TEXT: ULP1-06
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  Version 1
  bbbbyyyy    KKKKrrrriiiissssttttooooffffeeeerrrr    W
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  Waaaaddddeeee
  While in Gryrax, you are recruited for a rescue mission. The trail starts with an opportunity to explore
  the coastal city of Gryrax before the PCs travel on to the disputed territory. An adventure for character
  levels 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  The R e s c u e r s
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he D ung eo ns
  & D ra g ons ® g a m e.  A f our -ho ur t im e bl ock ha s be e n
  a llo ca t e d f or  e a ch ro und of t his sc e nar io,  but t he 
  a ct ua l pl a yi ng t im e w ill be cl ose r  t o t hre e hour s. The 
  re s t of t he t im e is  sp e nt in pr e pa ra t io n be f o re g a m e
  pl a y,  a nd sc ori ng a f te r  t he g a m e.  The f oll ow ing 
  g uid el ine s a re he re t o he lp y ou w it h bo t h t he 
  pr e pa ra t io n a nd v ot ing se g m e nt of t he g a m e.  Re a d t his
  pa g e ca r ef ull y so t ha t y ou kno w a nd ca n co m muni ca t e
  t o y our  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou shoul d pr int t his sc e nar io.  Thi s sc e nar io w a s
  cr e at e d  t o sup po rt do ubl e- si de d pr int ing , but pr int ing 
  it si ngl e si de d w ill w ork a s w e ll. The r e is  e noug h ro om 
  a lo ng t he ins ide m a rg in t o bi nd t he a dv e nt ure , if y ou
  de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st once be f o re y ou
  run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf w it h
  a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt pr e se nt e d in t he 
  a dv e nt ure . It m a y he lp t o hig hli ght pa r ti cula rl y 
  im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cce s s t o t he f oll ow ing bo ok s: 
  t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n Ma s te  r ’s Guid  e  ,
  a nd t he Mo  nst e  r Ma nua l. W e a lso a ss ume t ha t y ou
  ha v e a se t of di ce (a t le a st one d4 , d6 , d8 , d1 0 , d1 2 , a nd
  d2 0 ),  so m e sc ra p pa p e r, a pe nc il, a n RP GA sc ori ng 
  pa c ke t , a nd y our  se nse of f un. It is  a lso a g oo d id e a t o
  ha v e a w a y t o t ra ck m ov e m e nt dur ing co m ba t . Thi s ca n
  be a s si mp le a s a pa d of g ra p h pa p e r a nd a pe nc il, a s
  ha ndy a s a v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s
  re s in dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye rs  e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it 
  unt il 
  y ou 
  re a d 
  t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of t he 
  sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e se s sio n t o
  be a sa nc ti one d RP GA e v e nt.  A s w e ll, y ou ca nno t ha v e 
  m or e t ha n se v e n pl a ye r s pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o ins tr uct 
  e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of him or  he r.
  The t a g sho uld ha v e t he pl a ye r ’s na m e a t t he bo t to m ,
  a nd t he cha r ac t er ’s na m e , ra c e,  a nd g e nde r a t t he t op .
  Thi s m a ke s it e a sie r  f or  t he pl a ye r s (a nd t he D M) t o
  ke e p t ra ck of w ho is  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing . Tha t sa id , y ou a s t he D M ca n ba r  t he use of 
  e v e n co re rul e bo ok s dur ing ce r ta in t im e s of pl a y.  For 
  e xa m pl e , t he pl a ye r s a re not f re e t o co nsult t he 
  D ung eo n Ma s te r ’s Guid e w he n co nf ront e d w it h a t ra p
  or  ha z a rd,  or  t he Mo nst e r Ma nua l w he n co nf ront e d
  w it h a m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so t ha t
  y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s, w hile 
  ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he pl a ye r s
  w ill be in g ra y bo xe s . It ’s  st ro ng ly re c om m end e d t ha t
  y ou pa r a phra s e t he pl a ye r  t e xt ins te a d of re a d ing it 
  a lo ud. So m e of t his t e xt is  g e ne ra l a nd m ust be a da p te d 
  t o t he sp e cif ic  si tua t io n or  t o a ct io ns of t he pl a ye r 
  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or  t he 
  t im e a llo t te d t o run t he sc e nar io ha s run out , t he 
  pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s t hre e 
  w a ys  t o sc ore it s g a m es . C onsul t y our  co nv e nti on
  co or dina t or  t o de t e rm ine w hich m e tho d t o use f or 
  t his sc e nar io: 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o one is 
  ra t e d. Thi s m e tho d is  use d f or  pe o ple w ho a re j ust 
  pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e m a st e r
  a nd t he sc e nar io on t he ir pl a ye r  v ot ing she e t , a nd
  pr ov id e pe r sona l  inf or m at io n, but do n’t v ot e f or 
  ot he r pl a ye r s. The g a m e m a st e r ra t e s t he sc e nar io
  a nd co m ple t e s pe r sona l  a nd e v e nt inf or m at io n,
  but do e s not ra t e t he pl a ye r s a s a t e a m or  v ot e f or 
  pl a ye r s. Thi s m e tho d is  use d w he n t he re is  no
  co m pe t it ion, but t he e v e nt co or dina t or  w a nts 
  inf or m at io n on how t he g a m e m a st e rs a re 
  pe r fo rm ing , or  t he g a m e m a st e r w a nts  f e e dba c k
  on his  or  he r ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e t he 
  e nt ire pa c ke t , inc luding v ot ing f or  be s t pl a ye r . If 
  t his m e tho d is  use d , be sur e t o a llo w a bo ut 1 5 -2 0 
  m inut e s f or  t he pl a ye r s t o br ie f ly de s cri be t he ir
  cha r ac t er s t o t he ot he r pl a ye r s, a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s m e tho d is  use d w he n
  t he pl a ye r s w a nt t o kno w w ho pl a ye d t he “b e st ”
  a m ong st t he g ro up, or  w he n t he a dv e nt ure is  run
  in t our nam e nt f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of y our 
  v ot ing cho ice w hile t he y a re co m ple t ing t he ir f or ms ,
  so t ha t y ou a re not inf lue nce d by t he ir co m me nt s on
  y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e t he pl a ye r s v ot e 
  w hile y ou de t e rm ine t re a sur e a nd e xp e rie nce a w ar ds 
  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our  e v e nt
  co or dina t or .
  
  The R e s c u e r s
  Page 3
  This is a LIVING GREYHAWK Adventure. As a Living™
  adventure, it is expected that players will bring their
  own characters with them. If players do not have a
  LIVING GREYHAWK character generated, get a copy of
  the current LIVING GREYHAWK character generation
  guidelines, a character sheet, and a LIVING GREYHAWK
  log sheet from your convention coordinator or the
  RPGA Web site, and then have any players without a
  character create one. Once all players have a LIVING
  GREYHAWK character, play can begin.
  Along with the other materials 
  that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the LIVING
  G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
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                                            RRRREEEEYYYYHHHHAAAAW
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  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to LIVING
  GREYHAWK campaigns, 
  this 
  adventure 
  is 
  tiered.
  Basically, 
  the challenges 
  in this 
  adventure 
  are
  proportioned to the average character level of the
  characters 
  participating 
  in 
  the 
  adventure. 
  To
  determine the tier that you will use to run this
  adventure, 
  add the character 
  levels 
  of 
  all 
  the
  characters. In addition, add the levels of any cohorts
  or 
  animals 
  according 
  to 
  the 
  values 
  on 
  their
  certificates. Cross-reference the total and the number
  of players participating in the game using the chart
  below to determine the tier used for this adventure.
      4        players   
      5        players   
      6        players   
      7        players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest 
  level 
  of
  character allowed to play this adventure. Characters
  of levels higher than the highest level shown for the
  highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
  M
  Moooooooonnnn????
