TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHE3-05 
   
   
   
   
   
   
  Righting the Wrongs 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Sheldomar Valley Meta-Regional Adventure 
  Version 1.2 
   
  by Christopher Reed 
   
   
   
  Will you help a reformed man despite the fact that he once committed numerous horrific crimes?  A Sheldomar Valley 
  meta-regional adventure for APLs 6-12, and Part One of the Wronged Series. 
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, 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 as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, 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. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  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. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format 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.  
  SHE3-05 Righting the Wrongs 
   
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. 
   If players do not have 
  a 
  LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant 
  then have any players 
  without a character 
  create on.  Once all 
  players 
  have 
  a 
  LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are 
  given in even-numbered 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. 
  Based 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 the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Meta-Regional adventure, 
  set in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley (Meta-Region One) pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  SHE3-05 Righting the Wrongs 
   
  Page 3 
  
  Adventure Summary & 
  Background 
  While the Slavers have been active for the last few years 
  in areas such as Dvyers, they have just recently become 
  active in the Principality of Ulek and Disputed Territory. 
   The slavers have had easy pickings along the coast in the 
  Disputed Territory, but they have decided to move 
  further west to cause additional chaos in the Principality 
  of Ulek.  While the Principality of Ulek is currently 
  dealing with an unknown creature known only as the 
  Warlord and the humanoids under him, Turrosh Mak 
  knows that with a little of his assistance, his former 
  minion (the Warlord) will easily fall to the forces of good 
  to his west.  While Turrosh Mak and the other Slavelords 
  seek to get rid of the Warlord at the Principality of Ulek's 
  effort, they do not wish for the dwarven nation to 
  continue their campaign further eastward (to the Jewel 
  River and the Pomarj). 
  The Slavers began operation in the Disputed Territory 
  and the Principality of Ulek shortly after Francinia 
  Martock first approached the true Markessa about such a 
  possibility.  Francinia had served the Slavelords since the 
  early days of the original Slavers.  Markessa thought 
  Francinia's idea was aggressive but was willing to 
  approach the other Slavelords with it.  Markessa did just 
  such but she insisted that yet another elven duplicate of 
  herself (another "Markessa") take the lead in this 
  operation.  She was leery of Francinia's motivation, so 
  with someone to watch over Francinia, Markessa felt 
  comfortable with the plan to begin a Slavers operation in 
  the Principality of Ulek and Disputed Territory.  The 
  other Slavelords agreed to everything that Markessa 
  suggested. 
  After the planning of how such an operation would 
  begin, the Slavelords captured a female elf, Valanthe 
  Nailo, who was born in Celene.  Due to the Principality 
  of Ulek's recent hatred of Celene for isolation, Valanthe 
  was an easy person to brainwash using drugs and spells.  
  Even before being physically altered to look like the true 
  Markessa, Valanthe had developed a hatred towards 
  dwarfs for their treatment of elves in the Principality of 
  Ulek.  Now she is known as Markessa the Gray due to her 
  being a gray elf and the streak of gray hair that now 
  grows from her head as a result of the true Markessa's 
  alterations of her. 
  Next, several willing folks were needed to handle this 
  new addition of the Slavers operation.  Enthusiastic 
  candidates were surprisingly easy to find not only within 
  the Principality of Ulek but also from other countries 
  within the Sheldomar Valley.  Additionally, several folks 
  from the Lordship of the Isles and Scarlet Brotherhood 
  were added to the operation. 
  Finally, the operation was put into full swing.  It has only 
  been several months but rewards are already being 
  reaped in more ways then one. 
  Currently, Markessa the Gray is in charge of operations 
  in the Principality of Ulek and Disputed Territory.  
  Directly reporting to her are three individuals.  The first, 
  a half-ogre from the Pomarj, oversees the Slavers 
  operation in the Disputed Territory.  The second, a 
  human originally from the Scarlet Brotherhood, oversees 
  the Slavers operation in the city of Gryrax and nearby 
  surrounding areas.  The third, Francinia Martock, 
  oversees the Slavers operation in the western portion of 
  the Principality of Ulek with the potential to expend into 
  eastern Keoland.  Under these three individuals are 
  numerous minor Slaverlords monitoring small areas, 
  such as towns or villages. 
  One gentlemen, Roulart Ramado, who was a Slaver 
  several years ago before the original group fell (as seen in 
  the classic Greyhawk adventures, A1-4 Scourge of the 
  Slavelords), now wishes to rejoin the group but to do so 
  he must deliver a group of strong and worthy slaves to 
  Jensetta Jarotta, a minor Slavelord who reports to 
  Francinia.  Jensetta is based in the town of Greutam, 
  which is located on the Sheldomar River near the Azure 
  Sea.  To handle the delivery, Roulart has decided to trick 
  a group of adventurers into presenting themselves as 
  slaves to Jensetta, a much safer tactic than using brute 
  force.  To do so, he plans to deceive the PCs into 
  believing that he is a reformed criminal who seeks to 
  right his ways. 
  Where and how the adventure starts for each PC depends 
  on their home region and whether or not they are 
  military characters.  Those from Keoland start in the 
  Keoish city of Gradsul.  Bissel and Gran March military 
  PCs along with Principality of Ulek PCs start within the 
  Principality of Ulek in the town of Greutam, serving 
  some light duty.  Other PCs find themselves traveling to 
  the town of Greutam for a variety of reasons (DM’s are 
  encouraged to be creative here). 
  Through a number of rumors, each PC hears about 
  potential adventuring work in the town of Greutam.  
  Eventually, the PCs each find themselves feasting on 
  breakfast at a local inn within the town of Greutam. 
  As they start to complete their breakfast, a simple man, 
  Roulart, enters the establishment and informs the PCs 
  that he needs their help in two tasks.  The first task is 
  ensuring the safety of several new friends who assisted 
  him with taking the right path after doing so much 
  wrong in the past.  Roulart has heard they might be in 
  SHE3-05 Righting the Wrongs 
   
  Page 4 
  
  danger so he would like the PCs to quickly check up on 
  them.  In reality, this is just to get the PCs to trust him as 
  Roulart knows that the Slavers have already captured 
  these folks.  The second task is to deliver a box filled with 
  fine gifts to a merchant, Jensetta Jarotta, whom he 
  wronged years ago. She is currently at the docks aboard 
  the ship the Burgundy Hide.  He states that the gifts are 
  payment for all the past pain he has caused, but in reality 
  it is merely a sign that the PCs have been sent to Jensetta 
  by Roulart.  Roulart would deliver these gifts himself but 
  states that he fears that this would cause a possible 
  conflict, which he would like to avoid. 
  The PCs first start by checking on Roulart's supposed 
  new friends.  While traveling there, an old bum offers a 
  hint to what is really happening here, as he has seen 
  some of the events through his own eyes from his spot in 
  the alley. 
  Upon arriving at the location given to them by Roulart, 
  the PCs quickly discover that whoever resided here was 
  taken away by force.  After searching the place 
  thoroughly, the PCs find that one of the residents’ diaries 
  never mentions Roulart and anything of value has been 
  taken.  As they are about to leave, several thugs, actually 
  Slavers, who seek to keep the events that have happened 
  here a secret, attack the PCs. 
  Having performed the first task they were hired to 
  complete, the PCs trek to the Burgundy Hide, the ship 
  where they are to meet the merchant Jensetta, a minor 
  Slavelord (a fact unknown to the PCs).  Several small role-
  playing encounters occur here including dealing with a 
  drunken half-orc, a half-orc map collector, and a pesky 
  merchant who just won't take no for an answer. 
  Upon arriving at the Burgundy Hide, they are asked to 
  remove all lethal weapons before coming aboard.  Once 
  below deck to meet with Jensetta, the PCs quickly learn 
  Roulart has duped them.  Unless the PCs surrender, the 
  Slavers attack, hoping to take several of the PCs for their 
  own use. 
  Roulart actually doesn't care if the PCs lose or win this 
  fight.  If the PCs lose, they are likely captured, and 
  Roulart is readmitted into the Slavers organization.  If the 
  PCs win and defeat Jensetta, Roulart takes her place as 
  the minor Slavelord of the town of Greutam with the 
  approval of Markessa the Gray. 
  After dealing with the Slavers, the PCs return to meet 
  with Roulart.  Unfortunately for the PCs, Roulart 
  anticipated that they might return to deal with him, so he 
  has left a few of his associates (ogre mages) behind to deal 
  with the PCs. 
  Roulart also anticipated that the PCs might be able to 
  handle his associates and has taken away any information 
  that might aid them in that task.  However, they likely 
  will have an opportunity to deal with Roulart in the 
  future (as this is the first adventure in a series). 
  NOTE: This adventure counts as a Principality of Ulek 
  Royal Army mission. 
  Introduction 
  Before starting the adventure: 
  1. 
  Check to see which region each PC hails from. 
  2. 
  Check to see which PCs are active members of 
  the Bissel or Gran March military. 
  3. 
  Check to see which PCs are members of the 
  Royal Army Principality of Ulek meta-gaming 
  organization. 
  Where and how the adventure starts for each PC depends 
  on their home region and whether or not they are 
  military characters. 
  Those PCs with a home region of Keoland start in the 
  Keoish city of Gradsul.  Continue with the following 
  information for these PCs: 
  You sit in a nice tavern within the Keoish city of 
  Gradsul. As you feast upon your afternoon meal, you 
  cannot help but overhear two gentlemen, both of 
  Oeridian descent, beginning to discuss a matter, quite 
  loudly. 
   
