TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission 
  of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This 
  product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 
  Wizards of the Coast, Inc and the adventure author or authors. 
  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 
  jpchapleau@videotron.ca for LIVING GREYHAWK campaign questions email rpgahq@wizards.com  
   
  TUS5-03 
   
   
   
  Strands of Faith 
   
  A One-Round D&D
  ® LIVING GREYHAWK™ 
  Tusmit Regional Adventure 
  by Alexandre Foisy-Geoffroy 
  Edited & reviewed by the Tusmit Triad 
  Circle Edit: Tim Sech 
   
  Your steps have taken you to the city of Blashikdur. Outside of town, a camp has been built up with a banner displaying 
  an armed man standing atop a mountain. It seems the followers of the Son of Light are preparing for a great pilgrimage. 
  But like everything in Tusmit, not everyone agrees with their pilgrimage. 
  A Tusmit regional adventure for characters level 4 to 12. A sequel to TUS2-08 Historical Restoration and TUS4-02 
  Grave Consequences. Part one of the “Heroes of Days Past” 
   
  
  TUS5-03 Strands of Faith 
   
  Page 2 
  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 GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in 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 GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
  
  TUS5-03 Strands of Faith 
   
  Page 3 
   
  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 characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  Time Units and Upkeep 
  This is a standard One-round Regional adventure, set in 
  Tusmit.  Characters native to Tusmit pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit.  
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background 
   
  The Story of Munthir Haddad 
  In the days when Tusmit was a young nation, Ulamur, 
  first Pasha of Tusmit needed to consolidate his power. In 
  those days (~2250-2270BH (~-410 to –390CY)), the 
  greatest threat to the fledgling country were the Flan 
  occupants. Ulamur sent notices to the Flan leaders to 
  submit to him or be destroyed. Many Flans simply 
  accepted the new Pasha but others, especially the Ur-Flan 
  settlers, refused to submit.  
  Ulamur ordered a series of high-ranking soldiers to lead 
  armies to submit the Flan. Once an army was sent north, 
  its leader was a follower of the Banisher of Darkness, a 
  paladin called Munthir Haddad. Seeing that his enemies 
  were corrupted and evil, many of them worshipping 
  Nerull, Munthir’s army (now known as the Host of Light) 
  swept through the Flan settlements, burning them to the 
  ground. 
  Seeing their numbers dwindle, the Ur-Flan began to 
  animate the bodies of the dead to increase their forces.  
  The final battle took place near the village of Um-Mathar 
  where the largest army of undead and Ur-Flan priests 
  were gathered. This battle would decide the fate of the 
  north of Tusmit.  
  The battle was fought hard, and many brave heroes lost 
  their lives. The battle raged for days with the Ur-Flan 
  continually animating their dead and throwing them into 
  the fray. In the end, the Host of Light was victorious, and 
  Munthir Haddad passed into local legend. The image of 
  the enemies being sent constantly shocked the newborn 
  nation. It is said that since the battle Tusmans burn their 
  dead to prevent them being raised again. 
  With time however, memories dull and Munthir was 
  almost completely forgotten by the public at large. His 
  tomb, once a chapel of Azor’alq was abandoned and 
  forgotten. 
  But in 592CY (three years ago), the diary of Abbul Sharif, 
  caretaker of the Tomb was discovered and brought to 
  light. Tusman scholars searched and examined the 
  writing detailing the life of Munthir Haddad. While the 
  legend mirrors the story of the man, a single detail in the 
  diary puzzled them.  
  Munthir Haddad is said to have died from a wasting 
  illness he contracted at or shortly after the battle of Um-
  Mathar. How can a paladin die from a disease? The 
  greatest historians of Tusmit are debating the issue.  
  The Hobgoblin Chieftain 
  Grostbar was born in the Yatils about thirty years ago. His 
  tribe joined the Ketite army during the Greyhawk Wars. 
  Grostbar became a great warrior and when the wars 
  ended, he returned to the Yatils and decided to forge a 
  name for himself. He quickly became a warlord in the 
  goblinoid tribes  
  In the last 12 years, he led his tribe with an iron fist and 
  turned them from a small tribe to a cohesive military 
  unit.  
  When the Worldburners recruited a series of humanoids 
  into their army, most of Grostbar’ troops left. Grostbar 
  himself decided to stay away from the conflict. He 
  instead conquered by himself and forced into servitude a 
  few goblin tribes who had scrapped a living in the Sehla 
  hills. 
  Grostbar is not stupid. He knows the ways of man and 
  knows the way of the Baklunish is to foster commerce 
  and trade. He prays to a twisted version of the True Faith.  
  Blashikdur under martial law 
  Those who do not pay for upkeep OR elven heroes are 
  taxed as they try and enter. The tax is APLx10gp. Any 
  hero who does not pay this extra tax is not allowed to 
  enter the city. This special tax has been raised by the 
  Sheik to pay for the expenses of the army. 
  Because the city is under martial law, bows must be 
  unstrung, and all weapons must be sheathed and peace-
  bound. That applies to all heroes not part of the army 
  during their stay in the city. To unbind a weapon is a 
  standard action that does not provoke. Those who do not 
  obey this order, and are caught will be charged with 
  Public Endangerment, which carries a fine of 100gp and 
  1d10 lashes. A second fine is the confiscation of the 
  weapon, 500gp and 2 weeks in the mines. A third offense 
  is confiscation of the weapon, 500gp in fines and 3 
  months in the mines, carried out right away. 
  
  TUS5-03 Strands of Faith 
   
  Page 4 
  Any non-standard animals (i.e. not found in the Players 
  Handbook) are NOT allowed into the city during this 
  time of martial law – with NO exceptions. The military 
  commander of the city, Saeed Kazarai al-Liwa’, has left 
  explicit instructions to his men at the gate. Any normal 
  animal of large size must be stabled (either as part of the 
  cost of Upkeep, or at a cost of 1gp per day). Medium sized 
  and smaller animals can be kept alongside the heroes, but 
  they must be muzzled and leashed. Wizard/Sorcerer 
  familiars need not be leashed, but muzzled. 
  Wild animals (wolves, for example) must be left outside 
  the gates of the city. There is no argument that convinces 
  the guards to let them in. Because of the elven 
  connection to Nature, Kazarai al-Liwa’ has been led to 
  believe (another suggestion from Galastard) that those 
  wild animals are spies for the elves. 
  Druids and others trying to avoid paying the taxes by 
  flying over the wall are quickly found and arrested as 
  spies. It takes 1d6 TUs for a hero to free himself of the 
  charge, which takes him out of the rest of the adventure. 
  If said hero is an elf, the Liwa’ himself finds him guilty 
  and executed without delay, his possessions given to the 
  state.  
  Blashikdur is not a place to laugh about the law, especially 
  not at this time. Impress this upon the heroes. 
  Tusmit Loyalists  
  Throughout the adventure, the following groups or 
  people should be considered loyal to Muammar Quaran. 
  • 
  The Water Watchers 
  • 
  The Tusman Army 
  • 
  The Church of Al’Akbar 
  Tusmit Rebels 
  Throughout the adventure, the following groups or 
  people should be considered rebels supporters. 
  • 
  The Knives of Winter goblin tribe 
  • 
  Afhak Mahmoud’s bandits. 
  Indifferent 
  Throughout the adventure, the following people should 
  be considered neutral. 
  • 
  The Church of Azor’alq 
  • 
  Everyone else 
  Theme & Choices 
  Throughout the adventure, the heroes are confronted 
  with decisions. The clergy of Azor’alq is very zealous 
  about its cause and so is Martha al-Istus.  
  This adventure offers two different paths the heroes may 
  take. One, working with the priests of Azor’alq, this first 
  path should be taken by most parties. The other way is 
  shadier in terms of morality where the heroes work for 
  Martha al-Istus. 
  Depending on the choices the players take during the 
  adventure, it is possible that you, the DM, may have to 
  improvise a little. What if the heroes decide to switch 
  sides in the middle of the adventure? It's up to you, the 
  DM, to advocate how this could work.  
  Of course, switching to work for Martha in the middle of 
  the adventure is almost impossible but the heroes may 
  come up with interesting and creative ideas. Reward 
  creativity and intelligence with success. But the NPCs in 
  this adventure are far from stupid. Joining the caravan 
  after the heroes have attacked it shouldn’t be easy. 
  Don’t end the adventure simply because the heroes make 
  slightly different choices than the ones offered here. 
  Introduction 
   
  Read or paraphrase: 
  In search of adventure you have arrived at the 
  northern city of Blashikdur. You are surprised to see 
  the amount of work being made on the city walls. The 
  most important city in the north seems to be 
  preparing itself to sustain a siege.  
  The waterways that lie next to the city are as 
  important as any other in Tusmit, and it is under the 
  watchful eye of the Water Watchers. It is a source of 
  revenue, as well as a military tool. The Udgru Forest 
  and the rebellious Elves that live there are under 
  constant scrutiny of the Tusman army. 
  Squadrons of mounted Tusman guard ride along the 
  column of people constantly looking closely at the 
  crowd trying to enter the city.  
  Rumor spreads that the Sheik has declared martial 
  law and that military command has passed into the 
  hands of the local head of the Water Watchers Saeed 
  Kazarai al-Liwa’. Apparently the elves of the Udgru 
  are preparing a massive offensive against the city.   
  While elves are allowed inside the city, they are kept 
  under strict observation and any mishap can get them 
  executed. A special tax is being charged to those of 
  elven blood upon entrance to Blashikdur. Someone 
  tells you that once an elf tried to pass the city gates 
  while invisible… The guards captured him and had 
  him beheaded! Everyone recommends honesty and 
  straightforwardness with the guard. It seems most 
  people don’t like what’s going on, but don’t make a 
  scene. Nevertheless, you see the occasional elf and 
  half-elf entering the city, answering the guard. 
  
  TUS5-03 Strands of Faith 
   
  Page 5 
  Finally your turns come up to enter the city where 
  the guard examines each of you.  
  With all of the problems that have been seen in the 
  region in the past few years, a large military force is 
  garrisoned in and around town. 
  The guards question the heroes about their business in 
  the city. Rank counts little here, as the guards all received 
  their orders from Kazarai al-Liwa’ (and have the 
  paperwork to prove they can ask questions to anyone 
  approaching the gates, this includes nobles, soldiers, 
  foreigners, etc).  
  After taking in their names, the guard line up the heroes 
  in a single file. Hand them Player Handout #1: Martial 
  Law in Blashikdur. 
  The guards enforce the tax of 25gp on those who look 
  suspicious (DM’s call) and elves. If any of the heroes 
  make a disturbance, they are arrested, and charged with 
  Disturbance of the peace. The fine of 25 gp (doubled for 
  repeated offenses) and 1d10+2 lashes. If the perpetrator is 
  an elf or half-elf, they are taken into custody, and held for 
  trial, found guilty of spying by the Liwa’ and executed 
  (effectively taking them out of the adventure).  
  Use of magic, except in protective circumstances, is not 
  tolerated. The fine for being caught is 50 gp / spell level 
  plus 1d10 lashes per spell level. Only members of the 
  army are allowed to use arcane magic in town. Members 
  of organized churches in Tusmit are also allowed to 
  perform magic as long as no one complains and that there 
  is no damage. Members of churches not recognized in 
  Tusmit are not allowed to use magic (note that 
  Olidammara does NOT have a recognized church). If the 
  previous two rules are obeyed, no local complains. 
  Encounter 1: Information 
   
  This encounter details all the information the heroes may 
  learn while in Blashikdur. It is presented in a series of 
  small “mini-encounters” that can be played in a non-
  linear fashion. 
  Word on the street 
  The following information can be obtained by asking 
  questions through a Gather Information check. Allow a 
  +1 circumstance bonus for each gp handed over during 
  the gathering of information. Members of the Church of 
  Azor’alq receive a +10 Insight bonus to their check. 
  [DC 5] The followers of Azor’alq have set up a big camp 
  just outside the city. 
  [DC 10] The followers of Azor’alq in Tusmit have 
  gathered in or around Blashikdur. It seems they will leave 
  soon on some kind of pilgrimage. All the leaders of the 
  faith have gathered together. 
  [DC 12] They have been gathering for about a month, 
  with new followers arriving every few days. The only 
  traffic is between the camp and the temple, where the 
  holy warriors have locked themselves in. 
  [DC 14] The Mullahs aren’t in charge anymore, the army 
  is. The Sheik passed all powers to the Liwa’ and the place 
  is now a lot safer from elven attacks. 
  [DC 15] Anybody taking a little time in the taverns hears 
  comments like “I don’t care that you guys are bothered 
  about them. Ever since those banners have been flowing 
  atop our city, the freaking elves have remained in the 
  woods, and that’s good enough for me. Let the followers 
  of Azor’alq keep their secrets. As long as they’re here, I’m 
  happy.” 
  [DC 16] Not all the followers of Azor’alq hail from 
  Tusmit. Some of them also come from Ekbir or even as 
  far as Zeif or the land of the Tiger and Wolf Nomads!!! 
  [DC 17] The followers of the Son of Light are known for 
  being zealots and have been arrested a number of times 
  for crimes like disturbing the peace or assault. Most of 
  their attacks were aimed at the Mouqollad Consortium 
  (see TUS4-02 Grave Consequences). But the assaults 
  haven’t stopped since. 
  [DC 18] The priests of Azor’alq are hiring men-at-arms 
  and adventurers for whatever quest they are undertaking.  
  [DC 20] Kaza Al'Ahron al-Azor’alq, leader of the faith in 
  Tusmit, has been seen going between the temple and the 
  camp a number of times, and seems to be leading 
  whatever operation the clergy is preparing now. 
  [DC 22] A blind priestess of Istus has been seen allowed 
  in the temple three days ago. She was brutally thrown out 
  half an hour later. She apparently cursed the priests out 
  loud for their “folly” 
  [DC 25] A young boy is said to have snuck into the 
  temple where he saw a tall golden vase. It was under 
  heavy guard. 
  [DC 30] Since they received the ashes of Munthir 
  Haddad, the priests have been frantic. They have gone 
  across the Flanaess and searched the greatest arcane 
  library and all the greatest divine libraries and schools.. 
  [DC 35] The High Priest has discovered a way to bring 
  back the great hero Munthir Haddad to life!!! 
  The Mullah 
  The Mullahs do not say what the clergy of Azor’alq is 
  doing exactly, but it is very obvious they know what is 
  going on and they approve. If prompted, the Mullahs tell 
  the heroes to ask the priest of Azor’alq directly. 
  Note that the clergy of Al’Akbar knows about what is 
  going on, but they have agreed to keep silent. 
  Most Mullahs resent the fact that they are not the ones 
  who deliver lawful justice in town now that the military 
  
  TUS5-03 Strands of Faith 
   
  Page 6 
  is in charge. It is very obvious they resent martial law, but 
  don’t speak out against it. 
  Reporting to the Liwa’ 
  All members of the army are asked to report to Kazarai al-
  Liwa’. The Water Watchers take down their names and 
  residence and ask them to be ever vigilant for the 
  presence of the enemy. The heroes are then free to go 
  around town.  
  The Army 
  Members of the army, heroes spending an influence 
  point with the army or those who succeed at a Bluff or 
  Diplomacy check [DC 10+APL] (Ketites get a -4 
  circumstance penalty, while other foreigners only get –2; 
  elves get a -6 racial penalty) can learn that some low-
  ranked guards are guessing all the commotion has to do 
  with Munthir Haddad once again. The soldiers had to 
  intervene more than a few times to stop brawls and 
  vigilante-style attacks on the merchants. 
  Loremaster Jirah 
  The heroes may have met Loremaster Jirah in VTF3-05 
  Firestorm. The Loremaster knows nothing about this, 
  since he spends his time researching evil cults, and he 
  cares little for what the good priests of Azor’alq are doing. 
  If asked, he can tell the heroes about the story of Munthir 
  Haddad (refer to the Time Units and Upkeep 
  This is a standard One-round Regional adventure, set in 
  Tusmit.  Characters native to Tusmit pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit.  
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background). 
  The Temple of Istus 
  The Temple of Istus – well it's actually more of a shrine – 
  has only a single priestess, a young woman barely out of 
  her teens. She is not aware of anything that may have 
  happened, or of any other priestess in town. She does say 
  that the priests and worshippers of Azor’alq have become 
  rather gruff and impolite towards her.  
  She nevertheless offer the heroes her services as a diviner 
  (for the standard LGCS cost). If the heroes agree, the 
  priestess tells them the following: 
  Death, Life all merge into one 
  Those in the light may not see 
  The blind may lead the blind 
  In the valley where death reigns once again 
  The priestess can offer no further insight on the meaning 
  of her divination, but she says she will pray to gain more 
  insight (to no avail).  
  Heading to the camp 
  Only members of the church of Azor’alq (from any 
  country) are allowed into the camp. The camp is heavily 
  patrolled by clerics and other warriors with dogs. 
  There is little of interest to see in the camp. There are a 
  series of four heavily-guarded wagons. The central wagon 
  has been hallowed and covered with an invisibility purge 
  spell.  
  The camp has a large corral with many horses and an 
  untied griffin walking about calmly. (This is a paladin’s 
  mount and uses its scent to look for intruders.) 
  Note that the camp is outside of the city. The heroes have 
  to enter the city again. This means that some heroes may 
  have to pay again to enter the town. Refer to 
  Introduction. 
  Encounter 2: The Temple of 
  Azor’alq 
   
  Any member of the Church of Azor’alq, or of the church 
  of Al’Akbar, is allowed in the temple of the Banisher of 
  Darkness. Members of the Faris, Heroes or Legendary 
  Heroes of Tusmit are immediately allowed (but not Local 
  Heroes or Supporter of Tusmit).  Members of the 
  Mouqollad Consortium or of the churches of 
  Olidammara, Mouqol or Istus are –rather rudely– refused 
  entry. 
  Other heroes must wait outside for the high priest to 
  accept to see them. 
  The room just inside the gates, as well as the top floor 
  where the followers of Azor’alq feed the blaze on the roof 
  of the temple are both hallowed, with an invisibility 
  purge attached to it. The urn holding the remains of 
  Munthir has a forbiddance spell cast upon it. Only the 
  high priest, Kaza Al’Ahron al-Azor’alq is allowed in the 
  room where the urn is stored. 
  Heroes allowed inside the temple, are first sworn to 
  secrecy, “for the good of the church” before being told 
  what the clergy is doing. Those heroes are brought before 
  high priest Kaza Al’Ahron. 
  In front of the blaze, kneeling in prayer is a number 
  of followers. The priest escorting you approaches a 
  balding man with white temple on his dark brown 
  hair. The man stands and turns to you.  
  “Greetings and welcome to the temple of the Son of 
  Light. I am Kaza Al’Ahron al-Azor’alq leader of the 
  faith in all of Tusmit. I’m happy that you have come 
  
  TUS5-03 Strands of Faith 
   
  Page 7 
  here. We will soon embark on a great pilgrimage that 
  will bring a new age of peace and glory to Tusmit.” 
  “Would you like to join us in our glorious endeavor? 
  The name of the Banisher of Darkness will once more 
  shine upon this country as it once shined upon the 
  rulers of the Baklunish Empire.” 
  “We are in need of some adventurers to man our 
  avant-garde. Perhaps you would like to be our avant-
  garde? Take your time to answer me, but know that 
  we will be leaving in the morning, with the coming of 
  the day.” 
  If the heroes agree, Kaza tells them to be at the camp 
  before dawn. He tells them that he extends the same offer 
  to any other adventurers who are ready to serve. 
  Asking him for payment or rewards sees him shocked. 
  “We offer you a chance for eternal glory and you think of 
  gold?” Kaza asks each member of the party if they too are 
  interesting in gold or glory. To those who answer gold, 
  Kaza agrees to pay them 50gp for their troubles. On their 
  AR, they receive “I work for gold” However they receive 
  no further rewards from the priests. Members of the 
  Mouqollad Consortium or of the churches of 
  Olidammara, Mouqol or Istus are automatically 
  considered to work for gold. 
  Information from Martha 
  If, after meeting Martha, the heroes decide to confront 
  Kaza about what he is planning, Kaza does not deny the 
  fact. Like a good zealot, he is certain that what he does is 
  the best and only course of action.  
  He allows the heroes to change their mind about working 
  for the priests. But Kaza insists that what they are doing is 
  within the law and done with the approval of the Mullahs 
  (which is true). 
  Is it illegal? 
  Some heroes may wonder if what the priests of Azor’alq 
  are doing is illegal. The answer is no. Since Munthir was a 
  known follower of Azor’alq, the clergy is allowed to try 
  and bring him back to life; a Knowledge (Local/VTF) [DC 
  15] can confirm this. 
  The problem is deals more with ethics and morals. 
  However, in that case, the clergy of Azor’alq is convinced 
  what they are doing in right. Only the gods know if it is. 
   
