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A Betrayal of Trust
A Therran Mini-Scenario for 6 PCs of level 7 or 8

 

Summary:

The PCs have been betrayed by the Hierarch of the Temple of the Sapphire Eidolon, who has notified her superiors in Azotchtla of the arrival of the PCs and now seeks to keep them at the Temple until a force can arrive to attempt to take them prisoner.

Assumptions:

The PCs are all from Jerranq. They are spending some time at the Temple of the Sapphire Eidolon after having helped Zerimon the githzerai zerth return to Limbo.

Location:

Temple of the Sapphie Eidolon, northwestern edge of Mallar's Peaks, Sazhansiir

Historical Date:

N.S.33, month of Moon (autumn)

DM's Introduction:

Note: Much of the motivation for this short scenario is provided by events that have occurred in past scenarios. DMs are advised to read or glance through the various Sazhansiir scenarios for this campaign.

This is not a proper scenario per se, but rather an important interlude in the campaign. Despite the fact that it is intended for the PCs to be captured and taken to the Azotchtlan Lands in the course of this scenario, every consideration has been given to the PCs escaping the trap and continuing on in freedom. As such, the DM should not force the issue with regard to the capture of the PCs.

When the PCs arrived at the Temple of the Sapphire Eidolon several weeks before, the ranking hierarch, Sister Tara, greeted them warmly, for they had helped the Temple complete a very important mission (i.e. preventing Isganndemm from being freed). The PCs also ingratiated themselves to the Temple by recovering several lost fragments of stone writing from a Temple outpost in the mountains and some valuable incarnum-related magic items and turning these over to the Temple.

With these kind acts, her own intuition, a detect evil spell, and the vouchsafe of Zerimon the githzerai, Sister Tara was wholly convinced that the strangers were no threat and should be greeted warmly and given sanctuary.

However, while the Temple of the Sapphire Eidolon is somewhat removed from Azotchtla and its sometimes byzantine politics and rituals and codes of conduct, nonetheless, Sister Tara and the Temple are still devout worshippers of the Sun God Oromoxco (o-ro-MOASH-ka) and she respects the hierarchy of the High Temple of the Sun in Mestil-rez and reports to them regularly. The High Temple of Mezstil-rez is the entity that sends supplies to the Temple of the Sapphire Eidolon, and the Temple of the Sapphire Eidolon is considered nominally sibservient to and under the ultimate control of the High Temple of Mestil-rez.

When the PCs head out to escort Zerimon to the tunnels beneath Nauhacuti (Little Spider) Mountain, Tara memorizes and casts a sending spell to the high priest of Oromoxco at Mestil-rez. She has not done this before now, since the PCs' arrival, because she has warred with herself as to whether she should inform her superiors, as she is not quite sure how they will react to the strangers. Nevertheless, with the PCs now out of sight, her resolve has steeled and she has determined the proper course of action.

In her sending, she says the following:

Strangers have arrived Temple Sapphire Eidolon. Claim they come from land far north, beyond sea. Appear mostly human. Speak strange languages. Seem helpful, hate serpents.

When the High Priest at Mestil-rez receives this sending, he is most intrigued, for during the several months since the PCs first arrived word has gone out from the highest authorities of the Sun God in Haasfiir that it is of a matter of greatest import that a group of strangers who might be travelling in the Azotchtlan Lands be located and captured if possible.

The reason for this pronouncement is simple. When the PCs travelled to Sazhansiir by means of the magical vortex from the Heynosht Archipelago, they temporarily stopped in the inner sanctum of vault hidden in Haasfiir where are kept the final two creation cysts. The PCs' presence in that highly warded chamber set off countless magical alarms and instantly the magically-endowed feathered warrior guardians had burst into the chamber ready to spend their lives repelling the invaders and protecting the creation cysts. Fortunately for the PCs, the vortex swept them away mere seconds after they had appeared in the chamber. Unfortunately, the feathered warriors got a good look at the PCs and noted their features and descriptions.

Needless to say, the guardians of the creation cysts were stunned. That any beings could pierce their magical and physical protections and appear in the vault chamber was beyond belief. And though the attempt apparently failed, the fact that it could even be attempted has raised all sorts of dire concerns. Should the creation cysts be stolen, they could be detonated in the heart of the Azotchtlan Lands and the entire human civilization could be wiped out. Even if that dire circumstance did not happen, the loss of the cysts, should it become known, would allow the Scaled Ones to once again amass armies and possibly Kyuss himself could emerge from Tyrmannion to lead them. Such a thing would possibly spell the end of humankind on Sazhansiir and its total domination by Kyuss and his minions.

With this in mind, it is no wonder that while the guardians of the cysts have done their uttmost to keep secret the fact that the cyst chamber had been violated (to stop widespread panic, and so that the Scaled Ones, assuming the violators were not in their employ, would not know that the chamber could be penetrated), they have also let it be known through the highest veins of power in Azotchtla that strangers are about in the lands. To the nobles and high priests and other powerful folk of the lands, the description of the strangers has been made available and these worthies have been ordered under the most dire pleas and threats to capture them at all costs, alive at all costs, and notify the proper authorities in Haasfiir. These persons have been told that this is a matter of gravest concern regarding the Scaled Ones and that no internecine politics can intervene, lest the wrath of all of the gods be set upon them. In fact, there are several sacred tokens used by the Azotchtlan governments when a matter of such dire concern is set forth such that all politics must be cast aside. Almost always, such matters involve the Scaled Ones. Refer to the section on Sacred Tokens in the Sazhansiir Gazetteer.

These nobles and priests have then been instructed to disseminate to their retainers and to the peasantry in general the description of the strangers and tasked the populace to keep an eye out for these folk, including anyone suspicious not meeting the description, since they might be in disguise, and to report any such findings to their masters.

In the nine months since the PCs violated the sacred chamber, this "all-points-bulletin" has disseminated throughout the Azotchtlan Lands and is now starting to reach Valast and Fezen-tir. It had not occured to the powers that be that these strangers, spotted in the sacred chamber in Haasfiir, would have been transported deep into the wilderness in the heart of the continent, and so no word reached the Temple of the Sapphire Eidolon before the PCs arrived.

Now the High Priest at Mestil-rez believes that the strangers mentioned in Sister Tara's sending are possibly the ones sought by the authorities in Haasfiir. As such, the next day he will send a missive back to Sister Tara using a sending spell:

Describe them in detail. Very important. Try to detain. Will arrive in small force to take to Azotchtla. Do not arouse suspicions. Could be very dangerous.

