TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
  under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  NAE6-05 
    
   
   
   
   
   
   
   
  Sharafon 
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Naerie Regional Adventure 
  Version 1.4 
   
  By Sampo Haarlaa & David Howard 
  Circle Reviewer: Pieter Sleijpen 
  Reviewers: Pierre van Rooden, Kristi St.Clair and Mike Rizzo 
  Naerie Triad Reviewer: Paul Bendall 
  Playtesters: Robert Hambly, Richard Smart, Allan Greenfield, Adam Cowan, Andrew Cowan, Marko Westerlund, Pasi 
  Riita, Sami Sauerland, Stefan Sauerland. 
  Thanks to: Keith McCall, Mike Rizzo, Samuel Weiss, Pete Cooney, Baris Pekerten. 
   
  You rarely notice them. Sometimes you see them in the streets or on the docks. Many remain in labor camp servitude. 
  Others have made the Menowood their new home. Hepmonaland warriors rampaged through Naerie in the service of 
  the Scarlet Brotherhood, but now they are slowly becoming part of the population. Will they always remain on the 
  fringes of society? You will help decide. A Naerie regional adventure for character levels 1-11 (APL 2-8). This module 
  will have important effects on future plotlines. Parties that share an ideological point of view are recommended for this 
  module. 
   
  Meta-organizations: Idee Volunteer Sympathisers, Nasranite Watch, Ex-Brotherhood Soldier. 
   
  Resources for this adventure [and the authors of those works] include Adventure Begins [Roger E. Moore], From the Ashes 
  [Carl Sargent], NAE3-01 Daughter of Idee [Steven Zwanger], NAE4-02 The Venemous Temple [Juha-Pekka Saarinen], NAE4-
  04 Prince of Idee [Dan Hass], NAE5-01 When Nightingales Sing [Sampo Haarlaa], Scarlet Brotherhood [Sean K. Reynolds], 
  TSS3-07 Lance of Osson [Andy McPhee, Jeny McPhee & Stuart Kerrigan].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the Living Greyhawk campaign—a worldwide, 
  ongoing D&D® campaign set in the Greyhawk setting—
  you must sanction it as part of an RPGA event. This 
  event could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  Herald-Level™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  Herald-Level GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your Living 
  Greyhawk character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the Dungeons & Dragons Rewards program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the Living Greyhawk 
  character creation and development, RPGA event 
  sanctioning, and Dungeons & Dragons Rewards, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, reading 
  beyond this point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full information 
  on NPCs and monsters are given in Appendix 1 to 5.  
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You 
  must request a Living Greyhawk Adventure Record 
  (AR) from your local Triad by E-mail (do not forget to 
  mention the RPGA Event Code when you do so) or 
  from the senior GM.  
   
   LIVING GREYHAWK LEVELS OF 
  PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability (such 
  as animal companions, familiars paladin’s mounts) 
  or the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single 
  PC may only bring four or fewer animals of this 
  type, and animals with different CRs are added 
  separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  NAE6-05 Sharafon 
   
  Page 2 
  
  adventure. Based on their choice, use either the higher 
  or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold 
  a PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round regional adventure, set in 
  Naerie. Characters native to Naerie pay 1 Time Unit per 
  round. All other characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or possibly 
  gain in-game benefits) as may be detailed in this 
  adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and 
  may restock up to 20 arrows or bolts if the character has 
  at least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  TRAVEL IN THE  
  UNITED KINGDOM OF 
  AHLISSA 
  In 593 CY, PCs adventuring in the Splintered Sun had 
  several opportunities to receive AR entries that could 
  help or hinder their movement through the United 
  Kingdom of Ahlissa.  
   
  For the DM’s convenience these are replicated 
  below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: 
  The bearer of this document is entitled to travel freely 
  throughout 
  the 
  Kingdom 
  of 
  Ahlissa 
  without 
  molestation. It is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or more 
  nobles of The Kingdom of Ahlissa. As such the 
  authorities are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection 
  with the slaying of several Ahlissan soldiers. This status 
  is in effect in all parts of Ahlissa including the occupied 
  portions of Medegia and the Principalities of Naerie and 
  Innspa but not in the Adri Forest. PCs instantly lose any 
  travel privileges within Ahlissa including the Free 
  Travel Throughout the Kingdom of Ahlissa. At the 
  beginning of a session taking place in Ahlissa the DM 
  should make a secret d20 roll. On a 1 or 2 (a DC 20 
  Disguise check reduces this to 1) the PC will be 
  captured and must pay total bribes of 100 gp x APL at 
  which the scenario was played to prevent their 
  execution. One favor with a high-ranked Ahlissan NPC 
  or powerful organization might be spent instead of the 
  bribes.  
   
  Once this bribe is paid, score through this entry. 
  The PC is free to continue the adventure in which he 
  was caught. 
   
  ADVENTURE BACKGROUND 
  I watch the children pray, while god just turns away 
  out 
  in 
  the 
  ruins 
  they 
  seek 
  shelter 
  These 
  streets 
  were 
  once 
  my 
  home, 
  but 
  those 
  golden days are gone, now I'm fighting to survive. 
  - 
  Hammerfall: Stone Cold 
   
  Following the defeat of the Scarlet Brotherhood by 
  Ahlissan troops in 580’s, many of the surviving 
  Hepmonaland warriors were put into labor camps. Most 
  of them still remain there. Those that have been 
  released from servitude are unable to return to 
  Hepmonaland or the Tilvanot Peninsula because of 
  almost certain reprisal and loss of face due to their 
  defeat. These newly freed individuals barely survive, 
  and carve out a subsistence-level existence of second-
  class citizens as beggars, serfs, and common laborers. 
  Those who evaded capture escaped and have settled in 
  the northern parts of Menowood, where they have 
  made a life of sorts, being a thorn in the side to the 
  farmers on the edge of the forest and Ahlissan troops 
  that are still forced to patrol the perimeters of the forest.  
   
  While some of these ethnic pariahs are too busy 
  surviving to question their future, others seek an 
  improvement in their status within the Principality of 
  Naerie. Within the entangled alliances that characterize 
  NAE6-05 Sharafon 
   
  Page 3 
  
  Naerie’s politics, some view the Hepmonalanders as 
  pawns that can be used. The Scarlet Brotherhood hopes 
  that they will be useful as a fighting force again. Idee 
  Volunteers seek alliances wherever they can find them. 
  While some in the noble houses are motivated by 
  ethical considerations regarding the quality of life for 
  these savages, others would pursue any course of action 
  that might cause embarrassment to House Haxx’s 
  position that the Hepmonalanders must be kept out of 
  mainstream Naerie society.  
   
  The House Arxx is a rival of House Haxx and has 
  decided to operate through their proxies to help out 
  Idee Volunteers. House Arxx has a mole in the 
  organization who has given them the idea of 
  establishing a temple of Bralm and Llerg in Naerie. This 
  might help Hepmonalanders to adapt more easily and 
  House Arxx can later call in favors from the priesthood 
  for 
  their 
  help 
  and 
  wield 
  influence 
  among 
  Hepmonalanders. House Arxx has the village of 
  Nahuatl (Olman name) among their holdings, which is 
  essentially a ghetto for Hepmonalanders. (There are 
  both Hepmonalanders and Olman there, who very 
  much hate each other, Olmans having essentially been 
  slaves to the Scarlet Brotherhood). Placing the temple 
  here would suit their purpose very well.  
   
  Getting appropriate relics was not an easy thing to 
  do, but Captain Ement Naersaul (Idee Volunteer 
  loyalist) actually managed to reach Hepmonaland with 
  his ship The Peryton. Relics were secured and Ement is 
  now on his way to Naerie where he intends to drop 
  these items off at the thorp of Zagsmar near Naerie 
  City. Authorities have also heard rumors about the 
  shipment, and the question is whether these items end 
  up in possession of the Idee Volunteers or Nasranite 
  Watch. It is up to the PCs to determine what it will be. 
   
  ADVENTURE SUMMARY  
  Introduction: The party is on the road and meets 
  members of the army who require assistance. 
   
  Encounter 1 [A Farm Under Attack]: The party 
  comes upon a homestead farm that is under attack from 
  Hepmonalanders from nearby Menowood.  
   
  Encounter 2 [What Are You Doing Here?]: The 
  family is divided on the idea of killing the captives or 
  sending them to the labor camp nearby.  
   
  Encounter 3 [Camp of the Damned]: The party 
  arrives at the labor camp with their prisoners. The camp 
  is a horrible place and the PCs can witness first hand 
  how things are going.  
   
  Encounter 4 [Man on a Soapbox]: The party 
  encounters a speaker in Naerie City who is arguing 
  against the Hepmonalander labor camps. The crowd 
  becomes agitated when a Hepmonalander walks by and 
  the situation is further complicated by the Nasranite 
  Watch and by anti-Hepmonalander rabble rousers 
  seeking to cause trouble in town. 
   
  Encounter 5 [A Request for Help]: Assuming PCs 
  have refused to attack the Hepmonalander or have 
  spoken in opposition to the camps, they are slipped a 
  note asking to meet later if interested in bettering the 
  lives of the Hepmonalanders.  
   
  Encounter 6 [Make way!]: Walennor, an agent in the 
  service of the Nasranite Watch and Damar Rocharion, is 
  a target of an attack that also puts the PCs and innocent 
  bystanders at risk. 
   
  Encounter 7 [Another Opinion Is Heard]: Durotin, 
  an agent of the Idee Volunteers working from a fringe 
  perspective of the group, meets the PCs. He tries to get 
  the PCs to assist Hepmonalanders by securing a 
  shipment which is arriving.  
   
  Encounter 8 [An Official Meeting]: The party drops 
  off the message about the increased attacks or otherwise 
  interacts with the Nasranite Watch. PCs are asked by 
  Damar Rocharion to apprehend a shipment arriving this 
  evening which supposedly carries weapons or similar 
  items for the Hepmonalanders.  
   
  Encounter 9 [Ties That Bind]: Members of the Scarlet 
  Brotherhood or the Ex-Scarlet Brotherhood Soldier 
  meta-organization receive special instructions.  
   
  Encounter 10 [On the beach]: Based upon prior 
  actions, the PCs will seek to either stop or help the 
  landing, and must struggle against a group that opposes 
  their goals.  
   
  Conclusion: The ship brought religious artifacts to 
  Naerie, allowing for establishment of Hepmonalander 
  temples (Bralm and Llerg). What ever happens to the 
  future of Hepmonalanders is in the PCs’ hands.  
   
  PREPARATION FOR PLAY 
  This scenario requires some special preparations by the 
  DM.  
  • 
  The theme of this scenario is one of moral conflict: 
  How do we treat our former enemies? It is easy for 
  the PCs to dislike the Hepmonalanders. In order to 
  create the conflict, the DM MUST spend the time 
  to create a sympathetic response to the plight of the 
  Hepmonalanders in the camp. Whether or not the 
  PCs involve themselves in the conflict, and if they 
  do which side they choose is entirely up to the 
  players. 
  • 
  The NPCs may refer to the Hepmonalanders as 
  Hepmonalanders, “strawheads”, “freckled savages”, 
  and so on but make sure that is the NPC and not 
  the DM. 
  NAE6-05 Sharafon 
   
  Page 4 
  
  • 
  The term “freckled savage” or “Hepmonaland Suel” 
  refers to Suel people who originally fled into the 
  Amedio Jungle and Hepmonaland after the Suel 
  Imperium was destroyed in the twin cataclysms. 
  They appear much like regular Suel except that 
  their skin tends to be freckled and of darker color. 
  They are also much more primitive than the Suel in 
  the Tilvanot Peninsula or elsewhere in the 
  Flanaess.  
  • 
  The Suel from the Amedio jungle speak a language 
  known Amedi while those from Hepmonaland 
  speak Rasol. Both languages are a corrupted version 
  of Ancient Suel. Those who speak Ancient Suel can 
  communicate with someone speaking either but is 
  not able to understand all that is spoken. In game 
  terms, allow PCs who speak Ancient Suel to make a 
  DC 11 Intelligence check. Success indicates they 
  can 
  communicate 
  with 
  someone 
  speaking 
  Amedi/Rasol.  
  • 
  Review the rules on hiding and sniping, for 
  Encounter 1 (Player’s Handbook, page 76). 
  • 
  Review the rules about crowds for Encounter 4 
  (Dungeon Master’s Guide, page 100). 
  • 
  Determine if any PCs are members of the Nasranite 
  Watch, 
  Idee 
  Volunteer 
  Sympathizers, 
  Ex-
  Brotherhood Soldier meta-organisation or in 
  service of Scarlet Brotherhood (COR4-04 Redtide). A 
  character tracker has been provided in DM’s Aid 1 
  so you can write this information down before the 
  game starts. 
  • 
  Be aware of the limitation on what actions PCs may 
  take against each other as laid out in LGCS. This 
  module can lead to player-versus-player conflict 
  since it is possible players may have different ideas 
  on how to proceed in the end. PCs are not allowed 
  to attack each other (except during specific 
  circumstances, such as when under magical 
  compulsion). An attack of a PC on another PC 
  against a player’s wishes leads to the removal of that 
  character from the campaign. 
  • 
  The name of the module, Sharafon, is a Suel word 
  for “Sub-citizen”. 
  • 
  There are no time constraints for the PCs. Using 
  fast magical transport such as teleport and phantom 
  steed to travel to Naerie City or Zagsmar does not 
  affect the flow of the scenario. 
   
  It is recommended that you print the Naerie City article 
  from 
  Naerie 
  website 
  at: 
  http://www.thesplinteredsun.info/naerie/derevendt.ht
  ml
  INTRODUCTION: 
  There are several introductions available. Choose the 
  appropriate one for each PC. It might be necessary to 
  read these in other room if hostile meta-organisations, 
  such as Idee Volunteers and Ahlissan army members, 
  are present.  
   
  Generic Introduction 
  The following is a generic introduction for all PCs that 
  do not fall under the other categories: 
   
  While in the southern parts of Derevendt, near 
  Menowood, a group of soldiers passed you and 
  informed you that calls have gone out for capable 
  individuals to join the army in Fort Haxx as there 
  are expectations of raiding parties moving out of 
  Menowood. A small monetary reward should be 
  available as well. 
   
  In game terms, joining the army for a short duration 
  provides free standard upkeep for this module. If PCs 
  are interested, they can join the army. If not, run 
  encounter 1 assuming they were simply traveling to 
  Naerie City, but came from another direction. 
   
  Proceed with Fort Haxx below. 
   
  Army Introduction 
  The following is the introduction for the PCs who are 
  members of the Royal Army/Navy or the Nasranite 
  Watch. 
   
  “A call has gone out for available members of 
  (meta-organization) to report to Fort Haxx. Some 
  raiding parties from the Menowood have been 
  spotted nearby and the army is on high alert.” 
   
  If PCs for either the the Royal Army/Navy or the 
  Nasranite Watch refuse to go, they are kicked out of the 
  organization and imprisoned for 26 TU for dereliction 
  of duty. 
   
  If they accept, proceed with Fort Haxx below. 
   
  Idee Sympathisers Introduction 
  Read the following to members of the Idee Volunteer 
  Sympathisers meta-organisation. 
   
  “The contact is discreet as usual. A letter appeared 
  among your belongings with instructions that Idee 
  Volunteers require your assistance in Thurbrush. 
  More instructions would follow. 
   
  Ask the PC(s) if they agree. If not, they get the Generic 
  Introduction instead. If they accept, continue with the 
  following. 
   
  You were instructed to report at the office of 
  Zarilhat, a local constable. Without any extra 
  ceremonies, he told you to sit down while he 
  locked the door to avoid any unnecessary 
  attention.  
   
  � Zarilhat: male human (Oeridian-Suel) War3; AL 
  N. 
   
  Appearance: Old soldier, with a thin moustache and 
  greying hair. Slightly overweight. 
  NAE6-05 Sharafon 
   
  Page 5 
  
   
  Personality: Efficient common soldier, feels some 
  loyalty to the Idee Volunteers and has agreed to work as 
  a low level contact. 
   
  Zarilhat tells the following things: 
  • 
  Originally the PC would have been asked to join 
  the hunt for a dangerous fugitive named Kal, who 
  was once a member of the Idee Volunteers. 
  However, Kal somehow heard about this and he 
  murdered two Idee Volunteer agents (Selecia and 
  Ratha) in Thurbrush. Zarilhat went after him as 
  well but Kal evaded capture by fleeing into the 
  Hollow Highlands, killing one of Zarilhats hunting 
  dogs in the process. 
  • 
  He has learned that the Ahlissan army is doing 
  some maneuvers near Menowood and is hiring sell-
  swords for patrols in Fort Haxx. Zarilhat suggests 
  the PC should go there and see what is going on 
  and report back to him when the PC can. 
  • 
  Kal 
  is 
  a 
  man 
  of 
  Oeridian-Suel 
  heritage, 
  approximately 30 years old with red hair. He was 
  once a cleric of Trithereon. 
   
  The PC should be heading to Fort Haxx. They can go 
  after Kal but conviniently run into Encounter 1 on the 
  way (improvise this with these PCs coming from 
  another direction than characters that use another 
  Introduction). If neither option is interesting, they can 
  head back to Naerie City and Encounter 4.  
   
  Fort Haxx 
  When all available PCs are present, read the following. 
   
  “Most of the soldiers in Fort Haxx have gathered in 
  the main courtyard. The commander of the 
  garrison, Zhentrinn Haxx, a young Suel man with 
  blue eyes and short brown hair, addresses the 
  soldiers. Orders are passed around the ranks and 
  every soldier goes to his own patrol. All of you end 
  up in the same group. Your orders are to take one 
  of the roads near Menowood and keep an eye out 
  for any enemy activity. Any prisoners taken should 
  be brought to the nearest army unit for 
  interrogation.” 
   
  Now would be a good time for PCs to introduce 
  themselves to each other. 
   
  Development: Most likely PCs obey their orders and 
  move into the surrounding area. Proceed with 
  Encounter 1.  
   
  If asked, the army can provide them with light 
  riding horses, any simple/martial weapon or any 
  light/medium armor from the Player’s Handbook. These 
  cannot be masterwork and must be returned at the end 
  of the module. Any attempt to steal any items causes the 
  PC to be wanted for theft in Ahlissa, and results in a 
  dismissal from the Royal Army/Navy/Nasranite Watch 
  meta-organisation. 
   
  ENCOUNTER 1: 
  FARM UNDER ATTACK 
  Once the PCs have accepted the job to hunt down the 
  bandits from Menowood, they start to patrol the region. 
  Later during that day on the patrol the PCs run across 
  the following scene.  
   
  A rail fence stretches on the left as the road winds 
  ahead of you, crossing a shallow stream on the way. 
  The stream meanders under the fence and through 
  the pastureland that lies between you and the 
  farmhouse. Far to the right, another small stream 
  joins the main channel within the pasture before 
  exiting under the far right fence and out into a 
  small forest. 
   
  A wagon sits unused in a cleared area in front 
  of the house. Atop the wagon stands a man 
  swinging a shovel at the figures around him. A 
  powerful swing brings one of the three attackers to 
  the ground. Just as you notice this, one of the 
  freckled savages pulls the farmer’s legs out from 
  under him, depositing him in an unmoving heap 
  on the ground beside the wagon. The door to the 
  farmhouse bursts open under the impact of a 
  strong kick from another of the freckled raiders. As 
  he strides forward, he drags a kicking and 
  screaming figure behind him by the hair. 
   
  The party has come upon a warband of Hepmanoland 
  savages who are raiding a small farmstead. Without any 
  aid the farmer is definitely going to loose the fight. 
  Unless the PCs did their best to remain unseen they are 
  spotted immediately and no side is surprised. Otherwise 
  the Hepmonalanders need to make a Listen and/or Spot 
  check opposed by the PCs Move Silently and Hide as 
  per the standard rules to check for surprise. The sniper 
  in the woods though is trying to hide by taking 10 on 
  his Hide check [results in APL 2: 18; APL 4: 19; APL 6: 
  26; APL 8: 27]. Remember to add distance penalties to 
  this DC for the PCs to check whether they not him. He 
  might gain surprise on the PCs. 
   
   
  Terrain: The encounter uses the map from DM’s Aid 
  2.The fence between the PCs and the raiding party can 
  be climbed using a move action or jumped as part of 
  movement with a DC 16 Jump check. Failure indicates 
  that character falls prone on the other side of the fence. 
  The fence also offers some cover, granting +1 AC bonus 
  to anyone behind it. The stream counts as shallow bog 
  (difficult terrain) and can be used as cover against 
  missile fire by jumping into it. The forest counts as 
  sparse forest with light undergrowth. Moving into a 
  space covered by light undergrowth costs 2 squares of 
  movement and the DC of Tumble and Move Silently 
  checks is increased by 2. Anyone standing in these 
  squares (the sniper statistics don’t take these into 
  account) gets 20% concealment. Squares with trees (DM 
  NAE6-05 Sharafon 
   
  Page 6 
  
  should place trees to half of the squares within the 
  forest) provide +2 cover bonus to Armor Class and +1 
  bonus to Reflex saves. The sniper starts in a square with 
  a tree. 
   
   
  Creatures: The Hepmanoland savages are tall lean well-
  muscled men with long almost white hair, a pale skin 
  and a freckled face. They have been living in the wilds 
  of Menowood for years and it shows. The weapons and 
  armor is of good quality, but it shows clear signs of wear 
  and tear and their clothes have been patched up many 
  times. Menowood is not easy on the Hepmonalanders, 
  who are used to the tropical jungles of the south and as 
  such they look ill fed and hungry. These are desperate 
  men. 
   
  APL2 (EL 4) 
  � Leader: Male Hepmonalander Suel human Bbn2; 
  hp 21; see Appendix 1. 
  � Sniper: Male Hepmonalander Suel human Rgr1; 
  hp 9; see Appendix 1. 
  � Warrior (2): Male Hepmonalander human War1; 
  hp 8 each; see Appendix 1. 
   
  APL4 (EL 6) 
  � Leader: Male Hepmonalander Suel human Bbn4; 
  hp 37; see Appendix 2. 
  � Sniper: Male Hepmonalander Suel human Rgr2; 
  hp 15; see Appendix 2. 
  � Warrior (2): Male Hepmonalander Suel human 
  War2; hp 13 each; see Appendix 2. 
   
  APL6 (EL 8) 
  � Leader: 
  male 
  Hepmonalander 
  Suel 
  human 
  Bbn5/Rgr1; hp 51; see Appendix 3. 
  � Sniper: Male Hepmonalander Suel human Rgr4; 
  hp 27; see Appendix 3. 
  � Wolf animal companion: hp 13; see Monster 
  Manual page 283. 
  � Warrior (2): Male Hepmonalander Suel human 
  Bar1/Ftr1; hp 20 each; see Appendix 3. 
   
  APL8 (EL 10) 
  � Leader: 
  Male 
  Hepmonalander 
  Suel 
  human 
  Bbn5/Ftr1/Rgr1; hp 56; see Appendix 4. 
  � Sniper: Male Hepmonalander Suel human Rgr8; 
  hp 51; see Appendix4. 
  � Crocodile animal companion: hp 22; Monster 
  Manual page 271. 
  � Warrior (2): 
  Male 
  Hepmonalander 
  human 
  Bbn1/Ftr1/Rgr1; hp 26 each; see Appendix4. 
   
