TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  TSS3-07 
   
   
   
   
   
   
   
   
  The Lance of Osson 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Splintered Sun Adventure 
  Version 1.0 
   
   
  by Andy Macphee, Jeny Macphee and Stuart Kerrigan  
  Based on a synopsis by Stuart Kerrigan  
  Additional Material: Paul Bendall, Pieter Sleijpen, Frank Rotters, Creighton Broadhurst 
  Circle Reviewer: Creighton Broadhurst 
  Maps: François Uldry 
   
   
   
  An item of power once wielded by Commondant Osson of Almor surfaces. It is sought by many, but will you find it? 
  Your decisions may shake the very foundations of the lands of Old Aerdy. An adventure for APLs 2-10. 
   
   
   
  
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is 
  spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Website, and then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Osson’s Lance 
   
  Page 2 
  
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a DC 10 Handle 
  Animal or Charisma check. Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Meta-regional adventure, set 
  in the Splintered Sun. Characters native to the Splintered 
  Sun pay one Time Unit per round, all others pay two 
  Time Units per round. Adventurer’s Standard Upkeep 
  costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per 
  Time Unit. Luxury Upkeep costs 100 gp per Time Unit. 
   
  Travel In The  
  United Kingdom Of Ahlissa 
  Several 593 CY Splintered Sun meta-regional modules 
  bestow favours or disfavours on participating PCs, which 
  can help or hinder travel through the United Kingdom 
  of Ahlissa. For the DM’s convenience these are replicated 
  below. 
   
  Free Travel Throughout the Kingdom of Ahlissa. The 
  bearer of this document is entitled to travel freely 
  throughout the Kingdom of Ahlissa without molestation. 
  It is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the 
  authorities are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection 
  with the slaying of several Ahlissan soldiers. This status is 
  in effect in all parts of Ahlissa including the occupied 
  portions of Medegia and the Principalities of Naerie and 
  Innspa but not in the Adri Forest. PCs instantly lose any 
  travel privileges within Ahlissa including the Free Travel 
  Throughout the Kingdom of Ahlissa. At the beginning of 
  a session taking place in Ahlissa the DM should make a 
  secret d20 roll. On a 1 or 2 (a DC 20 Disguise check 
  reduces this to 1) the PC will be captured and must pay 
  total bribes of 100 gp x APL at which the scenario was 
  played to prevent their execution. One favour with a high 
  ranked Ahlissan NPC or powerful organization might be 
  spent instead of the bribes.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Once this bribe is paid, score through this entry. The 
  PC is free to continue the adventure in which he was 
  caught. 
   
  Bounty of Ahlissa: As a demonstration of goodwill and 
  of the rich bounty that friendship with Ahlissa has to 
  offer 
  to 
  Onnwal, 
  Lord 
  Tyrhyiann 
  Lhandraest, 
  Ambassador From the Royal Court of the United 
  Kingdom of Ahlissa to the Free State of Onnwal, can 
  offer access to ONE of the following items:  
  Osson’s Lance 
   
  Page 3 
  
   
   Any item from the Players' Handbook, table 7-10.  
   
   Any +2 weapon or armour of a type listed in the 
  Player's Handbook.  
   Any potion in the DUNGEON MASTER'S Guide table 
  8-18  
   
  Any scroll in the DUNGEON MASTER'S GUIDE 
  tables 8-24 and 8-25 valued at 1,000 gp or under.  
   
   Any wondrous item in theDUNGEON MASTER'S 
  GUIDE on table 8-28 valued at 2,000 gp or under except: 
  bag of tricks, bead of karma, gloves of storing and 
  heward's handy haversack.  
   
   The terms of this agreement with Ahlissa are 
  presented opposite.  
   
  PCs must still pay the full gold piece price listed in 
  the relevant rulebook to obtain these items. Items must 
  be purchased during the event and may NOT be 
  purchased at any point afterwards.   
   
  This offer does NOT extend to upgrades to existing 
  magical items.  
   
   All items will be supplied bearing the heraldic arms 
  of the United Kingdom of Ahlissa embossed or engraved 
  somewhere upon them.   
   
  PCs spending more than 1,000 gp will be expected to 
  return the great favour that by Lord Tyhrrian has 
  bestowed upon them, at a time of his choosing. 
   
  Note: This favour allows access to powerful magical 
  items that only a kingdom as rich as the United Kingdom 
  of Ahlissa offers. However if in the course of scenarios 
  such as this the PCs spurn their previous allegiances to 
  the Ahlissans or betray them they lose this item. It is 
  assumed to be stolen at some point when the PC first 
  leaves it unattended. 
   
  Adventure Background 
  The Greyhawk Wars saw two nations removed from the 
  map of the Flanaess – the Prelacy of Almor and the See of 
  Medegia. Both were trampled into oblivion under the 
  heel of the fiend-seeing Naelax Overking, Ivid V. 
   
  Osson - A Tragic Hero? 
  When Ivid mobilised his forces to reclaim the rebellious 
  Iron League lands to his west Almor would be where the 
  first , and that the Nyrondese would not mobilise in time 
  to save them. Thus Commandant Osson, a Heironean 
  cavalry officer appointed by Kevont to lead the Almorian 
  armies, vowed to fight on Aerdy soil. 
   
  Osson first struck through the Thelly Forest, 
  through Ahlissa with speed and surprise. The land fell 
  quickly into disarray. The peasants, long oppressed by 
  their Herzog, welcomed the Almorian forces. Aerdi 
  armies marched to engage the intruders, but before 
  either force could catch him, Osson proceeded to the 
  Rieuwood. At the Battle of Rieuwood, Osson decimated 
  the 
  Glorioles 
  Army 
  and 
  liberated 
  Sunndi. 
  An 
  unsuccessful siege at Nulbish allowed the Aerdi Army to 
  block retreat to Almor. After debating his option Rauxes 
  marched on the See of Medegia, hoping to distract the 
  Aerdi and that ships of the Lordship of the Isles, 
  members of the Iron League, could provide an escape to 
  the Almorian cavalry. 
   
  Osson of Chathold invaded Medegia in late 583 CY. 
  Ivid refused to come to the aid of the beleaguered 
  population of Medegia, for the High Censor of Medegia 
  had previously denied the Overking troops. Ivid’s 
  response to Censor Spisada’s personal request for troops 
  was to put the Hextorite to the Endless Death. 
   
  Osson remained in Medegia during winter of 583-
  584 CY, but the population did not rise up against the 
  Overking. Worse – the Lordship of the Isles fell to the 
  Scarlet Brotherhood and offered no escape. Most of 
  Osson’s force was lost in Coldeven 584 CY, at the Battle 
  of the Great Confluence as Osson tried to desperately 
  break through the encircling forces of the Overking. 
  Osson himself was lost in the fighting, and his fate 
  remains unknown. 
   
  Ivid took his revenge upon the rebellious See of 
  Medegia. His fiendis and humanoids rampaged across 
  the land without mercy. Chaos has ruled in Medegia ever 
  since. 
   
  As for Almor, a footnote in this particular tale – it 
  perished shortly afterwards in the Day of Dust. 
  Provisioned for a conventional siege, the despairing 
  Prelate gripped the Banner of Almor that Osson had 
  dropped in the reatreat, and was not prepared for the 
  barrage of magicks and fiends that levelled his city and 
  ultimately his nation under General Szeffrin. 
   
  Medegia Today 
  Medegia still has no respite from warfare. Both the 
  United Kingdom of Ahlissa and the Solnor Compact (an 
  alliance between the territories of Rel Astra, Ountsy and 
  Roland) claim it, and in the constant skirmishing only 
  the south eastern corner remains unclaimed. The largest 
  of these holdings is Montesser – what may be the first 
  civilised orc settlement on the surface of the Oerth, 
  comprised of euroz deserters from Ivid’s army. Montesser 
  is ruled by a priestess of Luthic named Shauntru who 
  brought with her many treasures, including the Lance of 
  Osson. 
   
  Humans from the Sea Barons trade with the euroz, 
  and one enterprising merchant discovered that Shauntru 
  was in possession of the Lance of Osson. This was 
  thought to have been lost with Osson, but was scavenged 
  from the battlefield by a euroz footsoldier, surrendered to 
  Osson’s Lance 
   
  Page 4 
  
  the chieftain of his tribe as a trophy and eventually found 
  its way to Shauntru. 
   
  Recognising the sol and rampart of Almor upon the 
  shaft of the lance and Osson’s personal coat of arms the 
  merchant reported its presence to the Ahlissans (for a 
  price). Now the Ahlissans are determined to gain it for 
  themselves. However, this may not be as simple as it first 
  seems, as The Idee Volunteers have also heard of the 
  Lance’s rediscovery (most likely from the same 
  enterprising source) through intrigue and treachery in 
  Xavener’s court, and wish to use it to rally Sunndians to 
  their cause. Both sides have decided to send an 
  expedition to Medegia to retrieve the Lance, and are 
  recruiting bands of adventurers… 
   
  Adventure Summary  
  Introduction: The PCs are approached in their home 
  region by several factions, all requesting their aid in 
  finding the Lance of Osson. They will need to travel to 
  Medegia to negotiate with the current owners. It is a 
  matter for their conscience (or their pockets) as to which 
  side they choose. Regardless of which they pick, the 
  opposing factions find out and will do their best to stop 
  them achieving their goal. The PCs are given information 
  about a contact they will meet in Medegia, who can guide 
  them to the Lance and provide more details of its 
  location. At this stage, they are not given full details of 
  the location. 
   
  Encounter 1 [Ruined Shores]: Travel to Medegia is 
  uneventful, but once there, the PCs receive some insight 
  into the current state of affairs when they witness a 
  skirmish between opposing Solnor Compact and 
  Ahlissan forces. They may be detained by a roving 
  Ahlissan patrol wanting to know their business, 
  especially if they do not have any documents granting 
  them free passage. Getting past the patrol may require 
  some fast-talking, but should not be too difficult to 
  accomplish. 
   
  Encounter 2 [Meetings in Medegia]: The PCs are 
  to meet with their contact - Gallran Havamakast - at 
  Barca, a hamlet a short distance from the euroz 
  settlement of Montesser. This is so that he can brief them 
  fully on the situation, and advise them on how best to 
  handle negotiations with the euroz. Some PCs may be 
  unhappy about the thought of dealing with euroz, but 
  they will have to overcome this if they are to be 
  successful in their mission. The contact is the same 
  regardless of which faction the NPCs are working for. 
  Havamakast is an ambitious underling of the pirate baron 
  Fronzir Delrri. He cares nothing for the politics of the 
  situation, only that he is being well paid for his 
  assistance. The settlement has recently been raided by 
  Rel Astran forces, further emphasising the divided nature 
  of Medegia. 
   
  Encounter 3 [A Medegian Odyssey]: As the PCs 
  make their way to Montesser, they observe a strange 
  monolith. Before they can examine it more closely, they 
  are ambushed by one of the roving bands of brigands and 
  humanoids that still infest the land. They are not trying 
  to prevent them achieving their mission, merely they a 
  salutary reminder that Medegia is still a very dangerous 
  place. Havamakast does not take part in the fight, 
  claiming that he is being paid merely as a guide.  
   
  Encounter 4 [The Walker]: A lone individual has 
  observed the battle, but took no part in it. The PCs can 
  discover that he is known simply as the Walker. He will 
  converse with the PCs if they desire, but will offer no aid 
  or advice specific to their task. He says little of himself, 
  even if pressed.  
   
  Encounter 5 [The Undiscovered Country]: 
  Eventually, the PCs will arrive in Montesser. This 
  settlement will probably be strange to their eyes, 
  composed as it is entirely of orcs. They are free to wander 
  around the town whilst Havamakast arranges a meeting 
  for them with the community’s leader – the leader 
  Shauntru. This should provide plenty of opportunities for 
  freeform roleplaying, and allow the PCs to gain some 
  insight into euroz culture. 
   
  Encounter 6 [Trade and Treachery]: Shauntru will 
  negotiate with the PCs for the Lance. Assuming they do 
  not offend her, she tells them she needs time to consider 
  this with her advisors and will give them a decision the 
  following morning. They are welcome to join in a 
  banquet that evening, and remain in the town overnight. 
  At some point during the night, the opposing faction 
  sneaks into Montesser, taking advantage of the feast as 
  cover. They manage to steal the Lance from its hiding 
  place and place evidence to implicate the PCs. 
   
  Encounter 7 [Framed and Fallen]: In the early 
  hours of the morning, the theft is discovered. A squad is 
  sent to take the PCs into custody so that they can be 
  questioned regarding the theft. They can choose to fight 
  their way out and flee, or go quietly. Assuming they do 
  not fight, they will be placed in a holding compound 
  whilst the tribal council decides their fate. At this point, 
  Havamakast will sneak in and tell them their best chance 
  is to escape custody and track down the real thieves, 
  whilst they still have the chance. 
   
  Encounter 8 [Nemeses]: One way or another, the 
  PCs should be able to slip out of Montesser unobserved, 
  with a little help from Havamakast, and track down the 
  thieves. They have made their way further up the coast, 
  where they intend to hide out until they can make good 
  their escape. The PCs may be able to surprise them if they 
  are careful, but otherwise they will be expected. Either 
  way, a fight will ensue for possession of the Lance. 
  Osson’s Lance 
   
  Page 5 
  
   
  Conclusion: Assuming the PCs are successful, they 
  now have to decide what to do with the Lance. They can 
  return to Montesser to prove their innocence, or take it 
  to 
  their 
  employer. 
  Either 
  decision 
  may 
  have 
  consequences for the future. 
   
  A Note Regarding  
  the Introduction and Rewards 
  Choose the appropriate introduction for the PCs home 
  region, or use the generic (Irongate) introduction to 
  begin the module. 
   
  The monetary rewards offered for undertaking the 
  quest are the same for each faction, regardless of the 
  starting region. 
   
  APL 2: Gold: 50 gp 
   
  APL 4: Gold: 100 gp 
   
  APL 6: Gold: 150 gp  
   
  APL 8: Gold: 200 gp  
   
  APL 10: Gold: 250 gp 
   
  You should offer less than this initially if you wish for the 
  PCs to be able to haggle. The above is the upper limit to 
  offer the PCs. 
   
  Each faction also offers a favour – though only the 
  Ahlissan favour can be immediately exchanged for item 
  access. 
   
  Introduction 
  Irongate 
  Read aloud or paraphrase the following: - 
   
  Recovering from a night of revelry upon the streets of 
  the Free City of Irongate you returned to your 
  lodgings within the Broken Lantern tavern.  
   
  The morning staff, an elderly woman by the 
  name of Kirrin, scowls at you as you make your way to 
  the breakfast table. She greets you gruffly, “Excuse 
  me young folk, I was about to stop serving breakfast, 
  but as you are here now I shall see to your needs. As it 
  is I have several messages for you.” She drops three 
  pieces of parchments onto the breakfast table and 
  leaves to reluctantly prepare your repast. 
   
   
  The PCs have messages from Carunn Lyndherst, a 
  successful DC 10 Knowledge (Splintered Sun) reveals 
  him to be an Ahlissan merchant, Llendril Kurain, an 
  Ideean Volunteer sympathiser and Kymorre Tyeldess, an 
  Almorian refugee. 
   
  1) Carunn Lyndherst (Ahlissan Merchant) 
  If the PCs seek out Carunn read aloud or parahrase the 
  following: - 
   
  You are directed to the residence of Carunn 
  Lyndherst. Shown in by the staff to a room that 
  appears to be an office, a stout greying fellow greets 
  you warmly, “Greetings, greetings! Come in and make
  yourselves comfortable. Servant, some food and drink 
  for my guests!” 
   
  l
   
   
  f
   
   
  Food is brought and Carunn continues, “Please 
  excuse all this cloak and dagger introduction. My 
  name is Carunn Lynhurst, a trader in silks by 
  profession, original y from the Southern Province.” 
   
  “You may wonder why I have asked for this 
  meeting? Well, truth be told I’m in a bit of a dilemma. 
  I have recently heard about an heirloom that has 
  surfaced in Medegia, the Lance of Osson. The lance 
  was lost in the Sea of Medegia during the Battle of the 
  Great Confluence, during the Greyhawk Wars, the 
  last battle to see Osson alive as he had commanded 
  the valorous Almorian forces deep into the lands of 
  the Aerdy. However it was lost on the field of battle, 
  like the valiant Commandant until euroz found it.” 
  Carunn can back up his request for hire with an offer of a 
  a pardon from the Ahlissan government and the Bounty 
  of Ahlissa. 
   
  He insists all; especially paladins and lawful clerics 
  swear oaths on their honour and beliefs (and upon 
  Zilchus of course) to return the lance to him before 
  continuing: -  
  “The lance was found on a battlefield in Medegia not 
  long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. It found its way into the hands of the 
  leader of the euroz as tribute. Eventually these euroz 
  found their way to the south-east of Medegia and 
  there they have raised a settlement. 
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  recognised the value of the lance and a sympathetic 
  voice sent word of this find to myself.” 
   
  “I would like you to travel to the settlement and 
  negotiate for the lance. I will of course pay you very 
  well and compensate you for any payment you must 
  make. To present the lance to my countrymen might 
  do much to heal the wounds between Ahlissa and the 
  displaced Almorians.” 
  Osson’s Lance 
   
  Page 6 
  
   
  2) Llendril Kurain (Naerie) 
  If the PCs seek out Llendril read aloud or parahrase the 
  following: - 
   
  Llendril has a room in a gloomy bordering house 
  across the city. There you are greeted by a pale silver 
  haired man in his mid thirties who invites you in 
  after looking you over suspiciously. 
   
  Tak ng you into a poorly furnished room, he sits 
  for a moment before speaking, “You may wonder why 
  I have asked for this meeting? I have recently heard 
  about an heirloom that has surfaced in Medegia, the 
  Lance of Osson. The lance was lost in the Sea of 
  Medegia during the Battle of the Great Confluence, 
  during the Greyhawk Wars, the last battle to see 
  Osson alive as he had commanded the valorous 
  Almorian forces deep into the lands of the Aerdy. 
  However it was lost on the field of battle, like the 
  valiant Commandant until euroz found it.” 
  i
   
   
   
  f
   
  He insists all; especially paladins and lawful clerics swear 
  oaths on their honour and beliefs to return the lance to 
  him before continuing: - 
  “The lance was found on a battlefield in Medegia not 
  long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. It found its way into the hands of the 
  leader of the euroz as tribute. Eventually these euroz 
  found their way to the south-east of Medegia and 
  there they have raised a settlement. 
   
  “I seek this weapon to return to comrades of 
  mine in Naerie. With such a symbol we would gather 
  sympathy and support from Sunndi and possibly even 
  the Nyrondese. I will of course pay you very well and 
  compensate you for any payment you must make.” 
   
  3) Kyrmorre Tyeldess (Almor) 
  If the PCs seek out Kyrmorre read aloud or parahrase the 
  following: - 
   
  Kyrmorre Tyeldass’s note directs you to the temple of 
  Trithereon. There blue-clad priests direct you to the 
  young warrior, who sits on a wooden pew, sharpening 
  his blade with stone.  
   
  He scarcely stops his task as you approach, “I am 
  Kyrmorre of Tirian, once of Almor, now of Irongate. 
   
  “You may wonder why I have asked for this 
  meeting? I have recently heard about an heirloom 
  from my homeland that has surfaced in Medegia, the 
  Lance of Osson. The lance was lost in the Sea of 
  Medegia during the Battle of the Great Confluence, 
  during the Greyhawk Wars, the last battle to see 
  Osson alive as he had commanded the valorous 
  Almorian forces deep into the lands of the Aerdy. 
  However it was lost on the field of battle, like the 
  valiant Commandant until euroz found it.” 
   
   
  f
   
  i
  i
  He insists all promise to return the lance to him, 
  insinuating woe will betide anyone who dares cross him 
  in the matter, but that they are free to refuse, before 
  continuing: - 
   
  “The lance was found on a battlefield in Medegia 
  not long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. It found its way into the hands of the 
  leader of the euroz as tribute. Eventually these euroz 
  found their way to the south-east of Medegia and 
  there they have raised a settlement. 
   
  “To seek the return of such a weapon would aid 
  the cause of the downtrodden Almorian people. I 
  would like you to travel to the settlement and 
  negotiate for the lance. I will of course pay you very 
  well and compensate you for any payment you must 
  make.” 
   
  What Next? 
  Now that you have run the introduction detail briefly the 
  journey from Irongate to the western borders of the See 
  of Medegia. It is assumed they travel overland to the 
  point noted on the map. They are close to Barca when the 
  scenario begins in Encounter 1: Ruined Shores. 
   
  Introduction 
  Onnwal 
  Read aloud or paraphrase the following: - 
   
  A n ght of revelry upon the streets of Sornhill has 
  ended successfully this evening, as you return to your 
  lodgings within the Laden Merchantman tavern.  
   
  The balding innkeep, Caroff, leans over the bar, 
  finishing preparations for the early hours of the 
  morning as you approach. He greets you gruffly, 
  “Yez’re lucky yez made it in there, I was about to 
  throw bar the door, and none would be getting n 
  after that. Yez’ve been popular here tonight, I’ve 
  many messages fer ye.” 
  Osson’s Lance 
   
  Page 7 
  
   
  Pick one of the PCs to receive a message from Duchess 
  Sailema Relaster (actually on behalf of Tyrhyiann 
  Lhandraest, the Ahlissan Envoy to Onnwal, though the 
  message does not say so) requesting the PC in question’s 
  presence, and those of his comrades, to journey to the 
  Stormhaven. Another PC receives a similar summons for 
  Ement, representing the Idee Volunteers and a third PC 
  gets a message from Erian Tournvail, representing his 
  homeland of Almor – asking them to wait at the Laden 
  Merchantman for his arrival. 
   
  Each invitation requests the pleasure of their 
  company on the morn, and they are not likely to be 
  contactable late at night. The PCs should get some sleep 
  and decide which of the worthies they intend to visit 
  first. 
   
  1) Tyrhyiann Lhandraest (Ahlissa) 
  Read aloud or paraphrase the following: - 
   
  Your invitation grants you immediate access to the 
  round suel towers of the Stormhaven as the guards 
  stand aside at the Relaster seal upon it. One guard 
  directs you to a room within the Red Tower itself. 
   
  Opulently decorated with flags of green and gold 
  colour, but bearing the dark nightingale of Ahl ssa, 
  the occupant of this room has clearly made himself at 
  home, and the décor stands out from the rest of the 
  red tower. The room is bright and affords a good view 
  of Pelor’s morning rays, the docks and the shipyards. 
  Sat with his boots resting upon a desk, this man 
  clearly is at ease here. He is a short man with dark 
  hair and a wily grin upon his face. Seeing your 
  confused looks he lifts his feet off the table and sits 
  up, “I realise my countenance is not as pleasing as the 
  fair young duchess, but I assure you my conversation 
  will be nearly as interesting.” 
  i
   
  f
   
  f
  f
   
  �Tyrhyiann Lhandraest, male human Rog9: AL LN, 
  Bluff +18, Sense Motive +18. 
   
  PCs who have met the Envoy to Ahlissa before recognise 
  him instantly. If the PCs have never met Tyrhyiann 
  Lhandraest, read aloud the following: - 
   
  “Perhaps an introduction might curb this akwardness. 
  Tyrhyiann Lhandraest, Lord of Wyverntor, Envoy 
  from the Royal Court of Ahlissa to Onnwal,” he says, 
  with a twinkle in his eyes. “A pleasure it is to meet 
  fine patriots like yourself.” 
  Allow the PCs to introduce themselves. He continues: - 
   
  “I have summoned you here for I need your services, 
  and as I understand from the White Rose o  Sornhill 
  herself you are folk of fine character and keen wit. I 
  have need of both, but you must swear by the 
  Guildmaster, Zilchus, not to reveal anything of what I 
  am to tell you.” 
   
  Assuming the PCs swear the oath by Zilchus (he will not 
  accept any other gods, especially Heironeous’s oaths) 
  Tyrhyiann continues: - 
   
  “You need not fear any cloak and dagger intrigues 
  that might damage your Free State – my employ of 
  you shall be as treasure seekers. A lance, said to have 
  been wielded by a great warrior who fought against 
  the tyrannical predecessors of great Overking 
  Xavener, Osson of Almor has been found by a euroz 
  tribe. It was believed lost in the See of Medegia since 
  the Greyhawk Wars. 
   
  “That is the entirety of the mission – I wish for 
  you to seek it, and return it to me here, and for that 
  Ahlissa will reward both you and the Free State. Will 
  you so swear to do this?” 
   
  If asked as to why the PCs should return the lance to 
  him, read aloud the following: - 
   
  “The Idee Volunteers seek the lance to try to win 
  favour for their own cause and destabilise the region 
  of Naerie within Ahlissa. If the lance falls into their 
  hands elements o  Sunndi will doubtless throw their 
  weight behind Idee, nearer and more accessible than 
  poor Onnwal. The scraps of aid Hazendel sends you 
  will cease – as the Sunndians find another cause to 
  champion. If the lance is given to me, it will 
  disappear until Onnwal is free – once that has 
  happened o  course we will return it to the 
  Almorians, but to give it to them now would be folly 
  – the Ideeans would inevitably obtain the lance from 
  them, either by subterfuge or less likely diplomacy.” 
   
  Tyrhyiann is being entirely truthful here and trying to 
  appeal to the PCs patriotism. If any PCs with the Bounty 
  of Ahlissa from the Consecrations Interactive (Towercon 
  2003) are present he tries to gild the offer further with 
  the following: - 
   
  “You have already tasted the bounty of Ahlissa’s 
  gratitude. Perform this service and you will most 
  assuredly receive more of the same when word of 
  these reaches the court of the noble Overking. There 
  are others who would sway you from this course, but 
  believe me when I say by serving Ahlissa in this 
  venture you shall serve the Free State, and thus 
  Osson’s Lance 
   
  Page 8 
  
  yourself. Of course if you act against Ahlissa, you act 
  against the Free State, and ultimately yourself.” 
   
  If any PC is an outlaw within Ahlissa, Tyrhyiann adds the 
  following: - 
   
  “I understand in previous visits to my country you 
  have earned the wrath of my Overking. The ethos of 
  Ahlissa is this – with a firm heart, industriousness 
  and a will to serve one can easily work to heal the 
  mistakes of the past. Serve me in this and I shall write 
  you a letter of marque that shall get you past any of 
  our men. Complete the task and I shall see to it 
  personally you receive a pardon. I am a man of no 
  small influence in my homeland.” 
   
  Tyrhyiann insists all; especially paladins and lawful 
  clerics swear oaths on their honour and beliefs (and upon 
  Zilchus of course) to return the lance to him.  
   
  “The lance was found on a battlefield in Medegia not 
  long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to his leader as tribute. Eventually 
  these euroz found their way to the south-east of 
  Medegia and there they have raised a settlement. 
  f
   
   
   
  l
   
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  recognised the value of the lance and sent messages 
  to a friend of a friend that the euroz might be willing 
  to trade. A man named Gallran Havamkast awaits you 
  at a hamlet two days southwest of Mentrey named 
  Barca. 
   
  “I understand the orcs wish a pittance; a pittance 
  that you will be amp y compensated for in return for 
  giving me this lance.” 
   
  Note: If any such PCs do not give the Lance of Osson to 
  Tyrhyiann Lhandraest, they lose the Bounty of Ahlissa 
  and the item they purchased through its use, which is 
  stolen from them by agents unknown at the end of this 
  module. 
   
  2) Ement Naersaul (Idee) 
  Read aloud or paraphrase the following: - 
   
  Your invitation directs you to the shipyard owned by 
  a man named Illink r. It mentions that your meeting 
  is to take place upon a merchant vessel named The 
  Peryton. Directed to that ship you are met by a man 
  dressed in blue finery, a fine rapier at his side. 
   
  i
   
  l
   
  i
  i
  i
   
  f
   
  “Greetings mates,” he says, casting his eye across 
  the shipyard. “Welcome to my humble abode. We 
  have much to talk about, and voices carry less in my 
  cabin.” 
   
  Assuming the PCs agree to Ement’s precautions he leads 
  them into his cabin. He offers them refreshment and 
  settles them down into chairs before making his 
  proposal. Read aloud or paraphrase the following: - 
  Emnet paces by his desk – which is covered in maps 
  and ledgers of Onnwal and Nyrond. Finally he eans 
  down and asks, “What do you know of me?” 
  A successful DC 10 Knowledge (Splintered Sun) check 
  reveals Emnet to be a merchant captain who frequently 
  runs the blockade from Sornhill to Nessermouth in 
  Nyrond. A successful DC 15 check reveals he is originally 
  from Idee, the lands to the east of Irongate that like 
  Onnwal fell to the Scarlet Brotherhood. Unlike Onnwal 
  however Idee was ‘liberated’ by Xavener’s United 
  Kingdom of Ahlissa and absorbed into the kingdom. 
   
  If the PCs state that they know this information, he 
  congratulates them on their intelligence. 
   
  “I am an Ideean, and like you I am a patriot to my 
  country,” he says, mov ng from his perch over the 
  desk to mov ng around. “My homeland was lost to the 
  Brotherhood, and then to the Overking of Ahl ssa. 
  However I have been contacted by those within my 
  homeland who resist, who fight against the toady 
  Prince Barzhaan that the Overking installed as regent 
  of Idee. 
   
  “Recently our intelligence made a discovery that 
  a symbol of freedom – the Lance of Osson, was in the 
  lands of the east. With such an item our resistance 
  could rally support, such as those within Sunndi. 
  After so much war and bloodshed some no longer 
  wish to involve themselves in their neighbour’s 
  affairs. The followers of Trithereon would see this as a 
  symbol of freedom – just as Osson liberated their 
  land, so would they liberate Idee in his name! 
   
