TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
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  COR6-08 
   
   
  CATCHING BREATH 
   
  A One-Round DUNGEONS & DRAGONS® LIVING 
  GREYHAWK™ Core Adventure 
  Version 2 
   
   
  by Shawn Merwin 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Special Thanks: The Zeif Triad 
  Reviewers: Samuel Weiss 
  Playtesters: Mike Shannon, Cory Fliegel, Greg Gerritsen, Matt Atwell, Mike Haakstad, Vernon L. Vincent, Robert 
  Dieterle, Thomas Hendricks, Nathaniel Mohler, Joe Selby, Cary Suter, John Williams, Shane Stephens, Casey Brown, 
  Scott Burns, Britt Frey, Chris Gibson, Theo Judd, Konrad Brandemuhl 
  Sources: Complete Arcane [Richard Baker], COR4-01 Shedding Scales [Shawn Merwin], COR5-07 Clipping Wings 
  [Shawn Merwin and William Muench], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, 
  Gwendolyn F.M. Kesrel, Rich Redman, Matthew Sernett, Chris Thomasson, P. Nathan Tommey], and Savage Species 
  [David Eckelberry, Rich Redman, Jennifer Clarke Wilkes] 
   
   
  A friend in need calls upon a group of heroes to help him deal with problems in a far-off land. These troubles, however, 
  may be ones that even the bravest and experienced of adventurers are not equipped to handle. A roleplaying-intensive 
  one-round Living Greyhawk core adventure set in the Sultanate of Zeif for characters level 1-15 (APLs 2-16), and Part 3 
  of the “Windows to the Serpent’s Soul” series, which began with COR4-01 Shedding Scales and COR5-07 Clipping 
  Wings. 
   
  .
  
  COR6-08 Catching Breath 
   
  Page 1 
  RPGA ® SANCTIONED 
  PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the 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 two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  
  COR6-08 Catching Breath 
   
  Page 2 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  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 Core adventure, set in the 
  Sultanate of Zeif. All characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  During his rise from mortal to lich to god, Vecna called 
  upon the power of an entity known to him as “the 
  Serpent.” Something in Vecna’s heritage or destiny 
  allowed him to interact directly with this force. The 
  power he was able to harness from the Serpent was just a 
  small rivulet in the deluge that led to his ascension, but 
  even that small portion was not insignificant. 
   
  The Serpent existed at the beginning of time as one 
  of the primordial forces in the multiverse: specifically the 
  force of magic. Along with the other primordial deities, 
  the Serpent allowed the newly created gods to gain 
  domination over certain spheres of influence. The gods, 
  jealous of the power wielded by the Serpent and craving 
  more power, banded together to steal its essence. First 
  they tricked the Serpent into taking physical form as a 
  dragon of astronomical proportions, and then they 
  petrified it. At this point, they were able to steal its magic. 
  Fearing reprisal, they attempted to destroy its physical 
  form but could not. Instead, they decided to divide the 
  Serpent into an inconceivable number of pieces and 
  imprison those sections of the Serpent in spherical pieces 
  of solid land. The residual power within the Serpent’s 
  pieces caused life to spring up on these land-prisons, and 
  the creatures that lived on the planets eventually learned 
  to use this residual magic to cast spells and create items of 
  great power. 
   
  In the core adventures COR4-01 Shedding Scales 
  and COR5-08 Clipping Wings, the first two adventures in 
  “Windows to the Serpent’s Soul,” the PCs had the 
  opportunity to meet many of the NPCs who play a large 
  role in the series: the Chancellor of Keoland’s Shelspring 
  Barony Stoakdor Redlee Neheli, his stricken nephew 
  Pross Neheli, the kobold paladin Tajlo, and the young and 
  enigmatic Flan sorceress Ianta. 
   
  In COR4-01 Shedding Scales, the PCs were asked to 
  escort a group of children to Keoland’s Shelspring 
  Barony. On the way, flying creatures under the control of 
  some unknown force (who turns out to be Kroyen, the 
  antagonist of Catching Breath) attacked the group and 
  attempted to steal the children, particularly the Flan girl 
  Ianta. Once at the Shelspring Barony, they learned that a 
  diabolical power had stolen the eyes from nearly forty 
  children, with the seemingly fell purpose of using them 
  in a ritual to siphon power (again Kroyen was the force 
  behind this). Chancellor Stoakdor Redlee Neheli asked 
  the PCs to travel into the Rushmoors to investigate an 
  underground complex where he believed one of the sets 
  of eyes might be found. 
   
  On their way, the PCs encountered Tajlo, a kobold 
  paladin who was investigating the very same complex 
  when he was attacked and left for dead by monsters. He 
  also revealed that the complex had been destroyed in an 
  apparent earthquake. At the kobold village, which Tajlo 
  was bound by honor to protect, the PCs learned that the 
  kobolds revered a powerful piece of magical stone—a 
  relic that imbued many of the kobolds with increased 
  power, speed, stamina, and intelligence. (These pieces of 
  stone are actually the unearthed remains of the Serpent.) 
  Investigating the ruins of the underground complex, the 
  PCs found another relic created from the same stone as 
  the one worshipped by the kobolds. Clues at the 
  demolished site reveal that part of the mystery led to the 
  Land of Black Ice. The adventure ends with Stoakdor 
  asking the heroes to take an oath to help the children of 
  the Shelspring Barony to the best of their abilities if the 
  need again arose. 
   
  Note: Spoilers for the adventure COR5-08 
  Clipping Wings follow! Do not read if you plan 
  to play that adventure! 
  
  COR6-08 Catching Breath 
   
  Page 3 
   
  In COR5-08 Clipping Wings, the PCs were asked by 
  Stoakdor Redlee Neheli to travel into the Land of Black 
  Ice to perform several tasks: look for any more of the 
  strange blue-black stone artifacts, see if the rumors of 
  flourishing kobold communities are accurate, look for 
  any crypts associated with Vecna, and most importantly 
  find Ianta, who ran away from Redlee Manor after having 
  strange visions. 
   
  The PCs learn that Ianta has indeed been to the Land 
  of Black Ice, and she has traveled—along with her new 
  protector Tajlo the kobold paladin—into the Burneal 
  Forest to investigate the destruction of a kobold village at 
  the hands of humans (Kroyen’s followers) searching for 
  the blue-black stone that the kobolds revere. 
   
  The PCs rescue Tajlo and Ianta from wolves, 
  investigate the destroyed village, and finally follow the 
  trail of humans to a crypt of an ur-Flan necromancer who 
  first discovered a way to tap directly into the power 
  radiated by physical remnants of the Serpent: the blue-
  black stone that has started to rise to the surface of Oerth 
  in some areas. 
   
  While investigating the crypt, the PCs foil a plot of 
  an as-yet undisclosed person (Kroyen) to use the secrets 
  of the crypt to gain immense power. In the process, 
  however, Ianta throws herself into a column of crackling 
  negative energy to keep it from opening further. The 
  adventure ends with Ianta lost, Tajlo distraught, and the 
  PCs deemed heroes for finding the eyes of the son of the 
  Baron of Shelspring. 
   
  ADVENTURE SUMMARY 
  The adventure begins with the PCs receiving a plea for 
  help from Tajlo (if they know him) or from a group on 
  behalf of Tajlo (if they don’t know him). The PCs learn 
  that Tajlo has been imprisoned and charged with murder. 
  He claims his victim is actually a follower of Vecna who 
  works for a government official in the court of the 
  Yildwar Dey ibn Yusuf al-Zeir of Nafiq (the leader of the 
  city). This government official is an ambassador in the 
  Dey’s court named Kroyen. Kroyen is performing rituals 
  to try to use the eyes he has stolen and the blue-black 
  pieces of the Serpent he has collected to siphon energy 
  and enhance his own powers. 
   
  Encounter 1: A false prophet trying to relieve 
  them of some hard-earned gold approaches The PCs. 
   
  Encounter 2: The PCs talk to a priest of Al’Akbar, 
  who can give them a brief description of the situation in 
  Nafiq. 
   
  Encounter 3: The PCs can talk to Tajlo and learn 
  specific details of his situation. 
   
  Encounter 4: The PCs speak with the magistrate 
  who found Tajlo guilty of murder. They must try to 
  convince him to give Tajlo some more time. If they 
  succeed in their talks with the magistrate, the PCs have 
  24 hours to find the truth about the situation before Tajlo 
  is executed for the murder. 
   
  Encounter 5: The encounter deals with some 
  conditions and happenings that may occur during their 
  investigation of Tajlo’s circumstances. 
   
  Encounter 6: The PCs can attempt to go to 
  Kroyen’s house and search for clues. They find nothing 
  conclusive, but could pick up a lead to the docks 
  (encounter 12). 
   
  Encounter 7: The PCs can view the body of 
  Trumbull, Kroyen’s servant, the man who Tajlo killed. 
  Clues here can lead the PCs to Trumbull’s house 
  (encounter 8) or to the alchemist (Encounter 11). 
   
  Encounter 8: If the PCs go to Trumbull’s house, 
  they find evidence that he was a follower of Vecna. They 
  can also find clues about the password into Kroyen’s 
  secret ocean-side layer (encounter 14). 
   
  Encounter 9: The PCs can question a deaf man 
  who played a game with Kroyen on occasion. The man 
  can give the PCs clues to the password to enter the secret 
  lair. 
   
  Encounter 10: If the PCs are having trouble in 
  their investigations, this encounter can point them in the 
  direction of the alchemist (encounter 11). 
   
  Encounter 11: The PCs can question an alchemist 
  who had business dealings with Kroyen. The alchemist 
  can point the PCs to the bargeman who acted as a 
  teamster for Kroyen (encounter 12). 
   
  Encounter 12: The PCs can question a bargeman 
  who transported Kroyen and Trumbull to a nearby beach. 
  Elementals sent by Kroyen to silence the bargeman 
  attack. The bargeman can tell them about Kroyen’s 
  dealings with a local alchemist (encounter 11) or take 
  them to the beach (encounter 14). 
   
  Encounter 13: If the PCs talk to the local 
  authorities, they are moderately helpful, and can point 
  the PCs to various other encounters. 
   
  Encounter 14: The PCs arrive at the beach where 
  the bargeman took Kroyen and Trumbull. The PCs can 
  find a secret entrance that is trapped. The password can 
  help them enter without triggering the trap. 
   
  Encounter 15: The PCs must fight the Serpent’s 
  Breath. 
   
  Encounter 16: The PC’s find Kroyen, who is slain 
  by The Serpent for his misuse of The Serpent’s power. 
  The PCs can then learn more about The Serpent and the 
  fate of Ianta, as well as find the evidence to exonerate 
  Tajlo. 
   
  PREPARATION FOR PLAY 
  Before the start of the adventure, ask to see the ARs from 
  any PC who has played COR4-01 Shedding Scales, COR5-
  08 Clipping Wings, or CORS4-01 Here There Be 
  Dragons. Note if they have either the “Stigma of the 
  Serpent” or the “Thrall of the Serpent” condition. In 
  addition, verbally confirm the PCs ended either 
  adventure on good terms with the kobold paladin Tajlo. If 
  they played COR4-01 Shedding Scales or COR5-08 
  Clipping Wings, use the following Introduction 1: A Plea 
  from Tajlo. If none of the PCs have played either COR4-
  01 Shedding Scales or COR5-08 Clipping Wings, or if 
  they left on unfriendly terms with Tajlo, the plea for help 
  is delivered on behalf of the temple of Heironeous or 
  some other appropriate organization. In this instance, use 
  Introduction 2: A Plea on Tajlo’s Behalf. 
  
  COR6-08 Catching Breath 
   
  Page 4 
  It is also possible that a PC might be wanted for 
  crimes committed in the Sultanate of Zeif. Check with 
  the players to see if this is the case. 
  You can also have the PCs make a Sense Motive 
  check before play to use when the PCs encounter the 
  false prophetess in Encounter 1: As Istus Would Have It. 
   
  RUNNING THE 
  ADVENTURE 
  This is a roleplaying-intensive, investigative adventure. 
  As such, it has the potential to run much longer than the 
  usual four hours. If you are running the adventure in a 
  time-sensitive environment like a convention or public 
  game day, you may want to keep the PCs moving in a 
  more linear fashion to ensure they have time to complete 
  the adventure. 
   
  The following suggestions can be used to make sure 
  the adventure is finished in roughly four hours. When 
  the PCs talk to Tajlo, have him tell them that one thing 
  he meant to do during his investigation but never got the 
  chance to was search Trumbull’s home. That way, after 
  the PCs talk to the magistrate Dahim in Encounter 4, 
  they can go right to Encounter 8, where they can find the 
  clue about the password into the lair. As they leave the 
  home run Encounter 10, during which they see the thief 
  who can point them to the alchemist (Encounter 11). 
  From there, the alchemist sends them directly to the 
  bargeman (Encounter 12), who leads them immediately 
  toward the finale. This path gives them all the clues, 
  experience, and gold necessary to complete the 
  adventure, without having to roleplay the other 
  encounters or “waste time” investigating. 
   
  INTRODUCTION 1: A PLEA 
  FROM TAJLO 
  This introduction assumes the PCs have already met and 
  are together at a location in some civilized area, and that 
  one or more of the PCs know the kobold paladin Tajlo 
  from the adventure COR4-01 Shedding Scales or COR5-
  08 Clipping Wings. If the PCs do not know each other, 
  leave a few minutes at the beginning of play for them to 
  meet at a tavern or some other suitable location and 
  introduce themselves. 
   
  If all the PCs are from the same region, you may 
  wish to begin in a large town or city in that region. If the 
  PCs are from widely divergent regions, use Greyhawk 
  City. If the PCs are all from Zeif, use the capital city. 
  Please feel free to use your discretion and make the 
  introduction reasonable and feasible for the PCs at the 
  table and the region. 
   
  As 
  you 
  share 
  stories 
  with 
  your 
  fellow 
  adventurers, a Baklunish warrior dressed in 
  chain armor and proudly wearing a holy symbol 
  of Al’Akbar approaches you. A falchion is 
  sheathed at his hip. He stops ten feet away, 
  raises a hand in your direction, and bows his 
  head. Then he holds out a scroll case. 
   
  The Baklunish warrior is a paladin of Al’Akbar named 
  Keehan, sent from the nearest temple dedicated to 
  Al’Akbar (or another appropriate location if no temples to 
  Al’Akbar would be nearby). He received a message from a 
  cleric of Al’Akbar named Qatan in the city of Nafiq in the 
  Sultanate of Zeif. The cleric instructed him to take Tajlo’s 
  message and find the PC or PCs whom Tajlo identified as 
  his friend(s). Keehan knows nothing of the situation or of 
  Tajlo, although he can provide some basic information 
  about Zeif and the city of Nafiq. See “Information on Zeif 
  and Nafiq” below for talking points with Keehan. If the 
  PCs are from Zeif, they can start in the capital city, and 
  automatically know these basic background details of 
  their own region.  
   
  If the PCs wish to gather some information on either 
  the Sultanate of Zeif or the city of Nafiq, use 
  “Information on Zeif and Nafiq”. Give all of the 
  information for the DCs that a PC beats with any of the 
  following skill checks: bardic knowledge, Knowledge 
  (local - VTF), or Knowledge (history). 
   
  INFORMATION ON ZEIF AND 
  NAFIQ 
   
  DC 4: Although not as strict as in some other 
  nations of the Baklunish West, the laws in the 
  Sultanate of Zeif are nevertheless quite strict, 
  especially within the larger towns and cities. 
   
  DC 6: The town of Nafiq is located in the 
  Deylik (province) of Balathar. 
   
  DC 10: There have been occasions where 
  adventurers have captured a murderous villain, 
  but were then arrested, convicted, and jailed for 
  breaking into the villain’s home to find him.  
  They were just lucky they didn’t kill their foe! 
   
  DC 13: Most Baklunish people follow a code 
  known as the Four Feet of the Dragon:  Honor, 
  Generosity, Family, Piety. 
   
  DC 16: A major presence in the Sultanate of 
  Zeif is the orcish Uruzary.  This force of orcs is 
  the Sultan’s personal guard, and they live above 
  the law. 
   
  DC 19: The arbiters of the law are appointed by 
  the local Dey.  Often (but not always) the 
  magistrate is a Qadi of Al’Akbar. 
   
  DC 24: Nafiq is home to many retired Royal 
  Navy sailors.  In fact, the Dey, Yildwar, is a 
  retired naval officer (and childhood friend of 
  the Sultan). 
   
  DC 27: Some magistrates are known to use 
  supernatural means to aid their investigations. 
   
  When the PCs open the scroll case, supply them with 
  Handout 1 if one of them played COR5-08 Clipping 
  Wings. 
   
  Assuming the PCs want to undertake this mission to 
  rescue Tajlo, allow them to make preparations and travel 
  
  COR6-08 Catching Breath 
   
  Page 5 
  to Nafiq. Some higher-level parties may wish to teleport 
  or use other forms of magical transportation to get there. 
  Allow them to do so. If parties come up with alternate 
  plans, such as casting discern location or scrying and 
  teleporting directly to Tajlo’s cell, allow them to do that as 
  well. In these cases you may have to run the encounters 
  out of order, but be flexible and use you best judgment. 
   
  INTRODUCTION 2: A PLEA 
  ON TAJLO’S BEHALF 
  This introduction assumes the PCs have already met and 
  are together at a location in some civilized area, but that 
  none of them have had dealings with kobold paladin 
  Tajlo or that none of them played COR5-08 Clipping 
  Wings. If all the PCs are from the same region, you may 
  wish to begin in a large town or city in that region. If the 
  PCs are from widely divergent regions, use Greyhawk 
  City. If the PCs are all from Zeif, use the capital city. 
  Please use your discretion and make the introduction 
  reasonable and feasible for the PCs at the table and the 
  region. 
   
  In this introduction, Qatan, a cleric of Al’Akbar in 
  Nafiq, has recognized Tajlo’s plight. Qatan has contacted 
  some organization of Tajlo’s choosing and asked them to 
  send help, and that organization in turn asks the PCs to 
  investigate. Below are a number of organizations that 
  might ask the PCs to travel to Zeif to help the kobold, but 
  you can use any organization appropriate to the PCs at 
  your table: 
   
  The Church of Heironeous 
   
  The Church of any Lawful Good deity 
   
  Lawful and/or Good Knighthoods of the 
  western Flanaess 
   
  The Redlee Neheli family of Keoland 
   
  Add to the following read-aloud text an appropriate 
  description of the organization contacting the PCs, as 
  well as the individual messenger. Add roleplaying 
  elements as appropriate. 
   
  A messenger approaches you. He stops ten feet 
  away, raises a hand in your direction, and bows 
  his head. Then he holds out a scroll case. 
   
  When the PCs open the scroll case, supply them with 
  Handout 2. 
   
  If the PCs wish to gather some information on either 
  the Sultanate of Zeif or the city of Nafiq, use 
  “Information on Zeif and Nafiq”. Give all of the 
  information for the DCs that a PC beats with any of the 
  following skill checks: bardic knowledge, Knowledge 
  (local - VTF), or Knowledge (history). 
   
  INFORMATION ON ZEIF AND 
  NAFIQ 
   
  DC 4: Although not as strict as in some other 
  nations of the Baklunish West, the laws in the 
  Sultanate of Zeif are nevertheless quite strict, 
  especially within the larger towns and cities. 
   
  DC 6: The town of Nafiq is located in the 
  Deylik (province) of Balathar. 
   
  DC 10: There have been occasions where 
  adventurers have captured a murderous villain, 
  but were then arrested, convicted, and jailed for 
  breaking into the villain’s home to find him.  
  They were just lucky they didn’t kill their foe! 
   
  DC 13: Most Baklunish people follow a code 
  known as the Four Feet of the Dragon:  Honor, 
  Generosity, Family, Piety. 
   
  DC 16: A major presence in the Sultanate of 
  Zeif is the orcish Uruzary.  This force of orcs is 
  the Sultan’s personal guard, and they live above 
  the law. 
   
  DC 19: The arbiters of the law are appointed by 
  the local Dey.  Often (but not always) the 
  magistrate is a Qadi of Al’Akbar. 
   
  DC 24: Nafiq is home to many retired Royal 
  Navy sailors.  In fact, the Dey, Yildwar, is a 
  retired naval officer (and childhood friend of 
  the Sultan). 
   
  DC 27: Some magistrates are known to use 
  supernatural means to aid their investigations. 
   
  PCs with the home region of Zeif automatically know 
  this basic information about their region. 
   
