ONW3-02 Pyrtura
ONW3-02 Pyrtura
PYRTURA
A ONE-ROUND D&D LIVING GREYHAWK®
ONNWAL REGIONAL ADVENTURE
Version 2
BY STUART KERRIGAN
Based off a synopsis and idea by Paul Looby, and characters by Rob Wills.
Edited by Creighton Broadhurst with cartographic assistance by Simon Butler.
It is recommended you play ONW2-05 To Hunt a Traitor and ONW3-01 The Prophet prior to this module
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the
new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
This is an RPGA® Network scenario for the Dungeons & or the Monster Manual when confronted with a
Dragons® game. A four-hour time block has been monster.
allocated for each round of this scenario, but the actual Some of the text in this scenario is written so that
playing time will be closer to three hours. The rest of the you may present it as written to the players, while other
time is spent in preparation before game play, and text is for your eyes only. Text for the players will be in
scoring after the game. The following guidelines are here gray boxes. It’s strongly recommended that you
to help you with both the preparation and voting paraphrase the player text instead of reading it aloud.
segment of the game. Read this page carefully so that you Some of this text is general and must be adapted to the
know and can communicate to your players the special specific situation or to actions of the player characters.
aspects of playing an RPGA scenario.
SCORING
PREPARATION After the players have completed the scenario or the
First you should print this scenario. This scenario was time allotted to run the scenario has run out, the players
created to support double-sided printing, but printing it and DM score the game. The RPGA has three ways to
single sided will work as well. There is enough room score its games. Consult your convention coordinator to
along the inside margin to bind the adventure, if you determine which method to use for this scenario:
desire. 1. No-vote scoring: The players write their names and
Read this entire adventure at least once before you RPGA numbers on the scoring packet grid. You fill
run your game. Be sure to familiarize yourself with any in the top of the grid. That is all. No one is rated.
special rules, spells, or equipment presented in the This method is used for people who are just playing
adventure. It may help to highlight particularly for fun.
important passages. 2. Partial scoring: The players rate the game master
When you run an RPGA D&D adventure we and the scenario on their player voting sheet, and
assume that you have access to the following books: the provide personal information, but don’t vote for
Player’s Handbook, the Dungeon Master’s Guide, and other players. The game master rates the scenario
the Monster Manual. We also assume that you have a set and completes personal and event information, but
of dice (at least one d4, d6, d8, d10, d12, and d20), some does not rate the players as a team or vote for
scrap paper, a pencil, an RPGA scoring packet, and your players. This method is used when there is no
sense of fun. It is also a good idea to have a way to track competition, but the event coordinator wants
movement during combat. This can be as simple as a pad information on how the game masters are
of graph paper and a pencil, as handy as a vinyl grid map performing, or the game master wants feedback on
and chits, or as elaborate as resin dungeon walls and his or her own performance.
miniatures. 3. Voting: Players and game masters complete the
Instruct the players either to prepare their entire packet, including voting for best player. If
characters now, or wait until you read the introduction, this method is used, be sure to allow about 15-20
depending on the requirements of the scenario as minutes for the players to briefly describe their
described in the introduction. characters to the other players, and about 5-10
Keep in mind that you must have at least four minutes for voting. This method is used when the
players (not counting the DM), for the game session to players want to know who played the “best”
be a sanctioned RPGA event. As well, you cannot have amongst the group, or when the adventure is run in
more than seven players participating in the game. tournament format with winners and prizes.
Once you are ready to play, it is handy to instruct
each player to place a nametag in front of him or her. The When using voting, rank the players in order of your
tag should have the player’s name at the bottom, and the voting choice while they are completing their forms, so
character’s name, race, and gender at the top. This makes that you are not influenced by their comments on your
it easier for the players (and the DM) to keep track of abilities. It’s a good idea to have the players vote while
who is playing which character. you determine treasure and experience awards for the
The players are free to use the game rules to learn scenario.
about equipment and weapons their characters are After scoring, give the Scoring Packet to your event
carrying. That said, you as the DM can bar the use of coordinator.
even core rule books during certain times of play. For
example, the players are not free to consult the Dungeon This is a LIVING GREYHAWK Adventure. As a
Master’s Guide when confronted with a trap or hazard, LIVING adventure it is expected that players bring
Pyrtura 2
their own characters with them. It players do not have
a LIVING GREYHAWK character generated, get a By following these four steps, you will have
copy of the current LIVING GREYHAWK character determined the APL. Throughout this adventure, APLs
generation guidelines and a character sheet from your categorize the level of challenge the PCs will face.
convention coordinator or the RPGA Web site, and APLS are given in even-numbered increments. If the
then have any players without a character create one. APL of your group falls on an odd number, ask them
Once all players have a LIVING GREYHAWK before the adventure begins whether they would like
character, play can begin. to play a harder or easier adventure. Based on their
Along with the other materials that you are choice, use either the higher or the lower adjacent
assumed to have in order to run a D&D game, it is also APL.
recommended that you have a copy of the LIVING APL also affects the amount of experience you
GREYHAWK Gazetteer. may gain at the end of the adventure. If your character
is three character levels or more either higher or lower
LIVING GREYHAWK LEVELS than the APL this adventure is being played at, that
character will receive only half of the experience
OF PLAY points awarded for the adventure. This simulates the
Because players bring their own characters to LIVING face that either your character was not as challenged as
GREYHAWK games, this adventure’s challenges are normal, or relied on help by higher-level characters to
proportioned to the average character level of the PCs reach the objectives.
participating in the adventure. To determine the Note: LIVING GREYHAWK adventures are
Average Party Level (APL): designed for APL 2 and higher. Three or four, or
sometimes even five 1st level characters may find
1. Determine the character level for each of the difficulty with the challenges in a LIVING
PCs participating in the adventure. GREYHAWK adventure. If your group is APL 1 there
2. If PCs bring animals that have been trained are three things that you can do to help even the score.
for combat (most likely being war horses,
dogs trained for war), other than those 1. Attempt to create a table of six 1st level
brought by virtue of a class ability (i.e. animal characters, or try to enlist higher-level
companions, familiars paladin’s mounts, etc) characters to play at that table.
use the following chart to determine the 2. Advise characters to buy riding dogs to help
number of levels you add to the sum above. protect them, and fight for them. All riding
Add each character’s animals separately. A dogs are considered trained to attack. PCs
single PC may only bring four or fewer who want their dogs to attack must succeed at
animals of this type, and animals with a Handle Animal or Charisma check (DC 10).
different CRs are added separately. Failure indicates that the animal will not
3. Sum the results of 1 and 2, and divide by the attack that round. This is a free action (spoken
number of characters playing in the command) that may be attempted each round.
adventure. Round to the nearest whole If an animal loses half or more hp in a single
number. round it flees, unless another check is
4. If you are running a table of six PCs, add one successful.
to that average. 3. A group of APL 1 characters that desires an
extra hand can “enlist an iconic.” The stats for
the 1st level versions or Tordek, Mialee, Lidda,
CR 1 2 3 4 and Jozan are included at the end of this
1/4 & 1/6 0 0 0 1 adventure. The group may pick one of these
1/3 & 1/2 0 0 1 1 characters to accompany them on the
1 1 1 2 3 adventure. The DM controls that NPC.
2 2 3 4 5
3 3 4 5 6 TIME UNITS AND UPKEEP
4 4 6 7 8 This is a standard one-round Regional adventure, set in
5 5 7 8 9 the Free State of Onnwal. Characters native to Onnwal
6 6 8 9 10 pay one Time Unit per round, all others pay two Time
7 7 9 10 11 Units per round. Additionally, characters with home
Pyrtura 3
region of “Free State of Onnwal” may do other things at Occupation of Sornhill. Concerned that the name of
the end of this adventure, spending Time Units as per his Suel brethren within the Red Tower is being
the LGCS guidelines. Adventurer’s Standard Upkeep besmirched, he needs help to protect Dirkwall and find
costs 12 gp per TU spent. Rich Upkeep costs 50 gp per the truth…
TU spent. Luxury Upkeep costs 100 gp per TU spent.
THE ELUSIVE TRUTH
ADVENTURE SUMMARY These are how recent events appear – in fact Daxand
gave the direction of the delivery to the young
HOW MATTERS APPEAR
Wreckers. The Wreckers slaughtered the caravan
Recent fires in Sornhill (not dissimilar to the ones that guards, members of the Fellowship of the Coin, and
occurred in Longbridge at Richfest) have become quite took the pitch to sell on the black market. Daxand’s
common. Fear within Sornhill is at an all-time high share of the pitch (gained quietly through
after the massacre at Greenfalls and the Long Night. It intermediaries) was used to fuel the fires that now
is thought though his forces are being driven back in plague the town.
the Storm Coast; Kesh Kekarav Madi plans to destroy Daxand is actually a priest of Syrul and a member
the town of Sornhill from within. of the Truth Scourge. He is quite mad –hearing the
Accusations are rife that Maren Vidkho and voices of his Suel ancestors within the secret confines
Dirkwall are responsible for the fires. Vidkho is a priest of the Red Tower. He seeks to fulfil their desire, and
of Xerbo, the Suel God of trade and sea, who aided the that of Kekarav Madi’s – the sacrifice of Duchess
Scarlet Brotherhood in taking over Onnwal. Later Sailema Relaster, by his hand no less.
when the tide turned he defected to the Rebellion Daxand has manipulated this elaborate series of
providing vital information to allow Sornhill to be events but has been unable to act directly in these
retaken in 590 CY. Nonetheless – he was a traitor and matters, as he is incarcerated in the Red Tower, like
was, along with other Suel who aided the rebellion Vidkho. He asks the PCs to “protect” Dirkwall so that
“rewarded” by being incarcerated by the Free State in they may find the plans for an attack on Osprem’s
the Red Tower. In this way he avoid being killed by Light and draw the Duchess’s trusted Skullsplitter
vengeful mobs during the retaking of the city. away. Finally – once this is done, he hopes that the
Dirkwall is a prominent merchant with ties to Zilchus orders from Barund Laramore shall be found, proving
and the resistance. Vidkho and Dirkwall innocent. He knows the vengeful
A cache of pitch bound for Sornhill from Killdeer, public will never stand for such a decision and that
at the behest of Dirkwall and Vidkho, has disappeared. riots will ensure. He intends to hand Dirkwall and
As the fires began in Harbour Town and barrels of Vidkho over to this mob to distract the PCs. He has
pitch were found at the scenes, panic erupted. People furthermore arranged for some fires to start
remember the “shipment of pitch” the almost throughout the city during these riots.
destroyed the Bridge Market of Longbridge and killed
fifty innocents.
It was a particularly greedy faction of the ENCOUNTER GUIDE
Wreckers that have stolen the pitch – which was in Encounter 1 Fire at the Keghouse
fact a genuine delivery from Barund Laramore on The PCs witness a fire within a scruffy keg house and
behalf of Vidkho and Dirkwall. When one of their may heroically attempt to save the occupants.
number was caught attempting to sell the pitch at an
extortionate price to Illinkir’s shipyard, a lynch mob Encounter 2: Contact
was directed to the rogue by the honest shipwright, Daxand contacts the PCs and tells them his concerns
and thinking him an agent of the Scarlet Sign drowned regarding Dirkwall and Vidkho. He asks the PCs to go
him within his own barrel of pitch. to Land House, where Dirkwall resides, and protect
Unfortunately this was not the end of the matter, him for the duration of the Xerban trials.
as Dirkwall claimed the barrel, as part of his missing
delivery. When it came to light Dirkwall had been Encounter 3: The Hostel
loaned money by a Suel turncoat, this gave the lynch The PCs must make their way past a violent group of
mobs a new target to focus their fire upon – Dirkwall rioters, consisting of fiery Trithereonites and Pholtans
and his Suel “master”. ironically united in their misguided hatred against
A concerned party in this is Vogel Daxand, a priest Dirkwall.
of Norebo who was a resistance agent during the
Pyrtura 4
Encounter 4: The Long Night at Land House Upon leaving Hightown, the PCs encounter part
The Wreckers send an assassin into Dirkwall’s hostel. of the rabble, and just as it seems combat will ensue
The PCs must defend him. between fellow countrymen, Tarnedas and his
followers, having arrived secretly in Sornhill intervene
Encounter 5: Everyone Pitches In and the charismatic prophet resolves the matter
Dirkwall asks the PCs to escort him to the Red Tower, peacefully. He sends the PCs back to the Red Tower,
and then begs the PCs to find the missing pitch and promising to save Vidkho and Dirkwall. The
the missive from Barund Laramore, High Trade-Priest Parliament of Gulls has told him that the House of
of Zilchus. Relaster itself is in grave peril at this moment.
Pyrtura 5
A second smell joins the salted odour, it is the kegs of ale have been replaced with pitch and anyone
scent of burning, and it is coming from what entering the keghouse will note the stench of pitch.
appears to be a derelict building on the almost
deserted waterfront. APL 2 (EL 3)
Fire Elemental (Small) (4): hp 12, as per the
The PCs should investigate the fire. In this case go to Monster Manual, page 83.
Encounter 1. If they do nothing, there is a terrible
explosion minutes later, and the sound of panic. The
PCs will still be approached by Daxand’s agents as
APL 4 (EL 3)
outlined at the end of Encounter 1. Go to Encounter 2 Fire Elemental (Small) (4): hp 12, as per the
in this case. Monster Manual, page 83.
Pyrtura 6
REWARDS FOR THE FIRE were enjoying a private joke. His eyes twinkle with
If the PCs get Mallik and his people to safety, they earn delight when he sees the PCs, and he enthusiastically
Mallik’s favour. No good deed goes unpunished in greets them all, shaking their hands.
Sornhill. All PCs involved in the rescue have gained
Contact - Mallik Marakast, as listed on the Adventure “Greetings and welcome, welcome my friends!
Record. Allow me to introduce myself, I am Daxand, Vogel
If the building has not been destroyed, then Daxand, loyal servant of Free Onnwal, Priest of the
swiftly men in the sable and argent colours of the Father of Chance, and lately man of leisure. Sit, sit!”
