TEXT:  
  SND3-M02 
   
   
   
   
   
   
   
   
   
   
  Harsh Words 
   
  A Mini-Module  
  LIVING GREYHAWK Adventure 
  APLs 2-8 
   
  Part of the Iron Soldiers Series. 
  Version 1.0 
   
  by Pieter Sleijpen 
  Editor: Maya Deva Kniese 
   
   
   
  There has been peace between Ahlissa and Sunndi since the end of the Greyhawk Wars. Due to the 
  blockade of the Tilva Strait by the Scarlet Brotherhood and the tension with Ahlissa, markets to the west 
  of Sunndi have remained closed for Sunndian goods. The time is ripe for negotiations for a trade 
  agreement with Ahlissa. These negotiations are of special importance because relations between Sunndi 
  and Ahlissa need to be at their best or else helping the Onnwalians fight the Scarlet Brotherhood will be 
  impossible. Centuries of war though cannot be forgotten as easily as some people might hope.  
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
  
  Harsh Words 
   
  Page 2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure. It may help 
  to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one 
  d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense 
  of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple 
  as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least 
  three players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rule books during 
  certain times of play. For example, the players are 
  not free to consult the DUNGEON MASTER’S Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM score the game. The RPGA 
  has three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. That 
  is all. No one is rated. This method is used for 
  people who are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal 
  and event information, but does not rate the 
  players as a team or vote for players. This 
  method is used when there is no competition, 
  but the event coordinator wants information on 
  how the game masters are performing, or the 
  game master wants feedback on his or her 
  own performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This 
  method is used when the players want to know 
  who played the “best” amongst the group, or 
  when the adventure is run in tournament 
  format with winners and prizes.  
   
  When using voting, rank the players in order of 
  your voting choice while they are completing their 
  forms, so that you are not influenced by their 
  comments on your abilities. It’s a good idea to 
  have the players vote while you determine 
  treasure and experience awards for the scenario.  
  
  Harsh Words 
   
  Page 3 
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. It players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK Levels of 
  Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  you may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. 
  This is a free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  1. A group of APL 1 characters that desires 
  an extra hand can “enlist an iconic.” The 
  stats for the 1
  st level versions or Tordek, 
  Mialee, Lidda, and Jozan are included at 
  the end of this adventure. The group may 
  pick one of these characters to 
  
  Harsh Words 
   
  Page 4 
  accompany them on the adventure. The 
  DM controls that NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a mini-module adventure set in Sunndi. 
  The nature of mini-modules is such that they are 
  not play-tested to ensure appropriate challenge; all 
  participants must understand that this is a risk. All 
  Sunndian characters pay one Time unit to 
  participate in the adventure. Characters from other 
  regions pay double that amount. Adventurer’s 
  Standard Upkeep costs 12 gp (or 24 gp). Rich 
  Upkeep costs 50 gp (or 100 gp), and Luxury 
  Upkeep costs 100 gp (or 200 gp).  
   
  Adventure Summary and 
  Background 
  This scenario is part of a series of scenarios better 
  known as the Iron Soldiers Series, which revolves 
  around gaining help for the Onnwal freedom 
  fighters in their struggle against the Scarlet 
  Brotherhood. It is the 3
  rd scenario of that series in 
  Sunndi, which included Blood of Innocent and 
  mini-module The Onnwalian Envoy. The scenario 
  itself is not directly related to events in those two 
  adventures and they can be played in any order. 
   
  Since the liberation of Sunndi at the end of 
  583 CY, Sunndi has been at peace with its 
  neighbours. Relations with the successor states of 
  the Great Kingdom though remained strained, 
  especially since the rulers of Ahlissa never hid the 
  fact that they considered Sunndi part of their 
  kingdom. Still, cautious trade with Ahlissa has 
  started since 590 CY. There have been no official 
  trade agreements though and taxes and border 
  guards make any real trade nearly impossible. 
  Now after 10 years of peace, this might finally 
  change and negotiations between Naerie and 
  Sunndi have started. Obviously, centuries of 
  warfare are not easy to forget and there are more 
  then enough factions that would want to prevent 
  such an agreement at any costs. 
   
  The negotiations for the trade agreement will 
  take place in New Keep and representatives of the 
  Queen’s Hall will oversee the negotiations. The 
  actual negotiations will be held in the relative 
  secrecy and solitude of the Halls, because both 
  Naerie and Sunndi realize there are many factions 
  within and without their nations that would oppose 
  such an agreement.  
   
  One member of Naeries delegation, Kanghes 
  Oedil, is a young nobleman who has yet to learn a 
  lot about diplomacy. He is perhaps a bit too free 
  spirited for such a delicate mission and if it were 
  not for his father’s connections and heavy purse, 
  he probably would not have been sent along. 
  Kanghes decided he desperately needed a break 
  from the dreary negotiations, so one night he 
  sneaked off into New Keep. It is here that the PCs 
  come into the picture.  
   
   
  There will be two ways to start this adventure. If 
  the PCs in general are respected citizens of 
  Sunndi and are known for their subtlety (or have 
  expressed the wish to join the Veil), an agent of 
  the Veil will contact them and ask the PCs to go to 
  a certain tavern and get Kanghes back to the 
  compounds of the Queen' s Hall without causing a 
  scene. If on the other hand the PCs are of 
  questionable reputation or are unknown to the 
  Veil, they just happen to be in the tavern that 
  Kanghes is visiting.  
   
  At this tavern the young man gets into a 
  heated arguments with a group of Burrowers. This 
  discussion will quickly turn into a beating of the 
  young man and then a full-fledged brawl.  
   
  If the PCs do not intervene, guards will arrive 
  and arrest everybody in the tavern. In this case 
  the PCs will be placed in the same cell as the 
  young man. Here they will have a chance to chat 
  with the man -who breaks down once cooled down 
  and realizing he has done something pretty stupid- 
  and they should realize he is not such a bad chap. 
  The young man will ask the PCs to help him, 
  because clearly he does not want to reveal his 
  identity to the guards out of embarrassment. After 
  a quick interrogation, they will be released 
  together. The young man will ask the PCs to 
  escort him back to the Queen' s Halls, offering a 
  reward if necessary. 
   
  On the way to the Halls they will be attacked 
  by a small group of Oeridian assassins (Naerie 
  rebels) disguised as Burrowers. If the PCs are 
  victorious, they will get a small reward from the 
  authorities as well as a favor with the House of 
  Oedil. 
   
  If the PCs did intervene at the tavern brawl, 
  Kanghes will immediately have a chat with the 
  PCs. The young man has a likable personality 
  once his facade of an arrogant noble has been 
  pierced. Kanghes will tell who he is and he will ask 
  the PCs if they want to escort him and keep him 
  out of trouble while he will have some fun in the 
  various taverns of New Keep. Of course, he will 
  pay for their expenses. At some point he and the 
  PCs will want to return to the Halls. On their way 
  home the same assassins as described above will 
  ambush them.  
   
  If the PCs manage to keep Kanghes alive, 
  preferably by keeping any embarrassment to the 
  
  Harsh Words 
   
  Page 5 
  Naerie delegation to a minimum, trade negations 
  will continue and finally lead to an agreement. If 
  they fail, relations between Naerie and Sunndi will 
  cool down considerably with all kinds of negative 
  consequences. 
    
  Introduction 
  This adventure takes place in New Keep. When 
  the PCs were preparing spells, they were 
  expecting a normal day in New Keep. Start with 
  reading the boxed texts until after the PCs have 
  prepared their spells for the adventure.  
   
  There are two ways that this adventure can 
  start. Either the PCs are asked by an agent of the 
  Veil of the Sun to visit the tavern known as the 
  Hollow Inn to find and bring back a member of the 
  diplomatic mission of Naerie without causing 
  trouble (or at the very least preventing the trouble 
  being associated with Naerie). Or the PCs are 
  visiting the Hollow Inn for their own reasons when 
  they get caught up in a tavern brawl. Which option 
  the DM should select is dependent on the PCs at 
  the table.  
   
   Most games will start in the tavern, since the 
  Veil of the Sun is not quick to openly intervene. 
  Only when the Veil trusts the PCs will they ask the 
  PCs for this job. When determining how to start 
  the adventure, take a look at the PCs and 
  determine the dominant alignment, citizenship and 
  classes in the group. If the group consists primarily 
  of lawful neutral, lawful good and neutral good 
  PCs or they described as subtle characters with 
  the interest of Sunndi and the Iron League at their 
  heart and they are primarily Sunndians, the Veil 
  will contact them as a group. Especially if a few of 
  the PCs have a favour with the Veil or have shown 
  an interest to join the organization. Remember, 
  that the Veil has to arrange the hiring of the PCs 
  on a very short notice, so a slip up of one or two 
  PCs that never should be hired for a mission like 
  this should be explained easily. 
   
  If -and only if- one or two PCs fit the above 
  description, while the Veil never would hire the 
  rest, then as an option the DM could take the 
  players of these PCs apart and give them the Veil 
  introduction while the rest will start at the Hollow 
  Inn. Only do this when those PCs are actually 
  interested in becoming members of the Veil or are 
  already members of the Veil. 
   
  Read aloud the following when opting for the Veil 
  option: 
   
  You were expecting to spend a quiet night 
  in New Keep, but it was not to be. Just after 
  you ate your dinner you were contacted by 
  Mirana Rinak*, an employee of the Sunndian 
  government. She asked you politely if you 
  would 
  be 
  interested 
  in 
  a 
  job 
  of vital 
  importance to Sunndi and the Iron League and 
  since she also offered good gold you agreed 
  readily. 
   
  Apparently one of the aide’s -Kanghes 
  Oedil, 
  the 
  son 
  of 
  an 
  important 
  Naerie 
  nobleman- of the Naerie envoys has decided to 
  disappear into New Keep to have some fun. 
  There would be nothing wrong with this, were 
  it not that the young man has shown himself 
  to be a strong supporter of Ahlissa and lacking 
  the sense to keep his ideals hidden. Chances 
  are he will get into serious trouble in New 
  Keep with all the negative consequences for 
  the success of the negotiations between 
  Naerie and Sunndi. 
   
  Besides the risk for a fight with the locals, 
  the young man would also be a tempting 
  target for assassins. After all, there are more 
  then enough factions within and without 
  Sunndi that would oppose the success of the 
  trade negotiations currently going on. The 
  Queen’s Halls are heavily guarded against 
  such intrusions, but the man did not take any 
  bodyguards with him. Mirana did remind you 
  that it is not public knowledge that the 
  negotiations are going on, and that of course, 
  no matter what happens, you should try to 
  avoid connecting anything you or Kanghes 
  will do with the Naerie diplomats. 
   
  When you asked Mirana where Kanghes 
  might have gone to, she was quite certain he 
  would be at the Hollow Inn. Apparently 
  Kanghes had spoken with some of the guards 
  at the Queen’s Halls about a good tavern in 
  New Keep and he seemed to have had a 
  particular interest in this tavern. Since this 
  tavern is also a favourite place for Hollow 
  Highlanders, Mirana is particular worried 
  Kanghes might end up dead by a dagger from 
  one of those undisciplined hill-men.  
   
  So here you are at the entrance of the 
  Hollow Inn. 
   
   
  * Members of the Veil know her to be an agent of 
  the Veil of the Sun and main contact for agents of 
  the adventurous sort. 
   
  Before proceeding with the description of tavern, 
  allow the players to ask a few questions. The 
  Hollow Inn has a reputation of serving good ale 
  and offering good fun, but fights are pretty 
  common and people who prefer a quieter place 
  
  Harsh Words 
   
  Page 6 
  tend to avoid it. It is popular with the hill-men (both 
  humans 
  and 
  demi-humans) 
  of 
  the 
  Hollow 
  Highlands, Trithereonites and the less disciplined 
  border guards.  
   
  Mirana offered 25 gp x APL per PC for the job 
  and of course the gratitude of the Queens Halls 
  and the Sunndian government. Mirana does know 
  a lot of details on the negotiations, but the PCs do 
  not need to know those. All they need to know is 
  that the negotiations are about setting up a trade 
  route between New Keep and Naerie and that the 
  results of these negotiations will also have a larger 
  impact on Iron League matters. 
   
  Read aloud the following when the adventure 
  starts in the Hollow Inn or when the PCs enter the 
  place after the previous introduction: 
   
  The Hollow Inn is not like most other taverns 
  you have been in. It is located in the cellars of 
  a group of warehouses. The vaulted ceiling is 
  low and even at the highest points humans 
  can barely stand straight. It lacks the moisture 
  and smell though so typical of a cellar and 
  compared to many other taverns it smells 
  rather fresh. The furniture is made for various 
  different sizes and is made out of heavy wood. 
  The chairs are chained to the tables and 
  apparently the tables are nailed to the floor. 
  The area is lighted with what appears to be 
  everburning 
  torches 
  and 
  the 
  place 
  is 
  decorated with various old mining tools. 
   