  “The 
  Idee 
  Volunteers, 
  thanks 
  to 
  several 
  benefactors, are in a position to pay you to find this 
  relic in our name and return it to me here in Sornhill. 
  If you will so swear, I shall let you know the 
  particulars.” 
   
  As long as the PCs make some form of reassurance, 
  Emnet continues: - 
   
  “The lance was lost in the See of Medegia during the 
  Battle of the Great Confluence, during the Greyhawk 
  Wars. This was Osson’s, last battle as he had 
  commanded the valorous Almorian forces deep in the 
  lands o  the fell Aerdy. However it was lost on the 
  Osson’s Lance 
   
  Page 9 
  
  field of battle, like the valiant Commandant, until 
  euroz found it. 
   
  “The lance was found on a battlefield in Medegia 
  not long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. “In time men of the Sea Baron came, 
  under the leadership of one Frozinir. It was these 
  men who recognised the value of the lance and a 
  sympathetic voice sent word of this find to our 
  organisation A man named Gallran Havamkast awaits 
  you at a hamlet two days southwest of Mentrey 
  named Barca. 
  f
   
   
   
  “We would like you to travel to the settlement 
  and negotiate for the lance. Our patron will of course 
  pay you very well and compensate you for any 
  payment you must make.” 
   
  3) Erian Tournvail (Almor) 
  The Merchantman is a large two-storey inn. Most of the 
  lower floor is taken up with the taproom.  Kegs line one 
  wall, separated from the rest of the space by a trestle table 
  behind which Caroff stands. Sods and sailors in their 
  cups shall doubtless leer at Ladies in the party, and men 
  eyed by bawds seeking their next wage. A mixture of 
  hostility, curiosity and other reactions awaits the PCs. 
  Unless the PCs act conspicuously the regulars are 
  content to live and let live. They do however have a 
  particular light-hearted disdain for the “girly little milk 
  drinkers” of a rival tavern within Sornhill. 
   
  The gruff Caroff informs the PCs that Erian does not 
  appear in the Merchantman until night. Sure enough if 
  they wait long enough he enters. 
   
  �Erian Tournvail, male human Wiz5: AL CG. 
   
   
  Character: Originally from Almor he fled here after a 
  border raid by the Overking’s forces destroyed his village 
  and killed most of his family. Erian possesses a wide 
  range of spells and will cast most of these for a fee.  
  Unfortunately Erian believes himself to be a talented 
  singer – and he most definitely is not.  He uses the bulk 
  of the monies gained from his spellcasting to fund his 
  hobby, hiring musicians to accompany him in the various 
  inns and tavern of the town.  This situation is not helped 
  by his lack of common sense and the fact that he is 
  almost tone deaf.  He can normally be found at the 
  “Laden Merchantman”, in Harbour Town where he 
  permanently rents a small suite of rooms. Intelligent and 
  quick he lacks common sense and is not overly strong.   
   
  Appearance: Erian is thin as a waif, a tall individual 
  who prefers to wear bright, flamboyant clothes and is 
  particularly fond of “impressive” headgear.  His eyes are 
  brown, as is his hair although he has a small lock of blond 
  hair behind his left ear.  
   
  He introduces himself as follows: - 
   
  “Perhaps an introduction sirs. Erian of Sornhill, 
  formerly of a place near Narsel Mendred. Onnwal at 
  present, Almorian at heart. A pleasure it is!” 
   
   
  f
  f
   
  Allow the PCs to introduce themselves. He continues: - 
   
  “I have summoned you here for I need your services, 
  Swear not to reveal anything of what I am to tell you 
  and I will let you in on a secret that may shake the 
  Dragonshead!” 
   
  Assuming the PCs swear Tournvail continues: - 
   
  “A lance, wielded by none other than Osson of 
  Chathold has been found by a euroz tribe. It was 
  believed lost in the See of Medegia since the 
  Greyhawk Wars. 
   
  “That is the entirety of the mission – I wish for 
  you to seek it, and return it to me here, I will see it is 
  returned to loyal Almorians as a symbol for 
  rebuilding our country. A noble goal – and one which 
  unlike other folk’s won’t endanger the Free State by 
  messing with Ahlissa or Sunndi.” 
   
  If asked as to why the PCs should return the lance to 
  him, read aloud the following: - 
   
  “The Idee Volunteers seek the lance to try to win 
  favour for their own cause and destabilise the region 
  of Naerie within Ahlissa. If the lance falls into their 
  hands elements o  Sunndi will doubtless throw their 
  weight behind Idee, nearer and more accessible than 
  poor Onnwal. The scraps of aid Hazendel sends you 
  will cease – as the Sunndians find another cause to 
  champion. If the lance is given to the Ahlissans, then 
  they will act dishonourably and most likely destroy it. 
  I intend to return it to my fellow Almorians,.” 
   
  He is being entirely truthful here. Before he will let them 
  know where it is however, he will ask them to swear on 
  their honour to return it to him, Erian Tournvail. If they 
  do he continues: - 
   
  “The lance was found on a battlefield in Medegia not 
  long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to his leader as tribute. Eventually 
  Osson’s Lance 
   
  Page 10 
  
  these euroz found their way to the south-east of 
  Medegia and there they have raised a settlement. 
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  recognised the value of the lance and sent messages 
  to a friend of a friend that the euroz might be willing 
  to trade. A man named Gallran Havamkast awaits you 
  at a hamlet two days southwest of Mentrey named 
  Barca. 
   
   
  l
   
  t
  f
  t
   
  “I understand the orcs wish a pittance; a pittance 
  that you will be amp y compensated for in return for 
  giving me this lance.” 
   
  What Next? 
  Now that you have run the introduction detail briefly the 
  journey from the starting region to the western borders 
  of the See of Medegia. It is assumed they travel overland 
  to the point noted on the map. They are close to Barca 
  when the scenario begins in Encounter 1: Ruined Shores. 
   
  Introduction (Sunndi) 
  Before you start running the game, take a good look at 
  the characters playing at your table and look if any of the 
  PCs openly worships Trithereon. Ahlissa might try to use 
  Sunndians to retrieve Osson's Lance as a public relations 
  campaign, but actually asking known Trithereonites to 
  do so, would be like asking a fish to live on land. Chances 
  are just too big that the Trithereonites will keep the lance 
  or to provide the necessary information to other 
  interested parties even though they might promise not to 
  do so. So if there is an open worshipper of Trithereonite 
  among the PCs, the Ahlissans will not contact them. The 
  Almorians and the Idee Volunteers of course either don't 
  care or see being a Trithereonite as an advantage. In any 
  other case all three parties will contact the PCs. 
   
  Read aloud or paraphrase the following: 
   
  There are not too many chances to have a fun carefree 
  nights are few for adventurers, so when such a night 
  offers itself, you tend to grasp the chance with both 
  hands. Still, in a land like Sunndi you can expect to 
  never have an evening for yourself. There are always 
  people in need of an adventurer, even if most only 
  follow you around to hear about your heroics for the 
  umpteenths time or to ask you to rescue their cat 
  from a tree or worse to get gold out of your successes. 
  It really does not matter whether you are in a big 
  town like New Keep, where you are now, or a small 
  hamlet like Viceroc.  
   
  Last night though, you got two rather interesting 
  sounding requests to pay a visit for more information 
  on a job. While enjoying a drink in the Hollow Inn, 
  one the locals, a noniz by the name of Elbrak, invited 
  you for a private meeting at the Inn for lunch that 
  afternoon. He said that a friend of his really needed 
  the aid of some stalwart adventurers for the Sunndian 
  Cause (whatever that may be). Sometime later, a 
  sligh ly drunk cleric o  Pelor gave you a similar 
  invitation for breakfast at the local temple. He was 
  mumbling something about foreign missionaries 
  looking for trustworthy adventurers. Furthermore, 
  this morning when you returned to your inn, the 
  owner gave you an official looking invitation for 
  dinner at Lord Hugher house complete with the wax 
  seal of Zilchus' temple. The request included coming 
  in full adven urers attire. With breakfast time 
  approaching fast, it is time for you to chose whether 
  you want to accept the invitations or not. 
   
  Elbrak is a member of the Iron Band, a smuggling 
  organization that operates between Naerie and New Keep 
  and which does tend to favour the cause of the Idee 
  Volunteers, if only because they pay a nice sum of money 
  for weapons and other supplies. So when the Idee 
  Volunteers asked them to arrange a meeting with a group 
  of adventurers, they complied. At the Hollow Inn the 
  PCs will be speaking with the hobniz Derwin Proudfoot. 
  At the temple of Pelor they will be speaking with his 
  eminence Nolan Ertak, a high ranking cleric from Almor 
  who while travelling through Ahlissa learned of the lance 
  and decided to hire a group of trustworthy adventures as 
  quickly as possible. Sunndi happened to be nearby and he 
  hoped that the Sunndians had a reason to be grateful to 
  the Almorians and hence more willing to aid him in his 
  cause. Lord Hugher is the leader of the Benefit, a trading 
  group who made a deal with most local farmers, and a 
  cleric of Zilchus. He is hosting a party for his guests from 
  Ahlissa, representatives from the church of Zilchus and 
  the Royal Traders who are here on an explorative mission 
  for setting up the trading posts about which negotiations 
  are commencing at this moment. 
   
  1) Lord Hugher (Ahlissa) 
  Read aloud or paraphrase the following: 
   
  f 
  t
  When you arrive at the house of Lord Hugher, you 
  realize you will not be the only guest o the evening. 
  Just before you arrived, a large stately coach drove 
  away and once you are standing before the door, you 
  hear the dampened sounds of music and laughter. 
  After you have knocked on the door, i  is quickly 
  opened a servant in livery bows politely and then 
  leads you through a small corridor to a bigger room at 
  the back of the house. There are several richly dressed 
  people in the room and they are all in a rather 
  Osson’s Lance 
   
  Page 11 
  
  pleasant mood. In a corner a bard is playing soft 
  melodies while the other guests are pleasantly talking 
  with each other.  
  Once you enter, a richly dressed man with short 
  brown hair and a goatee walks towards you. "Ah, the 
  guests about which Lord Hugher have talked so 
  much. 
  My 
  name 
  is 
  Tilian 
  Mandred, 
  official 
  representative of the Royal Court of Ahlissa, send to 
  learn more about you fine Sunndians so that trade can 
  be reassumed and your fears of any conquest of 
  Sunndi by Ahlissa removed, " he says with an earnest
  look on his face. "A pleasure it is to meet fine people 
  like yourself. I have heard of the importance 
  Sunndians place on adventurers, so what better way 
  to learn of you people then to invite you to this 
  informal dinner? Of course, I also have some more 
  material and mundane reasons for which I need folk 
  of fine character and keen wit. For that though, you 
  must swear by the Guildmaster, Zilchus, not to reveal 
  anything of what I am about to tell you. Don't worry, 
  you do not need to fear any cloak and dagger that 
  might damage your fine state – my employ of you 
  shall be as treasure seekers, nothing more, nothing 
  less." 
   
  l
  f
  t
   
  f
  f
   
  f
   
   
  Assuming the PCs swear the oath by Zilchus (he will not 
  accept any other gods, especially Heironeous's oaths) 
  Tilian will guide them to a more private, but just as 
  luxurious, room, where he will proceed:  
   
  "The treasure of which I spoke, is a lance. A euroz 
  tribe has found a lance, said to have been wielded by a 
  great warrior who fought against the tyrannical 
  predecessors of great Overking Xavener, Osson of 
  Almor. It was believed lost in the See of Medegia 
  since before the Greyhawk Wars. 
   
  "That is the entirety of the mission - I wish for 
  you to seek it, and return it to me here, and for that 
  Ahlissa will reward both you and the Free State. Will 
  you so swear to do this?" 
   
  If asked as to why the PCs should return the lance to 
  him, read aloud the following: 
   
  "The rebels in Naerie seek the lance to try to win 
  favour for their own cause and through their actions 
  destabilise the who e region. If the lance falls into 
  their hands, elements o  Sunndi will doubtless throw 
  their weight behind Naerie's rebels without thought 
  of the consequences of such aid. Only a vocal selfish 
  minority in Naerie is actually opposed to the 
  benevolen  rule of Xavener and they are willing to 
  risk the lives and goods of many for their own gain. 
  In short, it might start a civil war, which would draw 
  away a lot of resources from among other places the 
  attempts to liberate Onnwal from the Scarlet 
  Brotherhood, to guard the northern borders against 
  the mad ruler of the Northern Kingdom and who 
  knows, it might give the bullywugs an opportunity to
  raid Sunndi in full. If the lance is given to me, it will 
  disappear until Onnwal is free and the trust between 
  Sunndi and Ahlissa is restored - once that has 
  happened o  course we will return it to the 
  Almorians, who are the rightful owners of the Lance. 
  To give it to them now would be folly - the Ideeans 
  would inevitably obtain the lance from them, either 
  by subterfuge or less likely diplomacy." 
   
  Tilian is being entirely truthful here and trying to appeal 
  to the PCs patriotism, sense of realism and pacifism. 
  Giving the lance to the Idee Volunteers would definitely 
  destabilize the region and more then likely result in a lot 
  of trouble that would harm all involved at the very least 
  in the short run. 
   
  If any PC is an outlaw within Ahlissa, Tilian adds the 
  following: 
   
  "I understand in previous visits to my country you 
  have earned the wrath of my Overking. The ethos of 
  Ahlissa is this - with a firm heart, industriousness and 
  a will to serve one can easily work to heal the 
  mistakes of the past. Serve me in this and I shall write 
  you a letter of marquee that shall get you past any of 
  our men. Complete the task and I shall see to it 
  personally you receive a pardon. I am a man of no 
  small influence in my homeland." 
   
  Tilian insists all, especially paladins and lawful clerics 
  swear oaths on their honour and beliefs (and upon 
  Zilchus of course) to return the lance to him.  
   
  "The lance was found on a battlefield in Medegia not 
  long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the 
  southeast of Medegia and there they have raised a 
  settlement. 
   
  "In time men of the Sea Baron, under the 
  leadership o  one Frozinir, came to this settlement. It 
  was these men who recognised the value of the lance 
  and sent messages to a friend of a friend that the 
  euroz might be willing to trade. I understand the orcs 
  wish a pittance, a pittance that you will be amply 
  compensated for in return for giving me this lance. A 
  man named Gallran Havamkast awaits you at a hamlet 
  two days southwest of Mentrey named Barca." 
  Osson’s Lance 
   
  Page 12 
  
   
  Once the PCs either agreed to get him the lance or 
  refused to do so, he will return to the party together with 
  the PCs, where they will have a luxurious if somewhat 
  boring evening. 
   
  2) Derwin Proudfoot (Naerie) 
  Read aloud or paraphrase the following: 
   
  The streets of New Keep are quite busy at this time of 
  the day, but as you expected, the Hollow Inn is 
  closed. When you knock on the door though, it is 
  quickly opened and when the gnome owner 
  recognizes you, he ushers you inside and locks the 
  door behind you. He quickly leads you to a table at 
  the back of the common room. The place looks rather 
  different without the crowd you usually see here. The 
  smell of soap and fresh hay certainly is better then 
  the smell of spilled ale, sweat, smoke and wet ale that 
  you usually get at a busy evening. There is only one 
  other person in the Common room, a tall slender 
  halfling with long brown hair, simple clo hes and a 
  twinkle in his brown eyes. "Ah, my guests have 
  arrived. Please take a seat. I am sure that Bel is more 
  then willing to provide you with a drink and 
  something to eat and while eating I have a business 
  proposi on for you. First though, I have a question 
  for you. What do you think of the Idee situation?" 
  t
  ti
   
  ,
  f
  ,
   
  f
   
  f
   
   
  If the PCs enquire with whom they are talking, allow 
  them 
  a 
  DC 
  25 Knowledge Local (Meta-region 
  V/Splintered Sun) check to recognize the halfling as 
  Derwin Proudfoot, a halfling who according to his 
  reputation is a sly trader who officially trades with the 
  clans of the Hollow Highlands, but unofficially with the 
  Idee rebels. A member of the Iron Band recognizes him 
  immediately as one of the higher ranked members of that 
  group. Derwin has a reputation as a sly trader with an eye 
  for profit, but who tends to be a bit of an idealist when it 
  comes to Idee. The man never lets his ideals get in the 
  way of the Iron Band's interests though - he merely tries 
  to make the interests of the Band the same as his ideals. 
  Otherwise the PCs have no idea who he is. When the PCs 
  remark that they have no idea with whom they are 
  talking, he will immediately apologize for being so rude 
  and he will introduce himself as Derwin Proudfoot, a 
  peddler in the Hollow Highlands and friend of Bel 
  "Ashface" Nolar, owner of this fine establishment. 
   
  Before telling the PCs where this is all about, he will 
  want to know heir answer on his question. If the PCs 
  have answered his question, he will proceed: 
   
  "As you know, Idee was lost to the Brotherhood, and 
  then to the Overking of hlissa. Just like us Sunndians, 
  there are many there who want independence nstead 
  of being at the back and call of some Tyrant from far-
  off Kalstrand and his toady." 
   
   
  "Recently representatives of these forces 
  contacted me with a request to get a group of 
  adventurers together who would be willing to help an
  old ally in need. The Idee Volunteers intelligence 
  discovered that a symbol of freedom, the Lance of 
  Osson  is in the lands of the east. With this lance they 
  could rally much needed support, such as from us 
  Sunndians. Sunndians who after so much war and 
  bloodshed no longer wish to involve themselves in 
  the cause of Freedom  - even though the Ideeans 
  helped us in the past in our struggle for our 
  independence. The followers o  Trithereon as well as 
  many other Sunndians would see this lance as a 
  symbol of freedom, a sort of a wake-up call  just as 
  Osson liberated their land, so would they liberate 
  Idee in his name! 
   
  "The Ideean Volunteers, thanks to several 
  benefactors, are in a position to pay you to find this 
  relic in our name and return it to me here in New 
  Keep from where we will get it to the Ideean 
  Volunteers. If you will so swear, I shall let you know 
  the particulars." 
   
  As long as the PCs make some form of reassurance, 
  Derwin continues: 
   
  "The lance was lost in the See of Medegia during the 
  Battle of the Great Confluence, during the Greyhawk 
  Wars, the last battle to see Osson alive as he had 
  commanded the valorous Almorian forces deep into 
  the lands of the fell Aerdy. However it was lost on the 
  field of battle, like the valiant 
  Commandant until euroz found it. 
   
  "The lance was found on a battlefield in Medegia 
  not long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the 
  southeast of Medegia and there they have raised a 
  settlement. Eventually these euroz found their way to 
  the southeast of Medegia and there they have raised a 
  settlement. In time men of the Sea Baron, under the 
  leadership o  one Frozinir, came to this settlement. It 
  was these men who recognised the value of the lance 
  and a sympathetic voice sent word of this find to our 
  organisation. A man named Gallran Havamkast awaits 
  you at a hamlet two days southwest of Mentrey 
  named Barca." 
  Osson’s Lance 
   
  Page 13 
  
   
  "We would like you to travel to the settlement 
  and negotiate for the lance. Our patron will of course 
  pay you very well and compensate you for any 
  payment you must make." 
   
  3) His Eminence Nolan Ertak (Almor) 
  Read aloud or paraphrase the following: 
   
  Your invitation grants you immediate access to the 
  private wings of the Temple of Pelor, where you are 
  brought to a small simple dining room. A small 
  window gives you a clear view on the rising sun and 
  the beautiful gardens below. There are several simple 
  wooden chairs around the table and on it a simple but 
  good looking breakfast. At the end of the table a small 
  balding man with grey hair and a weathered 
  appearance in yellow-white robes rises to greet you 
  when you enter the room. "Good morning," the old 
  man starts with a surprisingly strong voice, "I am 
  Nolan Ertak  a cleric of Pelor, hailing from Almor. 
  Please sit down. It is but a simple fair, but the cook is 
  quite good and I rarely have eaten as well as in this 
  temple and I have visited many." 
  ,
  f
  f
   
   
  f
   
  f
   
   
  Nolan Ertak is a man in his sixties, who still looks very fit 
  and healthy. He is a quite and calm man who enjoys the 
  simple things of life and who loves to travel. Still, he 
  loved his home country and he mourns its fall during the 
  Greyhawk Wars. Hence when he learned about the lance, 
  he hoped if he would acquire it and return it to Almor, it 
  would help strengthening Almor's cause. Before he will 
  proceed, he will ask the PCs to promise to keep whatever 
  is going to be said between the people of this room. He 
  will not demand any solemn oaths, realizing fully well 
  that those who place value in oaths will keep their 
  promises without such oaths and that for those who 
  break their word care nothing about solemn oaths. If the 
  PCs need reassurance, he will make it perfectly clear that 
  what he is about to ask is not illegal or even adverse to 
  Sunndi's interest. It is just that some less then 
  honourable people might love to hear what he is about 
  the tell and try to get a profit out of it. Once the PCs have 
  given their promises, he will tell what it is all about. 
   
  The priest stars out of the window, a sparkle that was 
  momentarily in his eyes seems now diminished, and 
  his face seems to age as his voice wavers, "Know you 
  of the fate of my kingdom, the Prelacy of Almor?” 
   
  If the PCs do not he can explain the background to 
  Osson’s campaign and the fall of Almor. He continues 
  irrespective of this: - 
   
  “I seek the lance of the valiant Commandant Osson of 
  Chathold. The lance was lost in the See of Medegia 
  during the Battle of the Great Confluence, during the 
  Greyhawk Wars, the last battle to see Osson alive as 
  he had commanded the valorous Almorian forces 
  deep into the lands of the fell Aerdy. However it was 
  lost on the field of battle, like the valiant 
  Commandant until euroz found it. 
   
  “For my nation I seek this lance – there was no 
  body to inter, nothing of his save the Banner of 
  Almor that was returned to Prelate Kevont at the 
  Basilica. Even that is lost – said to be within the Ruins 
  of Chathold. 
   
  “Returning the lance to Almor would perhaps 
  bring closure to at least a few old wounds. Others 
  seek it to cause further con lict in pursuit. Of course 
  they believe they are being just and noble, but only 
  we would see it used to bring peace. Please, if you are 
  people o  compassion would you be willing to swear 
  to this quest?” 
  Nolan will accept any oath to a good or lawful neutral 
  aligned deity, before continuing: - 
  "The lance was found on a battlefield in Medegia not 
  long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the 
  southeast of Medegia and there they have raised a 
  settlement. Eventually these euroz found their way to 
  the southeast of Medegia and there they have raised a 
  settlement. In time men of the Sea Baron, under the 
  leadership o  one Frozinir, came to this settlement. It 
  was these men who recognised the value of the lance 
  and a sympathetic voice sent word of this find to our 
  organisation. A man named Gallran Havamkast awaits 
  you at a hamlet two days southwest of Mentrey 
  named Barca. 
   
  "We would like you to travel to the settlement 
  and negotiate for the lance. Our patron will of course 
  pay you very well and compensate you for any 
  payment you must make." 
   
  Nolan will answer questions as best he can from the 
  background. After this he will ask the PCs to begin their 
  long journey, and bless each of them in the name of the 
  Shining Lord.  
   
  What Next? 
  Now that you have run the introduction detail briefly the 
  journey from the starting region to the western borders 
  of the See of Medegia. It is assumed they travel overland 
  Osson’s Lance 
   
  Page 14 
  
  to the point noted on the map. They are close to Barca 
  when the scenario begins in Encounter 1: Ruined Shores. 
   
  Introduction (Innspa/Adri) 
  Before you start playing, choose three PCs from your 
  players. Each of them will receive one of the following 
  messages. 
  Proceed like this:  
  1. 
  The message sent by Princess Karasin's treasurer, 
  Graulem of Atirr, is best sent to a PC  who has 
  already been in conflict with Ahlissan law; for one 
  thing, this might be players who have participated in 
  the Meta-Regionals “Legacy of Madness“ or “The 
  Prisoner.“ If none of these are available, having 
  played 
  in 
  either 
  the 
  Year 
  One 
  Regional 
  “Willkommen im Adri“ ("Welcome to the Adri") or 
  the 
  Year 
  Three 
  Introductory 
  Adventure 
  “Wiedersehen im Adri“ ("Return to the Adri") will 
  also qualify. You should only choose a resident of the 
  Adri Forest, though, if there are no residents of 
  Innspa who qualify! 
  2. 
  The message from Medarkus / Eldan Arkion is sent 
  to a PC who has either played the Meta-Regional 
  "The Glory of Times Past" (or its 2001 Special Event 
  forerunner, “Ruhm vergangener Tage“) or the FSF 
  2001 Special Event, “Die verlorene Statuette“ ("The 
  Stolen Statuette"). If none of your players qualify for 
  either, choose one according to the following criteria 
  (in the order listed): a cleric of Heironeous; a paladin 
  of Heironeous; a fighter openly displaying allegiance 
  to Heironeous; any character with alignments LN or 
  LG. 
  3. 
  The message from Ernjulf Ebroer is sent to a PC who 
  has either played the Year One Regional “Räuber im 
  Adri“, ("Bandits of the Adri") or the 2002 Special 
  Event, “Tod im Adri“ ("Death in the Adri"), or who 
  has the Regional certificate, "Hero of the Adri" (or, 
  alternatively, a Favour of the Church of Ehlonna). If 
  none of your players qualify for either, have Ernjulf 
  Ebroer approach that PC he believes to be most 
  likely to fight for freedom: believers in Trithereon, 
  or PCs with the alignments CG, CN, NG, or N 
  (Ebroer will only trust Lawful characters if he knows 
  them personally!). 
   
  You have just finished your day's work and returned 
  to the Inn of the Prancing Paladin when innkeeper 
  Meblick Andau approaches you, saying, "Well, here 
  you are after all. All of Innspa seems to be looking for 
  you right now! Here's a note for you,“ he says handing 
  an envelope over to one of you.  
   
  l
   
  “And also for you” he says handing over a second 
  enve oped to another of your group, before producing 
  a third envelope, sighing wearily and thrusting it into
  the hands of a third member of the group, “and lastly 
  for you.” 
   
  Now he beams at you and you cannot shake the 
  feeling he might be waiting for something. 
   
  Each envelope contains one of the invitations mentioned 
  above, scheduled for the next morning; none of the 
  senders may be contacted during the night. The PCs 
  should take the time given to them to decide whom they 
  want to meet first. Should the PCs have trouble 
  identifying some or all of the names, (maybe because 
  they haven't played one of the adventures in question), 
  have them roll Knowledge (Splintered Suns) with the 
  following DCs: 12 for Graulem of Atirr, DC 15 for 
  Medarkus, DC 23 for Eldan Arkion, DC 12 for Ernjulf 
  Ebroer. 
   
  Successful rolls net the PCs the following information: 
  1. 
  Graulem of Atirr is Princess Karasin's treasurer, one 
  of her more influential court members. He is loosely 
  related to her. 
  2. 
  Medarkus is a mysterious character who has been 
  seen sporadically in the poor quarters and fugitive 
  camps of the city, evoking the past of Almor. He has 
  been urging his listeners to remember this glorious 
  past and throw off the shackles of Ahlissa. 
  3. 
  Eldan Arkion was a member of the Aerdy Re-
  Enactment Company who performed in the city 
  earlier this year. He seemed to have been hunted by 
  the Scarlet Brotherhood and disappeared without 
  trace after two assassination attempts against him 
  had failed. 
  4. 
  Ernjulf Ebroer is the host of the Red Boar Inn near 
  Elversford. He is fond of telling the story how, as a 
  young man, he took part in the Battle of the 
  Woodford and, later, in Osson's campaign during the 
  Greyhawk Wars. 
   
  1) Graulem of Atirr (Ahlissa) 
  Read aloud or paraphrase the following: - 
   
  Your invitation leads you straight to the palace of 
  Princess Karasin, in the heart of the Old City. You 
  present the invitation and the guards let you pass - 
  but not until after you have gone through ots of 
  bureaucratic trivia (like signing your names in the 
  guest book, having your weapons tied up, being 
  warned about the dangers of using arcane as well as 
  divine magic within the palace without proper 
  authorisation, etc.). Two wardens lead you into one of
  the palace's side wings, up to a huge double door. One 
  l
   
   
  Osson’s Lance 
   
  Page 15 
  
  of the wardens knocks, announcing your arrival. The 
  door is opened, and the warden ushers you in. 
   
  Beyond the door, you see an impressive office 
  room (or rather, a hall). It is impossible to tell from 
  the room’s furniture what the person working here is 
  actually doing - except that his duties are probably of 
  an 
  administrative 
  nature, 
  since 
  the 
  room 
  is 
  sumptuously furnished. 
   
  A rather plain looking, yet lavishly dressed man 
  of indeterminable age - his age could be anywhere 
  between 30 and 50 - gives to a short nod and motions 
  you to wait for a few more minutes until he has 
  finished what he is currently working on (a piece of 
  writing, from the looks of it). He does not offer you 
  seats, which may be due to the fact that there simply 
  aren't any seats in this room, except his own ornate, 
  almost throne-like chair. 
  -
  i
  i
  i
   
   
   
  f
   
   
  “Well, it pleases us that you have seen fit to 
  follow our invitation,“ he greets you a few minutes 
  later, without actually looking up from h s work. "We 
  would like you to run a small errand for us, for which 
  you will be recompensed handsomely.“  
   
  �Graulem of Atirr, male human Nec5/Rog4: AL LE, 
  Diplomacy +8, Intimidate +4, Sense Motive +5. 
   
