TEXT: ONW7-01 
   
   
   
   
   
  Orphans of the Storm 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Onnwal Regional Adventure  
  Version 2.0 
   
  by Luke Pitcher 
  Circle Reviewer: Pieter Sleijpen  
  Reviewers: Thomas Ralph 
  Playtesters: Nickey Barnard, Andrew Dickson, Pete Griffith, Andrew Hicks, Xan Ophis, J. Summersgill. 
   
   
  A minor mission for House Coriell takes you to the Headlands. What you find there points elsewhere, though — not 
  every story that began in the days of the Rebellion knows that the time has come to make an ending. A one-round 
  Onnwal regional for characters level 4-14 (APLs 6-12). 
   
  Resources for this adventure [and the authors of those works] include Complete Divine [David Noonan], Complete Warrior 
  [Andy Collins, David Noonan, Ed Stark], Living Greyhawk Gazetteer [Gary Holian, Erik Mona, Sean K Reynolds, 
  Frederick Weining], Ivid the Undying [Carl Sargent], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts), use 
  the table below to determine the number of levels 
  you add to the sum of step one. Animals with 
  different CRs are determined separately using the 
  chart below; then, take the highest CR animal (or 
  animals), and add 2 (drop fractions). A single PC may 
  only bring four or fewer animals of this type.  
  # 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 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 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. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  ONW7-01 The Orphans of the Storm 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Onnwal regional adventure. 
  Characters native to Onnwal pay 1 Time Units per round. 
  All other characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Amongst all of those who shone before they fell at the 
  Liberation of Scant, few shone brighter than Krennel 
  Ithlin. A Warmage of Killdeer, Ithlin stood alone to cover 
  the retreat of his men as an unexpected attack from 
  Brotherhood stragglers blocked their withdrawal from 
  the city, allowing their escape, but surrendering himself 
  to the fire that burned Scant shortly thereafter. Ithlin 
  died a hero. 
   
  Whether Ithlin lived a hero is a more debatable 
  question. During the dark days of the Occupation, Ithlin 
  was one of those tasked with finding arcane means to 
  strike against the Brotherhood. This task became his 
  obsession. In pursuit of it, he was prepared to 
  countenance plans and make allies that others in the 
  Resistance might have regarded with caution, if not 
  outright alarm. For his most daring project, Ithlin sought 
  out as a collaborator no less than Reydrich, archmage of 
  Ahlissa and ruler of Zelradton, to whom he was distantly 
  related. 
   
  Reydrich was happy to use Ithlin as a local agent for 
  one of his own schemes to strike against the 
  Brotherhood. In the course of his research, the archmage 
  had hit upon a means of corrupting the original protocols 
  of extra-planar constructs, replacing them with his own 
  instructions. This process seemed to work well in the 
  laboratory, but Reydrich desired to test its efficacy in the 
  field. Where better to do so, he reasoned, than in 
  Onnwal, where its targets would be the hated 
  Brotherhood, and only foreign peasants would be hurt if 
  things went wrong? 
   
  Reydrich, therefore, presented Ithlin with one such 
  corrupted construct, which he had named (in sardonic 
  allusion to the Rain of Colorless Fire) The Tears of Istus. 
  He assured Ithlin that its instructions had been changed 
  to turn it into an almost perfect weapon against the 
  Brotherhood, and urged him to put it to the test. 
   
  Ithlin smuggled the construct across the border, into 
  occupied Brotherhood territory, and set it loose on the 
  Brotherhood-controlled village of Fernit. The construct 
  did, indeed, slay the Brotherhood garrison. Then it began 
  on the villagers. Ithlin was aghast at what his experiment 
  was doing, but unable to penetrate its resistance to his 
  spells and fearful of the consequences if his colleagues 
  found out what had happened. The Warmage fled back to 
  Killdeer.  
   
  The construct, having nothing left within reach to 
  destroy, simply stopped where it was and waited for 
  something else to happen. Thus it has remained for 
  several years. Reydrich, having divined the unreliability 
  of his process, shrugged his shoulders and turned his 
  research to more profitable areas.  
   
  There the matter would have rested, perhaps. But a 
  story like this – a story of an obsession to serve a cause so 
  compulsive that it wreathes itself in secrets and lies to 
  achieve its goals, and even then fails in the attempt – has 
  a resonance that a certain sort of mind can detect. 
  Dharnok Vash, a Brotherhood mystic and priest of Syrul 
  possess one such mind. Vash is more than half-mad; his 
  goddess intoxicates and plagues him with visions of the 
  plots and plans of others, as befits the goddess of lies and 
  deception. One such vision concerned Ithlin and his ill-
  fated project. Vash cannot act upon these insights, of 
  course. 
   
  But Syrul has assured him that he is about to 
  entertain some visitors who could… 
   
  ADVENTURE SUMMARY 
  ONW7-02 The Orphans of the Storm is a one-round Onnwal 
  regional starting in the town of Killdeer, but taking the 
  PCs to a camp of Scarlet Brotherhood agents nearby and 
  finally into the deserted village of Fernit in the Volanots 
  while on the trail of crimes in the past. 
   
  Introduction: Taking their ease in Killdeer, the PCs 
  receive a summons on behalf of the House of Coriell, 
  asking their assistance in a matter appropriate to their 
  talents.  
  ONW7-01 The Orphans of the Storm 
   
  Page 2 
  
   
  Encounter 1 [Bar the Shouting]: The PCs meet a 
  representative of the House of Coriell, who informs them 
  of reports from the Hillstalkers about a suspected enclave 
  of Brotherhood leftovers encamped in the woods some 
  distance from Killdeer. The PCs’ mission, should they 
  choose to accept it, is to deal with these remnants of the 
  Scarlet Sign, and bring any pertinent intelligence they 
  discover back to Killdeer. 
   
  Encounter 2 [But You Will Die Today]: The PCs 
  discover and assault the Brotherhood enclave in the 
  woods. 
   
  Encounter 3 [Chronicle of a Death Foretold]: The 
  PCs find a pair of letters on their foes. One turns out to 
  have been written by Dharnok Vash, the priest of Syrul 
  that the PCs have just overcome. The letter demonstrates 
  foreknowledge of Vash’s likely fate, and teases the PCs 
  with dark allusions to “a weapon that has long outlived its 
  usefulness”. The other contains fragmentary but 
  disturbing references to “Krennel Ithlin” and “The Tears 
  of Istus”. 
   
  On reporting back to Killdeer, the PCs learn that 
  Vash was a notorious Brotherhood seer and mystic, 
  allegedly gifted with powers of prophecy by Syrul 
  herself. They also discover that Krennel Ithlin was a 
  Warmage of Killdeer and hero of Onnwal, who died 
  valiantly at the Liberation of Scant. The authorities are 
  concerned at the mention of Ithlin in this context, and 
  wish the PCs to investigate the mysterious reference to 
  The Tears of Istus.  
   
  Encounter 4 [Praising Famous Men]: The PCs chase 
  up various leads about Krennel Ithlin and/or The Tears of 
  Istus. Ithlin’s trail leads to his surviving relatives in 
  Killdeer, where, with the right social interaction rolls, 
  they may obtain access to the dead mage’s private papers. 
  Fragmented as these are, these do speak of the Tears of 
  Istus as if it were some sort of creature, and mention the 
  name of “Fernit”. The papers also speak of an individual 
  referred to as “R” with who Ithlin was in correspondence 
  about what he had seen.  
   
  The PCs also have the opportunity to pursue other 
  avenues of research, both in Killdeer and elsewhere. 
  With persistence and the right rolls, they may discover 
  that Fernit is the name of a village in the Volanots, and 
  that the name The Tears of Istus has disturbing historical 
  connotations. 
   
  Encounter 5 [Spell and Steel]: The PCs visit the 
  Warmages of Killdeer. To gain the trust of these 
  individuals and permission to see the archives, they must 
  either be members of the organization themselves or 
  show their prowess in trials mystical and martial. If the 
  PCs succeed, they are allowed access to records, which 
  speak a little more clearly about the nature of the Tears of 
  Istus, making some of its abilities plainer. Fernit is also 
  mentioned again.  
   
  Encounter 6 [War without End]: The PCs follow the 
  trail of The Tears of Istus to the village of Fernit, the place 
  mentioned in Ithlin’s journal and the note at the archive. 
  They find the village in much the condition it was after 
  the construct’s rampage, littered with wreckage and 
  corpses. They also find two Suloise brothers on guard, 
  who challenge them and ask them to state their business.  
   
  These men are actually ghosts, members of the 
  Brotherhood garrison slain by the construct, who have 
  steadfastly refused to admit the fact of their own deaths. 
  The PCs may fight these undead, but shrewd bluffs or 
  negotiation with them may also coax from them their 
  confused and fragmentary recollections of the construct’s 
  assault. The trail of wreckage which the construct left as 
  its rampage continued to a nearby Shrine of Jascar is still 
  obvious. 
   
  Encounter 7 [The Tears of Istus]: In the Shrine of the 
  Lord of the Dells, The PCs confront the maddened 
  construct known as The Tears of Istus. It becomes clear 
  that this is an extra-planar creature whose instructions 
  have been warped. The creature attacks immediately and 
  fights until destruction. If the PCs examine the wreckage 
  afterwards, they may find evidence of the involvement of 
  the Ahlissan archmage Reydrich in the form of his 
  personal insignia carved upon the construct. This may be 
  the last piece in the jigsaw that lets the PCs work out 
  exactly what Ithlin did and the grounds for his feelings of 
  guilt.  
   
  Conclusion [The Evil that Men Do]: In conclusion, the 
  PCs may face a dilemma. Do they besmirch the memory 
  of a war hero by making what Ithlin had previously done 
  public knowledge? Or do they collude in a cover-up and 
  hand a moral victory to Syrul? On this note, the 
  adventure ends. 
   
  PREPARATION FOR PLAY 
  Before play begins, determine whether any PC at the 
  table has any of the following items: 
  • 
  Membership of the Hillstalkers or the rank of 
  Sertern/Mate or higher in the Military of Onnwal. 
  This status affects the attitudes of NPCs to the PC in 
  the Introduction and Encounter 1. 
  • 
  Membership of the Warmages of Killdeer. This 
  status affects the attitudes of NPCs to the PC in 
  Encounters 4 and 5. Note that this is NOT the same 
  thing as the Warmage base class from Complete 
  Arcane. Where the term “Warmage” is used in this 
  module, it refers to the organization in Killdeer 
  rather than the class unless otherwise stated. 
  • 
  ARs from any of the ONWS5-05 or ONWS5-06 
  modules set at the Liberation of Scant. PCs who 
  played any of these receive bonuses to identify Ithlin 
  in Encounter 3. 
  ONW7-01 The Orphans of the Storm 
   
  Page 3 
  
  • 
  The rank of Master of the Academy of Delleb. PCs 
  who qualify have access to certain additional 
  information resources in Encounter 4. 
  • 
  The Remembrance of the Song AR item from 
  ONW5-04 The Truth in Music.  PCs who qualify have 
  access to certain additional information resources in 
  Encounter 4. 
   
  The Hillstalkers, the Academy of Delleb, the Military of 
  Onnwal, and the Warmages of Killdeer are all described 
  in the Onnwal Metagaming Book v. 3.2, available at the 
  Living Onnwal website (http://www.onnwal.org.uk/). 
   
  INTRODUCTION 
  The adventure opens with the PCs taking their ease in 
  the Bronze Warrior inn in Killdeer, a popular resort for 
  those in need of rest from their labors. Read or 
  paraphrase the following: 
   
  “Now, do not mistake my meaning here…” 
   
  The Bronze Warrior tavern in Killdeer is much 
  as you remember it from your last visit: good food; 
  good ale; good company. And, of course, the odd 
  hectoring drunk. From the other end of the 
  taproom, the slurred diatribe continues: 
    
  “…Do not take what I’m saying amiss. I’m sure 
  we’re all grateful to ’em.  Helped us lick the Scarlet 
  Scum, when all’s said and done – though I think our 
  boys could have managed without them all the 
  same, for all their spells, and their acrobatics, and 
  their frothing at the mouth. Fair dues: they did their 
  bit. 
   
  “But what I’m saying is: horses for courses. 
  Maybe we DID need your adventurers, and your 
  sellswords, and your heroes-for-bloody-hire to get 
  rid of the Brothers. Set a freak to catch a freak, that’s 
  what I say. But we sure as the Hells don’t need their 
  sort around here anymore. Now, if I was in 
  charge…” 
   
  The tavern door swings open. A short young 
  woman, dressed in the colors of a bannerman, 
  squints as her eyes adjust, and walks in the direction 
  of your table. She clears her throat and speaks to you 
  all:  
   
  “Good morning. Could I crave a moment of your 
  time?” 
     
  This young woman is Frenna Brell. A DC 20 Knowledge 
  (local: the Splintered Suns) or Knowledge (nobility and 
  royalty) check reveals that she is wearing the colors of the 
  House of Coriell. Residents of Onnwal gain a +5 
  circumstance bonus on this check. 
   
  � Genna Brell: female human expert 2 (AL LG). 
   
  Exactly how Brell behaves towards the PCs depends on 
  whether any of them has membership of the Hillstalkers 
  or the rank of Sertern/Mate or higher in the Military of 
  Onnwal. If this is the case, she addresses that PC (or 
  those PCs) by their name and rank, and treats them with 
  considerable deference. She explains that she has been 
  sent on behalf of the House of Coriell to seek the aid of 
  the relevant PC(s) and comrades for a military 
  undertaking of some importance to the Free State. The 
  House of Coriell would like the party to attend upon 
  their representative, Frondel Bhann, at his lodgings at 
  noon tomorrow. Brell seems to know who the other PCs 
  are as well and treats them politely, but concentrates her 
  attention on the ranking military type(s). 
   
  If none of the PCs is thus associated with the 
  Onnwal military, Brell addresses them all equally, and 
  informs them that it is the request of the House of Coriell 
  that the PCs all attend upon their representative Frondel 
  Bhann at his lodgings at noon tomorrow to discuss a 
  matter of “mutual profit”. Brell is polite but distant in this 
  event, and says (truthfully) that the PCs will have to ask 
  Bhann tomorrow for more information about what is in 
  store. 
   
  If Brell is asked how she knew to find the PCs at The 
  Bronze Warrior, she says that it is common knowledge 
  that they are in town, and that she simply looked through 
  the taverns to find them. Brell realizes that this could be 
  taken as disparaging immediately after she says it, and 
  blushes and looks embarrassed. 
   
  If the PCs forfeit this opportunity, the adventure is 
  over. If they go to Bhann’s lodgings at the appointed 
  time, the action moves to Encounter 1.   
   
  1: BAR THE SHOUTING 
  The PCs come to this encounter if they turn up to the 
  lodgings of Frondel Bhann at noon on the day after the 
  Introduction. Mention of their meeting with Bhann 
  grants them immediate access, and they are directed to a 
  small, well-appointed audience chamber and invited to sit 
  down. A couple of minutes later, a stocky Oeridian man 
  in his forties with a large moustache, wearing the garb of 
  an aristocrat, enters and introduces himself as Frondel 
  Bhann. 
   
  � Frondel Bhann: male human aristocrat 3 (AL LN). 
   
  Bhann is an advisor and functionary in the service of the 
  House of Coriell. Bhann does not have much affection 
  for or empathy with adventuring types, even those who 
  hold a rank in the Onnwal Military. He does his best to 
  hide this when speaking to the PCs, since he is, after all, 
  trying to engage their services, but he has, for example, a 
  way of referring to adventurers off-handedly as “you 
  people” which the PCs may not appreciate (if they 
  notice). In any event, however, he is brisk in laying the 
  situation before them. 
   
  BHANN’S MISSION 
  Bhann explains matters to the PCs as follows: 
  • 
  Five days ago, a Hillstalker unit on standard patrol in 
  the woods three days out of Killdeer noticed that an 
  ONW7-01 The Orphans of the Storm 
   
  Page 4 
  
  old hunting lodge, long disused, was showing signs 
  of habitation. 
  • 
  Closer observation revealed that the lodge seemed to 
  be in use as a hiding place for a handful of 
  Brotherhood troops, presumably escapees from the 
  Liberation of Scant. 
  • 
  The Hillstalker patrol consisted mostly of raw 
  recruits, and did not wish to tarry and alert the 
  Brotherhood to their presence. The hunting lodge is 
  quite some distance from any habitation centers and 
  there was no other sign of Brotherhood activity 
  nearby, so none of the outlying villages seemed to be 
  in immediate danger. However, they reported their 
  discovery to their superiors when they returned to 
  Killdeer. 
  • 
  The House of Coriell would therefore like a small 
  group of operatives to go to the lodge and confront 
  the Brotherhood before they either flee or cook up 
  further mischief. They are also to gather any written 
  intelligence they may happen to find in the 
  possession of these individuals. The operatives 
  should then report back to Kildeer for debriefing 
  (and payment). It has been suggested that the PCs 
  might be interested in such an undertaking. 
   
  Development: Bhann then asks the PCs if they have any 
  questions. Here are his responses to some possible ones: 
   
  Q. What’s in it for us? 
  A. “You would be rewarded with one hundred gulls 
  each upon completion of this mission. Moreover, 
  anything the Brotherhood remnants happen to have 
  with them – apart from documents containing 
  useful intelligence – would be yours to keep. Those 
  are the terms on which you people are wont to 
  operate, are they not?” 
   
  Q. How many/what kind of Brotherhood troops would 
  we be facing? 
  A. “The Hillstalker recruits, being callow and 
  untried, did not tarry to ascertain exact numbers or 
  nature, lest they be detected in the interim. 
  However, they believe there to have been no more 
  than a handful. I do know that they glimpsed the 
  shadow of at least one creature of greater than 
  human stature, and also a man dressed in the robes 
  of a Brotherhood monk. Beyond this, they could not 
  be sure.” 
   
  Q. Why have you come to us to do this? Surely it is a 
  routine matter for the Onnwal Military? 
  A. “Though we would not have this noised abroad, 
  the forces of the Free State are a little more 
  stretched at present than we would like. Reports of 
  Brotherhood remnants are many, and who knows 
  what is brewing in the Headlands… In any event, it 
  was felt that people such as repute makes you would 
  be well-equipped to handle a sudden raid of this 
  sort. Bread-and-butter to the likes of you in the old 
  days, or so we hear…” 
   
  Q. How do we find the lodge? 
  Bhann hands over an accurate map giving the location at 
  this point, and also does this at the end of the interview if 
  the PCs forget to ask this question. 
   
  Q. What is the interior layout of the lodge? 
  A. “I do not know. My guess would be that it is a 
  small, one story structure, as such places are wont to 
  be. Beyond that, I know nothing.”  
   
  Q. How long did the Hillstalkers watch the place? Did 
  they see whether the Brotherhood had any guards, or 
  what they were doing? 
  A. “The recruits stayed for no more than five 
  minutes, as they did not wish to alert the Scarlet 
  scum to their presence. They did not have the 
  opportunity to observe the internal disposition of 
  the lodge.” 
   
   
  If the PCs refuse this mission, the adventure is over. 
  If they set out for the lodge, the action moves to 
  Encounter 2. 
   
  2: BUT YOU WILL DIE TODAY 
  The PCs reach this encounter once they set out for the 
  isolated hunting lodge in accordance with their 
  instructions from Bhann in Encounter 2. With the help 
  of the map, the journey is easy and uneventful. The lodge 
  is in the woods 60 miles from Killdeer (two and a half 
  days’ travel overland at move 30 ft.; three and three-
  quarter days’ travel overland at move 20 ft.). As may have 
  been indicated at the meeting, the lodge is in a thickly 
  forested area with little human habitation nearby; the 
  nearest village is almost 10 miles away. 
   
   
  As the PCs move further towards the Headlands, 
  have them make DC 20 Survival or Knowledge (nature) 
  checks. Anyone who succeeds notes that the terrain 
  through which the party travels seems very slightly “off”. 
  There are not quite as many animals as one would usually 
  expect from this sort of country. What fauna there is is 
  skittish and erratic in its behavior and some of the flora 
  seems either stunted or somewhat misshapen. Any PC 
  who has noted these phenomena before in the Headlands 
  (perhaps from journeying there in ONW5-01 A Crisis of 
  Faith) and makes the check now realizes that the zone of 
  corruption seems to have widened and become more 
  noticeable since the last time (s)he was here.  
   
  Despite these disquieting signs, however, the PCs 
  reach the lodge without incident.   
   
  THE HUNTING LODGE 
  The lodge is a one-story building. The Brotherhood or 
  previous marauders destroyed its interior walls, so what is 
  left is one big room. There is a stable and kennels 
  ONW7-01 The Orphans of the Storm 
   
  Page 5 
  
  attached, but the current residents have no use for this, 
  and both are empty and dilapidated. 
   
  Terrain: The woodlands around the cabin are similar to a 
  dense forest as described in the Dungeon Master’s Guide 
  page 87. The trees reach up to the cabin; there is NO 
  clearing.  
   
  The gang has blocked off all the other doors and 
  windows, but they are aware that the wall at two points is 
  weak and can be burst open to form a 10 ft. by 10 ft. hole 
  with a DC 17 Strength check. These weak points can be 
  detected from the outside if someone examines that 
  portion of wall and makes a DC 20 Knowledge 
  (architecture and engineering) or DC 25 Search check. 
  The ogres open up these “side doors” if terrain control 
  magic is used to bottle everyone inside during a fight. 
   
  Creatures: Present at the lodge are: Dharnok Vash, a 
  Brotherhood priest of Syrul; Sekend Krav, a Brotherhood 
  monk; and two ogre foot-soldiers, Brek and Cheev.   
   
  The others are all fanatically loyal to Vash, whom 
  they venerate as a visionary of Syrul, and who led them 
  away during the chaos after the Liberation of Scant. Vash 
  brought them to this place about two weeks ago, and has 
  insisted that they stay put since then. Krav in particular 
  has become a little twitchy, but Vash has told him that 
  Syrul says they will all be beyond the reach of fear within 
  the next week. Which, after a fashion, is true enough. 
   
