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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
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  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
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  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-08 
   
   
   
   
   
   
   
   
  Sins of the Father 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
  By Jean-Philipe ‘JP’ Chapleau 
  Circle Reviewer: Creighton Broadhurst  
  Reviewer: Sam Weiss 
  Playtesters: Sean ‘The Bold’ Curtis, John Foye, Jonathon Johnson, Nicole Johnson, Leonard Logan & Murry McEntire 
   
   
  Thirty years ago, the Churches of Pelor, Pholtus and St Cuthbert sentenced a man to execution for his crimes. Thirty 
  years later, another trial is convened. Fate has determined the outcome is in your hands. A one-round Core adventure 
  set in the Domain of Greyhawk for characters level 1-11 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include City of Greyhawk Boxed Set [Carl Sargent and Rik 
  Rose], Complete Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan & Ed Stark], COR1-03 River of 
  Blood [Erik Mona], COR1-09 Swamp Things [Bruce Paris], COR2-02 Brendigund’s Brood [John Richardson & Paul Sean 
  Flaherty], COR2-09 Final Reckoning [John Richardson & Paul Sean Flaherty], COR3-05 Circle of Sin [Stuart Kerrigan], 
  Greyhawk Adventures [James M Ward], Greyhawk: The Adventure Begins [Roger E Moore], Living Greyhawk Journal #2 
  [Denis Tetrault & Erik Mona], NAE4-01 The Living & the Dead [Juha-Pekka Saarinen], TUS5-01 Plague of the Dead [JP 
  Chapleau & Farzin Z], TUS5-09 Dance on a Volcano [JP Chapleau], WGA1 Falcon’s Revenge, WGA2 Falconmaster and WGA3 
  Flames of the Falcon [Richard W Baker and Anne Brown], and White Plume Mountain [Andy Collins, Gwendolyn F.M. 
  Kestrel, and James Wyatt]. Additional material provided by the County of Urnst, Highfolk, Naerie, Pale and Tusmit 
  Triad. 
  
  COR7-08 Sins of the Father 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL) follow the process below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  LGCS. If you are playing this adventure in 2008, check 
  
  COR7-08 Sins of the Father 
   
  Page 2 
  the current version of the LGCS and follow any updated 
  rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure set in the 
  Domain of Greyhawk. All characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  Many locations described in this module use Denis 
  Tetrault’s Map published in the Living Greyhawk Journal 
  #2. 
  A 
  copy 
  of 
  this 
  map 
  is 
  hosted 
  at 
  http://melkot.com/locations/cogh/cogh.html. Due to 
  the high-detail of the map, it was not included within this 
  adventure. Though the map is not needed, it does add 
  flavor to the adventure. 
   
  You should note PCs who have played the following 
  adventures. Who or what the PCs may know is in 
  parentheses after the name of the module. 
  • 
  COR1-03 River of Blood (Bluto house and the River of 
  Blood murders) 
  • 
  COR1-09 Swamp Things (Location of the Ery 
  Conclave) 
  • 
  COR2-02 Brendigund’s Brood or COR2-09 Final 
  Reckoning (Deleer of Pelor) 
  • 
  COR3-05 Circle of Sin (Pholemius the Sin Eater) 
  • 
  NAE4-01 The Living & the Dead (Gresham the Oracle) 
  • 
  TUS5-01 Plague of the Dead or TUS5-09 Dance on a 
  Volcano (Lassa Aileen al-Istus) 
   
  GREYHAWK’S LAWS 
  It is possible that during this adventure the PCs may 
  break one or more of Greyhawk’s laws. Refer to Appendix 
  3 for more information on this. In particular, the PCs 
  could break the law in Encounter 8, which will have dire 
  consequences for them and Sir Bluto in Encounter 9. 
   
  TIME! A FRIENDLY WARNING 
  This adventure can easily run long as the PCs may get 
  into involved discussions with many NPCs. If you are 
  running this adventure under a time constraint (such as 
  during a convention), try to hurry the PCs, but allow 
  them to interact with the NPCs nonetheless.  
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. This adventure includes all the information 
  required to run these characters. The DM should double-
  check that he fully understands any new rule items 
  presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  In 565 CY, a recent convert to Nerull, the Hater of Life, 
  committed a series of horrible crimes known as the River 
  of Blood murders. His name was Sir Bluto Sans Pite. 
  Eight children were sacrificed and Sir Bluto managed to 
  escape with some Rhenee allies. 
   
  Sir Bluto then joined up with dark forces in White 
  Plume Mountain where a group of adventurers defeated 
  him and his men. Sir Bluto’s last resting place is 
  unknown, but is believed to be in White Plume 
  Mountain. 
   
  BLUTO HOUSE 
  Since Sir Bluto left town, his house (Bluto House) has 
  been occupied by vagrants and transients. The place has a 
  sinister reputation and most people avoid it. 
   
  However, in 591 CY, a cult of Raxivort took over the 
  house and added to the house's sinister reputation (these 
  events are detailed in COR1-03 River of Blood).  
   
  Since that time, the house has remained vacant. 
  Unproven stories of undead, monsters and unearthly 
  portals in the house abound. However, since the 
  destruction of the Raxivort cult, nothing has been found 
  in the house. It’s reputation is used to scare young 
  children and for teenagers to play dare on each other. 
   
  HOUSE VELTUER 
  This minor noble house is based in Bampton in the 
  County of Urnst. Its members are mostly Suel. Its main 
  source of wealth is based on the exportation of exotic 
  imports and fineries.  
   
  SIR HENDRY VELTUER 
  Shortly before the events of the River of Blood, while 
  traveling the world, Sir Bluto had an affair with Ronilda 
  
  COR7-08 Sins of the Father 
   
  Page 3 
  Veltuer. Sir Bluto left the County for other parts in his 
  dark quest, leaving his lover behind. Ronilda Veltuer 
  never knew about her lover’s dark purpose. 
   
  Nine month later, Ronilda produced a son she called 
  Hendry. When she learned of Sir Bluto’s actions in 
  Greyhawk, she never spoke to her son about his father. 
  Although he was illegitimate , he was raised lovingly by 
  his mother not knowing his real father. 
   
  In 591 CY (shortly after she heard of the events of 
  COR1-03 River of Blood), Ronilda (who was very ill) told 
  her son about his father, his treason, and his father’s 
  properties in Greyhawk (although she did not know of 
  this final fate). Being illegitimate, Sir Hendry did not 
  stand to inherit anything but he did desire to know his 
  father. So he set out traveling the world to find him. 
   
  For years, he traveled the Flanaess looking for his 
  father. Finally while in Tusmit, he met a traveling 
  adventurer who had defeated Sir Bluto in White Plume 
  Mountain.  
   
  THE ORACLE 
  While in Tusmit, Sir Hendry met with a famous priestess 
  of Istus (whom many call an Oracle). The High Priestess 
  of Istus in Tusmit, Lassa Aileen al-Istus told him that if he 
  is to claim his father’s legacy, blood must not be spilled in 
  the process. Sir Hendry took that to mean that he should 
  not carry weapons and avoid fighting.  
   
  She also told him that he would have to call upon 
  two more oracles before finding his destiny, and claiming 
  his father’s estate. Sir Hendry had only ever met two 
  others with the gift of prophecy: a former adventuring elf 
  from Highfolk and a seer in Ahlissa. 
   
  However, as the adventure unfolds, the first 
  prophecy targets not only Sir Hendry himself, but those 
  working for him also… 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are in Hardby and are 
  approached by a gentleman who wishes to travel in their 
  company. 
   
  Encounter 1: The PCs travel to Greyhawk. They get 
  a chance to get to know Sir Hendry a little more. APL2 
  parties are attacked by humanoid raiders. 
   
  Encounter 2: The PCs arrive in Greyhawk and after 
  a little relaxation they are approached by the guards and 
  ordered to follow them. The PCs meet the Secretary of 
  the Mayor. There they learn of Sir Hendry’s trial and that 
  they were chosen by Sir Hendry to help his defense. 
   
  Encounter 3: The PCs meet with Sir Hendry at 
  Bluto House. He tells them what he wants them to do.  
   
  Encounter 4: The PCs gather information while in 
  Greyhawk 
   
  Encounter 5: The PCs head to meet with the 
  Loslain on the Velverdyva delta. They have a chance to 
  save an elf from the clutches of ogres. 
   
  Encounter 6: The PCs head to find the Ery 
  Conclave. They are sent to retrieve five sacred stones 
  from an evil Gnoll shaman who stole them.  
   
  Encounter 7: With the Conclave’s help, the PCs 
  meet with a divine oracle of Beory in Ahlissa. 
   
  Encounter 8: The PCs return to Greyhawk where 
  they have to face an angry mob. Here they have many 
  options before them to resolve the situation.  
   
  Encounter 9: Mostly narrative, this encounter 
  details the trial itself. Here the PCs may increase Sir 
  Hendry’s chance of being acquitted. 
   
  Conclusion: The court renders its verdict. 
   
  INTRODUCTION 
  What’s worse than being bored? You have heard of 
  many adventure opportunities in Hardby and 
  usually, these leads are good. But not this time … 
  No lost treasure to find, no dragons to slay … No 
  imminent threat of invasion. Nothing! When one of 
  you mentioned heading to Greyhawk to find work, 
  most of you nodded your approval.  
   
  Interrupting your conversation, a handsome 
  man in his mid thirties addresses all of you.  
   
  “Excuse me … I couldn’t help but overhear your 
  conversation. If you are heading to Greyhawk, may I 
  join you? My name is Sir Hendry Veltuer, of 
  Bampton in the County of Urnst. And you are?” 
   
  Have the PCs introduce themselves to each other and to 
  Sir Hendry. Use the notes below to guide the PCs’ 
  conversation with him. Sir Hendry tries to avoid talking 
  about his father. He takes great pains trying to distance 
  himself from him. At the risk of looking suspicious, he 
  avoids the subject. 
   
  Remember, it is important the PCs know Sir Hendry 
  was given a prophecy by the Oracle.  
   
  What will you pay us? I have nothing to offer at 
  this time, but will reward you when I get what will be 
  mine. The Oracle promised I would get my fair share.  
   
  Why do you want to come with us? For the last 
  few years, I have been traveling the world, North to 
  South and East to West… Ah the west… That is where I 
  met the Oracle. 
   
   
   
   
   
  Who is the Oracle? Her name is Lassa Aileen al-
  Istus, High Priestess of the Lady of Fate in Tusmit. She 
  told me that in order to claim my property, I must avoid 
  spilling blood. I have traveled unarmed in the company 
  of adventurers, merchants and soldiers while making my 
  way to Greyhawk.  
   
  What is your heritage? Property, a manor in 
  Greyhawk. 
   
   
  Where are you from? Bampton in the County of 
  Urnst. 
   
   
  Who was your father? He was… he was convicted 
  of a heinous crime… I am not like my father. Please, I do 
  not wish to talk about him.  
   
  What crime? Many people were murdered. I do not 
  wish to talk about him.  
   
  When/where did your father die? He met his end 
  on an adventurer’s sword. 
  
  COR7-08 Sins of the Father 
   
  Page 4 
   
  Why should we take you there? You were talking 
  about going there anyway. There is safety in numbers. 
   
  Can you fight/do you have any particular 
  abilities? I am no adventurer if that is what you mean. I 
  know how to defend myself, but do not carry weapons at 
  this time… I do not wish to challenge the Oracle’s words.
   
  Would you be willing to submit to [detect] spell? 
  Yes. (Sir Hendry radiates faint good and wears an amulet 
  of natural armor). 
   
  Troubleshooting: Some PCs may decide not to take Sir 
  Hendry along and that’s fine. Assume he makes his own 
  way and calls upon them all the same later. The text 
  assumes PCs agree to take him along. If the PCs decide 
  they don’t want to go to Greyhawk the adventure is over 
  for them. 
   
  1: THE ROAD TO GREYHAWK 
  While travelling, the PCs have a chance to talk with Sir 
  Hendry a little. He tells them about himself. This is a 
  great occasion for the PCs to get to know the man. 
   
  SIR HENDRY 
  During the trip, Sir Hendry proudly rides an Urnstian 
  warhorse. He is a polite, nice and friendly learned man. 
  He loves to talk about the topics below but avoids talking 
  about his father or what he is going to do in Greyhawk. 
   