  Since the hazards of lycanthropy are a current part of
  the LIVING GREYHAWK campaign, it may be necessary
  to determine if this adventure takes place during a
  full moon. For game purposes, the full moon lasts
  three days of each month. For a given scenario that
  does not state the phase of the moon, roll 1d10 before
  play begins. On a result of 1, the first day of the
  scenario is a night of the full moon (roll 1d3 to
  determine where in the sequence of three nights it
  falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level of
  lifestyle they wish to maintain. The lifestyles, and the
  effects that each has on play, are:
  Destitute: You have no living space, and must carry
  all your gear everywhere. You eat poor quality food.
  You wear a peasant 
  outfit, 
  your only change of
  clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common 
  lodgings, 
  and 
  eat
  common quality food. You have normal clothing for
  your profession (adventuring); nothing fancy. You
  probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat good
  quality food. You wear anything in value up to
  courtier’s outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury: You have luxurious accommodations (twice
  the cost of good accommodations), 
  and you eat
  excellent foods. You can throw a banquet for your
  friends every day, and frequently 
  do. You wear
  clothing up to the value of noble’s outfit, and buy a
  new set of clothes every week.
  Lifestyles 
  come with 
  bonuses 
  or 
  penalties 
  to
  Diplomacy, Intimidate, 
  Disguise, 
  and Bluff skill
  checks. These penalties, shown below, should be
  applied at the DM’s discretion, and can sometimes
  backfire—for example, a PC with a poor lifestyle
  would not have a penalty when talking to a beggar,
  but would when talking to a city official. A PC with a
  high lifestyle should have a penalty when dealing
  with a group of street thugs, where a PC with a
  destitute lifestyle might not.
  DMs are encouraged to role-play these reactions
  whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  
  The R e s c u e r s
  Page 4
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    aaaannnndddd
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  This is the sixth scenario for the Principality of Ulek
  in the RPGA Living Greyhawk Campaign. Some of the
  general background information includes:
  • 
  While the Principality of Ulek is ruled by a dwarf,
  and all of the nobles are dwarves, it consists of
  more humans than any other race.
  • 
  The Principality of Ulek is presently at war with
  the Pomarj. While there has not been a major
  battle in some time, the territory east of the hills
  is currently contested, and a large number of the
  Principality of Ulek's residents have been forced
  to flee their homes due to the humanoid invaders
  of the Pomarj.
  • 
  The Pomarj is a humanoid state, composed mainly
  of orcs, goblins and the like.
  • 
  Relatively few elves are native to the Principality
  of Ulek, and due to Queen Yolande of Celene's
  refusal to send succor to the Prince during the
  Greyhawk Wars, a good deal of anti-elf sentiment
  exists in the nation.
  • 
  Half-orcs are, at best, treated 
  as second-class
  citizens, and, in many instances, treated much
  worse. They are openly treated with disdain.
  • 
  Gnomes, humans, and halflings are native to the
  Principality of Ulek, and are treated well.
  The adventure starts with the PCs in Gryrax. While
  exploring the city on their own they come together
  during a chance encounter. Soon after, they rescue a
  merchant 
  being 
  attacked 
  by 
  thugs. This 
  same
  merchant then recruits them for a rescue mission.
  His cousin and her family have been taken to a labor
  camp in the Disputed Territory, and a ransom note
  has been sent to the merchant.
  The plan is to send the PCs by ship to a landing
  point in the Disputed Territory where they will be
  escorted to the labor camp by a small group of orcs.
  The kidnapper is a rogue orc, named Nagrat, who runs
  the labor camp and is hiding the identity of his
  prisoners from Turrosh Mak, the ruler of the Pomarj.
  The merchant’s cousin and her family will be turned
  over to the PCs and all will be escorted back to shore
  where they will rejoin the ship and sail home. This all
  must be done in secret.
  However, once the merchant gains agreement
  from the PCs, he will tell them they should explore
  the city of Gryrax, meet for dinner as his guests, and
  then rest until early morning when they will board a
  ship under cover of darkness and leave the city.
  The PCs may then journey out into the city and
  learn part of the layout and atmosphere of Gryrax.
  Eventually, 
  they will meet the merchant 
  at the
  Roaring Griffin Inn. After this the PCs have a short
  time to rest and then board their ship, with a ransom
  in gems and jewelry. During the voyage, pirates will
  attack the ship and the PCs must help defend it.
  Finally reaching the hidden cove in the Disputed
  Territory the PCs are sent ashore in a longboat and
  they meet the emissaries of the orc leader who has
  captured the merchant’s cousin.
  Upon arriving at the labor camp they will be
  taken to the leader, Nagrat. He will accept 
  the
  payment and have the prisoners brought to the PCs
  who may then leave if they wish. The PCs however
  will have a chance to see the terrible conditions in
  the labor camp and may wish to try to free all of the
  prisoners. Even if they are successful at this they
  will then have to find a way to get all the prisoners
  to safety; not an easy task.
  When the PCs reach the location where they are
  to meet the ship, which will take them back to
  Gryrax, they will be visited by a ghostly dwarf who
  will ask them to perform a simple task.
  Eventually the PCs will board the ship and their
  journey home will be uneventful. If the PCs have
  rescued the cousin they will be thanked in a private
  dinner and rewarded. If they also rescued all the
  other prisoners this is a chance for celebration and
  the PCs can be publicly recognized for their valor.
  PPPPllllaaaayyyyeeeerrrr    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  You are currently in the city of Gryrax. Whether you
  journeyed here or happen to be a resident of this
  cosmopolitan city, you are still impressed by the
  cleanliness and organization considering the bustle
  of humans, dwarves, halflings and a scattering of
  other non-humans. Most are polite as they shoulder
  gently past you. You have no real difficulty moving
  through the crowds.
  But of course the peaceful morning is too good
  to last for heroes such as you. From nearby come the
  sounds of a conflict. You hear the screams of pain
  coming from a side alley.
  Assuming the PCs move to investigate continue with
  Encounter One. If for some reason none of the PCs
  go to investigate, allow them to wander about the
  city (Encounter 2) until they grow board and then
  end the adventure.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    AAAA    RRRReeeessssccccuuuueeee
  Moving to investigate you see three humans and a
  halfling in dark clothes attempting to kill two
  dwarves. Lying dead on the ground are two dwarves
  and a human, who is dressed in dark clothes. One of
  the dwarfs, who is still fighting, is dressed in fine
  clothes 
  while 
  the other 
  three 
  dwarves 
  wear
  matching livery, clearly servants of some wealthy
  merchant.
  It is obvious that the humans and the halfling
  are rogues who have attacked with surprise. It is
  also apparent that unless someone intervenes soon
  the two remaining dwarves will be quickly slain.
  If the PCs decide to interfere use the stats below.
  The rogues will not be able to be sneak attacked
  since they are already in combat and expecting
  possible interference to occur. In fact, two of the
  
  The R e s c u e r s
  Page 5
  human rogues are in hiding for just such a possible
  interference. The rogues will attempt to sneak attack
  the two most dangerous looking PCs as they move
  down the alley to aid in the combat.
  If the PCs are victorious the dwarven merchant,
  Setzel, will approach them and thank them profusely
  for saving his life. This is an opportunity for the PCs
  to 
  do 
  character 
  descriptions 
  and 
  introduce
  themselves not only to Setzel but also to each other.
  Setzel will then ask them if they would consider
  helping him on another matter. If the PCs agree, the
  merchant will ask the PCs to meet him for dinner at
  the Roaring Griffon Inn. He will briefly explain that
  it is a rescue mission but wishes to save the details
  for a more private place. Setzel then suggests the PCs
  continue 
  to explore 
  Gryrax 
  until their 
  planned
  meeting, which is about five hours away.
  Setzel, male dwarf Ftr3: Medium-sized 
  Humanoid
  (Dwarf) (4 ft. tall); HD 3d10+6; hp 31 (Toughness); Init
  +0; Spd 20 ft; AC 10; Atks +4 melee (1d6+1/19-20, short
  sword); SQ Dwarven traits; AL NG; SV Fort +5, Ref +1,
  Will +1; Str 12, Dex 10, Con 14, Int 12, Wis 10, Cha 12.
