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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
   
   
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at baparis@ozemail.com.au; 
  for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  PER6-08 
   
  Brother’s Love Lost 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
  by Dean Bailey 
  Edited by Bruce Paris and Gary Johnson 
  Two men stood facing each other on a windswept hilltop; so similar in appearance that they had to be brothers. The 
  younger brother looked at the elder with anger in his eyes: 
  "So this is how you want it then? Well, know this – I will never forgive you of this betrayal. We were brothers, but from 
  this time forward we are no longer!" The younger man disappeared in a flash of shadow. The older brother watched the 
  younger brother disappear with a tear in his eye. "No brother, it was you who betrayed me! But you are my brother, and 
  I forgive you," he whispered to the wind. 
  A woman appeared by his side with a faint rustle of leaves. She placed her hand on his shoulder. "Come, husband, it is 
  time to go. Business will not take care of itself." He smiled sadly, nodded, and they both disappeared. 
  An ancient temple found, a pirate conspiracy foiled, and innocent man saved. Now, the final part of the drama is ready 
  to be played out. Do you have the cunning, strength of arms, and the charisma to end this tale of a brother's love lost? 
  This is a Perrenland regional adventure, which begins in the city of Meerstadt. It is for APLs 6-12. Sea legs may be 
  required. It is Part 3 in the Brother’s Love series of adventures. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 
  dogs 
  trained for war), 
  other than those 
  brought 
  by 
  virtue of a class 
  ability (such as 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character 
  with 
  the 
  Mounted 
  Combat feat, use 
  the sidebar chart to determine the number of levels 
  you add to the sum of step one. Add each character’s 
  animals separately. Animals with different CRs are 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Brother’s Love Lost 
   
  Page 2 
  
  determined separately using the chart; then, take the 
  highest CR animal (or animals), and add 2 (drop 
  fractions). This result is the effective character level 
  for a mixed-CR group of animals. A single PC may 
  only bring four or fewer animals of this type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Perrenland.  Characters native to Perrenland 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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  A number of years ago, Liza Oostmeer and Seraf bin 
  Kazar were gifted with two boys, Balcasis and Konrad. 
  Unfortunately, the birth of the youngest, Konrad, proved 
  fatal to their mother and Seraf was left to raise them 
  alone.  The boys were close as they grew up, and spent a 
  great deal of their time travelling with their father (who 
  was a merchant from Tusmit and a minor cleric of 
  Zilchus, the Great Guildmaster).  They got to see quite a 
  bit of the world. 
   
  All this changed when they returned to Traft in 
  Perrenland to visit their mother’s family.  Balcasas fell in 
  love with a young woman named Arbella, and started to 
  court her.  Her sister, Jarlina, took a shining to Konrad. 
  However, Konrad liked Arbella and used Jarlina’s 
  affection to get close to her.  When Balcasis and Arbella 
  got engaged, Konrad professed his love to her.  She 
  gently told him that she did not feel the same way. Jarlina 
  was naturally upset and loudly broke up with Konrad.  In 
  anger, Konrad turned on his brother and they fought. 
   
  It was during this time they discovered that a pact 
  made as children, to do no harm to each other, had been 
  listened to by the Great Guildmaster and acted upon.  
  Konrad and Balcasis found that any physical harm one 
  did to the other would be visited upon them both. So, 
  instead of a big fight and then reconciliation, Konrad left 
  Traft City; angry and blaming his brother for his 
  problems. 
   
  Balcasis felt sorry at the loss of his brother, but 
  hoped one day he would return. The situation was 
  Brother’s Love Lost 
   
  Page 3 
  
  compounded a year later when Arbella was killed in a 
  house fire.  Lost and forlorn, Balcasis took to the long 
  road travelled by adventurers all over the Flaness. 
   
  After many years, Balcasis, now an impressive Cleric 
  of Zilchus, stumbled on a hidden cove that had become a 
  den to the pirates of Lake Quag.  It was here that Balcasis 
  had a dream: a vision of creating a town, hidden from the 
  outside world by illusion, where the pirates could be 
  managed. By teaching the words of Zilchus, Balcasis 
  could control (and curtail) the trade-damaging practice of 
  piracy.  Nachtstadt was born. 
   
  In the meantime, Konrad wandered lost and angry.  
  Eventually, down to his last silver, he caught a 
  pickpocket trying to rob him. The pickpocket came off 
  second best; as Konrad searched the body, he found a 
  symbol of Kurell.  Konrad knew of the story of Kurell 
  and saw the similarities to his own story.  With a quick 
  motion, he put the symbol around his neck. 
   
  Over the years, Konrad heard about his brother’s 
  success.  In a fit of jealousy, he decided he would honour 
  Kurell by taking revenge on his brother and the Church 
  of Zilchus at the same time.   
   
  With a newly set up temple in the backwater town of 
  Swunglestadt, Konrad infiltrated the church of Zilchus 
  under the name of Shekem. With his father’s teachings 
  under his belt it was easy for him to masquerade as a 
  Zilchan.  He also discovered that, due to the lack of 
  followers in Perrenland of the Great Guildmaster, he 
  soon rose to become the head priest of the temple. 
   
  Once this was done, “Shekem” started to plan raids 
  on merchants.  He created a small cult of worshipers and, 
  using the name Balcasis, framed his brother for the raids. 
   He also attempted to nourish a group of adventurers 
  that, in this final chapter, he hoped to use to kill Balcasis; 
  allowing Shekem to take his place and use Nachtstadt as a 
  base of operations for a massive pirate enterprise in the 
  name of Zilchus.   
   
  The people of Perrenland would react against 
  Zilchus and the Old Kerk, tearing down every shrine in 
  response! By the end, Zilchus’ reputation in Perrenland 
  would be ruined, Balcasis would be dead and Konrad 
  would have enacted revenge – both for him and his god! 
  Adventure Summary 
  During the Introduction, a letter arrives for the PCs.  It 
  has the seal of the Church of Zilchus and is from Brar 
  Shekem.  For PCs who have played Brother Mine or 
  Bitter Winds, Brother’s Sorrow, then Brar Shekem has 
  discovered some information and would like them to 
  continue their hunt for Balcasis If none of the PCs have 
  played the previous parts of the Brother’s Love series, 
  then Brar Shekem has heard about them from a business 
  contact and would like to meet them to discuss a business 
  proposition. Regardless of why the PCs are contacted, 
  they are asked to meet in the Meermaid’s Rest in 
  Meerstadt. 
        In Encounter 1, the PCs meet Shekem at the 
  Meermaid’s Rest.  With the Gloom over, the feeling of 
  hopelessness is not as strong.  Once inside, Shekem goes 
  through what he currently knows (including a summary 
  of the first two parts of the series for new players) and 
  then explains that he has found the location of Balcasis. 
  He explains that Nachtstadt is a pirate stronghold and 
  that he has arranged for the PCs to be given the signal so 
  that they can enter.  He finally asks them to travel to 
  Nachtstadt and kill Balcasis for his crimes. If they agree, 
  he explains how to get there and informs the PCs that he 
  will cover the cost of provisioning a ship for the journey.  
  They just need to find a ship. 
        To get to Nachtstadt, the PCs need to find a ship.  In 
  Encounter 2, they can ask around, visit the docks, or 
  look for available ships.  Depending on how they go, it is 
  possible for the PCs to find as many as three ships willing 
  to take them.  The ships are The Crimson Folly, Pelor 
  Dreaming, and Dracotooth.  It is also an option for any 
  PC that owns his/her own ship to take that as well. 
        Encounter 3 depends on what ship is taken.  If the 
  crew hire Crimson Folly, then they encounter a storm. 
  Balance checks and Reflex Saves are needed to come 
  through the storm intact.  If they board Pelor Dreaming, 
  then they have plain sailing. If they hire onto 
  Dracotooth, the ship runs afoul of icebergs and Spot 
  checks and Profession (Sailor) checks are needed. Finally, 
  if the PCs are crewing their own ship, then they must 
  make a Profession (sailor) check to see what they come 
  up against. This encounter is not meant to be dangerous, 
  but to give flavour to the voyage. 
        Again, Encounter 4 is different depending on the 
  ship the PCs take.  If they take Crimson Folly (or crew 
  their own ship), they are attacked by a denizen from the 
  deep. If they board Pelor Dreaming, then the crew sails 
  them into calm waters and mutiny when they are not 
  expecting it! Finally, the Dracotooth runs up against 
  pirates, and the crew and PCs must defend the ship and 
  the cargo! 
        In Encounter 5 the shore is reached.  At first it looks 
  as if it is just a fog-covered river mouth, but when the 
  signal flare is sent up, a number of small beacons light up 
  (allowing the ship to pass through the rocky reefs). As 
  they continue, they pass through an illusion and enter 
  the port of a small, but busy, town.  When they dock, 
  Brother’s Love Lost 
   
  Page 4 
  
  they are boarded by piratical-looking guards who 
  question them about their purpose.  A good Bluff is 
  needed or the PCs must pay a bribe! 
        Once they are onshore (Encounter 6), they need to 
  find out where to find Balcasis.  The PCs can explore the 
  town and do Gather Information checks.  They discover 
  where Balcasis can be found and that he is one of the 
  founders of the town. 
        In Encounter 7, the PCs find Balcasis without too 
  much trouble.  When they get there, Balcasis is ready for 
  them and attacks! He has been forewarned by Shekem, 
  although he does not know that it was him.  If the PCs 
  defeat Balcasis, then they can search his home and 
  discover that he is a priest of Zilchus.  They also find a 
  journal detailing his falling out with his brother.  It is 
  also possible that the PCs may talk to Balcasis and calm 
  him down, thus learning what he knows about Shekem. 
        With the truth known, Shekem moves in during 
  Encounter 8.  It has always been his plan to have Balcasis 
  eliminated and take his place without anyone knowing.  
  Then, with control of the Church of Zilchus and 
  Nachtstadt, he can build a private financial empire and 
  destroy the reputation of Zilchus in Perrenland, thus 
  augmenting favour with his lord, Kurell. To achieve this, 
  Shekem must kill the only ones who know the truth. 
  Using an invisibility spell, he attempts to gain the 
  surprise on the PCs and murder them! 
  Preparation for Play 
  You should determine before play if any of the characters 
  have played either of the previous scenarios in this series 
  – (PER 4-02 and PER 5-08), received the Membership of 
  the Upstanding Gentlemen favour in PER 5-08, or belong 
  to Perrenland meta-organisations. 
  • 
  Characters who have played Brother Mine (PER 
  4-02) and/or Bitter Wind, Brother’s Sorrow 
  (PER 5-08) – receive a different message from 
  Brar Shekem in the Introduction. 
  • 
  Membership of the Upstanding Gentleman 
  (favour on Adventure Record for PER 5-08) – 
  permitted entry to the Upstanding Gentleman 
  establishment in Meerstadt during Encounter 
  Two. 
  • 
  Membership of Perrenland meta-organisations 
  that are considered a thieves guild for prestige 
  class access (Den Masque and the Treasure 
  Hunters Guild) – permitted entry to the 
  Upstanding 
  Gentleman 
  establishment 
  in 
  Meerstadt during Encounter Two. 
  Please note that some after-effects of “Hell’s Gloom” are 
  still in play, even though the gloom itself has lifted as of 
  PER6-06 The March of the Hollows. See Judge’s Aid 
  One for details. 
  Introduction 
  The days are still cold in Perrenland, and enemies still 
  knock on her doors.  However, life must go on, and it 
  seems that there are still jobs to do. You now hold in 
  your hand a message from Brar Shekem of the 
  Church of Zilchus. It is a message with an offer of 
  employment … 
  • 
  If the PCs have played Brother Mine (PER 4-02) 
  but not Bitter Winds, Brother’s Sorrow (PER 5-
  08), give them Players Handout #1. 
  • 
  If the PCs have played Bitter Winds, Brother’s 
  Sorrow (PER 5-08), give them Players Handout 
  #2. 
  • 
  If the PCs have not played either scenario, give 
  them Players Handout #3. 
  If the PCs decline Shekem’s offer of employment, then 
  the adventure is finished before it begins.  Hand the 
  Players their ARs.  Otherwise, move to Encounter 1. 
  Encounter One: A Job Offer 
  The bitter winds sweep along the streets of Meerstadt, 
  and the cold rain falls softly but constantly.  A warm 
  golden glow can be seen ahead, through the windows 
  of the Meermaid’s Rest.  Laughter and cheerful voices 
  can be heard from inside, making the place even 
  more inviting. 
  Assuming that the PCs enter … 
  The door is open and warm air hits you in the face.  In 
  the fireplace, a warm fire burns.  A young man sits on 
  a small stage telling stories and singing ballads; 
  stories and ballads of hope, victory and the future.  
  The lifting of the Gloom has also lifted the hearts of 
  Perrenders. While the nation still balances on a 
  knife’s edge, for the first time in a long while people 
  believe it can be tipped in the right direction. 
   
  A man wearing the robes and accruements of a 
  priest of Zilchus sits at a table.  The table is empty in 
  the crowded Inn, and you notice that whenever 
  someone goes to sit down at it, he hands them a coin 
  and they leave.  It is just after doing this that he 
  notices you and motions for you to join him.  
  Once the PCs join Brother Shekem: 
  Brother’s Love Lost 
   
  Page 5 
  
  Thank you for responding to my letter!  For those of 
  you who I have not met before, I am Brar Shekem, 
  servant of Zilchus, the Great Guildmaster. 
  Now, as you know (and please stop me if I am 
  covering old ground), we first heard about Balcasis 
  from what appeared to be a cult of Zilchans in the old 
  mine at Swunglestadt.  At first we though it was just a 
  “rogue cult” that concentrated on Zilchus’ aspect as a 
  profit maker, not as a facilitator of trade. Heresy, I 
  know, but we were all excited about the discovery of 
  the Mithril and did not look into it further. 
        We next heard the name when I was lured here to 
  Meerstadt and framed for the acts of piracy that had 
  been happening along the coast.  It appeared from a 
  second group of cultists, that he had an agent, a Brar 
  Thadious, within the Church itself! 
  If the PCs had Shekem cut to the chase, restart box text at 
  this point. 
  Now, since then, I have been doing some 
  investigations.  From what I have discovered, Balcasis 
  is a Cleric of Kurell.  Kurell is Zilchus’ estranged 
  brother and his clergy would like nothing more that 
  to destroy the reputation of the church here in 
  Perrenland.  He is even posing as a cleric of Zilchus 
  to do this.   Anyway, it has cost me a great deal of 
  gold, but I have uncovered his hideout.  To the north 
  of the canton of Swartzenbruin, near the border, 
  there is a small, hidden town.   
        This town is called Nachtstadt, and is a haven for 
  pirates!  The town is just inside the mouth of a river 
  and, from what I have been told, it is protected by 
  some powerful illusion magic.  Ships wishing to dock 
  at Nachtstadt must fire an arcane signal arrow at the 
  mouth of the river.  I have managed to gain one of 
  these arrows, and what I wish you to do is enter 
  Nachtstadt and deal with Balcasis permanently.   
  Do you have any questions? 
  How much will we be paid? 
  “I am willing to pay you [100gp x APL] each.  I realise 
  that good help is hard to find and I try to pay what it 
  is worth, unlike some people.  It will need to be when 
  you return as I only have enough on me to pay for the 
  provisioning of your ship.” 
  How will we get there? 
  “You will need to hire a ship to take you.  I have not 
  done this yet, and will leave it up to you.  I will, of 
  course, pay for the provisioning, within reason, and 
  the hire of the ship.” 
  I have my own ship! 
  “Excellent, I will cover the provisions that you need, 
  as well as any crew that you need to hire, at standard 
  rates, of course. And I will need receipts!” 
  What can you tell us about Kurell? 
  “He is Zilchus’ brother and husband to Atroa.  He fell 
  in love with Zilchus’ wife Sotillion but she spurned 
  him.  After finding out what had happened, Atroa also 
  spurned him and he was banished from Zilchus’ 
  presence.” 
  What can we expect at Nachtstadt? 
  “I am not entirely sure, but I expect that because you 
  are new, you will be questioned by what ever passes 
  for guards in that place.  You had better have a cover 
  story ready!” 
  What has happened to the Church now that 
  Swunglestadt has gone? 
  “We are currently in the process of moving.  At this 
  stage we are looking at property in Traft or in 
  Swartzenbruin for a new temple.  The Mine is still 
  open near Swunglestadt even through the town has 
  gone, so there will still be a presence there.” 
  Should we be talking about this in the open? 
  “I have taken magical precautions about being 
  overheard.  To those not at this table, it appears that 
  we are talking about the grain market.” 
  Should we be taking Balcasis alive so he can stand trial? 
  “Normally I would say yes. Zilchus is a strong 
  supporter of the lawful society. However, in this case, 
  I am worried that Balcasis will be able to use his 
  contacts (or the gifts of Kurell) to avoid punishment.  
  Because of what he has done, he would be executed 
  on the Paleen Rock anyway, so I feel it might be the 
  best course of action to carry out that sentence 
  immediately, and not give him a chance to escape.” 
  Shekem will try to persuade the PCs that killing Balcasis 
  is best, but won’t push the issue! 
  Once the PCs have finished with their questions: 
  “Now if we are in agreement, I suggest you use today 
  to find a ship and provision it.  The smaller the 
  amount of time you spend in Meerstadt, the smaller 
  the chance that word of my investigation will reach 
  Balcasis.  Thank you again for your help.  I will wait 
  here for your return.” 
  Brother’s Love Lost 
   
  Page 6 
  
  Encounter Two: Searching for a 
  ship 
  After speaking to Shekem, the PCs need to find a ship 
  that will take them to Nachtstadt.  The first part of this 
  encounter contains the Gather Information checks 
  needed to determine what ships are available to hire.  The 
  required DC varies by location. 
        The second section has a brief description of each ship 
  and her captain so the players can meet them and decide 
  who they want to hire. 
  The locations that the players can do their Gather 
  Information checks are: 
  • 
  The Mermaid’s Rest 
  • 
  Harbour Master 
  • 
  The Upstanding Gentleman 
  • 
  Docks 
  • 
  The Salty Dog tavern 
  • 
  General (use for all other locations) 
  The PCs gain all information equal to the DC achieved 
  and below.  Remember that each check takes 1d4+1 
  hours and the PCs will only have five hours.  They may 
  need to split up. 
        If the PCs fail all Gather Information checks, then 
  have pity on them and choose a ship.  This is the only one 
  available. 
  Finding a Ship 
  The Mermaid’s Rest 
  A comfortable tavern with a warm and inviting 
  atmosphere, this is an establishment frequented more 
  by merchants and visitors than by sailors. 
  Gather Information Check: 
  • 
  DC 5 – “I don’t believe there are any ships leaving 
  this week.  I heard a rumour that they had an 
  outbreak of wood rot.” 
  • 
  DC 10 – “Well, now that you mention it, I was 
  talking to old Thomas the Splicer just this morning 
  and he was telling me that Pelor Dreaming had 
  docked the other day, and that the captain was 
  looking to take a short term hire for a week while he 
  waited for her next cargo.” 
  • 
  DC 20 – “I say, now that you mention it, I believe 
  the captain of the Crimson Folly said he was looking 
  for his next hire” 
  • 
  DC 25 – “You could check at Dracotooth. It’s not a 
  pretty ship, but the crew are fairly competent.” 
  Harbour Master 
  The Harbour Master’s offices are easy to find as they 
  are the largest buildings by the docks. 
  The Harbour Master has changed since Bitter Wind, 
  Brother’s Sorrow. The new one is a red- headed woman 
  named Miranda who has a small but efficient staff. The 
  Gather Information check represents the PCs talking to 
  the Harbour Master and the staff. 
        Once inside the office: 
  The office of the Harbour Master is large room whose 
  walls are covered with shipping schedules and charts 
  of Lake Quag. A slim, red-haired woman is sitting at 
  her desk. 
  “How can we be of assistance?” 
  Gather Information Check: 
  DC 5 – “We have nothing on record for planned 
  departures or anything suggesting a captain is looking for 
  a fare.  I suggest you go to the dock and talk to the people 
  there.” 
  DC 15 – “Heard that Pelor Dreaming just got in.  You 
  may want to try with them.” 
  DC 20 – “The Dracotooth has not filed a departure date.  
  Captain Salabir may be waiting for a job.” 
  DC 25 – “Crimson Folly is in.  It usually just does the 
  milk run from Meerstadt to Swartzenbruin, but may be 
  willing to take on something better.” 
  The Upstanding Gentleman 
  The Upstanding Gentleman is an exclusive club that is 
  not open to the general public.  A PC must have the 
  Membership to the Upstanding Gentleman favour 
  from Bitter Winds, Brothers Sorrow or be a member of a 
  Perrenland thieves guild to be admitted. Otherwise, they 
  will be turned away by Taldon who looks after the door. 
  Taldon is well-dressed and always polite. 
        Because someone always asks, the price for “bedding a 
  wench” is 4gp per hour. 
  The Upstanding Gentleman is a large well built 
  building on Rose Street in the more prosperous area 
  of Meerstadt. A neat flower garden is planted near the 
  doorway and a finely painted shingle of a well-dressed 
  Brother’s Love Lost 
   