  Himself: Sir Hendry is willing to discuss his 
  background (see Adventure Background), but avoids the 
  topic of his father. 
   
  The County of Urnst: Sir Hendry is a patriot of the 
  County and supports the help it provides to warring 
  nations across the Nyr Dyv and Tenh.  
   
  Politics: Especially the political tensions between 
  Nyrond and the County of Urnst over a strip of land in 
  the eastern County. 
   
  Horses: Sir Hendry is not a breeder himself, but he 
  has seen many horses and knows many breeds well—
  Baklunish horses, Keoish warhorses, and Urnstian 
  warhorses.  
   
  Nobles and rulers: It seems as if Sir Hendry knows 
  a noble in every country of the Flanaess. 
   
  Former adventures: Sir Hendry is very interested 
  in hearing tales of adventure. He is not an adventurer 
  himself, but loves a good story.  
   
   
  THE HUMANOIDS 
  This encounter only occurs at APL 2. As the PCs travel, 
  they are ambushed by a group of humanoid raiders. Have 
  the PCs make a DC 15 Spot check to avoid being 
  surprised.  
   
  These humanoids have managed to surprise and loot 
  a number of travelers and have their pockets filled with 
  gems and jewelry. 
   
  See DM’s Map #1 for the tactical set-up of this 
  encounter. 
   
  APL 2 (EL 2) 
   
  �Gnoll Leader: hp 11; MM 130. 
   
  �Goblins (3): hp 5 each; MM 133. 
   
  Tactics: The gnoll moves in fearlessly and the goblins try 
  to support him as best they can by using flank attacks. 
  The surviving goblins flee if the gnoll is killed or 
  incapacitated and at least one of them is down. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  Development: The PCs are free to continue to 
  Greyhawk without problem. 
   
  2: THE SECRETARY 
  When they arrival at Greyhawk, Sir Hendry leaves them, 
  thanking them for their kindness. If the PCs follow him, 
  he enters the Courts of Justice (H12). The PCs are now 
  free to roam around. Recommend they find an inn. The 
  Black Dragon Inn has rooms available. If you have time, 
  you may wish to run them through one of the mini-
  encounters found in Encounter 4 (if time is not an issue). 
   
  Once the PCs have installed and have restored 
  themselves, four city guards led by a sergeant enter the 
  inn. The sergeant approaches the PCs and asks them, by 
  name to follow him, in the name of the Lord Mayor of 
  Greyhawk. He has a writ stating the PCs are to 
  accompany him to meet with Secretary Tissen. The 
  sergeant doesn’t know why the PCs are summoned, but 
  says they are not under arrest. 
   
  The soldiers escort the PCs to the Courts of Justice 
  (H12). 
   
  THE SECRETARY 
  The PCs are brought to Secretary Tissen (who was an 
  Inspector with the Watch in COR1-03 River of Blood). 
  Tissen was recently promoted to secretary to Lord Mayor 
  Nerof Gasgal. He is all business and doesn’t suffer fools. 
   
  You enter a practical office where you are met by a 
  tall, dark-haired man in a well-tailored though 
  practical scholar’s outfit. He has a light moustache 
  on his upper lip and his hair has receded halfway up 
  his scalp. “Greetings, I am Secretary Tissen please sit 
  down. We have much to discuss.” 
   
  Allow them to read Player Handout 1. If you want, and if 
  time permits, you may use the handout as a guide to 
  roleplay the entire encounter, but let the players have the 
  handout as a reference afterwards. After they are 
  finished, the inspector is ready to answer their questions. 
  Secretary Tissen orders any members of the Greyhawk 
  Watch to serve Sir Hendry in this matter. 
  • 
  What if we refuse? Then he gets nothing. 
  • 
  Why are you the one asking us this? It is my job. 
  
  COR7-08 Sins of the Father 
   
  Page 5 
  • 
  What will you pay us? Nothing. The Lord Mayor is 
  interested in the affair, and to assure your assistance, 
  he has hinted at giving you access to some items you 
  may find useful. He also warns you not to harm, 
  main, or kill any members of the populace during 
  your search. Such actions will condemn Sir Hendry,  
  • 
  What are we to do? You are to help him prove that 
  he is not like his father. But if you do find proof that 
  he is like his father, bring the proof to the court.  
  • 
  Is Sir Bluto dead? I don’t know and I’m not going 
  to pay for spellcasting to know.  
  • 
  What is Sir Bluto’s sentence? He is sentenced to 
  be executed, if found. 
  • 
  Who are the judges? The tribunal that convicted 
  his father included a priest of Pelor, Pholtus and St 
  Cuthbert. I don’t know who they will nominate to 
  represent them yet. Their temple should know if you 
  are interested. 
  • 
  Where is Sir Hendry now? He is at Bluto House, 
  under guard. 
  • 
  Is he under arrest? No, but I’d rather keep a close 
  eye on him. 
  • 
  Are you sure he is Sir Bluto’s son? He has the 
  adequate paperwork and it will be up to the judge to 
  rule on that.  
  • 
  Can we have a writ? There is no need for one. You 
  do not need any specific authority or power. Also, 
  know that if you shed the blood of innocents in this 
  matter Sir Hendry will be convicted of his father’s 
  crimes. You actions will be seen as proof of this 
  villainy.  
   
  Troubleshooting: If the PCs refuse this task the 
  adventure is over. 
   
  3: SIR HENDRY 
  The PCs may wish to return and talk to Sir Hendry a 
  number of times.  
   
  BLUTO HOUSE 
  (H19) Sir Hendry is currently residing at Bluto House, 
  which is right behind the Lord Mayor’s Palace (City 
  Hall). He has cleaned out one small apartment and lives 
  there. 
   
  Bluto House is impressive but in serious need of 
  repair. The windows on both floors show signs of neglect 
  and are broken; the lawn is a plain of wild grass, the door 
  hangs limply on its hinges, and so on. At the door, two 
  soldiers keep watch. They ask the PCs’ names and then 
  let them in.  
   
  Inside, the house’s condition does not improve. Sir 
  Hendry welcomes the PCs inside. Sitting on the floor in 
  the one room clear of clutter, Sir Hendry offers the PCs 
  some tea.  
   
  Sir Hendry gives the PCs the information found in 
  the Adventure Background relating to him. He also tells 
  the PCs the following 
  • 
  He is a worshipper of Pelor. 
  • 
  His father’s actions horrify him. 
  • 
  He has received a number of threats and insults from 
  locals, which is why he the Watch is outside. 
  • 
  He claimed the house and its gardens. He plans to 
  split his time between Greyhawk and Bampton.  
  • 
  Using his family connections, he plans on 
  expanding the Veltuers’ mercantile interests in 
  Greyhawk. 
  • 
  He has no plans for the caves below the house and 
  has no wish to go there himself. 
   
  Sir Hendry asks the PCs to help him: 
  • 
  He will be tried to see if he is the son of Sir Bluto, 
  whether he shares his father’s (illegal) beliefs or 
  allegiance to the Horned Society. 
  • 
  To prove himself, he wishes to bring a number of 
  character witnesses: the Loslain of Corellon 
  Larethian from Highfolk and the oracle of Beory 
  from Ahlissa. 
  • 
  There are others, who could bear witness to his 
  character and good heart. Sir Hendry doesn’t believe 
  they could make it on time, though. 
  • 
  The Loslain is a high-ranking priest of Corellon 
  Larethian. Sir Hendry heard he was traveling near 
  Greyhawk.  
  • 
  Sir Hendry had planned to meet with Gresham 
  through the druids of the Ery Conclave near the 
  Mistmarsh 
  • 
  He promises to pay the PCs a fair (but unspecified) 
  amount of money if they can prove his claim and 
  have the Loslain and Gresham testify. 
   
  4: VISITING GREYHAWK 
  This encounter presents a series of mini-encounters 
  aimed at giving the PCs a taste of Greyhawk. If you are 
  running this adventure with a time constraint, tell the 
  PCs that after some searching, they find the location of 
  the Loslain and the Ery Conclave. Any PC who has 
  played COR1-09 Swamp Things knows the location of the 
  Conclave. 
   
  WORD ON THE STREET 
  In this section, the PCs can get some hints as to where to 
  look for information by making a Gather Information 
  check . Making a check takes 1d4+1 hours. Award a +1 
  circumstance bonus to the check for each gp spent (to a 
  maximum of +4).  
  • 
  DC 5 Sir Bluto is back! Hide your children from his 
  evil stare! 
  • 
  DC 10 A man has lodged a request with the Mayor 
  to have Sir Bluto’s Mansion be given to him  
  
  COR7-08 Sins of the Father 
   
  Page 6 
  • 
  DC 12 This man is calling himself Sir Hendry 
  • 
  DC 14 If you’re looking for any elf in or around 
  Greyhawk, your best bet is the Star of Celene in the 
  Garden Quarter. 
  • 
  DC 15 The Mayor has convened a Tribunal to 
  discover the truth about Sir Hendry 
  • 
  DC 16 If you are looking for druids, there is a Shrine 
  to Beory in the Thieves’ Quarter. 
  • 
  DC 17 Trials in Greyhawk are all held in Ancient 
  Suloise—the legal language of the Domain. 
  • 
  DC 18 The Mayor asked members of the church of 
  Pholtus, St Cuthbert, and Pelor to lead the trial. 
  • 
  DC 19 These churches were the ones who sentenced 
  Sir Bluto to death despite his absence. 
  • 
  DC 20 The judges are at the churches themselves. 
   
  STAR OF CELENE (G6) 
  A half-elf bard from Courwood in the County of Ulek) 
  purchased this small mansion and turned it into an inn 
  that caters to others from the Kingdom of Celene and 
  their guests. All business is conducted in the Elven. The 
  inn is large and airy, with elaborately carved wood 
  furnishings and silk wall hangings. The current owner is 
  the same half-elf who founded the inn, Finnobhar 
  Aodhin. Finnobhar and his staff are very friendly to those 
  of elven blood, but aloof with the arrogance often 
  associated with elves. 
   
  �Finnobhar Aodhin: male half-elf bard 9 
   
  Any PC with elven blood can easily obtain the location of 
  the Loslain (who is currently meeting with a tribe of sea 
  elves by the Nyr Dyv). Non-elven PCs must succeed at 
  either a DC 15 Diplomacy check or a DC 15 Gather 
  Information to obtain that information. For the purpose 
  of obtaining the information, PCs who have levels in the 
  ruathar prestige class (from Races of the Wild) are 
  considered elven. Non-elven PCs who speak Elven 
  receive a +5 circumstance bonus to this check. 
   
  THE LIBRARY 
  The library contains a lot on the River of Blood Murders. 
  Give the PCs Player Handout 2.  
   
  SHRINE OF BEORY (T11) 
  A small and pleasant shrine in the heart of the Old City is 
  this flower and shrub garden dedicated to Beory, the 
  Oerth Mother of the ancient Flan people. Few druids of 
  Beory are in the city at present, but several local people 
  tend to the garden and keep local youths from 
  vandalizing it. A DC 10 Gather Information check gets 
  the location and directions to the Ery Conclave. The 
  Conclave is located in the Cairn Hills near the 
  Mistmarsh. The most common methods of getting to the 
  Conclave is to head east on the Urnst Trail. When the 
  trail gets close to the marsh the PCs should turn south 
  and begin looking for the druids. Most people say the 
  druids found them more than the other way around. 
   
  TEMPLE OF ISTUS (F16) 
  Located in an area of the Foreign Quarter called “Little 
  Ket,” the temple of Istus is somewhat nondescript. Any 
  local Baklunish traveler knows its location. The 
  priestesses are all dressed in grays and blacks.  
   
  The PCs may wish to come here because Sir Hendry 
  was given a prophecy by a priestess of Istus. The 
  priestesses here are not aware of the prophecy given to 
  Sir Hendry. However, they all tell the PCs that Fate is not 
  to be trifled with.  
   
  Priestesses of Istus are brutally honest and direct to 
  the point of sounding dire and pessimistic. Like most 
  temples of Istus, the temple has only female priestesses. 
   