  Skills 
  and 
  Feats: Diplomacy 
  +4, Listen 
  +2,
  Profession: Tradesman +6, Ride +6, Spot +2; Alertness,
  Endurance, Running, Toughness.
  Equipment: short sword.
  Gersin, male dwarf Ftr6: Medium-sized 
  Humanoid
  (Dwarf) 
  (4 ft. 4 in. tall); 
  HD 
  6d10+18; 
  hp 
  61
  (Toughness); Init +1; Spd 20 ft; AC 13 (+1 Dex, +2
  leather armor); Atks +9/+4 melee (1d6+4/19-20, short
  sword); SQ Dwarven traits; AL LG; SV Fort +8, Ref +2,
  Will +2; Str 14, Dex 12, Con 16, Int 10, Wis 8, Cha 10.
  Skills and Feats: Handle Animal +9, Jump +1, Ride
  +9; Mounted 
  Combat, 
  Toughness, 
  Weapon 
  Focus
  (Short Sword), Weapon Specialization (Short Sword).
  Equipment: leather armor, short sword.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Tisbo Neb, male halfling Rog3: CR 3; Small Humanoid
  (3 ft. tall); HD 3d6; hp 14; Init +7 (Dex, Improved
  Initiative); Spd 20 ft; AC 17 (Touch 14, Flatfooted 14;
  Atks +3 melee (1d6+1/19-20], short sword), +5 ranged
  (1d4, sling); SQ sneak attack +2d6 damage, Evasion,
  Uncanny Dodge (Dex bonus to AC); AL LE; SV Fort +1,
  Ref +6, Will +0; Str 12, Dex 17, Con 11, Int 12, Wis 9,
  Cha 9.
  Skills and Feats: Appraise +4, Balance +6, Bluff +2,
  Climb +7, Disable Device +7, Disguise +2, Escape
  Artist +7, Gather Information +3, Hide +13, Intuit
  Direction +2, Jump +7, Listen +6, Move Silently +10,
  Open Lock +6, Pick Pocket +6, Search +4, Tumble +6;
  Dodge, Improved Initiative.
  Equipment: masterwork studded leather armor,
  short sword, sling with 10 bullets, 100 sp.
  Local Thugs, male human Rog1 (4): CR1; Medium-Size
  Humanoid (5 ft. 9 in. tall); HD 1d6; hp 6 (each); Init +5
  (Dex, Improved Initiative); Spd 30 ft.; AC 13 (Touch 11,
  flat-footed 
  12); Atks +0 melee 
  (1d6/19-20], 
  short
  sword); SQ sneak attack +1d6; AL NE; SV Fort +0, Ref
  +3, Will –1; Str 11, Dex 13, Con 11, Int 10, Wis 9, Cha
  9.
  Skills and Feats: Climb +2, Hide +5, Listen +2,
  Move Silently +5, Open Lock +3, Pick Pocket +5, Read
  Lips +3, Search 
  +3, Spot +3, Tumble 
  +4; Dodge,
  Improved Initiative.
  Equipment: leather armor (each), short sword
  (each).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Tisbo 
  Neb, 
  male 
  halfling 
  Rog4: 
  CR4; 
  Small
  Humanoid (3 ft. tall); HD 4d6; hp 18; Init +8 (Dex,
  Improved Initiative); Spd 20 ft; AC 18 (Touch 15, Flat-
  footed 14); Atks +4 melee (1d6+1/19-20], short sword),
  +7 ranged (1d4, sling); SQ sneak attack +2d6, Evasion,
  Uncanny Dodge (Dex bonus to AC); AL LE; SV Fort
  +1, Ref +8, Will +0; Str 12, Dex 18, Con 11, Int 12, Wis
  9, Cha 9.
  Skills and Feats: Appraise +5, Balance +8, Bluff
  +4, Climb +7, Disable Device +8, Disguise +2, Escape
  Artist +8, Gather Information +2, Hide +14, Intuit
  Direction +3, Jump +7, Listen +7, Move Silently +12,
  Open Lock +7, Pick Pocket +7, Search +5, Tumble +7;
  Dodge, Improved Initiative.
  Equipment: masterwork studded leather armor,
  short sword, sling with 10 bullets, 100 sp.
  Local Thugs, male human Rog2 (5): CR2; Medium-
  size Humanoid (5 ft. 9 in. tall); HD 2d6; hp 10 each;
  Init +5 (Dex, Improved Initiative); Spd 30 ft; AC 13
  (Touch 11, Flat-footed 12); Atks +1 melee (1d6/19-20],
  short sword); SQ sneak attack +1d6, Evasion; AL NE;
  SV Fort +0, Ref +4, Will –1; Str 11, Dex 13, Con 11, Int
  10, Wis 9, Cha 9.
  Skills and Feats: Climb +4, Hide +5, Jump +4,
  Listen +4, Move Silently +5, Open Lock +3, Pick
  Pocket +5, Read Lips +3, Search +3, Spot +3, Tumble
  +4; Dodge, Improved Initiative.
  Equipment: leather armor (each), short sword
  (each).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Tisbo 
  Neb, 
  male 
  halfling 
  Rog5: 
  CR5; 
  Small
  Humanoid (3 ft. tall); HD 5d6; hp 22; Init +8 (Dex,
  Improved Initiative); Spd 20 ft; AC 18 (Touch 15, Flat-
  footed 14); Atks +4 melee (1d6+1/19-20], short sword),
  +7 ranged (1d4, sling); SQ sneak attack +3d6, Evasion,
  Uncanny Dodge (Dex bonus to AC); AL LE; SV Fort
  +1, Ref +8, Will +0; Str 12, Dex 18, Con 11, Int 12, Wis
  9, Cha 9.
  Skills and Feats: Appraise +5, Balance +8, Bluff
  +4, Climb +7, Disable Device +8, Disguise +2, Escape
  Artist +8, Gather Information +2, Hide +16, Intuit
  Direction +3, Jump +7, Listen +7, Move Silently +14,
  Open Lock +7, Pick Pocket +12, Search +5, Tumble +7;
  Dodge, Improved Initiative, Mobility.
  Equipment: masterwork studded leather armor,
  short sword, sling with 10 bullets, 100 sp.
  Local Thugs, male human Rog3 (5): CR3; Medium-
  size Humanoid (5 ft. 9 in. tall); HD 3d6; hp 16 (each);
  Init +5 (Dex, Improved Initiative); Spd 30 ft; AC 13
  
  The R e s c u e r s
  Page 6
  (Touch 11, Flat-footed 12); Atks +2 melee (1d6/19-20,
  short sword); SQ sneak attack +2d6, Evasion, Uncanny
  Dodge (Dex bonus to AC); AL NE; SV Fort +1, Ref +4,
  Will +0; Str 11, Dex 13, Con 11, Int 10, Wis 9, Cha 9.
  Skills and Feats: Climb +4, Hide +5, Jump +4,
  Listen +6, Move Silently +7, Open Lock +3, Pick Pocket
  +7, Read Lips +5, Search +4, Spot +6, Tumble +4. Feats:
  Alertness, Dodge, Improved Initiative.
  Equipment: leather armor (each), short sword
  (each).
  Tisbo had set up the ambush with care. He and his
  men waited in an alley and as the merchant went by
  they grabbed him and dragged him into the alley.
  Tisbo held a dagger at Setzel’s throat and ordered the
  retainers into the alley. They came quietly, hoping
  they would only be robbed and not killed, but Tisbo’s
  plans went bad due to one of the retainers attempting
  to get the attention of others nearby.
  Thus, Tisbo gave the signal to kill Setzel and his
  retainers but Setzel was able to break free. Plus one
  of the retainers, Gersin, proved to be a more able
  warrior than expected. He managed to kill his captor
  and move to Setzel’s side in the combat. This is when
  the PCs showed up.
  If Tisbo is captured he will refuse to give any
  details as to who they work for. However, Tisbo does
  have a letter written in crude common that says
  "Here is 100 silver for you and your men. Kill the
  merchant and another 400 silver is yours." The note is
  signed "T." The human thugs do not know who hired
  them except that Tisbo gathered them together for
  this 'job.'
