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8KNDINCUND'S

8KCCD
A OneRound L&L core LIVINc cRLYHAWK Adventure
version +
by Sean laherty and John Richardson
1he church of Pelor needs your help in guiding a lost soul into the light. A lost soul with a familiar name. 8rendingund. An adven
ture for characters level +8.
1his Wizards of the coast game product contains no Open came content. No portion of this work may be reproduced in any form without written
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2002 Wizards of the Coast, lnc. All rights reserved.
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+4
T
his is an RPcA` Network scenario for the LUNcLONS &
LRAcONS` game. Most sanctioned events delegate a
fourhour time block for each round of this scenario, with
actual playing time will around three hours. 1he rest of the
time is spent in preparation before game play, and reward dis
tribution and scoring after the game. 1he following guide
lines are here to help you with both the preparation and vot
ing segment of the game. Read this page carefully so that you
know and can communicate to your players the special
aspects of playing an RPcA scenario.
PKPAKATICN
irst print this scenario. 1his scenario was created to support
doublesided printing, but printing it single sided works as
well. 1here is enough room along the inside margin to bind
the adventure, if you desire.
Read this entire adventure at least once before running
the event amiliarize yourself with any special rules, spells, or
equipment presented in the adventure. It may help to high
light particularly important passages.
When you run an RPcA L&L adventure we assume
that you have access to the following books. the Iicycr's
IcnJoeel, the Lungcen \cstcr's GuJc, and the \enstcr
\cnuci. We also assume that you have a set of dice ,at least
one d, do, d8, d+o, d+i, and dio), some scrap paper, a pen
cil, an RPcA scoring packet, and your sense of fun. It's also
a good idea to have a way to track movement during com
bat. 1his can be as simple as a pad of graph paper and a pen
cil, as handy as a vinyl grid map and chits, or as elaborate as
resin dungeon walls and miniatures.
Instruct the players either to prepare their characters
now, or wait until you read the introduction, depending on
the requirements of the scenario described in the introduc
tion.
Keep in mind that you must have at least three players
,not counting the LM), for the game session to be a sanc
tioned RPcA event. You cannot have more than six players
participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. 1he tag
should have the player's name at the bottom, and the char
acter's name, race, and gender at the top. 1his makes it eas
ier for both the players and the LM to keep track of who is
playing what character.
1he players are free to use the game rules to learn about
equipment and weapons their characters are carrying. 8ut,
as the LM, you can bar the use of even core rulebooks dur
ing certain times of play. or example, usually the players
are not free to consult the LUKGLCK \As1LR's GuJc when
confronted with a trap or hazard, or the \enstcr \cnuci
when confronted with a monster.
1ext that appears in shaded boxes is player informa
tion, which you may read aloud or paraphrase as appropri
ate. 1ext in sidebars contains important LM notes, for you,
offering insight to issues particular to the adventure.
Moster and nonplayer character ,NPc) statistics are pro
vided with each encounter in abbreviated form. ull
moster statistics for standard monsters are provided in the
\enstcr \cnuci, while statistics for unusual monster and
unique individuals are profiled in the Appendix at the end
of the adventure. You should review all of these statistics
before the game starts to refresh you memory of the crea
tures' abilities.
SCCKINC
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and LM
score the game. 1he RPcA has three ways to score its
games. consult your convention coordinator to determine
which method to use for this scenario.
+Ketetc scerng. 1he players write their names and
RPcA numbers on the scoring packet grid. You fill in the
top of the grid. 1hat is all. No one is rated. 1his method is
used for people who are just playing for fun.
:Icrtci scerng. 1he players rate the game master and
the scenario on their player voting sheet, and provide per
sonal information, but don't vote for other players. 1he
game master rates the scenario and completes personal and
event information, but does not rate the players as a team or
vote for players. 1his method is used when there is no com
petition, but the event coordinator wants information on
how the game masters are performing, or the game
master wants feedback on his or her own performance.
Vetng. Players and game masters complete the entire
packet, including voting for best player. If this method is
used, be sure to allow about +,io minutes for the players to
briefly describe their characters to the other players, and
about ,+o minutes for voting. 1his method is used when
the players want to know who played the best' amongst
the group, or when the adventure is run in tournament for
mat with winners and prizes.
When using voting, rank the players in order of your
voting choice while they are completing their forms, so
that you are not influenced by their comments on your
abilities. It's a good idea to have the players vote while you
determine treasure and experience awards for the scenario.
After voting, give the Scoring Packet to your event
coordinator.
CTTINC STAKTD

T
his is a LIVINc cRLYHAWK Adventure. As a LIVINc
adventure it is expected that players bring their own
characters with them. If players do not have a LIVINc
cRLYHAWK character generated, get a copy of the current
LIVINc cRLYHAWK character generation guidelines, and a
character sheet from your convention coordinator or the
RPcA Web site, and then have any players without a char
acter create one. Once all players have a LIVINc cRLYHAWK
character, play can begin.
Along with the other materials that you are assumed to
have in order to run a L&L game, it is also recommended
that you have a copy of the LIVIKG GRLYIAVK Gc:cttccr.
LIVINC CKYHAwK LVLS
CI PLAY
8ecause players bring their own characters to LIVINc cRLY
HAWK games, this adventure's challenges are proportioned
to the average character level of the character participating in
the adventure. 1o determine the Average Party Level ,APL).
+) Letermine the character level for each character
participating in the adventure.
i) If characters bring animals that have been trained for
combat ,usually war horses and riding dogs), other than those
brought by virtue of a class ability ,i.e., animal companions,
familiars, paladin's mounts, etc.) use the following chart to
determine the number of levels you add to the sum above.
Add each character's animals separately. A single character
may only bring four or fewer animals of this type, and animals
with different cRs are added separately.
cR + i
+/ and +/o o o o +
+/ and +/i o o + +
+ + + i
i i ,
, o
, o /
) Sum the results of + and i, and divide by the number of
characters playing in the adventureround up.
) If you are running a table of six Pcs, add one to that
average.
8y following these four steps, you will have determined the
APL. 1hroughout this adventure, APLs categorize the level of
challenge the Pcs will face. APLs are given in evennumbered
increments. If the APL of your group falls on an odd number,
ask them before the adventure begins whether they would
like to play a harder or easier adventure. 8ased on their choice,
use either the higher or the lower adjacent APL.
APL also affects the amount of experience you may gain
at the end of an adventure. If your character is three character
levels or more either higher or lower than the APL that this
adventure is played at playing at, that character will receive
only half of the experience points awarded for the adventure.
1his simulates the fact that either your character was not as
challenged as normal, or relied on help by higherlevel char
acters to reach the objectives.
Ketc. LIVINc cRLYHAWK adventures are designed for APL
i and higher. 1hree or four, or sometimes even five +stlevel
characters may find difficulty with the challenges in a LIV
INc cRLYHAWK adventure. If your group is APL + there
are three things that you can do to help even the score.
+) Attempt to create a table of six +stlevel characters,
or try to enlist higherlevel characters to play at that table.
i) Advise characters to buy riding dogs to help pro
tect them, and fight for them. All riding dogs are considered
trained to attack. Pcs who want their dog to attack they must
succeed at a Handle Animal or charisma check ,Lc +o).
ailure indicates that the animal will not attack that round.
1his is a free action ,spoken command) that may be attempt
ed each round. If an animal loses half or more hp in a single
round it flees, unless another check is successful.
) A group of APL + adventurers who desire an extra
hand can 'enlist an iconic.' 1he stats for the +stlevel versions
of 1ordek, Mialee, Lidda and Jozan are given at the end of
each adventure. 1he group may pick one of these characters
to joint them on this adventure. 1he LM controls that NPc.
TIN UNITS AND UPKP
1his is a standard oneround core adventure, set in the city
of creyhawk. All characters pay two 1ime Units to partici
pate in the adventure. Adventure's Standard Upkeep costs
i gp. Rich Upkeep costs +oo gp, and Luxury Upkeep costs
ioo gp.
CTTINC STAKTD
2
8KNDINCUND'S 8KCCD
3
DN'S INTKCDUCTICN
1his is the fourth scenario in the 8rendingund Saga. It is not
necessary to play the other three adventures in order to play
this one, but they should no be played out of order. Ask the
players if their characters have participated in any of the
other 8rendingund Saga adventures before the start of play,
and whether any hold any avors of House 8rendingund
,available in 1hc Rcclenng, 8rcnJngunJ's 8rJc, and
8rcnJngunJ's 8ieeJ. It a character holds multiple favors, they
gain increased benefit) or the avor of 8wirse ,from
FeroJJcn Checc, but keep in mind this is a different favor
from the avor of the House 8rendingund, and does not
count toward enhanced benefit for carrying that favor).
8rendingund History.
A year and a half has passed since Auldon 8rendingund was
saved from bankruptcy and an ugly death at the hands of his
creditors by a band of adventurers. 1hose adventurers
retrieved a valuable family heirloom, the Kccliccc e( thc
Feriern Ccrn, from the cairn Hills. 1he necklace is worth
io,ooo gold pieces as a piece jewelry and has several magical
properties, many of which even Auldon does not know
about. However, one power of the necklace of which
Auldon is very aware is that it returns to him if it is removed.
Auldon used this first property of the Kccliccc e( thc
Feriern Ccrn to rebuild his family's fortune. He has sold the
necklace to several merchants visiting creyhawk and trav
eled widely in the civilized regions surrounding the Nyr
Lyv and the Woolly 8ay to sell it. Auldon rarely sold the
necklace for its full value, so when it disappears most buyers
assumed it was stolen. 1his helped Auldon rationalize tak
ing advantage of the buyers because in his mind they tried
to cheat him by accepting the lower asking price. 8ecause
the buyers believe the necklace was stolen, few of Auldon's
marks were willing to report him to local authorities when
the necklace disappeared, though many have cursed him to
their deities.
Initially the time the necklace took to return to Auldon
was uncontrollable, but it never took more than a half an
hour for it to return. 1he necklace has become more attuned
to Auldon over the past year and a half and now remains
where Auldon for places it up to a full day. In addition,
Auldon has also learned to control the return of the neck
lace to some extent. If he removes the necklace he can
instantly summon it over any distance with a single
thought. Another effect of the necklace growing more
attuned to Auldon is that it can no longer be removed by a
simple rcnetc cursc spell. 1he necklace also emits an aura
that causes servants of Iuz the Old to fear its wearer and
avoid him or her. 1he necklace hides Auldon's motivations
from magical detection ,functions as an unJctcctcoic cign
ncnt spell). Since the birth of his children six months ago,
the necklace has granted him powers of persuasion and
enabled him to magically create fine clothing as well as an
opulent pavilion from time to time ,functions as a reJ e(
sicnJer).
1he necklace also has several properties that Auldon is
not aware of. It caused the accelerated gestation ,four
weeks) of his children, and its magic continues to accelerate
their development outside the womb. Now, while they are
only six months old, they appear to be in their late teens.
1he necklace has also corrupted their nature. 8oth children
are a special kind of halffiend known as the Spawn of the
Necklace, and as such grain special powers if they wear or
are within a certain distance from the necklace.
His children are not Auldon's only problems. Having
rebuilt his family fortune and reestablished his merchant
presence, Auldon quickly fell back into his old habits
including gambling, which nearly destroyed him and his
family's wealth before the necklace was returned. 1his irre
sponsibility has had two consequences. irst, Auldon was
forced to sell the necklace too many times in the first few
months he possessed it and his con came to the attention of
the creyhawk 1hieves' cuild. Second, because he was
uncomfortable selling the necklace so frequently Auldon
fulfilled his promise to the adventurers who retrieved the
necklace for him and hired a man to manage the
8rendingund family business. Sadly, this man, 8wirse, is
actually a member of the 1hieves' cuild who has taken every
opportunity to take advantage of Auldon and the necklace.
Recent Lvents.
Six months ago Auldon's new business manager, 8wirse,
arranged a marriage for Auldon to a young woman from
Hardby. 8wirse convinced Auldon that this was necessary to
secure prime dock space in the town where only women are
allowed to own property within the city walls. While this
marriage will help Auldon's legitimate business interests,
8wirse's real motivations were to spread his growing influ
ence and that of the guild. Auldon went along this plan
because he trusts 8wirse implicitly since watching him kill
a thief that was trying to rob them on a trip to Urnst. 1he
bride, Adra is also quite a catch for a man of Auldon's age and
appearance.
Auldon's new bride gave birth the aforementioned
necklacecorrupted twins-a boy and a girl-four weeks
after their wedding. One of the children's corruption was
evident upon birth. 1he boy was born with claws, batwings,
and razor sharp teeth. Upon seeing his twisted son Auldon
fell into a deep depression, convinced that Adra had been
untrue to him. However, the obvious inhuman appearance
of the boy and the fact that the children were aging at a
supernatural rate caused enough doubt in Auldon that he
sent a plea for help to several temples in creyhawk. While
the responses to divinations from the temples of
Heironeous, St. cuthbert and Pelor were cryptic, they all
indicated that the father must be found and convinced to
repent his misdeeds.
1he same day the divinations were received, adventur
ers and members of the Night Watch foiled an attempted
kidnapping the children. Investigation of the kidnapping
led the adventurers to a graveyard near creyhawk where
they encountered a strange woman named Illiana. Illiana
8KNDINCUND'S 8KCCD
4
discussed Auldon's necklace and children at great length
with the adventurers before revealing that Auldon was the
children's father and the necklace caused their accelerated
birth and corrupted the boy's physical appearance. Illiana
then manifested her true form sprouting wings and sum
moning horrible creatures that attacked the adventurers.
She then disappeared without a trace. 1he adventurers
defeated the creatures and return to the 8rendingund home.
1hey shared with Auldon what they had learned and con
vinced him to seek atonement with the 1emple of Pelor.
Since that time, Auldon has been cloistered at the tem
ple. He is being kept in a room that Sarana, the high priest
ess of Pelor, has warded with a (eroJJcncc spell, which has
kept the necklace from returning to him. Sarana has some
theories about the necklace, but she will not share them
with the characters during the course of this adventure.
Auldon's family continues to live a strange existence, and
Jemar, the last servant left from Auldon's mother, has coaxed
Adra out of mourning now that there is hope for the family.
