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 
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  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, 
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  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
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  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 
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  VTF 5-06 
   
   
   
  Faith and Love 
   
  A One-Round D&D® LIVING GREYHAWK
  ®  
  Tuflik, Fals and Velverdyva 
  Metaregional Adventure 
  Set in Ekbir 
  By Gaël Richard 
  With material from Jean-Philipe Chapleau and Jean-Philippe Huet 
  Interior Artist: Estelle Monna 
  Circle Edit: Tim Sech 
   
  Where is the sylph Zinaryamtaz who seems to know a great secret? In search of the Fair Lady, between piety and 
  romance, you have to travel to the misty land of Ekbir where your life might change radically. An adventure for 
  character levels 2 to 15. (APLs 4 to 16). Part Two in the “Faith and Truth” series. 
  
  VTF5-06 Faith and Love 
   
  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 PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up 
  to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  VTF5-06 Faith and Love 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level PCs 
  to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard One-round Meta-Regional adventure, 
  set in Ekbir.  PCs native to the VTF Meta-Region 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. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  Adventure Background 
   
  In the first part of the series, Mostefe El’Anir, an 
  archmage of the College of the Arts in Sefmur (Tusmit) 
  was kidnapped. It was intimated that he knew something 
  important about the Cup and the Talisman of Al’Akbar. 
  He learned that a sylph living in Ekbir might know 
  something about the relics.  
  This sylph is Zinaryamtaz. She began to get fond of 
  humans and wants to become a human woman. She has 
  completed many missions and exploits and her power has 
  increased, she is now able to polymorph at will. 
  Unfortunately, apart from those who kidnapped Mostefe 
  in VTF5-03, there is an evil faction who learned 
  approximately the same information as the adventurers. 
  They found Zinaryamtaz and captured her just before the 
  arrival of the adventurers. They want to learn what she 
  knows. 
  One goal of this adventure is to find and to save 
  Zinaryamtaz. However, depending on the adventurers, 
  love might be the order of the day. 
  Note: If a character uses a magical mean to learn what 
  Zinaryamtaz does not want to say (such as detect 
  thoughts), she dies immediately (from heart failure). She 
  can’t be raised from the dead because she reverts to sylph 
  form upon death and regains her status as an outsider 
  (and they cannot be raised from the dead). Once she is 
  dead, any attempt to speak with dead with her fails as if 
  all imprinted knowledge stored in the corpse had been 
  erased. The evil Erynies tortured her instead of using 
  mind-affecting spells, aware of this limitation. 
  For information during the adventure on the Cup and 
  Talisman of Al’Akbar, refer to Appendix 8. 
   
  Adventure Summary  
   
  Introduction 
  The PCs learn that they must find a certain Lady Zina. 
  They must first find in Ekbir a walker of Fharlanghn. 
  
  VTF5-06 Faith and Love 
   
  Page 4 
  Encounter 1: At the Caravanserai  
  The PCs meet the walker of Fharlanghn. He says that the 
  lady can be found in the village of Nwalab. 
  Encounter 2: Return to Nwalab 
  The adventurers learn that Zinaryamtaz left the day 
  before. She came here to destroy the flies.  
  Encounter 3: Cromlech 
  In the cromlech of Tasmazar, the adventurers call 
  sunflies to destroy the fiendish flies of Nwalab. 
  Encounter 4: Dream / Rêve 
  Each adventurer has a strange dream. 
  Encounter 5: Avinar 
  A strange man knows where Zinaryamtaz went. 
  Encounter 6: Kalat Washaf 
  The adventurers go to the ruins where Zinaryamtaz went. 
  They fight horrible aberrations guarding the place. 
  Encounter 7: Hostage-taking / Prise d’otage 
  The adventurers try to save Zinaryamtaz who is taken 
  hostage. The following encounter is either 8 or 11. 
  Encounter 8: The Trial / Le Procès 
  Zinaryamtaz is accused of espionage and evil sorcery by 
  Urik Ashir. The adventurers try to prove her innocence. 
  Encounter 9: Ordeal / Ordalie 
  A series of tests or ordeals must be won to save 
  Zinaryamtaz who has now been sentenced to death.  
  Alternatively, one of the PCs has to prove that she can be 
  loved. 
  Encounter 10: The Lion / Le Lion 
  The adventurers meet a strange speaking lion who leads 
  them to the sea. 
  Encounter 11: Beings of Light / Les Êtres de 
  lumière 
  Strange beings come either to punish the adventurers or 
  to take Zinaryamtaz. If one of the PCs is in love with 
  Zinaryamtaz, he can marry her in Encounter 12. If not, 
  the adventure is finished. 
  Encounter 12: The Pinnacles of Azor’Alq  
  The lover marries Zinaryamtaz. 
   
   
  Introduction 
   
  Romance with Zinaryamtaz 
  If one character has Romance with Zinaryamtaz AR 
  award from VTF4-06 The Storm of the Millennium, take 
  the player aside and play with him/her the special 
  introduction 
  in 
  Appendix 
  3: 
  Romance 
  with 
  Zinaryamtaz. Avoid having two PCs at the table with 
  Romance with Zinaryamtaz. If this happens, only one 
  retains it.  To determine the choice, if one of them has 
  Friendship with Zinaryamtaz from VTF3-06, he keeps 
  romance with Zinaryamtaz, if not the character with the 
  highest Str+Cha bonus wins not counting enhancement 
  bonuses- should this still result in a tie, an unmodified 
  d20 roll-off takes place, with the highest result retaining 
  the award) 
  If VTF 5-03 Once upon a time in the West 
  has been played 
  If at least one of the PCs has played VTF 5-03 Once upon 
  a time in the West, he may have learnt the following in 
  the course of the adventure: 
  – 
  Mostefe el’Anir used walkers of Fharlanghn to send 
  out his letters. Mostefe sent most of his letters to 
  Ekbir. They were addressed to “Lady Zina”. (learnt 
  from the church of Fharlanghn) 
  – 
  The person to find in order to continue the search 
  for Mostefe is a sylph. Her name is Zinaryamtaz. She 
  would be the one to know more details. (learnt from 
  the Djinn Rashad) 
  – 
  He might have found a note of Mostefe upon which 
  it was written “leaving Ekbir soon. See sylph 
  Zina…taz”. 
  With a successful Bardic Knowledge or Knowledge 
  (local/VTF or nobility and royalty) check [DC 15], it is 
  possible to remember that there is a sylph named 
  Zinaryamtaz who has been seen or met in the Caliphate 
  of Ekbir during the last years. Of course, if a character has 
  played VTF 3-06 Smile in the Mist or VTF 4-06 The 
  Storm of the Millennium, he has met the sylph himself 
  and knows this information already. 
  Whatever the conclusion of VTF 5-03 Once upon the 
  time in the West, the character is contacted by Karam 
  
  VTF5-06 Faith and Love 
   
  Page 5 
  Fateil from the College of the Arts in Sefmur (Tusmit) 
  (this character might have been encountered in VTF 5-
  03). Karam has investigated the problem and has learnt 
  from the church of Fharlanghn that Mostefe used 
  walkers of Fharlanghn to send out letters to Lady Zina in 
  Ekbir. If the PCs don’t know this already, he provides 
  them these details. Furthermore (and likewise something 
  he will share), Karam has learnt the name of one of the 
  walkers who sent letters to this Lady Zina goes by the 
  name of Shalabar. 
  Having received a letter from Karam Fateil from the 
  College of the Arts in Sefmur stating that he has new 
  information about the disappearance of Mostefe, you 
  arrive at the College of the Arts which occupies a 
  number of impressive buildings near the Temple 
  Quarter in Sefmur. You are received by Karam 
  himself inside the College. Karam Fateil is a tall gaunt 
  man of frail disposition who looks pale, tired and 
  sickly. Star charts, books of prophecies and grimoires 
  of divination are stacked dangerously on his desk. His 
  voice is tremulous. He looks extremely tired. 
  “Thank you for coming! Sit down please… I found 
  some information which will be useful to find 
  Mostefe I hope. Before he disappeared, he sent many 
  letters to Ekbir. They were addressed to a Lady Zina. 
  Mostefe used walkers of Fharlanghn to send out his 
  letters and one of them is a certain Shalabar. The 
  church of Fharlanghn told me that it is likely that he 
  is somewhere in the Caliphate of Ekbir now. He sent 
  the last letter from Mostefe to Zina. I think it is 
  important to find this Lady Zina and meet with her.  
  She might know something important about Mostefe 
  and perhaps Shalabar knows how to find her” 
  Karam has never seen Shalabar but he has been told that 
  Shalabar is about 50 with grey hair and beard. It’s 
  impossible to determine where he is now because he 
  travels a lot. Karam learnt that Shalabar is well-known 
  among travelers of the Tuflik-Velverdyva trade route and 
  it should not be too difficult to find him by traveling to 
  Ekbir along the trade route itself. 
  If the adventurers want to ask Karam some questions, 
  refer to (If VTF 5-03 has not been played) below. 
  If some magical effect is used to find Shalabar, he is 
  somewhere on the great pilgrimage road along the Tuflik 
  river in the Caliphate of Ekbir (he is going to the 
  Caravanserai noted in Encounter 1). 
  When the PCs leave Sefmur to travel to Ekbir along the 
  great pilgrimage road, proceed to Encounter 1 At the 
  Caravanserai. 
  If VTF 5-03 has not been played 
  If no character has played VTF 5-03, the PCs receive a 
  letter given in Player Handout 1. When they go to the 
  College of the Arts in Sefmur to meet Karam Fateil, 
  continue with the following. 
  The College occupies a number of impressive 
  buildings near the temple quarter in Sefmur. A 
  number of wizards are constantly walking or flying in 
  or out. 
  The College of the Arts boasts one of the biggest 
  repositories of magical knowledge in the Flanaess and 
  its members constantly add their research to the 
  growing library. 
  At the entrance, the PCs meet a young apprentice called 
  Samir who welcomes them and asks them what their 
  business might be at the College. If asked about Karam, 
  Samir requests the PCs follow him. He escorts them to 
  meet Karam Fateil, a warlock (male wizard) of the 
  College. Note that Karam may have hired the PCs in 
  TUS5-02 Dancing out with the starlit mage. His 
  declining health is a result of what he learned at the end 
  of that adventure. 
  Karam Fateil hasn’t left the College in days and has been 
  eating erratically, making his frail disposition looks even 
  worse.  
  When you come in, Karam Fateil adjusts his glasses 
  and stands, a tall gaunt man of obviously frail 
  disposition who looks pale, tired and sickly. Star 
  charts, books of prophecies and grimoires of 
  divination are stacked dangerously on his desk.  
  “Come in, come in… Sit down… We have much to 
  discuss…Thank you Samir.”  Instead of cushions or 
  benches, tall stacks of books are arranged forming 
  some form of benches.  
  “I’m happy you have responded so quickly to my 
  letter.” 
  “As you know the College has been the target of many 
  attacks. The College is not politically active and our 
  members maintain good relations with most of the 
  other wizards’ guilds across the Flanaess.” 
  “One of the wizards of the College, an archmage 
  named Mostefe el’Anir, also a specialist in religious 
  history, has been kidnapped.” 
  “I know that Mostefe is alive and that his life is not in 
  immediate danger. Please find him. I know 
  adventurers like you prefer to be paid for your 
  services. At this time, I cannot promise you any 
  money, but I may find some other way to repay you.” 
  
  VTF5-06 Faith and Love 
   
  Page 6 
  “I investigated the situation and I found only one 
  plausible lead: a lady named Zina. Mostefe sent many 
  letters to Ekbir, addressed to a Lady Zina. Mostefe 
  used walkers of Fharlanghn to deliver his letters. One 
  of these walkers is a certain Shalabar. The church of 
  Fharlanghn told me that it is likely that he is 
  somewhere in the Caliphate of Ekbir now. He sent 
  the last letter from Mostefe to Zina.” 
  Karam is stressed out. When playing him, make it very 
  apparent to the players. It does not provide any additional 
  information to investigate further in Sefmur because it 
  has already been done (in VTF5-03). There is only one 
  thing of relevance to do: find this Lady Zina. 
  Can you tell us about Mostefe? He’s one of the most 
  prominent historians and theologians in all of Tusmit.  
  What does he look like? Using a silent image spell, 
  Karam can show the PCs what Mostefe looks like. 
  Do you have any idea where he is now? No… Probably 
  not in Tusmit. 
  Why was he kidnapped? Apparently he found a great 
  secret about the most holy relics, the Cup and Talisman 
  of Al’Akbar. Someone does not want him to reveal this 
  secret or wants to learn this secret from him. 
  Why don’t you go after him? You have to be crazy. I 
  can’t leave or I’ll be next in line in this string of murders 
  and kidnapping. No one is after you, so you can go. 
  (Note: Karam begins to suffer from more than a little 
  paranoia caused by a faulty divination spell...) 
  What do you get out of this? I get to save a fellow 
  College member. (Note: this is true). 
  Why should we find him for free? Generosity is one of 
  the Four Feet of the Dragon (Baklunish social customs). 
  This follows the example of the High Cleric, and how he 
  taught us to reach paradise. 
  What do you know about Shalabar? I have never met 
  Shalabar but I have been told that he is about 50 with 
  grey hair and beard. It’s difficult to know where he is 
  now because he travels a lot. I have heard that Shalabar is 
  well-known among travelers of the Tuflik-Velverdyva 
  trade route and it should not be too difficult to find him 
  by traveling to Ekbir. 
  When the PCs leave Sefmur to travel to Ekbir along the 
  great pilgrimage road, proceed to Encounter 1 At the 
  Caravanserai. 
  Encounter 1: At the 
  Caravanserai / 
  Au Caravansérail 
   
  The PCs should take the great pilgrimage road along the 
  Tuflik river in the Caliphate of Ekbir toward the city of 
  Ekbir because it is the easiest road to travel. Caravanserais 
  line the road (with a day long separation between them). 
  Pilgrims and travelers use these caravanserais to sleep 
  and rest each evening. They are fortified buildings with 
  dormitories and shops inside, and stables and additional 
  buildings attached. 
  One evening some days into Ekbir (3 unless otherwise 
  changed by the actions of the PCs), the PCs arrive in a 
  caravanserai where Shalabar is located. This is the 
  caravanserai of Motaf Abal Seron (identical to that in 
  EKB 5-01 Intro Grand Sourire, Grande Gueule). See 
  Appendix 4: The Site of the Caravanserai of Motaf 
  Abal Seron. 
  Read the following text: 
  You have traveled for a few days on the great 
  pilgrimage road along the great river Tuflik. You 
  spent each night or at least each evening in one of the 
  caravanserais which line the road, trying to find 
  Shalabar or to meet someone able to give you some 
  information. Until now, you didn’t find the walker 
  but he is really well-known and you learnt that he 
  should be on this road these days. 
  This evening, you arrive in the caravanserai of Motaf 
  Abal Seron. There are many tents around the fortified 
  building and a temple of Al’Akbar which is 
  recognizable by the holy symbol of a Cup and a 
  Talisman above the gate. To either side of the temple 
  is a small shrine. One is dedicated to Mouqol and the 
  other to Fharlanghn. 
  The building of the caravanserai itself is strongly 
  fortified and has a square shape with a tower at each 
  corner. There is only one gate with guards. 
  When the PCs decide to enter the caravanserai, the 
  guards give them a copper token. 
  The guards give to each of you a copper token after 
  you pay a fee (5 sp) for board and lodging. 
  “Keep this token with you. You must give it back 
  when you leave. If you exit the caravanserai, you have 
  to pay again to re-enter.” 
  
  VTF5-06 Faith and Love 
   
  Page 7 
  Only PCs living off the wild (without upkeep), are 
  required to pay. Any character maintaining at least 
  standard upkeep has it included in upkeep. 
  Behind the gate, you arrive in a courtyard. Stairs go 
  up to dormitories and at ground level there is a 
  kitchen and large dining room. A loud hubbub comes 
  from the dining room and the noise of many people 
  drifts in. 
  The PCs can eat in the dining room and sleep in one of 
  the dormitories. There is a stable for horses and 
  stablehands to tend to the animals. If they enter the 
  dining room, read the following: 
  Many people are eating dinner there and talking, 
  laughing, playing chess or listening to musicians. You 
  are welcomed by a man bearing a holy symbol (a 
  wooden disk carved with a curved line). 
  A successful Knowledge (Religion) check [DC 10] 
  enables to recognize the symbol of Fharlanghn 
  (automatic success for a worshipper of Fharlanghn, +4 
  bonus for a character from the VTF metaregion). 
  “Welcome travelers! I am Walker Alaj. Would you 
  like a table to have dinner?” 
  Alaj is in charge of the caravanserai. He both knows 
  Walker Shalabar and that the other Walker is here this 
  evening. 
  “Walker Shalabar? Yes he’s here this evening. Look! 
  There is Walker Shalabar, at that table there. Do you 
  see him? Do you want me to introduce you to him?” 
  If the PCs agree, Alaj both escorts them over and 
  introduces them and arranges for the PCs to have dinner 
  at Shalabar’s table. 
  Shalabar has a grey hair and beard. His clothes are 
  mostly of a medium green color. At his table, there 
  sits an aged man with a white beard, a big white 
  turban and red and black clothes. Around his neck, he 
  bears a symbol of a Cup and an eight-pointed star.  
  Alaj introduces you to Shalabar, who welcomes you 
  and invites you to have dinner at his table. 
  “May I introduce my friend Jaryad Raminand, master 
  of theology at the University of Ekbir?” says Shalabar. 
  Alaj adds: “I’m going to call for a servant so you may 
  order your meals. I would also advise you that custom 
  has it that every first-time traveler in my caravanserai 
  has to play chess with someone else.  It is tradition 
  and I find it quite important.”  
  Note that a character knows this custom with a successful 
  Knowledge (local/VTF) [DC 30]. 
  Each player has to bet the sum of 5 sp. If he wins the 
  game of chess, he wins an additional 5 sp. If he loses the 
  game of chess, he loses his 5 sp. After the first game, 
  subsequent games are usually played without betting. 
  An opposed intelligence check is used to determine the 
  winner. The intelligence check is modified by ranks in 
  Profession (gambler) or by half the ranks in Knowledge 
  (Local/VTF). If the character decides to play dragon chess 
  (the character has the choice between either type of 
  chess), he can instead apply half of his ranks in 
  Knowledge (arcana) to his check instead. 
  The character can choose between normal chess and 
  dragon chess. Dragon chess is played on three boards 
  simultaneously. One of the board, called the upper board, 
  represents the sky. Each side has 6 sylphs, 2 griffons and 
  one dragon on the upper board. The second board is the 
  middle board and it represents the land (ground level) 
  with 1 king, 1 mage, 1 paladin, 1 cleric, 2 heroes, 2 
  unicorns, 2 oliphants and 12 warriors on each side. The 
  third board (lower board) represents the subterranean 
  board with 6 dwarves, 2 basilisks and 1 earth elemental. It 
  is a three dimensional chess. Dragon chess is popular in 
  Ekbir. With a successful Knowledge (arcana) [DC 15], a 
  character knows that it is believed that dragon chess has a 
  great esoteric importance. 
  The typical chess player has a bonus for the chess check 
  equals to 1d10 (so his check is 1d20+1d10). 
  The adventurers can ask questions of Shalabar. 
  Do you know Mostefe el’Anir? Yes, I know him as an 
  acquaintance. 
  Did you deliver letters from him to a Lady Zina? Yes. 
  Several times. Why? 
  Do you know Lady Zina? The Fair Lady? Yes of course! 
  She is gaining fame in Ekbir, especially in and around the 
  region of Dezbat. 
  Who is she? She’s a human woman of breathtaking 
  beauty and very kind and helpful. I believe she has also 
  great magical powers of some sort. (he doesn’t know that 
  she is a sylph.) 
  Why is she gaining fame? She travels a lot and her 
  astounding beauty does not go unnoticed. If you hear of 
  the Fair Lady, well she is the Fair Lady… 
  Where is she now? The last time I met with her (three 
  weeks ago), it was in an almost forgotten village named 
  Nwalab in the region of Dezbat. You can’t miss it, it’s the 
  only one village to which no road leads! Actually, I’m 
  joking! But it is really isolated in a bleak moor. 
  Sometimes I believe that even the Dweller on the 
  Horizon has never traveled down that road! I can show 
  
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  you on a map where it is, at least approximately (he shows 
  on a map he has in his possession). 
  What is she doing there? She tries to help the local 
  residents. They suffered greatly last year and they are 
  harassed by disgusting flies she wants to eradicate. This 
  village is so dark and dirty that she is like a star in the 
  night! 
  Shalabar does not have access to any additional relevant 
  information. 
  Near the end of the discussion, during the dinner, advise 
  any PCs present that the singer (a bard) begins to sing a 
  famous Ekbirian song accompanied by his fellow 
  musicians. You can give Player Handout 2 The Song of 
  Azourma to the players. Only PCs able to understand 
  ancient baklunish can actually understand the words to 
  the song. A successful Knowledge check reveals the 
  following: 
  History - [DC 15] - The character knows Azourma 
  Yundilla was a great Ekbirian hero during the reign of 
  the caliph Oudmey the Seer. When Oudmey created the 
  first order of faris (Ekbirian knights), Azourma became 
  the first sheik of this Order. Azourma undertook great 
  exploits himself or at the head of the army of Ekbir. He 
  himself was amongst the PCs who fought the dragon 
  Fragorox.  
  History - [DC 20] or Nobility and Royalty [DC 15] - 
  Azourma Yundilla married Mumamtaz, a lady whose 
  beauty was legendary. It is said that Mumamtaz was an 
  immortal creature blessed by the gods, maybe an angel, a 
  fey or a sylph, and that she chose to become a mortal 
  human to marry Azourma. The Yundilla family, one of 
  the five royal families of Ekbir, takes pride in having not 
  only imperial baklunish blood but also immortal blood 
  from Mumamtaz.  
  The latter detail and information can be provided by 
  Jaryad if asked. 
  After the song is finished, Jaryad interjects in any 
  conversation with a theological comment: 
  “This famous song of Azourma and Mumamtaz reveals 
  to us the divine essence of love. Love comes from the 
  gods of Good, not just Myhriss, but all the gods who 
  gave to us the Cup and Talisman. The High Cleric 
  taught us both love and compassion. After the Twin 
  Cataclysm, he helped the Baklunish people but also 
  Suel people wherever they were found. Except for 
  intrinsically evil creatures such as demons or devils, 
  everyone should be granted a chance for redemption. 
  Love, even in its usual sense, is divine.  
  But we must distinguish between true love, which is 
  of divine essence, and false love which satisfies only 
  the body but not the soul. False love is evil in origin. 
  It is the work of Succubi and other such creatures. It 
  corrupts the soul whereas true love fortifies and 
  elevates the soul. Don’t confuse real love which is 
  beautiful and opens the gate to the Garden of 
  Al’Akbar and those of false means coming from the 
  Lower Planes.” 
  The PCs can talk with Shalabar or Jaryad as much as they 
  want but no more information can be gained. Jaryad 
  knows Mostefe by reputation because both are 
  theologians. The night is eventless. The following day, 
  the adventurers should go to Nwalab. Proceed to 
  Encounter 2 Return to Nwalab. 
   
  Encounter 2: Return to Nwalab 
  / Retour à Nwalab 
   
  The adventurers are likely to have learned from Walker 
  Shalabar at the Caravanserai in Encounter 1 that 
  Zinaryamtaz can be found in the lost village of Nwalab 
  (the same village as in VTF 4-06 The Storm of the 
  Millennium). They are likely to decide to investigate 
  there, especially given that there is little other than this 
  in the way of clues. 
  On the road from the caravanserai to Nwalab, they can 
  gather information about Zinaryamtaz. With a successful 
  Gather Information check [DC 10], a character can meet 
  someone having seen the “Fair Lady” as she is called. The 
  check is easy because many people have noticed her 
  because of her beauty.  
  If asked, they describe her: she was dressed in white 
  clothes and was riding a white horse. She has long blond 
  hair and she was perceived as a shining star (this is poetic 
  license on their part). Some believe she is a fey and other 
  think she is an angel. Nobody knows where she was 
  going and what she was doing except that she helped 
  people in need (it seems that she has some magical 
  powers). Opinions differ greatly to know when she was 
  seen. Some saw her three months ago, others a month 
  ago and yet others saw her but two weeks ago. 
  You enter the region of Dezbat. The weather is cloudy 
  and rainy. The road becomes a muddy trail as you go 
  up to Nwalab. Things worsen when a thick fog 
  shrouds you. 
  
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  Page 9 
  The trail is in such bad shape that there is a chance of 
  getting lost because of the fog. The character leading the 
  way must succeed on a Survival check [DC 12] or become 
  lost. A character with at least 5 ranks in Knowledge 
  (geography) or Knowledge (local/VTF) gains a +2 synergy 
  bonus on this check. See Dungeon Masters Guide p. 86 
  for the effects of being lost. The fog is not going to lift 
  and there are no people in the area except at the village 
  itself, who do not look for lost strangers. 
  See Appendix 4: Map of Dezbat. Make an estimation on 
  the time it takes the PCs to arrive based on their mode of 
  transportation.  For the sake of various effects and the 
  like, it is early autumn. 
  If the PCs reach Nwalab, read the following: 
  You arrive in the village of Nwalab which is shrouded 
  in a thick fog. You can make out that the village is 
  poor and dirty. 
  When adventurers begin to interact with villagers, they 
  notice that every villager has some physical deformity – 
  this is an automatic Spot check. Some are hunchbacks, 
  some are lame, some have an ugly face, and others have a 
  goiter or are club-footed. Only the qadi and his wife have 
  no physical deformity. 
  There is no temple in the village and no inn. A circle of 
  stones is used as a temple of Al’Akbar. 
  Flies 
  There are a lot of disgusting black flies in the village and 
  surroundings even if it is evident as a  result of the fog. 
  These flies can be killed as easily as any normal fly but 
  there are so many of them that it’s impossible to reduce 
  their number significantly. They radiate a faint evil aura. 
  They do not inflict damage but carry a disease. Roll a 
  secret DC 10+APL Fortitude save once for each character 
  to see if the character is infected. The disease itself is not 
  easily cured. It can only be shaken off if a character 
  makes four sequential successful Fortitude saves. If the 
  diseased character is subject to a magical cure to remove 
  the disease, the caster must make a successful caster level 
  check [DC 15+APL] or the curative spell fails and the 
  disease remains. The disease is Stygian Leprosy (PCs 
  having previously played VTF 4-05 The Air Node have 
  already encountered this disease). 
  Disease: Stygian Leprosy 
  Infection 
  DC 
  Incubation 
  Damage 
  Contact 
  10+APL 
  1day 
  1d3Dex 
  +1d3Str 
  Victims have their body slowly decaying. They gradually 
  lose the use of their limbs. 
  In this adventure, this disease is not likely to be a grave 
  concern as the villagers have a medicine to remove it. The 
  qadi can provide the adventurers with medicine if one of 
  them becomes obviously sick. The real difficulty is long 
  term - few samples of the medicine are left and the village 
  will be short of medicine in a few days. Nobody knows 
  how to produce more (they were found during VTF 4-05 
  The Air Node). 
  Houses of the villagers 
  The houses of the village are small. The sides are cob-
  walls and the roofs are thatched. There is only one 
  door and no windows. The houses have only one 
  room with an attached cowshed. Behind each house, 
  there is a small patch of meadow with a kitchen-
  garden and a hen house. 
  There are many flies in and around each house. 
  Every villager can and will provide shelter to the 
  adventurers (traditional baklunish hospitality) but no 
  more than one person per house because the houses are 
  so small. The qadi can provide shelter to one adventurer 
  as well. 
  The village was destroyed last year during the great storm 
  (VTF 4-06 The Storm of the Millennium) but it has 
  been reconstructed since. 
  Investigation 
  The adventurers can ask the villagers about Zinaryamtaz 
  or can gather information in the village. Villagers speak 
  only a baklunish patois with a strong local accent. 
  Speaking Ancient Baklunish allows communication with 
  the villagers. The qadi speaks Common (and can act as an 
  interpreter if needed) and a very pure Ancient Baklunish. 
  The following people have interesting things to say. No 
  check is required, it is enough to ask them. If an 
  adventurer wants to use their Gather Information skill 
  instead, provide the following information with a [DC 0] 
  skill check: 
  Sarik, player of bagpipes, farmer, lame, 40 
  The Fair Lady is so beautiful, so noble and so kind, that 
  he decided to compose a bagpipes piece dedicated to her. 
  Irjaïda, wife of Sarik, lame, 40 
  No, the Fair Lady is not kind. She is arrogant and 
  pretentious. Because of her, my son is lazy and he is 
  becoming the village idiot. 
  
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  Page 10 
  Malik, elder son of Sarik and Irjaïda, lame, 18 
  He spends hours each day alone at the side of the road in 
  the hope that the Fair Lady comes back. He slacks off 
  from work because he is lost in a daydream about the Fair 
  Lady. 
  Limirna, daughter of Sarik and Irjaïda, lame, 11 
  She gave me a beautiful doll. When I grow up, I want to 
  be like her, with beautiful white clothes and perfumes 
  and I will have a beautiful horse. 
  Kalib, youngest son of Sarik and Irjaïda, lame, 9 
  The Fair Lady is very kind. I’ve lost my small cat and I 
  cried a lot but the Fair Lady found him and she brought 
  him back (by the name of “small cat”, a small black cat). 
  Darnish, miller, club-footed, 50 
  The Fair Lady helped the village a lot after the terrible 
  storm last year. 
  Bashtaï, farmer, hunchback, 25 
  The Fair Lady will rid us of the flies. She is also beautiful 
  and noble. 
  Sharima, wife of Bashtaï, hunchback, 22 
  This Zinaryamtaz is surely a witch or a succubus. She has 
  bewitched the men in the village with her magical 
  powers and their souls are now damned. 
  Pardifah, farmer, goiter, 35 
  The Fair Lady helped me rebuild my house with her 
  magical powers. She is an angel sent by the High Cleric 
  (Al’Akbar). 
  Walima, daughter of Pardifah, ex-girlfriend of 
  Malik, club-footed, 16 
  A curse on the day this lady came! Since that time Malik 
  is lost in his dreams and forgets me! 
  Garim, farmer, ugly and twisted face, 33 
  I would die for the Fair Lady. She is the noblest, kindest 
  and the most beautiful person I’ve ever met. 
  Note: Every villager knows that the Fair Lady left the 
  village yesterday. 
  The Qadi 
  The house of the qadi looks like the other houses of the 
  village. 
  Abdaï the qadi is 40 years old. He is married and has two 
  children. If asked, he reveals the following: 
  Do you know or have you seen Zinaryamtaz/ the Fair 
  Lady? Yes. She came to Nwalab many times last year. She 
  helped us to reconstruct the village after it was destroyed 
  during the big storm.  She wants to rid us of these 
  fiendish flies before we run short of medicine. She left 
  yesterday. 
  Who is Zinaryamtaz ? She is a sylph, a being of the Air. 
  She is permanently polymorphed into human form. Her 
  human form resembles her true form but she is now 
  taller and without wings. She is a very good person. You 
  should ask the villagers about that because she helped 
  them a lot. 
  What are these flies? These evil flies came from the 
  Nine Hells and carry with them a terrible disease. 
  Fortunately, a medicine was found. We will be short of 
  medicines in a few days, however, and that is why 
  Zinaryamtaz wanted to find a way to destroy these 
  creatures once and for all. Zinaryamtaz sure she had 
  found a solution when she left yesterday. 
  Where did she go yesterday? She didn’t tell me but you 
  should wait for the return of Avinar. He should know. 
  Who is Avinar? A strange man living in the moors. He 
  and Zinaryamtaz are good friends. 
  What is your solution to destroy the flies? 
  Zinaryamtaz discovered a great secret about the stone 
  circles of Tasmazar. She said it seems possible to open a 
  gate there and then summon celestial creatures who can 
  destroy the fiendish flies.  
  What is Tasmazar? It is a huge stone circle 25 km (15 
  miles) far from here. It is said it was made long ago as a 
  memorial or replica of the stone circles of Tovag Baragu. 
  How can one open a gate at this stone circle? I don’t 
  know. Zinaryamtaz didn’t tell me that. I know that she 
  went several times to Tasmazar during the last few weeks. 
  �Abdaï the qadi: male human Clr5 (Al’Akbar [Exalted 
  Faith]); hp 33. 
  Avinar 
  PCs might want to visit Avinar the geomancer (the 
  adventurers might know him if they have played VTF 4-
  05 or VTF 4-06). He still lives in his lair but he’s not 
  currently there. He comes back in Encounter 5 Avinar. 
  Circle of stones 
  In the center of the village, there is a circle of eight 
  big stones (menhirs), each between one meter (3 ft.) 
  and two meters (7 ft.) high. Not far from this circle 
  stands a huge menhir some 6 meters high (20 ft.). 
  
  VTF5-06 Faith and Love 
   
  Page 11 
  This circle of stones is used as a temple of Al’Akbar 
  (Exalted Faith). It symbolizes the stone circles of Tovag 
  Baragu (Knowledge [religion] DC 15). The huge menhir 
  symbolizes one of the Pinnacles of Azor’Alq (Knowledge 
  [religion] DC 20). The qadi of the village provides this 
  information if asked. 
  The villagers don’t know when these stones were erected. 
  As far back as the oldest in the village recall, these stones 
  have been here. This circle of stones was devastated last 
  year during the big storm but the menhirs have once 
  again been raised.  This was some six months ago by the 
  villagers at the request of both the qadi and Zinaryamtaz. 
  Development: If the adventurers go to the stone circle of 
  Tasmazar proceed to Encounter 3: Cromlech. If they 
  wait for Avinar, proceed to Encounter 4: Dream. 
   