Storm Coast arrive and form a bucket column. Priests
of Osprem aid them in putting out the fire, and in Play Daxand as a charismatic rogue – one who
tending the injured Mallik and his people. represents the romantic Wrecker so many people
During this time, the PCs may make a Spot check associate with the band of cut-throats. When lying
(DC 19) to see Daxand’s man who has been watching Daxand is protected from all divination spells by his
the PCs. Irrespective of whether or not he is spotted, holy symbol. Alignment divinations reveal him to be
he tails the PCs until they are away from the fire. Chaotic Neutral (as opposed to his actual alignment of
If the PCs did not help the people then, though Neutral Evil). To see through this requires a Bluff
they are clearly unheroic, Daxand’s man still seeks check (DC 29, 31, 33 and 34 dependant on the APL) –
them out. Go to Encounter 2. though do not allow the PCs to see through his
deception or you ruin the scenario!
He has his servant, Termoth, pour the PCs a glass
ENCOUNTER 2: of finest Storm Coast wine, saying “’Tis one of the few
joys left to me.” and offer them any refreshments they
WITHIN THE RED TOWER wish. For a prisoner, he is incredibly well looked after
If the PCs saved Mallik’s keghouse, Telemar, (Daxand’s – a “reward” for his collaboration with the rebels and
man), seeks them out at the scene. If not, he the Wreckers during the occupation.
approaches them at the closest opportunity. Once the PCs are settled he explains to them why
he has summoned them: -
“Greetings my friends,” says a man, dressed in a pale
blue tunic with a long green pantaloon. “I am “I am sure you cannot help but notice out there that
Telemar, servant of the most noble Vogal Daxand.” there is a growing feeling of tension upon the
streets of Sornhill, no?” says Daxand, gently
If the PCs saved Mallik from the fire or otherwise sniffing from his goblet of wine before deciding to
acted heroically, Telemar congratulates them on their partake of its taste. “With the events of last year, the
fine deed, otherwise he mentions his master is seeking death of all those innocents in Greenfalls, and the
worthy patriots to aid the Duchess and her house. He recent fires, people are looking for someone to
asks each PC to introduce himself before continuing: - blame.
“I am but a humble prisoner within this gilded
“My master is one who would not wish his business cage but I have heard the tension is being
spoken of within these cold streets,” says Telemar. manifested in the form of unremitting hatred of
He fingers his strawberry blond hair as he speaks, even the most enlightened of the Suloise like
“Would you be willing to accompany me to the myself. This is no small part thanks to that devil
Stormhaven, where he awaits?” Madi and the Brotherhood.
“I have decided to take action against the
Telemar says nothing about Vidkho or his mission as Scarlet Brotherhood out of enlightened self-
he knows very little either. Telemar is a priest of interest. I would dearly love to walk amongst our
Norebo, though this is also a fact he prefers not to people again, without fear of watching my back,
broadcast. If the PCs do follow him, he leads them to and if I help uncover the conspiracy I may yet
the Stormhaven and into the largest tower known as restore my good name to the people of Sornhill.
the Red Tower. There, at the behest of several “I have numerous connections without these
guardsmen the PCs are led into the lower levels of the walls, both amongst the high of the court at
Red Tower, into a darkly lit room, with an eerie red Stormhaven, and among… well, shall we call them
glow about the walls. Sitting in the shadows, by a table, the lowest.
playing Crown of the Empire, is a small pallid man, “I have been following these fires – for they are
blonde of tress, with a faint smirk upon his face as if he the cause of the tension, and they resemble the
Pyrtura 7
fires that occurred in the town of Longbridge…” “Let’s say there are few who can beat me at cards,”
Daxand pauses for a moment, as if sniffing the air of says Daxand.
Longbridge and continues at a tangent, “Ah, a
pretty town that is, with its beauteous Span…” Who is Xerbo?
“Sorry – where was I? Ah yes – Longbridge. I ”Another Suloise god, of sea and trade, unlike my
had heard that there were suspicious deliveries of Norebo, the Brotherhood think quite highly of
pitch prior to an attempted arson attack in Richfest. him. Xerbans were always prominent in Onnwal,
Furthermore pitch has been spotted at the location though they sided with the Brotherhood during the
of several of the fires.” Wars and helped them take over Onnwal.”
If the PCs found the barrel of pitch in Mallik’s After any comment on the Red Tower…
basement, Daxand suggests there was pitch in the “Quite something isn’t it?” says Daxand with a sly
keghouse, boasting gregariously mentioning his wink, gesturing to the crimson walls of his room.
‘sources’ if the PCs look confused as to how he knew. “The Red Tower is set to date back to the Onnwi,
the original Suel conquerors of the Dragonshead.”
“Using those connections I mentioned I checked
the ledgers and tracked down two sources of this What is in it for us?
delivery of pitch – a merchant named Dirkwall and “A wise question – one that clearly someone of high
a priest of Xerbo, Vidkho. intelligence would ask,” says Daxand with a brief
“Now, herein lies the problem. There was a laugh and a merry wink.
leak in my connections, and word of this got out to “Obviously you would have my gratitude, and
the well-meaning public, and now there are mobs that of my ‘associates’ but beyond that I can offer
out for Dirkwall and Vidkho’s blood. Last I heard you little more. Hopefully once this matter is
there is a picket line outside Land House, a Zilchan resolved I can offer you a monetary reward, if that
hostel in the Harbour Town. is your want.”
“Anyway, I’ve rambled on long enough, there’s
still some things to tell but at least now you see Daxand cannot guarantee an exact sum.
why you can’t stay and play Crown of the Empire.
Do you have any questions?” How do we know that you are working for the
Duchess?
The PCs doubtless will, so here are likely questions and ”Does this mean anything to you?” says the
their answers: - Noreban, reaching into the folds of his robes and
producing a silver ring.
Why send for us if you are so connected?
“I may have indirectly the Duchess’s ear, dear child Daxand hands over the ring to the PCs with the symbol
that she is, as she feels most terrible about my of a breaking wave; a Knowledge (heraldry) check (DC
confinement, and that of my good friends, we shall 5) reveals it to be the symbol of House Relaster. He
refer to as ‘the Wreckers’, but with public feeling as expects the PCs to return it to the Duchess on
it is they cannot act on behalf of my suspicions completion of their mission – after all only a cad and
without undue risk.” bounder would keep a lady’s ring.
Pyrtura 8
Who is Vidkho? ENCOUNTER 3:
Daxand smiles, “A fellow inmate of mine, if you
would. A decent cardplayer, though with recent THE LAND HOUSE
events his visits have become all to infrequent.
PCs who have played ONW2-03 Trouble At Mill
“He is a priest of Xerbo who, along with many
doubtless remember Land House, the domicile of the
of his religion, defected to the side of the
now-infamous Dirkwall.
Brotherhood. After the Brewfest Rebellion
however, Maren Vidkho, sensing the way the tide
Land House is a hostel of sorts in the Harbour
was turning, began aiding the Free Onnwal.
Town district of Sornhill. It is a large two storey
Information provided by Vidkho proved essential
stone building standing back to back with another
in the recapture of Sornhill. When the town was
similar property. There is a large wooden door at
liberated - the populace rose up against the
the top of a short set of steps and a large window
collaborators. Vidkho is held in the Red Tower for
each side of the door.
his own protection, the remainder of his former
Above the door lies the symbol of the Purse of
compatriots are not so fortunate.
Plenty, Zilchus. However the building does not
“’Tis said that he and Dirkwall were good
show signs of prosperity, judging by the numerous
friends, despite being on opposite sides of the
smashed projectiles that line the walls as a large
political map. Zilchans and Xerbans never get on
mob besets the building.
well you see, something the Occupation has
On one side of the mob stands a fiery eyed
amplified.”
acolyte of Joramy, brand in hand shouting, “Death
to the traitors!” and rousing several cheers and the
Can we see Vidkho?
throwing of more detritus. The scene outside the
”I doubt it, in the time available. He is under
Land House is one of pandemonium.
surveillance by the Skullsplitter – his very life is
endangered. A shame, he is a worthy card player.”
APPROACHING LAND HOUSE
Daxand is being truthful here – to see Maren Vidkho When the PCs approach Land House, they shall be
requires a permit from the Skullsplitter, and an challenged by the burly novitiate of Joramy as to why
audience with the Skullsplitter can only be gotten on they wish to enter the house of the traitor Dirkwall. If
the morrow. The pale Suel Xerban knows what the PCs somehow convince him to pass, they run the
Dirkwall knows at any rate. risk of being attacked via projectiles by the rest of the
As the PCs leave, Daxand offers them the angry mob outside Land House. Feel free to hit the PCs
Duchess’s ring, if they do not have it already, and says with slings as they make their way to Dirkwall’s front
the following: - door.
Also – if any PC decides to attack his assailants,
“If Dirkwall is slain by a lynch mob, then, well, let’s bear in mind these overtly passionate protestors are not
say I would not care to bet on the odds of us actually trying to kill the PCs and will flee! If cut down
finding where they stashed their pitch. This is in cold blood, don’t be afraid to have the Sornhill
where you come in, I need you to protect Dirkwall Watch turn up at an appropriate time and bring them
– after all owning large quantities of pitch is not a to justice. Offending PCs face a loss of 1-20 TUs
crime in itself.” depending on the severity of the crimes. Similarly
rioters can expect the same justice.
Ideally they should do as Vidkho suggests and go to
meet Dirkwall at Encounter 3. ALL APLS
Allow the PCs the run of Sornhill. They may Rioters (5): As per Appendix 1.
either try to find the pitch, in which case use
Encounters 5 to 9 as a baseline in the event the PCs The mob will yell that the PCs are turncoats as well.
figure things out. In this case, if they do not find
Dirkwall, he is stabbed in his sleep by the assassin As you enter you see a second man lowering a
Orwyrd. crossbow, he appears to have been covering the
doorway, “Who sent you?”
Pyrtura 9
If the PCs present the Duchess’s ring to the man, Mill note little difference beyond his lack of recent
Rantis, allows them through. If they dither, then feel sleep.
free to have the mob throw further projectiles at the After inviting the PCs to partake of the last of his
house and the PCs. wine (but not before ensuing sufficient is made
available to himself) Dirkwall agrees to answer
The man speaks again “Come in quickly friends! I questions the PCs may have.
am Kulval – I must apologise for the rabble outside.
Make yourselves comfortable, I shall send for Dirkwall: male human, Ari2, AL LN.
Dirkwall.” Appearance: Dark rust brown matted hair cover
Glancing out the door at the mob, he notes, the head of Dirkwall. Once of athletic build, now he
“Thank goodness this building is made of stone, has reached the age of 31, he is beginning to put on a
that’s all I say.” paunch. Dirkwall has a prominent nose and ruddy
He indicates an open doorway to your left, complexion, as well as eyes that stare like a hawk across
light spill’s in from the window, illuminating a the room.
modestly furnished living room. Character: While there is little doubting his skill
“Rantis, fetch Dirkwall, tell him there are as a negotiator, Dirkwall suffers from a lack of tact and
people here to see him from Her Grace,” instructs common sense in his personal and professional life. He
the all-to serene servant to the man holding the is prone to rash actions until better sense prevails, and
crossbow. is particularly wary of his business rivals. He is
boisterous and likes his food and drink (and that of
If the PCs have played the module ONW2-03 Trouble other people’s if possible).
at Mill they have doubtless met Kulval, Rantis and
Dirkwall. The DM is encouraged to role-play any DIRKWALL’S ANSWERS
information extracted from Kulval, if the PC’s don’t ask How much pitch is missing?
questions on specific subjects he will tell them nothing “Three score barrels were taken. Six of these have
on that subject. surfaced in the recent fires, seemingly being used
to inflame the wooden buildings.”
Kulval: male human, Com1, AL LN.
Appearance: Kulval is a man of Oeridian descent, What is the reason for the pitch delivery?
with weathered skin of an outdoorsman. His face is set “The pitch was being distributed to Patriis Monir’s
in a perennial scowl. and Gershimon Iilinski’s shipyards, and to the new
Character: Kulval is the doorman of Land House shipyard they are building in Longbridge. We
and is not renowned for his charisma or etiquette. certainly don’t intend to burn down Sornhill,
However he is competent at his job and his integrity is unlike those folk in Longbridge!”
unquestionable.
How can you prove this?
Rantis: male human, Com2, AL LG. “The pitch had come to Sornhill with orders
Appearance: Rantis is perfectly turned out in long bearing the seal of approval from Barund Laramore
pantaloons and a reasonably fine shirt. His posture and himself. Unfortunately someone must have known
his accent reveal him to be a gentleman’s gentleman we were coming. Brigands outside the city stole the
and his face is almost always without emotion. official missive and the wagon. Fearing we had
Character: Rantis is serene, unphased by anything been discovered we snuck the pitch in quietly. If
the PCs do. He is an excellent and loyal servant, as well only we could discover where the seal had gone we
as a man of total discretion. could use simple facts to cool the baying mob
outside.”
MEETING DIRKWALL
Once his guests are settled, Dirkwall himself makes an Who were these brigands?
appearance, coming down the stone stairs from his “I do not know, but they were vicious, slaying the
room where he was listening to the sound of the mob caravan down to the last man – but I heard a few
outside. His eyes are blood red from lack of sleep, and days ago some fellow was selling a few barrels of my
his complexion pallid, but otherwise he seems pitch in Haven Town. Poor fellow was found
unphased. PCs who have played ONW2-03 Trouble at drowned in a barrel of pitch. Ironic wouldn’t you
say?”
Pyrtura 10
Do you know anything else about this fellow? THE ASSASSIN
“The authorities said he was one of the Wreckers. The noise is that of the assassin Orwyrd breaking open
He’d been in a few brawls in the Laden a jar of green slime to eat through the roof of Dirkwall’s
Merchantman a couple of months ago, but other ceiling.
than that they’d only suspicions he was a criminal.” Orwyrd is clearly of Oeridian descent, olive skin
and brown hair. He is a Wrecker and an assassin,
Have you sent a messenger to Barund Laramore to recently recruited by Teral Lightfingers, who feels the
clear this matter up? best way to avoid an assassin’s knife, is to keep one on
”Yes, he left two nights ago for Killdeer. That will the payroll. However Teral does not want his assassin
take several weeks though, and I need an dulled through lack of practice, so Orwyrd sees use
immediate solution to the problem outside!” against the odd enemy of the Free State or Teral
Lightfingers (not necessarily in that order).