  Vash and his men do not, at present, leave the lodge. 
  On alternate days, the priest casts create food and water and 
  purify food and water; this takes care of their bodily needs. 
  A sentry stands by the inside of the front door to listen 
  out for intruders; this is Krav during the hours of 
  daylight, and one of the ogres during the hours of 
  darkness. Krav sleeps from 8 pm until 4 am; Vash sleeps 
  from 4 am until noon; one of the ogres sleeps from 6 am 
  until 2 pm, and the other sleeps from 2 pm until 10 pm. 
  All sleep in armor, thanks to their Endurance feat, but 
  remember that Vash has to pick up his buckler if he is 
  caught asleep.  
   
  APL 6 (EL 8) 
  � Vash: male human cleric (Syrul) 5; hp 35; see 
  Appendix 1. 
  � Krav: male human monk 5; hp 33; see Appendix 1. 
  � Ogres (2): hp 26 each; see Monster Manual page 198. 
   
  APL 8 (EL 10) 
  � Vash: male human cleric (Syrul) 5/divine oracle 2; 
  hp 47; see Appendix 1. 
  � Krav: male human monk 7; hp 52; see Appendix 1. 
  � Brek and Cheev: male ogre barbarians 2; hp 56 
  each; see Appendix 1. 
   
  APL 10 (EL 12) 
  � Vash: male human cleric (Syrul) 5/divine oracle 4; 
  hp 59; see Appendix 1. 
  � Krav: male human monk 9; hp 66; see Appendix 1. 
  � Brek and Cheev: male ogre barbarians 4; hp 78 
  each; see Appendix 1. 
   
  APL 12 (EL 14) 
  � Vash: male human cleric (Syrul) 5/divine oracle 6; 
  hp 69; see Appendix 1. 
  � Krav: male human monk 11; hp 80; see Appendix 1. 
  � Brek and Cheev: male ogre barbarians 6; hp 100 
  each; see Appendix 1. 
   
  Tactics: Vash and his men fight (if possible) to the death 
  as soon as they see that their hiding place has been 
  compromised. At all APLs, the ogres prefer to engage 
  their foes in melee, swinging with their greatclubs. At 
  APLs 6+, they begin by putting in 2 points of Power 
  Attack, but vary this upwards or downwards thereafter 
  depending on how easy their opponents seem to hit. If 
  they cannot reach someone for melee, they hurl their 
  javelins instead. Krav too prefers melee, seeking to single 
  out an arcane caster for his Stunning Fist and/or 
  Improved Grapple, or a PC monk.  
   
  Vash’s tactics depend on how much notice he has 
  that the PCs are coming. If he has time to prepare, he 
  casts 10 minute/level and 1 minute/level duration buffs 
  on himself and his allies. According to availability at the 
  given APL, these include: invisibility (on Vash himself); 
  bless (on everyone); bull’s strength (on Krav); protection from 
  good (on Vash himself); shield of faith (on Krav, then 
  himself); silence (on Krav, who foregoes his save); greater 
  magic weapon (on Krav’s fist); and freedom of movement (on 
  himself, then Krav). Invisibility is the priority buff. If the 
  Brotherhood buffs up and the PCs do not then force an 
  entry within a couple of rounds, the Brotherhood is 
  prepared to sally forth rather than waste the spells. 
   
  Once the PCs come into view, Vash tries to become 
  (or stay) hard to detect for as long as possible.  He casts 
  invisibility on himself if he has not already done so, and 
  then concentrates on mass buffs for his troops (working 
  down from righteous wrath of the faithful to recitation to 
  mass lesser vigor or prayer, depending on availability). At 
  APLs 6+, he uses his Divine Metamagic feat to make 
  these all Silent Spells. If this strategy becomes 
  inappropriate or he runs out of buffs, he begins using 
  enchantment-type spells on the party, starting with 
  multiple-target ones if available (confusion, greater 
  command) and then working down to single target ones 
  (suggestion, hold person). If this fails, he converts his 
  remaining spells to inflict spells. 
   
  Treasure:  
  Looting the SB agents: 
   
  APL 6: Loot 33 gp; Magic 166 gp; bracers of armor +1 
  (83 gp), cloak of resistance +1 (83 gp); Total 199 gp.  
   
  APL 8: Loot 33 gp; Coin 55 gp; Magic 582 gp; bracers 
  of armor +2 (333 gp), 3x cloak of resistance +1 (83 gp each); 
  Total 670 gp. 
   
  APL 10: Loot 33 gp; Coin 55 gp; Magic 1,431 gp; 
  bracers of armor +3 (750 gp), 4x cloaks of resistance +1 (83 gp 
  ONW7-01 The Orphans of the Storm 
   
  Page 6 
  
  each), periapt of wisdom +2 (333 gp), 4x potions of cure light 
  wounds (4 gp each); Total 1,519 gp. 
    
  APL 12: Loot 33 gp; Coin 55 gp; Magic 2,348 gp; 
  bracers of armor +3 (750 gp), 4x cloaks of resistance +1 (83 gp 
  each), gauntlets of ogre power (333 gp), lesser bracers of archery 
  (417 gp), periapt of wisdom +2 (333 gp each), 4x potions of 
  cure light wounds (4 gp each), ring of protection +1 (167 gp); 
  Total 2,436 gp. 
   
  Detect magic results: bracers of armor +1, +2 and +3 
  (Moderate Conjuration), cloak of resistance +1 (Faint 
  Abjuration), gauntlets of ogre power (Faint Transmutation), 
  lesser bracers of archery (Faint Transmutation), periapt of 
  wisdom +2 (Moderate Transmutation), potion of cure light 
  wounds (Faint Conjuration), ring of protection +1 (Faint 
  Abjuration). 
   
  Development: If the Brotherhood troops are defeated, 
  the action moves to Encounter 3. 
   
  3: CHRONICLE OF A DEATH 
  FORETOLD 
  The PCs come to this encounter once they have defeated 
  the Brotherhood troops in Encounter 2. As well as the 
  personal effects of their enemies, the PCs discover two 
  letters, one open (Player Handout 1) and one folded and 
  sealed (Player Handout 2), on the person of Vash. Both 
  letters are written in Common. Neither document 
  requires a Search check to find. 
   
  The two documents are both honey-traps that Vash 
  has concocted for the PCs as (most probably) his last act 
  of reverence to the Forked Tongue. Vash was a visionary, 
  gifted with insights into the plots and machinations of 
  others by his goddess who, as her final “gift”, granted him 
  foreknowledge some time ago of his encounter with the 
  PCs, and of his likely demise in that conflict. Vash 
  therefore hit upon the idea of using the PCs as his tools 
  to lay open a tale of deception and collusion on the part 
  of the Rebellion. Player Handout 1 was not written by its 
  putative author Yaltok Vrar; it was penned at Vash’s 
  behest by one of his own temple attendants (not present 
  in this module) just after the escape from Scant. Player 
  Handout 2 was written by Vash himself. For the sake of 
  convenience, both are reproduced below: 
   
  Player Handout 1 (in Common): 
   
  Vash, 
   
  Your decision to escape by way of Irongate does you credit; few 
  appreciate as you that the Oathbreaker rewards the bold in heart 
  above the craven. Far better to brave the Headlands and their 
  Hunger Within than await the tender mercies of the turncoat 
  slaves 
   and attendant rabble; remember Krennel Ithlin, and 
  consider what The Tears of Istus wrought. The Blood shall 
  prevail, 
   
  Yaltok Vrar. 
    
  The PCs may attempt various Knowledge checks on this 
  document. They each get one roll of each skill (assuming 
  they have it) and get all the relevant information that 
  their skill result would earn. The following are the 
  results:  
  • 
  A DC 20 Knowledge (religion), Knowledge (local: 
  the Splintered Suns) or Bardic Knowledge check 
  reveals that “Yaltok Vrar” is the name of a powerful 
  priest of Syrul and member of the Scarlet 
  Brotherhood. He had been resident in Scant until its 
  Liberation; his current whereabouts are unknown. 
  • 
  A DC 15 Knowledge (religion) check reveals that 
  ”The Oathbreaker” is a cult title of Syrul, NE Suel 
  lesser goddess of Lies, Deceit, Treachery, and False 
  Promises. 
  • 
  A DC 20 Knowledge (local: the Splintered Suns) or 
  Bardic Knowledge check identifies “Krennel Ithlin” 
  as a Warmage of Killdeer and Hero of Onnwal, who 
  died valiantly at the Liberation of Scant. PC 
  Warmages of Killdeer and PCs with an AR from any 
  of the ONWS5-05 or ONWS5-06 modules set at the 
  Liberation of Scant receive a +5 circumstance bonus 
  to this roll, and may attempt the Knowledge check 
  untrained. 
  • 
  A DC 25 Knowledge (history) or Bardic Knowledge 
  check identifies “The Tears of Istus” as an archaic 
  name for the Rain of Colorless Fire, the magical 
  cataclysm that destroyed the old Suel Imperium 
  centuries ago and turned it into what is now the Sea 
  of Dust. 
   
  Player Handout 2 (in Common): 
   
  Greetings, my nemeses. 
   
  As you are reading this, I am most likely dead; not that you, of 
  all people, need to be told that. The Oathbreaker Herself has 
  informed me that you will come this day, and that our trial of 
  strength will shortly follow. As I write, I do not know for sure 
  whether I will conquer you, or you me; there is more than one 
  reason why the Tongue is Forked. Perhaps I am the one reading 
  this with a smile, over your corpses. But the realist in me doubts 
  it. 
   
  In truth, if all is over, I am glad that it is so. Better by far to be 
  broken on the field of battle than to loiter on in peacetime – a 
  weapon that has outlasted its utility, and become only an 
  embarrassment. No doubt it is to the common weal that swords 
  be beaten into ploughshares – but the sword itself may beg leave 
  to differ. 
   
  What is there for you now, swords, with your Occupation gone? 
  What will you do in the daytime, you orphans of the storm? 
   
  The Oathbreaker bears two weapons. One is called Small Lie. 
  One is called Harsh Truth. 
   
  Yours, in Brotherhood, 
   
  ONW7-01 The Orphans of the Storm 
   
  Page 7 
  
  Dharnok Vash. 
   
  The PCs may attempt the following Knowledge checks 
  on this document. Again, they each get one roll of each 
  skill (assuming they have it) and get all the relevant 
  information that their skill result would earn, with these 
  results: 
  • 
  A DC 15 Knowledge (religion) check reveals that 
  ”The Oathbreaker” and “The Forked Tongue” are  
  cult titles of Syrul, NE Suel lesser goddess of Lies, 
  Deceit, Treachery, and False Promises. 
  • 
  A DC 20 Knowledge (religion) check reveals that the 
  goddess Syrul is reputed to carry two weapons: Small 
  Lie (a dagger of venom made from an evil unicorn’s 
  horn) and Harsh Truth (a rod of withering made 
  from a gold dragon’s crystallized soul).  
  • 
  A DC 30 Knowledge (religion) or Knowledge (local: 
  the Splintered Suns) or Bardic Knowledge check 
  reveals that “Dharnok Vash” is the name of a 
  notorious Brotherhood seer and mystic, said to have 
  been gifted by Syrul herself with powers of 
  prophecy. 
   
  QUESTIONING THE BROTHERHOOD 
  If the PCs do succeed in taking Vash alive, they discover 
  that his mind is now broken. In response to any 
  questioning or magical probing, he merely chuckles and 
  spouts disquieting gibberish. This also applies if attempts 
  are made to question his corpse via speak with dead 
  (assuming he fails his Will save). Since this affliction 
  springs from the will of Syrul herself, it cannot be 
  undone by any magic less than a full miracle or wish.  
   
  His troops, if taken alive, remain in their senses, but 
  do not have much useful information to impart – though 
  they feel angrily betrayed at their defeat. The ogres and 
  the monk confirm that they attached themselves to Vash 
  during the chaos at the Liberation of Scant, recognizing 
  him as a famous mystic, and believing his claims that he 
  would lead them to salvation. They have no idea what 
  either of the two letters means and this is the first time 
  that they have become aware of their existence. 
   
  Development: Little now remains for the PCs at the 
  lodge, and at this point they most likely return to 
  Killdeer for debriefing (and payment). Bhann agrees to 
  see them without delay, and listens with approval to their 
  tale of daring-do. If they have successfully defeated the 
  Brotherhood troops, he has no hesitation about paying 
  them at once the agreed sum of one hundred gulls (i.e. 
  100 gp) each. 
   
  If the PCs hand over the two letters, however, Bhann 
  becomes thoughtful and pensive. He then asks the PCs 
  whether they know who Krennel Ithlin was. He then 
  continues (with due variation depending on what the 
  PCs have shown that they know already):  
   
  “Krennel Ithlin was a Warmage of Killdeer and 
  Patriot of Onnwal, one of those who shone before 
  they fell at the Liberation of Scant. When we were in 
  retreat from the city, Brotherhood stragglers 
  unexpectedly ambushed the men under his 
  command. Ithlin stood alone against these foes to 
  buy his men time to escape and retreat. They looked 
  back only to see him immolated in the dark fire that 
  came but moments after.  
   
    
  For such a man to be named in a document like 
  this is perplexing. And what is one to make of The 
  Tears of Istus?” 
   
  Bhann looks abstracted for a moment, then reaches a 
  decision: 
   
  “If you are all amenable, I have a new undertaking 
  for you. Perhaps this is all but one of the Night Hag’s 
  games. If so, my liege and I would rest easier for 
  making sure that it is so. Loose ends have a way of 
  choking the unwary, if left unattended. 
  I would like you to investigate, on behalf of the 
  House of Coriell, what is meant by this document’s 
  connection between the Warmage Krennel Ithlin 
  and the Tears of Istus. I want to know what, in this 
  context, The Tears of Istus means. If you can explain 
  these matters to my satisfaction, you will all be 
  another hundred gulls the richer. Ithlin’s relatives, 
  if I remember aright, still live in Killdeer. Perhaps 
  you might begin with them. What do you say?”    
   
  If the PCs agree to this undertaking, the action proceeds 
  to Encounter 4. 
   
  Treasure: 
  Reward for defeating the Scarlet Brotherhood agents: 
   
  APL 6: Coin 100 gp. 
   
  APL 8: Coin 100 gp. 
   
  APL 10: Coin 100 gp. 
   
  APL 12: Coin: 100 gp. 
   
  4: PRAISING FAMOUS MAN 
  The PCs reach this encounter if they begin investigating 
  the career of Krennel Ithlin and his relationship (if any) 
  to the mysterious Tears of Istus. There are numerous 
  possible avenues of research. The PCs will not necessarily 
  follow them in any particular order, or exhaust them all. 
  The more likely ones, however, are summarized below.  
   
  Attempts to investigate Ithlin via his connections 
  with the Warmages of Killdeer are sufficiently 
  complicated to merit an encounter of their own 
  (Encounter 5 below). It is entirely possible that 
  Encounter 5 may have to be run in the middle of 
  Encounter 4; this is not a problem. Time is not at a 
  premium for PCs in this module. The Tears of Istus is not 
  going anywhere. 
   
  THE ITHLIN RESIDENCE 
  As Bhann suggested in the previous encounter, Krennel 
  Ithlin’s surviving relatives do indeed still live in Killdeer. 
  ONW7-01 The Orphans of the Storm 
   
  Page 8 
  
  It is easy to find out the location of the family home. No 
  skill check is required. 
   
  The Ithlin mansion is in one of the swankier parts of 
  town and is an imposing affair, built of stone and three 
  stories high. If the PCs call at a reasonable hour, an 
  Oeridian girl in her early twenties answers the door. This 
  is Elspa, the family maid (human female commoner 2, AL 
  LN). Elspa is dressed in servant’s garb, but has a thin 
  shaving of leather attached to a circle of twine hanging 
  loosely from her wrist. Everyone the PCs meet in this 
  household has a wrist decoration identical to this. 
   
  A DC 20 Knowledge (history) or Bardic Knowledge 
  check identifies the wrist decoration and reveals its 
  significance. Oeridian human PCs receive a +2 bonus to 
  this roll, as do those with any of the Celestial Scion feats; 
  these bonuses stack. These characters may also attempt 
  the check untrained. The wrist decoration is called an 
  equom-singna, and is a custom observed by very 
  traditional Oeridian families, dating back to the times 
  when the ancestral Oerids were horse-nomads on the 
  steppes of Western Oerik. According to tradition, the 
  heir of an Oerid household is presented with a saddle by 
  his father when he comes of age; this saddle is preserved 
  throughout his life, and when he dies, his household 
  wears shavings from it for a year and a day after his 
  passing. In other words, it is the indication of a house in 
  mourning.  
   
  If the PCs mind their manners and are reasonably 
  courteous (no skill check required), Elspa ushers them 
  into a large well-appointed room, where a tall Oeridian 
  woman in her late thirties, also wearing an equom-singna, 
  sits at a loom. This is Ithlin’s surviving sister, Dralna. A 
  small Oeridian boy of about seven years old, whose 
  family likeness to the woman is unmistakable, sits 
  reading on the floor. This is Ithlin’s son, Kareth (Ithlin’s 
  wife Turana died in child-birth; Dralna is unmarried). 
  The book is a very elementary primer to magical studies. 
   
  � Dralna Ithlin: female human, aristocrat 3 (AL LG). 
   
  � Kareth Ithlin: male human, commoner 1 (AL NG).  
   
  Development: Dralna immediately instructs Elspa to 
  usher Kareth out, which she does. Dralna is at first formal 
  and distant. It requires a DC 20 Diplomacy check to thaw 
  her a little; this check is subject to the following possible 
  bonuses (all of which stack): 
  • 
  +2 if the PCs mention that they have been sent by 
  the House of Coriell 
  • 
  +2 if the party contains a member of the Warmages 
  of Killdeer metaorg 
  • 
  +2 if the PCs comment knowledgeably or 
  sympathetically upon the equom-singna, or, more 
  subtly, display a general interest in or regard for 
  Oerid traditions. 
   
  If the PCs do not succeed in winning Dralna’s favour 
  thus, she hears them out but then informs them briefly 
  that her house is in mourning and that she can help them 
  no more; she suggests that the PCs may inquire at the 
  headquarters of the Warmages, which are only a brisk 
  walk away, if they desire details of her dead brother’s 
  career. She then wishes them good day. 
   
  If the PCs do succeed in making Dralna more 
  communicative, she is willing to tell them more about 
  her brother. As she speaks, warmth and animation enter 
  her face; it is clear to even quite imperceptive PCs (DC 5 
  Sense Motive check) that she suffers from a mild case of 
  hero-worship where Krennel is concerned. If asked about 
  her brother’s career, Dralna can tell the PCs the 
  following: 
  • 
  Krennel became a Warmage of KiIlldeer almost two 
  decades ago. In doing so, he was following an old 
  family tradition. The House of Ithlin, he once told 
  his sister, could trace its lineage back to such mighty 
  mages of the old Great Kingdom in its heyday as 
  Allreynen himself. Kareth now dreams of emulating 
  his fallen father when he too comes of age. 
  • 
  Dralna knows nothing more about Allreynen than 
  that he was an archmage of the old Great Kingdom. 
  A DC 25 Knowledge (history) or Bardic Knowledge 
  check, or a DC 30 Knowledge (arcana) check 
  confirms that Allreynen “the Gripper” was indeed an 
  archmage of the old Great Kingdom who fell in 
  battle against Sir Rezinar of Haxx in 203 CY; his 
  descendants include members of the ruling nobility 
  in what was then South Province and is now the 
  United Kingdom of Ahlissa. 
  • 
  When the Brewfest Rebellion began, Krennel threw 
  himself into the war effort. In early 587, he left 
  Onnwal for several months on what he described to 
  Dralna as a “diplomatic mission”; he would not say 
  where or to whom. He returned to Killdeer in the 
  autumn of that year. 
  • 
  In the winter of 587/8, Krennel went on a mission 
  behind Brotherhood lines in the west of Onnwal. 
  Dralna does not know what happened on that 
  mission, but she recalls that when he returned he 
  was silent, withdrawn and slept badly. Only the 
  announcement of his wife Turana’s pregnancy in late 
  588 lifted his spirits. 
  • 
  After Turana’s death in childbirth, Krennel and 
  Dralna devoted much of their time to raising Kareth. 
   However, Krennel could not ignore the call of duty 
  when the Liberation of Scant came. Dralna’s voice 
  quavers a little when she reaches this point in her 
  narrative, but her pride that her brother died a hero 
  is evident. 
   
  Dralna is also prepared, if the aforementioned Diplomacy 
  check was successful, to allow the PCs to inspect her 
  brother’s papers, which are now stored in the attic. 
   
  Krennel Ithlin’s papers 
  Taking 20 on searching Ithlin’s papers takes a couple of 
  hours. The vast majority of them are what one would 
  expect from the head of a flourishing household and a 
  Warmage of Killdeer: routine reports of household 
  ONW7-01 The Orphans of the Storm 
   
  Page 9 
  
  expenditures rub shoulders with duty rotas for training 
  and patrols at the Headquarters of the Warmages. There 
  is nothing particularly sensitive to be found here, as 
  confidential War Mage documents are stored under high 
  security 
  in 
  the 
  organization’s 
  headquarters 
  (see 
  Encounter 5 below), as Dralna readily explains. 
   
   However, a DC 25 Search check reveals something 
  that may interest the PCs more. This is a scrap of a journal 
  referring to The Tears of Istus that slipped into a 
  different folder when Ithlin later tried to expunge the 
  evidence of his shame. The document is written in Old 
  Oeridian. If a PC speaks Old Oeridian (and can read), or if 
  they can otherwise understand it, give that player Player 
  Handout 3. 
   
  Player Handout 3 (in Old Oeridian): 
   
  Brewfest 3 CY 588 
   
  The dreams returned last night. When I shut my eyes, I see 
  Fernit again, and The Tears of Istus. What if it stirs once more? 
  What hope is there for the Rebellion then? 
   