  Encounter 3: The Prophecy 
   
  At one point, when the heroes return to their inn, the 
  innkeeper hands them a letter, saying it was delivered 
  earlier today by a young woman. Hand them  
   
   
  Player Handout #2: A letter 
  If the heroes go to the indicated address, they are met by 
  a young woman dressed in grey robes topped by a large 
  grey veil covering her from head to toe, a spindle attached 
  to her veil. A Knowledge (Religion) check [DC 10] 
  identifies it as a holy symbol of Istus, the Lady of Our 
  Fate. Heroes from Baklunish countries immediately 
  recognize the symbol for what it is. 
  The young woman makes sure none of the heroes are 
  worshippers or member of the clergy of Azor’alq. Once 
  satisfied, she opens the door for them and gesture them 
  in.  
  Note: Martha has a discern lies spell active during the 
  entire conversation. She immediately confronts any hero 
  lying to her. 
  You are led in what appears to be emptied apartments, 
  barred windows being the only decoration hanging 
  on the white-painted walls. As you enter the farthest 
  room to the right, you see only a woman wearing the 
  veil and robes of Istus, sitting on the only cushion in 
  the room, a crystal ball and a few scattered bones 
  lying in front of her. 
  The lady doesn’t even turn towards you when she 
  speaks, her voice betraying her age: “Come and sit on 
  the ground. We have no better accommodations. I 
  chose this place in a hurry. Reishah my daughter, 
  please leave us now.” 
  You’ve just found a way to be somewhat comfortable 
  when the old woman lifts her veil off. You are then 
  born witness to a wrinkled face with milky-white eyes 
  and all the weight of years. With this, she looks at you 
  each as directly as if she had eyes to guide her 
  movement, and says: “Martha al-Istus is my name. 
  Now, let me tell you of what can be seen without 
  eyes.” 
  Heroes who played TUS2-05 Better Off Forgotten 
  recognize Martha, the servant of Lara El’Anir, a priestess 
  of Istus serving as advisor to the Pasha.  
  Read this if one or more of the Heroes has played TUS2-
  05 Better Off Forgotten: 
  Martha turns towards (the heroes who have played 
  the scenario): You’ve seen me before, years ago, that 
  is. Three years ago, a member of my order sent you to 
  Dihn to investigate a forgotten dwarven door, which 
  proved to be the work of evil creatures called the 
  derro. Fate smiled on the land that carried so light a 
  burden! Things are worse now, and I’ll tell you, 
  they’re not going to get better anytime soon.  
  Start here if no one has played TUS2-05 Better Off 
  Forgotten, or continue after the previous paragraph if one 
  of them did: 
  
  TUS5-03 Strands of Faith 
   
  Page 8 
  “You are embarking on a calm journey, but towards an 
  unwelcome purpose. I have seen what will come to 
  be, should the chosen of Azor’alq succeed in their 
  quest. They intend on reviving their hero of yore, 
  Munthir Haddad, the Leader of the Host of Light, 
  Vanquisher of Darkness and greatest of all heroes of 
  Tusmit.  I fear that they might succeed, succeed 
  beyond their wildest dreams…” 
  “Let me tell you all the meanings of the prophecy I’ve 
  read in the stars. Read it while I detail everything.  
  She hands them Player Handout #3: The Prophecy of 
  Doom. Allow the heroes to read it. Heroes who received 
  the “Prophecy of Doom” from TUS5-02 Dancing out with 
  the Starlit mage can recognize the general meaning as 
  being similar to what Fateil told them. 
  The first two verses are quite clear. They refer to the 
  resurrection of Munthir and to his rise to glory, 
  which will grant a new boost to the church of 
  Azor’alq. I suspect the number of their followers will 
  grow a lot after this. But there ends the good news for 
  our land… 
  Later in the stanza, you can find that with the rising 
  of the light (Munthir’s resurrection), a great shadow 
  will rise. I fear that there might be an undead trapped 
  somehow by Munthir when he fought against the Ur-
  Flan long ago. Or perhaps, it is brought back with 
  Munthir, Fate has a powerful voice and for everything 
  that is given, something is taken away. 
  The 7
  th verse is the one I’m acting upon: trying to 
  balance things out and avoid the rising of two 
  opposites who would bring the whole country to war. 
  Tusmit has enough problems without that. 
  The following verses mean that Munthir will lead a 
  crusade against the World-Burners, and that everyone 
  involved will wind up dead. That is what I am trying 
  to prevent. Everybody dies means nobody wins. 
  I have absolutely no idea what the last two verses 
  mean.” 
  Note that a Knowledge (Arcana) reveals the next eclipse 
  will happen towards the end of the summer. 
  The heroes are likely to want to discuss the prophecy. 
  Martha answers questions as best she can, but she told the 
  heroes most of what she knows. 
  Martha’s viewpoint is that if Munthir Haddad is brought 
  back to life, a great evil will rise, and bring death to all his 
  followers, with the situation being no better than if he 
  was not resurrected at all. 
  She doesn’t want the heroes to hurt the followers of 
  Azor’alq: she is very conscious of the fact that they have 
  no ill intent. But, according to her, they are making a 
  deadly mistake that the people of Tusmit will pay dearly, 
  so it’s better to stop it now. Sometimes, she says, the way 
  to hell is paved with good intentions and the followers of 
  Azor’alq, in their zealotry, do not see this. 
  She can not be swayed from her point of view; the heroes 
  should realize that Martha, in a sense, is also something 
  of a zealot. She tries really hard to convince the heroes to 
  help her stop the pilgrimage, and won’t give up until it is 
  very clear that they all agree to ignore her pleas or that 
  they refuse her. 
  Martha takes this action of her own, and makes it clear 
  that she doesn’t work for the temple. In fact, she guesses 
  (correctly) the church would take a wait and see attitude. 
  If pressed as to what she wants to do, Martha says that as 
  long as all of them do not agree to help her, she cannot 
  reveal her plan, other than its nothing illegal. Talking 
  before getting an agreement could put some people in 
  danger.  
  If the heroes agree to help Martha with her plan against 
  the priests of Azor’alq, take them to Martha’s plan. If the 
  heroes disagree, or if one of them is a worshiper of 
  Azor’alq continue with Encounter 4: Avant-Garde. 
  Alternatively, the heroes may wish to obtain additional 
  information. In that case, continue with Encounter 1: 
  Information. 
  Martha’s plan 
  If the heroes agree to help Martha, read the following, 
  but don’t forget that she has a discern lies spell active at 
  all time during the meeting, so if a hero is just lying to 
  her, she’ll know. 
  “Thank you, oh noble heroes! I know that I am asking 
  a lot of you, but be assured that I do this only because 
  the nation needs it.” 
  “My plan is really simple. The priests are headed to a 
  valley a few days southwest of here, in the Sheikdom 
  of Suvii. You and others I have recruited but trust 
  somewhat less than you will steal the urn with the 
  remains of Munthir Haddad.” 
  “There is no need to kill these zealots, only taking the 
  urn and coming back, Keep in mind: they are not evil 
  folk but misguided fools.” 
  Note that a third, better route is possible, but Martha 
  hasn’t thought of this plan. If the heroes have heard that 
  the priests of Azor’alq are hiring guards for their caravan, 
  they might realize that the best way to make the 
  diversion is by being hired and “finding thieves on the 
  way”, which would only be a ploy to get as many of the 
  followers away from the carriage with Munthir’s corpse. 
  If she hears this plan, Martha accepts it on the spot 
  claiming it to be the perfect solution.  
  If this option is taken, then go to Encounter 4: Avant-
  garde. Only one problem: Martha’s other men have no 
  means to recognize the heroes, so their actions don’t 
  change. If Martha’s idea is chosen, continue with 
  Encounter 8: Valley of Winter’s Mists. 
  
  TUS5-03 Strands of Faith 
   
  Page 9 
  Interfering with Fate 
  It is possible the heroes challenge Martha’s interpretation 
  of the prophecy. Perhaps, they might say, the balance 
  comes from talking. In that case, Martha is outraged and 
  throws the heroes out. She does not offer them any 
  employment. However, the heroes are right and Martha’s 
  way is wrong and plays with Fate.  
  Encounter 4: Avant−garde 
   
  If the heroes have not been hired by the priests of 
  Azor’alq or by Martha, they are approached by a group of 
  warriors led by a cleric of Azor’alq. The cleric sizes the 
  party; he then approaches them and asks them if they 
  have found employment.  
  If the heroes say they do have employment, then the 
  group passes by and leaves. If the heroes have NOT found 
  employment, then the adventure is over for them. 
  If the heroes say they are currently available, the cleric 
  asks them if they would be willing to serve as guards to 
  their caravan during their pilgrimage. The clerics do not 
  promise money, but heavenly rewards. If the heroes insist 
  on getting paid, the priest agrees to pay them 50gp for 
  their troubles. On their AR, they receive “I work for 
  gold” However they receive no further rewards from the 
  priests. Members of the Mouqollad Consortium or of the 
  churches of Olidammara, Mouqol or Istus are 
  automatically considered to work for gold. 
  The heroes are told to head to the camp tomorrow 
  morning just before dawn tomorrow morning. Continue 
  with Encounter 5: On the Road Again. 
  Encounter 5: On the Road 
  Again 
   
  Leaving Blashikdur is very easy and the heroes face no 
  problem. 
  This assumes the heroes have been hired by the priests of 
  Azor’alq, so they should be with the caravan before 
  sunrise. Once they get there, read or paraphrase 
  A crowd of about 50 heavily-armed warriors and 
  priests and a group of 40 or so youths wait for the 
  rising of the sun. As the sun appears over the Yatils, 
  everyone in the crowd kneels before it. Kaza Al’Ahron 
  al-Azor’alq the high priest prays out loud. 
  O to you Banisher of Darkness 
  We embark on this sacred journey 
  That your glory reigns over these lands 
  Find us worthy of your deeds 
  Let us ride with the Thousand Immortals 
  Morning prayers begin in earnest as each of the 
  warrior bow many times to the rising sun.  
  At this time, allow priests and wizards to re-learn their 
  spells. This ritual takes place every morning. The priests 
  rely on spells to feed the pilgrims, while their horses are 
  allowed a lot of time to graze. 
  Journeying with a caravan is surprisingly unpleasant. 
  Sure, ox-drawn carts carry all the heavy supplies like 
  tents and bedrolls, but the rain, the smell of the oxen 
  is overwhelming and every river crossing becomes a 
  major problem. If spring is anything to go by, this 
  summer promises to be wet and cold. 
  The beasts advance slowly and rest often, and taking 
  out a cart from the mud holes found on every road in 
  the north really is getting on people’s nerves. Still the 
  pilgrims smile and look forward.  
  Light, purity, courage and strength are the four pillars 
  of their faith and every hardship they cross only 
  strengthens their resolve. You quickly learn the 
  precepts by heart for they keep repeating them. 
  On occasion a rider catches up to you to tell you 
  where to go next. They do not share your final 
  destination with you so far other than “in the hills”. 
  The major problem you encounter is that it’s hard to 
  remain ahead to make your job right without 
  completely outpacing the caravan when they get 
  stuck for 2 hours in the mud or when an ox slips 
  while crossing a river.  
  Once you’ve turned east, you pass the Sorrow Woods, 
  where just over a year ago an army of undead walked 
  out. Villages were rebuilt, but the Wave of Fire 
  seriously changed all that. The formerly lush rolling 
  terrain has been burned to the ground. Blades of grass 
  are slowly clawing their way out of the ground, signs 
  that Oerth is slowly taking back its rights. 
  The heroes’ job 
  In short the heroes are cannon fodder. Their job is to 
  clean up any obstacle in front of the caravan. The priests 
  themselves, while they would love nothing more than to 
  ride ahead, are all needed for the great ceremony 
  crowning the pilgrimage. Losing a single member of their 
  group makes them risk utter failure.  
  The priests concentrate on two things: getting to their 
  final destination and prayer. They tell the heroes they 
  must ensure they have a clear path ahead. None of the 
  priests can enter combat.  
  In short: the priests will not do anything to help the 
  heroes and heading back to them means failure in the 
  end.  
  
  TUS5-03 Strands of Faith 
   
  Page 10 
  On the road again 
  For the first 3 days, the journey is uneventful. They meet 
  the occasional shepherd and soldiers.  You can refer to 
  Encounter 6: The Caravan to run a few role-playing 
  encounter with the members of the caravan. 
  Bandits 
  This scene is set in a patch of rocky ground, making 
  charging with horses quite difficult.  
  Call for a Spot check [DC 25+APL] to see the bandits 
  moving in the rocks, and therefore not be surprised. The 
  bandits begin their attacks 300 feet away. 
  APL 4 (EL 7 -1 for non-lethal) 
  �Balalaiki: female human Rgr4; hp 31; see Appendix 
  One 
  �Balalaiki’s Wolf: hp 13; see Monster Manual page 283. 
  �Hakiri and Waseem: male half-orc Ftr1; hp 11; see 
  Appendix One 
  �Black Bear: hp 19; see Monster Manual page 269. 
  �Brown Bear: hp 51; see Monster Manual page 269. 
  APL 6 (EL 9 -1 for non-lethal) 
  �Balalaiki: female human Ftr2/Rgr4; hp 47; see 
  Appendix One 
  �Balalaiki’s Wolf: hp 13; see Monster Manual page 283. 
  �Hakiri and Waseem: male half-orc Ftr2; hp 18 each; 
  see Appendix One 
  �Brown Bear (3): hp 51 each; see Monster Manual page 
  269. 
  APL 8 (EL 11 -1 for non-lethal) 
  �Balalaiki: female human Ftr4/Rgr4; hp 63; see 
  Appendix One 
  �Balalaiki’s Wolf: hp13; see Monster Manual page 283. 
  �Hakiri and Waseem: male half-orc Ftr4; hp 36; see 
  Appendix One 
  �Black Bear: hp 19; see Monster Manual page 269. 
  �Brown Bear (3): hp 51 each; see Monster Manual page 
  269. 
  �Dire Bear: hp 105; see Monster Manual page 63. 
  APL 10 (EL 13 -1 for non-lethal) 
  �Balalaiki: female human Ftr6/Rgr4; hp 79; see 
  Appendix One 
  �Balalaiki’s Wolf: hp 13; see Monster Manual page 283. 
  �Hakiri and Waseem: male half-orc Ftr4/Bbn2; hp 54; 
  see Appendix One 
  �Dire Bear (4): hp105 each; see Monster Manual page 
  63. 
  APL 12 (EL 15 -1 for non-lethal) 
  �Balalaiki: female human Ftr6/Rgr4/OoB2; hp 93; see 
  Appendix One 
  �Balalaiki’s Wolf: hp 13; see Monster Manual page 283. 
  �Hakiri and Waseem: male half-orc Bbn4/Ftr4; hp 72; 
  see Appendix One 
  �Dire Bear (3): hp105 each; see Monster Manual page 
  63. 
  �Dire Tiger (4): hp 120 each; see Monster Manual page 
  65. 
  Tactics: These bandits make a diversion while their 
  leader, the rebel known as Afhak Mahmoud tries to steal 
  the ashes by himself.  
  Not wanting to kill anyone, the bandits use non-lethal 
  damage. Balalaiki has also trained the animals to use non-
  lethal force. However, when an animal takes lethal 
  damage, it forgets its training and it attacks with lethal 
  force. 
  Treasure:  
  APL 4: L: 222 gp; C: 0 gp; M: +1 chain shirt (104 gp per 
  character) 
  APL 6: L: 185 gp; C: 0 gp; M: +1 chain shirt (104 gp per 
  character), +1 composite longbow (+2 Str) (120 gp per 
  character) 
  APL 8: L: 18 gp; C: 0 gp M: +1 chain shirt (104 gp per 
  character), +1 merciful composite longbow (+2 Str) (704 
  gp per character), +1 breastplate (208 gp per character) +1 
  composite longbow (+5 Str) (458 gp per character) 
  APL 10: L: 18 gp; C: 0 gp M: +2 mithral chain shirt (104 
  gp per character), +1 merciful composite longbow (+2 Str) 
  (704 gp per character) +1 breastplate (208 gp per 
  character) +1 merciful composite longbow (+6 Str) (1475 
  gp per character), gloves of dexterity +2 (333 gp per 
  character); gauntlets of ogre power +2 (333 gp per 
  character) 
  APL 12: L: 18 gp; C: 0 gp M: +2 mithral chain shirt (104 
  gp per character), +1 merciful composite longbow (+2 Str) 
  (704 gp per character) +1 breastplate (208 gp per 
  character) +1 merciful composite longbow (+6 Str) (1475 
  gp per character), gloves of dexterity +2 (333 gp per 
  character); gauntlets of ogre power +2 (333 gp per 
  character) 
  NOTE: While killing is illegal in Tusmit, the priests of 
  Azor’alq won’t bother alerting the authorities if the 
  heroes killed any bandit. Calling the Mullahs means 
  delays and they are not about to postpone their endeavor 
  for a few bandits who tried to steal their most prized 
  possession and got what they deserved. 
  
  TUS5-03 Strands of Faith 
   
  Page 11 
  Interrogating the bandits yields very little unless they are 
  promised their lives will be spared (sending them to the 
  authorities is good enough). The pilgrims denounce 
  anyone who murders or tortures prisoners to the Mullahs 
  (for the purpose of the law torture is akin to assault). The 
  sentence is to be carried out at the end of the adventure. 
  The bandits work for Afhak Mahmoud, a known bandit 
  and rebel. Refer to Encounter 9: Bandits for information 
  about Afhak and his band. They were hired by a blind 
  priestess of Istus (Martha) to steal an urn or a vase and 
  return it to Blashikdur for a lot of gold. They have little 
  else to say. 
   
  Encounter 6: The Caravan 
   
  Play these mini-scenes if the party is interested in some 
  interaction with the people in the caravan or if they want 
  additional information. Feel free to invent more 
  personalities to make this moment interesting.  
  Remember the heroes may only speak to them at night 
  (because they are not together during the day). Only Saïd 
  is against the pilgrimage and most have only a vague idea 
  of what they are going to do, but they follow their leaders. 
  All of them know they are carrying a sacred and precious 
  relic on their pilgrimage, 
  Anyone can tell them the basics of the faith. Refer to 
  Appendix Four: Azor’alq for more information. 
  Adelin Affah al-Azor’alq, Holy Warrior 
  Adelin Affah is a holy knight who has prayed Azor’alq 
  since he was a child. The tales of the great knights and 
  brave warriors have compelled him to swear his life, his 
  horse and his blade to the service of the Son of Light He 
  greatly wishes that the following of Azor’alq sees a major 
  boost in the coming years, when Munthir comes back to 
  them. 
  He knows little of where there are going. He heard a 
  rumor that there is a perpetual light shining there in 
  honor of the great hero who fell to the Darkness he 
  banished long ago. It is this light that they wish to harvest 
  and use to make a new life for Munthir Haddad. 
  Adelin can relate the principles of the faith to those who 
  ask him. 
  �Adelin Affah al-Azor’alq: Pal5; LG. 
  Ziad, Youth 
  Ziad was born in Blashikdur and was growing up to 
  become one of the best burglars in town when he was 
  caught by the priests as he tried to steal from the temple. 
  The priests offered him a choice: convert and repent his 
  ways or be brought to the Mullah where he would be 
  imprisoned for years.  
  Ziad converted, and so far has found that the priests and 
  the teachings of Azor’alq are much to his liking, and the 
  path of a warrior calls to him.  
  �Ziad: Rog1; N (soon to be NG). 
  Saïd al-Azor’alq 
  Unlike most of the other priest who share a common joy 
  in the hardship of the voyage, Saïd remains dour and 
  unhappy. He opposes the voyage and stays in line only 
  because he was ordered by his superior. Saïd speaks to 
  anyone that the long-dead should be that way. 
  �Saïd al-Azor’alq: Clr5; CG. 
  Palq bin-Wamman 
  Palq is a nobleman and a scholar affiliated with the 
  Sefmur College of the Arts. He is the official chronicler 
  of the voyage. He writes down many details and makes 
  drawings of those who speak with him. Palq strongly 
  believes in Azor’alq and the strong tradition of the stories 
  his followers have left. 
  Palq can relate the story of Munthir Haddad by heart, 
  stopping only for dramatic effect. He can also tell the 
  tenants of the faith.  
  �Palq bin-Wamman: Brd3; NG. 
  Fahtima al-Azor’alq 
  Fahtima was the one who tracked down the valley. It gave 
  her a creepy feel, but she is nevertheless convinced that 
  what they are doing is right. 
  Fahtima can give the heroes a brief description of what 
  their destination looks like. 
  �Fahtima al-Azor’alq: Rgr3/Clr1; LG. 
  Encounter 7: Guardians of the 
  Haunted Valley 
   
  Read or paraphrase: 
  The next 3 days are uneventful. After sunset, but 
  before camp is established, you approach what was 
  once a signpost but is now little more than a standing 
  piece of charred wood. The young ones have begun to 
  set up camp, but many are staying on their horses and 
  fully-armored. Adelin Affah al-Azor’alq rides up to 
  you.  
  “High priest Al’Ahron tells you that we will be 
  continuing our journey into the night, so that we can 
  reach our destination before setting camp. Our 
  destination is just to the northeast of here, following 
  the old trail. It is a possible that this place has been 
  cursed by the Ur-Flan who were defeated here, so we 
  