With Auldon indisposed, 8wirse is running the family busi
ness. And the children have continued to develop at an
alarming rate. Six months after their birth, the daughter,
Hellina, and the son, Vertislar, appear to be in their late
teens.
ADVNTUK SYNCPSIS
1he adventure begins with the characters inside the 8lack
Lragon Inn located in the clerkburg section of creyhawk.
An acolyte from the 1emple of Pelor arrives and requests
assistance from some hardened adventurers. 1he acolyte
explains that the church wishes the characters to retrieve an
item for them and then bring it to the temple. If the charac
ters accept the charge, the acolyte takes the characters to the
temple for specific information about their mission.
At the temple, the characters meet with Adra
8rendingund, Jemar ,her trusted servant), and Leleer, a sen
ior priest of Pelor. 1he three explain that they want the char
acters to venture to the 8rendingund home in clerkburg
and return with the Kccliccc e( thc Feriern Ccrn and the
8rendingund's brood. 1hey are planning a ceremony to
break the enchantment on the necklace for dawn tomorrow
morning, and both the children and the necklace must be
present for the ceremony to be successful. 1he characters
can earn an influence point with the church of Pelor for this
service.
When the characters arrive at the 8rendingund home,
they find 8wirse unconscious in front of the shattered glass
case where the necklace was kept. 8oth the children and the
necklace are missing. 8wirse invites the characters to a brief
lunch while he explains his version of the theft. 8wirse tells
the characters that he was working in the study when the
children busted in, shattered the case, and grabbed the neck
lace. When he attempted to stop them, they attacked him,
almost killing him. 8wirse gives the characters information
about a warehouse where he believes the children may be
hiding. 8wirse, though, is not telling the truth. He is testing
the characters. If they can pass his test he has use of them. If
they die during the test, he will find others to fulfill his
plans.
When the characters reach the warehouse a gang of
gnome thieves employed by 8wirse ambush them. Should
the characters defeat the gnomes, they may find letters at
the warehouse in their possession. 1hese letters are planted
and designed to lead the characters to another warehouse-
where the children are really located. 1he gnomes also carry
other documents that implicate 8wirse of skullduggery.
A rather rambunctious raven may confront the charac
ters as they leave the warehouse. If this occurs, the character
will have three choices. 1hey can follow a raven to a for
tuneteller where one the characters may be tempted to
make a deal with evil powers in exchange for the necklace,
or they may a chose to return to the 8rendingund home to
expose 8wirse, or they can proceed directly to the ware
house where the twins are hiding.
Upon arriving at the warehouse where the children are
actually in hiding, the characters are attacked by the twins.
As well, 8wirse and more of his men are lurking nearby and
attack once both sides have weakened each other. 8wirse
tried to convince the children to serve him, but they have
spurned his offers. 1he 1hieves' cuild agent now wants the
twins dead, and the necklace for himself. If victorious, the
characters have the option of killing the children, 8wirse
and his men, or keeping any combination of them as pris
oners.
If the characters return to the 1emple of Pelor with the
necklace and the children, they are offered healing and
rooms until the ceremony. At dawn, High Priestess Sarana
brings Auldon and the necklace into the sanctuary and con
ducts a ritual that she believes will free him and the children
from the necklace's taint. Auldon makes an impassioned
speech begging forgiveness for his misdeeds and at the con
clusion of the ceremony the characters and Leleer are invit
ed to a celebratory lunch at the 8rendingund home.
Luring the second course of the lunch, an acolyte that
has accompanied Leleer falls to the floor, unconscious.
Leleer quickly reveals that the acolyte has been poisoned.
1he characters need to quickly identify the source of the
poison and begin treating the other diners to ensure that no
one dies. 1he poison can then be traced to one of the cooks
who ,depending upon earlier events) is either seeking
revenge for the killing of the 8rendingund's daughter or
lashing out in anger at the girl who has spurned him. After
solving the mystery of the poison, this adventure concludes
with the 8rendingunds one again in the debt of adventurers.
INTKCDUCTICN
Cn c Jry untcr nernng yeu (nJ yeursci( ct thc 8iccl Lrcgen
Inn n thc Cicrlourg Jstrct e( Grcyhcul. As yeu erJcr c nernng
ncci, c uencn n hcr ccriy thrtcs shu((ics nte thc cennen reen,
rcscs hcr ciescJ (st coetc hcr hccJ cnJ ecns t shcJJng ucrn
ncgcci ight (ren hcr cin n c tucnty(eet crcic creunJ hcr.
8KNDINCUND'S 8KCCD
S
1hc oicssngs e( thc Jcun uen yeu. Arc thcrc cny uthn ths hcii
n nccJ e( cJ` Icier shcii grcnt t, (er uc lneu thc cn e( nccJ
cnJ csl cJ e( yeu n rcturn.'
1he woman is Inanna ,clr+), an acolyte at the 1emple of
Pelor in creyhawk who has been sent to the 8lack Lragon
Inn to recruit some adventurers. She has chosen an
approach aligned with her teaching and has offered her serv
ices to the patrons of the 8lack Lragon Inn before asking
aid. ew patrons react to her display or offer, but one labor
er with his leg wrapped in a split hobbles up to her to ask for
healing. 1he man's name is une and he is a stonemason
who was injured a few weeks earlier in a freak construction
accident. After healing une with a curc ight ueunJs spell,
Inanna waits briefly to see if anyone asks what Pelor needs.
If no one approaches, she bows and leaves.
If the characters approach Inanna, she explains to them
that one of her superiors, a priest named Leleer, sent her to
the 8lack Lragon. He told her to recruit adventurers who
were not afraid of danger for a mission for the temple.
Inanna was not told the specifics of the mission just that the
adventurers were needed to retrieve an item of value and to
bring it to the temple. Inanna asks the characters to accom
pany her to the temple in the carden Listrict where Leleer
can give them details. Inanna does not know what, if any,
reward is involved in this service to the temple.
NCCUNTK : TH SUN CCD'S
NISSICN
Fren Igh strcct, thc cxtcrer e( thc nercthcncccnturyeiJ
1cnic e( Icier sheus sgns e( Jsrccr. In centrcst, thc ntcrer e(
thc ouiJng s hung uth orght ncu geiJcn Jrccrcs Jcctng thc
Icier's geeJncss. Lntcrng thc tcnic, yeu scc tue icrgc reens n
cJJten te thc scnctucry. enc JctetcJ te heusng thesc uth
neuhcrc cisc te itc cnJ cnethcr uscJ (er scrtng (eeJ cnJ Jrnl te
crsens cttcnJng scrtccs. Incnnc uctiy sheus yeu te c sJc
chcnocr e(( e( thc ncn scnctucry cnJ thcn icctcs, tciing yeu thct
shc uii rcturn uth Lciccr.
Use this opportunity to have the characters describe and
introduce themselves.
1his room is a simple prayer room with a dozen chairs
and a long table. A window high in the east wall is posi
tioned to guide the morning light to fall on a small golden
holy symbol hanging on the west wall. After a few minutes,
Inanna returns with three other people.
A(tcr c (cu nnutcs, thc Jeer ecns cnJ Incnnc cntcrs cieng uth
tue ncn cnJ c uencn. 1hc uencn s cn cttrccttc huncn n hcr
ccriy tucntcs uth ieng Jcrl hcr cnJ icrgc oreun cycs. Vhic shc
s tcry rctty, thc Jcrl crcics unJcr hcr cycs sei senc e( hcr occu
ty, cnJ shc ucils uth thc gct e( sencenc ciesc te cxhcusten. Cnc
e( thc ncn s JrcsscJ n thc itcry e( thc 8rcnJngunJ ncrchcnt
(cniy; hc s cn eiJ huncn n hs nJ((tcs uth thnnng uhtc
hcr cnJ urnlicJ sln. 1hc ethcr ncn uccrs thc geiJ cnJ ercngc
reocs e( c Iciertc rcst. Ic s etcr sx (cct tcii cnJ cn cxrcssen e(
grn cen(Jcncc cresscs hs (ccc cs hs cycs css etcr yeur greu.
1he woman is Adra 8rendingund, the wife of Auldon
8rendingund and the mother of their two children. Hellina
and Vertislar. 1he old man is Jemar, the head of the
8rendingund house servants and Adra's selfappointed
guardian. 1he priest of Pelor is Leleer, who has been
assigned by Sarana, the high priestess of Pelor in creyhawk,
to guide the 8rendingund family into the light of Pelor.
Inanna introduces the three newcomers just before she
excuse herself. After she has left, Leleer begins conversa
tions with the characters by asking what they know of the
8rendingund family. After listening to their collective sto
ries, Leleer makes certain that they have the following facts
correct.
Over a year ago Auldon asked several adventurers
to recovered a family heirloom from the cairn Hills.
Its recovery saved him from bankruptcy.
1he heirloom is a necklace of undetermined ori
gin with magical powers of an extremely potent nature.
1he high priestess believes that the necklace may have
more powers than have been manifested so far.
Auldon has abused some of the powers of the
necklace and used them to take advantage of others in
financial matters
As punishment, a curse has been placed on his
son causing him to be born with a fiendish appearance.
In addition, both he and his twin sister are aging at an
alarming rate and appear to be in their late teens,
though they are only six months old. ,Leleer secretly
fears they may die of old age within the year).
Auldon has been convinced to repent, make repa
rations, and allow his connection with the necklace to
be severed. He has also agreed to dedicate the remain
der of his life to the service of Pelor.
Having heard the story, the characters will no doubt want to
know their role in Auldon's redemption. Leleer explains
that their mission is simple, go to the 8rendingund home in
clerkburg, retrieve the necklace and the children and then
bring them to the 1emple of Pelor for a ceremony to cleanse
the family. Leleer warns the characters not to touch the
necklace with their bare skin.
If asked why the temple needs adventurers to retrieve it,
Leleer explains that there are many parties that would kill to
have the necklace or the children. iends, servants of Vecna,
and the many enemies Auldon has made all may make
attempt. Leleer entertains any questions that the characters
have.
If the topic of rewards or compensation is raised, Leleer
points out that the temple takes care of those who aid it.
Adra observes all of this in sad silence. She speaks only
if questioned directly, and if she is, her answers are simple
and brief. If anyone questions Adra too aggressively, Jemar
8KNDINCUND'S 8KCCD
5
comes to her defense. When the time comes to leave, Jemar
accompanies the characters to the 8rendingund home.
NCCUNTK 2: THIT!
1he 8rendingund home is a threestory manor in excellent
repair. 1he stonework of the first floor shows signs of recent
improvement and the wood of the upper stories appears
freshly painted. Standing at the top of the marble stairs are
imposing twin mahogany doors with pure silver knockers
polished to a blinding shine.
Jcncr iccJs yeu (ren thc GcrJcn Lstrct, occl nte Cicrlourg cnJ
te thc thrccstery ncner thct s thc 8rcnJngunJ henc. Ic s sur
rscJ te (nJ thc Jeer stcnJng ecn cnJ scrtcnts neuhcrc n sght
uhcn yeu crrtcJ. Yeu (eiieu Jcncr cs hc hurrcs nte thc heusc
Jeun c ieng hcii cst c (nc sttng reen cnJ nte c stuJy. A shct
tcrcJ gicss ccsc sts en c cJcstci en enc ucii e( thc stuJy. Lyng
srcuicJ ccress thc (ieer ocnccth thc cJcstci s c thn, eiJcr ncn
n scheicr's reocs uth oieeJ runnng n c stcly strccn (ren hs
hccJ te c eei en thc (ieer.
1he man on the floor is 8wirse, Auldon's business manager.
He and the children, Hellina and Vertislar, became aware
that the temple was coming for the necklace today and have
taken their last opportunity to steal it. 8wirse had the chil
dren beat him into unconsciousness to make the theft look
real. However, he does not trust the children because they
have disobeyed him on several occasions and he suspects
that they may have plans of their own. 8ecause of this,
8wirse intends to test the characters and if they are power
ful enough, use them to liberate the necklace from the
twins.
8wirse has taken io hp of subdual damage. He regains
consciousness after twelve minutes have passed. He will
regain consciousness sooner if magically healed.
8wirse, male human Rog,. hp i ,currently has taken io
points of subdual damage), see Appendix A.
Lcscrten. 8wirse is a scholarlylooking man of average
height and build. He has closecut, brown hair and is lean to
the point of looking a little sickly. 8wirse is in his midthir
ties, but actually looks a little older. He tries to keep his
movements in line with his older, feeble appearance saving
his speed and dexterity for surprise, when necessary. As
Auldon's business manager, 8wirse is in a perfect situation.
He does nothing that risks blowing his cover and is be
respectful, if detached, when dealing with characters. Play
him as close to an absentminded intellectual as possible.
8wirse speaks common and cnome.
Once conscious, 8wirse asks what time it is. He then
explains that the children attacked him a few hours after
breakfast and suggests that everyone retire to the dinning
room for lunch while he tells them the full tale.
1hc Jnnng reen e( thc 8rcnJngunJ henc s c icrgc reen
strctchng ((ty (cct n icngth cnJ thrty (cct uJc. A sngic ernctc
tcoic e( ccrtcJ Jcrl ueeJ Jennctcs thc reen, ctcniy scccJ uth
Je:cns e( iush nctchng chcrs. 8ursc cnJ Jcncr nttc yeu te st
ct thc (cr cnJ e( thc tcoic, icctng thc hghocclcJ, nccr threnc ilc,
chcr ct thc hccJ censcueusiy cnty. As thc greu e( yeu scttics n,
8ursc ciccrs hs threct te ocgn scclng, out stes cs c Jeer (ren
thc ltchcn ecns cnJ cn uncttrccttc ncn cntcrs uth c sitcr
ictc cetcrcJ uth nccts cnJ (rut. Ic s (eiieucJ oy c ouriy
hci(ing occrng c trcy e( geoicts (iicJ uth unc. Jcncr uctchcs
thcn oeth uth c sight (reun e( Jscretci, oc(erc 8ursc Js
nsscs thcn uth c curt, 1hcnl yeu Iulc.'
casually ask who chooses not to eat. 1his may not seem crit
ical now, but it will make the same question in Lncounter /
less conspicuous. 8oth 8wirse and Jemar eat without hesita
tion, although neither is exactly a hearty eater.