  R. continues to ignore my sendings. Surely one as puissant 
  as he must have the means to stop it? One would think that our 
  ties of blood would sway him now, as when first I sought out his 
  aid; but clearly one would be mistaken. It is for me alone to 
  make this right, if I can. 
   
  A thought: it is of Law, albeit corrupted. Mayhap a weapon 
  imbued with the might of Chaos unbridled could… 
   
  A DC 25 Knowledge (geography) or Knowledge (local: 
  the Splintered Suns) check reveals that “Fernit” is the 
  name of a small, isolated village in the Volanots, about 
  125 miles west of Killdeer. It is in territory that stayed in 
  Brotherhood hands until only the last year or two (being 
  not too far from Obelstone and Scant itself). No one has 
  heard from it in years, and it is generally assumed that 
  the community there was wiped out by the Brotherhood 
  during the Occupation.   
   
  DM’s note: “R.” is Reydrich of Zelradton, the genius 
  behind the creation of The Tears of Istus. No further 
  Knowledge checks (or magic, see below) on the part of 
  the PCs can reveal this for now, although smart and 
  intuitive characters who already know about Ithlin’s 
  family connections to powerful mages in the old Great 
  Kingdom may well hit on the truth. If PCs explicitly ask 
  for information about Reydrich, use the table in 
  Encounter 7.  
   
  Smile enigmatically if names like “Rary” or “Robilar” 
  start flying around. However, if the PCs do start thinking 
  about Rary as a possible candidate, allow them a DC 20 
  Knowledge (local: core), Knowledge (local: Tuflik, Fals, 
  and Velverdyva Trade Route), Knowledge (nobility and 
  royalty) or Bardic Knowledge check. This reveals that the 
  self-styled Emperor of the Bright Lands is Baklunish and 
  comes from Ket. Thoughtful PCs should be able to 
  deduce from this that it is unlikely (though not 
  impossible) that there were “ties of blood” between him 
  and Krennel Ithlin.  
   
  There is nothing else at Ithlin’s former residence to offer 
  any help to the enquiring PCs. 
   
  ITHLIN’S MEN 
  The altad that Ithlin found himself commanding during 
  the Liberation of Scant has now dispersed. However, a 
  DC 20 Gather Information check enables the PCs to run 
  two or three of his men to ground in a Killdeer tavern. 
  For the price of a couple of drinks, it is easy to make them 
  talk about what happened at the Liberation of Scant (no 
  further skill check required): 
  • 
  Ithlin was put in charge of their altad during the 
  Siege of Scant itself, when their usual altern had 
  been put out of commission by a poisoned arrow-
  head. The men had been chary at first about being 
  commanded by a mage, but he soon won them 
  around by his tough, no-nonsense attitude and 
  personal prowess with sword and spell. 
  • 
  Ithlin did not talk much about himself, and seemed 
  rather reserved. Although from the way he spoke, 
  you would have sworn that he came from the 
  Killdeer upper-crust, some of the lads wondered 
  whether he had originally come from elsewhere, 
  because he kept asking his men whether any of them 
  had ever heard tell of a village called Fernit (none of 
  them had). 
  • 
  Again, a DC 25 Knowledge (geography) or 
  Knowledge (local: the Splintered Suns) check 
  reveals that “Fernit” is the name of a small, isolated 
  village in the Volanots, about 125 miles west of 
  Killdeer. It is in territory that stayed in Brotherhood 
  hands until only the last year or two (being not too 
  far from Obelstone and Scant itself). No one has 
  heard from it in years, and it is generally assumed 
  that the community there was wiped out by the 
  Brotherhood during the Occupation.   
  • 
  Ithlin’s end was the stuff of song, the sort of thing 
  you carry with you until you die and tell your 
  grandchildren. The Szek had ordered the retreat 
  from Scant, and all the altads were pelting hell for 
  leather through the streets of Scant, trying to make it 
  to the Land Gate as soon as possible. Ithlin’s altad, 
  however, was waylaid by Brotherhood stragglers, 
  seemingly driven to the pitch of insanity.  
   
  Ithlin ordered his men to continue the retreat, 
  while he held the Brotherhood back. The men 
  naturally objected to this, but he was obdurate, and 
  at last they obeyed. When last they saw him, he was 
  conjuring a field of rubbery black tentacles (a DC 24 
  Spellcraft check confirms that this is a description of 
  an Evard’s black tentacles spell) to keep his enemies at 
  bay. 
   
  The Glaive’s Cohorts, who were the last people 
  to make it out of the Land Gate, later confirmed that 
  he was still fighting within when the black fire 
  rolled out of the Palace of the Szek and over Scant, 
  immolating Ithlin, his foes, and everything else in 
  the city. Although his men hoped against hope that 
  ONW7-01 The Orphans of the Storm 
   
  Page 10 
  
  he had somehow made it, divinations afterwards 
  confirmed that he was gone.  
   
  Apart from this, Ithlin’s men have little more to say. 
   
  THE TEARS OF ISTUS 
  PCs may also attempt further research into the 
  significance of this name. If they make Knowledge 
  (religion) checks on the subject of Istus herself, they 
  uncover the following, none of which is very helpful. 
  What they discover depends on the highest DC achieved; 
  they also know all the information from lower DCs. 
  • 
  DC 10: Istus is the neutral Baklunish Greater 
  Goddess of Fate, Destiny, Divination, the Future, and 
  Honesty. 
  • 
  DC 15: Her symbol is a gold spindle, and her titles 
  are The Colorless And All-Colored and Lady of Our 
  Fate. 
  • 
  DC 20: As a Baklunish goddess, she has few high-
  profile temples in Onnwal or most of the lands of 
  the former Great Kingdom. The only famous Istan in 
  the region around Onnwal was a priestess who was 
  for a time the paramour of Rakehell Chert, but she is 
  long gone (this last point refers to the plot of ONW2-
  08 Marooned and is included here for the sake of 
  interest and completeness, but do not be afraid to 
  steer the PCs away from this red herring if they 
  decide to go island-hopping on the strength of it. 
  However, do not spend too much real time on this. 
   
  Knowledge (religion) checks do not suggest that Istus 
  has any special association with “tears”. However, if they 
  ask around, e.g., local temples in Killldeer for the 
  significance of that phrase, any priests point out that the 
  obvious place to research such a question is the Academy 
  of Delleb in Longbridge “if you know anyone who’ll let 
  you look at their rare books”. They also add that archives 
  concerning the Suloise and the early history of the 
  Onnwi might be helpful, if the PCs happen to know 
  where such a collection of old books and lore might be 
  found. 
   
   This help may point the PCs in the direction of two 
  further sources of possible enlightenment. Both are some 
  distance from Killdeer, but PCs who do not mind a trek 
  (or who can teleport) may still consult them. Time, as 
  previously noted, is not an issue in this adventure. 
   
  A. The Academy of Delleb 
  The Academy of Delleb in Longbridge is the obvious first 
  port of call to anyone doing historical research in 
  Onnwal. PCs only achieve further illumination in their 
  current quest if they have access to the Al’Akbar Wing of 
  the Academy’s Library (which is only accessible to PCs 
  who are members of the Master of the Academy of Delleb 
  meta-organization). If they can consult the tomes in this 
  Wing, a successful DC 15 Knowledge (history) check 
  using the books in the collection (remember that a 
  Master of the Academy consulting the collection can 
  substitute the library’s ranks in this Knowledge skill 
  rather than their own) reveals that although The Tears of 
  Istus is a phrase referring primarily to the Rain of 
  Colorless Fire, subsequent foes of the Suloise have 
  sometimes taken it for themselves in an attempt to 
  demoralize 
  their 
  opposition; 
  the 
  great 
  general 
  Azharadian, for example, used it as a nickname for one of 
  his cavalry formations during his wars against the Onnwi 
  in the Dragonshead. 
   
  B. Reniel and the Sanctum of Lydia 
  PCs that have played through ONW5-04 The Truth in 
  Music may recall that there is a treasure-trove of lore 
  about the early history of the Suloise in a sanctum not far 
  from the Storm Coast village of Grindle. If a PC has the 
  Remembrance of the Song AR item from that module, 
  (s)he may consult the Sanctum’s library and ask the 
  advice of the Sanctum’s custodian, Reniel. Reniel and her 
  books confirm (no skill check required) that the phrase 
  refers primarily to the Colorless Fire, but that foes of the 
  Suloise since the Twin Cataclysms have sometimes used 
  it in battle with the Suel in an attempt to demoralize 
  them. 
   
  OTHER LEADS 
  PCs may well pursue other avenues of enquiry 
  concerning Ithlin and The Tears of Istus. Most mundane 
  routes of investigation other than those mentioned above 
  are not much use; very few people were in the loop about 
  Ithlin’s 
  project, 
  and 
  the 
  remaining 
  information 
  pertaining to it can be found only at Ithlin’s house (see 
  above), the headquarters of the War Mages of Killdeer 
  (Encounter 5), or the site of Fernit itself (Encounter 6). 
   
  Magical queries are potentially more successful, 
  since Ithlin lacked the wherewithal to shield his doings 
  from high-level mystical investigation. Possible attempts 
  and responses include: 
   
  Legend lore/vision: Neither of these spells works on Ithlin 
  himself as he was of insufficiently high status. Casting 
  legend lore, however, takes so much time that it impinges 
  on their other adventuring opportunities (outside this 
  adventure) and will cost all PCs 1 extra TU. This cost 
  remains the same for out of region PCs, and the players 
  should be informed of this and given the opportunity to 
  change their mind, but if legend lore is cast, all PCs pay 
  that extra TU. If one of these spells is used on “The Tears 
  of Istus”, it confirms that this name has been given in 
  history to several strategies, artifacts, and groups aimed at 
  destroying the Suel. The spell reveals no more than that. 
  Note that casting legend lore takes 2d6 weeks of game time 
  because of the incomplete data at the disposal of the PCs.  
   
  Commune/contact other plane: These spells function 
  normally on the subjects of Ithlin and The Tears of Istus 
  (but NOT “R.”; see below). The DM should answer 
  according to the parameters of the spell and the question 
  asked. 
   
  ONW7-01 The Orphans of the Storm 
   
  Page 11 
  
  Divination: Again, this spell functions normally on the 
  subjects of Krennel Ithlin and The Tears of Istus, but not 
  “R.”. The DM should prepare answers appropriate to the 
  exact question posed if the spell is a success. Here are 
  some possible questions and responses: 
   
  Q. What is/was The Tears of Istus? 
  A. “The Purity of the Outside suborned to crush the 
  Pure, 
  The Order of the Outside suborned to crush the 
  Ordered, 
  The Obedience of the Outside – which obeys no 
  more.” 
   
  Q. What does the Church of Syrul have to do with this? 
  A. “Yours will be the choice: 
  Reveal the wrong or collude -  
  Small Lie or Harsh Truth.” 
   
  Q. What did Krennel Ithlin do? 
  A. “In Fernit, Istus wept because of him; 
  When all was done, she did not weep alone.” 
   
  Once again, a DC 25 Knowledge (geography) or 
  Knowledge (local: the Splintered Suns) check reveals 
  where Fernit is; see above. 
   
  It is important to note that no spell at the disposal of the 
  PCs can shed any light on the identity of the mysterious 
  “R.” of Ithlin’s journal. Reydrich the archmage routinely 
  swathes himself in layers of magical protections to ward 
  his doings against investigation by the likes of the Circle 
  of Eight and the fiends with whom he traffics; mind blank 
  is only the tip of the iceberg where he is concerned. 
  Thus, even though the Graf of Zelradton could not care 
  less if this minor scheme of his should come to light (as 
  Encounter 7 demonstrates), any spell that tries to 
  determine his identity or investigate his involvement 
  with Ithlin’s project automatically fails. 
   
  Development: Once the PCs have investigated these 
  leads to their hearts’ content, they can either investigate 
  Ithlin’s ties to the Warmages of Killdeer (Encounter 5) or 
  head for Fernit (Encounter 6). 
   
  5: SPELL AND STEEL 
  The PCs come to this encounter when they take Dralna 
  Ithlin’s advice and see if Krennel’s old colleagues in the 
  Warmages of Killdeer can help with the investigation 
  into The Tears of Istus. Note that the PCs may well follow 
  up this lead in the midst of the other possible 
  investigations described in Encounter 4 above; if so, 
  simply shuffle between the two encounters as 
  appropriate.  
   
  Important Note: None of the Warmages is 
  prepared to trade spells with PCs, as this is against their 
  policy. This applies to PC Warmages as well. 
   
  WARMAGE HEADQUARTERS 
  The Headquarters of the Warmages is an imposing 
  compound of buildings on the outskirts of Killdeer, 
  readily identifiable to all; no skill check is required to 
  find it. PCs are challenged and asked to state their 
  business at the entrance to the compound by two guards 
  (human warrior 4 AL LN), unless they include a member 
  of the Warmages of Kildeer meta-organization, in which 
  case they are nodded through with a smile and a friendly 
  word. In any event, a mention of their present mission 
  soon leads to a meeting being arranged with Commander 
  Ferrond Jart in the central building.  
   
  � Ferrond Jart: male human, wizard (invoker) 
  4/fighter 2/spellsword 4 (AL LN). 
   
  Ferrond Jart is one of the more senior members of the 
  Warmages of Killdeer. He is a rake-thin Oeridian man, 
  six feet one inch tall, in his late forties, with dark brown 
  hair and a short, trimmed beard. His weapon of choice, a 
  gleaming greatsword, is always at his side.  
   
  While 
  not 
  particularly manipulative, Jart is 
  accustomed to the delicate political balancing act that has 
  always been the lot of the Warmages: juggling vassalage 
  to the House of Coriell against being in effect the magical 
  artillery for the Free State Army, and maintaining the 
  respect of cerebral mages on the one hand with that of 
  men of action on the other.  As a result, his speech is 
  measured and judicious when he is conversing with 
  civilians, although he can be brash and boisterous 
  enough when talking to soldiers.  
   
  At present, Jart is keen to demonstrate to all and 
  sundry that the Warmages have not outlived their 
  usefulness since the end of the Occupation. Thus, he is 
  keen to impress any visitors to the compound, including 
  the PCs, with a sense of the ongoing importance of what 
  his organization does. Be sure to pepper his speech with 
  apparently casual references to the work “our people” are 
  doing keeping an eye on the Flan, the Dwur, and other 
  threats in the Headlands (for example). 
   
  Jart is attentive as the PCs tell their story, and then 
  rubs his beard in thought for a moment, and tells them 
  the following: 
  • 
  Jart knew Ithlin well; he was a good man, and utterly 
  dedicated to expunging the Scarlet Sign from 
  Onnwal. It is sad that he died when victory was close 
  at hand (“not that there is not much left to do, 
  mind”), although his sacrifice was an example to us 
  all. 
  • 
  The Tears of Istus does not mean anything to Jart, 
  although he hazards a guess that it might have been 
  something that Ithlin came across during a 
  reconnaissance mission behind enemy lines in the 
  aftermath of the Brewfest Rebellion. Ithlin 
  undertook a number of missions of this character. 
  [DM’s note: this is a reasonable hypothesis on Jart’s 
  part, but of course not an accurate one.] 
  ONW7-01 The Orphans of the Storm 
   
  Page 12 
  
  • 
  It is unlikely that full written records of Ithlin’s 
  missions from this time remain. During that period, 
  fears of infiltration by the Scarlet Sign were at their 
  height – a traitor was even unmasked in the ranks of 
  the Glaives of Azharadian (as PCs who have played 
  ONW3-03 Glaives Gathering may recall) – and not 
  much was committed to paper. Warmage operatives 
  of this sort were subjected to regular vetting with 
  divination magics, but otherwise left to pursue their 
  own projects. If anything does remain, it would be in 
  Ithlin’s section of the Warmage archive. 
  • 
  If pressed, Jart admits that Ithlin did seem 
  something of a changed man around the period of 
  CY 588 or so, but Jart attributes this to the difficult 
  pregnancy of his wife Turana. Ithlin dropped out of 
  active duty thereafter to rear his son. [DM’s note: 
  Jart is in error about the reasons for Ithlin’s changed 
  mood, of course, as the depression actually began 
  months before the discovery of his wife’s pregnancy. 
  The error is unintentional, though; Jart is after all 
  looking back to a stressful period getting on for a 
  decade ago.]     
   
  ACCESSING THE ARCHIVE 
  If the PCs then ask for access to Ithlin’s papers in the 
  Warmage archive, what happens depends on whether 
  one of the PCs is a Warmage of Killdeer. If this is the 
  case, Jart immediately allows that PC access to the 
  relevant portion of the archive. What can be found there 
  is handled under “The Document in the Archive” below.  
  If there is time, however, you might still want to let the 
  PCs have the fun of trying their hand at some of the 
  challenges described below. In this case, Jart simply asks 
  the PCs if they would not mind taking out a little time to 
  train with his men and women. 
   
  If no PC is a member of the Warmages, Jart 
  harrumphs and looks rather uncomfortable. He explains 
  that just letting them do that, or investigating the matter 
  on their behalf, would put him in a slightly tricky 
  situation. The Warmages have been tightening up their 
  procedures and protocols since the Liberation of Scant 
  (“with the war mostly done, you see, our masters think 
  that we can return to proper soldiering”) and allowing 
  individuals with no ties to the Warmages that sort of 
  clearance would be problematic… unless… 
   
  At this point Jart cheers up, and offers the PCs a 
  proposition. If any one of them can demonstrate that 
  (s)he is Warmage caliber, either by sparring with some of 
  his men or testing out some new training equipment for 
  him, he will sign the PCs off as “consulting experts” and 
  allow them access to the archive. In this fashion, Jart’s 
  back is covered, and the PCs do his recruits a service. 
   
  Jart explains that there are three possible challenges 
  the PCs can face. Only one PC can take each challenge, 
  and no PC can take more than one challenge. All that is 
  necessary to gain access to the archive is for one of the 
  PCs to succeed in one of the challenges. The challenges 
  are: a mageduel, which is a test of skill in combat magic, 
  open to arcane and divine casters alike; a hand-to-hand 
  sparring session with one of the men, in which the use of 
  magic is forbidden, and which may therefore interest the 
  martial types; and the Room, an assault course for the 
  particularly gymnastic, athletic, and perspicacious.  
   
  If the PCs are amenable, and select their champions, 
  the games can begin… 
   
  A: Sparring 
  This is the most straightforward of the trials. The PC 
  champion faces a Warmage champion in non-lethal 
  combat. The winner is the one who knocks out his/her 
  opponent. The bout is conducted according to the 
  following rules: 
  • 
  This trial is one of non-lethal hand-to-hand combat. 
  The use of ranged weapons is expressly forbidden. 
  However, either combatant may fight unarmed if 
  (s)he desires, and all melee combat options (disarm, 
  bull rush, grapple, and so on) are permitted. 
  • 
  The use of spells, spell-like abilities, and active 
  supernatural abilities (such as wild shape, for 
  example) is expressly forbidden. Contestants may 
  not have buff spells cast on them before the match, 
  and they may not use magical items, magical 
  weapons, or magical armor. The Warmages can lend 
  out non-magical (not masterwork) versions of any 
  weapon, shield, or armor in the Player’s Handbook to 
  contestants; these are taken back when the bout is 
  finished. The Warmages’ diviners make sure that no 
  magical cheating takes place. 
  • 
  Contestants are forbidden to do lethal damage.  
  • 
  The bout takes place in the compound courtyard 
  (with an audience of interested Warmages). The 
  contestants begin facing one another and 20 feet 
  apart. The battle area is limited to a 60 foot square. 
   
  The Warmage champion varies according to the APL. 
  These are not Warmages themselves (hence the absence 
  of spell-caster levels) but rather individuals who assist 
  them in martial training. Warmage healers restore both 
  contestants to full health afterwards free of charge. 
   
  APL 6 (EL 6) 
  � Warmage Melee Combatant: Male fighter 6; hp 
  52; see Appendix 1. 
   
  APL 8 (EL 8) 
  � Warmage Melee Combatant: Male fighter 8; hp 
  70; see Appendix 1. 
   
  APL 10 (EL10) 
  � Warmage Melee Combatant: Male fighter 10; hp 
  88; see Appendix 1. 
   
  APL 12 (EL 12) 
  � Warmage Melee Combatant: Male fighter 12; hp 
  108; see Appendix 1. 
   
  ONW7-01 The Orphans of the Storm 
   
  Page 13 
  
  B: Mageduel 
  The PC champion faces a Warmage champion in a 
  contest of spells. The Warmage champion varies 
  according to the APL. These are not Warmages 
  themselves (hence the absence of martial levels) but 
  rather individuals who assist them in magical training. 
  Jart is happy for PCs who prepare spells to put off the 
  Mageduel until the following day to reselect spells. The 
  rules of the Mageduel are as follows (and are also 
  summarized in Player Handout 5, which should be 
  handed to the relevant player, as they are fairly 
  complicated): 
  • 
  The contestants may not inflict lethal damage on one 
  another by spells or any other means. Summoned 
  creatures may not inflict lethal damage either. Non-
  lethal damage is acceptable. 
  • 
  The contestants may touch one another physically 
  only to deliver spells. They may not use Improved 
  Unarmed Strike to inflict damage while so doing. 
  • 
  The contestants may not use spells or create effects 
  on one another that kill, cause ability drain, or 
  produce a permanent or enduring effect that cannot 
  easily be reversed with break enchantment or weaker 
  magic. The basic idea is that no harm should be done 
  to either opponent that cannot easily be fixed with 
  the appropriate spell. For example, plane shifting an 
  opponent to the Plane of Elemental Fire is not 
  permissible.  
   