  TUS5-03 Strands of Faith 
   
  Page 12 
  suggest you watch your step and keep both eyes open. 
  We will leave our heaviest supplies here and will 
  organize the camp. Once we’ve left that which we 
  don’t immediately need, we’ll catch up to you. Make 
  sure the way is clear, we can’t be distracted from the 
  moment we’ll walk out ” 
  Adelin turns his horse and heads back to re-join the 
  main body of the caravan. 
  The old dirt trail is easy to find in the sand. It is obviously 
  well used. The heroes can make a Tracking check here: 
  [DC 15+APL] The trail is used mostly by goblins and 
  wolves. 
  [DC 20+APL] There are also a few additional, much larger 
  creatures, presumably giantkin. 
  [DC 25+APL] The giants move somewhat erratically. 
  Walking the trail in the dark is difficult and counts as a 
  forced march. Refer to page 164 in the Player’s Handbook 
  for more information.  
  The Goblins 
  Approximately an hour after sundown, when you 
  nearly reach your destination according to the 
  indications you were given, you see a few mounted 
  humanoids riding what appears to be wolves and 
  horses guarding the entrance to the valley beyond. A 
  number of lit torches mark the road ahead.  
  As you spot the torches and the riders up ahead, it 
  appears they spot you, too, as you hear growling 
  sounds, and even a clear howl, coming from up ahead. 
  A small group of goblins mounted on horseback 
  advances towards you slowly,  
  The goblin chief, a bulking brute of a hobgoblin 
  wearing a bear’s skin as a helmet and a huge battleaxe 
  in his right hand, leads the mounted group from his 
  large pure-white wolf. He stops about 100 feet from 
  you and dismounts while the goblins form about 20 
  feet in front of him. While not outright hostile, they 
  have their weapons well in hand. The goblins have 
  torches attached to the back of their armor. 
  “Hail to you! You are on my lands invading stop now!” 
  calls the hobgoblin. 
  Grostbar is riding a large-sized winter wolf. If combat 
  starts, he uses his ring of invisibility and runs back. The 
  wolf also turns tail and runs. Grostbar may be powerful, 
  but he’s not risking his life on this. At least not without 
  his tribe backing him up. 
  The torches attached to the riders are everburning 
  torches, if the party does not carry any lights, one of them 
  drops his torch next to the party while charging past, as a 
  free action. This lights the way for the archers. 
  The goblins are willing to negotiate this tight position 
  (after all, they did hear about the caravan their chieftain 
  warned them about, and they do feel outnumbered and 
  outmatched) as long as the heroes stop and do not take 
  any hostile action (casting any spell constitutes a hostile 
  action).. But their mounts have no such interest, the 
  goblin having to constantly hold their mount back. 
  Heroes with ranks in Ride or Handle Animal skills can 
  see this. Others have to make a Sense Motive check [DC 
  15] to determine it. 
  Talking to the goblins 
  The goblins forbid the heroes from entering the valley 
  beyond. They can learn the following information. 
  The Chieftain’s name is Grostbar of the Knives of Winter. 
  To convince Grostbar to let everyone pass without a fight 
  is going to be difficult and requires the heroes to succeed 
  at a Diplomacy check [DC 25 + APL]. 
  Here are the considerations that might help the heroes’ 
  efforts to let the caravan pass. These are all circumstance 
  bonuses and stack with each other because they are 
  different terms. 
  • 
  An official agreement that no person in the caravan 
  will threaten the tribe or its land, made in the name 
  of their god. (+5 bonus) 
  • 
  An assurance that they want to dispel any evil in the 
  valley up ahead (+5 bonus) 
  • 
  There is a Ketite in the party (+2 bonus) 
  • 
  For every 100 gp given (+5 bonus) 
  • 
  If one of the heroes has been made a member of a 
  goblin or hobgoblin tribe or has a symbol of 
  friendship from a group of goblinoids (+2 bonus) 
  For every intervention where the heroes are aggressive, 
  stupid or haughty with the hobgoblin chief, give a –2 
  penalty on the Diplomacy check. Don’t allow the heroes 
  to play dumb and make jokes. 
  If the heroes fail their Diplomacy check by 10 or more, 
  the hobgoblin chieftain feels insulted (or some similar 
  sentiment) and orders the attack. If they miss it by less 
  than that, the chieftain refuses the offer, but still thinks 
  about his options, giving the heroes another check (+1 
  cumulative bonus per Diplomacy check). 
  If the heroes wish to duel Grostbar for passage they may 
  do so but they do at their own risk.  
  If the heroes manage to convince the chieftain, he lets 
  them through. Continue with Encounter 8: Valley of 
  Winter’s Mists. Award them full experience for this act. 
  ATTACK! 
  Whether combat is initiated by the goblins or the heroes, 
  here are the forces the heroes have to face.  
  All APLs 
  
  TUS5-03 Strands of Faith 
   
  Page 13 
  �Grostbar: Male Hobgoblin Bbn4/Ftr3/Rgr2/Rog5; 
  hp 165; see Appendix One. 
  APL 4 (EL 6) 
  �Goblin Warriors (2): male goblins Ftr2; hp 20 each; 
  see Appendix One. 
  �Goblin Archers (2): male goblins Rgr2; hp 17 each; see 
  Appendix One. 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  APL 6 (EL 8) 
  �Goblin Warriors (2): male goblins Ftr4; hp 40; see 
  Appendix One. 
  �Goblin Archers (2): male goblins Rgr3/Rog1; hp 30; 
  see Appendix One. 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  APL 8 (EL 10) 
  �Goblin Warriors (2): male goblins Ftr6; hp 58; see 
  Appendix One. 
  �Goblin Archers (2): male goblins Rgr4/Rog2; hp 43; 
  see Appendix One. 
  �Riding Dogs (2): hp 13 each; Monster Manual page 
  272 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  APL 10 (EL 12) 
  �Goblin Warriors (2): male goblins Ftr8; hp 76 each; 
  see Appendix One. 
  �Goblin Archers (2): male goblins Ftr1/Rgr5/Rog2; hp 
  58 each; see Appendix One. 
  �Riding Dogs (2): hp 13 each; Monster Manual page 
  272. 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  APL 12 (EL 14) 
  �Goblin Warriors (2): male goblins Ftr10; hp 94; see 
  Appendix One. 
  �Goblin Archers (4): male goblins Ftr1/Rgr5/Rog2; hp 
  58 each; see Appendix One. 
  �Riding Dogs (4): hp 13; see Monster Manual page 272. 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  Tactics: The goblin warriors are mounted on the 
  warhorses and charge the least-armored targets they can, 
  looking to do as much damage as possible, using their 
  abilities to the fullest. The archers all take the same 
  targets, trying to down as many heroes as possible, as fast 
  as possible. The archers are hiding behind cover in the 
  dark about 100 feet on each side of the party. They can see 
  the party because the party and the mounted goblins have 
  lights. The riding dogs are the archers’ animal 
  companions. They move forward, providing flanks to the 
  riders and try to make themselves as annoying as possible 
  to the party. The archers take a position behind rough 
  ground. 
  Treasure:  
  APL 4: L: 155 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 88 gp; C: 0 gp; M: +1 composite longbow (400 
  gp per character) 
  APL 8: L: 2 gp; C: 0 gp M: +1 heavy wooden shield (192 gp 
  per character), +1 chain shirt (416 gp per character), +1 
  lance (384 gp per character), +1 composite longbow (+1 
  Str) (416 gp per character) 
  APL 10: L: 18 gp; C: 0 gp M: +1 heavy wooden shield (192 
  gp per character), +1 chain shirt (416 gp per character), +1 
  frost lance (1384 gp per character), +2 composite longbow 
  (+1 Str) (1416 gp per character) 
  APL 12: L: 18 gp; C: 0 gp M: +1 heavy wooden shield (192 
  gp per character), +2 chain shirt (1416 gp per character), 
  +1 frost lance (1384 gp per character), +2 composite 
  longbow (+1 Str) (1416 gp per character) 
  NOTE: At the end of the battle, the priests and paladins 
  of Azor’alq arrive and offer to cast a few healing spells on 
  the heroes. Assume these spells are cast at the minimal 
  level. If a hero does not need healing, he can give his 
  favor to another. 
  APL 4: One lesser vigor per hero 
  APL 6: One vigor per hero 
  APL 8: Two lesser vigor per hero 
  APL 10: Two vigor per hero 
  APL 12: One heal per hero 
  The clergy of Azor’alq also offer additional healing spells 
  at the usual cost listed in the LGCS. They only have spells 
  up to fifth level available. 
  At this point, the High Priest tells the heroes they have 
  no further need for an avant-garde and the whole group 
  will stay together. They are nearing their goal anyways. 
  Encounter 8: Valley of Winter’s 
  Mists 
   
  When the hobgoblins have been defeated or they parted 
  without engaging hostilities, the caravan enters a valley 
  
  TUS5-03 Strands of Faith 
   
  Page 14 
  about 500 feet in diameter. If the heroes have some 
  means of seeing across, it is flanked by three hills, with a 
  dried gully crossing the middle. Heroes with military 
  experience immediately know this area as a great place 
  for a battle. 
  The valley before you has a floor draped in mist. 
  Distant visibility is not an issue but seeing your feet is 
  not an easy task. The mists seem to dance around your 
  light sources like the veils of a Baklunish dancing 
  girl. Occasionally, pieces of what might have been a 
  hut appear from the mist. 
  The priests are surprised at the appearance of their 
  destination, looking even gloomier in the torchlight. 
  Kaza Al’Ahron, looking more determined than ever, 
  raises him hand and orders the procession forward. 
  “Courage, Light, Purity and Strength taught us the 
  Son of Light. Where others falter, we go forward.  
  Where there is darkness, we must bring light. Where 
  there is corruption, we bring the flames of purity. 
  Where others are weak, we turn the tides. Glory 
  awaits! Onward!” The speech seems to motivate the 
  worshippers of the Son of Light who walk into the 
  valley with newfound resolve. 
  High priest Kaza Al’Ahron al-Azor’alq approaches 
  you. “Thank you for having kept out the bandits and 
  defeated the goblins. The Son of Light smiles upon 
  you.” 
  “There is one more thing we must ask of you… 
  Because all of our forces will be involved in the ritual 
  to bring Munthir Haddad back to life, we ask you to 
  protect our people during the ritual. I don’t expect 
  any problems, but courage implies being wise and 
  prudent. Will you do this task for the greater good of 
  Tusmit?” 
  The heroes are free to accept or they can leave with the 
  blessing of the church. However, if they do leave, the 
  ritual fails and very few of the worshippers make it out 
  alive. In that case, continue with the Conclusion. 
  It takes about 6 hours to ready the ritual. The ritual 
  should begin around midnight. 
  The ritual 
  Here is a description of the ritual the priests of Azor’alq 
  try to accomplish. 
  The ritual takes six hours and must finish at the first light 
  of day to be successful. The ashes of Munthir will be 
  placed on an old altar (the priests don’t know it’s an old 
  altar to Nerull).  
  The priests cast an extended daylight spell and cast a 
  consecrate spell. Note that the daylight spell is re-cast 
  once every hour so the light does not dispel. The assistant 
  to the head priests maintain the daylight spells. 
  When the consecrate is cast, allow all the heroes to make 
  a Spot check [DC 15+APL] to notice the mist apparently 
  becoming thicker near the source of the light (the same 
  effect is not noticeable on other light sources. A Spellcraft 
  check [DC 17] tells the heroes that something is wrong 
  with the consecrated area. The priests ignore any 
  warning, if it is brought to their attention.  
  Anyone using a detect evil at this point gets the reading 
  of many trace auras (too low to be considered faint). 
  The ritual involves a head priest and three assistants. The 
  head priest stands to the south and his three assistants 
  position themselves at each of the other cardinal points. 
  Behind each priest is a servant who hands them the 
  components they need during the ritual. Along the 
  southern edge of the valley (about 250 feet from the 
  center of the valley), 6 great pyres are being prepared. 
  Every hour of the ritual, one is lit, and the six attendants 
  chant out the glory of the Son of Light.  
  When the last pyre is ablaze, the head priest uses an elixir 
  of fire breathing to burn the remains. The entire group 
  chants for the coming of the light and the rising of the 
  sun.  
  If the ritual is successful, then Munthir rises from his 
  ashes as the first rays of the sun touch the altar. 
  Heroes making a Spellcraft, Knowledge (religion) or 
  (arcana) [DC 25] can guess the ritual is a true 
  resurrection, but empowered greatly by the addition of 
  many components to extend the limits of the spell much 
  beyond what it normally is. 
  Timeframe 
  First hour (midnight): The first bonfire is lit. The mists 
  thicken. Temperature gets slowly colder. Anyone who 
  can see invisible can see vague shapes in the mists. 
  Second hour (1 am): The second bonfire is lit. This time, 
  anyone making a Spot check [DC 15+APL] can see a 
  series of shapes forming in the mists. See invisibility 
  reveals a number of humanoid shapes in the mists. A 
  Knowledge (history) [DC 15] reveals their clothing is 
  reminiscent of Ur-Flan warriors of old. Detect evil reveals 
  definite shapes however they cannot be affected 
  otherwise. 
  Third hour (2 am): The third bonfire is lit. The shapes in 
  the mists are visible, but seem content to stand in place. 
  They cannot be affected in any way. 
  Fourth hour (3 am): The fourth bonfire is lit. The shapes 
  begin to converge on the northern edge of the daylight.  
  Fifth hour (4 am): The fifth bonfire is lit. The shapes 
  begin to converge on the northern edge of the daylight. 
  The shapes now become frantic and try to claw at anyone 
  approaching them.  
  Sixth hour (5 am): The final bonfire is lit. At that time, 
  many of the shapes form into shadows and attack anyone 
  in the valley. The shadows attack from the northern edge 
  of the altar.  
  
  TUS5-03 Strands of Faith 
   
  Page 15 
  At that time, the heroes have a choice: they can either let 
  the clerics be attacked by the shadows, making the ritual 
  fail OR they can intervene.  
  The shadows target the priests performing the ritual. The 
  assistants try to block the way but are brought down by 
  the shadows in 3 rounds.  
  NOTE: If a single cleric is hurt by a shadow, the ritual 
  fails and Munthir is not brought back to life. 
  The shadows focus their attention to anyone trying to 
  block their way. Be they heroes or the assistants. 
  APL 4 (EL 6) 
  �Shadows (3): hp 19 each; see Monster Manual page 
  221. 
  APL 6 (EL 8) 
  �Shadows (4): hp 19 each; see Monster Manual page 
  221. 
  �Wraith: hp 32; see Monster Manual page 257. 
  APL 8 (EL 10) 
  �Greater shadow: hp 58; see Monster Manual page 221. 
  �Shadows (4): hp19 each; see Monster Manual page 
  221. 
  �Wraith: hp 32; see Monster Manual page 257. 
  APL 10 (EL 12) 
  �Greater shadow (3): hp 58 each; see Monster Manual 
  page 221. 
  �Shadows (4): hp 19 each; see Monster Manual page 
  221. 
  �Wraith: hp32; see Monster Manual page 257. 
  APL 12 (EL 14) 
  �Dread Wraiths (2): hp 104 each; see Monster Manual 
  page 258. 
  �Greater shadow (3): hp 58 each; see Monster Manual 
  page 221. 
  If none of the priests are disturbed during the ritual, the 
  heroes have succeeded with the ritual to bring Munthir 
  back and it’s a success. Continue with the Conclusion. 
  If the ritual was disrupted, the ritual fails and Munthir is 
  not brought back to life. Continue with the Conclusion. 
  Encounter 9: Bandits 
   
  The heroes have agreed to work with Martha al-Istus. She 
  tells them to meet with Afhak Mahmoud, a man she 
  contacted. Afhak is waiting for news in the Village of 
  Gerhe near the Suvii border. She insists they get there as 
  fast as possible. Afhak is in charge of the operation and 
  they should listen to him, as long as he doesn’t ask them 
  to do something illegal or immoral. 
  If the heroes wish to ask more questions, or talk to some 
  else before heading out, refer to Encounter 1: 
  Information.  
  Heroes can make a Knowledge (local/VTF) or (nobility) 
  [DC 15] to know that Afhak is a wizard. He used to 
  belong to the College but he allegedly “went crazy” 
  shortly after the Ketite invasion. He is now wanted for 
  crimes ranging from theft of spellbooks to intrusion. He 
  is not wanted for violent crimes, but the sum of his thefts 
  could land him in jail for over 20 years. He is, however, 
  also wanted for treason for having openly called for the 
  head of the Pasha. 
  The trip from Blashikdur to Gerhe is easy on a well-
  traveled road and takes about 2 days, provided the heroes 
  do not slow down too much. This is a lot quicker than the 
  caravan which crosses the same distance in 3 days. 
  In Gerhe, the heroes meet Afhak’s band, all four of them. 
  If you require statistics for them, take those found in 
  Encounter 5: On the Road Again for the appropriate 
  APL.  
  Afhak’s band 
  The following descriptions should allow you to give them 
  a little personality. 
  Afhak Mahmoud (male Baklunish) the truth behind 
  Afhak’s “madness” is simpler than it seems. Afhak was 
  present in Nayya when the forces of Ket attacked and 
  overran the Tusman defenses. Afhak was so appalled by 
  the Pasha and his administration that he willingly opted 
  to become an outlaw. Afhak is poised to become one of 
  the greatest rebel leaders within the growing number of 
  rebels groups in northern Tusmit. 
  Afhak is willing to explain the horrors he saw and what 
  he believes to be the Pasha’s ineptitude. He says that if 
  the Pasha was remotely competent, the country wouldn’t 
  be in its current sorry state.  
  Balalaiki (Female Baklunish) was born in Northern 
  Khalid near the Udgru. Her parents were loggers and she 
  spends much time exploring the woods. Balalaiki is 
  usually quiet and businesslike. She has a crush on Afhak 
  so she stays with the band. Life as an outlaw matters little 
  to her; she loves Afhak. 
  Hakiri and Waseem (male Half-orcs) are both Tusman 
  nomads by birth. Both of them often push and shove each 
  other in displays of manliness. Both enjoy life as outlaws 
  because it is just like their own lifestyle. Both were saved 
  from the Ketite army by Afhak and have since pledged 
  their life to him. 
  
  TUS5-03 Strands of Faith 
   
  Page 16 
  I’m not gonna work with him! 
  Some heroes may refuse to work with Afhak, or even  
  want to start a fight with him. Afhak’s men defend him 
  using only non-lethal damage. If Afhak is brought down 
  (dying or unconscious) then Balalaiki, Hakiri and 
  Waseem try to kill the heroes. Otherwise, Afhak leaves 
  the heroes there and proceeds with his plan. 
  If a fight breaks out, the heroes’ only chance to continue 
  the adventure is to try to join the priests of Azor’alq who 
  agree to their help and places them in the avant-garde 
  where the events of Encounter 5: On the Road Again 
  under Bandits are described. 
  Heroes who arrest Afhak are thanked by the local 
  Mullah. Afhak is executed shortly afterwards.  
  Afhak’s plan 
  Afhak explains his plan to the heroes. He received good 
  intelligence from sympathizers to his cause, and, because 
  he doesn’t fully trust the heroes (indeed, they have just 
  met), he has assigned them to perform a diversion: they 
  are to attract as many of the warriors and priests as 
  possible to the front of the caravan. Ahfak and his people 
  are to steal the ashes of Munthir and bring them back to 
  Martha. Afhak has selected a site for the ambush. It’s a 
  narrow pass with a number of rock formations.  
  Afhak tells the heroes that he has no wish to kill anyone 
  and that they should refrain from using lethal force at all 
  costs. He doesn’t want to be known as a murderer against 
  anyone but the Pasha himself. 
  If things go wrong, Afhak plans to blow on a loud horn. 
  This signal means “every man for himself”.  
  Ambush site 
  The heroes have enough time to view the battleground 
  and plan their attack. They are also one day ahead of the 
  caravan giving spellcasters a chance to regain or change 
  their spell selection. 
  The ambush site is on broken ground, perfect to rain 
  missile fire on a caravan, and also perfect because it 
  prevents attempts to charge, with the exception of the 20-
  feet wide dust road.  
  Allow the heroes ample time to plan their attack. Afhak 
  and his men hide about a half-mile ahead and wait for the 
  heroes to launch their attack before moving on the main 
  body of the caravan. 
  On the other hand, the heroes may try to discuss and talk 
  with the priests. They may use a variety of tactics: illusory 
  monsters, pretend diplomacy. The warriors offer another 
  chance to join them. If the heroes switch sides, proceed 
  with Encounter 5: On the Road Again under Bandits.  
  APL 4 (EL 6) 
  �Ahdan Eff’Aik al-Azor’alq: male Human(Baklunish) 
  Pal3; hp 28; see Appendix One 
  �Shinoah Imann al-Azor’alq: female 
  Human(Baklunish) Clr3; hp 24, see Appendix One 
  �Sharan Mihmedd al-Azor’alq: male 
  Human(Baklunish) Ftr1/Rgr2; hp 26, see Appendix One. 
  APL 6 (EL 10) 
  �Ahdan Eff’Aik al-Azor’alq: male Human(Baklunish) 
  Pal5; hp 44; see Appendix One 
  �Shinoah Imann al-Azor’alq: female 
  Human(Baklunish) Clr3; hp 42, see Appendix One 
  �Sharan Mihmedd al-Azor’alq: male 
  Human(Baklunish) Ftr3/Rgr2; hp 38, see Appendix One. 
  APL 8 (EL 12) 
  �Ahdan Eff’Aik al-Azor’alq: male Human(Baklunish) 
  Pal5/Hosp2; hp 58; see Appendix One 
  �Shinoah Imann al-Azor’alq: female 
  Human(Baklunish) Clr7; hp 52, see Appendix One 
  �Sharan Mihmedd al-Azor’alq: male 
  Human(Baklunish) Ftr5/Rgr2; hp 58, see Appendix One. 
  APL 10 (EL 14) 
  �Ahdan Eff’Aik al-Azor’alq: male Human(Baklunish) 
  Pal5/Hosp4; hp 81; see Appendix One 
  �Shinoah Imann al-Azor’alq: female 
  Human(Baklunish) Clr9; hp 66, see Appendix One 
  �Sharan Mihmedd al-Azor’alq: male 
  Human(Baklunish) Ftr7/Rgr2; hp 74, see Appendix One. 
  APL 12 (EL 16) 
  �Ahdan Eff’Aik al-Azor’alq: male Human(Baklunish) 
  Pal5/Hosp6; hp 97; see Appendix One 
  �Shinoah Imann al-Azor’alq: female 
  Human(Baklunish) Clr11; hp 80, see Appendix One 
  �Sharan Mihmedd al-Azor’alq: male 
  Human(Baklunish) Ftr9/Rgr2; hp 101, see Appendix 
  One. 
  Tactics: The priests of Azor’alq move to engage the 
  heroes as soon as possible. There, they engage in non-
  lethal damage until such time as one of the heroes uses 
  lethal force. At that point, they try to kill and have little 
  qualms about it.  
  Treasure: None, there is no time to fully plunder the 
  bodies. 
  NOTE: After 10 rounds of battle, Afhak’ horn is blown, 
  signaling the general retreat. Afhak and his men fail in 
  getting the ashes of Munthir Haddad. Afhak himself 
  manages to escape but his men are captured. He goes into 
  hiding and doesn’t want to have to do anything with the 
  heroes. Captured heroes are stripped and chained to be 
  handed to the local Mullah to face justice.  
  