  The first, a younger man, starts, "Have you heard 
  about the possible adventuring work just across the 
  Sheldomar River in the Ulek town of Greutam?"  The 
  other man, a tad older then his counterpart, replies, 
  "Yes, but who knows what they'll want you to do over 
  there?  Likely involves going to fight all those orcs 
  plaguing their eastern lands.  I'd rather find work 
  over in these parts.  Much safer, I'd say."  The younger 
  man responds, "'Tis true, but just a thought if nothing 
  else comes around in the upcoming days.  Gotta keep 
  the belly well fed you know." 
  The two men continue to discuss other mundane and 
  trivial matters. 
  At this point, see if any of the Keoish PCs head to the 
  Ulekian town of Greutam.  If not, the adventure is over 
  for them.  If so, continue with the following: 
  Later that day, you book passage to the Ulekian town 
  of Greutam. 
  One day later you awake in the early morning hour 
  within the town of Greutam.  The emptiness in your 
  SHE3-05 Righting the Wrongs 
   
  Page 5 
  
  belly tells you that you need some nourishment.  
  Soon, you find a place called the Worn Boot.  While 
  the name is unpleasant, you've decided to give it a try. 
  Those PCs that are part of the Bissel, Gran March or 
  Principality of Ulek military start in the town of 
  Greutam. Continue with the following information for 
  these PCs: 
  As part o  your military duty, you have been 
  temporarily stationed in the town of Greutam in the 
  southeastern portion o  the Principality of Ulek on 
  the Sheldomar River.  Your superiors have informed 
  you that several folks have gone missing in the past 
  couple of months, thus the reason you’re being sent 
  here.  No information is currently available on this 
  matter. 
  f
  f
  il
  f
  f
  il
  Despite this fact, you have been given leave for the 
  day and take this opportunity to go for a nice 
  breakfast in town.  Soon, you find a place called the 
  Worn Boot.  Wh e the name is unpleasant, you've 
  decided to give it a try. 
  Those non-Royal Army PCs with a home region of the 
  Principality of Ulek start in the town of Greutam. 
  Continue with the following information for these PCs: 
  Having traveled to the town of Greutam in the 
  southeastern portion o  the Principality of Ulek on 
  the Sheldomar River, you rise to greet the new day.  
  The emptiness in your belly tells you that you need 
  some nourishment.  Soon, you find a place called the 
  Worn Boot.  While the name is unpleasant, you've 
  decided to give it a try. 
  Those PCs who are not covered in any of the previous 
  groups start in the town of Greutam. Continue with the 
  following information for these PCs: 
  You have traveled, seemingly aimlessly, for several 
  days now.  As you wake up for the morning, you 
  remember that you traveled to the town of Greutam 
  in the southeastern portion o  the Principality of 
  Ulek on the Sheldomar River, the previous night.  
  The emptiness in your belly tells you that you need a 
  good breakfast.  Soon, you find a place called the 
  Worn Boot.  Wh e the name is unpleasant, you've 
  decided to give it a try. 
  At this point, each of the PCs should be entering the 
  Worn Boot.  Continue to Encounter One. 
  Encounter One: Roulart 
  Having decided to give an inn called the Worn Boot a 
  try, as your stomach aches for a morning meal, you 
  take a seat at one of the tables.  Several others soon 
  join you. 
  Allow the players to give a description of their PC 
  followed by PC introductions.  Ensure that spellcasters 
  have already selected their spells for the day. 
  Caroff, a portly male human, owns the Worn Boot.  His 
  business is in heavy competition with Melick's Pub, 
  which resides two streets over.  If asked about any 
  rumors and given a few coins, he informs the PCs that he 
  has heard that a few good folk have gone missing.  He 
  hopes more lycanthropes haven’t come to plague the 
  town (as seen in ADP1-05 Festival Knight).  But he 
  believes that those missing might have been killed due to 
  their anti-Keoish sentiments. 
  Any PC who wishes to spend a little time can take this 
  opportunity to learn of a few rumors by using the Gather 
  Information skill.  For every two points a PC gets over 
  DC 10, allow them an extra roll on the following chart 
  (re-roll any duplicates): 
  1. 
  Strange green fish-like humanoids have been 
  sighted near the docks, perhaps trying to scout easy 
  prey. 
  2. 
  Several vessels traveling the Azure Sea have sighted a 
  colossal kraken. 
  3. 
  Circle of Eight member Drawmij has been sighted 
  off in the Azure Sea working against the Scarlet 
  Brotherhood and other enemies of the open sea. 
  4. 
  Ships from the Lordship of Isles have recently been 
  seen at the docks of this very town (Greutam).  And 
  the worst part is that the Prince himself has invited 
  them here. 
  5. 
  Prince Olinstaad Corond’s son, Volimar, is really a 
  doppelganger. 
  6. 
  An unusual looking, little human man has been 
  inquiring about a legendary warhammer with a bane 
  against dragons. 
  7. 
  Keoland has commented to Prince Volimar's top 
  aides that unless Ulek starts to pay homage to the 
  mother country, they might send military aid to the 
  Pomarj itself in order to ensure their defeat. 
  8. 
  Anyone looking for a Keoish parrot can purchase 
  one from a loyal merchant who calls himself 
  Timberkos. 
  9. 
  There are no undead in Keoland, this is merely a bad 
  rumor. 
  SHE3-05 Righting the Wrongs 
   
  Page 6 
  
  10. A strange buzzing has been heard by many of the 
  villagers that reside in the northern part of the 
  Principality of Ulek. 
  After the PCs have had an opportunity to role-play and 
  hear some rumors during their breakfast meal, continue 
  with the following: 
  As you finish your morning meal, a simple human 
  man dressed in merchants’ clothes enters the 
  establishment.  He nervously looks around the inn 
  before setting his eyes upon you.  He mutters 
  something to himself, as if trying to build up his 
  confidence, takes a deep breath, and uneasily makes 
  his way towards you. 
  This man is Roulart Ramado, who was a Slaver several 
  years ago before the original group fell (as seen in the 
  classic Greyhawk adventures, A1-4 Scourge of the 
  Slavelords).  He now wishes to rejoin the group but to do 
  so he must deliver a group of strong and worthy slaves to 
  Jensetta Jarotta, a minor Slavelord who reports to 
  Francinia.  Jensetta is based in the town of Greutam, 
  which is located on the Sheldomar River near the Azure 
  Sea.  To handle the delivery, Roulart has decided to trick 
  a group of adventurers into presenting themselves as 
  slaves to Jensetta, a much safer tactic than using brute 
  force.  To do so, he plans to deceive the PCs into 
  believing that he is a reformed criminal who seeks to 
  right his ways. 
  Roulart is currently using the power of his hat of disguise 
  to make himself look like a typical merchant in town.  
  Instead of looking Suel, he has selected an appearance of 
  an Oeridian male.  Besides some slight weight and height 
  differences, Roulart's appearance is unchanged. 
  Besides the hat of disguise, he is also wearing an amulet 
  of proof against detection and location.  This silver 
  amulet protects the wearer from scrying and magical 
  location detection so that he becomes difficult to detect 
  by divination spells such as clairaudience/clairvoyance, 
  locate object and detect spells.  See the nondetection 
  spell for additional information.  Both these items, the 
  hat of disguise and the amulet of proof against detection 
  and location, have had a Nystul's Magic Aura cast upon 
  them so the item's aura registers as nonmagical to detect 
  spells (and spells with similar capabilities). 
  Additionally, before entering the Worn Boot, Roulart 
  imbibed an elixir of glibness which grants a +30 bonus on 
  Bluff checks made to convince another of the truth of 
  your words (as per the 3
  rd level bard spell) and also cast 
  misdirection, which misdirects the information from 
  divination spells that reveal auras, upon himself using a 
  tree as the other object. 
  Roulart introduces himself by name and informs the PCs 
  that he is a local merchant (false) that deals mainly in 
  foodstuff such as meats, grains, fruits, vegetables, etc.  He 
  is rather new to the trade, as he has only recently (within 
  the last two years) escaped his dark past (false).  He 
  wishes the PCs to undertake to tasks for him. 
  The first task is ensuring the safety of several new friends 
  who assisted him with taking the right path after doing 
  so much wrong in the past (false). Roulart has heard that 
  they might be in danger so he would like the PCs to 
  quickly check up on them. In reality, this is just to get the 
  PCs to trust him as Roulart knows that the Slavers have 
  already captured these folks.  The second task is to deliver 
  a box filled with fine gifts to a merchant, Jensetta Jarotta, 
  he wronged years ago; she is currently at the docks 
  aboard the ship the Burgundy H de.  He states that the 
  gifts are payment for all the past pain he has caused (false) 
  but in reality it is merely a sign that the PCs have been 
  sent to Jensetta by Roulart.  Roulart states that he would 
  deliver these gifts himself but says he fears that this 
  would cause a possible conflict, which he would like to 
  avoid (false). 
  i
   
