TEXT: PER5-08 
   
   
   
   
   
  Bitter Winds, Brother’s Sorrow 
   
  A One-Round D&D Living Greyhawk
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
  by Dean Bailey 
  Reviewed by Chris Tulach 
   
  The mighty Lake Quag is a dangerous place for Vestmeer sailors without the added risk of piracy, but piracy seems to be 
  rampant these days.  When a lone survivor washes up on shore from a recent attack, it looks like the culprits can now 
  been identified.  Will the victim’s cries for vengeance be heard and what does all this have to do with the Church of 
  Zilchus. 
  A Perrenland regional adventure for APL 4-12, set in the Schwartzenbruin city of Meerstadt. 
  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 AND THE ADVENTURE AUTHOR OR AUTHORS. 
  VISIT THE LIVING GREYHAWK WEBSITE AT WWW.RPGA.COM 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  baparis@ozemail.com.au; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use the sidebar 
  chart 
  to 
  determine the 
  number 
  of 
  levels you add to the sum of step one. Add each 
  character’s 
  animals 
  separately. 
  Animals 
  with 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Bitter Winds, Brother’s Sorrow 
   
  Page 2 
  
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round; all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In recent years, the church of Zilchus has lost favour 
  with the people of Perrenland, especially the powerful 
  elite. The common perception is that the church cares for 
  nothing except making money, and is willing to go to any 
  lengths to do so.  This perception has been enhanced by a 
  number of less than honest members of the clergy who 
  have greatly tarnished the reputation of the great 
  Guildmaster.  But this perception is changing.  In the 
  newly founded town of Schwungelstad, the church of 
  Zilchus has started to achieve acceptance. 
        However not all is going smoothly for the church.  
  Somewhere in the background is a group working 
  against its interests.  So far the evidence is suggesting that 
  this group is a splinter cult of the main church that are 
  more interested in making a quick profit than providing 
  an honest product.  
        First evidence of this group was when a number of 
  adventures discovered a trio of its members hidden in the 
  old gold mine.  All that was discovered was their plan to 
  raid caravans and push up prices, and the name ‘Balcasis’.  
        With the cell discovered in Schwungelstad, the 
  splinter group has changed their plans somewhat.  The 
  increased pirate activity on the great lake is mostly being 
  organised by this cult (although the majority of raids are 
  actually pirates that have been either duped or sub-
  contracted by the cult).  This has disrupted much of the 
  shipping for the Vestmeers on the western shore of the 
  lake.  The Vestmeers have of course blamed the 
  Bitter Winds, Brother’s Sorrow 
   
  Page 3 
  
  Oostmeers for the raids citing as evidence that fact that 
  the Oostmeers have been relatively untouched by the 
  pirate activity.  The Oostmeers have counterclaimed that 
  it is because the Vestmeers are so inept that the pirates 
  are merely attacking a soft target.  This has further 
  strained the tensions between the two clans. 
        Coming into the mix is Brar Shekem.  With the 
  discovery of the Mithral deposit in the old gold mine, 
  Brar Shekem has become one of the most respected and 
  important members of the church of Zilchus.  Brar 
  Shekem is also an Oostmeer who originally hailed from 
  the city of Traft before finding his calling.  (His original 
  name was Leohart Vissjâger).  This (in the eyes of the 
  cult) make Shekem a good rube for the cult’s activity as if 
  they succeed in implicating Shekem, then the church of 
  Zilchus will also appear to be a puppet of the Oostmeers, 
  further destroying their credibility in the eyes of some 
  clans. (There also seems to be a personal vendetta 
  between Balcasis and Shekem.  This will come out in part 
  3).   
        To do this they have arranged for Shekem to be 
  delivered a letter detailing a business deal too good to 
  resist, to draw him to Meerstadt.  While he is in the city 
  they will attack a ship, this time leaving a wounded 
  survivor.  The leader of the pirates will be one of the 
  priests of the cult, disguised as Shekem.  When the 
  survivor reports what he has seen, Shekem and the 
  Church of Zilchus will be blamed for the raids. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs get given a brief rundown on 
  Meerstadt and the happenings in the city and are 
  informed of the pirate attacks. 
        Encounter One: At the Meermaid’s Rest, the PCs 
  meet Brar Shekem.  Some may have met him before; 
  others may be meeting him for the first time.  Brar 
  Shekem explains that he is here on a business trip for the 
  Church of Zilchus. 
        Encounter Two: The chat with Brar Shekem is 
  interrupted when news comes of a survivor from one of 
  the pirate attacks.  Brar Shekem goes with the mob to see 
  the survivor, and while there he is identified as the 
  ringleader of the pirates.  An angry mob turns on Brar 
  Shekem. 
        Encounter Three: With the mob neutralised, the city 
  guard arrives and arrests Brar Shekem.  He is taken to see 
  the chief Rechter who rules that there is enough 
  evidence against him to warrant an investigation.  Brar 
  Shekem asks the PCs to investigate who has framed him 
  for this crime. 
        Encounter Four: The PCs have the chance to explore 
  the city looking for clues.  As GM you have an 
  opportunity to improvise here.  However a number of 
  predefined locations have been written up to represent 
  the most common choices the PCs may want to 
  investigate. 
        Encounter Five: The obligatory thug attack can 
  happen in two ways.  If the PCs are successful in finding 
  the hide out of the cult, then these cultists are found 
  guarding the entrance.  If the PCs were not discreet in 
  their investigation, then the cult has heard about it and 
  sent a group to eliminate them.  
        The GM can also use this encounter if the time is 
  running short and the investigation is getting nowhere.  
  A captured thug will reveal the location of the hide out. 
        Encounter Six: The entrance into the hide out is a 
  trapdoor in the floor.  This door is trapped and if it is set 
  off, the cultists are warned of the PCs coming. 
        Encounter Seven: Once the PCs have entered the 
  hide out, they will discover the cultists.  The cultists will 
  not come quietly and combat will begin.  If the PCs are 
  successful in this combat then they will discover the 
  evidence needed to prove Brar Shekem innocent. 
        Encounter Eight (Optional): If the cultists in the 
  hide out defeat the PCs, then they will be robbed.  This 
  optional encounter allows the PCs to retrieve their stolen 
  gear but provides no XP reward. 
        Conclusion A: If the PCs attack the mob in 
  Encounter 2 and are arrested, then they are banished 
  from Meerstadt and ordered to pay Kopprijs.  Without 
  someone to find evidence to prove his innocence, Brar 
  Shekem is found guilty and sentenced to death. 
  Conclusion B: If the PCs attack the mob in Encounter 2 
  and escape arrest then they are forced to flee from 
  Meerstadt.  Without someone to find evidence to prove 
  his innocence, Brar Shekem is found guilty and 
  sentenced to death. 
        Conclusion C: The PCs have defeated the cult and 
  discovered evidence that Brar Shekem was framed.  They 
  have also uncovered a name for which Brar Shekem can 
  use to investigate further. 
        Conclusion D: The PCs were defeated by the cult, 
  but left alive.  Unfortunately before they can recover and 
  resume the investigation, the cult flees, taking all 
  evidence with them. Without this evidence to prove his 
  innocence, Brar Shekem is found guilty and sentenced to 
  death. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 4 
  
   
  PREPARATION FOR PLAY 
  This adventure is an investigative adventure.  While it 
  does include the necessary combat, PCs will need to 
  become detectives to save the life of Brar Shekem. 
        It would be beneficial for the GM to read the 
  Meerijder clan document and the Meerstadt city 
  document before beginning play.  This will provide some 
  background. These documents are available as a PDF file 
  from the Perrenland website or the Triad POC upon 
  request.  
        Also pre-filled initiative cards (using the template 
  provided by Brendan Robertson) are available with the 
  Zip file. 
  IMPORTANT DMs NOTE: There are a number of 
  special effects in play within the nation of Perrenland at 
  this time.  These include a huge smoke cloud over the 
  Yatil Mountains, a nightmare affecting all in Perrenland, 
  lifestyle changes due to a failed harvest and many 
  Divination spells going awry at the instigation of Iuz.  See 
  DM’s Aid #1 for details. 
   
  INTRODUCTION 
  The scenario begins in the Vestmeer city of Meerstadt.  
  Meerstadt is a small city of about 6000 people and is the 
  home and centre of government of the Vestmeer 
  Pfalzgraf, but its numbers have swollen to nearly double 
  with refugee from Nederboden and near bursting point 
  with folk living in the streets and huddled around 
  makeshift fires.  Usually Meerstadt tends to be a quiet 
  and sedate city (unlike Traft, Schwartzenbruin etc) and is 
  a significant trading port for the Vestmeer clan.  At the 
  moment, the most talked about news is that of the pirate 
  attacks and the war against Iggwilv. 
        The adventure is set in Mid Ready’reat, as the autumn 
  is coming to a close.  The lake has not frozen yet, but it 
  won’t be long until it does. 
  The cold, chilling breath of the approaching win er 
  blows through your clothes like a knife through 
  butter.  The city of Meerstadt, clan seat of the 
  Vestmeers is in the grip o  the unnatural winter that 
  has caused the early freezing of the coastline of the 
  lake.   
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        There is some talk on who will win this year’s ice-
  skimmer race, but mostly it is about the pirate attacks 
  that have been happening over the last couple of 
  months.  Whi e it is unknown who s responsible, 
  most people here believe it’s the Oostmeers who are 
  to blame.  Only the members of the Kestameer sept, 
  the quiet and stable fisher folk, refuse to jump to the 
  worst conclusion about their estranged eastern 
  cousins. 
        When the ice completely covers the lake, many of
  the Vestmeers in the city hope that the pirates will 
  cease their attacks and the smaller ice skimmers will 
  be able to trade peacefully, at least until the coming 
  thaw.  Unti  then, they can only wai  and hope that 
  the Zee can track this menace to their lair. 
      But the cold bitter wind brings something else.  It 
  brings the smell of roasting meat, fresh bread and the 
  sound of song and laughter.  Something that seems 
  out of place with the hunger and misery that fills the 
  streets. Still, maybe this day won’t be so bad after all. 
  ENCOUNTER 1: A CHANCE 
  ENCOUNTER 
  After the party has had a short time to explore the city 
  and ask any questions they may have on the current 
  climate or gossip, they will most like wish to find an inn 
  for the night. The DM is encouraged to relate some 
  obvious rumour and gossip about what is happening in 
  Perrenland at present (mostly for the benefit of newer 
  players). 
        If the PCs are reluctant to return to the inn, then as 
  GM have the PCs pass one and entice them with the 
  smell of good food and cheerful company. 
        Should that fail, just skip to Encounter Two and adjust 
  as necessary. 
  The Meermaid’s Rest appears to be a finely kept nn 
  and tavern in a good part of the city, a fair distance 
  from the docks.  The building itself is three stories 
  high and has a tidy looking stable out the back. From 
  the windows a cheerful warm l ght beckons you 
  inside to the sound of laughter and good humour. If 
  that was not enough, the smell of fresh bread and 
  roasting meat wafts through the cold air. 
  Two arge humans stand at the door in finely dressed 
  clothes.  They appear to be making sure that only 
  people that can pay an entry fee are allowed into the 
  inn. 
  If a PC attempts to enter, the guards will look them up 
  and down to make sure they are not refugees and ask for 
  the 5gp entrance fee.  If any PC has payed for than 
  Bitter Winds, Brother’s Sorrow 
   
  Page 5 
  
  adventurer standard lifestyle, they will be admitted for 
  free. 
  The doormen will always remain polite to the PCs but 
  will bar the door if they try to enter by force.  If they 
  persist, the bouncers will let them pass, but will ensure 
  that they make things hard for the PCs in the future.  All 
  DCs for charisma-based skills are increased by 2 for this 
  adventure. 
   
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  If the PCs decide to enter 
  Inside, the nn ful
  s its promise. A comforting fire 
  glows warmly in the fireplace and on a small stage a 
  young woman sings a rousing ballad about the first 
  defeat of Iggwilv by the combined people of 
  Perrenland. 
   
  The smel  of food is stronger in the common 
  room, and by the look of the number of people i  is 
  qui e popular as there is not a single table that is not 
  unoccupied. 
  If the PCs have met Brar Shekem in either Brother Mine 
  or Sepia Follies:  
  The crowd clears for a second, and a table can be seen 
  with only a single occupant.  Strangely enough t 
  appears to be Brar Shekem from the town of 
  Schwungelstad.  It appears that he has also seen and 
  recognised you for he waves you over to join him. 
  If the PCs have not met Brar Shekem in either Brother 
  Mine or Sepia Follies: 
  The crowd clears for a second, and a table can be seen 
  with only a single occupant, a cleric by the ooks of t. 
  It appears that he has also seen you for he waves you 
  over with an invite to join him. 
  Brar Shekem is a small man with grey hair that is balding 
  on top.  He is not physically imposing, although he does 
  not look fragile either.  His eyes are framed with a set of 
  platinum rimmed spectacles.  
        Brar Shekem is here on business.  He has recently 
  received a letter from a merchant in Meerstadt detailing a 
  possible business deal for the sale of adamantine weapons 
  and armour.  Because the proposal is so important for the 
  church, he has come here himself to begin negotiations.  
  He is more than happy to chat to the PCs but he will not 
  discuss the business deal. 
        As GM feel free to include gossip on the current 
  happenings in the Vesve and Sepia in any chitchat the 
  PCs have with the good Brother.  A set of questions and 
  answers are also included below to help with the 
  conversation. 
  Who are you? 
  “My name is Brar Shekem, cleric of the Great 
  Guildmaster and Chief Auditor at the temple in 
  Schwungelstad.” 
  You are a long way from Schwungelstad? 
  “Yes, I am here on business for the great guild 
  master.” 
  What sort of business? 
  “I am sorry my friend, but I can’t say at the moment. 
  All I can tell you is that it is big, that’s why I had to 
  come myself instead of sending an acolyte.” 
   
  What is the Church doing to help the starving? 
  “We have managed to use the commerce network to 
  open up all manner of trade routes to places where 
  this evil has no  spread to, like the Wolf Nomad 
  herders to the North.  Through these contacts, we 
  have been acquiring food and other essentials and 
  passing them onto the government at cost.” 
  t
  Why don’t you donate the food? 
  “The amount of food that needs to be brought in 
  would bankrupt the church in a matter of weeks.  
  Once that has happened then our network would be 
  lost and no more food would come into Perrenland.  
  We are not making any money on this deal and we are 
  donating our time and expertise.” 
  You are a disgrace taking advantage of the unfortunates? 
  “It is obvious that you have a difference of opinion to
  us.  That is your right, but to continue this discussion 
  any further would be unprofi able.” 
   
   
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  How is the Mithral mine going? 
  “The mine is going well, very profitable.  We are 
  selling quite a bit o  the metal to the Auszug.  All at 
  cost of course, just our bit for the war effort.” 
  f
  Any more information on the three we found in the 
  mine? 
  “No, al  of our enquires have turned up blank.  The 
  evidence suggests that they were a cult of Zilchus 
  that have taken his teachings for business and profit 
  to the extreme.”   
  l
  What about “Balcasis” 
  “Still no idea who this is.  We assume it is the head of
  the cult, but that is all we have.” 
   
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 6 
  
  I thought that Zilchus was all about making profit? 
  “That is a common assumption  but it is in error.  The 
  Great Guildmaster promotes the smooth free flowing 
  of business and trade.  He handles the signing of 
  contracts and oaths to protect all parties and blesses 
  those 
  that 
  make 
  a 
  livel hood 
  in 
  mercanti e 
  endeavours.   
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       If he were just out to make a quick coin over the 
  body of some poor fool, then he would not have 
  paladins in his serv ce would he?   
        But that being said, there are those that do take 
  the word of Zilchus to teach the value of money too 
  far and see it as carte blanche to part fools from their 
  coin so to speak.  These people give the rest of the 
  church a bad name.” 
   
  Major NPCs: The following NPCs are present in the 
  inn and may be of interest to the PCs 
  Brar Shekem: Male human Clr12 (Zilchus). 
  Arnold Tanner (innkeeper): Male human Ftr3/Exp4 
  (Brewer). 
  Sarina Tanner (wife and cook): Male human Exp4 
  (Cook). 
  Saffron Windsong (performer): Female half-elf Brd6. 
  Tross Ger’Ac (bouncer): Male half-orc Ftr6. 
  Nardil Flarmis (serving maid): Female human Com2. 
   
   
  Development: Once the PCs have finished asking 
  any questions of Brar Shekem, a boy arrives at the inn 
  with news that there has been another attack, but this 
  time a survivor has washed up on shore.  Brar Shekem 
  and the rest of the inn will go and see what is happening. 
   
  ENCOUNTER 2: THE 
  ACCUSATION 
  With good conversation, pleasant music and very 
  satisfactory food and ale, it starts to settle into a very 
  enjoyable day.  All this is interrupted when the main 
  door to the inn swings open and a boy about twelve 
  stands in the doorway flush with excitement. 
        “There has been another attack, but this time 
  someone’s survived.  He washed up on Pfalzgraf’s 
  Beach,” announces the boy in a hurried voice before 
  disappearing into the evening air. 
        The room erupts n a stir of motion as people grab 
  their cloaks and possessions and start heading to the 
  door.  Brar Shekem looks around.  "“I think I will just 
  head down as well.  If there is news on the pirate 
  attacks then it is something the church would be 
  interested n.  Purely from a point of v ew of free 
  trade, you understand.  Care to join me?” 
  If any PCs make a DC 5 Sense Motive check knows that 
  it is really simple curiosity that has caught Brar Shekem’s 
  attention. 
        If the PCs follow Brar Shekem: 
  The crowd moves excitedly down the street toward 
  what must be the small strip of shore called Pfalzgraf’s 
  Beach.  Soon the crowd begins to thicken and most 
  people need to push to get through to the front, but 
  whether it is because you are strangers in the city or 
  that you have the look of seasoned adventures, the 
  way opens up and allowing yourselves and Brar 
  Shekem access. 
   Once near the front of the crowd, you see a young 
  man, wounded and weak.  A piece of a ship lays near 
  him, possible the same piece he clung to while adrift 
  in the great lake.  He seems to be speaking weakly to 
  the man near him. 
        “We were just making a routine run to 
  Schwartzenbruin with a cargo of grain.  Such cargos 
  are rare these days.  We did not have a Zee escort.  
  Not enough ships available, so the captain decided to 
  risk it. 
        We knew something was wrong when a fog 
  started to descend.  Not natural is what the First Mate 
  said, and he was right. Suddenly there where flaming 
  arrows on the deck and sails.  Then out of the mist 
  came a ship with grey sails.  They hit us broadside, 
  and started the grapple.  We fought as they boarded, 
  but then a man stepped off the ship.  He was small 
  and unimposing but he called a column of fire from 
  the heavens.  The captain and the group he was 
  leading fell to the fire and defence failed.  I was 
  struck a glancing blow and fell into the lake.  
        Last thing I remember seeing is the man 
  instructing the pirates to remove the cargo.  Then I 
  passed out. 
        I came to some time later when I felt something 
  push me up onto a piece of the ship.  I swear it was 
  Old Whitey saving my life.  Still I drifted for days 
  until I came in sight of the shore and recognised Old 
  Mans Bluff.  I paddled the flotsam raft in the 
  direction I thought the city was, but I passed out 
  again.  Next thing I know I was …” 
  Bitter Winds, Brother’s Sorrow 
   
  Page 7 
  
        The weaken sai or looks startled for a moment, his 
  eyes open wide as he stares at Brar Shekem.  “That’s 
  him, he is the one.  He is the pirate king.”   
  l
  l
        Before he can say more he passes out from 
  exhaustion.  The crowd turns towards Brar Shekem. 
  “Lets get him and show him what we do to pirates.” 
  from out of nowhere someone pul s forth a rope tied 
  in a noose. 
  The crowd is angry, hurt and frustrated over the pirate 
  attacks and there are very few people in the city that has 
  not lost a friend or family member to the villains.  They 
  are not bad people and not necessarily that brave.  It is 
  the strength of numbers that lends them courage.  
  Because of this, the PCs have a chance to restore order. 
        If the PCs make a successful DC 30 Diplomacy or 
  Intimidation check the mob will back down long enough 
  for the city guards to arrive.   
        Because the crowd is not intentionally hostile, the PCs 
  have the time needed for a full diplomacy or intimidation 
  check. There are also a number of factors that can 
  increase or reduce the DC is it applies to the PC making 
  the check or a PC that is aiding the check. 
  • 
  PC member of the Old Kerk –5 to DC 
  • 
  PC member of the Auszug –5 to DC 
  • 
  PC a Rechter–10 to DC 
  • 
  PC a Vestmeer –2 to DC 
  • 
  PC a member of the Vestmeer grafgardt –5 to DC 
  • 
  PC a member of the Voormannsgardt –10 to DC 
  • 
  PC point out that by killing him they can’t find the 
  other pirates –10 to DC 
  • 
  PC argues that Perrenland is a nation of law –5 to DC 
  • 
  PC a Oostmeer +10 to DC 
  The GM should also give a bonus or penalty to the DC if a 
  PC comes up with a reasonable or unreasonable 
  argument. 
        Any other reasonable plan that the PCs come up with 
  should also succeed in calming the mob. 
        The PCs may also decide to attack the mob.  As the 
  mob is made up of 1
  st level commoners that are unarmed, 
  then they should have no problem winning.  However 
  unless the party uses non-lethal damage, city guards will 
  arrive and try to arrest them.   
        The number of city guards that arrive is equal to the 
  APL.  They will use non-lethal damage and 2 more guards 
  will arrive each round after the 3
  rd round.  
   
  While the Landwehr of Schwartzenbruin have been 
  mobilized and the few who are left in Meerstadt have 
  seen either too few winters all too many, the ones that 
  respond to the PCs if they attack have the look of 
  hardened veteran and have the campaign badge of the 
  Battle of St Cuthbert.   
        It is preferable that the PCs calm the angry mob. 
  There is experience given for taking this course (rather 
  than combat) in the Appendix. This is, therefore, a role-
  playing encounter, and ELs do not count towards total 
  adventure calculations. 
  All APLs  
  Angry Mob (20): Human Com1; hp 3; see Appendix 
  Two. 
  APL 4 
  City Guard (4): Male human Ftr3; hp 28; see Appendix 
  One. 
  APL 6  
  City Guard (6): Male human Ftr3; hp 28; see Appendix 
  Two. 
  APL 8  
  City Guard (8): Male human Ftr3; hp 28; see Appendix 
  Three.  
  APL 10  
  City Guard (10): Male human Ftr3; hp 28; see 
  Appendix Four. 
  APL 12 
  City Guard (12): Male human Ftr3; hp 28; see 
  Appendix Five. 
        Tactics: If attacked, the mob will disperse and flee in 
  terror. The guards, when trying to arrest the PCs will use 
  non-lethal damage and if possible attempt to grapple 
  them.  After the 3
  rd round, two more guards will arrive 
  each round to arrest the PCs. 
        Development: If the PCs manage to calm the mob, 
  then they will back down.  The city guards will arrive and 
  arrest Brar Shekem and take him to a Rechter.  The 
  guards will ask the PCs to come with them as the Rechter 
  may have some questions. (Go to Encounter 3) 
        If the PCs fail to calm the mob, then they will back 
  down just as city guards will arrive and arrest Brar 
  Shekem and take him to a Rechter.  The guards will ask 
  the PCs to come with them as the Rechter may have 
  some questions. (Go to Encounter 3).  The PCs do not 
  get the XP reward for this encounter. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 8 
  
  WHAT IF THE CHARACTERS ATTACK 
  THE MOB? 
        If the characters attack the mob but use non-lethal 
  damage, when the guards arrive they will be disappointed 
  in the PCs but thank them for their restraint.  They will 
  arrest Brar Shekem and take him to a Rechter.  The 
  guards will ask the PCs to come with them as the Rechter 
  may have some questions. (Go to Encounter 3). 
        If the PCs attack the mob and use lethal damage, the 
  mob will flee and a number of guards will arrive to arrest 
  the PCs.  The PCs have committed an evil act.  This act is 
  not large enough to cause an alignment shift or to 
  remove the PC from play, but at the DM’s discretion 
  some classes may require atonement (i.e. paladins) 
        If the PCs do not resist arrest then go to Conclusion 
  A.  The PCs do not get the XP reward for this encounter. 
        If the PCs resist arrest, but are subdued then go to 
  Conclusion A.  The PCs have also committed an 
  unlawful act. This act is not large enough to cause an 
  alignment, but at the DM’s discretion some classes may 
  require atonement (i.e. paladins). The PCs do not get the 
  XP reward for this encounter. 
        If the PCs resist arrest and evade capture, then go to 
  Conclusion B.  This act is not large enough to cause an 
  alignment, but at the DM’s discretion some classes may 
  require atonement (i.e. paladins). The PCs do not get the 
  XP reward for this encounter. 
  If only some of the PCs use lethal force, then those PCs 
  are arrested.  These PCs will be given the choice of exile 
  (Go to Conclusion A, adapting as necessary) or to 
  investigate with the rest of the party.  If they choose to 
  investigate then those PCs that used lethal force will not 
  received any monetary reward for the adventure as their 
  share is used to compensate the victims and their 
  families.  
  WHAT IF THE PLAYERS DON’T 
  INVESTIGATE THE RUCKUS? 
  The PCs are approached by the City Guards with a 
  summons from Rhyllian Iggeteffer, chief Rechter of 
  Meerstadt.  They will be informed that they will be asked 
  to investigate the accusations of piracy due to their 
  neutrality.  The DM will need to adjust read aloud text in 
  Encounter 3. If the players refuse to investigate this 
  matter, then the adventure is over. Go directly to 
  Conclusion D. 
   
