision 60 ft.; AL 
  NE; SV Fort +5, Ref +5, Will +1; Str 10, Dex 19, Con 12, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Hide +7, Listen +1, Move Silently 
  +7, Ride +8, Spot +1, Speak Goblin; Point Blank Shot, 
  Rapid Shot, Precise Shot, Weapon Focus (shortbow), 
  Weapon Specialization (shortbow). 
   
  Possessions: chain shirt, buckler, morningstar, 
  shortbows (2), arrows (20), +1 shock arrows (24), flasks 
  of alchemist’s fire (2). 
  Goblins (3): small humanoid (goblinoid) War2/Ftr1; 
  CR 2; HD 2d8+1d10+9; hp 28; Init +1; Spd 30 ft.; AC 17, 
  touch 14, flat-footed 14 (+1 size, +3 Dex, +2 leather, +1 
  buckler); Base Atk +3; Grp -1; Atk +4 melee (1d6, 
  morningstar) or +8 ranged (1d4, masterwork shortbow) 
  or +7 ranged touch (1d6, alchemist fire); Full Atk +4 
  melee (1d6+1, morningstar) or +8 ranged (1d4, 
  masterwork shortbow) or +7 ranged touch (1d6, 
  alchemist fire); SQ Darkvision 60 ft.; AL NE; SV Fort 
  +8, Ref +3, Will +0; Str 11, Dex 16, Con 16, Int 10, Wis 
  10, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +1, Move Silently 
  +5, Ride +7, Spot +1. Speak Goblin; Point Blank Shot, 
  Rapid Shot, Precise Shot. 
   
  Possessions: leather armor, buckler, morningstar, 
  masterwork shortbow, arrows (20), alchemist’s fire (2). 
   
  
  ZEF6-05 Family 
   
  Page 27 
  APL 8
  Encounter 4 
  Thrum Worms* (advanced)(4): CR 5; Medium 
  Magical Beast; HD 6d10+24; hp 57; Init +1; Spd 20 ft., 
  burrow 20 ft.; AC 16, touch 10, flat-footed 15 (+1 Dex, 
  +6 natural, -1 size); Base Atk +6; Grp +15; Atk +10 melee 
  (1d6+7, bite) or +6 ranged touch (2d6, sonic); Full Atk 
  +10 melee (1d6+7, bite) or +6 ranged touch (2d6, sonic); 
  SA sonic ray; SQ Darkvision 60 ft., low-light vision, 
  trainable, tremorsense 60 ft.; AL N; SV Fort +9, Ref +5, 
  Will +3; Str 21, Dex 12, Con 19, Int 2, Wis 12, Cha 6.  
   
   
  Skills and Feats: Hide -1, Listen +5, Move 
  Silently +4; Blind-Fight, Improved Natural Armor, 
  Point Blank Shot. 
  Sonic Ray (Su): A thrum worm can fire this 
  ray once per round from its mouth, with a range of 30 
  feet and no range increment. 
  * see Appendix 2: New Rules Items 
  Encounter 5 
  Bey Zihni’s Thug: male Orc War8; medium humanoid 
  (orc); CR 5; HD 8d8+8; hp 48; Init +0; Spd 20 ft; AC 18, 
  touch 10, flat-footed 18 (+7 splint mail, +1 buckler); 
  Base Atk +8; Grp +12; Atk +12 melee (2d4+6/18-20, 
  falchion) or +12 melee (1d4+4/19-20, dagger) or +8 
  ranged (1d6+4, javelin); Full Atk +12/+7 melee 
  (2d4+6/18-20, falchion) or +12/+7 melee (1d4+4/19-20, 
  dagger) or +8 ranged (1d6+4, javelin); SQ Darkvision 60 
  ft., light sensitivity; AL NE; SV Fort +7, Ref +2, Will +0; 
  Str 19, Dex 11, Con 12, Int 8, Wis 7, Cha 6.  
   
