TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 system 
  license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network.  
   
  FURintro4-02 
   
   
   
   
   
   
   
   
  Oracle’s Heir 
   
  A One-Round D&D LIVING GREYHAWK®  
  Furyondy Regional Adventure 
   
   
   
   
  By Karen Ellis 
   
   
   
  You are enlisted to settle a dispute between two noble cousins concerning an inheritance, and set forth to 
  the isolated shrine of Istus in the County of Littleberg.  But there are evil forces in the land and the answers 
  you seek may not be so easy to divine.  An introductory adventure for first level PCs only.  
  
  Oracle’s Heir 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. Complete the 
  RPGA scoring grid with names and RPGA numbers 
  only, and the event information at the top. RPGA no 
  longer uses voting for any reported results. Give the 
  Scoring Packet to your event coordinator.  
   
  
  Oracle’s Heir 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges 
  are 
  proportioned 
  to 
  the 
  average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s 
  animals separately. A single PC may only bring 
  four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered increments. 
  If the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the 
  lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is being 
  played at, that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was 
  not as challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
   
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one round Regional adventure, 
  set in Furyondy.  Characters native to Furyondy pay 
  one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 50gp 
  
  Oracle’s Heir 
   
  Page 4 
  per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  
  Oracle’s Heir 
   
  Page 5 
   
  Adventure Background 
   
  Sir Oncrin has recently passed away, an old 
  scarred warrior.  A minor lord and combatant in the 
  Greyhawk Wars, Sir Oncirn was a Knight of the 
  Hart, and later an advisor in the Great Northern 
  Crusade.  Sir Oncrin had two daughters, who both 
  married minor nobles.  Those daughters produced 
  children, including one son each.  Sir Oncrin lived in 
  a small manor outside of the city of Littleberg.  His 
  manor reverted to the crown on his death, but he did 
  leave a will, and the local cleric of Heironeous, 
  Farunius, will do his best to see it honored.   Sir 
  Oncrin possessed a renowned longsword with 
  magical powers.  His will stipulated that it should go 
  to a “worthy male descendant of the House of 
  Oncrin.”  However, he has two grandsons, not one.  
   
  The younger grandson, Lord Peroska Finium is 
  rather frivolous, spending money freely on friends 
  and pleasure.  He would very much like the sword, 
  as it would be sure to secure him invitations to all 
  the spring parties. For him, it is a novelty item, and 
  he doesn’t want his dull cousin Onean to get it. 
   
  Lord Onean Hynternal is older and perhaps 
  more business savvy than his younger cousin. Lord 
  Onean has developed a great trade relationship with 
  elven weavers in Highfolk—he supplies high quality 
  wool, they produce weavings and cloth, which he 
  sells. He is practical and honorable to a fault.  Lord 
  Onean has a family of his own, with two sons and 
  one daughter: Clansen, Blennis, and Hysop. 
   
  Since both nobles contend for the inheritance of 
  the Oncrin sword, Cleric Farunius means to send 
  them to the Oracle of Istus, who has been 
  established in a rural shine in the countryside of the 
  County of Littleberg.  In this area, it is not wholly 
  uncommon to use the Oracle to make such 
  decision, as Istus is politically neutral.  Both 
  grandsons have agreed to abide by the Oracle’s 
  ruling, as each believes the ruling will be in their 
  favor.  However, because the cousins have been 
  rather contentious concerning the matter, Farunius 
  dares not send them alone.  He requires a group of 
  individuals to serve as both guards and witnesses. 
   
  There has also been some unrelated bickering 
  between nobles in Littleberg of late, although the 
  contention between the cousins is well known.  It is 
  almost as if someone is purposefully stirring up 
  arguments and fights between the nobility.  Cleric 
  Farunius and other local leaders are just beginning 
  to notice this trend. 
   
  Meanwhile, a new Oracle of Istus has been 
  chosen.  She is a young maid of fourteen named 
  Lierra, who was a serving girl at the Temple of 
  Trithereon in the city of Chendl.  All of a sudden she 
  was struck blind and has been afflicted with 
  blackouts and nightmares.  The clerics of Trithereon 
  could not figure out what is the matter with Lierra 
  and sent her to the temple of Pelor for care and 
  healing.   
   
  It should also be noted that parts of this module 
  take place in Chendl.  At present, the city of Chendl 
  has a dark, magical shield over it. In addition to 
  blocking out the light, the shield interferes with 
  divinatory effects.  Divination spells do not work as 
  they should, and require high Concentration 
  Checks. If Concentration Checks fail, the caster is 
  knocked unconscious.   
   
  Adventure Summary  
   
  Oracle’s Heir is an introductory adventure for first 
  level characters.  The story begins in the city of 
  Littleberg, progresses into the countryside, and 
  eventually ends up in the capital city of Chendl.  
  Below is an encounter-by-encounter summary: 
  Encounter 1. Characters witness a bar fight 
  between two drunken and incited nobles in the 
  city of Littleberg.  Hopefully, they break up the 
  fight without killing anyone. 
  Encounter 2. Characters are approached by 
  Farunius based on their actions during the bar 
  fight.  He offers them the job of accompanying 
  Lord Peroska and Lord Onean to the Oracle of 
  Istus. 
  Encounter 3.  With directions from Farunius, 
  the party and the two nobles travel through the 
  countryside of Littleberg to locate the rural 
  shrine of Istus. 
  Encounter 4.  Having found the shrine, it is 
  discovered that one of the Oracle’s bodyguards 
  is dead and the Oracle is herself dying.  With 
  her dying breath, she pleads for the party to find 
  her heir.  Upon her death, her second 
  bodyguard arrives, assumes the party killed her 
  and attacks. 
  Encounter 5. With the goal of finding the new 
  Oracle of Istus and following the cryptic 
  instructions of the dying Oracle, the party goes 
  to Chendl and searches for the new Oracle. 
  Encounter 6. Due to the current magical 
  “shield” over the city of Chendl, divination does 
  not work as it should.  The noble cousins still 
  need their answer from the new Oracle.  PCs 
  must travel outside of the darkened city to get 
  
  Oracle’s Heir 
   
  Page 6 
  the long awaited answer.  However, undead 
  creatures attack on the way out of the city.   
   
  Preparations:  Before the game starts, make sure 
  to collect the following Skill modifiers from all the 
  characters:  Listen, Spot, Search.  Determine if 
  there are any clerics of Istus or Trithereon in the 
  party. 
  Introduction 
  The adventure begins in the city of Littleberg.   
   
  Full recovery from the blight has yielded good 
  crops this harvest.  The farmers from the local 
  countryside have been bringing their produce 
  into the growing marketplace at Littleberg.  It’s 
  going to be a good year, by all indications.  You 
  have heard that there are traders looking for 
  guards—both at the marketplace and also 
  guarding wagon trains of goods on the roads. A 
  sign posted in the marketplace advertising for 
  guards gave instructions to meet at the Hollow 
  Tree Inn that evening. The promise of pay and a 
  decent job has drawn others.  You make your 
  way to the Hollow Tree, and find a table of other 
  hopefuls. 
   
  Here have the players introduce and describe 
  themselves to each other.  After introductions, move 
  on to Encounter 1. 
   
  Encounter 1 
   
  The Hollow Tree Inn is a middle class inn with some 
  special attractions.  The inn is a new building, with 
  tree motifs carved into the chair backs and other 
  surfaces. There is a common room that is 40ft X 
  50ft, with a bar at one end where Kimmeron, the 
  innkeeper works.  Upstairs there are rooms for rent. 
   Prices are as found in The Player’s Handbook, but 
  are covered by Adventurers Standard. 
   