  TEMPLE OF PELOR (G10) 
  Though this temple appears rather run-down on the 
  outside, the inside is filled with golden marvels of 
  statuary and other finery. Like the church of St. Cuthbert, 
  Pelor's Temple ministers to the poor and downtrodden 
  who find their way to the High Quarter. The PCs are 
  quickly shown to Deleer.  
   
  �Deleer: male human cleric 9 (Pelor) NG 
   
  Deleer appears in COR2-02 Brendigund's Brood & COR2-09 
  Final Reckoning. Deleer is best known as the priest who 
  help Auldon Brendigund solve his problems a few years 
  ago. Deleer is an optimist who believes in redemption 
  and helping those who have stumble get back into Father 
  Pelor’s guiding light. 
   
  Dressed in gold and orange, Deleer welcomes PCs in 
  a courteous manner. He says he believes strongly in 
  redemption and that he can’t wait for the trial to see the 
  evidence. While he has no direct information on the 
  whereabouts of the Loslain or the Ery Conclave, he can 
  direct the PCs to the Star of Celene and the Shrine of 
  Beory as possible sources for that information. 
   
  TEMPLE OF PHOLTUS (R8) 
  The temple of Pholtus is a gleaming white structure 
  jutting out of the River Quarter. Though not large, the 
  Temple of Pholtus is stoutly built and marvelous in 
  appearance. Deliberately built in a crime-ridden area of 
  the city, this gleaming structure of white marble is 
  precisely symmetrical and lit at night by various light 
  spells. The temple contains a small chapel and many tiny 
  cells in which priests live humble lawful lives of devotion 
  and prayer.  
   
  The priests can quickly point to Pholemius the Sin 
  Eater, a well-respected priest. Pholemius the Sin Eater 
  appeared in COR3-05 Circle of Sin). Pholemius belongs to a 
  smaller cult of Pholtus not in line with the Pale’s 
  government. Pholemius nevertheless welcomes any 
  Pholtan with open arms. Pholemius is a relentless 
  pursuer of fiends and fell beasts.  
   
  �Pholemius: male human cleric 15 (Pholtus) 
   
  A DC15 Knowledge (religion) or (local/Nyrond 
  Metaregion) check (Pholtans/Palites get +5 to this check) 
  
  COR7-08 Sins of the Father 
   
  Page 7 
  informs the PC the Sin Eaters were declared heretical by 
  the Church of the One True Path in the Pale. The Church 
  would expect any upstanding members of the clergy or 
  any other church sponsored organization to act 
  accordingly. However, more sympathetic worshippers do 
  not always share this hard-line stance on the sect. 
   
  He is also very devoted to Pholtus, but tries not to 
  antagonize people with this. He welcomes anyone who 
  stopped the ritual in COR3-05 Circle of Sin as old friends 
  reunited by the will of Pholtus. 
   
  Pholemius takes this task very seriously. He has no 
  preconceived idea about Sir Hendry. He is confident that 
  Pholtus will show the way.  
   
  TEMPLE OF ST CUTHBERT (G4) 
  Located on a low-rise in the Garden Quarter, the grand 
  temple is covered in gold ornaments and signs of faith. 
  All the priests here belong to the Billets of St Cuthbert 
  and wear rust-brown robes. After a little asking, the PCs 
  are shown in to meet with the paladin-in-residence 
  Talasek Thraydin who has been named the judge by the 
  High Priestess. 
   
  Talasek was involved in the hunt for the Falcon. 
  (Falcon’s Revenge, Falconmaster, Flames of the Falcon). He is a 
  tall (6 ft. 3 in.) solid man who takes great care in 
  maintaining his physical condition. He has wavy brown 
  hair that falls just below his shoulders where it gradua 
   
  Talasek Thraydin: male human paladin 11 
   
  Talasek was but a young boy when the River of 
  Blood flowed but he knew one of the little girls 
  murdered by Sir Bluto. Any meeting about the trial 
  should give the PCs the impression that he is not happy 
  with the trial and that he will not be easy to convince him 
  of Sir Hendry’s good heart. 
   
  5: FINDING THE LOSLAIN 
  The PCs head out of the city to meet the Loslain by the 
  gulf of the Velverdyva River. 
   
  TROUBLE BY THE BAY 
  As you are walking on the road, in the distance, you 
  see an elf without weapons running towards you. A 
  group of large humanoid creatures [APL 4+: and their 
  pets] in hot pursuit. The elf is obviously exhausted 
  and collapses as the creatures move in for the kill. 
   
  The elf stumbles and collapses from exhaustion 30 feet 
  from the edge of the map where the creatures are 
  coming. Refer to Map 3. 
   
  Unless the PCs draw the creatures’ attention, they 
  kill the elf (Aust) and eat him. Once the creatures are 
  aware of the PCs, they ALL abandon the exhausted (or 
  dead and partially eaten) elf. If not disturbed at all, they 
  finish eating the elf and then wander away. Thus, it is 
  possible for the PCs to remain hidden and avoid the 
  battle. 
   
  All APLs 
   
  �Aust: CG male high elf ranger 1. 
   
  APL 2 (EL 3) 
   
  �Ogre: hp 29; MM 198. 
   
  APL 4 (EL 6) 
   
  �Ogre (2): hp 29 each; MM 198. 
   
  �Dire Wolf: hp 45; MM 65. 
   
  APL 6 (EL 8) 
   
  �Ogre Barbarian: ogre barbarian 4 hp 29; MM 198. 
   
  �Dire Wolf (2): hp 45 each; MM 65. 
   
  APL 8 (EL 10) 
   
  �Ogre Barbarian (2): ogre barbarian 4 hp 29; MM 
  198. 
   
  �Dire Bear: hp 105; MM 63. 
   
  Tactics: Very simple. They attack whoever hurt them the 
  most and take advantage of flanks whenever possible 
  (even if that would have THEM being flanked as well). 
   
  Treasure: If the PCs save Aust (the elf), he gives them a 
  valuable necklace to thank them for having saved his life. 
  Otherwise, they can find the necklace on his corpse or on 
  that of an ogre. Refer to the Treasure section for more 
  information. 
   
  Development: If the PCs save Aust, he is very grateful. 
  He introduces himself as Aust, a forager for the Loslain. 
  He was caught by surprise by the creatures while out 
  foraging. Aust can take the PCs to the Loslain before 
  nightfall. 
   
  If the PCs did not save Aust, they spend another day 
  looking for the Loslain.  
   
  MEETING THE LOSLAIN 
  The Loslain set up camp in a quiet bay of the Velverdyva 
  River in a small forested area. With him are a number of 
  priests of the Seldarine (the elven gods). When the PCs 
  arrive, the Loslain is meeting with a number of aquatic 
  elves.  
   
  The elves do not share why they are here with the 
  PCs and simply ignore insistent PCs, referring any 
  questions to the Loslain. To those of elven blood, they 
  volunteer that the aquatic elves have requested the 
  meeting. 
   
  The PCs have to wait for the Loslain to receive them. 
  They have to wait a day unless they fill one of the 
  following criteria (in which case it takes but a few 
  minutes). 
  • 
  One of the PCs is a priest of one of the Seldarine. 
  • 
  One of the PCs is a ruathar 
  • 
  The PCs expend an influence point with an elven 
  group (DM’s discretion if it applies) 
  • 
  The PCs saved Aust. 
  
  COR7-08 Sins of the Father 
   
  Page 8 
   
  THE LOSLAIN 
  Aramil Oakbow is a slim high elf standing a mere 5 feet 
  and weighing 110 pounds. His shoulder length jet black 
  hair is unbound save for a silver diadem that encircles his 
  brow. His countenance is fair and his piercing emerald 
  green eyes speak of having seen things not meant for 
  mere mortals. He is garbed in a long blue robe and a 
  flowing cloak with a fine mithral shirt completing this 
  ensemble. Around his neck hangs a silver necklace 
  ending in a silver crescent moon. He is sometimes seen 
  fingering a broken wooden holy symbol and if asked 
  about it, he puts it away, telling the questioner it is a 
  reminder of a choice someone made. 
   
  Loslain Aramil Oakbow Wintershale: male high 
  elf cleric (Corellon Larethian) 8/contemplative 3/ divine 
  oracle 3/ ruathar 2.  
   
  If the PCs entered immediately, the Loslain is quite 
  happy to see them. Like most elves, he has this touch of 
  arrogance but he listens to the PCs explain why they are 
  here. Any elf PC cannot help but find him friendly and 
  sympathetic (a benefit of the Ruathar class). 
   
  The Loslain answer a few questions, but he is very 
  busy and does not have much time to talk to adventurers. 
  • 
  Do you know Sir Hendry? Yes, I do. He and I met 
  sometime back when I used to adventure. I know his 
  heart is good. 
  • 
  Why are you all here? This is a private matter.  
  • 
  Who are these aquatic elves? Friends. 
  • 
  Will you come with us now? No. There are other 
  things I must do first. Do not worry, I will be on 
  time for the tribunal. 
   
   
  Once the PCs are done, the Loslain smiles and said. 
  “By Corellon’s Grace, I will attend the tribunal, when the time 
  is right.” The Loslain then dismisses the PCs. 
   
  If the PCs had to wait, they must convince the 
  Loslain to help them. At APLs 2 and 4 his starting 
  attitude is indifferent. At APLs 6 and 8 he begins 
  unfriendly. (He has a lower opinion of people who 
  should be proven heroes who have done nothing 
  significant for elves.) The PCs must make a Diplomacy 
  check to make him friendly. (This is DC 15 at APLs 2 and 
  4, DC 25 at APLs 6 and 8.) The following modifiers apply 
  to the check: 
  +4 
  Making the Diplomacy check in Elven. 
  +1/+
  4 
  Role playing  
  +1 
  for every elf or half-elf in the party 
  -1 
  for every PC coming from a region 
  where elves have a bad reputation (DM’s 
  call) 
  -1 
  for every dwarf in the party 
  -2 
  for every half-orc in the party 
  -4 
  Speaking poorly about elves/ making 
  anti-elven comments. 
   
  If the check succeeds, the Loslain smiles and said. “By 
  Corellon’s Grace, I will attend the tribunal, when the time is 
  right.” The Loslain then dismisses the PCs. 
   
  If they fail, the Loslain says. “It is not the desire of 
  Corellon that I attend this trial. Perhaps you may do something 
  about it. I know the man you speak of and know his heart is not 
  one with darkness.” The Loslain then dismisses the PCs. 
  Arguing with the Loslain at this point is useless. The 
  Loslain has spoken.  
   
  Development: If the PCs have met the Ery Conclave, 
  proceed to Encounter 8. If the PCs haven’t yet met the 
  druids , proceed to encounter 5. If they still need to find 
  the Conclave’s location proceed to Encounter 4. 
   
  6: THE ERY CONCLAVE 
  The Conclave is located in the Cairn Hills near the 
  Mistmarsh. The most common methods of getting to the 
  Conclave is to head east on the Urnst Trail. When the 
  trail gets close to the marsh the PCs should turn south 
  and begin looking for the druids. Most people say the 
  druids found them more than the other way around. 
   
  GETTING THERE 
  When the PCs finally reach the Conclave, two druids in 
  brown robes approach them; obviously a mentor and his 
  apprentice. The druids do not introduce themselves. 
  They greet the PCs first in Druidic, then in Common. If 
  any PC speaks Druidic, they welcome that PC as a long-
  lost friend. But continue any conversation in Common 
  unless the entire party speaks Druidic. 
   
  They listen to what the PCs have to say patiently. 
  When the PCs are done, read or paraphrase the 
  following: 
   
  The oldest druid stands and clears his throat. “He 
  did contact us some time ago about this. However, 
  we cannot help you, nor can we help him for our 
  stones were stolen a few nights ago.” 
   
  “A gnoll shaman dedicated to dark forces came 
  and stole them. In the process, she had many of our 
  brothers and sisters killed. Now, my apprentice and 
  I are the only ones left… The others are either 
  returning from their private groves or have fed the 
  woods with their blood.” 
   
  The older druid hopes the PCs volunteer to help them.  
  • 
  What will you pay us? In return for bringing our 
  stones back, we shall give you a few gems and open 
  the portal you need to contact Gresham. 
  • 
  Why don’t you come with us? We shall prepare 
  the gateway so you can use it upon your return. 
  These are secret rituals of the Conclave. 
  • 
  Where is the shaman? She went into the hills. We 
  will have a guide take you there, one of our animal 
  companions named Lanat. 
  
