TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  ONW4-04 
   
   
   
   
   
   
   
  Return to Bigby’s Modest Home 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Onnwal Regional Adventure 
  Version 1.0 
   
   
  by Andy MacPhee, Jeny MacPhee and Stuart Kerrigan 
  Triad Reviewer: Stuart Kerrigan 
  Circle Reviewer: Paul Looby 
   
   
   
  Subtle and quick to anger – such is the way of wizards. So what do you do when two come asking that you retrieve 
  something left behind by their old master? 
  A one round Onnwal regional module for APLs 2-10. 
   
   
   
   
  
  Return to Bigby’s Modest Home 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, 
  and a character sheet from your convention coordinator or 
  the RPGA Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was created 
  to support double-sided printing, but printing it single sided 
  will work as well. There is enough room along the inside 
  margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, 
  an RPGA scoring packet, and your sense of fun. It is also a 
  good idea to have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and a pencil, as 
  handy as a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more than 
  six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are not 
  free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. It’s 
  strongly recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to actions of the 
  player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number of 
  levels you add to the sum above. Add each character’s 
  animals separately. A single PC may only bring four or 
  fewer animals of this type, and animals with different 
  CRs are added separately. 
  
  Return to Bigby’s Modest Home 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined the 
  APL. Throughout this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are given in even-
  numbered increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their dogs 
  to attack must succeed at a DC 10 Handle Animal or 
  Charisma check. Failure indicates that the animal will 
  not attack that round. This is a free action (spoken 
  command) that may be attempted each round. If an 
  animal loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Onnwal. Characters native to Onnwal pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per Time Unit. 
  Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep 
  costs 100 gp per Time Unit. 
   
   
  Adventure Background 
  The Greenleaf Society was the name given to the loose 
  group of mages who on occasion gathered at the house of 
  Fraznier of Halmarn, better known to the wider world as 
  the Archmage Bigby. Formed soon after Bigby settled in 
  Scant, the Society consisted of Bigby, his apprentices (past 
  and present), as well as some of the brightest and best of 
  Onnwal's magi including Milos Relaster and Kelen the 
  Grey. The Society had practically no formal structure - 
  though Bigby was generally acknowledged as the leader - 
  and it served as much as a talking shop and opportunity for 
  the members socialise as anything else. Nevertheless, 
  matters of great import were often discussed by the Society 
  and given the members' power, decisions reached by the 
  group often had far-reaching influence in Onnwal and 
  beyond.  
  For all its knowledge and farsightedness, the Brotherhood's 
  invasion caught the Society by surprise. Bigby withdrew to 
  Mitrik in Veluna, whilst other members fled to Irongate, 
  Nyrond, the Urnsts, and the Domain of Greyhawk. The 
  Society has effectively ceased to exist now - though the 
  members do remain in contact, and old ties of friendship 
  remain strong. Many work what means they can to aid the 
  cause of Free Onnwal and the Iron League.  
  Two members of the society, and former apprentices of 
  Bigby, are interested in certain magical treasures that were 
  left behind when Bigby withdrew.    Bigby, under the nom 
  de plume Fraznier of Halmarn 
   
   
   
   
   
  
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  Page 4 
  Adventure Summary  
   
  Introduction:The PCs are contacted via powerful magics by 
  two former members of the Green Leaf society. Andrui and 
  Celendrenn want the PCs to travel to Halmarn on the 
  outskirts of Scant to retrieve a powerful artifact once 
  belonging to Franzier of Halmarn, better known as Bigby.  
  Failure to do this may allow the Kesh of Scant, Maranafel 
  Toktot, to obtain the item first 
   
  Encounter 1 Ambush: In order to get into Halmarn, the 
  PCs need to obtain enchanted discs that will allow them 
  access past the gates.  Luckily a small Brotherhood patrol is 
  not far off; if the PCs can ambush them in time than they 
  can get the discs they need. 
   
  Encounter 2 Into the Lion’s Maw: The PCs must make 
  their way into Halmarn, and avoid detection whilst moving 
  about the town.  They will need to locate the house of 
  Fraznier, possibly facing an ethical dilemma en route. 
   
  Encounter 3 Bigby’s House: The PCs are free to investigate 
  the house, in their search for the black sphere.  They must 
  try to be quiet however; otherwise they will draw attention 
  from the wandering patrols.  Their search begins on the 
  ground floor, where they may encounter one of Bigby’s 
  slightly unusual housekeepers. 
   
  As the PCs head up the stairs they trigger one of Bigby’s 
  traps, which appears to have already accounted for a 
  Brotherhood patrol. 
   
  The PCs can explore the first floor.  Most of the rooms are 
  empty, but there are two of interest. One of the 
  Brotherhood troops managed to enter Andrui’s room.  A 
  large fire elemental pursued him and killed him.  The room 
  has been set alight, and clay golems have been teleported in 
  to try and put the fire out.  There is an opportunity for the 
  PCs to help them.  
   
  The only entrance to the basement can be found in Bigby’s 
  room. If the PCs are to get the sphere they will have to 
  enter the secret lift by bypassing the interposing hand left 
  by Bigby.  The other problem is that a surviving 
  brotherhood wizard is watching invisibly, waiting to strike. 
   
  The lift takes the PCs to the basement library. While they 
  are investigating, the invisible wizard strikes, using his 
  wand of summon monsters to attempt to kill the PCs. 
   
  Encounter 4 Laboratory Escape: Within the basement 
  laboratory, the PCs will find the sphere. There is also a 
  mirror that is their only means of escape from the house.  
  However, depending on the route they take they could end 
  up in even greater peril. 
   
  Introduction 
  To begin this module read aloud or paraphrase the 
  following:- 
   
  It is dark. A second ago you were engaged in your daily 
  activities. 
  Then 
  suddenly 
  you 
  were 
  engulfed 
  in 
  impenetrable darkness. 
   
  “Do not be alarmed,” says a voice.  
   
  You find yourself illuminated in a pool of white light. 
  A figure steps from the blackness.  
   
  “I am speaking to you telepathically, as is my 
  companion here. We are near you, but we cannot risk 
  contacting you directly.” 
   
  The figure is dressed in a brown-cowled robe. The 
  hood falls back to reveal a young face crowned with a 
  mane of black hair. The man bows briefly.  
   
   “Friends, we bring you greetings, my name is Andrui, 
  and this is my…associate.”   
   
  Just then on the edge of the darkness, another cowled 
  figure appears.   
   
  “We have come to you in haste,” the cowled figure 
  says in a deep voice. “A great peril is soon to befall all of 
  Onnwal.  With your help we hope to divert the worst and 
  cancel the rest.” 
   
  Obviously the characters will have some questions.  Andrui 
  will do all the talking in his strange tongue. They have no 
  equipment, are dressed solely in white robes, and cannot 
  touch anything – everything including the PCs seem to be 
  incorporeal. 
   
  � Andrui: Male human Wiz 10+: AL N. 
   
  Appearance: A man in his early thirties who is both tall 
  and thin as war, study and hardship have meant that the 
  rotund frame Andrui once possessed has faded. Andrui is 
  striking with long black hair which shows only the subtlest 
  hues of grey, and is impeccably clean-shaven. 
   
  Character:  Andrui met Franzier of Halmarn (Bigby) 
  whilst working as a laborer in Halmarn and impressed the 
  mage sufficiently to be taken on as an apprentice. He 
  tended Bigby’s affairs as best he could during the mage’s 
  death in 581 CY, but he had been his apprentice for only 
  one month so many of his master’s traps and escaped 
  experiments 
  caused 
  him 
  problems. 
  He 
  gained 
  a 
  pathological hatred of stirges. During the Fall of Scant, 
  Andrui was on business in Furyondy for Bigby. He joined 
  his master in Veluna City. He is now a puissant mage in his 
  
  Return to Bigby’s Modest Home 
   
  Page 5 
  own right and has transcended from apprentice to a 
  respected agent of the Circle of Eight. 
   
  Where are we? 
   “This is a visual representation of our conversations in 
  your mind.” 
   
  Who are you?  
   “I am Andrui, I thought I had already said?  You need 
  more of an introduction? We ultimately have Free 
  Onnwal’s best interests in our hearts.” 
   
  Who is your companion?  
   “One who knows better than to give out his name. He 
  listens, and will speak if he has anything to say.” 
   
  What is this peril you spoke of?  
  “On the outskirts of Scant is a place known as Halmarn. It 
  holds a dangerous secret.  One of the townhouses was a 
  secret meeting site for a famous resident of Scant.  
  Whenever he wished to meet others in secret, he met 
  them there. This resident, a former master of ours, who 
  went by the name of Fraznier, made sure that his home 
  would be well protected after he left the city during the 
  night of the Brotherhood’s invasion.   
   
  “However, in recent days Maranafel Toktot, Kesh of 
  Scant has discovered a token, enchanted by our master, 
  that will afford him entrance to this house.  If that were to 
  happen, certain powerful enchantments, items of power 
  and lost magics, hidden for a reason will be in the 
  possession of our enemies.  This cannot be allowed.   
   
  “You must travel to Halmarn, enter the town, gain 
  entrance to the house, find these items of power, and 
  return them to Killdeer.  Then you may have saved your 
  cause, and our master’s secrets.” 
   
  Who is your master?  Is it Bigby?  
  Andrui: 
   “Fraznier is our master, and one time resident of Scant.  If 
  you can come up with another name, then that is well, but 
  keep it to yourself.”   
   
  Celendrenn: 
   The mysterious observer speaks.   
   
  “It is imperative you do not utter his name.  Our 
  enemies have ears everywhere.  That is why I will not give 
  you mine, why I cannot meet you in person.  Suffice to say 
  it is a name you will have heard.” 
   
  But Bigby sold out Free Onnwal! He is a traitor! 
   
  Andrui:  
  “Remember who it was who turned upon his own sworn 
  companions, sundering oath and bonds of friendship to 
  take the lives of those closest to him. It was not Bigby that 
  did this, but Rary the Traitor. 
   
  “It is curious that you put such a store of blind faith in 
  the words of Rary’s Mouthpiece. What proof has the 
  Forked Tongue of the Bright Desert offered you of his 
  accusations? Because a man says a thing, does it make it 
  true? Have these hard years taught you nothing about trust 
  and deception? Has not Onnwal bled enough for its sons’ 
  gullibility?  
   
  “For our part, we play on a larger board than Onnwal. 
  The war here is but a candle to the greater war that will 
  one day come. Powerful evil lurks in the Dragonshead, evil 
  that must be dealt with before the Last War comes upon 
  us. Think of it as the lancing of a boil.  
   
  “It is better that this evil be drawn out by the blood of 
  your war than the slaughter that will follow. The rivers of 
  blood that shall flow from that War would engorge it so 
  that it would become invincible. 
   
  “If the Traitor opposes us, then he must surely be the 
  ally of this deepening shadow. Or perhaps its master?”  
   
  Celendrenn:  
  You hear a sharp intake of breath from the observer:  
   
  “This is irrelevant! You cannot refuse this task and still 
  you call yourselves true patriots of Onnwal. Toktot and the 
  Brotherhood stand to gain terrible magical secrets if you 
  stand by and do nothing. That cannot be allowed to 
  happen.”   
   
  If the PCs continue to persist in denouncing Bigby or 
  Andrui, Celendrenn gives away his identity as spymaster 
  for the Free State of Onnwal and former apprentice of the 
  puissant archmage. 
   
  � Celendrenn: Male human Wiz 10/Mindbender6 
   
  Appearance: Celendrenn is obviously not using his 
  true appearance and manifests as a blurred face hovering in 
  the background of this vision. 
   
  Character: Thought to be a native of Scant, Celendrenn 
  was known before the Greyhawk Wars to be a talented 
  mage in the service of Fraznier of Halmarn, alias the 
  archmage Bigby. During his time in Bigby's service, he is 
  believed to have shown a particular aptitude for mind-
  effecting magics, one seemingly encouraged by his master. 
  Celendrenn frequently acted as a messenger for Bigby 
  throughout the lands of the Iron League. When Bigby was 
  forced to flee Onnwal during the Scarlet Brotherhood 
  invasion, Celendrenn remained behind and went into 
  hiding. Firm knowledge of his movements since that time 
  is patchy at best. Given his secretive nature, no clear 
  
  Return to Bigby’s Modest Home 
   
  Page 6 
  account of his physical appearance exists. Popular rumour 
  has it that he is Jian Destron's master of spies.  
   
  How do we get into the town?  
  “In order to get into the town, past the guards you will 
  need entrance discs that I believe look like this,” Andrui 
  waves his hands and an image of a copper disc appears in 
  the air.  “As you know/may know these discs are worn on 
  the wrists by the agents of the Scarlet Sign in order to get 
  into the town.” 
   
  Celendrenn:  
  “You will need to obtain some of these discs.  I am sure you 
  can find a patrol, ambush them and capture their discs.” 
   
  How do we get into the house? 
   
  Celendrenn: 
  “We will give you a token.  A scroll left by our master that 
  will allow any who read it to enter the house, and safely 
  leave it again.  Do not loose the scroll, or let it get 
  damaged, without it you will never leave the house.  To use 
  it simply read the passage on the scroll aloud before 
  entering the house or moving between floors of the house. 
   
  What about a disguise?   
  [Celendrenn] “I have created a device, that will alter your 
  appearance.  We shall arrange for it to come into your 
  possession after we are done with you.  When you are 
  close to your destination each of you should hold it and 
  speak the work Ardaranzi.  The illusion will last for only 
  24 hours.” 
   
