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Whispers of The Storm

Whispers of the Storm is an official Dark Sun adventure designed for characters of levels 3-5, focusing on a new cult worshiping storm forces in the city of Draj. Players will navigate conflicts involving a halfling priest, Rugar Stormbringer, who is influenced by a powerful entity, Tithian, while also contending with templars and a mysterious wizard, Tec’tezeran. The adventure culminates in a ritual that could unleash great destruction, requiring players to infiltrate the cult and ultimately confront Rugar and his followers.

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0% found this document useful (0 votes)
16 views33 pages

Whispers of The Storm

Whispers of the Storm is an official Dark Sun adventure designed for characters of levels 3-5, focusing on a new cult worshiping storm forces in the city of Draj. Players will navigate conflicts involving a halfling priest, Rugar Stormbringer, who is influenced by a powerful entity, Tithian, while also contending with templars and a mysterious wizard, Tec’tezeran. The adventure culminates in a ritual that could unleash great destruction, requiring players to infiltrate the cult and ultimately confront Rugar and his followers.

Uploaded by

cboudrie
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Whispers of the Storm

An official Dark Sun adventure suitable for levels 3- 5

CREDITS
Design: Jon Sederqvist
Editor: Jon Sederqvist
Art Directory: Jon Sederqvist
Layout: Jon Sederqvist
Cover Art: Frédéric Gamache
Interior Art: Becky Graewin, Michael Cugley, Ravenscrye Daegmorgan
Border Art: Frédéric Gamache
Maps: Geoff Hinkley

Review: Gabriel Cormier, Ravenscrye Daegmorgan, Andrej Damjanovich

In order to play Whispers of the Storm, you will need the Dark Sun 3rd edition rules available as a
free download from the official Dark Sun site, www.athas.org, as well as The Dungeon Master
Guide, Player's Handbook, Monster Manual, and the Psionics Handbook. The DM is encouraged to
read the City-State of Draj, also available from www.athas.org, as it contains additional
information the DM can use to enhance the adventure.
Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

Legal Notice:
Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the Coast, Inc., a
subsidiary of Hasbro, Inc. This Dark Sun on-line product has been recognized by Wizards of the Coast as
an Official Dark Sun release on the Internet. The content here in is considered to be derivative work (as it is
based on the intellectual property owned by Wizards of the Coast), and the articles within are jointly owned
by both Wizards of the Coast and their authors. As such neither can do anything outside the official website
without the permission of the other. This project may be reproduced for personal use, but may not be used
to generate revenue. This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental.

Open Game Content and Dark Sun Copyrights:


This edition of Whispers of the Storm is produced under version 1.0, 1.0a, and/or draft versions of the Open
Game License, the d20 System Trademark Logo Guide, and System Reference Document by permission of
Wizards of the Coast. Subsequent versions of this product will incorporate final versions of the license,
guide, and document.

Designation of Product Identity: The following items are hereby designated as Product Identity in
accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Wizards of the Coast
logos and identifying marks and trade dress, including all Wizards of the Coast product and product line
names including but not limited to Dark Sun, The City-state of Tyr, Dune Trader, Elves of Athas, Veiled
Alliance, and any specific characters, monsters, creatures, and places; capitalized names and names of
places, magical or psionic items, artifacts, characters, countries, creatures, geographic locations, gods,
historic events, magic items, organizations, spells, and powers; and any and all stories, storylines, histories,
plots, thematic elements, and dialogue; all spells monsters in the Monstrous Compendium Appendix:
Terrors Beyond Tyr; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography,
likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft
versions of the d20 System Reference Document and are already Open Game Content by virtue of
appearing there. The above Product Identity is not Open Game Content.

Designation of Open Game Content: Some portions of this book which are OGC originate from the
System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. "Open Game
Content” is designated in this adventure by text appearing in this color (excluding headers). Any other
portion of this adventure, unless already appearing in the System Reference Document or already Wizards'
of the Coast intellectual property, is joint property of Wizard of the Coast and the author."

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

ADVENTURE BACKGROUND:
Because recent turbulent events and subsequent Tyr-storms have shaken the population, many
have turned to new forces to find solace or meaning in their lives, and a new worship has arisen
in Draj: the worship of the forces of the storm. The destructive nature of the new storms has awed
many Draji, and Rain priests have made sure to use this to their advantage. The cult of Rain has
established a small temple in the city, the Temple of Storms, which has been operating for the last
two years with one priest and an assistant. However, the population has been increasingly
flocking to the temple, causing the traditional temples of Draj to become very anxious.

Rugar Stormbringer, the halfling founder of the Temple of Storms, spent most of his life in
solitary worship in the foothills of the Ringing Mountains, exiled from his halfling tribe because
of his worship of the elemental force of Rain. Recent events made him curious, and he left his
small shrine in the Ringing Mountains to explore the rumors of fierce storms pelting the
Tablelands. Eventually, he made his way to Draj, usually the first city to feel the wrath of the
storms, and found a people willing to listen to his message. He established a small temple in the
city, and now he has attracted the attention of an entity claiming to be the source of the storms.

It is Tithian whom Rugar Stormbringer hears speaking through the Cerulean storm. The halfling
believes Tithian is an elemental lord who communes with him, whispering prophecies in the
halfling’s ear of “the coming of a Great Storm that will eradicate the cities of men from the face of
Athas.” Tithian instructs the halfling Stormbringer on how to summon the storm through an
elaborate ritual, and how to gather enough followers to sacrifice in the ritual. The ritual, however,
if successfully performed will not summon any storm, but will instead free Tithian from his
captivity and pave the way for his return.

But Rugar is not the only one who has heard Tithian. A mysterious wizard whose spellcasting
ability is somehow tied to the Cerulean storm is working against the Stormbringer and the
followers of his paraelemental cult, to prevent them from carrying out the ritual that would harm
his source of power.

Meanwhile, in the shadows of the bureaucratic ranks of the templarate, an old enemy of the
wizard seeks to settle an old score with the wizard, and an ambitious young templar seeks him in
order to extract his magical secrets.

ADVENTURE OVERVIEW:
The adventure begins with the PCs as observers or participants in the Flowery Wars in Draj.
During the afternoon, the PCs witness the Moon Priest templars arresting a mysterious character
who they claim is a wizard. The Moon Priests are intrigued by the fact that a witness saw the man
cast a spell, but the alleged wizard has no spell components on his body, except for a blue crystal
lens. The Moon Priests lead the wizard away from the scene. PCs who take an interest in this
incident can follow the templars and observe them place the mysterious wizard in a prison cage.
One of the templars, Xalacotec, pockets the blue lens and then retreats to a building named the
Snarling Jaguar to escape the heat of the day. If the PCs did not follow the templars, they still
come across the cage holding the wizard if they wander about. If the PCs communicate with the
mysterious wizard, he says it is of grave importance that he gets out of the cage, and asks them
for his help. If the characters are unwilling, he promises to pay them well if they can help him
escape and retrieve his lens. The wizard is a good judge of character. He appeals to what would

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

interest the characters, be it their good morals and heroic nature, their simple greed, or other
desires. Once out of the cage, the wizard introduces himself as Tec’tezeran.

When the PCs return with or without his lens, Tec’tezeran tells them an event of great evil is
imminent, and says it is in their interest to aid him to put an end to it. He has learned of a
secretive paraelemental cult of Rain operating out of the Temple of Storms. Tec’tezeran wants the
PCs to infiltrate the cult and report to him on the cult’s activities.

PCs who wish to gather information might learn the name of Rugar Stormbringer, or that of his
dwarven assistant, Bakara; that Rugar’s temple has received large donations from a wealthy
follower; and that Bakara has been in contact with Nax, a House Tsalaxa trader, regarding a
shipment of foreign slaves. They can follow any of these leads or proceed directly to the Temple
of Storms.

PCs who visit the Temple of Storms witness Rugar Stormbringer preaching to those who have
gathered to listen. After Rugar finishes his sermon, a number of visitors gather around him to ask
for his advice; a nobleman asks how he can protect his crops from the Tyr-storms that threaten
the estates of his clan. Rugar invites the noble to join him in his quarters, and they discuss the
matter. In private surroundings, Rugar guarantees to protect the noble’s crops from the storms in
exchange for twenty foreign slaves to be sacrificed to appease the Storm Lord. The halfling states
he will send the noble a message when the time of the ritual is drawing close, with instructions
on where to deliver the slaves.

After leaving the temple, attentive PCs may spot someone shadowing them. The person is Eladji,
a mercenary hired to follow them. While PCs may suspect Rugar Stormbringer or Xalacotec (the
templar they retrieved the blue lens from earlier), neither is responsible - the templar Namhotec
is responsible, but unknown to the PCs unless they by some means extract the information from
Eladji’s mind.

After the encounter with Eladji, a templar patrol looking for the PCs arrests them and hauls them
off to a secluded building used by templars for interrogation purposes. The PCs meet Namhotec,
who demands to know everything they know about Tec’tezeran and his whereabouts. Namhotec
will have their thoughts read by a telepath, and when he is satisfied with their answers, he will
have them placed in a prison cage to suffer a slow and painful death by dehydration.

The templars keep the prison cage under surveillance. If the PCs try to escape, they will intervene
and “discourage” them from trying it again. Eventually, Tec’tezeran, disguised as a templar,
comes to rescue the PCs and the two old enemies battle each other in a fight to the death of which
Tec’tezeran is the victor. Tec’tezeran then leads the PCs to a safer location, where they can
exchange information. Templars pursuing the party catch up, however, and Tec’tezeran and the
PCs become separated. Tec’tezeran’s instructions are to follow Rugar’s expedition that will be
leaving Draj soon. During their escape across a corn-field, the PCs encounter bloodthirsty jhakars.

The halfling’s expedition leaves Draj, stopping at Fort Ebon to collect the slaves who will be
sacrificed in the upcoming ritual; then it heads south to the Mastyrial Mountains, where the ritual
will take place. Tec’tezeran has disguised himself and is part of the caravan; he contacts the PCs
and plans for the group to strike as the ritual is being performed upon a mountain plateau
overlooking the Sea of Silt. As storm clouds gather and Tithian’s face appears in the sky, the final
battle with Rugar and Bakara begins.

DM Note: Stats for NPCs and monsters can be found in Appendix A.