  TUS5-03 Strands of Faith 
   
  Page 17 
  The caravan guards do NOT follow the heroes if they 
  decide to retreat. Instead, they stand and shout out the 
  litanies of Azor’alq to the cowards.  
  Should the heroes try to "play the heroes" and charge 
  towards the main body, create an encounter from the 
  total of all the APLs (of course, the names should be 
  changed). 
  If hostilities break out between the heroes and the priests 
  of Azor’alq, the heroes earn the Enmity of the Sons of 
  Light (see  
  Treasure Summary). 
  Encounter 10: Dealing with the 
  Devil 
   
  The ambush fails, whether because the heroes refused to 
  do their part in it or because Afhak’s men fail to retrieve 
  the ashes. The heroes regroup a little further away from 
  the caravan. Martha has been scrying and she is already 
  aware of the heroes’ and Afhak’ failure.  
  Martha contacts a Janni she knows through a lesser 
  planar ally spell. She hands him a letter for the heroes. 
  Hand them  
   
   
   
  Player Handout #4: Martha al−Istus’ Letter. The 
  Janni also hands them a hand-drawn map with two Xs on 
  it. Next to the nearest one is written “Grostbar’s Fort” and 
  next to the other “Valley of Winter”. 
  At this point, the heroes should begin asking questions 
  about Martha if they haven’t already. Allow the heroes a 
  chance to discuss amongst themselves. Dealing with 
  goblins to attack a group of Tusman citizen is a serious 
  offense. If the heroes don’t realize this by themselves, 
  don’t point it out. It should be quite obvious.  
  The heroes have a choice here, they can either head to 
  meet with Grostbar or they can head straight to the 
  valley. 
  If they decide to head out and speak with the goblins, 
  proceed with The Knives of Winter’s fort. 
  If they decide to head directly to the Valley, proceed with 
  Another Ambush. 
  The Knives of Winter’s fort 
  Martha’s map is accurate and any heroes with ranks in 
  Survival can quickly find the place, other heroes simply 
  take more time, but eventually get there. 
  Grostbar’s fort lies on top of a hill. It used to be a military 
  outpost for the Tusman Guard, but the Wave of Fire 
  destroyed it. With the war in the south, the outpost was 
  deemed unnecessary and abandoned in favor of more 
  important targets. So far, Grostbar and his tribe have not 
  caused enough trouble to warrant some retribution 
  against them.  
  The goblins are oddly civil and not hostile. They appear 
  in a war band of ten or so goblins, half of which are 
  mounted on wolves. If no hero speaks goblin, the goblins 
  find an interpreter who can speak some common. If 
  asked to meet with Grostbar, the goblins insist the heroes 
  peace bind all their weapons and refrain from using any 
  magic. 
  All APLs (EL 6) 
  �Goblins (10): hp 4 each; see Monster Manual page 133.  
  �Wolves (5): hp 13 each; see Monster Manual page 283. 
  For information about Grostbar, see The Hobgoblin 
  Chieftain in the Time Units and Upkeep 
  This is a standard One-round Regional adventure, set in 
  Tusmit.  Characters native to Tusmit pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit.  
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background and Appendix One. 
  Grostbar is big and mean-looking but also calm and 
  friendly. He gives the heroes a certain measure of respect. 
  Certainly, they wouldn’t have come here if they weren’t 
  tough enough to take on his tribe. He keeps this illusion 
  unless the heroes do something to make him change his 
  mind.  
  Grostbar wants one thing: to have his tribe recognized as 
  an ally of Tusmit. The Tusman Government does not 
  recognize goblinoids as anything other than pests and 
  vermin. Unless the heroes have lands they wish to give 
  Grostbar (in that case cross it off the hero’s AR), they have 
  no authority. 
  Cutting a deal with Grostbar requires a Bluff, Diplomacy 
  or Forgery (if presented with some “official documents” 
  only) check [DC 15+APL]. The heroes should get the 
  following circumstance modifiers: 
  • 
  Promising him land and or titles (+5) 
  • 
  Grostbar does not think them strong (–10) 
  • 
  Heroes are members of an orc or goblin tribe (+2) 
  • 
  A hero swears on the True Faith (+5) 
  • 
  One of the heroes is from Ket (+2) 
  • 
  Talks held in the goblin tongue (+2) 
  
  TUS5-03 Strands of Faith 
   
  Page 18 
  Grostbar will only agree to stop the caravan, any further 
  condition falls on deaf ears. If the heroes make the 
  bargain with Grostbar, they earn themselves the “Fallen 
  from Grace” status if they worship a good deity. The DM 
  should advocate on an individual basis for neutral deities 
  (Istus and Olidammara shouldn’t be angered by this, but 
  most deities would).  
  The heroes may decide they don’t want anything to do 
  with Grostbar and leave. Proceed with Another ambush. 
  Otherwise, proceed to the Conclusion. 
  Another ambush 
  If the heroes decided not to cut a deal with Grostbar OR 
  if they decided to bypass the goblins’ fort and headed 
  directly to the Valley indicated on Martha’s map, they are 
  ambushed by a party of goblins.  
  APL 4 (EL 6) 
  �Goblin Warriors (2): male goblins Ftr2; hp 20 each; 
  see Appendix One. 
  �Goblin Archers (2): male goblins Rgr2; hp 17 each; see 
  Appendix One. 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  APL 6 (EL 8) 
  �Goblin Warriors (2): male goblins Ftr4; hp 40; see 
  Appendix One. 
  �Goblin Archers (2): male goblins Rgr3/Rog1; hp 30; 
  see Appendix One. 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  APL 8 (EL 10) 
  �Goblin Warriors (2): male goblins Ftr6; hp 58; see 
  Appendix One. 
  �Goblin Archers (2): male goblins Rgr4/Rog2; hp 43; 
  see Appendix One. 
  �Riding Dogs (2): hp 13 each; Monster Manual page 
  272 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  APL 10 (EL 12) 
  �Goblin Warriors (2): male goblins Ftr8; hp 76 each; 
  see Appendix One. 
  �Goblin Archers (2): male goblins Ftr1/Rgr5/Rog2; hp 
  58 each; see Appendix One. 
  �Riding Dogs (2): hp 13 each; Monster Manual page 
  272. 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  APL 12 (EL 14) 
  �Goblin Warriors (2): male goblins Ftr10; hp 94; see 
  Appendix One. 
  �Goblin Archers (4): male goblins Ftr1/Rgr5/Rog2; hp 
  58 each; see Appendix One. 
  �Riding Dogs (4): hp 13; see Monster Manual page 272. 
  �Light Warhorse mounts (2): hp 22 each; see Monster 
  Manual page 274. 
  Tactics: The goblin warriors are mounted on warhorses 
  and charge the least-armored targets they can, looking to 
  do as much damage as possible, using their abilities to the 
  fullest. The archers all take the same targets, trying to 
  down as many heroes as possible, as fast as possible. The 
  riding dogs are the archers’ animal companions. They try 
  to prevent anyone from reaching the archers. The archers 
  take a position behind rough ground behind large rocks. 
  The goblins do not use their warhorses in combat, so the 
  horses are not counted in the EL calculation. 
  Treasure: 
  APL 4: L: 155 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 88 gp; C: 0 gp; M: +1 composite longbow (400 
  gp per character) 
  APL 8: L: 2 gp; C: 0 gp M: +1 heavy wooden shield (192 gp 
  per character), +1 chain shirt (416 gp per character), +1 
  lance (384 gp per character), +1 composite longbow (+1 
  Str) (416 gp per character) 
  APL 10: L: 18 gp; C: 0 gp M: +1 heavy wooden shield (192 
  gp per character), +1 chain shirt (416 gp per character), +1 
  frost lance (1384 gp per character), +2 composite longbow 
  (+1 Str) (1416 gp per character) 
  APL 12: L: 18 gp; C: 0 gp M: +1 heavy wooden shield (192 
  gp per character), +2 chain shirt (1416 gp per character), 
  +1 frost lance (1384 gp per character), +2 composite 
  longbow (+1 Str) (1416 gp per character) 
  Encounter 11: Valley of the 
  Damned 
   
  Note that, although Martha suggests to the heroes that 
  they should contact the local hobgoblins, they may 
  choose not to go this way and simply find the valley 
  where the caravan is headed. 
  The valley before you has a floor draped in mist. 
  Distant visibility is not an issue but seeing your feet is 
  not an easy task. The mists seem to dance around in 
  the light like the veils of a Baklunish dancer girl. 
  
  TUS5-03 Strands of Faith 
   
  Page 19 
  Occasionally, pieces of what might have been a hut 
  appear from the mist. 
  The heroes should reach the valley shortly before 
  nightfall, a few hours before the worshippers of Azor’alq. 
  Nothing happens until the worshippers arrive; the heroes 
  can freely explore this empty valley. Only the ever-
  present mists are everywhere. 
  Two or three hours after sunset, the priests arrive in the 
  valley. This time, there are only the priests and a few 
  warriors. The others have been left behind in camp.  
  Again, the heroes have a choice. They can approach the 
  priests of Azor’alq (go to Approaching the priest) or they 
  can try to fight them one last time (continue with 
  Fighting the priests).  
  Approaching the priest 
  When initially approached, the priests are wary of the 
  heroes and indeed send a group of horsemen to speak 
  with them while the others prepare the ritual (refer to 
  Encounter 8: Valley of Winter’s Mists for more details).  
  If the heroes offer to help them, the priests can be 
  convinced only with a Bluff or Diplomacy check [DC 20 + 
  APL]. The following modifiers apply: 
  • 
  The heroes have Fallen from grace 
  (-5) 
  • 
  Asking to be converted  
   
  (+10) 
  • 
  Per gift (DM’s choice)  
   
  (+1) 
  • 
  Sincere repentance (DM’s call)  
  (+2) 
  On a successful check, the heroes are asked to guard the 
  ritual. Proceed with Encounter 8: Valley of Winter’s 
  Mists. 
  On a failure, the priests insist the heroes leave. If the 
  heroes refuse, the priests withdraw and send a series of 
  outsiders to fight the heroes: continue with Fighting the 
  priests. 
  Fighting the priests 
  At this point, the priests do not want to engage combat, so 
  they leave the fighting to some extra-planar allies.  
  The priests first withdraw, then send their allies into 
  combat.  
  APL 4 (EL 6) 
  �Hound Archon (2): hp 33 each; see Monster Manual 
  page 16. 
  APL 6 (EL 8) 
  �Elandrin, Bralani (2): hp 45 each; see Monster Manual 
  page 93. 
  APL 8 (EL 10) 
  �Hound Archon: hp 33; see Monster Manual page 16 
  �Elandrin, Bralani: hp 45; see Monster Manual page 93. 
  �Avoral: hp 66; see Monster Manual page 141. 
  APL 10 (EL 12) 
  �Avoral: hp 66; see Monster Manual page 141. 
  �Huge fire elemental (3): hp 136 each; see Monster 
  Manual page 99. 
  APL 12 (EL 14) 
  �Elandrin, Ghaele: hp 65; see Monster Manual page 94. 
  �Avoral: hp 66; see Monster Manual page 141. 
  �Huge fire elemental (3): hp 136 each; see Monster 
  Manual page 99. 
  NOTE: If the heroes decide to attack the priests, make 
  them fight the total of all the priests listed in Encounter 
  9: Bandits under Ambush site. Again, the priests show 
  no mercy. If the heroes manage to kill but a single priest, 
  the ritual to bring Munthir back to life fails. Proceed to 
  the Conclusion 
  Conclusion 
   
  If the heroes assisted the priests to the completion of the 
  ritual, continue with Munthir Haddad rises from the 
  grave. Otherwise continue with The ritual fails. 
  Munthir Haddad rises from the grave 
  Read or paraphrase: 
  Over the mighty peaks of the Yatils, a ray of light 
  appears. The beam seems to fly straight towards the 
  altar where the ashes are deposited. The ashes burst 
  into a holy white flame. The light is so bright that all 
  turn their gaze or blink for a moment.  
  “Munthir Haddad! From the lands of the dead I 
  summon thee! ARISE!” calls the high priest. 
  When the light dies, you look again upon the altar 
  where rests the body of a Baklunish man in his late 
  forties, with a balding head and salt and pepper hair. 
  Munthir opens his eyes and looks at his hand in 
  silence. Then he looks around at the assembled 
  priests. 
  A single tear runs down his cheek. Once on his feet, 
  the paladin kneels facing the rising sun, bowing so 
  his head touches the ground.  
  His soft prayer can be heard by all in the valley. 
  “Thank you, Son of Light. Now I can obtain 
  atonement for my folly.” Turning to the head priest, 
  he adds. “In the darkest depths, I prayed to Him to 
  hear my words. I ask for the forgiveness of the 
  church, I ask for forgiveness for my folly, I ask to be 
  
  TUS5-03 Strands of Faith 
   
  Page 20 
  allowed to retire into the hills and lives as a hermit to 
  contemplate my life, to do the glorious work of peace 
  and to repair that which I have destroyed.” 
  The high priest is shaken. “You are forgiven. The Son 
  of Light has called upon you once again to lead us to 
  glory. The Son of Light has allowed you to return to 
  this world. Consider yourself forgiven.” 
  The mists have disappeared from the valley and a new 
  day rises over Tusmit. 
  The Church of Azor’alq rewards the heroes in three ways: 
  first they offer the heroes some money, second the heroes 
  receive the “Favor of the Sons of Light” and “Bringer of 
  Light”. Heroes are offered to convert to the faith at no 
  cost to them. Heroes worshipping Azor’alq received the 
  “Flames of Purity” (even if they just converted).  
  Heroes who were considered to “Work for gold” do not 
  get any other rewards than that.  
  The clergy returns to Blashikdur quickly. They then offer 
  the heroes a sum of money. They also offer a series of 
  items to the heroes. 
  All APLs: L: 0 gp C: 500 gp M: 0 gp 
  The ritual fails 
  Read or paraphrase: 
  Over the mighty peaks of the Yatils, a ray of light 
  appears. The beam seems to fly straight towards the 
  altar where the ashes are deposited. The ashes burst 
  into a holy white flame. The light is so bright that all 
  turn their gaze or blink for a moment.  
  “Munthir Haddad! From the lands of the dead I 
  summon thee! ARISE!” calls the high priest. 
  When the light dies, you look again upon the altar, 
  only to see the ashes of the great hero. The priests all 
  stand facing the mountains. The high priest whispers 
  to himself.  
  “Maybe the old woman was right… Maybe we were 
  playing with Fate. Oh well… glory sometimes 
  requires great failures. Bring back his ashes to the 
  temple. We’ll give Munthir the royal tomb his ashes 
  deserve…” 
  The heroes get the “Thanks of the blind priestess”, 
  whether or not they were working for her. If they were 
  hired by the priests of Azor’alq, they receive the “Favor of 
  the Sons of Light” unless they had the “I work for gold” 
  in which case they only get the money. The heroes are 
  also asked if they wish to convert. 
  Martha al-Istus sends them a purse full of fountains. 
  All APLs: L: 0 gp C: 500 gp M: 0 gp 
  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 
  role-playing) to each character. 
  Encounter 5: On the Road Again 
  Defeat the bandits 
  APL 4 
   
  180 xp 
  APL6 
   
  240 xp 
  APL 8 
   
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Encounter 7: Guardians of the Haunted Valley 
  Defeating the goblins or dealing a peaceful solution with 
  the goblins 
  APL 4 
   
  180 xp 
  APL 6 
   
  240 xp 
  APL 8 
   
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Encounter 8: Valley of Winter’s Mists 
  Defeating the undead 
  APL 4 
   
  180 xp 
  APL 6 
   
  240 xp 
  APL 8 
   
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Encounter 9: Bandits 
  Defeating the priests (ONLY If the heroes took the route 
  of the Martha) 
  APL 4 
   
  180 xp 
  APL 6 
   
  240 xp 
  APL 8 
   
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Encounter 10: Dealing with the Devil 
  Defeating the goblins or dealing a peaceful solution with 
  the goblins  
  APL 4 
   
  180 xp 
  APL 6 
   
  240 xp 
  
  TUS5-03 Strands of Faith 
   
  Page 21 
  APL 8 
   
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Encounter 11: Valley of the Damned 
  Defeating the priests’ allies (ONLY if the heroes took the 
  route of the Martha) 
  APL 4 
   
  180 xp 
  APL 6 
   
  240 xp 
  APL 8 
   
  300 xp 
  APL 10  
  360 xp 
  APL 12  
  420 xp 
  Discretionary role-playing award 
  APL 4 
   
  135 xp 
  APL 6 
   
  180 xp 
  APL 8 
   
  225 xp 
  APL 10  
  270 xp 
  APL 12  
  315 xp 
  Total possible experience:  
   
  APL 4 
   
  675 xp 
  APL 6 
   
  900 xp 
  APL 8 
   
  1,125 xp 
  APL 10  
  1,300 xp 
  APL 12  
  1,575 xp 
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  
  If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 5: On the Road Again 
  APL 4: L: 222 gp; C: 0 gp; M: +1 chain shirt (104 gp per 
  character) 
  APL 6: L: 185 gp; C: 0 gp; M: +1 chain shirt (104 gp per 
  character), +1 composite longbow (+2 Str) (120 gp per 
  character) 
  APL 8: L: 18 gp; C: 0 gp M: +1 chain shirt (104 gp per 
  character), +1 merciful composite longbow (+2 Str) (704 
  gp per character), +1 breastplate (208 gp per character) +1 
  composite longbow (+5 Str) (458 gp per character) 
  APL 10: L: 18 gp; C: 0 gp M: +2 mithral chain shirt (104 
  gp per character), +1 merciful composite longbow (+2 Str) 
  (704 gp per character) +1 breastplate (208 gp per 
  character) +1 merciful composite longbow (+6 Str) (1475 
  gp per character), gloves of dexterity +2 (333 gp per 
  character); gauntlets of ogre power +2 (333 gp per 
  character) 
  APL 12: L: 18 gp; C: 0 gp M: +2 mithral chain shirt (104 
  gp per character), +1 merciful composite longbow (+2 Str) 
  (704 gp per character) +1 breastplate (208 gp per 
  character) +1 merciful composite longbow (+6 Str) (1475 
  
  TUS5-03 Strands of Faith 
   
  Page 22 
  gp per character), gloves of dexterity +2 (333 gp per 
  character); gauntlets of ogre power +2 (333 gp per 
  character) 
  Encounter 7: Guardians of the Haunted Valley 
  APL 4: L: 155 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 88 gp; C: 0 gp; M: +1 composite longbow (400 
  gp per character) 
  APL 8: L: 2 gp; C: 0 gp M: +1 heavy wooden shield (192 gp 
  per character), +1 chain shirt (416 gp per character), +1 
  lance (384 gp per character), +1 composite longbow (+1 
  Str) (416 gp per character) 
  APL 10: L: 18 gp; C: 0 gp M: +1 heavy wooden shield (192 
  gp per character), +1 chain shirt (416 gp per character), +1 
  frost lance (1384 gp per character), +2 composite longbow 
  (+1 Str) (1416 gp per character) 
  APL 12: L: 18 gp; C: 0 gp M: +1 heavy wooden shield (192 
  gp per character), +2 chain shirt (1416 gp per character), 
  +1 frost lance (1384 gp per character), +2 composite 
  longbow (+1 Str) (1416 gp per character) 
  Encounter 10: Dealing with the Devil 
  APL 4: L: 155 gp; C: 0 gp; M: 0 gp 
  APL 6: L: 88 gp; C: 0 gp; M: +1 composite longbow (400 
  gp per character) 
  APL 8: L: 2 gp; C: 0 gp M: +1 heavy wooden shield (192 gp 
  per character), +1 chain shirt (416 gp per character), +1 
  lance (384 gp per character), +1 composite longbow (+1 
  Str) (416 gp per character) 
  APL 10: L: 18 gp; C: 0 gp M: +1 heavy wooden shield (192 
  gp per character), +1 chain shirt (416 gp per character), +1 
  frost lance (1384 gp per character), +2 composite longbow 
  (+1 Str) (1416 gp per character) 
  APL 12: L: 18 gp; C: 0 gp M: +1 heavy wooden shield (192 
  gp per character), +2 chain shirt (1416 gp per character), 
  +1 frost lance (1384 gp per character), +2 composite 
  longbow (+1 Str) (1416 gp per character) 
  Conclusion 
  All APLs: L: 0 gp; C: 500 gp; M: 0 gp 
  Total Possible Treasure 
  APL 4:  
  650 gp 
  APL 6:  
  900 gp 
  APL 8:  
  1,300 gp 
  APL 10:  
  2,300 gp 
  APL 12:  
  3,300 gp 
  
  TUS5-03 Strands of Faith 
   
  Page 23 
   
  Appendix One: NPCs
  Note that any feat, spell or item tagged with a double 
  asterisk (**) is a new rule and is described in Appendix 
  Two: New Rules. 
  ALL APLs 
  Encounter 10: Dealing with the Devil  
   
  Grostbar: Male Hobgoblin Bbn4/Ftr3/Rgr2/Rog5; 
  Medium Humanoid (Goblinoid); CR 14; HD 
  5d6+2d8+3d10+4d12+84; hp 165; Init +6; Spd 20 ft/x3; AC 
  27 (+11 armor, +5 shield, +1 Dex), touch 11, flat-footed 27; 
  Base Atk +12; Grp +18; Atk +20 melee (1d8+10, +1 lance) 
  or +19 melee (1d6+7, +1 scimitar); Full Atk +20/+15/+10 
  melee (1d8+10,  +1 lance) or +19/+14/+9 melee (1d6+7, +1 
  scimitar); SA Favored Enemy (Human), Sneak Attack 
  (+3d6); SQ Darkvision (60ft), Fast Movement, Rage, 
  Uncanny Dodge, Improved uncanny dodge, Trapsense 
  +2, Wild Empathy, Evasion, Trapfinding; AL NE; SV Fort 
  +19, Ref +17, Will +5; Str 22, Dex 22, Con 22, Int 13, Wis 
  10, Cha 18. 
  Skills and Feats: Climb +11, Diplomacy +17, 
  Handle Animal +8, Intimidate +19, Jump +8, Listen +8, 
  Ride +16, Survival +15, Tumble +17. Great Fortitude, Iron 
  Will, Lightning Reflexes, Mounted Combat, Ride-By 
  Attack, Power Attack, Weapon Focus (Lance), Track, 
  Two-Weapon Fighting 
  Possessions: +3 full plate, +3 heavy steel shield, 
  belt of giant strength+6, gauntlets of dexterity +6, amulet 
  of health +6, cloak of charisma +6. potion of haste, potion 
  of enlarge, potion of fly, ring of invisibility, +1 lance, +1 
  scimitar. 
  APL 4 
  Encounter 5: On the Road Again 
   