Over the next two days, Sister Tara memorizes 3 sendings per day and uses them to describe the PCs to the High Priest in Mestil-rez. With this information, the High Priest is now certain that Tara has the strangers in her grasp. He informs her that they must be delayed at the Temple as long as possible, and then informs the High Priest of the Sun God at Haaasfiir that he has found the strangers at the Temple of the Sapphire Eidolon and, being closest to that place, is sending warriors and priests to capture the strangers.

Part One - Staying Home

In this part, the Temple and the arrivals from Mestil-rez await the PCs' return and then attempt to capture them.

The High Priest of the High Temple of the Sun of Mestil-rez is named, as most High Priests of the Azotchtla are, after the god he worships. Oromoxco is his name and his apellation is "the Fire Dancer", as the priest is enamoured of flame and fire and is known to often dance amidst a burning bonfire to the glory of the heat of the Sun. Oromoxco the Fire Dancer will memorize and cast 2 wind walk spells (one using his Sky domain), bringing along six of his most powerful companions with him. While with time the High Priest could have gathered a more powerful and numerous force, he is worried that to tarry might mean the strangers slip away. Furthermore, he intends to press the skarns at the Temple of the Sapphire Eidolon into his service. Finally, he knows that should he fail, he has already alerted the High Temple in Haaasfiir and, no doubt, they will be gathering a very powerful force to head to the Temple of the Sapphire Eidolon in time, though such a force would take time to muster and even more time to march all the way from Haasfiir to the western end of Mallar's Peaks.

Travelling under the auspices of a wind walk spell, the group from Mestil-rez can arrive at the Temple of the Sapphire Eidolon in a mere 3 days. That means, counting the time necessary for the various sending spells between Tara and the Fire Dancer and for the Fire Dancer to then rest and pray for wind walk spells, they will arrive on the 7th day after the PCs have left for Nauhacuti Mountain. The Fire Dancer will be none too pleased to learn that Tara has allowed them to leave the Temple on a dangerous quest, but the Sister will explain that at the time she did not know they were wanted and that she is not certain that the githzerai would not have sided with the PCs, so with his departure the Fire Dancer's task is that much easier.

The Temple of the Sapphire Eidolon

Though the Temple has been presented in previous scenario, this is the first real instance where combat is likely to take place, and as such it is necessary to at least flesh out the description of the temple and its minions.

It should be noted that there are two hierarchs resident at the Temple, but one, a skarn male named Havast'r, is gone on a mission for the Temple and is not due to return for well over a year. The nature of his mission is known to Sister Tara, but she will not be inclined to reveal its purpose at this time to the PCs. Should the PCs somehow wrest this information from her, the DM is free to make up the details of the mission and perhaps weave it into a future storyline.

Note: DMs should read the section after the Temple description entitled "The Capture" and be completely familiar with that section before having the PCs approach the Temple.

The Temple is comprised of granite blocks fitted together without mortar. The main building is some 15 ft tall, while the chamber holding the Sapphire Ediolon (area 15) is a dome of greyish marble shot through with blue, lightning-like veins. This dome rises to a height of 25 ft above the ground level.

There are few windows in the walls of the place, these being of rather opaque thick crystal-like glass with a bluish tinge, so that while bluish daylight can filter in, unless someone were to press right up against the window, nothing but light can really be discerned through them. Windows are 2 ft wide and 3 ft tall and cannot normally be opened (hardness 2, 8 hp).

The only doors to the place are the massive reinforced wooden double doors that lead into the entrance foyer (area 1). The roof does bear several square holes some 1 ft by 1 ft that allows smoke from the various hearths inside to vent.

All walls in the place are considered superior masonry (per 1 ft: hardness 8, 90 hp, break DC 35; climb DC 25) and the outer walls are 3 ft thick while the inner walls are 1 ft thick. Floors are smooth flagstone.

All doors, except for the entrance doors, are good wooden doors (hardness 5, 15 hp, break DC stuck 16 and locked 18). The entrance doors are strong wooden doors that are 3 inches thick (hardness 5, 30 hp, break DC stuck 25, locked 27).

Unless otherwise stated, all rooms are lit by a series of small oil lamps set into niches carved about 5 ft high into the walls every 10 ft or so.

0. Outside (EL 9)


The dirt pathway leads up to the wooden double doors of the Temple.

Creatures:
There are two initiate guards stationed outside the Temple entrance, as normal. They have been instructed to act as if everything is normal and to allow the PCs to pass unmolested into the Temple. Nevertheless, these guards know that the PCs are to be captured, and they have been instructed to remain at their posts and to attempt to stop any of the PCs from escaping from the Temple.

SAPPHIRE INITIATES (2) CR 7
Magic of Incarnum pages 15, 20, and 136
Male skarn Cleric (Ularinn) 3/Incarnate 3/Sapphire Hierarch 1
LN Medium humanoid (reptilian, incarnum)
Init +0; Senses Listen +2, Spot +2
Aura moderate law
Languages Azotlan

AC 13, touch 10, flat-footed 13
hp 36 (7 HD)
Fort +7, Ref +2, Will +10

Spd 30 ft (6 squares)
Melee arm spines +4 (1D6+1)
Melee mwk longspear +5 (1D8+1)
Ranged javelin +3 (1D6+1)
Space 5 ft; Reach 5 ft (10 ft with longspear)
Base Atk +3; Grp +4
Atk Options smite chaos or evil 1/day (+1 attack, +1 damage), smite evil 1/day (+4 attack, +3 damage)
Special Actions
Divine Vigour, greater turning (1/day), incarnum radiance 1/day (4 rounds, +1 AC), turn undead (4/day, +2 synergy bonus)
Combat Gear masterwork obsidian longspear, javelins (6), oil of magic fang (CL 1), potion of cure serious wounds (CL 5)
Cleric Spells Prepared (CL 4, melee touch +4, ranged touch +3):
2nd - bull's strength, elation, heat metal (DC 14), resist energy, silence
1st - bless, entropic shield, eyes of the avoral, handfire, protection from evil, vision of heaven (DC 13)
0 - detect magic, detect poison, guidance, light, resistance
Domains: Celestial (smite evil 1/day), Sun (greater turning 1/day)
Essential Pool
5; Capacity 3; Chakra Binds 1; Soulmelds 3
Soulmelds and Essentia Investment (CL 4):
soulspark familiar (lesser soulspark; bound to crown chakra)
mantle of flame 3 (3D6 fire damage against melee attacks)
spellward shirt 2 (SR 14)
Spell-Like Abilities (CL 2):
At will - detect chaos

