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ICKCCTTN CHCS

A OneRound L&L core LIVINc cRLYHAWK Adventure


Version +
by Jason 8ulmahn and chris 1ulach
With Special 1hanks to Rick LaRue
RPcA HQ reviewers. chris Lindsay and Stephen RadneyMacarland.
A murdered scholar, an ancient map, and a sinister foe cloaked in death. A forgotten voice from the deepest recesses of the mind has
returned. 1he vile whisper cackles 'I am free' and with each passing moment, it grows louder and louder. Sequel to cOR+oo 1he
orbidden choice. An adventure for characters level ++o.
8ased on the original LUNcLONS & LRAcONS` rules created by L. cary cygax and Lave Arneson and the new LUNcLONS & LRAcONS game designed by Jonathan 1weet, Monte
cook, Skip Williams, Richard 8aker, and Peter Adkison.
1his Wizards of the coast game product contains no Open came content. No portion of this work may be reproduced in any form without written permission. 1o learn more about the
Open caming License and the dio system License, please visit www.wizards.com/dio.
DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYlNG GAMES ASSOClATlON and RPGA are registered trademarks owned by Wizards of the Coast, lnc. LlVlNG GREYHAWK
and the D20 system logo are trademarks owned by Wizards of the Coast, lnc. All Wizards characters, character names, and the distinctive likenesses thereof are
trademarks owned by Wizards of the Coast, lnc. Any reproductions or unauthorized use of material or artwork contained herein is prohibited without the express writ-
ten permission of Wizards of the Coast, lnc. This scenario is intended for organized play use only and may not be reproduced without approval of the RPGA Network.
2002 Wizards of the Coast, lnc. All rights reserved.
Visit our Web site at:
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COR2-10
T
his is an RPcA` Network scenario for the LUNcLONS &
LRAcONS` game. Most sanctioned events delegate a
fourhour time block for each round of this scenario, with
actual playing time will around three hours. 1he rest of the
time is spent in preparation before game play, and reward dis
tribution and scoring after the game. 1he following guide
lines are here to help you with both the preparation and vot
ing segment of the game. Read this page carefully so that you
know and can communicate to your players the special
aspects of playing an RPcA scenario.
PKPAKATICN
irst print this scenario. 1his scenario was created to support
doublesided printing, but printing it single sided works as
well. 1here is enough room along the inside margin to bind
the adventure, if you desire.
Read this entire adventure at least once before running
the event amiliarize yourself with any special rules, spells, or
equipment presented in the adventure. It may help to high
light particularly important passages.
When you run an RPcA L&L adventure we assume
that you have access to the following books. the Iicycr's
IcnJoeel, the Lungcen \cstcr's GuJc, and the \enstcr
\cnuci. We also assume that you have a set of dice ,at least
one d, do, d8, d+o, d+i, and dio), some scrap paper, a pen
cil, an RPcA scoring packet, and your sense of fun. It's also
a good idea to have a way to track movement during com
bat. 1his can be as simple as a pad of graph paper and a pen
cil, as handy as a vinyl grid map and chits, or as elaborate as
resin dungeon walls and miniatures.
Instruct the players either to prepare their characters
now, or wait until you read the introduction, depending on
the requirements of the scenario described in the introduc
tion.
Keep in mind that you must have at least three players
,not counting the LM), for the game session to be a sanc
tioned RPcA event. You cannot have more than six players
participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. 1he tag
should have the player's name at the bottom, and the char
acter's name, race, and gender at the top. 1his makes it eas
ier for both the players and the LM to keep track of who is
playing what character.
1he players are free to use the game rules to learn about
equipment and weapons their characters are carrying. 8ut,
as the LM, you can bar the use of even core rulebooks dur
ing certain times of play. or example, usually the players
are not free to consult the LUKGLCK \As1LR's GuJc when
confronted with a trap or hazard, or the \enstcr \cnuci
when confronted with a monster.
1ext that appears in shaded boxes is player informa
tion, which you may read aloud or paraphrase as appropri
ate. 1ext in sidebars contains important LM notes, for you,
offering insight to issues particular to the adventure.
Monster and nonplayer character ,NPc) statistics are pro
vided with each encounter in abbreviated form. ull mon
ster statistics for standard monsters are provided in the
\enstcr \cnuci, while statistics for unusual monster and
unique individuals are profiled in the Appendix at the end
of the adventure. You should review all of these statistics
before the game starts to refresh you memory of the crea
tures' abilities.
SCCKINC
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and LM
score the game. 1he RPcA has three ways to score its
games. consult your convention coordinator to determine
which method to use for this scenario.
+Ketetc scerng. 1he players write their names and
RPcA numbers on the scoring packet grid. You fill in the
top of the grid. 1hat is all. No one is rated. 1his method is
used for people who are just playing for fun.
:Icrtci scerng. 1he players rate the game master and
the scenario on their player voting sheet, and provide per
sonal information, but don't vote for other players. 1he
game master rates the scenario and completes personal and
event information, but does not rate the players as a team or
vote for players. 1his method is used when there is no com
petition, but the event coordinator wants information on
how the game masters are performing, or the game
master wants feedback on his or her own performance.
Vetng. Players and game masters complete the entire
packet, including voting for best player. If this method is
used, be sure to allow about +,io minutes for the players to
briefly describe their characters to the other players, and
about ,+o minutes for voting. 1his method is used when
the players want to know who played the best' amongst
the group, or when the adventure is run in tournament for
mat with winners and prizes.
When using voting, rank the players in order of your
voting choice while they are completing their forms, so
that you are not influenced by their comments on your
abilities. It's a good idea to have the players vote while you
determine treasure and experience awards for the scenario.
After voting, give the Scoring Packet to your event
coordinator.
CTTINC STAKTD

T
his is a LIVINc cRLYHAWK Adventure. As a LIVINc
adventure it is expected that players bring their own
characters with them. If players do not have a LIVINc
cRLYHAWK character generated, get a copy of the current
LIVINc cRLYHAWK character generation guidelines, and a
character sheet from your convention coordinator or the
RPcA Web site, and then have any players without a char
acter create one. Once all players have a LIVINc cRLYHAWK
character, play can begin.
Along with the other materials that you are assumed to
have in order to run a L&L game, it is also recommended
that you have a copy of the LIVIKG GRLYIAVK Gc:cttccr.
LIVINC CKYHAwK LVLS
CI PLAY
8ecause players bring their own characters to LIVINc cRLY
HAWK games, this adventure's challenges are proportioned
to the average character level of the character participating in
the adventure. 1o determine the Average Party Level ,APL).
+) Letermine the character level for each character
participating in the adventure.
i) If characters bring animals that have been trained for
combat ,usually war horses and riding dogs), other than those
brought by virtue of a class ability ,i.e., animal companions,
familiars, paladin's mounts, etc.) use the following chart to
determine the number of levels you add to the sum above.
Add each character's animals separately. A single character
may only bring four or fewer animals of this type, and animals
with different cRs are added separately.
cR + i
+/ and +/o o o o +
+/ and +/i o o + +
+ + + i
i i ,
, o
, o /
) Sum the results of + and i, and divide by the number of
characters playing in the adventureround up.
) If you are running a table of six Pcs, add one to that
average.
8y following these four steps, you will have determined the
APL. 1hroughout this adventure, APLs categorize the level of
challenge the Pcs will face. APLs are given in evennumbered
increments. If the APL of your group falls on an odd number,
ask them before the adventure begins whether they would
like to play a harder or easier adventure. 8ased on their choice,
use either the higher or the lower adjacent APL.
APL also affects the amount of experience you may gain
at the end of an adventure. If your character is three character
levels or more either higher or lower than the APL that this
adventure is played at playing at, that character will receive
only half of the experience points awarded for the adventure.
1his simulates the fact that either your character was not as
challenged as normal, or relied on help by higherlevel char
acters to reach the objectives.
Ketc. LIVINc cRLYHAWK adventures are designed for APL
i and higher. 1hree or four, or sometimes even five +stlevel
characters may find difficulty with the challenges in a LIV
INc cRLYHAWK adventure. If your group is APL + there
are three things that you can do to help even the score.
+) Attempt to create a table of six +stlevel characters,
or try to enlist higherlevel characters to play at that table.
i) Advise characters to buy riding dogs to help pro
tect them, and fight for them. All riding dogs are considered
trained to attack. Pcs who want their dog to attack they must
succeed at a Handle Animal or charisma check ,Lc +o).
ailure indicates that the animal will not attack that round.
1his is a free action ,spoken command) that may be attempt
ed each round. If an animal loses half or more hp in a single
round it flees, unless another check is successful.
) A group of APL + adventurers who desire an extra
hand can 'enlist an iconic.' 1he stats for the +stlevel versions
of 1ordek, Mialee, Lidda and Jozan are given at the end of
each adventure. 1he group may pick one of these characters
to joint them on this adventure. 1he LM controls that NPc.
TIN UNITS AND UPKP
1his is a standard oneround core adventure, set in the
Lomain of creyhawk. All characters pay two 1ime Units to
participate in the adventure. Adventure's Standard Upkeep
costs i gp. Rich Upkeep costs +oo gp, and Luxury Upkeep
costs ioo gp.
CTTINC STAKTD
2
ICKCCTTN CHCS
3
ADVNTUK SUNNAKY
AND 8ACKCKCUND
In ,,+ cY, 8wirse, business agent of the 8rendingund
estate, contacted a group of heroes regarding an inter
esting ancient chest that had come into his possession.
Apparently, a group of orcs in the service of Iuz had
possessed it, and made off with its only contents, a
map. 1he writings on the chest seemed somewhat
cryptic, but the heroes were able to determine that
answers to their questions would be forthcoming at
Lelvenbrass, a ruined keep of evil, deep in the Vesve
orest. 1hrough 8wirse's encouragement, the heroes
headed west to solve the mystery.
After finding directions to Lelvenbrass, which
lay inside Iuz's annexed portion of the great forest,
the heroes opened the door to an underground com
plex. rom without and within, a strange, sinister
voice reverberated in each of the heroes' heads, call
ing to them with promises of power or horrible
death. Inside, they found the remains of others who
had been there recently, apparently, they were ser
vants of the Old One ,Iuz) as well. 1he entire com
plex was a maze of riddles and traps, designed to
keep others from entering further. In the final
chamber, they found a mad cleric of Iuz, and the
remains of a creature interred in the earth for cen
turies, no doubt to prevent it from awakening again
to terrorize Oerth. Lefeating the priest, they left the
creature interred, sealed the underground complex
which served as its prison, and returned to
creyhawk city. 1he heroes recounted their tale to
8wirse and the librarians of the creat Library of
creyhawk. While some heroes still heard the voice
of the thing below Lelvenbrass, all was forgotten .
for a time.
Now, almost one year later, the evil thing
interred within the earth is being tampered with yet
again. In ireseek of ,,i cY, 8wirse set in motion
another expedition to retrieve what the heroes had
left behind the last summer the stone sarcophagus
of the evil creature. Worried that his position with
the 8rendingund household might be ending soon,
8wirse figured that whatever was in that prison must
be worth a fortune to certain people. He hired a
group of mercenaries to head back into Lelvenbrass,
excavate the creature's remains, and return them to
him in creyhawk city. 1he mercenaries set about
their task, a long process that has taken quite a few
months. Now, the mercenaries are nearing comple
tion of their task, and are scheduled to return to
creyhawk with the stone slab that apparently con
tains the remains of an evil long since left behind.
Meanwhile, the forces of Iuz, having failed in their
first attempt to bring the creature forth, have caught
wind, through various sources, of the mercenary com
pany's mission. 1his time, it was decided that a more
capable group of negotiators' be sent to retrieve the
stone en route back to creyhawk city, and return it by
way of ship to Admundfort, on Walworth Island. A
more skilled agent and his retinue found the informa
tion they needed about the evil beneath Lelvenbrass
and the route of the mercenary company heading
back to creyhawk. Of course, this information did not
come easily, the agent of Iuz had to obtain it by more
forceful methods, torture, and of course, murder. A
mercenary was murdered over at the Mercenaries'
cuildhall, and a librarian met a similar fate in one of
the private study rooms at the creat Library of
creyhawk. As the adventure begins, the murderer is
on his way to rendezvous with the mercenaries at the
town of Maraven, and the heroes are approached by
one of the librarians for assistance.
1he heroes are in the 8lack Lragon Inn, once
again, enjoying a restful break from the dangers of
adventuring. A messenger from the creat Library
enters, and requests the presence of the heroes at the
library, during daylight hours, no less.
Upon reaching the library, the heroes are led to a
private study room, where the body of the murdered
librarian rests. Others on the staff inform the charac
ters that the librarian had been spending the last sev
eral months working on piecing together the infor
mation that heroes brought to the library regarding a
mysterious underground complex below Lelvenbrass.
1he library staff knows that some of the heroes visited
this place last summer, and thought they might be
concerned about this situation. A member of the city
Watch arrives, and remarks that the murder is very
similar to one found earlier in the day at the
Mercenaries' cuildhall. 1he watchman is happy to
take them to the oreign Quarter.
At the Mercenaries' cuildhall, the heroes find out
from an associate of the victim that he had last
arranged for transportation for a group of mercenaries
heading back from the Vesve orest, apparently with
some sort of unknown, heavy cargo. 1heir ship is due
to arrive a little over a day from now in the small port
village of Maraven.
Most likely, the characters have put together some
of the puzzle, and are on their way to Maraven, by
means of the Western Road. Along the way, the
ICKCCTTN CHCS
4
heroes come to a strangely deserted farmhouse, and
have a shocking runin with strange insectlike crea
tures that fade' in and out of reality.
Upon reaching Maraven, the characters head to the
docks, only to discover that it's too late. 1he mercenaries
are found aboard their ship, murdered. 1he ship's mani
fest is missing, and the dockhands inform the characters
that another ship left not long ago, the crew was paid a
very large sum of money to head to Admundfort, a place
occupied by the forces of Iuz. More than likely, the
heroes attempt to commandeer their own vessel, and
head out onto the seas after the killer.
As the adventurers head across the Nyr Lyv, a
pirating vessel in the service of the Old One accosts
them. Luckily for the characters, the pirates only
anticipated raiding a merchant vessel, and with their
defeat, the heroes can switch ships along with a few
stalwart crewmembers to continue on to Admundfort.
Reaching Admundfort in the captured pirate ves
sel, the heroes can gain a docking space at the port,
and begin to search for the killer. A small contingent
of soldiers question them, possibly leading to a con
flict in which the heroes have no choice but to leave
no survivors.
Lventually, the heroes find the ship, which still
has its cargo on board. 1he cursed, evil voice, which
plagued many heroes in CCR+ce 1hc FeroJJcn Checc,
calls to them, as they battle the murderous agent of
Iuz in an attempt to capture the stone sarcophagus
that holds an unspeakable evil.
After the battle, the heroes must decide what to do
with the stone slab, and can head back to creyhawk,
confident that they have laid the creature to rest .
hopefully, for the last time.
Since this adventure is the sequel to CCR+ce 1hc
FeroJJcn Checc, the LM should recommend to play
ers that they play characters that participated in that
event. While it is not necessary to play CCR+ce 1hc
FeroJJcn Checc before playing this event, it is highly
recommended.
Also, the LM should look through certificates that
the players' characters possess, and take special note of
any characters that have the Cursc e( thc Vecc. 1his
curse comes into play during specific portions of this
scenario.
ICK TLPCKTINC CHAKACTKS
Luring this event, the characters must ride on to the
village of Maraven to catch the killer, knowing that
they most likely arrive sometime after the murderer.
At higher APLs, it is conceivable that some characters
might have access to the tcicert spell, either through
an arcane or divine spellcaster, or via scrolls. Since
characters that have participated in CCR+ce 1hc
FeroJJcn Checc have been through Maraven, and
have seen the village, they could easily tcicert there,
with little risk of failure.
1he LM should check to see if characters are able
to cast the tcicert spell in some manner before the
beginning of the event. If this is the case, then the two
murders in creyhawk city are several days old, and
there is no way to catch the killer, as he has already left
a few days ago. 1eleporting to Maraven results in the
same scene as presented in Lncounter , below. 1he
LM can then resume the scenario without further
modifications. Lncounter can then be placed on the
way back to creyhawk, if time permits.
INTKCDUCTICN
It s Fiecltnc n Grcyhcul Cty, cnJ yeu (nJ yeurscitcs
cnjeyng c uenJcr(ui iunch ct thc 8iccl Lrcgen Inn, c
cen(ertcoic cstcoishncnt iecctcJ n thc scheicr's Jstrct e(
Cicrlourg. Fer senc e( yeu, thc 8iccl Lrcgen hcs occenc c
henc cucy (ren henc uhcn yeur trctcis hctc icJ yeu te
thc Lencn e( Grcyhcul; (er ethcrs, t sccns ilc strcngc
cencJcncc thct yeu e(tcn (nJ yeursci( hcrc n thc cenc
ny e( ethcrs thct shcrc yeur re(cssen e( cJtcnturcr.
1hc sning (ccc e( thc icrgc cnJ rcthcr hcry \lies
Lcrc, thc rercter e( thc uciilct nn, grcctcJ yeu shert
iy uen (nJng c tcoic. Ic teiJ yeu thct enc e( hs ethcr
nnlcccr (rcnJs, c ncn oy thc ncnc e( Rcny, ucs hct
ng treuoic etcr ct hs iccc, thc 8rcss Lrcgen Inn.
Acrcntiy, thc ctrens thcrc hctc occn hccrng strcngc,
uncxicncJ nescs, cnJ sccng ccrtens (iectng
threugh thc hciis cnJ reens. Uen hccrng thcsc tcics
(ren \lies, yeu gcthcrcJ tegcthcr uhct cJtcnturcrs yeu
ceuiJ (nJ (ren uthn thc nn, cnJ hctc JccJcJ te ntcs
tgctc cs seen cs iunch s (nshcJ.
1he characters are all together, eating and talking
about the possibility of a new mystery. Have the play
ers introduce their characters to one another, giving
them a chance to interact with each other while enjoy
ing their meal. Let them take some time to discuss
recent events, rekindle old friendships, and get
acquainted with the new faces around the table.
Unfortunately, Miklos Lare is quite busy today, and
has little time to share in the heroes' company.
Normally a font of information ,mostly rumors),
Miklos had a few choice bits of information to share
with those whom he's been acquainted with in the past.
ICKCCTTN CHCS
S
Miklos Lare. Male human tr.
I hear that some adventuring types were making
their way east, talking about the Isles of Woe. Nothing
but stories and myths, those are. Anyone that claims to
have been there no doubt needs to see a cleric for
some healing.
A tracker by the name of Weddigrin told me that
those creysmere dwarves lost a few years ago in the
Mistmarsh were found, and in none too good shape.
He heard that they were feral, like wild animals. Well,
I guess they had to be put down like the things they
had become.
Haven't seen that 8wirse fellow around here for
the last few months. Heard that he got into some tax
trouble, and that some members of the Lirecting
Oligarchy would like to speak with him.
After a bit of chatting, eating, and planning for the
upcoming investigation, an older boy enters the inn,
specifically looking for the adventurers, especially
those who were present for the events in CCR+ce 1hc
FeroJJcn Checc. Read the following after the players
have had a chance to roleplay a little with their char
acters.
Fren eut e( thc sunJrcnchcJ sunncr strccts ucils n c icJ,
ocrciy n hs tccns. Ic s JrcsscJ n thc reocs e( c scheicr, cnJ
s Jcrtng ths ucy cnJ thct, creunJ tcoics, scrtng gris, cnJ
ctrens, ieelng (er sencthng. Ic stes, hs (ccc (iush, occJs
e( succt (ernng en hs oreu . cnJ ieels rght ct yeur
greu.
1he lad, a scholarinstudy named Larmon is a mes
senger from the creat Library of creyhawk, and he
has been sent to the 8lack Lragon Inn to look for
adventurers that may have dealt with the library
before. Specifically, he is looking for anyone that pos
sesses Membership in the creat Library of creyhawk,
or failing that, other adventurers that seem capable.
He has the following information to share, with pant
ing breath and an evergrowing sense of urgency.
