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A Betrayer's Need
A Therran Scenario for 5 PCs of level 8

 

Summary:

The PCs are involved in the circumstances of a large assault by the forces of Fezen on the Temple of the Sapphire Eidolon. They must decide whether to put aside past differences and help to defend the Temple.

Assumptions:

The PCs have taken part in the scenarios entitled A Betrayal of Trust and Shadow of a Doubt.

Location:

The Temple of the Sapphire Eidolon in Mallar's Peaks.

Historical Date:

NS 33, Month of Wind (autumn)

DM's Introduction:

The PCs have just returned from the caves underneath Little Spider Mountain for the second time, having ushered Zerimon home to Limbo, as per the events of Shadow of a Doubt, and are returning to the area near the Temple to meet with Malinal, the Hanahpu priestess who will use her magic to usher the PCs back to the Azotchtlan Lands. Presumably, the PCs have contacted Malinal via sending spells and have arranged with her that they will contact her via the same when they arraive outside of the Temple. She will then greater teleport in, and transport the PCs back to Haasfiir with her word of recall.

In the meantime, Brother Havast'r, the second hierarch of the Temple who was away on a long sojourn, was returning home when he was captured by a large band of Fezen warlocks and warriors. These dangerous men were on their way to the Temple to assault it, for they know that the PCs spent some time at the Temple and they wish to "question" the hierarchs and learn as much as they can about the strangers.

Part One - The Captive Hierarch

The PCs come upon a band of Fezen who have managed to capture Brother Havast'r, the second hierarch of the Temple who was away on a long sojourn. The Fezen are interrogating him none-too-gently when the PCs come upon their encampment. The PCs must then decide what to do.

Presumably the PCs are returning to the Temple of the Sapphire Eidolon to meet up with Malinal. The priestess cannot easily meet up with them elsewhere because she needs a clear picture of the area in order to use her greater teleport spell, and the Temple is the nearest point for her to do so.

As the PCs travel to the Temple, perhaps a mile or two away from it, they will come upon the first signs of Fezen encampment. The Fezen have set up watches around their camp, and they are under strict orders not to interact with anyone unless these persons actually attempt to penetrate their perimeter and reach the encampment. The Fezen want their assault to be a complete surprise, and therefore are attempting to keep as low a profile as possible.

Unfortunately for the Fezen, while they have chosen a site for their camp that is completely sheltered from observation from the single path that winds up the mountains from Upper Valast to the Temple, their camp happens to be right along the vale that the PCs are using to travel from Little Spider Mountain to the Temple. The PCs arrive at the vale sometime around noon (unless they specifically have timed their approach to the Temple to be at a different time).

There are several ways the DM can have the PCs spot the Fezen.

  1. The PCs can simply come upon the outer perimter of the Fezen scouts and see them. If the PCs have one or more of their number with good Spot or Listen checks this will not be too difficult.
  2. The PCs can see a group of Fezen sneaking through the woods towards the encampment. Perhaps they were out foraging and hunting and are bringing back a deer on a pole. Or perhaps they are simply patrolling.
  3. The PCs can observe the Fezen column from a safe distance as it takes the newly captured Brother Havast'r to the just-forming camp
  4. In a pinch, the PCs can have blundered past the scouts and close enough towards the camp to hear the anguished cries of Brother Havast'r being tortured. This latter circumstance should be saved as a last resort, as it is less probable that the PCs would be able to inadvertantly penetrate the Fezen warders.

The remainder of this scenario assumes circumstance #1 or #2. The DM should make adjustments to the scenario as appropriate for #3 or #4.

Scouts on the Perimeter (EL 8)

The Fezen have three groups of 6 scouts each patrolling the perimeter of their encampment. These scouts skirt the edge of a copse of trees situated in a valley and patrol their third of the perimeter in a somewhat random fashion. The scouts pause every few rounds to gaze carefully out of the woods to observe the land around them, which is mostly clear of trees but does present tall grasses and large boulders to hide behind. They will also be alert for noises during this observation time. The perimeter that these scouts maintain is a circle about 500 yards from the encampment (about 1/3rd of a mile).

The terrain in these woods is considered sparse forest, and the DM should intersperse trees and light undergrowth around any battlefield that develops in these woods.

Creatures: 6 Fezen scouts. Refer to the section below entitled "The Fezen Force" for their statistics.

Tactics: The scouts are instructed to preserve secrecy at all times. Therefore, they will never initiate hostilities unless they see intruders attempting to breach the perimeter and head towards the main camp.

The scouts do not have horns or any other loud signalling devices, as the Fezen consider the secrecy of their mission to be of prime importance. If the scouts engage or are engaged by foes who seem to be capable of defeating them, one scout will break off and attempt to make it back to the main camp.

Developments: These Fezen scouts are not mindless followers and will surrender if a fight goes against them and they believe it is the only way to save their lives. If offered some hope of living or if intimidated or coerced enough or via magical means, a scout can tell the PCs of the size and disposition of the Fezen force, the fact that they have captive an important figure of the Temple of the Sapphire Eidolon (though the scouts do not know his name or actual position), and that the force intends to assault the Temple at dawn. The scout does not know why the Fezen are assaulting the Temple.

As each scout group runs a 12 hours shift and then spend 4 hours off duty, this particular group of scouts will be missed after 1d12 hours. If missed (i.e. they do not report back to the camp), then the camp will be roused.

The Fezen Camp

Other than the 18 scouts on patrol duty, the Fezen camp contains the rest of the Fezen Force (see below). They are settled into an encampment pitched around a small lake in the center of the copse of woods fed by several streams. The camp has good cover from the tree canopy overhead, which is thicker than out on the edge of the woods.

A precise layout of the camp is not provided, as it is not expected that the PCs will attempt a direct general assault of the Fezen encampment. If they do...then the DM should prepare the battlefield. The Fezen typically have square hide tents some 10 ft by 10 ft that house four soldiers or scouts. Company leaders sleep two to a tent, and other leaders have their own personal tents. As is typical for any encampment, the tents of the lesser soldiers surround the tents of the leaders, with more senior leaders being more central in the camp.

As such, tents are as follows:

6 tents for the scouts

12 tents for the soldiers

3 tents for company leaders

1 tent for battle priests

3 tents for warlock adepts

1 tent for the scout leader

2 tents for battle captains

1 tent for the battle commander

1 tent for the Izingriir which is set around a thin tree trunk.