  What is it you want us to retrieve?  
  There is a certain item concealed within the house.  It is a 
  small black sphere, no bigger than a fist.  I cannot say 
  where exactly it is, but it is vital you return it to me. 
   
  Why have we been selected for this mission? 
   
  The response differs depending on the APL of the module, 
  and whether the PCs have completed the Onnwal regional 
  modules ‘ONW2-06 (Prequel) Pilgrims in an Unholy Land’ 
  or ‘ONW2-06 Blazing Banner’. 
   
  For PCs at APL2 – 4 that have not played ONW2-06 
  (Prequel) Pilgrims in an Unholy Land or ONW2-06 Blazing 
  Banner: 
   
  Andrui nods and smiles as you ask that question.  It would 
  appear that he have been waiting for you to ask it.  “The 
  answer is very simple.  You are not known in Halmarn, 
  and so your faces will be easy to disguise.  There will be no 
  posters offering rewards for you; it is unlikely you will 
  encounter anyone you have met before.  In other words 
  you are exactly what we need, remarkable individuals who 
  have remarkable talents.  We have faith that you will find a 
  way past the gates.” 
   
  For PCs at APL6 + that have not played ONW2-06 (Prequel) 
  Pilgrims in an Unholy Land or ONW2-06 Blazing Banner: 
   
  Andrui nods and smiles as you ask that question.  It would 
  appear that he has been waiting for you to ask it.   “The 
  answer is very simple. You have already proven your 
  resilience and your daring in countless missions for the 
  forces of Free Onnwal.  Who else would we call upon at 
  this our most pressing need?  It has been agreed that you 
  have the best chance of victory.  You must not let us down. 
   
  PCs at all APLs that have played ONW2-06 (Prequel) 
  Pilgrims in an Unholy Land or ONW2-06 Blazing Banner: 
   
  Andrui nods and smiles as you ask that question.  It would 
  appear that he have been waiting for you to ask it.  “The 
  answer is very simple.  You have managed to get into the 
  town of Halmarn once already.  We are convinced that you 
  can do it again.” 
   
  Are we getting paid for this? 
  “I would hope that serving your country would be its own 
  reward.  However, if that is not sufficient, you may take for 
  yourselves any minor trinkets you may come across whilst 
  searching for the sphere.  That should be ample payment 
  for your services.” 
   
  Once the PCs have ended their conversation the darkness 
  fades and events resume around the PCs. One random PC, 
  who is currently within a populated area, is approached by a 
  young urchin named Fissif who bears both the scroll to 
  enter Bigby’s home and (if the PCs are to be given it) the 
  magical device to disguise themselves, a sphere which 
  enables the spell seeming to be cast on the PCs. 
   
  Development: Given the importance of the mission it is 
  assumed that the characters meet up to travel to Halmarn as 
  quickly as possible. Roleplay this as time allows and 
  proceed to Encounter 1: Ambush. 
   
   
   
   
  
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  Page 7 
   
   
   
   
   
     Encounter 1: 
  Ambush 
  Using the information provided by Celendrenn, the PCs 
  should be able to move ahead of the Brotherhood patrol 
  and set up an ambush as the patrol is following a 
  discernable path.  If the PCs delay setting off, then they will 
  have more difficulty tracking the patrol, and will not have 
  time to prepare an ambush.  In this instance, the 
  Brotherhood forces have already set up a camp for the 
  evening, at the top of a low rise.  This gives them a +2 
  circumstance bonus to any Spot checks made to notice the 
  PCs approach. 
   
  Assuming the PCs are in time to set up an ambush, 
  have them make DC 15 Survival checks to determine the 
  best location for the ambush site.  If the PCs fail the check, 
  they are unable to find a suitable location, and are likely to 
  blunder into the patrol. In this instance, used opposed Spot 
  checks starting at a distance of 200m to determine which 
  group gets surprise. 
   
  If the PCs get DC 15 on the Survival checks they locate a 
  small scrub covered hill that provides 25% cover and +4 
  circumstance bonus to Hide checks to avoid being spotted. 
   PCs that beat the DC by 10 or more locate a small hill with 
  a rocky outcrop overlooking the path taken by the patrol.  
  This provides PCs with 50% cover and +6 circumstance 
  bonus to Hide checks to avoid being spotted. 
   
  Once the PCs are in position have them make Hide 
  checks to avoid being spotted by the Brotherhood patrol.  
  As the patrol is not expecting any danger, they make no 
  attempt at concealment.  Allow the patrol to make a single 
  Spot check from a distance of 100m to locate the PCs.  
   
  If the PCs fail their Survival check or if they were 
  spotted then read or paraphrase the following: 
   
   As you are scouting the area, looking for a place to hide, 
  shouts ring out. You see the Brotherhood patrol, 
  comprising a Tilva Suel commander and a squad of 
  Hepmonaland Suel savages, pointing in your direction. 
  The savages are dressed in little more than loincloths, hide 
  capes and crude sandals, but all appear to wear some sort of 
  band around their right wrist, although from this distance, 
  it is impossible to make out its significance.  
   
  The commander shouts something in an unfamiliar 
  tongue, and then waits expectantly for a response. 
   
  The commander will assume that the PCs are a group of 
  Brotherhood soldiers returning from the front, and is 
  asking them for their report, in Ancient Suloise. As long as 
  the PCs do not act suspiciously (like attempting to avoid 
  the position, speaking Common (as opposed to Ancient 
  Suloise) or allowing inferior races like halflings, elves, 
  dwarves, gnomes or obviously Oeridian humans to roam 
  free, the Brotherhood troops will not become immediately 
  alarmed.  If the PCs do not respond in the correct language 
  without delay, he will give the order to attack. If the PCs 
  speak Ancient Suloise, have them make an opposed Bluff vs 
  Sense Motive check to provide a convincing report, with a 
  discretionary +/-2 for roleplaying.  If the PCs succeed, they 
  regain the advantage, and can choose when to press the 
  attack.  If they fail, the Suel commander immediately gives 
  the order to attack. 
   
  If the PCs made a successful Survival check and were not 
  spotted then read or paraphrase the following: 
   
   You have maneuvered yourself into position, and lie 
  concealed at the crest of a small scrub strewn hill.  A light 
  drizzle has begun to fall as you wait, unsure exactly where 
  your targets are.  Then you notice them -  a Tilva Suel 
  commander and a squad of Hepmonaland Suel savages, 
  marching in a ragged troop on the path beneath you.  They 
  are vigilant, scanning the area, but their gaze slides past 
  your hiding place.  The savages are dressed in little more 
  than loincloths, hide capes and crude sandals, but all 
  appear to wear some sort of band around their right wrist, 
  although from this distance, it is impossible to make out 
  its significance. 
   
  The PCs have one surprise round to act before the 
  Brotherhood patrol can respond. 
   
  APL 2 (EL 4) 
  � Tilva Suel Commander: male human Ftr2; hp 20; see 
  Appendix 1. 
  � Hepmonaland Savages (3): male human War1; hp 
  9,9,9; see Appendix 1. 
   
  APL 4 (EL 6) 
   � Tilva Suel Commander: male human Ftr2; hp 20; see 
  Appendix 1. 
  � Hepmonaland Savages (3): male human Bbn2; hp 23; 
  see Appendix 1. 
   
  APL 6 (EL 8) 
  � Tilva Suel Commander: male human Ftr3; hp 28; see 
  Appendix 1. 
  � Hepmonaland Savages (3): male human Bbn3; hp 32; 
  see Appendix 1 
   
  APL 8 (EL 10) 
  � Tilva Suel Commander: male human Ftr5; hp 44; see 
  Appendix 1. 
  
  Return to Bigby’s Modest Home 
   
  Page 8 
  � Hepmonaland Savages (3): male human Bbn5; hp 55; 
  see Appendix 1. 
   
  APL 10 (EL 12) 
  � Tilva Suel Commander: male human Ftr7; hp 60; see 
  Appendix 1. 
  � Hepmonaland Savages (4): male human Bbn7; hp 68; 
  see Appendix 1. 
   
  Tactics: The savages will use their bows if possible, but have 
  no fear of closing in melee, moving to envelop and 
  surround the PCs. They will rage as they enter hand-to 
  hand combat. The commander will hang back if he can, 
  using his bow to disrupt spellcasters, but he will join the 
  fray to rally his men, if they appear to be wavering. 
   
  Treasure:  
  APL 2: Loot 35gp; Magic: potion of cure light wounds (4 
  gp). 
  APL 4: Loot 58gp; Magic: potion of cure light wounds (4 
  gp). 
  APL 6: Loot 119gp; Magic: 4 x potion of cure light wounds - 
  (4 x4 gp) 
  APL 8: Loot 73gp; Magic: +1 bastard sword (195 gp), 4 x 
  potion of cure moderate wounds (4 x 25 gp), cloak of 
  resistance +1 (83 gp), 3 x +1 greataxes (3 x 193 gp), 3 x 
  potion of bull’s strength (3 x 25 gp). 
  APL 10: Loot 110gp; Coin 5gp; Magic: +1 bastard sword 
  (195 gp), 3 x potion of bull’s strength (3 x 25 gp), 3 x +1 
  greataxes (3 x 193 gp), cloak of resistance +1 (83 gp), 4 x 
  potion of cure serious wounds 4 x 62 gp). 
   
  Development: Once the PCs have defeated the patrol, they 
  can take the copper discs that are worn on a leather thong 
  around the right wrist.  Each has the same symbol carved 
  into one side only.  If the PCs cast detect magic, they find 
  that each disc glows faintly of divination magic.  The PCs 
  should now proceed to Halmarn, where they can use the 
  discs to gain entrance.  They are still 6 hours away from 
  Halmarn, and it will be mid-afternoon before they arrive at 
  the city gates. 
   
  Troubleshooting: The PCs may already have used the 
  device given to them by Andrui in order to disguise their 
  appearance.  This functions exactly like the 5
  th arcane spell 
  seeming, cast by a 14
  th level caster, and will make the PCs 
  appear to be Suel humans.  However, it does not provide 
  the ability to speak Ancient Suloise, so the PCs need to find 
  another way around this difficulty.  If the PCs are disguised, 
  they receive a +10 circumstance modifier to the opposed 
  Bluff check against the Suel commander, assuming they 
  have some way to communicate with him. 
   
  If the PCs delay before setting off to ambush the 
  patrol, then it may be dark before they reach Halmarn.  
  There is a curfew, so although getting in the gates is 
  possible, it will also look suspicious. 
   
  Encounter 2: 
  Into The Lion’s Maw 
  The PCs should have obtained the discs from the 
  Brotherhood patrol, enabling them to gain access to 
  Halmarn.  The rest of the journey was uneventful, and the 
  PCs now stand at the gates of Halmarn itself.   
   
  Read or paraphrase the following: 
   
  You approach the gates of Halmarn. The rain of earlier has 
  stopped, but the leaden grey sky does little to alleviate the 
  ominous mood that surrounds the town like a shroud.  
  There is little activity around the gatehouse, although 
  guards stand attentively at their posts, watching as you 
  approach. 
   
  Before the war Halmarn was an attractive suburb of 
  Scant by all accounts.  Now a grey and menacing stone 
  wall surrounded by a moat wards the landward side of the 
  town,. The top is lined with steel spikes. The black water 
  in the moat ripples slightly in the breeze, creating shadows 
  that move just beneath the surface. On each side of the 
  great gate, two lion heads are carved into the walls, Maws 
  gaping wide open.   
   
  Huddled before the gates are a small group of farmers, 
  clustered around wagons piled high with produce, waiting 
  for permission to enter. Two Brotherhood savages, who 
  loom over the quailing commoners, delighting in their 
  fear, escort them.  As you watch, each of the warriors 
  places his right hand into the mouth of the lion, and the 
  gate swings open, granting access to the town beyond. 
   
  Assuming that the PCs have activated the device given to 
  them by Andrui, the guards should not stop them.  If they 
  have been here before (during ONW2-06 (Prequel) 
  Pilgrims in an Unholy Land, they should remember the 
  procedure for getting in).  Otherwise, observing the actions 
  of the group in front should show them what to do.   
   
  Once inside Halmarn, the PCs have to decide on the 
  best course of action. This encounter can be fairly freeform, 
  depending on how the PCs plan to enter to 68 Greenleaf 
  Avenue.  Andrui has told them roughly where it is, 
  although he cannot advise on the best way to get there 
  since the troops moved in. The PCs’ disguise will protect 
  them from casual discovery. However, if the PCs choose to 
  wander about Halmarn with no particular goal in mind, feel 
  free to have them encounter a Suel officer wanting to know 
  their business.   
  
  Return to Bigby’s Modest Home 
   
  Page 9 
   
  The two most likely courses of action are either to head 
  straight to Greenleaf Avenue, or to hole up somewhere and 
  wait for darkness.  Any NPC can additionally suggest the 
  Breaking Waves tavern as a possible resting spot if the PCs 
  are rather obviously wandering around aimlessly. 
   
  Wandering through Halmarn: The streets are fairly busy, 
  and everyone seems to be moving purposefully; there is 
  little loitering or aimless wandering. Several Brotherhood 
  patrols can be seen as the PCs make their way through the 
  narrow streets.  Commoners can be seen running various 
  errands, and there are a few shops open for trade, although 
  business appears to be poor.  The farmers from the gate are 
  delivering their produce to a large barracks, closely 
  supervised by a number of troops. 
   
  Read or paraphrase the following as the PCs move 
  through the town: 
   
  As you wander through the streets, people maintain a 
  distance.  None of the common inhabitants meet your gaze 
  as they pass.  Keeping to themselves, the downcast 
  population appears frightened and tense.  You pass a small 
  group of hochebi heading towards the gates.   
   