Larmon. Male human Lxp+.
My name's Larmon. I was sent here to find adven
turerfriends of the library. Master Lquonel sent me
here, he said that some of the betterbred adventurers
often stay here.
In hushcJ tencs hc scys. 1here's been a murder!
Master 8illiford is dead! He's been killed down in one
of the private study rooms. Please come with me! 1he
library needs your help!
I( cslcJ uhy thc iorcry nccJs thcr hci. Some of
you are well known to be reliable, good folk. 1he
scholars know they can trust you more than the
city Watch. At the least, they're sure you'll give
the matter a thorough investigation.
With that, the lad leaves, hopefully with some heroes in
tow. Any heroes that do not decide to go with him may
arrange a meeting at a later time and place, to discuss
matters. Unfortunately, the heroes won't, yet again, get
to tackle the mysteries at the 8rass Lragon Inn.
TH VCIC
1hroughout this adventure, those characters that have
been plagued by the Cursc e( thc Vecc, a certificate from
CCR+ce 1hc FeroJJcn Checc, hear its venomous words
guiding them ever onward to it. As the characters begin
in creyhawk city, the voice is faint, and only calls to
those specifically cursed. 1ake the players of the cursed
heroes aside, and read them the following.
Yeu'tc occn tryng te shclc t cii Jcy, out ths nernng, thc
Jsturong cti cncnctens e( thc uclcJ tecc yeu'tc hccrJ
(er senc tnc encc cgcn rctcrocrctc n yeur hccJ. 1hs tnc,
heuctcr, t hcs sencthng J((crcnt te scy te yeu, sencthng
(cr nerc Jsturong. In c ieu uhscr, yeu hccrJ t scy, I
cn (rcc' Frcc (ren thc ccrth thct oeunJ nc'' A(tcr cccling
n c nest JrccJ(ui ucy, thc tecc (cJcJ encc cgcn (ren yeur
nnJ.
NCCUNTK : TH CKAT
LI8KAKY
1hc oey iccJs yeu eut nte thc ccriy c(tcrneen ucrnth, c
sccnt (cu oiecls nerth cnJ ccst te thc Grcct Lorcry e(
Grcyhcul. 1hc ncsstc ouiJng sccns c ot icss nrcsstc
n thc Jcyight, utheut thc yciieu gieu e( ncgc icntcrns te
ight thc cntrcncc. Lcrnen iccJs yeu u thc stcrs teucrJ
thc cntryucy, ieelng occl te nclc ccrtcn thct thesc n
hccty crner Jen't (cii tee (cr ochnJ.
As yeu cntcr thc cctcrneus uoic crcc, yeu rcci:c thct
tue cxcctens hctc occn ncJc (er yeur greu. yeu crc cntcr
ng Jurng Jcyight heurs, cnJ yeu hctc net occn cslcJ te
chccl yeur uccens ct thc cntryucy.
Fcu ceic crc u cnJ coeut ct ths tnc e( Jcy; nest e(
thc stc(( s reocoiy siccng. An eiJcr, uhtchcrcJ gcntic
ncn, uth c oushy nustcchc cnJ scheicr's reocs crecchcs
yeu. Ic ncncgcs c strcncJ snic cnJ scys, Vcii, geeJ Jcy.
It s geeJ te scc yeu hcrc. \y ncnc s Luenci. Iiccsc, (eiieu
nc.' Ic thcn cts Lcrnen's sheuiJcr, cnJ ncntens senc
ICKCCTTN CHCS
5
thng coeut chercs te hn; thc oey neJs cnJ hccJs e((.
Along the way back into the private study room where
8illiford was working, and subsequently, murdered,
Lquonel tells the heroes what he knows about what
happened, focusing his attention on those heroes that
have been here before ,from CCR+ce 1hc FeroJJcn
Checc).
Lquonel. Male human Lxp,, hp i, see Appendix I.
I was heading to 8illiford's study room to bring
him some lunch. He's been working very hard for
many, many weeks now, studying the map that was
brought here late last year.
1he map is of a small underground complex.
Apparently, it is a prison of some sort, made to hold a
powerful, evil menace. Some minions of the Old One
once possessed it, it was brought here by a group of
adventurers. ,It s ilciy thct senc e( thc chcrcctcrs ucrc
thc encs te orng thc nc te thc iorcry; ( ths s se, citcr hs
rcncrls sightiy.)
8illiford was one of our leading experts on
8aklunish culture, and since the prison was beneath
the ancient 8aklunish ruin known as Lelvenbrass, he
thought that he might be able to reveal more of the
mystery.
Unfortunately, he was making very little
progress. He was having a hard time sleeping
through the whole ordeal, I think he was under a
great deal of stress about his inability to bridge the
gaps in time left by the strange site. rom what he
mentioned, there was no record of a great evil being
imprisoned there by either the 8aklunish people or
the Vesve elves.
Anyway, when I entered the study room, I found
him there, dead, face down in a pool of his own blood.
I knew that the city Watch would need to be notified
quickly, and I also wanted to get word to a group of
capable investigators, that's where you come in. At
least, by having you here to look into the matter, I
know that a measure of competence and resourceful
ness will be used in finding the cowardly being that
murdered a defenseless scholar!
I( cslcJ uhcthcr IucnJcr hcs occn n(erncJ cs e( yct.
Ah, he's still sleeping. I think it's best at the moment
to let him continue to sleep, you wouldn't want to
wake him under these circumstances. I think it's best
if I tell him when he's good and ready, I do certainly
hope we'll have some answers for him by then.
Lntcrng thc sncii, nusty reen, yeu ieel cst thc stccls e(
oeels cnJ cgcuern screiis te thc Jcsl, uhcrc c oeJy sts,
siuncJ etcr. Ic uccrs c Jcrl ceiicr e( oieeJ, uhch hcs
(eunJ c cth te thc tcoicte, ceiicctng n c eei uhcrc hs
curiy oreunhcrcJ hccJ rcsts, netenicss. Luenci icts eut c
sncii shuJJcr, cnJ thcn nclcs ucy (er yeu te cntcr.
Of course, the heroes are going to want to investigate
the area. Here is the information that they can glean
from this grisly scene.
1he body is of a male human, roughly in his early
forties. He is wearing scholar's robes, and his fingers
are stained with ink. Out before him, and now mostly
covered in blood, is the map of the underground com
plex from CCR+ce 1hc FeroJJcn Checc. Some charac
ters may actually possess a copy of the map as well.
A successful Heal check ,Lc +,) reveals that the
man was murdered about a day ago, the blood is most
ly dry, but some of it is still sticky. He was murdered
with a dagger, having been stabbed in the throat and
the back of the neck.
A closer inspection of the body uncovers the hor
rifying fact that the man's tongue has been cut out,
and he has numerous small incisions along his chest
and back. 1hese are obviously signs of torture.
Around the body of 8illiford are numerous books
and parchments. Most of them discuss the migrations
of the 8aklunish peoples, history of the Vesve orest,
and legendry that connects the two in ancient times.
None of it is particularly revealing. 8illiford did not
get very far in his studies.
A small, strange sigil is carved in the man's throat.
If the heroes notice it, give them Iicycr's IcnJeut +. It
is not of arcane origin, but a bardic knowledge check
reveals the following, as this is the only logical way the
heroes could have access to this information.
,Lc io) It is the sign of an assassin's guild
not native to creyhawk city.
,Lc i,) 1he organization is known as the
Laters of the Voice. 1he cabal is known to be
in league with Iuz.
,Lc o) 1he Laters of the Voice count
several powerful spies and agents of Iuz
among their ranks. It is rumored that a gray
elf named Keak, reportedly one of Iuz's
8oneshadow, founded the group several
years ago. Apparently, each assassin's mark is
relieved of his or her tongue, which is
ICKCCTTN CHCS
Z
consumed later in a ritual by the killer, and
the symbol of the foul order is carved into
the throat of the victim.
What really happened here is as follows. An assas
sin, from the cabal known as the Laters of the Voice,
found out about the map's location from other sources
in the area. He paid a visit to the library, and after
some time, found out that 8illiford was working on a
project involving the map.
After subjecting 8illiford to some torture, and
keeping it all silent using stencs e( sicncc, described
later in this adventure, he learned that the scholar
knew little, but was contacted several months ago by a
group of mercenaries who requested his help in an
excavation mission to Lelvenbrass. He declined the
invitation, citing that it sounded too dangerous for a
scholar, but the discussion piqued his interest, and he
began to work on unraveling the mystery of the enig
matic site from the safe confines of the library.
Of course, this means the assassin's next stop was
the Mercenaries' cuildhouse, where he hoped to find
out more about this expedition.
SPAKINC wITH TH DAD
It is also very conceivable that heroes of the appropri
ate level have access to the spell sccl uth JccJ. Here
is a list of possible questions, if a question comes up
that is not on this list, use only information that
8illiford, or a scholar at the creat Library, would rea
sonably possess. Under no circumstances does
8illiford know anything about the assassin's origin.
Vhe liicJ yeu` A human male, of mixed
decent. He had a strangelooking scar on his
throat, black hair, and pale blue eyes. He was
wearing a blue cloak, and had several weapons,
including a very terrible knife. I don't know his
name. He never spoke, and made the area silent
with a magic stone.
Vhct JJ hc ucnt` He wanted to know what I
had found out about the underground area near
Lelvenbrass. He also wanted to know who else
knew about the location of the place on the map.
He wrote his requests down for me, and stabbed
me many times in between requests.
Vhct JJ yeu tcii hn` Well, I wrote it down
for him, since I couldn't vocalize, but I told him
that I was researching the mysterious area, but
was encountering much difficulty. I also
informed him that a group of adventurers
brought us the map after visiting there last fall,
and that another band contacted me earlier this
year about an excavation of the site, which I
declined.
Vhe ucs ths ethcr ocnJ'` 1hey were from
the Mercenaries' cuildhouse, and went by the
name of the lagstone Riches company. 1hey
offered me quite a few orbs to go along with
them, but it wasn't enough to compensate me for
the possible dangers I might face along the road
or at Lelvenbrass.
Ieu nuch nency JJ thcy e((cr yeu` ,oo
golden orbs.
Vhct occn oethcrng yeu e( ictc/uhy crc yeu
hctng treuoic siccng` A terrible, awful whisper
ing presence has been bothering me from time to
time. I don't know if it is my imagination or some
far worse. It keeps calling to me, telling me to
come free it promising me power and riches if I
help it, and horrible suffering if I do not. I think
it is the voice of the thing that lies beneath the
earth in Lelvenbrass.
NTK TH CITY wATCH
After the heroes have had some time to search the
remains of 8illiford, a guard from the city Watch
arrives. After being appraised of the situation by
Lquonel, Sergeant Ranek talks to the heroes about
what they've found, and offers the following insight.
A(tcr chcclng etcr thc oeJy, scrgccnt Rcncl rcncrls, 1hct's
tcry strcngc. Vc (eunJ c tctn nurJcrcJ n c snicr ucy
icst nght n thc Fercgn Qucrtcr, ct thc \crccncrcs'
GuiJhcii . c ncn oy thc ncnc e( Cigcn, I ocictc.'
Sergeant Ranek. Male human Wari.
If asked, Ranek knows nothing more about the inci
dent, as his duty area is clerkburg, not the oreign
Quarter. He tells the librarians and the heroes that the
city Watch will look into the matter, and thanks the
heroes for their insights.
At this point, it should be fairly obvious that going
over to the Mercenaries' cuildhall may solve another
piece of the puzzle.
NCCUNTK 2: TH
NKCNAKIS' CUILDHALL
Icssng oy thc 8iccl Lrcgen Inn, yeu hccJ nerth c (cu
oiecls etcr thc \iistrccn 8rJgc cnJ nte thc Fercgn
ICKCCTTN CHCS
8
Qucrtcr. Icrc, ceic (ren cii etcr thc Ficnccss rcsJc n c
iccscnt, ceier(ui cennunty. As yeu ucil ocyenJ thc sitcr
Lrcgen Inn, yeu sncii thc Jstnct shcr eJer e( 8cliunsh
sccs uc(tng eut ente thc strcct. Just c shert Jstcncc (urthcr
rctccis c suct, tuestery structurc thct s lneun cs thc
\crccncrcs' GuiJhcii. senc e( yeu hctc hcJ cssng
theughts coeut cyng thc cnnuci (cc te scc uhct uerl
nght cenc yeur ucy, out t sccns cs theugh cJtcnturc (nJs
yeu e(tcn cneugh thct thcrc's ne nccJ te ucstc nency cnJ
tnc ieungng creunJ hcrc.
A sgn s estcJ eut oy thc cntrcncc stctng, KC
FIGI1IKG IKsILL'. Lntcrng, yeu (nJ c icrgc, cennen
crcc, cenictc uth tcoics cnJ c ocr. It sccns ilc ths s cln
nerc te cn nn, thcn ethcr guiJhciis yeu ncy hctc tstcJ.
1ue tcry icrgc ncic hci(ercs stcnJ n chcn crner just
nsJc thc cntryucy; thcy crc orsting uth uccens.
8chnJ thc hci(ercs crc Je:cns e( shccts e( crchncnt tcclcJ
te thc ucii; nest e( thcn cccr te hctc occn hcngng thcrc
(er utc c uhic; reocoiy jeo e((crs ne enc ucnts (er enc
rccsen er cnethcr. 1e thc nncJctc rght, c sncii Jcsl sts;
ochnJ t s cn eiJcr, ociJng huncn ncic, uhe tcs ct thc
ueeJcn sgn c((xcJ te thc (rent e( thc Jcsl, cnJ (icshcs c
crcclcJ, yciieu grn ct yeur greu. 1hc sgn scys, \L\
8LRs CKLY'. 1hc hci(ercs stcrc ncnccngiy ct thc iet e(
yeu.
1he man behind the desk is a retired adventurer by
the name of cenwick the LmptyHanded. He is
responsible for checking people at the door to ensure
that only members are allowed access to the guildhall.
Normally, joining the Mercenaries' cuild costs only
+o golden orbs ,gp) per year, but cenwick likes to play
games with outsiders that wander in. He was a good
acquaintance of Olgen, and can share some informa
tion with the characters, but he's got to do things his
way, with liberal use of the 8luff and Innuendo skills.
He can be convinced to give the information without
playing his game', but to do so is costly. What he
knows is given below, the real meaning of his state
ments is listed in parentheses after the Innuendo ver
sion. 1he Lc for 8luff and Innuendo checks is listed
where appropriate. As a reminder, Innuendo is a
trainedonly skill, only characters that possess ranks
in Innuendo may understand cenwick's doubletalk.
Once cenwick realizes that a character is picking up
on his speech, he'll focus his attentions on that char
acter, or characters, if more than one seems to under
stand him.
cenwick. Male human Rog, hp i, see Appendix I.
Q. Le yeu lneu c ncn ncncJ Cigcn`
A. Yeu'tc stunoicJ nte c lrcnshcr's icr, ny (rcnJ. ,Ke, I
Jen't, cnJ gct thc hcii eut). He is using Innuendo ,Lc
+o) and 8luff. In order to know this, a hero must first
succeed in the Innuendo check ,rolled by the LM)
and they are then allowed to make an opposed Sense
Motive check against cenwick's 8luff check.
Q. Vhct hccncJ te hn`
A. Vhcn yeu'rc neuth s cs uJc cs thc scintcn, cnJ
yeu'rc (iectng tciucoic ccrge uen t, cxcct te run nte
rctcs, csccciiy uhcn thc neen s hgh. ,Ic ucs tciing
uhenctcr ueuiJ istcn coeut c tcry iucrcttc Jcci hc hcicJ
sct u, cnJ ccrcntiy, ucs nurJcrcJ (er t, creunJ nJ
nght icst nght). Innuendo check ,Lc +,)
Q. Vhct lnJ e( Jcci`
A. sct u thc Ficgstenc Rchcs (er senc neic uerl eut n
thc 8g Vcst VeeJs. 1hcy (eunJ thcr rctty stenc, cnJ
nush(ercnnJ ucs geng te icctc teJcy te shclc hcnJs
uth Zichus. ,Cigcn sct u thc Ficgstenc Rchcs Cencny
(er c jeo thct nteitcJ cxcctcten n thc Vcstc Fercst. 1hc
tccn (eunJ uhct iucrcttc ccrge thcy ccnc (er, cnJ Cigcn
ucs te icctc thc cty te ncct uth thcn te cnsurc hs cut e(
thc Jcci). Innuendo check ,Lc io)
Q. Vhcrc ucs Cigcn hccJcJ`
A. Ficgstenc Rchcs icnJcJ cst thc Gctcs, ct thc cnJ e( Ci'
Vcsty. Ireocoiy nchng ocr ucnchcs thcrc neu. ,Ic ucs
hccJcJ te ncct thc ncrccncry cencny ct thc teun e(
\crctcn. 1hc cencny ucs en c sh, uhch nust hctc
icnJcJ oy neu, cnJ s ne Jeuot uctng (er hn te crrtc).
Innuendo check ,Lc io)
1he cates' refers to the islands in the Velverdyva
known as Last cate and West cate, which are at the
mouth of the river as it flows into the Nyr Lyv. Ol'
Westy' refers to the Western Road. Maraven is just
past the islands if you're headed east, at the end of the
Western Road. A character with Profession ,sailor)
that makes a ,Lc +,) skill check knows what the
cates' are, but doesn't understand the context of the
message.
Q. Vhcrc s Cigcn's oeJy`
A. senc cinls ctc t. ,1hc Cty Vctch teel thc oeJy cucy
cs ucliy cs essoic). Innuendo check ,Lc +,)
1he characters are not able to recover this body in
the scope of this adventure.
Q. Who hired the mercenaries for the job
A. Cnc e( Cicrlourg's (ncst, I ocictc. Ic's occn ntsoic
(er c uhic, theugh. ,sencenc cssecctcJ uth thc
ICKCCTTN CHCS
9
8rcnJngunJ cstctc. Ic's net occn sccn (er c ieng tnc).
Innuendo check ,Lc +,)
characters might put two and two together and
come to the realization that he's talking about 8wirse.
Q. What do the mercenaries look like
A. \y ncnercs crc c ittic (u::y thcsc Jcys; t ciucys hcis
nc (ecus ny theughts ( I hctc sencthng te heiJ en te uhic
I'n thnlng. ,Gtc nc senc geiJ, cnJ I'ii tcii yeu uhct thcy
ieel ilc). Innuendo check ,Lc +o)
He would like an amount of gold equal to five
times the APL of the adventure, but he is willing to
negotiate. Once paid, he gives them a good descrip
tion of the members of the company. 1wo brown
haired male wood elves named Ithane and Mystinel, a
female dwarven wizard named Hannibain, and a
human male cleric of 8occob called Kelledren.
If the heroes don't want to participate in
cenwick's game' or if none of them possess the
Innuendo skill, they may buy the information off of
him. Lach question costs the heroes an amount in
gold equal to five times the APL of this event.
cenwick deals with the heroes on a price, if necessary,
although he won't offer. He'll then give straight'
answers to the characters, but does so only in hushed
tones. He is well aware of what happens when the
wrong people hear the right information.
At this point, the heroes should know that a mer
cenary company has been hired to excavate the site at
Lelvenbrass, and unearth something from it. An assas
sin of some sort was looking for information on this
same subject, most likely found what he was looking
for, and is probably on his way to Maraven to intercept
the company. Hopefully, this spurs the heroes into
action as soon as possible since the killer already has
about a day's head start on them.
Horses should be used to travel the distance to
Maraven. If the heroes have very little money, poor
quality riding horses can be purchased in creyhawk
city for io gp each. eel free to describe their various
quirks and ornery nature as the heroes ride on to
Maraven. Of course, heroes with their own mounts
may utilize them instead. 1he journey to Maraven
takes about i +/i days on horseback, the heroes first
leave the city by the River Road, heading south along
the Selintan River. After crossing the river, they head
west along the Western Road, across farmland and
fields. On the way there, present Lncounter to them,
below.
wHAT A8CUT 8wIKS?