  The innkeeper is a handsome half elf named 
  Kimmeron.  His human wife Tilla works as a 
  waitress, and her sister Melona is the cook.  Both 
  Kimmeron and Tilla look to be in their late 20’s, 
  while Melona is older.  Rylant, the nine-year-old son 
  of Kimmeron and Tilla, works as messenger and 
  stable hand.  Rylant is sweeping the floor near the 
  front door of the Inn when the PCs arrive. 
   
  Kimmeron uses his Elven connections in 
  Highfolk to import some elfish delicacies and wines. 
   This makes his inn somewhat of a novelty in the 
  area.  Kimmeron is handsome and charming, but 
  can show cold distain if he is offended.  He is very 
  protective of his wife Tilla.  Tilla is a good-natured 
  woman with a big smile and quick laugh.  None of 
  these NPC’s will be involved in any combat unless 
  their lives are directly threatened. 
   
  You, as a group, are alone in the Inn except for 
  a man in the corner.  He is dressed all in black 
  with hood shadowing his face.  As you are 
  enjoying your drinks and the fine stew, a small 
  group of three men bursts through the door.  
  Each man is richly dressed, but one appears 
  more opulent.  All the men are obviously drunk. 
   “Oh, no, not Lord Voryoth again!” mutters the 
  waitress, Tilla, as she puts down a mug at your 
  table.  She then hurries over to the table with 
  the young lords to take their orders.   
   
  Lord Voryoth and his friends quickly grow 
  louder and more boisterous.  About ten minutes 
  after their arrival, a second group of young 
  nobles stumbles through the door.  This group 
  consists of a tall young man with red hair and 
  his two friends.  They find a table as far away 
  from the first as possible.  The red headed noble 
  glares at Lord Voryoth. After ordering more 
  drinks, he shortly grows angry and argues with 
  his friends. 
   
  At this point, players can attempt to find out who all 
  these individuals are by skill checks (Knowledge – 
  Nobility and Royalty, Knowledge – Local  [Iuz 
  border states] or Bardic Knowledge [DC 15]). 
   
  If they try to talk to someone in the Inn, Tilla will be 
  too busy, but Kimmeron the innkeeper might 
  provide some information.  Asking any of the nobles 
  or their friends will just draw insults and disdain.  
  Inquiries of the man in black will also be 
  unsuccessful.  He is not interested in engaging the 
  PCs in light conversation.  
   
  Lord Voryoth is a local minor noble, a young human 
  who has some renown as a fencer, and has been 
  known to draw the ire of other nobles due to his 
  insulting sense of humor and gossiping. 
   
  The redhead is Lord Reissan, quite a hothead and a 
  distant cousin to Baron Jemain, Grand Marshal of 
  the County of Littleberg.  Reissan has a hair-trigger 
  temper and also has some renown as a fighter.   
   
  Lord Voryoth also notices the new arrivals, and 
  in a loud voice, drawls a colorful insult about 
  
  Oracle’s Heir 
   
  Page 7 
  Baron Jemain.  The man in black from the 
  corner walks over to the redhead and whispers 
  something in his ear.  The redhead then jumps 
  up, ignoring the protests of his companions. 
  “That, sir, is unforgivable!” he bellows at Lord 
  Voryoth and pulls out his rapier, knocking over 
  drinks at his table.  The room falls silent.  Lord 
  Voryoth slowly stands, swaying slightly.  “Nay, 
  sir, your lack of humor is unforgivable” he 
  sneers, and pulls his rapier out as well.  Tilla 
  gives a little shriek.  The two nobles charge 
  each other. 
   
  APL 2 (EL 4) 
   
  Lord Voryoth, hp 18 see Appendix. 
  Lord Reissan, hp 18 see Appendix.  
   
  Tactics:  Lord Voryoth and Lord Reissan will fight 
  each other with rapiers.  Neither is wearing obvious 
  armor.  Lord Voryoth will ignore any interference 
  and continue to goad Lord Reissan with insults.  
  He’s just having fun.  Lord Reissan, on the other 
  hand, has lost all control.  He will attack anyone 
  who gets in his way or anyone who tries to stop 
  him. The four noble friends will not get involved in 
  the fight unless they perceive that someone is 
  ganging up on their friend.  They are not comfortable 
  with this fight, but know their friends well enough 
  that they don’t want to immediately get involved.  
  Should the players not get involved in the fight, the 
  friends will eventually intervene to prevent one noble 
  from killing the other.  If the players are new to the 
  region (and thus not familiar with the laws) or 
  appear very inexperienced, the GM may opt to 
  inform them of the local laws and remind them that 
  in a feudal society crimes against nobles are 
  punished 
  more 
  harshly 
  than 
  those 
  against 
  commoners. 
   
  The man in black will quickly slip out the door.  The 
  battling nobles will block the party’s access to the 
  door, so it is not easily possible to follow the man in 
  black.  Even if the party makes the attempt, they 
  will not be able to follow or locate him. 
   
  Kimmeron will call out to his son Rylant in Elven to 
  go get the constables.  The boy will run out the front 
  door.  The constables will arrive in twenty rounds. 
   
  Development: There could be three possible 
  outcomes. 
  If the PCs have subdued the nobles without killing 
  them, the constables will take away the nobles and 
  request that they all come to the constable’s office 
  in the morning to finish their report. In this case, go 
  to Encounter 2A.  
   
  If the PCs have fought the nobles and ended up 
  killing one or more of the nobles, the constables will 
  take the remaining nobles and the players back to 
  the constable’s office.  The players will be 
  imprisoned until the cleric of Heironeous can hear 
  the case in the morning.  In this case, go to 
  Encounter 2B.  
   
  If the PCs did nothing but observe, the constables 
  will request that they all come to the constable’s 
  office in the morning to finish their report. In this 
  case, go to Encounter 2A.  
   
   
   
  Encounter 2A 
  Once the PCs indicate they are going to the 
  constable’s office, continue with the following: 
   
  It is morning and time to meet at the constable’s 
  office.  The fight last night effectively closed 
  down the Hollow Tree Inn and scared away any 
  possible 
  employers. 
   
  After 
  taking 
  your 
  statements, the constables asked you to be 
  seated in a back office.  A few minutes later, a 
  tall older human with a heavy black beard 
  enters the room and stands in front of you.  He 
  is dressed in clerical robes with a silver 
  lightning bolt on his chest.  He looks at each of 
  you and smiles.  “I am Farunius, cleric of 
  Heironeous.  I am impressed with the restraint 
  and wisdom you showed last night.  I have need 
  of such a group.  Perhaps you would be 
  interested?” 
   
  If the party expresses interest, read the following: 
   
  Farunius continues, “Lord Oncrin has recently 
  passed away. I am handling the matter of his 
  will, wherein he bequeathed his magical sword 
  to a ‘worthy male descendant of the House of 
  Oncrin’.”  The cleric sighs.  “Unfortunately, 
  Lord Oncrin has two grandsons, both possible 
  heirs.  I have no idea to whom the sword should 
  go.  However, there is an Oracle of Istus who 
  could make such a determination.  Lord 
  Oncrin’s grandsons, Lord Peroska and Lord 
  Onean, have agreed to abide by the divination 
  
  Oracle’s Heir 
   
  Page 8 
  of the Oracle.  Since the two are less than 
  friendly, it would be best to have neutral 
  witnesses to the Oracle’s decision.  I need a 
  group of brave individuals such as you to escort 
  Lord Peroska and Lord Onean to the Oracle, 
  witness the divination of the Oracle on this 
  matter, escort the nobles back to Littleberg and 
  report to me.  Are you agreeable?” 
   