  COR7-08 Sins of the Father 
   
  Page 9 
  • 
  Can the companion fight? No, Lanat will avoid 
  combat at all costs. We need him here with us. 
  • 
  Can I (we) join the Conclave? No, not at this time. 
  • 
  What do the stones look like? They look like 
  broken eggshells made of rocks, but their insides are 
  like gems (geodes). 
  • 
  How many stones are there? Five. 
  • 
  When will the other druids return? I do not 
  know.  
  • 
  How many creatures are there with the shaman? 
  (Look at the creatures in the combat listing below 
  and tell the PCs). 
  • 
  If need be, can you cast a reincarnate spell on 
  us? Yes, I have a few prepared. 
  • 
  Why don’t you reincarnate your companions 
  first? I want to contact their spirits to know whether 
  they want to return to life or not. I can always cast it 
  on them later. 
   
  THE GNOLL SHAMAN’S CAVE 
  The younger druid sends his owl companion, Lanat, to 
  lead the PCs to the humanoid’s cave. Lanat stays a good 
  distance away, but motions for the PCs to follow a trail 
  that leads to the cave. See Map 4 for all the details. 
   
  At APL2, the gnoll shaman left the goblins to guard 
  the stones while she is off causing some mischief. 
   
  APL 2 (EL 3) 
   
  �Goblin war chief: male goblin fighter 2, hp 20; 
  Appendix 1. 
   
  �Goblins (3): hp 5 each; MM 133. 
   
  APL 4 (EL 6) 
   
  �Gnolls (3): hp 11 each; MM 130. 
   
  �Gnoll Shaman: female gnoll cleric 4, hp 57; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Ogre (2): hp 29 each; MM 198. 
   
  �Gnoll Shaman: female gnoll cleric 6, hp 75; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Hill giant: hp 102; MM 63. 
   
  �Gnoll Shaman: female gnoll cleric 8, hp 93; 
  Appendix 1. 
   
  Treasure: Refer to the Treasure section of this adventure 
  to determine what the PCs find here. 
   
  Development: Once the humanoids have been defeated, 
  proceed to Encounter 7. The PCs can find the geodes 
  close to the water basin. 
   
  7: GRESHAM 
  Gresham and Moorteeth appeared in NAE4-01 The Living 
  and the dead. Some PCs may have met him.  
   
  THE CHOSEN ONE 
  This encounter refers to one of the PCs as “the chosen 
  one”. This title sounds a lot more important than it really 
  is. The chosen one is the one whom Gresham selects to 
  give his acorn to. He selects the PCs in the following 
  order: 
  • 
  A druid  
  • 
  A cleric of Beory, Obad-Hai or Elhonna 
  • 
  A cleric of other nature-type deity (examples include 
  Geshtai and Llerg) 
  • 
  A ranger 
  • 
  A PC he’s met before 
  • 
  A barbarian 
  • 
  A PC whose alignment is neutral. 
  • 
  Whoever sits at your right (if no one qualifies). 
   
  THE CIRCLE OF STONE 
  Lanat leads PCs back to the druids who have moved to 
  the Circle of Stone. The two druids are in a clearing 
  where tall five standing stones seem to try and claw their 
  way out of Mother-Oerth.  
   
  The older druid asks for the stones before placing 
  them, one in front of each monolith. He asks you to 
  stand in the center of the clearing while he and the 
  young druid step into the woods. Making a few 
  gestures with his hands, the land around you first 
  ripples and then fades away as if you were in the eye 
  of a tornado. 
   
  In an instant, it is over. You are now in what 
  seems like a small hut. The walls are indistinct as if 
  lost in fog.  
   
  A large brown bear lies sleeping on one wall 
  occupying a large portion of the room. On the far 
  side of the room, an old man is cooking a rabbit over 
  the fireplace. The man turns his head to you. 
   
  “I don’t recall seeing you here before… Who are 
  you? Tell me your problems… no one comes to visit 
  me without worries.” 
   
  The man is Gresham and his bear companion Moorteeth. 
  Gresham listens to the heroes.  
   
  Your tale over, Gresham smiles, “I will not appear at 
  your trial as you are asking of me. I have other 
  things I have to do and traveling to Greyhawk isn’t 
  possible right now. Yet refusing help to a friend is 
  not something I can do… However, I’m willing to 
  contact the court directly, with your help. [Gresham 
  points at the Chosen One] If you break this acorn in 
  the court of justice, I will be able to speak on Sir 
  Hendry’s behalf.” 
  
  COR7-08 Sins of the Father 
   
  Page 10 
   
  What will you/it do? Magic! Magic of course! (Gresham 
  won’t elaborate). 
   
  Will you pay us? You came to me with a request… 
  why should I pay you? (Gresham is annoyed by this 
  question) 
   
  Where are we? In the Sarwych forest, in the Barony 
  of Ingmalt in Ahlissa, at least I think that’s where we are. 
  (A Knowledge (geography) DC 15 (12 for PCs from the 
  Splintered Suns metaregion) indicates there are in north-
  central Ahlissa.) 
   
   
   
  �Gresham: male human druid 4/cleric (Beory) 
  1/divine oracle 3.  
   
  �Moorteeth: brown bear companion 
   
  WHERE ARE THE PCS? 
  The PCs have not moved from their former location in 
  the druidic circle. Any PC who attempts to leave 
  disappears from view of the others and re-appears next to 
  the two druids. 
   
  These PCs cannot return inside the circle while the 
  others have not finished. 
   
  Development: If the PCs have met the Loslain, proceed 
  to Encounter 8. If the PCs haven’t yet met the Loslain yet, 
  proceed to encounter 5. If they still need to find the 
  Loslain’s location proceed to Encounter 4. 
   
  8: BACK IN GREYHAWK 
  When the PCs return to Greyhawk, having met with the 
  druids and the Loslain, they find the city in a state of 
  unrest. Signs and graffiti are painted on the walls “Punish 
  the ones responsible for the River of Blood” or “Like 
  father, like son” or “Death to Sir Bluto’s Son.”  
   
  Make sure before running the rest of the encounter 
  that you know exactly which PC has a mount or a 
  companion with them. It is possible the PCs want to split 
  the party at this time. In this case, the events happen to 
  the group that heads directly to the Hall of Justice. 
  (Subsequent groups of PCs heading to the Hall of Justice 
  may also run into the mob if the first group did not deal 
  with them). 
   
  In a few public places, speakers stand on crates and 
  exhort the crowd to pressure the Mayor and the Courts to 
  execute Sir Bluto’s son. 
   
  One of your goal as a DM is to get the PCs to get 
  involved in a shouting match with one of the agitators. 
  The agitators are people who lost a brother, a sister, a 
  friend or a child in the River of Blood. Either the PCs 
  inform the crowd that they are working for the Court or 
  Sir Hendry or someone will recognize them as such.  
   
  Whatever the case, a group of radical thugs 
  (associated with the seedier elements of society) decide to 
  take the law into their own hands.  
   
  PEACEFULLY SOLVING THE SITUATION 
  There are a number of ways the PCs can resolve the 
  situation without fighting. Here is a list of examples, but 
  reward creativity with success: 
  • 
  Argue with the Agitator: This requires the PCs to 
  succeed at three consecutive opposed Diplomacy or 
  Perform (oratory) checks (see Appendix 1 for the 
  stats of the Agitator). For each check, make the PCs 
  come up with new ideas. Intimidation does not work 
  here. If they fail three times in a row, proceed to 
  combat. 
  • 
  Pretending they are someone else: This method is 
  risky as it requires a Bluff or Disguise check from all 
  the PCs visible. The crowd has a Spot modifier equal 
  to the APL. Make only one check for the entire 
  crowd. If one party member is found out, proceed to 
  combat. 
  • 
  Using non-damaging magic on the crowd: The 
  PCs may use magic like wall of force or wall of stone 
  and keep the people away. Illusion spells that might 
  intimidate the locals may also be used to great effect. 
  If half the opponents cannot take part in an assault 
  on the PCs, the rest disperse. Use your judgment, if 
  the PCs cause a major panic (such making a dragon 
  fly overhead and land on a building), some of the 
  commoners may get crushed underfoot as they try to 
  flee. In that case, the guard reports that the PCs have 
  used lethal force. 
  • 
  Using charm magic on the Agitator: This means 
  the PCs do something to change the Agitator’s 
  demeanor and include spells like charm person, charm 
  monster or dominate. If successful, such spells defuse 
  the situation. Although this is violation of the law, 
  and looked on poorly by people in the city, no 
  charges will be pressed because it prevents the 
  situation from becoming violent. 
  • 
  Using magic to disappear or teleport: This 
  includes using magic spells like dimension door or 
  teleport to reach the Hall of Justice quicker. If the 
  entire party is thus taken, the mob remains behind. 
  Any animal or mount thus abandoned is lost with all 
  equipment it had. 
   
  If the PCs manage to avoid combat altogether, proceed to 
  On to the Trial, below. 
   
  It is possible for the PCs to split the party at this 
  time: some PCs sneak or teleport across to the Hall of 
  Justice while others are left behind. In that case finish 
  running this encounter first; then proceed to On to the 
  Trial. The actions of those left behind will influence the 
  trial as normal. 
   
  COMBAT 
  There are many ways combat can start: either by failing to 
  resolve the situation peacefully or if the PCs cast an 
  offensive spell or make a threatening move (including 
  trying to intimidate the Agitator or the crowd). Anything 
  that might be considered hostile sets the crowd off. 
  
  COR7-08 Sins of the Father 
   
  Page 11 
   
  APL 2 (EL 4) 
   
  �Agitator: male human rogue 2, hp 12; Appendix 1. 
   
  �Greyhawk Commoners (4): male or female 
  human commoner 1, hp 5 each; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Agitator: male human rogue 4, hp 26; Appendix 1. 
   
  �Greyhawk Thugs (2): male or female human 
  warrior 2, hp 17 each; Appendix 1. 
   
  �Greyhawk Commoners (4): male or female 
  human Commoner 1, hp 5 each; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Agitator: male human rogue 6, hp 38; Appendix 1. 
   
  �Greyhawk Thugs (2): male or female human 
  warrior 4, hp 31 each; Appendix 1. 
   
  �Greyhawk Commoners (4): male or female 
  human commoner 2, hp 9 each; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Agitator: male human rogue 8, hp 50; Appendix 
  One. 
   
  �Greyhawk Thugs (4): male or female human 
  warrior 4, hp 31 each; Appendix 1. 
   
  �Greyhawk Commoners (6): male or female 
  human commoner 3, hp 13 each; Appendix 1. 
   
  Tactics: The Greyhawk folk all begin using non-lethal 
  damage, using saps if they have them, but switch to lethal 
  damage if the PCs use lethal force. The Agitator and the 
  thugs are more experienced in combat and try to use any 
  advantage they can to bring down the PCs.  
  The commoners flee when they take a single lethal 
  hit and call for the guard. The Agitator and the thugs 
  remain. 
   
  Treasure: Because of the public nature of this encounter 
  and the proximity of members of the city watch, the PCs 
  are unable to loot the bodies of anyone they kill here. 
   
  Development: Proceed to On to the Trial, below. 
   
  ON TO THE TRIAL 
  This combat shouldn’t be difficult for most PCs. What is 
  really important here is to see one of three things: 
  1. 
  Did the PCs kill anyone? (Note down which PC 
  killed who). 
  2. 
  Did the PCs use lethal force? 
  3. 
  Did the PCs managed to get out of the situation 
  without seriously hurting anyone (only inflicting 
  non-lethal damage fall into this category). 
   
  Proceed to Encounter 9. 
   
  9: SIR HENDRY'S TRIAL 
  This encounter is very linear and does not have the PCs 
  do much. If time permits, you can extend the trial and 
  make the PCs take more active roles.  
   
  All of the proceedings are held in Ancient Suloise. If 
  none of the PCs speak Ancient Suloise, they can listen to 
  one of the public translators who are there for the benefit 
  of the public. Sir Hendry speaks Ancient Suloise and 
  therefore does not need the translator himself. 
   