  The head hochebi salutes you, but doesn’t stop, 
  barking orders at his troops in his own guttural language.  
  To your left looms the dark, thick walled tower that serves 
  as the barracks of the town.   
   
  A mixture of Suel warriors, Hepmonaland savages and 
  hochebi troops parade in the courtyard in front.  One 
  officer standing at the gates calls over to you, speaking 
  Ancient Suloise.  Dressed in the loose garb preferred by 
  the Brotherhood, he is a Shoheen, an enforcer of 
  Brotherhood law.  
   
  The Shoheen asks the PCs their business outside the 
  barracks.  Any believable story offered in Ancient Suloise, 
  will convince him, as he is more interested in sorting out 
  the rabble in the courtyard of the barracks than checking 
  up on what he assumes to be a standard patrol.  If the PCs 
  don’t understand his words or reply in Common, he is 
  more suspicious, and they will have to do some fast talking, 
  requiring an opposed Bluff vs. Sense Motive check (DC 18). 
   Failure to convince the Shoheen will result in him calling 
  the soldiers from the courtyard, and the PCs will most 
  likely be captured or killed (see Troubleshooting below for 
  details on how to handle this). 
   
  All APLs 
  � Shoheen: male human Ftr3; hp 24. 
   
  The Breaking Waves Inn: This is a solidly built two-storey 
  stone building close to the docks of Halmarn, which looks 
  like it has seen better days.   
   
  Read or paraphrase the following as the PCs approach: 
   
  As you approach the dockyards you get a clear view of 
  Scant.  The majestic city is framed against the overcast sky, 
  looming over the leaden sea like a sentinel.  Large ships 
  can be seen in the distance sailing in and out of the Great 
  Harbour on the afternoon tide. The Breaking Wave Inn is 
  on Halmarn's waterfront, a solidly built two story stone 
  building that looks as though it has seen better days.   
   
  Where the inn’s sign apparently used to swing, a 
  single human skull now hangs as its replacement.  
  Drawing close to the inn, a group of hochebi pushes 
  roughly past you, heading in the same direction. Laughing 
  and jeering in their own language, they smell of stale beer 
  and sweat.  They burst through the inn door, briefly 
  revealing a crowded and noisy taproom beyond. 
   
  If the PCs want to talk to anyone in order to gain 
  information, the barkeep is their best option.  The inn is 
  crowded with off-duty troops, who seem intent on getting 
  drunk as quickly as possible.  There are several games of 
  chance going on, accompanied by rowdy shouting and 
  jostling.  The barkeep is taciturn, but respectful of the PCs, 
  assuming they are still disguised.  He will not outwardly 
  react if the PCs speak to him in Common.  He will confirm 
  the location of Greenleaf Avenue.  If the PCs are disguised 
  as Suel, he will reveal the information without prompting.  
  If, for some reason they are not, a bribe of 10 gp x APL will 
  get them the information they require. 
   
   If asked about the skull outside, he tells them that it 
  belongs to a man named Berdinund. He was a traitor who 
  helped rebel agents sneak into Scant and steal something 
  from the city.  In truth he was an agent of Free Onnwal, 
  who helped the PCs enter Scant in the mini-mission 
  ONW2-06 (Prequel) Pilgrims in an Unholy Land.  PCs who 
  played ONW2-06 (Prequel) Pilgrims should remember him 
  well.  The barkeep will use the opportunity to profess his 
  admiration for the Scarlet Sign and their regime, but will 
  not dwell on the subject of treason. 
   
  Green Leaf Avenue: This is an optional roleplaying 
  encounter that occurs en route to Green Leaf Avenue, 
  which can be dropped if time is an issue. 
   
  Green Leaf Avenue was once obviously a high quality area 
  of town, lined with elegant two storey townhouses on 
  either side.  These have since fallen into disuse, and several 
  bear signs of looting and disorder.  Rotted stumps are the 
  only indication that the now pitted street was originally 
  
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  Page 10 
  tree-lined.  Approaching number 68, you spot a cart on the 
  opposite side of the street, piled high with crates and 
  boxes. Two ragged slaves are struggling to load more boxes 
  onto the cart.  A Suel overseer watches them intently, 
  scourge in hand.  As you draw closer, one of the slaves 
  slips, dropping his heavy burden to the ground. The 
  overseer turns on him, bringing the scourge down onto 
  his already scarred back. 
   
  If the PCs draw closer, have them make a DC 15 Spot check 
  to notice a tattoo on the slave’s upper arm.  Any Hillstalkers 
  in the group will recognize it instantly as marking one of 
  their own.  Everyone else will require a DC 20 Knowledge 
  (Splintered Sun) check to identify it. 
   
  The PCs can choose to ignore the scene, and continue 
  with their primary mission, or take some action to stop it.  
  Reward 
  players 
  who 
  respond 
  appropriately 
  with 
  discretionary roleplaying XP.  If the PCs try to intervene, 
  they risk attracting undue attention from the patrols.  The 
  Suel overseer is a non-combatant, and will cower rather 
  than fight.  If a fight lasts more than 3 rounds, or there are 
  raised voices, a passing patrol attracted to investigate the 
  noise.   
   
  The slave is named Ardalan. He was captured three years 
  ago and has been a slave since.  However, he is unable to 
  communicate as his tongue has been removed.  He is in no 
  condition to fight, and currently has 4 hit points.  If the PCs 
  defeat the overseer, he is still wary of them due to the 
  disguise.  However, if they can convince him they are with 
  Free Onnwal, he is profoundly grateful for their 
  intervention.  He will attempt to remain hidden until the 
  PCs are ready to leave Halmarn, and will then attempt to 
  leave with them.  If they object to this plan, he attempts to 
  make his own way out, and will most likely be captured and 
  killed. 
   
  Development: Having successfully navigated their way 
  to 68 Green Leaf Avenue, the PCs are in a position to start 
  searching for the black sphere. 
   
  Troubleshooting: As long as the PCs are discreet, they 
  should not have too much difficulty in moving around 
  Halmarn. However, if they are obviously not behaving in 
  an appropriate manner, then they will be found out.  
   
  Suspicious behaviour will draw the attention of a 
  Brotherhood officer, who will ask in Ancient Suloise what 
  unit they are from. The PCs will need to pass a successful 
  opposed Bluff/Sense Motive roll (Sense Motive +4 + APL 
  playing at) to allay the officer's suspicions. Feel free to apply 
  modifiers depending on what answers the player's give. If 
  the PCs fail to satisfy the officer, he will call some troops to 
  escort them to barracks to do punishment detail. At this 
  point the PCs really do need to talk fast to avoid being 
  discovered (another opposed Bluff/Sense Motive roll). If 
  the PCs are arrested, they will be stripped of their weapons 
  and taken to Halmarn barracks - where they will certainly 
  be discovered and imprisoned. The PCs stand little chance 
  of fighting their way out - as they are surrounded by 
  effectively limitless numbers of foes. Their mission will 
  have ended in failure. 
  If the players insist on trying to fight their way out - 
  keep throwing as many enemies as you want, using the 
  stats in Encounter 1 until they are either killed, captured or 
  have managed to flee by some magical means.  
  The Brotherhood forces will seek to capture, rather 
  than kill, unless they are given no option. Enemy numbers 
  are effectively unlimited.  Feel free to add in spell casters 
  using Sleep, Hold Person, Web, Tasha's Hideous 
  Uncontrollable Laughter, Fireball, Lightning Bolt, Dispel 
  Magic etc (use the DMG stats for NPC Wizards, Priests and 
  Sorcerers) as you see fit. The bottom line is that the PCs are 
  more than likely either going to die or be captured if they 
  blow their cover stupidly. 
     
  Encounter 3: 
  Bigby’s House 
   
  The wards surrounding the House on Green Leaf Avenue: 
  The wards surrounding the house on Green Leaf Avenue 
  are some of the most potent in Oerth.  Bigby doubled their 
  magnitude before he departed Scant on the night the 
  Brotherhood invasion. So far these wards have succeeded in 
  keeping out the considerable power of the Kesh of Scant 
  and his apprentices.  The PCs are unlikely to have any 
  magic capable of penetrating these wards.  Simply put, 
  nothing short of a wish spell will bypass the wards, and 
  then only one way. 
   
  The wards extend the around the entire house.  The 
  ground floor is separate from the first floor and that is 
  separate from the basement.  The scroll given to the PCs by 
  Andrui allows them access to each of the different levels in 
  the house.  Simply by reading the scroll will allow the PCs 
  to enter the building and again it will allow them to cross 
  the threshold of the different floors.  Without reading the 
  scroll before they attempt to enter the house or reach the 
  next level, they will simply be pushed back by a wall of 
  force.  No type of transportation magic will bypass the 
  wards.  
   
  The Brotherhood mage hiding on the first floor has 
  lost his scroll; the Fire Elemental in Andrui’s bedroom 
  destroyed it.  
   
  Appendix 2 contains the maps of Bigby’s house used in this 
  encounter.  The black sphere is located in the basement, 
  
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  which can only be accessed from the first floor via a secret 
  room.  
   
  However, allow the PCs to search for it throughout the 
  rest of the house, and inform them that their search was 
  unsuccessful. 
   
  As the PCs approach the house, read or paraphrase the 
  following: 
   
  The exterior of this once grand building is now notably 
  rundown.  Holes pockmark the exterior walls.  Slates from 
  the roof litter the cobbles surrounding the building.  The 
  majority of the windows have been smashed.  Yet one 
  remains intact, and through it you catch a flicker of light.  
   
  The Ground Floor (see Appendix 2:  Maps) 
   
  G1 Front Entrance: There is a solitary guard on duty 
  outside 68 Green Leaf Avenue, a nervous young Suel by the 
  name of Maren. Maren is not particularly bright and can be 
  convinced the PCs are meant to enter Bigby’s home with a 
  successful opposed Bluff vs. Sense Motive roll modified by 
  good roleplaying. He only speaks in Ancient Suloise. 
   
  If suspicious of the PCs Maren attempts to wander off 
  and alert a patrol but is capable of blowing a horn to 
  summon additional aid (an attack action). Use the statistics 
  in Appendix 1 to improvise this encounter. The PCs should 
  ideally try talking here, not try to fight past him. 
   
  APL 2 (EL 3) 
  � Maren: male human Ftr3; hp 20; see Appendix 1. 
   
  APL 4 (EL 3) 
  � Maren: male human Ftr3; hp 20; see Appendix 1. 
   
  APL 6 (EL 3) 
  � Maren: male human Ftr3; hp 20; see Appendix 1. 
   
  APL 8 (EL 3) 
  � Maren: male human Ftr3; hp 20; see Appendix 1. 
   
  APL 10 (EL 3) 
  � Maren: male human Ftr3; hp 20; see Appendix 1. 
   
  If the PCs look through the window read aloud or 
  paraphrase the following:- 
   
  As you glance into the window you are shocked to see a 
  beautifully decorated room, with a roaring fireplace, and a 
  well dressed old man smoking a pipe and rocking on a 
  chair.  However, the next window, is shattered and 
  broken, and reveals none of this.  Instead a ruined and 
  partly demolished room shows years of neglect.   
   
  The lit window was part of the mystery of Bigby’s house.  
  Any passing stranger would only see a wealthy merchant’s 
  home, and not the residence of one of the most powerful 
  archmages in Oerth. In happier times it served to dissuade 
  curious passers-by, now it is simply a bizarre illusion that is 
  out of place. 
   
  The PCs can enter the ground floor from any of the 
  doors or windows shown on the map.  However, the 
  entrances and the windows are all warded.  Anyone passing 
  through the wards without first disabling them triggers an 
  alarm spell.  This alert Maren if he is not already aware of 
  the party. 
   
  Once inside, the PCs will quickly discover that the 
  rooms on the ground floor have been destroyed by the 
  passing of time, and the powerful magics used by the 
  Butcher of Scant - Maranefel Toktot - to attempt to get past 
  the wards.  Most of the walls in the ground floor have been 
  partially demolished.  The furniture has rotted away from 
  the elements.  Carpets are sodden and rotten.  The stables 
  and the porch have long since burned to the ground, and 
  are nothing more than charred ruins. 
   
  G2 Foyer:  The foyer has a low hanging light shade with 
  continual flame cast upon it.  As the PCs progress through 
  the ground floor, room-by-room, a similar continual flame 
  comes on and as they leave a room the light goes off again. 
  The floor was once covered in black tiles, but these have 
  chipped and scratched with the passage of time. 
   
  G3 Kitchen:  The kitchen is partially flooded, and the 
  wooden floorboards are sodden and mildewed.  The 
  cupboards and pantry have long since been emptied.  The 
  taps are still functional, courtesy of a create water spell. 
   
  G4 Dinette: The windows lining the north and east walls of 
  this room have long since cracked and shattered, and paint 
  peels from the window frames.  The simple maple furniture 
  is soaked through and fragile to the touch. 
   
  G5 Study: The walls of this room are lined with 
  bookshelves, but the contents are gone.  The furniture, 
  once of good quality, remains, but has suffered the effects 
  of cold and damp.  The desk drawers hold nothing of 
  interest. 
   
  G6 Living Room: The white carpet in here is now a dirty 
  grey.  A few abstract paintings still hang on the walls, and 
  almost seem to shift as the PCs look.  However, the smoke 
  damage they have suffered makes them effectively 
  
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  worthless.  A grand piano stands in one corner, its strings 
  rotted, and its surface pitted and warped. 
   