  The PCs may wish to attempt to cast spells at this time, 
  such as detect thoughts, detect evil, etc.  Any such 
  noticeable attempt to cast spells within the inn causes the 
  patrons to get nervous, paranoid and/or hostile.  Before 
  allowing a PC to cast a spell, this fact should be relayed to 
  them.  If the PC insists and continues to noticeably cast a 
  spell, the local guard is called causing the offending PCs 
  to spend the rest of the adventure explaining his 
  reasoning for casting a spell that could be potentially 
  dangerous. 
  If by chance, the PCs are able to cast a spell and/or 
  discover some fact that leads to them to discover that 
  Roulart has taken some identity protections, he explains 
  that without them he could easily be a target for an attack 
  due to him talking with them (false). 
  The PCs likely will have questions at this point for 
  Roulart, which might include: 
  • 
  What dark deeds did you do in the past? 
  "I hope you don't have a weak heart, but since you've
  asked, I’ll tell you.  In my past, I have kidnapped, 
  killed, and far worse.  Women and children . . . well 
  I've held blades to their throat, even cutting a few.  
  Dark days those were, but they are behind me now." 
  • 
  Are you not wanted now? 
  "Yes.  Understandably, you may wish to turn me in.  
  But if you could handle these two tasks for me, then 
  SHE3-05 Righting the Wrongs 
   
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  after you have finished them, I will accompany you to 
  turn myself into the local authorities, if you wish." 
  • 
  Who are your new friends? 
  “They are the ones who helped me see the light and 
  escape the dark world I once lived in." 
  • 
  What did you do to Jensetta Jarotta? 
  “I killed her brother many years ago despite her pleas. 
   She managed to escape, but her tears have haunted 
  me since." 
  • 
  What's in the box? 
  “A note, several small gemstones, and a necklace with 
  locket." 
  • 
  What does the note say? 
  "In forgiveness, I offer you these sweet gifts." 
  He asks the PCs if they'll accept the mission and offers to 
  pay each of them 100 gp each upon completion of the 
  mission. 
  If they accept, he gives them the box (contents are 
  identical to what Roulart claims they are and have a total 
  value of 600 gp), asking them not to open it, and 
  directions to both places plus his home.  He asks that, 
  upon completion of both tasks, they should come to his 
  home so he can get an update on the results of their two 
  tasks and so they can get paid. 
  If the PCs do not accept the mission, the adventure is 
  over for them. 
  Some PCs may have doubts to Roulart's true intention.  
  Try to ensure that they partake in the mission. 
  Some PCs may openly accuse Roulart of wrongdoing and 
  turn him into the authorities right away.  If they choose 
  to, allow them to do so, but the authorities take the box 
  filled with the note, small gems and necklace.  Also, each 
  of the potential combats in this scenario is called off and 
  thus the PCs do not encounter them. 
  If the PCs attack Roulart, the local guard is called, causing 
  the offending PCs to spend the rest of the adventure 
  explaining their reasoning for doing so.  If Roulart is 
  killed, the PC must spend 52 Time Units (TUs) in jail 
  (mark this on their AR).  The local guard takes Roulart’s 
  items and thus PCs cannot sell or get access to them. 
  About sixty minutes from when he entered the inn, 
  Roulart ensures that he leaves the Worn Boot stating to 
  the PCs that he business matters he needs to handle 
  (true).  While true, he also wants to ensure that the 
  effects of the elixir of glibness do not expire why talking 
  with the PCs. 
  � Roulart: Male Human (Suel) Wiz9; hp 41; see 
  Appendix I. 
  Encounter Two: Old Bum 
  Having agreed to help Roulart, you first make way to 
  ensure the safety of several of his new friends, who 
  assisted him with taking the right path. 
  As you travel down the various roads and alleys on 
  this morning day, a cloudless sky rests above you. 
  Allow the PCs to take any precautions they would like, 
  such as casting preparatory spells or searching around for 
  a possible ambush. 
  As the PCs continue to move towards the location of 
  their first task, have each of them make both a Spot and 
  Listen check (DC 10).  Those that succeed on the Listen 
  check, hear a mumbling of incoherent words.  Those that 
  succeed on the Spot check see a dirty humanoid figure 
  with rags for clothes stand up and point towards them.  
  They can make a Sense Motive check (DC 10) to notice 
  that he appears slightly frightened of them. 
  The humanoid figure is a highly drunken bum 
  (Suel/Oeridian mix), who has been spooked by the PCs’ 
  presence.  The drunken bum is trying to ask the PCs what 
  they want.  He fears that they might be a group that he 
  saw several nights ago during the midnight hour, when a 
  younger man was hauled off towards the docks.  Luckily, 
  he wasn't spotted, which he isn't sure about, but he has 
  been fearful that he might be next. 
  If the PCs offer him a few coins, some alcoholic drink, or 
  food, he'll settle down and pose his question, drunkenly, 
  of what the PCs seek.  Once an answer is given, he 
  informs them of what he saw.  He has no further 
  information.  If the PCs are threatening, the bum will try 
  to flee.  If apprehended roughly, he will pass out and be 
  of no use to the PCs. 
  Encounter Three: Thugs 
  Con inuing toward the location of Roulart's friends to 
  complete you first task, you encounter nothing 
  further out of the ordinary.  As you approach the 
  house, an eerie stillness fills the air. 
  t
  From the outside, nothing seems odd about the house.  It 
  merely appears that no one is home, since each of the 
  windows is covered while all the doors and windows are 
  locked. 
  No one is currently within the building.  In order to 
  enter the place, the PCs will need to break in.  This can be 
  done through a variety of ways, including an Open Lock 
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  check (DC 20) on one of the doors, or by breaking a 
  window (Hardness 1; hp 2) or door (Hardness 5; hp 20). 
  Once inside, the PCs quickly discover that whoever 
  resided here was taken away by force.  Wooden tables 
  and chairs lie in splitters, while the dressers and other 
  furniture have been smashed and/or shattered.  Anything 
  of value has been taken or destroyed. 
  Several droplets and even a small pool of blood can be 
  found.  With a successful Survival check (DC 10), the PCs 
  can determine that three folks were dragged out of the 
  house by force. 
  If the PCs thoroughly Search (DC 30) the place, they find 
  a well-hidden diary underneath a loose floorboard.  The 
  diary seems to belong to a woman named Marri, who is 
  married with one teenage son.  If the PCs take time to 
  read through the entire diary, which takes a full hour, 
  they find no mention of Roulart. 
  The truth of the matter is that Roulart, through his 
  contacts, knew the Slavers took these good folks.  He 
  merely wants to use this opportunity to gain the PCs’ 
  trust in his own way. 
  Nothing else of interest lies here. 
  When the PCs leave the house, continue with the 
  following: 
  You leave having found that the folks who once lived 
  here have been taken away by force.  Unfortunately, 
  you have no sol d clues to follow up on.  Perhaps, 
  Roulart might have some information for you later, 
  but first you probably should complete the second 
  task Roulart gave to you. 
  i
  Have each PC make both a Spot and a Listen check to 
  notice the thugs.  The DCs are determined by the thugs' 
  individual Hide and Move Silently checks, and the PCs’ 
  checks are modified for distance (-1 penalty per ten feet) 
  and distraction (-5 penalty).  It is possible for the PCs to 
  only notice a few of the group of thugs.  Ensure that you 
  know which thugs each PC is aware of, as some PCs 
  might notice all the thugs, while others just a few. 
  As the thugs await the PCs, their leader, a monk, is 
  plainly walking up to the PCs.  With his frayed robe, rope 
  belt and well-trained shoes, he begins to play the part of a 
  bum seeking a few coins.  This is merely to first distract 
  the PCs so that his allies can sneak attack the PCs and 
  also, so that he can get close to the PCs and use his 
  stunning attacks in melee.  At higher APLs, a thug mage 
  joins their group using the most effective enchantment 
  spells as determined at the moment. 
  If any of the thugs are captured and questioned, they 
  inform the PCs that they were paid to rob wealthy folks 
  by their boss, Brunk.  This is in fact a lie.  However, this is 
  the only story they'll tell even if the PCs insist they stop 
  telling such fibs.  They would rather be thrown in jail for 
  assault and battery then deal with the Slavers. 
  The thugs are all members of the Slavers organization.  
  They've heard that a group of heroes has been snooping 
  around in their affairs and wanted to deal with them 
  swiftly. 
  If the PCs are defeated by the thug Slavers, the thugs 
  attempt to stabilize dying PCs to maximize the number of 
  additions to their illicit trade.  Defeated PCs who don’t 
  die are Captured! (see the Treasure Summary for details). 
  APL 6 (EL 8) 
  � Slaver Thugs (3): Male Human (Suel) Rog4; hp 24 
  each; see Appendix I. 
  � Slaver Monk (1): Male Human (Suel) Mnk4; hp 33; 
  see Appendix I. 
  APL 8 (EL 10) 
  � Slaver Thugs (3): Male Human (Suel) Rog6; hp 36 
  each; see Appendix I. 
  � Slaver Monk (1): Male Human (Suel) Mnk6; hp 45; 
  see Appendix I. 
  APL 10 (EL 12) 
  � Slaver Thugs (7): Male Human (Suel) Rog6; hp 36 
  each; see Appendix I. 
  � Slaver Monk (1): Male Human (Suel) Mnk6; hp 45; 
  see Appendix I. 
  � Slaver Thug Mage (1): Male Human (Suel) Sor6; hp 
  27; see Appendix I. 
  APL 12 (EL 14) 
  � Slaver Thugs (6): Male Human (Suel) Rog8; hp 48 
  each; see Appendix I. 
  � Slaver Monk (1): Male Human (Suel) Mnk9; hp 68; 
  see Appendix I. 
  � Slaver Thug Mage (1): Male Human (Suel) Sor9; hp 
  41; see Appendix I. 
  When the PCs have dealt with the Slaver thugs, they may 
  continue onward towards the ship named the Burgundy 
  Hide (Encounter Four and Five) or try to track down 
  Roulart (Encounter Six).  Encourage the PCs to head to 
  the ship, but don’t force that choice upon them. 
  SHE3-05 Righting the Wrongs 
   
