TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards 
  of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS 
  & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright 
  laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without 
  the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, 
  places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR6-20 
   
   
   
   
   
   
   
  SHADES OF GRAY 
   
  A ONE-ROUND DUNGEONS & DRAGONS® LIVING 
  GREYHAWK™ CORE ADVENTURE 
  Version 1 
   
  By Gary Milakovic 
  Circle Reviewer: Creighton Broadhurst 
  Reviewers: Chris Chesher and Jeff Simpson 
  Playtesters: Andrew Moore, Stephen Baker, Mike Pickett, Oren Satov, Tim Clague 
   
  A merchants’ convention and a stop at an out of the way inn leads to a chance for adventure in the land of  
  a despot. Will you brave tyranny to recover something treasured? A one-round, core adventure set in the 
  domain of GREYHAWK and the Pomarj for characters level 1-15 (APLs 2-12). 
    
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], 
  Complete Warrior [Andy Collins, David Noonan, Ed Stark], Miniatures Handbook [Michael Donais, Skaff 
  Elias, Rob Heinsoo, Jonathan Tweet], Player’s Handbook II [David Noonan]. 
   
  
  COR6-20 Shades of Gray 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR).  
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified average party level (APL) follow the steps 
  below: 
  1.  Determine the character level for each of the PCs 
  participating in the adventure. 
  2.  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # 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 
  CR of Animal 
  6 
  6 
  8 
  9 
  10 
  
  COR6-20 Shades of Gray 
   
  Page 2 
  7 
  7 
  9 
  10 
  11 
  3.  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  5. Enlist a sixth player. 
  6. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
  7.  
  TIME UNITS AND UPKEEP 
  This is a standard 1-round Core adventure, set in the 
  Domain of Greyhawk and the Pomarj. All characters pay 
  2 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. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  Prior to CY 584, a merchant family fled the city of 
  Highport on the Wild Coast to make a new life for 
  themselves in Greyhawk City. Their expediency allowed 
  them to flee the iron grip of Turrosh Mak following his 
  campaign with the non-human tribes of the Pomarj. In so 
  doing they had to leave everything behind, including 
  many of the documents that proved their claims of 
  nobility. 
   
  Recently, the child of these merchants, Feran 
  Palantas, has become a successful merchant in his own 
  right. Nobles working out of Greyhawk city are offered 
  many advantages over other large port cities, including 
  lucrative tax breaks. Recently, one of Feran’s most bitter 
  business rivals has questioned his nobility. 
   
  Now, desperate to retrieve the proof of his nobility, 
  Feran seeks to hire mercenaries to go to the Pomarj and 
  find the documents. For some weeks he has been making 
  quiet inquiries to see if the documents even still exist.  
   
  Within the last few days he has discovered that the 
  documents do still exist and are in the hands of someone 
  that is willing to take gold in exchange. 
   
  What Feran doesn’t know is that the person with 
  whom he is corresponding is a member of an upstart 
  group of Highport citizens that dream of one day 
  overthrowing Mak’s regime. This correspondence has not 
  gone unnoticed by Turrosh Mak’s agents, including a 
  small faction of his discrete enforcers whose usefulness, 
  unlike many of Mak’s other agents, hasn’t been outlived. 
  These drow seek to continue their special place in the 
  hierarchy of Mak’s empire by showing that they are still 
  vital to the maintenance of its strength.  
   
  These discrete enforcers arrange to have Feran 
  murdered by some half-orc thugs in Greyhawk (hoping 
  that the murder of a rebel sympathizer in the capital 
  gains them enhanced station within the hierarchy). 
  However, when their plan failed, they scrambled to find a 
  new one, as they realized that as a group working for a 
  rebel sympathizer, this small group were in a precarious 
  position. 
  
  COR6-20 Shades of Gray 
   
  Page 3 
   
  Turrosh Mak’s orc-blood forces are not blind to 
  Feran’s communications either, and are jealous of the 
  special privileges granted to some of his ‘elite’ units. They 
  wish to curry the favor of the higher-ups in the emperor’s 
  hierarchy and craft an intricate plan that at the same 
  time, crush this fledgling group of rebels and cut the legs 
  out from under the more discrete enforcers. 
   
  The chaos of the political situation in the Pomarj is 
  absolute. Creatures are trying to step over another 
  creature to curry the favor of their superior. The chain is 
  never ending. The one thing that is certain though, in the 
  Pomarj, nothing is, as it seems.  
   
  ADVENTURE SUMMARY 
  Introduction: Many of the traditional adventurer inns in 
  Greyhawk are full – a symptom of the troubles in the 
  Wild Coast - and the PCs are forced to stay in a fairly 
  strange inn.  
   
  Encounter 1--A Rap, Rap, Rapping At My 
  Chamber Door: At their inn, the PCs hear a commotion 
  in the room next door. Upon entering the room they see 
  that two half-orcs are attacking a pair of humans, and the 
  half-orcs are getting the better of it. 
   
  Encounter 2--The Pitch: The noble that the PCs 
  saved from certain doom tries to enlist the help of the 
  PCs in a very important personal matter. A business rival 
  has issued a challenge to him and the only way he can 
  win the challenge is by retrieving some documents from 
  Highport. 
   
  Encounter 3--Green Smoke: This encounter takes 
  place on a boat as the PCs travel from Greyhawk city to 
  Highport. The PCs can gain some information if they talk 
  to the captain of the ship. 
   
  Encounter 4--Theory And Practice: The PCs land 
  in Highport and have the opportunity to peruse the local 
  market on the way to the lodgings that the noble pre-
  arranged for them. They meet a strange old woman who 
  tries to make them eat her soup, and the first person that 
  does finds a note in the bottom of the bowl. 
  The second half of the note is hidden in their room at the 
  inn. 
   
  Encounter 5--The Hard Way: A pair of drow tell 
  the PCs that the meeting they are going to have is going 
  to be different than they expect. The drow tell the PCs 
  that they will be asked, instead of trading gold for the 
  documents, to help a violent criminal escape the city. The 
  drow want the PCs to get the criminal out of the city, but 
  want the PCs to take the criminal to them, instead of to 
  the other group. If the PCs turn the offer down they are 
  attacked outside.  
   
  Encounter 6--First Contact: They have the meeting 
  with the contact they were expecting. The contact tells 
  the PCs, exactly as the drow suggested, that the 
  agreement has changed. They can no longer take gold, 
  instead they need to escort a man out of the city secretly. 
  The man worked for Turrosh Mak in the city but has 
  defected and is willing to spill all that he knows in 
  exchange for his freedom. 
   
  Encounter 7--180: A half-orc is waiting for the PCs 
  in their room when they return. He tells them he works 
  for Turrosh Mak and that he knows about their recent 
  meetings. What he does not know is what the meetings 
  were about and wants the PCs to elucidate him on this 
  subject. If they tell him, he suggests that they should go 
  along with the ‘rebels’ plan until they get to the gate, at 
  which time they should surrender the criminal to the 
  gate guards.  
   
  Encounter 8--Xs And Os: The PCs go to the 
  warehouse where they were directed and find a fairly 
  well stocked caravan there. They are asked to use their 
  expertise and ingenuity to help further conceal the secret 
  compartment where the escapee is staying to make it 
  harder for the guards to find. 
   
  Encounter 9--West Gate: The PCs meet their first 
  test, trying to get out of the city past the orc guards. The 
  PCs may surrender the prisoner to the orc guards, in 
  which case they bypass the final combat. 
   
  Encounter 10--Roadside Assistance: The PCs meet 
  an orc patrol on the road who do a detailed search of the 
  caravan. They likely find the secret compartment; the 
  PCs need to think quickly to avoid being arrested (or 
  they could simply attack the orc patrol).  
   
  Encounter 11a--Into The Deep: The PCs take the 
  prisoner to the cave of which the drow spoke and turn 
  him over to them.  
   
  Encounter 11b--Across The River And Around 
  The Bend: The PCs take the prisoner to the encampment 
  of which the rebel contact spoke and turn him over.  
   
  Conclusion A: The PCs have escorted the defector 
  out of the country and to safety. However, upon their 
  return they find that agents of Turrosh Mak have killed 
  Feran Palantas in retaliation. 
   
  Conclusion B: The PCs have turned the defector 
  over to either the drow (who eventually turn him over to 
  Mak’s army) or the orcs. However, upon their return they 
  find that those who claim they are members of the rebels 
  that the PCs betrayed have killed Feran Palantas in 
  retaliation.  
   
  Conclusion C: The PCs are defeated by the drow or 
  the orcs in the Pomarj and those that survive are taken to 
  an interrogation facility and tortured for weeks. 
   
  PREPARATION FOR PLAY 
  In order to sustain disbelief in encounter 8 where the 
  agent of Turrosh Mak is in the PCs’ room via the project 
  image spell it would be advisable to secretly pre-roll the 
  
  COR6-20 Shades of Gray 
   
  Page 4 
  Spellcraft check of any PC who possesses the skill prior 
  to the beginning of play.  
   
  As well, keep in mind the PC must physically 
  interact with the illusion first before making the check.  
   
  INTRODUCTION  
  An influx of adventurers arriving to battle the orc 
  forces to the south has filled many of the more 
  traditional ‘adventurer’ inns such as the Green 
  Dragon. As such lodging for the night in Greyhawk 
  city are difficult to find. In the merchants’ quarter, a 
  small, strangely decorated building advertises that it 
  is one of the few with space for the night.  
   
  At this point, ask whether any of the characters read 
  Ancient Baklunish. If they do, they can read the sign 
  above the door that says “Muktuf’s Inn.”  
   
  Upon entering, there are many sights within to dazzle 
  the eye: various objects of art depicting great battles and 
  terrible monsters, as well as intricately woven Baklunish 
  tapestries. 
   
   Behind the bar is a portly, dark-skinned man, whose 
  smile is bright and friendly. In a thickly accented voice 
  he speaks, “Welcome! Welcome! Welcome to Muktuf’s 
  Magnificent House of Sleeping!” 
   
  Muktuf can provide almost any food or drink from many 
  lands across the Flanaess. He cannot, however, serve 
  alcohols or drinks of any type, or anything from Ket. If it 
  sounds like something very obscure, or something that a 
  character makes up, Muktuf says he does not have it in 
  stock but he can try to make such a drink if the character 
  can describe its taste.  
   
  Muktuf has Profession (bartender) +8 and Craft 
  (brew making) +9. If he succeeds on a DC 25 Craft (brew 
  making) check he can concoct a drink similar in flavor to 
  the one described by the character. If he does not 
  succeed, the drink tastes okay, but isn’t what the 
  requester was looking for. 
   
  The characters may ask some of the following 
  questions of Muktuf the bartender. A successful DC 15 
  Gather Information check reveals all of the following as 
  well. 
   
  Is anything new or exciting in Greyhawk? Are there 
  any rumors that are interesting? Not particularly.  
   
  Do you have rooms available? How much are they? 
  Yes! A room with two beds costs 3 gp per night.  
   
  Why can’t you serve products from the Ket? The 
  Mouqullod Consortium has been gouging him lately and 
  so he has stopped stocking Ketite goods. Once the 
  Moquollod becomes reasonable again, Muktuf will 
  consider dealing with them again. 
   
  Why does the sign outside written in Ancient Baklunish 
  say “Muktuf’s inn” but you called your bar “Muktuf’s 
  Magnificent House of Sleeping” when we came in?  It 
  loses something in the translation. (Muktuf doesn’t 
  elaborate on what is lost in which translation). Muktuf 
  doesn’t have too much more information of any 
  relevance to the characters. He is, however, quite a jovial 
  man, and that should come across even if he cannot 
  answer any questions. 
   
  Should they desire it the characters can carouse until 
  the small hours of the morning, listening to Baklunish 
  music and interacting with some of the patrons. There 
  are people in the bar until the morning. 
   
  Development: Once the characters are finished dealing 
  with Muktuf and partying in the common area of the inn 
  advance to encounter 1. 
   
  ENCOUNTER 1: A RAP, 
  RAP, RAPPING AT MY 
  CHAMBER DOOR 
  Before proceeding with encounter 1, determine what 
  watch order, if any, the characters take during their stay 
  at Muktuf’s Inn.  
   
  The night passes slowly, with activity in the inn 
  quieting considerably in the wee hours of morning. 
  Even the streets below, ordinarily a bustle of 
  merchants and peddlers, is as still as a dwarf in a 
  medusa’s front room.  
   
  Determine randomly which watch is awake for the 
  commotion to come. Awake PCs need a DC 0 Listen 
  check. There is a –10 penalty for those sleeping. 
   
  Read the following to all characters that successfully  
  make a DC 0 Listen check. (Sleeping PCs suffer a -10 
  modifier to this check). 
   
  Through wood and stone, possibly from the next 
  room, comes the unmistakable sound of steel on steel 
  and the grunting of gravelly voices. After a moment, a 
  loud thump, and then, silence. 
   
  Allow all characters to make another DC 20 Listen check. 
  Increase this DC by +1 for every ten feet a given character 
  is away from room 2. Any character that succeeds on the 
  above check hears the following: 
   
  In broken Common: “Just give us what we’re lookin’ 
  for, old man, and this’ll end all nice-like” 
  
  COR6-20 Shades of Gray 
   
  Page 5 
   
  In Orc: “Or we kill you and take it anyways. You 
  choose.” 
   
  If the characters fail the check they can hear muffled 
  voices but nothing further. From this point the 
  characters have four rounds to intervene before the 
  merchant is slain. Appendix 2 contains a countdown of 
  what happens in each round that the PCs do not enter 
  the room.  
   
  When the characters do enter, so long as he is alive, 
  Feran cries out for help. As soon as the characters burst in 
  the orcs turn their attention toward them and ignore 
  Feran who, for his part, cowers in the corner until the 
  orcs are slain. 
   
  When the PCs enter the room read the following 
  (adding appropriate details from Appendix 2): 
   
  This small room has two beds and is austerely 
  decorated. One human guard lies on the floor in a 
  pool of his own blood.  
   
  APL 2 (EL 2)  
   
  �Grak: male half-orc fighter 1; hp 7; Appendix 1. 
   
  �Hargral Cutpurse: male half-orc rogue 1; hp 5; 
  Appendix 1. 
   
  APL 4 (EL 4)  
   
  �Grak: male half-orc fighter 2; hp 16; Appendix 1. 
   
  �Hargral Cutpurse: male half-orc rogue 2; hp 11; 
  Appendix 1. 
   
  APL 6 (EL 6)  
   
  �Grak: male half-orc fighter 4; hp 34; Appendix 1. 
   
  �Hargral Cutpurse: male half-orc rogue 3/fighter 
  1; hp 24; Appendix 1. 
   
  APL 8 (EL 8)  
   
  �Grak: male half-orc fighter 6; hp 57; Appendix 1. 
   
  �Hargral Cutpurse: male half-orc rogue 3/fighter 
  3; hp 46; Appendix 1. 
   
  APL 10 (EL 10)  
   
  �Grak: male half-orc fighter 8: hp 76; Appendix 1. 
   
  �Hargral Cutpurse: male half-orc rogue 4/fighter 
  4; hp 68; Appendix 1. 
   
  APL 12 (EL 12)  
   
  �Grak: male half-orc fighter 8/barbarian 2: hp 96; 
  Appendix 1; 
   
  �Hargral Cutpurse: male half-orc rogue 5/fighter 
  4/barbarian 1; hp 86; Appendix 1. 
   
  Tactics: The thugs, above all else, try to keep the PCs 
  away from Feran. They set up flanks in order to take 
  advantage of Hargral’s sneak attack. They focus their 
  attacks on one character trying to bring them down 
  before moving to the next. Their mission is to capture 
  Feran alive. If badly wounded, they flee (to try again 
  another day). 
   
   
  Treasure: Defeat the orc thugs.  
   
  APL 2: Loot: 168 gp. 
   
  APL 4: Loot: 255 gp; Magic: 100 gp – bracers of 
  quickstrike (100 gp) 
   
  APL 6: Loot: 37 gp; Magic: 1,115 gp – bracers of 
  quickstrike (100 gp), +1 falchion (197 gp), +1 banded mail 
  (116 gp), (2) +1 vest of resistance (83 gp each), +1 sap (191 
  gp), +1 mithril chain shirt (175 gp), +1 heavy mithril 
  shield (170 gp). 
     
  APL 8: Loot: 12 gp; Magic: 2,551 gp – bracers of 
  quickstrike (100 gp), +1 falchion (197 gp), +1 banded mail 
  (116 gp), (2) +2 vest of resistance (333 gp each), (2) +1 sap 
  (191 gp each), +2 mithril chain shirt (425 gp), +2 amulet 
  of health (333 gp), gauntlets of ogre power (333 gp). 
   
  APL 10: Magic: 2,551 gp – bracers of quickstrike 
  (100 gp), +1 falchion (197 gp), +1 banded mail (116 gp), (2) 
  +2 vest of resistance (333 gp each), (2) +1 sap (191 gp 
  each), +2 mithril chain shirt (425 gp), +2 amulet of health 
  (333 gp), gauntlets of ogre power (333 gp). 
   
  APL 12: Magic: 4,551 gp – bracers of quickstrike 
  (100 gp), +1 falchion (197 gp), +1 banded mail (116 gp), (2) 
  +2 vest of resistance (333 gp each), (2) +1 sap (191 gp 
  each), +2 mithril chain shirt (425 gp), +2 amulet of health 
  (333 gp), +4 belt of giant strength (1,333 gp), boots of 
  speed (1,000 gp). 
   
  If the characters defeat the thugs and save Feran’s life he 
  is eternally grateful and profusely thanks the PCs. He 
  gives the PCs the following information:  
  • 
  His name is Feran Palantas and he is a merchant of 
  Greyhawk City. Feran inquires as to the names of his 
  benefactors and from what lands they hail. 
  • 
  He deals primarily in exotic spices from the west, 
  making a fairly good living from his dealings. 
  • 
  He asks the PCs to escort him home so that he can 
  clean up and change.  
  • 
  If the PCs ask who the thugs were, he tells them that 
  this is not time to discuss such matters. He instead 
  suggests they meet in the characters’ room in a few 
  hours, once he has cleaned himself up and made 
  some inquiries. 
  • 
  If the PCs ask why he was attacked, he tells them the 
  same as above. 
  • 
  If the PCs ask anything about the dead men on the 
  ground he tells them that they were his bodyguards. 
  
  COR6-20 Shades of Gray 
   
  Page 6 
  Feran asks the PCs to carry the bodies of his guards 
  to his home so that they can be properly attended. If 
  the PCs got to them in time, the living guard walks 
  to Feran’s estate under his own power. Feran thanks 
  the PCs for their help. 
   
  Development: If the PCs accept Feran’s meeting they 
  escort him back to his home without incident. Advance 
  to encounter 2. 
   
  If the characters choose not to meet with Feran the 
  module is over.  
   
  If Feran is slain but the guard that was bleeding out 
  survives, the guard tells the PCs that Feran had booked 
  passage for six on the Orion’s Winter, a merchant ship 
  bound for Highport in the Pomarj.  
   
  The guard has no information on the purpose of this 
  arrangement only that he overhead it during one of 
  Feran’s conversations with his colleagues; conversations 
  that had increased dramatically over the last few weeks.  
   
  ENCOUNTER 2: THE 
  PITCH 
  The common room in Muktuf’s Magnificient House 
  of Sleeping is well appointed with many decorations 
  from the Baklunish west. For some hours after 
  returning from Feran’s home, the serving staff is quite 
  attentive. It seems Feran left good word with Muktuf 
  before he left.  
     
    
   
  All the decorations in the room are from the Baklunish 
  west, however, they are from all different parts of it. 
  Anyone from a Baklunish land or can succeed on a DC 15 
  Knowledge (local-VTF) check realizes this. 
   
   Four hours after he left, Feran tries to slide into the 
  Inn unobtrusively and though his dress is no longer 
  disheveled and dirty from the fight, the strain of the 
  attack still lingers in his eyes.  
    
  Two men, one of whom is obviously a guard, 
  follow feran and the other man, well dressed and well 
  mannered, seems to all outward appearance a butler.  
    
  “May we speak?” The man says genially and then 
  adds, “Upstairs?”  
   
  If the PCs accept Feran’s request to move upstairs, Feran 
  and company follow up the stairs, but his guard stays 
  outside, leaning against the wall beside the closed door.  
   
  Taking a seat, the man begins to speak, his tone and 
  pace of speech suggest that his subject is a matter of 
  some urgency to him. “Tonight, a boat called the 
  Orion’s Winter is leaving port from Greyhawk City 
  bound for Highport. I would like you all to be on it. 
  There is little time to spare – what say you?” 
   
  Feran, in such a rush to get his message across, has left 
  out one important part of it: the why. Once aware of this 
  fact he sheepishly continue. 
   
  “My apologies,” Feran winces slightly and looks over to 
  his butler whose calm expression seems to soothe the 
  man slightly. “Let me begin at the beginning and I will 
  endeavor to leave nothing out. You know who I am, but 
  this is my butler, Haralla.” The well dressed man smiles 
  when introduced. 
   
  “As I mentioned previously, I am a merchant. 
  However,” Feran’s focus seems to wander for a moment 
  before a discrete cough from his butler restores his 
  concentration “I am also born of a noble family and 
  this…is where the problem lies,” Feran says grimly, his 
  face growing cold. “My family is originally from 
  Highport and did all their business on the Wild Coast; 
  prior, of course, to the reign of Turrosh Mak,” Harald 
  spits as if on cue.  
    
  “In my parents’ haste to flee the flood of desolation 
  brought on by Mak’s armies, they left all evidence of our 
  nobility behind. So, while I am a noble in fact, I cannot 
  prove it legally. Recently, my most bitter business rival 
  was made aware of this and subsequently challenged my 
  claim. You see we nobles enjoy some monetary…relief, I 
  suppose is the word, due to our station.” 
    
  “A man in Highport claims to have everything I 
  need to prove my claim and humiliate my rival; and, now 
  desperate, I must take him at his word. The orcs I was 
  going to hire turned on me –of course you were there.” 
     
  Feran is obviously weary and his shoulders slump 
  just a little as if weighed down by some invisible anchor. 
  “Will you meet the man in Highport and obtain that 
  which I need?” 
    