  Assuming the PCs want to undertake this mission to 
  rescue Tajlo, allow them to make preparations and travel 
  to Nafiq. Some higher-level parties may wish to teleport 
  or use other forms of magical transportation to get there. 
  Allow them to do so. If parties come up with alternative 
  plans, such as casting discern location or scrying and 
  teleporting directly to Tajlo’s cell, allow them to do that as 
  well. In these cases you may have to run the encounters 
  out of order, but be flexible and use you best judgment. 
   
  ENCOUNTER 1: AS ISTUS 
  WOULD HAVE IT 
  Regardless of how the PCs travel, they should enter Nafiq 
  as dawn breaks over the town. Unless they travel using 
  magic, they should enter town along a road from the east. 
   
  Your journey to Nafiq is at its end. The small 
  city spreads out before you, stretching across 
  the plain until meeting the cliffs overlooking 
  the Dramidj Ocean. Activity in the broad, dusty 
  streets is just beginning to increase as farmers 
  bring in their goods for the daily market and 
  fishermen deliver loads of saltwater fish from 
  the dock area. From behind a building, a young 
  woman peers at you, nods, and says, “A lady of 
  fate wishes to speak with you.” 
   
  If the PCs walk behind the building, read on: 
   
  
  COR6-08 Catching Breath 
   
  Page 6 
  A young and beautiful 
  Baklunish woman 
  wearing dirty white robes sits cross-legged on 
  the ground. Around her neck is a golden 
  spindle pendant on a chain. “Sit with me,” she 
  says in a whisper, her eyes staring off as if in a 
  trance. “The Lady of Our Fate has something 
  you should hear.” She gestures toward a dented 
  metal bowl resting in front of her, containing a 
  few gold coins and the bones of a small animal. 
   
  A DC 12 Knowledge (religion) check or Intellegence 
  ckeck reveals the holy symbol and the robes are 
  associated with priestesses of Istus, the Baklunish 
  goddess of fate. The woman is a chaotic neutral thief 
  named Ghesij who stole the robes and holy symbol from 
  a true priestess of Istus in the capital city of Zeif. She then 
  traveled to Nafiq and started this scam recently, tricking 
  folks with a little spare coin into paying her for some 
  vague and generic prophecy. While in the guise of the 
  priestess of Istus, Ghesij plays the part of an aloof and 
  distracted prophetess. If her bluff is discovered, roleplay 
  Ghesij as a street-smart con artist trying to earn some 
  coin. 
   
  If any of the PCs place at least 5 gold pieces into the 
  bowl, Ghesij removes the bones from the bowl and 
  instructs the PC to throw the bones onto the ground. Ask 
  the PC who paid the gold and cast the bones to roll 
  percentile dice, and then pretend to reference a chart at 
  the back of the adventure. Then read the following, 
  which Ghesij speaks in a loud, shrill voice, unlike the 
  hushed whisper she has used up to that point: 
   
  “Yes, my Lady sees great suffering in your 
  future. Remember that every door need not 
  have a latch and hinges. The beast you seek to 
  slay may have allies. Oh no!” She pales and her 
  lip trembles. “One of you is destined to die a 
  most gruesome death before sunrise tomorrow.” 
   
  After saying this, her head falls to her chest 
  and she whispers, “Go now. The lady’s gift has 
  left me tired.” 
   
  Consult the PCs’ previously rolled Sense Motive checks. 
  If the PCs question her in any way about either the 
  meaning or the validity of her “prophecy,” give them a +2 
  circumstance bonus on the Sense Motive check against 
  the following DCs. The increases in DC represent 
  Ghesij’s increasing level and skill in performing her ruse: 
   
  APL 2 – DC 10 
   
  APL 4 – DC 13 
   
  APL 6 – DC 16 
   
  APL 8 – DC 19 
   
  APL 10 – DC 22 
   
  APL 12 – DC 25 
   
  APL 14 – DC 28 
   
  APL 16 – DC 30 
   
  If a PC makes the Sense Motive check, that PC realizes 
  something is amiss. PCs can, of course, demand their 
  money back or take other actions without resorting to the 
  Sense Motive check. 
   
  The woman continues her bluffing as long as she 
  needs to, claiming that Istus works in mysterious ways 
  and that the prophecy will certainly make sense at a later 
  time. If the PCs make the Sense Motive check or are 
  adamant about their disbelief in her words, her lies 
  become outrageous and almost comical (which you can 
  roleplay as you see fit). Then she attempts to flee with the 
  gold they paid her. Her AC is 14 (Dex 18) and her speed is 
  30 ft. Her hit points are 4 x APL. If she takes any damage 
  of any kind from the PCs, she falls to the ground and 
  admits her scam, begging the PCs not to hurt her or turn 
  her in to the authorities. 
   
  If the PCs kill her on purpose, they need to do 
  something quickly to cover it up, as her murder was 
  certainly 
  not 
  justifiable 
  homicide 
  in 
  any 
  way. 
  (Additionally this is an evil act as she is unarmed and does 
  not resist). If the PCs capture her and return the holy 
  symbol to a temple or shrine of Istus (there is one is 
  Nafiq), they receive the Blessing of Istus on the AR. 
  Consult Appendix 2 for details on crime and punishment 
  for manslaughter in Zeif. 
   
  She has not been in Nafiq long enough to know 
  anything of relevance about the PCs’ current situation. 
  However, if the PCs do not turn her in and promise not 
  to hurt her, she could gather information for them later. 
  They must ask her to do this for them, however, and she 
  does not offer unless asked. Having her do this means the 
  PCs don’t have to spend the time or money gathering 
  information, and she automatically succeeds at learning 
  everything the PCs could learn (see Encounter 5: The 
  Investigation Begins for a list of what the PCs can learn 
  with a Gather Information check). 
   
  ENCOUNTER 2: AL’AKBAR 
  BE PRAISED 
  The city of Nafiq is similar to most Baklunish towns, if a 
  bit larger and closer to water. 
   
  The PCs can easily find the temple of Al’Akbar by 
  wandering around the small city for 20 minutes, or by 
  simply asking someone. If the PCs enter the temple 
  through the front entrance, an acolyte of Al’Akbar meets 
  them. If they introduce themselves and give the reason 
  for their presence at the temple, the acolyte asks them to 
  wait while he checks on the availability of Qatan. He 
  returns 3 minutes later and asks the PCs to follow him: 
   
  The acolyte leads you through a corridor, past 
  several smaller doors to a large set of double 
  doors at the end. Opening the doors, the 
  acolyte steps aside to let you walk past. 
   
  When the PCs enter, read or paraphrase the following: 
   
  The inner sanctuary holds several trappings 
  depicting various scenes of honor, piety, family 
  and generosity. A tall man wearing a turban and 
  an ankle-length tunic stares at a mural of a 
  golden-skinned human with his hands raised to 
  the heavens. Thick rays of sunshine descend 
  
  COR6-08 Catching Breath 
   
  Page 7 
  from 
  the 
  sky 
  to 
  illuminate 
  the 
  man: 
  undoubtedly Al’Akbar himself. The tall man 
  turns when he hears you enter. His smile is 
  broad but sad. 
   
  “Al’Akbar be praised. I was not sure if you 
  would come. Truth may yet be served. Please, 
  rest yourselves and let us talk. I am Qatan al-
  Buyuk Qadi abdu-Al’Akbar.” 
   
  Qatan offers the PCs simple food and drink. When he has 
  seen to their physical needs, he tells them what he 
  knows. This information is summarized in the bullet 
  points below. Qatan is an animated and jovial man, but 
  his friendliness is tempered by the realization that the 
  chances of saving Tajlo are very slim. 
   
  Tajlo came to Qatan a few weeks ago. The 
  kobold had a letter of reference from a respected 
  paladin of Al’Akbar whom Tajlo assisted on a 
  mission to save a village in the Lands of the 
  Wolf Nomads. Qatan, obviously not trusting 
  such a strange creature, spent a couple of days 
  speaking with him and praying to Al’Akbar for 
  guidance. After that, Qatan could feel that the 
  kobold was a chosen in the army of good and 
  held the powers of a disciple of a good and just 
  deity. He decided to hear the kobold’s plight. 
   
  Tajlo told the cleric of his travels and his current 
  mission. (If the PCs ask about it, Qatan tells 
  them to wait and hear the entire story from 
  Tajlo.) Tajlo asked Qatan’s help in investigating 
  people currently in power in the government of 
  Nafiq. The kobold wasn’t sure who exactly it 
  was, but that someone in the employ of the Dey 
  of Nafiq was performing terrible acts in other 
  parts of the Flanaess. 
   
  Qatan gave Tajlo access to the temple of 
  Al’Akbar to rest at night, and he gave him papers 
  saying that he was a friend of the temple to keep 
  city guards from slaying him simply for being a 
  kobold, but that was the only assistance he gave 
  to the kobold. 
   
  After three days of the kobold’s investigations, 
  Qatan heard from one of the other priests that 
  Tajlo had murdered a servant of Kroyen, an 
  ambassador in the court of the Dey, and the 
  kobold had been sentenced for execution the 
  following day. Qatan pulled as many strings as 
  he could to get the execution stayed. He and 
  Dahim, the magistrate of Nafiq who happens to 
  be a priest of Mouqol, are not on the best of 
  terms: Qatan believes that he has been slighted 
  in not being chosen as the Magistrate of Nafiq, 
  and Dahim knows Qatan does not respect him. 
  The best Qatan could do was to get a stay of 
  execution until some of Tajlo’s friends could 
  come to speak on his behalf in front of the 
  magistrate. 
   
  Qatan has papers allowing the PCs access to 
  Tajlo at the prison, located at the palace complex 
  of the Dey. These same papers can be shown to 
  the magistrate Dahim at noon today as he holds 
  court in the Nafiq Bazaar. 
   
  Qatan suggests the PCs first speak to Tajlo at the 
  prison, and then at midday to go the Nafiq 
  Bazaar, where the magistrate Dahim holds court 
  today. Qatan fears that Dahim may end the stay 
  of execution at any moment, so time may be of 
  the essence. 
   
  Qatan can provide only general information concerning 
  Nafiq or Zeif. He specifically informs them about the 
  harsh penalties one faces in Zeif for certain crimes. (Use 
  Appendix 2 as a guide.) He doesn’t know any details 
  about the NPCs involved in this adventure. He does offer 
  a common room in the temple if the PCs wish to spend 
  the evening or rest, assuming none of the PCs detect as 
  evil. If any of them detect as evil, they must take rooms at 
  an inn or live off the wild if they wish to rest. 
   
  Qatan is a 9th-level cleric of Al’Akbar, and he can cast 
  spells for the PCs as needed, at the cost of 90 gp x spell 
  level, plus the cost of any components. Zero-level spells 
  count as first-level spells for the purpose of costs. He will 
  only cast the following spells: cure light wounds, cure 
  moderate wounds, gentle repose, make whole, remove 
  paralysis, lesser restoration, zone of truth, cure serious 
  wounds, dispel magic, remove curse, discern lies, 
  neutralize poison, restoration, sending, atonement, mass 
  cure light wounds, and raise dead. The DC for his spells 
  are 13 + spell level. 
   
  ENCOUNTER 3: SPEAKING 
  WITH TAJLO 
  The palace of the Dey of Nafiq is not really a palace as 
  much as a complex of interconnected plain stone 
  structures. The complex is spread out along the north 
  edge of the city, on cliffs overlooking the sea, making the 
  complex appear much larger and more imposing that it 
  really is. 
   
  The four guards at the front gate wear studded 
  leather armor and carry falchions. They are 1st-level 
  warriors who stop the PCs from entering and then 
  question their business at the palace. Unless the PCs do 
  something drastic, the guards only allow them to pass if 
  they provide the paperwork given to them by Qatan. If 
  for any reasons these guards need assistance, they ring a 
  bell. Within 10 rounds four more 1st-level warrior guards 
  arrive. Ten rounds after that, 6 elite guards arrive. The 
  elite guards have the same stats as the guards in 
  Encounter 4: Mouqol’s Law. 
   
  Assuming the PCs have not already ruined their 
  welcome in Nafiq, they are allowed to speak to Tajlo in 
  his cell, which is located in a secure building near the 
  center of the palace complex. 
   
  You are shown into a cell barely large enough 
  to hold a bed and a stool. Sitting on the bed and 
  staring at the wall in silent contemplation is a 
  kobold dressed in a dirty shirt and breeches. 
  
  COR6-08 Catching Breath 
   
  Page 8 
  The only other adornment that differentiates 
  him from others of his race is a silver holy 
  symbol in the shape of a lightning bolt grasped 
  in his clenched hand. Seeing you, he hops from 
  his seat and approaches to shake your hands. 
   
  Tajlo speaks fluent Draconic, broken Common, and he 
  has even picked up a few words and phrases in Baklunish 
  during his investigation and confinement. He is soft-
  spoken but zealous in his worship of Heironeous. He 
  should be played as the paladin’s paladin, more worried 
  about truth, honor, and justice than his own welfare, 
  willing not only to die for his friends, but for his 
  convictions as well. A DC 15 Knowledge (religion) check 
  reveals the holy symbol is that of Heironeous, god of 
  valor and justice. (Followers of Heironeous know this 
  automatically). 
   
  Interaction between Tajlo and the PCs in this 
  encounter depends largely on whether the PCs already 
  know Tajlo and whether the PCs played COR4-01 
  Shedding Scales and/or COR5-08 Clipping Wings. If 
  they know Tajlo, the introductions needn’t take place. If 
  they played COR5-08 Clipping Wings, the story of what 
  happened to Ianta in the Crypt of Pi-Zoar can be skipped. 
  Regardless of the PCs’ experiences in the storyline thus 
  far, Tajlo gives them an explanation of what he has 
  learned so far and why he has been imprisoned. Use the 
  following bullet points to roleplay a conversation 
  between Tajlo and the PCs; the summaries are separated 
  into the back-stories from the previous two adventures in 
  the series, plus what has happened since the PCs last 
  encountered Tajlo in COR5-08 Clipping Wings, if they 
  played that adventure. 
   
  From COR4-01 Shedding Scales:  
   
  Tajlo was born and raised as a member of the 
  Tallbane tribe in the Rushmoors of the Gran 
  March, near the border of Keoland. 
   
  When he was a hatchling, a powerful kobold 
  named Yolopo appeared, killing the leaders of 
  his tribe and many of the surrounding tribes. 
  Yolopo ordered the kobolds to cease attacking 
  humans and instead search for artifacts made of 
  a strange blue-black stone that were held in 
  ancient chambers or buried beneath the swamp. 
  The kobolds that spent a great deal of time in 
  the presence of these artifacts were blessed with 
  superior attributes. 
   
  Vicious humans, led by men carrying symbols 
  of an eye in a hand, began frequently attacking 
  the kobolds in an attempt to steal the blue-black 
  artifacts they had found. (A DC 15 Knowledge 
  [religion] check reveals that is a holy symbol to 
  Vecna, vile god of magic and secrets.) 
   
  A group of adventurers came into the swamp 
  and saved Tajlo’s life after a harpy attacked him. 
  They told Tajlo about children of the Keoish 
  barony that bordered the Rushmoors whose 
  eyes had been stolen and who never aged. The 
  adventurers were in the swamp searching for 
  the children’s eyes and the same blue-black 
  artifacts that Yolopo ordered the kobolds to 
  collect. 
   
  From COR5-08 Clipping Wings: 
   
  Yolopo disbanded the Tallbane tribe and 
  expelled Tajlo, saying that his caring for 
  creatures other than kobolds tainted him. A 
  paladin of Heironeous took in Tajlo and trained 
  him to use his powers to promote justice. 
   
  After his training, Tajlo came across a young 
  Flan girl named Ianta who was traveling alone 
  toward the Land of Black Ice. Tajlo took an oath 
  to Heironeous to protect her on her vision-
  inspired mission. 
   
  In the Land of Black Ice, in a tomb dedicated to 
  an Ur-Flan necromancer, Ianta threw herself 
  into a negative energy portal, as her visions had 
  told her she must. The group who Tajlo was 
  with also found more blue-black artifacts and a 
  pair of eyes belong to Pross Redlee Neheli, the 
  son of Baron Jharmok of the Shelspring in 
  Keoland. 
   
  Since that time, Tajlo has been busy: 
   
  Humans and fiendish creatures, led by 
  worshippers of Vecna, were decimating the 
  kobolds of the Burneal Forest, who were also 
  collecting blue-black artifacts for their leader 
  Yolopo. Tajlo helped the kobolds fight off the 
  evil humans, just as he had for his tribe in the 
  Rushmoors, and in the process he learned that 
  the forces were under the command of a single 
  person who wanted those blue-black artifacts for 
  some dark purpose. 
   
  He also learned that this same human was 
  behind the attack on the children of the Keoish 
  barony. He is using the eyes as a focus to power 
  the magic held within the blue-black artifacts. 
   
  A prisoner taken during the battles between the 
  kobolds and the humans said that the human 
  behind all this evil planning held a position of 
  authority in the city of Nafiq in Zeif. 
   
  Tajlo arrived here over two weeks ago, and 
  Qatan, a priest of Al’Akbar, assisted him in his 
  investigation. Tajlo learned that the human 
  responsible for the attacks is Kroyen, an 
  ambassador in the employ of Yildwar, the Dey of 
  Nafiq. Kroyen is a mixed Baklunish-Oeridian 
  male who travels the length of the civilized 
  world on diplomatic missions for the Dey (often 
  at the behest of the Sultan himself). 
   
  Tajlo saw a man in the Nafiq Bazaar carrying a 
  dagger decorated with an eye motif. This same 
  style of dagger had been carried by several of the 
  humans who raided kobold villages both in the 
  Rushmoors and in the Burneal. Tajlo followed 
  this man back to the home of Kroyen by 
  sneaking past the guards located at the gate to 
  
  COR6-08 Catching Breath 
   
  Page 9 
  the Dey’s palace. Kroyen’s home is within the 
  Dey’s palace complex. 
   
  Tajlo entered Kroyen’s dwelling and was 
  attacked by a priest of Vecna. Tajlo slew the 
  priest in self-defense and moved deeper into the 
  residence, but soon the royal guards arrived and 
  arrested him. All evidence of the dead man’s 
  priestly ties to Vecna had been removed while 
  Tajlo searched the house, and Kroyen claimed 
  that the kobold had broken in and killed a 
  servant without any provocation. 
   
  Tajlo has been found guilty of murder and 
  sentenced to death, but his friend Qatan called 
  in some favors to stay the execution until 
  someone could come to speak on his behalf. He 
  was also found guilty of several lesser crimes, 
  such as breaking and entering, but none of those 
  crimes carry as stiff a penalty. 
   
  Tajlo asks the PCs to do two things: talk to the magistrate 
  on his behalf to get a longer stay of execution, and then 
  investigate Kroyen to prove his complicity in the crimes 
  against the children of the Keoish barony and delving 
  into dark magic. 
   
  PCs of a certain level are going to have the means to 
  simply remove Tajlo from his predicament through 
  either brute force or magic. Tajlo, however, refuses to 
  take part in a jailbreak. He makes it clear that he is willing 
  to die following the established laws of the Sultanate of 
  Zeif. If the PCs use magic or force to remove Tajlo against 
  his will, the kobold simply returns to the prison at the 
  first opportunity and turns himself in. Tajlo feels it is just 
  as important to have his own name cleared as to catch 
  Kroyen and find out what happened to Ianta. 
   
  Tajlo tells the PCs the magistrate in charge of his 
  case is a priest of Mouqol named Dahim. The priest 
  condemned Tajlo to death based on the testimony of 
  others and the fact that he is a kobold, but the magistrate 
  also ordered the stay of execution. However, Dahim 
  refused to give an exact length on the stay, and Tajlo fears 
  Dahim may revoke that stay at any time. He asks the PCs 
  to speak with Dahim as soon as possible at his court in the 
  center of the Nafiq Bazaar. 
   
  ENCOUNTER 4: 
  MOUQOL’S LAW 
  Following Qatan’s or Tajlo’s directions, the PCs easily find 
  the Nafiq Bazaar. They can find Dahim without needing 
  to ask for directions: 
   
  The Nafiq Bazaar is not much different than 
  many others you have seen in your travels 
  around 
  the 
  Flanaess. 
  Farmers, 
  fishermen, 
  hunters, entertainers, craftsmen, and a variety 
  of other merchants hawk their wares from 
  small shops, stalls, carts, and tabletops. In the 
  center of the bazaar is an area roped off from 
  the bustle of vendors and shoppers. In the 
  middle of this area sits a robed man on a raised 
  platform. Around him stand several guards and 
  a few scribes making notes on scrolls and in 
  ledgers. A short line begins at the opening of 
  the roped-off area. 
   