Unfortunately, what Dirkwall does not know is Orwyrd has utilised a pot of green slime to eat
Veridik tailed this fellow from Land House and slew through the ceiling above Dirkwall. He was going to
him, throwing his body into the Saltirn, where it has risk a frontal assault tonight until he realised the PCs
yet to be found. were setting up residence there, and is lowering, via a
Dirkwall and his men will not leave the Land length of chord, a measure of the deadly slime in the
House tonight – they hope the mob outside will abate. hope of killing the hapless merchant brutally when the
They ask the PCs to stay and protect them if necessary. slime either drops off the rope or eats it away.
Rantis will entertain them with the last of the supplies Notes on Green Slime can be found on page 117 of
of wine and ale – the only real inducements they have. the DUNGEON MASTER’S Guide.
If the PCs refuse, make it clear they themselves are
unlikely to leave Land House while the mob waits
outside.
IF THE PCS HEARD ORWYRD
Once the PCs have finished their conversation The PCs have 5 rounds to react upon hearing Orwyrd’s
with Dirkwall, have him leave and go to bed. If they blunder and prevent the assassination.
accept this offer of hospitality to protect Dirkwall, go
to Encounter 4. If they do not, continue to Encounter 5 IF THE PCS DIDN’T HEAR ORWYRD
onwards, but with Dirkwall found dead by morn, The PCs shall be alerted to the attempt as Dirkwall
stabbed by Orwyrd in the night. screams when the Green Slime sticks to him. Apply
the 1d6 constitution damage. The PCs can get to him
ENCOUNTER 4: within a round if they are upstairs.
Pyrtura 11
the roof, risking a direct confrontation to slay his ENCOUNTER 6:
target.
Orwyrd has poisoned his sword (and at APL 8-10 THE WATCH HOUSE
his garrotte) and shall attempt to firstly strike at a
The PCs can follow Dirkwall’s lead of the dead
spellcaster, under cover of his invisibility if possible,
Wrecker whose death was investigated by the watch in
stealth if not, and deliver a blow with his garrotte
Harbour Town, currently a buzz of activity with the
(using his assassin’s death attack at APL 6-10). He then
recent killings and fires. Asking one of the Duchess’s
uses the poisoned sword and his Chink in the Armour
guards present here will get them directed to the office
feat on a combatant he has studied.
of one Sarjent Eaman.
If pressed Orwyrd tumbles off the building after
Eaman knows the following, which he will reveal
using his potion of spider climb, with the aim of
during conversation: -
sticking to the adjacent building and lowering himself
down.
• The lad who was killed was called Karon.
Even if captured, Orwyrd refuses to give the name
of his employer (Teral Lightfingers) as he believes in • He was found five days ago, drowned in a barrel of
the Wrecker oath, “Silence or Death”. pitch.
PCs who are members of the Wrecker cell of • Karon was believed to be a Wrecker – though this
Sornhill may make Knowledge (local) check (DC 18) to was never confirmed and will almost certainly be
recognise Orwyrd once his hood is removed. Teral’s denied now. His associates were a Jornal Surearm
assassin is feared among the Wreckers of Sornhill. and Teral Lightfingers (Sornhill’s Wrecker Boss),
known members of the Wreckers, both of whom
trained him. However Karon had fallen out with
ENCOUNTER 5: Teral and Jornal a few months back, and started up
with a younger group of suspected Wreckers.
EVERYONE PITCHES IN • Word on the street was that Karon had impressed
Assuming he survived, Dirkwall, decides to become a Teral recently with a great heist. Unfortunately
bit more enthused with the idea of being taken into few people know where Teral resides in Sornhill –
custody within the Red Tower. He shall ask the PCs to he is not loved by the guard.
ensure he, Rantis and Kulval get there safely and • Jornal Surearm is said to frequent the Laden
impresses on them the need to either find the missing Merchantman tavern, and might know where
pitch or get the letter from Barund Laramore. Teral is.
A few hurled abuses and stones, thrown by the • The barrel of pitch he was drowned in resembled
early birds who have gathered by Land House are all the ones found at the scenes of the recent arson
the PCs shall face ultimately, though feel free to attacks (including Mallik’s keg house if the PCs
described the narrow streets of Haven Town as they found the one there).
make their way to the Red Tower. • Word in the keg houses is that it was a mass
lynching. Worrying in these times – its those fiery
WHERE TO NOW? Joramites and Trithereonites.
If the PCs were able to surmise the assassin was a • Eaman has dropped the investigation for now – he
Wrecker, they may wish to make contact with the needs to arrest an entire mob. He does not believe
Wreckers. As any Sornhill Wrecker knows, Orwyrd Karon was behind the fires, finding the pitch and
answers only to Teral Lightfingers. He can be protecting the next poor sap the mob is after. Thus
contacted through a man named Jornal Surearm, a Karon’s murder is swiftly dropping down the list
regular at the Laden Merchantman. This is Encounter of priorities.
7. • Things are hectic around here – a series of fires
However, as is more likely if the PCs do not have and random poisonings have been going on since
any Sornhill Wreckers in their party, the only lead after the retaking of Longbridge. Madi is
they have is that the boy selling Dirkwall’s pitch was obviously intent on breaking this town.
said to be a Wrecker. The name of the guard captain • The fire elementals at Mallik’s tavern were a new
responsible for his capture is a chap named Sertern phenomenon.
Eamon, a hardy fellow based in the Harbour Town
watch station. Go to Encounter 6.
Pyrtura 12
CALLING TERAL LIGHTFINGERS… muck than usual, but I’d watch what you eat out
If any PCs are members of the Wreckers there. Fires, poisonings, there will be no one left
metaorganisation they know how to see Teral within these walls to defend Sornhill soon!
Lightfingers, taking only a few hours and a trip to the • They say Kekarav Madi himself is in Sornhill now!
Laden Merchantman, the Harbour Town tavern He is preparing to retake the city from within by
popular with the Wreckers. You should inform them smuggling his hochebi in through the sewers.
the man to speak to, in order to see the Boss, Teral, is a (The first part is true, though purely by chance).
lieutenant named Jornal Surearm. Contact with him is • Rohal Soldas is dead. Have you heard that? That’s
usually through an intermediary at the Laden one debt that was due for a long time. (True – see
Merchantman. ONW2-05 To Hunt a Traitor)
• Hazaraz Skullsplitter – now there’s a canny fellow.
Beds the Duchess, gets her with child and then
ENCOUNTER 7: tries to marry her off to the Szek himself! Talk
THE LADEN about ensuring a good future for your daughter,
while saving yourself a penny or two! (Surely this
MERCHANTMAN is pure speculation?)
Sooner or later the trail of the Wreckers should lead • Had the displeasure of knowing the Kesh,
the PCs to this tavern. The Merchantman is a large Kekarav Madi, when the Occupation was on, and
two-storey inn. Most of the lower floor is taken up with he isn’t right. Don’t get me wrong, none of the
the taproom. Kegs line one wall, separated from the Strawheads are quite right, but that Madi – he was
rest of the space by a trestle table behind which Caroff more wrong. There was something chilling about
stands. Sods and sailors in their cups shall doubtless him, he had the ability to sniff out the resistance.
leer at Ladies in the party, and men eyed by bawds By the Laughing Rogue – he even infiltrated the
seeking their next wage. A mixture of hostility, Wreckers. (True)
curiosity and other reactions awaits the PCs. Unless • Things may finally be going well for the Free
the PCs act conspicuously the regulars are content to State. With the removal of the forces in
live and let live. They do however have a particular Longbridge it seems the Scarlet Sign is on the
light-hearted disdain for the “girly little milk drinkers” retreat. Why the good Baron Kiernal Maldrenn
of a rival tavern within Sornhill. himself is finally making progress to taking back
Tessak’s Cove – he took back one o’ those in-bred
RUMOURS OF THE LADEN villages a few weeks ago. (True)
MERCHANTMAN
The barkeep, Caroff, a balding and near-toothless
Feel free to improvise conversations with NPCs of the fellow, is an affable chap. In addition there are bawds,
Laden Merchantman. Sailors, bawds, the odd gamblers and other ne’er do wells in the tavern. Unless
mercenary and the like can be found in equal measure spoken with a successful Innuendo check(DC 15)
and have many an interesting tale to spin: - Caroff hasn’t seen Jornal or Teral for weeks.
Additionally Caroff is a patriot and loyal to Sornhill
• Here about those Knights of the Coin they found and thus the Duchess in a loose way. Showing him the
dead a few months back? Found hanging from the Relaster Ring and offering a sweetener of at least 20 gp,
trees a couple of days out from Sornhill. Never or otherwise roleplaying into his good books will
cared for those hardliners myself. (True – these persuade him to he send for Jornal, telling them he
were the guards for the caravan of pitch). knows where Teral can be found if necessary.
• Damn good news that they caught that Scarlet The patrons of the bar do not hold for the PCs
Brotherhood arsonist, a young lad named Karon. intimidating Caroff – he is one of them, and if
Used to drink here you know? You can’t trust necessary resort to physical violence (use the statistics
anyone. (This is false, Karon was a Wrecker, but no for standard NPCs in the DUNGEON MASTER’S Guide as
agent of the Scarlet Sign). you feel are needed in the Appendix).
• Shame those sailors from that Resplendent don’t If suitably convinced Caroff can arrange for Jornal
come here no more. I could do with a to be contacted. He is actually currently in the cellar
Verboboncian shanty to lift my spirits now. when the PCs ask, either (by morning) sleeping off a
• Heard about the poisonings been going on in very bad hangover, (by afternoon) holding a meeting
town? No, you’ve no more to fear about Caroff’s
Pyrtura 13
with his associates or (by evening) sampling the finest
ales. If the PCs are not willing to be transported in this
manner through the streets of Sornhill Jornal cannot
All APLs help them.
Jornal Surearm: Ftr2/Rog 4; AL CG.
A wild, unpredictable man, Jornal is a handsome ENCOUNTER 8:
and vain fellow but is nevertheless intelligent and
quick. He stands 5 ft. 8 in. tall, is of average build, and TERAL’S LAIR
has a thick “mane” of black luxurious hair that he
The air is thin within the coffins as the PCs are taken
constantly preens and cleans and has eyes of a light
to the location of Teral Lightfingers. The coffins are
grey hue that dart around seemingly trying to take in
locked from the outside, making escape and picking
everything. He prefers to wear fine fabrics that set off
the lock a little bit difficult, and the feeling of being
his eyes and hair. He is currently dressed to impress
moved within the claustrophobic coffins should be
the ladies of the taproom, with glittering gold chains
almost unbearable. Finally movement ceases and after
draping around his neck. He need not fear however –
what seems like eternity, Jornal and his men open the
Teral ensures his gold remains around his neck and
coffins, revealing a dark dank room without even the
that it is not joined by a hangman’s noose.
slightest hint of daylight. As Jornal opens the coffins, a
Although a rogue, and extremely unpredictable,
figure steps forward, clutching a lantern. This pale,
Jornal is a patriot who loves his country. He is
short half-olve is Teral Lightfingers – boss of the
however motivated primarily by gold and what it can
Wreckers of Sornhill.
buy him.
Teral Lightfingers: male half-elf; Rog 8; AL CN.
WHAT JORNAL KNOWS Teral is a competent and intelligent rogue who
If any PC has the Disfavour of the Wreckers from was given command of the Sornhill cell by Chert
ONW3-01 The Prophet, Jornal is loathe to speak to himself, to whom he is fiercely loyal. The penetration
“those who hang our own”. He warns them that Teral is of his operation by the Brotherhood has slightly
not likely to welcome a visitor who kills him. Jornal unhinged Teral who, as a consequence, believes that
himself didn’t particularly like those who were killed, Brotherhood assassins hunt him still. Extremely
finding them too vicious for his tastes, so he will deal nervous around those he does not know he prefers to
with them reluctantly. deal through a few trusted intermediaries.
Almost albino in appearance, but with visible
• The boy, Karon, was Jornal’s find – a boy from olven heritage, Teral is somewhat small even for his
Velharos who helped him once while he was out race. Teral as a disconcerting habit of biting his finger
skirmishing against the Brotherhood. He got nails and speaks in a high-pitched leering voice.
greedy and tried to steal from Teral, got caught, If any PC has the Disfavour of the Wreckers from
but the two parted company amicably. Karon has ONW3-01 The Prophet, several forms in the shadows
been trying to get back into Teral’s good books for draw weapons on the PCs. Teral is particularly amused
a while, and impressed Teral recently with some by the brass-front they have for coming to see him in
big heist. Jornal doesn’t know what though, Teral person. If any of the PCs are Wreckers he tells them
does though. that they aren’t going to get very far in the Guild if they
• Jornal is not enamoured with Teral’s way of turn every person they disagree with over to Barons
running things in Sornhill. Teral needs to ease and Szeks. However, Gavran and his thugs are one less
down – using assassins and all. group he has to worry about.
• Jornal is happy to tell the PCs where Teral is,
providing they either get him roaring drunk, give • There was a delivery of pitch brought in by some
a good explanation (that they are working for of the young blood in the cell. They said they had
Daxand or explaining the significance of the thwarted a plot from the Brotherhood to smuggle
missing pitch), or hand over some coins. He it into Sornhill and use it to burn down the city.
invites them to join him in the cellar – where, if • One of the young bloods was Karon. Thanks to his
they agree, they will be placed in coffins to be stupidity and that of a merchant named Dirkwall,
transported to Teral’s headquarters. Jornal explains the whole town is looking for this pitch and
this is the only way they will get to see Teral – he whomever they find with it will be hung, drawn
is feeling somewhat worried by recent events. and quartered.