  He continues: - 
   
  “We have summoned you here for we are in need of 
  your services. You have been chosen because we have 
  graciously decided to allow for you to clear yourselves 
  from some minor offences you have committed in the 
  past. Thus, you would be counted as loyal and 
  unblemished citizens of the Principal ty of Innspa 
  again once you have finished this mission to our 
  satisfaction. 
  Of 
  course, 
  as 
  Treasurer 
  of 
  said 
  Principality I also have the authority of granting you 
  a certain sum of money as compensation for your 
  efforts. But you must swear by the Guildmaster, 
  Zilchus, not to reveal anything of what I am to tell 
  you.” 
   
  Assuming the PCs swear the oath by Zilchus (he will not 
  accept any other gods, especially Heironeous’s oaths) 
  Graulem continues: - 
   
  “You need not fear any cloak and dagger intrigues– 
  my employ of you shall be as treasure seekers. A 
  lance, said to have been wielded by a great warrior 
  who fought against the tyrannical predecessors of our 
  great Overking Xavener, Osson of Almor has been 
  found by an euroz tribe. It was believed lost in the 
  See of Medegia since before the Greyhawk Wars. 
   
  “That is the entirety of the mission – I wish for 
  you to seek it, and return it to me here, and for that 
  Ahlissa will reward you. Will you so swear to do this?” 
   
  If asked as to why the PCs should return the lance to 
  him, read aloud or paraphase the following: - 
   
  “The Almorian rebels seek the lance to try to win 
  favour for their own cause and destabilise the 
  Principality of Innspa and our neighbours. If the 
  lance falls into their hands certain elements of 
  Nyrond will doubtless throw their weight beh nd a 
  resurrection of Almor, and thus endanger the fragile 
  balance between Ahlissa and Nyrond. 
   
  Of course, the Princess also has a vested interest 
  of her own in that lance: She intends to honour the 
  valiant Osson, who so bravely fought against the 
  tyranny of the last of the Ivids and to whom Innspa is 
  deeply indebted for being saved from the Greyhawk 
  Wars, by erecting a monument in his name. What, 
  then, would be more suited for such a monument that 
  displaying this very lance, a relic of this veritable and 
  legendary warrior?” 
   
  Graulem is not being entirely truthful here, but most of 
  what he says is true, so it’s hard to tell if he’s lying (DC 
  25).  
   
  If any PC is an outlaw within Ahlissa, Graulem adds the 
  following: - 
   
  “We understand that you have earned the wrath of 
  our Overking. The ethos of Ahlissa is this – with a 
  firm heart, industriousness and a will to serve one can
  easily work to heal the mistakes of the past. Serve us 
  in this and we shall write you a letter of marque that 
  shall get you past any of our men. Complete the task 
  and we shall see to it personally that you receive a 
  pardon. Our word does hold a certain weight not only
  in this court, but also at that of Kalstrand.” 
   
  Graulem insists all, especially paladins and lawful clerics 
  swear oaths on their honour and beliefs (and upon 
  Zilchus of course) to return the lance to him.  
   
  “The lance was found on a battlefield in Medegia not 
  long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. 
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  Osson’s Lance 
   
  Page 16 
  
  recognised the value of the lance and sent messages 
  to a friend of a friend that the euroz might be willing 
  to trade. 
   
   
  l
   
   
  “I understand the orcs wish a pittance, a pittance 
  that you will be amp y compensated for in return for 
  giving me this lance.” 
   
  Note: If the PCs give the Lance of Osson to Graulem of 
  Atirr at the end of this module, all outstanding warrants 
  and such will be terminated. You will need to cross off all 
  respective entries on the ARs of the players, since the 
  PCs are no longer hunted by the Ahlissan authorities. 
  Should they fail to return the lance, their status as 
  outlaws will, of course, only be confirmed! 
   
  2) Medarkus / Eldan Arkion (Almor) 
  Medarkus and Eldan Arkion are actually the same 
  person! Thus, only the persona who has invited the PCs 
  will make an entry. Only PCs who have played "Ruhm 
  vergangener Tage" / "The Glory of Times Past“ will 
  actually meet Eldan Arkion. All others will only get to see 
  the mysterious prophet, Medarkus. Thus, you will need 
  to be very careful about how you have him introduce 
  himself. If there is only one PC in the group who has met 
  this character in his Eldan Arkion guise (i.e., has played 
  the above-mentioned adventure), he will by no means 
  whatsoever appear as Medarkus, for fear of betraying his 
  new identity. On the other hand, of course, he will also 
  not give away the fact that Medarkus was formerly 
  known as Eldan Arkion. 
   
  Read aloud or paraphrase the following: - 
   
  You follow the invitation to a small alley in New City, 
  quite close to the walls surrounding the Old City. The 
  place where you are supposed to meet [Eldan Arkion 
  / Medarkus] is actually one of the poorer quarters of 
  the city. As you approach the designated spot, a figure 
  steps out of the shadows. It beckons to you, saying: 
  "Greeting! Please, follow me...“ 
   
   
  f
   
  f
  i
  Depending on which persona sent the invitation, use one 
  of the following descriptions: 
   
  �Eldan Arkion: Eldan is around 6 feet high, slender but 
  yet muscular. He has black hair, brown eyes, and a full 
  beard. He is around 50 years of age. 
   
  Eldan is very charismatic, but usually displays a 
  certain passivity in conversation. AL LN. 
   
  �Medarkus: Medarkus is rather large and, judging from 
  the voice, male His face is hidden by a hood drawn 
  deeply into his face. His wide, dark blue robes do not 
  allow any guesses as to his build. Should he ever throw 
  back his hood (which will never happen in the light of 
  day!), the PCs will notice black hair, brown eyes, no beard 
  (!) and a face of about 50 years of age. AL LN. 
   
  The figure leads you into a small backyard hidden out 
  of sight from the alley. "I am pleased that you were 
  able to accept my invitation," the man says in a deep, 
  pleasant voice. "Some friends of mine at the temple of 
  Heironeous have told me about you. They have asked 
  me to contact you and entrust you with a mission of 
  the utmost importance, not only for me, but for the 
  entire temple. I will need you to swear that not a 
  single word of what you are about to hear will ever 
  escape your lips. Only then am I at leisure to give you 
  more details...“ 
  Eldan Arkion / Medarkus insists all, especially paladins 
  and lawful clerics swear oaths on their honour and beliefs 
  (and upon Heironeous of course).  
   
  “Recently a discovery was made: a symbol of our great 
  past and of the valour of those that follow the 
  Invincible – the Lance of Osson, was found in the 
  lands of the east.”  
   
  “The lance was lost in the See of Medegia during 
  the Battle of the Great Confluence, during the 
  Greyhawk Wars, the last battle to see Osson alive as 
  he had commanded the valorous Almorian forces 
  deep into the lands of the fell Aerdy. However it was 
  lost on the field of battle, like the valiant 
  Commandant until euroz found it. 
   
  “The lance was found on a battlefield in Medegia 
  not long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. It found its way into the hands of the 
  leader of the euroz as tribute. Eventually these euroz 
  found their way to the south-east of Medegia and 
  there they have raised a settlement. 
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  recognised the value of the lance and a sympathetic 
  voice sent word of this find to our organisation. 
   
  “We would like you to travel to the settlement 
  and negotiate for the lance. Our patron will of course 
  pay you very well and compensate you for any 
  payment you must make.” 
   
  “Returning the lance into the hands of the 
  Temple 
  o  
  the 
  Invincible 
  will 
  help 
  us 
  in 
  strengthening His faith again, thus mproving our 
  position within this city.” 
  Osson’s Lance 
   
  Page 17 
  
   
  3) Ernjulf Ebroer 
  Read aloud or paraphrase the following: - 
   
  “Meet me at the time of breaking the fast at The 
  Frothy Mug. I offer a rewarding task. Ernjulf Ebroer.”  
   
  This was all the invitation said. And yet your 
  curiosity was piqued. You have barely entered the 
  tavern as a man waves you to his table. The man 
  couldn't be more out of place here: his red hair 
  outshines everything else in this rather dreary tab 
  room.  
   
  f
  i
  f
   
  f
   
  f
  Players who have played “Räuber im Adri” ("Bandits of 
  the Adri") or “Tod im Adri” ("Death in the Adri") already 
  know this man. For all others, use the following 
  description: 
   
  �Ernjulf Ebroer is around 6'2'' and somewhat heavy-set. 
  His very short hair is of a striking red colour, almost 
  unnaturally so. He has a rather pale skin with lots of 
  freckles. His eyes are of a deep blue. Several small scars 
  show on his face and arms. His age is around 30. AL N. 
   
  “Ah, well, there you are. So good of you to come...“ He 
  lowers his voice a bit: “It is important that nothing of 
  what will be discussed here is leaked to the outside. If 
  others learn o  this, your task will be so much 
  harder!“  
   
  Giv ng a quick glance around, you find that 
  nobody seems to be interested in the conversation. 
  Ernjulf also seems to be satisfied and continues: 
  ““Recently a discovery was made: a symbol of freedom 
  – the Lance of Osson, was found in the lands of the 
  east.”  
   
  “The lance was lost in the See of Medegia during 
  the Battle of the Great Confluence, during the 
  Greyhawk Wars, the last battle to see Osson alive as 
  he had commanded the valorous Almorian forces 
  deep into the lands of the fell Aerdy. However, it was 
  lost on the field of battle, like the valiant 
  Commandant until euroz found it. 
   
  “The lance was found on a battlefield in Medegia 
  not long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. It found its way into the hands of the 
  leader of the euroz as tribute. Eventually these euroz 
  found their way to the south-east of Medegia and 
  there they have raised a settlement. 
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  recognised the value of the lance and a sympathetic 
  voice sent word of this find to me. 
   
  “I would like you to travel to the settlement and 
  negotiate for the lance. Our patron will o  course pay 
  you very well and compensate you for any payment 
  you must make.” 
   
  “You need to know that I have a strong personal 
  interest in that lance: I was part of that campaign 
  myself as one of the officers fighting under Osson. I 
  was one of those very few who escaped with their 
  lives back then, avoiding capture. It pains me to hear 
  that Osson's lance is now in the hands of orcs, who 
  cannot even begin to know what an important symbol 
  of freedom for this region they have laid their 
  clutches on. Thus, I would like to ask you to travel 
  there in my name and recover the lance. Of course, I 
  will pay you well and cover all your expenses. Since, 
  technically speaking, these orcs dwell on Ahlissan 
  ground, it would probably not be wise to acquire it 
  illegally. These days, you never know what might 
  attract the authorities...“ 
  Since everything Ernjulf is saying is obviously true, it is 
  rather hard (sense motive DC 30) to notice that he has 
  deliberately left out things he would need to lie to the 
  PCs about. And even if such a roll succeeds will Ernjulf 
  stubbornly refuse to explain his hidden motives, trying to 
  evade such questions as skilfully as possible... 
   
  Introduction (Naerie) 
  Read aloud or paraphrase the following: - 
   
  A night of revelry upon the streets of Naerie City has 
  ended successfully this evening, as you return to your 
  lodgings within the Star o  Aerdy tavern.  
   
  Wulfric, the inkeep, leans over the bar, finishing 
  preparations for the early hours of the morning as 
  you approach. He greets you gruffly, “You’re lucky ye 
  made it in, I was about to bar the door. You’ve been 
  popular here tonight, I’ve many messages fer ye.” 
   
  Pick one of the PCs to receive a message from Duchess 
  Isabella of House Haxx (actually on behalf of Emissary 
  Darvander, though the message does not say so) 
  requesting the PC in question’s presence, and those of his 
  comrades, to journey to the Palace of Prince Barzhaan. 
  Another PC receives a similar summons from Fara, 
  representing the Idee Volunteers, and a third PC gets a 
  message from Erian Tournvail, representing his 
  homeland of Almor. The first two summons will be 
  Osson’s Lance 
   
  Page 18 
  
  addressed to PC's with favours of those organisations, in 
  preference to those without. 
   
  Each invitation requests the pleasure of their 
  company on the morn, and they are not likely to be 
  contactable late at night. The PCs should get some sleep 
  and decide which of the worthies they intend to visit 
  first. 
   
  1) Duchess Isabella 
  Read aloud or paraphrase the following: - 
   
  Your invitation grants you immediate access to the 
  Palace of Prince Barzhaan as the guards stand aside at 
  the Duchess' seal upon it. 
   
   
  i
   
  i
  i
  Opulently decorated with flags of green and gold, 
  but bearing the dark nightingale of Ahlissa, the 
  occupant of this room you are led to has clearly made 
  themselves at home, and the décor stands out from 
  what you have seen of the rest of the palace. The 
  room is bright and affords a good view of Pelor’s 
  morning rays, the docks and the shipyards. Sat with 
  his boots resting upon a desk, this man clearly is at 
  ease here. He is a short man with dark hair and a wily 
  grin upon his face. Seeing your confused looks he 
  lifts his feet off the table and sits up, “I realise my 
  countenance is not as pleasing as the fair young 
  duchess, but I assure you my conversation will be 
  nearly as interesting.” 
   
  �Darvander, male human Brd8: AL LG, Bluff +18, 
  Sense Motive +18, ring of comprehend languages. 
   
  PCs who have met Darvander before recognise him 
  instantly. If the PCs have never met Darvander (or any 
  have the Favour of House Haxx), read aloud the 
  following: - 
   
  “Perhaps an introduction might curb this akwardness. 
  Darvander Haxx, Cousin of Prince Barzhaan” he says, 
  with a twinkle in his eye. “A pleasure it is to meet fine 
  patriots like yourselves.”
   
  If any of the PCs have the Disfavour of House Haxx, read 
  aloud the following: - 
   
  “Perhaps an introduction might curb this akwardness. 
  Darvander Haxx, Cousin of Prince Barzhaan,” he says, 
  with a stern tone. “House Haxx never forgets, but it 
  does forgive. An opportunity has arisen for you to 
  redeem yourselves in the eyes of my house.” 
   
  He continues: - 
   
  “I have summoned you here for I need your services, 
  and as I understand that you are folk of fine character 
  and keen wit. I have need of both, but you must swear 
  by the Guildmaster, Zilchus, not to reveal anyth ng of
  what I am to tell you.” 
   
  Assuming the PCs swear the oath by Zilchus (he will not 
  accept any other gods, especially Heironeous’s oaths) 
  Darvander continues: - 
   
  “You need not fear any cloak and dagger intrigues, my 
  employ of you shall be as treasure seekers. A lance, 
  said to have been wielded by a great warrior who 
  fought against the tyrannical predecessors of great 
  Overking Xavener, Osson of Almor, has been found 
  by a euroz tribe. It was believed lost in the See of 
  Medegia since before the Greyhawk Wars. 
   
  “That is the entirety of the mission - I wish for 
  you to seek it, and return it to me here, and for that 
  Ahlissa will reward you. Will you so swear to do this?” 
   
  If asked as to why the PCs should return the lance to 
  him, read aloud the following: - 
   
  “The Idee Volunteers seek the lance to try to win 
  favour for their own cause and destabilise Naerie. If 
  the lance falls into their hands, elements of Sunndi 
  will doubtless throw their weight beh nd Idee. This 
  will bring instability and lawlessness to our region as 
  the Volunteers grow more bold in their actions. Many 
  innocents would die – some so misguided as to allow 
  themselves to be used as human shields by the 
  Volunteers. I give you this opportunity to avo d this 
  bloodshed. Do it for your country!” 
   
  Darvander is being entirely truthful here and trying to 
  appeal to the PCs patriotism. If any PCs with the Bounty 
  of Ahlissa from the Consecrations Interactive (Towercon 
  2003) are present he tries to gild the offer further with 
  the following: - 
   
  “You have already tasted the bounty of Ahlissa’s 
  gratitude. Perform this service and you will most 
  assuredly receive more of the same when word of 
  these reaches the court of the noble Overking.” 
   
  If any PC is an outlaw within Ahlissa, Darvander adds the 
  following: - 
   
  “I understand you have earned the wrath of my 
  Overking. The ethos of Ahlissa is this - with a firm 
  heart, industriousness and a will to serve one can 
  easily work to heal the mistakes of the past. Serve me 
  Osson’s Lance 
   
  Page 19 
  
  in this and I shall write you a letter o  marque that 
  shall get you past any of our men. Complete the task 
  and I shall see to it personally you receive a pardon. I 
  am a man of no small influence.” 
  f
  f
   
   
   
  l
   
   
  Darvander insists all, especially paladins and lawful 
  clerics swear oaths on their honour and beliefs (and upon 
  Zilchus of course) to return the lance to him.  
   
  “The lance was found on a battlefield in Medegia not 
  long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. 
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  recognised the value of the lance and sent messages 
  to a friend of a friend that the euroz might be willing 
  to trade. A man named Gallran Havamkast awaits you 
  at a hamlet two days southwest of Mentrey named 
  Barca. 
   
  “I understand the orcs wish a pittance, a pittance 
  that you will be amp y compensated for in return for 
  giving me this lance.” 
   
  Note: If any such PCs do not give the Lance of Osson to 
  Darvander Haxx, they lose the Bounty of Ahlissa and the 
  item they purchased through its use, which is stolen 
  from them by agents unknown at the end of this module. 
   
  2) Fara  
  Read aloud or paraphrase the following: - 
   
  Your invitation directs you to the shipyard, and a 
  merchant vessel named The Peryton, where you are 
  met by a woman. 
   
   
  i
  i
  t
  f
   
  “Greetings mates,” she says, casting her eye across 
  the shipyard. “Welcome to my humble abode. We 
  have much to talk about, and voices carry less in my 
  cabin.” 
   
  Assuming the PCs agree to Fara’s precautions she leads 
  them into her cabin. She offers them refreshment and 
  settles them down into chairs before making her 
  proposal. Read aloud or paraphrase the following: - 
   
  Fara paces by her desk - which is covered in maps and 
  ledgers. Finally she leans down and asks, “What do 
  you know of me?”
   
  A successful DC 10 Knowledge (Splintered Sun) check 
  reveals Fara to be a merchant captain of Naerie City. 
   
  If the PCs state that they know this information, he 
  congratulates them on their intelligence. 
   
  “I am an Ideean, and like you I am a patriot to my 
  country,” she says, moving from her perch over the 
  desk to mov ng around. “My homeland was lost to the 
  Brotherhood, and then to the Overking of Ahl ssa. 
  However I have been contacted by those who resist, 
  who fight against the toady that the Overking 
  installed as regen  of Idee. 
   
  “Recently our intelligence made a discovery that 
  a symbol of freedom - the Lance of Osson, was in the 
  lands of the east. With it, our resistance could rally 
  support, such as those within Sunndi. After so much 
  war and bloodshed some no longer wish to involve 
  themselves in their neighbour’s affairs. The followers 
  of Trithereon would see this as a symbol of freedom - 
  just as Osson liberated their land, so would they 
  liberate Idee in his name! 
   
  “The 
  Idee 
  Volunteers, 
  thanks 
  to 
  several 
  benefactors, are in a position to pay you to find this 
  relic in our name and return it to me here. If you will 
  so swear, I shall let you know the particulars.” 
   
  As long as the PCs make some form of reassurance, Fara 
  continues: - 
   
  “The lance was lost in the See of Medegia during the 
  Battle of the Great Confluence, during the Greyhawk 
  Wars, the last battle to see Osson alive as he had 
  commanded the valorous Almorian forces deep into 
  the lands of the fell Aerdy. However it was lost on the 
  field of battle, like the valiant Commandant until 
  euroz found it. 
   
  “The lance was found on a battlefield in Medegia 
  not long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. It found its way into the hands of the 
  leader of the euroz as tribute. Eventually these euroz 
  found their way to the south-east of Medegia and 
  there they have raised a settlement. 
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  recognised the value of the lance and a sympathetic 
  voice sent word of this find to our organisation. A 
  man named Gallran Havamkast awaits you at a hamlet 
  two days southwest of Mentrey named Barca. 
   
  “We would like you to travel to the settlement 
  and negotiate for the lance. Our patron will of course 
  Osson’s Lance 
   
  Page 20 
  
  pay you very well and compensate you for any 
  payment you must make.” 
   
  3) Alsiz Santana 
  Read aloud or paraphrase the following: - 
   
  You are directed by Wulfric to a private booth at the 
  rear of the inn. Waiting there is an overweight man in 
  his 40’s with short cropped graying black hair. 
   
  “Greetings, greetings! Come in and make 
  yourselves comfortable. Wulfric, some food and drink 
  for my guests!” 
   
  Once the group are eating and drinking Alsiz 
  continues, “Please excuse all this cloak and dagger 
  introduction. My name is Alsiz Santana, a Bard by 
  profession, originally from the fine land of Almor. I 
  have travelled far and wide and heard many a tale. I 
  can even remember a few of them.” He winks. 
   
  “You may wonder why I have asked for this 
  meeting? Well, truth be told I’m in a bit of a dilemma. 
  I have recently heard about an heirloom from my 
  homeland that has surfaced in Medegia, the Lance of 
  Osson. The lance was lost in the Sea of Medegia 
  during the Battle of the Great Confluence, during the 
  Greyhawk Wars, the last battle to see Osson alive as 
  he had commanded the valorous Almorian forces 
  deep into the lands of the Aerdy. However it was lost 
  on the field of battle, like the valiant Commandant 
  until euroz found it.” 
   
  “The lance was found on a battlefield in Medegia 
  not long after the war. The euroz who found it 
  understood little o  its value, but it is a fine weapon, 
  and it was given to the leader of the euroz as tribute. 
  Eventually these euroz found their way to the south-
  east of Medegia and there they have raised a 
  settlement. It found its way into the hands of the 
  leader of the euroz as tribute. Eventually these euroz 
  found their way to the south-east of Medegia and 
  there they have raised a settlement. 
  f
   
   
   
   
  f
   
  f
   
  i
   
  “In time men of the Sea Baron came, under the 
  leadership of one Frozinir. It was these men who 
  recognised the value of the lance and a sympathetic 
  voice sent word of this find to myself.” 
   
  “I would like you to travel to the settlement and 
  negotiate for the lance. I will of course pay you very 
  well and compensate you for any payment you must 
  make. The return of an Almorian heirloom is 
  important to me, and of course makes a fine tale! It 
  may even help to improve, or perhaps, diminish your 
  own reputations.”
   
  Alsiz is a free-ranging intelligence source for Almor, 
  reporting in when he has the chance. 
   
  What Next? 
  Now that you have run the introduction detail briefly the 
  journey from the starting region to the western borders 
  of the See of Medegia. It is assumed they travel overland 
  to the point noted on the map. They are close to Barca 
  when the scenario begins in Encounter 1: Ruined Shores. 
   
  Encounter 1: 
  Ruined Shores 
  The journey to Medegia is uneventful. The borders are 
  not clearly marked, but the ravages inflicted on the land 
  by the wars are easily visible – deserted villages, fields 
  lying fallow, and poorly maintained roads. After a day’s 
  travel through the ruined countryside the PCs witness 
  one of many small skirmishes between the two powers 
  that are contesting this unfortunate region; the United 
  Kingdom of Ahlissa and the Solnor Compact.  
   
  Note: Refer to the section Travel Through the 
  United Kingdom of Ahlissa for more information about 
  some of the AR entries from previous modules that could 
  affect this encounter. 
   
  Read or paraphrase the following: 
  It is late in the afternoon – soon it will be dark, and a 
  campsite has not yet presented itself as you crest the 
  last of a range o  small hills. Beyond lies a great vale 
  flanked by low-level hills, dotted with small copses of
  trees. Highlighted in the red sky is a ruined 
  watchtower, no doubt once part of Medegia’s border 
  defences. In the distance, below the shadow of the 
  great ruined tower, a battle is currently underway.  
   
  Two companies of knights begin to manoeuvre 
  around the base o  the hills. The largest group starts 
  to move. Encased in steel and carrying banners of 
  blue and white they lower their lances and charge. 
  The ground thunders as the armoured horses churn 
  up thick clouds of dust.  
   
  The smaller company waits with iron discipline 
  as the larger group closes with terrifying speed. Their 
  lances remain raised as gold and green pennants 
  flutter in the wind. Still they do not move, waiting 
  patiently as their enemy falls upon them. 
   
  Then, at the last moment, the nightingale 
  standard bearer dips h s banner and the hill above the 
  charging knights suddenly becomes alive with 
  movement. Archers wearing tabards of green and 
  gold rise up from the bracken and in one fluid move 
  let loose a murderous volley towards the charging 
  knights. 
  Osson’s Lance 
   
  Page 21 
  
   
  The results are devastating as many knights fall 
  from their horses and the charge falters. A horn rings 
  out from the small company and the horses leap 
  forward, crashing into the much-reduced group of 
  enemy warriors. 
   
   
   
  l
  i
  i
   
  You are too far away to make out much detail but 
  the sounds of the dying; the moans of the horses and 
  the clash of steel are clearly audible. After the ambush 
  by the archers the outcome was never in any real 
  doubt. Short and brutal, the skirmish is over in less 
  than ten minutes. 
  A successful DC 15 Knowledge (Splintered Sun) check 
  enables the PCs to determine the factions within the 
  battle. The green and gold belongs to the United 
  Kingdom of Ahlissa, the nightingale symbolising 
  Ahlissa’s nightingale; the blue and white is the Solnor 
  Compact. 
   
  After the Ahlissans win the battle, their main force 
  begins to break up, searching for stragglers. A roving 
  patrol will come across the PCs unless they are taking 
  great pains to conceal themselves. There is little cover 
  available other than the low-lying bracken. If the PCs 
  choose to hide, have the patrol make opposed Spot 
  checks.  
   
  Assuming the PCs are spotted and do not attempt to 
  hide from the patrol, read or paraphrase the following: 
  A distant rumble of thunder sounds in the air. A 
  cloud of dust heralds the arriva  of a troop of 
  horsemen. They appear weary and dusty, but have a 
  grim professional demeanour. Their tabards bear the 
  same green and gold livery of the victors of the battle. 
  The horsemen fan out as they approach with their 
  lances raised. The lead kn ght halts, raising h s hand. 
  As one the others stop in frmation behind their 
  leader. 
   
  “Greetings strangers. I am Sir Avarrondrenn of 
  the United Kingdom of Ahlissa. I would very much 
  like to know what it is you are doing here?” 
   
  Avarrondrenn is a tough and battle hardened soldier. He 
  expects answers to his questions rapidly and truthfully. 
  The forty or so Ahlissan knights should be more than a 
  match for the party so they will have to roleplay their way 
  out of this. 
   
  �Sir Avarrondrenn, male human Ftr4: hp 39, see 
  Appendix 1. 
   
  Appearance: Avarrondrenn is a tough and battle 
  hardened soldier. His worn visage belies his fiery passion 
  in his cause. 
   
  Character: Avarrondrenn is a dedicated Ahlissan, 
  loyal to his monarch. Apart from being an excellent 
  tactician he is also very charismatic. His men would 
  follow him to the ends of Oreth. However, he is not the 
  type to suffer fools gladly and will equally not respond 
  well to threats or violence. And with forty or so knights 
  to back him up he will not stand for a slur on his honour 
  or that of Ahlissa, 
   
  �Knights of Ahlissa, male human Ftr1 (40): hp 12, see 
  Appendix 1. 
   
  Of course if the players are working for the Kingdom of 
  Ahlissa then it should be a simple matter of showing 
  their papers of safe conduct. Assuming the heroes follow 
  this course of action then read them the paragraph below. 
   
  “It seems that these papers are in order. I can 
  unfortunately do little to aid you in your endeavour, 
  but I will offer you an escort across the river. As you 
  can see the forces of Rel Astra have once more made 
  an attempt to invade his royal majesties protectorate 
  of Medegia. Hopefully that was the only Astran force 
  in the area, but just to be sure we will see you safely to
  the far side of the shore.” 
   
  Avarrondrenn can provide the heroes with directions to 
  the ruined hamlet if he feels so inclined but his duties do 
  not permit him to accompany the party. He can provide 
  any basic information about the current political 
  situation, but will be obviously biased towards Ahlissa. 
   
  Without papers, it will require some fast-talking 
  from the players in order for them to get past the knight. 
  If the players attempt to come up with a convincing story 
  as to why they are travelling through Medegia then have 
  them make opposed Bluff checks. Alternatively, if they 
  come up with a particularly good story then you should 
  simply allow them to succeed. Avarrondrenn is looking 
  for stragglers of the Astran army, not spies or foreign 
  agents. 
   
  However, if the heroes are working for the Idee 
  Volunteers and let this slip then it is unlikely that 
  Avarrondrenn will let them go anywhere. Instead he will 
  order his men to seize the rebel scum and place them 
  under arrest. You should allow the players an opportunity 
  to escape after the patrol makes camp for the night. 
  Assume they will be guarded by two soldiers (use the 
  statistics from Appendix 1) but will have had their 
  weapons and armour confiscated. 
   
  Once the players have convinced Avarrondrenn to 
  let them past, read or paraphrase the following: 
   
  Osson’s Lance 
   
  Page 22 
  
  “I’m still not entirely sure that letting you run about 
  the Medegian countryside is the smart thing to do. 
  However from your accents I’m pretty sure that 
  you’re not Astran warriors and they are my priority at 
  the moment. Sertern, prepare to move the men.” 
   
  Encounter 2: 
  Meetings in Medegia 
  The party are expecting to meet their contact in a small 
  village around a day’s travel into Medegia. This is a 
  community trying to rebuild itself following the years of 
  warfare that have plagued the country. Its isolated 
  location protected it somewhat from the major battles, 
  and so it did not suffer as badly as elsewhere. The 
  occupants survive mainly by trading any surplus supplies 
  to the Ahlissans. However bandits in the pay of the Rel 
  Astrans have recently discovered these trades, and have 
  raided the village. 
   