  The important thing here is to try and give the PCs a 
  sense that THEY can change the fate of the trial (and they 
  can). 
   
  You enter the courtroom as the three judges enter. 
  There are three of them. The first judge wearing 
  bright orange robes is introduced as Deleer from the 
  church of Pelor. The second one, an austere man 
  wearing white with gold flame motifs on his robe is 
  introduced as Pholemius of the Church of Pholtus. 
  The third one is a comely-looking man dressed in 
  dark browns is introduced as Talasek Thraydin of 
  the church of St Cuthbert. 
   
  “I am Sir Hendry Veltuer of House Veltuer in 
  the County of Urnst, son of Sir Bluto sans Pite, a 
  murderer and a traitor the Free City and its people. 
  My father is dead, killed many years ago. I wish to 
  heal the people of this city of their pain. I was 
  brought up in the benevolent way of Father Pelor 
  and by Pelor I am NOT like my father.” 
   
  “I am asking this court today, composed of 
  representatives 
  of 
  the 
  same 
  churches 
  who 
  condemned my father all those years ago, to return 
  to me the possessions of my family.” 
   
  What follows is a series of witnesses who testify about the 
  River of Blood murders of 565 CY and of the evil that 
  settled in the house in 591 CY. Each of these witnesses 
  curses the Sans Pite name and insults Sir Hendry who 
  stoically listens to the people. When they have finished, 
  the court calls upon Sir Hendry to present his case. 
   
  If the PCs managed to convince the Loslain, he 
  appears in court, looking like a foreign ambassador. Read 
  the following: 
   
  As Sir Hendry prepares to deliver his case, the court 
  is suddenly disrupted by the arrival of a group of 
  heavily armed Elves. As the City Watch sputters at 
  them about bearing arms, the Loslain stalks into the 
  court, dressed in formal clothing. Stepping before 
  the judges, he delivers a short speech.  
   
  “I am the Loslain, chosen of the Seldarine. By 
  their command, I come to speak for this man. And it 
  is of him I will speak, not his father who I have 
  never heard of. Though a human, Hendry possesses 
  a noble soul, worthy of a true Elven champion. As a 
  dutiful son should, he has spent his life searching 
  for his father. Many would ignore everything 
  around them in such a quest, but Hendry time and 
  
  COR7-08 Sins of the Father 
   
  Page 12 
  again put his own needs aside to aid those he 
  encountered in whatever manner he could. Many 
  are the Elves whose lives have been aided, indeed 
  saved, by his words and deeds over the years.  
   
  Now, having the discovered the truth of his 
  father, he comes to you. The charge is upon you to 
  allow him to complete his journey, and do what is 
  right. 
  This 
  man 
  is 
  good. 
  Your 
  laws 
  must 
  acknowledge this. 
   
  I am the Loslain, chosen of the Seldarine, and 
  this is my word.” 
   
  With that, he turns and leaves, his guard 
  escorting him out in silence. 
   
  If the PCs have the Gresham’s acorn, they may crush it at 
  this time. 
   
  As you crush the acorn it emits a cloud of mist that 
  coalesces into the form of the oracle Gresham. He 
  turns and addresses the judges: “I have met this 
  young man and found him to be of good heart and 
  noble spirit. Given the chance, he will do much to 
  repair the damages caused by his father, and I ask 
  that you noble Judges give him that opportunity.” 
  With that, the mist fades away and the trial 
  continues.  
   
   
  The PCs then have a chance to speak to the court on 
  behalf of Sir Hendry. Have the PCs stand up and give the 
  speech. Ask for a DC 15 Diplomacy check. Only one PC 
  needs to succeed. PCs who speak Ancient Suloise receive 
  a +4 circumstance bonus to the roll because they don’t 
  need to be translated. 
   
  A member of the city watch shows up as the judges 
  are about to deliberate. He asks the judge to hear his 
  testimony. He goes on to describe the actions of the PCs 
  in encounter 8.  
   
  Once the guard is done, tally the PC’s court score 
  before proceeding to the Conclusion. The Encounter 8 
  conditions do not stack with each other.  
   
  COUNTING THE “COURT SCORE” 
  The Loslain appears 
  +1 
  Gresham speaks to the court 
  +1 
  One of the PC successfully speaks in favor of Sir 
  Hendry 
  +1 
  One of the PCs is a paladin, a divine caster of a 
  lawful AND/OR good deity (max +1) 
  +1 
  Encounter 8: The PCs did not use lethal force 
  on the crowd 
  +1 
  Encounter 8: The PCs used lethal force but did 
  not kill anyone 
  -2 
  Encounter 8: The PCs used lethal force and 
  killed someone. 
  -5 
   
  CONCLUSION 
  Go to the Conclusion that matches the PCs’ court score. 
   
  −5 TO −1 
  The judges return from the deliberation. Talasek of 
  St Cuthbert stands and points an accusing finger at 
  Sir Hendry.  
   
  “Sir Hendry Veltuer, son of Sir Bluto Sans Pite, 
  this court finds that you not only share your father 
  dark heritage, but those you have taken in your 
  employ have made the streets of Greyhawk flow red 
  with the blood of the good folk of Greyhawk. This is 
  a sign none of us can ignore. The signs are clear. The 
  River of Blood will flow again should we let you 
  claim your father’s heritage.” 
   
  Pointing at you, disdain painted on his face, he 
  continues talking to Sir Hendry. “These folk were 
  under your authority and command so we have to 
  find you guilty of their crimes as well.” 
   
  “This court condemns you, Sir Hendry, to 
  permanent 
  banishment 
  from 
  the 
  lands 
  of 
  Greyhawk. Should you ever set foot in the Domain, 
  you will be beheaded.” 
   
  Sir Hendry is crushed. A single tear appears in 
  the corner of his eye. But he wipes it quickly. His 
  face contorts into a smirk. He stands and looks at 
  you. His eyes turned from full of life to cold and 
  filled with hatred. He walks by you, leaving for 
  permanent exile. 
   
  Outside you can hear the joyful cries of 
  “Justice!” made by the assembled crowd. 
   
  You know, Sir Hendry does NOT count you 
  amongst his friends. 
   
  Fine the PCs according to who killed whom. Refer to 
  Appendix 3. The PCs should not expect payment from Sir 
  Hendry. Additionally, the watch arrest and fine them if 
  they killed anyone in Encounter 8. Because they are 
  believed to have acted in self-defense they do not suffer 
  heavier sanctions such as death. Proceed to AR Rewards. 
   
  0 TO 2 
  The judges return from the deliberation. Talasek of 
  St Cuthbert stands and points an accusing finger at 
  Sir Hendry.  
   
  “Sir Hendry Veltuer, son of Sir Bluto Sans Pite, 
  this court cannot find you guilty of crimes, but 
  neither can we find you to possess the qualities to 
  heal the hurt your father inflicted on this city.” 
   
  “Because of this, no sentence will be passed 
  upon you but we refuse your claims of your father’s 
  possessions. These will remain in possession of the 
  State.” 
   
  Sir Hendry is distraught but with raises his 
  shoulders and invites you outside. “Well it was a 
  good try. I’ll return to Bampton” 
   
  Outside you can hear the cries of “Justice!” made 
  by the assembled crowd. 
   
  Sir Hendry look disappointed, turning to you he 
  says “It seems the gods do not want my father’s 
  name to return to the City of Greyhawk. For now, I’ll 
  continue my travels. Thank you my friends.” 
  
  COR7-08 Sins of the Father 
   
  Page 13 
   
  Fine the PCs according to who injured who. Refer to 
  Appendix 3. Sir Hendry pays each PC 100 gp in thanks 
  for their efforts. 
   
   
  3 TO 5 
  The judges return from the deliberation. Talasek of 
  St Cuthbert stands and points a finger at Sir 
  Hendry.  
   
  “Sir Hendry Veltuer, son of Sir Bluto Sans Pite, 
  this court recognizes you as his legal heir. As such 
  we recommend Bluto House be returned to you as 
  part of your inheritance. May you find a way to clear 
  this vile place of its dark heritage! But be warned 
  that the people of Greyhawk may not forgive as we 
  have.” 
   
  Outside you can hear the angry cries of “Justice!” 
  made by the assembled crowd. 
   
  Sir Hendry smiles, as if a huge weight had been 
  lifted from his shoulders. “It’s all because of you! 
  You’ve done it! I knew you would come through for 
  me. Know that you will always be welcome guest in 
  my house. Thank you!” 
   
   
  Sir Hendry pays each PC 200 gp in thanks for their 
  efforts. 
   
  AR REWARDS 
  If the PCs saved Aust in Encounter 5, they receive the 
  “Trade with the Nyr Dyv Elves” AR Reward. 
   
  If the PCs obtained a Court Score of -5 to -1 they get 
  “Enmity of Sir Hendry” AR Reward. 
   
  If the PCs obtained a Court Score of 0 to 2 they get 
  “Favor of Sir Hendry” AR Reward. 
   
   
  If the PCs obtained a Court Score of 3 to 5 they get 
  “Friendship of Sir Hendry” AND the “Favor of Sir 
  Hendry” AR Reward. 
   
  If the PCs got rid of the humanoids in encounter 6, 
  they get “Favor of the Ery Conclave” AR Reward. 
   
   
  PCs that killed any of the crowd in Encounter 8 are 
  charged and tried for their crimes. The judge convicts 
  these PCs of rioting and condemns the PCs to pay a 
  severe fine. If they are unable (or unwilling) to pay, they 
  are sent to custody for 1 TU per 10 gp of the total fine. 
  Refer to the table below for the value of the fine. Pcs 
  convicted of these crimes also  “Felon” AR item. 
  • 
  Per commoner killed: 20gp x APL 
  • 
  Per thug killed: 50gp x APL 
  • 
  The Agitator killed:100gp x APL 
   
  CAMPAIGN CONSEQUENCES 
  Contact 
  SinsOfTheFather@chapleau.us 
  with 
  the 
  following information: 
  1. 
  What was the outcome of the trial? 
  2. 
  Did the PCs kill anyone in encounter 8? 
  3. 
  Over the course of the adventure, did any interesting 
  sub-plot develop? 
  4. 
  Did you enjoy the adventure? What would have 
  made it more enjoyable? 
  Thank you. 
   
  
  COR7-08 Sins of the Father 
   
  Page 14 
  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. 
   
  1: On the Road to Greyhawk 
  Defeat the humanoids 
  APL 2  
  60 XP 
   
  5: Finding the Loslain 
  Defeat the humanoids 
  APL 2  
  90 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  6: The Ery Conclave 
  Defeat humanoids 
  APL 2  
  90 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  8: Back in Greyhawk 
  Experience objective 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Story Award 
  Getting Sir Hendry acquitted  
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  1: The Way to Greyhawk 
   
  APL2: Loot: 100 gp; Total 100 gp. 
   
  5: Finding the Loslain 
   
  All APLs: Coin: 100 gp; Total 100 gp. 
   
  6: The Ery Conclave 
   
  APL 2: Loot 57 gp; Total 57 gp. 
   
  APL 4: Loot 153 gp; Magic 526 gp; +1 morningstar 
  (193 gp), periapt of wisdom +2 (333 gp); Total 679 gp. 
   
  APL 6: Loot 153 gp; Magic 609 gp; +1 morningstar 
  (193 gp), periapt of wisdom +2 (333 gp), pearl of power I (83 
  gp); Total 762 gp. 
   
  APL 8: Loot 153 gp; Magic 1,609 gp; +1 morningstar 
  (193 gp), periapt of wisdom +4 (1,333 gp), pearl of power (1st-
  level spell) (83 gp); Total 1,762 gp. 
   
  Conclusion 
   
  All APLs: Coin: 100 gp; Total 100 gp 
  OR 
   
  All APLs: Coin: 200 gp; Total 200 gp 
   
  Treasure Cap 
   
  APL 2: 
  450 gp 
   
  APL 4: 
  650 gp 
   
  APL 6: 
  900 gp 
   
  APL 8: 
  1,300 gp 
  
  COR7-08 Sins of the Father 
   
  Page 15 
   
  Total Possible Treasure 
   
  APL 2: 
  457 gp 
   
  APL 4:  
  979 gp 
   
  APL 6:  
  1,062 gp 
   
  APL 8:  
  2,062 gp 
   
  ADVENTURE RECORD ITEMS 
  �Trade with the Nyr Dyv Elves: The Nyr Dyv elves 
  provide Adventure access to the items marked ** below. 
  Additionally, after any adventure set in the Domain of 
  Greyhawk, you may spend 1 TU to trade with the Nyr 
  Dyv elves. Doing so grants you access to the following 
  non-magical items from Stormwrack: Air plant, float 
  bladder, keel, pearlsteel armor, and open access to elf 
  paladin, ranger, and wizard substitution levels (Races of the 
  Wild).  
   
