TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  NYR5-S03 
   
   
   
   
   
   
  Swans of the Duntide 
   
  A One-Round D&D LIVING GREYHAWK®
  Nyrond Regional Introductory Adventure 
  Version 1.2 
  by David Howard 
  Based on a story by, and with special thanks to John D. Jenks. 
  Editing by John D. Jenks and Tom Kee. Swan Bore map and write up by Tom Kee. 
  Playtesting by, and special thanks to Naerie Region players: Sampo Haarlaa, Jani Kekkonen, Jukka 
  Särkijärvi, Mikko Laine, and Pasi Riita. 
   
  Welcome to the festival of Swan Bore on this glorious first day of Growfest. The Duntide River is at peak 
  levels and the city is turning out to see the renowned journey of the Swans. Civil war may be brewing 
  elsewhere, but here all is peaceful and prosperous, with merchants from throughout the Flanaess 
  preparing for a weeklong feast and market festival. A role-playing intensive, Nyrond introductory module 
  for first level characters only. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet. The judge should complete the top of the 
  form and list his name and RPGA number. The 
  players should each list their name and RPGA 
  number. After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Swans of the Duntide 
   
  Page 2 
  
  LIVING GREYHAWK Levels of Play  
  # 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 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. Nevertheless, if a character 
  has the Mounted Combat feat, he may bring a 
  single warhorse, light or heavy, with him in the 
  adventure and it will not count toward the APL 
  calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may 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 will receive only one-half of the 
  experience points for the adventure. Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well. 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. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are three things that the group can do to help even 
  the score. 
  5. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  6. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is an introductory one-round Regional 
  adventure, set in Kingdom of Nyrond. Characters 
  native to Nyrond pay one Time Unit per round, all 
  others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  Swans of the Duntide 
   
  Page 3 
  
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  On the first day of Growfest each year, an 
  extraordinary event takes place in Swan Bore. A 
  standing wave eight-feet high moves down the 
  Duntide River. Riding the crest of the wave are a 
  number of enormous black-breasted swans. They 
  ride the wave past the town, and then as the wave 
  collapses to the south and around a bend they 
  take off. 
   
  Traditionally, this event is the beginning of a 
  market festival and a weeklong time of feasting. In 
  the past, this event has been a gathering place for 
  adventurers, merchants, and charlatans from 
  throughout the Flanaess. Recent disruptions in the 
  politics of Nyrond in general, and the Duchy of 
  Woodwych in particular, have resulted in a 
  reduction of the scope of the festival, but it is still a 
  significant event. 
   
  In the troubled year of 595, not all is as it 
  seems. A halfling dog-breeder named Mertuun 
  Greytoes has been breeding war dogs for 
  Sewarndt’s armies at his farm near Swan Bore. 
  Mertuun was a former member of the Baronial 
  guard under Baron Bastrayne, where some of his 
  duties including scouting in the Celadon Forest. 
  Following the disbanding of the Baronial Guard 
  under Baroness, now Duchess, Verin Talnith, he 
  was disgruntled by the change of events, and 
  sought opportunities to get back at Lynwerd. This 
  opportunity was found in breeding dogs for 
  Sewarndt. 
   
  In an effort to strengthen a particularly vicious 
  breeding line, he has obtained a fiendish dog to 
  add to his breeding stock. While still experimenting 
  with how to get the fiend successfully integrated 
  into his breeding stock, the dog escaped, leading 
  a number of the other dogs on a rampage through 
  the neighboring farms. 
   
  Mertuun obtained Dryllisn, the fiendish dog, 
  from Flandrynt, a member of Sewarndt’s court. 
  From that individual, he obtained leather stamps 
  incorporating arcane symbols that could be used 
  to make a collar to help control Dryllisn. This collar 
  was made, but the artisan Brantanner failed to 
  follow the instructions completely due to ignorance 
  about the subject. As a result, the collar did not 
  completely control the fiend, and it escaped. 
   
  To make matters worse, the dogs attacked the 
  famed black-breasted swans before they began 
  their journey down the Duntide, killing many of 
  them. 
  Preparation for Play 
   
  This scenario introduces the city of Swan Bore 
  and the immediately surrounding areas. Be sure 
  that you read Appendix Two (Other NPCs), 
  Appendix Three (The Duchy of Woodwych, 
  Adrean’s Landing, and the Duntide), and Appendix 
  Four (Swan Bore). You want to be sure to develop 
  a good understanding of the recent history in the 
  Duchy of Woodwych, as well as the personalities 
  and motivations of the NPCs in order to play the 
  scenario fully. 
   
  There is a tendency for introductory scenarios 
  to be treated as quick-play sessions that are 
  playable in a short time. This module will be most 
  enjoyable if sufficient attention is given to playing 
  the NPCs fully. Many of the PCs that are used in 
  introductory modules are on their first adventure; 
  all are first level. Give the player an opportunity to 
  explore the character concept through interaction 
  with both the NPCs and the other PCs. 
  Adventure Summary 
  Introduction: The characters are on the road to 
  Swan Bore for the famed market festival and 
  weeklong feast. 
  Encounter 
  One, 
  Festival 
  Preparations: 
  The 
  characters are introduced to the city of Swan Bore, 
  the market place, and general feel of the city and 
  the Duchy of Woodwych. 
  Swans of the Duntide 
   
  Page 4 
  
  Encounter Two, A Problem Takes Wing: As the 
  crowd lines the river to view the famed black-
  breasted swans of the Duntide, they discover that 
  the swans are seriously reduced in numbers. 
  When the noticeably depleted flock makes its way 
  down-river, the merchants and townspeople are 
  shocked at the severely reduced numbers. 
   
  In the resulting outcry, a call goes out to find 
  out what has happened to the flock. Swan Bore is 
  already losing prestige to the newly founded town 
  of Adrean’s Landing, just down-stream. The loss 
  of this traditional event may be the final blow to the 
  future of this historic trading town if the PCs 
  cannot help. 
  Encounter Three, This Place is Going to The 
  Dogs: Investigating the problem the party finds the 
  slaughtered swans and the tracks of large dogs or 
  possibly wolves. 
  Encounter Four, Every Dog Has His Day: The 
  party encounters the dogs, and a combat ensues. 
  They find an unusual leather collar on the body of 
  largest and most vicious of the pack. 
  Encounter Five, A Trapper in the Marsh: This 
  encounter is a role-playing encounter in the event 
  that the party chooses to remain in the marsh 
  awaiting Mertuun’s return to check his traps. 
  Encounter Six, The Leatherworker: The party 
  interacts with Brantanner the leatherworker, who 
  recognizes the collar as one that she made for the 
  gentle-halfling, Mertuun Greytoes. 
  Encounter Seven, The Farmer in the Dale: The 
  party proceeds to the farm of Mertuun, where they 
  find a breeding operation for war dogs, and 
  evidence that Mertuun and his dogs are not what 
  they seem. 
  Encounter Eight, A Halfling Farm: This encounter 
  is a short investigation through the farmhouse of 
  Mertuun, during which, clues are obtained to 
  explain the dogs running wild. 
  Conclusion: The party obtains just rewards for 
  assisting the good merchants of Swan Bore…or 
  not. 
  Introduction 
  The last day of Coldeven is crisp and bright as 
  you finish your journey to Swan Bore. In the 
  shadows, the last few patches of snow slowly 
  melt, adding to the slightly muddy conditions. 
  The cold days of winter are retreating into the 
  past, having given birth to an ominous child 
  after a long gestation; rumors of civil war fill 
  Nyrond. 
  Serious matters will have wait. Growfest starts 
  tomorrow, and with it a traditional market 
  festival and weeklong feast in the market town 
  on the Duntide River. The journey has been 
  uneventful, and certainly more interesting 
  since you crossed paths with a number of 
  other travelers heading the same way. 
   
  This is an opportunity for the characters to 
  introduce themselves, if they have not already 
  done so. 
  The long shadows of your companions stretch 
  out along the road before you, cast by the 
  setting sun at your back. Ahead, you see the 
  town of Swan Bore in the late afternoon light, 
  with promises of an entertaining week of 
  revelry, along with any business that you may 
  seek to conduct along the way. 
   
  Knowledge (local Nyrond meta-region) will 
  reveal the following about Swan Bore: 
   
  DC 10 
  • 
  The trading festival at Swan Bore is well 
  known and lasts for a week. 
  • 
  The town gets its name from large swans that 
  live nearby. 
  • 
  The swans ride a crest of water down the river 
  on the first day of Growfest 
  DC 15 
  • 
  Some years back, several merchants were 
  lynched in Swan Bore. 
  • 
  Merchant families govern the town. 
  DC 20 (select two) 
  • 
  The merchants were lynched at the prompting 
  of the Valorous League. 
  • 
  Despite years of improved prosperity, there is 
  some level of unrest in Swan Bore. 
  • 
  The Merchant families include the Hentridge, 
  Stanchion, Tressim, and Thorngate families. 
  DC 25 
  • 
  The Duchess of Woodwych is said to support 
  the growth of Adrean’s Landing at the 
  expense of Swan Bore. 
  Swans of the Duntide 
   
  Page 5 
  
  • 
  Other 
  authority 
  figures 
  include 
  the 
  harbormaster, Beren Staunchgirdle, and the 
  sheriff, Lia Silverbranch. 
  Encounter One: Festival 
  Preparations 
  This is a role-playing encounter to introduce the 
  players to the town, the expectations about 
  tomorrow’s 
  events, 
  and 
  the 
  excitement 
  surrounding the festival itself. After meeting 
  Marwyrd, the party will likely seek lodging at the 
  Inn of the Black Feathers. 
  The gateway through the simple wooden 
  palisade is manned by bored-looking militia 
  watchmen. They wave you in with hardly a 
  glance to distinguish you from the farmers and 
  travelers arriving for the festival. Inside the 
  gates is a strong locker. Open doors reveal a 
  dusty and empty interior, despite the mud-
  splattered sign that reads, “All weapons must 
  be checked before entering Swan Bore.” 
   
  If the party asks the guard about the locker, 
  they will be told: 
  “Aye, ye can stow yer gear if you choose. Not 
  needed these days, though. Used to be any 
  weapon longsword sized or longer had to be 
  checked unless you had a right to bear arms. 
  Bows and such, too.” 
   
  This regulation has been suspended in the 
  interest of defense during the current climate of 
  hostilities between Lynwerd and Sewarndt. If the 
  party wants to leave weapons, they will be given 
  checks for retrieving them, found after a five-
  minute search. The weapons will be stowed, but 
  the unclasped hasp of the lock should not 
  encourage a sense that all is safe and secure. 
  However, nothing will happen to the gear, and it 
  will be locked at night; yet, disquiet and 
  uncertainty should be played up. 
   
  Proceeding on: 
  Despite the onset of evening, there are many 
  townsfolk out in the crisp evening, putting the 
  last touches on preparations for the upcoming 
  festivities. 
  Noticing your presence, a middle-aged man 
  looks up from sweeping the entry to his shop 
  and calls out, “Well met travelers, and 
  welcome to Swan Bore!” 
  1) Marwyrd’s Shop 
  The man is Marwyrd, a merchant and shopkeeper. 
  He is an Oeridian of average height and portly 
  build, sporting a full salt-and-pepper beard. 
  Marwyrd: Male human (Oeridian) Com2; see 
  Appendix Two. 
   
  Marwyrd runs a general store and has 
  available general supplies (no livestock) that cost 
  50 gp or less, and simple weapons that cost 20gp 
  or less. See Tables 7-5 and 7-8 of the Player’s 
  Handbook. 
   
  He can provide directions to any other location 
  in town. 
   
  If asked about the festival, he will wax 
  enthusiastic: 
  “Aye, you’ve never seen anythin’ like it, I’m 
  sure. Swan Bore’s festival lasts the entire week 
  of Growfest.” Patting his rotund belly, he 
  continues, “The food is plentiful and well 
  made, I can assure you! You’re gon’ to have a 
  great time. Be sure to come down to the river 
  tomorrow morn to see the Swans. You’ll not 
  want to miss that!” 
   
  If asked further about the swans, he will 
  explain: 
  “Ah, the Swans of the Duntide. Beautiful birds 
  they be. Giants, I would call ‘em. I’ve certainly 
  seen no others that big. Floatin’ down the river 
  on the crest of the Growfest Tide, black 
  breasted and white they are. Twenty, thirty, 
  maybe forty of ‘em, you’ll see. Hootin’ and a 
  hollerin’. Carryin’ on, I’d call it. Finally, as the 
  tide crests, they take off! Up they fly, a 
  beautiful sight as they wheel and head off 
  again to the north!” 
   