  The DM has discretion as to what is sensible 
  here. Players may find it helpful to get rulings on 
  ambiguous cases from the DM before the fight if 
  they are planning on using a “gray” spell. 
  • 
  Both contestants arrive on the field 1 hour before 
  the appointed time. Neither party is permitted to 
  cast any spell between then and the start of the duel 
  (spells lasting for more than 1 hour cast before this 
  time are fine). 
  • 
  Neither contestant may use any magic item or active 
  supernatural or spell-like ability in the course of the 
  duel. 
  • 
  At the appointed time, the contestants roll for 
  initiative. 
  • 
  First Round: each contestant casts any spell that can 
  be cast so as to affect only the caster. 
  • 
  Second Round: each contestant readies an action to 
  counterspell (this is so that whoever won initiative 
  does not gain an advantage that the opponent has no 
  opportunity to counter).   
  • 
  Third Round: the duel begins. 
  • 
  The duel ends when one of the combatants yields, is 
  unconscious, is unable to take standard actions for 3 
  consecutive rounds, or does not move from a given 
  square for 3 consecutive rounds (Warmage diviners 
  are using contest-specific magic to keep track of 
  this). 
  • 
  If neither combatant has any offensive spells left, the 
  duel is a draw. Jart regards this as a performance 
  good enough to win entry to the archive. 
   
  APL 6 (EL 6) 
  � Warmage Mage Combatant: Female wizard 6; hp 
  25; see Appendix 1. 
   
  APL 8 (EL 8) 
  � Warmage Mage Combatant: Female wizard 8; hp 
  41; see Appendix 1. 
   
  APL 10 (EL10) 
  � Warmage Mage Combatant: Female wizard 10; hp 
  51; see Appendix 1. 
   
  APL 12 (EL 12) 
  � Warmage Mage Combatant: Female wizard 12; hp 
  61; see Appendix 1. 
   
  C: The Room 
  For this trial, Jart ushers the PCs to a large chamber in the 
  central building. He and the PCs come out onto a 
  protruding ledge in this room, about 20 feet above the 
  floor of the chamber; at the other end, there is another 
  ledge on the facing wall. Between these two ledges, 
  across the body of the hall, hang, float, or project a 
  sequence of smaller ledges, some of which are connected, 
  and some of which are not.  
   
  Jart explains that the PC champion for this trial must 
  simply make it from the ledge on which they currently 
  stand to that on the facing wall without touching the 
  floor of the chamber at any point or having to call for 
  assistance. The PC champion may not be enhanced 
  magically or use any spells, spell-like, or active 
  supernatural abilities in the course of this trial (again, 
  Warmage diviners are on hand to ensure probity) and 
  may not use any equipment beyond his or her own body 
  except for a set of standard (not masterwork) thieves tools 
  (which, again, the Warmages can loan for the length of 
  the trial). PCs with wings have them strapped up if they 
  wish to take part. Jart also warns the PC that not all in the 
  room is as it appears, and that (s)he should keep his/her 
  eyes open and wits sharp. 
   
  The plan of the Room is presented in Appendix 4. 
  For the most part, this is simply a sequence of Jump 
  checks. However, as Jart warned, some of the ledges and 
  other apparatus hold unpleasant surprises in store for the 
  unwary, as marked on the key. Like all good training 
  tools, the Room can be reconfigured for different levels 
  of difficulty – mechanisms realign into different and 
  more formidable combinations at higher APLs.   
  • 
  A: This ledge has been greased. The grease may be 
  spotted in advance with a DC (10 + APL) Spot check 
  (the substance dispensed by the trap is clearer and 
  harder to see at higher APLs, as well as being more 
  slippery). Search does not suffice because this 
  platform is more than 10 ft. from its nearest 
  neighbor). Anyone landing on the ledge must make 
  a DC (5 + APL) Reflex save or skid straight off it (in 
  this case, the PC may not attempt a Reflex save to 
  catch the ledge as (s)he falls). A PC receives a +4 
  ONW7-01 The Orphans of the Storm 
   
  Page 14 
  
  bonus on the save if (s)he knows in advance that the 
  grease is there. The grease can easily be wiped off, so 
  jumping 
  from 
  this 
  ledge 
  to 
  another 
  is 
  unproblematic. 
  • 
  B: This ledge is trapped. Once more than 20 pounds 
  of pressure is applied to it, a piston slams out of the 
  nearest wall and attempts to bull rush the PC off the 
  ledge. If the PC loses the opposed roll for the bull 
  rush, (s)he is entitled to a DC 15 Reflex save to catch 
  the lip of the ledge as (s)he falls off, followed by the 
  usual DC 15 Climb check to get back on it. The 
  Search and Disable Device DCs for this ledge (which 
  find and operate the override switches hidden on 
  neighboring ledges) are both 10 + APL (the 
  mechanism reconfigures to become more complex 
  and effective at higher APLs). 
   
  � Piston Bull Rush Trap: CR N/A; mechanical; 
  location trigger; manual reset; bull rush at +4; Search 
  (see above); Disable Device (see above). 
   
  • 
  C: This ledge is trapped. As soon as more than 20 
  pounds of pressure is applied to it, a needle flies out 
  of it to hit the PC. The Search and Disable Device 
  DCs for this ledge (which find and operate the 
  override switches hidden on neighbouring ledges) 
  are both 5 + APL (the mechanism reconfigures to 
  become more complex and effective at higher APLs). 
   
  � Poisoned Needle Trap: CR N/A; mechanical; 
  location trigger; manual reset; +10 ranged (1d4) plus 
  poison (1d6 Str/1d6 Str); Fort save resists (DC 18); 
  Search (see above); Disable Device (see above). 
   
  • 
  D: This ledge is simply a permanent illusion of a 
  ledge. Anyone who examines it receives a DC 19 
  Will save to recognize it as a fake. Anyone jumping 
  on it must make a DC 15 Reflex save to grab the lip 
  of the neighbouring ledge or fall to the ground. 
   
  Regardless of success or failure, Warmage healers restore 
  any hp or ability damage sustained by the contestant in 
  this room after the trial is over, free of charge. 
   
  The Document in the Archive 
  If the PCs gain access to Ithlin’s official Warmage papers, 
  they find that it is quite a small haul; Ithlin, indeed, did 
  not commit much to paper. Most of the notes are simple 
  memoranda about matters that cannot now be 
  deciphered (Ithlin went on many missions before the 
  Fernit project, after all). One scrap of paper, with some 
  hurried jottings on it, stands out, however (no skill check 
  required to find it if the PCs have access to the archive). 
  This is in Old Oeridian, and is Player Handout 4. Jart can 
  translate, if the PCs think to ask him. If the PCs have 
  some way to understand it, distribute Player Handout 4:  
   
  Tears: to consider- 
   
  Likely to stay in Fernit? 
   
  Shrugs off many spells; sees true. 
   
  Plan? Can R. help? 
   
  Once again, a DC 25 Knowledge (geography) or 
  Knowledge (local: the Splintered Suns) check reveals that 
  “Fernit” is the name of a small, isolated village in the 
  Volanots, about one hundred and twenty-five miles west 
  of Killdeer. It is in territory that stayed in Brotherhood 
  hands until only the last year or two (being not too far 
  from Obelstone and Scant itself). No one has heard from 
  it in years, and it is generally assumed that the 
  community there was wiped out by the Brotherhood 
  during the Occupation.   
   
  THE ARMORY 
  Regardless of whether the PCs gain access to the archive 
  or not, Jart insists on showing them around the new 
  Warmage Armory before they leave (again, he is 
  interested in demonstrating the ongoing combat 
  readiness of his operation to all and sundry). This is 
  pretty much what one would expect (weapons and armor 
  of every description) but Jart lays special emphasis on the 
  preparedness of the Warmages to deal with any sort of 
  menace: “we have magic weapons, silver weapons, and 
  garlic for you-know-what”. Moreover, since the PCs are 
  on a mission that concerned a fellow Warmage, Jart 
  allows them to purchase any of the following items from 
  the Armory at the usual prices (as per the Dungeon Master 
  Guide): 
   
  • 
  Oil of Align Weapon (the Warmages stock the 
  Chaotic, Good, and Lawful versions of this; see AR 
  for details) 
  • 
  Oil of Bless Weapon 
  • 
  Oil of Magic Weapon  
  • 
  Silversheen 
   
  PCs can buy these according to the usual rules for 
  purchase in the middle of an adventure. They can also 
  return to the Warmages and make similar purchases at 
  any point from now until the end of the adventure. In 
  addition, they gain Adventure access to all of the items 
  above (except Oil of Magic Weapon and Oil of Bless 
  Weapon, to which they all have access already). 
   
  Development: Jart and the Warmages can do no more to 
  aid the PCs than this, but he wishes them a good day as 
  they leave the compound. The PCs may now either 
  pursue other leads (which takes them back to Encounter 
  4) or set out for Fernit (Encounter 6). 
   
  6: WAR WITHOUT END 
  The PCs come to this Encounter once they follow the 
  trail to the forsaken village of Fernit. As noted in the 
  ONW7-01 The Orphans of the Storm 
   
  Page 15 
  
  previous encounters, PCs who make the appropriate 
  Knowledge checks know at once where Fernit is and a 
  little of its disposition and history. However, even if the 
  PCs fail (or cannot make) the Knowledge checks, enough 
  asking around in Killdeer reveals that the place is a 
  village in the Volanots and yields accurate directions to it. 
  However, finding out about Fernit this way does not give 
  the additional information that it is in an area controlled 
  by the Brotherhood until comparatively recently and that 
  no one has heard from in it in years.  
   
  The journey to Fernit is easy and uneventful. Since it 
  is about 125 miles from Killdeer, the trip there takes a 
  little over 5 days at move 30 ft., or a little under 8 days at 
  move 20 ft., unless the party uses transportation magic. 
   
  THE EVENTS OF CY 587 
  Fernit, a small, isolated village in the Volanots of around 
  a hundred and fifty inhabitants, was taken over by the 
  Scarlet Sign shortly after the Brotherhood invaded 
  Onnwal. The Brotherhood originally believed that a cell 
  of the Followers of the Stone Voice was operating out of 
  the village, on the basis of rumors picked up before the 
  beginning of the Greyhawk Wars and the presence of a 
  disused shrine of Jascar in a cave nearby. They therefore 
  installed a very small garrison of no more than a dozen 
  men in Fernit to keep an eye on it.  
   
  In fact, the rumors were completely false. The 
  Followers of the Stone Voice were indeed operating cells 
  in occupied Onnwal, but these were mostly based in the 
  Headlands, not the Volanots. The garrison was 
  maintained at Fernit just in case some sedition should 
  arise, but it swiftly became something of a dead-end 
  posting, for those who had fallen out of favor with the 
  hierarchy in Scant. 
   
  Ithlin received the modified construct named The 
  Tears of Istus from Reydrich in the late autumn of CY 
  587. Familiar with the Brotherhood set-up at Fernit from 
  previous reconnaissance, he considered it an ideal place 
  to test the weapon in the field against a small number of 
  combat-worthy Brotherhood agents who would not have 
  immediate access to reinforcements or who would be 
  quickly missed if they should perish. In the winter of that 
  year, he and the construct flitted over the battle-lines into 
  Fernit. He then openly ordered the creature to attack the 
  Brotherhood garrison.  
   
  The Tears of Istus made short work of the 
  Brotherhood garrison, but it did not stop there. Once all 
  the Brotherhood fell, it began to attack the villagers, 
  ignoring Ithlin’s orders to desist. Ithlin tried to stop it, 
  but his magic bounced off its spell resistance, while its 
  damage reduction and fast healing shrugged off his 
  comparatively ineffectual martial attacks. At last, he fled 
  via teleportation magic. The Tears of Istus hunted the 
  remaining villagers to the shrine of Jascar in which they 
  had taken refuge, and killed them. Since there were no 
  longer appropriate targets within range, it then stopped 
  moving. It has been there, waiting for the approach of 
  new prey, for more than eight years. 
   
  Since Fernit was a dead-end posting, no one high up 
  in the Brotherhood hierarchy at Obelstone or Scant 
  really noticed when communications ceased from the 
  garrison. Perhaps a note was made to investigate when 
  time allowed, but by then Brotherhood operations in the 
  Dragonshead were going too badly for the silence of a 
  few third-rate troops in a backwater to merit attention. 
  Fernit was isolated even before the Occupation and none 
  of its inhabitants had relatives anywhere else, so no one 
  has gotten round to investigating its fate since the 
  Liberation of Scant and its environs. As previously noted, 
  those few who have thought about the matter at all have 
  simply assumed that the settlement was wiped out by the 
  Brotherhood during the Occupation. 
   
  APPROACHING FERNIT 
  Fernit is an isolated place, nestling in the lower slopes of 
  the Volanots. If PCs approach the village conventionally 
  overland, they start finding skeletons on the ground as 
  soon as they come within half a mile of Fernit proper. 
  There are dozens of these bodies; they are the remains of 
  some of the unfortunate villagers who fled Fernit while 
  battle raged between the Brotherhood and the construct, 
  only to be hunted down in their turn afterwards. The 
  skeletons are still clad in the tattered remains of 
  commoner’s garb. They have no treasure. 
   
  Skill checks can derive a certain amount of 
  information from these remains, as follows: 
  • 
  A DC 10 Survival check notes that the bones lie as if 
  all these people were moving away from the village 
  when they died –although in each case, the position 
  of the skull seems inconsistent with the deportment 
  of the rest of the body. 
  • 
  A Heal check on any of the skeletons determines the 
  following (each level of success reveals all the facts 
  from the easier levels above it as well): 
  - 
  DC 10: The shattering of the bones indicates 
  that all these people died a violent death. 
  - 
  DC 15: The weathering suggests that these 
  people died several years ago. In each case, the 
  head was torn off of the body some time after 
  death, then set on the ground beside it so that 
  the eye-sockets faced to the North. 
  DM’s note: the Tears of Istus went around 
  mutilating the bodies in this fashion after its 
  rampage was over, pulling off the heads in the 
  exact order it originally killed the people and so 
  beginning in the square and ending up again in 
  the Shrine of Jascar. This is the result of a 
  deranged 
  aberration 
  in 
  its 
  corrupted 
  programming 
  and 
  has 
  no 
  particular 
  significance, but may well creep out the PCs 
  considerably. 
  - 
  DC 20: Judging from the bone structure, you 
  would guess that these people were primarily of 
  Oerid stock [DM’s note: the only Suloise in 
  Fernit were the Brotherhood garrison, who fell 
  in the village square instead; see below]. 
  ONW7-01 The Orphans of the Storm 
   
  Page 16 
  
  - 
  DC 25: What the PCs get at this level depends 
  on the APL of the adventure. If it is being run at 
  an APL below 12, the observer who gets this 
  result notes that these people all seem to have 
  been killed by something resembling a spiked 
  chain – although they all also have strange burn 
  marks of a sort that one would associate with 
  being struck by lightning.   
  If the adventure is being run at APL 
  12, the observer notes instead that all these 
  people seem to have been crumpled by massive 
  blows as if from a huge bludgeoning implement 
  – but again, there are also strange burn marks of 
  a sort that one would associate with being 
  struck by lightning. 
  • 
  A  DC 10 Spot check notes that there are dried drops 
  of a curious black substance on the ground near each 
  of the corpses, and across much of this surrounding 
  area as well. A DC 20 Craft (alchemy) check suggests 
  that this is some sort of alchemical concoction, but 
  of a kind utterly unfamiliar to even the most 
  knowledgeable PC. A DC 10 Survival check suggests 
  that something dripping this substance has been 
  moving backwards and forwards a great deal in the 
  vicinity of the village; anyone with the Track feat can 
  tell this automatically. The trail crisscrosses itself too 
  much to plot an exact route, though. 
   
  THE VILLAGE ITSELF 
  All the buildings of Fernit are still intact, albeit showing 
  the signs of eight years’ worth of total neglect. Apart from 
  the dead, the village is totally deserted. 
   
  In the middle of Fernit lie the skeletons of a dozen 
  men and women. Unlike the other skeletons that the PCs 
  have just seen, these are equipped as soldiers: ten are clad 
  in the broken remains of half-plate armor, whereas two 
  are in studded leather. Broken weapons lie close to them 
  as well. All the gear is too eroded and broken to be 
  salvageable, but examining the bodies once again allows 
  skill checks:   
  • 
  A DC 10 Knowledge (local: the Splintered Suns), 
  Knowledge (nobility and royalty) or Bardic 
  Knowledge check recognizes the heraldry on these 
  remains as that of the Scarlet Brotherhood.  
  • 
  A DC 5 Spot check notices the black substance on 
  the ground around the corpses (and around most of 
  the rest of the village as well). Once again, a DC 20 
  Craft (alchemy) check suggests that this is some sort 
  of alchemical concoction, but of a kind utterly 
  unfamiliar to even the most knowledgeable PC. 
  Moreover, this time there is an obvious trail of these 
  droplets (no skill check required) leading out of the 
  square and up the slope of the Volanots rising 
  behind Fernit. 
  • 
  Heal checks on these corpses yield the same results 
  as for the other ones described above, except that 
  these individuals were Suel, not Oeridian. 
   
  Before the PCs have the chance to ponder these 
  discoveries, however, they must likely deal with Fernit’s 
  two remaining inhabitants. 
   
  FLON AND TLOTH 
  Flon and Tloth were a pair of Suel twin brothers from the 
  Tilvanot Peninsula. Their enthusiastic devotion to the 
  ideology of the Scarlet Sign was matched only by their 
  basic incomprehension of what that ideology actually 
  was, since neither was terribly bright. As a result, their 
  superiors quickly found an excuse to post them to Fernit. 
   
  The brothers were at first rather piqued that they 
  had been stationed in the middle of nowhere, but soon 
  discovered that they liked the peace and quiet of Fernit 
  and did not really mind the company of the slaves they 
  were supposed to be guarding. Their reasonably 
  contented life, however, changed, and came to an abrupt 
  end, on the day that Krennel Ithlin strode into the village 
  with his engine of destruction in tow.  
   
  When Ithlin instructed The Tears of Istus to destroy 
  the Brotherhood and free the villagers, the brothers and 
  the rest of the garrison naturally attacked the mage and 
  his creature. The Tears of Istus, however, swiftly killed 
  the entire garrison, including Flon and Tloth. Their 
  bodies are the ones in studded leather armor in the 
  middle of the village. 
   
  The devotion to duty that had been characteristic of 
  the twins in life, however, remained with them in death, 
  and a couple of days after the massacre, Flon and Tloth 
  returned as ghosts. Neither, however, was prepared to 
  face the fact that he had died, and they have developed 
  coping mechanisms to enable themselves to ignore this. 
  They also, like some other undead, have a shaky grasp of 
  the passage of time.  
   
  Tloth and Flon currently believe that the mage and 
  the monster that assaulted their garrison have withdrawn 
  for now, but may return at any moment. They anticipate 
  that reinforcements will arrive from Scant very shortly, 
  and are therefore on guard as senior surviving officers 
  until that happens. They rationalize their own changed 
  appearance and unusual new abilities as the result of a 
  curse that the enemy wizard must have placed on them 
  before he withdrew. This is wildly improbable in terms of 
  conventional magical theory, but neither has any 
  Spellcraft, so it is an explanation with which they are 
  content. 
   
  Flon and Tloth spend all their time sitting 
  manifested and alert in the guardhouse (marked on the 
  map). They are quite hard to detect from afar, as they 
  make no noise, thanks to being incorporeal, and do not 
  register to detect evil, thanks to being lawful neutral. 
  Certain other divinations, such as detect thoughts, detect 
  law, or detect undead, do have a chance of spotting them, 
  however. Once they become aware of the PCs, most 
  probably via Listen checks, they immediately step out 
  through the walls of the guardhouse to challenge the 
  intruders. 
   
  Flon and Tloth look like a translucent version of 
  their appearance in life: two identical Suel men in their 
  ONW7-01 The Orphans of the Storm 
   
  Page 17 
  
  mid-twenties with short, cropped blonde hair, slightly 
  below the average height but of wiry and athletic build. 
  They bear ghostly analogues of the arms and armor they 
  were carrying when they died (studded leather armor 
  marked with the crest of the Brotherhood and a 
  shortsword apiece). Unless they are immediately 
  attacked, they at once address the PCs in sharp tones. 
  What they say depends on the apparent make-up of the 
  party, as follows: 
  • 
  If any of the PCs is or appears to be a Suel human, 
  but there are others who are not, they address that 
  person in Ancient Suloise, asking (if appropriate), 
  why (s)he is improperly attired and why (s)he is 
  consorting thus with slaves (pointing at the other 
  PCs as they say this). 
  • 
  If none of the PCs is apparently a Suel human, they 
  address the entire party in Common, asking what 
  they mean by straying into Fernit unaccompanied by 
  their Brotherhood masters. 
   
  The ghosts expect an answer to their questions, but are 
  comparatively easy to persuade. If the PCs come up with 
  a plausible excuse for their presence in Fernit that is 
  compatible with the idea that they are Brotherhood 
  members, allies, or slaves, have them roll a Bluff check 
  opposing the ghosts’ Sense Motive.  Add 
  a 
  +2 
  circumstance bonus if the PCs use Ancient Suloise to do 
  so, another +2 if they pepper their excuse with 
  convincing Brotherhood ideology (using such phrases as 
  “Are you athought?” if pretending to be superior officers, 
  for example), and another +2 if they manage to exploit 
  any other Brotherhood trinkets or scars they have picked 
  up in the course of their exploits as props for their 
  narrative; examples of the last might include the Thrall 
  Brand from ONWI3-01 Escape from Obelstone or the 
  Brooch Made from Red Gold from ESA3-04 The Glory of 
  Times Past. Apply further circumstance modifiers for 
  particularly (un)convincing stories. Other PCs may assist 
  but only if the player actually contributes something to 
  the excuse. 
   
  If Flon and Tloth are attacked immediately or think 
  that the PCs are lying, they themselves attack, as 
  described in “Tactics” below. The same applies if the PCs 
  freely admit to being Patriots of the Free State or working 
  against the Brotherhood. If the ghosts are taken in, 
  however, the PCs can speak to them. 
   
  APL 6 (EL 7) 
  � Flon and Tloth: male ghosts rogue 3; hp 21; see 
  Appendix 1. 
   
  APL 8 (EL 9) 
  � Flon and Tloth: male ghosts rogue 5; hp 35; see 
  Appendix 1. 
   