Abilities Str 12, Dex 10, Con 13, Int 10, Wis 14, Cha 12
SQ chakra binds (crown), consultation 3/level, spontaneous casting (healing)
Feats Bonus Essentia, Combat Casting, Divine Vigour
Skills
Climb +3, Concentration +8, Heal +4, Intimidate +3, Knowledge (arcana) +4, Knowledge (religion) +5, Sense Motive +4
Possessions combat gear plus studded leather armour, spell component pouch, wooden holy symbol (Ularinn), potion belt

LESSER SOULSPARKS (2) CR -
Magic of Incarnum page 197
LN Tiny outsider (lawful, incarnum, native)
Init +6; Senses Listen +8, Spot +8
Languages Azotlan


AC 16, touch 14, flat-footed 14
hp 26 (4 HD); DR 3/chaos
Immune criticals, flanking
Fort +6, Ref +8, Will +5; evasion

Spd 20 ft (4 squares), fly 30 ft (6 squares)(perfect)
Ranged soul blast +8 (1D6+2)
Space 2.5 ft; Reach 0 ft
Base Atk +4; Grp -4
Atk Options
Special Actions


Abilities Str 10, Dex 15, Con 15, Int 6, Wis 13, Cha 15
SQ amorphous
Feats Improved Initiative, Lightning Reflexes
Skills
Diplomacy +4, Hide +17, Knowledge (history) +5, Listen +8, Move Silently +9, Sense Motive +8, Spot +8

Amorphous (Ex) A soulspark is not subject to critical hits. Creatures that flank it gain none of the normal benefits of flanking.

Soul Blast (Su) A soulspark attacks by focusing soul energy on its target as a ranged attack with a range of 5 ft. it gains a bonus on its damage roll equal to its Cha bonus (if any). This doesn't provoke an attack of opportunity.

Tactics: Once the PCs enter the Temple, the guards know that trouble is likely to ensue. As such, they will immediately begin casting their longer-duration spells in the following order:

Round 1: bull's strength
Round 2: resist energy (fire)
Round 3: protection from evil
Round 4: entropic shield
Round 5: Divine Vigour
Round 6: one will cast bless

They will not apply their oils of magic fang to their armspines since that only lasts for 10 rounds, instead reserving that for need in facing incorporeal or damage resistant foes.

The initiate guards are not supremely formidable warriors, and they know it, but they have a variety of very versitile capabilities. They will, of course, adjust their essentia from round to round as they deem fit.

Developments: The guards have strict orders to remain at their post, and they are to prevent PCs from escaping the Temple and from allowing any aid to enter. They can only be called away from their post by Sister Tara.

1. Entrance Foyer


The large chamber bears an intricate bas-relief of a sun with many runes and pictgraphs carved within it on the southern and northern walls that flank just inside the entrance. The ceiling bears another carving of a massive sun in the center surrounded by scenes of skarns, rilkans, and humans battling Scaled Ones and other demonic-seeming figures.

There are double doors to the north and south at the end of small hallways, and small doors just before them. Another passageway leads east, with several doors on both walls before ending in double doors.


2. Privies


These small chambers are simple stone benches with a hole cut into it. The door can be latched from the inside, and incense burns in a small brazier set on a stone shelf.


The refuse drops into a large wooden bucket which is removed several times per day and dumped outside at a nearby middens.

3. Waiting Room and Cloak Room


This chamber contains several wooden racks of pegs along its walls. Two wooden tables dominate the room, with several chairs set nearby. A hearth in the southwest corner is slightly ablaze and several chairs are set before it.


This room is used to allow visitors to await an audience and as a meeting place. When there are guests, they are bedded here as a guest room.

4. Temple


This room contains several rows of long wooden pews that face a dais to the north upon which is set a stone altar above which looms a massive circular carving of a sun with a regal face carved into its center and pictographs of various divine and mortal figures amongst many runes and geometric shapes. Several gems are set into the sun figure and various items are set upon the altar.

The walls are decorated with imposing marble panels carved with figures of skarns and rilkans battling slaadi and yuan-ti. Hovering over the battle scenes of each panel is a large sun made of blue crystal.



This is the chapel of the Temple, and most communal worship services are performed here.

A hallow spell (CL 9) has been cast upon the altar, and it reaches everywhere in this chamber (including areas 5 and 6). In addition to the normal effects (magic circle against evil and +4 bonus to turn undead, etc.) a discern lies (CL 9, DC 18) spell has been ties to the hallowed site, made to function only for those who are members of the Temple.

Set upon the altar are several blood-letting devices for use in sacrificing manatlan to the Sun God, including a copper bowl, a silver thread with spikes that looks like barbed wire, several tiny daggers and needles, and a small silver carafe filled with wine.

Secret Doors: A secret door has been built into the wall between this room and area 15 (Search DC 25).

Treasure: The altar implements have some small value. The copper bowl is worth 15 gp, the carafe is worth 25 gp. The gems set into the sun figure consist of 5 sards (50 gp each), 12 red garnets (100 gp each), and 2 golden yellow topazes (500 gp each).

Hidden under the stone block of the altar (Search DC 25) is a niche containing herbs, oils, and incense sufficient for casting the hallow spell. The total value of these is 10,000 gp.

5. Confessionals


This small room is comprised of two parts, a northern section accessible via a small wooden door and a southern section accessible via a plain blue curtain. The northern part has a chair in it and the southern part as a wooden bench. Between the two parts is a small window that is obscured by a wooden lattice so that sound can pass between the two sections, but vision is obscured.


These are confessionals. While confession is not a part of the normal Azotchtlan religious practices, it has evoled in the Temple of the Sapphire Eidolon due to its strictly lawful bent, whereby untruths, lies, and secrets are frowned upon. As such, Temple members are required to confess their sins and transgressions.

DMs should note that the discern lies effect in area 4 reaches into these cofnessionals as well.

6. Holy Water Font


Set before the pews in the Temple chamber is a 4 ft tall pedestal of silver fashioned to look like a flying serpent. Its mouth is open and upraised so that a large blue crystal bowl is held within, the serpent's fangs hooking over the rim of the bowl to hold it in place. The bowl is half filled with water.


This is the holy water font of the Temple. The silver pedestal is a represenation of a couatl and the heavy piece (30 lbs) would be worth 7,500 gp due to its exquisite craftsmanship (every scale has been painstakingly carved). The water within the bowl is holy water, blessed by the Temple priests. There is the equivalent of 15 vials of holy water within.

7. Initiate Quarters/Guest Quarters (EL 9)

There are six of these rooms, which are essentially the same except for minor personal effects and the like.


This room contains two feather beds, with a large wooden desk and chair set into the corner and two wooden wardrobes against the opposite wall. Small tapestries depicting the Sapphire Eidolon and battles against Scaled Ones are set along the walls.