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  PCs can bring these thugs to the authorities without 
  risking punishment (as in Encounter One) if they are 
  careful to demonstrate they were attacked first and 
  merely defended themselves.  There are enough 
  witnesses in the general area to confirm this. 
  Encounter Four: Side Tracked 
  Having survived the thug attack and completed (as 
  well as you could) the first task, you decide to move 
  onward to the next task at hand, to provide a box 
  filled with fine gifts to a merchant, Jensetta Jarotta, 
  whom Roulart wronged years ago.  You were 
  informed that she is currently at the docks aboard the 
  ship the Burgundy Hide.  As you make your way 
  there, you are interrupted halfway along your 
  journey. 
  The PCs encounter three separate interruptions.  The 
  first is a drunken half-orc named Orock; the second is a 
  half-orc map collector named Yeogh; and the third is 
  Timberkos, a pesky merchant selling stuffed Keoland 
  parrots. 
  Orock 
  Orock is a drunken dockworker.  He merely wishes to 
  spend his happy time with someone, anyone.  He has 
  been kicked out of one of the local taverns and thus is 
  wandering. 
  Upon encountering the PCs, he tries to get them to buy 
  him a drink to continue his good spirits. 
  � Orock: male half-orc Com3; Climb +6, Jump +6; drunk 
  dockworker. 
  Description: Orock is a young male half-orc who works as 
  a dockworker.  He stands six feet, three inches tall and is 
  quite muscular.  What he has in brawn, he lacks in brains 
  and wisdom.  He drinks heavily, but likely for him this 
  causes him to be quite friendly. 
  Yeogh 
  Yeogh is a half-orc on a mission.  He seeks a treasure map, 
  any treasure map, he can get his hands on.  
  Unfortunately, in over two years of searching he has 
  been unsuccessful. 
  Upon seeing the PCs, he rushes up to them to see if they 
  might have a treasure map to sell him.  If any PC does 
  have a treasure map, he hounds/bugs them to no end. 
  Yeogh only has one hundred gold pieces but willingly 
  departs with it all for an authentic treasure map.  He's not 
  dumb enough to purchase a piece of map with some 
  scribes on it, even if the PCs try to do so to earn some 
  extra gold. 
  � Yeogh: male half-orc Brb5; Climb +5, Intimidate +5, 
  Jump +9, Listen +6, Survival +6; wandering treasure 
  hunter. 
  Description: Yeogh is a scruffy six and a half-foot tall half-
  orc on a quest to find a sizeable treasure hoard.  He has 
  been searching unsuccessfully for over two years now.  
  Having been in several run-ins already, if angered he'll 
  attempt to walk away thus avoiding any future trouble. 
  Timberkos 
  Timberkos, or so he insists folks call him, is a former 
  Ulekian adventurer turned merchant who dislikes 
  Keoland.  He has a small wooden cart that he pushes 
  around selling his wares. 
  He gave up adventuring due to the grave dangers he 
  faced and fears of what might be next.  Too many undead 
  creatures for him especially with his new business idea: 
  selling stuffed toys. 
  For a mere two gold pieces, he'll sell one of his generic 
  stuffed Keoish parrots toys to the PCs.  He currently has 
  four-dozen of them on hand. 
  Being a bard, he has started to dabble in creating small 
  wondrous magic toys.  Thus far, he has created a magical 
  stuffed Keoish parrot toy (see the Treasure Summary), 
  which he'll sell to the PCs at its full price. 
  � Timberkos: male human Brd3; Craft (toys) +8, 
  Diplomacy +8; merchant. 
  Description: Timberkos is a young Oeridian man.  He is 
  about five feet, six inches tall and a bit on the thin side.  
  He has brown hair and brown eyes.  He wears brightly 
  clothed robes.  He is quite silly and likely missing a few 
  marbles. 
  Once the PCs have dealt with, experienced, and role-
  played the encounter with each of these three NPCs, 
  continue to Encounter Five. 
  Encounter Five: Burgundy Hide 
  When the PCs head to the ship named the Burgundy 
  Hide, continue with the following provided it is the same 
  day as Roulart hired them (the ship has left, otherwise): 
  Having dealt with the drunken half-orc Orock, 
  Timberkos, the pesky merchant, and Yeogh the half
  orc map collector, you continue to make your way to 
  the ship known as the Burgundy Hide.  Soon you find 
  yourself nearing the town's docks and see several 
  ships currently resting here. 
  -
  SHE3-05 Righting the Wrongs 
   
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  The PCs can ask the dockmaster about the Burgundy 
  Hide, if desired.  He can inform the PCs that the vessel 
  has been here since last night and is scheduled to leave 
  bright and early, right at sunrise.  He can also point them 
  in the direction of the vessel and knows that an attractive 
  woman named Jensetta captains it.  He believes she is 
  also a merchant of some type. 
  The PCs can also look for the ship themselves.  It won't 
  take them more than about ten minutes to locate it 
  successfully. 
  Once they have found the ship, they see several men 
  onboard cleaning the decks.  The captain Jensetta is 
  nowhere to be seen. 
  If the PCs attempt to come onboard without permission, 
  the deckhands (Slavers) quickly shout at them that they 
  must ask for permission to step aboard.  If the PCs refuse, 
  the deckhands shout loudly attempting to get the 
  attention of the dock master and guards stationed here.  
  After five rounds, several guards come aboard to force the 
  PCs off the vessel until the captain gives them 
  permission to board.  If the PCs use violent force upon 
  the deckhands, without an appropriate reason, the PCs 
  are thrown in jail for a period of six months (26 TUs, 
  mark this on the AR).  Any PC who killed one of the 
  deckhands in this manner is thrown in jail for a period of 
  one year (52 TUs, mark this on the AR). 
  When the PCs ask to come aboard, the deckhands shout 
  out to their captain, Jensetta Jarotta, for approval.  After a 
  moment, she shouts a command to her deckhands to 
  allow the PCs to come aboard.  The deckhands then turn 
  their attention to the PCs.  They inform the PCs that in 
  order to come aboard, they must leave their weapons 
  behind.  If desired, they can give them to the dockmaster 
  for safekeeping.  This request is not negotiable.  If the 
  PCs refuse and storm the ship, the deckhands shout 
  loudly attempting to get the attention of the dockmaster 
  and guards stationed here.  They'll draw their saps but 
  only for protection. If the PCs use violent force upon the 
  deckhands, without an appropriate reason, the PCs are 
  thrown in jail for a period of six months (26 TUs, mark 
  this on the AR).  Any PC who killed one of the 
  deckhands in this manner is thrown in jail for a period of 
  one year (52 TUs, mark this on the AR). 
  If the PCs agree to come aboard unarmed, they are first 
  searched and then led below deck to speak with the 
  captain, Jensetta Jarotta, if they are found to be unarmed 
  (otherwise, they will be asked to remove any found 
  weapons before they are allowed onboard).  Smart or 
  talented PCs may be able to smuggle weapons aboard if 
  they are cleverly or magically disguised/hidden or via a 
  Sleight of Hand check. 
  Continue with the following, once the PCs are onboard: 
  You are led by one of the deckhands of the Burgundy 
  Hide below deck to see the captain of the ship, 
  Jensetta Jarotta. 
  As you get below deck, you see that she is currently 
  speaking with a group of sailors.  Jensetta wears a suit 
  of studded leather and has an ornate rapier at her hip. 
   A holy symbol with a dolphin on i  hangs from her 
  neck.  The sailors are each equipped with leather 
  armor and a sap. 
  t
   