  Tactics: The Sniper’s first action (in surprise round 
  unless he is spotted) is to ready an action to fire upon 
  anyone casting a spell, preferring his target to be as 
  lightly armored as possible. After his first shot, he 
  judges the situation and takes whatever action he deems 
  most beneficial, being more than willing to stay hidden 
  and snipe at PCs. His animal companion stays near him, 
  using it's hide skill to remain unseen and ready to attack 
  anyone who gets too close to it's master. 
   
  The three raiders, who are still standing at the farm, 
  fight to the death, both seeking to protect the food that 
  they are here for, as well as protecting their fallen 
  comrade. The sniper retreats if the others fall.  
   
  Treasure: The raiding party can be looted. 
   
  APL 2: Loot: (273 gp, -8 gp for each dart fired); 
  Coin: (0 gp); Magic: (0 gp). 
   
  APL 4: Loot: (325 gp, -8 gp for each dart fired); 
  Coin: (0 gp); Magic: (0 gp). 
   
  APL 6: Loot: (764 gp, -8 gp for each dart fired); 
  Coin: (0 gp); Magic: Scroll of entangle (2 gp). 
   
  APL 8: Loot: (113 gp, -8 gp for each dart fired); 
  Coin: (0 gp); Magic: +1 bane (fey) heavy flail (692 gp), +1 
  buckler (88 gp), +1 mighty composite longbow (+2 Str) (216 
  gp), +1 mithral breastplate (266 gp), +1 mithral chain shirt 
  (175 gp), scroll of briar web (12 gp). 
   
  Detect Magic Results: +1 bane (fey) heavy flail 
  (Moderate Conjuration), +1 buckler (Faint Abjuration), 
  +1 mighty composite longbow (Faint Evocation), +1 mithral 
  chainshirt (Faint Abjuration), +1 mithral breastplate (Faint 
  Abjuration), scroll of entangle (faint transmutation). 
   
  Development: Assuming the party defeats the raiders, 
  they should have at least one captive (the one the farmer 
  knocked out), a wounded but stable farmer, and a 
  grateful family. Proceed to Encounter 2.  
   
  If the party does not engage the raiders, or retreats, 
  then Marna is captured, the farm is ransacked, and the 
  savages withdraw into the Menowood. The party can 
  still continue on to Naerie (Encounter 4). Pursuing 
  raiders into the forest should be discouraged but if PCs 
  do it, they meet a group six times the size of the raiding 
  party. If party flees, nothing further happens. If they 
  insist on fighting feel free to fight it out. 
    
  ENCOUNTER 2: 
  WHAT ARE YOU DOING 
  HERE? 
  After combat, the PCs can interact with the farmer, his 
  wife Marna, and any captives. This is a free flowing 
  encounter dictated by the PCs actions. In the ideal case, 
  Zorzants option wins and the PCs escort the prisoners 
  to the labor camp. They may also be under orders to 
  bring any captives to the authorities and the labor camp 
  is the nearest choice. 
   
  The raiders: It is quite likely that PCs have at least one 
  captive, the one felled by the farmer. This raider is a 
  Hepmonaland Suel named Candarvas (use the raider 
  statistics given in APL 2 if need be) who is currently 
  stable at -1 hit points. Should there be other survivors, 
  they all have the same basic story. Candarvas speaks 
  Rasol and broken Common. If none of the party 
  NAE6-05 Sharafon 
   
  Page 7 
  
  members can speak Rasol, the conversation should be 
  broken, and not necessarily clear. The leader speaks 
  Rasol and Common while the rest only speaks Rasol.  
   
  Quote: “Forest is good home. Not very good for food. Not like 
  jungle home.” 
   
  Candarvas and the others can provide the following 
  information (this is all true), provided they are turned 
  Friendly with a DC 15 Diplomacy check or a successful 
  Intimidate check. 
  • 
  He is a Hepmonalander who has been living in the 
  forest with his people since the end of the war. 
  • 
  The raiding party was looking for food and stock 
  animals. 
  • 
  The Hepmonalanders in the forest are a sizeable 
  force, but due to limitations of the area, they tend 
  to be in camps of approximately 100 in order to 
  avoid depleting natural food resources. Their total 
  numbers are somewhere between 400 and 700. The 
  camps do not relocate very often as the Ahlissans 
  have yet to mount a serious push into the forest 
  itself. 
  • 
  Some time ago, the earth started shaking and it has 
  caused much hardship in the camps near the 
  Hollow Highlands. It has also scared away many 
  animals and times are extremely lean. 
  • 
  All camps are essentially independent, but Kesh 
  Reshes Fren is the supreme leader of them all. A 
  DC 20 Knowledge (history) check tells that he was 
  the regional leader of Menst during the occupation 
  of Idee. Succeeding by 5 or more also reveals that 
  he was the only one of the ‘Keshes’ that survived 
  the Ahlissan invasion. Characters from Naerie gain 
  a +5 circumstance bonus on this check. 
  • 
  When the refugees first retreated into the forest, 
  there were massive battles between them and the 
  fey and other forest creatures. Hundreds died on 
  each side (which is a slight exaggeration especially 
  in regards to the fey). They were eventually able to 
  turn the tide using cold iron weapons looted from 
  Idee, and by working an old cold iron mine near 
  the Hollow Highlands. This has resulted in an 
  uneasy equilibrium, and the Hepmonolanders have 
  been able to carve out their own territory. There are 
  still occasional skirmishes.  
  • 
  If asked about any Olman slaves that the 
  Brotherhood took with them to the Menowood, 
  the leader can reveal that most have died in the 
  woods, joined into a fight along the Scarlet 
  Brotherhood troops or simply disappeared into the 
  deep forest. 
  • 
  If asked about their original home, all of these 
  Hepmonalanders are from city state of Llerga in 
  northern Hepmonaland. A successful DC 30 
  Knowledge (geography) check reveals that the 
  town is known for it’s brave and ferocious warriors 
  and the Scarlet Brotherhood recruits from it 
  extensively. As the name indicates, Llerg (CN Suel 
  deity of animals, strength, and competition) is 
  widely worshipped there. 
   
  � Zorzant the Farmer: male 
  human 
  (Suel) 
  Com5/War1, (currently at -5 hp due to nonlethal 
  damage), AL CG. 
   
  Quote: “It certainly was easier before these Heps came. 
  The war was bad, sure. But who thought we’d end up living 
  for years with these blood-thirsty savages in our backyards?” 
   
  Zorzant has a holy symbol of a scimitar in front of an 
  oak tree. A successful DC 15 Knowledge (religion) 
  check identifies this as Phyton (CG Suel deity of nature, 
  beauty and farming – much associated with farmers, 
  shepherds and woodcutters). 
   
  Zorzant survived the raid without serious injury, 
  though he is unconscious. While angry and scared by 
  what happened, he is not of a retributive nature. He 
  speaks Common and Suel and can act as a translator for 
  the PCs. In addition, he knows the following: 
  • 
  This is not the first raid in the area, although his 
  farm has never been attacked before. The Ahlissan 
  army does patrol in force but Menowood is so large 
  that something always slips through. 
  • 
  He intends to form a militia with the other farmers 
  nearby. 
  • 
  There is a labor camp, named Okalasna, in the 
  north, near Naerie City. The prisoner(s) should be 
  taken there.  
   
  � Marna, the Farmers Wife: female human 
  (Oeridian) Com3. 
   
  Quote: “I’ve nothing again’ folk’s jus’ cuz they’re 
  different. I’ve got something again’ folks cuz they steal and kill. 
  People like that…well, they ain’t people that should be here.” 
   
  Hepmonalanders dragged Marna out of the house. She 
  is unharmed, angry, afraid, and vengeful. 
  • 
  She has a holy symbol that shows a leafless tree on 
  a field of snow. A successful DC 10 Knowledge 
  (religion) check identifies this as Telchur (CN 
  Oeridian god of North Wind and Cold).  
  • 
  While Telchur is a rare choice for farmers in 
  Naerie, in this case Marna tends the animals of the 
  farm and prays to Telchur to keep them strong and 
  fit. 
  • 
  She thinks someone needs to clear out the savages 
  from the forest, but it would surely take an army. 
  • 
  She thinks the captive(s) should be killed in 
  retribution for the attack. 
  • 
  She welcomes the party to stay. She insists that the 
  prisoners be tied up and placed in cages. The cages 
  are usually used for transporting sheep and are 
  uncomfortably small for humans. 
   
  NAE6-05 Sharafon 
   
  Page 8 
  
  Development: After interviewing the NPCs, the PCs 
  have the choice of staying for the night after securing 
  the captives, or moving on. Whether they stay or not, 
  they have the choice of taking the captives on to the 
  camp (Encounter 3) or heading directly for Naerie 
  (Encounter 4)  
   
  ENCOUNTER 3: 
  CAMP OF THE DAMNED 
  DM’s note: In this encounter, all Hepmonalander PCs 
  get special attention from the authorities. Ahlissans and 
  native Ideeans are unfriendly and these PCs are not let 
  inside the camp itself. There are several low level 
  wizards in the camp and it counts as being under the 
  effect of an anticipate teleport spell which alerts the 
  guards to anyone teleporting in. It is assumed that 
  characters do not wish to start a fight here but if they 
  insist you should not bother rolling out combat as there 
  are enough guards in the camp to eventually subdue the 
  characters regardless of their level and they are 
  imprisoned for 4TU. 
   
  The purpose of this encounter is to show the 
  inhumanity that the labor camps inflict to both sides as 
  old ideals of Idee quickly give away to retribution and 
  hatred. Do not be afraid to really crank up on pathos and 
  the human cost of it all. Keep in mind the audience 
  when providing descriptions. 
   
  Read aloud or paraphrase the following once the PCs 
  arrive at the labor camp: 
  The labor camp of Okalasna encompasses a large 
  area of at least 800 feet wide and 2000 feet long, 
  which is cordoned off by a thick wooden palisade. 
  Watch towers stand at regular intervals. Several 
  guard patrols, many with vicious dogs, walk the 
  perimeter. A few faint trails of smoke rise above 
  the palisade, perhaps from cooking fires. A dozen 
  soldiers stand guard at the main gate. Another 
  compound is some distance away from the labor 
  camp.  
   
  The other compound is for the garrison. Soon after the 
  PCs arrive, a patrol spots them. The patrol questions the 
  PCs to find out why they have arrived at the camp. It 
  can be assumed they see any Hepmonalander 
  prisoner(s) with the PCs and instruct them to go 
  directly to the commander’s office, where the prisoners 
  are processed into custody. 
   
   
  � Guards (6): Male/female human (Oeridian-Suel) 
  Ftr2; AL LN. 
   
  Personality: Just doing my job here... 
   
  Once the PCs head to the commander’s office read or 
  paraphrase the following: 
  Inside the office, the guards quickly let the 
  commander know you have brought prisoners. 
  They inspect the prisoners, fill out a few 
  documents, and then lead <him/them> away. Soon 
  afterwards, a medium-height Oeridian man arrives.  
   
   
  His appearance and grooming are impeccable. 
  He is dressed in fine clothing and leather armor. 
  Around his neck is a holy symbol with a symbol of 
  a fist and lightning bolt.  
   
  � Commander Tamnis: Male human (Oeridian) 
  Ftr6 (Bluff +2, Diplomacy +6); AL LE. 
   
  Personality: Appearances can be deceiving. Despite 
  having a symbol of Heironeous Tamis has very much 
  abandoned the teachings of Heironeous, though he still 
  keeps up the pretense. Nonetheless, he acts like a 
  gentleman (Charisma 14), especially if women are 
  present. 
   
  The following things can be learned from him:  
  • 
  It is his duty to see that Hepmonalanders and 
  Scarlet Brotherhood members make up for past 
  transgressions by helping rebuild roads, buildings, 
  and other infrastructure.  
  • 
  A lot of the original civil projects that the prisoners 
  were used for are coming to an end. Recently, some 
  of the more civilized prisoners (mainly Scarlet 
  Brotherhood members) have been drafted to help 
  make chainmail armor for the army, which has 
  enabled many new units to replace their leather 
  and studded leathers with proper chain shirts and 
  suits of chainmail. 
  • 
  Tamnis was born in Idee and saw much of his 
  country ravaged by the Brotherhood.  
  • 
  The raid that the PCs stopped is the third this week 
  and Tamnis needs to get a message to Naerie City, 
  to Captain Belva of the Nasranite Watch. He asks 
  the PCs to do it. If they accept, give them Player’s 
  Handout 1 but wrap it so that the PCs cannot read 
  it (if they open it and get caught, they face 4 TU jail 
  time for reading ‘classified information’). Tamnis 
  cannot offer any meaningful reward for this task 
  but makes it clear that if they take the task, he can 
  tell the army that the PCs are doing a job for him. 
  He can also arrange for Zorzant’s wagon to be 
  returned if the farmer is not present himself. If the 
  PCs do not accept, it does not change things much 
  but you must somehow get the PCs to Naerie City 
  and to Encounter 4. 
  • 
  There are not just Brotherhood soldiers in the 
  camp. A few traitors and seditionists are in the 
  camp as well. 
  • 
  The PCs are free to look around if they so wish.  
   
  Once the PCs seems to have finished talking to Tamnis, 
  read the following: 
  A young girl of no more than 10 years suddenly 
  bursts in and runs to Tamnis, who quickly lifts the 
  girl up from the floor. ”Daddy, are we going home 
  soon?”  
  ”Yes, I am discussing a few things with these 
  nice people here,” he answers.  
  NAE6-05 Sharafon 
   
  Page 9 
  
   
  “Can you show me the camp? You promised….” 
  She begs.  
   
  ”Well, perhaps some other day. Why don’t you 
  run back to your mother, and I’ll join you shortly.” 
  Tamnis puts the girl down. The child looks a bit 
  disappointed as she reluctantly runs out of the 
  room. 
   
  A successful DC 12 Sense Motive check reveals that 
  Tamnis was hesitant and embarassed when Tenilna 
  wanted to see the camp. Tamnis is quick to apologize for 
  the intrusion and says that he must leave soon, but the 
  PCs may check the camp if they want to. 
   
  Development: If the party leaves for Naerie City, go to 
  Encounter 4. If they investigate the camp, you can run 
  the various role-playing encounters outlined below. 
   
  If the PCs visit the camp, weapons and items, 
  including spell components, scrolls, potions, holy 
  symbols, lockpicks, etc. must be left at the gates for 
  safekeeping. The PCs are searched enough times that all 
  attempts to conceal items fail. There are no exceptions 
  to this, and using charm person or a similar mind-
  affecting spell runs the risk of gaining the Wanted in 
  Ahlissa AR for “Magical Interference of the Integrity of 
  a Person” the punishment for which is mutilation of the 
  tongue.  
   
  Within the labor camp, only old and battered tents 
  offer shelter to those within. Hundreds of people 
  huddle around the cooking fires. Sueloise, freckled 
  Hepmonalander Suels, and even a few Olmans are 
  visible, with some Oeridians as well. Many young 
  children are present, obviously malnourished. 
  Adults appear extremely old, perhaps as a 
  consequence of long imprisonment and hard work. 
  Several red-robed women walk around the area, 
  helping the sick or offering bread and soup to the 
  prisoners. 
   
  SISTER OF CHARITY 
  The red-robed women are members of the Church of 
  Lydia (NG Suel goddess of music, knowledge and 
  daylight). Their holy symbols (they are allowed to retain 
  them in camp) show an open hand with a spray of 
  colors. A DC 10 Knowledge (religion) check identifies 
  it. The sisters have been granted permission to help the 
  prisoners by bringing additional food and providing 
  healing services. A woman named Athania leads them.  
   
  � Athania: Female human (Suel) Clr5; AL NG. 
   
  Appearance: 
  Middle-aged 
  Suel 
  woman 
  with 
  platinum blonde hair and green eyes. 
   
  Personality: Polite & merciful. 
   
  � Acolytes (6): Female human (Suel) Clr1; AL NG. 
   
  Athania can be found administering spells such as lesser 
  restoration or remove disease to patients who are not 
  feeling well. Her acolytes tend to people with simple 
  spells, use purify food and drink to sanitize water supplies, 
  prepare a simple vegetable soup for the children (they 
  do not have enough food for all), and distribute small 
  loaves of bread.  
   
  Athania and the acolytes can relate the following 
  things: 
  • 
  Even though the Church of Lydia suffered greatly 
  because of the Scarlet Brotherhood and the 
  treachery of the church of Wee Jas, they feel they 
  can still extend their sympathies for the 
  vanquished enemies.  
  • 
  They can understand the antipathy that the 
  population feels for Brotherhood soldiers, but 
  Athania thinks that it is morally wrong to keep 
  them like this, especially the young children who 
  have been born in captivity. Hepmonalander Suels 
  are not fully responsible for their actions either, as 
  the Scarlet Brotherhood was responsible for 
  unleashing them against Idee in the first place. 
  • 
  The Church of Lydia gains some funds from 
  donors. Some are local philanthropists; others are 
  freed Brotherhood soldiers that give as much as 
  they can. Some noble houses might be involved but 
  if so are donating anonymously or are channeling 
  funds through mercantile contacts. 
  • 
  The sisters also work as teachers in the camp, trying 
  to help Brotherhood soldiers adjust to Ahlissan 
  society. There has been some success. 
  • 
  The donations are just a fraction of what they need. 
  Any help is appreciated. Note: this can be coins 
  (mark to “other coin spent” section), useful items 
  donated (DM judges if they are), useful spellcasting 
  such as cure light wounds, remove disease (or paladin 
  abilities), purify food and drink, create water, and so on. 
  Any character giving substantial help (20 gp 
  minimum or spellcasting or coins) earns the 
  Helped prisoners favor to their AR. Characters 
  can earn this favor in other parts of this encounter 
  as well, as the word reaches the church of Lydia 
  eventually. Note that above spells only require 
  verbal and somatic components and can be cast, 
  even when Ahlissans confiscated spell pouches and 
  such. 
   
  CORPORAL PUNISHMENT 
  At some point, a minor scuffle breaks out between two 
  Hepmanolander prisoners over a loaf of bread. Guards 
  quickly break it up. They then take one of the men 
  (Uxthan) to a nearby pole and secure him with chains. 
  Sertern (sergeant) Elren then proceeds to give him ten 
  lashes before other prisoners take Uxthan to the priests 
  of Lydia for healing. 
   
  � Sertern Elren: male human (Oeridian-Suel) Ftr2; 
  AL LN. 
   
  Elren can tell the following things: 
  NAE6-05 Sharafon 
   
  Page 10 
  
  • 
  He is a native Ideean (Born 558 CY). 
  • 
  His wife and child died because of these savages. 
  • 
  During the war, Elren was stationed in one of the 
  border 
  forts, 
  where 
  he 
  was 
  captured 
  by 
  Brotherhood agents. 
  • 
  He has no qualms about this kind of retribution. 
  Hepmonalanders are not humans in his eyes. Even 
  the people of Great Kingdom were better. If asked 
  about the children he just spits and says something 
  along the lines of “from wicked seed comes a 
  wicked offspring”. 
  • 
  Elren thinks being part of Ahlissa will keep Idee 
  safe from any future threats. The Idee Volunteers 
  are nothing but ungrateful wretches who deserve 
  to be hung from the nearest tree. 
   
  ENEMY OF THE STATE  
  In this encounter, characters may meet some Idee 
  Volunteers and member of the Knights of the Chase. 
   
  � Ardl: Male human (Suel) War 3; AL CN. 
  � Zassle: bemale human (Suel) Sor2; AL CG. 
  � Cailee: Male human (Oeridian) War 2; AL N. 
  � Traneth Etali: Male human (Suel-Oeridian) 
  Ftr6/Knight of the Chase 2; AL CG. 
   
  • 
  Ardl, Zassle & and Cailee are all members of the 
  Idee Volunteers who were recently captured in the 
  Barony of Monne. Some characters might have met 
  them in NAE4-04 Prince of Idee.  
  • 
  Ardl: He is the ‘leader’ of Zassle and Cailee, though 
  Traneth has recently become the true leader of all 
  Ideeans in the camp. He is a stern looking Suel 
  man and a survivor of the massacre of 592 CY, 
  where Ideeans were surrounded and destroyed 
  killed by Ahlissans. He hates both the Ahlissans 
  and the Scarlet Brotherhood. 
  • 
  Zassle & and Cailee: Two junior members of the 
  Idee Volunteers who were captured along with 
  Ardl. Like their leader, they hate both Ahlissans 
  and the Scarlet Brotherhood.  
  • 
  Traneth Etali: Traneth is a Knight of the Chase. He 
  helped save Baron Berik Oedil’s life in NAE5-01 
  When Nightingales Sing but was later betrayed by 
  adventurers who worked with him.  
  • 
  Traneth is a handsome Suel-Oeridian man with 
  light brown hair and green eyes. He is 35 years old. 
  He is dressed in dirty blue robes. On his body, are 
  several mark of justice spells which make sure he 
  does not try to escape captivity. Only the one on his 
  face, which shows the holy symbol of Heironeous, 
  is visible. Others are the gauntlet of Hextor (chest) 
  and the money pouch of Zilchus (hand). 
  • 
  He was supposed to hang but Berik Oedil arranged 
  that a convicted murderer was executed instead, 
  disguised as a Knight of the Chase; Traneth was 
  sent to camp. Berik pleaded with Traneth to 
  abandon his ways and accept a position in his court 
  but he refused. 
  • 
  His companion, “Old Man” Braegan, could not bear 
  the idea of being executed; he died during his sleep 
  (due to a heart attack) before Berik canceled the 
  execution. 
  • 
  Traneth has sworn to uphold the ideals of the Iron 
  League. He does not trust Ahlissan scum who stab 
  their allies in the back, though he still thinks Berik 
  Oedil deserved to be rescued as he is better than 
  other nobles who might replace him. 
   
  BROTHERHOOD PRISONERS 
  The Scarlet Brotherhood prisoners can be talked to. 
  Below are examples of appropriate characters. Feel free 
  to invent more using the examples below. Note: the 
  majority of the older Scarlet Brotherhood prisoners 
  detect as evil if detect evil is used. 
   
  � Sahar Regor Ka: Male human (Suel) Mnk7; AL 
  LN. 
  • 
  Regor is a respected Sahar (Father, a term for elder 
  monk in Brotherhood hierarchy) within the Scarlet 
  Brotherhood hierarchy. Now he is an old and 
  defeated shell of a man. He is a pureblood Suel and 
  is 50 years old, though his appearance makes him 
  look older. 
  • 
  10 years of forced labor and punishments following 
  repeated escape attempts have eradicated all ideas 
  of Suel supremacy. Now he just wants to be left 
  alone and live with some sort of dignity. 
  • 
  He does not like what Ahlissans or Ideeans do to 
  them. Of course, what the Scarlet Brotherhood did 
  was horrible but surely they have paid the price 
  already. 
  • 
  If asked about his capture, he explains that he was 
  in Radoc when Mendaos arrived and was captured 
  after brutal street-to-street fighting. 
   
  � Xarchtalon: male human (Olman) Bbn2; AL CE. 
  • 
  Xarchtalon was captured along with a party of 
  raiders from Menowood. He is full of defiance and 
  anger towards the Ahlissans and despises everyone 
  who is not an Olman. 
  • 
  Xarchtalon is 19 years old. He was still young 
  during the war, and later grew up in Menowood; he 
  knows very little of the outside world except that 
  ‘the olive skinned men drove us away from fertile 
  lands’.  
   