  Read or paraphrase the following: - 
   
  Once past the Ahlissan patrol, the directions you have 
  were given are simple and straightforward. A day's 
  travel into Montesser lies the small hamlet of Barca. 
  The plumes of smoke rising high into the sky across 
  the next rise give the first indication that all is not 
  well.  
   
  f
  l
   
  f
   
  i
  Assuming the PCs go closer to investigate, continue by 
  reading aloud or paraphrasing the following: - 
   
  Below you in the vale lies a small hamlet. The 
  buildings are wood and thatch and are protected by a 
  small wooden wall. Most o  the buildings are on fire, 
  many raging uncontrol ably, while others are simply 
  smoking ruins. Even the crops and orchards are 
  aflame.  
   
  Many villagers seem to have abandoned their 
  homes, some leading pack wagons up into the hills. 
  Some are attempting to put out the fires, while others 
  are attending to the dead and wounded. 
   
  If the players indicate that they are planning on heading 
  down to the village read the following: 
   
  A single trail leads down to the ruined hamlet. As you 
  carefully pick your way down, you notice that you 
  have been spotted by several o  the remaining 
  villagers. A cry of alarm is raised, and many run from
  you, leaving beh nd what they were carrying, or those 
  they were caring for. Before you reach the bottom of 
  the rise, the majority of the survivors have either fled 
  or gone to ground hiding. 
   
  It will require some coaxing from the players to attempt 
  to get any one to talk to them, and they will not be of very 
  much help to the players. If asked what happened, they 
  will tell of unknown riders, in blue and white, coming 
  down from the hills. What they did not burn they 
  destroyed. To the villagers the raid made no sense. They 
  did not steal anything or offer any reason. It was as if they 
  were just killing for fun. If the players offer to help the 
  poor people of the hamlet, their aid will be met with 
  extreme gratitude. 
   
  While the characters are looking about the ruins of 
  the hamlet they will be approached by a middle-aged 
  man, dressed in travelling clothes. It should be obvious to 
  the players that he is not a native of the village. 
   
  A man approaches you. He is tall and well built, a 
  dark grey travelling cloak thrown over one shoulder, 
  and a sword strapped to his back. “Greetings 
  strangers, my name is Gallran Havamkast, I believe 
  that we have some business together.” 
   
  APL 2 
  �Gallran Havamkast, male human Rog1: hp 8, see 
  Appendix 1. 
   
  APL 4 
  �Gallran Havamkast, male human Rog2: hp 14, see 
  Appendix 2. 
   
  APL 6 
  �Gallran Havamkast, male human Rog3: hp 20, see 
  Appendix 3. 
   
  APL 8 
  �Gallran Havamkast, male human Rog4: hp 26, see 
  Appendix 4. 
   
  APL 10 
  �Gallran Havamkast, male human Rog5: hp 32, see 
  Appendix 5. 
   
  Appearance: Havamkast is a short, nondescript 
  individual, dressed in worn but serviceable travelling 
  clothes. He carries a small pack and wears a rapier.  
   
  Character: Havamkast is soft-spoken, and will not 
  venture information unless specifically asked, apart from 
  the location of Montesser, and the fact that the PCs must 
  deal with orcs. He will introduce them to Shauntru, high 
  priestess of Luthic, who has the Lance. They must bargain 
  with her themselves. 
   
  Use the following information as a basis to roleplay 
  the conversation between PCs and Havamkast. If the PCs 
  want more information about their destination, or the 
  Osson’s Lance 
   
  Page 23 
  
  Lance, use the information below and the background 
  provided in Appendix 2 to answer their questions. 
   
  Gallran Havamkast is an employee of Froznir Delrrii, 
  a merchant and master mariner. He has been hired to 
  lead the PCs to the lance. 
   
  Havamkast is being paid well by the PCs employers 
  to undertake his role as guide and contact, and will not 
  become involved in any combat, should it arise.  Delrrii is 
  aware of his mission, and will be taking a percentage of 
  Havamkast's pay. 
   
  Havamkast knows little and cares less about the raid 
  on the village of Barca. He has no interest in the political 
  situation, so long as it does not affect him. 
   
  The Lance is currently in the town of Montesser, 
  where it was spotted by an enterprising merchant. 
  Montesser is somewhat unusual in that it is a community 
  of orcs. 
   
  Development: The encounter ends once the PCs have 
  spoken with Gallran and accepted him into their 
  company. He leads them southeast towards Montesser, 
  but informs them there is a small ruin of a coaching inn 
  and a curious stone. Gallran has been asked to investigate 
  this – and he prefers to do so with some muscle, though 
  he would rather play on the PCs curiosity than ask them 
  outright. Also avoiding the inn is likely to add a few 
  hours to the journey, and Gallran is the guide after all.  
   
  Once they leave, proceed to Encounter 3: A 
  Medegian Odyssey. 
   
  Encounter 3:  
  A Medegian Odyssey 
  The PCs now should have Gallran in tow from Encounter 
  2: Meetings in Medegia. The scene opens as the PCs 
  arrive at the ruin of a coaching inn. The inn and the few 
  huts that comprised a surrounding hamlet has become 
  the base for a group of humanoid brigands, led by a 
  powerful cleric of Gruumsh. He has realised that the 
  monoliths of the Walker attract attention from careless 
  travellers. He reasons that if he waits around long 
  enough people will come to investigate, providing his 
  band with easy prey, especially since the hamlet stands 
  on a relatively major road. 
   
  Read or paraphrase the following:  
   
   
  l
  i
   
  The weather has deteriorated rapidly over the last few 
  hours. The storm had broken without warning and 
  when it arrived it was without mercy. The road you 
  have been following throughout most of the 
  afternoon has turned into a virtual river of mud. The 
  deluge not only makes it difficult to move forward 
  but also virtually impossible to see what is happening 
  outside your immediate vicinity. 
   
  The rain continues to hammer down as you slog 
  your way towards the ruins of a small hamlet. The 
  years have not been kind to the community. Few of 
  the buildings remain standing and those that do are 
  blackened with soot. Here and there are scattered 
  reminders that this was once a peaceful land. One of 
  the buildings was clearly once a large inn; the 
  remains of the sign still hang in front. Broken 
  furniture lies amongst the rubble, along with a 
  tattered rag doll. 
   
  While the remains of the village are both 
  unimpressive and desolate a towering jet-black 
  monolith easily overshadows them. It appears to have 
  been erected in the centre of the crossroads. Twice as 
  high as a man, its sheer surface glistens in the rain. 
   
   
  If the PCs examine the monolith more closely, read 
  or paraphrase the following: 
  The monolith is both smooth and cool to the touch. 
  No tool marks are visible along its surface, yet it is 
  obviously not a natural phenomenon. As you gaze at 
  your reflection in the black surface you somehow feel 
  compelled to gaze even deeper seeking out the 
  perfect details of your own features. The rest of the 
  world becomes a blur, almost as it is the reflection 
  and the image in front of you is the real world…the 
  rea  you. No longer do you feel cold or wet, hungry or 
  tired, you feel at peace. Then as quickly as it came the 
  sensation s gone and once more you find yourself 
  shivering in the rain. 
  Weather Effects 
  The weather for Encounter 3: A Medegian Odyssey has 
  the following effects during the combat. 
   
  Rain, moderate wind 
  • 
  • 
  • 
  • 
   
  Visibility ranged reduced by half 
  Ranged attacks suffer a -4 circumstance penalty 
  Listen, Spot and Search checks suffer a -4 
  circumstance penalty 
  Extinguish all unprotected flames; 50% to extinguish 
  protected flames. 
  APL 2 (EL 4) 
  �Orc (4): see Monster Manual page 203. 
  �Henk, male orc Clr 2: hp 12, see Appendix 1. 
   
  Tactics: From the safety of the ruins (providing cover), 
  the orc brigands use their javelins to target PCs. Henk 
  casts bane on the party, then enlarge person upon 
  himself before entering melee combat. 
  Osson’s Lance 
   
  Page 24 
  
   
  APL 4 (EL 6) 
  �Orc (5): male orc Bbn2, hp 9, see Appendix 1. 
  �Henk, male orc Clr 3: hp 21, see Appendix 2. 
   
  Tactics: From the safety of the ruins (providing cover), 
  the orc barbarians use their javelins to target PCs. After 
  two rounds of ranged fire, they rage and charge into 
  melee combat. Henk casts bane on the party in the first 
  round. In following rounds he targets the most obvious 
  fighters with hold person and sound burst. He will then 
  cast bull’s strength and enlarge person on himself before 
  charging into melee combat. 
   
  APL 6 (EL 8) 
  �Ogre Brigands (4): see Monster Manual page 199. 
  �Henk, male orc Clr 5: hp 35, see Appendix 3. 
   
  Tactics: From the safety of the ruins (providing cover), 
  the ogres use their javelins to target PCs. After two 
  rounds of ranged fire the ogres charge into melee 
  combat. Henk casts bane on the party. In following 
  rounds he targets the most obvious fighters with hold 
  person and sound burst, while targeting spell casters with 
  blindness. He will cast bull’s strength and enlarge person 
  on himself before charging into melee combat. 
   
  APL 8 (EL 10) 
  �Ogre Brigands (4). male ogre Bbn2: hp 61, see 
  Appendix 1. 
  �Henk, male orc Clr 6: hp 45, see Appendix 4. 
   
  Tactics: From the safety of the ruins (providing cover), 
  the ogre barbarians use their javelins to target PCs. After 
  two rounds of ranged fire they rage and charge into 
  melee. Henk casts bane on the party. In following rounds 
  he targets the most obvious fighters with hold person 
  and sound burst, and casters with blindness. He will cast 
  bull’s strength and enlarge person on himself before 
  charging into melee combat 
   
  APL 10 (EL 12) 
  �Hill Giant Brigands (3): male hill giant, hp 102, see 
  Monster Manual page 123. 
  �Henk, male orc Clr8: hp 57, see Appendix 5. 
   
  Tactics: From the safety of the ruins (providing cover), 
  the hill giants use large rocks from the rubble to target 
  PCs. After two rounds of ranged fire they charge into 
  melee combat. Henk casts bane on the party. In 
  following rounds he targets the most obvious fighters 
  with hold person and sound burst, and spell casters with 
  blindness. He will cast divine strength and spell 
  immunity to any particularly favoured spell the PCs have 
  used on himself before charging into melee combat 
   
  t
  -
  l
  f
  t
  l
  f
  i
  i
  At APL 2-8, the brigands are hiding in the ruined 
  buildings, as shown on the map (see Map 1). Allow the 
  PCs opposed Spot checks to notice them. If they spot the 
  brigands, read or paraphrase the following: 
   
  Something catches your eye, a sligh  movement in 
  the rain. Several crows flutter away from the ruins of 
  a two storey brick building. Sudden y a hulking 
  figure emerges from behind a collapsed wall. 
  Bellowing at the top o  its voice, it hefts a long spear 
  and prepares to hurl it with all its might. 
   
  If the brigands are not spotted, they gain surprise, and 
  will act before the PCs. 
   
  At APL 10, the brigands are hiding in the remains of 
  the inn; the only building large enough to conceal them. 
  Allow the PCs to make opposed Spot checks to notice 
  them. If they spot the brigands, read or paraphrase the 
  following: 
   
  Something catches your eye, a sligh  movement in 
  the rain within the shadows of the inn. Several ravens 
  flutter away from the ruins of the two-storey stone 
  building. Sudden y a hulking figure emerges from the 
  doorway. Bellowing at the top o  its voice, it hefts a 
  long spear and prepares to hurl it with all its might. 
  Huge figures appear behind it in the remains of the 
  building. 
   
  General Tactics: Henk will precast defensive spells on 
  himself at all APLs prior to combat starting, if he is not 
  spotted. 
   
  Development: Once the euroz and his companions 
  are dispatched, proceed to Encounter 4: The Walker. 
   
  Encounter 4: 
  The Walker 
  Once the combat of Encounter 3: A Medegian Odyssey 
  has ended and the spoils of victory divided the monolith, 
  a successful DC 15 Spot check reveals about a mile away a 
  pair of figures, one human or demi-human and one an 
  animal making their ways eastwards.  
   
  If the PCs close to investigate read aloud or 
  paraphrase the following: - 
   
  The taller figure appears to be a lad in h s teens, but 
  his grey eyes stare with myopic intensity over the 
  surrounding landscape, as if focused on something far 
  away. These eyes belie an age beyond the innocence 
  of youth, and subtle lines of antiquity mar h s face. 
  Osson’s Lance 
   
  Page 25 
  
  He is a thin gangly boy, with black hair and pale skin, 
  with nary a trace of fat upon his physique.  
   
  A small grey sack is tied to a stick that is held in 
  the boy’s young but sure hand. At his side shuffles the 
  animal you saw, a small grey haired dog, a mess of 
  tangled and matted fur that makes it almost 
  miraculous that the creature can see straight past its 
  own nose! It gently strides, never straying far from 
  the side of its master, and occasionally sniffing the 
  horizon and l cking i s mouth. 
  i
  t
   
  A successful DC 10 Knowledge (Splintered Sun) reveals 
  that this is the Walker, a legendary figure who has 
  walked Medegia since the time of the Great Migrations 
  and long before the Overkings of Aerdy declared 
  universal peace. 
   
  If any PC is foolish enough to attack the Walker they 
  must make a successful DC 45 Will save to avoid having 
  his or her current weapon, regardless of its power, 
  permanently turned into a harmless everyday object like 
  a broom, a duster or a twig. The Walker will not 
  transform any weapons back, and the PC has earned the 
  Disfavour of the Walker of Medegia as well as most likely 
  losing their primary means of attack. 
   
  If the PCs do not speak to the Walker he simply tips 
  his sack in a greeting and with his little dog wanders 
  onwards. It is unlikely the PCs are going to let the 
  Walker leave however – and if spoken to he is unfailingly 
  polite, though hides his meaning in riddles. Answers to 
  typical questions are left below, but do not make up 
  details about the Walker’s purpose – such things may 
  come to fruition later in the Living Greyhawk campaign, 
  or beyond it. 
   
  �The Walker, mysterious entity of Oerth 
  Appearance: The Walker has the appearance of a gangly 
  man who may be as young as fifteen summers. He has an 
  aura that exhibits age. The hair of the man is black, 
  though occasionally those who stare at it long enough 
  swear the boy has grey hair. Lines of age and care also 
  subtly mar the illusion of the youthful countenance, and 
  he speaks in a low gravely voice. 
   
  Character: The Walker is a mysterious force that has 
  walked Medegia in a web-like pattern since before the 
  founding of the Great Kingdom. He never falters in his 
  journey, and is unwilling to stop in his seemingly eternal 
  journey. Those who wish to converse with him must 
  keep up with his enduring strides. 
   
  The Walker is not prone to idle banter and 
  conversation with him is often difficult. The meaning of 
  his rhetoric is often concealed behind riddle, and while 
  he is always polite and never shows anger to travellers on 
  the road he has little need or love of conversation. 
   
  The Walker’s dog is nonchalant, seeming to enjoy 
  any attention the PCs lavish on it as long as they do not 
  separate it from its master for any length of time or slow 
  it down. 
   
  What are these monoliths? 
  “Th s land has seen it rain both hellfire and water, and 
  there is little to mark the passing of the great people 
  who once walked this land. It has changed repeatedly, 
  and not always for the better. I wonder – what legacy 
  would you leave beh nd? My legacy is not yet fulfilled 
  ‘ere I walk.” 
  i
   
  i
  l
   
  t
  f
  l
   
  What are you doing here? 
  “P acing one foot in front of the other. The process I 
  believe is called walking.” 
   
  Where are you going? 
  “Tell me – why do you travel these lands? One likely 
  answer from yourselves to this question will reveal 
  my purpose.” 
   
  If the PCs mention they are going to see the euroz of 
  Montesser, he smiles and continues: - 
   
  “Now we understand ourselves better. You see now, 
  you asked the wrong question of me?” 
   
  Are you going to see someone? (The answer to the 
  Walker’s riddle) 
  “I have a long journey ahead of me and little time, but 
  let me ask this - who were the most important people 
  to you in your youth?” 
   
  What is your name? 
  “That depends on who you ask. One might say my 
  name is a series of letters that I call my own. Another 
  might say it is a description of my very inner being. It 
  is something by which others shall refer to me.” 
  That is not an answer - what is your name? 
  “A fitting substitute for the genuine epithet is the 
  Walker – a rather descrip ive and colloquial name 
  given to me by the children o  this land, as it 
  describes my main pastime.” 
   
  What is your dog’s name? 
  “He keeps his own counsel on that, and quite wisely I 
  may add,” the Walker says, gently ruffling the dog’s 
  fur. 
   
  What is your dog’s purpose? 
  ”One must have company on the ong journey. He is 
  all I need and is familiar with these lands.” 
  Osson’s Lance 
   
  Page 26 
  
   
  Do you know that brigands were using your 
  monoliths? 
  “I have nothing to fear from such things – but if you 
  put paid to them you have healed one of too many 
  open wounds in this land.” 
   
  You know this land? What dangers await us? 
  “I have seen both fiend and friend upon this road in 
  the river of time. They both await you.” 
   
  �Disfavour of the Walker of Medegia: You have 
  attacked a powerful entity of the Oerth. Bad move. 
  Expect reprisals to follow in future Splintered Suns and 
  Scarlet Sign scenarios. 
   
  Once the PCs have begun to run out of questions or you 
  feel this encounter with the Walker has run its course, he 
  states that it is time to leave. If any PC follows the Walker 
  he asks them to stop, and if they refuse he finally grows 
  tired and disappears with his dog. 
   
  The PCs should continue with their journey to 
  Montesser, 
  as 
  described 
  in 
  Encounter 
  5: 
  The 
  Undiscovered Country. 
   
  Encounter 5: 
  The Undiscovered Country 
  Regardless of whether the PCs interacted with the 
  Walker in Encounter 4: The Walker their journey to 
  Montesser will inevitably end at their destination. 
   
  It is possible that some parties will completely refuse 
  to enter any sort of negotiations or deal with euroz, or 
  even enter Montesser. If this is the case, they effectively 
  have two choices; to report back to their employer and 
  admit failure, or try to sneak in and steal the lance. If they 
  wish to make an all-out assault, they can attempt this. 
  However, given the number of euroz in the settlement, it 
  is very unlikely to succeed. Basic information on 
  Montesser is provided in Appendix 6. Havamkast will 
  not assist in any attempts to take the Lance by stealth.  
   
  If the PCs do wish to enter by stealth, use the maps 
  provided and the statistics in Encounter 7. They will have 
  to deal with the added complication of locating the 
  Lance. If they delay too long (until two hours before the 
  next dawn), they will be too late, and the opposition will 
  already have taken the Lance. They will have to track 
  them down (Encounter 8). 
   
  Read or paraphrase the following as the PCs 
  approach Montesser: - 
   
  Finally Montesser lies in front of you. It is a squat 
  ugly town surrounded on three sides by stout earthen 
  ramparts. The rampart is crowned with rusty metal 
  spikes, and several watchtowers are also visible. A 
  deep ditch runs around the base of the wall on the 
  outside. Sharpened stakes have been driven into the 
  base of the ditch. The only entrance to the town is 
  barred with a wooden gate, guarded by two euroz 
  soldiers. The track leading to it is lined with stakes, 
  plunged into the earth. 
   
  On closer inspection the stakes have a gruesome 
  decoration. Each has a decomposing head, either 
  euroz or human, mounted upon it. Most are in the 
  process of decaying, and the stench is appalling. 
  Swarms of flies buzz around and a raven perches on 
  one head pecking at an eye.  
   
   
   
   
  i
   
  The gate guards watch you as you draw nearer. As 
  soon as you approach one of them holds up its spear 
  and shouts “Stop! “What do you want here?” 
  The orcs speak Common, albeit with a strong accent. The 
  orcs of Montesser are used to dealing with humans, and 
  so the majority speak at least some guttural common.  
   
  As long as the PCs are not aggressive or rude towards 
  the guards, they should have no problems gaining entry 
  to Montesser, which is used to dealing with merchants 
  and travellers. Havamkast can vouch for them if 
  necessary.  
   
  If the PCs ask either Havamkast or the guards about 
  the heads, they will find they belonged to criminals and 
  brigands who were executed for their crimes.  
  Inside the wall, Montesser looks even less inviting. 
  Several large round houses fill the area. They are 
  crudely built, with wattle and daub walls, filled with 
  dried mud. The roofs are simple thatch. After the 
  recent rain the earth has been churned up and mud 
  lies thickly on the ground. Everywhere eyes are upon 
  you, almost all of them are euroz.  
  Closer to the docks a smaller area is enclosed 
  with a simple fence. Several human guards stand 
  close to the only gate. They are dressed in simply 
  leather armour and are armed with large cutlasses. 
  Havamkast points out that this is Frozn r Delrrii’s 
  enclave. He tells you he must report to his master, but 
  to be wary, you might be even less welcome there 
  than elsewhere in the town. With that he disappears 
  into the crowd. 
  This encounter provides several opportunities for 
  freeform roleplaying, and allows the PCs to gain some 
  insight into euroz culture. Havamkast will arrange a 
  meeting for them with the head-woman, and in the mean 
  time they are free to explore. Use as many of the 
  following locations as you have time for. 
  It is entirely possible the PCs may fall foul of the 
  law whilst exploring Montesser, most likely by 
  Osson’s Lance 
   
  Page 27 
  
  interfering after they have been told not to. If this 
  happens, they will be seized by orc guards and dragged 
  off to see the leader, Shauntru, and her council of elders. 
  Use the statistics given for Encounter 7. 
   
  A) Blacksmith 
  If the PCs approach this area, read aloud or paraphrase 
  the following: - 
   
  i
  f
   
   
  The sound of ringing steel draws your attention. A 
  small stone building displays a p cture o  crossed 
  axes, and smoke rises from a forge. A large orc is busy 
  pounding an axe head into shape. The blade is of high 
  quality, certainly better than those carried by the 
  brigands you encountered earlier. 
  �Arrgrath, male orc Exp4: Craft (Weaponsmithing) 
  +10. 
  Arrgrath is Montesser’s blacksmith, and is capable of 
  making both weapons and farm tools. He is blunt and not 
  at all interested in small talk, but will be eager enough to 
  communicate with those he thinks are potential 
  customers. He speaks Common well. He does not have 
  weapons ready for sale. 
   
  B) The Curing Huts 
  If the PCs approach this area, read aloud or paraphrase 
  the following: - 
   
  An eldery euroz woman is supervising a group of 
  younger females. Talking in euroz she gestures 
  abruptly at racks of smoking fish. The younger euroz 
  females are busy packing the fish into barrels of salt. 
   
  Fish tends to be a large part of the diet in Montesser as 
  the orcs maintain a fishing fleet. Some of the catch is sold 
  to boost the economy, but a great deal is preserved and 
  stored in the communal food stores at the centre of the 
  town. The curing of fish takes place in huts open at the 
  sides to allow smoke to escape. 
   
  If any members of the party are hungry they can 
  purchase fried fish from a vendor behind a stall close by 
  for 5 cp. Alternatively the elderly euroz woman will sell 
  some smoked fish (equivalent to 1 day of trail rations). 
   
  C) The Well and Market Place 
  A stone well in the centre of the settlement forms the 
  hub of the community. The day the PCs arrive is market 
  day. Several stalls have been set up around the well, 
  selling an assortment of goods and livestock. Most are 
  run by orcs or half-orcs, although one human is trading 
  bolts of serviceable cloth. Orcs from the surrounding 
  satellite settlements have also travelled here to trade.  
   
  ,
  In the centre of the town a stone well forms the hub 
  of the community. Several stalls, most served by 
  humans, surround the well. All manner of goods are 
  on sale. One stall sells crude cloth  while another 
  vendor hawks his boots and yet another fried fish on 
  sticks. 
   
  Most mundane items are here (from Table 7-8 of the 
  Revised Edition Player’s Handbook), although there are 
  no masterwork goods or alchemical items. Assume all 
  costs are twice that on table 7-8, but allow the PCs to 
  bargain. 
   
  D) The Cage 
  If the PCs approach this area, read aloud or paraphrase 
  the following: - 
   
  Suspended high between two large wooden posts is 
  an ron cage. A bored looking orc guard stands to one 
  side, glaring at any who dare to approach too close. 
  Lying on the floor of the cage is an old orc woman, 
  dressed in rags. You’re not sure whether she is 
  actually alive until her eyes flick open and stare at 
  you.  
  i
   
  As she stares, a group of orc children dashes up to 
  the cage, hurling rotting vegetables and mud at the 
  woman, before running away shrieking and laughing. 
  The woman curses at them as they leave. 
  Her words get drained out as the euroz guard begins to 
  cuff her shouting at her in common and euroz to shut up. 
  Those who wish to get involved will be stepping on the 
  toes of the local authority. The orc guard will in short 
  terms tell the heroes to but out as this is nothing to deal 
  with them. If any members of party interfere the orc calls 
  for aid, summoning more guards. 
   
  �Male orc guard; Ftr1: See Appendix 1  
   
  If the PCs take the time to investigate, by asking other 
  orcs or questioning the guard find out the orc female’s 
  name is Burgth. Burgth has been tried and found guilty 
  of stealing from the town’s winter food supplies. While 
  some players may find her punishment harsh, they 
  should be aware that the other families might now face 
  starvation over the winter. Burgth is lucky to have not 
  been killed outright. 
   
  Osson’s Lance 
   
  Page 28 
  
  E) The Fortune Teller 
  Off to one side of the square is an elderly orc male. 
  Crippled and shivering from the cold, he tries to catch 
  the attention of the PCs as they wander through 
  Montesser.  
   
  “Fortune? You want fortune? Tunka read to you, I can 
  call upon power, bring you guidance, strategies for 
  future…” The old euroz holds up an empty begging 
  cup and offers a wide toothless grin. 
   
  �Tunka, male orc Adp2: Perform (Storytelling) +4. 
   
  This is Tunka, once a devout follower of Gruumsh, but he 
  has now forsaken his god to be allowed to stay in the 
  relative safety of Montesser and reduced to begging for 
  food. The worship of Gruumsh is not encouraged within 
  Montesser so Tunka callously discarded his god. Tunka 
  does not take gold – he has little use for it, but will offer 
  to barter. He will make a great deal of throwing some old 
  bones onto the dirt in front of the party and pretend to 
  read their fortunes. Any who dug deep into their packs 
  receive a rosy future, while those that do not will get 
  forecasts of doom and gloom. 
   
  As Tunka finishes telling the fortunes, read or 
  paraphrase the following: - 
   
  The sound of marching draws your attention to the 
  opposite side of the square. Several dozen orcs are 
  marching in a tight formation through the town. 
  These militiamen appear h ghly trained. Most are 
  wearing stiffened leather armour, and carrying a large 
  wooden shield and long spear. The leader of the 
  group shouts out commands as forming them into 
  squares then lines then columns.  
  i
  i
   
   
  f
   
  At one point one stumbles slightly and the 
  commander makes no effort to hide his anger at the 
  slip 
  up. 
  “You…you stinking piece of rotten 
  offal…you fool, you get yourself killed, get us all 
  killed, me think I should just kill you now, get it over 
  with!” 
  The smaller orc shudders and draws back as the 
  commander looms over him, cuffing him around the 
  ear, knocking him to the ground. Dragging the 
  unlucky militiaman back to his feet the commander 
  screams into h s ear; “Do that again I will kill you, you 
  pig droppings.” 
  Unless the party are actively concealing Tunka’s presence 
  for any reason carry on with the following. 
   
  Suddenly the sergeant spots Tunka cowering in the 
  shadows. Striding over he leans down and grabs the 
  old soothsayer and drags him to his feat.  
  In euroz the sergeant speaks, “Casting bones again 
  Tunka? Your ways are banned.”
  Tunka shakes his head, “No Lartach, no call on 
  Gruumsh. Just use bones.” 
  “Lady knows o  you. Thinks you secretly still with
  Luthic’s treacherous husband. You’re not wanted 
  here! So says Ragoth, orders from Shauntru…you 
  come with me.” 
   
  If the party want to interfere they will be forcibly told to 
  mind their own business. The old priest has been warned 
  against preaching his religion in the town. The sergeant 
  would be well within his right to simply kill Tunka. 
  However, he is merely dragged off to share the cage with 
  Burgth (see Encounter D) whilst preparations are made 
  to exile him. 
   
  A DC20 Knowledge (religion) check will reveal that 
  it is very unusual for an entire orc community to worship 
  Luthic, normally a subservient goddess. Most orcs follow 
  Gruumsh, and his lieutenants Barghtru and Ilneval, 
  especially the warriors. Appendix 6 gives information on 
  the orc pantheon. 
    
  F) The Rotten Vendor 
  Several vendors can be seen throughout the market place. 
  From time to time the party will pass them, they should 
  notice what kind of meat is being offered. When this 
  happens, read aloud or paraphrase the following: - 
   
  From all around you there are sweet smells of 
  cooking food. Euroz vendors hawk their wares, 
  offering you the opportunity to sample their food. 
  Most vendors seem to be using various spices to coat 
  their food. The resulting savoury smells almost tempt 
  you. 
   