  If magic is used 
  on Tisbo 
  (such 
  as 
  d e t e c t
  thoughts), 
  the PCs may be 
  able 
  to 
  get 
  some
  information that he and his men were hired by an orc
  sorcerer, Troika, from a prison camp in the Disputed
  Land. Troika is an agent for Turrosh Mak and is
  working to discredit Naggrat so he can fill Naggrat's
  role.
  The city guard shows up at this point and after
  asking lots of questions about what has happened
  here, will send Setzel, his retainers and the PCs away
  while taking the rogues into custody. Setzel will be
  assured that he can collect the bodies of his retainers
  in a day or two for proper burial.
  Additionally, when the PCs go to meet Setzel for
  dinner, he will have the masterwork studded leather
  armor that Tisbo wore plus 100 sp and thankfully give
  it all to the PCs. The city guard figured out that Tisbo
  was part of the recent increase in the thug activity in
  the city and wanted to reward the PCs for aid in
  capturing/killing him.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    IIIInnnnttttoooo    tttthhhheeee    CCCCiiiittttyyyy
  (The purpose of this section is not to fully detail the
  City of Gryrax, but simply to give the PCs some flavor
  of the city. If they request 
  a specific location or
  service not listed it is up to the judge to create the
  location using the guidelines below. If you wish to
  have your creation considered for permanence please
  email the Principality of Ulek Point of Contact,
  Christopher Reed at fltriad@aol.com.)
  The inner city is set up in four quarters: the
  Trade Quarter, the Visitor's Quarter, the Temple
  Quarter and the Government Quarter.
  The Trade Quarter 
  is on the waterfront 
  and
  includes the docks, the majority of the city’s shops,
  and many of the city's guilds.
  The Visitor’s Quarter includes accommodations
  of all types from simple hostels for seamen, to
  reputable inns for merchants to fine and fancy inns
  for traveling nobles and rich heroes. A variety of
  taverns and eateries can also be found here.
  The Temple Quarter houses temples to each of
  the gods worshipped lawfully in the Principality of
  Ulek including: all of the dwarven gods as well as
  Ulaa, 
  St. Cuthbert, 
  Lydia, 
  Phyton, 
  Fharlanghn,
  Osprem, Ehlonna, Olidammara, 
  and Norebo plus
  several others.
  The Government 
  Quarter 
  houses 
  all of the
  buildings occupied by both city and state officials. It
  also houses the embassies of all of the countries of
  Oerth that choose to send ambassadors 
  to the
  Principality of Ulek. (These include the other Ulek
  states, Keoland, Gran March, Verbobonne, Dyvers,
  Greyhawk, Celene, 
  and 
  several 
  others.) 
  Notably
  absent are The Pomarj, Empire of Iuz, and the
  Scarlet Brotherhood.
  The four quarters are built around the low hill
  on which the castle of Prince Corond sits. Dividing
  the city into its four quarters 
  are 
  two major
  thoroughfares that meet at the Circle of the Prince, a
  wide cobblestone roundabout that circles the castle
  outside of the moat.
  The Trade Road starts from the Seagate Pier,
  divides the Trade Quarter 
  on the left and the
  Visitor’s Quarter on the right, and goes straight
  toward the castle. It ends temporarily as it joins the
  Circle of the Prince and then continues on the other
  side, dividing the Government Quarter on the left
  and the Temple Quarter on the right until it comes
  to the Trade Gate. Here it passes through the outer
  wall 
  of the 
  city 
  and 
  continues 
  on 
  into 
  the
  Principality of Ulek to Havenhill and beyond.
  The other major road is the Prince's Road. This
  road separates the Government Quarter from the
  Trade Quarter and the Visitor’s Quarter from the
  Temple Quarter. Both these roads are walled roads
  with heavy barred gates opening into the lesser
  roads that enter into each quarter. These gates are
  normally kept open. In fact they have never been
  closed in the current princes reign, although they
  are kept well oiled and checked regularly. The idea is
  that if some enemy were able to enter the city, past
  the high, stout walls that surround it, by either force
  or subterfuge, they could be trapped in one quarter
  of the city by the walls along each edge of the
  quarter. This is a truly dwarven design and has yet to
  be tested in real action, although practice drills are
  now done periodically to the amusement of the
  youth of the city and travelers new to the city.
  The people of the city generally live in the
  quarter where their business is. Shopkeepers, dock
  workers and guild folk all live in the Trade Quarter;
  
  The R e s c u e r s
  Page 7
  Tavern keepers, cooks, servers, and bouncers tend to
  live in the Visitor’s Quarter; and so on. Many of the
  powerful dwarven nobles and rich merchants have
  built estates outside of the city on lands either given
  to them for the service their families do or sold to
  them for large amounts of gold coin. But most of
  these tend to keep apartments in the Government
  Quarter or Trade Quarter as appropriate.
  When the PCs become bored with exploring the
  city they can adjourn to the Roaring Griffon Inn to
  wait for Setzel. Also allow the PCs a chance to visit
  several places of their interest but do not let them
  spend too much time exploring 
  as they have a
  mission at hand.
  VVVViiiissssiiiittttoooorrrr''''ssss    QQQQuuuuaaaarrrrtttteeeerrrr
  The Mossy Boulder Pub - This is a typical pub for
  Gryrax with one atypical element. A married couple
  Herth and Ara runs the pub, but what makes it
  unique is that Herth is a dwarf and Ara is a human.
  The pub is a two-story 
  building with a sign
  showing stones rolling down a hill. The first floor is a
  barroom with a wooden bar at one end and a stone
  fireplace at the other. There are many tables in the
  room. Both food and drink are available here. Ara will
  act as waitress while her husband tends bar. Upstairs
  are a few rooms intended not so much for travelers as
  for a place to put the patrons who drink too much.
  This is something that happens with frequency when
  humans try to match dwarves drink for drink.
  Herth is a quiet peaceful dwarf who prefers
  listening to talking although he will answer politely
  when asked a question. Ara always looks tired, until
  she smiles, which tends to light up the room and
  brings back many regular customers to the pub. The
  couple 
  does 
  quite 
  well 
  for 
  themselves. 
  When
  questioned about their marriage they explain simply
  that St. Cuthbert and Moradin have both blessed it so
  there should be no quarrel from human or dwarf.
  They were adventuring companions for a short time
  and when all their other friends died in a nasty battle
  with undead 
  they found solace 
  in each 
  other's
  company that grew into love.
  Herth (male dwarf Ftr 3; Profession: Innkeeper +6,
  Handle Animal +3, Jump +3) bartender.
  Ara (female 
  human Rog2; Appraise 
  +4, Bluff +4,
  Decipher Script +4, Diplomacy +4, Forgery +4, Gather
  Information +4, Innuendo +4, Listen +4, Search +2,
  Spot +2) waitress.
  The Gameroom - This is a place for the avid gambler.
  They have all types of games of chance such as dice,
  cards and other forms of gambling. 
  The unique
  feature of this establishment is that it is haunted.
  The proprietors have learned to always leave 
  a n
  empty chair at every table. And the regulars know
  that a ghostly human sea captain may appear at any
  table to watch and play. The regular customers take
  great pleasure in watching as a newcomer is first
  faced with the ghostly figure of an old human salt dog
  by the name of Captain Blann. Captain Blann died
  here over fifty years ago, before he could collect the
  pot he had just won by holding four aces. The
  mistake he made was not noticing that two of the
  aces were of the same suit. His gaming companions
  were quick to point out his error and thus a fight
  ensued resulting with the death of Blann. Since then
  the Blann’s soul has remained 
  attached 
  to this
  location until someone frees him by dealing him a
  hand of four different aces.
  The Roaring Griffon Inn - This is a fairly clean place
  with good food and ale. The cost for a one-night stay
  is 5 sp for a cot in the common room or 2 gp for a
  private room. The innkeeper Obus knows a great
  deal about almost everyone who lives in the trade
  quarter. He will sell this information for as much as
  the market will bear. (Usually this equates to about
  10 gp unless the PC looks exceptionally rich.)