  Encounter 3: Cromlech 
   
  The cromlech of Tasmazar is 25km (15 miles) far from 
  Nwalab. A successful Knowledge (geography) check [DC 
  15], provides the location of Tasmazar. There are no roads 
  nor trails to the circle of stones (treat as trackless). As a 
  result, there is a chance of getting lost because of the 
  thick fog. The character leading the way must succeed on 
  a Survival check [DC 12] or become lost. A character with 
  at least 5 ranks in Knowledge (geography) or Knowledge 
  (local/VTF) gains a +2 synergy bonus on this check. See 
  Dungeon Masters Guide p. 86 for the effects of being lost. 
  The fog is not going to lift and there are no people in the 
  area except the villagers themselves, who are not leaving 
  it to look for strangers. 
  See Appendix 4: Map of Dezbat. 
  If no adventurer knows where Tasmazar is to be found, 
  Abdaï the qadi asks Garim (see Encounter 2) to guide the 
  adventurers to Tasmazar. With Garim as their guide, the 
  adventurers cannot become lost. 
  Adjust the following text as needed. 
  The journey through the moors has taken the entire 
  day. The fog all around is so thick that . Finally, up 
  ahead, a continuous circle of huge stones emerges 
  from the fog like ghostly giants. The circle is 
  comprised of large pillars topped by horizontal 
  lintels. The rocks themselves are more than 6 meters 
  high (20 feet high) and made of a hard grey stone. 
  The stone is granite – it is Knowledge (Dungeoneering) 
  or Stone Cunning check [DC 5] to identify this fact. The 
  cromlech is currently guarded by dervishes from the Dry 
  Steppes. 
  The Dervishes 
  The dervishes were summoned by Zinaryamtaz to assist 
  her several months ago.  There are 40 of them on guard 
  duty and they do not attack adventurers. Instead, they are 
  waiting for the return of Zinaryamtaz and the coming of 
  her friends. When appropriate (as the DM decides), the 
  adventurers meet the dervishes: 
  You make out several humanoids coming up to you 
  like ghosts. A second glance reveals that they are 
  humans, dressed entirely in white with turbans 
  wrapped over their faces. They carry scimitars or 
  short composite bows. All of them bear the holy 
  symbol of the Cup and Talisman on their chest. One 
  of them approaches - he has a white beard and his 
  wrinkled face expresses serenity and wisdom. He 
  addresses you: 
  “Peace be with you! Is Lady Zinaryamtaz in your 
  company?” 
  The old man is the Sheik of the dervishes (Knowledge 
  (geography) [DC 15] to know that these people are 
  dervishes from the Dry Steppes). He is a devoted 
  worshipper of Al’Akbar although he doesn’t want to be 
  involved in the schism between the Exalted Faith and the 
  True Faith. If pressed, he respects both the Caliph and 
  the Mufti. He is highly respected among his own people 
  and his name is Rostam Karish El Walab. As with the rest 
  of the Dervishes, he is awaiting Zinaryamtaz. If advised 
  that she is not around, he is worried. It is quite possible to 
  chat with him but he is a proud man and a stickler for 
  etiquette. A successful Diplomacy check [DC 10] (+4 
  circumstance bonus for baklunish human PCs) is 
  required in order to get any information. Should the 
  check fail, he ceases to discuss issues and replies as 
  follows:  
  “Thank you! I will await the return of Lady 
  Zinaryamtaz.” 
  If the adventurers do manage to talk with him, they are 
  provided with the following answers to questions: 
  Why should Zinaryamtaz be with us? Do you know 
  where she is? She should be here before tomorrow 
  evening. Tomorrow evening is the night when 
  everything is to be done. If this occasion is missed, we 
  will be forced to wait another two years.  
  Who are you? Why are you here? We are Dervishes 
  from the Dry Steppes. Zinaryamtaz and her mentor asked 
  us to come to help them with an important ritual. We 
  
  VTF5-06 Faith and Love 
   
  Page 12 
  have been chosen because we were guardians of Tovag 
  Baragu for generations and we have some knowledge 
  about stone circles. 
  What is to be done tomorrow evening? The ritual will 
  open a gate and call celestial sunfly swarms. The celestial 
  dragonflies should then travel to the village Lady 
  Zinaryamtaz cares about to destroy fiendish flies. 
  Why it should be done only tomorrow evening? This 
  gate can only be opened when there is a conjunction of 
  two of the wandering stars in a specific Lair of the 
  Zodiac. The next time is in two years (A successful 
  Knowledge (arcana) check [DC 40] confirms this fact). 
  How do you open the gate and call the sunflies? Most 
  of the rituals have already been done by Zinaryamtaz, her 
  mentor and myself. In order to complete everything, we 
  need only to utter the final words. I can, in fact, speak 
  those final words if need be but the sunflies then need to 
  be led to the village. 
  Who is the mentor of Zinaryamtaz? If you don’t know, 
  I choose not tell you. To be honest, though, I do not 
  know very much myself. Know this, however, if you have 
  not already gleaned this much - it a certain degree of 
  knowledge and power to open a gate at a stone circle like 
  this one. I myself don’t have enough knowledge and 
  power nor has Lady Zinaryamtaz. Her mentor, the gods 
  bless him, has both the knowledge and the power. He is 
  the wisest lord I’ve met and may his wisdom guide us. 
  Who built this stone circle? When was it built? It is 
  said that only one wizard-priest of the Baklunish Empire 
  survived the Invoked Devastation and their casting of the 
  Rain of Colorless Fire. According to that legend, this 
  powerful wizard-priest, whose power was far greater than 
  the most powerful wizard of today, came here and built 
  this stone circle in remembrance of Tovag Baragu. This 
  stone circle, although powerful, is far smaller and less 
  powerful than Tovag Baragu. Nevertheless, we could not 
  create such things today. Perhaps that is just a legend - 
  but the stone circle is here. 
  The adventurers have one day left before the ritual 
  should take place. The sheik agrees to perform the ritual 
  even without Zinaryamtaz. The adventurers have to lead 
  the sunflies to Nwalab -the dervishes don’t know where 
  Nwalab is and are not willing to go there given their 
  agreement to stay here to await the return of the sylph. 
  Sunflies 
  Read this if the adventurers choose to assist the sheik 
  open the Gate in Tasmazar.  
  It is dark. Above Tasmazar, the night is cloudy. 
  Around the stone circle, the dervishes stand silent. In 
  the middle of the circle, the sheik pronounces the 
  holy words of the last ritual. 
  Suddenly an archway forms and begins to shimmer. A 
  blinding light radiates from it. The light diffuses in 
  the fog, providing an enchanting and almost 
  otherworldly sight... 
  Any worshipper of Al’Akbar and any PCs of lawful good 
  or neutral good alignment has a sudden vision. Give the 
  concerned PCs the text of Player Handout 3: Vision. 
  Then, for everyone, read the following: 
  A swarm of golden dragonflies comes out of the 
  shimmering archway. They are strange creatures, 
  with an eldritch, otherworldly quality. Their legs are 
  long and spindly, their eyes are bright and rainbow-
  colored, and their silvery wings are gossamer-thin. 
  There are thousands and thousands of the dragonflies. 
  The sheik addresses them: “O celestial creatures! Your 
  duty awaits! You will be led to the battlefield where 
  evil must be eradicated. The gods be thanked!” 
  The celestial swarm circles above Tasmazar and, as 
  they do, the archway slowly reverts to normal. 
  The swarm of sunflies needs to be led to Nwalab where 
  they can hunt the fiendish flies down and eradicate them. 
   If they are not led to Nwalab, the swarm dissipates in 
  one hour (they remain together and present so long as 
  they are being led – as it will take more than an hour to 
  return to the village). 
  If they desire, the adventurers presented with the vision 
  can ask the sheik about what they saw. 
  I saw the Cup and Talisman! Where was that place? I 
  don’t know. If the gods showed this to you, your quest is 
  now to find the holy relics. Perhaps this circle really does 
  have a connection of some sort to Tovag Baragu. If you do 
  not know, you should be aware that the Cup and the 
  Talisman have a special link with Tovag Baragu. 
  According to legend, it is there that the High Cleric, 
  Restorer of Righteousness, Al’Akbar, received the most 
  holy of relics from the gods.  
   
  Encounter 4: Dream / Rêve 
   
  After Encounter 3, the first time any character sleeps, 
  they have a special dream. The timing of the sleep does 
  
  VTF5-06 Faith and Love 
   
  Page 13 
  not have any significance – each person gets it when they 
  first sleep.  A few provisos:  
  – 
  Elves don’t sleep and they will therefore not 
  experience the dream. For elven PCs, skip this 
  encounter entirely.  
  – 
  Male human PCs experience the Dream of the Rose 
  (unless they are married or in a long-term in-game 
  relationship). Give Player Handout 7: Dream of the 
  Rose to each male human character (single). (Prepare 
  additional copies before the event). 
  – 
  All other PCs experience the Dream of Compassion. 
  Give Player Handout 4: Dream to each other 
  character. (Prepare additional copies before the 
  event). 
  Each dreaming character has several options during the 
  dream. Once chosen, they must secretly advise you of the 
  decision. 
  Dream of Compassion (every character 
  except elves and male humans) 
  Dream 1 
  If any character does not choose B, the dream is ended. 
  Furthermore, if a chaotic character picks choice A, it’s a 
  very lawful act which should be noted on the AR’s notes. 
  It can have further consequences in Encounter 9. 
  If the character chooses B, give him Player Handout 5 
  Dream 2.  
  Dream 2 
  If the character does not choose C, the dream is ended. 
  Furthermore, if a chaotic character picks choice B, it’s a 
  very lawful act which should be noted on the AR’s notes. 
  It can have further consequences in Encounter 9. . 
  If the choice is C, give him Player Handout 6 Dream 3. 
  Dream 3 
  This is the last dream, no matter the choice.  When it is 
  concluded, the dream is over. 
  If the choice is A or E and if the character is of chaotic 
  alignment, it’s a very lawful act and it should be noted in 
  the AR’s notes. It can have further consequences in 
  Encounter 9. The character finds a ring on his right 
  index finger (if he has a right hand, left otherwise) when 
  he awakes. There is no indication as to how this ring 
  came to be in place – in out of game terms, it is a mystery 
  and there is no answer within the context of this 
  Encounter. This ring is not magical and it is made of 
  platinum with a value of 50 gp. The character is imbued 
  with the ability to cast (one-time only) a quickened 
  shield other spell at 20
  th level on any creature with 
  another such ring. The character gains the Exalted 
  Brother/Sister of Redemption and Righteousness 
  award on AR. 
  Dream of the Rose (for human male PCs 
  only) 
  Dream of the Rose 1 
  If the choice is not B, his dream is ended. If the character 
  has the Romance with Zinaryamtaz award from VTF 4-
  06, allow him to reconsider his choice. 
  If the choice is B, give him Player Handout 8 Dream of 
  the Rose 2. 
  Dream of the Rose 2 
  If the choice made is not C, the character awakes and his 
  dream is ended. If the character has the Romance with 
  Zinaryamtaz award from VTF 4-06, allow him to 
  reconsider his choice. If the choice is C, give him Player 
  Handout 9 Dream of the Rose 3. 
  Dream of the Rose 3 
  If the choice made is not B, the character awakes and his 
  dream is ended. If the character has the Romance with 
  Zinaryamtaz award from VTF 4-06, allow him to 
  reconsider his choice. 
  If the choice is B, give him Player Handout 10 The 
  Rose.  
  The Knight of the Rose 
  If several PCs are all given the Dream of the Rose and 
  receive Player Handout 10 The Rose, the DM must 
  select the one who is to be the Knight of the Rose. If one 
  or more have the Romance with Zinaryamtaz award from 
  VTF 4-06, they are the first choices (and the rest are 
  disqualified).  If none have the Romance of Zinaryamtaz 
  or there are multiple people with the Romance, the 
  Knight of the Rose is chosen by means of physical appeal 
  - the character with the highest non-enhanced total Str 
  Bonus + Cha Bonus and only natural Str and Cha bonus 
  count. Should there still be a gap, everyone makes a 
  Diplomacy check and the highest is awarded the position 
  of Knight of the Rose (for ties, roll until it is broken). If 
  only one character obtained the Dream of the Rose, they 
  are automatically the Knight of the Rose. 
  For those who dreamed and reached Dream of the Rose 
  3, concluding it properly and are not the Knight of the 
  Rose: 
  
  VTF5-06 Faith and Love 
   
  Page 14 
  You hold a beautiful red rose in your hand and you 
  are in the middle of a lush garden. The goddess 
  Myhriss comes before you and speaks: “You behaved 
  like a perfect servant of love and I want to reward 
  you. I make you Brother of the Rose.”  
  You wake up. You notice that you have a ring on your 
  (right) index finger. 
  The character gains the Ring of the Lovebird award on 
  the AR. A lovebird is carved on the ring (Knowledge 
  (religion) [DC 10]: the lovebird is a holy symbol of 
  Myhriss). The name of the character is engraved inside 
  the ring in baklunish letters.  There is no indication as to 
  how this ring came to be in place - in out of game terms, 
  it is a mystery and there is no answer within the context 
  of this Encounter.. The ring has a faint magical aura and 
  is made in platinum. Furthermore the character is 
  imbued with the ability to cast a quickened shield other 
  spell once at 20
  th level on any creature with another such 
  ring or with a ring of the rose. The character gains 
  Brother of the Rose award on his AR. 
  For the Knight of the Rose, read the following: 
  You hold a beautiful red rose in your hand and you 
  are in the middle of a lush garden. Night is falling. 
  It’s dark but you see the stars in the sky. You stand 
  alone with the rose. Suddenly, appearing in front of 
  you is a blond woman of breathtaking beauty. 
  The character must now describe what he wishes to 
  undertake.  If he talks to the woman, refer below: 
  Who are you? I am Zinaryamtaz (if the character has 
  already 
  seen 
  Zinaryamtaz, 
  he 
  recognizes 
  her 
  immediately). 
  What are you doing here? Waiting for you. 
  If the choose to give her the rose, read the following: 
  Zinaryamtaz accepts the flower. You can see love in 
  her eyes. Now is the moment to seal your love with a 
  kiss. 
  If the character does not want to kiss her: 
  Zinaryamtaz appears sad. She speaks with you, her 
  voice fading with the last word: “Good bye my friend!” 
  You wake up and notice that you have a ring on your 
  right index finger. 
  There is no indication as to how this ring came to be in 
  place. This ring is not magical and it is made of platinum 
  with a value of 50 gp. The character is imbued with the 
  ability to cast (one-time only) a quickened shield other 
  spell at 20
  th level on any creature with another such ring.  
  If the character chooses to kiss Zinaryamtaz: 
  It is a very romantic moment. Time passes and all of a 
  sudden 
  the 
  goddess 
  Myhriss 
  steps 
  forward, 
  accompanied by the two ladies Honor and Frankness. 
  Honor carries a cushion with two rings and asks of 
  you and Zinaryamtaz: “Will you place these rings on 
  your fingers?” 
  If the character agrees, continue with the following: 
  You slip one ring onto your finger and the second to 
  Zinaryamtaz’s finger. All the people present are 
  ecstatic. The goddess Myhriss proclaims: “You 
  behaved like a perfect servant of love and I. I want to 
  reward you. Kneel, young man, for I dub you. <Name 
  of the character>, Knight of the Rose (“Faris of the 
  Rose” if the character is Baklunish). Please stand up! I 
  have a further gift for you: When you are concerned 
  that someone close to your heart is greatly 
  endangered and the situation is hopeless, use the 
  power of the Rose. You have but to wish for it to call 
  down a terrible punishment upon evil creatures. You 
  will be able to use this power only once.” The dream 
  itself is fading as Zinaryamtaz speaks once more: 
  “Good bye my love!” 
  You wake up. Before you, a beautiful red rose lies on 
  your chest and a strange ring adorns your ring finger. 
  The character gains the Ring of the Rose award on the 
  AR. This is a platinum ring with a moderate magical aura 
  although it is not possible to identify any powers, even 
  with such spells as identify – in game terms, all attempts 
  to discern the nature of the magical power fail 
  automatically. A floral pattern decorates the ring and a 
  carved rose flower can be clearly seen on it. The name of 
  the character is engraved inside the ring in baklunish 
  letters. The character is imbued with the ability to cast 
  (one-time only) a quickened shield other spell at 20
  th 
  level on any creature with another such ring.  
  The character now also possesses an imperial rose. There 
  is no explanation as to how this flower appeared. A 
  successful Knowledge (history) check [DC 15] indicates 
  that the imperial rose was grown during the days of the 
  Baklunish empire in the Garden of the Emperors. With 
  the Invoked Devastation, the secret of growing or 
  cultivating these roses was lost. Since then, imperial roses 
  have been appeared from time to time in unusual 
  situations. Further, the character is imbued with the 
  ability to use a spell-like ability entitled Rain of Imperial 
  Roses. Using a swift action (there are no verbal, somatic 
  or material component as with every spell-like abilities), 
  red roses fall from the sky for two minutes. Range is long 
  (1,200 ft.) and the area is a cylinder (80 ft. radius; 80 ft. 
  high). The roses last until destroyed in some manner 
  (otherwise they fade in one day). It is intended that this 
  
  VTF5-06 Faith and Love 
   
  Page 15 
  be used in Encounter 7 Hostage-Taking (it has no 
  effect in any other encounter). Give Player Handout 
  11: Rain of Imperial Roses to the character. 
  Lastly, the character is awarded the Knight of the Rose 
  award on his AR. 
  If the character refuses to don the rings, read the 
  following: 
  Myhriss advises you: “I suggest you to reconsider 
  your decision.” 
  If the character agrees to slip on the rings, do as above (as 
  if he had agreed the first time). If not: 
  Myhriss tells you: “You have made your choice.  
  When you are concerned that someone close to your 
  heart is greatly endangered and the situation is 
  hopeless, use the power of the Rose. You have but to 
  wish for it to call down a terrible punishment upon 
  evil creatures. You will be able to use this power only 
  once.” The dream itself is fading as Zinaryamtaz 
  speaks once more: “Good bye my love!” 
  You wake up and see a beautiful red rose lying on 
  your chest. 
  The character has an imperial rose, as detailed above (and 
  can also use rain of imperial roses -  once only). 
  Treasure:  
  All APLs: L: 0 gp; C: 50 gp; M: Ring of the Rose (0 gp); 
  Ring of the Lovebird (0 gp). 
   
  Encounter 5: Avinar 
   
  If no character received a Ring of the Rose 
  If no character has gained the ring of the rose during 
  Encounter 4: Dream and if nobody was awarded the 
  Romance with Zinaryamtaz reward in VTF4-06, read the 
  following: 
  The weather is cloudy. An armored horseman enters 
  the village. He has on banded mail armor, a helmet 
  topped by a feather, a scimitar and a composite 
  longbow. Over the armor, is a black surcoat bearing a 
  yellow cup and a white talisman. 
  This man is Rostam Yundilla, a Faris (Baklunish knight) 
  of the Order of the Cup and Talisman. His surcoat can be 
  identified as typical for this Order of Ekbirian Farises 
  with a successful Knowledge (local/VTF) check [DC 15]. 
  This order is dedicated to finding the holy relics. 
  As soon as he arrives, he enquires about Zinryamtaz from 
  every person including the adventurers themselves. The 
  PCs can talk with him as they desire: 
  Who are you? Rostam Yundilla, Faris of the Cup and 
  Talisman. (Note: With a successful Knowledge (nobility 
  and royalty) check [DC 15], a character is aware that the 
  Yundilla family is one of the five royal families of the 
  Caliphate of Ekbir) 
  Why are you searching Zinaryamtaz? Because I’m her 
  fiancé. I was recently visited by three sylphs who told me 
  that she was in great danger. Knowing that she could be 
  found in Nwalab, I came here. Unfortunately, I must go 
  back to the holy city of Ekbir to do my duty and fight the 
  Ataphads. If you could find her and protect her I would 
  be most grateful. 
  Rostam doesn’t know anything about Mostefe. 
  Return of Avinar 
  This part must be played in any case (whether Rostam 
  arrived or not). 
  The day following the dream, the geomancer Avinar 
  returns to Nwalab. The adventurers should have learned 
  from the qadi Abdai that Avinar might know something 
  about 
  Zinaryamtaz. 
  If they didn’t learned this 
  information, the qadi comes forward at this time and 
  advise them to speak to Avinar. The adventurers can meet 
  with him to ask about wherever it was that  Zinarymataz 
  went. 
  The following morning, the weather is cloudy but the 
  fog is finally.  
  If the sunflies have been successfully brought to Nwalab: 
  Golden dragonflies are hunting the flies everywhere, 
  darting around on their mini-quests.  
  In all cases: 
  Into the village of Nwalab a strange man comes. His 
  eyebrows are green and bushy and his hair is a tangle 
  of short vines. He sniffs like an animal and he has a 
  mad expression about him. 
  Avinar is a geomancer with a love for red wine. Last year, 
  the villagers did not trust him but that has changed, at 
  least to a degree. It is now possible to talk with him 
  without difficulties. 
  Where is Zinaryamtaz? She received a letter from 
  someone who wanted a rendezvous with her in a castle. 
  She left immediately for the rendezvous. 
  
  VTF5-06 Faith and Love 
   
  Page 16 
  Where is this castle? It is a ruined castle near the coast 
  of the Dramidj Ocean. It goes by the name of Kalat 
  Washaf. 
  Who sent this letter? If a character has the Romance 
  with Zinaryamtaz AR award from VTF 4-06, Avinar 
  answers with this character’s name. If not and if a 
  character obtained the ring of the rose in Encounter 4: 
  Dream, Avinar answers with the name of this character. 
  Otherwise, Avinar answers “Rostam Yundilla”. Of course, 
  the character didn’t send any letter nor did Rostam 
  Yundilla. It should be obvious to the adventurers that 
  Zinaryamtaz has been deceived by someone (Rostam, if 
  present, tells this immediately). 
  When was this rendezvous? I don’t know exactly. I 
  think it was as soon as possible. 
  The adventurers should go to this castle as soon as 
  possible. From what the adventurers learnt, Zinryamtaz 
  is likely to have fallen into a trap. Kalat Washaf is on the 
  coast of the Dramidj Ocean, not far from the village of 
  Rimiz, in on the shores of the Morskmogil (a maelstrom 
  near the coast). See Appendix 4 Map of Dezbat. It is 
  approximately 100 km (62 miles) far from Nwalab as the 
  crow flies. Taking the road, it is 50% longer (150 km) and 
  the first 20 km (12 miles) is not a road but a very bad trail 
  in the moors (treat as trackless for the purposes of 
  distance traveled). 
  A successful Knowledge (geography) check [DC 20], lets 
  a character know that Kalat Washaf is a ruined castle. He 
  knows also the approximate location and can find the 
  general area. 
  If asked and if the PCs tell him that Zinaryamtaz is in 
  great danger, Avinar agrees to lead the adventurers to 
  Kalat Washaf. He has no horse but rides if necessary. He 
  agrees to use magic to travel faster if the adventurers 
  propose this to him. Once at Kalat Washaf, Avinar refuses 
  to enter the ruins and remains afar feeling, as he puts it, a 
  “great evil in the earth currents”., if present, must leave 
  because he has strict orders to be at his ship the next day. 
  If he is late, he will be charged with desertion and 
  treachery. So he asks the adventurers to find his fiancée 
  as quickly as possible and to protect her. He will be 
  grateful if they could look out for her and possibly even 
  save her should the worst have befallen the sylph. He 
  then leaves Nwalab to travel to the capital. 
   
  Encounter 6: Kalat Washaf 
   
  If Avinar leads the adventurers, he stays away from the 
  castle (about 1 mile distant) and goes back to Nwalab as 
  soon as he parts ways with the PCs. 
  Refer to the map in Appendix 5: Kalat Washaf. 
  Weather and Terrain 
  The terrain is moor. Vines, roots and short bushes cover 
  much of the ground  except on trails (see map in 
  Appendix 5). It is considered light undergrowth: A space 
  costs 2 squares of movement to move into, and it provides 
  concealment. It increases the DC of Tumble and Move 
  Silently checks by 2 because the leaves and branches get 
  in the way. 
  – 
  If one of the PCs has an imperial rose, the weather is 
  cloudy. Visibility is normal. The maximum distance 
  at which a Spot check for detecting the nearby 
  presence of others can succeed is 6d6x10 feet 
  (because of the moor, see Dungeon Masters Guide 
  page 88-89). Read the following text: 
  The weather is cloudy when you arrive within sight of 
  the ruins of Kalat Washaf. Only one tower seems 
  more or less intact. The remaining parts are in poor 
  condition, being hardly more than huge piles of 
  rubble. The moors around the ruins are made of small 
  bushes and vines which all impede progress save on 
  the trails. 
  – 
  If none of the PCs has an imperial rose but if at least 
  one has a platinum ring (either from the Dream of 
  Compassion or from the Dream of the Rose), the 
  weather is rainy. Rules on Rain in Dungeon Masters 
  Guide page 94 apply: Rain reduces visibility ranges 
  by half, resulting in a –4 penalty on Spot and Search 
  checks. Ranged weapon attacks and Listen checks 
  are at a –4 penalty. The maximum distance at which a 
  Spot check for detecting the nearby presence of 
  others can succeed is 6d6x5 feet. Read the following 
  text: 
  It’s pouring with rain when you arrive within sight of 
  the ruins of Kalat Washaf. . Only one tower seems 
  more or less intact. The remaining parts are in poor 
  condition, being hardly more than huge piles of 
  rubble. The moors around the ruins are made of small 
  bushes and vines which all impede progress save on 
  the trails. 
  – 
  If none of the PCs succeeded in the dreams (i.e. 
  none has been granted a platinum ring nor an 
  imperial rose), there is a thick fog. Rules on fog in 
  Dungeon Masters Guide page 92 apply: Fog obscures 
  all sight, including darkvision, beyond 5 feet. 
  Creatures 5 feet away have concealment (attacks by 
  
  VTF5-06 Faith and Love 
   
  Page 17 
  or against them have a 20% miss chance). Read the 
  following text: 
  There is a thick fog when you arrive nearing the area 
  of Kalat Washaf. The ruined castle should be 
  somewhere in front of you. The trail you are now 
  following should lead you to the castle. 
  The ruined castle is guarded by monstrous aberrations 
  bred and sometimes magically improved and corrupted 
  by Ataphads. 
  APL 4 (EL 6) 
  �Runehounds (3): hp 37 each; see appendix 1. 
  APL 6 (EL 8) 
  �Runehounds (6): hp 37 each; see appendix 1. 
  APL 8 (EL 10) 
  �Advanced Runehounds (4): hp 124 each; see 
  Appendix 1. 
  APL 10 (EL 12) 
  �Spellwarped Advanced Runehounds (4): hp 150 
  each; see Appendix 1. 
  APL 12 (EL 14) 
  �Spellwarped Advanced Runehounds (4): hp 150 
  each; see Appendix 1. 
  �Spellwarped Advanced Yrthak: hp 168; see Appendix 
  1. 
  APL 14 (EL 16) 
  �Spellwarped Advanced Runehounds (4): hp 150 
  each; see Appendix 1. 
  �Spellwarped Advanced Yrthak: hp 168; see Appendix 
  1. 
  �Ataphad Truly Horrid Umber Hulk: hp 270; see 
  Appendix 1. 
  APL 16 (EL 18) 
  �Spellwarped Advanced Runehounds (4): hp 150 
  each; see Appendix 1. 
  �Spellwarped Advanced Yrthak: hp 168; see Appendix 
  1. 
  �Ataphad Truly Horrid Umber Hulk: hp 270; see 
  Appendix 1. 
  �Spellwarped Ataphad Truly Horrid Umber Hulk: 
  hp 310; see Appendix 1. 
  Tactics 
  The runehounds are hidden in the ruins or in the 
  immediately surrounding moors. With their Uncanny 
  Blindsight ability, it is likely that they detect the 
  adventurers before they themselves are detected. The 
  runehounds are not hampered by fog (they have 
  blindsight out to 500 feet). As soon as the runehounds are 
  aware of the adventurers, they raise the alarm using 
  clicks and squeals (the adventurers might hear that – it is 
  a DC 0 Listen check, modified by distance). Firyana and 
  Xarkog are thus warned. 
  The yrthak is hidden in the castle and flies out as soon as 
  the alarm is raised or if it detects intruders. It prefers to 
  attack from the air. If there is fog, it is constantly flying 
  above the castle at a height of 50’ and immediate 
  surroundings, attacking any intruder it can detect with 
  its blindsight ability. 
  Umber Hulks are hidden below ground level in the castle 
  area and detect coming adventurers by tremorsense. If 
  there is no fog, they likely go for the adventurers via 
  burrow. Don’t forget that umber hulks are intelligent. If 
  there is fog, the confusing gaze is limited to a range of 5 
  feet and even then there is a percentage equal to the 
  normal miss chance (i.e. 20%) that a character won’t need 
  to make a saving throw in a given round. This chance is 
  not cumulative with averting your eyes, but is rolled 
  separately. See Dungeon Masters Guide page 294. 
  Xarkog, the warlock from Encounter 7, remains hidden 
  – invisible in the ruins – as far away as possible while 
  observing the combat (if there is no fog). He uses what he 
  has learned from his observations if he has to fight the 
  adventurers in Encounter 7. He keeps some of his 
  aberrations close to him in case he has to defend the 
  tower (see Encounter 7). 
   
  Encounter 7: Hostage−
  taking/Prise d’otage 
   
  Inside the only intact tower, the Ataphads (Enemies of 
  Ekbir coming from isles in the Dramidj Ocean) have set 
  up an advanced post with a torture chamber. They then 
  sent a forged letter to Zinaryamtaz, who fell into the trap. 
  The stratagem was devised by the erynies Sharyana. 
  Sharyana is the twin sister of Firyana from VTF 3-06 A 
  Smile in the Mist. If a character has played VTF 3-06, he 
  may mistake Sharyana for Firyana, unless he/she makes a 
  successful Spot check [DC 20]. Xarkog, the master of 
  
  VTF5-06 Faith and Love 
   
  Page 18 
  aberrations, assists Sharyana by guarding the area while 
  she is torturing Zinaryamtaz to learn the secrets of the 
  sylph. 
  It is quite probable the alarm is raised (probably by 
  runehounds). If that is the case, Sharyana attempts to use 
  Zinaryamtaz as a hostage, threatening to kill her if the 
  adventurers do not surrender. In her present state, 
  Zinaryamtaz is helpless and unable to act. She has been 
  tortured for some time (at least one day, maybe more if 
  the adventurers did not arrive quickly) and is very weak, 
  both physically and psychologically. 
  – 
  If one of the PCs has an imperial rose, Sharyana 
  attempts the hostage situation outside the tower in 
  what once was the courtyard of the castle. Xarkog 
  stays hidden and invisible somewhere in the ruins. 
  Sharyana exits out of the tower as soon as the combat 
  of Encounter 6 is over (providing the adventurers 
  are around). 
  – 
  If it is rainy or if there is fog, the hostage situation 
  takes place inside the tower when the adventurers 
  enter. Xarkog awaits inside the tower. 
  If the alarm has not been raised, Zinaryamtaz is chained 
  to the rack and helpless, with the erynies  Sharyana being 
  in close proximity (exact distance determined by the 
  DM). It is almost an identical situation, save that the 
  Erinyes has no need to make a big show of things as she 
  threatens Zinaryamtaz. 
  The Tower 
  If the PCs enter the tower: 
  You see in the base of the tower what is obviously a 
  torture chamber. All sorts of pain-inducing devices 
  fill this place, including a rack, an iron maiden, wall-
  mounted shackles and a cage. 
  Anticipate teleportation 
  An anticipate teleportation spell has been cast on the 
  erynies Sharyana at APL 4 to 8. It is a greater anticipate 
  teleportation instead at APL 10 to 16. If anyone enters 
  using a teleportation effect, Sharyana warns her allies 
  telepathically. The creatures get ready to attack the 
  incoming PCs fittingly (not forgetting the hostage 
  situation). 
  Surrender! 
  There is a possibility of a hostage situation (which is quite 
  likely), so read the following text should that be the case: 
  A beautiful statuesque woman with flawless skin, 
  large feathery wings and red, glowing eyes, stands 
  with a beautiful blond woman, an obvious hostage. 
  The second woman appears human. Marks on her 
  skin indicate that she has been tortured but her 
  beauty is still astounding to behold. The hostage taker 
  has a sword at the ready, held at the throat of the 
  blonde woman.  The winged woman addresses you: 
  “Surrender immediately or your precious darling here 
  is dead, followed by all of you! Drop whatever you 
  hold and place your empty hands in front of you, 
  where I can see them! Any wrong moves and and I 
  cut her throat!” 
  The hostage-taker is the erynies Sharyana. A character 
  having seen Zinaryamtaz previously (in the dream of the 
  rose or in previous adventures) recognizes her 
  immediately but Zinaryamtaz is now polymorphed in 
  human form (she appears identical to her sylph form 
  except that she is the size of a human and has no wings). 
  The Platinum Ring 
  Zinaryamtaz wears a platinum ring identical to the ring 
  the PCs may have gained in the course of Encounter 4: 
  Dream. If a character wishes to determine if the sylph 
  has an identical ring, it is an automatically successful 
  Spot check. Otherwise, if nobody thinks of this, it is a 
  Spot check [DC 15] for everyone present to notice the 
  ring she is wearing. If successful, they can note that it is a 
  similar ring to their own (or just a platinum ring if they 
  have not obtained one). Should the PCs also have a 
  Knight of the Rose present, she likewise has a ring of the 
  rose. Note that this means she may have none, one or two 
  rings on, as the previous Encounters have dictated. 
  All APLs (Noncombatants) 
  �Sharyana: erynies (devil) Rog8; hp 153; see Appendix 
  1. 
  �Zinaryamtaz: sylph Sor5; hp 21; see Appendix 1. 
  APL 4 (EL 6) 
  �Xarkog: male human warlock5; hp 32; see Appendix 1. 
  �Runehound: hp 37; see appendix 1. 
  APL 6 (EL 8) 
  �Xarkog: male human warlock6; hp 38; see Appendix 1. 
  �Advanced Runehound: hp 124; see Appendix 1. 
  APL 8 (EL 10) 
  �Xarkog: male human warlock8; hp 50; see Appendix 1. 
  �Spellwarped Advanced Runehound: hp 150; see 
  Appendix 1. 
  APL 10 (EL 12) 
  
  VTF5-06 Faith and Love 
   
  Page 19 
  �Xarkog: male human warlock11; hp 79; see Appendix 
  1. 
  �Spellwarped Umber Hulks (2): hp 87 each; see 
  Appendix 1. 
  APL 12 (EL 14) 
  �Xarkog: male human warlock13; hp 106; see Appendix 
  1. 
  �Spellwarped Umber Hulks (3): hp 87 each; see 
  Appendix 1. 
  APL 14 (EL 16) 
  �Xarkog: male human warlock15; hp 122; see Appendix 
  1. 
  �Spellwarped Umber Hulks (6): hp 87 each; see 
  Appendix 1. 
  APL 16 (EL 18) 
  �Xarkog: male human warlock16; hp 146; see Appendix 
  1. 
  �Spellwarped Ataphad Truly Horrid Umber Hulk: 
  hp 310; see Appendix 1. 
  Tactics 
  If Sharyana has uttered her threat against Zinaryamtaz 
  (who is helpless), she readies with her first action (or acts 
  as below) should one of the adventurers casts a spell, 
  move in a threatening manner (as the DM decides) or 
  attacks. 
  Sharyana does not negotiate with the adventurers. 
  Similarly, Xarkog and his aberrations do not grant 
  enough time to the adventurers to negotiate and attack 
  after two rounds.  
  Adjudicating initiative: The beginning of this combat is 
  a special case not covered by usual rules (see Adjudicating 
  Actions Not Covered in Dungeon Masters Guide page 
  25). The monsters of this encounter don’t attack 
  immediately because they wait for the surrender of the 
  adventurers. 
  The 
  adventurers 
  might 
  not 
  attack 
  immediately because Zinaryamtaz is being used as a 
  hostage. It is likely that, at first, there is no combat. If an 
  adventurer wants to take an action which is both visible 
  and takes some time, Sharyana, Xarkog and the 
  aberrations have a chance to react before the character 
  can complete that action. In such a case, initiative is 
  rolled normally and everyone acts in the initiative order. 
  Any standard action (such as Attack or Cast a spell with 
  1 standard action casting time), move action or 
  (obviously) full-round action generally fit this 
  category. If a character attempts a free action or a swift 
  action, however, Sharyana and other creatures of the 
  encounter cannot act before the character is done. Roll 
  initiative normally but the free or swift action is resolved 
  as an immediate action (and the character in question, 
  having acted, is no longer considered flat-footed). 
  The initiative check for Sharyana has been pre-rolled: 
  The result is 10, which nets out to a 16. 
  If Sharyana is able to strike Zinaryamtaz, everything 
  has been pre-rolled: Sharyana uses Power Attack at – 15 
  and rolls a 12 on her attack roll, hitting the sylph with a 
  total attack roll of 17. She hits as Zinaryamtaz’s AC is only 
  4 in her helpless state. Her damage roll is 5 which results 
  in 25 points of damage (she uses her longsword with one 
  hand because her second hand is used to hold on to the 
  helpless sylph) plus sneak attack for 15 more hp, 
  resulting in a total of 40 points of damage to 
  Zinaryamtaz. The sylph is dead at –19, unless PCs can 
  somehow intervene. If, for instance (and because it is 
  available from the rings obtained in the dreams) a 
  character cast shield other, the spell functions normally 
  and should leave Zinaryamtaz alive with 1 hit point left. 
  Whatever the case, Sharyana flees after the first blow 
  (teleporting far away if possible) – noting that her first 
  action means that most parties now have an entire round 
  of attacks and other actions before that is possible. 
  All other Initiative checks are determined normally. 
  Remember that no ready action is allowed outside 
  combat and as long as initiative checks have not been 
  rolled, combat has not begun. 
  The other creatures, once in initiative, attack the 
  adventurers as soon as one of them move in a threatening 
  manner, attack, or cast a spell, but only for the first two 
  rounds.  After this time, they attack without further 
  hesitation or delay. If they have not been noticed by the 
  adventurers, they might get a surprise round or catch the 
  PCs flat-footed for an attack. Note that it is possible for 
  Xarkog to use a quickened eldritch blast depending on 
  APL -  if the adventurers didn’t do anything for the first 
  two rounds, he choose to act and use his quickened 
  eldritch blast as an immediate action (see above 
  Adjudicating initiative). 
  Xarkog has a particular hatred for druids and PCs 
  obviously representing nature. He attacks such targets 
  with his most deadly attack (likely a maximized eldritch 
  blast).  It is possible he has learned a lot about the PCs 
  from watching them in Encounter 6.   If so, and there 
  are no druids or similar nature types present, he attacks 
  those he perceives as clerics, then wizards, sorcerers or 
  war mages.  After this, he is just out to hurt people, with 
  no target. 
  