  As she sees your group enter, she turns her attention 
  to you, "What may I do for such a fine group of folks 
  such as yourselves today?" 
  When the PCs mention Roulart and the gifts he asked 
  them to deliver, continue with the following: 
  A look of concern washes over Jensetta's face.  "May I 
  see these gifts?" she sternly asks. 
  When the PCs hand her the gifts, continue with the 
  following: 
  As Jensetta opens the box containing the gifts, she 
  peers in for a few seconds and then removes the note 
  taking a moment to read it to herself.  A warm smile 
  comes to her face.  "Yes, Roulart does offer sweet 
  gifts, doesn't he?" as her eyes wash over you.  "Now 
  the only question is:  will I have to fight for my gifts, 
  or do they come to me freely?" 
  Jensetta is a cleric of Osprem and loves the open sea.  She 
  has been a Slaver for several years now and within the last 
  year been given the town of Greutam as her area of 
  operation. 
  Her last line refers to whether the PCs intend to fight her 
  or come quietly. 
  If combat starts, she uses her spells to aid those loyal to 
  her, like prayer and bless, and various enchantment 
  spells, such as hold person, to take out the big fighters. 
  APL 6 (EL 8) 
  � Jensetta: Female Human (Suel) Clr5; hp 34; see 
  Appendix I. 
  � Slavers (3): Male Human (Suel) Ftr4; hp 36 each; see 
  Appendix I. 
  APL 8 (EL 10) 
  � Jensetta: Female Human (Suel) Clr7; hp 48; see 
  Appendix I. 
  SHE3-05 Righting the Wrongs 
   
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  � Slavers (3): Male Human (Suel) Ftr6; hp 54 each; see 
  Appendix I. 
  APL 10 (EL 12) 
  � Jensetta: Female Human (Suel) Clr7; hp 48; see 
  Appendix I. 
  � Slavers (8): Male Human (Suel) Ftr6; hp 54 each; see 
  Appendix I. 
  APL 12 (EL 14) 
  � Jensetta: Female Human (Suel) Clr9; hp 61; see 
  Appendix I. 
  � Slavers (8): Male Human (Suel) Ftr8; hp 72 each; see 
  Appendix I. 
  The room the PCs are located in is thirty feet wide, thirty 
  feet tall and ten feet tall. 
  If the PCs surrender or are defeated by the Jensetta and 
  the rest of the Slavers, they attempt to stabilize dying PCs 
  to maximize the number of additions to their illicit trade. 
   Defeated PCs who don’t die are Captured! (see the 
  Treasure Summary for details). 
  If any of the Slavers are captured and questioned, they 
  inform the PCs that they were merely following 
  Jensetta's 
  orders. 
   
  They 
  provide 
  no 
  additional 
  information.  If Jensetta is captured, she merely smiles 
  and smirks at the PCs saying nothing to them. 
  PCs might try to sneak aboard the ship.  Have them make 
  Hide and Move Silently checks opposed by the Slavers’ 
  Spot and Listen checks.  Award the Slavers a +2 
  circumstance bonus to their checks because of their 
  familiarity with the ship and the docks.  Modify the 
  checks further, as appropriate to the circumstances. 
  Some PCs might choose to stay off the vessel while 
  others get aboard the ship, you will need to adjust the 
  actions of the Slavers to account for this, but they will do 
  anything they can to try to take the PCs out without 
  getting caught by the authorities. 
  PCs can avoid arrest for assault on board the ship if they 
  can prove the Slavers are engaging in criminal activities, 
  prove the Slavers attacked first, or simply by avoiding 
  notice by the dock authorities. 
  Many PCs will find unusually ways of approaching this 
  encounter, be prepared to improvise the response of the 
  Slavers to unusual PC actions.  Under no circumstances 
  may the PCs claim the Burgundy H de as their own 
  vessel (it will be impounded by the authorities). 
  i
  i
  If the PCs do not come to the Burgundy H de on the 
  same day they were hired by Roulart, the ship is gone 
  having already departed.  Thus, the only options the PCs 
  have are to return to meet with Roulart (Encounter Six) 
  or end the adventure. 
  Encounter Six: Unexpected 
  Ending 
  If the PCs decide to return to meet with Roulart, despite 
  being betrayed, continue with the following: 
  Having dealt with Jensetta and her loyal sailors, you 
  make way to Roulart's two-story home where he 
  instructed you to meet him upon completion of both 
  of your tasks. 
  Roulart's two-story home is quite secure.  He has taken 
  measures to cover and lock (DC 40) the windows and 
  doors.  The PCs could break in, through one of these 
  doors or windows, but risk being caught.  A successful 
  Hide (DC 15) and Move Silently (DC 15) is necessary. 
  If the PCs knock on the front door, a small window with 
  the door opens with a large husky man asked who is 
  there.  The large husky man is actually a polymorphed 
  ogre mage.  Once the PCs state they wish to see Roulart, 
  the polymorphed ogre mage opens the door and lets the 
  PCs inside.  At APLs 8 and higher, other ogre mages, 
  though invisible, stand scattered about the room.  Roulart 
  anticipated that the PCs might be able to deal with both 
  tasks and has left a few of his associates behind to deal 
  with the PCs.  Due to their polymorph and invisibility 
  spell-like ability, they were easily able to enter the city 
  and move around with ease. 
  The room is sixty feet by sixty feet with fifteen feet 
  ceilings.  It is bare with the exception of a few simple 
  furnishings.  The first ogre mage informs the PCs that 
  they can follow him up the stairs in the back center of the 
  room to see Roulart.  Once the ogre mage has started up 
  the stairs, he begins to change back into his original 
  form, a signal to the other ogre mages (if any) to attack.  
  Combat then starts with a surprise round, with the first 
  ogre mage spending the surprise round transforming 
  back to ogre mage form and any other ogre mages using 
  their cone of cold abilities.  PCs who detect the presence 
  of the invisible ogre mages, who detect the real identity 
  of the polymorphed ogre mage, or who otherwise 
  undertake actions that would prepare them for the 
  ambush may also take actions during the surprise round. 
  The ogre mages first start their attacks by using their 
  cone of cold spell-like ability.  They attempt to focus on 
  one PC with preferences going to obvious arcane 
  spellcasters.  When they enter melee combat, they 
  SHE3-05 Righting the Wrongs 
   
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  attempt to focus upon one single PC hoping to drop them 
  quickly. 
  APL 6 (EL 8)
  � Ogre Mage (1): hp 49; see Monster Manual. 
  APL 8 (EL 10)
  � Ogre Mages (2): hp 49 each; see Monster Manual. 
  APL 10 (EL 12)
  � Ogre Mages, Sor1 (3): hp 56 each; see Appendix I. 
  APL 12 (EL 14)
  � Ogre Mages, Sor3 (3): hp 69 each; see Appendix I. 
  Once the PCs have defeated the ogre mages, they can 
  search the house to discover that the house is empty.  
  Roulart and all items of interest or value have been 
  removed from the premise.  Roulart anticipated that the 
  PCs might be able to handle his associates and thus has 
  taken anything that might immediately aid them in 
  finding him.  However, the PCs likely will have an 
  opportunity to deal with Roulart in the future (as this is 
  the first adventure in a series). 
  Conclusion 
  If the PCs were captured in any of the encounters, 
  continue with the following: 
  You fough  to keep yourself alive, which you have 
  done, but unfortunately you have been captured and 
  enslaved. 
  t
  After being hauled away, you have been brought to a 
  cave of some sort.  You've heard rumors from the 
  other captured individuals that sit sadly beside you 
  that in the next few weeks you'll likely be hauled 
  onto a ship and taken to the Pomarj and sold into a 
  lifetime of slavery. 
  Details of this event can be found in the Treasure 
  Summary and on the AR. 
  If the PCs completed the mission, defeating the thugs, 
  slavers and ogre mages, continue with the following: 
  You've had an exciting day.  The chaos of it still rings 
  within your head.  But what does it all add up to?  
  While you ponder this fact, you realize that your 
  stomach is growling.  Perhaps, it is time to get some 
  rest and grab at bite to eat at the Worn Boot. 
  The PCs have successfully completed the adventure, but 
  future events are still to come. 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Defeat the Slaver thugs 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Five 
  Defeat Jensetta and her Slavers 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Six 
  Defeat the ogre mage(s) 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 6 – 180 xp; 
   
  APL 8 – 225 xp; 
   
  APL 10 – 270 xp; 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp; 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  SHE3-05 Righting the Wrongs 
   
  Page 13 
  
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 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 characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, 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. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 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 treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer 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 treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three: 
   
  APL 6: L: 9 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp). 
   
  APL 8: L: 9 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp). 
   
  APL 10: L: 23 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp); cloak of charisma +2 (333 gp). 
   
  APL 12: L: 23 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp); potion of greater magic fang +5 (250 gp); 
  cloak of charisma +2 (333 gp). 
  Encounter Five: 
   
  APL 6: L: 93 gp; C: 100 gp; M: +1 merciful rapier (693 
  gp); potion of fly (63 gp); potion of water breathing (63 
  gp). 
   
  APL 8: L: 93 gp; C: 100 gp; M: +1 merciful rapier (693 
  gp); ring of swimming (208 gp); potion of fly (63 gp); 
  potion of water breathing (63 gp); potion of cure serious 
  wounds (63 gp); oil of keen edge (63 gp). 
   
  APL 10: L: 222 gp; C: 100 gp; M: +1 merciful rapier 
  (693 gp); ring of swimming (208 gp); potion of fly (63 gp); 
  potion of water breathing (63 gp); potion of cure serious 
  wounds (63 gp); oil of keen edge (63 gp); rod of 
  metamagic, silent (lesser) (250 gp). 
   