  APL 10 (EL 11) 
  � Flon and Tloth: male ghosts rogue 7; hp 49; see 
  Appendix 1. 
   
  APL 12 (EL 13) 
  � Flon and Tloth: male ghosts rogue 9; hp 63; see 
  Appendix 1. 
   
  Tactics: If battle is joined, Flon and Tloth fight much 
  like the rogues they were in life, but making full use of 
  the abilities they have gained from the “rebel mage’s 
  curse” (i.e., their undead state). They try where possible to 
  flank an individual PC and so add sneak attack damage to 
  their Corrupting Touch, or (at high APLs) Spring Attack 
  from inside the buildings of the village. They also use 
  frightful moans early on to split the party. The ghosts 
  have no treasure, and nothing of value can be salvaged 
  from the ruins of Fernit. 
   
  Treasure: 
  None 
   
  Development: As soon as the ghosts are convinced of 
  the PCs’ probity, they advise them to leave Fernit and 
  return to their own designated regions as quickly as 
  possible. They explain that Fernit has recently been the 
  subject of a devastating attack at the hands of the 
  “Onnwalon scum”. Reinforcements from Scant are 
  anticipated very shortly, but there is no knowing when 
  the rebel spy and his creature might return. 
    
  The PCs now have the opportunity to ask questions 
  of Tlon and Floth, which the two undead answer eagerly. 
  Some likely queries and appropriate replies are presented 
  below. The important things to remember in your 
  responses are that the two ghosts are sincere but not very 
  bright, are convinced that they were “knocked out” rather 
  than killed in Ithlin’s attack, believe that it is still CY 587 
  and that the Brotherhood still hold Scant, and do not 
  know exactly what the construct did after they “lost 
  consciousness”, although they have reached some fairly 
  accurate conclusions. 
   
  Q. Who are you? 
  A. Tloth: “I am Tloth, and this is my brother Flon. We 
  were assigned to Fernit on garrison duty – keeping 
  an eye on the local slaves along with our ten 
  colleagues. Now we are on guard in case the rebel 
  spy and that thing he brought come back to finish 
  what they started.”   
   
  Q. What was the nature of this “devastating attack”? 
  A. Flon: “It happened in the morning, a couple of 
  days ago. We were watching the slaves carry out 
  their designated chores as normal, when suddenly a 
  tall man we did not know, dressed like a wizard, 
  walked into the square. It wasn’t him we looked at 
  first, though; it was what was walking along behind 
  him…  
   
  Flon continues his story, but what he says next depends 
  on the APL,as follows. 
   
  ONW7-01 The Orphans of the Storm 
   
  Page 18 
  
  [APLs 6-10]: …The thing behind him looked like one 
  of those horse-men you hear tell of from the Bright 
  Lands – only it was made out of alabaster. The mage 
  – he was obviously a rebel, because he was an Oerid, 
  shouted out to the villagers “citizens of Fernit, your 
  oppression by the Scarlet Sign is ended.” Then he 
  looked back at the horseman and said, “Execute your 
  orders. Destroy the Brotherhood.” 
   
  “At once, two spiked chains shot out of the 
  horse-man’s arms, and some sort of black ichor – 
  you can still see the marks of it on the ground – 
  started flowing from its eyes. It charged the nearest 
  of the garrison lads – poor old Javak, it was – and 
  one of its chains tore out his throat with a single 
  blow. That rebel bastard stood there and laughed…. 
   
  [APL12 only:]: “…The thing behind him was about 
  the size and shape of an ogre – only it looked like it 
  was made out of onyx, and it was wearing golden 
  armor.  The mage – he was obviously a rebel, because 
  he was an Oerid sub-human, shouted out to the 
  villagers “citizens of Fernit, your oppression by the 
  Scarlet Sign is ended.” The he looked back at the 
  onyx giant and said, “Execute your orders. Destroy 
  the Brotherhood.” 
   
  “At once, the thing moved up to attack us and 
  some sort of black ichor – you can still see the marks 
  of it on the ground – started flowing from its eyes. It 
  swung its huge fist at Javak, one of the garrison lads. 
  There was a sound like a crack of thunder – and poor 
  old Javak dropped like a stone. That rebel bastard 
  stood there and laughed….” 
   
  Flon then concludes in the same way at all APLs 
   
  “…Well, we piled in on it then of course, but 
  nothing we did could hurt it. Our weapons just 
  bounced off its hide. One by one, it mowed us down. 
  Tloth and I got lucky, because it only knocked us out 
  — although how Tloth ever got up again from the 
  blow I saw him take, I’ll never know…” 
   
  “Our mother bore tough sons,” interjects the 
  other, rather smugly. The first continues:  
   
  “…but all the others it hit, it killed. The Fernit 
  villagers were screaming and running in all 
  directions – can’t say I blamed them. The garrison 
  was down to three men when it knocked me out. 
   
  “When we woke up, Fernit was utter carnage. 
  Everyone but Tloth and me was dead – not just the 
  garrison, but the village slaves as well. Poor bastards. 
  That thing must have killed them all for its wizard 
  master. There was no sign of the thing or the rebel 
  mage, though, so we have been keeping watch in the 
  village until we are relieved in case they come back.” 
   
   
  This is an accurate account of what happened in Fernit, 
  except for the date of the attack and the fact of the twins’ 
  own deaths (and even these register as true to zone of truth 
  or discern lies, since the ghosts believe that they are telling 
  the truth). The PCs may attempt Knowledge (arcana) or 
  Knowledge (the planes) checks to identify the creature 
  that Flon describes. At APLs 6-10, it takes a DC 23 check 
  to recognize the creature as a zelekhut inevitable. At APL 
  12, it requires a DC 30 check to recognize it as a marut 
  inevitable. The DCs include a +5 circumstance modifier 
  since they are relying on a description. As well as the 
  usual additional pieces of information that accrue from 
  particularly successful rolls, anyone who can identify the 
  creature notes that it is very strange for an inevitable to 
  be exceeding its normal programming in the manner that 
  Flon describes. 
   
  Neither Flon nor Tloth can give the PCs much more 
  useful information about the precise capacities of the 
  construct, since it did not have to use any special abilities 
  against the garrison. All they know is that it hit very hard, 
  and that their weapons bounced off it. 
   
  Q. What year do you think it is? 
  A. Tloth: “6102 SD, of course. Were you people hit on 
  the head, or something?” 
   
  A DC 10 Knowledge (history) or bardic knowledge check 
  converts this date into CY 587. 
   
  Q. Do you two realize that you are dead? 
  A. Flon: “What? Oh, you must mean our strange 
  appearance. Tloth and I discussed this just after we 
  awoke again, and we are fairly sure that the enemy 
  mage must have cursed us to look like this before he
  left. Dirty rebel trick. Still, the Office of Sorcery will 
  lift it in no time when we are relieved.” 
   
  A DC 13 Knowledge (religion) check informs PCs that 
  Flon and Tloth are definitely ghosts, whatever their own 
  opinions on the matter. Flon and Tloth cannot be 
  convinced of this fact, however, and they treat further PC 
  allusions to it as either jokes or insults, depending on 
  how they are phrased. Even irrefutable evidence, such as 
  pointing out their own remains on the ground, is 
  shrugged off as part of the “rebel mage’s trick”. 
   
  Q. How will you be relieved if no one has told your 
  superiors about the attack? Why don’t you help us track 
  the thing that did this? 
  A. Flon: “The magics of our superiors will 
  undoubtedly 
  have 
  detected 
  this 
  assault, 
  so 
  reinforcements will be here shortly. Until then, it is 
  our duty to guard Fernit, and we shall not waver 
  from it.” 
   
  Cunning PCs may well try to conscript the ghosts as 
  allies against the Tears of Istus, but the twins refuse flatly 
  to leave the village. They rationalize this as their duty; in 
  fact, they cannot stray far from the site of their deaths. If 
  the creature is somehow lured back to Fernit, they will 
  fight it, but, as a construct, it is almost immune to their 
  attacks, and completely ignores them in turn, since it 
  only regards the living as valid targets. 
  ONW7-01 The Orphans of the Storm 
   
  Page 19 
  
   
  Q. What is up the trail where the droplets are leading, 
  behind the village? 
  A. Tloth: “A cave in the side of the hill about half a 
  mile away up that trail holds an old shrine to the 
  Lord of the Dells. The village slaves said that no one 
  had worshipped there in generations.” 
   
  A DC 15 Knowledge (religion) check identifies “The Lord 
  of the Dells” as a cult title of Jascar, the LG Suel Lesser 
  God of Hills and Mountains. Tloth explains this himself 
  if the PCs ask who he means. 
   
  Once Flon and Tloth are either questioned or defeated, 
  there remains the matter of the trail of black drops 
  leading up to the old shrine of Jascar, where The Tears of 
  Istus waits. Once the PCs pursue it, the action moves to 
  Encounter 7. 
   
  XP Note: PCs receive the same amount of XP for 
  peacefully interacting with Flon and Tloth that they 
  would do for defeating them in battle. However, if they 
  talk and then fight, they do not receive the XP twice over. 
  If the PCs killed the two ghosts they reform several days 
  later again. By then the PCs should be gone again. If not, 
  they start fighting again, but the PCs only gain XP once. 
   
  7: THE TEARS OF ISTUS 
  The PCs reach this encounter once they pursue the trail 
  of black drops on the ground leading from the village of 
  Fernit to the abandoned shrine of Jascar in the side of the 
  hills about half a mile away. The trail is easy to follow (no 
  skill checks required). Two hundred feet onward from 
  the village, the trail continues out from the forest cover 
  on to rocky ground as the hill approaches. As the PCs 
  move, they continue to find skeletons on the path – the 
  remains of more unfortunate villagers, lying where the 
  construct killed them as they tried to flee to the 
  sanctuary of Jascar.  
   
  The former shrine of Jascar is a circular cavern about 
  200 feet across and 50 feet in height. The Tears of Istus 
  stand in its center, next to the skeleton of the last villager 
  it killed. The cavern is in total darkness, as the torches 
  that lit the cavern in the past are long gone. The 
  construct keeps its true seeing and (at APL 12) air walk 
  abilities continuously active.  
   
  APL 6 (EL 9) 
  � The Tears of Istus: zelekhut; hp 74; see Monster 
  Manual page 160. [It carries an incandescent blue sphere ioun 
  stone.] 
   
  APL 8 (EL 11) 
  � The Tears of Istus: advanced zelekhut; hp 126; see 
  Appendix 1. 
   
  APL 10 (EL 13) 
  � The Tears of Istus: advanced zelekhut; hp 160; see 
  Appendix 1. 
   
  APL 12 (EL 15) 
  � The Tears of Istus: marut; hp 112; see Monster 
  Manual page 159. [It carries an incandescent blue sphere ioun 
  stone.] 
   
  Tactics: The Tears of Istus attacks when it detects the 
  PCs, which is most likely to be when they enter the 
  cavern. Its tactics depend on the APL  
  • 
  At APLs 6-10, the zelekhut stays still if it is initially 
  undetected, waiting until as many PCs as possible are 
  in the cavern so as to use its Spirited Charge and 
  Ride-By Attack with more effectiveness. It then 
  closes to melee range and attacks with its spiked 
  chains. If it has to fight at range, it uses its hold 
  spells to paralyze opposition. If opponents seem to 
  be protected by effective spells, it uses dispel magic 
  and/or dimensional anchor as appropriate. If the PCs 
  try to flee or withdraw, it uses locate creature to track 
  them down. 
  • 
  At APL 12, the marut opens up with a chain lightning; 
  then tries to close to melee and strike with its fists. If 
  it has to fight at range, it air walks if possible and tries 
  to catch the party with mass inflict light wounds. If it is 
  bought below 50% of its original hit points by non-
  chaotic weapons, it dimension doors to a distance and 
  lets its fast healing work for a couple of rounds 
  before returning to the fray. Greater dispel magic and 
  dimensional anchor are used to strip the PCs of their 
  protections. If the PCs try to flee or withdraw, it uses 
  its locate creature ability to track them down. The 
  marut does not, under any circumstances, use its 
  earthquake ability. It was intended as an anti-
  personnel device, not a city-wrecker, and that 
  fragment of its reconditioned programming remains. 
   
  The Tears of Istus does not communicate, and fights until 
  it is destroyed. 
   
  Treasure: 
  Looting the Tears of Istus 
   
  All APLs: Magic: 667 gp; incandescent blue sphere ioun 
  stone (667 gp); Total 667 gp. 
   
  Detect magic results: Incandescent blue sphere ioun 
  stone (Moderate Transmutation).  
   
  Development: The cavern itself, once the PCs get a good 
  look at it, is obviously a disused shrine, complete with a 
  crumbled altar on the far wall. A DC 15 Knowledge 
  (religion) roll suggests that it was once a holy place of 
  Jascar, if the PCs did not know this already. Skeletons of 
  half a dozen of Fernit’s villagers, treated in the same 
  fashion as those previously described, lie around the 
  floor. 
   
  As soon as the PCs get a good look at The Tears of 
  Istus, they see that there are curious pipes, black metal 
  ONW7-01 The Orphans of the Storm 
   
  Page 20 
  
  boxes, and gleaming crystal pins attached all over its 
  body. A viscous black liquid pumps through the pipes, 
  and leaks from the creature’s eyes and mouth as it enters 
  battle. Various skill checks may be applied to this curious 
  array, as follows: 
  • 
  A DC 18 (at APLS 6-10) or DC 25 (at APL 12) 
  Knowledge (arcana) or Knowledge (the planes) 
  check reveals that the pipes and boxes are not 
  original parts of the inevitable’s construction, but 
  were rather attached later. 
  • 
  A separate DC 25 Knowledge (arcana) check 
  confirms that the boxes and pipes are an 
  astonishingly ingenious arcane mechanism devised 
  to subvert an inevitable’s original programming. It 
  also notes that the power and magical understanding 
  behind the mechanism are beyond the means of all 
  but the mightiest of living mages. 
   
  If the construct is defeated and the mechanism is 
  examined more closely, the PCs discover (no skill check 
  required) something resembling a hallmark engraved on 
  the underside of one of the metal boxes. It turns out to be 
  a coat of arms. A DC 20 Knowledge (local: the Splintered 
  Suns), Knowledge (nobility and royalty), Knowledge 
  (arcana) or Bardic Knowledge check identifies this mark 
  as the arms of Graf Reydrich of Zelradton. 
   
   The PCs may attempt Knowledge (local: the 
  Splintered Suns), Knowledge (nobility and royalty) or 
  Bardic Knowledge checks on the topic of Reydrich. PCs 
  from Ahlissa gain a +5 circumstance bonus to this roll, 
  and may achieve DCs up to 15 untrained. The results 
  depend on the result achieved; higher results include the 
  information from the lower results: 
  • 
  DC 10: Graf Reydrich is the ruler of Zelradton, a city 
  in Ahlissa. He has ruled there since the Greyhawk 
  Wars. 
  • 
  DC 15: He is a powerful wizard, and the Chief 
  Sorcerous Adviser to Overking Xavener himself. 
  • 
  DC 20: Reydrich detests the Scarlet Brotherhood, 
  whom he sees as the main threat to the security of 
  Ahlissa. Some believe him responsible for the 
  powerful magical assault that obliterated some of the 
  most prominent Brotherhood Shepherds in Onnwal 
  at the outset of the Brewfest Rebellion. 
  • 
  DC 25: Reydrich also hates the Circle of Eight, who 
  rejected his application to join their number on the 
  grounds of his heavy-handed use of power and 
  oppression. He regularly deals with fiends and the 
  other denizens of the Lower Planes, whose labor he 
  employed to erect his great tower in Zelradton. 
  • 
  DC 30: Reydrich traces his lineage back to a number 
  of the great mages of the old Great Kingdom, 
  including the likes of Allreynen the Gripper and 
  Reynevar the Snake-headed.  
   
  The PCs also discover (no skill check required) an ioun 
  stone, enmeshed in the mechanism of one of the boxes on 
  the fallen construct. This was one of the mechanisms 
  used by Reydrich to subvert the inevitable. The ioun 
  stone remains even if the creature itself is dismissed, 
  banished, or disintegrated. 
   
  There is nothing else of interest in the shrine. When 
  the PCs return to Killdeer with their findings, the action 
  moves to the Conclusion. 
   
  CONCLUSION 
  The PCs reach the conclusion when they return from 
  Fernit and present their findings to Frondal Bhann in 
  Killdeer. Bhann is satisfied as soon as he is given some 
  idea of what The Tears of Istus was and is presented with 
  evidence of its destruction, and pays up without 
  complaint. PCs also receive the Favor of the House of 
  Coriell under these circumstances: 
   
  Favor of the House of Coriell: You have won favor 
  with a representative of the House of Coriell. You gain 
  Regional access to the following items (all in Arms and 
  Equipment 
  Guide): 
  boot 
  sheath; 
  grappling 
  hook, 
  collapsible; listening cone. 
   
  PCs who are members of the War Mages of Killdeer 
  meta-organization also gain access to the following spells 
  (all in Spell Compendium): rainbow blast; weapon of impact; 
  wingbind. 
   
  Exactly what Bhann is told is up to the PCs, and may vary 
  widely depending on their success in working out what 
  was going on and their inclination to reveal it. Be sure to 
  note the version with which Bhann is finally presented 
  in the Campaign Consequences. With that, the adventure 
  ends. 
   
  Treasure: 
  Reward for provided services: 
   
  All APLs: Coin 100 gp. 
   
  CAMPAIGN CONSEQUENCES 
  • 
  Was The Tears of Istus destroyed? 
  • 
  What did the PCs tell Bhann about The Tears of Istus  
  and its relationship to Krennel Ithlin? 
   
  Please send answers to these questions to the Onnwal 
  Triad and pitcher_luke@yahoo.co.uk. 
   
   
  ONW7-01 The Orphans of the Storm 
   
  Page 21 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: But You Will Die Today 
  Defeat the Brotherhood troops 
   
  APL6  
  240 XP  
  APL8  
  300 XP  
  APL10  
  360 XP  
  APL12 
  420 XP 
   
  5: Spell and Steel 
  Gain access to the War Mage Archive (by whatever 
  means) 
  APL6 
  180 XP  
  APL8  
  225 XP  
  APL10  
  270 XP  
  APL12 
  315 XP 
   
  6: War Without End 
  Defeat or Peacefully Win Over The Ghosts 
  APL6  
  210 XP  
  APL8  
  270 XP  
  APL10  
  330 XP  
  APL12 
  390 XP 
   
  7: The Tears of Istus 
  Defeat the construct 
  APL6  
  270 XP  
  APL8  
  330 XP  
  APL10  
  390 XP  
  APL12 
  450 XP 
   
  Total Possible Experience:  
   
  APL6  
  900 XP  
  APL8  
  1,125 XP  
  APL10  
  1,350 XP  
  APL12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  2: But You Will Die Today 
  Looting the Scarlet Brotherhood agents: 
   
  APL 6: Loot 33 gp; Magic 166 gp; bracers of armor +1 
  (83 gp), cloak of resistance +1 (83 gp); Total 199 gp.  
   
  APL 8: Loot 33 gp; Coin 55 gp; Magic 582 gp; bracers 
  of armor +2 (333 gp), 3x cloak of resistance +1 (83 gp each); 
  Total 670 gp. 
   
  APL 10: Loot 33 gp; Coin 55 gp; Magic 1,431 gp; 
  bracers of armor +3 (750 gp), 4x cloaks of resistance +1 (83 gp 
  each), periapt of wisdom +2 (333 gp), 4x potions of cure light 
  wounds (4 gp each); Total 1,519 gp. 
    
  APL 12: Loot 33 gp; Coin 55 gp; Magic 2,348 gp; 
  bracers of armor +3 (750 gp), 4x cloaks of resistance +1 (83 gp 
  each), gauntlets of ogre power (333 gp), lesser bracers of archery 
  (417 gp), periapt of wisdom +2 (333 gp each), 4x potions of 
  cure light wounds (4 gp each), ring of protection +1 (167 gp); 
  Total 2,436 gp. 
   
  3: Chronicle of a Death Foretold 
  Reward for defeating Scarlet Brotherhood agents: 
   
  All APLs: Coin 100 gp. 
   
  7: The Tears of Istus 
  Looting the Tears of Istus: 
   
  All APLs: Magic 667 gp; incandescent blue sphere ioun 
  stone (667 gp); Total 667 gp.  
   
   
  Conclusion 
  Reward for services: 
   
  All APLs: Coin 100 gp. 
  ONW7-01 The Orphans of the Storm 
   
  Page 22 
  
   
  Total Possible Treasure 
   
  APL 6: Loot: 33 gp; Coin: 200 gp; Magic: 834 gp – 
  Total 1067 gp  (Cap 900gp) 
   
  APL 8: Loot: 33 gp; Coin: 255 gp; Magic: 1250 gp – 
  Total  1538 gp (Cap 1300gp) 
   
  APL 10: Loot: 33 gp; Coin: 255 gp; Magic: 2100 gp – 
  Total 2388 gp (Cap 2300gp) 
   
  APL 12: Loot: 33 gp; Coin: 255 gp; Magic: 3017 gp – 
  Total 3305 gp (Cap 3300gp) 
   
  Treasure Cap 
   
  APL 6: 900 gp 
   
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
  APL 12: 3,300 gp 
   
   
  Total Possible Treasure 
   
  APL 6: Loot 33 gp; Coin 200 gp; Magic 834 gp; Total 
  1,067 gp. 
   
  APL 8: Loot: 33 gp; Coin: 255 gp; Magic: 1,250 gp; 
  Total 1,538 gp. 
   
  APL 10: Loot: 33 gp; Coin: 255 gp; Magic: 2,100 gp; 
  Total 2,388 gp. 
   
  APL 12: Loot: 33 gp; Coin: 255 gp; Magic: 3,017 gp; 
  Total 3,305 gp. 
   