The wardrobes contain clothing and personal effects of the initiates who dwell in the chamber. The desk contains clay tablets, styluses, and small books of thin metal sheets with cuneiform-like writing stamped into it. These books, written in Azotlan, are mundane hymnals and other devotional and inspirational treatises.

Creatures: Each room quarters 2 initiates (for a total of 12), though at all times 2 of the dozen initiates are at area 0 guarding the front door.

SAPPHIRE INITIATES (2) CR 7
Magic of Incarnum pages 15, 20, and 136
Male skarn Cleric (Ularinn) 3/Incarnate 3/Sapphire Hierarch 1
LN Medium humanoid (reptilian, incarnum)
Init +0; Senses Listen +2, Spot +2
Aura moderate law
Languages Azotlan

AC 13, touch 10, flat-footed 13
hp 36 (7 HD)
Fort +7, Ref +2, Will +10

Spd 30 ft (6 squares)
Melee arm spines +4 (1D6+1)
Melee mwk longspear +5 (1D8+1)
Ranged javelin +3 (1D6+1)
Space 5 ft; Reach 5 ft (10 ft with longspear)
Base Atk +3; Grp +4
Atk Options smite chaos or evil 1/day (+1 attack, +1 damage), smite evil 1/day (+4 attack, +3 damage)
Special Actions
Divine Vigour, greater turning (1/day), incarnum radiance 1/day (4 rounds, +1 AC), turn undead (4/day, +2 synergy bonus)
Combat Gear masterwork obsidian longspear, javelins (6), oil of magic fang (CL 1), potion of cure serious wounds (CL 5)
Cleric Spells Prepared (CL 4, melee touch +4, ranged touch +3):
2nd - bull's strength, elation, heat metal (DC 14), resist energy, silence
1st - bless, entropic shield, eyes of the avoral, handfire, protection from evil, vision of heaven (DC 13)
0 - detect magic, detect poison, guidance, light, resistance
Domains: Celestial (smite evil 1/day), Sun (greater turning 1/day)
Essential Pool
5; Capacity 3; Chakra Binds 1; Soulmelds 3
Soulmelds and Essentia Investment (CL 4):
soulspark familiar (lesser soulspark; bound to crown chakra)
mantle of flame 3 (3D6 fire damage against melee attacks)
spellward shirt 2 (SR 14)
Spell-Like Abilities (CL 2):
At will - detect chaos

Abilities Str 12, Dex 10, Con 13, Int 10, Wis 14, Cha 12
SQ chakra binds (crown), consultation 3/level, spontaneous casting (healing)
Feats Bonus Essentia, Combat Casting, Divine Vigour
Skills
Climb +3, Concentration +8, Heal +4, Intimidate +3, Knowledge (arcana) +4, Knowledge (religion) +5, Sense Motive +4
Possessions combat gear plus studded leather armour, spell component pouch, wooden holy symbol (Ularinn), potion belt

LESSER SOULSPARKS (2) CR -
Magic of Incarnum page 197
LN Tiny outsider (lawful, incarnum, native)
Init +6; Senses Listen +8, Spot +8
Languages Azotlan


AC 16, touch 14, flat-footed 14
hp 26 (4 HD); DR 3/chaos
Immune criticals, flanking
Fort +6, Ref +8, Will +5; evasion

Spd 20 ft (4 squares), fly 30 ft (6 squares)(perfect)
Ranged soul blast +8 (1D6+2)
Space 2.5 ft; Reach 0 ft
Base Atk +4; Grp -4
Atk Options
Special Actions


Abilities Str 10, Dex 15, Con 15, Int 6, Wis 13, Cha 15
SQ amorphous
Feats Improved Initiative, Lightning Reflexes
Skills
Diplomacy +4, Hide +17, Knowledge (history) +5, Listen +8, Move Silently +9, Sense Motive +8, Spot +8

Amorphous (Ex) A soulspark is not subject to critical hits. Creatures that flank it gain none of the normal benefits of flanking.

Soul Blast (Su) A soulspark attacks by focusing soul energy on its target as a ranged attack with a range of 5 ft. It gains a bonus on its damage roll equal to its Cha bonus (if any). This doesn't provoke an attack of opportunity.

Tactics: While the statistics of the initiates are presented here, refer to the "Capture" section below for specifics as to where these will be when the PCs arrive and what their tactics will be.

8. Fountain Room


This chamber is dominated by a large fountain of greyish marble shot through with blue veins. The center of the fountain is shaped like upraised arms with skarn spikes, and from the top water sprays in a shower into the bowl of the fountain below. Double doors pierce the north, west, and east walls while a pair flank a small passageway to the south.

This small passaegway in the south ends in a stone statue, a squat, squarish thing that resembles either a ceremonial headdress or an actual dragon-like head.

On the ceiling above the fountain is an intricate carving of a sun whose extended rays are comprised of runes and pictoglyphs.



The fountain is used for ritual cleansing by the priests before communing with the Eidolon and is fed by a small tube that runs to a stream in the nearby hills.

9. Dining Room


This room contains a couple of small wooden tables with two chairs each along the walls and a larger table in the room's center surrounded by four chairs. A hearth burns in the southwestern corner, with a small iron cauldron set over the flame. The tables bear plain, serviceable utensils made of wood and iron.


This room cannot seat the entire temple membership, and instead the dining is done in shifts.

10. Kitchen


This room contains wooden counters and shelving along all of its walls. To the southeast is a hearth that is enlarged and fitted with an iron door, appearing to be an oven of some sort. Various utensils and cooking implements hand from pegs set into the wooden shelves laong the walls. Boxes and bags are stuffed under the shelves and counters, on the floor.

In the center of the room is a round wooden table upon which are various knives and other cutting utensils, and on the floor surrounding this table are small wooden trapdoors.



There is no formal kitchen staff at the Temple. Rather, initiates take turns preparing meals for their brethren. The trapdoors in the floor lead to two foot square niches containing foodstuffs. The boxes and bags on the floor also contain a variety of foodstuffs including cheeses, dried fruits, spices, salt, etc. A couple of small barrels contain fresh water. Amidst all of the foodstuffs are a few bottles of wine.

11. Greeting Hall (EL 9)


This large chamber is punctuated by four pillars carved to resemble fists holding upraised spears. The fists bear feathers on their wrists and the spikes of skarns.

The ceiling is decorated with a grand mosaic depicting the sun sending cleanisng rays through the jungle canopy and searing Scaled Ones into piles of ashes. Most of these seared or soon-to-be-seared Scaled Ones seem to be fleeing a large blue stone.

To the east, a stone dais bears two large wooden chairs of office. These chairs are of a deep brown wood, like teak, and carved to bear designs that portray feathered serpents being worshipped by robed humans.