  Skills and Feats: Jump +5, Speak Common, Speak 
  Orc; Power Attack, Improved Bull Rush, Shock 
  Trooper*. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: half-plate, buckler, falchion, dagger, 8 
  javelins, and sun lenses.  
  *See Appendix Two: New Rules Items. 
  Bey Zihni’s Thugs (4): male or female Orc War6; 
  medium humanoid (orc); CR 5; HD 6d8+6; hp 36; Init 
  +0; Spd 20 ft; AC 18, touch 10, flat-footed 18 (+7 splint 
  mail, +1 buckler); Base Atk +6; Grp +10; Atk +9 melee 
  (2d4+6/18-20, falchion) or +10 melee (1d4+4/19-20, 
  dagger) or +6 ranged (1d6+4, javelin); Full Atk +9/+4 
  melee (2d4+6/18-20, falchion) or +10/+5 melee 
  (1d4+4/19-20, dagger) or +6 ranged (1d6+4, javelin); SQ 
  Darkvision 60 ft., light sensitivity; AL NE; SV Fort +6, 
  Ref +2, Will +0; Str 18, Dex 11, Con 12, Int 8, Wis 7, 
  Cha 6. Height 6’2” 
   
  Skills and Feats: Jump +3, Speak Common, Speak 
  Orc; Power Attack, Improved Bull Rush, Shock 
  Trooper*. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: half-plate, buckler, falchion, dagger, 8 
  javelins. 
  *See Appendix Two: New Rules Items. 
  Encounter 6 
  Neile: male Svirfneblin Clr7; small humanoid 
  (gnome); CR 8; HD 7d8+14; hp 52; Init +3; Spd 15 ft., 
  AC 27, touch 18, flat-footed 21 (+1 size, +2 Dex, +4 
  dodge, +6 +1 breastplate, +3 +1 heavy wooden shield, +1 
  ring of protection +1); Base Atk +5; Grp -1; Atk +4 
  melee 
  (1d6-2/20, 
  morningstar) 
  or 
  +8 
  ranged 
  (alchemist’s fire or tanglefoot bag); Full Atk +4 melee 
  (1d6-2/20, morningstar) or +8 ranged (alchemist’s fire 
  or tanglefoot bag); SA  spell like abilities; SQ gnome 
  traits, svirfneblin traits, darkvision 120 ft., low-light 
  vision, SR 18, nondetection; AL CE; SV Fort +9, Ref +6, 
  Will +12; Str 6, Dex 14, Con 14, Int 10, Wis 21, Cha 7. 
  Skills and Feats: Concentration +12, Listen +7, 
  Sense Motive +15, Spot +5;  Speak Common, Speak 
  Undercommon, 
  Speak 
  Gnome; 
  Spell 
  Focus 
  (Enchantment), Greater Spell Focus (Enchantment), 
  Craft Wondrous Item. 
   
  Spell-like 
  Abilities: 
  1/day-blindness/deafness, 
  blur, disguise self. Caster level 7
  th, save DC = 12 + spell 
  level. 
   
  Spells Prepared: (6/6+1/4+1/3+1/2+1; save DC = 
  15 + spell level; enchantment (compulsion) DC = 17 + 
  spell level.) 0- detect magic (2), resistance (2), detect 
  poison (2); 1
  st- bane, bless, cause fear (3), lesser 
  confusion*, protection from law; 2
  nd- hold person (3), 
  touch of madness*, enthrall; 3
  rd- anarchic storm*, 
  blindness/deafness (2), magic circle against law*; 4
  th- 
  confusion*, freedom of movement, wrack. (Domains: 
  Chaos +1 caster level to chaos spells; Madness* 1/day 
  adds one to any wisdom based skill check or will save.) 
   
  Nondetection (Su): continuous nondetection as 
  per spell. Caster level 7th.  
  