  The PCs may have some questions for Farunius 
  before agreeing to do this task.  Use the following 
  as a guide to his responses.   
   
  • 
  He is willing to pay up to 100 wheatsheaves 
  (gold) each character, upon their return and 
  report. 
  • 
  The younger grandson, Lord Peroska is 
  rather frivolous, spending money freely on 
  friends and pleasure.  He would very much 
  like the sword probably because it would be 
  sure to secure him invitations to all the 
  spring parties.  
  • 
  Lord Onean is older and perhaps more 
  business savvy than his younger cousin. 
  Lord Onean has developed a great trade 
  relationship 
  with 
  elven 
  weavers 
  in 
  Highfolk—he supplies high quality wool, 
  they produce weavings and cloth, which he 
  sells. He is practical and honorable to a 
  fault.  Lord Onean has a family of his own, 
  with two sons and one daughter: Clansen, 
  Blennis, and Hysop. 
  • 
  Sir Oncrin was a minor lord and combatant 
  in the Greyhawk Wars. He was a Knight of 
  the Hart, and later an advisor in the Great 
  Northern Crusade.   
  • 
  Sir Oncrin had two daughters, who both 
  married minor nobles.  Those daughters 
  produced children, including one son each. 
   Sir Oncrin lived in a small manor outside of 
  the city of Littleberg.  His manor reverted to 
  the crown on his death.  
  • 
  Farunius really doesn’t know much detail 
  about the sword in question, other than it 
  has been in the family for generations, is 
  magically sharp and can sometimes force 
  people to tell the truth.  Farunius will not 
  reveal where the sword is currently located, 
  other than it is safe. 
  • 
  The Oracle of Istus lives in a rural shrine in 
  the countryside of Littleberg.  Farunius will 
  give the party a rough map to get there.  
  The Oracle is an old cleric, given special 
  powers of divination by the goddess Istus.  
  There are very few Oracles of Istus, so they 
  are precious.  Nobility has called upon the 
  Oracles to settle disputes in the past. 
  • 
  Farunius knows nothing about the man in 
  black, but is keenly interested in what the 
  players might know. 
  • 
  There are no unusual hazards on the way. 
  The route to the shrine goes through fields 
  and farming communities—there should be 
  no problems except for possible bandits 
  spotting nobles on the road. 
   
   
   
  Encounter 2B 
  This Encounter will only occur if the PCs injured 
  one of the nobles in Encounter One.  
   
   It is late afternoon when the constables rouse 
  you from your cell. The fight at the Hollow Tree 
  Inn 
  effectively 
  dashed 
  any 
  hopes 
  of 
  employment.  The constables escort all of you to 
  a large room and instruct you to sit on a row of 
  benches.  Off to the side of the room you see 
  Kimmeron and waitress, Tilla from last night 
  and the two parties of nobles who were involved 
  in the brawl, also seated on benches. After a few 
  minutes, three human men enter the room and 
  sit at the head table.  One is a well-dressed 
  tradesman; the second a nobleman garbed in 
  red; and the third a tall older human with a 
  heavy black beard.   He is dressed in clerical 
  robes with a silver lightning bolt on his chest.  
  He looks down at you, disapprovingly. A 
  constable in the corner announces: “The 
  Honorable Lord Farunius, faithful servant of 
  Heironeous, chief judge and magistrate, and 
  judges Trader Maleck and Lord Copaneli.  May 
  justice be done.” 
   
   Farunius turns to you and explains in a 
  stern voice, “You have been accused of 
  murdering (or assaulting) [name of noble] last 
  night. This panel of judges is responsible for 
  ascertaining 
  your 
  guilt 
  and 
  appropriate 
  punishment.  Neither are you alone in crime,” 
  he continues, glaring pointedly at the nobles 
  seated to the side, “but that matter will be heard 
  secondarily.” Farunius turns back to you. “This 
  panel has already interviewed the innkeeper and 
  his wife.  What do you have to say concerning 
  your actions?”  
   
  
  Oracle’s Heir 
   
  Page 9 
  Allow the PCs a chance to try to explain 
  themselves and their actions.  Farunius can explain 
  to the PCs that they have committed a Grievous or 
  Injurious Crime in the fight against the nobles at the 
  Hollow Tree Inn.  The nobles on the side benches 
  will deny any accusations made against them by 
  the PCs. The constables keep order.   At this time 
  the panel of judges will confer quietly together at the 
  table.  Farunius will then call the PC(s) who did any 
  injury.   
   
  Farunius announces: “It becomes clear that we 
  must call upon a higher power to determine 
  truth in this matter.  I can call upon the power of 
  Heironeous to compel only truth from your 
  mouth(s).  This will add to your court fees, 100 
  wheatsheaves (each).”  
   
  Farunius will cast Zone of Truth as a 4th level cleric. 
    See the Player’s Handbook.  Should the 
  statements be particularly convincing, and coincide 
  favorably with actual events, the panel of judges will 
  confer and acquit the PC’s of the charge of murder, 
  but charge them with lesser crimes of assault, 
  fining the PCs 100 gp per noble of person 
  assaulted.    Any PCs arguing their case before the 
  panel of judges should make a Diplomacy check 
  (DC 20) with a +5 circumstance bonus for 
  convincing arguments and roleplaying. 
   
  Note:  If the party cannot convince the panel of 
  judges that they did not intend to harm the nobles 
  and did not have murder in their heart, then they 
  shall stand accused of murder and will either be 
  executed or sentenced to hard labor at Castle 
  Greylode.  The module is effectively over. 
   
  If the party can convince Farunius that they 
  intended no harm and were acting in self defense or 
  without malice, then Farunius will offer the party a 
  chance to redeem themselves through a task:   
   
  Farunius then says “Lord Oncrin has passed 
  away.  I am handling the matter of his will, 
  wherein he bequeathed his magical sword to a 
  ‘worthy male descendant of the House of 
  Oncrin’.”  The cleric sighs.  “Unfortunately, 
  Lord Oncrin has two grandsons, both possible 
  heirs.  I have no idea to whom the sword should 
  go.  However, there is an Oracle of Istus who 
  could make such a determination.  Lord 
  Oncrin’s grandsons, Lord Peroska and Lord 
  Onean, have agreed to abide by the divination 
  of the Oracle.  Since the two are less than 
  friendly, it would be best to have neutral 
  witnesses to the Oracle’s decision.  I need a 
  group of strong individuals such as you to 
  escort Lord Peroska and Lord Onean to the 
  Oracle, witness the divination of the Oracle on 
  this matter, escort the nobles back to Littleberg 
  and report to me.  Are you willing to attempt to 
  redeem your actions through this task?” 
   
  For answers to questions asked of Farunius, see 
  above, except for payment.  None will be offered if 
  the party killed a noble in Encounter 1. 
   
  Encounter 3 
   
  Farunius gives instructions to the characters to 
  meet him at the Temple of Heironeous in Littleberg 
  the next morning, at which point they and the 
  nobles will leave to go to the Oracle’s shrine. (Note 
  that if PCs are currently incarcerated, they will not 
  be released until the following day). 
   
  Lord Onean has offered loan of horses if the 
  characters have none.  The characters have the rest 
  of the day to put their affairs into order or make any 
  mundane purchases they wish.  Make sure that the 
  players keep track of any gold spent.  This should 
  not take a large amount of time. 
   