Pyrtura 14
• The pitch is stored in a warehouse now – safe from lies concealed upon Veridik’s person, awaiting later
prying eyes. However, Teral would prefer it gone, burning. This is the Handout at the back of the
but the young bloods have decided to hold on to it module.
out of greed.
• Teral is reluctant to divulge the location of this THE WRECKERS
warehouse – after realising the authorities were
APL 2 (EL 3)
after the pitch shipment, and seeing the treatment
Dirkwall got for owning up to it, he fears for his Eowrin and Geofric, male human Com1: hp 4, see
life, and the life of his cell. Currently they are all Appendix 1.
tolerated by Sailema – barely. A scandal like this Veridik, male human Rog1/Sor1: hp 9, see
could bring things down like a deck of cards. Appendix 1.
Pyrtura 15
Once he has either gotten two of the PCs Skullsplitter would have flanked her, she now
charmed, or his men have drunk their potions, Veridik looks frail and alone. To her right is the Judge of
attacks, using the dock workers as fodder in melee the Sessions, one Lerridith Mayar, a priestess of
whilst attempting to flank and sneak attack the PCs out Pholtus known for her even-temper and tolerance.
in the main warehouse. To the side of the Duchess sits a lady-in-waiting,
Resolution: If any PC plants the symbols Teril attending the young infant Relaster child.
gave them on the dead Wreckers, note this in the Gazing momentarily at you, within the witness
campaign consequences. Also – any PC who had stand, Sailema looks somewhat confused, as the
earned the Disfavour of the Wreckers in ONW3-01 defendant has not been led forth from the gaol of
The Prophet loses that Disfavour with the Wreckers. If the Stormhaven.
the PCs do not leave the symbols they earn the As the delay continues, the few commoners
Displeasure of Boss Teral Lightfingers. who sit in the pews of the courtroom mutter that
Once the PCs have the evidence Dirkwall and the waiting is intolerable – but their grumbling is
Vidkho are innocent, they should proceed to Daxand ended when a breathless Sertern enters the room
within the Stormhaven, in Encounter 10. and says, “There is some confusion! The prisoners
in the tower are gone! The guard have been
ENCOUNTER 10: subdued!”
With a sweep of her sable gown, the Duchess
AFLAME WITH RIOTS steps down from the stand and with her followers
and child leaves, as Sertern approaches you.
The next logical act should be for the PCs to return to
Stormhaven and hand over Barund Laramore’s missive
Eamon, is genuinely surprised, and asks the PCs for
to agents of the Duchess. Certainly, after verification
aid. If they insist on searching the gaol they do indeed
by priests of Zilchus, this proves valid.
discover that the guardsmen are trussed up in the cell,
The PCs should also present Kekarav Madi’s plans
left by a vengeful mob that were let in by a house
for a final gambit - an assault on Osprem’s Light with
servant.
what remaining forces he has. As the attack is to take
Unfortunately, despite the compelling evidence in
place within a few hours, Carthen Relaster, along with
favour of Vidkho and Dirkwall, there are still some in
Hazaraz Skullsplitter insist on leaving at once aboard
favour of hanging them – after all, was not Madi’s
The Fearless with his finest marines to lend his support
orders also found amongst the pitch?
to the Light. He also dispatches as many of the
Duchess’s regulars to the Light in the vain hope they
shall arrive in time to make a difference. THE TOWN AFLAME!
The PCs are doubtless not in much state to take One of Eamon’s guards comes to the PCs as they
part in the defence of Osprem’s Light, besides Hazaraz converse with Sertern, claiming that parts of the town
would prefer to keep them in Sornhill in reserve. are aflame and that a man named Vogal Daxand stands
Additionally the PCs are requires by the Duchess to on the walls, wishing to speak with them. He has been
remain within the Stormtower to act as witnesses for released from his captivity due to his part in proving
Maren Vidkho and Dirkwall. Assuming they assent to Vidkho’s innocence.
attend the trial, read or paraphrase the following:- Looking across Sornhill there are numerous small
fires in the Harbour and Haven Towns, particularly
Throughout Sornhill the past day has come the fierce in Haven Town due to the closeness of the
news that Duchess Sailema is to pronounce Maren squalid buildings. In the centre of this pandemonium,
Vidkho and the merchant Dirkwall innocent of the within the Briny Halls, a set of gallows have been
charges of treason, arson and murder. The highborn erected, eerily silhouetted off the fire and sunset.
of Sornhill should have attended the proclomation Around these gallows stand several forms, and a Spot
of innocent, ending Maren Vidkho’s trial that has check (DC 20) will reveal two of them are held and
gone on for over 3 years. struggling by the mob. If the PCs do not see this
It is this trial that you have been invited to as Daxand points them out.
witnesses for the defence. The sun sets over the Once you have conveyed this scene, read the
Red Tower, the all-but vacant court room is bathed following: -
in an eerie blood colour.
Upon the pedestal is stood the pale young “It is terrible when my kin are persecuted like this,”
Duchess, clad in sable and silver. Where once says Daxand, his fist clenched while staring into the
Pyrtura 16
red sunset. “This can only be the work of the The archers are dressed in white and are the Followers
Brotherhood.” of Tarnedas of the Gulls, who the PCs may recognise if
He turns to you, “Promise me you shall save they played ONW3-01 The Prophet.
them?” Allow the PCs one round to react to this. Players
Sarjent Eamon looks at you expectantly, “Our of ONW3-01 The Prophet should recognise the man as
men are hard-pressed fighting these fires! If you Kavhros, the Disciple of the Path of the Wing. He has
can act now, I beg you to do so!” not recognised the PCs yet.
The PCs response should be to accept – if not, then A soft voice carries over the evening wind. It is a
Daxand waits until they leave Stormhaven to make his calm, serene voice, gentle and subtle in its wisdom.
move, and succeeds in killing the Duchess and It chides, “Should we fight fire with fire my
delivering Veryanna into Madi’s hands. Tarnedas and disciples?”
his disciples are caught up in saving Vidkho and A figure steps from the shadows. It is the
Dirkwall. figure of an old man, clad in a white robe and
Eamon, Daxand and the few remaining guards simple sandals. His blue eyes stare at you, and there
shall keep watch over the Stormhaven… and the PCs is a feeling of timelessness in those eyes.
will learn the consequences of this soon enough! He frowns at the archers to either side of him,
who lower their bows and look somewhat confused,
THE MOB before he turns to the Trithereonite, “Innocent
On their way through the High Gate into the Harbour men shall die this night, if you allow this insanity
Town and beyond the PCs will encounter the mob. to continue. If you so greatly desire suel blood on
These vigilantes range from Joramites to your hands, take mine.”
dockworkers and so forth. They block the path to the Unarmed and unarmoured, the old man stands
Briny Halls, shouting catcalls: - between you and this inquisition.
The Joramite looks at this man with a mixture
“Is this Onnwalish justice that so many in this town of respect and scorn, before respect wins out and he
have lived and died for?” orders the rabble to stand down.
“They say the shipment came with orders from
Madi himself! We will not tolerate another Rohal INTERACTING WITH THE PROPHET
Soldas in our city! If you will not string up Maren Roleplaying notes are provided here for Tarnedas and
Vidkho and his lackey, then we will!” his disciple.
“Death to the collaborator and to the Suloise
witch! See how she protects her own!” Tarnedas, Hermit of the Gulls: human male, exact
It seems your own countrymen have been classes unknown, AL NG.
caught up in the fervour of mob mentality, and Appearance: Tarnedas is clad in a simple white
with martial and improvised weapons drawn they robe. His hair is white and falls unkempt about his
advance. shoulders. Lines of age and care mark his sun-kissed
face, yet there is a look of absolute peace and serenity
Present within the crowd of twenty or so are numerous in his intense blue eyes that touches any that look
rabble-rousers in the service of Daxand, and the Scarlet upon him to the heart of their being.
Brotherhood. Character: Tarnedas believes himself to be the
Help is at hand, however… play out the scene as is messenger of Phaulkon on the Oerth and divines his
dramatically appropriate until the following occurs: - Master's will from the calls of the birds around him -
whom he calls the Parliament of Birds. He is
A second group of twenty men emerge from the otherworldly, utterly serene, calm, unhurried, wise and
shadows of the nearby buildings. They are dressed detached. He speaks cryptically and rarely gives a
in white robes and carry bows of white hew, with direct answer, preferring often to answer it by posing
arrows of equally pallid fletching. another question in return.
“Stop or we shoot,” says the leader, a wiry thin Every PC who is able to see Tarnedas must make a
man of clearly Suel bearing, whose eyes burn with a Will save (DC 20) or be affected by the awe and
fiery passion. They cover both you and the mob reverence of Tarnedas. The effects are similar to that of
with their bows. a charm person spell.
Pyrtura 17
Kavrhos, Disciple of the Path of the Wing:
human male Rog8/Order of the Bow Initiate 5, AL CG. Tarnedas and his disciple insist the PCs turn back to
the Red Tower. He knows nothing more save what the
Appearance: Also a pure-blood Suel, Kavrhos Parliament has told him. He and his disciples must
wears his blonde hair long and tied behind in a pony- save Dirkwall and his Suel companion from the noose.
tail. A short, wiry man in his twenties, he exudes an air
of calm. Yet, he is quick to anger and his passions burn ENCOUNTER 11:
in his deep blue eyes. His accent is less refined than
the other two, and he uses more Onnwalon phrases in THE SACRIFICE
his speech.
The Red Tower, in the time the PCs have been away,
Character: Kavrhos' calm exterior hides a
has fallen into almost complete silence. No guards
passionate man. Tarnedas convinced him that his
shall greet the PCs on the way in – and upon crossing
previous passions - those taught to him by the
the threshold the PCs, particularly clerics or paladins
Brotherhood - were imperfect. Therefore, he has
of a good aligned deity, should feel a great chill,
sought to perfect himself through study of Phaulkon's
Entering the main hall, there is a body slumped in
bow. Kavrhos still retains his devotion to the Suel
a doorway. See Map 4 for details. The body is Sertern
people - though no longer the methods and goals of
Eamon, who has died from the Constitution drain of a
the Brotherhood. He is greatly angered by the
wraith. His body is cold from the touch, and frost has
treatment of the Suel people of the Storm Coast by the
gathered across his beard and face. This frost has
Onnwalon liberators. What he has seen in Sornhill so
formed a patch across the floor.
far has not impressed him.
The doorway leads to a set of spiral steps that lead
down into a dungeon complex beneath the Red Tower.
What Tarnedas and his Disciple Know: Tarnedas and
A Track check (DC 5) allows the PCs to spot a trail
Kavrhos have entered Sornhill as the Far Reacher
of footprints in the frost leading down, refer to Map 5
(Phaulkon, their patron god) has intonated to Tarnedas
and read or paraphrase the following: -
through sea gulls that events are about to unfold in
Sornhill that are of significance to his cause. Indeed,
It seems as you descend the long spiral steps into
Kavros believes the persecution of the Suel within
the darkness below that you have enter the bowels
Sornhill is the reason they were brought here.
of the Stormhaven.
Tarnedas is not convinced.
The steps end in a corridor containing
Feel free to roleplay this encounter out, but
numerous barred cells. Within these cells are
convey a sense of urgency countered with Tarnedas’s
numerous skeletal remains, some chained to the
enigmatic and sometimes convoluted conversation.
wall, others contorted into hideous poses on the
gaol floor. At the end of the corridor is a stout metal
Tarnedas looks up into the setting sun, and meeting
door; with numerous boards that once held it shut
his gaze you see a single white gull flies above the
discarded over the floor.
roofs of Harbour Town. The fair bird lands upon his
“Kurail… Pyrtura… Kurail…” rasps a voice,
arm.
piercing the chill air of this macabre scene. Is it the
Staring at the bird for a moment, Tarnedas’s
skeletons themselves that are making this noise?
worn brow furrows in concern, “Just as I thought.
Two daughters may meet their ancestors this eve,
It is not the skeletons that are making this noise, but
and one shall join them if the blade is lowered.“
rather the walls themselves. There is little of interest
here – beyond the door lies a sacrificial chamber. These
Feel free to draw this out further with Tarnedas
skeletons have lain here a long time and have no
eventually giving the jist below:-
intention of rising.
“Treachery against Houses Relaster and Destron
lurks within the walls of the Red Tower and all this ROOM OF THE SACRIFICE
has been orchestrated by ancient and vengeful Once the PCs enter the room of the sacrifice, read or
spirits of our Suloise ancestors.” paraphrase the following: -
He looks to you, “You must return and kill
whoever is their agent in this world. I cannot The door creaks open, under the continual
intervene, as I cannot abandon our innocent murmuring, to reveal a crimson walled room, lit by
countrymen in the Briny Halls.” an unholy flame. Murals spin around the room,
Pyrtura 18
eerily illuminating the floor in their fire-like glow. Fire Elemental, Small: hp 16, see the Monster
Symbols of serpents, fangs, tongues, spider-like Manual, page 83.
creatures, all spiral around the room, occasionally APL 4 (EL 7)
fading into the walls Daxand: male human Rog1/Clr4, See Appendix 1.
Upon the red altar lies the prone form of the Wraith (1): hp 12, see the Monster Manual, page
young Duchess, Sailema Relaster, seemingly 185.
motionless, and helpless, awaiting the fall of a cruel
sacrificial knife. As long as the wraith remains alive, Daxand
At the head of this altar, clutching the knife in regenerates 1 hit points per round. He keeps collapsing
question, stands your benefactor – Vogal Daxand, and getting up like a troll until they are killed.
but it is not the Daxand you have met before. The
merry twinkle from his eyes is now replaced by a
grim acceptance of his dark task. He is now clad in
APL 6 (EL 9)
rust red robes, the golden symbol of a forked Daxand: male human Rog1/Clr6, See Appendix 1.
tongue around his neck. Wraith (2): hp 32, see the Monster Manual, page
A white mist surrounds Daxand, and as you 185.
stare into its crest, illuminated by the fiery signs
upon the walls. It is this mist that the infernal As long as the wraith remains alive, Daxand
whispering comes from. Within the mists can be regenerates 1 hit points per round. He keeps collapsing
seen the faces of men and women, forcing their and getting up like a troll until they are killed.
way out of the mist briefly to gaze upon you with
baleful eyes. APL 8 (EL 11)
“So you have found the truth,” says Daxand Daxand: male human Rog1/Clr8, See Appendix 1.
grimly, taking his eyes of the Duchess. “Like the Wraith (4): hp 32, see the Monster Manual, page
Red Tower and House Relaster itself, lies and deceit 185.
are at my foundation.” He gestures to the mist,
“Like the Ancestors – you shall never leave here.” As long as the wraith remains alive, Daxand
regenerates 1 hit points per round. He keeps collapsing
This room was once an ancient shrine to the and getting up like a troll until they are killed.