  VTF5-06 Faith and Love 
   
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  Very important: Sharyana never attempts to fight or 
  harm the adventurers and is thus a noncombatant. If a 
  combat erupts, she tries to kill Zinaryamtaz with a single 
  blow and then flees (by teleportation if at all possible, if 
  not by flying or running). If she didn’t succeed in killing 
  Zinaryamtaz with the first blow, she flees rather than 
  attempt a second blow. 
  Xarkog and his aberrations flee if the combat turns 
  against them. They don’t fight to the death. If the PCs 
  seem clearly stronger, they flee for their lives in the best 
  way possible. If an adventurer uses the imperial rose to 
  cast a rain of imperial roses (as noted below) or cast a 
  quickened shield other (as noted below), Xarkog and his 
  aberrations flee immediately upon the casting. 
  Adjudicating communication between players: The 
  adventurers have two rounds before combat erupts. They 
  can act before that if they so desire, of course. Unless 
  they have a magical or secret means of communicating, 
  advise them that whatever they say at the table is heard 
  by the creatures (who react accordingly). Don’t allow 
  long discussions between players to synchronize and 
  optimize actions. Ask what they want to do and go with 
  that. The first adventurer who declares an action within 
  those barred precipitates the combat. Do not allow 
  another player to stop this by asking for reconsideration 
  – this is an occasion for immediacy and there is no time 
  to ponder in such a manner. The atmosphere of this 
  encounter should be extremely tense. If the first declared 
  action is not a free action or a swift action, the possibility 
  of an immediate action at the beginning of the round (see 
  Adjudicating initiative above) is no more and it 
  devolves to a standard initiative order (note that the first 
  declared action might not be the first action performed, 
  as usual, if the character does not end up with the highest 
  initiative check). 
  Surrender 
  In the case the adventurers drop their weapons and 
  surrender, Xarkog and the aberrations take advantage of 
  this situation to attack the PCs with maximum efficiency. 
  They do not deal with prisoners other than to execute 
  them. 
  How to win quickly? 
  Rain of imperial roses 
  If a character has been gifted the imperial rose, they can 
  use the rain of imperial roses spell-like ability. It is a swift 
  action and can thus be activated at the beginning of the 
  round as an immediate action prior to others acting 
  (including Sharyana). Red imperial roses fall from the sky 
  as directed by the character (above Sharyana would be 
  the best idea). Sharyana is so terrified of what this might 
  bring that she teleports away without hesitating, leaving 
  the others behind (and, importantly, not attempting to 
  kill Zinaryamtaz). Likewise, Xarkog and every other 
  creature attempt to flee by the quickest means possible. 
  The combat is over, Zinaryamtaz is freed and the 
  creatures are considered defeated. 
  If this happens: 
  Hundred of red imperial roses fall from the sky on 
  the terrible diabolic creature. The evil winged woman 
  is terrified when she notices the rain of roses. 
  Snarling, she disappears suddenly, leaving her 
  hostage behind. 
  Should the character that possessed the rose approach 
  Zinaryamtaz, she falls into his arms (presume she is free 
  somehow or apply poetic license). 
  Zinaryamtaz falls forward, into your arms. She has 
  been tortured and she is weak and exhausted both 
  physically and psychologically. She speaks carefully, a 
  smile on her face: 
  “I was sure you would come. I saw you in my dream. 
  It was a splendid garden and you gave me a beautiful 
  red rose.” 
  A successful Sense Motive check [DC 10] allows the 
  character to realize that it is the right moment to kiss her 
  (of course the character may realize this without a check). 
  This time, the kiss is real and it is not a dream! If this 
  happens, read the following: 
  You kiss her lovingly. Red roses are strewn over the 
  ground about you. Still more roses fall again from the 
  sky. A ray of sunlight pierces the clouds and 
  illuminates both you and Zinaryamtaz as the two of 
  you embrace. 
  Isn’t it romantic? 
  Shield other 
  If at least one of the PCs has a platinum ring gained in 
  Encounter 4 Dream, it is possible to save Zinaryamtaz 
  using a quickened shield other just before Sharyana 
  strikes to kill her. Zinaryamtaz has an identical ring (and 
  she has a ring of the rose if someone became knight of 
  the rose) and thus shield other can be cast on her.  If a 
  character wishes to determine if the sylph has an 
  identical ring, it is an automatically successful Spot 
  check. Otherwise, if nobody thinks of this, it is a Spot 
  check [DC 15] for everyone present to notice the ring she 
  is wearing. If successful, they can note that it is a similar 
  ring to their own (or just a platinum ring if they have not 
  obtained one). Should the PCs also have a Knight of the 
  
  VTF5-06 Faith and Love 
   
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  Rose present, she likewise has a ring of the rose. Note 
  that this means she may have none, one or two rings on, 
  as the previous Encounters have dictated. 
  Note that casting a quickened shield other is a swift 
  action. If the first character to declare an action decides 
  to cast a quickened shield other (providing he has a 
  platinum ring from Encounter 4: Dream), he can cast it 
  as an immediate action at the beginning of the round 
  (see adjudicating initiative above). 
  If one of the adventurers saves Zinaryamtaz by using a 
  quickened shield other, read the following; 
  A celestial choir rings out suddenly. This music 
  surpasses any earthly melody and echoes the 
  grandeur of the music of the heavens. After a 
  moment, it fades away. 
  Xarkog and any aberration are so sickened by this music 
  that they attempt to flee immediately by the quickest 
  means possible. The combat is over, Zinaryamtaz is freed 
  and the creatures are considered defeated. 
  Treasure 
  The Ataphads have a chest with gems in case they need 
  money for their missions, stashed in the tower but visible 
  to even a cursory Search check [DC 0].  The magical items 
  are found on Xarkog – should he be driven off with the 
  Rain of Imperial Roses, he abandons his magical items (as 
  he believes them to attract the attention of those who are 
  responsible for the Rain) in a nearby clump of bushes – it 
  is a Search check [DC15] to find them. 
  Treasure chest: hardness 5; hp 15; AC 5; Break DC 23; 
  Open Locks DC 30 (superb quality lock). 
  APL 4: L: 11 gp; C: 350 gp; M: ring of sustenance (208 gp 
  per character), +1 ring of protection (167 gp per 
  character) 
  APL 6: L: 36 gp; C: 550 gp; M: ring of sustenance (208 gp 
  per character), +1 ring of protection (167 gp per 
  character) 
  APL 8: L: 11 gp; C: 700 gp; M: ring of sustenance (208 gp 
  per character), +1 ring of protection (167 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character) 
  APL 10: L: 11 gp; C: 900 gp; M: ring of sustenance (208 gp 
  per character), +1 ring of protection (167 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character), +2 amulet of health 
  (333 gp per character) 
  APL 12: L: 11 gp; C: 1100 gp; M: ring of sustenance (208 
  gp per character), +2 ring of protection (667 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character), +4 amulet of health 
  (1333 gp per character), +2 cloak of resistance (333 gp per 
  character) 
  APL 14: L: 11 gp; C: 2500 gp; M: ring of sustenance (208 
  gp per character), +2 ring of protection (667 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character), +4 amulet of health 
  (1333 gp per character), +2 cloak of resistance (333 gp per 
  character), +4 gloves of dexterity (1333 gp per character) 
  APL 16: L: 11 gp; C: 5250 gp; M: ring of sustenance (208 
  gp per character), +2 ring of protection (667 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character), +4 amulet of health 
  (1333 gp per character), +2 cloak of resistance (333 gp per 
  character), +4 gloves of dexterity (1333 gp per character) 
  Development 
  – 
  If Zinaryamtaz was killed, proceed to Encounter 11: 
  Beings of Light under Failed! (Creatures in the fog 
  is played first). 
  – 
  If Zinaryamtaz was saved proceed to Encounter 8 
  The Trial. 
   
  Encounter 8: The Trial / Le 
  Procès 
   
  This encounter takes place if Zinaryamtaz is saved in 
  Encounter 7. 
  Zinaryamtaz has been tortured and is very weak. She 
  avoids any significant questions such as any about the 
  Cup and Talisman. If asked about Mostefe, she doesn’t 
  know where he can be found. She can advise that he 
  wrote her several letters, generally to attempt to set up a 
  meeting with her to talk about details of the holy relics. 
  She didn’t meet with him. She is grateful to her saviors 
  however and indicates that she will try to help the 
  adventurers when she feels better – although magical 
  healing is gladly accepted, she needs time for the mental 
  trauma to heal before she consider anything else. 
  Furthermore, she wants to rest and proposes heading to 
  the city of Ekbir because it is not far from Dezbat.   
  From her perspective, it is a perfect place to recover both 
  physically and psychologically because of the holy 
  buildings dedicated to Al’Akbar. She plans to return to 
  Dezbat when she is fully recovered. If the adventurers 
  live in Ekbir, they might have a house there and, if not, 
  
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  an inn near the temple is sufficient. If the adventurers do 
  not wish to visit the city of Ekbir and have an alternate 
  idea, she agrees to go with them. This encounter is nearly 
  identical no matter the actual physical location. 
  Romance 
  Zinaryamtaz is ready to live with the character that was 
  granted the ring of the rose or with any character who 
  was awarded the romance with Zinaryamtaz reward from 
  VTF 4-06. The character may now form a romantic 
  attachment to her (unless he chooses to refuse). 
  Zinaryamtaz is permanently in human form and, 
  although she does not know it herself, she has been 
  granted this form according to her dearest wishes and 
  keeps it even in an antimagic field. If a character has the 
  romance with Zinaryamtaz AR award from VTF 4-06, he 
  was hopefully successful in the dream of the rose and 
  became knight of the rose. In the event that there is a 
  discrepancy between a character with romance with 
  Zinaryamtaz and another who is the knight of the rose, 
  attempt to make the best determination possible (based 
  on role-playing and other factors as you decide) as to who 
  is a better candidate for her affections.  If not possible, 
  choose the knight of the rose. 
  News 
  A few days after the rest time has begun, Zinaryamtaz is 
  advised that an Ataphad spy going by her name has been 
  arrested in Dezbat and that the case is to be heard in three 
  days. The spy faces the death penalty and the lord of 
  Dezbat, Urik Ashir himself, plans to impose the verdict. 
  Where and how Zinaryamtaz learns this depends on 
  where the adventurers chose to rest: 
  1) If they are in Ekbir, she learns of this event via a rumor 
  that is being bandied about (and is likewise easy to 
  corroborate); 
  2) If they traveled to another country or are in a place 
  where it is unrealistic for the information to reach them, 
  three sylphs arrive to tell Zinaryamtaz the news. These 
  three sylphs are those first noted in Introduction: 
  Romance with Zinaryamtaz (the Wise Sylph, the 
  Romantic Sylph, and the Grouchy Sylph). 
  Zinaryamtaz cannot accept the fact that an innocent is 
  likely to be sentenced instead of her. She decides to give 
  herself up to Urik Ashir in order to save the other 
  woman.  She then intends to plead her case at the trial 
  and believes that acting in this manner, in an open 
  fashion, ensures that the Ekbirian authorities should be 
  forced to guarantee the fairness of the trial itself. As she is 
  innocent of this crime she is confident in the outcome of 
  the trial. 
  It is not possible to change her mind in any typical 
  manner. She wants to save an innocent person and see 
  the truth be revealed (that she is not a spy).  Keep in 
  mind that changing her mind by magical means or 
  otherwise (essentially, coercing a change in opinion) is an 
  evil act, especially once the circumstances are known and 
  her position is made clear. 
  The adventurers likely should choose to attend the trial 
  with her in order that she be protected and be able to call 
  on character witnesses. If the adventurers propose 
  joining her, she accepts gratefully. A successful 
  Knowledge (local/VTF or nobility and royalty) check 
  [DC 15] (PCs from Ekbir get a +5 circumstance bonus to 
  this check), indicates that Urik Ashir has a bad reputation 
  and that fairness is not considered on of his redeeming 
  virtues – indeed, he is reputed to have little or no fairness 
  at all in his dealings. 
  At the Citadel of Urik 
  The trial happens at the Citadel of Urik (Citadelle d’Urik 
  on the Map of Dezbat in Appendix 4). 
  Read the following text when the adventurers and 
  Zinaryamtaz enter the Citadel of Urik: 
  You enter the imposing fortress of the lord of Dezbat, 
  Nayib Urik Ashir. It is guarded by the infamous 
  Storm Riders, Urik’s elite troops. Zinaryamtaz has 
  chosen a beautiful white dress for the occasion and 
  rides upon a white horse. You have been advised that 
  the trial is to commence tomorrow. Not far from the 
  inner fortress, fifty or so people are shouting loudly, 
  obviously a demonstration of some type. Seeing all of 
  you, they turn to shout in your direction, pointing at 
  the sylph: 
  “Burn the witch! Burn the witch! Death to the 
  Ataphad spy!” 
  These fifty people have been paid to shout out the 
  hostilities. They have each been given 3 sp each for their 
  services. If the adventurers investigate (ask any 
  questions, do a Gather Information check, or the like), 
  they can identify this fact. Should the adventurers pay 
  the crowd members 6 sp each (total of 30 gp for the 
  crowd) they agree to stop shouting. If the adventurers 
  pay them three times as much (9 sp each or 45 gp), they 
  agree to change their shouts to a supporting chant of 
  “Hurrah for the Fair Lady!”. 
  As soon as Zinaryamtaz enters and reveals herself to the 
  authorities of Dezbat, she is arrested and chained with 
  antimagic shackles. She is put in jail and closely guarded 
  until the trial (which begins the following day). There is 
  nothing the adventurers can do to prevent this beyond a 
  
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  rather radical escape (or they are themselves arrested as 
  well – remember that those doing the arresting are low 
  level flunkies who can easily be defeated, but escape must 
  be very quick as far superior forces exist to enforce the 
  laws if the Lord of Dezbat so desires – play this scenario 
  by ear as needed).  The PCs are allowed to attend the trial, 
  however and even act as counsel for the defense of 
  Zinaryamtaz. 
  The Trial begins 
  Court Etiquette:  Adventurers cannot enter the court 
  with any weapons or magical items – they should be 
  advised of this fact beforehand. Likewise, anything that 
  seems dangerous is not allowed in the courtroom (such as 
  Druid animal companions, Paladin mounts, etc.). There 
  are enough detection spells in place at the entrance to 
  safeguard this for the court. A safe room in the castle is 
  provided for the items, as well as a permanent guard. 
  The trial is about to begin. You enter a large room 
  with a throne on the opposite end and several seats to 
  either side. Many lavishly dressed people and guards 
  are already present, talking quietly. The throne is, at 
  this time, empty. 
  The whole room is under the effect an antimagic field.  
  Note the effect to all of the PCs present. 
  Representatives of the Caliph 
  The Caliph has sent a high ranking qadi (cleric of the 
  Exalted Faith of Al’Akbar, his rank: kadim, the highest 
  rank) named Qafil Sharazim (60 years old) and a woman 
  named Malika Miktar (30 years old)  -a wizard of the 
  Zashassar (the powerful Order of Wizardry of Ekbir) - to 
  witness the trial, as well as several members of the Holy 
  Guard - his personal guard - to keep them safe.   
  Entering the room just after you comes a high-
  ranking qadi, with a red and black habit, accompanied 
  by a mysterious woman dressed all in black with a 
  hooded robe. Actively  scanning the room from 
  flanking positions around them are several guards 
  with ornate armor and weapons. They bear a red 
  shield with the emblem of the Caliphate of Ekbir. 
  The representatives of the Caliph approach the 
  adventurers when they can. The interaction depends on 
  the PCs, their meta-orgs and home countries. Basically, 
  they advise the adventurers that they must respect both 
  the law and the lord of Dezbat and must not attempt 
  anything forbidden by the law (eg. no magic and no 
  violent acts – although quite how the magic is to be cast 
  in the anti-magic field is a bit of a mystery to these two). 
  They know that Urik Ashir is not a paragon of virtue but 
  they cannot act against him because he is the confirmed 
  and legitimate lord of Dezbat.  A civil war such as might 
  occur is not presently desirable, no matter his flaws, since 
  the country must remain united in the war against the 
  Ataphads. These two are here to see that the trial remains 
  within the boundary of the law. They conclude the 
  discussion as follows: 
  “We sincerely hope that you can arrange for the 
  acquittal of Zinaryamtaz. Good luck!” 
  Prosecutors 
  The prosecution is led by a half-elf named Lorindale (he 
  appeared in VTF 4-06). Lorindale has been chosen by 
  enemies of Zinaryamtaz for his Diplomacy skill. 
  Lorindale does his best to have Zinaryaltaz sentenced to 
  death. Thanks to the presence of Lorindale, Urik Ashir 
  plans to appear as an impartial judge swayed only by the 
  merits of the case. 
  Urik Ashir 
  A Storm Rider enters the court and shouts: 
  “The lord Urik Ashir, Nayib of Dezbat!” 
  Silence falls and everyone stands. The lord enters the 
  room with armed Storm Riders all around him. His 
  clothes 
  are 
  magnificent, 
  replete 
  with 
  golden 
  trimming, gems and jewels. He has distinguished 
  gray hair and a gold crown. He is smiling and relaxed 
  and moves gracefully to sit upon the vacant throne. 
  It is foolish to attack Urik Ashir. If this is attempted, 
  unless the PCs have some sort of means of escaping from 
  the room quickly and enacting magical items of some 
  kind, they are  overwhelmed and arrested. If this is 
  unappealing they die. This is not intended to be a combat 
  encounter and no stats are provided. 
  Urik Ashir, for reference, is indeed both evil and in an 
  alliance with the Ataphads.  He hopes to see the Fair Lady 
  put to death, and soon, but is cautious enough to want 
  this done in an open manner so as to bolster some of his 
  reputation (not that this always works…) 
  The trial begins as Zinaryamtaz is lead in to take her 
  place. She is chained but does not look in the 
  slightest perturbed. Urik Ashir asks of her: 
  – 
  What is your name? 
  – 
  Zinaryamtaz. 
  – 
  Are you the one who is known as the Fair Lady? 
  – 
  That is what many people call me. 
  – 
  Zinaryamtaz, you are accused of espionage on 
  behalf of the Ataphads and of evil sorcery against 
  
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  Page 24 
  the 
  people 
  of 
  Dezbat. 
  We 
  shall 
  begin 
  immediately. Show in the first witness! 
  The Trial Itself 
  In the course of this trial, much of the activity is at the 
  discretion and instigation of the PCs.  Possible defenses 
  have been provided in all cases, but the DM may rule that 
  other activities and ideas are equally valid.  The general 
  difficulty level for skill checks is provided in the body of 
  the possible defenses for reference. 
   
  Witnesses 
  Several witnesses appear before the court during the 
  course of the trial. After their testimony, both the 
  prosecutor and the counsel of the defense (only the 
  adventurers qualify and, if none take the job, nobody asks 
  questions) can ask questions to the witness or comment 
  about the testimony. For each witness, the adventurers 
  must find a good defense. If they succeed in beating 
  Lorindale by refuting his arguments and with eloquence, 
  they can win the trial and put Urik Ashir in a delicate 
  position.  Possible defenses are raised after each witness 
  as a point of reference. 
  Sarik, player of bagpipes and farmer, lame, 40 
  “The Fair Lady is so beautiful, so noble and so kind, 
  that I decided to compose a bagpipes piece dedicated 
  to her.” 
  Prosecutor: 
  – 
  Have you ever composed a bagpipes piece 
  dedicated to the High Cleric? 
  – 
  … No… Never. 
  – 
  To another deity? Maybe Pelor? 
  – 
  No, never. 
  – 
  To your wife? 
  – 
  No… Never. 
  – 
  To your child? 
  – 
  No. 
  – 
  So why did you compose a bagpipes piece 
  dedicated to this woman? 
  – 
  I don’t know… Because she was so charming… 
  – 
  Charming? My lord, everything is clear. The 
  defendant has used spells of charm to be 
  worshipped as a goddess. I accuse her of 
  blasphemy! 
  Possible Defense: The obvious defense is to ask Sarik if 
  Zinaryamtaz asked him to compose the bagpipes piece 
  (no), if she wanted offerings or prayers (no and no) and if 
  he has played his new piece for Zinaryamtaz (not yet). 
  Likewise they should ask him if Zinaryamtaz attended 
  religious ceremonies of the Exalted Faith (yes). Put 
  together these allow for direction refutation of the 
  accusation of blasphemy. 
  Irjaïda, wife of Sarik, lame, 40 
  “This woman was arrogant and pretentious. I have 
  seen her performing black magic in Nwalab. She has 
  cast a spell on my son. Because of that he became lazy 
  and stupid and is not the same as before.”  
  Irjaïda hates Zinaryamtaz. It was unnecessary to 
  intimidate her as she was willing to make the worst 
  accusations against Zinaryamtaz. 
  Possible Defense: 
  The adventurers must ask Irjaïda to describe the black 
  magic Zinaryamtaz is said to have done. A successful 
  Knowledge (arcana) check [DC10] can easily find the 
  flaws in the description and itemize the fabrication. If 
  asked, the wizard Malika Miktar from the Zashassari  can 
  confirm these facts. 
  Kalib, youngest son of Sarik and Irjaïda, lame, 9 
  “I’ve lost my small cat but the Fair Lady found him 
  and brought him back.” 
  Prosecutor: 
  The half-elf asks to the boy: 
  – 
  Young boy, tell me: What is the color of your cat? 
  – 
  Black. 
  – 
  Black! A black cat! A familiar for an evil witch! 
  My Lord, can we see the cat of this boy? 
  Urik gives an order and a soldier brings a cat in a 
  cage. As soon as the cat is in the room, he begins to 
  spit and to hiss fiercely. The cat froths as he sees the 
  audience. 
  “Can we try holy water on this cat?” asks the 
  prosecutor. 
  When a young qadi sprinkles the cat with holy water, 
  it begins to writhe in pain. 
  “This is conclusive proof”, says the prosecutor. “The 
  defendant replaced the cat of this boy by this evil 
  creature from a lower plane. Young boy, I’m sorry to 
  tell you but this is not your cat. This woman has 
  killed your cat! Don’t cry, she will be punished!” 
  
  VTF5-06 Faith and Love 
   
  Page 25 
  Background:  Prior to the trial, the cat was mistreated and 
  poisoned, not to kill him but enough to make him upset 
  and produce froth. 
  Possible Defense: 
  The first step in the case is to use Wild Empathy [DC 
  10+APL] or a similar ability to improve the attitude of the 
  cat to Friendly (i.e. calm the cat down) and then 
  successfully use the Heal skill on the cat to treat the 
  poison (identify it first [DC 10+APL] and then heal it [DC 
  5+APL]). If successful, the cat purrs and accepts a light 
  sprinkling of holy water without significant issues (it 
  does not like it but accepts the water).  
  Darnish, miller, club-footed, 50 (NOTE: Change 
  the reference to spending hours in conversation 
  if there are age or maturity issues at the event): 
  “I saw the defendant call a demon by night in Nwalab 
  and then she had a carnal act with it.” 
  Darnish was paid for that and intimidated to be certain he 
  would repeat what was ordered of him. 
  Possible Defense: 
  Darnish should be asked why he did not advise his qadi 
  that the defendant had called a demon (since presumably 
  this charge is new). It is then a Profession (lawyer) or 
  Knowledge (local/VTF) check [DC 10] to realize that 
  withholding such information is a serious crime and can 
  be punished by the religious authorities of Ekbir.  If 
  Darnish is presented with this information in an 
  imposing manner, he confesses that he saw nothing.  It is 
  an Intimidate or Bluff check [DC 14+APL] to have 
  Darnish break down at this point (as the PCs are 
  essentially forcing their will against those who 
  intimidated the miller earlier). 
  Alternatively, any PCs who played VTF 4-05 may have 
  learned that Sirya, the wife of Darnish, and Margaz, his 
  alleged daughter, were in fact Ataphad spies working for 
  a temple of Tharizdun.  They can threaten to reveal these 
  facts unless he tells the truth here. If threatened in this 
  manner he confesses that he didn’t see Zinaryamtaz 
  calling any demon – but note that this form of 
  coercion must be made subtly and without other 
  hearing of it, or they are convinced that the witness is 
  correct and the PCs just intimidated him into lying. 
  Bashtaï, farmer, hunchback, 25 
  “The Fair Lady said she would rid us of the flies.” 
  Prosecutor: 
  – Did she rid you of the flies? 
  – Well… no. She tried but left before finishing her 
  task. 
  – How do you know that she tried? 
  – Well… She seemed… I don’t know… 
  – Maybe you were wrong? Maybe she deceived 
  you? Perhaps she was just lying about here 
  efforts to take advantage of you? 
  – … Maybe… I suppose… 
  – That’s all my lord! The defendant is a liar who 
  fooled the villagers. 
  Possible Defence: 
  The adventurers must tell the whole story of the 
  summoning of the sunflies and succeed at a Diplomacy 
  check [DC 10+APL] to make it sound trustworthy. If they 
  did not participate in the ceremony or lead the sunflies to 
  Nwalab in Encounter 3, it is not possible to refute this 
  allegation. 
  Closing Arguments 
  After the witnesses have been heard, the prosecutor 
  Lorindale makes a closing argument. Once done, one of 
  the PCs is allowed to plead Zinaryamtaz’s case (if not, 
  Zinaryamtaz pleads her own case; she has Diplomacy +6). 
  The adventurer has to win an opposed Diplomacy check 
  against Lorindale to succeed. Lorindale has an automatic 
  result of 20+APL. The adventurer has a +2 circumstance 
  bonus for each successful defense with a given witness. 
  They may choose to use Profession (Lawyer) in place of 
  the Diplomacy check, or add half of the ranks in that skill 
  to their Diplomacy check, whichever they prefer. This 
  check cannot be aided and there is no appeal. 
  Winning the Case (Lorindale loses the opposed 
  Diplomacy check) 
  Zinaryamtaz is acquitted. Read the following: 
  Urik Ashir speaks: 
  “Zinaryamtaz! You are found innocent! I acquit you 
  and you may go free.” 
  Proceed to Encounter 10: The Lion. 
  Losing the Case (Lorindale wins the opposed 
  Diplomacy check) 
  If Lorindale wins the opposed check, Zinaryamtaz has 
  lost. She is sentenced by Urik Ashir: 
  Urik Ashir pronounces solemnly: 
  
  VTF5-06 Faith and Love 
   
  Page 26 
  “Zinaryamtaz, you have been found guilty and I 
  sentence you to death. You will be burnt tomorrow 
  for your crimes.” 
  There is a murmur of approval in the room. 
  Proceed to Encounter 9: Ordeal. 
   
  Encounter 9: Ordeal / Ordalie 
   
  If there is a Knight of the Rose 
  If there is a character that has formed a romantic 
  attachment to Zinaryamtaz, continue with the following: 
  After the verdict, Zinaryamtaz is taken away by 
  soldiers. People are talking about the trial and there is 
  a loud hubbub. A middle-aged woman, still beautiful, 
  comes to you (to the lover more precisely). She wears a 
  holy symbol around her neck of a bird, perhaps a 
  dove. She speaks quietly: 
  “All hope is not lost. You can still save her.” 
   “I am a priestess of the goddess of Love and Beauty. 
  My name is Fawala. I recognize you as I recognized 
  her. You and she are the chosen of Myhriss. The 
  goddess sent me a vision. She told me o find her 
  chosen and help them.” 
  “I have learnt that there is an ancient custom, a law, 
  limited to this castle. Several centuries ago, a lord 
  who devoted himself to Myhriss decided that any 
  person sentenced here to death would be spared by 
  winning the judgment of Myhriss. You know that in 
  many places, a test or ordeal decides if someone is 
  guilty or not, mostly by combat. The judgment of 
  Myhriss is that kind of ordeal. It is not the strongest 
  who wins but the most beautiful. You should ask Lord 
  Urik Ashir for a judgment of Myhriss. If no woman 
  more beautiful than Zinaryamtaz can be found within 
  a day, she will be spared.” 
  If asked, she indicates that the barons of the lord are the 
  ones who decide who is the most beautiful. 
  PCs having played EKB 5-05/TUS 5-06 The Tusman 
  Job might have met Fawala. She was an adept and is now 
  a cleric. 
  With a successful Knowledge (local/VTF) check [DC 40], 
  a character has heard of this strange custom, almost 
  forgotten. 
  If the adventurers ask Urik Ashir for the judgment of 
  Myhriss, he is surprised: 
  “The judgment of Myhriss? What’s that? It seems 
  rather strange. Isn’t it blasphemous?” 
  “No”, answers the qadi Qafil Sharazim, “Myhriss is a 
  respectable goddess and her judgments are valid.” 
  “It seems preposterous! If this is true, it would be 
  impossible to sentence a beautiful murderer!” 
  “No, that is not the case. The goddess decides on the 
  guilt of the participant by either giving her beauty to 
  the accused or to another in the court.” 
  Urik Ashir looks angry. “The execution is postponed 
  one day. I will verify this custom. If it is valid, the 
  judgment of Myhriss happens tomorrow evening.” 
  The following evening, the judgment of Myhriss 
  happens. It is in the same room with an antimagic field. 
  As the judgment of Myhriss begins the following day, 
  Urik Ashir seems almost cheerful. The same audience 
  is present but there more storm riders. Urik speaks: 
  “For the first time for several centuries, a judgment of 
  Myhriss is to happen. According to the custom, my 
  barons decide the fate of the accused. And my barons 
  are my faithful storm riders!”  
  The storm riders give Urik Ashir an ovation. 
  “Here is the defendant!” 
  Zinaryamtaz enters without chains. She is still in 
  white dress. Despite time in the prison and the stress 
  of the ordeal, she is beautiful.  
  “The opponent, as chosen by my advisers is 
  Malaryana. Here she is!” 
  A beautiful young woman enters the room, led by 
  Lorindale, the half-elf. She is graceful and lithe, with 
  flawless skin. 
  Malaryana is the granddaughter of the Erynies Firyana 
  but is a human woman (planetouched). Her father is an 
  Ataphad warlock and her mother is a half-fiend.  
  Lorindale has a flute and accompanying him are 
  several musicians. Together, they begin to play, with 
  Malaryana dancing to the tune. She is dancing a belly 
  dancing 
  in 
  baklunish 
  tradition 
  and 
  is 
  an 
  accomplished dancer. Her clothes are provocative as 
  is the dance. The storm riders are clearly under her 
  spell. Urik Ashir is delighted and applauds to the 
  rhythm of the music. 
  The music ends to thunderous applause. Lorindale 
  speaks: 
  
  VTF5-06 Faith and Love 
   
  Page 27 
  “Men of valor, great heroes of Dezbat, you the famous 
  storm riders, you have to choose who is the most 
  beautiful! Ask yourself with which of these two ladies 
  is more attractive! I see the answer is beyond doubt! 
  Here (turning to Malaryana) you have a lovely woman, 
  a graceful dancer! And there (turning to Zinaryamtaz) 
  you have a woman, beautiful, yes, but cold, much like 
  a statue! Nobody can love her!” 
  It is time for the adventurers to say something if they 
  want to save Zinaryamtaz. If they do not take this chance, 
  advise them that the Storm Riders currently favor 
  Malaryana and that the Sylph is in danger if none of 
  them speak up – especially the hero whom she loves. 
  Even if it is the right thing to discuss, it is not the time to 
  speak of true love and false love.  Instead, this scene calls 
  for an immediate declaration of love from the right party. 
   Should there be no spontaneity, it is acceptable but some 
  declaration of love must be made to sway the Storm 
  Riders. If the character does not consider this possibility, 
  Fawala advise him that he should say something to honor 
  Myhriss and save Zinaryamtaz at the same time. If one of 
  the character declares his love for Zinaryamtaz in front of 
  the Storm Riders read the following text: 
  You have declared your love to Zinaryamtaz in front 
  of the Storm Riders and the court. Suddenly, 
  Zinaryamtaz is enveloped in bright light. She is 
  transformed. Her beauty becomes inconceivable, 
  almost reaching a divine magnitude. At that very 
  instant, a red rose appears in front of you, floating 
  there. 
  The rose appears just in front of the lover of Zinaryamtaz. 
  It is expected that he takes the rose and gives the rose (an 
  imperial rose) to Zinaryamtaz. Should he not understand, 
  Falawa once more prompts him: 
  You give the rose to Zinaryamtaz whose beauty is 
  now divine.  
  A bright light surrounds both her 
  and you. You are blessed by the goddess of love and 
  your own beauty is radiant. 
  This is a true miracle (after all, the room is covered by an 
  antimagic field…) The character is awarded the Blessing 
  of Myhriss on his AR. In the face of this divine miracle, 
  the Storm Riders reach their conclusion: 
  The Storm Riders acclaim Zinaryamtaz and you. 
  “Innocent! Innocent! Innocent! Innocent!” they 
  chant. Urik Ashir looks to Lorindale and his gesture 
  speaks volumes as he shrugs in resignation.  He turns 
  to address the court: 
  “Zinaryamtaz! The goddess Myhriss has shown that 
  you are innocent! I acquit you and you are free to go.” 
  Ovation.  
  Lorindale, Malaryana and his friends are furious but 
  storm out of the court without further incident. 
  �Fawala: female human Clr5; hp 28. 
  If Zinaryamtaz has not been saved, proceed to 
  Conclusion: At the Stake. Otherwise proceed to 
  Encounter 10: The Lion. 
  If there is no romance 
  If no adventurer formed a romantic attachment to 
  Zinaryamtaz, continue with the following: 
  After the verdict, Zinaryamtaz is taken away by 
  soldiers. People are talking together about the trial 
  and there is a loud hubbub. The qadi Qafil Sharazim 
  comes to you: 
  “All hope is not lost. You can still save her. There are 
  customs in this province and it is possible to win a 
  trial by test or ordeal. An ordeal is a divine judgment. 
  The defendant or a champion has to pass the ordeal 
  and if his cause is true, the gods allow him to succeed. 
  There are several different ordeals. You can choose 
  one of them or several of them. If you succeed, you 
  must do so with the majority you choose.” 
  The different possible ordeals are: 
  – 
  Ordeal of the Horse: The defendant or a champion 
  has to ride a galloping horse and succeed in guiding 
  it through a fence course without falling. Prior to the 
  attempt, he or she must drink a full bottle of strong 
  alcohol. 
  – 
  Ordeal of the Bow: The defendant or a champion 
  must hit a target with a single arrow after having 
  drunk a full bottle of strong alcohol. 
  – 
  Ordeal of Air: The defendant or a champion must 
  walk on a tightrope after having drunk a full bottle of 
  strong alcohol. 
  – 
  Ordeal of Water: The defendant or a champion is 
  tied to a heavy weight and thrown into a pool of 
  water. He must escape before drowning. 
  – 
  Ordeal of Inspiration: The defendant or a champion 
  must answer correctly three riddles or difficult 
  questions asked by qadis or officials. 
  The adventurers can choose to try as many of the ordeals 
  as they want, but only one champion may be put forward, 
  and each ordeal may be attempted only once (although 
  they can specify a different champion for each ordeal) – 
  and the PCs must decide beforehand how many to 
  attempt. With no champions, the sylph attempts the 
  
  VTF5-06 Faith and Love 
   
  Page 28 
  Ordeal of Inspiration alone.  If the number of victories 
  exceeds the losses, the sylph is saved.  Animal 
  companions, familiars and similar creatures may not 
  participate in the Ordeals, although they may watch. 
  Each ordeal takes place in an antimagic field cast by 
  Malika Miktar herself. She moves along with the 
  champion (on a galloping horse for the Ordeal of the 
  Horse, above the pool and so on - the champion is always 
  inside the antimagic field). 
  For all ordeals 
  If the character is of chaotic alignment and if he did a 
  lawful act as explained in Encounter 4: Dream, he must 
  roll twice each saves or checks for every ordeal including 
  drinking the bottle, keeping the worst result. 
  If the character is Exalted Brother/Sister of Redemption 
  and Righteousness, he can roll twice each save or checks 
  for every ordeal including drinking the bottle, keeping 
  the best result. This simulates the help of the gods. 
   
  Drinking the bottle 
  The size of the bottle and the kind of alcohol inside is a 
  lengthy debate between Urik Ashir and the qadi Qafil 
  Sharazim. It depends on the gravity of the accusation 
  (which mirrors the APL). At low APLs, Qafil Sharazim is 
  successful in ensuring a small bottle and weaker alcohol 
  – at higher APLs the Lord is more persuasive! 
  The character has to drink a full bottle of alcohol bottoms 
  up. He must make 7 consecutive Fortitude saves. Each 
  time a character fails a save, he takes 1d2 points of 
  temporary ability damage to Wisdom and 1d2 points of 
  temporary ability damage to Dexterity. A character who 
  reaches 0 Wisdom passes out unconscious. A character 
  who reaches 0 Dexterity collapses into a drunken wreck 
  but remains in a blurry state of consciousness. In both 
  cases, he loses the ordeal automatically. If a character is 
  disqualified by this method, another may take their spot. 
  The alcohol is Galda Liqueur at APL 4 to 10 and a 
  dangerously strong spirit called Swalagu at APL 12 to 16. 
  The DCs for the Fortitude save are given below: 
  #Save 
  APL 
  1
  st 
  2
  nd 
  3
  rd 
  4
  th 
  5
  th 
  6
  th 
  7
  th 
  4 
  11 
  12 
  13 
  15 
  18 
  22 
  27 
  6 
  12 
  13 
  14 
  16 
  19 
  23 
  28 
  8 
  13 
  14 
  15 
  17 
  20 
  24 
  29 
  10 
  14 
  15 
  16 
  18 
  21 
  25 
  30 
  12 
  15 
  16 
  17 
  19 
  22 
  26 
  31 
  14 
  16 
  17 
  18 
  20 
  23 
  27 
  32 
  16 
  17 
  18 
  19 
  21 
  24 
  28 
  33 
   
  For the Ordeal of the Horse, of the Bow or of Air, apply 
  any penalties to Dexterity from alcohol. Note that 
  immunity to all poisons works against alcohol but only if 
  it is an extraordinary ability as it’s in an antimagic field. 
  For example, the Venom Immunity (Ex) of a druid works 
  whereas the Diamond Body (Su) of a monk does not 
  work. 
  Ordeal of the Horse 
  Three ride checks are rolled to see if the character is 
  successful at the fence course. The course is more 
  difficult at higher APL. The DC of the Ride check is 
  11+APL. Note that the character is not allowed to ride his 
  own horse. He must take a horse given by Urik’s men. 
  The horse is not easy to ride and this is taken into 
  account in the DC (at APL 16 the horse is barely broken 
  in).  The character must pass all three ride checks to 
  succeed – failure at even one means failure of the Ordeal. 
  Ordeal of the bow 
  The character may not use his weaponry. He must use a 
  bow and three arrows given by a Storm Rider. The bow 
  and the arrow are normal and of no special material or 
  quality. The character must hit a target three times whose 
  DC is 15+APL.  Failure even one means failure of the 
  Ordeal. 
  Ordeal of Air 
  The character must walk on a narrow beam (at APL 4 and 
  6) or a tightrope (at higher APL). The character must 
  succeed at Balance checks. The number of checks to be 
  done depends on the speed of the character and the 
  length of the tightrope. At APL 4, each Balance check has 
  a DC 15. At APL 6, the beam is wet and the DC is 17. At 
  APL 8 and 10, the DC is 20. At APL 22, the tightrope is 
  wet and the DC is 22. At APL 14 and 16, the tightrope is 
  wet and sloped and the DC is 24. The length of the beam 
  or tightrope is 30 feet except at APL 16 where it is 
  extended to 45 feet. It is 10 feet above the ground. Failure 
  to move forward or by falling results in failure of the 
  Ordeal. 
  Ordeal of Water 
  The character is tied with a rope to a heavy weight and 
  thrown into a pool of water located near the castle. The 
  
  VTF5-06 Faith and Love 
   
  Page 29 
  depth is 10 feet. The character must succeed at an Escape 
  Artist check opposed by the binder’s Use Rope check. 
  The binder’s Use Rope check has been pre-rolled and it is 
  16+APL. (this is the DC of the Escape Artist check). The 
  character can retry as long as he can hold his breath (see 
  Dungeon Masters Guide page 304). When he begins to 
  drown (first round, reduced to an unconscious state), he 
  is pulled out of water. Note that making a standard 
  Escape Artist check to escape from rope bindings 
  requires 1 minute of work (10 rounds).  The rope is of 
  such quality that a Strength check is not possible to break 
  free. 
  Ordeal of Inspiration 
  Malika Miktar asks three questions of the character. They 
  must answer all three correctly without outside 
  assistance to pass the Ordeal, and there is an imposed one 
  minute deadline (game time – five minutes of real time) 
  for each question (no take 20’s as a result): 
  – 
  What is the result of 312 times 75? A character can 
  produce the right answer without mistake with a 
  successful Intelligence check [DC 20]. Only one 
  answer may be given and no paper can be used. It is 
  mental arithmetic and the answer is 23,400. If a 
  player can reach the answer by mental arithmetic 
  [i.e. without writing anything down and without 
  help], this is acceptable. A character with Exalted 
  Brother/Sister of Redemption and Righteousness as 
  an AR Award is allowed to use pen and paper. 
  – 
  A liar has four flowers. Each of these flower is red 
  or blue; big or small. These flowers are different 
  from each other. You have to choose one flower 
  but only one choice is correct. The liar tells you: 
  “Choose the big and red flower. Choose the big 
  and blue flower. Choose the small and blue 
  flower. Which flower do you choose?” A character 
  gets the right answer without mistake with a 
  successful Intelligence check [DC 15]. Only one 
  answer must be given. The answer is the small and 
  red flower (because the liar does always lie and the 
  three sentences are not true). A player who knows 
  the correct answer may use it.  A character with 
  Exalted 
  Brother/Sister 
  of 
  Redemption 
  and 
  Righteousness as an AR Award is allowed to use a 
  pen and paper to rule out possibilities 
  – 
  The more there are holes, the heavier it is. What 
  is it? The player must find the answer. There is no 
  check as this is just a riddle looking for a specific 
  answer. The standard answer is chainmail but a DM 
  can use discretion if the actual answer provided has a 
  reasoned and logical aspect with which they agree. If 
  Zinaryamtaz attempts this ordeal, she gets the 
  answer. 
  If the majority of Ordeals are successful for the PCs, the 
  Sylph is saved.  If not, she is executed.  If she is killed, 
  proceed to Conclusion: At the Stake. Otherwise 
  proceed to Encounter 10: The Lion. 
   