Outside of the tents are various supplies, fire rings, a middens some captured local game, and other tools of the trade of an armed force on the march. There are no beasts of burden, and the soldiers carry their own equipment.

In general, except for the scouts, half of the force is asleep at any given time and the other half awake and usually outside of their tents, lounging, conversing, playing dice games, honing weapons and equipment, etc. The 6 scouts in camp are always asleep, as they need to rest up for their next patrol shift.

At night, small fires are kept, as the Fezen rightly believe that the trees and canopy screen the light from casual passers by or overhead.

The Izingriir's tent is by far the largest, being some 20 ft by 20 ft and with a pennon of black with a silver spear crossed with a lightning bolt flying atop the structure. At all times, 2 warlock adepts guard the only entrance flap and 4 soldiers patrol the tent's perimeter, alert for trouble. Another adept and a soldier are inside the tent guarding and watching the prisoner.

Most of the tents contain rudimentary furnishings of no particular value. However, the Izingriir's tent contains modestly ornate furnishings, thin rugs, a couple of braziers, and a bed of plush furs and large pillowed cushions. Also present is a table upon which various small implements of torture have been laid out (dagger, needles, hot poker, scalpel, jaw breaker, and thumbscrews). Bound by wrist and leg shackles (of masterwork quality), and blindfolded and gagged, the haggered form of Brother Havast'r is here, his bonds firmly attacked to the tree in the center of the tent. The key to the shackles is on the Izingriir's person.

Rolled out on a table is a map of the area and an interior plan of the Temple.

A wooden chest near the table holds Brother Havast'r's possessions.

Rescue

Rescuing Brother Havast'r should not be too difficult for the PCs against an unroused camp if they plan it out reasonably, given their level and access to magic and skills. The Fezen believe they are undiscovered and while alert, have no reason to be particularly suspicious of any rescue attempt. Use of spells like polymorph, alter self, or simple invisibility can all make a rescue fairly easy, though the presence of the Izingriir and the guards inside the tent can pose some difficulties.

The gravest threat is the Izingriir, who is almost always found in his tent with the hierarch in sight. Of course, the Izingriir does sleep during the night...

If rescued, Brother Havast'r will attempt to communicate with his rescuers to the best of his abilities. He does have some of his spells left (as noted below), but his soulmelds have all been unshaped due to the Izingriir's torture (wherein he demanded that Havast'r unshape his soulmelds). He will try to tell his rescuers who he is and his position within the Temple of the Sapphire Eidolon (i.e. co-hierarch with Sister Tara). He knows the Fezen are coming to assault the place, as he was tortured to provide the floorplan and general defenses of the Temple. He was also asked unceasingly about strangers from the far north, whose descriptions match the PCs, though he has never heard of such people, as he was in sojourn for several years and was returning to the Temple when the Fezen set upon him and took him captive just a few days ago. His desire is to get to the Temple and warn Sister Tara of the impending attack.

The two statistic blocks for Brother Havast'r below reflect his status while imprisoned in the Inzingriir's tent, and his status if he is fully healed, rearmed with his possessions, and has had a chance to rest and regain his spells and shape his soulmelds.

BROTHER HAVAST'R (captive) CR 11
Magic of Incarnum pages 15, 20, and 136
Male skarn Cleric (Ularinn) 3/Incarnate 2/Sapphire Hierarch 6
LN Medium humanoid (reptilian)
Init -1; Senses Listen +4, Spot +4
Aura moderate law
Languages Azotlan, Celestial

AC 9, touch 9, flat-footed 9
hp 67 [currently 12] (11 HD), sapphire body 25%; DR 2/admamatine
Fort +10, Ref +2, Will +15; +4 saves vs chaotic and transmutation effects, evasion

Spd 20 ft (4 squares)
Melee arm spines +8 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
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)
Cleric Spells Prepared (CL 9, melee touch +8, ranged touch +5):
4th - tongues
3rd - awaken sin (DC 17), prayer
2nd - elation, heat metal
(d)(DC 16), remove paralysis
1st - bless, vision of heaven
(d)(DC 15)
0 - detect magic (2), guidance, light, resistance
Domains: Celestial (smite evil 1/day), Sun (greater turning 1/day)
Essential Pool
10; Capacity 2; Chakra Binds 2; Soulmelds 5
Soulmelds and Essentia Investment (CL 8):
None
Spell-Like Abilities (CL 2):
At will - detect chaos

Abilities Str 14, Dex 8, Con 15, Int 12, Wis 19, Cha 13
SQ chakra binds (crown, feet), consultation 3/level, spontaneous casting (healing)
Feats Bonus Essentia, Combat Casting, Divine Vigour, Open Least Chakra (feet)
Skills
Balance +0, Climb +4, Concentration +14, Diplomacy +12, Intimidate +5, Knowledge (arcana) +5, Knowledge (religion) +8, Move Silently +0, Sense Motive +11, Spellcraft +4

Sapphire Body (Ex) When a sapphire hierarch attains 5th level, the truth of the Sapphire Eidolon is graven into his flesh. Any critical hit or sneak attack scored against him has a 25% chance to be negated, so that damage is rolled normally.
BROTHER HAVAST'R (Healed and Rested) CR 11
Magic of Incarnum pages 15, 20, and 136
Male skarn Cleric (Ularinn) 3/Incarnate 2/Sapphire Hierarch 6
LN Medium humanoid (reptilian)
Init +1; Senses Listen +12, Spot +12
Aura moderate law
Languages Azotlan, Celestial

AC 20, touch 10, flat-footed 20; uncanny dodge
hp 67 (11 HD), sapphire body 25%; DR 2/admamatine
Fort +10, Ref +4, Will +15; +4 saves vs chaotic and transmutation effects, evasion

Spd 20 ft (4 squares)
Melee +1 heavy mace +9/+4 (1d8+5)
Melee arm spines +8 (1d6+4)
Melee lightning gauntlets touch +8 (3d6 electricity)
Ranged mwk javelin +6 (1d6+4)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
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 9, melee touch +8, ranged touch +5):
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
10; Capacity 2; Chakra Binds 2; Soulmelds 5
Soulmelds and Essentia Investment (CL 8):
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)
keeneye lenses 2 (+8 to Spot checks)
lightning gauntlets 2 (melee touch attack deals 3D6 electricity damage 1/round)
Spell-Like Abilities (CL 2):
At will - detect chaos