8wirse hasn't been seen or heard from in months, and
some characters know why. It should be pretty obvi
ous to the heroes that attempting to find 8wirse, if he
indeed still lives and is around, would take far more
time than it is worth. He set up this job before the
events presented in 8rcnJngunJ's 8reeJ, and does not
play a role in this adventure.
w DCN'T wANT TC CC TC
NAKAVN
If the heroes don't want to head to Maraven, and have
picked up all the clues they possibly can, lay the situa
tion out for them, and let them reconsider. If they still
wish to remain in creyhawk city, the adventure is
over for them.
NCCUNTK 3: wHAT'S
ATINC HIN?
Lcctng thc ousting nctreeis e( Grcyhcul, yeu seen (nJ
yeursci( rJng threugh thc orecJ iccscnt (crnicnJs sur
reunJng thc tcst cty. \cny e( thc (crncrs cnoing oy en
ousncss hci yeur cssng out centnuc uth thcr ieng teis
n thc het c(tcrneen sun utheut (urthcr ntcrruten.
Just oc(erc sunsct yeu set cn eJJ sght n thc Jstcncc. A
nunocr e( ou::crJs crc crcing c sncii (crnheusc net (cr
(ren thc recJ. Yeu scc enc e( thc scctcngcrs suee Jeun te
thc ccrth, cnJ thcn nncJctciy tclc occl te thc slcs. 1hc
orJ cccrs ueunJcJ cs t seen iunncts occl te thc
greunJ ilc c (ciing stenc, cnJ tclcs te (ight ne nerc.
A field of wheat separates the characters from the
small farmstead, preventing them from seeing what
the buzzards are circling as well as what caused the
injury to the bird.
A few hours ago, a group of etherspitters material
ized at this small farmstead. 1he wicked beasts from
the Lthereal Plane promptly began destroying every
thing in sight using their spit ability. 1his unfortu
nately included the farmer who owns the small home
and plot of land. Soon after, the buzzards began cir
cling the area, looking for a morsel to eat, unknowing
of their peril. 1he bird spotted by the characters got
too close to one of the etherspitters and was attacked.
8y the time the heroes make it through the wheat
to investigate, the creatures are gone, having faded
back into the Lthereal Plane. Read or paraphrase the
following to them when they approach.
ICKCCTTN CHCS
0
\clng yeur ucy threugh thc tcii grcn, yeu cenc uen c
ciccrng surreunJng c sncii (crnheusc cnJ neJcst ocrn.
sicycJ eut en thc greunJ s c ncn, er ct iccst t ucs c ncn.
\erc thcn hci( e( hn s nssng . net cctcn, just genc. It
s cs ( sencenc ciccniy rcJ thc (icsh cucy. 1hcrc s c geeJ
cneunt e( oieeJ en thc greunJ, out net nccriy cs nuch cs
thcrc sheuiJ oc.
1his is the body of the farmer. He has been nearly
entirely dissolved using the etherspitters spit ability.
A successful Heal skill check ,Lc +,) reveals that the
man died only a few hours ago, while a Heal skill
check ,Lc io) reveals that the man's wounds almost
appear to be similar to those caused by acid, but no
sign of a caustic agent is present. A Wilderness Lore
skill check ,Lc +o) reveals that there was not much of
a struggle. He has no weapons and little of value on his
person.
After giving the characters a few moments to
investigate the death of the farmer, allow the heroes a
Listen check ,Lc +o) to reveal the sound of a panicked
horse inside the barn. If they make the Listen check
by +o or more, reveal to them that they hear a strange
clicking noise as well. 1he door to the barn is not
locked and is laid out as shown on Map +. In the stall
nearest the entrance is a dead mule, in a condition
similar to that of the farmer ,half missing). In the stall
on the far side of the barn is a young horse being ter
rified by a group of etherspitters that have material
ized in the barn. 1hey are currently approaching the
horse by crawling down the walls and on the ceiling.
creatures. 1he etherspitters are only interested in
shifting every living thing in sight to the Lthereal
Plane. If the heroes do not intervene, the horse is dead
within two rounds. Assuming the characters move to
stop the bugs', they quickly become the target of
their hostility. 1he etherspitters attempt to retreat to
the Lthereal Plane only if severely wounded. If they
accomplish this, they heal and return as soon as they
are back to full health to finish the job. 1his cycle
repeats until they are all dead or the adventurers have
been slain. 1he creatures cannot be reasoned with.
APL i ,LL )
Ltherspitters ,i). hp +,, +,, see Appendix I.
APL ,LL ,)
Ltherspitters ,). hp +o, +,, +,, see Appendix I.
APL o ,LL /)
Ltherspitters ,o). hp +8, +o, +,, +,, +,, +,, see
Appendix I.
NAP
ICKCCTTN CHCS

APL 8 ,LL ,)
Ltherspitters, Advanced ,o). hp o, ,, , , i, i,
see Appendix I.
APL +o ,LL ++)
Ltherspitters, Advanced ,+i). hp , o, o, ,, ,, ,
, , , i, i, i, see Appendix I.
After dealing with the etherspitters, the heroes are
free to continue on to Maraven without further delay.
1he farmer's house is empty, aside from some wooden
furniture and a few old books on farming, and there is
no sign of his identity, let alone any treasure. 1he most
the heroes might get out of this encounter is a young
draft horse of no value, aside for perhaps bartering a
free meal from an interested farmer.
TH VCIC
As the heroes are on the road to Maraven, the voice
calls to those cursed once again. Pull the selected play
ers aside and read the following.
As yeu centnuc en teucrJ \crctcn, thc tcrroic tecc
rcturns te yeu. As t sccls, t seunJs ciescr, cs ( eniy c ucii
sccrctcs thc oeth e( yeu. Cenc te nc, ny chescn. seen, yeu
shcii rccctc yeur g(t (er hcing te grcnt nc ny (rccJen.
Le net Jcscr, (er n Jcrlncss, cii uii oc (ergtcn.' Cncc
cgcn, t s genc cs ucliy cs t hcs cenc.
NCCUNTK 4: NAKAVN
A(tcr rJng (er c (cu Jcys, yeu rccch thc tiicgc e( \crctcn
n thc ictc nernng en thc ::nJ e( Fiecltnc. It s c sncii
cennunty, iyng n thc shcJeu e( LcstgucrJ, c uciicJ ccs
tic just te thc nerthccst, suosstng en cres greun (ren tcr
Jcnt (crnicnJ cnJ uctcroernc trcJc (ren Jecls (cr icrgcr
thcn yeu'J cxcct (ren c tiicgc e( eniy c theuscnJ nhco
tcnts.
IccJng te thc Jecls, yeu (nJ c (cu shs n ert; nest
iy lccishs cnJ c (cu ocrgcs, uscJ te hcui snciicr ccrge
cieng thc VcitcrJytc Rtcr cnJ thc cecsts e( thc Kyr Lyt.
1hcrc crc tue cegs JeclcJ cs ucii; en enc, yeu ccn scc nuncr
eus sciers stcnJng coeut en Jccl, tclng c shert orccl (ren
thc Jcy's uerl. 1hc ethcr sh cccrs te hctc ne enc en
Jccl.
A sncii ouiJng uth cn cncher cntcJ etcr ts Jeer,
sts en enc e( thc Jecls. 1hs nust oc thc e((cc e( thc Jecl
ncstcr. 1hc sncii e( (sh s streng n thc cr, cs sctcrci ncts
(uii e( thc nernng's cctch crc ocng hcuicJ n ct thc (cr
seuth cnJ e( thc Jecls.
1he names of the ships that are docked in Maraven are
srcn's Lcight ,the abandoned' ship) and 1hc
Rccicncten ,the ship with crew aboard). Heroes most
likely ask around about the lagstone Riches
company, they are greeted with responses of shrug
ging shoulders and talk of ask the dockmaster'.
Lach area the heroes can explore is listed individ
ually below.
TH DCCKNASTK
Vhcn yeu hccJ teucrJs thc sncii structurc, c tcnncJ huncn
ncic, hs uhtc hcr cnJ occrJ oieung n thc ceei sherc cr,
ucils eut e( thc ouiJng. Ic s JrcsscJ n uciincJc, Jurcoic
ciethcs, cnJ hcs c silcn tc n hs ieng hcr. Ic sieuiy
crecchcs yeu, uiing c c cnJ senc uccJ eut e( c euch.
1clng c tnJcrtug (ren thc scnc euch, hc ights thc ncuiy
cclcJ c. Vhic yeu stcnJ thcrc uctng, hc tclcs c (cu
ieng u((s en hs c, cnJ (nciiy sccls. Ictcn't sccn yeu
'reunJ hcrc. Kcnc's Kcrthcistn; I'n thc Jeclncstcr. Yeu
nccJ c sh` Cr Je yeu hctc ethcr ousncss`'
Narthalstin ,male human Lxpo, Knowledge jgeog
raphy] ++o, Profession jsailor] ++, hp 8) is a general
ly good fellow, although he does let his desire for coin
get the better of him from time to time. He does like
to talk to strangers, and is more than willing to share
the following information with the heroes.
Q. Vhct s thc ncturc e( thc Siren's Lelight
A. Ch, thct tcssci's unJcr thc cenncnJ e( Cctcn YcrgciJ,
c IcrrcnicnJcr. 1hcy clcJ u senc nncrs occl nccr
Igh(eil, cnJ get nte ert c ceuic e( Jcys cge. I gucss
thcy'rc uctn' te e((iecJ thcr ccrge; I hccr thcy get c rctty
og iecJ ocnccth Jccls. \ust oc gcns er geiJ er sencthn'
ilc thct; 'ccusc thcy ucrc cii tcilng coeut heu uccithy
thcy'J oc encc ths ucs etcr.
Q. Vhct coeut 1he Reclamation
A. 1hct enc's just uctng (er cnethcr iecJ e( grcn te tclc
te Crtucii, n thc shciJ LcnJs. 1hc cctcn, JcJcnc, shc's c
shciJ LcnJcr, cs ucii cs hcr orethcr, thc nctgcter. 1hcy
oeth tclc tcry ittic cy, censJcrng thc Jcngcr e( thcr tey
cgcs cnJ cii. I gucss thcy Je uhct thcy Je occcusc thcy iest c
iet 'e (cniy n thc Grcyhcul Vcrs, cnJ crc (nJn' thcr
eun ucy te nclc u (er t. 1hcy'tc occn n (er c (cu Jcys
neu; thc cctcn sheuiJ oc occl en oecrJ seen.
Q. Ictc cny ethcr, icrgcr tcsscis occn hcrc rcccntiy`
A. Vcii, 1he Lady's Vice ic(t ert icst nght. shc's c
Rhcnncc ceg, cctcncJ oy c ncn ncncJ 8eytcr. I ocictc
ICKCCTTN CHCS
2
thcy'rc hccJcJ te Vii. ,Ic's iyng. Chcrcctcrs, (, cnJ eniy
(, thcy ccii hn en ths oiu((, ncy nclc c scnsc \ettc
chccl ,LC +) te cctch t).
Q. Ictc yeu sccn cnyenc susceus creunJ hcrc ictciy`
A. Ke, net thct I ccn scy. \est ceic ct thc Jecls nnJ
thcr eun ousncss, theugh, se ceic cenc cnJ ge hcrc cii
thc tnc.
Q. Have you seen jinsert description of the members
of the lagstone Riches company]
A. Vcii, I thnl thcy ucrc en thc srcn's Lcight. Ireocoiy
ucnt csherc (er sencthng er cnethcr, out I JJn't crsenci
iy scc thcn icctc thc Jecls.
He was paid well ,+oo gp) to keep the destination of
the Rhennee ship called 1hc LcJy's Vcc a secret. After
talking with him for a couple of minutes, though, the
LM should secretly roll Sense Motive checks for each
character. Anyone that makes a successful check ,Lc
io) knows that there's something not quite right about
the conversation with the old sea hand. If they force
the truth out of him, either through a successful
Intimidate check ,Lc +,), a successful Liplomacy
check ,Lc +,), or with +oo gp bribe, he says the fol
lowing.
Kcrthcistn (ccc urnlics n uerry. Ic tclcs c ceuic e(
gicnccs creunJ, cnJ thcn sccls n c hushcJ tenc te yeu. I
get cJ ucii (er ths, out yeu JryicnJcrs sccn ilc geeJ ce
ic. 8eytcr, thc cctcn e( 1he Lady's Vice, hc gctc nc +cc
geiJ eros net te tcii cnyenc hs Jcstncten. I teel t, occcusc
I (gurcJ ne enc ueuiJ csl, cnyucys. Ic's hccJcJ te
AJnunJ(ert, gen' strcght ccress thc Kyr Lyt, tee. Ic's get
ret gruos n hs hccJ, thct's (er ccrtcn.'
Any Shield Lands regional character, or other charac
ters that make a successful Knowledge ,geography)
check ,Lc +o), bardic knowledge check ,Lc +,), or
who have specific Shield Lands knowledge skills
knows that Admundfort is an island in the northern
Nyr Lyv that used to be the capital of the Shield
Lands. Admundfort was overrun by the Horned
Society in the early ,8os and then recaptured by Larl
Holmer, former Knight commander of the Shield
Lands, and then taken over by Iuz's forces during the
creyhawk Wars. It has been a regional capital for the
Lmpire of Iuz ever since ,8/ cY. Only those in league
with the Old One, or the very foolish would journey
there.
In addition to this awful revelation, the quickest
route to Admundfort is straight across the Nyr Lyv,
which is never a good prospect. Storms, sea creatures,
and pirates make certain that few vessels attempt and
survive the trip. An excellent captain and navigator
are required to make the journey safely, and the only
ones in Maraven that fit that description are those
aboard 1hc Rccicncten.
TH SIKN'S DLICHT
Heading aboard this cog is a little tricky for the char
acters. 1he dockmaster won't just let characters get on
board, they must sneak aboard either by mundane or
magical means. Of course, some of the heroes could
distract the dockmaster with conversation while oth
ers went aboard, or they could simply pay the dock
master +oo golden orbs ,gp) to look the other way for
an hour or so, only after he reveals the secret about 1hc
LcJy's Vcc, though.
Once aboard, the heroes find it very quiet. 1here is
nothing interesting to be found in the hold ,com
pletely empty), on deck, or in the sterncastle, no signs
of battle, no personal effects, no bodies to be found.
When the heroes attempt to open the forecastle door,
they find it is locked. 1he door has the following char
acteristics.
Kcood Wooden Loor. + +/i in. thick, Hardness ,, +,
hp, 8reak Lc +o ,stuck), +8 ,locked), snic Lecl.
Hardness +,, hp o, Open Lock ,Lc io).
1he characters can smell the stench of death, and hear
flies buzzing about from just outside the door. 1here is
a small window, but it is blocked by wood. Once the
heroes manage to get inside, read the following.
InsJc thc (ercccstic yeu (nJ c herroic sccnc e( ccrncgc.
sctcn oeJcs ic stcclcJ n tue ics. 1hc (ieer s cetcrcJ n
stcly, scilc oieeJ, cnJ thc nccsscnt ou::ng e( (ics s
cinest cneugh te nclc yeu scrccn.
An investigation of the bodies reveals the following
information.
1here are four humans ,all male) here, one of
which wears a holy symbol of 8occob around his
neck. ,1hrcc e( thcn crc thc cctcn, (rst nctc, cnJ
nctgcter e( thc Siren's Lelight. 1hc ncn uth thc
heiy synoei, e( ceursc, s c ncnocr e( thc Ficgstenc
Rchcs Cencny).
1here is one female dwarf here. In her
pouches are spell components. ,1hs s cnethcr
ICKCCTTN CHCS
3
ncnocr e( thc Ficgstenc Rchcs.)
1here are two wood elves here. ,1hcsc crc thc
ethcr tue n thc ncrccncry cencny.)
None of them have any valuable gear with them.
1hey all appear to have died from stabbing
wounds. A successful Heal check ,Lc +,) indi
cates that they died about a day ago. All of them
bear the strange symbol ,see Player's Handout +)
carved into their throats. It is the same symbol as
on the murdered librarian.
All of their tongues are missing.
A good look around the room, and a success
ful Search check ,Lc i,) reveals a loose board
that, when pried free, has a hidden compartment
behind it. Inside the compartment is the ship's
log, penned by captain Yergeld ,one of the bodies
in the room). cive the players Iicycr's IcnJeut : if
the heroes manage to find the log.
It is likely that the heroes notify Narthalstin of what
has happened. He immediately calls for one of the
dockhands, and sends him to get the constable. He
advises that the heroes should leave soon, otherwise,
they'll be detained for questioning for quite a long
while. If they ask the dockmaster for a ship, he tells
them to check with 1hc Rccicncten, and see if they're
willing to make a quick departure. Of course, the
heroes may come up with this plan without anyone's
sayso.
SPAKINC wITH TH DAD
It is possible that heroes might have access to the spell
sccl uth JccJ. If that is the case, here are some likely
questions and answers. If a question presents itself
that is not listed here, feel free to have the victim
answer in the most appropriate way possible.
Vhe crc yeu` Lepending on the victim, the
answer is different, of course. 1he dead are listed
in the description of the contents of the forecas
tle, above. 1he name of the first mate is cullod,
and the navigator's name is Osil.
Ieu ucrc yeu liicJ/uhe liicJ yeu` All of
them remember seeing a fleeting, dark form, and
then all went black. 1hey know nothing else on
this matter.
Vhct ucrc yeu Jeng Jggng ct Lcitcnorcss
,only for lagstone Riches members) We were
digging out a stone slab that served as a sort of sar
cophagus for some kind of creature. I think the
creature was one of great evil. It spoke to all of us,
nearly driving us mad. Luckily, Kelledren, our
cleric, made some magical charms that protected
us from the effects of the corrupting voice. We
were paid very well for our efforts, though. 1he
digging took about four and a half months to fin
ish.
Vhe hrcJ yeu ,for lagstone Riches mem
bers)` We worked through one of our agents at
the Mercenaries' cuildhouse, a man named
Olgen. He linked us up with a man named
8wirse, who provided us with extensive informa
tion and maps on the site.
Vhy crc yeu n \crctcn` lagstone Riches.
We're waiting for Oglen to arrive and arrange
transport of the stone. He is also supposed to
secure our final payment. srcn's Lcight crew. We
took on these diggers back in Highfolk. 1hey
were looking for a ship to take them here. 1hey
gave me +oo golden orbs for transport. I don't ask
questions when given that sort of coin.
LJ yeu hccr thc tecc` lagstone Riches. At
first we heard it all the time, it kept asking us to
free it, and promised a horrible death to us all if
we did not. 1hen, Kelledren gave us magic
charms that made the voices go away ,if
Kelledren is questioned, he tells the heroes he
created a continuous retccten (ren cti effect,
centered on one main amulet, and linked to
receptacle amulets within ioo yards of each
other). srcn's Lcight. Yes, we heard terrible voic
es, dripping with evil thoughts and passions. 1he
voice begged to be free, it begged us to smash the
stone that held it and release it into the water. I'm
glad the journey was not long, had it been much
longer, we would've surely gone mad.
TH KCLANATICN
As the heroes are exploring the docks, either talking
to the dockmaster, or investigating the srcn's Lcight,
the captain of 1hc Rccicncten has returned to her
ship, unsuccessful in negotiating a shipping deal for
today. She and her crew are ready to set sail again, but
Jadana would like to head towards home ,8right
Sentry or critwall), it's been a few weeks since she last
visited.
When the characters approach the vessel, they are
hailed by the crew aboard, and asked what business
they have. Any reasonable answer is accepted, and
once the heroes yell something like, Permission to
come aboard!' read the following.
ICKCCTTN CHCS
4
A (cncic tecc cciis eut (ren thc sh, Icrnssen grcntcJ.'
1hc uencn uhe ssucJ thc stctcncnt, c tcnncJ CcrJcn
icss uth c rcJ sccr( tcJ creunJ thc te e( hcr oicclhcrcJ
hccJ, stcs u te thc oecrJng icnl. As yeu ucil u te thc
Jccl e( thc ceg, shc grccts ccch enc e( yeu uth c snic. \y
ncnc's JcJcnc. I'n cctcn e( 1he Reclamation. Vhct ccn
I Je (er yeu cJtcnturcrs`' 1hc crcu n geeJ srts, stcrts te
icugh cnJ heet. JcJcnc uts c (ngcr te hcr is cnJ ucts
thcn Jeun, cuctng yeur rciy.