  There are no side rooms and the sound of 
  talking guests and the echoing effects, creates 
  a loud droning sound that makes it difficult to 
  understand one another without speaking 
  loudly. Most of the guests are gnomes, 
  dwarves and halflings, though there are also 
  several tough looking humans. The wenches 
  of the place are all gnomes. Laughter can be 
  heard from various directions and the mood is 
  apparently light hearted. Something tells you 
  though that the people in this tavern are not 
  afraid of a good fistfight. 
   
  There are still some empty tables for you to 
  sit down. 
   
  Let the PCs wander around a bit or take a seat 
  somewhere. One of the barmaids will come over 
  to them as soon as they take a seat or are clearly 
  looking for something or somebody. Once the PCs 
  have settled down, or are directly looking for 
  Kanghes, proceed to Encounter One. 
   
  More information on the Hollow Inn can be 
  found in Appendix C. 
   
  Encounter One: 
  A Brawl too Many 
  The Hollow Inn is quite a unique inn and tavern for 
  a place like New Keep and it has a feel of it’s own. 
  It is the favourite tavern of the short folk as well as 
  the rougher but good-natured tall people of town. 
  A good description of the tavern, the inn, the fare 
  and the employees can be found at the end of this 
  scenario in Appendix C - The Hollow Inn. A 
  summary on the personalities of the more 
  important people involved in this particular scene 
  as well as their descriptions can be found in 
  Appendix A - Personalities of Note. It is advised to 
  read these carefully before running this encounter. 
   
  In one of the many corners in this tavern sits a 
  rather large group of rough looking dwarves 
  and gnomes. By the look of things, they have 
  come here directly from the wilderness as they 
  are wearing worn down but well kept clothing 
  and weaponry. Several of them are wearing the 
  symbol of a badger on a green field below a 
  blue sky on various places. They must have 
  been drinking for some time and they look 
  slightly drunk.  
   
  In itself this is nothing out of the ordinary, 
  where it not for the one human sitting right 
  next to this rowdy group. The human is of 
  Oeridian descent and he is clearly a rich man. 
  The human is holding an argument with the 
  gnomes and dwarves and it is clear from the 
  expressions on the faces of the people 
  involved that it is a heated discussion. 
   
  A knowledge [nobility and royalty] or knowledge 
  [local] check (DC 10) will allow the PCs to 
  recognize the heraldry of the dwarves and gnomes 
  as belonging to the Burrowers. The Burrowers are 
  a group of irregular soldiers from the Hollow 
  Highlands that hold allegiance to no clan in 
  particular but serve all the clans. The Burrowers 
  consist of individual bands whose attitude and 
  tactics vary with the leaders and members of that 
  group. Some bands are known to even raid 
  Ahlissa in secret. The leader of this band is a 
  dwarf by the name of Gruntar. His most vocal 
  friends are his sister Daerna and his lifelong 
  gnome friend Tallik. More information on them 
  can be found in Appendix A en B. These people 
  are rude, disrespectful and proud, but they are 
  also brave and they prefer to be left alone. 
   
  Anybody overhearing the conversation can 
  make a knowledge [local] check (DC 10) to realize 
  
  Harsh Words 
   
  Page 7 
  the human is a foreigner and if this check 
  succeeds by 5 or more the PC realizes it is a 
  Naerie accent. The human’s name is Kanghes and 
  as has been stated in the description, he is richly 
  dressed and at the start of the discussion 
  reasonably polite. Though there is a hint of pride 
  and arrogance that becomes more pronounced the 
  further the discussion goes on. 
   
  The argument between Kanghes and the 
  Burrowers is about Ahlissa and the threat the 
  nation poses. Kanghes is quite clear that he does 
  not see Ahlissa as a threat to the safety of the 
  area. According to him the Hollow Highlanders are 
  being paranoid. Overking Xavener is a king who 
  holds the fate of his people above his own. He is 
  not like Ivid. After all, he is trying to open the 
  borders for trade and he has not threatened to 
  invade Sunndi or any other nation since his 
  ascension to the throne. He brought peace to the 
  region and he kicked out the Scarlet Brotherhood. 
  The Hollow Highlanders should focus more on the 
  real enemy - the Scarlet Brotherhood. Obviously, 
  the Hollow Highlanders disagree with Kanghes. 
  They compare Xavener to a harpy. All who listen 
  to his call will fall under his spell and eventually to 
  his doom. 
   
  If the PCs step forward, play out the 
  discussion. At the same time let the players either 
  make a diplomacy or intimidate check. The choice 
  is up to the PCs, but the result will depend on what 
  the PCs have chosen. The Burrowers do not take 
  well to threats. So if the PCs opt to make an 
  intimidate check, the end result will ALWAYS be a 
  tavern brawl. The Burrowers prefer to let the PCs 
  make the first move, since that saves them some 
  trouble with the local guards. At some point 
  though, Gruntar will snap and he will attack. This 
  is the signal for the others to attack as well. 
  Casting a spell or drawing a weapon of course 
  makes the Burrowers attack immediately. That 
  said, if a spell caster seeks a quiet spot or tries to 
  hide the casting of a spell, allow an opposed hide 
  or bluff check against a spot check. 
   
  If on the other hand the PCs opt for 
  diplomacy, then there is a chance they might 
  prevent a fight. This is easier said then done since 
  Gruntar actually wants a fight and by this time 
  Kanghes is angry enough to give what the 
  Burrowers want. Gruntar will try to insult all those 
  that get involved in the argument, hoping that one 
  of the PCs will snap. Still, it is not totally 
  impossible to avert a fight. Challenging Gruntar to 
  a boxing duel is one way, making Kanghes look 
  really ridiculous is another way. Let the main talker 
  make a diplomacy check, though up to two people 
  can assist for a +2 bonus per successful assist. If 
  more people get involved the arguments become 
  difficult to follow and their assists actually give a -
  2 penalty of the check no matter what the result of 
  their check (though the players do not need to 
  know so). The basic difficulty of this check is 18 + 
  the APL. Increase the DC if the PCs are 
  demeaning to the Burrowers during actually role-
  playing the event or decrease it when you think 
  they make particular valid arguments. 
   
  At some point in the discussion a tall, poor 
  looking human with several scars gets involved in 
  the discussion as well. If the PCs try to stop the 
  argument from the start, he will step forward only 
  when the PCs appear to be successful in lowering 
  the emotions. If the PCs remain at the sideline he 
  will get involved earlier. This man, Kaltern, is an 
  old grizzled veteran with a grudge against Gruntar. 
  The only reason he gets involved is because he 
  wants an excuse to fight with the dwarf though he 
  tries to hide it behind his so-called support of 
  Kanghes. If the PCs were trying to resolve the 
  argument peacefully, he will make things very 
  difficult for them. They will have to make a second 
  diplomacy check against the same DC as before. 
  Once again, if they fail, a brawl will start. If the 
  PCs were never involved his arrival will start the 
  tavern brawl. 
   
  If a tavern brawl starts most of the Burrowers 
  will focus on the PCs. Of course, there are a lot 
  more guests and most of them will get involved. 
  Even the serving maids and the bartender throw 
  themselves into the fray with fervour. Most others 
  are 1
  st level commoners with 4 hp and an AC of 
  10. Halflings will have an AC of 12, but they have 
  a -1 on the attack and damage rolls. Gnomes will 
  have 5 hp and an AC of 11, but they also have a -
  1 on the attack and damage rolls. Use your 
  imagination when describing the tavern brawl.  
   
  After a couple of rounds of fighting, the guards 
  will arrive. The exact time should depend on the 
  fun the players are having and how successful 
  they are during the fight. After all, they should be 
  in a position to defeat the assassins later on. In 
  Encounter 2 it is described what happens if the 
  guards arrive. 
   
  APL 2 (EL 4) 
  •  Kaltern: Male human, 1
  st level warrior, hp 
  • Gruntar Strongheart: Male dwarf, 1
  st level 
  ranger, hp 
  • Daerna Strongheart: Female Dwarf, 1
  st level 
  cleric of Trithereon, hp 
  • Tallik Oakleave: Male gnome, 1
  st level warrior, 
  hp 
  • Burrowers, gnome (2): Male/female gnome, 1
  st 
  level warrior, hp 
  
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  • Burrowers, dwarf (2): Male/female dwarf, 1
  st 
  level warrior, hp 
   
  APL 4 (EL 6) 
  •  Kaltern: Male human, 1
  st level warrior, hp 
  • Gruntar Strongheart: Male dwarf, 2
  nd level 
  ranger/1
  st level fighter, hp 
  • Daerna Strongheart: Female Dwarf, 1
  st level 
  cleric of Trithereon, hp 
  • Tallik Oakleave: Male gnome, 1
  st level rogue, 
  hp 
  • Burrowers, gnome (2): Male/female gnome, 1
  st 
  level ranger, hp 
  • Burrowers, dwarf (2): Male/female dwarf, 1
  st 
  level ranger, hp 
   
  APL 6 (EL 8) 
  •  Kaltern: Male human, 1
  st level warrior, hp 
  • Gruntar Strongheart: Male dwarf, 3
  rd level 
  ranger/2
  nd level fighter, hp 
  • Daerna Strongheart: Female Dwarf, 2
  nd level 
  cleric of Trithereon, hp 
  • Tallik Oakleave: Male gnome, 1
  st level rogue/1
  st 
  level wizard (illusionist), hp 
  • Burrowers, gnome (2): Male/female gnome, 2
  nd 
  level ranger, hp 
  • Burrowers, dwarf (2): Male/female dwarf, 1
  st 
  level ranger/1
  st level fighter, hp 
   
  APL 8 (EL 10) 
  •  Kaltern: Male human, 1
  st level warrior, hp 
  • Gruntar Strongheart: Male dwarf, 4
  th level 
  ranger/3
  rd level fighter, hp 
  • Daerna Strongheart: Female Dwarf, 4
  th level 
  cleric of Trithereon, hp 
  • Tallik Oakleave: Male gnome, 1
  st level rogue/3
  rd 
  level wizard (illusionist), hp 
  • Burrowers, gnome (2): Male/female gnome, 2
  nd 
  level ranger/2
  nd level rogue, hp 
  • Burrowers, dwarf (2): Male/female dwarf, 1
  st 
  level ranger/3
  rd level fighter, hp 
   
  Treasure: Obviously the PCs should not gain 
  treasure from this encounter. If they take anything 
  that is not theirs, count it as theft. Rules for 
  dealing with this are stated in the treasure section 
  below.  
   
  The Burrowers were looking for a fight and as 
  long as the PCs fought fair, they will hold no 
  grudge. If any PC was particular insulting during 
  the argument or used steel again the Burrowers 
  things will be different. In that case they will hold a 
  grudge and that particular PC will have earned the 
  disfavour of the Burrowers. This can be noted 
  down on the AR. 
   
  Encounter Two: The Aftermath 
  The Guards Arrive 
  There is a chance the PCs are able to avoid a 
  brawl, and if so this encounter can be ignored. 
  More then likely though, a brawl will start in the 
  Hollow Inn. If this was the first tavern brawl in 
  weeks in the Hollow Inn the watch of New Keep 
  would probably react quite differently. The 
  problem is that it is the third brawl in one week 
  and the Watch is getting fed up with it. So whether 
  the PCs are innocent bystanders or active 
  participants does not matter to how the Watch will 
  react when they arrive on the scene and they will 
  arrive. 
   
  After a couple of rounds of fighting a patrol of 
  guards will arrive. They will prevent anybody of 
  leaving (unless a fire broke out or a similar 
  catastrophe makes it dangerous to stay inside). 
  One of them, sergeant Barden, will step inside and 
  order everybody to stop or face the consequences. 
  Sergeant Barden is a broad shouldered human 
  male with long braided brown hair and a booming 
  voice. Like all guards he is wearing chain mail, but 
  he is armed with a sap, long sword and shield. 
  Several scars show him to be a veteran and he 
  looks angry and on the edge of exploding. Most 
  people immediately stop fighting and there are 
  whispers of respect as well as fear. More 
  information on Barden can be found in Appendix 
  A. The regulars know this is the third time this 
  weak a brawl has started and they know the 
  Watch is getting fed-up with it. If a PC keeps 
  fighting, any NPC will keep defending himself.  
   
  Once the fighting stops, the Watch will simply 
  detain everybody in the tavern, including the 
  people working there. Obviously, there is not 
  enough space in the local prison for so many 
  people. Instead small groups of guests are placed 
  in various rooms of the Hollow Inn. Where they 
  will have to wait to be questioned one on one on 
  what happened. The PCs cannot avoid this unless 
  they want to use force against the guards (remind 
  players that doing such a thing is not wise even if 
  they can be assured of victory like a high APL 
  table). If they complain, Sergeant Barden will 
  inform them -rather irritated and loudly- that it will 
  only be for an hour or so to give him and his men 
  (and women) time to learn what was going on. If 
  they did not commit anything more serious then 
  brawling they have nothing to worry about. If 
  somebody was murdered, his reaction will be very 
  cool (the proverbial silence before the storm) until 
  
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  he has learned who did it. In any event, the PCs 
  will be brought to a room in the back of the Inn to 
  await questioning. 
   