Abilities Str 14, Dex 8, Con 15, Int 12, Wis 19, Cha 13
SQ chakra binds (crown, feet), consultation 3/level, spontaneous casting (healing)
Feats Bonus Essentia, Combat Casting, Divine Vigour, Open Least Chakra (feet)
Skills
Balance +0, Climb +4, Concentration +14, Diplomacy +12, Intimidate +5, Knowledge (arcana) +5, Knowledge (religion) +8, Move Silently +0, Sense Motive +11, Spellcraft +4
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

Sapphire Body (Ex) When a sapphire hierarch attains 5th level, the truth of the Sapphire Eidolon is graven into his flesh. Any critical hit or sneak attack scored against him has a 25% chance to be negated, so that damage is rolled normally.

Rousing the Camp

There are many ways the camp can be roused. A scout could escape combat with the PCs and run to the camp and put it on alert. The PCs could be caught trying to infiltrate the camp to rescue Brother Havast'r or assassinating the Izingriir. Of course, if the PCs are still present and visible then the entire camp will attack them. If they are recognized as the strangers the Grand Vizier covets, then they will attempt to take one or more PCs prisoner (as many as they can). Should they capture even a single PC from Jerranq, they will call off their assault and instead hustle the PC(s) back to Fezen-tir.

Otherwise, assuming the camp has been roused but the intruders are not visible within the camp, there will initially be a doubling of the guard inside the Izingriir's tent. Meanwhile, all sleeping soldiers will be awakened and will dress for battle. Runners will be sent to the scout patrols to alert them, and as appropriate, war groups will be put together to hunt for the intruders. No more than half of the force will ever be sent out of the camp to pursue the intruders. These groups seek to find the intruders and capture or kill them or otherwise stop them from alerting the Temple to the presence of the Fezen. Those remaining in the camp will thoroughly search the camp, well aware of magic that can make people invisible. The battle priests will use detect magic spells to locate intruders still near or in the camp.

If any PCs from Jerranq are captured, then the force will rally back at the camp and pack up and take their captives to Fezen-tir.

Otherwise, once the hunting groups return gaving failed to catch the intruders, the Izingriir will have to make a judgment call as to whether the intrusion means that the Temple is likely alerted to their presence. If the circumstances of the intrusion (for example, a rescue attempt of Havast'r) means it is likely that the Temple does or will shortly know, then the Fezen will move up their timetable and march this very evening, seeking to attack the Temple before dawn and before the Temple can rally its defenses. In most cases the suspicious Izingriir will deem any arousal of the camp as a sign that the Temple has been or will be notified.

A notable exception would be, for example, if the PCs attacked and killed all 6 scouts from one of the perimeter patrols and doctored the scene of the fight to make it look as if some beast(s) had fought and killed the scouts. The Izingriir and his men are no idiots, however, and such a staging would have to be very thorough and with plenty of physical evidence to suggest the scenario the PCs wish to present.

Part Two - The Assault

Note: This scenario is very open ended, in that there are many ways in which the PCs can act. Much of this may depend upon the current state of relationship between the PCs and the Temple of the Sapphire Eidolon. Cleary, the PCs may be quite angry at the Temple, given the events in the scenario entitled A Betrayal of Trust, and may decide they do not deserve a warning. However, it is most likely that the PCs will seek to warn the Temple. If so, they then have to decide whether to stick around for the battle or simply move on. Finally, they have the choice of trying to resolve the situation peacefully and thereby negate the assault entirely.

Stopping the Assault in the Camp

Even slaying the Izingriir in his camp will not stop the assault. The PCs would have to slay the Izingriir, the battle commander, and both battle captains before the rest of the force, now pretty much leaderless, would have to head for home. Nevertheless, infiltrating the Izingriir's tent and slaying him in his sleep, for example, would certianly lessen the firepower of the Fezen force significantly.

Taking the Izingriir captive and offering an exchange to the Fezen would be partially effective. The Fezen would exchange Havast'r for the Izingriir, but no other Fezen force member would merit any sort of exchange. The Fezen force would not agree to a withdrawal of their assault even if the Izingriir's life were threatened, and the Inzingriir himself would urge his men to continue the assault.

Dealing with the Temple

Should the PCs decide to travel to the Temple of the Sapphire Eidolon and warn the Sapphire Hierarch there, they will be thanked and, after hearing the numbers of Fezen involved, Sister Tara will beg the PCs to stay and help them fight off the assault.

If the PCs have freed and returned Havast'r, then Sister Tara will be overjoyed with relief, and both of them will urge the PCs to stay and help.

If the PCs have not freed Havast'r, but learned of his capture, then Sister Tara will be quite upset, but will still be determined to meet the assault with a stiff defense. Even if the PCs do not know for certain the captive is Havast'r, Tara will suspect that it is he, since he was due to be back from his sojourn around this time.

If the PCs agree to assist the Temple, Sister Tara will propose a plan. Assuming the Fezen are unaware that the Temple knows of their impending attack, Tara will ask the PCs to hide out of sight but near the Temple and allow the Fezen to attack and gain entry into the Temple. Once this happens, and the Fezen are lured into the Temple corridors, where their superior numbers will have a more difficult time telling, then the PCs could launch their counterattack from the Fezen's rear, hopefully gaining access to the Fezen leaders who will no doubt be sending in the regular troops first.

Beyond that, the Sister will listen to any battle plans the PCs have, as long as they sound reasonable and result in the Temple being defended.

Getting Aid

The PCs may think to call upon aid from afar to help. The only aid readily available is from Malinal. If the PCs contact her via sending or the like and tell her where they are, she will be in a position to arrive within an hour or so with four others in tow ( 3 warriors and a rogue from the Xbalanque temple) using her greater teleport spell. If the situation requires her immediate arrival then she will arrive with no accompaniment.