After dismissing the servants, 8wirse tells his tale while
Jemar eats, listens, and watches the characters. 8wirses tells
the characters the he was working in the study this morning
when the children came in and began acting suspiciously.
When he asked them what they were doing, Hellina, the
girl, smashed the glass box the necklace was kept in with her
fist, while Vertislar, the boy, leapt at 8wirse and began to
punch him. 8wirse tried to fight his way to Hellina, but the
boy knocked him unconscious. Just before he lost con
sciousness, 8wirse saw the girl dropping the necklace
around her own neck.
After relating the morning's events, 8wirse tells the
characters that he suspects where the children may be hid
ing. Recently, charges for renovations and deliveries to an
unused warehouse in the Wharves came to his attention. He
investigated and discovered that the children were behind
these charges. He paid the bills and ignored the matter
because the costs were very low and because he felt sorry for
them-he understood that maybe Vertislar needed a place
of his own to hide. His story is a lie. 8wirse is sending the
characters into an ambush that will test their capabilities. If
they survive, they may find the clues he has planted that
lead them to the children. If not, then 8wirse should make
a reasonable profit from their goods and will have more
money to hire assistance to deal with the twins. or divina
tion spells that read minds ,such as detect thoughts) this is
essentially what has happened. 8wirse is aware that the
characters may have this type of magic, so he guards his
thoughts and words carefully. He is also very aware of the
spell :enc e( truth ,the creyhawk 1hieves' cuild teaches its
members about this spell, and tactics on getting around its
magic as a matter of course), so his working allows him to
say everything that he tells the characters, but he will go out
of his way to avoid direct questions that would betray his
guilt if that spell is cast.
When the characters leave, Jemar tells them that he will
makes sure that the mess is cleaned up here then head back
to the 1emple of Pelor to report what has happened. 8wirse
says that he has a couple of other possibilities to investigate
and that if the characters don't find the children at the
8KNDINCUND'S 8KCCD
Z
warehouse, he may be able to locate them.
NCCUNTK 3: A SNALL
PKC8LN
Lntcrng thc suescJiy unuscJ 8rcnJngunJ ucrcheusc n thc
Vhcrtcs, ts cctcrneus Jcrlncss s thc eniy ccrcnt (ccturc. Fren
thc eutsJc t sccncJ cnerneus, rccchng hunJrcJs e( (cct n oeth
Jrcctens ths iccc ceuiJ heusc Jrcgens er gcnts. InsJc t s sn
iy cnty cnJ tcry Jcrl. Lght strccns threugh thc thrtyhcnJs
uJc Jeers ccstng yeur eun cxcggcrctcJ shcJeu ente thc (ieer n
(rent e( yeu. Lttic ccn oc ncJc eut ocyenJ thc (rst nncty hcnJs e(
thc reen.
Have all the characters looking into the warehouse make
Spot and Listen checks. Regardless of the outcomes, read
the following.
As yeur cycs cJjust te thc ight, yeu netcc c icntcrn ct thc (cr cnJ
e( thc ucrcheusc cnJ thc seunJ e( sctcrci ncn crgung rccchcs
yeur ccrs (ren thc Jstcncc.
1he light and sounds are the effects of Jcncng ights and
ghest sound spells cast by two of the gnomes waiting to
ambush the characters. 1hey intend to draw the characters
deeper into the warehouse where the trap can be sprung.
1here are six gnomes in all. 1he two specialists are on a sec
ond story ,ten feet up) catwalk seventy feet into the build
ing, and two of the hitmen are hiding on either side of the
door. As soon as at least one Pc on each side is in the build
ing and within striking distance of the gnomes near the
door they spring into action, hoping to eliminate at least one
or two of the threats quickly. 1he other two ,or four at the
highest APL) wait inside, hiding in shadows. 1he gnomes on
the platform fire their poison crossbow bolts at spellcasters
first and then anyone else in range. Once a Pc is down, the
gnomes do not continue to attack or coup de grace them,
unless all other characters have been killed or driven off.
1he gnomes are experienced rogues and use good tactics to
put down individuals. 1hey always try to flank and will con
centrate attacks on the most defenseless characters.
If the characters are defeated, the gnomes loot their
bodies, taking all of their possessions. If a Pc has the avor
of 8wirse, he or she is stabilized and left in the street.
characters without the avor of 8wirse are killed.
APL 2 (L 5)
Hitmen, male gnome Rog+ ,APL i version) ,). hp /, o, ,
,xi), see Appendix A.
Specialists, male gnome Rog+ ,APL i version) ,i). hp /, o,
see Appendix A.
APL 4 (L 8)
Hitmen, male gnome Rog ,APL version) ,). hp io, +8,
+, ,xi), see Appendix A.
Specialists, male gnome Sor ,APL version) ,i). hp +,,
+, see Appendix A.
APL 5 (L 0)
Hitmen, male gnome Rog, ,APL o and 8 version) ,). hp
, o, i/ ,xi), see Appendix A.
Specialists, male gnome Sor, ,APL o and 8 version) ,i). hp
i,, ii, see Appendix A.
APL 8 (L 2)
Hitmen, male gnome Rog, ,APL o and 8 version) ,). hp
, o, i/ ,xi), see Appendix A.
Specialists, male gnome Sor, ,APL o and 8 version) ,i). hp
i,, ii, see Appendix A.
8ackups, male halforc Rog/8bni ,). hp , o, , ,xi)
,,, ,o, , jxi] when enraged), see Appendix A.
1actics. If the gnome hitmen gain surprise they throw their
daggers ,partial action) during the surprise round. 1hey
then advance and attack with their swords.
1he specialists fire their poisoned bolts first ,one during
the surprise round if possible-they have their crossbows
cocked and ready) and either fire their normal ones ,APL i)
or shoot off ncgc nssics ,at higher APLs) when they are
done.
At APL 8, the gnomes have recruited some additional
resources. 1hey have employed the services of halforcs.
1he halforcs are hiding in the darkness eighty feet inside
the warehouse. When the attack begins they will charge the
nearest characters.
Levelopment. After defeating the gnomes, the charac
ters are free to search their bodies and the warehouse. 1he
warehouse is essentially empty except for the occasional
broken crate. On the body of one of the gnomes on the
ground the characters find a letter signed Hellina' written
in common ,see Player Handout +). 1his letter is a forgery
and was actually written by 8wirse. Succeeding at a orgery
check ,Lc i/) clues a character in that this document is a
fake. A second letter written in cnomish can be found on
one of the gnomes on the catwalk. If one of the characters
can read cnomish or if they have it translated ,several trans
lators work in the clerkburg, the oreign quarter or the
Artisans' quarter and will translate the note for i sp) give
him or her Player Handout i. If any of the characters has the
avor of 8wirse, a note listing the names and descriptions of
any of the characters with that favor ,again, written in
cnomish) is found on the same gnome.
1reasure.
AIL :-loot ,o/ gp), coin ,+ gp),
AIL ,-loot ,+,/ gp), coin ,+ gp), o etens e( curc ight
ueunJs ,8 gp each),
8KNDINCUND'S 8KCCD
8
AIL e-loot ,i,i gp), coin ,+ gp), o etens e( curc ight
ueunJs ,8 gp each)
APL 8-loot ,+o gp), coin ,+ gp), +o etens e( curc ight
ueunJs ,8 gp each).
NCCUNTK 4: NADAN
CNNY
Ketc. 1he following encounter only occurs if there is a rogue
or a nongood character in the party.
stcng eut e( thc 8rcnJngunJ's ucrcheusc cnJ nte thc c(tcr
neen ight, yeu crc grcctcJ oy c scrccch cnJ c strcngc sght. A icrgc
oiccl orJ s heng cxctcJiy occl cnJ (erth n thc strcct. It cus
cs c nencnt, cecls t hccJ ct yeu u::cciiy cnJ thcn scrccchcs
cgcn. It thcn (ics ts ungs cnJ (ics sctcrci Je:cn (cct Jeun thc
strcct oc(erc icnJng. It stes, ieels ct yeu cnJ scrccchcs c thrJ
tnc.
1he characters should figure out that the raven is trying to
get them to follow it. If they follow, the raven flies east back
toward the city wall. It pauses periodically allowing the
characters to keep up. Lventually, the raven circles a
strangelooking dark purple tent and then flies into the tent
through an open flap. If the characters enter, read or para
phrase the following.
Lntcrng thc strcngc uric tcnt, yeu crc grcctcJ oy cn ciJcriy
uencn n c oiccl iccc Jrcss uth Je:cns e( ceier(ui sccrtcs seun te
t. shc sts cciniy oc(erc c reunJ tcoic uth cght chcrs. 1hc snelc
(iicJ tcnt s it oy Je:cns e( ccnJics icccJ en sncii tcoics ct thc
cJgcs thct cise heiJ nuncreus nccnsc ourncrs.
Vcicenc trctcicrs. I cn \cJcnc Gcncny e( thc Rhcnncc. I
scnsc thct grcct Jcngcr hcs oreught yeu hcrc. Vii yeu gc:c nte ny
ero cnJ scc thc (uturc` KneuicJgc thct ceuiJ sctc yeu cucts.'
shc thcn uiis c oiccl sil cieth (ren thc ccntcr e( thc tcoic
rctccing c cieuJy crystci ero. A ccu oiccl orJ cccencncs thc
untcing.
Madame cemeny is almost what she claims to be. She is a
Rhennee woman, but she has no supernatural powers of any
kind. 1he raven, ,which she calls caw) is actually the famil
iar of Pacanan, a servant of Vecna. cemeny believes the crea
ture to be her familiar because it came when she called for
one through her ,quite mundane) crystal orb. 1he raven has
spent considerable time with her over the recent months,
but comes and goes as it pleases and by its master's com
mands.
Pacanan is aware that cemeny has no talent and has
been supplying visions to those who visit her. He has used
Madame cemeny's conversations to learn the secrets and
desires of her customers and is using the visions to manipu
late them. Madame cemeny is completely oblivious to
Pacanan's machinations.
Madame cemeny charges a silver piece for the privilege
of looking into the orb. If the characters choose to gaze into
her crystal orb, the fog within will begin to clear and each
Pc will have a private vision. You should take each player
aside and reveal their character's vision to them privately.
One vision is actually an offer from Pacanan. He chooses the
character he believes most likely to betray the others. 1he
offer is made to the highestlevel chaotic neutral rogue char
acter. If there are no chaotic neutral rogues, then the offer
goes to the highestlevel chaotic neutral character, then the
highestlevel nongood rogue, then the highestlevel non
good character.
As soon as one character looks into the orb, all the char
acters are affected. 1hey fade from consciousness and see
visions.
Vision +.
Rcn cnJ Jcrlncss crc cii creunJ yeu cs yeu stcnJ en thc sherc. As
ightcnng cxieJcs ccress thc sly, yeu ccn scc thc stern hcs
uhcJ thc uctcr n (rent e( yeu nte ncsstc uctcs thct crcsh
creunJ yeu. In thc Jstcncc coetc yeu, yeu scc c occut(ui yeung
gri n c Jcrl rcJ Jrcss cnJ ciecl. shc stcnJs en c hgh ci(( ieelng
ct yeu. shc uctcs hcr crns cnJ c sncii ot e( (rc cencs teucrJ
yeu. Fnciiy t cxieJcs creunJ yeu censunng yeu n (rc.
Vision i.
Yeu crc ct c hugc (cncyJrcss ocii. Ltcryenc s cttrcJ n thcr (ncst
ciethng. Yeu scc c occut(ui yeung uencn stcnJng en c stcr
coetc yeu. shc uccrs cn cxustc rcJ Jrcss cnJ c rccicss JcnenJ
cnJ schrc nccliccc rcsts cgcnst c neJcst oesen JrccJ n rcJ
cieth. shc ucils teucrJ yeu out yeu ocgn te (cci yeursci( snlng
nte thc (ieer. 1hc cn s ntcnsc out shc eniy snics ct yeur su((cr
ng.
Vision .
Yeu stcnJ cienc n Jcrlncss out yeu lneu yeu crc net cienc. Yeu
hccr thc seunJ e( (icng ungs str thc cr cii creunJ yeu out
nethng s thcrc. Yeu rccch te ight c terch out t orngs ne rcic(
(ren thc Jcrlncss. Yeu uct lneung t's cenng (er yeu, out t
sccns te oc ctcryuhcrc creunJ yeu. Yeu (cci c cn threugh yeur
sheuiJcr cs c uJc oicJc ushcs nte yeur (icsh. 1hcn t strlcs
cgcn nte yeur gut, thcn cgcn cnJ cgcn, Jrtng yeu te thc ceiJ
greunJ. 1hc oieeJ runs (ren yeur neuth cs yeu hccr thc icughtcr
creunJ yeu.
Vision .
Yeu crc ucilng ccress c ocrrcn icn. AhccJ yeu scc c ocoy iyng
n thc het sun. Yeu cl t u cnJ ieels u ct yeu uth nneccnt
cycs. As yeu centnuc te ucil, t gcts hcctcr unti (nciiy yeu ccn
ccrry t ne (crthcr. Yeu scc neu t s net c ocoy out c tccncgc oey,
cinest c ncn. As yeu rcst n thc shcJc e( c (cu trccs yeu icy c
gcnc uth snic stencs en c oecrJ Jrcun n thc scnJ. Keu yeur
cccs en thc oecrJ crc yeur (rcnJs cnJ (cniy. Yeu crc iesng cnJ
cs ccch e( yeur cccs s rcnetcJ (ren thc oecrJ thc oey ccts thcn.
Fnciiy eniy yeur ccc s ic(t. Kethng yeu Je ccn cteJ Jc(cct.
Fnciiy, cs yeur tsen Jcrlcns, yeu uctch thc yeung oey otc thc
hccJ e(( yeur ccc cnJ yeur oieeJ Jr (ren hs entcJ tccth.
8KNDINCUND'S 8KCCD
9
Vision ,.