  ENCOUNTER 3: ARRESTING 
  MATTERS 
  Read or paraphrase this entry if the PCs agree to 
  accompany the guards and Brar Shekem. 
  With the situation resolved, the captain of the guards 
  brings out a set of manacles and places then on the 
  wrists of Brar Shekem.  The rest of the guards move to 
  surround Shekem, more for his protection than to 
  prevent escape. 
     
  l
   
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  t
     “If you will p ease follow me.”  The captain and his 
  men move down the road towards the administration 
  quarter of the city. 
        The path eventually leads to a large stone building 
  that ooks to serve as both courthouse and prison.  
  The captain of the guards leads Brar Shekem and you 
  through the large iron doors, up a flight of stair and 
  into a large office.  Inside the office there is an 
  official ooking woman wearing the holy symbol of 
  Allitur, and a young man wearing a blue cloak.  The 
  captain of the guard removes the manacles from Brar 
  Shekem and takes a position in the corner. 
       “Please take a seat,” speaks the woman, “My name 
  is Rhyllian Iggeteffer, Chief Rechter o  Meerstadt.  
  My companion here is Reul Tosrig, Bard of the Kerk, 
  and he will be recording the initial proceedings. 
        Now, Brar Shekem of Schwungelstad, you have 
  been accused of piracy and murder and identified by 
  an eyewitness.  For such a crime against the people of 
  Meerstadt there is only one punishment.  If you are 
  found guilty you will be sen  to Schwartzenbruin, 
  where you will forfeit your life to the Paleen Rock.  If 
  you are guilty and admit you guilt, then the sentence 
  may be commuted.  How do you plead to these 
  charges?” 
        “Your Ladyship, I do not know what has transpired 
  here, but I assure you I am not a pirate or a murderer. 
   I came to Meerstadt because I was invited by a man 
  called Alfred Drogan to discuss a business deal.” 
       The Rechter turns towards the party, “you are the 
  companions of this man.  Is there anything you wish 
  to add to his statement?” 
  Read or paraphrase this entry if the PCs do not agree to 
  accompany the guards and Brar Shekem. 
  With the situation resolved, the captain of the guards 
  brings out a set of manacles and places then on the 
  wrists of Brar Shekem.  The rest of the guards move to 
  Bitter Winds, Brother’s Sorrow 
   
  Page 9 
  
  surround Shekem, more for his protection than to 
  prevent escape. 
        “If you would please stay in Meerstadt, the 
  Rechter may still summon you if she has any 
  questions.”  The captain and his men move down the 
  road towards the administration quarter of the city. 
        The captain’s words proved more prophetic than 
  you first thought, for within an hour a member of the 
  city watch approaches you with a summons. 
       “You have been summoned to give evidence to
  Rechter Rhyllian Iggeteffer.  If you would p ease 
  follow me.” 
   
   
   
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  “
  l
   
  If the PCs follow the guard then read or paraphrase the 
  following.   
        If they do not then the guards will insist a second 
  time.  If they still refuse he will leave and the adventure 
  will be over for the PCs. (Go to Conclusion D). 
  Following the guard, the path eventually leads to a 
  large stone bui d ng that looks to serve as both 
  courthouse and prison.  Quickly he eads you through 
  the large iron doors, up a flight of stairs and into a 
  large office.  Inside the office there is an official 
  looking woman wearing the holy symbol of Allitur, 
  and a young man wearing a blue cloak.  The guard 
  nods to the Rechter and his captain who is standing 
  in the corner and then leaves. 
       “Please take a seat,” speaks the woman, “My name 
  is Rhyllian Iggeteffer, Chief Rechter o  Meerstadt.  
  My companion here is Reul Tosrig, Bard of the Kerk, 
  and he will be recording the initial proceedings.  Brar 
  Shekem has entered a plea of Not Guilty to the 
  charges of Piracy and Murder; you are the 
  companions of this man.  Is there anything you wish 
  to add to his statement?” 
  In either case, after the Party has had a chance to give a 
  statement, read or paraphrase the following. 
  The Rechter appears to listen carefully to all that is 
  said.  “I have listened to all the statements given and 
  visited the young man who identified Brar Shekem as 
  the leader of the pirates and I find that there is 
  enough evidence to warrant an investigation.” 
        “Excuse me Madam Rechter, “Brar Shekem speaks 
  up, but am I al owed to have people conduct an 
  investigation on my behalf?”
        “Of course, as the accused you can arrange to have 
  a team investigate the accusations on your behalf.  
  Such a team will be given all reasonable access to 
  yourself and any witnesses they may need to speak to 
  as per any member of the court.  You have some 
  people in mind?"  
        “Yes Your Ladyship,” he turns to the party, “I 
  assure each of you I am innocent of these charges, but 
  unless I can prove that, my life is forfeit.  You are 
  capable and resourceful people, I beg of you please 
  help me and try to find out who has framed me for 
  these crimes.” 
  If the party agrees, then they are made officers of the 
  court for the duration of the investigation.  Each is given 
  a little badge showing their authority and they are 
  allowed to question the citizens of Meerstadt in regards 
  to the case.  It does not give them access to the entire city, 
  only what the GM considers reasonable. 
        If the party refuses, then the Rechter will repeat Brar 
  Shekem’s request in the interests of finding the truth.  If 
  they still refuse then the investigation goes on without 
  them.  Go to Conclusion D. 
  If the party asks Brar Shekem for money, then they will 
  be informed that the court does not allow this, as it will 
  influence the investigation greater than what is 
  allowable.  However the court will pay for any reasonable 
  expenses incurred during the investigation (APL x 50gp 
  for bribes etc). 
  Major NPCs:  
  Rhyllian Iggeteffer: Female human Clr11 (Allitur) 
  Reul Tosrig: Male half-elf Brd9 
  Captain Drendal Stoneforge: Male Dwarf Frt8 
        Development: If the party agree to help Brar Shekem 
  and investigate the allegations, then go to Encounter 4. 
        If the party refuse to help Brar Shekem and 
  investigate the allegations, then go to Conclusion D. 
        If the party refuse answer the summons, then go to 
  Conclusion D. 
   
  ENCOUNTER 4: 
  INVESTIGATION AND 
  INTRIGUE 
  The investigation of the allegations against Brar Shekem 
  could lead the PCs to any number of locations over 
  Meerstadt.  As the GM you are encouraged to improvise 
  where necessary.  The important pieces of information to 
  try to get across to the party are: 
  • 
  Only Vestmeer ships have been attacked 
  Bitter Winds, Brother’s Sorrow 
   
  Page 10 
  
  • 
  Only ships without Zee escort have been attacked 
  • 
  The pirate seemed to know the schedules and routes 
  of the ships. 
  • 
  The harbour master has a gambling problem. 
  • 
  The big name in gambling is Knee-capping Ned, 
  who often has a game running at the Salty Dog 
  There are also a number of pre-written locations in this 
  encounter that describe the most likely places the PCs 
  will want to visit.  These locations are: 
  1. 
  Harbour Master 
  2. 
  Alfred’s Emporium 
  3. 
  Saltydog Tavern 
  4. 
  City Watch 
  5. 
  Zee Auszug barracks 
  6. 
  The ‘Wharf rats’ (local street kids) 
  7. 
  The Upstanding Gentleman (Thieves guild) 
  8. 
  Vestmeer Pfalzgraf 
  9. 
  Brar Shekem 
  10. Undric Vorjâger (the accuser) 
  11. The Temple of the Old Kerk 
  The GM is also encouraged to read the Meerstadt city 
  write up.  This document can be found on the Perrenland 
  website. 
  HARBOUR MASTER 
  The Harbour Master’s offices are easy to find, as they are 
  the largest buildings by the docks.  The badges given to 
  the PCs will allow access to his personal office. 
  Once inside the office 
  The office of the Harbour Master is large room whose 
  walls are covered with shipping schedules and charts 
  of Lake Quag.  Entering the room from another door 
  is a nondescript man with short brown hair. 
   
  “I heard that you wanted to see me.  Well what is 
  it I am a busy man.” 
  The Harbour Master will attempt to mislead the PCs, but 
  he is not a good liar.  A DC 15 Sense Motive check reveals 
  when he tells a lie (due to the fact that at higher APLs the 
  Harbour Master is simply a better liar). 
  What do you know about shipping schedules? 
  “I keep all the schedules here in the office for 
  outgoing ships and estimated arrival times for many 
  incoming ships.” {Truth} 
  Who else would have access? 
  “Oh a lot of people.  The shipping schedules are not a 
  secret.  {Half-Truth.  Other people may know individual 
  routes, but precise times and route for all ships are kept 
  in the harbour master offices} 
  We hear you have a gambling problem 
  “No, I not at all.  I rarely gamble.” {Lie} 
  How did you pay off Kneecapping Ned? 
  “Never heard of him, sounds like a nasty man with a 
  name like that.  I will remember to stay away from 
  him.” {Lie } 
  Do you keep the Zee schedules as well? 
  “No, they are only kept by the Zee.  I don’t have 
  those.” {Lie, the Zee keeps the schedules, but he knows 
  which ships are being escorted} 
        If the PCs catch the Harbour Master in a lie then a DC 
  19 Diplomacy or Intimidation check convinces him to 
  tell the truth (as he’s more steadfast at higher APLs). 
  “Ok, this is how it is.  I have been giving out the 
  schedules of the ships and details on the escorts.  I 
  had no choice.  I lost a great deal of money to some 
  people down at the Salty Dog Tavern.  More than I 
  could pay and these were not the people you want to 
  owe money too. 
        Anyway, just when I though I would be ooking at 
  a long walk off a short dock, a street kid, one of those 
  Wharf Rats, comes up to me and tells me that a man 
  has a job that could get me out of trouble.  Well I 
  agree to meet him and when he offered me gold for 
  shipping schedules, how could I refuse.”
  l
   
  What did this man look like? 
  “He was a small man with grey hair that is balding on
  top.  He is not physically imposing, although he does 
  not ook fragile either.  His eyes are framed with a set 
  of platinum rimmed spectacles.” 
   
  l
  What about the people who died because of you? 
  “I had no choice.  It was them or me.” 
  Yimmen Lasarate (harbour master): Male human Exp2 
  (pilot) 
  ALFRED’S EMPORIUM 
  Alfred’s Emporium is the store and small trading 
  company owned by Alfred Drogan, the merchant that 
  supposedly sent the Church of Zilchus the letter 
  proposing the business deal.  The Emporium is quite a 
  well-known store and most of the citizens of Meerstadt 
  Bitter Winds, Brother’s Sorrow 
   
  Page 11 
  
  can give the PCs directions.  They should have no trouble 
  finding it. 
  Alfred’s Emporium is a large building that appears to 
  be spilt into two parts.  The back half is the larger of 
  the two and appears to be a warehouse.  Two large 
  double doors stand open and outside them is a wagon 
  that looks loaded with merchandise 
   
  t 
   
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        The fron
  half of the building is smaller and a 
  shingle hangs out the front announcing Alfred’s 
  Emporium – Open.  It appears to be a shop open to 
  the public. 
   
  If the PCs go into the warehouse, they will be told that 
  this is out of bounds to the public and if the want Alfred, 
  he is in the shop out front. 
  If the PCs enter the store. 
  Alfred’s Emporium is a large shop that appears to be 
  cluttered by curios of all persuasions.  In one corner 
  you can see a Touv death cloak, in another there is a 
  finely crafted mask in the form of Old Wicked, the 
  same type used at the numerous festival nights to 
  celebrate his downfal  and defeat.  As you ook 
  through this col ection of trash and treasure, a short 
  thin man with greying hair comes up to you. 
   
  “Hello there, I am Alfred, proprietor of this 
  establishment.  Is there anything you are looking 
  for?” 
        NPC: 
  Alfred Drogan: Male human Exp3 (merchant). 
  Alfred knows nothing of any letter delivered to the 
  Church of Zilchus and is an innocent party in the whole 
  affair.   
  We have come to ask you about the letter you sent to the 
  Church of Zilchus 
  “I am sorry, I have no idea what you are talking about. 
   I sent no letter.” 
  You did not arrange to meet with Brar Shekem to discuss 
  a business deal regarding Adamantine? 
  “I do not know who this Brar Shekem is, and I don’t 
  deal in Adamantine.” 
   
  What do you sell here? 
  “Oh, bits and pieces of everything.  Mostly I export 
  fine furni ure and artwork, but here in the shop I sell
  curios and other unusual and unique items.  Perhaps 
  there is something that might interest yourselves.” 
  You would not have an X would you? 
  “No I don’t think so.  I do have the following for sale.” 
  APL4  
  “ A rod carved from the bone of an Arrowhawk by a 
  Paynims shaman from the Dry steppes.  It can change 
  the very form of magic to that of the power of the 
  sky” {lesser metamagic rod of energy substitution 
  (electricity)} 
  “A small chime carved by the Bard Shandaren. Tales 
  have i  that he used his charm to open the doors to a 
  ladies heart and this chime to open the doors to their 
  bedchamber.” {chime of opening} 
   
  t
   
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  “Now this vial is interesting.  It is said you ho d the 
  very essence of the wise hermit Kendarf.  Kendarf 
  was reported to have believed that to wash ones body 
  was like washing away the gather wisdom of living, 
  and so was an affront to the gods.  Needless to say 
  after a few years no one v s ed him much, and legend 
  tells that those that got too close to him were 
  overcome with the smell.” {aroma of curdled death} 
   
  APL 6 
  All of APL 4 plus: 
   “This helm is said the be the war helm of Sir Esririk 
  Karlenburg, a Knight of the Great Kingdom, before it 
  sundered.  It is also said that through his campaigns, 
  that the knight suffered many wounds, but none 
  brought him down while he was wearing the helm.  It 
  was only when he was injured in an assassination 
  attempt while at his home and unarmoured, that he 
  was killed.“ {helm of glorious recovery} 
        “This blade here belonged to the Elven hero 
  Simmoneous Quillandirr.  The story tells that “a spirit 
  of the air” gave it to him over 700 years ago for some 
  service rendered.  When swung, the air rushes over 
  the finely wrought blade and make an almost musical 
  sound.” {songblade} 
  APL 8 and APL 10 
  All of APL 4-6 plus: 
  “This sceptre once belonged to the Elven King 
  Rastinbaligous. Legend tells that he was out hunting 
  with a few of his rangers.  As they were hunting, a war 
  party of orcs ambushed and drove them into a gully. 
  As they prepared to attack, Rastinbaligous called his 
  men together.  There he struck his royal sceptre in 
  the ground and declared that here they would make a 
   
   
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  Bitter Winds, Brother’s Sorrow 
   
  Page 12 
  
  stand.  Inspired by his words, they drew their 
  weapons and prepared for the orcs. 
   
   
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  When the orc came, the elves readied themselves, 
  and while many orcs fell to elven blades, they were so 
  out numbered that eventually the last of them fell 
  and the orcs took the sceptre as a prize.  The ironic 
  thing is, that is the king had not persuaded them to 
  stay and fight; they would have been met by an elven 
  patrol looking for the king, and survived. ” {Sceptre of 
  Obedience} 
   “This simple wire ring once belonged to the great 
  wrestler Kaheem of Zeif.  It was said that once he was 
  set upon by some thugs, upset on the result of a 
  match.  As they grappled him to the ground, there 
  was a bright flash and four of the thugs fell to the 
  ground dead, their flesh burned. The rest fled.” {ring 
  of lightning flashes} 
  APL 12 
  All of APL 4-10 plus: 
  “I also have this finely crafted belt.   This belt was 
  rumoured to be crafted by the Dwarven wizard and 
  king, Serak Stoneknight.  When crafted, legend tel s 
  that he allowed 6 drops of his blood to fal  onto it.  
  These drops of blood enhanced the belt to give the 
  wearer the strength to defend his home, the 
  intelligence to make it prosper, The wisdom to rule it, 
  the vo ce to sing praises of i  glory to the people, the 
  quickness to keep all the affairs of state balanced and 
  the long life of which to see all that has been 
  wrought, passed on to the chi dren.” {belt of 
  magnificence} 
  If the PCs visit the Emporium, then the items above are 
  available on the AR.  If the Emporium is not visited, 
  remove items from the AR. 
  SALTY DOG TAVERN 
  The Salty Dog tavern is a seedy tavern by the docks of 
  Meerstadt close to the harbour master’s office.   
        The PCs may make a Gather Information check on a 
  number of subjects.  Bribery will help here and for every 
  25gp spent in bribes, then add a +1 bonus to the roll. 
        If the PCs fail by less than 5 on the check, then they 
  will still get the basic information, but they have not 
  been discreet in their enquires and have drawn the 
  attention of the Cultists (see Encounter 5). 
        A Gather Information check on the harbour master 
  will yield the following information: 
  (DC 15) “Yeah, I know him.  He’s a regular here at the 
  Salty dog. Mostly likes to play cards.  Not very good 
  at it through” 
   
  (DC 20) “Aye matey, I have seen Yimmen down here 
  often.  He is always looking for a game of cards.  The 
  silly bludger does not know when to quit.  Got a really 
  big problem.  Makes him a favouri e of Knee-capping 
  Ned” 
  t
  (DC 25) “Yes Mister, this is a favourite haunt for the 
  harbour master.  He is here most night’s playing 
  cards.  Does him no good.  Loses most times he plays, 
  but that does not stop him.  He has a real problem 
  with gambling, that’s why his wife left him and went 
  to live in Schwartzenbruin    
  .
  i
   
  They say that’s not the end of t.  A month or so 
  back he got in to real deep trouble.  Kneecapping Ned 
  took him for a great deal of money, and he could not 
  pay.  Ned gave him until the end of the week to come 
  up with it or .. Well they don’t call him Knee-capping 
  Ned for nothing.”  
  (DC 30) “L sten, you heard nothing right.  But the 
  rumour is that the harbour master’s gambling 
  problem finally got him into a bit of bother that he 
  could not get out of.  Not surprising to those of us 
  that see him in here night in and night out playing 
  cards.   
  i
  l
  l
   
  Anyway about a month ago, he ost big to 
  Kneecapping Ned, and I mean real big.  Well Ned 
  gave him to the end of the week or his walking days 
  would be over. 
   
  Wel  Yimmen left here with a worried look on 
  his face, who wouldn’t?  But I noticed a man and a 
  woman watching him as they left.  They called over 
  on of those Wharf Rats and gave him a note, then 
  they left.  The next day Yimmen payed his debt in 
  full.” 
  A Gather Information check on Kneecapping Ned will 
  yield the following information: 
  (DC 15) “Knee-capping Ned.  I would stay away from 
  him if I were you.  He is a thug and a card shark” 
  (DC 20) “Knee-capping Ned, now there's a nasty piece 
  of work.  The man is a card shark.  He will let you win
  a few and then suddenly your ‘luck’ turns.  The man 
  cheats that’s for sure, and when you can’t pay, well 
  that’s how he got his name.  Likes to shoot people at 
  close range with a heavy crossbow right through the 
  knees” 
   
  (DC 25) “Yes Mister, most people around here know 
  about Knee-capping Ned.  The man is a card shark, 
  Bitter Winds, Brother’s Sorrow 
   
  Page 13 
  
  who will cheat you blind.  When you lose, then it is 
  either pay up or you get a crossbow bol  through your 
  knees.   
   
  t
   
  One thing however, on the night the harbour 
  master lost a great deal of money to Kneecapping 
  Ned, I saw him talking to a man and a woman.  This 
  was before Yimmen came in and lost big.  I noticed 
  when the game was over the same pair called a young 
  boy over and gave him a message.  Then they gave 
  Ned a small pouch and left.”  
  (DC 30) “Listen, and you did not hear this from me 
  right.  Kneecapping Ned is a card shark that cheats 
  his marks and when they can’t pay he likes to shoot 
  people at close range with a heavy crossbow right 
  through the knees.  One of his favourite marks is the 
  harbour master Yimmen, but usual y he never cheats 
  him big, but keeps him on as a steady income. 
  l
   
  l
   
  That changed the other month.  I saw Ned 
  talking to a shifty pair, a man, short balding with a 
  pair of platinum glasses; and a woman, real cold like. 
  That night, when Yimmen came in and played his 
  usual game, he lost big.  After Yimmen left, the man 
  woman cal ed over on of those Wharf Rats and gave 
  him a note, then they left.  After they left I saw them 
  meet with Ned again and pass him a small pouch. 
   
  Three days later Ned disappeared.  Some of his 
  boys said they got a message that he was going to 
  Traft for a couple of months to lay low, but the night 
  before I saw a body floating in the harbour.  I am sure 
  it was Ned’s.” 
  A Gather Information check on the Pirate attacks will 
  yield the following information: 
  (DC 15) “Them pirate attacks, well I know nothing 
  about them, but I can tell you it has only been 
  Vestmeer ships being attacked.  It would be the 
  Oostmeers I reckon.” 
  (DC 20) “Pirates, well they are a clever lot they are.  
  They have only been attacking Vestmeer ships or 
  ships belonging to those friendly with the clan.  They 
  also seem to know which ships have va uable cargo as 
  they ignore the decoys.  They also know which ones 
  will meet up with a Zee escort as well.  Yes they are a 
  clever lot.  Too damn clever if you ask me.” 
  l
   
   
  (DC 25) Yes Mister, I know a l ttle about the pirates. 
  The have only been attacking Vestmeer or allied ships 
  and they seem to know which ones are carrying 
  valuable cargo and who is meeting up with a Zee 
  escort. Also if you look at the attacks, they have all 
  been on the West coast of the lake and none of the 
  attacks have been further south than Fisherdörf. ”  
  (DC 30) “Listen, this could get me into a lot of trouble, 
  but as you may have heard, all the attacks were on 
  Vestmeer ships or those of their allies and they all 
  occurred in the western waters of the lake, mostly the 
  area controlled by our clan.   
   
  The pirates also have an insider because they 
  know the cargo manifests and the routes and escorts 
  being taken. I also have it from a reliable witness that 
  saw the attack from a distance that a fog rolled in 
  covering the ship and their attackers.  He could see 
  great columns of fire through the fog, and when the 
  mist cleared, the pirates headed north, leaving no 
  survivors and a smouldering ruin behind them.” 
  CITY WATCH 
  The city watch is housed in the same building as the 
  courts and the prison.  The PCs may question the captain 
  of the guards or any of his men.  If they question a guard, 
  then all they will discover is that 
  “The pirates have attacked a number of ships.  We are 
  now escorting some ships with the Zee, and they 
  seem to make it through without a problem.  I 
  suggest you talk to Captain Stoneforge” 
  If they talk to Captain Stoneforge, they will discover him 
  in his office doing paperwork.  He will be happy to 
  answer the PCs questions in a rushed, ‘I have too much 
  paperwork to do’, sort of way.   
        As well as complaining about being stuck behind his 
  desk doing reports when there is real work to do, he can 
  tell the PCs that: 
  • 
  Only ships without an escort have been attacked 
  • 
  The pirate attacks are surgical, as if they knew the 
  schedule 
  • 
  He suspects the Harbour Master as being involved, 
  but as yet has been unable to find any evidence. 
  • 
  Only Vestmeer ships and their allies have been 
  attacked.  
  Captain Drendal Stoneforge: Male Dwarf Frt8 
  ZEE AUSZUG BARRACKS 
  “
  i
   
  The barracks of the Zee Auszug is a large private dock 
  that usually contains a number of military ships waiting 
  for deployment.  At the moment there are only two ships 
  in port, the large warship, Vestmeer Glory, and a small 
  clipper called The Falcon, that is the personal ship of the 
  Pfalzgraf. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 14 
  
        Inside the PCs will be directed to the office of 
  Auchfahnlein Arnof Ressigner.   
        Auchfahnlein Arnof Ressigner is a male half-elf with a 
  pale green tinge to his skin.  He appears young by human 
  standards, looking to be in his early 30s.  He will be 
  willing to answer any questions that the PCs have 
  providing they show him their authorisation first. 
        Auchfahnlein Arnof Ressigner knows the following: 
  • 
  None of the ships being escorted by the Zee has 
  been attacked. 
  • 
  All the ships that have been attacked were Vestmeer 
  or their allies. 
  • 
  There appears to be no commonality in the goods 
  carried or which trading company they belong too. 
  (Other than the Vestmeer connection) 
  • 
  They have been unable to track the pirates back to 
  their base of operations.  But it appears to be 
  somewhere to the North of the canton. 
  • 
  With the exception of Undric Vorjâger, there have 
  been no survivors. 
  • 
  Most of the ships are out on military duty or 
  escorting merchant ships.  The lack of shore leave is 
  placing a great strain of the ships and the crew. 
  • 
  Only the captains of the ships, himself and his direct 
  officers and the Harbour Master know the schedule 
  of the escorts. 
  Auchfahnlein Arnof Ressigner: Male Half-elf Rng9. 
  THE WHARF RATS 
  The Wharf Rats is the name given to the homeless or 
  poverty stricken children that inhabit the city and have 
  formed an unofficial street gang.  The children survive by 
  running small errands for people (as messengers), charity 
  from the church and other kind hearts, petty theft and 
  support from the thieves’ guild. 
        A DC 25 Gather Information check allows the PCs to 
  find and meet with a member of the Wharf Rat.  If the 
  PCs fail by less than 10 on the check, then they are able to 
  contact the Wharf Rats, but they are not been discreet in 
  their enquires and draw the attention of the Cultists (see 
  Encounter 5). 
   