  Since the inn is build partially underground, 
  only magic can get a PC out. Fleeing the scene is 
  risky, since the Watch will assume that people 
  who flee have something to hide. As long as the 
  PCs only used subdual damage or none-lethal 
  magic, there is little risk for being convicted of a 
  real crime. More then likely they will be released 
  within a hour or so when the Watch has sorted out 
  everything. Any Sunndian will know so, so remind 
  PCs who are thinking of all kinds of escape plans 
  of this. A tavern brawl simply is not worth angering 
  the guards and breaking the laws for. More 
  information over what to do when a PC committed 
  more serious crimes during the brawl can be found 
  below. If they insist, deal with it on a case-by-case 
  basis. Just remember that the guards will have a 
  watchdog with them at the common room and that 
  the two side exits have been bared. Of course the 
  PCs and Kanghes will be placed in one room 
  together. 
   
  Unless the PC actually killed somebody, 
  everybody will be released after being questioned 
  even if the PCs did commit a more serious crime 
  then vandalism or disturbing the peace. If one of 
  the PCs actually killed somebody, that PC will not 
  be released, but he will be brought to prison. As 
  strangers the PCs will be questioned first. Let 
  them tell what happened in character to sergeant 
  Barden.  
   
  After the interview the PCs will be left alone 
  for about an hour during which they can talk with 
  each other. Kanghes will be rather worried and 
  though he tries to be a bigger man then he is at 
  some point he will break down and tell the PCs 
  who he is and that he needs their help. All he 
  wanted was to have some fun away from protocol. 
  It was not his intention to start a brawl and now he 
  clearly fears the consequences. He will ask the 
  PCs if they either want to show him some more 
  taverns in New Keep and prevent him from 
  insulting more locals (he will pay all expenses of 
  course) or to escort him to the Queen’s Halls. If 
  pressed, he is a bit afraid for assassins, but he will 
  not give that information on his own out of fear of 
  scaring the PCs away. Try to role-play this scene 
  using the information from Appendix A. Of course, 
  if the PCs ask what is in it for them, he will say 
  that he does not have much gold, but his father is 
  a powerful man in Naerie and a weapon trader to 
  boot. He will also suggest that the government of 
  Sunndi might pay a small reward, but on that he is 
  not sure.  
   
  DMs Note: If the PCs where actually hired to keep 
  Kanghes out of trouble you might have to adjust 
  the above text. 
   
  Guards (EL 5 on all APLs) 
  [Note - If the guards are outclassed by the PCs, 
  they will let the PCs go. If any witness survives, 
  the PC will become wanted, either for questioning 
  or if having used force against the guards resisting 
  arrest. See below for how to deal with it.] 
   
  • Barden: human male, ftr 3, hp 28. 
  • Guards (5): human male/female, war 2, hp 11. 
   
  Dealing with Crimes 
  It is assumed that when the PCs get involved in a 
  tavern brawl, they will not cast spells or draw steel 
  and will not protest overly about their arrest. Of 
  course, one or more of the PCs might actually be 
  stupid enough to do exactly those things and by 
  doing so commit a (serious) crime. The Veil might 
  be able to use their influence to get a PC quick out 
  of prison for a simple brawl, but if a PC committed 
  assault, resisting an arrest or even murdered 
  somebody then it is out of the hands of the Veil. 
  Especially since the local Count is not too friendly 
  with the Veil or the King. Though in case of fine, 
  the PC might use his or her favour with the Veil to 
  prevent a fine or 1 TU of imprisonment (as 
  described on the favour). 
   
  If one PC used any other weapon then a sap 
  or their fists (even if only for subdual damage) or 
  had cast any spell (even only defensive spells), 
  the PC will need to spend 1 TU extra at the end of 
  the scenario to sort it out with the authorities. This 
  time unit is used because the PC has to remain in 
  town and instantly available to the authorities for 
  questioning to sort out who did what, whether the 
  PCs should get more serious punishment and to 
  deal with minor complaints by others involved in 
  the battle. The authorities are clearly slow on 
  purpose to teach the PCs a lesson: no magic or 
  steel in a brawl. 1 Favour with the Veil -including 
  the one earned during this scenario- can be used 
  to remove this penalty. 
   
  If they actually used lethal damage against an 
  opponent or used aggressive magic (with the 
  exception of spells which can only deal subdual 
  damage) they will be convicted for 1 TU of hard 
  labour and a fine of 25 gp per APL, which is in 
  addition to the above mentioned TU for the 
  investigations. Once again 1 favour with the Veil 
  can be used to either pay the fine or remove the 
  sentence of 1 TU of hard labour. If a PC cannot 
  afford the fine, the prison sentence will be 
  extended by 1 TU. If the PCs actually killed 
  
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  somebody contact the triad, because that could 
  lead to permanently removing the character from 
  play. Resisting an arrest with force will lead to 4 
  TUs of hard labour; again if they actually killed a 
  guard or fled the scene after having wounded a 
  guard, contact the triad. If they did not wound a 
  guard, the PC can either voluntarily go to the 
  guards or spend 1 TU while being questioned or 
  you should contact the Triad together with the 
  player
  1. 
   
  Remember that the Burrowers will never draw 
  steel except in self-defence. The Burrowers will 
  use lethal damage only against opponents that 
  use lethal damage against them even though by 
  Sunndian law they are in their right to use lethal 
  force against anybody drawing a weapon or 
  casting a spell. So the PCs can never handle out 
  of self-defence.  
   
  There was no fight 
  There is a chance the PCs were able to avoid the 
  tavern brawl due to a combination of good role-
  playing as well as a good diplomacy check. Of 
  course, if they failed the diplomacy check they 
  might have taken that into account while role-
  playing the argument. If this happens Kanghes will 
  thank the PCs and offer them some drinks. He 
  honestly tries to befriend the PCs, though he 
  might be a bit aloof. The close call with the 
  Burrowers made him realize he is not very good at 
  making friends and he also does not know New 
  Keep. So he tries to get the PCs to come along on 
  a trip along several different taverns. Of course, 
  he will pay for any expenses. If needed, he will 
  even mention he is a nobleman from Naerie who 
  is part of the negotiation team currently residing at 
  the Queen’s Hall. If the PCs actually were looking 
  for him, he will beg the PCs to visit some other 
  taverns on the trip home. He is desperate for 
  some fun. In any event, Kanghes is a likable 
  fellow once he lets his walls down. If the PCs do 
  not want to travel with Kanghes or are particular 
  rude then this adventure is over for them and 
  Kanghes will be assassinated. 
   
  Encounter Three: From the 
  Shadows 
  While the trade negotiations between Naerie and 
  Sunndi are low profile, it was impossible to keep 
                                              
  1 This scenario will only be run at HomeCon and 
  perhaps Ducosim, where two triad members will 
  be available for help. Deal with it after the 
  adventure. 
  them completely secret. There were simply too 
  many people involved. Once of the factions to 
  hear of these negotiations were the rebels of 
  Naerie who want Idee to rise again. A few of the 
  more violent rebels went to New Keep in the hope 
  to get an opportunity to prevent any agreement to 
  be formed. They see these negotiations as a 
  betrayal to their cause and the old friendship of 
  Sunndi with Idee. They also rightly fear that trade 
  might normalize relations between Sunndi and 
  Ahlissa, which would dash in any hopes of ever 
  being free again. Of course, they were ill prepared 
  and they would never pose a threat where it not 
  for unexpected help. It appears some Sunndians 
  do remember Idee and still do uphold the values 
  of the Iron League, because they got unexpected 
  help. None of the attackers will know who exactly 
  gave them help, though their leader Pandarn 
  suspects their helper has more sinister motives 
  then the cause of the Idee Freedom Fighters. He 
  is not complaining though as long as he can strike 
  in the name of freedom and revenge. 
   
  Still even with outside backing, there was 
  never an opportunity to strike. Both the Sunndians 
  and Naerians ran a tight security. Then one night a 
  message arrived that there was an opportunity to 
  strike. The message warned that the target -
  according to their information an important noble- 
  would have well-trained bodyguards, mercenaries 
  who were utterly loyal to the target. So they went 
  out and prepared for the attack - they knew they 
  would either die and kill as many opponents as 
  possible or succeed and strike a heavy blow 
  against the oppressors. Of course, they dressed 
  up 
  like 
  Hollow 
  Highlanders 
  to 
  harm 
  the 
  negotiations even if the assassination would fail. 
   
  The attackers are all fanatics who have all 
  been harmed greatly by Ahlissa. Their outward 
  goal is to free Naerie at any cost. Revenge though 
  is much closer at their heart. Their hatred of 
  Ahlissa is immense and both leaders suffered 
  greatly in the past. They might have dressed like 
  Hollow Highlanders, but in reality their fanatic 
  attitude makes it heart to keep up their disguise 
  once questioned. Only Pandarn is a good liar, but 
  even he lacks the skill to keep the disguise up 
  (lacking knowledge of the Hollow Highlands and 
  missing the accents). They know it and once 
  captured they will remain silent. Only the normal 
  rebels might give in under the pressure of 
  violence, but they know little. 
   
  The assassins will try to ambush the PCs in a 
  relatively quiet street. They know when the next 
  patrol comes through and they know they have all 
  the time. They will pose as drunken mercenaries, 
  which are relatively common in the area. Once the 
  
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  PCs are within reach of their spells, they will start 
  their attack. Let the PCs make a sense motive 
  check DC 15 as a surprise roll. Do not describe 
  the arrival of the drunken mercenaries before 
  rolling the sense motive check, because the fact 
  you actually describe them, might alert the players 
  to the fact something is going to happen while to 
  their 
  characters 
  the 
  presence 
  of 
  drunken 
  mercenaries is normal. If the players described 
  certain tactics beforehand though, you should take 
  those into account. 
   
  Tactics 
  The assassins are well trained and fanatic. Their 
  first goal is to disable the bodyguards of the 
  nobleman, rightly assuming they are more 
  dangerous. So if any of the PCs think of disguising 
  Kanghes as one of their own, they are making a 
  mistake, since that means that he might actually 
  become a primary target until he has proven not to 
  be as dangerous as the PCs.  
   
  Depending on the APL the scenario is run 
  different tactics will be followed. Though in all 
  cases the primary attacks will focus on archers 
  and spell casters first and melee fighters second. 
  Pandarn will focus his spells on obvious fighters 
  and barbarians, while Tarrak will either fight or 
  focus on wizards (armour and martial weapons are 
  good indications of fighters, while armour and 
  simple weapons tend to be clerics; light armoured 
  and hardly any weapons tend to be wizards, but 
  since rogues and wizards are susceptible to the 
  same spells they are not too worried about it).  
   
  On higher APLs they will start with glitterdust 
  and blindness is the perfect spell to be used on 
  wizards. A spell like sound burst will only be used 
  once the PCs get close to give the thugs the 
  opportunity to use sneak attack. Magic missile is 
  saved for high AC people or those who remain at 
  the back. If there is an archer, Tarrak will use 
  obscuring mist as soon as possible once melee 
  has started. Tanglefoot bags will be used against 
  heavy armoured opponents, because they are 
  probably easy to hit and more prone to be 
  disabled. 
   
  In any event, the fight takes place in a street. 
  Adjust the tactics to the situation and remember 
  that these go for the kill and not necessarily their 
  own safety. Though they will try to keep other 
  combatants out of the battle so that they can more 
  easily focus on others. 
   
  APL 2 (EL 5) 
  • Pandarn: human male sor 2, hp 11. 
  • Tarrak: human male clr (Joramy) 2, hp 14. 
  • Thugs: human male war 1, hp 5. 
   
  APL 4 (EL 7) 
  • Pandarn: human male sor 4, hp 20. 
  • Tarrak: human male clr (Joramy) 4, hp 25. 
  • Thugs: human male rog 1, hp 5. 
   
  APL 6 (EL 9) 
  • Pandarn: human male sor 6, hp 29. 
  • Tarrak: human male clr (Joramy) 6, hp 36. 
  • Thugs: human male rog 1/ftr 1, hp 16. 
   
  APL 8 (EL 11) 
  • Pandarn: human male sor 8, hp 42. 
  • Tarrak: human male clr (Joramy) 8, hp 55. 
  • Thugs: human male rog 3/ftr 1, hp 25. 
   
  Conclusion: Rewards 
  The easiest way for the PCs to end this scenario is 
  if they kept Kanghes alive. This will earn them 
  either a favour with the Queen’s Hall or the Veil. If 
  they were working for the Veil, they will earn the 
  favour of the Veil. If they were working for 
  Kanghes, they will earn the favour of the Queen’s 
  Hall. It will also make dealing with the guards 
  easier. Once Kanghes returns at the Hall, the PCs 
  are send home immediately. The next day they 
  will receive a letter from Kanghes with the seal of 
  House Oedil in which he thanks the PC 
  extensively and informs them they can use this 
  letter when in need of help from the house of 
  Oedil or when they want to buy a particular 
  enchanted weapon. Mirana will thank the PCs in 
  person either as an agent of the Veil or in name of 
  the Queen’s Hall. She will give the PCs a 
  monetary reward as well for their services. Of 
  course, she also wants to hear their side of the 
  story. 
   