  Page 7 
  
  man hangs over the door. Inside The Upstanding 
  Gentleman is one of the most richly decorated 
  taverns that you have been in. There are numerous 
  people sitting in comfortable looking chairs at tables. 
  Most are scantily-clad voluptuous men and women 
  lounging on plump cushions, sofas and divans.  Some 
  wear green ribbons around their arms. This signals 
  that they are “available”. 
  Gather Information Check: 
  DC 5 – “Sorry, big boy, can’t help you.  Would you like to 
  come upstairs and I will … rub that sore spot for you?” 
  DC 10 – “I just took a “delivery” from a ship called Pelor 
  Dreaming.  She might be looking.” 
  DC 15 – “Nicholi was in here a day or so ago.  Said he 
  wanted to do something other than the run to the 
  Capital.  Look him up on the Folly.” 
  DC 20 – “Well honey, my aunt lives lakeside and while 
  walking past the dock to visit, I noticed the captain of the 
  Dracotooth getting a priest to bless his ship.  He might 
  want work.  Now that’s enough talk. What say we go 
  upstairs?” 
  Docks 
  The sound of lake birds and creaking ships can be 
  heard as you enter the dock area.  For a dock it is 
  reasonably clean.  It only smells a little … 
  Gather Information Check: 
  DC 5 – “Sorry, mate.  No idea.  Check with the Harbour 
  Master.  She might know.” 
  DC 10 – “Pelor Dreaming is looking.  It’s tied up at the 
  ninth berth on the left.” 
  DC 15 – “Salabir from the Dracotooth has just got in.  
  The crew have been talking about a bad omen or some 
  such rot.  Still might be worth having a chat.” 
  DC 20 – “You could give Crimson Folly a go.  They could 
  use a proper job instead of the coast run.  Noble pansies! 
  All of them!” 
  The Salty Dog Tavern 
  The Salty Dog tavern is a seedy tavern by the docks of 
  Meerstadt, close to the harbour master’s office. The PCs 
  may make a Gather Information checks on a number of 
  subjects.  Bribery will help here: for every 25gp spent in 
  bribes, add a +1 bonus to the roll. 
  Gather Information Check: 
  DC 5 – “Now why would we know anything about ships? 
   This is a cribbage club, isn’t it boys.  Ha Ha Ha. And it is 
  exclusive.” 
  DC 10 – “The Iron Captain is lookin’ for a job.  This is if 
  you don’t mind a stern woman telling yar what to do.  She 
  runs Pelor Dreamin.”  
  DC 15 – “If you’re happy with a greenhorn crew, try 
  Crimson Folly.  Honest and naive, that’s how you would 
  describe her captain. Knows the basics, though.” 
  DC 20 - “The ship run by that Baklunish fella.  What’s his 
  name?  JOEY, WHAT IS THE NAME OF THE 
  BAKLUNISH CAPTAIN?  THE SHORT ONE; YOU 
  KNOW, ALWAYS SPROUTING ON ABOUT HIS GOD, 
  ALBAR. Salabir, that’s the captain of the Dracotooth.  Try 
  him.”  
  General (use for all other locations) 
  Use this table if the PCs go looking for a ship in a place 
  not listed above. 
  Gather Information Check:  
  DC 5 – “ Ships, what do yo wanna know about ships.  
  Nasty things!  They sink.  All of them!  Or monsters born 
  from the mind of Old Wicked rise up and eat your crew – 
  every one of them, except the captain.  He is left to 
  remember the screams.  To remember the faces. Every 
  hour of every day until you manage to drink them away.  
  You think they are gone.  But they still come back.  Never 
  gone, unlike the crew.  Don’t go on the lake you hear me. 
   It will be the death of you.  THE DEATH OF YOU!” 
  DC 10 – “Hey midda, don’t know anyting about no ships. 
   You chouls check at the Salty Dog.  Anyway spare a 
  coppa or two would ya.  Just so I can eat.  Only a coppa.” 
  DC 15 – “Well there.  Ship you say.  A sailor was her the 
  other day talking about Pelor Dreaming.  They might be 
  looking.” 
  DC 20 – “I say, you are in luck.  Tommy here was only 
  recently talking Charles who said the Elsi told him that 
  her friend Beth met with her cousin Nicholi for brunch 
  yesterday and he is the captain of Crimson Folly and is 
  looking for a custom.” 
  DC 25 – “Well, I’m a rigger on the Dracotooth.  I think 
  we are looking.  Take you to meet the captain if you like.” 
  The Ships 
  Crimson Folly 
  The Folly looks to be quite a new ship built mainly for 
  freighting cargo but also for passenger travel. The captain 
  is a friendly dark-haired man with one of the largest 
  moustaches any PC  has ever seen. The crew are friendly 
  and jolly (well, as friendly and jolly as anyone can be at 
  times like these) as well as quite sure of themselves. The 
  Brother’s Love Lost 
   
  Page 8 
  
  Folly is a new ship with a new crew and captain. They 
  have been doing “milk runs” for the last year between 
  Meerstadt and Swartzenbruin, and have not met 
  anything to really challenge them. 
  • 
  A Profession (Sailor check) check (DC 10) 
  reveals that the crew appear to be competent 
  sailors.  
  • 
  A Profession (Sailor check) check (DC 20) 
  reveals that the crew appear to be competent 
  sailors 
  but 
  are 
  still 
  quite 
  green 
  and 
  inexperienced. 
  • 
  A Sense Motive check (DC 20) on the captain 
  will suggest that the Folly is a new ship and is 
  crewed by sailors and a Captain who know how 
  to sail, but have never really run into any 
  trouble. 
  • 
  A Knowledge (local: Iuz Border States) (DC 15) 
  allows the PC to recall the name Captain 
  Nicholi as an ex-Zee officer who got his 
  position through contacts. 
  Nicholi: Male Human Ari3/Ftr2 (Profession (Sailor) +7) 
  Pelor Dreaming 
  Pelor Dreaming is an older ship that looks like it has 
  weathered many a storm. A faded holy symbol of Pelor is 
  painted on the mainsail proudly. Captain Talia is a stern-
  looking half-elf who gives the impression that she could 
  force the tides themselves to stop if she wanted. The crew 
  are wind-worn and lean. They move efficiently and there 
  is little talking while on the job. 
        This is the finest crew and captain of the three. 
  Unfortunately, some of the crew are not happy with the 
  diminishing returns moving cargo.  The majority have 
  decided that they could take the ship by force and “turn 
  pirate”. They are waiting for their next trip to enact their 
  plan! 
  • 
  A Profession (Sailor check) check (DC 10) 
  reveals that the crew appear to be extremely 
  competent sailors.  
  • 
  A Sense Motive check (DC 20) on the crew will 
  suggest that some of them and not entirely 
  happy with their lot in life. 
  • 
  A Knowledge (local: Iuz Border States) (DC 15) 
  allows the PC to recall the name Captain Talia as 
  a no-nonsense sea-dog. 
  Talia: Female Half-elf Ftr2/Rog5 (Profession (Sailor) +13) 
  Dracotooth 
  Dracotooth is a fine looking ship which appears to have 
  matured nicely. It is sleeker than the other two, 
  suggesting it was once a passenger ship that has now 
  been outfitted for hauling cargo. Captain Salabi is a 
  Baklunish man, only about five feet, nothing.  His hair is 
  covered by a turban and when the PCs arrive, he can be 
  seen throwing salt over the bow. 
        On their last voyage, Salabi was taking a reading and 
  saw his face reflected in the water, superimposed on the 
  full moon’s reflection.  This is a sign of bad luck and the 
  crew, being superstitious, are more than a little worried 
  about this. 
  • 
  A Profession (Sailor check) check (DC 10) 
  reveals that the crew appear to be competent 
  sailors.  
  • 
  A Sense Motive check (DC 10) on the crew or 
  captain reveals that they are worried. 
  • 
  A Sense Motive check (DC 20) on the crew or 
  captain reveals that they are worried about 
  something minor. 
  • 
  A Knowledge (local: Iuz Border States) (DC 15) 
  allows the PC to recall the name of Captain 
  Salabi as a good captain that has gotten his crew 
  out of a scrape or two. 
  Salabi: Male Human Expert (Sailor) 4/Rog4 (Profession 
  (Sailor) +15) 
  Encounter Three: The Journey 
  The cold, wintry wind bites as your ship cuts through 
  the icy waters of Lake Quag.  The ice has forced you 
  to sail further out into the lake than what would have 
  been normal.  According to the instructions given to 
  you by Brar Shekem, the location of Nachtstadt is to 
  the north, near the border of Swartzenbruin and 
  Nederboden cantons. 
  Along the journey, it is possible for the ship to run across 
  some natural hazards. The exact hazard depends on what 
  ship the PCs have taken. This encounter is divided into 
  four subsections: one describing each option. 
        The purpose of this encounter is to add flavour, and 
  give a feel of what it is like to be aboard a ship when it 
  hits rough water.  At no time are the PCs in any real 
  danger, although they do not know that.  Allow the PCs 
  to perform what ever actions they feel appropriate and 
  improvise as necessary. 
  1. Crimson Folly 
  Brother’s Love Lost 
   
  Page 9 
  
  The ship continues to plough northwards through 
  the choppy waters.  A voice breaks through the 
  crashing of the waves upon the hull. “There’s a storm 
  ahead!” 
        Looking at the horizon, dark clouds can easily be 
  seen both ahead and to the west.  The sky is so dark 
  ahead that it looks like the dead of night. 
        Nicholi yells, “She is coming up fast!  We will 
  need to swing starboard and try to go around! All 
  hands on deck!  Riggers to the ropes!  Man the 
  winches and feed out the sail!  Watch the wind! We 
  don’t want to rip out the mast!” 
        Men and women rush to their positions and 
  Lightning lights up the sky ahead. 
  Any PC with ranks in Profession (Sailor) who offers to 
  help will be assigned a post.  All others are asked to stay 
  out of the way. 
  The roar of thunder is deafening, and the wind howls 
  like a hundred banshees!  Wood creaks, as the sails 
  are filled to capacity, straining the rigging and the 
  mast. “She’s a beauty, this one!” shouts the captain, 
  “We won’t be out-running her.  All hands batter down 
  hatches!  We’re riding Procan’s Fury today!” 
  Roll a d20. Ask if any of the players are assisting in the 
  Profession (Sailor) roll.  Add the result and look worried.  
  It really means nothing, but should add to the suspense. 
  The roar of the wind is deafening, and the Crimson 
  Folly crests a might wave and crashes down the other 
  side! 
  Make PCs roll a DC 15 Balance check. Any that fail, are 
  knocked prone.  Announce to the PC with the lowest roll 
  (even if it is above 15) that he/she has fallen and are 
  sliding towards the rail and the edge of the ship!  Give 
  them a DC 15 Reflex save to grab the edge. If the roll 
  succeeds, then a sailor helps them up and back over.  If 
  the roll fails, then roll 1d20.  Look worried, then relieved. 
  Tell the PC that they are thrown over the edge of the 
  ship, but a hand grabs them and a sailor pulls the back 
  aboard just in time! 
  As the ship rights itself (after the last wave); the 
  sound of cracking wood echoes over the storm. A 
  lightning flash reveals to all the buckling of the deck 
  around the main mast. 
        “By Procan’s beard! No!” shouts the captain, “Hard 
  to port!  Riggers – get that sail in or she will rip the 
  mast from the deck!” 
  Again, roll 1d20 and get PC’s to assist in a Profession 
  (Sailor) roll.  Again it means nothing, but adds to the 
  excitement. 
  The riggers struggle on the ropes against the raging 
  storm.  The ropes snap with a sound like thunder!  
  One sailor, a blond woman who was once in the Zee, 
  if memory serves, struggles to pull in a sail.  There is a 
  crack and a scream and she can be seen falling 
  towards the waters of the raging lake! 
  Allow the PCs to act to save her.  If it sounds reasonable, 
  let it succeed. 
        Ask PCs to roll a Profession (Sailor).  Announce to the 
  highest, that they have noticed that a rope is jammed and 
  unless it is cut or loosened, the sails will rip the mast 
  from it seating. 
        Any actions the PCs try will succeed in releasing the 
  rope.  Roll another d20.  Shake your head. 
  The sails slacken as the rope comes loose.  
  Unfortunately, a heavy cord whips around as if it is 
  alive!  To the right of you, the cabin boy helps one of 
  the sailors with a winch.  A shout brings his head up 
  as the heavy help rope strikes him in the chest, 
  sending him flying into a pile of secured barrels.  He 
  slumps to the floor, unmoving; eyes open but lifeless! 
  Roll a final Profession (Sailor) check.  Ask any PCs if they 
  want to assist.  Smile at the result. 
  The next few hours are some of the most frightening 
  you can imagine.  At times, the waves dwarf the small 
  ship and look as if they would drag her down to the 
  watery depths.  But eventually the wind dies down 
  and the waters begin to calm.  Lightning no longer 
  lights the sky, and the darkness is caused by the 
  night, not the storm.  Sailors slump exhausted to the 
  deck as the captain estimates that you were fighting 
  the weather for close to fourteen hours.  Most offer 
  prayers to the various gods to thank them for 
  surviving the night. 
  2. Pelor Dreaming 
  The ship continues to plough northwards through 
  the choppy waters. A voice breaks through the 
  crashing of the waves upon the hull. “There’s a storm 
  ahead!” 
        Looking at the horizon, dark clouds can easily be 
  seen both ahead and to the west.  The sky is so dark 
  that it looks like the dead of night. 
        Talia yells, “She is coming up fast!  We will need to 
  swing starboard and try to go around.  All hands on 
  deck!  Riggers to the ropes!  Man the winches and 
  Brother’s Love Lost 
   
  Page 10 
  
  feed out the sail!  Watch the wind, we don’t want to 
  rip out the mast!” 
        Men and women rush to their positions and 
  Lightning lights up the sky ahead. 
  Roll a Profession (Sailor) check.  Ask any PCs if they want 
  to assist.  Smile at the result. 
  Under the expert hand of the captain, Pelor 
  Dreaming sails fast against the edge of the storm.  The 
  sky to the left grows dark and the storm-clouds mass.  
  Lightning flashes and been seen with frightening 
  regularity.  Procan pity any ship that is caught in that 
  storm! 
  Have the PCs roll a Spot check. To the PC with the 
  highest roll, announce that they notice large white 
  chunks in the water! 
        When they mention this to the captain, read: 
  “By Procan’s beard, it is a field of icebergs!  The storm 
  must have shattered an ice shelf!  Spotter to the rail 
  and riggers to the ropes!  If we hit one of them, they 
  can tear the side out of the ship.” 
  Have the PCs roll a Spot check.  Then roll a Profession 
  (Sailor) check.  Ask any PCs if they want to assist.  Smile 
  at the result. 
  For over two hours, all available hands scan the 
  choppy water searching for the white death that lies 
  just below the surface.  The captain, strain showing 
  on her face, listens to every call and plays the tiller 
  like a gentle lover.  Finally the time between calls 
  increases and eventually stops.  Sailors breathe a sigh 
  of relief, but continue to scan for as long as the light 
  remains just in case.  
  3. Dracotooth 
  The ship continues to plough northwards through 
  the choppy waters.  A voice breaks through the 
  crashing of the waves upon the hull: “There’s a storm 
  ahead!” 
        Looking at the horizon, dark clouds can easily be 
  seen both ahead and to the west.  The sky is so dark 
  that it looks like the dead of night! 
        Salabi yells, “She is coming up fast!  We will need 
  to swing starboard and try to go around.  All hands on 
  deck!  Riggers to the ropes!  Man the winches and 
  feed out the sail!  Watch the wind, we don’t want to 
  rip out the mast!”. 
        Men and women rush to their positions and 
  Lightning lights up the sky ahead. 
  Roll a Profession (Sailor) check.  Ask any PCs if they want 
  to assist.  Smile at the result. 
  Under the expert hand of the captain, Dracotooth 
  sails fast against the edge of the storm.  The sky to the 
  left grows dark and the storm-clouds mass. Lightning 
  flashes and been seen with frightening regularity.  
  Procan pity any ship that is caught in that storm! 
  Have the PCs roll a Spot check.  To the PC with the 
  highest roll, announce that they notice large white 
  chunks in the water. 
        When they mention this to the captain, 
  “By Procan’s beard, it is a field of icebergs!  The storm 
  must have shattered an ice shelf.  Spotters to the rail! 
  Riggers to the ropes!  If we hit one of them, they can 
  tear the side out of the ship.” 
  Have the PCs roll a Spot check.  Then roll a Profession 
  (Sailor) check.  Ask any PCs if they want to assist.  Look 
  worried. 
  The captain swings the tiller hard to port as a large 
  mass off ice is spotted in the rough water. “Damn!” 
  you hear him say over the wind, and the ship lurches 
  sideways! The ominous sound of breaking wood can 
  suddenly be heard! 
        “Carpenters to the hold! We need to get that hole 
  shored up or she is doomed.  Man the bilges, give 
  them as much time as you can.  Spotters, keep your 
  eyes peeled.  If we hit another, she will come apart.  I 
  knew the reflection was bad luck.” 
  Let the PCs go to whatever post they want.   
  Below Decks … 
  The hold of the ship is already filled to the knees with 
  water, as you can see that the iceberg has split a 
  number 
  of 
  boards! 
  Three 
  sailors 
  with 
  some 
  carpentering skill have waded into the ice-cold water 
  and begun the seeming impossible task of sealing the 
  breech with wood and pitch. 
  Allow the PCs to help with a Profession (Carpenter) skill 
  check or with magic.  Tell them that progress is being 
  made   
  Bilge … 
  Moving quickly, the bilge pumps are set up and a 
  number of sailors start to pump the water from the 
  hull, hopefully giving the carpenters time to make 
  repairs.  You grab a pump and start pumping cold 
  water back into the lake. 
  Spotter … 
  Brother’s Love Lost 
   