  ZEF6-05 Family 
   
  Page 28 
   
  Possessions: +1 breastplate, +1 heavy wooden 
  shield, silver unholy symbols of Urdlen (2), 
  morningstar, tanglefoot bag, flasks of alchemist’s fire 
  (4), potion of cure serious wounds, ring of protection 
  +1, periapt of wisdom +2, small book: How to Avoid 
  Area Based Magic by Tenser. 
  * see Appendix 2: New Rules Items 
  Goblin Leader: small humanoid (goblinoid) Ftr7; CR 
  7; HD 7d10+7; hp 53; Init +4; Spd 30 ft.; AC 21, touch 
  15, flat-footed 17 (+1 size, +4 Dex, +5 +1 chain shirt, +1 
  buckler); Base Atk +7; Grp +3; Atk +8 melee (1d6, 
  morning star) or +14 ranged (1d4+3+1d6 electricity, 
  shortbow with +1 shock arrow) or +10 ranged 
  (1d4+3+1d6 electricity, shortbow with +1 shock arrow, 
  Manyshot 2 arrows) or +13 ranged (1d4+2, shortbow) 
  or +9 ranged (1d4+2, shortbow, Manyshot 2 arrows) or 
  +12 ranged touch (1d6, alchemist’s fire); Full Atk +8/+3 
  melee (1d6, morningstar) or +12/+12/+7 ranged 
  (1d4+3+1d6 electricity, shortbow with +1 shock arrow) 
  or +11/+11/+6 ranged (1d4+2, shortbow) or +12 ranged 
  touch (1d6, alchemist fire); SQ Darkvision 60 ft.; AL 
  NE; SV Fort +6, Ref +6, Will +2; Str 10, Dex 19, Con 12, 
  Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Hide +9, Listen +1, Move Silently 
  +9, Ride +8, Spot +1, Speak Goblin; Manyshot, Point 
  Blank Shot, Precise Shot, Quick Draw, Rapid Shot, 
  Weapon Focus (shortbow), Weapon Specialization 
  (shortbow). 
   
  Possessions: +1 chain shirt, buckler, morningstar, 
  shortbows (2), arrows (20), +1 shock arrows (35), flasks 
  of alchemist fire (2). 
  Goblins (3): small humanoid (goblinoid) War2/Ftr2; 
  CR 2; HD 2d8+2d10+12; hp 37; Init +1; Spd 20 ft.; AC 
  19, touch 14, flat-footed 16 (+1 size, +3 Dex, +4 chain 
  shirt, +1 buckler); Base Atk +4; Grp +1; Atk +7 melee 
  (1d6+1/19-20, masterwork longsword) or +10 ranged 
  (1d6+1, masterwork mighty composite longbow (+1 
  STR)) or +8 ranged touch (1d6, alchemist fire); Full Atk 
  +8 melee (1d6+2/19-20, longsword) or +9 ranged 
  (1d6+1, masterwork mighty composite longbow (+1 
  STR)) or +8 ranged touch (1d6, alchemist fire); SQ 
  Darkvision 60 ft.; AL NE; SV Fort +9, Ref +3, Will +0; 
  Str 12, Dex 16, Con 16, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +1, Move Silently 
  +5, Ride +7, Spot +1, Speak Goblin; Point Blank Shot, 
  Rapid Shot, Precise Shot, Weapon Focus (longbow). 
   
  Possessions: chain shirt, buckler, masterwork 
  longsword, masterwork mighty composite longbow 
  (+1 STR), arrows (20), alchemist’s fire (4), potion of 
  cure light wounds. 
   