  � Aval Ren-Sen: Male human (Hepmonaland Suel) 
  Rgr2; AL N. 
  � Heka Sen: Female human (Hepmonaland Suel) 
  Adp3; AL CN. 
  � Ihilin Sen: Male human (Hepmonaland Suel) 
  Com1 (child); AL N. 
  NAE6-05 Sharafon 
   
  Page 11 
  
  • 
  Aval and Heka have recently been gifted by a son 
  Ihilin (3 years old). They speak Rasol and Common. 
  • 
  They were rounded up in Hepmonaland by agents 
  of the Shar, shipped north, and told to fight the 
  dark haired men. Now they are in the labor camp 
  and desperate to survive.  
  • 
  They know very little of the surrounding land. 
  Everything they saw in Idee/Naerie was very 
  confusing to them. 
  • 
  Ihilin is slightly malnourished and his parents are 
  grateful of any assistance. 
   
  � Sheyda: Female human (Suel) Clr1 of Wee 
  Jas/Wiz1; AL LE. 
  • 
  Sheyda is an attractive Suel woman and a priestess 
  of Wee Jas. She has managed to win herself a 
  number of converts in the camp, mostly 
  Hepmonalander Suel. 
  • 
  Some characters may have met her previously in 
  NAE4-02 The Venemous Temple, where she attacked 
  player characters. She is hostile to such characters. 
  • 
  She is still loyal to the Scarlet Sign and is just 
  waiting for a change to escape back to the Tilvanot. 
  Despite recent setbacks, Shar will yet rule supreme. 
  • 
  If characters say they killed her, she just mutters, 
  ‘obviously you did not do a good enough job’. 
  Locals from Greenrock found her unconcscious 
  afterwards and gave her to agents of House Drien. 
  • 
  If the fall of Scant in Onnwal is mentioned, she 
  screams in disbelief and runs away. 
   
  AHLISSAN GUARDS 
  Guards in the camp can be talked to. Below are four 
  examples, but feel free to come up with your own 
  creations if you feel like it. 
   
  � Elliaste: 
  Male 
  human 
  (Oeridian) 
  Rgr3/Rog2/Bloodhound2; AL LN. 
  • 
  Elliaste was a ruthless bounty hunter until a few 
  years ago. He has softened up a bit, though he still 
  gives an occasional prayer to Hextor. 
  • 
  He is an Oeridian man, 40 years old – a rugged 
  individual that looks much older than his age. 
  • 
  He is not very friendly towards Hepmonalanders 
  but feels a bit of sympathy, much as anyone would 
  feel for a "caged animal". 
  • 
  Sometimes people escape from the camps, and it is 
  up to him to bring them back. Sometimes 
  dangerous captives escape but hunting down 
  children or ‘young ones' (Hepmonalander children 
  who have grown up in labor camps) is not pleasant 
  to him. 
  • 
  He is originally from Hexpools and came to Naerie 
  8 years ago. 
   
  � Broujos Zan: Female human (Suel) War4; AL LE. 
  • 
  Broujos is a racist and has no sympathy whatsoever 
  for the Hepmonalanders.  
  • 
  Young Suel woman, 26 years old.  
  • 
  As far as she is concerned, once the “Heps” become 
  unneeded as laborers, they should either be killed 
  or sent walking home over the Spine Ridge. She 
  does not care if they die on the way. 
  • 
  If players from regions where these kinds of labor 
  camps do not exist mention how horrible this all is, 
  Broujos tells them to get off from their moral “high 
  ground” and if they think they are so nice why 
  doesn’t the PC’s home country take all of these 
  people as citizens then!  
   
  � Kobasin: Female human (Oeridian) Clr3 of 
  Telchur; AL CN.  
  • 
  Kobasin is a priestess of Telchur, tasked with doing 
  small healing tasks within the camp, mainly for the 
  soldiers. 
  • 
  Oeridian female, 32 years old. 
  • 
  Much like her deity, she takes an indifferent 
  attitude towards the slaves. ‘If they are strong, then 
  Telchur shall spare them. If not, let them perish.’ 
  • 
  The Scarlet Brotherhood was an enemy and was 
  vanquished. The stronger will rule, weak must 
  submit, such is the way.  
  • 
  She has a holy symbol that shows a leafless tree on 
  a field of snow. A successful DC 10 Knowledge 
  (religion) check idenities is as Telchur (CN 
  Oeridian god of North Wind and Cold). 
   
  � Danvir Rensha: Male human (Oeridian) Ftr3; AL 
  LG. 
  • 
  Danvir is a follower of Heironeous who has not 
  been in the camps for long. He has been assigned 
  here as part of army duties. 
  • 
  Young Oeridian man, 23 years old. He was a young 
  squire in the armies of the South Province. 
  • 
  “These camps should not be here”. He thinks they 
  corrupt the old ideals of both Idee and the old 
  Great Kingdom  
   
  Development: After the characters have done all they 
  can in the camp, proceed to Naerie City (Encounter 4). 
   
  ENCOUNTER 4: 
  A MAN ON THE SOAPBOX 
  The PCs arrive here after accepting an assignment to 
  deliver a message from Tamnis or without such a 
  mission after bypassing the camp. They happen upon a 
  gathering of people outside the temple of Lydia, where a 
  man appearing as a member of House Arxx is making a 
  speech on behalf of the Hepmonalanders. The situation 
  comes to a head and threathens to boil over at some 
  point when certain rabble-rousers reveal themselves 
  NAE6-05 Sharafon 
   
  Page 12 
  
  among the crowd. This encounter uses the map from 
  DM’s Aid 3. 
   
  Read out alound the following and, if you can, use 
  an impassioned oratory style for the actual speech parts. 
   
  A large crowd has gathered to listen to a man 
  speaking from atop a wooden crate. He delivers his 
  message with a passionate and forceful voice, “The 
  continuing disgrace of the Hepmonaland labor 
  camps must come to an end! Is this the Pomarj? Is 
  this Eastfair? No! This is Idee! This is Naerie! How 
  can we condone this continued condition for the 
  Hepmonalanders? How many years will they be 
  asked to toil upon our roads and walls? Only when 
  they are broken and twisted are they let out of the 
  camps. And where do they go? Here, to Naerie City 
  they come, to beg on the streets and scavenge from 
  the garbage. If they are lucky, they are asked to 
  sweep the streets. Those few who have the full use 
  of their limbs, maybe they can be hired to load 
  ships at the docks, a day at a time for a few coppers. 
   
   
  “Who benefits from these camps? Do we? 
  Maybe, through the works that they provide, but at 
  what cost to our spirit? Do the Hepmonalanders 
  themselves? Certainly not! Those that escape join 
  their comrades in the Menowood. An army is 
  growing in our midst! Who will use this army and 
  to what end? Will we let it be used against us, or 
  will we bring it under our control, to use in for our 
  advantage, to protect our borders? House Haxx 
  would allow this thorn to grow in our side until it 
  pierces our very heart!” 
   
  All of the following sections should be included in the 
  roleplaying part that follows. Improvise additional 
  content if you desire and if there is sufficient time. If 
  doing so, focus on the fact that the support for the 
  speaker’s position is in the minority and that the general 
  view of the crowd is anger toward the Hepmonalanders.  
   
  If PCs wish to act violently towards Kossoth or start 
  casting spells such as silence or calm emotions, you should 
  have the crowd members block their path or have the 
  Nasranite Watch arrive immediately so that the main 
  point (a riot) of the encounter happens as intended. This 
  requires some improvisation from the DM. You could 
  have the rabble-rousers use the PCs as targets for the 
  crowd’s anger (“look, these people are so much against 
  this discussion that they rather kill those who oppose 
  them!”).  
   
  � Man on the Soapbox (Kossoth Sotesh): Male 
  human (Suel) Clr4; AL CG; see Appendix 5. 
   
  Appearance: Well dressed Suel man with blond hair 
  and blue eyes. Has short beard and moustache. 
   
  Personality: Friendly. Really believes House Arxx is 
  not helping Hepmonalanders with their own interests 
  in mind. In other words, he is gullible. 
   
  A DC 10 Knowledge (local: Core) or Bardic Lore check 
  provides the following information about the Pomarj 
  and Eastfair in case players are unaware of the places. 
   
  Pomarj: The Orcish Empire of Pomarj is notorious for 
  its bustling slave markets. Years ago, a group known as 
  the Slavelords used their yellow-sailed ships to establish 
  a booming slave market in Highport, the largest city in 
  the Pomarj. Recent rumors indicate that yellow-sailed 
  ships have again returned to Woolly Bay. 
   
  Eastfair: Eastfair is the capital of Northern Kingdom of 
  Aerdy, also known simply as the North Kingdom. It is a 
  foreboding place, where the church of Hextor is highly 
  influential. Its nobles are decadent and cruel, practicing 
  a form of serfdom in which they own the farmers as 
  well as the land. Any dissent is swiftly crushed by orcish 
  troops. 
   
  Note that owning slaves is legal in Ahlissa (unlicensed 
  slavery is punished) except in Naerie where Prince 
  Barzhaan keeps it illegal so Idee Volunteers cannot use 
  it as rallying point for their cause. 
   
  Disabled Veteran: 
  A middle-aged man sways with an unbalanced 
  stance. Through a break in the crowd, you can see 
  that he supports himself on crutches, and is 
  missing a leg from above the knee. He cries out, 
  “Many of us gave our lives or limbs to keep these 
  invaders out of our homes and cities. That they 
  should suffer is only right! They killed, pillaged, 
  and burned. It is only fair that they now rebuild!” 
   
  � Orbalin: Male human (Oeridian) War3; AL LN. 
   
  Crowd Response to Veteran: 
  Several voices call out in support of the man on 
  crutches. “My father…,” “My uncle….,” “…to my 
  sister.” The voices overlap in a babble that turns to 
  a roar before subsiding. Clearly, many in the crowd 
  sympathize with the experience of the one-legged 
  man. 
   
  A Dissenting Voice: 
  “No! He’s right! They’ve suffered enough! They…” 
  Whatever else was going to be said is drowned out 
  by the jeers and catcalls from the throng. 
   
  Discussions in the Crowd: 
  Small clusters are forming in the crowd as people 
  discuss this amongst themselves. A nearby 
  member of one of the groups turns to [select a 
  random PC], and asks, “What about you? What do 
  you think? I bet those camps aren’t all that bad.” 
   
  Encourage the PC to make a statement of opinion, 
  including interaction with each other. Crowd members 
  prompt for details on whatever the PCs may present 
  NAE6-05 Sharafon 
   
  Page 13 
  
  that is relevant to the discussion. This is a key point, 
  which calls for the PCs to choose a side and to form an 
  opinion. For players that hold back, the DM should 
  encourage them to form an opinion, even if one is not 
  expressed to the crowd. Allow this dialogue to develop 
  before the street sweeper arrives. 
   
  If PCs simply decide that this gathering is not for 
  them and move on without any interaction with the 
  crowd, the rabble-rousers should come out immediately 
  along with the Nasranite Watch. Of course in this case 
  they merely want to disperse the crowd and the street 
  sweeper is not there, which means PCs have no way of 
  meeting Durotin. 
   
  A STREET SWEEPER 
  At some point during the heated discussion, a street 
  sweeper arrives on the scene on a very inoppertune 
  time. 
   
  As the discussion within the crowd continues, it 
  grows in intensity. It is a particularly bad time for a 
  Hepmonalander street sweeper to hobble into 
  v ew. As the hunched, freckled form unwittingly 
  limps into the plaza, the conversation around you 
  lulls and then resumes with an angry buzz. The 
  freckled man seems oblivious to the stir that he 
  has created, or to the danger that he has stepped 
  into. 
  i
   
  Several of the townspeople have stooped to pry 
  cobbles from the street, with their eyes on the 
  unwitting street cleaner. A cobblestone bounces off 
  the wall behind the man, and he looks up, 
  confused, as his brow furrows and his eyes grow 
  wide in fear. Two men from the crowd move to 
  restrain the hapless street sweeper. 
   
  Choose one of the next two paragraphs, depending on 
  whether the PCs have tended to express sympathy 
  toward the plight of the Hepmonalanders or not.  
   
  � Street 
  sweeper 
  (Kerwin): 
  Male 
  human 
  War1/Com2; AL CN. 
   
  Sympathetic: A member of the crowd presses a 
  cobblestone into the hand of a PC. Choose someone 
  who has been most vocal in support of the plight of the 
  Hepmonalanders.  
   
  “Here’s your chance to redeem yourself! Put this 
  upside his head!” The anger in the man’s voice is 
  clear, but whether it is directed toward the street 
  sweeper or to you is unclear. What is clear is that 
  the first stone thrown will surely bring many more 
  stones in its wake. 
   
  Unsympathetic: A member of the crowd presses a 
  cobblestone into the hand of a PC Choose someone who 
  has been most vocal against the Hepmonalanders. 
   
  “You’re with us, aren’t you? Show us how it is done. 
  Bring down that freckled monster for what he 
  must have done during the invasion!” The anger in 
  the man’s voice is clearly directed against the street 
  sweeper and it is clear that the first stone thrown 
  will surely bring many more stones in its wake. 
   
  The choice is up to the PC. Give the player a chance to 
  act. Throwing the stone gives the No Mercy entry to 
  the particular character’s AR.  
   
  Regardless of the PC’s choice, continue with the 
  following, altering the text slightly if the PCs attacked 
  the street sweeper or did something else. You also need 
  to alter it if the PCs wish to move and help the 
  Hepmonalander by themselves. 
   
  THE CROWD ATTACKS AND THE CITY 
  GUARD 
  The 
  crowd 
  surges 
  menacingly 
  toward 
  the 
  frightened street sweeper. This is immediately 
  followed by the sound of marching feet and the 
  metallic clank of armor, as the Nasranite Watch 
  moves into the plaza from a side street. 
   
  “In the name of Prince Barzhaan, I order you to 
  cease this unlawful gathering immediately and let 
  the man go!” the officer in charge shouts as the 
  guardsmen swing their clubs menacingly towards 
  the crowd. 
  “No, don’t listen to that lapdog of Barzhaan. 
  Strike down the Hepmonalander!” 
  A few men, with maces in their hands, have 
  appeared on the other side of the square. They all 
  have grey hoods around their heads which only 
  leave the glint of their eyes and their mouth 
  visible. People in the crowd stop and look around 
  in confusion. 
   
  Those who have played NAEI5-01 In the Docks recognize 
  the Nasranite Watch Officer as Embric, the man who 
  might have given them some trouble, regarding 
  handling of dead bodies. PCs can now act if they want. 
  In the optimal situation they try to oppose the rabble-
  rousers in some way. The Nasranite Watch deals with 
  other people and try to save the street sweeper and thus 
  cannot tackle the rabble-rousers right now. If any PC is 
  a member of the Nasranite Watch, Embric commands 
  him to apprehend the rabble-rousers. 
   
  All APLs 
  � Sertern Embric: Male human (Oeridian) War3; 
  AL LE; see Appendix 5. 
   
  Appearance: Relatively short (5ft 8inch) for a soldier 
  but strongly built. Clean shaven. 
   
  Personality: I will do my job and keep the peace in 
  this city, even it it kills you, but that is a sacrifice I am 
  willing to make. 
   
  � Cleric: Female 
  human 
  (Oeridian) 
  Clr1 
  of 
  Heironeous; AL LN; see Appendix 5. 
  NAE6-05 Sharafon 
   
  Page 14 
  
  � Nasranite Watch (8): 
  Male/female 
  human 
  (Oeridian-Suel) War2; AL LN; see Appendix 5. 
   
  APL 2 (EL 2) 
  � Rabble Rousers (2): Male Oeridian human Rog1; 
  hp 10; see Appendix 1. 
   
  APL 4 (EL 3) 
  � Rabble Rousers (3): Male Oeridian human Rog1; 
  hp 10; see Appendix 2. 
   
  APL 6 (EL 4) 
  � Rabble Rousers (2): Male Oeridian human Rog2; 
  hp 15; see Appendix 3. 
   
  APL 8 (EL 5) 
  � Rabble Rousers (2): Male Oeridian human Rog3; 
  hp 20; see Appendix 4. 
   
  Tactics: The rabble-rousers are low-level rogues who try 
  to make the Nasranites look bad. As a combat this 
  encounter is easy for the PCs but their main goal here 
  should be to prevent innocents from getting hurt. One 
  of the rabble-rousers goes into the square with the 
  crowd, hiding from sight and trying to use his 
  Diplomacy to hinder the PCs’ and Nasranites’ 
  movement by controlling the movement of the crowd. 
  The second (and third if present) try to move with the 
  crowd to attack a Nasranite Watch member first and a 
  commoner second. Once they accomplish this, they 
  drink their potions of invisibility and flee. When one of 
  the rabble-rousers drops, the rest flee.  
   
  If they are successful with their attack, the crowd 
  runs away in panic and small-scale unrest takes place in 
  Naerie City. If they fail, the crowd eventually disperses 
  while the Nasranites take the street sweeper to safety 
  along with the worst offenders. The Nasranites 
  nonetheless put nearly every man they have on the 
  street to make sure nothing happens during the evening 
  and next night. Kossoth Sotesh uses invisibility and tries 
  to flee. He surrenders if caught and unable to flee. The 
  Nasranite Watch takes him along but he soon escapes.  
   
  Treasure: The rabble rousers have very little equipment 
  and if they are caught, the Nasranites confiscate it. No 
  treasure is available from this encounter. 
   
  Development: If the rabble rousers are taken captive 
  while still conscious, they can be quickly interrogated 
  by the PCs and the Nasranite Watch. Their names are 
  Bogtruus, Fickrel and Morjana (third rogue on APL 4) 
  and Embric recognizes Bogtruus as a member of the 
  Derevendt Garrison, the military unit under command 
  of Commander Wanworth. A successful opposed 
  Intimidate check by the PCs reveals that they belong to 
  a group called “the Patriotic Knights” whose duty is to 
  make sure “No Hep-kissing bastards go around in this 
  town!” Embric can also ask the PCs to visit the 
  Nasranite Watch compound in case they did not get the 
  message in Encounter 3 but they run into Encounter 6 
  on the way. 
   
  Proceed with Encounter 5 unless a party member 
  threw a stone to the street sweeper. Nor should you 
  proceed with Encounter 5 if any party member is a 
  member of the Nasranite watch and Durotin (see 
  Encounter 7) is aware of it. Durotin knows the PC is a 
  member of the watch if either the PC is of rank Sertern 
  or if Durotin makes a DC 20-APL played (higher level 
  adventurers are well know after all) Gather Information 
  check. The number of disfavors with the Idee 
  Volunteers lowers the DC by 1 for each such disfavor. 
  Durotin’s Gather Information modifier is +5. If they 
  cannot meet Durotin, the PCs do not have another 
  option but to keep going to the meeting with Belva. 
   
  If they have the message from Tamnis to Belva, 
  they can go to the Nasranite Watch but they run into 
  Encounter 6 on the way.  
   
  Troubleshooting: If the PCs decide to just riot around 
  instead of doing anything to stop the rabble-rousers, 
  they are imprisoned, with the Nasranites bringing in 
  sufficient reinforcements to enforce putting them into 
  custody, and the scenario is over for this party; there is 
  no need to play this out. Rioting is punished by a 
  standard fine as detailed in the Wanted in Ahlissa AR 
  and characters also lose 1 TU for imprisonment. If the 
  characters do not wish to pay, they lose 26 additional 
  TU. Using a favor with House Haxx or other methods 
  mentioned in the Wanted in Ahlissa AR removes the 
  fine, but not the 1 TU penalty. Killing any guards is 
  punished by summary execution. If the PCs kill a 
  commoner during a riot, they can try to bluff (DC 15) 
  that it was merely an accident. If this fails, the PC is 
  imprisoned for 12 TU. Visible mass murder such as 
  lobbing a fireball into the crowd is punished by 
  immediate execution through hanging, drawing and 
  quartering, as detailed in the Wanted in Ahlissa AR, 
  unless PCs have a reasonable way to get out of town 
  very fast such as teleport.  
   
  ENCOUNTER 5: 
  REQUEST FOR HELP 
  Proceed with this encounter if Durotin wants to speak 
  with them as discussed in the development section in 
  Encounter 4. Have one of the PCs roll a Spot check 
  opposed by Jokkis’ Sleight of Hand roll. If the PCs beat 
  the score, they feel someone tucking a scroll to their 
  belt (or boot, etc). If they fail, they soon notice they 
  have a scroll on their belt (boot, etc) and the messenger 
  is nowhere to be seen. 
   
  The messenger is a young street child Jokki, hired 
  from the crowd for a pair of copper pieces. If asked, she 
  is only able to describe a woman with dark eyes and 
  green hood, and show the two coppers the woman gave 
  to Jokki. There was no further contact. 
   
   
  NAE6-05 Sharafon 
   
  Page 15 
  
  � Jokki: Female human child, Com1 (Bluff +4, 
  Sleight of Hand +7); AL N. 
   
  Appearance: A young oeridian girl with brown hair 
  who dresses in an oversized men’s coat.  
   
  Personality: Never done nothing sir, I am just a kid. 
   
  Development: The PCs may continue to either 
  meeting (Encounters 7 or 8) but are going to be 
  interrupted by Encounter 6 on the way.  
   
  ENCOUNTER 6: 
  MAKE WAY! 
  This encounter takes place when the PCs are going to 
  the meeting with either the Nasranite Watch or with 
  Durotin. An ‘information gatherer’ of the Nasranite 
  Watch named Walennor is currently tailing his target 
  in front of PCs when Walennor’s quarry sends a parked 
  cart rolling down the street. The PCs must try to avoid it 
  and perhaps stop it. 
   
  The streets of Naerie are crowded and progress to 
  your destination is slow as people clutter the main 
  streets. A small side street that comes down from 
  another part of town offers a small respite as this 
  street has only four people and they are all going 
  the same direction as you. 
   
  Have each player roll a DC 8 + APL Spot check at this 
  point (the DC reflects the hiding skills of the people 
  that send the cart rolling). No matter what the PCs 
  score, read the following. 
   
  Suddenly the three men on top of the small rise 
  rush to a cart on the side of the road. Two of them 
  give it a push while the third man releases the 
  wheel stop, sending the cart rolling down the 
  street.  
   
  Walennor leaps aside and shouts a warning to the PCs 
  while the three other persons disappear into town. They 
  are irrelevant for the rest of the scenario. If need be, use 
  the rabble-rouser statistics from Encounter 4. The street 
  is 15 ft. wide and the cart careens down the street in a 
  zig-zag pattern, making an attack against all the PCs. 
  Those PCs who made their spot checks have 1 round to 
  act before the cart makes its ‘attack’. If PCs are unable to 
  stop the wagon in three rounds, it rolls down towards 
  the crowd but on the last moment hits a wall, overturns 
  and shatters to pieces, hurting many people with flying 
  debris, but fortunately killing no-one. 
   
  The cart has statistics as indicated in the statblock 
  below. On higher APLs it is slightly larger and has more 
  cargo in it, and thus has more hit points and deals more 
  damage. Nearby walls are 15 ft. tall and climbing them 
  requires a DC 20 Climb check. A nearby door can be 
  broken down (hardness 5, hp 15, break DC18), allowing 
  PCs to avoid the wagon. 
   
  The PCs may attempt to stop the cart with brute 
  strength. One PC should be the designated blocker 
  while up to three others can aid him by succeeding on a 
  DC 10 Strength check, granting a +2 to the blocker’s 
  overrun Strength check. The cart makes an overrun 
  attempt against those PCs. The cart has an overrun 
  modifier of +4 (for being Large) + APL played. If the PCs 
  succeed, the cart stops and no harm is done. If the PCs 
  fail, they are all knocked prone and take indicated 
  damage as the cart rolls over them. A wheel can be 
  jammed with a successful DC 15 Disable Device check. 
  Alternatively PCs can jump aboard the cart with a 
  successful DC 8 + APL Jump check. Failure by 4 or less 
  indicates that the PC is knocked prone while failing by 
  5 or more, the PC is knocked prone and takes normal 
  damage. If successful, the wheel stop can be pulled and 
  the cart stops just before hitting the crowd. If PCs come 
  up with other methods, such as wall of force, the DM 
  should judge the possible success of these efforts.  
   