  There are only three people in the line. One is a human in 
  shackles being guided by two guards. The other two 
  humans in line stand and glare at each other, occasionally 
  whispering threats and insults concerning something to 
  do with a herd of goats and a daughter. 
   
  If the PCs wait patiently in line, they witness two 
  rulings. The man in chains is brought before Dahim, 
  accused of attacking and killing a guard in the Sultan’s 
  private guard. The man claims that the guard, a Spahi in 
  the employ of the army of the Sultan (the leader of Zeif) 
  himself, assaulted him first. A Spahi wearing a uniform 
  steps forward to testify that he and the slain Spahi are 
  members of the Sultan’s royal guard, and that this man is 
  an assassin who was trying to kill a representative of the 
  Sultan whom the Spahis were escorting to Zeif to meet 
  Yildwar Dey (the leader of Nafiq). Dahim orders the 
  assassin beheaded at sundown. 
   
  The next ruling is to settle a dispute between a 
  merchant and a goatherd. The goatherd’s daughter was 
  married to the merchant’s son in an arranged marriage, 
  and part of the dowry was 50 goats from the goatherd’s 
  flock. More than half of the goats died after a month, 
  however, and the merchant wants recompense. The 
  goatherd claims that the goats were healthy when the 
  dowry was made and that their deaths were obviously a 
  result of mistreatment or poor handling. As Dahim 
  considers the testimony, a DC 10 Spot check reveals the 
  merchant making an odd gesture with his hands. When 
  Dahim sees this, he waits only a moment before ruling 
  that the goatherd must replace all of the deceased goats or 
  the marriage shall be annulled. 
   
  Anyone who sees the hand gestures and also makes a 
  DC 20 check in Profession (merchant) or Knowledge 
  (local - VTF) realizes that both the merchant and the 
  magistrate Dahim are members of the Mouqollad 
  Consortium: an organization that governs trade and 
  commerce in the Baklunish lands. A PC who makes a DC 
  15 Sense Motive check and saw the hand signals realizes 
  that some sort of private deal was just made, but they 
  don’t know the details. 
   
  The PCs should be neither encouraged nor 
  discouraged to interrupt the above proceedings—allow 
  events to fall as they may. If the PCs do try to interject 
  themselves into the proceedings, they are asked politely 
  but firmly by the guards not to interrupt. If they interrupt 
  a second time, Dahim himself warns them sternly that 
  any further interruptions mean arrest for the offending 
  PC(s). This also brings a –4 circumstance penalty to any 
  future Diplomacy or Bluff checks with Dahim. Finally, if 
  they interrupt again after Dahim’s warning, the guards 
  attempt to arrest the offending PC(s) and Dahim refuses 
  to hear those PCs. He fines anyone who interrupts 
  proceedings 10 gp for each incident after his initial 
  warning. If they are persistently annoying even after 
  being fined, he tells the guards to take them into custody 
  
  COR6-08 Catching Breath 
   
  Page 10 
  under the charge of contempt. This means the PC is 
  taken into custody for 1 TU and that PC cannot finish the 
  adventure. This obviously makes stopping Tajlo’s 
  execution much more difficult, as if the PCs do not get 
  the chance to talk to Dahim, Tajlo is executed at sundown 
  (7 pm) that same day. 
   
  A PC or PCs who are arrested who come up with a 
  good escape plan should be allowed to do so, but should 
  plan the rest of the adventure under no small penalty as 
  they now are wanted by the authorities. If the PCs 
  uncover Kroyen’s crimes by infiltrating his lair and 
  gaining access to his records, they still have to answer for 
  their crimes, but they may gain some leniency. 
   
  After the problem between the goatherd and the 
  merchant is resolved, the PCs are allowed to step forward 
  and address Dahim: 
   
  A guard who stands at the head of the line 
  waves for you to approach Magistrate Dahim. 
  The guard says in a monotone, bored voice, 
  “Approach the magistrate and speak your claim. 
  Keep weapons sheathed and do not get within 
  arms reach unless given permission.” 
   
  As the PCs approach the dais where Dahim sits, they can 
  make a DC 15 Knowledge (religion) check to see and 
  understand that he is a priest of Mouqol, the Baklunish 
  god of trade (and other areas of concern, including 
  negotiation). 
   
  Dahim waits patiently for the PCs to speak their 
  claim. He listens attentively, assuming the PCs make a 
  plea for Tajlo’s life. Dahim secretly knows that something 
  unusual is happening with Kroyen, so he really wants to 
  give Tajlo’s friends a chance to investigate. However, he is 
  under great political pressure from the Dey’s government 
  to execute the kobold and keep others from looking into 
  Kroyen’s affairs, as Kroyen is an ambassador in the court 
  of the Dey of Nafiq. (The Dey knows nothing of Kroyen’s 
  vile doings, and the Dey is out of the city visiting the 
  Sultan for the entirety of the adventure.) 
   
  Assuming the PCs make a plea for Tajlo’s life, allow 
  the speaking PC to make a DC 15 Diplomacy check. If a 
  PC is a titled representative of a nation or an international 
  organization 
  or 
  appropriate 
  Zeif 
  regional 
  meta-
  organization (DM’s discretion), bestow a +2 circumstance 
  bonus on their checks. The DM may also give up to a +4 
  bonus for PCs making particularly eloquent pleas. Other 
  PCs who speak can either attempt to assist or make their 
  own checks—these decisions on whether they are 
  assisting or making their own checks must be made 
  before any dice are rolled. If the initial attempts fail, 
  Dahim says that the kobold killed a citizen of Zeif and a 
  servant of the Dey’s ambassador and must pay with his 
  life as dictated by law. A second Diplomacy check can 
  then be attempted at a DC of 20 following the same 
  method as above. If that fails, Dahim says that so far the 
  PCs have not given him an adequate reason to stay the 
  execution any longer. A third and final Diplomacy check 
  at DC 25 can be attempted by the PCs. If this fails, Dahim 
  sends the PCs away, saying that Tajlo is to be executed at 
  sundown. 
   
  All of the above takes place in the open with 
  everyone at the bazaar watching and hearing the entire 
  exchange. If any of the above Diplomacy checks succeed, 
  Dahim asks the PCs to approach the dais. When they do, 
  he leans down to speak to them more privately. 
   
  The private exchange at the dais is essentially Dahim 
  asking for a bribe, which he is not subtle about: 
   
  “I understand and sympathize with your plea, 
  and I want to give you an opportunity to seek 
  an explanation for the strange little kobold’s 
  actions. However, there is great pressure being 
  placed on me to hurry his execution along. 
  Money and favors change hands every day to 
  keep your friend alive, and his time—and by 
  extension his life—is rapidly running out.” 
  Dahim nods to a coffer sitting on the dais filled 
  with gold and silver coins. 
   
  The bribe needed to buy time for the investigation is 10 
  gold pieces x APL. Goods and magic can also be placed 
  there instead of coin (at the normal half price for selling 
  an item). If the PCs put more in than necessary, Dahim 
  does not give change. If the bribe is less than Dahim 
  demands, he says something obvious like, “I would think 
  your friend’s life is worth more than that.” Bribery is a 
  way of life with Dahim, and he does not respond to 
  threats of blackmail. For him, the ability and wisdom to 
  pay is as important as good intentions and moral 
  superiority. 
   
  Once the adequate bribe is paid, Dahim makes it 
  perfectly clear to the PCs that their behavior and actions 
  dictate Tajlo’s fate. Make sure the following is 
  emphasized and that all the players are paying attention 
  at this point: 
   
  “Understand this. My leniency should not be 
  taken for granted. The accused lives for the 
  next 24 hours only because you and the priest 
  of Al’Akbar vouch for him. If I see any 
  reason—any reason at all—to doubt your 
  character or intentions while here in Nafiq, 
  then the life of the accused is immediately 
  forfeit. Nafiq is a large town, but not that large; 
  I will know within minutes if you break any 
  laws, threaten any citizens, or abuse my trust in 
  your honorable and good intentions. Simply 
  put, behave yourselves or you will be arrested 
  and the kobold immediately executed. Your 
  actions are now completely responsible for his 
  life . . . or death. Complete your investigation 
  within 24 hours and report back to me if you 
  want to clear the name the kobold.” 
   
  Creatures: Lower-level characters should not think they 
  could win or even survive a battle with the cleric and the 
  guards. Higher-level characters, on the other hand, could 
  probably make short work of the guards. Killing anyone 
  here is certainly an evil act, and attacking or using magic 
  to assault or manipulate people is not tolerated. 
  
  COR6-08 Catching Breath 
   
  Page 11 
  Questionable acts, even if not evil, could result in Tajlo’s 
  immediate execution. 
   
  Development: DMs must use discretion here, as 
  well as when running the other encounters within the 
  city. If an action seems like something that would be 
  frowned up, give the PCs an in-character warning by 
  having a passer-by witness the action and shake her head, 
  commenting on how terrible it is that such things can 
  happen in public in this day and age. This one warning 
  should be enough—subsequent questionable acts should 
  result in Tajlo’s immediate execution. Note that the PCs 
  can still complete the adventure even if Tajlo is killed, 
  and the PCs might not learn of his execution until they 
  have completed their investigations. Your task as a DM 
  here is to allow the PCs to carry out an investigation, 
  reward good roleplaying, while at the same time holding 
  PCs accountable for their actions. 
   
  All APLs (EL 14) 
   
  k Dahim: male human cleric 13 of Mouqol; hp 
  108; Appendix 1. 
   
  k Magistrate’s Guards (6): male human ranger 
  6; hp 51, 51, 51, 51, 51,51; Appendix 1. 
   
  Developments: If the PCs acknowledge themselves as 
  titled or nobles, or if they carry outward signs that they 
  are representatives of any particular group or nation, then 
  any misbehavior or questionable acts on their part are 
  later reported to the ruler of Nafiq. He then passes this 
  information on to the Sultan, who in turn uses his 
  ambassadors to report the PC’s questionable or 
  dishonorable deeds to important figures within the 
  groups or nations represented by that PC that would be 
  upset by one of their members doing such things. This 
  embarrassment could result in loss of rank or title, which 
  should be noted on the character’s AR in Play Notes. 
   
  If the PCs ask where they can find Dahim should 
  they locate any evidence that exonerates Tajlo, he tells 
  them that he is usually in the temple of Mouqol. This 
  location is detailed in Encounter 7: The Dead Servant. 
   
  ENCOUNTER 5: THE 
  INVESTIGATIONS BEGIN 
  The rest of the adventure involves the investigation of 
  Kroyen and his dead servant Trumbull. Several areas can 
  be investigated in any order, but two pieces of 
  information are needed to proceed to the final 
  encounters and convince the authorities to release Tajlo: 
  1) The location of Kroyen’s underground chamber; 
  2) The password to enter the chamber without 
  triggering the trap (the password is set to be different 
  depending on the person speaking it). 
   
  During the investigations the PCs also may find evidence 
  that the kobold was justified in his actions against 
  Trumbull and Kroyen. Finding this evidence and 
  showing it to Dahim can result in an extension of Tajlo’s 
  stay of execution. That evidence and the time bought 
  with that evidence can be found within the individual 
  encounters where the evidence is found. 
   
  After learning they have 24 hours to investigate 
  Kroyen and save Tajlo’s life, the PCs are free to go about 
  their tasks in whatever order they see fit. As the DM, you 
  are provided with several encounters to cover paths the 
  PCs might take. Of course, detailing all contingencies is 
  impossible, so feel free to improvise encounters that the 
  PCs might trigger based on their choices and methods. 
  Do not penalize the PCs for thinking of methods of 
  investigation that the author did not envision. Be flexible, 
  using the guidelines set forth in the other encounters as a 
  guide to handling unconventional PC choices and 
  actions. None of the encounters you need to create to 
  account for PC actions should involve combat, traps, or 
  any other drain of resources, unless the PCs do 
  something to draw the attention of the guards and then 
  attack them or resist arrest. 
   
  Dahim’s Assistant, Zephyr  
  Dahim the magistrate employs a jann rogue known as 
  Zephyr to act as a spy for him when certain delicate 
  situations arise. This is one of those situations. Zephyr 
  trails and watches the PCs, using his invisibility, hide in 
  plain sight, ethereal jaunt, flight, hat of disguise, and 
  other abilities to watch the PCs inconspicuously, remain 
  hidden when necessary. He disappears if spotted. Be sure 
  to allow the PCs Spots checks, Listen checks, or other 
  means of detection they may have active, especially at 
  higher APLs. Zephyr acts as Dahim’s eyes and ears. If he 
  notices the PCs doing anything illegal or extremely 
  unethical in their investigations, he immediately goes 
  back to Dahim and tells him, thus ending Tajlo’s life. 
  More details about Zephyr’s actions are located within 
  each encounter. Stats for Zephyr are located in Appendix 
  1. 
   
  Familiarize yourself with Zephyr’s abilities before 
  running the adventure. Zephyr is told by Dahim to 
  simply watch the PCs and make sure they stay within the 
  bounds of the law in their investigations. Zephyr does 
  not interfere with the PCs unless they are assaulting 
  (either magically or by force or arms) an innocent. He 
  fights only long enough to ensure the safety of innocents, 
  and then leaves to inform Dahim of what happened. 
   
  The PCs certainly have a chance to spot Zephyr, but 
  that is highly unlikely due to Zephyr’s skills. For 
  example, if Zephyr is invisible and flying while the PCs 
  are doing something, and one of the PCs has an 
  invisibility purge running, they would still have to make 
  a Spot check since Zephyr can use the shadowdancer’s 
  hide in plain sight ability. 
   
  If the PCs do figure out that Zephyr is following 
  them, he simply tells them that he is breaking no laws, 
  and that they had better stick to their own business 
  instead of worrying about his. 
   
  Gathering Information 
  At any time during the investigation, the PCs may wish to 
  gather general information on Kroyen, Trumbull, and 
  their activities. Each time they do that, it takes three 
  hours to get relevant information and costs 10 gp for each 
  
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  PC involved in the information gathering. PCs must state 
  ahead of time if they are conducting their own 
  investigation or assisting someone else. Of course, all the 
  PCs can gather information at the same time. The 
  information they can gather is detailed below: 
   
  DC 5 – Kroyen is a human of mixed Oeridian 
  and Baklunish descent who acts as an 
  ambassador for Yildwar Dey, the ruler of Nafiq. 
  The Sultan himself often asks Yildwar Dey to 
  send Kroyen out on diplomatic missions, 
  especially to Oeridian lands. When in Nafiq, 
  Kroyen lives at a residence in the palace 
  complex of the Dey. 
   
  DC 10 – A couple of weeks ago, a servant of 
  Kroyen was murdered by an insane kobold at 
  Kroyen’s residence. The servant was an Oeridian 
  man named Trumbull, who has lived in Nafiq 
  for several years. His body is being held at the 
  temple of Mouqol in Nafiq. The servant’s widow 
  is a Baklunish woman who lives in the town 
  with her two children. 
   
  DC 15 – Kroyen is rarely seen in the town, 
  although occasionally he is spotted playing a 
  game of jir-tah against an old man in the Nafiq 
  Bazaar. Jir-tah is a game of strategy played with 
  marbles on a board. 
   
  DC 20 – Kroyen is more than just an 
  ambassador. He is also a mage of tremendous 
  power. 
   
  DC 30 – Kroyen has spent a great deal of time 
  outside of Zeif in the last three years – much 
  more than was customary in previous years. 
  Kroyen has been working in the employ of the 
  Dey for at least 10 years. 
   
  If the PCs try to ask someone a question specifically 
  answered in the above information, and that person is 
  likely to know the answer, allow them to find the answer 
  without having to go through the time and expense of a 
  Gather Information check. 
   
  Kroyen’s Bribe 
  After the first important piece of information (location of 
  lair, password to lair, or other evidence) is found by the 
  PCs, a human Baklunish servant of Kroyen approaches 
  the PCs in a public place with an offer. This servant 
  knows nothing of Kroyen’s illegal activities, and 
  therefore he is completely unhelpful if the PCs try to 
  intimidate, magically coerce, bribe, or bluff him to find 
  out more. He honestly has no idea where Kroyen is, what 
  evil schemes Kroyen plans, or what vile associations 
  Kroyen has made. 
   
  A middle-aged Baklunish man dressed in loose 
  white clothing approaches you. He carries a 
  leather satchel but bears no weapons. He bows 
  before you and says in Common, “I have 
  instructions from my master to make you an 
  offer. He knows you have come to Nafiq, and 
  he knows why you are here. He wants to offer 
  you a reward for your vigilance so far, and he 
  asks you to accept the gift with his regards. 
  There are 100 pieces of gold in this satchel for 
  each of you. If you take it and travel to Zeir-i-
  Zeif immediately, he will have much more gold 
  waiting for you at the Temple of Mouqol there 
  – payable after the kobold creature has received 
  its just punishment. He will also offer you 
  access to a gift matching your heart’s desire. 
  Might I add that my master has no small 
  amount of power in Zeif, and his generosity 
  should not be questioned.” 
   
  Indeed, if the PCs decide to give up and leave, they are 
  awarded the Gifts from Kroyen entry on the AR. Please 
  understand that the PCs cannot trick Kroyen into 
  thinking they have left, collect the reward, and then 
  somehow save Tajlo. If they accept the Gifts from Kroyen 
  the PCs must travel to Zeir-i-Zeif (Zeif’s capital city) and 
  allow Tajlo to be executed. This means the adventure 
  ends for the PCs, and they are awarded whatever 
  experience points they have earned thus far, as well as full 
  gold piece awards for their APL (which is the gold that 
  Kroyen’s servant is talking about). Additionally, the PCs 
  accepting the Gifts of Kroyen are not permitted to play in 
  the finale of the “Windows to the Serpent’s Soul” series. 
   
  Leaving Tajlo to his fate is not automatically 
  considered an evil act. However, it is definitely not a good 
  act, and any good character that takes the bribe and leaves 
  Tajlo to die moves from good to neutral. If this shift in 
  alignment happens to a character that needs to be good to 
  cast spells or retain class features or abilities, then an 
  atonement spell is needed for them to regain their good 
  alignment and standing. 
   
  Presenting or Manufacturing Evidence 
  Throughout the adventure PCs might find evidence that 
  points to Kroyen and Trumbull being involved in 
  something nefarious. This evidence does not necessarily 
  vindicate Tajlo, but it is enough for Dahim to extend 
  Tajlo’s stay of execution for a little while longer. In the 
  encounter where the evidence is found, the extension of 
  the stay of execution is listed if PCs present that evidence 
  to Dahim. 
   
  Crafty and imaginative PCs may get the idea to 
  manufacture evidence clearing Tajlo’s name. If they do 
  this and bring the evidence to Dahim, they have a tough 
  road to travel before their plan works. 
   
  First, they must fabricate the evidence and then 
  make a Bluff check (or some other check depending on 
  the type of evidence). The DM can assign a penalty or 
  bonus from –4 to +4 to the Bluff check based on how 
  convincing (or ludicrous) the evidence is. The Bluff 
  check is made against Dahim’s high Sense Motive check 
  (+25 modifier), which the DM should roll. Dahim can 
  also cast divine insight to gain a +15 bonus to his Sense 
  Motive checks, which he does if the PCs present 
  evidence to him. 
   
  If the PCs are able to bluff Dahim, he believes them 
  on this point. If they try to press the issue by bluffing him 
  further with more fabricated evidence, he casts discern 
  
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  Page 13 
  lies and questions each of the PCs about the veracity of 
  the evidence they present him. Failed DC 20 Will saves 
  on the part of the PCs means that Dahim knows they are 
  lying. 
   
  Dahim fines any PCs who have committed perjury 
  50 gp and orders Tajlo’s immediate execution. 
   
  Divination spells can certainly be used by the PCs to 
  help in their investigation, but no such spells can yield 
  evidence that Dahim accepts. Any divinations referring 
  directly to Kroyen fail, as he currently enjoys the 
  protection of the Serpent. 
   
  Treasure: PCs can take the 100 gold pieces offered 
  by Kroyen’s servant, whether or not they plan to uphold 
  their end of the bargain. 
   
  All APLs: Coin – 100 gp. 
   