  The next morning, the characters assemble at the 
  Temple of Heironeous, a large and dominate 
  structure in the town.  Farunius introduces Lord 
  Peroska and Lord Onean to the characters. 
   
  “This is Lord Onean,” says the cleric, gesturing 
  to a comfortably dressed man in his late 30s.  
  “…and 
  this 
  is 
  Lord 
  Peroska,” 
  continues 
  Farunius, turning to the younger, much gaudier 
  noble.  “Go with honor, “ Farunius intones.   
   
  “Well, now” pipes up Lord Peroska, “Shall we 
  get going?” 
   
  Travel to the shrine should take no longer than one 
  and a half days, following directions given to you by 
  Farunius.  The characters and the nobles will have 
  to spend the night on the road, but should be to the 
  shrine by the next day. 
   
  Creatures: 
  The 
  two 
  nobles 
  have 
  different 
  personalities, and will interact with characters 
  differently. 
   
  
  Oracle’s Heir 
   
  Page 10 
  Lord Peroska—he is a silly charmer, who finds the 
  idea of traveling to an Oracle very novel.  He enjoys 
  gambling and flirting with any pretty lady.  He is 
  annoyingly cheery because he is certain that the 
  Oracle will find in his favor. 
   
  Lord Onean—he is a practical businessman, and 
  this little trip is time away from his business.  He 
  values the traditions of his family and feels that he 
  better represents the family’s honor and should get 
  the sword.  He does not mix with the characters, 
  but will offer advice if asked or if he feels it is 
  expedient.  
   
  Neither of the nobles will volunteer to perform any 
  task or manual labor.  No, that’s what the hired help 
  is for! 
   
  Travelers will follow a farm-to-market road into the 
  farmlands.  They will see cows, other livestock, and 
  farmers working on harvest or tending other crops 
  and orchards.  Really boring, actually.  As evening 
  approaches, the party has some options.   
   
  • 
  They will see a farmhouse with a barn 
  where they can stop.  The farmhouse will 
  be full of the farmer’s family.  They would 
  be very impressed with the nobles and the 
  characters, but the barn would be the only 
  option for characters and nobles to rest.  
  The barn also houses a couple of large 
  plow horses, some cows and pigs.   
  • 
  If the party does not stop at the barn, they 
  will come to a small community.  The rough 
  sign at the entrance reads Little Fork.  
  Travelers will find a small tavern called The 
  Pig’s Eye.  There are only three small 
  rooms for rent in the back of the tavern. Of 
  course, the nobles will expect – nay, 
  demand – their own room, leaving one for 
  the PCs. While fairly clean, it is very rustic, 
  and food is rather limited to stew with 
  mystery meat and rye bread.  The beer is 
  okay, however.  
  • 
  If the party decides to stop at neither the 
  barn nor The Pig’s Eye, they will have to 
  camp outside.  The evening is a little cool, 
  but weather is fairly stable.  This is the 
  option that the nobles will like the least. 
   
  By midday the next day, the characters and the 
  nobles begin to come to a long, low hill.  At the top 
  of the hill is a grove of trees.  A small path leads to 
  the top of the hill and the shrine, easily traversed by 
  the horses. 
   
  Encounter 4 
  Unless the characters decide to deviate from the 
  pathway through the trees and into the shrine, they 
  will see the following (see the Appendix, DM Map): 
   
  As you pass through the tall trees on either side 
  of the rough path, you begin to see the stone 
  building of the shrine and the clearing in front.  
  On the ground not far from the shrine’s 
  darkened entrance is a recently slain barefooted 
  man. His torso bears deep, bloody slashes.  On 
  his baldhead, chest and arms are tattoos, some 
  words in Baklunish and stylized symbols of 
  eyes.  
   
  Be sure to draw out the shrine and location of the 
  dead monk.  Placement of characters will become 
  important very quickly.  Make sure the players 
  clearly indicate where they are and what they are 
  doing.  The nobles will certainly skirt the body, and 
  head straight for the shrine. 
   
  If the characters decide to check the ground and 
  search for attackers, they will find no one.  The dirt 
  around the slain man is churned up—obviously 
  there was a fierce battle.  PCs may wish to take 
  time to check out the area before proceeding on.  
  Some likely actions and their results are outlined 
  below. 
   
  • 
  A successful Heal check (DC 15) will allow 
  characters to judge that the dead man has 
  been dead for an hour or more.  A more 
  skilled healer (DC 20) can determine the 
  wounds appear to have been made by a 
  slashing weapon of some type – likely an 
  axe.  
  • 
  A successful Listen Check (DC 10) within 
  twenty feet of the entrance of the shrine will 
  hear soft moaning coming from inside the 
  shrine. 
  • 
  A successful Search check (DC 10) finds 
  boot marks in the ground surrounding the 
  dead man. 
  • 
  For PCs with the Track feat, a successful 
  Survival check (DC 15) tracks the boot 
  prints into the trees, where they seem to 
  disappear. 
  • 
  PCs able to read Baklunish will identify the 
  tattoos as praises to Istus.  
  
  Oracle’s Heir 
   
  Page 11 
   
  The first character to enter the shrine will see the 
  following: 
   
  Stepping 
  into 
  the 
  small 
  structure, 
  you 
  immediately see an altar at the center, a small 
  stone pedestal about 3 ft high and 2 ft square.  
  On top of the pedestal is a small carving of a 
  woman holding a spindle in one hand.  In a 
  depression at the feet of the small statue is 
  burning incense, filling the shrine with a sweet 
  smell.  Behind the pedestal and statue is a heavy 
  chair of carved wood. Slumped in the chair is a 
  small human woman, very old, with long white 
  hair coiled behind her head.  She wears gray 
  robes, and a fine, gauzy veil covers her whole 
  face. She holds her side, obviously stabbed.  
  Around the bleeding wound is a greenish fluid; 
  most would guess it to be poison. 
   
  If any of the characters come close to the Oracle, 
  she will stir.  She will stop anyone’s attempts to 
  heal her, and point out that she has been mortally 
  poisoned.  No one will have the ability to heal this 
  wound. She is dying. The Oracle is obviously in 
  great pain and having trouble breathing.  Once she 
  has the attention of one or more characters, she will 
  state the following: 
   
  “You must help me!  My end comes now, but 
  you must find the new Oracle of Istus.  This 
  scene plays out as was foretold; you are to do 
  this task for me.  Swear you will find the new 
  Oracle! It is your destiny!”   
   
  She will not continue until someone swears that 
  they will do as she requests.  She will be rather 
  insistent, since she has very little time left.  Upon 
  someone agreeing to find the new Oracle, she 
  continues talking: 
   
  The Oracle’s voice becomes calmer with your 
  agreement and takes on a deeper tone. She 
  says,  “Go to the diadem, despite its tarnish. 
  The new Oracle has exchanged her vision, and 
  lies at the feet of retribution.  Bring her home 
  to Istus.”  Upon uttering this cryptic prophecy, 
  the old Oracle gasps and dies.   
   
  As the Oracle dies, the second monk has been 
  walking up the path towards the shrine with a bag of 
  bread, eggs and vegetables slung over his shoulder. 
   This second monk is an elf male, also bare to the 
  waist, head shaved bald, with similar tattoos over 
  his chest, arms and head.  As he comes close 
  enough to see the first monk dead on the ground in 
  front of the shrine and notices the horses outside 
  the elven monk will drop his bag and silently move 
  forward to attack the first character he sees.   
   