Flanking the dais are two stone statues, squat, squarish things that resemble either a ceremonial headdress or an actual dragon-like head.

Double doors pierce the walls to the west, north, and southeast of this chamber.



This is the audience chamber used by the hierarchs to meet guests and perform official non-religious Temple functions. Usually, strangers will meet Sister Tara and/or the other hierarch here.

SISTER TARA CR 9
Magic of Incarnum pages 7, 20, and 136
Female azurin Cleric (Ularinn) 3/Incarnate 2/Sapphire Hierarch 4
LN Medium humanoid (human, incarnum)
Init +1; Senses Listen +4, Spot +4
Aura moderate law
Languages Azotlan, Celestial

AC 20, touch 10, flat-footed 20
hp 56 (9 HD); DR 1/admamatine
Fort +9, Ref +5, Will +14; +4 saves vs chaotic and transmutation effects

Spd 20 ft (4 squares)
Melee +1 heavy mace +7 (1D8+4)
Melee lightning gauntlets touch +6 (3D6 electricity)
Ranged mwk javelin +5 (1D6+3)
Space 5 ft; Reach 5 ft
Base Atk +5; Grp +6
Atk Options smite chaos or evil 2/day (+1 attack, +4 damage), smite evil 1/day (+4 attack, +3 damage)
Special Actions
Divine Vigour, greater turning (1/day), turn undead (4/day, +2 synergy bonus)
Combat Gear +1 obsidian heavy mace, masterwork javelins (3), potion of cure serious wounds (CL 5), potion of lesser restoration (CL 3), holy water (6), divine scroll of neutralize poison (CL 7), divine scroll of invisibility purge (CL 5)
Cleric Spells Prepared (CL 7, melee touch +6, ranged touch +4):
4th - fire shield
(d), freedom of movement, tongues
3rd - awaken sin (DC 17), dispel magic, hesitate (DC 17), prayer, searing light
(d)
2nd - elation, heat metal
(d)(DC 16), hold person (DC 16), remove paralysis, resist energy
1st - bless, command (DC 15), divine favour, obscuring mist, shield of faith, vision of heaven
(d)(DC 15)
0 - create water, detect magic (2), guidance, light, resistance
Domains: Celestial (smite evil 1/day), Sun (greater turning 1/day)
Essential Pool
9; Capacity 2; Chakra Binds 2; Soulmelds 4
Soulmelds and Essentia Investment (CL 6):
bluesteel bracers 2 (+2 insight bonus on initiative checks, +2 insight bonus on weapon damage rolls)
diadem of purelight 2 (bright illumination out to 40 ft and shadowy to 80 ft, all get +2 bonus on Spot checks into radius, negates concealment less than total concealment, bound to crown chakra)
impulse boots 2 (uncanny dodge, evasion, +2 enhancement bonus on reflex saves, bound to feet chakra)
lightning gauntlets 2 (melee touch attack deals 3D6 electricity damage 1/round)
Spell-Like Abilities (CL 2):
At will - detect chaos

Abilities Str 12, Dex 8, Con 14, Int 12, Wis 19, Cha 13
SQ chakra binds (crown, feet), consultation 3/level (used once), spontaneous casting (healing)
Feats Bonus Essentia, Combat Casting, Divine Vigour, Lightning Reflexes, Open Least Chakra (feet)
Skills
Balance +0, Concentration +12, Diplomacy +12, Intimidate +3, Knowledge (arcana) +5, Knowledge (religion) +7, Move Silently +0, Sense Motive +9, Spellcraft +3
Possessions combat gear plus +1 chitin full plate armour, masterwork light wooden shield, ring of protection +1, periapt of wisdom +2, spell component pouch, silver holy symbol (Ularinn), masterwork potion belt, scroll case, key to treasure chest in area 13

Tactics: While the statistics of the hierarch is presented here, refer to the "Capture" section below for specifics as to where she will be when the PCs arrive and what her tactics will be.

12. Meeting Room


This room contains a large wooden table surrounded by five large wooden chairs set with blue cushions. A hearth burns red with embers to the southeast.

Along the west wall is a large wooden scroll rack containing leather scroll tubes some 4 - 5 ft tall and a couple of inches in diameter. These are tied by leather thongs and have cuneiform writing on them.



This is a conference room for the hierarchs when there is a call for private or prolonged meetings with guests. The large tubes hold various maps of the land, some of the surrounding land, some of the Azotchtlan Lands, and others of the ancient lands of the Children of the Mishtai. The DM can produce the information on these maps as he desires should the PCs wish to study them.

13. Hierarch Bedrooms

Note: These are mislabelled as "Initiate Bedrooms" on the map.


This room contains a plush feather bed with blue linens. Next to the bed is a wardrobe carved with scenes of skarn and rilkan warriors flying through the clouds with spears upraised.

Across from the bed is a desk and chair and a small table.

A hearth sits in the corner of the chamber, and sapphire blue tapestries display geometric shapes and figures of skarn warriors marching into battle.



These are the bedrooms of the hierarchs. The northern room belongs to Brother Havast'r, and is a bit musty from disuse, though it has been dusted and cleaned somewhat during his absence. The southern room belons to Sister Tara, and shows signs of constant use.

Both chambers have numerous personal effects of each of the hierarchs, as well as the expected outfits and clothing appropriate to their station.

Secret Doors: A set of loose stones are set into the floor underneath Sister Tara's bed (Search DC 22). These stones are warded by a glyph of warding (see below).

Traps: A glyph of warding has been set upon the loose stones underneath Sister Tara's bed, such that anyone not Sister Tara or Brother Havast'r will set off the glyph.

Glyph of Warding Trap CR 3 spell; spell trigger; no reset; spell effect (glyph of warding [spell], 7th-level cleric, bestow curse [each turn, the target has a 50% chance ot act normally; otherwise, it takes no action] (DC 17 Will negates); Search DC 28; Disable Device DC 28.

Treasure: With Havast'r's absence, Sister Tara has taken the Temple treasure into her own quarters. They are contained in an iron chest concealed beneath some loose stones in her bedchamber (Search DC 22). The stones are warded by a glyph of warding as described above. Meanwhile, the chest itself is locked (Open Lock DC 24) with the key on Sister Tara's person. Within are 1200 cp, 1600 sp, 2430 gp, 2 divine scrolls of raise dead (CL 9), and five pouches each containing five large sapphires worth 1,000 gp each.

Note: The DM should subtract from this treasure any amounts paid to the PCs at the end of the scenario entitled "The Key to Chaos". This will usually be at least 5,000 gp worth of sapphires.

14. Library/Study


This room contains a round table and several chairs, which are center to shelves that line the walls and reach up to close to the ceiling. Within these shelves are stacks and stacks of rolled parchment, stone tablets, clay tablets set in wooden frames, and thin sheets of metal stamped with symbols.