  G7 Dining Room: The table and chairs are rotten to the 
  core, but the display case on the south wall is more or less 
  intact.  This is because a small clay golem has been 
  labouring over the years to repair it.  The creature is part of 
  the magical defences of the house.  Several of them are 
  teleported into the building when they sense any damage.  
  This one is the only one left on this floor.  Others are 
  scattered around the dining room, broken apart and 
  rendered lifeless.  Each floor has its own golems, and they 
  cannot or will not leave to their own level to assist others.   
   
  As you enter what once must have been a particularly fine 
  dining room, a flash of movement catches your eye.  On 
  the far wall, across from a ruined table large enough to seat 
  sixteen is a display case.  It appears to have suffered 
  catastrophic damage at some point, and resembles a 
  massive jigsaw, that has been patiently glued together over 
  several years.  A small clay golem, approximately two feet 
  high is painstakingly Piecing the case back together.  
  Unfortunately, it is hampered by the fact that it is missing 
  one arm and its lower left leg.  As you watch it balances 
  itself on its right leg and starts to reassemble one of the 
  shelves. 
   
  The PCs can try and interact with the golem if they wish.  
  However, it will ignore them, focusing intently on its task 
  of repairing the display case.  Given enough time the golem 
  could possibly make the entire ground floor habitable 
  again.  If the PCs wish to attempt to repair the golem, they 
  can find a spare arm and leg from the debris of other 
  broken golems scattered around the house.   
   
  If the PCs loiter on the ground floor unnecessarily, 
  they will attract the attention of a Brotherhood patrol.  If 
  the PCs are disguised, the patrol will initially assume that 
  they are members of another patrol sent to investigate the 
  house, but which is now several hours overdue.  A DC 20 
  Bluff check will convince the patrol that this is the case. 
  Give a discretionary +/-2 modifier for role-playing.  If the 
  PCs fail, the patrol will attack. Whatever the outcome, this 
  event will alert the PCs to the fact that another group may 
  already be in the house. 
   
  Development: The PCs have explored the ground 
  floor, and failed to locate the sphere.. There is no way down 
  to the basement from the ground floor, which only leaves 
  the first floor as a possible location to check out.  They may 
  also now be aware of possible opposition in their search. 
   
  The Stairs and First Floor 
  As the PCs make their way to the first floor, they are likely 
  to trigger a trap on the staircase.  Reaching the top, they are 
  confronted by the remains of the previous Brotherhood 
  patrol expedition, who have already fallen victim to the 
  same trap.  
   
  The stairs leading up to the first floor are covered in faded 
  and torn red carpeting, that continues along the floor of 
  the hallway running the length of the second floor. A 
  metal railing, painted white, runs along the ledge 
  overlooking the stairs, protecting anyone from falling by 
  accident. The beige walls of the upstairs hall have a 
  mildewed wood trim.  Four bodies lie on the carpet on the 
  upstairs landing.  All are Shoheen guards, and they appear 
  to have been ripped apart, with blood spattered across the 
  carpet and walls. 
   
  Trap: The trap has a proximity trigger, and goes off when 
  someone is within 5ft of the upstairs landing. The trap acts 
  like the summon monster spell, with the creature 
  summoned dependent on APL.  The summoned creatures 
  remain for 18 rounds, and the DC to dispel the creatures is 
  29. The creatures summoned are listed by APL. 
    
  APL 2 (EL 3) 
  � summon monster III trap: CR 3; magic; proximity 
  trigger; automatic reset; spell effect (summon monster II!, 
  18
  th level wizard); Search (DC 27); Disable Device (DC 27).. 
   
  �  Fire elemental, small: hp 9; see Monster Manual page 
  99. 
   
  APL 4 (EL 5) 
  � summon monster V  trap: CR 5; magic; proximity 
  trigger; automatic reset; spell effect (summon monster V, 
  18
  th level wizard); Search (DC 28); Disable Device (DC 28). 
   
  �  Fire elemental, small (5): hp 9; see Monster Manual 
  page 99. 
   
  APL 6 (EL 6) 
  � summon monster VI trap: CR 6; magic; proximity 
  trigger; automatic reset; spell effect (summon monster VI, 
  18
  th level wizard); Search DC 30; Disable Device DC 30. 
   
  � Fire elemental, large: hp 60; see Monster Manual page 
  99. 
   
  APL 8 (EL 8) 
  
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  Page 13 
  � summon monster VIII trap: CR 9; magic; proximity 
  trigger; automatic reset; spell effect (summon monster VIII, 
  18
  th level wizard); Search DC 32; Disable Device DC 32. 
   
  � Fire elemental, greater: hp 178; see Monster Manual 
  page 99. 
   
  APL 10 (EL 9) 
  � summon monster IX trap: CR 9; magic; proximity 
  trigger; automatic reset; spell effect (summon monster IX, 
  18
  th level wizard); Search DC 34; Disable Device DC 34. 
   
  �  Leonal: hp 114; see Monster Manual page142. 
   
  Development: Once the PCs have defeated the guardian of 
  the upper landing, they are free to explore the first floor.  
  As before, only certain rooms have pre-determined 
  encounters.  Use the map to improvise the rest.  Encounter 
  6 may be run before Encounter 5, depending where the 
  PCs explore first, in which case Encounter 5 may be 
  omitted. 
   
  There was one survivor of the Brotherhood patrol – a 
  mage called Valkho.  He is currently invisible, and is 
  observing the PCs from a distance.  He has been sent by 
  Toktot to find a way into the building, past the wards.  He 
  will trail the PCs, allowing them to deal with any dangerous 
  situations that arise before attempting to steal any treasure 
  they find. He will also use charges from his wand of 
  summoning to make it appear as though the PCs have 
  triggered further traps, similar to the ones on the stairs. If 
  detected, he will not stand his ground, but will attempt to 
  flee and raise the alarm. 
   
  Valkho: male human Wiz; see Encounter 6 and Appendix 1. 
   
  The PCs are free to explore the first floor, although only 
  two rooms are of any real interest; Andrui’s bedroom and 
  Bigby’s bedroom.  Use the map in Appendix 2 and the 
  descriptions that follow to describe the rooms as the PCs 
  move around. 
   
  F1 Guest Bedroom A: The remaining furnishings in this 
  room are gray and white, giving it an austere, somewhat 
  cold appearance.  The only furniture is a plain wooden 
  writing desk and chair, and a single bed. 
   
  F2 Guest Bedroom B: This room was obviously once 
  decorated in opulent style, with pink being the dominant 
  colour.  The large bed is covered in faded and moth-eaten 
  velvet throws, and there is also a comfortable armchair and 
  footrest. 
   
  F3 Bathrooms:  These are similar in style, with large baths, 
  all resting on iron feet.  Turning on the taps will cause 
  water to flow, courtesy of a create water spell.   
   
  F4 Closets: The closets are mostly empty, with only a few 
  garments remaining in Bigby’s and Andrui’s.  The clothes 
  are mostly conservative in style, although Andrui’s do 
  display a fondness for purple and green. 
   
  F5 Andrui’s room: 
  One of the fire elementals triggered by the Brotherhood 
  patrol made it as far as this room, and consequently set it 
  ablaze.  Several golems, similar to the one downstairs, are 
  currently fighting the fire. 
   
  Read aloud or paraphrase the following: 
   
  The door to this room is warm, and the paint is peeling in 
  long strips.  Smoke tendrils curl lazily upwards from 
  beneath the door.  As you push open the door, a rush of 
  superheated air and smoke blasts outwards.  The room 
  beyond is on fire, with the furniture and fittings all 
  merrily ablaze. Several clay golems are desperately trying 
  to put out the flames, using blankets and buckets of sand.  
  Several of the clay golems have already cracked and 
  broken beyond repair. 
   
  As soon as the door is opened, there is a rush of smoke 
  outwards.  All PCs within 10ft need to make a DC 15 
  Fortitude save or suffer the effects of smoke inhalation.  
  They can take no action that round except choke and 
  cough.  Any PC suffering the effects for 2 or more rounds 
  suffers 1d6 points of nonlethal damage.  The PCs must 
  make fortitude saves every round they remain in the 
  doorway or go into the room. 
   
  The PCs can aid the golems if they wish.  If they 
  succeed, the golems disappear, and the PCs get a brief 
  feeling of gratitude in their minds. 
   
  Development: If there was anything to find in here, it 
  has been obliterated by the fire.  Valkho is still watching 
  the PCs from a distance, and will stay well back, away from 
  the smoke and flames. 
   
  F6 Bigby’s room: While the investigation of the rest of 
  Bigby’s house has revealed nothing of interest, the door to 
  the master bedroom appears to have been forced open.   
   
  Read or paraphrase the following when the PCs enter 
  this room. 
   
  The walls of this large bedroom are decorated with a faded 
  light blue and white flower pattern that complements the 
  thick blue carpeting on the floor. On the south wall, above 
  a reclining chair, hangs a painting of a group of eight men. 
  
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  Page 14 
  Dressed for the most part in ornate and highly decorated 
  robes, they seem to exude an aura of power as you gaze 
  upon the portrait. Next to the chair stands a small table, 
  and on it stands the partly melted bust of a young man. 
  The double bed is ruffled as though someone has rested 
  upon it recently.  
   
  In one corner is a faded patch of carpet.  It would 
  appear that a large piece of furniture once stood here.   
   
  This is Bigby’s personal bedroom.  As with most of the 
  other rooms in this house, all Bigby’s personal effects went 
  with him when he left Scant.  The house has been deserted 
  for years.  The only other exit from this room is through the 
  secret door in the south wall that leads to the magical lift 
  linking the room to the basement level.  
   
  � Secret Door: 4 in. thick; hardness 8; hp 60; AC 5; 
  Search DC 20; DC 38 Break. 
   
  However, if the PCs attempt to open the secret door, read 
  or paraphrase the following: 
   
  As you approach the secret door, the air in front of you 
  shimmers and a large floating hand, approximately ten feet 
  across from palm to fingertip, appears.  The hand, bright 
  green in hue, interposes itself in front of you.  Each time 
  you approach the wall the large hand gently pushes you 
  back. 
   
  In order to get through the secret door and into the lift, the 
  PCs will first have to get past the bigby’s interposing hand 
  spell.  Unlike the spell, the hand is permanent until it is 
  either dispelled or has been destroyed.   
   
  APL 2-10 
  � bigby’s interposing hand: AC 20; hp 89; Fort +9; Ref +9; 
  Will +13.  It is unaffected by damage caused by magical 
  attacks. 
   
  Beyond the hand , lies the secret door leading to the lift, 
  which is sealed by enchantments.  It can be opened by a 
  knock spell.  However, if the party is without such an 
  enchantment, they can try and force the door, but the 
  arcane lock adds +10 to the DC. 
   
  Once past the door, the PCs can enter a lift that 
  connects the floors.  It is large enough to accommodate all 
  PCs easily, even if it does not appear to be at first glance.  
  This also used to contain certain magical items, but these 
  are now gone, having been taken by Bigby.   
   
  Development: If the PCs have not detected or killed 
  Valkho at this point, he is still invisible and watching them. 
  He will attempt to follow them into the lift, if possible.  
  Otherwise, he will wait until they have entered the lift and 
  are on the way down, and then levitate down after them, 
  using his scroll of levitate, allowing him to get into the lift 
  after the PCs have left to investigate the library.   
   
  The Basement 
  The lift the PCs found in Encounter 6 travels continuously 
  between the basement, ground floor and the first floor.  
  Inside the lift there are several shelves, mostly empty and 
  dust-covered.  However, a few items were left behind when 
  Bigby departed.  This includes; 2 potions of cure light 
  wounds, a potion of fly, and a potion of invisibility, a scroll 
  of protection from evil and a wand of detect magic with 10 
  charges remaining.  Once downstairs, the PCs find 
  themselves in the library (B1 on the map in Appendix 2).   
   
  Read or paraphrase the following as the PCs enter the 
  library. 
   
  After stepping into the secret room concealed behind the 
  interposing hand, there is a sensation of descent, and the 
  room seemed to shift.  Ahead of you now lies a large 
  library, with stacks of books extending the length of the 
  room. Unlike the rest of the house, this room is 
  immaculate; no dust or cobwebs or signs of tarnish mar its 
  appearance. Each of the books is gleaming, and all look 
  brand new. As you move in closer you notice that one of 
  the shelves is empty. Directly opposite the lift is a glass-
  fronted closet. There are a few odd knick-knacks within, 
  but it seems that most of the objects have been removed. 
   
  If the PCs try to investigate any of the books or the closet, a 
  small floating hand will appear and dust the objects that 
  they have touched.  This floating hand has spent years 
  keeping the place spotless.  The hand does nothing to 
  interfere with the PCs, only tidies up after them. 
   
  There are no spell books left here in the library, 
  although the remaining volumes offer tantalizing hints of 
  what may once have been stored here. They are on a variety 
  of subjects, everything from magical history and theory to 
  theology, astrology, science, and general scholastics.  If an 
  attempt is made to remove any of the books from this room, 
  they simply crumble into dust   
   
  The closet contains numerous knick-knacks from all 
  over Oerth. Feel free to invent any non-magical items you 
  wish that can be found here. In amongst the trinkets lies a 
  cracked crystal ball. 
   
  Now that Valkho has discovered the way to the 
  basement, courtesy of the PCs, he will take steps to 
  eliminate them, remaining hidden and using his wand of 
  summoning.  He will try to avoid a direct fight if possible.  
  Valkho will spring his main attack whilst the PCs are 
  distracted searching for the black sphere 
  
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  Page 15 
   
  APL 2 (EL 2) 
  � Valkho: male human wizard 2: see Appendix 1. 
   