  Characters making their Listen check (DC 20) will 
  be able to take a standard action during the 
  surprise round. 
   
  APL2 (EL 4) 
   
  Zaleck, hp 27 see Appendix.  
   
  Tactics:  The nobles, who do not carry weapons, 
  will not draw the attention of the attacking monk. 
  Prior to entering combat, Zaleck, the monk will 
  attempt to use his Potion of Cat’s Grace, followed 
  by a Potion of Shield of Faith.  Zaleck will attack 
  the first character he sees outside the shrine. If 
  there are no characters outside the shrine, the 
  monk will come close enough to witness the Oracle 
  die with characters standing about.  He attacks the 
  nearest character to him, no matter the character 
  class.  Zaleck assumes that the characters have 
  killed the first monk and assassinated the Oracle.  
  It was the sacred duty of the monks to protect the 
  Oracle, and the surviving monk will attempt to kill 
  those he perceives as murderers or die trying. He 
  will continue to fight until the characters are 
  subdued, he is convinced of their innocence or he is 
  dead. If characters try to talk the monk out of 
  fighting, they must make a Diplomacy check of DC 
  15.  For each round of combat where Zaleck takes 
  damage, the DC will go up by one point. 
   
  Treasure: MW Composite Longbow (+2), 20 
  arrows, Bracers of Armor (AC 1), Amulet of Natural 
  Armor +1, 2 Potions of Cure Light Wounds. 
   
  APL 2: L: 26 gp; C: 0 gp; M: 258 gp 
   
  Non-fighting Option: If the monk can be convinced 
  that the characters are not murderers, he will cease 
  fighting and start attending to the Oracle’s body, 
  and then that of the other monk.  Zaleck will not 
  speak much, but if the PCs engage him in further 
  information, he will yield the following information. 
  • 
  Zaleck had just gone to the local village for 
  supplies, leaving his “brother” monk to 
  guard the Oracle.  
  • 
  He and the other monk belong to an order 
  called the “Eyes of Istus.”  It was Zaleck’s 
  
  Oracle’s Heir 
   
  Page 12 
  sacred calling to guard the old Oracle and 
  attend to her needs. 
  • 
  If anyone asks the monk if he noticed 
  anything strange recently, Zaleck will 
  volunteer the following: “Yesterday, a 
  stranger came by to speak with the 
  Oracle.  He was a large knight, dressed 
  in black, astride a black charger.  The 
  Oracle refused to see him, and he went 
  on his way.  This was not that unusual—
  sometimes the Oracle would refuse to 
  see some people, as was the her right.”  
  If asked, he will note that most who come 
  to the Oracle recognize her right to refuse 
  them, 
  but 
  this 
  knight 
  seemed 
  quite 
  angered.  Zaleck cannot identify the knight 
  further—the knight’s face was concealed by 
  his helm and visor. There may have been a 
  red emblem of some sort on his chest, but 
  the monk never saw it clearly.  Zaleck had 
  not seen the knight prior or afterwards. 
   
  If asked any questions regarding the Oracle of Istus 
  or regarding the prophecy on finding the new 
  Oracle, Zaleck will volunteer the following: 
  • 
  All Oracles are blind, but have visions from 
  the goddess Istus.  
  • 
  While all clerics of Istus have the ability to 
  divine the future, Oracles are particularly 
  gifted by the goddess.   
  • 
  When one Oracle dies, the goddess calls a 
  new one. 
  • 
  Nobles and others come to the Oracle to 
  get predictions, settle disputes, see the 
  future. (Just like the two nobles escorted by 
  the party.) 
  • 
  There is a small temple of Istus in Chendl, 
  and the high priestess is named Cathlonia. 
   
  At the end of any questions or discussion, Zaleck 
  will write a letter to the high priestess of Istus in 
  Chendl and give it the party to use as a letter of 
  introduction.  The living quarters in the cabin behind 
  the Shrine has writing supplies, and the monk 
  would go there to write the letter and return, or the 
  characters can come with him. 
   
  Treasure:  If the party does not kill Zaleck, they do 
  get a letter of introduction for the Temple of Istus in 
  Chendl, which promises a reward of 300 gp each for 
  their efforts in the location and delivery of the new 
  Oracle. 
   
  Encounter 5 
  The players must figure out the prophecy— 
  “Go to the diadem, despite its tarnish. The new 
  Oracle has exchanged her vision, and lies at the feet 
  of retribution.  Bring her home to Istus.”   
   
  First Part of the Prophecy: “Go to the diadem, 
  despite its tarnish.”  
   
  This is the capital city of Chendl, described by 
  bards as the “Diadem of the Flanaess.”  This 
  description of Chendl is not unknown or uncommon. 
   The description of the diadem as “tarnished” may 
  not be clear until they go to Chendl.  A successful 
  Knowledge – Local [Iuz border states], Knowledge – 
  History, 
  Knowledge 
  – 
  Geography 
  or 
  Bardic 
  Knowledge (DC 10) will identify the reference to 
  Chendl.  If any of the characters claim Chendl as 
  their home allow them an Intelligence check (DC 
  10), or give them a +2 circumstance bonus on their 
  Knowledge check (player’s choice of the two).  
   
  Chendl is about seven days ride away from the 
  shrine of Istus.  The quickest route would be to ride 
  through the countryside to the city of Worlende (five 
  days from the shrine), and then go up the highway 
  to Chendl (two more days) 
   
  The next larger city is Worlende.  If characters go 
  there, 
  and 
  Gather 
  Information (see Player’s 
  Handbook, p. 74) the following information could be 
  gathered: 
  • 
  DC 10:  The capital city of Chendl is 
  sometimes called the Diadem of the 
  Flanaess. 
  • 
  DC 15:  There is a mysterious dome of 
  darkness surrounding the city of Chendl. 
  • 
  DC 20:  There is strange goings on in that 
  city. All is not right in Chendl. 
   
  Second Part of the Prophecy: “The new Oracle 
  has exchanged her vision…”   
   
  This refers to the fact that while an Oracle loses her 
  physical vision and becomes blind, she gains 
  visions and prophecies from Istus.  If the characters 
  were able to talk to the monk at the end of 
  Encounter 4, or they removed the veil from the dead 
  Oracle, they will likely understand this part of the 
  prophecy.  PCs may also realize this with a 
  successful Knowledge – Religion check (DC 30).  
  Give clerics of Istus a +15 circumstance bonus on 
  this check.  
  
  Oracle’s Heir 
   
  Page 13 
   
   
  Third Part of the Prophecy: “…And lies at the 
  feet of retribution.”   
   
  This refers to where the new Oracle was in Chendl. 
  The new Oracle had been a servant at the Temple of 
  Trithereon, god of individuality, liberty, retribution 
  and self-defense.  This young servant became blind 
  and afflicted with “fits” after the old Oracle’s death 
  and was moved to the hospice in the Temple of 
  Pelor in Chendl.  Still, the PCs must start at the 
  Temple of Trithereon to find her.  A successful 
  Knowledge – Religion check (DC 15) will link this as 
  a reference to Trithereon. Give clerics or certified 
  members of the Church of Trithereon a +5 
  circumstance bonus to this check.  
   
  Fourth Part of the Prophecy:  “Bring her home to 
  Istus.”    
   
  The new Oracle of Istus should be taken to the 
  Temple of Istus in Chendl. If this is not apparent 
  through previous information or surmise, then a 
  successful Knowledge (Religion) or Knowledge – 
  Local [Iuz border states] check (DC 10) will reveal 
  there is a Temple of Istus in Chendl. PCs may also 
  obtain this information inside the city of Chendl with 
  a successful Gather Information check (DC 10).  
   