  APL 12: APL 10: L: 222 gp; C: 100 gp; M: +1 merciful 
  rapier (693 gp); periapt of wisdom +2 (333 gp); ring of 
  protection +2 (167 gp); ring of swimming (208 gp); potion 
  of fly (63 gp); potion of water breathing (63 gp); potion of 
  cure serious wounds (63 gp); oil of keen edge (63 gp); rod 
  of metamagic, silent (lesser) (250 gp). 
  Encounter Six: 
   
  APL 6: L: 19 gp; C: 0 gp; M: 0. 
   
  APL 8: L: 38 gp; C: 0 gp; M: 0. 
   
  APL 10: L: 170 gp; C: 0 gp; M: 0. 
   
  APL 12: L: 170 gp; C: 0 gp; M: 0. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 121 gp; C: 100 gp; M: 882 gp - Total: 1,103 
  gp (800 gp). 
  APL 8: L: 140 gp; C: 100 gp; M: 1,216 gp - Total: 1,456 
  gp (1,250 gp). 
  APL 10: L: 415 gp; C: 100 gp; M: 1,799 gp - Total: 
  2,314 gp (2,100 gp). 
  APL 12: L: 415 gp; C: 100 gp; M: 2,549 gp - Total: 
  3,064 gp (3,000 gp). 
  Special 
  � Captured! 
   This PC was captured and enslaved during this event.  
  In addition to the standard TUs the PC spent on this 
  adventure, she also spends 6 additional TUs while she 
  waits to be freed (representing the time the PC is out of 
  play).  The PC does not have to spend Lifestyle costs for 
  the additional 6 TUs but loses all possessions save what 
  she noted at the beginning of this adventure as being 'left 
  at home.'  If this PC lost everything, they may choose to 
  invoke the Charity of Friends Clause from the LGCS.  
  Additionally, this PC may not play the event SHE3-06 
  Seeking the Wronged. 
  � Magical Stuffed Keoish Parrot Toy 
  SHE3-05 Righting the Wrongs 
   
  Page 14 
  
   This colorful stuffed parrot toy is one foot tall.  When 
  the activation word ('Keoland') is spoken within 30 feet 
  of it, it squawks loudly, easily alerting anyone [Listen 
  check (DC 0)] to its presence, then with a crazed look 
  upon its face, it prompted calls out in common "Rejoin 
  the empire; rejoin the empire!".   
   Faint Illusion; CL: 2
  nd; Prerequisites: Craft Wondrous 
  Item, magic mouth; Market Price: 3,610 gp; Weight: 1 lbs. 
  Items for the Adventure Record 
  Item Access 
  APL 6: 
  � Potion of Cure Serious Wounds (Adventure, 
  DMG) 
  � Potion of Fly (Adventure, DMG) 
  � Potion of Water Breathing (Adventure, DMG) 
  � +1 Merciful Rapier (Adventure, DMG) 
  � Magical S uffed Keoish Parrot Toy (Adventure, 
  see above) 
  t
  i
   
  APL 8 (APL 6 Items plus): 
  � Ring of Swimm ng (Adventure, DMG) 
  � Oil of Keen Edge (Adventure, DMG) 
   
  APL 10 (APL 6, 8 Items plus): 
  � Cloak of Charisma +2 (Adventure, DMG) 
  � Rod of Metamagic, Silent, Lesser (Adventure, 
  DMG) 
   
  APL 12 (APL 6, 8, 10 Items plus): 
  � Potion of Greater Magic Fang +5 (Adventure, 
  DMG) 
  � Periapt of Wisdom +2 (Adventure, DMG) 
  � Ring of Protection +2 (Adventure, DMG) 
   
   
  SHE3-05 Righting the Wrongs 
   
  Page 15 
  
  Appendix I: NPCs 
   
  All APLs 
  Encounter 1 
  Roulart (1): Male Human Wiz9; Medium Humanoid 
  (human); HD 9d4+18; hp 41; Init +2 (Dex); Spd 30 ft.; AC 
  12 (touch 12, flat-footed 10); Atks +4 melee (1d4 [crit 19-
  20], dagger); AL LE; SV Fort +5, Ref +5, Will +9; Str 10, 
  Dex 14, Con 14, Int 18, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +12, Concentration +11, 
  Diplomacy +7, Disguise +14, Forgery +9, Gather 
  Information +7, Intimidate +4, Spellcraft +16; Charlatan*, 
  Combat Casting, Craft Wondrous Item, Deceitful, Iron 
  Will, Persuasive, Scribe Scroll
  B. 
   
  Spells Known (4/5/5/4/3/1; base DC = 14 + spell 
  level): 0 – detect magic, guidance, light, resistance; 1
  st – 
  disguise self, expeditious retreat, jump, Nystul's magic 
  aura (pre-cast), Nystul's magic aura (pre-cast); 2
  nd – alter 
  self, detect thoughts, detect thoughts, invisibility, 
  misdirection 
  (pre-cast), 
  3
  rd 
  – 
  arcane 
  sight, 
  clairaudience/clairvoyance, dispel magic, displacement; 
  4
  th – greater invisibility, hallucinatory terrain, illusory 
  wall; 5
  th – mirage arcana. 
   
  Possessions: dagger, amulet of proof against 
  detection and location, hat of disguise. 
  APL 6 
  Encounter 3 
  Slaver Thugs (3): Male Human (Suel) Rog4; Medium-
  size Humanoid; HD 4d6+8; hp 24 each; Init +3 (Dex); Spd 
  30 ft.; AC 16 (touch 13, flat-footed 13); Atks +6 melee (1d6 
  [crit 19-20], short sword); SQ Sneak attack (+2d6), 
  trapfinding, evasion, trap sense +1, uncanny dodge; AL 
  LE; SV Fort +3, Ref +6, Will +5; Str 10, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +7, Diplomacy +2, 
  Disguise +7, Gather Information +7, Hide +11, Intimidate 
  +2, Jump +2, Listen +6, Move Silently +11, Spot +9, Swim 
  +1, Tumble +9; Iron Will, Stealthy, Weapon Finesse 
  (short sword). 
   
  Possessions: studded leather, short sword. 
  Slaver Monk (1): Male Human (Suel) Mnk4; Medium-
  size Humanoid; HD 4d8+8; hp 33; Init +3 (Dex); Spd 40 
  ft.; AC 15 (touch 15, flat-footed 12); Atks +6 melee (1d8, 
  unarmed); SQ Flurry of blows, unarmed strike, evasion, 
  still mind, ki strike (magic), slow fall 20 ft.; AL LE; SV 
  Fort +6, Ref +7, Will +8; Str 10, Dex 16, Con 14, Int 12, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Climb +2, Balance +7, Hide +12, 
  Jump +4, Listen +5, Move Silently +12, Spot +5, Swim +2, 
  Tumble +10; Combat Reflexes
  B, Iron Will, Stealthy, 
  Stunning Fist
  B, Unarmed Strike
  B, Weapon Finesse 
  (unarmed). 
   
  Possessions: potion of cure serious wounds. 
  Encounter 5 
  Jensetta: Female Human (Suel) Clr5; Medium-size 
  Humanoid; HD 5d8+5; hp 34; Init +2 (Dex); Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13); Atks +4 melee 
  (1d6+1d6+1 subdual [crit 18-20], rapier); AL LE; SV Fort 
  +5, Ref +3, Will +9; Str 10, Dex 14, Con 12, Int 12, Wis 16, 
  Cha 12. 
   
  Skills and Feats: Bluff +5, Concentration +8, 
  Diplomacy +4, Knowledge (religion) +6, Profession 
  (sailor) +8, Spellcraft +4; Combat Casting, Iron Will, Spell 
  Focus (enchantment). 
   
  Spells Known (5/4+1/3+1/2+1; base DC = 13 + spell 
  level; enchantment 14 + spell level): 0 – create water, 
  detect magic, detect poison, purify food and drink, 
  resistance; 1
  st – bane, bless, cure light wounds, doom, 
  longstrider*; 2
  nd – calm emotions*, hold person, silence, 
  sound burst; 3
  rd – dispel magic, magic circle against 
  chaos*, prayer. 
   
  *Domain spell. Domains: Law (Cast law spells at +1 
  caster level); Travel (freedom of movement ability and 
  Survival is class skill). 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  +1 
  merciful rapier, potion of fly, potion of water breathing. 
  Slavers (3): Male Human (Suel) Ftr4; Medium-size 
  Humanoid; HD 4d10+8; hp 36 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12); Atks +8 melee (1d6+4, sap); AL LE; SV Fort +6, 
  Ref +3, Will +5; Str 15, Dex 14, Con 14, Int 12, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +7, Intimidate +3, Jump +5, 
  Profession (sailor) +4, Swim +9; Athletic, Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus (sap), 
  Weapon Specialization (sap). 
   
  Possessions: leather armor, masterwork sap. 
  APL 8 
  Encounter 3 
  Slaver Thugs (3): Male Human (Suel) Rog6; Medium-
  size Humanoid; HD 6d6+12; hp 36 each; Init +7 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Atks +7 melee (1d6 [crit 19-20], short sword); 
  SHE3-05 Righting the Wrongs 
   
  Page 16 
  
   
  SQ Sneak attack (+3d6), trapfinding, evasion, trap sense 
  +2, uncanny dodge; AL LE; SV Fort +4, Ref +7, Will +6; 
  Str 10, Dex 17, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +9, Diplomacy +2, 
  Disguise +9, Gather Information +9, Hide +13, Intimidate 
  +2, Jump +2, Listen +8, Move Silently +13, Spot +11, 
  Swim +1, Tumble +11; Improved Initiative, Iron Will, 
  Stealthy, Weapon Finesse (short sword). 
   