  This is where the meeting with Setzel will take
  place and where the PCs will spend the night (at
  Setzel’s expense) if they agree take the mission.
  Obus (male human, Com1; Gather Information +3,
  Profession: Innkeeper +1) innkeeper.
  TTTTrrrraaaaddddeeee    QQQQuuuuaaaarrrrtttteeeerrrr
  Museum - This museum has some rooms that might
  interest heroes. There is the armor room which has
  on display almost every type of armor ever made
  from dwarven plate, to elven chain, to rhino hide.
  Another room contains statues 
  of sea creatures
  carved from the native coral of a nearby coral reef,
  including various types of fish, sea elves, sea lions
  and sauhuagin. A long dead dwarven artisan carved
  these 
  statues 
  that 
  almost 
  seem 
  alive. 
  Great
  tapestries of battles at sea fill another room. There
  is a room with stuffed bodies of fish, sharks, and
  other sea creatures. Yet another room is filled with
  models of every imaginable type of sea vessel from
  longships to keelboats.
  Library - This library contains works written by
  authors from across the lands. There are books in
  many different languages. If a PC wishes to find
  more information on a particular subject, first have
  them make a Gather Information check (DC 25) and
  if they are trained in the Decipher Script skill (DC
  30) have the PC also make this check too.
  A success on either one of these will provide a +2
  circumstance bonus on the necessary Search/Spot
  (DC 20) skill check. A check can be made for each
  hour searching but a PC cannot take '20' unless they
  wish to spend the full day here (12 hours). Payment
  to search the library is 1 sp per hour.
  Smithy - Any metal item from the player’s handbook
  can be purchased here at book price. Mundo Gise,
  the smith is an excellent and reliable smith. He will
  happy take orders if the PCs wish to purchase
  equipment that has a special look to it. These items
  will be completed by the time the PCs return from
  their mission.
  
  The R e s c u e r s
  Page 8
  Additionally, if treated kindly and asked about
  making masterwork weapons, he will mention that
  he is skilled in making doing so but this will require a
  good amount of treasure. He also will only attempt to
  make simple and martial type weapons 
  avoiding
  exotic type weapons. He will only have time to make
  one melee weapon of the group's choice. Thus each PC
  cannot purchase a masterwork weapon from him.
  The cost to the PC will be 400 gp plus two times
  the cost of a regular weapon of its type. For example,
  a masterwork short sword would cost 420 gp (400 +
  [2*10]). It will be ready when the PC returns to Gryrax
  from their mission.
  Mundo Gise (male dwarf Exp10; Appraise +5, Craft:
  Armorsmithing +13, Craft: Blacksmithing +13, Craft:
  Weaponsmithing 
  +13, 
  Diplomacy 
  +5, 
  Gather
  Information +1, Knowledge: History +5, Knowledge:
  Local +10, Sense Motive +10) smith.
  TTTTeeeem
  m
  m
  mpppplllleeee    QQQQuuuuaaaarrrrtttteeeerrrr
  Temple of Ulaa - This is a small temple built to
  resemble on the outside, a mineshaft entering a small
  hill. On the inside is a central chamber with “tunnels”
  leading to smaller areas of worship each decorated
  with raw ore and worked metal of silver, 
  gold,
  platinum, and copper plus different types of gems
  (diamonds, rubies, emeralds, etc.) This is a small
  temple intended for use primarily by merchants and
  other travelers who venerate Ulaa. There are a few
  regular members of the temple, mostly children of
  miners, hillmen, mountaineers, and quarrymen who
  decided they wanted a life in the city but still
  venerate the god of their parents. Ulaa is venerated
  by dwarves, gnomes and humans. Mian Gemheart
  (female gnome, Clr13) is the high priestess of Ulaa
  here. She dresses in brown and green robes in the
  temple. She is known to take pilgrimages into the
  Lortmil Mountains fairly often to hunt hill giants.
  Often she goes alone, sometimes she will journey
  with younger dwarves to protect and teach them.
  Temple of Moradin Soulforger - This is a large square
  building. The inside is one large room designed to
  look much like a smithy. Around the outside of the
  temple are small shrines to the other dwarven gods.
  This is the principal place of worship for the dwarves
  of Gryrax, although some do worship Ulaa. Gream
  Falaig (male dwarf, Clr12) is the high priest 
  of
  Moradin. His lifedream is to move up to become high
  priest of the temple in Havenhill. Until that time he
  ministers faithfully to his flock, and they forgive his
  tendency to focus on temple politics above the faith
  of Moradin itself.
  Temple of St. Cuthbert - This temple is a Roman style
  building with broad steps leading up to a broad
  covered landing. The roof here is supported inside
  and out by white marble columns. The main entrance
  is an arched doorway large enough to accommodate a
  wagon if one was to be wrestled up the steps in the
  first place. Inside the walls are painted with many
  murals of St. Cuthbert battling Iuz. Rast Tilleb (male
  human, Clr14) is the high priest of St. Cuthbert. He
  is a tall man with a large white mustache and long
  white hair. He wears green robe embroidered with a
  platinum starburst and he carries a platinum mace.
  He is Lawful Neutral and believes strongly that the
  laws of the land and of the temple 
  are more
  important than good versus evil. He is very active in
  the lives of the followers of St. Cuthbert as it is very
  important to him that everyone obey the tenets of
  the faith consistently.
  Temple of Fharlanghn - This is a small chapel
  intended 
  for 
  devotions 
  carried 
  out 
  by 
  those
  followers who are traveling through the city. There
  are no worshippers who are permanent residents of
  Gryrax, although many return often. Merchants and
  other travelers wishing luck on the road also make
  donations 
  here. Fless Farwalker (female 
  human
  Clr6) is the priest of this shrine. She has eight
  months left on her assignment and she is already
  champing at the bit to get back to her travels. She
  wears well-worn brown robes. Fless is extremely
  inquisitive. She will ask travelers about where they
  have been and where they are going, sometimes to
  the point of rudeness.
  GGGGoooovvvveeeerrrrnnnnm
  m
  m
  meeeennnntttt    QQQQuuuuaaaarrrrtttteeeerrrr
  Embassy of the Duchy of Ulek - This building is set
  on a small plot of land planted with many trees and
  bushes and small lawns. It is made of ironwood and
  is almost as durable as a stone building would be.
  The wall surrounding it is a “wall of thorns” created
  by elven druids.
  Embassy of the County of Ulek - This is a small stone
  building 
  and 
  several 
  of the rooms 
  inside 
  are
  designed for gnome and halfling sized folk. This can
  be seen from the outside by the low windows in the
  walls. It is a single story building surrounded by
  gardens of different types of flowers with lots of
  gravel 
  paths winding through the gardens. 
  The
  embassy is surrounded by a wrought iron fence that
  seems to serve more as a trellis for vines and
  creepers than a security device.
  Embassy of Keoland - This building is a two-story
  building built of alternating blocks of black and
  white marble. It is quite beautiful, with an inset
  carving of a crown over to double door entranceway.
  Set in the crown are five large gemstones that have
  been the target for a few attempted 
  thefts. The
  embassy 
  guards 
  are 
  hired 
  for 
  their 
  alertness
  however and so far no theft has been successfully
  accomplished.
  Embassy of the Gran March - This building is a
  small-scale castle built of granite. In fact to follow in
  the theme it even has a narrow moat surrounding it
  spanned by a drawbridge that is generally left down.
  
  The R e s c u e r s
  Page 9
  Embassy of Celene - This building has been boarded
  up but if some studying of the area is done it can be
  seen that this was probably done a few years ago. The
  grounds have not been mantained and are thus very
  overgrown. 
  When Celene failed to send help in
  defending against the hordes of Turrosh Mak, the
  ambassador from Celene was asked to leave Gryrax.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    DDDDiiiinnnnnnnneeeerrrr    wwwwiiiitttthhhh    SSSSeeeettttzzzzeeeellll
  When the PCs are done exploring parts of the city of
  Gryrax and ready to meet with the merchant, Setzel,
  continue with the following:
  At the appointed hour you are ushered into a private
  dining room at the back of the inn. Setzel is there,
  pouring himself a drink from a flask on 
  the
  sideboard. There is a large table set with a wide
  variety of foods; poultry, beef, pork, vegetables, and
  bread. The smells from it all are quite wonderful.