Oathbreaker, Syrul, goddess of lies and deception.
Interestingly, a number of religious murals are found Tactics: At APL 2 and APL 4 Daxand realises he does
on the walls of this chamber whose age predates the not have the manpower to carry out his ritual. He
Brotherhood occupation. They have defied defacing - attempts to drive out fighters using cause fear while his
with the colours and pictures re-emerging through elemental or wraith(s) chase down wizards. He has
either damage or covering. already cast his bane spell and uses the divine favour
Duchess Sailema does indeed rest upon the altar. spell he would otherwise have been saving.
She suffers from the effects of a hold person that will At APL 6 onwards, Daxand commands the wraiths
not end until she is removed from the room. to fight a holding action. For the next 3 rounds, if not
At APL 2 the mist is a Fire Elemental writhing in attacked, he concentrates on his ritual. On the fourth
the shape of Sailema’s ancestors. At APL 4 and higher round if he has remained unmolested, he casts his
the mist becomes wraiths – the Relaster ‘ancestors’ divine favour and on the fifth round strikes a coup-de-
who have been telling Daxand to do their bidding. A grace on Duchess Sailema (who suffers from a hold
Knowledge (history) check (DC 20) identifies some of person spell until removed from the room). If he is
the faces as Lindera, also known as the White Witch of attacked, he stops what he is doing and enters the
Sornhill, Kosrel Relaster (Sailema’s grandfather) and combat, casting his enhancement spells first if possible.
numerous other of the House of Relaster. The walls of the room, when initially looked at,
At APL 6 and above there are also wraiths awaiting have the effect of an enthrall spell, Will save (DC 12 +
the PCs to either side of the door. APL), for the duration of the wall’s spinning (until
At all APLs there is an unhallow in effect in this Daxand’s death), or until made to look away by
evil room, granting a –4 to all turn rolls. companions.
APL 2 (EL 4)
Daxand: male human Rog1/Clr2, See Appendix 1.
Pyrtura 19
DECEIVER’S DEFEAT look of cold concern he stares at you through the
Read the following if Daxand is slain, otherwise alter crystal.
the text in the unlikely event they take him alive: - “Then he has failed,” says the man, his eyes
staring into you intently as he absently adjusts the
As he falls, Daxand whispers with his dying breath, baby’s swaddling. “I had expected as much. I lament
“The Ancients, they call me back. I die within the that he fell to the very barbarians he detested, but
towers of my ancestors!” at least he died under our ancestor’s spires.”
His hand pitifully reaches out to the walls of
the Red Tower, where the engravings in Ancient If time does not permit, feel free to have the Kesh end
Suloise continue moving before your eyes, slowly the conversation. This is however a chance for the PCs
fading back into the wall until they are scarcely to have a conversation with one of the ‘movers-and-
visible. shakers’ of the Storm Coast and place a face to a future
enemy. If the PCs are not overtly rude to Madi, he shall
speak with them momentarily, quizzing over Daxand’s
DECEIVER’S DWELLING fate, and the Duchess’s. He can even answer a few
The PCs will doubtless search the room after having questions the PCs have. If the PCs are disrespectful or
dispatched Daxand, and hopefully saving Sailema. regale him with threats and hollow, robotic cries of
Sailema’s first thought is the location of Veryanna “Remember the Farmers” and so forth, he ends the
– Daxand and his men had overpowered the guards conversation.
and taken Veryanna from her. She has no idea where
Daxand’s men are, including Telemar, the servant. Q: Who are you?
It is clear Daxand has used this room before, A: “You are a fool if you do not know me, for I am
somehow secretly entering the chamber to commune Kekarav Madi, Kesh of Sornhill.”
with ‘the ancestors’. Two things may interest the PCs,
Daxand’s crystal ball, and a set of parchment tucked Q: What do you intend to do with the child?
under the altar (Search – DC 16 + APL), detailing the A: “That is not your concern barbarian. Suffice it to
movements of one Gerden Treda, who is the High say, Sornhill shall once more know Pyrtura – the
Priest of Norebo in Scant. It is signed by one Telek fiery destiny.”
Senh, Father of Faith on the Dragonshead. Telek
concludes there is little evidence to support any theory Q: Where are you?
that Gerden’s sympathies lie with the Rebellion, A: “Where I am is not important – though I am not
though he admits he has little love of the priest. far from my town. I shall not be for long – do not
try to find me, for where I am going you will dread
CONVERSATION WITH THE KESH to follow.”
After the PCs have finished searching the place,
regardless of whether they found the parchment, If the PCs talking to the Kesh have played ONW1-02
Daxand’s crystal ball lights up. This was used by To Catch a Traitor or ONW2-05 To Hunt a Traitor
Daxand to communicate with his superiors in the Madi reminds them he owes them for what happened
Scarlet Sign, notably Kesh Kekarav Madi. Madi, from a to Rohal Soldas – and repayments of that kind are oft
hilltop overlooking the burning Sornhill is gleefully expensive!
attempting to contact Daxand to ensure the sacrifice The crystal ball, when the conversation with Madi
has gone as planned. ends, suddenly explodes, and the shards melt. There is
If any PC is brave enough to look into the crystal no repairing this device unfortunately and it is now
read the following: - not sellable. Magical attempts to locate Madi and
Veryanna will fail – but for now the PCs will doubtless
The light falls and the shadowy form of a black- wish to rest!
cowled figure emerges. The figure pulls back the
cowl to reveal a length of golden blonde hair EPILOGUE:
cropped close to the skull of a peculiar face. The
eyes are too large for his thinly boned face and they UNITED WE STAND
stare out at each of you with a cold intensity. In his If Duchess Sailema died during Encounter 11, you may
hands he holds a baby clad in swaddling. With a need to alter this text further.
Pyrtura 20
Upon a podium, high above the crowds that listen If Daxand was captured by the PCs then he is turned
at the foot of the Red Tower, stands the trembling over to the tender mercies of a wrathful and returned
form of the Duchess. With a quivering lip the Hazaraz Skullsplitter. Word of Daxand’s screams from
young ruler speaks to the throng below, where the Red Tower are whispered in the keghouses of
thief, nobleman and commoner listen as one – Sornhill. His head appears in the Briny Market several
united in their sorrow and regret for the actions months later.
that caused the loss of Sornhill’s most precious
soul. To be continued in To Kill a Kesh…
You are not among the crowds who listen to
the Duchess’s words, as she utters platitudes of how
the town is now safe, and how her heir shall be
found, how a bag of gulls awaits he who returns
sweet Veryanna to her mother’s embrace. You are
among those who stand behind her, on vigil lest
more enemies of the Free State try to claim her life.
Among your number are the old suel prophet you
met earlier, and trusted archers selected from his
ranks.
As you stand behind the Duchess upon the
windows of the Stormhaven, you note as she turns a
single tear falling upon the ground.
Jian Destron himself is said to be on the way to
comfort his love, but you know only the embrace of
Veryanna will heal the wound that afflicts the
young ruler.
Tarnedas turns to you, “In spite of this sorrow,
little has come to pass that was not meant to, but
my kin and I shall keep our ears on the frontier for
word of this Madi, and we shall find Veryanna.”
Pyrtura 21
EXPERIENCE POINT TREASURE SUMMARY
SUMMARY During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
To award experience for this adventure, add up the
encounter that features treasure has a “treasure” section
values for the objectives accomplished. Then assign the
within the encounter description, giving information
bonus experience award. Award the total value
about the loot, coins, and magic items that make up the
(objectives plus roleplaying) to each character.
encounter’s treasure.
Different characters can receive different bonus awards
The loot total is the number of gold pieces each
within the range allowed by the maximum.
character gains if the foes are plundered of all their
earthly Equipment. Looting the bodies takes at least 10
Encounter 1: Fire At The Keg house minutes per every 5 enemies, and if the characters
Defeat the Fire Elementals and save the keg house
cannot take the time to loot the bodies, they do not gain
APL 2 90 XP
this gold. If you feel it is reasonable that characters can
APL 4 90 XP
go back to loot the bodies, and those bodies are there
APL 6 120 XP
(i.e., not carted off by dungeon scavengers, removed
APL 8 120 XP
from the scene by the local watch, and so on), characters
may return to retrieve loot. If the characters do not loot
Encounter 4: The Long Night at Land House the body, the gold piece value for the loot is subtracted
Defeat the assassin from the encounter totals given below.
APL 2 60 XP The coin total is the number of gold pieces each
APL 4 120 XP character gains if they take the coin available. A normal
APL 6 180 XP adventuring party can usually gather this wealth in a
APL 8 240 XP round or so. If for some reason, they pass up this
treasure, the coin total is subtracted from the encounter
totals given below.
Encounter 9: The Warehouse Next, the magic items are listed. Magic item
Defeat the Wreckers and Truth Scourge Agent treasure is the hardest to adjudicate, because they are
APL 2 90 XP varied and because characters may want to use them
APL 4 120 XP during the adventure. Many times characters must cast
APL 6 150 XP identify, analyze dweomer or similar spell to determine
APL 8 210 XP what the item does and how to activate it. Other times
they may attempt to use the item blindly. If the magic
Encounter 11: The Sacrifice item is consumable (a potion, scroll, magic bolts, etc.)
Defeat Daxand and his Wraiths and the item is used before the end of the adventure, its
APL 2 120 XP total is subtracted from the adventure totals below.
APL 4 210 XP Once you have subtracted the value for unclaimed
APL 6 270 XP treasure from each encounter add it up and that is the
APL 8 330 XP number of gold pieces a character’s total and coin value
increase at the end of the adventure. Write the total in
Discretionary Roleplaying Bonus the GP Gained field of the adventure certificate. Because
APL 2 90 XP this is a Regional scenario, characters may spend
APL 4 135 XP additional Time Units to practice professions or create
APL 6 180 XP items immediately after the adventure so this total may
APL 8 225 XP be modified by other circumstances.
L = Looted gear from enemy; C = Coin, Gems,
Experience totals Jewellery, and other valuables; M = Magic Items.
APL 2 450 XP
APL 4 675 XP Encounter 4: The Long Night at Land House
APL 6 900 XP Looting Orwyrd
APL 8 1,125 XP APL 2: Loot: 11 gp; Gold: 0gp; Magic: potion of
bull’s strength (25 gp), potion of invisibility (25 gp),
potion of spider climb (4 gp).
Pyrtura 22
APL 4: Loot: 36 gp; Gold 0 gp; Magic: potion of Brotherhood operatives. Normally the guard kept a
invisibility (25 gp), potion of spider climb (4 gp). blind-eye to Teral as a result of his kind’s service during
APL 6: Loot: 18 gp; Gold: 0 gp; Magic: +1 studded the occupation, but now they view the Wreckers as a
leather armour (98 gp), potion of invisibility (25 gp), threat. This is jeopardising Teral’s operation.
potion of spider climb (4 gp). During the next five regional adventures that you
APL 8: Loot: 25 gp; Gold: 0 gp, Magic: +1 studded actually buy goods in Sornhill shall cost you an extra
leather armour (98 gp), +1 short sword (192 gp), cloak 10% to reflect Teral’s influence. Have your DM sign off
of resistance +1 (83 gp), potion of invisibility (25 gp), when this happens on the Notes of the Adventure
potion of spider climb (4 gp). Record.
Encounter 9: The Warehouse Garrote, Locking: This nasty variant of the wire
Looting the Wreckers garrote comes with a pair of metal grips, each of which
APL 2: Loot: 10 gp; Gold: 0gp; Magic: Veridik’s contains one portion of a locking mechanism. Once
ring (62.5 gp), potion of bull’s strength x2 (25 gp ea.). the garrote has begun to deal damage after a garrote
APL 4: Loot: 11 gp; Gold 0 gp; Magic: Veridik’s attack, the attacker can link the two ends and twist the
ring (62.5 gp), potion of bull’s strength x2 (25 gp ea.). grips into their locked position. This maintains
APL 6: Loot: 18 gp; Gold 0 gp; Magic: Veridik’s strangling pressure on the victim even after the
ring (62.5 gp), potion of bull’s strength x4 (25 gp ea.). attacker lets go. The victim continues to make grapple
APL 8: Loot: 18 gp; Gold 0 gp; Magic: Veridik’s checks (each one opposed by the last attack roll the
ring (62.5 gp), potion of bull’s strength x4 (25 gp ea.). attacker made) until freed or unconscious.
The DC for the Disable Device check to free a
Encounter 11: The Sacrifice victim from a locked garrote is 10 if the character
Looting Daxand attempting the task has Exotic Weapon Proficiency
APL 2: Loot: 5 gp; Gold: 20 gp; Magic: ring of (locking garrote), or 25 otherwise. If someone other
protection +1 (167 gp), potion of blur (25 gp). than the victim makes the attempt, a -5 circumstance
APL 4: Loot: 12 gp; Gold: 20 gp; Magic: ring of penalty applies to the check unless the victim is held,
protection +1 (167 gp), +1 rapier (193 gp). unconscious, or otherwise kept from moving. A
APL 6: Loot: 94 gp; Gold: 20 gp; Magic: ring of character attempting to remove a locking garrote from
protection +1 (167 gp), +1 rapier (193 gp). his or her own neck suffers the same penalty on the
APL 8: Loot: 94 gp; Gold: 20gp; Magic: ring of Disable Device check, this time for working blind.
protection +1 (167 gp), +1 rapier (193 gp). Naturally, it's impossible for any character to take 10 or
take 20 on this check unless the victim trapped in the
Total Possible Treasure device is already dead. Smashing the locking garrote
APL 2: 400 gp leaves it frozen in the locked position.