   
  Balalaiki: Male Human (Baklunish) Rgr4; Medium 
  Humanoid; CR 4; HD 4d8+8; hp 31; Init +3; Spd 30 ft/x4; 
  AC 18 (+5 armor, +3 Dex), touch 13, flat-footed 15; Base 
  Atk +4; Grp +6; Atk +8 ranged (1d8+2, Masterwork 
  composite longbow (+2 Str)) or +6 melee (2d4+3, 
  Falchion); Full Atk +8 ranged (1d8+2, Masterwork 
  composite longbow (+2 Str)) or +6 melee (2d4+3, 
  Falchion); SA Favored enemy (human); SQ Wild 
  Empathy; AL CN; SV Fort +6, Ref +9, Will +3; Str 14, Dex 
  17, Con 14, Int 10, Wis 10, Cha 10; 
  Skills and Feats: Climb +8, Handle Animal +7, 
  Hide +9, Jump +8, Ride +12, Spot +7, Survival +7.  Iron 
  Will, Lightning Reflexes, Point Blank Shot, Rapid Shot, 
  Track, Endurance 
  Possessions: +1 Chain shirt, masterwork 
  composite longbow (+2 Str), falchion, 60 arrows 
  Hakiri and Waseem: Male Half-orc Ftr1; Medium 
  Humanoid; CR 1; HD 1d10+1; hp 11; Init +2; Spd 20 
  ft/x4; AC 17 (+5 armor, +2 Dex), touch 12, flat-footed 15; 
  Base Atk +1; Grp +5; Full Atk/Atk +6 melee (2d4+7, 
  falchion) or +4 ranged (1d8+5, Masterwork Composite 
  Longbow (+5 Str)); AL N; SV Fort +3, Ref +2, Will +0; Str 
  20, Dex 14, Con 12, Int 6, Wis 10, Cha 6; 
  Skills and Feats: Intimidate +0, Ride +4. Point 
  Blank Shot, Precise Shot 
  Possessions: masterwork breastplate, falchion, 
  masterwork composite longbow (+5 Str), 60 arrows 
  Encounter 7: Guardians of the Haunted Valley 
  OR  
  Encounter 10: Dealing with the Devil  
  Goblin Warriors (2): Male Goblin Ftr2; Small 
  Humanoid (Goblinoid); CR 2; HD 2d10+4; hp 20 each; 
  Init +4; Spd 30 ft/x4; AC 21, touch 15, flat-footed 17; Base 
  Atk +2; Grp +0; Full Atk +6 melee (1d6+3, Lance) or +5 
  melee  (1d6+2, Morningstar); SQ Darkvision; AL NE; SV 
  Fort +5, Ref +4, Will -1; Str 14, Dex 18, Con 14, Int 10, Wis 
  8, Cha 6; 
  Skills and Feats: Handle Animal +3, Ride +15. 
  Mounted Combat, Power Attack, Weapon Focus (Lance)
   
   
   
   
   
   
  Possessions: Heavy wood shield, masterwork 
  chainshirt, lance, morningstar. 
  Goblin Archers (2): Male Goblin Rgr2; Small Humanoid 
  (Goblinoid); CR 2; HD 2d8+4; hp 17 each; Init +4; Spd 30 
  ft/x4; AC 19, touch 15, flat-footed 15; Base Atk +2; Grp -1; 
  Full Atk/Atk +8 melee (1d6, Masterwork composite 
  longbow) or +5 melee  (1d6+1, morningstar); SA Archery 
  combat style, Favored enemy (human); SQ Darkvision, 
  Wild Empathy; AL NE; SV Fort +5, Ref +7, Will +1; Str 12, 
  Dex 18, Con 14, Int 10, Wis 12, Cha 6; 
  Skills and Feats: Climb +5, Handle Animal +3, 
  Hide +12, Ride +15, Spot +6, Survival +6. Point Blank 
  Shot, Rapid Shot, Track 
  Possessions: masterwork composite longbow, 
  morningstar, masterwork chain shirt. 
  Encounter 9: Bandits 
   
   
   
   
  Ahdan Eff’Aik al-Azor’alq: Male Human (Baklunish) 
  Pal3; Medium Humanoid; CR 3; HD 3d10+6; hp 28; Init 
  +1; Spd 20 ft/x4; AC 18 (+5 armor, +2 shield, +1 Dex), 
  touch 11, flat-footed 17; Base Atk +3; Grp +5; Full Atk/Atk 
  +6 melee (1d6+2, Masterwork scimitar), +5 melee (1d8+3, 
  Lance); SA Smite Evil; SQ Code of conduct, Aura of Good, 
  detect evil, Divine Grace, Lay on hands (6pts), Aura of 
  Courage, Divine health; AL LG; SV Fort +7, Ref +4, Will 
  +4; Str 14(+2), Dex 12, Con 14, Int 10, Wis 12, Cha 14; 
  
  TUS5-03 Strands of Faith 
   
  Page 24 
   
  Skills and Feats: Handle Animal +8, Knowledge 
  (religion) +6, Ride +9. Mounted Combat, Ride-By Attack, 
  Power Attack 
  Possessions: breastplate, masterwork heavy steel 
  shield, masterwork scimitar, lance 
  Shinoah Imann al-Azor'alq: Female Human (Baklunish) 
  Clr3; Medium Humanoid; CR 3; HD 3d8+6; hp 24; Init 
  +0; Spd 20 ft/x4; AC 17 (+5 armor, +2 shield), touch 10, 
  flat-footed 17; Base Atk +2; Grp +2; Full Atk/Atk +4 melee 
  (1d6, Masterwork scimitar); SQ Spontaneous Casting, 
  Aura of Good; AL NG; SV Fort +5, Ref +1, Will +6; Str 10, 
  Dex 10, Con 14, Int 12, Wis 16, Cha 12; 
  Skills and Feats: Concentration +8, Diplomacy 
  +6, Heal +8, Knowledge (religion) +3, Spellcraft +7. 
  Combat Casting, Spell Focus (Evocation), Domain 
  Spontaneity (War)** 
  Possessions: breastplate, masterwork scimitar, 
  heavy wooden shield, silver holy symbol 
  Spells prepared 4/3+1/2+1; DC = 13+Spell Level) 
  0
  th-[create water, detect magic, light, read magic]; 1
  st-[bless, 
  magic weapon*, protection from evil, shield of faith]; 2
  nd-
  [heat metal*, spiritual weapon (x2)]; *Domain spell.  
  Domains: [Sun (Once per day destroy undead instead of 
  turning them), War (Martial proficiency with the 
  scimitar and weapon focus (scimitar)) 
  ** see Appendix 2: New Rules Items 
  Sharan Mihmedd al-Azor’alq: Male Human (Baklunish) 
  Ftr1/Rgr2; Medium Humanoid; CR 3; HD 2d8+1d10+6; 
  hp 26; Init +3; Spd 30 ft/x4; AC 17 (+4 armor, +3 Dex), 
  touch 13, flat-footed 14; Base Atk +3; Grp +6; Full Atk/Atk 
  +8 ranged (1d8+3, Masterwork composite longbow (+3 
  Str)), +6 melee (1d6+3,  Scimitar);  SA Favored enemy 
  (human); SQ Wild empathy; AL NG; SV Fort +7, Ref +6, 
  Will -1; Str 16, Dex 16, Con 14, Int 10, Wis 8, Cha 8; 
  Skills and Feats: Climb +6, Handle Animal +3, 
  Listen +1, Ride +9, Spot +4, Survival +4. Point Blank Shot, 
  Far Shot, Precise Shot, Weapon Focus (Composite 
  Longbow) Rapid Shot, Track. 
  Possessions: masterwork chainshirt, masterwork 
  composite longbow (+3 Str), scimitar, 60 arrows, 10 +1 
  merciful arrows 
  
  TUS5-03 Strands of Faith 
   
  Page 25 
   
  APL 6 
  Encounter 5: On the Road Again 
   
   
  Balalaiki: Male Human (Baklunish) Ftr2/Rgr4; Medium 
  Humanoid; CR 6; HD 4d8+2d10+12; hp 47; Init +7; Spd 
  30 ft/x4; AC 18 (+5 armor, +3 Dex), touch 13, flat-footed 
  15; Base Atk +6; Grp +8; Atk +10 ranged (1d8+3, +1 
  composite longbow (+2 Str)) or +8 melee (2d4+3, 
  Falchion); Full Atk +10/+5 ranged (1d8+3, +1 composite 
  longbow (+2 Str)) or +8/+3 melee (2d4+3, falchion); SA 
  Favored enemy (human); SQ Wild Empathy; AL CN; SV 
  Fort +9, Ref +9, Will +3; Str 14, Dex 17, Con 14, Int 10, 
  Wis 10, Cha 10; 
  Skills and Feats: Climb +10, Handle Animal +7, 
  Hide +9, Jump +10, Ride +14, Spot +7, Survival +7. 
  Improved Initiative, Iron Will, Lightning Reflexes, Point 
  Blank Shot, Precise Shot, Manyshot, Rapid Shot, Track, 
  Endurance 
  Possessions: +1 Chain shirt, +1 composite 
  longbow (+2 Str), falchion, 60 arrows 
  Hakiri and Waseem: Male Half-orc Ftr2; Medium 
  Humanoid; CR 2; HD 2d10+2; hp 18; Init +2; Spd 20 
  ft/x4; AC 17 (+5 armor, +2 Dex), touch 12, flat-footed 15; 
  Base Atk +2; Grp +7; Full Atk/Atk +7 melee (2d4+7, 
  falchion) or +5 ranged (1d8+5, masterwork composite 
  longbow (+5 Str)); AL N; SV Fort +4, Ref +2, Will +0; Str 
  20, Dex 14, Con 12, Int 6, Wis 10, Cha 6; 
  Skills and Feats: Intimidate +1, Ride +4. Point 
  Blank Shot, Precise Shot, Rapid Shot 
  Possessions: masterwork breastplate, falchion, 
  masterwork composite longbow (+5 Str), 60 arrows 
  Encounter 7: Guardians of the Haunted Valley 
  OR 
  Encounter 10: Dealing with the Devil  
   
  Goblin Warriors (2): Male Goblin Ftr4; Small Humanoid 
  (Goblinoid); CR 4; HD 4d10+8; hp 40 each; Init +4; Spd 30 
  ft/x4; AC 21, touch 15, flat-footed 17; Base Atk +4; Grp +2; 
  Full Atk/Atk +9 melee (1d6+5, masterwork lance) or +7 
  melee  (1d6+2, morningstar); SQ Darkvision; AL NE; SV 
  Fort +6, Ref +5, Will +0; Str 15, Dex 18, Con 14, Int 10, 
  Wis 8, Cha 6; 
  Skills and Feats: Handle Animal +3, Intimidate 
  +0, Ride +17. Mounted Combat, Power Attack, Weapon 
  Focus (Lance), Weapon Specialization (Lance), Improved 
  Toughness** 
  Possessions: Heavy wood shield, masterwork 
  chain shirt, masterwork lance, Morningstar 
  ** See Appendix 2: New Rules Items 
  Goblin Archers (2): Male Goblin Rgr3/Rog1; Small 
  Humanoid (Goblinoid); CR 4; HD 1d6+3d8+8; hp 30 
  each; Init +4; Spd 30 ft/x4; AC 19, touch 15, flat-footed 15; 
  Base Atk +3; Grp +0; Full Atk/Atk +10 melee (1d6+1,  +1 
  composite longbow) or +5 melee  (1d6+1, morningstar); 
  SA Archery combat style, Favored enemy (human), sneak 
  attack (+1d6); SQ Darkvision, Wild Empathy, 
  Trapfinding; AL NE; SV Fort +5, Ref +9, Will +2; Str 12, 
  Dex 19, Con 14, Int 10, Wis 12, Cha 6; 
  Skills and Feats: Climb +7, Handle Animal +4, 
  Hide +14, Ride +16, Spot +7, Survival +7, Tumble +9. 
  Point Blank Shot, Weapon Focus (Composite Longbow), 
  Rapid Shot, Track,  
  Possessions: +1 composite longbow, 
  morningstar, masterwork chain shirt. 
  Encounter 9: Bandits 
   
   
   
   
  Ahdan Eff’Aik al-Azor’alq: Male Human (Baklunish) 
  Pal5; Medium Humanoid; CR 5; HD 5d10+10; hp 44; Init 
  +1; Spd 20 ft/x3; AC 21 (+8 armor, +2 shield, +1 Dex), 
  touch 11, flat-footed 20; Base Atk +5; Grp +7; Full Atk/Atk 
  +8 melee (1d6+3,  +1 scimitar) or +8 melee (1d8+3, 
  masterwork lance); SA Smite Evil; SQ Code of conduct, 
  Aura of Good, detect evil, Divine Grace, Lay on hands 
  (10pts), Aura of Courage, Divine health, Special Mount; 
  AL LG; SV Fort +8, Ref +4, Will +4; Str 15, Dex 12, Con 14, 
  Int 10, Wis 12, Cha 14; 
  Skills and Feats: Handle Animal +8, Heal +3, 
  Knowledge (religion) +8, Ride +11. Mounted Combat, 
  Ride-By Attack, Power Attack 
  Possessions: masterwork full plate, masterwork 
  heavy steel shield, +1 scimitar, masterwork lance 
  Spells prepared: (1; DC = 11 + Spell Level) 1
  st-
  [divine sacrifice**] 
  ** See Appendix 2: New Rules Items 
  Shinoah Imann al-Azor'alq: Female Human (Baklunish) 
  Clr5; Medium Humanoid; CR 5; HD 5d8+10; hp 38; Init 
  +0; Spd 20 ft/x3; AC 20 (+8 armor, +2 shield), touch 10, 
  flat-footed 20; Base Atk +3; Grp +3; Full Atk/Atk +5 melee 
  (1d6+1, +1 scimitar); SQ Spontaneous Casting, Aura of 
  Good; AL NG; SV Fort +6, Ref +1, Will +7; Str 10, Dex 10, 
  Con 14, Int 12, Wis 17, Cha 12; 
  Skills and Feats: Concentration +10, Diplomacy 
  +6, Heal +8, Knowledge (religion) +4, Knowledge (the 
  planes) +4, Spellcraft +9. Combat Casting, Spell Focus 
  (Evocation), Domain Spontaneity (War)** 
  Possessions: masterwork full plate, +1 scimitar, 
  masterwork heavy wooden shield, silver holy symbol 
  Spells prepared (5/4+1/3+1/2+1; DC = 13+Spell 
  Level); 0
  th-[create water, detect magic, light, purify food, 
  read magic]; 1
  st-[bless, entropic shield, magic weapon*, 
  protection from evil, shield of faith]; 2
  nd-[heat metal*, 
  silence, spiritual weapon (x2)]; 3
  rd-[dispel magic, searing 
  light*, wind wall]; *Domain spell.  
  Domains: [Sun (Once per day destroy undead instead of 
  turning them), War (Martial proficiency with the 
  scimitar and weapon focus (scimitar)) 
  
  TUS5-03 Strands of Faith 
   
  Page 26 
   
  ** See Appendix 2: New Rules Items 
  Sharan Mihmedd al-Azor’alq: Male Human (Baklunish) 
  Ftr3/Rgr2; Medium Humanoid; CR 5; HD 2d8+3d10+10; 
  hp 42; Init +3; Spd 30 ft/x4; AC 17 (+4 armor, +3 Dex), 
  touch 13, flat-footed 14; Base Atk +5; Grp +8; Full Atk/Atk 
  +10 ranged (1d8+4, +1 composite longbow (+3 Str)) or +8 
  melee (1d6+3, scimitar); SA Favored enemy (human); SQ 
  Wild empathy; AL NG; SV Fort +8, Ref +7, Will +0; Str 
  16(+3), Dex 17(+3), Con 14(+2), Int 10(+0), Wis 8(-1), Cha 
  8(-1); 
  Skills and Feats: Climb +6, Handle Animal +4, 
  Intimidate +2, Listen +1, Ride +13, Spot +4, Survival +4. 
  Mounted Combat, Point Blank Shot, Far Shot, Precise 
  Shot, Weapon Focus (Composite Longbow), Rapid Shot, 
  Track. 
  Possessions: masterwork chainshirt, +1 
  composite longbow (+3 Str), scimitar, 60 arrows, 10 +1 
  merciful arrows 
  
  TUS5-03 Strands of Faith 
   
  Page 27 
   
  APL 8 
  Encounter 5: On the Road Again 
   
   
  Balalaiki: Male Human (Baklunish) Ftr4/Rgr4; Medium 
  Humanoid; CR 8; HD 4d8+4d10+16; hp 63; Init +8; Spd 
  30 ft/x4; AC 19 (+5 armor, +4 Dex), touch 14, flat-footed 
  15; Base Atk +8; Grp +10; Atk +14 ranged (1d8+5 (+1d6 
  non-lethal), +1 merciful composite longbow) or +10 
  melee (2d4+3, falchion); Full Atk +14/+9 ranged (1d8+5 
  (+1d6 non-lethal), +1 merciful composite longbow) or 
  +10/+5 melee (2d4+3, falchion); SA Favored enemy 
  (human); SQ Wild Empathy; AL CN; SV Fort +10, Ref 
  +11, Will +4; Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 
  10; 
  Skills and Feats: Climb +12, Handle Animal +7, 
  Hide +10, Jump +12, Ride +17, Spot +7, Survival +7. 
  Improved Initiative, Iron Will, Lightning Reflexes, Point 
  Blank Shot, Precise Shot, Weapon Focus (Composite 
  Longbow), Weapon Specialization (Composite Longbow), 
  Rapid Shot, Track, Endurance 
  Possessions: +1 Chain shirt, +1 merciful 
  composite longbow (+2 Str), falchion, 60 arrows 
  Hakiri and Waseem: Male Half-orc Ftr4; Medium 
  Humanoid; CR 4; HD 4d10+4; hp 36; Init +2; Spd 20 
  ft/x4; AC 18 (+6 armor, +2 Dex), touch 12, flat-footed 16; 
  Base Atk +4; Grp +9; Full Atk/Atk +9 melee (2d4+7, 
  falchion) or +7 ranged (1d8+6,  +1 composite longbow (+5 
  Str)); AL N; SV Fort +5, Ref +3, Will +3; Str 21, Dex 14, 
  Con 12, Int 6, Wis 10, Cha 6; 
  Skills and Feats:  Intimidate +2, Ride +5. Iron 
  Will, Point Blank Shot, Precise Shot, Rapid Shot, 
  Improved Toughness** 
  Possessions: +1 breastplate, falchion, +1 
  composite longbow (+5 Str), 60 arrows 
  ** See Appendix 2: New Rules Items 
  Encounter 7: Guardians of the Haunted Valley 
  OR 
  Encounter 10: Dealing with the Devil  
   
  Goblin Warriors (2): Male Goblin Ftr6; Small Humanoid 
  (Goblinoid); CR 6; HD 6d10+12; hp 58 each; Init +4; Spd 
  30 ft/x4; AC 23, touch 15, flat-footed 19; Base Atk +6; Grp 
  +4; Atk +11 melee (1d6+6, +1 lance) or +9 melee  (1d6+2, 
  morningstar); Full Atk +11/+6 melee (1d6+6, +1 lance) or 
  +9/+4 melee  (1d6+2, morningstar); SQ Darkvision; AL 
  NE; SV Fort +7, Ref +6, Will +1; Str 15, Dex 18, Con 14, 
  Int 10, Wis 8, Cha 6;  
  Skills and Feats: Handle Animal +3, Intimidate 
  +2, Ride +19. Mounted Combat, Ride-By Attack, Spirited 
  Charge, Power Attack, Weapon Focus(Lance), Weapon 
  Specialization (lance), Improved Toughness** 
  Possessions: +1 heavy wood shield, +1 chain 
  shirt, +1 lance, Morningstar 
  ** See Appendix 2: New Rules Items 
  Goblin Archers (2): Male Goblin Rgr4/Rog2; Small 
  Humanoid (Goblinoid); CR 6; HD 2d6+4d8+12; hp 43 
  each; Init +4; Spd 30 ft/x4; AC 20, touch 15, flat-footed 16; 
  Base Atk +5; Grp +2; Full Atk/Atk +13 ranged (1d6+3, +2 
  composite longbow (+1 Str)) or +7 melee  (1d6+1, 
  morningstar); SA Archery combat style, Favored enemy 
  (human), sneak attack (+1d6);  SQ Darkvision, Wild 
  Empathy, Trapfinding, Evasion;  AL NE; SV Fort +6, Ref 
  +11, Will +2; Str 12, Dex 19, Con 14, Int 10, Wis 12, Cha 6;  
  Skills and Feats: Climb +9, Handle Animal +5, 
  Hide +16, Intimidate +2, Ride +17, Spot +9, Survival +7, 
  Tumble +11. Point Blank Shot, Weapon Focus 
  (Composite Longbow), Rapid Shot, Track, Precise Shot 
  Spells Prepared (1); base DC = 11 + spell level); 
  1
  st–[entangle]; 
  Possessions: +1 Chain shirt, +1 Composite 
  longbow (+1 Str), Morningstar 
  Encounter 9: Bandits 
   
   
   