  Page 11 
  
  Standing on the rail you scan the icy waters for the 
  half submerged ice that could bring death to all 
  onboard.  Pieces of ice pass to the left and to the right. 
   Spotters call out the positions to the captain who 
  slowly steers the ship around them. 
  Call for a spot check from all those above deck.  Tell the 
  PC who rolls the highest that they see a large piece of ice 
  to the left.   
        When they tell the captain, roll a Profession (Sailor) 
  check.  Ask any PCs if they want to assist. Look worried. 
  The captain spins the wheel quickly and the 
  Dracotooth slowly moves to the right. But he’s too 
  slow!  With a resounding crash the ship hits the berg 
  and actually rides up upon it! 
  Below Deck … 
  The ship lurches and there is a loud CRUNCH.  
  Wood splinters on the other side of the ship.  Water 
  gushes in! 
  Roll a couple of dice.  Ask for people’s Reflex save bonus.  
  Shake head. 
  With a loud snap, a rope holding a stack of crates 
  breaks.  A sailor, Fredrick you think his name was, 
  screams as the crates fall on him; pinning him under 
  the water! 
  If the PCs try to help him, they find that he is dead. 
  Bilge … 
  The ship lurches, and there is a loud CRUNCH.  
  Wood splinters on the other side of the ship.  A sailor 
  screams as the yardarm that they were on snaps and 
  they fall towards deck 
  Allow the PCs to save the sailor if they have a feather fall 
  spell or similar.  Then roll a d20 and ask for their AC.  
  Gather a large number of d8s as you do so.  When they 
  tell you breathe a sigh of relief and put the d8s down. 
  The broken yardarm crashes to the ground a mere 
  foot from where you are standing. 
  Spotter … 
  The ship lurches, and there is a loud CRUNCH.  
  Wood splinters on the other side of the ship.  A sailor 
  screams as the yardarm that they were on snaps and 
  they fall towards deck 
  Allow the PCs to save the sailor if they have a feather fall 
  spell or similar.   
        Then ask the PCs to make a balance check.  Nod 
  happily and tell them they lurch sideways but manage to 
  grab the rail. 
  The ship continues slowly through the ice field.  The 
  bergs have gotten smaller but more numerous. “All 
  available hands to the ropes”, yells the captain 
  Roll 1d20. Ask if any of the players are assisting in the 
  Profession (Sailor) roll.  Add the result and look worried.   
  The spread of icebergs diminish and the crew start to 
  relax, when a freak wave hits the side of the ship 
  tilting it left. 
  Below Deck … 
  The ship tilts and a lantern falls from its hook and 
  hits the bucket of pitch.  It bursts into flame. Smoke 
  fills the hold! 
  Let the PCs panic and try to put it out.  Eventually they 
  and the crew succeed and the boat is safe. 
  Bilge and Spotters … 
  The ship lurches as it is hit by a freak wave.  Under 
  feet the deck is slippery with ice. 
  Make players roll a DC 15 Balance check. Any that fail 
  have been knocked prone.  Announce to the PC with the 
  lowest roll (even if it is above 15) that they have fallen 
  and are sliding towards the rail and the edge of the ship.  
  Give them a DC 15 Reflex save to grab the edge. If they 
  succeed, a sailor helps them up and back over.  If they 
  fail, roll 1d20. Look worried, then relieved and tell them 
  they are thrown over the edge of the ship, but a hand 
  grabs them and a sailor pulls the back aboard. 
  For over two hours, all available hands scan the 
  choppy water searching for the white death that lies 
  just below the surface.  The captain, strain showing 
  on his face, listens to every call and plays the tiller 
  like a gentle lover.  Finally the time between calls 
  increases and eventually stops.  Sailors breathe a sigh 
  of relief, but continue to scan for as long as the light 
  remains just in case.  
  4. On Board The PC’s OWN Ship 
  If the PCs crew their own ship, then the hazards that are 
  encountered depend on a Profession (Sailor) roll: 
  • 
  DC 20 – Clear Sailing 
  • 
  DC 15 – Storm 
  • 
  DC 10 – Storm + Icebergs 
  • 
  Less than DC 10 – Storm + Icebergs + Rocks. 
  Descriptions for each hazard are below.   
  Clear Sailing 
  Brother’s Love Lost 
   
  Page 12 
  
  The ship continues to plough northwards through 
  the choppy waters.  A voice breaks through the 
  crashing of the waves upon the hull. “Storm ahead!” 
        Looking at the horizon, dark clouds can easily be 
  seen both ahead and to the west.  The sky is so dark 
  that it looks like the dead of night. 
        Under the expert hand of the captain, your ship 
  sails fast against the edge of the storm.  The sky to the 
  left grows dark and the storm-clouds mass. Lightning 
  flashes are seen with frightening regularity.  Procan 
  pity the ship that is caught in that storm! 
  Storm 
  The ship continues to plough northwards through 
  the choppy waters. A voice breaks through the 
  crashing of the waves upon the hull. “There’s a storm 
  ahead!” 
        Looking at the horizon, dark clouds can easily be 
  seen both ahead and to the west.  The sky is so dark 
  that it looks like the dead of night. 
        Your experience tells you that she is coming up 
  fast and you will need to swing starboard and try to go 
  around.   
  Get a player to make a Profession (Sailor) check.  Look 
  worried. 
  The roar of thunder is deafening and the wind howls 
  like a hundred banshees.  Wood creaks as the sails are 
  filled to capacity, straining the rigging and the mast.  
  It appears that you won’t be out-running the storm 
  after all … 
  Ask for a Profession (Sailor) roll.  Listen to the result and 
  look worried.  It really means nothing, but should add to 
  the suspense. 
  The roar of the wind is deafening and the ship crests a 
  might wave and crashes down the other side. 
  Make sure PCs roll a DC 15 Balance check. Any that fail 
  have been knocked prone.  Announce to the PC with the 
  lowest roll (even if it is above 15) that they have fallen 
  and are sliding towards the rail and the edge of the ship.  
  Give them a DC 15 Reflex save to grab the edge.  If the 
  succeed the scramble up and back over.  If they fail, roll 
  1d20.  Look worried, roll another d20, then look relieved 
  and tell them they are thrown over the edge of the ship, 
  and they grab a jutting piece of wood.  They can climb 
  back up. 
  As the ship rights itself (after the last wave); the 
  sound of cracking wood echoes over the storm.  A 
  Lightning flash reveals to all the buckling of the deck 
  around the main mast. 
  Ask PCs to roll a Profession (Sailor).  Announce to the 
  highest, that they have noticed that a rope is jammed and 
  unless it is cut or loosened, the sails will rip the mast 
  from it seating. 
        Any actions the PCs try will succeed in releasing the 
  rope.  Roll another d20.  Shake head. 
  The sails slacken as the rope comes loose.  
  Unfortunately heavy cord whips around as if it is 
  alive.   
  Make a couple of d20 rolls and ask the PCs their AC.  
  Then announce that the rope barely misses them and 
  crashes into some secured barrels, smashing them 
  Roll a final Profession (Sailor) check.  Ask any PCs if they 
  want to assist.  Smile at the result. 
  The next few hours are some of the most frightening 
  you can imagine. At times the waves dwarfed the 
  small ship and looked as if they would drag her down 
  to the watery depths.  But eventually the wind dies 
  down and the waters begin to calm.  Lightning no 
  longer lights the sky, and the darkness is caused by 
  the night, not the storm.  You estimate that you were 
  fighting the weather for close to fourteen hours. 
  Ice-bergs! 
  Have the PCs make a Spot check.  To the PC with the 
  highest roll, announce that they notice large white 
  chunks in the water. 
        Have the PCs roll a Profession (Sailor) check.  Look 
  worried. 
  You realise that the storm must have shattered an ice 
  shelf.  You swing the tiller hard to port as a large mass 
  off ice is spotted in the rough water. The wind 
  screams in your ears as the ship lurches sideways and 
  the sound of scrapping and breaking wood can be 
  heard.  Someone will need to repair and breaches, 
  while others man the bilge, look for iceberg and pilot 
  the ship 
  Let the PCs go to whatever post, that they want.   
  Below decks … 
  The hold of the ship is already filled to the knees with 
  water as you can see that the iceberg has split a 
  number of boards creating a seeming impossible task 
  of sealing the breech with wood and pitch. 
  Allow the PCs to repair with a Profession (Carpenter) or 
  via magic.  Tell them that progress is being made   
  Bilge … 
  Brother’s Love Lost 
   
  Page 13 
  
  Moving quickly, the bilge pumps are set up to pump 
  the water from the hull, hopefully giving the 
  carpenters time to make repairs.  You grab a pump 
  and start pumping cold water back into the lake. 
  Spotter … 
  Standing on the rail you scan the icy waters for the 
  half submerged ice that could bring death to all 
  onboard.  Pieces of Ice pass to the left and to the 
  right.   
  Call for a spot check from all those above deck.  Tell the 
  PC who rolls the highest that they see a large piece of ice 
  to the left.   
   
        When they tell the captain ask for a Profession (Sailor) 
  check.  Ask any other PCs if they want to assist.  Look 
  worried. 
  The captain spins the wheel quickly and the ship 
  slowly moves to the right. He is too slow, and with a 
  resounding crash the ship hits the berg and actually 
  rides up upon it! 
  Below Deck … 
  The ship lurches and there is a loud crunch.  Wood 
  splinters on the other side of the ship.  Water gushes 
  in. 
  Roll a couple of dice.  Ask for people balance checks.  
  Shake head. 
  With a loud snap, a rope holding a stack of crates 
  breaks.  You barely avoid the fall, but another hole has 
  opened up in the hull. 
  Bilge … 
  The ship lurches and there is a loud crunch.  Wood 
  splinters on the other side of the ship.   
  Roll 1d20 and ask for their AC.  Gather a large number of 
  d8s as you do so.  When they tell you breathe a sigh of 
  relief and put the d8s down. 
  A broken yardarm crashes to the ground a mere foot 
  from where you are standing. 
  Spotter … 
  The ship lurches and there is a loud crunch.  Wood 
  splinters on the other side of the ship.  A yardarm 
  snaps and falls towards deck! 
  Ask the PCs to make a balance check.  Nod happily and 
  tell them they lurch sideways but manage to grab the rail. 
  For over two hours, all available hands scan the 
  choppy water searching for the white death that lies 
  just below the surface.  The captain, strain showing 
  on his face, listens to every call and plays the tiller 
  like a gentle lover.  Finally the time between calls 
  increases and eventually stops.  Many breathe a sigh 
  of relief, but continue to scan for as long as the light 
  remains just in case.  
  Rocks 
  Have each PCs make a spot check.  Tell the one that 
  makes the highest roll that the notice just ahead of them 
  waves breaking.  The PCs should realise that there are 
  rock beneath the surface and take action.  If they don’t, 
  prompt them by announcing that as they get closer, rocks 
  can be seen directly ahead. 
  When they try to take evasive have them make a 
  Profession (Sailor) check.  Shake your head and look 
  worried at the result. 
  You spin the tiller to the port in a desperate attempt 
  to avoid the rocks.  Unfortunately there is a harsh 
  scraping sound as the waves drive you up on the 
  rocks, causing the deck to fall away from your feet. 
  Have the PCs make a DC 15 Balance check. Any that fail 
  have been knocked prone.  Announce to them that they 
  have fallen and are sliding towards the rail and the edge 
  of the ship.  Give them a DC 5 Reflex save to grab the 
  edge.  If the succeed they can climb back over (don’t tell 
  them the DC).  If they roll a 1, roll a second d20 look 
  relieved and announce that they have caught a piece of 
  wood and that they are dangling over the edge above the 
  water.   
        Have the captain make a Profession (Sailor).  Ask the 
  other PCs to assist if they wish.  Smile at the result. 
  With expert handling of the tiller, you wait until a 
  large wave hits the ship, then using the flotation it 
  provides, ease the ship off the rocks and continue to 
  limp to your destination 
  If the PCs had clear sailing, then there is no damage to 
  the ship.   
  • 
  If they hit the storm, then there is 500gp worth 
  of damage that will need to be repaired when in 
  port.   
  • 
  The storm and the icebergs cause 1,000gp 
  damage  
  • 
  The storm, iceberg and rocks cause 1,500gp 
  work of damage.   
  This damage can be repaired with a make whole spell per 
  250gp of damage. 
  Brother’s Love Lost 
   
  Page 14 
  
  Encounter Four: Denizens of the 
  Deep 
  As the new day dawns through the thick morning fog, 
  you move slowly towards your destination.  With 
  luck, you should reach it by tomorrow morning. But 
  wait … was that something rippling on the surface 
  …? 
  Before the PCs reach the town of Nachtstadt, they meet 
  one of the creatures that live the waters of Lake Quag, 
  run afoul of pirates, or need to put down a mutiny.  What 
  they meet depends on the ship they are travelling on: 
  Crimson Folly 
  Have the PCs make a Spot check against the creature’s 
  Hide check to avoid surprise. The sailors are no use in 
  this encounter as they are keeping the ship under 
  control.  Besides, that’s what brave adventures are for. 
   
  Creatures:  
  Hiding in the water is a creature from sailor’s nightmares. 
   It waits for unsuspecting ships to help ease its winter-
  imposed diet. 
  APL 6 (EL 7) 
  Aboleth: hp 76; see Monster Manual page 9. 
  APL 8 (EL 9) 
  Caller from the Deeps: hp 130; see Appendix 
  Two.  
  APL 10 (EL 11) 
  Dragon Eel: hp 161; see Appendix Three.  
  APL 12 (EL 13) 
  Scyllan: hp 184; see Appendix Four.  
  Tactics:  
  APL6 – The Aboleth first attacks PCs on the ship with its 
  tentacle.  If all the PCs move to the centre of the ship, it 
  uses a full round action to pull itself up on deck.  If it 
  takes enough damage to leave it on a quarter hit points, it 
  will attempt to flee. 
  APL8 – The Caller from the Deeps uses its summon 
  watery ally power to summon a water elemental.  It then 
  uses its tentacles to try to grab PCs. 
  APL10 – The Dragon Eel attacks the boat from below, 
  causing a hull breech.  This forces the PCs to fight it 
  below decks near the breech. 
  APL8 – The Scyllan uses its tentacles to grab PCs.  It then 
  uses its Frightful Noise before attacking. 
  Pelor Dreaming 
  As Pelor Dreaming sails towards Nachtstadt, the crew 
  plan mutiny.  A DC 20 Sense Motive check allows the 
  PCs to sense something is wrong and avoid surprise.  Not 
  all the crew mutiny but those that don’t are busy with 
  other mutineers and can’t help the PCs. 
  Creatures:  
  APL 6 (EL 7) 
  Sailors (6): hp 14; see Appendix One.. 
  APL 8 (EL 9) 
  Sailors (6): hp 29; see Appendix Two.  
  APL 10 (EL 11) 
  Sailors (6): hp 42; see Appendix Three.  
  APL 12 (EL 13) 
  Sailors (6): hp 54; see Appendix Four.  
  Tactics: The sailors position themselves to take out 
  wizards and other spellcasters with their initial sneak 
  attack.  Base the plan on the position of the PCs. 
  Treasure:  
  APL 6: Loot – 345 gp 
  APL 8: Loot – 345 gp 
  APL 10: Loot – 345 gp 
  APL 12: Loot – 345 gp 
  Dracotooth 
  As Dracotooth sails towards Nachtstadt, a pirate ship 
  moves in for the kill.  These men and women know their 
  trade well and come directly out of the morning fog.   
  Allow a DC 20 Listen check for the PCs to hear the ship 
  and avoid being surprised as it hits the Dracotooth on its 
  broadside. The crew are busy with pirates of their own 
  and can’t help the PCs. 
  Creatures:  
  APL 6 (EL 7) 
  Pirates (6): hp 14; see Appendix One.. 
  APL 8 (EL 9) 
  Pirates (6): hp 29; see Appendix Two.  
  Brother’s Love Lost 
   
  Page 15 
  
  APL 10 (EL 11) 
  Pirates (6): hp 42; see Appendix Three.  
  APL 12 (EL 13) 
  Pirates (6): hp 54; see Appendix Four.  
  Tactics: If any of the PCs are near the rail, the pirates 
  attack them first, so as to get their sneak attack.  
  Otherwise they fire the first shot with their bows, again 
  to get sneak attack damage, then move to engage, using 
  flanking, tumbling, combat expertise and improved feint 
  to their best advantage. Spell casters are their primary 
  targets in the first volley. 
  Treasure:  
  APL 6: Loot – 345 gp 
  APL 8: Loot – 345 gp 
  APL 10: Loot – 345 gp 
  APL 12: Loot – 345 gp 
  PCs Own Ship 
  Have the PCs make a Spot check against the creatures 
  Hide roll to avoid surprise.  The sailors are no use in this 
  encounter as they are keeping the ship under control.  
  Besides, that’s what brave adventures are for. 
  Creatures:  
  Hiding in the water is a creature from sailor’s nightmares. 
   It waits for unsuspecting ships to stray into its territory. 
  APL 6 (EL 7) 
  Huge water elemental: hp 152; see Monster 
  Manual page 100. 
  APL 8 (EL 9) 
  Giant Squid: hp 72; see Monster Manual page 
  281.  
  APL 10 (EL 11) 
  Elder Water Elemental: hp 228; see Monster 
  Manual page 100.  
  APL 12 (EL 13) 
  Kraken, Advanced: hp 334; see Appendix 
  Four.  
  Tactics:  
  Grab the PCs and drag them into the water! 
  Development (All): Once the creatures, pirates or 
  mutineers are dealt with, the PCs can continue to their 
  destination.   
  Encounter Five: Entering the 
  Town 
  As the day dawns you are greeted with the sight of 
  land.  Steep buffs bracket the mouth of a large river, 
  some two hundred feet across.  Sand bars and rocks 
  dot the water, ready to rip the bottom out of any ship 
  that approached too closely. The morning mist covers 
  the entire scene like thin gauze. 
  If the PCs are on a hired boat or have hired a crew for 
  their own boat. 
  “Well”, speaks the captain, “we are here.  What now?” 
  A DC 10 Profession (Sailor) check reveals that there is no 
  passage through the rocks for the ship, and the surf will 
  make taking a longboat ashore extremely dangerous. An 
  NPC captain automatically succeeds at this check, and 
  passes this information on to the PCs. 
        Nothing happens unless the PCs fire the signal arrow. 
   If the PCs decide to fly ashore (or get there some other 
  way), then they will see nothing until the pass through 
  the illusionary barrier.  Then they will be able to see the 
  town and land.  By doing this they bypass this encounter 
  and move to Encounter Six. 
        Once the signal arrow is fired: 
  The arrow arcs silently into the air and falls to the 
  water with a small splash.  No sound or light signal its 
  firing and you are left wondering if it worked 
  correctly.  Then, all of a sudden a glowing green path 
  lights up upon the water, heading through the rocks 
  towards the mouth of the river. 
  The lights show the PCs the path to take.  The ship’s 
  captain must succeed at a DC 10 Profession (Sailor) check 
  to safely follow the path through the lights: an NPC 
  captain automatically succeeds at this check. If the roll 
  fails, the ship hits a rock and the PCs are thrown to the 
  deck taking 2d6 points of damage.  A DC 10 Balance 
  check will reduce this by half. 
        Once the PCs decide to follow the path: 
  The green path leads your ship through the water.  
  Rocks that seemed to be directly in your path 
  disappear as you approach, and eventually you reach 
  the mouth of the river.  Passing through the apex of 
  the river-mouth, the scene changes; revealing a 
  sheltered harbour for about 8 ships and a small town 
  – such a clever illusion, hiding this reality from the 
  outside world!  The path leads to an empty berth 
  when two guards stand waiting. 
  Assuming the PCs dock the ship. 
  Brother’s Love Lost 
   