  Encounter 10: The Lion / Le 
  Lion 
   
  The following day, as the adventurers are leaving Dezbat 
  to go home (or elsewhere), they see a lion: 
  You are leaving Dezbat with Zinaryamtaz and Fawala. 
  It is morning. Suddenly, you spot a lion in the 
  distance. It is majestic, with a yellow color that is 
  almost golden. He seems to look at you. After a few 
  moments, he moves off and stops to turn around, 
  waiting. 
  With a successful Knowledge (Local/VTF) check [DC 
  15], a character knows that in Ekbir, especially near the 
  ocean, there is a legend of the Lion of Lagoons. It is a 
  good omen to meet the Lion of Lagoons and some PCs 
  are said to have been helped by this lion. 
  With a successful Knowledge (history) check [DC 15], a 
  character knows that when Al’Akbar came to present-day 
  Ekbir with Baklunish refugees after the Invoked 
  Devastation, he saw the Lion of Lagoons near the sea. 
  Al’Akbar decided to build a city where the lion was 
  standing and the city founded is the city of Ekbir. 
  With a successful Knowledge (religion) check [DC 15], a 
  character knows that the lion is, at least in Ekbir, an 
  animal dedicated to Pelor. 
  Note that it is not possible to kill the lion.  Should it be 
  attacked or otherwise threatened in any fashion, it simply 
  disappears. 
  The lion wants the adventurers to follow him. If the 
  adventurers don’t figure this out, they are allowed a Sense 
  Motive check [DC 10] to understand the situation. If the 
  adventurers follow the lion, read the following: 
  You follow the lion, which seems to check every so 
  often to see that you don’t get left behind. After 
  several hours, you are near the coast of the ocean and 
  you see the lion waiting.   
  
  VTF5-06 Faith and Love 
   
  Page 30 
  If Rostam Yundilla was met in Encounter 5: Avinar, he 
  is here. If asked, he advises that he was on a ship heading 
  towards the Ataphad Islands when it entered a fog bank. 
  Suddenly an angel with a trumpet appeared and asked 
  him to come with him. A strange ship pulled up, one 
  without sailors. The ship took him to this spot and the 
  angel asked him to wait. 
  With or without Rostam Yundilla, continue with the 
  following: 
  When you approach the lion, to your surprise, the 
  lion speaks: 
  “Zinaryamtaz and [name of the character in love with 
  her], this is the moment of truth. You must decide on 
  your destiny. What is your wish?” 
  The lion turns toward [name of the character in love 
  with Zinaryamtaz] and waits. 
  The character should propose marriage to Zinaryamtaz. If 
  he doesn’t understand this concept by himself, Fawala, 
  the priestess of Myhriss, tells him that it is the correct 
  moment to propose marriage to Zinaryamtaz. If Rostam 
  Yundilla is present, he proposes marriage to Zinaryamtaz. 
  If the character refuses to propose marriage to 
  Zinaryamtaz (and wishes something else), read the 
  following: 
  The lion sighs: “Sadly, everything is worse now!” The 
  lion moves away. Moments later, he has disappeared 
  from sight. 
  Go to Encounter 11: Beings of Light (and play 
  Creatures in the fog and A secret is a secret). 
  If the character (or Rostam if present) proposes marriage 
  to Zinaryamtaz, continue with the following: 
  After your answer, the lion turns toward Zinaryamtaz, 
  waiting for her answer. Zinaryamtaz says: “I wish to 
  become a human woman to have the destiny of 
  humans.” 
  The lion seems cheerful (at least, as much as a lion 
  can be cheerful). He says: 
  “Go to the sea. You will see a cove and a ship within it. 
  Get on the ship. Your wishes are to be granted. My 
  best wishes go with you!” 
  The lion moves away. Moments later, he has 
  disappeared from sight. 
  Go to Encounter 11: Beings of Light (and play 
  Creatures in the fog followed by The Oath). 
   
   
  Encounter 11: Beings of Light 
  /Les Êtres de lumière 
   
  If Zinaryamtaz was killed during Encounter 7, play 
  Creatures in the fog and then Failed! below. 
  If a character (or Rostam Yundilla) has proposed marriage 
  to Zinaryamtaz during Encounter 10: The Lion, play 
  Creatures in the fog and then The Oath. 
  If none of the previous cases apply (Zinaryamtaz was 
  saved but no character proposed marriage to her), play 
  Creatures in the fog and then A secret is a secret! 
  below. 
  Creatures in the fog 
  This happens for all variants of this encounter. It is a 
  common description. 
  Before this encounter, Zinaryamtaz (if she is alive) has 
  not yet answered any important questions. She avoids 
  any serious question such as about the Cup and Talisman 
  or Mostefe. She is grateful to her saviors. 
  At the very beginning of this encounter, a thick fog rolls 
  in and the quesars come with the fog. Read the following: 
  A thick fog forms around everyone. A few moments 
  later, you see a strange light. This light diffuses in the 
  fog and it is impossible to determine the source.  
  The light seems to move. Now there are several 
  different lights and they are on all sides.  
  The fog lifts as quickly as it arrived. You can now see 
  the source of the lights. Around you are several [only 
  one at APL 4 and two at APL 6] prodigious beings of 
  light. They look like gaunt humanoid creatures with 
  blue skin and tall white hair. They have a slender 
  torso, two graceful arms, powerful legs, and a noble 
  head. Their forms are difficult to behold, however, 
  because of the incredible amounts of radiant energy 
  emanating from these creatures. 
  Go to Failed! or A secret is a secret! or The Oath 
  depending on what happened before to continue this 
  encounter. 
  If the adventurers flee at the sight of these creatures, they 
  are not awarded xp for the encounter. Zinaryamtaz does 
  not flee if she is still alive. 
  If archons are present, they accompany the quesars. 
  
  VTF5-06 Faith and Love 
   
  Page 31 
  Failed! 
  The creatures (quesars and celestial allies) are initially 
  hostile and want to kill the adventurers to punish them. 
  They are very angry because of the death of Zinaryamtaz. 
  It is possible for the adventurers to improve the attitude 
  of these creatures with a Diplomacy check but only one 
  check is allowed. If the adventurers want to negotiate 
  using Diplomacy, the creatures agree to talk (it takes one 
  full minute to change other’s attitude with Diplomacy) 
  but if the Diplomacy check fails to improve the creatures’ 
  attitude they attack. To improve the creatures’ attitude, a 
  successful Diplomacy check is needed. The DC of the 
  Diplomacy check depends on APL as follows: 
  APL 
  4 
  6 
  8 
  10 
  12 
  14 
  16 
  DC 
  15 
  18 
  21 
  24 
  27 
  30 
  33 
    
  Note that any meta-org bonuses to Diplomacy don’t 
  count for this check as these beings are beyond social 
  relations. 
  If the adventurers avoid the combat with a successful 
  Diplomacy check, they still get the xp for this encounter. 
  When the quesars arrive, they say the following to the 
  adventurers: 
  “Your quest is failed, mortals! Your lack of love and 
  compassion, your pretentiousness, and your claim to 
  learn the most holy secrets deserve only death! 
  Because of you, she is dead! Because of you all hope is 
  almost dead!” 
  A secret is a secret! 
  The creatures (quesars and celestial allies) are initially 
  friendly to the adventurers. When the quesars arrive, 
  they say the following to the adventurers: 
  “We thank you for having saved Zinaryamtaz! We are 
  very grateful to you. Rest assured that your valorous 
  deeds have been noticed and will not be forgotten!” 
  The beings of light turn to Zinaryamtaz: 
  “Zinaryamtaz! Your behavior has imperiled more than 
  you think! Your recklessness and your carelessness 
  have endangered not only you but these worthy 
  heroes as well, and even more than that! It has been 
  decided that your time on this plane is at an end. Bid 
  your saviors farewell and come with us!” 
  Zinaryamtaz looks appalled and answers: 
  — Many people need me in this land. You can’t ask 
  me to follow you. 
  — It is an order from him. You must leave this plane 
  forever. 
  — Forever? No, not forever! Please not forever! My 
  destiny is here, my place is here! 
  — It is irrevocable. We have been given the order to 
  bring you back, and we shall follow those orders! Do 
  not rebel against his will! 
  The quesars do not allow Zinaryamtaz to answer 
  questions about the Cup and Talisman or about Mostefe 
  or about “him”, if pressed, nor do they answer any 
  question themselves. 
  If the adventurers intervene, the quesars threaten them: 
  “We are grateful to you but you may not oppose us in 
  our sacred duty. We are not pleased to undertake this 
  order but it is for the greater Good. You have to trust 
  us. If you oppose us, we will have no option but to 
  fight you, sad though that would make us.” 
  If the adventurers persist, the quesars and their allies 
  attack. If they back off or do not intervene, the quesars 
  take Zinaryamtaz and move away. In this latter case, read 
  the following: 
  The beings of light take Zinaryamtaz. The fog comes 
  back as thick as before. The light of these beings 
  diffuses in the fog and moves away. Moments later, 
  they have disappeared. 
  It is not possible to follow these beings. Once in the fog, 
  they disappear and cannot be tracked or seen by any 
  means. 
  If there was no combat, the adventurers still get the xp 
  for this encounter as if they won the combat.  
  The Oath 
  The creatures (quesars and celestial allies) are initially 
  friendly to the adventurers. When the quesars arrive, 
  they say the following to the adventurers: 
  “We thank you for having saved Zinaryamtaz! We are 
  very grateful to you. Be sure that your valorous deeds 
  have been noticed and will not be forgotten!” 
  The beings of light turn toward Zinaryamtaz: 
  “Zinaryamtaz! Your behavior has imperiled more than 
  you think! Your recklessness and your carelessness 
  have endangered not only you but these worthy 
  heroes as well, and even more than that! 
  However, you have been blessed by the Maid of Light 
  and Dark and this has been noticed by him. He knows 
  that your destiny is here with your future husband. 
  
  VTF5-06 Faith and Love 
   
  Page 32 
  So he has forgiven you. But remember: even if your 
  wish is granted, you are not freed of your oath!” 
  The beings of light turn toward you: 
  “One of you wishes to join Zinaryamtaz in 
  matrimony. We agree on one condition: Every one of 
  you must take the oath to never ask Zinaryamtaz any 
  questions about the Cup and Talisman. If you agree, 
  the marriage will be allowed. If not, we will take 
  Zinaryamtaz with us and she will never be allowed to 
  come back to this plane.” 
  The quesars do not answer any questions. 
  If all PCs agree to take the oath, read the following: 
  “So be it! This marriage will happen. You will know 
  what the Lady of our Fate holds for you.” 
  The fog comes back as thick as before. The light of 
  these beings diffuses in the fog and moves away. 
  Moments later, they have disappeared. 
  Proceed to Encounter 12: The Pinnacles of Azor’Alq. 
  If one or all do not take the oath, continue with the 
  following: 
  The Beings of light say to Zinaryamtaz: 
  “Your time on this plane is at an end. Bid your saviors 
  farewell and come with us!” 
  Zinaryamtaz looks appalled and answers: 
  — Many people need me in this land. You can’t ask 
  me to follow you. 
  — It is an order from him. You must leave this plane 
  forever. 
  — Forever? No, not forever! Please not forever! My 
  destiny is here, my place is here! 
  — It is irrevocable. We have been given the order to 
  bring you back, and we shall follow those orders! Do 
  not rebel against his will! 
  The quesars do not allow Zinaryamtaz to answer 
  questions about the Cup and Talisman or about Mostefe 
  or about “him”, if pressed, nor do they answer any 
  question themselves. 
  If the adventurers intervene, the quesars threaten them: 
  “We are grateful to you but you may not oppose us in 
  our sacred duty. We are not pleased to undertake this 
  order but it is for the greater Good. You have to trust 
  us. If you oppose us, we will have no option but to 
  fight you, sad though that would make us.” 
  If the adventurers persist, the quesars and their allies 
  attack. If they back off or do not intervene, the quesars 
  take Zinaryamtaz and move away. In this latter case, read 
  the following: 
  The beings of light take Zinaryamtaz. The fog comes 
  back as thick as before. The light of these beings 
  diffuses in the fog and moves away. Moments later, 
  they have disappeared. 
  It is not possible to follow these beings. Once in the fog, 
  they disappear and cannot be tracked or seen by any 
  means. 
  If there was no combat, the adventurers still get the xp 
  for this encounter as if they won the combat. They 
  deserve the xp because they were successful either at the 
  trial or at the ordeals. 
  If there was a combat and if the adventurers won it, they 
  can continue. Proceed to Encounter 12: The Pinnacles 
  of Azor’Alq. 
  Creatures (for all variants of this encounter) 
  APL 4 (EL 6) 
  �Quesar: hp 64; see Appendix 1. 
  APL 6 (EL 8) 
  �Quesars (2): hp 64 each; see Appendix 1. 
  APL 8 (EL 10) 
  �Quesars (3): hp 64 each; see Appendix 1. 
  APL 10 (EL 12) 
  �Quesars (6): hp 64 each; see Appendix 1. 
  APL 12 (EL 14) 
  �Advanced Quesars (3): hp 152 each; see Appendix 1. 
  APL 14 (EL 16) 
  �Advanced Quesars (6): hp 152 each; see Appendix 1. 
  APL 16 (EL 18) 
  �Advanced Quesars (4): hp 152 each; see Appendix 1. 
  �Throne Archons (2): hp 105 each; see Appendix 1. 
  Tactics 
  Important: At APL 4 and 6, the quesars do not use their 
  Consuming Brilliance special attack. Because of this the 
  EL of the encounter was lowered by 1 (at APL 4 and 6 
  only). Furthermore, at APL 4 and 6, they don’t attack 
  helpless PCs and try, if it’s possible, to not include 
  helpless PCs in a Searing Burst special attack. At higher 
  APL, play the quesars without any restrictions. 
  
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  Interrogation after the fact: Quesars, being constructs, 
  are immune to mind-affecting spells. Because of this, it is 
  not possible to learn any secret from them since they 
  don’t want to reveal anything and are immune to spells 
  such as detect thoughts or charm monster. The archons 
  (if present) do not know anything and came only to help 
  the quesars. 
  Development 
  If the Failed! variant was played proceed to Conclusion: 
  Failure. Likewise, proceed here if the PCs fight the 
  beings of light and lose. 
  If the A secret is a secret! variant was played proceed to 
  Conclusion: The Quest continues. 
  If the Oath variant was played proceed to Encounter 12: 
  The Pinnacles of Azor’Alq. 
   
  Encounter 12: The Pinnacles of 
  Azor’Alq / Les Pinacles 
  d’Azor’Alq 
   
  You go to the sea and, from the top of a cliff, you see a 
  cove. In the middle of the cove, you see a white 
  sailing ship anchored there. There is a narrow path 
  which permits access to the cove. 
  If the adventurers get on the ship, continue with the 
  following: 
  As soon as you are all aboard, the ship begins to move 
  without obvious sailors to guide it.  The ship reaches 
  the open sea and slices through a rapidly formed 
  thick fog.  
  Hours later, the fog lifts. The sight is breathtaking. 
  You see massive spires, perhaps a quarter mile in 
  diameter at the base, circular in cross-section, that 
  rise steeply upward in a regular series of cliffs. Their 
  height from the waterline has to be in excess of 1,000 
  feet. The lower portions are covered in forest, with 
  massive trees which are themselves gigantic, possibly 
  topping 200 feet in height. The top of these spires are 
  white-stained with innumerable sea birds.  
  The ship approaches one of these spires. There is only 
  one way of to disembark: a rope ladder which is 
  perhaps 100 feet in length. 
  It is expected that the adventurers climb this ladder (they 
  can fly but only to go at the top of the ladder. If not, an 
  annoying swarm of birds swirls around them until they 
  desist.  If that is not sufficient, more drastic means 
  oppose the character at the discretion of the DM, 
  including fog, greater dispel magic or simply huge 
  creatures chosen from the Monster Manual – they simply 
  cannot fly any higher). 
  While climbing, you notice that these spires are not 
  natural formations but are formed from titanic blocks. 
  At the top of the ladder, you find yourself in a huge 
  forest. There is a large opening leading inside the 
  blocks themselves. Three sylphs are waiting for you 
  and there is a cheerful reunion between them and 
  Zinaryamtaz. After saying their hellos, the three 
  sylphs greet you, although one of them seems rather 
  grouchy. “Come with us, if you please” they say. 
  They lead you to the interior of the spire. You arrive 
  in a huge hall filled with people in stunning clothes. 
  When you enter, they turn and welcome you. On the 
  other side of the hall there are several throne, with a 
  king or queen is sitting on each throne each wearing 
  a crown. An angel with a silvery skin, gleaming white 
  wings and brilliant topaz eyes stands waiting in front 
  of the assembled royalty.  
  Some of those present invite you to take a seat, all 
  except for Zinryamtaz and [name of the character in 
  love with her] who are asked to go before the angel. 
  A successful Knowledge (the planes) check [DC 15 – 
  modified for the locale] allows the character to recognize 
  the angel as a solar.  
  The character (or Rostam Yundilla if he is here) and 
  Zinaryamtaz are going to be married by the angel. The 
  angel asks the other adventurers to be witnesses for the 
  marriage.  He then speaks to the sylph and her groom. 
  The angel addresses Zinaryamtaz: “Zinaryamtaz, your 
  wish has been anticipated. You are now a human 
  woman and have been for a time now. May your new 
  destiny provide you happiness.” Then the angel turns 
  to you: 
  “[Name of the character] do you take Zinaryamtaz to be 
  your wife?” 
  If the answer is “no”, nobody finds this at all amusing! 
  There is no Encounter written for such a turn of events, 
  as it is presumed that by accepting the various 
  opportunities they intend to say yes – the DM must 
  modify the Encounter and deal with it accordingly.  The 
  presumption is that the answer is “yes” (Rostam answers 
  “yes” if he is here): 
  – 
  Zinaryamtaz, do you take [name of the character] 
  to be you husband? 
  
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  – 
  Yes. 
  – 
  [name of the character] and Zinaryamtaz, I declare 
  that you are husband and wife. I bless your union! 
  The angel says a blessing in a celestial language. 
  The character (the groom) receives Blessing of 
  Kordanesh on his AR. 
  Suddenly you have a vision of a gold cup with red 
  gems and a silvery eight-pointed star flying above the 
  newlyweds. This vision is fleeting however and 
  disappears in an instant. 
  The rings of the rose (see Encounter 4) are used as 
  wedding rings. If the character didn’t get it from his 
  dream, they are given over now (and awarded on the AR). 
  Everyone present cheers for the newlyweds: “Bless 
  the bride! Bless the groom!” Only the grouchy sylph 
  sulks. The angel, the kings and the queens depart the 
  hall soon thereafter by means an opening on the 
  other side. 
  The adventurers can talk a little bit with the people who 
  are present: 
  Where are we? In the Pinnacles of Azor’Alq. 
  Who are you? The Guardians of the Pinnacles. (they 
  don’t reveal more details) 
  Who is this angel? He is the solar Kordanesh. 
  Who are these kings and queens? They are the kings 
  and queens of the Pinnacles. (they don’t reveal more 
  details) 
  Why did the marriage happen here? Because you 
  deserved it and because the union had to be blessed here 
  by Kordanesh. Don’t ask me why, I don’t know except 
  that this union is destined for great things and is very 
  important for the world. 
  When deemed appropriate, one of the people tells the 
  adventurers: 
  “To be allowed to come here to the Pinnacles and to 
  return is a singular favor. However you are not 
  allowed to set foot upon the Pinnacles again without a 
  new invitation. You will go back to your world where 
  you will complete your destiny. May the deities of 
  Good guide and protect you!” 
  If a character is a worshipper of Azor’Alq, he is allowed to 
  pay homage to the memory of one of the thousand 
  immortals of Azor’ Alq. There is a tomb to one of these 
  great PCs of old just off the marriage hall. The character 
  gets Blessing of Azor’Alq on his AR. 
  There is a celebration now. Later, in the evening, it is 
  time to depart.  All those you have just met offer you 
  the best of wishes. As fast as it arrived, the ship then 
  departs with you and returns to the cove from 
  whence it left. 
  Just before the adventurers embark back on the ship, one 
  of the sylph gives a drawing of the marriage to the groom 
  as a souvenir. She drew it during the ceremony. You can 
  give Player Handout 12 to the character. 
  Go to Conclusion: Just Married! 
   
  Conclusion 
   
  Failure 
  Mostefe has been kidnapped. Zinaryamtaz is dead or 
  taken from the plane. You have no lead and no source 
  of information. You have to trust to luck to continue 
  your quest. 
  At the Stake 
  Depending if the adventurers stay or not to see the stake, 
  they can learn the following information (note that there 
  is little they can do, the stake is in an antimagic field and 
  so on). If they leave, they can learn that later by receiving 
  news from the Caliphate (Province of Dezbat). 
  Zinryamtaz is sentenced to be burned at the stake but it is 
  pouring with rain the following day; so much so that it is 
  impossible to light the stake. The sentence is postponed 
  for one day but the following day, it is still raining. The 
  Lord decides to construct a covered stake. Two days later, 
  everything is ready but it is now hailing with an 
  immensely strong wind! The hailstorm is so powerful 
  that the roof built to cover the stake is destroyed. It is an 
  immediately spread rumor that the gods are opposed to 
  the sentence itself but the Lord will brook no dissent 
  against his wishes. Finally, after consultation, the 
  executioners decide to light the stake the following day 
  by every means possible (including such things 
  alchemist’s substances and Greek fire).  
  Zinaryamtaz goes to the stake and is tied. After a great 
  deal of effort, the stake is lit despite  the rain and 
  winds. The wood around the stake emits a huge 
  amount of smoke and the crowd is strangely silent. 
  Suddenly, the whole area is plunged into a thick fog. 
  Some scream loudly but most of the crowd present 
  just watch in fright. Strange flashes of lights can be 
  
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  seen diffusing through the fog and it seems that the 
  whole place has been plunged into utter chaos. A 
  booming voice resounds from the fog drowning out 
  all other noises:  
  “Woe betide those who betray! Woe betide the foul 
  creatures coming from beyond the sea to burn the 
  purest if maidens!” 
   A few moments later, the fog lifts. The fire has gone 
  out and Zinaryamtaz is nowhere to be seen.  
  To conclude: 
  Mostefe has been kidnapped. Zinaryamtaz has 
  disappeared. You have no lead and no source of 
  information. You have to trust to luck to continue 
  your quest. 
  The Quest continues 
  If the quesars were fought and defeated in Encounter 11, 
  Zinaryamtaz leaves shortly after that filled with remorse. 
  She thanks her saviors. 
  Zinaryamtaz was taken (or left) before she had a 
  chance to tell you something. Some days later, you 
  have a visit of a sylph. She looks sulky. She tells you: 
  “I came to you but I’m sure it’s a mistake. Well you 
  have saved Zinaryamtaz. Yes, it was great! At least you 
  did something good in your life! Thank you! 
  Zinaryamtaz wanted to tell you something to thank 
  you. But she cannot now… She has been called 
  back… She is not allowed to come back to you…. She 
  grew fond of your mortal race too much by far! She 
  went too far… Well… She gave me the responsibility 
  of telling what she wanted to tell you. I don’t know 
  what you wanted to know but she cannot tell you 
  that, unfortunately… She told that you should go to 
  the Yatils to find the Immortal of the Mountain. I 
  don’t know who he is. But Zinaryamtaz said that he 
  might know. Know what? I don’t know! Yes, the 
  Immortal of the Mountain, in the Yatils. It is said, she 
  told, that his lips have kissed the High Cleric himself! 
  Can you believe that? It’s absolutely crazy! With that I 
  must leave you!” 
  Of course, it was the Grouchy Sylph. The PCs gain 
  Thanks of the Sylphs on their AR. 
  The quest of the Immortal of the Mountain will be played 
  in another part of the Faith and Truth series. 
  Just Married! 
  After the marriage in the Pinnacles of Azor’Alq, it’s of 
  course possible to have a second wedding celebration 
  with family and friends. It’s up to the PCs. The 
  newlyweds have to decide on where they will live and if 
  they go to a honeymoon. 
  The character who has married Zinaryamtaz gains Just 
  Married! on his AR. 
  If 
  Rostam 
  Yundilla 
  married 
  Zinaryamtaz, 
  each 
  adventurer gains Favor of the Yundilla Royal Family on 
  his AR. 
  For the present adventure, the following is enough to 
  conclude: 
  Zinaryamtaz tells you: “Like Mostefe did, you want to 
  learn something very important. Unfortunately I 
  cannot tell you anything about it. I would like to tell 
  you that but I am forbidden from doing so. Forgive 
  me! But listen: there is someone who might help you. 
  Go to the Yatils and find the Immortal of the 
  Mountain.  His lips are said to have kissed the High 
  Cleric himself. Your quest will continue there.” 
  The PCs (all of them) gain Thanks of the Sylphs on their 
  AR. 
  The quest of the Immortal of the Mountain will be played 
  in another part of the Faith and Truth series. 
  Special Powers and Items 
  If the character has not used imbued spells or spell-like 
  abilities (i.e. quickened shield other and rain of imperial 
  roses), they are lost at the end of the adventure. Likewise, 
  any imperial roses wither. 
  The End 
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3 
  The sunflies were successfully called to Nwalab 
  : 
  APL 4  
   
  45 xp 
  APL 6  
   
  60 xp 
  APL 8  
   
  75 xp 
  APL 10   
  90 xp 
  
  VTF5-06 Faith and Love 
   
  Page 36 
  APL 12   
  105 xp 
  APL 14   
  120 xp 
  APL 16   
  135 xp 
  Encounter 4 
  Obtain a ring of platinum, ring of the lovebird, ring of 
  the rose or an imperial rose via a Dream: 
  APL 4  
   
  45 xp 
  APL 6  
   
  60 xp 
  APL 8  
   
  75 xp 
  APL 10   
  90 xp 
  APL 12   
  105 xp 
  APL 14   
  120 xp 
  APL 16   
  135 xp 
  Encounter 6 
  Defeat the creatures: 
  APL 4  
   
  180 xp 
  APL 6  
   
  240 xp 
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  420 xp 
  APL 14   
  480 xp 
  APL 16   
  540 xp 
  Encounter 7 
  Defeat the creatures and/or save Zinaryamtaz: 
  APL 4  
   
  180 xp 
  APL 6  
   
  240 xp 
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  420 xp 
  APL 14  
  480 xp 
  APL 16   
  540 xp 
  Encounter 8 
  The PCs win the opposed check against Lorindale to set 
  Zinaryamtaz free: 
  APL 4  
   
  45 xp 
  APL 6  
   
  60 xp 
  APL 8  
   
  75 xp 
  APL 10   
  90 xp 
  APL 12   
  105 xp 
  APL 14   
  120 xp 
  APL 16   
  135 xp 
  Encounter 11 
  Defeat the creatures (if Encounter 8 xp is awarded of if 
  Zinaryamtaz was saved in Encounter 9, meeting the 
  creatures is sufficient to qualify as defeating them): 
  APL 4  
   
  180 xp 
  APL 6  
   
  240 xp 
  APL 8  
   
  300 xp 
  APL 10   
  360 xp 
  APL 12   
  420 xp 
  APL 14   
  480 xp 
  APL 16   
  540 xp 
  Total possible experience:  
   
  APL 4 
   
  675 xp 
  APL 6 
   
  900 xp 
  APL 8 
   
  1,125 xp 
  APL 10 
   
  1,350 xp 
  APL 12 
   
  1,575 xp 
  APL 14 
   
  1,800 xp 
  APL 16 
   
  2,025 xp 
   
  Treasure Summary 
   
  During an adventure, PCs 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 PCs cannot take the time 
  to loot the bodies, they do not gain this gold.  If you feel 
  it is reasonable that PCs can go back to loot the bodies, 
  
  VTF5-06 Faith and Love 
   
  Page 37 
  and those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), PCs may return to retrieve loot.  If the PCs 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 PCs may want to use them during the adventure. 
   Many times PCs 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 PCs 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, PCs 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 7:   
  APL 4: L: 11 gp; C: 350 gp; M: ring of sustenance (208 gp 
  per character), +1 ring of protection (167 gp per 
  character) 
  APL 6: L: 36 gp; C: 550 gp; M: ring of sustenance (208 gp 
  per character), +1 ring of protection (167 gp per 
  character) 
  APL 8: L: 11 gp; C: 700 gp; M: ring of sustenance (208 gp 
  per character), +1 ring of protection (167 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character) 
  APL 10: L: 11 gp; C: 900 gp; M: ring of sustenance (208 gp 
  per character), +1 ring of protection (167 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character), +2 amulet of health 
  (333 gp per character) 
  APL 12: L: 11 gp; C: 1100 gp; M: ring of sustenance (208 
  gp per character), +2 ring of protection (667 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character), +4 amulet of health 
  (1333 gp per character), +2 cloak of resistance (333 gp per 
  character) 
  APL 14: L: 11 gp; C: 2750 gp; M: ring of sustenance (208 
  gp per character), +2 ring of protection (667 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character), +4 amulet of health 
  (1333 gp per character), +2 cloak of resistance (333 gp per 
  character), +4 gloves of dexterity (1333 gp per character) 
  APL 16: L: 11 gp; C: 5250 gp; M: ring of sustenance (208 
  gp per character), +2 ring of protection (667 gp per 
  character), ring of counterspells (333 gp per character), 
  hand of glory (667 gp per character), +4 amulet of health 
  (1333 gp per character), +2 cloak of resistance (333 gp per 
  character), +4 gloves of dexterity (1333 gp per character) 
  Total Possible Treasure 
   
  APL 4: 
  736 gp (max 650 gp) 
   
  APL 6: 
  961 gp (max 900 gp) 
   
  APL 8: 
  2086 gp (max 1,300 gp) 
   
  APL 10: 
  2619 gp (max 2,300 gp)  
   
  APL 12: 
  4652 gp (max 3,300 gp)  
   
  APL 14: 
  7385 gp (max 6,600 gp)  
   
  APL 16: 
  10,135 gp (max 9,900 gp)  
  
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  Appendix 1: NPCs 
  All APLs 
  Zinaryamtaz (as a sylph): Sylph Sor5; Small Outsider 
  (Air, Extraplanar); CR 10; HD 3d8-3+5d4-5; hp 21; Init 
  +6; Spd 30 ft, fly 90 ft. (good); AC 13, touch 13, flat-
  footed 11; Base Atk +5; Grp -1; Atk +4 melee (1d2-2, 
  unarmed); Full Atk +4 melee (1d2-2, unarmed); 
  Space/Reach: 5 ft./5 ft. SA Spells; SQ Improved 
  Invisibility, outsider traits, polymorph, spells, Wild 
  Empathy, spell resistance 14, summon elemental; AL 
  LG; SV Fort +3, Ref +6, Will +11; Str 6, Dex 14, Con 8, 
  Int 18, Wis 19, Cha 23; 
   
  Skills and Feats: Balance +10,  Concentration +10, 
  Escape Artist +8, Gather Information +10, Hide +12, 
  Jump +0, Knowledge (arcana) +15, Knowledge (nature) 
  +12, Knowledge (the planes) +10, Listen +10, Move 
  Silently +8, Spellcraft +17, Spot +10, Survival +10, 
  Tumble 
  +8; 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Improved Initiative. 
   
  Possessions: platinum ring (50 gp), ring of the 
  rose.  
   
  Sorcerer Spells Known (6/8/8/7/7/6/5; save DC  = 
  16 + spell level) Caster level 12
  th: 0
  th –detect poison, 
  detect 
  magic, 
  light, 
  mage 
  hand, 
  open/close, 
  prestidigitation, ray of frost, read magic, resistance; 1
  st – 
  charm person, mage armor, magic missile, protection 
  from evil, shield; 2
  nd – bear’s endurance, glitterdust, 
  mirror image, resist energy, scorching ray; 3
  rd – blink, 
  dispel magic, deep slumber, lightning bolt; 4
  th – charm 
  monster, dimension door, stoneskin; 5
  th – Bigby's 
  interposing hand, Summon Monster V; 6
  th – chain 
  lightning. 
   
  Polymorph (Sp): At will, Zinaryamtaz can use 
  polymorph (humanoid form only, no limit on 
  duration, self only). 
  Sharyana: Erinyes Rog8; Medium Outsider (Baatezu, 
  Evil, Extraplanar, Lawful); CR 12; HD 9d8+45+8d6+40; 
  hp 153; Init +6; Spd 30 ft, fly 50 ft. (good); AC 23, touch 
  15, flat-footed 18; Base Atk +15; Grp +20; Atk +20 melee 
  (1d8+5 longsword) or +22 ranged (1d8+6/x3 plus 1d6 
  fire, +1 flaming composite longbow +5 Str bonus) or 
  +21 ranged (entangle, rope); Full Atk +20/+15/+10 
  melee (1d8+5 longsword) or +22/+17/+12 ranged 
  (1d8+6/x3 plus 1d6 fire, +1 flaming composite longbow 
  +5 Str bonus) or +21 ranged (entangle, rope); 
  Space/Reach: 5 ft./5 ft.; SA Entangle, sneak attack 
  +4d6, spell-like abilities, summon baatezu; SQ Damage 
  reduction 5/good, darkvision 60 ft., evasion, uncanny 
  dodge, improved uncanny dodge, trap sense, immunity 
  to fire and poison, resistance to acid 10 and cold 10, see 
  in darkness, spell resistance 20, telepathy 100 ft., true 
  seeing; AL LE; SV Fort +13, Ref +18, Will +12; Str 21, 
  Dex 23, Con 21, Int 14, Wis 18, Cha 20 
   
  Skills and Feats: Bluff +13, Concentration +17, 
  Diplomacy +15, Escape Artist +26, Hide +26 
  Knowledge (arcana) +14, Knowledge (the planes) +14, 
  Listen +24, Move Silently +26, Search +22, Sense 
  Motive +24, Spot +24, Survival +4 (+6 following tracks), 
  Use Rope +14 (+16 with bindings); Dodge, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot on the 
  Run, Power Attack, Combat Expertise. 
  