MALINAL OLLINXOCO CR 13
Female Cleric 13 (Hanahpu)
NG Medium humanoid (human)
Init +1; Senses Listen +4, Spot +4
Languages Azotlan, Duskling, Slith


AC 15, touch 11, flat-footed 14; +2 defending quarterstaff
hp 85 (13 HD)
Fort +12, Ref +5, Will +12; headband of conscious effort

Spd 30 ft (6 squares), freedom of movement 13 rounds/day
Melee +2 defending quarterstaff +11/+6 (1d6+2)*
Ranged mwk sling +10 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +9; Grp +9
Special Actions
Divine Metamagic (silent spell), Divine Vigour, Persistant Refusal, ring of antivenom, turn undead (10/day, +2 synergy bonus)
Combat Gear +2 defending quarterstaff, masterwork sling, bullets (10), wand of cure moderate wounds (CL 3, 30 charges), wand of cure serious wounds (CL 5, 17 charges), holy water (3), potion of bear's endurance (CL 3), potion of bull's strength (CL 3), potion of protection from evil (CL 1), potion of haste (CL 5), divine scroll of tongues (CL 5), divine scroll of comprehend languages (CL 1)
Cleric Spells Prepared (CL 13, melee touch +10, ranged touch +10):
7th - greater teleport
(d) [used], summon aspect of Bahamut
6th - blade barrier (DC 20), find the path
(d), heal
5th - flame strike (DC 19), greater command
(d) (DC 19), righteous wrath of the faithful, true seeing
4th - death ward, dimension door
(d), freedom of movement, sound lance (DC 18), sword and hammer
3rd - dispel magic, fly
(d), magic circle against evil, mass resist energy, searing light
2nd - elation, enthrall
(d), hold person (DC 16), lesser restoration, silence (DC 16), stabilize
1st - bless, divine favour, entropic shield, longstrider
(d), remove fear, shield of faith
0 - detect magic (2), guidance, mending, resistance, summon holy symbol
Domains: Herald (Intimidate class skill, +4 to Diplomacy and Intimidate checks), Travel (13 rounds/day freedom of movement), Wealth (Appraise class skill, Skill Focus [appraise])

Abilities Str 10, Dex 12, Con 14, Int 15, Wis 18, Cha 16
SQ spontaneous casting (healing)
Feats Combat Casting, Divine Metamagic (silent spell), Divine Vigour, Extra Turning, Great Fortitude (from belt of endurance), Persistant Refusal, Silent Spell, Skill Focus (appraise)
Skills
Appraise +16, Concentration +18, Diplomacy +20, Heal +10, Intimidate +10, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (religion) +12, Spellcraft +12
Possessions combat gear plus robe of armour +4 (same as bracers of armour +4), belt of endurance, headband of conscious effort, ring of antivenom, masterwork potion belt, diamond and gold holy symbol (7500 gp), spell component pouch, belt pouch, money belt, scroll case, 370 gp, 200 sp, 140 cp

* assumes full enhancement bonus allocated to attack

HANAHPU WARRRIORS (3) CR4
Male human Fighter 4
LN Medium humanoid (human)
Init +3; Senses Listen +6, Spot +8
Languages Azotlan

AC 14, touch 11, flat-footed 13; Combat Expertise
hp 30 (4 HD)
Fort +6, Ref +2, Will +1

Spd 30 ft (6 squares)
Melee mwk spear +8 (1d8+5)
Ranged javelin +6 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options
Combat Expertise, Power Attack
Combat Gear masterwork obsidian spear, javelins (6), potion of cure light wounds (CL 1), potion of shield of faith (CL 1)

Abilities Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 9
Feats Alertness, Blooded, Combat Expertise, Power Attack, Weapon Focus (spear), Weapon Specialization (spear)
Skills
Climb +4, Jump +4, Listen +6, Spot +8, Swim +3
Possessions combat gear plus studded leather armour, belt pouch, wooden holy symbol to Hanahpu

XBALANQUE ROGUE CR 5
Female human Rogue 5
CG Medium humanoid (human)
Init +3; Senses trapfinding; Listen +7, Spot +7
Languages Azotlan

AC 10, touch 10, flat-footed 10; trap sense +1, Two-Weapon Defense, uncanny dodge
hp 23 (5 HD)
Fort +2, Ref +7, Will +2, evasion, trap sense +1

Spd 30 ft (6 squares)
Melee mwk dagger +7 (1d4)
Melee mwk dagger +5 (1d4) and mwk dagger +5 (1d4)
Ranged sling +6 (1d4)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Atk Options
sneak attack +3d6
Combat Gear masterwork obsidian daggers (s), sling, bullets (20), potion of shield of faith (CL 1), potion of cure moderate wounds (CL 3)

Abilities Str 11, Dex 17, Con 12, Int 14, Wis 12, Cha 13
Feats Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Skills
Balance +13, Bluff +6, Diplomacy +6, Disable Device +8, Escape Artist +11, Hide +11, Intimidate +9, Jump +10, Listen +7, Move Silently +11, Open Lock +8, Sense Motive +6, Sleight of Hand +6, Spot +7, Tumble +13
Possessions combat gear plus leather armour, masterwork thieves' tools, belt pouch, wooden holy symbol to Xbalanque

The Temple and its Forces

The following is lifted right out of the scenario entitled A Betrayal of Trust and is a full description of the Temple and its members.

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.

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 confessionals 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.

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

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 Fezen Assault

The Fezen intend to march to the Temple late at night on the same evening that the PCs first encounter them. The Fezen will, if their plan is intact, begin their march at around 4 AM. If Havast'r is still in their custody, then six soldiers will be left behind at the camp, along with a devil (see "At the Camp" below) and the Izingriir will have used up his divine scroll of planar ally to summon the baatezu aid. The Fezen force will march slowly, arriving at the Temple just as dawn is breaking. They will send their scouts into the hills surrounding the northern half of the Temple, and to ring the entire structure, intending that no one be able to escape or flee. This ring will consist either of all 24 scouts or, if 6 were killed by the PCs, then 18 scouts and 6 soldiers. This ringing force will be commanded by the scout leader.

The Fezen will then come forward and demand that the Hierarch surrender to them and open their doors and lay down their arms. The Fezen will speak through one of their battle priests initially, but if the Hierarch or someone of importance steps forward out of the Temple under a token of truce (in Azotchtlan culture a spear or other weapon with its "working" end tied in a yellow cloth), then the Izingriir will also come forward to speak under a similar token of truce.