  APL 4 (EL 4) 
  � Valkho: male human wizard 4: see Appendix 1. 
   
  APL 6 (EL 7) 
  � Valkho: male human wizard 7: see Appendix 1. 
   
  APL 8 (EL 9) 
  � Valkho: male human wizard 9: see Appendix 1. 
   
  APL 10 (EL 12) 
  � Valkho: male human wizard 12: see Appendix 1. 
   
  Tactics: Valkho will remain hidden, using either his potion 
  of invisibility (at lower APLs) or ring of invisibility (at 
  higher APLs), and summon monsters to harass the PCs. 
  Since his party was all but decimated by one of the 
  summon monster traps he reasons if he remains invisible 
  and quiet he can use his own wand of monster summoning 
  and the PCs will think it is yet more traps. 
   
  When he activates the wand of summon monster, 
  allow the PCs a Listen check DC 15 + APL to hear it.  He 
  will attempt to use the creatures to pick off PCs that have 
  split up, aiming to create as much panic as possible.  He will 
  move about a lot to confuse PCs trying to locate him.  The 
  PCs may not realize at first they are under attack from a 
  wizard, as they may think they have set off another trap.  
   
  If the PCs appear to be winning the fight, then Valkho 
  will retreat in order to search the rest of the basement 
  before the PCs can get to it.  In this case, they may have to 
  deal with him later.  
   
  Treasure:  
   
  APL 2: Loot 1 gp; Coin: 4 gp; Magic: wand of summoning I 
  (62 gp), 3 x potion of invisibility (3 x 25gp), scroll of 
  dimension door (62 gp), scroll of levitate (12 gp), 2 x potion 
  of cure light wounds (2 x 4gp), potion of fly (62 gp), potion 
  of invisibility (25 gp), scroll of protection from evil (2 gp), 
  scroll of choke (16 gp), wand of detect magic with 10 
  charges remaining (6 gp), helm of comprehend languages 
  and read magic (433 gp).  
  APL 4: Loot 1 gp; Coin: 8 gp; Magic: wand of summoning I 
  (62 gp), 3 x potion of invisibility (3 x 25gp), scroll of 
  dimension door (62 gp), scroll of levitate (12 gp), 2 x potion 
  of cure light wounds (2 x 4gp), potion of fly (62 gp), potion 
  of invisibility (25 gp), scroll of protection from evil (2 gp), 
  scroll of choke (16 gp), wand of detect magic with 10 
  charges remaining (6 gp), helm of comprehend languages 
  and read magic (433 gp).  
  APL 6: Loot 1 gp; Coin: 11 gp; Magic: wand of summoning 
  II (375 gp), scroll of dimension door (62 gp), scroll of 
  levitate (12 gp), potion of cure moderate wounds (25 gp), 
  ring of invisibility  (1666 gp), 2 x potion of cure light 
  wounds (2 x 4gp), potion of fly (62 gp), potion of invisibility 
  (25 gp), scroll of protection from evil (2 gp), scroll of choke 
  (16 gp), wand of detect magic with 10 charges remaining (6 
  gp), helm of comprehend languages and read magic (433 
  gp).  
  APL 8: Loot 1 gp; Coin: 13 gp; Magic: wand of summoning 
  III (937 gp), scroll of dimension door (62 gp), scroll of 
  levitate (12 gp), 2 x potion of cure moderate wounds (2 x 25 
  gp), ring of invisibility  (1666 gp), 2 x potion of cure light 
  wounds (2 x 4gp), potion of fly (62 gp), potion of invisibility 
  (25 gp), scroll of protection from evil (2 gp), scroll of choke 
  (16 gp), wand of detect magic with 10 charges remaining (6 
  gp), helm of comprehend languages and read magic (433 
  gp).   
  APL 10: Loot 1 gp; Coin: 14 gp; Magic: wand of summoning 
  IV (1750 gp), scroll of dimension door (62 gp), scroll of 
  levitate (12 gp), 2 x potion of cure moderate wounds (2 x 25 
  gp), ring of invisibility  (1666 gp), bracers of armour +3  
  (750 gp), 2 x potion of cure light wounds (2 x 4gp), potion 
  of fly (62 gp), potion of invisibility (25 gp), scroll of 
  protection from evil (2 gp), scroll of choke (16 gp), wand of 
  detect magic with 10 charges remaining (6 gp), helm of 
  comprehend languages and read magic (433 gp) 2 x potion 
  of cure light wounds (2 x 4 gp), potion of fly(62 gp), potion 
  of invisibility (25 gp), scroll of protection from evil (2 gp), 
  scroll of choke (16 gp), wand of detect magic with 10 
  charges remaining (6 gp) 
   
  Development: Once the PCs have defeated or driven 
  off Valkho, they will realize that the sphere is not in the 
  library (the broken crystal ball is the wrong colour).  
  However, there are a number of exits leading from the 
  library.  Most of these go to storage areas, but one leads to 
  the final major location in the house – Bigby’s laboratory.  
  They are free to explore all these areas. 
   
  Troubleshooting: It may be that not all the PCs choose to 
  enter the lift at the same time.  This is fine – it moves 
  constantly, albeit slowly, between the floors.  Valkho will 
  wait until all PCs have descended before following them.  
  PCs outside the lift can communicate with PCs inside. 
  
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  Page 16 
   
  Encounter 4: 
  Laboratory Escape 
  The PCs should have explored the library and possibly 
  some of the other rooms in the basement level. These are 
  detailed below: 
   
  B2 Storage Room A:  This room once contained a large 
  supply of spell components, but has long since been 
  emptied by Bigby on his departure.  The shelves are empty, 
  although a few jars and boxes still remain.  If the PCs 
  search, they may be able to find spell components for a 
  random first level arcane spell. 
   
  B3 Storage Room B: This is essentially a repository for 
  junk, and is stuffed full of boxes of useless items, broken 
  furniture etc. 
   
  B4 Closet: This is actually a small wine cellar, with a few 
  bottles remaining on the shelves.  Most are of uncertain 
  vintage, and appear to be past their best. 
   
  B5 Laboratory: The main part of this encounter occurs 
  when the PCs reach the laboratory.  They may have 
  previously defeated Valkho, or he may still be alive, in 
  which case he will continue to harass the PCs, whilst 
  looking for any treasure or magic items that may be 
  present. 
   
  Read or paraphrase the following when the PCs enter the 
  laboratory: 
   
  This room was obviously once used for research into 
  arcane matters.  The long, rectangular table by the south 
  wall is covered with vials, beakers, dishes, and other items 
  of alchemical equipment.  A second table is covered with 
  reference material, having several open books lying on it, 
  and various papers with hastily scribbled, barely legible 
  notes all over them.  On the ground is the frame of what 
  was once large mirror, half covered by rubble. This silver 
  frame has symbols partially covered by the rubble.  A final 
  bench along the north wall has a sealed cabinet made of 
  solid iron.   
   
  The papers scattered on the desk are notes of new spells 
  being created by Bigby. If the PCs investigate they can find 
  a completed spell scroll screwed up in the scattered rubbish 
  on a successful DC 20 Search check.  This is a scroll of 
  choke (detailed in Appendix 3), written on the back in 
  Bigby’s hand is the following: 
   
  “The spell itself was a success.  The disembodied hands 
  appeared and did my beckoning.  However the spell lacks 
  any subtlety and grace and does not belong beside my 
  other creations.” 
   
  The iron cabinet contains the black sphere. As its name 
  suggests, it is a perfectly smooth black sphere of an 
  indeterminate dense material that is cold to the touch. The 
  sphere is 1 foot in diameter and weighing close to 20 lbs . If 
  the PCs cast detect magic upon it, they will find that it 
  radiates a strong, but indeterminate magical aura.  The 
  black sphere is a unique and enigmatic magical item.  PCs 
  will not be able to divine much about its purpose or 
  functions. 
   
  Although the effects of the sphere cannot be 
  determined, the PCs may feel safer taking the whole 
  cabinet rather than just the sphere itself.  This is fine, but 
  they will likely have to open it first to check that they have 
  the right item.  The lock itself has no magical spell cast 
  upon it, as Bigby would not expect anyone to get this far.  
  However it is a good lock, bought in Scant from a master 
  locksmith.   
   
  �Locked Iron Cabinet: good lock; Open lock DC 22 + APL. 
   
  The mirror frame is in fact a portal that Bigby created to 
  allow transit to two locales, his tower in Scant and the Yatil 
  Mountains. If the PCs have attracted too much attention 
  outside by their explorations this is their only way to avoid 
  capture by the forces of the Brotherhood waiting outside 
  due to the warding.   
   
  Assuming the PCs decide to have a look at the frame 
  read the following: 
   
  The frame is slightly tarnished, but still an amazing piece 
  of craftsmanship.  The frame at first glance is silver, but as 
  you look closer you can make out that it is platinum.  An 
  intricately carved design runs the entire border of the 
  glass, with one small exception.  Halfway down the left 
  hand side is an oval emblem.  Carved into the emblem are 
  two reliefs, one of a tower, and the other of a mountain. 
   
  There is an obvious toggle underneath the reliefs.  
  You can switch the toggle from the neutral position to 
  either the tower or the mountain. 
   
  If the PCs clear all the rubble from the frame and flip the 
  toggle to the tower read aloud the following:- 
   
  As you do so, an image of a tower overlooking a large cliff 
  appears on the frame. 
   
  
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  Page 17 
  On the other hand if the PCs clear all the rubble from the 
  frame and flip the toggle to the mountain read aloud the 
  following:- 
   
  A tall mountain flickers briefly in the glass, which then 
  shimmers and ripples before your eyes.  
   
  The toggle switch is easy to move, and shows no sign of 
  wear.  If the PCs turn the toggle to the tower, this will open 
  a portal to Bigby’s tower in Scant.  PCs can then step 
  through the portal and ‘escape’ the house. However, they 
  will then find out that they cannot step back through again. 
  The Kesh of Scant now lives in Bigby’s Tower, as 
  mentioned previously in this module, and he will easily 
  capture them.   
   
  Of course if the PCs still have their scroll, they can 
  always use that to escape out of the house.  This is assuming 
  they were not spotted getting into Halmarn.  If they had to 
  dash for the safety of Green Leaf Avenue then they are now 
  effectively trapped there.  Large numbers of Brotherhood 
  soldiers are camped outside and waiting for the party to 
  emerge.  If this is the case then the mirror is their only way 
  out.  However, those sneaky enough may get out the same 
  way they got in, especially if their disguises still hold. 
  Roleplay their escape if time permits. 
   
  Conclusion 
  Bigby’s Tower 
  If the PCs were foolish enough to enter Bigby’s Tower, now 
  the residence of Maranefel Toktot, they are unfortunately 
  captured shortly afterwards. They lose 16 TUs before they 
  escape. 
   
  �Captured by Toktot: You were experimented on by 
  Maranafel Toktot, the Kesh of Scant. Lose 16 TUs and gain 
  a nervous tick. 
   
  The Yatils 
  A DC 20 Knowledge (Tuflik, Fals, and Velverdyva Trade 
  Route) reveals that the PCs have found themselves in the 
  Yatil Mountains and are not far from Perrenland. The PCs 
  should begin the long, arduous trek from the Yatils to 
  Onnwal with the prize. However, three days later Andrui 
  appears before them, thanking them for finding and 
  reactivating the teleportation device, which he has now 
  destroyed to prevent the Brotherhood from finding it. 
   
  “Don’t look so downcast,” says Andrui. “I and other 
  interested parties have been watching your progress with 
  great interest and amusement. Master Fraznier was 
  convinced he had permanently sundered the gate that 
  brought you here. It is good it was you who found it rather 
  than… the opposition. 
   
  “I shall return you to the shores of the Dragonshead, 
  but first, did you succeed in your mission? Do you have 
  the sphere?” 
   
  Skip to the section Talking to Andrui below. 
   
  Sneak out of Halmarn 
  Describe the PCs escape from Halmarn. If they travel for 
  twelve hours after they begin their escape they encounter a 
  Free State picket line. Allow the PCs make opposed Hide 
  and Spot rolls (+2 to the Hide and Spot checks for the Free 
  State soldiers). If the PCs fail to spot the pickets then they 
  gain the drop on the PCs.  
   
  If the PCs have their disguises up still and have been 
  surprised they need to do some serious talking as the 
  leader, Altern Jherest calls for their immediate surrender: 
   
  “Look what we have here boys, strawheads out for a 
  constitutional. Drop your weapons or prepare to die.” 
   
  An immediate surrender is probably the best thing for the 
  PCs. This takes Jherest and his men by surprise as they are 
  used to the Tilva Suel fighting to the death. After a brief 
  moment of dumbfounded silence tactile contact between 
  the soldiers and the PCs as they are about to be captured 
  reveals the magical nature of their disguises. 
   
  Attacking the Free State soldiers is an evil act (and in 
  that case use the statistics for 20 human male War 1 in the 
  Dungeon Master’s Guide). Any PCs who do so should be 
  removed from play and asked to contact the Onnwal 
  Design Team. 
   
  If the PCs do not have their disguises up still then 
  Altern calls for them to declare themselves. If they played 
  ONW2-06 Prelude Pilgrims in an Unholy Land he 
  recognizes them, which may lend credibility to their story. 
  He is not a particularly trusting fellow, but if the PCs 
  convince him they are acting on behalf of the Free State he 
  greets them gruffly as follows:- 
   
  “It makes a pleasant change to not have to sell the lives of 
  my men so that your kind can sneak past the enemy lines,” 
  says the Altern, as he finally seems to accept that you are 
  not spinning lies. “Our camp lies half an hour from here. I 
  will escort you back.” 
   