  Possessions: studded leather, short sword. 
  Slaver Monk (1): Male Human (Suel) Mnk6; Medium-
  size Humanoid; HD 6d8+12; hp 45; Init +7 (Dex, 
  Improved Initiative); Spd 50 ft.; AC 16 (touch 16, flat-
  footed 13); Atks +7 melee (1d8, unarmed); SQ Flurry of 
  blows, unarmed strike, evasion, still mind, ki strike 
  (magic), slow fall 30 ft., purity of body; AL LE; SV Fort +7, 
  Ref +8, Will +9; Str 10, Dex 17, Con 14, Int 12, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +2, Balance +8, Hide +14, 
  Jump +7, Listen +5, Move Silently +14, Spot +5, Swim +2, 
  Tumble +14; Combat Reflexes
  B, Improved Initiative, 
  Improved Trip
  B, Iron Will, Stealthy, Stunning Fist
  B, 
  Unarmed Strike
  B, Weapon Finesse (unarmed). 
   
  Possessions: potion of cure serious wounds. 
  Encounter 5 
  Jensetta: Female Human (Suel) Clr7; Medium-size 
  Humanoid; HD 7d8+7; hp 48; Init +2 (Dex); Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13); Atks +6 melee 
  (1d6+1d6+1 subdual [crit 18-20], rapier); AL LE; SV Fort 
  +6, Ref +4, Will +10; Str 10, Dex 14, Con 12, Int 12, Wis 
  16, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration +8, 
  Diplomacy +6, Knowledge (religion) +6, Profession 
  (sailor) +8, Spellcraft +4, Swim +5; Combat Casting, 
  Greater Spell Focus (enchantment), Iron Will, Spell 
  Focus (enchantment). 
   
  Spells Known (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level; enchantment 15 + spell level): 0 – create 
  water, detect magic, detect poison, guidance, purify food 
  and drink, resistance; 1
  st – bane, bless, cure light wounds, 
  doom, doom, longstrider*; 2
  nd – calm emotions*, hold 
  person, hold person, silence, sound burst; 3
  rd – 
  blindness/deafness, dispel magic, magic circle against 
  chaos*, prayer; 4
  th – dimension door*, divine power. 
   
  *Domain spell. Domains: Law (Cast law spells at +1 
  caster level); Travel (freedom of movement ability and 
  Survival is class skill). 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  +1 
  merciful rapier, ring of swimming, potion of fly, potion 
  of water breathing, potion of cure serious wounds, oil of 
  keen edge. 
  Slavers (3): Male Human (Suel) Ftr6; Medium-size 
  Humanoid; HD 6d10+12; hp 54 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12); Atks +10/+5 melee (1d6+4, sap); AL LE; SV 
  Fort +7, Ref +4, Will +6; Str 15, Dex 14, Con 14, Int 12, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Climb +8, Intimidate +5, Jump +6, 
  Profession (sailor) +5, Swim +9; Athletic, Dodge, 
  Improved Initiative, Iron Will, Mobility, Power Attack, 
  Weapon Focus (sap), Weapon Specialization (sap). 
   
  Possessions: leather armor, masterwork sap. 
  APL 10 
  Encounter 3 
  Slaver Thugs (7): Male Human (Suel) Rog6; Medium-
  size Humanoid; HD 6d6+12; hp 36 each; Init +7 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-
  footed 13); Atks +7 melee (1d6 [crit 19-20], short sword); 
  SQ Sneak attack (+3d6), trapfinding, evasion, trap sense 
  +2, uncanny dodge; AL LE; SV Fort +4, Ref +7, Will +6; 
  Str 10, Dex 17, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +9, Diplomacy +2, 
  Disguise +9, Gather Information +9, Hide +13, Intimidate 
  +2, Jump +2, Listen +8, Move Silently +13, Spot +11, 
  Swim +1, Tumble +11; Improved Initiative, Iron Will, 
  Stealthy, Weapon Finesse (short sword). 
   
  Possessions: studded leather, short sword. 
  Slaver Thug Mage (1): Female Human Sor6; Medium 
  Humanoid; HD 6d4+12; hp 27; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 12 (touch 12, flat-footed 10); 
  Atks +2 melee (1d4-1 [crit 19-20], dagger); AL LE; SV Fort 
  +4, Ref +4, Will +8; Str 8, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 19. 
   
  Skills and Feats: Concentration +11, Listen +4, 
  Spellcraft +9; Greater Spell Focus (enchantment), 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Spell 
  Focus 
  (enchantment). 
   
  Spells Known (6/7/6/4; base DC = 14 (16 for 
  enchantment) + spell level): 0 – arcane mark, daze, detect 
  magic, detect poison, message, open/close, read magic; 1
  st 
  – charm person, disguise self, hypnotism, sleep; 2
  nd – daze
  monster, Tasha's hideous laughter, 3
   
  rd – deep slumber. 
   
  Possessions: dagger, bat familiar, cloak of charisma 
  +2. 
  Slaver Monk (1): Male Human (Suel) Mnk6; Medium-
  size Humanoid; HD 6d8+12; hp 45; Init +7 (Dex, 
  Improved Initiative); Spd 50 ft.; AC 16 (touch 16, flat-
  footed 13); Atks +7 melee (1d8, unarmed); SQ Flurry of 
  blows, unarmed strike, evasion, still mind, ki strike 
  (magic), slow fall 30 ft., purity of body; AL LE; SV Fort +7, 
  SHE3-05 Righting the Wrongs 
   
  Page 17 
  
   
  Ref +8, Will +9; Str 10, Dex 17, Con 14, Int 12, Wis 14, 
  Cha 8. 
   
  Skills and Feats: Climb +2, Balance +8, Hide +14, 
  Jump +7, Listen +5, Move Silently +14, Spot +5, Swim +2, 
  Tumble +14; Combat Reflexes
  B, Improved Initiative, 
  Improved Trip
  B, Iron Will, Stealthy, Stunning Fist
  B, 
  Unarmed Strike
  B, Weapon Finesse (unarmed). 
   
  Possessions: potion of cure serious wounds. 
  Encounter 5 
  Jensetta: Female Human (Suel) Clr7; Medium-size 
  Humanoid; HD 7d8+7; hp 48; Init +2 (Dex); Spd 30 ft.; 
  AC 15 (touch 12, flat-footed 13); Atks +6 melee 
  (1d6+1d6+1 subdual [crit 18-20], rapier); AL LE; SV Fort 
  +6, Ref +4, Will +10; Str 10, Dex 14, Con 12, Int 12, Wis 
  16, Cha 12. 
   
  Skills and Feats: Bluff +6, Concentration +8, 
  Diplomacy +6, Knowledge (religion) +6, Profession 
  (sailor) +8, Spellcraft +4, Swim +5; Combat Casting, 
  Greater Spell Focus (enchantment), Iron Will, Spell 
  Focus (enchantment). 
   
  Spells Known (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level; enchantment 15 + spell level): 0 – create 
  water, detect magic, detect poison, guidance, purify food 
  and drink, resistance; 1
  st – bane, bless, cure light wounds, 
  doom, doom, longstrider*; 2
  nd – calm emotions*, hold 
  person, hold person, silence, sound burst; 3
  rd – 
  blindness/deafness, dispel magic, magic circle against 
  chaos*, prayer; 4
  th – dimension door*, divine power. 
   
  *Domain spell. Domains: Law (Cast law spells at +1 
  caster level); Travel (freedom of movement ability and 
  Survival is class skill). 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  +1 
  merciful rapier, ring of swimming, potion of fly, potion 
  of water breathing, potion of cure serious wounds, oil of 
  keen edge, rod of metamagic, silent (lesser). 
  Slavers (8): Male Human (Suel) Ftr6; Medium-size 
  Humanoid; HD 6d10+12; hp 54 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12); Atks +10/+5 melee (1d6+4, sap); AL LE; SV 
  Fort +7, Ref +4, Will +6; Str 15, Dex 14, Con 14, Int 12, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Climb +8, Intimidate +5, Jump +6, 
  Profession (sailor) +5, Swim +9; Athletic, Dodge, 
  Improved Initiative, Iron Will, Mobility, Power Attack, 
  Weapon Focus (sap), Weapon Specialization (sap). 
   
  Possessions: leather armor, masterwork sap. 
  Encounter 6 
  Ogre Mage Sorcerer (3): Male Ogre Mage Sor1; Large 
  Giant; HD 5d8+1d4+30; hp 56 each; Init +5 (Dex, 
  Improved Initiative); Spd 40 ft., fly 40 ft. (good); AC 19 
  (touch 10, flat-footed 18); Atks +11 melee (3d6+10 [crit 
  19-20], greatsword) or +3 ranged (2d6 [crit x3], longbow); 
  Space/Reach 10 ft./10 ft.; SA spell-like abilities; SQ 
  Darkvision 90 ft., low-light vision, regeneration 5, spell 
  resistance 19; AL LE; SV Fort +8, Ref +4, Will +8; Str 24, 
  Dex 12, Con 20, Int 14, Wis 16, Cha 20. 
   