Yeu cnJ yeur cencnens crc (ghtng c tchcJ octtic cgcnst
ncny (ecs. Yeu crc unnng thc (ght out t s cestiy. AreunJ yeu
ncny e( yeur (rcnJs crc (ciing. Fnciiy ochnJ yeu cccr thc
(erccs e( c trustcJ ciiy. Rcic( (ieeJs yeur seui cs neu yeu lneu thc
ncttcr s JccJcJ. Yeu turn te grcct yeur (rcnJs, out scc enc e( thcn
ochccJ yeur ncgc. 1hc oic rscs n yeur threct, cs yeu lneu yeu
hctc occn octrcycJ. Ccught octuccn thc hcnncr cnJ thc cnti
yeur (erccs crc ucliy JcstreycJ. 1hc icst thng yeu scc s yeur ciiy
cnJ yeur eencnt icughngiy cnorccc cs thcy censunc yeur seui.
Vision o.
1he character that Pacanan makes the offer has the follow
ing vision.
A ncn n oiccl reocs cnJ c sitcr ncsl uth eniy enc ecnng (er
cn cyc ieels u ct yeu (ren c screiicetcrcJ Jcsl.
Ah, yeu hctc cenc ct icst. Frst, unJcrstcnJ I nccn yeu cnJ
yeur (rcnJs ne hcrn. In (cct, uhcn yeu cii uclc yeu uii (nJ thct
I hctc gtcn yeu ciucs rcgcrJng thc Jcngcrs yeu cii (ccc. \y ntcr
csts crc snic; I Jcsrc thc nccliccc thct thc chiJrcn hctc steicn. I
rcurc t (er.rcsccrch.
Cncc yeu hctc Jc(cctcJ thc chiJrcn cnJ thct ncJJicr 8ursc,
tclc thc nccliccc eutsJc thc ucrcheusc cnJ threu t ente thc ree(
e( thc ouiJng. In rcturn (er ths scrtcc I uii grcnt yeu c ring of
protection e( thc sccenJ erJcr. I( yeu cgrcc te ths, yeu uii hctc
thc tcn oc(erc yeu icctc \cJcnc Gcncny. As c (cter te c (rcnJ,
I csl yeu te icctc thc chiJrcn citc, ( essoic, out ( yeu ccnnet Je
ths, t uii net c((cct eur trcnsccten. Le uc hctc c Jcci`'
1he character can ask the man in the vision anything they
wish, but he does not disclose further what his purposes are.
He is, however, both polite and conversational. He also dis
plays some knowledge about the character's recent past and
attitudes. If the character agrees, a raven flies from behind
the man and drop a ring into the character's hand. 1he man
asks the character to put the ring on as a symbol of their
agreement. He also warns the character not to break his or
her word for any reason short of death. 1he deal is for this
character only, not for others in the party. If the character
tells the others about the deal that does not break the agree
ment, but if the character is trying to get around the deal by
doing so, the deal is broken. Once the character puts on the
ring, the vision ends.
When the character awakes he or she finds that a plat
inum ring, just like the one in the vision is now on, his or
finger. 1his is the rng e( scrctni, which functions as a rng e(
retccten +:, but has other properties detailed later in the
scenario. If the character refused to put the ring on sealing
the bargain or refused the offer outright, he or she wakes
without the ring, but does remember the visions they have
had. Once the character has put the ring on, it may not be
removed. It will behave like a regular rng e( retccten +:
until the Pc gives ,or does not give) the necklace to Pacanan.
1he characters all wake from their visions at the same
time after a few minutes have passed and some discussion
will likely follow. 1he characters that received the offer may
have to do some fast thinking to come up with a fake vision
or may just tell the truth. Madame cemeny attempts to add
her interpretations, but they will serve more as distraction
than assistance-she is a bit of a showperson, sprinkling
talk of longlost treasure and the promise of romance with
every interpretation.
Observant characters may also note ,Spot, Lc +,, if they
choose to look around) that the raven has left the tent.
NCCUNTK S: KTUKN TC
TH 8KNDINCUND NANCK
1his encounter is only necessary if the characters choose to
return to the 8rendingund home after discovering that
8wirse is working against them.
Rcturnng te thc 8rcnJngunJ \cner yeu crc grcctcJ ct thc Jeer
oy cn cnxeus ieelng Jcncr. Ic ccrs yeu uth ucstens cs hc
iccJs yeu te c sttng reen uhcrc yeu ccn Jscuss uhct hcs hc
cncJ n grcctcr Jctci.
Jemar listens excitedly as the characters reveal what they
have discovered to him. When they reveal that 8wirse
appears to be involved with the heist and may be working
against the 8rendingunds, he leaps to his feet and shouts, I
knew it!' Jemar tells the characters that 8wirse left shortly
after they did, without any explanation of where he was
going or when he would return. Although, Jemar will add
that this is not unusual behavior for the business manager.
Jemar also informs the characters that two surly house
guards' ,Locco and Hensen) that 8wirse hired shortly after
Auldon employed him are still in the house. Jemar suspects
that they may also be involved in any illegal dealings that
8wirse has orchestrated. He offers to send for them if the
characters want.
Jemar is right about Locco and Hensen, but they do not
have a lot of information to share. When they enter the sit
ting room, they glance about suspiciously and claim to know
nothing about anything. However, if the characters make a
credible threat of violence or cast a spell on either of them,
they crack. Locco and Hensen will admit to being members
of the creyhawk 1hieves' cuild. 1his may frighten some of
the characters, since this organization is known for its
unforgiving vengeance against those who oppose it.
Unfortunately, 8wirse did not trust these henchmen and
has assigned them solely to protect the 8rendingund home
from others for the last year. 1hey know from rumors that
he has been up to lots of other activity, but do not know
what. Locco and Hensen no longer know the appropriate
contacts and passwords to be of any assistance in locating
the 1hieves' cuild. 8wirse has left them vulnerable and
completely isolated. 1heir job is now only to guard the
house, a rather cushy job they have grown to enjoy.
Locco. male human Rog. Ac + ,touch +i, flatfooted
+i), hp +,, Atk +i melee ,+do, club), AL cN.
Iesscssens. leather armor, club, dagger.
8KNDINCUND'S 8KCCD
0
Hensen. Male human Rog+, Ac + ,touch +i, flatfooted
+i), hp ,, Atk +o melee ,+do, club), AL cN.
Iesscssens. leather armor, club, dagger.
If a Pc chooses to investigate independently in the area
around the 8rendingund home in clerkburg, a successful
cather Information check will yield the following results, if
a character spends at least two hours of time and , gp for
drinks and small bribes.
Lc +o. 1he 1hieves' cuild has no one desig
nated to run their operations in clerkburg.
Lc +,. Over the past year someone with con
siderable money at their disposal has been
attempting to take control of all 1hieves' cuild
operations in clerkburg.
Lc io. Recent activities by this person have
been too high profile for the guild's leadership
and they have warned him they will not support
his current, dangerous activity.
Lc i,. 1he person in question is working for
Auldon 8rendingund.
Lc o. 1he person in question is 8wirse and
he has recently recruited a team of dangerous
men for an unknown mission.
A character may also recall a friend of the 8rendingund fam
ily from an earlier scenario, 8rcnJngunJ's 8ieeJ. If they wish
to contact Veryn at the Nightwatchmen's station in the
Artisan's quarter he will be able to turn up information
equivalent to the Lc i, cather Information check, but it
takes him three hours and +o gp ,for bribes, not for himself)
for him to do so.
No matter what, the characters cannot determine where
8wirse has gone. He is hiding in a room at the Logtail Inn
where he can watch the warehouse where the children are
hiding. He is waiting for the characters to attack the chil
dren since he has not heard from the gnomes.
NCCUNTK 5: IIKC
KUNAwAYS
Lventually the characters set out for the warehouse in the
River Listrict mentioned in the letter found on the gnome's
body. 1his warehouse is very different from the one the
characters encountered this morning. If they go around to
the back they find that the great double doors have been
barred and blockaded. It takes a successful Open Locks
check ,Lc i,) to remove the bar. Otherwise the characters
can enter through the front of the building via an unlocked
normal door that grants access to a hallway with several
empty offices or through a large set of double doors that are
barred ,Lc i,) but not blocked. In either case the characters
eventually reach the main room of the warehouse where the
twins are waiting. 1he room is one hundred twenty feet in
length by seventyfive feet in width and the ceiling is twenty
five feet high. 1he floor of the warehouse is sparsely covered
with crates of all sizes, some as large as twenty by twenty.
Lntcrng cnethcr cctcrneus ucrcheusc, c tecc cciis eut (ren thc
Jcrlncss creunJ yeu. Vc lncu 8ursc ueuiJ scnJ yeu. Keu uc
uii hctc te lii yeu cnJ hn.' Yeu crc coic te trccc thc yeung
uencn's tecc te cte c icrgc crctc ushcJ cgcnst enc ucii. A rcJ
gieu iiunnctcs thc tuns. Cnc, c occut(ui yeung uencn n hcr
ictc tccns uccrng c rcJ sctn Jrcss stcnJs uth hcr hcnJs rcscJ
etcr hcr hccJ. A nccliccc e( JcnenJs cnJ schrcs gints (cntiy
(ren hcr oesen. 1hc ethcr c yeung ncn n oiccl iccthcr cnts cnJ
ne shrt er oeets, snics uth hJceus (cngs cs cicucJ iccthcry
ungs un(eiJ (ren ochnJ hs occl.
Hellina and Vertislar ,Verty') are on a fifteenfoot tall ten
foot by tenfoot crate that is pushed flush against one wall.
Hellina is wearing the Kccliccc e( thc Feriern Ccrn, which
has given her and Verty additional powers, making them
formidable opponents.
1he powers conferred to its halffiend spawn by the
necklace are as follows.
All spawns of the necklace within oo feet of the
necklace are bolstered to maximum hit points ,this
adjustment has been made in the statistics below).
,/day-the necklace allows the spawn wearing it
to cast cicrcuJcncc/cicrteycncc as a +ithlevel sorcerer.
+/day-If a melee attack is attempted against the
spawn wearing the necklace or the necklace itself, the
necklace immediately activates ,as by centngcncy spell)
a (rc shciJ around the spawn. 1he spell cast as if by a
+ithlevel sorcerer.
clever characters may choose to attack the necklace in an
attempt to break it. 1he necklace has a hardness of io, +o hit
points, and cannot be affected by a weapon that is not magi
cal, and that does not have at least a +i enhancement bonus.
1he twins immediately move to attack, but some char
acters may want to negotiate with the children. If this is the
case, Hellina parleys in shouts during combat, only stopping
melee when she is convinced that the characters are willing
to retreat ,they actually leave or 8luff. Lc io, give a circum
stance modifiers anywhere between -i to +i based on
jnon]convincing roleplay of the deception). 1he fact that
they are Pelor's lackeys rather than 8wirse's is only their
only saving grace in the eyes of the twins, so if a 8luff check
is contingent on the suggestion ,or, worse yet, outright
statement) that they work for 8wirse, but check automati
cally fails.
Hellina is the brains of the duo, and Vertislar is extreme
ly devoted to her. He feels that she is weak and needs him to
protect her, despite the reality of the situation. On the other
hand, Hellina views Vertislar as an extremely useful tool,
one that she would prefer not to lose, but she does not jeop
ardize herself to protect him.
8KNDINCUND'S 8KCCD

APL 2 (L 5)
Hellina 8rendingund, female halffiend Sor ,APL i ver
sion). hp i+, see Appendix A.
Vertislar Verty' 8rendingund, male halffiend 8nbi
,APL i version). hp i ,o when enraged), see Appendix A.
APL 4 (L 8)
Hellina 8rendingund, female halffiend Sor, ,APL ver
sion). hp ,, see Appendix A.
Vertislar Verty' 8rendingund, male halffiend 8nb. hp
o ,/i when enraged), see Appendix A.
APL 5 (L 0)
Hellina 8rendingund, female halffiend Sor/ ,APL o ver
sion). hp ,, see Appendix A.
Vertislar Verty' 8rendingund, male halffiend 8nbo
,APL o version). hp ,o ,hp +o8 while enraged), see Appendix
A.
APL 8 (L 2)
Hellina 8rendingund, female halffiend Sor, ,APL 8 ver
sion). hp o, see Appendix A.
Vertislar Verty' 8rendingund, male halffiend 8bn8
,APL 8 version). hp +i8 ,hp + while enraged), see
Appendix A.
1actics. 1he tactics of this combat change with the APL.
,APL i). 1he twin's tactics are for Hellina to use her spe
cial abilities to encircle characters in Jcrlncss and then have
Verty strafe them with his lyby Attack. Once a few charac
ters are pinned down in darkness, she casts chcrn crsen on
those that she can still see. She instructs charmed characters
to leave the warehouse. If it is obvious that characters are
moving to engage her in melee combat, Hellina casts her
ncgc crner and shciJ spells to protect her. Vertislar does not
rage unless Hellina is in mortal danger.
,APL ). Hellina has cast ncgc crner on herself and
Verty prior to the characters' arrival. 1heir tactics are essen
tially the same as APL i, except that Hellina casts scctrci
hcnJ, chii teuch and gheui teuch to harass the characters from
the safety of her perch rather than charm them. If a charac
ter does climb up to attack her ,climb, Lc +o) or attacks her
with ranged weapons, she casts chcrn crsen on them, and
asks them to sing children's songs. Vertislar does rage unless
Hellina is in mortal danger.
,APL o). 1actics here are similar to at APL , except that
Hellina will cast (iy and move around the warehouse if her
position is threatened. Vertislar will not rage until he or
Hellina are in mortal danger.
,APL 8). 1he twins use all the resources at their disposal
to defeat the characters. Verty rages as soon as combat starts.
Levelopment. 8wirse is using a eten e( ntsoity
,Spot, Lc io, if a character is within io feet of 8wirse, to
detect that there is an invisible creature in the room) to
observe the battle between the characters and the twins. He
waits until the battle's end, or if he is discovered to call his
men into the room.
APL 2 (L 4)
cang members, male human Rog+ ,APL i version) ,), hp
8, o, , ,xi), see Appendix A.