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

warrior waits for to prove his combat skills and


gain glory.
1. FLOWERY WARS
When the PCs eventually move on, into the city,
continue with Encounter 2.
The PCs start outside of Draj during the
Flowery Wars, an event that takes place every
half-year in Draj. Everywhere around them
combat takes place between warriors eager to
prove their battle prowess. The PCs witness the 2. IN DRAJ
following fight between the champions of two
rival clans: Beyond the one-meter thick wood of the
Golden Moon Gate, inlaid with obsidian and a
The crimson sun scorches the Flowery War decorative tracery of copper, visitors walk a
battlefields. Sweating crowds gathered outside bloodred, stone-paved road leading to the
the city’s only entrance, the Golden Moon Gate, Palace of Gladiatorial Combat. Along the road
shout aggressive taunts at the warriors locked to Draj’s inner city-- known as Two Moon City --
in ritual combat. Cries of war echo across the are the crowded artisan and merchant districts,
battlefield as the champions of two rival clans as well as numerous wooden pens showcasing
clash, their obsidian-ridged wooden swords – Draj’s gladiators and captives. The blood-red
infamous Draji macahuitls – meeting with central road runs directly through both
deadly force. The bare-chested warriors’ districts; the merchant district borders the
bulging, bronze-tanned muscles glint in the central road to the right, while the artisans have
afternoon sun and their knee-length hemp their shops to the left. Along the roadway, just
skirts whirl about them as they duel. Their before Two-Moon City, lie hundreds of brightly
feathered headdresses mark them both as great colored merchant tents. The merchants sell all
warriors. One will be celebrated in victory and types of goods, from clay pots to meats to
the other will be exiled, such is the outcome hemp ropes. To the right of the main roadway,
they have agreed upon – assuming the losing behind the merchant district, one can see the
champion survives. top of the Great Pyramid located inside Two
Moon City. On almost every corner, one can
The crowd’s cheers increase in ferocity for every find a sculpture or obelisk depicting death or
blow that is dealt, and they explode in violence. Many sculptures depict winged
excitement at the first sight of blood. One of serpents or snarling jaguars. On the obelisks,
the two men reels from the blow, but regains engravings of warriors slaying their enemies or
his balance, just in time to have his enemy’s eating the hearts of the vanquished are
macahuitl crash down upon his skull. The noise common.
of crunching bones is lost in the deafening roar
of the crowds. A shower of blood stains the
closest onlookers and sprays the triumphant The PCs are free to wander about for as long as
champion in red. The slain rival sinks to his the DM feels like describing Draj and its
knees and slowly tilts and falls over on his side. citizens. The City-State of Draj accessory has in-
The victor performs his ritual of success, a depth information on many aspects of Draji
deafening shout and stomping on his fallen culture, including dealing with Draji merchants.
opponent’s body. Then he kneels over the dead
warrior and picks a feather from his headpiece, When the DM feels the PCs have had enough
adding it to his own – the symbol of his time to familiarize themselves with Draj,
warrior’s prowess and today’s victory. The continue with Encounter 3.
crowd applauds his victory in a state of ecstasy.

Native Draji PCs will probably not react to the 3. WIZARD


scene, but visitors to Draj might be intrigued by
the violent battles that take place all around
them in the Flowery War battlefields. PCs who Suddenly, a masked character wrapped in dark
want to test their strength will have little blue robes and wearing a broad-brimmed straw
trouble finding an opponent – this is the hat whirls past you, making his way through the
Flowery Wars, the opportunity every Draji crowd of people traversing the streets of Draj.

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

Not far behind him are a half-dozen templars, the templars took him with them, instead of
each clad in a blue cloak with a yellow moon leaving him at the hands of the mob.
dyed in front and back. “Stop that man! He is a
wizard!” one of the templars shouts. It does PCs who want to use the Gather Information
not take long before a small crowd moves to skill to find out more about what happened can
block the fleeing man’s escape route. He halts learn the following:
and searches for another exit, but sees similar
crowds gathering to block every passage. The DC 5: The wizard was observed casting spells
templars encircle him and draw macahuitls. in an alley.
DC 10: The head templar Xalacotec has a
The templar’s leader gives the wizard an reputation for hunting down wizards.
ultimatum, “Either tell me your arcane secrets DC 15: The wizard had no other items on his
now, or I will force your spirit to reveal body except the blue piece of glass.
everything to me after your heart has been DC 20: The wizard was seen near the Temple of
ripped from your chest and your skull hangs on Storms last night.
the Great Skull Rack!” The masked wizard does DC 25: The wizard was last seen in Draj prior to
not reply, nor does he move. One of the Tectuktitlay’s death.
templars, a powerful-looking warrior, steps DC 30: The wizard once had an affair with a
forward confidently and raises his macahuitl, powerful templar’s concubine.
“So be it, fool.” The templar prepares to strike,
but the leader orders him not to. “Halt. He If the PCs follow the templars or wander about
could be of use to me.” The subordinate lowers later, they will eventually come across the
his weapon. The wizard does not flinch or show wizard imprisoned in a cage. Proceed to
any hint of emotion during any of this. “Great Encounter 4.
Xalacotec, what would you have me do with
him?” the templar asks.

Xalacotec, the leader of the templar patrol, 4. PRISON CAGES


points at the wizard. “Search him. I want all of
his possessions. Then have him placed in a In a secluded square plaza, you spot four man-
cage. If he is not more talkative after a day sized cages crafted from stone and bone. The
without water under the blazing sun, have him cages are exposed to the blistering rays of the
brought to the Great Pyramid to be sacrificed.” dark sun during the day, and lit by the light of
His subordinate nods, and reaches for a pair of the twin moons at night. Two of the cages
manacles. Another subordinate searches the currently host prisoners. One is a crouched
wizard, and retrieves an object from his body – humanoid figure in blue robes and a straw-hat
a blue piece of glass, which he hands to – the wizard you saw arrested by the templars
Xalacotec. “So, this is what you use? earlier. He appears to be resting in an
Interesting,” Xalacotec says as he studies the uncomfortable position and does not seem to
object. The wizard remains expressionless as notice your presence. Another cage holds a
the bone-and-leather manacles are locked curled up aarakocra, rocking back and forth –
around his wrists and ankles. “Take him away.” the only movement the cage permits. The bird-
Xalacotec commands, and the captive wizard is man looks severely dehydrated and its glassy
led away by the templar patrol. eyes stare at you. It moves its beak, but no
sound comes out.
If any PCs are foolish enough to attack the
templars, they will not only have the templars Should the PCs decide to break open the cages,
to contend with, but upon command by the the bars have Hardness 6, HP 10, Break DC 14.
templars, the crowds around them will attack
Alternatively, the locks on the cages are very
them as well. The templars number five plus simple locks (DC 20). Each cage has one lock.
Xalacotec, their leader.
The aarakocra is Kre’keke’lar. He has been in
Business eventually returns to normal. The the cage for almost three days and will die if left
Draji are used to templar intervention in their unattended to for another day. If given water,
daily lives. Some merchants mumble
Kre’keke’lar can speak slowly. He tells them his
something about the wizard being lucky that name, and that he is thankful for the water, and

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

begs the PCs to release him. The cage makes What if...? If the PCs refuse to aid
him claustrophobic and desperate. If asked why Tec’tezeran, the DM should use other
he was imprisoned, Kre’keke’lar says he was hooks to get the PCs interested in the
participating in the Flowery Wars, and that his Temple of Storms and the impending
aerial ranged combat style somehow provoked danger. They could encounter the mad
the templars. If the PCs refuse to aid him, he and drunk artisan Juanox at an inn or
will fly into a desperate rage, squawking and pub (see Encounter 7) who speaks of the
kicking at the cage’s bone bars. If the PCs coming of the Great Storm; a Tyr-Storm
release Kre’keke’lar, he will stretch his wings could wreak havoc in Draj, which would
and trod off (he is currently too weak to fly). lead to increased rumors regarding the
Before leaving he will give one of the PCs a Temple of Storms and support of it; or
bone-amulet depicting an aarakocra’s claw – the PCs could be approached by the half-
his only possession -- and he thanks the PCs elven priest of Draj’s Temple of Water,
again. There is nothing special about the Tanuixtli, who is willing to reward them if
amulet – it could fetch a ceramic or two in the they investigate the Temple of Storms
market. and the motives of Rugar Stormbringer.

The wizard will respond if addressed. He asks


the PCs to release him, stating it is of great
importance that he is set free. If the PCs want 5. SNARLING JAGUAR
to know why, the wizard tells them that a great
danger threatens the Tablelands, and they must Located in the merchant district in a small alley
release him so he can put an end to it . If the
behind the main vendor stalls, is the Snarling
PCs are still reluctant, the wizard offers them Jaguar. Typical of Draji architecture, this low,
money and even magic in return for his release, square building houses one of the better known
but he has no such goods available here, the
pubs in Draj. At the entrance, a small sign with
PCs will have to trust him. Alternately, if the a picture of a snarling jaguar face announces
PCs decide not to release the wizard, he will the establishment-- the picture is made of
escape on his own accord later and seek them
pieces of mekillot bone held together by giant
out later to enlist their aid. hair. The jaguar face has been enhanced by
small obsidian pieces fixed into the sun-
Assuming the PCs release the wizard (or he
bleached bone, giving it a twinkle when the
seeks them out after escaping on his own), he moonlight strikes the obsidian. Next to the
presents himself as Tec’tezeran. He has a task agafari and bone door leading into the
for the PCs before he will pay them anything.
establishment, a small obelisk depicts a warrior
They must retrieve his blue lens. If the PCs standing over his victim, reminding any visitors
want to know more about the lens, Tec’tezeran that in Draj, the code of warriors rules.
tells them the truth – that it is a focus for his
Inside you are immediately assaulted by the
magic, and that it can only be used by its smell of pulque, the fermented cactus drink
creator -- him. If the PCs are willing to retrieve served in Draj, and the acrid smell of smoked
the blue lens, Tec’tezeran mentions he
petun herb. The walls are covered with
overheard the templars talking about escaping paintings of warriors, depicting many glorious
the afternoon sun and quenching their thirst at battles, either with two warriors facing each
an establishment called “the Snarling Jaguar.”
other, or a warrior slaying a wild beast. The
Tec’tezeran will reward the PCs upon their main bar's awning is trimmed with a row of
return, either with spellcasting services or sun-bleached white skulls, probably victims of
money (to a maximum of 50 cp – the lens is
the female half-elven barkeep. The furniture is
worth only 5 cp if sold in the marketplace). If consistent with Draji style -- low tables
the PCs return with the blue lens, he will reveal surrounded by small four-legged stools.
to them the threat to the Tablelands he
Unfortunately, the Snarling Jaguar does not
mentioned previously. He will be waiting at the cater to half-giants, so nothing in the bar is of
inn known as “the Lair of the Most Vicious Lirr” their size.
located in the artisan’s district.
If the characters examine the obelisk outside,
If the PCs visit the Snarling Jaguar, proceed describe the warrior on the obelisk as one with
with Encounter 5.
many feathers on his head, who holds his