  Once they have made contact with the Wharf Rats, 
  they will meet with the unofficial leader Ginni Bothorf.  
  A DC 25 Diplomacy check convinces Ginni to answer the 
  PCs questions.  Ginni is also partial to bribes and for 
  every 10gp given to her in bribes, the PCs get a +1 to their 
  Diplomacy roll. 
  Ginni knows the following information 
  What do you know about the Harbour Master? 
  “A nasty man, he is very bad tempered, drinks a ot 
  and has a gambling problem.  Owed a great deal of 
  money to Kneecapping Ned down at the Salty Dog.  
  Paid it through.  I think one of the younger boys was 
  given a job to deliver a message to him a while back.” 
  l
  Who payed to have the message delivered? 
  “He was a small man with grey hair that is balding on
  top.  He is not physically imposing, although he does 
  not ook fragile either.  His eyes are framed with a set 
  of platinum rimmed spectacles.  JJ was given a 
  message to give to the Harbour Master and then 
  return with an answer” 
   
  l
  Where did JJ return with the answer? 
  “He got given the job at the Salty Dog, but delivered 
  the reply to a place in the warehouse district.” 
  Could you tell us where it is? 
  “For 30 gold I will show you personally if you would 
  like” 
   
  Are there any guards on the warehouse? 
  “Usually there are 3 or 4 of them outside playing 
  cards.  They are the ones JJ gave the reply to.” 
  Was this the only time he worked for these people? 
  “No he often runs messages from the Harbour Master 
  to the warehouse.” 
  Does he know what the messages say? 
  “JJ can’t read that wel , but he did look at one once. 
  All it was a series of numbers, some with a little circle 
  at the top, others with a dash.”   
  l
   
  A DC 11 Knowledge (Geography), Profession (Sailor) or 
  Profession (Cartographer) check informs the PCs know 
  that the number described looks like co-ordinates and 
  times. 
   
  Ginni will be willing to show the PCs the location of 
  the cultists’ hide out or give directions. 
     NPC: 
  Ginni Bothorf: Female human Rog2 
  THE UPSTANDING GENTLEMAN 
  If the PCs attempt to find the local thieves’ guild, a DC 25 
  Gather Information check allows them to discover the 
  name “The Upstanding Gentleman” 
  Bitter Winds, Brother’s Sorrow 
   
  Page 15 
  
        If the PCs fail by less than 5 on the check, then they 
  will still discover the name, but they have not been 
  discreet in their enquires and have drawn the attention of 
  the Cultists (see Encounter 5). 
        Any PC that is a Vestmeer rogue will know the 
  location of the guild without needing to make a check.  
  They will also know the sign to get them pass the 
  doorman. 
        The Upstanding Gentleman is a tavern in the 
  prosperous area of the city.  It is not only run by the guild 
  mistress of the local thieves guild but is also a high prices 
  brothel serving some of the most prominent citizens in 
  Meerstadt.  Remember to keep to the RPGA guidelines, 
  especially if there are younger players. 
        If any of the PCs cause any sort of problem while in 
  the tavern (from fights to rudeness to the staff) they will 
  be asked to leave and gain Anger of the Meerstadt 
  Thieves Guild (see Adventure Record). 
  Describe the location as following: 
  The Upstanding Gen leman is a large well built 
  bui ding on Rose St in the more prosperous area of 
  Meerstadt.  A neat flower garden is planted near the 
  doorway and a finely painted shingle of a wel dressed 
  man hangs over the door. 
  t
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  If the PCs enter: 
  As you enter the tavern a large, handsome neatly 
  dressed man sitting in a small entryway greets you 
        “Greetings, my name is Taldon and I am your 
  doorman.  If I could see your membership token or 
  invitation then I will show you to the common room” 
   
  Taldon will not allow the PCs access unless they show 
  their badge, the pass from Greeta or give the guild sign.   
        Any attempts at intimidation will be met by stern 
  looks (and if the PCs do get entry later the DC for all 
  Charisma based checks are increased by 10.) 
        Any attempts of Diplomacy will be met by “This is an 
  exclusive establishment.  Unless you have an invite or 
  membership, I can not let you in.” 
        If any PC mentions the thieves guild, then he will 
  answer” I am sorry sir I don’t know what you mean. This 
  is simply a private club, nothing more.”  After a few 
  moments, Taldon will cock his head slightly, as if 
  listening to someone, and then allow them to enter. 
  Once the badge, pass or sign is shown 
   “Ah, I see.  Very well, please follow me.”  
       You are led into a second room with a number of 
  chests.   
        “If you would please place your weapons and 
  armour in the chests as well as any spell component 
  pouches or magical focuses.  I have robes for those 
  that do not have proper clothing to replace their 
  armour.”
  Keeping weapons or armour here is not negotiable.  The 
  Upstanding Gentlemen has enough political favour to 
  negate any fallout of refusing entry to members of the 
  court if necessary. 
        If a PC attempts to hide a weapon, they must make a 
  DC 26 Slight of Hand check to hide it. 
  Once inside: 
  The Upstanding Gentleman is one of the most richly 
  decorated taverns that you have been in.  There are 
  numerous people sitting in comfortable 
  ooking 
  chairs at tables or lounging on plump looking 
  cushions, sofas or divans. 
  A PC that makes a DC 15 Spot check will notice that 
  some of the patrons wear a small green ribbon tied to 
  their arms.  All with a green ribbon appear very attractive. 
        One such patron (of the opposite sex) will approach a 
  random PC. 
  “Hi there, I have not seen you here before.  Would 
  you like some company, maybe a drink or maybe you 
  had something else in mind.” 
  Any PC that makes the guild sign or who lets their host 
  know that they are looking for the thieves’ guild will be 
  shown upstairs to meet the Verdant Glove.   
        Similarly if a PC mentions that Greeta Vestmeer sent 
  them, then they will be expected and also shown to the 
  Verdant Glove.   
        Because the guild is a secure area, the PCs do not need 
  to worry about the cult finding out about their 
  investigation while they are here, so they can be as blunt 
  as necessary. 
        If one of the PCs works out what the place is and wish 
  to partake in the services, then they can so at 100gp per 
  hour. 
  Once the PCs have been shown upstairs: 
  The particularly attractive young half-elf that 
  approached your party downstairs, leads you upstairs 
  and to a lavishly furnished office.  Sitting on the 
  divan that rests against one wall is an extraordinarily 
  beautiful elven woman with flowing chestnut hair 
  Bitter Winds, Brother’s Sorrow 
   
  Page 16 
  
  and long emerald coloured gloves that match her 
  eyes.  She waves for you to be seated. 
   
  “What can I do for you this day?” 
  If the PCs are polite to the Verdant Glove and show her 
  respect, then a DC 20 Diplomacy check convinces her to 
  help them.  
        For every 50gp that the PCs offer in bribes add +1 to 
  their Diplomacy roll. 
        The Verdant Glove knows of the cultists that have had 
  dealings with the Harbour Master and is not happy with 
  their existence.  The cultists operate outside the guild and 
  made some trouble for the Verdant Glove. 
        She will give the party directions to the hide out and 
  inform them that should they take care of the problem 
  for her, then she will grant them membership to the 
  tavern so that next time they wish to use the guilds 
  services, it will not be as difficult.  
  Verdant Glove: Female elf Rog16 
  Taldon: Male human Ftr2/Rog7 
  THE VESTMEER PFALZGRAF 
  The office of the Pfalzgraf is one of the few places that the 
  badge given to them by Rhyllian Iggeteffer will not allow 
  access to.  However if a member of the party is Vestmeer 
  Grafgardt, an Auchfahnlein or higher (i.e. Junior officer 
  of 5
  th level or above) in the military, a member of the 
  Shool, Grove or Voice for at least 12 months or a 
  Voormannsgardt they will be given an audience 
        Unfortunately the Pfalzgraf, Johan Vestmeer does not 
  know anything relevant to the case and cannot grant a 
  pardon to Brar Shekem.  He is adamant that the proper 
  legal procedure is followed and is sure that Rhyllian 
  Iggeteffer will discover the truth of the matter. 
        As the PCs leave (whether they were able to see the 
  Pfalzgraf or not), the Pfalzgraf’s daughter will approach 
  them 
  A young woman approaches you nervously, “I don’t 
  know if this will be any help, but you might want to 
  try a tavern on Rose St called ‘The Upstanding 
  Gentleman’.  Ask to speak with the Verdant Glove.  
  You will need to show this to the doorman to get in.” 
  She gives you a token and then leaves. 
  A DC 20 Knowledge (Nobility and Royalty) check will 
  allow the PCs to recognise her as Greeta Vestmeer, the 
  Pfalzgraf’s daughter.  This check is reduced to a DC 10 for 
  Vestmeer characters. 
  Johan Vestmeer: Male human Ari3/Ftr7 
  Greeta Vestmeer: Female human Ari1/Brd4 
  BRAR SHEKEM 
  Brar Shekem is being held in a comfortable but secure 
  holding cell.  Brar Shekem will eagerly answer any 
  questions the PCs have 
  Why are you here? 
  “I came to Meerstadt to meet with a man called Alfred 
  Drogan.  He had sent the church a letter proposing a 
  business deal that would be very lucrative and a good 
  amalgamation with our current business ventures.” 
  What business deal? 
  “Alfred Drogan proposed a joint deal to sell 
  adamantine weapons and armour to the armed forces 
  and others fighting against Iuz and Iggwilv.” 
  Who knows you are here? 
  “Just the members of the council.  You see when the 
  letter arrived detailing the deal, it was discussed in 
  the counci .  It was decided that the opportunity was 
  too important to leave to just anyone, so as head of 
  the church, I was appointed to go.  Wel  actually I 
  decided that I would go, and the council ratified my 
  decision.”  
  l
  l
  What is this council? 
  “The council is the leading body o  the Church of 
  Zilchus.  As Chief Clerk, I am the head of the council; 
  the other members are also high-ranking members of 
  the clergy.  Any important matters concerning the 
  church and its business are discussed in council.” 
  f
  What letter? 
  “Alfred sent a letter to the Church proposing the deal
  and asking for one of us to meet him today at 
  Meerstadt to discuss the options.  Unfortunately the 
  courier injured himself on the way and so the letter 
  got delayed.  There was no time to send a reply, 
  before I left.   One of the council was going to do that 
  while I was on route.” 
   
  Which member? 
  “A Brar Thadious. Good man  been very helpful over 
  the last few years.”  
   
  ,
  Are any on the council enemies? 
  “Not at all.  We are all dedicated to make a profit for 
  the church and internal bickering would harm that 
  profit.” 
  Bitter Winds, Brother’s Sorrow 
   
  Page 17 
  
  Who would want to hurt the church of Zilchus? 
  “There could be a number of people.  Many people 
  don’t like the Church because they have lost out on a 
  business deal.  Also there is the general suspicion 
  people have of the Great Gui dmaster.”  
  l
  Who is Alfred Drogan? 
  “Alfred Drogan owns the import company Alfred’s 
  Emporium.  He has a large warehouse and store here 
  in Meerstadt.  I was hoping to v s  the store as it is 
  said that you can find the most unusual things there.” 
  i it
  Do you have any suggestions?  
  “I would talk to Alfred Drogan if you have not 
  already, failing that see what the word is on the 
  streets.” 
  What is in it for us? 
  “Look I am not al owed to offer payment as i  may 
  affect your bias, but should things be found to clear 
  me then I have contacts that might be able to import 
  some magical item in for you in the future.” 
  l
  t
  If the PCs try to implement an escape plan for Brar 
  Shekem, he will gratefully decline.  To escape before trial 
  will prove his guilt in peoples’ eyes and bring shame and 
  suspicion down upon the church of Zilchus. 
  UNDRIC VORJÂGER 
  Undric Vorjâger is the young sailor that survived the 
  pirate attack and accused Brar Shekem as being the lead 
  of the pirates.  Currently he is resting in his home, 
  recovering from his ordeal under the watchful gaze of a 
  physician.  The party will be able to find out his address 
  by asking at the court building. 
   
  Once there, the PCs will be allowed to visit Undric, 
  but his physician will insist that they do not tire him out, 
  as he needs to rest.  Undric will tell his story of the attack. 
  “I don’t know why you are help ng the foul murderer, 
  but you are officers of Allitur, so I will tell you what I 
  know. 
  i
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        When I am not serving in the Zee, I am employed 
  as a sailor aboard the trading vessel Seaflower.  Our 
  last trip was delivering grain and o her foodstuffs to 
  Schwartzenbruin.   
        The need for the food was urgent, as the Hell’s 
  Gloom has devastated the crops over in the East and 
  caused a shortage all over Perrenland, so we were 
  unable to wait for an escort to come available.  We 
  decided to risk going alone, as the Seaflower was a 
  fast ship, and Captain Greflus was an experienced and 
  cunning captain who knows many tricks to evade the 
  eyes of pirates. 
        To keep our departure a secret, it was decided to 
  slip out under the cover of night.  The crew was kept 
  onboard so as to be ready and to stop any loose 
  tongues from giving away our p an.  
   
  We were only about 30 miles into the journey 
  when they came. We knew something was wrong 
  when a fog started to descend.  Not natural is what 
  the First Mate said, and he was right.  Suddenly there 
  where flaming arrows on the deck and sails.  Then out 
  of the mist can a ship with grey sails.  They hit us 
  broadside, and started the grapple.   
        We fought as they boarded, but then a man 
  stepped off the ship.  He was small and unimposing 
  but he called a column of fire from the heavens. 
  Captain Greflus and the group he was leading fell to 
  the fire and defence failed.  I was struck a glancing 
  blow and fell into the lake.  
     Last thing I remember seeing is the man, the one I 
  accused earlier instructing the pirates to remove the 
  cargo.  I believe he said ‘Zilchus will be p eased with 
  the bounty we have gotten today boys.  Very pleased 
  indeed.’  Then I passed out. 
        I came to some time later when I felt something 
  push me up onto a piece of the ship.  I swear it was 
  Old Whitey saving my life.  Still I drifted for days 
  until I came in sight of the shore and recognised Old 
  Mans Bluff.  I paddled the flotsam raft in the 
  direction I thought the city was, but I passed out 
  again.   
        Next thing I know I was aying on Pfalzgraf’s 
  Beach.  A crowd had gathered around me and I was 
  given water.  I told them what had happened, and 
  then in the crowd I saw the man that led the attack.  I 
  pointed him out, but then I passed out.  I hope he is 
  sent to the Paleen rock for what he has done.  They 
  were good men on the Seaflower.  Good men with 
  families” 
  Who knew of the plan to leave early? 
  “Only the Captain, the first and second mate and the 
  Harbour Master.  Not even the navigator knew until 
  we were just prepared to leave.” 
  Who knew what you carried? 
  “We tried to keep the cargo secret by having it loaded 
  in crates.  The only ones I know for sure that knew 
  what we carried were the Captain, the first and 
  second mate, the bosun and the Harbour Master.” 
  Bitter Winds, Brother’s Sorrow 
   
  Page 18 
  
     NPC: 
  Undric Vorjâger: Male human Ftr2/Exp4 (Sailor) 
   
  THE TEMPLE OF THE OLD KERK 
  The Temple of the Old Kerk is situated on the top of a 
  small hill, known affectionately as Perren’s Knob.  
  Usually a cobbled path winds its way through lush green 
  parklands to the set of buildings on the hill, but now that 
  it twists and turns through a makeshift tent city that 
  houses the refugees from the war. 
  As the PCs work their way up the path, an unkempt man 
  wearing a torn tabard bearing the remains of Pelor’s sun 
  symbol, steps out in front of them/ 
  “Listen to me, we have been forsaken.  Pelor has 
  hidden himself behind the darkness and given the 
  land to his brother.  This s now the land of Death and 
  Nerull is its Master.” 
   i
  The man was once a cleric of Pelor, but had been driven 
  mad by the war.  After saying his piece, he will wander 
  back in to the tent city. 
  Yestil Vorjâger: Male human Ex-Clr9 (Pelor) 
  The temple is full of the sick and injured.  Most of the 
  clerics are busy tending those that need help or comfort.  
  Eventually a member of Beory’s shrine will have to time 
  to attend the party. 
  Since the entire temple has been dealing exclusively with 
  the refugee problem, they can offer little insight to the 
  situation.  They can tell the PCs about the street kid gang 
  called the Wharf rats and that these kids see a lot of what 
  goes on in the city. 
  Also since most of their spell allotment has also been 
  used to deal with the sick and injured, they can only offer 
  Cure Light Wounds and Cure Moderate Wounds on the 
  day the PCs visit. 
  Kassia Tarella: Female half-elf Clr8 (Beory) 
   
  ENCOUNTER 5: OBLIGATORY 
  THUG ENCOUNTER 
  The obligatory thug encounter for this module can 
  happen in one of two places.  If the PCs are not subtle in 
  their investigations then news will get back to the cult 
  that a group was sticking their noses somewhere they did 
  not belong.  The GM should then run this encounter as 
  an ambush somewhere during the PCs investigation 
  (Encounter 4).  A map is provided for the GMs (GM 
  map #1), to use for the ambush, but if the situation 
  warrants it, feel free to improvise.  No description is 
  provided if the encounter happens as an ambush. 
        If the PCs are having trouble finding leads to the hide 
  out of the remaining cult members, then the GM can use 
  the ambush as a way of moving on the module.  A 
  captured cultist will give the location of the hide out (but 
  not the trap) in return for his freedom or if the PCs make 
  a DC 15+APL Diplomacy or Intimidation check. 
  (Increase character levels increase the resistance of the 
  NPCs)  
        If the PCs have taken precautions and made good 
  gather information, bluff and diplomacy rolls then they 
  are not discovered and the PCs will have this encounter 
  at the hide out where they can turn the tables and 
  surprise the guards. Read or paraphrase the following 
  Your investigations have lead you to a small 
  warehouse near the dock area.  All seems quiet except 
  for three figures near the door playing cards. 
  These three figures are cultists that have been given 
  guard duty.  They are wearing their armour and have 
  their weapons, but the weapons are not drawn.  Unless 
  the PCs act overly noisy, they will have a surprise round. 
        The door to the warehouse is locked but not trapped. 
   
  Strong Wooden Doors: 2 in. thick; hardness 5; hp 
  20; AC 5; Break DC 23; Open Locks DC 25. 
   
  Creatures: 
  The 
  three 
  figures 
  guarding 
  the 
  warehouse (or ambushing the players) consist of a female 
  human (Ftr/Rog), a male human (Rog) and a female half-
  elf (Rog).  All are wearing their armour under their 
  clothes, which requires a DC 10+APL Spot check to 
  notice (increase of DC due to increased hide skill at 
  higher APLs).  Each has a sword hanging from their belt 
  and a buckler within easy reach.  
   
  APL 4 (EL 6) 
  Jazra: Female human Ftr2/Rog2; hp 28; see Appendix 
  One. 
  Merrick: Male human Rog2; hp 12; see Appendix One. 
  Jendral: Female half elf Rog2; hp 12; see Appendix 
  One. 
  APL 6 (EL 8) 
  Jazra: Female human Ftr3/Rog3; hp 40; see Appendix 
  Two. 
  Merrick: Male human Rog4; hp 22; see Appendix Two. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 19 
  
  Jendral: Female half elf Rog4; hp 22; see Appendix 
  Two. 
  APL 8 (EL 10) 
  Jazra: Female human Ftr4/Rog4; hp 52; see Appendix 
  Three. 
  Merrick: Male human Rog6; hp 32; see Appendix 
  Three. 
  Jendral: Female half elf Rog6; hp 32; see Appendix 
  Three.  
  APL 10 (EL 12) 
  Jazra: Female human Ftr5/Rog5; hp 64; see Appendix 
  Four. 
  Merrick: Male human Rog8; hp 42; see Appendix 
  Four. 
  Jendral: Female half elf Rog8; hp 42; see Appendix 
  Four. 
  APL 12 (EL 14) 
  Jazra: Female human Ftr6/Rog6; hp 76; see Appendix 
  Five. 
  Merrick: Male human Rog10; hp 52; see Appendix 
  Five. 
  Jendral: Female half elf Rog10; hp 52; see Appendix 
  Five. 
  Tactics:  
  If attacking from an ambush, they will get in to position 
  so that they can attack one PC with sneak attack and 
  flanks.  They will target any obvious wizards and 
  sorcerers first, followed by divine casters.  Any obvious 
  rogue types will be left to the last. 
        If the cultists are surprised, they will grab their 
  bucklers and attempt to move into a position where they 
  can flank and sneak attack one opponent without 
  themselves getting surrounded.  They will concentrate 
  on dropping a PC before moving onto a second.  If the 
  situation warrants it, they will target any obvious wizards 
  and sorcerers first. 
   
   
  Treasure:  
   
  APL 4: Loot – 178 gp, Coin – 0 gp, Magic – 3 potions 
  of cure light wounds (4 gp each per potion). 
   
  APL 6: Loot – 115.5 gp, Coin – 0 gp, Magic – 4 
  potions of cure light wounds (4 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt). 
   
  APL 8: Loot – 61 gp, Coin – 0 gp, Magic -- 4 potions 
  of cure light wounds (4 gp each per potion), 3 potions of 
  cure moderate wounds (25 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt), +1 spiked chain 
  (194 gp each), 2 +1 bucklers- (97 gp each per buckler). 
   
  APL 10: Loot – 8 gp, Coin – 0 gp, Magic – potions of 
  cure light wounds (4 gp each), 3 potions of cure moderate 
  wounds (25 gp each per potion), 3 +1 chain shirts (104 gp 
  each per chain shirt), +1 spiked chain (194 gp each), 2 +1 
  bucklers- (97 gp each per buckler), 2 +1 rapier (193 gp 
  each per rapier). 
   
  APL 12: Loot – 8 gp, Coin – 0 gp, Magic – 4 potions 
  of cure light wounds (4 gp each per potion), 3 potions of 
  cure moderate wounds (25 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt), +1 shocking 
  spiked chain (694 gp each), 2 +1 bucklers- (97 gp each per 
  buckler), 2 +1 rapier (193 gp each per rapier). 
   
  Detect Magic Results:  
  potion of cure light wounds (faint conjuration). 
  potion of cure moderate wounds (faint conjuration) 
  +1 chain shirt (faint transmutation) 
  +1 buckler (faint transmutation) 
  +1 rapier (faint transmutation) 
  +1 spiked chain (faint transmutation) 
  +1 shocking spiked chain (faint transmutation, moderate 
  evocation) 
   
  ENCOUNTER 6: BREAKING 
  AND BURGULARY 
  No ligh  shines into the small windowless warehouse 
  except that which you yourselves bring in.  A number 
  of boxes line the walls of the warehouse, but not 
  enough to give cover to someone i  they were hiding 
  in the building. Other than the boxes, the building is 
  empty. 
  t
  f
   
  The building is empty except for a hidden trapdoor in 
  one corner.  This is the entrance to cult’s hide out.  The 
  trapdoor can be found on a DC 20 Search check.  It is 
  trapped and locked but does have a pivot point so it can 
  be opened and closed by a single person despite its 
  weight.  If the door is opened and a light source is 
  present in the warehouse, then the cult will know that 
  someone is coming and wont be surprised.  If the trap is 
  set off then they will know that someone other than a 
  cultist is coming and will prepare their defensive spells. 
   