  If on the other hand the PCs treated Kanghes 
  badly or Kanghes died by the hands of the 
  assassins, solving matters will not be as easy. In 
  this case the PCs will only get their monetary 
  reward if it was promised in advance, else they will 
  get only half (unless they were particular stupid 
  during the assassination attempt). Obviously, they 
  will not get a favour of House Oedil in this case 
  either. They will have to give a full report to in this 
  case a rather angry Mirana. Her anger will not 
  necessarily be directed at the PCs, though she 
  might react a bit curtly to normal questions and 
  remarks. In the end, even if Kanghes died that 
  does not have to mean the end of the 
  negotiations. That will depend on how the PCs 
  dealt with the assassins and whether the blame for 
  
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  Page 12 
  Kanghes death can be placed at the Sunndians or 
  not. 
   
  In any event, answer the questions in the 
  Critical Even Summary and mail it to the Sunndi 
  Triad.  
   
  The End? 
   
  Critical Event Summary 
  • At what APL was this adventure run? 
  • Did the PCs roll into this adventure by accident 
  or where they hired by the Veil/government of 
  Sunndi? 
  • How was the argument with the Burrowers 
  resolved? Was the fight averted or where they all 
  arrested by the guards? If they were arrested what 
  did they tell them? 
  • Did Kanghes survive the assassination attempt? 
  • Did the PCs capture any of the assassins alive?  
  • If so, who was captured and what did they do 
  with him? 
  •  What exactly did the PCs report to the Watch or 
  Mirana during the debriefing at the end of the 
  scenario? 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished and 
  assign the experience award accordingly. Then 
  assign the discretionary role-playing experience 
  award. The role-playing award should be given for 
  consistent character portrayal and contribution to 
  the fun of the game. You can award different role-
  playing amounts to different characters. Award the 
  total value (objectives + role-playing) to each 
  character 
   
  Encounter 1: The Hollow Inn 
  Defeating the Burrowers (either through combat or 
  through diplomacy): 
   
  APL 2  
  30 XP 
   
  APL 4  
  60 XP 
   
  APL 6  
  90 XP 
   
  APL 8  
  120 XP 
   
  Encounter 3:  From the Shadows 
  Defeating the assassins: 
   
  APL 2  
  150 XP 
   
  APL 4  
  210 XP 
   
  APL 6  
  270 XP 
   
  APL 8  
  330 XP 
   
  Discretionary Role-playing Award 
   
  APL 2  
  45 XP 
   
  APL 4  
  70 XP 
   
  APL 6  
  90 XP 
   
  APL 8  
  100 XP 
   
  Total Possible Experience  
   
  APL 2  
  225 XP 
   
  APL 4  
  340 XP 
   
  APL 6  
  450 XP 
   
  APL 8  
  550 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 
  
  Harsh Words 
   
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  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Sunndian regional scenario, characters from 
  Sunndi may spend additional Time Units to 
  practice professions or create items immediately 
  after the adventure so this total may be modified 
  by other circumstances. 
   
  Treasure Key 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Maximum Treasure Totals 
  The maximum amount of treasure that a player 
  character is able to take from this module is linked 
  to the APL at which the module is played. These 
  totals are: 
   
  APL 2:  200 gp 
  APL 4: 300 gp 
  APL 6: 400 gp 
  APL 8: 625 gp 
   
  Encounter Three: From the Shadows 
  Looting the assassins 
   
  APL 2 
  L 60 gp; C 30 gp; M 2x scroll of shield (2 gp each), 
  4x tanglefoot bag (4 gp each), 5x potion of cure 
  light wounds (4 gp each), divine scroll of silence 
  (12.5 gp), arcane scroll of invisibility (12.5 gp). 
   
  APL 4 
  L 126 gp; C 30 gp; M 2x scroll of mage armour (2 
  gp each), 8x tanglefoot bag (4 gp each), 2x potion 
  of cure light wounds (4 gp each), divine scroll of 
  silence (12.5 gp), 2x arcane scroll of invisibility 
  (12.5 gp each). 
   
  APL 6 
  L 140 gp; C 30 gp; M 2x scroll of mage armor (2 
  gp each), 8x tanglefoot bag (4 gp each), 2x potion 
  of cure light wounds (4 gp each), divine scroll of 
  silence (12.5 gp), 2x arcane scroll of invisibility 
  (12.5 gp each), 1x arcane scroll of fireball (31 gp). 
   
  APL 8 
  L 142 gp; C 30 gp; M 2x scroll of mage armor (2 
  gp each), 8x tanglefoot bag (4 gp each), 2x potion 
  of cure light wounds (4 gp each), divine scroll of 
  silence (12.5 gp), 2x arcane scroll of invisibility 
  (12.5 gp each), 1x arcane scroll of fireball (31 gp). 
   
  Conclusion: Showdown 
  Reward by the Sunndi Government 
   
  APL 2 
  L 0 gp; C 50 gp; M 0 gp 
   
  APL 4 
  L 0 gp ; C 100 gp; M 0 gp. 
   
  APL 6 
  L 0 gp; C 150 gp; M 0 gp. 
   
  APL 8 
  Loot 0 gp; C 200 gp; M 0 gp. 
   
  Other Possible Rewards 
   
  • 1 Influence with the House of Oedil: By 
  rescuing the life of a scion of the House of Oedil 
  the PC has acquired a favor. This favor can either 
  be used in Naerie (for more information contact 
  the Triad of Naerie) OR it can be used for a one-
  time 
  access 
  to 
  any 
  weapon 
  with 
  a 
  +2 
  enhancement or a +1 weapon with the keen 
  special ability. The character still needs to pay the 
  normal amount of gold for buying the weapon. 
   
  • Disfavor of the Burrowers: As long as the PC 
  has this status, the character cannot become a 
  member of the Burrowers. Any Burrower aware of 
  this status will treat the PC coolly and with distrust. 
  By spending 1 influence with the Burrowers this 
  status can be removed. 
   
  One of the following: 
  • 1 Influence with the Veil of the Sun: By 
  skillfully avoiding a diplomatic incident in name of 
  the Veil one has earned the gratitude of the Veil. 
   
  • 1 Influence with the Queen’s Hall: By skillfully 
  avoiding a diplomatic incident in name of the Veil 
  one has earned the gratitude of the Queen’s Hall. 
   
  • There is a slight possibility the PC has been 
  arrested in a tavern brawl. If the PC is convicted 
  of any crime note down the result below: 
   
   
   
   
   
  
  Harsh Words 
   
  Page 14 
   
  
  Harsh Words 
   
  Page 15 
  Appendix A: Personalities 
  of Note 
  Naerians 
  [Note - except for Kanghes Oedil, the PCs will 
  not meet any of the others. There are mentioned 
  here, because Kanghes might talk about them. 
  Their descriptions are based on Kanghes 
  opinions and might not be true.] 
   
  Kanghes Oedil: 
  Kanghes is a tall young man with short curly 
  brown hair, a tanned skin and brown eyes. He is 
  well shaven and clean. His clothing are those of 
  a rich man.  
   
  Kanghes tries to keep up the appearance 
  that he thinks is expected from him. So at first 
  he might act arrogantly and a bit snobbishly 
  towards people of obvious lower rank then he is. 
  When he lets all pretence go though he is a 
  likable curious young lad. He has a good sense 
  of humor and a love for stories and drinks. He 
  dreams to become a hero one day. He actually 
  hates what his father want him to be something 
  he is not - a politician. At the same time he is 
  afraid of his father and to lose his easy access to 
  money. 
   
  Lady Oerin Heshun: 
  Lady Oerin leads the delegation. Kanghes does 
  not like her very much and describes her as 
  somebody who is always doing something and 
  who cannot relax. This attitude in it self would be 
  no problem if she did not expect the same from 
  those who work under her. Kanghes is sure she 
  despises him and would rather get rid of him. 
   
  Standeu Shalworth: 
  Standeu is the squire responsible for Kanghes. 
  Kanghes finds him a rather dull responsible 
  young man, a lackey of Oerin. Though he must 
  admit that Standeu has a way with the ladies 
  that any man would envy. Luckily for Kanghes, 
  this same knack with those of the opposite 
  gender gave him the opportunity to leave the 
  Queen’s Halls for some relaxation and to see 
  New Keep. 
   
  Lord Fhalren and Gowre Haxx: 
  Lord Fhalren and Lord Gowre are responsible for 
  security. Kanghes is quite afraid of Fhalren and 
  what he will do if he learns about Kanghes 
  escapade. If asked why he fears Fhalren so 
  much, he will tell that he has no particular 
  reason for such fear. It is just that the man looks 
  so threatening almost all the time. Gowre is 
  better, though he might be a bit slow. 
   
  The Burrowers 
  Gruntar Strongheart:  
  Gruntar Strongheart is a small broad-shouldered 
  dwarf with long braided read hair and an even 
  longer beard. He wears the clothing of a 
  wilderness warrior. His beloved “Tharakduk” -his 
  battle axe- is never far away. 
   
  Gruntar is a proud stubborn dwarf with no 
  sense of social tact. He leads by example. He is 
  brave though and his men respect him greatly 
  (though there is a little bit of fear in there as 
  well). Sometimes he loves his drinks a bit too 
  much and he is prone to violent outbursts when 
  drunk. He hates anything that has to do with 
  Ahlissa. His family was betrayed and killed 
  during the Greyhawk Wars by the Great 
  Kingdom (they died at the hands of orcs) and he 
  does not believe much has changed now the 
  same nation is called the Great Kingdom. 
   
  Daerna Strongheart: 
  Like her brother, she is small for a dwarf and she 
  also has long braided red her. She does not 
  have a beard though. An ugly scar crosses her 
  face and she wears an eye-patch over her left 
  eye. She to wears the clothes of a wilderness 
  warrior and around her neck the symbol of 
  Trithereon can be seen clearly. 
   
  Daerna is a silent dwarf who once in a while 
  gives a snort in agreement to something her 
  brother said. She is probably the only one who 
  can talk Gruntar out of something or who can 
  match him in a shouting match. It does not 
  happen to often though that the two disagree 
  and she can drink just as much if not more then 
  Gruntar. She shares his hatred for Ahlissa, 
  though unlike her brother she also blames the 
  elves of Rieuwood for the death of her family at 
  the hands of a unit of orcs from the Great 
  Kingdom during the Greyhawk Wars. She 
  considers worshippers of Trithereon who protect 
  Kanghes as traitors. 
   
  Tallik Oakleave: 
  Tallik is not a typical gnome. He is badly scarred 
  as if he has been in a fire of some sort and there 
  are also other signs he has been tortured in the 
  past. He has a hoarse voice and it obviously 
  hurts him to talk. He has lost his sense of 
  humour in the dungeons of the Great Kingdom 
  and with the loss of many friends. He will make 
  few remarks, except when people are saying 
  
  Harsh Words 
   
  Page 16 
  overly friendly things about Ahlissa. Then he will 
  react with a rather unheard viciousness.  
   
  Others 
  Kaltern: 
  Kaltern, is an old grizzled veteran with a grudge 
  against Gruntar. Both despise each other and 
  nobody but them (even Daerna does not know 
  why) knows what is the cause of this hatred. His 
  short black hair is becoming grey and he has not 
  shaven in several days. He wears simple dirty 
  clothes full with ale stains. 
   
  Kaltern is an embittered old man who 
  constantly complains about his age. His insults 
  can be quite venomous, but when threatened 
  with violence he first tries to lure his opponents 
  in a sense of security by using his age as a 
  reason not to fight. Once his opponent lets his 
  guard down, Kaltern is quick to use the opening 
  for an attack. 
   
  
  Harsh Words 
   
  Page 17 
  Appendix B - Opposition 
  APL 2 
  Encounter 2 - Tavern Brawl 
  • Kaltern, Male human war lvl 1: CR ½; Medium-
  size humanoid (human); HD 1d8+3; hp 8; Init 
  +0; Spd 30 ft.; AC 10 [touch 10, flat-footed 10]; 
  Atk +2 melee (1d3+1 subdual, fist); AL N; SV 
  Fort +2, Ref +0, Will -1; Str 13, Dex 10, Con 11, 
  Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Intimidate +4, Craft 
  (leather working) +4, Ride +4; Weapon Focus 
  [short spear], toughness. 
   