APL 4 (L 8)
8wirse, male human Rog,. hp i, see Appendix A.
cang members, male human Rog ,APL version) ,). hp
io, +8, +, ,xi), see Appendix A.
APL 5 (L 9)
8wirse, male human Rog,. hp i, see Appendix A.
cang members, male human Rog, ,APL o & 8 version)
,). hp 8, o, i, ,xi), see Appendix A.
APL 8 (L )
8wirse, male human Rog,. hp i, see Appendix A.
cang members, male human Rog, ,APL o & 8 version)
,/). hp 8, , o ,xi), i, ,xi), i, see Appendix A.
1actics. 8wirse has brought along his ucnJ e( Jsci ncgc and
will use it to minimize the affect of the characters and the
twin's spells. He must succeed at a Use Magical Levice
check ,Lc io), to activate the wand and then succeed at the
dispel check as normal. 1he wand is caster level ,.
At higher levels of play, the gang members are equipped
with etens e( oiur, and will drink them before they enter
combat.
8wirse's goal is to take the Kccliccc e( thc Feriern Ccrn
and leave no witnesses to his theft and the murders. Still, he
will respect the favors he has bestowed on some character. If
a character with the avor of 8wirse is incapacitated without
being killed in this battle, he or she is stripped naked and
left in the street. If this occurs, take the favor certificate
from the player, 8wirse considers he and the character to be
even, and owes that character no other favor. All other char
acters will be eliminated. No one will perform a ceu Jc grccc
until the battle is over.
Levelopment. At the conclusion of this grand melee,
the characters have several options. If they are alive the
characters will likely take any surviving prisoners to the
1emple of Pelor, or summon the city watch or the
Nightwatchmen. 1he watch takes only passing interest, but
will take any survivors into custody. If this happens the
thieves are released after a few days and the twins are taken
to the temple of Pelor. If the characters take the survivors to
8KNDINCUND'S 8KCCD
2
the temple of Pelor, Leleer turns the gang over to the
Nightwatchmen.
If they are defeated and the necklace is removed from
Hellina, she and Vertislar become very docile and coopera
tive, as they realized that they missed their chance to escape
with the necklace. Still, Hellina is resigned to try to snatch
the necklace and escape if another opportunity presents
itself.
If the characters search Hellina they can find an
unsigned love letter ,Player Handout ). If she is alive and
questioned about it she will act coy and tell the asker that it's
personal, and none of their business.
Any character that made a deal with Pacanan has a tough
decision to make at this point. If the character is able to gain
possession of the necklace and throw it onto the roof of the
warehouse the Pc fulfills his or her bargain and may keep
the ring without its curse being activated. If the Pc does not
do this immediately, Pacanan activates the curse of the ring.
Sorcerers of an ancient race created the rng e( scrctni and
Pacanan discovered it in the course of his studies in the serv
ice of Vecna. Once the curse is activated it can only be bro
ken by a successful grcctcr Jsciing, ,Lc o), intcJ ush, or
ush. A successful casting of one of these spells allows the
character to remove the ring and get rid of it. 1he ring still
functions as a rng e( retccten +:, but has two additional
unpleasant properties. irst, the word Oathbreaker' is
branded across the upper cheeks and bridge of the nose of
the wearer in draconic. 1his can only be removed or covered
up by breaking the curse. Second, the ring bestows two neg
ative levels upon the character wearing it ,see LUKGLCK
\As1LR's GuJc page /,), and the possibility of permanent
level loss that comes with negative levels.
If the character throws the necklace onto the roof, it dis
appears seconds after it lands, carried off to Pacanan by his
familiar, which has been invisibly observing the recent
events in the warehouse. 1he characters can continue with
the adventure, and the breaking of the curse, but the church
of Pelor and the 8rendingund family becomes concerned
about the whereabouts of the necklace because of the evil
that it has caused.
1reasure.
APL i-loot ,+ gp), coin , gp).
APL -loot ,+o gp), coin , gp), ucnJ e( Jsci ncgc ,+8,
gp), eten e( curc screus ueunJs ,++ gp).
APL o-loot ,+o. gp), coin , gp), ucnJ e( Jsci ncgc
,+8, gp), eten e( curc screus ueunJs ,++ gp), etens e( oiur
,, gp each).
APL 8-loot ,+o gp), coin , gp), ucnJ e( Jsci ncgc ,+8,
gp), eten e( curc screus ueunJs ,++ gp), / etens e( oiur ,,
gp).
NCCUNTK Z: 8KAKINC TH
8CNDS
Once the characters return to the 1emple of Pelor, with or
without the children, the necklace, or prisoners, they are
shown to cloister cell rooms where they are free to rest until
the ceremony at dawn the next morning. Adra and Auldon
are devastated if their children were killed, but they can be
convinced ,Liplomacy Lc io, grant a modifier of -i to +i
for roleplaying the convincing) that perhaps it is for the bet
ter that the corrupted children are gone. If they are not con
vincing, the 8rendingund's will treat them respectfully, but
coldly, throughout the rest of the adventure, and will not
award a avor of the House 8rendingund on the otherwise
successful characters. change the following text when nec
essary changed based on the events that have occurred.
1hc rcJcun rccrctens n thc 1cnic e( Icier hctc cii occn
cenictcJ cnJ c (cu Je:cn ceic hctc trclicJ nte thc scnctucry.
AttcnJcncc s scrscr thcn nest ueuiJ cxcct (er c ncjer rtuci,
theugh uhcthcr thct s Juc te thc heur er thc crsen nteitcJ s c
ucsten (er Jcoctc. As Igh Ircstcss scrcnc cnJ AuiJen
8rcnJngunJ cncrgc (ren c reen ochnJ thc citcr, thc (rst rcys e(
nernng ight (cii threugh thc tcnic unJeus cnJ crc rc(icctcJ en
thc oriicnt geiJcn Jrccrcs cieclng thc uciis. scrcnc cJJrcsscs
thc csscnoicJ (cth(ui. In c nencnt, threugh thc grccc e( Icier, I
uii rciccsc ths (cniy (ren thc cursc thct hcs (ciicn uen thcn.
Frst, ths ncn ushcs te sccl se cii gcthcrcJ ncy lneu hs hccrt.'
Vth thct AuiJen 8rcnJngunJ, c sightiy etcrucght ncn uth c
sightiy grcyng ctchy occrJ, uccrng c icn uhtc reoc stcs (er
ucrJ cnJ ieels u teucrJ thc cengrcgcten.
I hctc occn cn cti ncn. I hctc Jrunl, gcnoicJ, icJ, steicn,
cnJ sucnJcrcJ ny (cniy's (ertunc cnJ ietc. I hctc rcgcncJ ny
(ertunc oy trc((clng uth cti cnJ Jccctng nneccnts. I ncrrcJ
(er recrty, cnJ Je net Jcscrtc thc ietc e( thc occut(ui u(c uhe
hcs steeJ ocsJc nc Jcstc ny (eeishncss. Verst e( cii, ny chiJrcn
hctc occn curscJ occcusc e( ny rcclicssncss.' stcnJng n thc (rent
reu uth hcr chiJrcn, AJrc 8rcnJngunJ icts eut c seo. I cn
uheiiy unuerthy e( cii geeJ thngs thct I hctc gcncJ. I rcneuncc
ny cti ucys cnJ rensc te nclc rccrctens te cii thct I hctc
njurcJ. 1hcrc s nethng thct I ccn Je te retc thc chcngc n ny
hccrt te cii e( yeu cxcct te itc ny i(c n thc Lght e( Icier. Igh
Ircstcss scrcnc hcs teiJ nc thct ths scii uii net uerl unicss I
cn truiy rccntcnt, out I unJcrstcnJ thct senc ncy nctcr (nJ (er
gtcncss n thcr hccrts. Fer ths I cccct rcsensoity. I cn serry
thct I hctc hurt cny e( yeu. I hunoiy ocg yeur (ergtcncss.
I( thcrc crc cny hcrc uhe hctc grctcnccs cgcnst nc, iccsc
sccl eut neu, (er I ueuiJ hctc cii ny sns hccrJ oy thcsc utncss
cs oc(erc I turn nte thc Lght e( Icier cnJ icctc ny shcJeu te (cii
(erctcr ochnJ nc uth ny Jcrl cst.'
1his is purely a roleplaying encounter. It is an opportunity
for characters with grudges or other feelings about Auldon
to come forward and be heard. Auldon does not respond to
any specific accusations, he simply admits that he has done
many wrongs and he wishes to repent. Once everyone has
had a chance to speak, Sarana begins casting her spell.
scrcnc cnJ AuiJen turn cucy (ren thc cengrcgcten te (ccc thc
nernng sun. AuiJen rccchcs nsJc hs reoc cnJ rctrctcs c
scrling nccliccc (ren nsJc t. Ic icccs thc nccliccc en thc
citcr. shc thcn ocgns thc unnstclcoic gcsturcs e( Jtnc ccstng.
8KNDINCUND'S 8KCCD
3
1hc sun cnJ scrcnc's heiy synoei hciJ cie(t oeth gieu oriicntiy
n unsen. AuiJen cccrs cs c oiccl shcJeu n thc oriicncc out
thc ight sieuiy Jsseitcs thc Jcrlncss unti thc ight shncs threugh
hn cs ( hc ucrcn't thcrc. 8ccns e( thc ight jun te AJrc cnJ thc
chiJrcn, surreunJng thcn n c hcie e( Jc::ing rcJcncc. Cn thc
citcr, thc ight surreunJs thc nccliccc out s hciJ ct ocy oy ts Jcrl
ncss. Fnciiy n c (icsh e( ight t s cii etcr. 1hc tcnic s sicnt.
scrcnc ieucrs hcr hcnJ cnJ turns te thc cengrcgcten. It s
Jenc. 1hc 8rcnJngunJ (cniy hcs occn ciccnscJ. 1hc tcnic uii
heiJ thc nccliccc sc(ciy unti t s JccJcJ uhct s te oc Jenc uth t.
\cy thc 1ruc Lght shnc en yeu (erctcr.' Vth thct shc uscs c
geiJcn reJ te cl u thc nccliccc cnJ icctcs threugh thc scnc Jeer
shc cntcrcJ.
Alter the text as appropriate if the necklace or the children
are not present. As the spell is broken, Vertislar, if he is alive,
changes, losing every outward signs of his fiendish heritage.
He no longer has fangs, claws, or bat wings. Hellina does not
outwardly change. 8oth of the children are now true neutral
humans. Sarana takes possession of the necklace once the
ceremony is over. At the conclusion of the ceremony, Adra
and Auldon invite the characters and Leleer to a lunch at
their home.
NCCUNTK 8: A LAST
SUPPK?
Alter the text to reflect any fatalities.
Yeu hctc eitciy cccctcJ thc 8rcnJngunJ (cniy's nttcten te
iunch uth thcn, cnJ yeur greu hcs occn scctcJ cieng uth cs
Lciccr cnJ cn cceiytc ncncJ IcJucs, ct thc icrgc ueeJcn tcoic n
thc (ernci Jnng reen. As seu, thc (rst ceursc e( thc ncci, s
oreught eut cnJ icccJ oc(erc yeu, Lciccr stcnJs cnJ rcscs hs crns
n ocncJcten.
Lct us gtc rcsc cnJ thcnls te Icier (er ths grcct Jcy cnJ
(eeJ thct hc hcs retJcJ. \cy ths (eeJ ciieu us te orng hs ight
te ctcry Jcrl cerncr. AnJ ncy AuiJen ucil (erctcr n hs ight.
\cy thc 1ruc Lght shnc en yeu (erctcr.'
1he characters are expected to bow their heads and close
their eyes as Leleer blesses the meal. If the characters peek
or listen closely ,Spot or Listen, Lc +i) they either here a
slight slurping sound or see the young acolyte Hadwes sip
ping soup. He is new to the service of Pelor, a little rough
around the edges, and very hungry.
At thc cenciusen e( thc rcycr, Lciccr sts cs thc 8rcnJngunJ's cnJ
hs cceiytc ocgn te cct thcr seu. IcJucs ucliy (nshcs hs cnJ
ieels coeut hungriy. AJrc snics ct hn eitciy cnJ scys, I'n net
(enJ e( thc seu hcrc. VeuiJ cnyenc ilc nnc`' IcJucs ccccts
thc e((cr cnJ guis Jeun c sccenJ hcing oc(erc cnyenc cisc ccn
rcsenJ. A(tcr c (cu nnutcs, c sccenJ ceursc e( Jciceus ieelng
(rcsh (ruts s oreught n en ictnun trcys.
At this point, you should casually determine if anyone is not
eating-specifically the soup because it has been poisoned.
1he reason for this poisoning depends upon whether
Hellina is still alive or not. If Hellina has been killed, then
the cook, Huke, has poisoned the food in order to get
revenge for her death. If she is still alive he is following the
instructions he received in a letter he believes came from
Hellina ,Player Handout ). 1he letter is actually a forgery
written by Pacanan, ,orgery, Lc o to identify). He intends
to clean up the whole mess of the 8rendingund family now
that they no longer have the necklace.
Shortly after the fruit course arrives, Hawdes rises to his
feet gasping for air and clutch his chest before collapsing to
the floor. At this point the characters that ate the soup need
to succeed at a ortitude save ,Lc +8) or suffer the effects of
the Lark Reaver Powder poison that has been mixed into
the soup. If they fail, they will take ido temporary
constitution damage immediately. One minute later all
characters must succeed a second ortitude save or suffer an
additional +do points of temporary constitution and +do
points of temporary Strength damage.
Auldon, Hellina, and Vertislar ,who are now human,
and thus no longer immune to poison and their
constitution dropped by two points when they lost their
halffiend abilities) also need to succeed at a ortitude save
or they are affected by the poison. Adra does not need to
save because she did not eat the soup. Leleer will also need
to make a save, but he has a ortitude save of ++o, and an +8
constitution, so assume he is fine.
Auldon 8rendingund, male human Lxp/. ort +, Str ,,
con +.
Although there is no combat, the events following Hadwes
collapse are best managed in combat rounds. Leleer is an 8th
level cleric and has one ncutrci:c esen and two sieu esen
spells available to him today today. 1he first round Leleer suc
ceeds at a Heal check on Hawdes and determine that he
appears to have been poisoned. 1he second round Leleer
casts Jctcct esen and announces to everyone in the room that
the soup has been poisoned and everyone may be in danger.