Jadana. emale human tr+/Rogi, hp +,, see
Appendix I.
Quellio. Male human Lxp+/Wiz+, hp +, see
Appendix I.
crewmen of 1he Reclamation ,o). Male human
Lxpi, hp +i, see Appendix I.
Jadana is a flirtatious woman who enjoys sailing the
Nyr Lyv with her allmale crew. She has an adventur
ous spirit and a good heart. Her brother, a wiry schol
artype named Quellio, is the ship's navigator, a posi
tion that Jadana found for him after he failed out of
the University of Magical Arts in creyhawk city. He
is quite talkative, and enjoys telling others about his
talents, he is a skilled navigator, cartographer, and oh
did he mention magician 8oth are native Shield
Landers, displaced since the creyhawk Wars. Neither
was much of a soldier, so they help out the war effort
there by shipping vital supplies to the Shield Lands at
about half the cost of other merchants.
If the heroes do not bring up the reason why
they're here directly, Jadana asks them after a short bit
of chatting, especially with native Shield Landers,
with whom she likes to swap stories and news. If the
characters tell her enough of the true story, such as
they are trying to stop an assassin from delivering an
unspeakable evil directly into the hands of the Old
One, or a suitable variation of that summary, use your
best judgment, she ushers them into the forecastle
and talks alone with the adventurers and her brother.
No Liplomacy check is necessary to convince the cap
tain, although her crew requires a substantial payment
to travel through the Nyr Lyv, without knowing their
destination. Jadana knows that even her goodhearted
crew would most likely mutiny if they knew they
were headed to Admundfort. She doesn't know how
they'll actually dock in the port, but she figures that
her and the adventurers can come up with something.
Quellio and Jadana are determined to help the heroes
at any cost to them personally, but they don't want to
sacrifice their crew.
1he payment for the crew is ,o times the APL of
the adventure. She needs to get a guarantee of pay
ment in order to set sail, she asks the heroes to sign an
agreement for the funds. 1hc Rccicncten can set sail at
any point after the agreement has been struck. Her
offer unfortunately is not negotiable, although she
will take equivalent magic items as part of the pay
ment. Jadana can set sail in io minutes, if necessary.
1he journey across the Nyr Lyv to Admundfort
should take about three days, if all goes well. A dia
gram of the ship is \c :.
HCw A8CUT STALINC TH SIKN'S
DLICHT?
It may occur to some characters that they could take
the srcn's Lcight, and go after the assassin themselves.
While this is possible if at least i characters possess
appropriate seafaring skills such as Profession ,sailor)
which at least one character must possess, Profession
,navigator), or Profession ,cartographer), it is a bad
idea. Stealing a ship can be considered piracy, and in
this instance, that is the charge that is leveled against
characters doing so. You as a LM are under no obliga
tion to remind them of this, unless they possess appro
priate Knowledge or Profession skills that would give
them this information ,LM's discretion). 1hey are not
required to make any skill checks throughout the rest
of the adventure, but you may throw some rolls at
them to keep them on their toes.
If the heroes opt to do this, then each one of them
receives a special certificate, VcntcJ (er Irccy,
described at the end of this scenario in the 1rccsurc
sunncry.
TH VCIC
While the adventurers are at the docks, pull the select
ed players aside again, and read the following.
1hc tecc crccs u cgcn, cs ( t s c uctc icng ct thc
shercs e( yeur nnJ. sieuiy cnJ se(tiy t sccls te yeu, chii
ng yeur tcry ocng uth ts uerJs. 1hcy hctc tclcn nc
(ren ths iccc. Iurry, (er thcy sccl thc giery thct ccn eniy
oc yeurs. Yeu ueuiJ net ush ethcrs te lneu ny sccrcts,
ueuiJ yeu`'
ICKCCTTN CHCS
S
NCCUNTK S: ATTACKD
CN TH NYK DYV!
It hcs occn tue Jcys sncc yeu ic(t ert, hctng sct sci (er thc
Iu: hciJ cty e( AJnunJ(ert. Aitheugh treuoicJ ieels hctc
cresscJ thc (cccs e( thc crcu cs yeu sci eut ente thc ecn
uctcrs e( thc Kyr Lty, ne enc hcs yct ucstencJ thc Jrcc
tens e( JcJcnc.
1hc (rst Jcy ucs c orght cnJ ciccr enc, uth thc srcy
e( thc grcct iclc crcstng n sncii uctcs cgcnst thc sJcs e(
the Reclamation. 1hs nernng ucs c grcy enc. It cccrs
thct thc ciescr yeu gct te yeur Jcstncten thc uersc thc
uccthcr hcs occenc. sencthng (ercoeJng s u chccJ, oc t
thc Jcstncten er thc uccthcr, ne enc sccns te hc:crJ c
gucss.
In thc ictc c(tcrneen c Jr::ic ocgns te (cii, seen (ei
ieucJ oy ight rcn. As thc uctcrs e( thc grcct iclc occenc cn
unJuictng scrcnt, enc e( thc hcnJs cciis Jeun (ren thc
(ercccstic. sh sghtcJ e(( thc ert oeu' It occrs thc (icg e(
thc CiJ Cnc''
1he approaching boat belongs to craxel the 8rute, a
great pirate of the Nyr Lyv under the service of the
Old One. craxel plans to board 1hc Rccicncten and
claim everything of value on board, including slaves.
He has no idea powerful adventurers are on board.
When this encounter begins, craxel is less than
two miles from 1hc Rccicncten, but he is closing fast.
Lespite Jadana's best maneuvers, the characters have
only +, minutes to prepare for the oncoming assault.
Listed below is the information that the characters can
learn before craxel attacks.
A successful Spot check ,Lc +,) or any man
ner of remote sensing ,such as cicrteycncc) con
firms that the boat bears the markings of the Old
One. If the check is made by +o or more the char
acters learn the name of the vessel, 1hc VrctchcJ.
1his fact becomes evident five rounds before
combat begins.
A successful Spot check ,Lc +,) reveals the
number of crew onboard. or this purpose, only
reveal the appearance of craxel and his undead
crew. Any other creatures on board are hidden
below deck until the combat begins. Note that at
APL +o, all the creatures on board are hidden
under the cover of an invisibility sphere. If this is
the case, only those who can see invisible
creatures can make the check.
Once the name of the ship is known, a suc
cessful Knowledge ,local creyhawk) or
Knowledge ,local Shield Lands) ,Lc +,) reveals
that the captain of 1hc VrctchcJ is craxel, a pirate
of renown in this area. A bardic knowledge check
,Lc io) reveals this information as well. If either
check is made by +o or more also reveal that
craxel is reported to be a powerful wizard, and
often commands a multitude of undead.
After +, minutes have passed in game, 1hc VrctchcJ
pulls within +oo feet of 1hc Rccicncten and combat
begins. Use \c : for the map of 1hc VrctchcJ and 1hc
Rccicncten. craxel offers no warning or chance at par
lay, as he knows that it never succeeds.
creatures. Just before combat begins, craxel casts
hcstc on himself from his spells ,or from scroll if nec
essary). At APL +o this is a ncss hcstc affecting his
entire crew. or the next two rounds, craxel spends
his move equivalent action guiding 1hc VrctchcJ
toward 1hc Rccicncten, which covers ,o ft. each
round. craxel also casts two spells per round, starting
with his defensive spells ,shciJ and nrrer ncgc). Half
of his undead must man the ship during this time, but
the other half fire light crossbows that have been pro
vided to them. All spells crossed off craxel's spell list
are precast before combat begins and last throughout
the fight. Any ability bonuses from those spells are
already taken into account in his statistics.
After two rounds, 1hc VrctchcJ and 1hc
Rccicncten are side by side and the undead crew
swarms on board to begin melee. As both of the boats
are cogs, feel free to use the maps provided for both
vessels. Any flying monsters ,if present) begin their
attacks the round before the boats come in contact.
APL 2 (L S)
craxel the 8rute. Male human 1ra, hp +, see
Appendix I.
Mediumsize Skeletons ,o). hp /, /, /, /, /, /, see
\enstcr \cnuci.
Lach has a light crossbow and +o bolts, firing at a
++ ranged bonus.
Large Skeleton. hp +8, see \enstcr \cnuci.
APL 4 (L Z)
craxel the 8rute. Male human 1ra,, hp i+, see
Appendix I.
Mediumsize Skeletons ,o). hp /, /, /, /, /, /, see
\enstcr \cnuci.
Lach has a light crossbow and +o bolts, firing at a
ICKCCTTN CHCS
5
++ ranged bonus.
Large Skeleton. hp +8, see \enstcr \cnuci.
Water Mephit. hp io, see \enstcr \cnuci.
APL 5 (L 9)
craxel the 8rute. Male human 1ra/, hp i,,,o), see
Appendix I.
chouls ,). hp + each, see \enstcr \cnuci.
Lach has a light crossbow and +o bolts, firing at a
+ ranged bonus.
Manticore. hp ,/, see \enstcr \cnuci.
APL 8 (L )
craxel the 8rute. Male human 1ra,, hp /,o), see
Appendix I.
Wights ,). hp io each, see \enstcr \cnuci.
Lach has a light crossbow and +o bolts, firing at a
+ ranged bonus.
chimera. hp /o, see \enstcr \cnuci.
1he chimera's dragon head is black.
APL 0 (L 3)
craxel the 8rute. Male human 1ra++, hp ,,/8), see
Appendix I.
Wights ,8). hp io each, see \enstcr \cnuci.
Lach has a light crossbow and +o bolts, firing at a
+ ranged bonus.
chimera ,i). hp /o, see \enstcr \cnuci.
1he chimeras' dragon heads are black and red
respectively.
When running this combat there are a number of
things to keep in mind.
irst, any character thrown into the water
must succeed at a Swim check ,Lc +,) or begin to
sink. Lach round that a character sinks requires a
round of successful swimming to reach the sur
face. If at the surface and a successful check is
made, the character may get to the side of either
boat. Once there, the character may attempt a
climb check ,Lc +,) to get on board. If a rope is
tossed down, the difficulty of this check lowers
,Lc ,).
climbing into the rigging of either boat requires a
climb check ,Lc +o).
clever characters may have the means and
attempt to sink 1hc VrctchcJ. Although signifi
cant damage can indeed be done, it should be
very difficult to sink the boat. At best, the charac
ters should be able to get 1hc VrctchcJ to take on
water and listing to one side. Sinking the boat
takes a few hours even in this choppy water. 1his
is key, as Jardana suggests that the heroes com
mandeer the boat for the rest of their journey as
noted below.
Although he also has the means, craxel does
not wish to sink 1hc Rccicncten, as it would
prove far too valuable to the Old One's efforts. As
a note, the (icnng shcrc in his spell selection
does not stop long enough to cause any serious
damage.
1he crew of 1hc Rccicncten is present to
help in the combat. 1heir statistics are noted in
the Appendix I. NPcs. While at lower APLs hey
may get involved in combat directly, at higher
tiers, they mainly play a support roll, helping the
heroes where they can. If the fight goes poorly,
the crew retreats to the aft castle of 1hc
Rccicncten to make a final stand there.
1hc VrctchcJ is under the effect of an unhci
ieu spell cast by a +oth level priest of Iuz. 1his
covers the entire ship in a retccten (ren geeJ spell
effect as well a giving a - profane penalty to any
attempt to turn the undead while on board 1hc
VrctchcJ. 1here is also a ocnc spell effect tied to
the unhciieu spell that affects all creatures that do
not venerate the Old One. 1hese effects cover 1hc
Rccicncten once 1hc VrctchcJ is within +oo feet.
8oth boats have the following statistics to be
used as needed.
KSuperior Wooden Walls. o in. thick, Hardness o, hp
8o, 8reak ,Lc i,).
KWooden Loors. + in. thick, Hardness ,, hp +o, 8reak
,Lc +8).
KWooden Masts. +i in. thick, Hardness ,, hp +io,
8reak ,Lc o).
Kcloth Sails. +/i in. thick, Hardness o, hp o, 8reak
,Lc +o).
Please review all of the spells and abilities of the oppo
nents for this encounter. craxel is sure to use his pow
ers to the best of his ability.
AITK TH 8ATTL
After the battle, allow the characters some time to
explore 1hc VrctchcJ fully before Jadana calls them
beck on board and into her cabin to discuss a few
things. Aside from the gear noted on the opponents,
there is little in the way of treasure aboard 1hc
ICKCCTTN CHCS
Z
VrctchcJ as the boat just left Admundfort a few days
ago and had as of yet not run into any other vessels to
assault.
Once the heroes are satisfied that the boat is
secure, Jadana calls them into her quarters to discuss
matters. Listed below are the following points she has
to bring up.
Jadana is very concerned about taking her
crew any closer to Admundfort. Although they
are good people and stout of heart, they did not
sign up for this duty specifically and might
mutiny if they found out.
Jadana believes that an opportunity has aris
en that could solve their problem and give them a
good disguise. Jadana suggests that they take 1hc
VrctchcJ and sail it back to Admundfort, allowing
her crew to take 1hc Rccicncten back to critwall
out of harms way.
Lven if the characters are competent sailors,
both Jadana and Quellio demand to come along, if
for no other reason than to spy on the city up
close. If pressed, Jadana says that the information
would be of great use to the forces of the Shield
Lands and that is a chance that she is not willing to
pass up. 8esides' she says, it might just give the
chance to crack of few orc skulls!'
If the characters agree to this plan, Jadana, Quellio,
and the heroes all board 1hc VrctchcJ and continue on
their way to Admundfort after Jadana spends a few
moments briefing her crew. 1he sailors of 1hc
Rccicncten look horrified at the plan but accept it and
promise to meet their captain back in critwall once
the mission is over. Proceed to Lncounter o.
If the characters refuse this plan, Jadana tells them
that she must soon inform the crew of the plan, as it
has become almost too obvious to hide. Upon doing
this, the crew firmly decides not to continue onward.
1hey would rather board 1hc VrctchcJ themselves and
sail to safer waters, which would be suicidal, as the
navies of the good lands would sink the ship, than
continue on to that hive of evil. 1he heroes may take
1hc VrctchcJ with them. If this does indeed happen,
make sure to modify the following encounters to take
this fact into account.
KPAIKINC TH 8CATS
It is quite possible that either one or both of the boats
were damaged during the battle. 1hey may even
require repair before continuing onward. If this is the
case, both vessels have adequate supplies onboard to
complete the job ,extra sails, wood, rope, nails, tar, and
so on). At worse, these repairs should set the heroes
back a day while minimal repairs can be completed in
a few hours. Lven if one of the boats is listing to one
side, diligent work by all hands involved is able to save
the vessel before it goes under, which would take a
few hours.
No matter the condition of the vessels, getting to
Admundfort still requires over a day worth of sailing.
1his allows the heroes to rest and recuperate from bat
tle before reaching the vile hole of the Old One that is
Admundfort.
TH VCIC
Pull aside the same group as before. Read the follow
ing to them.
As yeu centnuc en teucrJ AJnunJ(ert, thc tecc, nuch
nccrcr neu, sccls te yeu, ts uerJs ilc shcr lntcs n yeur
hccrt. Yeu nust hurry' It uii oc seen' Cniy yeu ccn lneu
thc truth' I( yeu Je net cenc (er nc, lneu thct ny
tcngccncc uen yeu uii oc ctcricstng' I ccnnet oc oeunJ te
cnethcr''
NCCUNTK 5:
ADNUNDICKT
On their third day at sea on the Nyr Lyv, the heroes
finally reach Admundfort. As their captured vessel
1hc VrctchcJ, reaches the port, read the following.
In thc Jstcncc, yeu cctch yeur (rst ginsc e( AJnunJ(ert.
Vhic net Grcyhcul Cty, thc stercs e( AJnunJ(ert's
ucnt occuty cnJ cturcsuc ieccten uen thc shercs e(
Vciuerth Isic ucrc ucii lneun. oc(erc thc cenng e( thc
CiJ Cnc.
As yeu crecch, yeu scc tun lccs juttng (ren thc
sherc ct eestc cnJs e( thc cty, ccrcntiy cctng cs
cnchers (er uciis thct (ern c reugh herscshec creunJ thc
cty. 8c(erc thc Grcyhcul Vcrs thcy ueuiJ hctc reuJiy
oernc thc (icgs e( thc shciJ LcnJs, out neu thcy cnJurc thc
hJceus ncrl e( Iu: thc Lti. 1hc lcc sccns cruJciy, out
(uiiy rccrcJ, ne Jeuot oy thc hcnJs cnJ oieeJ e( sictcs
tclcn Jurng thc cty's (cii.
Kccr thc ccstcrn lcc cccrs te oc cruJc ocrrccls.
Acrcntiy, thcy crc henc te scercs e( ercs, uhesc troci stcn
JcrJs uh n thc unJ cenng e(( thc iclc. Ltcn (ren ths
Jstcncc yeu ccn scc thcn scuttic ilc tcrnn cnJst thc
cersc e( uhct ucs c encc sicnJJ cty.
ICKCCTTN CHCS
8
Cestc thc ocrrccls yeu ccn scc (ithy shccls, uhch
nust oc sictc cns. Fcu gucrJs ccn oc sccn hcrc, eoteusiy
net oethcrng te uctch thc sictcs, cs thcr srts hctc ieng
sncc occn orelcn oy terturcs tee herroic te sccl e(.
Kccr thc uctcr(rent, ceier(ui ocnncrs cnJ scis ncrl thc
sccten e( thc cty neu eccucJ oy Rhcnncc n iccguc uth
Iu:. Kuncreus ocrgcs cnJ ctcn c (cu scing shs (iyng thc
Rhcnnccs' ceiers crc icshcJ te thc Jecl. JcJcnc Jrccts thc
sh teucrJ thc Jecls, nccr thc Rhcnncc tcsscis.
Ainest Jrcctiy octuccn thc lccs, c runcJ tcnic sts.
Yeu surnsc thct t nust hctc occn JctetcJ te c Jcty e( geeJ,
occcusc neu t s ittic nerc thcn c ournt eut shcii. Fren thc
tcnic, c cth e( run cnJ Jcstructen centnucs en te thc
nerthccst. A strcngc sght grccts yeur cycs cs yeu (eiieu yeur
tsen teucrJ thc cieuJs. Fcr (ren thc uctcr(rent, thrcc ncs
stc stenc teucrs crcc thc sly nccr thc nerth ucii; out
unilc nest ethcr ouiJngs rsng coetc thc uciis, thcy occr
ne ncrlngs e( thc CiJ Cnc.
Ciescr neu te thc cty, yeu cctch thc rcnl sncii e(
AJnunJ(ert cnJ scc thc (ith thct ncrs ts strccts. 8csJcs thc
ctcrrcscnt stnl e( Jcccyng (sh thcrc s thc unnstclcoic
stcnch e( unucshcJ oeJcs cnJ rettng JccJ. 1heugh crts e(
thc cty rcncn rccegn:coic cs c iccc uhcrc cti:cJ ocngs
encc itcJ, t s hccrtorcclng te thnl thct ths herroic
iccc uscJ te oc thc shnng stcr e( thc reuJ ncten lneun
cs thc shciJ LcnJs.
characters originally hailing from Admundfort know
the bulleted information listed below, without any
skill checks. Heroes that possess Knowledge ,local
Shield Lands), Knowledge ,geography Shield Lands),
Knowledge ,history Shield Lands), or bardic knowl
edge may make a skill check to learn the following
bits of information ,Lc is listed in the text, add , to
the Lc for bardic knowledge checks.
1he temple visible from shore was devoted
to Procan, an Oeridian god of the seas and navi
gation. ,Lc +,)
1he citadel of Holy Shielding, the main cas
tle and largest temple to Heironeous for hun
dreds of miles, apparently was destroyed, since it
was once viewable from the shore, and now is no
longer there. ,LC +c)
Vayne, a Lesser 8oneheart wizard, used to
command his troops from Admundfort. ,LC +,)
Waquonis, another Lesser 8oneheart, has
recently usurped Vayne's post in Admundfort,
and driven him north. ,LC :c)
1he three towers that bear no symbols of Iuz
can only be the 1owers of the Shield Mages.