  Trapdoor Door: 6 in. thick; hardness 8; hp 90; AC 5; 
  Break DC 35; Open Locks DC 19. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 20 
  
   
  Trap: Once the PCs have found the trapdoor, they 
  will need to search it specifically to discover the trap that 
  is hidden on it.  If the trap is set off then a fusillade of 
  darts covers the area.  The area of effect is shown in GM 
  map #3.  Because the trap is on a stone trapdoor, a PC 
  with stonecutting can discover it.    
  APL 4 (EL 5) 
   
  Fusillade of Darts: CR 5; mechanical; location 
  trigger; manual reset; Atk +15 ranged (1d4+1 plus poison, 
  dart); multiple targets (fires 1d4 darts at each target in 
  area shown in map #3.); poison (Sassone Leaf, DC 16 
  Fortitude save resists, 2d12 hp/1d6 Con); Search DC 20; 
  Disable Device DC 20 
  APL 6 (EL 7) 
   
  Fusillade of Darts: CR 7; mechanical; location 
  trigger; manual reset; Atk +17 ranged (1d4+1 plus poison, 
  dart); multiple targets (fires 1d4 darts at each target in 
  area shown in map #3.); poison (Sassone Leaf, DC 16 
  Fortitude save resists, 2d12 hp/1d6 Con); Search DC 25; 
  Disable Device DC 25 
  APL 8 (EL 9) 
   
  Fusillade of Darts: CR 9; mechanical; location 
  trigger; manual reset; Atk +19 ranged (1d4+1 plus poison, 
  dart); multiple targets (fires 1d4 darts at each target in 
  area shown in map #3.); poison (Deathblade, DC 20 
  Fortitude save resists, 1d6 Con/2d6 Con); Search DC 27; 
  Disable Device DC 27 
  APL 10 (EL 11) 
   
  Fusillade of Darts: CR 11; mechanical; location 
  trigger; manual reset; Atk +22 ranged (1d4+1 plus poison, 
  dart); multiple targets (fires 1d4 darts at each target in 
  area shown in map #3.); poison (Deathblade, DC 20 
  Fortitude save resists, 1d6 Con/2d6 Con); Search DC 29; 
  Disable Device DC 30. 
  APL 12 (EL 13) 
   
  Fusillade of Darts: CR 13; mechanical; location 
  trigger; manual reset; Atk +24 ranged (1d4+1 plus poison, 
  dart); multiple targets (fires 1d6 darts at each target in 
  area shown in map #3.); poison (Deathblade, DC 20 
  Fortitude save resists, 1d6 Con/2d6 Con); Search DC 34; 
  Disable Device DC 34 
   
  Development: 
  If the party sets off the trap, then the cultists will have 
  had time to prepare. 
        If the party had a light source on (including the door 
  to the warehouse opened) when they opened the trap 
  door, then the cultists know that someone is coming and 
  the party will not get a surprise round.  However the 
  cultists do not know if the visitors are fellow cultists or 
  an enemy so they will not prepare defensive spells. 
        If the party bypass the trap and open the trapdoor 
  while the warehouse is dark, then they will get a surprise 
  round against the cultists. 
        If the PCs set of the trap and decide to come back later 
  because they are too damaged, then the cultists will have 
  left, taking all evidence with them. Go to Conclusion D.  
   
  ENCOUNTER 7: CULTING UP 
  THE NUMBERS 
  Depending on the actions of the party in the previous 
  encounter (Encounter 6), the cult may or may not be 
  aware of the PCs presence 
        If the PCs tripped the trap on the secret trapdoor, 
  then the Cult knows that non-allied forces have 
  discovered their lair and are preparing for battle. 
        If the PCs did not trip the trap, but open the trapdoor 
  while the warehouse was illuminated (either by a light 
  source or the open door), then they know someone is 
  coming, but they do not know if they are friend or foe.  
  They are ready, but have not started to cast any defensive 
  spells 
        If the PCs did not trip the trap and opened the 
  trapdoor in the dark, the cultists are unaware and the PCs 
  can gain a surprise round. 
        Read or paraphrase the entry that corresponds to the 
  PCs situation. 
  IF THE CULT PREPARED FOR PCS: 
  As the trapdoor opens you can see a stone staircase 
  descend into the darkness.  From somewhere in the 
  darkness, a ght shin ng through a doorway can be 
  seen. 
  li
  i
   
  If the PCs descend and look through the doorway. 
  The stairs end after a brief decent at an open stone 
  doorway.  Light shines through the doorway and 
  inside you can see four figures, two humans, a half-
  orc and a gnome, waiting, weapons drawn. It appears 
  that they were expecting you.  They attack. 
  The cult was warned of the PCs coming and has had time 
  to prepare their defences.  The table below will detail 
  what spells or items were used in preparation.  PCs that 
  take longer to descend the stairs after setting off the trap 
  will find a more prepared foe.   
  Bitter Winds, Brother’s Sorrow 
   
  Page 21 
  
        It will take the PCs one round to descend the stairs at 
  20+ movement rate. 
        For a delay of longer than 6 rounds, assume they start 
  casting six round from when the PCs start to descend. 
        Loradan casts all spells; potions are used by the NPC 
  that owns it.  
  APL 4  
  Round 1: potion of bull strength (Gurse), bless 
  Round 2: magic weapon (Gurse) 
  Round 3: shield of faith (Loradan) 
  Round 4: entropic shield (Loradan) 
  Round 5: DM’s choice 
  Round 6: DM’s choice 
   
  APL 6  
  Round 1: potion of bull strength (Gurse), shield other 
  (Gurse) 
  Round 2: bless 
  Round 3: magic weapon (Gurse) 
  Round 4: shield of faith (Loradan) 
  Round 5: shield of faith (Gurse) 
  Round 6: entropic shield (Loradan) 
  APL 8  
  Round 1: potion of bull strength (Gurse), shield other 
  (Gurse), potion cat’s grace (Ras), potion cat’s grace 
  (Rendal-bin) 
  Round 2: bless 
  Round 3: shield of faith (Loradan) 
  Round 4: shield of faith (Gurse) 
  Round 5: entropic shield (Loradan) 
  Round 6: prayer 
  APL 10  
  Round 1: potion of bull strength (Gurse), shield other 
  (Gurse), potion cat’s grace (Ras), potion cat’s grace 
  (Rendal-bin) 
  Round 2: bless 
  Round 3: shield of faith (Loradan) 
  Round 4: shield of faith (Gurse) 
  Round 5: entropic shield (Loradan) 
  Round 6: prayer 
  APL 12  
  Round 1: potion of bull strength (Gurse), shield other 
  (Gurse), potion cat’s grace (Ras), potion cat’s grace 
  (Rendal-bin) 
  Round 2: bless 
  Round 3: shield of faith (Loradan) 
  Round 4: shield of faith (Gurse) 
  Round 5: entropic shield (Loradan) 
  Round 6: prayer 
  IF THE CULT IS AWARE OF SOMEONE 
  COMING: 
  As the trapdoor opens you can see a stone staircase 
  descend into the darkness.  From somewhere in the 
  darkness, a ght shin ng through a doorway can be 
  seen. 
  li
  i
   
  If the PCs descend and look through the doorway. 
  The stairs end after a brief decent at an open stone 
  doorway.  Light shines through the doorway and 
  inside you can see four figures, two humans, a half-
  orc and a gnome, waiting, weapons drawn. It appears 
  that they were expecting you.  They attack. 
  The cult was aware that someone had opened the 
  trapdoor but did not know whom.  Unwilling to waste 
  resources in case it is fellow members of the cult, they lay 
  waiting with their weapons drawn.  Go straight into 
  initiative. 
  WHAT IF THE CULT  IS UNAWARE OF 
  SOMEONE COMING: 
  As the trapdoor opens you can see a stone staircase 
  descend into the darkness.  From somewhere in the 
  darkness, a ght shin ng through a doorway can be 
  seen and the sounds of conversation can be heard. 
  li
  i
  On a DC 20 Listen check, the PCs will hear the following 
  conversation. 
  Voice 1 (Female – High pitched): “ All has been done as 
  you ordered.” 
  Voice 2 (Female – Sultry): “Then the evidence against 
  Shekem will be sufficient for him to be found guilty.” 
  Voice 3 (Male – Arrogant): “Yes, my disguises were not 
  penetrated.  As far as anyone else knows it was the 
  Zilchan that bribed the harbour master and was aboard 
  the ship.  All roads will lead back to him.” 
  Bitter Winds, Brother’s Sorrow 
   
  Page 22 
  
  Voice 2 (Female – Sultry): “Excellent, Balcasis will be 
  pleased” 
  Voice 4 (Male – Gravely): “But the Rechter could still find 
  him innocent.  We should just kill him and be done with 
  it.” 
  Voice 2 (Female – Sultry): “No Gruse, that will not satisfy 
  Balcasis’ plans.  The Zilchan must be brought to trial.  But 
  don’t worry about him being found innocent, even if he 
  is, there will always be that doubt in peoples mind.  There 
  will simply not be enough evidence to clear him fully.” 
  Voice 4 (Male – Gravely): “Still think we should kill him” 
  Voice 2 (Female – Sultry): “No, we are not going to kill 
  him.  Come it is almost time for us to return to 
  Nachstadt” 
  If the PCs descend and look through the doorway. 
  The stairs end after a brief decent at an open stone 
  doorway.  Light shines through the doorway and 
  inside you can see four figures, two humans, a half-
  orc and a gnome. The humans appear to be looking 
  through some papers, while the gnome sits at a table 
  and the half-orc lifts a heavy box.  It appears that they 
  are unaware of your presence. 
  The cultists are unaware that someone had opened the 
  trapdoor.  The PCs are able to get a surprise round. 
   
  Creatures:  
  APL 4 (EL 7) 
  Loradan: Female human Clr2 (Kurell)/Rog2; hp 25; 
  see Appendix One. 
  Gurse: Male half-orc Ftr3; hp 28; see Appendix One. 
  Rendal-bin: Female Gnome Rog3; hp 17; see Appendix 
  One. 
  Ras Drondal: Male human Rog3; hp 17; see Appendix 
  One. 
  APL 6 (EL 9) 
  Loradan: Female human Clr4 (Kurell)/Rog2; hp 37; 
  see Appendix Two. 
  Gurse: Male half-orc Ftr5; hp 46; see Appendix Two. 
  Rendal-bin: Female Gnome Rog5; hp 27; see Appendix 
  Two. 
  Ras Drondal: Male human Rog5; hp 27; see Appendix 
  Two. 
  APL 8 (EL 11) 
  Loradan: Female human Clr5 (Kurell)/Rog3; hp 48; 
  see Appendix Three. 
  Gurse: Male half-orc Ftr7; hp 64; see Appendix Three. 
  Rendal-bin: Female Gnome Rog7; hp 37; see Appendix 
  Three. 
  Ras Drondal: Male human Rog7; hp 37; see Appendix 
  Three. 
   
  APL 10 (EL 13) 
  Loradan: Female human Clr7 (Kurell)/Rog3; hp 60; 
  see Appendix Four. 
  Gurse: Male half-orc Ftr9; hp 82; see Appendix Four. 
  Rendal-bin: Female Gnome Rog9; hp 47; see Appendix 
  Four. 
  Ras Drondal: Male human Rog9; hp 47; see Appendix 
  Four. 
  APL 12 (EL 15) 
  Loradan: Female human Clr9 (Kurell)/Rog3; hp 72; 
  see Appendix Five. 
  Gurse: Male half-orc Ftr11; hp 100; see Appendix Five. 
  Rendal-bin: Female Gnome Rog11; hp 57; see 
  Appendix Five. 
  Ras Drondal: Male human Rog11; hp 57; see Appendix 
  Five. 
  Tactics: The tactics employed by the cultists are simple.  
  Gurse, eager to test his prowess will quaff his potion of 
  bull strength and wade into combat.  He will attempt to 
  give a flank to the rogues if needed and will protect 
  Loradan by placing himself between her and the PCs. 
        The rogues will attempt to flank a single opponent 
  and take them down quickly.  They will try to increase 
  their AC with feats and potions of cat’s grace if the 
  situation warrants it. 
        Loradan will stay at the back and use her spells to 
  support the cultists, by providing buffs and healing. If 
  things look desperate she will enter combat. 
   
   
  Treasure:  
  Loradan’s holy symbol has been specially made.  It 
  appears to be a normal holy symbol of Zilchus, but if 
  Loradan falls unconscious it will turn to dust. 
   
   
  APL 4: Loot – 527 gp, Coin – 0 gp, Magic – scroll of 
  cure light wounds (2 gp each), 3 potions of cure light 
  Bitter Winds, Brother’s Sorrow 
   
  Page 23 
  
  wounds (4 gp each per potion), potion of bull strength 
  (25 gp each). 
   
  APL 6: Loot – 236 gp, Coin – 17 gp, Magic – scroll of 
  cure light wounds (2 gp each), 3 potions of cure light 
  wounds (4 gp each per potion), potion of bull strength 
  (25 gp each), potion of cure moderate wounds (25 gp 
  each), 2 +1 chain shirts (104 gp each per chain shirt), 2 +1 
  full plate (221 gp each per full plate). 
   
  APL 8: Loot – 204.5 gp, Coin – 17 gp, Magic – 2 
  scroll of cure light wounds (2 gp each per scroll), scroll of 
  cure moderate wounds (12.5 gp each), 6 potions of cure 
  light wounds (4 gp each per potion), potion of bull 
  strength (25 gp each), potion of cure moderate wounds 
  (25 gp each), 2 potions of cat’s grace (25 gp each per 
  potion), 2 +1 chain shirts (104 gp each per chain shirt), 2 
  +1 full plate (221 gp each per full plate), +1 falchion (198 
  gp each). 
   
  APL 10: Loot – 213 gp, Coin – 17 gp, Magic – 2 scroll 
  of cure light wounds (2 gp each per scroll), 2 scroll of 
  cure moderate wounds (12.5 gp each per scroll), 4 potions 
  of cure light wounds (4 gp each per potion), potion of 
  bull strength (25 gp each), 4 potion of cure moderate 
  wounds (25 gp each per potion), 2 potions of cat’s grace 
  (25 gp each per potion), 2 +1 chain shirts (104 gp each per 
  chain shirt), 2 +1 full plate (221 gp each per full plate), +1 
  bane [humans] falchion (698 gp each). 
   
  APL 12: Loot – 91 gp, Coin – 17 gp, Magic – 2 scroll 
  of cure light wounds (2 gp each per scroll), 2 scroll of 
  cure moderate wounds (12.5 gp each per scroll), 5 potions 
  of cure light wounds (4 gp each per potion), potion of 
  bull strength (25 gp each), 4 potion of cure moderate 
  wounds (25 gp each per potion), 2 potions of cat’s grace 
  (25 gp each per potion), 2 +1 chain shirts (104 gp each per 
  chain shirt), 2 +1 full plate (221 gp each per full plate), 2 
  +1 bucklers (97 gp each per buckler), +1 heavy steel 
  shield (97.5 gp each), 2 +1 rapiers (193 gp each per rapier), 
  +1 bane [humans] falchion (698 gp each). 
   
  Detect Magic Results:  
  scroll of cure light wounds (faint conjuration). 
  scroll of cure moderate wounds (faint conjuration) 
  potion of cure light wounds (faint conjuration) 
  potion of cure moderate wounds (faint conjuration) 
  potion of cat’s grace (faint transmutation) 
  potion of bull strength (faint transmutation) 
  +1 chain shirt (faint transmutation) 
  +1 full plate (faint transmutation) 
  +1 heavy steel shield (faint transmutation) 
  +1 buckler (faint transmutation) 
  +1 rapier (faint transmutation) 
  +1 falchion (faint transmutation) 
  +1 bane [Humans] falchion (faint transmutation, 
  moderate conjuration). 
  Development:  
  If the PCs are successful in defeating the cult, a DC 20 
  Search check of the room will discover evidence to clear 
  Brar Shekem and Player Handout 2.  Assuming the 
  evidence is handed over to the Rechter, then read 
  Conclusion C.   
        If the PCs manage to capture one or more of the 
  cultists alive and they are turned over to the Rechter, 
  then they will eventually be persuaded to give a 
  statement to clear Brar Shekem.  However they will be 
  found dead in their cell before they can give evidence on 
  the cult.  Go to Conclusion C.  
        If the cultists defeat the PCs, then any PC that is still 
  living but unconscious at the end of the combat is 
  stabilised.  They will then take 250gp x APL of gold or 
  equipment from each PC and leave a note (Player 
  Handout 3).   
        When the PCs wake, they may either decide to look 
  for their lost equipment (Encounter 8) or call it quits.   
        If they call it quits, then they will find no evidence to 
  prove Brar Shekem’s innocence as the cult has cleared 
  out, so proceed to Conclusion D.  
  ENCOUNTER 8: GETTING 
  BACK THE STUFF 
  (OPTIONAL) 
  If the PC failed to beat the cultist in Encounter 7, then 
  the cult would have stabilised those still alive and taken 
  some of their equipment.   
        The equipment has been sold by the cult to some local 
  fences.  Through a DC 20 Gather Information check or 
  by visiting the Verdant Glove and asking her, (Of course 
  this will cost them 50gp x APL in bribes), the party can 
  discover that the fences are in an old warehouse on Old 
  Fishers Lane.   
        They will also be told (by either the Verdant Glove or 
  their Gather Information contact), that killing the fences 
  would not be looked favourably on by the local guild. 
   
  This encounter allows the party to regain their lost 
  equipment but will not give any XP reward to the party. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 24 
  
        Assuming the party goes to retrieve their equipment, 
  read or paraphrase the following. 
  The directions given to you to the location of the 
  warehouse are easily to follow and soon you are near 
  your destination. 
  f
   
  l
  If the party move within viewing distance of the 
  warehouse. 
  The warehouse is a small building o  stone about 25 
  feet on one side and 45 feet on the other.  It has a 
  single story, two windows and a set of strong wooden 
  doors at both of the short ends of the bui ding.  
  Through the windows a light can be seen. 
  If the PCs look in the window. 
  Looking through the window, you can see two 
  humans and a halfling examining a pile of equipment. 
   You recognise a piece as yours. 
  If the PCs enter the building and don’t instantly attack. 
  Startled by your presence, the three grab their 
  weapons.  “Who are you and what do you want.” 
  The thieves are not interested in a fight.  That’s why they 
  became fencers not burglars.  If the party confronts them 
  then they will be willing to sell back the equipment to 
  the PCs for what they payed for it plus a little extra.  Their 
  asking price starts at market value (i.e. selling price) but 
  will quickly drop to half market value is any diplomacy or 
  intimidation is applied.   
        They are not willing to go down any further, and are 
  ready to defend themselves if combat occurs.   
  The EL for this encounter has been increase by 1 due to 
  lack of equipment owned by the PCs 
   
  Creatures:  
  APL 4 (EL 7) 
  Grall: Male human Ftr2/Rog2; hp 28; see Appendix 
  One. 
  Nargon: Male human Rog2; hp 12; see Appendix One. 
  Nesslebin: Female Halfling Rog2; hp 12; see Appendix 
  One. 
  APL 6 (EL 9) 
  Grall: Male human Ftr3/Rog3; hp 40; see Appendix 
  Two. 
  Nargon: Male human Rog4; hp 22; see Appendix Two. 
  Nesslebin: Female Halfling Rog4; hp 22; see Appendix 
  Two. 
  APL 8 (EL 11) 
  Grall: Male human Ftr4/Rog4; hp 52; see Appendix 
  Three. 
  Nargon: Male human Rog6; hp 32; see Appendix 
  Three. 
  Nesslebin: Female Halfling Rog6; hp 32; see Appendix 
  Three.  
  APL 10 (EL 13) 
  Grall: Male human Ftr5/Rog5; hp 64; see Appendix 
  Four. 
  Nargon: Male human Rog8; hp 42; see Appendix Four. 
  Nesslebin: Female Halfling Rog8; hp 42; see Appendix 
  Four. 
  APL 12 (EL 15) 
  Grall: Male human Ftr6/Rog6; hp 76; see Appendix 
  Five. 
  Nargon: Male human Rog10; hp 52; see Appendix 
  Five. 
  Nesslebin: Female Halfling Rog10; hp 52; see 
  Appendix Five. 
  Tactics: The fences will defend themselves and try to 
  concentrate their attacks on one opponent.  However if 
  things look dire, they will try to make a run for it, leaving 
  the PCs equipment. 
   
  Treasure: Besides the equipment stolen off the 
  party, the fencers have some treasure of their own. 
   
  APL 4: Loot – 178 gp, Coin – 0 gp, Magic – 3 potions 
  of cure light wounds (4 gp each per potion). 
   
  APL 6: Loot – 115.5 gp, Coin – 0 gp, Magic – 4 
  potions of cure light wounds (4 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt). 
   
  APL 8: Loot – 61 gp, Coin – 0 gp, Magic -- 4 potions 
  of cure light wounds (4 gp each per potion), 3 potions of 
  cure moderate wounds (25 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt), +1 spiked chain 
  (194 gp each), 2 +1 bucklers- (97 gp each per buckler). 
   
  APL 10: Loot – 8 gp, Coin – 0 gp, Magic – potions of 
  cure light wounds (4 gp each), 3 potions of cure moderate 
  wounds (25 gp each per potion), 3 +1 chain shirts (104 gp 
  each per chain shirt), +1 spiked chain (194 gp each), 2 +1 
  bucklers- (97 gp each per buckler), 2 +1 rapier (193 gp 
  each per rapier). 
   
  APL 12: Loot – 8 gp, Coin – 0 gp, Magic – 4 potions 
  of cure light wounds (4 gp each per potion), 3 potions of 
  cure moderate wounds (25 gp each per potion), 3 +1 
  Bitter Winds, Brother’s Sorrow 
   
  Page 25 
  
  chain shirts (104 gp each per chain shirt), +1 spiked chain 
  (194 gp each), 2 +1 bucklers- (97 gp each per buckler), 2 
  +1 rapier (193 gp each per rapier), 3 +1 rings of protection 
  (167 gp each per ring). 
   
  Detect Magic Results:  
  potion of cure light wounds (faint conjuration). 
  potion of cure moderate wounds (faint conjuration) 
  +1 chain shirt (faint transmutation) 
  +1 buckler (faint transmutation) 
  +1 rapier (faint transmutation) 
  +1 spiked chain (faint transmutation) 
  +1 ring of protection (faint abjuration) 
   
  Development:  
  If the PCs kill the fencers, then they will have earned the 
  Anger of the Meerstadt Thieves Guild. 
   
  Regardless of the result of the combat, the fencers 
  can give no information on the cult, other that one of 
  them muttered something about Zilchus’ blessing.   
   
  Also the cult has long since left the city and the PCs 
  will not be able to find any evidence to clear Brar 
  Shekem.  Go to Conclusion D. 
   
  CONCLUSION 
  CONCLUSION A 
  You have attacked the citizens of Meerstadt with the 
  intention of doing harm. Because of your actions, you 
  have been arrested by City Watch and taken to Rhyllian 
  Iggeteffer, Chief Rechter of Meerstadt who orders you to 
  pay recompense of 100gp / APL and told to leave 
  Meerstadt.  You also gain Disfavour of the City of 
  Meerstadt 
        By this time those responsible for framing Brar 
  Shekem have left taking any evidence to clear Shekem 
  with them. As a result, Shekem is arrested and found 
  guilty of Piracy. He sentenced to death and is held in 
  custody until he can be thrown off the Paleen rock.   
        The Church of Zilchus is forced to pay an exorbitant 
  amount of compensation for his crimes and the fortunes 
  and reputation of the church diminishes greatly in the 
  eyes of Perrenland.  If any PCs have the ‘Favour of the 
  Church’ or the ‘Further favour of the Church’, then 
  they are voided. 
  CONCLUSION B 
  You have attacked the citizens of Meerstadt with the 
  intention of doing harm. Because of your actions the City 
  Watch attempted to arrest you, but you evaded capture.  
  However your actions have been noted and you have 
  gained Disfavour of the City of Meerstadt 
        By this time those responsible for framing Brar 
  Shekem have left taking any evidence to clear Shekem 
  with them.  As a result, Shekem is arrested and found 
  guilty of Piracy. He sentenced to death and is held in 
  custody until he can be thrown off the Paleen rock.   
        The Church of Zilchus is forced to pay an exorbitant 
  amount of compensation for his crimes and the fortunes 
  and reputation of the church diminishes greatly in the 
  eyes of Perrenland.  If any PCs have the ‘Favour of the 
  Church’ or the ‘Further favour of the Church’, then 
  they are voided. 
  CONCLUSION C 
  After searching through the hide out of the cultists you 
  have discovered evidence that a person called Balcasis 
  had used a minion called Brar Thadious to arrange for 
  Brar Shekem to visit Meerstadt.  The evidence also goes 
  on to prove that while Brar Shekem was in the City, a 
  pirate raid was made with another minion of Balcasis 
  disguised as Brar Shekem.  This evidence is enough to 
  convince Rhyllian Iggeteffer that Brar Shekem is 
  innocent and all charges are dropped. 
        Brar Shekem recognises the name of Brar Thadious 
  and informs the PCs he will look into the situation.  In 
  the meantime he will use his contacts to help the PCs 
  procure a single magic item of their choice.  The PCs gain 
  the Favour of Brar Shekem and Membership to the 
  Upstanding Gentleman. (if they had met with the 
  Verdant Glove) 
  CONCLUSION D 
  Unfortunately you have failed to find any solid evidence 
  that Brar Shekem was framed for the crimes that he was 
  accused of.  As a result, Shekem is found guilty of Piracy. 
  He sentenced to death and is held in custody until he can 
  be thrown off the Paleen rock.   
        The Church of Zilchus is forced to pay an exorbitant 
  amount of compensation for his crimes and the fortunes 
  and reputation of the church diminishes greatly in the 
  eyes of Perrenland.  If any PCs have the ‘Favour of the 
  Church’ or the ‘Further favour of the Church’, then 
  they are voided. 
        Also any PC that killed one of the fencers while trying 
  to retrieve their stolen equipment and money will have 
  earned the Anger of the Meerstadt Thieves Guild. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 26 
  
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 5 
  Cultist guards defeated 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  Encounter 6 
  PCs manage to get past the trap on the trapdoor 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
  APL 12  
  390 XP 
  Encounter 7 
  PC defeat the cultists 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  Story Award (Encounter 1) 
  PCs manage to calm down the mob with killing any NPC: 
  APL 4  
  85 XP 
  APL 6  
  120 XP 
  APL 8  
  155 XP 
  APL 10  
  190 XP 
  APL 12  
  225 XP 
  Discretionary roleplaying award 
  APL 4  
  50 XP 
  APL 6  
  60 XP 
  APL 8  
  70 XP 
  APL 10  
  80 XP 
  APL 12  
  90 XP 
  Total possible experience: 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 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, analyse 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. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 27 
  
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewellery, and other valuables; M = Magic Items. 
  Encounter 5:   
   
  APL 4: Loot – 178 gp, Coin – 0 gp, Magic – 3 potions 
  of cure light wounds (4 gp each per potion). 
   