   Feran takes as much time answering questions as the 
  PCs require. He has the following information to share: 
  • 
  The Contact? Feran doesn’t know anything about 
  the contact; only the location of the meeting. 
  • 
  Exchange? Feran gives the PCs a quantity of the 
  local currency to pay for the documents that he 
  needs recovered from Highport. It is roughly 
  equivalent to 1,000 gp.  
  • 
  Travel? Feran has already arranged transport for the 
  PCs from Greyhawk to Highport. He has booked 
  passage on a cargo ship that leaves in an hour, which 
  gives them almost no time to shop for supplies. The 
  ship is called Orion’s Winter and is captained by a 
  half-orc named Granik Bloodaxe. Feran doesn’t 
  
  COR6-20 Shades of Gray 
   
  Page 7 
  know any more than that about the ship or the 
  captain, just that it was the only ship making berth 
  in Highport within a fortnight.  
  • 
  Motives? Feran wants nothing more than this 
  contact to be on the level. He is obviously concerned 
  that the loss of his noble status will greatly impact 
  his business. 
  • 
  Pay? Feran offers 350 gold per character.  
  • 
  Why were you attacked? It seems that of late orcs 
  have been targeting him, although he is not sure 
  why. Perhaps it has something to do with the 
  inquiries he has made to some of the less reputable 
  elements (which says something!) in Highport. 
  Another possibility is that they were simply trying to 
  capture and ransom him. Such things are not 
  unheard of in Greyhawk. 
  • 
  Meeting details? Feran tells the PCs that, on their 
  arrival, they should check into Earlsboar Inn. Room 
  17 is reserved for them. The contact will leave 
  further details in the room on the day of the 
  meeting. 
   
  Once the PCs are finished questioning Feran he thanks 
  them for their earlier assistance and wishs them well on 
  their journey. He reminds them that the boat leaves 
  shortly. He takes his leave of the PCs and returns to his 
  home.  
   
  Development: If the characters plan to take the Orion’s 
  Winter from Greyhawk to Highport advance to 
  encounter 3. If they choose to take an alternate means of 
  transport advance instead to encounter 4. 
   
  ENCOUNTER 3: GREEN 
  SMOKE 
  Not far from Muktuf’s, The Orion’s Winter is berthed 
  exactly where Feran said it would be. The crew is 
  making final preparations for departure, as there is 
  very little cargo left on the dock.  
    
  The gangplank is still lowered and is flanked by a 
  remarkably short half-orc, his hands overburdened 
  with a bundle of parchment. “Names?” He says as he 
  glances up from the mountain of documents. 
   
  Once the characters mention either Feran’s name or 
  one of their own, a glimmer of recognition crosses 
  the half-orc’s face and he ushers the PCs aboard 
  immediately, hauling the gangplank up behind them.  
   
  If they ask to speak to the captain, Kaln’aarg (the 
  stocky half-orc that ushered them on-board) tells them 
  that he is not currently available and that they should go 
  below decks and stow their gear before they shove off. 
  Kaln’aarg, to that end, calls forth a grungy member of the 
  crew to escort them below deck.  
    
  If they ask about the ship rules Kaln’aarg tells them 
  it is good to stay below decks more often than not but 
  nothing is off-limits except the crew deck and the 
  captain’s office. 
   
  If they ask about the route, Kaln’aarg tells them that 
  they are heading south along the Selintan river and into 
  Wooly bay, and then skirting the coastline until they hit 
  Highport. 
     
  Kaln’aarg doesn’t have much else to say other than to 
  remind the PCs to keep their noses clean because all 
  passengers are subject to the same discipline as the crew. 
   
  If at any time the PCs wish to visit with and speak 
  with the captain, he is only on deck and available during 
  the day. Read aloud the following 
   
  Pelor’s rays flicker against the waves of the ocean like 
  the fiery breath of a dragon against a hoard of golden 
  coins. Half-orc sailors swarm across the deck of the 
  Orion’s Winter, each of whom goes about their duty 
  without acknowledgement of those guests who have 
  made an appearance topside.  
    
  The only half-orc whose presence stands out is 
  the massive creature at the helm whose size dwarfs all 
  others in view.  
   
  The half-orc at the helm is Granik Bloodaxe, the captain 
  of the ship. His dress is unremarkable but he is big, even 
  for a half-orc. His face is heavily scarred and his left 
  eyelid droops limply over a dead eye. The scar, however 
  gruesome in appearance, does not appear ritualistic in 
  nature. 
     
  If they observe the goings on above deck, for a time, 
  the PCs notice that when interacting with the captain 
  every sailor is deferential and their whole outward 
  appearance changes from barrel-chested and arrogant to 
  hunch shouldered and timid. There is clearly some 
  measure of fear of the captain on the part of the crew.  
     
  Granik is confident and completely in his element 
  aboard the Orion’s Winter. He is fairly well-spoken for a 
  half-orc and his command of common is excellent. This 
  encounter with the captain is purely for roleplaying 
  purposes and so that the PCs can gain some information 
  on the Pomarj if they need it. However, if at any time the 
  PCs are disrespectful to the captain he cuts them off and 
  ceases the discussion immediately. He simply won’t 
  tolerate it. 
     
  Granik can give the characters the following 
  information:  
  • 
  History: During the Greyhawk wars, a tribal leader 
  named Turrosh Mak, through fear, intimidation, and 
  
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  Page 8 
  bloodshed, managed to unite the non-human tribes 
  of the Pomarj. Mak’s armies drove north and quickly 
  took control of much of the Wild Coast, as many of 
  its independent cities were unable to withstand his 
  onslaught. Since that time Mak has tightly 
  controlled the Pomarj and portions of the Wild 
  Coast, though some have said he’s never taken his 
  eyes off the territories northward, still desiring 
  further expansion of his empire.  
  • 
  Advice: It is mostly unlivable for the “civilized” 
  races, non-orc tribes, and their allies. It would be best 
  to keep out of sight while in the city, trying to cover 
  up as much as possible. Bulky cloaks with hoods 
  would not be a bad idea. 
  • 
  Advice: Night time is dangerous in the city. People 
  are known to just disappear right off the street. 
  Slavers take ‘em mostly…but the slavers are not the 
  only ones to stalk the streets at night, so caution is 
  advisable.  
  • 
  Ship: The Orion’s Winter primarily makes berth at 
  Greyhawk City and makes quick two-week long runs 
  in its vicinity. It is mostly a cargo vessel but has been 
  known to take on passengers, such as the PCs, if the 
  ship and the passengers are going to the same spot. 
  Granik points out the ship is not built for passengers 
  and so she doesn’t get many repeat customers; once 
  is enough, for most. 
  • 
  Captain: Granik has been captain of the Orion’s 
  Winter for three years since the last captain was 
  killed while defending the ship against a frigate 
  flying a green and red flag, crewed by an assortment 
  of non-humans. Granik doesn’t know who these 
  pirates were. 
  • 
  Travel time: The journey from Greyhawk City to 
  Highport will take no less than a week, but no more 
  than ten days, depending on how favorable the 
  winds are on Wooly bay. 
  • 
  Patrols: Mak’s navy as well as independent slavers 
  often patrol these waters. The Orion’s Winter is 
  known to them and is not always searched. When it 
  is searched, usually a bribe is enough to send the 
  ‘officials’ on their way.  
   
  Granik does not have much else to say and eventually 
  brushes the PCs off if they are asking all sorts of pointless 
  questions of him to which he has no answers.  The rest 
  of the trip passes uneventfully.  
   
  ENCOUNTER 4: THEORY 
  AND PRACTICE 
  Disembarking Orion’s Winter, the one thing about 
  Highport that is immediately clear is that it is a city 
  in terror. Buildings, their structures cracked and 
  broken, tilt to the side as if bent by the emperor’s will 
  alone. The visible non-orcs scurry from shadow to 
  shadow, trying to pass through the streets unnoticed.  
     
  No one makes eye-contact with anyone else, 
  perhaps for fear of provoking someone’s misplaced 
  anger. Highport is a city in turmoil. The misery of the 
  place extending as far as the eye can see.  
   
  There are few people in the port district of Highport, 
  and those that are simply pass through, barely looking 
  up at the docking ships. Their eyes down, heads 
  buried into their shoulders they quickly pass by, 
  clearly trying to avoid trouble by giving everyone, 
  including the PCs, a wide berth. 
     
  One 
  thing 
  that 
  the 
  PCs 
  notice 
  almost 
  immediately is that there is a woman, seated near the 
  dock where the Orion’s Winter has berthed. She has a 
  small stand and a very large pot hanging over a fire. 
  The woman is disheveled and has a slightly dazed 
  look in her eyes. She is a bit batty but the one thing 
  about her that the PCs notice is that, despite her 
  untidy appearance, her hands are perfectly clean.  
     
  When the PCs approach her, read the following 
  aloud: 
   
   “OooOoOooooh,” she says in a mildly dazed tone, 
  “strangers! Strangers to the city.“es, please, come, 
  come! Try my soup, it will stick to your ribs and grow 
  hair on your chest, for certain!”  
   
  She points to the most muscular fighter-type and 
  continues: 
   
   “You! You, a free bowl for you! A taste test, 
  yessssssss,” she smiles and starts spooning some of 
  her soup into a bowl. Thrusting the bowl forward, 
  spoon inside, she continues, “I promise you won’t be 
  disappointed! You’ll tell your friends how good it is, 
  yes good yum yum, and then they will have some too! 
  Only five silver per bowl, yes, only five silver! A small 
  price to pay for something so good, yum, yum,” she 
  smiles and holds the bowl out. 
     
  If the chosen PC tries the soup in front of the woman, the 
  first time they put the spoon into the bowl they hit 
  something smooth and thin at the bottom. When they do 
  the woman says: 
   
  “Mmm, you found something special at the bottom of 
  your bowl!” She pauses and then leans in, whispering, 
  “You should take it and keep it safe until only you can 
  see it!” Everyone have a bowl of soup! Only five 
  silver!” 
  
  COR6-20 Shades of Gray 
   
  Page 9 
   
  The woman does not have anything more of substance to 
  say to the characters. She keeps trying to convince the 
  PCs to take the soup but once someone has the note her 
  purpose is completed.  
   
  If they try to fish the product out of the soup in 
  public, the woman scolds them with a quick “Bad 
  monkey!” She won’t, however, try and physically force 
  them not to reveal it. If they choose to disobey her 
  instructions that is the prerogative of the PCs but it will 
  have consequences with their meeting, later. 
   
  Give the PCs Player’s Handout 1 once the note has 
  been retrieved. 
   
  The soup lady doesn’t know where the Earlsboar Inn 
  is but the directions are not otherwise difficult to find. A 
  DC 10 Gather Information check obtains the necessary 
  directions. Half-orcs gain a +5 circumstance bonus on 
  this check because many of the populace fear that most 
  half-orcs work directly for Mak.  
   
  In order to get to the Earlsboar Inn the PCs must 
  pass through the marketplace. Tell this to the players. 
  They may, however, ignore the market if they wish. If the 
  PCs want to make a quick stop in the market to pick up 
  some cloaks or garments to help camouflage themselves 
  better while in Highport, such items are not difficult to 
  find. Once the PCs make their way to the Earlsboar read 
  the following: 
   
  A human male is seated behind the counter, looking 
  very bored, and paying very little attention to the 
  door until you catch his eye.  
   
  Staring at the group for a moment he fumbles 
  with a set of keys and without speaking sets a large 
  key onto the counter. “Room seventeen is free,” he 
  says with a nod. “It’ll be three silver for the night.”  
   
  Give the PC’s some time to react, then read;  
   
  “You folks look tired, you should probably get to your 
  room before you do anything…and rest, but before 
  you do,” the man said his eyes sparkling, “I figure I 
  should let you know the middle bed is wobbly; 
  haven’t had time to fix it yet. You might want to look 
  at the front right leg…just to see if you can figure out 
  what it’s all about,” with a knowing smile the man 
  turns away, his attention once again lost.  
    
  Once the PCs get to room 17 they find their key works 
  and are able to get inside without a problem.  It is a fairly 
  large room with three large beds, a straw mat, two large 
  wooden chairs, and a table. There are two windows but 
  both are well barred with shutters that open and close 
  from the inside.  
    
  If the PCs check the wobbly bed leg they can tell 
  that it is hollow. If they want to look inside it takes very 
  little effort. They find the second half of the note inside. 
  Give them Players’ Handout 2.  
   
  There is nothing else of note in the room. The 
  PCs have nothing left to do now but wait until 
  nightfall to make their way to Jarlsgaard’s Tavern. 
  Once they are ready to leave ask for a marching order. 
  This marching order is important as the PCs leave the 
  Inn.  
    
  Development: When the PCs are ready to make their 
  way to Jarlsgaard’s Tavern advance to encounter 5. If the 
  PCs attempt to go to Jarlsgaard’s Tavern before nightfall 
  remind them the note said explicitly they not meet 
  before dark. If they choose to disregard their instructions 
  and go to the tavern early the adventure is over. The 
  contact never comes. Advance to Conclusion B. 
   
  ENCOUNTER 5: THE HARD 
  WAY 
  Highport eventually succumbs to nightfall, and, for a 
  time, things in the city are still. 
     
  Leaving room seventeen behind, the common 
  room is nearly full of people eating their evening 
  meal. The crowd is mostly comprised of the 
  “civilized” races, though there are a few half-orcs 
  present. Oddly, they do not seem out of place. 
     
  The creatures that do standout are the two drow 
  that are seated near the exit. They gesture toward you 
  then to the open seats at their table.  
   
  There are four drow present in this encounter: the 
  two diplomats inside the tavern and the two thugs 
  outside. The two diplomats, have one magic aura 
  active; a weak transmutation from a message spell 
  that connects them to the thugs outside. The two 
  diplomats do not participate in that combat, but they 
  do alert the thugs outside if the negotiation does not 
  go their way or if the PCs ignore their invitation to 
  sit.  
   
  If the PCs approach the drow, read aloud the 
  following: 
   
  “Ah, greetings,” one of the drow says coolly, his voice 
  sinuous, but firm. “We’ve been expecting you,” the 
  drow again gestures to the open seats at his table. 
  “Yes,” the other drow chips in quickly, “we were 
  hoping to speak to you before your...” the drow pauses 
  to think about how to proceed with his thought, 
  “engagement. Would you join us? It will only take a 
  
  COR6-20 Shades of Gray 
   
  Page 10 
  moment,” the drow smiles thinly as he speaks, his 
  eyes narrowing as he awaits a response. 
   
  If the PCs opt not to hear out the drow, they contact their 
  allies using the active message spell and let them know 
  the PCs are coming. If the PCs allow the drow to make 
  their proposal they explain it as follows: The drow know 
  that the PCs are in Highport to acquire the 
  documentation that proves Feran Palantas is born of a 
  noble family. They also know that if he were not to 
  acquire this documentation his business will be 
  significantly hindered by the additional tariffs and taxes 
  imposed on his caravans.  
     
  The drow do not care about Feran, nor do they care 
  about the documents that Feran desires. It has come to 
  their attention that the man that has Feran’s documents 
  is no longer looking to trade them for currency. The talk 
  is that he is now looking to trade the documents in 
  exchange for help escorting a human out of the city and 
  west across the Jewel River.  
     
  The drow would like the PCs to instead escort the 
  man out of Highport and bring him to a small 
  encampment near the Suss Forest. In exchange for this 
  the drow offer to make a much desired item available to 
  the PCs at a much later time. See the “Tyrant’s Favor” AR 
  entry for more information. 
     
  The drow are willing to answer whatever questions 
  the PCs may have. 
   
  Who is the man? His name is Aren Lohsar. He was, 
  until recently, one of the higher-ranking human agents 
  of the emperor in Highport. He was much despised by 
  his people because they considered him a butcher and a 
  traitor. The orcs were fond of sending Aren to round up 
  prisoners and “traitors to the empire” because they were 
  fond of seeing the looks on the prisoners’ faces when 
  they saw that a human would willingly work for the 
  emperor, brutalizing his own people. He was also 
  despised because of how brutally he would respond to 
  uprisings; because he feared that he would be killed if he 
  were ever seen to be lenient, he would often savage those 
  prisoners that had stepped out of line. The beatings were 
  often so severe that death was considered a blessing. 
  Groups of prisoners he was guarding also were known to 
  “disappear” overnight. No real answer is known but many 
  terrified citizens of the city suggest he sells them to the 
  slavers. For these various reasons he is called the butcher. 
   
  Why does he need to flee Highport? There are 
  those in Highport, and the surrounding areas, who 
  believe the emperor can be overthrown. They falsified 
  evidence that made it appear that the butcher secretly 
  believed this as well and was funneling money to “rebel” 
  friendly causes. It soon became clear to Aren that the orcs 
  would kill him simply on suspicion and so he 
  surrendered himself to the creatures that approached 
  him and told him that they were his only hope of 
  survival. In exchange for his passage out of Highport, 
  Aren would tell these people everything that he knew 
  about the emperor’s forces in Highport and beyond.  
   
  Why do you want him? While beaten and missing 
  humans are not our concern and neither is the defection 
  of a creature that butchered his own people, we feel that 
  Aren’s full potential would best be…released by the 
  drow. The thing that is certain is that this disorganized 
  group of miscreants who would topple an empire cannot 
  let the butcher escape else there would be chaos in the 
  city amongst the non-orcs once word spread. If the orcs 
  executed him it would bring undesired attention to those 
  that believe there are chinks in the emperor’s armor. The 
  drow, as often is the case in matters such as these – well, 
  actually all matters - are in a position that best provides a 
  solution. That is why we would like you to bring him to 
  us. 
   
  What is the solution you provide? That is 
  irrelevant to the decision that lies before you. 
   
  Why cannot you take him yourselves? For reasons 
  that may or may not become clear to you in the near 
  future, the drow cannot be seen to have any involvement 
  in thr butchers’ removal from Highport. While it would 
  be simple for the most skilled of our agents to find the 
  butcher and spirit him outside the city, the consequences 
  of our direct involvement would far outweigh the gains 
  of his capture. 
   
  What are the consequences? The answer to that 
  question is none of your concern. Suffice it to say that we 
  have brought to your attention the imminent escape 
  from justice of an enemy of the civilized races. He is as 
  infamous as his crimes are considered heinous; if that fact 
  alone is not enough to convince you that this course of 
  action is just, then I doubt any further conversation will 
  help this matter. 
   
  Why us? Because you have no vested interest in the 
  delicate state of affairs in the city and thus nothing to 
  gain by seeing done one course of action or another. We 
  hope that you will act in the interests of justice.  
   
  How do we get him to you if that’s what we 
  decide to do? Leave the city through the west gate. Let 
  the guards know that you have a shipment bound for the 
  Kulan outpost and cannot be delayed. That should be 
  enough to allow you to bypass the checkpoint without 
  molestation. 
  Once 
  out 
  of 
  the 
  city, 
  skirt 
  the 
  Drachensgrabs until you come to the western tip of the 
  Suss Forest. Just inside the forest, there is an entrance to a 
  cave. One of our people will be there to take custody of 
  the butcher.  
   
  How did you know we were coming? The same 
  way we know that you will be asked to escort the butcher 
  out of the city and toward safety in the hills. We made it 
  our business to know. 
  
  COR6-20 Shades of Gray 
   
  Page 11 
   
  The drow diplomats do not have much else to say beyond 
  the above. They are civil in addressing other inquiries but 
  try to turn the focus of the conversation back to the 
  butcher. When the PCs finish speaking to the drow read 
  aloud the following 
   
  “So, friends,” one of the drow says quietly, “we would 
  like to give you a moment to come to a consensus 
  amongst your company. Please,” he gestures to an 
  open table, ”take your time.”  
    
  The drow turn to each other and speak quietly, allowing 
  the PCs to focus on their conversation. Give them a 
  moment to discuss the situation. If the PCs agree to the 
  drows’ request read aloud the following: 
   
  “Ah, you see,” one drow gesticulates to the other, “I 
  knew they were a reasonable sort,” he then adds, “for 
  surface-dwellers. We will have no further contact 
  with you until you reach the Suss forest,” one says as 
  they both stand in unison. “Make haste; you don’t 
  wish to be late for your meeting,” with a light chuckle 
  both drow exit the inn.  
   
  As they walk down the street, they are joined by 
  two more drow, both of whom emerge from the 
  shadows.  
   
  If the PCs do not agree to the drows’ proposal or they 
  delay their decision until later, read aloud the 
  following: 
   
  The drow look at one another and shrug their 
  shoulders in unison. “We had hoped that you would 
  see the logic in our proposal, but I suppose we should 
  not be surprised that you did not,” one of the drow 
  says as he stands. “Yes, it seems we gave you too much 
  credit by even proposing our proposal,” says the other 
  drow haughtily as he too stands.  
    
  Turning out the door, the drow exit, and begin 
  walking toward the center of the city, talking to each 
  other quietly as they do so.  
   
  If the PCs do not agree to the drows’ proposal, or they ask 
  delay their decision until later, the two drow alert their 
  fellows to this fact and they lay in wait for the PCs 
  outside of the inn. 
   
  Use the marching order that the PCs established in 
  encounter 4, when they exit the inn. Once two PCs are 
  outside, allow them to make a Spot check opposed by the 
  Hide check of the two drow enforcers. If the drow 
  enforcers are spotted by the PCs combat begins. If they 
  are not spotted, they get a surprise round.  
     
  The two drow diplomats should be placed on the 
  map, but at all APLs they are 1st-level sorcerers that do 
  not participate in the combat and have used up all of their 
  spells for the day. At the beginning of the first combat 
  round they are 20 feet away from the door. Every round 
  of combat thereafter they attempt to move further and 
  further away from the combat. 
   
  APL 2 (EL 4)  
   
  �Remic: male drow monk 1; hp 7; Appendix 1. 
   
  �Aias: male drow monk 1; hp 7; Appendix 1. 
   
  APL 4 (EL 6)  
   
  �Remic: male drow monk 2/fighter 1; hp 18; 
  Appendix 1. 
   
  �Aias: male drow monk 2/fighter 1; hp 18; 
  Appendix 1. 
   