  Page 16 
  
  The ship pulls into the dock and one of the guards 
  move to secure the ropes. The other addresses you: 
  “Yar, be welcome to Nachtstadt.  What be your 
  business here?” 
  This is where the PCs need to have a good cover story. If 
  they successfully Bluff the Terrak and Vanus, the two 
  guards (opposed check against Sense Motive +5), they are 
  allowed to pass into the city. 
  If they fail: 
  “Well, that does not seem to be a likely story.  I think 
  you are here for mischief.  But we might be persuaded 
  to look the other way ...” 
  A bribe of 100 x APL gp will allow the PCs to enter the 
  city.   
        Alternatively, the PCs can attack the guards. If they 
  do, assume the guards are swiftly over-powered, as they 
  are be no match for the PCs.  This allows the PCs to enter 
  Nachtstadt, but means they are not welcome in the 
  future, and do not get the favour providing access to the 
  town on the AR regardless of what they do in the 
  Conclusion. 
  Terrak: Male human ftr2 (Sense Motive +5). 
  Vanus: Male human ftr2 (Sense Motive +4). 
  The guards are quite young and inexperienced, 
  and are also quite new to the town, but they do 
  have some useful information.  
  If the PCs did not attack the guards and ask them about 
  the town: 
  “Well, she was established a number of years back by 
  this priest and his mates as a way of turning booty 
  back into cash, and to make sure that thar waters were 
  not overfished, if yar know what I mean.  We keep 
  her hidden from the Zee so that we always have a safe 
  port to come home to.” 
  So you are a pirate? 
  “Well that there’s a harsh term for it, but aye.  We all 
  take a turn as dock guards.  Tis all part of the deal.” 
  What places can we find in the town? 
  “Well I be new here meself.  All I know is it be 
  Stoney’s tavern if you be wanting a drink.  Then there 
  be Dossy’s flop house if you be wanting something 
  else. Oh, and Ralic’s Tools of The Trade is a good little 
  general store.” 
  Have you hear of Balcasis? 
  “Nope.  Only been here a few days, and we ain’t spent 
  much time outside Stoney’s and Dossy’s. There be 
  plenty in those two places to keep a pirate busy, yar.” 
  Encounter Six: Where’s Balcasis? 
  As soon as the PCs start asking around town for Balcasis 
  they discover that he is a cleric of Zilchus and one of the 
  founders of the town.  They also find out that he can 
  usually be found at the temple of Zilchus. 
        However, it is possible for the PCs to visit a number of 
  locations while looking for information on Balcasis, or as 
  some general exploring.  These locations are: 
  • 
  Stoney’s Tavern 
  • 
  Town hall 
  • 
  Dossy’s Flop House 
  • 
  Ralic’s Tools of the Trade 
  • 
  Temple to Zilchus 
  • 
  General (for other locations) 
  These locations are described in more detail below: 
  Stoney’s Tavern 
  Stoney’s Tavern is a large three story building a few 
  hundred yards in from the docks.  Even at this time of 
  the morning the sounds of raucous laughter come 
  from inside. 
  Once inside the PCs can perform a Gather Information 
  check: 
  • 
  DC 10 – “Balcasis, you say.  I think he is a priest of 
  some sort.  Try the temple of Procan at the Docks or 
  the Moneylender in town.” 
  • 
  DC 15 – “Yar, you be lookin’ for the priest of the 
  Moneymaker.  Go to his temple this time of the day. 
   Usually has services about now.  Straight down 
  Shipwreck Lane, turn at Cutlass Street, then into 
  Trade Way.” 
  • 
  DC 20 – “Councillor Balcasis is usually at his 
  Temple. Good man that. Really turned this scruffy 
  bunch around. Stopped the senseless violence so we 
  could concentrate on making money. “ 
  • 
  DC 25 – “I know Balcasis. Thanks to him, I now 
  make more money from my investments in Ket than 
  I do risking my life on the lake.  His temple is on 
  Trade Way.” 
  Town hall 
  Brother’s Love Lost 
   
  Page 17 
  
  The town hall is one of the few stone buildings in the 
  town. Still only two stories high, it looks like it serves 
  as a place to administer the town and as the home of 
  what passes for the watch. 
  If the PCs ask here for Balcasis, they will be informed 
  that the councillor is at the Guildmaster’s temple on 
  Trade Way. 
  Dossy’s Flop House 
  This building is the most brightly painted place in the 
  whole town. Outside is a large Troll guarding the 
  door. Seeing you looking at the place he opens the 
  door and in halting common growls,  
  “Don’t you be making trouble at Miss Dossy’s.” 
  If the PCs enter … 
  The common room is large and full of pipe smoke.  
  The other think you notice is the number of attractive 
  men and women.  
  Once inside the PCs can perform a Gather Information 
  check: 
  • 
  DC 10 – “Balcasis you say.  Nice man.  Comes here 
  now and again when he is not at his temple.  But 
  perhaps there is something else you are after.  Yes?” 
  • 
  DC 15 – “Balcasis you say.  Well before he came here 
  this was just a collection of buildings near the caves 
  where we use to hide.  He made it a town.  I tell you 
  what, before that, the talent was nothing like this.  
  Try Trade Way.  Hey Rosey, look what Salty Pete’s go 
  for you.” 
  • 
  DC 20 – Miss Dossy herself: “Councillor Balcasis is 
  usually at his Temple. He’s a good man! He stopped 
  the senseless violence and made it safer for my staff.  
  Sometimes he comes in to get his staff see to.  
  Sometimes I visit him at the temple. Straight down 
  Shipwreck lane, turn at Cutlass street then into 
  Trade way.  Can’t miss it.  Now tell me what can I get 
  for you while you are here.” 
  • 
  DC 25 – “I know Balcasis.  He and his adventuring 
  buddies set up this place.  Showed us all how to 
  make money.  Usually I am there at this time for his 
  seminar, but cancelled it today.” 
  Ralic’s Tools of the Trade 
  Ralic’s Tools of the Trade is a small building with 
  wood shingle of a coin above two crossed swords.  An 
  ‘Open’ sign hangs on the door. 
  If the PCs enter … 
  Inside the shop, there is hardly a spot to stand: junk 
  clutters the floor and shelves.  At the back there is a 
  small counter, the only uncovered surface, with a thin 
  old woman standing behind it.   
  “Can I help you?” 
  Following is a collection of questions and responses. 
  We are looking for a person called Balcasis: 
  “Balcasis you say.  What would you be wanting him 
  for?”   
  We are looking for him because {any answer other than 
  “to kill him”} 
  Ask the PC to make a Bluff check (opposed by Old 
  Binny’s Sense Motive +7). If successful: 
  “Well if you would be wanting him, he would either 
  be at the Town hall with the council or in the temple 
  of the Money Lender on Trade way.” 
  We are looking for him to kill Him or a failed Bluff 
  check: 
  “Sailed on this morning’s tide. Headed for Traft from 
  what I hear …” 
  You are lying: 
  “So what if I am?  I don’t owe you anything or know 
  you from a bar of soap.  Now get out! I suggest you 
  leave town before there is trouble.” 
  What is the story with Balcasis? 
  “He started this place with a few of his adventuring 
  buddies.  If it was not for him, the captains would 
  have been out of control.  Some of the pirates have 
  even gone legit under his guidance.” 
  That does not sound like the Balcasis we know … 
  “Well I can’t be answering to that, but I tell you how 
  it is.” 
  What have you got for sale? 
  “Well I am glad you ask.  Let me show you some of 
  my unusual wares.” 
  (APL6+) 
  Here we have Black Adder Venom, 120gp per dose.  It 
  can be very dangerous to work with. 
  I also have in stock a Cape of the Mountebank for 
  only 10,800gp. 
  (APL8+) 
  How about Malyss Root Paste?  Makes someone more 
  clumsy. It’s only 500gp a dose. 
  Brother’s Love Lost 
   
  Page 18 
  
  I see you eye that dagger.  A dagger of Venom it’s 
  called.  I will let it go for 8,302gp. 
  (APL10+) 
  This rapier enhances a rogue’s ability to attack.  It is a 
  +2 Deadly Precision Rapier. At only 32,000gp it’s a 
  bargain! 
  Purple worm poison is a good one. It makes your 
  opponent as weak as a baby. I can let it go at 700gp a 
  dose. 
  (APL12+) 
  Now, this stuff is deadly. Deathblade they call it, and 
  at 1,800gp per dose.  You can’t go wrong. 
  And that item, my friends, is a material called 
  Riverine.  Very rare it is.  Only the second piece I 
  have seen.  And for a set of full plate to be made out of 
  it is even more amazing.  This +5 Riverine Full plate 
  will only cost you an even 51,500gp. 
  Selling poisons is Illegal: 
  “Well why don’t you trot your lily white backside 
  down to the town hall and tell the guard.  While your 
  there, do us a favour and tell them that their Death 
  Adder’s venom has come in.  Now does any of the rest 
  of you want something or are you all like Goody Two 
  Socks here?”   
  NOTE: The use of poison that causes Constitution 
  damage is an evil act in the Living Greyhawk Campaign. 
  Prolonged and frequent use of it will cause the PCs 
  alignment to shift towards Evil. 
        The purchase of poison that causes Constitution 
  damage is also an evil act.  It will cause an immediate 
  alignment shift of any good aligned PC to neutral.  As a 
  DM, make sure the PC is aware of this consequence 
  before they make the purchase. 
  Old Binny: Female human Rog5 (Sense Motive 
  +7). 
  Temple to Zilchus 
  If the PCs go to the Temple of Zilchus then go to 
  Encounter Seven. 
  General 
  This entry allows for a Gather Information check to 
  discover the location of Balcasis in an area not described 
  above. 
  DC 10 – “Balcasis, you say.  Turn left outside and go 
  straight ahead until you get to Trade Way.” 
  DC 15 – “Him and his friends found this place as a 
  collection of pirate berths and caves.  Turned it into a 
  proper town.” 
  DC 20 – “He runs service each week for those interested 
  in making coin without risking life.  Many captains have 
  decided to go legit.” 
  Encounter Seven: The 
  Showdown 
  Balcasis’ Temple is a simple building with a main 
  room and an office behind it.  The main room 
  contains a number of chairs for worshipers to sit and 
  an altar with the symbol of Zilchus at the rear.  In the 
  front of altar is a clay pot filled with copper and silver 
  coins.  Above the entrance, written in common are 
  the words “Enter all that require Commerce”. 
        The temple itself is devoid of worshippers, empty 
  except a single man wearing full plate and armed for 
  war, a man that looks remarkably like an older 
  Shekem. 
       “I was warned of your coming, assassins.  Prepare 
  to pay the Great Guildmaster!” 
  Balcasis has been warned by an associate of Shekem, 
  although he does not realise that’s who it was. All he 
  knows is that a rival has sent assassins to kill him and 
  destroy the temple of Zilchus. He was not entirely sure 
  when the assassins would arrive, so he has cast his long 
  duration buff spells and sent all the worshipers away so 
  they would not get caught in the crossfire. 
        PCs may interrupt box text at any time.  If they do, 
  then roll initiative. 
        If the PCs decide to talk to him, having decided that 
  they have been lead up the garden path, they can attempt 
  a DC 30 Diplomacy check. This will be rushed, so will 
  incur a -10 to the roll.  If successful, Balcasis will lower 
  his weapon and tell his tale. 
  Creatures:  
  APL 6 (EL 8) 
  Balcasis: Male human Clr8 (Zilchus); hp 52; 
  see Appendix One.  
  APL 8 (EL 10) 
  Balcasis: Male human Clr10 (Zilchus); hp 66; 
  see Appendix Two. 
  APL 10 (EL 12) 
  Balcasis: Male human Clr12 (Zilchus); hp 80; 
  see Appendix Three. 
  Brother’s Love Lost 
   
  Page 19 
  
  APL 12 (EL 14) 
  Balcasis: Male human Clr14 (Zilchus); hp 94; 
  see Appendix Four. 
   
  Tactics:  
  APL 6: Balcasis starts with an Order’s Wrath and follows 
  up with a Hold Person on a fighter type or a Poison on an 
  arcane caster or rogue. 
  APL 8: Balcasis starts with a Flame Strike and follows up 
  with a Hold Person on a fighter type or a Poison or Slay 
  Living on an arcane caster or rogue. 
  APL 10: Balcasis starts with a Flame Strike and follows up 
  with a Hold Monster or Harm on a fighter or rogue type; 
  a Poison or Slay Living on an arcane caster or rogue; or a 
  second Flame Strike if people are nicely positioned. 
  APL 12: Balcasis starts with a Dictum and follows up with 
  a Polymorph Any Object, Hold Monster or Harm on a 
  fighter or rogue type; a Poison or Slay Living on an arcane 
  caster or rogue; or a Flame Strike if people are nicely 
  positioned. 
  Note: DO NOT USE THE DIVINE SPELL POWER 
  FEAT ON DICTUM. 
  He has the following spells in effect at the beginning of 
  the encounter: 
  APL6 & 8:  
  • 
  Magic Vestment (on Full Plate) 
  • 
  Greater Magic Weapon 
  APL10&12:  
  • 
  Magic Vestment (on Full Plate) 
  • 
  Magic Vestment (on Shield) 
  • 
  Greater Magic Weapon 
  Treasure:  
  APL 6: Loot – 153 gp, Coin – 0 gp, Magic – Dusty Rose 
  ioun stone (417 gp each). 
  APL 8: Loot – 153 gp, Coin – 0 gp, Magic – Amulet of 
  Natural Armor+1 (167 gp each), Pearl of Power lv1 (83 gp 
  each), Dusty Rose ioun stone (417 gp each). 
  APL 10: Loot – 153 gp, Coin – 0 gp, Magic – Amulet of 
  Natural Armor +1 (67 gp each), Pearl of Power lv3 (750 gp 
  each), Dusty Rose ioun stone (417 gp each). 
  APL 12: Loot – 153 gp, Coin – 0 gp, Magic – Amulet of 
  Natural Armor +1 (67 gp each), Pearl of Power lv3 (750 gp 
  each), Dusty Rose ioun stone (417 gp each), Rod of 
  Empower, Lesser (750gp each). 
  Development:  
  If the PCs are successful and Balcasis is either dead or 
  unconscious then they can search the temple: there is a 
  journal in the small office at the back (Player Handout 4). 
        If Balcasis lives and is conscious, he tells the PCs his 
  version of events as related in the background (see Player 
  Handout 5). 
  Encounter Eight: The Betrayal 
  After the PCs have had time to search Balcasis and the 
  Temple, and read his journal or talk to Balcasis if he is 
  still alive), have make a DC 20 Spot check to see Shekem 
  entering the room invisibly.  Silence is placed on the 
  entrance so Shekem’s entrance can not be heard. 
        If they succeed then they are not surprised, as they 
  have noticed a slight movement in the air, and will be 
  able to pin-point a 10 by 10 foot area containing Shekem’s 
  possible position Whoever fails the Spot is surprised. 
        Shekem enters the Temple APL minutes after the 
  previous combat ends.  This means some of the PC’s 
  minute-long buffs may still be active. It takes the PCs 2 
  minutes to strip Balcasis of his equipment. 
         Note that any injury Shekem causes to Balcasis also 
  affects Shekem, and vice versa.  
        Shekem rants throughout the combat as follows.  
  Included below are the snippets of box text that he will 
  say as part of his action. 
  1
  st Round, as he appears: 
  As the waves of a hostile spell washes over you, a 
  figure appears in the middle of the room. That figure 
  is Shekem; but instead of wearing a symbol of a hand 
  holding a bag, it is a hand holding a broken coin.  “I 
  must say, you have been good puppets, dancing to my 
  little tune.  You have been my instruments of 
  revenge!” 
  Give the PCs a reactive DC 15 Knowledge (Religion) 
  check (DC 10 for worshippers of Zilchus_ to recognise 
  the symbol as that of Kurell. 
  2
  nd Round 
  “For so long I have planned my revenge on my 
  brother for what he did.  It was his fault that she 
  turned against me.  I could not do it myself, but I 
  could get others to do it for me!” 
  3
  rd Round 
  Brother’s Love Lost 
   
  Page 20 
  
  “With him out of the way and the only witnesses 
  gone, I will be able to take his identity and use his 
  position here – to raid and steal in Zilchus’ name!” 
  4
  th Round 
  “And with that the people of Perrenland will turn 
  against the Church of Zilchus.  The Old Kerk will 
  tear it down and they will be disgraced, their success 
  destroyed.  And my master and I will both have our 
  revenge against those that wronged us!” 
  Creatures:  
  APL 6 (EL 9) 
  Shekem: Male human Clr9 (Kurell); hp 59; see 
  Appendix One.  
  APL 8 (EL 11) 
  Shekem: Male human Clr11 (Kurell); hp 73; see 
  Appendix Two. 
  APL 10 (EL 13) 
  Shekem: Male human Clr13 (Kurell); hp 87; see 
  Appendix Three. 
  APL 12 (EL 15) 
  Shekem: Male human Clr15 (Kurell); hp 101; 
  see Appendix Four. 
  Shekem is prepared for combat: listed below are the buffs 
  he has active. 
  Tactics:  
  APL 6: Shekem starts with a Flame Strike and follows up 
  with a Hold Person on a fighter type or a Poison or Slay 
  Living on an arcane caster or rogue. 
  APL 8: Shekem starts with a Flame Strike and follows up 
  with a Hold Person on a fighter type or a Poison or Slay 
  Living on an arcane caster or rogue. 
  APL 10: Shekem starts with a Word of Chaos and follows 
  up with a Hold Monster or Harm on a fighter or rogue 
  type; a Poison or Slay Living on an arcane caster or rogue; 
  or a second Flame Strike if people are nicely positioned. 
  APL 12: Shekem starts with a Word of Chaos and follows 
  up with a Hold Monster or Harm on a fighter or rogue 
  type; a Poison or Slay Living on an arcane caster or rogue; 
  or a Firestorm if people are nicely positioned. 
  Note: DO NOT USE THE DIVINE SPELL POWER 
  FEAT ON WORD OF CHAOS. 
  He has the following spells in effect at the beginning of 
  the encounter: 
  APL6:  
  • 
  Magic Vestment (on Full Plate) 
  • 
  Greater Magic Weapon 
  • 
  Magic Circle against Law  
  • 
  Shield of Faith 
  • 
  Light of Lunia 
  • 
  Nimbus of Light 
  • 
  Bless  
  APL8:  
  • 
  Magic Vestment (on Full Plate) 
  • 
  Magic Vestment (on Shield) 
  • 
  Greater Magic Weapon 
  • 
  Magic Circle against Law  
  • 
  Shield of Faith 
  • 
  Light of Lunia 
  • 
  Nimbus of Light 
  • 
  Bless  
  • 
  Blade Barrier 
  • 
  Freedom of Movement 
  APL10&12:  
  • 
  Magic Vestment (on Full Plate) 
  • 
  Magic Vestment (on Shield) 
  • 
  Greater Magic Weapon 
  • 
  Magic Circle against Law  
  • 
  Shield of Faith 
  • 
  Light of Lunia 
  • 
  Nimbus of Light 
  • 
  Bless  
  • 
  Blade Barrier 
  • 
  Freedom of Movement 
  Treasure:  
  APL 6: Loot – 153 gp, Coin – 0 gp, Magic – Dusty Rose 
  ioun stone (417 gp each). 
  APL 8: Loot – 153 gp, Coin – 0 gp, Magic – Amulet of 
  Natural Armor+1 (167 gp each), Pearl of Power lv1 (83 gp 
  each), Dusty Rose ioun stone (417 gp each). 
  Brother’s Love Lost 
   