  If any PCs do buy the meats, a successful DC 12 Spot 
  Check allows them to see several euroz cooks preparing 
  more of the meat the characters are going to buy. They 
  spot that the meat is green, and stinking. The cooks are 
  busy applying liberal amounts of spices to the meat 
  before cooking it, in order to hide the fact that the meat is 
  rotten. 
  If the PCs fail the Spot check and buy the meat, have 
  them make a successful DC 20 Fortitude save to try to 
  keep it down.  
   
   
   
  Osson’s Lance 
   
  Page 29 
  
  G) The Trader’s Compound 
  If the PCs approach this area read or paraphrase the 
  following: 
   
  A stone-walled comp0und dominates the orcish huts 
  clustered about it. Set on a prominent piece of high 
  ground the runs down to the very waters of the Aerdi 
  Sea this collections of buildings is easily the most 
  fortified part of the whole community that you have 
  seen so far. 
   
  A single, havily barred gate pierces the 
  battlemented outer wall. Two surly-looking human 
  guards stand without the walls, leaning on their 
  spears. The wall surrounding the buildings within is 
  only about fifteen feet high but a walkway obviously 
  runs all the way along the walls. Inside the compound 
  a cluster of buildings squat around the central tower, 
  which commands views over the whole settlement. 
  Atop the tower a pure blue sail with a fish 
  emblazoned upon it flutters bravely in the sea breeze. 
   
  Sea Baron traders who have struck an alliance with the 
  orcs of Montessor operate this compound. They are led 
  by the canny merchant, Froznir who is at least in part a 
  pirate. Although the first meeting between these two 
  groups was initially of a violent nature both parties soon 
  discovered that working together was more beneficial 
  than slaughtering each other. The alliance these two 
  groups have is a sound one and Shantru will not suspect 
  Froznir or his servants of stealing the lance. 
   
  �Froznir Delrrii: LE male human Rog7. 
  �LE male human War2 (48): hp 12. 
   
  Froznir has over four dozen guards within the compound 
  as well as an equal number of servants. In addition a sleek 
  vessel is docked in the private docking area that abuts the 
  compound. 
   
  PCs will not be allowed access to the compound 
  during the adventure. The gate guards will converse with 
  the PCs – they are surprised to see other non-orcs here – 
  but will not be particularly friendly.  
   
  Development: Allow the PCs to roleplay in Montesser, 
  but ultimately nudge them towards Encounter 6: The 
  Leader – where they meet Shantru and bargain for the 
  lance. 
   
  Encounter 6:  
  The Leader 
  At some point the players will want to seek out 
  whomever is in charge in order to open negotiations. If 
  they do not, have Havamkast come and find them when 
  you are ready to begin this encounter. It is also possible 
  that the PCs have fallen foul of the law in Encounter 5, 
  probably by interfering where they should not. In that 
  instance, they will be forcibly taken to see the leader. 
  This will of course make negotiations much more 
  difficult.  
   
  If the PCs need directions, all the villagers will direct 
  them to the largest stone roundhouse, close to the centre 
  of the town. 
   
  As they approach, read or paraphrase the following: 
   
  The largest of the roundhouses appears to have been 
  built with more time and effort than others. The tall 
  walls are made of well-hewn stone. Huge doors stand 
  open, and are wide enough for an entire team of oxen 
  to be driven through. Peering through the open doors 
  reveals a darkened interior. A fire burns in a central 
  hearth, and the smoke further obscures the room. 
  Two guards stand, barring your approach. 
   
  If Havamkast is with the PCs they will be granted entry. 
  If he is not, they must convince the guards that they have 
  a valid reason to see Shauntru, the leader. A successful 
  DC 15 Diplomacy check will be sufficient. 
   
  The roundhouse is packed with orcs. Many are seated 
  at trestles eating and drinking, set back in the 
  shadows. More orcs, mostly younger whelps, peer 
  down from upper balconies, leaning dangerously over 
  the edge or balancing on ladders. As you enter all 
  conversation stops and one figure stands, throwing 
  off an expensive fur cloak. You notice that this orc is 
  female. “Who are you, and why do you disturb my 
  meal?” 
   
  �Shauntru, female orc Clr9: AL LE (LN tendancies); 
  Bluff +6, Diplomacy +12, Intimidate +6, Sense Motive 
  +12. 
   
  Appearance: Shauntru is large for a female orc, towering 
  above most of her warriors. Battle scarred and dirty, she is 
  a fearsome opponent. She is also relatively old, and her 
  movements are perhaps not as quick as they once were. 
  She wears an expensive fur cloak, and many bangles and 
  necklaces. 
   
  Character: Shauntru is a wise ruler. She realises that 
  for her community to survive and prosper they need to 
  change and evolve. However she knows that she is 
  walking a fine line, needing to keep her more traditional 
  warriors happy. Thus Shauntru is often more violent and 
  aggressive than she would want to be.  
   
  Osson’s Lance 
   
  Page 30 
  
  The PCs can handle negotiations however they wish, but 
  things will go better for them if they show respect to 
  Shauntru. She has struggled to achieve and maintain her 
  current position, and does not take kindly to anyone 
  challenging her authority. Nor will she appreciate 
  criticism of Montesser or its people, especially from 
  elves. She is used to dealing with humans and other races, 
  and does not suffer fools gladly. Shauntru is not stupid, 
  and she will not accept a bargain that is clearly biased 
  against her or her people. As far as she is concerned, she 
  has nothing to lose from this bargain – she either keeps 
  the lance, or is paid well for it. She speaks Common very 
  well. 
   
  Try to roleplay this encounter thoroughly - do not 
  reduce it to a series of Diplomacy checks unless time is 
  very short. Unless the PCs are very disrespectful, or 
  attempt to take the Lance without payment, they should 
  eventually be successful. 
   
  Assuming that the party handle the situation well 
  enough and make their offer to Shauntru she will 
  respond as following. 
   
  If PCs ask to see the Lance, Shauntru will happily 
  show them. It hangs above the entrance to the 
  roundhouse. The head looks corroded and grubby, and 
  the shaft is battered but still contains the rampart and sol 
  of Almor and the bolt of Heironeous on a hill, the 
  personal coat of arms of Commandant Osson. It still 
  appears serviceable. A cloth pennant hangs from the 
  shaft, but it is torn and smoke-stained, and the emblem 
  cannot be made out. 
   
  Shauntru is happy to negotiate for as long as 
  necessary – whilst the talks are being conducted, a feast is 
  being prepared in the background in anticipation of the 
  negotiations being successful. 
   
  When it looks like the negotiations are about to be 
  completed, a huge orc will move out of the shadows of 
  the roundhouse. This is Ragoth, one of the greatest 
  warriors in the town, and an advisor to Shauntru.  
   
  �Ragoth, male orc Ftr7: AL LE, hp 57. 
   
  Apperance: Ragoth looks like many of the Euroz 
  warriors. He is dressed in studded leather armour with 
  large steel shoulder plates. He carries a massive two-
  handed scimitar strapped to his back. A massive scar has 
  taken away most of the side of his face, showing his tusk. 
   
   
   
  Character: Ragoth is an unusual orc. Not only is he a 
  strong and powerful warrior, but he is also an intelligent 
  and gifted strategist. Ragoth is interested in leading his 
  tribe to glory, but he believes this will not happen under 
  the guidance of Luthic, though he is far too clever to let 
  that show. 
   
  Ragoth makes a great deal of his loyalty to Shauntru, but 
  that is just a front. Ragoth follows Ilneval, the Lord of 
  Strategy, and fulfils the typical role of a follower of that 
  god. He acts as an advisor in military matters, second in 
  influence to the huge Bhargeval. He is also the leader of a 
  small but significant minority of warriors in the town 
  called the Sons of Gruumsh who want to overthrow 
  Shauntru and bring back the old ways of worshipping the 
  other euroz gods, particularly Gruumsh and his loyal 
  lieutenant Ilneval.  
   
  If Shauntru were to discover this, she would no 
  doubt have him killed, so he goes to great pains to 
  conceal it. Ragoth makes a point of weeding out ‘heretics’ 
  such as Tunka (see Encounter 5E) and there is little 
  doubt in Shauntru’s mind as to his loyalty because of this. 
  He is working to overthrow Shauntru without openly 
  challenging her authority. 
   
  To this end, he is attempting to make Shauntru look 
  weak for dealing with non-orcs. He has arranged for the 
  Lance to be stolen by whichever faction is working 
  against the PCs. They are supposed to be taking the Lance 
  late tonight. The PCs will of course be blamed for the 
  theft, and Shauntru will be made to look foolish for 
  dealing with dishonourable non-orcs. This will be 
  another step towards discrediting her entirely. 
   
  This is not information that the PCs will be able to 
  divine without magical aid, if at all, and is provided solely 
  to give the DM a clearer idea of Ragoth’s motives.  
   
  During the following scene, both Ragoth and 
  Shauntru will speak in Orc, so if there is no one in the 
  party capable of understanding this, it will be 
  meaningless shouts, and the text should be altered 
  accordingly. Shauntru will explain the outcome of the 
  conversation in Common afterwards, if necessary. 
   
  Read or paraphrase the following: - 
   
  A huge orc steps forward from the shadows and leans 
  towards the assembled group. “Shauntru, I wish to 
  speak.” The leader glances at the warrior for several 
  moments before nodding her approval. 
   
  “We all follow Shauntru, all warriors here, you 
  know that, but is it right to sell the lance, is it wise to
  sell this strong totem of our tribe?” 
   
  In a sudden explosion of fury Shauntru leaps to 
  her feet and two quick strides bring her nose-to-nose 
  with the challenger. “You dare to challenge my 
  decision? You have become brave Ragoth, if you 
  challenge my to right to rule, I should gut you here 
  then feed you to the pigs!”  
  Ragoth steps back and bows slightly, ”Forgive me 
  Shauntru, I do not challenge, it is my place but to 
  advise. The warriors say this matter concerns all of 
  us.” 
  Osson’s Lance 
   
  Page 31 
  
   
  “Be silent tark!” roars Shauntru, “I rule here…” 
  Shauntru takes a moment to look around at the 
  assembled warriors. Most fail to meet her eyes but a 
  few seem to be supportive of Ragoth’s suggestion.  
   
  “I have decided that the warriors and I shall talk 
  over the offer, that it is the will of the commun ty and 
  thus the will of Luthic… but, let no one doubt 
  Luthic’s will and that I know Luthic’s will.” 
  i
  t
   
   
  t
   
  Shauntru will then tell the PCs that she must confer with 
  the council, and they must wait until the morning for her 
  decision. This is not negotiable. They are welcome to stay 
  the night in Montesser, and are allocated a small 
  roundhouse on the edge of the town where they may 
  sleep. There are no real inns in Montesser, though the 
  party may try to find one. If they attempt to find shelter 
  within the pirate enclave they will be politely turned 
  away. 
   
  They are also welcome to stay for the meal if they 
  wish. The food is of similar quality to that found outside 
  on the vendors stalls. While the food looks edible it is 
  poorly prepared and unevenly cooked, designed for the 
  unrefined euroz palates. Some of the more fierce warriors 
  are even eating their meat uncooked.  
   
  The inhabitants of the roundhouse are mostly 
  Shauntru’s extended family, or those of her closest 
  advisors. Not all of them are in favour with the break 
  from tradition and the dominance of Luthic. However, 
  they are very unlikely to discuss this with any PC other 
  than a sympathetic half-orc, and then only after several 
  tankards of the local ale. 
   
  The PCs will be escorted to their accommodations by 
  several watchful guards. Proceed to Encounter 7: Framed 
  and Fallen. 
   
  Encounter 7: 
  Framed and Fallen 
  After being shown to bed by the euroz in Encounter 6: 
  The Leader, the PCs should settle down (or post watches). 
  During the night the characters will be woken up by 
  sounds of a disturbances coming from the Shauntru’s 
  roundhouse. 
   
  Should they wish to go investigate read the 
  following: 
   
  A soft ligh  illuminates the area around the 
  roundhouse, however it is difficult to see what causes 
  the effect. Inside many orcs gather around shouting 
  and gesturing frantically. In the middle of the group 
  the might warrior Ragoth and Shauntru are 
  screaming hysterically at each other. 
   
  “I warned you Shauntru, only evil will come of 
  dealing with strangers, now the council will be angry, 
  that the lance is gone!” 
  “I care not that council be angry, I anger… bring 
  me the lance… bring me the outsiders!” Shauntru 
  pushes Ragoth into a group of other warriors and all 
  but throws them out of the roundhouse. 
  “You find the lance or I gut you where you stand, 
  gut the whole council if they look at me wrong 
  way…” 
   
  The PCs had better think fast on their feet-  it is unlikely 
  that they have all their equipment and patrols of euroz 
  are dispatched to seek them at their residence. Allow 
  Hide and Spot rolls to get the PCs to safety – and perhaps 
  to encounter Gallran. 
   
  PCs still in bed are rudely awoken by euroz guards 
  beating down the door. Being dragged to Shauntru allows 
  the PCs chance to fast-talk their way out of trouble. 
  Shauntru is willing to at least listen to the protests of 
  innocence from the party, but Ragoth has already 
  decided that they are guilty. 
   
  If the party ask what has happened, or how anyone 
  could have gotten past the guards Ragoth will laugh and 
  ask the party exactly how they managed it, meanwhile 
  Shauntru will indicate several guards unarmed and 
  squatting at the back. 
   
  “Them, they guard the roundhouse tonight. Me wake 
  not long ago and find them fast asleep. They say they 
  wake one moment, sleep the next.” 
   
  Ragoth interrupts shouting, “They must have 
  paid them, to sleep, then, they took lance and hid 
  it…. Shauntru you let this happen,, warriors blame 
  you, you must force strangers to tell truth, or warriors 
  decide Luthic weak.” 
   
  Shaun ru momentarily looks uncharacteristically 
  undecided. She glances around at the others in the 
  roundhouse, taking note of their angry expressions, 
  she seems to make a decision. 
   
  “Take them, they have hidden lance, throw them 
  in the pit, if they do not tell us where it is before 
  morning they will die painfully.” 
   
  The warriors take the party to the edge of the Montesser. 
  Just outside the stockade there is a deep natural sinkhole, 
  that the orcs call “the pit.” The pit has sheer smooth walls 
  some 25 feet deep and people can only be lowered by 
  rope from the top of the hole. 
  If the heroes go quietly they are stripped of all their 
  possessions and lowered down one at a time into the pit. 
  Escaping the pit will be difficult. Those that are obviously 
  spellcasters, Ragoth will order to be fitted with a scolds 
  bridle. This is a steel cage that is fitted over the head and 
  Osson’s Lance 
   
  Page 32 
  
  clamps the mouth shut. It is locked and Ragoth keeps the 
  keys. The orc guards laugh and tell the party that the 
  scolds bridle is usually used on women accused of 
  nagging too much. Everyone else has their hands bound 
  behind their backs. 
  The manacles used to bind the party are crudely 
  made but no less effective in their job. The manacles 
  requires a successful DC 20 Open Lock, a successful DC 
  25 Strength check or a successful DC 25 Escape Artist 
  check to slip free. 
  Of course the party may decide to fight their way 
  clear, this would be a rather foolish and hopeless cause. 
  Make this clear to them, but if they ultimately insist let 
  them try. Use the statistics in the Appendix for the 
  hundreds of euroz warriors if necessary. 
   
  The Escape 
  If the players come up with a way of escaping the pit then 
  you should allow them to do so, if however they are 
  having no luck coming up with a way out, then help is at 
  hand. Their contact from Encounter 2 has just turned up, 
  Gallran Havamakast. Gallran has been following the 
  party, he knows that his payment is conducive to them 
  being successful. He has managed to bribe one of the orc 
  guards to retrieve their equipment. Gallran has also 
  slipped a sleeping potion into the food and drink of the 
  euroz guards and an hour before dawn they drop off to 
  sleep. 
  Gallran will throw down a rope and climb down and 
  help the heroes escape. He will inform the party that they 
  must get out of Montesser before the sun comes up. 
  Worse, he spotted a group of humans riding out of the 
  town, he is convinced that they must have taken the 
  lance. The party has to decide what to do now; they can 
  perhaps try and clear their names in Montesser by taking 
  this information to Shauntru. Gallran will think them 
  mad if they try, and will refuse to help them in the future.  
  If the party follow this option then they will have to 
  try and convince the leader that they can return the lance 
  to the town. They will have to be careful not to be caught 
  as they sneak in for a private audience. This will help her 
  revive her standing in the town and reduce the power of 
  Ragoth. Alternatively they might go to Ragoth and strike 
  a deal with him. Either way, with good negotiations they 
  may get out of the town in one piece, otherwise they will 
  end up back in the pit.  
  The party may simply try and follow the thieves. 
  Gallran tells them that they were following the old coast 
  road to the south. He knows that there are plenty of small 
  coves where ships could berth and smuggle the group 
  away. Unfortunately guards on the wall will spot the 
  heroes fleeing and a patrol will surge out from the 
  gateway to attempt to stop them. The party will have to 
  defeat the guards and make their escape. During the fight 
  Gallran will disappear. 
   
  APL 2 (EL 3) 
  �Orc Guards (5): hp 5, see Monster Manual page 203 
   
  APL 4 (EL 5) 
  �Orc Guards (5): male orc Ftr 1, hp 12, see Appendix 2. 
   
  APL 6 (EL7) 
  �Orc Guards (6): male orc Ftr 1, hp 12, see Appendix 3. 
   
  APL 8 (EL9) 
  �Orc Guards (8): male orc Ftr 1, hp 12, see Appendix 4. 
   
  APL 10 (EL11) 
  �Orc Guards (10): male orc Ftr 1, hp 12, see Appendix 
  5. 
   
  Development: With Gallran taking his leave of the 
  party they are on their own to track the warband with the 
  lance. A Track check (DC 12+APL) allows the PCs to 
  follow their trail. Failing that Gallran’s advice should 
  suffice, though the PCs are likely to stumble onto their 
  foes, rather than have time to ready spells. 
   
  Encounter 8: 
  Nemeses 
  With the information supplied by Gallran in Encounter 
  7: Framed and Fallen the party can follow the trail led by 
  the thieves of the lance. The trail leads the party to a 
  secluded cove along the coast. Here the thieves – a 
  warcompany known as the Followers of the Blade are 
  awaiting collection from a ship that is due at dawn to take 
  spirit them away. 
   
  The Followers are working for one of the three 
  factions that the PCs did not choose (for example the 
  Ahlissans if the PCs are working for the Idee Volunteers). 
  You should try to make it clear to the PCs that this is not 
  another combat against nameless foes – these are another 
  group of adventurers, and they are not evilly aligned, 
  merely mercenary. 
   
  The cove is very sheltered, towering cliffs surround 
  it on three sides. A small winding path leads down to a 
  shingle beach. Beached here is a small rowboat. The 
  Followers of the Blade will use it to row out to the ship as 
  soon as it arrives, summoning a water elemental at APL 
  10 to delay the PCs. 
   
  Read the following to the characters: 
   
  Ahead lies a towering cliff overlooking the stormy 
  sea. Six horses are tethered here, all are leathered up 
  Osson’s Lance 
   
  Page 33 
  
  into a sweat and all of them look in bad condition. 
  Below the cliff on a stony beach you can see a small 
  group of people huddled around a small fire. Not to 
  far away is a jolly boat, pulled right out of sea onto the 
  shore. 
   
  The warcompany are aware someone may find he lance is 
  missing before dawn, and they plan to be far away. They 
  still have one of their number on watch. Delnatri is 
  hiding along the north face of the cove overlooking the 
  path. Despite the cold and late hour he is keeping a 
  careful watch. Any characters attempting to sneak down 
  the path will have to make opposed Hide and Move 
  Silently checks. 
   
  The players might attempt to take out The Followers 
  of the Blade with ranged combat and spells from the top 
  of the cliffs. Remember that there is a 50 ft. elevation that 
  will severely hinder the effectiveness of shooting and 
  spells with short ranges. If however the party does appear 
  to be gaining the upper hand without climbing down to 
  engage in hand to hand, then the some of the NPCs will 
  attempt to make a getaway with the lance on the rowing 
  boat. 
   
  It is assumed that the players will have to get 
  involved in a hand to hand encounter in order to defeat 
  the thieves of the lance. Use the following tactics for the 
  NPCs.  
   
  APL 2 (EL5) 
  �Trell Galarth, male human Rng1: hp 9, see Appendix 
  1 
  �Candagalon Fathroth, male human Wiz2: hp 10, see 
  Appendix 1. 
  �Delnatri, female half elf Rog1: hp8, see Appendix 1. 
  �Xenethol, male human Ftr1: hp 12; see Appendix 1. 
  �Dalriada Keldavrann, female human War1: hp 10, 
  see Appendix 1. 
  �Eagarin, male human Clr1 (Kelanen): hp 11; see 
  Appendix 1. 
   
  Tactics: Delnatri is watching the edge of the cliff 
  intently, Anyone attempting to approach the narrow 
  ledge will have to make opposed Hide and Move Silently 
  checks. 
   
  If the PCs succeed they will gain a surprise round on 
  The Followers of the Blade. If they are spotted then 
  Delnatri will signal to the rest of the Followers of the 
  Blade to begin preparations and then use his surprise 
  round.   
   
  On the first round, Eagarin will bless The Followers 
  of the Blade. In the following rounds he will cast magic 
  weapon upon his sword before joining the melee. 
  Dalriada Keldavrann will stay close to both the cleric and 
  the wizard as protection. She will use her heavy crossbow 
  to target obvious spellcasters in an attempt to disrupt 
  spells. Trell Galarth will use his longbow to pick off the 
  PCs until they close to melee. The wizard will use the 
  first round to cast his haste scroll, and then shield on 
  himself, angling it at the most obvious wizard/sorcerer. 
  In subsequent rounds he will use colour spray, and target 
  the strongest fighters with magic missile. After that he 
  will defend himself with his staff. If all looks lost he will 
  flee towards the jolly boat. Delnatri will use her vantage 
  point to pick off her opponents, she will only engage in 
  hand-to-hand combat if she has no other choice. 
  Xenethol will run to the narrow causeway taking up a 
  position that will block the PCs progress. He will 
  challenge to single combat the biggest warrior he sees. 
   
  APL 4 (EL7) 
  �Trell Galarth, male human Rng3: hp 21, see 
  Appendix 2. 
  �Candagalon Fathroth, male human Wiz4: hp 21; see 
  Appendix 2. 
  �Delnatri, female half-elf Rog3: hp 20, see Appendix 2. 
  �Xenethol, male human Ftr2: hp 21, see Appendix 2. 
  �Dalriada Keldavrann, female human War1/Ftr1: hp 
  18, see Appendix 2. 
  �Eagarin, male human Clr2 (Kelanen): hp 19, see 
  Appendix 2. 
   
  Tactics: Delnatri is watching the edge of the cliff 
  intently, Anyone attempting to approach the narrow 
  ledge will have to make opposed Hide and Move Silently 
  checks. 
   
  If the PCs succeed they will gain a surprise round on 
  The Followers of the Blade. If they are spotted then 
  Delnatri will signal to the rest of the Followers of the 
  Blade to begin preparations and then use his surprise 
  round.   
   
  On the first round, Eagarin will bless The Followers 
  of the Blade. He will then cast doom on the PCs. In the 
  following rounds he will cast magic weapon on his sword 
  before joining the melee. Dalriada Keldavrann will stay 
  close to both the cleric and the wizard as protection. She 
  will use her heavy crossbow to target obvious spell casters 
  in an attempt to disrupt spells.  
   
  Trell Galarth will use his longbow to pick off the PCs 
  until they close to melee, then switch to hand-to-hand. 
  The wizard will use the first round to cast haste on the 
  group and then shield on himself. He will then cast bull’s 
  strength on Xenethol. In subsequent rounds he will use 
  colour spray, and target the strongest fighters with magic 
  missile. After that he will defend himself with his staff. If 
  all looks lost he will flee towards the jolly boat.  
  Osson’s Lance 
   
  Page 34 
  
   
  Delnatri will use her vantage point to pick off her 
  opponents, she will only engage in hand-to-hand combat 
  if she has no other choice. Xenethol will wait a round in 
  order to be boosted by bull’s strength. He will then run to 
  the narrow causeway taking up a position that will block 
  the PCs progress. He will challenge to single combat the 
  biggest warrior he sees. 
   
  APL 6 (EL9) 
  �Trell Galarth, male human Rng5: hp 33, see 
  Appendix 3. 
  �Wolf: see Monster Manual page 283. 
  �Candagalon Fathroth, male human Wiz7: hp 36, see 
  Appendix 3. 
  �Delnatri, female half-elf Rog5: hp 32, see Appendix 3. 
  �Xenethol, male human Ftr4: hp 30, see Appendix 3. 
  �Dalriada Keldavrann, female human War1/Ftr3: hp 
  34, see Appendix 3. 
  �Eagarin: male human Clr4: hp 35, see Appendix 3. 
   
  Tactics: Delnatri is watching the edge of the cliff 
  intently, Anyone attempting to approach the narrow 
  ledge will have to make opposed Hide and Move Silently 
  checks. 
   
  If the PCs succeed they will gain a surprise round on 
  The Followers of the Blade. If they are spotted then 
  Delnatri will signal to the rest of the Followers of the 
  Blade to begin preparations and then use his surprise 
  round.   
   
  On the first round, Eagarin will bless The Followers 
  of the Blade. He will then cast doom on the PCs Next he 
  will target any warriors in range with hold person. If it 
  looks like he will be involved in melee combat, he will 
  cast bull’s strength on himself followed by spiritual 
  weapon.  
   
  Dalriada Keldavrann will stay close to both the cleric 
  and the wizard as protection. She will use her heavy 
  crossbow to target obvious spell casters in an attempt to 
  disrupt spells. Trell Galarth will use his longbow to pick 
  off the PCs until they close to melee, then to hand-to-
  hand. The wizard will use the first round to cast haste. He 
  will then cast bull’s strength on Xenethol. In subsequent 
  rounds he will use his fireball and hold person on the 
  party before they close. If all looks lost he will flee 
  towards the jolly boat.  
   
  Delnatri will use her vantage point to pick off her 
  opponents, she will only engage in hand-to-hand combat 
  if she has no other choice. Xenethol will wait a round in 
  order to be boosted by bull’s strength. He will then run to 
  the narrow causeway taking up a position that will block 
  the PCs progress. He will challenge to single combat the 
  biggest warrior he sees. 
   
  APL 8 (EL11) 
  �Trell Galarth, male human Rng7: hp 45, see 
  Appendix 4. 
  �Wolf: see Monster Manual page 283; SQ: Evasion. 
  �Candagalon Fathroth, male human Wiz9: hp 46, see 
  Appendix 4. 
  �Delnatri, female half-elf Rog7: hp 32, see Appendix 4. 
  �Xenethol: male human Ftr6: hp 57, see Appendix 4. 
  �Dalriada Keldavrann, female human War1/Ftr5: hp 
  50; see Appendix 4. 
  �Eagarin, male human Clr6 (Kelanen): hp 53, see 
  Appendix 4. 
   
  Tactics: Delnatri is watching the edge of the cliff 
  intently, Anyone attempting to approach the narrow 
  ledge will have to make opposed Hide and Move Silently 
  checks. 
   
  If the PCs succeed they will gain a surprise round on 
  The Followers of the Blade. If they are spotted then 
  Delnatri will gain surprise. 
   
  On the first round, Eagarin will bless The Followers 
  of the Blade. He will then cast fly on himself and rise 
  above the battle field, attempting to use silence and 
  blindness on the obvious spellcasters. following that he 
  will attempt to use hold person and doom on the most 
  powerful PC fighters. Dalriada Keldavrann will stay close 
  to the wizard as protection. She will use her heavy 
  crossbow to target obvious spell casters in an attempt to 
  disrupt spells. Trell Galarth will use his longbow to pick 
  off the PCs until they close to melee, then switch to 
  hand-to-hand. The wizard will use the first round to cast 
  haste. He will then cast bull’s strength on Xenethol. In 
  subsequent rounds he will use fireball and hold person 
  on the party before they close. He will then attempt cast 
  protection from arrows, minor globe of invulnerability 
  and greater invisibility on himself. If all looks lost he will 
  flee towards the jolly boat. Delnatri will use her vantage 
  point to pick off her opponents, she will only engage in 
  hand-to-hand combat if she has no other choice.  
   
  Xenethol will wait a round in order to be boosted by 
  bull’s strength. He will then run to the narrow causeway 
  taking up a position that will block the PCs progress. He 
  will challenge to single combat the biggest warrior he 
  sees. 
   
  APL 10 (EL12) 
  �Trell Galarth, male human Rng9: hp 57, see 
  Appendix 5. 
  �Bear, Black: see Monstrous Manual page 269. 
  �Candagalon Fathroth, male human Wiz12: hp 61, 
  see Appendix 5. 
  �Delnatri, female half-elf Rog9: hp 44, see Appendix 5. 
  �Xenethol, male human Ftr8: hp 75, see Appendix 5. 
  Osson’s Lance 
   
  Page 35 
  
  �Dalriada Keldavrann, female human War1/Ftr6: hp 
  58, see Appendix 5. 
  �Eagarin: Male human Clr9 (Kelanen): hp 77, see 
  Appendix 5. 
   
  Tactics: Delnatri is watching the edge of the cliff 
  intently, Anyone attempting to approach the narrow 
  ledge will have to make opposed Hide and Move Silently 
  checks. 
   
  If the PCs succeed they will gain a surprise round on 
  The Followers of the Blade. If they are spotted then 
  Delnatri will gain surprise. 
   
  On the first round, Eagarin will bless The Followers 
  of the Blade. He will then cast fly on himself and rise 
  above the battlefield. From this vantage point he will cast 
  flame strike and insect plague before attempting to use 
  silence and blindness on the obvious spellcasters. He 
  then resorts to using the nine lives stealer, a blade he 
  carries for Kelanen. 
   