  If asked about a place to stay the night, he will 
  refer the party to the Inn of the Black Feathers. On 
  a Diplomacy check (DC 10), or if they have 
  purchased anything from him, he will add, “Tell 
  Dryfyrd that Marwyrd sent ye! He’s me brother, ya 
  know!” 
  2) Inn of the Black Feathers 
  The inn is a large two-story wooden building that 
  dominates the north side of a street in the 
  southern section of Swan Bore. 
  As you approach a town square, the water in a 
  large central fountain can be heard in cheerful 
  greeting. A number of street merchants have 
  Swans of the Duntide 
   
  Page 6 
  
  set up carts and wagons here, staking out 
  choice locations for the upcoming festivities. 
  There is no question which building here is the 
  Inn. Light spills through the windows out into 
  the street, and even through the closed door, 
  the sounds of revelry coming from within can 
  be clearly heard. A signpost holds a large 
  wooden feather, painted in glossy black. 
   
  If the party chooses to enter, read or 
  paraphrase the following: 
  Upon entering, a high clear-toned voice can be 
  heard over the din: “Aye, I have a room 
  available, the last one in the inn, I’ll have you 
  know, too. The crowd’s a big one this year, and 
  now that The Pride of the Duntide has moved 
  to Adrean’s Landing, we’re bursting at the 
  seams!” 
   
  The speaker is Dryfyrd, and he is addressing 
  a Suloise merchant from Naerie, Arbusian 
  Tanvakal. 
  Dryfyrd: Male human (Oeridian) Com3; see 
  Appendix Two. 
  Arbusian Tanvakal: Male human (Suloise) 
  Exp5; see Appendix Two. 
   
  The party has several options about how to 
  proceed. They can attempt to intervene and obtain 
  the room for themselves by Diplomacy or 
  Intimidation, 
  offer 
  to 
  share 
  the 
  room 
  via 
  Diplomacy, Intimidation, and/or Sense Motive, 
  obtain space in the common area, or find other 
  lodging. 
   
  There is no room in the town’s other inns. The 
  Tipped Cow Inn and Beory’s Rest were full days 
  ago and even the lesser known establishments 
  have filled up today. Space in the common room 
  of the Inn of the Black Feathers is available for the 
  cost of a meal, and is subsumed in the Standard 
  Upkeep cost. Optionally, they can choose to sleep 
  in an abandoned building or on the street. 
   
  During their stay, they can Gather Information 
  about the town, recent history, and upcoming 
  festivities. They can gain circumstance bonuses 
  (or penalties) for the following actions, all of which 
  stack: 
  • 
  +2 circumstance bonus for staying at the Inn 
  (either in a room or in the common room). 
  • 
  +2 circumstance bonus for buying drinks for 
  the patrons (cost of 2 gp). 
  • 
  -2 circumstance bonus for attempting to 
  intimidate Arbusian Tanvakal into giving up 
  the room. 
  • 
  +2 circumstance bonus for engaging Arbusian 
  Tanvakal in conversation after either letting 
  him have the room or sharing it with him. 
  • 
  +2 circumstance bonus for entertaining the 
  patrons with perform skills. 
  • 
  +2 circumstance bonus for speaking favorably 
  about Lynwerd. 
  • 
  -2 circumstance penalty for speaking favorably 
  about Sewarndt. 
  • 
  +2 
  circumstance 
  bonus 
  for 
  speaking 
  unfavorably about Adrean’s Landing. 
  • 
  -2 circumstance bonus for speaking favorably 
  about Adrean’s Landing. 
  Gathering Information will discover: 
  DC 10 
  • 
  The town is seeing the largest influx of foreign 
  visitors in years. 
  • 
  The Duchy of Woodwych is loyal to King 
  Lynwerd in opposition to Sewarndt. 
  • 
  Troops have been massing near Adrean’s 
  Landing. 
  DC 15  
  • 
  Many of the townspeople have moved to 
  Adrean’s Landing, just down river. 
  • 
  Adrean’s Landing is a pet project of Verin 
  Talnith, the Duchess. 
  DC 20  
  • 
  Something is wrong in the Celadon Forest. 
  • 
  A local wizard became insane and killed a 
  number of people before being brought to 
  justice. 
  DC 25 
  • 
  Queen Xenia was seen traveling through 
  Curtulenn heading west 
  • 
  A detachment of light cavalry from the 
  Bloodhound Legion is missing. 
   
  Other than the Temples and the Armory, the 
  following locations are not identified on the town 
  map and can be placed at the judge’s discretion. 
  Swans of the Duntide 
   
  Page 7 
  
  3. Alchemist  
  There is an Alchemy shop from which the PCs can 
  purchase any potion or oil from the Dungeon 
  Master’s Guide Table 7-17 with a market price of 
  750gp or less. 
  4. Armory  
  There is an Armory, from which metal armor and 
  non-ranged simple and martial weapons can be 
  purchased up to a maximum of 800gp for the 
  adventure. 
  This 
  can 
  include 
  regular 
  and 
  masterwork items. Exotic weapons are not 
  available. (Map Location T2) 
  5. Bowyer/Fletcher 
  There is a bowyer/fletcher shop, which can 
  provide simple and martial bows and crossbows, 
  as well as ammunition for these weapons up to a 
  maximum of 800gp for the adventure. Exotic 
  weapons are not available. 
  6. Leatherworker 
  See Brantanner in Encounter Six. 
  7. Temples 
  The 
  town 
  includes 
  temples 
  to 
  Pelor 
  and 
  Mayaheine, Zilchus, and Osprem. There is also a 
  shrine to Rao. Any 1st or 2nd level divine scrolls 
  from the Dungeon Master’s Guide Table 7-24 
  (excluding spells from the domains of evil, chaos, 
  or death) can be obtained at these temples (up to 
  a maximum of 800 gp worth of scrolls from each 
  temple). 
  8. Other Shops 
  Other shops are available in town selling typical 
  mundane items up to a limit of 800 gp for any one 
  item during the course of the adventure. 
   
  Development: When the party has completed 
  any business they choose to in the early evening, 
  proceed to Encounter Two. 
  Encounter Two: A Problem 
  Takes Wing 
  This is a role-playing encounter that takes place at 
  the Swan Bore waterfront. During the encounter, 
  the town as a whole discovers that some of the 
  swans are missing and others are injured. The 
  merchants in particular are concerned because 
  the loss of the swans could impact the town’s role 
  as a festival destination. This festival is larger than 
  in the past years, and the sense is in the air that 
  this is the beginning of good times for Swan Bore. 
   
  Hopefully, the party will investigate the 
  problem on their own. If they do not, additional 
  information about other animals being killed on 
  farms may prompt them. If the party still chooses 
  not to pursue the investigation, the adventure 
  concludes. 
   
  When the party is ready to proceed from 
  Encounter One, read or paraphrase one of the 
  following: 
   
  If the party obtained a room at the inn by 
  themselves without sharing: 
  After retiring to your room, the night passes 
  peacefully in restful repose. Morning finds you 
  refreshed and ready for the festival. 
   
  If the party shared a room with Arbusian 
  Tanvakal: 
  Arbusian Tanvakal is a congenial roommate. 
  After 
  a 
  short 
  time 
  sharing 
  stories, 
  arrangements are made in the somewhat 
  cramped quarters for a restful evening. 
  Morning finds you refreshed and ready for the 
  festival. 
  Arbusian Tanvakal tells you that he is off to 
  conduct business, but hopes to see you at the 
  river when the swans arrive. “You really must 
  catch the swans. It’s a sight that everyone 
  should see at least once. I’ve been here 
  several times, although the last was many 
  years ago. The old baron did no favors with the 
  way he treated this town, and certainly events 
  at home were not encouraging to travelers. 
  But, tradition is tradition, and it’s good to be in 
  old stomping grounds once again.” He then 
  proceeds on about his business. 
   
  If the party made some other arrangement, 
  such as sleeping in the common room, stables, 
  streets, or abandoned building: 
  While you have perhaps experienced a less 
  restful environment for the night, one does not 
  immediately come to mind. Revelry lasted on 
  into the wee-hours and morning finds you with 
  a crick in your neck and grit in your eyes. 
   
  At this point, the party has likely heard about 
  the 
  swans 
  either 
  from 
  Marwyrd, 
  Arbusian 
  Tanvakal, or from conversation in the inn, and will 
  head for the river. If not, they will see crowds 
  heading in that direction in a festive mood. The 
  following may be useful at some point to 
  encourage them on: 
  Swans of the Duntide 
   
  Page 8 
  
  One of the townsmen passes you in his hurry. 
  “Better get a move on it! Them swans’ll be 
  here any moment, I reckon. This is an 
  incredible sight. Surely one you won’t want to 
  miss!” 
   
  When they get to the waterfront: 
  The docks and quays of Swan Bore’s famed 
  waterfront line the riverside. Multi-colored 
  pennants wave in the breeze atop the masts of 
  ocean-going vessels from all over the Flanaess 
  that have made their way up the Duntide from 
  Nessermouth. River Barges are also plentiful, 
  bringing goods from as far away as Womtham 
  and the Flinty Hills for trade here at Swan 
  Bore. 
  Crowds line a bluff near the river’s edge. A 
  young halfling has taken up a role as lookout 
  high in the branches of a tree. “Here it comes! 
  They’re coming, they’re coming!” he cries out 
  in excitement. 
  From your vantage, you can see a standing 
  wave of water moving down the river from the 
  east toward the town. As it gets closer, you 
  can hear the whooping and honking from the 
  five large birds riding the wave. White swans 
  with black breasts ride majestically on the 
  crest of this awe-inspiring sight. 
  However, around you, what started as a cheer 
  from the crowd fades to muttering. You pick up 
  bits and pieces from the crowd: “…barely a 
  handful…,” “Where are the rest of ‘em?” “This 
  isn’t what I came for…I heard there were 
  scores of those birds.” “Something ain’t right.” 
  “…never 
  in 
  my 
  sixty-two 
  years….” 
  “Terrible…lutely terrible…” 
  Finally in silence, the crowd watches the birds 
  as the round the bend in the river, riding the 
  wave as they float to the south and out of 
  sight. 
   
  A Spot check (DC 20) will also show that one 
  of the birds is holding her wing awkwardly, askew 
  along her back with blood discoloring the white of 
  the feathers. 
   
  In the babble of conversation that follows, 
  Gathering Information is a simple matter, as 
  everyone seems to have something to say. 
  Gathering Information will discover: 
  DC 5 
  • 
  The Swans nest during the winter in a marsh 
  about three miles upriver to the east, on the 
  north bank of the river. 
  • 
  Local domestic animals have been killed 
  recently. 
  DC 10 
  • 
  Many of the foreign merchants think it is a 
  waste of time to have come here. 
  • 
  Hunters or agents from Adrean’s Landing 
  must have killed the Swans (this is false). 
  DC 15 
  • 
  The big merchant families spent a lot of 
  money to try to restore the festival to its prior 
  glory. 
  • 
  This is a big blow to the town, just when it 
  seemed that the festival was getting back on 
  its feet. 
   
  It is hoped that curiosity will be sufficient 
  motivation to move the PCs along. In the event 
  that they suggest helping, or discuss the possibility 
  in character, local townspeople and merchants 
  should immediately encourage them. “Hey, these 
  folks say they’ll look into it! They’ll find out what 
  happened to the swans” type responses can be 
  played out in loose role-playing. Should this 
  happen, then information will be readily available 
  that the Swans normally nest in the marsh. 
   
  No one is going to offer to pay the PCs to look 
  into this, but there should be the clear indication 
  that their help will be appreciated. 
   
  If the party has had good relations with 
  Arbusian Tanvakal previously, he will approach 
  them and discretely offer to purchase flight 
  feathers from the Swans, if they can find them, 
  offering 20 gp to each PC for recovery. However, 
  this optional encounter should not be run with 
  particularly suspicious PCs, as it may convince 
  them that Arbusian is behind the tragedy – which 
  is not the case. If you do use this encounter, read 
  or paraphrase the following: 
  The familiar thin-faced visage of Arbusian 
  enters your field of view as he approaches 
  you. Discretely, he makes the following offer, 
  “While this is certainly terrible … whatever has 
  happened, it is also an opportunity. These 
  swans may become a legend in the days to 
  come. Who knows if there are even enough 
  swans left to continue breeding. I will offer you 
  20 gold nobles each to bring me back at least a 
  Swans of the Duntide 
   
  Page 9 
  
  sack full of feathers. Flight feathers would be 
  best, if you can find them. 
   