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

victim's speared head upright on the tip of his You recognize the mysterious wizard,
sword. Tec’tezeran, seated in a corner, sipping a mug
of kank nectar. There are only two other patrons
The Snarling Jaguar’s patrons are mostly here: one is passed out at the counter, and the
merchants and artisans who are relaxing after a other sits by himself, fiddling with a foot-long
day’s work. There is also a band of templars stump of rope and a dagger. Both wear the
relaxing here. The PCs will recognize Xalacotec characteristic lirr tails of the artist – a symbol of
and his four subordinates from the arrest of the recognition for their work.
wizard they witnessed earlier. They are drinking
pulque and seem to be having a good time, Tec’tezeran motions for the PCs to join his
exchanging stories about their prowess in the table. If the PCs return with his blue lens, he
Flowery Wars. Tec’tezeran’s blue lens rests on will reward them with what they agreed upon
the table, in front of Xalacotec, who is studying earlier (if anything). He then appeals either to
it through a magnifying glass, and who seems their greed, fear, or good nature (whichever is
to be paying less attention to his subordinates’ more fitting) when he relates to them the great
stories. threat he has discovered that he needs help to
stop.
There are many ways the PCs could obtain the
blue lens. For example, they could create a “You are brave people, but just how brave I
diversion and snatch the blue lens from the wonder. We will soon find out. Surely you have
table, or ambush the templars when they leave heard of, if not seen, the Tyr-storms that ravage
the pub later that night. Without their spells our lands? These electrical rain-storms and the
and without a crowd to call on in the streets, mayhem they cause are nothing compared to
the templars will be at a disadvantage. The what will happen if we don’t intervene. The Tyr
templars fight to the death, except Xalacotec, storms are but offspring of a greater storm that
who will feign death if it is evident that the rages off the coast to the east – the Cerulean
templars will lose the battle. Creative solutions Storm. Its power is unimaginable. It is even
should be awarded. greater than that of our god-king. The templars
believe that the sacrifices at the Great Pyramid
When the PCs venture to the Lair of the Most will appease the elements, but they do not
Vicious Lirr, continue with Encounter 6. If the command the storm. Imagine if the Cerulean
PCs failed to obtain the lens, they receive no Storm ravaged our lands with the strength of a
reward, but Tec’tezeran still has need for their thousand Tyr-storms. It would rip down every
services (and he will craft another blue lens). wall and tear all men apart. It would wash
across the Tablelands, eradicating everything in
If the PCs are caught redhanded and arrested, its wake.”
or defeated in combat by the templars, they are
placed in prison cages. Proceed with an “As we speak, one known as the Stormbringer
appropriately modified Encounter 11. is gathering a cult of followers. You may call
them mad, but the threat they pose is real. The
Stormbringer has heard the voice of an entity
that exists in the storm – a vengeful being. The
6. TEC’TEZERAN Stormbringer believes that he and his followers
will be spared from the fury of the storm, but it
“The Lair of the Most Vicious Lirr” lies in a is a falsehood. I have heard the entity that
secluded alley in the artisan’s district. The pub whispers in the storm, and I see only death and
is identified by a mural on its outside wall destruction, not salvation. We must stop the
depicting a large lirr with huge claw wounds, Stormbringer from summoning the Cerulean
devouring the remains of what must have been Storm.”
a dune reaper. Inside the low, square building,
the lighting is dim; the only illumination comes “From what I have gathered, the Stormbringer
from small lamps situated on small tables. A and his cult operate out of the Temple of
pair of dune reaper claws adorns the wall above Storms. If you could investigate the temple and
the bar. Judging from the many scars he bears, find out how the Stormbringer plans to
the aging, bald innkeeper looks as though he summon the Cerulean Storm, I will attempt to
saw a fair share of battles in his younger days. find out more about the entity in the storm.

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

Don’t waste your time looking for me – I will city. Each piece of the above information will
seek you out once I know more.” cost the PCs 10 ceramic pieces.
If the PCs are difficult to persuade, Tec’tezeran
will offer each character a magical item. He will If the PCs venture to House Tsalaxa’s offices to
supply them with the items after they have inquire about the trader Nax, they will be told
completed all tasks he wants them to perform that he is unavailable, off on a mission outside
(i.e: at the conclusion of the adventure), or the city’s borders. That is all they will be told.
sooner if he deems they will need the items
earlier in order to complete their task of If the PCs visit Juanox, they will learn he
stopping the Stormbringer (ie: near the sponsors the Temple of Storms because he
conclusion of the adventure). believes he will be spared when the Great
Storm comes, so he can depict its mayhem in
Once the PCs agree to investigate the Temple stone – an artist’s greatest moment, he claims.
of Storms, proceed with Encounter 7 if the PCs Juanox is both drunk and quite mad, but there
want to gather information, or go to Encounter is a kernel of truth in his ramblings – that a
8 if the PCs visit the Temple of Storms. great storm is indeed coming.

When and if the PCs decide to visit the Temple


of Storms, proceed with Encounter 8.
7. INFORMATION
PCs who use Gather Information can learn the
following about the Temple of Storms: 8. TEMPLE OF STORMS
DC 5: The Temple of Storms is located in the The Temple of Storms is small compared to the
Artisan’s District. other elemental temples of Draj, and compared
DC 10: The Temple of Storms is run by the to the magnificent Temples of Ral and Guthay
halfling priest Rugar Stormbringer and his it is simple. The temple is a windowless
assistant. structure of dark bluish stone with murals
DC 15: Rugar’s assistant is a dwarf. The depicting storm clouds and lightning bolts
temple’s followers have grown in numbers decorating its exterior walls. Two obsidian
lately, and Rugar has reputedly received large obelisks carved with mythological symbols
donations from a wealthy and devoted follower. stand defiantly to each side of the wooden
DC 20: Rugar’s dwarf assistant’s name is double doors leading into the temple.
Bakara, and he has been observed in the
company of Nax, a House Tsalaxa trader. During the day, the wooden doors are open and
DC 25: Bakara has purchased a shipment of the temple receives all who would listen to
foreign slaves from Nax.* Rugar Stormbringer’s preaching. At night, the
DC 30: The wealthy sponsor of the Temple of doors are shut and barred from the inside.
Storms is a master artisan by the name of
Juanox, who has great love for pulque. His shop If the PCs attempt to break down the doors at
is in the artisan’s district. night (Hardness 5, HP 20, Break DC 23), the
noise attracts a sizable mob of Draji
* PCs who succeed a Knowledge: Local (Draj) (numbering 4d6+4) who assume the PCs are
check DC 10 know that foreign slaves are not thieves – and a thief caught in Draj is a dead
normally allowed inside the city. thief, so the PCs had better escape. If the PCs
use more sophisticated or magical means, such
If the PCs are unable to find out much on their as a knock spell, or use a silence spell to break
own, they can pay someone else to find the the door down quietly, they can gain access to
information they seek. PCs who ask around will the temple at night. Note: The temple has a
learn that the Nibenese entrepreneur Chao backdoor, leading into the temple’s storage
Chin is an excellent source of information. room. It has the same statistics as the main
Chao Chin runs his enterprise from the dung doors. Attempts at breaking the door down in
repositories located north in the city. His broad daylight will very likely attract the
network of dung collectors are everywhere and attention of a mob and templars alike.
pick up tidbits of information from all over the

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

See the appendix Map A: Temple of Storms of little value. The door is barred from the
inside at night.

1: Main chamber: The main chamber is where


the halfling priest, Rugar Stormbringer, delivers PCs who visit the Temple of Storms during the
his sermons to worshippers. An exit in the day will witness Rugar Stormbringer in the
northeastern corner of the room leads to a main chamber, preaching to those who have
north-running hallway. A stone slab carved gathered to listen. His dwarven assistant
from the same dark bluish stone as the Bakara guards the entrance to the hallway
temple’s walls serves as an altar, lined with leading to the halfling’s and dwarf’s personal
skulls and bones of many races. A relief has chambers, and the storage room. After Rugar
been carven on the altar, depicting a halfling completes his sermon, a number of visitors
standing surrounded by faceless, kneeling gather around him to ask for his advice. A
figures while a storm rages overhead. noble asks how he can protect his crops from
the Tyr-storms that threaten the estates of his
2: Hallway: The hallway is lit by skulls filled clan. Rugar invites the noble to join him in his
with lamp oil and placed in small openings personal chamber, where they can discuss the
along the outer wall. A large door on the matter. After answering the questions of the
western wall leads to the storage chamber. The remaining crowd, Rugar and the noble leave via
hallway bends 90 degrees; around the corner the hallway.
are two smaller doors on the southern wall that
lead to the personal chambers of Rugar and If the characters have some way of spying on
Bakara. the conversation that takes place in the more
private surroundings of the halfling’s chamber,
3: Storage chamber: The storage chamber Rugar guarantees to protect the noble’s crops
contains a number of crates with dried foods, from the storms in exchange for twenty foreign
several barrels of water, two kegs of oil, and slaves to be sacrificed in a great ritual to
several dozen traveler’s outfits and water skins. appease the Storm Lord. Rugar states he will
The PCs might deduce the Stormbringer is send the noble a message when the time of the
preparing an expedition for a large group of ritual is drawing close, with instructions on
people. where to deliver the slaves. The noble then
leaves the temple in a crodlu-pulled chariot,
4: Rugar’s personal chambers: Rugar’s headed for his estate, at the same time a dung
chamber contains no bed, but a wicker basket collector passes by.
of sorts which the halfling sleeps in. A pair of
large and remarkably clean blue pillows lie on Clever PCs might disguise themselves as
the floor, serving as seats for clean guests. A nobles in order to gain an audience with Rugar,
nearby wardrobe contains four halfling-size or they can somehow distract Bakara to gain
outfits. A small (halfling-sized) desk rests in the access to the hallway in order to eavesdrop on
southwestern corner of the room. Its one Rugar’s conversation with the noble. The end
drawer contains a raindrop–shaped, stone result should be the same – the PCs learn a
unholy symbol and a bound leather scroll with ritual is going to take place in the near future
rambling drawings about a Storm Lord, the and that it requires a mass sacrifice. It is
coming of “the Storm of Salvation” that will unlikely that they will learn where the ritual will
cleanse the Tablelands, and a ritual requiring take place – not even Bakara knows this, as
the sacrifice of one hundred men. The scroll Rugar is very secretive about the location.
requires a Decipher Script check DC 15 in order
to understand. The door to the room is barred What if...? If the PCs somehow kill
from the inside at night. Rugar Stormbringer and Bakara, the
halfling’s cult of paraelemental followers
5: Bakara’s personal chambers: Bakara’s will pool their resources to have the pair
chamber is spartan. The bed is hard and resurrected from the dead.
utilitarian, covered with a grey blanket. A skull
lamp rests on the floor beside the bed, but
there is no other furniture in the room except 9. INFORMATION
for a small chest with no lock containing
Bakara’s personal belongings – common items

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

After leaving the temple, PCs who succeed at a The templar patrol is composed of eight
Spot check DC 15 notice someone shadowing templars, and they are obviously looking for the
them. The character is of average height but PCs. The templars arrest the PCs and haul
powerfully built, wearing a dark brown skirt and them off to a secluded building used by for
a bright red sleeveless poncho revealing large interrogation purposes.
muscular arms ending in vicious-looking
obsidian wrist razors. The stalker is wearing a You are led to a secluded stone building; it is
hood, casting shadow over the face and obvious no one ventures near this place. One
distorting the character’s facial features, except of its exterior walls is adorned with
a powerful protruding jaw. bloodstained obsidian spikes and bone hooks
and the ground beneath is littered with skulls
The character is Eladji, a female mul mercenary and bones. Tied to a stone post with giant-hair
hired by an old enemy of Tec’tezeran. Her rope near the wall is a fierce-looking jhakar,
orders are to find the wizard and report his apparently feeding on the remains of a
location to her employer. From what she has humanoid creature. You can hear the beast’s
learned, the PCs have had contact with jaws grinding the bones of its unfortunate
Tec’tezeran, so she has decided to shadow victim. The monstrosity snarls at you as you
them in hopes they will lead her to the wizard. approach the building and leaps forward. One
Eladji is not interested in fighting the PCs, as of the templars strikes the beast with his
she is paid to find Tec’tezeran and report to her macahuitl, and the beast growls as it
employer, but if cornered she would rather fight withdraws. Another templar moves forward to
than flee -- negotiating is a definite second- open the heavy door to the building and
place option to fighting. Under no motions for you to enter.
circumstance will Eladji voluntarily reveal her
employer’s name. This scene should make the PCs realize the
templars mean business. Unless the PCs seek
The encounter with Eladji should alert the PCs to escape, they meet Tec’tezeran’s old nemesis,
that someone is interested in them. Their the templar Namhotec, who demands to know
suspicions will most likely be targeted at Rugar everything the PCs know about Tec’tezeran and
Stormbringer or Xalacotec, the templar they his whereabouts.
retrieved the blue lens from earlier. However,
neither is responsible - the templar Namhotec Inside the dimly lit building, a bloated templar
is, at the moment unknown to the PCs unless rests on a wooden chair. Standing to his right is
they by some means extract the information a tall half-elf, armed with a staff carrying a
from Eladji’s mind. Eladji knows what the jozhal skull upon its top. On his left stands a
templar looks like and his name, but not what woman of regular height and build, with long
the templar wants with the wizard or why. knotted black hair, and a blood red mask which
depicts a jaguar. One of her hands rests on a
carrikal in her belt, and the other rests upon her
hip. The bloated templar gazes at you intently
10. ARRESTED for a few seconds before he speaks sternly, “I
am Namhotec. These are my associates,
Some time after the encounter with Eladji, Wacahuixl and Imhoxata. They will be
whether the PCs spotted and confronted her, or
responsible for making you more cooperative
she followed them unnoticed for a while before should you refuse to talk. And let me make one
she realized they would not lead her to thing perfectly clear – I do not need you alive,
Tec’tezeran, the PCs are accosted by a templar
and keeping a jhakar well fed is expensive.
patrol. Cutting back on expenses could become a
priority.” The templar smirks. “Shall we begin?”
A patrol of templars wearing blue cloaks with
yellow moons dyed front and back approaches Namhotec asks the PCs how they came into
you. They point at you and nod to each other. contact with the wizard Tec’tezeran; what their
arrangement with him is; why he has returned
Then they draw their macahuitls, and one of
them speaks in a low voice. “You - come with to Draj; where they have met with him; where
us. Resist and we will take glee in killing you they are going to meet him; and how they
maintain contact. If the PCs refuse to answer,
and eating your quivering hearts.”
or any of the three NPCs catch the PCs lying,