   
  Tactics:  The nobles with the characters are very 
  upset that the decision leading to their inheritance 
  has been delayed.  Both are determined, however, 
  to get this new Oracle to make the decision in the 
  absence of the old Oracle. They will be very 
  insistent that the party finds the new Oracle. 
   
  Development: Once the characters have figured 
  out where they need to go and what to look for, they 
  should eventually hit the road for Chendl.  Travel will 
  be unremarkable.   
   
  Encounter Six 
   
  As they approach Chendl, read the following: 
   
  It is afternoon, but there is darkness in the sky. 
  As you clear past some trees lining the road, it 
  becomes apparent why.  Spanning across the 
  beautiful city of Chendl is a thick bank of dark 
  clouds.  No shafts of light pierce the clouds.  
  The city is in darkest shadows.  Despite sun 
  coloring the landscape in every other direction 
  you see, there is nothing but blackness covering 
  Chendl. 
   
  DM’s Note on the current state of affairs in Chendl: 
    
  • 
  There is an area of magical darkness 
  around the city proper.  Essentially, there 
  are clouds over the city at all times and it 
  appears twilight even during mid-day.  At 
  night, no stars can be seen.    
  • 
  The city is considered “desecrated” in 
  terms of the effects on undead, with the 
  exception of previously consecrated holy 
  ground 
  (specifically 
  church 
  grounds).  
  Previously consecrated holy grounds are 
  “cancelled out” by this effect (e.g. they are 
  considered 
  neither 
  consecrated 
  nor 
  desecrated). 
  • 
  The shield interferes with divinatory effects. 
   There is a 75% chance any divinatory spell 
  will be ineffective.  Effective divination spells 
  cause additional strain on the caster, 
  requiring 
  a 
  Concentration 
  check 
  (DC 
  20+spell 
  level) 
  or 
  the 
  caster 
  falls 
  unconscious.  Note that the spell is evil 
  (strength is strong; caster level 20). 
  • 
  The 
  shield 
  results 
  in 
  an 
  effective 
  Dimensional Anchor spell on the city 
  proper.   
   
  There are other travelers on the road near Chendl. If 
  any characters stop someone they will be told the 
  following: 
   
  • 
  It’s not a good idea to be out in the evening 
  in the city of Chendl, and there is a curfew 
  in place. 
  • 
  It is dark all the time, but most business in 
  the city have been keeping lanterns and 
  torches lit to help with this. 
  • 
  Everyone is sure that the King and his 
  advisors will find a solution to this problem. 
  • 
  There have been stories of problems, 
  maybe even monsters in the city.  No one 
  is really sure, however. 
   
  As the characters approach the city, they fall under 
  the darkness of the city, which does extend out 
  from the walls a bit.  
   
   
  Market stalls just outside the city have been 
  boarded up. The stables and livestock pens 
  seem unnaturally quiet and the area is closed 
  down.  As you approach the southern gate there 
  
  Oracle’s Heir 
   
  Page 14 
  are two heavily armored guards, standing under 
  torches lining the gate.  One steps forward. 
   
  “Coming in for the night, are you?” says the 
  guard, an older human man.  “Stay in well lit 
  areas, my lords and ladies.  Curfew is at Nine 
  Bells—that’s in four hours.” 
   
  If asked, the guard can give directions to: 
   
  • 
  The Traveler’s Rest, a well-respected inn 
  just inside the south gate.  The Inn serves 
  basic fare at a decent price.  
  o Innkeeper is Dilbos, a large human 
  man who takes pride in his inn.  
  Dilbos’ wife Teena works the 
  kitchen and her twin sister Malena 
  works the tables.  Teena and 
  Malena are halflings.  
  o If the PCs arrive well before curfew, 
  they will have no problem finding 
  lodging and a simple evening meal. 
   If they arrive just before or at nine 
  bells, they will receive a hurried 
  reception and no food, since the 
  inn expects no business after 
  curfew 
  and 
  shut 
  down 
  their 
  kitchens accordingly 
  • 
  Sutter’s is an upper class inn and 
  restaurant further in the city but is only for 
  the very wealthy.  Prices are three times 
  the 
  normal 
  prices 
  in 
  the 
  Player’s 
  Handbook. 
   
  It 
  is 
  doubtful 
  that 
  the 
  characters would get into such a ritzy 
  place, but the nobles could probably stay 
  there.   
  • 
  The Rusty Pommel, a cheap place to stay 
  in Chendl, is close to the soldier’s 
  barracks.   
  o The Pommel offers very simple fare 
  and Mundo Steelslinger, a male 
  dwarf (Ftr 3) is the gruff innkeeper. 
  Veena is the serving girl and 
  Youva is the cook.  Both are 
  female humans.   
  o The nobles will not agree to stay 
  here.  
  o If the PCs arrive well before curfew, 
  they will have no problem finding 
  lodging and a simple evening meal. 
   If they arrive just before or at nine 
  bells, they will receive a hurried 
  reception and no food, since the 
  inn expects no business after 
  curfew 
  and 
  shut 
  down 
  their 
  kitchens accordingly 
  • 
  The Temple of Istus. Go to Encounter 6A.  
  • 
  The Temple of Trithereon. Go to Encounter 
  6B. 
   
  If the characters attempt to go places before curfew, 
  keep track of the time.  It will take approximately 
  one hour per destination.  If they wait until morning, 
  they will have plenty of time.  If they attempt to go 
  to any location after nine bells, they will not be 
  admitted, no matter what they may say. 
   
   
  Encounter 6A 
  The Temple of Istus is located deeper into the city.  
  It is a modest stone temple, nowhere near as 
  opulent as the more predominant religions of 
  Furyondy. The front lobby of the Temple is open and 
  very well lit with braziers about the entrance.  The 
  door leads to the interior of the temple.  At this door 
  stands a monk, barefoot, bald and bare to the 
  waist. The monk is of Baklunish descent, and has 
  tattoos and stylized eyes over his chest, arms and 
  head.  He looks just like the monks at the shrine.  
  To gain entrance, the characters must politely 
  request admittance or present the letter given to 
  them at the end of Encounter 4 if they didn’t slay 
  the monk at the shrine.  If it is near or past curfew, 
  he will not allow anyone to come into the temple 
  interior.    
   
  As the characters enter the interior of the temple, 
  they will see a large stone statue of a beautiful 
  Baklunish woman, holding a spindle in one hand.  
  At the feet of the statue is a metal brazier burning 
  sweet incense.  Off of this main room are several 
  smaller rooms.   
   
  Creatures: A couple of young women are scurrying 
  from a room holding a collection of scrolls and 
  taking an armload of scrolls to another back room.  
  Both of the women wear light gray robes and have a 
  gauzy veil covering their faces.  One notices the 
  characters and stops.  If the characters have no 
  letter and have not yet found the Oracles, she says: 
   “I’m sorry, the Priestess is not seeing visitors 
  today.”  
   
  If the characters have a letter from the shrine, and 
  show it to the veiled woman, read the following: 
   
  
  Oracle’s Heir 
   
  Page 15 
  “I’m sorry, we are very busy right now.  I can 
  take your letter to the Priestess.  Please wait 
  here.”  And she quickly walks to the back room. 
   After a couple of minutes, the same veiled 
  woman returns.  She bows and says, “Priestess 
  Cathlonia bids you welcome, but is unable to 
  come to greet you herself.  She has pressing 
  matters to research.  We were all sorrowed at the 
  passing of the Oracle.  Priestess Cathlonia bids 
  you fulfill your destiny and find the new 
  Oracle.”  With that, the woman bows again and 
  leaves. 
   