The Fezen will state that they do not wish to sack or loot the place. However, they will demand the following:

1. To search the place for any written record of the strangers
2. To search the place for the strangers themselves or any artifacts or items they may have left behind
3. To question the Temple members about the strangers

The Fezen will say that if these demands are not met, then they will assault the Temple to get what they desire.

The Fezen will wait before they actually assault the place. They will, in fact, wait a total of 12 minutes from time of parley to time of assault. They have chosen this amount of time because it will allow any spells of 1 minute/level duration or less cast by the Temple members to expire, but will not allow the Temple priests time enough to prepare new spells for the day. All of the Fezen know that if an assault is made it will be 12 minutes after the initial signal by the Battle Commander, and so Fezen spellcasters will cast their preperatory spells accordingly.

If the Fezen do assault the place, they will initially trust in a frontal assault, as they believe (rightly so) that they completely outnumber the Temple members and presumably know nothing about the presence of the PCs or of Malinal and her companions. This frontal assault will consist of the soldiers and the company leaders led by the battle captains (a total of 34 or 40 soldiers depending whether 6 soldiers are ringing the place with the scouts). The battle commander and the battle priests and the warlocks will stay behind along with a group of six soldiers to act as rear guards, remaining just outside of the Temple doors and lending their magical prowess to the initial assault on the Temple.

The Fezen have two reserve forces available should those assaulting the interior of the Temple call for aid. The first are the scouts and soldiers ringing the Temple. If called into battle, the scouts in the hills to the north of the Temple will enter the main door and support the soldiers with missile fire. The others ringing the southern half of the Temple will smash the windows and enter by way of these to flank any opposition inside.

The second reserve will be the warlocks, battle priests, and battle commander. If these have not been engaged or distracted by, for example, the PCs attacking them from the outside, then their addition to the battle at a key moment is likely to determine the outcome.

Especially dangerous to the Fezen assault is the mantle of flame soulmeld used by the temple initiates. This is the reason the soldiery is equipped with longspears, as they are aware of the Temple's use of that soulmeld. The Fezen soldiers will initiate their assault with shields limbered and their longspears in hand. The Fezen soldiers are also trained to coordinate their movement and step back en masse to keep their foes 10 ft away.

Ending the Assault

The assault can end in different ways. The Temple and PCs can emerge victorious, having driven off the Fezen. The Fezen will not attack the Temple to the last man. While this mission is important to the Grand Vizier, it is only the Izingriir whose life is really at stake, though the higher-ups are also potentially at risk. As such, if the Izingriir and the battle commander fall, and the rest of the battle is going badly for the Fezen such that one of the lesser leaders doesn't see this as a chance to jump in and claim success, then the retreat will be sounded and the Fezen will try to fall back in good order or, lacking that, in a complete rout. Any actual surrender to the Temple or PCs would be at the DM's adjudication based on the circumstances and the terms offered (as well as Diplomacy, Bluff, or Intimidate checks as appropriate).

Havast'r, if he is still in Fezen custody, will be in some danger. Unless his release is negotiated, the devil is under orders to slay the Hierarch if the Izingriir (and only the Izingriir) does not return within 11 hours after the FEzen have marched (7 hours after they arrive at the Temple). The other Fezen do not know of the devil at the camp, only knowing that 6 soldiers were left to guard the camp and the captive and that they do not know what orders were given to the soldiers.

Should the Fezen win, they will conduct their mission aims as set forth above. This questioning will, ostensibly, result in the torture and eventual death of Sister Tara, and the Fezen will take their choice of Temple treasures as "compensation" for their battle losses, but they will eventually leave the Temple intact retreating with all of the written information and knowledge of the PCs that the Temple could provide. If Havast'r is still in their possession, they will take him with them to Fezen-tir as their captive...a prize for the Grand Vizier.

Handling the Assault

This assault, game dout entirely, is a rather massive affair. Some gaming groups enjoy such battles, despite the massive amount of dice rolling involved, while others consider such a thing to be quite tedious. As such, the DM should consult with the players and determine how best to handle the battle.

If the players and DM are up for gaming out the entire assault, the DM should allocate the Temple members and Malinal and her companions to the players to run. Given that there are at most 18 NPCs on the PCs' side of the battle, that would mean each player would run 4-5 characters (including his own). If the DM can recruit some other people to play the Temple members for this battle that could make things run more smoothly as well.

Still, the DM will have to run the Fezen side. Even then, he could recruit people to help run the Fezen forces. The Fezen could be fairly well run by a DM with 3-4 other helpers.

On the other hand, if the DM and players decide not to game out the entire battle, then the DM should essentially run the battle in the background, being sure at all times to decribe the general ebb and flow of the battle so that the players always have the feeling that they are in the midst of a large assault.

The DM should then simply focus on the portion of the battle where the PCs will be.

If the PCs have adopted Sister Tara's plan of waiting outside the Temple, hidden, and then attacking the Fezen in the rear after they have forced their way into the Temple, then this should be easy to run, since the PCs will be facing off against the Izingriir, his warlock adepts, the battle priests, the battle commander, and six soldiers (plus any scouts that are still ringing the Temple). In this case, while the battle rages on inside the Temple, and the DM describes the screams and clash of battle within, the actual gaming can involve only the PCs and their assault on the Fezen leadership outside the Temple doors.

On the other hand, if the PCs insist on spreading out and involving themselves in various rooms of the Temple, then the DM is going to be forced to run a larger portion of the entire battle, as appopriate.

Noticing the PCs

Once the Fezen are aware that the strangers are present, they will adjust their strategy to try to defeat the strangers and/or capture one or more of them. The Fezen will regard the appearance of the PCs as a very fortuitous event, as instead of just gaining information about the strangers from the Temple, they can get their hands on the strangers themselves!

News of the PCs' presence will be relayed to the Izingriir as quickly as possible, and he will then, along with those who have remained behind with him, drive towards one or more PCs with the intent of capturing them.

The Fezen will try to capture as many PCs as they can. Defeating the Temple will now be a distant second on their agenda. However, as long as they have at least one PC in their hands, they will be fully willing to retreat and attempt to return to Fezen-tir with the PCs they do have.

Outcome of the Assault:

If the assault is gamed out, then that will decide the outcome of the assault.