  Possessions: Dagger, clothes, couple of 
  coins. 
  • Gruntar Stronghear, male dwarf ran 1
  st lvl: CR 
  1; Medium-size humanoid (dwarf); HD 1d10+2; 
  hp 12; Init +1 (Dex); Spd 20 ft.; AC 15 [touch 12, 
  flat-footed 13]; Atk +3 melee (1d3+2 subdual, 
  fist) or +5 melee (1d8+2 [x3], battle axe) or +2 
  missile (1d6 [x3], short bow); SA favoured 
  enemy (human) +1; SQ dwarven abilities; AL 
  CN; SV Fort +4, Ref +1, Will +2; Str 15, Dex 12, 
  Con 15, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +4, Move 
  Silently +5, Spot +4, Wilderness Lore +6; Track, 
  Weapon Focus [battle axe]. 
   
  Possessions: Studded Leather, masterwork 
  battle axe, hand axe, short bow, quiver + 20 
  arrows, 12 gp. 
  • Daerna Strongheart, female dwarf clr 1 
  (Trithereon): CR 1; Medium-size humanoid 
  (dwarf); HD 1d8+2; hp 10; Init +4 (+4 improved 
  initiative); Spd 20 ft.; AC 14 [touch 10, flat-
  footed 14]; Atk +2 melee (1d6+2, light mace) or 
  +2 melee (1d3+2 subdual, fist) or +0 missile 
  (1d8 [19-20/x2], light crossbow); SQ dwarven 
  abilities; AL CN; SV Fort +4, Ref +0, Will +4; Str 
  14, Dex 10, Con 14, Int 8, Wis 15, Cha 11. 
   
  Skills and Feats: Heal +4, Spellcraft +1; 
  Improved Initiative. 
   
  Spells prepared (3/3; base DC = 12 + spell 
  level): 0 - create water, detect poison, guidance; 
  1
  st - bless, endure elements*, remove fear. 
   
  * 
  Domain 
  Spells. 
  Deity: 
  Trithereon; 
  Domains: Protection (ward 1/day, +1 on first 
  saving throw within 1 hr), Strength (1/day +1 
  strength for 1 round). 
   
  Possessions: Chain shirt, light mace, light 
  crossbow, quiver + 20 bolts, dagger. 
  • Tallik Oakleave, male gnome, 1
  st lvl war: CR 
  ½; Medium-size humanoid (gnome); HD 1d8+1; 
  hp 6; Init +4 (+4 Improved Initiative); Spd 20 ft.; 
  AC 11 [touch 11, flat-footed 11]; Atk +2 melee 
  (1d2 subdual, fist) or +2 melee (1d4 [19-20/x2], 
  dagger); SQ Gnome abilities; AL CG; SV Fort 
  +3, Ref +0, Will -1; Str 10, Dex 11, Con 13, Int 
  13, Wis 8, Cha 10. 
   
  Skills and Feats: Hide +2, Move Silently +2; 
  Improved Initiative 
   
  Possessions: Dagger, clothes, couple of 
  coins. 
  • Burrowers, gnome (2): Male/female gnome, 
  1
  st level warrior, hp 6. see Tallik. 
  • Burrowers, dwarf (2): Male/female dwarf, 1
  st 
  level warrior, hp 6, see Tallik (except str of 13, 
  int 12, cha 6). 
   
  Encounter 3 - The Guards Arrive 
  • Barden, human male fighter lvl 3: CR 3; 
  Medium-size humanoid (human); HD 3d10+6; 
  hp 28; Init +0; Spd 20 ft.; AC 17 [touch 10, flat-
  footed 17]; Atk +8 melee (1d8+3 [19-20/x2], long 
  sword) or +6 melee (1d6+3 s, sap) or +3 missile 
  (1d8 [19-20/x2], light crossbow); AL NG; SV Fort 
  +3, Ref +1, Will +4; Str 16, Dex 10, Con 15, Int 
  13, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +2, Jump -
  2, Listen +5, Profession [Guard] +3, Ride +4, 
  Sense Motive +3, Spot +5, Swim +7
  *; Weapon 
  Focus 
  [long sword], Expertise, Iron Will, 
  Alertness, Improved Trip. 
   
  * This is the basic swim check without 
  penalties due to equipment. 
   
  Language Spoken: Common, Sylvan. 
   
  Possessions: Chain mail, large wooden 
  shield, masterwork long sword, dagger, sap, light 
  crossbow, quiver +20 bolts, 2x tanglefoot bag, 
  2x potion of cure light wounds. 
  • Guards, human male/female warrior lvl 2: CR 
  1; Medium-size humanoid (human); HD 2d8+2; 
  hp 11; Init +0; Spd 20 ft.; AC 15 [touch 10, flat-
  footed 15]; Atk +4 melee (1d10+3 [x3], halberd) 
  or +4 melee (1d6+2s, sap) or +2 missile (1d8 
  [19-20/x2], light crossbow); AL NG; SV Fort +4, 
  Ref +0, Will +2; Str 14, Dex 10, Con 12, Int 10, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Intimidate +3, Listen +4, 
  Ride +4, Spot +4; Alertness, Iron Will. 
   
  Possessions: Chain mail, halberd, dagger, 
  sap, light crossbow, quiver +20 bolts. 
   
  Encounter 4 - Assassins 
  • Pandarn, human male sorcerer lvl 2: CR 2; 
  Medium-size humanoid (human); HD 2d4+4; hp 
  11; Init +6 (+2 Dex, +4 Improved Initiative); Spd 
  30 ft.; AC 12 [touch 12, flat-footed 10]; Atk +0 
  melee (1d4-1 [19-20/x2], dagger] or +3 missile 
  (1d8 [19-20/x2], light crossbow); AL CN; SV Fort 
  
  Harsh Words 
   
  Page 18 
  +2, Ref +2, Will +3; Str 8, Dex 14, Con 14, Int 
  12, Wis 10, Cha 16. 
   
  Skills and Feats: 30 Concentration +7, Bluff 
  +5, Hide +4, Knowledge [arcane] +5, Move 
  Silently +4, Profession [soldier] +2, Spellcraft 
  +6, Tumble +4; Improved Initiative, Spell Focus 
  [enchantment]. 
   
  Languages Spoken: Common and Elven. 
   
  Sorcerer Spells (6/5; base DC = 13 + spell 
  level): 0 - dancing lights, daze
  �
  , detect magic, 
  ghost sound, read magic; 1
  st - charm person
  �
  , 
  magic missile. 
   
  �  Because of Spell Focus (Enchantment), 
  the base DC for saves against these spells is 15 
  + spell level). 
   
  Possessions: Dagger, light crossbow, quiver 
  + 20 bolts, spell component pouch, scroll of 
  shield x2, potion of cure light wounds, scroll of 
  invisibility. 
  • Tarrak, human male cleric lvl 2: CR 2; 
  Medium-size humanoid (human); HD 2d8+2; hp 
  14; Init +2 (+2 Dex); Spd 30 ft.; AC 16 [touch 12, 
  flat-footed 14]; Atk +3 melee or +1/+1 melee 
  (1d6+3 (and 1d6+1) [x2], quarterstaff) or +3 
  missile (1d8 [19-20/x2], light crossbow); SA 
  spontaneous inflict, rebuke undead; AL CN; SV 
  Fort +5, Ref +2, Will +5; Str 14, Dex 15, Con 13, 
  Int 9, Wis 15, Cha 11. 
   
  Skills and Feats: Concentration +5, Heal +4, 
  Knowledge 
  [religion] 
  +1, 
  Spellcraft 
  +1; 
  Ambidexterity, Two-Weapon Fighting. 
   
  Spells Prepared (4/4; base DC = 12 + spell 
  level): 0 - cure minor wounds, detect poison, 
  detect magic, resistance; 1
  st - burning hands
  *, 
  cause fear, cure light wounds, shield of faith. 
   
  * Domain Spells. Deity: Joramy. Domains: 
  Destruction (smite 1/day, +4 on attack and +2 on 
  damage); Fire (turn water creatures, rebuke fire 
  creatures 3/day). 
   
  Possessions: Quarterstaff, dagger, light 
  crossbow, quiver + 20 bolts, chain shirt, scroll of 
  silence. 
  • Thugs (4): CR ½; Medium-size humanoid 
  (human); HD 1d8; hp 5 each; Init +1 (+1 Dex); 
  Spd 30 ft.; AC 17 [touch 11, flat-footed 16]; Atk 
  +3 melee (1d6+2 [x4], heavy pick) or +2 missile 
  1d6 [x3], short bow); AL CN; SV Fort +2, Ref +1, 
  Will +0; Str 14, Dex 13, Con 10, Int 10, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Hide -1, Listen +2, Move 
  Silently -1, Spot +2, Wilderness Lore +2; 
  Alertness, Point Blank Shot. 
   
  Possessions: Heavy pick, dagger, short 
  bow, quiver + 20 arrows, large wooden shield, 
  chain shirt, tanglefoot bag, potion of cure light 
  wounds.  
   
  
  Harsh Words 
   
  Page 19 
  APL 4 
  Encounter 2 - Tavern Brawl 
  • Kaltern, Male human war lvl 1: CR ½; Medium-
  size humanoid (human); HD 1d8+3; hp 8; Init 
  +0; Spd 30 ft.; AC 10 [touch 10, flat-footed 10]; 
  Atk +2 melee (1d3+1 subdual, fist); AL N; SV 
  Fort +2, Ref +0, Will -1; Str 13, Dex 10, Con 11, 
  Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Intimidate +4, Craft 
  (leather working) +4, Ride +4; Weapon Focus 
  [short spear], toughness. 
   
  Possessions: Dagger, clothes, couple of 
  coins. 
  • Gruntar Stronghear, male dwarf ran 2
  nd lvl/ftr 
  1
  st lvl: CR 3; Medium-size humanoid (dwarf); HD 
  3d10+6; hp 28; Init +1 (Dex); Spd 20 ft.; AC 15 
  [touch 12, flat-footed 13]; Atk +5 melee (1d3+2 
  subdual, fist) or +7 melee (1d8+2 [x3], battle 
  axe) or +4 missile (1d6+1 [x3], comp. short 
  bow); SA favoured enemy (human) +1; SQ 
  dwarven abilities; AL CN; SV Fort +8, Ref +2, 
  Will +5; Str 15, Dex 12, Con 15, Int 10, Wis 14, 
  Cha 6. 
   
  Skills and Feats: Climb +4, Hide +7, Listen 
  +5, Move Silently +6, Spot +5, Wilderness Lore 
  +7; Track, Weapon Focus [battle axe], Iron Will, 
  Power Attack. 
   
  Possessions: Masterwork Studded Leather, 
  masterwork 
  battleaxe, 
  hand 
  axe, 
  might 
  composite short bow (str +1), quiver + 20 
  arrows, 12 gp, cloak of resistance +1. 
  • Daerna Strongheart, female dwarf clr 1 
  (Trithereon): CR 1; Medium-size humanoid 
  (dwarf); HD 1d8+2; hp 10; Init +4 (+4 improved 
  initiative); Spd 20 ft.; AC 14 [touch 10, flat-
  footed 14]; Atk +2 melee (1d6+2, light mace) or 
  +2 melee (1d3+2 subdual, fist) or +0 missile 
  (1d8 [19-20/x2], light crossbow); SQ dwarven 
  abilities; AL CN; SV Fort +4, Ref +0, Will +4; Str 
  14, Dex 10, Con 14, Int 8, Wis 15, Cha 11. 
   
  Skills and Feats: Heal +4, Spellcraft +1; 
  Improved Initiative. 
   
  Spells prepared (3/3; base DC = 12 + spell 
  level): 0 - create water, detect poison, guidance; 
  1
  st - bless, endure elements*, remove fear. 
   
  * 
  Domain 
  Spells. 
  Deity: 
  Trithereon; 
  Domains: Protection (ward 1/day, +1 on first 
  saving throw within 1 hr), Strength (1/day +1 
  strength for 1 round). 
   
  Possessions: Chain shirt, light mace, light 
  crossbow, quiver + 20 bolts, dagger. 
  • Tallik Oakleave, male gnome, 1
  st lvl rog: CR 1; 
  Medium-size humanoid (gnome); HD 1d6+2; hp 
  8; Init +6 (+2 Dex; +4 Improved Initiative); Spd 
  20 ft.; AC 15 [touch 13, flat-footed 13]; Atk +1 
  melee (1d2 subdual, fist) or +1 melee (1d4 [19-
  20/x2], dagger); SA sneak attack +1d6; SQ 
  gnome abilities; AL CG; SV Fort +2, Ref +4, Will 
  -1; Str 10, Dex 15, Con 15, Int 14, Wis 8, Cha 
  10. 
   
  Skills and Feats: Bluff +4, Diplomacy +4, 
  Disable Device +6, Hide +10, Listen +3, Move 
  Silently +6, Search +6, Sense Motive +3, Spot 
  +3, Tumble +6; Improved Initiative 
   
  Possessions: 
  Dagger, 
  leather 
  armour, 
  couple of coins. 
  • Burrowers (2), male/female gnome 1
  st lvl rng: 
  CR 1; Medium-size humanoid (gnome); HD 
  1d10+2; hp 12; Init +2 (Dex); Spd 20 ft.; AC 16 
  [touch 13, flat-footed 14]; Atk +3 melee (1d2+1 
  subdual, fist) or +2 melee (1d6+1 [19-20/x2], 
  short sword) or +4 missile (1d6 [x3], short bow); 
  SA favoured enemy (human) +1; SQ gnome 
  abilities; AL CN; SV Fort +4, Ref +2, Will +2; Str 
  13, Dex 14, Con 15, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +10, Knowledge 
  [nature] +4, Move Silently +6, Wilderness Lore 
  +6; Track, Dodge. 
   