  
  ZEF6-05 Family 
   
  Page 29 
  Appendix 2− New Rules Items 
  Sun Lenses 
  Sandstorm 
  This item, made of thin slabs of mica or volcanic glass 
  affixed to curved frames can protect your eyes from 
  being dazzled by bright light, such as glare (see page 
  18). If you are already dazzled when you don the 
  lenses, you are treated as if you had entered an area of 
  shade; you recover from the dazzled condition 1 hour if 
  you continue to wear the lenses. (10 gp, Weight 0 lb). 
  Earthsilk Rope 
  Races of Stone 
  In addition to being used for clothing, earthsilk fibers 
  can be woven together to form a strong, thin rope that 
  finds common use in many dwarf cities. Earthsilk rope 
  feels similar to silk ropes made in the surface world but 
  is roughly twice as thick, putting it between silk and 
  hempen ropes in bulk and ease of use. It is stronger 
  even than silk rope, however and can bear heavier 
  loads without breaking. Earthsilk rope has hardness 1, 
  10 hit points, and can be burst with a DC 26 Strength 
  check. (12 gp, Weight 7 lb). 
  Blasting Pellets 
  Races of Stone 
  Blasting pellets look like ball bearings or stones and 
  come in bags. One bag of these alchemical items is 
  enough to cover a 5-foot square. During each round 
  when a creature moves through an area covered in 
  blasting pellets (or fights while standing in such an 
  area), it must make a successful DC 15 Reflex saving 
  throw to avoid breaking one. Breaking one pellet sets 
  off a chain reaction among the others, and they all 
  explode loudly, dealing 1d6 points of sonic damage to 
  the creature in the square. Spreading a ba of pellets 
  over a wider area or throwing the bag at a target has no 
  substantial effect. Gnomes use blasting pellets mainly 
  as an alarm system, hiding the pellets under leaves or 
  among other stones and gravel. (50 gp, Weight 2 lb). 
  Exploding Spike 
  Miniatures Handbook 
  Warm to the touch, this red spike pulses with stored 
  energy. The spike does nothing until it is planted 
  firmly in the ground ( a standard action). One round 
  later, the spike becomes invisible. Any creature that 
  thereafter comes within 10 feet of the spike causes it to 
  explode in a fireball that deals 10d6 points of fire 
  damage (Reflex DC 14 half) to every creature within 20 
  feet of the spike. This blast destroys the spike. 
  Orc Blooded 
  The following feat is from Dragon Magazine #319. 
  Somewhere in the shadowy boughs of your extended 
  family tree is an orc. The creature's influence on your 
  heritage isn't enough to make you a half-orc, but it is 
  enough to give you slightly porcine features, chronic 
  bad breath, and a nasty temperament. 
   
   
  Benefit: You gain Darkvision up to 30 feet. 
  Barbarian is considered your favored class. You are 
  NOT considered an orc for effects related to race. 
   
  Special: You may only select this feat at first 
  level. 
  Shock Trooper [Tactical] 
  Complete Warrior 
  You are adept at breaking up formations of soldiers 
  when you rush into battle. 
  Prerequisites: Improved Bull Rush, Power 
  Attack, base attack bonus +6. 
  Benefit: The Shock Trooper feat enables the 
  use of three tactical maneuvers. 
   
  Directed Bull Rush: To use this maneuver, you 
  must make a successful bull rush attempt as part of a 
  charge. For every square you push your foe back, you 
  may also push that foe one square to the left or right. 
   
  Domino Rush: To use this maneuver, you must 
  make a successful bull rush attempt that forces a foe 
  into the same square as another foe. You may make a 
  free trip attempt against both foes at the same time, 
  and neither foe gets a chance to trip you if your 
  attempt fails. 
   
  Heedless Charge: To use this maneuver, you must 
  charge and make the attack at the end of the charge 
  using your Power Attack feat. The penalty you take on 
  your attack roll must be -5 or worse. In addition to 
  normal charge modifiers (which give you a -2 penalty 
  to AC and a +2 bonus on the attack roll), you can assign 
  any portion of the attack roll penalty from Power 
  Attack to your Armor Class instead, up to a maximum 
  equal to your base attack bonus. 
   
  Special: A fighter may select Shock Trooper as 
  one of his fighter bonus feats. 
  