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

the half-elf wizard Wacahuixl casts charm The templars keep the prison cages under
person on the PC in question. If the spell has surveillance at all times. If the PCs try to
no effect, Imhoxata will attempt to read the escape, they will intervene and “discourage”
character’s thoughts with detect thoughts. If them from trying it again.
that also fails, the pair will attack the PCs with
weapons until they talk. If the PCs fight back, Eventually, another templar arrives on the
the eight templars making up the patrol that scene and releases the PCs. It is in fact
arrested them attack the PCs as well. This will Tec’tezeran in disguise (disguise self spell),
be accompanied by threats of mounting the come to rescue the PCs.
PCs on the wall outside, where the jhakar will
be infuriated by the smell of their blood and eat The sun has set and the heat of the day has
them from the legs up while they are still alive. been replaced by the chill of the night and the
secluded plaza is quiet. Soon after nightfall, you
When he is finally satisfied with the PCs’ hear footsteps approaching and spot a templar
answers, Namhotec will have them placed in a emerge from an alley. He strides confidently
prison cage to suffer a slow and painful death towards you, and takes a key from his belt
by dehydration. The templars will place pouch. The templar watching you from the
manacles on their feet and hands and have window in the building across the way calls out
them stripped of their weapons, spell to him. “What are you doing?” The new arrival
components, and any other possessions they turns in his direction and responds, “The
might have. The templar patrol, Namhotec and prisoners have been pardoned. Someone
Wacahuixl escort the PCs to the prison cages. apparently favors them.” The templar in the
Imhoxata remains behind. window disappears for a moment.

If the PCs find a way to escape the templars The new arrival templar quickly proceeds to
before being interrogated, or on the way to the unlock the doors to the prison cages and he
prison cages, go to Encounter 12 where they has just turned the key in the last lock when the
meet Tec’tezeran again. If they are imprisoned, door to the supervisory building is opened.
continue with Encounter 11. Namhotec and Wacahuixl step outside. The
half-elf waves his staff and mutters a series of
mysterious words. The freedom-bringing
templar is suddenly no longer a templar – it is
11. IMPRISONED the wizard Tec’tezeran! “Quickly”, he shouts as
he opens his backpack and empties its
You are left in the prison cages of Draj, without contents,your weapons, on the ground.
food and water to die slowly and painfully
through dehydration. Your manacles have been “Attack!” Namhotec commands, and templars
removed, but the templars made it clear they spew forth from the building, charging towards
are watching you, and if you attempt to escape you. Tec’tezeran flips his lens into hand from
or make much noise, they will have your backs where it hangs on his belt and shouts the
lashed and rubbed with salt, and your mouths syllables for a spell. The lens glows
sewn shut. After giving this warning, they took fluorescently and a crackling noise
shelter in a nearby building, though a templar accompanies the stroke of lightning arcing past
always watches you from a window. you to strike three of the charging templars.
“I’ll deal with Namhotec.” says Tec’tezeran.
The plaza is square-shaped, with eight prison “You take out the others.” The wizard draws his
cages placed along a clay brick wall at the
spear and screams “For Kasha!”
western edge of the plaza (six of the cages can
host a Medium-size creature; two can host a Namhotec saw through Tec’tezeran’s bluff and
had his cohort cast dispel magic to dispel
Large creature. On the eastern side of the plaza
is a building whose windows and door face it Tec’tezeran’s disguise self spell. Tec’tezeran
(so the templars inside can supervise and responded with a lightning bolt spell that
injured and possibly killed three of the eight
oversee the cages and their prisioners). To the
north and south are entrances/exits to the subordinate templars (6d6 damage, Reflex Save
plaza, each leading to a narrow street. DC 16 for half damage). The battle is on.

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

See the appendix Map B: Prison Cage Plaza expedition to where the ritual will take place
for an outline of the area. and then find a means to disrupt the ritual.

At this point, templar patrols trailing the PCs


Unless the PCs interfere, Namhotec and will catch up with them. Tec’tezeran will urge
Tec’tezeran duke it out while the remaining the PCs to leave the area, while he leads the
templars and Wacahuixl battle the PCs. If templars in a different direction.
possible, the defiler uses his spells before
entering direct melee combat with the PCs. You become aware of approaching footsteps. A
couple of blocks away templars carrying what
Tec’tezeran will most likely defeat Namhotec appear to be globes of light comb the streets
without the PCs’ aid, and -- being a Draji -- this searching for someone. “You cannot hide from
is what Tec’tezeran prefers. However, if he is us, wizard, nor can your accomplices.” A voice
clearly losing the battle, he will call for aid: booms through the streets.
today victory is more important than pride,
even if the two have an old score to settle. After “Run! I will act as decoy and open up a path for
the battle, assuming the PCs have survived, you,” Tec’tezeran whispers and points you in
Tec’tezeran leads them through the maze of the direction of a vast cornfield in the distance.
streets that is Draj, and to a safer location. The wizard grasps his blue lens and runs in the
opposite direction.
If asked about the reason for the enmity
between Namhotec and him, Tec’tezeran Proceed with Encounter 13 if the PCs flee. If
tells the PCs that they should “never they dawdle, they encounter one or more
cross paths with mating drakes.” That is templar patrols consisting of 2d4 subordinate
all he will say on the matter. templars and one centurion. They should
eventually flee, or be worn down and captured.
Proceed with Encounter 12. If captured, they will be sentenced to death in
the arena.

12. PUZZLE PIECES


13. CORN FIELDS
For each of the following clues and
assumptions the PCs give to Tec’tezeran award The escape through the cornfields at night is
each PC 100xp: not without its perils for the fields are guarded
by jhakars.
1. Rugar Stormbringer is planning a ritual.
2. The ritual will summon the Cerulean Storm. Tall stalks of corn stir gently in the wind all
3. The ritual requires mass sacrifice. around you. As you turn your head to side-to-
4. Rugar Stormbringer is planning an side, looking at the horizon, the fields appear to
expedition for a large group. stretch on forever into the distance. The green
plants rise over eight feet tall, and inside the
Tec’tezeran reports to the PCs that his plantation, all is black. The darkness hardly
attempts at finding out more about the entity in looks inviting, but the shouts and curses from
the storm have failed due to magical the street tell you there is little choice. You
interferences. If there are points on the above enter the fields at a frantic pace, rows upon
list the PCs have not found out about, rows of corn flashing by, the light of the two
Tec’tezeran fills them in on those points. moons barely filtering through the top of the
plants. Within minutes, the shouts behind you
The wizard then informs the PCs that the ritual become subdued, and you can barely hear
must be stopped. Tec’tezeran points out the anything but the quiet stirring of the corn stalks
fact that simply killing the Stormbringer here in as you race through them. Suddenly, the cold
Draj will most likely only lead to his followers night air turns quiet. The corn stalks pass
pooling resources to have the halfling quickly by, gently stirring in the endless fields.
resurrected from the dead. He suggests it Then, behind you, a hiss breaks the silence of
would be better to infiltrate or follow the the fields, followed by hisses all around you.
You can’t see the sources, but by their sound,

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

they are moving closer. Then, from the is there to retain? Without rain, what is there to
shadows of the corn stalks, leap an unknown live? Praise the Storm Lord!”
number of ferocious beasts.
The cultists kneel and raise their hands towards
The PCs are attacked by eight jhakars. After the the sky. In unison they shout “Praise the mighty
battle, the PCs are safe, for now. On the other Storm Lord!”
side of the cornfields, the PCs can find safe
passage to the city core. There they can plan Rugar points at the entrance to the temple. “Go
their next move. into the temple. There Bakara will give each of
you a backpack with all you will need for your
DM’s note: Tec’tezeran escapes the templars. If journey to Arak-Pur, the holy mountain.”
the PCs are intent on finding out whether he
managed to escape or not, a successful Gather Rugar refers to the easternmost mountain in
Information check DC 15 will reveal that an the Mastyrial Mountains region, but the name
unsuccessful wizard hunt took place at the is one he has come up with on his own, thus
same time the PCs were fleeing. Alternatively, even PCs with Knowledge (Geography) will not
Tec’tezeran could have a messenger inform the be able to determine where the ritual is to take
PCs that he survived, but that he needs to place.
gather his strength.
The PCs could either simply follow the
Proceed with Encounter 14. expedition, or try to disguise themselves as
cultists and join it. Each cultist walks into the
temple’s storage chamber and retrieves a
backpack containing a blanket, a waterskin,
14. THE EXPEDITION rations for one week, an obsidian dagger, and a
traveler’s outfit. The beasts of burden are
Rugar’s expedition leaves on the morning two loaded with kegs containing water and oil, and
days after the escape through the cornfields. As other assorted equipment (pots, ropes etc.).
the sun rises, Rugar’s followers gather at the
doors of the Temple of Storms. If the PCs are The expedition then sets course for the gates of
watching, read the following: Draj.