   
  Ahdan Eff’Aik al-Azor’alq: Male Human (Baklunish) 
  Pal5/Hos2; Medium Humanoid; CR 7; HD 2d8+5d10+14; 
  hp 58; Init +1; Spd 20 ft/x3; AC 23 (+9 armor, +3 shield, +1 
  Dex), touch 11, flat-footed 22; Base Atk +7; Grp +10; Atk 
  +12 melee (1d6+3 plus 1d6 fire, +1 flaming scimitar) or 
  +11 melee (1d8+4, masterwork lance); Full Atk +12/+7 
  melee (1d6+3 plus 1d6 fire, +1 flaming scimitar) or +11/+6 
  melee (1d8+4, masterwork lance); SA Smite Evil; SQ 
  Code of conduct, Aura of Good, detect evil, Divine Grace, 
  Lay on hands (21pts), Aura of Courage, Divine health; AL 
  LG; SV Fort +12, Ref +5, Will +5; Str 17, Dex 12, Con 14, 
  Int 10, Wis 12, Cha 16; 
  Skills and Feats: Handle Animal +9, Heal +5, 
  Knowledge (religion) +10, Ride +13. Mounted Combat, 
  Ride-By Attack, Power Attack, Cleave, Weapon Focus 
  (Scimitar) 
  Possessions: +1 full plate, +1 heavy steel shield, 
  +1 flaming scimitar, masterwork lance, gauntlets of ogre 
  power +2, cloak of charisma +2 
  Spells prepared: (2; DC = 11 + Spell Level); 1
  st-
  [divine sacrifice**, golden barding**] 
  ** See Appendix 2: New Rules Items 
  Shinoah Imann al-Azor'alq: Female Human (Baklunish) 
  Clr7; Medium Humanoid; CR 7; HD 7d8+14; hp 52; Init 
  +0; Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, 
  flat-footed 21; Base Atk +5; Grp +5; Atk +7 melee (1d6+1, 
  +1 scimitar); Full Atk +7 melee (1d6+1, +1 scimitar); SQ 
  Spontaneous Casting, Aura of Good; AL NG; SV Fort +7, 
  Ref +2, Will +8; Str 10, Dex 10, Con 14, Int 12, Wis 17, 
  Cha 12; 
  Skills and Feats: Concentration +12, Diplomacy 
  +8, Heal +8, Knowledge (religion) +6, Knowledge (the 
  planes) +4, Spellcraft +11. Combat Casting, Spell Focus 
  
  TUS5-03 Strands of Faith 
   
  Page 28 
   
  (Evocation), Augment Healing**, Domain Spontaneity 
  (War)** 
  Possessions: +1 full plate, +1 scimitar, 
  masterwork heavy wooden shield, silver holy symbol 
  Spells prepared (6/6+1/4+1/3+1/2+1; DC = 
  13+Spell Level); 0
  th-[create water, detect magic (x2), light, 
  purify food, read magic]; 1
  st-[bless, entropic shield, magic 
  weapon*, obscuring mist, protection from evil, sanctuary, 
  shield of faith]; 2
  nd-[bull’s strength, heat metal*, silence, 
  spiritual weapon (x2)]; 3
  rd-[dispel magic, prayer, searing 
  light*, wind wall];4
  th-[dimensional anchor, divine power, 
  fire shield*]*Domain spell.  
  Domains: [Sun (Once per day destroy undead instead of 
  turning them), War (Martial proficiency with the 
  scimitar and weapon focus (scimitar)) 
  ** See Appendix 2: New Rules Items 
  Sharan Mihmedd al-Azor’alq: Male Human (Baklunish) 
  Ftr5/Rgr2; Medium Humanoid; CR 7; HD 2d8+5d10+14; 
  hp 58; Init +4; Spd 30 ft/x4; AC 20 (+6 armor, +4 Dex), 
  touch 14, flat-footed 16; Base Atk +7; Grp +10; Atk +13 
  ranged (1d8+4, +1 composite longbow (+3 Str)) or +10 
  melee (1d6+3, scimitar); Full Atk +13/+8 ranged (1d8+4, 
  +1 composite longbow (+3 Str)) or +10/+5 melee (1d6+3, 
  scimitar); SA Favored enemy (human); SQ Wild empathy; 
  AL NG; SV Fort +9, Ref +8, Will +0; Str 16, Dex 19, Con 
  14, Int 10, Wis 8, Cha 8; 
  Skills and Feats: Climb +7, Handle Animal +4, 
  Intimidate +5, Listen +1, Ride +16, Spot +4, Survival +4. 
  Mounted Combat, Mounted Archery, Point Blank Shot, 
  Far Shot, Precise Shot, Manyshot, Weapon Focus 
  (Composite Longbow), Rapid Shot, Track. 
  Possessions: +1 mithral breastplate, +1 
  composite longbow (+3 Str), scimitar, gloves of dexterity 
  +2, 60 arrows, 10 +1 merciful arrows 
  
  TUS5-03 Strands of Faith 
   
  Page 29 
   
  APL 10 
  Encounter 5: On the Road Again 
   
   
  Balalaiki: Male Human (Baklunish) Ftr6/Rgr4; Medium 
  Humanoid; CR 10; HD 4d8+6d10+20; hp 79; Init +8; Spd 
  30 ft/x4; AC 20 (+6 armor, +4 Dex), touch 14, flat-footed 
  16; Base Atk +10; Grp +12; Atk +17 ranged (1d8+6 plus 
  1d6 non-lethal, +2 merciful composite longbow) or +12 
  melee (2d4+3, falchion); Full Atk +17/+12 ranged (1d8+6 
  plus 1d6 non-lethal, +2 merciful composite longbow) or 
  +12/+7 melee (2d4+3, falchion); SA Favored enemy 
  (human); SQ Wild Empathy; AL CN; SV Fort +11, Ref 
  +13, Will +5; Str 14, Dex 20, Con 14, Int 10, Wis 10, Cha 
  10; 
  Skills and Feats: Climb +13, Handle Animal +7, 
  Hide +11, Jump +13, Ride +18, Spot +7, Survival +7. 
  Improved Initiative, Iron Will, Lightning Reflexes, Point 
  Blank Shot, Far Shot, Precise Shot, Manyshot, Weapon 
  Focus (Composite Longbow), Weapon Specialization 
  (Composite Longbow), Rapid Shot, Track, Endurance 
  Possessions: +2 Mithral Chain shirt, +2 merciful 
  composite longbow (+2 Str), falchion, gloves of Dexterity 
  +2, 60 arrows 
  Hakiri and Waseem: Male Half-orc Bbn2/Ftr4; Medium 
  Humanoid; CR 6; HD 4d10+2d12+6; hp 54; Init +2; Spd 
  30 ft/x4; AC 18 (+6 armor, +2 Dex), touch 12, flat-footed 
  18; Base Atk +6; Grp +12; Atk +12 melee (2d4+9, falchion) 
  or +9 ranged (1d8+7, +1 merciful composite longbow); 
  Full Atk +12/+7 melee (2d4+9, falchion) or +9/+4 ranged 
  (1d8+7, +1 merciful composite longbow); SQ Rage, Fast 
  Movement, Uncanny dodge; AL N; SV Fort +8, Ref +3, 
  Will +3; Str 23, Dex 14, Con 12, Int 6, Wis 10, Cha 6; 
  Skills and Feats: Intimidate +4, Ride +7. Iron 
  Will, Point Blank Shot, Precise Shot, Rapid Shot, 
  Improved Toughness**, Sharp-Shooting** 
  Possessions: +1 breastplate, falchion, +1 merciful 
  composite longbow (+6 Str), 60 arrows, Gauntlets of ogre 
  power +2 
  ** See Appendix 2: New Rules Items 
  Encounter 7: Guardians of the Haunted Valley 
  OR  
  Encounter 10: Dealing with the Devil  
   
  Goblin Warriors  (2): Male Goblin Ftr8; Small 
  Humanoid (Goblinoid); CR 8; HD 8d10+16; hp 76 each; 
  Init +4; Spd 30 ft/x4; AC 23, touch 15, flat-footed 19; Base 
  Atk +8; Grp +7; Atk +14 melee (1d6+7 plus 1d6 frost, +1 
  frost lance) or +12/+7 melee  (1d6+3, morningstar); Full 
  Atk +14/+9 melee (1d6+7 plus 1d6 frost, +1 frost lance) or 
  +12/+7 melee  (1d6+3, morningstar); SQ Darkvision; AL 
  NE; SV Fort +8, Ref +6, Will +1; Str 16, Dex 18, Con 14, 
  Int 10, Wis 8, Cha 6; 
  Skills and Feats: Handle Animal +3, Intimidate 
  +4, Ride +21. Mounted Combat, Ride-By Attack, Spirited 
  Charge, Power Attack, Cleave, Weapon Focus (Lance), 
  Weapon Specialization (lance), Improved Toughness** 
  Possessions: +1 heavy wood shield, +1 chain 
  shirt, +1 frost lance, Morningstar 
  ** See Appendix 2: New Rules Items 
  Goblin Archers (2): Male Goblin Ftr1/Rgr5/Rog2; Small 
  Humanoid (Goblinoid); CR 8; HD 2d6+5d8+1d10+16; hp 
  58 each; Init +5; Spd 30 ft/x4; AC 21, touch 15, flat-footed 
  17; Base Atk +7; Grp +4; Atk +16 melee (1d6+3, +2 
  composite longbow (+1 Str)) or +9 melee  (1d6+1, 
  morningstar); Full Atk +14/+14/+11 melee (1d6+3, +2 
  composite longbow (+1 Str)) or +9/+4 melee  (1d6+1, 
  morningstar); SA Archery combat style, Favored enemy 
  (human, human), sneak attack (+1d6); SQ Darkvision, 
  Wild Empathy, Trapfinding; AL NE; SV Fort +8, Ref +12, 
  Will +2; Str 12, Dex 20, Con 14, Int 10, Wis 12, Cha 6; 
  Skills and Feats: Climb +12, Handle Animal +5, 
  Hide +18, Intimidate +2, Ride +20, Spot +11, Survival +7, 
  Tumble +12. Point Blank Shot, Weapon Focus 
  (Composite Longbow), Rapid Shot, Track, Precise Shot, 
  Far Shot 
  Spells Prepared (1; base DC = 11 + spell level) 1
  st 
  – [entangle]; 
  Possessions: +2 composite longbow (+1 Str), 
  morningstar, +1 chain shirt 
  Encounter 9: Bandits 
   
   
   
   
  Ahdan Eff’Aik al-Azor’alq: Male Human (Baklunish) 
  Pal5/Hos4; Medium Humanoid; CR 9; HD 4d8+5d10+18; 
  hp 81; Init +1; Spd 20 ft/x3; AC 24 (+9 armor, +3 shield, +1 
  Dex, +1 natural), touch 11, flat-footed 23; Base Atk +9; Grp 
  +13; Atk +15 melee (1d6+3 plus 1d6 fire, +1 flaming 
  scimitar) or +14 melee (1d8+6, masterwork lance); Full 
  Atk +15/+10 melee (1d6+3 plus 1d6 fire, +1 flaming 
  scimitar) or +14/+9 melee (1d8+6, masterwork lance); SA 
  Smite Evil; SQ Code of conduct, Aura of Good, detect 
  evil, Divine Grace, Lay on hands (27pts), Aura of Courage, 
  Divine health; AL LG; SV Fort +14, Ref +7, Will +7; Str 18, 
  Dex 12, Con 14, Int 10, Wis 12, Cha 16; 
  Skills and Feats: Handle Animal +9, Heal +7, 
  Knowledge (religion) +12, Ride +15. Mounted Combat, 
  Ride-By Attack, Power Attack, Cleave, Weapon Focus 
  (Scimitar), Improved Toughness** 
  Possessions: +1 full plate, +1 heavy steel shield, 
  +1 flaming scimitar, masterwork lance, gauntlets of ogre 
  power +2, cloak of charisma +2, amulet of natural armor 
  +1, vest of resistance +1 
  Spells prepared: (2; base DC = 11 + Spell Level); 
  1
  st -[divine sacrifice**, golden barding**] 
  ** See Appendix 2: New Rules Items 
  Shinoah Imann al-Azor'alq: Female Human (Baklunish) 
  Clr9; Medium Humanoid; CR 9; HD 9d8+18; hp 66; Init 
  +0; Spd 20 ft/x3; AC 21 (+9 armor, +2 shield), touch 10, 
  flat-footed 21; Base Atk +6; Grp +6; Atk +8 melee (1d6+1, 
  
  TUS5-03 Strands of Faith 
   
  Page 30 
   
  +1 scimitar); Full Atk +8/+3 melee (1d6+1, +1 scimitar); 
  SQ Spontaneous Casting, Aura of Good; AL NG; SV Fort 
  +8, Ref +3, Will +11; Str 10, Dex 10, Con 14, Int 12, Wis 
  20, Cha 12; 
  Skills and Feats: Concentration +13, Diplomacy 
  +8, Heal +10, Knowledge (Arcana) +6, Knowledge 
  (religion) +6, Knowledge (the planes) +4, Spellcraft +15. 
  Combat Casting, Spell Focus (Evocation), Augment 
  Healing**, Domain Spontaneity (War)** 
  Possessions: +1 full plate, +1 scimitar, 
  masterwork heavy wooden shield, silver holy symbol, 
  periapt of wisdom +2, ring of freedom of movement 
  Spells prepared (6/6+1/5+1/4+1/3+1/2+1; base 
  DC = 15+Spell Level); 0
  th-[create water, detect magic (x2), 
  light, purify food, read magic]; 1
  st-[bless, entropic shield, 
  magic weapon*, obscuring mist, protection from evil, 
  sanctuary, shield of faith]; 2
  nd-[bear’s endurance, bull’s 
  strength, heat metal*, silence, spiritual weapon (x2)]; 3
  rd-
  [dispel magic, prayer, searing light*, recitation**, wind 
  wall];4
  th-[dimensional anchor, divine power, fire shield*, 
  invisibility purge] [flame strike*, righteous might, spell 
  resistance]; *Domain spell.  
  Domains: [Sun (Once per day destroy undead instead of 
  turning them), War (Martial proficiency with the 
  scimitar and weapon focus (scimitar)) 
  ** See Appendix 2: New Rules Items 
  Sharan Mihmedd al-Azor’alq: Male Human (Baklunish) 
  Ftr7/Rgr2; Medium Humanoid; CR 9; HD 2d8+7d10+18; 
  hp 74; Init +5; Spd 30 ft/x4; AC 21 (+6 armor, +5 Dex), 
  touch 15, flat-footed 16; Base Atk +9; Grp +12; Atk +16 
  ranged (1d8+4, +1 composite longbow (+3 Str)) or +12 
  melee (1d6+3, scimitar); Full Atk +16/+11 ranged (1d8+4, 
  +1 composite longbow (+3 Str)) or +12/+7 melee (1d6+3, 
  scimitar); AL NG; SV Fort +10, Ref +10, Will +1; Str 16, 
  Dex 20, Con 14, Int 10, Wis 8, Cha 8; 
  Skills and Feats: Climb +8, Handle Animal +5, 
  Intimidate +7, Listen +1, Ride +19, Spot +4, Survival +4. 
  Dodge, Improved Critical(Composite Longbow), 
  Mounted Combat, Mounted Archery, Point Blank Shot, 
  Far Shot, Precise Shot, Manyshot, Weapon 
  Focus(Composite Longbow), Rapid Shot, Track. 
  Possessions: +1 mithral breastplate, +1 
  composite longbow (+3 Str), scimitar, gloves of dexterity 
  +2, 60 arrows, 10 +1 merciful arrows 
  
  TUS5-03 Strands of Faith 
   
  Page 31 
   
  APL 12 
  Encounter 5: On the Road Again 
   
   
  Balalaiki: Male Human (Baklunish) Ftr6/Rgr4/OoB2**; 
  Medium Humanoid; CR 12; HD 6d8+6d10+24; hp 93; Init 
  +9; Spd 30 ft/x4; AC 21 (+6 armor, +5 Dex), touch 15, flat-
  footed 16; Base Atk +12; Grp +15; Atk +20 ranged 
  (1d8+7+1d8 plus 1d6 non-lethal, +2 merciful composite 
  longbow) or +15/+10/+5 melee (2d4+4, falchion); Full Atk 
  +20/+15/+10 ranged (1d8+7 plus 1d6 non-lethal, +2 
  merciful composite longbow) or +15/+10/+5 melee 
  (2d4+4, falchion); SA Favored enemy (human), Ranged 
  Precision Attack, Close combat shot; SQ Wild Empathy; 
  AL CN; SV Fort +11, Ref +16, Will +8; Str 16, Dex 21, Con 
  14, Int 10, Wis 10, Cha 10; 
  Skills and Feats: Climb +14, Handle Animal +8, 
  Hide +12, Jump +14, Knowledge (religion) +3, Ride +18, 
  Spot +7, Survival +7. Improved Initiative, Iron Will, 
  Lightning Reflexes, Point Blank Shot, Far Shot, Precise 
  Shot, Improved Precise Shot, Manyshot, Weapon Focus 
  (Composite Longbow), Weapon Specialization 
  (Composite Longbow) 
   
  Possessions: +2 Mithral Chain shirt, +2 merciful 
  composite longbow (+3 Str), falchion, gloves of dexterity 
  +2, 60 arrows 
  ** See Appendix 2: New Rules Items 
  Hakiri and Waseem: Male Half-orc Bbn4/Ftr4; Medium 
  Humanoid; CR 8; HD 4d10+4d12+8; hp 72; Init +2; Spd 
  30 ft/x4; AC 18 (+6 armor, +2 Dex), touch 12, flat-footed 
  18; Base Atk +8; Grp +15; Atk +15 melee (2d4+10, 
  falchion) or +11 ranged (1d8+7, +1 merciful composite 
  longbow); Full Atk +15/+10 melee (2d4+10, falchion) or 
  +11/+6 ranged (1d8+7, +1 merciful composite longbow); 
  SQ Rage, Fast Movement, Uncanny dodge, Trap sense +1; 
  AL N; SV Fort +9, Ref +4, Will +4; Str 24, Dex 14, Con 12, 
  Int 6, Wis 10, Cha 6; 
  Skills and Feats: Intimidate +6, Ride +9. Iron 
  Will, Point Blank Shot, Precise Shot, Rapid Shot, 
  Improved Toughness**, Sharp-Shooting** 
  Possessions: Gauntlets of ogre power +2, +1 
  breastplate, falchion, +1 merciful composite longbow (+6 
  Str), 60 arrows 
  ** See Appendix 2: New Rules Items 
  Encounter 7: Guardians of the Haunted Valley 
  OR 
  Encounter 10: Dealing with the Devil  
   
  Goblin Warriors (2): Male Goblin Ftr10; Small 
  Humanoid (Goblinoid); CR 10; HD 10d10+20; hp 94 each; 
  Init +4; Spd 30 ft/x4; AC 24, touch 15, flat-footed 20; Base 
  Atk +10; Grp +9; Atk +16 melee (1d6+7 plus 1d6 frost, +1 
  frost lance) or +14 melee (1d6+3, morningstar); Full Atk 
  +16/+11 melee (1d6+7 plus 1d6 frost, +1 frost lance) or 
  +14/+9 melee  (1d6+3, morningstar); SQ Darkvision; AL 
  NE; SV Fort +9, Ref +7, Will +2; Str 16, Dex 18, Con 14, 
  Int 10, Wis 8, Cha 6; 
  Skills and Feats: Handle Animal +3, Intimidate 
  +6, Ride +23. Improved Critical (Lance), Mounted 
  Combat, Ride-By Attack, Spirited Charge, Power Attack, 
  Cleave, Weapon Finesse, Weapon Focus (Lance), Weapon 
  Specialization (Lance), Improved Toughness** 
  Possessions: +1 heavy wood shield, +2 chain 
  shirt, +1 frost lance, Morningstar 
  ** See Appendix 2: New Rules Items 
  Goblin Archers (4): Male Goblin Ftr1/Rgr5/Rog2; Small 
  Humanoid (Goblinoid); CR 8; HD 2d6+5d8+1d10+16; hp 
  58 each; Init +5; Spd 30 ft/x4; AC 22, touch 15, flat-footed 
  18; Base Atk +7; Grp +4; Atk +16 melee (1d6+3, +2 
  composite longbow (+1 Str)) or +9 melee  (1d6+1, 
  morningstar); Full Atk +14/+14/+11 melee (1d6+3, +2 
  composite longbow (+1 Str)) or +9/+4 melee  (1d6+1, 
  morningstar); SA Archery combat style, Favored enemy 
  (human, human), sneak attack (+1d6); SQ Darkvision, 
  Wild Empathy, Trapfinding; AL NE; SV Fort +8, Ref +12, 
  Will +2; Str 12, Dex 20, Con 14, Int 10, Wis 12, Cha 6; 
  Skills and Feats: Climb +12, Handle Animal +5, 
  Hide +18, Intimidate +2, Ride +20, Spot +11, Survival +7, 
  Tumble +12. Point Blank Shot, Weapon Focus 
  (Composite Longbow), Rapid Shot, Track, Precise Shot, 
  Far Shot 
  Spells Prepared (1; base DC = 11 + spell level) 1
  st 
  – [entangle]; 
  Possessions: +2 composite longbow (+1 Str), 
  morningstar, +2 chain shirt 
  Encounter 9: Bandits 
   
   
   
   
  Ahdan Eff’Aik al-Azor’alq: Male Human (Baklunish) 
  Pal5/Hos6; Medium Humanoid; CR 11; HD 
  6d8+5d10+22; hp 97; Init +1; Spd 20 ft/x3; AC 24 (+9 
  armor, +3 shield, +1 Dex, +1 natural), touch 11, flat-footed 
  23; Base Atk +11; Grp +15; Atk +18 melee (1d6+6 plus 1d6 
  fire, +2 flaming scimitar) or +16 melee (1d8+6, 
  masterwork lance); Full Atk +18/+13/+8 melee (1d6+6 
  plus 1d6 fire, +2 flaming scimitar) or +16/+11/+6 melee 
  (1d8+6, masterwork lance); SA Smite Evil; SQ Code of 
  conduct, Aura of Good, detect evil, Divine Grace, Lay on 
  hands (33pts), Aura of Courage, Divine health; AL LG; SV 
  Fort +15, Ref +8, Will +8; Str 18, Dex 12, Con 14, Int 10, 
  Wis 12, Cha 16; 
  Skills and Feats: Handle Animal +9, Heal +9, 
  Knowledge (religion) +14, Ride +17. Mounted Combat, 
  Ride-By Attack, Power Attack, Cleave, Weapon Focus 
  (Scimitar), Close-Quarters Fighting**, Improved 
  Toughness** 
  Possessions: +1 full plate, +1 heavy steel shield, 
  +2 flaming scimitar, masterwork lance, gauntlets of ogre 
  power +2, cloak of charisma +2, amulet of natural armor 
  +1, vest of resistance +1 
  