  ZEF6-05 Family 
   
  Page 30 
  Starmetal 
  Complete Arcane 
  This superior ally is made from meteoric iron- 
  specifically, ore refined from meteors that fall during 
  the rare appearances of the comet Alhazarde. Starmetal 
  us extraordinarily hard, and is equal to adamantine for 
  all purposes (see page 283 of the Dungeons Masters 
  Guide), including overcoming damage reduction or 
  granting damage reduction when used in armor 
  construction. Starmetal also possesses an inherent 
  magical connection to the Material Plane, meaning 
  that weapons made of the alloy are especially effective 
  against creatures from other planes. Weapons made of 
  starmetal deal an extra 1d6 points of damage to any 
  extraplanar creatures while they are on the Material 
  Plane. Creating a weapon from starmetal costs 5000 gp 
  more than creating a similar weapon of steel. Creating 
  armor from starmetal has the same costs as armor 
  created from adamantine. 
  Thrum Worm 
  Races of Stone, p190 
  Medium Magical Beast 
  Hit Dice: 2d10+4 (15 hp) 
  Initiative: +1 
  Speed: 20 ft., burrow (20 ft. 
  AC: 14 (+1 Dex, +3 Natural), touch 11, flat-footed 13 
  Base Attack/Grapple: +2/+3 
  Attack: bite +3 melee or sonic ray +3 ranged touch 
  Full Attack: bite +3 melee or sonic ray +3 ranged touch 
  Damage: bite 1d4 +1, or sonic ray 1d8 
  Face/Reach: 5 ft./5 ft. 
  Special Attacks: sonic ray 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  trainable, temorsense 60 ft. 
  Saves: Fort +5, Ref +4, Will +1 
  Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 
  Skills: Hide +3, Listen +3, Move Silent +3 
  Feats: Blind-Fight 
  Climate/Terrain: Underground 
  Organization: Solitary or pair 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always Neutral 
  Advancement: 3-4 HD (Medium); 5-6 HD (Large) 
  This thick, wormlike creature is longer than an adult 
  human is tall. Its head rears up as if it intends to strike, 
  but then its teeth retract. 
  Thrum worms are unusual, slow-moving worms often 
  used by specialized gnome cavalry. The gnomes take 
  advantage of the worms’ burrowing abilities in several 
  ways. In times of peace, they use their unique mounts 
  to find ore and mineral deposits, and in times of war, 
  they burrow behind enemy lines and infiltrate enemy 
  encampments. 
  Thrum worms grow to around 8-10 feet long and 
  weigh up to 200 pounds when fully grown. They have 
  dry, rubbery, orange-brown hides and smell of soil. A 
  thrum worm’s mouth has two rows of very small teeth 
  that it can tuck inside its mouth when shooting its 
  sonic ray. 
  Combat 
  Thrum worms generally avoid combat when they can. 
  When forced to fight by a burrowing predator or when 
  directed to fight by a rider or handler, the thrum worm 
  relies on its sonic ray as its sonic ray as its primary 
  attack form. 
  Sonic Ray (Su): A thrum worm can fire this ray once 
  per round from its mouth, with a range of 30 feet and 
  no range increments. 
  Trainable (EX): A thrum worm is easier to train and 
  handle than most other magical beasts. Handle Animal 
  checks made to train or handle a thrum worm are not 
  increased by 5. Gnomes receive a +2 circumstance 
  bonus on all Handle Animal checks made to train or 
  handle a thrum worm. 
  Training a Thrum Worm 
  A thrum worm can be trained with the use of the 
  Handle Animal skill. Riding a thrum worm requires an 
  exotic saddle or a specialized burrowers saddle (see 
  page 159 Races of Stone). A thrum worm larva costs 
  1500 gp on the pen market and a young worm sells for 
  2500 gp. Trainers charge 125 gp to train a thrum worm.  
  Carrying Capacity: Although they are not quadrupeds, 
  thrum worms are capable of carrying heavier loads 
  than most creature with a similar Strength. A light load 
  for a thrum worm is up to 75 pounds; a medium load, 
  76-150 pounds; and a heavy load, 151-225 pounds. A 
  thrum worm can drag 1125 pounds. 
  Madness Domain 
  
  ZEF6-05 Family 
   
  Page 31 
  Spell Compendium, p 276 
   
  Granted Power (Su): You subtract 1 from all 
  Wisdom-based skill checks and all Will saves. 
  However, once per day, you can see and act with the 
  clarity of true madness: Add one-half your level to a 
  single Wisdom-based skill check or Will save. You 
  must choose to use this benefit before the check or 
  save is rolled. 
  Madness Domain Spells 
   