  The PCs now have a chance to talk to the Altern as they 
  travel back to the camp. 
   
  
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  Page 18 
  The Altern 
   
  � Kern Jherest, Altern of the Army of Rebellion: Ftr 6, 
  AL LN. 
   
  Appearance: Jherest is in his mid-twenties, though his 
  experiences in the war make him look ten years older. His 
  raw-boned face is gaunt, his jaw unshaven and his grey eyes 
  set in sunken sockets.  
   
  Character: Jherest is a fierce Onnwalon patriot, having 
  lost his family in the Occupation. Kern also cares deeply for 
  the soldiers under his command and he is a popular and 
  able commander. He has a distaste for Wreckers. 
   
  How goes things? 
   
  “Well enough,” says the Altern, “but there have been 
  stories that near Arbend and Bergardsbridge those 
  creatures the Brotherhood left are beginning to cause 
  trouble. Now we have more fronts to watch.” 
   
  What do you mean two fronts? 
   
  “The Gates of the Gildenlea have been taken? Haven’t you 
  heard? Several of them hochebi beggars managed to escape 
  and warn the strawheads, but one of the Braetern’s 
  gambled and won. No thanks to the Lord Marshall. Now 
  we have to watch over the north, west and the undead in 
  the east” 
   
  Who is the Lord Marshall? 
   
  “That so-and-so, Rakehell Chert.” 
   
  You don’t like the Lord Marshall? 
   
  “Never met the man, but then no-one here has. Not one 
  for spending time with the men is Chert.” 
   
  What do you mean no thanks to him? 
   
  “Our boys had to advance on the Gates when the 
  opportunity arose without authorization. It would take too 
  long to get word from the Lord Marshall, tracking him 
  down. He’s a damn secretive sort. If our boys hadn’t 
  succeeded then they’d be sitting out the rest of the war. 
  Isn’t right – professional soldiers having to answer to a 
  man like that.” 
   
  For their audacity, the PCs earn the respect of Jherst and 
  his superiors within the Free State Army of Rebellion: 
   
  � Respect of the Free State Army: Altern Jherest and his 
  men will help protect your findings from Bigby's Modest 
  Home. Choose on item on this AR that you found during 
  this module. It is now Frequency: Regional instead of 
  Frequency: Adventure. 
   
  Once the PCs have spoken to Jherest read aloud the 
  following:- 
   
  As you begin to reach the camp one of the sentries calls 
  out the Altern’s name and approaches, whispering into his 
  ear. A moment later his eyes move suspiciously to you. 
   
  “Speak of the devils. One of those Wreckers wants to 
  speak to you now. I have no idea how the fellow knows 
  you were coming, but it’s damn typical he knows more 
  than I do. Don’t take any nonsense though, friends.” 
   
  The sentry motions for you to follow him. 
   
  The sentry leads the PCs into one of the command tents, 
  where a man dressed in leathers, sporting a dark Oeridian 
  beard and hair awaits them. Read aloud or paraphrase the 
  following:- 
   
  “Dismissed, soldier,” says the Wrecker to the sentry. For a 
  moment you almost think the soldier is about to say 
  something but he thinks better and turns on his heel 
  wordlessly, without even a salute. 
   
  If the PCs say nothing the “Wrecker” continues as follows:- 
   
  “Perhaps you would prefer if I dropped my mask,” says the 
  Wrecker. “My apologies for the deception, but my 
  associate told me this disguise would get me into the 
  camp. I suspect he could have suggested something a little 
  less of an annoyance to the soldiers here.” 
   
  With a wave of his hand the is replaced by the more 
  familiar form of Andrui. 
   
  “It feels good to be on the shores of the Dragonshead 
  again. It has been too long” says Andrui, almost permitting 
  himself a smile. “Did you succeed in your mission? Do you 
  have the sphere?” 
   
  Skip to the section Talking to Andrui below. 
   
  Talking to Andrui 
  If the PCs failed to obtain the sphere, Andrui is gravely 
  disappointed. He quickly berates the PCs for wasting his 
  time and teleports away, presumably in search of a more 
  competent group.  
   
  If the PCs have the sphere and can produce it, he smiles. 
   
  
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  Page 19 
  “Excellent. I must confess that I could have found this out 
  without talking to you, but you have provided the perfect 
  excuse for me to set foot on the Dragonshead, on home, 
  again. I will even indulge a few of your questions, if you 
  will.” 
   
  Andrui will answer questions as detailed here, and possibly 
  reiterate some answers from the Introduction if they 
  become necessary here. 
   
  Did you used to live in Onnwal? 
   
  Andrui nods, “Yes – in that very house. All too brief, but I 
  long for home again. Perhaps my next visit to Onnwal will 
  be longer.” 
   
  Where do you live now? 
   
  “Too far from home.” 
   
  Do you want the sphere? 
   
  Andrui smiles, “No. It will be of greater use to you in the 
  cause of Onnwal.” 
   
  What does the sphere do? 
   
  “Seek out Milos Relaster and bring it sphere to him. He 
  was a friend of ours in happier times. He has seen this 
  sphere before and will know what to do with it. The 
  sphere will be a great boon to scholars, wisemen and even 
  prophets.” 
   
  What should we do with all this equipment we found in 
  Bigby’s home? 
   
  “Keep them. They are but trinkets. As long as they are not 
  in the hands of the enemy, I care not.” 
   
  What did you get out of this then? 
   
  “My master’s home is secure. That was all this was, a little 
  housekeeping.” 
   
  If the PCs are in the Yatils, Andrui teleports them to the 
  shores of the Storm Coast. He takes a brief look at the shore 
  and teleports himself away. If the PCs are in the army tent, 
  Andrui teleports away. They have to explain to the Altern 
  where he went. Jherest will take it all in his stride, 
  muttering under his breath about those “tricksy Wreckers”. 
   
  � Favour of Andrui: Andrui of Scant owes you a favour. 
  This will become relevant in future regionals. 
   
  Milos Relaster 
  If the PCS do seek out Milos Relaster, they will find him in 
  Killdeer, where he keeps a suite of rooms in one of the 
  more luxurious inns. He will refuse to see them unless they 
  mention Andrui, Bigby or the black sphere. 
   
   � Baron Milos Relaster, Baron of Saltirn.  
   
  Appearance: Milos is of medium height, slight and 
  graying in the beard and at the temples, his face lined and 
  careworn. He dresses in a fine black tunic and blue trews 
  tucked into a pair of high brown leather boots.  
   
  Character: For the most part, Milos is haughty and 
  aloof. However, he will be genuinely friendly to any 
  wizards among the PCs, becoming much more open and 
  talkative Any who reveal themselves as sorcerers, on the 
  other hand, he refuse to acknowledge as practitioners of the 
  art.  
   
  PCs who have played ONW3-04 Shadow on the Storm may 
  have met Milos before, however, the mage will have only a 
  dim recollection of them – though any mention of 
  Norland, Wallac Relaster or the House of Carbani will put 
  the mage into a foul humour. 
   
  Milos will be very interested in seeing the black sphere 
  and hearing about the PCs encounter with Andrui. If the 
  sphere is produced, the mage will examine it carefully 
  without touching it.  
   
  It is likely that the PCs will have some questions for 
  Milos 
   
  What is the black sphere? 
   
  “It is an item of considerable interest. A great boon 
  indeed!” 
   
  Yes, but what does it do? 
   
  “Are you familiar with the concept of a spellpool? “ 
   
  Milos will wait to see if any of the PCs know what he’s 
  talking about.  
  If they do, read aloud the following: 
   
  “Ah – excellent! Well, this sphere is just such a thing. 
  Magical energies may be invested into it and then 
  withdrawn at a later time.” 
   
  If they don’t, read aloud the following: 
   
  
  Return to Bigby’s Modest Home 
   
  Page 20 
  “Ah – never mind. Suffice it to say it will be of great use to 
  the mages of Free State.” 
   
  What will you do with it? 
   
  “Such a gift will be of great use to the fledgling Academy 
  in Longbridge. The practice of the Art has been neglected 
  too long in this land.” 
   
  What do we get for this? 
   
  “For the moment, just my gratitude. However, this may be 
  the keystone of a new magical society in Onnwal, the 
  benefits of which will be felt by all in our ravaged land. “ 
   
  For paranoid PCs out there, a DC 5 Sense Motive check will 
  reveal that Milos is sincere in his motives and beliefs.  
   
  Troubleshooting: If the PCs for some reason refuse to give 
  the black sphere to Milos and seek to keep it for 
  themselves, then the sphere itself will turn against them. 
  First it will become unbearably heavy  - over 500 lbs in 
  weight. If this is not enough to deter the PCs from their 
  course of action, the PC (or PCs) bearing the sphere will 
  wake the following day to find that his magical items will 
  not function. 
   
  If the PCs decide to deliver the sphere to Milos, it will 
  resume its previous weight of 20 lbs. However, if the PCs 
  magical items will not return to normal until the sphere is 
  in Milos Relaster’s possession.  
   
   
   
  The End 
   
  
  Return to Bigby’s Modest Home 
   
  Page 21 
  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 1: Ambush 
   
  Defeat the Brotherhood Patrol 
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP 
  APL10  
  360 XP 
   
  Encounter 3: Bigby’s House 
   
  Defeat or otherwise overcome Maren at the entrance to the 
  house 
  APL2  
  90 XP  
  APL4  
  90 XP  
  APL6  
  90 XP  
  APL8  
  90 XP 
  APL10  
  90 XP 
   
  Defeat, disarm or otherwise avoid the summoning trap 
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
  APL10  
  270 XP 
   
  Defeat Valkho 
  APL2  
  60 XP  
  APL4  
  120 XP  
  APL6  
  210 XP  
  APL8  
  270 XP 
  APL10  
  360 XP 
   
  Discretionary Role-playing Award 
  APL2  
  90 XP  
  APL4  
  135 XP  
  APL6  
  180 XP  
  APL8  
  225 XP 
  APL10  
  270 XP 
   
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900XP  
  APL8  
  1125 XP 
  APL 10  
   
   
             1350 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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
   
   
   
  
  Return to Bigby’s Modest Home 
   
  Page 22 
  Encounter 1: Ambush 
   
  APL 2: Loot 35gp; Magic: potion of cure light wounds 
  (4 gp). 
  APL 4: Loot 58gp; Magic: potion of cure light wounds (4 
  gp). 
  APL 6: Loot 119gp; Magic: 4 x potion of cure light wounds - 
  (4 x4 gp) 
  APL 8: Loot 73gp; Magic: +1 bastard sword (195 gp), 4 x 
  potion of cure moderate wounds (4 x 25 gp), cloak of 
  resistance +1 (83 gp), 3 x +1 greataxes (3 x 193 gp), 3 x 
  potion of bull’s strength (3 x 25 gp) 
  APL 10: Loot 110gp; Coin 5gp; Magic: +1 bastard sword 
  (195 gp), 3 x potion of bull’s strength (3 x 25 gp), 3 x +1 
  greataxes (3 x 193 gp), cloak of resistance +1 (83 gp), 4 x 
  potion of cure serious wounds 4 x 62 gp) 
   
  Encounter 3: Bigby’s House 
   
  APL 2: Loot 1 gp; Coin: 4 gp; Magic: wand of 
  summoning I (62 gp), 3 x potion of invisibility (3 x 25gp), 
  scroll of dimension door (62 gp), scroll of levitate (12 gp), 2 
  x potion of cure light wounds (2 x 4gp), potion of fly (62 
  gp), potion of invisibility (25 gp), scroll of protection from 
  evil (2 gp), scroll of choke (16 gp), wand of detect magic 
  with 10 charges remaining (6 gp), helm of comprehend 
  languages and read magic (433 gp).  
  APL 4: Loot 1 gp; Coin: 8 gp; Magic: wand of summoning I 
  (62 gp), 3 x potion of invisibility (3 x 25gp), scroll of 
  dimension door (62 gp), scroll of levitate (12 gp), 2 x potion 
  of cure light wounds (2 x 4gp), potion of fly (62 gp), potion 
  of invisibility (25 gp), scroll of protection from evil (2 gp), 
  scroll of choke (16 gp), wand of detect magic with 10 
  charges remaining (6 gp), helm of comprehend languages 
  and read magic (433 gp).  
  APL 6: Loot 1 gp; Coin: 11 gp; Magic: wand of summoning 
  II (375 gp), scroll of dimension door (62 gp), scroll of 
  levitate (12 gp), potion of cure moderate wounds (25 gp), 
  ring of invisibility  (1666 gp), 2 x potion of cure light 
  wounds (2 x 4gp), potion of fly (62 gp), potion of invisibility 
  (25 gp), scroll of protection from evil (2 gp), scroll of choke 
  (16 gp), wand of detect magic with 10 charges remaining (6 
  gp), helm of comprehend languages and read magic (433 
  gp).  
  APL 8: Loot 1 gp; Coin: 13 gp; Magic: wand of summoning 
  III (937 gp), scroll of dimension door (62 gp), scroll of 
  levitate (12 gp), 2 x potion of cure moderate wounds (2 x 25 
  gp), ring of invisibility  (1666 gp), 2 x potion of cure light 
  wounds (2 x 4gp), potion of fly (62 gp), potion of invisibility 
  (25 gp), scroll of protection from evil (2 gp), scroll of choke 
  (16 gp), wand of detect magic with 10 charges remaining (6 
  gp), helm of comprehend languages and read magic (433 
  gp).  
  APL 10: Loot 1 gp; Coin: 14 gp; Magic: wand of summoning 
  IV (1750 gp), scroll of dimension door (62 gp), scroll of 
  levitate (12 gp), 2 x potion of cure moderate wounds (2 x 25 
  gp), ring of invisibility  (1666 gp), bracers of armour +3  
  (750 gp), 2 x potion of cure light wounds (2 x 4gp), potion 
  of fly (62 gp), potion of invisibility (25 gp), scroll of 
  protection from evil (2 gp), scroll of choke (16 gp), wand of 
  detect magic with 10 charges remaining (6 gp), helm of 
  comprehend languages and read magic (433 gp). 
   