Larlier reports told that the 1owers of the Shield
Mages had fallen, but obviously that isn't true.
Perhaps Iuz had them rebuilt for some reason,
but unlike the Sea Keeps ,the keeps near the
shore), the towers are of consistent and superior
construction indistinguishable form each other,
but vastly different from their surroundings. 1he
Shield Lands' council of Lords would be very
interested in learning that the Shield Mages' tow
ers still stand. ,Lc +,)
It does not take Jadana long to find the ship that bears
the name 1hc LcJy's Vcc. As she brings the ship into
port, she advises the heroes to hide any holy symbols,
and to cover nonhumans with cloaks, or tie their
hands to disguise them as prisoners, if they are too dis
tinguishable, such as the small races. She advises that
one of the characters do the talking, if necessary, she
has no fondness for Iuz and his minions, and it may
show if she is allowed to parlay with them.
Yeu orng thc sh nte thc hcroer, estenng t ncxt te 1he
Lady's Vice. Fertunctciy, yeur steicn tcssci oicnJs n ucii te
thc Jsnci cntrenncnt ct AJnunJ(ert's Jecls. JcJcnc cnJ
Quciie ge te tc e(( thc sh, uhic thc rcst e( yeu uctch (ren
thc Jccl e( 1he Wretched. A(tcr c (cu nnutcs, JcJcnc cnJ
Quciie ucil occl u thc icnl te thc Jccl. Just thcn, c
sncii centngcnt e( crncJ ercs ocgns ucilng n thc Jrcc
ten e( yeur tcssci. It s eoteus thct thcy scc yeu en oecrJ,
out hctc net yct Jrcun uccens.
It takes the orcs three rounds to get to the edge of the
dock where 1hc VrctchcJ floats. It is daylight, and
there are literally dozens of other people that could be
watching the situation. It is probably not a good time
to try and initiate combat, unless the heroes can con
vince the orcs to come aboard ship, and out of the view
of others. Something like, can you help us with the
treasure in the hold' would work. Otherwise, talking
their way out might be a more acceptable solution.
1hc ercs ucil teucrJ thc sh, cnJ enc e( thcn cciis eut te
yeu, n thc Cennen tenguc. Yeu en oecrJ, cenc Jeun
hcrc' Vcuens ucnts c rcert, cnJ hc ucnts t neu''
1he orc is telling the truth, in a manner of speaking.
Waquonis, a lesser 8oneheart that now resides in
Admundfort, does look at naval activity reports on a
semiregular basis. Rather, it is the orc's direct human
superiors, most likely a junior officer of some sort that
wants the report. He is attempting to intimidate the
captain or crew into getting what he wants, so they
ICKCCTTN CHCS
9
can go back to lounging around and drinking again.
1he LM should feel free to interact with the heroes,
accepting any good answer or report. 1he orcs are only
suspicious if the heroes state something obviously ear
marking them as outsiders or dogooders. Also, wear
ing holy symbols of any deities other than Iuz is a bad
idea. inally, if the heroes include races other than
humans or halforcs, they have some explaining to do,
if their natures are revealed.
Once the report is given, the orc responds that his
superiors will return shortly' to help with the cargo
and document the arrival. 1he characters are to remain
with their ship, and not to leave the immediate area.
1hen, the orcs turn and leave.
Several heroes may recognize the name Waquonis,
if they are Shield Lands regional characters, or have the
appropriate Knowledge skills ,see the description of
Admundfort for details), you many give them the
information presented in the fourth bullet point,
above.
1he heroes no doubt are anxious to get over to 1hc
LcJy's Vcc. Jadana and Quellio are happy to accompany
them, if they wish. 1hey need to be careful, though, as
other orc troops are still milling about the dock area,
and might catch them doing something suspicious.
However, they are preoccupied, and not very alert. Any
Spot or Listen checks that would be made are at , to
the die roll. Uses the same orc statistics as presented
for the orcs that initially interact with the characters.
Orcs who notice something suspicious immediately go
to inform a human officer, who brings a large contin
gent of orc troops to deal with the problem. See It's
1ime to Leave', below.
ALL APLS (L 3)
Orc Sergeant. Male orc tr+, hp +i, see Appendix I.
Orcs ,). hp , ,, o, see \enstcr \cnuci.
IT'S TIN TC LAV!
If the heroes manage to tip off the orcs that some
thing's wrong, they attempt to leave the dock area as
quickly as possible, heading into the city's interior to
seek out their commanding officers. If they manage to
get into the city and inform their officers, a large con
tingent of troops ,use the same statistics as above, but
quadruple the number) arrives at the docks in five min
utes, lead by a higherranking human officer.
Human Officer. Male human tro, hp ,i, see
Appendix I.
If that fails to suppress the problem, another contin
gent arrives, this time lead by a cleric of Iuz.
cleric of Iuz. Male human clr8 ,Iuz), hp ,,, see
Appendix I.
If the heroes defeat the cleric, continue to double the
amount of foes faced, adding more officers and clerics
as necessary. 1he heroes should be keenly aware that
they need to leave the area as soon as the orcs get away,
if they leave immediately, they are able to escape back
to civilized lands without incident. If they stay and
fight. well, at least they'll die a hero's death. Most
likely, in either case, they'll have failed in their mis
sion.
TH VCIC
At this point, once in Admundfort, select characters at
random ,those not cursed) to hear the voice. It is very
near, and speaks of horrible things to those without the
curse. Use the guidelines and phrases presented below
as examples of the voice's interaction with the other
heroes. Please note that this interaction should not
detract from game play too much but should instead be
used to provide some sense of foreboding to the climax
of the scenario.
cuidelines
1he voice is bold, arrogant, and thoroughly
evil. 1he only characters that it even approaches
being nice, are those with the curse. Lveryone else
is useless in the mind of the thing.
communication with the voice is one way
only. It does not have conversations with the char
acters. 1he characters hear the voice but cannot
communicate with it.
1he voice speaks to the character with telepa
thy using the racial language of the character.
Only the character being spoken to can hear the
voice.
1he simplest way to block the voice is to cast
retccten (ren cti or ncgc crcic cgcnst cti. 1his
protection only lasts for the duration of the spell.
Other effects that block telepathy are also effec
tive.
8e aware of the sensitivity of the players at
your table. It is okay to offend the characters so
long as you do not offend the players.
Lxamples
ailure is your only choice. Accept that and
ICKCCTTN CHCS
20
you may yet live.
Lo you actually believe that you have the cun
ning to solve this Soon, I will bring your corpse
before me and ask the same question.
I can smell your blood. 1ell me, is it sweet
Nothing can save you now. I suggest that you
pray to your meaningless gods worm.
I see nothing but death for you and the death
of all your pathetic friends.
1he future lies within me. Pray to me and I
may spare you for a short while.
I will swallow your soul.
When you die would you please scream loudly,
I find that much more entertaining.
Run coward, run now before your meager life
comes to an abrupt and violent end.
or those with the curse, the voice comes to them again,
calling to them, promising power and glory to those that
ally with it. At the most inappropriate moment for the
cursed heroes, probably while in combat with the Laters
of the Voice, the voice says, Receive my blessing.' At
that time, you should roll +do on the following chart to
see what form the blessing' takes. In all cases, the spells
are cast at +oth level and require a successful saving
throw Lc +8 + the spell level to resist.
+ - Jeen
i - aJ
- ccusc (ccr
- Jtnc (cter
, - heiJ crsen
o - ouii's strcngth
NCCUNTK Z: DATH
A8CAKD TH LADY'S VIC
Lventually, the heroes should attempt to get aboard 1hc
LcJy's Vcc. 1he boarding plank is down, it is relatively
easy to sneak aboard. See \c : for a layout of the ship,
the same cog style as the other vessels. 1he stone slab is
in a large crate in the hold, it weighs about /oo pounds,
and is seven feet long by three feet wide by two feet tall.
1he crew has gone ashore for merrymaking and the
next assignment, only the assassin and a couple of his
agents are still aboard. 1hey are waiting, guarding the
stone slab that holds the undying evil, until orders
arrive from Waquonis or a higher authority.
Of course, unless the heroes have found a very good
way to be undetectable, that includes masking the ship,
which docked right next to 1hc LcJy's Vcc, the assassin
and his men know the heroes are here, and position
themselves accordingly. 1heir goal is nothing less than
the elimination of any intruders, those that do not
request permission to come aboard, and have officers in
tow, but they most definitely spend some time observ
ing the parties' actions before attacking. See the 1actics
section below.
APL 2 (L S)
Later of the Voice Head Initiate. Male human Rog,
hp ii, see Appendix I.
Later of the Voice Initiates ,i). Male human Rog+, hp
/, see Appendix I.
APL 4 (L Z)
Later of the Voice Assassin. Male human Rog,/Asn+,
hp i, see Appendix I.
Later of the Voice Initiates ,i). Male human Rog, hp
+/, see Appendix I.
APL 5 (L 9)
Later of the Voice Assassin. Male human Rog,/Asn,
hp i, see Appendix I.
Later of the Voice Initiates ,i). Male human Rog, hp
ii, see Appendix I.
APL 8 (L )
Later of the Voice Head Assassin. Male human
Rog,/Asn,, hp ,i, see Appendix I.
Later of the Voice Assassins ,i). Male human
Rog,/Asn+, hp i, see Appendix I.
APL 0 (L 3)
Later of the Voice Head Assassin. Male human
Rog,/Asn/, hp oi, see Appendix I.
Later of the Voice Assassins ,i). Male human
Rog,/Asn, hp i, see Appendix I.
1actics. 1he assassins and initiates, at all APLs, use
stealth and magic to their best advantage. If possible,
make sure to have ntsoity ,or at higher APLs,
nretcJ ntsoity) in effect when the heroes arrive on
ICKCCTTN CHCS
2
1hc LcJy's Vcc. At some
APLs, the highestlevel
assassin has a magic item
known as a stenc e( sicncc,
which, when activated, acts
as a sicncc spell cast at rd
level. 1here are empty
cargo boxes in the hold, as
well as hiding spots in the
forecastle and sterncastle.
Also, the crow's nest makes
a good ambush point, espe
cially for ranged weapons,
it is about o feet above the
deck of the ship, making it
just in range for sneak
attacks. It is a good idea to
separate the attackers,
especially at higher APLs
where all three are assas
sins. 1argeting weaker
looking characters, particu
larly those that look like
arcane spellcasters, for
death attacks is another
solid tactic. Have them
move around when possi
ble, keeping them hidden
as they attempt to separate
the heroes and take them
out one by one.
You are encouraged to
use the assassins ,and
rogues) as you wish, keep
ing in mind that they are
vile, evil people, who are
outraged at the audacity of
the characters' barging
onto their ship and
attempting to steal their
cargo. 1he assassins are
willing to leave their ship
to hunt down heroes that
have intruded, but at least
one of them remains
behind with 1hc LcJy's Vcc.
AITK TH IICHT
After the battle is over, it should occur to characters that
they may not have much more time before a larger con
tingent is sent to their ship to ask more questions, and
help unload any cargo. 1he heroes need to come up
with a way to get the cargo from the hold out onto their
ship, or they could just do things in a far easier way, by
stealing 1hc LcJy's Vcc, an idea, which Jadana suggests,
if still alive. Of course, if everyone is still alive, the
heroes might want to take both ships, each cog requires
a crew of four, with at least one person per ship possess
ing the Profession ,sailor) skill. It does not take long to
get the ship ,or ships) ready to sail, and if the heroes do
so with some alacrity, they are able to escape the port of
Admundfort without further incident. co to
conclusion, below.
1he assassin and his agents do not talk if captured.
1heir cabal has taken a vow of silence, they may only
speak to other members of their organization, or to cast
spells. No other speech is allowed, by penalty of death.
1hus, they do not communicate verbally with the
heroes under any circumstances. 1heir mission may not
be communicated with others, under penalty of death.
If a hero attempts to use very strong charm magic, such
as Jennctc crsen, the only information that the Laters
of the Voice possess is the details of their mission. find
the location of the stone slab, steal it, and take it to
Admundfort. 1hat's really all they know.
All the Laters of the Voice possess the strange sym
bol of their order as a scar on their throats ,see Player's
Handout +). 1hrough a mysterious ritual, their corpses
cannot be spoken to via a sccl uth JccJ spell.
TH CKAT IN TH HCLD
Several smaller empty crates and boxes are present in
the hold of 1hc LcJy's Vcc, along with one larger one, a
crate about four feet high, five feet wide, and ten feet
long. 1he crate has a wooden door on one end, along
with a metal latch that can be locked. However, no lock
is in place on the crate door latch. 1he door's statistics
are as follows.
KWooden door. + in. thick, Hardness ,, hp +o, 8reak
Lc +8.
If the latch is flipped to allow the door to open, it trig
gers a poison needle trap, which fires straight out from
the latch. It is very conceivable that the heroes may not
set off this trap until they are back in a safe harbor, get
ting ready to unload the stone slab that is within the
crate. If that is the case, don't forget to spring a possibly
nasty surprise on them when they least expect it.
APL 2 (NC L)
JNeedle 1rap. cR o, mechanical, touch trigger, repair
NAP 2
ICKCCTTN CHCS
22
reset, Atk ++/ ranged ,+, needle), Search ,Lc ii),
Lisable Levice ,Lc +/). Note that the poison on this
trap is now inert. 1he trap is relatively harmless,
although it might give the heroes a good scare.
APL 4 (L S)
JPoisoned Needle 1rap. cR ,, mechanical, touch
trigger, repair reset, Atk ++/ ranged ,+ plus poison,
needle), poison ,nitharit, ortitude save jLc +]
resists, o/do con), Search ,Lc ii), Lisable Levice
,Lc +/).
APL 5 (L Z)
JPoisoned Needle 1rap. cR /, mechanical, touch
trigger, repair reset, Atk ++/ ranged ,+ plus poison,
needle), poison ,deathblade, ortitude save jLc io]
resists, +do/ido con), Search ,Lc i,), Lisable Levice
,Lc io).
APL 8 (L 9)
JPoisoned Needle 1rap. cR ,, mechanical, touch
trigger, repair reset, Atk +io ranged ,+ plus poison,
needle), poison ,deathblade, ortitude save jLc io]
resists, +do/ido con), Search ,Lc i8), Lisable Levice
,Lc ii).
APL 0 (L )
JPoisoned Needle 1rap. cR ++, mechanical, touch
trigger, repair reset, Atk ++/ ranged ,+ plus poison,
needle), poison ,black lotus extract, ortitude save
jLc io] resists, do/do con), Search ,Lc i,), Lisable
Levice ,Lc i).
TH VCIC
Once the heroes find the voice in the hold, read the
following to those cursed.
It cciis te yeu cgcn, ths tnc thc tecc s c sheut, se cn(ui
thct yeu rc(icxtciy cetcr yeur ccrs cnJ (cii te yeur lnccs cs
t sccls. 1clc nc (ren hcrc' 8ccl te yeur icnJs e( geeJ'
Frcc nc thcrc, cnJ I uii gtc yeu cii e( yeur Jcsrcs, ctcn
thesc thct occt uthn thc Jcrl icccs e( yeur hccrt' Vc uii
oc tegcthcr seen, ny JctetcJ' Yeu shcii oc thc tcssci oy uhch
thc ueriJ uii lneu ny (ergettcn ncnc; encc uttcrcJ, t
shcii cche threugheut thc cgcs (er cii te (ccr'' 1hc tecc
icctcs yeur nnJ, cnJ yeu crc stunncJ oy thc seunJ e(
sicncc thct rcicccs t.
CCNCLUSICN
Yeu uii thc tcssci cucy (ren thc ert e( AJnunJ(ert, he
ng thct ne enc nertcnt uii netcc ts Jscccrcncc (er
senc tnc. Vhic en thc Lclc e( Unlneun Lcths, yeu
enJcr yeur ncxt Jcoccic, uhct te Je uth yeur nystcreus
cnJ tcrroic ccrge.
1he heroes now have a choice to make. 1he choice is
entirely up to them, and in no way should be influ
enced by the LM. Simply ask the heroes what they
want to do with the crate containing the stone slab. A
few options are listed below, but the characters are
free to do whatever they like. Lo not suggest one of
the following courses of actions to the heroes, this list
only exists for your reference if the players ask ques
tions.
1he heroes could pull the stone slab from the hold
and dump it into the Nyr Lyv.
1he characters could scuttle ,put holes in the keel
of the ship to intentionally sink it) one ship with the
cargo still in the hold, of course, they would need to
have a second ship to continue the journey.
1he heroes could head to 8right Sentry in the
Shield Lands to dispose of the cargo there. 1his takes
one day of sailing. If the characters are aboard 1hc
LcJy's Vcc, they are able to dock in harbor without any
major incidents. However, if the heroes are on 1hc
VrctchcJ, they need to send communication to 8right
Sentry, or one of the warships near the coast, letting
others know of their situation ,they are on a captured
Iuz pirate ship, they have urgent business, etc.). If they
do not warn 8right Sentry of their approach, Jadana, if
alive, mentions this to the heroes, their ship is sunk,
and the stone slab is lost to the depths. 1he characters
are recovered, and brought to 8right Sentry, where
they can talk with the Knights of the Holy Shielding
or the church of the Holy Shielding.
If the heroes make it to 8right Sentry, they can
dispose of the stone slab at one of the temples there, or
in critwall, which is just north of Scragholme Island,
on the mainland proper. Possible temples include
those devoted to Heironeous, St. cuthbert,
Mayaheine, Pholtus, and 1rithereon.
1he heroes can head back to the domain of
creyhawk. 1his takes three days of sailing. A very sim
ilar situation takes place there if the heroes sail in on
1hc VrctchcJ. Once there, the characters can dispose
of the stone slab however they wish, with the govern
ment, the creat Library, or with one of the temples.
ICKCCTTN CHCS
23
Possible temples include those devoted to St.
cuthbert, 7ilchus, Heironeous, harlanghn, Pholtus,
Rao, 1rithereon, Olidammara, Xerbo, Osprem,
Norebo, Ralishaz, and Ulaa.
1he heroes could bury it anywhere they so desire.
1he character may take many other courses of
action, the LM should not discourage them in any
way.
Regardless of their choice, there is only one that
cannot be made. 1he heroes cannot keep the stone
slab. 1hey must give it over to some other authority, or
dispose of it in some way.
HCw DC YCU STK THIS THINC?
If the heroes have lost both Jadana and Quellio, and
have no one that possesses the Profession ,sailor),
Profession ,navigator), or Intuit Lirection skill, they
have a really hard time piloting the ship. 1he only
place that they can take the vessel, since they can use
the coast as a guide, and it's a relatively short distance
away, is 8right Sentry on Scragholme Island, which is
under the control of the Restored Shield Lands. It
takes the heroes an extra day to get there, which may
cost them even more of their sanity, as the voice con
tinues to mentally assault them as long as they are in
possession of the stone slab.
TH VCIC
While the heroes possess the stone slab, it talks to
each of them frequently, massaging the ego of those
that are cursed, while uttering messages of doom and
despair to those that do not possess the curse. 1his has
a maddening effect on all of those who are not pro
tected from it. Lach full day that the heroes are in pos
session of the stone slab, all characters ,and NPcs)
must succeed at a Will saving throw ,Lc +,), or take
+d points of temporary Wisdom damage, as the voice
slowly unravels their mind. Any hero rolling a natural
+ on the saving throw suffers one point of Wisdom
drain ,permanent ability score loss) in addition to the
temporary damage. Of course, the Wisdom damage
can be repaired by spells such as icsscr rcstercten, but
the drain requires at least a rcstercten spell to be effec
tive. A rcstercten spell can be obtained in creyhawk
city for the cost of 8o gp.
AIDINC TH SHILD LANDS
Several heroes, especially those native to the Shield
Lands, or sympathetic to its cause, may wish to report
information to the council of Lords ,the acting gov
ernment in the Shield Lands), the Knights of the Holy
Shielding in the Shield Lands, or to the Sanctum of
Heironeous in creyhawk city ,owned by Lord
Henway, a prominent Knight of the Holy Shielding).