  Setzel offers everyone drinks of their choice.
  Once everyone is satisfied Setzel ushers you to seats
  around the table and invites you to enjoy the
  sumptuous repast. As you dine he begins to speak.
  “If you will allow me I will explain the situation
  in detail and then answer any questions you may
  have. Recently my cousin Sobella was captured, along
  with her three children, by humanoids from the
  Disputed Territoty. Surprisingly, instead of being
  forced into slavery, or tortured to death, they are
  being held for ransom. The humanoid that captured
  them, an orc named Nagrat, is in charge of a labor
  camp at the edge of the Disputed Territoty. He is
  apparently taking advantage of the fact that he is the
  only one who knows who his prisoners are."
  "We 
  have 
  received 
  a 
  message 
  from 
  him
  demanding a chest full of gems and jewels. I have
  decided to pay the ransom, but am unwilling to risk
  myself on such an adventure. Will you take the task
  of delivering this ransom for me?”
  At this point the PCs will have questions and at some
  point hopefully agree to the rescue mission.
  If asked about using force rather than paying the
  ransom:
  “If your group arrives on the scene and feels you are
  capable of successfully slaying the foul humanoids
  holding Sobella and her three children, I will trust
  you on making the right decision."
  If asked about further details of the mission:
  “A ship will sail at 3 AM tomorrow morning. This ship
  will carry you and the ransom to a point off of the
  coast of the Disputed Territory. There a longboat will
  take you in to shore and you will be met by a group in
  service to Nagrat. They will escort you to him and the
  exchange will be made. Then you will return to the
  coast and be brought back to the ship for the return
  journey. Only the captain of the ship, a man by the
  name of Justinian will know of your mission. He is
  honorable and can be trusted."
  "I must warn you that the trip itself will be
  dangerous. There has been an increase in pirate
  activity recently along the coastline. Plus, as you
  likely know, the Disputed Territory is always full of
  those vile humanoids from the Pomarj.”
  Setzel will offer the PCs 120 sp each. Additionally, he
  will thankfully give the masterwork studded leather
  armor that Tisbo wore to the PCs plus 100 sp. The
  city guard figured out that Tisbo was part of the
  recent increase in the thug activity in the city and
  wanted 
  to 
  reward 
  the 
  PCs 
  for 
  aid 
  in
  capturing/killing him.
  Allow the PCs to ask any questions they may
  have. Once all of their questions have been answered
  continue on.
  "Thank for agreeing to take on this task. You will be
  given rooms here at the inn until it is time to leave
  for the port to board your ship. Is there anything
  else I can do for you?”
  If asked for mundane items the PCs will be
  directed to the appropriate location in the city. See
  the city map and refer to Encounter 2 for details. If
  asked for magical aid, Setzel will explain that he
  does not have any magic for the PCs.
  See Encounter 1 for statistics on Setzel and
  Gersin if needed.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    CCCCrrrruuuuiiiissssiiiinnnngggg
  In the wee hours of the morning, continue with the
  following:
  Someone is shaking your shoulder. You awaken to
  see the young dwarf retainer from earlier today
  looking down at you. He looks wide-awake and alert,
  as he asks you to please dress quickly. With that he
  leaves to awaken your companions.
  After stumbling into your clothes and gathering
  your gear you head out to the hallway where the
  others await you. The retainer leads you from the
  inn. Outside he pauses momentarily to speak, “We
  will go straight to the ship. We must be as quick and
  quiet as possible. Do you have any questions or
  needs before we depart?”
  Allow the PCs a moment for second thoughts, then
  continue on:
  Gersin leads you onto the trade road and toward the
  Seagate Pier. He maintains a brisk pace and you soon
  arrive at your destination, observed only by a couple
  of drunken dwarves and a stray dog. A sleek two-
  masted schooner lies tied up to the pier. There is a
  quiet bustle aboard as the sailors prepare her for the
  sea. Your guide leads you to the boarding ramp and
  says his farewells.
  A tall human male greets 
  y o u, “My name i s
  Justinian, 
  the captain 
  of this fine 
  vessel. 
  She i s
  known as Pirate's 
  Demise 
  and she will take 
  y o u
  swiftly and safely 
  to your destination. 
  I know o f
  
  The R e s c u e r s
  Page 10
  your mission but speak of it to no other while o n
  board. Now come; we must be off.” He turns and
  practically 
  leaps up the ramp. He softly begins 
  t o
  issue orders. “Namron, show these lubbers 
  where t o
  stow their gear. Bos’n get us warped 
  out from t h e
  pier. Helmsman, prepare to steer the course I have
  given you….”
  As the never ending stream 
  of orders 
  and t h e
  bustle of sailors rushing to obey creates 
  organized
  confusion all around you, a young human approaches
  you. “I am Namron. Come with me." He is very f o r m a l
  and stiff, unlike all of the other sailors who seem t o
  roll with the ship as it moves out into the harbor
  under sail.
  Namron will show the PCs to their single cabin. Space
  is limited on board a fighting ship and this is most
  definitely a fighting ship. The lower ranking officers
  have given up their cabin to the PCs and are bunking
  with the rest of the men. This will make them slightly
  grumpy if approached by one of the PCs. Namron is
  the captain’s cabin boy. He is seventeen years old,
  which is really too old to be a cabin boy, but the
  captain owed Namron’s father a favor and took him
  on to teach him the ropes. So far Namron is not doing
  very well but Captain Justinian has been overlooking
  it so far.
  Captain Justinian, male human Ftr4: CR4; Medium-
  size Humanoid (6 ft. tall); HD 4d10+8; hp 36; Init +2
  (Dex); Spd 30 ft; AC 15 (Touch 12, Flat-footed 13); Atks
  +8 melee 
  (1d8+5/19-20], 
  long sword), 
  +6 ranged
  (1d8/x3, longbow); AL LG; SV Fort +6, Ref +3, Will +1;
  Str 17, Dex 14, Con 15, Int 13, Wis 11, Cha 14.
  Skills and Feats: Climb +5, Intuit Direction +1,
  Jump +5, Listen 
  +2, Knowledge 
  (Geography) 
  +4,
  Profession 
  (Ship Captain) 
  +4, Spot +2, Swim 
  +6;
  Alertness, 
  Dodge, 
  Endurance, 
  Mobility, 
  Weapon
  Focus (long sword), 
  Weapon Specialization 
  (long
  sword).
  Equipment: studded leather armor, long sword,
  longbow plus 20 arrows.
  Background: Justinian is the son of a sea captain.
  His family has been sailing the seas of Oerth for
  generations. He grew up on sailing ships but watched
  his mother and father die when their ship was
  boarded by a band of pirates. For a while he refused
  to go on another ship blaming the sea for the loss of
  his parents. Having a great deal of anger within him,
  he volunteered to fight in the war against Iuz. After
  the war ended he received word that his sister had
  also lost her life to pirates. This prompted him to get
  funding for a ship to seek revenge on the pirates who
  had killed his sister. After doing so, he sailed the seas
  for a bit before he became a privateer in the service of
  Prince Corond. He now sails the Azure Sea hunting
  pirates with much success, to the pleasure of his
  crew.
  Lieutenants, male human War2 (4): CR2; Medium-
  size Humanoid (5 ft. 10 in. tall); HD 2d8; hp 16
  (Toughness); Init +1 (Dex); Spd 30 ft; AC 14 (Touch 11,
  Flat-footed 
  13); Atks +3 melee (1d8+1/19-20, long
  sword), +3 ranged (1d8/19-20, light crossbow); AL LN;
  SV Fort +3, Ref +1, Will +0; Str 12, Dex 13, Con 11, Int
  10, Wis 10, Cha 11.
  Skills and Feats: Climb +2, Jump +2, Listen +2,
  Profession (Sailor) +3, Spot +2, Swim +3; Alertness,
  Toughness.