  Page 21 
  
  APL 10: Loot – 153 gp, Coin – 0 gp, Magic – Amulet of 
  Natural Armor +1 (67 gp each), Pearl of Power lv3 (750 gp 
  each), Dusty Rose ioun stone (417 gp each). 
  APL 12: Loot – 153 gp, Coin – 0 gp, Magic – Amulet of 
  Natural Armor +1 (67 gp each), Pearl of Power lv3 (750 gp 
  each), Dusty Rose ioun stone (417 gp each), Rod of 
  Empower, Lesser (750gp each). 
  Development: If Balcasis is still alive and Shekem is 
  dead: 
  Balcasis moves quickly to his brother and cradles his 
  head in his arms.  “You did not understand, did you, 
  brother? I forgave you long ago, just as the Great 
  Guildmaster forgave Kurell”   
        Shekem takes his final breath and passes from 
  Oerth.  Balcasis gently lowers his brother’s head to 
  the ground and looks at you. 
        “You all have been terribly used as this tragic 
  drama has unfolded.  Rest assured, I will determine 
  what damage my brother has done and make sure that 
  it is reversed. I would also ask that you do not tell 
  people of this place.  Here I can keep the captains 
  under a reasonable amount of control.  If they were 
  left to their own devices they would do a great deal of 
  damage to the merchant ships and trade.  Still, it is 
  your choice.” 
  If Balcasis and Shekem are both still alive: 
  Balcasis moves quickly to his unconscious brother 
  and cradles his head in his arms.  “You did not 
  understand, did you, brother?  I forgave you long ago, 
  just as the Great Guildmaster forgave Kurell.” Balcasis 
  looks at you. 
  “You all have been terribly used as this tragic drama 
  has unfolded.  Rest assured, I will determine what 
  damage my brother has done and make sure that it is 
  reversed. He must also pay for his crimes.  I will 
  accompany you back to Swartzenbruin to be by his 
  side and meet whatever recompense is needed. I 
  would also ask that you do not tell people of this 
  place.  Here I can keep the captains under a 
  reasonable amount of control.  If they were left to 
  their own devices they would do a great deal of 
  damage to the merchant ships and trade.  Still, it is 
  your choice.” 
  If Balcasis and Shekem are both dead: 
  The bodies of the two brothers lie upon the cold 
  stone floor.  Jealousy and revenge led to this tragedy 
  that has cost more than these two lives.  It is a mortal 
  mirror of the strife between the gods Zilchus and 
  Kurell.  Perhaps they are looking down upon this 
  scene, and will now take that first step on the road to 
  healing their breech. 
  Since both are dead the PCs can leave at any time. 
  If the PCs fall to Shekem, then unfortunately he will 
  make sure that they are dead.  He does not want any 
  witnesses to his scheme. 
  Conclusion 
  If the PCs kill both Balcasis and Shekem and a PC tells 
  someone about Nachtstadt: 
  You have been duped by a man you thought was a 
  friend, and now both he and his brother lies dead.  
  With Balcasis gone, will the pirates of Nachtstadt be 
  kept under control, or will there be anarchy on the 
  waters? 
        Luckily the latter will not eventuate. By telling of 
  the city, word gets to the Voormann, who orders a 
  contingent of Zee to burn the nest of vipers.  This 
  they do, and Nachtstadt is now but a memory. 
  The PCs get 
  • 
  Sailing Ship 
  • 
  The favour of the Zilchans 
  • 
  Gratitude of the Meerijders 
   
  If the PCs kill both Balcasis and Shekem and the PCs tell 
  no one about Nachtstadt: 
  You have been duped by a man you thought was a 
  friend, and now both he and his brother lies dead.  
  With Balcasis gone, will the pirates of Nachtstadt be 
  kept under control, or will there be anarchy on the 
  waters? 
  The PCs get 
  • 
  Sailing Ship 
  • 
  The favour of the Zilchans 
  If Balcasis survives, the PCs kill Shekem and a PC tells 
  someone about Nachtstadt: 
  You have been duped by a man you thought was a 
  friend; now he lies dead and his brother grieves.  
  Balcasis asked you to tell no one, but whether it is 
  because you or a companion has a loose tongue or felt 
  people needed to know, now people have been told. 
  Word of Nachtstadt gets to the Voormann who orders 
  a contingent of Zee to burn the nest of vipers.  This 
  Brother’s Love Lost 
   
  Page 22 
  
  they do, and Nachtstadt is now but a memory.  Of 
  Balcasis, there is no word. 
  The PCs get: 
  • 
  A Sailing Ship 
  • 
  The favour of the Zilchans 
  • 
  Gratitude of the Meerijders. 
  If Balcasis survives, the PCs kill Shekem and the PCs tell 
  no one about Nachtstadt: 
  You were duped by a man you thought was a friend; 
  now he lies dead and his brother grieves.  Balcasis 
  asked you to tell no one, and you have kept your 
  word. 
        One night you are visited by a figure in black, who 
  says: 
  “Do not be alarmed.  I have been sent by the follower 
  of the Moneylender.  Although he blames you for his 
  brother’s death, he is grateful for what you have done. 
   He has convinced the council to open Nachtstadt to 
  you.  You are welcome any time, as long as you keep 
  the secret.  This is where you can obtain a signal 
  arrow …” 
  The PCs get: 
  • 
  A Sailing Ship 
  • 
  The favour of the Zilchans 
  • 
  Access to Nachtstadt 
  If both Balcasis and Shekem survive and a PC tells 
  someone about Nachtstadt: 
  You were duped by a man you thought was a friend, 
  but he has been vanquished and captured.  True to his 
  word, Balcasis travels with you and delivers his 
  brother to the authorities.  A trial is held and Balcasis 
  speaks for his brother.  He offers to pay an 
  extraordinarily large amount to coin to make amends 
  for his brother’s action.  Whether the verdict is 
  Banishment or Death has not yet been decided.  
        However, even through Balcasis was careful not to 
  mention Nachtstadt, someone has. Whether it is 
  because you or a companion has a loose tongue or felt 
  people needed to know, people have been told.  Word 
  of Nachtstadt gets to the Voormann, who orders a 
  contingent of Zee to burn the nest of vipers.  This 
  they do, and Nachtstadt is now but a memory.   
  The PCs get 
  • 
  A Sailing Ship 
  • 
  The favour of the Zilchans 
  • 
  Gratitude of the Meerijders 
  If Balcasis & Shekem survives, but the PCs tell no one 
  about Nachtstadt: 
  You were duped by a man you thought was a friend, 
  but he has been vanquished and captured.  True to his 
  word, Balcasis travels with you and delivers his 
  brother to the authorities.  A trial is held and Balcasis 
  speaks for his brother.  He offers to pay an 
  extraordinarily large amount to coin to make amends 
  for his brother’s action.  Whether the verdict is 
  Banishment or Death has not yet been decided.  
        Balcasis was careful not to mention Nachtstadt 
  during the trial, and you have done likewise. One 
  night you are visited by a figure in black. He says: 
  “Do not be alarmed.  I have been sent by the follower 
  of the Moneylender.  He is grateful for what you have 
  done and your support.  He has convinced the 
  council to open Nachtstadt to you.  You are welcome 
  any time as long as you keep the secret.  This is where 
  you can obtain a signal arrow ...” 
  The PCs get 
  • 
  Sailing Ship 
  • 
  The favour of the Zilchans 
  • 
  Access to Nachtstadt 
  If the PCs are defeated: 
  In times to come, old sailors will sit in the tavern and 
  tell the story of a group of adventures that sailed to 
  find a hidden town.  They were never heard from 
  again. 
  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 Four 
  Defeat creatures of the lake, pirates or mutineers 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
  Brother’s Love Lost 
   
  Page 23 
  
  Encounter Seven 
  Defeat or talk down Balcasis 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
  Encounter Eight 
  Defeat Shekem 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
  Discretionary roleplaying award 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  APL10 270 xp 
   
  APL12 315 xp 
  Total possible experience: 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
   
  APL10 1,350 xp 
   
  APL12 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 
  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, 
  Jewellery, and other valuables; M = Magic Items. 
  Encounter Four:  Creatures 
   
  APL A: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL B: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL C: L: 0 gp; C: 0 gp; M: 0 gp 
  OR 
  Encounter Four:  Pirates or Mutineers 
   
  APL 6: L: 345 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 345 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 345 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 345 gp; C: 0 gp; M: 0 gp 
  Encounter Seven:   
   
  APL 6: Loot – 153 gp, Coin – 0 gp, Magic – Dusty 
  Rose ioun stone (417 gp each). 
   
  APL 8: Loot – 153 gp, Coin – 0 gp, Magic – Amulet of 
  Natural Armor +1 (167 gp each), Pearl of Power lv1 (83 gp 
  each), Dusty Rose ioun stone (417 gp each). 
  Brother’s Love Lost 
   
  Page 24 
  
   
  APL 10: Loot – 153 gp, Coin – 0 gp, Magic – Amulet 
  of Natural Armor +1 (67 gp each), Pearl of Power lv3 (750 
  gp each), Dusty Rose ioun stone (417 gp each). 
   
  APL 12: Loot – 153 gp, Coin – 0 gp, Magic – Amulet 
  of Natural Armor +1 (67 gp each), Pearl of Power lv3 (750 
  gp each), Dusty Rose ioun stone (417 gp each), Rod of 
  Empower, Lesser (750gp each). 
  Encounter Eight:   
   
  APL 6: Loot – 153 gp, Coin – 0 gp, Magic – Dusty 
  Rose ioun stone (417 gp each). 
   
  APL 8: Loot – 153 gp, Coin – 0 gp, Magic – Amulet of 
  Natural Armor+1 (167 gp each), Pearl of Power lv1 (83 gp 
  each), Dusty Rose ioun stone (417 gp each). 
   
  APL 10: Loot – 153 gp, Coin – 0 gp, Magic – Amulet 
  of Natural Armor +1 (67 gp each), Pearl of Power lv3 (750 
  gp each), Dusty Rose ioun stone (417 gp each). 
   
  APL 12: Loot – 153 gp, Coin – 0 gp, Magic – Amulet 
  of Natural Armor +1 (67 gp each), Pearl of Power lv3 (750 
  gp each), Dusty Rose ioun stone (417 gp each), Rod of 
  Empower, Lesser (750gp each). 
   
  Total Possible Treasure 
  APL A: L: 12 gp; C: 50 gp; M: 13 gp  - Total: 75 gp 
  APL B: L: 25 gp; C: 100 gp; M: 180 gp  - Total: 305 gp 
  APL C: L: 16 gp; C: 150 gp; M: 214 gp  - Total: 380 gp 
  Special 
  Caravel (Sailing Ship):  You have gained the 
  opportunity to purchase a caravel (Stormwrack p.97).  
  This ship costs 10,000gp and requires a captain with five 
  ranks in Profession (sailor).  Access to this favour is 
  Adventure unless the PCs also gain the favour Access to 
  Nachstadt then access is Regional.  Cross of favour once 
  the ship is purchased. 
  Favour of the Zilchans:  You have performed a valuable 
  service for the Church of Zilchus and you have earned 
  their favour.  This favour can be redeemed once in one of 
  the following ways. 
  • 
  Use the favour to give you access to analyse portal, 
  attune form, capricious zephyr, iron silence, 
  traveler’s mount, and weapon of impact (all Spell 
  Compendium). 
  • 
  Use the favour to obtain one-off access to someone 
  who will enchant a weapon, armour or shield with a 
  special ability from the DMG costing +3 (or 
  18,000gp) or less. 
  • 
  Use the favour to obtain one-off access to someone 
  who will increase a weapon, armour or shield 
  enhancement bonus to +4. 
  Access to Nachtstadt:  By keeping the secret of 
  Nachtstadt existence, you have gained access to the town. 
   As a result, you have regional access instead of adventure 
  access to the items listed below that are marked with a 
  star (*). 
  Gratitude of the Meerijders:  By informing people 
  about the secret pirate haven, thus allowing it to be 
  destroyed, in a rare agreement, the Meerijders (Oostmeer 
  and Vestmeer) believe they owe you a debt.  This has the 
  following effects. 
  • 
  You can travel aboard any Meerijder ship for free 
  and receive free luxury upkeep during adventures 
  set in Meerijder territory. 
  • 
  You receive one-off access to upgrade a ring of 
  protection or amulet of natural armour by +1, or to 
  upgrade any one stat boosting item by +2 (cross out 
  this section when used). 
  • 
  Choose one item from this adventure that you have 
  adventure access - you now have regional access to 
  that item. Item chosen: _____________________________________ 
  Items for the Adventure Record 
  Item Access 
  APL 6: 
  • 
  Masterwork Cutlass (Adventure; SW; 315 gp) 
  • 
  Dusty Rose ioun Stone (Adventure; DMG; 5,000 gp) 
  • 
  Cape of the Mountebank* (Adventure; DMG; 10,800 
  gp) 
  APL 8 (all of APL 6 plus the following): 
  • 
  Pearl of Power (level 1) (Adventure; DMG; 1,000 gp) 
  • 
  Malyss Root Paste (Adventure; DMG; 500 gp) 
  • 
  Dagger of Venom (Adventure; DMG; 8,302 gp) 
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  Pearl of Power (level 3) (Adventure; DMG; 9,000 gp) 
  • 
  +2 Deadly Precision Rapier (Adventure; CV; 32,000 
  gp) 
  • 
  Purple worm poison (Adventure; DMG; 700 gp) 
  APL 12 (all of APLs 6-10 plus the following): 
  Brother’s Love Lost 
   
  Page 25 
  
  • 
  Metamagic Rod of Empower, lesser (Adventure; 
  DMG; 9,000 gp) 
  • 
  +5 Riverine Full plate (Adventure; SW; 51,500 gp) 
   
   
   
   
  Brother’s Love Lost 
   
  Page 26 
  
  Appendix One – APL 6
  Encounter Four (Pelor Dreaming)  
  Sailor: male human fighter 1 / rogue 1; CR 2; Medium 
  humanoid (human); HD 1d10+1d6+2; hp 14; Init +2; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; 
  Grp +3;   
   
  Atk +4 melee [(1d6+2 19-20 x2, cutlass)] or +3 
  ranged [(1d6 x3, shortbow)];  
   
  Full Atk +4 melee [(1d6+2 19-20 x2, cutlass)] or +3 
  ranged [(1d6 x3, shortbow)];  
   
  SA Sneak Attack +1d6; SQ;  
   
  AL NE; SV Fort +3, Ref +4, Will +0; Str 14, Dex 14, 
  Con 13, Int 13, Wis 10, Cha 12.  
   
  Skills and Feats: Balance +4, Bluff +5,  Climb +4, 
  Diplomacy +5, Disguise +5, Handle Animal +3, Hide 
  +4, Listen +4, Move Silently +4, Profession [Sailor] + 4, 
  Search +3, Spot +4, Tumble +4, Use Rope +4; Combat 
  Expertise, Dodge, Improved Feint ,  
   
  Possessions: Masterwork Cutlass, Studded leather 
  armour, Buckler, Shortbow, Arrows (20). 
  Encounter Four (Dracotooth) 
   
  Pirate: male human fighter 1 / rogue 1; CR 2; Medium 
  humanoid (human); HD 1d10+1d6+2; hp 14; Init +2; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; 
  Grp +3;   
   
  Atk +4 melee [(1d6+2 19-20 x2, cutlass)]or +3 
  ranged [(1d6 x3, shortbow)];  
   
  Full Atk +4 melee [(1d6+2 19-20 x2, cutlass)] or +3 
  ranged [(1d6 x3, shortbow)];  
   
  SA Sneak Attack +1d6; SQ;  
   
  AL NE; SV Fort +3, Ref +4, Will +0; Str 14, Dex 14, 
  Con 13, Int 13, Wis 10, Cha 12.  
   
  Skills and Feats: Balance +4, Bluff +5,  Climb +4, 
  Diplomacy +5, Disguise +5, Handle Animal +3, Hide 
  +4, Listen +4, Move Silently +4, Profession [Sailor] + 4, 
  Search +3, Spot +4, Tumble +4, Use Rope +4; Combat 
  Expertise, Dodge, Improved Feint ,  
   
  Possessions: Masterwork Cutlass, Studded leather 
  armour, Buckler, Shortbow, Arrows (20). 
   
  Encounter Seven 
   
   
   
   
  Balcasis: male human cleric 8; CR 8; Medium 
  humanoid (human); HD 8d8+8; hp 52; Init +0; Spd 20 
  ft.; AC 23, touch 11, flat-footed 23; Base Atk +6; Grp +7; 
    
   
  Atk +10 melee [(1d6+3 20 x2, heavy mace)];  
   
  Full Atk +10/+5 melee [(1d6+3 20 x2, heavy 
  mace)];  
   
  AL LN; SV Fort +7, Ref +2, Will +10; Str 12, Dex 
  10, Con 12, Int 12, Wis 18, Cha 12.  
  Skills and Feats: Concentration +12(16), Diplomacy 
  +12, Heal +15, Spellcraft +12; Combat Casting, Divine 
  Spell Power, Reach Spell, Weapon Focus (Heavy Mace)  
  Spells Prepared (6/5/4/4/3; base DC = 4 + spell level): 
  0—[orison Detect magic (2), Light, Guidance, 
  Resistance]; 1st—[Protection from Chaos*, Bless, Light 
  of Lunia, Nimbus of Light, Sanctuary, Shield of Faith]; 
  2nd—[Calm Emotions*, Deific Vengeance, Enthrall, 
  Hold Person, Spiritual Weapon, ], 3rd—[Magic Circle 
  against Chaos*, Axomatic Storm, Dispel Magic, Magic 
  Vestments, Searing Light], 4th—[Order’s Wraith*, 
  Inflict Critical Wounds, Greater Magic Weapon, 
  Poison]. 
  *Domain spell. Domains: [Law (Cast Law spells at +1 
  Caster Level); Pact]. 
   
  Possessions: Masterwork Heavy Mace, Full Plate, 
  Heavy Steel Shield, Dusty Rose ioun stone.  
  Encounter Eight 
   
   
   
   
  Shekem: male human cleric 9; CR 9; Medium 
  humanoid (human); HD 9d8+9; hp 59; Init +1; Spd 20 
  ft.; AC 29, touch 15, flat-footed 28; Base Atk +6; Grp +7; 
    
   
  Atk +10 melee [(1d6+2 20 x2, heavy mace)];  
   
  Full Atk +10/+5 melee [(1d6+2 20 x2, heavy 
  mace)];  
   
  AL CN; SV Fort +7, Ref +4, Will +10; Str 10, Dex 
  12, Con 12, Int 12, Wis 18, Cha 12.  
  Skills and Feats: Concentration +12(16), Diplomacy 
  +12, Heal +15, Spellcraft +12; Combat Casting, Divine 
  Spell Power, Reach Spell, Weapon Focus (Heavy Mace)  
  Spells Prepared (6/5/5/4/3/1; base DC = 4 + spell 
  level): 0—[orison Detect magic (2), Light, Guidance, 
  Brother’s Love Lost 
   
  Page 27 
  
  Resistance]; 1st—[Protection from Law*, Bless, Light 
  of Lunia, Nimbus of Light, Sanctuary, Shield of Faith]; 
  2nd—[Invisibility*, Deific Vengeance, Enthrall, Hold 
  Person, Silence, Spiritual Weapon, ], 3rd—[Magic 
  Circle against Law*, Anarchic Storm, Dispel Magic, 
  Magic Vestments, Searing Light], 4th—[Confusion*, 
  Inflict Critical Wounds, Greater Magic Weapon, 
  Poison], 5th—[Dispel Law*, Flame Strike]. 
  *Domain spell. Domains: [Chaos (Cast Law spells at +1 
  Caster Level); Trickery]. 
   
  Possessions: Masterwork Heavy Mace, Full Plate, 
  Heavy Steel Shield, Dusty Rose ioun stone.  
   
  Brother’s Love Lost 
   
  Page 28 
  
   Appendix Two – APL 8
  Encounter Four (Crimson Folly) 
   
  Caller from the Deeps: CR 9; Huge Elemental 
  (Water); HD 9d8+90; hp 130; Init -1; Spd Swim 50 ft.; 
  AC 22, touch 7, flat-footed 22; BAB/Grp: +6/+22;   
   
  Atk: +13 melee (2d6+8, Tentacles);  
   
  Full Atk: +13/+13 melee (2d6+8, Tentacles); 
   
  Space/Reach 15 ft./15 ft.; SA Constrict 2d6+8, 
  enervating grip, improved grab; SQ Damage reduction 
  5/-, darkvision 60 ft., elemental traits, siren’s call, 
  summon watery ally;  
   
  AL NE; SV Fort +16, Ref +2, Will +4; Str 26, Dex 9, 
  Con 30, Int 15, Wis 12, Cha #14.  
   