  APL 2 (EL 1) 
  Rolling Cart Trap: CR 1; mechanical; location trigger; 
  no reset; Atk +10 melee (2d6); Search none; Disable 
  Device DC 22.  
  Wooden Cart: hp 15; AC 9; hardness 5. 
   
  APL 4 (EL 2) 
  � Rolling Cart Trap: CR 2; mechanical; location 
  trigger; no reset; Atk +10 melee (4d6); Search none; 
  Disable Device DC 24.  
  � Wooden Cart: Hp 30; AC 9; hardness 5. 
   
  APL 6 (EL 3) 
  � Rolling Cart Trap: CR 3; mechanical; location 
  trigger; no reset; Atk +12 melee (6d6); Search none; 
  Disable Device DC 26.  
  � Wooden Cart: hp 45; AC 9; hardness 5. 
   
  APL 8 (EL 4) 
  � Rolling Cart Trap: CR 4; mechanical; location 
  trigger; no reset; Atk +15 melee (6d6); Search none; 
  Disable Device DC 28.  
  � Wooden Cart: hp 60; AC 9; hardness 5. 
   
  After the cart rolls past, Walennor walks over to the PCs 
  to see if they are ok and stabilizes any PC who is 
  unconscious by taking 10 on his Heal check. 
   
  � Walennor: Male human (Oeridian) Rgr3/Rog3; 
  AL N; see Appendix 5. 
   
  Appearance: Rugged-looking Oeridian man with a 
  light brown mullet, three days worth of beard, green 
  eyes and well-worn traveling clothes.  
   
  Personality: Walennor is an efficient but rude 
  "information gatherer", typically adding cuss words to 
  his sentences. Some characters might have met him 
  previously in TSS5-04 The Sun & the Nightingale. He can 
  provide the following information if talked to. 
  NAE6-05 Sharafon 
   
  Page 16 
  
  • 
  He works for the Nasranite Watch, under 
  command of Damar Rocharion. 
  • 
  Recently there have been several cases of unrest 
  dealing with Hepmonalanders. A single group of 
  people seems to be responsible. 
  • 
  Walennor recently acquired a lead that might have 
  something to do with the recent troubles. Damar 
  has more details. 
  • 
  It suits someone’s agenda to stir up the 
  Hepmonalander issue. Walennor is trying to find 
  out who this person is. He has some ideas and is 
  trying to figure it out on behalf of Damar 
  Rocharion. 
  • 
  Some people think that merely keeping the Heps 
  out of Naerie society is not good enough and 
  suggest a complete extermination of all Heps in 
  Naerie.  
  • 
  Walennor must get on with his job. He cannot 
  assist the PCs further.  
   
  Development: The Nasranite Watch and nearby clerics 
  soon come to attend the people if the cart rolled into the 
  crowd. After this, the PCs can continue to their 
  meetings (Encounter 7 or 8). 
   
  ENCOUNTER 7:  
  ANOTHER OPINION IS 
  HEARD  
  This encounter only takes place if the party received the 
  note in Encounter 5 and followed the instructions on it.  
   
  Hargas Smokehouse is a place where fish is smoked 
  and prepared for sale. Harga is not present and has no 
  knowledge of Idee Volunteers using his business for 
  meetings. 
   
  Yes, this must be the place. The door is open and 
  the smell of fish is strong. Empty, but wet bins 
  stand in silent rows, recently used to process the 
  catch. A cat meows plaintively as it looks up from a 
  partially eaten fish head. Several workers are 
  finishing work for the day. One, surprisingly clean, 
  sees you at the door. Wiping her hands on her 
  apron, she approaches you, shaking her hair out of 
  her green hood. 
   
  “You’re on time, good. We can talk over here,” 
  she says as she leads you toward the corner of the 
  cavernous room. “I am Durotin. I saw you in the 
  crowd in the market today. Your actions show that 
  you are honorable, and that you think for 
  yourselves.” 
   
  “Something must be done to integrate the 
  Hepmonalanders into Naerie. Many of them are 
  here against their will and cannot go home, 
  because either they don’t have the means, or they’ll 
  be killed in disgrace when they arrive. Some would 
  just as soon hunt them like wild beasts, but such 
  talk is evil. What else is there to do, but help them 
  to live as part of Naerie?” 
   
  “A ship is being unloaded tonight; we could 
  use your help. It brings a means toward stability 
  for them. It is just a step, but an important one, a 
  way of helping them feel like they can make a 
  home instead of just looking for their next meal. 
  Will you help?” 
   
  Durotin answers whatever questions she can to the best 
  of her abilities. If you are up to it, she even argues 
  philosophy. She does not reveal where the ship can be 
  found until the party has agreed to help. She is an Idee 
  Volunteer, but will not admit it unless the PCs are 
  known members as well.  
   
  What she knows: 
  • 
  The ship drops the cargo to the thorp of Zagsmar, a 
  few miles from here. The person in charge will ask 
  for a password, which is “snake”. The reply will be 
  “bird” to which you should reply “cat”. 
  • 
  The ship is coming from the south, and bears 
  cultural artifacts for the Hepmonalanders.  
  • 
  The material is being picked up by a wagon and 
  requires guards so nothing goes wrong.  
  • 
  A group of people who were supposed to work as 
  guards were uncovered by a snitch working for the 
  Nasranites. 
  • 
  Philosophy: The Hepmonalanders deserve to live. 
  Past actions are redeemable. Killing them is clearly 
  evil, as is intentionally limiting them to a 
  substandard existence. 
  • 
  Maybe they could be formed into a military unit to 
  protect Naerie. This would give them a purpose, 
  and add to the security. 
  • 
  If the authorities discovered this shipment, it 
  would be considered smuggling. 
  • 
  No fee is offered, and she becomes suspicious if it is 
  requested. “I’m looking for true friends of Naerie, 
  maybe I misunderstood your intentions, or 
  assumed too much.” If the PCs repeat or press for 
  reward, she revokes her request and tries to leave.  
   
  � Durotin: female Oeridian human Rog2/Clr2 of 
  Trithereon; hp 28; Appendix 5. 
   
  Appearance: Tall Oeridian woman (6 ft. 2 in.) with 
  brown hair and hazel eyes. Dresses in green. 
   
  Personality: Help your fellow man, keep the 
  memory of Idee alive. 
   
  It is possible that a hidden watch member has slipped 
  through Durotin’s precautions. If this is revealed, she 
  withdraws the request for help immediately and tries to 
  flee the scene. 
   
  Treasure: None. If the PCs attack or capture Durotin, 
  they gain access to the Alchemical Tooth to their AR. 
  If Durotin managed to use it is destroyed or swallowed 
  during her death throes. Note that she can choose to fail 
  NAE6-05 Sharafon 
   
  Page 17 
  
  her save for poison to take effect, though she generally 
  prefers to wait to use it until she’s injured to make sure 
  the poison is strong enough to kill her. Durotin will be 
  imprisoned later by Nasranites if caught alive and 
  turned over to authorities for worshipping an outlawed 
  god. 
   
  Development: If the party agrees to help, she tells 
  them about Zagsmar, with instructions to go there as 
  soon as possible. The party can proceed to Encounter 8 
  to meet Belva, or to the boat itself, Encounter 10. If 
  some PCs are members of the Scarlet Brotherhood 
  (COR4-04 Redtide) or members of the Ex-Brotherhood 
  Soldier meta-organization, they have an additional 
  opportunity in Encounter 9. 
   
  ENCOUNTER 8: 
  AN OFFICIAL MEETING 
  This encounter takes place if the party accepted the 
  assignment to deliver the report in Encounter 3 or 
  heard about an offer from Embric in Encounter 4 or 
  Walennor in Encounter 6.  
   
  The encounter assumes that none of the PCs are 
  Nasranite Watch members. If they are, you need to alter 
  the box text slightly as any request becomes a direct 
  order. The DM also needs to do other alterations if they 
  don’t have the letter from Tamnis. In this case it is best 
  to go straight to talking with Damar so that PCs receive 
  their assignment. 
   
  Directions to the Nasranite Watch headquarters 
  are easily followed, and your sealed report from 
  Commander Tamnis gains you quick entry to see 
  Captain Belva. She is a Suel woman in her late 
  thirties and has short red hair and piercing blue 
  eyes. You can make out the glint of light chain 
  armor under her uniform tunic, and the well oiled 
  hilt of a longsword at her belt. 
   
  The fragrant earthiness of the curling smoke 
  of Felten tobacco smoldering in her long clay pipe 
  fills the office as she reads the report you have 
  given her. On two separate occasions, she stands 
  and paces as she reads, pausing at the window to 
  look momentarily outside at each instance. By the 
  time she is done, the pipe lies cold and forgotten 
  on her desk. 
   
  With narrowed eyes staring out of a stern 
  expression, she examines each of you, nodding 
  thoughtfully as she does so.  
  “Commandant 
  Tamnis tells me that raids against farms near the 
  Menowood have increased dramatically, and that 
  you helped a farmer fight off one of the Hep 
  raiding parties. Tell me of your experience.” 
   
  � Captain Belva: Female human (Oeridian) Ftr10; 
  AL LN; see Appendix 5. 
   
  Personality: Firm servant of the law. Extremely pro-
  Ahlissan even though she was born in Idee. 
   
  � Nasranite Watch (6): Female/male human 
  (Oeridian-Suel) War 2; AL LN; see Appendix 5. 
   
  Belva listens intently to the story, asking questions to 
  make sure she fully understands the nature of the 
  attackers, their motivations, and their tactics. 
   
  If the PCs make any mention of the meeting with 
  Durotin or note received from Jokki, she asks to see the 
  note. She requests that the PC go to this meeting, to 
  learn what it is about and report any findings to Damar 
  (see below). The PCs are not to arrest her unless they 
  have absolute proof of her being involved in something 
  illegal. If there is no such proof, or it is flimsy at best, it 
  is best to let her go. Agents of the crown are going to 
  keep an eye on her, making it possible to gather more 
  evidence, or perhaps even helping arrest more people. 
   
  Regarding the discussion of the Hep raiders, and 
  assuming the PCs have not indicated undue sympathy 
  for the Hepmonalanders, she continues as below. 
  Remember that if any of the PCs are Nasranite Watch 
  members, the invitation below should be reworded to 
  make the invitation an order. 
   
  “Could it be simple hunger, or what else has them 
  on the move?" She muses. “My second in command, 
  Damar Rocharion, is currently investigating word 
  of a shipment of interest regarding the Heps. He 
  may have use of you. Can you return in two hours?
  I am expecting him to return at any moment.” 
   
   
  No matter what the PCs answer, read the following:  
  You hear the door to the compound opening and 
  someone walking in. “Soldier, come here!” a stern 
  male voice says. Belva looks at you. “That would be 
  him.” 
   
  � Damar Rocharion: Male human (Oeridian) 
  Ftr7/Rgr2; AL LN; see Appendix 5. 
   
  Personality: Servant of the law, with variable levels 
  of severity for every situation. Originally from the town 
  of Roland (Solnor Compact). Arrived in Naerie with the 
  army of South Province. 
   
  If characters go to see Damar, read the following: 
  Damar Rocharion is second in command of the 
  Nasranite Watch. He is an Oeridian man in his 
  forties with dark hair and a few days of stubble on 
  his chin. Under his Nasranite Watch uniform, a 
  chain shirt is visible. On his belt are two scabbards 
  for swords. One is of exceptional craftsmanship 
  with the symbol of Hextor and the Great Kingdom 
  on it. When you enter, he is talking to a young 
  watchman. “I told you that I don’t want anyone 
  bringing these things here. We are meant to 
  prevent trouble, not to cause it! Dismissed, 
  guardsman!” 
   
  Damar throws a piece of paper he has into a 
  fireplace and turns to you. “So, what can I do for 
  you?”  
  NAE6-05 Sharafon 
   
  Page 18 
  
   
  Damar is currently unaware why the PCs are here so it 
  is assumed they tell him if they wish to help in things 
  concerning the Hepmonalanders. 
   
  If the PCs have met with Durotin, they have more 
  information about what is going on than Damar does. 
  However, it is up to them to decide what they disclose. 
  The remainder of the encounter is a free form role-
  playing session, in which Damar can provide the 
  following information: 
  • 
  Damar has received a report that several attacks, 
  even one against a thorp (first time), have taken 
  place near Menowood in a short space of time. 
  • 
  A possible smuggling operation is going on 
  regarding Hepmonalanders. An operative found 
  out about a cargo being dropped off to the thorp of 
  Zagsmar and a ship captained by a well-known 
  dissident was spotted in the sea several days ago but 
  evaded capture. 
  • 
  The nature of the cargo is assumed to be weapons 
  or something harmful to the Principality; what else 
  could it possibly be? 
  • 
  If some people are members of the Nasranite 
  Watch, Damar reveals that someone was asking for 
  information about them (this was Durotin). 
  • 
  The paper he just burned was some sort of 
  pamphlet that preached of the necessity of 
  exterminating all Hepmonalanders or at very least 
  keeping them in the labor camps. Damar thinks the 
  individuals spreading this crap are just trying to 
  tear the Principality apart. 
  • 
  Nasranite Watch members are ordered to go to 
  Zagsmar and intercept the shipment. If they do not 
  comply, they are imprisoned for 10 TU and kicked 
  out of the organization and can never join again 
  (note this on the PCs AR). 
  • 
  Damar has no official position regarding the 
  Hepmonalanders. He just follows the law and 
  orders from House Haxx.  
  • 
  There have been riots in town instigated by hooded 
  individuals and the Nasranite Watch cannot spare 
  extra soldiers to pursue what might ultimately be a 
  relatively small-scale weapon smuggling. 
  • 
  Damar is not a Hextorite and if asked he draws the 
  blade with the symbol of Hextor and the Great 
  Kingdom slightly out of his scabbard, revealing 
  symbols of Zilchus and Heironeous. He then says, 
  in a pragmatic tone, “in this land, one god rarely 
  gives you the answers. I pray to Archpaladin, Great 
  Guildmaster or Herald of Hell, whichever the 
  situation requires.” 
   
  Treasure: Damar can offer a small payment to the PCs, 
  whether or not they are Nasranite Watch members. The 
  amount is 25 gp x APL and is paid if PCs bring the 
  shipment to him. 
   
  Development: The PCs can proceed to Encounter 10 
  from here or Encounter 7 if they have not yet met with 
  Durotin. If some PCs are members of the Scarlet 
  Brotherhood (COR4-04 Redtide) or members of the Ex-
  Brotherhood Soldier meta-organization, they have an 
  additional opportunity in Encounter 9.  
   
  ENCOUNTER 9: 
  TIES THAT BIND 
   
  Scarlet Brotherhood Connection: 
  If any PC is a member of the Scarlet Brotherhood from 
  COR4-04 Redtide, read the following to him alone: 
   
  Suddenly, you hear a familiar voice. Father Alionst 
  Imuier is contacting you from the blessed land of 
  Shar. “The Ahlissans do not wish that a certain ship 
  lands at Zagsmar this evening. We don’t wish so 
  either. Go there and do what must be done.” 
   
  If the PC makes sure that the Idee Volunteers don’t 
  receive the shipment, he (and only he) receives Ties 
  that bind on his/her AR. 
   
  Old Soldiers: 
  If any PC is a member of the Ex-Scarlet Brotherhood 
  Soldier meta-organization, read the following to him 
  alone: 
   
  Suddenly you hear a voice in your head. “We have 
  important information for you and you alone. 
  Come to the Silver Eel Inn as soon as you can  Our
  future might depend on it. “ 
  .
   
   
  The voice is familiar; possibly someone said PC has met 
  in the old gatherings of the Brotherhood Soldiers. If the 
  PC goes, read the following. If any other PC comes 
  along, the meeting is voided and this favor cannot be 
  earned later. In this case the Silver Eel is empty. 
   
  You enter the Silver Eel Inn. It is a low quality, 
  three-story tavern near the docks. A freckled Suel 
  sees you entering and motions to a private room. 
   
  � Korwil Zan: Male human (Hepmonaland Suel) 
  Mnk4; hp 27; Al LE; see Appendix 5. 
   
  Any PC who has played NAE6-03 Legacy of the Serpent 
  recognizes Korwil Zan as an ‘accountant’ of merchant 
  Ludmila Uirten. Note that Korwil has gained a level 
  since then and despite what might have happened at 
  some tables, the majority of the campaign consequences 
  did not report him dying during the attack on Ludmila’s 
  compound. 
   
  Korwil asks the PCs to go to Zagsmar and to make 
  sure that a shipment of religious artifacts is given to 
  representatives of House Arxx instead of to Ahlissans or 
  to House Haxx. Korwil cannot offer any tangible benefit 
  NAE6-05 Sharafon 
   
  Page 19 
  
  for this service, neither can he jeopardize his employer 
  by joining the PCs. If the PC declines the offer, Korwil 
  leaves. There should not be any reason for PCs to want 
  to stop him. 
   
  If the PC makes sure that Idee Volunteers receive 
  the shipment, that PC (and only he) receives Ties that 
  bind to his/her AR. 
   
  Development: From here the module can progress to 
  Encounter 10 unless PCs still have something to do in 
  town. 
   
  Troubleshooting: In the very unlikely case that PCs 
  are members of both organisations, then PCs 
  connection from Scarlet Brotherhood takes precedence. 
   
  ENCOUNTER 10: 
  ON THE BEACH  
  When the PCs arrive at Zagsmar, things are not as they 
  might expect. House Eddri has sent some of their 
  agents to intercept the shipment and they did not 
  inform Damar. The Peryton has brought along some 
  Hepmonalander warriors and Durotin was not 
  informed of this either so PCs are essentially thrust into 
  the middle of an erupting conflict. Note that this can be 
  an extremely confusing encounter to run and as such 
  the DM should be extra careful. Essentially the PCs are 
  expected to fight a single encounter, either with Eddri 
  agents or Hepmonalanders. It is also possible that PCs 
  might have conflicting loyalties in this matter and it is 
  impossible for them to come to terms with which side 
  to fight. See below for suggestions.  
   
  Zagsmar is a small collection of maybe fifteen to 
  twenty buildings set atop bluffs near the Azure sea. 
  In the moonlight, the small fishing boats can be 
  seen drawn up along the beach. 
   
  Almost a mile or more off of the coast, a caravel 
  is running with the wind to the west, her sails 
  bright in the light of Celene, low but nearly full on 
  the western horizon. The crashing of the waves 
  against the rocks that form the horns of this small 
  cove resounds against the cliffs. Two large groups 
  stand eyeing each other across the beach. 
   
  � Zagsmar (Thorp): Conventional; AL N; 40gp 
  limit; Assets 114gp; Population 53; Isolated (Humans 
  O/S 50, halfling 3). 
   
  Authority Figures: Bailiff Kienwor (human male 
  War4). 
   
  Important Characters: Woretu (human male War2) 
  and Morik (human male War2), assistants of Kienwor; 
  Perelm (N female Clr2 of Xerbo), local priest. 
   
  Zagsmar is a small fishing thorp on the shore of the 
  Azure Sea. It only has 53 residents and not much in way 
  of services. It does not even have an inn. The only places 
  of importance are the offices of Kienwor and a chapel of 
  Xerbo. The village stands on top of a coastal cliff that 
  protects it from the waves. Most of the thorp’s fishing 
  boats are small, simple rowboats that usually hold two 
  people along with their nets and fish lines. 
   
  No matter when the PCs arrive at the location, the items 
  have just been unloaded from the ship, the Peryton, and 
  transported ashore. The ship can be seen in the distance, 
  5000 ft. offshore. It continues to Irongate and plays no 
  part in the scenario.  
   
  Terrain: The area is flat without many features but feel 
  free to add features such as rocks, etc. Characters on the 
  beach get a -2 circumstance penalty to Jump and 
  Tumble checks. The encounter starting distance should 
  be 50 ft. 
   
  Creatures (Eddri agents): House Eddri also heard 
  rumors about the shipment and decided to act upon it. 
  They have not informed the Nasranite Watch due to 
  fear that any Idee Sympathizers amongst the Watch 
  ranks would compromise the operation. The agents are 
  on a mission on behalf of House Eddri and, in a way, 
  House Haxx as well. They try to arrest all who are 
  involved in smuggling.  
   
  Paladin: The paladin is named Ensha. She is a 
  beautiful Oeridian woman with a long and thin face, 
  freely flowing dark brown hair, and narrow eyes topped 
  by thin eyebrows. She wears a breastplate and wields a 
  battleaxe, being a member of the ‘Vigilant Axes’, a 
  faction within church of Heironeous who are extremely 
  pro-Ahlissa. She has a holy symbol around her neck that 
  shows a fist grasping a thunderbolt. A DC 10 
  Knowledge 
  (religion) 
  check 
  identifies 
  this 
  as 
  Heironeous (LG Oeridian god of Justice, Honor and 
  War). On APL4+ she has her mount Kelogran along and 
  she starts mounted. If Kelogran takes more than 30 
  points of damage, Ensha dismounts and dismisses him. 
   
  Fighters: These fighters are members of the Royal 
  Army who worship Heironeous and who were sent on 
  this mission on behalf of House Eddri. All of them are 
  average-looking Oeridian men.  
   
  Soldiers: In addition to this, Eddri agents have 8 
  regular soldiers with them (War2). Due to ‘off-screen’ 
  fighting they do not play an important part in this fight. 
   
  APL 2 (EL 5) 
  � Ensha: Female human (Oeridian) Pal3; hp 25; see 
  Appendix 1.  
  � Followers of Heironeous (2): Male human 
  (Oeridian) Ftr1; hp 12; see Appendix 1. 
   
  APL 4 (EL 7) 
  � Ensha: Female human (Oeridian) Pal5; hp 39; see 
  Appendix 2. 
  � Kelogran: Male paladin’s warhorse; hp 45; see 
  Appendix 2.  
  � Followers of Heironeous (2): Male human 
  (Oeridian) Ftr3; hp 28; see Appendix 2. 
   
  NAE6-05 Sharafon 
   
  Page 20 
  
  APL 6 (EL 9) 
   � Ensha: Female human (Oeridian) Pal7; hp 63; see 
  Appendix 3. 
  � Kelogran: Male paladin’s warhorse; hp 45; see 
  Appendix 3.  
  � Followers of Heironeous (2): Male human 
  (Oeridian) Ftr5; hp 44; see Appendix 3. 
    
  APL 8 (EL 11) 
  � Ensha: Female human (Oeridian) Pal7; hp 63; see 
  Appendix 4. 
  � Kelogran: Male paladin’s warhorse; hp 45; see 
  Appendix 4.  
  � Followers of Heironeous (4): Male human 
  (Oeridian) Ftr6; hp 52; see Appendix 4. 
   
  Tactics: The agents have potions at their disposal and 
  their effects have been detailed in the appropriate 
  Appendix. They fight in a relatively straightforward 
  manner, seeking to attack spellcasters in preference to 
  other PCs. At APL 8 the followers try to stick together 
  to gain benefits of their Shield Wall feat. 
   
  Treasure: These agents of House Eddri are well-
  equipped. 
   