  Possessions: Studded leather, short bow, 
  short sword. 
  • Burrowers (2) male/female dwarf, 1
  st lvl rng: 
  CR 1; Medium-size humanoid (dwarf); HD 
  1d10+2; hp 12; Init +2 (Dex); Spd 20 ft.; AC 15 
  [touch 12, flat-footed 13]; Atk +3 melee (1d3+2 
  subdual, fist) or +3 melee (1d8+2 [19-20/x2], 
  long sword) or +3 missile (1d6 [x3], short bow); 
  SA favoured enemy (human) +1; SQ dwarf 
  abilities; AL CN; SV Fort +4, Ref +2, Will +2; Str 
  15, Dex 14, Con 15, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +6, Knowledge 
  [nature] +4, Move Silently +6, Wilderness Lore 
  +6; Track, Dodge. 
   
  Possessions: Studded leather, short bow, 
  short sword. 
   
  Encounter 3 - The Guards Arrive 
  • Barden, human male fighter lvl 3: CR 3; 
  Medium-size humanoid (human); HD 3d10+6; 
  hp 28; Init +0; Spd 20 ft.; AC 17 [touch 10, flat-
  footed 17]; Atk +8 melee (1d8+3 [19-20/x2], long 
  sword) or +6 melee (1d6+3 s, sap) or +3 missile 
  (1d8 [19-20/x2], light crossbow); AL NG; SV Fort 
  +3, Ref +1, Will +4; Str 16, Dex 10, Con 15, Int 
  13, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +2, Jump -
  2, Listen +5, Profession [Guard] +3, Ride +4, 
  Sense Motive +3, Spot +5, Swim +7
  *; Weapon 
  Focus 
  [long sword], Expertise, Iron Will, 
  Alertness, Improved Trip. 
   
  * This is the basic swim check without 
  penalties due to equipment. 
  
  Harsh Words 
   
  Page 20 
   
  Language Spoken: Common, Sylvan. 
   
  Possessions: Chain mail, large wooden 
  shield, masterwork long sword, dagger, sap, light 
  crossbow, quiver +20 bolts, 2x tanglefoot bag, 
  2x potion of cure light wounds. 
  • Guards, human male/female warrior lvl 2: CR 
  1; Medium-size humanoid (human); HD 2d8+2; 
  hp 11; Init +0; Spd 20 ft.; AC 15 [touch 10, flat-
  footed 15]; Atk +4 melee (1d10+3 [x3], halberd) 
  or +4 melee (1d6+2s, sap) or +2 missile (1d8 
  [19-20/x2], light crossbow); AL NG; SV Fort +4, 
  Ref +0, Will +2; Str 14, Dex 10, Con 12, Int 10, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Intimidate +3, Listen +4, 
  Ride +4, Spot +4; Alertness, Iron Will. 
   
  Possessions: Chain mail, halberd, dagger, 
  sap, light crossbow, quiver +20 bolts. 
   
  Encounter 4 - Assassins 
  • Pandarn, human male sorcerer lvl 4: CR 4; 
  Medium-size humanoid (human); HD 4d4+8; hp 
  20; Init +6 (+2 Dex, +4 Improved Initiative); Spd 
  30 ft.; AC 12 [touch 12, flat-footed 10]; Atk +1 
  melee (1d4-1 [19-20/x2], dagger] or +4 missile 
  (1d8 [19-20/x2], light crossbow); AL CN; SV Fort 
  +3, Ref +3, Will +6; Str 8, Dex 14, Con 14, Int 
  12, Wis 10, Cha 17. 
   
  Skills and Feats: Concentration +9, Bluff +5, 
  Hide +5, Knowledge [arcane] +5, Move Silently 
  +4, Profession [soldier] +2, Spellcraft +8, 
  Tumble +5; Improved Initiative, Spell Focus 
  [enchantment], Iron Will. 
   
  Languages Spoken: Common and Elven. 
   
  Sorcerer Spells (6/7/4; base DC = 13 + spell 
  level): 0 - dancing lights, daze
  �
  , detect magic, 
  ghost sound, read magic, resistance; 1
  st - charm 
  person
  �
  , magic missile, shield; 2
  nd - Tasha’s 
  Hideous Laughter
  �
  . 
   
  �  Because of Spell Focus (Enchantment), 
  the base DC for saves against these spells is 15 
  + spell level). 
   
  Possessions: Dagger, light crossbow, quiver 
  + 20 bolts, spell component pouch, 2x scroll of 
  mage armour, 2x scroll of invisibility, potion of 
  cure light wounds. 
  • Tarrak, human male cleric lvl 4: CR 4; 
  Medium-size humanoid (human); HD 4d8+4; hp 
  25; Init +2 (+2 Dex); Spd 30 ft.; AC 16 [touch 12, 
  flat-footed 
  14]; 
  Atk 
  +6 
  (+8) 
  melee 
  or 
  +4(+6)/+4(+6) melee (1d6+3(6) (and 1d6+1(2)) 
  [x2], quarterstaff) or +5 missile (1d8 [19-20/x2], 
  light crossbow); SA spontaneous inflict, rebuke 
  undead; AL CN; SV Fort +6, Ref +3, Will +6; Str 
  14 (18), Dex 15, Con 13, Int 9, Wis 16, Cha 11. 
   
  Skills and Feats: Concentration +7, Heal +5, 
  Knowledge 
  [religion] 
  +1, 
  Spellcraft 
  +3; 
  Ambidexterity, Two-Weapon Fighting. 
   
  Spells Prepared (5/5/4; base DC = 13 + spell 
  level): 0 - cure minor wounds, detect poison, 
  detect magic, resistance x2; 1
  st - burning hands
  *, 
  cause fear, cure light wounds, obscuring mist, 
  shield of faith; 2
  nd - cure moderate wounds, bull’s 
  strength, produce flame*, sound burst. 
   
  * Domain Spells. Deity: Joramy. Domains: 
  Destruction (smite 1/day, +4 on attack and +4 on 
  damage); Fire (turn water creatures, rebuke fire 
  creatures 3/day). 
   
  Possessions: 
  Masterwork 
  quarterstaff, 
  dagger, light crossbow, quiver + 20 bolts, chain 
  shirt, scroll of silence, potion of cure light 
  wounds. 
  • Thugs, 1
  st level rogues (4): CR 1; Medium-size 
  humanoid (human); HD 1d6+1; hp 5 each; Init 
  +3 (+1 Dex); Spd 30 ft.; AC 17 [touch 16, flat-
  footed 14]; Atk +2 melee (1d6+2 [19-20/x2], 
  short sword) or +3 (+4) missile (1d6 [x3], short 
  bow); SA sneak attack +1d6; AL CN; SV Fort 
  +1, Ref +5, Will +0; Str 14, Dex 16, Con 12, Int 
  10, Wis 10, Cha 10.  
   
  Skills and Feats: Bluff +4, Disable Device 
  +2, Hide +5, Listen +4, Move Silently +5, Open 
  Lock +2, Pick Pockets +5, Tumble +5, Spot +4, 
  Search +4, Wilderness Lore +2; Alertness, Point 
  Blank Shot. 
   
  Possessions: Short Sword, dagger, short 
  bow, quiver + 10 arrows + 10 masterwork 
  arrows, chain shirt, 2x tanglefoot bag.  
   
  
  Harsh Words 
   
  Page 21 
  APL 6 
  Encounter 2 - Tavern Brawl 
  • Kaltern, Male human war lvl 1: CR ½; Medium-
  size humanoid (human); HD 1d8+3; hp 8; Init 
  +0; Spd 30 ft.; AC 10 [touch 10, flat-footed 10]; 
  Atk +2 melee (1d3+1 subdual, fist); AL N; SV 
  Fort +2, Ref +0, Will -1; Str 13, Dex 10, Con 11, 
  Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Intimidate +4, Craft 
  (leather working) +4, Ride +4; Weapon Focus 
  [short spear], toughness. 
   
  Possessions: Dagger, clothes, couple of 
  coins. 
  • Gruntar Stronghear, male dwarf ran 3
  rd lvl/ftr 
  2
  nd lvl: CR 5; Medium-size humanoid (dwarf); 
  HD 5d10+10; hp 44; Init +5 (Dex; +4 improved 
  initiative); Spd 20 ft.; AC 15 [touch 12, flat-
  footed 13]; Atk +8 melee (1d3+3 subdual, fist) or 
  +11 melee (1d8+4 [x3], battle axe +1) or +7 
  missile (1d8+2 [x3], mighty comp. long bow); SA 
  favoured enemy (human) +1; SQ dwarven 
  abilities; AL CN; SV Fort +9, Ref +3, Will +6; Str 
  16, Dex 12, Con 15, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +5, Hide +8, Jump 
  +5, Listen +5, Move Silently +8, Spot +5, 
  Wilderness Lore +8; Track, Weapon Focus 
  [battle axe], Iron Will, Power Attack, Improved 
  Initiative. 
   
  Possessions: Masterwork Studded Leather, 
  battleaxe +1, hand axe, might composite long 
  bow (str +2), quiver + 20 arrows, 12 gp, cloak of 
  resistance +1. 
  • Daerna Strongheart, female dwarf clr 2 
  (Trithereon): CR 2; Medium-size humanoid 
  (dwarf); HD 2d8+4; hp 16; Init +4 (+4 improved 
  initiative); Spd 20 ft.; AC 14 [touch 10, flat-
  footed 14]; Atk +3 melee (1d6+2, light mace) or 
  +3 melee (1d3+2 subdual, fist) or +1 missile 
  (1d8 [19-20/x2], light crossbow); SQ dwarven 
  abilities; AL CN; SV Fort +5, Ref +0, Will +5; Str 
  14, Dex 10, Con 14, Int 8, Wis 15, Cha 11. 
   
  Skills and Feats: Heal +4, Spellcraft +2; 
  Improved Initiative. 
   
  Spells prepared (4/4; base DC = 12 + spell 
  level): 0 - create water, detect magic, detect 
  poison, guidance; 1
  st - bane, bless, endure 
  elements*, remove fear. 
   
  * 
  Domain 
  Spells. 
  Deity: 
  Trithereon; 
  Domains: Protection (ward 1/day, +2 on first 
  saving throw within 1 hr), Strength (1/day +2 
  strength for 1 round). 
   
  Possessions: Chain shirt, light mace, light 
  crossbow, quiver + 20 bolts, dagger. 
  • Tallik Oakleave, male gnome, 1
  st lvl rog/1
  st lvl 
  wiz (ilu): CR 2; Medium-size humanoid (gnome); 
  HD 1d6+1d4+4; hp 15; Init +6 (+2 Dex; +4 
  Improved Initiative); Spd 20 ft.; AC 14 [touch 12, 
  flat-footed 12]; Atk +0 melee (1d2 subdual, fist) 
  or +0 melee (1d4 [19-20/x2], dagger); SA sneak 
  attack +1d6; SQ gnome abilities; AL CG; SV 
  Fort +2, Ref +4, Will +1; Str 10, Dex 15, Con 15, 
  Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +4, 
  Diplomacy +4, Disable Device +6, Hide +10, 
  Knowledge [arcane] +3, Listen +3, Move Silently 
  +6, Search +6, Sense Motive +3, Spellcraft +3. 
  Spot +3, Tumble +7; Improved Initiative, Scribe 
  Scroll. 
   
  Spells Prepared (4/3; base DC = 12 + spell 
  level): 0 - daze, detect magic, ghost sound, read 
  magic; 1
  st - color spray x2, grease. 
   
  Possessions: 
  Dagger, 
  leather 
  armour, 
  couple of coins. 
  • Burrowers (2), male/female gnome 2
  nd lvl 
  ranger: CR 2; Medium-size humanoid (gnome); 
  HD 2d10+4; hp 20; Init +2 (Dex); Spd 20 ft.; AC 
  16 [touch 13, flat-footed 14]; Atk +4 melee 
  (1d2+1 subdual, fist) or +2 melee (1d6+1 [19-
  20/x2], short sword) or +5 missile (1d6 [x3], 
  short bow); SA favoured enemy (human) +1; SQ 
  gnome abilities; AL CN; SV Fort +5, Ref +2, Will 
  +2; Str 13, Dex 14, Con 15, Int 10, Wis 14, Cha 
  8. 
   
  Skills and Feats: Animal Empathy +2, Hide 
  +10, Knowledge [nature] +4, Move Silently +6, 
  Wilderness Lore +7; Track, Dodge. 
   