  Skills and Feats: Concentration +22, Listen +13, 
  Spot +13, Swim +28; Combat Reflexes, Improved 
  Natural Attack (Tentacles), Swim by Attack, Weapon 
  Focus (Tentacles). 
  Enervating Grip (Su): While dealing damage in a 
  grapple, a caller from the deeps also drains the vitality 
  of its target.  Those who take grappling damage from a 
  caller from the deeps must make a DC 24 Fortitude 
  save or take 1 point of Constitution damage.  This save 
  is Constitution based. 
  Siren’s Call (Sp): Three times a day, a caller from the 
  deeps can use a siren’s call effect (DC 18).  This new 
  spell is described in the appendices.. 
  Summon Watery Ally (Su): Once per hour, a caller 
  from the deeps can summon a Medium water 
  elemental or a Large fiendish shark.  This creature 
  remains for 10 minutes or until slain.  This is the 
  equivalent of a 4
  th-level spell. 
  Skills: A caller from the deeps has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on a 
  swim check even if distracted or endangered.  It can 
  use the run action while swimming, providing it swims 
  in a straight line. 
  Encounter Four (Pelor Dreaming)  
  Sailor: male human fighter 1 / rogue 3; CR 4; Medium 
  humanoid (human); HD 1d10+3d6+8; hp 29; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; 
  Grp +5;   
   
  Atk +6 melee [(1d6+2 19-20 x2, cutlass rapier)] or 
  +5 ranged [(1d6 x3, shortbow)];  
   
  Full Atk +6 melee [(1d6+2 19-20 x2, cutlass)]or +5 
  ranged [(1d6 x3, shortbow)];  
   
  SA Sneak Attack +2d6; SQ Evasion;  
   
  AL NE; SV Fort +5, Ref +5, Will +1; Str 14, Dex 14, 
  Con 14, Int 13, Wis 10, Cha 12.  
   
  Skills and Feats: Balance + 6; Bluff +7,  Climb +6, 
  Diplomacy +7, Disguise +7, Handle Animal +3, Hide 
  +8, Listen +6, Move Silently +8, Profession [Sailor] + 5, 
  Search +6, Spot +6, Tumble +8, Use Rope +6; Combat 
  Expertise, Dodge, Improved Feint (human), Improved 
  Initiative  
   
  Possessions: Masterwork Cutlass, Masterwork 
  studded 
  leather 
  armour, 
  masterwork 
  buckler, 
  Shortbow, Arrows (20). 
  Encounter Four (Dracotooth) 
   
  Pirate: male human fighter 1 / rogue 3; CR 4; Medium 
  humanoid (human); HD 1d10+3d6+8; hp 29; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +3; 
  Grp +5;   
   
  Atk +6 melee [(1d6+2 19-20 x2, cutlass rapier)] or 
  +5 ranged [(1d6 x3, shortbow)];  
   
  Full Atk +6 melee [(1d6+2 19-20 x2, cutlass)]or +5 
  ranged [(1d6 x3, shortbow)];  
   
  SA Sneak Attack +2d6; SQ Evasion;  
   
  AL NE; SV Fort +5, Ref +5, Will +1; Str 14, Dex 14, 
  Con 14, Int 13, Wis 10, Cha 12.  
   
  Skills and Feats: Balance + 6; Bluff +7,  Climb +6, 
  Diplomacy +7, Disguise +7, Handle Animal +3, Hide 
  +8, Listen +6, Move Silently +8, Profession [Sailor] + 5, 
  Search +6, Spot +6, Tumble +8, Use Rope +6; Combat 
  Expertise, Dodge, Improved Feint (human), Improved 
  Initiative  
   
  Possessions: Masterwork Cutlass, Masterwork 
  studded 
  leather 
  armour, 
  masterwork 
  buckler, 
  Shortbow, Arrows (20). 
  Encounter Seven 
   
   
   
   
  Balcasis: male human cleric 10; CR 10; Medium 
  humanoid (human); HD 10d8+10; hp 66; Init +0; Spd 
  20 ft.; AC 24, touch 11, flat-footed 24; Base Atk +7; Grp 
  +8;   
   
  Atk +11 melee [(1d6+3 20 x2, heavy mace)];  
  Brother’s Love Lost 
   
  Page 29 
  
   
  Full Atk +11/+6 melee [(1d6+3 120 x, heavy 
  mace)];  
   
  AL LN; SV Fort +8, Ref +3, Will +11; Str 12, Dex 
  10, Con 12, Int 12, Wis 18, Cha 12.  
  Skills and Feats: Concentration +14(18), Diplomacy 
  +14, Heal +17, Spellcraft +14; Combat Casting, Divine 
  Spell Power, Reach Spell, Still Spell, Weapon Focus 
  (Heavy Mace)  
  Spells Prepared (6/5/5/4/4/2; base DC = 4 + spell 
  level): 0—[Detect Magic (2), Light, Guidance, 
  Resistance]; 1st—[Protection from Chaos*, Bless, Light 
  of Lunia, Nimbus of Light, Sanctuary, Shield of Faith]; 
  2nd—[Calm Emotions*, Deific Vengeance(2), Enthrall, 
  Hold Person, Spiritual Weapon, ], 3rd—[Magic Circle 
  against Chaos*, Axomatic Storm, Dispel Magic, Magic 
  Vestments, Searing Light], 4th—[Order’s Wraith*, 
  Inflict Critical Wounds, Greater Magic Weapon, 
  Poison(2)], 5th—[Dispel Chaos*, Flame Strike, Slay 
  Living]. 
  *Domain spell. Domains: [Law (Cast Law spells at +1 
  Caster Level); Pact]. 
   
  Possessions: Masterwork Heavy Mace, Full Plate, 
  Heavy Steel Shield, Amulet of Natural Armour +1, 
  Dusty Rose ioun stone, Pearl of Power (lv1).  
  Encounter Eight 
   
   
   
   
  Shekem: male human cleric 11; CR 11; Medium 
  humanoid (human); HD 11d8+11; hp 73; Init +1; Spd 
  20 ft.; AC 30, touch 15, flat-footed 29; Base Atk +8; Grp 
  +9;   
   
  Atk +12 melee [(1d6+2 20 x2, heavy mace)];  
   
  Full Atk +12/+7 melee [(1d6+2 20 x2, heavy 
  mace)];  
   
  AL CN; SV Fort +8, Ref +4, Will +11; Str 10, Dex 
  12, Con 12, Int 12, Wis 18, Cha 12.  
  Skills and Feats: Concentration +14(18), Diplomacy 
  +14, Heal +17, Spellcraft +14; Combat Casting, Divine 
  Spell Power, Reach Spell, Weapon Focus (Heavy Mace)  
  Spells Prepared (6/6/5/5/4/2/1; base DC = 4 + spell 
  level): 0—[Detect magic (2), Light, Guidance, 
  Resistance]; 1st—[Protection from Law*, Bless, Light 
  of Lunia(2), Nimbus of Light, Sanctuary, Shield of 
  Faith]; 2nd—[Invisibility*, Deific Vengeance, Enthrall, 
  Hold Person, Silence, Spiritual Weapon, ], 3rd—
  [Magic Circle against Law*, Anarchic Storm, Dispel 
  Magic, Magic Vestments(2), Searing Light], 4th—
  [Confusion*, Freedom of Movement, Inflict Critical 
  Wounds, Greater Magic Weapon, Poison], 5th—
  [Dispel Law*, Flame Strike, Slay Living], 6th—
  [Mislead*, Blade Barrier]. 
  *Domain spell. Domains: [Chaos (Cast Law spells at +1 
  Caster Level); Trickery]. 
   
  Possessions: Masterwork Heavy Mace, Full Plate, 
  Heavy Steel Shield, Amulet of Natural Armour +1, 
  Dusty Rose ioun stone, Pearl of Power (lv1).  
   
  Brother’s Love Lost 
   
  Page 30 
  
  Appendix Three – APL 10
  Encounter Four (Crimson Folly) 
   
  Dragon Eel: CR 11; Large Dragon (Aquatic); HD 
  14d12+70; hp 161; Init +4; Spd 20 ft.; Swim 60 ft.; AC 
  27, touch 9, flat-footed 27; BAB/Grp: +14/+26;   
   
  Atk: +21 melee (4d8+12, Bite);  
   
  Full Atk: +21 melee (4d8+12, Bite); 
   
  Space/Reach 10 ft./5 ft.; SA Improved grab, 
  swallow whole; SQ Blindsight 30 ft., damage reduction 
  5/adamantine, darkvision 60 ft., immunity to magic 
  sleep effects and paralysis, lowlight vision, keen scent;  
   
  AL: NE; SV Fort +14, Ref +9, Will +10; Str 26, Dex 
  11, Con 21, Int 8, Wis 12, Cha 13.  
   
  Skills and Feats: Bluff +18, Hide +13, Listen +13, 
  Sense Motive +18, Spot +18, Swim +16; Cleave, 
  Improved Bull Rush, Improved Initiative, Improved 
  Sunder, Power Attack, Powerful Charge. 
  Improved Grab (Ex): To use this ability, a dragon eel 
  must hit with its bite attack.  It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity.  If it wins the grapple, it 
  establishes a hold, and can attempt to swallow the foe 
  the following round. 
  Swallow Whole (Ex): A dragon eel can try to swallow 
  a grabbed opponent of Medium size or smaller size by 
  making a successful grapple check.  Once inside, the 
  opponent takes 1d8+8 points of crushing damage plus 
  8 points of acid damage per round from the dragon 
  eel’s gizzard.  A swallowed creature can cut itself out by 
  using a light slashing or piercing to deal 25 points of 
  damage to the dragon eel’s gizzard (AC 17).  Once the 
  creature exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out.  A 
  Large dragon eel’s interior can hold 2 Medium, 8 Small, 
  32 Tiny, 128 Diminutive, or 512 Fine opponents. 
  Skills: A dragon eel has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
   It can always choose to take 10 on a swim check even 
  if distracted or endangered.  It can use the run action 
  while swimming, providing it swims in a straight line. 
  Encounter Four (Pelor Dreaming)  
  Sailor: male human fighter 1 / rogue 5; CR 6; Medium 
  humanoid (human); HD 1d10+5d6+12; hp 42; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +4; 
  Grp +6;   
   
  Atk +8 melee [(1d6+2 19-20 x2, cutlass)] or +6 
  ranged [(1d6 x3, shortbow)];  
   
  Full Atk +8 melee [(1d6+2 19-20 x2, cutlass)] or +6 
  ranged [(1d6 x3, shortbow)] ;  
   
  SA Sneak Attack +3d6; SQ Evasion, Uncanny 
  Dodge;  
   
  AL NE; SV Fort +5, Ref +6, Will +1; Str 14, Dex 14, 
  Con 14, Int 13, Wis 10, Cha 12.  
   
  Skills and Feats: Balance +7, Bluff +12, Climb +7, 
  Diplomacy +9, Disguise +9, Handle Animal +3, Hide 
  +9, Listen +8, Move Silently +9, Profession [Sailor] + 6, 
  Search +7, Spot +8, Tumble +10, Use Rope +6. Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Initiative, Weapon Focus (Cutlass). 
   
  Possessions: Masterwork Cutlass, Masterwork 
  studded 
  leather 
  armour, 
  masterwork 
  buckler, 
  Shortbow, Arrows (20). 
  Encounter Four (Dracotooth) 
   
  Pirate: male human fighter 1 / rogue 5; CR 6; Medium 
  humanoid (human); HD 1d10+5d6+12; hp 42; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +4; 
  Grp +6;   
   
  Atk +8 melee [(1d6+2 19-20 x2, cutlass)] or +6 
  ranged [(1d6 x3, shortbow)];  
   
  Full Atk +8 melee [(1d6+2 19-20 x2, cutlass)] or +6 
  ranged [(1d6 x3, shortbow)] ;  
   
  SA Sneak Attack +3d6; SQ Evasion, Uncanny 
  Dodge;  
   
  AL NE; SV Fort +5, Ref +6, Will +1; Str 14, Dex 14, 
  Con 14, Int 13, Wis 10, Cha 12.  
   
  Skills and Feats: Balance +7, Bluff +12, Climb +7, 
  Diplomacy +9, Disguise +9, Handle Animal +3, Hide 
  +9, Listen +8, Move Silently +9, Profession [Sailor] + 6, 
  Search +7, Spot +8, Tumble +10, Use Rope +6. Combat 
  Expertise, 
  Dodge, 
  Improved 
  Feint, 
  Improved 
  Initiative, Weapon Focus (Cutlass). 
   
  Possessions: Masterwork Cutlass, Masterwork 
  studded 
  leather 
  armour, 
  masterwork 
  buckler, 
  Shortbow, Arrows (20). 
  Encounter Seven 
   
   
   
   
  Balcasis: male human cleric 12; CR 12; Medium 
  humanoid (human); HD 12d8+12; hp 80; Init +0; Spd 
  Brother’s Love Lost 
   
  Page 31 
  
  20 ft.; AC 28, touch 11, flat-footed 28; Base Atk +9; Grp 
  +10;   
   
  Atk +15 melee [(1d6+4 20 x2, heavy mace)];  
   
  Full Atk +15/+10 melee [(1d6+4 20 x2, heavy 
  mace)];  
   
  AL LN; SV Fort +9, Ref +6, Will +12; Str 12, Dex 
  10, Con 12, Int 12, Wis 19, Cha 12.  
  Skills and Feats: Concentration +16(20), Diplomacy 
  +17, Heal +20, Spellcraft +17; Combat Casting, Divine 
  Spell Power, Lightning Reflexes, Reach Spell, Still 
  Spell, Weapon Focus (Heavy Mace)  
  Spells Prepared (6/6/5/5/4/3/2; base DC = 4 + spell 
  level): 0—[Detect Magic (2), Light, Guidance, 
  Resistance]; 1st—[Protection from Chaos*, Bless, Light 
  of Lunia(2), Nimbus of Light, Sanctuary, Shield of 
  Faith]; 2nd—[Calm Emotions*, Deific Vengeance(2), 
  Enthrall, Hold Person, Spiritual Weapon, ], 3rd—
  [Magic Circle against Chaos*, Axomatic Storm, Dispel 
  Magic, Magic Vestments(2), Searing Light], 4th—
  [Order’s Wraith*, Inflict Critical Wounds, Greater 
  Magic Weapon, Poison(2)], 5th—[Dispel Chaos*, 
  Flame Strike(2), Slay Living], 6th—[Hold Monster*, 
  Blade barrier, Harm]. 
  *Domain spell. Domains: [Law (Cast Law spells at +1 
  Caster Level); Pact]. 
   
  Possessions: Masterwork Heavy Mace, Full Plate, 
  Heavy Steel Shield, Amulet of Natural Armour +1, 
  Dusty Rose ioun stone, Pearl of Power (lv3).  
  Encounter Eight 
   
   
   
   
  Shekem: male human cleric 13; CR 13; Medium 
  humanoid (human); HD 13d8+13; hp 87; Init +1; Spd 
  20 ft.; AC 33, touch 16, flat-footed 32; Base Atk +9; Grp 
  +10;   
   
  Atk +14 melee [(1d6+3 20 x2, heavy mace)];  
   
  Full Atk +14/+9 melee [(1d6+3 20 x2, heavy 
  mace)];  
   
  AL CN; SV Fort +9, Ref +5, Will +12; Str 10, Dex 
  12, Con 12, Int 12, Wis 19, Cha 12.  
  Skills and Feats: Concentration +16(20), Diplomacy 
  +16, Heal +19, Spellcraft +16; Combat Casting, Divine 
  Spell Power, Reach Spell, Weapon Focus (Heavy 
  Mace), Spell Penetration  
  Spells Prepared (6/6/6/5/5/3/2/1; base DC = 4 + spell 
  level): 0—[Detect magic (2), Light, Guidance, 
  Resistance]; 1st—[Protection from Law*, Bless, Light 
  of Lunia(2), Nimbus of Light, Sanctuary, Shield of 
  Faith]; 
  2nd—[Invisibility*, 
  Deific 
  Vengeance(2), 
  Enthrall, Hold Person, Silence, Spiritual Weapon, ], 
  3rd—[Magic Circle against Law*, Anarchic Storm, 
  Dispel Magic, Magic Vestments(2), Searing Light], 
  4th—[Confusion*, Freedom of Movement, Inflict 
  Critical Wounds, Greater Magic Weapon, Poison(2)], 
  5th—[Dispel Law*, Flame Strike(2), Slay Living], 
  6th—[Mislead*, Blade Barrier, Harm], 7th—[Word of 
  Chaos*, Mass Inflict Serious Wounds]. 
  *Domain spell. Domains: [Chaos (Cast Law spells at +1 
  Caster Level); Trickery]. 
   
  Possessions: Masterwork Heavy Mace, Full Plate, 
  Heavy Steel Shield, Amulet of Natural Armour +1, 
  Dusty Rose ioun stone, Pearl of Power (lv3).  
   
  Brother’s Love Lost 
   
  Page 32 
  
  Appendix Four – APL 12
  Encounter Four (Crimson Folly) 
   
  Scyllan: CR 13; Huge Outsider (Aquatic, Native); HD 
  16d8+112; hp 184; Init +7; Spd Swim 50 ft.; AC 29, 
  touch 11, flat-footed 26; BAB/Grp: +16/+35;   
   
  Atk: +25 melee (1d8+11, tentacle);  
   
  Full 
  Atk: 
  +25/+25/+25/+25 
  melee 
  (1d8+11, 
  tentacle) and +23/+23 (2d6+5, claw); 
   
   Space/Reach 15 ft./15 ft. (30 ft. with tentacles); SA 
  Constrict 1d8+11, control water, frightful noise, 
  improved grab, swallow whole, improved grab; SQ 
  Damage reduction 10/magic and silver, darkvision 60 
  ft., spell resistance 27;  
   
  AL: LE; SV Fort +17, Ref +13, Will +15; Str 33, Dex 
  17, Con 25, Int 8, Wis 20, Cha 6.  
   
  Skills and Feats: Hide +13, Intimidate +17, Jump 
  +38, Knowledge (Nature) +20, Listen +24, Spot +24, 
  Survival +26, Swim +19; Ability Focus (frightful noise), 
  Improved Initiative, Improved Natural Weapon (claw), 
  Multiattack, 
  Swim 
  by 
  Attack, 
  Weapon 
  Focus 
  (tentacles). 
  Constrict (Ex): A scyllan deals 1d8+11 points of 
  damage with a successful grapple check made with a 
  claw 
  Control Water (Sp): 1/hour, caster level 16th. 
  Frightful Noise (Su): A scyllan produces a wailing 
  sound by blowing air through the comblike growths 
  on its head.  This horrible racket is unsettling to nearby 
  creatures.  The scyllan activates its frightful noise as a 
  move action and can end it anytime as a free action.  
  Creatures within 100 feet of the scyllan are subject to 
  the effect if they have fewer HD than the scyllan. 
   
  A potentially affected creature who succeeds on a 
  DC 18 Will save is immune to that scyllan’s frightful 
  noise for 24 hours.  On a failure, creatures with 4 or 
  fewer HD become panicked for 2d6 rounds and those 
  with 5 or more HD become shaken for 2d6 rounds.  
  Scyllans are unaffected by the frightful noise of other 
  scyllans. 
   