  APL 6: Loot – 115.5 gp, Coin – 0 gp, Magic – 4 
  potions of cure light wounds (4 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt). 
   
  APL 8: Loot – 61 gp, Coin – 0 gp, Magic -- 4 potions 
  of cure light wounds (4 gp each per potion), 3 potions of 
  cure moderate wounds (25 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt), +1 spiked chain 
  (194 gp each), 2 +1 bucklers- (97 gp each per buckler). 
   
  APL 10: Loot – 8 gp, Coin – 0 gp, Magic – potions of 
  cure light wounds (4 gp each), 3 potions of cure moderate 
  wounds (25 gp each per potion), 3 +1 chain shirts (104 gp 
  each per chain shirt), +1 spiked chain (194 gp each), 2 +1 
  bucklers- (97 gp each per buckler), 2 +1 rapier (193 gp 
  each per rapier). 
   
  APL 12: Loot – 8 gp, Coin – 0 gp, Magic – 4 potions 
  of cure light wounds (4 gp each per potion), 3 potions of 
  cure moderate wounds (25 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt), +1 shocking 
  spiked chain (694 gp each), 2 +1 bucklers- (97 gp each per 
  buckler), 2 +1 rapier (193 gp each per rapier). 
  Encounter 7:   
   
  APL 4: Loot – 527 gp, Coin – 0 gp, Magic – scroll of 
  cure light wounds (2 gp each), 3 potions of cure light 
  wounds (4 gp each per potion), potion of bull strength 
  (25 gp each). 
   
  APL 6: Loot – 236 gp, Coin – 17 gp, Magic – scroll of 
  cure light wounds (2 gp each), 3 potions of cure light 
  wounds (4 gp each per potion), potion of bull strength 
  (25 gp each), potion of cure moderate wounds (25 gp 
  each), 2 +1 chain shirts (104 gp each per chain shirt), 2 +1 
  full plate (221 gp each per full plate). 
   
  APL 8: Loot – 204.5 gp, Coin – 17 gp, Magic – 2 
  scroll of cure light wounds (2 gp each per scroll), scroll of 
  cure moderate wounds (12.5 gp each), 6 potions of cure 
  light wounds (4 gp each per potion), potion of bull 
  strength (25 gp each), potion of cure moderate wounds 
  (25 gp each), 2 potions of cat’s grace (25 gp each per 
  potion), 2 +1 chain shirts (104 gp each per chain shirt), 2 
  +1 full plate (221 gp each per full plate), +1 falchion (198 
  gp each). 
   
  APL 10: Loot – 213 gp, Coin – 17 gp, Magic – 2 scroll 
  of cure light wounds (2 gp each per scroll), 2 scroll of 
  cure moderate wounds (12.5 gp each per scroll), 4 potions 
  of cure light wounds (4 gp each per potion), potion of 
  bull strength (25 gp each), 4 potion of cure moderate 
  wounds (25 gp each per potion), 2 potions of cat’s grace 
  (25 gp each per potion), 2 +1 chain shirts (104 gp each per 
  chain shirt), 2 +1 full plate (221 gp each per full plate), +1 
  bane [humans] falchion (698 gp each). 
   
  APL 12: Loot – 91 gp, Coin – 17 gp, Magic – 2 scroll 
  of cure light wounds (2 gp each per scroll), 2 scroll of 
  cure moderate wounds (12.5 gp each per scroll), 5 potions 
  of cure light wounds (4 gp each per potion), potion of 
  bull strength (25 gp each), 4 potion of cure moderate 
  wounds (25 gp each per potion), 2 potions of cat’s grace 
  (25 gp each per potion), 2 +1 chain shirts (104 gp each per 
  chain shirt), 2 +1 full plate (221 gp each per full plate), 2 
  +1 bucklers (97 gp each per buckler), +1 heavy steel 
  shield (97.5 gp each), 2 +1 rapiers (193 gp each per rapier), 
  +1 bane [humans] falchion (698 gp each). 
  Encounter 8:  
  (OPTIONAL – ONLY GET TREASURE IF PCS 
  GET NO TREASURE FROM Encounter 7)  
   
  APL 4: Loot – 178 gp, Coin – 0 gp, Magic – 3 potions 
  of cure light wounds (4 gp each per potion). 
   
  APL 6: Loot – 115.5 gp, Coin – 0 gp, Magic – 4 
  potions of cure light wounds (4 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt). 
   
  APL 8: Loot – 61 gp, Coin – 0 gp, Magic -- 4 potions 
  of cure light wounds (4 gp each per potion), 3 potions of 
  cure moderate wounds (25 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt), +1 spiked chain 
  (194 gp each), 2 +1 bucklers- (97 gp each per buckler). 
   
  APL 10: Loot – 8 gp, Coin – 0 gp, Magic – potions of 
  cure light wounds (4 gp each), 3 potions of cure moderate 
  wounds (25 gp each per potion), 3 +1 chain shirts (104 gp 
  each per chain shirt), +1 spiked chain (194 gp each), 2 +1 
  bucklers- (97 gp each per buckler), 2 +1 rapier (193 gp 
  each per rapier). 
   
  APL 12: Loot – 8 gp, Coin – 0 gp, Magic – 4 potions 
  of cure light wounds (4 gp each per potion), 3 potions of 
  cure moderate wounds (25 gp each per potion), 3 +1 
  chain shirts (104 gp each per chain shirt), +1 spiked chain 
  (194 gp each), 2 +1 bucklers (97 gp each per buckler), 2 +1 
  Bitter Winds, Brother’s Sorrow 
   
  Page 28 
  
  rapier (193 gp each per rapier), 3 +1 rings of protection 
  (167 gp each per ring). 
  Total Possible Treasure (Enc 5&7) 
   
  APL 4: Loot: 705 gp; Coin: 0 gp; Magic: 51 gp  - Total: 
  756 gp 
   
  APL 6: Loot: 351.5 gp; Coin: 17 gp; Magic: 1042 gp  - 
  Total: 1410.5 gp 
   
  APL 8: Loot: 265.5 gp; Coin: 17 gp; Magic: 1779.5 gp  
  - Total: 2062 gp 
   
  APL 10: Loot: 221 gp; Coin: 17 gp; Magic: 2733 gp  - 
  Total: 2971 gp 
   
  APL 12: Loot: 99 gp; Coin: 17 gp; Magic: 3926.5 gp  - 
  Total: 4042.5 gp 
  OR 
  Total Possible Treasure (Enc 5&8) 
   
  APL 4: Loot: 356 gp; Coin: 0 gp; Magic: 24 gp  - Total: 
  380 gp 
   
  APL 6: Loot: 231 gp; Coin: 0 gp; Magic: 656 gp  - 
  Total: 887 gp 
   
  APL 8: Loot: 122 gp; Coin: 0 gp; Magic: 1582 gp  - 
  Total: 1704 gp 
   
  APL 10: Loot: 16 gp; Coin: 0 gp; Magic: 2330 gp  - 
  Total: 2346 gp 
   
  APL 12: Loot: 16 gp; Coin: 0 gp; Magic: 3354 gp  - 
  Total: 3370 gp 
   
  Special 
  Favour of Brar Shekem: As appreciation for clearing his 
  name, Brar Shekem will use his connections to do one of 
  the following (DM to cross out favour once used): 
  1. Give regional access to any two items found at Alfred’s 
  Emporium 
  2. Find someone capable to upgrade an existing magical 
  weapon or armour one plus of enchantment (ie +3 to +4). 
  3. Find someone capable to teach the PC how to create or 
  upgrade one magical item from tables 7-27 & 7-28 in the 
  DMG, whose value is no greater than 15,000gp. 
  4. Ask Brar Shekem to use his influence to donate food to 
  the refugees from the war and Hell’s Gloom. 
  Membership to the Upstanding Gentleman: The PC 
  has been given a small membership token allowing them 
  entry to the exclusive club “The Upstanding Gentleman” 
  and through the club, access to the Meerstadt Thieves’ 
  Guild.  This favour satisfies the requirements of any 
  prestige class that’s needs an affiliation with a thieves' 
  guild. 
  Disfavour of the City of Meerstadt: The PCs actions 
  against the weak (but misguided) people of Meerstadt 
  have had unfortunate consequences. Innkeepers will not 
  rent the better rooms to the PC, the meals served will be 
  substandard and friends will avoid the PC until their 
  deeds are forgotten.  
  For the next calendar year lifestyle costs are doubled in 
  the Canton of Schwartzenbruin and the PC is unable to 
  purchase or use greater than adventurer standard lifestyle 
  (even if the PC normally has access to a higher lifestyle).  
  Also all Vestmeers will now react badly to the PC, giving 
  a –2 circumstance bonus to all charisma based skills. 
  Anger of the Meerstadt Thieves Guild: Due to their 
  actions the PC, has angered the Thieves’ Guild of 
  Meerstadt.  Unfortunately for the PC the guilds arm is 
  long.  For the next calendar year any item or service 
  purchased at the beginning, during or at the end of an 
  adventure set in the Canton of Schwartzenbruin will cost 
  an extra 50%.  This includes healing and bribes. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 4: 
  • 
  Masterwork Mighty Composite Longbow [Str +5] 
  (Adventure; PBH; 900 gp) 
  • 
  Lesser Metamagic Rod of Energy Substitution 
  [Electricity] (Adventure; CA; 2,700gp) 
  • 
  Chime of Opening (Adventure; DMG; 3,000gp) 
  • 
  Aroma of Curdled Death (Adventure; CA; 4,500 gp) 
  APL 6 (all of APL 4 plus the following): 
  • 
  Helm of Glorious Recovery (Adventure; MH; 5,600 
  gp) 
  • 
  Songblade (Adventure; CV; 6,400 gp) 
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  Sceptre of Obedience (Adventure; MH; 12,500gp) 
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  Masterwork Mighty Composite Longbow [Str +6] 
  (Adventure; PBH; 1,000 gp) 
  Bitter Winds, Brother’s Sorrow 
   
  Page 29 
  
  • 
  +1 Bane (humans) Falchion, (Adventure; DMG; 
  8,375 gp) 
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  +1 Shocking Spiked Chain  (Adventure; DMG; 8,325 
  gp) 
  • 
  Belt of Magnificence +2 (Adventure; MH; 25,000gp) 
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 30 
  
  APPENDIX 1: APL 4
  ENCOUNTER 2 
   
   
   
   
  Townsfolk (20): Male & Female Com1; CR 1/2; 
  Medium humanoid (human); HD 1d4; hp 3; Init 1; Spd 
  30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; 
  Grp+0;  Atk: +0 melee (1d3, unarmed); AL LN; SV Fort 
  +1, Ref +1, Will +1; Str 10, Dex 12, Con 12, Int 10, Wis 
  12, Cha 12.  
   
  Skills and Feats: Listen +2, Spot +2, Craft or 
  Profession (Various) +7; Skill Focus [Craft or 
  Profession (Various)]. 
   
  Languages: Common. 
   
  Possessions: peasant or merchant clothes. 
  City Guard (4): Male & Female Ftr3; CR 3; Medium 
  humanoid (human); HD 3d10+6; hp 28; Init +1; Spd 30 
  ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp+10; 
   Atk: +8 melee (1d8+3 19-20/x2, longsword) or +4 
  ranged (1d10 19-20/x2, heavy crossbow); Full Atk: +8 
  melee (1d8+3 19-20/x2, longsword) or +4 ranged (1d10 
  19-20/x2, Heavy crossbow); AL LN; SV Fort +5, Ref +2, 
  Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +4, Listen +3, Spot +3; 
  Weapon Focus (longsword), Power Attack, Cleave, 
  Improved Grapple, Improved Unarmed Strike 
   
  Languages: Common. 
   
  Possessions: breastplate, masterwork longsword, 
  heavy wood shield, heavy crossbow, bolts(20), potion 
  of cure light wounds. 
   
  ENCOUNTER 5 
   
   
   
   
  Jazra: Female human Ftr2/Rog2; CR 4; Medium 
  humanoid (human); HD 2d10+2d6+4; hp 28; Init +7; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +3; 
  Grp+5;  Atk: +8 melee (2d4+3, spiked chain) or +6 
  ranged (1d6 x3, shortbow); Full Atk: +8 melee (2d4+3, 
  spiked chain) or +6 ranged (1d6 x3, shortbow); 
  Space/Reach 5ft./10ft.; SA Sneak Attack +1d6; SQ 
  Evasion, Trapfinding; AL CE ; SV Fort +4, Ref +6, Will 
  +0; Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha10.  
   
   
   
  Skills and Feats: Hide +7, Listen +4, Move Silently 
  +7, Spot +4, Tumble +7; Combat Reflexes, Exotic 
  Weapon 
  Proficiency 
  (spiked 
  chain), 
  Improved 
  Initiative, Weapon Focus (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Possessions: masterwork chain shirt, masterwork 
  spiked chain, shortbow, arrows (20), potion of cure 
  light wounds. 
   
   
  Merrick: Male human Rog2; CR 2; Medium humanoid 
  (human); HD 2d6+2, hp 12; Init +7; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15; Base Atk +1; Grp+3; Atk: +5 
  melee (1d6+2 18-20/x2, rapier) or +4 ranged (1d6 x3, 
  shortbow); Full Atk: +5 melee (1d6+2 18-20/x2, rapier) 
  or +4 ranged (1d6 x3, shortbow); SA Sneak Attack +1d6; 
  SQ Evasion, Trapfinding; AL CN; SV Fort +1, Ref +6, 
  Will +0; Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha10.  
  Skills and Feats: Hide +7, Listen +4, Move Silently 
  +7, Spot +4, Tumble +7; Improved Initiative, Weapon 
  Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Possessions: masterwork chain shirt, masterwork 
  rapier, masterwork buckler, shortbow, arrows (20), 
  potion of cure light wounds. 
  Jendral: Female half-elf Rog2; CR 2; Medium 
  humanoid (elf/human); HD 2d6+2, hp 12; Init +7; Spd 
  30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +1; 
  Grp+3; Atk: +4 melee (1d6+2 18-20/x2, rapier) or +4 
  ranged (1d6 x3, shortbow); Full Atk: +4 melee (1d6+2 
  18-20/x2, rapier) or +4 ranged (1d6 x3, shortbow); SA 
  Sneak Attack +1d6; SQ Evasion, Trapfinding Immunity 
  to Sleep; AL CN; SV Fort +1, Ref +6, Will +0; Str 14, 
  Dex 16, Con 12, Int 12, Wis 10, Cha10.  
  Skills and Feats: Hide +7, Listen +5, Move Silently 
  +7, Spot +5, Tumble +7; Improved Initiative 
   
  Languages: Common, Elvish, Flan. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 31 
  
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Immunity to Sleep: Immunity to sleep spells and 
  similar magical effects,  
    
  Bonus to saves: Gains a +2 racial bonus on saving 
  throws against enchantment spells or effects. 
   
  Possessions: masterwork chain shirt, masterwork 
  rapier, masterwork buckler, shortbow, arrows (20), 
  potion of cure light wounds. 
  ENCOUNTER 7 
   
   
   
   
  Loradan: Female human Clr2/Rog2 (Kurell); CR 4; 
  Medium humanoid (human); HD 2d8+2d6+4, hp 25; 
  Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base 
  Atk +2; Grp+3; Atk: +5 melee (1d6+1 18-20/x2, rapier) 
  or +3 ranged (1d6 x3, shortbow); Full Atk: +5 melee 
  (1d6+1 18-20/x2, rapier) or +3 ranged (1d6 x3, 
  shortbow); SA Sneak Attack +1d6; SQ Evasion, 
  Trapfinding, Turning; AL CN; SV Fort +4, Ref +4, Will 
  +6; Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha10.  
   
   
  Skills and Feats: Concentration +7, Heal +7, Listen 
  +4, Spot +4; Improved Initiative, Weapon Focus 
  (rapier) 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Spontaneous Casting: Can channel stored spell 
  energy into healing spells that the cleric did not 
  prepare ahead of time. The cleric can “lose” any 
  prepared spell that is not a domain spell in order to cast 
  any cure spell of the same spell level or lower (a cure 
  spell is any spell with “cure” in its name). 
  Spells Prepared (4/3; base DC = 13 + spell level): 0—
  [detect magic, guidance, light, read magic]; 1st—
  [entropic shield*, bless, magic weapon, shield of faith]. 
  *Domain spell. Luck: (Once per day re-roll one roll you 
  have just made); Trickery. 
   
  Possessions: 
  full 
  plate, 
  masterwork 
  rapier, 
  masterwork heavy steel shield, shortbow, arrows (20), 
  scroll cure light wounds. 
  Gurse: Male Half-orc Ftr3; CR 3; Medium humanoid 
  (orc/human); HD 3d10+6; hp 28; Init +4; Spd 20 ft.; AC 
  18, touch 10, flat-footed 18; Base Atk +3; Grp+8; Atk: 
  +10 melee (2d4+7 18-20/x2, falchion) or +4 ranged 
  (1d8+5 x3, longbow); Full Atk: +10 melee (2d4+7 18-
  20/x2, falchion) or +4 ranged (1d8+5 x3, longbow); AL 
  CE; SV Fort +5, Ref +1, Will +0; Str 20, Dex 10, Con 14, 
  Int 8, Wis 8, Cha 8.  
  Skills and Feats: Intimidate +4, Listen +3, Spot +3; 
  Weapon Focus (falchion), Power Attack, Cleave, 
  Improved Initiative. 
   
  Languages: Common, Orc. 
   
  Possessions: full plate, masterwork falchion, 
  masterwork mighty composite longbow [Str +5], 
  arrows (20), potion of bull strength, potion of cure 
  light wounds. 
  Rendal-bin: Female gnome Rog3; CR 3; Small 
  humanoid (human); HD 3d6+3, hp 17; Init +7; Spd 20 
  ft.; AC 19, touch 14, flat-footed 16; Base Atk +2; Grp+0; 
  Atk: +7 melee (1d4+1 18-20/x2, small rapier) or +6 
  ranged (1d4 x3, Small shortbow); Full Atk: +7 melee 
  (1d4+1 18-20/x2, small rapier) or +6 ranged (1d4 x3, 
  Small shortbow); SA Sneak Attack +2d6; SQ Evasion, 
  Trapfinding, Trapsense +1, Spell like abilities; AL CN; 
  SV Fort +2, Ref +6, Will +1; Str 12, Dex 16, Con 12, Int 
  14, Wis 10, Cha10.  
   
  Skills and Feats: Hide +12, Listen +7, Move 
  Silently +8, Spot +5, Tumble +8; Improved Initiative, 
  Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Bonus to Saves: +2 racial bonus on saving throws 
  against illusions. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 32 
  
   
  Spell-Like Abilities: 1/day—speak with animals 
  (burrowing mammal only, duration 1 minute). A 
  gnome with a Charisma score of at least 10 also has the 
  following spell-like abilities: 1/day—dancing lights, 
  ghost sound, prestidigitation. Caster level 1st; save DC 
  10 + gnome’s Cha modifier + spell level. 
   
  Bonus to Spell DC: Add +1 to the Difficulty Class 
  for all saving throws against illusion spells cast by 
  gnomes. This adjustment stacks with those from 
  similar effects. 
   
  Possessions: 
  masterwork 
  small 
  chain 
  shirt, 
  masterwork small rapier, masterwork small buckler, 
  small shortbow, arrows (20), potion of cure light 
  wounds. 
  Ras Drondal: Male human Rog3; CR 3; Medium 
  humanoid (human); HD 3d6+3, hp 17; Init +7; Spd 30 
  ft.; AC 18, touch 13, flat-footed 15; Base Atk +2; Grp+4; 
  Atk: +6 melee (1d6+2 18-20/x2, rapier) or +5 ranged 
  (1d6 x3, shortbow); Full Atk: +6 melee (1d6+2 18-20/x2, 
  rapier) or +5 ranged (1d6 x3, shortbow); SA Sneak 
  Attack +2d6; SQ Evasion, Trapfinding, Trapsense +1; 
  AL CN; SV Fort +2, Ref +6, Will +1; Str 14, Dex 16, Con 
  12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +7, Listen +4, Move Silently 
  +7, Spot +4, Tumble +7; Dodge, Improved Initiative, 
  Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Possessions: masterwork chain shirt, masterwork 
  rapier, masterwork buckler, shortbow, arrows (20), 
  potion of cure light wounds. 
  ENCOUNTER 8 
   
   
   
   
  Grall: Male human Ftr2/Rog2; CR 4; Medium 
  humanoid (human); HD 2d10+2d6+4; hp 28; Init +7; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +3; 
  Grp+5; Atk: +8 melee (2d4+3, spiked chain) or +6 
  ranged (1d6 x3, shortbow); Full Atk: +8 melee (2d4+3, 
  spiked chain) or +6 ranged (1d6 x3, shortbow); 
  Space/Reach 5ft./10ft.; SA Sneak Attack +1d6; SQ 
  Evasion, Trapfinding; AL CE ; SV Fort +4, Ref +6, Will 
  +0; Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha10.  
   
   
  Skills and Feats: Hide +7, Listen +4, Move Silently 
  +7, Spot +4, Tumble +7; Combat Reflexes, Exotic 
  Weapon 
  Proficiency 
  (spiked 
  chain), 
  Improved 
  Initiative, Weapon Focus (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Possessions: masterwork chain shirt, masterwork 
  spiked chain, shortbow, arrows (20), potion of cure 
  light wounds. 
  Nargon: Male human Rog2; CR 2; Medium humanoid 
  (human); HD 2d6+2, hp 12; Init +7; Spd 30 ft.; AC 18, 
  touch 13, flat-footed 15; Base Atk +1; Grp+3; Atk: +5 
  melee (1d6+2 18-20/x2, rapier) or +4 ranged (1d6 x3, 
  shortbow); Full Atk: +5 melee (1d6+2 18-20/x2, rapier) 
  or +4 ranged (1d6 x3, shortbow); SA Sneak Attack +1d6; 
  SQ Evasion, Trapfinding; AL CN; SV Fort +1, Ref +6, 
  Will +0; Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha10.  
  Skills and Feats: Hide +7, Listen +4, Move Silently 
  +7, Spot +4, Tumble +7; Improved Initiative, Weapon 
  Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Possessions: masterwork chain shirt, masterwork 
  rapier, masterwork buckler, shortbow, arrows (20), 
  potion of cure light wounds. 
  Nesslebin: Female halfling Rog2; CR 2; Small 
  humanoid (halfling); HD 2d6+2, hp 12; Init +8; Spd 20 
  ft.; AC 20, touch 15, flat-footed 16; Base Atk +2; Grp-1; 
  Atk: +4 melee (1d4+1 18-20/x2, rapier) or +6 ranged 
  (1d4 x3, shortbow); Full Atk: +4 melee (1d4+1 18-20/x2, 
  rapier) or +6 ranged (1d4 x3, shortbow); SA Sneak 
  Bitter Winds, Brother’s Sorrow 
   
  Page 33 
  
  Attack +1d6; SQ Evasion, Trapfinding Immunity to 
  Sleep; AL CN; SV Fort +2, Ref +8, Will +1; Str 12, Dex 
  18, Con 12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +12, Listen +7, Move 
  Silently +10, Spot +5, Tumble +8; Improved Initiative 
   
  Languages: Common, Halfling, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Bonus to saves+2 morale bonus on saving throws 
  against fear: This bonus stacks with the halfling’s +1 
  bonus on saving throws in general. 
   
  Possessions: masterwork chain shirt, masterwork 
  rapier, masterwork buckler, shortbow, arrows (20), 
  potion of cure light wounds. 
   
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 34 
  
   
  APPENDIX 2: APL 6
  ENCOUNTER 2 
   
   
   
   
  Townsfolk (20): Male & Female Com1; CR 1/2; 
  Medium humanoid (human); HD 1d4; hp 3; Init 1; Spd 
  30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; 
  Grp+0;  Atk: +0 melee (1d3, unarmed); AL LN; SV Fort 
  +1, Ref +1, Will +1; Str 10, Dex 12, Con 12, Int 10, Wis 
  12, Cha 12.  
   
  Skills and Feats: Listen +2, Spot +2, Craft or 
  Profession (Various) +7; Skill Focus [Craft or 
  Profession (Various)] . 
   
  Languages: Common. 
   
  Possessions: peasant or merchant clothes 
  City Guard (6): Male & Female Ftr3; CR 3; Medium 
  humanoid (human); HD 3d10+6; hp 28; Init +1; Spd 30 
  ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp+10; 
   Atk: +8 melee (1d8+3 19-20/x2, longsword) or +4 
  ranged (1d10 19-20/x2, heavy crossbow); Full Atk: +8 
  melee (1d8+3 19-20/x2, longsword) or +4 ranged (1d10 
  19-20/x2, Heavy crossbow); AL LN; SV Fort +5, Ref +2, 
  Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +4, Listen +3, Spot +3; 
  Weapon Focus (longsword), Power Attack, Cleave, 
  Improved Grapple, Improved Unarmed Strike 
   
  Languages: Common. 
   