  Dalriada Keldavrann will stay close to the wizard as 
  protection. She will use her heavy crossbow to target 
  obvious spell casters in an attempt to disrupt spells.  
   
  Trell Galarth will use his longbow to pick off the PCs 
  until they close to melee, then switch to hand-to-hand. 
  The wizard will use the first round to cast haste. He will 
  then cast bull’s strength on Xenethol, followed by mass 
  cat’s grace. In subsequent rounds he will use his fireball 
  and hold person on the party before they close. If all 
  looks lost he will flee towards the jolly boat. Delnatri will 
  use her vantage point to pick off her opponents, she will 
  only engage in hand-to-hand combat if she has no other 
  choice.  
   
  Xenethol will wait a round in order to be boosted by 
  bull’s strength. He will then run to the narrow causeway 
  taking up a position that will block the party’s progress. 
  He will challenge the biggest warrior he sees to single 
  combat. 
   
   
  Treasure: The following treasure is available here: 
   
  APL 2: Loot: 104 gp; Gold: 30gp; Magic: potion of 
  cat’s grace (37 gp), scroll of haste (31 gp), wand of magic 
  missile (3
  rd level caster) (187 gp, 5 sp).  
   
  APL 4: Loot: 203 gp; Gold 30 gp; Magic: potion of 
  cat’s grace (37 gp), ring of protection +1 (166 gp), wand of 
  fireball (5
  th level caster, 5 charges) (94 gp), scroll of haste 
  (31 gp), +1 greatsword (196 gp). 
   
  APL 6: Loot: 237gp; Gold 30 gp; Magic: potion of 
  cat’s grace (37 gp ea.), scroll of haste (31 gp), +1 shocking 
  greatsword (696 gp), wand of magic missiles (3
  rd level 
  caster) (281 gp ea.), wand of fireball (5
  th level caster, 5 
  charges) (94 gp). 
    
  APL 8: Loot: 172 gp; Gold 30 gp; Magic: potion of 
  cat’s grace (37 gp ea.), scroll of haste (31 gp), +1 flaming 
  longsword (692 gp), +1 shocking greatsword (696 gp), 
  wand of magic missiles (3
  rd level caster) (281 gp ea.), wand 
  of fireball (5
  th level caster, 5 charges) (94 gp). 
   
  APL 10: Loot: 172 gp; Gold 30 gp; Magic: potion of 
  cat’s grace (37 gp ea.), elemental gem (water) (188 gp), 
  scroll of haste (31 gp), nine lives stealer (1,921 gp), +1 
  shocking greatsword (696 gp), wand of magic missiles (3
  rd 
  level caster) (281 gp ea.), wand of fireball (5
  th level caster, 
  5 charges) (94 gp). 
   
  Note: At all APLs the PCs will also recover Osson’s 
  Lance.  
   
  Development: At APL 8 Eagrin has the die hard feat. 
  He will use this to play possum and bind his wounds – 
  hoping to raise his companions. 
   
  He carries the Lance of Osson, strapped to his back. 
  The PCs should be able to remove this from him – if they 
  notice he is still alive he will negotiate for his freedom by 
  allowing them to walk away with the lance this day. 
   
  The PCs should now be faced with a choice – do they 
  keep the lance (as they are thought to be the thieves in 
  Montesser) or do they return it to the euroz? 
   
  Conclusion 
  1) Keep the Lance 
  The PCs could simply keep the lance for themselves. This 
  is the least heroic option and should be discouraged. 
  Remind players that if they do this then they will be 
  cheating the people of Montesser out of their property. 
  Not only is this wrong, but it will mean that the orcs will 
  be baying for the blood of the PCs. Paladins and lawful 
  clerics require atonement for making this choice. 
   
  They could simply return the lance to whomever has 
  hired them. This would allow them to collect their 
  rewards, but the orcs will still be cheated out of their 
  money. If the party chose either of these options then 
  they will receive the disfavour of Shauntru. 
   
  �Disfavour of Shauntru: You have made enemies in 
  Montesser. This may prove bad in future scenarios. 
   
  �The Lance of Osson: This appears to be a standard 
  masterwork lance. Rusted and pitted, the lance of Osson 
  may not hold up to continued use in its current state; 
  engraved into the shaft is the rampart sol of Almor. Little 
  else gives any clue as to the original ownership of the 
  weapon. 
   
  If the PCs do decide to return the lance to their patron, 
  roleplay this if time allows using the description given in 
  the introduction. They receive the agreed amount of gold 
  from the introduction and one of the following favours: - 
   
  Osson’s Lance 
   
  Page 36 
  
  �Bounty of Ahlissa: One-time access to ONE item 
  from the following (cross off when used):  
  Any +2 weapon or armour listed in the Player’s 
  Handbook (no enchantments).  
  Any potion or scroll in DUNGEON MASTER'S Guide 
  tables 8-18, 8-24 and 8-25 valued at 1,000 gp or under 
  (2,000 gp or under) 
  Any wondrous item in DUNGEON MASTER'S Guide 
  table 8-28 valued at 2,000 gp or under (4,000 gp or 
  under) 
   
  PCs must still pay the full price in gold to obtain an 
  item. 
   
  Any PCs wanted for crimes in Ahlissa are now 
  pardoned. 
   
  PCs who have previously gained the Bounty of 
  Ahlissa gain it here again as described above but with the 
  additional choices noted in bold. 
   
  �Favour of the Idee Volunteers/Almorians (delete as 
  appropriate): You have earned this faction’s favour. This 
  has no material value but may prove useful in future 
  scenarios. 
   
  �Favour of Montesser: You are welcome as a human 
  can be in Montesser. This may prove useful in future 
  scenarios. 
   
  2) Return the Lance 
  The noblest thing to do is to return the lance to the orcs, 
  and proceed with the transaction. Read aloud the 
  following: - 
   
  Your return to Montesser is watched by euroz guards, 
  but on sight of the lance Shauntru steps forth from 
  their ranks. 
   
  She laughs loudly, crowing towards the sky, 
  “Blood spilled to prove who was strongest is blood 
  well spilt, and now you return the lance to us!” 
  Shaun ru says, lick ng her lips gently. “We believe the 
  warriors who return our property – though we offer 
  no apology. We do offer feast – and then tonight we 
  discuss selling our property.” 
  t
  i
   
   
  Shauntru throws a feast in honour of the party – though 
  again their palattes are not used to euroz fair. However, 
  they also receive the Favour of Montesser – the euroz 
  respect the PCs and they do not mourn the death of any 
  guards the PCs were forced to kill. 
   
  �Favour of Montesser: You are welcome as a human 
  can be in Montesser. This may prove useful in future 
  scenarios. 
   
  If the PCs press about the lance Shauntru literally throws 
  it at them – embedding it dramatically in the table and 
  tells them to get it from her sight. She accepts no 
  payment but rather prefers to make it look like she has 
  chosen to rid herself of the troublesome lance. 
   
  The PCs can return the lance to whomever has hired 
  them. This allows them to collect their rewards. If the 
  PCs do decide to return the lance to their patron, roleplay 
  this if time allows using the description given in the 
  introduction. They receive the agreed amount of gold 
  from the introduction and one of the following favours: - 
   
  �Bounty of Ahlissa: One-time access to ONE item 
  from the following (cross off when used):  
  Any +2 weapon or armour listed in the Player’s 
  Handbook (no enchantments).  
  Any potion or scroll in DUNGEON MASTER'S Guide 
  tables 8-18, 8-24 and 8-25 valued at 1,000 gp or under 
  (2,000 gp or under) 
  Any wondrous item in DUNGEON MASTER'S Guide 
  table 8-28 valued at 2,000 gp or under (4,000 gp or 
  under) 
   
  PCs must still pay the full price in gold to obtain an 
  item. 
   
  Any PCs wanted for crimes in Ahlissa are now 
  pardoned. 
  PCs who has gained the Bounty of Ahlissa in a previous 
  scenario gains the choices noted in bold. 
   
  �Favour of the Idee Volunteers/Almorians (delete as 
  appropriate): You have earned this faction’s favour. This 
  has no material value but may prove useful in future 
  scenarios. 
   
  �Favour of Montesser: You are welcome as a human 
  can be in Montesser. This may prove useful in future 
  scenarios. 
   
  Of course if the PCs do decide to keep the lance they 
  may. 
   
  �The Lance of Osson: This appears to be a standard 
  masterwork lance. Rusted and pitted, the lance of Osson 
  may not hold up to continued use in its current state; 
  engraved into the shaft is the rampart sol of Almor. Little 
  else gives any clue as to the original ownership of the 
  weapon. 
   
  Thus ends the Lance of Osson. 
  Osson’s Lance 
   
  Page 37 
  
  Campaign Consequences 
  Fill out the following and return to SKerrigan@onnwal.org.uk via email. If you do not fill these in, your run of this 
  scenario will not affect the campaign. Consequences will be accepted until the 31
  st of July, 2004. Feedback on the 
  module will always be welcome. 
   
  What regional introduction was used? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  What was the fate of the orc shaman and his brigands? 
   
  Alive 
   
  Dead 
   
  Other:   
   
   
   
   
   
  How did the PCs behave towards the Walker? 
   
  Friendly  
   
  Neutral  
   
  Hostile  
   
  Other:  
   
   
   
   
   
   
   
   
   
   
  Did any PC attack the Walker? If so please give player name, RPGA # and character name 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  How did the PCs act towards the euroz of Montesser? 
   
  Friendly  
   
  Neutral  
   
  Hostile  
   
  Other:  
   
   
   
   
   
   
   
   
   
   
  Did the PCs explore the Sea Baron compound? 
   
  Yes  
   
   
   
   
   
   
  No 
   
  How did the PCs act towards Shauntru? 
   
  Friendly  
   
  Neutral  
   
  Hostile  
   
  Other:  
   
   
   
   
   
   
   
   
   
   
  How many orcs were slain in the PCs escape? 
   
  What was the fate of the Followers of the Blade 
   
  Alive 
   
  Dead (but resurrectable)  
   
  Dead and unresurrectable 
   
  Other:   
   
   
   
   
   
  Did the PCs return the Lance to Montesser? 
   
  Who did the PCs return the lance to in the end 
   
  Ahlissa  
  Ideean Volunteers 
   
   
   
  Almorians  
   
   
   
   
  Kept 
   
  Osson’s Lance 
   
  Page 38 
  
  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 3: Medegian Odyssey 
  Defeating the brigands in the ruined village 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
   
  Encounter 7: Framed and Fallen 
  Defeating orc guards during escape 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6 
  210 XP 
  APL 8 
  270 XP 
  APL 10 
  330 XP 
   
  Encounter 8: Nemeses 
  Defeating The Followers of the Blade and retrieving the 
  lance 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  360 XP 
   
  Discretionary Roleplaying Bonus 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
   
  Experience totals 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,320 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewellery, and other valuables; Magic = Magic Items. 
   
  Total Treasure Possible 
   
   
  APL 2: 400 gp 
   
  APL 4: 600 gp 
   
  APL 6: 800 gp 
   
  APL 8: 1,250 gp 
   
  APL 10: 3,000 gp 
   
  Introduction: 
   
  APL 2: Gold: 50 gp 
   
  APL 4: Gold: 100 gp 
   
  APL 6: Gold: 150 gp  
   
  APL 8: Gold: 200 gp  
   
  APL 10: Gold: 250 gp 
   
  Osson’s Lance 
   
  Page 39 
  
  Encounter Three: Medegian Odyssey 
  APL 2: Loot: 56 gp; Gold 0 gp; Magic: 0 gp. 
   
  APL 4: Loot: 29 gp; Gold 0 gp; Magic: 0 gp. 
   
  APL 6: Loot: 29 gp; Gold 0 gp; Magic: 0 gp.  
   
  APL 8: Loot: 29 gp; Gold 0 gp; Magic: 0 gp.  
   
  APL 10: Loot: 23gp; Gold 0 gp; Magic: 0 gp. 
   
  Encounter Eight: Nemeses 
  APL 2: Loot: 104 gp; Gold: 30gp; Magic: potion of cat’s 
  grace (37 gp), scroll of haste (31 gp), wand of magic 
  missile (3
  rd level caster) (187 gp, 5 sp).  
   
  APL 4: Loot: 203 gp; Gold 30 gp; Magic: potion of 
  cat’s grace (37 gp), ring of protection +1 (166 gp), wand of 
  fireball (5
  th level caster, 5 charges) (94 gp), scroll of haste 
  (31 gp), +1 greatsword (196 gp). 
   
  APL 6: Loot: 237gp; Gold 30 gp; Magic: potion of 
  cat’s grace (37 gp ea.), scroll of haste (31 gp), +1 shocking 
  greatsword (696 gp), wand of magic missiles (3
  rd level 
  caster) (281 gp ea.), wand of fireball (5
  th level caster, 5 
  charges) (94 gp). 
    
  APL 8: Loot: 172 gp; Gold 30 gp; Magic: potion of 
  cat’s grace (37 gp ea.), scroll of haste (31 gp), +1 flaming 
  longsword (692 gp), +1 shocking greatsword (696 gp), 
  wand of magic missiles (3
  rd level caster) (281 gp ea.), wand 
  of fireball (5
  th level caster, 5 charges) (94 gp). 
   
  APL 10: Loot: 172 gp; Gold 30 gp; Magic: potion of 
  cat’s grace (37 gp ea.), elemental gem (water) (188 gp), 
  scroll of haste (31 gp), nine lives stealer (1,921 gp), +1 
  shocking greatsword (696 gp), wand of magic missiles (3
  rd 
  level caster) (281 gp ea.), wand of fireball (5
  th level caster, 
  5 charges) (94 gp). 
   
  Items for the Adventure Record 
  �Disfavour of the Walker of Medegia: You have 
  attacked a powerful entity of the Oerth. Bad move. 
  Expect reprisals to follow in future Splintered Suns and 
  Scarlet Sign scenarios. 
   
  �Bounty of Ahlissa: One-time access to ONE item 
  from the following (cross off when used):  
  Any +2 weapon or armour of a type listed in the Player's 
  Handbook (no additional enchantments).  
  Any potion or scroll in the DUNGEON MASTER'S 
  Guide tables 8-18, 8-24 and 8-25 valued at 1,000 gp or 
  under.  
  Any wondrous item in the DUNGEON MASTER'S 
  Guide on table 8-28 valued at 2,000 gp or under except: 
  bag of tricks, bead of karma, gloves of storing and 
  heward's handy haversack.  
  PCs must still pay the full gold piece price listed in the 
  relevant rulebook to obtain an item. 
  Any PCs wanted for crimes in Ahlissa are now pardoned. 
   
  �Continued Loyalty to Ahlissa: The PC may 
  additionally choose from the following for their ONE 
  item: - 
  Any scroll in the DUNGEON MASTER'S Guide tables 8-
  24 and 8-25 valued at 2,000 gp or under.  
  Any wondrous item in the DUNGEON MASTER'S 
  Guide on table 8-28 valued at 4,000 gp  
   
  �Favour of the Idee Volunteers/Almorians (delete as 
  appropriate): You have earned this faction’s favour. This 
  has no material value but may prove useful in future 
  scenarios. 
   
  �Favour of Montesser: You are welcome as a human 
  can be in Montesser. This may prove useful in future 
  scenarios. 
   
  �Disfavour of Shauntru: You have made enemies in 
  Montesser. This may prove bad in future scenarios. 
   
  �The Lance of Osson: This appears to be a standard 
  masterwork lance. Rusted and pitted, the lance of Osson 
  may not hold up to continued use in its current state; 
  engraved into the shaft is the rampart sol of Almor. Little 
  else gives any clue as to the original ownership of the 
  weapon. 
   
  Item Access 
  APL 2:  
  Potion of cat’s grace. Frequency: Adventure, Cost: 300 gp 
  Wand of magic missile (3
  rd level caster – 50 charges). 
  Frequency: Adventure, Cost: 2250 gp. 
   
  APL 4 (All of APL 2 plus the following) 
  Ring of protection +1. Frequency: Adventure 
  Wand of fireball (5
  th level caster, 5 charges). Frequency: 
  Adventure, Cost: 1,125 gp 
   
  APL 6 (All of APLs 2-4 plus the following) 
  +1 Shocking Greatsword: Frequency: Adventure, Cost: 
  6,350 gp. 
   
  APL 8 (All of APLs 2-6 plus the following) 
  +1 flaming longsword: Frequency: Adventure, Cost: 6,315 
  gp. 
   
  APL 10 (All of APLs 2-6 plus the following) 
  Elemental gem (water): Frequency: Adventures 
  Nine lives stealer: Frequency: Adventure, Cost: 23,057 gp. 
   
   
  Osson’s Lance 
   
  Page 40 
  
  Appendix 1: 
  APL 2 
  Encounter 1: Ruined Shores 
  �Knights of Ahlissa: male human Ftr1: CR 1; 
  Medium humanoid: HD 1d10+2; hp; 12 Init +1; Spd 20 
  ft.; AC 20, touch 11, flat-footed 19; Base Atk +1; Grp +3; 
  Atk +4 melee (1d8+2 /19-20, longsword); +3 melee 
  (1d8+3 /x3, lance); AL LN; SV Fort +4 Ref +1 Will +0; 
  Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +5, Intimidate +5, Ride +2, 
  Ride +3, Mounted Combat, Weapon Focus (Long 
  Sword) 
   
  Possessions: Full plate, Shield, Long sword, Lance, 
  Light Warhorse 
   
  �Sir Avarrondrenn, Knight of Ahlissa, Commander 
  of the Third Cohort: male human Ftr4; CR 4; Medium 
  humanoid: HD 4d10+8; hp; 39 Init +1; Spd 20 ft.; AC 
  20, touch 11, flat-footed 19; Base Atk +4; Grp +6; Atk +9 
  melee (melee (1d8+5/19-20, longsword); +8 melee 
  (1d8+5/x3, lance); AL LN; SV Fort +6 Ref +2 Will +1; 
  Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +5, Intimidate +7, 
  knowledge (tactics) +4, knowledge (Ahlissa – Nobility) 
  +4 Ride +6, Ride +6, Mounted Combat, Ride by Attack, 
  Trample, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialisation (longsword) 
   
  Possessions: 
  Full 
  plate, 
  shield, 
  masterwork 
  longsword, lance, light warhorse 
   
  Encounter 2: Meetings in Medegia 
  �Gallran Havamkast: male human Rog1; CR 1; 
  Medium humanoid: HD 1d6+2; hp 8; Init +6; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13; Base Atk +0; Grp +1; 
  Atk +2 melee (1d6+1/18-20, scimitar), +3 ranged 
  (1d6/19-20, shortbow); SA Sneak attack +1d6; SQ 
  Trapfinding; AL CN; SV Fort +2 Ref +5 Will +0; Str 12, 
  Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6 Bluff +3 Climb +5 
  Disable Device +3 Escape Artist +4 Hide +6 Listen +4, 
  Move 
  Silently 
  +6 
  Open 
  locks 
  +4  
  Profession Sailor +4, Spot +3 Sleight of Hand +4, Swim 
  +5; Improved initiative, Weapon Proficiency (scimitar) 
   
  Possessions: Studded leather armour, masterwork 
  scimitar, shortbow, 20 arrows, dagger. 
   
   
  Encounter 3: A Medegian Odyssey 
  �Henk: male Orc Clr2 (Gruumsh); CR 2; Medium 
  humanoid: HD 2d8+5; hp 15; Init +1; Spd 30 ft.; AC 16, 
  touch 11, flat-footed 15; Base Atk +1; Grp +4; Atk +5 
  melee (1d8+3/x3, longspear); SA Spells; SQ Darkvision 
  60 ft., light sensitivity; AL NE; SV Fort +4 Ref +1 Will 
  +5; Str 16, Dex 12, Con 13, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +3, Knowledge 
  (Religion) +2; Toughness, Weapon Focus (bonus feat 
  from War domain). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Prepared: (4 0 level/3+1 first level); base 
  DC = 12 +spell level): 0- cure minor wounds, guidance, 
  resistance, virtue; 1
  st- bane, cause fear, doom, enlarge 
  person*. 
   
  *Domain Spell: Domains: War – gains free Martial 
  Weapon Proficiency and Weapon Focus with spear; 
  Strength – gains +2 enhancement to Strength for 1 
  round, once per day.  
   
  Possessions: chainmail, spear, light steel shield 
   
  Encounter 7: Framed and Fallen 
  �Orc Guards: male Orc Ftr 1; CR 1; Medium 
  humanoid: HD 1d10+2; hp 12; Init +2; Spd 40 ft.; AC 
  15, touch 12, flat-footed 13; Base Atk +1; Grp +4; Atk +5 
  melee (1d10+3/x3, halberd); Atk +3 ranged (1d6+3/x3, 
  javelin) SA Rage 1/day; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +4 Ref +2 Will -1; Str 17, 
  Dex 14, Con 15, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +2, Survival +3, 
  Spot +1; Alertness, Weapon Focus (halberd) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Halberd, 3 javelins, studded leather 
  armour 
   
  Encounter 8: Nemeses 
  �Candagalon Fathroth, male human Wiz2; CR 2; 
  Medium humanoid: HD 2d4 +4; hp 10; Init +1; Spd 30 
  ft.; AC 11, touch 11, flat-footed 10; Base Atk +1; Grp +1; 
  Atk +1 melee (1d6, quarterstaff); SA Spells; AL N; SV 
  Fort +2 Ref +1 Will 4; Str 10, Dex 13, Con 14, Int 15, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +6, Decipher 
  Script +6, Knowledge (arcana) +6, Spellcraft. +6, Spot 
  +3; Scribe Scroll, Spell Focus (Evocation). 
   
  Spells Known: (4 0 level/3 1
  st level); base DC = 12 
  +spell level): 0 –detect magic, flare, ray of frost, touch 
  of fatigue; 1
  st–colour spray, magic missile, shield 
   
  Possessions: staff, dagger, scroll of haste, wand of 
  magic missiles (3
  rd level caster). 
   
   
  Osson’s Lance 
   
  Page 41 
  
  �Dalriada Keldavrann, female human, War1; CR ½; 
  Medium humanoid: HD 1d8+2; hp 10; Init +2; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +2; 
  Atk +2 melee (1d8+1/19-20, longsword); +3 ranged 
  (1d10/19-20, heavy crossbow), AL LN; SV Fort +4 Ref 
  +2 Will +0; Str 12, Dex 15, Con 14, Int 13, Wis 10, Cha 
  8. 
   
   
  Skills and Feats: Climb +2, Intimidate +2, Jump +2, 
  Ride +2, Swim +4; Point blank Shot 
   
  Possessions: Chain shirt, heavy crossbow, 20 bolts, 
  longsword. 
   
  �Delnatri: female half-elf Rog1; CR 1; Medium 
  humanoid: HD 1d6+2; hp 8; Init +6; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +0; Grp +1; Atk +1 
  melee (1d6+1/18-20, rapier), +3 ranged (1d6/19-20, 
  shortbow); SA Sneak attack +1d6; SQ Trapfinding; AL 
  CN; SV Fort +2 Ref +5 Will +0; Str 12, Dex 16, Con 14, 
  Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +6 Bluff +3 Climb +5 
  Disable Device +6 Escape Artist +4 Hide +6 Listen +4, 
  Move Silently +6 Open locks +4 Spot +3 Slight of Hand 
  +4; Improved initiative 
   
  Possessions: Studded leather armour, short sword, 
  short bow, 20 arrows, dagger, potion of cat’s grace 
   
  �Trell Galarth: male human Rng1; CR 1; Medium 
  humanoid: HD 1d8; hp 9; Init +2; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +1; Grp +13; Atk +4 
  melee (1d6+2/19-20, short sword); SA Favoured enemy 
  (elves); SQ Track, wild empathy; AL LN; SV Fort +3, 
  Ref +4 Will +0; Str 14, Dex 16, Con 13, Int 12, Wis 11, 
  Cha 10. 
   
  Skills and Feats: Climb +6, Handle Animal +4, 
  Hide +6, Knowledge (dungeoneering) +3, Listen +2, 
  Move Silently +6, Ride +6, Search +3, Survival +4, 
  Swim +4, Track, Weapon Focus (short sword). 
   
  Favoured enemy (elves): +2 to damage, +2 on 
  Bluff, Listen, Sense Motive, Spot, Survival. 
   
  Possessions: Short sword, longbow, 20 arrows, 
  chain shirt. 
   
  �Xenethol: male human Ftr1: CR 1; Medium 
  humanoid: HD 1d10+2; hp; 12 Init +1; Spd 20 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +1; Grp +3; Atk +4 
  melee (2d6+3/19-20, great sword); AL N; SV Fort +4 
  Ref +1 Will +0; Str 15, Dex 13, Con 14, Int 8, Wis 10, 
  Cha 12. 
  Skills and Feats: Climb +5, Intimidate +5, Ride +2, 
  Swim +3, Power Attack, Weapon Focus (great sword) 
   
  Possessions: Half plate, greatsword 
   
  �Eagarin: male human Clr1 (Kelanen): CR 1; 
  Medium humanoid: HD 1d8+3; hp 11; Init +5; Spd 30 
  ft.; AC 17, touch 11, flat-footed 16; Base Atk +0; Grp +1; 
  Atk +1 melee (1d8+1/19-20, longsword); SA spells; SQ 
  turn undead, domain powers; AL N; SV Fort +5 Ref +1 
  Will +5; Str 12, Dex 12, Con 16, Int 10, Wis 16, Cha 13. 
   
  Skills and Feats: Concentration +5, Heal +4, 
  Knowledge (religion) +3, Spellcraft. +2 Spot +1, 
  Endurance, Improved Initiative,  
   
  Spells Known: (3 0 level/2+1 1
  st level.); base DC = 
  13 + spell level): 0- cure minor wounds, detect magic, 
  guidance; 1 – bless, cure light Wounds, magic weapon* 
   
  *Domain Spell: Deity: Kelanan; Domains: Travel 
  (For a total time per day of 1 round per level you 
  posses, you can act normally regardless of magical 
  effects that impede movement as if you were affected 
  by the freedom of movement spell. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day.) War (Free Martial Weapon Proficiency with 
  deities favoured weapon and weapon focus with the 
  deity’s favoured weapon) 
   
  Possessions: Longsword, chainmail, light steel 
  shield, wooden symbol (nine swords in a star shape 
  pointing outward), the lance of Osson. 
   
  Osson’s Lance 
   
  Page 42 
  
  Appendix 2: 
  APL 4 
  Encounter 1: Ruined Shores 
  �Knights of Ahlissa: male human Ftr1: CR 1; 
  Medium humanoid: HD 1d10+2; hp; 12 Init +1; Spd 20 
  ft.; AC 20, touch 11, flat-footed 19; Base Atk +1; Grp +3; 
  Atk +4 melee (1d8+2, 19-20); +3 melee (1d8+3/x3, 
  lance); AL LN; SV Fort +4 Ref +1 Will +0; Str 15, Dex 
  13, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +5, Intimidate +5, Ride +2, 
  Ride +3, Mounted Combat, Weapon Focus (Long 
  Sword) 
   
  Possessions: Full plate, shield, longsword, lance, 
  light warhorse 
   
  �Sir Avarrondrenn, Knight of Ahlissa, Commander 
  of the Third Cohort: male human Ftr4; CR 4; Medium 
  humanoid: HD 4d10+8; hp; 39 Init +1; Spd 20 ft.; AC 
  20, touch 11, flat-footed 19; Base Atk +4; Grp +6; Atk +9 
  melee (melee (1d8+5/19-20, longsword); +8 melee 
  (1d8+5/x3, lance); AL LN; SV Fort +6 Ref +2 Will +1; 
  Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +5, Intimidate +7, 
  knowledge (tactics) +4, knowledge (Ahlissa – Nobility) 
  +4 Ride +6, Ride +6; Mounted Combat, Ride by Attack, 
  Trample, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialisation (longsword) 
   
  Possessions: 
  Full 
  plate, 
  shield, 
  masterwork 
  longsword, lance, light warhorse 
   
  Encounter 2: Meetings in Medegia 
  �Gallran Havamkast: male human Rog2; CR 2; 
  Medium humanoid: HD 2d6+4; hp 14; Init +6; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; Base Atk +1; Grp +2; 
  Atk +3 melee (1d6+1/18-20, scimitar), +4 ranged 
  (1d6/19-20, shortbow); SA Sneak attack +1d6; SQ 
  Evasion, Trapfinding; AL CN; SV Fort +2 Ref +6 Will 
  +0; Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +8 Bluff +5 Disable 
  Device +6 Escape Artist +6 Hide +8 Listen +4, Move 
  Silently +8 Open locks +4 Profession Sailor +4, Spot +3 
  Sleight of Hand +4, Swim +5 Improved initiative, 
  Weapon Proficiency Scimitar) 
   
  Possessions: Studded leather armour, masterwork 
  scimitar, shortbow, 20 arrows, dagger 
   
  Encounter 3: A Medegian Odyssey 
  �Henk: male orc Clr3 (Gruumsh); CR3; Medium 
  humanoid: HD 3d8+6; hp 21; Init +1; Spd 30 ft.; AC 16, 
  touch 11, flat-footed 15; Base Atk +2; Grp +5; Atk +6 
  melee (1d8+3/x3, longspear); SA Spells; SQ Darkvision 
  60 ft., light sensitivity; AL NE; SV Fort +4 Ref +2 Will 
  +5; Str 16, Dex 12, Con 13, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +3, Knowledge 
  (Religion) +3, Listen +4, Spot +4; Alertness, Toughness, 
  Weapon Focus (bonus feat from War domain). 
   