If the DM only plays out the PCs' portion of the assault, then he has the option to assume that if the PCs fight well and accomplish their war aims then the Temple wins the battle. Alternatively, the DM can assign a percentage chance to success of the portion of the battle that does not involve the PCs and then apply a modifier based on how the PCs perform.

Finally, the DM can simply predetermine the outcome of the battle, in which case the assault simply becomes an issue of survival for the PCs. Of course, in this case the players should have no idea that the outcome is predetermined!

In any event, aside from gaming it out, there is no hard and fast formula in this scenario for determining who wins the fight; it is up to the DM to decide.

Ending things Without a Bang:

Interestingly, it is quite possible for this scenario to proceed without a battle at all! The Fezen have come for information regarding the strangers. Should one or more of the strangers agree to accompany the Fezen back to Fezen-tir to meet the Grand Vizier, then the Fezen force can easily be convinced to simply escort the stranger(s) and head back to Fezen. In this case, they would be willing to release Havast'r as part of this bargain.

Of course, the Fezen will be wary of tricks, and will do their best to verify that the person(s) accompanying them are indeed the actual strangers. The Fezen will make any promises of safe passage to the strangers that are required, and as far as the Fezen are concerned, the Grand Vizier has asked to speak with one of the strangers, so even reading their thoughts will not turn up any direct malicious intent. The Fezen know that the Grand Vizier is his own master and can do whatever he wants, and that he can be capricious at times. The Fezen also know that the Grand Vizier greatly desires to have one or more of the strangers brought to him, whether at will or dragged to Fezen in chains.

Travelling Home

Any journey of the Fezen force back to Fezen-tir is beyond the scope of this scenario. If the PCs attempt to avoid an assault on the Temple by agreeing that one (or more) of their number will return to Fezen to meet the Grand Vizier, then the Fezen will comply and allow the stranger(s) to march back to Fezen-tir with the force. Such a person will be heavily escorted, but will by no means be a prisoner, though should he try to flee, he would be pursued and then imprisoned.

If the Fezen are frustrated in bringing a PCs home with them, either because he escapes or the other PCs engage in a rescue, then it will be up to the DM whether they return to assault the Temple. Likely they will, especially if too much time has not passed, and assuming a bunch of reinforcements have not been brough to bolster the Temple defenses by then. If Malinal has been involved in the defense, and she gets wind that the Fezen are returning to assault it, then if she has time she will use her magic to bring in reinforcements at the rate of four per day, including Pizotzin (the high priest of Xbalanque).

Confronted by overwhelming reinforcements, the Fezen would turn and head back home to face the consequences of their failure.

What happens to any PCs that do go to Fezen is up to the DM and outside the scope of this scenario. Such a journey would take quite a long time.

Part Three - At the Camp

Havast'r will, at the time of the Fezen assault, and assuming he has not been rescued yet by the PCs, be left in the Izingriir's tent in the camp, with a guard of six soldiers standing outside.

However, the real guard is inside tent, called by the Izingriir's summon planar ally scroll.

BONE DEVIL CR 9
LE Large outsider (evil, extraplanar, law)
Init +9; Senses darkvision 60 ft, see in darkness; Listen +17, Spot +17
Aura fear (5 ft radius, DC 17 Will)
Languages Infernal, Celestial, Draconic; telepathy 100 ft


AC 25, touch 14, flat-footed 20
hp 95 (10 HD); DR 10/good
Immune fire, poison
Resist acid 10, cold 10; SR 21
Fort +12, Ref +12, Will +11

Spd 40 ft (8 squares)
Melee bite +14 (1d8+5) and 2 claws +12 (1d4+2) and sting +12 (3d4+2 plus poison)
Space 10 ft; Reach 10 ft
Base Atk +10; Grp +19
Special Actions
summon devil
Spell-Like Abilities (CL 12):
At will - dimensional anchor, fly, greater teleport (self plus 50 pounds of objects only), invisibility (self only), major image (DC 15), wall of ice

Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14
SQ outsider traits
Feats Alertness, Improved Initiative, Iron Will, Multiattack
Skills
Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)
Possesssions two diamonds worth 3000 gp each (given to it by the Izingriir as payment for the planar ally service).

Fear Aura (Su) Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex) Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Summon Devil (Sp) Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Note that since the bone devil is here via a calling spell and not a summoning spell, protection from evil and similar spells will not hedge out the creature.

Tactics: The bone devil spends its time invisible and within reach of the captive (who is bound and gagged as described previously in this scenario). The devil will do everything in its power to avoid summoning another devil(s), as it does not wish to share its payment with them. At the first sign of trouble it will use its dimensional anchor ability on Havast'r, to ensure he cannot escape easily (or be transported away easily). Thereafter, it will use its wall of ice ability to divide rescuers and keep them from Havast'r. The devil is tasked with guarding the Hierarch, and so will not pursue foes away from the captive.

Developments: The devil is under instructions to slay Havast'r if 11 hours after his calling the Izingriir has not returned.

The soldiers outside the tent do not know of the devil's existence. They are ordered to stay out of the tent at all costs, but to guard the captive within.

Part Four - The Fezen Force

The Fezen force consists of:

FENINZIR IZINGRIIR CR 10
Complete Arcane page 5
Male human Warlock 10
NE Medium humanoid (human)
Init +2; Senses darkvision 60 ft; Listen +2, Spot +2
Languages Azotlan, Abyssal


AC 16, touch 12, flat-footed 14
hp 45 (10 HD), fiendish resilience 1 (1/day); DR 2/cold iron
Resist acid 5, fire 5
Fort +4, Ref +6, Will +9

Spd 30 ft (6 squares)
Melee +1 spear +9/+4 (1d8+2)
Ranged eldritch blast +10 touch (5d6)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +7
Atk Options
frightful blast, Point Blank Shot, Precise Shot
Combat Gear +1 spear, wand of cure moderate wounds (CL 3, 29 charges), wand of shield of faith (CL 1, 18 charges), divine scroll of air walk (CL 7), divine scroll of dimensional anchor (CL 7), divine scroll of freedom of movement (CL 7), divine scroll of investiture of the erinyes (CL 7), divine scroll of investiture of the steel devil (CL 7), divine scroll of planar ally (CL 11)
Warlock Invocations Known (CL 10, melee touch +7, ranged touch +10):
Lesser - crawling eye (3rd), relentless dispelling (4th), weighty utterance (4th)(DC 17)
Least - baneful blast (monstrous humanoids)(3rd), drain incarnum (2nd)(DC 15), frightful blast (2nd)(DC 15), see the unseen * (2nd)
Spell-Like Abilities (CL 10):
At will - detect magic