  APL 6 (EL 9)  
   
  �Remic: male drow monk 2/fighter 2/dervish 2; hp 
  43; Appendix 1. 
   
  �Aias: male drow monk 2/fighter 2/dervish 2; hp 
  43; Appendix 1. 
   
  APL 8 (EL 11)  
   
  �Remic: male drow monk 2/fighter 2/dervish 3/ 
  exotic weapon master 1; hp 58; Appendix 1. 
   
  �Aias: male drow monk 2/fighter 2/dervish 3/ 
  exotic weapon master 1; hp 58; Appendix 1. 
   
  APL 10 (EL 13)  
   
  �Remic: male drow monk 2/fighter 4/dervish 
  3/exotic weapon master 1; hp 84; Appendix 1. 
   
  �Aias: male drow monk 2/fighter 4/dervish 
  3/exotic weapon master 1; hp 84; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Remic: male drow monk 2/fighter 4/dervish 4/ 
  exotic weapon master 1/duskblade 1; hp 100; Appendix 1. 
  �Aias: male drow monk 2/fighter 4/dervish 4/ exotic 
  weapon master 1/duskblade 1; hp 100; Appendix 1. 
   
  Tactics: The drow, in all cases, and at all APLs start 15 feet 
  away from the PCs. At the higher APLs the drow are 
  dervishes and can take full attacks using their dervish 
  dance and they position themselves to prevent the PCs 
  getting full attacks against them.  
    
  Drow with levels of dervish can take ten on all 
  Tumble checks. It is optimal for the dervishes to take 10 
  and then accelerated Tumble (as described in the Tumble 
  skill) in order to move their full speed while tumbling. 
  Effectively this ability wipes out the 10 from the die roll 
  leaving their normal modifier to Tumble as their check to 
  Tumble past opponents at their full speed. 
  
  COR6-20 Shades of Gray 
   
  Page 12 
    
  They can be quite deadly and focus their initial 
  attacks on wizards and lightly armored foes (with high 
  power attack at the appropriate APLs) trying to drop as 
  many foes as possible in the first round of combat.  
    
  Treasure: Defeat the drow. 
   APL 2: Loot: 158 gp. 
   
  APL 4: Loot: 20 gp; Magic: 750 gp – (2) +1 elven thin 
  blade (100 gp each), (2) +1 mithril chain shirt (187 gp 
  each), (2) +1 vest of resistance (87 gp each). 
   
  APL 6: Magic: 3,510 gp – (2) +1 elven thin blade (200 
  gp), (2) +1 mithril chain shirt (187 gp), (2) +2 vest of 
  resistance (333 gp each), (2) bracers of quickstrike (100 gp 
  each), (2) +2 amulet of health (333 gp each), (2) gauntlets 
  of ogre power (665 gp each). 
   
  APL 8: Magic: 5,510 gp – (2) +1 elven thin blade (200 
  gp each), (2) +1 mithril chain shirt (187 gp), (2) +2 vest of 
  resistance (333 gp each), (2) bracers of quickstrike (100 
  gp), (2) +2 amulet of health (333 gp each), (2) +4 belt of 
  giant strength (1,333 gp each). 
   
  APL 10: Magic: 12,010 gp – (2) +1 maiming elven 
  thin blade (700 gp each), (2) +1 mithril chain shirt (187 
  gp), (2) +3 vest of resistance (750 gp each), (2) bracers of 
  quickstrike (100 gp each), (2) +4 amulet of health (333 gp 
  each), (2) +4 belt of giant strength (1,333 gp each), (2) 
  boots of speed (1,000 gp each), (2) +2 gloves of dexterity 
  (333 gp each). 
   
  APL 12: Magic: 16,993 gp –(2) +1 maiming elven 
  thin blade (700 gp), (2) +1 mithril chain shirt (187 gp), (2) 
  +4 vest of resistance (1,333 gp), (2) +4 amulet of health 
  (333 gp each), (2) +6 belt of giant strength (3,000 gp each), 
  (2) boots of speed (1,000 gp each), (2) +2 gloves of 
  dexterity (333 gp), (2) armbands of might (341 gp each). 
   
  If the characters defeat the drow and attempt to 
  interrogate them, they resist as much as possible. All they 
  say, if tortured, successfully intimidated, or successfully 
  ensorcelled, is that the PCs should have accepted the 
  offer of their counterparts to bring the butcher out of the 
  city.  
   
  If the PCs manage to capture the two drow 
  diplomats, they have very little more to say than they 
  already have. If some of the questions to which they have 
  answers went unasked, they can provide that information 
  to the PCs. They continue to attempt to convince the PCs 
  to take the butcher out of the city and into their control.  
    
  If asked why the drow warriors attacked them, the 
  diplomats will be completely truthful and say that if the 
  PCs are dead then the group that is sponsoring the 
  butcher’s freedom will need to find a new group to 
  transport him out of the city, and that new group hasn’t 
  said no to the drow’s proposal, yet.  
   
  Development: If the characters defeat the drow and 
  continue on to their meeting with the rebel contact 
  advance to encounter 6. 
    
  If the drow defeat the PCs or the PCs surrender to 
  the drow, advance to Conclusion C.  
   
  ENCOUNTER 6: FIRST 
  CONTACT 
  Jarlsgaard’s tavern is not unlike the majority of 
  taverns frequented by adventurers. It is loud, dimly 
  lit, and filled with the acrid stench of tobacco; clouds 
  of which are thick enough to sting the eyes.  
     
  Unlike the Earlsboar, many tables sit empty. Not 
  many souls brave the streets in this part of the city at 
  night. 
   
  After ten minutes of waiting, and after the first round of 
  drinks arrives, the contact makes her presence known to 
  the PCs. She sits at a table alone and is trying to keep a 
  low profile; trying not to appear too foreign to her 
  surroundings. She wears a thick canvas cloak that is quite 
  bulky. She is a pretty woman but she has an edge about 
  her features that are likely cut from living under the 
  reign of Turrosh Mak.  
     
  She spends a few minutes trying to catch the eye of 
  one of the male PCs. After she successfully does so, she 
  smiles and orders a drink sent over to their table. After a 
  few moments of flirtation, she walks over and asks if she 
  can join the PCs.  
   
  “Greetings,” the woman says in purposefully quiet 
  voice. “First, let me apologize for the pretense of my 
  arrival here. I needed a plausible reason to walk over,” 
  she glances at the gathered company and then shrugs. 
  “Not necessarily as believable as I would like…” she 
  trails off and then chuckles just slightly. 
    
  “I know you have come a long way and so I will 
  be brief. I must renegotiate the terms of our 
  agreement. There have been some new developments 
  and we must speak of them quickly as they are quite 
  pressing.”  
   
  The contact pauses at this point to take a breath and to 
  allow the PCs to interject. She wants to make it appear 
  that they are having a conversation as opposed to her 
  simply rambling on and on, should anyone be watching 
  them.   When asked about the new developments she 
  explains them as follows, speaking quietly so as not to be 
  overheard: 
  • 
  She is a member of a small group of citizens that feel 
  the days of Turrosh Mak’s tyranny must soon come 
  to an end or eventually the time of the civilized races 
  
  COR6-20 Shades of Gray 
   
  Page 13 
  on the Wild Coast will pass completely into dust. 
  The money that was to pay for Feran’s documents 
  was to be used to help further the aims of these like-
  minded people in Highport and beyond.  
  • 
  The gold was going to be enough to help grow their 
  group and spread their message of change 
  throughout the city. However, the last few days have 
  seen an upheaval in the emperor’s forces in 
  Highport. One of the higher ranking sergeants in 
  the city, and one of the highest ranking human 
  agents in the emperor’s army has come to us and 
  asked for our help to get him out of the city. In 
  exchange for his freedom, he is offering to give us 
  some of the patrol routes and the location of some of 
  the army’s secret supply caches in the city. 
  • 
  In exchange for the documents, she requests that the 
  PCs smuggle the defector out of the city and across 
  the Jewel River where he will be safe and can be 
  questioned more deeply. The guards are already 
  looking for him, as he is noticeable by his absence.  
  • 
  The people that will meet the PCs across the Jewel 
  River have the documents.  
   
  She expects that the PCs have questions and answers as 
  best as she is able. Her Bluff skill is +3 but she is not 
  actively lying to the PCs. Some of what she says she is not 
  sure she can believe but she never attempts to overtly 
  deceive them. 
   
  Who is the man? His name is Aren Lohsar. He was 
  a sergeant in the emperor’s forces in the city and, as I said, 
  was one of the highest ranking non-orc officers in the 
  emperor’s army.  
   
  Why did he defect? I do not know. (True) I guess it 
  is because he heard about what we were doing and 
  thought it was a good thing.  
   
  Can’t we just give you the gold? No. The 
  information that he is going to give us is vital to our 
  operations here in the city. If we can raid some of the 
  supply depots and get better equipped… maybe, just 
  maybe, we can be agents of change for the better in this 
  hell. This is the new deal. Take it, or leave it. 
   
  Why can’t you do it? The guards know the faces of 
  most everyone around here. They will look a little deeper 
  if some locals are trying to move large volumes of goods 
  out of the city. They will assume fugitives or contraband. 
  We cannot afford them to look too deeply for either. We 
  think that you people, being strangers, will be able to 
  better pass as foreign merchants and will be able to get 
  out of the city without as much scrutiny.  
   
  Is Aren Lohsar also known as the butcher? Yes. 
  He has done some bad things in the past, especially to 
  people who didn’t deserve it, but the things he is going to 
  tell us will make all those things right; all those people 
  he’s hurt and worse…it’ll make that a little better; 
  because he is trying to change things. (She is not sure she 
  believes this.)  
   
  Note: If they press her on Aren’s past deeds she 
  will not acknowledge them, she simply says that 
  everybody deserves a second chance.  
   
  Did you or your friends frame Aren Lohsar and 
  blackmail him into helping you? No…it…that does 
  not sound like something we would do. It sounds like 
  something the emperor would do. And we’re against 
  everything that the emperor would do. (She believes it 
  and so it is true to her.) 
   
  How will we do it? There is a warehouse near the 
  port district. That is where we will meet you with Aren. 
  You’ll have all the stuff you’ll need to make your caravan 
  look convincing, trade goods, wagons, animals, wood, 
  rope, everything. We have some travel papers that we 
  “liberated” from a merchant new in town that should get 
  you past a cursory inspection. If you do anything to 
  irritate the guards or make them take a closer look, we 
  may be in trouble. The directions to the warehouse will 
  be in the same place as was the second half of my note. 
  You cannot be too careful nowadays. You never know 
  who is watching. (If the PCs accepted the proposal from 
  the drow, and only if they accepted it, ask them to make a 
  DC 18 + APL Spot check. Success indicates that the 
  successful spotter has noticed a disguised drow observing 
  their conversation. Once noticed the drow smiles, and 
  nods to the spotter, acknowledging their keen eye.) 
   
  She does not have much else to say. She is generally 
  friendly but after a few questions that are off-topic she 
  excuses herself, citing the short time and the need for 
  preparations. Once she is ready to leave, read aloud the 
  following 
   
  “I appreciate that, whatever misgivings you may have, 
  you still seek to serve the greater good," she leans in 
  emphatically before standing, “and that is a noble 
  trait. I shall see you at the warehouse. Be cautious,” 
  with that she turns and begins walking toward door. 
  She presses her hand against it but she stops, and 
  looks back over her shoulder, then smiles. 
     
  Exiting the tavern, she disappears into the night. 
     
  Development: If the PCs choose to return to their 
  hotel, advance to encounter 7. 
   
  If the PCs choose not to help Aren for anyone, the 
  advnture is over. The PCs return to Greyhawk and cannot 
  help Feran. He is distraught and inconsolable.  
   
  
  COR6-20 Shades of Gray 
   
  Page 14 
  ENCOUNTER 7: 180 
  The return journey to the Earlsboar is uneventful, and 
  though more than a few ruffians notice your passage, 
  none attempt to hinder it. 
    
  By this time the supper crowd has mostly 
  dispersed. The night shift has taken over and a young 
  half-orc polishes glasses behind the bar. He nods in 
  acknowledgment as the door creaks open, but he 
  quickly returns his attention to the task at hand. 
   
  When they get to their room and open the door someone 
  is waiting for them. Read aloud the following 
   
  The door opens and the room is as it was left…except 
  for the extraordinarily well groomed half-orc now 
  seated in one of the room’s two chairs. “Greetings. 
  Please don’t be alarmed,” the man says evenly, raising 
  his open palms to the ceiling.  
    
  “I mean you no harm. I simply bring you a 
  message and after it has been presented I will leave 
  the same way I entered. May I speak? I bring you a 
  message that comes directly from the lips of his 
  glorious highness, our beloved emperor, Turrosh Mak 
  himself.” 
    
  The creature appears seated comfortably with one 
  leg crossed over the other.  
   
  The half-orc is extraordinarily well-groomed, and 
  well-dressed, and speaks with a tone and charisma 
  that seems foreign to this barren land. He appears 
  very comfortable and has no weapons visible on his 
  person.  
   
  The only other change that the PCs might notice 
  is that the shutters have been bolted open, nailed into 
  the wall on either side of the window frame. This fact 
  is not likely to be noticed unless they actually go to 
  the window and try to close them. 
   
  If any PC tries to physically interact with the 
  half-orc, they might discover him to be an illusion 
  (see below). 
   
   At this point ask to see the character sheets of all the 
  players at the table. Secretly make a DC 26 Spellcraft 
  check for any PC that possesses the skill. If they succeed 
  on this check tell them that the person in the chair isn’t 
  actually a person but is actually a projected image (see 
  Player’s Handbook). Remember that they must first 
  interact with the spell before attempting a Spellcraft 
  check. The spell lasts just two minutes from the moment 
  the PCs open the door. 
      
  If the PCs attempt to interact with him the half-orc 
  asks them politely not to do so. If the PCs attempt to 
  interact with the man in any way they are entitled to a 
  DC 20 Will save to recognize that he is an illusion.  
    
  If the PCs say that they will not listen to his message, 
  the half-orc tries to impress upon them that his message 
  comes directly from the lips of Turrosh Mak. He suggests 
  that regardless of their opinions of the emperor listening 
  to a message from the ruler of a nation is often in the best 
  interests of a creature, regardless of that creature’s point 
  of origin.  
   
   If the PCs accept, read aloud the following 
   
  “I thank you for the opportunity,” the half-orc says 
  politely as he inclines his head in a respectful nod. “I 
  am aware that you have been in our city for just a 
  short while and yet you have met a fair number of 
  people,” the half-orc smiles genially and continues, 
  “And for that I do not fault you.”  
     
  “There are those who believe that the forces of 
  the emperor can be divided and conquered as they 
  war against each other from within, but what those 
  fools don’t realize, is that his most ferocious majesty 
  deals in espionage as well as anyone,”.  
    
  The half-orc lightly taps his forehead lightly and 
  he raises his hand apologetically, “How rude of me to 
  take so long to come to a coherent point. The agents 
  of our emperor, the anchor of Oerth, are aware of 
  your meetings while here in Highport. The 
  information they were unable to collect regards the 
  purpose of those meetings. All I desire to know is the 
  purpose of those meetings.” 
   
  The half-orc sits patiently, quietly, waiting for the PCs’ 
  response. If after one minute they haven’t engaged him 
  in questions he tries to press them to ask questions. He is 
  concerned about getting at least a response as his spell 
  only lasts for two minutes. 
     
  The PCs undoubtedly have questions for him.  
  • 
  How did you know about the meetings? His 
  terrible highness has many eyes and ears; both 
  within the borders of his empire…and without.  
  • 
  Why didn’t you interrupt the meeting? We did 
  not want to interrupt because we feared the purpose 
  of the meeting would be jeopardized and sometimes 
  our agents are overzealous in their work and don’t 
  leave people in a state for questioning. Better to 
  proposition you in a civilized manner following the 
  meetings’ respective conclusions. 
  • 
  Why didn’t you come in person? Why the 
  charade? Safer for all concerned if this meeting is 
  disconnected. No one sees me enter, no one sees me 
  leave, but we meet nonetheless and my message is 
  conveyed in spite of that fact. Such is how things 
  work in this business. Misdirection is a key asset that 
  can be exploited. 
  
  COR6-20 Shades of Gray 
   
  Page 15 
  • 
  Who are you? That information is irrelevant to this 
  conversation. All that matters is Turrosh Mak has 
  made a generous offer and desires co-operation in 
  this matter. The identity of his messenger is 
  irrelevant. 
  • 
  What is his offer? In exchange for information that 
  assists in the security of the empire, we will provide 
  collateral for the purchase of certain “items” that it is 
  known you desire. But the best part of the emperor’s 
  marker is that it need not be used now. It may be 
  called in at some time in the future. 
  • 
  Why should we trust you? You should not but my 
  offer is genuine.  
   
  Once the PCs are finished their questioning of the 
  charismatic half-orc, he continues to wait patiently for 
  their response.  
   
  If they decide not to tell him what he wants to know 
  read aloud the following 
   
  “The choice is yours. Though, the enmity of his 
  marauding majesty is not something I would advise 
  gaining,” the half-orc shrugs, his expression only 
  describable as impassive. “I am certain we will speak 
  again before you pass across our emperor’s borders.”  
    
  With that said, the half-orc abruptly disappears 
  from the room, leaving no trace of his presence 
  behind.  
   
  If the PCs instead elect to tell the half-orc about their 
  meetings with the two drow diplomats (and the possible 
  subsequent assault by two drow thugs) and the contact, 
  instead read aloud the following 
   
  “Ah,” the half-orc says as he raises a brow. “My 
  suggestion is to follow through with the elaborate 
  plans of this contact that you met at the bar,” leaning 
  back in his chair he thoughtfully strokes his chin. 
  “But instead of trying to get this…traitor, out of the 
  city, come to any guard station and tell them that you 
  have located the traitor.” 
     
  Nodding, clearly impressed with himself, he 
  continues, “It is that simple. I promise that you have 
  not erred in judgement.” 
      
  With that said, the half-orc abruptly disappears from 
  the room, leaving behind no trace of his presence. 
   
  Development: Once the PCs are ready to move on, 
  remind them that the contact said the map to the 
  warehouse would be in the hollow bedpost, just as 
  was the second half of the note. Once they decide to 
  open up the bedpost, advance to ecounter 8.  
   
  ENCOUNTER 8: “X”S AND 
  “O”S 
  Upon inspection, the hollow bedpost once again 
  contains a note, as promised. It contains clear and 
  concise directions to the warehouse from where 
  Aren’s journey out of Highport begins. The note says 
  that all arrangements will have been made before 
  sunrise and that the trip should begin no later than 
  midday.  
    
  So for now, there is nothing to do but rest…and 
  consider all of the divergent courses of action that 
  have presented themselves.  
   
  The night passes without incident.  
   
  The PCs may now set out for the warehouse in the 
  port district, but before they do, but after they have said 
  they are leaving their room, have them make a DC 15 
  Wisdom check. If any of the PCs succeed on this check 
  tell them that no one is tending bar in the common 
  room. The half-orc who was tending bar last night upon 
  their arrival is gone, and there is no sign indicating that 
  the bartender will “be right back.” The successful 
  Wisdom check allows them to realize those facts in 
  combination don’t make a lot of sense, and, that if the 
  half-orc bartender was working the night shift, he should 
  positively be working this early in the morning.  
     
  If the PCs investigate behind the bar they find the 
  human bartender that gave them the keys to their room 
  the day before lying unconscious and fairly well hidden 
  underneath it. After a few moments he can be roused but 
  he has no information on the person that knocked him 
  out. Shortly after most of the dinner crowd had left, he 
  bent down to get a particular elven whiskey from the 
  very bottom shelf in the bar, and that is the last thing he 
  remembers before waking up. 
   
  Once the PCs leave the Earlsboar, if they so desire, 
  they may stop at the marketplace and purchase whatever 
  gear they feel they might need to help them camouflage 
  their caravan to make it appear more convincing. The 
  merchants have only just begun to set up their tables for 
  the day, but they can rifle through their inventory for 
  anything that the PCs request without difficulty.  
     
  Once the PCs arrive at the warehouse they find it 
  guarded by two half-orcs whose faces look like they’d 
  been carved with a hammer and chisel and barely 
  respond to inquiries with anything more than a grunt. 
  They have been briefed on the general composition of 
  the party so they do not hassle them at the 
  entrance…unless there is some extra time for 
  roleplaying. 
   
  Optional: If everything has run smoothly up until 
  this point, and time likely will not be a factor in 
  
  COR6-20 Shades of Gray 
   
  Page 16 
  completing the adventure, it might be fun to have the 
  guards ask the PCs for a password and insist that the 
  warehouse is off-limits to anyone that doesn’t know it. It 
  will lend a bit of paranoia to the PCs as they wonder what 
  they missed. It also may help facilitate some suspense for 
  the latter part of this adventure. If they start testing 
  various passwords, accept one of them at random as the 
  right one and allow the PCs then to enter. If things are 
  running long, simply have the guards allow the PCs in. 
    
  When the PCs enter the warehouse, read aloud the 
  following: 
   
  The interior of the warehouse is unremarkable. Boxes 
  are piled in orderly rows and seemingly arranged in 
  categories. 
   
  Away from the main entrance though, hidden 
  away in a maze of crates, is the caravan that is in 
  process of being prepared for departure. Horses 
  stamp their feet against the dull gray slate of the floor, 
  while men and women busily move over the wagons 
  arranging goods and supplies for the trip to come. 
   
  Give the PCs a chance to investigate the supplies that 
  they have to work with to improve the believability of 
  their caravan. Most anything from the Player’s 
  Handbook (within reason) should be available. For 
  example, 
  winter 
  blankets 
  and 
  clay 
  jugs 
  are 
  appropriate, but a spyglass is not. Use your judgment 
  as to what is available, but here is a suggested list 
  (which is by no means complete): empty barrels, 
  empty baskets, blankets, buckets, candles, canvas, clay 
  jugs, 10’ ladders, mirrors, parchment and ink, ledger 
  books (w/inventory pre-completed), clay pitchers, 
  miner’s picks, 10’ poles, iron pots, hemp rope, empty 
  sacks, sledge, tents, waterskins, whetstones, donkeys, 
  chickens, goats, wagons, wooden boards,  and so on. 
     