On the third round Leleer casts sieu esen on Hadwes and
announces to the group that he can save two more people.
1he characters are encouraged to help him decide who to
help, but if Auldon has been poisoned Leleer will likely save
him next.
NCCUNTK 9: TKACINC TH
PCISCN
Once the poison scare has run its course the characters can
investigate the source of their attempted murder. 1he
8rendingunds know nothing about what has happened, but if
the characters go to the kitchen to investigate they will find
Huke spooning out a bowl of soup and sitting down to eat. If
Hellina is still alive he is simply following her instructions
from the letter. If she is dead he is going to join his lost love.
8KNDINCUND'S 8KCCD
4
Lntcrng thc ltchcn, yeu scc thc ugiy huncn Iulc icJing seu n
te c ueeJcn oeui. Ic snics ct yeu cs hc rccrcs te cct c seen(ui.
Huke is not a smart man. In fact, he has some orc blood from
his daddy. He confesses to the characters his reason for
adding the powder to the soup ,either vengeance or the let
ter). If asked where he got the powder, he tells them that it
came with the letter or in the case of vengeance he tells the
characters that a man in a black robe with a raven gave it to
him in the market. 1he man seemed to know a lot about him
and told Huke that this was the solution to his problems.
1he characters aren't expected to solve this mystery, it
simply exists to foreshadow things to come.
1he Lnd
8KNDINCUND'S 8KCCD
S
XPKINC PCINT SUNNAKY
1o award experience for this adventure, add up the values
for the objectives accomplished. 1hen assign the experience
award. Award the total value to each character.
Lncounter
Lefeating the gnomes
APL i +oo xp, APL - ioo xp, APL o - oo xp,
APL 8 - oo xp.
Lncounter o
Lefeating the twins
APL i +oo xp, APL - ioo xp, APL o - oo xp,
APL 8 - oo xp.
Lefeating the 8wirse and his gang.
APL i +oo xp, APL - ioo xp, APL o - oo xp,
APL 8 - oo xp.
Lncounter 8
Saving at least one person from being poisoned
APL i i, xp, APL - ,o xp, APL o - /, xp, APL
8 - +oo xp.
1otal possible experience
APL i i, xp, APL - o,o xp, APL o - ,/, xp,
APL 8 - +oo xp.
TKASUK SUNNAKY
Luring an adventure, characters encounter treasure, usually
finding it in the possession of their foes. Lvery encounter
that features treasure has a treasure' section within the
encounter description, giving information about the loot,
coins, and magic items that make up the encounter's treas
urer.
1he loot total is the number of gold pieces each charac
ter gains if the foes are plundered of all their earthly posses
sions. Looting the bodies takes at least +o minute per every
, enemies, and if the characters cannot take the time to loot
the bodies, they do not gain this gold. If you feel it is rea
sonable that characters can go back to loot the bodies, and
those bodies are there ,i.e., not carted off by dungeon scav
engers, removed from the scene by the local watch, and so
on), characters may return to retrieve loot. If the characters
do not loot the body, the gold piece value for the loot is sub
tracted from the encounter totals given below.
1he coin total is the number of gold piece each charac
ter gains if they take the coin available. A normal adventur
ing party can usually gather this wealth in a round or so. If
for some reason they pass up this treasure, the coin total is
subtracted from the encounter totals given below.
Next, the magic items are listed. Magic item treasure is
the hardest to adjudicate, because they are varied and
because characters may want to use them during the adven
ture. Many times characters must cast Jcnt(y, cnciy:c
Jucencr, or similar spell to determine what the item does,
and how to activate it. Other times they may attempt to use
the item blindly. If the magic item is consumable ,a potion,
scroll, magic bolts, etc.) and the item is used before the end
of the adventure, its total is subtracted from the adventure
totals below.
Once you have subtracted the value for unclaimed treas
ures from each encounter add it up and that is number of
gold pieces a characters total and coin value increase at the
end of the adventure. Write the total in the cp cained field
of the adventure certificate. 8ecause this is a core adven
ture, taking place in a region not administered by a Regional
1riad, characters cannot spend extra 1ime Units to practice
professions or create items immediately after the adventure,
so this total is not be modified by other circumstances.
Lncounter
Lefeating the cnomes.
APL i-o8 gp, APL -ioo gp, APL o-+ gp, APL 8-o+
gp.
Lncounter o
Lefeating the 8wirse and his gang.
APL i-+/ gp, APL -ii gp, APL o-,oi gp, APL 8-o/
gp.
Adventure Maximums
APL i-8, gp, APL -,8 gp, APL o-8 gp, APL 8-,8
gp.
Special
A character who makes the deal with Pacanan, gains the rng
e( scrctni. 1here is a single special Adventure certificate for
characters that make the deal with Pacanan detailing the
ring if and if not the curse of the ring becomes activated. On
this certificate, ross out the version of the ring that the char
acter does not gain.
APPNDIX
5
APPNDIX A: NPCS
In the order they appeared.
8wirse, male human Rog,. cR ,, Mediumsize humanoid
,human), HL ,do, hp i, Init +/, Spd oft., Ac + ,touch +,
flatfooted +), Atk +o melee ,+d/+,io, dagger), or +o
ranged ,+d/+,io, dagger), SA Rog sneak attack +do, SQ
Lvasion, uncanny dodge ,Lex bonus to Ac), AL NL, SV ort
+, Ref +/, Will +, Str +i, Lex +o, con +o, Int +, Wis +i,
chr +i. , ft. 8 in. tall.
sliis cnJ Fccts. Appraise +,, 8luff +,, climb +i,
Lecipher Script +,, Lisable Levice +,, Lisguise +, Lscape
Artist +,, orgery +,, cather Information +,, Hide +,,
Innuendo +,, Listen +,, Move Silently +,, Open Locks +,,
Profession ,Merchant) +,, Read Lips +,, Search +,, Sense
Motive +,, Spot +,, 1umble +,, Use Magical Levice +/,
Improved Initiative, Iron Will, Weapon inesse ,dagger).
Iesscssens. ,at the 8rendingund manor) i daggers, mer
chant's outfit, ledgers, scrolls, ,during the final combat) stud
ded leather armor, i daggers, ucnJ e( Jsci ncgc ,, charges),
eten e( curc screus ueunJs.
Hitmen, male gnome Rog+ ,APL i version). cR +, Small
humanoid ,gnome), HL +do+i, Init +, Spd io ft., Ac +/
,touch +, flatfooted +), Atk +i melee ,+do++/+,io, short
sword), + ranged ,+d++/+,io, dagger), SA Poison, sneak
attack ++do, SQ cnome traits, AL cL, SV ort +i, Ref +,,
Will +o, Str +i, Lex +o, con +, Int +i, Wis +o, chr +o.
sliis cnJ Fccts. Lisable Levice +/, Lscape Artist +o, Hide
++o, Listen +i, Move Silently +o, Open Locks +/, Search +,
Spot +, 1umble +o, Use Rope +/, Weapon ocus ,short
sword).
Poison. carrion crawler brain juice coated on the short
sword, injury ,first hit only), Lc + or paralysis for ido min
utes.
Imbued Antitoxin. 8efore the ambush each gnome has
imbued the contents of a vial of antitoxin, giving each a +,
alchemical bonus on all ortitude saving throws against poi
son for the next hour.
cnome 1raits. Lowlight vision, +i racial bonus on sav
ing throws against illusions, ++ racial bonus to attack rolls
against kobolds and goblinoids, + dodge bonus against
giants, +i racial bonus on Listen and Alchemy checks, May
cast the following cantrips once each day. Jcncng ights, ghest
seunJ, and rcstJgtcten.
Iesscssens. explorer's outfit, short sword, dagger, leather
armor, small wooden shield, 8 sp.
Hitmen, male gnome Rog ,APL version). cR , Small
humanoid ,gnome), HL do+o, Init +, Spd io ft., Ac +8
,touch +, flatfooted +8), Atk +/ melee ,+do++/+,io, short
sword), +o ranged ,+d++/+,io, dagger), SA Poison, sneak
attack +ido, SQ gnome traits, evasion, uncanny dodge, AL
cL, SV ort +, Ref +o, Will ++, Str +i, Lex +o, con +, Int
+i, Wis +o, chr +o.
sliis cnJ Fccts. Lisable Levice +/, Lscape Artist +8, Hide
++i, Listen +, Move Silently +8, Open Locks +,, Search +o,
Spot +o, 1umble +8, Use Rope +,, Weapon inesse ,short
sword) Weapon ocus ,short sword).
Poison. carrion crawler brain juice coated on the short
sword, injury ,first hit only), Lc + or paralysis for ido min
utes.
Imbued Antitoxin. 8efore the ambush each gnome has
imbued the contents of a vial of antitoxin, giving each a +,
alchemical bonus on all ortitude saving throws against poi
son for the next hour
cnome 1raits. Lowlight vision, +i racial bonus on sav
ing throws against illusions, ++ racial bonus to attack rolls
against kobolds and goblinoids, + dodge bonus against
giants, +i racial bonus on Listen and Alchemy checks, May
cast the following cantrips once each day. Jcncng ights, ghest
seunJ, and rcstJgtcten.
Iesscssens. explorer's outfit, short sword, dagger, master
work studded leather armor, small wooden shield, eten e(
curc ight ueunJs, 8 sp.
Hitmen, male gnome Rog, ,APL o and 8 version). cR ,,
Small humanoid ,gnome), HL ,do++o, Init +/, Spd io ft.,
Ac +8 ,touch +, flatfooted +8), Atk +8 melee ,+do++/+,io,
short sword), +/ ranged ,+d++/+,io, dagger), SA Poison,
sneak attack +do, SQ gnome traits, evasion, uncanny
dodge, AL cL, SV ort +, Ref +/, Will ++, Str +i, Lex +/,
con +, Int +i, Wis +o, chr +o.
sliis cnJ Fccts. Lisable Levice +,, Lscape Artist +++,
Hide ++,, Listen +i, Move Silently +++, Open Locks +++,
Search +,, Spot +8, 1umble +++, Use Rope +++, Weapon
inesse ,short sword), Improved Initiative.
Poison. carrion crawler brain juice coated on the short
sword, injury ,first hit only), Lc + or paralysis for ido min
utes.
Imbued Antitoxin. 8efore the ambush each gnome has
imbued the contents of a vial of antitoxin, giving each a +,
alchemical bonus on all ortitude saving throws against poi
son for the next hour.
cnome 1raits. Lowlight vision, +i racial bonus on sav
ing throws against illusions, ++ racial bonus to attack rolls
against kobolds and goblinoids, + dodge bonus against
giants, +i racial bonus on Listen and Alchemy checks, May
cast the following cantrips once each day. Jcncng ights, ghest
seunJ, and rcstJgtcten.
Iesscssens. explorer's outfit, short sword, dagger, master
work studded leather armor, masterwork small wooden
shield, eten e( curc ight ueunJs, 8 sp.
Specialists, male gnome Rog+ ,APL i version). cR +,
Small humanoid ,gnome), HL o++, Init +, Spd io ft., Ac +o
,touch +, flatfooted +), Atk +, ranged ,+d8/+,io, light
crossbow), ++ melee ,+do++/+,io, short sword), SA Poison,
sneak attack ++do, SQ gnome traits, AL cL, SV ort +i, Ref
+,, Will +o, Str +i, Lex +o, con +, Int +i, Wis +o, chr +o.
sliis cnJ Fccts. Lisable Levice +/, Lscape Artist +/, Hide
+++, Listen +i, Move Silently +/, Open Locks +/, Search +,
Spot +, 1umble +/, Use Rope +/, Weapon ocus ,light
APPNDIX
Z
crossbow).
Poison. carrion crawler brain juice coated on two cross
bow bolts, injury ,first hit only), Lc + or paralysis for ido
minutes.
Imbued Antitoxin. 8efore the ambush each gnome has
imbued the contents of a vial of antitoxin, giving each a +,
alchemical bonus on all ortitude saving throws against poi
son for the next hour.
cnome 1raits. Lowlight vision, +i racial bonus on sav
ing throws against illusions, ++ racial bonus to attack rolls
against kobolds and goblinoids, + dodge bonus against
giants, +i racial bonus on Listen and Alchemy checks, May
cast the following cantrips once each day. Jcncng ights, ghest
seunJ, and rcstJgtcten.
Iesscssens. explorer's outfit, short sword, dagger, light
crossbow, twenty bolts, leather armor, small wooden shield,
8 sp.
Specialists, male gnome Sor ,APL version). cR , Small
humanoid, HL d+o, Init +/, Spd io ft., Ac + ,touch +,
flatfooted ++), Atk +, ranged ,+d8/+,io, light crossbow), +i
melee ,+d/+,io, dagger), SA Poison, spells, SQ gnome
abilities, AL cL, SV ort +, Ref +, Will +, Str +o, Lex +o,
con +, Int +i, Wis +o, chr +i.
sliis cnJ Fccts. concentration +8, Hide ++, Move
Silently +,, combat casting, Improved Initiative.
Poison. carrion crawler brain juice coated on two cross
bow bolts, injury ,first hit only), Lc + or paralysis for ido
minutes.
Imbued Antitoxin. 8efore the ambush each gnome has
imbued the contents of a vial of antitoxin, giving each a +,
alchemical bonus on all ortitude saving throws against poi
son for the next hour.
cnome 1raits. Lowlight vision, +i racial bonus on sav
ing throws against illusions, ++ racial bonus to attack rolls
against kobolds and goblinoids, + dodge bonus against
giants, +i racial bonus on Listen and Alchemy checks, May
cast the following cantrips once each day. Jcncng ights, ghest
seunJ, and rcstJgtcten.
Iesscssens. explorer's outfit, light crossbow, +o bolts, dag
ger, spell component pouch, eten e( curc ight ueunJs, 8 sp.
sciis Kneun ,o/o, base Lc = ++ + spell level). o-Jc:c,
(icrc, ight, Jctcct ncgc, rccJ ncgc, +st-ncgc nssic, shciJ,
sicc.