Abilities Str 13, Dex 14, Con 12, Int 13, Wis 14, Cha 16
SQ deceive item
Feats Extra Invocation, Magic Device Attunement, Point Blank Shot, Precise Shot, Weapon Focus (ranged spells)
Skills
Bluff +8, Concentration +14, Diplomacy +7, Disguise +4 (+6 acting), Intimidate +10, Knowledge (arcana) +6, Sense Motive +7, Spellcraft +8 (+10 to decipher scrolls), Use Magic Device +16 (+18 with scrolls)
Possessions combat gear plus +1 studded leather armour of agility, belt of minor strength (as gauntlets of ogre power), scroll organizer, turquoise and silver Fezen signet ring (100 gp), belt pouch, 50 gp, 98 sp, key to masterwork shackles, two diamonds worth 3000 gp each (these are for the planar ally scroll).

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 characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

Fiendish Resilience (Su) Beginning at 8th 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.

*This invocation lasts 24 hours and is usually active. The above statistics reflect this fact.

WARLOCK ADEPTS (6) CR 5
Complete Arcane page 5
Male and Female human Warlock 5
NE Medium humanoid (human)
Init +2; Senses darkvision 60 ft; Listen +1, Spot +1
Languages Azotlan, Abyssal

AC 15, touch 12, flat-footed 13
hp 23 (5 HD); DR 1/cold iron
Fort +2, Ref +3, Will +5

Spd 30 ft (6 squares)
Melee mwk spear +4 (1d8)
Ranged eldritch blast +6 touch (3d6)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +3
Atk Options
hammer blast, Point Blank Shot, Precise Shot
Combat Gear masterwork spear, potion of cure moderate wounds (CL 3), potion of shield of faith (CL 1), oil of magic weapon (CL 1), potion of bear's endurance (CL 3), unholy water (3)
Warlock Invocations Known (CL 5, melee touch +3, ranged touch +6):
Least - baleful utterance (2nd)(DC 14), eldritch spear (2nd), hammer blast (2nd)
Spell-Like Abilities (CL 5):
At will - detect magic

Abilities Str 11, Dex 14, Con 12, Int 13, Wis 12, Cha 15
SQ deceive item
Feats Point Blank Shot, Precise Shot, Weapon Focus (ranged spells)
Skills
Bluff +8, Concentration +14, Diplomacy +7, Disguise +4 (+6 acting), Intimidate +10, Knowledge (arcana) +6, Sense Motive +7, Spellcraft +8 (+10 to decipher scrolls), Use Magic Device +16 (+18 with scrolls)
Possessions combat gear plus masterwork studded leather, masterwork potion belt, turquoise and silver Fezen signet ring (30 gp), belt pouch, 50 gp, 23 sp

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 characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened.

BATTLE PRIESTS (3) CR 4
Male human Clerics (Uemac) 4
NE Medium humanoid (human)
Init +0; Senses Listen +2, Spot +2
Languages Azotlan

AC 15, touch 10, flat-footed 15
hp 26 (4 HD)
Fort +6, Ref +3, Will +6

Spd 30 ft (6 squares)
Melee mwk spear +7 (1d8+2)
Ranged javelin +3 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +3; Grp +5
Special Actions
rebuke undead (5/day, +2 bonus)
Combat Gear masterwork spear, javelins (6), potions of cure light wounds (2) (CL 1), unholy water (4), divine scroll of dispel magic (CL 5)
Cleric Spells Prepared (CL 4, melee touch +5, ranged touch +3):
2nd - bull's strength
(d), elation, hold person (DC 14), sound burst (DC 14)
1st - bless, guilding light, magic weapon
(d), protection from good, protection from incarnum
0 - create water, cure minor wounds, detect magic, light, resistance
Domains: Fury (1/day +2 attack and damage on selected target until new target chosen), War (Weapon Focus [spear])

Abilities Str 14, Dex 11, Con 14, Int 10, Wis 15, Cha 13
SQ spontaneous inflict
Feats Combat Casting, Divine Vigour, Lightning Reflexes, Weapon Focus (spear)
Skills
Concentration +9, Heal +9, Knowledge (religion) +5, Spellcraft +2
Possessions combat gear plus studded leather, heavy wooden shield, spell component pouch, belt pouch, potion belt, bone holy symbol to Uemac, 15 gp, 16 sp

BATTLE COMMANDER CR 8
Miniatures Handbook page 11
Male human Marshal 8
Medium humanoid (human)
Init +1; Senses Listen +11, Spot +11
Aura Minor (+3): force of will, master of tactics, over the top, watchful eye, Major (+2): motivate attack, motivate care; Dilate Aura
Languages Azotlan

AC 18, touch 11, flat-footed 17
hp 52 (8 HD)
Fort +8, Ref +3, Will +7

Spd 30 ft (6 squares)
Melee +1 flaming spear +9/+4 (1d8+3 plus 1d6 fire)
Ranged mwk javelin +8 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +8
Atk Options
Power Attack
Special Actions
Combat Reflexes, grant move action 2/day, Hold the Line
Combat Gear +1 flaming spear, masterwork javelins (6), potion of shield of faith (CL 1), potions of cure moderate wounds (2)(CL 3)

Abilities Str 15, Dex 12, Con 14, Int 11, Wis 13, Cha 16
Feats Combat Reflexes, Dilate Aura (3 rounds), Hold the Line, Power Attack, Skill Focus (diplomacy)
Skills
Bluff +8, Diplomacy +20, Intimidate +15, Listen +11, Sense Motive +6, Spot +11, Survival +6
Possessions combat gear plus +1 studded leather, +1 heavy wooden shield, masterwork potion belt, jade and gold brooch worth 350 gp, silver and jade feathered headband worth 450 gp

Grant Move Action (Ex) Starting at 4th level, a marshal can direct and motive his allies to act immediately. Twice per day, as a standard action, he may grant an extra move action to any or all of his allies within 30 ft (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not reflect the allies' initiatve count; the round continues normally after the marshal's turn is over.