  VTF5-06 Faith and Love 
   
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  APL 4 
  Encounter 6: Kalat Washaf 
  Runehound*: medium aberration; CR 3; HD 5d8+15; 
  hp 37; Init +2; Spd 50 ft.; AC 16, touch 12, flat-footed 
  14; Base Atk +3; Grp +8; Atk +8 melee (2d6+7 bite) or +5 
  ranged touch (vile spew see text); Full Atk +8 melee 
  (2d6+7 bite) or +5 ranged touch (vile spew see text); 
  Space/Reach: 5 ft./ ft.; SA Vile Spew; SQ Damage 
  reduction 5/silver, extended reach, fast healing 3, 
  psychic scent, uncanny blindsight; AL NE; SV Fort +4, 
  Ref +5, Will +5; Str 20, Dex 14, Con 17, Int 5, Wis 12, 
  Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +3, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Combat 
  Reflexes, Lightning Reflex, Track
  B. 
  * see Appendix 2: New Rules Items 
  Encounter 7: Hostage-taking 
  Xarkog: Human Warlock5; Medium Humanoid 
  (human); CR 5; HD 5d6+10; hp 32; Init +6; Spd 30 ft; 
  AC 17, touch 13, flat-footed 15; Base Atk +3; Grp +3; 
  Atk +3 melee (1d8, morningstar) or +5 ranged (1d8/19-
  20, light crossbow) or +6 ranged touch (3d6 eldritch 
  blast); Full Atk +3 melee (1d8, morningstar) or +5 
  ranged (1d8/19-20, light crossbow) or +6 ranged touch 
  (3d6 eldritch blast); SA Eldritch blast 3d6, invocations; 
  SQ Detect magic, damage reduction 1/cold iron, 
  deceive item; AL NE; SV Fort +3, Ref +3, Will +6; Str 
  10, Dex 14, Con 14, Int 10, Wis 14, Cha 15; 
   
  Skills and Feats: Bluff +10, Concentration +10, 
  Spellcraft +8; Combat Casting, Improved Initiative, 
  Weapon Focus (ranged spells). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. 
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 1d6 
  points of damage at 1
  st level and increases in power as 
  the warlock rises in level. An eldritch blast is the 
  equivalent of a 1
  st-level spell. If you apply a blast shape 
  or eldritch essence invocation to your eldritch blast, 
  your eldritch blast uses the level equivalent of the 
  shape or essence. 
  An eldritch blast is subject to spell resistance, although 
  the Spell Penetration feat and other effects that 
  improve caster level checks to overcome spell 
  resistance also apply to eldritch blast. An eldritch blast 
  deals half damage to objects. Metamagic feats cannot 
  improve a warlock's eldritch blast (because it is a spell-
  like ability, not a spell), However, the feat Ability Focus 
  (eldritch blast) increases the DC for all saving throws 
  (if any) associated with a warlock's eldritch blast by 2. 
  See page 303 of the Monster Manual. 
  A warlock can use eldritch blast at will. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer 
  magic items made for the use of other PCs. When 
  making a Use Magic Device check, a warlock can take 
  10 even if distracted or threatened. 
   
  Invocations* Known (3 least): Eldritch spear, dark 
  one’s own luck, see the unseen. 
   
  Possessions: chain shirt, morningstar, light 
  crossbow, 20 bolts, ring of sustenance, +1 ring of 
  protection.  
  * see Appendix 2: New Rules Items 
  Runehound*: medium aberration; CR 3; HD 5d8+15; 
  hp 37; Init +2; Spd 50 ft.; AC 16, touch 12, flat-footed 
  14; Base Atk +3; Grp +8; Atk +8 melee (2d6+7 bite) or +5 
  ranged touch (vile spew see text); Full Atk +8 melee 
  (2d6+7 bite) or +5 ranged touch (vile spew see text); 
  Space/Reach: 5 ft./10 ft. SA Vile Spew; SQ Damage 
  reduction 5/silver, extended reach, fast healing 3, 
  psychic scent, uncanny blindsight; AL NE; SV Fort +4, 
  Ref +5, Will +5; Str 20, Dex 14, Con 17, Int 5, Wis 12, 
  Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +3, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Combat 
  Reflexes, Lightning Reflex, Track
  B. 
  * see Appendix 2: New Rules Items 
  Encounter 8: Beings of Light 
  Quesar*: medium construct (extraplanar); CR 7; HD 
  8d10+20; hp 64; Init +7; Spd 60 ft.; AC 20, touch 20, flat-
  footed 17; Base Atk +6; Grp +6; Atk +7 melee (1d6 slam 
  plus 1d6 energy/19-20); Full Atk +7/+7 melee (1d6 
  slam plus 1d6 energy/19-20); Space/Reach: 5 ft./5 ft.; 
  SA Blinding radiance, consuming brilliance, searing 
  burst; 
  SQ 
  Construct 
  traits, 
  damage 
  reduction 
  10/adamantine, energy halo, fast healing 5, immunity 
  to electricity and fire, spell resistance 18; AL NG; SV 
  Fort +2, Ref +5, Will +2; Str 11, Dex 16, Con —, Int 9, 
  Wis 10, Cha 11; 
  
  VTF5-06 Faith and Love 
   
  Page 40 
   
  Skills and Feats: Spot +11; Improved Critical 
  (slam), Improved Initiative, Weapon Focus (slam). 
  * see Appendix 2: New Rules Items 
   
    
  
  VTF5-06 Faith and Love 
   
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  APL 6
  Encounter 6: Kalat Washaf 
  Runehound*: medium aberration; CR 3; HD 5d8+15; 
  hp 37; Init +2; Spd 50 ft.; AC 16, touch 12, flat-footed 
  14; Base Atk +3; Grp +8; Atk +8 melee (2d6+7 bite) or 
  +5 ranged touch (vile spew see text); Full Atk +8 melee 
  (2d6+7 bite) or +5 ranged touch (vile spew see text); 
  Space/Reach: 5 ft./10 ft. SA Vile Spew; SQ Damage 
  reduction 5/silver, extended reach, fast healing 3, 
  psychic scent, uncanny blindsight; AL NE; SV Fort +4, 
  Ref +5, Will +5; Str 20, Dex 14, Con 17, Int 5, Wis 12, 
  Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +3, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Combat 
  Reflexes, Lightning Reflex, Track
  B. 
  * see Appendix 2: New Rules Items 
  Encounter 7: Hostage-taking 
  Xarkog: Human Warlock6; Medium Humanoid 
  (human); CR 6; HD 6d6+12; hp 38; Init +6; Spd 30 ft; 
  AC 17, touch 13, flat-footed 15; Base Atk +4; Grp +4; 
  Atk +5 melee (1d8, masterwork morningstar) or +6 
  ranged (1d8/19-20, light crossbow) or +7 ranged touch 
  (3d6 eldritch blast); Full Atk +4 melee (1d8, 
  masterwork morningstar) or +5 ranged (1d8/19-20, 
  light crossbow) or +7 ranged touch (3d6 eldritch blast); 
  Space/Reach: 5 ft./5 ft.; SA Eldritch blast 3d6, 
  invocations; SQ Detect magic, damage reduction 
  1/cold iron, deceive item; AL NE; SV Fort +4, Ref +4, 
  Will +7; Str 10, Dex 14, Con 14, Int 10, Wis 14, Cha 15; 
   
  Skills and Feats: Bluff +11, Concentration +11, 
  Spellcraft +9; Combat Casting, Improved Initiative, 
  Maximize Spell-like Ability (eldritch blast), Weapon 
  Focus (ranged spells),  
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. 
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 1d6 
  points of damage at 1
  st level and increases in power as 
  the warlock rises in level. An eldritch blast is the 
  equivalent of a 1
  st-level spell. If you apply a blast shape 
  or eldritch essence invocation to your eldritch blast, 
  your eldritch blast uses the level equivalent of the 
  shape or essence. 
  An eldritch blast is subject to spell resistance, although 
  the Spell Penetration feat and other effects that 
  improve caster level checks to overcome spell 
  resistance also apply to eldritch blast. An eldritch blast 
  deals half damage to objects. Metamagic feats cannot 
  improve a warlock's eldritch blast (because it is a spell-
  like ability, not a spell), However, the feat Ability 
  Focus (eldritch blast) increases the DC for all saving 
  throws (if any) associated with a warlock's eldritch 
  blast by 2. See page 303 of the Monster Manual. 
  A warlock can use eldritch blast at will. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer 
  magic items made for the use of other PCs. When 
  making a Use Magic Device check, a warlock can take 
  10 even if distracted or threatened. 
   
  Invocations* Known (3 least, 1 lesser): Eldritch 
  spear, dark one’s own luck, see the unseen, voracious 
  dispelling. 
   
  Possessions: chain shirt, masterwork morningstar, 
  light crossbow, 20 bolts, ring of sustenance, +1 ring of 
  protection.  
  * see Appendix 2: New Rules Items 
  Advanced Runehound*: large aberration; CR 6; HD 
  13d8+65; hp 124; Init +2; Spd 50 ft.; AC 18, touch 11, 
  flat-footed 15; Base Atk +9; Grp +22; Atk +17 melee 
  (3d6+13 bite) or +10 ranged touch (vile spew see text); 
  Full Atk +17/+12 melee (3d6+13 bite) or +10/+5 ranged 
  touch (vile spew see text); Space/Reach: 10 ft./15 ft.; SA 
  Vile Spew; SQ Damage reduction 5/silver, extended 
  reach, fast healing 3, psychic scent, uncanny 
  blindsight; AL NE; SV Fort +11, Ref +6, Will +9; Str 28, 
  Dex 14, Con 21, Int 5, Wis 12, Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +7, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Ability 
  Focus (vile spew), Combat Reflexes, Great Fortitude, 
  Lightning Reflex, Power Attack Track
  B.  
   
  Vile Spew (Ex): A runehound can produce two 
  noxious substances that it can spit with tremendous 
  force. It can emit a stream of acid that deals 1d6 points 
  of damage for every Hit Die the runehound possesses 
  (13d6), with a DC 23 Reflex save halving this damage. 
  Alternatively, it can spit a glob of glutinous goo that 
  acts as a single-target web spell; a DC 23 Reflex save 
  negates the effect. Both attacks have a range of 100 feet, 
  require a successful ranged touch attack, and can be 
  
  VTF5-06 Faith and Love 
   
  Page 42 
  used once every 1d4 rounds. The save DC is 
  Constitution-based. 
  * see Appendix 2: New Rules Items 
  Encounter 8: Beings of Light 
  Quesar*: medium construct (extraplanar); CR 7; HD 
  8d10+20; hp 64; Init +7; Spd 60 ft.; AC 20, touch 20, 
  flat-footed 17; Base Atk +6; Grp +6; Atk +7 melee (1d6 
  slam plus 1d6 energy/19-20); Full Atk +7/+7 melee 
  (1d6 slam plus 1d6 energy/19-20); Space/Reach: 5 ft./5 
  ft.; SA Blinding radiance, consuming brilliance, searing 
  burst; 
  SQ 
  Construct 
  traits, 
  damage 
  reduction 
  10/adamantine, energy halo, fast healing 5, immunity 
  to electricity and fire, spell resistance 18; AL NG; SV 
  Fort +2, Ref +5, Will +2; Str 11, Dex 16, Con —, Int 9, 
  Wis 10, Cha 11; 
   
  Skills and Feats: Spot +11; Improved Critical 
  (slam), Improved Initiative, Weapon Focus (slam). 
  * see Appendix 2: New Rules Items 
   
  
  VTF5-06 Faith and Love 
   
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  APL 8
  Encounter 6: Kalat Washaf 
  Advanced Runehound*: large aberration; CR 6; HD 
  13d8+65; hp 124; Init +2; Spd 50 ft.; AC 18, touch 11, 
  flat-footed 15; Base Atk +9; Grp +22; Atk +17 melee 
  (3d6+13 bite) or +10 ranged touch (vile spew see text); 
  Full Atk +17/+12 melee (3d6+13 bite) or +10/+5 ranged 
  touch (vile spew see text); Space/Reach: 10 ft./15 ft.; SA 
  Vile Spew; SQ Damage reduction 5/silver, extended 
  reach, fast healing 3, psychic scent, uncanny 
  blindsight; AL NE; SV Fort +11, Ref +6, Will +9; Str 28, 
  Dex 14, Con 21, Int 5, Wis 12, Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +7, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Ability 
  Focus (vile spew), Combat Reflexes, Great Fortitude, 
  Lightning Reflexes, Power Attack Track
  B.  
   
  Vile Spew (Ex): A runehound can produce two 
  noxious substances that it can spit with tremendous 
  force. It can emit a stream of acid that deals 1d6 points 
  of damage for every Hit Die the runehound possesses 
  (13d6), with a DC 23 Reflex save halving this damage. 
  Alternatively, it can spit a glob of glutinous goo that 
  acts as a single-target web spell; a DC 23 Reflex save 
  negates the effect. Both attacks have a range of 100 feet, 
  require a successful ranged touch attack, and can be 
  used once every 1d4 rounds. The save DC is 
  Constitution-based. 
  * see Appendix 2: New Rules Items 
  Encounter 7: Hostage-taking 
  Xarkog: Human Warlock8; Medium Humanoid 
  (human); CR 8; HD 8d6+16; hp 50; Init +6; Spd 30 ft; 
  AC 17, touch 13, flat-footed 15; Base Atk +6; Grp +6; 
  Atk +6 melee (1d8, morningstar) or +8 ranged (1d8/19-
  20, light crossbow) or +9 ranged touch (4d6 eldritch 
  blast); Full Atk +6/+1 melee (1d8, morningstar) or 
  +8/+3 ranged (1d8/19-20, light crossbow) or +9 ranged 
  touch (4d6 eldritch blast); Space/Reach: 5 ft./5 ft.; SA 
  Eldritch blast 4d6, invocations; SQ Detect magic, 
  damage reduction 2/cold iron, deceive item, fiendish 
  resilience 1; AL NE; SV Fort +4, Ref +4, Will +8; Str 10, 
  Dex 14, Con 14, Int 10, Wis 14, Cha 16; 
   
  Skills and Feats: Bluff +14, Concentration +13, 
  Spellcraft +11; Combat Casting, Improved Initiative, 
  Weapon Focus (ranged spells), Maximize Spell-like 
  Ability (eldritch blast)*. 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. 
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 1d6 
  points of damage at 1
  st level and increases in power as 
  the warlock rises in level. An eldritch blast is the 
  equivalent of a 1
  st-level spell. If you apply a blast shape 
  or eldritch essence invocation to your eldritch blast, 
  your eldritch blast uses the level equivalent of the 
  shape or essence. 
  An eldritch blast is subject to spell resistance, although 
  the Spell Penetration feat and other effects that 
  improve caster level checks to overcome spell 
  resistance also apply to eldritch blast. An eldritch blast 
  deals half damage to objects. Metamagic feats cannot 
  improve a warlock's eldritch blast (because it is a spell-
  like ability, not a spell), However, the feat Ability 
  Focus (eldritch blast) increases the DC for all saving 
  throws (if any) associated with a warlock's eldritch 
  blast by 2. See page 303 of the Monster Manual. 
  A warlock can use eldritch blast at will. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer 
  magic items made for the use of other PCs. When 
  making a Use Magic Device check, a warlock can take 
  10 even if distracted or threatened. 
   
  Fiendish Resilience (Su): Beginning at 8
  th level, a 
  warlock knows the trick of fiendish resilience. Once 
  per day, as a free action, he can enter a state that lasts 
  for 2 minutes. While in this state, the warlock gains 
  fast healing 1. 
  At 13
  th level, a warlock's fiendish resilience improves. 
  When in his fiendish resilience state, he gains fast 
  healing 2 instead. At 18
  th level, a warlock's fiendish 
  resilience improves to fast healing 5. 
   
  Possessions: chain shirt, morningstar, light 
  crossbow, 20 bolts, ring of sustenance, ring of 
  counterspells (glitterdust), hand of glory, +1 ring of 
  protection.  
   
  Invocations* Known (3 least, 2 lesser): Eldritch 
  spear, dark one’s own luck, see the unseen, voracious 
  dispelling, flee the scene.  
  * see Appendix 2: New Rules Items 
  Spellwarped 
  Advanced 
  Runehound*: 
  large 
  aberration; CR 8; HD 13d8+91; hp 150; Init +3; Spd 50 
  
  VTF5-06 Faith and Love 
   
  Page 44 
  ft.; AC 21, touch 13, flat-footed 17; Base Atk +9; Grp 
  +24; Atk +19 melee (3d6+15 bite) or +11 ranged touch 
  (vile spew see text); Full Atk +19/+14 melee (3d6+15 
  bite) or +11/+6 ranged touch (vile spew see text); 
  Space/Reach: 10 ft./15 ft.; SA Vile Spew SQ Damage 
  reduction 5/silver, extended reach, fast healing 3, 
  psychic scent, spell resistance 24, spell absorption, 
  uncanny blindsight; AL NE; SV Fort +13, Ref +7, Will 
  +9; Str 32, Dex 16, Con 25, Int 9, Wis 12, Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +7, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Ability 
  Focus (vile spew), Combat Reflexes, Great Fortitude, 
  Lightning Reflexes, Power Attack, Track
  B.  
   
  Vile Spew (Ex): A runehound can produce two 
  noxious substances that it can spit with tremendous 
  force. It can emit a stream of acid that deals 1d6 points 
  of damage for every Hit Die the runehound possesses 
  (13d6), with a DC 25 Reflex save halving this damage. 
  Alternatively, it can spit a glob of glutinous goo that 
  acts as a single-target web spell; a DC 25 Reflex save 
  negates the effect. Both attacks have a range of 100 feet, 
  require a successful ranged touch attack, and can be 
  used once every 1d4 rounds. The save DC is 
  Constitution-based. 
  Spell Absorption(Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  * see Appendix 2: New Rules Items 
  Encounter 8: Beings of Light 
  Quesar*: medium construct (extraplanar); CR 7; HD 
  8d10+20; hp 64; Init +7; Spd 60 ft.; AC 20, touch 20, 
  flat-footed 17; Base Atk +6; Grp +6; Atk +7 melee (1d6 
  slam plus 1d6 energy/19-20); Full Atk +7/+7 melee 
  (1d6 slam plus 1d6 energy/19-20); Space/Reach: 5 ft./5 
  ft.; SA Blinding radiance, consuming brilliance, searing 
  burst; 
  SQ 
  Construct 
  traits, 
  damage 
  reduction 
  10/adamantine, energy halo, fast healing 5, immunity 
  to electricity and fire, spell resistance 18; AL NG; SV 
  Fort +2, Ref +5, Will +2; Str 11, Dex 16, Con —, Int 9, 
  Wis 10, Cha 11; 
   
  Skills and Feats: Spot +11; Improved Critical 
  (slam), Improved Initiative, Weapon Focus (slam). 
  * see Appendix 2: New Rules Items 
  
  VTF5-06 Faith and Love 
   
  Page 45 
  APL 10
  Encounter 6: Kalat Washaf 
  Spellwarped 
  Advanced 
  Runehound*: 
  large 
  aberration; CR 8; HD 13d8+91; hp 150; Init +3; Spd 50 
  ft.; AC 21, touch 13, flat-footed 17; Base Atk +9; Grp 
  +24; Atk +19 melee (3d6+15 bite) or +11 ranged touch 
  (vile spew see text); Full Atk +19/+14 melee (3d6+15 
  bite) or +11/+6 ranged touch (vile spew see text); 
  Space/Reach: 10 ft./15 ft.; SA Vile Spew SQ Damage 
  reduction 5/silver, extended reach, fast healing 3, 
  psychic scent, spell resistance 24, spell absorption, 
  uncanny blindsight; AL NE; SV Fort +13, Ref +7, Will 
  +9; Str 32, Dex 16, Con 25, Int 9, Wis 12, Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +7, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Ability 
  Focus (vile spew), Combat Reflexes, Great Fortitude, 
  Lightning Reflexes, Power Attack, Track
  B.  
   
  Vile Spew (Ex): A runehound can produce two 
  noxious substances that it can spit with tremendous 
  force. It can emit a stream of acid that deals 1d6 points 
  of damage for every Hit Die the runehound possesses 
  (13d6), with a DC 25 Reflex save halving this damage. 
  Alternatively, it can spit a glob of glutinous goo that 
  acts as a single-target web spell; a DC 25 Reflex save 
  negates the effect. Both attacks have a range of 100 feet, 
  require a successful ranged touch attack, and can be 
  used once every 1d4 rounds. The save DC is 
  Constitution-based. 
  Spell Absorption(Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  * see Appendix 2: New Rules Items 
  Encounter 7: Hostage-taking 
  Xarkog: Human Warlock11; Medium Humanoid 
  (human); CR 11; HD 11d6+33; hp 79; Init +6; Spd 30 ft; 
  AC 18, touch 14, flat-footed 16; Base Atk +8; Grp +8; 
  Atk +8 melee (1d8, morningstar) or +10 ranged 
  (1d8/19-20, light crossbow) or +11 ranged touch (6d6 
  eldritch 
  blast); 
  Full 
  Atk 
  +8/+3 
  melee 
  (1d8, 
  morningstar) or +10/+5 ranged (1d8/19-20, light 
  crossbow) or +11 ranged touch (6d6 eldritch blast); 
  Space/Reach: 5 ft./5 ft.; SA Eldritch blast 6d6, 
  invocations; SQ Detect magic, damage reduction 
  3/cold iron, deceive item, fire and acid resistance 5, 
  fiendish resilience 1; AL NE; SV Fort +6, Ref +5, Will 
  +9; Str 10, Dex 14, Con 16, Int 10, Wis 14, Cha 16; 
   
  Skills and Feats: Bluff +17, Concentration +17, 
  Spellcraft +14; Combat Casting, Empower Spell-like 
  Ability (eldritch blast), Improved Initiative, Maximize 
  Spell-like Ability (eldritch blast)*, Weapon Focus 
  (ranged spells).  
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. 
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 1d6 
  points of damage at 1
  st level and increases in power as 
  the warlock rises in level. An eldritch blast is the 
  equivalent of a 1
  st-level spell. If you apply a blast shape 
  or eldritch essence invocation to your eldritch blast, 
  your eldritch blast uses the level equivalent of the 
  shape or essence. 
  An eldritch blast is subject to spell resistance, although 
  the Spell Penetration feat and other effects that 
  improve caster level checks to overcome spell 
  resistance also apply to eldritch blast. An eldritch blast 
  deals half damage to objects. Metamagic feats cannot 
  improve a warlock's eldritch blast (because it is a spell-
  like ability, not a spell), However, the feat Ability 
  Focus (eldritch blast) increases the DC for all saving 
  throws (if any) associated with a warlock's eldritch 
  blast by 2. See page 303 of the Monster Manual. 
  A warlock can use eldritch blast at will. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer 
  
  VTF5-06 Faith and Love 
   
  Page 46 
  magic items made for the use of other PCs. When 
  making a Use Magic Device check, a warlock can take 
  10 even if distracted or threatened. 
   
  Fiendish Resilience (Su): Beginning at 8
  th level, a 
  warlock knows the trick of fiendish resilience. Once 
  per day, as a free action, he can enter a state that lasts 
  for 2 minutes. While in this state, the warlock gains 
  fast healing 1. 
  At 13
  th level, a warlock's fiendish resilience improves. 
  When in his fiendish resilience state, he gains fast 
  healing 2 instead. At 18
  th level, a warlock's fiendish 
  resilience improves to fast healing 5. 
   
  Possessions: chain shirt, morningstar, light 
  crossbow, 20 bolts, +2 amulet of health, ring of 
  sustenance, ring of counterspells (glitterdust), hand of 
  glory, +2 ring of protection.  
   
  Invocations* Known (3 least, 3 lesser, 1 greater): 
  Eldritch spear, dark one’s own luck, see the unseen, 
  voracious dispelling, flee the scene, walk unseen, 
  chilling tentacles.  
  * see Appendix 2: New Rules Items 
  Spellwarped Umber Hulk: large aberration; CR 8; 
  HD 8d8+51; hp 87; Init +2; Spd 20 ft., burrow 20 ft.; AC 
  21, touch 11, flat-footed 19; Base Atk +6; Grp +18; Atk 
  +13 melee (2d4+8 claw); Full Atk +13/+13 melee 
  (2d4+8claw) and +11 melee (2d8+5 bite); Space/Reach: 
  10 ft./10 ft.; SA confusing gaze; SQ darkvision 60 ft., 
  spell resistance 19, spell absorption, tremorsense 60 ft.; 
  AL NE; SV Fort +10, Ref +4, Will +6; Str 27, Dex 15, 
  Con 23, Int 15, Wis 11, Cha 13; 
   
  Skills and Feats: Climb +14, Jump +9, Listen +11, 
  Spot +11, Move Silently +13; Great Fortitude, 
  Multiattack, Toughness. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Encounter 8: Beings of Light 
  Quesar*: medium construct (extraplanar); CR 7; HD 
  8d10+20; hp 64; Init +7; Spd 60 ft.; AC 20, touch 20, 
  flat-footed 17; Base Atk +6; Grp +6; Atk +7 melee (1d6 
  slam plus 1d6 energy/19-20); Full Atk +7/+7 melee 
  (1d6 slam plus 1d6 energy/19-20); Space/Reach: 5 ft./5 
  ft.; SA Blinding radiance, consuming brilliance, searing 
  burst; 
  SQ 
  Construct 
  traits, 
  damage 
  reduction 
  10/adamantine, energy halo, fast healing 5, immunity 
  to electricity and fire, spell resistance 18; AL NG; SV 
  Fort +2, Ref +5, Will +2; Str 11, Dex 16, Con —, Int 9, 
  Wis 10, Cha 11; 
   
  Skills and Feats: Spot +11; Improved Critical 
  (slam), Improved Initiative, Weapon Focus (slam). 
  * see Appendix 2: New Rules Items 
  
  VTF5-06 Faith and Love 
   
  Page 47 
  APL 12
  Encounter 6: Kalat Washaf 
  Spellwarped 
  Advanced 
  Runehound*: 
  large 
  aberration; CR 8; HD 13d8+91; hp 150; Init +3; Spd 50 
  ft.; AC 21, touch 13, flat-footed 17; Base Atk +9; Grp 
  +24; Atk +19 melee (3d6+15 bite) or +11 ranged touch 
  (vile spew see text); Full Atk +19/+14 melee (3d6+15 
  bite) or +11/+6 ranged touch (vile spew see text); 
  Space/Reach: 10 ft./15 ft.; SA Vile Spew SQ Damage 
  reduction 5/silver, extended reach, fast healing 3, 
  psychic scent, spell resistance 24, spell absorption, 
  uncanny blindsight; AL NE; SV Fort +13, Ref +7, Will 
  +9; Str 32, Dex 16, Con 25, Int 9, Wis 12, Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +7, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Ability 
  Focus (vile spew), Combat Reflexes, Great Fortitude, 
  Lightning Reflexes, Power Attack, Track
  B.  
   
  Vile Spew (Ex): A runehound can produce two 
  noxious substances that it can spit with tremendous 
  force. It can emit a stream of acid that deals 1d6 points 
  of damage for every Hit Die the runehound possesses 
  (13d6), with a DC 25 Reflex save halving this damage. 
  Alternatively, it can spit a glob of glutinous goo that 
  acts as a single-target web spell; a DC 25 Reflex save 
  negates the effect. Both attacks have a range of 100 feet, 
  require a successful ranged touch attack, and can be 
  used once every 1d4 rounds. The save DC is 
  Constitution-based. 
  Spell Absorption(Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  * see Appendix 2: New Rules Items 
  Spellwarped Advanced Yrthak: huge aberration 
  (augmented magical beast); CR 12; HD 16d10+80; hp 
  168; Init +7; Spd 20 ft., fly 60 ft. (average); AC 21, touch 
  11, flat-footed 18; Base Atk +16; Grp +31; Atk +21 melee 
  (2d8+7 bite) or +17 ranged touch (6d6 sonic lance); Full 
  Atk +21 melee (2d8+7 bite) and +19/+19 melee (1d6+4 
  claw) or +17 ranged touch (6d6 sonic lance); 
  Space/Reach: 15 ft./10 ft.; SA sonic lance, explosion; 
  SQ blindsight 120 ft., immunities spell resistance 27, 
  spell absorption, vulnerability to sonic; AL NE; SV Fort 
  +15, Ref +13, Will +8; Str 24, Dex 16, Con 21, Int 7 Wis 
  13, Cha 11; 
   
  Skills and Feats: Listen +14, Move Silently +12; 
  Endurance, Flyby Attack, Improved Initiative, Iron 
  Will, Multiattack, Snatch. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Encounter 7: Hostage-taking 
  Xarkog: Human Warlock13; Medium Humanoid 
  (human); CR 13; HD 13d6+52; hp 106; Init +6; Spd 30 
  ft; AC 18, touch 14, flat-footed 16; Base Atk +9; Grp +9; 
  Atk +9 melee (1d8, morningstar) or +11 ranged 
  (1d8/19-20, light crossbow) or +12 ranged touch (6d6 
  eldritch 
  blast); 
  Full 
  Atk 
  +9/+4 
  melee 
  (1d8, 
  morningstar) or +11/+6 ranged (1d8/19-20, light 
  crossbow) or +12 ranged touch (6d6 eldritch blast); ); 
  Space/Reach: 5 ft./5 ft.; SA Eldritch blast 6d6, 
  invocations; SQ Detect magic, damage reduction 
  
  VTF5-06 Faith and Love 
   
  Page 48 
  3/cold iron, deceive item, fire and acid resistance 5, 
  fiendish resilience 2, imbue item; AL NE; SV Fort +10, 
  Ref +8, Will +12; Str 10, Dex 14, Con 19, Int 10, Wis 14, 
  Cha 16; 
   
  Skills and Feats: Bluff +19, Concentration +20, 
  Spellcraft +16; Combat Casting, Empower Spell-like 
  Ability (eldritch blast), Improved Initiative, Maximize 
  Spell-like Ability (eldritch blast)*, Quicken Spell-like 
  ability (eldritch blast), Weapon Focus (ranged spells). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. 
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 1d6 
  points of damage at 1
  st level and increases in power as 
  the warlock rises in level. An eldritch blast is the 
  equivalent of a 1
  st-level spell. If you apply a blast shape 
  or eldritch essence invocation to your eldritch blast, 
  your eldritch blast uses the level equivalent of the 
  shape or essence. 
  An eldritch blast is subject to spell resistance, although 
  the Spell Penetration feat and other effects that 
  improve caster level checks to overcome spell 
  resistance also apply to eldritch blast. An eldritch blast 
  deals half damage to objects. Metamagic feats cannot 
  improve a warlock's eldritch blast (because it is a spell-
  like ability, not a spell), However, the feat Ability 
  Focus (eldritch blast) increases the DC for all saving 
  throws (if any) associated with a warlock's eldritch 
  blast by 2. See page 303 of the Monster Manual. 
  A warlock can use eldritch blast at will. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer 
  magic items made for the use of other PCs. When 
  making a Use Magic Device check, a warlock can take 
  10 even if distracted or threatened. 
   
  Fiendish Resilience (Su): Beginning at 8
  th level, a 
  warlock knows the trick of fiendish resilience. Once 
  per day, as a free action, he can enter a state that lasts 
  for 2 minutes. While in this state, the warlock gains 
  fast healing 1. 
  At 13
  th level, a warlock's fiendish resilience improves. 
  When in his fiendish resilience state, he gains fast 
  healing 2 instead. At 18
  th level, a warlock's fiendish 
  resilience improves to fast healing 5. 
   
  Imbue Item (Su): A warlock of 12
  th level or 
  higher can use his supernatural power to create magic 
  items, even if he does not know the spells required to 
  make an item (although he must know the appropriate 
  item creation feat). He can substitute a Use Magic 
  Device check (DC 15 + spell level for arcane spells or 
  25 + spell level for divine spells) in place of a required 
  spell he doesn't know or can't cast. 
  If the check succeeds, the warlock can create the item 
  as if he had cast the required spell. If it fails, he cannot 
  complete the item. He does not expend the XP or gp 
  costs for making the item; his progress is simply 
  arrested. He cannot retry this Use Magic Device check 
  for that spell until he gains a new level. 
   
  Possessions: chain shirt, morningstar, light 
  crossbow, 20 bolts, +4 amulet of health, +2 cloak of 
  resistance, ring of sustenance, ring of counterspells 
  (glitterdust), hand of glory, +2 ring of protection.  
   
  Invocations* Known (3 least, 3 lesser, 2 greater): 
  Eldritch spear, dark one’s own luck, see the unseen, 
  voracious dispelling, flee the scene, walk unseen, 
  chilling tentacles, vitriolic blast.  
  * see Appendix 2: New Rules Items 
  Spellwarped Umber Hulk: large aberration; CR 8; 
  HD 8d8+51; hp 87; Init +2; Spd 20 ft., burrow 20 ft.; AC 
  21, touch 11, flat-footed 19; Base Atk +6; Grp +18; Atk 
  +13 melee (2d4+8 claw); Full Atk +13/+13 melee 
  (2d4+8claw) and +11 melee (2d8+5 bite); Space/Reach: 
  10 ft./10 ft.; SA confusing gaze; SQ darkvision 60 ft., 
  spell resistance 19, spell absorption, tremorsense 60 ft.; 
  AL NE; SV Fort +10, Ref +4, Will +6; Str 27, Dex 15, 
  Con 23, Int 15, Wis 11, Cha 13; 
   
  Skills and Feats: Climb +14, Jump +9, Listen +11, 
  Spot +11, Move Silently +13; Great Fortitude, 
  Multiattack, Toughness. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
  
  VTF5-06 Faith and Love 
   
  Page 49 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Encounter 8: Beings of Light 
  Advanced Quesar*: medium construct (extraplanar); 
  CR 11; HD 24d10+20; hp 152; Init +7; Spd 60 ft.; AC 20, 
  touch 20, flat-footed 17; Base Atk +18; Grp +18; Atk +19 
  melee (1d6 slam plus 1d6 energy/19-20); Full Atk 
  +19/+19 melee (1d6 slam plus 1d6 energy/19-20); 
  Space/Reach: 5 ft./5 ft.; SA Blinding radiance, 
  consuming brilliance, searing burst; SQ Construct 
  traits, damage reduction 10/adamantine, energy halo, 
  fast healing 5, immunity to electricity and fire, spell 
  resistance 22; AL NG; SV Fort +8, Ref +13, Will +8; Str 
  11, Dex 16, Con —, Int 9, Wis 10, Cha 15; 
   
  Skills and Feats: Spot +27; Ability Focus (Blinding 
  Radiance), Ability Focus (Consuming Brilliance), 
  Ability Focus (Searing Burst), Dodge, Improved 
  Critical 
  (slam), 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, Mobility, Weapon Focus (slam).  
   
  Blinding Radiance (Su): At will, a quesar can 
  increase the brightness of its energy halo so that it 
  radiates brilliant light to a radius of 120 feet (and 
  shadowy illumination to 240 feet). Any creature within 
  this radius must make a DC 26 Fortitude save or be 
  blinded for 1d10 rounds. The save DC is Charisma-
  based. Creatures with light sensitivity take double the 
  normal penalties in this brilliant light. 
   
  Consuming Brilliance (Su): Three times per day, a 
  quesar can create an instantaneous burst of energy so 
  intense that it reduces all creatures and objects within 
  15 feet to a trace of fine dust, dealing 22d6 points of 
  damage, as the disintegrate spell. A successful DC 26 
  Fortitude 
  save 
  means 
  the 
  creature 
  resists 
  disintegration, instead taking 5d6 points of damage. 
  The save DC is based on Charisma. 
   
  Searing Burst (Su): After a quesar has had blinding 
  radiance active for at least 1 round, it can increase its 
  intensity still more, creating an instantaneous burst of 
  searing energy similar in effect to a sunburst spell. All 
  creatures within 30 feet of the quesar take 6d6 points of 
  damage (Reflex save DC 26 for half). A quesar can use a 
  searing burst 6 times per day. The save DC is based on 
  Charisma. 
  * see Appendix 2: New Rules Items 
  .  
  
  VTF5-06 Faith and Love 
   
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  VTF5-06 Faith and Love 
   
  Page 51 
  APL 14
  Encounter 6: Kalat Washaf 
  Spellwarped 
  Advanced 
  Runehound*: 
  large 
  aberration; CR 8; HD 13d8+91; hp 150; Init +3; Spd 50 
  ft.; AC 21, touch 13, flat-footed 17; Base Atk +9; Grp 
  +24; Atk +19 melee (3d6+15 bite) or +11 ranged touch 
  (vile spew see text); Full Atk +19/+14 melee (3d6+15 
  bite) or +11/+6 ranged touch (vile spew see text); 
  Space/Reach: 10 ft./15 ft.; SA Vile Spew SQ Damage 
  reduction 5/silver, extended reach, fast healing 3, 
  psychic scent, spell resistance 24, spell absorption, 
  uncanny blindsight; AL NE; SV Fort +13, Ref +7, Will 
  +9; Str 32, Dex 16, Con 25, Int 9, Wis 12, Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +7, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Ability 
  Focus (vile spew), Combat Reflexes, Great Fortitude, 
  Lightning Reflexes, Power Attack, Track
  B.  
   