Upon the center table are blank wax tablets and styluses as well as parchment and strange looking featherless pens sitting next to small ink wells.



This is the Temple's repository of knowledge, and it is left to the DM to determine the precise nature of this knowledge, should the PCs inquire. The tomes and treatises here are mostly in Azotlan, with a sprinkling of Slith, Celestial, and even a few in Slaad. Most deal with histories of the Temple and the wars against the Scaled Ones, and with the religion of Oromoxco and of the history of the Children of the Mishtai. A few deal with worship of and commune with the Sapphire Eidolon.

Certainly, such a library is quite valuable and should be useful to any research by the PCs into these areas as well as a circumstance bonus to certain Knowledge checks should the PCs have the time to do research with the library.

15. Sapphire Eidolon (EL 7)


This large domes chamber is dominated by the Sapphire Eidolon, which sits in the center of the chamber. The Eidolon is a massive 30 ft diameter stone hemisphere, mostly smooth and regular in shape, but with slight undulations and wave-like ripples on its surface. The spjhere glows with an inner blue light that seems to well up from some massive depth within the stone, though the stone's own dimensions belie this perception.

The stone is set into the floor, and there is no easy way to determine if the thing is a hemisphere set upon the floor or a sphere halfway buried in the ground. Eight pillars surround the Eidolon, and these are carved to resemble skarn warriors holding large obsidian spiked clubs in their hands with the ends of the clubs resting at their feet. Each stone warrior has pair of large sapphires set as its eyes.

Four large statues stand in niches along the walls in the corners of the chamber. These are of human female Azotchlans weilding staves covered in feathers.



The details of the Sapphire Eidolon are presented in Tome of Magic and are not presented here. Suffice to say that the Eidolon is indeed a sphereical object half buried into the ground. It radiates overwhelming magic of an indeterminate school and radiates overwhelming lawful alignment as well. The Eidolon has some sort of quasi-sentience, but no mind-affecting magic will work on it, including detect thoughts. It will not communicate in any way with any being except by the means of the special ability of the Spahhire Hierarchs (see Tome of Magic).

For all intents and purposes of this scenario, the Eidolon is indestructible. That said, should it be threatened or harmed, the four statues will activate as set forth below.

Creatures: The four statues in the corners of the room will animate (as per the animate objects spell, CL 13) as a result of special rituals performed by an ancient elder of the Temple who was able to cast the spell and make it permanent. These statues are tasked with attacking any who assault or defile the Eidolon, and will also animate on command of one of the two hierarchs of the Temple.

ANIMATED FEMALE WARRIOR STATUES (4) CR 3
N Large construct
Init +0; Senses Listen -5, Spot -5

AC 14, touch 9, flat-footed 14
hardness 8
hp 52 (4 HD)
Fort +1, Ref +1, Will -4

Spd 30 ft (6 squares)
Melee slam +5 (1D8+4)
Space 10 ft; Reach 10 ft
Base Atk +3; Grp +10

Abilities Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1
SQ construct traits

Tactics: The statues will not leave this room. When all sign of threats to the Eidolon are gone or the hierarchs give their assent, they will return to their resting places.

Secret Doors: A secret door has been built into the wall between this room and area 4 (Search DC 25).

The Capture

The Soulspark:

The PCs will be accosted as they return to the Temple first by one of the lesser soulsparks belonging to the door guards (area 0). The soulspark will have been sent to watch the path ascending the mountain to the Temple by the guards, and there will be such a soulspark watching the path at all times, day or night. By this time the PCs should be very well acquainted with the little balls of incarnum, having seen them and possibly even interacted with them during their brief stay at the Temple. The soulspark will not make any effort to hide from the PCs. Its masters have deemed such surreptitious spying to be too dangerous should it be discovered. Instead, the soulspark will almost gleefully light up in happiness when it sees the PCs and playfully whirl around them, rubbing their cheeks and caressing them briefly in a display of affection that the PCs will have seen before.

After such a display, the soulspark will zip away towards the Temple.

The soulspark has not been informed of the true intentions of the Temple towards the PCs. Should the PCs attempt to read its thoughts, it will simply convey that its master, one of the door guards, was instructed to eagerly await your return from a dangerous mission and to hope for success. The soulspark is happy to see the PCs alive and was informed that if Zerimon was not with the PCs then that was an even happier occasion, for the githzerai had gone home. The soulspark now is instructed to alert the Temple of the PCs' return. That's all it knows. It knows nothing of the new visitors to the Temple (i.e. Fire Dancer and his minions).

The Return:

Upon their return to the Temple, the door guards will nod to them in greeting and express their gratitude that they have returned. If the soulspark has preceded the PCs (and it should have, since it is assumed the soulspark is hurrying to arrive and the PCs are walking casually to the Temple at the end of a long journey), it will be seen hovering back in place with its master.

The door guards will tell the PCs that Sister Tara will be most glad at their return, and that she will wish to meet with them in the Greeting Hall to hear of the results of their mission. With that they will open the door and let the PCs pass.

If the soulspark preceded the PCs, then Sister Tara will already be awaiting them in the Greeting Hall (area 11). If not, the PCs will wait for a few minutes in area 3 (the Waiting Room, which is also their guest quarters) while she gets ready.

She will be in her normal regalia, including her full sapphire blue robe, under which she wears her chitin armour. It is unusual for her to be wearing her armour, but not for her to wear her robe, and the robe is voluminous enough to cover even her full plate armour, as long as she remains seated and doesn't move too much.

Six initiates will accompany her in the hall, three to each side along the Greeting Hall wall. This is a normal accompaniment for the hierarch when she takes an audience, and such a compliment has been present every other time the PCs have met her formally, so nothing should raise the suspsions of the PCs.

Sister Tara will greet the PCs, using her tongues spell and inquire as to the success of their mission, expressing gratitude that Zerimon and the prison key were returned home, or at least successfully taken off of Sazhansiir.

Nothing will seem amiss with Sister Tara unless the PCs specifically announce that they are trying to Sense Motive or evaluate her for any signs of anything amiss. If so, then the PCs can attempt a DC 20 Sense Motive check to get a hunch that something is wrong. If so, another Sense Motive check against Sister Tara will reveal that she seems somewhat stiff and anxious. Similarly, a Sense Motive check will show the initiates in the room are also antsy and glancing at Sister Tara and the various double doors leading into the room. Obviously, if a detect thoughts is used then the PCs may determine the entire plot. In this case, Sister Tara will use her Sense Motive skill to try to see if the PCs are onto her, and if she believes it so she will call for the Fire Dancer and his men to emerge.