  APL 2: (Paladin) Loot: 45 gp; Coin: 0 gp; Magic: +1 
  heavy wooden shield (96 gp), potion of aid (25 gp), potion of 
  bull’s strength (25 gp), potion of shield of faith (4 gp). 
   
  (each Follower) Loot: 46gp; Coin: 0 gp; Magic: 0 gp.  
   
  APL 4: (Paladin) Loot: 8 gp; Coin: 0 gp; Magic: +1 
  battleaxe (192 gp), +1 breastplate (112 gp), +1 heavy wooden 
  shield (96 gp), potion of aid (25 gp), potion of bear’s 
  endurance (25 gp), potion of bull’s strength (25 gp), potion of 
  cat’s grace (25 gp), potion of shield of faith (4 gp). 
   
  (each Follower) Loot: 76 gp; Coin: 0 gp; Magic: +1 
  heavy wooden shield (96 gp), potion of aid (25 gp), potion of 
  cure light wounds (4 gp), potion shield of faith (4 gp). 
   
  APL 6: (Paladin) Loot: 8 gp; Coin: 0 gp; Magic: +1 
  battleaxe (192 gp), +1 breastplate (112 gp), +1 heavy wooden 
  shield (96 gp), cloak of resistance +1 (83 gp), potion of aid (25 
  gp), potion of bear’s endurance (25 gp), potion of bull’s 
  strength (25 gp), potion of cat’s grace (25 gp), potion of 
  displacement (62 gp),potion of shield of faith (4 gp). 
   
  (each Follower) Loot: 33 gp; Coin: 0 gp; Magic: +1 
  battleaxe (192 gp), +1 breastplate (112 gp), +1 heavy wooden 
  shield (96 gp), potion of aid (25 gp), potion of bear’s 
  endurance (25 gp), potion of bull’s strength (25 gp), potion of 
  cure light wounds (4 gp), potion shield of faith (4 gp). 
   
  APL 8: (Paladin) Loot: 8 gp; Coin: 0 gp; Magic: +1 
  battleaxe (192 gp), +1 breastplate (112 gp), +1 heavy wooden 
  shield (96 gp), cloak of resistance +1 (83 gp), potion of aid (25 
  gp), potion of bear’s endurance (25 gp), potion of bull’s 
  strength (25 gp), potion of cat’s grace (25 gp), potion of 
  displacement (62 gp), potion of shield of faith (4 gp). 
   
   
  (each Follower) Loot: 33 gp; Coin: 0 gp; Magic: +1 
  battleaxe (192 gp), +1 breastplate (112 gp), +1 heavy wooden 
  shield (96 gp), potion of aid (25 gp), potion of barkskin +2 (25 
  gp), potion of bear’s endurance (25 gp), potion of bull’s 
  strength (25 gp), potion of ca’ts grace (25 gp), potion of cure 
  light wounds (4 gp), potion shield of faith (4 gp). 
   
  Detect Magic Results: 
  +1 battleaxe 
  (Faint 
  Evocation), +1 breastplate (Faint Abjuration), +1 heavy 
  wooden shield (Faint Abjuration), cloak of resistance +1 
  (Faint Abjuration), potion of aid (Faint Enchantment), 
  potion of barkskin +2 (Faint Transmutation), potion of bear’s 
  endurance (Faint Transmutation), potion of bull’s strength 
  (Faint Transmutation), potion of cat’s grace (Faint 
  Transmutation), potion of cure light wounds (Faint 
  Conjuration), potion of displacement (Faint Illusion), 
  potion of shield of faith (Faint Abjuration). 
   
  Creatures (Hepmonalanders): The ship has brought 
  religious items dedicated to Llerg and Bralm for the 
  Hepmonaland Suels. They are being guarded by a priest 
  of Llerg, some beasts under his command, and the 
  priest’s ‘holy warriors’ (Bbn1) 
   
  APL2 (EL 5) 
  � Priest of Llerg: Male human (Hepmonaland Suel) 
  Clr3; hp 24; see Appendix 1.  
  � Deinonychys: hp 34; see Monster Manual page 60. 
   
  APL4 (EL 7) 
  � Priest of Llerg: Male human (Hepmonaland Suel) 
  Clr5; hp 38; see Appendix 2.  
  � Dire Lion: hp 60; see Monster Manual page 63. 
   
  APL6 (EL 9) 
  � Priest of Llerg: Male human (Hepmonaland Suel) 
  Clr7; hp 52; see Appendix 3.  
  � Dire Bear: hp 105; see Monster Manual page 63. 
   
  APL8 (EL 11) 
  � Priest of Llerg: Male human (Hepmonaland Suel) 
  Clr8; hp 59; see Appendix 3. 
  � Dire Tiger (2): hp 120; see Monster Manual page 65. 
   
  Tactics: Depending on how much time he has, the 
  priest buffs himself up with suitable spells (note that 
  magic vestment has already been cast on APL4+, other 
  spells have not been taken into account in statblocks), 
  such as sanctuary, and even tries to use the first couple of 
  actions in combat for this while the animal(s) engage 
  the PCs. The priest can use a silence spell on one of the 
  animals so it can go and stop opponents’ spellcasting. 
  The priest has been informed that killing anyone right 
  away would not be a good idea so he initially tries to 
  subdue, but he switches to lethal if PCs do so as well. 
  Note however that animals cannot strike for non-lethal 
  damage. 
   
  Treasure: The priest has some loot. 
   
  APL 2: Loot: 29 gp; Coin: 0 gp; Magic: cloak of 
  elemental protection (83 gp), potion of aid (25 gp), potion 
  shield (4 gp). 
  NAE6-05 Sharafon 
   
  Page 21 
  
   
  APL 4: Loot: 4 gp; Coin: 0 gp; Magic: +1 battleaxe 
  (192 gp), cloak of elemental protection (83 gp), potion of aid 
  (25 gp), potion shield (4 gp). 
   
  APL 6: Loot: 4 gp; Coin: 0 gp; Magic: +1 battleaxe 
  (192 gp), cloak of elemental protection (83 gp), Quaal’s 
  feather token (whip) (41 gp), potion of aid (25 gp), potion of 
  shield (4 gp). 
   
  APL 8: Loot: 4 gp; Coin: 0 gp; Magic: +1 battleaxe 
  (192 gp), cloak of elemental protection (83 gp), elemental gem 
  (earth) (187 gp), Quaal’s feather token (whip) (41 gp), potion 
  of aid (25gp), potion shield (4gp).  
   
  Detect 
  Magic 
  Results: +1 
  battleaxe (Faint 
  Evocation), 
  cloak 
  of 
  elemental 
  protection 
  (Faint 
  Abjuration), 
  elemental 
  gem 
  (earth) 
  (Moderate 
  Conjuration), Quaal’s feather token (whip) (Moderate 
  Conjuration), potion of aid (Faint Enchantment), potion of 
  shield (Faint Abjuration).  
   
  All APLs (Non-combatants) 
  � Devven: Male human (Suel) Exp3; hp 13; AL CN; 
  see Appendix 5. 
   
  Appearance: Thin Suel man with malicious features. 
  Is clean shaven and has ginger red hair. 
   
  Personality: Devven is a smuggler from the Iron 
  Brand contraband cartel who was asked to look for a 
  suitable drop-off location for the shipment. He is 
  waiting for an agent of House Arxx named Gauterit. 
   
  � Soldiers (8): Male human (Oerid-Suel) War2; hp 
  12; AL LN. 
  � Holy Warriors (6): Male human (Hepmonaland 
  Suel) Bbn1; hp 15 AL CN.  
   
  How things proceed from here: When the PCs arrive, 
  they can quickly see two sides eyeing each other 
  suspiciously on the beach. It takes a DC 15 Knowledge 
  (religion) check to identify the leader of the 
  Hepmonalanders as a priest of Llerg while it requires a 
  DC 15 Knowledge (nobility and royalty) or Bardic Lore 
  check to identify the armored side as agents of House 
  Eddri, in this case by identifying their blue/grey house 
  symbol. Eddri agents demand the priest of Llerg to 
  surrender while the Hepmonalanders are telling agents 
  of Eddri to run while they can. Unless something is 
  done, the situation quickly degenerates into combat.  
   
  No fighting: Only if any PC is a member of the 
  Nasranite Watch, the Royal Army, the Order of Blue 
  and Gold or have the Celestial Scion feat can Eddri agents 
  be tricked away with a successful opposed Diplomacy or 
  Intimidate check (get lost, you have no authority!). If 
  this is successful, the priest and Devven can afterwards 
  be bluffed to believe the PCs are agents of House Arxx 
  or otherwise sympathetic to their cause, unless they 
  really are on their side, but in both cases this requires a 
  password (“snake”, “bird”, “cat”) after a successful check. 
  Characters may try another Bluff afterwards (Come on, 
  we are replacements! We were never told the password) 
  but this grants a +10 circumstance bonus to the priest’s 
  Sense Motive checks. Detect thoughts and similar 
  methods can, of course, be used to find out the 
  password if the PCs have not received it from Durotin. 
   
  Fighting: If things come to blows, as is quite likely, 
  then PCs should choose their side. If they side with 
  Eddri agents, then they must fight the priest and his 
  animals while agents deal with the holy warriors. If they 
  side with the Hepmonalanders, they must fight with 
  the agents while the priest and his associates deal with 
  regular soldiers. Once all statted NPCs drop, the combat 
  ends and the remaining soldiers/holy warriors 
  surrender. All this combat is purely “off-screen” and has 
  no bearing to the main combat. 
   
   
  Player conflict: If, despite all, players are unable to 
  come to an agreement on how to proceed, then it is 
  possible that they side with their own factions and end 
  in conflict with other PCs. Be aware that players 
  attacking each other is not allowed according to the 
  Living Greyhawk rules as written (including spells such 
  as charm person). You should work to a workable 
  compromise in this case. A fair compromise may be that 
  the side who’s NPCs ‘drop’ first (including animals) 
  surrenders. You can work out another compromise with 
  your players, and may allow PCs to ‘escape’ 
  imprisonment’ in this case, even if they loose. 
   
  Each PC receives the favor of House Eddri or 
  favor of House Arxx, depending who they supported 
  even if they are are deafeted in combat, but nothing else 
  (including the house disfavor). The winning side gains 
  every possible favor and disfavor. 
   
  Development: If the PCs sided with the Idee 
  Volunteers the adventure progresses to Conclusion A. If 
  they sided with the Nasranite Watch/House Eddri it 
  ends with Conclusion B. 
   
  If the PCs are defeated, and captured, they loose 2 
  TUs regardless of which side they supported. The 
  Hepmonalanders beat them senseless and keep them 
  imprisoned to prevent the PCs from stopping the 
  shipment of the relics. The agents of Eddri throw them 
  in prison for hindring agents of the crown. If a PC 
  actually killed humans of the opposition and they are 
  caught by that opposition, then that particular PC is 
  executed/murdered (depending on one’s point of view). 
  Any of their friends who did not use lethal damage 
  against the victim are released regardlessly. 
   
  If the PCs have a conflict among them selves, and 
  are forced to ‘surrender’ when their faction loses, no 
  equipment is lost, nor are TU lost.  
   
  Troubleshooting: There is no right or wrong side in 
  this conflict and as such the PCs might get in conflict 
  with the lawful good forces House Eddri. As long as the 
  PCs do not kill them, there is no problem in regards to 
  PCs’ alignment. Killing good aligned people who are 
  just doing their duty is a chaotic act. Divine spellcasters 
  of lawful neutral, lawful good and neutral good deities 
  immediately loose their spellcasting abilities if they are 
  NAE6-05 Sharafon 
   
  Page 22 
  
  either directly responsible for the death of the NPC or 
  when they did not go out of their way to prevent their 
  companions from killing the paladin and her men. They 
  need an atonement spell before they can cast their divine 
  spells again. Atonement can be gained for 450 gp at the 
  end of the adventure at Nearie City, unless you as a DM 
  think the transgression was so bad that the more 
  expensive version is required (the version that forces 
  the caster to expend xp). In that case the player should 
  contact the Naerie Triad for the atonement spell. 
   
  CONCLUSION A: HELPING 
  THE HEPMONALANDERS 
  Read or phrase the following. Alter the text if the fight 
  did not happen.  
  Not long after the fight ends, a wagon stops nearby. 
  A man jumps down from it and walks towards you. 
  He is dressed in expensive clothing, which is blue 
  and maroon in color.  
   
  Anyone who has played NAE3-01 Daughter of Idee 
  recognizes the man as Gauterit, an agent of House Arxx. 
   
  � Gauterit: Male human (Suel) Ari1/Ftr4; AL N. 
   
  Gauterit asks Devven what has taken place, and what 
  the PCs’ role was in the fight. If Devven or the priest are 
  no longer standing he directs his questions to the PCs.  
   
  Gauterit hopes to load the goods and leave the 
  beach as quickly as possible, but briefly explains that 
  these items are destined for Nathualt where they will be 
  put to use. He does not know more, which is deliberate 
  so he does not compromise the position of House Arxx 
  too much.  
   
  If asked about recent events in Arxx lands, he can 
  also say that Berik Oedil and Aeslith Euric are doing 
  extremely well after their wedding (NAE5-01 When 
  Nightingales Sing), though the traitor Brymar is still at 
  large. 
   
  A DC 12 Knowledge (local: the Splintered Suns) 
  check identifies Nathuatl as a village in Menst with a 
  substantial Hepmonalander (and Olman) population. 
  Gauterit also knows this if asked. 
   
  Gauterit lifts the last of the items on the wagon 
  with your help and covers the contents with 
  tarpaulins.  
   
  ”You have done a great service to House Arxx 
  and the Ahlissan crown and we shall not soon 
  forget your actions.“  
   
  With those words he hastily departs.  
   
  Parties who reach this conclusion receive a small 
  monetary reward (25 gp x APL), and the favors of 
  House Arxx and Gauterit on their ARs. If the PCs 
  have killed any of the House Eddri agents, Gauterit says 
  that he will make arrangements to clear the PCs of any 
  wrongdoing; if this happens, none of the PCs receive 
  the favor of House Arxx on this AR (consider it used) 
  and the PCs also lose the money available for defeating 
  the agents as it is used for raise dead spells. In addition 
  the PCs receive the disfavor of House Eddri to their 
  AR. PCs who met with Zarilhat at the start can also go 
  and give their report to him. 
   
  Treasure: The characters earn a reward from Gauterit. 
   
  APL 2: Loot 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 4: Loot 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL 6: Loot 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 8: Loot 0 gp; Coin: 200 gp; Magic: 0 gp 
   
  CONCLUSION B: HELPING 
  THE WATCH 
  Alter the text if the fight did not happen. 
  After the fight ends, it is easy to gather all the 
  items together. With the help of a local farmer, you 
  cart all items back to Naerie City. The Nasranite 
  Watch takes the crates into safe storage. Captain 
  Belva and Damar Rochation thank you for the job 
  well done. 
  ”You have done a great service to the Ahlissan 
  crown and House Haxx, one that they will not soon 
  forget”, Damar says. 
   
  Treasure: Parties who reach this conclusion, or PCs 
  who were on the side of a House Eddri in Encounter 10, 
  receive a small monetary reward (25 gp x APL), and the 
  favors of House Eddri, and Damar on their ARs. They 
  also receive the disfavor of House Arxx. 
   
  Treasure: The characters earn a reward from Damar. 
   
  APL 2: Loot 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 4: Loot 0 gp; Coin: 100 gp; Magic: 0 gp 
   
  APL 6: Loot 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 8: Loot 0 gp; Coin: 200 gp; Magic 0 gp 
   
  CONCLUSION C 
  This conclusion assumes that characters ran into dead 
  end or were otherwise unable to complete the module. 
  Re-phrase if the PCs were defeated in combat or such. 
   
  After you have been in Naerie City for a few days, 
  you hear that agents of House Haxx recently 
  apprehended smugglers at a nearby fishing village. 
  It seems there were a large number of religious 
  items from the southern jungles involved, as well 
  as strange snake-like creatures. The Nasranite 
  Watch, the Temple of Zilchus, and House Haxx 
  have taken possession of said items; their ultimate 
  fate is unknown.  
   
  NAE6-05 Sharafon 
   
  Page 23 
  
  CAMPAIGN  
  CONSEQUENCES 
  This scenario will have effect on future adventures. 
  Please send answers to following questions (comments 
  are also welcome) to sampo@haarlaa.fi
  1. 
  Did the PCs reach a final battle, and if so, what 
  happened? 
  2. 
  Was Durotin betrayed to the Watch? 
  3. 
  Did anything unforeseen happen? If yes, what? 
   
   
   
   
  The End 
   
  NAE6-05 Sharafon 
   
  Page 24 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: Farm under attack 
  Defeating the raiding party 
  APL2  
  120 XP  
  APL4  
  160 XP  
  APL6  
  220 XP  
  APL8  
   280 XP 
   
  Encounter 4: Man on the Soapbox 
  Preventing Nasranites getting hit by thugs. 
   
  APL2  
  60 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Encounter 6: Make way! 
  Award ½ of this if PCs survive the trap. Award rest of if 
  they manage to stop the cart from injuring people. 
   
  APL2  
  60 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Encounter 10: On the beach… 
  Retrieving items for Gauterit or Damar 
   
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP 
   
  Discretionary Role-playing Award 
  APL2  
  90 XP  
  APL4  
  135 XP  
  APL6  
  180 XP  
  APL8  
  225 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this gold. 
  If you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return to 
  retrieve loot. If the characters do not loot the body, the 
  gold piece value for the loot is subtracted from the 
  encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this 
  is a Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: Farm under attack 
   
  APL 2: Loot: 273 gp( -8gp for each dart fired) 
   
  APL 4: Loot: 325 gp (-8gp for each dart fired) 
   
  APL 6: Loot: 764 gp (-8gp for each dart fired) 
  Magic: scroll of entangle (2gp) 
   
  APL 8: Loot: 113gp (-8gp for each dart fired); 
  Magic: scroll of briar web (12gp), +1 mithral breastplate 
  (266gp), +1 mithral chain shirt (175gp), +1 buckler (88gp), 
  +1 composite longbow (+2 Str) (216gp), +1 bane (Fey) heavy 
  flail (692gp) 
   
  Encounter 10: On the Beach 
  APL 2: (Paladin) Loot: 45gp; Magic: +1 heavy wooden 
  shield (96gp), potion of bulls strength (25gp), potion of aid 
  (25gp), potion of shield of faith (4gp) 
   
  (each Follower) Loot: 46gp 
   
  APL 4: (paladin) Loot: 8gp; Magic: +1 battleaxe 
  (192gp), +1 heavy wooden shield (96gp), +1 breastplate 
  (112gp), potion of bulls strength (25gp), potion of aid (25gp), 
  NAE6-05 Sharafon 
   
  Page 25 
  
  potion of shield of faith (4gp), potion of bears endurance 
  (25gp), potion of cats grace (25gp). 
   
  (each Follower) Loot; 76gp; Magic: +1 heavy wooden 
  shield (96gp), potion of cure light wounds (4gp), potion shield 
  of faith (4gp), potion of aid (25g) 
   
  APL 6: (Paladin) Loot: 8gp; Magic: +1 battleaxe 
  (192gp), +1 heavy wooden shield (96gp), +1 breastplate 
  (112gp) potion of bulls strength (25gp), potion of aid (25gp), 
  potion of shield of faith (4gp), potion of bears endurance 
  (25gp), potion of cats grace (25gp), potion of displacement 
  (62gp), cloak of resistance +1 (250gp). 
   
  (each Follower) Loot: 33gp; Magic: +1 heavy wooden 
  shield (96gp), potion of cure light wounds (4gp), potion shield 
  of faith (4gp), potion of aid (25gp), potion of bears endurance 
  (25gp), potion of bull strength (25gp), +1 battleaxe (192gp), +1 
  breastplate (112gp) 
   
  APL 8: (Paladin) Loot: 8gp; Magic: +1 battleaxe 
  (192gp), +1 heavy wooden shield (96gp), +1 breastplate 
  (112gp), potion of bulls strength (25gp), potion of aid (25gp), 
  potion of shield of faith (4gp), potion of bears endurance 
  (25gp), potion of cats grace (25gp), potion of displacement 
  (62gp), cloak of resistance +1 (83gp). 
   
   
  (each Follower) Loot: 33gp; Magic: +1 heavy wooden 
  shield (96gp), potion of cure light wounds (4gp), potion shield 
  of faith (4gp), potion of aid (25gp), potion of bears endurance 
  (25gp), potion of bull strength (25gp), +1 battleaxe (192gp), 
  +1 breastplate (112gp) potion of barkskin +2 (25gp), potion of 
  cats grace (25gp) 
   
  Encounter 10: On the Beach 
  APL 2: Loot: 29gp; Magic: potion of aid (25gp), potion 
  shield (4gp) cloak of elemental protection (83gp) 
   
  APL 4: Loot: 4gp; Magic: potion of aid (25gp), potion 
  of shield (4gp), +1 battleaxe (192gp), cloak of elemental 
  protection (83gp) 
   
  APL 6: Loot: 4gp; Magic: potion of aid (25gp), potion 
  of shield (4gp), +1 battleaxe (192gp), feather token (whip) 
  (41gp), cloak of elemental protection (83gp) 
   
  APL 8: Loot: 4gp; Magic: potion of aid (25gp), potion 
  shield (4gp), battleaxe +1 (192gp), feather token (whip) 
  (41gp), elemental gem (earth) (187gp), cloak of elemental 
  protection (83gp) 
   
  Conclusion 
  Reward from Gauterit/Damar Rocharion 
  APL 2: Coin: 50 gp 
   
  APL 6: Coin: 100gp 
   
  APL 6: Coin: 150 gp 
   
  APL 8: Coin: 200 gp 
   
  Total Possible Treasure 
  APL 2: Loot: 425gp; Coin: 50gp; Magic: 262gp - Total: 
  825 gp (max. 450gp) 
   
  APL 4: Loot: 565gp; Coin: 100gp; Magic: 1816gp - 
  Total: 2481 gp (Max. 650gp) 
   
  APL 6: Loot: 867gp; Coin: 150gp; Magic: 2612gp - 
  Total: 3629 (max. 900gp) 
   gp 
   
  APL 8: Loot: 257gp; Coin: 200gp; Magic: 4218gp - 
  Total: 4675 gp (max. 1125gp) 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Helped prisoners: You offered substantial aid to the 
  prisoners of the labor camp. This can be used as a favor 
  with the church of Lydia (cross off when used) or 
  retained for possible future use. 
   
  Favor of House Arxx / Eddri: You have earned a favor 
  with House Arxx or with House Eddri. Cross off which 
  does not apply. 
   
  Ties that bind: For helping the old brotherhood 
  soldiers or the Scarlet Brotherhood, you gain access to 
  the Heroic Destiny (RD) feat. 
   
  Disfavor with House Arxx / Eddri: For interfering in 
  their affairs, this noble house will not look at you 
  favorably. 
   
  Cross off which does not apply. 
   
  Favor with Damar: Damar introduces you to certain 
  individuals that can assist you. You can use this favor for 
  ONE of the following things.  
   
  Access to the axiomatic weapon enchantment. 
   
  Access to the Medal of Gallantry (Complete 
  Adventurer). 
    
  Access to the Exercises of Arnd feat (MH) 
   
  Cross off once used 
   
  Favor with Gauterit: Gauterit introduces you to 
  certain individuals that can assist you. You can use this 
  favor for ONE of the following things.  
   
  Access to the anarchic weapon enchantment. 
   
  Access to the Badge of Valor (Complete Adventurer). 
    