  ENCOUNTER 6: KROYEN’S 
  HOUSE 
  Some PCs may wish to investigate Kroyen’s residence, 
  hoping to find clues. Since his residence is located within 
  the complex that acts as the Dey’s palace, doing this is 
  going to be extremely difficult. Do not discourage them 
  trying, but roleplay the entire process. 
   
  The first hurdle in investigating the residence is 
  getting past the guards at the gates of the complex. The 
  paperwork that they used to speak with Tajlo does not 
  give them authorization to enter for any other reason. 
  They can bluff the guards that they wish to speak to the 
  kobold again. Since they were inside the complex already 
  once and are more familiar with it, they could use 
  teleportation magic to gain entrance. The can also try to 
  find a place where they can climb over the wall of the 
  complex, burrow under, scale the cliffs, etc. They can also 
  try to bluff their way in, forge papers, intimidate someone 
  to help them in, etc. 
   
  For purposes of game mechanics, assign a DC 15 to 
  any opposed checks attempting to get in, adjusted by the 
  ingenuity and specifics of the plan. For example, if the 
  PCs try to climb over the wall during the daylight hours 
  without getting spotted, that would be much harder than 
  doing so at night. Trying to intimidate a servant to get 
  them past the guards by vouching for them is more likely 
  than intimidating the guards themselves. 
   
  The second hurdle is getting into Kroyen’s 
  residence. Obviously, they are not going to be welcomed 
  in. If they simply knock on the door and ask for 
  admittance, a butler tells the PCs that Kroyen is out of the 
  area on a diplomatic mission, and that he is not expected 
  back for at least a month. As far as anyone here knows, 
  this is true. If the PCs gain entrance using subterfuge or 
  sneaking, again set the DC at 15 and adjust for the 
  specifics of the plan. 
   
  Assuming the PCs get past the gate to the complex 
  and gain admittance to Kroyen’s residence, they find no 
  evidence of Kroyen’s guilt in any of the troubles Tajlo has 
  mentioned, as all documentation of this activity is located 
  at the cliff-side lair. However, they can gain a clue when 
  they overhear one of the servants telling another of large 
  bills that Ambassador Kroyen has been receiving from a 
  barge owner and teamster named Ramilan, and neither 
  servant can understand why the ambassador would need 
  the service of a local teamster. PCs can then follow up on 
  this investigative thread to Encounter 12: The Barge. 
   
  Zephyr follows the PCs as best he can, using all the 
  tools at his disposal. He does not report the PCs actions to 
  Dahim unless they do something severe, like assaulting 
  an innocent. While the PCs who break into Kroyen’s 
  residence are later charged with the crime, Zephyr does 
  not report this Dahim immediately. Stealing valuables 
  from the Dey’s complex or Kroyen’s residence does cause 
  Zephyr to report the PCs to Dahim, thus ending Tajlo’s 
  life. 
   
  ENCOUNTER 7: THE DEAD 
  SERVANT 
  Some PCs may want to examine the corpse of the servant 
  who Tajlo claimed was a worshipper of Vecna and the 
  instigator of the attack. The servant was an Oeridian man 
  named Trumbull. He was a low-level priest of Vecna who 
  was tricked by Kroyen into believing the ambassador was 
  attempting to return Vecna to domination on Oerth by 
  searching for and using relics of great power. Trumbull 
  assisted Kroyen at his residence and while on 
  ambassadorial duties, and he also helped the ambassador 
  in his searches for, and rituals using, the eyes and the 
  blue-black artifacts of the Serpent. Trumbull also assisted 
  Kroyen at his cliff-side hideout. 
   
  At present, Trumbull’s body is being kept at the 
  temple of Mouqol in Nafiq. A gentle repose is being used 
  to keep the body fresh at the behest of Kroyen, for he 
  may decide to raise his faithful servant after the kobold is 
  executed for the murder. The PCs can learn about the 
  location of the body by gathering information or asking 
  someone who would definitely know, including Dahim. 
   
  Arriving at the temple of Mouqol, the PCs must first 
  deal with the acolyte in charge of welcoming visitors to 
  the temple. This is a young Baklunish man named 
  Vetayil, a very immature commoner with delusions of 
  grandeur about his role in the temple. Vetayil 
  understands two things: bribes and flattery. He is no 
  more than 15 years old, and he has an exaggerated sense 
  of his own wisdom and importance. He begins almost 
  everything he says with, “As the person in charge of this 
  temple” or “Since I have been entrusted with the day-to-
  day operation of this church.”  
   
  If asked about the possibility of viewing the body of 
  Trumbull, he first inquires, in the most condescending 
  and know-it-all manner possible, if the PCs have the 
  permission of either Kroyen or the deceased man’s widow 
  to view the body. 
   
  The only way he allows the PCs to view the body is if 
  they give him at least 10 gp, or if they acknowledge his 
  importance and offer him flattery. Assuming they are 
  able to do one of these two things, or find another way in, 
  he allows them to view the body. 
   
  In the chamber are two bodies covered in cloth 
  bearing the symbols and colors of Mouqol. One 
  
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  body belongs to an elderly Baklunish man, and 
  the other is a middle-aged Oeridian. The 
  Oeridian is Trumbull, and he wears only a pair 
  of coarse breeches. A large gash in his abdomen 
  is obvious. 
   
  The other body is off a life-long resident of Naqif named 
  Rahal who died recently of old age. His body is awaiting 
  its final rest. 
   
  The PCs have a few options at this point. 
  Investigating Trumbull’s body calls for a DC 15 Search 
  check. Anyone succeeding at the check notes 2 oddities 
  with the body. Trumbull has a rash around his neck, and 
  his fingertips are stained black.  
   
  A DC 15 Heal check reveals that the rash was 
  probably caused by long-term exposure to an irritant, 
  most likely some kind of metal. It also reveals that the 
  cause of death was a sword wound from a smallish blade 
  that damaged internal organs. 
   
  A successful DC 20 Craft (alchemy) check reveals 
  that the substance is certainly not ink, but the substance 
  is rare enough that it is unidentifiable. 
   
  A successful DC 30 Craft (alchemy) check reveals 
  that the substance is darksap, a component used in 
  necromantic magic. The substance is extremely rare, and 
  probably only a very adept alchemist would know how to 
  procure and handle the stuff. 
   
  The gold necklace he wore as a symbol of his 
  marriage caused the rash around his neck. Asking Vetayil 
  about it reveals that indeed Trumbull was brought it 
  wearing a gold necklace that represents his devotion to 
  his betrothed, but all jewelry was taken and returned to 
  his wife. She can be questioned in Encounter 8: The 
  Family and Home of the Dead Servant. The substance 
  staining his fingers, darksap, can be learned about in 
  Encounter 11: The Alchemist. 
   
  The PCs may also cast speak with dead on the body. 
  Remember that the spell only lasts 1 minute/level, and 
  that only 1 question per 2 caster levels is allowed. Neutral 
  evil in life, Trumbull certainly tries to resist answering 
  the PCs’ questions with his Will save of +6. Even if he is 
  forced to answer, his answers are either cryptic or a 
  simple “Yes” or “No” without elaboration. Use the 
  following questions and answers as a guide. (These 
  questions and answers may also be used for PCs resorting 
  to divination spells to get answers about the mystery): 
   
  Are you a follower of Vecna? What dedicated 
  worshipper of the Whispered One could reveal a secret 
  like that, even in death? 
   
  Where is Kroyen now? I do not know. 
   
  Does Kroyen have a hideout or secret lair? 
  Yes. 
   
  Where is Kroyen’s hideout or secret lair? In 
  a secret place by the ocean where you will never find it. 
   
  What is the means to enter the hideout? I do 
  not remember. (Trumbull never could remember, which 
  was why he had to write it down.) 
   
  Do you know anything about the children 
  of Keoland whose eyes are stolen? Yes. 
   
  What do you know about the children of 
  Keoland whose eyes are stolen? They were 
  necessary to fuel the return of my lord to Oerth. The 
  children possessed the gift of the Serpent, and through 
  their eyes the Serpent’s power can be focused. 
   
  Where is the girl Ianta? She mistakenly entered 
  the presence of the Serpent, which probably has killed 
  her. 
   
  Did you attack the kobold who killed you? 
  Yes. 
   
  Did you attack the kobold who killed you 
  first? Yes, I was defending my master’s home against an 
  intruder. 
   
  In some cases, higher-level PCs may be foolish enough to 
  simply cast raise dead or similar spells on Trumbull. Note 
  that he does not want to come back at this time, and he 
  has been dead for 14 days while under the gentle repose. 
  Even if they do bring him back from the dead, he does 
  not wish to help them, and he actively resists assisting 
  them in their investigations. If, against all odds, the PCs 
  are able to raise Trumbull, get him to help them despite 
  all resistance, and escape the notice of Zephyr, then 
  Trumbull can take them to the cliff-side hideout of 
  Kroyen. The PCs may also try to raise him and then get 
  him to admit his complicity in the affairs of Kroyen. 
  Again, he resists, but the PCs might be able to pull this 
  off. Dahim is more likely to side with Trumbull than the 
  PCs though. 
   
  Since Zephyr works for a cleric of Mouqol, he is well 
  known here and admitted to the temple without 
  question. He dons the attire of an acolyte and keeps an 
  eye on the PCs while they remain at the temple, being in 
  the room with them if possible, and listening at the door 
  if his presence would rouse their suspicion. 
   
  ENCOUNTER 8: THE 
  FAMILY AND HOME OF 
  THE DEAD SERVANT 
  If the PCs arrive at the residence of Trumbull’s widow 
  during the daylight hours (before 7 p.m.), she is just 
  leaving the house on her way to make some purchases at 
  the Nafiq Bazaar. If the PCs arrive after dusk (after 7 
  p.m.), she is preparing dinner or putting her children to 
  bed. With the widow, a young Baklunish woman named 
  Anili, are her two children, a four-year-old boy named 
  Cevan, and a one-year-old girl named Neva. 
   
  Whether the PCs encounter Trumbull’s family on 
  their way to the market or in their home, here is the crux 
  of the encounter: the widow Anili is still reeling from the 
  death of her husband. She was left with two small 
  children, and it is draining all of her energy just to keep 
  caring for them. When the PCs attempt to speak to her, 
  read or paraphrase the following: 
   
  Although the Baklunish woman acknowledges 
  your presence and looks at you when you speak, 
  something is missing behind her eyes. A 
  vacancy of spirit and a sense of loss are 
  prevalent. She carries an infant girl with long 
  
  COR6-08 Catching Breath 
   
  Page 15 
  dark hair, and a brown-haired lad of about four 
  years watches you from behind his mother’s 
  skirt. 
   
  A DC 15 Sense Motive check reveals the mother’s 
  condition is nothing magical or extraordinary—it is 
  simply grief and exhaustion. If the PCs ask her about her 
  husband or Kroyen, she answers with short, monosyllabic 
  grunts. She reveals the following information: 
   
  She knows nothing about her husband’s 
  religious beliefs. (True. She does not know 
  about his ties to Vecna, nor does she know who 
  Vecna is.) 
   
  She and her husband met and married a little 
  over five years ago. He came to Nafiq to act as an 
  assistant to Kroyen. She doesn’t know much 
  about his life before his arrival in Nafiq. 
   
  Her husband traveled with Kroyen on his many 
  journeys, and even when he was in Nafiq he was 
  often away from home from early in the 
  morning until late at night. But when he was 
  around, he was devoted to her and their 
  children. 
   
  Anili managed the house and children and left 
  Trumbull to his work, and she knows nothing of 
  importance about that work except that he 
  assisted an ambassador who traveled frequently. 
   
  Kroyen has been kind to her since Trumbull’s 
  death, offering financial assistance until she can 
  find employment or re-marry. 
   
  Anili does have one secret that she might reveal to the 
  PCs, but she is in no state of mind to remember it. In 
  order to get her to offer the secret, the PCs must perform 
  two acts of kindness toward her or her children. This can 
  be many things: offering her at least 10 gold pieces to 
  help her with her loss, performing some tasks for her, 
  entertaining her children and making them laugh, etc. 
  For example, if she is walking to the Bazaar, make it 
  obvious she is trying to shop for food, but the children 
  are being demanding of her attention, and she is scraping 
  together some silver to afford a decent meal. If at the 
  home, show her trying to perform chores while the 
  children need to be fed, clothes cleaned, floor swept, and 
  so on. 
   
  If the PCs perform at least two acts of kindness for 
  the widow, read the following: 
   
  The widow’s eyes seem to come into focus 
  momentarily, and she speaks clearly for the 
  first time. “I fear something was wrong with 
  Trumbull’s work. He never raised his voice 
  with me or the children, but one day he was in 
  his workroom and forgot to lock the door. 
  Cevan heard him and pushed the door open. My 
  husband forbade us to enter that room, but 
  Cevan was too young to understand. My 
  husband grew very angry and seemed flustered. 
  He yelled at us and used very harsh language. I 
  don’t know what upset him so much.” 
   
  If the PCs ask permission to see the workroom or search 
  the house, Anili grants them entrance only if they have 
  performed these kindnesses. She tells them that she has 
  not been into the workroom. The door is not locked. The 
  home is a modest one-story building with only four 
  rooms: a common room, a bedroom, a washroom, and the 
  workroom. The workroom contains mostly quills, ink, 
  and ledgers detailing trips Trumbull and Kroyen have 
  made. A DC 10 Search check of the workroom reveals a 
  loose floorboard, in which rests a steel holy symbol of 
  Vecna, some robes, and a scroll of protection from good. 
   
  Most importantly there is a loose piece of parchment 
  with the other items, with a single line of Baklunish 
  written in a hand not Trumbull’s. The paper says, “To 
  enter, name greatest fear, place of birth, and mother’s 
  name.” If the PCs can find some of Kroyen’s writing, a DC 
  20 Spot check or DC 10 Forgery check can match his 
  handwriting. Such writing can only be found at Kroyen’s 
  residence or in the cliff-side hideout. 
   
  If the PCs find this information and present it to 
  Anili, she tells them she has no idea what they are, what 
  they mean, or who Vecna is. Nothing the PCs say or tell 
  her means anything to her. As far as she knows and cares 
  to believe, her husband was a good man killed by an 
  insane kobold. 
   
  If this encounter takes place in public, Zephyr 
  simply mingles with the crowd and keeps an eye on the 
  PCs and Trumbull’s family. If the encounter takes place 
  in Anili’s home, Zephyr listens to the proceedings 
  through an open window. He is very aware that this is the 
  family of Trumbull, and he reacts immediately if the PCs 
  mistreat the widow or the children in any way, including 
  threats (PCs using the Intimidation skill). The PCs must 
  tread very carefully here or risk Tajlo’s life. 
   
  If the PCs present the holy symbol of Vecna and 
  scroll as evidence of Trumbull’s connection to Vecna and 
  the forces of evil, Dahim claims that he needs more 
  evidence of Trumbull’s and Kroyen’s connections to evil 
  plots, but he does extend Tajlo’s stay of execution by 
  another 12 hours. 
   
  Treasure: The PCs can take the gold found beneath 
  the floorboard in Trumbull’s workroom 
   
  All APLs: Loot – 10 gp each; Magic – scroll of 
  protection from good (CL3) (6 gp each). 
   
  ENCOUNTER 9: THE DEAF 
  GRANDMASTER 
  At the Nafiq Bazaar, among the other myriad activities, a 
  deaf and mute Baklunish man of many years named Ymil 
  makes a few coins each day by playing a chess-like game 
  called jir-tah against anyone willing to sit down with him. 
  Ymil arrives early in the morning, sets up his board, plays 
  the game until the Bazaar closes at sundown, goes to his 
  room in a boarding house at the edge of town, eats his 
  dinner, reads, and goes to sleep. 
   
  What makes Ymil notable for the PCs is that Kroyen 
  has made of habit of engaging the old Bakluni in a 
  monthly game for a few gold pieces. Ironically, Kroyen 
  
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  Page 16 
  has a compulsive need to speak of his secrets to someone, 
  and he imagines that since the man is deaf and mute, no 
  harm can come of it. What Kroyen does not know is that 
  Ymil can read lips, and the deaf man has picked up on 
  some of Kroyen’s secrets, although the cryptic musings 
  mean nothing to Ymil. However, to the PCs they may 
  mean something. 
   
  The PCs can easily find Ymil sitting in the Bazaar, 
  engaged in a game. Read or paraphrase the following: 
   
  In front of you, two Baklunish men sit on 
  stools, a table and a carved ivory board between 
  them. The older man stares at the board in 
  concentration, his dark and weathered skin 
  wrinkled with age and exposure. Nothing 
  seems to break his concentration. The younger 
  man is obviously not as skilled at the game as 
  older, for within seconds the older man makes 
  a move on the board, nods without looking up, 
  and reaches over to remove three silver coins 
  from a small bowl in front of the younger. The 
  younger man gets up and leaves without saying 
  a word. 
   
  If the PCs approach Ymil, he simply points to the bowl 
  across the board from him. He cannot hear the PCs, and 
  he cannot speak. Only if a PC actually beats him at the 
  game or loses a great deal of coin does he look up. He 
  keeps a piece of slate and some chalk for writing 
  messages if he needs to communicate. 
   
  A PC who watches a game of jir-tah being played can 
  make a DC 10 Intelligence check to learn the rules. With 
  each game watched the DC lowered by 1, to a minimum 
  of DC 5. Someone understanding the rules can then play. 
  To win, the PC must beat Ymil at an opposed check. The 
  PC can make an Intelligence check, or use the Profession 
  (gambler) skill. Anyone with at least 5 ranks in 
  Knowledge (engineering), Profession (astronomer), or 
  other skill that relies heavily on mathematics can gain a 
  +2 synergy bonus to the check for each relevant skill. 
  Ymil’s total bonus to the roll is +15. 
   
  The player must place a wager in the bowl before the 
  game starts. Ymil then matches that amount in his bowl. 
  He does not put up more than five gold pieces (he 
  removes any excess coin over five gold pieces), nor does 
  he play for less than a silver piece. The winner gets to take 
  the other person’s wager. If a person sits down but does 
  not place a wager, Ymil points to the bowl without 
  looking up. If a person obviously does not know the 
  rules, Ymil waves them away angrily without looking up. 
   
  When Ymil is defeated, or when he makes 20 gold 
  pieces from a single PC, or 30 gold pieces from the entire 
  PC party, then he looks up. At this point he can read the 
  PC’s lips, and he may be willing to communicate with 
  them. If you have the time, roleplay the questioning of 
  Ymil, his reading of their lips (he can’t understand a PC 
  unless he is looking at them and occasionally gets a word 
  or phrase wrong), and his writing answers on a slate. 
   
  If the PCs have his attention and ask Ymil about 
  Kroyen in Common or Baklunish, he relates to them the 
  following information, which is really all he knows about 
  Kroyen: 
   
  Kroyen comes to play jir-tah anywhere from 
  once a week to once a month. 
   
  Ymil gets uneasy whenever Kroyen is around, 
  but he doesn’t know why. Kroyen is not 
  particularly good at the game, and Ymil wins 
  every game they play, at 5 gold pieces per game. 
   
  Kroyen talks a great deal when they play, but 
  Ymil generally concentrates on the game. He 
  once did see Kroyen talking, as if he was silently 
  mouthing instructions to someone in an 
  exasperated or frustrated manner. The phrase he 
  mouthed didn’t make much sense: “I told you 
  already! Greatest fear, place of birth, mother’s 
  name.” 
  Zephyr can easily blend in with the crowd in disguise 
  and keep an eye on what the PCs do. In fact, a crowd 
  often gathers to watch the games, so it would be virtually 
  impossible for the PCs to pick him out from anyone else 
  in the crowd. If the PCs get violent with Ymil, Zephyr 
  interferes and then reports to Dahim. 
   
  ENCOUNTER 10: A 
  CHANCE OBSERVATION 
  If the PCs are having trouble in their investigations, 
  either because they have failed to gather information or 
  because they have mishandled any of the other 
  encounters, you can use this encounter to get them on 
  track. 
   
  As the PCs are moving through the city, allow them 
  a DC 5 Spot check. Success indicates that the PCs has 
  noticed a Baklunish man walking ahead of them who is 
  carrying a dagger identical to the one that Tajlo described 
  as belonging to the followers of Vecna who attacked the 
  kobold villages. Of course, this only means anything to 
  the PCs who have spoken to Tajlo and paid attention. 
   