  Equipment: studded leather armor (each), long
  sword (each), light crossbow plus 10 bolts (each).
  Sailors, male human War1 (48): CR1; Medium-size
  Humanoid (5 ft. 10 in. tall); HD 1d8; hp 11 each; Init
  +0 (Dex); Spd 30 ft; AC 13 (Touch 10, Flatfooted 13);
  Atks +2 melee (1d8+1/19-20, long sword), +1 ranged
  (1d8/19-20, light crossbow); AL LN; SV Fort +2, Ref
  +0, Will +0; Str 12, Dex 11, Con 11, Int 10, Wis 10, Cha
  10.
  Skills: Climb +2, Jump +2, Listen +2, Profession
  (Sailor) +2, Spot +2, Swim +3; Alertness, Toughness.
  Equipment: studded leather armor (each), long
  sword (each), light crossbow plus 10 bolts (each).
  The trip will take three days. Once the PCs are
  settled in and rested they may wish to explore and
  ask questions. The ship has two lower decks. The
  bottom one holds stores and weapons. The middle
  one holds the crew's quarters and the galley. The PCs
  are in a cabin near the bow of the ship. The captain
  has a cabin at the stern.
  The crewmembers will talk to the PCs willingly
  if they are not busy, but none will risk a cuff from
  the Bos’n or his mates to quit work and chat if they
  are busy. Namron will try to act as escort for the PCs
  and answer any questions they may have. He will
  also fetch the captain to answer questions as long as
  the weather is fairly calm and there are no ships on
  the horizon.
  Namron (male human Com1) knows all about
  the captain's history and will gladly tell the PCs if
  they ask. He worships his captain and wants to be
  just like him one day. Namron knows nothing of the
  mission. If asked about battles with pirates, Namron
  explains his station is below decks to help care for
  the wounded. He has never seen a battle with his
  own eyes but has been with the ship for three
  battles. 
  During 
  two of those battles, 
  the crew
  captured the pirate ship they attacked. The last
  battle, however, the pirate ship was sunk by ballista
  bolts as they attempted to flee. He has heard stories
  of these battles and others from his shipmates and
  he longs to fight beside them, but Namron is a
  coward and so far has been unable to stay above
  decks as the enemy came near.
  If the PCs ask why the lieutenants seem hostile,
  Namron or the captain will explain that they have
  been temporarily moved from their cabin for the
  PCs.
  None of the lieutenants know anything of the
  mission and they will be surly with any of the PCs
  unless bribed with at least one gold piece for their
  cooperation.
  The captain will be able to give the PCs the
  following details of their mission, but will only do
  so in the comfort and privacy of his cabin. It will
  take them three days to reach their destination, a
  hidden cove in the Disputed Territory known as
  
  The R e s c u e r s
  Page 11
  Broch Inlet. Here the PCs will be rowed to shore in a
  longboat with the ransom. Justinian advises that he
  will wait up to two weeks for the PCs to return.
  Weather permitting he will sail into Broch Inlet at
  high tide every night. If they do not return in that
  time he must continue back to Gryrax with the
  presumption that they have been killed. If for some
  reason he must leave the cove for a while the PCs
  must wait for him the same two week time period. If
  he does not return for them they will have to fight
  their way out of the Disputed Territory on foot as he
  will have most likely lost a battle with pirates and be
  unable to return.
  When the PCs reach the shore, an emissary from
  the orc who holds the prisoners will meet them.
  About half way into their journey a pirate ship
  will attack the Pirate's Demise. The pirate ship will
  bear down on them with all sails. They intend to ram
  the Pirate's Demise and forcibly boarded. Currently,
  there are more pirates on board their ship then usual.
  This is part of a choreographed attack by two pirate
  ships that seek to put an end to the privateer who has
  been sinking or capturing all their brethren. The
  other pirate ship waits just over the horizon and will
  come swooping down to aid the first one after the
  first ship engages Pirate's Demise.
  From the time the two ships are first in range to
  fire catapults, ballistas, and arrows at each other
  there will be four rounds until the two ships collide.
  Justinian knows his ship is strong enough to stand
  the shock and is happy to let the pirates ram him.
  That way he feels they will not escape. By the time
  Justinian is made aware of the second ship it will be
  too late.
  The PCs can change the outcome of this by slaying
  the helmsman by the second round of ranged combat.
  If this happens the pirate ship will come about
  broadside into the wind and the ballista crew will
  successfully destroy one mast of the pirate ship. This
  allows Captain Justinian to come up on the opposite
  side of the pirates from what they were expecting and
  his own crew can board their ship before they can
  even disentangle themselves from the ropes and sails
  that have fallen across their deck.
  The difference in the flow of the battle is this; if
  the pirate ship remains under control until the two
  ships collide then one of the ships will be boarded,
  which will be determined 
  by the initiative 
  and
  actions of each of the PCs and NPCs here.
  The PCs will fight eight pirates while the crew of
  Pirate's Demise battles alongside them.
  If the pirate ship loses a mast then part of their
  crew will be occupied trying to clear away the mess
  that traps others of their crew. In game terms this
  means that the PCs will only have to find four pirates.
  The most powerful fighter among the PCs will find
  themselves fighting the pirate captain.
  While the PCs are fighting their battle, the sailors
  of the Pirate's Demise will be fighting other pirates.
  Five rounds into the battle Justinian will be
  informed by one of his crew of the second pirate ship
  approaching. Read the following at that time.
  As the battle swirls around you there is a cry from
  Captain Justinian, “A second ship comes. It was a
  trap. Finish it here quickly. We must brace for
  another attack." His sword flashes down to slay his
  opponent and he steps forward to help one of his
  crew in what had been an unequal battle of three to
  one.
  The PCs have another five more rounds to finish
  their battle. If they finish before that time and wish
  to engage in the fight between the pirates and the
  Pirate's Demise sailors, let them do so. At the end of
  the tenth round of combat, there will be cries of
  amazement from both pirates and privateers as a
  whirlpool appears from nowhere and the second
  pirate ships spins down into oblivion.
  Any PC who is near the captain and makes a
  Listen check (DC 25), will hear him mutter “Thanks
  Dekort”. The captain will not enlighten them if
  questioned but simply say it must be have been a
  miracle.
  If a PC somehow has managed to get on or near
  the second ship and can not escape on their own,
  they will be swept from the ship’s deck and into the
  sea. Have them make Fortitude saves (DC 20) for five
  rounds or until they free themselves. If any PC fails
  all five saves, they are sucked under the water and
  will 
  go 
  unconscious. 
  Five 
  minutes 
  later, 
  the
  unfortunate PC will be brought back to the Pirate's
  Demise on the back of a killer whale.
  The wizard Dekort lives beneath the water here.
  He hates pirates almost as much as Justinian. He
  was scrying the battle and saw the trap about to
  close on Justinian. He decided to take a hand, but he
  is powerful enough and careful enough to ensure
  that no innocents were captured in the fate he
  placed upon the pirates.
  Once Dekort has made his presence know, the
  battle is all but over. The remaining pirates are
  outnumbered and they will eagerly surrender. Let
  the PCs deal with their individual opponents as they
  wish, but the captain 
  will not allow wholesale
  slaughter of the pirates, in spite of the news that is
  brought to him that his captain boy, Namrod is dead.
  (Unless one of the PCs specifically stated they were
  watching and protecting Namrod.)
  The captain will ask to be left alone for a time.
  He will command 
  his lieutenants 
  to make 
  all
  necessary repairs to both ships and put a prize crew
  aboard the pirate ship to sail it and the prisoners
  back to Gryrax. It will take about four hours to
  complete this task. Once the prize is sailed away
  there 
  will be three 
  lieutenants 
  and 
  36 sailors
  remaining. Six crewmen plus Namrod will have been
  slain in this battle.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555    oooorrrr    6666))))
  Ganmor the Pirate Captain, male human Ftr2/Rog1:
  CR3; Medium-size Humanoid (5 ft. 3 in. tall); HD
  2d10+1d6+3; hp 21; Init +2 (Dex); Spd 30 ft; AC 15
  (Touch 12, Flat-footed 13); Atks +3 melee (1d6+1/18-
  20, scimitar), 
  +4 ranged 
  (1d8/crit 
  19-20, 
  light
  crossbow); SA sneak attack +1d6; AL CE; SV Fort +4,
  
  The R e s c u e r s
  Page 12
  Ref +6, Will +0; Str 12, Dex 15, Con 12, Int 13, Wis 10,
  Cha 12.