An increasingly large crowd of Rugar’s followers The expedition numbers 136 followers,
have gathered outside the Temple of Storms. Rugar, Bakara, four kanks, two crodlu
and two inix. Once outside Draj, the
Some have brought along beasts of burden –
kank, inix and crodlu. The paraelemental expedition follows the road leading
cultists have marked their faces with blue southwest. It is headed for Fort Ebon,
where it will pick up 107 slaves to be
stripes of paint and wear bone amulets shaped
like a raindrop. They chant enigmatically, sacrificed in the ritual. The trip to Fort
waiting for their savior to reveal himself. Finally Ebon takes 10.7 hours (32 miles), and is
covered in two days. From noon to
the double doors to the temple open up, and
Rugar Stormbringer emerges. He raises his sunset, the expedition halts and sets up
hands towards the sky and shouts powerful tents to shade themselves from the heat
of the sun. The expedition then
words. Drops of rain shower the cultists briefly,
and they become quiet. Rugar then speaks with continues until it has covered a total of
a fanatical spark in his eyes. 24 of miles. The next day the expedition
reaches Fort Ebon before noon.
“I am glad so many of you have come, my loyal
followers. The Storm Lord is pleased. Salvation Once the expedition reaches Fort Ebon,
proceed with Encounter 15.
is near, as it would be our fate. The Great
Storm will wash across our lands and destroy
all that is unclean and not ours. When the
lands are cleansed, we will live in harmony and
revel in the soil’s bountiful harvests, as the life- 15. SLAVES
giving rain will grant us. Without destruction,
what is there to rebuild? Without sacrifice, what Rugar’s expedition comes to a halt outside the
bleached stone walls of Fort Ebon, a vital

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

House Tsalaxa supply point. The dwarf Bakara set for the easternmost and northernmost
walks into the fort on foot once he has stated mountain, which Rugar calls Arak-Pur.
his business with the trader, Nax. A short while
thereafter, he emerges from the gates followed The base of Arak-Pur is 10 miles south of
by rows upon rows of slaves shackled together Fort Ebon. The expedition reaches the
with manacles on both hands and feet, mountain after dark.
prodded along by House Tsalaxa guards. There
could be more than a hundred of them all
together but none of the slaves appear to be
native Draji. The majority is human, but half- 16. THE MOUNTAIN
elves, dwarves and elves are represented in
small numbers as well. Two dozen guards Rugar waits until morning before scaling the
under House Tsalaxa’s banner -- a pair of mountain. The beasts of burden are left at the
yellow, glaring, bestial eyes on a black base of the mountains, watched over by half of
background -- join the expedition. the Tsalaxan guards including Hwuanita. The
remaining guards scale the mountain along
If the PCs followed the expedition, or traveled
with Rugar’s followers.
with as part of it, they will meet the victims to
be sacrificed –107 slaves Rugar has gathered Somewhere along the climb some of the
(including the slaves Bakara bought from the
cultists are attacked by a black mastyrial.
Tsalaxan trader, Nax). If the PCs disguised The mastyrial kills five followers before it
themselves as nobles and spoke with Rugar in is chased off. Also, four slaves slip and
private in the Temple of Storms, they may have
fall to their deaths during the climb.
received a message prior to the expedition
leaving Draj stating they should send an If disguised and part of the expedition, the PCs
amount of slaves to Fort Ebon. They could also
are nearby when a black mastyrial attacks.
have intercepted the messenger with these Whether they aid the attacked cultists or not is
instructions sent to the noble in Encounter 8. If up to them.
they did, they could very well be joining the
expedition at this stage, or decide to follow it If the PCs are not part of the expedition, but are
from this point. Disguising themselves as following it, they must first get past or around
slaves is a possibility, especially if they are non-
the Tsalaxa guards at the base of the mountain.
Draji (the slaves are all foreign slaves). Of During their climb, they are attacked by a black
course, the slaves do not walk about with mastyrial themselves.
weapons and other equipment than their
clothes, and they all wear manacles on their Scaling the mountain takes one full day. The
hands and feet to prevent them from rioting or expedition rests during the hottest hours of the
escaping. The slaves are watched by 24 Tsalaxa
day and just as the sun goes down reaches a
guards lead by the female human captain great plateau overlooking the Sea of Silt.
Hwuanita (pronounced “wha-nee-ta”).
When the PCs reach the plateau, whether as
What if... If the PCs somehow find a way part of the expedition or trailing it, proceed with
to communicate with the slaves, they will encounter 17.
find that the slaves have no idea as to
where they’re going or what is going to
happen to them. If the PCs tell them that
they will most likely be sacrificed, they
will be motivated to escape, but even if
17. THE RITUAL
the PCs aid some of the slaves in
escaping, this will not stop the ritual. The expedition has reached its destination: a
Rugar will simply ask some of his fanatic plateau overlooking the Sea of Silt to the east.
followers to sacrifice themselves and The cultists gather in a great circle around
have them take the slaves’ place. Rugar and Bakara while the slaves are dragged
along and prompted to the ground.
The expedition leaves Fort Ebon as sunset
draws near. It heads due south from Fort Ebon, Rugar holds up a stone tablet for all to see – it
towards the Mastyrial Mountains. The course is is covered in indiscernible runes. He then starts

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

to recite mysterious syllables, his voice and mutters the incantations for a spell – from
booming across the plateau. “Azera Quatza his hand shoots a dark, crimson globe of
Rak!” The cultists repeat his words in unison. energy which explodes into flames, clearing a
“Quallat Teherat Takak.” Again the cultists path in the circle of storm followers. “Go!”
repeat his words in unison. Rugar seems Tec’tezeran shouts, his voice muffled by the
pleased. A cold wind blows from the east, screaming winds. At that instant, above you in
carrying a puff of silt on the air. Quickly, the the sky, a face is forming. Tec’tezeran shouts
wind intensifies, causing cloaks and hair alike something to you, but his words are drowned
to flow in the wind. On the eastern horizon in the storm’s rage.
something appears in the sky…clouds, dark
clouds, and they are approaching fast, carried Tec’tezeran cast repulsion from a scroll and
by the wind. Rugar raises his hands to the sky then casts fireball. The PCs can reach Rugar
and laughs. “It has begun!” and Bakara by pressing forward; Tec’tezeran
runs after the PCs, surrounded by the aura
Rugar has used a scroll with control weather from the repulsion spell, which prevents the
and control winds. This summons the Cerulean cultists from coming too close to them (unless
Storm. The next part of the ritual involves the PCs intentionally walk up to the cultists).
sacrificing 100 sentient beings. If Rugar runs
out of slaves, he will sacrifice some of his Rugar is covered by a green aura of shimmering
followers or the Tsalaxa guards. The latter flee light. The halfling holds his hands up to the
the plateau as the storm escalates. sky. “Infuse me with your power, Lord!” A
streak of blue lightning arcs from the sky and to
Someone grabs you by the shoulder. At first the halfling’s erected hand. Rugar’s eyes glow
glance it appears to be a cultist, but then you bluish white with sparks of blue lightning.
spot the blue lens tied around his neck.
“Come.” He says and motions for you to Rugar is being empowered by Tithian. He
follow. enjoys the benefit of DR 10/magic, electricity
immunity, and a touch attack that delivers a
The cultist is Tec’tezeran in disguise. He takes shocking grasp spell as if cast at 5th level
the PCs aside, away from the mob of cultists. (usable at will). Treat Rugar’s CR as one higher
While they speak, storm clouds roll in and than listed in the appendix.
conceal the sky.
Bakara’s stats remain unchanged.
The sky has turned black and dark blue.
Lightning flares across the sky in sheets and
the air rumbles. “I am glad you are here. We See the appendix Map C: Mesa for NPC
don’t have much time,” Tec’tezeran speaks as enemy starting positions.
raindrops begin to fall on your foreheads. “We
must stop the ritual from being completed –
the only way is to kill the Stormbringer. The If the PCs are defeated...
entity in the storm is near – I can feel it and it Should the PCs be unable to kill Rugar,
must not be released.” Tec’tezeran pauses as a the ritual will be completed, and Tithian,
green bolt of lightning strikes the center of the former King of Tyr will be released from
circle of cultists, and a crackling burst of energy the Cerulean Storm. His essence will
spreads out to engulf the slaves, and any merge with Rugar and take complete
cultists standing too close. Screams of agony control of the halfling’s mind. The
echo across the mountain plateau – it sounds Cerulean Storm will not be weakened.
as if the victims are being burnt alive and slowly Unless the PCs flee, this scenario is most
incinerated – all while they’re being showered likely to take place if the PCs die at the
in rain and pummeled by the fierce winds. “I’ll hands of the halfling cleric. The
clear a path through the followers. Charge on consequences Tithian’s return will entail
my command!” Tec’tezeran shouts over the to the Tyr region is up to the DM. Tithian
wind. He pulls out a cord with colored beads will want revenge on Sadira, Rikus and
and tears it in two. The beads vanish in the air. the other heroes of the Prism Pentad
Around you, people stop and become unable to responsible for his entrapment. He will
move in your direction – a magical ward of also seek to dispel the wards in Ur Draxa
some sort. Then the wizard grasps his blue lens placed upon the Dark Lens and Scourge

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

of Rkard by Sadira of Tyr, so that Rajaat you have done well in stopping the
may once again be freed. Stormbringer. The naive halfling and his half-
giant hearted dwarf companion did not see
through Tithian’s false promises, but I did. The
If Rugar and Bakara are defeated, continue. Cerulean Storm has not been weakened and
Tithian remains imprisoned. We have won the
Rugar has been defeated – you can see his soul first battle, but there will undoubtedly be
being torn from his body with an ear-deafening others. For now the Storm is quiet, but Tithian
scream that pierces the wind. Green wisps of will not rest. I have a feeling our paths will
energy seep forth from his body and then cross again.” Tec’tezeran turns and walks away,
disrupt into nothingness. Above you the sky is towards the western horizon.
washed white by crackling lightning and the
face in the sky appears to wail, but no sound The PCs are left at the foot of the mountain,
can be heard. The rain pours down upon you and are alone. The other survivors have left for
with furious anger. Around you cultists and the Draj, Fort Ebon, or other destinations. It is
few surviving slaves and guards panic as the possible for the PCs to catch up with some of
violent weather pounds down upon them; a them if the DM wants to play on. Tec’tezeran is
single silhouette on the plateau remains calm – not interested in being followed by the PCs or
the Cerulean wizard. making further conversation with them.

Tec’tezeran raises his hands to the sky, In Draj, the Temple of Storms is now without a
clasping his blue lens in his hand and shouts leader (or owner), and the Cult of Storms exists
above the storm: “Tithian of Tyr! Rain all you no more. Due to the manner of his death,
want – the Cerulean Storm will not be Rugar Stormbringer cannot be resurrected,
vanquished!” The rain intensifies and the drops even if someone were to look for him. They
sting your skin with their force. Then, suddenly, would find only the banshee of Bakara,
the face disappears and the rain is no longer as haunting the plateau where the ritual was to
intense. However, rumbling thunder indicates take place.
that the plateau is still not safe. Tec’tezeran
motions for you to leave with him.

Allow the PCs to loot the bodies of Rugar


Stormbringer, Bakara and any cultists should
they want to. The PCs need not fear cultists still
alive – they flee.

DM tip: If the DM wants to add drama,


have lightning bolts strike close to the
PCs, temporarily blinding them, or
actually strike them for any amount of
damage the DM feels would augment
the story.

EPILOGUE
Tec’tezeran leads the PCs down the mountain,
and pays them the agreed upon salary for their
services. Then he departs, destination untold.