  Vile Spew (Ex): A runehound can produce two 
  noxious substances that it can spit with tremendous 
  force. It can emit a stream of acid that deals 1d6 points 
  of damage for every Hit Die the runehound possesses 
  (13d6), with a DC 25 Reflex save halving this damage. 
  Alternatively, it can spit a glob of glutinous goo that 
  acts as a single-target web spell; a DC 25 Reflex save 
  negates the effect. Both attacks have a range of 100 feet, 
  require a successful ranged touch attack, and can be 
  used once every 1d4 rounds. The save DC is 
  Constitution-based. 
  Spell Absorption(Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  * see Appendix 2: New Rules Items 
  Spellwarped Advanced Yrthak: huge aberration 
  (augmented magical beast); CR 12; HD 16d10+80; hp 
  168; Init +7; Spd 20 ft., fly 60 ft. (average); AC 21, touch 
  11, flat-footed 18; Base Atk +16; Grp +31; Atk +21 melee 
  (2d8+7 bite) or +17 ranged touch (6d6 sonic lance); Full 
  Atk +21 melee (2d8+7 bite) and +19/+19 melee (1d6+4 
  claw) or +17 ranged touch (6d6 sonic lance); 
  Space/Reach: 15 ft./10 ft.; SA sonic lance, explosion; 
  SQ blindsight 120 ft., immunities spell resistance 27, 
  spell absorption, vulnerability to sonic; AL NE; SV Fort 
  +15, Ref +13, Will +8; Str 24, Dex 16, Con 21, Int 7 Wis 
  13, Cha 11; 
   
  Skills and Feats: Listen +14, Move Silently +12; 
  Endurance, Flyby Attack, Improved Initiative, Iron 
  Will, Multiattack, Snatch. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Ataphad 
  Truly 
  Horrid 
  Umber 
  Hulk: 
  huge 
  aberration; CR 14; HD 20d8+180; hp 270; Init +0; Spd 
  20 ft. burrow 20 ft.; AC 19, touch 8, flat-footed 19; Base 
  Atk +15; Grp +36; Atk +26 melee (3d6+13 claw); Full 
  Atk +26/+26 melee (3d6+13 claw) and +24 melee 
  (4d6+6 bite); Space/Reach: 15 ft./15 ft.; SA confusing 
  gaze; SQ darkvision 60 ft., tremorsense 60 ft.; AL NE; 
  SV Fort +17, Ref +6, Will +15; Str 36, Dex 10, Con 29, 
  Int 10, Wis 13, Cha 15; 
   
  Skills and Feats: Climb +23, Jump +15, Listen +21, 
  Sense Motive +5; Ability Focus (confusing gaze), Great 
  
  VTF5-06 Faith and Love 
   
  Page 52 
  Fortitude, Improved Natural Attack (claw), Iron Will, 
  Large and in Charge*, Multiattack, Power Attack,  
   
  Confusing gaze (Su): Confusion as the spell, 30 
  feet, caster level 20
  th, Will DC 24 negates. The save DC 
  is charisma-based. 
  * see Appendix 2: New Rules Items 
  Encounter 7: Hostage-taking 
  Xarkog: Human Warlock15; Medium Humanoid 
  (human); CR 15; HD 15d6+60; hp 122; Init +8; Spd 30 
  ft; AC 20, touch 16, flat-footed 16; Base Atk +11; Grp 
  +11; Atk +11 melee (1d8, morningstar) or +15 ranged 
  (1d8/19-20, light crossbow) or +16 ranged touch (7d6 
  eldritch blast); Full Atk +11/+6/+1 melee (1d8, 
  morningstar) or +15/+10/+5 ranged (1d8/19-20, light 
  crossbow) or +16 ranged touch (7d6 eldritch blast); 
  Space/Reach: 5 ft./5 ft.; SA Eldritch blast 7d6, 
  invocations; SQ Detect magic, damage reduction 
  4/cold iron, deceive item, fire and acid resistance 5, 
  fiendish resilience 2, imbue item; AL NE; SV Fort +11, 
  Ref +11, Will +13; Str 10, Dex 18, Con 19, Int 10, Wis 
  14, Cha 16; 
   
  Skills and Feats: Bluff +21, Concentration +22, 
  Spellcraft +18; Combat Casting, Improved Initiative, 
  Weapon Focus (ranged spells), Maximize Spell-like 
  Ability (eldritch blast)*, Empower Spell-like Ability 
  (eldritch blast), Quicken Spell-like ability (walk 
  unseen), Quicken Spell-like ability (eldritch blast). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. 
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 1d6 
  points of damage at 1
  st level and increases in power as 
  the warlock rises in level. An eldritch blast is the 
  equivalent of a 1
  st-level spell. If you apply a blast shape 
  or eldritch essence invocation to your eldritch blast, 
  your eldritch blast uses the level equivalent of the 
  shape or essence. 
  An eldritch blast is subject to spell resistance, although 
  the Spell Penetration feat and other effects that 
  improve caster level checks to overcome spell 
  resistance also apply to eldritch blast. An eldritch blast 
  deals half damage to objects. Metamagic feats cannot 
  improve a warlock's eldritch blast (because it is a spell-
  like ability, not a spell), However, the feat Ability 
  Focus (eldritch blast) increases the DC for all saving 
  throws (if any) associated with a warlock's eldritch 
  blast by 2. See page 303 of the Monster Manual. 
  A warlock can use eldritch blast at will. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer 
  magic items made for the use of other PCs. When 
  making a Use Magic Device check, a warlock can take 
  10 even if distracted or threatened. 
   
  Fiendish Resilience (Su): Beginning at 8
  th level, a 
  warlock knows the trick of fiendish resilience. Once 
  per day, as a free action, he can enter a state that lasts 
  for 2 minutes. While in this state, the warlock gains 
  fast healing 1. 
  At 13
  th level, a warlock's fiendish resilience improves. 
  When in his fiendish resilience state, he gains fast 
  healing 2 instead. At 18
  th level, a warlock's fiendish 
  resilience improves to fast healing 5. 
   
  Imbue Item (Su): A warlock of 12
  th level or 
  higher can use his supernatural power to create magic 
  items, even if he does not know the spells required to 
  make an item (although he must know the appropriate 
  item creation feat). He can substitute a Use Magic 
  Device check (DC 15 + spell level for arcane spells or 
  25 + spell level for divine spells) in place of a required 
  spell he doesn't know or can't cast. 
  If the check succeeds, the warlock can create the item 
  as if he had cast the required spell. If it fails, he cannot 
  complete the item. He does not expend the XP or gp 
  costs for making the item; his progress is simply 
  arrested. He cannot retry this Use Magic Device check 
  for that spell until he gains a new level. 
   
  Possessions: chain shirt, morningstar, light 
  crossbow, 20 bolts, +4 amulet of health, +4 gloves of 
  dexterity, +2 cloak of resistance, ring of sustenance, 
  ring of counterspells (glitterdust), hand of glory, +2 
  ring of protection.  
   
  Invocations* Known (3 least, 3 lesser, 3 greater): 
  Eldritch spear, dark one’s own luck, see the unseen, 
  voracious dispelling, flee the scene, walk unseen, 
  chilling tentacles, vitriolic blast, devour magic.  
  * see Appendix 2: New Rules Items 
  Spellwarped Umber Hulk: large aberration; CR 8; 
  HD 8d8+51; hp 87; Init +2; Spd 20 ft., burrow 20 ft.; AC 
  21, touch 11, flat-footed 19; Base Atk +6; Grp +18; Atk 
  +13 melee (2d4+8 claw); Full Atk +13/+13 melee 
  (2d4+8claw) and +11 melee (2d8+5 bite); Space/Reach: 
  10 ft./10 ft.; SA confusing gaze; SQ darkvision 60 ft., 
  spell resistance 19, spell absorption, tremorsense 60 ft.; 
  
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  Page 53 
  AL NE; SV Fort +10, Ref +4, Will +6; Str 27, Dex 15, 
  Con 23, Int 15, Wis 11, Cha 13; 
   
  Skills and Feats: Climb +14, Jump +9, Listen +11, 
  Spot +11, Move Silently +13; Great Fortitude, 
  Multiattack, Toughness. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Encounter 8: Beings of Light 
  Advanced Quesar*: medium construct (extraplanar); 
  CR 11; HD 24d10+20; hp 152; Init +7; Spd 60 ft.; AC 20, 
  touch 20, flat-footed 17; Base Atk +18; Grp +18; Atk +19 
  melee (1d6 slam plus 1d6 energy/19-20); Full Atk 
  +19/+19 melee (1d6 slam plus 1d6 energy/19-20); 
  Space/Reach: 5 ft./5 ft.; SA Blinding radiance, 
  consuming brilliance, searing burst; SQ Construct 
  traits, damage reduction 10/adamantine, energy halo, 
  fast healing 5, immunity to electricity and fire, spell 
  resistance 22; AL NG; SV Fort +8, Ref +13, Will +8; Str 
  11, Dex 16, Con —, Int 9, Wis 10, Cha 15; 
   
  Skills and Feats: Spot +27; Ability Focus (Blinding 
  Radiance), Ability Focus (Consuming Brilliance), 
  Ability Focus (Searing Burst), Dodge, Improved 
  Critical 
  (slam), 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, Mobility, Weapon Focus (slam).  
   
  Blinding Radiance (Su): At will, a quesar can 
  increase the brightness of its energy halo so that it 
  radiates brilliant light to a radius of 120 feet (and 
  shadowy illumination to 240 feet). Any creature within 
  this radius must make a DC 26 Fortitude save or be 
  blinded for 1d10 rounds. The save DC is Charisma-
  based. Creatures with light sensitivity take double the 
  normal penalties in this brilliant light. 
   
  Consuming Brilliance (Su): Three times per day, a 
  quesar can create an instantaneous burst of energy so 
  intense that it reduces all creatures and objects within 
  15 feet to a trace of fine dust, dealing 22d6 points of 
  damage, as the disintegrate spell. A successful DC 26 
  Fortitude 
  save 
  means 
  the 
  creature 
  resists 
  disintegration, instead taking 5d6 points of damage. 
  The save DC is based on Charisma. 
   
  Searing Burst (Su): After a quesar has had blinding 
  radiance active for at least 1 round, it can increase its 
  intensity still more, creating an instantaneous burst of 
  searing energy similar in effect to a sunburst spell. All 
  creatures within 30 feet of the quesar take 6d6 points of 
  damage (Reflex save DC 26 for half). A quesar can use a 
  searing burst 6 times per day. The save DC is based on 
  Charisma. 
  * see Appendix 2: New Rules Items 
  
  VTF5-06 Faith and Love 
   
  Page 54 
  APL 16 
  Encounter 6: Kalat Washaf 
  Spellwarped 
  Advanced 
  Runehound*: 
  large 
  aberration; CR 8; HD 13d8+91; hp 150; Init +3; Spd 50 
  ft.; AC 21, touch 13, flat-footed 17; Base Atk +9; Grp 
  +24; Atk +19 melee (3d6+15 bite) or +11 ranged touch 
  (vile spew see text); Full Atk +19/+14 melee (3d6+15 
  bite) or +11/+6 ranged touch (vile spew see text); 
  Space/Reach: 10 ft./15 ft.; SA Vile Spew SQ Damage 
  reduction 5/silver, extended reach, fast healing 3, 
  psychic scent, spell resistance 24, spell absorption, 
  uncanny blindsight; AL NE; SV Fort +13, Ref +7, Will 
  +9; Str 32, Dex 16, Con 25, Int 9, Wis 12, Cha 8; 
   
  Skills and Feats: Hide +5, Move Silently +7, Spot 
  +5, Survival +1 (+21 when tracking), Swim +5; Ability 
  Focus (vile spew), Combat Reflexes, Great Fortitude, 
  Lightning Reflexes, Power Attack, Track
  B.  
   
  Vile Spew (Ex): A runehound can produce two 
  noxious substances that it can spit with tremendous 
  force. It can emit a stream of acid that deals 1d6 points 
  of damage for every Hit Die the runehound possesses 
  (13d6), with a DC 25 Reflex save halving this damage. 
  Alternatively, it can spit a glob of glutinous goo that 
  acts as a single-target web spell; a DC 25 Reflex save 
  negates the effect. Both attacks have a range of 100 feet, 
  require a successful ranged touch attack, and can be 
  used once every 1d4 rounds. The save DC is 
  Constitution-based. 
  Spell Absorption(Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  * see Appendix 2: New Rules Items 
  Spellwarped Advanced Yrthak: huge aberration 
  (augmented magical beast); CR 12; HD 16d10+80; hp 
  168; Init +7; Spd 20 ft., fly 60 ft. (average); AC 21, touch 
  11, flat-footed 18; Base Atk +16; Grp +31; Atk +21 melee 
  (2d8+7 bite) or +17 ranged touch (6d6 sonic lance); Full 
  Atk +21 melee (2d8+7 bite) and +19/+19 melee (1d6+4 
  claw) or +17 ranged touch (6d6 sonic lance); 
  Space/Reach: 15 ft./10 ft.; SA sonic lance, explosion; 
  SQ blindsight 120 ft., immunities spell resistance 27, 
  spell absorption, vulnerability to sonic; AL NE; SV Fort 
  +15, Ref +13, Will +8; Str 24, Dex 16, Con 21, Int 7 Wis 
  13, Cha 11; 
   
  Skills and Feats: Listen +14, Move Silently +12; 
  Endurance, Flyby Attack, Improved Initiative, Iron 
  Will, Multiattack, Snatch. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Ataphad Truly Horrid Umber Hulk: huge aberration; 
  CR 14; HD 20d8+180; hp 270; Init +0; Spd 20 ft. burrow 
  20 ft.; AC 19, touch 8, flat-footed 19; Base Atk +15; Grp 
  +36; Atk +26 melee (3d6+13 claw); Full Atk +26/+26 
  melee (3d6+13 claw) and +24 melee (4d6+6 bite); 
  Space/Reach: 15 ft./15 ft.; SA confusing gaze; SQ 
  darkvision 60 ft., tremorsense 60 ft.; AL NE; SV Fort 
  +17, Ref +6, Will +15; Str 36, Dex 10, Con 29, Int 10, 
  Wis 13, Cha 15; 
   
  Skills and Feats: Climb +23, Jump +15, Listen +21, 
  Sense Motive +5; Ability Focus (confusing gaze), Great 
  
  VTF5-06 Faith and Love 
   
  Page 55 
  Fortitude, Improved Natural Attack (claw), Iron Will, 
  Large and in Charge*, Multiattack, Power Attack,  
   
  Confusing gaze (Su): Confusion as the spell, 30 
  feet, caster level 20
  th, Will DC 24 negates. The save DC 
  is charisma-based. 
  * see Appendix 2: New Rules Items 
  . 
  Spellwarped Ataphad Truly Horrid Umber Hulk: 
  huge aberration; CR 16; HD 20d8+220; hp 310; Init +1; 
  Spd 20 ft. burrow 20 ft.; AC 22, touch 9, flat-footed 21; 
  Base Atk +15; Grp +38; Atk +28 melee (3d6+15 claw); 
  Full Atk +28/+28 melee (3d6+15 claw) and +26 melee 
  (4d6+8 bite); Space/Reach: 15 ft./15 ft.; SA confusing 
  gaze; SQ darkvision 60 ft., spell resistance 31, spell 
  absorption, tremorsense 60 ft.; AL NE; SV Fort +19, Ref 
  +7, Will +15; Str 40, Dex 12, Con 33, Int 10, Wis 13, 
  Cha 15; 
   
  Skills and Feats: Climb +25, Jump +17, Listen +21, 
  Sense Motive +5; Ability Focus (confusing gaze), Great 
  Fortitude, Improved Natural Attack (claw), Iron Will, 
  Large and in Charge*, Multiattack, Power Attack. 
   
  Confusing gaze (Su): Confusion as the spell, 30 
  feet, caster level 20
  th, Will DC 24 negates. The save DC 
  is charisma-based. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  * see Appendix 2: New Rules Items 
  Encounter 7: Hostage-taking 
  Xarkog: Human Warlock16; Medium Humanoid 
  (human); CR 16; HD 16d6+80; hp 146; Init +8; Spd 30 
  ft; AC 20, touch 16, flat-footed 16; Base Atk +12; Grp 
  +12; Atk +12 melee (1d8, morningstar) or +16 ranged 
  (1d8/19-20, light crossbow) or +17 ranged touch (7d6 
  eldritch blast); Full Atk +12/+7/+2 melee (1d8, 
  morningstar) or +16/+11/+6 ranged (1d8/19-20, light 
  crossbow) or +16 ranged touch (7d6 eldritch blast); 
  Space/Reach: 5 ft./5 ft.; SA Eldritch blast 7d6, 
  invocations; SQ Detect magic, damage reduction 
  4/cold iron, deceive item, fire and acid resistance 5, 
  fiendish resilience 2, imbue item; AL NE; SV Fort +11, 
  Ref +11, Will +14; Str 10, Dex 18, Con 20, Int 10, Wis 
  14, Cha 16; 
   
  Skills and Feats: Bluff +22, Concentration +24, 
  Spellcraft +19; Combat Casting, Empower Spell-like 
  Ability (eldritch blast), Improved Initiative, Maximize 
  Spell-like Ability (eldritch blast)*, Quicken Spell-like 
  ability (eldritch blast), Quicken Spell-like ability (walk 
  unseen), Weapon Focus (ranged spells). 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast. A warlock attacks his foes with 
  eldritch power, using baleful magical energy to deal 
  damage and sometimes impart other debilitating 
  effects. 
  An eldritch blast is a ray with a range of 60 feet. It is a 
  ranged touch attack that affects a single target, 
  allowing no saving throw. An eldritch blast deals 1d6 
  points of damage at 1
  st level and increases in power as 
  the warlock rises in level. An eldritch blast is the 
  equivalent of a 1
  st-level spell. If you apply a blast shape 
  or eldritch essence invocation to your eldritch blast, 
  your eldritch blast uses the level equivalent of the 
  shape or essence. 
  An eldritch blast is subject to spell resistance, although 
  the Spell Penetration feat and other effects that 
  improve caster level checks to overcome spell 
  resistance also apply to eldritch blast. An eldritch blast 
  deals half damage to objects. Metamagic feats cannot 
  improve a warlock's eldritch blast (because it is a spell-
  like ability, not a spell), However, the feat Ability Focus 
  (eldritch blast) increases the DC for all saving throws 
  (if any) associated with a warlock's eldritch blast by 2. 
  See page 303 of the Monster Manual. 
  A warlock can use eldritch blast at will. 
   
  Deceive Item (Ex): At 4th level and higher, a 
  warlock has the ability to more easily commandeer 
  magic items made for the use of other PCs. When 
  
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  Page 56 
  making a Use Magic Device check, a warlock can take 
  10 even if distracted or threatened. 
   
  Fiendish Resilience (Su): Beginning at 8
  th level, a 
  warlock knows the trick of fiendish resilience. Once 
  per day, as a free action, he can enter a state that lasts 
  for 2 minutes. While in this state, the warlock gains 
  fast healing 1. 
  At 13
  th level, a warlock's fiendish resilience improves. 
  When in his fiendish resilience state, he gains fast 
  healing 2 instead. At 18
  th level, a warlock's fiendish 
  resilience improves to fast healing 5. 
   
  Imbue Item (Su): A warlock of 12
  th level or higher 
  can use his supernatural power to create magic items, 
  even if he does not know the spells required to make 
  an item (although he must know the appropriate item 
  creation feat). He can substitute a Use Magic Device 
  check (DC 15 + spell level for arcane spells or 25 + spell 
  level for divine spells) in place of a required spell he 
  doesn't know or can't cast. 
  If the check succeeds, the warlock can create the item 
  as if he had cast the required spell. If it fails, he cannot 
  complete the item. He does not expend the XP or gp 
  costs for making the item; his progress is simply 
  arrested. He cannot retry this Use Magic Device check 
  for that spell until he gains a new level. 
   
  Possessions: chain shirt, morningstar, light 
  crossbow, 20 bolts, +4 amulet of health, +4 gloves of 
  dexterity, +2 cloak of resistance, ring of sustenance, 
  ring of counterspells (glitterdust), hand of glory, +2 
  ring of protection.  
   
  Invocations* Known (3 least, 3 lesser, 3 greater, 1 
  dark): Eldritch spear, dark one’s own luck, see the 
  unseen, voracious dispelling, flee the scene, walk 
  unseen, chilling tentacles, vitriolic blast, devour magic, 
  dark discorporation (DC 21).  
  * see Appendix 2: New Rules Items 
  Spellwarped Ataphad Truly Horrid Umber Hulk: 
  huge aberration; CR 16; HD 20d8+220; hp 310; Init +1; 
  Spd 20 ft. burrow 20 ft.; AC 22, touch 9, flat-footed 21; 
  Base Atk +15; Grp +38; Atk +28 melee (3d6+15 claw); 
  Full Atk +28/+28 melee (3d6+15 claw) and +26 melee 
  (4d6+8 bite); Space/Reach: 15 ft./15 ft.; SA confusing 
  gaze; SQ darkvision 60 ft., spell resistance 31, spell 
  absorption, tremorsense 60 ft.; AL NE; SV Fort +19, Ref 
  +7, Will +15; Str 40, Dex 12, Con 33, Int 10, Wis 13, 
  Cha 15; 
   
  Skills and Feats: Climb +25, Jump +17, Listen +21, 
  Sense Motive +5; Ability Focus (confusing gaze), Great 
  Fortitude, Improved Natural Attack (claw), Iron Will, 
  Large and in Charge*, Multiattack, Power Attack. 
   
  Confusing gaze (Su): Confusion as the spell, 30 
  feet, caster level 20
  th, Will DC 24 negates. The save DC 
  is charisma-based. 
   
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature's spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
   
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute 
   
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute 
   
  Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute 
   
  Life: The spellwarped creature gains temporary hit 
  points equal to 5 x level of the failed spell 
   
  Speed: The spellwarped creature's base speed 
  increases by a number of feet equal to 5 x level of the 
  failed spell 
   
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, electricity, 
  fire or sonic). 
  Encounter 8: Beings of Light 
  Advanced Quesar*: medium construct (extraplanar); 
  CR 11; HD 24d10+20; hp 152; Init +7; Spd 60 ft.; AC 20, 
  touch 20, flat-footed 17; Base Atk +18; Grp +18; Atk +19 
  melee (1d6 slam plus 1d6 energy/19-20); Full Atk 
  +19/+19 melee (1d6 slam plus 1d6 energy/19-20); 
  Space/Reach: 5 ft./5 ft.; SA Blinding radiance, 
  consuming brilliance, searing burst; SQ Construct 
  traits, damage reduction 10/adamantine, energy halo, 
  fast healing 5, immunity to electricity and fire, spell 
  resistance 22; AL NG; SV Fort +8, Ref +13, Will +8; Str 
  11, Dex 16, Con —, Int 9, Wis 10, Cha 15; 
   
  Skills and Feats: Spot +27; Ability Focus (Blinding 
  Radiance), Ability Focus (Consuming Brilliance), 
  Ability Focus (Searing Burst), Dodge, Improved 
  Critical 
  (slam), 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, Mobility, Weapon Focus (slam).  
   
  Blinding Radiance (Su): At will, a quesar can 
  increase the brightness of its energy halo so that it 
  radiates brilliant light to a radius of 120 feet (and 
  shadowy illumination to 240 feet). Any creature within 
  this radius must make a DC 26 Fortitude save or be 
  blinded for 1d10 rounds. The save DC is Charisma-
  
  VTF5-06 Faith and Love 
   
  Page 57 
  based. Creatures with light sensitivity take double the 
  normal penalties in this brilliant light. 
   
  Consuming Brilliance (Su): Three times per day, a 
  quesar can create an instantaneous burst of energy so 
  intense that it reduces all creatures and objects within 
  15 feet to a trace of fine dust, dealing 22d6 points of 
  damage, as the disintegrate spell. A successful DC 26 
  Fortitude 
  save 
  means 
  the 
  creature 
  resists 
  disintegration, instead taking 5d6 points of damage. 
  The save DC is based on Charisma. 
   
  Searing Burst (Su): After a quesar has had blinding 
  radiance active for at least 1 round, it can increase its 
  intensity still more, creating an instantaneous burst of 
  searing energy similar in effect to a sunburst spell. All 
  creatures within 30 feet of the quesar take 6d6 points of 
  damage (Reflex save DC 26 for half). A quesar can use a 
  searing burst 6 times per day. The save DC is based on 
  Charisma. 
  * see Appendix 2: New Rules Items 
  Throne Archon*: large outsider (archon, extraplanar, 
  good, lawful); CR 15; HD 14d8+42; hp 105; Init +11; 
  Spd 30 ft. in full plate armor, base 40 ft.; AC 40, touch 
  16, flat-footed 33; Base Atk +14; Grp +24; Atk +21 melee 
  (2d8+10/17-20 +1 vorpal greatsword); Full Atk 
  +21/+16/+11 
  melee 
  (2d8+10/17-20 
  +1 
  vorpal 
  greatsword); Space/Reach: 10 ft./10 ft.; SA Penitentiary 
  gaze, spell-like abilities; SQ Aura of menace, 
  channeling**, damage reduction 10/evil, darkvision 60 
  ft., immunity to electricity and petrification, low-light 
  vision, magic circle against evil, outsider traits, spell 
  resistance 30, teleport, tongues; AL LG; SV Fort +12 
  (+16 against poison), Ref +16, Will +12; Str 22, Dex 24, 
  Con 17, Int 18, Wis 16, Cha 22; 
   
  Skills and Feats: Concentration +20, Diplomacy 
  +25, Heal +20, Intimidate +31, Knowledge (history) 
  +21, Knowledge (religion) +21, Knowledge (the planes) 
  +21, 
  Listen 
  +20, 
  Search 
  +21, 
  Sense 
  Motive 
  +28,Spellcraft +21, Spot +20, Survival +3 (+5 following 
  tracks or on other planes); Combat Expertise, 
  Improved Critical (greatsword), Improved Initiative, 
  Power Attack, Weapon Focus (greatsword). 
  * see Appendix 2: New Rules Items 
  ** Channeling is not used in this adventure. 
   
  
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  Appendix 2: New Rules Items
  Anticipate Teleportation (as presented in 
  Spell Compendium) 
  Abjuration 
  Level: Sorcerer/Wizard 3 
  Components: V, S, F 
  Casting Time: 10 minutes 
  Range: One willing creature touched 
  Area: 5-ft./level radius emanation from touched 
  creature 
  Duration: 24 hours 
  Saving Throw: None 
  Spell Resistance: No 
  The subject of the spell is surrounded with an invisible 
  aura that anticipates and delays the teleportation of any 
  creature into the spell’s area. Any teleportation spell or 
  effect (including all spells with the teleportation 
  descriptor) can be anticipated, making the spell’s 
  recipient instantly aware of the exact location where 
  the teleporting creature will arrive (subject to the 
  restriction below), the creature’s size, and how many 
  other creatures (and their size) are arriving with the 
  teleporting creature. The spell also delays the arrival of 
  the teleporting creature by 1 round (so that it arrives 
  on its initiative count immediately before its next 
  turn), generally giving the recipient of the spell and 
  anyone else made aware of the information 1 round to 
  act or ready actions. The teleporting creature does not 
  perceive this delay.  
   
  Since a teleporting creature doesn’t necessarily 
  arrive at the precise location it intends, the spell also 
  functions against a creature that arrives in range even 
  though its intended destination was elsewhere. For a 
  creature that intends to teleport into range but 
  inadvertently arrives outside the spell’s area, the spell 
  gives the recipient awareness that a creature has 
  attempted to teleport into range and delays the 
  creature as normal, but doesn’t give any awareness as to 
  the actual location of its imminent arrival. 
   
  The spell has no effect on creatures attempting to 
  teleport away from the spell’s area, though if their 
  destination is within the area, the spell will affect their 
  reentry as normal. 
   
  Focus: A tiny hourglass of platinum and crystal 
  costing 500 gp, which must be carried or worn by the 
  spell’s recipient while the spell is in effect. 
  Greater Anticipate Teleportation (as 
  presented in Spell Compendium) 
  Abjuration 
  Level: Sorcerer/Wizard 6 
  This spell functions like anticipate teleportation, 
  except that greater anticipate teleportation identifies 
  the type of the arriving creature (and any companions 
  accompanying it) and creates a delay of 3 rounds, 
  providing the recipient with even more warning and 
  preparation time. 
   
  Focus: A tiny hourglass of platinum and crystal 
  filled with diamond dust costing 1,000 gp. The 
  hourglass must be carried or worn by the spell’s 
  recipient while the spell is in effect. 
  Maximize Spell-like Ability (as presented in 
  Complete Arcane) 
  You can use a spell-like ability as its maximum effect. 
  Prerequisite: Spell-like ability at caster level 6
  th or 
  higher. 
  Benefit: Choose one of your spell-like abilities (subject 
  to the restrictions below) to use at maximum 
  effectiveness up to three times per day (or the ability’s 
  normal use limit, whichever is less). All variable, 
  numeric effects of the spell-like ability are maximized, 
  ,dealing maximum damage, curing the maximum 
  number of hit points, affecting the maximum number 
  of targets, and so on. Saving throws and opposed 
  checks (such as the one you make when you cast dispel 
  magic) are not affected, nor are spell-like abilities 
  without random variables. 
  An empowered maximized spell-like ability gains the 
  benefit of each feat separately (getting the maximum 
  result plus one-half the normally rolled result). 
  The spell-like ability you wish to maximize can be 
  chosen only from those abilities that duplicate a spell 
  of a level less than or equal to ½ your caster level 
  (round down), minus 2. For a summary, see the Caster 
  Level to Empower column in the table on page 304 of 
  the Monster Manual. 
  Special: This feat can be taken multiple times. Each 
  time, you apply it to a different one of your spell-like 
  abilities. 
  
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  Blessed Sight (as presented in Book of Exalted 
  Deeds) 
  Divination 
  Level: cleric 3, paladin 3 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Duration: 1 minute/level 
  Then spell makes your eyes glow with white light and 
  allows you to see evil auras within 120 feet of you. The 
  effect is similar to a detect evil spell, but does not 
  require concentration and discerns aura location and 
  strength more quickly. 
  You know the location and strength of all evil auras 
  within your sight. An aura’s strength depends on the 
  type and Hit Dice of any evil creature, as noted in the 
  description of the detect evil spell in the Player’s 
  Handbook. 
  Righteous smite (as presented in Book of 
  Exalted Deeds) 
  Evocation [Good] 
  Level: Cleric 7 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft. radius spread 
  Duration: Instantaneous 
  Saving Throw: Will partial; see text 
  Spell Resistance: Yes 
  You draw down holy power to smite your enemies. 
  Only evil and neutral creatures are harmed by the 
  spell; good creatures are unaffected. 
  The spell deals 1d6 points of damage per caster level 
  (maximum 20d6) to evil creatures (or 1d8 points of 
  damage per caster level, maximum 20d8, to evil 
  outsider) and blinds them for 1d4 rounds. A successful 
  Will saving throw reduces damage to half and negates 
  the blinding effect. 
  The spell deals only half damage against creatures that 
  are neither good nor evil, and they are not blinded. 
  They can reduce that damage by half (down to one-
  quarter of the roll) with a successful Will save. 
  Shield of the archons (as presented in Book of 
  Exalted Deeds) 
  Abjuration [Good] 
  Level: cleric 7 
  Components: V, Archon 
  Casting Time: 1 standard action 
  Range: personal 
  Target: you 
  Effect: Mobile shield 
  Duration: 1 round/level 
  A mystic shield of beneficent energies interposes itself 
  between you an incoming magical attack. The shield 
  blocks 
  harmful 
  spells, 
  spell-like 
  abilities, 
  and 
  supernatural abilities. It can only block one such attack 
  each round, intercepting the first but not any later 
  attacks until your next turn. 
  Any targeted magical attack that strikes the shield is 
  dissipated, but it  has a 5% chance per spell level to 
  shatter the shield as well. Attacks with no spell level 
  have a 5% chance per 2 caster levels to shatter the 
  shield. An attack that shatters the shield is dissipated 
  without harming you. 
  If you are within the area or effect of a harmful spell or 
  effect that is not directly targeted on you, the shield of 
  the archons grants you a +4 bonus on your saving 
  throw against the effect. 
  Vision of heaven (as presented in Book of 
  Exalted Deeds) 
  Enchantment [Mind-Affecting] 
  Level: cleric 1 
  Components: V 
  Casting Time: 1 standard Action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One evil creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Your words allow the target creature the merest 
  glimpse of the blessed joy of the Seven Heavens, 
  spurring the target to a moment of a regret for its evil 
  deeds. For 1 round, the target is dazed. In addition, the 
  creature is more susceptible to future redemption. For 
  the next 24 hours, the creature takes a –1 penalty on all 
  Will saves related to redemption. 
  Large and in Charge (as presented in 
  Draconomicon) 
  You can prevent opponents from closing inside your 
  reach. 
  Prerequisites: Natural Reach of 10 feet or more, size 
  large and larger. 
  
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  Benefit: When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent back 
  to the 5-foot space it was in before it provoked the 
  attack of opportunity. After you hit with your attack of 
  opportunity, make an opposed Strength check against 
  your opponent. You gain a +4 bonus for each size 
  category larger than your opponent you are, and an 
  additional +1 bonus for every 5 points of damage you 
  dealt with your attack of opportunity. If you win the 
  opposed check, your opponent is pushed back 5 feet 
  into the space it just left. An opponent you push 
  cannot move any farther in this round. 
   
  WARLOCK as presented in Complete Arcane 
  INVOCATIONS 
  Warlocks choose the invocations they learn as they 
  gain levels, much like bards or sorcerers choose which 
  spells to learn. However, a warlock's arcane repertoire 
  is even more limited than that of a sorcerer, and his 
  invocations are spell-like abilities, not spells. 
  In addition to its grade (least, lesser, greater, or dark), 
  every invocation has a spell level equivalent, which is 
  used in the calculation of save DCs and for other 
  purposes. A least invocation has a level equivalent of 1
  st 
  or 2
  nd; a lesser, 3
  rd or 4
  th; a greater, 5
  th or 6
  th; and a dark 
  invocation has a level equivalent of 6th or higher 
  (maximum 9
  th). The level equivalent for each 
  invocation is given in its description. 
   
  A warlock can dismiss any invocation as a standard 
  action, just as a wizard can dismiss a spell. 
  Invocations and Eldritch Blast: Eldritch blast is an 
  invocation. Other invocations provide a warlock with 
  the ability to modify his eldritch blast or add new 
  eldritch attacks. 
  ELDRITCH ESSENCE INVOCATIONS 
  Some of a warlock's invocations, such as frightful blast, 
  modify the damage or other effects of the warlock's 
  eldritch blast. These are called eldritch essence 
  invocations. Unless noted otherwise, eldritch blasts 
  modified by eldritch essence invocations deal damage 
  normally in addition to imparting the effects described 
  in the invocation description. 
  A warlock can apply only one eldritch essence 
  invocation to a single eldritch blast, choosing from any 
  of the eldritch essence invocations that he knows. 
  When a warlock applies an eldritch essence invocation 
  to his eldritch blast, the spell level equivalent of the 
  modified blast is equal to the spell level of the eldritch 
  blast or of the eldritch essence invocation, whichever is 
  higher. If a warlock targets a creature with an eldritch 
  essence blast that has immunity to the invocation's 
  effect, it still takes the damage from the blast normally 
  (provided it isn't also immune to the eldritch blast). 
  A warlock can apply an eldritch essence invocation and 
  a blast shape invocation (see below) to the same blast. 
  When a warlock uses both kinds of invocations to alter 
  an eldritch blast, the spell level equivalent is equal to 
  the spell level of the eldritch blast, the level of the 
  eldritch essence invocation, or the level of the blast 
  shape invocation, whichever is higher. 
  BLAST SHAPE INVOCATIONS 
  Some of a warlock's invocations, such as eldritch spear, 
  modify the range, target(s), or area of a warlock's 
  eldritch blast. These are called blast shape invocations. 
  Unless noted otherwise, eldritch blasts subject to blast 
  shape invocations deal damage normally in addition to 
  imparting the effects described in the invocation 
  description. A warlock can apply only one blast shape 
  at a time to an eldritch blast, and he can choose from 
  any of the blast shape invocations that he knows. A 
  warlock need not apply a blast shape invocation to his 
  eldritch blast. When a warlock applies a blast shape 
  invocation to his eldritch blast, the spell-level 
  equivalent is equal to the spell level of the eldritch 
  blast or of the blast shape invocation, whichever is 
  higher. 
  A warlock can apply a blast shape invocation and an 
  eldritch essence invocation (see Eldritch Essence 
  Invocations above) to the same blast. When a warlock 
  uses an eldritch essence and a blast shape to alter an 
  eldritch blast, the spell-level equivalent is equal to the 
  spell level of the eldritch blast, the eldritch essence 
  invocation, or the blast shape invocation, whichever is 
  higher. 
  OTHER INVOCATIONS 
  In addition to the potent blast shape and eldritch 
  essence invocations, warlocks learn a number of others 
  that enable them to perform many tricks and attacks. 
  Chilling Tentacles (invocation) 
  Greater; 5
  th 
  This invocation allows you to conjure forth a field of 
  soul-chilling black tentacles that ooze from the ground, 
  groping for victims. This invocation functions in 
  identically to the Evard’s black tentacles spell, except 
  that each creature within the area of the invocation 
  
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  takes 2d6 points of cold damage each round. Creatures 
  in the area take this cold damage whether or not they 
  are grappled by the tentacles. 
  Dark Discorporation (invocation) 
  Dark; 8
  th 
  One with the powers of darkness, you learn to abandon 
  your body. When you use this ability, you become a 
  swarm of Diminutive, batlike shadows that fills two 10-
  foot squares (or eight contiguous 5-foot squares, 
  shapeable as you desire). The duration of this ability is 
  24 hours. 
  In this swarmlike form, you gain the following 
  characteristics and traits. 
  – 
  Abilities: Your Strength score drops to 1, but your 
  Dexterity score increases by 6; 
  – 
  Armor Class: You lose any natural armor or armor 
  bonuses to Armor Class. You gain a +4 size bonus 
  to AC, and a deflection bonus to AC equal to your 
  charisma modifier; 
  – 
  Movement: You gain a fly speed of 40 feet with 
  perfect maneuverability. You can pass through 
  openings a Diminutive creature could pass 
  through; 
  – 
  Swarm Traits: You are not subject to critical hits or 
  flanking, and you are immune to weapon damage. 
  You cannot be tripled, grappled or bull rushed, and 
  you cannot grapple an opponent. You are immune 
  to any spell or effect that targets a specific number 
  of creatures, except for mind-affecting spells and 
  abilities. You take half again as much damage 
  (+50%) from spells or effects that affect an area. 
  Unlike other swarm of Diminutive creatures, you 
  are not vulnerable to wind effects. If reduced to 0 
  hit points or less, or rendered unconscious by 
  nonlethal damage, you instantly return to your 
  normal form in a square of your choice that was 
  formerly covered by the swarm; 
  – 
  Swarm Attack: You gain a swarm attack that deals 
  4d6 points of damage to any creature whose space 
  you occupy at the end of your turn. Your swarm 
  attack strikes as a magic weapon of your 
  alignment; 
  – 
  Distraction: Any living creature vulnerable to your 
  swarm attack that begins its turn in a square 
  occupied by your swarm must make a Fortitude 
  save or be nauseated for 1 round. Spellcasting or 
  concentrating on spells within the area of your 
  swarm requires a Concentration check (DC 
  20+spell level). 
  – 
  Possessions: All your worn or carried equipment 
  and items become nonfunctional, absorbed into 
  your new form. 
  – 
  You can take only move actions (so you cannot use 
  other invocations) while under the effect of dark 
  discorporation. 
  Dark one’s own luck (invocation) 
  Least; 2
  nd 
  You are favored by the dark powers if you have this 
  invocation. You gain a luck bonus equal to your 
  Charisma bonus (if any) on Fortitude saves, Reflex 
  saves, or Will saves (your choice each time you use this 
  ability) for a period of 24 hours. You can’t apply this 
  ability to two different save types at the same time. 
  This bonus can never exceed your class level. 
  Devour magic (invocation) 
  Greater; 6
  th 
  This invocation allows you to deliver a targeted greater 
  dispel magic with your touch. You gain 5 temporary hit 
  points for each spell level dispelled by this touch. For 
  example, if you successfully dispel a wall of ice, you 
  gain 20 temporary hit points. These temporary hit 
  points fade after 1 minute and do not stack with other 
  temporary hit points. If you devour a new spell, you 
  can replace the old temporary hit points with the ones 
  gained from the more recent spell, thus resetting the 
  duration. You cannot devour your own invocations. 
  Eldritch spear (invocation) 
  Least; 2
  nd; Blast Shape 
  This blast shape invocation extends your eldritch blast 
  attacks to great distances. Eldritch spear increase the 
  range of an eldritch blast attack to 250 feet with no 
  range increment. 
  Flee the scene (invocation) 
  Lesser; 4
  th 
  You can use dimension door as a spell-like ability, 
  although the range is limited to short (25 ft. + 5ft./2 
  levels). When you use this ability, you leave behind a 
  major image of yourself in your place that lasts for 1 
  round. The image reacts appropriately to attacks as if 
  you were concentrating on it. 
  