  If the characters arrive with Lierra the new 
  Oracle, whether or not they have the letter from the 
  monk, the monk at the front will immediately let the 
  party into the temple.  The monk will run off to find 
  the Priestess.  The two lesser female clerics will 
  stop running their errands, and immediately fall on 
  their knees and bow in front of the new Oracle.  
  Eventually, Priestess Cathlonia herself will come 
  out.  Read the following: 
   
  Coming towards you is a slender Baklunish 
  woman, dressed in fine gray robes, embroidered 
  with silver thread and edged in small tassels.  A 
  filmy veil covers her entire face, and reveals 
  only very general features. As she nears you and 
  your friends, the Priestess deliberately stops in 
  front of Lierra and prostrates herself on the 
  stone floor at her feet.  Lierra appears puzzled, 
  and though she cannot possibly see the 
  priestess, the girl bends down and helps the 
  Priestess stand up again.  “We bid thee welcome 
  home, Holy Oracle,” intones Priestess Cathlonia. 
   The Priestess puts her arm around the young 
  girl and starts to lead her to the back rooms of 
  the Temple. 
   
  Unless the party has anything to say at this point, 
  have the nobles pipe up and ask concerning the 
  decision they need for their inheritance.  If the 
  Priestess is asked concerning a divination for the 
  nobles, either by the nobles or the party, her 
  response will depend on the time of day. 
   
  Development: 
  If 
  late 
  afternoon 
  or 
  evening, 
  Priestess Cathlonia will indicate that the new 
  Oracle needs to rest and have some spiritual 
  guidance.  The nobles’ request will be honored, but 
  not tonight.  If morning to mid afternoon, Priestess 
  Cathlonia will ask that the party either wait for an 
  hour or come back after an hour so that she may 
  give the new Oracle spiritual guidance.  Once the 
  PCs return, proceed to Encounter Seven. 
   
  Encounter 6B 
  The temple of Trithereon is predominantly placed 
  near the town’s center, where the buildings are fine 
  and rich.  It is a large temple, with front courtyard.  
  The interior chapel is very much open to the general 
  populous.  
    
  If the characters arrive in the morning to mid 
  afternoon, there will be a class of young boys in the 
  courtyard 
  of 
  the 
  temple 
  receiving 
  fighting 
  instructions by an older human male cleric.  He will 
  not take kindly to interruptions.  The characters will 
  need to get his attention to get any assistance.  If 
  the Instructor is asked for assistance, he will 
  answer the following: 
  • 
  The hospice for the sick and afflicted is 
  located at the temple of Pelor. 
  • 
  Yes, there was a girl who just went blind in 
  the last week.  It was their serving girl 
  Lierra.   
  • 
  No, he doesn’t especially know anything 
  about an Oracle. 
  • 
  He can give directions to the temple of 
  Pelor. It is very close by, just a block away. 
   
  Encounter 6C 
  Following the directions to the temple of Pelor, the 
  PCs will arrive there very quickly.  This temple is 
  also fairly large.  A large bronze sunburst 
  emblazons the front of the building.  There are a 
  large number of torches and braziers at the 
  entrance, as if trying to make up for the lack of sun 
  in the gloom that covers the city.   
   
  A temple novice, a very attentive young human man 
  in yellow robes, will approach the PCs. If the PCs 
  inquire concerning a serving girl from the Temple of 
  Trithereon, or otherwise identify Lierra, the young 
  cleric will happily lead the PCs to the hospice, to 
  the side and back of the temple. 
   
  You are led through a small hospice, containing 
  half a dozen curtained-off cots. You come up to 
  a cot were a human girl of about fourteen years 
  lies.  She turns her face towards your entrance 
  and you see her eyes are milky white; she is 
  blind.  The young cleric who led you here turns 
  around to speak to you.  “If she starts having 
  one of her fits, please call.”   
  
  Oracle’s Heir 
   
  Page 16 
   
  If asked the cleric will impart the following 
  information: 
  • 
  Lierra was a serving girl for the Temple of 
  Trithereon. 
  • 
  Lierra went suddenly blind about a week 
  ago. 
  • 
  Lierra has “fits” where she says she sees 
  things, but then blacks out.   
  • 
  The clerics think that Lierra has fits of 
  insantity—though the clerics of Pelor have 
  never seen anything like this before. 
   
  Once there are no further questions for the cleric, 
  read the following: 
   
   
  The cleric walks up to the girl and touches her 
  hand.  “Lierra, child, these people are here to 
  see you,” says the cleric.  He then departs.  The 
  girl turns your direction again. 
   
  Lierra will not be too surprised to hear the 
  characters’ explanations of her condition.  She has 
  already had some visions from Istus, though the 
  current difficulty with divinatory effects has confused 
  things.  Lierra would be only too happy to 
  accompany the characters to the Temple of Istus, 
  for she feels that would be the right thing to do.  
  However, Lierra was really hoping that she would 
  eventually get her eyesight back.  She will ask what 
  the characters know about the old Oracle.  Lierra is 
  alone in the city, having come to the Temple of 
  Trithereon with a friend during the blight to find work. 
   Since the clerics at the Temple of Trithereon were 
  impressed with her hard work and determination, 
  they made a place for her here.  She has been 
  sending money back to her family at the farm.  
  Recently things have gotten better at the farm with 
  the end of the Blight, but Lierra doesn’t really want 
  to go home back to the family farm. 
   
  Encounter Seven 
  Lord Onean and Lord Peroska still want a decision 
  on their inheritance. However, divination does NOT 
  currently work well in Chendl.  The best option is to 
  go outside of the city a little distance.  
   
  Priestess Cathlonia will be less than thrilled about 
  letting the new Oracle out of her care, but will honor 
  the request.  Cathlonia and her clerics are 
  searching through the recorded prophecies to 
  determine if the Temple of Istus can provide any 
  assistance or insight to the current problems.  It is 
  very important for the greater good that this is done 
  and there are a lot of recorded prophecies.  
   
  Once the characters decide to venture outside of 
  the city, they will need to collect the new Oracle 
  and leave.  On their way through the city streets, 
  read the following: 
   
  Despite the time of day, the city still looks as if it 
  were darkest night.  Torches and lanterns line 
  the major streets, but traffic is very light.  For a 
  city the size of Chendl, the streets are pretty bare 
  as not too many citizens venture forth.  As you 
  turn down a street, off to the left you hear a faint 
  cry.  It seems to be coming from a darkened 
  alleyway off the main road.  As with many alleys 
  there are no lamps or torches. 
   
  With a successful Listen check (DC 10), the PC 
  hears someone crying for help down the alleyway. 
  Those with better ears (Listen DC 15) note that it 
  sounds like a very panicked child.  
   
  If the party goes down the alley to investigate, they 
  will most likely need a light source, as it gets pitch 
  black once they move twenty feet away from the 
  main street (or forty feet for characters with low-light 
  vision).  The child in distress is eighty feet down the 
  alleyway, where it dead-ends in a tumble of broken 
  carts and boxes.  With a light source or darkvision, 
  the characters will see the following: 
   
  Six zombies mill about a pile of broken debris.  
  A small boy has wedged himself under all the 
  trash and is crying for help.  The zombies are 
  trying to get to the boy, and are slowly working 
  out that they need to remove the broken wood.   
   