  Access to tactical soldier (MH) prestige class. 
   
  Cross off once used. 
   
  No mercy! Your brutal demonstration in Naerie City 
  has been seen and this increases your reputation. This 
  grants a +1 circumstance bonus to Intimidate checks in 
  Principality of Naerie. 
   
  ITEM ACCESS 
  APL 2 
  � cloak of elemental protection (Adventure, 1000gp, 
  MH) 
  � camouflage kit (Adventure, 40 gp, CV) 
  � Alchemical tooth (Adventure, 300 gp, CV) 
   
  APL 4 (All of APL 2 plus the following) 
  � brooch of shielding (Adventure, 1500gp, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � mithral breastplate (Adventure, 2200gp, DMG) 
  NAE6-05 Sharafon 
   
  Page 26 
  
  � mithral chain shirt (Adventure, 1100gp, DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  �  +1 bane (fey) heavy flail (Regional, , 8315gp, 
  DMG) 
  � +1 mithral breastplate (Adventure, 3200gp, 
  DMG) 
  � divine scroll of briar web (Adventure, 150gp, 
  SpC) 
  � elemental gem (earth) (Adventure, 2250gp, 
  DMG) 
  � feather token (whip) (Adventure, 500gp) 
   
  NAE6-05 Sharafon 
   
  Page 27 
  
  APPENDIX 1: 
  APL 2
  E1: FARM UNDER ATTACK 
   
   
  Hepmonalander Leader: Male human Bbn2; CR 2; 
  Medium Humanoid (human); HD 2d12+2; hp 21; Init 
  +2; Spd 40 ft.; AC 16 (touch 12, flat-footed 14) [+4 
  armor, +2 Dex]; Base Atk +2; Grp +4; Atk +5 melee 
  (1d10+3/19-20, masterwork heavy flail) or +4 melee 
  (1d6+3, club) or +4 ranged (1d6+2, javelin); Full Atk +5 
  melee (1d10+3/19-20, masterwork heavy flail) or +4 
  melee (1d6+3, club) or +4 ranged (1d6+2, javelin); SA 
  Rage 1/day; SQ Uncanny dodge; AL CN; SV Fort +4, 
  Ref +2, Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Climb +6, Jump +6, Listen +5, Spot 
  +3, Survival +5; Power Attack, Weapon Focus (heavy 
  flail). 
   
  Possessions: Masterwork cold iron heavy flail, club, 
  dagger, 3 javelins, chain shirt. 
   
  Hepmonalander Sniper: Male human Rgr1; CR 1; 
  Medium humanoid (human); HD 1d8+1; hp 9; Init +2; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 13) [+3 armor, 
  +2 Dex]; Base Atk +1; Grp +3; Atk +3 melee (1d6+2/19-
  20, shortsword) or +4 ranged (1d8+2/x3, mighty 
  masterwork composite longbow); Full Atk +3 melee 
  (1d6+2/19-20, shortsword) +4 ranged (1d8+2/x3, 
  mighty masterwork composite longbow); SA Favored 
  enemy (humanoid - elf) +2; SQ Wild empathy +0; AL 
  LE; SV Fort +3, Ref +4, Will +1; Str 14, Dex 15, Con 12, 
  Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Hide +8, Listen +5, Move Silently 
  +6, Spot +5, Survival +5, Tumble +4; Point Blank Shot, 
  Precise Shot, Track. 
   
  Possessions: 
  Mighty 
  masterwork 
  composite 
  longbow (+2 str), 40 arrows, cold iron shortsword, 
  handaxe, club, masterwork studded leather armor, 
  camouflage kit.  
   
  Warriors: Male human War1; CR 1/2; Medium 
  Humanoid (human); HD 1d8+3; hp 8; Init +1; Spd 30 
  ft.; AC 13 (touch 11, flat-footed 12) [+2 armor, +1 Dex]; 
  Base Atk +1; Grp +2; Atk +3 melee (1d10+1, great club) 
  or -2 ranged (1 plus poison, blow gun) or +2 ranged 
  (1d6/x3, shortbow); Full Atk +3 melee (1d10+1, great 
  club) or -2 ranged (1 plus poison, blow gun) or +2 
  ranged (1d6/x3, shortbow); AL NE; SV Fort +2, Ref +1, 
  Will +0; Str 12, Dex 13, Con 11, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +3, Jump +3, Listen +1, Spot 
  +1; Toughness, Weapon Focus (great club). 
   
  Bloodroot Poison: Injury, DC 12 fortitude 
  negates, 0/1d4 Con +1d3 Wis. 
   
  Possessions: Greatclub, club, shortbow, 20 arrows, 
  blowgun, 5 darts tipped with bloodroot poison, leather 
  armor.  
   
  ENCOUNTER 4: MAN ON A SOAPBOX  
  Rabble Rousers (2): Male human Rog1; CR 1; 
  Medium Humanoid (human); HD 1d6+4; hp 10; Init 
  +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13) [+3 
  armor, +2 Dex]; Base Atk +0; Grp +2; Atk +2 melee 
  (1d8+2, heavy mace); Full Atk +2 melee (1d8+2, heavy 
  mace); SA Sneak attack +1d6; AL NE; SV Fort +1, Ref 
  +4, Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Bluff +3, Diplomacy +3, Escape 
  artist +6, Hide +9 (+8 with armor), Intimidate +3, Jump 
  +6, Move Silently +6 (+5 with armor), Spot +5, Tumble 
  +6; Skill Focus (Hide), Toughness. 
   
  Possessions: Heavy mace, dagger, studded leather 
  armor, potion of invisibility.
   
  ENCOUNTER 10: ON THE BEACH… 
   
  Ensha: Female human Pal3; CR 3; Medium Humanoid 
  (human); HD 3d10+3; hp 25; Init +1; Spd 20 ft.; AC 20 
  (touch 15, flat-footed 19) [+5 armor, +1 Dex, +4 shield]; 
  Base Atk +3; Grp +5; Atk +7 melee (1d8+2/x3, 
  masterwork 
  battleaxe) 
  or 
  +4 
  ranged 
  (1d6/x3, 
  shortbow); Full Atk +7 melee (1d8+2/x3, masterwork 
  battleaxe) or +4 ranged (1d6/x3, shortbow); SA Smite 
  evil 1/day SQ Aura of courage, detect evil, divine health, 
  lay on hands (6 hp); AL LG; SV Fort +6, Ref +4, Will +3; 
  Str 15, Dex 12, Con 12, Int 8, Wis 11, Cha 14. 
   
  Skills and Feats: Diplomacy +7, Handle Animal +7, 
  Ride +5; Shield Specialisation, Shield Ward, Weapon 
  Focus (battleaxe). 
   
  Languages: Common, Old Oeridian. 
   
  Possessions: Masterwork battleaxe, spiked gauntlet, 
  shortbow, 20 arrows, breastplate, +1 heavy wooden shield, 
  potion of aid, potion of bulls strength, potion of shield of faith. 
   
  Follower of Heironeous (2): Male human Ftr1; CR 1; 
  Medium Humanoid (human); HD 1d10+2; hp 12; Init 
  +1; Spd 20 ft.; AC 19 (touch 11, flat-footed 18) [+5 
  armor, +1 Dex, +3 shield]; Base Atk +1; Grp +3; Atk +5 
  melee (1d8+2/x3, masterwork battleaxe) or +2 ranged 
  (1d6/x3, shortbow); Full Atk +5 melee (1d8+2/x3, 
  masterwork 
  battleaxe) 
  or 
  +2 
  ranged 
  (1d6/x3, 
  shortbow); AL LN; SV Fort +4, Ref +1, Will +3; Str 15, 
  Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +0, Handle Animal +1 Jump 
  +0, Ride +3, Swim -4; Iron Will, Shield specialization, 
  Weapon Focus (battleaxe). 
   
  Languages: Common, Old Oeridian. 
   
  Possessions: Masterwork battleaxe, spiked gauntlet, 
  shortbow, 20 arrows, breastplate, heavy wooden shield. 
   
  Priest of Llerg: Male human Clr3; CR3; Medium 
  Humanoid (Human); HD 3d8+6; hp 24; Init +0; Spd 30 
  ft.; AC 14 (touch 10, flat-footed 14) [+4 armor, +1 
  shield]; Base Atk +2; Grp +3; Atk +4 melee (1d8+1/x3, 
  NAE6-05 Sharafon 
   
  Page 28 
  
  masterwork battleaxe); Full Atk +4 melee (1d8+1/x3, 
  masterwork battleaxe); SA Turn undead 5/day; SQ 
  Spontaneous cureing; AL CN; SV Fort +4, Ref +1, Will 
  +5; Str 13, Dex 10, Con 12, Int 10, Wis 15, Cha 14. 
   
  Skills and Feats: Concentration +7 (+11 when 
  casting 
  defensively), 
  Diplomacy 
  +3, 
  Heal 
  +8, 
  knowledge (religion) +3, Knowledge (nature) +2; 
  Combat 
  Casting, 
  Improved 
  Toughness, 
  Martial 
  Weapon Proficiency (battleaxe). 
  Languages: Rasol, Common. 
   
  Spells Prepared DC 12+ spell level (4/3+1/2+1; base 
  DC = 13 + spell level): 0— create water, light, resistance (2) 
  ; 1st— bane, bless, enlarge person*, shield of faith; 2nd— bull 
  strength, hold animal*, silence. 
   
  *Domain spell. Deity: Llerg; Domains: Animal (speak 
  with animals 1/day), Strength (1/day +3 Str for 1 
  round). 
   
  Possessions: Masterwork battleaxe, sickle, spell 
  component pouch, studded leather armor, buckler, 
  cloak of elemental protection, potion of shield of faith, potion 
  of aid. 
  NAE6-05 Sharafon 
   
  Page 29 
  
  APPENDIX 2: 
  APL 4 
  E1: FARM UNDER ATTACK 
   
   
  Hepmonalander Leader: Male Human Bbn4; CR 4; 
  Medium humanoid (human); HD 4d12+4; hp 37; Init 
  +2; Spd 40 ft.; AC 16, (touch 12, flat-footed 14) [+4 
  armor, +2 Dex]; Base Atk +4; Grp +7; Atk +9 melee 
  (1d10+4/19-20, masterwork heavy flail) or +7 melee 
  (1d6+4, club) or +6 ranged (1d6+3, javelin); Full Atk +9 
  melee (1d10+4/19-20, masterwork heavy flail) or +7 
  melee (1d6+4, club) or +6 ranged (1d6+3, javelin); SA 
  Rage 2/day; SQ Uncanny dodge; AL CN; SV Fort +6, 
  Ref +3, Will +2; Str 16, Dex 14, Con 13, Int 10, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Climb +10, Jump +10, Listen +10, 
  Spot +4, Survival +4; Blind Fight, Power Attack, 
  Weapon Focus (heavy flail). 
   
  Possessions: Masterwork cold iron heavy flail, club, 
  dagger, 3 javelins, chain shirt. 
   
  Hepmonalander Sniper: Male human Rgr2; CR 2; 
  Medium Humanoid (human); HD 2d8+2; hp 15; Init 
  +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13) [+3 
  armor, +2 Dex]; Base Atk +2; Grp +4; Atk +4 melee 
  (1d6+2/19-20, shortsword) or +5 ranged (1d8+2/x3, 
  mighty masterwork composite longbow); Full Atk +4 
  melee (1d6+2/19-20, shortsword) or +5 ranged 
  (1d8+2/x3, mighty masterwork composite longbow) or 
  +3/+3 
  ranged 
  (1d8+2/x3, 
  mighty 
  masterwork 
  composite longbow); SA Favored enemy (humanoid - 
  elf) +2; SQ Wild empathy +1; AL LE; SV Fort +4, Ref +5, 
  Will +1; Str 14, Dex 15, Con 12, Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Handle Animal +0, Hide +9, 
  Knowledge (nature) +5, Listen +6, Move Silently +7, 
  Spot +6, Survival +6 (+8 when tracking), Tumble +4; 
  Point Blank Shot, Precise Shot, Rapid Shot, Track. 
   
  Possessions: 
  Mighty 
  masterwork 
  composite 
  longbow (+2 Str), 40 arrows, cold iron shortsword, 
  handaxe, club, masterwork studded leather armor, 
  masterwork buckler (not included in AC). 
   
  Warriors: Male human War2; CR 1; Medium 
  Humanoid (human); HD 2d8+3; hp 13; Init +1; Spd 30 
  ft.; AC 13 (touch 12, flat-footed 11) [+2 armor, +1 Dex]; 
  Base Atk: +2: Grp: +3; Atk +4 melee (1d10+1, great club) 
  or -1 ranged (1 plus poison, blow gun) or +3 ranged 
  (1d6/x3, shortbow); Full Atk +4 melee (1d10+1, great 
  club) or -1 ranged (1 plus poison, blow gun) or +3 
  ranged (1d6/x3, shortbow); AL NE; SV Fort +3, Ref +1, 
  Will +0; Str 12, Dex 13, Con 11, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +4, Jump +4, Listen +1, Spot 
  +1; Toughness, Weapon Focus (great club). 
  Bloodroot Poison: Injury DC12 fortitude negates, 
  0/1d4 Con +1d3 Wis. 
   
  Possessions: Greatclub, club, shortbow, 20 arrows, 
  blowgun, 5 darts tipped with bloodroot poison, leather 
  armor.  
   
  ENCOUNTER 4: MAN ON A SOAPBOX  
  Rabble Rousers (3): Male human Rog1; CR 1; 
  Medium Humanoid (human); HD 1d6+4; hp 10; Init 
  +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13) [+3 
  armor, +2 Dex]; Base Atk +0; Grp +2; Atk +2 melee 
  (1d8+2, heavy mace); Full Atk +2 melee (1d8+2, heavy 
  mace); SA Sneak attack +1d6; AL NE; SV Fort +1, Ref 
  +4, Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Bluff +3, Diplomacy +3, Escape 
  artist +6, Hide +9 (+8 with armor), Intimidate +3, Jump 
  +6, Move Silently +6 (+5 with armor), Spot +5, Tumble 
  +6; Skill Focus (Hide), Toughness. 
   
  Possessions: Heavy mace, dagger, studded leather 
  armor, potion of invisibility. 
   
   
  ENCOUNTER 10: ON THE BEACH… 
   
  Ensha: Female human Pal5; CR 5; Medium Humanoid 
  (human); HD 5d10+5; hp 39; Init +1; Spd 20 ft.; AC 21 
  (touch 15, flat-footed 20) [+6 armor, +1 Dex, +4 shield]; 
  Base Atk +5; Grp +8; Atk +10 melee (1d8+4/x3, +1 
  battleaxe) or +5 ranged (1d8/x3, longbow); Full Atk +10 
  melee (1d8+4/x3, +1 battleaxe) or +5 ranged (1d8/x3, 
  longbow); SA Smite evil 2/day, turn undead 5/day; SQ 
  Aura of courage, detect evil, divine grace, lay on hands 
  (10 hp); AL LG; SV Fort +7, Ref +4, Will +3; Str 16, Dex 
  12, Con 12, Int 8, Wis 11, Cha 14. 
   
  Skills and Feats: Diplomacy +7, Handle Animal +7, 
  Ride +5; Shield Specialization, Shield Ward, Weapon 
  Focus (battleaxe). 
   
  Languages: Common, Old Oeridian. 
   
  Possessions: +1 battleaxe, spiked gauntlet, longbow, 
  20 arrows, +1 breastplate +1 heavy wooden shield, potion of 
  bulls strength, potion of aid, potion of shield of faith, potion of 
  bears endurance , potion of cats grace . 
   
  Kelogran: Large Magical Beast (augmented animal); 
  CR -; HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC 21, 
  touch 10, flat-footed 20; Base Atk: +4; Grp: +12; Atk +7 
  melee (1d6+4, hoofl); Full Atk +7/+7 melee (1d6+4, 
  hoof) and +5 melee (1d4+2, bite); Space/Reach 10 ft./5 
  ft.; SQ Emphatic link, improved evasion, low-light 
  vision, scent, share spells, share saving throws; AL LG; 
  SV Fort +8, Ref +6, Will +3; Str 19, Dex 13, Con 17, Int 
  6, Wis 13, Cha 6. 
   
  Skills and Feats: Jump +15, Listen +4, Spot +4; 
  Endurance, Run, Multiattack. 
   
  Possessions: Masterwork studded leather barding. 
   
  Follower of Heironeous (2): Male human Ftr3; CR 3; 
  Medium Humanoid (human); HD 3d10+6; hp 28; Init 
  +5; Spd 20 ft.; AC 20 (touch 15, flat-footed 19) [+5 
  armor, +1 Dex, +4 shield]; Base Atk +3; Grp +5; Atk +7 
  melee (1d8+2/x3, masterwork battleaxe) or +5 ranged 
  NAE6-05 Sharafon 
   
  Page 30 
  
  (1d8/x3, masterwork longbow); Full Atk +7 melee 
  (1d8+2/x3, masterwork battleaxe) or +4 ranged 
  (1d8/x3, masterwork longbow); AL LN; SV Fort +5, Ref 
  +2, Will +4; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Climb +1, Handle Animal +2 Jump 
  +1, Ride +4, Swim –2; Improved Initiative, Iron Will, 
  Shield Specialization, Shield Ward, Weapon Focus 
  (battleaxe). 
   
  Languages: Common, Old Oeridian. 
   
  Possessions: Masterwork battleaxe, spiked gauntlet, 
  masterwork longbow, 20 arrows, breastplate, +1 heavy 
  wooden shield, potion of cure light wounds, potion of shield of 
  faith, potion of aid. 
   
  Priest of Llerg: Male human Clr5; CR5; Medium 
  Humanoid (human); HD 5d8+10; hp 38; Init +0; Spd 30 
  ft.; AC 15 (touch 10, flat-footed 15) [+4 armor, +1 
  shield]; Base Atk +3; Grp +4; Atk +5 melee (1d8+2/x3, 
  +1 battleaxe); Full Atk +5 melee (1d8+2/x3, +1 battleaxe); 
  SA Turn undead 5/day; SQ Spontaneous curing; AL 
  CN; SV Fort +5, Ref +1, Will +7; Str 13, Dex 10, Con 12, 
  Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +9 (+13 when 
  casting defensively), Diplomacy +3, Heal +11, 
  knowledge (religion) +5, Knowledge (nature) +2; 
  Combat 
  Casting, 
  Improved 
  Toughness, 
  Martial 
  Weapon Proficiency (battleaxe). 
  Languages: Rasol, Common. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell level): 
  0—create water, light, resistance (2), virtue; 1st—bane, 
  divine favor, enlarge person*, obscuring mist, shield of faith; 
  2nd—bull strength, hold animal*, silence, spiritual weapon; 
  3rd—dispel magic, magic vestment*, prayer. 
   
  *Domain spell. Deity: Llerg Domains: Animal (speak 
  with animals 1/day|), Strength (1/day +5 Str for 1 
  round). 
   
  Possessions: +1 battleaxe, dagger, studded leather 
  armor (+1 due to magic vestment), buckler, cloak of 
  elemental protection, spell component pouch, curved 
  blade (sickle), potion of shield of faith, potion of aid. 
   
   
   
  NAE6-05 Sharafon 
   
  Page 31 
  
  APPENDIX 3: 
  APL 6 
   
  E1: FARM UNDER ATTACK 
  Hepmonalander Leader: Male human Bbn5/Rgr1; 
  CR 6; Medium Humanoid (human); HD 5d12+1d8+6; 
  hp 51; Init +2; Spd 40 ft.; AC 17 (touch 12, flat-footed 
  17) [+5 armor, +2 Dex]; Base Atk +6; Grp +9; Atk +11 
  melee (1d10+4/19-20, masterwork heavy flail) or +9 
  melee (1d6+4, club) or +8 ranged (1d6+3, javelin); Full 
  Atk +11/+6 melee (1d10+4/19-20, masterwork heavy 
  flail) or +9/+4 melee (1d6+4, club) or +8 ranged (1d6+3, 
  javelin); SA Favored enemy (humanoid - human) +2, 
  rage 2/day; SQ Improved uncanny dodge, wild 
  empathy +0; AL CN; SV Fort +8, Ref +5, Will +2; Str 16, 
  Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +9, Handle Animal +5, 
  Intimidate +5, Jump +9, Listen +7, Ride +8, Spot +7, 
  Survival +6; Blind Fight, Favored Power Attack , Power 
  Attack , Track, Weapon Focus (heavy flail)  
   
  Possessions: Masterwork cold iron heavy flail, club, 
  dagger, 3 javelins, mithral breastplate. 
   
  Hepmonalander Sniper: Male human Rgr4; CR 4; 
  Medium Humanoid (human); HD 4d8+4; hp 27; Init 
  +3; Spd 30 ft.; AC 17 (touch 13, flat-footed 14) [+4 
  armor, +3 Dex]; Base Atk +4; Grp +6; Atk +6 melee 
  (1d6+2/19-20, shortsword) or +10 ranged vs flat footed 
  (1d8+2/x3, mighty masterwork composite longbow) or 
  +8 ranged (1d8+2/x3, mighty masterwork composite 
  longbow); Full Atk +6 melee (1d6+2/19-20, shortsword) 
  or +10 ranged vs flat footed (1d8+2/x3, mighty 
  masterwork composite longbow) when sniping or +8 
  ranged (1d8+2/x3, mighty masterwork composite 
  longbow) or +8/+8 ranged vs. flat footed (1d8+2/x3, 
  mighty masterwork composite longbow) or +6/+6 
  ranged (1d8+2/x3, mighty masterwork composite 
  longbow); SA Favored enemy (humanoid - elf) +2; SQ 
  Wild empathy +3; AL LE; SV Fort +5, Ref +7, Will +2; 
  Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Hide +26 (+6 to 
  hide after sniping), Knowledge (nature) +1, Listen +8, 
  Move Silently +10, Spot +8, Survival +8, Tumble +6; 
  Able Sniper, Endurance, Point Blank Shot, Precise 
  Shot, Rapid Shot, Track. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  arrowmind. 
   
  Possessions: 
  Mighty 
  masterwork 
  composite 
  longbow (+2 str), 40 arrows, cold iron shortsword, 
  handaxe, club, mithral chain shirt, masterwork buckler 
  (not included in armor class), camouflage kit*, scroll of 
  camouflage, scroll of entangle. 
   
  Warriors: Male human Bar1/Ftr1; CR 2; Medium 
  Humanoid (human); HD 1d12+1d10+2; hp 20; Init +2; 
  Spd 40 ft.; AC 15 (touch 12, flat-footed 13) [+3 armor, 
  +2 Dex]; Base Atk +2; Grp +4; Atk +6 melee (1d12+3/x3, 
  masterwork greataxe) or +0 ranged (1 plus poison, blow 
  gun) or +4 ranged (1d6/x3, shortbow); Full Atk +6 
  melee (1d12+3/x3, masterwork greataxe) or +0 ranged 
  (1 plus poison, blow gun) or +4 ranged (1d6/x3, 
  shortbow); SA Rage 1/day; AL NE; SV Fort +5, Ref +2, 
  Will +3; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Intimidate +3, Jump +7, 
  Listen +6, Survival +6; Iron Will, Power Attack, 
  Weapon Focus (greataxe). 
   
  Blue 
  Whinnis 
  Poison: 
  Injury 
  DC14, 
  1 
  Con/unconsciousness. 
   
  Possessions: Masterwork greataxe, club, shortbow, 
  20 arrows, blowgun, blowgun dart case w/5 darts 
  tipped with Blue Whinnis Poison, masterwork studded 
  leather armor. 
   