  Frightful 
  noise 
  is a sonic, mind-affecting 
  compulsion.  The save DC is Charisma-based and 
  includes a +2 bonus from the Ability Focus feat. 
  Improved Grab (Ex): To use this ability, a scyllan must 
  hit with a tentacle attack.  It can then attempt to start a 
  grapple as a free action without provoking attacks of 
  opportunity.  If it wins the grapple, it establishes a 
  hold, and can transfer the grabbed creature to a claw as 
  a free action or attempt to swallow the foe the 
  following round. 
  Swallow Whole (Ex): A scyllan can try to swallow a 
  grabbed opponent by making a successful grapple 
  check.  Once inside, the opponent takes 2d8+16 points 
  of crushing damage plus 2d6 points of acid damage per 
  round.  A swallowed creature can cut itself out by using 
  a light slashing or piercing to deal 25 points of damage 
  to the maw (AC 17).  Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out.  A Hugh scyllan maw can 
  hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 
  Diminutive. 
  Skills: A scyllan has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
   It can always choose to take 10 on a swim check even 
  if distracted or endangered.  It can use the run action 
  while swimming, providing it swims in a straight line. 
  Encounter Four (Pelor Dreaming)  
  Sailor: male human fighter 1 / rogue 7; CR 8; Medium 
  humanoid (human); HD 1d10+7d6+14; hp 54; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +6; 
  Grp +8;   
   
  Atk +10 melee [(1d6+2 19-20 x2, cutlass)] or +6 
  ranged [(1d6 x3, shortbow)];  
   
  Full Atk +10+5 melee [(1d6+2 19-20 x2, cutlass)] or 
  +8+3 ranged [(1d6 x3, shortbow)] ;  
   
  SA Sneak Attack +4d6; SQ Evasion, Uncanny 
  Dodge;  
   
  AL NE; SV Fort +6, Ref +7, Will +2; Str 14, Dex 14, 
  Con 14, Int 14, Wis 10, Cha 12.  
   
  Skills and Feats: Balance +10, Bluff +12, Climb +10, 
  Diplomacy +9, Disguise +9, Handle Animal +3, Hide 
  +10, Listen +10, Move Silently +10, Profession [Sailor] 
  + 9, Search +8, Spot +10, Tumble +12, Use Rope +9. 
  Combat Expertise, Dodge, Improved Feint, Improved 
  Initiative, Weapon Focus (Cutlass). 
   
  Possessions: Masterwork Cutlass, Masterwork 
  studded 
  leather 
  armour, 
  masterwork 
  buckler, 
  Shortbow, Arrows (20). 
  Brother’s Love Lost 
   
  Page 33 
  
  Encounter Four (Dracotooth) 
   
  Pirate: male human fighter 1 / rogue 7; CR 8; Medium 
  humanoid (human); HD 1d10+7d6+14; hp 54; Init +6; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +6; 
  Grp +8;   
   
  Atk +10 melee [(1d6+2 19-20 x2, cutlass)] or +6 
  ranged [(1d6 x3, shortbow)];  
   
  Full Atk +10+5 melee [(1d6+2 19-20 x2, cutlass)] or 
  +8+3 ranged [(1d6 x3, shortbow)] ;  
   
  SA Sneak Attack +4d6; SQ Evasion, Uncanny 
  Dodge;  
   
  AL NE; SV Fort +6, Ref +7, Will +2; Str 14, Dex 14, 
  Con 14, Int 14, Wis 10, Cha 12.  
   
  Skills and Feats: Balance +10, Bluff +12, Climb +10, 
  Diplomacy +9, Disguise +9, Handle Animal +3, Hide 
  +10, Listen +10, Move Silently +10, Profession [Sailor] 
  + 9, Search +8, Spot +10, Tumble +12, Use Rope +9. 
  Combat Expertise, Dodge, Improved Feint, Improved 
  Initiative, Weapon Focus (Cutlass). 
   
  Possessions: Masterwork Cutlass, Masterwork 
  studded 
  leather 
  armour, 
  masterwork 
  buckler, 
  Shortbow, Arrows (20). 
  Encounter Four (PC owned ship) 
   
  Advanced Kraken: CR 13; Gargantuan Magical Beast 
  (Aquatic); HD 23d10+207; hp 334; Init +4; Spd Swim 20 
  ft.; AC 20, touch 6, flat-footed 20; BAB/Grp: +23/+47;   
   
  Atk: +31 melee (3d8+12/19-20, tentacle);  
   
  Full Atk: +31/+31 melee (3d8+12/19-20, tentacle) 
  and +26/+26/+26/+26/+26/+26 (1d6+6, arm) and +26 
  (4d6+6, bite);  
   
  Space/Reach 20 ft./15 ft. (60 ft. with tentacles pr 
  30 ft. with arm); SA Constrict 3d8+12 or 1d6+6, 
  improved grab; SQ Darkvision 60 ft., ink cloud, jet, 
  lowlight vision, spell-like abilities;  
   
  AL: NE; SV Fort +21, Ref +12, Will +13; Str 34, Dex 
  10, Con 29, Int 21, Wis 20, Cha 20.  
   
  Skills and Feats: Concentration +24, Diplomacy 
  +7, Hide +3, Intimidate +16, Knowledge (Geography) 
  +17, Knowledge (Nature) +16, Listen +33, Search +28, 
  Sense Motive +20, Spot +33, Survival +5 (7 following 
  tracks), Swim +23, Use Magic Device +19; Alertness, 
  Blind-Fight, Expertise, Improved Critical (tentacle), 
  Improved Initiative, Improved Natural Weapon 
  (tentacle), Improved Trip, Iron Will. 
  Constrict (Ex): A Kraken deals automatic tentacle or 
  arm damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, a kraken must 
  hit with a tentacle or arm attack.  It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity.  If it wins the grapple, it 
  establishes a hold, and can constrict. 
  Jet (Ex): A kraken can jet backwards once per round as 
  a full round action, at a speed of 280 feet.  It must move 
  in a straight line, but does not provoke attacks of 
  opportunity. 
  Ink Cloud (Ex): A kraken can emit a cloud of jet-black 
  ink in an 80 –foot spread one per minute as a free 
  action.  The cloud provides total concealment, which 
  the kraken normally uses to escape a fight that is going 
  badly.  Creatures within the cloud are considered to be 
  in darkness. 
  Spell-Like Abilities: 1/day – control weather, control 
  winds, dominate animal (DC 18), resist energy. Caster 
  level 9th.  The save DC is Charisma-based. 
  Skills: A kraken has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a hazard. 
   It can always choose to take 10 on a swim check even 
  if distracted or endangered.  It can use the run action 
  while swimming, providing it swims in a straight line. 
  Encounter Seven 
   
   
   
   
  Balcasis: male human cleric 14; CR 14; Medium 
  humanoid (human); HD 14d8+14; hp 94; Init +0; Spd 
  20 ft.; AC 28, touch 10, flat-footed 28; Base Atk +11; Grp 
  +18;   
   
  Atk +15 melee [(1d6+4 20 x2, heavy mace)];  
   
  Full Atk +15/+10 melee [(1d6+4 20 x2, heavy 
  mace)];  
   
  AL LN; SV Fort +10, Ref +6, Will +13; Str 12, Dex 
  10, Con 12, Int 12, Wis 19, Cha 12.  
  Skills and Feats: Concentration +18(22), Diplomacy 
  +18, Heal +21, Spellcraft +18; Combat Casting, Divine 
  Spell Power, Lightning Reflexes, Reach Spell, Still 
  Spell, Weapon Focus (Heavy Mace)  
  Spells Prepared (6/6/6/5/5/3/2; base DC = 4 + spell 
  level): 0—[Detect Magic (2), Light, Guidance, 
  Resistance]; 1st—[Protection from Chaos*, Bless, Light 
  of Lunia(2), Nimbus of Light, Sanctuary, Shield of 
  Faith]; 2nd—[Calm Emotions*, Deific Vengeance(2), 
  Enthrall, Hold Person, Spiritual Weapon(2), ], 3rd—
  [Magic Circle against Chaos*, Axomatic Storm, Dispel 
  Magic, Magic Vestments, Searing Light], 4th—[Order’s 
  Brother’s Love Lost 
   
  Page 34 
  
  Wraith*, Inflict Critical Wounds(2), Greater Magic 
  Weapon, Poison(2)], 5th—[Dispel Chaos*, Flame 
  Strike(2), Slay Living], 6th—[Hold Monster*, Blade 
  barrier, Harm(2)], 7th—[Dictum *, Mass Inflict Serious 
  Wounds, Repulsion]. 
  *Domain spell. Domains: [Law (Cast Law spells at +1 
  Caster Level); Pact]. 
   
  Possessions: Masterwork Heavy Mace, Full Plate, 
  Heavy Steel Shield, Amulet of Natural Armour +1, 
  Dusty Rose ioun stone, Pearl of Power (lv3), Rod of 
  Empower (lesser).  
  Encounter Eight 
   
   
   
   
  Shekem: male human cleric 15; CR 15; Medium 
  humanoid (human); HD 15d8+15; hp 101; Init +1; Spd 
  20 ft.; AC 33, touch 16, flat-footed 32; Base Atk +11; Grp 
  +12;   
   
  Atk +17 melee [(1d6+3 20 x2, heavy mace)];  
   
  Full Atk +17/+12/+7 melee [(1d6+3 20 x2, heavy 
  mace)];  
   
  AL CN; SV Fort +9, Ref +8, Will +13; Str 10, Dex 
  12, Con 12, Int 12, Wis 19, Cha 12.  
  Skills and Feats: Concentration +18(22), Diplomacy 
  +18, Heal +21, Spellcraft +18; Combat Casting, Divine 
  Spell Power, Lightning Reflexes, Reach Spell, Weapon 
  Focus (Heavy Mace), Spell Penetration  
  Spells Prepared (6/6/6/5/5/3/2/1; base DC = 4 + spell 
  level): 0—[Detect magic (2), Light, Guidance, 
  Resistance]; 1st—[Protection from Law*, Bless, Light 
  of Lunia(2), Nimbus of Light, Sanctuary, Shield of 
  Faith]; 
  2nd—[Invisibility*, 
  Deific 
  Vengeance(2), 
  Enthrall, Hold Person, Silence, Spiritual Weapon, ], 
  3rd—[Magic Circle against Law*, Anarchic Storm, 
  Dispel Magic, Magic Vestments(2), Searing Light(2)], 
  4th—[Confusion*, Freedom of Movement, Inflict 
  Critical Wounds, Greater Magic Weapon, Poison(2)], 
  5th—[Dispel Law*, Flame Strike(2), Slay Living(2)], 
  6th—[Mislead*, Blade Barrier, Harm, Heal], 7th—
  [Word of Chaos*, Mass Inflict Serious Wounds, 
  Withering Palm], 8th—[Polymorph any Object*, 
  Firestorm]. 
  *Domain spell. Domains: [Chaos (Cast Law spells at +1 
  Caster Level); Trickery]. 
   
  Possessions: Masterwork Heavy Mace, Full Plate, 
  Heavy Steel Shield, Amulet of Natural Armour +1, 
  Dusty Rose ioun stone, Pearl of Power (lv3), Rod of 
  Empower (lesser). 
  Brother’s Love Lost 
   
  Page 35 
  
  Appendix Five – New Monsters 
  Scyllan (Stormwrack, Page 157) 
  Huge Outside (Aquatic, Native) 
  Hit Dice:16d8+112 (184 hp) 
  Initiative: +7 
  Speed: Swim 50 ft, (10 squares) 
  Armor Class: 29 (-2 size, +3 Dex, +18 natural), touch 11, flat-foot 26 
  Base Attack/Grapple: +16/+35 
  Attack: Tentacle +25 melee (1d8+11) 
  Full Attack 4 tentacle +25 melee (1d8+11) ans 2 claws +23 melee (2d6+5) 
  Space/Reach: 15 ft./15 ft. (30 ft. with tentacles) 
  Special Attacks: Constrict 1d8+11, control water, frightful noise, improved grab, swallow whole 
  Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., spell resistance 27 
  Saves: Fort +17, Ref +13, Will +15 
  Abilities: Str 33, Dex 17, Con 25, Int 8, Wis 20, Cha 6. 
  Skills: Hide +13, Intimidate +17, Jump +38, Knowledge (Nature) +20, Listen +24, Spot +24, Survival +26, Swim +19 
  Feats: Ability Focus (frightful noise), Improved Initiative, Improved Natural Weapon (claw), Multiattack, Swim by 
  Attack, Weapon Focus (tentacles). 
  Environment: Cold aquatic 
  Organisation: Solitary 
  Challenge Rating: 13 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: 17-24 HD (Huge); 25-32 HD (Gargantuan) 
  Level Adjustment: -  
  A monstrous creature rises from the black water its upper body a mass of lashing tentacles surrounding two fearsome 
  claws.  A toothy maw gapes in its fishlike head. 
  Scyllans are descendants of the fabulous Scylla, and ancient fiendish sea monster (some say arch devil) with six snaky 
  heads.  Today, these lesser fiends primarily inhabit the frozen ocean of Stygia in the Nine Hells of Baator, but many 
  have adapted to the relatively mild oceans of the Material Plane.  A typical scyllan is about 20 feet tall and weighs 
  around 10,000 pounds. 
   
  A scyllan lurks in treacherous passages through rocks or reefs where ships must manoeuvre carefully.  As the vessel 
  passes its lair, the creature grabs with its tentacles, snatching prey from the decks and rigging.  It stuffs itself greedily 
  and continues to fight while digesting its meal. 
   
  Mariners tell chilling tales of the scyllan’s horrible wailing, like the winds of a cyclone.  The dreadful sound saps 
  the will, leaving ships’ crews helpless in the face of the monster 
   
  Scyllans can speak Aquan and Infernal but rarely do.  The only sound they usually make is their frightful noise. 
  Brother’s Love Lost 
   
  Page 36 
  
  COMBAT 
  Once a ship has come within reach, a scyllan begins to utter its frightful noise to make harvest easier.  A scyllan that has 
  grabbed a prey can either transfer it to its massive crushing claws or gulp it down.  Scyllans prefer to soften up larger 
  prey with the claws first before eating it, but they swallow human sized creatures without a thought. 
  Constrict (Ex): A scyllan deals 1d8+11 points of damage with a successful grapple check made with a claw 
  Control Water (Sp): 1/hour, caster level 16th. 
  Frightful Noise (Su): A scyllan produces a wailing sound by blowing air through the comblike growths on its head.  
  This horrible racket is unsettling to nearby creatures.  The scyllan activates its frightful noise as a move action and can 
  end it anytime as a free action.  Creatures within 100 feet of the scyllan are subject to the effect if they have fewer HD 
  than the scyllan. 
   
  A potentially affected creature who succeeds on a DC 18 Will save is immune to that scyllan’s frightful noise for 24 
  hours.  On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 or more HD 
  become shaken for 2d6 rounds.  Scyllans are unaffected by the frightful noise of other scyllans. 
   
  Frightful noise is a sonic, mind-affecting compulsion.  The save DC is Charisma-based and includes a +2 bonus 
  from the Ability Focus feat. 
  Improved Grab (Ex): To use this ability, a scyllan must hit with a tentacle attack.  It can then attempt to start a grapple 
  as a free action without provoking attacks of opportunity.  If it wins the grapple, it establishes a hold, and can transfer 
  the grabbed creature to a claw as a free action or attempt to swallow the foe the following round. 
  Swallow Whole (Ex): A scyllan can try to swallow a grabbed opponent by making a successful grapple check.  Once 
  inside, the opponent takes 2d8+16 points of crushing damage plus 2d6 points of acid damage per round.  A swallowed 
  creature can cut itself out by using a light slashing or piercing to deal 25 points of damage to the maw (AC 17).  Once 
  the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.  A Hugh 
  scyllan maw can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive. 
  Skills: A scyllan has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.  It can 
  always choose to take 10 on a swim check even if distracted or endangered.  It can use the run action while swimming, 
  providing it swims in a straight line. 
  Caller from the Deeps (Stormwrack, Page 140) 
  Huge Elemental (Water) 
  Hit Dice: 9d8+90 (130 hp) 
  Initiative: -1 
  Speed: Swim 50 ft. (10 Squares) 
  Armor Class: 22 (-1 Dex, -2 size, +15 natural), touch 7, flat-footed 22 
  Base Attack/Grapple: +6/+22 
  Attack: Tentacle +13 melee (2d6+8) 
  Full Attack: 2 tentacle +13 melee (2d6+8) 
  Space/Reach: 15 ft./15 ft. 
  Special Attacks: Constrict 2d6+8, enervating grip, improved grab 
  Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, siren’s call, summon watery ally 
  Saves: Fort +16, Ref +2, Will +4 
  Abilities: Str 26, Dex 9, Con 30, Int 15, Wis 12, Cha 14 
  Skills: Concentration +22, Listen +13, Spot +13, Swim +28 
  Brother’s Love Lost 
   
  Page 37 
  
  Feats: Combat Reflexes, Improved Natural Attack (Tentacles), Swim by Attack, Weapon Focus (Tentacles) 
  Environment: Any Aquatic 
  Organisation: Solitary 
  Challenge Rating: 9 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 10 – 18 HD (Huge); 19 – 27 HD (Gargantuan) 
  Level Adjustment: -  
  An inky blot of clod black water, this horrific tentacled mass ripples and seethes in the water. 
  In the deep, black places of the ocean, strange things come to rest, corpses, cast-off magic, even light itself is pulled into 
  these places and consumed.  Little wonder then that sometimes, in such places, malevolence grows.  Impelled by the rot 
  of the things of the light and driven by a horrible hunger, this thing becomes impatient waiting for the tides of the sea 
  to pull the world above it down into its ravenous maw.  It forms for itself a body out of the black, cold waters where it 
  found its genesis and leaves the black water trenches of the deep oceans, seeking life and light to consume. 
  A caller from the deeps has the ability to call things to itself, so that it can consume them.  It often lures sailors 
  overboard with its call, enwrapping then as they leap into the cold water and feeding of their life’s warmth.  When 
  endangered, a caller from the deeps has the ability to summon aquatic creatures to defend it. 
  Combat 
  A caller form the deeps maintains a very simple technique for hunting.  It begins by calling its prey to itself, using 
  siren’s call.  It grapples those who enter the water, drowning them.  Sould any manage to put up enough of a fight to 
  endanger its serenity, it summons a creature to defend itself and distract any adversaries.  Only if its opponent fights 
  their way past this summoned minion or manage to directly engage the caller itself will this creature focus its full 
  attention and might on them. 
  Constrict (Ex): A caller from the deeps deals automatic tentacle damage with a successful grapple 
  Enervating Grip (Su): While dealing damage in a grapple, a caller from the deeps also drains the vitality of its target.  
  Those who take grappling damage from a caller from the deeps must make a DC 24 Fortitude save or take 1 point of 
  Constitution damage.  This save is Constitution based. 
  Improved Grab (Ex): To use this ability, a caller from the deeps must hit with a tentacle attack.  It can then attempt to 
  start a grapple as a free action without provoking attacks of opportunity.  If it wins the grapple, it establishes a hold, and 
  can both constrict and use its enervating grip ability 
  Elemental Traits: A caller from the deeps has immunity to poison, magic sleep effects, paralysis, and stunning.  It is not 
  subject to critical hits or flanking.  It can not be raised, reincarnated, or resurrected (through a limited wish, wish, 
  miracle, or true resurrection spell can restore it to life.) 
  Siren’s Call (Sp): Three times a day, a caller from the deeps can use a siren’s call effect (DC 18).  This new spell is 
  described in the appendices. 
  Summon Watery Ally (Su): Once per hour, a caller from the deeps can summon a Medium water elemental or a Large 
  fiendish shark.  This creature remains for 10 minutes or until slain.  This is the equivalent of a 4
  th-level spell. 
  Skills: A caller from the deeps has a +8 racial bonus on any Swim check to perform some special action or avoid a 
  hazard.  It can always choose to take 10 on a swim check even if distracted or endangered.  It can use the run action 
  while swimming, providing it swims in a straight line. 
  Dragon Eel (Monster Manual III, Page 44) 
  Large Dragon (Aquatic) 
  Brother’s Love Lost 
   
  Page 38 
  
  Hit Dice: 14d12+70 (161 hp) 
  Initiative: +4 
  Speed: 20 feet (4 squares), swim 60 ft. 
  Armor Class: 27 (-1 size, +18 natural), touch 9, flat-footed 27 
  Base Attack/Grapple: +14/+26 
  Attack: Bite +21 melee (4d8+12 or Powerful Charge 4d8+12 plus 2d6) 
  Full Attack: Bite +21 melee (4d8+12) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Improved grab, swallow whole 
  Special Qualities: Blindsight 30 ft., damage reduction 5/adamantine, darkvision 60 ft., immunity to magic sleep effects 
  and paralysis, lowlight vision, keen scent 
  Saves: Fort +14, Ref +9, Will +10 
  Abilities: Str 26, Dex 11, Con 21, Int 8, Wis 12, Cha 13 
  Skills: Bluff +18, Hide +13, Listen +13, Sense Motive +18, Spot +18, Swim +16 
  Feats: Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Power Attack, Powerful Charge. 
  Environment: Temperate aquatic 
  Organisation: Solitary or pair 
  Challenge Rating: 11 
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: 15 – 28 HD (Large); 29 – 42 HD (Huge) 
  Level Adjustment: -  
  Silvery scales glisten on the muscular flanks of this long, narrow, creature.  A powerful, jagged beak snaps beneath 
  frighteningly intelligent eyes.  Pairs of small fins tipped with hooks march down its belly, while a frilled fin runs the 
  full length of its back. 
  The only redeeming quality of the terrible dragon eel is that it can’t stand to be near another dragon eel except when 
  mating or raising young.  One dragon eel can easily put a hole in the side of a sailing vessel, devouring the crew at its 
  leisure after the vessel sinks.  In groups they could destroy entire navies.  Captains have been known to negotiate with 
  dragon eels for safe passage of their ships, but dragon eels are reputed to be great liars and some crew who thought they 
  were safe have vanished without a trace.   
   