Tec’tezeran casts a glance at the storm


looming overhead and behind you. The
wizard’s face darkens and he speaks. “The
summoned storm will clear up soon. Know that

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

APPENDIX A: NPCs
Storms (stabilizes all dying creatures within
60 ft, 1/day).
Possessions: lirr hide armor, bone unholy
symbol, harness, bedroll, blanket, one-
Specific NPCs gallon waterskin, 2 javelins
Bakara, male dwarf cleric
Eladji, female mul psychic warrior/rogue Background: Bakara is a rain cleric and
Hwuanita, female human fighter Rugar Stormbringer’s personal assistant,
Imhoxata, female human templar/psion apprentice, and bodyguard. Bakara is a
Namhotec, male human templar/moon priest native Draji who lived a hard life as an
Rugar Stormbringer, male halfling cleric orphan , without a focus and meaning to his
Tec’tezeran, male human wizard/cerulean existence. By chance, he met Rugar soon
Xalacotec, male human templar/wizard after the halfling’s arrival in Draj several
Wacahuixl, male half-elf wizard years ago. In the rain cleric, Bakara found
his meaning, as well as someone to guide
Generic NPCs him and teach him the clerical arts.
Cultist Protecting and caring for the halfling
Mob became his focus, and though Rugar is a
Templar centurion stern master, he is one who rewards loyalty
Templar subordinate and appreciates a friend. Bakara will do
Tsalaxa guard anything for Rugar, and because of their
relationship, he expects the same in return
Monsters from the halfling.
Jhakar
Description: Bakara’s bald head has a black
New prestige class lightning pattern tattoo covering most of his
Cerulean skull. He wears hide armor crafted from blue
lirr scales, and carries no visible melee
weapons, except for a pair of bone-tipped
javelins on his back. In melee combat the
dwarf relies upon his inflict spells, often
SPECIFIC NPCs combining them with the chill touch spell.

Bakara: Dwarf Cle 5; CR 5; Medium Eladji: Mul PsyWar 2/Rog 3; CR 6; Medium


humanoid; HD 5d8+10; hp 36; Init +0; Spd humanoid; HD 2d8+4 and 3d6+6; hp 33; Init
20 ft.; AC 13, touch 10, flat-footed 10; Base +2; Spd 30 ft.; AC 15, touch 12, flat-footed
Atk +3; Grp +5; Atk +5 melee (1d3+2/x2, 13; Base Atk +3; Grp +5; Atk +3 (1d6+2/18-
unarmed) or +3 ranged (1d6+2/x2, javelin); 20x2, wrist razor) and +3 melee (1d6+1/18-
SA rebuke undead 3/day; SQ darkvision 60 20x2, wrist razor) or +5 ranged (1d4+2/19-
ft.; AL NE; SV Fort +6, Ref +1, Will +8; Str 20x2, dagger); SA mind thrust, sneak attack
15, Dex 10, Con 14, Int 11, Wis 17, Cha 11. +2d6; SQ empty mind, trap finding, evasion,
Skills and Feats: Concentration +12, trap sense +1; AL LN; SV Fort +6, Ref +5,
Knowledge (religion) +4, Spellcraft +4; Will +1; Str 15, Dex 15, Con 14, Int 10, Wis
Combat Casting, Disciplined. 11, Cha 9.
Cleric Spells Prepared: (5/5/4/3; save DC Skills and Feats: Balance +9, Escape
13 + spell level): 0– create element, detect Artist +10, Hide +10, Move Silently +10,
magic, detect poison, mending, resistance; Tumble +7, Exotic Weapon Proficiency
1st- chill touch*, cure light wounds (2), (wrist razor), Greater Psionic Weapon,
doom, divine shield; 2nd- aid*, cure Psionic Weapon, Two Weapon Fighting
moderate wounds, endurance, hold person; Powers Known: (3; PP 3): 0 – burst,
3rd- blindness/deafness, enervation*, catfall, far punch.
prayer. Possessions: 2 wrist razors, obsidian
*Domain spell. Domains: Cold Malice (cold dagger, masterwork studded leather armor,
resistance equal to cleric level), Refreshing 3d6 Cp

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

Background: Eladji is a female mul eyes. Hwuanita wears an ankheg


mercenary. She is currently working for the breastplate and a knee-length hemp skirt,
templar Namhotec; her mission is to locate revealing muscular legs. Her great macahuitl
the wizard Tec’tezeran and report his is fastened on her back, to be easily drawn
location to the moon priest. Not afraid of over the shoulder when entering combat.
confrontation, she also knows her own Her quiver of arrows usually hangs over her
limitations. Eladji is not to be other shoulder, along with her longbow.
underestimated, she prefers to strike when
at an advantage and she can use both her
Greater Psionic Weapon feat and her sneak Imhoxata: Human Tem 1/Psi (telepath) 4;
attack. CR 5; Medium humanoid; HD 1d8 and 4d4;
hp 18; Init +0; Spd 30 ft.; AC 14, touch 10,
Description: Eladji is of average height but flat-footed 14; Base Atk +2; Grp +2; Atk +2
powerfully built. She wears a dark brown (1d8/x3, carrikal) or +2 ranged (none); SA
skirt and a bright red sleeveless poncho ego whip, mind blast, mind thrust; SQ
revealing muscular arms, which end in secular authority, empty mind, mental
vicious-looking obsidian wrist razors. A hood barrier, tower of iron will; AL NE; SV Fort +3,
casts a shadow over her face and distorts Ref +1, Will +7; Str 10, Dex 11, Con 10, Int
her facial features, except for her strong, 11, Wis 12, Cha 13.
protruding jaw. Skills and Feats: Diplomacy +11 (+13 vs.
creatures with Int 4+), Intimidate +5 (+7 vs.
creatures with Int 4+), Gather Information
Hwuanita: Human Fig 4; CR 4; Medium +5, Knowledge (religion) +4, Sense Motive
humanoid; HD 4d10+4; hp 30; Init +0; Spd +9, Psicraft +8, Spellcraft +4; Martial
30 ft.; AC 15, touch 10, flat-footed 15; Base Weapon Proficiency (carrikal), Martial
Atk +4; Grp +6; Atk +8 melee (2d6+5/19- Weapon Proficiency (macahuitl),
20x2, masterwork great macahuitl) or +4 Psionic Focus (Telepathy), Psychic
ranged (1d8/x3, longbow); SA -; SQ -; AL Inquisitor, Psychoanalyst.
LN; SV Fort +5, Ref +1, Will +1; Str 14, Dex Powers Known: (4/3/1; PP 9): 0– daze,
10, Con 12, Int 10, Wis 11, Cha 11. detect psionics, distract, missive; 1st-
Skills and Feats: Climb +6, Intimidate +5, conceal thoughts, empathy, object reading;
Knowledge (warcraft) +7, Ride +5; Diehard, 2nd- detect thoughts
Endurance, Rotate Lines, Shield Wall, Possessions: carrikal, erdlu scale mail,
Weapon Focus (great macahuitl), Weapon thumb screws
Specialization (great macahuitl)
Possessions: masterwork great macahuitl, Background: A cruel and cold-hearted
longbow, quiver with 15 arrows, ankheg female templar trained at the House of the
breastplate, one-gallon waterskin, 2d6 Cp Mind in the unusual discipline (by Draji
standards) of telepathy. Imhoxata is a
Background: Hwuanita is a House Tsalaxa valued inquisitor and interrogator. She
guard captain. Her leadership is as firm as conceals her face behind a mask to prevent
her skill with the great macahuitl – those recognition and retaliation from those left
who disobey her orders or otherwise alive after she is done with them.
challenge her authority are swiftly dealt with
in single combat. Hwuanita joins the Description: Imhoxata is a woman of regular
expedition to the Mastyrial Mountains height and build, with long knotted black
because she is ordered to go there and hair. She wears a blood red ceramic mask
keep watch over the slaves, so that they do that depicts a screaming jaguar. She has a
not escape. She knows nothing of Rugar’s carrikal fastened to her belt and wears a
plans to sacrifice them, and even if she did templar cloak.
she would not care. Hwuanita follows her
orders without asking questions.
Namhotec: Human Tem 5/Mpr 2; CR 7;
Description: Tall and strong, Hwuanita is a Medium humanoid; HD 7d8+7; hp 42; Init -1;
good-looking woman by Draji standards. Her Spd 30 ft.; AC 9, touch 9, flat-footed 9; Base
hair is long and black, matching her dark Atk +4; Grp +5; Atk +5 melee (1d8+1/19-

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

20x2, macahuitl) or +3 ranged (none); SA -; +8; Leadership, Lightning Reflexes, Skill


SQ secular authority, moon priest’s Focus (Diplomacy).
authority, Guthay’s revelation; AL LE; SV Cleric Spells Prepared (6/6/5/5/3; DC 13 +
Fort +8, Ref +1, Will +10; Str 12, Dex 9, Con spell level): 0- cure minor wounds, detect
13, Int 12, Wis 15, Cha 15. magic, inflict minor wounds, light, read
Skills and Feats: Bluff +7, Concentration magic, resistance; 1st- bless element, chill
+6, Diplomacy +16 (+18 opposed secular touch*, cure light wounds, eye of the storm*,
authority), Gather Information +7, Intimidate magic weapon, obscuring mist; 2nd- bull’s
+16, Knowledge (astronomy) +8, Knowledge strength, enthrall, hold person, gust of wind*,
(religion) +6, Sense Motive +9, Spellcraft zone of truth; 3rd- bestow curse, cure
+11; Astrologer, Leadership, Negotiator, serious wounds (2), dispel magic,
Martial Weapon Proficiency (macahuitl), enervation*; 4th- air walk, ice storm*, poison
Martial Weapon Proficiency (lance), *Domain spell. Domains: Cold Malice
Mekillothead. (cold resistance equal to cleric level), Fury of
Possessions: templar signet, macahuitl, Storms (turn/destroy conjured storms as an
one-gallon wineskin, 3d4 sp, 4d6 Cp elemental cleric turns/destroys undead).
Possessions: +1 shocking small quabone,
Background: Namhotec is a templar in his small sling, wicker backpack, blanket, one-
early 40s -- a long time in the templarate. gallon waterskin, spell component wicker
Eight years ago he had a favorite concubine bag, yellow piece of quartz worth 15 cp
slave, Kasha, but her heart belonged to
another man, a younger man by the name of Background: Rugar was exiled from his tribe
Tec’tezeran. Namhotec, angry and jealous, when they learned he was worshipping the
ordered Kasha’s death and Tec’tezeran’s element of Rain. His tribe had long been
arrest, intending to frame him for the associated with the worship of earth, and for
murder, but the youth eluded his Rugar to choose to worship another element
subordinate templars and disappeared. was unpardonable. When he left his tribe,
Namhotec rightly assumed he had fled from Rugar wandered for many months until he
Draj. Years later, Namhotec becomes a found a perfect location to continue the
senior moon priest. Never having forgiven proper worship of his element, in the foothills
nor spared an enemy, when he learns that of the Ringing Mountains. He built a small
Tec’tezeran has returned to Draj the templar shrine, and lived a solitary life until he
hires the mercenary Eladji to find him. He learned from a traveler of the Tyr-storms
also orders the arrest of anyone having had devastating the Tablelands. Rugar made his
contact with his old rival. way to Draj, the city which bore the brunt of
the storms, and set up a small temple. In the
Description: Namhotec is of average height, two years he has lived in Draj he has gained
but is bulky and bloated. He was quite many new followers.
athletic in his younger years, but his body
has decayed and his youthful muscles have Lately, Rugar has heard whispering voices
been replaced by fat. At his belt he carries a in his dreams and seen visions of a Great
macahuitl that sees little use. Storm cleansing the Tablelands and bringing
eternal Rain to the region. These were sent
by an entity in the Cerulean Storm calling
Rugar Stormbringer: Halfling Clr(rain) 8; itself the Storm Lord, but who is, in fact,
CR8; Small Humanoid; HD 8d8+8; hp 47; Tithian of Tyr. The “Storm Lord” has told
Init +3; Spd 20ft.; AC 14 (touch 14, flat- Rugar about a ritual requiring a great
footed 11); Base Atk +6/+1, Grp +6/+1; Atk number of live sacrificial victims, which the
+7/+2 melee (1d4/x2, +1 shock small entity claims will summon the Great Storm.
quabone) or +11/+6 ranged (1d3-1/x2, small However, the ritual will only release Tithian
sling); SA rebuke undead; SQ -; SV Fort +7, from his captivity and pave the way for his
Ref +7, Will +9; AL NE; Str 8, Dex 16, Con return.
12, Int 13, Wis 16, Cha 9.
Skills and Feats: Concentration +12, With the aid of Rugar’s cult of followers, , the
Diplomacy +11 (+9 against other races), halfling cleric and his assistant Bakara are
Knowledge (planes) +5, Spellcraft +9, Listen gathering the necessary number of slaves