  Light Sensitivity (Ex): orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Spells Known: (4 0 level/3+1 1
  st level/2+1 2
  nd 
  level); base DC = 12 +spell level): 0- cure minor 
  wounds, guidance, resistance, virtue; 1
  st- bane, cause 
  fear, doom, enlarge person*; 2
  nd- bull’s strength*, hold 
  person, sound burst 
   
  *Domain Spell: Domains: War – gains free Martial 
  Weapon Proficiency and Weapon Focus with spear; 
  Strength – gains +3 enhancement to Strength for 1 
  round, once per day. 
   
  Possessions: Chainmail, spear, shield 
   
  �Orc: male orc Bbn1 (5); CR 1; Medium humanoid: 
  HD 1d12+2; hp 9; Init +2; Spd 40 ft.; AC 15, touch 12, 
  flat-footed 13; Base Atk +1; Grp +4; Atk +4 melee 
  (1d12+3/x3, greataxe); Atk +3 ranged (1d6+3, javelin) 
  SA Rage 1/day; SQ Darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +4 Ref +2 Will -1; Str 17, Dex 14, Con 
  15, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +2, Survival +3, 
  Spot +1; Alertness. 
   
  Light Sensitivity (Ex): orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Great axe, 3 javelins, studded leather 
  armour 
   
  Encounter 7: Framed and Fallen 
  �Orc Guards: male orc Ftr1; CR 1; Medium 
  humanoid: HD 1d10+2; hp 12; Init +2; Spd 40 ft.; AC 
  15, touch 12, flat-footed 13; Base Atk +1; Grp +4; Atk +5 
  melee (1d10+3/x3, halberd); Atk +3 ranged (1d6+3, 
  javelin) SA Rage 1/day; SQ Darkvision 60 ft.., light 
  sensitivity; AL CE; SV Fort +4 Ref +2 Will -1; Str 17, 
  Dex 14, Con 15, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +2, Survival +3, 
  Spot +1; Alertness, Weapon Focus (Halberd) 
   
  Light Sensitivity (Ex): orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Halberd, 3 javelins, studded leather 
  armour 
   
  Encounter 8: Nemeses 
  �Candagalon Fathroth, male human, Wiz4: CR 4; 
  Medium humanoid: HD 4d4 +8; hp 21; Init +1; Spd 30 
  Osson’s Lance 
   
  Page 43 
  
  ft.; AC 12, touch 12, flat-footed 11; Base Atk +2; Grp +2; 
  Atk +2 melee (1d6, quarterstaff); SA Spells; AL N; SV 
  Fort +3 Ref +2 Will +5; Str 10 , Dex 13, Con 14, Int 16, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +9, Decipher 
  Script +8, Knowledge (arcana) +9, Spellcraft. +9, Spot 
  +4; Empower Spell, Scribe Scroll, Spell Focus 
  (Illusion). 
   
  Spells Known: (4 0 level/4 1
  st level, 3 2
  nd level); 
  base DC = 13 +spell level): 0 – detect magic, flare, ray of 
  frost, touch of fatigue; 1 – cause fear, colour spray, 
  magic missile, shield, 2 – blur, bull streng h, web 
  t
   
   
   
   
  l
   
  Possessions: Staff, dagger, ring of protection +1, 
  scroll of haste, wand of fireball (5
  th level caster, 5 
  charges). 
  �Dalriada Keldavrann, female human, War1/Ftr1: 
  CR 1; Medium humanoid: HD 1d8/1d10+4; hp 18; Init 
  +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk 
  +2; Grp +3; Atk +3 melee (1d8+1/19-20, longsword); +5 
  ranged (1d10/19-20, heavy crossbow), AL LN; SV Fort 
  +6 Ref +2 Will +0; Str 12, Dex 15, Con 14, Int 13, Wis 
  10, Cha 8. 
  Skills and Feats: Climb +4, Intimidate +4, Jump +2, 
  Ride +2, Swim +6, Precise Shot, Point blank Shot,  
   
  Possessions: Chain shirt, heavy crossbow, 20 
  masterwork bolts, longsword 
   
  �Delnatri: female half-elf Rog3; CR 3; Medium 
  humanoid: HD 3d6+6; hp 20; Init +6; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +2; Grp +3; Atk +3 
  melee (1d6+1/18-20, rapier), +5 ranged (1d6+1/19-20, 
  shortbow); SA sneak attack +2d6; SQ Evasion, 
  trapfinding, trap sense +1; AL CN; SV Fort +3 Ref +6 
  Will +1; Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +8 Bluff +5 Climb +7 
  Disable Device +8 Escape Artist +7 Hide +9 Listen +6, 
  Move Silently +9 Open locks +7 Spot +3 Slight of Hand 
  +5; Improved initiative, Point Blank Shot. 
   
  Possessions: Studded leather armour, short sword, 
  composite shortbow, 20 arrows, dagger, potion of cat’s 
  grace. 
  �Trell Galarth: male human, Rng;3; CR 3; Medium 
  humanoid: HD 3d8+3; hp 21; Init +3; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +3; Grp +15; Atk +6 
  melee (1d6+2/19-20, shortsword) and +4 melee 
  (1d6+2/19-20, shortsword) SA Favoured enemy (Elves); 
  SQ Track, wild empathy; AL LN; SV Fort +5, Ref +6 
  Will +1; Str 14, Dex 17, Con 13, Int 12, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +6, Handle Animal +6, 
  Hide +6, Knowledge (dungeoneering) +6, Listen +4, 
  Move Silently +5, Ride +5, Search +4, Survival +4, 
  Swim +2; Endurance, Track, Two Weapon Combat, 
  Weapon Finesse, (short Sword), Weapon Focus (short 
  sword) 
   
  Favoured Enemy (elves): +2 to damage, +2 on 
  Bluff, Listen, Sense Motive, Spot, Survival 
   
   Possessions: 2 masterwork short swords, longbow, 
  20 arrows, chain shirt. 
   
  �Xenethol: male human Ftr2; CR 2; Medium 
  humanoid: HD 2d10+4; hp; 21 Init +1; Spd 20 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk +7 
  melee (2d6+5/19-20, +1 great sword); AL N; SV Fort +5 
  Ref +1 Will +0; Str 17, Dex 13, Con 14, Int 8, Wis 10, 
  Cha 12. 
  Skills and Feats: Climb +6, Intimidate +5, Ride +4, 
  Swim +4, Cleave, Power Attack, Weapon Focus (great 
  sword) 
   
   Possessions: half plate, +1 greatsword. 
   
  �Eagarin: male human Clr2; CR 1; Medium 
  humanoid: HD 2d8+6; hp 19; Init +5; Spd 30 ft.; AC 17, 
  touch 11, flat-footed 16; Base Atk +1; Grp +2; Atk +3 
  melee (1d8+1/19-20, masterwork longsword); SA 
  Spells; SQ Turn undead, domain powers; AL N; SV Fort 
  +6 Ref +1 Will +6; Str 12, Dex 12, Con 16, Int 10, Wis 
  16 .Cha 13. 
   
  Skills and Feats: Concentration +6, Heal +5, 
  Knowledge (religion) +4, Spellcraft. +3, Spot +1, 
  Endurance, Improved Initiative,  
   
  Spells Prepared: (4- 0 level/ 3+1 1
  st level.); base DC 
  = 13 +spell level): 0- cure minor wounds, detect magic, 
  guidance, virtue; 1 – b ess, cure light wounds, doom, 
  magic weapon* 
   
  *Domain Spell: Deity: Kelanan; Domains: Travel 
  (For a total time per day of 1 round per level you 
  posses, you can act normally regardless of magical 
  effects that impede movement as if you were affected 
  by the freedom of movement spell. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day.) Add survival to your list of class skills. War 
  (Free Martial Weapon Proficiency with deities 
  favoured weapon and weapon focus with the deity’s 
  favoured weapon) 
   
  Possessions: masterwork longsword, chainmail, 
  light steel shield, wooden holy symbol (nine swords in 
  a star shape pointing outward), the lance of Osson. 
  Osson’s Lance 
   
  Page 44 
  
  Appendix 3: 
  APL 6 
  Encounter 1: Ruined Shores 
  �Knights of Ahlissa: male human Ftr1: CR 1; 
  Medium humanoid: HD 1d10+2; hp; 12 Init +1; Spd 20 
  ft.; AC 20, touch 11, flat-footed 19; Base Atk +1; Grp +3; 
  Atk +4 melee (1d8+2, 19-20); +3 melee (1d8+3/x3, 
  lance); AL LN; SV Fort +4 Ref +1 Will +0; Str 15, Dex 
  13, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +5, Intimidate +5, Ride +2, 
  Ride +3, Mounted Combat, Weapon Focus (Long 
  Sword) 
   
  Possessions: Full plate, shield, longsword, lance, 
  light warhorse 
   
  �Sir Avarrondrenn, Knight of Ahlissa, Commander 
  of the Third Cohort: male human Ftr4; CR 4; Medium 
  humanoid: HD 4d10+8; hp; 39 Init +1; Spd 20 ft.; AC 
  20, touch 11, flat-footed 19; Base Atk +4; Grp +6; Atk +9 
  melee (melee (1d8+5/19-20, longsword); +8 melee 
  (1d8+5/x3, lance); AL LN; SV Fort +6 Ref +2 Will +1; 
  Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +5, Intimidate +7, 
  knowledge (tactics) +4, knowledge (Ahlissa – Nobility) 
  +4 Ride +6, Ride +6, Mounted Combat, Ride by Attack, 
  Trample, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialisation (longsword) 
   
  Possessions: 
  full 
  plate, 
  shield, 
  masterwork 
  longsword, lance, light warhorse 
   
  Encounter 2: Meetings in Medegia 
  �Gallran Havamkast: male human Rog3; CR 3; 
  Medium humanoid: HD 3d6+6; hp 20; Init +6; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; Base Atk +2; Grp +3; 
  Atk +4 melee (1d6+1/18-20, scimitar), +5 ranged 
  (1d6/19-20, shortbow); SA Sneak attack +2d6; SQ 
  Evasion, Trap sense +1; AL CN; SV Fort +3 Ref +6 Will 
  +1; Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +8 Bluff +5 Disable 
  Device +6 Escape Artist +6 Hide +8 Listen +6, Move 
  Silently +8 Open locks +6 Profession Sailor +6, Spot +5 
  Sleight of Hand +6, Swim +5; Improved initiative, 
  Weapon 
  focus 
  (scimitar), 
  Weapon 
  Proficiency 
  (scimitar) 
   
  Possessions: Studded leather armour, masterwork 
  scimitar, shortbow, 20 arrows, dagger. 
   
  Encounter 3: Medegian Odyssey 
  �Henk: male Orc Clr5 (Gruumsh); CR 5; Medium 
  humanoid: HD 5d8+13; hp 38; Init +1; Spd 30 ft.; AC 
  16, touch 11, flat-footed 15; Base Atk +3; Grp +6; Atk +7 
  melee (1d8+3/x3, longspear); SA Spells; SQ Darkvision 
  60 ft., light sensitivity; AL NE; SV Fort +6 Ref +2 Will 
  +6; Str 16, Dex 12, Con 14, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (Religion) +3; Alertness, Toughness, Weapon Focus 
  (bonus feat from War domain). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell; 
  Rebuke Undead 1/day. 
   
  Spells Known: (5 0 level/4+1 1
  st level/ 3+1 2
  nd 
  level/1+1 3
  rd level); base DC = 12 +spell level; 0- cure 
  minor wounds, detect magic, guidance, resistance, 
  virtue; 1
  st- bane, cause fear, doom, enlarge person*, 
  magic weapon; 2
  nd- bull’s strength*, hold person x 2, 
  sound burst; 3
  rd- blindness, magic vestment* 
   
  *Domain Spell: Domains: War – gains free Martial 
  Weapon Proficiency and Weapon Focus with spear; 
  Strength – gains +5 enhancement to Strength for 1 
  round, once per day. 
   
  Possessions: Chainmail armour, spear, light steel 
  shield 
   
  Encounter 7: Framed and Fallen 
  �Orc Guards: male Orc Ftr 1; CR 1; Medium 
  humanoid: HD 1d10+2; hp 12; Init +2; Spd 40 ft.; AC 
  15, touch 12, flat-footed 13; Base Atk +1; Grp +4; Atk +5 
  melee (1d10+3/x3, halberd); Atk +3 ranged (1d6+3, 
  javelin) SA Rage 1/day; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +4 Ref +2 Will -1; Str 17, 
  Dex 14, Con 15, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +2, Survival +3, 
  Spot +1; Alertness, Weapon Focus (halberd) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Halberd, 3 javelins, studded leather 
  armour 
   
  Encounter 8: Nemeses 
  �Candagalon Fathroth, male human Wiz7; CR 7; 
  Medium humanoid: HD 7d4 +14; hp 36; Init +1; Spd 30 
  ft.; AC 12, touch 12, flat-footed 11; Base Atk +3; Grp +3; 
  Atk +3 melee (1d6, quaterstaff); SA Spells; AL N; SV 
  Fort +2 Ref +1 Will +4; Str 10, Dex 13, Con 14, Int 16, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Scroll, Concentration +12, 
  Decipher Script +12, Knowledge (arcana) +12, 
  Spellcraft. +13, Spot +7, Empower Spell, Scribe Scroll, 
  Spell Focus (Evocation) Spell Focus (Illusion), Quicken 
  Spell. 
  Osson’s Lance 
   
  Page 45 
  
   
  Spells Known: (4 0 level/5 1
  st level, 4 2
  nd level, 3 3
  rd 
  level, 1 4
  th level); base DC = 13 +spell level): 0 –detect 
  magic, flare, ray of frost, touch of fatigue; 1 – cause fear, 
  colour spray, magic missile x2, shield, 2 – bull strength, 
  blur, darkness, web; 3 - fireball, hold person, haste; 4 – 
  lesser globe of Invulnerability 
   
  Possessions: Staff, dagger, ring of protection +1, 
  scroll of haste, wand of fireball (5
  th level caster, 5 
  charges). 
   
   
   
   
  �Dalriada Keldavrann, female human, War1/Ftr3, 
  CR 3; Medium humanoid: HD 1d8/3d8+8; hp 34; Init 
  +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk 
  +4; Grp +5; Atk +5 melee (1d8 +1/19-20, longsword); +9 
  ranged (1d10/19-20, heavy crossbow); AL LN; SV Fort 
  +4 Ref +4 Will +1; Str 12, Dex 16, Con 14, Int 13, Wis 
  10, Cha 8. 
  Skills and Feats: Climb +6, Intimidate +6, Jump +4, 
  Ride +4, Swim +8; Far Shot, Precise Shot, Point blank 
  Shot, Weapon Focus (heavy crossbow) 
   
  Possessions: Chain shirt, heavy crossbow, 20 
  masterwork bolts, longsword, potion of cat’s grace 
   
  �Delnatri: female half-elf Rog5; CR 5; Medium 
  humanoid: HD 5d6+10; hp 32; Init +6; Spd 30 ft.; AC 
  16, touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk +4 
  melee (rapier 1d6), +6 ranged (1d6+1/19-20, shortbow); 
  SA sneak attack +3d6; SQ Evasion, trapfinding, trap 
  sense, uncanny dodge; AL CN; SV Fort +3 Ref +5 Will 
  +1; Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +10 Bluff +7 Climb +9 
  Disable Device +10 Escape Artist +9 Hide +11 Listen 
  +8, Move Silently +11 Open locks +7 Spot +5 Slight of 
  Hand +5; Improved initiative, Point Blank Shot. 
   
  Possessions: Studded leather armour, short sword, 
  composite short bow, 20 arrows, dagger potion of cat’s 
  grace 
  �Trell Galarth: male human Rgr5; CR 5; Medium 
  humanoid: HD 5d8+5; hp 33; Init +3; Spd 20 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +5; Grp +7; Atk +8 
  melee (1d6+2/19-20, shortsword) and +6 melee 
  (1d6+2/19-20, shortsword); SA Favoured enemy 
  (Elves); SQ Track, wild empathy; AL LN; SV Fort +5, 
  Ref +6 Will +1; Str 14, Dex 17, Con 13, Int 12, Wis 11, 
  Cha 10. 
   
  Skills and Feats: Climb +8, Handle Animal +8, 
  Hide +8, Knowledge (dungeoneering) +8, Listen +6, 
  Move Silently +7, Ride +5, Search +6, Survival +4, 
  Swim +2, Endurance, Track, Two Weapon Combat, 
  Weapon Finesse, (short Sword), Weapon Focus (short 
  sword) 
   
  Favoured Enemy (elves): +4 to damage, +4 on 
  Bluff, Listen, Sense Motive, Spot, Survival; 2
  nd Favoured 
  Enemy (Halfling), +2 to damage, +2 on Bluff, Listen, 
  Sense Motive, Spot, Survival 
   
  Possessions: 2 masterwork short swords (poisoned 
  with Black Adder Venom), longbow, 20 masterwork 
  arrows, chain Shirt  
   
  Black Adder Venom: Injuruy DC 11, Initial Damage 
  1d6 Con, Secondary Damage 1d6 Con. 
   
  �Xenethol: male human Ftr4; CR 4; Medium 
  humanoid: HD 4d10+8; hp; 39 Init +1; Spd 20 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +4; Grp +6; Atk +9 
  melee (2d6+7+1d6/19-20, +1 shocking great sword); AL 
  N; SV Fort +6 Ref +2 Will +1; Str 18, Dex 13, Con 14, 
  Int 8, Wis 10, Cha 12. 
  Skills and Feats: Climb +8, Intimidate +7, Ride +6, 
  Swim +6; Cleave, Great Cleave, Power Attack, Weapon 
  Focus (great sword), Weapon Specialisation (great 
  sword) 
   
  Possessions: Half plate, +1 shocking greatsword 
   
  �Eagarin: male human Clr4; CR 4; Medium 
  humanoid: HD 4d8+12; hp 35; Init +5; Spd 30 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +3; Grp +4; Atk +6 
  melee (1d8+1/19-20, longsword); SA: Spells; SQ Turn 
  undead, domain powers; AL N; SV Fort +5 Ref +2 Will 
  +5; Str 12, Dex 12, Con 16, Int 10, Wis 17, Cha 13. 
   
  Skills and Feats: Concentration +7, Heal +6, 
  Knowledge (religion) +5, Spellcraft. +4, Spot +2, 
  Endurance, Improved Initiative, Weapon Focus 
  (longsword) 
   
  Spells Known: (5 0 level/4+1 1
  st level/3+1 2
  nd 
  level.); base DC = 13 +spell level): 0- cure minor 
  wounds, detect magic, guidance, resistance, virtue; 1 – 
  bless, cure light wounds, doom, entropic shield, magic 
  weapon*; 2 – bull’s strength, cure moderate wounds, 
  hold person, spiritual weapon* 
   
  *Domain Spell: Deity: Kelanen: Domains: Travel 
  (For a total time per day of 1 round per level you 
  posses, you can act normally regardless of magical 
  effects that impede movement as if you were affected 
  by the freedom of movement spell. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day.) Add survival to your list of class skills. War 
  (Free Martial Weapon Proficiency with deities 
  favoured weapon and weapon focus with the deity’s 
  favoured weapon) 
   
  Possessions: masterwork longsword, chainmail, +1 
  shield, the lance of Osson, wooden holy symbol (nine 
  swords in a star shape pointing outward). 
  Osson’s Lance 
   
  Page 46 
  
   
  Appendix 4: 
  APL 8 
  Encounter 1: Ruined Shores 
  �Knights of Ahlissa: male human Ftr1: CR 1; 
  Medium humanoid: HD 1d10+2; hp; 12 Init +1; Spd 20 
  ft.; AC 20, touch 11, flat-footed 19; Base Atk +1; Grp +3; 
  Atk +4 melee (1d8+2, 19-20); +3 melee (1d8+3/x3, 
  lance); AL LN; SV Fort +4 Ref +1 Will +0; Str 15, Dex 
  13, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +5, Intimidate +5, Ride +2, 
  Ride +3, Mounted Combat, Weapon Focus (Long 
  Sword) 
   
  Possessions: Full plate, shield, longsword, lance, 
  light warhorse 
   
  �Sir Avarrondrenn, Knight of Ahlissa, Commander 
  of the Third Cohort: male human Ftr4; CR 4; Medium 
  humanoid: HD 4d10+8; hp; 39 Init +1; Spd 20 ft.; AC 
  20, touch 11, flat-footed 19; Base Atk +4; Grp +6; Atk +9 
  melee (melee (1d8+5/19-20, longsword); +8 melee 
  (1d8+5/x3, lance); AL LN; SV Fort +6 Ref +2 Will +1; 
  Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +5, Intimidate +7, 
  knowledge (tactics) +4, knowledge (Ahlissa – Nobility) 
  +4 Ride +6, Ride +6; Mounted Combat, Ride by Attack, 
  Trample, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialisation (longsword) 
   
  Possessions: 
  Full 
  plate, 
  shield, 
  masterwork 
  longsword, lance, light warhorse. 
   
  Encounter 2: Meetings in Medegia 
  �Gallran Havamkast: male human Rog4; CR 4; 
  Medium humanoid: HD 4d6+8; hp 26; Init +6; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; Base Atk +3; Grp +4; 
  Atk +6 melee (1d6+1/18-20, scimitar), +6 ranged (short 
  bow 1d6); SA Sneak attack +2d6; SQ Evasion, trap sense 
  +1, uncanny dodge; AL CN; SV Fort +3 Ref +7 Will +1; 
  Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +10 Bluff +5 Disable 
  Device +8 Escape Artist +6 Hide +8 Listen +8, Move 
  Silently +10 Open locks +8 Profession Sailor +6, Spot 
  +5 Sleight of Hand +6, Swim +7; Improved initiative, 
  Weapon 
  focus 
  (scimitar), 
  Weapon 
  Proficiency 
  (scimitar) 
   
  Possessions: Studded leather armour, scimitar, 
  short bow, 20 arrows, dagger 
   
  Encounter 3: A Medegian Odyssey 
  �Henk: male Orc Clr6 (Gruumsh); CR 6; Medium 
  humanoid: HD 6d8+15; hp 45; Init +1; Spd 30 ft.; AC 
  16, touch 11, flat-footed 15; Base Atk +4; Grp +8; Atk +9 
  melee (1d8+3/x3, longspear); SA Spells; SQ Darkvision 
  60 ft., light sensitivity; AL NE; SV Fort +7 Ref +3 Will 
  +7; Str 16, Dex 12, Con 14, Int 8, Wis 14, Cha 6. 
   
  Skills and Feats: Concentration +6, Knowledge 
  (religion) +4; Alertness, Extra Turning, Toughness, 
  Weapon Focus (Longspear). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell; 
  Rebuke Undead 1/day. 
   
  Spells Known: (5 0 level/4+1 1
  st level/ 4+1 2
  nd 
  level/2+1 3
  rd level); base DC = 12 +spell level): 0- cure 
  minor wounds, detect magic, guidance, resistance, 
  virtue; 1
  st- bane, cause fear, doom, enlarge person*, 
  magic weapon; 2
  nd- bull’s strength*, hold person x 2, 
  sound burst; 3
  rd- blindness, magic vestment*. 
   
  *Domain Spell: Domains: War – gains free Martial 
  Weapon Proficiency and Weapon Focus with spear; 
  Strength – gains +6 enhancement to Strength for 1 
  round, once per day. 
   
  Possessions: Chainmail, longspear, light steel 
  shield 
   
  �Ogre Brigands (4): male Ogre Bbn2; CR 5; Large 
  Giant: HD 4d8+19 plus 2d12+8; hp 61; Init +0; Spd 50 
  ft.; AC 16, touch 8, flat-footed 16; Base Atk +6; Grp +16; 
  Atk +14 melee (2d8+10, great club) or ranged +6 
  (Javelin 1d8+7); SA rage 1/day; SQ Darkvision 60 ft., 
  Fast movement, low light vision, uncanny dodge; AL 
  N; SV Fort +11 Ref +0 Will +1; Str 25, Dex 11, Con 18, 
  Int 8, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +5, Listen +6, Hide +6, 
  Spot, +4; Power Attack, Toughness, Weapon Focus 
  (great club) 
   
  Possessions: Great club, hide armour, 3 javelins  
   
  Encounter 7: Framed and Fallen 
  �Orc Guards: male Orc Ftr1; CR 1; Medium 
  humanoid: HD 1d10+2; hp 12; Init +2; Spd 30 ft.; AC 
  15, touch 12, flat-footed 13; Base Atk +1; Grp +4; Atk +5 
  melee (1d10+3/x3, halberd); Atk +3 ranged (1d6+3, 
  javelin) SA Rage 1/day; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +4 Ref +2 Will -1; Str 17, 
  Dex 14, Con 15, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +2, Survival +3, 
  Spot +1; Alertness, Weapon Focus (halberd) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Halberd, 3 javelins, studded leather 
  armour 
  Osson’s Lance 
   
  Page 47 
  
   
  Encounter 8: Nemeses 
  �Candagalon Fathroth, male human, Wiz9; CR 9; 
  Medium humanoid: HD 9d4+18; hp 46; Init +1; Spd 30 
  ft.; AC 12, touch 12, flat-footed 11; Base Atk +4; Grp +4; 
  Atk +4 melee (1d6, quaterstaff); SA Spells; AL N; SV 
  Fort +2 Ref +1 Will +4; Str 10 , Dex 13, Con 14, Int 17, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +15, Decipher 
  Script +15, Knowledge (arcana) +15, Spellcraft. +15, 
  Spot +7; Craft Wand, Empower Spell, Scribe Scroll, 
  Spell Focus (Illusion), Spell Focus (Evocation), 
  Quicken Spell. 
   
  Spells Known: (4 0 level/5 1
  st level, 5 2
  nd level, 4 3
  rd 
  level, 2 4
  th level 1 5
  th level); base DC = 13 +spell level): 0 
  –detect magic, flare, ray of frost, touch of fatigue; 1 – 
  colour spray, magic missile x2, shield, cause fear; 2 – 
  bull strength, protection from arrows, blur, darkness, 
  web; 3 - fireball, hold person, haste, slow; 4 – greater 
  invisibility, 
  lesser 
  globe 
  of 
  Invulnerability 
  5
  th 
  feeblemind  
   
   
   
   
   
  Possessions: Staff, dagger, ring of protection +1, 
  scroll of haste, wand of fireball (5
  th level caster, 5 
  charges).
  �Dalriada Keldavrann, female human, War1/Ftr5; 
  CR 6; Medium humanoid: HD 1d8/5d10+10; hp 50; 
  Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk +6/+1; Grp +7; Atk +7/+2 melee (1d8 +1/19-20, 
  longsword); 
  +11/+6 
  ranged 
  (1d10/19-20, 
  heavy 
  crossbow), AL LN; SV Fort +6 Ref 52 Will +1; Str 12, 
  Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
  Skills and Feats: Climb +8, Intimidate +8, Jump +6, 
  Ride +6, Swim +10; Far Shot, Point blank Shot, Precise 
  Shot, Rapid Reload, Weapon Focus (heavy crossbow) 
   
  Possessions: Chain shirt, heavy crossbow, 20 
  masterwork bolts, longsword, potion of cat’s grace 
  �Delnatri: female half-elf Rog7; CR 7; Medium 
  humanoid: HD 7d6+14; hp 32; Init +6; Spd 30 ft.; AC 
  16, touch 13, flat-footed 13; Base Atk +5; Grp +6; Atk +6 
  melee (rapier 1d6), +8 ranged (1d6+1/19-20, shortbow); 
  SA Sneak attack +4d6; SQ Evasion, trapfinding, trap 
  sense +2, uncanny dodge; AL CN; SV Fort +3 Ref +6 
  Will +1; Str 12, Dex 17, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +12 Bluff +9 Climb +11 
  Disable Device +14 Escape Artist +13 Hide +15 Listen 
  +12, Move Silently +15 Open locks +7 Spot +10 Slight 
  of Hand +9; Improved initiative, Point Blank Shot, 
  Precise Shot. 
   
  Possessions: Studded Leather armour, short sword, 
  composite shortbow, 20 arrows, dagger, potion of cat’s 
  grace. 
   
  �Trell Galarth: male human, Rgr7; CR 7; Medium 
  humanoid: HD 7d8+7; hp 45; Init +7; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 15; Base Atk +7/+2; Grp +9; Atk 
  +10 melee (1d6+2/19-20, shortsword) and and +8 melee 
  (1d6+2/19-20, shortsword); Full Atk +10 melee 
  (1d6+2/19-20, shortsword) and +8 melee (1d6+2/19-20, 
  shortsword) and +8 melee (1d6+2/19-20, shortsword); 
  SA Favoured enemy (elves); SQ Track, wild empathy; 
  AL LN; SV Fort +6, Ref +8 Will +2; Str 14, Dex 17, Con 
  13, Int 12, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +10, Handle Animal +10, 
  Hide +10, Knowledge (dungeoneering) +8, Listen +8, 
  Move Silently +9, Ride +5, Search +8, Survival +4, 
  Swim +4, Endurance, Improved Initiative, Improved 
  Two weapon fighting, Track, Two Weapon Combat, 
  Weapon Finesse, (short Sword), Weapon Focus (short 
  sword) 
   
  Favoured Enemy (elves): +4 to damage, +4 on 
  Bluff, Listen, Sense Motive, Spot, Survival; 2
  nd Favoured 
  Enemy (Halfling), +2 to damage, +2 on Bluff, Listen, 
  Sense Motive, Spot, Survival 
   
  Spells Known: (1 1
  st); base DC = 11 +spell level): 
  entangle 
   
  Possessions: 2 masterwork short swords (poisoned 
  with Black Lotus Extract), longbow, 20 masterwork 
  arrows, chain shirt +1 
   
  Black Lotus Extract: Contact DC 20, Initial Damage 
  3d6 Con, Secondary Damage 3d6 Con. 
   