APL 4: 580 gp Orwyrd’s garrotte is made of a fine wire, and on
APL 6: 790 gp each of the grips is emblazoned the symbol of a staring
APL 8: 1,120 gp eye.
Frequency: Adventure.
Special
Veridik’s Ring of Charm (value: 750 gp, frequency:
Please put these on the adventure cert:
Adventure): This ring, gifted to Veridik from his
master, allows him to cast charm person on the person
Contact – Mellik Marakast of Sornhill: While
he is currently looking at when uttering the innocuous
Mallik’s keghouse has a tendency to move throughout
command word “well then let us make a deal.” It has 50
the Harbour Town, there is one constant – he listens to
charges. A successful Will save (DC 13) resists.
gossip on the street. As reward for saving his life
The ring is a spell trigger item.
Mallik will aid your PC once by keeping his ears open
for news.
Parchment (value: 0 gp, frequency: Adventure): This
When you make a Gather Information check
details the movements of one Gerden Treda, who is the
within Sornhill, if you are able to contact Mallik you
High Priest of Norebo in Scant. It is signed by one
may gain a +3 circumstance bonus to the roll.
Telek Senh, Father of Faith on the Dragonshead. Telek
concludes there is little evidence to support the theory
Displeasure of Boss Teral Lightfingers: For failing to
that Gerden’s sympathies lie with the Rebellion,
frame the Wreckers within the warehouse as Scarlet
though he admits he has little love of the priest.
Pyrtura 23
White Bow of Tarnedas Upgrade. If your character
possesses a White Bow of Tarnedas, you may now
purchase one upgrade by making an expensive offering
to the Far Reacher.
If you have the shortbow version of the White
Bow of Tarnedas you may upgrade it to a +1 weapon by
making an offering of 2,000 gp to the Far Reacher. At
APL 4 and above if you wish to offer an additional
6,000 gp to the Far Reacher you can augment your
shortbow with the shock ability.
If you have the longbow version of the White Bow
of Tarnedas you may upgrade it to a +1 weapon by
making an offering of 2,000 gp to the Far Reacher. At
APL 4 and above if you wish to offer an additional
6,000 gp to the Far Reacher you can augment your
longbow with the distance ability.
NOTABLE ITEMS:-
APL 2
Garotte, Locking (Adventure, 100 gp, S&S).
Veridik’s Ring of Charm (Adventure, 750 gp).
Upgrade to the White Bow of Tarnedas (Regional; Var)
APL 4
as APL 2 except
APL 6
as APL 2 and 4 except
Mithral Chain Shirt (Adventure; 1010 gp; DMG).
APL 8
as APL 2, 4 and 6 except
Pyrtura 24
APPENDIX 1: NPCS AND MONSTERS
Pyrtura 25
APL 4 Improved Initiative); Spd 30 ft.; AC 16 [flatfooted 13,
touch 13]; Atks +2 melee (1d6+2 [18-20], rapier); AL
ENCOUNTER 3: THE LAND HOUSE NE; SV Fort +0, Ref +5, Will +3; Str 14, Dex 17, Con 12,
Protestor, male human Com1: CR 1/2; Medium Int 14, Wis 10, Cha 16.
Humanoid; HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30 Skills and Feats: Bluff +9, Concentration +7,
ft.; AC 11 (flat-footed 10, touch 11); Atks +1 ranged Gather Information +5, Hide +8, Intimidate +6, Listen
(1d4 x2, sling); AL Varies but mainly CN; SV: Fort +1, +4, Move Silently +8, Search +6, Sense Motive +4, Spot
Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 9, Wis 10, +4; Combat Casting, Dodge, Improved Initiative.
Cha 11. Spells Known (6/4; base DC = 13 + spell level): 0-
Skills and Feats: Handle Animal +1, Listen +2, daze, flare, ray of frost, mage hand, read magic; 1st-
Profession (varies) +3, Spot +3, Swim +3, Use Rope +4; charm person, sleep.
Alertness, Skill Focus (Profession (varies)) Possessions: Rapier, studded leather, Kekarav
Equipment: Sling, 20 sling bullets. Madi’s plans, Veridik’s Ring.
ENCOUNTER 4: THE LONG NIGHT AT Rat Familiar: CR 1/8; Tiny Animal; HD 1/4d8
(Animal); hp 9; Init +2; Spd 30 ft., Climb 15 ft.; AC 17
LAND HOUSE (flat-footed 14, touch 14; Atks +6 melee (1d3-3, bite);
Orwyrd, male human Rog4: CR 4; Medium Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; SQ Scent, grants +2
Humanoid; HD 4d6+4; hp 22; Init +7 (+3 Dex, +4 Fort saves, Alertness, improved evasion, share spells,
Improved Initiative); Spd 30 ft.; AC 20 (flat-footed 20, empathic link, touch; AL N; SV Fort +2, Ref +5, Will
touch 17); Atks: +5 melee (1d6+2 [19-20/x2] and poison +5; Str 5, Dex 15, Con 10, Int 7, Wis 12, Cha 2.
[Large Scorpion Venom: Fort save [DC 18]; 1d6 Skills and Feats: Balance +10, Climb +12, Hide
Str/1d6 Str], short sword); SA Sneak attack +2d6; SQ +17, Move Silently +9; Weapon Finesse (bite).
Evasion, uncanny dodge Dex bonus to AC); AL CE; SV
Fort +2, Ref +7, Will +1; Str 14, Dex 16, Con 12, Int 14, ENCOUNTER 11: THE SACRIFICE
Wis 10, Cha 13.
Daxand, male human Rog1/Clr4 (Syrul): CR 5;
Skills and Feats: Balance +10, Bluff +6, Climb +9,
Medium-size humanoid; HD 1d6+4d8; hp 27; Init +7
Disguise +6, Hide +9, Jump +3, Listen +3, Move
(+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 18 (flat-
Silently +6, Read Lips +4, Search +5, Sense Motive +2,
footed 15, touch 14); Atks +4 melee (1d6+1 [18-20/x2],
Spot +2, Tumble +5, Use Rope +5; Chink in the
+1 rapier); SA Sneak attack +1d6, rebuke undead 6/day;
Armour, Expertise, Improved Initiative.
AL NE; SV Fort +4, Ref +6, Will +10; Str 11, Dex 16,
Possessions: Masterwork studded leather, garrotte
Con 10, Int 16, Wis 18, Cha 16.
(locking), potion of invisibility, potion of spider climb,
Skills and Feats: Bluff +9, Concentration +8,
short sword (poisoned – large scorpion venom).
Diplomacy +11, Gather Information +9, Heal +6, Hide
Spells: Orwyrd has had mage armour cast upon
+3, Innuendo +9, Knowledge (local) +4, Sense Motive
him by a 4th level wizard upon leaving to do Teral’s
+7, Spellcraft +5, Spot +5, Tumble +2; Combat Casting,
bidding. The spell currently has 2 hours remaining to
Improved Initiative, Iron Will.
run its course.
Spells: (5/4+1/3+1; base DC = 14 + spell level) 0- cure
minor wounds, detect magic, detect poison, guidance,
ENCOUNTER 9: THE WAREHOUSE virtue 1st- bane, cause fear, change self*, command,
Eorwin and Geofric, male human Com2 (2): CR 1; divine favour; 2nd- aid, bull's strength, hold person,
Medium-size Humanoid (5 ft. 5 in. tall); HD 2d4; hp 6; invisibility*.
Init +1 (+1 Dex); Spd 30 ft.; AC 14 [flat-footed 13, touch *Domain Spell: Domains: Trickery (Bluff, Disguise
11]; Atks +4 melee (1d8+3 [19-20x2], longsword); AL N; and Hide are class skills.) Knowledge (All knowledge
SV Fort +0, Ref +1, Will +1. Str 16, Dex 13, Con 10, Int skills are class skills. You cast divinations at +1 caster
12, Wis 12, Cha 12. level.)
Skills and Feats: Listen +5, Handle Animal +5, Possessions: Buckler, +1 studded leather, +1 rapier,
Spot +5. Armour Proficiency (light), Dodge. +1 ring of protection, pouch with 10 platinum gulls.
Possessions: Studded leather, longsword, potion of
bull strength.
Pyrtura 26
APL 6 Skills and Feats: Disable Device +8, Hide +7,
Listen +7, Move Silently +7, Open Lock +9, Pick Pocket
ENCOUNTER 3: THE LAND HOUSE +7, Search +6, Spot +7; Alertness, Improved Initiative.
Protestor, male human Com1: CR 1/2; Medium Possessions: Rapier, studded leather, potion of
Humanoid; HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30 bull’s strength.
ft.; AC 11 (flat-footed 10, touch 11); Atks +1 ranged
(1d4 x2, sling); AL Varies but mainly CN; SV Fort +1, Eorwin and Geofric, male human Com2 (2): CR 1;
Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 9, Wis 10, Medium-size Humanoid (5 ft. 5 in. tall); HD 2d4; hp 6;
Cha 11. Init +1 (+1 Dex); Spd 30 ft.; AC 14 [flat-footed 13, touch
Skills and Feats: Handle Animal +1, Listen +2, 11]; Atks +4 melee (1d8+3 [19-20x2], longsword); AL N;
Profession (varies) +3, Spot +3, Swim +3, Use Rope +4; SV Fort +0, Ref +1, Will +1. Str 16, Dex 13, Con 10, Int
Alertness, Skill Focus (Profession (varies)) 12, Wis 12, Cha 12.
Possessions: Sling, 20 sling bullets. Skills and Feats: Listen +5, Handle Animal +5,
Spot +5. Armour Proficiency (light), Dodge.
ENCOUNTER 4: THE LONG NIGHT AT Possessions: Studded leather, longsword, potion of
bull strength.
LAND HOUSE
Orwyrd, male human Rog5/Asn1: CR 6; Medium Veridik, male human Rog1/Sor2: CR 3; Medium
Humanoid; HD 5d6+1d6+6; hp 36; Init +7 (+3 Dex, +4 Humanoid; HD 1d6+2d4; hp 13; Init +7 (+3 Dex, +4
Improved Initiative); Spd 30 ft.; AC 21 (flat-footed 21, Improved Initiative); Spd 30 ft.; AC 16 [flatfooted 13,
touch 17); Atks: +5 melee (1d8+2 [18-20/x2], garrotte touch 13]; Atks +2 melee (1d6+2 [18-20], rapier); AL
(locking)) or +6 melee (1d6+2 [19-20/x2] and poison NE; SV Fort +0, Ref +5, Will +3; Str 14, Dex 17, Con 12,
[Wyvern Poison: Fort save [DC 17]; 2d6 Con/2d6 Con], Int 14, Wis 10, Cha 16.
short sword); SA Sneak attack +4d6, death attack, Skills and Feats: Bluff +9, Concentration +7,
poison use, SQ Evasion, uncanny dodge (Dex bonus to Gather Information +5, Hide +8, Intimidate +6, Listen
AC), uncanny dodge (can't be flanked); AL CE; SV Fort +4, Move Silently +8, Search +6, Sense Motive +4, Spot
+3, Ref +10, Will +2; Str 14, Dex 16, Con 12, Int 14, Wis +4; Combat Casting, Dodge, Improved Initiative.
10, Cha 13. Spells Known (6/4; base DC = 13 + spell level): 0-
Skills and Feats: Balance +10, Bluff +8, Climb +9, daze, flare, ray of frost, mage hand, read magic; 1st-
Decipher Script +5, Disguise +9, Hide +10, Jump +3, charm person, sleep.
Listen +3, Move Silently +10, Read Lips +4, Search +5, Possessions: Rapier, studded leather, Kekarav
Sense Motive +2, Spot +2, Tumble +6, Use Magic Madi’s plans, Veridik’s Ring.
Device +4, Use Rope +5; Chink in the Armour, Exotic
Weapon Proficiency (garrotte), Expertise, Improved Rat Familiar: CR 1/8; Tiny Animal; HD 1/4d8
Initiative, Weapon Finesse (short sword). (Animal); hp 9; Init +2; Spd 30 ft., Climb 15 ft.; AC 17
Possessions: Garrotte (locking), +1 studded (flat-footed 14, touch 14; Atks +6 melee (1d3-3, bite);
leather, potion of invisibility, potion of spider climb, Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; SQ Scent, grants +2
short sword (poisoned – wyvern poison). Fort saves, Alertness, improved evasion, share spells,
Spells: (1; base DC = 12 + spell level): 1st- obscuring empathic link, touch; AL N; SV Fort +2, Ref +5, Will
mist. +5; Str 5, Dex 15, Con 10, Int 7, Wis 12, Cha 2.
Pre-cast Spells: Orwyrd has had mage armour cast Skills and Feats: Balance +10, Climb +12, Hide
upon him by a 4th level wizard upon leaving to do +17, Move Silently +9; Weapon Finesse (bite).