  �Friendship of Sir Hendry: You can use this 
  influence point in one of two ways. Cross off once used. 
  • 
  Obtain one-time Open access to bashing, defending, 
  ghost touch, or merciful weapon special abilities. 
  • 
  Get a +5 circumstance bonus to all Diplomacy checks 
  with members of the Greyhawk Nobility and 
  members of House Veltuer for a single adventure. 
   
  �Favor of Sir Hendry: You may exchange this 
  influence point to reduce the cost of any adventure set in 
  the Domain of Greyhawk by 1 TU (to a minimum cost of 
  1 TU). 
   
  �Favor of the Ery Conclave: Once after (or during) 
  any adventure set in the Domain of Greyhawk, you can 
  spend 1 TU to have reincarnate cast upon yourself but you 
  must still pay all usual costs. Whoever transports you to 
  the Ery Conclave must also spend 1 TU. Cross off once 
  used. The druids also provide open access to the 
  spontaneous rejuvenation and shapeshift alternate class 
  features (both Player’s Handbook II), the halfling druid 
  (Races of Stone) and half-orc druid (Races of Destiny) 
  substitution levels, and the items marked with a * below. 
   
  �Ire of Sir Hendry: Sir Hendry does not forgive or 
  forget your failure to clear his name. His reaction to you 
  can never be better than unfriendly. 
   
  �Felon: You were tried and convicted for rioting in the 
  City of Greyhawk. 
   
  Total Fine: 
   
  gp or  
   
   TUs 
   
  �Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay an 
  amount equal to the treasure cap of this adventure (at the 
  APL you played) to avoid imprisonment. 
   
  ITEM ACCESS 
   
  APL 2 
  • 
  Thistledown Suit** (Any; Races of the Wild; 250 gp)  
  • 
  Thistledown Padded** (Any; Races of the Wild; 405 
  gp) 
  • 
  Safewing emblem** (Any; Races of the Wild, 250 gp) 
   
  APL 4 
  • 
  Amulet of aberrant empathy* (Core; Complete 
  Adventurer, 1,400 gp) 
   
  APL 6 
  • 
  Pendant of draconic empathy* (Core; Complete 
  Adventurer, 3,300 gp)  
   
  APL 8 
  • 
  Pearl of power (1st-level spell) (Adventure; DMG)  
  • 
  Survival pouch** (Any; Races of the Wild, 5,000 gp) 
   
   
  
  COR7-08 Sins of the Father 
   
  Page 16 
  APPENDIX 1: ALL APLS 
  INTRODUCTION 
   
   
   
  SIR HENDRY VELTUER OF BAMPTON
   
  CR 2 
  Male human aristocrat 3 
  NG Medium humanoid (human) 
  Init -1; Senses Listen +1, Spot +1 
  Languages Ancient Suloise, Common, Draconic, 
  Elven 
  AC 15, touch 9, flat-footed 15 
   (-1 Dex, +5 armor, +1 natural) 
  hp 23 (3 HD) 
  Fort +3, Ref +0, Will +3 
  Speed 20 ft. in chainmail (4 squares), base 
  movement 30 ft. 
  Base Atk +2; Grp +2 
  Atk Options Mounted Combat 
  Abilities Str 10, Dex 8, Con 14, Int 13, Wis 12, Cha 
  15 
  Feats Mounted Combat, Negotiator, Persuasive 
  Skills Bluff +10, Diplomacy +16, Intimidate +6, 
  Knowledge (history) +3, Knowledge (local:Core) +3 
  Knowledge (nobility & royalty) +7, Knowledge 
  (religion) +3, Ride +14, Sense Motive +9 
  Possessions masterwork chainmail, amulet of natural 
  armor +1, few pieces of jewelry, military saddle, 
  light warhorse 
   
  
  COR7-08 Sins of the Father 
   
  Page 17 
  APL 2 
  6: THE ERY CONCLAVE 
  GOBLIN WAR CHIEF 
  CR 2 
  Male goblin fighter 2 
  NE Small humanoid (goblinoid) 
  Init +7; Senses darkvision 60 ft.; Listen -1, Spot -1 
  Languages Common, Goblin 
  AC 18, touch 14, flat-footed 15 
   (+1 size, +3 Dex, +4 Armor) 
  hp 17 (2 HD)  
  Fort +4, Ref +3, Will -1 
  Speed 30 ft. (6 squares) 
  Melee mwk greatsword +6 (1d10+1/19-20) or  
  Melee morningstar +4  (1d6+1) 
  Ranged longbow +6 (1d6/x3) 
  Base Atk +2; Grp +0 
  Atk Options Power Attack  
  Abilities Str 13, Dex 16, Con 13, Int 12, Wis 8, Cha 8 
  Feats Improved Initiative, Power Attack, Weapon 
  Focus (greatsword) 
  Skills Balance +2, Climb +5, Escape Artist +2, 
  Handle Animal +1, Hide +6, Intimidate +4, Jump 
  +0, Move Silently +6, Ride +10  
  Possessions masterwork greatsword, longbow, 
  morningstar, masterwork chain shirt 
   
  8: BACK IN GREYHAWK 
  AGITATOR 
  CR 2 
  Male human rogue 2 
  N Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 11 (2 HD)  
  Resist evasion 
  Fort +1, Ref +5, Will +0 
  Speed 30 ft. (6 squares) 
  Melee mwk sap +3  (1d6+1) or  
  Melee club +2  (1d6+1) 
  Base Atk +1; Grp +2 
  Atk Options sneak attack +1d6 
  Abilities Str 12, Dex 14, Con 13, Int 8, Wis 10, Cha 
  15 
  SQ trapfinding 
  Feats Improved Initiative, Skill Focus (Perform 
  [oratory]) 
  Skills Balance +4, Bluff +7, Diplomacy +7, Escape 
  Artist +7 , Gather Information +7, Intimidate +4, 
  Jump +3, Perform (oratory) +10 , Sense Motive +5, 
  Sleight of Hand +9 , Tumble +7  
  Possessions masterwork sap, club, masterwork 
  studded leather  
   
  GREYHAWK COMMONER 
  CR1/2 
  Male human commoner 1 
  N Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot -1 
  Languages Common 
  AC 11, touch 10, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 3 (1 HD) 
  Fort +1, Ref +2, Will -1 
  Speed 30 ft. (6 squares) 
  Melee club +1  (1d6+1) 
  Base Atk +0; Grp +1 
  Abilities Str 12, Dex 11, Con 13, Int 8, Wis 9, Cha 10 
  Feats Lighting Reflexes, Skill Focus (Handle Animal) 
  Skills Handle Animal +7, Listen +3  
  Possessions club, heavy clothes (padded armor) 
   
  
  COR7-08 Sins of the Father 
   
  Page 18 
  APL 4 
  6: THE ERY CONCLAVE 
   
  GNOLL SHAMAN 
  CR 5 
  Female gnoll cleric 4 
  CE Medium humanoid (gnoll) 
  Init +0; Senses darkvision 60 ft.; Listen +9, Spot +9 
  Languages Gnoll  
  AC 21, touch 10, flat-footed 21 
   (+8 armor, +2 shield, +1 natural) 
  hp 54 (6 HD)  
  Fort +10, Ref +1, Will +8 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 morningstar +9 (1d8+4) or  
  Melee dagger +7 (1d4+3/19-20) 
  Base Atk +4; Grp +7 
  Special Actions command undead 1/day (-2, 2d6+2, 
  4th), spontaneous casting (inflict spells) 
  Cleric Spells Prepared (CL 4th): 
   2nd—bull’s strength, cure moderate wounds, death 
  knell, invisibilityD 
   1st—bless, magic weaponD, protection from good, 
  sanctuary (DC 15), shield of faith 
   0—cure minor wounds (2), detect magic, guidance, 
  resistance 
  D: Domain spell. Deity: Erythnul. Domains: Trickery, 
  War  
  Abilities Str 17, Dex 10, Con 16, Int 10, Wis 18, Cha 
  6 
  Feats Combat Casting, Improved Toughness, Martial 
  Weapon Proficiency (morningstar), Skill Focus 
  (Concentration), Weapon focus (morningstar)  
  Skills Concentration +15 (+19 casting defensively), 
  Knowledge (religion) +3, Listen +9, Spellcraft +2, 
  Spot +9 
  Possessions +1 morningstar, masterwork full plate, 
  masterwork heavy steel shield, dagger, periapt of 
  wisdom +2 
   
  8: BACK IN GREYHAWK 
  AGITATOR 
  CR 4 
  Male human rogue 4 
  N Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 15, touch 12, flat-footed 13; +1 against traps, 
  uncanny dodge 
   (+2 Dex, +3 armor) 
  hp 24 (4 HD) 
  Resist evasion 
  Fort +1, Ref +5 (+6 against traps), Will +0 
  Speed 30 ft. (6 squares) 
  Melee mwk sap +6  (1d6+1) or  
  Melee club +4  (1d6+1) 
  Base Atk +3; Grp +4 
  Atk Options sneak attack +2d6 
  Abilities Str 12, Dex 14, Con 14, Int 8, Wis 10, Cha 
  16 
  SQ trapfinding 
  Feats Improved Initiative, Skill Focus (Perform 
  [oratory]), Weapon Finesse  
  Skills Balance +4, Bluff +10, Diplomacy +14, Escape 
  Artist +9 , Gather Information +10, Intimidate +5, 
  Jump +3, Perform (oratory) +13, Sense Motive +7, 
  Sleight of Hand +11, Tumble +9  
  Possessions masterwork sap, club, masterwork 
  studded leather 
   
  GREYHAWK THUG 
  CR 1 
  Male human warrior 2 
  N Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common 
  AC 12, touch 11, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 16 (2 HD)  
  Fort +5, Ref +1, Will +1 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +4  (1d3+2) or  
  Melee club +4  (1d6+3) 
  Base Atk +2; Grp +4 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Improved Initiative, Improved Unarmed Strike 
  Skills Climb +3, Handle Animal +4, Intimidate +4 , 
  Jump +6, Ride +3  
  Possessions club, heavy clothes (padded armor) 
   
  GREYHAWK COMMONER 
  CR1/2 
  Male human commoner 1 
  N Medium humanoid (human) 
  Init +0; Senses Listen +3, Spot -1 
  Languages Common 
  AC 11, touch 10, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 3 (1d4+1 HD)  
  Fort +1, Ref +2, Will -1 
  Speed 30 ft. (6 squares) 
  Melee club +1 (1d6+1) 
  Base Atk +0; Grp +1 
  Abilities Str 12, Dex 11, Con 13, Int 8, Wis 9, Cha 10 
  Feats Lighting Reflexes, Skill Focus (Handle Animal) 
  Skills Handle Animal +7, Listen +3  
  Possessions club, heavy clothes (padded armor)
  