  ADVENTURE RECORD ITEMS 
  Oil of Align Weapon: This functions in exactly the 
  same way as the oils presented in the Dungeon Master’s 
  Guide, but contains the spell align weapon instead. The 
  alignment is chosen when the oil is bought, not at the 
  moment of use. The Warmages stock the Lawful, Good, 
  and Chaotic versions of this item.  
   
  Favor of the House of Coriell: You have won favor 
  with a representative of the House of Coriell. You gain 
  Regional access to the following items (all in Arms and 
  Equipment 
  Guide): 
  boot 
  sheath; 
  grappling 
  hook, 
  collapsible; listening cCone. 
   
  PCs who are members of the War Mages of Killdeer 
  meta-organization also gain access to the following spells 
  (all in Spell Compendium): rainbow blast, weapon of impact, 
  wingbind. 
   
  ITEM ACCESS 
  APL 6 
  • 
  Silversheen (Adventure; DMG) 
  • 
  Oil of Align Weapon (Chaotic, Good, or Lawful) 
  (Adventure; CL 3rd; see above) 
  • 
  Large greatclub (Adventure; PHB) 
  • 
  Large javelin (Adventure; PHB) 
  • 
  Large hide armor (Adventure; PHB) 
  • 
  Ioun stone (incandescent blue sphere) (Adventure; DMG) 
   
  APL 8 (All of APL 6 plus the following) 
  • 
  Bracers of armor +2 (Regional; DMG) 
   
  APL 10 (All of APLs 6-8 plus the following) 
  • 
  Bracers of armor +3 (Regional; DMG) 
   
  APL 12 (All of APLs 6-10 plus the following) 
  • 
  Bracers of archery, lesser (Regional; DMG)  
   
  ONW7-01 The Orphans of the Storm 
   
  Page 23 
  
  APPENDIX 1: APL 6
  2: BUT YOU WILL DIE TODAY  
  KRAV 
  CR 5 
  Male human monk 5 
  LE Medium Humanoid (human) 
  Init +3; Senses Listen +9, Spot +9 
  Languages Ancient Suloise, Common, Giant  
  AC 16, touch 15, flat-footed 13 
   (+3 Dex, +1 class, +1 armor, +1 Wis); 5 ranks Balance, 5 
  ranks Tumble 
  hp 33 (5 HD) 
  Immune non-magical diseases  
  Fort +5, Ref +7, Will +5; Evasion, Still Mind 
  Speed 40 ft. (8 squares); 
  Melee Unarmed Strike +6 (1d8+2) or 
  Melee Unarmed Strike +5/+5 (1d8+2) with flurry or 
  Melee siangham +5 (1d6+2) 
  Ranged sling +6 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +9  
  Atk Options Improved Grapple, Stunning fist 5/day (DC 13) 
  Special Actions  
  Combat Gear  
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 8 
  SQ Ki strike, purity of body, slow fall 20 ft., still mind 
  Feats Blind-Fight, Deflect Arrows, Improved Grapple, 
  Improved Unarmed Strike, Stunning Fist, Weapon Focus 
  (unarmed strike)  
  Skills Balance +11, Jump +14, Listen +9, Spot +9, Tumble +13 
  Possessions combat gear plus siangham, sling, 10x bullets, 
  bracers of armor +1. 
  Ki Strike (Su) Krav’s unarmed attacks unarmed attacks are 
  treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Slow Fall (Ex) A monk within arm’s reach of a wall can use it 
  to slow her descent. When first using this ability, she 
  takes damage as if the fall were 20 feet shorter than it 
  actually is. 
  Still Mind (Ex) Krav gains a +2 bonus on saving throws 
  against spells and effects from the school of enchantment. 
   
  VASH 
  CR 5 
  Male human Cleric 5 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Ancient Sueloise, Common, Giant  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield) 
  hp 35 (5 HD)  
  Fort +7, Ref +3, Will +8 
  Speed 20 ft. in breastplate (4 squares), base movement 30 ft. 
  Melee heavy mace +3 (1d8)  
  Ranged light crossbow +4 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3  
  Atk Options Rebuke Undead 5/day, Spontaneous Inflict 
  Wounds 
  Special Actions  
  Combat Gear  
  Cleric Spells Prepared (CL 5th): 
   3rd—suggestionD (DC 17), cure serious wounds, prayer 
   2nd—invisibilityD, bull’s strength, hold person (DC 16), silence 
  (DC 15) 
   1st—commandD (DC 15), bane (DC 15), bless, cure light 
  wounds, protection from good 
   0—create water, cure minor wounds (3), purify food and drink. 
  D: Domain spell. Deity: Syrul. Domains: Domination, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 8, Wis 16, Cha 13 
  SQ  
  Feats Endurance, Silent Spell, Skill Focus (knowledge: 
  religion), Spell Focus (Enchantment)  
  Skills Concentration +6, Knowledge (religion) +10 
  Possessions combat gear plus heavy mace, light crossbow, 
  20x bolts, breastplate, buckler, cloak of resistance +1, 3 
  wooden holy symbols (Syrul), 2 spell component pouches, 
  2 letters. 
   
  5: SPELL AND STEEL 
  WARMAGE MELEE COMBATANT 
  CR 6 
  Male human fighter 6 
  LN Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Ancient Suloise, Common, Old Oeridian 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 armor) 
  hp 52 (6 HD)  
  Fort +7, Ref +3, Will +2 
  Speed 20 ft. in full plate (4 squares), base movement 30 ft.. 
  Melee great sword +10/+5 (2d6+6/19-20) or 
  Melee ranseur +9/+4 (2d4+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with ranseur) 
  Base Atk +6; Grp +9  
  Atk Options Improved Disarm, Improved Sunder, Power 
  Attack 
  Special Actions Quick Draw 
  Combat Gear  
  Abilities Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 8 
  SQ  
  Feats Combat Expertise, Improved Disarm, Improved 
  Sunder, Improved Toughness, Power Attack, Quick Draw, 
  Weapon Focus (great sword), Weapon Specialization 
  (great sword)  
  Skills Climb +6, Intimidate +8, Jump -1, Swim -1 
  Possessions combat gear plus 2 greatswords, guisarme, 
  ranseur, shortsword, 2 daggers, heavy mace, morningstar, 
  sap, full plate. 
   
  WARMAGE MAGE COMBATANT 
  CR 6 
  Female human Wizard 6 
  NG Medium Humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Abyssal, Auran, Celestial, Common, Draconic, 
  Ignan, Old Oeridian, Terran 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 25 (6 HD)  
  Fort +5, Ref +3, Will +9 
  Speed 30 ft. (6 squares) 
  Melee Unarmed attack +2 (1d3-1 nonlethal) 
  Space 5 ft.; Reach 5 ft. 
  ONW7-01 The Orphans of the Storm 
   
  Page 24 
  
  Base Atk +3; Grp +2  
  Atk Options  
  Special Actions  
  Combat Gear  
  Wizard Spells Prepared (CL 6th): 
   3rd—dispel magic, stinking cloud (DC 18), suggestion (DC 16) 
   2nd—blindness/deafness (DC 15), false life, glitterdust (DC 
  17), mirror image 
   1st—charm person (2) (DC 14), obscuring mist, ray of 
  enfeeblement (+4 touch) 
   0—flare (2) (DC 13), light, mage hand 
  �Already cast 
  Abilities Str 8, Dex 12, Con 13, Int 16, Wis 14, Cha 10 
  SQ  
  Feats Craft Wand, Great Fortitude, Greater Spell Focus 
  (Conjuration), Iron Will, Scribe Scroll, Spell Focus 
  (Conjuration) 
  Skills Concentration +10, Knowledge (arcana) +12, 
  Knowledge (history) +4, Knowledge (nature) +12, 
  Knowledge (the planes) +12, Speak Modern Languages –, 
  Spellcraft +14 
  Possessions combat gear plus 3 spell component pouches 
   
  6: WAR WITHOUT END  
  FLON AND TLOTH 
  CR 5 
  Male human ghost rogue 3 
  LN Medium Undead (augmented humanoid, incorporeal) 
  Init +7; Senses Darkvision 60 ft.; Listen +13, Spot +13 
  Languages Ancient Suloise, Common  
  AC 17, touch 17, flat-footed 14 
   (+3 Dex, +4 deflection); Dodge, Mobility, 5 ranks Balance, 5 
  ranks Tumble 
  Miss Chance Incorporeal 
  hp 21 (3 HD); Incorporeal  
  Immune Undead Traits 
  Resist Turn Resistance +4 
  Fort +1, Ref +6, Will +0; Evasion 
  Speed fly 30 ft. (6 squares) (perfect). 
  Melee incorporeal touch +5 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp – 
  Atk Options Sneak Attack +2d6 
  Special Actions Frightful Moan (DC 15) 
  Combat Gear  
  Abilities Str 12, Dex 16, Con –, Int 8, Wis 8, Cha 18 
  SQ Manifestation, rejuvenation, trap sense +1 
  Feats Dodge, Improved Initiative, Mobility  
  Skills Balance +9, Diplomacy +6, Gather Information +6, 
  Hide +17, Knowledge (local: the Splintered Sun) +4, 
  Listen +13, Move Silently +9, Search +7, Sense Motive +5, 
  Speak Modern Languages –, Spot +13, Tumble +9. 
  Possessions combat gear plus  
  Corrupting Touch (Su) A ghost that hits a living target with 
  its incorporeal touch attack deals 1d6 points of damage. 
  Against ethereal opponents, it adds its Strength modifier 
  to attack and damage rolls. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
  Frightful Moan (Su) A ghost can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a Will save (DC 15) or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A ghost 
  dwells on the Ethereal Plane and, as an ethereal creature, 
  it cannot affect or be affected by anything in the material 
  world. When a ghost manifests, it partly enters the 
  Material Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or spells, 
  with a 50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid objects 
  at will, and its own attacks pass through armor. A 
  manifested ghost always moves silently. A manifested 
  ghost can strike with its touch attack or with a ghost touch 
  weapon (see Ghostly Equipment, below). A manifested 
  ghost remains partially on the Ethereal Plane, where is it 
  not incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. The ghost’s incorporeality helps protect it from foes 
  on the Material Plane, but not from foes on the Ethereal 
  Plane. A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
  Rejuvenation (Su) In most cases, it’s difficult to destroy a 
  ghost through simple combat: The “destroyed” spirit will 
  often restore itself in 2d4 days. Even the most powerful 
  spells are usually only temporary solutions. A ghost that 
  would otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 +3) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good deal 
  of research. In the case of Flon and Tloth, they depart if 
  The Tears of Istus is destroyed or dismissed from the 
  Prime Material Plane. 
  Skills Ghosts have a +8 racial bonus on Hide, Listen, Search, 
  and Spot checks. 
   
  ONW7-01 The Orphans of the Storm 
   
  Page 25 
  
  APL 8
  2: BUT YOU WILL DIE TODAY  
  BREK AND CHEEV 
  CR 5 
  Male ogre barbarian 2 
  * Values between ( ) are while raging 
  CE Large Giant 
  Init -1; Senses Darkvision 60 ft., low-light vision; Listen +6, 
  Spot +6 
  Languages Giant  
  AC 16 (14), touch 8 (6), flat-footed 16 (14) 
   (-1 size, -1 Dex, +3 armor, +5 natural); Uncanny Dodge 
  hp 56 (68) (6 HD)  
  Fort +12 (+14), Ref +1, Will +3 (+5) 
  Speed 40 ft. in hide (8 squares), base movement 50 ft. 
  Melee Large greatclub +13 (2d8+12) or 
  Melee Large greatclub +15 (2d8+15) raging 
  Ranged Large javelin +3 (1d8+8) or 
  Ranged Large javelin +3 (1d8+10) raging 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +17 (+19)  
  Atk Options Power Attack, Rage 1/day (lasts 9 rds) 
  Special Actions  
  Combat Gear  
  Abilities Str 26 (30), Dex 8, Con 18 (22), Int 8, Wis 13, Cha 4 
  SQ  
  Feats Endurance, Power Attack, Weapon Focus (greatclub). 
  Skills Climb +8 (+10), Listen +6, Spot +6 
  Possessions combat gear plus 2x large great clubs, 5x large 
  javelins, large hide armor, cloak of resistance +1.   
    
  KRAV 
  CR 7 
  Male human monk 7 
  LE Medium Humanoid (human) 
  Init +3; Senses Listen +11, Spot +11 
  Languages Ancient Suloise, Common, Giant  
  AC 17, touch 16, flat-footed 14 
   (+3 Dex, +1 class, +2 armor, +1 Wis); 5 ranks Balance, 5 
  ranks Tumble 
  hp 52 (7 HD) 
  Immune non-magical diseases  
  Fort +6, Ref +8, Will +6; Evasion, Still Mind 
  Speed 50 ft. (10 squares); 
  Melee Unarmed Strike +8 (1d8+2) or 
  Melee Unarmed Strike +7/+7 (1d8+2) with flurry or 
  Melee siangham +7 (1d6+2) 
  Ranged sling +8 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +11  
  Atk Options Improved Grapple, Improved Trip (+6 
  modifier), Stunning fist 7/day (DC 14) 
  Special Actions Wholeness of body (14 hp) 
  Combat Gear  
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 8 
  SQ Ki strike, purity of body, slow fall 30 ft., still mind, 
  wholeness of body 
  Feats Blind-Fight, Deflect Arrows, Improved Grapple, 
  Improved Toughness, Improved Trip, Improved 
  Unarmed Strike, Stunning Fist, Weapon Focus (unarmed 
  strike)  
  Skills Balance +13, Jump +20, Listen +11, Spot +11, Tumble 
  +15 
  Possessions combat gear plus siangham, sling, 10x bullets, 
  bracers of armor +2. 
  Ki Strike (Su) Krav’s unarmed attacks unarmed attacks are 
  treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Slow Fall (Ex) A monk within arm’s reach of a wall can use it 
  to slow her descent. When first using this ability, she 
  takes damage as if the fall were 30 feet shorter than it 
  actually is. 
  Still Mind (Ex) Krav gains a +2 bonus on saving throws 
  against spells and effects from the school of enchantment. 
  Wholeness of Body (Su) A monk can heal her own wounds. 
  She can heal a number of hit points of damage equal to 
  twice her current monk level each day, and she can spread 
  this healing out among several uses. 
   
  VASH 
  CR 7 
  Male human cleric 5/divine oracle* 2 
  * Complete Divine 34 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Ancient Sueloise, Common, Giant  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield) 
  hp 47 (7 HD)  
  Fort +7, Ref +3, Will +11; Prescient Sense 
  Speed 20 ft. in breastplate (4 squares), base movement 30 ft. 
  Melee heavy mace +4 (1d8)  
  Ranged light crossbow +5 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options Rebuke Undead 5/day, Spontaneous Inflict 
  Wounds 
  Special Actions  
  Combat Gear  
  Cleric Spells Prepared (CL 7th, 9th Divination spells): 
   4th—confusionD (DC 18), recitation 
   3rd—suggestionD (DC 17), cure serious wounds, mass lesser 
  vigor, prayer 
   2nd—invisibilityD, bull’s strength, hold person (DC 16), silence 
  (DC 15) (2) 
   1st—commandD (DC 15), bane (DC 15), bless, cure light 
  wounds, protection from good, resurgence 
   0—create water, cure minor wounds (3), detect magic, purify 
  food and drink. 
  D: Domain spell. Deity: Syrul. Domains: Domination, Oracle, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 8, Wis 16, Cha 13 
  SQ Scry Bonus, trap sense +1 
  Feats Endurance, Divine Metamagic (Silent Spell), Silent 
  Spell, Skill Focus (knowledge: religion), Spell Focus 
  (Enchantment)  
  Skills Concentration +10, Knowledge (religion) +10 
  Possessions combat gear plus heavy mace, light crossbow, 
  20x bolts, breastplate, buckler, cloak of resistance +1, 3 
  wooden holy symbols (Syrul), 2 spell component pouches, 
  2 letters, the Videlicet Credo (a short holy text of Syrul; 
  focus for recitation), 55 gp. 
  Prescient Sense (Ex): If a divine oracle makes a successful 
  Reflex save against an attack that normally inflicts half 
  damage on a successful save (such as a red dragon’s fiery 
  breath or a fireball spell), she instead takes no damage, 
  ONW7-01 The Orphans of the Storm 
   
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  since her prescience allowed her to get out of the way 
  faster. This form of evasion works no matter what armor 
  the divine oracle wears, unlike the evasion ability used by 
  monks and rogues.      
  Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to 
  the save DC of all her divination (scrying) spells. 
   
  5: SPELL AND STEEL 
  WARMAGE MELEE COMBATANT 
  CR 8 
  Male human fighter 8 
  LN Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Ancient Suloise, Common, Old Oeridian 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 armor) 
  hp 70 (8 HD)  
  Fort +8, Ref +3, Will +2 
  Speed 20 ft. in full plate (4 squares), base movement 30 ft.. 
  Melee great sword +13/+8 (2d6+6/19-20) or 
  Melee ranseur +11/+6 (2d4+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with ranseur) 
  Base Atk +8; Grp +11  
  Atk Options Improved Disarm, Improved Sunder, Power 
  Attack 
  Special Actions Quick Draw 
  Combat Gear  
  Abilities Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 8 
  SQ  
  Feats Combat Expertise, Greater Weapon Focus (great 
  sword),  Improved Disarm, Improved Sunder, Improved 
  Toughness, Power Attack, Quick Draw, Weapon Focus 
  (great sword), Weapon Specialization (great sword)  
  Skills Climb +8, Intimidate +10, Jump +1, Swim +1 
  Possessions combat gear plus 2 greatswords, guisarme, 
  ranseur, shortsword, 2 daggers, heavy mace, morningstar, 
  sap, full plate. 
   
  WARMAGE MAGE COMBATANT 
  CR 8 
  Female human Wizard 8 
  NG Medium Humanoid (human) 
  Init +1; Senses Listen +2, Spot +2 
  Languages Abyssal, Auran, Celestial, Common, Draconic, 
  Ignan, Old Oeridian, Terran 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 41 (8 HD)  
  Fort +6, Ref +3, Will +10 
  Speed 30 ft. (6 squares) 
  Melee Unarmed attack +3 (1d3-1 nonlethal) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3  
  Atk Options  
  Special Actions  
  Combat Gear  
  Wizard Spells Prepared (CL 8th): 
   4th—confusion (DC 17), dimension door, summon monster IV 
   3rd—dispel magic, heroism, stinking cloud (DC 18), suggestion 
  (DC 16) 
   2nd—blindness/deafness (DC 15), false life, glitterdust (DC 
  17), mirror image, see invisibility 
   1st—charm person (2) (DC 14), grease (DC 16), obscuring 
  mist, ray of enfeeblement (+4 touch) 
   0—flare (2) (DC 13), light, mage hand 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 16, Wis 14, Cha 10 
  SQ  
  Feats Craft Wand, Great Fortitude, Greater Spell Focus 
  (Conjuration), Iron Will, Scribe Scroll, Spell Focus 
  (Conjuration) 
  Skills Concentration +12, Knowledge (arcana) +14, 
  Knowledge (history) +6, Knowledge (nature) +14, 
  Knowledge (the planes) +14, Speak Modern Languages –, 
  Spellcraft +16 
  Possessions combat gear plus 3 spell component pouches 
   
  6: WAR WITHOUT END  
  FLON AND TLOTH 
  CR 7 
  Male human ghost rogue 5 
  LN Medium Undead (augmented humanoid, incorporeal) 
  Init +7; Senses Darkvision 60 ft.; Listen +15, Spot +15 
  Languages Ancient Suloise, Common  
  AC 17, touch 17, flat-footed 14 
   (+3 Dex, +4 deflection); Dodge, Mobility, 5 ranks Balance, 5 
  ranks Tumble, Uncanny Dodge 
  Miss Chance Incorporeal 
  hp 35 (5 HD); Incorporeal  
  Immune Undead Traits 
  Resist Turn Resistance +4 
  Fort +1, Ref +7, Will +0; Evasion 
  Speed fly 30 ft. (6 squares) (perfect). 
  Melee incorporeal touch +6 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp – 
  Atk Options Sneak Attack +3d6 
  Special Actions Frightful Moan (DC 16) 
  Combat Gear  
  Abilities Str 12, Dex 17, Con –, Int 8, Wis 8, Cha 18 
  SQ Manifestation, rejuvenation, trap sense +1 
  Feats Dodge, Improved Initiative, Mobility  
  Skills Balance +12, Diplomacy +6, Gather Information +6, 
  Hide +19, Knowledge (local: the Splintered Sun) +6, 
  Listen +15, Move Silently +11, Search +9, Sense Motive +5, 
  Speak Modern Languages –, Spot +15, Tumble +11. 
  Possessions combat gear plus  
  Corrupting Touch (Su) A ghost that hits a living target with 
  its incorporeal touch attack deals 1d6 points of damage. 
  Against ethereal opponents, it adds its Strength modifier 
  to attack and damage rolls. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
  Frightful Moan (Su) A ghost can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a Will save (DC 16) or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A ghost 
  dwells on the Ethereal Plane and, as an ethereal creature, 
  it cannot affect or be affected by anything in the material 
  world. When a ghost manifests, it partly enters the 
  Material Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or spells, with 
  a 50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid objects 
  at will, and its own attacks pass through armor. A 
  manifested ghost always moves silently. A manifested 
  ONW7-01 The Orphans of the Storm 
   
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  Feats Due to its centaur-like construction, a zelekhut 
  qualifies for feats as if it had the Mounted Combat feat. 
  ghost can strike with its touch attack or with a ghost touch 
  weapon (see Ghostly Equipment, below). A manifested 
  ghost remains partially on the Ethereal Plane, where is it 
  not incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. The ghost’s incorporeality helps protect it from foes 
  on the Material Plane, but not from foes on the Ethereal 
  Plane. A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
  Skills A zelekhut has a +4 racial bonus on Search and Sense 
  Motive checks. 
   