  The PCs have access to these things and more to 
  make the caravan seem more realistic. Reward 
  creativity, where reasonable.  
     
  If the PCs want to talk to the people that are 
  helping to prepare the caravan they can learn the 
  following information, much of which they already 
  know. 
  • 
  Aren is also called the butcher for the brutal way he 
  treated prisoners. It is also thought that he 
  kidnapped children and sold them to mind-flayers 
  who ate them.  
  • 
  Right now there aren’t too many people supporting 
  their cause but it is hoped that with proper 
  equipment more people would be willing to join up.  
  • 
  This mission is being spoken about as if it will be the 
  first domino to fall in the collapse of Turrosh Mak’s 
  empire. 
   
  Once the PCs have done everything they wish to in the 
  warehouse, read aloud the following: 
   
  “I am glad you are here,” says a familiar female voice 
  as she steps out from behind a pile of crates into view. 
  “I had hoped beyond hope that you would take on 
  this important mission and now you are here!”  
   
  “Well, I’m certain by now you’ve seen much of 
  what there is to see here. Let’s sit down and we can 
  discuss the plan as we see it and you can lend us your 
  insight into whether or not you think it will succeed.” 
   
  This is the contact the PCs met earlier. The contact goes 
  on to say that Aren is to be hidden in a secret 
  compartment in one of the wagons in the caravan and the 
  PCs are to guide it out of the city, and across the river, 
  safely. The current plan is to have the secret 
  compartment under the wagon driver’s seat on one of the 
  wagons and have it open from the bottom as opposed to 
  the top. From the top is too easy to spot, and though it is 
  more uncomfortable for Aren to enter and be loaded into, 
  it is safer in the long run. 
   
  As she mentioned before, legitimate caravan papers 
  have been provided. The only problem is that, while the 
  papers are still quite freshly “liberated,” if they have been 
  reported missing and this news has been quickly passed 
  along to the guard stations there could be trouble as there 
  is no backup plan. If for some reason the papers don’t 
  work, and the orc guards start a detailed search, the 
  contact fears the outcome. 
   
  The contact gives the PCs the opportunity to 
  enhance the caravan’s appearance, to better conceal the 
  secret compartment beneath the wagon driver, and so on. 
  Allow the PCs to come up with creative ways to do this. 
  Use your judgment on how to reward them based on the 
  quality of their idea. A circumstance bonus of between +2 
  for an average attempt to +10 for a plan worthy of a 
  spymaster is appropriate. 
   
  Once the PCs are settled and ready to go, the contact 
  leaves the warehouse and within fifteen minutes returns 
  with an additional human in tow. She introduces him as 
  Aren Lohsar. He is short for a human male, 5 ft. 4 in. tall, 
  but is quite stocky, and has dark brown eyes. He appears 
  to be losing his hair though its impossible to tell whether 
  he started losing his hair before or after this ordeal began.  
   
  If the PCs wish to speak with Aren they may attempt 
  to do so but he is in a very grave mood and is not 
  interested in small talk, beyond introductions, and even 
  those seem to strain him. Aren simply wants to get 
  moving because whatever is going to happen he wants to 
  happen sooner rather than later.  
   
  Once the PCs are finished with their arrangements 
  and have Aren installed inside the secret compartment, 
  
  COR6-20 Shades of Gray 
   
  Page 17 
  they can lead the caravan out of the warehouse and then 
  try and bypass the guards at the west gate, out of the city.  
   
  Development: Once the PCs are ready to leave the city, 
  advance to encounter 9. 
    
  ENCOUNTER 9: WEST 
  GATE  
  Highport is far more pleasant by day than by night, 
  though truth be told that is not saying much. The caravan 
  winds its way through the city toward the west gate, little 
  heed paid to it by the locals. Such caravan traffic through 
  the city is not uncommon of late, what with the 
  privateers from Woolly Bay bringing in load after load of 
  cargo.  
   
  Once there, the PCs realize that Highport’s western 
  gate is not so much of a gate anymore as opposed to 
  simply a heavily-guarded large gap in the exterior curtain 
  wall. 
   
  Several orcs eye the wagon train warily as a single, 
  well-armored half-orc approaches the lead wagon 
  driver. The orc guards watch intently. 
   
  “State your business and present your papers,” the 
  half-orc said in a gravelly, but easily understood voice. 
  He extends his hand as if expecting something.  
    
  Here the PCs have two options. They can present the 
  travel papers given them by their contact or they can tell 
  the half-orc what the drow said to say which is that they 
  have an urgent shipment for the Kulan outpost and 
  cannot be delayed. 
   
  Draw the caravan on the map and place the 
  miniatures of the PCs and of 8 orc guards, 1 half-orc 
  sergeant, and two dogs to heighten the suspense. If the 
  PCs present the travel papers, the half-orc reviews them 
  and then has his men take a cursory inspection of the 
  caravan. While they are doing this, be sure to roll some 
  d20s and conceal the result from the PCs.  
   
  Note: Though you are placing eight miniatures on 
  the map see APL for the number of orcs that participate 
  in the combat, as per the combat statistics located in 
  encounter 10. The remaining orcs take up defensive 
  positions in front of the gate, along with their dogs, and 
  do not in any way participate in the combat. 
   
  Try and build the tension here because unless the 
  PCs have made mistakes in the adventure they should get 
  past the checkpoint with ease. 
   
  Have the guards ask the PCs questions such as 
  “What is your destination?” “What is your cargo?” “How 
  long until you return?” “When did you arrive?” These 
  questions, regardless of the answers, have no bearing on 
  the ability of the guards to search. This is simply to 
  maintain the tension of the scene. 
   
  The game mechanics of the checkpoint are as 
  follows: 
   
  The orcs need to make a DC 20 Search check to find 
  the secret compartment. Earlier PC actions can raise this 
  number, however (see encounter 8). The adventure 
  presumes that every party helps camouflage the 
  compartment and adds more realism to the caravan using 
  an assortment of gear and so the DC of the modified 
  Search check is probably between 22 and 30.  
   
  Use Captain Rhurdin’s Search check modifier to 
  make this check (and he takes 10 on the check for a 
  check result of 22). Unless the PCs have made no 
  additional precautions they are probably able to pass 
  through the checkpoint.  
   
  There are some modifiers that help the gate guards, 
  however.  
  • 
  If the PCs are rude, belligerent, or overly arrogant 
  while at the gate, the guards take 20 on the check. 
  They work extra hard to bring down those who are 
  jerks and are trying to pass through the gate. 
  • 
  If there are dwarves in the party add +1 to the guards’ 
  check modifier for each present to a maximum of +2. 
  The forces of Turrosh Mak are naturally distrustful 
  of dwarves and take extra care in examining their 
  cargo and papers. 
   
  If the PCs took good enough precautions and were 
  careful the guards grudgingly allow them on their 
  way.  
   
  If, however, the compartment is discovered the 
  PCs must think on their feet quickly and say that 
  their shipment is being sent to Kulan outpost and has 
  been delayed enough in order to avoid the searching 
  of the secret compartment. Once the PCs mention 
  the Kulan outpost all searching is halted and the PCs 
  are immediately allowed to pass through the 
  checkpoint 
   
  If Aren is discovered, combat ensues unless the 
  PCs mention the Kulan outpost. See encounter 10 for 
  combat statistics of the orc guards. 
   
  APL 2 (EL 4)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  1; hp 14; Appendix 1. 
   
  �Harri’sch: male half-orc barbarian 1/fighter 1; hp 
  16; Appendix 1. 
   
  APL 4 (EL 6)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  2/marshal 1; hp 26; Appendix 1. 
  
  COR6-20 Shades of Gray 
   
  Page 18 
   
  �Harri’sch: male half-orc barbarian 1/fighter 3; hp 
  31; Appendix 1. 
   
  APL 6 (EL 9)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  3/marshal 2; hp 42; Appendix 1. 
   
  �Harri’sch and Tantr’ak: male half-orc barbarian 
  1/fighter 4/master thrower 1; hp 53; Appendix 1. 
   
  APL 8 (EL 11)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  4/marshal 2/eye of gruumsh 1; hp 74; Appendix 1. 
   
  �Harri’sch and Tantr’ak: male half-orc barbarian 
  1/fighter 4/master thrower 3; hp 66; Appendix 1. 
   
  APL 10 (EL 10)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  4/marshal 2/eye of gruumsh 3; hp 95; Appendix 1. 
   
  �Harri’sch and Tantr’ak: male half-orc barbarian 
  1/fighter 4/master thrower 5; hp 81; Appendix 1. 
   
  APL 12 (EL 12)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  4/marshal 6/eye of gruumsh 3; hp 138; Appendix 1. 
   
  �Harri’sch and Tantr’ak: male half-orc barbarian 
  1/fighter 6/master thrower 5; hp 110; Appendix 1. 
   
  If the PCs are defeated, they are taken into custody 
  and “questioned” for some weeks by the emperor’s 
  inquisitors. The adventure ends and Aren is executed.  
   
  If they mention the Kulan outpost the PCs are 
  allowed to leave the city without molestation from 
  the guards. In fact, once the guards hear the words 
  “Kulan Outpost”, they even stop looking at the 
  caravan and turn their attention elsewhere. 
   
  If the PCs tell the orc guards that they wish to 
  turn possession of the traitor over to them, they take 
  Aren from them without incident (although he 
  struggles). He fights against the orcs who take him, 
  and curses the PCs, but he lacks the power to resist.  
   
  Treasure: Defeat the orc thugs. 
   
  APL 2: Loot: 137 gp; Magic: 208 gp – lens of 
  detection (291 gp). 
   
  APL 4: Loot: 211 gp; Magic: 579 gp – (2) +1 vest of 
  resistance (83 gp each), (2) lens of detection (291 gp 
  each). 
   
  APL 6: Loot: 211 gp; Magic: 2,758 gp – +1 vest of 
  resistance (83 gp), +1 orc double axe (196 gp), (2) 
  gauntlets of ogre power (333 gp each), +2 amulet of 
  health (665 gp), +2 vest of resistance (333 gp), quiver of 
  Ehlonna (150 gp), +2 amulet of health (333 gp), +2 cloak 
  of charisma (333 gp), (2) lens of detection (291 gp each). 
     
  APL 8: Loot: 211 gp; Magic: 7,174 gp – +1 orc double 
  axe (196 gp), gauntlets of ogre power (333 gp), (3) +2 vest 
  of resistance (333 gp each), (2) quiver of Ehlonna (150 gp 
  each), (3) +2 amulet of health (333 gp), +2 cloak of 
  charisma (333 gp), (3) ring of counterspells (333 gp each), 
  (2) +4 belt of giant strength (1,333 gp), (3) lens of 
  detection (291 gp). 
   
  APL 10: Loot: 211 gp; Magic: 16,535 gp – +2 orc 
  double axe (696 gp), +4 belt of giant strength (1333 gp) (3) 
  +3 vest of resistance (750 gp each), (2) quiver of Ehlonna 
  (150 gp), (3) +2 amulet of health (333 gp), +2 cloak of 
  charisma (333 gp), (3) ring of counterspells (333 gp), (2) 
  +6 belt of giant strength (2,000 gp), (3) lens of detection 
  (291 gp), boots of speed (3000 gp). 
   
  APL 12: Magic: 19, 535 gp – +2 orc double axe (696 
  gp), +4 belt of giant strength (1,333 gp) (3) +3 vest of 
  resistance (750 gp), (2) quiver of Ehlonna (150 gp), (3) +4 
  amulet of health (1,333 gp), +2 cloak of charisma (333 gp), 
  (3) ring of counterspells (333 gp), (2) +6 belt of giant 
  strength (3,000 gp), (3) lens of detection (291 gp), boots of 
  speed (3,000 gp). 
   
  Development: If the PCs took good enough precautions 
  throughout the adventure and escape the city advance to 
  encounter 10. 
   
  If the PCs surrender Aren to the orc guards, advance 
  to Conclusion B. 
   
  If the PCs are caught by the guards advance to 
  Conclusion C. 
   
  ENCOUNTER 10: 
  ROADSIDE ASSISTANCE 
  Moving west, the city of Highport begins to grow 
  smaller and smaller on the horizon, eventually 
  disappearing completely from sight. The road leading 
  west is not well traveled, for obvious reasons, but 
  there seems to be some movement in the distance, 
  against the hillside.  
   
  The movement in the distance is simply a band of orcs 
  moving north to war. They ignore the caravan.  
   
  After a few hours, the sound of thundering hooves 
  echoes through the hills,  
   
  Allow the PCs to make any preparations they desire 
  before continuing: 
   
  The dust that signals the horsemen’s arrival is not visible 
  for some minutes. On the road ahead riders dressed in 
  black and red push their mounts hard toward the caravan. 
  The lead rider comes to a stop twenty feet ahead of it. 
  
  COR6-20 Shades of Gray 
   
  Page 19 
  “Halt in the name of the emperor!” He says in a 
  commanding voice, as his horse paws the road beneath 
  him. 
   
  “We have orders to search this caravan,” he says with 
  disdain and with a simple flick of his head the riders on 
  either side of him fan out and take up positions that flank 
  the wagon-train.  
   
  How the PCs handle the interaction with the orc patrol 
  dictates how the encounter proceeds. Note, because the 
  patrol are likely dismounted if/when combat breaks out 
  the horses have not been included in the encounter EL. 
   
  APL 2 (EL 4)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  1; hp 14; Appendix 1. 
   
  �Harri’sch: male half-orc barbarian 1/fighter 1; hp 
  16; Appendix 1 
   
  �Light Horse (2): hp 19; Monster Manual 273 
   
  APL 4 (EL 6)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  2/marshal 1; hp 26; Appendix 1. 
   
  �Harri’sch: male half-orc barbarian 1/fighter 3; hp 
  31; Appendix 1. 
   
  �Light Horse (2): hp 19; Monster Manual 273 
   
  APL 6 (EL 9)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  3/marshal 2; hp 42; Appendix 1. 
   
  �Harri’sch and Tantr’ak: male half-orc barbarian 
  1/fighter 4/master thrower 1; hp 53; Appendix 1. 
   
  �Light Horse (3): hp 19; Monster Manual 273 
   
  APL 8 (EL 11)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  4/marshal 2/eye of gruumsh 1; hp 74; Appendix 1. 
   
  �Harri’schand Tantr’ak: male half-orc barbarian 
  1/fighter 4/master thrower 3; hp 66; Appendix 1. 
   
  �Light Horse (3): hp 19; Monster Manual 273 
   
  APL 10 (EL 10)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  4/marshal 2/eye of gruumsh 3; hp 95; Appendix 1. 
   
  �Harri’sch and Tantr’ak: male half-orc barbarian 
  1/fighter 4/master thrower 5; hp 81; Appendix 1. 
   
  �Light Horse (3): hp 19; Monster Manual 273 
   
  APL 12 (EL 12)  
   
  �Captain Rhurdin: male half-orc ranger 1/fighter 
  4/marshal 6/eye of gruumsh 3; hp 138; Appendix 1. 
   
  �Harri’sch and Tantr’ak: male half-orc barbarian 
  1/fighter 6/master thrower 5; hp 110; Appendix 1. 
   
  �Light Horse (3): hp 19; Monster Manual 273 
   
  Treasure: See encounter 9. 
   
  This encounter with the orc patrol is similar to the 
  encounter with the orc gate guards at Highport’s western 
  gate. The orcs search the caravan in the exact same way as 
  they did the gate guards except that the orc patrol is 
  better at it and has more experience dealing with 
  smugglers. 
   
  The travel papers that worked in Highport do not 
  work here, nor does the assertion that the caravan is 
  traveling to Kulan Outpost and is carrying a vital 
  shipment of supplies there.  
   
  The orc patrol is determined to search the PCs’ 
  caravan and the only thing that can prevent this is for the 
  PCs to pre-emptively slay the orc patrol.  
   
  The Search DC of the secret compartment remains 
  the same as it did during encounter 9. Use Captain 
  Rhurdin’s Search check modifier to make this check (and 
  he takes 10 on the check for a check result of 22). Unless 
  the PCs have made no additional precautions they are 
  probably able to pass through the checkpoint.  
   
  There are some modifiers that help the gate guards, 
  however.  
  • 
  If the PCs are rude, belligerent, or overly arrogant 
  while at the gate, the guards take 20 on the check. 
  They work extra hard to bring down those who are 
  jerks and are trying to pass through the gate. 
  • 
  If there are dwarves in the party add +1 to the guards’ 
  check modifier for each present to a maximum of +2. 
  The forces of Turrosh Mak are naturally distrustful 
  of dwarves and take extra care in examining their 
  cargo and papers. 
   
  The searchers may also gain a bonus from seeing 
  through the deception of a PC that is trying to 
  distract them from their duties. See details below.  
   
  If the total Search result of the orc patrol exceeds the 
  DC of the secret compartment, or does not exceed it but 
  comes within three of equaling it, read aloud the 
  following: 
   
  The orcs seem particularly interested in the bench at 
  the front of the lead wagon. They rap on its side with 
  the butt end of their weapons, they prod the cushion 
  on top of it to see if it is loose, they seem to be paying 
  particular attention to it.  
   
  At this point ask the PCs how they would like to 
  proceed. 
   
  There are a few courses of action the PCs may 
  take. They might: 
  
  COR6-20 Shades of Gray 
   
  Page 20 
  • 
  Proactively attack the patrol, in which case the patrol 
  defends itself. 
  • 
  They might attempt to run, in which case the patrol 
  chases them. 
  • 
  They might attempt to distract the patrol from their 
  duties. 
   
  The PCs may attempt to intervene by distracting the 
  orc patrol leader’s attention from the task at hand. 
  They can do so by making a Bluff check opposed by 
  his Sense Motive check. Each PC may attempt this 
  once during this encounter. The results are 
  cumulative and are tallied after everyone that desires 
  to do so has made an attempt. It is possible that the 
  Search compartment DC may exceed the Search 
  result of the orcs, and then fall below, and then 
  exceed the Search result of the orcs. Only tally the 
  final result after every PC has either made a check, or 
  has said they will not be making a check. 
   
  Apply a +2 circumstance bonus for each PC 
  whose Bluff check exceeds the orc leaders’ Sense 
  Motive check. 
   
  If the +2 bonus allows the Search compartment 
  DC to exceed the Search result of the orc patrol, or 
  the Search compartment DC always exceeded the 
  Search result of the orc patrol, after the first Bluff 
  successful check read the following: 
   
  After a few minutes of poking, prodding, and general 
  observation of the party’s behavior the leader turns to 
  his men and gestures back to their mounts. “We’re 
  done here,” he says as he begins walking to his horse. 
  “You’re free to go,” he says with some authority, 
  though his voice has lost the commanding tone he 
  spoke with previously.  
   
  If, on the other hand, the PCs’ Bluff check does not 
  exceed the result of the orc patrol leader’s Sense 
  Motive check, apply a +2 circumstance bonus to the 
  Search result of the orc patrol. 
   
  As stated previously, each PC may once attempt 
  to distract the patrol from their work. The results, 
  both positive and negative, stack. Only after all 
  checks are completed, and every states they do not 
  wish to attempt the check, do you tally the result. 
   
  If, after the cumulative results are tabulated, the 
  orc patrol’s Search check indicates that they discover 
  the secret compartment, read aloud the following 
   
  Clearly intent on examining the driver’s bench 
  further, one of the orcs squats, and looks to the 
  underside of it, his fingers exploring carefully in 
  search of a hidden seam. Standing, the orc leans in 
  and whispers something to his commander, who in 
  turn casts a sideways glance at the party. Leaning in 
  he whispers something to his underling, who again 
  squats down behind the wagon, his hand once again 
  exploring its base.  
   
  If the PCs do not intervene, the orc soldier opens the 
  latch on the bench, and Aren comes tumbling out of 
  the hidden compartment. 
   
  “You’re all under arrest for aiding and abetting a 
  wanted fugitive, surrender and you will not be 
  harmed,” as their eyes cascade across the party…each 
  of the orcs grips the hilt of their weapon just a little 
  tighter…  
   
  It is likely the PCs resist being arrested and combat 
  ensues. After the combat is over, if they successfully 
  defeat the orcs, the PCs now have a choice: they can 
  take their caravan to the cave and turn Aren over to 
  the drow or they can travel southwest and cross the 
  Jewel river and turn Aren over to the rebels.  
   
  Development: If the PCs decide to bring Aren to the 
  drow, advance to Encounter 11a.  
   
  If the PCs decide to bring Aren to the rebels, 
  advance to Encounter 11b. 
   
  If the PCs are defeated by the orc patrol, advance 
  to Conclusion C.  
   
  ENCOUNTER 11A: INTO 
  THE DEEP  
  The day draws to a close, the Suss Forest grows nearer 
  and the sun’s arc grows lower as your caravan moves 
  forward toward its final objective. The canopy overhead is 
  dense and allows little of the sun’s fading light through. 
  Those rays that do filter through bathes a cracked and 
  twisted opening that leads deep into the darkness, and 
  the two dark skinned figures that stand within.  
     
  One of the drow raises his hand in greeting, 
  “Welcome, and thank you for coming. We have no need 
  to draw this out. Release the butcher and we shall take 
  him from you, and compensate you as appropriate.  
   
  The drow wait patiently for the release of the butcher 
  from the wagon. Once he is released, he sees the drow 
  and begins resisting all attempts to transfer him to their 
  control. He begs the PCs, he tells them that he will give 
  them anything that they want for them to just let him go.  
   
  One of the drow quickly shoots him with a bolt from 
  a hand crossbow. Slowly, the butcher’s eyes droop, and he 
  slumps to the ground, fast asleep.  
  
  COR6-20 Shades of Gray 
   
  Page 21 
   
  If the PCs ask if the butcher will be harmed, the 
  drow respond that he will not be tortured. Despite their 
  history, the drow suggests that the butcher is more 
  valuable to them alive and unspoiled. 
   
  The drow say that prisoners are easier to transport 
  while unconscious and the other two drow grasp him 
  under the arms and begin dragging him toward the 
  crevice that leads into the earth. The last drow turns and 
  begins walking toward the hole himself but turns back. 
  Read aloud the following 
   
  “We will meet again,” the drow says with a half-wicked 
  grin, in a not unfamiliar tone, and descends into the cave, 
  the shadows concealing him from sight. 
   