  Development: Should the party engage in the 
  investigation, proceed on to Encounter Three. If 
  they show no interest or decline, lightly role-play 
  the festival without much detail, but provide stories 
  of farm animals missing or slaughtered by wild 
  beasts of some sort. If they still have no interest in 
  proceeding, at the end of the festival, continue on 
  to the Conclusion. 
  Encounter Three: This Place 
  Is Going to the Dogs 
  This encounter takes place when the party has 
  decided to investigate the area in which the Swans 
  have been nesting during the winter. 
   
  During this encounter, the party will travel to 
  the Swans’ nesting area and find that dogs have 
  slaughtered many of the birds. In addition to the 
  signs of wanton violence, they will also have the 
  opportunity to locate the dogs by tracking them. 
  The party’s choice of action may also lead them to 
  await Mertuun’s return to check his traps. 
   
  Trap: Note that Mertuun is aware that the 
  Dogs have been in this area and he has set a 
  number of spring traps to try to recover the 
  animals, particularly Dryllisn. These will be 
  encountered at some flexible point when the party 
  is searching along game trails or following the dog 
  traps. The party will only encounter one, with the 
  others 
  being 
  easily 
  visible 
  and 
  avoidable 
  thereafter, once they know what to look for. 
   
  These traps are not intended to be much in 
  the way of a challenge, but rather to provide the 
  clue that someone, Mertuun, is aware that the 
  dogs are in the area, and is trying to recover them. 
  Upon discovering them, a Craft (Trapmaking) 
  check (DC 10), will indicate a target of terrestrial 
  animals and not birds. While at DC 15, this will 
  disclose that the target is medium sized and over 
  100 pounds in weight. 
   
  Spring Trap: CR 1; mechanical; touch trigger; 
  manual reset; Atk +2 melee (1d2/x2; non-lethal); 
  Search DC 21; Disable Device DC 20; Market 
  value 50 gp 
   
  The party can choose to hire a boat to get 
  here or they can march along the riverbank to the 
  marshy area that has been home to the swans. 
   
  If coming by boat, they can hire a boat and a 
  pilot at a cost of 4sp, or a boat only for a deposit of 
  10gp and a rental fee of 1sp. If only the boat is 
  rented, it can be navigated safely with a 
  Profession (sailor) check (DC 5), and will require 
  two party members to man the boat. The boat will 
  be large enough to transport up to eight medium 
  sized passengers in addition to the crew, but will 
  not accommodate horses. 
   
  If traveling by boat, read or paraphrase the 
  following: 
  You travel several miles upstream along the 
  broad back of the Duntide. The river is at its 
  springtime peak levels and is flows strongly. 
  Working against the current, it takes several 
  hours to reach the area that has been 
  described to you. 
  A marshy area stretches along the riverbank. 
  In the swollen river, cattails and small trees 
  reach out from the surface of the brownish 
  water. 
   
  A Knowledge (nature) check (DC 10) will 
  indicate that this is a perfect nesting area for the 
  swans. 
   
  A Profession (sailor) check (DC 10) will be 
  required to avoid snagging the boat in the 
  drowned trees. If the PCs hired a pilot, the pilot will 
  take 10 when making the check. If the boat is 
  snagged, it can be cleared by entering the water, 
  Swim check (DC 5), and making a Survival check 
  (DC 10) to successfully clear the obstruction. 
  Other reasonable solutions are also possible. 
  There is no threat within the water other than the 
  environment. 
   
  If the party travels by land to reach the nesting 
  area, read or paraphrase the following: 
  The directions lead you several miles along the 
  riverbank of the Duntide. Two hours at a rapid 
  pace gets you to the marshy area that was 
  described to you. The river itself is at its 
  springtime peak, flooding the outer portions of 
  the marsh. The branches of small trees and 
  cattails can be seen extending above the water 
  until fading in the main channel of the river. 
   
  Once the party is in the general are of the 
  swan’s nesting area, they have an opportunity to 
  locate the dogs’ tracks. This requires a Search or 
  Survival check (DC 15) to find the tracks. Note that 
  the Track feat is not required to find the tracks. It is 
  only required to follow tracks with a DC of 11 or 
  higher. At the point that they find the tracks, either 
  now or later when the find the nesting area, read 
  or paraphrase the following: 
  Swans of the Duntide 
   
  Page 10 
  
  Tracks of some sort of large dog or wolf show 
  that the animals entered the marsh, spent a 
  considerable time in the nesting grounds, and 
  finally departed to the north. 
   
  It is also possible that the party may find 
  Mertuun’s tracks, particularly around the area of 
  the Spring Trap. A Search or Survival check of DC 
  10 will find them, and an additional Survival check 
  of DC 10 will unveil the detail that the tracks are 
  made by a small humanoid, possibly halfling, 
  gnome, or child. 
   
  Once either set of tracks is found, a Survival 
  check of DC 10 will lead the PCs to the nesting 
  area of the swans. At this point, read or 
  paraphrase the following: 
  The winter nesting area shows signs of 
  extended and repeated habitation, as might be 
  expected. In stark contrast to this peaceful 
  scene are signs that this also became a 
  slaughter ground. Trampled reeds, black and 
  white feathers, bloodstains, and even the 
  partially consumed bodies of large swans are 
  in clear evidence. 
   
  A Heal check (DC 15) or Knowledge (nature) 
  check (DC 10) will show that the birds have died 
  from bites from a carnivore. The slaughter 
  happened within the last two days. 
   
  A Knowledge (nature) check (DC 12) will 
  indicate that the wanton slaughter is atypical for 
  natural hunting. More animals have been killed 
  than could be consumed, and some of the bodies 
  have been ripped apart in a manner inconsistent 
  with mere consumption. 
   
  Collecting a sack full of feathers for Arbusian 
  will take an hour to find good, unbloodied feathers. 
  Be sure to have them describe how they will go 
  about this, as failure to keep a watch will result in 
  Mertuun gaining a +5 circumstance modifier to 
  Spot and Listen, and will likely bypass Encounter 
  Five. 
  If the players indicate that they are searching 
  along the riverbank, they may discover the keel 
  mark of a small boat having grounded here, along 
  with medium-sized humanoid prints deep in the 
  mud, leading into the nesting area and returning. 
  Two white feathers will also be found. This is a 
  Search check (DC 10), but requires specifically 
  that the riverbank be searched.  These tracks 
  were not made by Mertuun and are not explained 
  in the scenario. 
   
  Development: It is expected that the PCs will 
  continue to follow the dog tracks, Survival DC 10, 
  which will lead them to the dogs’ lair. If so, 
  proceed to Encounter Four. They may also 
  choose to follow Mertuun’s tracks, same check. 
  Following Mertuun’s tracks in either direction will 
  lead the party to the boat landing as described 
  above and the trail will be lost there. Alternately, 
  they may be unable to follow the tracks, or may 
  simply choose to wait here either for the trapper 
  (Mertuun) to return to check the traps, or in hopes 
  that the Dogs will return for a second course of 
  Swan dinner. 
   
  If they do wait for the trapper in a manner that 
  would allow them to Spot Mertuun (either in hiding 
  or with a watch posted), go to Encounter Five. As 
  mentioned above, if they have not posted a watch 
  while collecting feathers, Mertuun will have a 
  circumstance modifier to see the party first, and 
  will not approach them if he does. If they wait for 
  the dogs without keeping a watch for the trapper, 
  Mertuun will turn away from checking his traps 
  when he sees the party. The dogs will return at 
  dusk, at which point, run the combat portion of 
  Encounter Four. 
   
  If the party is unable to find the tracks and 
  chooses not to wait for the return of either Mertuun 
  or the Dogs, they will not be able to successfully 
  complete the module. Should they proceed down 
  this course, present them with other stories of 
  killed livestock, hopefully leading them to return to 
  this site and await developments or find the tracks. 
  Should they instead investigate the killed livestock, 
  they can find tracks using the same modifiers as in 
  the marsh. 
   
  If they do not further engage in pursuing the 
  rumors, waiting here, or tracking the dogs, they 
  are unsuccessful in the investigation. Proceed to 
  the Conclusion. 
   
  Treasure: The PCs can collect a sack full of 
  feathers for Arbusian. 
  APL 2: Loot – 20 gp, Coin – 0 gp, Magic – 0 gp. 
  Encounter Four: Every Dog 
  Has His Day 
  This encounter will generally result from the party 
  tracking the dogs from Encounter Three. It can 
  also be entered by waiting for the dogs to return to 
  the site of Encounter Three, or as a result of 
  tracking down the dogs from rumors in the event 
  Swans of the Duntide 
   
  Page 11 
  
  that they cannot obtain the necessary clues in 
  Encounter Three. 
   
  This is a combat encounter between the Dogs 
  and the PCs. Following the combat, the party will 
  find Dryllisn’s leather collar. 
   
  If the party has tracked the dogs to their den, 
  read or paraphrase the following: 
  The tracks lead you along small game trails 
  and occasionally along the boundaries of 
  farms toward the north, and away from the 
  river. 
  From the shadows and brush under a large 
  oak tree, a large dog with a red muzzle and 
  bloodshot eyes steps forward. His back is 
  arched, and the fur is standing upright. Growls 
  emit from between his barred teeth as several 
  other dogs emerge from the shadows and join 
  him at his flanks. 
   
  Should the party instead await the dogs at the 
  marsh, they may notice the dogs approaching or 
  be surprised by them. Spot checks are opposed 
  by the Hide check, and Listen is opposed by Move 
  Silently. 
   
  If the Dogs are aware of the party’s presence 
  read or paraphrase the following: 
  Four large dogs of mixed coloring emerge 
  from a game trail. Their fur is matted and 
  covered in mud. The largest is tainted with red 
  around his muzzle and eyes. The fur stands 
  along his spine as he growls through barred 
  teeth. He takes two confident steps toward you 
  before charging. 
   
  Otherwise, the Dogs will emerge from the 
  game trails unaware of the party, in which case, 
  read or paraphrase the following: 
  Four large dogs of mixed coloring emerge 
  from a game trail. Their fur is matted and 
  covered in mud. They start toward the bird 
  carcasses, 
  apparently 
  oblivious 
  to 
  your 
  presence. 
   
  Creatures: The regular dogs are large mixed 
  breed war dogs (80-110 pounds) with an 
  aggressive temperament. Dryllisn is a fiendish 
  dog. His extra-planar origin is apparent in his 
  coloring due to the red in his muzzle and in the 
  skin under his fur. This will be apparent a PC who 
  has seen the dog and makes a successful 
  Knowledge (the planes) check (DC 15). 
  APL 2 (EL 4) 
  War Dogs (3): hp 8, 12, 16; see Appendix One. 
  Dryllisn the Fiendish Dog (1): hp 18; see 
  Appendix One. 
   
  Tactics: The dogs are very aggressive under 
  the leadership and example of Dryllisn. Dryllisn will 
  attack to the death. The others will continue to 
  fight until any of: 1) Dryllisn is killed, 2) two of the 
  regular war dogs are killed, or 3) a dog will leave 
  the combat if hit points are reduced to one-quarter 
  of starting hp. If any of the dogs leave, record their 
  remaining hit points for possible use in Encounter 
  Seven. If Dryllisn is killed, the dogs will return to 
  Mertuun’s farm, otherwise they will regroup at the 
  lair. 
   
  Treasure: Dryllisn is wearing a special leather 
  color that Mertuun had made for him by 
  Brantanner, a leatherworker in Swan Bore. The 
  collar is finely crafted and stamped with arcane 
  symbols. The material itself is high quality leather 
  of an unknown source, not a typical domestic 
  beast. The symbols, in four different patterns, are 
  related to binding Outsiders. A Knowledge (the 
  planes) check (DC 15) will show them as related 
  to evil outsiders. A Knowledge (Arcana) check 
  (DC 20) will show that they are incomplete. An 
  Appraise check (DC 10) or Craft (leatherworking) 
  check (DC 5) will suggest that this required a 
  highly skilled leatherworker to manufacture. 
  APL 2: Loot – 10 gp, Coin – 0 gp, Magic – 0 gp. 
   
  Development: If the party wants to find the 
  leatherworker, proceed to Encounter Six. If they 
  are forced to flee the encounter, and are 
  successful in doing so, they may return at a later 
  time to continue the fight against the surviving 
  dogs. If they are in the marsh, there is no other 
  encounter (they may have already encountered 
  Mertuun prior to this). If they left the marsh to track 
  the dogs, and seek to return to the marsh, 
  Mertuun will have already been to check the traps 
  and left. 
  Encounter Five: A Trapper in 
  the Marsh 
  This encounter is a role-playing encounter in the 
  event that the party chooses to remain in the 
  marsh awaiting Mertuun’s return to check his 
  traps. If this encounter takes place, it will be after 
  Encounter Three. This encounter only takes place 
  based upon the PCs choice of action, but will 
  Swans of the Duntide 
   
  Page 12 
  
  impact the sequence of events in Encounter 
  Seven. 
  Mertuun: Male halfling Rgr1/Exp2; hp 17; see 
  Appendix One. 
   