  Possessions: breastplate, masterwork longsword, 
  heavy wood shield, heavy crossbow, bolts(20), potion 
  of cure light wounds. 
  ENCOUNTER 5 
   
   
   
   
  Jazra: Female human Ftr3/Rog3; CR 6; Medium 
  humanoid (human); HD 3d10+3d6+6; hp 40; Init +7; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +5; 
  Grp+7;  Atk: +10 melee (2d4+3, spiked chain) or +8 
  ranged (1d6 x3, shortbow); Full Atk: +10 melee (2d4+3, 
  spiked chain) or +8 ranged (1d6 x3, shortbow); 
  Space/Reach 5ft./10ft.; SA Sneak Attack +2d6; SQ 
  Evasion, Trapfinding, Trapsense +1; AL CE ; SV Fort 
  +4, Ref +7, Will +2; Str 14, Dex 17, Con 12, Int 12, Wis 
  10, Cha10.  
   
   
  Skills and Feats: Hide +8, Listen +5, Move Silently 
  +8, Spot +5, Tumble +8; Combat Reflexes, Exotic 
  Weapon 
  Proficiency 
  (spiked 
  chain), 
  Improved 
  Initiative, Power Attack, Weapon Focus (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Possessions: +1 chain shirt, masterwork spiked 
  chain, shortbow, arrows (20), potion of cure light 
  wounds (2). 
  Merrick: Male human Rog4; CR 4; Medium humanoid 
  (human); HD 4d6+4, hp 22; Init +7; Spd 30 ft.; AC 19, 
  touch 14, flat-footed 16; Base Atk +3; Grp+5; Atk: +7 
  melee (1d6+2 18-20/x2, rapier) or +6 ranged (1d6 x3, 
  shortbow); Full Atk: +7 melee (1d6+2 18-20/x2, rapier) 
  or +6 ranged (1d6 x3, shortbow); SA Sneak Attack +2d6; 
  SQ Evasion, Trapfinding, Trapsense+1, Uncanny 
  dodge; AL CN; SV Fort +2, Ref +7, Will +1; Str 14, Dex 
  16, Con 12, Int 13, Wis 10, Cha10.  
  Skills and Feats: Bluff +7, Hide +9, Listen +6, Move 
  Silently +9, Spot +6, Tumble +9; Combat Expertise, 
  Improved Initiative, Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  Bitter Winds, Brother’s Sorrow 
   
  Page 35 
  
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, masterwork rapier, 
  masterwork buckler, shortbow, arrows (20), potion of 
  cure light wounds. 
  Jendral: Female half-elf Rog4; CR 4; Medium 
  humanoid (elf/human); HD 4d6+4, hp 22; Init +7; Spd 
  30 ft.; AC 19, touch 14, flat-footed 16; Base Atk +3; 
  Grp+5; Atk: +6 melee (1d6+2 18-20/x2, rapier) or +6 
  ranged (1d6 x3, shortbow); Full Atk: +6 melee (1d6+2 
  18-20/x2, rapier) or +6 ranged (1d6 x3, shortbow); SA 
  Sneak 
  Attack 
  +2d6; 
  SQ 
  Evasion, 
  Trapfinding, 
  Trapsense+1, Uncanny Dodge, Immunity to Sleep; AL 
  CN; SV Fort +2, Ref +7, Will +1; Str 14, Dex 17, Con 12, 
  Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +9, Listen +7, Move Silently 
  +9, Spot +7, Tumble +9; Dodge, Improved Initiative. 
   
  Languages: Common, Elvish, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Immunity to Sleep: Immunity to sleep spells and 
  similar magical effects,  
    
  Bonus to saves: Gains a +2 racial bonus on saving 
  throws against enchantment spells or effects. 
   
  Possessions: +1 chain shirt, masterwork rapier, 
  masterwork buckler, shortbow, arrows (20), potion of 
  cure light wounds. 
  ENCOUNTER 7 
   
   
   
   
  Loradan: Female human Clr4/Rog2 (Kurell); CR 6; 
  Medium humanoid (human); HD 4d8+2d6+6, hp 37; 
  Init +1; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Base 
  Atk +4; Grp+5; Atk: +7 melee (1d6+1 18-20/x2, rapier) 
  or +5 ranged (1d6 x3, shortbow); Full Atk: +7 melee 
  (1d6+1 18-20/x2, rapier) or +5 ranged (1d6 x3, 
  shortbow); SA Sneak Attack +1d6; SQ Evasion, 
  Trapfinding, Turning; AL CN; SV Fort +5, Ref +5, Will 
  +7; Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha10.  
   
  Skills and Feats: Concentration +12, Heal +9, 
  Listen +4, Spot +4; Improved Initiative, Skill Focus 
  (Concentration), Weapon Focus (rapier) 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Spontaneous Casting: Can channel stored spell 
  energy into healing spells that the cleric did not 
  prepare ahead of time. The cleric can “lose” any 
  prepared spell that is not a domain spell in order to cast 
  any cure spell of the same spell level or lower (a cure 
  spell is any spell with “cure” in its name). 
  Spells Prepared (5/4/3; base DC = 13 + spell level): 0—
  [detect magic, guidance, light, read magic]; 1st—
  [entropic shield*, bless, magic weapon, shield of 
  faith(2)]; 2nd—[invisibility *, shield other, sound 
  burst, spiritual weapon]. 
   
   
  *Domain spell. Luck: (Once per day re-roll one roll you 
  have just made); Trickery. 
   
  Possessions: +1 full plate, masterwork rapier, 
  masterwork heavy steel shield, shortbow, arrows (20), 
  platinum ring (50gp), scroll of cure light wounds (2). 
  Gurse: Male Half-orc Ftr5; CR 5; Medium humanoid 
  (orc/human); HD 5d10+10; hp 46; Init +4; Spd 20 ft.; 
  AC 19, touch 10, flat-footed 19; Base Atk +5; Grp+10; 
  Atk: +12 melee (2d4+9 18-20/x2, falchion) or +6 ranged 
  (1d8+5 x3, longbow); Full Atk: +12 melee (2d4+9 18-
  20/x2, falchion) or +6 ranged (1d8+5 x3, longbow); AL 
  CE; SV Fort +6, Ref +1, Will +0; Str 21, Dex 10, Con 14, 
  Int 8, Wis 8, Cha 8.  
  Skills and Feats: Intimidate +6, Listen +4, Spot +4; 
  Weapon Focus (falchion), Power Attack, Cleave, 
  Improved Initiative, Weapon Specialisation (falchion). 
   
  Languages: Common, Orc. 
   
   
  Possessions: 
  +1 
  full 
  plate, 
  masterwork 
  falchion, masterwork mighty composite longbow [Str 
  Bitter Winds, Brother’s Sorrow 
   
  Page 36 
  
  +5], arrows (20), platinum ring (50gp), potion of bull 
  strength, potion of cure light wounds, potion of cure 
  moderate wounds. 
  Rendal-bin: Female gnome Rog5; CR 5; Small 
  humanoid (human); HD 5d6+5, hp 27; Init +7; Spd 20 
  ft.; AC 20, touch 14, flat-footed 17; Base Atk +3; Grp+1; 
  Atk: +8 melee (1d4+1 18-20/x2, small rapier) or +7 
  ranged (1d4 x3, small shortbow); Full Atk: +8 melee 
  (1d4+1 18-20/x2, small rapier) or +7 ranged (1d4 x3, 
  Small shortbow); SA Sneak Attack +3d6; SQ Evasion, 
  Trapfinding, 
  Trapsense 
  +1, 
  Spell-like 
  abilities, 
  Uncanny Dodge; AL CN; SV Fort +2, Ref +7, Will +1; 
  Str 12, Dex 17, Con 12, Int 14, Wis 10, Cha10.  
   
  Skills and Feats: Hide +14, Listen +9, Move 
  Silently +10, Spot +7, Tumble +10; Improved Initiative, 
  Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Bonus to Saves: +2 racial bonus on saving throws 
  against illusions. 
   
  Spell-Like Abilities: 1/day—speak with animals 
  (burrowing mammal only, duration 1 minute). A 
  gnome with a Charisma score of at least 10 also has the 
  following spell-like abilities: 1/day—dancing lights, 
  ghost sound, prestidigitation. Caster level 1st; save DC 
  10 + gnome’s Cha modifier + spell level. 
   
  Bonus to Spell DC: Add +1 to the Difficulty Class 
  for all saving throws against illusion spells cast by 
  gnomes. This adjustment stacks with those from 
  similar effects. 
   
  Possessions: +1 small chain shirt, masterwork 
  small rapier, masterwork Small buckler, Small 
  shortbow, arrows (20), potion of cure light wounds. 
  Ras Drondal: Male human Rog5; CR 5; Medium 
  humanoid (human); HD 5d6+5, hp 27; Init +7; Spd 30 
  ft.; AC 19, touch 13, flat-footed 16; Base Atk +3; Grp+5; 
  Atk: +7 melee (1d6+2 18-20/x2, rapier) or +6 ranged 
  (1d6 x3, shortbow); Full Atk: +7 melee (1d6+2 18-20/x2, 
  rapier) or +6 ranged (1d6 x3, shortbow); SA Sneak 
  Attack +3d6; SQ Evasion, Trapfinding, Trapsense +1, 
  Uncanny Dodge; AL CN; SV Fort +2, Ref +7, Will +1; 
  Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha10.  
   
  Skills and Feats: Hide +9, Listen +6, Move Silently 
  +9, Spot +6, Tumble +9; Combat Expertise, Dodge, 
  Improved Initiative, Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, masterwork rapier, 
  masterwork buckler, shortbow, arrows (20), potion of 
  cure light wounds. 
  ENCOUNTER 8 
   
   
   
   
  Grall: Male human Ftr3/Rog3; CR 6; Medium 
  humanoid (human); HD 3d10+3d6+6; hp 40; Init +7; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +5; 
  Grp+7;  Atk: +10 melee (2d4+3, spiked chain) or +8 
  ranged (1d6 x3, shortbow); Full Atk: +10 melee (2d4+3, 
  spiked chain) or +8 ranged (1d6 x3, shortbow); 
  Space/Reach 5ft./10ft.; SA Sneak Attack +2d6; SQ 
  Evasion, Trapfinding, Trapsense +1; AL CE ; SV Fort 
  +4, Ref +7, Will +2; Str 14, Dex 17, Con 12, Int 12, Wis 
  10, Cha10.  
  Bitter Winds, Brother’s Sorrow 
   
  Page 37 
  
   
   
  Skills and Feats: Hide +8, Listen +5, Move Silently 
  +8, Spot +5, Tumble +8; Combat Reflexes, Exotic 
  Weapon 
  Proficiency 
  (spiked 
  chain), 
  Improved 
  Initiative, Power Attack, Weapon Focus (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Possessions: +1 chain shirt, masterwork spiked 
  chain, shortbow, arrows (20), potion of cure light 
  wounds (2). 
  Nargon: Male human Rog4; CR 4; Medium humanoid 
  (human); HD 4d6+4, hp 22; Init +7; Spd 30 ft.; AC 19, 
  touch 14, flat-footed 16; Base Atk +3; Grp+5; Atk: +7 
  melee (1d6+2 18-20/x2, rapier) or +6 ranged (1d6 x3, 
  shortbow); Full Atk: +7 melee (1d6+2 18-20/x2, rapier) 
  or +6 ranged (1d6 x3, shortbow); SA Sneak Attack +2d6; 
  SQ Evasion, Trapfinding, Trapsense+1, Uncanny 
  dodge; AL CN; SV Fort +2, Ref +7, Will +1; Str 14, Dex 
  16, Con 12, Int 13, Wis 10, Cha10.  
  Skills and Feats: Bluff +7, Hide +9, Listen +6, Move 
  Silently +9, Spot +6, Tumble +9; Combat Expertise, 
  Improved Initiative, Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, masterwork rapier, 
  masterwork buckler, shortbow, arrows (20), potion of 
  cure light wounds. 
  Nesslebin: Female Halfling Rog4; CR 4; Small 
  humanoid (halfling); HD 4d6+4, hp 22; Init +8; Spd 20 
  ft.; AC 21, touch 16, flat-footed 17; Base Atk +3; Grp+1; 
  Atk: +6 melee (1d4+1 18-20/x2, rapier) or +8 ranged 
  (1d4 x3, shortbow); Full Atk: +6 melee (1d4+1 18-20/x2, 
  rapier) or +8 ranged (1d4 x3, shortbow); SA Sneak 
  Attack +2d6; SQ Evasion, Trapfinding, Trapsense+1, 
  Uncanny Dodge; AL CN; SV Fort +3, Ref +9, Will +2; 
  Str 12, Dex 19, Con 12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +14, Listen +9, Move 
  Silently +12, Spot +7, Tumble +10; Dodge, Improved 
  Initiative. 
   
  Languages: Common, Halfling, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Bonus to saves: +2 morale bonus on saving 
  throws against fear: This bonus stacks with the 
  halfling’s +1 bonus on saving throws in general. 
   
  Possessions: +1 chain shirt, masterwork rapier, 
  masterwork buckler, shortbow, arrows (20), potion of 
  cure light wounds. 
   
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 38 
  
   
  APPENDIX 3: APL 8
  ENCOUNTER 2 
   
   
   
   
  Townsfolk (20): Male & Female Com1; CR 1/2; 
  Medium humanoid (human); HD 1d4; hp 3; Init 1; Spd 
  30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; 
  Grp+0;  Atk: +0 melee (1d3, unarmed); AL LN; SV Fort 
  +1, Ref +1, Will +1; Str 10, Dex 12, Con 12, Int 10, Wis 
  12, Cha 12.  
   
  Skills and Feats: Listen +2, Spot +2, Craft or 
  Profession (Various) +7; Skill Focus [Craft or 
  Profession (Various)]. 
   
  Languages: Common. 
   
  Possessions: peasant or merchant clothes 
  City Guard (8): Male & Female Ftr3; CR 3; Medium 
  humanoid (human); HD 3d10+6; hp 28; Init +1; Spd 30 
  ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp+10; 
   Atk: +8 melee (1d8+3 19-20/x2, longsword) or +4 
  ranged (1d10 19-20/x2, heavy crossbow); Full Atk: +8 
  melee (1d8+3 19-20/x2, longsword) or +4 ranged (1d10 
  19-20/x2, Heavy crossbow); AL LN; SV Fort +5, Ref +2, 
  Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +4, Listen +3, Spot +3; 
  Weapon Focus (longsword), Power Attack, Cleave, 
  Improved Grapple, Improved Unarmed Strike 
   
  Languages: Common. 
   
  Possessions: breastplate, masterwork longsword, 
  heavy wood shield, heavy crossbow, bolts(20), potion 
  of cure light wounds. 
  ENCOUNTER 5 
   
   
   
   
  Jazra: Female human Ftr4/Rog4; CR 8; Medium 
  humanoid (human); HD 4d10+4d6+8; hp 52; Init +8; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +7; 
  Grp+9; Atk: +12 melee (2d4+6, spiked chain) or +10 
  ranged (1d6 x3, shortbow); Full Atk: +12/+7 melee 
  (2d4+6, spiked chain) or +10/+5 ranged (1d6 x3, 
  shortbow); Space/Reach 5ft./10ft.; SA Sneak Attack 
  +2d6; SQ Evasion, Trapfinding, Trapsense +1, Uncanny 
  Dodge; AL CE ; SV Fort +6, Ref +9, Will +2; Str 14, Dex 
  18, Con 12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +10, Listen +6, Move 
  Silently +10, Spot +6, Tumble +10; Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Initiative, Power Attack, Weapon Focus (spiked chain), 
  Weapon Specialisation (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, +1 spiked chain, 
  shortbow, arrows (20), potion of cure moderate 
  wounds, potion of cure light wounds. 
  Merrick: Male human Rog6; CR 6; Medium humanoid 
  (human); HD 6d6+6, hp 32; Init +7; Spd 30 ft.; AC 20, 
  touch 14, flat-footed 17; Base Atk +4; Grp+6; Atk: +8 
  melee (1d6+2 18-20/x2, rapier) or +7 ranged (1d6 x3, 
  shortbow); Full Atk: +8 melee (1d6+2 18-20/x2, rapier) 
  or +7 ranged (1d6 x3, shortbow); SA Sneak Attack +3d6; 
  SQ Evasion, Trapfinding, Trapsense+2, Uncanny 
  dodge; AL CN; SV Fort +3, Ref +8, Will +2; Str 14, Dex 
  16, Con 12, Int 13, Wis 10, Cha10.  
   
  Skills and Feats: Bluff +9, Hide +11, Listen +8, 
  Move Silently +11, Spot +8, Tumble +11; Combat 
  Expertise, Improved Feint, Improved Initiative, 
  Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  Bitter Winds, Brother’s Sorrow 
   
  Page 39 
  
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, masterwork rapier, +1 
  buckler, shortbow, arrows (20), potion of cure 
  moderate wounds. 
  Jendral: Female half-elf Rog6; CR 6; Medium 
  humanoid (elf/human); HD 6d6+6, hp 32; Init +7; Spd 
  30 ft.; AC 20, touch 14, flat-footed 17; Base Atk +4; 
  Grp+6; Atk: +8 melee (1d6+2 18-20/x2, rapier) or +7 
  ranged (1d6 x3, shortbow); Full Atk: +8 melee (1d6+2 
  18-20/x2, rapier) or +7 ranged (1d6 x3, shortbow); SA 
  Sneak 
  Attack 
  +3d6; 
  SQ 
  Evasion, 
  Trapfinding, 
  Trapsense+2, Uncanny Dodge, Immunity to Sleep; AL 
  CN; SV Fort +3, Ref +8, Will +2; Str 14, Dex 17, Con 12, 
  Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +11, Listen +9, Move 
  Silently +11, Spot +9, Tumble +11; Dodge, Improved 
  Initiative, Weapon Finesse. 
   
  Languages: Common, Elvish, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Immunity to Sleep: Immunity to sleep spells and 
  similar magical effects,  
    
  Bonus to saves: Gains a +2 racial bonus on saving 
  throws against enchantment spells or effects. 
   
  Possessions: +1 chain shirt, masterwork rapier, +1 
  buckler, shortbow, arrows (20), potion of cure 
  moderate wounds. 
  ENCOUNTER 7 
   
   
   
   
  Loradan: Female human Clr5/Rog3 (Kurell); CR 8; 
  Medium humanoid (human); HD 5d8+3d6+8, hp 48; 
  Init +1; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Base 
  Atk +5; Grp+6; Atk: +8 melee (1d6+1 18-20/x2, rapier) 
  or +6 ranged (1d6 x3, shortbow); Full Atk: +8 melee 
  (1d6+1 18-20/x2, rapier) or +6 ranged (1d6 x3, 
  shortbow); SA Sneak Attack +2d6; SQ Evasion, 
  Trapfinding, Trapsense +1, Turning; AL CN; SV Fort 
  +6, Ref +5, Will +9; Str 12, Dex 12, Con 12, Int 12, Wis 
  18, Cha10.  
   
  Skills and Feats: Concentration +13, Heal +11, 
  Listen +6, Spot +6; Improved Initiative, Skill Focus 
  (Concentration), Weapon Focus (rapier) 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Spontaneous Casting: Can channel stored spell 
  energy into healing spells that the cleric did not 
  prepare ahead of time. The cleric can “lose” any 
  prepared spell that is not a domain spell in order to cast 
  any cure spell of the same spell level or lower (a cure 
  spell is any spell with “cure” in its name). 
  Spells Prepared (5/4/3/2; base DC = 14 + spell level): 
  0—[detect magic (2), guidance, light, read magic]; 
  1st—[entropic shield*, bless, magic weapon, shield of 
  faith(2)]; 2nd—[invisibility *, shield other, sound 
  burst, spiritual weapon], 3rd—[protection from energy 
  *, dispel magic, prayer]. 
   
  *Domain spell. Luck: (Once per day re-roll one roll you 
  have just made); Trickery. 
   
  Possessions: +1 full plate, masterwork rapier, 
  masterwork heavy steel shield, shortbow, arrows (20), 
  platinum ring (50gp), scroll cure light wounds (2), 
  scroll cure moderate wounds. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 40 
  
  Gurse: Male Half-orc Ftr7; CR 7; Medium humanoid 
  (orc/human); HD 7d10+14; hp 64; Init +4; Spd 20 ft.; 
  AC 19, touch 10, flat-footed 19; Base Atk +7; Grp+12; 
  Atk: +14 melee (2d4+10 18-20/x2, falchion) or +8 
  ranged (1d8+5 x3, longbow); Full Atk: +14/+9 melee 
  (2d4+10 18-20/x2, falchion) or +8/+2 ranged (1d8+5 x3, 
  longbow); AL CE; SV Fort +7, Ref +2, Will +1; Str 21, 
  Dex 10, Con 14, Int 8, Wis 8, Cha 8.  
   
  Skills and Feats: Intimidate +8, Listen +5, Spot +5; 
  Weapon Focus (falchion), Power Attack, Cleave, 
  Diehard, Endurance, Improved Initiative, Weapon 
  Specialisation (falchion). 
   
  Languages: Common, Orc. 
   
   
  Possessions: +1 full plate, +1 falchion, 
  masterwork mighty composite longbow [Str +5], 
  arrows (20), platinum ring (50gp), potion of bull 
  strength, potion of cure light wounds (2), potion of 
  cure moderate wounds. 
  Rendal-bin: Female gnome Rog7; CR 7; Small 
  humanoid (human); HD 7d6+7, hp 37; Init +7; Spd 20 
  ft.; AC 20, touch 14, flat-footed 17; Base Atk +5; Grp+2; 
  Atk: +10 melee (1d4+1 18-20/x2, small rapier) or +9 
  ranged (1d4 x3, Small shortbow); Full Atk: +10 melee 
  (1d4+1 18-20/x2, small rapier) or +9 ranged (1d4 x3, 
  Small shortbow); SA Sneak Attack +4d6; SQ Evasion, 
  Trapfinding, 
  Trapsense 
  +2, 
  Spell-like 
  abilities, 
  Uncanny Dodge; AL CN; SV Fort +3, Ref +8, Will +2; 
  Str 12, Dex 17, Con 12, Int 14, Wis 10, Cha10.  
   
  Skills and Feats: Hide +16, Listen +11, Move 
  Silently +12, Spot +9, Tumble +12; Dodge, Improved 
  Initiative, Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Bonus to Saves: +2 racial bonus on saving throws 
  against illusions. 
   
  Spell-Like Abilities: 1/day—speak with animals 
  (burrowing mammal only, duration 1 minute). A 
  gnome with a Charisma score of at least 10 also has the 
  following spell-like abilities: 1/day—dancing lights, 
  ghost sound, prestidigitation. Caster level 1st; save DC 
  10 + gnome’s Cha modifier + spell level. 
   
  Bonus to Spell DC: Add +1 to the Difficulty Class 
  for all saving throws against illusion spells cast by 
  gnomes. This adjustment stacks with those from 
  similar effects. 
   
  Possessions: +1 small chain shirt, masterwork 
  small rapier, masterwork small buckler, small 
  shortbow, arrows (20), potion of cure light wounds (2), 
  potion of cat’s grace. 
  Ras Drondal: Male human Rog7; CR 7; Medium 
  humanoid (human); HD 7d6+7, hp 37; Init +7; Spd 30 
  ft.; AC 19, touch 13, flat-footed 16; Base Atk +5; Grp+7; 
  Atk: +9 melee (1d6+2 18-20/x2, rapier) or +8 ranged 
  (1d6 x3, shortbow); Full Atk: +9 melee (1d6+2 18-20/x2, 
  rapier) or +8 ranged (1d6 x3, shortbow); SA Sneak 
  Attack +4d6; SQ Evasion, Trapfinding, Trapsense +2, 
  Uncanny Dodge; AL CN; SV Fort +3, Ref +8, Will +2; 
  Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha10.  
   