  Total Possible Treasure 
  APL 2: Loot: 36 gp; Coin: 4 gp; Magic: 410gp - Total: 450 gp 
  APL 4: Loot: 59 gp; Coin: 8 gp; Magic: 583 gp - Total: 650 gp 
  APL 6: Loot: 120 gp; Coin: 11 gp; Magic: 679 gp - Total: 900 
  gp 
  APL 8: Loot: 74gp; Coin: 13 gp; Magic: 1213 gp - Total: 1300 
  gp 
  APL 10: Loot: 111 gp; Coin: 14 gp; Magic: 2175 gp - Total: 
  2300 gp 
   
  Items for the Adventure Record 
   
  � Scroll of Choke (Tome and Blood) see Appendix 3 - 
  new rules 
   
  �  Captured by Toktot: You were experimented on by 
  Maranafel Toktot, the Kesh of Scant. Lose 16 TUs and gain 
  a nervous tick. 
   
  � Favour of Andrui: Andrui of Scant owes you a favour. 
  This will become relevant in future regionals. 
   
  � Respect of the Free State Army: Altern Jherest and his 
  men will help protect your findings from Bigby's Modest 
  Home. Choose on item on this AR that you found during 
  this module. It is now Frequency: Regional instead of 
  Frequency: Adventure. 
   
  Item Access 
  APL 2 
  wand of summon monster I (Adventure, CL 5th DMG) 
  scroll of choke (Adventure, CL 5th, Tome and Blood) 
   
  APL 4 (All of APL 2 plus the following) 
  scroll of dimension door (Adventure, CL 7th, DMG) 
    
  APL 6 (All of APLs 2-4 except wand of summon monster I 
  plus the following) 
  helm 
  of 
  comprehend 
  languages 
  and 
  read 
  magic   
  (Adventure, CL 4
  th , DMG) 
  wand of summon monster II (Adventure, CL 5th DMG) 
  
  Return to Bigby’s Modest Home 
   
  Page 23 
   
  APL 8 (All of APLs 2-6 except wand of summon monster I 
  and wand of summon monster II plus the following plus 
  the following) 
  ring of invisibility (Adventure, CL 3rd, DMG) 
  wand of summon monster III (Adventure, CL 5th DMG) 
   
  APL 10 (All of APLs 2-8 except wand of summon monster I, 
  wand of summon monster II and wand of summon 
  monster III  plus the following plus the following) 
  wand of summon monster IV (Adventure, CL 7th DMG) 
  bracers of armour +3 (Adventure, CL 6
  th, DMG) 
   
   
   
  
  Return to Bigby’s Modest Home 
   
  Page 24 
  Appendix 1: 
  APL 2 
   
  Encounter 1: Ambush 
   
  Tilva Suel Commander Ftr2: CR 2; Medium humanoid; 
  HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 19, touch 12, 
  flat-footed 17; Base Atk +2; Grp +5; Atk +6 melee 
  (1d6+3/19-20, longsword) or +4 ranged (1d8/19-20, 
  light crossbow) or +5 melee (1d4+3/19-20, dagger); Full 
  Atk +6 melee (1d6+3/19-20, longsword) or +4 ranged 
  (1d8/19-20, light crossbow) or +5 melee (1d4+3/19-20, 
  dagger); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref 
  +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Bluff +2, Jump +0, Spot +3; 
  Diehard, Endurance, Improved Initiative, Weapon 
  Focus (longsword). 
   
  Possessions: Longsword, dagger, light crossbow, 
  crossbow bolts (20), chainmail, heavy steel shield, 
  potion of cure light wounds.  
   
  Hepmonalander Suel warriors: War1; CR 1/2: Medium 
  humanoid; HD 1d8+1; hp 9; Init +5; Spd 30 ft.; AC 19, 
  flat-footed 16, touch 13; Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2/x3, battleaxe) or +4 ranged (1d8/x3, 
  longbow); Full Atk +4 melee (1d8+2/x3, battleaxe) or 
  +4 ranged (1d8/x3, longbow); AL LE; SV Fort +3, Ref 
  +3, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 
  10. 
   
  Skills and Feats: Hide +3, Intimidate +4; Spot +3; 
  Improved Initiative, Weapon Focus (battleaxe). 
   
  Possessions: Chain shirt, large steel shield, 
  longsword, longbow, 20 arrows. 
   
  Encounter 2: Into the Lion’s Maw 
   
  Shoheen Officer: Ftr3; CR 3; Medium humanoid; HD 
  3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; 
  touch 11; Base Atk +3; Grp +6; Atk +8 melee 
  (1d10+3/19-20, masterwork longsword) or +5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow 
  +3); Full Atk +8 melee (1d10+3/19-20, masterwork 
  longsword) or +5 ranged (1d8+3/x3, masterwork 
  mighty composite longbow +3); AL LE; SV Fort +5; Ref 
  +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power 
  Attack, Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork mighty composite longbow +3, 20 arrows, 
  potion of cure light wounds. 
   
  Encounter 3: Bigby’s House 
   
  Valkho, male human Wiz2; CR 2; Medium humanoid: 
  HD 2d4 +4; hp 10; Init + 1; Spd 30 ft.; AC 11, touch 11, 
  flat-footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d6, 
  quarterstaff); SA Spells; AL N; SV Fort +2 Ref +1 Will 4; 
  Str 10, Dex 13, Con 14, Int 15, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +6, Decipher 
  Script +6, Knowledge (arcana) +6, Spellcraft. +6, Spot 
  +3; Scribe Scroll, Spell Focus (Evocation). 
   
  Spells Known: (4 0 level/3 1
  st level); base DC = 12 + 
  spell level): 0 –detect magic, flare, ray of frost, touch of 
  fatigue; 1
  st–colour spray, magic missile, shield 
   
  Possessions: Staff, dagger, pouch with 23 gp, wand 
  of summoning I, potion of invisibility x2, scroll of 
  dimension door, scroll of levitate.  
   
  
  Return to Bigby’s Modest Home 
   
  Page 25 
   
  APL4 
   
  Encounter 1: Ambush 
   
  Tilva Suel Commander Ftr2: CR 2; Medium humanoid; 
  HD 2d10+4; hp 20; Init +6; Spd 20 ft.; AC 19, touch 12, 
  flat-footed 17; Base Atk +2; Grp +5; Atk +6 melee 
  (1d6+3/19-20, longsword) or +4 ranged (1d8/19-20, 
  light crossbow) or +5 melee (1d4+3/19-20, dagger); Full 
  Atk +6 melee (1d6+3/19-20, longsword) or +4 ranged 
  (1d8/19-20, light crossbow) or +5 melee (1d4+3/19-20, 
  dagger); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref 
  +2, Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Bluff +2, Jump +0, Spot +3; 
  Diehard, Endurance, Improved Initiative, Weapon 
  Focus (longsword). 
   
  Possessions: Longsword, dagger, light crossbow, 
  crossbow bolts (20), chainmail, heavy steel shield, 
  potion of cure light wounds.  
   
  Hepmonalander Suel warriors: Bbn2; CR 2; Medium 
  humanoid; HD 2d12+4; hp 23; Init +2; Spd 40 ft.; AC 
  16, touch 12, flat-footed 14; Base Atk +2; Grp +5; Atk +6 
  melee (2d4+4/18-20, falchion) or +4 ranged (1d6+3/x3, 
  mighty composite shortbow +3); Full Atk +6 melee 
  (2d4+4/18-20, falchion) or +4 ranged (1d6+3/x3, 
  mighty composite shortbow +2); SQ Rage 3/day, fast 
  movement, uncanny dodge; AL N; SV Fort +5, Ref +2, 
  Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +4, Hide +4, Jump 
  +7, Listen +6, Move Silently +5; Extra Rage, Weapon 
  Focus (falchion). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 
  on Will saves, –2 penalty to Armor Class for up to 7 
  rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Possessions: Falchion, mighty composite shortbow 
  +3, 20 arrows, chain shirt 
   
  Encounter 2: Into the Lion’s Maw 
   
  Shoheen Officer: Ftr3; CR 3; Medium humanoid; HD 
  3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; 
  touch 11; Base Atk +3; Grp +6; Atk +8 melee 
  (1d10+3/19-20, masterwork longsword) or +5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow 
  +3); Full Atk +8 melee (1d10+3/19-20, masterwork 
  longsword) or +5 ranged (1d8+3/x3, masterwork 
  mighty composite longbow +3); AL LE; SV Fort +5; Ref 
  +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power 
  Attack, Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork mighty composite longbow +3, 20 arrows, 
  potion of cure light wounds. 
   
  Encounter 3: Bigby’s House 
   
  Valkho, male human, Wiz4: CR 4; Medium humanoid: 
  HD 4d4 +8; hp 21; Init + 1; Spd 30 ft.; AC 12, touch 12, 
  flat-footed 11; Base Atk +2; Grp +2; Atk +2 melee (1d6, 
  quarterstaff); SA Spells; AL N; SV Fort +3 Ref +2 Will 
  +5; Str 10 , Dex 13, Con 14, Int 16, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +9, Decipher 
  Script +8, Knowledge (arcana) +9, Spellcraft. +9, Spot 
  +4; Empower Spell, Scribe Scroll, Spell Focus 
  (Illusion). 
   
  Spells Known: (4 0 level/4 1
  st level, 3 2
  nd level); 
  base DC = 13 + spell level): 0 – detect magic, flare, ray 
  of frost, touch of fatigue; 1 – cause fear, colour spray, 
  magic missile, shield, 2 – blur, bull strength, web 
   
  Possessions: Staff, dagger, pouch with 46 gp, wand 
  of summoning I, potion of invisibility x2, scroll of 
  dimension door, scroll of levitate. 
   
  
  Return to Bigby’s Modest Home 
   
  Page 26 
  APL6 
   
  Encounter 1: Ambush 
   
  Tilva Suel Commander: Ftr3; CR 3; Medium 
  humanoid; HD 3d10+6; hp 28; Init +6; Spd 30 ft.; AC 
  16, flat-footed 15; touch 11; Base Atk +3; Grp +6; Atk +8 
  melee (1d10+3/19-20, masterwork longsword) or +5 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow +3); Full Atk +8 melee (1d10+3/19-20, 
  masterwork longsword) or +5 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); AL LE; SV 
  Fort +5; Ref +3; Will +2; Str 16, Dex 14, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power 
  Attack, Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork mighty composite longbow +3, 20 arrows, 
  potion of cure light wounds. 
  .  
  Hepmonalander Suel warriors: Bbn3; CR 3; Medium 
  humanoid; HD 3d12+6; hp 32; Init +2; Spd 40 ft.; AC 
  16, flatfooted 14, touch 12; Base Atk +3; Grp +6; Atk +8 
  melee (1d8+3/18-20, masterwork falchion) or +5 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow +3); Full Atk +8 melee (1d8+3/18-20, 
  masterwork falchion) or +5 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); SA Rage 
  3/day; SQ Uncanny dodge, fast movement, trap sense 
  +1; AL CN; SV Fort +5, Ref +3, Will +2; Str 16, Dex 14, 
  Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and feats: Handle Animal +4, Hide +4, Jump 
  +7, Listen +6, Move Silently +4; Extra Rage, Improved 
  Initiative, Weapon Focus (falchion); 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 
  on Will saves, –2 penalty to Armor Class for up to 7 
  rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps  
   
   
  Possessions: Chain shirt, masterwork falchion, 
  masterwork mighty composite longbow +3, potion of 
  cure light wounds. 
   
   
  Encounter 2: Into the Lion’s Maw 
   
  Shoheen Officer: Ftr3; CR 3; Medium humanoid; HD 
  3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; 
  touch 11; Base Atk +3; Grp +6; Atk +8 melee 
  (1d10+3/19-20, masterwork longsword) or +5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow 
  +3); Full Atk +8 melee (1d10+3/19-20, masterwork 
  longsword) or +5 ranged (1d8+3/x3, masterwork 
  mighty composite longbow +3); AL LE; SV Fort +5; Ref 
  +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8. 
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power 
  Attack, Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork mighty composite longbow +3, 20 arrows, 
  potion of cure light wounds. 
  . 
  Encounter 3: Bigby’s House 
   
  Valkho, male human Wiz7; CR 7; Medium humanoid: 
  HD 7d4 +14; hp 36; Init + 1; Spd 30 ft.; AC 11, touch 11, 
  flat-footed 11; Base Atk +3; Grp +3; Atk +3 melee (1d6, 
  quaterstaff); SA Spells; AL N; SV Fort +2 Ref +1 Will 
  +4; Str 10, Dex 13, Con 14, Int 16, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +12, Decipher 
  Script +12, Knowledge (arcana) +12, Spellcraft. +13, 
  Spot +7, Empower Spell, Scribe Scroll, Spell Focus 
  (Evocation) Spell Focus (Illusion), Quicken Spell. 
   