  Mertuun has returned in the afternoon to 
  check the traps that he has placed for the dogs. 
  He is both a ranger and a halfling, is aware that 
  there is possible danger in the area, and is 
  wearing his armor and carrying his weapons. He is 
  Moving Silently and Hiding. If he Spots or hears 
  (Listen) the PCs without being seen, he leaves the 
  area without encountering them. In the event that 
  the party has not posted a watch for him, or 
  engages in feather collection without a watch, give 
  him a +5 circumstance modifier on spotting or 
  hearing them first. However, this counts as having 
  encountered the party during Encounter Seven. 
   
  If the party discovers Mertuun he engages in 
  light conversation, but generally tries to leave as 
  soon as possible to “get on with his business.” 
   
  If the PCs are hiding and surprise him, they 
  observe him checking the traps. At the point that 
  he gets to a trap that has been set off by the PCs, 
  he notices the tracks, looks around, and leaves. 
   
  If asked about the traps, he bluffs that he was 
  trying to capture small waterfowl. 
   
  If asked about the dogs or the birds, he bluffs 
  that he has seen the swans here, but has not 
  disturbed them, nor does he know anything about 
  the dogs. 
   
  Development: After the encounter, the PCs 
  can wait for the dogs or track them, in which case 
  go to Encounter Four. If they attempt to follow 
  Mertuun, he will repeatedly attempt to evade them 
  before returning to his farm. If they return to town 
  without encountering the dogs, provide other 
  stories, as in the development section of 
  Encounter Three to try to get them back on track. 
  Encounter Six: The 
  Leatherworker 
  This encounter takes place after the party has 
  found Dryllisn’s collar and follows up to find where 
  it came from. In the course of the encounter, the 
  party can talk with Brantanner, a leather worker 
  who made the collar, and obtain a lead to 
  Mertuun’s farm. 
   
  After the party takes some sort of action to try 
  to find a leather worker, such as asking around 
  town, looking for a leather worker shop, or having 
  had access to the shop in Encounter One, read or 
  paraphrase the following, adjusting for the means 
  with which the party made inquiries: 
  The shop of the leatherworker is set well away 
  from the main portion of town. As you 
  approach, it becomes clear why this is, as your 
  olfactory senses are overcome with the stench 
  of the tanning processes at work. 
  Entering into the shop, the tanner looks up 
  from her work and cheerfully calls out, 
  “Greetings, folks. I’ll be right with you.” She 
  continues cutting a piece of leather before 
  placing a knife back on the table and turns to 
  you. Before you is a large woman, and you are 
  surprised to see that her features clearly 
  reflect savage orcish blood somewhere in her 
  ancestry. 
  “Now, what can Brantanner be doing for ye 
  today? A little armor repair? Some trappings 
  for you or tack for your mounts? A finely 
  embossed belt? Perhaps a saddle? I make the 
  finest saddles in all the Duchy. What’ll it be?” 
   
  Creatures: Brantanner is a half-orc and is 
  quite proud of her craft. Rescued by adventures 
  as a child from imminent death in the coils of a 
  large snake in the Gnatmarsh, she was raised by 
  foster parents in Swan Bore and is atypically 
  refined for her race. She is talkative and ready to 
  cite referrals to her work given any opportunity. 
  During the conversation, she’ll make ready 
  reference to goods that she has for sale, similar to 
  her introductory comments, but more specific to 
  various characters in the party, including holding 
  belts out to try them for size, referring to pony tack 
  or riding dog tack for gnomes or halflings, and 
  otherwise customizing the conversation for the 
  party at hand. 
  Brantanner: Female half-orc Exp 3; see 
  Appendix Two. 
   
  If shown the collar from Dryllisn, she’ll 
  respond: 
  “Oh, yes, I made that for that gentle-halfling 
  Mertuun Greytoes. Nice work there. Used the 
  thick skin of some beast from overseas. Nice 
  and strong. How’d you come across it?” 
   
  She does not know what kind of beast the 
  leather came from, having purchased it some 
  years back from a merchant “from the south 
  somewhere.” 
   
  If asked about the embossing, she’ll explain: 
  Swans of the Duntide 
   
  Page 13 
  
  “Mertuun gave me the stamps for those marks. 
  Must have been five or six of ‘em. Said to be 
  sure to use ‘em all.” 
   
  She no longer has the stamps, having 
  returned them to Mertuun. Careful observation will 
  notice that there are only four patterns on the 
  collar. If this is pointed out: 
  “Ah, maybe there were only four. Anyway, I 
  used all of the stamps like he said. I’m reliable 
  that way.” 
   
  This is a Bluff, and a successful Sense Motive 
  will uncover that she is somewhat flustered, 
  embarrassed, and uncertain. In fact, she didn’t 
  use all of the stamps, which is one of the factors 
  that lead to Dryllisn escaping in the first place. 
   
  If asked about where to find Mertuun: 
  “He’s got a farm up to the north. Breeds dogs 
  he does.” 
   
  If asked about directions, she’ll provide them 
  given a Diplomacy check (DC 15). Alternately, she 
  will provide the directions immediately upon 
  request if she is told that the dog in question is 
  involved in the disappearance of the swans, if she 
  failed the bluff regarding the number of leather 
  stamps, or if the party has purchased anything 
  from her. 
   
  Other conversation regarding the future of 
  Swan Bore, the death of the Swans, Adrean’s 
  Landing, etc. will be answered somewhat vaguely, 
  repeating the typical pattern of the townspeople 
  and merchants without adding anything new. She 
  will quickly turn the conversation back towards 
  trying to make a sale. 
   
  Development: The party typically will move 
  on toward Mertuun’s farm and Encounter Seven. If 
  they try to make a connection between the source 
  of the exotic leather and the Naerie Merchant, 
  Arbusian Tanvakal, this is a false lead: He knows 
  nothing about the material, and has not been to 
  Swan Bore for years. 
  Encounter Seven: The 
  Farmer in the Dale 
  The farm appears to be well managed, with a 
  small cottage and outbuildings. There are 
  several small fields waiting to be planted for 
  the new season. Rows of kennels indicate the 
  primary business of this farm, and the din 
  raised by the barking of the kennel residents 
  confirm the canine occupants, even from this 
  distance of 200 feet. 
  A rail fence surrounds the property, with a gate 
  opened inward. On the fence to the right of the 
  gateway is a row of pegs, and a sign reading, 
  “Visitors: Weapons are not welcomed upon 
  this farm. Leave weapons here before ringing 
  bell.” 
  Ten feet beyond the fence is a wooden post 
  with a bell suspending from a crossbeam, 
  perhaps three feet above the ground. 
   
  Trap: Mertuun has placed snap-jaw traps 
  along the fence line. Any PC that enters a square 
  adjacent to the exterior of the fence will encounter 
  one of these traps. After the first trap is triggered, 
  subsequent 
  search 
  checks 
  gain 
  a 
  +4 
  circumstance bonus. 
   
  Snap Jaw Traps: CR 1; mechanical; touch 
  trigger; manual reset; Atk +5 melee (1d6/x3, snap 
  jaw); Search DC 20; Disable Device DC 20; 
  Market value 100 gp 
   
  Should the party ring the bell, Mertuun’s 
  actions will depend upon whether there has been 
  prior contact, and what the party has done with 
  their weapons. 
   
  If the party spoke with Mertuun in the marsh 
  (Encounter Five), he will know that they suspect 
  too much, and will respond by slinging a bullet at 
  whoever rang the bell, engaging in combat. 
   
  If the party has not met him already, and has 
  left weapons at the gate, he will approach to fifty 
  feet and ask their business. 
   
  If the party has not met him already, but have 
  kept their weapons, he will order them “Off my 
  property if ye can’t read. No weapons on my farm!” 
  If this order is not followed, he will sling one stone 
  at the feet of a party member, and then in earnest 
  thereafter if they don’t leave. 
   
  If the party is able to engage him in 
  conversation, he is curt and wants to end the 
  conversation as soon as possible. If asked about 
  selling dogs, he will say that there are no dogs for 
  sale; he has a buyer for all that he can breed. 
   
  If asked about Dryllisn, he will deny knowing 
  about the dog. 
   
  If confronted with Brantanner’s story about the 
  collar, he will complain about poking into people’s 
  business and order everyone off his farm, slinging 
  bullets if not obeyed. 
  Swans of the Duntide 
   
  Page 14 
  
  Mertuun Greytoes: Male halfling Rgr1/Exp2; hp 
  17; see Appendix One. 
  War Dog (1): hp 13; see Appendix One. 
   
  In addition, any Dogs that escaped from 
  Encounter Four will be here. If unwounded, they 
  will also fight, while if wounded they will be in the 
  kennels, recovering. 
   
  Additional Dogs (0-3 as above): hp 8, 12, 
  16, see Appendix One, Encounter Four for these 
  additional animals, if they appear; the number 
  appearing will vary, based upon the results of 
  Encounter Four, and the hit points used for the 
  encounter should reflect the results of Encounter 
  Four. 
   
  Tactics: Mertuun will seek to attack first with 
  his sling, ordering the dogs to guard him. Due to 
  his hatred of Elves, he will attack any Elves first, 
  choosing Wood Elves first. If his hit points fall 
  below 10, he will drink his Potion of Cure Light 
  Wounds. Mertuun knows that if he is captured, he 
  will be in serious trouble for his part in assisting 
  Sewarndt. He will, therefore fight to the death. If 
  Mertuun dies, the dogs will fight for one more 
  round and then withdraw. 
   
  He will continue to sling at random party 
  members, seeking to drive them away. He will 
  attempt to stay hidden as a sniper near the 
  kennels until he is out of bullets, at which point he 
  will use rocks, firing every other round as he 
  searches for ammunition. If approached in melee, 
  he will order the dogs to guard him, and will start 
  using his quarterstaff. 
   
  Treasure: 
  APL 2: Loot – 15 gp, Coin – 40 gp, Magic – Potion 
  of Cure Light Wounds (7.5 gp). 
   
  Development: It is possible that the party 
  decides to leave and come back at another time. 
   
  If Mertuun encountered them both in the 
  Marsh and at the farm prior to their return, he 
  becomes concerned that they are on to him and 
  he will leave two hours after they depart. He is 
  planning on laying low for a while, and will return 
  after a week. He will leave everything of value in 
  the house pending his return. If they investigate 
  the house while he is gone, go to Encounter Eight, 
  using Version Two for the House. 
   
  Otherwise, upon their return, he will start 
  slinging first, having become frustrated with their 
  interruptions. He will also have donned his 
  studded leather armor. 
   
  If the party defeats Mertuun (either killing him 
  or capturing him), they have the option of 
  investigating the house or taking him back to town. 
  If they investigate the house after defeating 
  Mertuun, proceed to Encounter Eight, using 
  Version One for the House. If instead they head 
  back to town, proceed to the Conclusion. 
  Encounter Eight: A Halfling 
  Farm 
  This encounter is a very short investigation 
  through Mertuun’s farmhouse. Prior to this 
  encounter, the party will have either killed or 
  captured Mertuun, or Mertuun has left the area. 
  This will impact the reaction of his wife, Nartalie. 
  The description of the house is given in two 
  formats, the first if Mertuun has been captured or 
  killed, and the second if he has left the area. 
  The farm consists of kennels, a garden, and a 
  small farmhouse. Within the kennels are a 
  dozen caged enclosures housing large dogs, a 
  fenced exercise and training area, and a shed. 
  The house is a small wooden structure ten feet 
  by twenty feet in size, built to halfling scale. It 
  is painted in cheery white and yellow paint and 
  has flower planters under the windows. The 
  door is round, and is painted bright blue. 
   
  A. The House, Version One (Mertuun captured 
  or killed) (see map, Judge’s Aid #2) 
   
  In this version of the encounter with Nartalie, 
  she is cowering under the bed and terribly 
  distraught. 
  The door to the house is round, four-feet in 
  diameter. 
   
  Inside, the house is entirely built to halfling 
  scale. Ceilings are low, at roughly four-feet height. 
  All furniture, interior doors, etc. are built to this 
  scale as well. For medium humanoids, picture 
  them as human adults in a child’s playhouse. 
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
   
  A.1 Living Room Version One (10x10) 
  The room is a multi-purpose living area, with 
  kitchen, dining table, and two small chairs, all 
  sized for a small humanoid. The kitchen 
  includes a stove, preparation table, and 
  cabinet. The dining table is an oval table two 
  Swans of the Duntide 
   
  Page 15 
  
  feet by three feet in size, with four chairs. The 
  cabinet is four feet high, four feet wide, and a 
  foot deep. The sitting chairs are stuffed, with 
  cloth coverings, and appear fairly new. 
   