Lo not suggest this course of action to the heroes, but
answer their questions if they wish to make a report to
someone.
1he LM should inform players of heroes that
make a report to contact the Shield Lands 1riad Point
ofcontact, Rick LaRue, by email at . 1he subject of
the email should be titled Admundfort Info' and
should contain a text description of no more than ioo
words. In addition to the text, the player should
include their name, their character's name, the char
acter's race/class/level/alignment, the region the
character is from, and membership in any Shield
Lands metaorganizations.
wHAT TC DC wITH TH SHIPS?
Regardless of where the heroes go, the authorities
confiscate any vessels that do not belong to the heroes.
Several governments ,especially the Shield Lands and
uryondy) are interested in using the ships as
weapons of deception against the forces of the Old
One. However, if a hero wishes, one of the vessels may
be purchased for the sum of +i,ooo gold pieces. 1he
cog must be purchased by the conclusion of this
adventure. 1he ship is listed on the Adventure
certificate, and is present in the 1rccsurc sunncry,
below.
TH ND?
After all other issues have been resolved, read the fol
lowing, modifying the text where appropriate.
Yeur Jcngcreus nssen neu cenictc, yeu (nciiy (nJ senc
tnc te rcst, unti yct cnethcr tecc, n Jstrcss, cciis (er yeur
cssstcncc. VerJ rccchcs yeu thct thc iorcrcns ct thc Grcct
Lorcry e( Grcyhcul crc tcry thcnl(ui (er yeur hci n thc
ntcstgctens. A(tcr senc tnc scnt rcicxng cieng uth
yeu, JcJcnc, Quciie, cnJ thc rcst e( thc crcu e( 1he
Reclamation crt ucys uth yeu, ushng yeu iucl n yeur
trctcis.
Cncc cgcn, yeu thnl coeut heu ciesc yeu ucrc te c
grcct ocng e( cti, cnJ t nclcs yeu shuJJcr. Yeu ccn eniy
hec thct ths tnc, yeu ncJc thc rght Jccsen, cnJ thc
thng thct encc ucs nrsencJ Jcc n thc Vcstc Fercst,
unJcr thc runs e( Lcitcnorcss, uii oc (ergettcn yct cgcn.
ICKCCTTN CHCS
24
Read the following to those with the curse.
In thc Jcys cnJ uccls te cenc, thc tecc s sicnt. 1e yeur
rcic(, t sccns cs theugh t ne iengcr icgucs yeur theughts
cnJ Jrccns. Ieuctcr, yeu uenJcr ( ths rcstc s crnc
ncnt, er (, crhcs, t ncrciy ics n uct, thnlng e( ucys
te cncct ts unheiy tcngccncc uen yeu cnJ thc uheic e(
Ccrth.
1he curse of the Voice certificate stays with the char
acter ,and is still active) until an announcement is
made on the results of the disposal of the stone slab.
1he Lnd
XPKINC & TKASUK
2S
XPKINC PCINT
SUNNAKY
1o award experience for this adventure, add up the
values for the objectives accomplished. 1hen assign
the experience award. Award the total value to each
character.
Lncounter . What's Lating Him
Lefeat the etherspitters.
APL i ,o XP
APL +,o XP
APL o i+o XP
APL 8 i/o XP
APL +o o XP
Lncounter ,. Attacked on the Nyr Lyv!
Lefeat craxel and his crew.
APL i +,o XP
APL i+o XP
APL o i/o XP
APL 8 o XP
APL +o ,o XP
Lncounter /. Leath Aboard 1hc LcJy's Vcc
Lefeat the Laters of the Voice.
APL i +,o XP
APL i+o XP
APL o i/o XP
APL 8 o XP
APL +o ,o XP
1he crate in the Hold
Locate and defeat the trap on the crate.
APL i o XP
APL +,o XP
APL o i+o XP
APL 8 i/o XP
APL +o o XP
Liscretionary Award
cive out this award however you see fit. roleplaying,
accomplishing goals, performing heroic actions, etc.
APL i oo XP
APL +io XP
APL o +8o XP
APL 8 io XP
APL +o oo XP
1otal Possible Lxperience
APL i ,o XP
APL 8+o XP
APL o +oo XP
APL 8 +o XP
APL +o +/o XP
TKASUK SUNNAKY
Luring an adventure, characters encounter treasure,
usually finding it in the possession of their foes.
Lvery encounter that features treasure has a treas
ure' section within the encounter description, giving
information about the loot, coins, and magic items
that make up the encounter's treasurer.
1he loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least
+o minute per every , enemies, and if the characters
cannot take the time to loot the bodies, they do not
gain this gold. If you feel it is reasonable that charac
ters can go back to loot the bodies, and those bodies
are there ,that is., not carted off by dungeon scav
engers, removed from the scene by the local watch,
and so on), characters may return to retrieve loot. If
the characters do not loot the body, the gold piece
value for the loot is subtracted from the encounter
totals given below.
1he coin total is the number of gold piece each
character gains if they take the coin available. A nor
mal adventuring party can usually gather this wealth
in a round or so. If for some reason they pass up this
treasure, the coin total is subtracted from the
encounter totals given below.
Next, the magic items are listed. Magic item treas
ure is the hardest to adjudicate, because they are var
ied and because characters may want to use them dur
ing the adventure. Many times characters must cast
Jcnt(y, cnciy:c Jucencr, or similar spell to determine
what the item does, and how to activate it. Other
times they may attempt to use the item blindly. If the
magic item is consumable ,a potion, scroll, magic
bolts, etc.) and the item is used before the end of the
adventure, its total is subtracted from the adventure
totals below.
Once you have subtracted the value for
unclaimed treasures from each encounter add it up
and that is number of gold pieces a characters total
and coin value increase at the end of the adventure.
Write the total in the cp cained field of the adven
XPKINC & TKASUK
25
ture certificate.
TKASUK KY:
L = Looted gear from enemy, c = coin, cems, Jewelry,
and other valuables, M = Magic Items.
Lncounter ,. Attacked on the Nyr Lyv!
Lefeat craxel and his crew
APL i. L. ,/ gp, c. o gp, M. i etens e( curc ight
ueunJs ,/ gp per character), screii e( ournng hcnJs ,rJ
ictci) ,+ gp per character), screii e( hcstc ,,o gp per char
acter).
APL . L. ,/ gp, c. o gp, M. ccri e( eucr ,+st ictci)
,+,o gp per character), i etens e( curc ight ueunJs ,/ gp
per character), screii e( (rcocii ,,o gp per character), i
screiis e( ncgc nssic ,,th ictci) ,+, gp per scroll per char
acter), screii e( sieu ,,o gp per character).
APL o. L. ,o gp, c. o gp, M. ciecl e( rcsstcncc ,++) ,+,o
gp per character), ccri e( eucr ,+st ictci) ,+,o gp per
character), eten e( curc neJcrctc ueunJs ,, gp per char
acter), eten e( curc screus ueunJs ,++ gp per character),
screii e( (rcocii ,,o gp per character), i screiis e( ncgc ns
sic ,;th ictci) ,io gp per scroll per character), screii e( (iy
,,o gp per character).
APL 8. L. ,o gp, c. o gp, M. ciecl e( rcsstcncc ,++) ,+,o
gp per character), ccri e( eucr ,+st ictci) ,+,o gp per
character), i etens e( curc screus ueunJs ,++ gp per
potion per character), screii e( cenc e( ceiJ ,+o, gp per
character), i screiis e( ncgc nssic ,,th ictci) , gp per
scroll per character), screii e( (iy ,,o gp per character).
APL +o. L. o gp, c. o gp, M. ciecl e( rcsstcncc ,++)
,+,o gp per character), ccri e( eucr ,+st ictci) ,+,o gp
per character), i etens e( curc screus ueunJs ,++ gp per
potion per character), eten e( gcsceus (ern ,++ gp per
character), screii e( Jsntcgrctc ,i, gp per character), i
screiis e( ncgc nssic ,,th ictci) , gp per scroll per char
acter), screii e( (iy ,,o gp per character).
Lncounter /. Leath Aboard 1hc LcJy's Vcc
Lefeat the Laters of the Voice.
APL i. L. ioi gp, c. o gp, M. eten e( ntsoity ,,
gp per character), i etens e( curc ight ueunJs ,/ gp per
potion per character), i etens e( hJng ,ii gp per
potion per character).
APL . L. ii gp, c. o gp, M. etens e( ntsoity
,, gp per potion per character), i etens e( curc neJcr
ctc ueunJs ,, gp per potion per character), etens e(
curc ight ueunJs ,/ gp per potion per character).
APL o. L. ii gp, c. o gp, M. i etens e( curc screus
ueunJs ,++ gp per potion per character), i etens e( curc
neJcrctc ueunJs ,, gp per potion per character), i
etens e( ntsoity ,, gp per potion per character),
screii e( nretcJ ntsoity ,+o, gp per character).
APL 8. L. io gp, c. o gp, M. ++ nthrci shrt ,+, gp
per character), stenc e( sicncc ,oo gp per character), i
etens e( curc screus ueunJs ,++ gp per potion per char
acter), etens e( curc neJcrctc ueunJs ,, gp per potion
per character), etens e( ntsoity ,, gp per potion
per character), screii e( nretcJ ntsoity ,+o, gp per
character).
APL +o. L. +o8 gp, c. o gp, M. ++ nthrci shrt ,+, gp
per character), stenc e( sicncc ,oo gp per character), i
suits of ++ stuJJcJ iccthcr crner ,+/o gp per suit per char
acter), ciecl e( rcsstcncc ,++) ,+,o gp per character), occJ
e( (ercc ,oo gp per character), i pinches of Just e( iiusen
,/, gp per pinch per character), o etens e( curc screus
ueunJs ,++ gp per potion per character), screii e( Jncn
sen Jeer ,+o, gp per character), screiis e( nretcJ nts
oity ,+o, gp per scroll per character).
1otal Possible 1reasure
APL i. / gp
APL . 8,i gp
APL o. +oo gp
APL 8. iio, gp
APL +o. ,+o gp
ITNS CN TH ADVNTUK
CKTIIICAT
Later of the Voice Leath Knife
1his weapon is a blade of the Laters of the Voice, a vile
cabal of assassins. It is clearly a weapon built for assassi
nations, it has a black steel blade with poison grooves,
and a bone handle wrapped in leather. It is a work of
great craftsmanship, and as such, confers a nonmagical
++ bonus to attack. 1he vicious knife is treated as a mas
terwork dagger in all respects.
1he blade also has other features that a malicious
scoundrel might find interesting. 1he grooves on the
surface of the blade are a perfect well for poisons. As
such, any poison applied to the blade that normally
would wipe off with a successful blow remains for a sec
ond successful attack. In addition, the bone handle of
the weapon is longer than normal, and the end can be
removed. 1he inside of the handle is hollow, and may
store a draught of a potion, a dose of poison, several
small spell components, or anything else that can fit
into a tube 8 inches long by + +/i inches wide.
1his blade can only be associated with those that
practice the dark arts. Anytime the weapon is bran
XPKINC & TKASUK
2Z
dished or brought into view, many will recognize the
weapon for what it is. the knife of a killer. cood
aligned NPcs are horrified to realize the character is
carrying such a weapon, and certain evil NPcs may
covet it. Also, the various assassins' guilds throughout
the lanaess are very touchy about nonassassins car
rying around a murderer's blade, and such groups
might take steps to recover such an item if it is known
missing.
Ccstcr Lctci. N/A, Ircrcustcs. N/A, \crlct Ircc.
,o gp, Vcght. + lb. ,requency. Adventure,
Requirements. as prerequisites.)
stenc e( sicncc
APL 8+ Only
1his small, gray stone is marked with various arcane
symbols, revealing its nature. When held in the hand,
as a standard action, the possessor of the stone can cast
a sicncc spell as a rdlevel cleric once per day. 1he
spell is always centered on the stone.
Ccstcr Lctci. rd, Ircrcustcs. craft Wondrous
Item, sicncc; \crlct Ircc. i,ooo gp, Vcght. + lb.
,requency. Region jpurchase only after core scenar
ios], Requirements. as prerequisites.)
Sailing Ship ,cog) ______________________
You now own a sailing vessel, once employed by Iuz's
forces in the Nyr Lyv. After making the necessary
repairs and cleaning the ship out, your cog is quite sea
worthy. 1he vessel has a single mast supporting a
square sail, and is 8o feet from bow to stern, and has a
beam of io feet ,it's width). 1he ship requires at least
people to operate the vessel, one of which must pos
sess the Profession ,sailor) skill. Up to io people can
crew the ship at a given time, if you possess the
Leadership feat, the crew can be made up of followers.
1he cargo hold below decks can haul up to +,o tons of
goods, and can comfortably fit up to , passengers in
addition to the maximum crew compliment. 1he ship
also has a reasonably sized forecastle and sterncastle.
Upon finishing repairs, you have renamed your vessel
,see above).
Ccstcr Lctci. N/A, Ircrcustcs. N/A, \crlct Ircc.
+i,ooo gp, Vcght. ar too much. ,requency.
Adventure, Requirements. as prerequisites.)
Wanted for Piracy
1he character named above has stolen a legitimate
businessman's ship, srcn's Lcight. Authorities in the
Lomain of creyhawk have caught wind of the mis
deed, and have an accurate description of you. You are
now wanted for piracy, a crime that carries a consider
able sentence. rom this point forward, whenever
your character participates in an adventure set in the
Lomain of creyhawk, or passing through it, there is a
chance that you are apprehended for your crime.
At the beginning of such an event, the LM rolls
+dio secretly to determine whether or not you are
caught. 1his roll can only be modified by use of the
Luck domain or a similar luckbased reroll power. On
a roll of a + or i, you are taken in at some point during
the scenario, and face the consequences of your brash
actions. If you make a Lisguise check ,Lc io) at the
beginning of the event, you are only caught on a roll
of a +.
Your sentence is o,ooo gp ,the cost of a new ves
sel, plus restitution) or exile from the Lomain of
creyhawk ,if unable to pay). If you are exiled, this
character may never again participate in a scenario
that is set or passing through the Lomain of
creyhawk, under penalty of death.
You may attempt to participate in adventures set
in creyhawk while under exile, it is utilized in the
same way as before ,LM rolls +dio before the event,
etc.), except the chances of you getting caught are
doubled ,+ or +i with Lisguise check). If captured,
you are executed, and your character is rendered
unplayable.
APPNDIX
28
APPNDIX I: NPCS
NCCUNTK : TH CKAT LI8KAKY
Lquonel. Male human Lxp,, cR , Mediumsize
humanoid ,human), HL do, hp i, Init +o, Spd o ft.,
Ac +o ,touch +o, flatfooted +o), Atk + melee ,+d,
unarmed attack), AL Nc, SV ort ++, Ref ++, Will +,,
Str +o, Lex ++, con +o, Int +o, Wis +,, cha +i.
sliis cnJ Fccts. Liplomacy +,, Knowledge ,history
Near Lomain of creyhawk) ++, Knowledge ,history
creyhawk city) ++, Knowledge ,geography
Lomain of creyhawk) ++, Knowledge ,architecture
and engineering) +++, Profession ,librarian) ++o,
Profession ,scribe) ++o, Ride +8, Sense Motive ++o,
Swim +8, Skill ocus ,Knowledge. history Near
Lomain of creyhawk), Skill ocus ,Knowledge. histo
ry creyhawk city), Skill ocus ,Knowledge. geogra
phy Lomain of creyhawk).
NCCUNTK 2: TH NKCNAKIS'
HALL
cenwick. Male human Rog, cR , Mediumsize
humanoid ,human), HL do, hp i, Init +, Spd o ft.,
Ac +, ,touch +, flatfooted +i), Atk +8 melee
,+do++/+,io, short sword), SA Sneak attack, SQ
Lvasion, uncanny dodge ,Lex bonus to Ac), AL N, SV
ort +, Ref +/, Will +, Str +i, Lex +/, con +, Int +i,
Wis +,, cha +,.
sliis cnJ Fccts. 8luff +/, Liplomacy +,, Lisable
Levice +8, Hide ++o, Innuendo +++, Intimidate +/,
Move Silently ++o, Open Locks ++o, Search +8, Sense
Motive +/, Swim +/, Skill ocus ,Innuendo), Weapon
inesse ,short sword), Weapon ocus ,short sword).
Iesscssens. masterwork studded leather armor,
masterwork short sword.
NCCUNTK 3: wHAT'S ATINC
HIN?
APL i ,LL )
Ltherspitters` ,i). cR i, Small Aberration, HL d8,
hp +,, Init +8, Spd o ft., Ac +, ,touch +,, flatfooted
+,), Atk + melee ,+do+i, bite), SA Lthereal spit, steal
dead, SQ Stick, minor fading, fast healing +, chitter,
AL N, SV ort ++, Ref +,, Will +, Str +, Lex +8, con
++, Int +, Wis +o, cha +o.
sliis cnJ Fccts. Listen +, Spot +, Improved
Initiative.
`See Appendix II. New Rules for additional informa
tion.
APL ,LL ,)
Ltherspitters` ,). cR i, Small Aberration, HL d8,
hp +,, Init +8, Spd o ft., Ac +, ,touch +,, flatfooted
+,), Atk + melee ,+do+i, bite), SA Lthereal spit, steal
dead, SQ Stick, minor fading, fast healing +, chitter,
AL N, SV ort ++, Ref +,, Will +, Str +, Lex +8, con
++, Int +, Wis +o, cha +o.
sliis cnJ Fccts. Listen +, Spot +, Improved
Initiative.
`See Appendix II. New Rules for additional informa
tion.
APL o ,LL /)
Ltherspitters` ,o). cR i, Small Aberration, HL d8,
hp +,, Init +8, Spd o ft., Ac +, ,touch +,, flatfooted
+,), Atk + melee ,+do+i, bite), SA Lthereal spit, steal
dead, SQ Stick, minor fading, fast healing +, chitter,
AL N, SV ort ++, Ref +,, Will +, Str +, Lex +8, con
++, Int +, Wis +o, cha +o.
sliis cnJ Fccts. Listen +, Spot +, Improved
Initiative.
`See Appendix II. New Rules for additional informa
tion.
APL 8 ,LL ,)
Ltherspitters, Advanced ,o). cR , Mediumsize
Aberration, HL od8+o, hp , Init +/, Spd o ft., Ac +/
,touch +, flatfooted +), Atk +8 melee ,+d8+, bite),
SA Lthereal spit, Steal dead, SQ Stick, minor fading,
fast healing +, chitter, AL N, SV ort +, Ref +,, Will
+,, Str +8, Lex +o, con +, Int +, Wis +o, cha +o.
sliis cnJ Fccts. Listen +,, Spot +,, Alertness,
Improved Initiative.
APL +o ,LL ++)
Ltherspitters, Advanced ,+i). cR , Mediumsize
Aberration, HL od8+o, hp , Init +/, Spd o ft., Ac +/
,touch +, flatfooted +), Atk +8 melee ,+d8+, bite),
SA Lthereal spit, Steal dead, SQ Stick, minor fading,
fast healing +, chitter, AL N, SV ort +, Ref +,, Will
+,, Str +8, Lex +o, con +, Int +, Wis +o, cha +o.
sliis cnJ Fccts. Listen +,, Spot +,, Alertness,
Improved Initiative.
NCCUNTK 4: NAKAVN
crewmen of 1he Reclamation ,o). Male human
Lxpi, cR +, Mediumsize humanoid ,human), HL
ido+i, hp +i, Init ++, Spd o ft., Ac ++ ,touch ++, flat
footed +o), Atk +i melee ,+do++/+8io, scimitar) or +
APPNDIX
29
ranged ,+d8/+,io, light crossbow), AL Varies, most
ly Nc or cc, SV ort ++, Ref ++, Will +.
Str +, Lex +, con +, Int +o, Wis +o, cha +o.
sliis cnJ Fccts. 8alance +o, climb +o, Intuit
Lirection +,, Profession ,sailor) +/, Spot +,, Swim +,
Use Rope +o, Martial Weapon Proficiency ,scimitar),
Skill ocus ,Profession sailor).