  Spells Known: (4 0 level/5 1
  st level, 4 2
  nd level, 3 3
  rd 
  level, 1 4
  th level); base DC = 13 + spell level): 0 –detect 
  magic, flare, ray of frost, touch of fatigue; 1 – cause fear, 
  colour spray, magic missile x2, shield, 2 – bull strength, 
  blur, darkness, web; 3 - fireball, hold person, haste; 4 – 
  lesser globe of Invulnerability 
   
  Possessions: Staff, dagger, pouch with 68 gp ring 
  of invisibility, wand of summoning II, scroll of 
  dimension door, potion of cure moderate wounds, 
  scroll of levitate. 
  
  Return to Bigby’s Modest Home 
   
  Page 27 
    
  APL8 
   
  Encounter 1: Ambush 
   
  Tilva Suel Commander, Ftr5: CR 5; Medium-size 
  humanoid; HD 5d10+10; hp 44; Init +6; Spd 20 ft.; AC 
  19, flat-footed 17, touch 12; Base Atk +5; Grp +8; Atk 
  +10 melee (1d10+6/19-20, +1 bastard sword) or +8 
  ranged (1d8+3/x3, masterwork mighty composite 
  longbow +3); Full Atk +10 melee (1d10+5/19-20, +1 
  bastard sword) or +6/+6 ranged (1d8+3/x3, masterwork 
  mighty composite longbow +3); AL LE; SV Fort +7; Ref 
  +4; Will +3; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and feats: Bluff +4, Jump +1, Spot +3; Exotic 
  Weapon Proficiency (bastard sword), Improved 
  Initiative, Point-Blank Shot, Rapid Shot, Weapon 
  Focus (bastard sword), Weapon Specialisation (Bastard 
  Sword).  
   
  Possessions: Chainmail, heavy steel sheild, +1 
  bastard sword, masterwork mighty composite longbow 
  +3, 20 arrows, potion of cure moderate wounds, cloak 
  of resistance +1. 
   
  Hepmonalander 
  Suel 
  warriors: 
  Bbn5; 
  Medium 
  humanoid; HD 5d12+10; hp 51; Init +6; Spd 40 ft.; AC 
  16, touch 12, flat-footed 14; Base Atk +5; Grp +8; Atk 
  +10 melee (1d12+6/x3, +1 greataxe) or +8 melee 
  (1d4+2/19-20, dagger or +8 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); Full Atk 
  +10 melee (1d12+6/x3, +1 greataxe) or +8 melee 
  (1d4+2/19-20, dagger or +8 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); AL NE; 
  SA Rage 2/day; SQ Improved uncanny dodge, fast 
  movement, trap sense +1;  SV Fort +6, Ref +3, Will +2; 
  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and feats: Handle Animal +6, Hide +6, Jump 
  +9, Listen +8, Move Silently +6; Improved Initiative, 
  Point Blank Shot, Weapon Focus (greataxe). 
   
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 
  on Will saves, –2 penalty to Armor Class for up to 7 
  rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can 
  no longer be flanked. This defense denies a rogue the 
  ability to sneak attack the barbarian by flanking him, 
  unless the attacker has at least four more rogue levels 
  than the target has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +1 dodge bonus 
  to AC against attacks made by traps 
   
  Possessions: +1 greataxe, masterwork mighty 
  composite longbow +3, 20 arrows, shortspear, dagger, 
  chain shirt, potion of bull's strength, potion of cure 
  moderate wounds  
   
  Encounter 2: Into the Lion’s Maw 
   
  Shoheen Officer: Ftr3; CR 3; Medium humanoid; HD 
  3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; 
  touch 11; Base Atk +3; Grp +6; Atk +8 melee 
  (1d10+3/19-20, masterwork longsword) or +5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow 
  +3); Full Atk +8 melee (1d10+3/19-20, masterwork 
  longsword) or +5 ranged (1d8+3/x3, masterwork 
  mighty composite longbow +3); AL LE; SV Fort +5; Ref 
  +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8. 
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power 
  Attack, Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork mighty composite longbow +3, 20 arrows, 
  potion of cure light wounds. 
   
  Encounter 3: Bigby’s House 
   
  Valkho, male human, Wiz9; CR 9; Medium humanoid: 
  HD 9d4+18; hp 46; Init + 1; Spd 30 ft.; AC 11, touch 11, 
  flat-footed 11; Base Atk +4; Grp +4; Atk +4 melee (1d6, 
  quaterstaff); SA Spells; AL N; SV Fort +2 Ref +1 Will 
  +4; Str 10 , Dex 13, Con 14, Int 17, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +15, Decipher 
  Script +15, Knowledge (arcana) +15, Spellcraft. +15, 
  Spot +7; Craft Wand, Empower Spell, Scribe Scroll, 
  Spell Focus (Illusion), Spell Focus (Evocation), 
  Quicken Spell. 
   
  Spells Known: (4 0 level/5 1
  st level, 5 2
  nd level, 4 3
  rd 
  level, 2 4
  th level 1 5
  th level); base DC = 13 + spell level): 0 
  –detect magic, flare, ray of frost, touch of fatigue; 1 – 
  colour spray, magic missile x2, shield, cause fear; 2 – 
  bull strength, protection from arrows, blur, darkness, 
  web; 3 - fireball, hold person, haste, slow; 4 – greater 
  invisibility, 
  lesser 
  globe 
  of 
  Invulnerability 
  5
  th 
  feeblemind  
   
  Possessions: Staff, dagger, pouch with 80 gp ring 
  of invisibility, wand of summoning III, scroll of 
  dimension door, potion of cure moderate wounds x2, 
  scroll of levitate. 
  
  Return to Bigby’s Modest Home 
   
  Page 28 
  APL10 
   
  Encounter 1: Ambush 
   
  Tilva Suel Commander, Ftr7; CR 7; Medium 
  humanoid; HD 7d10+14; hp 60; Init +6; Spd 20 ft.; AC 
  21, flatfooted 19, touch 12; Base Atk +7/+2; Grp +10; 
  Atk +12 melee (1d10+6/19-20, +1 bastard sword) or +10 
  ranged (1d8+3/x3 masterwork mighty composite 
  longbow +3); Full Atk +12/+7 melee (1d10+6/19-20, +1 
  bastard 
  sword) 
  or 
  +10/+5 
  ranged 
  (1d8+3/x3 
  masterwork mighty composite longbow +3) or 
  +8/+8/+3 ranged (1d8+3/x3 masterwork mighty 
  composite longbow +3); AL LE; SV Fort +7, Ref +4, 
  Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10 
  Skills and feats:  Bluff +6, Jump +1, Spot +3; Exotic 
  Weapon Proficiency (bastard sword), Endurance, 
  Diehard, Improved Initiative, Point Blank Shot, Rapid 
  Shot, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
    
  Possessions:  Halfplate, heavy steel shield, +1 
  bastard sword, masterwork mighty composite longbow 
  +3, potion of cure serious wounds, cloak of resistance 
  +1, pouch with 15 platinum sea eagles. 
   
  Hepmonalander Suel warriors: Bbn7; CR 7; Medium 
  humanoid; HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 
  16, flatfooted 14, touch 12, Base Atk +7/+2; Grp +10; 
  Atk +11 melee (1d12+4/x3, +1 greataxe) or +10 ranged 
  (1d8+3/x3, masterwork mighty composite longbow 
  +3); Full Atk +11/+6 melee (1d12+4/x3, +1 greataxe) or 
  +10/+5 
  ranged 
  (1d8+3/x3, 
  masterwork 
  mighty 
  composite longbow +3) or +8/+8/+3 ranged (1d8+3/x3, 
  masterwork mighty composite longbow +3); SA Rage 
  2/day, SQ Fast movement, trap sense +2, improved 
  uncanny dodge, DR 1/-; AL: CN; SV: Fort +6, Ref +4, 
  Will +3; Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8 
  Skills and feats: Handle Animal +8, Hide +7, Jump 
  +11, Listen +10, Move Silently +7; Improved Initiative, 
  Point Blank Shot, Rapid Shot, Weapon Focus 
  (greataxe). 
  Rage (Ex): +4 to Strength, +4 to Constitution, +2 on 
  Will saves, –2 penalty to Armor Class for up to 7 
  rounds  
   
  Uncanny Dodge (Ex): The barbarian retains his 
  Dexterity bonus to AC (if any) even if he is caught flat-
  footed or struck by an invisible attacker.  
   
  Improved Uncanny Dodge (Ex): A barbarian can 
  no longer be flanked. This defense denies a rogue the 
  ability to sneak attack the barbarian by flanking him, 
  unless the attacker has at least four more rogue levels 
  than the target has barbarian levels. 
   
  Trap Sense (Ex): A barbarian gains a +1 bonus on 
  Reflex saves made to avoid traps and a +2 dodge bonus 
  to AC against attacks made by traps. 
  Damage Reduction (Ex): A barbarian gains 
  Damage Reduction. Subtract 1 from the damage the 
  barbarian takes each time he is dealt damage from a 
  weapon or a natural attack. 
  Possessions: Chain shirt, +1 great axe, masterwork 
  mighty composite longbow +3, potion of cure serious 
  wounds, potion of bull's strength. 
   
  Encounter 2: Into the Lion’s Maw 
   
  Shoheen Officer: Ftr3; CR 3; Medium humanoid; HD 
  3d10+6; hp 28; Init +6; Spd 30 ft.; AC 16, flat-footed 15; 
  touch 11); Base Atk +3; Grp +6; Atk +8 melee 
  (1d10+3/19-20, masterwork longsword) or +5 ranged 
  (1d8+3/x3, masterwork mighty composite longbow 
  +3); Full Atk +8 melee (1d10+3/19-20, masterwork 
  longsword) or +5 ranged (1d8+3/x3, masterwork 
  mighty composite longbow +3); AL LE; SV Fort +5; Ref 
  +3; Will +2; Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8. 
  Skills and feats: Bluff +3, Jump +1, Spot +2; 
  Diehard, Endurance, Improved Initiative, Power 
  Attack, Weapon Focus (longsword) 
   
  Possessions: Chainmail, masterwork longsword, 
  masterwork mighty composite longbow +3, 20 arrows, 
  potion of cure light wounds. 
   
  Encounter 3: Bigby’s House 
   
  Valkho, male human Wiz12 CR 12; Medium 
  humanoid: HD 12d4+24; hp 61; Init + 1; Spd 30 ft.; AC 
  14, touch 11, flat-footed 14; Base Atk +6/+1; Grp +6; Atk 
  +6 melee (1d6, quaterstaff); SA Spells; AL N; SV Fort +2 
  Ref +1 Will +4; Str 10 , Dex 13, Con 14, Int 18, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Concentration +18, Decipher 
  Script +14, Knowledge (arcana) +14, Spellcraft. +19, 
  Spot +10; Craft Wand, Empower Spell, Extend Spell, 
  Forge Ring, Scribe Scroll, Spell Focus (Evocation), 
  Spell Focus (Illusion), Quicken Spell.  
   
  Spells Known: (4 0 level/5 1
  st level, 5 2
  nd level, 5 3
  rd 
  level, 3 4
  th level 3 5
  th level 2 6
  th level); base DC = 13 + 
  spell level): 0 – detect magic, flare, ray of frost, touch of 
  fatigue; 1 – cause fear, colour spray, magic missile x2, 
  shield, 2 – blur, bull strength, protection from arrows, 
  gust of wind, web 3 - fireball, haste, hold person, slow, 
  
  Return to Bigby’s Modest Home 
   
  Page 29 
  dispel magic; 4 – greater invisibility, ice storm, lesser 
  globe of invulnerability, stone skin; 5
  th cloud kill, 
  dominate person, feeble mind, 6- disintegrate, mass 
  cat’s grace 
   
  Possessions: Staff, dagger, Pouch with 85 GP 
  Bracers of Armour +3, ring of invisibility, wand of 
  summoning IV, scroll of dimension door, potion of 
  cure moderate wounds x2, scroll of levitate. 
   
  
  Return to Bigby’s Modest Home 
   
  Page 30 
   
  Appendix 2 Maps 
   
   
   
   
   
   
   
   
  
  Return to Bigby’s Modest Home 
   
  Page 31 
   
   
   
   
   
   
   
   
   
  
  Return to Bigby’s Modest Home 
   
  Page 32 
   
  Appendix 3 
  New Rules Items 
   
  Choke (Tome and Blood) 
   
  Conjuration (Creation) [Force] 
  Level: Sor/Wiz 2 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature up to size Large 
  Duration: 1 round/level 
  Saving Throw: Reflex half (see text) 
  Spell Resistance: Yes 
   
  A pair of invisible hands made of pure force spring into 
  existence around the target’s throat and begin to 
  strangle it.  Only aberrations, animals, beasts, fey, 
  giants, 
  humanoids, 
  magical 
  beasts, 
  monstrous 
  humanoids, outsiders and shape changers can be 
  affected.  Creatures without necks, such as beholders, 
  cannot be affected. The hands cannot be affected or 
  damaged. 
   
  The target takes 1d4 points of damage per round 
  but can make a Reflex save each round for half damage. 
   All attack rolls and checks the target makes while 
  being choked suffer a –2 circumstance penalty; if the 
  check involves speaking, the circumstance penalty is –
  4.  Spellcasting is possible, but the target must make a 
  successful Concentration check (DC 10 + spell level + 
  ½ the last damage dealt) or lose the spell.  The –2 
  circumstance penalty also applies to the check, or –4 If 
  the spell has a verbal component. 
   
  Material Component: A handkerchief or similar-
  sized piece of cloth that has been tied into a knot.
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/594/Normal Scenarios/ONW4-04 - Return to Bigbys Modest Home (APL 2-12)/ONW4-04 - Return to Bigby's Modest Home.pdf