  A young Baklunish man weaves through the 
  crowded streets ahead of you. He catches your 
  eye because of the dagger he wears at his hip: 
  its pommel is decorated with a gem that looks 
  like an eye. This reminds you of the dagger that 
  Tajlo mentioned as belonging to those who 
  attacked the kobold villages with the Vecna 
  priests. 
   
  The young man is Oliban, a pickpocket who earns his 
  coin by stealing from tourists and unwary citizens at the 
  Bazaar. A month ago he stole the dagger from Trumbull, 
  and he hasn’t had the chance to pawn it yet. 
   
  If approached by the PCs, Oliban pretends to be a 
  messenger for a fishmonger at the Bazaar. If asked about 
  the dagger, he claims that it was a gift from his dead 
  father, who received it from his father, who received it 
  from his father before him. Anyone making a DC 10 Craft 
  (weaponsmith) or Profession (weaponsmith) or a DC 20 
  
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  Page 17 
  Appraise check realizes the dagger was forged no more 
  than 10 years ago. 
   
  If the PCs press him on the issue, catching him in a 
  lie or telling him that the dagger is associated with an evil 
  cult, Oliban relents and admits that the dagger was 
  gained through theft from a non-Baklunish man a month 
  or so ago as he was leaving an alchemist’s shop. If asked 
  for a description, Oliban relays a description that fits 
  Trumbull. Oliban happily gives the PCs the information 
  and the dagger if they let him go. (He would be sent to 
  the mines if turned in to the authorities and found 
  guilty.) 
   
  All APLs (EL 2) 
   
  k Oliban: male human rogue 2; hp 10, Appendix 1. 
   
  If the PCs wish to talk to the alchemist where the 
  pickpocket saw Trumbull, Oliban gives them directions. 
  Proceed to Encounter 11: The Alchemist. 
   
  Dahim does not consider Trumbull’s possession of 
  the dagger exonerating evidence, as it is only Tajlo’s word 
  that the dagger has any connection to evil forces in the 
  first place. 
   
  Zephyr watches the PCs interaction with Oliban 
  from a distance. If the PCs rough up the rogue (using 
  intimidation or inflicting nonlethal damage), Zephyr 
  does not interfere, as he knows Oliban’s occupation. If 
  the PCs do lethal damage, however, Zephyr interferes 
  and then reports the actions of the PCs to Dahim, who 
  orders Tajlo’s immediate execution. 
   
  Treasure: Oliban readily parts with the dagger as 
  long as the PCs promise not to turn him in for its theft. 
  The dagger is masterwork quality and is jeweled, fetching 
  a fairly good price if sold. 
   
  All APLs: Loot – 50 gp. 
   
  ENCOUNTER 11: THE 
  ALCHEMIST 
  PCs may learn about Kroyen’s frequent transactions with 
  a gnomish alchemist by talking to Ramilan (or his 
  assistant) in Encounter 12: The Barge or by talking with 
  the pickpocket in Encounter 10: A Chance Observation. 
   
  Stiggo Saltroot is a gnome born and raised in the 
  Good Hills of Keoland, but his much-deserved reputation 
  for doing business with the wrong kind of people forced 
  him to relocate his thriving alchemical trade to Nafiq 
  eight years ago. During that time, Stiggo has been able to 
  keep his reputation relatively clean. He provides services 
  to anyone with coin, but he doesn’t go out of his way 
  looking for trouble. 
   
  Kroyen began asking Stiggo for some strange 
  alchemical materials starting about five years ago, and 
  although the gnome suspected that these substances were 
  being used for less-than-innocent purposes, the money 
  was good enough for the gnome to ask no questions. 
   
  Read or paraphrase the following when the PCs 
  enter Stiggo’s shop: 
   
  The shop you enter is clean but reeks of acrid 
  substances. On one side of a low counter stands 
  a gnome of middle age. He holds a small, uncut 
  gem in his hand and examines it carefully. 
  Across from him a human of mixed heritage 
  stands with his arms crossed. 
   
  When you enter the gnome smiles at you 
  and says: “Welcome to my shop. I am almost 
  finished with my business here, and I will be 
  with you momentarily.” 
   
  The Baklunish man is a gem dealer named Guhl, who is 
  trying to foist some cheap diamonds on Stiggo as 
  components for spells and alchemical mixtures. PCs who 
  say they want to listen to the conversation can make a DC 
  2 Listen check to hear Stiggo mention to Guhl that only 
  the best diamonds can be used in his work. Guhl replies 
  that these diamonds are as fine as Stiggo will ever see. 
   
  If the PCs intervene, they can make a DC 15 
  Appraise 
  check, 
  Profession 
  (merchant), 
  Craft 
  (gemcutting) or any other check that deals with an in-
  depth knowledge of gems. A successful check reveals that 
  these diamonds are far from the highest quality, and the 
  price Guhl is asking is outrageous. 
   
  If the PCs do not have any of the above skills, or if 
  they fail the checks, a DC 25 Sense Motive check reveals 
  that something is shady about the deal Guhl is offering, 
  but they can’t put their finger on exactly what. He is very 
  nervous. 
   
  If the PCs step in and save Stiggo from getting 
  swindled, the gnome is very cooperative with the PCs 
  from this point forward. 
   
  If the PCs do not intervene, Stiggo pays too much for 
  sub-par diamonds, Guhl leaves, and the gnome asks the 
  PCs what he can do for them. Stiggo keeps on hand 
  normal alchemical gear from the Player’s Handbook, as 
  well as any potions of 1st-level that can be purchased 
  normally without special access (see the current Living 
  Greyhawk Campaign Sourcebook). 
   
  If the PCs ask about Kroyen or Trumbull, Stiggo 
  turns noticeably less jovial. He asks what the PCs want, 
  why they want to know about the two, if they plan on 
  buying anything, and what their business is. Stiggo is 
  extremely hesitant to talk about the pair, as he is 
  suspicious they might be dangerous and not appreciative 
  of people gossiping about their business. However, those 
  who save Stiggo from getting fleeced by the gem dealer 
  can count on the gnome’s cooperation. 
   
  Also, the PCs can make DC 25 Diplomacy or Bluff 
  checks to get the gnome to cooperate if they did not 
  intervene on his behalf in the gem deal. If the PCs make 
  any threats or try intimidation, Stiggo pretends to get 
  scared (+15 Bluff check) and tells the PCs that he has 
  something in the back of his shop he needs to show them 
  that can tell them everything they need to know about 
  Kroyen. He then walks to the back room of his shop, 
  leaves by the back door, and fetches a city guard. 
   
  The guard politely asks the PCs to leave the shop, 
  and if they refuse the guard places them under arrest and 
  attempts to drag them in front of Dahim. See Appendix 2 
  
  COR6-08 Catching Breath 
   
  Page 18 
  for the list of crimes and punishments in Zeif. He also 
  orders Tajlo’s immediate execution. 
   
  If the PCs gain the gnome’s trust, Stiggo tells the PCs 
  that Kroyen purchases large quantities of hemlock and 
  belladonna, in addition to a rare substance known as 
  darksap—and these purchases have been regular for the 
  last few years. Each of these substances considered 
  individually doesn’t mean much, but together they are 
  something that Stiggo knows a necromancer might use to 
  experiment with living tissue. 
   
  Stiggo also reveals a teamster named Ramilan picks 
  up these strange materials, as well as other more 
  mundane supplies, for Kroyen and Trumbull. Stiggo 
  knows that Ramilan owns small vessels on the docks that 
  he uses to help merchants transport goods to and from 
  ships in the bay of Nafiq. 
   
  Stiggo also can be encouraged to reveal that he once 
  heard Kroyen talking to his assistant about eyes. He has 
  no idea what they meant, but he got an uneasy feeling 
  when he overheard that. (Dahim does not count any of 
  this as exonerating evidence for Tajlo.) 
   
  Finally, if the PCs have earned Stiggo’s trust, the 
  gnome reveals that Kroyen, after his last visit, left a chest 
  in his basement as payment. Kroyen told the gnome it 
  contained large amounts of gold and uncut gems. Stiggo 
  feels a bit uneasy about Kroyen, so he stays far away from 
  the chest. If the PCs want to open it, he allows them, 
  although he stays far away. He also gives them the 
  contents if they want it. The oak chest is lined with lead 
  and therefore the contents cannot be detect with detect 
  magic or similar spells. It is locked with a good lock and 
  is fairly sturdy (DC 30 Open Lock, Break DC 30, hardness 
  7, hp 40). 
   
  Trap: Although the chest itself is not trapped, the 
  contents of the chest are covered with a black cloth. The 
  trap is triggered if someone touches the cloth. 
   
  APL 2 (EL 2) 
   
  a Burning Hands Trap: CR 2; magic device; 
  proximity trigger; automatic reset; spell effect (burning 
  hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26. 
   
  APL 4 (EL 3) 
   
  a Burning Hands Trap: CR 3; magic device; 
  proximity trigger; automatic reset; spell effect (burning 
  hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26. 
   
  APL 6 and 8 (EL 5) 
   
  a Enervation Trap: CR 5; magical device; 
  proximity trigger (target within 40 ft.); automatic reset; 
  spell effect (enervation, 7th-level wizard, Atk +10 ranged 
  touch, 1d4 negative levels); Search DC 29; Disable Device 
  DC 29. 
   
  APL 10 and 12 (EL 9) 
   
  a Chained Enervation Trap: CR 9; magical 
  device; proximity trigger (target within 60 ft.); automatic 
  reset; spell effect (enervation, 15th-level wizard, Atk +14 
  ranged touch, 1d4 negative levels at first target, 1d2 
  negative levels at every creature within 30 ft. of first 
  target); Search DC 29; Disable Device DC 29.  
   
  APL 14 and 16 (EL 12) 
   
  a Energy Drain Trap: CR 12; magical device; 
  proximity trigger (target within 65 ft.); automatic reset; 
  spell effect (energy drain, 17th-level wizard, Atk +15 
  ranged touch, 2d4 negative levels at two targets); Search 
  DC 34; Disable Device DC 34. 
   
  Treasure: Beneath the trapped cloth are some coin, loot, 
  and a few magic items that Kroyen didn’t want or need. 
  This includes some uncut gems, some alchemical 
  equipment, and magic items. 
   
  APL 2: Loot – 40 gp; Coin – 100 gp; Magic: 238 gp– 
  wand of cure light wounds (CL1) (63 gp), pearl of power 
  (1st) (83 gp), mithral shirt (92 gp). 
   
  APL 4: Loot – 40 gp each; Coin – 100 gp each; 
  Magic: 426 gp– wand of cure light wounds (CL1) (63 gp), 
  wand of magic missiles (CL3) (188 gp), pearl of power 
  (1st) (83 gp), mithral shirt (92 gp). 
   
  APL 6: Loot – 40 gp; Coin – 100 gp; Magic: 634 gp 
  each – wand of cure light wounds (CL1) (63 gp), wand of 
  magic missiles (CL5) (313 gp), pearl of power (1st) (83 gp), 
  +1 mithral shirt (175 gp). 
   
  APL 8: Loot – 40 gp; Coin – 100 gp; Magic: 1199 gp– 
  wand of cure moderate wounds (CL3) (375 gp), wand of 
  magic missiles (CL5) (313 gp), pearl of power (2nd) (333 
  gp), +1 mithral shirt (175 gp). 
   
  APL 10: Loot – 40 gp; Coin – 100 gp; Magic: 2074 
  gp– wand of cure moderate wounds (CL3) (375 gp), wand 
  of magic missiles (CL5) (313 gp), pearl of power (2nd) 
  (333 gp), +2 mithral shirt (425 gp), boots of levitation (625 
  gp). 
   
  APL 12: Loot – 40 gp; Coin – 100 gp; Magic: 2491 
  gp– wand of cure moderate wounds (CL3) (375 gp), wand 
  of magic missiles (CL5) (313 gp), pearl of power (3rd) (750 
  gp), +2 mithral shirt (425 gp), boots of levitation (625 gp), 
  ring of chameleon power (106 gp). 
   
  APL 14: Loot – 40 gp; Coin – 100 gp; Magic: 6658 
  gp– wand of cure moderate wounds (CL3) (375 gp), wand 
  of magic missiles (CL5) (313 gp), pearl of power (3rd) (750 
  gp), +2 mithral shirt (425 gp), boots of levitation (625 gp), 
  ring of chameleon power (106 gp), rod of flailing (4167 
  gp). 
   
  APL 16: Loot – 40 gp; Coin – 100 gp; Magic: 8825 
  gp– wand of cure moderate wounds (CL3) (375 gp), wand 
  of magic missiles (CL5) (313 gp), pearl of power (3rd) (750 
  gp), +2 mithral shirt (425 gp), boots of levitation (625 gp), 
  ring of chameleon power (106 gp), rod of flailing (4167 
  gp), wand of restoration (2167 gp). 
   
  If the PCs take the evidence of these particular 
  alchemical ingredients to Dahim, he tells the PCs that he 
  needs more evidence before he can release Tajlo, but that 
  he will extend Tajlo’s stay by an additional 12 hours so the 
  PCs may investigate further. 
   
  Zephyr only interferes if he witnesses the PCs attack 
  Stiggo or perform some other illegal acts. He does not 
  turn the PCs in if they take the materials from the chest. 
   
  
  COR6-08 Catching Breath 
   
  Page 19 
  ENCOUNTER 12: THE 
  BARGE 
  PCs who succeed at overhearing the servants at the 
  residence of Kroyen (Encounter 6: Kroyen’s House) or 
  who talk to the alchemist (Encounter 11: The Alchemist) 
  can learn about Kroyen’s connection to the barge owner 
  named Ramilan. 
   
  The PCs have no trouble finding Ramilan by simply 
  asking for him at the docks. When the PCs find him, he is 
  tying his barge to a dock after having transported some 
  goods to a larger vessel moored further out in the bay. 
   
  When the PCs get to the dock, read or paraphrase the 
  following: 
   
  A person fitting the description of Ramilan 
  stands on a 20-foot-long by 15-foot-wide barge 
  tied off at the end of a 50-foot-long, 10-foot-
  wide dock that jets out into the calm bay. 
  Beyond him, dozens of watercraft, large and 
  small, carry out the commerce of the sea. 
   
  Any PCs making a DC 15 Spot check can see the 
  following and act in the surprise round. Adjust the text 
  based on the time of day: 
   
  The sky, which had been only slightly cloudy 
  and very still, suddenly darkens. A strong wind 
  picks up off the shore, and the water that was 
  still moments ago begins to ripple unnaturally. 
  Forms in the air and in the water are moving 
  rapidly toward the dock. 
   
  Creatures: Kroyen, using the power of the Serpent, 
  called these creatures to make sure that Ramilan does not 
  reveal his secret to the PCs. Since they are called, they 
  cannot be dismissed. 
   
  All APLs 
   
  k Ramilan: male human expert 4: AC12, hp 18. 
   
  APL 2 (EL 4) 
   
  d Small Air Elemental (2): hp 9, 9; MM 96. 
   
  d Small Water Elemental: hp 11; MM 100. 
   
  APL 4 (EL 6) 
   
  d Medium Air Elemental: hp 26; MM 96. 
   
  d Medium Water Elemental: hp 30; MM 100. 
   
  APL 6 (EL 8) 
   
  d Large Air Elemental: hp 60; MM 96. 
   
  d Large Water Elemental: hp 68; MM 100. 
   
  APL 8 (EL 10) 
   
  d Huge Air Elemental: hp 136; MM 96. 
   
  d Huge Water Elemental: hp 152; MM 100. 
   
  APL 10 (EL 12) 
   
  d Greater Air Elemental: hp 178; MM 96. 
   
  d Greater Water Elemental: hp 199; MM 100. 
   
  APL 12 (EL 14) 
   
  d Elder Air Elemental: hp 204; MM 96. 
   
  d Elder Water Elemental: hp 228; MM 100. 
   
  APL 14 (EL 16) 
   
  d Elder Air Elemental (2): hp 204; MM 96. 
   
  d Elder Water Elemental (2): hp 228; MM 100. 
   
  APL 16 (EL 19) 
   
  d Advanced Omnimental: hp 600; Appendix 1. 
   
  One has been added to the EL of this encounter due 
  to the precarious nature of the combat (on a narrow dock 
  over 10-foot-deep water) and because the PCs must 
  protect a civilian during the combat. The water near the 
  dock is calm, so standard Swim checks apply. It requires a 
  DC 10 Climb check to pull oneself from the water into 
  the skiff, and a DC 20 Climb check to pull oneself from 
  the water onto the dock. 
   
  Tactics: The creatures begin the encounter 100 feet 
  away from Ramilan out in the bay, and the PCs begin 50 
  feet away from him at the end of the dock. PCs making 
  the Spot check can act in the surprise round. The 
  elementals attack Ramilan until they are engaged by the 
  PCs, after which they switch their attacks to the PCs. If 
  applicable the air elementals deal with anyone flying or 
  on the dock, and the water elementals deal with anyone 
  in the water or on the boat. 
   
  The barge rests 4 feet below the dock, and 1 foot 
  above the water. While onlookers do not interfere in the 
  battle, they jump in to rescue anyone drowning as long as 
  the elementals pose no threat. Zephyr does not assist the 
  PCs against the elementals, but he moves to rescue 
  Ramilan if necessary. 
   
  The elementals are tasked to silence Ramilan, but if 
  the PCs are interfering, they are wise enough to divide 
  their attacks. The air elementals can attempt to bull rush 
  PCs into the water, where they are better prey for the 
  water elementals. 
   
  At APL 16, the omnimental can use any of its attack 
  feats (Area Attack, Power Dive, Crush) in conjunction 
  with a Flyby Attack. This it can use to hurt both PCs and 
  innocents at the same time, pushing the PCs to both 
  attack and defend simultaneously. 
   
  Developments: Assuming the PCs rescue Ramilan, 
  he thanks them for saving him. If the PCs are unable to 
  save Ramilan from the elementals, Ramilan’s young 
  assistant Estov approaches the PCs at the end of the battle 
  to offer his assistance in the stead of his now-deceased 
  employer. Either Ramilan or Estov can provide the PCs 
  with the following information: 
   
  The ambassador Kroyen and his assistant 
  Trumbull have indeed used the services of 
  Ramilan to transport all manner of goods and 
  equipment out of the bay to a beach about 2 
  miles west of the docks. 
   
  The pair told Ramilan that they were carrying 
  out secret meetings and experiments vital to the 
  security of Zeif, and that he must never tell 
  anyone of this, and they paid him well for his 
  
  COR6-08 Catching Breath 
   
  Page 20 
  services and silence. The PCs’ rescue means that 
  Ramilan (or Estov) now trust them enough to 
  reveal this. 
   
  Ramilan would pick up ordinary goods from 
  certain shops in the city, bring them to his 
  boats, and then take them to this beach. On a 
  couple of occasions, he transported Kroyen or 
  Trumbull as well. Other times he would 
  transport chests and crates that he was 
  instructed not to open. 
   
  Once he took Trumbull alone, but as he was 
  rowing away after dropping off the man and the 
  goods, Trumbull summoned him back and 
  asked for a ride back, mentioning that he forgot 
  the way in. 
   
  Ramilan never saw where the two went. The 
  beach where he dropped off the goods was an 
  isolated beach blocked off by cliffs. There was 
  no visible way off the beach except to scale the 
  sheer cliffs, aside from ocean travel. He believes 
  there might have been secret caves somewhere 
  in the cliffs.  
   
  Most of the equipment was normal furniture, 
  alchemical equipment, and very heavy chests. 
  He accidentally opened a chest once, and it was 
  filled with chunks of blue-black stone. 
   
  Recently Kroyen has been threatening toward 
  Ramilan, and Ramilan began to fear for his life. 
  This elemental attack has persuaded him that he 
  now has nothing to lose by revealing Kroyen’s 
  secret. 
   
  Ramilan offers to take the PCs to the beach. 
  Ramilan is willing to testify to all of this in front of 
  Dahim. While this does not exonerate Tajlo, Dahim 
  extends the stay of execution for 8 hours if Ramilan 
  testifies to the strange behavior on the part of Kroyen. 
  Testimony from Estov does not sway Dahim, however. 
   
  Treasure: Ramilan offers the PCs a reward if they 
  save his life. 
   
  ALL APLs: Coin: 50 gp. 
   
  Zephyr notes if the PCs are heroic in their actions here, 
  and seeing brave or valorous acts sways him to forgive 
  later transgressions. This does not mean he forgives 
  obvious illegal or evil acts, but later acts that may be 
  questionable can be forgiven if he learns of their good 
  intentions here. However, a crime is a crime; while the 
  punishment may be lessened and Tajlo’s life spared, the 
  PCs must still pay for their crimes. 
   