  Skills and Feats: Hide +11, Listen +8, Move 
  Silently +11, Spot +8, Tumble +11; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Weapon 
  Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  Bitter Winds, Brother’s Sorrow 
   
  Page 41 
  
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, masterwork rapier, 
  masterwork buckler, shortbow, arrows (20), potion of 
  cure light wounds (2), potion of cat’s grace. 
  ENCOUNTER 8 
   
   
   
   
  Grall: Male human Ftr4/Rog4; CR 8; Medium 
  humanoid (human); HD 4d10+4d6+8; hp 52; Init +8; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +7; 
  Grp+9; Atk: +12 melee (2d4+6, spiked chain) or +10 
  ranged (1d6 x3, shortbow); Full Atk: +12/+7 melee 
  (2d4+6, spiked chain) or +10/+5 ranged (1d6 x3, 
  shortbow); Space/Reach 5ft./10ft.; SA Sneak Attack 
  +2d6; SQ Evasion, Trapfinding, Trapsense +1, Uncanny 
  Dodge; AL CE ; SV Fort +6, Ref +9, Will +2; Str 14, Dex 
  18, Con 12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +10, Listen +6, Move 
  Silently +10, Spot +6, Tumble +10; Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Initiative, Power Attack, Weapon Focus (spiked chain), 
  Weapon Specialisation (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, +1 spiked chain, 
  shortbow, arrows (20), potion of cure moderate 
  wounds, potion of cure light wounds. 
  Nargon: Male human Rog6; CR 6; Medium humanoid 
  (human); HD 6d6+6, hp 32; Init +7; Spd 30 ft.; AC 20, 
  touch 14, flat-footed 17; Base Atk +4; Grp+6; Atk: +8 
  melee (1d6+2 18-20/x2, rapier) or +7 ranged (1d6 x3, 
  shortbow); Full Atk: +8 melee (1d6+2 18-20/x2, rapier) 
  or +7 ranged (1d6 x3, shortbow); SA Sneak Attack +3d6; 
  SQ Evasion, Trapfinding, Trapsense+2, Uncanny 
  dodge; AL CN; SV Fort +3, Ref +8, Will +2; Str 14, Dex 
  16, Con 12, Int 13, Wis 10, Cha10.  
   
  Skills and Feats: Bluff +9, Hide +11, Listen +8, 
  Move Silently +11, Spot +8, Tumble +11; Combat 
  Expertise, Improved Feint, Improved Initiative, 
  Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, masterwork rapier, +1 
  buckler, shortbow, arrows (20), potion of cure 
  moderate wounds. 
  Nesslebin: Female halfling Rog6; CR 6; Small 
  humanoid (Halfling); HD 6d6+6, hp 32; Init +8; Spd 30 
  ft.; AC 20, touch 14, flat-footed 17; Base Atk +4; Grp+2; 
  Atk: +11 melee (1d4+1 18-20/x2, rapier) or +9 ranged 
  (1d4 x3, shortbow); Full Atk: +11 melee (1d4+1 18-
  20/x2, rapier) or +9 ranged (1d4 x3, shortbow); SA 
  Sneak 
  Attack 
  +3d6; 
  SQ 
  Evasion, 
  Trapfinding, 
  Trapsense+2, Uncanny Dodge; AL CN; SV Fort +4, Ref 
  +9, Will +3; Str 12, Dex 19, Con 12, Int 12, Wis 10, 
  Cha10.  
   
  Skills and Feats: Hide +16, Listen +11, Move 
  Silently +14, Spot +9, Tumble +12; Dodge, Improved 
  Initiative, Weapon Finesse. 
   
  Languages: Common, Elvish, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  Bitter Winds, Brother’s Sorrow 
   
  Page 42 
  
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Bonus to saves: +2 morale bonus on saving 
  throws against fear: This bonus stacks with the 
  halfling’s +1 bonus on saving throws in general 
   
  Possessions: +1 chain shirt, masterwork rapier, +1 
  buckler, shortbow, arrows (20), potion of cure 
  moderate wounds. 
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 43 
  
   
  APPENDIX 4: APL 10
  ENCOUNTER 2 
   
   
   
   
  Townsfolk (20): Male & Female Com1; CR 1/2; 
  Medium humanoid (human); HD 1d4; hp 3; Init 1; Spd 
  30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; 
  Grp+0;  Atk: +0 melee (1d3, unarmed); AL LN; SV Fort 
  +1, Ref +1, Will +1; Str 10, Dex 12, Con 12, Int 10, Wis 
  12, Cha 12.  
   
  Skills and Feats: Listen +2, Spot +2, Craft or 
  Profession (Various) +7; Skill Focus [Craft or 
  Profession (Various)]. 
   
  Languages: Common. 
   
  Possessions: peasant or merchant clothes 
  City Guard (10): Male & Female Ftr3; CR 3; Medium 
  humanoid (human); HD 3d10+6; hp 28; Init +1; Spd 30 
  ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp+10; 
   Atk: +8 melee (1d8+3 19-20/x2, longsword) or +4 
  ranged (1d10 19-20/x2, heavy crossbow); Full Atk: +8 
  melee (1d8+3 19-20/x2, longsword) or +4 ranged (1d10 
  19-20/x2, Heavy crossbow); AL LN; SV Fort +5, Ref +2, 
  Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +4, Listen +3, Spot +3; 
  Weapon Focus (longsword), Power Attack, Cleave, 
  Improved Grapple, Improved Unarmed Strike 
   
  Languages: Common. 
   
  Possessions: breastplate, masterwork longsword, 
  heavy wood shield, heavy crossbow, bolts(20), potion 
  of cure light wounds. 
  ENCOUNTER 5 
   
   
   
   
  Jazra: Female human Ftr5/Rog5; CR 10; Medium 
  humanoid (human); HD 5d10+5d6+10; hp 64; Init +8; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +8; 
  Grp+10; Atk: +13 melee (2d4+6 19-20/x2, spiked chain) 
  or +11 ranged (1d6 x3, shortbow); Full Atk: +13/+8 
  melee (2d4+6 19-20/x2, spiked chain) or +11/+6 ranged 
  (1d6 x3, shortbow); Space/Reach 5ft./10ft.; SA Sneak 
  Attack +3d6; SQ Evasion, Trapfinding, Trapsense +1, 
  Uncanny Dodge; AL CE ; SV Fort +6, Ref +9, Will +2; 
  Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +11, Listen +7, Move 
  Silently +11, Spot +7, Tumble +11; Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Critical (spiked chain), Improved Initiative, Power 
  Attack, Weapon Focus (spiked chain), Weapon 
  Specialisation (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, +1 spiked chain, 
  shortbow, arrows (20), potion of cure moderate 
  wounds, potion of cure light wounds. 
  Merrick: Male human Rog8; CR 8; Medium humanoid 
  (human); HD 8d6+8, hp 42; Init +7; Spd 30 ft.; AC 20, 
  touch 14, flat-footed 17; Base Atk +6; Grp+8; Atk: +10 
  melee (1d6+3 18-20/x2, rapier) or +9 ranged (1d6 x3, 
  shortbow); Full Atk: +10/+5 melee (1d6+3 18-20/x2, 
  rapier) or +9/+4 ranged (1d6 x3, shortbow); SA Sneak 
  Attack +4d6; SQ Evasion, Improved Uncanny Dodge, 
  Trapfinding, Trapsense+2, Uncanny dodge; AL CN; SV 
  Fort +3, Ref +9, Will +2; Str 14, Dex 16, Con 12, Int 14, 
  Wis 10, Cha10.  
   
  Skills and Feats: Bluff +11, Hide +13, Listen +10, 
  Move Silently +13, Spot +10, Tumble +13; Combat 
  Expertise, Improved Feint, Improved Initiative, 
  Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 44 
  
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  shortbow, arrows (20), potion of cure moderate 
  wounds. 
  Jendral: Female half-elf Rog8; CR 8; Medium 
  humanoid (elf/human); HD 8d6+8, hp 42; Init +8; Spd 
  30 ft.; AC 21, touch 15, flat-footed 17; Base Atk +6; 
  Grp+8; Atk: +11 melee (1d6+3 18-20/x2, rapier) or +10 
  ranged (1d6 x3, shortbow); Full Atk: +11/+6 melee 
  (1d6+3 18-20/x2, rapier) or +10/+5 ranged (1d6 x3, 
  shortbow); SA Sneak Attack +4d6; SQ Evasion, 
  Improved Uncanny Dodge, Trapfinding, Trapsense+2, 
  Uncanny Dodge, Immunity to Sleep; AL CN; SV Fort 
  +3, Ref +10, Will +2; Str 14, Dex 18, Con 12, Int 12, Wis 
  10, Cha10.  
   
  Skills and Feats: Hide +14, Listen +11, Move 
  Silently +14, Spot +11, Tumble +14; Dodge, Improved 
  Initiative, Weapon Finesse. 
   
  Languages: Common, Elvish, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Immunity to Sleep: Immunity to sleep spells and 
  similar magical effects,  
    
  Bonus to saves: Gains a +2 racial bonus on saving 
  throws against enchantment spells or effects. 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  shortbow, arrows (20), potion of cure moderate 
  wounds. 
  ENCOUNTER 7 
   
   
   
   
  Loradan: Female human Clr7/Rog3 (Kurell); CR 10; 
  Medium humanoid (human); HD 7d8+3d6+10, hp 60; 
  Init +1; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Base 
  Atk +7; Grp+8; Atk: +10 melee (1d6+1 18-20/x2, rapier) 
  or +8 ranged (1d6 x3, shortbow); Full Atk: +10/+5 
  melee (1d6+1 18-20/x2, rapier) or +8/+3 ranged (1d6 
  x3, shortbow); SA Sneak Attack +2d6; SQ Evasion, 
  Trapfinding, Trapsense +1, Turning; AL CN; SV Fort 
  +7, Ref +6, Will +10; Str 12, Dex 12, Con 12, Int 12, Wis 
  18, Cha10.  
   
  Skills and Feats: Concentration +15, Heal +13, 
  Listen +8, Spot +8; Improved Initiative, Skill Focus 
  (Concentration), Spell Penetration, Weapon Focus 
  (rapier) 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Spontaneous Casting: Can channel stored spell 
  energy into healing spells that the cleric did not 
  prepare ahead of time. The cleric can “lose” any 
  prepared spell that is not a domain spell in order to cast 
  any cure spell of the same spell level or lower (a cure 
  spell is any spell with “cure” in its name). 
  Bitter Winds, Brother’s Sorrow 
   
  Page 45 
  
  Spells Prepared (6/5/4/3/2; base DC = 14 + spell level): 
  0—[detect magic (2), guidance, light, read magic, 
  virtue]; 1st—[entropic shield*, bane, bless, magic 
  weapon, shield of faith (2)]; 2nd—[invisibility *, hold 
  person, shield other, sound burst, spiritual weapon], 
  3rd—[protection from energy *, blindness/deafness, 
  dispel magic, prayer]; 4th—[confusion *, divine power, 
  freedom of movement]. 
  *Domain spell. Luck: (Once per day re-roll one roll you 
  have just made); Trickery. 
   
  Possessions: +1 full plate, masterwork rapier, 
  masterwork heavy steel shield, shortbow, arrows (20), 
  platinum ring (50gp), scroll of cure light wounds (2), 
  scroll of cure moderate wounds (2). 
  Gurse: Male Half-orc Ftr9; CR 9; Medium humanoid 
  (orc/human); HD 9d10+18; hp 82; Init +4; Spd 20 ft.; 
  AC 19, touch 10, flat-footed 19; Base Atk +9; Grp+15; 
  Atk: +18 melee (2d4+12 15-20/x2, +1 bane (human) 
  falchion) or Atk: +20 melee (2d4+14 +2d6 15-20/x2, +1 
  bane (human) falchion vs humans) or +10 ranged 
  (1d8+6 x3, longbow); Full Atk: +18/+13 melee (2d4+12 
  15-20/x2, +1 bane (human) falchion) or Atk: +20/+15 
  melee (2d4+14 +2d6 15-20/x2, +1 bane (human) 
  falchion vs humans) or +10/+5 ranged (1d8+6 x3, 
  longbow); AL CE; SV Fort +9, Ref +3, Will +2; Str 22, 
  Dex 10, Con 14, Int 8, Wis 8, Cha 8.  
   
  Skills and Feats: Intimidate +10, Listen +6, Spot +6; 
  Cleave, Diehard, Endurance, Greater Weapon Focus 
  (falchion), Improved Critical (falchion), Improved 
  Initiative, Power Attack, Weapon Focus (falchion), 
  Weapon Specialisation (falchion). 
   
  Languages: Common, Orc. 
   
   
  Possessions: +1 full plate, +1 bane (human) 
  falchion, masterwork mighty composite longbow [Str 
  +6], arrows (20), platinum ring (50gp), potion of bull 
  strength, potion of cure light wounds (2), potion of 
  cure moderate wounds (2). 
  Rendal-bin: Female gnome Rog9; CR 9; Small 
  humanoid (human); HD 9d6+9, hp 47; Init +8; Spd 20 
  ft.; AC 21, touch 15, flat-footed 17; Base Atk +6; Grp+3; 
  Atk: +12 melee (1d4+1 18-20/x2, small rapier) or +10 
  ranged (1d4 x3, small shortbow); Full Atk: +12/+7 
  melee (1d4+1 18-20/x2, small rapier) or +10/+5 ranged 
  (1d4 x3, small shortbow); SA Sneak Attack +5d6; SQ 
  Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trapsense +3, Spell-like abilities, Uncanny Dodge; AL 
  CN; SV Fort +4, Ref +10, Will +3; Str 12, Dex 18, Con 
  12, Int 14, Wis 10, Cha10.  
   
  Skills and Feats: Hide +19, Listen +13, Move 
  Silently +15, Spot +11, Tumble +15; Dodge, Improved 
  Initiative, Weapon Focus (rapier), Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +3 
  bonus on Reflex saves made to avoid traps and a +3 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Bonus to Saves: +2 racial bonus on saving throws 
  against illusions. 
   
  Spell-Like Abilities: 1/day—speak with animals 
  (burrowing mammal only, duration 1 minute). A 
  gnome with a Charisma score of at least 10 also has the 
  following spell-like abilities: 1/day—dancing lights, 
  ghost sound, prestidigitation. Caster level 1st; save DC 
  10 + gnome’s Cha modifier + spell level. 
   
  Bonus to Spell DC: Add +1 to the Difficulty Class 
  for all saving throws against illusion spells cast by 
  gnomes. This adjustment stacks with those from 
  similar effects. 
   
  Possessions: +1 small chain shirt, masterwork 
  rapier, masterwork small buckler, small shortbow, 
  arrows (20), potion of cure light wounds, potion of cure 
  moderate wounds, potion of cat’s grace. 
  Ras Drondal: Male human Rog9; CR 9; Medium 
  humanoid (human); HD 9d6+9, hp 47; Init +7; Spd 30 
  ft.; AC 19, touch 13, flat-footed 16; Base Atk +6; Grp+8; 
  Atk: +11 melee (1d6+2 18-20/x2, rapier) or +9 ranged 
  (1d6 x3, shortbow); Full Atk: +11/+6 melee (1d6+2 18-
  20/x2, rapier) or +9/+4 ranged (1d6 x3, shortbow); SA 
  Bitter Winds, Brother’s Sorrow 
   
  Page 46 
  
  Sneak Attack +5d6; SQ Evasion, Improved Uncanny 
  Dodge, Trapfinding, Trapsense +3, Uncanny Dodge; 
  AL CN; SV Fort +4, Ref +9, Will +3; Str 14, Dex 16, Con 
  12, Int 14, Wis 10, Cha10.  
   
  Skills and Feats: Hide +13, Listen +10, Move 
  Silently +13, Spot +10, Tumble +13; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Weapon 
  Focus (rapier), Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +3 
  bonus on Reflex saves made to avoid traps and a +3 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Possessions: +1 chain shirt, masterwork rapier, 
  masterwork buckler, shortbow, arrows (20), potion of 
  cure light wounds, potion of cure moderate wounds, 
  potion of cat’s grace. 
  ENCOUNTER 8 
   
   
   
   
  Grall: Male human Ftr5/Rog5; CR 10; Medium 
  humanoid (human); HD 5d10+5d6+10; hp 64; Init +8; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +8; 
  Grp+10; Atk: +13 melee (2d4+6 19-20/x2, spiked chain) 
  or +11 ranged (1d6 x3, shortbow); Full Atk: +13/+8 
  melee (2d4+6 19-20/x2, spiked chain) or +11/+6 ranged 
  (1d6 x3, shortbow); Space/Reach 5ft./10ft.; SA Sneak 
  Attack +3d6; SQ Evasion, Trapfinding, Trapsense +1, 
  Uncanny Dodge; AL CE ; SV Fort +6, Ref +9, Will +2; 
  Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +11, Listen +7, Move 
  Silently +11, Spot +7, Tumble +11; Combat Reflexes, 
  Exotic Weapon Proficiency (spiked chain), Improved 
  Critical (spiked chain), Improved Initiative, Power 
  Attack, Weapon Focus (spiked chain), Weapon 
  Specialisation (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, +1 spiked chain, 
  shortbow, arrows (20), potion of cure moderate 
  wounds, potion of cure light wounds. 
  Nargon: Male human Rog8; CR 8; Medium humanoid 
  (human); HD 8d6+8, hp 42; Init +7; Spd 30 ft.; AC 20, 
  touch 14, flat-footed 17; Base Atk +6; Grp+8; Atk: +10 
  melee (1d6+3 18-20/x2, rapier) or +9 ranged (1d6 x3, 
  shortbow); Full Atk: +10/+5 melee (1d6+3 18-20/x2, 
  rapier) or +9/+4 ranged (1d6 x3, shortbow); SA Sneak 
  Attack +4d6; SQ Evasion, Improved Uncanny Dodge, 
  Trapfinding, Trapsense+2, Uncanny dodge; AL CN; SV 
  Fort +3, Ref +9, Will +2; Str 14, Dex 16, Con 12, Int 14, 
  Wis 10, Cha10.  
   
  Skills and Feats: Bluff +11, Hide +13, Listen +10, 
  Move Silently +13, Spot +10, Tumble +13; Combat 
  Expertise, Improved Feint, Improved Initiative, 
  Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  Bitter Winds, Brother’s Sorrow 
   
  Page 47 
  
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  shortbow, arrows (20), potion of cure moderate 
  wounds. 
  Nesslebin: Female halfling Rog8; CR 8; Small 
  humanoid (halfling); HD 8d6+8, hp 42; Init +9; Spd 20 
  ft.; AC 23, touch 17, flat-footed 18; Base Atk +6; Grp+4; 
  Atk: +13 melee (1d4+2 18-20/x2, rapier) or +12 ranged 
  (1d4 x3, shortbow); Full Atk: +13/+8 melee (1d4+2 18-
  20/x2, rapier) or +12/+7 ranged (1d4 x3, shortbow); SA 
  Sneak Attack +4d6; SQ Evasion, Improved Uncanny 
  Dodge, Trapfinding, Trapsense+2, Uncanny Dodge; AL 
  CN; SV Fort +4, Ref +12, Will +3; Str 12, Dex 20, Con 
  12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +19, Listen +13, Move 
  Silently +17, Spot +11, Tumble +15; Dodge, Improved 
  Initiative, Weapon Finesse. 
   
  Languages: Common, Halfling, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
    
  Bonus to saves: +2 morale bonus on saving 
  throws against fear: This bonus stacks with the 
  halfling’s +1 bonus on saving throws in general 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  shortbow, arrows (20), potion of cure moderate 
  wounds 
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 48 
  
   
  APPENDIX 5: APL 12
  ENCOUNTER 2 
   
   
   
   
  Townsfolk (20): Male & Female Com1; CR 1/2; 
  Medium humanoid (human); HD 1d4; hp 3; Init 1; Spd 
  30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +0; 
  Grp+0;  Atk: +0 melee (1d3, unarmed); AL LN; SV Fort 
  +1, Ref +1, Will +1; Str 10, Dex 12, Con 12, Int 10, Wis 
  12, Cha 12.  
   
  Skills and Feats: Listen +2, Spot +2, Craft or 
  Profession (Various) +7; Skill Focus [Craft or 
  Profession (Various)]. 
   
  Languages: Common. 
   
  Possessions: peasant or merchant clothes 
  City Guard (12): Male & Female Ftr3; CR 3; Medium 
  humanoid (human); HD 3d10+6; hp 28; Init +1; Spd 30 
  ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp+10; 
   Atk: +8 melee (1d8+3 19-20/x2, longsword) or +4 
  ranged (1d10 19-20/x2, heavy crossbow); Full Atk: +8 
  melee (1d8+3 19-20/x2, longsword) or +4 ranged (1d10 
  19-20/x2, heavy crossbow); AL LN; SV Fort +5, Ref +2, 
  Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Intimidate +4, Listen +3, Spot +3; 
  Weapon Focus (longsword), Power Attack, Cleave, 
  Improved Grapple, Improved Unarmed Strike 
   
  Languages: Common. 
   
  Possessions: breastplate, masterwork longsword, 
  heavy wood shield, heavy crossbow, bolts(20), potion 
  of cure light wounds. 
  ENCOUNTER 5 
   
   
   
   
  Jazra: Female human Ftr6/Rog6; CR 12; Medium 
  humanoid (human); HD 6d10+6d6+12; hp 76; Init +8; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +10; 
  Grp+12; Atk: +17 melee (2d4+6+1d6 (electric) 19-20/x2, 
  spiked chain) or +13 ranged (1d6 x3, shortbow); Full 
  Atk: +17/+12 melee (2d4+6 +1d6 (electric) 19-20/x2, 
  spiked chain) or +13/+8 ranged (1d6 x3, shortbow); 
  Space/Reach 5ft./10ft.; SA Sneak Attack +3d6; SQ 
  Evasion, Trapfinding, Trapsense +2, Uncanny Dodge; 
  AL CE ; SV Fort +8, Ref +11, Will +4; Str 14, Dex 19, 
  Con 12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +12, Listen +8, Move 
  Silently +12, Spot +8, Tumble +12; Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency (spiked chain), 
  Improved Critical (spiked chain), Improved Initiative, 
  Power Attack, Weapon Finesse, Weapon Focus (spiked 
  chain), Weapon Specialisation (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): A rogue gains an intuitive sense that 
  alerts her to danger from traps, giving her a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge 
  bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, +1 shocking spiked 
  chain, shortbow, arrows (20), potion of cure moderate 
  wounds, potion of cure light wounds (2). 
  Merrick: Male human Rog10; CR 10; Medium 
  humanoid (human); HD 10d6+10, hp 52; Init +7; Spd 
  30 ft.; AC 20, touch 14, flat-footed 17; Base Atk +7; 
  Grp+9; Atk: +12 melee (1d6+3 18-20/x2, rapier) or +10 
  ranged (1d6 x3, shortbow); Full Atk: +12/+7 melee 
  (1d6+3 18-20/x2, rapier) or +10/+5 ranged (1d6 x3, 
  shortbow); SA Sneak Attack +5d6, Opportunist; SQ 
  Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trapsense+3, Uncanny dodge; AL CN; SV Fort +4, Ref 
  +10, Will +3; Str 14, Dex 16, Con 12, Int 14, Wis 10, 
  Cha10.  
   
  Skills and Feats: Bluff +13, Hide +15, Listen +12, 
  Move Silently +15, Spot +12, Tumble +15; Combat 
  Expertise, Improved Feint, Improved Initiative, 
  Weapon Finesse, Weapon Focus (rapier) 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 49 
  
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +3 
  bonus on Reflex saves made to avoid traps and a +3 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Opportunist (Ex): Once per round, the rogue can 
  make an attack of opportunity against an opponent 
  who has just been struck for damage in melee by 
  another character. This attack counts as the rogue’s 
  attack of opportunity for that round. Even a rogue with 
  the Combat Reflexes feat can’t use the opportunist 
  ability more than once per round. 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  shortbow, arrows (20), potion of cure moderate 
  wounds, potion of cure light wounds. 
  Jendral: Female half-elf Rog10; CR 10; Medium 
  humanoid (elf/human); HD 10d6+10, hp 52; Init +8; 
  Spd 30 ft.; AC 21, touch 15, flat-footed 17; Base Atk +7; 
  Grp+9; Atk: +13 melee (1d6+3 18-20/x2, rapier) or +11 
  ranged (1d6 x3, shortbow); Full Atk: +13/+8 melee 
  (1d6+3 18-20/x2, rapier) or +11/+6 ranged (1d6 x3, 
  shortbow); SA Crippling Strike, Sneak Attack +5d6; SQ 
  Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trapsense+3, Uncanny Dodge, Immunity to Sleep; AL 
  CN; SV Fort +4, Ref +11, Will +3; Str 14, Dex 18, Con 
  12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +16, Listen +13, Move 
  Silently +16, Spot +13, Tumble +16; Dodge, Improved 
  Initiative, Weapon Finesse, Weapon Focus (rapier). 
   
  Languages: Common, Elvish, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Crippling Strike (Ex): A rogue with this ability 
  can sneak attack opponents with such precision that 
  her blows weaken and hamper them. An opponent 
  damaged by one of her sneak attacks also takes 2 points 
  of strength damage. Ability points lost to damage 
  return on their own at the rate of 1 point per day for 
  each damaged ability. 
   
  Immunity to Sleep: Immunity to sleep spells and 
  similar magical effects,  
    
  Bonus to saves: Gains a +2 racial bonus on saving 
  throws against enchantment spells or effects. 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  shortbow, arrows (20), potion of cure moderate 
  wounds, potion of cure light wounds. 
   
  ENCOUNTER 7 
   
   
   
   
  Loradan: Female human Clr9/Rog3 (Kurell); CR 12; 
  Medium humanoid (human); HD 9d8+3d6+12, hp 72; 
  Init +1; Spd 20 ft.; AC 23, touch 11, flat-footed 22; Base 
  Atk +8; Grp+9; Atk: +11 melee (1d6+2 15-20/x2, rapier) 
  or +9 ranged (1d6 x3, shortbow); Full Atk: +11/+6 
  melee (1d6+2 15-20/x2, rapier) or +9/+4 ranged (1d6 
  x3, shortbow); SA Sneak Attack +2d6; SQ Evasion, 
  Trapfinding, Trapsense +1, Turning; AL CN; SV Fort 
  +8, Ref +7, Will +11; Str 12, Dex 12, Con 12, Int 12, Wis 
  19, Cha10.  
   