  Skills and Feats: Bluff +7, Concentration +14, Listen 
  +11, Spellcraft +11, Spot +11; Improved Initiative, Iron 
  Will, Weapon Focus (greatsword). 
   
  Spells Known (5/5; base DC = 15 + spell level): 0 – 
  acid splash, daze, detect magic, ray of frost; 1
  st – shield, 
  true strike. 
   
  Possessions: masterwork chain shirt, masterwork 
  greatsword, longbow, 20 arrows, weasel familiar. 
   
  Spell-Like Abilities: At will -- darkness, invisibility; 
  1/day -- charm person (DC 16), cone of cold (DC 20), 
  gaseous form, polymorph, sleep (DC 16).  Caster level 9
  th. 
   The save DCs are Charisma-based. 
  APL 12 
  Encounter 3 
  Slaver Thugs (6): Male Human (Suel) Rog8; Medium-
  size Humanoid; HD 8d6+16; hp 48 each; Init +8 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 17 (touch 14, flat-
  footed 13); Atks +10/+5 melee (1d6 [crit 19-20], short 
  sword); SQ Sneak attack (+4d6), trapfinding, evasion, trap 
  sense +2, uncanny dodge, improved uncanny dodge; AL 
  LE; SV Fort +4, Ref +8, Will +6; Str 10, Dex 18, Con 14, 
  Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +9, Diplomacy +2, 
  Disguise +9, Gather Information +9, Hide +14, Intimidate 
  +2, Jump +2, Listen +8, Move Silently +14, Spot +11, 
  Swim +1, Tumble +12; Improved Initiative, Iron Will, 
  Stealthy, Weapon Finesse (short sword). 
   
  Possessions: studded leather, short sword. 
  Slaver Thug Mage (1): Female Human Sor9; Medium 
  Humanoid; HD 9d4+18; hp 41; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 12 (touch 12, flat-footed 10); 
  Atks +3 melee (1d4-1 [crit 19-20], dagger); AL LE; SV Fort 
  +5, Ref +5, Will +9; Str 8, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 20. 
   
  Skills and Feats: Concentration +18, Listen +4, 
  Spellcraft +12; Combat Casting, Greater Spell Focus 
  (enchantment), Improved Initiative, Iron Will, Spell 
  Focus (enchantment). 
   
  Spells Known (6/7/6/4; base DC = 15 (17 for 
  enchantment) + spell level): 0 – arcane mark, daze, detect 
  magic, detect poison, ghost sound, message, open/close, 
  read magic; 1
  st – charm person, color spray, disguise self, 
  hypnotism, sleep; 2
  nd – blindness/deafness, daze monster, 
  Tasha's hideous laughter, touch of idiocy, 3
  rd – deep 
  slumber, hold person, nondetection; 4
  th – charm monster, 
  confusion. 
  SHE3-05 Righting the Wrongs 
   
  Page 18 
  
   
   
  Possessions: dagger, bat familiar, cloak of charisma 
  +2. 
  Slaver Monk (1): Male Human (Suel) Mnk9; Medium-
  size Humanoid; HD 9d8+18; hp 68; Init +8 (Dex, 
  Improved Initiative); Spd 60 ft.; AC 17 (touch 17, flat-
  footed 13); Atks +10/+5 melee (1d10, unarmed); SQ 
  Flurry of blows, unarmed strike, evasion, still mind, ki 
  strike (magic), slow fall 40 ft., purity of body, wholeness 
  of body, improved evasion; AL LE; SV Fort +8, Ref +10, 
  Will +10; Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +2, Balance +9, Hide +18, 
  Jump +9, Listen +8, Move Silently +18, Spot +8, Swim +2, 
  Tumble +20; Acrobatic, Combat Reflexes
  B, Improved 
  Initiative, Improved Trip
  B, Iron Will, Stealthy, Stunning 
  Fist
  B, Unarmed Strike
  B, Weapon Finesse (unarmed). 
   
  Possessions: potion of cure serious wounds, potion 
  of greater magic fang +5. 
  Encounter 5 
  Jensetta: Female Human (Suel) Clr9; Medium-size 
  Humanoid; HD 9d8+9; hp 61; Init +6 (Dex, Improved 
  Initiative); Spd 30 ft.; AC 17 (touch 14, flat-footed 15); 
  Atks +7/+2 melee (1d6+1d6+1 subdual [crit 18-20], 
  rapier); AL LE; SV Fort +7, Ref +4, Will +11; Str 10, Dex 
  14, Con 12, Int 12, Wis 19, Cha 12. 
   
  Skills and Feats: Bluff +7, Concentration +12, 
  Diplomacy +6, Knowledge (religion) +6, Profession 
  (sailor) +8, Spellcraft +4, Swim +5; Combat Casting, 
  Greater Spell Focus (enchantment), Improved Initiative, 
  Iron Will, Spell Focus (enchantment). 
   
  Spells Known (6/5+1/5+1/4+1/3+1/1+1; base DC = 
  14 + spell level; enchantment 16 + spell level): 0 – create 
  water, detect magic, detect poison, guidance, guidance, 
  purify food and drink, resistance; 1
  st – bane, bless, cure 
  light wounds, doom, doom, longstrider*; 2
  nd – calm 
  emotions*, hold person, hold person, silence, sound 
  burst, sound burst; 3
  rd – blindness/deafness, dispel magic, 
  invisibility purge, magic circle against chaos*, prayer; 4
  th 
  – cure critical wounds, dimension door*, divine power, 
  sending; 5
  th – greater command, teleport*. 
   
  *Domain spell. Domains: Law (Cast law spells at +1 
  caster level); Travel (freedom of movement ability and 
  Survival is class skill). 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  +1 
  merciful rapier, periapt of wisdom +2, ring of protection 
  +2, ring of swimming, potion of fly, potion of water 
  breathing, potion of cure serious wounds, oil of keen 
  edge, rod of metamagic, silent (lesser). 
  Slavers (8): Male Human (Suel) Ftr8; Medium-size 
  Humanoid; HD 8d10+16; hp 72 each; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 14 (touch 12, flat-
  footed 12); Atks +14/+9 melee (1d6+5, sap); AL LE; SV 
  Fort +8, Ref +4, Will +6; Str 16, Dex 14, Con 14, Int 12, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Climb +10, Intimidate +7, Jump +10, 
  Profession (sailor) +5, Swim +10; Athletic, Dodge, Greater 
  Weapon Focus (sap), Improved Initiative, Iron Will, 
  Mobility, Power Attack, Weapon Focus (sap), Weapon 
  Specialization (sap). 
   
  Possessions: leather armor, masterwork sap. 
  Encounter 6 
  Ogre Mage Sorcerer (3): Male Ogre Mage Sor3; Large 
  Giant; HD 5d8+3d4+40; hp 69 each; Init +5 (Dex, 
  Improved Initiative); Spd 40 ft., fly 40 ft. (good); AC 19 
  (touch 10, flat-footed 18); Atks +12 melee (3d6+10 [crit 
  19-20], greatsword) or +4 ranged (2d6 [crit x3], longbow); 
  Space/Reach 10 ft./10 ft.; SA spell-like abilities; SQ 
  Darkvision 90 ft., low-light vision, regeneration 5, spell 
  resistance 19; AL LE; SV Fort +9, Ref +5, Will +9; Str 24, 
  Dex 12, Con 20, Int 14, Wis 16, Cha 20. 
   
  Skills and Feats: Bluff +9, Concentration +16, Listen 
  +11, Spellcraft +11, Spot +11; Improved Initiative, Iron 
  Will, Weapon Focus (greatsword). 
   
  Spells Known (6/7; base DC = 15 + spell level): 0 – 
  acid splash, daze, detect magic, flare, ray of frost; 1
  st – 
  magic weapon, shield, true strike. 
   
  Possessions: masterwork chain shirt, masterwork 
  greatsword, longbow, 20 arrows, weasel familiar. 
   
  Spell-Like Abilities: At will -- darkness, invisibility; 
  1/day -- charm person (DC 16), cone of cold (DC 20), 
  gaseous form, polymorph, sleep (DC 16).  Caster level 9
  th. 
   The save DCs are Charisma-based. 
   
   
   
  SHE3-05 Righting the Wrongs 
   
  Page 19 
  
   
  Righting the Wrongs 
  Critical Events Summary 
  For Tables Running in November 2003 
   
  1. What were the PCs’ initial reactions to Roulart 
  Ramado? 
   
   
   
  2. Was Jensetta captured, killed, or did she escape? 
   
   
   
  3. Were any PCs captured?  If so, how many and how? 
  (List the PC and Player Name and RPGA # below) 
   
   
   
  4. What happened to Roulart Ramado’s associates (the 
  ogre mages)? 
   
   
   
  If you run this event in November 2003, please e-mail the results from this sheet to Steven Conforti, Circle 
  representative for the Sheldomar Valley, scon40@aol.com, by December 1, 2003. 
  SHE3-05 Righting the Wrongs 
   
  Page 20 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/SHE3-05 - Righting the Wrongs.pdf