  As the party comes within forty feet, the zombies 
  notice they have company.   
   
  APL2 (EL 5) 
   
  Zombies (6): hp 16, see Monster Manual. 
   
   
  Tactics: The zombie closest to the boy will likely 
  continue to try to dig in the debris to the boy until 
  he is otherwise distracted.  Getting attacked by a 
  character would work.  The zombies appear to have 
  been human, with have makeshift clubs from the 
  wooden debris in the alley. Two of the zombies 
  appear to be garbed in the ragged remains of rich 
  robes.  Remember that at present this area is 
  
  Oracle’s Heir 
   
  Page 17 
  considered desecrated (EL+1 to reflect this); see 
  the PHB for particulars of this spell.   
   
  Treasure:  On one of the more wealthy looking 
  zombies, the characters will locate a gold ring set 
  with three small sapphires (1,000 gp).  On another, 
  they will find a belt of silver links (250 gp). 
   
  APL 2: L: 104 gp; C: 0 gp; M: 0 gp 
   
  Conclusion 
   
  The party must ride outside the influence of the 
  darkness covering the city of Chendl.  Read the 
  following: 
   
  Finally, sunlight shines down around you.  The 
  air seems lighter somehow.  With help, Lierra 
  sits down on a tree stump near the side of the 
  road.  Lord Onean and Peroska stand in front of 
  her.  “Which of us is to get our grandfather’s 
  sword, Lady Oracle?” asks Lord Onean.  For a 
  minute, Lierra is silent.  Then, she gasps, and 
  seems to watch an invisible scene play out in 
  front of her.  Finally, she turns toward the lords. 
   “It was so clear,” she says softly, amazed, “as if 
  I was right there.  A young man named Clansen, 
  leading other knights against darkest evil, will 
  wield this sword.  The cost will be great, but 
  truth will win.”  Lierra crumples, exhausted. 
   
  The party should then return Lierra back to the 
  Temple of Istus in Chendl.  The nobles will be 
  dismayed to learn that young Clansen, Lord 
  Onean’s son, will get the sword.  Lord Onean 
  appears pleased about the decision, but a bit 
  concerned about the rest of the prophecy. Lord 
  Peroska will complain for a bit.   
   
  Upon returning Lierra to the Temple of Istus in 
  Chendl, clerics and monk will greet the characters 
  formally, with much deference to Lierra.  Priestess 
  Cathlonia will thank the characters for serving as 
  protectors for the new Oracle.   
   
  After a week on the road, the characters and the 
  nobles will reach the city of Littleberg and report to 
  Farunius on the Oracle’s decision regarding the 
  inheritance.  Those who did not kill the nobles in 
  Encounter 1 will receive 100 gp each as promised 
  by Farunius.   
   
  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 One 
  Subdue nobles without killing them.       
  APL2 120 xp. 
   
  Encounter Four 
  Defeat the Zaleck the monk. 
   
   
    
  APL2 90 xp 
   
  OR 
   
  Successfully negotiate with the Zaleck the monk. 
  APL2 120 xp 
   
  Encounter Seven 
  Defeat the zombies 
  APL2 150 xp.  
   
  Story Award 
  Find the new Oracle and take her to the 
  Temple of Istus.  
   
   
  APL2 60 xp. 
   
  Total possible experience:  
   
  APL2 450 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 
  
  Oracle’s Heir 
   
  Page 18 
  return to retrieve loot.  If the characters do not loot 
  the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
   A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use 
  the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is 
  used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  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:   
  A. Characters kill Zaleck the monk. 
   
  APL 2: L: 26 gp; C 0 gp; M: 258 gp 
   
  B. Characters don’t kill Zaleck the monk. 
   
  APL2: L: 0 gp; C: 300 gp; M: 0 gp 
   
  Encounter Seven:   
   
  APL 2: L: 104 gp; C: 0 gp; M: 0 gp 
   
  Conclusion: 
  If the characters did not assault or kill the nobles in 
  Encounter 1 and report Oracle’s decision to 
  Farunius. 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  Total Possible Treasure 
   
  Killing the Monk: 
   
  APL 2: L: 130 gp; C: 100 gp; M: 258 gp;  
   
   
  total 488 gp (maximum 450 gp) 
   
  Did Not Kill the Monk: 
   
  APL 2: L: 104 gp; C: 400 gp; M: 0 gp; 
   
   
  Total: 504 gp (maximum 450 gp)  
   
  Special 
  None.     
   
  Items for the Adventure 
  Record 
   
  Item Access 
  Standard for Introductory Modules. 
   
   
   
  
  Oracle’s Heir 
   
  Page 19 
  DM AID #1 
  Monster Appendix 
   
  Encounter 1:   
  Noble Fighters: Male Human Ftr 2; CR: 2; HD 
  2d10+2; hp 18; Init +0; Spd 30 ft; AC 10 (touch 10, 
  flat-footed 10); BA/G +2/+4; Atk +6 melee 
  (1d6+2/18-20, MW rapier) or +4 melee (1d4+2/19-
  20, dagger); Full Atk +6 melee (1d6+2/18-20, MW 
  rapier) or +4 melee (1d4+2/19-20, dagger); SQ 
  drunk, -4 Dex; AL CG; SV Fort +4, Ref +0, Will +0; 
  Str 14, Dex 14 (10), Con 12, Int 12, Wis 10, Chr 14. 
   
  Skills and Feats: Appraise +2, Diplomacy +3, 
  Intimidate +5, Knowledge(Local) +2, Knowledge 
  (Nobility & Royalty) +3, Ride +5; Combat Reflexes, 
  Dodge, Quick Draw, Weapon Focus. 
   
  Possessions: MW Rapier, dagger. 
   
  Encounter 4:  
  Zaleck the Monk: Male Elf Mnk 4; CR: 4; HD 
  4d6+4; hp 27; Init +3; Spd 40 ft; AC 17 (touch 15, 
  flat-footed 14) (+2 Bracers of AC, +2 dex); BA/G 
  +3/+5; Atk +5 melee (1d8+2 unarmed strike) or +7 
  ranged (1d8+2/x3 MW composite longbow (+2 Str)); 
  Full Atk +5 melee (1d8+2 unarmed strike) or +3/+3 
  melee (1d8+2/1d8+2 flurry of blows) or +7 ranged 
  (1d8+2/x3 MW composite longbow (+2 Str)); SA 
  flurry of blows, unarmed strike, stunning fist, ki 
  strike; SQ AC Bonus, Combat Reflexes, Evasion, 
  Fast Movement, Still Mind, Slow Fall; AL LN; SV 
  Fort +5, Ref +7, Will +6; Str 14, Dex 16, Con 12, Int 
  10, Wis 14; Chr 10. 
   
  Skills and Feats: Balance +11, Jump +10, 
  Sense Motive +3, Swim +8, Tumble +12; Power 
  Attack, Cleave. 
   
  Possessions: MW Composite Longbow (+2), 
  20 arrows, Bracers of Armor+1, Amulet of Natural 
  Armor +1, 2 potions Cure Light Wounds, 1 potion 
  Shield of Faith +2, 1 potion of Cat’s Grace. 
   
   
   
  
  Oracle’s Heir 
   
  Page 20 
   
  Path to 
  Shrine 
  (10 ft wide) 
  Shrine (20 ft X 30 ft) 
  Clearing 
  (30 ft X 30 ft) 
  Dead Monk 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/Furyondy/FUR4-A02 - Oracle's Heir.pdf