During this bit of conversation, Fire Dancer and his minions will be lurking just on the other side of the double doors leading from area 11 to the north. He will be listening to the conversation and will have waited for Tara to have determined the success of Zerimon's return before acting by opening the double doors and bursting into the chamber along with one of his priests and one of his warriors.

Meanwhile, the remainder of the Temple initiates (four of them), bolstered by one of Fire Dancer's priests and one of his warriors, will have crept up behind the double doors leading to the west, and when Fire Dancer enters the chamber from the north, they will enter suddenly from the west.

Finally, one of Fire Dancer's priests and one of his warriors will emerge from area 12, to cut off flight to that room.

Sister Tara will now look at the PCs with a tear in her eyes and say "I am sorry for this."

Preparations:

All of the persons involved in the Capture (that is, all of the Temple) will have taken time before the PCs arrive to cast spells in preparation for combat. These are listed below:

Initiates:

Round 1: bull's strength
Round 2: resist energy (fire) (10 points)
Round 3: protection from evil

None of these spells has any obvious visible effect.

Sister Tara:

Round 1: freedom of movement
Round 2: tongues
Round 3: resist energy (fire) (20 points)
Round 4: shield of faith (+3 AC)

Fire Dancer:

Round 1: freedom of movement
Round 2: tongues
Round 3: resist energy (fire) (30 points)
Round 4: shield of faith (+3 AC)
Round 5: magic vestment (+3 AC)
Round 6: protection from evil
Round 7: spell resistance (SR 23)

Sun Priests:

Round 1: resist energy (fire) (10 points)
Round 2: shield of faith (+3 AC)
Round 3: raptor's sight (+5 to Spot checks)

Enter the Fire Dancer:

When the Fire Dancer enters, he will be seen to be a typical Azotchtlan male, with a bone through his nose and dressed in a feathered robe. He wears a headdress of yellow feathers studded with yellow beads, and in his hand is an obsidian mace that glows red hot within its black head. The Fire Dancer appears to be approaching middle age, but still retaining much of his youth. His countenance is stern and his mein fierce.

Using his tongues spell, Fire Dancer will introduce himself as Oromoxco Fire Dancer, high priest of the Temple of the Sun in Xonochouco (sho-no-CHON-ko). He will hold forth his hand as if to tell the PCs to desist whatever they intended. He will then inform the PCs that he has been tasked b the highest authorities of Azotchtla and even the sacred authorities of the ancient Okothian Empire to take the PCs prisoner and to escort them back to the Azotlchtlan Lands for questioning.

No doubt the PCs will not react kindly to this pronouncement, and the DM will have to adjudicate the situation as the scene unfolds. The Fire Dancer is willing to spend a short amount of time in parley, but not more than a minute, as he does not want his and his minions' spells to expire. If he sees the PCs casting spells or making any other suspicious moves he will warn them to desist or face attack.

In parley, it is Fire Dancer's (and Tara's) wish to capture the PCs without a fight. However, he must absolutely insist.that the PCs give up all of their weapons, arms, and armour and every other bit of equipment in their possession. They are, instead, to wear plain clothing provided to them by the Temple (these will be simply dun coloured loin cloths for all and a blouse for the women). Their equipment will accompany them to Azotchtla.

If the PCs inquire as to why they are to be taken prisoner, the Fire Dancer will say that he has not been told such a thing, but the tokens he received are of the highest and most sacred authority of the All Seeing Sun and from the innermost councils of the Elds of the Okothians. Never in his lifetime has he received such tokens and they are of the gravest concern.

Fire Dancer will inform the PCs that he will take them alive to Azotchtla one way or the other, but that if they are honourable and surrender to him, they will not be mistreated and will be well fed and cared for. On the other hand, if they resist, he is high in the sight of Oromoxco and has taken his name from the manatlan he has shared with the God and the powers of the God srtand behind him in this matter.

Indeed, Sister Tara will woefully urge the PCs to not resist, for she knows the PCs are capable warriors and priests from their own lands far across the sea and she does not wish to see bloodshed on either side.

Fire Dancer is very wise and nobody's fool. This mission is without a doubt the most important one he has ever been called to undertake, and he will willingly throw away his life and the lives of his minions and the entire Temple of the Sapphire Eidolon to prosecute it.

Final Preparations:

While the Fire Dancer speaks, Sister Tara and all of the inititates and priests will use their Divine Vigour ability. For most, this lasts only a single minute or two, and as such they will activate this right as Fire Dancer finishes his parley and awaits the PCs' decision. The DM can assume that 5 rounds have gone by since the Divine Vigours were activated and combat begins. Fire Dancer himself will activate his Divine Vigour while he waits for the PCs' response.

Combat:

If combat erupts, all of the Temple initiates and Fire Dancer's minions are under express orders to try to capture as many PCs alive as possible. That does not mean they will make nonlethal attacks, but they will not attack downed opponents, or will perform a nonlethal coup-de-crace on the fallen PC to keep them out of the combat for a good, long while. Sister Tara will constantly urge the PCs to surrender, and will only turn vigorous in her fighting should the PCs begin to slay her initiates.

Likewise, Fire Dancer is not an evil man, and he will restrain from using his powerful attack spells unless he feels the PCs will prevail otherwise or they have shown brutality and slain his minions or Sister Tara.

Furthermore, it is much more important that Fire Dancer capture at least one PC than he try to capture all and risk getting none. His first priority will be to secure one PC.

OROMOXCO THE FIRE DANCER CR 11
Male Human Cleric (Ularinn) 11
LN Medium humanoid (human)
Init +1; Senses Listen +4, Spot +9
Aura overwhelming law
Languages Azotlan, Celestial