  ENCOUNTER 4: MAN ON A SOAPBOX  
  Rabble Rousers (2): Male human Rog2; CR 2; 
  Medium Humanoid (human); HD 2d6+2 plus 3; hp 15; 
  Init +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13) [+2 
  armor, +3 Dex]; Base Atk +1; Grp +3; Atk +3 melee 
  (1d8+2, heavy mace); Full Atk +3 melee (1d9+2, heavy 
  mace); SA Sneak attack +1d6; SQ Evasion; AL NE; SV 
  Fort +1, Ref +5, Will +1; Str 15, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +4, Diplomacy +6, Escape 
  artist +7, Hide +10 (+9 with armor), Intimidate +4, 
  Jump +7, Move Silently +7 (+6 with armor), Spot +6, 
  Tumble +7; Skill Focus (Hide), Toughness. 
   
  Possessions: Heavy mace, dagger, studded leather 
  armor, potion of invisibility. 
   
   
  ENCOUNTER 10: ON THE BEACH… 
   
  Ensha: Female human Pal7; CR 7; Medium Humanoid 
  (human); HD 7d10+7; hp 63; Init +1; Spd 20 ft; AC 21 
  (touch 15, flat-footed 20) [+6 armor, +1 Dex, +4 shield]; 
  Base Atk +7; Grp +10; Atk +12 melee (1d8+4/x3, +1 
  battleaxe) or +7/ ranged (1d8/x3, longbow); Full Atk 
  +12/+7 melee (1d8+4/x3, +1 battleaxe) or +7/+2 ranged 
  (1d8/x3, longbow); SA Smite evil 2/day, turn undead 
  5/day; SQ Aura of courage, detect evil, divine health, 
  lay on hands (14 hp), remove disease 1/week; AL LG; 
  SV Fort +9, Ref +6, Will +5; Str 16, Dex 12, Con 12, Int 
  8, Wis 11, Cha 14. 
   
  Skills and Feats: Diplomacy +5, Handle Animal +7, 
  Ride +7, Sense Motive +4; Power Attack, Shield 
  Specialization, Shield Ward, Weapon Focus (battleaxe). 
   
  Languages: Common, Old Oeridian. 
   
  Spells prepared (1): 1st–divine favor. 
  NAE6-05 Sharafon 
   
  Page 32 
  
   
  Possessions: +1 battleaxe, spiked gauntlet, shortbow, 
  20 arrows, +1 breastplate , +1 heavy wooden shield, cloak of 
  resistance +1, potion of bulls strength, potion of aid, potion of 
  shield of faith), potion of bears endurance, potion of cats grace, 
  potion of displacement . 
   
  Kelogran: Large Magical Beast (augmented animal); 
  CR -; HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC 21 
  (touch 10, flat-footed 20) [+3 armor+1 Dex, , +7 natural, 
  -1 size]; Base Atk: +4; Grp +12; Atk +7 melee (1d6+4, 
  hoof); Full Atk +7/+7melee (1d6+4, hoof) and +5 melee 
  (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ Emphatic 
  link, improved evasion, low-light vision, scent, Share 
  spells, share saving throws; AL LG; SV Fort +8, Ref +6, 
  Will +3; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6. 
   Skills and Feats: Jump +15, Listen +4, Spot +4; 
  Endurance, Run, Multiattack. 
   
  Possessions: Masterwork studded leather barding. 
   
  Follower of Heironeous (2): Male human Ftr5; CR 5; 
  Medium Humanoid (human); HD 5d10+10; hp 44; Init 
  +5; Spd 20 ft.; AC 20 (touch 15, flat-footed 19) [+5 
  armor, +1 Dex, +4 shield]; Base Atk +5; Grp +8; Atk +10 
  melee (1d8+6/x3, battleaxe) or +7 ranged (1d8/x3, 
  longbow); Full Atk +10 melee (1d8+6/x3, battleaxe) or 
  +7 ranged (1d8/x3, longbow); AL LN; SV Fort +6, Ref 
  +2, Will +4; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8. 
   
  Skills and Feats: Climb +4, Handle Animal +2 Jump 
  +3, Ride +4, Swim -2; Improved Iniative, Iron Will, 
  Shield Specialization, Shield Ward, Weapon Focus 
  (battleaxe), Weapon Specialization (battleaxe). 
   
  Languages: Common, Old Oeridian. 
   
  Possessions: 
  +1 
  battleaxe, 
  spiked 
  gauntlet, 
  masterwork longbow, 20 arrows, +1 breasplate, +1 heavy 
  wooden shield, potion of cure light wounds, potion of shield of 
  faith, potion of aid, potion of bull strength, potion of bears 
  endurance 
   
  Priest of Llerg: Male human Clr7; CR7; Medium 
  Humanoid (human); HD 7d8+14; hp 52; Init +0; Spd 30 
  ft.; AC 15 (touch 10, flat-footed 15) [+4 armor, +1 
  shield]; Base Atk +5; Grp +6; Atk +7 melee (1d8+2/x3, 
  +1 battleaxe); Full Atk +7 melee (1d8+2/x3, +1 battleaxe); 
  SA Turn undead 5/day; SQ Spontaneous curing; AL 
  CN; SV Fort +6, Ref +2, Will +8; Str 13, Dex 10, Con 12, 
  Int 10, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +11 (+15 when 
  casting defensively), Diplomacy +4, Heal +11, 
  knowledge (religion) +5, Knowledge (nature) +5; 
  Combat 
  Casting, 
  Improved 
  Toughness, 
  Martial 
  Weapon Proficiency (battleaxe). 
  Languages: Rasol, Common. 
   
  Spells Prepared (6/6/5/4/2; base DC = 13 + spell 
  level): 0—create water, light, resistance (2), virtue (2); 1st—
  bane, divine favor, enlarge person*, obscuring mist, sanctuary, 
  shield of faith; 2nd—bull strength, cat’s grace, hold animal*, 
  silence, spiritual weapon; 3rd—dispel magic, magic 
  vestment*, prayer, wind wall; 4th—freedom of movement, 
  summon natures ally IV*. 
   
  *Domain spell. Deity: Llerg Domains: Animal (speak 
  with animals 1/day), Strength (1/day +7 Str for 1 
  round). 
   
  Possessions: +1 battleaxe, sickle, spell component 
  pouch, studded leather armor (+1 due to magic 
  vestment), buckler, cloak of elemental protection, potion of 
  shield of faith , potion of aid, Quaal’s feather token (whip), 
  elemental gem (earth). 
  NAE6-05 Sharafon 
   
  Page 33 
  
  APPENDIX 4: 
  APL 8 
  E1: FARM UNDER ATTACK 
  Hepmonalander 
  Leader: 
  Male 
  human 
  Bbn5/Rgr1/Ftr1; CR 7; Medium Humanoid (human); 
  HD 5d12+1d8+1d10+7; hp 58; Init +2; Spd 40 ft.; AC 18 
  (touch 12, flat-footed 16) [+6 armor, +2 Dex]]; Base Atk 
  +7; Grp +10; Atk +12 melee (1d10+5/19-20, +1 heavy 
  flail) or +10 melee (1d6+4, club) or +9 ranged (1d6+3, 
  javelin); Full Atk +12/+7 melee (1d10+5/19-20, +1 heavy 
  flail) or +10/+5 melee (1d6+4, club) or +9 ranged 
  (1d6+3, javelin); SA Favored enemy (humanoid - 
  human) +2, rage 2/day; SQ Improved uncanny dodge, 
  wild empathy +0; AL CN; SV Fort +10, Ref +5, Will +4; 
  Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +10, Handle Animal +5, 
  Intimidate +6, Jump +10, Listen +7, Ride +8, Spot +7, 
  Survival +6; Blind Fight, Favored Power Attack, Iron 
  Will, Power Attack, Track, Weapon Focus (heavy flail)  
   
  Possessions: +1 bane (fey) heavy flail, club, dagger, 3 
  javelins, +1 mithral breastplate. 
   
  Hepmonalander Sniper: Male human Rgr8; CR 8; 
  Medium Humanoid (human); HD 8d8+8; hp 51; Init 
  +3; Spd 30 ft.; AC 18 (touch 13, flat-footed 16) [+5 
  armor, +3 Dex]; Base Atk +8; Grp: +10; Atk +10 melee 
  (1d6+2/19-20, shortsword) or +15 ranged vs flat footed 
  (1d8+3/x3, +1 mighty composite longbow) or +13 ranged 
  (1d8+3/x3, +1 mighty composite longbow); Full Atk 
  +10/+5 
  melee 
  (1d6+2/19-20, 
  shortsword) 
  or 
  +13/+13/+8 ranged vs flat footed (1d8+3/x3, +1 mighty 
  composite longbow) or +11/+11/+6 ranged (1d8+3/x3, +1 
  mighty composite longbow); 
  SA 
  Favored 
  enemy 
  (humanoid -human) +2, favored enemy (humanoid - 
  elf) +4, SQ Swift tracker, wild empathy +7, woodland 
  stride; AL LE; SV Fort +7, Ref +10, Will +4; Str 14, Dex 
  16, Con 12, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Handle Animal +7, Hide +27 (+7 
  sniping), Listen +10, Move Silently +13, Spot +11, 
  Survival +10, Tumble +7; Able Sniper, Many Shot, 
  Point Blank Shot, Precise Shot, Rapid Shot, Track, 
  Weapon Focus (longbow) 
   
  Spells Prepared (2/1; base DC = 12 + spell level): 
  1st—arrowmind, resist energy; 2nd–exacting shot.  
   
  Possessions: +1 mighty composite longbow (+2 str), 40 
  arrows, cold iron shortsword, handaxe, club, +1 mithral 
  chain shirt, +1 buckler (not included in statistics), 
  camouflage kit, scroll of camouflage, scroll of briar web. 
   
  Warriors: Male human Bar1/Ftr1/Ran1; CR 3; 
  Medium Humanoid (human); HD 1d12+1d10+1d8+3; 
  hp 26; Init +2; Spd 40 ft.; AC 15 (touch 12, flat-footed 
  13) [+3 armor, +2 Dex]; Base Atk +3; Grp +5; Atk +7 
  melee (1d12+3/x3, masterwork greataxe) or +1 ranged 
  (1 plus poison, blow gun) or +5 ranged (1d6/x3, 
  shortbow); Full Atk +7 melee (1d12+3/x3, masterwork 
  greataxe) or +1 ranged (1 plus poison, blow gun) or +5 
  ranged (1d6/x3, shortbow); SA Favored enemy 
  (humanoid - human) +2, rage 1/day; SQ Wild empathy; 
  AL NE; SV Fort +5, Ref +4, Will +1; Str 15, Dex 14, Con 
  13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Intimidate +3, Jump +8, 
  Listen +6, Spot +7, Survival +6; Favored Power Attack, 
  Iron Will, Power Attack, Weapon Focus (greataxe), 
  Track 
   
  Blue 
  Whinnis 
  Poison: 
  Injury 
  DC14, 
  1 
  Con/unconsciousness. 
   
  Possessions: Masterwork greataxe, club, shortbow, 
  20 arrows, blowgun, 5 darts tipped with Blue Whinnis 
  Poison, masterwork studded leather armor. 
   
  ENCOUNTER 4: MAN ON A SOAPBOX  
  Rabble Rousers (2): Male human Rog3; CR 3; 
  Medium Humanoid (human); HD 3d6+3 plus 3; hp 20; 
  Init +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13) [+3 
  armor, +2 Dex]; Base Atk +2; Grp +4; Atk +4 melee 
  (1d8+2, heavy mace); Full Atk +4 melee (1d8+2, heavy 
  mace); SA Sneak attack +2d6; SQ Evasion; AL NE; SV 
  Fort +2, Ref +5, Will +2; Str 15, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Bluff +4, Diplomacy +9, Escape 
  artist +7, Hide +11 (+10 with armor), Intimidate +5, 
  Jump +5, Move Silently +7 (+6 with armor), Sense 
  Motive +6, Spot +6, Tumble +8; Dodge, Skill Focus 
  (Hide), Toughness. 
   
  Possessions: Heavy mace, dagger, studded leather 
  armor, potion of invisibility. 
   
  ENCOUNTER 10: ON THE BEACH… 
   
  Ensha: Female human Pal7; CR 7; Medium Humanoid 
  (human); HD 7d10+7; hp 63; Init +1; Spd 20 ft.; AC 21 
  (touch 15, flat-footed 20) [+6 armor, +1 Dex, +4 shield]; 
  Base Atk +7; Grp +10; Atk +12 melee (1d8+4/x3, +1 
  battleaxe) or +7/ ranged (1d8/x3, longbow); Full Atk 
  +12/+7 melee (1d8+4/x3, +1 battleaxe) or +7/+2 ranged 
  (1d8/x3, longbow); SA Smite evil 2/day, turn undead 
  5/day; SQ Aura of courage, detect evil, divine health, 
  lay on hands (14 hp), remove disease 1/week; AL LG; 
  SV Fort +9, Ref +6, Will +5; Str 16, Dex 12, Con 12, Int 
  8, Wis 11, Cha 14. 
   
  Skills and Feats: Diplomacy +5, Handle Animal +7, 
  Ride +7, Sense Motive +4; Power Attack, Shield 
  Specialisation, Shield Ward, Weapon Focus (battleaxe). 
   
  Languages: Common, Old Oeridian. 
   
  Spells prepared (1): 1st–divine favor. 
   
  Possessions: +1 battleaxe, spiked gauntlet, shortbow, 
  20 arrows, +1 breastplate +1 heavy wooden shield, cloak of 
  resistance +1, potion of bulls strength, potion of aid, potion of 
  shield of faith, potion of bears endurance, potion of cats grace , 
  potion of displacement . 
   
  NAE6-05 Sharafon 
   
  Page 34 
  
  Kelogran: Large Magical Beast (augmented animal); 
  CR -; HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC 21 
  (touch 10, flat-footed 19) [+3 armor, +1 Dex, +7 natural, 
  -1 size]; Base Atk +4; Grp +12; Atk +7 melee (1d6+4, 
  hoof); Full Atk +7/+7 melee (1d6+4, hoof) and +5 melee 
  (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ Emphatic 
  link, improved evasion, low-light vision, scent, Sshare 
  spells, share saving throws; AL LG; SV Fort +8, Ref +6, 
  Will +3; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6. 
   
  Skills and Feats: Jump +15, Listen +4, Spot +4; 
  Endurance, Run, Multiattack. 
   
  Possessions: Masterwork studded leather barding. 
   
  Follower of Heironeous (4): Male Human (Oeridian) 
  Ftr6; CR 6; Medium Humanoid (Human); HD 
  6d10+12; hp 52; Init +5; Spd 20 ft; AC 21 (touch 15, flat-
  footed 20) [+6 armor, +4 shield, +1 dex]; Base Atk +6; 
  Grp +9; Atk +11 melee (1d8+6/x3, +1 battleaxe) or +8 
  ranged (1d8/x3, masterwork longbow); Full Atk +11/+6 
  melee (1d8+6/x3, +1 battleaxe) or +8/+3 ranged (1d8/x3, 
  masterwork longbow); AL LN; SV Fort +7, Ref +3, Will 
  +5; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +2 Jump 
  +4, Ride +4, Swim +0; Improved Iniative, Iron Will, 
  Power Attack, Shield Specialisation*, Shield Ward*, 
  Shield Wall*, Weapon Focus (battleaxe), Weapon 
  Specialization (battleaxe) 
   
  Languages: Common, Old Oeridian. 
   
  Possessions: +1 battleaxe, spiked gauntlet, longbow, 
  20 arrows, +1 breastplate, +1 heavy wooden shield, potion of 
  cure light wounds, potion of shield of faith, potion of aid, 
  potion of bull strength, potion of bears endurance, potion of 
  barkskin +2 , potion of cats grace. 
   
  Priest of Llerg: male human (Hepmonaland Suel) 
  Clr8 of Llerg; CR8; Medium Humanoid (Human); HD 
  8d8+8 plus 8; hp 59; Init +0; Spd 30 ft; AC 15 (touch 10, 
  flat-footed 15) [+4 armor, +1 shield]; Base Atk +6; Grp 
  +7; Atk +9 melee (1d8+3/x3, +1 battleaxe); Full Atk 
  +9/+3 melee (1d8+2/x3, +1 battleaxe); SA Turn undead 
  (5/day); SQ Spontaneous casting (cure); AL CN; SV 
  Fort +6, Ref +2, Will +8; Str 14, Dex 10, Con 12, Int 10, 
  Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +12 (+16 when 
  casting defensively), Diplomacy +5, Heal +11, 
  knowledge (religion) +6, Knowledge (nature) +5; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (battleaxe), Improved Toughness, Sacred Healing* 
  Languages: Rasol, Common. 
   
  Spells 
  Prepared 
  DC 
  13+spell 
  level 
  (6/5+1/4+1/4+1/3+1; base DC = 13 + spell level): 0— 
  create water, light, resistance (2), virtue (2); 1st— bane, 
  divine favor, enlarge person*, obscuring mist, sanctuary, 
  shield of faith; 2nd— bull strength, cat’s grace, hold animal*, 
  silence, spiritual weapon; 3rd—blindness, dispel magic, magic 
  vestment*, prayer, wind wall 4th—divine power, freedom of 
  movement, summon natures ally IV*. 
  *Domain spell. Deity: Llerg Domains: Animal (speak 
  with animals 1/day), Strength (feat of strength +7str/1 
  round)  
   
  Possessions: +1 battleaxe, sickle, studded leather 
  armor (+1 due to magic vestment), buckler, spell 
  component pouch, holy symbol of Llerg, potion of shield 
  of faith, potion of aid, feather token (whip), cloak of elemental 
  protection*, elemental gem (earth) 
   
   
  NAE6-05 Sharafon 
   
  Page 35 
  
  APPENDIX 5: 
  NPCS 
  Durotin: Female human Rog2/Clr2; CR 4; Medium 
  Humanoid (human); HD 2d6+2d8+8; hp 28; Init +6; 
  Spd 30 ft.; AC 15 (touch 12, flat-footed 13) [+3 armor, 
  +2 Dex]; Base Atk +2; Grp +2; Atk +3 melee (1d8/19-20, 
  masterwork longsword) or +4 ranged (1d8/19-20, light 
  crossbow); Full Atk +3 melee (1d8/19-20, masterwork 
  longsword) or +4 ranged (1d8/19-20, light crossbow); 
  SA Turn undead 4/day, sneak attack +1d6; SQ Evasion, 
  spontaneous curing; AL CG; SV Fort +5, Ref +5, Will 
  +6; Str 10, Dex 15, Con 14, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Balance +3, Bluff +9, Climb +1, 
  Concentration +5, Diplomacy +5, Disable Device +4, 
  Disguise +5, Gather Information +5, Escape Artist +3, 
  Hide +9, Knowledge (the Splintered Sun) +4, Listen +2, 
  Move Silently +8, Ride +5, Search +3, Sense Motive +2, 
  Spellcraft +3, Spot +2, Swim +1, Tumble +7; Improved 
  Initiative, Iron Will, Persuasive. 
   
  Languages: Ancient Suel, Common, Old Oeridian. 
   
  Spells Prepared (4/4; base DC = 11 + spell level): 0—
  cure minor wounds, resistance (2); 1st—bane, lesser vigor, 
  protection from law*, shield of faith 
   
  *Domain spell. Deity: Trithereon; Domains: Chaos 
  (+1 caster level chaotic spells), Good (+1 caster level 
  good spells). 
   
  Possessions: Masterwork longsword, dagger, light 
  crossbow, 10 bolts, masterwork studded leather armor, 
  holy symbol of Trithereon, 2 potions of cure light wounds, 
  alchemical tooth with sassone leaf residue (DC16 
  2d12hp/1d6 Con). 
   
  Captain Belva: Female Human Ftr10; CR 10; Medium 
  Humanoid (human); HD 10d10+30; hp 94; Init +0; Spd 
  30 ft.; AC 19 (touch 10, flat-footed 19) [+5 armor, +1 
  natural, +3 shield]; Base Atk +10; Grp +13; Atk +17 
  melee (1d8+7/17-20, +2 longsword) or +12 ranged 
  (1d8+3, +1 light crossbow); Full Atk +17/+12 melee 
  (1d8+7/17-20, +2 longsword) or +10/+10/+5 ranged 
  (1d8+3, +1 light crossbow); AL LN; SV Fort +11, Ref +4, 
  Will +4; Str 16, Dex 10, Con 16, Int 12, Wis 11, Cha 13. 
   
  Skills and Feats: Climb +8, Diplomacy +2, 
  Intimidate +8, Knowledge (local: the Splintered Suns) 
  +4, Listen +2, Profession (watchman) +3, Sense Motive 
  +5, Spot +2, Swim +5; Alertness, Improved Critical 
  (longsword), Point Blank Shot, Power Attack, Rapid 
  Reload (light crossbow), Rapid Shot, Weapon Focus 
  (longsword), Weapon Focus (crossbow), Weapon 
  Specialization (longsword), Weapon Specialization 
  (crossbow). 
   
  Languages: Common, Old Oeridian. 
   
  Possessions: +2 longsword, +1 light crossbow, 20 bolts, 
  +1 chain shirt, +1 heavy steel shield, amulet of natural armor 
  +1, cloak of resistance +1, 2 potions of cure moderate wounds, 
  signal whistle, lantern, oil, 10 tindertwigs, pipe, ‘felten 
  tobacco’. (Focusing candle). 
   
  Cleric: Female human Clr1; CR 1; Medium Humanoid 
  (human); HD 1d8+1; hp 9; Init +4; Spd 20 ft.; AC 17 
  (touch 10, flat-footed 17) [+6 armor, +1 shield]; Base 
  Atk +0; Grp +2; Atk +4 melee (1d8+2/x3, masterwork 
  battleaxe) or +0 ranged (1d4+2, sling); Full Atk +4 
  melee (1d8+2/x3, masterwork battleaxe) or +0 ranged 
  (1d4+2, sling); SA Turn undead 4/day; SQ Spontaneous 
  curing; AL LN; SV Fort +3, Ref +0, Will +4; Str 14, Dex 
  10, Con 12, Int 8, Wis 15, Cha 13. 
   
  Skills and Feats: Concentration +5 (+9 when casting 
  defensively), Diplomacy +3, Knowledge (Religion) +2; 
  Combat Casting, Improved Initiative, Martial Weapon 
  Proficiency (battle axe), Weapon Focus (battle axe). 
   
  Languages: Common, Old Oeridian. 
   
  Spells Prepared (3/3; base DC = 12 + spell level): 
  0—cure minor wounds, resistance (2); 1st—bless, cure light 
  wounds, magic weapon*.  
   
  * Domain spell. Deity: Heironeous; Domains: Law 
  (Law spells at +1 caster level); War. 
   
  Possessions: Masterwork battleaxe, dagger, splint 
  mail, buckler, spell component pouch, holy symbol of 
  Heironeous, 2 potions of cure light wounds. 
   
  Damar Rocharion: Male human Rng2/Ftr7; CR 9; 
  HD 2d8+7d10+18; hp 72; Init +6; Spd 30 ft.; AC 17 
  (touch 12, flat-footed 15) [+5 armor, +2 Dex]; Base Atk 
  +9; Grp +13; Atk +15 melee (1d10+7/19-20, +1 bane 
  (human) bastard sword) or +11 ranged (1d8+2/x3, 
  composite 
  longbow); 
  Full 
  Atk 
  +15/+10 
  melee 
  (1d10+7/19-20, +1 bane (human) bastard sword) or 
  +13/+8 melee (1d10+7/19-20, +1 bane (human) bastard 
  sword) and +8 (1d10+5/19-20, +1 cold iron bastard sword) 
  or +12/+7 ranged (1d8+2/x3, longbow); AL LN; SV Fort 
  +11, Ref +8, Will +4; Str 18, Dex 14, Con 14, Int 14, Wis 
  12, Cha 10. 
   