  If the PCs change their minds about giving Aren over to 
  the drow, treat the three drow outside the cave as hostile. 
  They use any means necessary to obtain Aren from the 
  PCs and try to take him by force.  
   
  Use the combat statistics from encounter 5 for the 
  two drow warriors.  
   
  Development: If the PCs turn Aren over without 
  hesitation, advance to Conclusion B. 
   
  If the PCs changed their mind and were defeated, 
  advance to Conclusion C. 
   
  ENCOUNTER 11B: ACROSS 
  THE RIVER AND AROUND 
  THE BEND 
  A few days on the road pass uneventfully, the run in with 
  the orcs now nothing more than a distant memory. As 
  the hills begin to fade behind you, the river begins to 
  grow nearer, the sound of the rushing blue water now 
  constant. 
   
  A small encampment, tucked unobtrusively on the 
  bank of the river, is exactly where your contact said it 
  would be. 
   
  A gnome, seated outside of the tent catches sight of 
  your arrival, and stands and waves his hands in the air, 
  “Welcome! Welcome!” He shouts excitedly, his comrades 
  now starting to filter out of the tent. “We’ve been 
  expecting you! Come, come, join us for dinner! We were 
  just about to put some stew on the fire!” 
   
  The small group at the encampment contains a gnome 
  and two humans. They insist that the party stay for 
  dinner. They chat about nothing in particular, but are 
  happy to have guests. 
   
  If asked about the butcher’s history, they know 
  nothing about it. They only know that they were tasked 
  with bringing him safely out of Turrosh Mak’s territory 
  and that his survival was vital to the future of liberty on 
  the Wild Coast and in the Pomarj. 
   
  Once released from his prison inside of the wagon 
  (and unpleasant smelling location after a few days) Aren 
  has very little to say. He is quiet, and introspective, and 
  resists all attempts to talk about his past or work with the 
  forces of Turrosh Mak, and the people in the camp do not 
  push it, seeing that he isn’t interested in those avenues of 
  conversation, and quickly change the subject. 
   
  They have the documents that Feran is looking for 
  and give them to the PCs as they agreed. 
   
  If the PCs change their mind about leaving Aren 
  with the rebels, they have no ability to stop them. They 
  are simply trackers and guides who know the land, they 
  are not fighters, and so do not resist the PCs at all. 
   
  Development: If the PCs turn the butcher over to the 
  rebels, advance to Conclusion A.  
   
  If the PCs do not turn the butcher over to the rebels 
  advance to Conclusion B.  
   
   CONCLUSION A 
  The return trip to Greyhawk city is not nearly so 
  eventful as was the trip to Highport. Five days passes 
  in the blink of an eye 
   
  A lazy walk back to the estate of Feran Palantas 
  by starlight is peaceful and within a quarter hour you 
  stand before the gate; but…it is sealed shut with a 
  pair of thick chains and sturdy looking locks. 
   
  A guard emerges from his post and upon seeing 
  the party at the gate, a look of expectation crosses his 
  face. He reaches a hand into the post and retrieves a 
  scroll sealed with wax. 
   
  He passes it through the bars of the gate and 
  returns to the interior of his gatehouse. 
   
  Give the PCs Player’s Handout 3. 
   
  Once the PCs are finished going over the handout 
  read aloud the following 
   
  In the lands of Turrosh Mak small victories were won 
  against tyranny and the upstart rebel underground was 
  given some room to grow. 
   
  For all this a good man paid the ultimate price; 
  but was the price of an innocent man for a monster 
  too high? Only time will tell. 
   
  PCs who supported the rebels and successfully saved the 
  butcher, gain the AR special “A New Day”. They do not 
  gain the “Tyrant’s Favor” favor, nor can a party gain a mix 
  of these favors.  
   
  
  COR6-20 Shades of Gray 
   
  Page 22 
  The End 
   
  CONCLUSION B  
  The return trip to Greyhawk City is not nearly so 
  eventful as was the trip to Highport. Five days passes 
  in the blink of an eye 
   
  A lazy walk back to the estate of Feran Palantas 
  by starlight is peaceful and within a quarter hour you 
  stand before the gate; but…it is sealed shut with a 
  pair of thick chains and sturdy looking locks. 
   
  A guard emerges from his post and upon seeing 
  the party at the gate, a look of expectation crosses his 
  face. He reaches a hand into the post and retrieves a 
  scroll sealed with wax. 
   
  He passes it through the bars of the gate and 
  returns to the interior of his gatehouse. 
   
  Give the PCs Player’s Handout 4. Once the PCs are 
  finished going over the handout read aloud the following 
    
  The forces of Turrosh Mak have scored a victory against 
  the would-be revolutionaries and it seems like it is only a 
  matter of time until the emperor’s agents expose and 
  crush what’s left of the dissenters. 
   
  It is a pity that an innocent man paid the ultimate 
  price for the actions of a group of strangers, but obviously 
  he was simply a message; a message that said “wrong 
  side.” 
   
  It’s clear that deception rules the day in 
  Highport…and soon the iron fist of Turrosh Mak shall 
  seize back the night. 
   
  PC’s who supported either Turrosh Mak or the drow and 
  successfully handed over the Butcher to either of these 
  factions, gain the AR special “Tyrant’s Favor”. They do not 
  gain the “A New Day” favor, nor can a party gain a mix of 
  these favors.  
   
  The End 
   
  CONCLUSION C  
  Hours in a special interrogation facility pass like days 
  as a constant barrage of questions is followed up with 
  a twisted battery of cruel torture. It is a fate no human 
  being would wish on another. 
   
  Weeks pass and the days all play out the same 
  way. The inquisitors take wicked pleasure in their 
  craft.  
   
  Only the first few days of questioning held any 
  coherence. The questions of the later weeks were 
  simply random words strung together; an excuse to 
  continue their treatments. 
   
  And then, it’s over. Almost as abruptly as it began. 
  It lingers in the mind…and…as a stain on the very 
  soul. 
   
  If at anytime during the adventure any PC is captured 
  (even the whole party) they are saved from death and 
  taken captive. They are put through a horrible ordeal 
  until they escape or are let go via unknown benefactors. 
  They gain the AR disfavor “Stain of Capture” but manage 
  to retain all their possessions.  
   
  The End 
  
  COR6-20 Shades of Gray 
   
  Page 23 
  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: A Rap, Rap, 
  Rapping At My Chamber Door 
  Defeat the Thugs and Rescue Feran 
  APL 2  60 XP 
  APL 4  120 XP 
  APL 6  180 XP 
  APL 8  240 XP 
  APL 10  300 XP 
  APL 12  360 XP 
   
  Encounter 5: The Hard Way 
  Defeat the drow/bypass the drow 
  APL 2  120 XP 
  APL 4  180 XP 
  APL 6  270 XP 
  APL 8  330 XP 
  APL 10  390 XP 
  APL 12 450 XP 
   
  Encounter 8: “X”s and “O”s. 
  Participate in concealing the secret compartment  
  APL 2  65 XP 
  APL 4  135 XP 
   
  Encounter 9/10: West 
  Gate/Roadside Assistance 
  Defeat the orcs/bypass the orcs 
  APL 2  120 XP 
  APL 4  180 XP 
  APL 6  270 XP 
  APL 8  330 XP 
  APL 10  390 XP 
  APL 12  450 XP 
   
  Discretionary Roleplaying 
  award 
  APL 2  90 XP 
  APL 4  135 XP 
  APL 6  180 XP 
  APL 8  225 XP 
  APL 10  270 XP 
  APL 12  315 XP 
   
  Total Possible Experience: 
  APL 2  450 XP 
  APL 4  675 XP 
  APL 6  900 XP 
  APL 8  1,125 XP 
  APL 10  1,350 XP 
  APL 12  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly 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.  
  
  COR6-20 Shades of Gray 
   
  Page 24 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
    
  Encounter 1  
   APL 2: Loot: 168 gp. 
   
  APL 4: Loot: 255 gp; Magic: 100 gp – bracers of 
  quickstrike (100 gp) 
   
  APL 6: Loot: 37 gp; Magic: 1,115 gp – bracers of 
  quickstrike (100 gp), +1 falchion (197 gp), +1 banded mail 
  (116 gp), (2) +1 vest of resistance (83 gp each), +1 sap (191 
  gp), +1 mithril chain shirt (175 gp), +1 heavy mithril 
  shield (170 gp). 
     
  APL 8: Loot: 12 gp; Magic: 2,551 gp – bracers of 
  quickstrike (100 gp), +1 falchion (197 gp), +1 banded mail 
  (116 gp), (2) +2 vest of resistance (333 gp each), (2) +1 sap 
  (191 gp each), +2 mithril chain shirt (425 gp), +2 amulet 
  of health (333 gp), gauntlets of ogre power (333 gp). 
   
  APL 10: Magic: 2,551 gp – bracers of quickstrike 
  (100 gp), +1 falchion (197 gp), +1 banded mail (116 gp), (2) 
  +2 vest of resistance (333 gp each), (2) +1 sap (191 gp 
  each), +2 mithril chain shirt (425 gp), +2 amulet of health 
  (333 gp), gauntlets of ogre power (333 gp). 
   
  APL 12: Magic: 4,551 gp – bracers of quickstrike 
  (100 gp), +1 falchion (197 gp), +1 banded mail (116 gp), (2) 
  +2 vest of resistance (333 gp each), (2) +1 sap (191 gp 
  each), +2 mithril chain shirt (425 gp), +2 amulet of health 
  (333 gp), +4 belt of giant strength (1,333 gp), boots of 
  speed (1,000 gp). 
   
  Encounter 5  
  APL 2: Loot: 158 gp. 
   
  APL 4: Loot: 20 gp; Magic: 750 gp – (2) +1 elven thin 
  blade (100 gp each), (2) +1 mithril chain shirt (187 gp 
  each), (2) +1 vest of resistance (87 gp each). 
   
  APL 6: Magic: 3,510 gp – (2) +1 elven thin blade (200 
  gp), (2) +1 mithril chain shirt (187 gp), (2) +2 vest of 
  resistance (333 gp each), (2) bracers of quickstrike (100 gp 
  each), (2) +2 amulet of health (333 gp each), (2) gauntlets 
  of ogre power (665 gp each). 
    APL 8: Magic: 5,510 gp – (2) +1 elven thin blade (200 gp 
  each), (2) +1 mithril chain shirt (187 gp), (2) +2 vest of 
  resistance (333 gp each), (2) bracers of quickstrike (100 
  gp), (2) +2 amulet of health (333 gp each), (2) +4 belt of 
  giant strength (1,333 gp each). 
   
  APL 10: Magic: 12,010 gp – (2) +1 maiming elven 
  thin blade (700 gp each), (2) +1 mithril chain shirt (187 
  gp), (2) +3 vest of resistance (750 gp each), (2) bracers of 
  quickstrike (100 gp each), (2) +4 amulet of health (333 gp 
  each), (2) +4 belt of giant strength (1,333 gp each), (2) 
  boots of speed (1,000 gp each), (2) +2 gloves of dexterity 
  (333 gp each). 
   
  APL 12: Magic: 16,993 gp –(2) +1 maiming elven 
  thin blade (700 gp), (2) +1 mithril chain shirt (187 gp), (2) 
  +4 vest of resistance (1,333 gp), (2) +4 amulet of health 
  (333 gp each), (2) +6 belt of giant strength (3,000 gp each), 
  (2) boots of speed (1,000 gp each), (2) +2 gloves of 
  dexterity (333 gp), (2) armbands of might (341 gp each). 
   
  Encounter 9/10  
  APL 2: Loot: 137 gp; Magic: 208 gp – lens of detection 
  (291 gp). 
   
  APL 4: Loot: 211 gp; Magic: 579 gp – (2) +1 vest of 
  resistance (83 gp each), (2) lens of detection (291 gp 
  each). 
   
  APL 6: Loot: 211 gp; Magic: 2,758 gp – +1 vest of 
  resistance (83 gp), +1 orc double axe (196 gp), (2) 
  gauntlets of ogre power (333 gp each), +2 amulet of 
  health (665 gp), +2 vest of resistance (333 gp), quiver of 
  Ehlonna (150 gp), +2 amulet of health (333 gp), +2 cloak 
  of charisma (333 gp), (2) lens of detection (291 gp each). 
     
  APL 8: Loot: 211 gp; Magic: 7,174 gp – +1 orc double 
  axe (196 gp), gauntlets of ogre power (333 gp), (3) +2 vest 
  of resistance (333 gp each), (2) quiver of Ehlonna (150 gp 
  each), (3) +2 amulet of health (333 gp), +2 cloak of 
  charisma (333 gp), (3) ring of counterspells (333 gp each), 
  (2) +4 belt of giant strength (1,333 gp), (3) lens of 
  detection (291 gp). 
   
  APL 10: Loot: 211 gp; Magic: 16,535 gp – +2 orc 
  double axe (696 gp), +4 belt of giant strength (1333 gp) (3) 
  +3 vest of resistance (750 gp each), (2) quiver of Ehlonna 
  (150 gp), (3) +2 amulet of health (333 gp), +2 cloak of 
  charisma (333 gp), (3) ring of counterspells (333 gp), (2) 
  +6 belt of giant strength (2,000 gp), (3) lens of detection 
  (291 gp), boots of speed (3000 gp). 
   
  APL 12: Magic: 19, 535 gp – +2 orc double axe (696 
  gp), +4 belt of giant strength (1,333 gp) (3) +3 vest of 
  resistance (750 gp), (2) quiver of Ehlonna (150 gp), (3) +4 
  amulet of health (1,333 gp), +2 cloak of charisma (333 gp), 
  (3) ring of counterspells (333 gp), (2) +6 belt of giant 
  strength (3,000 gp), (3) lens of detection (291 gp), boots of 
  speed (3,000 gp). 
   
  Special 
  Tyrant’s Favor: For having helped him recover his lost 
  property (either directly or indirectly) Turrosh Mak has 
  cajoled his agents into recovering an item you’ve 
  misplaced. Use this favor to gain “adventure” access to 
  any single item on an AR to which you no longer have 
  access (a single type of ammunition counts as a single 
  item as does a scroll with multiple spells). The item 
  chosen must appear in the lower box at the APL that you 
  played or lower. Cross out this favor when used. 
   
   Adventure Access Item:_______________________ 
  
  COR6-20 Shades of Gray 
   
  Page 25 
    
  A New Day: For having saved the defector from an 
  execution you may choose one of the following three 
  options:  
  Access to upgrade any one amulet of health, cloak of 
  charisma, gloves of dexterity headband of intellect, or 
  periapt of wisdom from +2 to +4 at standard cost.  
  Core access to the following: pearl of power (1st-level, 
  2nd-level, 3rd-level), longspoon thieves tools (CV), 
  immovable rod, monk’s belt, and the bane (humanoid – 
  orcs) weapon enhancement. 
   
  Stain of capture: You have been taken into custody and 
  for a number of weeks, tortured. Eventually brave 
  adventurers manage to rescue you and your equipment. 
  You immediately lose 10 Time Units and start your next 
  adventure with only one quarter of your normal hit 
  points.  
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  APL 2: 
  • 
  Weapon capsule retainer (Adventure; CV) 
  • 
  Quickspark and quickfrost capsules (Adventure; CV) 
  • 
  Bracers of quickstrike (Adventure; MH) 
  • 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Mithril chain shirt (Core; DMG) 
  • 
  +1 vest of resistance (Adventure; CA) 
  • 
  Armbands of might (Adventure; CV) 
  • 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  +1 heavy plate (Adventure; RS) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  +4 belt of giant strength (Core; DMG) 
  • 
  +3 vest of resistance (Adventure; CA) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  • 
  Boots of speed (Adventure; DMG) 
  • 
  +4 amulet of health (Adventure; DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  • 
  +6 belt of giant strength (Adventure; DMG) 
  • 
   
  
  COR6-20 Shades of Gray 
   
  Page 26 
  APPENDIX 1: ALL APLS 
  ENCOUNTER 1: A RAP, RAP, RAPPING AT MY 
  CHAMBER DOOR 
  �Feran Palantas; male human expert 3/aristocrat 1; 
  CR 3; Medium humanoid (human); HD 3d6 plus 1d8; 
  hp 15; Init +1; Spd 30 ft.; AC 12, touch 11, flat-footed 
  11;  Base Atk +2; Grp +1; Atk +1 melee (1d3-1, 
  unarmed); Full Atk +1 melee (1d3-1, unarmed); AL NG; 
  SV Fort +1, Ref +2, Will +5; Str 8, Dex 12, Con 10, Int 
  14, Wis 13, Cha 16.  
     
  Skills and Feats: Appraise +8, Bluff +9, Diplomacy 
  +15, Knowledge (local-core) +8, Knowledge (nobility 
  and royalty) +8, Profession (merchant), Sense Motive 
  +10; Negotiator, Skill Focus (Diplomacy), Skill Focus 
  (Profession).  
    
  Languages: Ancient Baklunish, Ancient Suel, 
  Common, Draconic, Dwarven, Elven, Gnomish, 
  Oeridian, Undercommon;  
   
  Possessions: Padded robes, noble’s outfit.  
  
  COR6-20 Shades of Gray 
   
  Page 27 
  APL 2 
  Encounter 1: A RAP, RAP, 
  RAPPING AT MY CHAMBER 
  DOOR  
  �Grak: male half-orc fighter 1; CR 1; Medium 
  humanoid (half-orc); HD 1d10+2; hp 7; Init +1; Spd 20 
  ft.; AC 17,  touch 11, flat-footed 16; Base Atk +1; Grp +4; 
  Atk +6 melee (2d4+4/18-20, masterwork falchion);  Full 
  Atk +6 melee (2d4+4/18-20, masterwork falchion);  AL 
  CE; SV Fort +4, Ref +1, Will +1;  Str 17, Dex 13, Con 14, 
  Int 8, Wis 12, Cha 6. 
   
  Skills and Feats:  Listen +3;  Power Attack, Weapon 
  Focus (falchion). 
   
  Possessions: Masterwork falchion, cold iron 
  falchion, silver falchion, masterwork banded mail, 
  weapon capsule retainer, 2 quickflame capsules 
   
  �Hargral Cutpurse: male half-orc rogue 1; CR 1; 
  Medium humanoid (half-orc); HD 1d6+2; hp 5; Init +2; 
  Spd 30 ft.; AC 16 touch 12, flat-footed 14; Base Atk +0; 
  Grp +2; Atk +4 melee (1d6+2, masterwork sap); Full Atk 
  +4 melee (1d6+2, masterwork sap); SA sneak attack 
  +1d6; SQ trapfinding; AL CN; SV Fort +2, Ref +4, Will 
  +1;  Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 6. 
    
  Skills and Feats: Decipher Script +3,  Disguise +2,  
  Gather Information +2,  Listen +5,  Search +3, Spot +5,  
  Tumble +6; Weapon Focus (sap).  
   
  Possessions: Masterwork sap, masterwork chain 
  shirt, weapon capsule retainer, 2 quickspark capsules. 
   
  Encounter 5: THE HARD WAY  
  �Remic and Aias: male drow monk 1; CR 2; Medium 
  humanoid (elf); HD 1d8+1; hp 7; Init +2; Spd 30 ft.; AC 
  16 touch 12, flat-footed 14; Base Atk +0; Grp +6; Atk +3 
  melee (1d8+3/18-20, masterwork elven thin blade);  
  Full Atk +3 melee (1d8+3/18-20, masterwork elven 
  thin blade); SA flurry of fists; SQ darkvision 120 ft., 
  drow traits, light blindness, spell-like abilities, spell 
  resistance 13; AL NE; SV Fort +4, Ref +5, Will +3;  Str 
  15, Dex 15, Con 12, Int 14, Wis 10, Cha 1. 
   
  Skills and Feats: Diplomacy +4,  Jump +7,  Listen 
  +6,  Move Silently +6 Sense Motive +3,  Spot +6Tumble 
  +10;  Exotic Weapon Proficiency (elven thin blade),  
  Improved Grapple  Improved Unarmed Strike.  
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Drow Traits: Immune to magical sleep; +2 bonus 
  against enchantment spells or effects, spells, and spell-
  like effects; +2 racial skill bonus (Search, Listen, Spot); 
  automatic Search check within 5 feet of a secret door. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  darkness, faerie fire. 
   
  Possessions: 
  Masterwork 
  elven 
  thin 
  blade, 
  masterwork chain shirt, cold iron elven thin blade, 
  masterwork tool (boot soles). 
   
  Encounter 9/10: WEST GATE 
  or ROADSIDE ASSISTANCE  
  �Captain Rhurdin: male orc ranger 1/fighter 1; CR 2; 
  Medium humanoid (orc); HD 1d8+2 plus 1d10+2; hp 
  14; Init -1; Spd 20 ft.; AC 16, touch 9, flat-footed 16; 
  Base Atk +2; Grp +5; Atk +7 melee (1d8+4/x3, 
  masterwork orc double axe); Full Atk +7 melee 
  (1d8+4/x3, masterwork orc double axe); SA favored 
  enemy human +2; SQ darkvision 60 ft., light 
  sensitivity, orc traits, wild empathy +2; AL NE; SV Fort 
  +6, Ref +1, Will +0; Str 16, Dex 8, Con 15, Int 10, Wis 
  10, Cha 11. 
   
  Skills and Feats: Knowledge (geography) +3, 
  Knowledge (nature) +3, Search +12, Sense Motive +2,  
  Survival +4, Use Rope +3; Exotic Weapon Proficiency 
  (orc double axe), Track, Weapon Focus (orc double 
  axe). 
   
  Languages: Common, Orc. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: 
  Masterwork 
  orc 
  double 
  axe, 
  masterwork half-plate, lens of detection, fine toothed 
  comb (masterwork Search tool). 
   