AC 16, touch 11, flat-footed 15
hp 72 (11 HD)
Fort +9, Ref +4, Will +11

Spd 30 ft (6 squares)
Melee +1 flaming burst heavy mace +10/+5 (1D8+2 plus 1D6 fire)
Ranged mwk javelin +9/+4 (1D6+3)
Space 5 ft; Reach 5 ft
Base Atk +8; Grp +9
Special Actions
amulet of emergency healing, cloak of elemental protection, Divine Metamagic, Divine Vigour, greater turning (1/day), turn undead (10/day, +2 synergy bonus)
Combat Gear +1 obsidian flaming burst heavy mace, masterwork javelins (6), holy water (4), amulet of emergency healing (3 charges), potions of cure serious wounds (2) (CL 5), potion of eagle's splendour (CL 3), potion of aid (CL 3), divine scroll of greater dispel magic (CL 11), divine scroll of greater magic weapon (CL 8), divine scroll of word of recall (CL 11), divine scroll of panacea (CL 7)
Cleric Spells Prepared (CL 11, melee touch +9, ranged touch +9):
6th - heal, sunbeam
(d)(DC 20, 3 beams)
5th - flame strike
(d)(DC 19), parboil (DC 19), spell resistance
4th - fire shield
(d), freedom of movement, summon monster IV, tongues, wall of salt (DC 18)
3rd - dispel magic, energy vulnerability (DC 17), magic circle against chaos, magic vestment
(d), mass resurgence, searing light
2nd - deific vengeance (DC 16), hold person (DC 16), resist energy, silence, spiritual weapon, summon dire hawk
(d)
1st - divine favour
(d), ebon eyes, entropic shield, handfire, impede (DC 15), protection from evil, remove fear, shield of faith
0 - detect magic (2), light, mending, resistance, summon holy symbol
Domains: Nobility (1/day as standard action inspire allies within hearing, +2 bonus on saves, attacks, damage, ability and skill checks for 3 rounds), Sky (+5 ft to fly/glide speed, Spot is class skill), Summer (level 1 heat protection, during summer gain +2 on all Wis-based skill checks), Sun (greater turning 1/day)

Abilities Str 12, Dex 13, Con 14, Int 12, Wis 18, Cha 16
SQ spontaneous casting (healing)
Feats Combat Casting, Divine Metamagic (Silent Spell), Divine Vigour, Extra Turning, Silent Spell
Skills
Concentration +12, Diplomacy +7, Heal +10, Knowledge (history) +5, Knowledge (nobility) +3, Knowledge (planes) +5, Knowledge (religion) +8, Sense Motive +8, Spellcraft +5, Spot +9
Possessions combat gear plus cloak of elemental protection (MIC page 87), masterwork studded leather armour, masterwork heavy wooden shield, spell component pouch, gold holy symbol (Ularinn), masterwork potion belt, infinite scroll case (MIC page 162)

SUN GOD CLERICS (3) CR 6
Male Human Cleric (Ularinn) 6
LN Medium humanoid (human)
Init +1; Senses Listen +3, Spot +3
Aura strong law
Languages Azotlan

AC 16, touch 11, flat-footed 15
hp 39 (6 HD)
Fort +7, Ref +3, Will +8

Spd 30 ft (6 squares)
Melee mwk spear +6 (1D8+1)
Ranged javelin +6 (1D6+1)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +5
Special Actions
Divine Vigour, greater turning (1/day), turn undead (9/day, +2 synergy bonus)
Combat Gear masterwork spear, javelins (6), holy water (2), potion of cure moderate wounds (CL 3), potion of aid (CL 3), divine scroll of remove paralysis (CL 3), divine scroll of dispel magic (CL 6)
Cleric Spells Prepared (CL 6, melee touch +5, ranged touch +5):
3rd - channeled divine shield, dispel magic, mace of force (DC 16), searing light
(d)
2nd - deific vengeance (DC 15), hold person (DC 15), resist energy, silence, summon dire hawk
(d)
1st - handfire, impede (DC 14), raptor's sight
(d), remove fear, shield of faith
0 - detect magic (2), light, resistance, summon holy symbol
Domains: Summer (level 1 heat protection, during summer gain +2 on all Wis-based skill checks), Sun (greater turning 1/day)

Abilities Str 12, Dex 13, Con 14, Int 12, Wis 16, Cha 14
SQ spontaneous casting (healing)
Feats Combat Casting, Divine Might, Divine Vigour, Extra Turning
Skills
Concentration +11, Diplomacy +5, Heal +8, Knowledge (history) +2, Knowledge (nobility) +2, Knowledge (planes) +4, Knowledge (religion) +6, Sense Motive +6, Spellcraft +3
Possessions combat gear plus studded leather armour, heavy wooden shield, spell component pouch, gold holy symbol (Ularinn), masterwork potion belt, scroll case

SUN GOD WARRIORS (3) CR 6
Male Human Fighter 6
LN Medium humanoid (human)
Init +2; Senses Listen +2, Spot +2
Languages Azotlan

AC 18, touch 12, flat-footed 16; Dodge, Mobility, Shield Specialization
hp 45 (6 HD)
Fort +7, Ref +4, Will +2

Spd 30 ft (6 squares)
Melee mwk klanth +10/+5 (1D8+4)
Ranged javelin +9/+4 (1D6+2)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
Atk Options Power Attack
Special Actions
Combat Reflexes
Combat Gear masterwork klanth, javelins (6), potion of cure moderate wounds (CL 3), potion of shield of faith (CL 1)

Abilities Str 14, Dex 15, Con 15, Int 10, Wis 11, Cha 10
Feats Alertness, Combat Reflexes, Dodge, Mobility, Power Attack, Shield Specialization, Weapon Focus (klanth), Weapon Specialization (klanth)
Skills
Climb +6, Jump +6, Intimidate +4, Listen +2, Sense Motive +2, Spot +2, Swim +4
Possessions combat gear plus studded leather armour, heavy wooden shield, potion belt

Part Two - Aftermath

In this part, the fate of the PCs going forward is resolved.

The aftermath of this scenario depends upon what happened before. This section cannot deal with every possible permutation of outcome. Instead, broad strokes are used.

1. The PCs do not resist and surrender:

In this case, their equipment will be gathered, and the PCs will be placed over night under guard. At dawn, the Fire Dancer will prepare word of recall and designate the Temple of the Sapphire Eidolon as his sanctuary. He will then use his divine scroll of word of recall to transport himself and 3 of the PCs back to the Temple of the Sun in Mestil-rez. He will escort the 3 PCs under heavy guard to his dungeon. He will then gather another divine scroll of word of recall from the temple, cast his prepared word of recall to teleport back to the Temple of the Sapphire Eidolon, then then gather the remaining PCs and use the scroll to transport the rest back to Mestil-rez. The whole transport operation will take a minute at most.

Fire Dancer's minions will have to await the priest's return later, when the PCs have been taken from the temple, to transport them back home.

2. The PCs resist and are captured:

The PCs will be transported back to Mestil-rez as described above, but any unwilling to be subjected to a word of recall spell will be knocked unconscious and then transported back using that spell (per the Player's Handbook, unconscious creatures are automatically considered willing).

3. The PCs resist and escape:

In this case, they are free to leave and pursue their own destiny. However, should they return to the Temple, Sister Tara is honour bound to attempt to capture them. In addition, the powers of Azotchtla are now alert to their whereabouts and will stop at nothing to find the PCs and bring them in. But that would be the subject of subsequent scenarios...

Denoument

The next scenario, entitled The Game of Life, assumes that the PCs have surrendered or been captured and taken to Azotchtla.

Experience Points:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

 

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