  ENCOUNTER 13: THE 
  AUTHORITIES 
  The PCs may decide to go to the authorities directly to see 
  what they can learn about the situation. 
   
  If the PCs go to the Nafiq guardhouse, they first 
  encounter a Baklunish male human zabita (town guard) 
  named Sharim (warrior 1). He asks them their business, 
  and when he hears they want information about Tajlo’s 
  case, he tries to send them away. He is not hiding 
  anything—but to him the case is open and shut and he 
  doesn’t want it made any more complicated. If the PCs 
  make a successful DC 15 Bluff or Diplomacy check (or 
  use some other persuasive method that does not involve 
  threats or uses of force), he allows them to speak to the 
  investigator in charge of the case. 
   
  Assuming the PCs get past Sharim, he escorts them 
  into the office of an investigator. This investigator is a 
  female Baklunish half-orc named Othis (rogue 4). Othis is 
  in a strange position as the daughter of a respected orc in 
  the Sultan’s personal guard (Uruzary) and a human 
  woman. She is respected for her abilities, but still treated 
  as somewhat of a pariah for her mixed lineage and 
  because she is a woman. 
   
  She is more forthcoming with the PCs, as to her the 
  circumstances of the crime just did not add up. She can 
  supply the PCs with the following information, which 
  should be revealed through roleplaying: 
   
  She was called to investigate the death of 
  Ambassador Kroyen’s assistant Trumbull. 
   
  She was able to establish this timeline that she 
  feels is accurate: the kobold followed a 
  household servant of Kroyen back to his 
  residence, sneaking past the palace gate guards 
  by creating a diversion. At the residence, he 
  entered via the front door and was confronted 
  by Trumbull. The kobold attacked Trumbull and 
  killed him with a longsword, and then moved 
  further into the residence in search of Kroyen. 
  During that time, other servants ran and fetched 
  some guards, who came back and took the 
  kobold into custody without a fight. The kobold 
  attacked no one else at the residence. Then 
  Othis was summoned to investigate. 
   
  The only contradiction to the timeline that the 
  kobold insisted upon was that Trumbull was the 
  worshipper of some evil force, and that 
  Trumbull attacked the kobold first with a dagger 
  and magical spells. The kobold claimed self-
  defense. There were no signs of weapons on 
  Trumbull’s body and no evidence in the 
  residence of any evil or magical forces. 
   
  Kroyen was at the residence at the time, and he 
  claimed he knew nothing about the kobold’s 
  charges. The kobold claimed that Kroyen 
  followed the same evil path that Trumbull did. 
  Again, no evidence of this was found. 
   
  Othis could not do anything except assume that 
  the kobold was lying, considering Kroyen’s 
  position and the words of the servants. 
   
  This is the information that Othis parts with freely. She 
  can tell the PCs which guards took Tajlo into custody, 
  and if questioned they can only confirm that when they 
  arrived Trumbull was dead from sword wounds and that 
  the kobold gave them no trouble. They found no weapons 
  on Trumbull, and Kroyen was in another part of the 
  residence when they arrived. 
  
  COR6-08 Catching Breath 
   
  Page 21 
   
  Othis can also tell the PCs, but only if they ask, 
  where Kroyen’s house is (Encounter 6: Kroyen’s House), 
  where Trumbull’s body is currently being kept 
  (Encounter 7: The Dead Servant), where Trumbull’s 
  family lives (Encounter 8: The Family and Home of the 
  Dead Servant), and that she occasionally saw Kroyen 
  playing a game at the bazaar with an old human 
  (Encounter 9: The Deaf Grandmaster). 
   
  As with other encounters, the DM should feel free to 
  improvise as needed based on the actions and attitudes of 
  the PCs. 
   
  Zephyr does not try to get into the guardhouse to 
  keep an eye on the PCs, assuming the guards can take 
  care of themselves. He does, however, wait outside the 
  guardhouse in case any loud disturbances occur, and he 
  continues to follow the PCs when they exit. 
   
  ENCOUNTER 14: THE 
  CAVE ENTRANCE 
   
  As the PCs pass through the magical portal into 
  encounter 15, they can only go one at a time. This means 
  that some PCs may have to face encounter 15 with 
  reduced numbers. See encounter 15 for more details. 
   
  The trip from the docks to the beach takes 50 
  minutes. When the PCs arrive on the beach where the 
  secret entrance to Kroyen’s lair is located, read or 
  paraphrase the following: 
   
  You arrive on a sandy and rocky beach that 
  fronts a 250-foot-tall and 400-foot-long cliff. 
  High tide crashes water over rocks resting 60 
  feet from the cliff’s base. Despite the fierce 
  crashing that forces you to yell to make 
  yourself heard, there is no apparent movement 
  or signs of life. 
   
  If you have the time and feel like preventing 
  metagaming, draw out this scene on a battle grid and call 
  for Spot and Listen checks. This may cause the players to 
  assume a battle is forthcoming and waste resources. 
   
  Ramilan (or his assistant) guides the boat ashore at 
  the place where Kroyen and Trumbull offloaded the 
  alchemical materials. Although tracks are almost 
  impossible to find, Ramilan or his assistant can point to 
  the cliff face where they believe Kroyen and Trumbull 
  headed when left here. PCs have a few options here to 
  locate the exact location of the secret entrance: 
   
  A DC 35 Survival check by someone with the 
  Track feat reveals that extensive care has been 
  taken to cover tracks in the sand that lead up to 
  the exact spot where the secret entrance is 
  located. A successful check finds the trail 
  leading right into the cliff face. 
   
  A detect magic spell reveals strong magic of 
  every school in the area of the secret entrance. 
  Since the magic that conceals and protects the 
  entrance is not specific spells but powerful 
  manipulations of the magic of the Serpent, 
  Spellcraft checks reveal nothing specific. 
  However, a DC 20 Knowledge (arcana) check 
  reveals that this entrance can only be passed by 
  someone speaking a trigger phrase, and that the 
  magic of the entrance actually reads the mind of 
  the speaker. 
   
  Any PCs with either the “Thrall of the Serpent” 
  or “Stigma of the Serpent” condition from 
  COR4-01 Shedding Scales and/or COR5-08 
  Clipping 
  Wings 
  know 
  the 
  location 
  automatically when they are within 10 feet of 
  the secret entrance. 
   
  A DC 22 Search check (or Stonecunning check) 
  reveals that the stone of the cliff face at the 
  secret entrance is slightly different than the rest 
  of the cliff. Indeed, the stone in a six-foot area is 
  comprised of darker, smoother stone than the 
  rest of the cliff. This stone resembles the blue-
  black stone that plays a key role in this series of 
  adventures. 
  Once the area is located, the PCs can enter the secret lair 
  by standing in front of the entrance and speaking the 
  following in order: their greatest fear, the place of birth, 
  and their mother’s name. The wall can sense if these 
  answers are correct by scanning the mind of the speaker. 
  As long as the speaker tells the truth as he or she knows 
  it, and is not under any sort of protection that eliminates 
  mind scanning (such as mind blank), then a shimmer of 
  energy washes over them from the wall and they can pass 
  right through it unharmed. Only one PC may pass per 
  round, and every PC must speak to the wall in order to 
  pass unharmed. If a PC doesn’t know their mother’s name 
  or place of birth for some reason, the answer “I don’t 
  know” suffices. Note that a PC may still pass through the 
  wall without speaking the correct passwords, but doing so 
  triggers the trap as they pass. 
   
  Trap: When the PC makes contact with that section 
  of the wall without first speaking the correct phrase, they 
  get the feeling they are supposed to speak something 
  aloud. If they fail to do that, they trigger magical 
  retribution at their trespass. Note that the trap can be 
  detected and disabled. The method of disabling the trap is 
  to attempt a Bluff against the Sense Motive check of the 
  magic of the portal (Sense Motive +20). The PC who 
  makes the Disable Device check can bypass the trap 
  without making the Bluff check, and that PC can tell the 
  other PCs how to bypass the trap, and the PC can also 
  make the Bluff check for the other PC. 
   
  The effects of the trap occur after the PC is shunted 
  through the entrance, so none of the other PCs should 
  know what happened. Make every attempt to hide the 
  effects so that the PCs still waiting on the beach cannot 
  metagame. Even if the PC doesn’t speak the correct 
  password, he or she can still pass. They simply trigger the 
  trap as they pass. 
   
  APL 2 (EL 2) 
   
  a Extended Ray of Enfeeblement Trap: CR 
  2; magic device; touch trigger; automatic reset; spell effect 
  
  COR6-08 Catching Breath 
   
  Page 22 
  (ray of enfeeblement, 8th-level wizard, Atk +6 ranged 
  touch, 1d6+4 strength damage, 16 minutes); Search DC 
  26; Disable Device DC 15. 
   
  APL 4 (EL 4) 
   
  a Extended Ray of Exhaustion Trap: CR 4; 
  magic device; touch trigger; automatic reset; spell effect 
  (ray of exhaustion, 12th-level wizard, Atk +8 ranged 
  touch, DC 14 Fort save, 24 minutes); Search DC 26; 
  Disable Device DC 18. 
   
  APL 6 (EL 6) 
   
  a Feeblemind Trap: CR 6; magic device; touch 
  trigger; automatic reset; spell effect (feeblemind, 14th-
  level wizard, DC 17 Fort save, 24 minutes); Search DC 26; 
  Disable Device 21. 
   
  APL 8 (EL 8) 
   
  a Power Word Blind Trap: CR 8; magic device; 
  touch trigger; automatic reset; spell effect (power word 
  blind, 14th-level wizard, no save; Search DC 26; Disable 
  Device DC 23. 
   
  APL 10 and 12 (EL 9) 
   
  a Polar Ray Trap: CR 9; magic device; touch 
  trigger; automatic reset; spell effect (polar ray, 15th-level 
  wizard, Atk +10 ranged touch, 15d6 cold damage); Search 
  DC 26, Disable Device DC 26. 
   
  APL 14 and 16 (EL 11) 
   
  a Polar Ray Trap: CR 9; magic device; touch 
  trigger; automatic reset; spell effect (polar ray, 18th-level 
  wizard, Atk +12 ranged touch, 18d6 cold damage); Search 
  DC 26, Disable Device DC 30. 
   
  a Heightened Eyebite Trap: CR 9; magic 
  device; touch trigger; automatic reset; spell effect 
  (eyebite, 18th-level wizard, DC 24 Fort save; Search DC 
  26; Disable Device DC 26 
   
  Developments: After a PC touches the wall, 
  whether or not they speak the correct phrase, they are 
  shunted through the wall deep into the cliff side into 
  Area 1, which is described in Encounter 15: The Serpent’s 
  Breath. 
   
  Only one PC may move through the wall at a time, 
  and the PC may get shunted through still reeling from 
  the effects of the trap. 
   
  ENCOUNTER 15: THE 
  SERPENT’S BREATH 
  After the PCs are shunted through the magical secret 
  entrance, they find themselves at the eastern end of a 
  roughly circular chamber. Keep track of the number of 
  rounds that pass between each PC entering the chamber. 
  After all of the PCs have passed through, or when it is 
  apparent that a PC isn’t going to enter the chamber, start 
  the encounter in this chamber, bringing in PCs on the 
  rounds they should appear based on the order and timing 
  of stepping through the entrance. Read or paraphrase the 
  following when the PCs can see the contents of the pitch-
  black chamber: 
   
  The chamber is hewn roughly from the stone of 
  the cliff. Piles of rocks and rubble litter the 
  edges. Despite the unfinished look of the 
  chamber, several images have been carved into 
  the walls of the chamber. Although each 
  carving is different, each resembles the head of 
  a dragon with mouth open wide. 
   
  The first PC has one round to act, and then at the 
  beginning of the second round, a dark vapor pours 
  quickly out of the mouths of the dragons, filling the room 
  completely within 6 seconds. The PCs can see this 
  happening and have one full round to act in the round 
  that the vapor fills the room. At the end of that round, the 
  devils coalesce out of the vapor and appear to the PCs, 
  and initiative should be rolled at that point. Combat 
  would thus begin on round 3 after the first PC enters. 
  Place the enemies wherever you like within the chamber. 
  The vapor lingers in the room, but does not hamper 
  vision. 
   
  Creatures: The mist coalesces quickly into the form 
  of devils, called here by the power of the Serpent directed 
  by Kroyen. These creatures fight to destroy the PCs and 
  keep them out of the next chamber. The creatures are 
  called and not summoned, but they do not use their 
  ability to summon other devils. 
   
  APL 2 (EL 4) 
   
  d Lemure (2): hp 7; MM 57. 
   
  APL 4 (EL 6) 
   
  d Lemure (5): hp 7; MM 57. 
   
  APL 6 (EL 9) 
   
  d Bearded Devil (2): hp 45; MM 52. 
   
  APL 8 (EL 11) 
   
  d Chain Devils (3): hp 52; MM 53. 
   
  APL 10 (EL 13) 
   
  d Bone Devils (2): hp 76; MM 52. 
   
  APL 12 (EL 15) 
   
  d Barbed Devils (2): hp 126; MM 51. 
   
  APL 14 (EL 17) 
   
  d Ice Devil (2): hp 147; MM 56. 
   
  APL 16 (EL 19) 
   
  d Horned Devil (1): hp 172; MM 55. 
   
  d Ice Devil (2): hp 147; MM 56. 
   
  Developments: Two has been added to the ELs of this 
  encounter since PCs might have to fight the devils at 
  reduced numbers for at least a couple of rounds, and may 
  be suffering from the trap effects in encounter 14. 
  
  COR6-08 Catching Breath 
   
  Page 23 
   
  Unless they have a compelling reason not to, the 
  devils make an incredible ruckus during the battle, which 
  alerts Kroyen to the presence of the PCs. 
   
  The PCs can see a passage leading out of this 
  chamber. This passage leads to Area 2 on the map, and 
  Encounter 16: The Serpent’s Voice. 
   
  ENCOUNTER 16: THE 
  SERPENT’S VOICE 
  Once the PCs have dealt with the devils, they are free to 
  move into the final chamber, where Kroyen, Silent 
  Hreve, and the essence of the Serpent await them. When 
  they enter the room, read or paraphrase the following: 
   
  This huge, rough-hewn chamber is very cold. A 
  bizarre assortment of furnishings dominates 
  the outer edges of the chamber: three couches, 
  several stuffed chairs, three beds, tables, desks, 
  bookshelves, laboratory equipment, vats, vials, 
  shelves, and an oven. On the shelves rest 
  circular slabs of blue-black stone, and on those 
  stones rest eyes held within gobs of amber 
  resin. Chunks of blue-black stone of various 
  shapes and sizes litter the corners of the room. 
   
  In the center of the room stands a man 
  dressed in dark robes. He glares angrily as you 
  enter. Behind him, sitting in a stuffed chair is a 
  small figure. The figure is dressed in a hooded 
  cloak, hiding its features from your sight. 
   
  “Fools! You and that blasted kobold just 
  couldn’t leave me alone, and now you will find 
  out what power I have at my disposal. However, 
  I will give you one chance to leave. Turn 
  around now, leave me to my plans, and your 
  souls may yet be saved.” 
   
  The man is Kroyen, the villain behind the theft of the 
  eyes of the children of the Shelspring Barony in Keoland. 
  He is also the one whose forces scoured the land and 
  attacked the kobolds in order to get the blue-black stone, 
  the pieces of the Serpent, to perform rituals to drain life 
  from the children and drive his own power. 
   
  Kroyen thinks he controls the power of the Serpent, 
  which he knows can instantly kill all but immortals 
  instantly. Therefore, if the PCs parlay with Kroyen, he 
  speaks with them, answering their questions and 
  revealing his plan, expecting to simply slay them by 
  directing the Serpent to do so: 
   
  Kroyen is not a follower of Vecna. He mocks the 
  fools who follow the Maimed One. He simply 
  pretended to be working toward the same goal 
  as Vecna’s followers to use their abilities and 
  resources to his own ends. 
   
  Kroyen is going to use the power of the Serpent, 
  as Vecna did, to follow Vecna’s path to godhood. 
   
  Some children of the Shelspring Barony showed 
  inherent sorcerous power, making them perfect 
  vessels to fuel the Serpent’s resurgence, which 
  Kroyen then harnessed to increase his own 
  powers. 
   
  The small figure in the chair behind him is a 
  gnome known as Silent Hreve, a being whom 
  the Serpent currently uses as a vessel to carry its 
  essence. The Serpent grows stronger with each 
  passing month as more of its physical form (the 
  blue-black stone) is unearthed from its prison 
  deep below the surface of all of Oerth. 
   
  Ianta stepped into the portal to a demi-plane 
  where Kroyen himself was planning to go, 
  where he could bask in the full power of the 
  Serpent without interruption. The portal closed 
  when Ianta entered it a few months ago, and 
  now Kroyen is searching for the proper time 
  and place where the portal will open again. 
  Kroyen is very angry about this interruption in 
  his plan. 
   
  Assuming the PCs do not simply walk away as Kroyen 
  requests, at some point they are likely to attack Kroyen, 
  or vice versa. The moment one or the other side takes 
  hostile action against the other, Kroyen learns that the 
  Serpent has other plans: 
   
  As the battle is about to begin, the figure in the 
  chair behind Kroyen turns and looks in your 
  direction. The face of an elderly gnome, 
  completely blue behind a snow-white beard, 
  seems passive and empty at first, but then 
  twists into a mask of anger. In what seems like 
  a fraction of a second, a writhing black form 
  explodes out of the gnome, whipping a tentacle 
  of force at Kroyen. The man’s head is then 
  resting at your feet, staring up at you in 
  surprise. Even as the body crumples to the 
  ground, the black form snaps back into the 
  gnome. The placid expression returns to the 
  gnome’s face, and he stares at you as if waiting 
  for you to say something. 
   
  PCs who played CORS4-01 Here There Be Dragons 
  recognize the gnome as Silent Hreve, the one who spoke 
  to them of the Dragon-Lore Prophecies as they entered 
  the village of Farthenmoor. 
   
  The PCs are now in direct contact with the essence 
  of the Serpent. As mentioned in the Adventure 
  Background, the Serpent was a primordial deity whose 
  power was usurped by the gods. In some aspects, his 
  power is above that even of the gods. In other ways, his 
  power is very limited. 
   
  At this point, any PCs who are “Thralls of the 
  Serpent” are immobilized in rapture. They have the 
  power of the Serpent flowing through them, and they 
  have never felt so alive. (They also receive at the end of 
  this adventure the “Stigma of the Serpent” AR entry). 
  Those PCs who have the “Stigma of the Serpent” are 
  nauseated: they benefited from the power of the Serpent 
  without actually giving in to it and now that power is 
  coming back to haunt them. (They also receive at the end 
  
  COR6-08 Catching Breath 
   
  Page 24 
  of this adventure the “Thrall of the Serpent” AR entry). 
  PCs who have neither condition simply feel themselves 
  in the presence of incredible power. 
   
  The essence of the Serpent, through its vessel Silent 
  Hreve, hesitates for an uncomfortable moment, and then 
  the Serpent speaks. 
   
  The gnome opens his mouth to speak, but the 
  voice is loud, hissing, and definitely unnatural. 
  “I give him access to my power, and all he 
  thinks about is his own godhood—not about 
  the task I had set before him. Just like that 
  whelp Vecna. 
   
  It spends a few moments conversing with the PCs before 
  leaving his vessel and traveling to spend time with his 
  new vessel, the girl Ianta. 
   
  The Serpent speaks through the gnome. Although 
  the gnome’s lips move, the voice that comes from him is a 
  deep, harsh whisper. (PCs who played COR5-08 Clipping 
  Wings recognize the voice as the same one that 
  welcomed Ianta as she stepped into the column of 
  negative energy.) The essence of the Serpent is willing to 
  part with the following information: 
   
  The Serpent has been around since the 
  beginning of time. It is what mortals and gods 
  call magic. The gods teamed up and stole its 
  power, dividing its physical form into countless 
  pieces and imprisoning those pieces within 
  globes of land through time and space. 
   
  Many individuals learned to make use of the 
  residual magic contained in the remains of the 
  Serpent: wizards, sorcerers, bards, hexblades, 
  warlocks, etc. However, some individuals, like 
  Vecna, were able to establish a special 
  connection with the essence of the Serpent and 
  gain unimaginable power in the process. 
   