  Skills and Feats: Climb +8, Diplomacy +4, Forgery 
  +3, Gather information +5, Handle Animal +5, Hide+4, 
  Intimidate +6, Knowledge (Local: Splintered Suns) +5, 
  Listen +3, Move Silently +7, Ride +9, Search+4, Sense 
  Motive +5, Spot+8, Survival +8, Swim +9; Combat 
  Expertise, Exotic Weapon Proficiency (bastard sword), 
  Improved Disarm, Improved Initiative, Improved Trip, 
  Oversized Two-Weapon Fighting, Power Attack, Track, 
  Two-Weapon Fighting, Weapon Focus (bastard sword), 
  Weapon Specialization (bastard sword). 
   
  Languages: Common, Old Oeridian, Goblin. 
   
  Possessions: +1 bane (human) bastard sword, +1 
  fortification (light) chainshirt, amulet of wisdom +2, 
  gauntlets of ogre power, cloak of resistance +1, Nasranite 
  watch uniform, spiked gauntlet, signal whistle, 50 ft. 
  rope, grappling hook, masterwork composite longbow 
  (+2 str), 20 arrows, manacles, everburning torch, 3 
  tanglefoot bag, 2 alchemist fire, 2 potions of cure moderate 
  wounds. 
   
  NAE6-05 Sharafon 
   
  Page 36 
  
  Devven the smuggler: Human male Exp3; CR 2; 
  Medium Humanoid (human); HD 3d6+3; hp 13; Init 
  +1; Spd 30 ft.; AC 14 (touch 11, flat-footed 13) [+3 
  armor, +1 Dex]; Base Atk +2; Grp +1; Atk +1 melee (1d6-
  1, club): Full Atk +1 melee (1d6-1, club); AL CN; SV 
  Fort +2, Ref +2, Will +6; Str 8, Dex 12, Con 12, Int 10, 
  Wis 13, Cha 9. 
   
  Skills and Feats: Bluff +4, Diplomacy +6, Gather 
  Information +6, Hide +6, Knowledge (Splintered Suns) 
  +5, Listen +3, Move Silently +3, Profession (smuggler) 
  +10, Spot +3; Alertness, Iron Will, Skill Focus 
  (Profession). 
   
  Languages: Ancient Suel, Common, Flan, Old 
  Oeridian, Rasol. 
   
  Possessions: Club, dagger, studded leather armor. 
   
  Gauterit: Male human Ftr4/Ari1; CR 4; Medium 
  Humanoid (human); HD 4d10+1d8+5; hp 37; Init +1; 
  Spd 30 ft.; AC 14 ( touch 11, flat-footed 13) [+3 armor, 
  +1 Dex]; Base Atk: +4: Grp: +7; Atk +9 melee (1d8+5/19-
  20, masterwork longsword) or +1 ranged (1d8/19-20, 
  light crossbow); Full Atk +9 melee (1d8+5/19-20, 
  masterwork longsword); AL N; SV Fort +5, Ref +2, Will 
  +4; Str 16, Dex 13, Con 12, Int 10, Wis 8, Cha 14. 
   
  Skills and Feats; Gather Information +13, Handle 
  Animal +7, Intimidate +7, Ride +6, Swim +6; Alertness, 
  Dodge, Iron Will, Skill Focus (Gather Information), 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword) 
   
  Possessions: Masterwork longsword, masterwork 
  dagger, masterowork studded leather armor, fine 
  clothes. 
   
  Korwil Zan: Male human Mnk4; CR 4; Medium 
  Humanoid (human); HD 4d8+4; hp 27; Init +6; Spd 40 
  ft.; AC 15 (touch 14, flat-footed 14) [+1 armor, +1 Dex, 
  +3 Wis]; Base Atk +3; Grp +9; Atk +6 melee (1d8+2, 
  unarmed); Full Atk: +4/+4 melee (1d8+2, unarmed) or 
  +6 melee (1d8+2, unarmed); SA Flurry of blows, ki 
  strike; SQ Evasion, still mind, slow fall 20 ft.; AL LE; SV 
  Fort +6, Ref +6, Will +8; Str 14, Dex 13, Con 12, Int 8, 
  Wis 16, Cha 10.  
   
  Skills and Feats: Balance +3, Bluff +2, Escape Artist 
  +6, Jump +6, Spot +4, Tumble +8; Deflect Arrows, 
  Dodge, Improved Initiative, Improved Grapple, 
  Improved Unarmed Strike, Weapon Focus (unarmed) 
   
  Possessions: Bracers of armor +1, potion of cure light 
  wounds, potion of enlarge person, cloak of resistance +1, 
  simple clothes. 
   
  Kossoth Sotesh: Male human Clr4; CR 4; Medium 
  Humanoid (human); HD 4d4+8; hp 34; Init +6; Spd 30 
  ft.; AC 11 (touch 11, flat-footed 10) [+1 Dex]; Base Atk: 
  +3; Grp: +5; Atk +5 melee (1d4+2/19-20, dagger); Full 
  Atk +5 melee (1d4+2/19-20, dagger); SA Turn undead 
  4/day; SQ Spontaneous cure; AL CG; SV Fort +6, Ref 
  +2, Will +6; Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha 
  12. 
   
  Skills and Feats: Bluff +6, Concentration +6, 
  Diplomacy +9, Knowledge (history) +2, Perform 
  (oratory) +3; Improved Initiative, Scribe Scroll, Skill 
  Focus (Diplomacy).  
   
  Languages: Ancient Suel, Common, Old Oeridian. 
   
  Spells prepared (5/4+1/3+1; base DC = 13 + spell 
  level: 0—cure minor wounds, create water, detect magic, 
  read magic, virtue; 1st—bless, cure light wounds, d*, divine 
  favor, obscuring mist, sanctuary*; 2nd—death knell, 
  invisibility*, sound burst, undetectable alignment. 
   
  *Domain spell. Deity: Dalt; Domains: Protection 
  (1/day protective ward +4 resistance bonus save, 
  duration 1 hr until triggered); Trickery (Bluff, Disguise 
  Self, Hide are class skills);  
   
  Possessions: Dagger, fine clothing, holy symbol of 
  Dalt. 
   
  Nasranite Watch Member (8): Male/female human 
  War2; CR 1; Medium Humanoid (human); HD 2d8+5; 
  hp 15; Init +1; Spd 30 ft.; AC 16 (touch 11, flat-footed 
  15) [+4 armor, +1 Dex, +1 shield]; Base Atk +2; Grp +4; 
  Atk +5 melee (1d8+2/19-20, longsword) or +4 melee 
  (1d6+2 non-lethal, sap) or +3 ranged (1d8/19-20, light 
  crossbow); Full Atk +5 melee (1d8+2/19-20, longsword) 
  or +4 melee (1d6+2 non-lethal, sap) +3 ranged (1d8/19-
  20, light crossbow); AL LN; SV Fort +4, Ref +1, Will +0; 
  Str 14, Dex 12, Con 13, Int 10, Wis 11, Cha 11. 
   
  Skills and Feats : Climb +4, Handle Animal +2, 
  Intimidate +4, Jump +3, Profession (watchman) +1, 
  Ride +3, Swim +4 (+0 in armor); Toughness, Weapon 
  Focus (longsword) 
   
  Possessions: Longsword, dagger, spiked gauntlet, 
  light crossbow, 10 bolts, sap, chainshirt, small steel 
  shield, signal whistle, bull’s eye lantern.  
   
  Sertern Embric: Male human War3; CR 2; Medium 
  Humanoid (human); HD 3d8+6; hp 22; Init +1; Spd 30 
  ft.; AC 16 (touch 11, flat-footed 15) [+4 armor, +1 Dex, 
  +1 shield]; Base Atk +3; Grp +5; Atk +7 melee 
  (1d8+2/19-20, masterwork longsword) or +5 melee 
  (1d6+2 non-lethal, sap) or +4 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +7 
  melee 
  (1d8+2/19-20, 
  masterwork longsword) or +5 melee (1d6+2 non-lethal, 
  sap) or +4 ranged (1d8/19-20, light crossbow); AL LE; 
  SV Fort +4, Ref +2, Will +2; Str 14, Dex 12, Con 13, Int 
  10, Wis 12, Cha 11. 
   
  Skills and Feats : Climb +4 (+2 in armor), Handle 
  Animal +2, Intimidate +5, Jump +4 (+2 in armor), 
  Listen +3, Profession (watchman) +2, Ride +2, Sense 
  Motive +2, Spot +3, Swim +4 (+0 in armor); Alertness, 
  Toughness, Weapon Focus (longsword) 
   
  Possessions: Masterwork longsword, dagger, spiked 
  gauntlet, light crossbow, 10 bolts, sap, chainshirt, small 
  steel shield, signal whistle, bull’s eye lantern. 
   
  Walennor: Male human Rgr3/Rog3; CR 6; Medium 
  Human (human); HD 3d8+3 plus 3d6+3; hp 36; Init +3; 
  Spd 30 ft; AC 17 (flat-footed 14, touch 13) [+4 armor, +4 
  Dex]; Base Atk; +5; Grp +7; Atk +8 melee (1d6+2/19-20, 
  masterwork shortsword) or +9 ranged (1d8+3/x3, +1 
  mighty composite longbow); Full Atk +8 melee (1d6+2/19-
  20, masterwork shortsword) or +6/+6 melee (1d6+2/19-
  NAE6-05 Sharafon 
   
  Page 37 
  
  20, 
  masterwork 
  shortsword 
  and 
  1d6+1/19-20, 
  masterwork shortsword) or +9 ranged (1d8+3/x3, +1 
  mighty composite longbow) or +7/+7 ranged (1d8+3/x3, +1 
  mighty composite longbow); SA Favorite enemy (human) 
  +2, Sneak attack +2d6; SQ Evasion; AL N; SV Fort+5 
  Ref+9 Will+4; Str 14, Dex 16, Con 12, Wis 14, Int 12, 
  Cha 8.  
   
  Skills and feats: Climb +5, Escape Artist +10, Gather 
  Information +6, Heal +5, Hide +5 , Jump +5, 
  Knowledge (local: the Splintered Suns) +6, Listen +7, 
  Move Silently +6, Open Locks +8, Ride +6, Search +7, 
  Survival +11, Swim +8, Tumble +10, Use Magic Device 
  +8; Endurance, Point Blank Shot, Precise shot, Rapid 
  Shot (Weapon Style), Self-Sufficient, Two Weapon 
  Fighting. 
   
  Languages: Common, Old Oeridian, Ancient 
  Suloise. 
   
  Possessions: 2 Masterwork cold iron shortsword, +1 
  mighty composite longbow (+2 str), 2 daggers, 20 arrows, +1 
  studded leather armor, backpack, bedroll, lantern, oil, 2 
  alchemist fire, masterwork thieves tools, 2 potions of cure 
  light wounds and assorted mundane gear which is not 
  useful in a fight.   
   
  NAE6-05 Sharafon 
   
  Page 38 
  
  APPENDIX 6 
  NEW RULES 
  FEATS  
   
   
   
   
   
  Able Sniper [General] 
  You are accomplished at remaining unseen when you 
  are sniping with a ranged weapon. 
  Prerequisites: Dex 13, Hide 5 ranks. 
  Benefit: You gain a +2 bonus on ranged attack rolls 
  with a weapon made against flat-footed targets that are 
  at least 30 feet away. In addition, you gain a +4 bonus 
  on Hide checks made to hide again after you have 
  made an attack roll while hiding (see page 76 of the 
  Player’s Handbook). 
  Source: Races of the Wild, page 148. 
   
  Favored Power Attack (General)  
  You are able to deal more damage against your favored 
  enemies. 
  Prerequisites: Favored enemy ability, Power Attack, 
  base attack bonus +4. 
  Benefit: When you use the Power Attack feat against a 
  favored enemy, you may subtract a number from your 
  melee attack rolls and add twice that number to your 
  melee damage rolls. If you attack with a weapon in two 
  hands, add three times the number. The normal 
  restrictions of the Power Attack feat apply. 
  Source: Complete Warrior, page 98 
   
  Improved Toughness (General)  
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2 
  Benefit: You gain a number of hit points equal to your 
  current Hit Dice. Each time you gain a HD (such as by 
  gaining a level) you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit 
  point immediately. 
  Special: A fighter may select Improved Toughness as 
  one of his bonus feats. 
  Source: Complete Warrior, page 101 
   
  Sacred Healing [Divine] 
  You can channel positive energy to grant nearby living 
  creatures the ability to recover from their wounds 
  quickly. 
  Prerequisites: Heal 8 ranks, ability to turn undead. 
  Benefit: You can spend turn attempt as full-round 
  action to grant fast healing 3 to all living creatures 
  within 60-ft burst. The fast healing lasts for a number 
  of rounds equal to 1+ your cha modifier (minimum 1 
  round). 
  Source: Complete Divine, p. 84. 
   
  Shield Specialization [General] 
  You are skilled in using a shield, allowing you to gain 
  greater defensive benefits from it. 
  Prerequisites: Proficiency with shields. 
  Benefit: Choose one type of shield from the following 
  list: buckler, heavy, or light. When using a shield of the 
  appropriate type, you increase its shield bonus to AC 
  by 1. 
  Special: You can take this feat more than once. Each 
  time you select it, choose a different type of shield. A 
  fighter can select Shield Specialization as one of his 
  fighter bonus feats. 
  Source: Player's Handbook II, page 82. 
   
  Shield Wall [General] 
  You are skilled in using your shields when in 
  formation with other shield bearers. 
  Prerequisite: Shield proficiency 
  Benefit: When you and adjacent ally are both using 
  shields, your shield bonus to armor class increases by 2. 
  Special: A fighter can select Shield Wall as one of his 
  fighter bonus feats. 
  Source: Heroes of Battle, page 99. 
   
  Shield Ward [General] 
  You use your shield like wall of steel and wood. When 
  an opponent attempts to draw in close to you, your 
  shield forces him away or ruins his attacks. 
  Prerequisite: 
  Proficiency 
  with 
  shields, 
  Shield 
  Specialization. 
  Benefit: You apply your shield bonus to your touch 
  AC and on checks or rolls to resist bull rush, disarm, 
  grapple, overrun, or trip attempts against you. 
  Special: A fighter can select Shield Ward as one of his 
  fighter bonus feats. 
  Source: Player's Handbook II, page 82. 
   
  SPELLS 
   
   
   
   
   
  Arrowmind  
  Divination 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Area: You 
  Duration: 1 minute/level (D) 
   
  While this spell is in effect and you are wielding a 
  projectile weapon that fires arrows, such as a longbow 
  or shortbow, you threaten all squares within your 
  normal melee reach (5 feet if small or Medium, 10 feet 
  if large) with your bow, allowing you to make attacks of 
  opportunity with arrow shots from the bow. In 
  addition, you do not provoke attacks of opportunity 
  when you shoot a bow while you are in another 
  creature’s threatened square. 
  Material Component: A flint arrowhead. 
  Source: Spell Compendium, pages 15-16 
   
  NAE6-05 Sharafon 
   
  Page 39 
  
  Briar Web  
  Transmutation 
  Level: Druid 2, Ranger 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 40-ft.-radius spread 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell causes grasses, weeds, bushes, and even trees 
  to grow thorns and wrap and twist around creatures in 
  or entering the area. The spell’s area becomes difficult 
  terrain, and creatures move at half speed within the 
  affected area. Any creature moving through the area 
  also takes 1 point of nonmagical piercing damage for 
  each 5 feet moved. 
   
  A creature with freedom of movement or the 
  woodland stride ability is unaffected by this spell. 
  Source: Spell Compendium, page 39 
   
  Camouflage 
  Transmutation 
  Level: Druid 1, Ranger 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Area: You 
  Duration: 10 minute/level 
   
  Throughout the duration of the spell, your coloration 
  changes instantly to match the background of any new 
  environment you enter, with no effort on your part. 
  This effect grants you a +10 circumstance bonus on 
  Hide checks. 
  Source: Spell Compendium, page 43 
   
  Exacting Shot 
  Transmutation 
  Level: Ranger 2 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Ranged weapon touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
   
  All rolls made to confirm critical threats by the target 
  weapon against your favored enemies automatically 
  succeed, so every threat is a critical hits. The affected 
  weapon also ignores any miss change due to 
  concealment whenever you fire at favored enemy 
  (unless the target has total concealment in which case 
  the normal miss change applies). If the ranged weapon 
  or projectile fired has any magical effect or property 
  related to critical hits, this spell has no effect on it. 
  Source: Spell Compendium, page 85 
   
  DOMAINS 
   
   
   
   
   
  Mind Domain 
  You gain a +2 bonus on Bluff, Diplomacy, and Sense 
  Motive checks. 
  Mind Domain Spells 
  1. comprehend languages 
  2. detect thoughs 
  3. telepathic bond, lesser 
  4. discern lies 
  5. Rary’s Telepathic Bond 
  6. probe thoughts 
  7. brain spider 
  8. mind blank 
  9. weird 
  Source: Spell Compendium, page 276-7. 
  MUNDANE EQUIPMENT  
   
   
  Alchemical tooth: Those relying on secrecy in the use 
  of their alchemical capsules turn instead to the 
  alchemical tooth. As it’s name suggests, this specially 
  concealed item has been made to look like a tooth. The 
  tooth functions in all respects like a capsule retained 
  (see Complete Warrior page 120). In addition, it is very 
  hard to find without through search (search DC 30). 
  The false tooth is most often used as concealed version 
  of capsule retainer, but few extremely dedicated agents 
  carry a tooth filled with poison as insurance against 
  being captured alive. An alchemical tooth can hold one 
  dose of any contact poison or ingested poison, but such 
  poison can only affect the wearer of the tooth – there’s 
  no way to make the tooth an effective delivery 
  mechanism when combined with bite attack. 
  Source: Complete Adventurer page 119 
  Camouflage Kit: This bag contains face paints, dye 
  colored cloth and other accessories appropriate for 
  creating camouflaged appearance. This is kit is perfect 
  tool for hiding and provides +2 circumstance bonus on 
  Hide checks. Gaining this bonus requires 1 minute of 
  work. A camouflage kit is exhausted after ten uses. 
  Source: Complete Adventurer, page 122 
  MAGIC ITEMS 
   
   
   
   
  Cloak of Elemental Protection: This cloak, woven 
  with threads of various colors, protects the wearer from 
  energy attacks. Once per day, as a swift action, the 
  wearer may activate the cloak and gain resistance 10 
  against a type of energy of the wearers choice (acid, 
  cold, electricity, fire or sonic). The wearer can activate 
  the cloak even when it’s not his turn. The wearer 
  therefore can respond to an energy attack by 
  immediately activating the cloak and choosing energy 
  type. The cloak can be used only after being worn 
  continuously for 24 hours. If it is taken off, it becomes 
  inactive until it is again donned and worn for full 24 
  hours. 
   
  Faint abjuration; CL 3rd. Craft wondrous item, resist 
  energy, 1000gp 
   
  Source: Miniatures Handbook, page 43. 
  NAE6-05 Sharafon 
   
  Page 40 
  
  DM’S AID 1: 
  CHARACTER TRACKER: 
  Player and Character name: 
   
  Race and Level(s): 
   
  Member of Nasranite Watch? 
   
  Member of Idee Sympathisers? 
   
  Member of Scarlet Brotherhood or Ex-Scarlet 
  Brotherhood soldier? If yes, which. 
   
  Disfavors with Idee Volunteers or Iron League? 
   
   
   
   
  Player and Character name: 
   
  Race and Level(s): 
   
  Member of Nasranite Watch? 
   
  Member of Idee Sympathisers? 
   
  Member of Scarlet Brotherhood or Ex-Scarlet 
  Brotherhood soldier? If yes, which. 
   
  Disfavors with Idee Volunteers or Iron League? 
   
   
   
   
  Player and Character name: 
   
  Race and Level(s): 
   
  Member of Nasranite Watch? 
   
  Member of Idee Sympathisers? 
   
  Member of Scarlet Brotherhood or Ex-Scarlet 
  Brotherhood soldier? If yes, which. 
   
  Disfavors with Idee Volunteers or Iron League? 
  Player and Character name: 
   
  Race and Level(s): 
   
  Member of Nasranite Watch? 
   
  Member of Idee Sympathisers? 
   
  Member of Scarlet Brotherhood or Ex-Scarlet 
  Brotherhood soldier? If yes, which. 
   
  Disfavors with Idee Volunteers or Iron League? 
   
   
   
   
  Player and Character name: 
   
  Race and Level(s): 
   
  Member of Nasranite Watch? 
   
  Member of Idee Sympathisers? 
   
  Member of Scarlet Brotherhood or Ex-Scarlet 
  Brotherhood soldier? If yes, which. 
   
  Disfavors with Idee Volunteers or Iron League? 
   
   
   
   
  Player and Character name: 
   
  Race and Level(s): 
   
  Member of Nasranite Watch? 
   
  Member of Idee Sympathisers? 
   
  Member of Scarlet Brotherhood or Ex-Scarlet 
  Brotherhood soldier? If yes, which. 
   
  Disfavors with Idee Volunteers or Iron League? 
   
   
   
   
  NAE6-05 Sharafon 
   
  Page 41 
   
  
  DM’S AID 2: 
  ENCOUNTER 1 MAP: ATTACK ON THE FARM 
   
   
   
  1 Square + 5ft 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-05 Sharafon 
   
  Page 42 
   
  
  DM’S AID 2: 
  ENCOUNTER 4 MAP: MAN ON THE SOAPBOX 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-05 Sharafon 
   
  Page 43 
   
  
  PLAYER’S HANDOUT 1: 
  MESSAGE FROM TAMNIS: 
   
   
  Dear Belva. 
   
  I am sending this message with adventurers who seemed trustworthy. They stopped a 
  raiding party and captured some of its members. 
   
  I again ask you to use your connections and let Prince Barzhaan know that the 
  situation is quite intolerable. We have more and more people in this camp every day yet 
  we must keep order with fewer and fewer guards. 
   
  Despite good words and promises, the defence around Menowood is not solid and raids still go 
  on. Just while ago, I learned that Heps actually tried a full-scale attack near the hamlet of 
  Mojabel. Thankfully, Zentrinn Haxx and his troops we e n arby to s op i  befor  th ngs got
  out of hand. How long is Prince going to let this problem fester? 
  r
  e
  t
  t
  e
  i
   
   
  In the end, the problem will go away as the savages cannot breed faster than they die. 
  However, I ask you; how many more farmers and soldiers must die while the Hepmonalander 
  question is unresolved? 
   
   
  Commander Tamnis 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  NAE6-05 Sharafon 
   
  Page 44 
   
  
  PLAYER’S HANDOUT 2: 
  THE MESSAGE 
   
  The hastily scrawled note is written on the back of a piece of paper that smells decidedly of fish.  
   
  I would not want to hurt him either. If you wish to aid the Hepmonalanders 
  further, meet me at Hargas smokehouse in three hours. Be discrete. 
   
  A friend of Naerie 
   
   
   
   
   
   
   
   
   
  NAE6-05 Sharafon 
   
  Page 45 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/596/Normal Scenarios/NAE6-05 - Sharafon (APL 2-8)/NAE6-05 - Sharafon.pdf