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  See the unseen (invocation) 
  Least; 2
  nd 
  When you use this invocation, you can activate great 
  powers of vision, allowing you to see invisible 
  creatures and objects (as see invisibility). You also gain 
  darkvision out to 60 feet for a period of 24 hours. 
  Vitriolic blast (invocation) 
  Greater; 6
  th; Eldritch Essence 
  This eldritch essence invocation allows you to change 
  your eldritch blast into a vitriolic blast. A vitriolic blast 
  deals acid damage, and it is formed from conjured acid, 
  making it different from other eldritch essences 
  because it ignores spell resistance. Creatures struck by 
  a vitriolic blast automatically take an extra 2d6 points 
  of acid damage on following rounds. This acid damage 
  persists for 1 round per five class levels you have. For 
  example, a 15
  th-level warlock deals 2d6 points of acid 
  damage for 3 rounds after the initial vitriolic blast 
  attack. 
  Voracious dispelling (invocation) 
  Lesser; 4
  th 
  You can use dispel magic as the spell. Any creature 
  with an active spell effect dispelled by this invocation 
  takes 1 point of damage per level of the spell (no save). 
  Walk unseen (invocation) 
  Lesser; 2
  nd 
  You gain the ability to fade from view. You can use 
  invisibility (self only), except the duration is 24 hours 
  Quesar (as presented in Book of Exalted 
  Deeds) 
  Medium Construct (Extraplanar) 
  Hit Dice: 8d10+2O (64 hp) 
  Initiative: +7 
   
  Speed: 60 ft. 
  Armor Class: 20 (+3 Dex, +7 deflection), touch 20, flat-
  footed 17 
  Base Attack/Grapple: +6/+6 
  Attack: Slam +7 melee (1d6 plus 1d6 energy/19-20) 
  Full Attack: 2 slams +7 melee (1d6 plus 1d6 energy/19-
  20) 
  Space/Reach: 5 ft./5 ft. 
  Special 
  Attacks: blinding radiance, consuming 
  brilliance, searing burst 
  Special Qualities: Construct traits, damage reduction 
  l0/adamantine, energy halo, fast healing 5, immunity 
  to electricity and fire, spell resistance 18 
  Saves: Fort +2, Ref +5, Will +2 
  Abilities: Str 11, Dex 16, Con -, Int 9, Wis I0, Cha 11  
  Skills: Spot +11 
  Feats: Improved Critical (slam), Improved Initiative, 
  Weapon Focus (slam) 
  Environment: Blessed Fields of Elysium 
  Organization: Solitary or band (2-6) 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral good 
  Advancement: 9-24 HD (Medium)  
  Level Adjustment: +9 
  This gaunt humanoid creature has blue skin and  tall 
  white hair. A slender torso joins two graceful arms, 
  powerful legs, and a noble head. This form is obscured, 
  however, by the incredible amounts of radiant energy 
  emanating from the creature. 
  Like a star brought to ground, a quesar shines with 
  blinding light that sears through evil creatures. 
  Quesars are constructs crafted by angels, originally 
  intended to serve as guardians over celestial treasures. 
  In their benevolence, the angels gave their creations 
  minds and free will, and the quesars refused to serve as 
  slaves. Now they are independent — an isolated 
  society of artificial life who still serve as mighty allies 
  to the forces of good. 
  Quesars stand 6 feet tall and weight 160 pounds. They 
  speak Celestial. 
  Combat  
  A quesar's most dangerous weapon is the energy that 
  suffuses its frame. Though they never use weapons, 
  quesars can disrupt flesh and bone with a simple touch, 
  and their energy halo is a powerful manifestation of 
  their terrifying might. 
  Blinding Radiance (Su): At will, a quesar can increase 
  the brightness of its energy halo so that it radiates 
  brilliant light to a radius of 120 feet (and shadowy 
  illumination to 240 feet). Any creature within this 
  radius must make a DC 14 Fortitude save or be blinded 
  for 1d10 rounds. The save DC is Charisma-based. 
  Creatures with light sensitivity take double the normal 
  penalties in this brilliant light. 
  Consuming Brilliance (Su): Three times per day, a 
  quesar can create an instantaneous burst of energy so 
  intense that it reduces all creatures and objects within 
  15 feet to a trace of fine dust, dealing 22d6 points of 
  damage, as the disintegrate spell. A successful DC 14 
  
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  Fortitude 
  save 
  means 
  the 
  creature 
  resists 
  disintegration, instead taking 5d6 points of damage. 
  The save DC is based on Charisma. 
  Searing Burst (Su): After a quesar has had blinding 
  radiance active for at least 1 round, it can increase its 
  intensity still more, creating an instantaneous burst of 
  searing energy similar in effect to a sunburst spell. All 
  creatures within 30 feet of the quesar take 6d6 points of 
  damage (Reflex save DC 14 for half). A quesar can use a 
  searing burst 6 times per day. The save DC is based on 
  Charisma. 
  Construct Traits: A quesar has immunity to poison, 
  magic sleep effects, paralysis, stunning, disease, death 
  effects, necromancy effects, mind-affecting effects 
  (charms, compulsions, phantasms, patterns, and morale 
  effects), and any effect that requires a Fortitude save 
  unless it also works on objects or is harmless. It is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, fatigue, exhaustion, or energy drain. 
  Cannot heal damage, but can be repaired. Darkvision 
  60 ft. and low-light vision. 
  Energy Halo (Su): At all times, a quesar is surrounded 
  by a radiant glow that sheds bright light to a radius of 
  20 feet and shadowy illumination to 40 feet. 
  Fast Healing (Ex): A quesar regains lost hit points at 
  the rate of 5 per round as long as it is in daylight 
  (including spells such as daylight and celestial 
  brilliance, but not its own energy halo). It continues 
  regaining hit points even when destroyed, as long as it 
  remains in daylight. Fast healing does not allow the 
  quesar to regrow or reattach lost body parts. 
  Runehound (as presented in Monster Manual 
  3) 
  Medium Aberration 
  Hit Dice: 5d8+15 (37 hp) 
  Initiative: +2 
  Speed: 50 ft. (10 squares) 
  Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-
  footed 14  
  Base Attack/Grapple: +3/+8 
  Attack: Bite +8 melee (2d6+7) or vile spew +5 ranged 
  touch (see text) 
  Full Attack: Bite +8 melee (2d6+7) or vile spew +5 
  ranged touch (see text) 
  Space/Reach: 5 ft./10 ft. 
  Special Attacks: Vile spew 
  Special 
  Qualities: 
  Damage 
  reduction 
  5/silver, 
  extended reach, fast healing 3, psychic scent, uncanny 
  blindsight  
  Saves: Fort +4, Ref +5, Will +5 
  Abilities: Str 20, Dex 14, Con 17, Int 5, Wis 12, Cha 8  
  Skills: Hide +5, Move Silently +3, Spot +5, Survival +1 
  (+21 when tracking*), Swim +5 
  Feats: Combat Reflexes, Lightning Reflexes, Track
  B  
  Environment: Temperate marshes 
  Organization: Solitary, pair, or pack (3-8) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 6-9 HD (Medium); 10-14 HD (Large) 
  Level Adjustment: -- 
  The creature before you looks like a large, hairless wolf. 
  Its pale, slimy skin is covered with bizarre, abstract 
  tattoos. As it moves forward, you see that it has no 
  head; instead, a long, serpentine neck extends from the 
  middle of its back, terminating in a grotesquely 
  oversized maw filled with multiple rows of teeth. 
  Though it has no eyes, the mouth unerringly whips 
  around to face you, spewing forth a jet of acidic bile. 
  A runehound's slick skin is pale and mottled, although 
  keepers often tattoo garish patterns on their 
  runehounds. A runehound can be up to 6 feet long and 
  3-1/2 feet tall at the shoulder, and can weigh up to 360 
  pounds. 
  Runehounds have a limited language using clicks and 
  squeals, which is virtually impossible for humanoids to 
  reproduce. Most understand Undercommon, though 
  they cannot speak it. 
  Combat 
  Runehounds are cunning and tenacious creatures. If an 
  enemy does not possess ranged weapons, a runehound 
  will attempt to use its speed to flank its opponents, 
  staying out of reach while using its acidic spew to 
  injure its foes. Against a foe with ranged weapons, the 
  hound will use its sticky spew against the strongest 
  ranged combatant and then close as quickly as possible. 
  It makes maximum use of its reflexes and extended 
  reach, striking out against any creature that moves 
  through its threatened space. 
  Vile Spew (Ex): A runehound can produce two 
  noxious substances that it can spit with tremendous 
  force. It can emit a stream of acid that deals 1d6 points 
  of damage for every Hit Die the runehound possesses 
  (5d6 for a typical specimen), with a DC 15 Reflex save 
  halving this damage. Alternatively, it can spit a glob of 
  glutinous goo that acts as a single-target web spell; a 
  DC 15 Reflex save negates the effect. Both attacks have 
  a range of 100 feet, require a successful ranged touch 
  attack, and can be used once every 1d4 rounds. The 
  save DC is Constitution-based. 
  
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  Extended Reach (Ex): The serpentine neck of a 
  runehound is long and powerful, giving the creature a 
  reach of 10 feet with its bite attack; this reach also 
  allows it to threaten a 10-foot-radius area. Because of 
  the flexibility of its neck, the runehound can attack 
  adjacent foes with no penalty. 
  Psychic Scent (Su): A runehound tracks by following 
  psychic trails and aura traces. It gains a +20 bonus on 
  all Survival checks made to track. *It does not receive 
  this bonus against mindless creatures or creatures 
  shielded against mental effects. 
  Uncanny Blindsight(Su): Runehounds are blind but 
  perceive their surroundings with their psychic senses. 
  This ability provides a runehound with blindsight out 
  to 500 feet. In addition, a runehound cannot be 
  flanked. 
  Sylph as presented in Monster Manual II (with 
  D&D 3.5 official update) 
  Small Outsider (Air, Extraplanar) 
  Hit Dice: 3d8-3 (10 hp) 
  Initiative: +1 
  Speed: 30 ft, fly 90 ft (good) 
  AC: 12 (+1 size, +1 Dex), touch 12, flat-footed 11 
  Base Attack/Grapple: +3/-2 
  Attack: Unarmed strike +3 melee (1d2-1 non lethal) 
  Full Attack: Unarmed strike +3 melee (1d2-1 non 
  lethal) 
  Space/Reach: 5ft / 5ft 
  Special Attacks: Spells 
  Special Qualities: Improved Invisibility, outsider 
  traits, spells, Wild Empathy, spell resistance 14, 
  summon elemental 
  Saves: Fort +2, Ref +4, Will +6 
  Abilities: Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 17 
  Skills: Balance +9, Concentration +5, Escape Artist +7, 
  Hide +11, Jump +1, Knowledge (nature) +10, Listen +9, 
  Move Silently +7, Spot +9, Survival +9, Tumble +7 
  Feats: Combat Casting, Empower Spell 
  Environment: Temperate and warm mountains 
  Organization : Solitary 
  Challenge Rating: 5 
  Treasure: Standard (gems and magic only) 
  Alignment: Usually neutral 
  Advancement: 4-9 HD (Small) 
  Level Adjustment: +5 
  Sylphs are native to the Elemental Plane of Air, but 
  they have a liking for the scenery of the Material Plane. 
  They often maintain homes high in the mountains, but 
  since they love to travel, they are rarely found near 
  their homes. 
  A sylph appears as a small, beautiful woman with 
  translucent, brightly colored wings. The typical sylph 
  prefers filmy clothing and brightly colored jewelry. 
  Sylphs always become invisible at the approach of 
  strangers and remain so until they know whether there 
  is any danger. The mere presence of danger, however, 
  doesn’t necessarily cause them to flee; they are so 
  naturally curious that they may linger in dangerous 
  situations just to watch. They are generally friendly, 
  especially to human males. 
  Sylphs speak Auran and Common. 
  Combat 
  Sylphs seldom engage in physical combat and usually 
  do not carry any weapons. They depend on their spells 
  and special abilities to protect themselves. When 
  threatened, they often summon elementals to defend 
  them. 
  Spells: A sylph can cast arcane spells as a sorcerer. 
  Caster level = sylph’s Hit Dice + 4; spells known 7/ 5/ 3 
  /2; spells/day 6/ 7/ 7/ 5; save DC 13+spell level. 
  Improved Invisibility (Sp): At will, a sylph can use 
  improved invisibility (self only). 
  Outsider Traits: A sylph has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
  Summon Elemental (Sp): Once per day, a sylph can 
  use summon monster VI (caster level 12
  th) to summon 
  a Large air, earth, fire or water elemental. 
  Wild Empathy (Ex): This power works exactly like 
  the druid’s wild empathy class feature. 
  Sylphs in Ekbir 
  There is a special order of sylphs in the area of the 
  Caliphate of Ekbir. These sylphs differ from usual 
  sylphs because of their good alignment and of their 
  slightly taller size (4 feet high). 
  Their order is rather mysterious but it is believed that 
  they have a connection with the Pinnacles of Azor’Alq. 
  These sylphs commonly worship Bahamut, the 
  platinum dragon, Azor’Alq or more rarely Al’Akbar (in 
  this case only the Exalted Faith). 
  These sylphs undertake various missions in the 
  Dramidj region and in the Caliphate. Most of the time, 
  nobody suspects their presence because of their 
  invisibility power. They prefer to act with subtlety or 
  by helping a human hero, preferably male, usually a 
  faris of Ekbir. Sometimes, one of these sylphs falls in 
  
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  love with such a human hero but the hierarchy of the 
  sylph takes usually a dim view of it. 
  It’s hard to know the precise goal of this order but they 
  seem concerned with elemental evil and evil dragons. 
  However, the goal of many of their missions is a secret 
  that they will never disclose, even to their human 
  favorite. 
  Throne Archons (as presented in Book of 
  Exalted Deeds) 
  Large 
  Outsider 
  (Archon, 
  Extraplanar, 
  Good, 
  Lawful)  
  Hit Dice: 14d8+42 (105 lip)  
  Initiative: +11 
  Speed: 30 ft. in full plate armor (6 squares); base 40 ft. 
  Armor Class: 40 (-1 size, +7 Dex, +12 natural, +12+4 full 
  plate), touch 16, flat-footed 33 
  Base Attack/Grapple: +14/+24 
  Attack: Large +1 vorpal greatsword +21 melee 
  (2d8+10/17-20)  
  Full Attack: Large +1 vorpal greatsword +21/+16/+11 
  melee (2d8+10/17-20) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Penitentiary gaze, spell-like abilities 
  Special Qualities: Aura of menace, channeling, 
  damage reduction 10/evil, darkvision 60 ft, immunity 
  to electricity and petrification, low-light vision, magic 
  circle against evil, outsider traits, spell resistance 30, 
  teleport, tongues 
  Saves: Fort +12 (+16 against poison), Ref +16, Will +12 
  Abilities: Str 22, Dex 24, Con 17, Int 18, Wis 16,Cha 22 
  Skills: Concentration +20, Diplomacy +25, Heal +20, 
  Intimidate +31, Knowledge (history) +21, Knowledge 
  (religion) +21, Knowledge (the planes) +21, Listen +20, 
  Search +21, Sense Motive +28,Spellcraft +21, Spot +20, 
  Survival +3 (+5 following tracks or on other planes) 
  Feats: Improved Critical (greatsword), improved 
  Initiative, Power Attack, Weapon Focus (greatsword), 
  Words of Creation** 
  Environment: Seven Mounting Heavens of Celestia  
  Organization: Solitary or court (1 throne archon plus 
  1d4 sword archons and 1d4 owl archons)  
  Challenge Rating: 15 
  Treasure: Double standard 
  Alignment: Always lawful good 
  Advancement: 15-29 HD (Large); 30-42 HD (Huge)  
  Level Adjustment: +10 
  This towering, regal figure has fair hair, flawless golden 
  skin, and glowing blue eyes that fill you with love and 
  warmth. Its sublime yet stoic facial expression bears an 
  unshakable countenance that suggests great wisdom 
  and conviction. Although this glorious being has no 
  wings, it wears an ornate suit of golden full plate and 
  carries a massive greatsword etched with runes. 
  The spirits of the Seven Heavens of Celestia 
  congregate in magnificent cities throughout the 
  plane's seven layers. Throne archons, powerful 
  embodiments of law and good, command these cities 
  with stern attention to order and unyielding 
  dedication to the power of benevolence. They serve as 
  the judges of the Heavens, occasionally tasking 
  themselves with meting out justice to the particularly 
  vile or corrupt. Such duties require the utmost patience 
  and attention, so most resent being called to the 
  Material Plane. Nonetheless, if bargained with 
  carefully, a throne archon can be a devastatingly 
  effective ally. 
       Throne archons stand tallest among their race, the 
  largest reaching 10 feet or more. Unlike most archons, 
  thrones bear no wings. However, their belief in the 
  causes they represent gives them the natural ability to 
  soar through the air. Their faces reflect the human 
  ideal of beauty, though all bear a regal, somewhat cold 
  expression that hints at the ability to make difficult 
  decisions. Their eyes glow with the glorious love of the 
  Upper Planes. 
  Throne archons speak Abyssal, Celestial, Common, 
  Draconic, and Infernal 
  They stand 12 feet tall and weigh 700 pounds. 
  Combat 
  Throne archons let others (particularly sword archons 
  and owl archons, who serve them directly) bloody 
  themselves in the ceaseless battle against evil, 
  preferring instead to lead the angelic archons by 
  example, keeping their focus on the affairs of Celestia. 
  When forced to confront their enemies, however, 
  thrones make fearsome foes. They prefer to wade into 
  combat, dispatching victims of their penitentiary gaze 
  with their +1 vorpal greatswords. Known throughout 
  the Outer Planes, such weapons are considered a part 
  of the throne that wields them, and anyone who has 
  stolen one soon finds himself the target of countless 
  attacks from the throne's allies and servants. 
  Any weapons a throne archon wields are treated as 
  having the good and lawful alignments for the purpose 
  of overcoming damage reduction. 
  Penitentiary Gaze (Su): Any nonlawful good creature 
  within 30 feet of a throne archon that meets the 
  creatures glowing blue eyes must succeed on a Will 
  saving throw (DC 23) or temporarily fall under its 
  influence. Such a being becomes filled with remorse 
  
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  over the distance his life's actions have taken him from 
  the ideals of law or goodness (even if such distance 
  would ordinarily make him proud). The intensity of 
  the remorse (and the relevant game effect) varies 
  depending upon the creature's alignment. Compare 
  the victim's alignment to the chart below, adding any 
  game effects that apply. This ability's save DC is 
  Charisma-based. 
  The victim is free to act (even to attack the throne 
  archon) while under effects of the penitentiary gaze. 
  The effects persist each round until the victim makes a 
  successful Will saving throw. Throne archon can 
  disable or enable this ability as a free action. The gate 
  cannot be disabled during the same round in which it 
  was enabled (and vice versa). 
  Law/Chaos Axis 
  Neutral: The victim is beset by religious visions in 
  which angelic legions berate him for straying from the 
  true path of law and goodness. As a result, he becomes 
  fatigued. 
  Chaotic: Blistering mental hellscapes scald the victim's 
  consciousness, causing so much psychological damage 
  that the victim becomes exhausted. 
  Good/Evil Axis 
  Neutral: Pangs of self-regret over past evil deeds result 
  in blood-red psychosomatic blisters and boils. The 
  victim takes 10 points of damage. 
  Evil: The victim's guilt and misery creates a 
  psychosomatic meltdown that results in painful rashes 
  and explosive skin abrasions. The victim takes 20 
  points of damage. 
  Spell-Like 
  Abilities: 
  At will--atonement, break 
  enchantment, bless weapon, blessed sight*, cure 
  critical wounds (DC 20), detect evil, discern lies (DC 
  20), greater dispel magic, hallow, mark of justice, 
  neutralize poison (DC 20), restoration (DC 18), see 
  invisibility, sending, vision of heaven*(DC 17); 3/day-
  banishment (DC 22), death ward (DC 20), dictum (DC 
  23), divine favor, find the path (DC 22), heal (DC 23), 
  PCs' feast, holy sword, raise dead, greater restoration 
  (DC 22), righteous smite*(DC 23), shield of the 
  archons*, true seeing (DC 21); 1/day-resurrection. 
  Caster level 14th. The save DCs are Charisma-based. 
  *New spell described in Appendix 2. 
  Aura of Menace (Su): Will save DC 25. 
  Channeling (Sp) **: Throne archons can invest 
  mortals with their power. 
  Skills: Throne archons command the cities of the 
  Seven Heaven and to mete out justice to mortals and 
  petitioners alike. They enjoy a +8 racial bonus on 
  Intimidate and Sense Motive checks. 
  ** Words of Creation and Channeling are not used in 
  this adventure. 
  
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  Appendix 3: Optional Romance with Zinaryamtaz 
  Read the following to the character alone: 
  You have seen and thought of Zinaryamtaz 
  constantly since your victory against the devil 
  Faarzephon in the cloud of the Oracle. Zinaryamtaz 
  always appeared human, never taking her sylph 
  form and usually dressed in white clothing. You 
  met her many times between these two adventures 
  and have come to realize that she had adventures of 
  her own but was never willing to speak about them. 
  It is obvious that she had to face great danger, 
  sometimes returning with scars and looking very 
  tired. These problems and concerns faded when 
  you were together, however, and your days were 
  idyllic. 
  The following sequence happens when the character is 
  alone with Zinaryamtaz (take the player apart). If this 
  character asks Zinaryamtaz about the Cup and the 
  Talisman, read the following: 
  When you ask Zinaryamtaz about the holy relics, 
  she looks  anxious. 
  “No, no… Please… Don’t ask me that… I took an 
  oath… I may not… You can’t ask more… If you 
  love me, don’t talk further of that.” 
  If the character insists or says that the quest of the Cup 
  and Talisman is a holy one or something similar (the 
  degree of fanaticism is at the discretion of the player), 
  continue: 
  Zinaryamtaz is close to tears. 
  “I know… It’s so important for you… But please 
  believe me, I can’t say anything… Or I will die… 
  Please, please don’t question me about that… 
  Believe me…I’m terribly sorry… Believe me…” 
  Zinaryamtaz is now ill at ease. She is unable to smile 
  and loses her appetite. She does not reveal any 
  information about the relics, the oath or any other 
  details. The next evening (whether the character asked 
  about the Cup and Talisman or not), she makes an 
  announcement 
  “I must leave. Don’t ask me where. Don’t follow me. 
  I love you.” 
  The beautiful Zinaryamtaz disappears into the 
  night. 
  Any attempt to force her to stay or to speak ends the 
  romance. This departure is necessary for the plot to 
  proceed and simply ensure it takes place (Deus Ex 
  Machina is acceptable in this instance). 
  Three days later, you have a visit from three sylphs. 
  They appear suddenly in front of the character (from 
  greater invisibility). They are the same three sylphs the 
  PCs encountered in VTF 4-06: the wise sylph (first 
  sylph), the romantic sylph (second sylph) and the 
  grouchy sylph (third sylph). 
  One of them (*the wise sylph*) speaks: 
  “Zinaryamtaz is in great danger. We don’t know 
  exactly where she is nor what she is doing but her 
  life is threatened.” 
  The second sylph (*the romantic sylph*) says: 
  “If you love her, you should find her before it’s too 
  late.” 
  The third sylph (*the grouchy sylph*) says: 
  “It is all because of you! She now takes great risks 
  since the day she met you! She has lost her mind, I 
  say.  A curse upon the day she saw you! If she dies, 
  it will be your fault!”  
  The three sylphs then begin to argue. If the character 
  asks them any information, they don’t know anything 
  more. Zinaryamtaz didn’t tell them where she wanted 
  to go, nor any details of what she was doing. They 
  learned that she was in danger thanks to divinations. 
  The three sylphs leave shortly thereafter. Continue 
  with the normal introduction. 
   
  
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  Appendix 4 − Maps 
  Site of the Caravanserai of Motaf Abal Seron 
   
   
   
   
   
  Caravanserai 
  Temples
  Tents 
  
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  Map of Dezbat 
   
   
   
  
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  Kalat Washaf 
   
   
  100 ft. / 30 m 
  trail 
  ruined wall or tower 
  Intact Tower (60 ft. high) 
  The PCs arrive here 
  Moors 
  R1 
  R2 
  R3 
  R4 
  R5 
  R6 
  Y 
  U1 
  U2 
  R1, R2, R3… : initial positions of Runehounds 
  Y : initial position of Yrthak 
  U1, U2 : initial positions of Umber Hulks (below ground) 
  
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  Appendix 5: The Pinnacles of Azor’Alq 
  The Pinnacles of Azor'alq have haunted Bakluni legend 
  for upwards of 3,000 years. They have been variously 
  described as the ancient dwellings of the gods, the 
  protruding spires of a titanic drowned city, the 
  monumental tombs of the near-mythical First Dynasty 
  of the Bakluni, and the nesting place of phoenixes, 
  rocs, or the Dramidj Ocean's numerous dragons. The 
  epic hero for whom they are named is said to sleep 
  there with his paladins. The last royal house of the 
  Bakluni Empire is said to have fled here from the 
  Invoked Devastation. The Cup and Talisman of 
  Al'Akbar is rumored to reside here. Such a wealth of 
  speculation betokens the fact that few have seen the 
  Pinnacles 
  even 
  at 
  a 
  distance, 
  and 
  (perhaps 
  significantly) fewer still report any close approach or 
  landing. Mariners regard a sighting of the Pinnacles as 
  an ill omen and will rarely so much as speak of them, 
  and then only when ashore.  
  It would appear from accounts that the Pinnacles are 
  no more than 50 leagues from the mainland, 
  somewhere in the angle of the Dramidj between Ekbir 
  and Zeif. They are less frequently found than one 
  would think, but this is perhaps accounted for by their 
  being away from the regular shipping lanes, and by the 
  dense fogs peculiar to the Dramidj. Indeed, the 
  Pinnacles are often concealed by banks of fog even 
  when those waters are otherwise clear. Perhaps this is 
  because of the unusual warmth of the waters in their 
  immediate vicinity, and the peculiar calm that seems to 
  envelop the region. Certainly that is what the 
  merchant captains believe; they stay well away from 
  fog banks even on the open ocean, and most vessels 
  carry oars for the express purpose of rapidly removing 
  themselves from regions in which they might be 
  becalmed.  
  The Pinnacles themselves are massive spires no less 
  than 40 in number (some say 100), in an irregular 
  cluster, none more than two miles from its nearest 
  neighbor. They are perhaps a quarter mile in diameter 
  at the base, circular in cross-section, and rise steeply 
  upward in a regular series of cliffs. How far they extend 
  downward into the ocean is unknown, but their height 
  above the water is in excess of 1,000 feet. The lower 
  portions are clothed in forests, including massive 
  coniferous trees which are themselves sometimes more 
  than 200 feet tall. These are mixed with lesser trees, 
  some of which cling to the cliffs, and a wealth of lesser 
  ferns, mosses, and flowers. Above these is a cloud-
  forest of odd fleshy-leaf plants and rare orchids. This 
  fragrant and silent realm contrasts with the highest 
  levels, which are raucous and white-stained with 
  innumerable sea birds; puffins, eider, albatrosses, and 
  others less recognizable. On rare clear days, the 
  Pinnacles may be marked at some distance by the 
  plume of feathered life above them.  
  The Pinnacles seldom offer an easy landing. Broad 
  though they may be, the shelves between cliffs are 
  seldom conveniently near sea level. In most cases a 
  landing party must climb tens or hundreds of feet 
  upwards from the sea. The difficulty of the terrain, and 
  the mists, numerous waterfalls, and thick vegetation at 
  first conceal the fact that the Pinnacles are not natural 
  formations, or even shaped ones, but are composed of 
  titanic blocks. On rare occasions one encounters 
  openings leading to the interior of these constructions. 
  There is no report of what may be found if one ascends 
  or descends the broad stairways leading away from 
  these bat-haunted cave mouths, or rather doorways.  
  Whatever else dwells among the pinnacles, it is certain 
  that dragons of all sorts and sizes make their home 
  there, from tiny varieties that sport among the 
  beautiful and unique birds of the forests to huge coiled 
  reptiles. 
  
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  Appendix 6: About the Cup &Talisman 
  The Myth of the Cup and Talisman 
  The terrifying magic unleashed during the Twin 
  Cataclysms killed most of the mage-priests. The 
  survivors of the Baklunish Empire gathered around the 
  stones of Tovag Baragu. They were lost not knowing 
  whom to pray to, which god to turn to, this once proud 
  civilization was reduced to it. They were a horde of 
  desperate, traumatized, bruised and battered survivors 
  barely able to scavenge an existence from the dying 
  land around them. 
  Al’Akbar was one such survivor neither he nor his 
  companions were affected by the Cataclysms as a result 
  of the blessings of the gods of the Paynim. This first 
  miracle impressed the Bakluni who begged him for 
  help. Al’Akbar entered the Stone Circle and implored 
  the gods to forgive the faults of his people. 
  After many days of fast and prayer, the gods heard his 
  prayers. Celestial messengers crossed the gates of 
  Tovag Baragu and brought the Holy Relics to the High 
  Cleric. Thus the Cup and Talisman were given to 
  Al’Akbar as gifts from the gods. 
  Using the power of the relics, Al’Akbar healed his 
  people, defeated the creatures who threatened his 
  people. He also repelled a horde of evil things using 
  the Cup and Talisman. The holy power of the relics 
  banished them to the nether planes forever. 
  The remaining survivors converted to the religion 
  preached by Al’Akbar and made him their spiritual 
  leader. It is believed the last of the emperors 
  renounced his throne in favor of the High Cleric and 
  handed him the destiny of the Baklunish people.  
  This myth has many variants. In some, Al’Akbar travels 
  on the Dramidj Ocean to the Pinnacles of Azor’alq 
  where he discusses with Azor’alq about his people. 
  Impressed, the Son of Light hands him the Cup and 
  Talisman to guide his people. In another, while he is 
  away on the ocean, his followers found the city of 
  Ekbir. In another, Pelor appears to him and tells him to 
  lead his people away before handing Al’Akbar the 
  relics. In other, he returns from a pilgrimage to distant 
  lands with the Relics. 
  While the details may change, in all versions, Al’Akbar 
  is chosen by the gods to lead his people into a new era 
  of righteousness and piety. He receives the relics from 
  the gods and upon his return among his people he 
  teaches or reinforces with them the philosophy of the 
  Four Feet of the Dragon (it is a bit unclear about the 
  social philosophy as the Four Feet of the Dragon were a 
  pre-existing social structure from the times of the 
  Baklunish Empire).  
  The Theft and the Schism 
  In 2878 HB (219CY), during the 16
  th procession of the 
  Blessing, the Cup and Talisman were brought out of 
  the Great Temple of Al’Akbar and paraded in the 
  streets of the Holy City in Ekbir according to tradition. 
  The procession was attacked by strange elves, as tall as 
  humans, who managed to steal the relics and fled on 
  giant eagles towards the Barrier Peaks. 
  The theft caused a great schism throughout the 
  Baklunish world. The Grand Mufti (head of he Faith) 
  was held responsible (the relics were in his care) and 
  banished from Ekbir. 
  The Grand Mufti fled to Tusmit before heading into 
  the Yatils where he decided to form a new religion he 
  called the True Faith. He proclaimed his spiritual 
  dominance over all worshippers of Al'Akbar and 
  declared the Caliph was no longer Al’Akbar’s successor. 
  In Ekbir, an order of faris (akin to a knightly order) was 
  founded with the purpose of finding the sacred relics. 
  In Ket, many have taken a sacred vow not to enter the 
  grand temple in Molvar until they found the relics. 
  Many rumors surround the current location of the 
  holiest of relics. Some say they are somewhere in the 
  southern Bandit Kingdoms, others that they were 
  brought back to the gods who gave them to Al’Akbar, 
  others that they are in a red dragon’s hoard in the 
  Hellsfurnace. The only constant in all of these stories is 
  that the relics are held by powerful creatures with no 
  interest in handing them back. 
  
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  Appendix 7 − Player Handout 1 
  A Letter 
   
   
  Dear Sir, 
   
   
  I want to put forward a proposition to you. I think you will find it interesting. Meet me 
  at the College of the Arts in Sefmur as soon as possible. 
   
   
  The peace be with you 
   
  Karam Fateil 
  Mage of the Sefmur College of the Arts 
   
   
   
  
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  Player Handout 2: The Song of Azourma 
  In the glade of a green forest, 
  Flowers were beautiful and scents were enchanting. 
  Birds sang soft laments. 
  Here came Azourma the Valiant on his fine steed. 
  He was alone and pensive and followed a light. 
   
  Mumamtaz saw him and from the beginning 
  She loved him and devoted herself to Myhriss. 
  But her sadness was great 
  As she was air and deathless 
  And she loved a human, Azourma the Valiant. 
   
  Then she sang in Myhriss’ honor 
  And her voice was so soft and her song so charming 
  That she moved the goddess. Mumamtaz, said Myhriss, 
  Why so much sorrow when you have so much love? 
  Why this dew flowing from your eyes? 
   
  O great goddess, answered Mumamtaz, 
  I’m not mortal and my life is broken. 
  Grant me to have the destiny of humans 
  And that your service be not pain 
  But joy without equal. 
   
  What are you asking? said the goddess, 
  You, the most beautiful of my servants, 
  Must I lose you and see 
  Your incomparable beauty wither like a flower? 
  Do you want your light to go out and shadow to lie 
  down? 
   
  If you don’t satisfy me, O goddess, 
  Answered Mumamtaz, the gift you gave me, 
  Your arrow which pierced me, 
  Will be for me eternal torment without hope. 
  Do you wish me to suffer for all eternity? 
   
  I grant you your wish, said Myhriss, 
  So be it. Now you are human. 
  May the brightness of your beauty shine 
  All the more so as your life will be shorter. 
  Among my servants, you will be my chosen. 
   