  A dragon eel is usually about 20 feet long and weighs about 1,000 pounds. 
   
  Dragon eels speak Aquan and Draconic, and particularly intelligent individuals speak Sahuagin and Common. 
  Combat 
  A dragon eel prefers to attack ships by charging them, ramming holes in their sides beneath the waterline in an attempt 
  to sink them.  If an opponent is too large to swallow a dragon eel attempts to grapple and then submerge with its foe, 
  drowning it. 
  Improved Grab (Ex): To use this ability, a dragon eel must hit with its bite attack.  It can then attempt to start a grapple 
  as a free action without provoking attacks of opportunity.  If it wins the grapple, it establishes a hold, and can attempt to 
  swallow the foe the following round. 
  Brother’s Love Lost 
   
  Page 39 
  
  Swallow Whole (Ex): A dragon eel can try to swallow a grabbed opponent of Medium size or smaller size by making a 
  successful grapple check.  Once inside, the opponent takes 1d8+8 points of crushing damage plus 8 points of acid 
  damage per round from the dragon eel’s gizzard.  A swallowed creature can cut itself out by using a light slashing or 
  piercing to deal 25 points of damage to the dragon eel’s gizzard (AC 17).  Once the creature exits, muscular action closes 
  the hole; another swallowed opponent must cut its own way out.  A Large dragon eel’s interior can hold 2 Medium, 8 
  Small, 32 Tiny, 128 Diminutive, or 512 Fine opponents. 
  Skills: A dragon eel has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.  It can 
  always choose to take 10 on a swim check even if distracted or endangered.  It can use the run action while swimming, 
  providing it swims in a straight line. 
   
  Brother’s Love Lost 
   
  Page 40 
  
  Appendix Six – New Spells 
  Anarchic Storm (Spell Compendium, Page 11) 
  Conjuration (Creation) [Chaotic, Water] 
  Level: Cleric 3 
  Components: V, S, M, DF 
  Casting Time: 1 standard action 
  Range: Cylinder (20 ft. radius, 20 ft. high) 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  The downpour created by this spell falls in a fixed area once created.  The storm reduces hearing and visibility, resulting 
  in a -4 penalty on Listen, Spot and Search checks.  It also applies a -4 penalty on ranged attacks made into, out of or 
  through the storm.  Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish 
  protected flames (such as those of lanterns).   
   
  The rain damages lawful creatures, dealing 2d6 points of damage per round (lawful outsiders take double damage).  
  In addition, each round, a bolt of lightning strikes a randomly selected lawful outsider within the spell’s area, dealing 
  5d6 points electricity damage.  After the spell’s duration expires, the water disappears. 
   
  Material Component: A flask of anarchic water. 
  Axiomatic Storm (Spell Compendium, Page 22) 
  Conjuration (Creation) [Lawful, Water] 
  Level: Cleric 3 
  Components: V, S, M, DF 
  Casting Time: 1 standard action 
  Range: Cylinder (20 ft. radius, 20 ft. high) 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  A driving rain falls around you.  It falls in a fixed area once created.  The storm reduces hearing and visibility, resulting 
  in a -4 penalty on Listen, Spot and Search checks.  It also applies a -4 penalty on ranged attacks made into, out of or 
  through the storm.  Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish 
  protected flames (such as those of lanterns).   
   
  The rain damages chaotic creatures, dealing 2d6 points of damage per round (chaotic outsiders take double 
  damage).  In addition, each round, a gout of acid strikes a randomly selected chaotic outsider within the spell’s area, 
  dealing 5d6 points acid damage.  After the spell’s duration expires, the water disappears. 
   
  Material Component: A flask of axiomatic water. 
  Deific Vengeance (Spell Compendium, Page 62) 
  Conjuration (Summoning)  
  Brother’s Love Lost 
   
  Page 41 
  
  Level: Cleric 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Will half 
  Spell Resistance: Yes 
  This spell deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 
  10d6) if the target is undead.   
  Light of Lunia (Spell Compendium, Page 132) 
  Evocation [Good, Light] 
  Level: Celestia 1, cleric 1, sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: You and up to two rays; see text 
  Duration: 10 minutes/level or until discharged (D) or until discharged; see text 
  Saving Throw: None 
  Spell Resistance: Yes; see text 
  The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 
  30 feet.   
   
  Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of 
  light.  You must succeed on a ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against 
  undead or evil outsiders with a range of 30 feet.  Spell resistance applies to this attack.  This dims your silvery radiance 
  to half (15-foot light, with a dim light for an additional 15 feet).  You can choose to fire one additional ray with the same 
  characteristics either on the same round or on a subsequent round.  Firing the second ray quenches your radiance and 
  ends the spell. 
  Nimbus of Light (Spell Compendium, Page 148) 
  Evocation [Light] 
  Level: Cleric 1, Purification 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level or until discharged (D) 
  The nimbus of light glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 
  feet) from you. 
  Brother’s Love Lost 
   
  Page 42 
  
   
  As a move action, you can coalesce the energy from the nimbus of light around your outstretched arm, and then as 
  a standard action fling it toward a foe within 30 feet.  As a ranged touch attack, the nimbus of light deals 1d8 points of 
  damage +1 point per round that’s elapsed since you cast the spell (max of 1d8+caster level damage).  Attacking with the 
  nimbus of light ends the spell, whether the energy hits the target or not. 
  Siren’s Call (Stormwrack, Page 121) 
  Enchantment (Compulsion) [Mind- Affecting] 
  Level: Bard 3, Seafolk 4, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature/2 levels, no two of which can be more than 30 ft. apart 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The targets of this spell hear a sudden, distant song that installs in them a longing for the sea.  Those who have heard it, 
  compare it to the song of a siren. 
   
  A target who fails a saving throw against this spell moves immediately towards the nearest stretch of ocean that it 
  can find and attempts to completely submerse itself in the water.  This flight will be by the safest means possible, 
  withdrawing from combat, fight defensively, and not passing through threatened areas. 
   
  The target will only fight if someone actively attempts to prevent it from following through with its search fro the 
  ocean; if this fight is with an ally, the target is granted a second saving throw to throw off the effects of the spell. 
   
  In some environments, this means that those affected simply flee in the direction of the nearest coast.  Along a 
  shoreline, targets often plunge into the surf.  Aboard ship, they leap overboard.  If the subject has no idea where to find 
  a substantial body of water, it simply chooses a random direction and continues until the spell expires. 
   
  Once the spell’s subjects are in the water, they begin swimming toward the deepest part of it they can reach, 
  immersing themselves completely and refusing to come up for air, though they hold their breath as long as they are 
  able. 
  Withering Palm (Spell Compendium, Page 241) 
  Necromancy 
  Level: Cleric 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: Instantaneous 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  Brother’s Love Lost 
   
  Page 43 
  
  Your successful melee touch attack deals 1 point of Strength damage and 1 point Constitution damage per two caster 
  levels to the target (maximum of 10 points each).  If you score a critical hit, the subject takes ability drain instead, but 
  the effect is not doubled. 
   
  Brother’s Love Lost 
   
  Page 44 
  
  Appendix Seven – New Feats 
  Divine Spell Power (Complete Divine, Page 80) 
  You can channel positive or negative energy to enhance your divine spellcasting ability. 
   
  Prerequisite: Ability to turn or rebuke undead, able to cast 1
  st-level divine spells. 
   
  Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, 
  plus any other modifiers you’d normally apply to your turning check).  Treat the result of the turning check as a 
  modifier to your caster level on the next divine spell you cast in that round 
   
  Foe example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster 
  level for the next divine spell he casts in the round.  Had he rolled an 8, he would instead apply a -1 penalty to his caster 
  level for the next divine spell he casts in the round. 
   
  If you don’t cast a divine spell before your next turn, you lose the effect of the check result.  This feat has no effect 
  on your arcane spellcasting ability. 
  Powerful Charge (Monster Manual III, Page 207) 
  A creature with this feat can charge with extra force 
   
  Prerequisite: Medium or larger, base attack bonus +1. 
   
  Benefit: When a creature charges, if its melee attack hits, it deals an extra 1d8 points of damage (if it is of Medium 
  size.)  For large creatures, the extra damage is 2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6 
   
  This feat only works when the creature makes a charge.  It does not work when the creature is mounted.  If the 
  creature has the ability to make multiple attacks after a charge, it can only apply this extra damage to one of those 
  attacks. 
   
  Special: A fighter can select Powerful Charge as one of his fighter bonus feats. 
  Reach Spell (Complete Divine, Page 84) 
  You can cast touch spells without touching the spell recipient 
   
   
  Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet.  The spell 
  effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient.  A reach 
  spell uses up a spell slot two levels higher than the spell’s actual level. 
  Swim by Attack (Stormwrack, Page 94) 
  You can attack in the middle of a fast pass by your opponent 
   
  Prerequisite: Swim speed. 
   
  Benefit: When swimming, you can take a move action and another standard action (such as an attack) at any point 
  during the move.  You can not take a second move action during a round when you make a swim-by-attack 
   
  Normal: Without this feat, you take a standard action either before or after your move, but not in the middle of 
  your move. 
  Brother’s Love Lost 
   
  Page 45 
  
  Judge Aid One 
  Perrenland Specific Effects 
  The Eruption of Mount Hellspaar And Hell’s Gloom 
  In PER4-06 The Hollows Unveiled, the previously dormant volcano Mount Hellspaar erupted. This spread volcanic ash 
  high into the air over Perrenland and caused an effect which came to be known as “Hell’s Gloom”. In PER6-06 The 
  March of the Hollows, a Shrine dedicated to Joramy was consecrated at the base of Mount Hellspaar. Joramy was 
  pleased, and the goddess caused Mount Hellspaar to settle and Hell’s Gloom to disappear. Therefore, the effects found 
  in previous Perrenland adventures do not apply in this adventure – nor from this point forward. The “Divination Effects 
  Found In Perrenland” also no longer apply. 
  The Nightmare 
  Many folk, including the PCs, have been having vivid nightmares of their friends and loved ones being slaughtered, and 
  rising as undead to fight in the legions of the Famine Queen (Iggwilv). The nightmare has recently taken on a new 
  visage. At her side is Igglwilv’s daughter, Drezlna. At the start of each adventure, each PC has this nightmare the night 
  before play begins. If they fail a DC 15 Will save they suffer a –1 profane penalty to all saving throws for the next two 
  days. This is a fear effect and may be suppressed or dispelled (caster level 10) in the normal manner. 
  The Freeze of the Famine Queen 
  Due to Hell’s Gloom blocking out the sun, Perrenland has faced two years of perpetual winter. This has led to the 
  following effects on regional adventures (though the effects are set to go into slow decline now that Hell’s Gloom has 
  ended): 
  The southern and eastern coastal fringe and shallow areas of Lake Quag out to about 2 miles are frozen into a layer of ice 
  and all ports with the exception of Clatsberg City are frozen shut. The freeze in the west currently extends to just north 
  of Hugelrote. 
  Ice skimmer is now the only way to re-supply and unload what shipping is still operating.  
  Small icebergs still litter Lake Quag, creating navigational hazards.  
  Crops that were set for harvest are blighted, but recovering. Most of Perrenland has not been able to harvest any food 
  since last season. Southern Quagfludt, the Kershane Pass and Northern Yattenheid are the only places that have 
  produced a harvest.  
  The shortage of food is creating widespread hunger across Perrenland and many fear famine.  
  Hoarding has become common but has yet to be outlawed. 
  The price of all food items has doubled and the price of any item from the Player’s Handbook (PHB) has increased by 
  150% (except during initial character creation and intro scenarios) in all Perrenland regional adventures.  
  Lifestyle and up-keep costs have also doubled except where a PC is granted free up-keep. If a PC is using a lifestyle 
  discount of some form, the discount applies after the costs have been doubled. i.e. Adventurers standard at 50% discount 
  would cost 12 gp rather than 6gp. 
  The survival DC for PCs who live off the land has risen to 25. 
  PCs who pay for upkeep who instead voluntarily declare at the start of the game that they have donated their up-keep to 
  the needy do not suffer negative Charisma effects. Instead they gain the same Charisma bonus they would normally 
  have gained as if they had paid the appropriate lifestyle as they are deemed to be a generous patron of the folk. However 
  they begin the game suffering from the effects of fatigue due to hunger and with subdual damage equal to 1/3 of their 
  hit-point total rounded down. See PHB p 308 for fatigue effects. Note: As well as resting for 8 hours in game, PCs must 
  also eat an appropriate meal to remove these effects. 
  PCs who can cast create food and water or heroes feast can declare at the start of the game that they have done so to help 
  the needy. These PCs gain charisma benefits from this act of generosity as if they had paid for the next higher lifestyle. 
  This PC is assumed to have cast these spells immediately before the adventure introduction begins. 
  Brother’s Love Lost 
   
  Page 46 
  
  Judge Aid Two 
  Encounter Four – Crimson Folly or PC ship  
   
   
   
   
  Brother’s Love Lost 
   
  Page 47 
  
  Judge Aid Three 
  Encounter Four – Pelor Dreaming 
   
   
  Brother’s Love Lost 
   
  Page 48 
  
  Judge Aid Four 
  Encounter Four – Dracotooth 
   
   
  Brother’s Love Lost 
   
  Page 49 
  
  Judge Aid Four 
  Encounter Seven – Balcasis Encounter 
   
   
   
   
  Brother’s Love Lost 
   
  Page 50 
  
  Judge Aid Five 
  Encounter Eight – Shekem Encounter 
   
  Brother’s Love Lost 
   
  Page 51 
  
  Player Handout #1 
  Dear friends 
  It appears that once again I have call to request your aid.   Much has 
  changed since the mine was reopened, but I have spent it investigating the 
  cultists you found.  I now have a lead on the location of the one named 
  Balcasis.  If you are interested in helping be pursue the matter then please 
  meet me at the Meermaid’s Rest in Meerstadt. 
   
  Yours in Profit 
  Shekem 
  Brother’s Love Lost 
   
  Page 52 
  
  Player Handout #2 
  Dear friends 
  It appears that my investigations have finally borne fruit.    I now have a lead on 
  the location Balcasis, the one I believe to be responsible for the increased pirate 
  attacks on the shipping and for the attempt to frame me last year.  If you are 
  interested in helping be pursue the matter then please meet me at the Mermaid’s 
  Rest in Meerstadt. 
   
  Yours in Profit 
  Shekem 
  Brother’s Love Lost 
   
  Page 53 
  
  Player Handout #3 
  Dear friends 
  You do not know me, but I have been given your name by a number of mutual 
  friends who assure me that you are the type of people I am looking for.  I am 
  looking for a group of capable adventures who can help me investigate the pirate 
  attacks that have been happening around the Vestmeer shipping lanes.  These 
  attacks are a menace to profitable trade and threaten the internal security of 
  Perrenland.   If you are interested in helping be pursue the matter then please meet 
  me at the Meermaid’s Rest in Meerstadt. 
   
  Yours in Profit 
  Shekem 
   
  Brother’s Love Lost 
   
  Page 54 
  
  Player Handout #4 
   
  Old entry 
  Today my brother and I fought.  I did not know that he was in love with 
  Arbela.  When she let him down he felt rejected by all even me. 
  We ended up coming to blows.  That was when we discovered that a silly pact we 
  made as children stopped us from doing harm to each other.  Pity, I believe if 
  Konrad and I did fight, then it would have been resolved and life could have 
  gone on.  Instead he packed his things and left. 
   
  Entry six months later 
  Today Arbela and I were married.  I wish Konrad was here.  I have still here 
  no word.  Zilchus guide him. 
   
  Entry six months later 
  Arbela died today.  There was a fire.  All gone.  I have lost Konrad and now 
  Arbela.  Traft holds nothing for me now. 
   
  Entry one year later 
  I have met up with a group and we have been adventuring together, I have made 
  some good business contacts in the process.  We have heard about a pirate 
  haven on the shores of Lake Quag.  We are going to destroy this danger to 
  trade and commerce. 
   
  Entry one month later 
  We reached the small haven the pirates called Nachtstadt.  I have a vision.  
  Zilchus wants me to set up a town here that can be a trading post for the 
  pirates.  At the same time I am to influence their cursed ways and hopefully 
  eventually bring them off the path of Piracy. 
   
  One year ago 
  I have heard rumours that someone is hiring pirates to raid the shipping 
  lanes.  All my work looks under attack. 
   
  One week ago 
  I have had little luck finding out who is behind the pirate attacks. They 
  appear to have slowed down with the other problems.  A friend, however, has 
  informed me that the person responsible has sent assassins to kill me and stop 
  my investigations. 
   
  Brother’s Love Lost 
   
  Page 55 
  
  Player Handout #5 
  A number of years ago, my mother, Liza Oostmeer and my father, Seraf bin Kazar were gifted with two boys, myself and 
  Konrad. Unfortunately the birth of my brother proved fatal to my mother, and father was left to raise us alone.  We were 
  close as they grew up, and spent a great deal of their time travelling with father, who was a merchant from Tusmit and a 
  minor cleric of Zilchus.  We got to see quite a bit of the world. 
   
  All this changed when we returned to Traft in Perrenland to visit with our mother’s family.  I fell in love with a 
  young woman named Arbella, and started to court her.  Her sister, Jarlina, took a shining to Konrad.  However, Konrad 
  liked Arbella and used Jarlina’s affection to get close to her.  When Arbella and I got engaged, Konrad professed his love 
  to her.  She gently told him that she did not feel the same way.  Jarlina was naturally upset and loudly left Konrad.  In 
  anger, Konrad turned on me and we fought. 
   
  It was during this time we discovered that a pact made as children to do no harm to each other had been listened to 
  by the Great Guildmaster and acted upon.  Konrad and I found that any physical harm one did to the other would be 
  visited upon us both. Instead of a big fight and then reconciliation, Konrad left Traft, angry and blaming me for his 
  problems. 
   
  I felt sorry at the loss of his brother, but hoped one day he would return.  Then, a year later, Arbella was killed in a 
  house fire.  Lost and forlorn, I took to the long road travelled by adventurers all over the Flanness. 
   
  After many years I stumbled on a hidden cove that had become a den to the pirate of Lake Quag.  It was here that I 
  had a dream, a vision of creating a town, hidden from the outside world by illusion, where the pirates could be managed, 
  and through teaching and the words of Zilchus, I could control and curtail the trade-damaging practice of Piracy.   
   
  Nachtstadt was born. 
  Brother’s Love Lost 
   
  Page 56 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/596/Normal Scenarios/PER6-08 - Brother's Love Lost (APL 6-12)/PER6-08 Brother's Love Lost.pdf