Teral’s bidding. The spell currently has 2 hours
remaining to run its course. ENCOUNTER 11: THE SACRIFICE
Daxand, male human Rog1/Clr6 (Syrul): CR 7;
ENCOUNTER 9: THE WAREHOUSE Medium-size humanoid; HD 1d6+6d8; hp 39; Init +7
Dithro and Jerec, male human Rog2 (2): CR 2; (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (flat-
Medium-size Humanoid (5 ft. 10 in. tall); HD 2d6; hp 9; footed 16, touch 14), Atks +8 melee (1d6+1 [18-20x2],
Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC +1 rapier); SA: Sneak attack +1d6, rebuke undead
16 [flat-footed 13, touch 13]; Atks +3 melee (1d6+2 [18- 6/day; AL NE; SV Fort +5, Ref +7, Will +11; Str 11, Dex
20/x2], rapier); SA Sneak attack +1d6 damage, SQ 16, Con 10, Int 16, Wis 18, Cha 16
Evasion; AL CN; SV Fort +0, Ref +6, Will +1. Str 14, Skills and Feats: Bluff +9, Concentration +11,
Dex 16, Con 10, Int 14, Wis 12, Cha 12. Diplomacy +11, Gather Information +9, Heal +6, Hide
Pyrtura 27
+3, Innuendo +8, Knowledge (local) +4, Sense Motive 15; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.;
+7, Spellcraft +8, Spot +5, Tumble +2; Combat Casting, AC 16 (+3 Dex, +3 studded leather); Atks +3 melee (1d6
Improved Initiative, Iron Will, Weapon Finesse [18-20x2], rapier); SQ Sneak attack +2d6 damage; AL
(Rapier). CN; SV Fort +1, Ref +7, Will +2. Str 14, Dex 17, Con 10,
Possessions: buckler, mithral shirt, +1 rapier, +1 Int 14, Wis 12, Cha 12.
ring of protection, pouch with 10 platinum gulls. Skills and Feats: Bluff +5, Disable Device +11;
Spells: (5/4+1/4+1/3+1; base DC = 14 + spell level): Hide +7, Listen +7, Move Silently +7, Open Locks +11,
0- cure minor wounds, detect magic, detect poison, Pick Pockets +7, Search +6, Sense Motive +5, Spot +7.
guidance, virtue; 1st- bane, cause fear, change self*, Alertness, Combat Reflexes, Improved Initiative.
command, divine favour; 2nd- aid, bull's strength, hold Possessions: rapier, studded leather, potion of
person (2), invisibility*; 3rd- blindness/deafness, deeper bull’s strength.
darkness, magic circle against good, nondetection*.
*Domain Spell: Domains: Trickery (Bluff, Eowrin and Geofric, male human Com4 (2): CR 3;
Disguise and Hide are class skills.) Knowledge (All Medium-size Humanoid (5 ft. 5 in. tall); HD 4d4+3; hp
knowledge skills are class skills. You cast divinations at 14; Init +1 (+1 Dex); Spd 30 ft.; AC 14 [flat-footed 13,
+1 caster level.) touch 11]; Atks +5 melee (1d6, light mace); AL N; SV
APL 8 Fort +1, Ref +2, Will +2. Str 16, Dex 13, Con 10, Int 12,
Wis 12, Cha 12.
ENCOUNTER 4: THE LONG NIGHT AT Skills and Feats: Handle Animal +5, Listen +5,
LAND HOUSE Spot +5, Swim +5; Armour Proficiency (light), Dodge,
Toughness.
Orwyrd, male human Rog5/Asn3: CR 8; Medium
Possessions: Studded leather, longsword, potion of
Humanoid; HD 5d6+3d6+8; hp 48; Init +7 (+3 Dex, +4
bull strength.
Improved Initiative); Spd 30 ft.; AC 20 (flat-footed 21,
touch 18); Atks: +7 melee (1d8+2 [18-20/x2], garrotte
Veridik, male human Rog3/Sor4: CR 7; Medium-size
(locking)) or +9 melee (1d6+3 [19-20/x2] and poison
humanoid; HD 3d6+4d4; hp 25; Init +4; Spd 30 ft.; AC
[Black Lotus Extract Poison: Fort save [DC 20]; 3d6
17 [flat-footed 13, touch 14]; Atks +8 melee (1d6+2 [18-
Con/3d6 Con], +1 short sword); SA Sneak attack +5d6,
20/x2], rapier); AL NE; SV Fort +2, Ref +8, Will +5; Str
death attack, poison use; SQ Evasion, +1 save vs.
14, Dex 18, Con 11, Int 12, Wis 10, Cha 16.
poison, uncanny dodge (Dex bonus to AC), uncanny
Skills and Feats: Balance +9, Bluff +7, Climb +6,
dodge (can't be flanked); AL CE; SV Fort +3, Ref +10,
Concentration +11, Hide +9, Listen +6, Move Silently
Will +2; Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 14.
+9, Pick Pocket +9, Search +5, Sense Motive +6
Skills and Feats: Balance +14, Bluff +12, Climb
Spellcraft +8, Tumble +10; Combat Casting, Dodge,
+11, Decipher Script +4, Disguise +9, Hide +10, Jump
Silent Spell, Weapon Finesse (rapier).
+3, Listen +5, Move Silently +10, Read Lips +4, Search
Spells Known (6/7/4; base DC = 13 + spell level):
+5, Sense Motive +2, Spot +2, Tumble +6, Use Rope +5;
0- dancing lights, daze, ghost sound, light, mage hand,
Armour Proficiency (light), Chink in the Armour,
prestidigitation; 1st- charm person, magic missile, sleep;
Exotic Weapon Proficiency, Expertise, Improved
2nd- melf's acid arrow.
Initiative, Martial Weapon Proficiency, Weapon
Possessions: Rapier, studded leather, Kekarav
Finesse (short sword).
Madi’s plans Veridik’s Ring.
Possessions: Cloak of resistance +1, garrotte
(locking, poisoned with black lotus extract), +1 studded
Rat Familiar: None Animal, Rat: CR 1/8;Tiny Animal;
leather, potion of invisibility, potion of spider climb, +1
HD 1/4d8 (Animal); hp 12; Init +2 (+2 Dex); Spd 30 ft.,
short sword (poisoned with black lotus extract)
Climb 15 ft.; AC 17 (flat-footed 15, touch 14; Atks +3
Spells: (2/1; base DC = 12 + spell level) 1st- ghost
melee (1d3-3, bite); Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.;
sound, obscuring mist; 2nd- alter self.
SQ Scent, grants +2 Fort saves, Alertness, improved
Pre-cast Spells: Orwyrd has had mage armour cast
evasion, share spells, empathic link, touch; AL N; SV
upon him by a 4th level wizard upon leaving to do
Fort +2, Ref +6, Will +6; Str 5, Dex 15, Con 10, Int 7,
Teral’s bidding. The spell currently has 2 hours
Wis 12, Cha 2.
remaining to run its course.
Skills and Feats: Balance +10, Climb +12, Hide
+17, Move Silently +9; Weapon Finesse (bite).
ENCOUNTER 9: THE WAREHOUSE
Dithro and Jherec, male human Rog4 (2): CR 4;
Medium-size Humanoid (5 ft. 10 in. tall); HD 4d6; hp
Pyrtura 28
ENCOUNTER 11: THE SACRIFICE
Daxand, male human Rog1/Clr8 (Syrul): CR 9;
Medium-size humanoid; HD 1d6+8d8; hp 52; Init +7
(+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (flat-
footed 16, touch 14), Atks +11/+6 melee (1d6+2 [18-
20x2], rapier); SA Sneak attack +1d6 damage, rebuke
undead 6/day; AL NE; SV Fort +6, Ref +7, Will +12; Str
12, Dex 16, Con 10, Int 16, Wis 18, Cha 16
Skills and Feats: Bluff +9, Climb +1,
Concentration +14, Diplomacy +11, Gather
Information +9, Heal +6, Hide +3, Innuendo +9,
Knowledge (local) +4, Sense Motive +7, Spellcraft +11,
Spot +5, Tumble +2; Combat Casting, Improved
Initiative, Iron Will, Weapon Finesse (rapier), Weapon
Focus (rapier).
*Domain Spell: Domains: Trickery (Bluff,
Disguise and Hide are class skills.) Knowledge (All
knowledge skills are class skills. You cast divinations at
+1 caster level.)
Spells:(6/5+1/4+1/4+1/3+1; base DC 14 + spell
level): 0- cure minor wounds, detect magic, detect
poison, guidance, virtue; 1st- bane, cause fear, change
self*, command, divine favour; 2nd- aid, bull's strength,
hold person (2), invisibility*; 3rd- blindness/deafness,
deeper darkness, magic circle against good*; 4th-
confusion*, inflict critical wounds, poison.
Possessions: Buckler, mithral shirt, +1 rapier, +1
ring of protection, pouch with 10 platinum gulls.
Pyrtura 29
APPENDIX 2: NEW RULES
NEW FEATS Cost: 100 gp; Damage: 1d8*; Critical Range: 18-20;
Weight: 3lb; Type: Slashing; Hardness: 7; Hit Points: 4;
Zen Archery [General] (Sword and Fist)
*Damage is per round of successful grappling.
Your intuition guides your hand when you use a
ranged weapon.
Prerequisites: Base attack bonus +3, Wis 13+
Benefit: The character can use his Wisdom
GARROTTE ATTACKS
modifier instead of his Dexterity modifier when (SONG AND SILENCE PAGE
making a ranged attack at a target within 30 feet.
86 AND 87)
Chink in the Armour [General] (Song and A garrotte is more difficult to use than most
Silence) weapons because the attack must be carefully
You are an expert at slipping a weapon between armor set up to have a reasonable chance of success.
plates or into seams. A garrotte attack uses the grappling rules from
Prerequisites: Expertise. Chapter 8 of the Player's Handbook, with a few
Benefit: If you take a standard action to study an additions.
opponent, you can ignore half of his or her armor Attack of Opportunity: You provoke an
attack of opportunity from the target you are
bonus (rounded down) during your next single attack.
trying to garrotte. If the attack of opportunity
Only bonuses from actual armor (including natural
deals you damage, your garrotte attack fails.
armor) are halved, not those from shields,
Getting the Garrotte into Place: To attack
enhancement bonuses to armor, or magic items that with a garrotte, you first need to loop the
provide an armor bonus. weapon over your opponent's head and work it
into place around his or her neck. To accomplish
NEW EQUIPMENT FROM SONG AND this, you must be able to reach the target's head.
SILENCE, PAGE 52. This means you cannot garrotte an opponent
Garrote, Locking: This nasty variant of the wire two or more size categories larger than yourself
garrote comes with a pair of metal grips, each of which unless that opponent is sitting or lying down, or
you are attacking from overhead.
contains one portion of a locking mechanism. Once
If you can reach the target's head, you
the garrote has begun to deal damage after a garrote
must make a successful melee touch attack to
attack, the attacker can link the two ends and twist the
grab him or her. Unlike a normal melee touch
grips into their locked position. This maintains attack, this does not allow you to ignore all your
strangling pressure on the victim even after the opponent's armour. If your foe's neck is
attacker lets go. The victim continues to make grapple protected, you might not be able to place the
checks (each one opposed by the last attack roll the garrotte properly. To determine the opponent's
attacker made) until freed or unconscious. Armour Class against a garrotte attack, use his
The DC for the Disable Device check to free a or her size modifier (see Combat Statistics in
victim from a locked garrote is 10 if the character Chapter 8 of the Player's Handbook), plus any of
attempting the task has Exotic Weapon Proficiency the following special armour modifiers that
(locking garrote), or 25 otherwise. If someone other apply.
than the victim makes the attempt, a -5 circumstance If you fail to hit with your melee touch
penalty applies to the check unless the victim is held, attack, your garrotte attack fails. If you are
unconscious, or otherwise kept from moving. A entitled to multiple attacks in a round, you can
character attempting to remove a locking garrote from attempt to place the garrotte multiple times at
his or her own neck suffers the same penalty on the successively lower base attack bonuses.
Disable Device check, this time for working blind. Strangle: Make a grapple check (see
Naturally, it's impossible for any character to take 10 or Grapple in Chapter 8 of the Player's Handbook).
take 20 on this check unless the victim trapped in the If you succeed, you have started to strangle your
device is already dead. Smashing the locking garrote opponent. You immediately deal 1d6 or 1d8
leaves it frozen in the locked position. points of damage, depending on the type of
garrotte. Your Strength modifier applies to this
damage, and if that modifier is a bonus, you get
Pyrtura 30
one and one-half times that bonus because assassins, spies, and sneak thieves. It makes a
you're using both hands for the attack. If you fail poor melee weapon against multiple opponents,
the grapple check, you don't start strangling or since its wielder is vulnerable to attacks from the
deal damage. Your opponent slips free of the target's friends while holding the garrotte in
garrotte and is no longer considered grappled. position and waiting for the victim to die. Locking
You do not automatically lose the grapple check garrottes, while rare, are good for causing major
if your opponent is two or more size categories distractions, since friends of the victim typically
larger than you are, as you would with a normal break off pursuit of the attacker to save their
grapple check. Your opponent is considered companion from the garrotte.
grappled if you succeed.
Move In: Unless you used a locking garrotte GARROTTE ATTACK
to make your attack, you must move into the ARMOUR TYPE TARGET'S AC
target's space in order to maintain the strangle. MODIFIER AGAINST
Moving, as normal, provokes attacks of
Natural armour Provides normal protection
opportunity from threatening enemies, but not
(equal to the bonus of the natural armour)
from your target.
Full plate Provides a +4 armour bonus
Maintaining a Garrotte Attack: Once you
Leather collar Provides a +4 bonus
have a cord garrotte or a wire garrotte in place,
Gorget Provides a+10 bonus
have won the grapple check, and have moved
into your opponent's space, you can continue to
deal garrotte damage with successful grapple THE ORDER OF THE BOW
checks as often as you are entitled to attempt
them. If you have multiple attacks, you can
INITIATE
attempt multiple grapple checks each round to (PATH OF THE WING)
deal damage. Each time you succeed with a
grapple check, you deal garrotte damage, From Sword and Fist, page 32
modified as above by your Strength modifier. Tarnedas' Creed:
The garrotte remains in place until you release
your opponent or until he or she escapes by So speaks the Far Reacher, Master of Birds, Phaulkon:
breaking your hold (see Grapple in Chapter 8 of
the Player's Handbook). The time of Great Trial is approaching; a Great
Unless you used a locking garrotte to Darkness is stirring once more from beyond memory.
make your attack, you and your opponent are The stones of this land echo with the voices of many
considered grappled while you maintain a peoples who have lived here down the ages. Some of
garrotte attack. You cannot attempt to pin your those voices are best forgotten. Those Who Are Called
opponent during your garrotte attack, nor can must to take up the burden of defending the light,
you attack with another weapon. protecting the good of the future from the evils of the
While You're Being Garrotted: Being past.
garrotted is just like being grappled, except that
you suffer normal damage. You can attempt to Path of the Wing:
escape the garrotte by making a successful Led by Kavrhos, previously a rogue in the service of the
grapple check on your turn. If you is possible Brotherhood, the path of the Wing aims at excellence
using the Attack an Object action, but it's in the art of archery. They fuse both mental discipline
difficult. Since a garrotte is a Small weapon, it
with physical strength and agility to produce
has an Armour Class of 11; however, since it's
outstanding marksmen capable of extraordinary feats.
buried in your neck, it gets a +10 cover bonus to
Armour Class, for a total Armour Class of 21 . In
addition, you incur a -4 circumstance penalty on Hit Die: d10.
your attack because you have to avoid
damaging your own neck in the process. You REQUIREMENTS
cannot use the disarm action against an attacker
who has a garrotte wrapped around your neck. To qualify as an initiate, a character must fulfill all the
Strategy: The garrotte is a good weapon for following criteria:
one-on-one surprise attacks, when there's a
good chance of taking the target unaware. Base Attack Bonus: +5.