  Rejuvenation (Su) In most cases, it’s difficult to destroy a 
  ghost through simple combat: The “destroyed” spirit will 
  often restore itself in 2d4 days. Even the most powerful 
  spells are usually only temporary solutions. A ghost that 
  would otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 +3) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good deal 
  of research. In the case of Flon and Tloth, they depart if 
  The Tears of Istus is destroyed or dismissed from the 
  Prime Material Plane. 
  Skills Ghosts have a +8 racial bonus on Hide, Listen, Search, 
  and Spot checks. 
   
  7: THE TEARS OF ISTUS 
  TEARS OF ISTUS 
  CR 11 
  Zelekhut, 16 HD 
  LN Large Construct (extraplanar, lawful) 
  Init +0; Senses Darkvision 60 ft., low-light vision; Listen +18, 
  Spot +18 
  Languages Common  
  AC 27, touch 9, flat-footed 27 
   (-1 size, +8 armor, +10 natural) 
  hp 118 (16 HD); fast healing 5; DR 10/chaotic 
  Immune Construct Traits 
  Resist –; SR 20 
  Fort +7, Ref +5, Will +9 
  Speed 35 ft. in plate barding (7 squares), base movement 50 
  ft., other movement mode fly 40 ft. (average) in plate 
  barding, base fly 60 ft. (average) 
  Melee spiked chain +18/18 (2d6+6 plus 2d6 electricity) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +22  
  Atk Options Power Attack, Ride-By-Attack, Spirited Charge 
  Special Actions  
  Combat Gear  
  Spell-Like Abilities (CL 16th): 
   At will—clairaudience/clairvoyance, dimensional anchor, dispel 
  magic, fear (DC 16), hold person (DC 15), locate creature, true 
  seeing 
   3/day—hold monster (DC 17), mark of justice 
   1/week—lesser geas (DC 16) 
  �Already cast 
  Abilities Str 23, Dex 11, Con –, Int 10, Wis 19, Cha 15 
  SQ  
  Feats Blind-Fight, Great Fortitude, Power Attack, Ride-By-
  Attack, Spirited Charge, Weapon Focus (spiked chain)  
  Skills Diplomacy +4, Listen +18, Search +9, Sense Motive 
  +13, Spot +18, Survival +4 (+6 when tracking) 
  Possessions combat gear plus incandescent blue sphere ioun 
  stone 
  ONW7-01 The Orphans of the Storm 
   
  Page 28 
  
  APL 10 
  2: BUT YOU WILL DIE TODAY  
  BREK AND CHEEV 
  CR 7 
  Male ogre barbarian 4 
  * Values between ( ) are while raging 
  CE Large Giant 
  Init -1; Senses Darkvision 60 ft., low-light vision; Listen +8, 
  Spot +7 
  Languages Giant  
  AC 16 (14), touch 8 (6), flat-footed 16 (14) 
   (-1 size, -1 Dex, +3 armor, +5 natural); Uncanny Dodge 
  hp 78 (94) (8 HD)  
  Fort +13 (+15), Ref +2, Will +4 (+6) 
  Speed 40 ft. in hide (8 squares), base movement 50 ft. 
  Melee Large greatclub +15/+10 (2d8+12) or 
  Melee Large greatclub +17/+12 (2d8+15) raging 
  Ranged Large javelin +5 (1d8+8) or 
  Ranged Large javelin +5 (1d8+10) raging 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +19 (+21)  
  Atk Options Power Attack, Rage 2/day (lasts 9 rds) 
  Special Actions  
  Combat Gear potion of cure light wounds 
  Abilities Str 27 (31), Dex 8, Con 18 (22), Int 8, Wis 13, Cha 4 
  SQ Trap Sense +1 
  Feats Endurance, Power Attack, Weapon Focus (greatclub). 
  Skills Climb +10 (+12), Listen +8, Spot +7 
  Possessions combat gear plus 2x large great clubs, 5x large 
  javelins, large hide armor, cloak of resistance +1.   
    
  KRAV 
  CR 9 
  Male human monk 9 
  LE Medium Humanoid (human) 
  Init +3; Senses Listen +11, Spot +11 
  Languages Ancient Suloise, Common, Giant  
  AC 18, touch 16, flat-footed 15 
   (+3 Dex, +1 class, +3 armor, +1 Wis); 5 ranks Balance, 5 
  ranks Tumble 
  hp 66 (9 HD) 
  Immune non-magical diseases  
  Fort +8, Ref +10, Will +8; Improved Evasion, Still Mind 
  Speed 60 ft. (12 squares); 
  Melee Unarmed Strike +9/+9/+4 (1d10+2) 
  Melee siangham +8/+8/+3 (1d6+2) 
  Ranged sling +9 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12  
  Atk Options Improved Grapple, Improved Trip (+6 
  modifier), Stunning fist 9/day (DC 15) 
  Special Actions Wholeness of body (18 hp) 
  Combat Gear potion of cure light wounds 
  Abilities Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 8 
  SQ Ki strike, purity of body, slow fall 40 ft., still mind, 
  wholeness of body 
  Feats Blind-Fight, Combat Reflexes,Deflect Arrows, 
  Improved Grapple, Improved Toughness, Improved Trip, 
  Improved Unarmed Strike, Stunning Fist, Weapon Focus 
  (unarmed strike)  
  Skills Balance +13, Jump +24, Listen +11, Spot +11, Tumble 
  +15 
  Possessions combat gear plus siangham, sling, 10x bullets, 
  bracers of armor +3, cloak of resistance +1. 
  Ki Strike (Su) Krav’s unarmed attacks unarmed attacks are 
  treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
  Slow Fall (Ex) A monk within arm’s reach of a wall can use it 
  to slow her descent. When first using this ability, she 
  takes damage as if the fall were 40 feet shorter than it 
  actually is. 
  Still Mind (Ex) Krav gains a +2 bonus on saving throws 
  against spells and effects from the school of enchantment. 
  Wholeness of Body (Su) A monk can heal her own wounds. 
  She can heal a number of hit points of damage equal to 
  twice her current monk level each day, and she can spread 
  this healing out among several uses. 
   
  VASH 
  CR 9 
  Male human cleric 5/divine oracle* 4 
  * Complete Divine 34 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Ancient Sueloise, Common, Giant  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield); Uncanny Dodge 
  hp 59 (9 HD)  
  Fort +8, Ref +4, Will +13; Prescient Sense 
  Speed 20 ft. in breastplate (4 squares), base movement 30 ft. 
  Melee heavy mace +5 (1d8)  
  Ranged light crossbow +6 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5  
  Atk Options Rebuke Undead 5/day, Spontaneous Inflict 
  Wounds 
  Special Actions  
  Combat Gear potion of cure light wounds 
  Cleric Spells Prepared (CL 9th, 11th Divination spells): 
   5th—greater commandD (DC 21), righteous wrath of the 
  faithful 
   4th—confusionD (DC 20), freedom of movement (2), recitation 
   3rd—dispel magic (2), suggestionD (DC 19), cure serious 
  wounds, mass lesser vigor 
   2nd—invisibilityD, bull’s strength, hold person (DC 18) (2), 
  silence (DC 16) (2) 
   1st—commandD (DC 17), bane (DC 17), bless, cure light 
  wounds, protection from good, resurgence 
   0—create water, cure minor wounds (3), detect magic, purify 
  food and drink. 
  D: Domain spell. Deity: Syrul. Domains: Domination, Oracle, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 8, Wis 19, Cha 13 
  SQ Divination Enhancement, Scry Bonus, trap sense +1 
  Feats Endurance, Divine Metamagic (Silent Spell), Greater 
  Spell Focus (Enchantment), Silent Spell, Skill Focus 
  (knowledge: religion), Spell Focus (Enchantment)  
  Skills Concentration +10, Knowledge (religion) +10 
  Possessions combat gear plus heavy mace, light crossbow, 
  20x bolts, breastplate, buckler, cloak of resistance +1, periapt 
  of wisdom, 3 wooden holy symbols (Syrul), 2 spell 
  component pouches, 2 letters, the Videlicet Credo (a short 
  holy text of Syrul; focus for recitation), 55 gp. 
  Divination Enhancement (Ex) A divine oracle may roll 
  twice and take the better result when using divination 
  spells such as augury or divination. 
  ONW7-01 The Orphans of the Storm 
   
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  Prescient Sense (Ex): If a divine oracle makes a successful 
  Reflex save against an attack that normally inflicts half 
  damage on a successful save (such as a red dragon’s fiery 
  breath or a fireball spell), she instead takes no damage, 
  since her prescience allowed her to get out of the way 
  faster. This form of evasion works no matter what armor 
  the divine oracle wears, unlike the evasion ability used by 
  monks and rogues.      
  Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to 
  the save DC of all her divination (scrying) spells. 
   
  5: SPELL AND STEEL 
  WARMAGE MELEE COMBATANT 
  CR 10 
  Male human fighter 10 
  LN Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Ancient Suloise, Common, Old Oeridian 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 armor) 
  hp 88 (10 HD)  
  Fort +9, Ref +4, Will +3 
  Speed 20 ft. in full plate (4 squares), base movement 30 ft.. 
  Melee great sword +15/+10 (2d6+6/17-20) or 
  Melee ranseur +13/+8 (2d4+4/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with ranseur) 
  Base Atk +10; Grp +13  
  Atk Options Combat Brute, Improved Disarm, Improved 
  Sunder, Power Attack 
  Special Actions Quick Draw 
  Combat Gear  
  Abilities Str 17, Dex 12, Con 14, Int 13, Wis 10, Cha 8 
  SQ  
  Feats Combat Brute, Combat Expertise, Greater Weapon 
  Focus (great sword),  Improved Critical (great sword), 
  Improved Disarm, Improved Sunder, Improved 
  Toughness, Power Attack, Quick Draw, Weapon Focus 
  (great sword), Weapon Specialization (great sword)  
  Skills Climb +10, Intimidate +12, Jump +3, Swim +3 
  Possessions combat gear plus 2 greatswords, guisarme, 
  ranseur, shortsword, 2 daggers, heavy mace, morningstar, 
  sap, full plate. 
   
  WARMAGE MAGE COMBATANT 
  CR 10 
  Female human Wizard 10 
  NG Medium Humanoid (human) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Abyssal, Auran, Celestial, Common, Draconic, 
  Ignan, Old Oeridian, Terran 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 51 (10 HD)  
  Fort +7, Ref +4, Will +11 
  Speed 30 ft. (6 squares) 
  Melee Unarmed attack +4 (1d3-1 nonlethal) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +4  
  Atk Options  
  Special Actions  
  Combat Gear  
  Wizard Spells Prepared (CL 10th): 
   5th—quickened charm person (DC 14) (2) 
   4th—confusion (DC 17), dimension door, Otiluke’s resilient 
  sphere (DC 17), summon monster IV 
   3rd—dispel magic, heroism, stinking cloud (DC 18), suggestion 
  (DC 16) 
   2nd—blindness/deafness (DC 15) (2), false life, glitterdust (DC 
  17), mirror image, see invisibility 
   1st—charm person (2) (DC 14), grease (DC 16), obscuring 
  mist, ray of enfeeblement (+4 touch) 
   0—flare (2) (DC 13), light, mage hand 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 16, Wis 14, Cha 10 
  SQ  
  Feats Craft Wand, Great Fortitude, Greater Spell Focus 
  (Conjuration), Iron Initiative, Iron Will, Quicken Spell, 
  Scribe Scroll, Spell Focus (Conjuration) 
  Skills Concentration +12, Knowledge (arcana) +14, 
  Knowledge (history) +6, Knowledge (nature) +14, 
  Knowledge (the planes) +14, Speak Modern Languages –, 
  Spellcraft +16 
  Possessions combat gear plus 3 spell component pouches 
   
  6: WAR WITHOUT END  
  FLON AND TLOTH 
  CR 9 
  Male human ghost rogue 7 
  LN Medium Undead (augmented humanoid, incorporeal) 
  Init +7; Senses Darkvision 60 ft.; Listen +17, Spot +17 
  Languages Ancient Suloise, Common  
  AC 17, touch 17, flat-footed 14 
   (+3 Dex, +4 deflection); Dodge, Mobility, 5 ranks Balance, 5 
  ranks Tumble, Uncanny Dodge 
  Miss Chance Incorporeal 
  hp 49 (7 HD); Incorporeal  
  Immune Undead Traits 
  Resist Turn Resistance +4 
  Fort +2, Ref +8, Will +1; Evasion 
  Speed fly 30 ft. (6 squares) (perfect); Spring Attack 
  Melee incorporeal touch +8 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp – 
  Atk Options Sneak Attack +4d6 
  Special Actions Frightful Moan (DC 17) 
  Combat Gear  
  Abilities Str 12, Dex 17, Con –, Int 8, Wis 8, Cha 18 
  SQ Manifestation, rejuvenation, trap sense +2 
  Feats Dodge, Improved Initiative, Mobility, Spring Attack 
  Skills Balance +14, Diplomacy +6, Gather Information +6, 
  Hide +21, Knowledge (local: the Splintered Sun) +8, 
  Listen +17, Move Silently +13, Search +11, Sense Motive 
  +5, Speak Modern Languages –, Spot +17, Tumble +13. 
  Possessions combat gear plus  
  Corrupting Touch (Su) A ghost that hits a living target with 
  its incorporeal touch attack deals 1d6 points of damage. 
  Against ethereal opponents, it adds its Strength modifier 
  to attack and damage rolls. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
  Frightful Moan (Su) A ghost can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a Will save (DC 17) or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A ghost 
  dwells on the Ethereal Plane and, as an ethereal creature, 
  it cannot affect or be affected by anything in the material 
  ONW7-01 The Orphans of the Storm 
   
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  world. When a ghost manifests, it partly enters the 
  Material Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or spells, 
  with a 50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid objects 
  at will, and its own attacks pass through armor. A 
  manifested ghost always moves silently. A manifested 
  ghost can strike with its touch attack or with a ghost touch 
  weapon (see Ghostly Equipment, below). A manifested 
  ghost remains partially on the Ethereal Plane, where is it 
  not incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. The ghost’s incorporeality helps protect it from foes 
  on the Material Plane, but not from foes on the Ethereal 
  Plane. A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
  Rejuvenation (Su) In most cases, it’s difficult to destroy a 
  ghost through simple combat: The “destroyed” spirit will 
  often restore itself in 2d4 days. Even the most powerful 
  spells are usually only temporary solutions. A ghost that 
  would otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 +3) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good deal 
  of research. In the case of Flon and Tloth, they depart if 
  The Tears of Istus is destroyed or dismissed from the 
  Prime Material Plane. 
  Skills Ghosts have a +8 racial bonus on Hide, Listen, Search, 
  and Spot checks. 
   
  7: THE TEARS OF ISTUS 
  TEARS OF ISTUS 
  CR 13 
  Zelekhut, 20 HD 
  LN Huge Construct (extraplanar, lawful) 
  Init +4; Senses Darkvision 60 ft., low-light vision; Listen +22, 
  Spot +22 
  Languages Common  
  AC 29, touch 8, flat-footed 29 
   (-2 size, +8 armor, +13 natural) 
  hp 150 (20 HD); fast healing 5; DR 10/chaotic 
  Immune Construct Traits 
  Resist –; SR 20 
  Fort +8, Ref +6, Will +10 
  Speed 35 ft. in plate barding (7 squares), base movement 50 
  ft., other movement mode fly 40 ft. (average) in plate 
  barding, base fly 60 ft. (average) 
  Melee spiked chain +24/24 (3d6+10 plus 2d6 electricity) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +33  
  Atk Options Power Attack, Ride-By-Attack, Spirited Charge 
  Special Actions  
  Combat Gear  
  Spell-Like Abilities (CL 20th): 
   At will—clairaudience/clairvoyance, dimensional anchor, 
  dispel magic, fear (DC 16), hold person (DC 15), locate 
  creature, true seeing 
   3/day—hold monster (DC 17), mark of justice 
   1/week—lesser geas (DC 16) 
  �Already cast 
  Abilities Str 31, Dex 10, Con –, Int 10, Wis 19, Cha 15 
  SQ  
  Feats Blind-Fight, Great Fortitude, Improved Initiative, 
  Power Attack, Ride-By-Attack, Spirited Charge, Weapon 
  Focus (spiked chain)  
  Skills Diplomacy +4, Listen +22, Search +9, Sense Motive 
  +13, Spot +22, Survival +4 (+6 when tracking) 
  Possessions combat gear plus incandescent blue sphere ioun 
  stone 
  Feats Due to its centaur-like construction, a zelekhut 
  qualifies for feats as if it had the Mounted Combat feat. 
  Skills A zelekhut has a +4 racial bonus on Search and Sense 
  Motive checks. 
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  APL 12 
  2: BUT YOU WILL DIE TODAY  
  BREK AND CHEEV 
  CR 9 
  Male ogre barbarian 6 
  * Values between ( ) are while raging 
  CE Large Giant 
  Init -1; Senses Darkvision 60 ft., low-light vision; Listen +10, 
  Spot +8 
  Languages Giant  
  AC 16 (14), touch 8 (6), flat-footed 16 (14) 
   (-1 size, -1 Dex, +3 armor, +5 natural); Improved Uncanny 
  Dodge 
  hp 100 (120) (10 HD)  
  Fort +14 (+16), Ref +3, Will +5 (+6) 
  Speed 40 ft. in hide (8 squares), base movement 50 ft. 
  Melee Large greatclub +17/+12 (2d8+12) or 
  Melee Large greatclub +19/+14 (2d8+15) raging 
  Ranged Large javelin +7 (1d8+8) or 
  Ranged Large javelin +5 (1d8+10) raging 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +21 (+23)  
  Atk Options Power Attack, Rage 2/day (lasts 9 rds) 
  Special Actions  
  Combat Gear potion of cure light wounds 
  Abilities Str 27 (31), Dex 8, Con 18 (22), Int 8, Wis 13, Cha 4 
  SQ Trap Sense +2 
  Feats Blind-Fight, Endurance, Power Attack, Weapon Focus 
  (greatclub). 
  Skills Climb +12 (+12), Listen +10, Spot +8 
  Possessions combat gear plus 2x large great clubs, 5x large 
  javelins, large hide armor, cloak of resistance +1.   
    
  KRAV 
  CR 11 
  Male human monk 11 
  LE Medium Humanoid (human) 
  Init +3; Senses Listen +11, Spot +11 
  Languages Ancient Suloise, Common, Giant  
  AC 20, touch 18, flat-footed 17 
   (+3 Dex, +1 deflection, +2 class, +3 armor, +1 Wis); 5 ranks 
  Balance, 5 ranks Tumble 
  hp 80 (11 HD) 
  Immune non-magical diseases, poison 
  Fort +9, Ref +11, Will +9; Improved Evasion, Still Mind 
  Speed 60 ft. (12 squares); 
  Melee Unarmed Strike +12/+12/+12/+7 (1d10+3) 
  Melee siangham +11/+11/+11/+6 (1d6+3) 
  Ranged sling +11 (1d4+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +15  
  Atk Options Improved Grapple, Improved Trip (+7 
  modifier), Stunning fist 11/day (DC 16) 
  Special Actions Wholeness of body (22 hp) 
  Combat Gear potion of cure light wounds 
  Abilities Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 8 
  SQ Ki strike, diamond body, purity of body, slow fall 50 ft., 
  still mind, wholeness of body 
  Feats Blind-Fight, Combat Reflexes, Deflect Arrows, 
  Improved Grapple, Improved Toughness, Improved Trip, 
  Improved Unarmed Strike, Stunning Fist, Weapon Focus 
  (unarmed strike)  
  Skills Balance +15, Jump +27, Listen +13, Spot +13, Tumble 
  +17 
  Possessions combat gear plus siangham, sling, 10x bullets, 
  bracers of armor +3, ring of protection +1, cloak of resistance +1, 
  gauntlets of ogre power. 
  Ki Strike (Su) Krav’s unarmed attacks unarmed attacks are 
  treated as magic and lawful weapons for the purpose of 
  dealing damage to creatures with damage reduction. 
  Slow Fall (Ex) A monk within arm’s reach of a wall can use it 
  to slow her descent. When first using this ability, she 
  takes damage as if the fall were 50 feet shorter than it 
  actually is. 
  Still Mind (Ex) Krav gains a +2 bonus on saving throws 
  against spells and effects from the school of enchantment. 
  Wholeness of Body (Su) A monk can heal her own wounds. 
  She can heal a number of hit points of damage equal to 
  twice her current monk level each day, and she can spread 
  this healing out among several uses. 
   
  VASH 
  CR 11 
  Male human cleric 5/divine oracle* 6 
  * Complete Divine 34 
  NE Medium Humanoid (human) 
  Init +1; Senses Listen +4, Spot +4 
  Languages Ancient Sueloise, Common, Giant  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +5 armor, +1 shield); Improved Uncanny Dodge 
  hp 69 (11 HD)  
  Fort +9, Ref +5, Will +14; Prescient Sense 
  Speed 20 ft. in breastplate (4 squares), base movement 30 ft. 
  Melee heavy mace +6 (1d8)  
  Ranged light crossbow +7 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6  
  Atk Options Rebuke Undead 5/day, Spontaneous Inflict 
  Wounds 
  Special Actions  
  Combat Gear potion of cure light wounds 
  Cleric Spells Prepared (CL 11th, 13th Divination spells): 
   6th—harm (DC 20), misleadD (DC 20) 
   5th—flame strike (DC 19), greater commandD (DC 21), 
  righteous wrath of the faithful 
   4th—confusionD (DC 20), freedom of movement (2), greater 
  magic weapon, recitation 
   3rd—dispel magic (2), cure serious wounds, magic vestment, 
  mass lesser vigor, suggestionD (DC 19) 
   2nd—invisibilityD, bull’s strength, hold person (DC 18) (2), 
  silence (DC 16) (2) 
   1st—commandD (DC 17), bane (DC 17), cure light wounds, 
  protection from good, resurgence, shield of faith (2) 
   0—create water, cure minor wounds (3), detect magic, purify 
  food and drink. 
  D: Domain spell. Deity: Syrul. Domains: Domination, Oracle, 
  Trickery  
  �Already cast 
  Abilities Str 10, Dex 12, Con 14, Int 8, Wis 19, Cha 13 
  SQ Divination Enhancement, Scry Bonus, trap sense +2 
  Feats Endurance, Divine Metamagic (Silent Spell), Greater 
  Spell Focus (Enchantment), Silent Spell, Skill Focus 
  (knowledge: religion), Spell Focus (Enchantment)  
  Skills Concentration +14, Knowledge (religion) +10 
  Possessions combat gear plus heavy mace, light crossbow, 
  20x bolts, breastplate, buckler, lesser bracers of archery, cloak 
  of resistance +1, periapt of wisdom, 3 wooden holy symbols 
  (Syrul), 2 spell component pouches, 2 letters, the Videlicet 
  ONW7-01 The Orphans of the Storm 
   
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  Credo (a short holy text of Syrul; focus for recitation), 55 
  gp. 
  Divination Enhancement (Ex) A divine oracle may roll 
  twice and take the better result when using divination 
  spells such as augury or divination. 
  Prescient Sense (Ex): If a divine oracle makes a successful 
  Reflex save against an attack that normally inflicts half 
  damage on a successful save (such as a red dragon’s fiery 
  breath or a fireball spell), she instead takes no damage, 
  since her prescience allowed her to get out of the way 
  faster. This form of evasion works no matter what armor 
  the divine oracle wears, unlike the evasion ability used by 
  monks and rogues.      
  Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to 
  the save DC of all her divination (scrying) spells. 
   