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

for the sacrifice . The pair is also outfitting magical power: the Tyr-storms. Lately, he
for an expedition to the Mastyrial Mountains, has heard strange whispering voices in his
where the ritual will take place. sleep and he has deduced they have
something to do with the source of the Tyr-
Description: Rugar is of standard height for storms – the Cerulean Storm. Tec’tezeran
a halfling, standing just over three feet tall. decided to return to Draj, which experiences
The halfling has a fanatical gaze that more Tyr-storms than any other city, in order
unnerves many of those in his presence. His to investigate this strange phenomenon. As
body is covered with many colorful tattoos he approached the coast of the Sea of Silt,
depicting storms, lightning, and rain-drops. and came closer to the Cerulean Storm, the
voices he heard in his sleep became clearer,
and the wizard realized the existance of an
Tec’tezeran: Human Wiz 5/Cer 1; CR 6; entity within the Cerulean Storm – a
Medium humanoid; HD 6d4+12; hp 28; Init deceitful being craving to be released,
+2; Spd 30 ft.; AC 12, touch 12, flat-footed intoxicated with hatred and a lust for
10; Base Atk +2; Grp +4; Atk +4 melee vengeance.
(1d6+2/x2, shortspear) or +4 ranged
(1d6+2/x2, shortspear); SA -; SQ cerulean Tec’tezeran suspects the entity and the
casting, blue lens focus; AL N; SV Fort +3, Cerulean Storm are connected to one
Ref +3, Will +7; Str 14, Dex 15, Con 14, Int another, and if the entity is released, he
17, Wis 13, Cha 11. fears the magical properties of the Cerulean
Skills and Feats: Bluff +9, Concentration Storm will be lost.
+11, Craft (optics) +6, Disguise +9, Gather
Information +3, Knowledge (arcana) +12, After his arrival in Draj, Tec’tezeran heard of
Spellcraft +14; Brew Potion, Diehard, a growing cult of storm followers in the city.
Empower Spell, Endurance, Improved He fears the entity in the Cerulean Storm is
Unarmed Strike, Scribe Scroll. luring these men-and-women into the cult in
Wizard Spells Prepared: (4/4/4/3; save DC order to somehow secure its own release.
13 + spell level): 0– daze, detect magic, Time is of the essence, and Tec’tezeran
ghost sound, mage hand; 1st- disguise self, realizes he cannot succeed alone on his
expeditious retreat, mage armor, shocking own, thus he tries to enlist the aid of the
grasp; 2nd- false life, locate object, spider PCs.
climb, touch of idiocy; 3rd- dispel magic,
fireball, lightning bolt Tec’tezeran’s return to Draj is not without its
Possessions: potion fruit of haste (cl 5), perils of its own. His old nemesis, the
obsidian-tip shortspear, blue lens, spell templar Namhotec still seeks his death, and
component satchel, backpack, blanket, one- Tec’tezeran’s ability to channel the energy of
gallon waterskin. the Cerulean Storm to fuel magical spells
has not gone unnoticed by the moon priests.
Background: Tec’tezeran hails originally The templar Xalacotec desires his magical
from Draj. In his youth he was forced to secrets and hunts him.
escape from his home-city after having an
affair with the templar Namhotec’s favorite Description: Tec’tezeran is of medium height
concubine. The templar had the concubine and build. He is in excellent shape. The
murdered and tried to frame Tec’tezeran, wizard wears blue robes and a broad-
but the young man eluded the templar patrol brimmed straw hat of Nibenese design,
sent to arrest him. On his journey to covering his face with a blue scarf. In
Nibenay, Tec’tezeran caught the interest of combat he wields a shortspear with a jagged
an aarakocra preserver who took the young obsidian tip.
Draji “under his wing” and taught him the art
of preserving magic. They parted ways after
a year, and Tec’tezeran eventually Wacahuixl: Half-elf Wiz 5; CR 5; Medium
continued his journey to Nibenay. humanoid; HD 5d4+4; hp 18; Init +2; Spd 30
ft.; AC 12, touch 12, flat-footed 10; Base Atk
A few years after settling in Nibenay, +2; Grp +2; Atk +2 melee (1d6/x2,
Tec’tezeran discovered a new source of quarterstaff) or +4 ranged (1d4/x2, sling);

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

SA -; SQ lowlight vision 60 ft.; AL LN; SV Proficiency (macahuitl), Martial Weapon


Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con Proficiency (lance), Mekillothead,
12, Int 17, Wis 13, Cha 10. Persuasive, Scribe Scroll.
Skills and Feats: Bluff +8, Concentration Wizard Spells Prepared: (4/3/2; save DC
+9, Decipher Script +8, Intimidate +6, 12 + spell level): 0– detect magic (2),
Knowledge (arcana) +11, Spellcraft +11; message, read magic; 1st- color spray,
Combat Expertise, Craft Wand, Improved mage armor, magic missile; 2nd- daze
Disarm, Scribe Scroll. monster, ghoul touch
Wizard Spells Prepared: (4/4/3/2; save DC Possessions: potion fruit of cure light
13 + spell level): 0– acid splash, daze, wounds (CL 1), templar signet, macahuitl,
detect magic, disrupt undead; 1st- charm javelin, one-gallon waterskin, spellbook
person, chill touch, mage armor, ray of (papyrus scrolls), 1d4 sp, 4d6 Cp
enfeeblement; 2nd- blindness/deafness,
flaming sphere, summon swarm; 3rd- Background: Xalacotec was a young and
gaseous form, dispel magic ambitious templar new to his calling when
Possessions: wand of acid splash (32 the omnipotent and omniscient God-King
charges), obsidian-tip shortspear, blue lens, Tectuktitlay met his demise at the hands of
spell component satchel, backpack, blanket, Rajaat in Ur Draxa. As the templars lost their
one-gallon waterskin. spells and came to be at the mercy of the
House of the Mind, Xalacotec pursued a
Background: Wacahuixl is a cohort of the different path to power – the path of arcane
templar Namhotec and serves as both magic. Hunting down wizards to claim their
interrogator and defiler. His templar master spellbooks and expand his own knowledge
has recently learned that an old enemy is of magic, Xalacotec has achieved a
back in Draj. Wacahuixl has been told this reputation as a mage-hunter, though few
enemy once dared force himself upon the know that he himself practices the forbidden
templar’s most treasured concubine and art. Rumors of a wizard who casts spells
then murdered her. Wacahuixl intends to aid needing nothing but a ubiquitous arcane
his master in tracking down this proclaimed focus has attracted Xalacotec’s attention. He
rapist and murderer to have him brought to believes if he can capture this wizard, the
justice at his master’s hands. knowledge of how to use this focus would be
very valuable.
Description: Wacahuixl is a tall half-elf with
long black hair. While not particularly strong, Description: Xalacotec is in his early
he is quick and has learned good combat twenties. He is a handsome man of average
technique. In battle he prefers to disarm height, with coppery skin and long, dark hair
opponents with his quarterstaff (which has a that falls down his back. He walks with the
jozhal skull mounted on one end), and then same stiff, superior posture of nobility and
use his spells to finish them off. oozes confidence.

Xalacotec: Human Tem 2/Wiz 3; CR 5;


Medium humanoid; HD 2d8+2 and 3d4+3;
hp 25; Init +1; Spd 30 ft.; AC 11, touch 11, GENERIC NPCS
flat-footed 10; Base Atk +2; Grp +3; Atk +3
melee (1d8+1/19-20x2, macahuitl) or +3
ranged (1d6+2/x2, javelin); SA -; SQ secular Cultist: Human War 1; CR 1; Medium
authority; AL LE; SV Fort +4, Ref +2, Will humanoid; HD 1d8+3; hp 11; Init +0; Spd 30
+9; Str 13, Dex 12, Con 13, Int 14, Wis 15, ft.; AC 10, touch 10, flat-footed 10; Base Atk
Cha 14. +1; Grp +1; Atk +1 melee (by weapon) or +1
Skills and Feats: Bluff +9, Concentration ranged (by weapon); SA -; SQ -; AL N; SV
+9, Decipher Script +10, Diplomacy +7, Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con
Gather Information +7, Intimidate +11, 10, Int 10, Wis 10, Cha 10.
Knowledge (arcana) +10, Knowledge Skills and Feats: Climb +1, Craft (varies)
(religion) +7, Sense Motive +5, Spellcraft +4, Handle Animal +1, Intimidate +4, Jump
+10; Eschew Materials, Martial Weapon +1, Ride +1; Toughness.

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Possessions: 2d4 bits, weapon (varies)