BATTLE CAPTAINS (2) CR 7
Male human Fighter 7
NE Medium humanoid (human)
Init +1; Senses Listen +2, Spot +2
Languages Azotlan

AC 16, touch 11, flat-footed 15
hp 60 (7 HD)
Fort +8, Ref +3, Will +3

Spd 40 ft (8 squares); Fleet of Foot
Melee mwk spear +12/+7 (1d8+5)
Ranged javelin +8/+3 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +7; Grp +10
Atk Options
Pierce Magical Protection, Power Attack
Combat Gear masterwork spear, javelins (6), potion of cure moderate wounds (CL 3), potions of cure light wounds (2)(CL 1), potion of shield of faith (CL 1), oil of magic weapon (CL 1)

Abilities Str 16, Dex 13, Con 16, Int 10, Wis 11, Cha 10
Feats Fleet of Foot, Mage Slayer, Quickdraw, Pierce Magical Protection, Power Attack, Resounding Blow, Weapon Focus (spear), Weapon Specialization (spear)
Skills
Climb +7, Jump +7, Intimidate +7, Listen +2, Spellcraft +2, Spot +2, Swim +6
Possessions combat gear plus masterwork studded leather, heavy wooden shield, masterwork potion belt, headband of silver and turquoise worth 150 gp

COMPANY LEADERS (6) CR 4
Male human Fighter 4
NE Medium humanoid (human)
Init +1; Senses Listen +1, Spot +2
Languages Azotlan

AC 16, touch 11, flat-footed 15
hp 34 (4 HD)
Fort +7, Ref +2, Will +2

Spd 40 ft (8 squares); Fleet of Foot
Melee mwk spear +9 (1d8+5)
Ranged javelin +5 (1d6+3)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Atk Options
Pierce Magical Protection, Power Attack
Combat Gear masterwork spear, javelins (6), potions of cure light wounds (2)(CL 1), potion of shield of faith (CL 1)

Abilities Str 16, Dex 13, Con 16, Int 10, Wis 11, Cha 10
Feats Fleet of Foot, Mage Slayer, Pierce Magical Protection, Power Attack, Weapon Focus (spear), Weapon Specialization (spear)
Skills
Climb +5, Jump +5, Intimidate +5, Listen +1, Spellcraft +2, Spot +2, Swim +5
Possessions combat gear plus masterwork studded leather, heavy wooden shield, masterwork potion belt, armband of silver and turquoise worth 50 gp

FEZEN SOLDIERS (46) CR 2
Male human Fighter 2
NE Medium humanoid (human)
Init +1; Senses Listen +1, Spot +1
Languages Azotlan

AC 16, touch 11, flat-footed 15
hp 17 (2 HD)
Fort +6, Ref +1, Will +1

Spd 40 ft (8 squares); Fleet of Foot
Melee shortspear +5 (1d6+2)
Melee longspear +4 (1d8+3)
Ranged javelin +3 (1d6+2)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +4
Atk Options
Power Attack
Combat Gear longspear, shortspear, javelins (6)

Abilities Str 15, Dex 13, Con 16, Int 10, Wis 11, Cha 10
Feats Fleet of Foot, Power Attack, Weapon Focus (shortspear), Mage Slayer
Skills
Climb +4, Jump +4, Intimidate +4, Listen +1, Spellcraft +2, Spot +1, Swim +4
Possessions combat gear plus studded leather, heavy wooden shield

FEZEN SCOUTS (24) CR 3
Complete Adventurer page 10
Male human Scout 3
NE Medium humanoid (human)
Init +4; Senses Track; Listen +8, Spot +8
Languages Azotlan

AC 16, touch 16, flat-footed 16; Dodge, Mobility, skirmish (+1 to AC when moving 10 ft), uncanny dodge
hp 17 (3 HD)
Fort +3, Ref +6, Will +3

Spd 40 ft (8 squares); fast movement
Melee spear +3 (1d8+1)
Ranged sling +5 (1d4+1)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Atk Options
skirmish +1d6
Combat Gear spear, sling, sling bullets (10)

Abilities Str 12, Dex 16, Con 12, Int 11, Wis 14, Cha 12
SQ trackless step
Feats Dodge, Mobility, Track
Skills
Climb +4, Escape Artist +6, Hide +9, Jump +8, Listen +8, Move Silently +9, Search +5, Spot +8, Survival +7 (+9 to follow tracks), Swim +4, Tumble +11, Use Rope +3 (+5 to bind)
Possessions combat gear plus studded leather

SCOUT LEADER CR 8
Complete Adventurer page 10
Male human Scout 8
NE Medium humanoid (human)
Init +4; Senses Track; Listen +8, Spot +8
Languages Azotlan

AC 16, touch 16, flat-footed 16; Dodge, Mobility, skirmish (+2 to AC when moving 10 ft), uncanny dodge
hp 45 (8 HD)
Fort +4, Ref +7, Will +4; evasion

Spd 40 ft (8 squares); fast movement, flawless stride
Melee +1 changeling spear +9/+4 (1d8+4)
Ranged sling +9 (1d4+2)
Space 5 ft; Reach 5 ft (10 ft with longspear)
Base Atk +6; Grp +8
Atk Options
skirmish +2d6
Combat Gear spear, sling, sling bullets (10), potion of cure moderate wounds (2)(CL3), potion of shield of faith (CL1), scent breaker (4), tanglefoot bags (3)

Abilities Str 14, Dex 16, Con 12, Int 11, Wis 14, Cha 12
SQ camouflage, trackless step
Feats Dodge, Mobility, Track
Skills
Climb +4, Escape Artist +6, Hide +9, Jump +8, Listen +8, Move Silently +9, Search +5, Spot +8, Survival +7 (+9 to follow tracks), Swim +4, Tumble +11, Use Rope +3 (+5 to bind)
Possessions combat gear plus studded leather, brooch of protection +1 (as ring of protection), masterwork potion belt, silver and jade bracer worth 275 gp

Denoument:

Assuming the PCs have aided the Temple of the Sapphire Eidolon, whether in battle or just convincing the Fezen to leave, the Temple will reward the PCs with their divine scroll of raise dead.

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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