  TUS5-03 Strands of Faith 
   
  Page 32 
   
  Spells prepared: (2; base DC = 11 + Spell Level; 
  1
  st -[divine sacrifice**, golden barding**] 
  ** See Appendix 2: New Rules Items 
  Shinoah Imann al-Azor'alq: Female Human (Baklunish) 
  Clr11; Medium Humanoid; CR 11; HD 11d8+22; hp 80; 
  Init +0; Spd 20 ft/x3; AC 24 (+9 armor, +3 shield, +1 
  natural, +1 deflection), touch 11, flat-footed 24; Base Atk 
  +8; Grp +8; Atk +10 melee (1d6+1, +1 Scimitar); Full Atk 
  +10/+5 melee (1d6+1, +1 Scimitar); SQ Spontaneous 
  Casting, Aura of Good; AL NG; SV Fort +10, Ref +4, Will 
  +13; Str 10, Dex 10, Con 14, Int 12, Wis 20, Cha 12; 
  Skills and Feats: Concentration +16, Diplomacy 
  +8, Heal +10, Knowledge (Arcana) +6, Knowledge 
  (religion) +10, Knowledge (the planes) +4, Spellcraft +16. 
  Combat Casting, Spell Focus (Evocation), Empower Spell, 
  Augment Healing**, Domain Spontaneity (War)** 
  Possessions: +1 full plate, +1 scimitar, +1 heavy 
  wooden shield, silver holy symbol, periapt of wisdom +2, 
  ring of freedom of movement, vest of resistance +1, ring 
  of protection +1, amulet of natural armor +1 
  Spells prepared (6/7+1/5+1/5+1/4+1/3+1/1+1; 
  base DC = 15+Spell Level); 0
  th-[create water, detect magic 
  (x2), light, purify food, read magic]; 1
  st-[bless, entropic 
  shield, magic weapon*, obscuring mist, protection from 
  evil, sanctuary, shield of faith]; 2
  nd-[bear’s endurance, 
  bull’s strength, heat metal*, silence, spiritual weapon 
  (x2)]; 3
  rd-[dispel magic, prayer, searing light*, recitation**, 
  wind wall];4
  th-[dimensional anchor, divine power, fire 
  shield*, invisibility purge] [flame strike*, righteous 
  might, spell resistance]; 6
  th-[blade barrier*, bull’s strength, 
  mass]; *Domain spell.  
  Domains: [Sun (Once per day destroy undead instead of 
  turning them), War (Martial proficiency with the 
  scimitar and weapon focus (scimitar)) 
  ** See Appendix 2: New Rules Items 
  Sharan Mihmedd al-Azor’alq: Male Human (Baklunish) 
  Ftr9/Rgr2; Medium Humanoid; CR 11; HD 
  2d8+9d10+33; hp 101; Init +9; Spd 30 ft/x4; AC 21 (+6 
  armor, +5 Dex), touch 15, flat-footed 16; Base Atk +11; Grp 
  +14; Atk +18 ranged (1d8+4 plus 1d6 non-lethal, +1 
  merciful composite longbow (mighty+3)) or +14 melee 
  (1d6+3, scimitar); Full Atk +18/+13/+8 ranged (1d8+4 
  plus 1d6 non-lethal, +1 merciful composite longbow 
  (mighty+3)) or +14/+9/+4 melee (1d6+3, scimitar); SA 
  Favored enemy (human); SQ Wild empathy; AL NG; SV 
  Fort +12, Ref +11, Will +2; Str 16, Dex 20, Con 16, Int 10, 
  Wis 8, Cha 8; 
  Skills and Feats: Climb +8, Handle Animal +6, 
  Intimidate +10, Listen +1, Ride +21, Spot +4, Survival +4. 
  Dodge, Improved Critical (Composite Longbow), 
  Improved Initiative, Mounted Combat, Mounted 
  Archery, Point Blank Shot, Far Shot, Precise Shot, 
  Manyshot, Weapon Focus (Composite Longbow), Rapid 
  Shot, Track. 
  Possessions: +1 mithral breastplate, +1 merciful 
  composite longbow (+3 Str), scimitar, gloves of dexterity 
  +2, amulet of health +2, 60 arrows, 10 +1 merciful arrows 
  
  TUS5-03 Strands of Faith 
   
  Page 33 
   
  Appendix Two: New Rules Items
  Augment Healing [General] as presented in 
  Complete Divine 
  Prerequisite: Heal 4 ranks. 
  Benefit: Add +2 points per spell level to the amount of 
  damage healed by any Conjuration [Healing] spell that 
  you cast. 
  Domain Spontaneity [Divine] as presented in 
  Complete Divine 
  You are so familiar with one of your domains that you 
  can convert other prepared spells into spells from that 
  domain. 
  Prerequisite: Ability to turn or rebuke undead. 
  Benefit: Each time you take this feat, choose a domain 
  that you have access to. You may now convert prepared 
  divine spells of equal or higher level, as well as 
  expanding one of your daily turn undead attempts. 
  This works just as clerics spontaneously cast prepared 
  spells as cure spells. 
  Special: You may take this feat multiple times, each 
  time, you take the feat, it applies to a new domain. 
  Improved 
  Toughness 
  [General] 
  as 
  presented 
  Complete Warrior 
  You are significantly tougher than normal 
  Prerequisite: Base Fortitude save bonus +2. 
  Benefit: You gain a number of hit points equal to your 
  current Hit Dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
  Special: A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
  Improved Toughness [General] as presented in 
  Complete Warrior 
  Prerequisite: Point Blank Shot, Precise Shot, base 
  attack bonus +3 
  Benefit: Your targets only receive +2 bonus to Armor 
  Class due to cover. This feat has no effect against foes 
  with no cover or total cover. 
  Normal: Cover normally provides +4 bonus to AC.  
  Special: A fighter may select Sharp-Shooting as one of 
  his fighter bonus feats. 
  Close-Quarters Fighting [General] as presented in 
  Complete Warrior 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if the 
  enemy has a feat or special ability that would normally 
  bypass the attack. If you deal damage with this attack, 
  the enemy fails to start the grapple unless it has the 
  Improved Grapple feat or a special ability such as 
  improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity in a round or 
  allow you to make an attack of opportunity when you 
  would be denied one for being surprised, helpless, or in a 
  similar situation. 
   
  For example, an ogre attempts to grapple 
  Tordek. Tordek gains an attack of opportunity, hits, and 
  causes damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a grapple. 
  Then an ankheg – a creature with the improved grab 
  special ability – attempts to grapple Tordek. He takes an 
  attack of opportunity, hits, and deals 10 points of damage 
  to the creature. Tordek then adds +10 to his own 
  opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do not 
  provoke attacks of opportunity when they attempt to 
  start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Divine Sacrifice [spell] as presented in Complete 
  Divine 
  Evocation 
  Level: Blackguard 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round / level 
  You can sacrifice your life force to increase damage you 
  deal. Once each round, as a free action, you ca sacrifice 
  up to 10 of you hit points (this does not provoke AoOs). 
  For every 2 hit points you sacrifice, on your next 
  successful attack you deal +1d6 damage, to a maximum 
  of +5d6 on that attack. Your ability to deal this 
  additional damage ends when you successfully attack 
  or when the spell duration ends. You can make as many 
  sacrifices as the spell duration allows. Sacrificed hit 
  points count as normal damage. 
  Golden Barding [spell] as presented in Complete 
  Divine 
  Conjuration (Creation)[Force] 
  Level: Blackguard 1, paladin 1 
  Components: V, DF 
  Casting Time: 1 standard action 
  
  TUS5-03 Strands of Faith 
   
  Page 34 
   
  Range: Touch 
  Target: Special mount touched 
  Duration: 1 hour / level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You conjure forth a glowing, golden suit of barding for 
  your special mount.  
  The golden barding you create has no armor check 
  penalty and has no effect on the mounts’ speed. The 
  exact nature of the barding depends on your caster 
  level. 
  2
  nd-3
  rd 
  scale mail barding (+4 armor bonus) 
  4
  th-5
  th 
  chain mail barding (+5 armor bonus) 
  6
  th-7
  th 
  splint mail barding (+6 armor bonus) 
  8
  th-9
  th 
  half-plate barding (+7 armor bonus) 
  10
  th 
  full plate barding (+8 armor bonus) 
  Because golden barding is made of force, incorporeal 
  creatures can’t bypass it the way they do normal armor. 
  Recitation [spell] as presented in Complete Divine 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you. 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you invoke 
  your deity’s blessings upon yourself and your allies 
  while causing confusion and weakness among your 
  enemies. The spell affects all allies and foes within the 
  spell’s area at the moment you cast it. Your allies gain a 
  +2 luck bonus on attack rolls and saving throws, or a +3 
  luck bonus if they worship the same patron deity as 
  you. Enemies suffer a –2 luck penalty on attack rolls 
  and saving throws. After casting the spell, you are free 
  to take further actions during the spell’s duration as 
  you see fit. 
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
  Order of the Bow Initiate as presented in Complete 
  Warrior 
  When asked, "What is Truth?", an initiate of the Order 
  of the Bow picks up his bow, fires an arrow and, 
  without saying a word, lets his mastery of the weapon 
  serve as the gauge of the archer's progress along the 
  way.  By learning the meditative art of the Way of the 
  Bow, the archer improves his discipline, precision, and 
  spirituality.  Order of the Bow initiates see their 
  weapons as extensions of their being, and the use of the 
  bow as a spiritual experience. 
  Fighters are the most common initiates of the Order of 
  the Bow.  Rangers, paladins, and even barbarians utilize 
  these skills and philosophies as well.  Some rogues and 
  bards have been known to enter the order, but they are 
  rare indeed. 
  NPC initiates are most often encountered teaching 
  others the ways of archery or wandering the lands 
  looking for true challenges for their skill. 
  Hit Die: d8. 
  Requirements 
  To qualify to become an Order of the Bow initiate, a 
  character must fulfill all the following criteria. 
  Base Attack Bonus: +5. 
  Skills: Craft (bowmaking) 5 ranks, Knowledge 
  (religion) 2 ranks. 
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow, shortbow, or the composite 
  version of either). 
  Class Skills 
  The Order of the Bow initiate's class skills (and the key 
  ability for each skill) are Climb (Str), Craft (Int), 
  Knowledge (religion) (Int), Ride (Dex), Spot (Wis), and 
  Swim (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the Order of 
  the Bow initiate prestige class. 
  Weapon and Armor Proficiency: Order of the Bow 
  initiates gain no proficiency with any weapon or armor. 
  Ranged Precision (Ex): As a standard action, an 
  initiate may make a single precisely aimed attack with a 
  ranged weapon, dealing an extra 1d8 points of damage 
  if the attack hits.  When making a ranged precision 
  attack, an initiate must be within 30 feet of his target.  
  An initiate's ranged precision attack only works against 
  living creatures with discernable anatomies.  Any 
  creature that is immune to critical hits (including 
  undead, constructs, oozes, plants, and incorporeal 
  creatures) is not vulnerable to a ranged precision 
  attack, and any item or ability that protects a creature 
  from critical hits (such as armor with the fortification 
  special ability) also protects a creature from the extra 
  damage. 
  Unlike with a rogue's sneak attack, the initiate's target 
  does not have to be flat-footed or denied its Dexterity 
  bonus, but if it is, the initiate's extra precision damage 
  stacks with sneak attack damage. Treat the initiate's 
  ranged precision attack as a sneak attack in all other 
  ways. 
  The initiate's bonus to damage on ranged precision 
  attacks increases by +1d8 every two levels. 
  
  TUS5-03 Strands of Faith 
   
  Page 35 
   
  An initiate can only use this ability with a ranged 
  weapon for which he has taken the Weapon Focus feat. 
  Close Combat Shot: At 2nd level, an initiate can attack 
  with a ranged weapon while in a threatened square and 
  not provoke an attack of opportunity. 
  Greater Weapon Focus (Ex): At 4th level, an Order of 
  the Bow initiate gains the Greater Weapon Focus feat 
  with a single ranged weapon for which he has taken 
  the Weapon Focus feat even if he has not attained 8th 
  level as a fighter. 
  Sharp-Shooting: At 6th level, an initiate gains the 
  Sharp-Shooting feat (see below) even if he does not 
  meet the prerequisites. 
  Extended Precision (Su): A 10th-level Order of the 
  Bow initiate's senses and feel for "the shot" become so 
  attuned that he may make ranged precision attacks 
  (and sneak attacks, if he has the ability) at a range of up 
  to 60 feet. 
   
  Table: THE ORDER OF THE BOW INITIATE 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +0 
  +2 
  +2 
  Ranged precision +1d8 
  2nd 
  +2 
  +0 
  +3 
  +3 
  Close combat shot 
  3rd 
  +3 
  +1 
  +3 
  +3 
  Ranged precision +2d8 
  4th 
  +4 
  +1 
  +4 
  +4 
  Greater Weapon Focus 
  5th 
  +5 
  +1 
  +4 
  +4 
  Ranged precision +3d8 
  6th 
  +6 
  +2 
  +5 
  +5 
  Sharp-Shooting 
  7th 
  +7 
  +2 
  +5 
  +5 
  Ranged precision +4d8 
  8th 
  +8 
  +2 
  +6 
  +6 
  — 
  9th 
  +9 
  +3 
  +6 
  +6 
  Ranged precision +5d8 
  10th 
  +10 
  +3 
  +7 
  +7 
  Extended precision 
   
  Hospitaler as presented in Complete Divine 
  Hospitalers are a fighting force of necessity, sworn to 
  poverty, obedience, and the defense of those in their 
  care. It is the duty of knights hospitaler to protect 
  people traveling on religious pilgrimages. Over the 
  years, this single duty has expanded to include 
  construction and administration of hospitals and 
  refugee facilities.  
  Most hospitalers are paladins, though rangers, 
  fighter/clerics and even ranger/clerics often join the 
  ranks of the knights hospitaler as well. 
  NPC hospitalers often travel in groups, usually 
  pilgrims on their way to or from a site of importance to 
  their faith. Hospitalers may be found running pilgrim 
  hostels, defending temple hospitals, or standing vigil 
  over religious relics or sites. They seldom go on quests 
  of adventures except to rescue endangered pilgrims or 
  to recover relics or sites from heretics and unbelievers.  
  Hit Die: d8. 
  Requirements 
  To qualify to become an Hospitaler, a character must 
  fulfill all the following criteria. 
  Alignment: Any non-chaotic. 
  Base Attack Bonus: +5. 
  Skills: Handle Animal 5 ranks, Ride 5 ranks. 
  Feats: Mounted Combat, Ride-by Attack 
  Spells: Ability to cast 1
  st-level divine spells. 
  Class Skills 
  The Hospitaler's class skills (and the key ability for 
  each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (Religion) (Int), Profession (Wis) and Ride 
  (Dex). 
  
  TUS5-03 Strands of Faith 
   
  Page 36 
   
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the Hospitaler 
  prestige class. 
  Weapon and Armor Proficiency: Hospitalers gain 
  proficiency with all simple and martial weapons, with 
  all types of armor and with shields. 
  Lay on hands: A hospitaler gains lay on hands as a 
  paladin. If the hospitaler has this ability, her levels in 
  that class stack.  
  Spells per Day/Spell Known: Hospitalers continues 
  to advance in divine spellcasting as well as learning the 
  skills of the hospitalers. See the table below for details. 
  Bonus feats: At the indicated levels, the hospitaler may 
  take a bonus feat. These feats are drawn from the feats 
  designated as fighter bonus feats in the PHB. 
  Remove Disease (Sp): Beginning at 3
  rd level, a 
  hospitaler can remove disease as a spell-like ability 
  once per week. At 7
  th level and higher, she can use it 
  twice a week.  
  Code of Conduct: Hospitalers take an oath of poverty, 
  obedience and defense of those in their care. This does 
  not mean that hospitalers live mean, penny-pinching 
  lives. They share their wealth amongst themselves, and 
  give any excess to their order. Obedience is not related 
  to character or social rank, but rather to position 
  assigned within the order, and often changes with the 
  situation. Regardless of their ranks, all hospitalers defer 
  to the head of the facility while on the grounds. 
  Hospitalers must be willing to lay down their lives to 
  protect the pilgrims or hospitaler facility under their 
  care, but should not do so recklessly. 
  Multi-class not: A paladin who becomes a hospitaler 
  may continue advancing as a paladin.  
  Table: Hospitaler 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per day 
  1st 
  +1 
  +2 
  +0 
  +0 
  Bonus feat, lay on hands 
  — 
  2nd 
  +2 
  +3 
  +0 
  +0 
  — 
  +1 level of existing divine class 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Remove Disease 1/week 
  +1 level of existing divine class 
  4th 
  +4 
  +4 
  +1 
  +1 
  — 
  +1 level of existing divine class 
  5th 
  +5 
  +4 
  +1 
  +1 
  Bonus feat 
  — 
  6th 
  +6 
  +5 
  +2 
  +2 
  — 
  +1 level of existing divine class 
  7th 
  +7 
  +5 
  +2 
  +2 
  Remove Disease 1/week 
  +1 level of existing divine class 
  8th 
  +8 
  +6 
  +2 
  +2 
  — 
  +1 level of existing divine class 
  9th 
  +9 
  +6 
  +3 
  +3 
  Bonus feat 
  — 
  10th 
  +10 
  +7 
  +3 
  +3 
  — 
  +1 level of existing divine class 
   
  
  TUS5-03 Strands of Faith 
   
  Page 37 
   
  Appendix Three: Laws in Northern Tusmit 
  Generalities 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more complete 
  list consult the Tusmit Gazetteer. For any crime not 
  listed please contact the triad at 
  tusmittriad@yahoogroups.com. 
  Also note that the Worldburners are NOT considered 
  people for the purpose of this adventure. They are at 
  war with Tusmit and no one in their right mind would 
  blink at their death. 
  Horses 
  A horse qualifies as a person for the charges wherever it 
  might be applicable (murder, assault). 
  High Fines 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains per week (one TU) in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadi and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defence. 
  The Self-Defense Clause 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defence. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one time 
  unit of imprisonment, lashes and a fine (as listed above) 
  per death. Lashes and fines (as listed above) are still 
  applicable to assault (major).  
  Ignorance of the law is no reason not to call upon this 
  clause. 
  Assault. (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: Confiscation of weapon used and 
  imprisonment of up to six time units and 10d10 lashes. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: Confiscation of weapon used and 
  imprisonment of three time units and 5d10 lashes. 
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  • 
  Government official, noble, military, or 
  church official: Imprisonment of four time 
  units and loss of seventy-five percent of 
  property. 
  • 
  Other: Fine of one and a half times the 
  blackmail price 
  Vandalism 
  Wilful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  
  TUS5-03 Strands of Faith 
   
  Page 38 
   
  Sentences: 
  • 
  Mass murder: torture in public and death. 
  • 
  Other: Death. 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentence: Imprisonment for one time unit and 4d10 
  lashes per one hundred fountains worth of goods, 
  services, or information. As well a fine up to equalling 
  up to five times the worth of the goods, services or 
  information. 500 fountains worth or more. 
  Theft (Horse) 
  Possession, sale, or acquisition of a horse without 
  permission. 
  Sentence: Death. 
  
  TUS5-03 Strands of Faith 
   
  Page 39 
   
  Appendix Four: Azor’alq 
  Name: Azor'alq 
  Gender: m 
  Rank: Hero-God 
  Areas of Concern/Portfolio: Light, Purity, Courage, Strength 
  Titles: Son of Light, Banisher of Darkness 
  Holy Symbol: An armed man standing atop a stone summit 
  Alignment: NG 
  Origin of Worship: Baklunish 
  Core Worshippers: Baklunish 
  Common Worshippers:  
  Uncommon Worshippers:  
  Favored Weapon(s): Scimitar (m) 
  Other Preferred Weapons:  
  Weapon of the Deity Spell: +1 flaming scimitar 
  Domains: Good, Sun, War. 
  Special Notes:  
  Description: Valiant Azor’alq (Ah-zor-ALK), triumphant champion of the First Dynasty emperors, has been venerated as 
  a hero by the Baklunish people for more than 3,000 years.  He is first mentioned in the mythic tale of Hegira in which 
  he defended the royal family from the minions of Darkness that assailed them in the flight from their defiled homeland 
  across the desolate western mountains.  Poets still sing of his courage and strength in battle, naming him the Banisher of 
  Darkness.  Philosophers and mystics esteem his purity and call him the Son of Light.  The entrance to his great sanctum 
  is said to be found at the highest peak among the Dramidj Ocean island-pinnacles that bear his name.  He dwells within 
  that sanction with his ancient paladins, the Thousand Immortals. Azor’alq appears as a tall, handsome warrior, dark of 
  skin, clad in a coat of fine mail and a helm topped with peacock feathers.  He wields a long curved sword known as 
  Faruk.  His symbol is an armed man standing atop a stone summit. "Strength grows in the light of courage.  The bright 
  sword of Azor’alq, once drawn, may be sheathed again only in victory.  A true leader is the first to join in battle, and the 
  last to seek rest.  The flame of truth must be tended with good thoughts, good words, and good deeds, so that the purity 
  of its light may dispel the tyranny of darkness." Azor’alq finds his strongest following among young warriors, but anyone 
  in need of steady courage might call upon him.  His adherence to good is unwavering, therefore he does not seek to 
  restore the fallen or convert the evil, for he has no mercy to offer them. Among the Paynim, the clergy of Azor’alq is 
  hereditary; they claim that the legacy of their cult goes back to the earliest days of the Baklunish empire.  They often 
  serve as war-leaders, and are always in the forefront of battle.  In the settled lands clerics of Azor’alq are most often found 
  in closed communities, where they are sometimes mistaken for fire worshippers.  His few remaining paladins seek to 
  emulate the legendary Thousand Immortals by destroying creatures of Darkness (typically fiends and undead).  Some 
  even make a quest to the Pinnacles of Azor’alq, when they feel they have grown sufficiently in knowledge and strength 
  to overcome the challenges that their master has set for them there. 
  