  COR7-08 Sins of the Father 
   
  Page 19 
  APL 6 
  6: THE ERY CONCLAVE 
  GNOLL SHAMAN 
  CR 7 
  Female gnoll cleric 6 
  CE Medium humanoid (gnoll) 
  Init +0; Senses darkvision 60 ft. Listen +9, Spot +9 
  Languages Gnoll  
  AC 23, touch 10, flat-footed 13 
   (+9 armor, +3 shield, +1 natural) 
  hp 71 (8 HD) 
  Fort +11, Ref +2, Will +9 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft. 
  Melee +1 morningstar +11 (1d8+5) or  
  Melee dagger +9 (1d4+4/19-20) 
  Base Atk +5; Grp +8 
  Special Actions command undead 1/day (-2, 2d6+4, 
  6th), spontaneous casting (inflict spells) 
  Combat Gear pearl of power (1st-level spell)  
  Cleric Spells Prepared (CL 6th): 
   3rd—blindness/deafness (2), dispel magic, magic 
  vestmentD 
   2nd—bull’s strength, cure moderate wounds, death 
  knell, invisibilityD, sound burst 
   1st—bless, magic weaponD, protection from good, 
  sanctuary (DC 15), shield of faith 
   0—cure minor wounds (x2), detect magic, 
  guidance, resistance 
  D: Domain spell. Deity: Erythnul. Domains: Trickery, 
  War  
  Abilities Str 18, Dex 10, Con 16, Int 10, Wis 18, Cha 
  6 
  Feats Combat Casting, Improved Toughness, Martial 
  Weapon Proficiency (morningstar), Skill Focus 
  (Concentration), Weapon focus (morningstar)  
  Skills Concentration +17 (+21 casting defensively), 
  Heal +6, Knowledge (religion) +3, Listen +9, 
  Spellcraft +2, Spot +9 
  Possessions combat gear plus dagger, +1 
  morningstar, +1 full plate, +1 heavy steel shield 
  periapt of wisdom +2  
   
  8: BACK IN GREYHAWK 
  AGITATOR 
  CR 6 
  Male human rogue 6 
  N Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 17, touch 12, flat-footed 17; +2 against traps, 
  uncanny dodge 
   (+2 Dex, +4 armor, +1 shield) 
  hp 35 (6 HD)  
  Resist evasion 
  Fort +4, Ref +7 (+9 against traps), Will +2 
  Speed 30 ft. (6 squares) 
  Melee +1 sap +8  (1d6+2) or  
  Melee club +5  (1d6+1) 
  Base Atk +4; Grp +5 
  Atk Options sneak attack +3d6 
  Abilities Str 12, Dex 14, Con 14, Int 8, Wis 10, Cha 
  16 
  SQ trapfinding 
  Feats Improved Initiative, Skill Focus (Perform 
  [oratory]), Weapon Finesse, Weapon Focus (sap) 
  Skills Balance +3, Bluff +12, Diplomacy +16, Escape 
  Artist +10, Gather Information +12, Intimidate +5, 
  Jump +2, Perform (oratory) +15, Sense Motive +9, 
  Sleight of Hand +13, Tumble +10  
  Possessions +1 sap, club, chain shirt, masterwork 
  buckler 
   
  GREYHAWK THUG 
  CR 3 
  Male human warrior 4 
  N Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 29 (4 HD) 
  Fort +6, Ref +2, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk sap +8 (1d6+3) or  
  Melee unarmed strike +4 (1d3+2) or  
  Melee mwk club +8 (1d6+4) 
  Base Atk +4; Grp +11 
  Atk Options Improved Grapple 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike 
  Skills Climb +3, Handle Animal +4, Intimidate +4, 
  Jump +6, Ride +3  
  Possessions masterwork club, masterwork studded 
  leather armor, masterwork sap 
   
  GREYHAWK COMMONER 
  CR 1 
  Male human commoner 2 
  N Medium humanoid (human) 
  Init +0; Senses Listen +4, Spot -1 
  Languages Common 
  AC 11, touch 10, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 7 (2d4 HD) 
  Fort +1, Ref +2, Will -1 
  Speed 30 ft. 
  Melee club +2 (1d6+1) 
  Base Atk +1; Grp +2 
  Combat Gear club, heavy clothes (padded armor) 
  Abilities Str 12, Dex 11, Con 13, Int 8, Wis 9, Cha 10 
  Feats Lighting Reflexes , Skill Focus (Handle Animal) 
  Skills Handle Animal +8, Listen +4 , Ride +2  
  
  COR7-08 Sins of the Father 
   
  Page 20 
  APL 8 
  6: THE ERY CONCLAVE 
  GNOLL SHAMAN 
  CR 9 
  Female gnoll cleric 8 
  CE Medium humanoid (gnoll) 
  Init +0; Senses darkvision 60 ft. Listen +10, Spot +10 
  Languages Gnoll 
  AC 24, touch 10, flat-footed 14 
   (+10 armor, +3 shield, +1 natural) 
  hp 88 (10 HD) 
  Fort +12, Ref +2, Will +11 
  Speed 20 ft. in full plate (4 squares), base movement 30 
  ft. 
  Melee +1 morningstar +13/+8 (1d8+5) or  
  Melee dagger+10/+5 (1d4+4/19-20) 
  Base Atk +5; Grp +8 
  Special Actions command undead 1/day (-2, 2d6+6, 
  8th), spontaneous casting (inflict spells) 
  Combat Gear pearl of power (1st-level spell)  
  Cleric Spells Prepared (CL 10th): 
   4th—confusionD (DC 19), cure critical wounds, death 
  ward, freedom of movement,  
   3rd—blindness/deafness (DC 18) (2), dispel magic 
  (2), magic vestmentD 
   2nd—bull’s strength, cure moderate wounds, death 
  knell, invisibilityD, sound burst. 
   1st—bless, cure light wounds, magic weaponD, 
  protection from good, sanctuary (DC 15), shield of 
  faith 
   0—cure minor wounds (x2), detect magic, guidance, 
  resistance, virtue 
  D: Domain spell. Deity: Erythnul. Domains: Trickery, 
  War  
  Abilities Str 18, Dex 10, Con 16, Int 10, Wis 20, Cha 6 
  Feats Combat Casting, Improved Toughness, Martial 
  Weapon Proficiency (morningstar), Practiced 
  Spellcaster (cleric), Skill Focus (Concentration), 
  Weapon focus (morningstar)  
  Skills Concentration +19 (+23 casting defensively), 
  Heal +7, Knowledge (religion) +5, Listen +10, 
  Spellcraft +2, Spot +10 
  Possessions combat gear plus dagger, +1 morningstar, 
  +2 full plate, +1 heavy steel shield, periapt of wisdom 
  +4 
   
  8: BACK IN GREYHAWK 
  AGITATOR 
  CR 8 
  Male human rogue 8 
  N Medium humanoid (human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 18, touch 12, flat-footed 18; +2 against traps, 
  improved uncanny dodge, uncanny dodge 
   (+2 Dex, +5 armor, +1 shield) 
  hp 46 (8 HD)  
  Resist evasion 
  Fort +4, Ref +8 (+10 against traps), Will +2 
  Speed 30 ft. (6 squares) 
  Melee +1 sap +10/+5  (1d6+2) or  
  Melee club +7/+2  (1d6+1) 
  Base Atk +6; Grp +7 
  Atk Options sneak attack +4d6 
  Abilities Str 12, Dex 14, Con 14, Int 8, Wis 10, Cha 17 
  SQ trapfinding 
  Feats Improved Initiative, Skill Focus (Perform 
  [oratory]), Weapon Finesse, Weapon Focus (sap) 
  Skills Balance +4, Bluff +14, Diplomacy +18, Escape 
  Artist +13, Gather Information +14, Intimidate +5, 
  Jump +3, Perform (oratory) +17, Sense Motive +11, 
  Sleight of Hand +15, Tumble +13  
  Possessions +1 sap, club, chain shirt, masterwork 
  buckler 
   
  GREYHAWK THUG 
  CR 3 
  Male human warrior 4 
  N Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common 
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 31 (4 HD) 
  Fort +6, Ref +2, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk sap +8 (1d6+3) or  
  Melee unarmed strike +4 (1d3+2) or  
  Melee mwk club +8 (1d6+4) 
  Base Atk +4; Grp +11 
  Atk Options Improved Grapple 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8 
  Feats Improved Grapple, Improved Initiative, Improved 
  Unarmed Strike 
  Skills Climb +3, Handle Animal +4, Intimidate +4, Jump 
  +6, Ride +3  
  Possessions masterwork club, masterwork studded 
  leather armor, masterwork sap 
   
  GREYHAWK COMMONER 
  CR 2 
  Male human commoner 3 
  N Medium humanoid (human) 
  Init +0; Senses Listen +5, Spot -1 
  Languages Common 
  AC 11, touch 10, flat-footed 11 
   (+1 Dex, +1 armor) 
  hp 10 (3 HD) 
  Fort +4, Ref +3, Will +0 
  Speed 30 ft. (6 squares) 
  Melee club +2  (1d6+1) 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 11, Con 13, Int 8, Wis 9, Cha 10 
  Feats Great Fortitude, Lighting Reflexes, Skill Focus 
  (Handle Animal) 
  Skills Handle Animal +9, Listen +5, Ride +2 
  Possessions club, heavy clothes (padded armor) 
  
  COR7-08 Sins of the Father 
   
  Page 21 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you get a HD (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a HD, (such as by losing a level) you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter’s bonus feats. 
   
  Source: Complete Warrior 101 
   
  Practiced Spellcaster  
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisites: Spellcraft 4 ranks 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your Hit Dice. 
  However, even if you can’t gain from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus.  
   
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If 
  he later gained a fighter level he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must 
  choose which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who had selected this feat twice 
  would cast cleric spells as an 8th-level caster and 
  wizard spells as a 9th-level caster. 
   
  Source: Complete Arcane 82 
  
  COR7-08 Sins of the Father 
   
  Page 22 
  APPENDIX 3: THE LAW IN GREYHAWK 
  PCs in the Free City of Greyhawk are adventuring in 
  an urban environment. It is perfectly possible, 
  therefore, that they might do something to get 
  themselves arrested. Thus, a few words about law, 
  justice, crime, and punishment are in order.  
   
  The level and efficacy of law enforcement in the 
  Free City is constantly in flux depending on the aims 
  and goals of those in charge. Recently, some changes 
  on the Directing Oligarchy have enabled the Lord 
  Mayor, Nerof Gasgal, to reassert his authority. This has 
  resulting in a tightening of the laws, particularly in the 
  areas of public safety and smuggling. Relevant minor 
  laws appear, below. 
   
  UNUSUAL COMPANIONS 
  The Free City is a sprawling and cosmopolitan urban 
  center and as such, there are rules and regulations 
  dealing with the presence of the animal companions, 
  familiars, and more fantastic followers that a PC might 
  bring with her. 
   
  In general, PCs that are accompanied by normal 
  animals (that is, creatures with the animal type) are not 
  bothered by the guards, provided that it is Medium-
  sized or smaller. If the animal is normally carnivorous 
  (such as a wolf or Medium- or smaller-sized dinosaur), 
  the PC is required to demonstrate her ability to control 
  that beast, as well as to show some form of restraint 
  upon it – a muzzle, or at the very least a collar and 
  leash. They will also have to purchase a license for it at 
  a cost of 1 gp per base HD. 
   
  Large-sized non-carnivorous animals are also 
  acceptable, though depending on the animal it may 
  also be required to be restrained/collared (common 
  sense should prevail; a horse, even a warhorse, doesn’t 
  need to be led around by a collar; a rhinoceros is a 
  different matter!) They will also have to purchase a 
  license for it at a cost of 5 gp per base HD for any 
  animal other than a horse. 
   
  For more fantastic creatures (such as the types of 
  creatures gained by the Improved Familiar feat, or 
  more exotic animal companions or followers), the PC 
  must purchase a license for it at a cost of 10 gp per base 
  HD. 
   
  If the PC wishes, the companion can be snuck into 
  the city if it could be hidden from the guards in the 
  first place (perhaps in a pocket, an extradimensional 
  space, or by invisibility). Warn the player that if they are 
  caught with the companion, they earn the Arrested! AR 
  item (see below). 
   
  WEAPON AND SPELL RESTRICTIONS 
  The Free City regulates the use of weapons and spells 
  within its walls. In regards to magic the laws are: 
  • 
  Generally, Greyhawk strongly controls magic use, 
  prohibiting the use of such except in moments of 
  extreme personal danger.  
  • 
  Spells that do not damage a foe, such as hold person, 
  are permitted. 
  • 
  Spells that do damage only to a foe, such as magic 
  missile, are allowed, but only in self-defense.  
  • 
  Spells that damage a wide area, like fireball, bring a 
  prosecution for property damage and any other 
  relevant charges included murder, except in 
  exceptional circumstances. 
  • 
  Spells that are mentally intrusive, like detect evil, 
  are frowned upon. Spells that can be used for a 
  variety of illicit purposes, like invisibility, are also 
  disapproved of. However, the use of either type of 
  spell is legal. 
   