  The Serpent planned to use these individuals to 
  regain enough power to punish the gods who 
  stole its magic for their own use. However, each 
  of them, like “that whelp Vecna and the idiot 
  Kroyen” ended up trying to use the power of the 
  Serpent to become gods rather than destroy the 
  gods. 
   
  Kroyen was no longer necessary, as the young 
  human Flan girl called Ianta promises to be the 
  one who will assist the Serpent in reclaiming its 
  place in the universe and destroying forever the 
  pesky gods. This wouldn’t necessarily destroy 
  Oerth, but the Serpent doesn’t really care either 
  way. 
   
  The Serpent has used many vessels to carry his 
  essence over the millennia, but Silent Hreve is 
  the current one. He is just a simple gnome with 
  no grand plans for world domination, so others 
  left him alone. Whenever the Serpent has used 
  more powerful creatures as vessels in the past, 
  they have always tried to aspire to great heights, 
  always drawing unwanted attention and getting 
  killed before the Serpent could use them for its 
  wishes. 
  The PCs may try to destroy the Serpent by attacking 
  Silent Hreve. However, the Serpent cannot be destroyed 
  and cares little what happens to the old gnome. Silent 
  Hreve is completely immune to magic thanks to the 
  presence of the Serpent, but PCs can still attack him 
  physically. Silent Hreve does not defend himself, and the 
  old gnome has 50 hit points. While the Serpent is in 
  possession, Silent Hreve continues talking no matter how 
  much damage he takes. However, if the PCs do more than 
  60 points of damage to the gnome, he dies as soon as the 
  Serpent leaves him. The essence of the Serpent is 
  immaterial and immune to attacks of any kind. Read or 
  paraphrase the following when the Serpent leaves Silent 
  Hreve: 
   
  The old gnome shudders a bit, and a wavering 
  energy, like an intense desert heat, pours forth 
  from him. The energy is neither light nor dark, 
  hot nor cold. Your magical possessions glow 
  brightly enough to hurt your eyes, and the 
  spellcasters among you begin to perspire 
  uncontrollably. Then the force is gone, and you 
  are cold. 
   
  Once the Serpent has left him, Silent Hreve can 
  remember everything that has happened to him in life 
  since the Serpent took control of him as a young lad. 
  Hreve can tell the PCs everything that the Serpent would 
  tell them. 
   
  The PCs may try to detect evil or detect magic on 
  Silent Hreve while he is possessed by the essence of the 
  Serpent. The Serpent is not evil, nor is it good. It is a force 
  above all concept of alignment. It is pure magic, and its 
  embodiment wants to reclaim the power that the gods 
  stole from it. It radiates an overwhelming aura of magic of 
  every variety. 
   
  Treasure: This room contains a few magical items 
  and alchemical equipment lying around, plus notes and 
  diagrams that detail the vile experiments that Kroyen and 
  Trumbull performed. They used the eyes of living 
  children with untapped sorcerous powers to siphon their 
  life force through the focus of the Serpent’s physical form 
  (blue-black stone). The energy was then harnessed to 
  power Kroyen’s magical abilities. These documents 
  contain more than sufficient evidence to clear Tajlo’s 
  name and ensure all charges against him are dropped. 
   
  Developments: The PCs may try to find a way out 
  of these two rooms, but there is not one apparent. 
  However, a DC 5 Search check of this room finds a five-
  foot-diameter circle carved into the floor in the northeast 
  corner of the room. It radiates strong conjuration magic, 
  and is recognizable with a DC 24 Spellcraft check as a 
  functioning and permanent teleportation circle spell. It is 
  only way out of the place, and using the circle transports 
  the PCs to a grassy area about a mile south of Nafiq. 
   
  APL 2: Coin – 63 gp; Loot – 100 gp; Magic: 74 gp– 
  sleep arrow (11 gp). 
   
  APL 4: Coin – 63 gp; Loot – 100 gp; Magic: 421 gp– 
  sleep arrow (11 gp), +1 arrow catching buckler (347 gp). 
  
  COR6-08 Catching Breath 
   
  Page 25 
   
  APL 6: Coin – 750 gp; Loot – 100 gp; Magic: 671 gp– 
  sleep arrow (11 gp), +1 arrow catching buckler (347 gp), 
  adamantine kama (250 gp each). 
   
  APL 8: Coin – 63 gp; Loot – 100 gp; Magic: 1136 gp– 
  sleep arrow (11 gp), +1 arrow catching buckler (347 gp), 
  adamantine kama (250 gp), spined shield (465 gp). 
   
  APL 10: Coin – 63 gp; Loot – 2500 gp; Magic: 2861 
  gp– sleep arrow (11 gp), +1 arrow catching buckler (347 
  gp), adamantine kama (250 gp), spined shield (465 gp), +1 
  seeking shocking dagger (1525 gp). 
   
  APL 12: Coin – 1,638 gp; Loot – 100 gp; Magic: 4265 
  gp– sleep arrow (11 gp), +1 arrow catching buckler (347 
  gp), adamantine kama (250 gp), spined shield (465 gp), 
  potion of greater magic fang +4 (200 gp), +1 seeking 
  shocking dagger (1525 gp). 
   
  APL 14: Coin – 1,638 gp; Loot – 2500 gp; Magic: 
  8054 gp– sleep arrow (11 gp), +1 arrow catching buckler 
  (347 gp), adamantine kama (250 gp), spined shield (465 
  gp), +1 seeking shocking dagger (1525 gp), +1 heavy 
  wooden wild shield (1346 gp). 
   
  APL 16: Coin – 5,805 gp; Loot – 2500 gp; Magic: 
  12221 gp– sleep arrow (11 gp), +1 arrow catching buckler 
  (347 gp), adamantine kama (250 gp), spined shield (465 
  gp), +1 seeking shocking dagger (1525 gp), +1 heavy 
  wooden wild shield (1346 gp). 
   
  One of the tomes found here discusses Kroyen’s plans to 
  create a demi-plane where the energy of the Serpent, 
  enhanced by the ritual of the eyes and the black stone, 
  would allow him to bask in enough energy to give him 
  unimaginable power. Later pages of the tome are written 
  in hasty script, complaining that the portal was used and 
  closed by a young Flan sorceress before he could use it. 
  Calculations in the book attempted to figure out other 
  ways into the demi-plane, and when the demi-plane 
  would open again to let inhabitants out. While none of 
  his calculations could come to an exact conclusion, his 
  best estimate for the next opening of the demi-plane was 
  sometime in CY597. No location was noted. 
   
  CONCLUSION 
  The PCs can take the notes and the eyes back to Nafiq by 
  using the teleportation circle. Seeing this new evidence 
  of Kroyen’s and Trumbull’s evil experiments, Dahim 
  drops the murder charge. Since Tajlo is still guilty of 
  other crimes, he is fined 100 gp (which he pays) and is 
  released since he has served the time that punishment 
  requires. 
   
  If the kobold has already been executed because of 
  the PCs’ actions or because the time limit has expired, 
  Dahim offers to cast raise dead on the kobold at his own 
  expense. 
   
  If the PCs have other means to revive the kobold, 
  Dahim orders the body to be turned over to the PCs. Even 
  if the PCs do not find the exonerating evidence in the 
  cliff-side cave, Dahim still agrees to turn over the kobold’s 
  body to them. 
   
  At this point the PCs also must face any charges 
  levied against them due to their actions. If they successful 
  proved Kroyen’s guilt, Dahim halves the penalties. See 
  Appendix 2 for details. 
   
  The eyes the PCs found in Kroyen’s lair belong to the 
  children of Keoland’s Shelspring Barony. If the PCs do 
  not remember this, Tajlo reminds them—if the kobold is 
  still alive. 
   
  Stoakdor Redlee Neheli, the Chancellor of the 
  Shelspring, thanks the PCs if they contact him about the 
  eyes. He tells them that troubles in Keoland and in his 
  own family prevent him from offering the PCs a reward 
  at this time, but if he can help them in the future, he 
  pledges his help. PCs who return the eyes to Stoakdor 
  receive the Gratitude of Stoakdor on the AR. 
   
  
  COR6-08 Catching Breath 
   
  Page 26 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: As Istus Would Have It 
  Uncover Ghesij’s ruse 
  APL 2  
  30 XP 
  APL 4  
  30 XP 
  APL 6  
  30 XP 
  APL 8  
  30 XP 
  APL 10  
  30 XP 
  APL 12  
  30 XP 
  APL 14  
  30 XP 
  APL 16  
  30 XP 
   
  Encounter 11: The Alchemist 
  Encounter trapped chest 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  150 XP 
  APL 10  
  270 XP 
  APL 12  
  270 XP 
  APL 14  
  360 XP 
  APL 16  
  360 XP 
   
  Encounter 12: The Barge 
  Defeat the elementals 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  570 XP 
   
  Encounter 14: The Cave Entrance 
  Encounter or bypass the entrance trap 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  270 XP 
  APL 12  
  270 XP 
  APL 14  
  330 XP 
  APL 16  
  330 XP 
   
  Encounter 15: The Serpent’s Breath 
  Defeat the devils 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  Story Award 
  Prevent Tajlo’s execution 
  APL 2  
  60 XP 
  APL 4  
  75 XP 
  APL 6  
  30 XP 
  APL 8  
  75 XP 
  APL 10  
  30 XP 
  APL 12  
  135 XP 
  APL 14  
  90 XP 
  APL 16  
  165 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
  APL 12  
  1575 XP 
  APL 14  
  1800 XP 
  APL 16  
  2025 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  
  COR6-08 Catching Breath 
   
  Page 27 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 5: The Investigation Begin 
   
  All APLs: Coin: 100 gp  
   
  Encounter 8: The Family and Home of the 
  Dead Servant 
   
  All APLs: Loot – 10 gp each; Magic – scroll of 
  protection from good (CL 3) (6 gp). 
   
   
  Encounter 10: A Chance Observation 
   
  All APLs: Loot – 50 gp  
   
   
  Encounter 11: The Alchemist 
   
  APL 2: Loot – 40 gp; Coin – 100 gp; Magic: 238 gp– 
  wand of cure light wounds (CL 1) (63 gp), pearl of power 
  (1st) (83 gp), mithral shirt (92 gp). 
   
  APL 4: Loot – 40 gp each; Coin – 100 gp each; 
  Magic: 426 gp– wand of cure light wounds (CL 1) (63 gp), 
  wand of magic missiles (CL 3) (188 gp), pearl of power 
  (1st) (83 gp), mithral shirt (92 gp). 
   
  APL 6: Loot – 40 gp; Coin – 100 gp; Magic: 634 gp 
  each – wand of cure light wounds (CL 1) (63 gp), wand of 
  magic missiles (CL 5) (313 gp), pearl of power (1st) (83 gp), 
  +1 mithral shirt (175 gp). 
   
  APL 8: Loot – 40 gp; Coin – 100 gp; Magic: 1199 gp– 
  wand of cure moderate wounds (CL 3) (375 gp), wand of 
  magic missiles (CL 5) (313 gp), pearl of power (2nd) (333 
  gp), +1 mithral shirt (175 gp). 
   
  APL 10: Loot – 40 gp; Coin – 100 gp; Magic: 2074 
  gp– wand of cure moderate wounds (CL 3) (375 gp), wand 
  of magic missiles (CL 5) (313 gp), pearl of power (2nd) 
  (333 gp), +2 mithral shirt (425 gp), boots of levitation (625 
  gp). 
   
  APL 12: Loot – 40 gp; Coin – 100 gp; Magic: 2491 
  gp– wand of cure moderate wounds (CL 3) (375 gp), wand 
  of magic missiles (CL 5) (313 gp), pearl of power (3rd) 
  (750 gp), +2 mithral shirt (425 gp), boots of levitation (625 
  gp), ring of chameleon power (106 gp). 
   
  APL 14: Loot – 40 gp; Coin – 100 gp; Magic: 6658 
  gp– wand of cure moderate wounds (CL 3) (375 gp), wand 
  of magic missiles (CL 5) (313 gp), pearl of power (3rd) 
  (750 gp), +2 mithral shirt (425 gp), boots of levitation (625 
  gp), ring of chameleon power (106 gp), rod of flailing 
  (4167 gp). 
   
  APL 16: Loot – 40 gp; Coin – 100 gp; Magic: 8825 
  gp– wand of cure moderate wounds (CL 3) (375 gp), wand 
  of magic missiles (CL 5) (313 gp), pearl of power (3rd) 
  (750 gp), +2 mithral shirt (425 gp), boots of levitation (625 
  gp), ring of chameleon power (106 gp), rod of flailing 
  (4167 gp), wand of restoration (2167 gp). 
   
  Encounter 16: The Serpent’s Voice 
   
  APL 2: Coin – 63 gp; Loot – 100 gp; Magic: 74 gp– 
  sleep arrow (11 gp). 
   
  APL 4: Coin – 63 gp; Loot – 100 gp; Magic: 421 gp– 
  sleep arrow (11 gp), +1 arrow catching buckler (347 gp). 
   
  APL 6: Coin – 750 gp; Loot – 100 gp; Magic: 671 gp– 
  sleep arrow (11 gp), +1 arrow catching buckler (347 gp), 
  adamantine kama (250 gp each). 
   
  APL 8: Coin – 63 gp; Loot – 100 gp; Magic: 1136 gp– 
  sleep arrow (11 gp), +1 arrow catching buckler (347 gp), 
  adamantine kama (250 gp), spined shield (465 gp). 
   
  APL 10: Coin – 63 gp; Loot – 2500 gp; Magic: 2861 
  gp– sleep arrow (11 gp), +1 arrow catching buckler (347 
  gp), adamantine kama (250 gp), spined shield (465 gp), +1 
  seeking shocking dagger (1525 gp). 
   
  APL 12: Coin – 1,638 gp; Loot – 100 gp; Magic: 4265 
  gp– sleep arrow (11 gp), +1 arrow catching buckler (347 
  gp), adamantine kama (250 gp), spined shield (465 gp), 
  potion of greater magic fang +4 (200 gp), +1 seeking 
  shocking dagger (1525 gp). 
   
  APL 14: Coin – 1,638 gp; Loot – 2500 gp; Magic: 
  8054 gp– sleep arrow (11 gp), +1 arrow catching buckler 
  (347 gp), adamantine kama (250 gp), spined shield (465 
  gp), +1 seeking shocking dagger (1525 gp), +1 heavy 
  wooden wild shield (1346 gp). 
   
  APL 16: Coin – 5,805 gp; Loot – 2500 gp; Magic: 
  12221 gp– sleep arrow (11 gp), +1 arrow catching buckler 
  (347 gp), adamantine kama (250 gp), spined shield (465 
  gp), +1 seeking shocking dagger (1525 gp), +1 heavy 
  wooden wild shield (1346 gp). 
   
  Total Possible Treasure 
   
  APL 2: Loot: 200 gp; Coin: 200 gp; Magic: 318 gp; 
  Total: 718 gp 
   
  APL 4: Loot: 200 gp; Coin: 200 gp; Magic: 665 gp; 
  Total: 1,064 gp 
   
  APL 6: Loot: 200 gp; Coin: 200 gp; Magic: 915 gp; 
  Total: 1,315 gp 
   
  APL 8: Loot: 200 gp; Coin: 200 gp; Magic: 1380 gp; 
  Total: 1,780 gp 
   
  APL 10: Loot: 200 gp; Coin: 200 gp; Magic: 3105 gp; 
  Total: 3,505 gp 
   
  APL 12: Loot: 200 gp; Coin: 200 gp; Magic: 4680 gp; 
  Total: 5,080 gp 
   
  APL 14: Loot: 200 gp; Coin: 200 gp; Magic: 8109 gp; 
  Total: 8,509 gp 
   
  APL 16: Loot: 200 gp; Coin: 200 gp; Magic: 12276 
  gp; Total: 12,676 gp 
   
  Special 
  w Stigma of the Serpent: You may only have this 
  condition if you also have the Stigma of the Serpent. You 
  realize that you have soaked up some of the power of the 
  Serpent without actually giving in to it. When you fail a 
  saving throw against a necromancy spell, you suffer the 
  affects of the spell as normal, but the power of the 
  Serpent alters that magically energy somewhat, and you 
  gain 1 temporary hit point per level of the spell. The 
  temporary hit points last one hour. Voluntarily failing the 
  saving throw does not count as a failed save in this case. 
  
  COR6-08 Catching Breath 
   
  Page 28 
   
  w Thrall of the Serpent: A PC can only have this 
  condition if they also have the Thrall of the Serpent. You 
  realize that you have part of the essence of the Serpent 
  flowing through them by touching a highly magical piece 
  of the Serpent back in the kobold cave. This latest 
  encounter with the Serpent has awakened something 
  magical in them. Three times only, you may, as a free 
  action, give yourself SR 30 for 1 round. This does not alter 
  magical effects currently on you.  Cross out when used. 
   
  w Blessing of Istus: You have gained Istus’ special 
  attention. Before one future skill check or ability check 
  you may choose to use this blessing and add a +5 luck 
  bonus to the roll. Cross out when used. 
   
  w Gifts of Kroyen: You accepted the bribe of the evil 
  Kroyen and left Tajlo to die. You receive full gold piece 
  rewards for your APL. In addition, Kroyen gives you 
  access to an item of their wishes. You gain access to a 
  weapon or armor created from any of the following 
  material: adamantine, mithral, darkwood, cold iron, or 
  silver. You must have access to the item to be made from 
  the special material. 
  Alternatively, you may change access of one item on 
  an AR you possess to Access: Any. This includes access to 
  an item at a higher APL than they played on that AR. This 
  only counts as access for purchasing, not crafting. 
  You may not play any more adventures in “Windows 
  to the Serpent’s Soul” series. 
   
  w Charged with a Crime in the Sultanate of Zeif: 
   You have committed one or more crimes in the Sultanate 
  of Zeif. You receive a -2 penalty on Charisma-related 
  checks with officials and judges in Zeif. This lasts for one 
  calendar year from the date on the AR. 
   
  w Gratitude of Stoakdor Redlee Neheli: Although 
  Stoakdor claims he cannot offer a reward at this time, he 
  promises you future rewards. 
   
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Item Access 
  APL 2: 
   
  Wand of cure light wounds (CL1) (Adventure; 
  DMG; 750 gp) 
   
  Pearl of power (1st) (Adventure; DMG; 1,000 gp) 
   
  Sleep arrow (Adventure; DMG; 132 gp) 
   
  APL 4 (all of APL 2 plus the following): 
   
  Wand of magic missile (CL3) (Adventure; DMG; 
  2,250 gp) 
   
  Mithral shirt (Adventure; DMG, 1,100 gp) 
   
  +1 arrow catching buckler (Adventure; DMG, 
  4165 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
   
  Wand of magic missile (CL5) (Adventure; DMG; 
  4,500 gp) 
   
  +1 mithral shirt (Adventure; DMG, 2,100 gp) 
   
  Adamantine kama (Adventure; DMG, 3002 gp) 
   
  APL 8: (all of APLs 2-6 plus the following): 
   
  Wand of cure moderate wounds (Adventure; 
  DMG; 4,500 gp) 
   
  Pearl of power (2nd) (Adventure; DMG; 4,000 
  gp) 
   
  Spined shield (Adventure; DMG; 5580 gp) 
   
  APL 10 (all of APL 2-8 plus the following): 
   
  Boots of levitation (Adventure; DMG; 7,500 gp) 
   
  +2 mithral shirt (Adventure; DMG; 5,100 gp) 
   
  +1 seeking shocking dagger (Adventure; DMG, 
  18,302 gp) 
   
  APL 12 (all of APLs 2-10 plus the following): 
   
  Pearl of power (3rd) (Adventure; DMG; 9,000 
  gp) 
   
  Ring of chameleon power (Adventure; DMG; 
  12,700 gp) 
   
  Banded mail of luck (Adventure; DMG; 18,900 
  gp) 
   
  APL 14: (all of APLs 2-12 plus the following): 
   
  Rod of Flailing (Adventure; DMG; 50,000 gp) 
   
  +1 heavy wooden wild shield (Adventure; DMG; 
  16,157 gp) 
   
  APL 16 (all of APL 2-14 plus the following): 
   
  Wand of restoration (Adventure; DMG; 26,000 
  gp) 
   
  
  COR6-08 Catching Breath 
   
  Page 29 
  APPENDIX 1: ALL APLS 
  ENCOUNTER 4: MOUQOL’S LAW 
  k Dahim: male human cleric 13; CR 13; Medium 
  humanoid (Baklunish human); HD 13d8+13; hp 81; 
  Init +0; Spd 30 ft.; AC 18, touch 12, flat-footed 18 ; Base 
  Atk +9; Grp +9; Atk +10 melee (1d4+1/19-20, +1 dagger) 
  ; Full Atk +10/+5 melee (1d4+1/19-20, +1 dagger) ; SA 
  spells, spontaneous casting, turn undead; AL N; SV 
  Fort +11, Ref +6, Will +14 ; Str 10, Dex 10, Con 12, Int 
  14, Wis 19, Cha 12.  
   