  �Harri’sch: male orc barbarian 1/fighter 1; CR 2; 
  Medium humanoid (orc); HD 1d12+2 plus 1d10+2; hp 
  16; Init -1; Spd 40 ft.; AC 13, touch 9, flat-footed 13; 
  Base Atk +2; Grp +6; Atk +2 melee (1d6+4, javelin);  or 
  +6 ranged (1d6+4, javelin); Full Atk +2 melee (1d6+4, 
  javelin) or +6 ranged (1d6+4, javelin);  SA rage 1/day; 
  SQ darkvision 60 ft., half-orc traits; AL NE; SV Fort +4, 
  Ref -1, Will +0; Str 19, Dex 8, Con 14, Int 10, Wis 11, 
  Cha 8.  
  Skills and Feats: Concentration +4, Search +4, Sleight 
  of Hand +1, Survival +4; Point Blank Shot, Brutal 
  Throw. 
  Languages: Common, Orc. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  1 
  masterwork javelin, 18 javelins, fine toothed comb 
  (masterwork Search tool). 
  
  COR6-20 Shades of Gray 
   
  Page 28 
   
  Raging: hp 20; AC 11; Atk Atk +4 melee (1d6+6, 
  javelin);  or +6 ranged (1d6+6, javelin); +8 ranged 
  (1d6+8, javelin)   
  Full Atk +4 melee (1d6+6, javelin);  or +6 ranged 
  (1d6+6, javelin); +8 ranged (1d6+8, javelin)  Fort +6, 
  Will +2; Str 23, Con 18. 
  
  COR6-20 Shades of Gray 
   
  Page 29 
  APL 4
  ENCOUNTER 1: A RAP, RAP, RAPPING AT MY 
  CHAMBER DOOR  
  �Grak: male half-orc fighter 2; CR 2; Medium 
  humanoid (half-orc); HD 2d10+5; hp 16; Init +1; Spd 20 
  ft.; AC 17,  touch 11, flat-footed 16; Base Atk +2; Grp +5; 
  Atk +7 melee (2d4+4/18-20, masterwork falchion);  Full 
  Atk +7 melee (2d4+4/18-20, masterwork falchion);  AL 
  CE; SV Fort +5, Ref +1, Will +1; Str 17, Dex 13, Con 14, 
  Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +3; Improved Toughness, 
  Power Attack, Weapon Focus (falchion). 
   
  Languages: Common, Orc. 
   
  Possessions: Bracers of quickstrike, masterwork 
  falchion, cold iron falchion, silver falchion, masterwork 
  banded mail, weapon capsule retainer, 2 quickflame 
  capsules. 
   
  �Hargral Cutpurse: half-orc rogue 2; CR 2; Medium 
  humanoid (half-orc); HD 2d6+4; hp 11; Init +2; Spd 30 
  ft.; AC 16,  touch 12, flat-footed 14; Base Atk +1; Grp +3; 
  Atk +5 melee (1d6+2, masterwork sap); Full Atk +5 
  melee (1d6+2, masterwork sap); SA sneak attack +1d6; 
  SQ trapfinding, evasion; AL CN; SV Fort +2, Ref +5, 
  Will +1;  Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Decipher Script +4, Disguise +3,  
  Gather Information +3, Listen +6,  Search +4,  Spot +6,  
  Tumble +9; Weapon Focus (sap).  
   
  Languages: Common, Orc. 
   
  Possessions: Masterwork sap, masterwork chain 
  shirt, masterwork tool, boot soles (tumble), weapon 
  capsule retainer, 2 quickspark capsules. 
   
  Encounter 5: THE HARD WAY 
  �Remic and Aias: male drow monk 2/fighter 1; CR 4; 
  Medium humanoid (elf); HD 2d8+2 plus 1d10+1; hp 
  18; Init +2; Spd 30 ft.; AC 17 touch 12, flat-footed 15; 
  Base Atk +2; Grp +8; Atk +7 melee (1d8+5/18-20, +1 
  elven thin blade);  Full Atk +7 melee (1d8+5/18-20, +1 
  elven thin blade); SA flurry of blows; SQ darkvision 
  120 ft., drow traits, evasion, light blindness, spell-like 
  abilities, spell resistance 15, unarmored AC bonus; AL 
  NE; SV Fort +10, Ref +7, Will +5; Str 16, Dex 15, Con 
  12, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Diplomacy +4, Jump +9,  Listen 
  +7,  Perform (dance) +5,  Sense Motive +7, Spot +7, 
  Tumble +11; Combat Reflexes,  Dodge,  Exotic Weapon 
  Proficiency (elven thin blade), Improved Grapple,  
  Improved Unarmed Strike,  Weapon Focus (elven thin 
  blade).  
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Drow Traits: Immune to magical sleep; +2 bonus 
  against enchantment spells or effects, spells, and spell-
  like effects; +2 racial skill bonus (Search, Listen, Spot); 
  automatic Search check within 5 feet of a secret door. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  darkness, faerie fire. 
   
  Possessions: +1 elven thin blade, +1 mithril chain 
  shirt, +1 vest of resistance, cold iron elven thin blade, 
  masterwork tool (boot soles). 
   
  ENCOUNTER 9/10: WEST GATE or ROADSIDE 
  ASSISTANCE  
  �Captain Rhurdin: male orc ranger 1/fighter 
  2/marshal 1; CR 4; Medium humanoid (orc); HD 
  1d8+2 plus 2d10+2 plus 1d8+2; hp 26; Init -1; Spd 20 ft.; 
  AC 17, touch 9, flat-footed 16; Base Atk +3; Grp +6; Atk 
  +8 melee (1d8+4/x3, masterwork orc double axe);  Full 
  Atk +8 melee (1d8+4/x3, masterwork orc double axe); 
  SA favored enemy human +2; SQ light sensitivity, 
  minor aura (force of will) wild empathy +2; AL NE; SV 
  Fort +9, Ref +1, Will +2; Str 16, Dex 8, Con 15, Int 10, 
  Wis 10, Cha 12.  
  Skills and Feats: Knowledge (geography) +3, 
  Knowledge (nature) +3, Search +12, Sense Motive +7, 
  Survival +4, Use Rope +3; Endurance, Exotic Weapon 
  Proficiency (orc double axe), Power Attack, Skill Focus 
  (Diplomacy), Track, Weapon Focus (orc double axe). 
  Languages: Common, Orc. 
   
  Minor Aura (Ex): A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls.  
   
  Force of Will: Bonus on Will saves.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: 
  Masterwork 
  orc 
  double 
  axe, 
  masterwork full plate, lens of detection, toothed comb 
  (masterwork Search tool). 
   
  �Harri’sch: male orc barbarian 1/fighter 3; CR 4; 
  Medium humanoid (orc); HD 1d12+2 plus 3d10+6; hp 
  31; Init -1; Spd 40 ft.; AC 13, touch 9, flat-footed 13; 
  Base Atk +4; Grp +9; Atk +6 melee (1d6+5, javelin) 
  or+10 ranged (1d6+5, javelin);  Full Atk +6 melee 
  (1d6+5, javelin) or +10 ranged (javelin 1d6+5, javelin);  
  SA rage 1/day; SQ darkvision 60 ft., light sensitivity, 
  orc traits; AL NE; SV Fort +6, Ref +1, Will +2; Str 20, 
  Dex 8, Con 14, Int 10, Wis 11, Cha 8. 
   
  Skills and Feats: Concentration +5, Search +9, 
  Sleight of Hand +2, Survival +4; Brutal Throw, Point 
  Blank Shot, Precise Shot, Weapon Focus (javelin). 
   
  Languages: Common, Orc. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  
  COR6-20 Shades of Gray 
   
  Page 30 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  2 
  masterwork javelins, 18 javelins, fine toothed comb 
  (masterwork Search tool), lens of detection, +1 vest of 
  resistance. 
    
  Raging: hp 39; AC 11; Fort +8, Will +4; Atk +8 
  ranged (1d6+5, javelin)   
  or+10 ranged (1d6+7, javelin);  Full Atk +8 melee 
  (1d6+7, javelin) or +12 ranged (javelin 1d6+7, javelin); 
  Str 24, Con 18. 
  
  COR6-20 Shades of Gray 
   
  Page 31 
  APL 6 
  ENCOUNTER 1: A RAP, RAP, RAPPING AT MY 
  CHAMBER DOOR 
  �Grak: male half-orc fighter 4; CR 4; Medium 
  humanoid (orc); HD 4d10+12; hp 34; Init +1; Spd 20 ft.; 
  AC 18,  touch 11, flat-footed 17; Base Atk +4; Grp +8; 
  Atk +10 melee (2d4+9/18-20, +1 falchion); Full Atk +10 
  melee (2d4+9/18-20, +1 falchion); AL CE; SV Fort +7, 
  Ref +3, Will +5;  Str 18, Dex 13, Con 14, Int 8, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Listen +5; Improved Toughness,  
  Iron Will, Power Attack, Weapon Focus (falchion),  
  Weapon Specialization (falchion).  
   
  Languages: Common, Orc. 
   
  Possessions: Bracers of quickstrike, +1 falchion, +1 
  banded mail, +1 vest of resistance, weapon capsule 
  retainer, 2 quickflame capsules, masterwork cold iron 
  falchion, silver falchion. 
   
  �Hargral Cutpurse: male half-orc rogue 3/fighter 1; 
  CR 4; Medium humanoid (half-orc); HD 3d6+6 plus 
  1d10+2 plus 4; hp 24; Init +2; Spd 30 ft.; AC 17,  touch 
  12, flat-footed 15; Base Atk +3; Grp +6; Atk +8 melee 
  (1d6+4, +1 sap); Full Atk +8 melee (1d6+4, +1 sap);  SA 
  sneak attack +2d6; SQ trapfinding, evasion; AL CN; SV 
  Fort +6, Ref +6, Will +5 Str 16, Dex 15, Con 14, Int 8, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Decipher Script +4, Disguise +3,  
  Gather Information +3,  Jump +10,  Listen +7, Search 
  +4,  Spot +7,  Tumble +12;  Improved Toughness, Iron 
  Will,  Weapon Focus (sap). 
   
  Languages: Common, Orc. 
    
  Possessions: +1 sap, +1 mithril chain shirt, +1 vest 
  of resistance, masterwork tool, boot soles (tumble), 
  weapon capsule retainer, 2 quickspark capsules, 
  masterwork sap, masterwork sap. 
   
   
  Encounter 5: THE HARD WAY  
  �Remic and Aias: male drow monk 2/fighter 
  2/dervish 2; CR 7; Medium humanoid (elf); HD 2d8+4 
  plus 2d10+4 plus 2d10+4; hp 43; Init +2; Spd 35 ft.; AC 
  18,  touch 13, flat-footed 16; Base Atk +5; Grp +13; Atk 
  +11 melee (1d8+7/18-20, +1 elven thin blade); Full Atk 
  +11/+6 melee (1d8+7/18-20, +1 elven thin blade); SA 
  dervish dance 1/day, flurry of blows, slashing blades; 
  SQ AC bonus, darkvision 120 ft., drow traits, evasion, 
  fast movement, light blindness, movement mastery, 
  spell-like abilities, spell resistance 18, unarmored AC 
  bonus; AL NE; SV Fort +11, Ref +11, Will +9;  Str 18, 
  Dex 15, Con 14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +5,  
  Diplomacy +4 Jump +9, Listen +9, Perform (dance) +10, 
   Sense Motive +7, Spot +7, Tumble +15; Combat 
  Expertise,  Combat Reflexes,  Dodge,  Exotic Weapon 
  Proficiency, Improved Grapple,  Improved Unarmed 
  Strike,  Mobility,  Weapon Focus (elven thin blade). 
   
  Languages: Common, Drow Sign Language, Elven, 
  Undercommon. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times per 
  day. While in this dervish dance, she can take a full 
  attack action (for melee attacks only) and still move up 
  to her speed. However, the dervish must move a 
  minimum of 5 feet between each attack when using 
  this ability, and she cannot return to a square she just 
  exited (though she may return to that square later 
  during her full attack). The dervish is subject to attacks 
  of opportunity while dancing, but may tumble 
  normally as part of her move. A dervish prevented 
  from completing her move is also prevented from 
  finishing her full attack. 
   
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack and 
  damage rolls. This bonus is +1 at 1st level, and it 
  increases by and extra +1 at every odd-numbered level 
  thereafter. 
   
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (she may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). She 
  cannot perform a dervish dance in any armor heavier 
  than light or if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that involve 
  concentration or require her to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can also use the combat Expertise 
  feat while in a dance. A dervish cannot perform a 
  dervish dance while under the effect of a rage or frenzy 
  ability. 
   
  A dervish can perform a dervish dance only once 
  per encounter. A dervish dance lasts 1 round for every 
  two ranks of Perform (dance) that the character has. At 
  the end of a dervish dance, the character becomes 
  fatigued for the duration of the encounter (unless she 
  is a 9th-level dervish, at which point this limitation no 
  longer applies). 
   
  Drow Traits: Immune to magical sleep; +2 bonus 
  against enchantment spells or effects, spells, and spell-
  like effects; +2 racial skill bonus (Search, Listen, Spot); 
  automatic Search check within 5 feet of a secret door. 
   
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by adverse 
  conditions. When making a Jump, Perform (dance), or 
  
  COR6-20 Shades of Gray 
   
  Page 32 
  Tumble check, she may take 10 even if stress and 
  distraction would normally prevent her from doing so. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  darkness, faerie fire. 
   
  Possessions: +1 elven thin blade, +1 mithril chain 
  shirt, +2 vest of resistance, cold iron elven thin blade, 
  masterwork tool (boot soles), +2 amulet of health, 
  gauntlets of ogre power, bracers of quickstrike. 
   
  ENCOUNTER 9/10: WEST GATE or ROADSIDE 
  ASSISTANCE  
  �Captain Rhurdin: male orc ranger 1/fighter 
  3/marshal 2; CR 6; Medium humanoid (orc); HD 
  1d8+2 plus 3d10+6 plus 2d8+4; hp 42; Init -1; Spd 20 ft.; 
  AC 17, touch 9, flat-footed 16; Base Atk +5; Grp +8; Atk 
  +11 melee (1d8+7/x3, +1 orc double axe); Full Atk +11 
  melee (1d8+7/x3, +1 orc double axe); SA favored enemy 
  human +2; SQ darkvision 60 ft., light sensitivity, minor 
  aura (force of will), major aura +1 (resilient troops), orc 
  traits, wild empathy +2; AL NE; SV Fort +10, Ref +3, 
  Will +7 ; Str 18, Dex 8, Con 15, Int 10, Wis 10, Cha 14.  
    Skills and Feats: Knowledge (geography) +3, 
  Knowledge (nature) +3, Search +12, Sense Motive +9 , 
  Survival +6 Use Rope +3; Endurance, Exotic Weapon 
  Proficiency (orc double axe), Power Attack,  Skill Focus 
  (diplomacy), Steadfast Determination, Track,  Weapon 
  Focus (orc double axe). 
  Languages: Common, Orc 
   
  Minor Aura (Ex): A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls.  
   
  Force of Will: Bonus on Will saves.  
   
  Major Aura (Ex): Beginning at 2nd-level a 
  marshal can project a major aura in addition to his 
  minor aura. A major aura lets allies add +1 to certain 
  rolls.  
   
  Resilient Troops: +1 to all saves.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1/+0 orc double axe, masterwork full 
  plate, lens of detection, toothed comb (masterwork 
  Search tool), +1 vest of resistance, gauntlets of ogre 
  power, +2 cloak of charisma. 
   
  �Harri’sch and Tantr’ak: male orc barbarian 
  1/fighter 4/master thrower 1; CR 6; Medium 
  humanoid (orc); HD 1d12+3 plus 4d10+12 plus 1d8+3; 
  hp 53; Init -1; Spd 40 ft.; AC 13, touch 9, flat-footed 13; 
  Base Atk +6; Grp +12; Atk +9 melee (1d6+8, javelin) or 
  +13 ranged (1d6+8, javelin); Full Atk +9/+3 melee 
  (1d6+8, javelin) or +11/+11/+6 ranged (1d6+8, javelin); 
  SA thrown weapon trick (defensive throw),rage 1/day; 
  SQ darkvision 60 ft., light sensitivity, orc traits; AL NE; 
  SV Fort +8, Ref +4, Will +3; Str 22, Dex 8, Con 16, Int 
  10, Wis 11, Cha 8.   Skills and Feats: Concentration 
  +10, Search +9, Sleight of Hand +3, Survival +4; Brutal 
  Throw, Point Blank Shot, Precise Shot, Quick Draw, 
  Rapid Shot, Weapon Focus (javelin), Weapon 
  Specialization (javelin). 
   
  Languages: Common, Orc. 
   
  Defensive Throw (Ex): If a master thrower with 
  this ability succeeds on a Concentration check (DC 10 
  + number of threatening foes) before attempting to 
  attack with a thrown weapon while in a threatened 
  square, her thrown weapons don’t provoke attacks of 
  opportunity for 1 round. If the check fails, her 
  opponents get attacks of opportunity as normal when 
  she makes her attacks.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  2 
  masterwork javelins, 18 javelins, fine toothed comb 
  (masterwork Search tool), lens of detection, +2 vest of 
  resistance, gauntlets of ogre power, +2 amulet of health, 
  quiver of Ehlonna. 
    
  Raging: hp 65; AC 11; Atk +11 melee (1d6+10, 
  javelin) or +15 ranged (1d6+10, javelin); Full Atk 
  +11/+5 melee (1d6+10, javelin) or +13/+13/+8 ranged 
  (1d6+10, javelin); Fort +10, Will +5. 
   
   
   
   
      
   
    
  
  COR6-20 Shades of Gray 
   
  Page 33 
  APL 8 
  ENCOUNTER 1: A RAP, RAP, RAPPING AT MY 
  CHAMBER DOOR  
  �Grak: male half-orc fighter 6; CR 6; Medium 
  humanoid (half-orc); HD 6d10+24; hp 57; Init +1; Spd 
  20 ft.; AC 18, touch 11, flat-footed 17; Base Atk +6; Grp 
  +10; Atk +12 melee (2d4+9/18-20, +1 falchion);  Full 
  Atk +12/+7 melee melee (2d4+9/18-20, +1 falchion); AL 
  CE; SV Fort +10, Reflex +5, Will +7; Str 18, Dex 13, Con 
  16, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +6; Cleave, Improved 
  Toughness, Iron Will, Power Attack, Quick Draw, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion). 
    
  Languages: Common, Orc. 
    
  Possessions: Bracers of quickstrike, +1 falchion, +1 
  banded mail, +2 amulet of health, +2 vest of resistance, 
  weapon capsule retainer, 2 quickflame capsules, 
  masterwork cold iron falchion, masterwork silver 
  falchion. 
   
  �Hargral Cutpurse: male half-orc rogue 3/fighter 3; 
  CR 6; Medium humanoid (half-orc); HD 3d6+9 plus 
  3d10+9; hp 46; Init +2; Spd 30 ft.; AC 18,  touch 12, flat-
  footed 16; Base Atk +5; Grp +9; Atk +11 melee (1d6+5, 
  +1 sap); Full Atk +11 melee (1d6+5, +1 sap) or +9 melee 
  (1d6+5, +1 sap) and +9 melee (1d6+3, +1 sap);  SA sneak 
  attack +2d6; SQ evasion, trapfinding; AL CN; SV Fort 
  +8, Ref +10, Will +7; Str 18, Dex 15, Con 14, Int 8, Wis 
  12, Cha 6. 
   
  Skills and Feats: Decipher Script +4 Disguise +3,  
  Gather Information +3,  Jump +10,  Listen +7, Search 
  +4,  Spot +7,  Tumble +13;  Improved Toughness,  Iron 
  Will, Lightning Reflexes,  Two Weapon Fighting,  
  Weapon Focus (Sap).  
    
  Languages: Common, Orc 
   
  Possessions: +1 sap (2), +2 mithril chain shirt, 
  gauntlets of ogre power, +2 vest of resistance, 
  masterwork tool boot soles (tumble), weapon capsule 
  retainer, 2 quickspark capsules. 
   
  Encounter 5: THE HARD WAY  
  �Remic and Aias: drow monk 2/fighter 2/dervish 
  3/exotic weapon master 1; CR 9; Medium humanoid 
  (elf); HD 2d8+4 plus 2d10+4 plus 3d10+6 plus 1d10+2; 
  hp 58; Init +2; Spd 35 ft.; AC 18,  touch 13, flat-footed 
  16; Base Atk +6; Grp +15; Atk +13 melee (1d8+11/18-20, 
  +1 elven thin blade,); Full Atk +13/+8 melee 
  (1d8+11/18-20, +1 elven thin blade,);  SA dervish dance 
  2/day, flurry of blows, slashing blades, uncanny blow; 
  SQ AC bonus, darkvision 120 ft., drow traits, evasion, 
  fast movement, light blindness, movement mastery, 
  spell resistance 20, unarmored AC bonus; AL NE; SV 
  Fort +14, Ref +11, Will +9; Str 21, Dex 15, Con 14, Int 
  14, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +5,  
  Diplomacy +6 Jump +9,  Listen +10, Perform (dance) 
  +10,  Sense Motive +9,  Spot +7,  Tumble +18;  Combat 
  Expertise,  Combat Reflexes, Dodge,  Exotic Weapon 
  Proficiency (elven thin blade), Improved Grapple,  
  Improved Unarmed Strike, Mobility, Spring Attack, 
  Weapon Focus (elven thin blade).  
    
  Languages: Common, Drow Sign Language, Elven, 
  Orc, Undercommon. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times per 
  day. While in this dervish dance, she can take a full 
  attack action (for melee attacks only) and still move up 
  to her speed. However, the dervish must move a 
  minimum of 5 feet between each attack when using 
  this ability, and she cannot return to a square she just 
  exited (though she may return to that square later 
  during her full attack). The dervish is subject to attacks 
  of opportunity while dancing, but may tumble 
  normally as part of her move. A dervish prevented 
  from completing her move is also prevented from 
  finishing her full attack. 
   
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack and 
  damage rolls. This bonus is +1 at 1st level, and it 
  increases by and extra +1 at every odd-numbered level 
  thereafter. 
   
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (she may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). She 
  cannot perform a dervish dance in any armor heavier 
  than light or if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that involve 
  concentration or require her to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can also use the combat Expertise 
  feat while in a dance. A dervish cannot perform a 
  dervish dance while under the effect of a rage or frenzy 
  ability. 
   