Iesscssens. scimitar, dagger, light crossbow, +o
masterwork bolts.
Icrsencity 1rcts. Rowdy, wellmeaning, friendly.
Jadana. emale human tr+/Rogi, cR , Medium
size humanoid ,human), HL +d+o+ido+, hp +,, Init
+i, Spd o ft., Ac +i ,touch +i, flatfooted +o), Atk +,
melee ,+do++/+8io, scimitar) or +, ranged ,+d8/+,
io, light crossbow), SA Sneak attack, SQ Lvasion, AL
Nc, SV ort +, Ref +,, Will ++, Str +i, Lex +, con
+i, Int +i, Wis +i, cha +.
sliis cnJ Fccts. 8alance +/, 8luff +/, climb +/,
Liplomacy +/, Move Silently +/, Intuit Lirection +o,
Profession ,sailor) +/, Swim +, 1umble +/, Use Rope
+/, combat Reflexes, Lodge, Mobility, Weapon
ocus ,scimitar).
Iesscssens. masterwork scimitar, dagger, light
crossbow, +o masterwork bolts, i etens e( curc ight
ueunJs, eten e( curc neJcrctc ueunJs, eten e( sun
nng, Qucci's (ccthcr telcn ,cncher).
Icrsencity 1rcts. lirtatious, caring, brave.
Quellio. Male human Lxp+/Wiz+, cR i, Medium
size humanoid ,human), HL +d++do+,, hp +, Init
+i, Spd o ft., Ac +i ,touch +i, flatfooted +o), Atk +o
melee ,+d+/+,io, dagger) or + ranged ,+d8/+,io,
light crossbow), SA Spells, AL Nc, SV ort ++, Ref +i,
Will +,, Str 8, Lex +, con +i, Int +o, Wis +i, cha +i.
sliis cnJ Fccts. 8alance +, concentration +,,
orgery +,, Intuit Lirection +i, Knowledge ,history
Shield Lands) +/, Knowledge ,geography) +/,
Profession ,cartographer) +o, Profession ,navigator)
+o, Profession ,sailor) +, Spellcraft +/, Swim +, Use
Rope +, Lodge, Scribe Scroll, 1oughness.
Iesscssens. masterwork dagger, light crossbow, +o
masterwork bolts, eten e( curc ight ueunJs, i screiis e(
ceier srcy, i screiis e( ncgc crner, i screiis e( shciJ.
Spells Prepared ,/i, base Lc = + + spell level).
o-Jc:c, Jctcct ncgc, rcy e( (rest; +st-ceier srcy, sicc.
Icrsencity 1rcts. 1alkative, inquisitive, courteous.
NCCUNTK S: ATTACKD CN TH
NYK DYV!
APL i
craxel the 8rute. Male human 1ra, cR ,
Mediumsize humanoid ,human), HL d+, hp +,
Init +o, Spd o ft., Ac +i ,touch +i, flatfooted +o),
Atk +,+,) melee ,+do++,+), quarterstaff) or +
ranged ,+d+o/+,io, heavy crossbow), SA Spells, AL
cL, SV ort +i, Ref +,, Will +, Str +i ,+o), Lex +,,
con +i, Int +/, Wis +o, cha ,.
sliis cnJ Fccts. climb +,+o), concentration +/,
Intuit Lirection +, Profession ,sailor) +o, Spellcraft
+,, Swim +,+o), Improved Initiative, Lightning
Reflexes, Scribe Scroll, Spell ocus ,1ransmutation).
Iesscssens. heavy crossbow, +o bolts, masterwork
quarterstaff, i etens e( curc ight ueunJs, screii e( ourn
ng hcnJs ,rJ ictci), screii e( hcstc.
sciis IrccrcJ ,,//, base Lc = + + spell level, +,
+ spell level for 1ransmutation spells). o-Jc:c ,:),
Jctcct ncgc, ncgc hcnJ ,:), +st-ournng hcnJs, ncgc
nssic, rcJucc, shciJ; ind-ouii's strcngth, (icnng
shcrc, nrrer ncgc.
APL
craxel the 8rute. Male human 1ra,, cR ,,
Mediumsize humanoid ,human), HL ,d+,, hp i+,
Init +o,+8), Spd o ft., Ac +i ,+) ,touch +i,+), flat
footed +o), Atk +,+o) melee ,+do++,+), quarterstaff)
or +,+,) ranged ,+d+o/+,io, heavy crossbow), SA
Spells, AL cL, SV ort +i, Ref +,,+/), Will +, Str +i
,+o), Lex +, ,+8), con +i, Int +8, Wis +o, cha ,.
sliis cnJ Fccts. climb +,,+/), concentration +,,
Intuit Lirection +, Profession ,sailor) +8, Spellcraft
++i, Spot ++, Swim +,,+/), Lnlarge Spell, Improved
Initiative, Lightning Reflexes, Scribe Scroll, Spell
ocus ,1ransmutation).
Iesscssens. heavy crossbow, +o bolts, masterwork
quarterstaff, ccri e( eucr ,+st), i etens e( curc ight
ueunJs, screii e( (rcocii, i screiis e( ncgc nssic ,,th
ictci), screii e( sieu.
sciis IrccrcJ ,,/,//, base Lc = + + spell level,
+o + spell level for 1ransmutation spells). o-Jc:c ,:),
Jctcct ncgc, ncgc hcnJ ,:), +st-ournng hcnJs, ncgc
nssic, rcJucc, shciJ, truc strlc; ind-ouii's strcngth,
cct's grccc, (icnng shcrc, nrrer ncgc; rd-(rcocii,
hcstc, sieu.
APL o
craxel the 8rute. Male human 1ra/, cR /,
Mediumsize humanoid ,human), HL /d+/,+i8),
hp i,,,o), Init +o,+8), Spd o ft., Ac +i ,+) ,touch
APPNDIX
30
+i,+), flatfooted +o), Atk +,,+/) melee ,+do++,+),
quarterstaff) or +,+o) ranged ,+d+o/+,io, heavy
crossbow), SA Spells, AL cL, SV ort +,+/), Ref
+/,+,), Will +o, Str +i ,+o), Lex +, ,+8), con +i ,+8),
Int +8, Wis +o, cha ,.
sliis cnJ Fccts. climb +o,+8), concentration
+++,++), Intuit Lirection +,, Profession ,sailor) ++o,
Spellcraft ++, Spot +i, Swim +o,+8), Lmpower Spell,
Lnlarge Spell, Improved Initiative, Lightning
Reflexes, Scribe Scroll, Spell ocus ,1ransmutation).
Iesscssens. heavy crossbow, +o bolts, masterwork
quarterstaff, ciecl e( rcsstcncc ++, ccri e( eucr ,+st),
eten e( curc neJcrctc ueunJs, eten e( curc screus
ueunJs, screii e( (rcocii, i screiis e( ncgc nssic ,;th
ictci), screii e( (iy.
sciis IrccrcJ ,,/o/,//, base Lc = + + spell
level, +o + spell level for 1ransmutation spells). o-
Jc:c ,:), Jctcct ncgc, ncgc hcnJ ,:), +st-ournng hcnJs,
ncgc nssic ,:), rcJucc, shciJ, truc strlc; ind-ouii's
strcngth, cct's grccc, Jcrlncss, (icnng shcrc, nrrer ncgc;
rd-Jsci ncgc, (rcocii, hcstc, sieu, th-ocsteu cursc,
cnJurcncc ,cneucrcJ), cc stern.
APL 8
craxel the 8rute. Male human 1ra,, cR ,,
Mediumsize humanoid ,human), HL ,d+,,+o), hp
/,o), Init +/,+8), Spd o ft., Ac + ,+) ,touch
+,+), flatfooted +o), Atk +o,+8) melee ,+do++,+),
quarterstaff) or +,,+/) ranged ,+d+o/+,io, heavy
crossbow), SA Spells, AL cL, SV ort +,,+8), Ref
+8,++o), Will +/, Str +i ,+o), Lex +o ,+,), con +i ,+8),
Int +8, Wis +o, cha ,.
sliis cnJ Fccts. climb +/,+,), concentration
++,++o), Intuit Lirection +o, Profession ,sailor) ++i,
Spellcraft ++o, Spot +, Swim +/,+,), combat casting,
Lmpower Spell, Lnlarge Spell, Improved Initiative,
Lightning Reflexes, Scribe Scroll, Spell ocus
,1ransmutation).
Iesscssens. heavy crossbow, +o bolts, masterwork
quarterstaff, ciecl e( rcsstcncc ++, ccri e( eucr ,+st), :
etens e( curc screus ueunJs, screii e( cenc e( ceiJ, i screiis
e( ncgc nssic ,,th ictci), screii e( (iy.
sciis IrccrcJ ,,/o/o/,//i, base Lc = + + spell
level, +o + spell level for 1ransmutation spells). o-
Jc:c ,:), Jctcct ncgc, ncgc hcnJ ,:), +st-ournng hcnJs,
ncgc nssic ,:), rcJucc, shciJ, truc strlc; ind-oinJ
ncss/Jcc(ncss, ouii's strcngth, cct's grccc, Jcrlncss, (icnng
shcrc, nrrer ncgc; rd-Jsci ncgc, (rcocii, hcstc,
ncgc nssic ,cneucrcJ), sieu, th-ocsteu cursc,
cnJurcncc ,cneucrcJ), cc stern, stencsln; ,th-ight
nng oeit ,cneucrcJ), tciclncss.
APL +o
craxel the 8rute. Male human 1ra++, cR ++,
Mediumsize humanoid ,human), HL ++d+++,+),
hp ,,/8), Init +/,+8), Spd o ft., Ac + ,+) ,touch
+,+), flatfooted +o), Atk +/,+,) melee ,+do++,+),
quarterstaff) or +o,+8) ranged ,+d+o/+,io, heavy
crossbow), SA Spells, AL cL, SV ort +,,+8), Ref
+8,++o), Will +8, Str +i ,+o), Lex +o ,+,), con +i ,+8),
Int +8, Wis +o, cha ,.
sliis cnJ Fccts. climb +8,++o), concentration
++,,++8), Intuit Lirection +o, Profession ,sailor) ++,
Spellcraft ++8, Spot +,, Swim +8,++o), combat
casting, Lmpower Spell, Lnlarge Spell, Improved
Initiative, Lightning Reflexes, Quicken Spell, Scribe
Scroll, Spell ocus ,1ransmutation).
Iesscssens. heavy crossbow, +o bolts, masterwork
quarterstaff, ciecl e( rcsstcncc ++, ccri e( eucr ,+st), :
etens e( curc screus ueunJs, eten e( gcsceus (ern, screii
e( Jsntcgrctc, i screiis e( ncgc nssic ,,th ictci), screii e(
(iy.
sciis IrccrcJ ,,/o/o/o/,//i, base Lc = + +
spell level, +o + spell level for 1ransmutation spells).
o-Jc:c ,:), Jctcct ncgc, ncgc hcnJ ,:), +st-ournng
hcnJs, ncgc nssic ,:), rcJucc, shciJ, truc strlc; ind-
oinJncss/Jcc(ncss, ouii's strcngth, cct's grccc, Jcrlncss,
(icnng shcrc, nrrer ncgc; rd-Jsci ncgc ,:), (rc
ocii, hcstc, ncgc nssic ,cneucrcJ), sieu, th-ocsteu
cursc, cnJurcncc ,cneucrcJ), cc stern, nner gieoc e(
ntuincrcoity, stencsln; ,th-ightnng oeit ,cneu
crcJ), ncgc nssic ,uclcncJ), tciclncss; oth-Jsntc
grctc, ncss hcstc.
NCCUNTK 5: ADNUNDICKT
Orc Sergeant. Male orc tr+, cR +, Mediumsize
humanoid ,orc), HL +d+o+i, hp +i, Init +o, Spd io ft.,
Ac +o ,touch +o, flatfooted +o), Atk +, melee
,+d8+/+,io, longsword) or ++ ranged ,+d8/x, long
bow), AL cL, SV ort +, Ref +o, Will +o, Str +o, Lex
+o, con +, Int +o, Wis +o, cha +o.
sliis cnJ Fccts. Listen +, Spot +, Alertness,
Weapon ocus ,longsword).
Iesscssens. longsword, longbow, io arrows, scale
mail armor, large steel shield, eten e( curc ight
ueunJs, pouch with +o gp.
Human Officer. Male human tro, cR o, Medium
size humanoid, HL od+o++i, hp ,i, Init ++, Spd io ft.,
Ac +8 ,touch ++, flatfooted +/), Atk ++o/+, melee
,+d8+/+,io, longsword) or +, ranged ,+d8+i/x,
mighty composite longbow), AL LL, SV ort +/, Ref
APPNDIX
3
+, Will +, Str +,, Lex +i, con +, Int +i, Wis +i,
cha +i.
sliis cnJ Fccts. Intimidate +,, Listen +,, Ride ++o,
Spot +,, 8lindight, cleave, combat Reflexes,
Lxpert 1actician`, creat cleave, Power Attack,
Weapon ocus ,longsword), Weapon Specialization
,longsword).
Iesscssens. masterwork longsword, masterwork
mighty composite longbow ,+i), io masterwork
arrows, breastplate armor, large steel shield, i etens
e( curc ight ueunJs.
`See Appendix II. New Rules for additional informa
tion.
cleric of Iuz. Male human clr8 ,Iuz), cR 8,
Mediumsize humanoid ,human), HL 8d8++o, hp ,,,
Init ++, Spd io ft., Ac +, ,touch ++, flatfooted +8),
Atk +//+i melee ,ido++/+,io, greatsword), SA
Spells, rebuke undead, AL cL, SV ort +,, Ref +o,
Will ++, Str +o, Lex +i, con +, Int +i, Wis +8, cha
+o.
sliis cnJ Fccts. concentration ++, Knowledge
,arcana) ++i, Knowledge ,religion) ++i, Spellcraft
++i, Iron Will, Lightning Reflexes, Martial Weapon
Proficiency ,greatsword), Scribe Scroll.
Iesscssens. ++ grcctsuerJ, full plate armor, ciecl e(
rcsstcncc ++, i etens e( curc screus ueunJs, screii e( sicy
itng, screii e( cen(usen, screii e( cr ucil, black onyx
es worth ,o gp each.
Spells Prepared ,o/,++/++/++/++), base Lc =
+ + spell level). o-curc nner ueunJs, Jctcct ncgc,
guJcncc ,,), +st-Jtnc (cter, cntrec shciJ, eoscurng
nst, retccten (ren geeJ`, rcnJen ccten, shciJ e( (cth;
ind-ouii's strcngth, cnJurcncc, heiJ crsen, ntsoity`,
seunJ ourst; rd-cnnctc JccJ, ocsteu cursc, oinJ
ncss/Jcc(ncss, ncgc crcic cgcnst geeJ`, retccten (ren
cicncnts, th-cen(usen`, Jtnc eucr, icsscr icncr
ciiy, sunnen nenstcr IV.
`Lomain spell. Lencns. Lvil ,You cast evil spells at
++ caster level), 1rickery ,8luff, Lisguise, and Hide
are class skills).
NCCUNTK Z: DATH A8CAKD
TH LADY'S VIC
APL i ,LL ,)
Later of the Voice Head Initiate. Male human
Rog, cR , Mediumsize humanoid ,human), HL
do+, hp ii, Init +, Spd o ft., Ac +8 ,touch +, flat
footed +), Atk +o melee ,+d+i plus poison/+,io,
dagger) or +/ ranged ,+d8 plus poison/+,io, light
crossbow), SA Sneak attack, SQ Lvasion, uncanny
dodge ,Lex bonus to Ac), AL NL, SV ort +i, Ref +8,
Will +i, Str +, Lex +8, con +i, Int +8, Wis +i, cha
+o.
sliis cnJ Fccts. 8alance ++, climb +, ,+++ on
ropes), Lisguise +/, Lscape Artist +++ ,++ with
ropes), cather Information +/, Hide +++, Innuendo
+, Intimidate +/, Intuit Lirection +,, Listen +8,
Move Silently +++, Read Lips +/, Spot +8, 1umble
+++, Use Rope +8, Lodge, Lxpertise, Mobility.
Iesscssens. death knife`, i daggers, light cross
bow, +o bolts, nthrci shrt, eten e( ntsoity, :
etens e( curc ight ueunJs.
Poison ,large scorpion venom). Injury ,Lc +8),
Initial/Secondary Lamage ,+do Str/+do Str).
1his Later of the Voice has all of his melee
weapons poisoned, along with i crossbow bolts. Also
note that this character does not possess the poison
use ability ,consult the Lungcen \cstcr's GuJc,
Chctcr for details).
Icrsencity 1rcts. Ruthless, uncaring, resourceful.
`See Appendix II. New Rules for additional informa
tion.
Later of the Voice Initiates ,i). Male human Rog+,
cR +, Mediumsize humanoid ,human), HL +do++,
hp /, Init +, Spd o ft., Ac +o ,touch +, flatfooted
+), Atk ++ melee ,+d++/+,io, dagger) or + ranged
,+d8/+,io, light crossbow), SA Sneak attack, AL NL,
SV ort ++, Ref +,, Will +o, Str +i, Lex +o, con +i, Int
+, Wis +o, cha 8.
sliis cnJ Fccts. 8alance +/, climb +,, Lscape
Artist +/, Hide +/, Intimidate +, Listen +, Move
Silently +/, Search +o, Spot +, 1umble +/, Use Rope
+/, combat Reflexes, Lodge.
Iesscssens. i daggers, light crossbow, +o bolts,
masterwork studded leather armor, eten e( hJng.
APL ,LL /)
Later of the Voice Assassin. Male human
Rog,/Asn+, cR o, Mediumsize humanoid ,human),
HL odo+o, hp i, Init +8, Spd o ft., Ac +8 ,touch +,
flatfooted +), Atk +o melee ,+d+i plus poison/+,
io, dagger) or +8 ranged ,+d8 plus poison/+,io, light
crossbow), SA Sneak attack, death attack, poison use,
SQ Lvasion, uncanny dodge ,Lex bonus to Ac), AL
NL, SV ort +i, Ref ++o, Will +i, Str +, Lex +8, con
+i, Int +8, Wis +i, cha +o.
sliis cnJ Fccts. 8alance ++,, climb +++ ,++ on
ropes), Lisguise +,, Lscape Artist ++ ,++, with
ropes), cather Information +8, Hide ++, Innuendo
APPNDIX
32
+, Intimidate +8, Intuit Lirection +,, Listen ++o,
Move Silently ++, Read Lips +8, Spot ++o, 1umble
++, Use Rope +,, Lodge, Lxpertise, Improved
Initiative, Mobility.
Iesscssens. death knife`, i daggers, light crossbow,
+o masterwork bolts, mithral shirt, : etens e( nts
oity, : etens e( curc neJcrctc ueunJs.
Poison ,large scorpion venom). Injury ,Lc +8),
Initial/Secondary Lamage ,+do Str/+do Str).
1his Later of the Voice has all of his melee
weapons poisoned, along with i crossbow bolts.
sciis IrccrcJ ,+, base Lc = + + spell level). +st-
sJcr cino.
Icrsencity 1rcts. Ruthless, uncaring, resourceful.
`See Appendix II. New Rules for additional informa
tion.
Later of the Voice Initiates ,i). Male human Rog,
cR , Mediumsize humanoid ,human), HL do+,
hp +/, Init +, Spd o ft., Ac +o ,touch +, flatfooted
+), Atk +o melee ,+d++ plus poison/+,io, dagger)
or +o ranged ,+d8 plus poison/+,io, light crossbow),
SA Sneak attack, SQ Lvasion, uncanny dodge ,Lex
bonus to Ac), AL NL, SV ort +i, Ref +o, Will ++, Str
+i, Lex +o, con +i, Int +, Wis +o, cha 8.
sliis cnJ Fccts. 8alance +++, climb +/ ,+, on
ropes), Lscape Artist +, ,+++ with ropes), Hide +,,
Intimidate +,, Listen +o, Move Silently +,, Search +8,
Spot +o, 1umble +,, Use Rope +,, combat Reflexes,
Lodge, Weapon inesse ,dagger).