Specialists, male gnome Sor, ,APL o and 8 version). cR ,,
Small humanoid ,gnome), HL ,d++o, hp i,, Init +/, Spd io
ft., Ac + ,touch +, flatfooted ++), Atk +/ ranged ,+d8/+,
io, light crossbow), + melee ,+d/+,io, dagger), SA spells,
SQ gnome traits, AL cL, SV ort +, Ref +, Will +, Str +o,
Lex +o, con +, Int +i, Wis +o, chr +.
sliis cnJ Fccts. concentration ++o, Hide +/, Move
Silently +/, combat casting, Improved Initiative.
Iesscssens. explorer's outfit light crossbow, +o master
work bolts, dagger, spell component pouch, eten e( curc
ight ueunJs, 8 sp.
Poison. carrion crawler brain juice coated on two cross
bow bolts, injury ,first hit only), Lc + or paralysis for ido
minutes.
Imbued Antitoxin. 8efore the ambush each gnome has
imbued the contents of a vial of antitoxin, giving each a +,
alchemical bonus on all ortitude saving throws against poi
son for the next hour.
cnome 1raits. Lowlight vision, +i racial bonus on sav
ing throws against illusions, ++ racial bonus to attack rolls
against kobolds and goblinoids, + dodge bonus against
giants, +i racial bonus on Listen and Alchemy checks, May
cast the following cantrips once each day. Jcncng ights, ghest
seunJ, and rcstJgtcten.
sciis Kneun ,o///, base Lc = ++ + spell level). o-Jc:c,
(icrc, ight, Jctcct ncgc, rccJ ncgc, +st-ncgc nssic, shciJ,
sicc, ncgc crner; :nJ-oinJncss, uco.
8ackups, male halforc Rog/8bni. cR ,, Mediumsize
humanoid ,orc), HL do+id+i++o, hp o, Init +/ ,+ Lex, +
Improved Initiative), Spd oft., Ac +o ,touch +, flatfooted
+o), Atk +, melee ,+d+i+o/x, masterwork greataxe), SA
Poison, rage, sneak attack +ido, SQ halforc traits, evasion,
uncanny dodge, AL cL, SV ort +8, Ref +,, Will +, Str +8,
Lex +o, con +, Int o, Wis +o, chr o.
sliis cnJ Fccts. Lscape Artist +++, Hide +++, Move
Silently +++, Spot +8, 1umble +++, Improved Initiative, Iron
Will.
Poison. carrion crawler brain juice coated on the
greataxe, injury ,first hit only), Lc + or paralysis for ido
minutes.
Imbued Antitoxin. 8efore the ambush each gnome has
imbued the contents of a vial of antitoxin, giving each a +,
alchemical bonus on all ortitude saving throws against poi
son for the next hour.
Rage ,Lx). +/day-Ac + ,touch ++, flatfooted +), Atk
++o melee ,+d+i+,/x, greataxe), SV ort ++o, Will +o, Str
ii, con +8, lasts / rounds, then fatigued.
HalfOrc 1raits. Larkvision, Orc 8lood.
Iesscssens. explorer's outfit, masterwork greataxe, stud
ded leather armor, eten e( curc ight ueunJs, , gp.
Hellina 8rendingund, female halffiend Sor ,APL i ver
sion). cR ,, Mediumsize outsider, HL d+,, hp i+, Init +/
,+ Lex, + Improved Initiative), Spd o ft., Ac +, ,touch +,
flatfooted ++), Atk +i melee ,+d++/+,io, dagger), or +,
ranged ,+d++/+,io, dagger), or +i melee ,+do++, bite) and
- melee ,+d, i claws), SA spelllike abilities, SQ darkvision
oo feet, immune to poison, acid, cold, electricity, and fire
resistance io, AL cL, SV ort +, Ref +,, Will +, Str +i, Lex
+8, con +o, Int +o, Wis +o, chr +8.
sliis cnJ Fccts. Appraise +o, 8luff +/, concentration +,,
Liplomacy +/, cather Information +/, Hide +/, Innuendo
+, Intimidate +/, Knowledge ,arcana) +,, Knowledge ,reli
gion) +8, Move Silently +/, Open Locks +/, Search +o,
Spellcraft +,, combat casting, Silent Spell, Improved
Initiative.
Spelllike Abilities. /day-Jcrlncss, +/day-Jcsccrctc.
All cast as a rdlevel cleric ,base Lc = +o + spell level).
APPNDIX
8
Iesscssens. Red satin dress, bone dagger, Kccliccc e( thc
Feriern Ccrn.
sciis Kneun ,o/o, base Lc = + + spell level). o-rcy e(
(rest, Jc:c, ncgc hcnJ, Jctcct ncgc, rccJ ncgc, +st-chcrn cr
sen, shciJ, ncgc crner.
Hellina 8rendingund, female halffiend Sor, ,APL ver
sion). cR /, Mediumsize outsider, HL ,d++,, hp ,, Init
+/, Spd o ft, Ac +, ,touch +, flatfooted ++) or +, ,touch +,
flatfooted +,) with ncgc crner cast, Atk + melee
,+d++/+,io, dagger), +i ranged ,+d++/+,io, dagger), +
melee ,+do++, bite), and i ,+d, i claws), SA spelllike abili
ties, SQ darkvision oo feet, immune to poison, acid, cold,
electricity, and fire resistance io, AL cL, SV ort +, Ref +,,
Will +, Str +i, Lex +8, con +o, Int +o, Wis +o, chr +,.
sliis cnJ Fccts. Appraise +/, 8luff +8, concentration +++,
Liplomacy +8, cather Information +8, Hide +8, Innuendo
+, Intimidate +8, Knowledge ,arcana) +,, Knowledge ,reli
gion) +++, Move Silently +8, Search +o, Spellcraft +++,
combat casting, Silent Spell, Improved Initiative.
SpellLike Abilities. /day-Jcrlncss, +/day-Jcsccrctc,
unheiy oight. All cast as a ,thlevel cleric ,base Lc = +o +
spell level).
Iesscssens. Red satin dress, bone dagger, Kccliccc e( thc
Feriern Ccrn.
sciis Kneun ,o///,, base Lc = + + spell level). o-rcy e(
(rest, Jc:c, ncgc hcnJ, Jctcct ncgc, rcstJgtcten, rccJ ncgc,
+st-chcrn crsen, shciJ, ncgc crner, chii teuch; :nJ-gheui
teuch, scctrci hcnJ.
Hellina 8rendingund, female halffiend Sor/ ,APL o ver
sion). cR ,, Mediumsize outsider, HL /d+i+, hp ,, Init
+/, Spd o ft., Ac +, ,touch +, flatfooted ++), or +, ,touch
+, flatfooted +,) with ncgc crner cast, Atk +, melee
,+d++/+,io, dagger), +8 ranged ,+d++/+,io, dagger), SA
spelllike abilities, SQ darkvision oo feet, immune to poison,
acid, cold, electricity, and fire resistance io, AL cL, SV ort
+,, Ref +o, Will +,, Str +i, Lex +8, con +o, Int +o, Wis +o,
chr io.
sliis cnJ Fccts. Appraise +8, 8luff ++o, concentration
++, Liplomacy ++o, cather Information ++o, Hide +,,
Innuendo +,, Intimidate ++o, Knowledge ,arcana) ++,
Knowledge ,religion) +8, Move Silently +,, Search +o,
Spellcraft ++, combat casting, Silent Spell, Still Spell,
Improved Initiative.
SpellLike Abilities. /day-Jcrlncss, esen, +/day-Jcs
ccrctc, unheiy oight. All cast as a /thlevel cleric ,base Lc = +o
+ spell level).
Iesscssens. Red satin dress, bone dagger, Kccliccc e( thc
Feriern Ccrn.
sciis Kneun ,o/////,, base Lc = +, + spell level). o-rcy
e( (rest, Jc:c, ghest seunJ, ncgc hcnJ, Jctcct ncgc, rcstJgtcten,
rccJ ncgc, +st-chcrn crsen, shciJ, ncgc crner, chii teuch,
sJcr cino; :nJ-gheui teuch, scctrci hcnJ, sccrc; rJ-(rcocii,
(iy.
Hellina 8rendingund, female halffiend Sor, ,APL 8 ver
sion). cR ++, Mediumsize Outsider, HL ,d+i/, hp o, Init
+/, Spd o ft., Ac +, ,touch +, flatfooted ++), or +, ,touch
+, flatfooted +,), Atk +o melee ,+d++/+,io, dagger), +,
ranged ,+d++/+,io, dagger), or +o melee ,+do++, bite, and
++ melee ,+d, i claws), SA spelllike abilities, SQ darkvision
oo ft., immune to poison, acid, cold, electricity, and fire
resistance io, AL cL, SV ort +o, Ref +/, Will +o, Str +i, Lex
+8, con +o, Int +o, Wis +o, chr io.
sliis cnJ Fccts. Appraise +,, 8luff +++, concentration
++,, Liplomacy +++, cather Information +++, Hide ++o,
Innuendo +o, Intimidate +++, Knowledge ,arcana) ++,,
Knowledge ,religion) +8, Move Silently ++o, Search +o,
Spellcraft ++,, combat casting, Silent Spell, Still Spell,
Improved Initiative, Lodge.
SpellLike Abilities. /day-Jcrlncss, esen, +/day-Jcs
ccrctc, unheiy oight, centcgen. All cast as a ,thlevel cleric
,base Lc = +o + spell level).
Iesscssens. Red satin dress, bone dagger, Kccliccc e( thc
Feriern Ccrn.
sciis Kneun ,o///////,, base Lc = +, + spell level). o-
rcy e( (rest, Jc:c, ghest seunJ, ncgc hcnJ, ncnJng, Jctcct ncgc,
rcstJgtcten, rccJ ncgc, +st-chcrn crsen, shciJ, ncgc
crner, chii teuch, sJcr cino; :nJ-gheui teuch, scctrci hcnJ,
sccrc, (icnng shcrc; rJ - (rcocii, (iy, hcstc; ,th - cen(usen, ucii
e( (rc.
Vertislar Verty' 8rendingund, male halffiend 8bni
,APL i version). cR , Mediumsize outsider, HL id+i+8,
hp i, Init +, Spd o ft., ly o ft. ,average), Ac +, ,touch +,
flatfooted, ++), Atk +/ melee ,+do+, bite) and +, melee
,+d+i, i claws), SA spelllike abilities, rage, SQ Larkvision
oo ft., immune to poison, acid, cold, electricity, and fire
resistance io, AL cL, SV ort +/, Ref +, Will +, Str io, Lex
+,, con +8, Int +i, Wis 8, chr +o.
sliis cnJ Fccts. 8alance +o, climb ++o, Lscape Artist +o,
Hide +o, Jump ++o, Listen +, Move Silently +o, Search +,
Swim ++o, 1umble +o, lyby Attack, Multiattack.
Spelllike Abilities. /day-Jcrlncss. All cast as a ind
level cleric ,base Lc = , + spell level).
Rage ,Lx). +/day-hp o, Ac + ,touch +i, flatfooted ,),
Atk +, melee ,+d,+/, bite) and +/ ,+d+, i claws), SV ort
+,, Will ++, Str ii, con io, lasts 8 rounds, then fatigued.
Iesscssens. leather pants.
Vertislar Verty' 8rendingund, male halffiend 8nb
,APL version). cR o, Mediumsize outsider, HL d+i++o,
hp o, Init +, Spd o ft., ly o ft. ,average), Ac +, ,touch +,
flatfooted ++), or +, ,touch +, flatfooted +,) with ncgc
crner cast, Atk +, melee ,+do+, bite) and +/ melee ,+d+i, i
claws), SA spelllike abilities, SQ Larkvision oo feet,
immune to poison, acid, cold, electricity, and fire resistance
io, AL cL, SV ort +8, Ref +,, Will +o, Str i+, Lex +,, con
+8, Int +i, Wis 8, chr +o.
sliis cnJ Fccts. 8alance +/, climb ++i, Lscape Artist +/,
Hide +/, Intimidate +/, Jump ++i, Listen +o, Move Silently
+/, Search +, Swim ++i, 1umble +/, 8lindight, lyby
Attack, Multiattack.
APPNDIX
9
Spelllike Abilities. /day-Jcrlncss, +/day-Jcsccrctc.
All cast as a thlevel cleric ,base Lc = , + spell level).
Rage ,Lx). i/day-hp /i, Ac + ,touch +i, flatfooted ,),
or +/ ,touch +i, flatfooted +) with ncgc crner cast, Atk +++
melee ,+d,+,, bite) and +, ,+d+, i claws), SV ort ++o,
Will +i, Str i, con ii, lasts , rounds, then fatigued.
Iesscssens. leather pants.
Vertislar Verty' 8rendingund, male halffiend 8nbo
,APL o version). cR 8, Mediumsize outsider, HL od+i+i,
hp ,o, Init +, Spd o ft, ly o ft. ,average), Ac +o ,touch +,,
flatfooted ++), or io ,touch +,, flatfooted +,) with ncgc
crner cast, Atk +++ melee ,+do+, bite) and +, melee ,+d+i,
i claws), SA Spelllike abilities, SQ Larkvision oo ft.,
immune to poison, acid, cold, electricity, and fire resistance
io, AL cL, SV ort +,, Ref +/, Will +, Str i+, Lex io, con
+8, Int +i, Wis 8, chr +o.
sliis cnJ Fccts. 8alance +,, climb ++, Lscape Artist +,,
Hide +,, Intimidate +,, Jump ++, Listen +8, Move Silently
+,, Open Locks +o, Search +,, Swim ++, 1umble +,, Use
Rope +,, 8lindight, lyby Attack, Multiattack, Iron Will.
Spelllike Abilities. /day-Jcrlncss, +/day-Jcsccrctc,
unheiy oight. All cast as a othlevel cleric ,base Lc = , + spell
level).
Rage ,Lx). i/day-hp +o8, Ac + ,touch +i, flatfooted
,), or +8 ,touch +i, flatfooted +) with ncgc crner cast, Atk
++ melee ,+d,+,, bite) and +++ ,+d+, i claws), SV ort
+++, Will +,, Str i, con ii, lasts , rounds, then fatigued.