  Skills and Feats:  Appraise +23 , Diplomacy +17 , 
  Knowledge (local) +16 , Knowledge (religion) +8 , 
  Sense Motive +25 , Spellcraft +18 ; Diligent, Negotiator, 
  Skill Focus (Appraise, Sense Motive), Spell Focus 
  (Divination), Greater Spell Focus (Divination). 
   
  Languages: Common, Ancient Baklunish, Orc. 
  Spells Prepared (6/ 7+1/ 7+1/ 6+1/ 6+1/ 3+1/ 2+1/1+1; 
  base DC = 14 + spell level; divination base DC = 16 + 
  spell level): 0— detect magic (2), light (2), purify food 
  and drink, resistance; 1st— comprehend languages (3), 
  detect evil (2), endure elements, sanctuary, command*; 
  2nd— augury, calm emotions, divine insight (2), zone of 
  truth (3), detect thoughts*; 3rd— dispel magic (2), 
  locate object (2), magic circle against evil, remove 
  curse, clairaudience/clairvoyance*; 4th— discern lies 
  (4), sending, 
  tongues, divination*; 5th— break 
  enchantment, commune, scrying, true seeing*; 6th— 
  geas/quest, word of recall, find the path*; 7th— 
  repulsion, legend lore*; 
   
  *Domain spell. Mouqol; Domains: Knowledge (all 
  Knowledge skills are class skills, +1 caster level for 
  divination spells); Pact (Appraise, Intimidate, and 
  Sense Motive are class skills). 
   
  Possessions: +3 mithral chainmail, +1 dagger, silver 
  holy symbol of Mouqol (2). 
   
  k Elite Guards: male human (Baklunish) ranger 6; 
  CR 6; Medium Humanoid; HD 6d8+6; hp 39; Init +6; 
  Spd 30; AC 16, touch 12, flat-footed 14 ; Base Atk +6; 
  Grapple +8; Atk +10 melee  (1d6+3; 19-20/x2, +1 short 
  sword); Full Atk +8/+3 Two-Weapon (primary)  
  (1d6+3;19-20/x2, +1 short sword), +8/+3 Two-Weapon 
  (secondary) (1d6+2;19-20/x2, +1 short sword), +10/+5 
  One-handed  (1d6+3;19-20/x2, +1 short sword); SA 
  Favored enemy (monstrous humanoid (+2 bonus), 
  animal (+2 bonus); SQ Animal companion, wild 
  empathy; AL LG; SV Fort +6, Ref +7, Will +2 ; Str 15, 
  Dex 15, Con 12, Int 10, Wis 10, Cha 8;  
   
  Skills and Feats: Listen +9 , Move Silently +10 , 
  Profession (Soldier) +2 , Ride +11 (, Search +3 , Speak 
  Language 1 rank, Spot +9 , Survival +9 , Swim +3 , 
  Tumble +5; Endurance, Improved Initiative, Power 
  Attack, 
  Cleave, 
  Track, 
  Two-Weapon 
  Fighting, 
  Improved Two-Weapon Fighting, Weapon Focus 
  (Sword, Short). 
   
  Possessions: short sword +1, short sword +1, 
  masterwork chain shirt.  
   
  ENCOUNTER 5: THE 
  INVESTIGATIONS BEGIN 
  k Zephyr: male janni rogue 6/shadowdancer 2; CR 
  12; Medium Outsider (Native); HD 6d6+10d8+32; hp 
  109; Init +9; Spd 30 ft, Fly 20 ft. (perfect); AC 20, touch 
  17, flat-footed 15 ; Base Atk +13; Grapple +18; Atk +19 
  melee (1d6+5/18-20, +1 rapier) ; Full Atk +19/+14/+9 
  melee (1d6+5/18-20, +1 rapier) ; SA Sneak attack 
  (+3d6); SQ Uncanny dodge, improved uncanny dodge, 
  trap sense, evasion, trapfinding, hide in plain sight, 
  darkvision; AL N; SV Fort +10, Ref +19, Will +11; Str 
  20, Dex 21, Con 14, Int 16, Wis 16, Cha 14; 
   
  Skills and Feats: Balance +12 (, Bluff +19 (, 
  Concentration +13 (, Escape Artist +20 (, Hide +25 (, 
  Knowledge (local) +9 (, Listen +20 (, Move Silently +22 
  (, Perform (Dance) +7 (, Ride +16 (, Search +6 (, Sense 
  Motive +20 (, Spellcraft +11 (, Spot +20 (, Tumble +22 (; 
  Combat Expertise, Combat Reflexes, Dodge, Mobility, 
  Improved Initiative, Skill Focus (Hide). 
   
  Possessions: +1 rapier, bracers of armor +2, ring of 
  protection +2, hat of disguise. 
   
  ENCOUNTER 10: A CHANCE 
  OBSERVATION 
  k Oliban: male human rogue 2; CR 2; Medium 
  humanoid (Baklunish human); HD 2d6+2; hp 10; Init 
  +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10 ; Base Atk 
  +1; Grp +1; Atk +2 melee (1d4/19-20, masterwork 
  dagger) ; Full Atk +2 melee (1d4/19-20, masterwork 
  dagger) ; SA Sneak attack +1d6; SQ Evasion, 
  trapfinding, AL N; SV Fort +1, Ref +6, Will +2 ; Str 10, 
  Dex 16, Con 12, Int 10, Wis 14, Cha 12.  
   
  Skills and Feats:  Appraise +6 , Diplomacy +9 , 
  Escape Artist +9 , Gather Information +9 , Hide +9 , 
  Knowledge (local) +6 , Sense Motive +8 , Sleight of 
  Hand +9 , Spot +8 ; Dodge, Skill Focus (Sleight of 
  Hand). 
   
  Languages: Common, Baklunish. 
   
  Possessions: Jeweled masterwork dagger. 
   
   
  
  COR6-08 Catching Breath 
   
  Page 30 
  APL 16 
  ENCOUNTER 12: THE BARGE 
  d Advanced Omnimental: gargantuan elemental 
  (air, earth, fire, water, extraplanar); CR 18; HD 
  44d8+288; hp 600; Init +4; Spd 50 ft., fly 50 ft. (perfect), 
  swim 50 ft.; AC 32, touch 6, flat-footed 32 ; Base Atk 
  +33; Grp +57; Atk slam +42 melee (2d8+13 plus 2d8 fire 
  plus 1d8 electricity)  or elemental ball +29 ranged (4d6 
  +13 plus 1d8 fire) ; Full Atk 2 slams +41 melee (2d8+13 
  plus 2d8 fire plus 1d8 electricity)  or elemental ball +29 
  ranged (4d6 +13 plus 1d8 fire) ; Space/Reach 20’/20’; SA 
  death birth, elemental ball; SQ Blindsight 120’, DR 10/-
  , darkvision 60’, elemental traits, immune to electricity 
  and fire, vulnerable to cold; AL N; SV Fort +33, Ref +24, 
  Will +16 ; Str 36, Dex 10, Con 29, Int 10, Wis 12, Cha 
  11.  
   
  Skills and Feats: Listen +50 , Spot +50 ), Swim +20; 
  Alertness, Area Attack, Awesome Blow, Blind-Fight, 
  Cleave, Combat Reflexes, Crush, Flyby Attack, Great 
  Cleave, Improved Bull Rush, Improved Initiative, 
  Improved Natural Attack (slam), Iron Will, Power 
  Attack, Power Dive. 
   
  Languages: Aquan, Auran, Ignan, Terran. 
   
  Omnimentals are the descendants of magically created 
  elemental beings. Though originally intended as 
  liaisons between warring elemental armies in ancient 
  times, omnimentals instead became powerful warriors. 
  Now they roam the Elemental Planes with no regard 
  for their original purpose. 
   
  This combination of elements lacks several of the 
  attack forms of the specific elementals, but also does 
  not have many of their limitations. For instance, unlike 
  a fire elemental, an omnimental can enter water and 
  nonflammable liquids; when it does so, the water, air, 
  and earth aspects of the creature form protective layers 
  around its body’s fire aspect. An omnimental is 48 feet 
  in height and weighs 10 tons. 
   
  Death Birth (Su): When an omnimental 
  reaches 0 hit points, it bursts into its component 
  elemental parts, creating four 16HD Huge elementals, 
  one each of air, earth, fire, and water. 
   
  Elemental Ball (Ex): As a standard action, an 
  omnimental can detach part of itself to create a clod of 
  flaming earth that it can flint at an opponent up to 100 
  feet away. Using this ability reduces the omnimental’s 
  current hit points by 10. 
   
  Source: Monster Manual III 
   
  
  COR6-08 Catching Breath 
   
  Page 31 
  APPENDIX 2: CRIME AND PUNISHMENT IN ZEIF 
  After dealing with Tajlo’s crimes, the magistrate turns 
  to face the PCs. Read the following: 
  The Magistrate stands before and says: “We 
  have reviewed the evidence against you, and 
  you have been charged with the following 
  crimes:” 
  Only read aloud the appropriate crimes. 
   
  Vandalism (if the door to Kroyen’s house was 
  broken down, or if other damages were done) 
   
  Gross Vandalism (if Kroyen’s house was 
  burned down, or other massive damage was 
  done). 
   
  Breaking and entering (entering Kroyen’s or 
  Trumbull’s house without permission) 
   
  Theft (taking anything not freely given) 
   
  Assault (dealing lethal damage to any person 
  within the city of Nafiq) 
   
  Manslaughter (killing any person within the 
  city of Nafiq) 
   
  Murder (deliberately killing any person 
  within the city of Nafiq) 
   
  If the PCs successfully cleared Tajlo’s name, and 
  exposed Kroyen, read the following: 
   
   “Because of your valiant actions in exposing 
  the vile Kroyen’s activities, the sentence has 
  been reduced.” 
  Tally up the sentence for each applicable crime before 
  giving the final verdict. Divide the sentence, both gold 
  and time units, by two if the PCs were successful in the 
  adventure (round fractions down. If a PC cannot pay 
  the fine, they will be imprisoned instead (and put to 
  work) for 1 TU per 100 gp of debt. 
   
  Vandalism: 10gp fine to replace a broken 
  door. Other fines as appropriate (of similar 
  scale) for other damages. No more than 200 
  gp all together. 
   
  Gross Vandalism: Sent to the mines (or other 
  appropriate service) for 1 week per 100 gp of 
  damages (1 TU per 100 gp damages). 
   
  Breaking and entering: Imprisonment for 1 
  week (1 TU) and fine of 50gp. 
   
  Theft: Return stolen goods, fined the same 
  amount. 
   
  Assault: Imprisonment for one month (4 TU) 
  and a fine of 200 gp. 
   
  Manslaughter: Sent to the mines (or other 
  appropriate service) for 1 year (52 TU). 
   
  Murder: Execution. (PC manages to escape 
  but must spend 52 TU and 100 gp x level in 
  hiding) 
   
  A PC may make an impassioned speech to try to talk a 
  way out of this. If the PCs can convince the magistrate 
  of their sincerity give them a Diplomacy Check (DC 
  15) to reduce their sentence by half (this can stack with 
  the earlier reduction, to divide penalties by four). 
  Murder, however, is not forgiven unless it was done in 
  self-defense. 
   
  Then read the following: 
   
  “For the crimes you have committed in the 
  Sultanate of Zeif, the verdict of this trial 
  sentences you to:” (fill appropriately). 
  
  COR6-08 Catching Breath 
   
  Page 32 
  DM AID: NEW RULES 
  FEATS 
  Area Attack 
  Savage Species 30 
  You can wield improvised weapons to attack several 
  spaces at once. 
   
  Prerequisites: Str 19, Huge size or large, Power 
  Attack. 
   
  Benefit: You can use your great size and strength 
  to pick up a heavy object and attack an area as a 
  standard action. Such an attack may consist of 
  swinging a large log or smashing a door down on 
  opponents’ heads. The area affected is a half-circle with 
  a radius equal to your reach. You deal damage to all 
  creatures two or more size categories smaller than you 
  within the area. The base damage dealt depends on 
  your size category, as given on the table below. Add 1 
  ½ times your strength bonus to this base damage to 
  determine the total damage for the attack. 
   
  Size Category 
  Damage 
  Huge 
  1d8 
  Gargantuan 
  2d6 
  Colossal 
  2d8 
   
  Though it can deal significant damage, this form of 
  attack is awkward and unbalancing. You incur a –2 
  penalty to your Armor Class and on Reflex saves until 
  your next action. 
   
  Awesome Blow 
  Monster Manual III 206 
   
  A creature with this feat can choose to deliver blows 
  that send its smaller opponents flying like bowling 
  pins. 
   
  Prerequisites: Str 25, Power Attack, Improved 
  Bull Rush, size Large or larger. 
   
  Benefit: As a standard action, the creature can 
  choose to subtract 4 from its melee attack roll and 
  deliver an awesome blow. If the creature hits a 
  corporeal opponent smaller than itself, with an 
  awesome blow, its opponent must succeed on a Reflex 
  save (DC equal to damage dealt) or be knocked flying 
  10 feet in a direction of the creature’s choice and fall 
  prone. The attacking creature can only push the 
  opponent in a straight line, and the opponent can’t 
  move closer to the attacking creature than the square it 
  started in. If an obstacle prevents the completion of the 
  opponent’s move, the opponents and the obstacle each 
  take 1d6 point of damage, and the opponent stops in 
  the space adjacent to the obstacle. 
   
  Chain Spell [Metamagic]  
  Complete Arcane 76 
   
  You can cast spells that arc to other targets in addition 
  to the primary target. 
  Prerequisites: Any metamagic feat. 
  Benefits: Any spell that specifically targets a 
  single target and has a range greater than touch can be 
  chained so as to affect the primary target normally, and 
  then arc to a number of secondary targets equal to your 
  caster level (maximum twenty). Each arc affects one 
  secondary target chosen by you, all of which must be 
  within 30 feet of the primary target, none of which may 
  be affected more than once. You can choose to affect 
  fewer secondary targets than the maximum. 
  If the chained spell deals damage, the secondary 
  targets each take half of much damage as the primary 
  target (rounded down) and can attempt Reflex saving 
  throws for half damage (whether the spell allows the 
  original target a save or not). For spells that don’t deal 
  damage, the saving throw DCs against the arcing 
  effects are reduced by 4. For example, if a 10th-level 
  wizard normally casts cause fear at DC 14, a chained 
  cause fear could target a goblin chieftain at DC 14 and 
  up to ten of his nearby guards at DC 10. 
  A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
   
  Crush 
  Savage Species 31 
   
  Like a dragon, you can hurl your body onto opponents 
  to deal tremendous damage. 
   
  Prerequisite: Huge size or larger. 
   
  Size Category 
  Damage 
  Huge 
  2d8 
  Gargantuan 
  4d6 
  Colossal 
  4d8 
   
  Benefit: As a standard action, you can jump or fall 
  onto opponents, using your whole body to crush them. 
  This attack is only useful against creatures at least three 
  size categories smaller than yourself. The base damage 
  for a crush attack depends on your size category, as 
  given on the table above. Add 1 ½ times your Strength 
  bonus to this base damage to determine the total 
  damage for the attack. 
   
  A crush attack deals bludgeoning damage and 
  affects as many creatures as can fit under your body. 
  Each creature in the affected area must succeed on a 
  Reflex save (DC 10 + Str modifier + size modifier for 
  grapple checks). On a failure, the opponent is pinned 
  and automatically takes crush damage each round the 
  pin is maintained. 
   
  Power Dive 
  Savage Species 38 
   
  
  COR6-08 Catching Breath 
   
  Page 33 
  You can fall upon an opponent from the sky. 
   
  Prerequisite: Str 15, fly speed (average or better) 
   
  Benefit: When flying, you can dive and land on 
  an opponent to deal additional damage. Using this feat 
  is a standard action, and it can only affect creatures one 
  or more size categories smaller than you. To use this 
  feat, make an overrun attack, but the opponent cannot 
  choose to avoid you. If you knock down the target, you 
  may make an additional slam attack (at +4 for the 
  opponent being prone). The attack deals the base 
  damage give on the table below for your size category 
  plus 1 ½ times your Strength bonus. 
   
  Size Category 
  Power 
  Dive 
  Base 
  Damage 
  Fine 
  1d2 
  Diminutive 
  1d3 
  Tiny 
  1d4 
  Medium 
  1d6 
  Large 
  1d8 
  Huge 
  2d6 
  Gargantuan 
  2d8 
  Colossal 
  4d6 
   
   
  Normal: Without this feat, you can attack with 
  just one natural weapon and do not have a chance to 
  knock down the opponent. 
   
  Special: If you fail in your overrun attempt and 
  are tripped in turn, you are knocked down, and you 
  deal the slam damage for the attack to yourself. 
  
  COR6-08 Catching Breath 
   
  Page 34 
  MAP 1: MAP OF KROYEN’S LAIR 
  
  COR6-08 Catching Breath 
   
  Page 35 
  HANDOUT 1 
   
  My Trusted Friend, 
   
  Since we parted ways, I spent weeks and months among the kobold 
  tribes of the Burneal Forest looking for clues as to who or what was 
  competing with my kind in pursuit of the blue-black artifacts. I also 
  made every effort to discover what might have happened to the poor 
  human girl Ianta when she pitched herself into the column of negative 
  energy in the crypt.  
   
  The attacks on the kobolds of the Forest continued, and I was able to 
  defend some of my kind against the humans who bore the symbol of the 
  hand and the eye. I stood against the attacks and questioned any 
  prisoners I could. One finally had a change of heart and gave me 
  information that greatly aided my quest: the leader of those behind the 
  attacks made his home in the city of Nafiq in the lands known by most as 
  the Sultanate of Zeif.  
   
  I cannot say much more in this missive of what actions I took after that, 
  but I did indeed travel to Nafiq. And here I am still, although I am a 
  prisoner of the government of this land due to misunderstandings, 
  treachery, and a general distrust of my race. Only the timely 
  intervention of an acquaintance named Qatan—a priest dedicated to 
  Al’Akbar—has postponed my execution. 
   
  My life, and my quest to rescue Ianta from whatever fate has befallen 
  her, will be forfeit unless you can come to Nafiq in Zeif and stand up for 
  me. Time is not a luxury we have. I am being held at a prison within the 
  palace of the Yildwar Dey. You should see my friend Qatan at the temple 
  of Al’Akbar in Zeif. He can tell you how to reach me. May your light 
  shine truth upon my dark circumstances. 
   
  Yours in strife and peace, 
   
  Tajlo of Heironeous 
  
  COR6-08 Catching Breath 
   
  Page 36 
   
  PLAYER HANDOUT 2 
  My Trusted Friend, 
   
  A strange little kobold by the name of Tajlo recently came to the 
  attention of several members of our organization. Unlike most of his 
  race, he apparently holds a place in the heart of Heironeous. I am told 
  that he is indeed one of the holy warriors who carry the blessings of the 
  Valorous Knight. 
   
  We received word recently from a contact in the city of Nafiq in the 
  Sultanate of Zeif that Tajlo has run afoul of the government there, and 
  he has been imprisoned. Through the intervention of a representative of 
  Al’Akbar named Qatan, the little fellow’s execution has been stayed 
  pending an investigation. Tajlo has requested our assistance in this 
  investigation, but we have no resources to spare at this time. With that, I 
  call on you and your associates to assist Tajlo. 
   
  Details on what happened are sketchy. From what I understand, Tajlo 
  was on a quest in the name of Heironeous, and in the completion of that 
  quest something went wrong. Tajlo himself can supply you with the 
  details when you arrive. He is being held in a prison at the palace of 
  Yildwar Dey in Zeif. You should first contact Qatan at the temple of 
  Al’Akbar in Nafiq. Your presence is expected, and your assistance is 
  appreciated. There is no telling how long Tajlo’s execution will be 
  stayed, so swiftness is imperative. 
   
  May your path bring light to a dark world! 
   
  
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