  1 Confusion, Lesser: One creature acts randomly 
  for 1 round. 
   
  2 Touch of Madness: Dazes one creature for 1 
  round/level. 
   
  3 Rage: Subjects gain +2 Str and Con, +1 on Will 
  saves, -2 to AC. 
   
  4 Confusion: Make subject behave oddly for 1 
  round/level. 
   
  5 Bolts of Bedevilment: One ray/round, dazes 
  1d3 rounds. 
   
  6 Phantasmal Killer: Fearsome illusion kills 
  subject or deals 3d6 damage. 
   
  7 Insanity: Subject suffers continuous confusion. 
   
  8 Maddening Scream: Subject has -4 AC, no 
  shield, Reflex save on 20 only. 
   
  9 Weird: As phantasmal killer, but affects all 
  within 30 ft. 
  Anarchic Storm 
  Spell Compendium 
  Conjuration (Creation) [Chaotic, Water] 
  Level: Cleric 3 
  Components: V, S, M, DF 
  Casting Time: 1 standard action 
  Area: Cylinder (20-ft. radius, 20 ft. high) 
  Duration: 1 round/ level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  The downpour created by this spell fall in a fixed 
  area once created. The storm reduces hearing and 
  visibility, resulting in a -4 penalty on Listen, Spot, and 
  Search checks. It also applies a -4 penalty on ranged 
  attacks made into, out of, or through the storm. Finally, 
  it automatically extinguishes any unprotected flames 
  and has a 50% chance to extinguish protected flames 
  (such as those of lanterns). 
   
  The rain damages lawful creatures, dealing 2d6 
  points of damage per round (lawful outsiders take 
  double damage). In addition, each round, a bolt of 
  lightning strikes a randomly selected lawful outsider 
  within the spell’s area, dealing 5d6 points of electricity 
  damage. After the spell’s duration expires, the water 
  disappears. 
   
  Material Component: A flask of anarchic water. 
  Touch of Madness 
  Spell Compendium 
  Enchantment (Mind-Affecting) 
  Level: Madness 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Duration: 1 round/ level 
  Saving Throw: Will Negates 
  Spell Resistance: Yes 
  You can cause one living creature to become dazed by 
  making a successful touch attack. If the target creature 
  does not make a successful Will save, its minds is 
  clouded and it takes no actions for 1 round per caster 
  level. 
  Wrack 
  Spell Compendium 
  Necromancy (Evil) 
  Level: Cleric 4, Sorcerer/Wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: one creature 
  Duration: 1 round/ level +3d10 minutes 
  Saving Throw: Fort Negates 
  Spell Resistance: Yes 
  Your touch causes your target to experience 
  excruciating pain. For the duration of the spell, the 
  subject falls prone and is blinded and helpless. Even 
  when the spell ends, the subject is still shaken for 3d10 
  minutes. 
  
  ZEF6-05 Family 
   
  Page 32 
   
  DM Map 1 
   
  
  ZEF6-05 Family 
   
  Page 33 
  DM Map 2 
    
  
  ZEF6-05 Family 
   
  Page 34 
  DM Map 3 
   
   
  
  ZEF6-05 Family 
   
  Page 35 
  Player Handout 1−Journal of Ekin bint Ekmel al Cheshra 
   
   
   
  Coldeven 12, 3200- What a fool I am. Coming here alone and ill prepared 
  for such an expedition. My lust for knowledge into the truth of the 
  decimation is now my undoing. While I search the temple for clues, Istus 
  apparently was watching my action too. Now here I lie, my body broken 
  by the temple’s weakness. I will try to transcribe all that I know should 
  someone find my remains. Please take my bones to the hospice in Ceshra 
  for the proper rites of burial. 
   