Tsalaxa guard: Human Fig 2; CR 2;
Medium humanoid; HD 2d10+5; hp 20; Init
Mob: Human War 1; CR 1; Medium +0; Spd 30 ft.; AC 16, touch 10, flat-footed
humanoid; HD 1d8; hp 8; Init +0; Spd 30 ft.; 16; Base Atk +2; Grp +3; Atk +4 melee
AC 10, touch 10, flat-footed 10; Base Atk (1d8+1/19-20x2, macahuitl) or +2 ranged
+1; Grp +1; Atk +1 melee (by weapon) or +1 (1d6/x3, shortbow); SA -; SQ -; AL LN; SV
ranged (by weapon); SA -; SQ -; AL N; SV Fort +4, Ref +0, Will +0; Str 12, Dex 10, Con
Fort +2, Ref +0, Will +1; Str 11, Dex 10, Con 12, Int 10, Wis 10, Cha 10.
10, Int 10, Wis 10, Cha 10. Skills and Feats: Climb +3, Intimidate +5,
Skills and Feats: Climb +1, Craft (varies) Knowledge (warcraft) +5, Ride +3;
+4, Handle Animal +1, Intimidate +6, Jump Alertness, Shield Wall, Weapon Focus
+1, Ride +1; Mekillothead. (macahuitl), Toughness
Possessions: 2d4 bits, weapon (varies) Possessions: macahuitl, shortbow, quiver
with 15 arrows, kank chitin armor, wood
large shield, one-gallon waterskin, 2d6 cp
Templar (centurion): Human Tem 2; CR 2;
Medium humanoid; HD 2d8; hp 12; Init +0;
Spd 30 ft.; AC 16, touch 10, flat-footed 16;
Base Atk +1; Grp +2; Atk +3 melee
(1d8+1/19-20x2, macahuitl) or +1 ranged MONSTERS
(1d6+1/x2, javelin); SA -; SQ secular
authority; AL LE; SV Fort +3, Ref +0, Will
+4; Str 12, Dex 10, Con 10, Int 10, Wis 10,
Jhakar
Cha 12.
Skills and Feats: Diplomacy +6, Gather Small Animal
Information +5, Intimidate +5, Knowledge Hit Dice: 2d8 (9 hp)
(religion) +4, Knowledge (warcraft) +4, Initiative: +3
Sense Motive +4, Spellcraft +2; Martial Speed: 20 ft.
Weapon Proficiency (macahuitl), Martial Armor Class: 16 (+1 size, +3 dex, +2
Weapon Proficiency (lance), Mekillothead, natural), touch 14, flat-footed 13
Weapon Focus (macahuitl). Base Attack/Grapple: +1/-1
Possessions: templar signet, macahuitl, Attack: Bite +5 melee (1d6-2)
javelin, erdlu scale mail, wood large shield, Full Attack: Bite +5 melee (1d6-2)
one-gallon waterskin, 4d6 cp Space/Reach: 5 ft./5 ft.
Special Attacks: Seized bite, pulldown
Special Qualities: Scent
Templar (subordinate): Human Tem 1; CR Saves: Fort +3, Ref +6, Will +1
1; Medium humanoid; HD 1d8; hp 8; Init +0; Abilities: Str 6, Dex 17, Con 11, Int 3, Wis
Spd 30 ft.; AC 14, touch 10, flat-footed 14; 12, Cha 8
Base Atk +0; Grp +1; Atk +2 melee Skills: Listen +3, Spot +2, Survival +3*
(1d8+1/19-20x2, macahuitl) or +0 ranged Feats: TrackB, Weapon Finesse
(1d6+1/x2, javelin); SA -; SQ secular Environment: Any (Tablelands)
authority; AL LE; SV Fort +2, Ref +0, Will Organization: Solitary, Pack (2-5)
+3; Str 12, Dex 10, Con 10, Int 10, Wis 10, Challenge Rating: 1
Cha 11. Advancement: 3-4 HD (Small); 5-6 HD
Skills and Feats: Diplomacy +4, Gather Medium)
Information +3, Intimidate +4, Knowledge Level Adjustment: -
(religion) +4, Sense Motive +3, Spellcraft +2;
Martial Weapon Proficiency (macahuitl), The Jhakar is a formidable reptilian
Martial Weapon Proficiency (lance), predator. They resemble smiling bulldogs
Mekillothead, Weapon Focus (macahuitl). with thick, wrinkly scaled hides.
Possessions: templar signet, macahuitl,
javelin, kip leather armor, wood large shield, Jhakar hunt in small packs in the wild, and
one-gallon waterskin, 2d6 cp fiercely attack all but the most formidable of
prey, pulling larger creatures down with their

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

numbers and savagery. Sometimes jhakar A darkly mottled scorpion, as long as a


are found in the city as domesticated guard- halfling is tall. With a carapace easily
beasts, or serve as trackers, finding mistaken for jagged rock, this creature
escaped slaves. These formidable beasts moves with rapid scuttling motions,
are also greatly feared by most thieves. swarming with its fellows to strike from all
sides. Despite an apparent lack of any visual
organs, its attacks strike with uncanny
Combat accuracy.
Jhakar are notorious for their tenacity and
single minded attacks. These smaller, sightless cousins to the
Trip (Ex): A jhakar that hits with a bite desert mastyrial spend most of their time in
attack can attempt to trip the opponent (-2 hibernation, either in burrows beneath the
check modifier) as a free action without surface or lying in sheltered gullies, blending
making a touch attack or provoking an in with the scenery. More intelligent than
attack of opportunity. If the attempt fails, the their larger brethren, the black mastyrials
opponent cannot react to trip the jhakar. If possess a rudimentary hive-mind and live in
any other jhakar threaten the opponent familial colonies, preying upon most living
being tripped, they may aid the first jhakar creatures (including black mastyrials from
as a free action (+2 bonus to trip check). other colonies) through their keen psionic
Skills: *Jhakar receive a +4 racial bonus senses.
to Survival checks when tracking by scent. They are a degenerate species, almost
unnaturally hardy (leading some to suspect
magical tampering in their past) and their
nascent hive-mind conflicts with the solitary
Mastyrial, Black nature of their parent mastyrial species. As a
result, black mastyrials are fierce,
competitive and will generally attack any
Small Magical Beast
Hit Dice: 8d10+16 (60 hp) creature of less than giant-size wandering
into their territory.
Initiative: +5
Black mastyrials have dark, rock-like
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 16 (+1 size, +1 Dex, +4 exoskeletons, claws with interlocking pincers
and have no visual organs. The average
natural), touch 12, flat-footed 15
black mastyrial is 3 feet long and weighs as
Base Attack/Grapple: +8/+12
much as 10 pounds.
Attack: Claw +9 melee (1d4)
Full Attack: 2 claws +9 melee (1d4) and
Combat
bite +7 melee (1d4) and tail +7 melee (1d4
Black mastyrials attack in swarms, striking
plus poison)
at their prey from all angles. Completely
Space/Reach: 5 ft. / 5 ft.
blind, they use their hive-mind and psionic
Special Attacks: Constrict (1d4), improved
powers to stay one step ahead of the
grab, poison
enemy, keeping in constant communication
Special Qualities: Immunities, psionics
with each other. The degree of co-ordination
Saves: Fort +8, Ref +7, Will +0
that this leads to is unusual for creatures of
Abilities: Str 10, Dex 12, Con 14, Int 6, Wis
their intelligence. Through knowledge
7, Cha 2
gained on frequent encounters with the
Skills: Climb +4, Hide +7*, Spot +4
races of the Tablelands, black mastyrials will
Feats: Improved Initiative, Improved Natural
make use of racial and other weaknesses
Attack (claws), Multiattack
whenever they can exploit them. The black
Environment: Mountains
mastyrial possesses a virulent, numbing
Organization: Colony (5-20)
poison that leeches feeling from the body
Challenge Rating: 6
Treasure: Standard part struck, resulting in loss of strength and
co-ordination.
Alignment: Always neutral
Constrict (Ex): A black mastyrial deals
Advancement: 9-15 HD (Medium)
automatic claw damage on a successful
Level Adjustment: -
grapple check.

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

Immunities: Black mastyrials are Concentration: 8 ranks


immune to gaze attacks, visual effects, Spellcraft: 5 ranks
illusions, and other attack forms that rely on Craft (optics): 2 ranks
sight. Spellcasting: Ability to cast 3rd level arcane
Improved Grab (Ex): To use this ability, spells
the black mastyrial must hit with a claw Special: Must craft a blue lens focus (see
attack. The attempt to grapple does not below)
provoke an attack of opportunity from the
defender. The black mastyrial, due to the Class Skills
locking nature of its jaws, receives a +8 The cerulean’s class skills (and key ability
racial bonus to its grapple check. for each skill) are Bluff (Cha), Concentration
Poison (Ex): Injury, Fortitude DC 16, (Con), Craft (Int), Decipher Script (Int),
initial damage 2d6 Dex, secondary damage Disguise (Cha), Knowledge (all skills, taken
1d6 Str. The save DC is Constitution based. individually) (Int), Profession (Wis),
Psionics (Sp): At will - clairvoyance, feel Spellcraft (Int) and Survival (Wis).
light, hear light, know direction, mindlink.
Attack/Defense Modes (Sp): At will – Skill points at each level: 2 + Int modifier
ego whip, id insinuation, thought shield.
Manifester level 8th.
Skills: *Due to the natural appearance of Class features
its exoskeleton, the black mastyrial receives
a +8 on all Hide checks when in Weapon and Armor Proficiencies:
mountainous and rocky terrain. Ceruleans gain no proficiency in any
additional weapons, shields or armor.

Cerulean Casting: Ceruleans have


NEW PRESTIGE CLASS discovered how to draw energy from the
Cerulean storm to fuel their spells. They can
choose whether to utilize plant energy or
cerulean energy when casting spells.
Cerulean Casting spells using Cerulean energy has
no impact on the environment.
Cerulean wizards are explorers and
researchers who, for whatever reason, are Blue Lens Focus: The cerulean can
not content to practice magic as the channel the energy of the Cerulean Storm
generations before them have done. through a Blue Lens, to substitute material
Whether they sought more power, an end to components in arcane spells. However,
the destruction of the world’s plant life, an drawing upon the power of the Cerulean
outlet for their creativity, or simply craved Storm is not without its perils. Depending
new knowledge, the Cerulean wizard has upon the value of the material component to
found a new way to use magic: they have be substituted, the cerulean suffers an
discovered how to draw the necessary amount of damage that cannot be
energy for their spells from the Cerulean redirected, absorbed or otherwise avoided.
Storm. Not all Cerulean wizards are altruists This damage is applied immediately after a
or researchers, a minority of others have spell is cast.
been lured to power by Tithian, the one-time
king of Tyr who is trapped within the storm Component cost Damage
and seeks a means of escape. 1 Cp or less 0
1-50 Cp 5
Hit Die: d4 51-300 Cp 11
301-750 Cp 17
750+ Cp 23
Requirements
To become a cerulean (Cer), a character Crafting a blue lens requires raw materials
must fulfill all the following criteria. worth at least 50 ceramics. The Craft
Feats: Empower Spell (optics) DC is 20. The lens has 5 hit points

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

and hardness 1. It uses the cerulean’s save


values.

Empower (Su): At 3rd level the cerulean


can channel energy through the blue lens at
the listed amount of times per day to apply
the metamagic feat Empower Spell to a spell
without using a higher level spell slot. This
can only be applied to spells with the cold,
electricity, fire, or acid descriptors.

Cerulean Blast (Su): At 5th level, as a


standard action, the cerulean can use the
blue lens to unleash blasts of energy from
the Cerulean Storm. This energy blast can
target living creatures or objects. The
cerulean must succeed at a ranged touch
attack in order to do damage. The blast has
a maximum range of 25 feet +5 feet/2 class
levels, and inflicts 1d4 points of electricity
damage per class level (no save), to a
maximum of 10d4. However, the energy
blast has its price. The cerulean suffers 2
points of temporary Wisdom damage each
time he uses it.

Control Weather (Sp): At 9th level the


cerulean can use the blue lens to summon
or eradicate small Tyr Storms. The cerulean
can cast control weather as per the spell
once per day.

Class Base Fort Ref Will Special Spells per Day


Level Attack Bonus Save Save Save
1st +0 +0 +0 +2 Cerulean casting, blue +1 spellcaster level
lens focus
2nd +1 +0 +0 +3 +1 spellcaster level
3rd +1 +1 +1 +3 Empower 1/day +1 spellcaster level
4th +2 +1 +1 +4 +1 spellcaster level
5th +2 +1 +1 +4 Cerulean blast +1 spellcaster level
6th +3 +2 +2 +5 +1 spellcaster level
7th +3 +2 +2 +5 Empower 2/day +1 spellcaster level
8th +4 +2 +2 +6 +1 spellcaster level
9th +4 +3 +3 +6 Control weather +1 spellcaster level
10th +5 +3 +3 +7 +1 spellcaster level

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

APPENDIX B: MAPS

A: Temple of Storms B: Prison Cage Plaza


1 square = 5 feet 1 square = 5 feet

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

C: Mesa
1 square = 5 feet

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

APPENDIX C: ART

T ec ’ t ez er a n Eladji
By Becky Graewin By Becky Graewin

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

Rugar Stormbringer Bakara


By Michael Cugley By Michael Cugley

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Whispers of the Storm © Jon Sederqvist & Wizards of the Coast, 2003. E-mail: jon[at]athas.org

The Ritual of Storms


By Ravenscrye Daegmorgan

31
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2. The License: This License applies to any Open Game Content that contains a notice indicating
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affix such a notice to any Open Game Content that you Use. No terms may be added to or
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