  Possessions: Studded leather, short bow, 
  short sword. 
  • Burrowers (2), male/female dwarf 1
  st lvl rng/1
  st 
  lvl ftr: CR 2; Medium-size humanoid (dwarf); HD 
  2d10+4; hp 20; Init +2 (Dex); Spd 20 ft.; AC 16 
  [touch 13, flat-footed 14]; Atk +4 melee (1d3+2 
  subdual, fist) or +4 melee (1d8+2 [19-20/x2], 
  long sword) or +4 missile (1d8 [x3], long bow); 
  SA favoured enemy (human) +1; SQ dwarf 
  abilities; AL CN; SV Fort +5, Ref +2, Will +2; Str 
  15, Dex 14, Con 15, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +6, Knowledge 
  [nature] +4, Move Silently +6, Wilderness Lore 
  +6; Track, Dodge, Combat Reflexes. 
   
  Possessions: Studded leather, long bow, 
  long sword. 
   
  Encounter 3 - The Guards Arrive 
  • Barden, human male fighter lvl 3: CR 3; 
  Medium-size humanoid (human); HD 3d10+6; 
  hp 28; Init +0; Spd 20 ft.; AC 17 [touch 10, flat-
  footed 17]; Atk +8 melee (1d8+3 [19-20/x2], long 
  sword) or +6 melee (1d6+3 s, sap) or +3 missile 
  (1d8 [19-20/x2], light crossbow); AL NG; SV Fort 
  
  Harsh Words 
   
  Page 22 
  +3, Ref +1, Will +4; Str 16, Dex 10, Con 15, Int 
  13, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +2, Jump -
  2, Listen +5, Profession [Guard] +3, Ride +4, 
  Sense Motive +3, Spot +5, Swim +7
  *; Weapon 
  Focus 
  [long sword], Expertise, Iron Will, 
  Alertness, Improved Trip. 
   
  * This is the basic swim check without 
  penalties due to equipment. 
   
  Language Spoken: Common, Sylvan. 
   
  Possessions: Chain mail, large wooden 
  shield, masterwork long sword, dagger, sap, light 
  crossbow, quiver +20 bolts, 2x tanglefoot bag, 
  2x potion of cure light wounds. 
   
  • Guards, human male/female warrior lvl 2: CR 
  1; Medium-size humanoid (human); HD 2d8+2; 
  hp 11; Init +0; Spd 20 ft.; AC 15 [touch 10, flat-
  footed 15]; Atk +4 melee (1d10+3 [x3], halberd) 
  or +4 melee (1d6+2s, sap) or +2 missile (1d8 
  [19-20/x2], light crossbow); AL NG; SV Fort +4, 
  Ref +0, Will +2; Str 14, Dex 10, Con 12, Int 10, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Intimidate +3, Listen +4, 
  Ride +4, Spot +4; Alertness, Iron Will. 
   
  Possessions: Chain mail, halberd, dagger, 
  sap, light crossbow, quiver +20 bolts. 
   
  Encounter 4 - Assassins 
  • Pandarn, human male sorcerer lvl 6: CR 4; 
  Medium-size humanoid (human); HD 6d4+12; 
  hp 29; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 12 [touch 12, flat-footed 10]; Atk 
  +2 melee (1d4-1 [19-20/x2], dagger] or +5 
  missile (1d8 [19-20/x2], light crossbow); AL CN; 
  SV Fort +4, Ref +4, Will +7; Str 8, Dex 14, Con 
  14, Int 12, Wis 10, Cha 17. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Balance +4, Bluff +5, Hide +5, Knowledge 
  [arcane] +5, Move Silently +4, Profession 
  [soldier] +2, Spellcraft +10, Tumble +7 (5 ranks); 
  Improved Initiative, Spell Focus [enchantment], 
  Iron Will, Silent Spell. 
   
  Languages Spoken: Common and Elven. 
   
  Sorcerer Spells (6/7/6/4; base DC = 13 + 
  spell level): 0 - dancing lights, daze
  �
  , detect 
  magic, ghost sound, prestidigitation, read magic, 
  resistance; 1
  st - charm person
  �
  , magic missile, 
  ray of enfeeblement, shield; 2
  nd - glitterdust, 
  Tasha’s Hideous Laughter
  �
  ; 3
  rd - hold person
  �
  . 
   
  �  Because of Spell Focus (Enchantment), 
  the base DC for saves against these spells is 15 
  + spell level). 
   
  Possessions: Dagger, light crossbow, quiver 
  + 20 bolts, spell component pouch, 2x scroll of 
  mage armour, 2x scroll of invisibility, potion of 
  cure light wounds, 1x scroll of fireball. 
   
  • Tarrak, human male cleric lvl 6: CR 6; 
  Medium-size humanoid (human); HD 6d8+6; hp 
  36; Init +6 (+2 Dex, +4 Improved Initiative); Spd 
  30 ft.; AC 16 [touch 12, flat-footed 14]; Atk +7 
  melee or +5/+5 melee (1d6+3 (and 1d6+1) [x2], 
  quarterstaff) or +6 missile (1d8 [19-20/x2], light 
  crossbow); SA spontaneous inflict, rebuke 
  undead; AL CN; SV Fort +7, Ref +4, Will +8; Str 
  14, Dex 15, Con 13, Int 9, Wis 16, Cha 11. 
   
  Skills and Feats: Concentration +9, Heal +5, 
  Knowledge 
  [religion] 
  +1, 
  Spellcraft 
  +5; 
  Ambidexterity, Two-Weapon Fighting, Improved 
  Initiative. 
   
  Spells Prepared (5/5/5/4; base DC = 13 + 
  spell level): 0 - cure minor wounds, detect 
  poison, detect magic, resistance x2; 1
  st - bane, 
  burning hands
  *, cause fear, cure light wounds, 
  obscuring mist; 2
  nd - bull’s strength, cure 
  moderate wounds, hold person, produce flame*, 
  sound burst; 3
  rd - blindness/deafness x2, dispel 
  magic, resist elements*. 
   
  * Domain Spells. Deity: Joramy. Domains: 
  Destruction (smite 1/day, +4 on attack and +6 on 
  damage); Fire (turn water creatures, rebuke fire 
  creatures 3/day). 
   
  Possessions: 
  Masterwork 
  quarterstaff, 
  dagger, light crossbow, quiver + 20 bolts, chain 
  shirt, scroll of silence, potion of cure light 
  wounds. 
   
  [Bull’s strength add a +2 to attack rolls, and 
  a +2 to damage or +3 depending on the way the 
  quarterstaff is used.] 
   
  • Thugs, 1
  st level rogues/1
  st level fighters (4): 
  CR 2; Medium-size humanoid (human); HD 
  1d6+1d10+2; hp 16 each; Init +3 (+1 Dex); Spd 
  30 ft.; AC 17 [touch 16, flat-footed 14]; Atk +3 
  melee (1d8+2 [19-20/x2], long sword) or +4 
  missile (1d8 [x3], short bow); SA sneak attack 
  +1d6; AL CN; SV Fort +3, Ref +5, Will +0; Str 
  14, Dex 16, Con 12, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Balance +3, Bluff +4, 
  Disable Device +2, Hide +5, Jump +2, Listen +4, 
  Move Silently +5, Open Lock +2, Pick Pockets 
  +5, Tumble +6  (5 ranks), Spot +4, Search +4, 
  Wilderness Lore +2; Alertness, Point Blank 
  Shot, Rapid Shot. 
   
  Possessions: Long Sword, dagger, longbow, 
  quiver + 10 arrows + 10 masterwork arrows, 
  chain shirt, 2x tanglefoot bag. 
   
  
  Harsh Words 
   
  Page 23 
  APL 8 
  Encounter 2 - Tavern Brawl 
  • Kaltern, Male human war lvl 1: CR ½; Medium-
  size humanoid (human); HD 1d8+3; hp 8; Init 
  +0; Spd 30 ft.; AC 10 [touch 10, flat-footed 10]; 
  Atk +2 melee (1d3+1 subdual, fist); AL N; SV 
  Fort +2, Ref +0, Will -1; Str 13, Dex 10, Con 11, 
  Int 10, Wis 8, Cha 10. 
   
  Skills and Feats: Intimidate +4, Craft 
  (leather working) +4, Ride +4; Weapon Focus 
  [short spear], toughness. 
   
  Possessions: Dagger, clothes, couple of 
  coins. 
  • Gruntar Stronghear, male dwarf ran 4
  th lvl/ftr 
  3
  rd lvl: CR 7; Medium-size humanoid (dwarf); 
  HD 7d10+14; hp 60; Init +5 (Dex; +4 improved 
  initiative); Spd 20 ft.; AC 15 [touch 12, flat-
  footed 13]; Atk +10 melee (1d3+3 subdual, fist) 
  or +13 melee (1d8+4 [x3], battle axe +1) or +9 
  missile (1d8+2 [x3], mighty comp. long bow); SA 
  favoured enemy (human) +1; SQ dwarven 
  abilities; AL CN; SV Fort +10, Ref +4, Will +7; 
  Str 16, Dex 12, Con 15, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Climb +5, Hide +9, Jump 
  +5, Listen +5, Move Silently +9, Spot +6, Swim 
  +5, Wilderness Lore +9; Track, Weapon Focus 
  [battle axe], Iron Will, Power Attack, Improved 
  Initiative, Point Blank Shot. 
   
  Spells Prepared (1; base DC = 12 + spell 
  level): 1
  st - pass without trace. 
   
  Possessions: Masterwork Studded Leather, 
  battleaxe +1, hand axe, might composite long 
  bow (str +2), quiver + 20 arrows, 12 gp, cloak of 
  resistance +1. 
  • Daerna Strongheart, female dwarf clr 4 
  (Trithereon): CR 4; Medium-size humanoid 
  (dwarf); HD 4d8+8; hp 34; Init +4 (+4 improved 
  initiative); Spd 20 ft.; AC 14 [touch 10, flat-
  footed 14]; Atk +5 melee (1d6+2, light mace) or 
  +5 melee (1d3+2 subdual, fist) or +3 missile 
  (1d8 [19-20/x2], light crossbow); SQ dwarven 
  abilities; AL CN; SV Fort +6, Ref +1, Will +7; Str 
  14, Dex 10, Con 14, Int 8, Wis 16, Cha 11. 
   
  Skills and Feats: Heal +4, Spellcraft +2; 
  Improved Initiative. 
   
  Spells prepared (5/5/4; base DC = 13 + spell 
  level): 0 - create water x2, detect magic, detect 
  poison, guidance; 1
  st - bane, bless, endure 
  elements*, remove fear x2; 2
  nd - bull’s strength*, 
  hold person, remove paralysis. 
   
  * 
  Domain 
  Spells. 
  Deity: 
  Trithereon; 
  Domains: Protection (ward 1/day, +4 on first 
  saving throw within 1 hr), Strength (1/day +4 
  strength for 1 round). 
   
  Possessions: Chain shirt, light mace, light 
  crossbow, quiver + 20 bolts, dagger. 
   
  • Tallik Oakleave, male gnome, 1
  st lvl rog/3
  rd lvl 
  wiz (ilu): CR 2; Medium-size humanoid (gnome); 
  HD 1d6+3d4+12; hp 29; Init +6 (+2 Dex; +4 
  Improved Initiative); Spd 20 ft.; AC 14 [touch 12, 
  flat-footed 12]; Atk +1 melee (1d2 subdual, fist) 
  or +1 melee (1d4 [19-20/x2], dagger); SA sneak 
  attack +1d6; SQ gnome abilities; AL CG; SV 
  Fort +4, Ref +5, Will +2; Str 10, Dex 15, Con 16, 
  Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +4, 
  Concentration +7, Diplomacy +4, Disable Device 
  +6, Hide +10, Knowledge [arcane] +5, Listen +3, 
  Move Silently +6, Search +6, Sense Motive +3, 
  Spellcraft +5. Spot +3, Tumble +7; Improved 
  Initiative, Scribe Scroll, Spell Focus [Illusions]. 
   
  Spells Prepared (4/4/3; base DC = 12 + spell 
  level): 0 - daze, detect magic, ghost sound, read 
  magic; 1
  st - color spray x2, grease, mage 
  armour; 2
  nd - glitterdust, invisibility, minor image. 
   
  Possessions: 
  Dagger, 
  leather 
  armour, 
  couple of coins. 
  • Burrowers, gnome (2): Male/female gnome, 2
  nd 
  level ran/2
  nd lvl rog: CR 4; Medium-size 
  humanoid (gnome); HD 2d10+2d6+8; hp 32; Init 
  +2 (Dex); Spd 20 ft.; AC 16 [touch 13, flat-footed 
  14]; Atk +5 melee (1d2+1 subdual, fist) or +5 
  melee (1d6+1 [19-20/x2], short sword) or +6 
  missile (1d6+1 [x3], short bow); SA favoured 
  enemy (human) +1, sneak attack +1d6; SQ 
  gnome abilities, evasion; AL CN; SV Fort +5, 
  Ref +5, Will +2; Str 13, Dex 15, Con 15, Int 10, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Animal Empathy +2, 
  Balance +4, Hide +12, Knowledge [nature] +4, 
  Listen +4, Move Silently +9, Spot +4, Tumble 
  +7, Wilderness Lore +7; Track, Dodge, Point 
  Blank Shot. 
   