  The gods rained down a storm of rock upon this temple. The relentless 
  attack finally tore the temple in half. Yet the holy ones were not satiated 
  and they tore the very land anew and changed the flow of the Tusman 
  River. The might of the river destroyed the very foundation of this 
  weakened temple and it inevitable folded in on itself.  
  Coldeven ?? 3200I had to bury several skeletal remains in the south of the 
  room. This task was very daunting but I felt that it was necessary. I hope 
  that someone will give myself and the others a proper burial.  
  Coldeven? The life slowly drains from me. It is hard to write the words. I 
  hope that word reaches my father of my fate. Please tell him that my life’s 
  regret is that I will not be married and give him an heir that he so 
  desperately seeks. May the gods smile upon him. I hope he  
  
  ZEF6-05 Family 
   
  Page 36 
  Player Handout 2−Nasser’s Tale 
   
  I suppose you wish to know why I solicited your aid, my good friends. 
  My name is Nasser ibn Moura al Ceshra. My uncle is someone of great 
  wealth and privilege. My Uncle plagues me this day with his greed and 
  treachery. My Uncle’s latest evil was to steal the wealth away from the 
  hospice in Ceshra. As I was indentured to him for paying off my sin, I felt 
  that I had no choice in this conscription. Unfortunately I took an ill like 
  to the situation when a gnome, whom I am familiar with, took my fellow 
  brothers and sisters hostage at the hospice. I knew at once that my Uncle 
  was behind the hostile act. If I do not intervene he will kill them all. I 
  would sooner die than have my sins affect so many innocent. What more I 
  can tell you is that the gnome responsible for this is using the hostages as 
  leverage to obtain the temple’s wealth. His name is Neile and he can be 
  reasoned with if an easy profit can be obtained. My uncle, though, is Bey 
  Zihni. He is renowned for his belief in the Four Feet of the Dragon. He 
  will not quell so easily. He is a man of great power and respect in the 
  community. The people in the temple must be saved promptly. Otherwise, 
  my uncle will have them slaughtered to protect the illusion of his virtue. I 
  also know that my uncle was willing to kill Neile himself in hopes to keep 
  the fortune for himself. I have no proof other than my word, but the only 
  thing I have left to gain from all this is redemption for my involvement. If 
  you have the ore, we must go to the temple of the Lady and free those 
  families. Will you help me? 
  
  ZEF6-05 Family 
   
  Page 37 
  Player Handout 3−The note 
   
   
  When my men come to the hospice help them 
  kill the gnome. Bring me the treasure and I 
  will make sure that you get more than your 
  every wish is met. Betray me and your 
  entire 
  lineage 
  will 
  be 
  killed 
  after 
  enjoying some goblin stew made from your 
  corpse. 
  H 
   
  
  ZEF6-05 Family 
   
  Page 38 
  Players Handout Four: Meta−Org Missions 
  Worshipper of Zuoken
  As you prepare to leave Ceshra a man who introduces 
  himself as Ekmel ibn Aklar al Chesra approaches you. 
  “Word has reached me that you are going to the sunken 
  temple of Zuoken. My daughter went there seeking 
  knowledge of i’s demise. If you find any information about 
  her, please inform me as soon as possible.” He gives you a 
  brief description of her. She was a priestess of Zuoken. 
   
  Task: Find out any information on Ekin bint Ekmel and 
  inform her father of her fate as soon as you can. 
  Worshipper of Zuoken
  As you prepare to leave Ceshra a man who introduces 
  himself as Ekmel ibn Aklar al Chesra approaches you. 
  “Word has reached me that you are going to the sunken 
  temple of Zuoken. My daughter went there seeking 
  knowledge of its demise. If you find any information 
  about her, please inform me as soon as possible.” He gives 
  you a brief description of her. She was a priestess of 
  Zuoken. 
   
  Task: Find out any information on Ekin bint Ekmel and 
  inform her father of her fate as soon as you can. 
  Order of Kwalish
   
  A member of the order approaches you before you leave 
  the marketplace: Brother, you seek the temple of Zuoken. 
  It is rumored to hold starmetal of al-hazarde . Bring the 
  Order some sizeable samples and you will be greatly 
  rewarded. 
   