Iesscssens. leather pants.
Vertislar Verty' 8rendingund, male halffiend 8bn8
,APL 8 version). cR 8, Mediumsize outsider, HL 8d+i+i,
hp +i8, Init +, Spd o ft., ly o ft. ,average), Ac +o ,touch
+,, flatfooted ++), or io ,touch +,, flatfooted +,) with ncgc
crner cast, Atk ++ melee ,+do+,, bite) and +, ,+d+i, i
claws), SA spelllike abilities, SQ Larkvision oo feet,
immune to poison, acid, cold, electricity, and fire resistance
io, AL cL, SV ort ++o, Ref +/, Will +, Str i+, Lex io, con
+8, Int +i, Wis 8, chr +o.
sliis cnJ Fccts. 8alance +,, climb ++, Lscape Artist +,,
Hide +,, Intimidate +,, Jump ++, Listen +8, Move Silently
+,, Open Locks +o, Search +,, Swim ++, 1umble +,, Use
Rope +,, 8lindight, lyby Attack, Multiattack, Iron Will.
Spelllike Abilities. /day-Jcrlncss, esen; +/day-Jcs
ccrctc, unheiy oight. All cast as a othlevel cleric ,base Lc = ,
+ spell level).
Rage ,Lx). /day-hp +, Ac + ,touch +i, flatfooted
,), or +8 ,touch +i, flatfooted +) with ncgc crner cast, Atk
++, melee ,+d,+,, bite) and ++ ,+d+, i claws), SV ort
++i, Will +,, Str i, con ii, lasts , rounds, then fatigued.
Iesscssens. leather pants.
cang members, male human Rog+ ,APL i version). cR +,
Mediumsize humanoid ,human), HL +do+i, Init +/, Spd o
ft., Ac +o ,touch +, flatfooted +), Atk +i melee ,+do++/+8
io, rapier), or ++ melee ,+d++/+,io, dagger), or + ranged
,+d++/+,io, dagger), SA sneak attack ++do, AL cL, SV ort
+, Ref +,, Will +o, Str +i, Lex +o, con +, Int +i, Wis +o,
chr +o.
sliis cnJ Fccts. Lisable Levice +,, Lscape Artist +/, Hide
+/, Move Silently +/, Open Locks +/, Pick Pockets +/,
Search +,, Spot +, 1umble +/, Use Rope +/, Improved
Initiative, Weapon ocus ,rapier).
Iesscssens. explorer's outfit, leather armor, rapier, dag
ger.
cang members, male human Rog ,APL version). cR ,
Mediumsize humanoid ,human), HL do+o, Init +/, Spd o
ft, Ac +o ,touch +, flatfooted +o), Atk +/ melee ,+do++/+8
io, rapier), or + melee ,+d++/+,io, dagger), or +o ranged
,+d++/+,io, dagger), SA sneak attack +ido, SQ evasion,
uncanny dodge, AL cL, SV ort +, Ref +,, Will +o, Str +i,
Lex +o, con +, Int +i, Wis +o, chr +o.
sliis cnJ Fccts. Lisable Levice +/, Lscape Artist +,, Hide
+,, Move Silently +,, Open Locks +,, Pick Pockets +,,
Search +/, Spot +o, 1umble +,, Use Rope +,, Improved
Initiative, Weapon inesse ,rapier), Weapon ocus ,rapier).
Iesscssens. explorer's outfit, leather armor, rapier, dag
ger.
cang members, male human Rog, ,APL o and 8 version).
cR ,, Mediumsize humanoid ,human), HL ,do++o, Init +/,
Spd o ft., Ac +o ,touch +, flatfooted +o), Atk +8 melee
,+do++/+8io, rapier), or + melee ,+d++/+,io, dagger), or
+/ ranged ,+d++/+,io dagger, SA sneak attack +do, SQ
evasion, uncanny dodge, AL cL, SV ort +o, Ref +/, Will ++,
Str +i, Lex +/, con +, Int +i, Wis +o, chr +o.
sliis cnJ Fccts. Lisable Levice +,, Lscape Artist +++,
Hide +++, Move Silently +++, Open Locks +++, Pick Pockets
+++, Search +,, Spot +8, 1umble +++, Use Rope +++,
Improved Initiative, Weapon inesse ,rapier), Weapon
ocus ,rapier).
Iesscssens. explorer's outfit, leather armor, rapier, dag
ger, eten e( oiur.
APPNDIX
20
APPNDIX 8: TH NCKLAC
CI TH ICKLCKN CAIKN
1he Necklace of the orlorn cairn is an ancient artifact that
consists of a platinum cartouche set with brilliant diamonds
and pale blue sapphires in fine filigree, hung on a chain of
fine adamantine links. 1he curse' of the necklace is that it
can never be lost. Any person touching the necklace with
bare skin while it rests on its pedestal in the orlorn cairn
will find that it has magically appeared around their neck.
Once on a person's neck, the necklace can be removed nor
mally but it will always magically return to its owner's'
neck. Initially the time the Necklace took to return to
Auldon was uncontrollable, but never took more than a half
an hour. 1he necklace has become more attuned to Auldon
over the past year and now will remain where Auldon for
places it up to a full day. In addition, Auldon has also learned
to control the return of the Necklace to some extent. If he
removes it he can instantly summon it over any distance
with a single thought at any time up to when the Necklace
automatically returns.
Other effects.
1he necklace has grown more attuned to Auldon and it
can no longer be removed by a simple rcnetc cursc spell.
1he necklace also emits an aura that causes servants of
Iuz the Old to fear its wearer and avoid him.
As the evil of the necklace has begun to take hold, it has
also manifested the power to hide its alignment and that of
its wearer in a fashion similar to a permanent unJctcctcoic
cignncnt spell.
Since the birth of his children, the necklace has begun
to function as a ReJ e( sicnJer for Auldon.
If the person attuned to the necklace dies ,still Auldon
in this scenario), the necklace magically returns to its
pedestal in the orlorncairn.
HANDCUTS
2
PLAYK HANDCUT
1eo+ +o+e !e+te+o++e|,
A]!e+ oe|!+o++g !Ie ++!+:oe+| J eet! tV++|e !o !+++g ++!o o:+ !+!!!e !+o, !eo|e o+|
o|e o] !Ie !oo+e| ! o:+++g !Ie+ ++!o !Ie ;e!++!o+ ;+\e+. )!eo|e !+++g o!! o] !Ie++
eq:++e+! !o +e o! !Ie ]o++! Vo+eIo:|e +eo+ !Ie Vo!! ++ !Ie ;+\e+ 1+|!++t!. J! +|
ot+o|| ]+o+ !Ie 1og!o+! J++, :|! !eI++o !Ie to+ge J++. Ve V+!! +oe+!+] o] o+ +og+t
!Io! o: ]++o. Ve V+!! |!+! !Ie +oteeo| ]+o+ !Ie |o!e o] !Ie++ gooo| e\e+! o| og+eeo,
o+o J V+!! o !Ie oU g e+ Ieoo o+o Ieo+! o| Ve!!. )!eo|e !+ !o to+e q:+t!! o+o
!ee !Ie Ieo+!| ]+e|I, o| Ve+! +e]e+| !Ie+ !Io! Vo. ;e |o| !Ie !o|!e goe| ]:++
o]!e+ o+ Io:+ o+ |o.
Yo:+| !+:!,
;e!!++o A. t+e+o++g:+o
PLAYK HANDCUT 2
FaiiIful Nanfoodlc,
Oncc again I find I nusi call uon you and your cariI-dwclling fricnds. Plcasc conc io
CrcyIawl and ialc u rcsidcncc in iIc Drcndingund fanily warcIousc I Iavc indicaicd
on iIc cncloscd nas.
Sonc iinc in iIc nci iwo wccls a grou of advcniurcrs will cnicr iIc luilding in scarcI
of iwo nissing cIildrcn. I will scnd you word wIcn io ccci iIcn. Plcasc incaaciiaic
iIcn as quiclly as ossillc. As always, you nay lcc iIcir cquincni and anyiIing clsc
you find for yoursclvcs.
Ii is ossillc iIai sonc fools wIo Iavc scrvcd nc in iIc asi nay lc anong iIc advcn-
iurcrs. I Iavc cncloscd a lisi wiiI iIcir nancs and dcscriiions. WIilc I Iold iIcn in no
grcai csiccn, iIcy Iavc carncd sonc favor. Sarc iIcir livcs. Lcavc iIcn lloody in iIc
sircci as a lcsson.
To aid you I Iavc cncloscd sonc aralyiic oison iIai ny organizaiion Ias rcccnily
acquircd. Usc ii, as you will, lui carcfully. Ii wcars off aficr a fcw ninuics, lui iis vic-
iins will lc Icllcss during iIai iinc.
Fron iIc sIadows,
8
LIVINC CCNSIDKATICNS
22
PLAYK HANDCUT 3
P/|II( l|ll|l^,
| Kl|v (|I ^/| ^ (|IlC C|/l, (II | T^) I| I|ll (|I T|v | ||ll ^(|II (|I. | l|V| (|I. | v^lI I| (|
v|IT (|I ||/|V|/. | v|ll /^K| (|I vT^I|V|/ (|I v^lI. || (|I l|V| /| I||' Pl|^)| v/|I|
(^CK.
PLAYK HANDCUT 4
Dearest Huke,
I doloveyou and thank you for your faithful service. Pleaseincludethe
enclosed powder in today'scelebration soup. I liketheflavor it adds. Also, do
not try thesoup yourself until after you haveserved thefamily and guests. It
would makemevery upset if you did.
Meet meafter lunch and wewill talk.
Forever yours,
HELLINA

NLISTINC TH ICCNIC
1ordek, male dwarf tr+. cR +, Mediumsize humanoid ,dwarf), HL +d+o+, hp +, nit ++, Spd +, ft., Ac
+, ,touch ++, flatfooted +o), Atks + melee ,+d+o+i/x, dwarven waraxe), or +i ranged ,+do/x, shortbow), SQ
Lwarven traits, AL LN, SV ort +,, Ref ++, Will ++, Str +,, Lex +, con +o, nt +o, Wis +i, cha o.
sliis cnJ Fccts. climb +o, Jump +o, Lxotic Weapon Proficiency ,dwarven waraxe), Weapon ocus ,dwarven
waraxe).
Iesscssens. 1raveler's outfit, scale mail, large wooden shield, dwarven waraxe, shortbow, quiver with io
arrows, backpack with waterskin, + day trail rations, bedroll, sack and flint and steel.

Mialee, female elf Viz+. cR +, Mediumsize humanoid ,elf), HL +d+, hp ,, nit +, Spd o ft., Ac +
,touch +, flatfooted +o), Atks +o melee ,+do, quarterstaff), or -o melee ,+do, quarterstaff) and -+o melee ,+do,
quarterstaff), or + ranged ,+do/x, shortbow), SQ Llven traits, AL N, SV ort +o, Ref +, Will +, Str +o, Lex
+o, con +o, nt +,, Wis +, cha 8.
sliis cnJ Fccts. concentration +, Knowledge ,arcane) +o, Listen +, Search +o, Spellcraft +o, Spot +,
Scribe Scroll ,virtual), 1oughness.
sciis IrccrcJ ,/i, base Lc = +i + spell level). o-Jc:c, rcy e( (rest, rccJ ncgc, +
st
-ncgc crner, sicc.
sciioeel. o-all of them, +
st
-chcrn crsen, ncgc crner, ncgc nssic, sicc, sunnen nenstcr I.
Iesscssens. 1raveler's outfit, quarterstaff, shortbow, quiver of io arrows, backpack with waterskin, + day trail
rations, bedroll, sack, flint and steel, +o candles, map case, pages parchment, ink and pen, spell pouch,
spellbook.

Lidda, female halfling Rog+. cR +, Small humanoid ,halfling), HL +do++, hp ,, nit +,, Spd io ft., Ac +o
,touch +, flatfooted +), Atks ++ melee ,+do/+,io, short sword) or + ranged ,+d8/+,io, light crossbow), or
++ melee ,+d/+,io, dagger) or +, ranged ,+d/+,io, dagger), SA Sneak attack ++do, SQ Halfling traits, AL
cc, SV ort +i, Ref +o, Will ++, Str +o, Lex +,, con +, nt +, Wis +o, cha 8.
sliis cnJ Fccts. climb +o, Lisable Levice +o, cather nformation ++, Hide +++, Jump +o, Listen +o, Move
Silently +,, Open Locks +,, Search +o, Spot +, 1umble +,, Use Magic Levice ++, mproved nitiative.
Iesscssens. Lxplorer's outfit, leather armor, shortsword, light crossbow, +o crossbow bolts, dagger, 8ackpack
with waterskin, + day trail rations, bedroll, sack, flint and steel, theives' tools hooded lantern, pints of lantern
oil.

Jozan, male human clr+. cR +, Mediumsize humanoid ,human), HL +d8+i, hp +o, nit -+, Spd io ft., Ac
+, ,touch ,, flatfooted +,), Atk ++ melee ,+d8++, heavy mace), or -+ ranged ,+d8/+,io, light crossbow), SA
1urn Undead /day ido+i, AL Nc, SV ort +, Ref -+, Will +, Str +i, Lex 8, con +, nt +o, Wis +,, cha +.
sliis cnJ Fccts. concentration +o, Heal +o, Listen +, Knowledge ,religion) +o, Spellcraft +, Spot +,
Alertness, Scribe Scroll.
sciis IrccrcJ ,/i++, base Lc +i + spell level), o-Jctcct esen, guJcncc, rccJ ncgc, +
st
-oicss, retccten
(ren cti`, shciJ e( (cth.
` Lomain spell, Lcty. Pelor, Lencns. cood ,good spells cast at ++ caster level) and Healing ,healing spells
cast at ++ caster level).
Iesscssens. cleric's vestments, scale mail, large wooden shield, heavy mace, light crossbow, +o crossbow
bolts, backpack with waterskin, + day of trail rations, bedroll, sack, flint and steel, wooden holy symbol ,sun
disk of Pelor), torches.

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