  TUS5-03 Strands of Faith 
   
  Page 40 
   
  Player Handout #1: Martial Law in Blashikdur 
   
  The Guard forms you up in a single file before drawing a piece of parchment. In a tone reminiscent of a Mullah’s stating 
  the word of the Restorer of Righteousness he begins to speak. 
  “The city of Blashikdur has been placed under martial law by our beloved sheik Ed’our Bin Kan. Until such time that the 
  threat from the Udgru has passed, Saeed Kazarai al-Liwa’ has been given the authority of command and any military 
  personnel is to report to him directly.” 
  “For years now, the elves have threaten what is legally our. By attacking our citizen, they have made themselves outlaws 
  in Tusmit. Because of this, the Liwa’ has instituted a series of measure aiming at preventing the enemy from infiltrating 
  our city.” 
   “First, any Elf caught breaking the laws of Blashikdur will be sentenced to death.” 
  “Second, vagrants will not be tolerated. Vagrants will be sent to the mines for up to 4 weeks.” 
  “Third, the laws against illegal use of magic, whether of divine or arcane origin is restricted to members of the army. On 
  all others, the law will be strictly enforced.” 
  “Fourth, to all those who are not members of the Tusman military, all weapons must be peace bound. Failure will result 
  in fines, confiscation of the weapon and possible time in the mines.” 
  “Fifth, there is a curfew in place. After sunset, only members of the Tusman military are allowed on the streets. Everyone 
  else will be arrested for vagrancy, and imprisoned.”  
   “And finally, all domestic animals must be stabled for the duration of your stay in Blashikdur. Any wild animals must be 
  left outside of the city. Any animal caught inside the city will be put to death.” 
   
   
   
  Player Handout #2: A letter 
   
  If you want to know more, meet me in the fourth door of the third block east of the 
  Snapping Turtle’s Inn. 
  
  TUS5-03 Strands of Faith 
   
  Page 41 
   
  Player Handout #3: The Prophecy of Doom 
  
  TUS5-03 Strands of Faith 
   
  Page 42 
   
  In a land of Winter ancient shall be rekindled the flames of purity. 
  The reborn flames will grow to a raging bonfire once more. 
  As even Fate never will have the will to smother it. 
  The chosen of the heavens will peer into darkness to defeat the chosen of man. 
  As a sun that rises in all its glory is the cause for the deepest twilight,  
  The rise of this light will bear the greatest of shadows. 
  But through a single voice can the balance be found, a single act of Fate. 
  Its infant shall rise as the decades go, and the nomad's blaze will bestow harmony  
  To those who lost their mates and souls to the Lord of Winter,  
  In the new halls of the Mountain King where madness lives no more. 
  Soon, the Whisper's hiding will cross with moon and sun. 
  On this day, a new Fate shall unfold. 
   
   
   
   
  Player Handout #4: Martha al−Istus’ Letter 
   
  Dear adventurers, 
   
  I am aware of your failure at the caravan. I had a dream you would.  
   
  Dreams have shown me another avenue the zealots can be stopped. Head towards the Yatils and find Grostbar 
  and the Knives of Winter. He and his tribe can succeed where you have failed. Lie to them if you must; promise them 
  what they want to hear. Send them to attack the caravan and hopefully, dwindle their numbers so they decide to turn 
  back and not perform the ritual. Be careful when dealing with them. While they may be trustworthy, don’t rely on them 
  too much. Use them as you would a knife, pointing away from you. Goblins may not be physically impressive but an 
  army of a hundred goblins is still an army. 
   
  The Lady looks over you; she has told me where the priests of Azor’alq are headed. It is a foggy valley in the 
  hills. Apparently it was the site of an ancient battle. Does it not look odd to you that they would bring back a paladin 
  from the dead in a valley filled with the long-dead bodies of worshippers of evil? 
   
  Fate smile upon you,  
  Your eyes in the current darkness, 
  Martha al-Istus 
  
  TUS5-03 Strands of Faith 
   
  Page 43 
   
  Appendix Five: Textes Français 
  Introduction 
  A la recherche d’aventure, vous arrivez à la cité 
  nordique de Blashikdur. Vous êtes surpris de voir la 
  quantité de travail effectué sur les murs de la ville. 
  La plus importante ville du nord semble se préparer 
  à soutenir un siège. 
  Les rivières près de la ville sont aussi important que 
  partout ailleurs à Tusmit et est sous le regard 
  attentif de Water Watchers. C’est une source de 
  revenus, mais aussi un outil militaire. La forêt de 
  l’Udgru et de ses elfes rebelles est sous la constante 
  supervision de l’armée Tusmane. 
  Des escadrons de gardes Tusman montés chevauche 
  le long de la colonne de gens qui tentent d’entrer 
  dans la ville.  
  La rumeur s’est répandue que le Scheik a déclaré la 
  loi martiale et le commandement militaire est passé 
  aux mains du chef local des Water Watchers, Saeed 
  Kazarai al-Liwa’. Apparemment, les elfes de l’Udgru 
  préparent une offensive majeure contre la ville. 
  Même si les elfes sont toujours admis dans la ville, 
  ils sont sous stricte surveillance et tout effraction 
  est punie de mort. Une taxe spéciale est chargée à 
  tous les elfes lors de leur entrée dans Blashikdur. 
  Quelqu’un vous dit qu’un elfe a tenté de passer la 
  ville alors qu’il était invisible… Les gardes se sont 
  emparé de lui et l’ont empalé! Tous recommandent 
  l’honnêteté avec les gardes. Il semble que même si 
  la plupart de gens n’apprécient pas ce qui se passe, 
  bien peu osent faire une scène. Malgré cela vous 
  pouvez voir quelques elfes et demi-elfes entrant 
  dans la ville après avoir répondu aux gardes. 
  Finalement, vous tour arrive et les gardes vous 
  examinent attentivement. 
  Avec tous les problèmes que la région a connue 
  récemment, une large force militaire est posté en 
  garnison dans et autour de la ville. 
  Encounter 2: The Temple of 
  Azor’alq 
  Devant un large brasier, un groupe de fidèles sont 
  agenouillés en prière. Le prêtre qui vous escorte 
  approche 
  un 
  homme 
  chauve 
  aux 
  tempes 
  grisonnantes dans sa chevelure brun foncé. 
  L’homme se lève et se tourne vers vous.  
  “Bonjour et bienvenu au temple du Fils de la 
  Lumière. Je suis Kaza Al’Ahron al-Azor’alq, chef de 
  la foi dans tout Tusmit. Je suis heureux que vous 
  soyez venu ici. Nous nous préparons à entreprendre 
  un grand pèlerinage qui amènera une nouvelle ère 
  de paix et de gloire à Tusmit.” 
  “Voudriez-vous vous joindre à nous dans notre 
  glorieuse entreprise? Le nom du Chasseur des 
  Ténèbres brillera de nouveau sur ce pays comme il 
  brilla jadis sur les chefs de l’Empire Baklunien.” 
  “Nous cherchons quelques aventuriers pour notre 
  avant-garde. Peut-être voudriez-vous être notre 
  avant-garde? Prenez votre temps pour me répondre, 
  mais sachez que nous partons avant l’aube.” 
  Encounter 3: The Prophecy 
  On vous conduit au travers d’un appartement vide, 
  des fenêtres barricadées sont les seuls décorations 
  sur les murs blanc. Alors que vous entrez dans la 
  pièce du fond, vous voyez une femme revêtu elle 
  aussi du voile et des habits gris des prêtresses 
  d’Istus. Elle est assise sur le seul coussin présent, 
  devant elle se trouve une boule de cristal et 
  quelques ossements éparpillés. 
  La femme ne se retourne même pas alors qu’elle 
  prend la parole, sa voix trahissant son grand âge. 
  “Entrez et asseyez-vous sur le sol. Nous n’avons pas 
  mieux. J’ai choisi cet endroit rapidement. Reishah 
  ma fille, tu peux nous quitter.” 
  Vous vous trouvez à peine confortable lorsque la 
  vieille femme lève son voile dévoilant ses orbites 
  vides et un visage couvert de rides. Malgré cela, elle 
  regarde vers chacun de vous, comme si elle avait 
  des yeux pour voir. “Martha al-Istus est mon nom. 
  Maintenant laissez-moi vous dire ce qu’on peut voir 
  sans yeux.” 
  * * * 
  Martha se tourne vers (les héros qui joués le 
  scénario): “Vous m’avez déjà vu il y a de cela 
  plusieurs années maintenant. Il y a trois ans, un 
  membre de mon ordre vous a envoyé à Dihn pour 
  investiguer une porte naine oubliée, que vous savez 
  être l’oeuvre de créatures malfaisantes nommées 
  derro. Le Destin sourit à la nation dont le fardeau 
  est si léger. Les choses empirent et laissez-moi vous 
  dire, elles ne vont pas s’améliorer.” 
  * * * 
  “Vous vous embarquez dans un voyage paisible, 
  mais vers un but indésirable. J’ai vu ce qui allait 
  arriver si les suivants d’Azor’alq réussissent dans 
  leur quête. Ils veulent ramener à la vie le héros 
  antique Munthir Haddad, chef de l’Armée de la 
  Lumière, Vainqueur des Ténèbres et plus grand de 
  
  TUS5-03 Strands of Faith 
   
  Page 44 
   
  tous les héros Tusmans. Je craint qu’il pourraient 
  réussir, réussir au-delà de leur rêves…” 
  “Laissez-moi vous dire la signification de la 
  prophétie que j’ai vu dans les étoiles. Lisez-la 
  pendant que je vous explique sa signification.”  
  * * * 
  “Les deux premiers vers sont très clairs. Ils traitent 
  de la résurrection de Munthir et de sa montée vers 
  la gloire qui amènera de nouveaux suivants à l’église 
  d’Azor’alq. Je crois que leur nombre grandira 
  beaucoup. Mais voilà où se terminent les bonnes 
  nouvelles pour Tusmit.” 
  “Plus tard dans la strophe est dit le réveil de la 
  lumière (résurrection de Munthir), une grande 
  ombre de lèvera. Je crains qu’il pourrait s’agir d’un 
  puissant mort-vivant emprisonné par Munthir alors 
  qu’il combattait les Ur-Flan. Ou peut-être est-ce 
  quelque chose qu’il ramène avec lui. Le Destin a 
  une voix puissante et pour tout ce qu’il donne, il 
  prend quelque chose en échange. 
   “Les vers suivant indiquent que Munthir mènera 
  une croisade contre les Worldburners, et que tous 
  seront tués. Voilà ce que je tente d’empêcher. Tout 
  le monde meurt signifie que personne ne gagne.” 
  “Je n’ai pas vraiment d’idée quant à la signification 
  des deux derniers vers…” 
  Martha’s plan 
  “Oh merci braves héros! Je sais que je demande 
  beaucoup de choses de vous, mais soyez assuré que 
  je fais cela uniquement parce que la nation en a 
  besoin.” 
  “Mon plan est simple, les prêtres s’en vont dans une 
  vallée à quelques jours au sud-ouest d’ici, dans le 
  Sheikdom de Suvii. Vous et d’autres personnes que 
  j’ai engagé, mais a qui je fais moins confiance qu’à 
  vous créerez tenterez de vous emparer de l’urne 
  contenant les restes de Munthir Haddad.” 
  “Il n’y a aucun besoin de tuer ces zélotes, 
  simplement prendre l’urne et revenir. Rappelez-
  vous: ils ne sont pas malfaisant, seulement idiots.” 
  Encounter 5: On the Road 
  Again 
  Une foule d’une 50aine de guerriers et de prêtres 
  lourdement armés ainsi qu’un groupe d’une 40aine 
  de jeunes attendent le lever du soleil. Alors que le 
  soleil 
  apparaît 
  au-dessus 
  des 
  Yatils, 
  tous 
  s’agenouillent devant lui. Kaza Al’Ahron al-Azor’alq, 
  le grand prêtre, prie à voix haute. 
  O à vous Chasseur des Ténèbres 
  Nous commençons ce voyage sacré 
  Que votre gloire règne sur ces terres 
  Trouvez-nous dignes dans nos actions 
  Laissez-nous joindre les Milles Immortels 
  Les prières du matin commencent alors avec 
  ferveur alors que tous les guerriers se prosternent 
  vers le soleil levant. 
  * * * 
  Voyagez avec la caravane est particulièrement 
  déplaisant. Même si les boeufs tirent les chariots 
  avec tout le matériel lourd comme les tentes, 
  provisions et lits de camps, mais la pluie, l’odeur 
  suffocante des boeufs et tout passage de rivière 
  devient un problème. Si le printemps annonce l’été, 
  alors ce sera un été froid et humide. 
  Les bêtes avancent lentement et doivent souvent 
  s’arrêter pour se reposer. Sortir les chariots des 
  champs de boue que sont devenus les routes du 
  nord, commence sérieusement a jouer sur votre 
  moral.  Cependant les pèlerins sourient et 
  regardent en avant. 
  Lumière, pureté, force et courage sont les 4 piliers 
  de la foi et toutes les difficultés qu’ils rencontrent 
  ne font que renforcer leur détermination. Vous 
  apprenez rapidement les préceptes par coeur pour 
  les entendre les répéter sans cesse. 
  Occasionnellement, un cavalier vous rejoint pour 
  vous dire où aller. Cependant, ils ne dévoilent pas 
  leur destination finale, disant tout au plus “dans les 
  collines”. Le plus grand problème que vous avez est 
  de ne pas partir trop au-devant de la caravane qui 
  progresse à pas de tortue et qui ralentissent chaque 
  fois qu’un chariot se prend dans la boue ou qu’un 
  boeuf trébuche en traversant une rivière. 
  Vous avez maintenant tourné vers l’est longeant le 
  Sorrow Woods où à peine un an plus tôt, une armée 
  de mort-vivant était sortie. Des villages furent 
  reconstruits, mais la Vague de Feu a sérieusement 
  changé tout cela. Où on trouvait une végétation 
  luxuriante, on ne trouve plus que de la terre brûlée. 
  Des brins de gazons semblent percer la terre par 
  endroit, signe que la Taerre reprendre lentement 
  ses droits. 
  Encounter 7: Guardians of the 
  Haunted Valley 
  Les trois jours suivants se déroulent dans la 
  monotonie. Vous approchez ce qui autrefois a dû 
  être un marqueur de direction, mais qui n’est plus 
  aujourd’hui qu’une pièce de bois carbonisé.  
  
  TUS5-03 Strands of Faith 
   
  Page 45 
   
  Les jeunes ont établi un camp pour la nuit, mais la 
  plupart des prêtres et des hommes d’arme restent 
  montés et en armure. Adelin Affah al-Azor’alq 
  chevauche en votre direction. 
  ‘Le grand prêtre Al’Ahron vous fait dire que nous 
  poursuivons cette nuit, pour atteindre notre but 
  avant d’y monter un camp. Notre destination est au 
  nord-est d’ici, en suivant le vieux sentier. Il est 
  possible que cet endroit soit maudit par les Ur-
  Flans qui y furent vaincu. Restez sur vos gardes et 
  gardez l’oeil ouvert. Nous laisserons notre matériel 
  lourd ici et nous allons organiser le campement. 
  Une fois que nous aurons laissé ce qui pourrait nous 
  retarder et que le camp sera organisé, nous vous 
  rejoindrons.” 
  Adelin éperonne son cheval et retourne vers le 
  groupe qui s’affaire autour des chariots. 
  * * * 
  Une heure après le coucher du soleil, vous êtes 
  presque rendue à destination, si vous vous fiez aux 
  directions qui vous ont été donné. Vous pouvez voir 
  un groupe d’humanoïdes montés sur ce qui semble 
  être des loup et des chevaux gardent l’entrée de la 
  vallée au-delà. Un nombre de torches allumées 
  marquent la route. 
  Alors que vous voyez les torches et les cavaliers 
  devant, ils semblent vous voir eux aussi car vous 
  entendez des grognements animaux et même un 
  hurlement venant de devant. Un petit groupe de 
  gobelins à cheval avancent dans votre direction 
  lentement. 
  Leur chef, une brute hobgobeline portant une peau 
  d’ours sur la tête et une immense hache de guerre 
  mène le groupe monté sur un gros loup blanc. Ils 
  s’arrête à une 100aine de pieds de vous et descend 
  de sa monture. Son escorte quant à elle, s’arrête 20 
  pieds devant leur chef. Même s’ils ne sont pas 
  immédiatement agressifs, ils ont leurs armes bien 
  en main. Les gobelins ont des torches attachées au 
  dos de leur armure.  
  “Héla à vous! Vous êtes en train d’envahir mes 
  terres!” Lance le chef hobgobelin. 
  Encounter 8: Valley of 
  Winter’s Mists 
  Le sol de la vallée qui s’étend devant vous est drapé 
  de brumes. Votre vue à distance n’est pas brouillée, 
  mais voir vos pieds est presque impossible. Les 
  brumes semblent danser dans la lumière comme les 
  voiles 
  d’une 
  danseuse 
  Baklunienne. 
  Occasionnellement, des restes de ce qui fut 
  autrefois une hutte apparaît dans la grisaille. 
  Les prêtres sont surpris de l’apparence de leur 
  destination, qui semble encore plus sinistre à la 
  lumière des torches. Kaza Al’Ahron, qui semble plus 
  déterminé que jamais, lève la main et ordonne à la 
  procession d’avancer. 
  “Le Courage, la Lumière, la Pureté et la Force nous a 
  enseigné le Fils de la Lumière. Là où les autres 
  reculent, nous avancons. Là où règnent les ténèbres, 
  nous apportons la lumière. Là où sévit la 
  corruption, 
  nous 
  amenons 
  les 
  flammes 
  purificatrices. Là où d’autres sont faibles, nous 
  repoussons les marées. La Gloire nous attend! En 
  avant!” 
  Le discours semble motiver les pèlerins qui 
  s’avancent dans la vallée d’un pas remplis d’une 
  détermination nouvelle. 
  Les Grand Prêtre Kaza Al’Ahron al-Azor’alq vous 
  approche alors. “Merci d’avoir arrêté les bandits et 
  vaincu les gobelins. Le Fils de la Lumière veille sur 
  vous.” 
  “Il y a une dernière chose que nous devons vous 
  demander… Puisque toutes nos forces seront 
  impliquées dans le rituel pour ramener Munthir 
  Haddad à la vie, nous vous demandons de protéger 
  nos gens durant le rituel. Je n’anticipe aucun 
  problème, mais le courage implique aussi la 
  prudence et la sagesse. Pouvez-vous faire cela dans 
  l’intérêt de Tusmit?” 
  Encounter 11: Valley of the 
  Damned 
  Le sol de la vallée qui s’étend devant vous est drapé 
  de brumes. Votre vue à distance n’est pas brouillée, 
  mais voir vos pieds est presque impossible. Les 
  brumes semblent danser dans la lumière comme les 
  voiles 
  d’une 
  danseuse 
  Baklunienne. 
  Occasionnellement, des restes de ce qui fut 
  autrefois une hutte apparaît dans la grisaille. 
  Conclusion 
  Munthir Haddad rises from the grave 
  Au-dessus des puissantes Yatils, un rayon de 
  lumière apparaît. Le rayon semble voler dans le ciel 
  droit vers l’autel où les cendres sont déposées. Les 
  cendres explosent dans une flamme sainte. La 
  lumière est si intense que tous tournent les yeux où 
  clignent des yeux pour un moment.  
  “Munthir Haddad! Du royaume des morts je 
  t’invoque! Réveilles-toi!” dit le grand prêtre.  
  Lorsque la lumière cesse vous posez les yeux sur le 
  corps d’un homme Baklunien dans la quarantaine 
  
  TUS5-03 Strands of Faith 
   
  Page 46 
   
  aux cheveux sel & poivre dont le front est 
  fortement dégarni. Munthir ouvre les yeux et 
  regarde sa main en silence. Puis il regarde autour à 
  l'assemblée de prêtres. 
  Une larme unique coule le long de sa joue. Une fois 
  sur ses pieds, le paladin s’agenouille face au levant 
  et se prosterne jusqu’à ce que son front touche le 
  sol. 
  Sa douce prière peut être entendue de tous dans la 
  vallée. “Merci Fils de la Lumière. Maintenant, je 
  peux obtenir le pardon pour ma folie.” Se tournant 
  vers le grand prêtre, il dit. “Dans les profondeurs, 
  j’ai invoquer Son nom. J’ai prié pour le pardon de 
  Son église. Je demande le pardon pour ma folie, je 
  demande qu’on me permette de me retire dans les 
  collines pour contempler ma vie, pour faire l’oeuvre 
  glorieuse de la paix et de réparer ce que j’ai détruit.” 
  Le grand prêtre est surpris. “Vous êtes pardonné. Le 
  Fils de la Lumière vous a rappelé pour nous mener à 
  la gloire une fois de plus. Le Fils de la Lumière vous 
  a permis de revenir dans ce monde. Considérez-
  vous pardonné.” 
  Les brumes ont disparue de la vallée et un jour 
  nouveau se lève sur Tusmit. 
  The ritual fails 
  Au-dessus des puissantes Yatils, un rayon de 
  lumière apparaît. Le rayon semble voler dans le ciel 
  droit vers l’autel où les cendres sont déposées. Les 
  cendres explosent dans une flamme sainte. La 
  lumière est si intense que tous tournent les yeux où 
  clignent des yeux pour un moment.  
  “Munthir Haddad! Du royaume des morts je 
  t’invoque! Réveilles-toi!” dit le grand prêtre.  
   
  Quand la lumière arrête, votre regard tombe sur 
  l’autel où les ossements du grand héros couvrent 
  l’autel. Les prêtres se tournent alors vers les 
  montagnes. Le grand prêtre murmure à lui-même.  
  “Peut-être que la vieille avait raison… Nous avons 
  joué avec le Destin. Bah… la gloire a amènes parfois 
  de grands échecs. Ramenez ses cendres au temple. 
  Nous lui monterons la tombe royale qu’il mérite.  
  Fin 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Tusmit/TUS5-03 - Strands of Faith.pdf