   
  Task: Bring back a sizeable sample of star metal. Search 
  the temple until it is found. Bring it to the order at your 
  earliest convenience. 
  Order of Kwalish
   
  A member of the order approaches you before you leave 
  the marketplace: Brother, you seek the temple of Zuoken. 
  It is rumored to hold starmetal of al-hazarde . Bring the 
  Order some sizeable samples and you will be greatly 
  rewarded. 
   
   
  Task: Bring back a sizeable sample of star metal. Search as 
  the temple until it is found. Bring it to the order at your 
  earliest convenience. 
  Dusk Lash
   
  A note finds its way into your backpack. It reads “The ore 
  is as important as the information on its owners. Bring us 
  all the information and any ore you have to your contact 
  in Ceshra. We also understand that a certain Bey may be 
  involved in this affair. Remember: Information is more 
  valuable than gold at times. Anything that we can use as 
  “leverage” is worthy of notation.” 
   
  Task: Bring back a sample of ore and information on those 
  that are in possession of it. Any information that can be 
  used against Bey Zihni would be a bonus. 
  Dusk Lash
   
  A note finds its way into your backpack. It reads “The ore 
  is as important as the information on its owners. Bring us 
  all the information and any ore you have to your contact 
  in Ceshra. We also understand that a certain Bey may be 
  involved in this affair. Remember: Information is more 
  valuable than gold at times. Anything that we can use as 
  “leverage” is worthy of notation.” 
   
  Task: Bring back a sample of ore and information on those 
  that are in possession of it. Any information that can be 
  used against Bey Zihni would be a bonus. 
  
  ZEF6-05 Family 
   
  Page 39 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same boat? 
  Look around the table, maybe others have information 
  that you don’t. Not to worry, I’m sure it won’t have an 
  effect on your time here in Zeif. Sit back, relax, enjoy! But 
  watch for those shifty eyed players staring at you! Maybe 
  next time your organization will have some more 
  information for you to go on. Not part of a meta-game 
  organization? You may be missing something then. You 
  may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same boat? 
  Look around the table, maybe others have information 
  that you don’t. Not to worry, I’m sure it won’t have an 
  effect on your time here in Zeif. Sit back, relax, enjoy! But 
  watch for those shifty eyed players staring at you! Maybe 
  next time your organization will have some more 
  information for you to go on. Not part of a meta-game 
  organization? You may be missing something then. You 
  may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same boat? 
  Look around the table, maybe others have information 
  that you don’t. Not to worry, I’m sure it won’t have an 
  effect on your time here in Zeif. Sit back, relax, enjoy! But 
  watch for those shifty eyed players staring at you! Maybe 
  next time your organization will have some more 
  information for you to go on. Not part of a meta-game 
  organization? You may be missing something then. You 
  may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same boat? 
  Look around the table, maybe others have information 
  that you don’t. Not to worry, I’m sure it won’t have an 
  effect on your time here in Zeif. Sit back, relax, enjoy! But 
  watch for those shifty eyed players staring at you! Maybe 
  next time your organization will have some more 
  information for you to go on. Not part of a meta-game 
  organization? You may be missing something then. You 
  may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same boat? 
  Look around the table, maybe others have information 
  that you don’t. Not to worry, I’m sure it won’t have an 
  effect on your time here in Zeif. Sit back, relax, enjoy! But 
  watch for those shifty eyed players staring at you! Maybe 
  next time your organization will have some more 
  information for you to go on. Not part of a meta-game 
  organization? You may be missing something then. You 
  may want to remedy that! 
  No Meta-Org Affiliation of Consequence
   
  So. How’s it going? Not part of a meta-org that has 
  anything “useful” to do? Any one else in the same boat? 
  Look around the table, maybe others have information 
  that you don’t. Not to worry, I’m sure it won’t have an 
  effect on your time here in Zeif. Sit back, relax, enjoy! But 
  watch for those shifty eyed players staring at you! Maybe 
  next time your organization will have some more 
  information for you to go on. Not part of a meta-game 
  organization? You may be missing something then. You 
  may want to remedy that! 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/596/Normal Scenarios/ZEF6-05 - Family (APL 2-8)/ZEF6-05 - Family.pdf