  Possessions: Studded leather, short bow, 
  short sword. 
  • Burrowers (2), male/female dwarf 1
  st lvl rng/3
  rd 
  lvl ftr: CR 2; Medium-size humanoid (dwarf); HD 
  4d10+8; hp 36; Init +2 (Dex); Spd 20 ft.; AC 16 
  [touch 13, flat-footed 14]; Atk +7 melee (1d3+3 
  subdual, fist) or +7 melee (1d8+3 [19-20/x2], 
  long sword) or +6 missile (1d8 [x3], long bow); 
  SA favoured enemy (human) +1; SQ dwarf 
  abilities; AL CN; SV Fort +6, Ref +3, Will +5; Str 
  16, Dex 14, Con 15, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Hide +6, Knowledge 
  [nature] +4, Move Silently +6, Wilderness Lore 
  +6; Track, Dodge, Combat Reflexes, Iron Will. 
   
  Possessions: Studded leather, long sword, 
  long bow. 
  
  Harsh Words 
   
  Page 24 
   
  Encounter 3 - The Guards Arrive 
  • Barden, human male fighter lvl 3: CR 3; 
  Medium-size humanoid (human); HD 3d10+6; 
  hp 28; Init +0; Spd 20 ft.; AC 17 [touch 10, flat-
  footed 17]; Atk +8 melee (1d8+3 [19-20/x2], long 
  sword) or +6 melee (1d6+3 s, sap) or +3 missile 
  (1d8 [19-20/x2], light crossbow); AL NG; SV Fort 
  +3, Ref +1, Will +4; Str 16, Dex 10, Con 15, Int 
  13, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +2, Jump -
  2, Listen +5, Profession [Guard] +3, Ride +4, 
  Sense Motive +3, Spot +5, Swim +7
  *; Weapon 
  Focus 
  [long sword], Expertise, Iron Will, 
  Alertness, Improved Trip. 
   
  * This is the basic swim check without 
  penalties due to equipment. 
   
  Language Spoken: Common, Sylvan. 
   
  Possessions: Chain mail, large wooden 
  shield, masterwork long sword, dagger, sap, light 
  crossbow, quiver +20 bolts, 2x tanglefoot bag, 
  2x potion of cure light wounds. 
   
  • Guards, human male/female warrior lvl 2: CR 
  1; Medium-size humanoid (human); HD 2d8+2; 
  hp 11; Init +0; Spd 20 ft.; AC 15 [touch 10, flat-
  footed 15]; Atk +4 melee (1d10+3 [x3], halberd) 
  or +4 melee (1d6+2s, sap) or +2 missile (1d8 
  [19-20/x2], light crossbow); AL NG; SV Fort +4, 
  Ref +0, Will +2; Str 14, Dex 10, Con 12, Int 10, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Intimidate +3, Listen +4, 
  Ride +4, Spot +4; Alertness, Iron Will. 
   
  Possessions: Chain mail, halberd, dagger, 
  sap, light crossbow, quiver +20 bolts. 
   
  Encounter 4 - Assassins  
  • Pandarn, human male sorcerer lvl 8: CR 8; 
  Medium-size humanoid (human); HD 8d4+16; 
  hp 42; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 12 [touch 12, flat-footed 10]; Atk 
  +3 melee (1d4-1 [19-20/x2], dagger] or +6 
  missile (1d8 [19-20/x2], light crossbow); AL CN; 
  SV Fort +4, Ref +4, Will +8; Str 8, Dex 14, Con 
  14, Int 12, Wis 10, Cha 18. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13, 
  Balance +4, Bluff +5, Hide +5, Knowledge 
  [arcane] +5, Move Silently +4, Profession 
  [soldier] +2, Spellcraft +12, Tumble +8 (5 ranks); 
  Improved Initiative, Spell Focus [enchantment], 
  Iron Will, Silent Spell. 
   
  Languages Spoken: Common and Elven. 
   
  Sorcerer Spells (6/7/7/6/4; base DC = 14 + 
  spell level): 0 - dancing lights, daze
  �
  , detect 
  magic, ghost sound, light, prestidigitation, read 
  magic, resistance; 1
  st - charm person
  �
  , endure 
  elements, magic missile, ray of enfeeblement, 
  shield; 2
  nd - glitterdust, invisibility, Tasha’s 
  hideous laughter
  �
  ; 3
  rd - hold person
  �
  , slow; 4
  th - 
  confusion
  �
  . 
   
  �  Because of Spell Focus (Enchantment), 
  the base DC for saves against these spells is 16 
  + spell level). 
   
  Possessions: Dagger, light crossbow, quiver 
  + 20 bolts, spell component pouch, 2x scroll of 
  mage armour, 2x scroll of invisibility, potion of 
  cure light wounds, scroll of fireball. 
   
  • Tarrak, human male cleric lvl 8: CR 8; 
  Medium-size humanoid (human); HD 8d8+16; 
  hp 55; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 16 [touch 12, flat-footed 14]; Atk 
  +8/+3 melee or +6/+6/+1 melee (1d6+3 (and 
  1d6+1) [x2], quarterstaff) or +8 missile (1d8 [19-
  20/x2], light crossbow); SA spontaneous inflict, 
  rebuke undead; AL CN; SV Fort +8, Ref +4, Will 
  +9; Str 14 (18), Dex 15, Con 14, Int 9, Wis 16, 
  Cha 11. 
   
  Skills and Feats: Concentration +11, Heal 
  +5, Knowledge [religion] +1, Spellcraft +7; 
  Ambidexterity, Two-Weapon Fighting, Improved 
  Initiative. 
   
  Spells Prepared (6/6/5/5/3; base DC = 13 + 
  spell level): 0 - cure minor wounds x2, detect 
  poison, detect magic, resistance x2; 1
  st - burning 
  hands
  *, cause fear, cure light wounds x2, 
  obscuring mist, shield of faith; 2
  nd - bull’s 
  strength, cure moderate wounds, hold person, 
  produce 
  flame*, 
  sound 
  burst; 
  3
  rd 
  - 
  blindness/deafness, dispel magic x2, magical 
  vestment, resist elements*; 4
  th - cure critical 
  wounds, greater magic weapon, wall of fire*. 
   
  * Domain Spells. Deity: Joramy. Domains: 
  Destruction (smite 1/day, +4 on attack and +8 on 
  damage); Fire (turn water creatures, rebuke fire 
  creatures 3/day). 
   
  Possessions: 
  Masterwork 
  quarterstaff, 
  dagger, light crossbow, quiver + 20 bolts, chain 
  shirt, scroll of silence, potion of cure light 
  wounds. 
   
  [Bull’s strength add a +2 to attack rolls, and 
  a +2 to damage or +3 depending on the way the 
  quarterstaff is used. 
   
  Greater magic weapon adds a +2 to attack 
  and damage when using the quarterstaff. 
   
  Magical Vestment add +2 AC.] 
   
  • Thugs, 3
  rd level rogues/1
  st level fighters (4): 
  CR 4; Medium-size humanoid (human); HD 
  3d6+1d10+4; hp 25 each; Init +3 (+1 Dex); Spd 
  
  Harsh Words 
   
  Page 25 
  30 ft.; AC 17 [touch 16, flat-footed 14]; Atk +5 
  melee (1d8+2 [19-20/x2], long sword) or +5 
  melee (1d10+3 [x3], glaive) or +6 missile (1d8 
  [x3], short bow); SA sneak attack +2d6; SQ 
  evasion, uncanny dodge (Dex bonus to AC); AL 
  CN; SV Fort +4, Ref +6, Will +1; Str 14, Dex 16, 
  Con 13, Int 10, Wis 10, Cha 10.  
   
  Skills and Feats: Balance +4, Bluff +4, 
  Climb +5, Disable Device +2, Hide +7, Jump +5, 
  Listen +6, Move Silently +7, Open Lock +2, Pick 
  Pockets +5, Tumble +10  (5 ranks), Spot +6, 
  Search +4, Wilderness Lore +2; Alertness, Point 
  Blank Shot, Rapid Shot, Combat Reflexes. 
   
  Possessions: Long Sword, dagger, glaive, 
  longbow, quiver + 10 arrows + 10 masterwork 
  arrows, 
  chain 
  shirt, 
  2x 
  tanglefoot 
  bag.
  
  Harsh Words 
   
  Page 26 
  Appendix C - The Hollow Inn
  The Hollow Inn is located just behind the Adder 
  Pass Gate within the city walls of New Keep. It is 
  not particular easy to find, since it is located in 
  the cellars of several warehouses along the 
  main road. These warehouses are used by the 
  various clans of the Hollow Highlands to store 
  their trade products before transporting them 
  into the Hollow Highlands or selling them to the 
  merchants of New Keep. They are big Spartan 
  looking buildings made out of stone with stone 
  roofs. Nothing hints that there might be an inn 
  and tavern in their cellars. 
   
  Both the inn and the tavern are popular with 
  the short folk of the Hollow Highlands. The 
  tavern has a reputation to serve salty meals, 
  excellent drinks and being a hotbed of trouble. 
  Fights are relatively common, though these 
  almost never lead to permanent injury or death. 
  The Inn itself has a slightly better reputation. 
  The guests value their privacy and due to the 
  thick walls sounds will rarely disrupt the guests. 
   
  Description 
  The entrance to the tavern lies next to the main 
  entrance of the warehouse. A small steep 
  staircase leads down to a strong looking wooden 
  door. A wooden sign with on it a merry dwarf 
  and gnome toasting with a pint of beer with 
  above that the golden letters “The Hollow Inn” 
  hangs above the stairs. Since the door is made 
  out of thick wood, few sounds originating from 
  the tavern can be heard on the streets. This door 
  leads directly into the common room. 
   
  The common room consists of one big room 
  that in the past were clearly different rooms. The 
  vaulted ceiling and the locations of support walls 
  are a clear sign of this. The Hollow Inn is mainly 
  a place for the small folk. As a result the ceilings 
  are low and a tall human cannot stand straight 
  without bumping his head into the ceiling in the 
  lower parts. The heavy wooden furniture is 
  partially made for halflings and gnomes, but 
  there are more then enough tables and chairs 
  for taller people. The chairs are chained to the 
  tables with heavy iron chains, which is a clear 
  sign that fights are relatively common. The 
  wooden floors are covered with straw.  
   
  The common room is lit by strategically 
  placed torches, which are burning with continual 
  flame spells. It is a relatively dark place and 
  those who are not used to live underground 
  might find it a cramped place. The smell in the 
  air though is surprisingly fresh, though it still 
  strongly reeks of ale and wet straw. Along the 
  walls hang various mining equipment. 
   
  The entrance of the inn lies under the 2
  nd 
  warehouse to the left of the of the tavern 
  entrance. Just as the tavern it is also located 
  under the ground. There is a direct connection to 
  the tavern. The inn has a dining room of its own, 
  but they share the same kitchen. In this part of 
  the Hollow Inn, directly to the left of the entrance 
  to the inn lies a small shrine dedicated to Garl 
  Glittergold. 
   
  There are several emergency exits and the 
  gnomes who run the place make very sure that 
  the guests know where these are located.   
   
  Employees 
  A family of gnomes of the Nolar clan runs the 
  Hollow Inn. These fun loving, hard working 
  gnomes started this tavern to create a home 
  away from home for their clan members, but 
  soon 
  expanded 
  to 
  include 
  all 
  Hollow 
  Highlanders. The Nolars are normal gnomes and 
  as such they have a good sense of humor and a 
  cheerful attitude. They limit their pranks to 
  family members though, realizing that customers 
  might not like such treatment. 
   
  The current patriarch of the family is Bel 
  “Ashface” and he is responsible for the tavern. 
  At most nights he can be found behind the bar. 
  His wife Lasswyn runs the inn and the family 
  with an iron hand. They love each other, but 
  their arguments are infamous in whole New 
  Keep. 
   
  The Fare 
  The gnomes have an extensive knowledge on 
  liquor and Bel is a famous alchemist as well as a 
  sage on liquors. Hence the Hollow Inn serves 
  the best drinks money can buy and due their 
  contacts within the Hollow Highlands their wine 
  cellar includes many special drinks. The most 
  famous drink that is served at the inn though are 
  Gnome Golden Light and Dwarfhead Stout. 
  There is a limited selection of wines and strong 
  liquors. 
   
  While the gnomes are excellent with drinks, 
  they are not nearly as good cooks. In general 
  their food is too salty and too thoroughly cooked 
  for most people. So in general guests order a 
  platter with various cheeses and bread or a bowl 
  of nuts and fruit. 
   
   
   
  
  Harsh Words 
   
  Page 27 
   
  
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