Hence, this weapon is a favourite among Knowledge (religion): 2 ranks.
Pyrtura 31
Proficiency: Longbow or shortbow or composite after that. Ranged attacks only count as sneak attacks if
longbow or composite shortbow. the target is within 30 feet. The initiate cannot strike
Feats: Point Blank Shot, Precise Shot, Rapid Shot, with such deadly accuracy beyond that range. In every
Weapon Focus (longbow or shortbow or the composite other way, treat this ability as a rogue's sneak attack. If
version of either, Weapon Specialization (longbow or the character has the sneak attack ability as a rogue, the
shortbow or the composite version of either). bonuses stack.
CLASS FEATURES
Weapon and Armour Proficiency: Characters who
take a level of initiate gain no special proficiency with
armour, shields, or weapons.
Ranged Sneak Attack: Any time the initiate's target
would be denied his Dexterity bonus to AC (regardless
of whether he has a Dexterity bonus), the initiate's
ranged sneak attack deals extra damage. The extra
damage is +1d6 at 1st level, and +1d6 every two levels
Pyrtura 32
APPENDIX 3: SORNHILL AT A GLANCE (593 CY)
Sornhill (Small Town): Conventional; AL LN/LG; 800 gp limit; Hazaraz can also call upon 3 warships – The Fearless (a galley)
Assets 85,360 gp; Population 2134; Mixed (2016 humans, 57 dwur, and The Tempest and The Gallant, both of which are caravels.
32 noniz, 11 half-olves, 9 olves, 5 hobniz, 4 half-euroz). Fearless is normally stationed within Notxia Bay, lending support
Authority Figures: Hazaraz Skullsplitter, human male to the defenders of Osprem’s Light. Tempest and Gallant patrol up
(Commander of Rebel forces in the area); Saielma Relaster, and down the coast, discouraging Brotherhood vessels from
female human (ruler of the Storm Coast); Carthen Relaster, male coming to close to the town.
human (Sea Eagle of Sornhill). Fishing is an important industry to the folk of Sornhill. Many
Important Figures: Cathera of Ogberg, female human hardy souls still fish the Notxia, although they now avoid that
(priestess of Pholtus); Ceriam Grathenn, male human (priest of portion of the bay which laps at the feet of the Volanots. Fields,
Zilchus); Dreyan Manasar, male human (priest of Osprem); orchards and plantations surrounded the town but many of these
Ement Naersaul, male human (Captain of The Peryton); Erian were either destroyed in the fighting or deliberately burnt by
Tournavil, male human (spellcaster for hire); Gershimon Iilinski, retreating Brotherhood forces.
male human (blind shipwright); Heramell Senned, male human Sornhill itself is split into 3 distinct districts - High Town,
(priest of Trithereon); Iseln Guiral, male human (Stormseeker and Harbour Town and Haven Town.
priest of Procan), Jelal Mullenden, female human (priestess of High Town: In days past if you could afford it you lived in
Mayaheine); Jarwar Highflame, female human (priest of Joramy); High Town. Built on a long, low hill that rises out of the Notxia it
Jornal Surearm, male human (gem and jewellery merchant); Kiral is not as cramped as Harbour Town and its inhabitants enjoyed a
Kackrov, male human (Evoker); Maren Vidkho, male human better standard of living. The Pholtite Chapel of the Blinding Light
(disgraced priest of Xerbo); Niara Telk, female human (Diviner); stands in High Town. In days past it doubled as the lawcourts and
Onrulf the “Smith Prince”, male dwur (skilled weaponsmith); it is known that Cathera yearns for the day when it will serve as
Patriis Monir, human male (shipwright); Randolf of Sornhill, such again. Onrulf also has his shop here, catering to those with
male human (merchant); Tahllean Baeltas, female half-elf (multi- sufficient coin.
talented individual and member of the Breakers); Uthather Kais, Harbour Town: In many ways Harbour Town is the centre of
male half-elf (powerful Evoker and member of the Breakers); Sornhill as most of the trade carried out in the town passes
Velder Hanreth, male human (priest of Procan). through this ward at one point or another. The Briny Halls stand
here – a large indoor market devoted to the buying and selling of
Named after a local landmark, the origins of which are all but lost fish and other consumables - as do many of the temples popular
in the mists of antiquity, Sornhill is currently the capital of the with the populace.
Storm Coast and the seat of the Relaster ducal family. Occupied by The devout can find the Vault of the Sea here (previously
the Brotherhood since 584 CY Sornhill was only liberated in 590 devoted to Xerbo, but now dedicated to Mayaheine), as well as the
CY. Stormspire (Procan), the Halls of the Shining Coin (Zilchus), The
As soon as the town was recaptured by the rebels family Hall of the Pursuer (Trithereon) and the Chapel of Fortune
Relaster moved to reassert their dominance of the area. Saielma (Norebo). Harbour Town was also home to a small splinter sect of
Relaster, eldest-surviving Relaster, returned to Stormhaven and Procan. Known as the Stormseekers they are led by Iseln Guiral
began the task of rebuilding her shattered holdings. She is ably and believe that their god manifests himself in the midst of storms
assisted in this task by Hazaraz "The Skullsplitter" the Captain of and tempests. As a result of their desire to worship as close to their
her father’s personal guard and, outside the walls of the deity as possible membership of this group is small.
Stormhaven, a company she sponsored to the chargrin of Prior to the invasion Sornhill was a centre of shipbuilding on
conservative nobles. The court of Stormhaven was racked with the Dragonshead but Brotherhood forces destroyed the 3
further scandal when in 592 CY it was discovered Sailema was shipyards here before fleeing the town. Two of the yards, Patriis
pregnant. She gave birth to a daughter, Veryanna. Rakes whisper Monir’s and Gershimon Iilinski’s are now operational although
that as well as being the de facto Lord of Sornhill it was Hazeraz Harnshir Jarome’s is beyond repair – being little more than
who conceived Sailema’s daughter, not the szek. The substance of mounds of tumbled stone and charred wood.
these rumours is unknown. Haven Town: The most cramped and squalid portion of
Rebel forces within the town include 3 score marines and Sornhill, Haven Town was home to many who could afford to
almost 400 men at arms. A militia numbering roughly 250, many dwell nowhere else. Here the streets are narrow and windy with
of which are on duty at any given time, backs up the regular forces. many buildings packed close together. Open spaces here are rare,
The Order of the Sea and Star gather at Darkbane. Once a lone although there is a series of wells for the use of the inhabitants.
tower, this is girthed with a solid stone wall thanks to selfless
patriots who worked tirelessly in 591 CY. LOCATIONS OUTSIDE SORNHILL
Most inhabitants of Sornhill own at least one weapon. Osprem’s Light: Originally built by the Suel, Osprem’s Light has
Without exception they all hate the Brotherhood. Equipment and guided sailors safely into port for centuries. Located across the bay
manpower shortages are common here although morale is high from the town it commands the approaches to Sornhill proper.
and the troops are well led. Currently Osprem’s Light is the focus of much of the skirmishing
being carried out in the area. Military strategy dictates that he who
Pyrtura 33
controls the temple controls access to Sornhill. Recent hochebi launched a spectacular surprise attack against Osprem's Light
assaults have come close to capturing the installation, the largest of cutting the town off from Brotherhood re-supply.
these were repelled due to attack plans falling into rebel hands. Rebel Artillerists sank one Brotherhood vessel and severely
The Hanging Gardens: Just outside the walls of Sornhill can damaged 2 more that tried to relieve the beleaguered town during
be a found a small copse of trees known as the Hanging Gardens. a short winter siege lasting into the early days of 590 CY. In
It is here that criminals and brigands were sentenced to death for Fireseek Brotherhood forces were forced by the worsening supply
their crimes. Many lawbreakers have been buried here, giving rise situation to attempt a breakout from the town. Under cover of
to several gruesome legends about this stand of trees. diversionary hochebi assaults on outlying rebel pickets Kekarav
Madi's personal vessel, the Scarlet Death slipped its moorings.
LOCAL LORE Braving sustained (and accurate) catapult fire from Osprem's Light
it broke the Rebel cordon and disappeared into the night. An
The first known settlement of any size on the site of present-day
attendant vessel, the Scarlet Rage, was not so lucky and fell foul to
Sornhill was founded by the suel after the Great Migrations.
rebel attacks.
Subjugating the local flan tribes they built a small bastion and
Kekarav Madi and Rohal Soldas have both been encountered
town, parts of which including the Red Tower and Osprem's Light
alive. Rohal Soldas is now presumed dead after a vicious assault on
are still visible today. Much of the town was destroyed however
the village of Greenfalls in 592 CY. It is almost certain Kekarav
when the oerids swept through the region in the late 590s OR.
Madi intends to retake Sornhill now, but the forces of Baron
They subsequently resettled the area, repairing the shattered
Kiernal Maldrenn, bolstered with men in service of Relaster and
fortifications of the town and constructing further defences.
Baryaern are on the offensive.
Desiring further protection they threw a wall around the whole
town and built additional fortifications around the Red Tower,
The hand of Reydrich Sharn penned this treatise in the year 591
which became known as Stormhaven. It was the Oerids that
CY and in 592 CY. It is taken from a series of travelogues, based
dictated the layout of the town that still survives to this day. Prior
upon first and second hand observations of Onnwal, accumulated
to the Wars the population of Sornhill reached the 3000 mark and
by the author during his travels throughout the Dragonshead.
some building had taken place beyond the town walls. The
invasion of the Brotherhood dealt a sharp check to this growth
however and today the population is no more than 2200.
The Fall: The story of the fall of Sornhill is much the story of
the fall of Onnwal. Here, as elsewhere, treachery played a full part
in the defeat of the proud Onnwalons. Rohal Soldas, the then
mayor of Sornhill, admitted a small highly skilled strike force into
Stormhaven. In the ensuing struggle almost the entire Relaster
family was captured or killed. Simultaneous assaults against
Osprem's Light, although at first repulsed, rendered the garrison
unable to engage the Brotherhood fleet that sailed into Notxia Bay
on the morning tide.
As wave after wave of fresh Brotherhood troops clashed in
the streets with tired and confused defenders, Rohal committed
his last treachery striking the Green and Gold of Onnwal and
replacing it with the scarlet flag of the invaders. This last heinous
act arguably took the fight out of those still resisting and most
resistance quickly collapsed.
One man, Barrend Deshend a young marine officer, refused
to surrender however and fought a desperate rearguard action
with a small group of his fellows allowing The Tempest, packed to
the gunwhales with refugees and wounded, to escape to sea.
Occupation: The occupation of Sornhill was a grim affair.
The Kesh of the town, Kekarav Madi, was a fervent Brotherhood
hard-liner and the people of Sornhill suffered greatly under his
authority. Rohal Soldas, the infamous traitor was richly rewarded
by his scarlet masters and was put to work rooting out
troublemakers and members of the resistance. Many Onnwalons
were slain, and still more disappeared on vessels bound for Scant.
Brotherhood agents here were also able to successfully infiltrate
the local Wreckers cell. As a result most of the members of the cell
were tortured and then publicly executed.
LIBERATION: The folk of Sornhill were prostrate before
the Scarlet Sign until late in Patchwall 589 CY when rebel forces
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MAP 1: MAP OF THE TOWN OF SORNHILL
Key to Map:
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MAP 2: MAPS OF MELLIK’S KEGHOUSE
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MAP 3: MAPS OF THE LAND HOUSE
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MAP 4: MAP OF THE WAREHOUSE
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MAP 5: MAP OF THE RED TOWER ENTRANCE
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MAP 6: MAP OF THE SACRIFICE CHAMBER
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HANDOUT: BARUND LARAMORE’S MISSIVE
Your Grace,
As a gift to the people of Sornhill and Longbridge in these
dark times I present to your shipwrights, and to His Grace’s fledgling
venture in the south this delivery of pitch. May it aid in the continuing
efforts to rebuild Sornhill, and to strengthen our new naval presence
within the Azure Coast, that we may prevent such dark times as we saw in
the summer of last year.
This delivery is the product of what I hope shall be a fruitful
union between the Church of Zilchus and the Loyal Church of Xerbo. It
was paid for by the coin of Maren Vidkho, representative of the Loyal
Church of Xerbo, with Merchant Dirkwall, Representative of House
Zelthred and Lay Person of the Church of Zilchus.
I hope this co-operation will be noted favourably in Maren’s up
and coming trial. The sins of the past are not easily forgotten, as I am
sure you know, but he is beginning to repay his debt, and without change
we cannot hope to grow.
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CAMPAIGN CONSEQUENCES
Fill out the following and return to [email protected] via email. If you do not fill these in, your run of this
scenario will not affect the campaign. Consequences will be accepted until the 31st of July, 2003. Feedback on the
module will always be welcome.
Did the PCs follow Teral Lightfinger’s instructions and frame the Wreckers in the Warehouse?
Yes No
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