  A dervish can perform a dervish dance only once 
  per encounter. A dervish dance lasts 1 round for every 
  two ranks of Perform (dance) that the character has. At 
  the end of a dervish dance, the character becomes 
  fatigued for the duration of the encounter (unless she 
  is a 9th-level dervish, at which point this limitation no 
  longer applies). 
  
  COR6-20 Shades of Gray 
   
  Page 34 
   
  Uncanny Blow (Ex): When wielding a one-
  handed exotic melee weapon in two hands, the 
  character can focus the power of his attack so that he 
  deals damage equal to his Strength bonus x2 instead of 
  x1-½.  
   
  Drow Traits: Immune to magical sleep; +2 bonus 
  against enchantment spells or effects, spells, and spell-
  like effects; +2 racial skill bonus (Search, Listen, Spot); 
  automatic Search check within 5 feet of a secret door. 
   
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by adverse 
  conditions. When making a Jump, Perform (dance), or 
  Tumble check, she may take 10 even if stress and 
  distraction would normally prevent her from doing so. 
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  darkness, faerie fire. 
   
  Possessions: +1 elven thin blade, +1 mithril chain 
  shirt, +2 vest of resistance, cold iron elven thin blade, 
  masterwork tool (boot soles), +2 amulet of health, +4 
  belt of giant strength, bracers of quickstrike. 
  ENCOUNTER 9/10: WEST GATE or ROADSIDE 
  ASSISTANCE  
  �Captain Rhurdin: male orc ranger 1/fighter 
  4/marshal 2/eye of gruumsh 1; CR 8; Medium 
  humanoid (orc); HD 1d8+4 plus 4d10+16 plus 2d8+8 
  plus 1d12+4; hp 74; Init -1; Spd 20 ft.; AC 17, touch 9, 
  flat-footed 16; Base Atk +7; Grp +11; Atk +9 melee 
  (1d8+9/x3, +1 orc double axe); Full Atk +13/+8 melee 
  (1d8+9/x3, +1 orc double axe);  SA favored enemy 
  human +2, rage 1/day,; SQ command the horde, light 
  sensitivity, major aura +1 (resilient troops), minor aura 
  (force of will), orc traits, wild empathy +2; AL NE; SV 
  Fort +16, Ref +4, Will +10; Str 18, Dex 8, Con 18, Int 10, 
  Wis 10, Cha 14. Skills and Feats: Knowledge 
  (geography) +3, Knowledge (nature) +3, Search +14 , 
  Sense Motive +9 , Survival +6 Use Rope +3; Blind-fight, 
  Endurance; Exotic Weapon Proficiency (orc double 
  axe), Power Attack, Skill Focus (Diplomacy), Steadfast 
  Determination, Track,  Weapon Focus (orc double axe), 
  Weapon Specialization (orc double axe).      
   Languages: Common, Orc 
   
  Command the Horde (Ex): An eye of Gruumsh 
  can direct the actions of any non-good orcs or half-orcs 
  within 30 feet of him and whose Hit Dice are lower 
  than his character level. Those who follow the 
  character’s orders gain a +2 morale bonus on Will saves. 
  Any eligible orc or half-orc that willingly goes against 
  the eye of Gruumsh’s directions loses this bonus 
  immediately.  
   
  Minor Aura (Ex): A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls.  
   
  Force of Will: Bonus on Will saves.  
     
  Major Aura Ex): Beginning at 2nd-level a marshal 
  can project a major aura in addition to his minor aura. 
  A major aura lets allies add +1 to certain rolls.  
   
  Resilient Troops: +1 to all saves.  
    
   Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1/+0 orc double axe, masterwork full 
  plate, lens of detection, toothed comb (masterwork 
  Search tool), +2 vest of resistance, gauntlets of ogre 
  power, +2 cloak of charisma, +2 amulet of health, ring 
  of counterspells (calm emotions). 
   
  Raging: hp 90; AC 15; Atk +15 melee (1d8+12, +1 
  orc double axe);  Full Atk +15/+10 melee (1d8+12, +1 
  orc double axe); ; Fort +17, Will +12; 
   
  �Harri’sch and Tantr’ak: male orc barbarian 
  1/fighter 4/master thrower 3; CR 8; Medium 
  humanoid (orc); HD 1d12+3 plus 4d10+12 plus 3d8+9; 
  hp 66; Init -1; Spd 40 ft.; AC 13, touch 9, flat-footed 13; 
  Base Atk +8; Grp +15; Atk +12 melee (1d6+9/x3, 
  javelin) or +16 ranged (1d6+9/x3, javelin); Full Atk 
  +12/+7 melee (1d6+9/x3, javelin)  or +14/+14/+9 
  ranged (1d6+9/x3, javelin); SA rage 1/day, thrown 
  weapon trick (deadeye shot, defensive throw); SQ 
  evasion, fast movement, light sensitivity, orc traits, AL 
  NE; SV Fort +10, Ref +6, Will +5; Str 25, Dex 8, Con 16, 
  Int 10, Wis 11, Cha 8.  
  Skills and Feats: Concentration +14, Search +9, Sleight 
  of Hand +3, Survival +6; Brutal Throw, Point Blank 
  Shot, Precise Shot, Quick Draw, Rapid Shot, Weapon 
  Focus (javelin), Weapon Specialization (javelin). 
   
  Languages: Common, Orc. 
   
  Defensive Throw (Ex): If a master thrower with 
  this ability succeeds on a Concentration check (DC 10 
  + number of threatening foes) before attempting to 
  attack with a thrown weapon while in a threatened 
  square, her thrown weapons don’t provoke attacks of 
  opportunity for 1 round. If the check fails, her 
  opponents get attacks of opportunity as normal when 
  she makes her attacks.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  2 
  masterwork javelins, 42 javelins, fine toothed comb 
  (masterwork Search tool), lens of detection, +3 vest of 
  resistance, +4 belt of giant strength, +2 amulet of 
  health, 2 quivers of ehlonna, ring of counterspells 
  (calm emotions); 
   
  Raging: hp 82; AC 11; Atk +14 melee (1d6+11/x3, 
  javelin) or +18 ranged (1d6+11/x3, javelin); Full Atk 
  +14/+9 melee (1d6+11/x3, javelin) or +16/+16/+11 
  ranged (1d6+11/x3, javelin) ; Fort +12, Will +7.   
   
    
  
  COR6-20 Shades of Gray 
   
  Page 35 
  APL 10 
  ENCOUNTER 1: A RAP, RAP, 
  RAPPING AT MY CHAMBER 
  DOOR  
  �Grak: male half-orc fighter 8; CR 8; Medium 
  humanoid (half-orc); HD 8d10+32; hp 76; Init +1; Spd 
  20 ft.; AC 18,  touch 11, flat-footed 17; Base Atk +8; Grp 
  +13; Atk +16 melee (2d4+10/18-20, +1 falchion); Full 
  Atk +16/+11 melee (2d4+10/18-20, +1 falchion);  AL 
  CE; SV Fort +11, Ref +5, Will +7;  Str 21, Dex 13, Con 
  16, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +7;  Cleave,  Greater 
  Weapon Focus (falchion),  Improved Toughness,  Iron 
  Will,  Power Attack, Quick Draw, Weapon Focus 
  (falchion), Weapon Specialization (falchion).  
   
  Languages: Common, Orc 
    
  Possessions: Bracers of quickstrike, +1 falchion, +1 
  banded mail, +2 amulet of health, gauntlets of ogre 
  power, +2 vest of resistance weapon capsule retainer, 2 
  quickflame capsules, masterwork cold iron falchion, 
  masterwork silver falchion. 
   
  �Hargral Cutpurse: male half-orc rogue 4/fighter 4; 
  CR 8; Medium humanoid (half-orc); HD 4d6+16 plus 
  4d10+16; hp 68; Init +2; Spd 30 ft.; AC 19,  touch 13, 
  flat-footed 16; Base Atk +7; Grp +11; Atk +13 melee 
  (1d6+7, +1 sap); Full Atk +13/+8 melee (1d6+7, +1 sap)  
  or +11/+6 melee (1d6+7, +1 sap) and +11 melee (1d6+5, 
  +1 sap) ); SA sneak attack 2d6; SQ evasion, trapfinding,  
  trapsense +1, uncanny dodge; AL CN; SV Fort +10, Ref 
  +12, Will +7;  Str 18, Dex 16, Con 16, Int 8, Wis 12, Cha 
  6. 
   
  Skills and Feats: Decipher Script +4, Disguise +3,  
  Gather Information +3,  Jump +11, Listen +10, Search 
  +4,  Spot +7, Tumble +18;  Improved Toughness,  Iron 
  Will,  Lightning Reflexes, Two Weapon Fighting,  
  Weapon Focus (sap),  Weapon Specialization (sap). 
   
  Languages: Common, Orc. 
   
  Possessions: +1 sap (2), +2 mithril chain shirt, 
  gauntlets of ogre power, +2 amulet of health, +2 vest of 
  resistance, masterwork tool, boot soles (tumble), 
  weapon capsule retainer, 2 quickspark capsules. 
   
  Encounter 5: THE HARD WAY  
  �Remic and Aias: male drow monk 2/fighter 
  4/dervish 3/exotic weapon master 1; CR 11; Medium 
  humanoid (elf); HD 2d8+6 plus 4d10+12 plus 3d10+9 
  plus 1d10+3; hp 84; Init +3; Spd 35 ft.; AC 19,  touch 14, 
  flat-footed 16; Base Atk +9; Grp +18; Atk +16 melee 
  (1d8+11/15-20x1d4 +1 maiming elven thin blade,); Full 
  Atk +16/+11 melee (1d8+11/15-20x1d4 +1 maiming 
  elven thin blade,); SA dervish dance 2/day, flurry of 
  blows, slashing blades; SQ AC bonus, darkvision 120 ft., 
  drow traits, evasion, fast movement, light blindness, 
  movement mastery, spell resistance 22, umarmored AC 
  bonus, uncanny blow; AL NE; SV Fort +16, Reflex +14, 
  Will +11; Str 21, Dex 17, Con 16, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +5, 
  Diplomacy +7, Jump +9,  Listen +10,  Perform (Dance) 
  +12,  Sense Motive +10,  Spot +9, Tumble +19; Combat 
  Expertise,  Combat Reflexes,  Dodge,  Exotic Weapon 
  Proficiency, Improved Critical (elven thin blade),  
  Improved 
  Grapple, 
  Improved 
  Unarmed 
  Strike,  
  Mobility, Power Attack,  Spring Attack,  Weapon Focus 
  (elven thin blade).  
   
  Languages: Common, Drow Sign Language, Elven, 
  Orc, Undercommon. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times per 
  day. While in this dervish dance, she can take a full 
  attack action (for melee attacks only) and still move up 
  to her speed. However, the dervish must move a 
  minimum of 5 feet between each attack when using 
  this ability, and she cannot return to a square she just 
  exited (though she may return to that square later 
  during her full attack). The dervish is subject to attacks 
  of opportunity while dancing, but may tumble 
  normally as part of her move. A dervish prevented 
  from completing her move is also prevented from 
  finishing her full attack. 
   
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack and 
  damage rolls. This bonus is +1 at 1st level, and it 
  increases by and extra +1 at every odd-numbered level 
  thereafter. 
   
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (she may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). She 
  cannot perform a dervish dance in any armor heavier 
  than light or if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that involve 
  concentration or require her to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can also use the combat Expertise 
  feat while in a dance. A dervish cannot perform a 
  dervish dance while under the effect of a rage or frenzy 
  ability. 
   
  A dervish can perform a dervish dance only once 
  per encounter. A dervish dance lasts 1 round for every 
  two ranks of Perform (dance) that the character has. At 
  
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  the end of a dervish dance, the character becomes 
  fatigued for the duration of the encounter (unless she 
  is a 9th-level dervish, at which point this limitation no 
  longer applies). 
   
  Drow Traits: Immune to magical sleep; +2 bonus 
  against enchantment spells or effects, spells, and spell-
  like effects; +2 racial skill bonus (Search, Listen, Spot); 
  automatic Search check within 5 feet of a secret door. 
   
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by adverse 
  conditions. When making a Jump, Perform (dance), or 
  Tumble check, she may take 10 even if stress and 
  distraction would normally prevent her from doing so. 
   
  Uncanny Blow (Ex): When wielding a one-
  handed exotic melee weapon in two hands, the 
  character can focus the power of his attack so that he 
  deals damage equal to his Strength bonus x2 instead of 
  x1-½.  
   
  Spell-Like Abilities (Sp): 1/day—dancing lights, 
  darkness, faerie fire. 
   
  Possessions: +1 Maiming elven thin blade, +1 
  mithril chain shirt, +3 vest of resistance, +4 amulet of 
  health, +4 belt of giant strength, bracers of quickstrike, 
  +2 gloves of dexterity, boots of speed, cold iron elven 
  thin blade, masterwork tool (boot soles). 
   
  ENCOUNTER 9/10: WEST GATE or ROADSIDE 
  ASSISTANCE  
  �Captain Rhurdin: male orc ranger 1/fighter 
  4/marshal 2/eye of gruumsh 3; CR 8; Medium 
  humanoid (orc); HD 1d8+4 plus 4d10+16 plus 2d8+8 
  plus 3d12+12; hp 95; Init -1; Spd 20 ft.; AC 18, touch 9, 
  flat-footed 17; Base Atk +9; Grp +14; Atk +16 melee 
  (1d8+10/x3, +1 orc double axe); Full Atk +16/+11 melee 
  (1d8+10/x3, +1 orc double axe);  SA favored enemy 
  human +2, rage 1/day, swing blindly; SQ minor aura 
  (force of will), major aura +1 (resilient troops), 
  command the horde, light sensitivity, orc traits, ritual 
  scarring +1, wild empathy +2,; AL NE; SV Fort +18, Ref 
  +6, Will +12 ; Str 20, Dex 8, Con 18, Int 10, Wis 10, Cha 
  14.  
  Skills and Feats: Knowledge (geography) +3, 
  Knowledge (nature) +3, Search +14, Sense Motive +9, 
  Survival +8, Use Rope +3; Blind-fight, Endurance., 
  Exotic Weapon Proficiency (orc double axe), Power 
  Attack, Reckless Rage Skill Focus (Diplomacy), 
  Steadfast Determination, Track, Weapon Focus (orc 
  double axe), Weapon Specialization (orc double axe). 
  Languages: Common, Orc. Minor Aura (Ex): A 
  minor aura lets allies add the marshal’s Charisma bonus 
  (if any) to certain rolls.  
   
  Force of Will: Bonus on Will saves.  
   
  Major Aura (Ex): Beginning at 2nd-level a 
  marshal can project a major aura in addition to his 
  minor aura. A major aura lets allies add +1 to certain 
  rolls.  
   
  Resilient Troops: +1 to all saves.  
   
  Command the Horde (Ex): An eye of Gruumsh 
  can direct the actions of any non-good orcs or half-orcs 
  within 30 feet of him and whose Hit Dice are lower 
  than his character level. Those who follow the 
  character’s orders gain a +2 morale bonus on Will saves. 
  Any eligible orc or half-orc that willingly goes against 
  the eye of Gruumsh’s directions loses this bonus 
  immediately.  
   
  Swing Blindly (Ex): An eye of Gruumsh’s rage 
  becomes more powerful when he reaches second level, 
  but at the cost of lowered defenses. The character adds 
  an extra +4 Strength while in a rage, but his armor class 
  penalty goes from –2 to –4.  
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1/+0 orc double axe, masterwork full 
  plate, lens of detection, toothed comb (masterwork 
  Search tool), +3 vest of resistance, +4 belt of giant 
  strength, +2 cloak of charisma, +2 amulet of health, ring 
  of counterspells (calm emotions), boots of speed. 
   
  Raging: hp 125; AC 11; Atk +21 melee (1d8+18, +1 
  orc double axe);  Full Atk +21/+16 melee (1d8+18, +1 
  orc double axe);  ; Fort +21, Will +14. 
   
  �Harri’sch and Tantr’ak: male orc barbarian 
  1/fighter 4/master thrower 5; CR 10; Medium 
  humanoid (orc); HD 1d12+3 plus 4d10+12 plus 5d8+15; 
  hp 81; Init -1; Spd 40 ft.; AC 13, touch 9, flat-footed 13; 
  Base Atk +10; Grp +18; Atk +15 melee (1d6+10/19-20 
  x3, javelin),+19 ranged (1d6+10/19-20x3, javelin); Full 
  Atk 
  +15/+11 
  melee 
  (1d6+10/19-20x3, 
  javelin);  
  or+17/+17/+12 ranged (1d6+10/19-20x3, javelin); SA 
  critical throw, rage 1/day, thrown weapon trick 
  (deadeye shot, defensive throw, trip shot); SQ evasion, 
  (); AL NE; SV Fort +10, Ref +7, Will +5; Str 27, Dex 8, 
  Con 16, Int 10, Wis 11, Cha 8.  
  Skills and Feats: Concentration +14, Search +11, Sleight 
  of Hand +3, Survival +6; Brutal Throw, Improved 
  Critical,Point Blank Shot,Power Attack, Precise Shot, 
  Quick Draw,Rapid Shot, Snatch Arrows,Weapon Focus 
  (Javelin),Weapon Specialization (Javelin). 
   
  Languages: Common, Orc 
   
  Critical Throw (Ex): At 5th level, a master 
  thrower gains the Improved Critical feat for any 
  thrown weapon for which she has weapon focus. 
   
  Deadeye Shot (Ex): The critical multiplier for any 
  specific type of thrown weapon increases by one (for 
  example, a hand axe has a critical multiplier of x4 
  instead of x3) when this ability is used. The benefit of 
  this ability does not stack with any effect that increases 
  critical multipliers. 
  
  COR6-20 Shades of Gray 
   
  Page 37 
   
  Defensive Throw (Ex): If a master thrower with 
  this ability succeeds on a Concentration check (DC 10 
  + number of threatening foes) before attempting to 
  attack with a thrown weapon while in a threatened 
  square, her thrown weapons don’t provoke attacks of 
  opportunity for 1 round. If the check fails, her 
  opponents get attacks of opportunity as normal when 
  she makes her attacks.  
   
  Trip Shot (Ex): A master thrower with this ability 
  may use a thrown weapon to make a trip attempt 
  against an opponent more than 5 feet away. The 
  character makes a normal attack against the opponent 
  with a thrown weapon. If the attack succeeds, in 
  addition to doing normal damage, the master thrower 
  makes a Dexterity check with a +4 bonus opposed by 
  the opponent’s Dexterity of Strength check (whichever 
  is better). Other modifiers may apply on this opposed 
  check (see page 158 of the PHB). If the master thrower 
  wins the opposed check, the opponent is tripped. The 
  benefit of this ability does not stack with the benefit of 
  the Improved Trip feat. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  2 
  masterwork javelins, 42 javelins, fine toothed comb 
  (masterwork Search tool), lens of detection, +3 vest of 
  resistance, +6 belt of giant strength, +2 amulet of 
  health, 2 quivers of ehlonna, ring of counterspells 
  (calm emotions), boots of speed; 
    
  Raging: hp 95; AC 11; Atk +17 melee (1d6+12/19-
  20 x3, javelin),+21 ranged (1d6+12/19-20x3, javelin); 
  Full Atk +17/+13 melee (1d6+12/19-20x3, javelin);  
  or+19/+19/+14 ranged (1d6+12/19-20x3, javelin);  ; Fort 
  +12, Will +7. 
   
   
  
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  APL 12 
  ENCOUNTER 1: A Rap Rap 
  Rapping At My Chamber 
  Door  
  �Grak: male half-orc fighter 8/barbarian 2; CR 10; 
  Medium humanoid (orc); HD 8d10+32 plus 2d12+7; 96 
  hp; Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; 
  Base Atk +10; Grp +16; Atk +19 melee (2d4+12/15-20, 
  +1 falchion);  Full Atk +19/+14/+9 melee (2d4+12/15-
  20, +1 falchion);  SQ rage 1/day (ex), uncanny dodge 
  (ex); AL CE; SV Fort +14, Reflex +5, Will +7;  Str 23, 
  Dex 13, Con 16, Int 8, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +8; Cleave,  Greater 
  Weapon Focus (Falchion),  Improved Critical 
  (Falchion),  Improved Toughness,  Iron Will,  Power 
  Attack,  Quick Draw,  Weapon Focus (Falchion),  
  Weapon Specialization (Falchion).  
    
  Languages: Common, Orc. 
   
  Possessions: Bracers of quickstrike, +1 falchion, +1 
  banded mail, +2 amulet of health, +4 belt of giant 
  strength, +2 vest of resistance, weapon capsule retainer, 
  2 quickflame capsules, masterwork cold iron falchion, 
  masterwork silver falchion 
     
  Raging: hp 118; AC 16; Atk +21 melee 
  (2d4+15/15-20, +1 falchion);  Full Atk +21/+16/+11 
  melee (2d4+15/15-20, +1 falchion); ;Fort +16, Will +9. 
   
  �Hargral Cutpurse: male half-orc rogue 5/fighter 
  4/barbarian 1; CR 10; Medium humanoid (orc); HD 
  5d6+20 plus 4d10+16 plus 1d12+4; 86 hp; Init +2; Spd 
  40 ft.; AC 19, touch 13, flat-footed 16; Base Atk +8; Grp 
  +11; Atk +14 melee (1d6+7/19-20, +1 sap); Full Atk 
  +14/+9 melee (1d6+7/19-20, +1 sap);  or +12/+7 melee 
  (1d6+7/19-20, +1 sap) and +12 melee (1d6+5/19-20, +1 
  sap); SA sneak attack 3d6; SQ trapfinding, evasion, 
  trapsense +1, uncanny dodge; AL CN; SV Fort +12, 
  Reflex +11, Will +7; Str 18, Dex 16, Con 16, Int 8, Wis 
  12, Cha 6. 
   