  �Xenethol: male human Ftr6; CR 6; Medium 
  humanoid: HD 6d10+12; hp; 57 Init +1; Spd 20 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +6/+1; Grp +8; Atk 
  +10 melee (2d6+7+1d6/19-20, +1 shocking great 
  sword); Full Atk +10/+5 melee (2d6+7+1d6/19-20, +1 
  shocking great sword); AL N; SV Fort +6 Ref +3 Will 
  +2; Str 16, Dex 13, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +10, Intimidate +9, Ride 
  +8, Swim +8, Cleave, Die Hard, Endurance, Great 
  Cleave, Power Attack, Weapon Focus (great sword), 
  Weapon Specialisation (great sword) 
   
  Possessions: Half plate, +1 shocking greatsword 
   
  �Eagarin: male human Clr6; CR 6 Medium 
  humanoid: HD 6d8+18; hp 53; Init +5; Spd 30 ft.; AC 
  17, touch 11, flat-footed 17; Base Atk +4; Grp +5; Atk +8 
  melee (1d8+3/19-20, nine lives stealer); SA Spells; SQ 
  Turn undead, domain powers; AL N; SV Fort +6, Ref 
  +3, Will +6; Str 12, Dex 12, Con 16, Int 10, Wis 17, Cha 
  13. 
   
  Skills and Feats: Concentration +8, Heal +7, 
  Knowledge (religion) +6, Spellcraft. +5, Spot +3; Die 
  Osson’s Lance 
   
  Page 48 
  
  Hard, Endurance, Improved Initiative, Weapon Focus 
  (longsword) 
   
  Spells Known: (5 0 level/4+1 1
  st level/4+1 2
  nd 
  level/ 3+1 3
  rd level.); base DC = 13 +spell level): 0- cure 
  minor wounds, detect magic, guidance, resistance, 
  virtue; 1 – bless, cure light wounds, doom, entropic 
  shield, magic weapon*; 2 – bull’s strength, cure 
  moderate wounds, hold person, silence, spiritual 
  weapon* 3 – bestow curse, blindness, prayer, fly* 
   
  *Domain Spell: Deity; Kelanen: Domains: Travel 
  (For a total time per day of 1 round per level you 
  posses, you can act normally regardless of magical 
  effects that impede movement as if you were affected 
  by the freedom of movement spell. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day.) Add survival to your list of class skills. War 
  (Free Martial Weapon Proficiency with deities 
  favoured weapon and weapon focus with the deity’s 
  favoured weapon) 
   
  Possessions: nine lives stealer, chainmail, light 
  steel shield, wooden holy symbol (nine swords in a star 
  shape pointing outward), the lance of Osson. 
   
  Osson’s Lance 
   
  Page 49 
  
  Appendix 5: 
  APL 10 
  Encounter 1: Ruined Shores 
  �Knights of Ahlissa: male human Ftr1: CR 1; 
  Medium humanoid: HD 1d10+2; hp; 12 Init +1; Spd 20 
  ft.; AC 20, touch 11, flat-footed 19; Base Atk +1; Grp +3; 
  Atk +4 melee (1d8+2/19-20, longsword); +3 melee 
  (1d8+3/x3, lance); AL LN; SV Fort +4 Ref +1 Will +0; 
  Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +5, Intimidate +5, Ride +2, 
  Ride +3, Mounted Combat, Weapon Focus (Long 
  Sword) 
   
  Possessions: Full plate, shield, longsword, lance, 
  light warhorse 
   
  �Sir Avarrondrenn, Knight of Ahlissa, Commander 
  of the Third Cohort: male human Ftr4; CR 4; Medium 
  humanoid: HD 4d10+8; hp; 39 Init +1; Spd 20 ft.; AC 
  20, touch 11, flat-footed 19; Base Atk +4; Grp +6; Atk +9 
  melee (melee (1d8+5/19-20, longsword); +8 melee 
  (1d8+5/x3, lance); AL LN; SV Fort +6 Ref +2 Will +1; 
  Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 16. 
   
  Skills and Feats: Climb +5, Intimidate +7, 
  knowledge (tactics) +4, knowledge (Ahlissa – Nobility) 
  +4 Ride +6, Ride +6; Mounted Combat, Ride by Attack, 
  Trample, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialisation (longsword) 
   
  Possessions: 
  Full 
  plate, 
  shield, 
  masterwork 
  longsword, lance, light warhorse. 
   
  Encounter 2: Meetings in Medegia 
  �Gallran Havamkast: male human Rog5; CR 5; 
  Medium humanoid: HD 5d6+10; hp 32; Init +6; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; Base Atk +3; Grp +4; 
  Atk +6 melee (1d6+1/18-20, scimitar), +6 ranged 
  (1d6/19-20, shortbow); SA Sneak attack +3d6; SQ 
  Evasion, trap sense +1, uncanny dodge; AL CN; SV Fort 
  +3 Ref +7 Will +1; Str 12, Dex 17, Con 14, Int 13, Wis 
  10, Cha 8. 
   
  Skills and Feats: Balance +10 Bluff +8 Disable 
  Device +9 Escape Artist +8 Hide +8 Listen +8, Move 
  Silently +10 Open locks +8 Profession Sailor +8, Spot 
  +7, Sleight of Hand +6, Swim +7; Improved initiative, 
  Weapon 
  focus 
  (scimitar), 
  Weapon 
  Proficiency 
  (scimitar) 
   
  Possessions: Studded leather armour, masterwork 
  scimitar, shortbow, 20 arrows, dagger. 
   
  Encounter 3: A Medegian Odyssey 
  �Henk: male orc Clr8 (Gruumsh); CR 8; Medium 
  humanoid: HD 8d8+19; hp 57; Init +1; Spd 30 ft.; AC 
  16, touch 11, flat-footed 15; Base Atk +6/+1; Grp +10; 
  Atk +11 melee (1d8+3/x3, longspear); SA Spells; SQ 
  Darkvision 60 ft., light sensitivity; AL NE; SV Fort +8 
  Ref +3 Will +8; Str 16, Dex 12, Con 14, Int 8, Wis 15, 
  Cha 6. 
   
  Skills and Feats: Concentration +8, Knowledge 
  (religion) +8; Alertness, Extra Turning, Toughness, 
  Weapon Focus (bonus feat from War domain). 
   
  Light Sensitivity (Su): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell; 
  Rebuke Undead 1/day. 
   
  Spells Known: (6 0 level/5+1 1
  st level/ 4+1 2
  nd 
  level/3+1 3
  rd level/2+1 4
  th level); base DC = 12 +spell 
  level): 0- cure minor wounds, detect magic, guidance, 
  resistance, virtue x2; 1
  st- bane, bless, cause fear, doom, 
  enlarge person*, magic weapon; 2
   
  nd- bull’s strength* x2, 
  hold person x 2, sound burst; 3
  rd- blindness, cure 
  serious wounds, dispel magic, magic vestment*; 4
  th- 
  cure critical wounds, divine power, spell immunity*,  
   
  *Domain Spell: Domains: War – gains free Martial 
  Weapon Proficiency and Weapon Focus with spear; 
  Strength – gains +6 enhancement to Strength for 1 
  round, once per day. 
   
  Possessions: Chainmail, spear, light steel shield 
   
  Encounter 7: Framed and Fallen 
  �Orc Guards: male Orc Ftr 1; CR 1; Medium 
  humanoid: HD 1d10+2; hp 12; Init +2; Spd 40 ft.; AC 
  15, touch 12, flat-footed 13; Base Atk +1; Grp +4; Atk +5 
  melee (1d10+3/x3, halberd); Atk +3 ranged (1d6+3, 
  javelin) SA Rage 1/day; SQ Darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +4 Ref +2 Will -1; Str 17, 
  Dex 14, Con 15, Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +2, Survival +3, 
  Spot +1; Alertness, Weapon Focus (Halberd) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell.  
   
  Possessions: Halberd, 3 javelins, studded leather 
  armour 
   
  Encounter 8: Nemeses 
  �Candagalon Fathroth, male human Wiz12 CR 12; 
  Medium humanoid: HD 12d4+24; hp 61; Init +1; Spd 
  30 ft.; AC 15, touch 12, flat-footed 14; Base Atk +6/+1; 
  Grp +6; Atk +6 melee (1d6, quaterstaff); SA Spells; AL 
  N; SV Fort +2 Ref +1 Will +4; Str 10 , Dex 13, Con 14, 
  Int 18, Wis 12, Cha 8. 
   
  Skills and Feats: Concentration +18, Decipher 
  Script +14, Knowledge (arcana) +14, Spellcraft. +19, 
  Spot +10; Craft Wand, Empower Spell, Extend Spell, 
  Osson’s Lance 
   
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  Forge Ring, Scribe Scroll, Spell Focus (Evocation), 
  Spell Focus (Illusion), Quicken Spell.  
   
  Spells Known: (4 0 level/5 1
  st level, 5 2
  nd level, 5 3
  rd 
  level, 3 4
  th level 3 5
  th level 2 6
  th level); base DC = 13 
  +spell level): 0 – detect magic, flare, ray of frost, touch 
  of fatigue; 1 – cause fear, colour spray, magic missile x2, 
  shield, 2 – blur, bull strength, protection from arrows, 
  gust of wind, web 3 - fireball, haste, hold person, slow, 
  dispel magic; 4 – greater invisibility, ice storm, lesser 
  globe of invulnerability, stone skin; 5
  th cloud kill, 
  dominate person, feeble mind, 6- disintegrate, mass 
  cat’s grace 
   
  Possessions: Staff, dagger, elemental gem (water), 
  ring of protection +1, scroll of haste, wand of fireball 
  (5
  th level caster, 5 charges). 
   
   
   
   
  �Dalriada Keldavrann, female human, War1/Ftr6, 
  CR 7; Medium humanoid: HD 1d8/6d10+12; hp 58; 
  Init +; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk +7/+2; Grp +8; Atk +8/+3 melee (1d8+1/19-20, 
  longsword); 
  +12/7 ranged (1d10+2/19-20 heavy 
  crossbow), AL LN; SV Fort +6 Ref +3 Will +2; Str 12, 
  Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
  Skills and Feats: Climb +9, Intimidate +9, Jump +7, 
  Ride +7, Swim +11, Far Shot, Precise Shot, Point blank 
  Shot, Rapid Reload, Weapon Focus (heavy crossbow), 
  Weapon Specialisation (heavy crossbow). 
   
   Possessions: Chain shirt, heavy crossbow, 20 
  masterwork bolts, longsword, potion of cat’s grace 
  �Delnatri: female half-elf Rog9; CR 9; Medium 
  humanoid: HD 9d6+18; hp 44; Init +7; Spd 30 ft.; AC 
  17, touch 14, flat-footed 13; Base Atk +6/+1; Grp +7; Atk 
  +7/+2 melee (1d6+1/18-20, rapier), +10/+5 ranged 
  (1d6+1/19-20, shortbow); SA Sneak attack +5d6; SQ 
  Evasion, improved uncanny dodge, trapfinding, trap 
  sense +3, uncanny dodge; AL CN; SV Fort +3 Ref +9 
  Will +2; Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +14 Bluff +11 Climb 
  +Disable Device +12 Escape Artist +11, Hide +13, 
  Listen +10, Move Silently +13 Open locks +7 Search +8 
  Slight of Hand +5; Improved initiative, Point Blank 
  Shot, Precise Shot, Rapid Shot, Far Shot. 
   
  Possessions: Studded leather armour, rapier, 
  composite short bow, 20 arrows, dagger, potion of cat’s 
  grace 
  �Trell Galarth: male human Rgr9; CR 9; Medium 
  humanoid: HD 9d8+9; hp 57; Init +8; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15; Base Atk +9/+4; Grp +11; Atk 
  +12 melee (1d6+2 /17-20/x2, short sword); +12 melee 
  (1d6+2 /17-20/x2, short sword)+6 melee (1d6+2 /17-
  20/x2, short sword); +6 melee (1d6+2 /17-20/x2, short 
  sword), +13/+8 ranged (1d8/x3, longbow); SA Favoured 
  enemy (elves); SQ Track, wild empathy; AL LN; SV 
  Fort +7, Ref +10 Will +3; Str 14, Dex 18, Con 13, Int 12, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Climb +12, Handle Animal +12, 
  Hide +12, Knowledge (dungeoneering) +8, Listen +10, 
  Move Silently +11, Ride +5, Search +10, Survival +4, 
  Swim +6; Endurance, Evasion, Improved Critical, 
  Improved Initiative, Improved Two Weapon Fighting, 
  Swift. Tracker, Track, Two Weapon Combat, Weapon 
  Finesse, (short sword), Weapon Focus (short sword), 
  Woodland Stride. 
   
  Favoured Enemy (elves): +4 to damage, +4 on 
  Bluff, Listen, Sense Motive, Spot, Survival; 2
  nd Favoured 
  Enemy (Halfling), +2 to damage, +2 on Bluff, Listen, 
  Sense Motive, Spot, Survival 
   
  Spells Known: (1 1
  st); base DC = 11 +spell level): 
  Entangle 
   
  Possessions: 2 masterwork short swords (poisoned 
  with black lotus extract), longbow, 20 masterwork 
  arrows, +1 chain shirt. 
   
  Black Lotus Extract: Contact DC 20, Initial Damage 
  3d6 Con, Secondary Damage 3d6 Con. 
   
  �Xenethol: male human Ftr8; CR 8; Medium 
  humanoid: HD 8d10+16; hp; 75 Init +2; Spd 20 ft.; AC 
  19, touch 12, flat-footed 17; Base Atk +8/+3; Grp +11; 
  Atk +12/+8 melee (2d6+7+1d6/19-20, +1 shocking 
  greatsword); AL N; SV Fort +8 Ref +4 Will +2; Str 16, 
  Dex 14, Con 14, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +12, Intimidate +11, Ride 
  +10, Swim +10, Cleave, Die Hard, Endurance, Great 
  Cleave, Improved Critical (great sword), Power Attack, 
  Weapon Focus (great sword), Weapon Specialisation 
  (great sword) 
   
  Possessions: Half plate, +1 shocking great sword. 
   
  �Eagarin: male human Clr9, CR 9 Medium 
  humanoid: HD 9d8+27; hp 77; Init +5; Spd 30 ft.; AC 
  18, touch 11, flat-footed 17; Base Atk +6/+1; Grp +7; Atk 
  +8/+3 melee (1d8+2+1d6/19-20, +1 flaming longsword); 
  SA Spells; SQ Turn undead, domain powers; AL NE; 
  SV Fort +7 Ref +4 Will +7; Str 12, Dex 12, Con 16, Int 
  10, Wis 18, Cha 13. 
   
  Skills and Feats: Concentration +10, Heal +9, 
  Knowledge (religion) +7, Spellcraft. +7, Spot +5; Die 
  Hard, Endurance, Improved Initiative, Improved 
  Turning, Weapon Focus (longsword) 
   
  Spells Known: (6 0 level/ 5+1 1
  st level / 5+1 2
  nd 
  level/ 4+1 3
  rd level/ 3+1 4
  th level / 1+15
  th level.); base DC 
  = 14 +spell level): 0- cure minor wounds x2, detect 
  magic, guidance, resistance, virtue; 1 – bless, cure light 
  wounds, doom, entropic shield, magic weapon*, shield 
  of faith; 2 – bull’s strength, cure moderate wounds, 
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  hold person x2, silence, spiritual weapon*; 3 – bestow 
  curse, blindness, dispel magic, fly*, prayer; 4 – 
  dimension door*, dismissal, divine power, spell 
  Immunity, 5 – flame Strike*, insect plague 
   
  *Domain Spell: Deity; Kelanen: Domains: Travel 
  (For a total time per day of 1 round per level you 
  posses, you can act normally regardless of magical 
  effects that impede movement as if you were affected 
  by the freedom of movement spell. This effect occurs 
  automatically as soon as it applies, lasts until it runs out 
  or is no longer needed, and can operate multiple times 
  per day.) Add survival to your list of class skills. War 
  (Free Martial Weapon Proficiency with deities 
  favoured weapon and weapon focus with the deity’s 
  favoured weapon) 
   
  Possessions: +1 flaming longsword, chainmail, 
  wooden holy symbol (nine swords in a star shape 
  pointing outward), the lance of Osson.  
   
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  Appendix 6: 
  Background Information 
  Montesser at a Glance 
  �Montesser 
  (Large 
  Town): 
  Conventional 
  (Theocracy); AL LE (LN); 5,000 gp limit; Assets 617,500 
  gp; Population 2,469; Mixed (orc 1654, half-orc 324, 
  human [So] 243, orogs 247. 
   
  Authority Figures: Bhargeval (LE [LN] male half-
  orc Rgr8/Clr3 - Bahgtru), commander of town’s 
  defences; Shauntru (LE [LN] female orc Clr9- Luthic), 
  matriarch of Montesser. 
   
  Important Figures: Froznir Delrrii (LE male 
  human Rog7), Sea Baron merchant and pirate. 
   
  Seven years ago the settlement of Montesser didn’t 
  exist. Established by a charismatic priestess of Luthic 
  the orcs settling here simply tired of war, instead 
  electing to carve out a home for themselves on the 
  Spindrift Coast. Despite these decidedly uneuroz 
  ideals, life in Montesser is brutal and disciplined. 
  Wrongdoers are dealt with in typical orcish fashion 
  and society is organised along martial lines. 
   
  The original settlers were deserters from the 
  imperial forces responsible for the sack of Mentrey but 
  since the settlement’s founding numbers of both orcs 
  and half-orcs have increased dramatically. A number of 
  orogs have also been reported to be amongst the 
  population. Roughly 1,600 orcs and 300 half-orcs now 
  dwell within the town. Light outlying settlements 
  (often of less than 20 individuals) dot the hills 
  surrounding Montesser, raising the total population to 
  around 3,500. Several different tribes are represented 
  within Montesser including the Bloodied Eye, Ragged 
  Banner and Red Bones.  
   
  The original settlement was little more than a 
  shantytown built of wood looted from other nearby 
  abandoned or destroyed villages. The inhabitants 
  planted crops haphazardly on the fertile banks of the 
  minor river that gives this place its name. Goats were 
  grazed in the hills surrounding the site and limited 
  fishing was even attempted in a stolen couple of 
  battered but serviceable fishing boats. 
   
  In the intervening years the settlement has 
  expanded several times and is now enclosed by thick 
  earthen ramparts and steep stake-lined ditches. Several 
  important buildings within the town are now of stone 
  construct and the orcs now operate a light fleet of 
  fishing vessels. The orcs have begun to learn from their 
  earlier mistakes; their farming and fishing skills 
  steadily improving with time.  
   
  One building of note within the town is the 
  walled compound of Froznir Delrrii (LE male human 
  Rog7) a native of the Sea Barons. A consummate 
  mariner and trader, Froznir first discovered Montesser 
  in early 586. Although initial contact between the two 
  groups was violent, subsequent (cautious) negotiations 
  resulted in a mutually profitable exchange of trade and 
  information. Thanks to his efforts the orcs of 
  Montesser are much better equipped than they were a 
  decade ago. In exchange, the orcs allow Froznir safe 
  anchorage and his men are able to move freely about 
  the town. In addition Froznir is keenly interested in 
  the power struggles within old Medegia and the orcs 
  share all they learn with him. 
   
  Although not territorially ambitious the orcs of 
  Montesser have fought off several assaults by 
  determined bands of sellswords, mercenaries and 
  bandits intent on looting the settlement. Typically the 
  orcs have wrested much equipment from their 
  defeated foes, chief amongst which are several score of 
  warhorses, the riding of which they have long since 
  mastered. They are ever vigilant to further assaults; 
  approaching 
  this 
  settlement 
  surreptitiously 
  is 
  incredibly dangerous.  
   
  Montesser is a theocracy ruled by Shauntru (LE 
  [LN] female orc Clr9- Luthic) a now elderly but wise 
  leader. Single-minded in her desire to protect the 
  young of Montesser, Shauntru can nevertheless be an 
  implacable enemy to those rising her ire. Bhargeval 
  (LE [LN] male half-orc Rgr8/Clr3 - Bahgtru) a 
  monstrously strong warrior devotedly assists Shauntru 
  in the defence of the town. The closest thing the town 
  has to a general, Bhargeval directs the town’s defenders 
  in times of both peace and war. 
   
  The Orc Pantheon 
  Bahgtru (The Strong, the Leg Breaker, the Son of 
  Gruumsh) 
  Lesser Deity of Strength, Stupidity 
  Worshippers: Orc 
  Holy Symbol: Broken thigh bone 
  Alignment: CE 
  Domains: Chaos, Destruction, Evil, Strength 
  Weapon(s): Spiked gauntlet 
  Weapon of the Dei y spell: +1 keen spiked gauntlet 
  t
   
  Bahgtru (bog-true) is a very stupid, but immensely 
  strong god. He values only physical strength, scorning 
  arms and magic. Bahgtru’s clergy often lead the elite 
  male warriors of the tribe, providing bodyguards to the 
  chieftain. They insist on near constant physical 
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  training of tribal males, improving the overall strength 
  of the tribe. 
   
  Bahgtru is the son of Gruumsh and Luthic. The 
  church of Bahgtru is mostly subservient to that of 
  Gruumsh, reflecting the father and son relationship of 
  the two. The other orc gods fear him due to his 
  incredible strength. 
   
  Gruumsh (He Who Never Sleeps, the One-Eyed 
  God, He Who Watches) 
  Greater Deity of Orcs, War, Territory 
  Worshippers: Orc 
  Holy Symbol: Empty eyesocket 
  Alignment: CE 
  Domains: Chaos, Evil, Strength, War 
  Weapon(s): Spear 
  Weapon of the Deity spell: +1 returning spear 
   
  Gruumsh (groomsh) is the leader of the orc pantheon. 
  He battles constantly against the other deities and 
  drives orcs to follow his example by conquering and 
  slaying their enemies. 
   
  Gruumsh’s church is responsible for relating 
  orcish legends from one generation to the next, and for 
  spreading the word of Gruumsh. It takes an active role 
  in clan leadership, and will oppose secular leaders that 
  do not share its outlook.  
   
  Gruumsh has a particular hatred for elven and 
  dwarvish deities. He does not consider any non-orc 
  deity his ally, and demands absolute loyalty from the 
  orc pantheon. 
   
  Ilneval (The Horde Leader, the War Maker, the 
  Lieutenant of Gruumsh) 
  Lesser Deity of Warfare, Leadership 
  Worshippers: Orc 
  Holy Symbol: Bloodied longsword 
  Alignment: NE 
  Domains: Destruction, Evil, War 
  Weapon(s): Longsword (m) 
  Weapon of the Deity spell: +1 mighty cleaving 
  longsword 
   
  Ilneval (ill-nev-all) is a war leader, with nothing but 
  victory and destruction on his mind. He is also a 
  careful strategist, planning how to maximise his 
  victory. He is nearly as strong as Bahgtru, but far more 
  cunning. His followers are loyal, but he does not 
  transfer this loyalty to Gruumsh. 
   
  The church of Ilneval is second only to that of 
  Gruumsh, and the two often work together to suppress 
  other faiths. Ilneval’s clerics are responsible for 
  organising tribes into a martial whole during times of 
  war. 
   
  Ilneval serves Gruumsh, whilst secretly working 
  to undermine Bahgtru. He loathes Shargaas and 
  Yurtrus, as well as deities of the goblinoids, elves and 
  dwarves. 
   
  Luthic (The Cave Mother, the Blood Moon Witch) 
  Lesser Deity of Female Orcs, Fertility, Medicine, 
  Healing, Servitude, Caves, Home 
  Worshippers: Orc 
  Holy Symbol: Orc rune for home 
  Alignment: NE 
  Domains: Earth, Evil, Healing 
  Weapon(s): Spiked gauntlet 
  Weapon of the Dei y spell: +1 keen spiked 
  t
  t
   
  Luthic (looth-ick) has a strong affinity for the earth. 
  She tends to the injured with efficiency, but could not 
  be called kind. She does not take kindly to abuses of 
  her name, and has a nasty temper. She appears 
  outwardly servile to the male gods, but is capable of 
  manipulating both Gruumsh and Bahgtru to get her 
  way. 
   
  The church of Luthic is prominent in most orc 
  tribes, as she is worshipped by the bulk of the female 
  population. Outwardly, it is weak compared to other 
  churches, and subservient to that of Gruumsh. It 
  teaches simple healing to the warriors, as well as 
  tending to the overall health of the tribe. 
   
  Luthic is the wife of Gruumsh, and the mother of 
  Bahgtru. She is treated with little respect by the other 
  orc deities. 
   
  Shargaas (The Night Lord, the Blade in the 
  Darkness, the Stalker Below) 
  Lesser Deity of Darkness, Thieves, Stealth, Night, 
  Undead 
  Worshippers: Orc 
  Holy Symbol: Skull on a red crescent moon 
  Alignment: CE 
  Domains: Death, Chaos, Evil, Trickery 
  Weapon(s): Short sword (m) 
  Weapon of the Dei y spell: +1 keen short sword 
   
  Shargaas (shar-gas) is a cruel and evil deity. He is more 
  cunning than Ilneval, and more calculated. He has a 
  deep hatred of non-orcs, and views even orcs as little 
  more than killing tools. 
   
  The church of Shargaas is usually secretive, and its 
  followers hide their allegiance from the rest of the 
  tribe. It will remove leaders it perceives as weak or 
  cowardly, normally by underhand means. 
   
  Shargaas hates most other deities, but will work 
  with other members of the orc pantheon. He maintains 
  a cold alliance with Yurtrus. He also keeps Gruumsh 
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  Page 54 
  
  informed of Ilneval’s treacheries, thus cementing his 
  own position. 
   
  Yurtrus (White Hands, the Lord of Maggots, the 
  Rotting One) 
  Lesser Deity of Death, Disease 
  Worshippers: Orc 
  Holy Symbol: White hands on a dark background 
  Alignment: NE 
  Domains: Death, Destruction, Evil 
  Weapon(s): Unarmed strike 
  Weapon of the Deity spell: +1 improved unarmed 
  strike, ghost touch 
   
  Yurtrus (yer-truss) represents the ever-present threat of 
  death and disease that orcs live with on a daily basis. 
   
  The church of Yurtrus is loosely scattered 
  throughout the clans, although a few orders of monks 
  exist. Clerics are rarely tribal leaders, but have a degree 
  of independence. The clerics are also responsible for 
  dealing with the dead, as well as watching over the 
  tribal foodstore. 
   
  Yurtrus has few allies in the orc pantheon, aside 
  from an alliance with Shargaas, as an attempt to 
  counter the more martial orc gods. 
   
  Kelanen  
  Hero-God of Swords, Sword Skills, Balance 
  Worshippers: Unknown and commonly accepted 
  across all the Flanaess 
  Holy Symbol: Nine swords in a star shape, points 
  outward 
  Alignment: N 
  Domains: Travel, War 
  Weapon(s): Any martial sword (m) 
  Weapon of the Deity spell: +1 keen sword 
   
  Of unknown race and origin, Kelanen (KEL-a-nen) is 
  probably the best known and most popular hero-deity 
  in the Flanaess. He may appear in any humanoid form, 
  although he is traditionally shown as a man with a 
  silvery scar on the right side of his face. Quiet and 
  determined, Kelanen is obsessed with swords of all 
  types and with preserving the balance between good, 
  evil, chaos and law. He has been known to work on the 
  side of any of these alignments to push the balance of 
  power back to the middle. His myths say that he 
  discovered the resting place of three of the magical 
  swords known as the Pillars of Heaven, and that he 
  wrested the sword Fragrach the Answerer from an 
  alien god. He created the legendary “final word” 
  swords, from which his holy symbol (nine swords in a 
  star shape, points outwards) is derived. His cult is 
  popular in the Hold of the Sea Princes, and among the 
  humans of the now Pomarj-controlled Wild Coast and 
  neighbouring lands. 
   
  Mastery of the sword is the path to mastery of the 
  self. Relentlessly practice your skills with all kinds of 
  blades until you are competent with them all. Eschew 
  all extremes, for only when you are in the center are 
  you truly balanced and at your best. Bring down those 
  in power who carry too strongly the taint of the Four 
  Dooms: Chaos, Evil, Good and Law, for Balance is the 
  true ideal. 
   
  Kelanen’s clerics spend much of their time 
  practicing with at least one kind of sword, and many 
  study at martial academies all over the Flanaess in 
  order to master all styles of combat with their favourite 
  blade. They adventure as a means of acquiring wealth 
  to get more powerful and perfect weapons, and to 
  restore the Balance. Few of his clerics are of alignments 
  other than neutral, for such paths are seen as an 
  intentional disregard for the teachings of Kelanen. It is 
  a violation of the faith’s code of conduct to use any sort 
  of weapon other than a sword or crossbow. 
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  Appendix 7 
  Maps 
   
   
  Area Map of Medegia 
  1 Hex = 20 miles 
   
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  Encounter 3: A Medegian Odyseey 
  1 square = 5 ft. 
   
   
   
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  Encoutner 8: Nemeses 
  1 square = 5 ft. 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/593/Normal Scenarios/TSS3-07 - The Lance of Osson (APL 2-10)/TSS3-07 - The Lance of Osson.pdf