Iesscssens. i daggers, light crossbow, +o master
work bolts, masterwork studded leather armor, i
etens e( curc ight ueunJs, eten e( ntsoity.
Poison ,blue whinnis). Injury ,Lc +),
Initial/Secondary Lamage ,+
con/Unconsciousness).
1hese Laters of the Voice have all of their melee
weapons poisoned, along with i crossbow bolts. Also
note that these characters do not possess the poison
use ability ,consult the Lungcen \cstcr's GuJc,
chapter for details).
APL o ,LL ,)
Later of the Voice Assassin. Male human
Rog,/Asn, cR 8, Mediumsize humanoid ,human),
HL 8do+8, hp i, Init +8, Spd o ft., Ac +8 ,touch +,
flatfooted +), Atk +8 melee ,+d+i plus poison/+,
io, dagger) or ++o ranged ,+d8 plus poison/+,io,
light crossbow), SA Sneak attack, death attack, poison
use, SQ Lvasion, uncanny dodge ,Lex bonus to Ac),
++ save vs. poison, AL NL, SV ort +, Ref +++, Will
+, Str +, Lex +,, con +i, Int +8, Wis +i, cha +o.
sliis cnJ Fccts. 8alance ++/, climb ++ ,++, on
ropes), Lisguise +++, Lscape Artist ++, ,++/ with
ropes), cather Information +8, Hide ++,, Innuendo
+, Intimidate +8, Intuit Lirection +,, Listen ++i,
Move Silently ++,, Read Lips +8, Spot ++i, 1umble
++,, Use Rope +,, Lodge, Lxpertise, Improved
Initiative, Mobility.
Iesscssens. death knife`, i daggers, light crossbow,
+o masterwork bolts, mithral shirt, : etens e( curc scr
eus ueunJs, screii e( nretcJ ntsoity.
Poison ,sassone leaf residue). Injury ,Lc +o),
Initial/Secondary Lamage ,id+i hp/+do con).
1his Later of the Voice has all of his melee
weapons poisoned, along with i crossbow bolts.
sciis IrccrcJ ,i/+, base Lc = + + spell level).
+st-eoscurng nst, sJcr cino; ind-Jcrlncss.
Icrsencity 1rcts. Ruthless, uncaring, resourceful.
`See Appendix II. New Rules for additional informa
tion.
Later of the Voice Initiates ,i). Male human Rog,
cR , Mediumsize humanoid ,human), HL do+,
hp ii, Init +, Spd o ft., Ac +o ,touch +, flatfooted
+), Atk +/ melee ,+d++ plus poison/+,io, dagger)
or +/ ranged ,+d8 plus poison/+,io, light crossbow),
SA Sneak attack, SQ Lvasion, uncanny dodge ,Lex
bonus to Ac), AL NL, SV ort +i, Ref +/, Will ++, Str
+i, Lex +/, con +i, Int +, Wis +o, cha 8.
sliis cnJ Fccts. 8alance ++i, climb +8 ,++o on
ropes), Lscape Artist ++o ,++i with ropes), Hide ++o,
Intimidate +o, Listen +/, Move Silently ++o, Search
+,, Spot +/, 1umble ++o, Use Rope ++o, combat
Reflexes, Lodge, Weapon inesse ,dagger).
Iesscssens. i daggers, light crossbow, +o master
work bolts, masterwork studded leather armor, eten
e( curc neJcrctc ueunJs, eten e( ntsoity.
Poison ,large scorpion venom). Injury ,Lc +8),
Initial/Secondary Lamage ,+do Str/+do Str).
1hese Laters of the Voice have all of their melee
weapons poisoned, along with i crossbow bolts. Also
note that these characters do not possess the poison
use ability ,consult the Lungcen \cstcr's GuJc, Chctcr
for details).
APL 8 ,LL ++)
Later of the Voice Head Assassin. Male human
Rog,/Asn,, cR +o, Mediumsize humanoid ,human),
HL +odo++o, hp ,i, Init +8, Spd o ft., Ac +, ,touch
+, flatfooted +,), Atk +,/+ melee ,+d+i plus poi
son/+,io, dagger) or +++/+o ranged ,+d8 plus poi
APPNDIX
33
son/+,io, light crossbow), SA Sneak attack, death
attack, poison use, SQ Lvasion, uncanny dodge ,Lex
bonus to Ac, can't be flanked), +i save vs. poison, AL
NL, SV ort +, Ref ++i, Will +, Str +, Lex +,, con
+i, Int +8, Wis +i, cha +o.
sliis cnJ Fccts. 8alance ++,, climb ++, ,++/ on
ropes), Lisguise ++, Lscape Artist ++/ ,++, with
ropes), cather Information +8, Hide ++/, Innuendo
+, Intimidate +8, Intuit Lirection +,, Listen ++,
Move Silently ++/, Read Lips +8, Spot ++, 1umble
++/, Use Rope +,, Lodge, Lxpertise, Improved
Initiative, Mobility, Spring Attack.
Iesscssens. death knife`, i daggers, light cross
bow, +o masterwork bolts, ++ nthrci shrt, stenc e(
sicncc, : etens e( curc screus ueunJs, screii e( nretcJ
ntsoity.
Poison ,deathblade). Injury ,Lc io),
Initial/Secondary Lamage ,+do con/ido con).
1his Later of the Voice has all of his melee
weapons poisoned, along with i crossbow bolts.
sciis IrccrcJ ,i/i/+, base Lc = + + spell level).
+st-eoscurng nst, sJcr cino; ind-Jcrlncss, unJc
tcctcoic cignncnt; rd-nenJctccten.
Icrsencity 1rcts. Ruthless, uncaring, resourceful.
`See Appendix II. New Rules for additional informa
tion.
Later of the Voice Assassins ,i). Male human
Rog,/Asn+, cR o, Mediumsize humanoid ,human),
HL odo+o, hp i, Init +, Spd o ft., Ac +o ,touch +,
flatfooted +), Atk +/ melee ,+d++ plus poison/+,
io, dagger) or +/ ranged ,+d8 plus poison/+,io, light
crossbow), SA Sneak attack, death attack, poison use,
SQ Lvasion, uncanny dodge ,Lex bonus to Ac), AL
NL, SV ort +i, Ref +,, Will ++, Str +i, Lex +/, con
+i, Int +, Wis +o, cha 8.
sliis cnJ Fccts. 8alance ++, climb ++o ,++i on
ropes), Lscape Artist ++i ,++ with ropes), Hide ++i,
Intimidate +/, Listen +8, Move Silently ++i, Search
++o, Spot +8, 1umble ++i, Use Rope ++i, combat
Reflexes, Lodge, Lxpert 1actician`, Weapon inesse
,dagger).
Iesscssens. death knife, i daggers, light crossbow,
+o masterwork bolts, masterwork studded leather
armor, i etens e( curc neJcrctc ueunJs, i etens e(
ntsoity.
Poison ,large scorpion venom). Injury ,Lc +8),
Initial/Secondary Lamage ,+do Str/+do Str).
1hese Laters of the Voice have all of their melee
weapons poisoned, along with i crossbow bolts.
sciis IrccrcJ ,+, base Lc = +i + spell level). +st-
sJcr cino.
`See Appendix II. New Rules for additional informa
tion.
APL +o ,LL +)
Later of the Voice Head Assassin. Male human
Rog,/Asn/, cR +i, Mediumsize humanoid
,human), HL +ido++i, hp oi, Init +,, Spd o ft., Ac
io ,touch +,, flatfooted +,), Atk +++/+o melee
,+d+i plus poison/+,io, dagger) or ++/+8 ranged
,+d8 plus poison/+,io, light crossbow), SA Sneak
attack, death attack, poison use, SQ Lvasion, uncanny
dodge ,Lex bonus to Ac, can't be flanked), + save vs.
poison, AL NL, SV ort +,, Ref ++,, Will +,, Str +,
Lex io, con +i, Int +8, Wis +i, cha +o.
sliis cnJ Fccts. 8alance +ii, climb ++/ ,++, on
ropes), Lisguise ++,, Lscape Artist +io ,+ii with
ropes), cather Information +8, Hide +io, Innuendo
+, Intimidate +8, Intuit Lirection +,, Listen ++o,
Move Silently +io, Read Lips +8, Spot ++o, 1umble
+io, Use Rope ++o, Lodge, Lxpertise, Improved
Initiative, Mobility, Spring Attack, Whirlwind
Attack.
Iesscssens. death knife`, i daggers, light cross
bow, +o masterwork bolts, ++ nthrci shrt, stenc e(
sicncc, ciecl e( rcsstcncc ++, occJ e( (ercc, : etens e( curc
screus ueunJs, screii e( nretcJ ntsoity, screii e(
Jncnsen Jeer.
Poison ,deathblade). Injury ,Lc io),
Initial/Secondary Lamage ,+do con/ido con).
1his Later of the Voice has all of his melee
weapons poisoned, along with i crossbow bolts.
sciis IrccrcJ ,/i/i/+, base Lc = + + spell
level). +st-ghest seunJ, eoscurng nst, sJcr cino;
ind-Jcrlncss, unJctcctcoic cignncnt; rd-Jcccr
Jcrlncss, nenJctccten; th-sncr's cyc`.
Icrsencity 1rcts. Ruthless, uncaring, resourceful.
`See Appendix II. New Rules for additional informa
tion.
Later of the Voice Assassins ,i). Male human
Rog,/Asn, cR 8, Mediumsize humanoid ,human),
HL 8do+8, hp i, Init +, Spd o ft., Ac +8 ,touch +,
flatfooted +), Atk ++o melee ,+d++ plus poison/+,
io, dagger) or ++o ranged ,+d8 plus poison/+,io,
light crossbow), SA Sneak attack, death attack, poi
son use, SQ Lvasion, uncanny dodge ,Lex bonus to
Ac), ++ save vs. poison, AL NL, SV ort +, Ref +++,
Will +i, Str +i, Lex +8, con +i, Int +, Wis +o, cha 8.
sliis cnJ Fccts. 8alance ++/, climb ++i ,++ on
ropes), Lscape Artist ++, ,++/ with ropes), Hide ++,,
APPNDIX
34
Intimidate +/, Listen +8, Move Silently ++,, Search
++o, Spot +8, 1umble ++,, Use Rope ++,, combat
Reflexes, Lodge, Lxpert 1actician`, Weapon inesse
,dagger).
Iesscssens. death knife, i daggers, light crossbow,
+o masterwork bolts, ++ stuJJcJ iccthcr crner, Just e(
iiusen, i etens e( curc screus ueunJs, screii e( nretcJ
ntsoity.
Poison ,large scorpion venom). Injury ,Lc +8),
Initial/Secondary Lamage ,+do Str/+do Str).
1hese Laters of the Voice have all of their melee
weapons poisoned, along with i crossbow bolts.
sciis IrccrcJ ,i/+, base Lc = +i + spell level).
+st-chcngc sci(, sJcr cino; ind-Jcrlncss.
`See Appendix II. New Rules for additional informa
tion.
APPNDIX II: Nw KULS
THKSPITTK
Small Aberration
Hit Lice. d8 ,+, hp)
Initiative. +8 ,+ Lex, + Improved Initiative)
Speed. o ft.
Ac. +, ,+ Lex, ++ size, + natural)
Attacks. 8ite +
Lamage. 8ite +do+i
Special Attacks. Lthereal Spit, Steal Lead
Special Qualities. Stick, Minor ading, ast Healing +,
chitter
Saves. ort ++, Ref +,, Will +
Abilities. Str +, Lex +8, con ++, Int +, Wis +o, cha +o
SkiIIs: Listen +3, Spot +3
eats. Improved Initiative
climate/1errain. Any land and underground
Organization. Unknown
challenge Rating. i
1reasure. None
AIignment: Always Neutral
Advancement. - HL ,Small), , - , HL ,Medium
size)
Ltherspitters look like heavily armored beetles with a
large single multifaceted eye in the center of their
heads. Lirectly below this eye is a pair of razor sharp
mandibles. Mounted in the center of their back is a
large orifice from which they spit a stream of deadly
liquid used in sending matter from the material to the
ethereal plane. 1hey have +oo thin chitinous legs that
allow them to climb virtually any surface.
Lthereal Spit ,Su). Opposed to a bite attack, the
Ltherspitter can issue forth a gob of highly magical
spit. 1reat this attack as a +o ranged touch attack with
a range of +o feet. Anything hit by this spit receives
+d8 points of damage as a portion of the target is
forcefully shifted to the Lthereal plane. 1his spit can
be used on objects as well as living beings and ignores
any hardness the object might possess. 1his spit caus
es has no effect within the area of a Jncnsenci cncher
spell or similar effect that prevents planar travel. 1his
ability can be used every round.
Steal Lead ,Su). As a full round action, the
Ltherspitter can shift the entire body of a dead crea
ture to the Lthereal plane. 1his ability may only be
used on dead creatures of size large or smaller. If dam
aged during this action, the shift is disrupted. 1his
ability may only be used if three or more Ltherspitters
participate in the action. 1his ability cannot be used
within the area of a Jncnsenci cncher spell or other
similar effect that prevents planar travel.
Stick ,Lx). 1he many legs of an Ltherspitter allow
it to move at full speed along any surface. 1his effect
is similar to that of sJcr cino but without the speed
restriction.
Minor ading ,Su). With this ability, the
Ltherspitter can shift between the Lthereal and
Material plane. 1his feat takes +do rounds to complete
during which time, the Ltherspitter is considered
incorporeal to creatures on both planes in that it
requires ++ weapons to hit, and has a ,o chance to
ignore the damage from any corporeal source. 1he
Ltherspitter can take only move actions during this
period. Activating this ability is a move equivalent
action. 1he use of this ability is not possible within
the area of a Jncnsenci cncher spell or other magic
that prevents planar travel.
ast Healing + ,Lx). With this ability the
Ltherspitter recovers + hit point per round spent on
the Lthereal plane. An Ltherspitter reduced to +o hit
points still dies however. 1his ability has no effect on
the material plane.
chitter ,Lx). 1he Ltherspitter emits a constant
clicking noise. 1his noise ruins any attempt at sur
prise that the creature might attempt to gain and
results in a -8 circumstance penalty to any Move
Silently skill check.
APPNDIX
3S
SNIPK'S Y AS PKSNTD IN SCNC
AND SILNC
1ransmutation
Level. Asn
components. V, S, M
casting 1ime. + action
Range. 1ouch
Lffect. Personal
Luration. + round/level
Saving 1hrow. None
Spell Resistance. Yes ,harmless)
1his spell magically enhances your senses, making
you deadly with ranged weapons. When you cast
sncr's cyc, you gain the following benefits.
Lcrltsen as a spelllike ability, lasting for the
duration of sncr's cyc.
1he ability to make a ranged sneak attack against
anyone within oo feet, rather than the usual o feet.
1he ability to make a death attack with a ranged
weapon within o feet.
A ++, competence bonus on Spot checks.
sncr's cyc attunes you completely to the vantage
point you have when you cast the spell. You
understand the nuances of the breeze and every
angle and shadow from that spot. If you move
more than , feet from there, you lose the bene
fits of sncr's cyc until you return within the
spell's duration.
\ctcrci cenencnt. A magnifying glass lens.
XPKT TACTICIAN [CNKAL} AS
PKSNTD IN SCNC AND SILNC
Your tactical skills work to your advantage.
Prerequisites. Lex ++, base attack bonus +i,
combat Reflexes.
8enefit. You can make one extra melee attack ,or
do anything that can be done as a melee attack or a
melee touch attack, including attempts to disarm,
trip, or make a grab to start a grapple) against one foe
who is within melee reach and denied a Lexterity
bonus against your melee attacks for any reason. You
take your extra attack when it's your turn, either
before or after your regular action. If several foes are
within melee reach and denied Lexterity bonuses
against your attacks, you can use this feat against only
one of them.
ATK CI TH VCIC DATH KNII
1his weapon is a blade of the Laters of the Voice, a
vile cabal of assassins. It is clearly a weapon built for
assassinations, it has a black steel blade with poison
grooves, and a bone handle wrapped in leather. It is a
work of great craftsmanship, and as such, confers a
nonmagical ++ bonus to attack. 1he vicious knife is
treated as a masterwork dagger in all respects.
1he blade also has other features that a malicious
scoundrel might find interesting. 1he grooves on the
surface of the blade are a perfect well for poisons. As
such, any poison applied to the blade that normally
would wipe off with a successful blow remains for a
second successful attack. In addition, the bone han
dle of the weapon is longer than normal, and the end
can be removed. 1he inside of the handle is hollow,
and may store a draught of a potion, a dose of poison,
several small spell components, or anything else that
can fit into a tube 8 inches long by + +/i inches wide.
1his blade can only be associated with those that
practice the dark arts. Anytime the weapon is bran
dished or brought into view, many will recognize the
weapon for what it is. the knife of a killer. cood
aligned NPcs will be horrified to realize the charac
ter is carrying such a weapon, and certain evil NPcs
may covet it. Also, the various assassins' guilds
throughout the lanaess are very touchy about non
assassins carrying around a murderer's blade, and
such groups might take steps to recover such an item
if it is known to be missing.
Ccstcr Lctci. N/A, Ircrcustcs. N/A, \crlct Ircc.
,o gp, Vcght. + lb.
STCN CI SILNC
1his small, gray stone is marked with various arcane
symbols, revealing its nature. When held in the hand,
as a standard action, the possessor of the stone can
cast a sicncc spell as a rdlevel cleric once per day.
1he spell is always centered on the stone.
Ccstcr Lctci. rd, Ircrcustcs. craft Wondrous
Item, sicncc; \crlct Ircc. i,ooo gp, Vcght. + lb.
HANDCUTS
35
PLAYKS' HANDCUT
HANDCUTS
3Z
PLAYKS' HANDCUT 2
Lxcerpts from the Log of the srcn's Lcight
i locktime, ,,i cY. We have finished unloading our cargo near Highfolk. Picked up another job hauling a large
stone block to Maraven in the Lomain of creyhawk. Lmployer is the lagstone Riches Mercenary company,
out of creyhawk city. No other work could be found here, so tomorrow morning we set sail.
, locktime, ,,i cY. Smooth sailing, so far. However, some of the crew seems restless, as if they have gotten lit
tle or no sleep. Once we set anchor down in Verbobonc city, I'll give them a day to relax.
8 locktime, ,,i cY. I've been hearing a sound, a voice in my head every once in a while. It seems to be calling
to me, asking me to help it in some way. It is disturbing, to say the least. Many of my crew are suffering from the
same strangeness. 1hey say that the voice wants them to smash the stone in the hold, and dump the contents
into the water. I dare not tell the mercenary company about the thoughts that some are having. 1his is good
money! We must reach Verbobonc city soon.
+o locktime, ,,i cY. 1he voice won't go away! Why What can I do to stop it I wish it would leave me be. I
just want to finish this, and go to sleep. We finally reached Verbobonc city today, all my crew are taking a few
days to rest. Rest is all I desire.
+ locktime, ,,i cY. After a few days ashore, the voices have disappeared, and none too soon. Several members
of my crew had to be taken in to the temple of St. cuthbert here to heal their minds. 1hey were unable to explain
the strange voices in our heads, they just fed us the same bit about taking up a more cleanly' lifestyle. I feel
much better now. 1he rest of the journey should be relatively short. Once we reach Maraven, I'm taking a week
or ten days before sailing again.
+, locktime, ,,i cY. I lost the log. 1he voice told me not to secret it away. It wants my help, it needs my help.
It promised to leave the others alone, if I would help it. I don't know what it is, where it is, or how to help, but
I've promised, for my crew's sake. All I know is that we've finally reached Maraven, and I must give myself to
one final act. I must smash the stone slab in the hold and release its contents into the Velverdyva. Soon the voice
will call to me, while my crew is relaxing ashore.
i+ locktime, ,,i cY. My first mate took me to a healer a couple of days ago. I don't know what got over me, but
I'm not going near the ship until those damned mercenaries have unloaded their cargo. 1hey say their trans
portation should be arriving within the next few days, until then, I've ordered my crew to stay ashore. Soon
enough, this ordeal will be all over, and we'll be much more wealthy for our suffering.

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

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

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

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

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