  In the green forest, night fell. 
  Azourma gets lost and wanders below the trees. 
  A light dazzles him suddenly. 
  A star was born and went down on Oerth. 
  Her name was Mumamtaz and she was human. 
   
  Azourma is pierced by the arrow of Myhriss. 
  In front of the fair lady, he sees a red rose 
  A rose of old that is now seen only in dreams. 
  He picks the flower and gives it to his star. 
  That’s how Azourma married Mumamtaz. 
   
  Dans la clairière d’une verte forêt, 
  Les fleurs étaient belles et les senteurs envoûtantes. 
  Les oiseaux chantaient de douces complaintes. 
  Là, vint Azourma le vaillant, sur son beau destrier. 
  Il était seul et songeur et suivait une lumière. 
   
  Mumamtaz le vit et du premier regard 
  Elle l’aima et se voua à Myhrisse. 
  Mais sa tristesse était grande 
  Car elle était aérienne, immortelle 
  Et aimait un humain, Azourma le vaillant. 
   
  Alors elle chanta en l’honneur de Myhrisse 
  Et sa voix fut si douce et son chant si charmant 
  Qu’elle émut la déesse. Mumamtaz, dit Myhrisse, 
  Pourquoi tant de chagrin quand tu as tant d’amour? 
  Pourquoi cette rosée qui coule de tes yeux? 
   
  Ô grande déesse, répondit Mumamtaz, 
  Je ne suis pas mortelle et ma vie est brisée. 
  Accorde-moi de connaître le destin des humains 
  Et que ton service ne me soit point douleur 
  Mais soit pour moi une joie sans pareille. 
   
  Que demandes-tu? dit la déesse, 
  Toi la plus belle de mes servantes 
  Faudrait-il que je te perde et que je vois 
  Ta beauté inégalable se faner comme une fleur? 
  Voudrais-tu que ta lumière s’éteigne et que s’étendent 
  les ombres? 
   
  Si tu ne m’exauces pas, Ô déesse, 
  répondit Mumamtaz, le don que tu m’as fait, 
  La flèche dont tu m’as percée, 
  sera pour moi un tourment sans espoir. 
  Désires-tu que je souffre pour l’éternité ? 
   
  Je t’accorde ton souhait, dit Myhrisse, 
  Qu’il en soit ainsi. Te voilà humaine. 
  Que l’éclat de ta beauté resplendisse 
  D’autant plus que ta vie sera brève. 
  De toutes mes servantes, tu seras mon élue. 
   
  Dans la verte forêt, la nuit est tombée. 
  Azourma s’est perdu et erre sous les arbres. 
  Une lumière soudain l’éblouit. 
  Une étoile était née et descendue sur Taerre 
  Elle s’appelait Mumamtaz et elle était humaine. 
   
  Azourma est percé par le trait de Myhrisse. 
  Devant la belle, il voit une rose rouge, 
  Une rose d’autrefois qu’on ne voit plus qu’en songe. 
  Il cueille la fleur et l’offre à son étoile. 
  C’est ainsi qu’Azourma épousa Mumamtaz. 
  
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  Player Handout 3: Vision 
  You begin to hear beautiful and celestial music. In the 
  middle of this blinding light, you see vaguely humanoid 
  shapes. Looking more closely, you see many angels 
  whirling around a central point. You begin to see clearer 
  and clearer. In the center of the scene, a large cup floats 
  in the air. The cup is incredibly beautiful. It is made of 
  gold with silver filigree and set with twelve great red 
  gems. The cup is bathed in a golden light and above it a 
  star of eight points floats. It is made of a silvery metal 
  chased with gold inlays and with a diamond tipping each 
  point. The cohort of angels is flying around the Cup and 
  Talisman. They are the musicians who play the celestial 
  music and they carry beautiful instruments. The scene 
  inspires serenity and joy in you. There are so many 
  angels, hundreds of them, perhaps thousands of them! 
  The Cup and Talisman disappear from view. The angels 
  look at you with a benevolent expression. They begin to 
  cross the archway to approach you. In a few moments, 
  they will be at your side! The music stops. Instead of 
  angels you see a swarm of golden dragonflies. 
   
  Vous commencez à entendre une musique céleste d’une 
  grande beauté. Au milieu de cette aveuglante lumière, 
  vous distinguez des formes humanoïdes. En regardant de 
  plus près, vous voyez un grand nombre d’anges 
  tourbillonnant autour d’un point central. Vous y voyez de 
  mieux en mieux. Au centre de la scène, vous voyez une 
  grande coupe flotter dans l’air. Cette coupe est d’une 
  incroyable beauté. Elle est en or avec de l’argent filigrané 
  et elle est sertie de douze grandes gemmes rouges. La 
  coupe baigne dans une lumière dorée. Au-dessus de la 
  coupe flotte une étoile à huit branches. Elle est faite d’un 
  métal argenté ciselée d’incrustations d’or et un diamant 
  étincelant termine chaque branche de l’étoile. La cohorte 
  des anges vole autour de la coupe et du talisman. Ce sont 
  les musiciens qui jouent la musique céleste et ils portent 
  de magnifiques instruments de musique. La scène vous 
  inspire joie et sérénité. Il y a tellement d’anges, des 
  centaines, des milliers ! Vous ne voyez plus la coupe ni le 
  talisman. Les anges se retournent vers vous avec une 
  expression bienveillante. Ils commencent à franchir 
  l’arche pour vous rejoindre. Dans un moment, une armée 
  d’anges sera à vos côtés ! La musique s’arrête. À la place 
  d’anges, vous voyez un essaim de libellules dorés. 
   
  
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  Player Handout 4: Dream / Rêve
  You are dreaming. What is written below is the description of 
  your dream. You do not control your dream but sometimes 
  you can alter it by choosing between different options. As it is 
  a dream, you can only choose between the proposed options. 
  When you have selected, advise your DM secretly of your 
  option. 
  You are going to your temple. At the sight of the 
  temple you feel the holy nature of the place. In the 
  entrance, you see many guards keeping watch. You 
  enter the temple and are filled with the holiness of this 
  place. You are heading toward the center, the holiest 
  location in the building. There is nobody there. You are 
  alone and suddenly you hear a din coming from the 
  center of the place. You arrive and there is only one 
  person, an old man red with fury who is attacking 
  everything with a stick. He is damaging statues, sacred 
  objects and hits the altar frantically. You see his face. 
  He has white hair and a white beard and is flushed 
  with anger, while crying at the same time. The stick is 
  his walking cane and he seems very weak, almost 
  barely able to walk. 
  What do you choose to do? 
  A. You call for the guards, shouting: “Guards! Guards! 
  Someone is desecrating the temple! Guards! 
  Sacrilege! Guards!” 
  B. You try to stop him and tell him: “Stop this! It is a 
  holy place! Have you lost your mind? Why are you 
  doing this?” 
  C. I have no temple and no deity. This makes no 
  sense. I must be dreaming! 
  D. You do not want to be involved in this. You act as 
  if you hadn’t seen anything and you leave the 
  temple immediately. 
  E. You rush toward him to kill this desecrator, 
  shouting “Foul profaner! You will die for this 
  sacrilege!” 
  F. You take in the situation, trying to understand 
  why he is doing this. 
  Vous rêvez. Votre rêve est décrit ci-dessous. Vous ne 
  contrôlez pas votre rêve mais parfois vous pouvez l’orienter 
  en choisissant entre plusieurs options. Comme il s’agit d’un 
  rêve, vous ne pouvez choisir qu’entre les options proposées. 
  Dès que vous avez fait votre choix, communiquez-le 
  secrètement à votre MD. 
  Vous vous rendez au temple de votre divinité. À la vue 
  du temple, vous commencez à ressentir le caractère 
  sacré du lieu. À l’entrée, vous voyez de nombreux 
  gardes qui surveillent le temple. Vous entrez. Vous êtes 
  pénétrés de la sainteté de l’endroit. Vous vous dirigez 
  vers le centre du temple, le saint des saints. Il n’y a 
  personne. Vous êtes seul. Soudain, vous entendez un 
  vacarme venant du centre du temple. Vous arrivez sur 
  les lieux. Il n’y a qu’une seule personne, un vieillard 
  rouge de colère qui dégrade tout ce qu’il peut avec un 
  bâton. Il dégrade les statues, les objets sacrés et tape 
  frénétiquement sur l’autel. Vous apercevez son visage. 
  Ses cheveux sont blancs et sa barbe est blanche. Il est à 
  la fois fou de rage et en pleurs. Le bâton est en fait sa 
  canne. Il semble très faible et à peine capable de 
  marcher. 
  Que faites-vous ? 
  A. Vous appelez la garde et vous criez : « Gardes ! 
  Gardes ! on profane le temple ! Gardes ! Au 
  sacrilège ! Gardes ! » 
  B. Vous essayez de l’arrêter et vous lui dites : 
  « Arrête ! C’est un lieu saint ! As-tu perdu la 
  raison ? Pourquoi fais-tu ça ? » 
  C. Je n’ai ni temple ni divinité. C’est incohérent. Je 
  dois rêver. 
  D. Vous ne voulez pas être mêlé à ça. Vous faites 
  comme si vous n’avez rien vu et vous quittez le 
  temple immédiatement. 
  E. Vous vous ruez sur lui pour le tuer sur le champ. 
  Vous criez : « Maudit profanateur ! Tu vas mourir 
  pour ton sacrilège : » 
  F. Vous regardez ce spectacle en essayant de 
  comprendre pourquoi il fait ça. 
   
  
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  Player Handout 5: Dream 2 / Rêve 2 
  The old man doesn’t put up any resistance. He drops 
  his stick and dissolves into tears. He tells you: “My 
  son… He was a good son but he met bad people. He 
  followed them. They dragged him into worshipping 
  Hextor, the god of tyranny, discord and massacres. My 
  son was not evil, no, but he was so young and not wise 
  enough. Priests of this temple captured him and 
  sentenced him to death. They didn’t give him a chance 
  to redeem himself. He was burnt to death and they 
  threw his ashes in the river.” 
  You leave this old man and decide to find the cultists of 
  Hextor who corrupted a good son. You cross the river 
  and arrive in a wild area. Suddenly you are attacked by 
  goblins. You fight as best as you can and kill several of 
  them. The remaining goblins take refuge in a cave. You 
  follow and kill every goblin you can find. You suddenly 
  realize that you have fought a tribe of goblins and that 
  you have killed every adult of the tribe. At the back of 
  the cave, you see goblin children who are still alive and 
  who huddle up against the stone. 
  What do you do? 
  A. You can’t kill children, not even goblin children. 
  You decide to leave this cave. You think: “Their 
  destiny will be decided by the gods!” 
  B. You capture them and take them to the local lord. 
  He has the right to judge them and seal their fate. 
  C. You take them to a monastery. You say to the 
  monks: “Give them a religious education. Treat 
  them like my own children!” Maybe they will not 
  turn out like their parents. 
  D. Thinking that if you their lives, they will attack 
  and kill many innocent people as soon as they 
  grow up, it is a greater evil to spare them rather 
  than to kill them now. You move forward and kill 
  them all 
  Le vieillard ne résiste pas. Il lâche son bâton et 
  s’effondre en larmes. Il vous dit : « Mon fils… C’était 
  un bon fils mais il a rencontré de sales types. Il les a 
  suivis. Ils l’ont entraîné à vénérer Hextor, le dieu de la 
  tyrannie, des discordes et des massacres. Mon fils 
  n’était pas méchant, ça non, mais il était si jeune. Il 
  manquait de sagesse. Il a été pris par des prêtres de ce 
  temple. Ils l’ont condamné à mort. Ils ne lui ont pas 
  donné de seconde chance. Ils n’ont pas essayé d’obtenir 
  sa rédemption. Il a été brûlé et ils ont jeté ses cendres 
  dans le fleuve. 
  Vous quittez le vieillard et vous décidez de trouver ces 
  adorateurs d’Hextor qui ont corrompu un bon fils. 
  Vous franchissez la rivière et vous arrivez dans une 
  région sauvage. Soudain, vous êtes attaqué par des 
  gobelins. Vous combattez du mieux que vous pouvez et 
  vous en tuez plusieurs. Les gobelins survivants se 
  réfugient dans une grotte voisine. Vous les poursuivez 
  et vous les tuez jusqu’au dernier. Vous vous rendez 
  compte que vous avez combattu une tribu de gobelins 
  et que vous avez tué tous les adultes. Au fond de la 
  grotte, vous voyez les enfants gobelins. Ils sont vivants 
  et blottis contre la paroi rocheuse. 
  Que faites-vous ? 
  A. Vous ne pouvez pas tuer des enfants, même si ce 
  sont des enfants gobelins. Vous décidez de quitter 
  cette grotte. Vous vous dites : « Leur destin est 
  entre les mains des dieux ! » 
  B. Vous les capturez et vous les conduisez au 
  seigneur local. Il a droit de justice. Il décidera de 
  leur destin. 
  C. Vous les emmenez dans un monastère. Vous dites 
  aux 
  moines : 
  « Donnez-leur 
  une 
  éducation 
  religieuse. Traitez-les bien comme s’ils étaient mes 
  propres enfants ! » Peut-être seront-ils différents de 
  leurs parents. 
  D. Si je les épargne, lorsqu’il seront adultes, ils 
  attaqueront et tueront de nombreux innocents 
  comme faisaient leurs parents. C’est un mal plus 
  grand de les épargner que de les tuer tout de suite. 
  Vous les tuez tous. 
  
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  Player Handout 6: Dream 3 / Rêve 3 
  You arrive in a powerful and evil empire. The official 
  religion is the cult of Hextor, god of tyranny. You find 
  a temple of Hextor. During the next night, you attack 
  it. You destroy everything you can and you kill every 
  cultist. Then you flee. During the following day, you 
  are in the central square of the capital of this empire. 
  Suddenly, soldiers of Hextor bring a chained up man 
  up on a platform where there are several instruments 
  of torture and a gallows. One of the soldiers, an officer, 
  addresses the people standing in the square: “We have 
  captured the one who attacked and desecrated the 
  temple last night. He has confessed and has been 
  sentenced to death after ritual torture.” 
  What do you want to do? 
  A. You think: “This innocent is going to die because 
  of me. I must do my best to save him now despite 
  the risk I take in attacking all these soldiers.” 
  B. You think: “Better him than me!” 
  C. You think: “I swear that I will avenge this 
  innocent’s death!” 
  D. You think: “The soul of this man will go directly to 
  heaven as he is going to become a martyr.” 
  E. You approach the platform and say: “Free this 
  man! He is innocent. I am your culprit.” You think: 
  “The cult of Hextor is lawful. The innocent will be 
  freed and I will get a trial, perhaps even time to 
  escape later.” 
  Vous arrivez dans un empire puissant et maléfique. Le 
  culte officiel et dominant est le culte d’Hextor, dieu de 
  la tyrannie. Vous trouvez un temple d’Hextor. La nuit 
  suivante, vous attaquez le temple. Vous détruisez tout 
  ce que vous pouvez et vous tuez tous les adorateurs que 
  vous rencontrez. Après ça, vous prenez la fuite. Le 
  lendemain, vous êtes sur la place centrale de cet empire 
  maléfique. Soudain, des soldats d’Hextor amènent un 
  homme enchaîné sur une estrade au centre de la place 
  où se trouvent plusieurs instruments de torture et une 
  potence. L’un des soldats, un officier, crie à la foule qui 
  se presse sur la place : « Nous avons capturé celui qui a 
  attaqué et profané le temple la nuit dernière. Il a avoué. 
  Il a été condamné à mort après avoir subi les tortures 
  rituelles. » 
  Que faites-vous ? 
  A. Vous pensez : « Cet innocent va mourir à cause de 
  moi. Je dois faire mon possible pour le sauver tout 
  de suite, même si je prends un risque énorme en 
  attaquant tous ces soldats. » 
  B. Vous pensez : « Mieux vaut lui que moi ! » 
  C. Vous pensez : « Je jure que je vengerai la mort de 
  cet innocent ! » 
  D. Vous pensez : « L’âme de cet homme ira 
  directement au paradis puisqu’il va devenir un 
  martyr. » 
  Vous montez sur l’estrade et vous déclarez : « Libérez 
  cet homme ! Il est innocent. Je suis le seul coupable. »  
  Vous pensez : « Le culte d’Hextor est loyal. L’innocent 
  sera libéré et j’aurai un procès. Peut-être que je pourrai 
  m’évader plus tard. » 
   
  
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  Player Handout 7: Dream of the Rose
  You are dreaming. What is written below is the description of your dream. You do not control your dream but sometimes you can 
  alter it by choosing between different options. As it is a dream, you can only choose between the proposed options. When you have 
  selected, advise your DM secretly of your option. 
  It is spring. The weather is fine. You decide to go for a walk. You find a calm river. Moments later, you see a large garden 
  surrounded by a high wall. At first, you don’t see an entrance to this square garden. You begin to despair when suddenly 
  you see a small and narrow door. You go to this door but it is closed. You knock and a beautiful maiden opens the door 
  and allows you to enter. “Who are you?” you ask. She answers: “My name is Idleness. I devote myself to play, to 
  enjoyment and to combing my hair. I am a servant of Myhriss, goddess of love and beauty, who is the owner of this 
  garden.” You enter. There are fruit trees, bearing quinces, peaches, nuts, chestnuts, apples and pears, fresh red cherries, 
  and hazelnuts. In addition, the whole garden is thronged with laurels and tall pines, with olive trees and cypresses. 
  There are enormous branching elms and beech trees and oaks. The branches are long and high and the foliage is so 
  thick above that the rays of the sun warm this place, rather than baking it. There are many birds singing beautiful songs, 
  nightingales and jays, gold crests and turtle doves, larks and finches. Their song is like the song of angels. You feel very 
  happy and walk in the garden where you see Myhriss, dancing with her servants, Joy and Courtesy, Beauty and 
  Magnificence, Largesse and Frankness, Idleness and Youth. All these people are beautiful, with sumptuous dresses and 
  jewels. You walk in the garden and arrive at a fountain. It is a delightful place. You look into the fountain and you see a 
  crystal. This crystal is magical and you realize that you can see through it to any place in the garden. You look into the 
  crystal and see beautiful red roses. One of these rose is an incredible beauty. At that very instant, the goddess Myhriss 
  shoots at you one of her arrows. The arrow hits you in eye and reaches down into your heart. You are badly wounded 
  and feel yourself growing weak. You pull the arrow out but the tip remains stuck in your heart. The goddess says: 
  “Young man! You are caught. You are now my vassal and you will live according to my commandments. From now on, 
  you will devote yourself to love.” With these last words, the goddess disappears. You decide to find this beautiful red 
  rose. After a moment, you see the rose but it is surrounded by a low hedge. Not far from the hedge, you see a handsome 
  young man. 
  What do you want to do? 
  A. You wait for the young man to leave the area since you can’t step over the hedge in his presence. 
  B. You ask the young man: “May I cross the hedge to smell the scent of the Rose?” 
  C. You step over the hedge to reach the beautiful rose as quickly as possible. 
  
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  Rêve de la Rose 
  Vous rêvez. Votre rêve est décrit ci-dessous. Vous ne contrôlez pas votre rêve mais parfois vous pouvez l’orienter en choisissant entre 
  plusieurs options. Comme il s’agit d’un rêve, vous ne pouvez choisir qu’entre les options proposées. Dès que vous avez fait votre choix, 
  communiquez-le secrètement à votre MD. 
  C’est le printemps. Il fait beau. Vous décidez d’aller vous promener. Vous voyez une rivière tranquille. Un peu plus tard, 
  vous voyez un grand jardin entouré d’un haut mur. Au début, vous ne voyez aucun entrée à ce jardin carré. Vous 
  commencez à désespérer. Soudain, vous apercevez un portillon bien fermé, tout petit et étroit. Vous frappez à la porte. 
  Une belle jeune fille vous ouvre et vous invite à entrer. « Qui êtes-vous ? » demandez-vous. Elle répond : « Je m’appelle 
  Oiseuse. Je me consacre à jouer, à m’amuser et à peigner mes cheveux. Je suis une servante de Myhrisse, déesse de 
  l’amour et de la beauté, qui est la propriétaire de ce jardin. » Vous entrez dans le jardin. Il y a des arbres fruitiers portant 
  des coings, des pêches, des châtaignes, des noix, des pommes et des poires, des cerises fraîches et vermeilles et des 
  noisettes. Par ailleurs, tout le jardin est peuplé de grands lauriers et de grands pins ainsi que d’oliviers et de cyprès. Il y a 
  aussi de grands ormes branchus, et avec tout cela des charmes et des hêtres, des trembles et des chênes ainsi que des 
  sapins. Leurs branches ont belle allure et sont si épaisses que le Soleil ne peut descendre jusqu’au sol et faire du mal à 
  l’herbe tendre. Il y a aussi profusion d’oiseaux chanteurs, des rossignols et des geais, des étourneaux et des hirondelles, 
  des alouettes et des mésanges. Le chant qu’ils chantent semble venir d’anges du ciel. Votre joie est très vive. Vous vous 
  promenez dans le jardin et vous apercevez Myhrisse qui danse avec ses servantes, Joie et Courtoisie, Beauté et Richesse, 
  Largesse et Franchise, Oiseuse et Jeunesse. Tous ces gens sont très beaux, habillés de vêtements somptueux et portant de 
  magnifiques bijoux. Vous continuez à vous promener et vous arrivez à une fontaine. C’est un endroit délicieux. 
  Regardant dans la fontaine, vous apercevez un cristal magique. Vous comprenez que vous pouvez voir, à travers ce 
  cristal, n’importe quel lieu du jardin. En regardant à travers le cristal, vous voyez de magnifiques rosiers rouges. L’une 
  des roses est d’une stupéfiante beauté. À ce moment, la déesse Myhrisse qui vous a furtivement suivi, vous décoche l’une 
  de ses flèches avec son arc. La flèche vous transperce l’œil et pénètre jusqu’au cœur. Vous êtes terriblement blessé et 
  vous vous sentez très faible. Vous retirez la flèche mais la pointe reste plantée dans votre cœur. La déesse s’approche et 
  vous dit : « Jeune homme, tu es pris ! Inutile de résister ! Tu es désormais mon vassal et tu vivras selon mes 
  commandements. Désormais, tu te consacreras à l’amour. » Sur ce, la déesse disparaît soudainement. Vous décidez de 
  trouver cette magnifique rose rouge. Au bout d’un moment, vous voyez le rosier mais il est entouré d’une haie. Près de 
  cette haie se trouve un beau jeune homme. 
  Que faites-vous ? 
  A. Vous attendez que le jeune homme s’en aille car vous ne voulez pas enjamber la haie en sa présence. 
  B. Vous demandez au jeune homme : « Puis-je traverser la haie pour sentir le parfum de la rose ? » 
  C. Vous enjambez la haie pour atteindre la belle rose aussi vite que possible. 
  
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  Player Handout 8: Dream of the Rose 2 / Rêve de la Rose 2 
  The young man tells you: “My name is Fair Welcome. 
  If you wish, cross the hedge and smell the scent of the 
  rose. If you need anything, just ask me. I will be 
  pleased to help you.” You answer: “I thank you for your 
  generosity.” You cross the hedge and go to the rose. 
  You smell the marvelous scent of this beautiful red 
  rose. Fair Welcome tells you: “You can touch the rose if 
  you wish.” He picks a green leaf close to the flower and 
  gives it to you. You tell him: “I am forbidden from 
  being happy except for one thing but I don’t know how 
  to tell you for fear it would make you angry.” He 
  answers: “Say what you wish”. You answer: “Myhriss 
  has pierced me and I am suffering. I will never be 
  healed if you don’t give me the flower of this rose.” Fair 
  Welcome seems frightened. Suddenly a horrible man, 
  ugly with red eyes, appears in front of you. He is 
  flushed with anger and his name is Shame. He says to 
  Fair Welcome: “Fair Welcome, How could you bring 
  this man to the rose? He wants to bring disgrace upon 
  you!” Then he turns to you and tells you: “Flee! Go 
  away! Or I will kill you! You are a traitor, a deceitful 
  person!” 
  What do you want to do? 
  A. You move away to be out of sight of Shame and 
  wait until he leaves. During that time, you are 
  ready to suffer in silence. 
  B. You say to Shame: “I am not a traitor! You have 
  insulted me! You want to kill me? It will not be 
  that easy!” You prepare to fight Shame. 
  C. You move away to be out of sight of Shame. You 
  want to apologize for having been too impatient. 
  You go back to meet Shame and apologize. You 
  promise him that you will not do anything without 
  his permission. 
  D. You move away to be out of sight of Shame. Later, 
  you try to go back to the rose without being seen. 
  You try to remain hidden and move silently. 
  Le jeune homme vous dit: “Je m’appelle Bel Accueil. Si cela 
  vous plait, traversez la haie sans délai, pour sentir l’odeur du 
  rosier. Si je puis vous satisfaire en quoi que ce soit, je suis prêt 
  à votre service. » Vous répondez : « Seigneur, je vous remercie 
  de la bonté que vous me témoignez. » Vous franchissez la haie 
  et vous allez vers la rose. Vous sentez le merveilleux parfum 
  de cette belle rose rouge. Bel Accueil vous dit : « Vous pouvez 
  toucher le rosier si vous le désirez. » Il cueille une feuille 
  verte à côté de la fleur et vous l’offre. Vous lui dites : 
  « Seigneur, je dois vous dire que je n’aurai jamais de joie, sauf 
  par une seule chose mais je ne sais comment vous le dire car 
  je crois que je vous fâcherai trop. » Il répond : « Dites ce que 
  vous voulez. » Vous répondez : « Sachez que Myhrisse 
  m’inflige de rudes tourments. Elle m’a percé de ses traits qui 
  ne guériront jamais si vous ne me donnez pas la fleur de ce 
  rosier. » Bel Accueil semble effrayé. Soudain, un horrible 
  individu, très laid et avec des yeux rouges, qui était embusqué 
  à proximité, bondit de sa cachette. Il est rouge de colère. Son 
  nom est Honte. Il hurle comme un forcené à Bel Accueil : 
  « Bel Accueil, comment se fait-il que vous ameniez ce jeune 
  homme autour de ce rosier ? Il ne cherche qu’à vous 
  déshonorer ! » Il se tourne alors vers vous et vous dit : « Fuyez 
  d’ici, jeune homme ! Allez-vous en ! Il s’en faut de peu que je 
  ne vous tue ! Vous êtes un traître et un fourbe ! » 
  Que faites-vous ? 
  A. 
  Vous partez pour être hors de vue de Honte. Vous 
  attendez ensuite en espérant que Honte s’en aille. 
  Pendant ce temps, vous êtes prêt à souffrir en silence. 
  B. 
  Vous dites à Honte : « Je ne suis pas un traître ! Vous 
  m’avez insulté ! Ah vous voulez me tuer ? Ce ne sera pas 
  si facile ! » Vous vous préparez à combattre Honte. 
  C. 
  Vous partez pour être hors de vue de Honte. Vous 
  voulez sincèrement vous excuser d’avoir été trop pressé. 
  Vous allez voir Honte pour vous faire pardonner. Vous 
  lui promettez de ne rien faire désormais sans sa 
  permission. 
  D. Vous partez pour être hors de vue de Honte. Vous 
  essayez ensuite de retourner furtivement jusqu’à la rose. 
  Vous essayez de rester caché et de vous déplacer 
  silencieusement. 
   
  
  VTF5-06 Faith and Love 
   
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  Player Handout 9: Dream of the Rose 3 / Rêve de la Rose 3 
  Shame is still angry and does not allow you to be close to 
  the rose. Frankness and Pity come and speak with Shame. 
  They stand up for you and persuade Shame to move away 
  and begin to sleep on the grass. Fair Welcome comes back 
  and asks you to cross the hedge to approach to the rose. 
  He is so kind that you are inspired to ask him: “My lord, I 
  desire to kiss the rose. Would you allow me to kiss it? I 
  will not do anything without your permission.” Fair 
  Welcome answers: “I would allow you to kiss the rose but 
  I’m afraid that Chastity would be hateful toward me if I 
  gave you permission.” You are sad but the goddess 
  Myhriss intervenes. She speaks to Fair Welcome: “Why 
  do you not give him permission to kiss the rose? This 
  young man is so handsome that it would be a vile act to 
  refuse him a kiss! A kiss would be very pleasant. Do not 
  listen to Chastity!” Fair Welcome gives you the 
  permission you seek. You kiss the rose and feel very 
  happy. Unfortunately an evil man named Gossip appears 
  and tells everyone that you are doing something both 
  dubious and dishonorable. Shame returns and is angrier 
  than before. He arrests Fair Welcome and builds a huge 
  castle with strong walls to protect the rose. Fair Welcome 
  is thrown in the dungeon. You are outside the castle and 
  unable to reach the rose. Gossip and Shame mount guard 
  on this fortress. You want to see the rose once more and 
  free Fair Welcome. 
  What do you do? 
  A. You decide to attack and storm the castle. You collect 
  weapons and siege engines. 
  B. To gain an honorable reputation for courage and 
  generosity, you give sumptuous gifts to every person 
  in the garden and you go to fight evil creatures 
  outside the garden. You hope that a good reputation 
  will allow you to reach the Rose and to free Fair 
  Welcome. 
  C. You decide to enter the castle secretly to free Fair 
  Welcome and to reach the rose. 
  D. You wait sadly in front of the castle. You ask Pity to 
  help you. You ask Myhriss to help you against the 
  defenders of the castle and hope that you will be 
  allowed to pick the rose with her help. 
   
   
   
   
   
  Honte est toujours en colère contre vous et ne vous autorise pas 
  à vous approcher de la rose. Franchise et Pitié viennent parler à 
  Honte. Elles prennent votre défense. Elles parviennent à 
  attendrir Honte qui s’en va et s’endort sur l’herbe. Bel Accueil 
  revient et vous invite à franchir la haie pour vous approcher de 
  la rose. Il est si gentil que vous lui demandez : « Beau seigneur, 
  sachez que j’ai le vif désir d’obtenir un baiser précieux de la rose 
  au doux parfum. Dites-moi donc si vous voulez bien que je lui 
  donne ce baiser, car cela ne se produira pas tant que vous ne 
  serez pas d’accord. » Bel Accueil vous répond : « J’aimerais bien 
  vous permettre un baiser mais je crains de m’attirer la haine de 
  Chasteté. » Vous êtes triste mais la déesse Myhrisse souhaite 
  vous aider. Elle vient parler à Bel Accueil : « Pourquoi ne lui 
  donnez-vous pas la permission d’avoir un baiser plein de 
  douceur ? Ce jeune homme est si beau que ce serait vilenie que 
  de lui refuser un baiser ! Un baiser venant de lui serait fort 
  agréable. N’écoutez pas Chasteté et accordez-lui ce baiser. » Bel 
  Accueil vous donne alors la permission. Vous donnez un baiser à 
  la rose et vous en êtes très heureux. Malheureusement, un 
  individu maléfique du nom de Médisance surgit et raconte 
  partout que vous et Bel Accueil avez un commerce douteux. 
  Honte revient, plus en colère qu’avant. Il arrête Bel Accueil et 
  construit un grand château fort avec de hautes murailles pour 
  protéger la rose. Bel Accueil est jeté dans un cachot à l’intérieur 
  du château. Vous vous retrouvez à l’extérieur du château, dans 
  l’impossibilité de revoir la rose. Médisance et Honte montent la 
  garde sur les remparts. Vous voulez retrouver la rose et libérer 
  Bel Accueil. 
  Que faites-vous ? 
  A. 
  Vous décidez d’attaquer le château pour le prendre d’assaut. 
  Vous cherchez armes et engins de siège. 
  B. 
  Pour acquérir une honorable réputation de vaillance et de 
  générosité, vous faites de somptueux cadeaux à tous les 
  habitants du jardin, y compris aux défenseurs du château, et 
  vous allez combattre des créatures maléfiques à l’extérieur 
  du jardin. Vous espérez qu’avec une bonne réputation vous 
  serez autorisé à retrouver la rose. 
  C. 
  Vous décidez d’essayer d’entrer furtivement dans le 
  château pour libérer Bel Accueil sans être vu et d’atteindre 
  la rose. 
  D. Vous attendez tristement hors du château. Vous demandez 
  à Pitié de vous aider. Peut-être pourra-t-elle attendrir 
  Médisance et Honte ? Vous demandez à Myhrisse de vous 
  aider contre les défenseurs du château. Avec son aide, vous 
  espérez être autorisé à cueillir la rose. 
  
  VTF5-06 Faith and Love 
   
  Page 83 
   
  Player Handout 10: The Rose / La Rose 
  With all your gifts, you gain the support of Largesse. 
  With your victory against evil opponents, you gain the 
  support of two beautiful and wise ladies named Honor 
  and Courage. Largesse, Honor and Courage decide to 
  help you against the defenders of the castle. Gossip and 
  Shame flee when they see their opponents. You storm 
  the castle successfully and free Fair Welcome. The 
  castle disappears and you can reach the rose once more. 
  Fair Welcome tells you: “Good Friend, you may pick 
  the rose if you so desire.” You answer: “It is my dearest 
  wish.” You pick it and you are ecstatic. 
  Grâce à vos cadeaux, vous obtenez le soutien de 
  Largesse. Par vos victoires sur des adversaires 
  maléfiques, vous obtenez le soutien de deux dames 
  belles et sages, Honneur et Courage. Largesse, 
  Honneur et Courage décident de vous aider contre les 
  défenseurs du château. Médisance et Honte s’enfuient. 
  Vous pouvez prendre d’assaut le château et libérer Bel 
  Accueil. Le château disparaît complètement et vous 
  retrouvez la rose. Bel Accueil vous dit : « Ami, vous 
  pouvez cueillir la rose si tel est votre souhait. » Vous 
  répondez : « C’est mon souhait le plus cher. » Vous 
  cueillez la rose et vous êtes au comble du bonheur. 
   
  
  VTF5-06 Faith and Love 
   
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  Player Handout 11: Rain of Imperial Roses / Pluie de roses 
  impériales 
  The goddess Myhriss told you during your dream: 
  “When you will think that someone close to your heart is 
  greatly endangered and that the situation is hopeless 
  without any solution, use the power of the rose. You just 
  have to wish it to call for a terrible punishment for evil 
  creatures. You will be able to use this power only once.” 
  Rain of Imperial Roses (Sp): By using a swift action 
  (there is no verbal, somatic or material component as for 
  every spell-like abilities, you can activate it mentally), red 
  roses fall from the sky for two minutes. Range is long 
  (1,200 ft.) and the area is a cylinder (80 ft. radius; 80 ft. 
  high). Effects are left indefinite but it is harmful for evil 
  creatures. You can use this power only once. 
  La déesse Myhrisse vous a dit dans votre rêve : 
  « Lorsque quelqu’un de cher à ton cœur sera en grand 
  danger et que la situation semblera désespérée et 
  insoluble, fais appel au pouvoir de la rose. Un simple 
  souhait de ta part suffira à invoquer une terrible punition 
  pour les créatures maléfiques. Mais tu ne pourras utiliser 
  ce pouvoir qu’une seule fois. » 
  Pluie de roses impériales (Sp) : En utilisant une action 
  rapide (comme pour tout capacité spell-like, il n’y a pas de 
  composante verbale, somatique ou matérielle, vous 
  pouvez activer mentalement ce pouvoir), des roses rouges 
  tombent du ciel pendant deux minutes. La portée est 
  longue (360 m) et la zone d’effet est un cylindre (24 m de 
  rayon et 24 m de haut). Les effets ne sont pas précisés 
  mais ils sont terribles pour les créatures maléfiques. Vous 
  ne pouvez faire appel à ce pouvoir qu’une seule fois. 
   
  
  VTF5-06 Faith and Love 
   
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  Player Handout 12 
  
  VTF5-06 Faith and Love 
   
  Page 86 
   
  Critical Event Summary 
  Please email triadeekb@numericable.fr or jeanphilippe.huet@tele2.fr and relay the following information: 
  1. 
  What was the APL? 
  2. 
  Were the sunflies successfully called? 
  3. 
  Did a PC complete successfully the dream of compassion and become Exalted Brother/Sister of Redemption 
  and Righteousness? If yes, what are his name, alignment (previous and new), classes, level, home region and 
  deity? 
  4. 
  Did a PC complete successfully the dream of the rose and become Knight of the Rose or Brother of the Rose? 
  If yes, what’s his name, alignment, classes, level, home region and deity? Did he take the ring of the rose? 
  5. 
  Was Zinaryamtaz saved during the hostage-taking or was she killed? 
  6. 
  Did a PC use an imperial rose to save Zinaryamtaz during the hostage-taking? If yes what is the name of the 
  character? 
  7. 
  Did a PC use a quickened shield other to save Zinaryamtaz during the hostage-taking? If yes what is the name 
  of the character? 
  8. 
  Did the PCs win the pleas against Lorindale (if the Trial was played)? 
  9. 
  Did a Judgment of Myhriss happen? If yes, was Zinaryamtaz saved? 
  10. Were the Beings of Light (Quesars) fought or not? 
  11. Did a PC marry Zinaryamtaz in the Pinnacles of Azor’Alq? If yes what are the name of the player, his e-mail 
  address, the name of the character, alignment, class, level, home region and deity? 
  12. Was Zinaryamtaz alive at the end of the adventure? 
  13. Did anything else unusual happen in this event? 
   
  Thank you for your time, 
   
  The Ekbir Triads. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/VTF5-06 - Faith and Love.pdf