  Skills and Feats: Concentration +17, Heal +15, 
  Listen +10, Spot +10; Improved Critical (rapier), 
  Improved Initiative, Skill Focus (Concentration), Spell 
  Penetration, Weapon Focus (rapier) 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  Bitter Winds, Brother’s Sorrow 
   
  Page 50 
  
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +1 
  bonus on Reflex saves made to avoid traps and a +1 
  dodge bonus to AC against attacks made by traps. 
   
  Spontaneous Casting: Can channel stored spell 
  energy into healing spells that the cleric did not 
  prepare ahead of time. The cleric can “lose” any 
  prepared spell that is not a domain spell in order to cast 
  any cure spell of the same spell level or lower (a cure 
  spell is any spell with “cure” in its name). 
  Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell 
  level): 0—[detect magic (2), guidance, light, read 
  magic, virtue]; 1st—[entropic shield*, bane, bless, 
  magic weapon, shield of faith (2)]; 2nd—[invisibility *, 
  hold person (2), shield other, sound burst, spiritual 
  weapon], 
  3rd—[protection 
  from 
  energy 
  *, 
  blindness/deafness, dispel magic, prayer, searing light]; 
  4th—[confusion 
  *, 
  divine 
  power, 
  freedom 
  of 
  movement, greater magic weapon]; 5th—[break 
  enchantment *, insect swarm]. 
  *Domain spell. Luck: (Once per day re-roll one roll you 
  have just made); Trickery. 
   
  Possessions: +1 full plate, +1 rapier, +1 heavy steel 
  shield, shortbow, arrows (20), platinum ring (50gp), 
  scroll of cure light wounds (2), scroll of cure moderate 
  wounds (2), potion of cure light wounds. 
  Gurse: Male Half-orc Ftr11; CR 11; Medium humanoid 
  (orc/human); HD 11d10+22; hp 100; Init +4; Spd 20 ft.; 
  AC 19, touch 10, flat-footed 19; Base Atk +11; Grp+17; 
  Atk: +20 melee (2d4+12 15-20/x2, +1 bane (human) 
  falchion) or Atk: +22 melee (2d4+14 +2d6 15-20/x2, +1 
  bane (human) falchion vs humans) or +12 ranged 
  (1d8+6 x3, longbow); Full Atk: +20/+15/+10 melee 
  (2d4+12 15-20/x2, +1 bane (human) falchion) or Atk: 
  +22/+17/+12 melee (2d4+14 +2d6 15-20/x2, +1 bane 
  (human) falchion vs humans) or +12/+7/+2 ranged 
  (1d8+6 x3, longbow); AL CE; SV Fort +9, Ref +3, Will 
  +2; Str 22, Dex 10, Con 14, Int 8, Wis 8, Cha 8.  
   
  Skills and Feats: Intimidate +10, Listen +6, Spot +6; 
  Cleave, Diehard, Endurance, Great Cleave, Greater 
  Weapon Focus (falchion), Improved Critical (falchion), 
  Improved Initiative, Power Attack, Weapon Focus 
  (falchion), Weapon Specialisation (falchion). 
   
  Languages: Common, Orc. 
   
   
  Possessions: +1 full plate, +1 bane (human) 
  falchion, masterwork mighty composite longbow [Str 
  +6], arrows (20), platinum ring (50gp), potion of bull 
  strength, potion of cure light wounds (2), potion of 
  cure moderate wounds (2). 
  Rendal-bin: Female gnome Rog11; CR 11; Small 
  humanoid (human); HD 11d6+9, hp 57; Init +8; Spd 20 
  ft.; AC 22, touch 15, flat-footed 18; Base Atk +8; Grp+5; 
  Atk: +14 melee (1d4+2 18-20/x2, small rapier) or +12 
  ranged (1d4 x3, small shortbow); Full Atk: +14/+9 
  melee (1d4+2 18-20/x2, small rapier) or +12/+7 ranged 
  (1d4 x3, small shortbow); SA Crippling Strike, Sneak 
  Attack +6d6; SQ Evasion, Improved Uncanny Dodge, 
  Trapfinding, 
  Trapsense 
  +3, 
  Spell-like 
  abilities, 
  Uncanny Dodge; AL CN; SV Fort +4, Ref +11, Will +3; 
  Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha10.  
   
  Skills and Feats: Hide +21, Listen +15, Move 
  Silently +17, Spot +13, Tumble +18; Dodge, Improved 
  Initiative, Weapon Focus (rapier), Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +3 
  bonus on Reflex saves made to avoid traps and a +3 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Crippling Strike (Ex): A rogue with this ability 
  can sneak attack opponents with such precision that 
  her blows weaken and hamper them. An opponent 
  damaged by one of her sneak attacks also takes 2 points 
  of strength damage. Ability points lost to damage 
  return on their own at the rate of 1 point per day for 
  each damaged ability. 
  Bitter Winds, Brother’s Sorrow 
   
  Page 51 
  
   
  Bonus to Saves: +2 racial bonus on saving throws 
  against illusions. 
   
  Spell-Like Abilities: 1/day—speak with animals 
  (burrowing mammal only, duration 1 minute). A 
  gnome with a Charisma score of at least 10 also has the 
  following spell-like abilities: 1/day—dancing lights, 
  ghost sound, prestidigitation. Caster level 1st; save DC 
  10 + gnome’s Cha modifier + spell level. 
   
  Bonus to Spell DC: Add +1 to the Difficulty Class 
  for all saving throws against illusion spells cast by 
  gnomes. This adjustment stacks with those from 
  similar effects. 
   
  Possessions: +1 small chain shirt, +1 small rapier, 
  +1 small buckler, small shortbow, arrows (20), potion of 
  cure light wounds, potion of cure moderate wounds, 
  potion of cat’s grace. 
  Ras Drondal: Male human Rog11; CR 11; Medium 
  humanoid (human); HD 11d6+11, hp 57; Init +7; Spd 
  30 ft.; AC 20, touch 13, flat-footed 17; Base Atk +8; 
  Grp+10; Atk: +13 melee (1d6+3 18-20/x2, rapier) or +11 
  ranged (1d6 x3, shortbow); Full Atk: +13/+8 melee 
  (1d6+3 18-20/x2, rapier) or +11/+6 ranged (1d6 x3, 
  shortbow); SA Sneak Attack +6d6, Opportunistic; SQ 
  Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trapsense +3, Uncanny Dodge; AL CN; SV Fort +4, Ref 
  +10, Will +3; Str 14, Dex 16, Con 12, Int 14, Wis 10, 
  Cha10.  
   
  Skills and Feats: Hide +15, Listen +12, Move 
  Silently +15, Spot +12, Tumble +15; Combat Expertise, 
  Dodge, Improved Feint, Improved Initiative, Weapon 
  Focus (rapier), Weapon Finesse 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +3 
  bonus on Reflex saves made to avoid traps and a +3 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Opportunist (Ex): Once per round, the rogue can 
  make an attack of opportunity against an opponent 
  who has just been struck for damage in melee by 
  another character. This attack counts as the rogue’s 
  attack of opportunity for that round. Even a rogue with 
  the Combat Reflexes feat can’t use the opportunist 
  ability more than once per round. 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  shortbow, arrows (20), potion of cure light wounds, 
  potion of cure moderate wounds, potion of cat’s grace. 
  ENCOUNTER 8 
   
   
   
   
  Grall: Male human Ftr6/Rog6; CR 12; Medium 
  humanoid (human); HD 6d10+6d6+12; hp 76; Init +8; 
  Spd 30 ft.; AC 19, touch 15, flat-footed 16; Base Atk +10; 
  Grp+12; Atk: +17 melee (2d4+6 19-20/x2, spiked chain) 
  or +13 ranged (1d6 x3, shortbow); Full Atk: +17/+12 
  melee (2d4+6 19-20/x2, spiked chain) or +13/+8 ranged 
  (1d6 x3, shortbow); Space/Reach 5ft./10ft.; SA Sneak 
  Attack +3d6; SQ Evasion, Trapfinding, Trapsense +2, 
  Uncanny Dodge; AL CE ; SV Fort +8, Ref +11, Will +4; 
  Str 14, Dex 19, Con 12, Int 12, Wis 10, Cha10.  
   
  Skills and Feats: Hide +12, Listen +8, Move 
  Silently +12, Spot +8, Tumble +12; Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency (spiked chain), 
  Improved Critical (spiked chain), Improved Initiative, 
  Power Attack, Weapon Finesse, Weapon Focus (spiked 
  chain), Weapon Specialisation (spiked chain). 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  Trap Sense (Ex): A rogue gains an intuitive sense that 
  alerts her to danger from traps, giving her a +2 bonus 
  on Reflex saves made to avoid traps and a +2 dodge 
  bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  Bitter Winds, Brother’s Sorrow 
   
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  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Possessions: +1 chain shirt, +1 spiked chain, ring 
  of protection +1, shortbow, arrows (20), potion of cure 
  moderate wounds, potion of cure light wounds (2). 
   
   
  Nargon: Male human Rog10; CR 10; Medium 
  humanoid (human); HD 10d6+10, hp 52; Init +7; Spd 
  30 ft.; AC 21, touch 15, flat-footed 18; Base Atk +7; 
  Grp+9; Atk: +12 melee (1d6+3 18-20/x2, rapier) or +10 
  ranged (1d6 x3, shortbow); Full Atk: +12/+7 melee 
  (1d6+3 18-20/x2, rapier) or +10/+5 ranged (1d6 x3, 
  shortbow); SA Sneak Attack +5d6, Opportunist; SQ 
  Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trapsense+3, Uncanny dodge; AL CN; SV Fort +4, Ref 
  +10, Will +3; Str 14, Dex 16, Con 12, Int 14, Wis 10, 
  Cha10.  
   
  Skills and Feats: Bluff +13, Hide +15, Listen +12, 
  Move Silently +15, Spot +12, Tumble +15; Combat 
  Expertise, Improved Feint, Improved Initiative, 
  Weapon Finesse, Weapon Focus (rapier) 
   
  Languages: Common, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
   
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +3 
  bonus on Reflex saves made to avoid traps and a +3 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Opportunist (Ex): Once per round, the rogue can 
  make an attack of opportunity against an opponent 
  who has just been struck for damage in melee by 
  another character. This attack counts as the rogue’s 
  attack of opportunity for that round. Even a rogue with 
  the Combat Reflexes feat can’t use the opportunist 
  ability more than once per round. 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  ring of protection +1, shortbow, arrows (20), potion of 
  cure moderate wounds, potion of cure light wounds. 
  Nesslebin: Female halfling Rog10; CR 10; Small 
  humanoid (halfling); HD 10d6+10, hp 52; Init +9; Spd 
  20 ft.; AC 24, touch 18, flat-footed 19; Base Atk +7; 
  Grp+4; Atk: +15 melee (1d4+2 18-20/x2, rapier) or +13 
  ranged (1d4 x3, shortbow); Full Atk: +15/+10 melee 
  (1d4+2 18-20/x2, rapier) or +13/+8 ranged (1d4 x3, 
  shortbow); SA Crippling Strike, Sneak Attack +5d6; SQ 
  Evasion, Improved Uncanny Dodge, Trapfinding, 
  Trapsense+3, Uncanny Dodge; AL CN; SV Fort +5, Ref 
  +13, Will +4; Str 12, Dex 20, Con 12, Int 12, Wis 10, 
  Cha10.  
   
  Skills and Feats: Hide +21, Listen +15, Move 
  Silently +19, Spot +13, Tumble +17; Dodge, Improved 
  Initiative, Weapon Finesse, Weapon Focus (rapier). 
   
  Languages: Common, Elvish, Flan. 
   
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, she instead takes no damage. Evasion 
  can be used only if the rogue is wearing light armour 
  or no armour. A helpless rogue does not gain the 
  benefit of evasion. 
  . 
  Trap Sense (Ex): A rogue gains an intuitive sense 
  that alerts her to danger from traps, giving her a +2 
  bonus on Reflex saves made to avoid traps and a +2 
  dodge bonus to AC against attacks made by traps. 
   
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed or 
  struck by an invisible attacker. However, she still loses 
  her Dexterity bonus to AC if immobilised. 
   
  Improved Uncanny Dodge (Ex): A rogue of 8th 
  level or higher can no longer be flanked.  This defence 
  denies another rogue the ability to sneak attack the 
  character by flanking her, unless the attacker has at 
  least four more rogue levels than the target does. 
   
  Crippling Strike (Ex): A rogue with this ability 
  can sneak attack opponents with such precision that 
  her blows weaken and hamper them. An opponent 
  Bitter Winds, Brother’s Sorrow 
   
  Page 53 
  
  damaged by one of her sneak attacks also takes 2 points 
  of strength damage. Ability points lost to damage 
  return on their own at the rate of 1 point per day for 
  each damaged ability. 
   
  Bonus to saves: +2 morale bonus on saving 
  throws against fear: This bonus stacks with the 
  halfling’s +1 bonus on saving throws in general 
   
  Possessions: +1 chain shirt, +1 rapier, +1 buckler, 
  ring of protection +1, shortbow, arrows (20), potion of 
  cure moderate wounds, potion of cure light wounds. 
   
  Bitter Winds, Brother’s Sorrow 
   
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  DM’S AID #1:  PERRENLAND 
  SPECIFIC EFFECTS 
  THE ERUPTION OF MOUNT 
  HELLSPAAR 
   
  In PER4-06 The Hollows Unveiled, the previously 
  dormant volcano Mount Hellspaar erupted.  This has 
  spread volcanic ash high into the air over Perrenland 
  and is currently causing the following effects for 
  Perrenland regional adventures: 
   
  Hell’s Gloom: These effects occur in all Perrenland 
  regional adventures. 
  ♦ Daylight 
  hours 
  in 
  Perrenland 
  have 
  been 
  shortened. 
   
  In 
  eastern 
  Perrenland 
  (Traft, 
  Clatspurgen, 
  Kershane, Sepia Uplands and 
  Quagfludt), dawn has all but been blocked out and 
  it is not until 2pm that the sun appears below the 
  cloud of smoke in the west.  The sun disappears 
  again at 6pm.  Over the remainder of Perrenland, 
  the effects are less, and the sun appears at 10am.  
  The sun disappears at 6pm. 
  ♦ Altitudes greater than 6000 ft.  (St Cuthbert’s 
  Monastery, Yatilskaad, Don Craggen Keep, 
  Kloetzenburg and Tielmannschlauss) are above 
  this low lying layer of smoke and ash and are not 
  subject to this effect. 
  ♦ During these Gloom hours, creatures that are 
  negatively affected by sunlight (such as orcs, 
  vampires, spectres and the like) can walk openly 
  under the skies without penalty! 
   
   
  The Nightmare: Many folk, including the PCs, are 
  having vivid nightmares of their friends and loved 
  ones being slaughtered and rising as undead to fight in 
  the legions of the Famine Queen (Iggwilv).  At the start 
  of each adventure, each PC has this nightmare the 
  night before play begins. If they fail a DC 15 
  Willpower save they suffer a –1 profane penalty to all 
  saving throws for the next two days. This is a fear effect 
  and may be suppressed or dispelled (caster level 10) in 
  the normal manner. 
   
   
  The Freeze of the Famine Queen: Winter has 
  descended early on the Quaglands and has not lifted.  
  This has the following effects on this regional 
  adventure. 
  ♦ The southern and eastern coastal fringe and 
  shallow areas of Lake Quag out to about 2 miles are 
  frozen into a layer of ice and all ports with the 
  exception of Clatsberg City are frozen shut. The 
  freeze in the west currently extends to just north 
  of Hugelrote. 
  ♦ Ice skimmer is now the only way to re-supply and 
  unload what shipping is still operating.   
  ♦ Small icebergs now litter Lake Quag creating 
  navigational hazards.   
  ♦ Crops that were set for harvest have been blighted. 
  Most of Perrenland have not been able to harvest 
  any food since last season.  Southern Quagfludt, 
  the Kershane Pass and Northern Yattenheid are 
  the only places that have produced a harvest.   
  ♦ The shortage of food is creating widespread 
  hunger across Perrenland and many fear famine.   
  ♦ Hoarding has become common but has yet to be 
  outlawed. 
  ♦ The price of all food items has doubled and the 
  price of any item from the Player’s Handbook 
  (PHB) has increased by 150% (except during initial 
  character creation and intro scenarios) in all 
  Perrenland regional adventures.   
  ♦ Lifestyle and up-keep costs have also doubled 
  except where a PC is granted free up-keep. If a PC 
  is using a lifestyle discount of some form, the 
  discount applies after the costs have been doubled. 
  i.e. Adventurers standard at 50% discount would 
  cost 12 gp rather than 6gp. 
  ♦ The survival DC for PCs who live off the land has 
  risen to 20.   
  ♦ PCs who pay for upkeep who instead voluntarily 
  declare at the start of the game that they have 
  donated their up-keep to the needy do not suffer 
  negative Charisma effects.  Instead they gain the 
  same Charisma bonus they would normally have 
  gained as if they had paid the appropriate lifestyle 
  as they are deemed to be a generous patron of the 
  folk.  However they begin the game suffering 
  from the effects of fatigue due to hunger and with 
  subdual damage equal to 1/3 of their hit-point 
  total rounded down.  See PHB p 308 for fatigue 
  effects. Note: As well as resting for 8 hours in 
  game, PCs must also eat an appropriate meal to 
  remove these effects. 
  ♦ PCs who can cast create food and water or heroes 
  feast can declare at the start of the game that they 
  have done so to help the needy.  These PCs gain 
  charisma benefits from this act of generosity as if 
  Bitter Winds, Brother’s Sorrow 
   
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  they had paid for the next higher lifestyle.  This 
  PC is assumed to have cast these spells 
  immediately before the adventure introduction 
  begins. 
  DIVINATION SPELLS WITHIN 
  PERRENLAND 
  At some stage the PCs may decide to cast some form of 
  divination magic.  The following divination spells will 
  no longer function correctly in a Perrenland regional 
  scenario.  They can still be cast but the follow effects 
  occur instead. 
  Speak with dead: The corpse lets out a deep groan and 
  says the following “Your doom is at hand 
  mortal!” and then implodes and turns to dust. 
  Divination: Works normally within a sanctified temple 
  of the caster’s god.  Otherwise it causes the caster to 
  suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point 
  per minute). 
  Sending: Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god.  Otherwise it instead delivers a Sonic Burst 
  spell instead of a message. 
  Commune with Nature: Works normally if cast from a 
  Grove or similar natural holy place sacred to the PC.  
  Otherwise the PC receives the effects of a Doom spell 
  cast at 9
  th level and an overwhelming feeling that the 
  land is being blighted. 
  Dream: The PC suffers the effects of Nightmare at their 
  caster level. 
  Commune: Works normally within a sanctified temple 
  of the caster’s god.  Otherwise it causes the caster to 
  suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point 
  per minute). 
  Scrying and Scrying, Greater: The PC’s sensor ends up 
  in an unexpected place, the Scryer’s Hall in Dorakka.  
  Instead of seeing what they thought they would see 
  they instead see the following. 
  Your view is of a large flame lit cavern.  Seated in a 
  semi-circle must be upwards of two-dozen Clerics 
  of Iuz, within the circle sits a further four clerics.  
  Your sensor is directly above the centre of the four. 
   They are ooking directly at you.  One of them 
  begins casting a spell and you instantly recognise it 
  as a summoning spell.  What do you do? 
  l
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
  APL 2: Summon Monster II (Fiendish monstrous 
  spider, Medium); see below. 
  APL 4: Summon Monster IV (Howler); see Monster 
  Manual pg 154. 
  APL 6: Summon Monster VI (Fiendish monstrous 
  spider, Huge); see below. 
  APL 8: Summon Monster VII (Babau); see Monster 
  Manual pg 40. 
  APL 10: Summon Monster VIII (Vrock); see Monster 
  Manual pg 48. 
  APL 12: Summon Monster IX (Hezrou); see Monster 
  Manual pg 44. 
  The PCs get no XP for this encounter as they could 
  have avoided it.  The summoned monster will stay for 
  APL + 5 rounds. 
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god.  Otherwise it 
  causes the caster to suffer from a blinding headache 
  and 1d4 points of temporary wisdom loss (recovered at 
  the rate of 1 point per turn).   
  Whispering Wind: The spell causes a loud popping 
  when it reaches its destination, and the air is filled with 
  quite a horrid stench in a 20ft radius.  Its message is 
  lost. 
   
  Fiendish Medium Monstrous Spider: CR 1; 
  Medium 
  magical 
  beast 
  (Augmented 
  Vermin, 
  Extraplanar); HD 2d8+2; hp 11; Init +3; Spd 30 ft., 
  climb 20 ft.; AC 14 (touch 13, flat-footed 11); BAB/GRP 
  +1/+1; Atk +4 melee (1d6 plus poison, bite); Full Att +4 
  melee (1d6 plus poison, bite); Face/Reach 5 ft./5 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 5, darkvision 60 ft., spell resistance 7, 
  tremorsense 60 ft., vermin traits; AL NE; SV Fort +4, 
  Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 3, Wis 10, 
  Cha 2. 
   
  Skills and Feats: Climb +11, Hide +7*, Jump +0*, 
  Spot +4*; Weapon Finesse
  B).  * See Monster Manual pg 
  288 for notes. 
   
  Fiendish Huge Monstrous Spider: CR 7; Huge 
  magical beast (Augmented Vermin, Extraplanar); HD 
  8d8+16; hp 52; Init +3; Spd 30 ft., climb 20 ft.; AC 16 
  (touch 11, flat-footed 13); BAB/GRP +6/+18; Atk +9 
  melee (2d6+6 plus poison, bite); Full Att +9 melee 
  (2d6+6 plus poison, bite); Face/Reach 15 ft./10 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 10, damage reduction 5/magic, darkvision 
  60 ft., spell resistance 13, tremorsense 60 ft., vermin 
  Bitter Winds, Brother’s Sorrow 
   
  Page 56 
  
  traits; AL NE; SV Fort +8, Ref +5, Will +2; Str 19, Dex 
  17, Con 14, Int 3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide -1*, Jump +4*, 
  Spot +4*).  * See Monster Manual pg 288 for notes. 
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 57 
  
  DM MAP #1   
  AMBUSH MAP (ENCOUNTER 5) 
   
   
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 58 
  
  DM MAP #2   
  WAREHOUSE EXTERIOR MAP (ENCOUNTER 5) 
   
   
   
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 59 
  
  DM MAP #3   
  WAREHOUSE INTERIOR MAP (ENCOUNTER 6) 
   
   
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 60 
  
  DM MAP #4   
  CULT HIDE OUT MAP (ENCOUNTER 7) 
   
   
  Bitter Winds, Brother’s Sorrow 
   
  Page 61 
  
  DM MAP #6   
  STOLEN GOODS FENCERS MAP (ENCOUNTER 8) 
   
   
   
  Bitter Winds, Brother’s Sorrow 
   
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  PLAYER HANDOUT 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bitter Winds, Brother’s Sorrow 
   
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  PLAYER HANDOUT 2 
  Loradan, 
   
  It appears that Lord Balcasis was correct.  When the letter detailing the 
  business deal arrived, Brar Shekem did decided that it was too important 
  to be left to a less experienced member of the clergy and is going to 
  Meerstadt himself. 
   
  Shekem has advised that he plans to leave by the end of the week and 
  take a boat from Traft directly to Meerstadt.  I am surprised that the 
  Oostmeers would sail directly into the Vestmeers main port. 
   
    I will keep a close eye on Shekem in case he tries to make contact with 
  the merchant Alfred.  It may make him suspicious if Alfred has not heard 
  of him.  I deem this scenario unlikely give the short time frame, but I will 
  intercept any message is sent. 
   
  With all in place, Shekem will soon fall from grace. 
    
  Your loyal servant 
  Brar Thadious 
  Bitter Winds, Brother’s Sorrow 
   
  Page 64 
  
  PLAYER HANDOUT 3 
   
  Friends 
   
  I leave you alive as a reminder that you have come up against the power of the 
  Great Guildmaster and was found wanting. 
   
  Do not attempt it again, as we will not se so kind next time.  Oh by the way, it is 
  said in the Scriptures  
   
  “For all things there is a price.”   
   
  As such you will find that your backpacks and coin pouch is lighter.  
   
   For this contribution Zilchus thanks you. 
   
   
   
   
  Bitter Winds, Brother’s Sorrow 
   
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  CRITICAL EVENT SUMMARY 
   
   
  Was Brar Shekem found guilty   (Yes / No) 
   
   
  Did the PCs discover the Direction of the pirate base  (Yes / No) 
   
   
  Did the PCs hear the conversation between the cultists (Yes / No) 
   
   
  How many PCs traded their favour in to help the famine effort. [   ] 
   
   
  Did the PCs do anything else that may have been of interest.  Please provide details 
   
   
   
   
   
  Please send the critical event summary to taffy@netspace.net.au if the game is played before 3
  rd March 2006 
  Bitter Winds, Brother’s Sorrow 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER5-08 - Bitter Winds, Brother's Sorrow.pdf