  There is nothing much of interest from the 
  PCs perspective. The stove is hot, with a banked 
  fire in the firebox. The cabinets contain food and 
  dishes. The area is cheery and neatly arranged 
  and organized. 
   
  A.2 Office Version One (5x10) 
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
   
  Trap: There is a needle trap in the lock to the 
  chest. 
   
  Poisoned Needle Trap: CR 1; mechanical; 
  touch trigger; manual reset; Atk +8 ranged (1 plus 
  greenblood oil poison (1d6 Str/1d6 Str)); Fort save 
  resists poison DC 14; Search DC 22; Disable 
  Device DC 20; Market value 1,300 gp 
  The small room contains a desk, chair, chest, 
  and cabinet. From pegs on the wall hang 
  several leashes, muzzles, and a set of keys. 
   
  On the desk is paperwork, a set of five metal 
  stamps used to emboss leather, a notebook, and 
  a book. 
  • 
  The book is a well-thumbed monograph 
  entitled, Breeding Dogs for Temperament, with 
  several 
  sections 
  underlined 
  regarding 
  selecting for vicious temperament. 
  • 
  The notebook contains lineage notes on the 
  dog-breeding program. 
  • 
  The purpose of the stamps will be recognized 
  as such with an Appraise check (DC 15) or a 
  Craft (leatherworking) check (DC 10). The 
  symbols are arcane symbols related to binding 
  Evil Outsiders. Four of the symbols are the 
  same as those on Dryllisn’s collar. 
  • 
  The 
  paperwork 
  includes 
  a 
  letter 
  from 
  Flandrynt, included as Player Handout #3. 
  Flandrynt is a minor noble, now in Sewarndt’s 
  court. This will be recognized as such with a 
  Knowledge (local Nyrond meta-region) or 
  Knowledge (nobility and royalty) check (DC 
  20). 
   
  The chest is used to store Mertuun’s studded 
  leather armor, which will be in the chest if he did 
  not don it after encountering the party, as well as a 
  second sling and several pouches of sling bullets. 
  At the bottom of the chest are a leather envelope 
  that contains Mertuun’s discharge papers from the 
  old Baronial Guard, included as Player Handout 
  #4, and a small sack with 57gp. A Knowledge 
  (nobility and royalty) check (DC 20) will reveal the 
  seal at the bottom of the discharge paper to be 
  that of the Baroness (now Duchess) Verin Talnith 
  of Woodwych. The letter is old, and comes from 
  the days before the Duchess received her 
  promotion 
   
  The keys are spare keys for the kennels. 
   
  A.3 Bedroom Version One (5x10) 
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
  The room contains a bed, a dressing table with 
  various bottles on it, and a chest. 
   
  A Listen check opposed by Nartalie’s Move 
  Silently (+3) will also disclose breathing sounds 
  coming under the bed, where she is hiding in 
  terror. 
  Nartalie: Female halfling Com1; see Appendix 
  Two. 
   
  Nartalie is terribly distraught over what has 
  happened to Mertuun. She will be somewhat 
  calmed if Mertuun was captured rather than killed. 
  She is unaware that Mertuun has been raising 
  dogs for Sewarndt. If asked about the office, she 
  will explain that is Mertuun’s office and he has 
  always told her to leave the space to him alone. 
   
  The dresser contains inexpensive perfumes 
  and makeup in simple glass bottles and brass jars. 
   
  The chest contains their clothes. 
   
  A. The House, Version Two (Mertuun has left 
  the area) (see map, Judge’s Aid #2) 
   
  In this version of the encounter Mertuun has 
  left the area. Nartalie may be a bit wary about 
  visitors, but is not terrified as in Version One. 
  The door to the house is round, four-feet in 
  diameter. 
   
  Knocking on the door will result in it being 
  answered by Nartalie, who will cheerfully explain 
  that her husband is gone, and will be back in 
  about a week. Inside, the house is entirely built to 
  halfling scale. Ceilings are low, at roughly four-feet 
  height. All furniture, interior doors, etc. are built to 
  Swans of the Duntide 
   
  Page 16 
  
  this scale as well. For medium humanoids, picture 
  them as human adults in a child’s playhouse. 
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
  Nartalie: Female halfling Com1; see Appendix 
  Two. 
   
  A.1 Living Room Version Two (10x10) 
  The room is a multi-purpose living area, with 
  kitchen, dining table, and two small chairs, all 
  sized for a small humanoid. The kitchen 
  includes a stove, preparation table, and 
  cabinet. The dining table is an oval table two 
  feet by three feet in size, with four chairs. The 
  cabinet is four feet high, four feet wide, and a 
  foot deep. The sitting chairs are stuffed, with 
  cloth coverings, and appear fairly new. 
   
  There is nothing much of interest from the 
  PCs perspective. The stove is hot, with a banked 
  fire in the firebox. The cabinets contain food and 
  dishes. The area is cheery and neatly arranged 
  and organized. 
   
  If Mertuun has left the area, Nartalie will come 
  out to meet the party if they are talking. If they 
  break anything, she will peak out, and then hide 
  under the bed in fear of the “invaders.” 
   
  A.2 Office Version Two (5x10) 
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
  The small room contains a desk, chair, chest, 
  and cabinet. From pegs on the wall hang 
  several leashes, muzzles, and a set of keys. 
   
  Trap: There is a needle trap in the lock to the 
  chest. 
   
  Poisoned Needle Trap: CR 1; mechanical; 
  touch trigger; manual reset; Atk +8 ranged (1 plus 
  greenblood oil poison (1d6 Str/1d6 Str)); Fort save 
  resists poison DC 14; Search DC 22; Disable 
  Device DC 20; Market value 1,300 gp 
   
  On the desk is paperwork, a set of five metal 
  stamps used to emboss leather, a notebook, and 
  a book. 
  • 
  The book is a well-thumbed monograph 
  entitled, Breeding Dogs for Temperament, with 
  several 
  sections 
  underlined 
  regarding 
  selecting for vicious temperament. 
  • 
  The notebook contains lineage notes on the 
  dog-breeding program. 
  • 
  The purpose of the stamps will be recognized 
  as such with an Appraise check (DC 15) or a 
  Craft (leatherworking) check (DC 10). The 
  symbols are arcane symbols related to binding 
  Evil Outsiders. Four of the symbols are the 
  same as those on Dryllisn’s collar. 
  • 
  The 
  paperwork 
  includes 
  a 
  letter 
  from 
  Flandrynt, included as Player Handout #3. 
  Flandrynt is a minor noble, now in Sewarndt’s 
  court. This will be recognized as such with a 
  Knowledge (local Nyrond meta-region) or 
  Knowledge (nobility and royalty) check (DC 
  20). 
   
  The chest is used to store Mertuun’s studded 
  leather armor, which will be in the chest if he did 
  not don it after encountering the party, as well as a 
  second sling and several pouches of sling bullets. 
  At the bottom of the chest are a leather envelope 
  that contains Mertuun’s discharge papers from the 
  old Baronial Guard, included as Player Handout 
  #4, and a small sack with 57gp. A Knowledge 
  (nobility and royalty) check (DC 20) will reveal the 
  seal at the bottom of the discharge paper to be 
  that of the Baroness (now Duchess) Verin Talnith 
  of Woodwych. The letter is old, and comes from 
  the days before the Duchess received her 
  promotion 
   
  The keys are spare keys for the kennels. 
   
  A.3 Bedroom Version Two (5x10) 
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. 
  The room contains a bed, a dressing table with 
  various bottles on it, and a chest. 
   
  If Nartalie has hidden due to the “invaders”, 
  then a Listen check opposed by Nartalie’s Move 
  Silently (+3) will also disclose breathing sounds 
  coming under the bed, where she is hiding in 
  terror. 
   
  If encountered in this room, she will be fearful, 
  but not terrified. She knows nothing about the dog 
  breeding business, and Mertuun has always 
  asked her to stay out of the office. 
   
  The dresser contains inexpensive perfumes 
  and makeup in simple glass bottles and brass jars. 
   
  The chest contains their clothes. 
  Swans of the Duntide 
   
  Page 17 
  
  B. The Kennels 
  The kennels consist of a dozen caged 
  enclosures that contain large dogs. Near the 
  cages, ground has been cleared, and posts 
  raised to facilitate an expansion of the kennels. 
  Most of the kennels contains a dog, while two 
  of the larger kennels contain nursing female 
  dogs with litters of puppies. Several of the 
  cages are empty. 
  War Dogs (12): hp 13 ea; see Appendix One. 
   
  The cages are each locked with a pad lock, 
  the keys to which are in the shed, with a spare set 
  in the office within the house. 
   
  It is not expected that the dogs will engage in 
  combat with the players. Any reasonable plan to 
  transport the dogs, either with their own animal 
  handling skills or obtaining help from the town will 
  be sufficient for moving the dogs, which constitute 
  the majority of the loot for the adventure. 
  C. The Kennel Shed 
  This is a small shed, 5x10 feet in size. Within 
  are bags of dog-food, leashes, muzzles, 
  shovels, and related equipment for maintaining 
  the kennel area. To the side of the shed is a 
  stack of fencing material that looks like 
  enough to build several more cages. 
   
  This area is used for storing equipment and 
  supplies for the kennels. 
  D. The Kennel Exercise Area 
  A large fenced area is adjacent to the kennels 
  is well trodden with dog-prints as well as the 
  prints of a small humanoid. There are various 
  fixtures, including wooden walls, barrels on 
  their sides, boxes, etc. All of the fixtures have 
  scratch marks on them. 
   
  This is an exercise and training area. The 
  scratch marks are from dogs climbing and walking 
  on the wooden surfaces. 
   
  Treasure: 
  APL 2: Loot – 150 gp, Coin – 57 gp, Magic – 0 gp. 
   
  Development: Whenever the PCs are done 
  here, proceed on to the Conclusion. 
  Conclusion 
  The party obtains just rewards for assisting the 
  good merchants of Swan Bore…or not. 
  • 
  If the party never engages in a search for the 
  swans, and never enters into the investigation 
  despite additional stories of farm animals 
  being killed: 
  You enjoy the remainder of the festival, 
  although things seem a bit restrained in light 
  of what has happened to the Swans. The 
  townspeople are concerned that this might be 
  a final blow to the economic prosperity of the 
  town. Will trade on the middle reach of the 
  Duntide continue to move toward Adrean’s 
  Landing? One of the town’s major draws has 
  been lost, and the future looks dim. 
  At the end of the week, you learn that 
  adventurer’s discovered that a local dog 
  breeder had some animals escape, and they 
  slaughtered the Swans. 
  Maybe the life of an adventurer is not 
  everything that you thought it would be. 
   
  • 
  If the party chooses a course of action in 
  Encounter Three that does not engage the 
  dogs (such as returning to town and never 
  following up on the additional rumors): 
  After investigating the marsh, your course of 
  action returned you to town. Your report about 
  the site of the Swan’s attack was taken 
  solemnly, and cast a decidedly grim shadow 
  on the week. Additional stories of attacked 
  farm 
  animals 
  floated 
  through 
  the 
  conversations during the festival. While the 
  townspeople are relieved to have a partial 
  explanation to what happened to the swans, 
  this does not help dispel the gloom that settles 
  over the town. Will trade on the middle reach 
  of the Duntide continue to move toward 
  Adrean’s Landing? One of the town’s major 
  draws has been lost, and the future looks dim. 
  At the end of the week, you learn that a band of 
  adventurers discovered that a local dog 
  breeder had some animals escape, and these 
  dogs were the ones caused the scene of 
  destruction that you encountered in the marsh. 
  Maybe you could learn something from 
  successful investigators such as these. 
   
  • 
  If the party killed or captured Mertuun, without 
  obtaining evidence of his involvement, either 
  in the form of testimony from Brantanner or 
  the letter from Flandrynt: 
  Swans of the Duntide 
   
  Page 18 
  
  The merchant’s of the town are somewhat 
  surprised that your investigation led you to 
  attack one of the local farmers. While you were 
  acting in their interests by investigating the 
  disappearance of the swans, no one foresaw 
  that this would lead to brutal actions like this. 
  You receive a reaction best described as 
  fearful respect and uncertainty during the rest 
  of the festival. Moving on at the end of the 
  week, you have no clear idea as to how the 
  merchants of the town perceive you as you 
  lave town. 
   