  5: SPELL AND STEEL 
  WARMAGE MELEE COMBATANT 
  CR 12 
  Male human fighter 12 
  LN Medium Humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Ancient Suloise, Common, Old Oeridian 
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +8 armor); Dodge 
  hp 108 (12 HD)  
  Fort +10, Ref +5, Will +4 
  Speed 20 ft. in full plate (4 squares), base movement 30 ft.. 
  Melee great sword +18/+13/+8 (2d6+10/17-20) or 
  Melee ranseur +16/+11/+6 (2d4+6/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with ranseur) 
  Base Atk +12; Grp +16  
  Atk Options Combat Brute, Improved Disarm, Improved 
  Sunder, Power Attack 
  Special Actions Quick Draw 
  Combat Gear  
  Abilities Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 8 
  SQ  
  Feats Combat Brute, Combat Expertise, Dodge, Greater 
  Weapon Focus (great sword),  Greater Weapon 
  Specialization (great sword) , Improved Critical (great 
  sword), Improved Disarm, Improved Sunder, Improved 
  Toughness, Power Attack, Quick Draw, Weapon Focus 
  (great sword), Weapon Specialization (great sword)  
  Skills Climb +11, Intimidate +12, Jump +4, Swim +4 
  Possessions combat gear plus 2 greatswords, guisarme, 
  ranseur, shortsword, 2 daggers, heavy mace, morningstar, 
  sap, full plate. 
   
  WARMAGE MAGE COMBATANT 
  CR 12 
  Female human Wizard 12 
  NG Medium Humanoid (human) 
  Init +5; Senses Listen +2, Spot +2 
  Languages Abyssal, Auran, Celestial, Common, Draconic, 
  Ignan, Old Oeridian, Terran 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 61 (12 HD)  
  Fort +8, Ref +5, Will +12 
  Speed 30 ft. (6 squares) 
  Melee Unarmed attack +5 (1d3-1 nonlethal) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +5  
  Atk Options  
  Special Actions  
  Combat Gear  
  Wizard Spells Prepared (CL 12th): 
   6th—quickened blindness/deafness (DC 15), quickened 
  Tasha’s hideous laughter (DC 15) 
   5th—quickened charm person (DC 14) (2), silent dimension 
  door 
   4th—fear (DC 17), Otiluke’s resilient sphere (DC 17), silent 
  dispel magic, summon monster IV 
   3rd—dispel magic, heroism, stinking cloud (DC 18) (2), 
  suggestion (DC 16) 
   2nd—blindness/deafness (DC 15) (2), false life, glitterdust (DC 
  17), mirror image, see invisibility 
   1st—charm person (2) (DC 14), grease (DC 16), obscuring 
  mist, ray of enfeeblement (+4 touch) 
   0—flare (2) (DC 13), light, mage hand 
  �Already cast 
  Abilities Str 8, Dex 12, Con 14, Int 17, Wis 14, Cha 10 
  SQ  
  Feats Craft Wand, Great Fortitude, Greater Spell Focus 
  (Conjuration), Iron Initiative, Iron Will, Quicken Spell, 
  Scribe Scroll, Silent Spell, Spell Focus (Conjuration) 
  Skills Concentration +14, Knowledge (arcana) +16, 
  Knowledge (history) +8, Knowledge (nature) +16, 
  Knowledge (the planes) +16, Speak Modern Languages –, 
  Spellcraft +18 
  Possessions combat gear plus 3 spell component pouches 
   
  6: WAR WITHOUT END  
  FLON AND TLOTH 
  CR 11 
  Male human ghost rogue 9 
  LN Medium Undead (augmented humanoid, incorporeal) 
  Init +8; Senses Darkvision 60 ft.; Listen +19, Spot +19 
  Languages Ancient Suloise, Common  
  AC 18, touch 18, flat-footed 14 
   (+4 Dex, +4 deflection); Dodge, Mobility, 5 ranks Balance, 5 
  ranks Tumble, Elusive Target, Improved Uncanny Dodge 
  Miss Chance Incorporeal 
  hp 63 (9 HD); Incorporeal  
  Immune Undead Traits 
  Resist Turn Resistance +4 
  Fort +3, Ref +9, Will +2; Evasion 
  Speed fly 30 ft. (6 squares) (perfect); Spring Attack 
  Melee incorporeal touch +10/+5 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp – 
  Atk Options Sneak Attack +5d6 
  Special Actions Frightful Moan (DC 18) 
  Combat Gear  
  Abilities Str 12, Dex 18, Con –, Int 8, Wis 8, Cha 18 
  SQ Manifestation, rejuvenation, trap sense +2 
  Feats Dodge, Elusive Target, Improved Initiative, Mobility, 
  Spring Attack 
  Skills Balance +15, Diplomacy +10, Gather Information +10, 
  Hide +24, Knowledge (local: the Splintered Sun) +8, 
  Listen +19, Move Silently +14, Search +11, Sense Motive 
  +5, Speak Modern Languages –, Spot +19, Tumble +16. 
  Possessions combat gear plus  
  Corrupting Touch (Su) A ghost that hits a living target with 
  its incorporeal touch attack deals 1d6 points of damage. 
  Against ethereal opponents, it adds its Strength modifier 
  to attack and damage rolls. Against nonethereal 
  opponents, it adds its Dexterity modifier to attack rolls 
  only. 
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  Frightful Moan (Su) A ghost can emit a frightful moan as a 
  standard action. All living creatures within a 30-foot 
  spread must succeed on a Will save (DC 18) or become 
  panicked for 2d4 rounds. This is a sonic necromantic 
  mind-affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by the same 
  ghost’s moan for 24 hours. 
  Manifestation (Su) Every ghost has this ability. A ghost 
  dwells on the Ethereal Plane and, as an ethereal creature, 
  it cannot affect or be affected by anything in the material 
  world. When a ghost manifests, it partly enters the 
  Material Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only by 
  other incorporeal creatures, magic weapons, or spells, 
  with a 50% chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through solid objects 
  at will, and its own attacks pass through armor. A 
  manifested ghost always moves silently. A manifested 
  ghost can strike with its touch attack or with a ghost touch 
  weapon (see Ghostly Equipment, below). A manifested 
  ghost remains partially on the Ethereal Plane, where is it 
  not incorporeal. A manifested ghost can be attacked by 
  opponents on either the Material Plane or the Ethereal 
  Plane. The ghost’s incorporeality helps protect it from foes 
  on the Material Plane, but not from foes on the Ethereal 
  Plane. A ghost has two home planes, the Material Plane 
  and the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
  Rejuvenation (Su) In most cases, it’s difficult to destroy a 
  ghost through simple combat: The “destroyed” spirit will 
  often restore itself in 2d4 days. Even the most powerful 
  spells are usually only temporary solutions. A ghost that 
  would otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 +3) against DC 16. As a 
  rule, the only way to get rid of a ghost for sure is to 
  determine the reason for its existence and set right 
  whatever prevents it from resting in peace. The exact 
  means varies with each spirit and may require a good deal 
  of research. In the case of Flon and Tloth, they depart if 
  The Tears of Istus is destroyed or dismissed from the 
  Prime Material Plane. 
  Skills Ghosts have a +8 racial bonus on Hide, Listen, Search, 
  and Spot checks. 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Divine Metamagic [Divine] 
  You can channel energy into some of your divine spells 
  to make them more powerful. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat. This feat applies only to that 
  metamagic feat. As a free action, you can take the 
  energy from turning or rebuking undead and use it to 
  apply a metamagic feat to spells that you know. You 
  must spend one turn or rebuke attempt, plus an 
  additional attempt for each level increase in the 
  metamagic feat you’re using. For example, Jozan the 
  cleric could sacrifice three turn attempts to empower a 
  holy smite he’s casting. Because you’re using positive or 
  negative energy to augment your spells, the spell slot 
  for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times. 
  Each time you take this feat choose a different 
  metamagic feat to which to apply it. 
   
  Source: Complete Divine 80 
   
  Combat Brute [Tactical] 
  You employ strength and leverage to great effect in 
  battle. 
   
  Prerequisites: Improved Sunder, Power Attack, 
  base attack bonus +6. 
   
  Benefit: The Combat Brute feat enables the use of 
  three tactical maneuvers. 
   
  Advancing Blows: To use this maneuver, you must 
  make a successful bull rush attempt against a foes. 
  During the next round, all your attacks against that foe 
  gain a+1 bonus to attack and damage rolls for each 
  square your bull rush moved that foe. For example, if 
  you pushed an orc back 10 (2 squares) feet with a bull 
  rush, you would gain a +2 bonus on attack and damage 
  rolls against that orc on the following round. 
   
  Sundering Cleave: To use this maneuver, you must 
  destroy a foe’s weapon or shield with a successful 
  sunder attempt (see page 158 of the Player’s Handbook). 
  If you do so, you gain an immediate additional melee 
  attack against the foe. The additional attack is with the 
  same weapon and at the same attack bonus as the attack 
  that destroyed the weapon or shield. 
   
  Momentum Swing: To use this maneuver, you must 
  charge a foe in the first round, and you must make an 
  attack using your Power Attack feat in the second 
  round. The penalty you take on your attack roll must 
  be -5 or worse. Your attacks during the second round 
  gain a bonus equal to your attack roll penalty x 1-1/2, or 
  x 3 if you’re using a two-handed weapon or a one-
  handed weapon wielded in two hands. For instance, if 
  you choose to take a -6 penalty on your attack roll, you 
  can deal an extra 9 points of damage, or an extra 18 
  points if you’re using a two-handed weapon or a one-
  handed weapon wielded in two hands. 
   
  Special: A fighter may select Combat Brute as one 
  of his fighter bonus feats. 
   
  Source:  Complete Warrior 110 
   
  Elusive Target [Tactical] 
  Trying to land a blow on you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical manoeuvres. 
   
  Negate Power Attack: To use this manoeuvre, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this manoeuvre, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed. If the designated attacker is making a full attack 
  against you, its second and subsequent attacks function 
  normally. 
   
  Cause Overreach:  To use this manoeuvre, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe and the foe 
  does not get a chance to rip you if your attempt fails. 
   
  Source: Complete Warrior 110 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Source: Complete Warrior 101 
   
  SPELLS 
  Recitation 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Target: All allies within a 60 ft.-radius burst centered 
  on you. 
  Duration: 1 round/level 
  ONW7-01 The Orphans of the Storm 
   
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  Saving Throw: None 
  Spell Resistance: Yes 
   
  The spell affects all allies within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus to 
  AC, on attack rolls, and on saving throws, or a +3 luck 
  bonus if they worship the same deity as you.  
   
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus.  
   
  Source: Spell Compendium 170 
   
  Resurgence 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject of a resurgence spell can make a second 
  attempt to save against an ongoing spell, spell-like 
  ability, or supernatural ability, such as dominate person. 
  If the subject of resurgence is affected by more than one 
  ongoing magical effect, the subject chooses one of 
  them to retry the save against. If the subject succeeds 
  on the saving throw on the second attempt, the effect 
  ends immediately. Resurgence never restores hit points 
  or ability score damage, but it does eliminate any 
  conditions such as shaken, fatigued, or nauseated that 
  were caused by a spell, spell-like ability, or supernatural 
  ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn’t allow a save (such as power word stun), then 
  resurgence won’t help the subject recover. 
   
  Source: Spell Compendium 174 
   
  Righteous Wrath of the Faithful  
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 5, Purification 7 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Target: Allies within a 30 ft.-radius burst centered on 
  you. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Allies gain one additional melee attack each round, at 
  their highest attack bonus, when making a full attack. 
  (This additional attack is not cumulative with other 
  effects that grant extra attacks, such as a haste spell.) 
  They also gain a +3 morale bonus on melee attack rolls 
  and damage rolls. (This bonus on melee attack rolls 
  does stack with the bonus provided by haste.) 
   
  Source: Spell Compendium 177 
   
  Vigor, Lesser 
  Conjuration (Healing) 
  Level: Cleric 1, druid 1 
  Components: V, S,  
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject gains fast healing 1, enabling it to heal 1 hit 
  point per round until the spell ends and automatically 
  becoming stabilized if it begins dying from hit point 
  loss during that time. Lesser vigor does not restore hit 
  points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow or attach lost body 
  parts. 
   
  The effects of multiple vigor spells do not stack; 
  only the highest-level effect applies. 
   
  Source: Spell Compendium 229 
   
  Vigor, Mass Lesser 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Components: V, S,  
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Target: One creature/2 levels, no two of which are 
  more than 30 ft. apart. 
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
   
  This spell functions like lesser vigor, except that it 
  affects multiple creatures. 
   
  Source: Spell Compendium 229 
  ONW7-01 The Orphans of the Storm 
   
  Page 36 
  
  APPENDIX 3: A TIME LINE
  The chronology involved in this module is sometimes 
  rather complicated. This timeline is therefore intended 
  to help the DM keep track of the relevant dates, and 
  also to put ONW7-02 Orphans of the Storm in the context 
  of wider happenings in the Flanaess at large (in italics). 
  It is not a handout for players.  
   
  The timeline is indebted to Ivid the Undying [Carl 
  Sargent] and Paul Looby’s History of the Aerdy, as well as 
  the current ODT for the material relating to the Fall of 
  Scant. 
   
  CY 549 Krennel Ithlin is born in Killdeer. 
   
  CY 556 Ivid V, last Overking of the old Great Kingdom, 
  ascends to the Malachite Throne. 
   
  CY 558 Dralna Ithlin, Krennel’s younger sister, is born 
  in Killdeer. 
   
  CY 577 Krennel Ithlin becomes a Warmage of Killdeer. 
   
  CY 582-3 The Greyhawk Wars begin. Herzog Chelor of South 
  Province is executed by Ivid V for incompetence, and is 
  replaced by Ithlin’s kinsman, Reydrich the archmage.   
   
  CY 584 Onnwal falls to the Scarlet Brotherhood. 
  Krennel Ithlin, like other Warmages, joins the 
  Resistance. South Province, under Reydrich, secedes from the 
  old Great Kingdom. The Greyhawk Wars end. 
   
  CY 586 Senior Scarlet Brotherhood Herdsmen in 
  Onnwal are assassinated in a powerful magical attack. 
  Reydrich is widely believed to be behind the assault. 
  The Brewfest Rebellion begins. South Province becomes 
  Ahlissa. Reydrich is himself assassinated by the Scarlet Sign, 
  but returns from the dead through magical means. 
   
  Summer, 
  CY 587  Krennel Ithlin seeks an audience with his 
  kinsman Reydrich in Zelradton, petitioning for further 
  aid against the hated Brotherhood. Reydrich promises 
  his aid. 
   
  Late Autumn, 
  CY 587  Krennel Ithlin receives The Tears of Istus from 
  Reydrich.  
   
  Winter, CY 587 Krennel Ithlin and The Tears of Istus 
  “liberate” Fernit. The construct remains in the shrine of 
  Jascar, while Ithlin flees back to Killdeer.  
   
  Brewfest 3, CY 588 Ithlin writes the journal entry 
  which the PCs may discover in his house (Player’s 
  Handout 3). 
   
  CY 589 Ithlin’s son Kareth is born. Ithlin’s wife Turana 
  dies in childbirth. 
   
  Ready’reat 5, 
  CY 595 The Fall of Scant. Ithlin dies valiantly covering 
  the retreat of his men from the city. Dharnok Vash and 
  his associates also succeed in fleeing before the final 
  pyroclast claims Scant. Vash receives visions from 
  Syrul concerning Ithlin’s scheme and his own fate. The 
  mad priest begins his trek across Onnwal to the site of 
  his likely demise. 
   
  Coldeven 5, 
  CY 596 The adventure begins. 
   
  ONW7-01 The Orphans of the Storm 
   
  Page 37 
  
  APPENDIX 4: MAP SPELL AND STEEL 
   
   
  ONW7-01 The Orphans of the Storm 
   
  Page 38 
  
  PLAYER HANDOUT 1 
   
  Vash, 
   
  Your decision to escape by way of Irongate does you credit; few appreciate as 
  you that the Oathbreaker rewards the bold in heart above the craven. Far better 
  to brave the Headlands and their Hunger Within than await the tender mercies of 
  the turncoat slaves and attendant rabble; remember Krennel Ithlin, and consider 
  what The Tears of Istus wrought. The Blood shall prevail, 
   
  Yaltok Vrar. 
   
   
  PLAYER HANDOUT 2 
  Greetings, my nemeses. 
   
  As you are reading this, I am most likely dead; not that you, of all people, need to be 
  told that. The Oathbreaker Herself has informed me that you will come this day, and 
  that our trial of strength will shortly follow. As I write, I do not know for sure whether 
  I will conquer you, or you me; there is more than one reason why the Tongue is 
  Forked. Perhaps I am the one reading this with a smile, over your corpses. But the 
  realist in me doubts it. 
   
  In truth, if all is over, I am glad that it is so. Better by far to be broken on the field of 
  battle than to loiter on in peacetime – a weapon that has outlasted its utility, and 
  become only an embarrassment. No doubt it is to the common weal that swords be 
  beaten into ploughshares – but the sword itself may beg leave to differ. 
   
  What is there for you now, swords, with your Occupation gone? What will you do in 
  the daytime, you orphans of the storm? 
   
  The Oathbreaker bears two weapons. One is called Small Lie. One is called Harsh 
  Truth, 
   
  Yours, in Brotherhood, 
   
  Dharnok Vash. 
  ONW7-01 The Orphans of the Storm 
   
  Page 39 
  
  PLAYER HANDOUT 3: FRAGMENT OF A JOURNAL 
  (in Old Oeridian; only hand this out if the PCs have a way of understanding it): 
   
  Brewfest 3 CY 588 
   
  The dreams returned last night. When I shut my eyes, I see Fernit again, 
  and The Tears of Istus. What if it stirs once more? What hope is there for 
  the Rebellion then? 
   
  R. continues to ignore my sendings. Surely one as puissant as he must 
  have the means to stop it? One would think that our ties of blood would 
  sway him now, as when first I sought out his aid; but clearly one would 
  be mistaken. It is for me alone to make this right, if I can. 
   
  A thought: it is of Law, albeit corrupted. Mayhap a weapon imbued with 
  the might of Chaos unbridled could... 
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYER HANDOUT 4: A NOTE IN THE ARCHIVES 
  (in Old Oeridian; only hand this out if the PCs have a way of understanding it):  
   
  Tears: to consider- 
   
  Likely to stay in Fernit? 
   
  Shrugs off many spells; sees true. 
   
  Plan? Can R. help? 
  ONW7-01 The Orphans of the Storm 
   
  Page 40 
  
  PLAYER HANDOUT 5: MAGE DUEL RULES 
  • 
  The contestants may not inflict lethal damage on one another by spells or any other means. Summoned 
  creatures may not inflict lethal damage either. Non-lethal damage is acceptable. 
  • 
  The contestants may touch one another physically only to deliver spells. They may not use Improved 
  Unarmed Strike to inflict damage while so doing. 
  • 
  The contestants may not use spells or create effects on one another that kill, cause ability drain, or 
  produce a permanent or enduring effect that cannot easily be reversed with break enchantment or weaker 
  magic. The basic idea is that no harm should be done to either opponent that cannot easily be fixed with 
  the appropriate spell. For example, plane shifting an opponent to the Plane of Elemental Fire is not 
  permissible.  
  The DM has discretion as to what is sensible here. Players may find it helpful to get rulings on 
  ambiguous cases from the DM before the fight if they are planning on using a “grey” spell. 
  • 
  Both contestants arrive on the field 1 hour before the appointed time. Neither party is permitted to cast 
  any spell until the time of the duel (spells lasting for more than one hour cast before this time are fine). 
  • 
  Neither contestant may use any magic item or active supernatural or spell-like ability in the course of the 
  duel. 
  • 
  At the appointed time, the contestants roll for initiative. 
  • 
  First Round: each contestant casts any spell that can be cast so as to affect only the caster. 
  • 
  Second Round: each contestant readies an action to counterspell (this is so that whoever won initiative 
  does not gain an advantage that the opponent has no opportunity to counter).   
  • 
  Third Round: the duel begins. 
  • 
  The duel ends when one of the combatants yields, is unconscious, is unable to take standard actions for 
  three consecutive rounds, or does not move from a given square for three consecutive rounds (Warmage 
  diviners are using contest-specific magic to keep track of this). 
  • 
  If neither combatant has any offensive spells left, the duel is a draw. Jart regards this as a performance 
  good enough to win entry to the archive. 
   
   
  ONW7-01 The Orphans of the Storm 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/597/Normal Scenarios/ONW7-01 - Orphans of the Storm (APL 6-12)/ONW7-01 - Orphans of the Storm.pdf