  Skills and Feats: Decipher Script +4,  Gather 
  Information +5,  Jump +11, Listen +13,  Search +4, Spot 
  +10,  Tumble +20;  Improved Critical (Sap),  Improved 
  Toughness,  Iron Will,  Lightning Reflexes,  Two 
  Weapon Fighting,  Weapon Focus (Sap),  Weapon 
  Specialization (Sap).   Languages: Common, Orc 
    
  Possessions: +1 sap (2), +2 mithril chain shirt, 
  gauntlets of ogre power, +2 amulet of health, +2 vest of 
  resistance, boots of speed, masterwork tool, boot soles 
  (tumble), weapon capsule retainer, 2 quickspark 
  capsules. 
   
  Raging: hp 106; AC 17; Atk +16 melee (1d6+9/19-
  20, +1 sap); Full Atk +16/+11 melee (1d6+9/19-20, +1 
  sap);  or +14/+9 melee (1d6+9/19-20, +1 sap) and +14 
  melee (1d6+6/19-20, +1 sap) ; Fort +10, Will +9. 
   
  Encounter 5: The Hard Way  
  �Remic and Aias: male drow monk 2/fighter 
  4/Dervish 4/Exotic Weapon Master1/ Duskblade 1; 
  CR 13; Medium Humanoid; HD 2d8+6 plus 4d10+12 
  plus 3d10+9 plus 2d10+6 1d8+3; 100 hp; Init +7; Spd 35 
  ft.; AC 19,  touch 16, flat-footed 16; Base Atk +11; Grp 
  +18; Atk +20 melee (1d8+15/15-20x1d4 +1 maiming 
  elven thin blade,); Full Atk +20/+15/+10 melee 
  (1d8+15/15-20x1d4 +1 maiming elven thin blade,); SA 
  dervish dance 2/day; SA dance of death, flurry of 
  blows, slashing blades, uncanny blow; SQ AC bonus, 
  arcane attunement, armored mage (light), darkvision 
  120 ft., drow traits, evasion, light blindness, movement 
  mastery, SR 24, umarmored AC bonus; AL NE; Saves 
  Fort +19, Reflex +15, Will +14;  Str 24, Dex 17, Con 16, 
  Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (waponsmithing) +5, 
  Diplomacy +5,  Jump +9,  Listen +12,  Perform (Dance) 
  +14,  Sense Motive +10, Spot +9, Tumble +25 Combat 
  Expertise,  Combat Reflexes,  Dodge,  Exotic Weapon 
  Proficiency, Improved Critical (Elven Thin Blade), 
  Improved Grapple,  Improved Initiative,  Improved 
  Unarmed Strike,  Mobility,  Power Attack,  Spring 
  Attack,  Weapon Focus (Elven Thin Blade).   
   
  Languages: Common, drow sign language, Elven, 
  Orc, Undercommon. 
   
  Dervish Dance (Ex): A dervish can become a 
  whirling dancer of death a certain number of times per 
  day. While in this dervish dance, she can take a full 
  attack action (for melee attacks only) and still move up 
  to her speed. However, the dervish must move a 
  minimum of 5 feet between each attack when using 
  this ability, and she cannot return to a square she just 
  exited (though she may return to that square later 
  during her full attack). The dervish is subject to attacks 
  of opportunity while dancing, but may tumble 
  normally as part of her move. A dervish prevented 
  from completing her move is also prevented from 
  finishing her full attack. 
   
  If a dervish wields a slashing weapon while in a 
  dervish dance, she gains a bonus on her attack and 
  damage rolls. This bonus is +1 at 1st level, and it 
  increases by and extra +1 at every odd-numbered level 
  thereafter. 
   
  A dervish may only perform a dervish dance while 
  wielding a slashing weapon (she may use a double 
  weapon, or multiple weapons, only if both ends of the 
  weapon or all weapons are of the slashing type). She 
  
  COR6-20 Shades of Gray 
   
  Page 39 
  cannot perform a dervish dance in any armor heavier 
  than light or if she is using a shield. While dancing, a 
  dervish cannot use skills or abilities that involve 
  concentration or require her to remain still, such as 
  Move Silently, Hide, or Search. A dervish with the 
  bardic music ability can, however, sing while she 
  dances, and a dervish can also use the combat Expertise 
  feat while in a dance. A dervish cannot perform a 
  dervish dance while under the effect of a rage or frenzy 
  ability. 
   
  A dervish can perform a dervish dance only once 
  per encounter. A dervish dance lasts 1 round for every 
  two ranks of Perform (dance) that the character has. At 
  the end of a dervish dance, the character becomes 
  fatigued for the duration of the encounter (unless she 
  is a 9th-level dervish, at which point this limitation no 
  longer applies). 
   
  Dance of Death: At 4th level, a dervish gains the 
  use of the Cleave feats while performing a dervish 
  dance, even if she does not meet the prerequisites for 
  the feat. She does not have to move 5 feet before 
  making the extra attack granted by this ability. 
   
  Uncanny Blow (Ex): When wielding a one-
  handed exotic melee weapon in two hands, the 
  character can focus the power of his attack so that he 
  deals damage equal to his Strength bonus x2 instead of 
  x1-½.  
   
  Arcane Attunement (Sp): You can use the spell-
  like powers dancing lights, detect magic, flare, ghost 
  sound, and read magic a combined total of 5 times per 
  day. These spell like powers do not count against your 
  total of spells known or spells per day.  
   
  Armored mage (light) (Ex): Normally, armor of 
  any type interferes with an arcane spellcaster’s 
  gestures, which can cause spells to fail if those spells 
  have a somatic component. A duskblade’s limited focus 
  and specialized training, however, allows you to avoid 
  arcane spell failure so long as you stick to light armor 
  and shields. This training does not extend to medium 
  or heavy armors, nor does it apply to spells gained from 
  a different spellcasting class. 
   
  Drow Traits: Immune to magical sleep; +2 bonus 
  against enchantment spells or effects, spells, and spell-
  like effects; +2 racial skill bonus (Search, Listen, Spot); 
  automatic Search check within 5 feet of a secret door. 
   
  Movement Mastery (Ex): A dervish is so certain 
  of her movements that she is unaffected by adverse 
  conditions. When making a Jump, Perform (dance), or 
  Tumble check, she may take 10 even if stress and 
  distraction would normally prevent her from doing so.
   
   
    
  Duskblade Spells Known (3/3; base DC = 12 + 
  spell level): 0—acid splash, disrupt undead, ray of frost, 
  touch of fatigue; 1st—blade of blood, stand.  
     
  Possessions: +1 Maiming elven thin blade, +1 
  mithril chain shirt, +4 vest of resistance, +4 amulet of 
  health, +6 belt of giant strength, armbands of might, +2 
  gloves of dexterity, boots of speed, cold iron elven thin 
  blade, masterwork tool (boot soles). 
   
  ENCOUNTER 9/10: WEST GATE or ROADSIDE 
  ASSISTANCE  
  �Captain Rhurdin: male orc ranger 1/fighter 
  6/marshal 2/eye of gruumsh 3; CR 12; Medium 
  humanoid (orc); HD 1d8+6 plus 6d10+36 plus 2d8+12 
  plus 3d12+18; hp 138; Init +3; Spd 20 ft.; AC 18, touch 
  9, flat-footed 17; Base Atk +11; Grp +16; Atk +19 melee 
  (1d8+11/x3, +2 orc double axe);  Full Atk +19/+14/+9 
  melee (1d8+11/x3, +2 orc double axe);  SQ favored 
  enemy humanoid (human) +2, wild empathy +2 (Ex), 
  minor aura (force of will), major aura +1 (resilient 
  troops), rage (Ex) 1/day, command the horde (Ex), 
  swing blindly (Ex), ritual scarring +1 (Ex); AL NE; SV 
  Fort +19, Ref +7, Will +13 ; Str 20, Dex 8, Con 20, Int 10, 
  Wis 10, Cha 15.  
  Skills and Feats: Knowledge (geography) +3, 
  Knowledge (nature) +3, Search +14 , Sense Motive +9 , 
  Survival +10 Use Rope +3; Blind-fight (Ex), 
  Endurance..Exotic Weapon Proficiency (Orc Double 
  Axe), , Improved Initiative,  Improved Toughness,  
  Power Attack,  Reckless Rage Skill Focus (Diplomacy), 
  Steadfast Determination, Track,  Weapon Focus (Orc 
  Double Axe), Weapon Specialization (Orc Double Axe). 
       Languages: Common, Orc 
   
  Minor Aura (Ex): A minor aura lets allies add the 
  marshal’s Charisma bonus (if any) to certain rolls.  
   
  Force of Will: Bonus on Will saves.  
   
  Major Aura (Ex): Beginning at 2nd level a 
  marshal can project a major aura in addition to his 
  minor aura. A major aura lets allies add +1 to certain 
  rolls.  
   
  Resilient Troops: +1 to all saves.  
    
  Command the Horde (Ex): An eye of Gruumsh 
  can direct the actions of any non-good orcs or half-orcs 
  within 30 feet of him and whose Hit Dice are lower 
  than his character level. Those who follow the 
  character’s orders gain a +2 morale bonus on Will saves. 
  Any eligible orc or half-orc that willingly goes against 
  the eye of Gruumsh’s directions loses this bonus 
  immediately.  
   
  Swing Blindly (Ex): An eye of Gruumsh’s rage 
  becomes more powerful when he reaches second level, 
  but at the cost of lowered defenses. The character adds 
  an extra +4 Strength while in a rage, but his armor class 
  penalty goes from –2 to –4. 
   
  Possessions: +2/+0 orc double axe, masterwork full 
  plate, lens of detection, toothed comb (masterwork 
  Search tool), +3 vest of resistance, +4 belt of giant 
  
  COR6-20 Shades of Gray 
   
  Page 40 
  strength, +2 cloak of charisma, +4 amulet of health, ring 
  of counterspells (calm emotions), boots of speed. 
   
  Raging: hp 173; AC 11; Atk +24 melee (1d8+19/x3, 
  +2 orc double axe);  Full Atk +24/+19/+14 melee 
  (1d8+19/x3, +2 orc double axe); ; Fort +22, Will +15; 
   
  �Harri’sch and Tantr’ak: male orc barbarian 
  1/fighter 6/master thrower 5; CR 12; Medium 
  humanoid (orc); HD 1d12+4 plus 6d10+24 plus 5d8+20; 
  hp 110; Init -1; Spd 40 ft.; AC 13, touch 9, flat-footed 13; 
  Base Atk +12; Grp +20; Atk +18 melee (1d6+11/19-20x3, 
  javelin)  or+22 ranged (1d6+11/19-20x3, javelin) ; Full 
  Atk +18/+13/+8 melee (1d6+11/19-20x3, javelin) or 
  +20/+20/+15/+10 ranged (1d6+11/19-20x3, javelin) ; SA 
  critical throw, rage 1/day, thrown weapon trick 
  (deadeye shot, defensive throw, trip shot); SQ evasion, 
  thrown weapon trick, thrown weapon trick; AL NE; SV 
  Fort +11, Ref +8, Will +6; Str 28, Dex 8, Con 18, Int 10, 
  Wis 11, Cha 8.  
  Skills and Feats: Concentration +15, Search +11, Sleight 
  of Hand +3, Survival +8; Brutal Throw, Far Shot, 
  Improved Critical,Point Blank Shot,Power Attack, 
  Power Throw, Precise Shot, Quick Draw,Rapid Shot, 
  Snatch Arrows,Weapon Focus (Javelin),Weapon 
  Specialization (Javelin). 
   
  Languages: Common, Orc 
   
  Critical Throw (Ex): At 5th level, a master 
  thrower gains the Improved Critical feat for any 
  thrown weapon for which she has weapon focus.  
   
  Deadeye Shot (Ex): The critical multiplier for any 
  specific type of thrown weapon increases by one (for 
  example, a hand axe has a critical multiplier of x4 
  instead of x3) when this ability is used. The benefit of 
  this ability does not stack with any effect that increases 
  critical multipliers. 
   
  Defensive Throw (Ex): If a master thrower with 
  this ability succeeds on a Concentration check (DC 10 
  + number of threatening foes) before attempting to 
  attack with a thrown weapon while in a threatened 
  square, her thrown weapons don’t provoke attacks of 
  opportunity for 1 round. If the check fails, her 
  opponents get attacks of opportunity as normal when 
  she makes her attacks.  
   
  Trip Shot (Ex): A master thrower with this ability 
  may use a thrown weapon to make a trip attempt 
  against an opponent more than 5 feet away. The 
  character makes a normal attack against the opponent 
  with a thrown weapon. If the attack succeeds, in 
  addition to doing normal damage, the master thrower 
  makes a Dexterity check with a +4 bonus opposed by 
  the opponent’s Dexterity of Strength check (whichever 
  is better). Other modifiers may apply on this opposed 
  check (see page 158 of the PHB). If the master thrower 
  wins the opposed check, the opponent is tripped. The 
  benefit of this ability does not stack with the benefit of 
  the Improved Trip feat. Possessions: Masterwork chain 
  shirt, 2 masterwork javelins, 42 javelins, fine toothed 
  comb (masterwork Search tool), lens of detection, +3 
  vest of resistance, +6 belt of giant strength, +4 amulet of 
  health, 2 quivers of ehlonna, ring of counterspells 
  (calm emotions), boots of speed; 
   
  Raging: hp 134; AC 11; Atk +20 melee 
  (1d6+13/19-20x3, javelin)  or+24 ranged (1d6+13/19-
  20x3, 
  javelin) 
  ; 
  Full 
  Atk +20/+15/+10 melee 
  (1d6+13/19-20x3, javelin) or +22/+22/+17/+12 ranged 
  (1d6+13/19-20x3, javelin) ; Fort +12, Will +7; Str 32, 
  Con 22. 
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  COR6-20 Shades of Gray 
   
  Page 41 
  APPENDIX 2  
   
   
  What happens if the characters enter 
  room 2 during this round: 
  What happens if the characters don’t enter room 
  2 during this round: 
  Round 1 
  The merchant Feran’s second guard is still 
  on his feet but at 4 hit points. He won’t 
  help the PCs in combat, but he will 
  prevent the orcs from getting to the 
  merchant during the battle 
  The merchant’s second guard is reduced to 0 hit 
  points 
  Round 2 
  The merchant Feran’s second guard is still 
  on his feet but at 0 hit points. He won’t 
  help the PCs in combat, but he will 
  prevent the orcs from getting to the 
  merchant during the battle 
  The merchant’s second guard will be reduced to -
  7 hit points and begins to bleed out 
  Round 3 
  The merchant Feran has yet to be harmed 
  but he has been cornered by the two Orcs 
  The merchant is soundly thumped and reduced 
  to one quarter hit points 
  Round 4 
  The merchant Feran is still alive, 
  managing 
  to 
  keep 
  himself 
  alive…improbably 
  The merchant is struck down and killed 
  Round 5 
  The orcs are caught rummaging through 
  the merchants pockets, robbing him 
  The merchant’s guard bleeds out to -10 
   
   
   
   
   
   
   
   
  
  COR6-20 Shades of Gray 
   
  Page 42 
   
  NEW RULES ITEMS 
  Blade of Blood 
  Player’s Handbook II 
  [Necromancy] 
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 
  1, sorcerer/wizard 1 
  Components: V/S 
  Casting time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level or until discharged 
  Saving throw: None 
  Spell Resistance: No 
   
  Red blood erupts along the weapon’s blade, 
  bludgeon, or point. The blood drips to spatter in 
  thick, viscous drops upon the ground. 
   
  This spell infuses the weapon touched with 
  baleful energy. The next time this weapon strikes a 
  living creature, blade of blood discharges. The 
  spell deals an extra 1d6 points of damage against 
  the next target of the attack. You can voluntarily 
  take 5 points of damage to deal an extra 2d6 of 
  damage (for a total of 3d6 points of extra damage). 
   The weapon loses this property if its wielder 
  drops it or otherwise loses contact with it.  
   
  Stand 
  Player’s Handbook II 
  [Conjuration (Teleportation)] 
  Level: Duskblade 1, sorcerer/wizard 1 
  Components: V/S 
  Casting time: 1 immediate action 
  Range: Close (25 ft +5 ft/2 levels) 
  Target: One willing prone creature 
  Duration: Instantaneous 
  Saving throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a swift upward gesture of your arms and a 
  single clarion command (“Stand!”), you enable the 
  prone creature to safely rise to its feet. 
   
  The subject creature immediately stands, without 
  provoking an attack of opportunity. 
   
  Feats 
  Steadfast Determination [General] as presented in 
  Player’s Handbook II 
   
  Your physical durability allows you to shrug off 
  attacks that would cripple a lesser person. Rather 
  than depend on agility or willpower you use your 
  raw toughness to survive. 
   
  Prerequisites: Endurance 
   
  Benefit: You can use your Constitution 
  modifier in place of your Wisdom modifier on 
  Will saves. 
     You do not automatically fail Fortitude saves on a 
  roll of a natural 1. 
   
   
  Brutal Throw [General] as presented in Complete 
  Adventurer 
  You have learned to hurl weapons to deadly effect. 
   
  Benefit: You can add your Strength modifier 
  (instead of your Dexterity modifier) to attack rolls 
  with thrown weapons. 
   
  Normal: A character attacking with ranged 
  weapons adds his Dexterity modifier to the attack 
  roll. 
   
  Special: A fighter may select Brutal Throw as 
  one of his fighter bonus feats. 
   
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points 
  equal to your current Hit Dice. Each time you gain 
  a HD (such as by gaining a level), you gain 1 
  additional hit point. If you lose a HD (such as by 
  losing a level), you lose 1 hit point permanently. 
   
  Special: A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
   
  Power Throw [General] as presented in Complete 
  Adventurer 
  You have learned to hurl weapons to deadly effect. 
     
  Prerequisites: Str 13, Brutal Throw, Power 
  Attack 
     
  Benefit: On your turn, before making any 
  attack rolls, you can choose to subtract a number 
  from all thrown weapon attack rolls and add the 
  same number to all thrown weapon damage rolls. 
  This number may not exceed your base attack 
  bonus. The penalty on your attack rolls and the 
  bonus on your damage rolls applies until your next 
  turn. 
     
  Special: A fighter may select Power Throw as 
  one of his fighter bonus feats. 
  
  COR6-20 Shades of Gray 
   
  Page 43 
   
  Reckless Rage [General] as presented in Races of 
  Stone 
  You are considered extreme even among other 
  barbaric warriors, and you can enter a deeper state 
  of rage than others. 
   
  Prerequisites: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage 
  ability, you take an additional –2 penalty to your 
  armor class, but you gain an additional +2 bonus to 
  Strength and Constitution. These bonuses and 
  penalties stack with the effects of rage, greater 
  rage, and mighty rage. 
   
  Steadfast Determination [General] as presented in 
  Player’s Handbook II 
  Your physical durability allows you to shrug off 
  attacks that would cripple a lesser person. Rather 
  than depend on agility or willpower you use your 
  raw toughness to survive. 
     
  Prerequisites: Endurance 
     
  Benefit: You can use your Constitution 
  modifier in place of your Wisdom modifier on 
  Will saves. You do not automatically fail Fortitude 
  saves on a roll of a natural 1. 
   
   
   
   
   
   
   
   
   
  
  COR6-20 Shades of Gray 
   
  Page 44 
  DM MAPS 
   
   
  
  COR6-20 Shades of Gray 
   
  Page 45 
  
  COR6-20 Shades of Gray 
   
  Page 46 
  
  COR6-20 Shades of Gray 
   
  Page 47 
   
  PLAYERS’ HANDOUT 1 
   
  Frie   nds,  
   
  I must first apologize for   my elaborate precautions,  
   
  But in the current clim   ate here in my homeland  
   
  You cannot b     e too careful.  
   
  We will me    et after dark  
   
  But no     sooner. 
   
  That will make it easier     for all of us to “blend in.” 
   
  The location of our meeting     will be the Jaarlsgard tavern. 
   
  You will need not be on the     lookout for me as I will know you.  
   
  Even if the      reverse is untrue.  
   
  Take a     table 
   
  In the    centre. 
   
  Better to hide    in plain sight.  
   
  Tread carefully in the city. Many     enemies, both known and not 
   
  Dwell    within. 
   
  I have    what  
   
  You    need.  
   
  We shall   meet soon. 
   
  Be   safe, 
   
   
         Helic 
   
   
   
   
   
   
   
   
  
  COR6-20 Shades of Gray 
   
  Page 48 
  PLAYERS’ HANDOUT 2 
   
  Frie   nds,  
   
  I must first apologize for   my elaborate precautions,  
   
  But in the current clim   ate here in my homeland  
   
  You cannot b     e too careful.  
   
  We will me    et after dark  
   
  But no     sooner. 
   
  That will make it easier     for all of us to “blend in.” 
   
  The location of our meeting     will be the Jaarlsgard tavern. 
   
  You will need not be on the     lookout for me as I will know you.  
   
  Even if the      reverse is untrue.  
   
  Take a     table 
   
  In the    centre. 
   
  Better to hide    in plain sight.  
   
  Tread carefully in the city. Many     enemies, both known and not 
   
  Dwell    within. 
   
  I have    what  
   
  You    need.  
   
  We shall   meet soon. 
   
  Be   safe, 
   
   
         Helic 
   
  
  COR6-20 Shades of Gray 
   
  Page 49 
  PLAYER’S HANDOUT 3 
   
     
   
  Dear friends, 
   
      It is my sad duty to inform you that Feran Palantas is dead. 
   
      He was brutally slain in another kidnapping attempt no more than a day ago. He did not go quietly, 
  however. He lingered for some time…in agony.  
   
      You intervened in the emperor’s previous attempt on Feran’s life and he does not like to fail twice.  
   
      Nor does he like being betrayed. 
    
      Do not cross him again. 
   
   
   
   
    Harald, servant of the Emperor 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  COR6-20 Shades of Gray 
   
  Page 50 
  PLAYER’S HANDOUT 4 
   
  Dear friends, 
   
      It is my sad duty to inform you that Feran Palantas is dead. 
   
      He was brutally slain in another kidnapping attempt no more than a day ago. He did not go quietly, 
  however. He lingered for some time…in agony. 
   
      We may be weak and without influence…but we are not without guile.  
    
      This is the fate of traitors. Mark it well. 
   
   
   
   
    Harald, loyal servant of the underground. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR6-20 Shades of Gray (3E).pdf