  • 
  If the party killed or captured Mertuun, along 
  with evidence of his involvement in the 
  scheme to breed dogs for Sewarndt: 
  The results of your investigation clearly 
  surprise the merchants of the town. Who can 
  be trusted if a former servant to the Baron 
  would support a usurper like Sewarndt? 
  “Mertuun came to our town some years back, a 
  former guard under the Baron. While certainly 
  some of those guards may have had their own 
  best interests at heart, how horrible that it 
  would lead one of them to helping Sewarndt. “ 
  The festival is enjoyable, but a cloud of 
  uncertainty hangs over the town. The loss of 
  the swans will be a tremendous blow to the 
  town. Will Adrean’s Landing assume primacy 
  in the trade along the middle Duntide? Only 
  time will tell. 
  Your service in this matter is highly valued by 
  the families of Swan Bore, and you are sure 
  that you will be welcomed here in the future. 
  The weight of a 150 gold coin reward 
  reinforces that idea as you ponder a bright 
  future ahead of you. 
   
  • 
  If Mertuun has left the area after a visit from 
  the PCs, and the party has no evidence of his 
  involvement either from Brantanner or the 
  letter from Flandrynt: 
  Certainly this was an unfortunate sequence of 
  events. The merchants of the town are 
  concerned about the negligence that has lead 
  to dogs attacking the swans. Mertuun, the dog 
  breeder, may have something to do with it, but 
  he seems to have left the area for the time 
  being. 
  You spend the rest of the week enjoying the 
  festival. 
  The 
  town 
  honors 
  the 
  accomplishments of your investigation, but 
  there are still unanswered questions that will 
  have to wait for another time. 
  The festival is enjoyable, but a cloud of 
  uncertainty hangs over the town. The loss of 
  the swans will be a tremendous blow to the 
  town. Will Adrean’s Landing assume primacy 
  in the trade along the middle Duntide? Only 
  time will tell. 
   
  • 
  If Mertuun has left the area after the visit from 
  the PCs, and the party has evidence of his 
  involvement, either from Brantanner or the 
  letter from Flandrynt: 
  The results of your investigation clearly 
  surprise the merchants of the town. Who can 
  be trusted if a former servant to the Baron 
  would support a usurper like Sewarndt? 
  “Mertuun came to our town some years back, a 
  former guard under the Baron. It looks like he 
  has been involved in unsavory activity. We will 
  certainly have to talk to him when he returns. “ 
  The festival is enjoyable, but a cloud of 
  uncertainty hangs over the town. The loss of 
  the swans will be a tremendous blow to the 
  town. Will Adrean’s Landing assume primacy 
  in the trade along the middle Duntide? Only 
  time will tell. 
  Your service in this matter is highly valued by 
  the families of Swan Bore, and you are sure 
  that you will be welcomed here in the future. 
  The weight of a 150 gold piece reward 
  reinforces that idea as you ponder a bright 
  future ahead of you. 
   
  • 
  In addition to the main outcome, if the party, in 
  any 
  circumstance, 
  has 
  recovered 
  flight 
  feathers for Arbusian Tanvakal: 
  The Suloise merchant is pleased to be able to 
  add these rare feathers to his stock of unusual 
  merchandise. One never knows how such 
  things might be useful, particularly if the 
  population of birds does not recover. In 
  exchange, each of you is paid 20 pieces of 
  gold. 
   
  Swans of the Duntide 
   
  Page 19 
  
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Three 
  Avoid or Disable Spring Trap 
   
  APL2   
   
   
   
  30xp 
  Encounter Four 
  Defeat Dryllisn and Dogs 
  APL2   
   
   
   
  120 xp 
  Encounter Seven 
  Avoid or Disable Snap Jaw Trap 
  APL2   
   
   
   
  30 xp 
  Defeat Mertuun and Dog 
  APL2   
   
   
   
  120 xp 
  Encounter Eight 
  Avoid or Disable Needle Trap 
  APL2   
   
   
   
  30 xp 
   
  Story Award 
  Determine Mertuun Breeding Dogs for Sewarndt: 
  APL2   
   
   
   
  60 xp 
  Discretionary roleplaying award 
  APL2   
   
   
   
  60 xp 
   
  Total possible experience:   
  APL2   
   
   
   
  420 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. 
  Swans of the Duntide 
   
  Page 20 
  
   
  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. 
  Encounter Eight: A Halfling Farm 
   
  APL 2: L: 150 gp; C: 57 gp; M: 0 gp 
   Conclusion: 
   
  APL 2: L: 0 gp; C: 150 gp; M: 0 gp 
  Total Possible Treasure 
  APL A: L: 195 gp; C: 247 gp; M: 8 gp - Total: 
  450 gp 
  Special 
  Items for the Adventure 
  Record 
   
  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. 
  Merchants 
  of 
  Swan 
  Bore 
  Favor: 
  For 
  investigating the disappearance of the Swans of 
  the Duntide, you have earned the favor of the 
  Merchant families of Swan Bore. Any time you 
  play a scenario that takes place mostly in the 
  Swan Bore area, you receive free food and board 
  at the Inn of the Black Feathers and receive free 
  Standard lifestyle. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Merchants of Swan Bore Disfavor: For killing a 
  local farmer without just cause, you have 
  established a reputation in Swan Bore as 
  troublesome and reckless. Future interactions with 
  the merchants of Swan Bore suffer from a –2 
  circumstance penalty to diplomacy checks. 
  Well-Known in Swan Bore: After successfully 
  investigating the disappearance of the Swans of 
  the Duntide and being feted as a hero during the 
  Growfest festival, you are well known to the 
  townspeople in Swan Bore. In future interactions 
  with the townspeople, you gain a +2 circumstance 
  bonus to diplomacy and gather information 
  checks, but also a –2 circumstance penalty to 
  disguise checks. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Item Access 
  Encounter Three: This Place Is Going to 
  the Dogs 
  APL 2: None. 
   
   
  APL 2: L: 20 gp; C: 0 gp; M: 0 gp 
   
  Encounter Four: Every Dog Has His Day 
   
   
  APL 2: L: 10 gp; C: 0 gp; M: 0 gp 
  Encounter Seven: The Farmer in the Dale 
   
  APL 2: L: 15 gp; C: 40 gp; M: 8 gp 
  Swans of the Duntide 
   
  Page 21 
  
  Appendix One: APL 2 Encounters 
  Encounter 4: Every Dog Has His Day 
  War Dogs (3): CR 1; Medium Animal; HD 
  2d8+4; hp 8, 12, 16; Init +2; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk +1; Grp +3; 
  Atk +3 melee (1d6 +3 bite); Space/Reach 
  5ft./5ft.; SA trip attack; SQ low light vision, scent; 
  AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 
  15, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +2, Jump +8, Listen 
  +5, Move Silently +2, Spot +5, Swim +3, 
  Survival +1 (+4 to track via scent); Alertness, 
  Track. 
   
  Trip (Ex): A war dog that hits with a bite 
  attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making 
  a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent 
  cannot react to trip the dog. 
  Dryllisn the Fiendish Dog (1): CR 1; Medium 
  Magical Beast; HD 2d8+4; hp 18; Init +2; Spd 40 
  ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; 
  Grp 
  +3; 
  Atk 
  +3 
  melee 
  (1d6 
  +3 
  bite); 
  Space/Reach 5ft./5ft.; SA trip attack, smite good; 
  SQ dark vision 60’, resist cold and fire 5, spell 
  resistance 7, low light vision, scent; AL LE; SV 
  Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, 
  Int 3, Wis 12, Cha 10. 
  Skills and Feats: Hide +2, Jump +8, Listen 
  +5, Move Silently +2, Spot +5, Swim +3, 
  Survival +1 (+4 to track via scent); Alertness, 
  Track. 
   
  Trip (Ex): A war dog that hits with a bite 
  attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making 
  a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent 
  cannot react to trip the dog. 
   
  Smite Good (Su): Once per day, the fiendish 
  dog can make a normal melee attack to deal an 
  extra damage of 2 against a good foe. 
   
  Encounter 7: The Farmer in the Dale 
  Mertuun Greytoes: male halfling Rgr1/Exp2; 
  CR 2 Small Humanoid; HD 1d8+2d6+3; hp 17; 
  Init +4; Spd 20 ft.; AC 15 (18 if in studded 
  leather) (Dex +4, Size +1, Armor (+3 if in 
  studded leather)), touch 15, flat-footed 11 (14 if 
  in studded leather); Base Attack +2, Grp –2; Atk 
  +2 melee (1d4/x2 small quarterstaff) or +7 
  ranged (1d3/x2 small sling); Full Atk -2/-2 
  (1d4/x2 small quarterstaff) or +7 ranged (1d3/x2 
  small sling); SA Favored Enemy Humanoid (elf); 
  SQ +2 save vs fear, wild empathy; AL LE; SV 
  Fort +4 Ref +7 Will +3; Str 10 Dex 18 Con 12 Int 
  10 Wis 8 Cha 14 
  Skills & Feats Bluff +2 (+4 vs elves), Craft 
  (trapmaking) +4, Handle Animal +11, Hide +7, 
  Knowledge (nature) +7, Listen +2 (+4 vs elves), 
  Move Silently +6, Profession (animal husbandry) 
  +5, Ride +9, Sense Motive +5 (+7 vs elves), 
  Spot +0 (+2 vs elves), Survival +5 (+7 vs elves), 
  Wild Empathy +3; Two Weapon Fighting, Animal 
  Affinity, Track. 
  Wild Empathy (Ex): A ranger can improve the 
  attitude of an animal. This ability functions just 
  like a Diplomacy check to improve the attitude of 
  a person. The ranger rolls 1d20 and adds his 
  ranger level and his Charisma bonus to 
  determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually 
  unfriendly. 
  To use wild empathy, the ranger and the animal 
  must be able to study each other, which means 
  that they must be within 30 feet of one another 
  under normal visibility conditions. Generally, 
  influencing an animal in this way takes 1 minute, 
  but as with influencing people, it might take 
  more or less time. 
  The ranger can also use this ability to influence 
  a magical beast with an Intelligence score of 1 
  or 2, but he takes a –4 penalty on the check. 
  Possessions: Small quarterstaff, small sling 
  w/10 bullets, small studded leather armor, 
  Potion of Cure Light Wounds, 40 gold pieces, 
  leather stamps with arcane symbols. 
  Background: Mertuun served a number of years 
  as a member of the baronial guard of the Baron 
  Bastrayne of Woodwych. During this service, he 
  became skilled as a woodland scout in the 
  edges of the Celadon forest, where he had 
  several brushes with the wood elves there in 
  disputes over wood harvesting. Dismissed from 
  service when the Baroness (later Duchess) 
  Verin Talnith removed many of the baronial 
  guard from service, he became bitter and 
  convinced that his dismissal was unfair and 
  biased. 
  Swans of the Duntide 
   
  Page 22 
  
  Approached by Flandrynt some years ago with 
  the suggestion that he might put his skill in 
  handling animals to use as a dog breeder, he 
  set up a small farm near Swan Bore and learned 
  the trade. Increasingly, he sought to make his 
  dogs as vicious as possible, and welcomed the 
  opportunity to incorporate fiendish blood in his 
  stock when the opportunity was presented. 
  Description: Mertuun is a fairly typical halfling, 
  standing 3’0” and weighing 30 lbs. His ruddy 
  complexion is marred by crow’s feet around his 
  eyes and a deeply lined forehead. He regularly 
  wears a tattered greenish-grey cloak that still 
  bears the faded crest of the old baronial guard. 
  Personality: Mertuun has a fairly forceful 
  presence, but lacks the judgment to use it in a 
  role of ongoing leadership. The net result is that 
  while others find him initially appealing to 
  interact with, he has a tendency to then treat 
  people poorly or in a cursory manner and 
  thereby alienating them. This largely comes 
  about by not understanding the motivations of 
  those around him; he may be skilled at 
  understanding the interpersonal motivations of 
  how others are acting toward him, but not the 
  intrapersonal motivations within the individual in 
  question. 
  War Dog (1): CR 1; Medium Animal; HD 2d8+4; 
  hp 13; Init +2; Spd 40 ft.; AC 16, touch 12, flat-
  footed 14; Base Atk +1; Grp +3; Atk +3 melee 
  (1d6 +3 bite); Space/Reach 5ft./5ft.; SA trip 
  attack; SQ low light vision, scent; AL N; SV Fort 
  +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 
  2, Wis 12, Cha 6. 
  Skills and Feats: Hide +2, Jump +8, Listen 
  +5, Move Silently +2, Spot +5, Swim +3, 
  Survival +1 (+4 to track via scent); Alertness, 
  Track. 
   