  In regards to weapons the rules are: 
  • 
  It is legal to carry the following weapon types: 
  dagger, dart, sling, staff, club, hammer and other 
  similar weapons. They should be tied to one’s belt 
  or in a scabbard whenever possible. 
  • 
  Swords, axes and other similar weapons may be 
  carried through the streets but they must be in a 
  scabbard or leather head-case. Characters wanting 
  to carry such weapons in the city must purchase a 
  license (5 gp for one-handed, 20 gp for two-
  handed weapons). Licenses are valid for one week. 
  • 
  Polearms, spears and other large weapons such as 
  crossbows and bows are banned. Visitors must 
  deposit these with the Guild of Nightwatchmen 
  who maintain a secure storage facility warded with 
  powerful magics maintained by the Guild of 
  Wizardry. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller. Normally, PCs can 
  hide weapons in extra dimensional spaces without fear 
  of their discovery. 
   
  TWO MINOR LAWS 
  Greyhawk charges a 3 gp Freesword Tax to any 
  adventurers 
  entering 
  the 
  city. 
  Without 
  this, 
  adventurers can’t talk with any patrons, or sell any loot. 
   
  Greyhawk prohibits owning, and thus selling, any 
  idol or symbol of any Evil deity. Individuals finding 
  such items must turn them over to the authorities to be 
  destroyed. If the PC wishes, illegal idols can be snuck 
  into the city if they could have been hidden from the 
  guards in the first place (perhaps in a pocket, an 
  extradimensional space, or perhaps via invisibility). 
  Warn the player that if they are caught, they earn the 
  Arrested! AR item (see below). 
   
  BREAKING THE LAW 
  If a PC wants to avoid paying the fees listed above, he 
  can usually smuggle the contraband items past the 
  
  COR7-08 Sins of the Father 
   
  Page 23 
  guards. Doing so requires a DC 10 Wisdom check to 
  avoid attracting suspicion and provoking a search. The 
  guards also perform random searches, and these will be 
  specified in adventures from time to time. If a PC is 
  caught smuggling, he is punished as noted below. 
   
  If a PC is caught carrying illegal weapons inside 
  the city, the weapons are confiscated until he leaves, 
  and the PC is fined 10% of the value of the confiscated 
  weapons (to a maximum amount of 100 gp x APL). 
   
  If a PC uses a damaging spell in a non-life 
  threatening situation they are fined 10 gp x APL. If 
  they kill someone, it if treated as murder. 
   
  Use of an area damaging spell (fireball, for 
  example) attracts a fine of 100 gp x APL. 
   
  Use of intrusive spells does not attract a fine, but 
  the caster suffers a -2 circumstance penalty on all 
  Diplomacy checks against people who saw him cast the 
  spell (or have been told he did so). 
   
  These fines are halved if the offender was 
  defending the city or helping the authorities in some 
  way when you commit the offense. They may be 
  waived by the adventure text. 
   
  Being caught smuggling in an animal requires the 
  offender to buy a license and pay a fine equal to double 
  the cost of the license. This must be paid even if the 
  animal is already dead. 
   
  Those avoiding the Freesword Tax caught talking 
  with patrons or selling the proceeds of their 
  adventurers, are fined 1,000 gp and treated as if they 
  are smuggling all items found with you.  
   
  The penalty for worshiping an Evil deity is either 
  death (for cult leaders and priests) or confiscation of all 
  goods and banishment for all other involved 
  individuals. Those caught with an icon or holy symbol 
  of an evil deity have all their goods confiscated and are 
  banished from the city (unless they can prove they 
  were about to hand the item over to the authorities or a 
  good-aligned church for destruction).  
   
  AVOIDING THE PENALTY FOR 
  BREAKING THE LAW 
  Once you’ve been caught, there remains one way to 
  avoid the penalty – commit another crime. Namely, 
  bribe the City Watch. Greyhawk being what it is, this is 
  almost expected. Bribery is a simple matter of offering 
  the City Watch some portion of the expected fine to 
  simply look the other way. Treat this as a Diplomacy 
  check with the City Watch being indifferent. If they 
  become unfriendly, you must pay the full fine. If they 
  remain indifferent, you must pay 80% of the fine. If 
  they become friendly, they only take 60% of the fine. 
  And if you make them helpful, they let you off for only 
  40% of the normal fine. 
   
  Additionally, some AR favors from previous 
  adventures provide exemption from some of the rules 
  of the city or make avoiding those rules harder (this list 
  will be periodically updated to include relevant favors 
  from recently released adventures): 
   
  COR3-12 Traitor’s Road – Wrath of the 
  Greyhawk Assassin’s Guild: For the duration of this 
  disfavor, you always get searched when entering the 
  City, and can never make the City Watch helpful with 
  a bribe attempt. 
   
  COR6-03 Riders of the Grave – Nightwatch: 
  Members in good standing of the Nightwatch are 
  exempt from all weapon restrictions in the City. 
    
  COR5-04 Desecrators of the Lord’s Tomb – 
  Thanks of the City Watch: The luxury upkeep 
  includes free licenses, and automatic helpful results on 
  any bribe attempts with the City Watch. 
    
  COR5-05 A Marked Man – Disfavor of Skaelin: 
  In addition to direct confrontations, members of the 
  Thieves’ Guild will inform on you if you use 
  contraband weapons or damaging magic in any public 
  place. 
    
  COR5-19 Retribution – Nemesis of the 
  Thieves’ Guild: You always get searched when 
  entering the City, and can never make the City Watch 
  helpful with a bribe attempt. 
   
  COR6-10 Murder in Elmshire – Favor of the 
  City Watch: The rich upkeep includes free licenses, 
  and automatic friendly results on any bribe attempts 
  with the City Watch. 
  
  COR7-08 Sins of the Father 
   
  Page 24 
  DM MAPS 
  MAP 1 DOMAIN OF GREYHAWK AND LOCATIONS OF INTEREST FOR THE 
  ADVENTURE 
   
  
  COR7-08 Sins of the Father 
   
  Page 25 
  MAP 2: ENCOUNTER 1— THE HUMANOID AMBUSH 
   
   
  Gnoll in Orange 
  Goblins in White 
   
  MAP 3: ENCOUNTER 5 MAP−−ROAD BY THE LAKE 
  
  COR7-08 Sins of the Father 
   
  Page 26 
  MAP 4: ENCOUNTER 6 MAP: THE GNOLL SHAMAN'S LAIR 
  This map was taken from http://www.wizards.com/default.asp?x=dnd/mwa/archiveall 
  
  COR7-08 Sins of the Father 
   
  Page 27 
  MAP 5: ENCOUNTER 8: STREETS OF GREYHAWK 
  Place the Agitator, the thugs and the commoner in a way they will block the PC’s way to the Hall of Justice. 
   
  
  COR7-08 Sins of the Father 
   
  Page 28 
  PLAYER HANDOUT 1 
  SECRETARY TISSEN’S SPEECH 
  “Do you know about the River of Blood murders? 
  Doesn’t matter I will tell you about them anyway. It all 
  started in 565CY when eight children disappeared. 
  One of the largest manhunts in the city’s history took 
  place and finally, Sir Bluto Sans Pite was proven to be 
  the kidnapper. He sacrificed the poor kids to some 
  dark, vile deity.” 
   
  “Sir Bluto was a Knight of the realm. However, he 
  confessed to my predecessors before he escaped with 
  the help of Rhenee allies. Last I heard he had joined 
  with bandits in White Plume Mountain. I’m pretty 
  sure he’s met his doom by now.” 
   
  “Now, this brings us to the problem at hand and 
  the reason you were brought to me. This morning, 
  through that same door you came in. A man calling 
  himself Sir Hendry entered the room. With all the 
  calm in the world, he introduced himself as Sir Bluto’s 
  son and claimed Bluto House as his own…” 
   
  “This house has been seized by the government of 
  Greyhawk, but due to its sinister reputation, it laid 
  abandoned for years.” 
   
  The Inspector reclines back in his chair, but his 
  expression doesn’t improve. 
   
  “Now, he has requested to have his claim judged 
  by a religious court. And he has named YOU to serve as 
  his aide. The Lord Mayor of Greyhawk is following this 
  case and wishes you to understand the importance of 
  this case. Do not let the Lord Mayor down.” 
  
  COR7-08 Sins of the Father 
   
  Page 29 
  PLAYER HANDOUT 2 
  THE RIVER OF BLOOD MURDERS 
  An investigation at the Great Library of Greyhawk 
  reveals a fair amount of information about the River of 
  Blood murders, which haunted the city back in 565CY. 
  The murders began as a series of abductions of upper 
  class children, many of whom were apparently 
  snatched from their homes. The children ranged in 
  ages from six to thirteen. Both boys and girls were 
  abducted. No matter how hard you look, however 
  identities of the children cannot be ascertained. 
   
  Suspicion fell upon the Thieves Guild, triggering 
  press gangs of hired “vigilance committee” members 
  (working at the behest of the families of the abducted) 
  poking their noses south of Black Gate, in Old City, the 
  haunt of thieves and the deathly impoverished. As 
  might be suspected, these searches and accusations led 
  to violence and the destruction of property, and what 
  had begun as an affair of the well-to-do soon spread 
  through Old and New city alike, affecting the lives of 
  both the rich and poor. 
   
  The searches turned up nothing, and after two 
  weeks, even the watch threw up their hands in 
  frustration. Then, the criminal behind the abductions 
  made himself known in a hideously violent act of 
  confession. Merchants traveling east on High Street 
  from the High Market to the Duke’s Gate noticed it 
  first. The waters of the Millstream, the thin creek that 
  runs throughout the entire city ran red with blood. 
   
  Tracing the blooded river north, investigators 
  came upon an iron gate set against a steep hill, atop 
  which stood the lordly manner of Sir Bluto, knight 
  bachelor of the city of Greyhawk. The Millstream, 
  according to city records, emerged from the ground in 
  a natural cave beyond the grate. The key to the grate, 
  according to those same records, was held in trust by 
  none other than the knightly Sir Bluto himself. 
   
  By the time the investigators pried open the grate, 
  Sir Bluto had wandered into the High Quarter watch 
  station, where he confessed to his grisly crime. Though 
  imprisoned, he soon escaped his captors. Some say he 
  fled across the Nyr Dyv with a band of renegade 
  Rhenee bargemen. Reports of adventurers more than a 
  decade later placed him within the storied edifice 
  known as White Plume Mountain. He has never been 
  brought to justice. Before fleeing Greyhawk, however, 
  Sir Bluto had left a farewell present, of sorts. 
   
  The investigators discovered that the caves below 
  Sir Bluto’s estate had been refined, most likely by some 
  long-dead tenant. Ancient wooden doors and walls 
  divided the caves into a number of different chambers. 
  One of these chambers clearly had been used as a 
  holding pen for the children, as it stank of sweat and 
  filth. A thin, dark flight of stairs led from the caves to 
  the house above, allowing the passage from the world 
  of the city to the underworld without risk of being 
  seen. 
   
  And an underworld it was. Near the center of the 
  cavern, where the stream bubbled up from a natural 
  spring, investigators discovered the mutilated bodies of 
  the eight missing children, which had been hanged 
  from barbed chains from the cavern’s ceiling, their 
  lifeblood draining from the quasi-mystical symbols 
  carved into their flesh to the flowing water beneath 
  them. Conventional (though after the fact fiercely 
  covered-up) wisdom suggested that the vile Sir Bluto 
  had worshipped fiends in this hidden sanctum, and 
  that the either dangling corpses had been the 
  culmination of his devotion to his infernal masters.  
   
  The official story was that Sir Bluto was a madman 
  which, of course, he must have been. The people, with 
  the help and urging of the government, put the 
  killings behind them, for the most part remembering 
  them only by the sobriquet they had picked up thanks 
  to the lurid image first espied by the merchants on 
  High Street: the River of Blood murders.  
   
  Sir Bluto’s home, within the shadow of the Guild 
  of Wizardry, has remained vacant all these years. The 
  key to the grate, ever since the day the bodies were 
  removed from the caves, has been in the care of the 
  city watch. 
   
  Text copied from COR1-03 River of Blood by Erik Mona. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR7-08 Sins of the Father (3E).pdf