  Trip (Ex): A war dog that hits with a bite 
  attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making 
  a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent 
  cannot react to trip the dog. 
  Swans of the Duntide 
   
  Page 23 
  
  Appendix Two: Other NPCs 
  Encounter One 
  Marwyrd: Male human (Oeridian) Com2; HD 
  2d4; hp 6; Init +1; Spd 30 ft.; AC 11, touch 11, 
  flat-footed 10; Base Attack +3, Grp +2; Atk +2 
  melee (1d4-1/x2 dagger); SA none; SQ: none; 
  AL LN; SV Fort +2 Ref +2 Will +5; Str 8 Dex 12 
  Con 13 Int 15 Wis 12 Cha 13 
   
  Skills and Feats: Appraise +6; Profession 
  (merchant) +9, Spot +6, Sense Motive +3; Skill 
  Focus (Appraise), 
  Skill Focus (Profession 
  merchant) 
  Marwyrd is a small general shop owner in Swan 
  Bore, selling general items and inexpensive 
  tools and weapons. 
  Description: Marwyrd is the younger brother of 
  Dryfyrd, and they share a family resemblance. 
  He is a large man, although not particularly well 
  built, with a growing middle bulge (5’11, 230, 40 
  years old). He has closely cropped reddish-
  brown hair and a full beard that hides a scar on 
  his left cheek. 
  Personality: Marwyrd is pleasant and friendly, 
  albeit forgetful. He reaches out willingly to talk to 
  people, but never really has anything meaningful 
  to add to the conversation in most cases. 
   
  Dryfyrd: Male Human (Oeridian) Com 3; HD 
  3d4; hp 9; Init +0; Spd 30 ft.; AC 10, touch 10, 
  flat-footed 10; Base Attack +1, Grp +2; Atk +2 
  melee (1d4+1/x2 dagger); SA none; SQ: none; 
  AL LN; SV Fort +1 Ref +1 Will +0; Str 12 Dex 10 
  Con 11 Int 13 Wis 8 Cha 13 
   
  Skills and Feats: Bluff +4, Craft (Brewer) +4, 
  Diplomacy +5, Knowledge (local – Nyrond meta-
  region) +3, Profession (Innkeeper) +10, Spot +2, 
  Sense Motive +6; Negotiator, Skill Focus 
  (Profession Innkeeper), Skill Focus (Knowledge 
  (local Nyrond meta-region)) 
  Description: Dryfyrd is a large, heavy set 
  Oeridian man of middle years (6’2”, 240 lbs, 50 
  years old). He possesses a main of reddish 
  brown hair and a thick beard. You can count on 
  him to have a stained apron over whatever else 
  he may be wearing, at least while at the Inn, 
  which is often. He has a surprisingly high and 
  clear voice for his build and is known to sing a 
  passable tenor in community activities and as 
  entertainment for the patrons of the inn. 
  Personality: Dryfyrd is likeable and reasonably 
  knowledgeable about Swan Bore. He has a 
  tendency 
  toward 
  telling 
  jokes 
  at 
  serious 
  moments, whether this is to break the tension or 
  because he doesn’t realize it is a serious time is 
  unclear. 
  Arbusian Tanvakal: Male human (Suel) Exp5; 
  CR 4: Medium Humanoid; HD 5d6+5; hp 27; Init 
  +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10; 
  Base Attack +3, Grp +2; Atk +2 melee (1d4-1/x2 
  dagger); SA none; SQ: none; AL LN; SV Fort +2 
  Ref +2 Will +5; Str 8 Dex 12 Con 13 Int 15 Wis 
  12 Cha 13 
   
  Skills and Feats: Appraise +13, Bluff +11, 
  Diplomacy +15, Intimidate +3, Knowledge 
  (geography) +9, Knowledge (local - core) +9, 
  Knowledge (local - Splintered Suns meta-region) 
  +9, Profession (Merchant) +9, Sense Motive 
  +11; 
  Negotiator, 
  Skill 
  Focus 
  (Appraise), 
  Persuasive 
   
  Languages Spoken: Common, Nyrondese, 
  Ancient Suel, Baklunish, Elven 
  Arbusian is a merchant from Naerie City in the 
  Principality of Naerie. He is well connected 
  throughout the Splintered Suns region, and is a 
  frequent traveler elsewhere in the Flanaess as 
  well. If asked, he will explain that his last name 
  is Suel for “Greater Gold.” Arbusian has a great 
  affinity for adventurer types, and is always 
  interested in hearing tales of heroic deeds. The 
  nature of his trade is varied, and he has a 
  penchant for speculating in rare or unusual 
  items that he thinks may have value in the 
  future. 
  Description: Arbusian is a middle-aged Suloise 
  man, 5’9”, 140 lbs, 45 years of age. He is thinly 
  built, and somewhat gaunt in appearance. His 
  pale 
  skin 
  has 
  a 
  somewhat 
  stretched 
  appearance, particularly about his face. His 
  brow is high and this is accentuated by a hairline 
  that has receded to mid-pate. He favors brightly 
  colored robes, often bearing ornate embroidery 
  about the collar and chest. 
  Personality: Arbusian is a knowledgeable and 
  pleasant conversationalist. He is conversant 
  with the state of affairs around the Splintered 
  Suns region, as well as the core areas of the 
  southern 
  coast 
  regions 
  and 
  the 
  lands 
  surrounding the Nyr Dyv, including Greyhawk. 
  He collects rare and unusual items; despite 
  Swans of the Duntide 
   
  Page 24 
  
  being a skilled negotiator, he has a weakness 
  for such items and will follow his heart in such 
  matters, buying at higher prices than might be 
  wise. 
  Encounter Eight 
  Nartalie Greytoes: Female halfling Com1; CR 
  1/2; Small Humanoid; HD 1d4+1; hp 5; Init +1; 
  Spd 20 ft.; AC 11, touch 11, flat-footed 10; Base 
  Attack +0, Grp -6; Atk -2 melee (1d3-2/x2 small 
  dagger); SA none; SQ: halfling abilities; AL N; 
  SV Fort +0 Ref +0 Will +0; Str 6 Dex 12 Con 10 
  Int 10 Wis 11 Cha 10 
   
  Encounter Six 
  Brantanner: female half-orc Exp 3; CR 2; 
  Medium Humanoid; HD 3d6+6; hp 18; Init +1; 
  Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base 
  Attack +2, Grp +4; Atk +4 melee (1d6+2/x2 
  club); SA none; SQ: half-orc abilities; AL CG; SV 
  Fort +3 Ref +2 Will +2; Str 14 Dex 12 Con 14 Int 
  10 Wis 8 Cha 8 
   
  Skills: Handle Animal +4, Hide +3, Listen +6, 
  Move Silently +3 
  Possessions: 10sp, common clothes. 
  Nartalie is a halfling farmer near Swan Bore, 
  and the wife of Mertuun Greytoes. 
   
  Skills and Feats: (36/2) Appraise +9, Bluff 
  +5, Craft (leatherworking) +9, Diplomacy +7, 
  Knowledge (local Nyrond meta-region) +5, 
  Sense 
  Motive 
  +5; 
  Skill 
  Focus 
  (craft 
  (leatherworking)); Skill Focus (appraise) 
  Description: Nartalie is fairly typical for a halfling, 
  standing 2’ 10” and weighing 30 lbs. She wears 
  her long black hair in braids on either side of her 
  head, reaching to her waist. Her dark eyes tend 
  to water, and her ruddy skin gets noticeably red 
  when frightened. 
   
  Languages 
  Spoken: 
  Common, 
  Orcish, 
  Nyrondese 
  Personality: Nartalie is perpetually frightened, 
  and sees the worst in the events around her. 
  This stems from a sense that she is not fully in 
  control of her life, and she thinks longingly of the 
  simplicity of her childhood. Whether this is due 
  to depression or circumstance is uncertain. 
  Brantanner is quite proud of her craft. Rescued 
  by adventures as a child from imminent death in 
  the coils of a large snake in the Gnatmarsh, she 
  was raised by foster parents in Swan Bore and 
  is atypically refined for her race. She is talkative 
  and ready to cite referrals to her work given any 
  opportunity. She is well known in the Duchy of 
  Woodwych as a manufacturer of masterwork 
  quality leather and hide armor. 
  Description: Brantanner is a large woman of 
  obvious orcish descent (6’6”, 240 lbs, 25 years 
  old). She has a grayish cast to her skin and 
  wears her course black hair hacked crudely 
  across the brow with a single pony tail down the 
  back, bound by a crusty leather thong. She will 
  often be found wearing a reeking leather apron, 
  all too often when she is in town as well as when 
  at work. Her large teeth are starting to break and 
  chip from decay and are blackened at the gum 
  line. 
  Personality: Brantanner is atypical in her level of 
  refinement for her race, and generally has a 
  good heart. Her willingness to speak with 
  strangers is offset by a lack of understanding 
  about social nuances, however, and she has 
  never quite gotten the grasp of the finer points of 
  human culture; as a result, she has a tendency 
  to miss jokes, but find inappropriate humor at 
  odd moments. 
  Swans of the Duntide 
   
  Page 25 
  
  Appendix Three: The Duchy of Woodwych, Adrean’s 
  Landing, and the Duntide 
   
  The Duchy of Woodwych 
   
  Prior to Lynwerd’s crowning, this land was managed by the Baron Bastrayne. While Bastrayne 
  feigned support for the king, he and Bailiff Radnen Gryppe managed to skim of some 30-40% of the taxes 
  for themselves. Bastrayne himself was a very charismatic ruler, and knew well how to manipulate his 
  population, and his king. He denounced the "terrorists" of the Celadon Forest and gave glowing accounts 
  of how his troops are imposing order and protecting the vital trade of the kingdom. As time progressed he 
  imposed martial law on Woodwych and had his elite Baronial Guard harass and arrest anyone 
  threatening to bring the truth to the king. The militia were very loyal to the Baron, as the king had not paid 
  them for several months until the Baron himself started paying them. In fact, Bastrayne had intercepted 
  the wages. He had then convinced the militia that the people of the lands could afford to pay the taxes, 
  and would wax eloquent on Nyrond's need for a strong army, so that the militia would believe what they 
  were doing was right. Opposition to Bastrayne had sparked anger and violence in the lands around the 
  walled city, especially within the Celadon. Lynwerd wasn't as bamboozled as his father, and quickly 
  uncovered the truth. 
   
  Lynwerd appointed Verin Talnith, a powerful southern noble, the Baroness of Woodwych, giving her 
  unprecedented autonomy in running the province. She immediately ordered a handful of lesser nobles 
  exiled for their role in the Bastrayne Affair, and sacked most of the former Baronial Guard, a body that 
  had become unacceptably corrupt. Bastrayne and Gryppe however, managed to flee. It is rumored that 
  he managed to get away with wagonloads of gold, and speculation on where he, and that gold, can be 
  found run hot. 
   
  Initially, the Baroness's rule was not too successful. Woodwych's biggest resource is the Celadon 
  Forest, and that remained in a state of near-revolt where no Nyrond soldiers dared go. However, 
  conditions have slowly been improving, but it takes time for injuries on both sides to be forgotten and in 
  the meantime, the provinces economy, and tax collections, suffers. More recently, subsequent to King 
  Lynwerd promoting the Baroness to Duchess, She has been making much greater strides toward 
  stabilizing the region. 
   
  Talnith has made progress in assuring the forest folk that she is no threat to the forest. While 
  pressures to consider the short term uses of the forest as a resource for Nyrond have not subsided, the 
  duchess has made great strides to work peacefully with the forest’s inhabitants to find mutually agreeable 
  solutions. Entering the forest is still an iffy proposition and one had best have permission in advance, less 
  one finds themselves facing a few sudden and none too pleasant conversations with elves, but these 
  days the sylvan elves of the Celadon are far more likely to send you on your way intact. 
  Adrean’s Landing 
   
  Adrean's Landing is a relatively new town on the Duntide between Swan Bore and Arnford. It serves 
  primarily as a trade city – a convenient gathering place for farmers, traders and visiting travelers. It will 
  serve secondary duty by becoming a sort of amusement park. Specialty shops and services will grant any 
  that wish distraction exactly what they want. In fact, a new coliseum is being built that will house racing 
  events, simple gladiatorial contests, and serve as an outdoor gathering area for such things as swap 
  meets, concerts, or speeches. 
   
  The town is a pet project of the Duchess, named after her late son. Adrean was killed in 589 under 
  mysterious circumstances. The Duchess once chiefly suspected the Brotherhood of the Bronze as being 
  behind the death of her son, but recent information about his death has cleared them. Which more than 
  any other circumstance allowed the Duchess to make progress in dealing with the inhabitants of the 
  Celadon.  
  Swans of the Duntide 
   
  Page 26 
  
   
  As it turned out, the true culprit was an assassin hired by a merchant house from Swan Bore who 
  was dealing in illicit goods and feared that the new city (Adrean’s Landing) would cause too much new 
  scrutiny to come upon his operation. The irony being that had Adrean not been killed, the city might very 
  well never have been built. The slaying of her son caused the duchess to build the city as a memorial to 
  him. 
  The Duntide 
  A crucial part of Nyrond's famed Nesser-Franz River system, the Duntide brings goods from as far as 
  Womtham and the Flinty Hills to the capital. From Rel Mord south, the river can sustain ocean-going 
  ships, which grant access to the markets of the south and west. 
   
   
  Swans of the Duntide 
   
  Page 27 
  
  Appendix Four: Swan Bore 
  Swan Bore 
  Swan Bore (large town - treated as small town): Non-standard; AL LN; 800 gp limit; assets 148,000 
  gp; Population 3,700; Mixed (human 79%, elf 9% [sylvan 90%, high 10%], halfling 5% [lightfoot 80%, 
  tallfellow 15%, deep 5%], half-elf 3%, gnome 2%, dwarf 1%, half-orc 1%). 
  Authority Figures: Beren Staunchgirdle (harbormaster), male human Com10; Jamus Stanchion 
  (merchant patriarch), human male Exp7; Louisa Hentridge (merchant matriarch), human female 
  Ari1/Exp3; Quillion (merchant patriarch), elf male Wiz1/Exp3; Baldrick Tressim (merchant patriarch), 
  human male Ari1/Exp2; Amaryllis Thorngate (merchant matriarch), halfling female Rog2/Expl; Bartleby 
  Fussbottom (chief customs official), male human Exp3; Lia Silverbranch (sheriff) female half-elf War6; 
  Deputies, War3, War1 (x11); Thror Whitewolf (captain of the militia), male human War3. 
  Important Characters: Amara Rose (head of the temple of Pelor), female human Clr4; Jonas Vend 
  (head of the temple of Zilchus), male human Clr2; Montgomery Striper (head of the temple of Osprem), 
  male human Clr2; Lily Waver (owner of Beory's Comfort), female human Clr1/Exp1; Mycha Fussel 
  (oversees the shrine of Rao), male human Clr1; Serge Sawyer (retired captain of the militia) Ftr4; Lady 
  Kavina Jessum (paladin of Mayaheine), female human Ari1/Pal2; Otto Beaver (owner of the Beaver's 
  Dam), male human Rog5; Peregrest Mumsmith (postmaster), male human Ari2. 
  Others: Brd3; Brd1 (x2); Clr1 (x2); Drd3; Drd1 (x2); Ftr2 (x2); Ftr1 (x4); Pal1 (x2); Rgr2; Rgr1 (x2); 
  Rog3; Rog1 (x4); Sor2; Sor1 (x2); Wiz2; Wiz1; Adp1 (x11); Ari2; Ari1 (x25); Com5 (x2); Com3; Welt 
  (fanner), male human Com2, hp 6, AL LG; Pite (farmer), male human Com2, hp 6, AL LG; Com1 
  (x3300); Exp3; Exp1 (x109); War1 (x182). 
   
  Swan Bore is a market town located on the Duntide River and surrounded by a simple palisade. The 
  gates to the town are closed at night and the Southern gate is never opened at night. Swan Bore boasts 
  an excellent river harbor at this deep and slow bend in the Duntide River. The town is named after an 
  extraordinary event that occurs regularly as clockwork on the first day of Growfest each year, along a 
  stretch of the Duntide for some three miles north and ten miles down river. A large wave, some eight feet 
  high, moves down river, and on its crest ride great black-breasted swans, honking and whooping. 
   
  Traditionally this was the first day of a great market festival and kicks off a week of feasting. During 
  the festivities, markets are strewn across the entire town. Merchants, traders and charlatans from all over 
  the Flanaess would converge on the town. Hepmonaland ivory, barbarian land furs and Ekbir silks could 
  be found for sale beside Nyrondese grain, meats, and fish. Oxen, herons, boars, and sheep were roasted 
  and slices sold in hot, crusty bread together with local beers and ales. Unfortunately, during the wars, 
  tithe-grabbing militia and men working directly for the former Baron hit the markets hard. The former 
  Baron's imposing of a "tax" that amounted to confiscation, just before he vanished with everything he 
  could carry, frightened off many of the merchants that the town depends on. Many foreign merchants 
  have sworn never to return and trade has yet to return to pre-war levels. 
   
  Merchant families of considerable influence and power administer Swan Bore, and during the war 
  they managed to stave off most taxes by deferring payments. This meant that the common folk had to 
  pay more than their share. There is great resentment against the wealthy rulers here, and a rabble-rouser 
  from the Valorous League of Blindness once incited a mob to lynch four hapless visiting merchants. The 
  townspeople feel very guilty about this, but their festering anger still builds. 
   
  Rumors had once spread that the rich were in league with fiends, and that some local people who 
  disappeared had been sold into slavery. Angry townspeople chose to ignore the truth, which is that most 
  of these people fled to escape taxation or conscription. The town was in such a state of mass unrest 
  shortly after the war that they were just one spark away from rioting. Things have since calmed down with 
  the moderate return of prosperity the new King and new Baroness, now Duchess, have brought, but there 
  is still unrest to be found. The creation of the new town of Adrean's Landing by the Duchess has many 
  worried about the future of the town. 
  Swans of the Duntide 
   
  Page 28 
  
   
  The town watch consisting of Lia Silverbranch, the sheriff, and her twelve deputies, handles local law 
  enforcement. Lia can usually be found at the town jail, while the deputies, when not walking the streets, 
  can be found at anyone of the three town watch buildings. If there is any trouble, the watch immediately 
  calls in reinforcements from the town militia. It is important to note that both the town watch and the town 
  militia keep a much more prominent profile in the North and Government quarters than they do in the 
  Trade and Dock quarters. They rarely ever go into the Dock quarter at night unless responding to a call 
  for help, and only do so in large numbers. The Harbormaster though, tends to have his own ways of 
  enforcing the law near "his" docks. 
  Note: The townsfolk wish the Duchess had put money into building up Swan Bore instead of founding a 
  backwater town down steam (Adrean's Landing). There is still much resentment about this in Swan Bore 
  and many fear the town will never recover despite recent indicators of growth. 
   
  Key to the Map of Swan Bore 
  Docks Quarter 
  Docks, warehouses, inns, taverns, and other miscellaneous offices and shops pertaining to the town's 
  major trade. The docks quarter is also the seedier part of Swan Bore. Most of the residents who are down 
  on their luck have found themselves living in this area. However, since there is no lack of housing, there 
  is still not much of a homeless problem. 
  D1. Watch Tower. This simple square tower serves two purposes. The first is to keep an eye on the river 
  traffic. It keeps track of all vessels that pass bye, alerts the Harbormaster of incoming ships, and also 
  sounds a general alarm if a threatening ship or ships enter the harbor. It also doubles as a lighthouse as 
  needed when the fog rolls in thick on the river. 
  D2. Harbormaster's Office. Beren Staunchgirdle (male human Com10), the harbormaster, and all of the 
  local Custom Officials can be found here when they are not actually on the docks. 
  D3. The Beaver's Dam. A small local pub. The Beaver's Dam has a shady reputation and tends to cater 
  to those who prefer a small dark pub with private meeting rooms. 
  D4. A Sailor's Respite. A local inn and tavern popular with visiting sailors, the local dockhands, and the 
  clergy of Osprem. 
  Government Quarter 
  This area of town hosts almost all of the official town buildings and temples along with many of the 
  upscale shops in town. It also houses many of the wealthier residents of Swan Bore who have not been 
  able to buy their way into the North quarter as of yet. There are also a few private slips on the river that 
  are reserved for government use and the use of some of the wealthier families in town. 
  G1. Town Hall. 
  G2. Town Jail. 
  G3. Royal Mail Service. This building boasts a sign with the Seal of the Royal Mail Service hanging in 
  front. Peregrest Mumsmith (male human Ari2), the postmaster and his two farmer friends, Wilt and Pite 
  (male human Com2) can typically be found on the front porch smoking their pipes. Peregrest is a minor 
  noble from Woodwych who came to Swan Bore to get away from the trouble caused by his distant 
  cousin, the old Baron of Woodwych. He quite enjoys the slow simple life he has found here. 
  G4. Temple of Pelor and Mayaheine. 
  G5. Temple of Zilchus. 
  G6. Temple of Osprem. 
  G7. Shrine of Rao. 
  Swans of the Duntide 
   
  Page 29 
  
  G8. Beory's Comfort. A local inn and tavern popular with the local farmers. The inn is owned and run by 
  Lily Waver, a cleric of Beory (female human Clr1/Exp1). 
  G9. Town Watch. 
  G7. Militia Barracks. 
  Trade Quarter 
  The merchant district of Swan Bore actually takes up more than a quarter of this town. During the winter it 
  is common to see shops boarded up for the duration. Unfortunately, since the time of the war it has also 
  been common to see shops closed year round, although the recent trend has been to see less and less 
  of these as population and trade have begun to grow again. The largest majority of the population also 
  lives within this quarter. 
  T1. Open Air Market. 
  T2. Smithy. 
  T3. The Tipped Cow Inn. 
  T4. Town Watch. 
  T5. Militia Barracks. 
  North Quarter 
  North Quarter sees most of the nicer homes within Swan Bore and sees regular patrols of both deputies 
  and town militia. It is not uncommon far strangers and those who down on their luck to be stopped, 
  questioned, and gently sent off in another direction if they cannot produce a legitimate reason to be here. 
  N1. The Stanchion Mansion. 
  N2. The Hentridge Mansion. 
  N3. The Tressim Mansion. 
  N4. The Thorngate Mansion. 
  N5. Quillion's Mansion. 
  N6. Militia Barracks. 
  Farms 
  Although mostly known as a merchant and trading town, Swan Bore also boasts a small agricultural area 
  nestled between the river and the forest. 
   
   
  Swans of the Duntide 
   
  Page 30 
  
  Judges’ Aid #1: Mertuun’s Farm 
  Scale: 1 inch = 25 feet 
  Tree
  s
  Fence 
  Exercise 
  Yard 
  Shed 
  Kennels 
  Farm 
  House
  Bell 
  Stan
  Swans of the Duntide 
   
  Page 31 
  
  Judges Aid #2: Farm House 
  Scale: 1 inch = 2.5 feet 
   
   
  1 
  2 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Swans of the Duntide 
   
  Page 32 
  
  Player Handout #1: Map of Swan Bore 
   
  The Inn of the 
  Black Feathers 
  Swans of the Duntide 
  Round 1 
  Page 33 
   
  
  Player Handout #2: The Farm 
  Scale 1 inch = 25 feet 
  Cages 
  Small 
  House 
  Fenced 
  Enclosure 
  Small 
  Building 
  Trees 
  Fence 
  Bell 
  Stand
  Swans of the Duntide 
  Round 1 
  Page 34 
   
  
  Player Handout #3: Letter from Desk 
   
  This letter shows signs of a broken wax seal, which is no longer present. The paper itself is good quality 
  parchment. 
   
  Mertuun Greytoes, 
  In response to your query, I can assure you that the Emperor would be very 
  pleased that you have made such success in the development of your breeding 
  lines. Having inspected your animals, it appears that you have made excellent 
  progress in your breeding program, and the Emperor will be happy to purchase 
  all animals that you can deliver. 
  In addition, I have sent along a dog of unusual stock. Be very careful with 
  him, as he is not, shall we say, from the local area. You will find him most 
  manageable if you bind him with a collar embossed with the five stamps 
  enclosed herein. I have enclosed the stamps, rather than a complete collar, as 
  you will find this helpful for the offspring as well. He should add a devilish 
  temper to your existing breeding lines. 
  Vivat Emperator! 
   
  Flandrynt 
   
  Swans of the Duntide 
  Round 1 
  Page 35 
   
  
  Player Handout #4: Letter in Leather Envelope 
  This somewhat dated letter is on fine parchment and is kept in a leather envelope. At the bottom of the 
  letter is an official looking seal obscuring the signature. 
   
  To: Mertuun Greytoes 
     
  Baronial Scout 
   
  Be advised that your services in the Baronial Guard are no longer 
  needed and you are hereby dismissed. While this dismissal is not 
  specifically due to proven malfeasance on your part, it has become 
  apparent that the activities of the guard in general do not meet the 
  standards of our Baroness Verin Talnith. 
   
  Signed, 
  <Indecipherable> 
   
   
   
  Swans of the Duntide 
  Round 1 
  Page 36 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR5-A03 - Swans of the Duntide.pdf