  Skills and Feats: Climb +4, Disguise +5, Escape
  Artist +6, Intuit Direction +4, Listen +4, Profession
  (Ship Captain) +4, Search +5, Spot +4, Swim +3, Tumble
  +6, Use Rope 
  +6; Expertise, 
  Improved 
  Disarm,
  Improved Trip, Lightning Reflexes.
  Equipment: studded leather armor, scimitar, light
  crossbow plus 10 bolts.
  Pirates, male human Ftr1/Rog1 (2 or 4): CR2;
  Medium-size Humanoid (6 ft. tall); HD 1d10+1d6; hp
  12 (each); Init +3 (Dex); Spd 30 ft; AC 16 (Touch 13,
  Flat-footed 
  13); Atks +2 melee (1d8+1/19-20, long
  sword), +4 ranged (1d8/19-20, light crossbow); 
  SA
  sneak attack +1d6; AL CN; SV Fort +2, Ref +5, Will +0;
  Str 13, Dex 16, Con 11, Int 10, Wis 10, Cha 10.
  Skills and Feats: Bluff +4, Climb +2, Disguise +4,
  Listen +4, Profession (Sailor) +4, Search +4, Spot +4,
  Swim +6, Use Rope +7; Alertness, Dodge, Mobility.
  Equipment: studded leather armor (each), long
  sword (each), light crossbow plus 10 bolts (each).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666    oooorrrr    7777))))
  Ganmor the Pirate Captain, male human Ftr4/Rog1:
  CR5; Medium-size Humanoid (5 ft. 3 in. tall); HD
  4d10+1d6+5; hp 35; Init +3 (Dex); Spd 30 ft; AC 16
  (Touch 13, Flat-footed 13); Atks +5 melee (1d6+1/18-20,
  scimitar), +7 ranged (1d8/-20, light crossbow); 
  SA
  sneak attack +1d6; AL CE; SV Fort +5, Ref +8, Will +1;
  Str 12, Dex 16, Con 12, Int 13, Wis 10, Cha 12.
  Skills and Feats: Climb +4, Disguise +5, Escape
  Artist +6, Intuit Direction +4, Listen +4, Profession
  (Ship Captain) +6, Search +5, Spot +4, Swim +5, Tumble
  +6, Use Rope +6; Dodge, Expertise, Improved Disarm,
  Improved Trip, Lightning Reflexes.
  Equipment: studded leather armor, scimitar, light
  crossbow plus 10 bolts.
  Pirates, male human Ftr2/Rog1 (2 or 4): CR3;
  Medium-size Humanoid (6 ft. tall); HD 2d10+1d6; hp
  18 (each); Init +3 (Dex); Spd 30 ft; AC 16 (Touch 13,
  Flat-footed 
  13); Atks +3 melee (1d8+1/19-20, long
  sword), +5 ranged (1d8/19-20, light crossbow); 
  SA
  sneak attack +1d6; AL CN; SV Fort +3, Ref +5, Will +0;
  Str 13, Dex 16, Con 11, Int 10, Wis 10, Cha 10.
  Skills and Feats: Bluff +4, Climb +2, Disguise +4,
  Listen +4, Profession (Sailor) +5, Search +4, Spot +4,
  Swim +6, Use Rope +7; Alertness, Blind-Fight, Combat
  Reflexes, Dodge, Mobility.
  Equipment: studded leather armor (each), long
  sword (each), light crossbow plus 10 bolts (each).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888    oooorrrr    9999))))
  Ganmor the Pirate Captain, male human Ftr6/Rog1:
  CR7; Medium-size Humanoid (5 ft. 3 in. tall); HD
  6d10+1d6+7; hp 49; Init +3 (Dex); Spd 30 ft; AC 16
  (Touch 13, Flat-footed 13); Atks +7/+2 melee (1d6+1/18-
  20, scimitar), +9/+4 ranged (1d8/19-20, light crossbow);
  SA sneak attack +1d6; AL CE; SV Fort +6, Ref +9, Will
  +2; Str 12, Dex 16, Con 12, Int 13, Wis 10, Cha 12.
  Skills and Feats: Climb +4, Disguise +5, Escape
  Artist +6, Intuit Direction +4, Jump +4, Listen +4,
  Profession (Ship Captain) +7, Search +5, Spot +4,
  Swim +5, Tumble +6, Use Rope +6; Dodge, Expertise,
  Improved 
  Disarm, 
  Improved 
  Trip, 
  Lightning
  Reflexes.
  Equipment: 
  studded leather 
  armor, 
  scimitar,
  light crossbow plus 10 bolts.
  Pirates, male human Ftr3/Rog1 (2 or 4): CR4;
  Medium-size Humanoid (6 ft. tall); HD 3d10+1d6+4;
  hp 28 (each); Init +3 (Dex); Spd 30 ft; AC 16 (+3 Dex, +3
  studded leather armor); Atks +4 melee (1d8+1 [crit
  19-20], long sword), +6 ranged (1d8 [crit 19-20], light
  crossbow); SA sneak attack +1d6; AL CN; SV Fort +4,
  Ref +6, Will +1.
  Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 10.
  Skills and Feats: Bluff +4, Climb +3, Disguise +4,
  Listen +4, Profession (Sailor) +5, Search +4, Spot +4,
  Swim 
  +7, Use Rope 
  +7; Alertness, 
  Blind-Fight,
  Combat Reflexes, Dodge, Mobility.
  Equipment: studded leather armor (each), long
  sword (each), light crossbow plus 10 bolts (each).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    LLLLaaaannnndddd    HHHHoooo
  After three days of travel you arrive at your
  destination. The captain brings the ship into the
  small cove under cover of darkness. He quickly
  orders a longboat lowered and ensures the oarsman
  wrap their oars in sacks to keep them from making
  noise. The sailors herd you down into the boat, then
  slowly and quietly rowed ashore by disciplined men.
  The captain accompanies you and reminds you that
  he will return in a week and check back every night
  for a week after that. He reminds you to signal him
  with a fire or other light source using the code you
  have agreed upon.
  The scraping of the boat on the sandy shore
  signals you to disembark. Inevitably you get your
  feet wet, especially the person carrying the ransom
  chest. A sailor follows you and once you reach the
  hard brushy dunes he sweeps your tracks out of
  existence as he returns to the longboat.
  Your rendezvous point is about a mile inland
  from here. It should be easy to find, as it is the ruins
  of an old wizard's tower that you have been told
  stands out against the skyline.
  When the PCs reach the rendezvous point they will
  be met by Canum and six other orcs. Canum is not
  much of a leader, which suits Nagrat, the head leader
  of this orc band, just fine. The sole reason Canum
  was chosen to lead is because he can speak dwarven.
  Canum will not let the PCs know this as he has been
  specifically ordered to listen for words of treachery
  from the PCs. If any of the PCs do start to plot
  treachery and Canum hears and understands them
  he will have his followers spring a surprise attack
  with the purpose of taking the PCs prisoner.
  In addition, Nagrat is so untrusting that he has
  sent a goblin scout to spy on Canum and his guards.
  This scout, Sier, is well trained at staying hidden. It
  will require a Spot check (DC 25) for the PCs to spot
  Sier as he journeys with them. There are a few
  
  The R e s c u e r s
  Page 13
  possibilities regarding how the PCs can arrive at the
  labor camp.
  The first possibility is the expected way of being
  escorted by the orcs directly to the labor camp and
  into Nagrat’s office.
  The second possibility is if the PCs are discussing
  treachery. Canum and the other orcs attack them in
  their sleep. If this happens any captured survivors
  will be tied up and hauled off to the labor camp. Go to
  Encounter Seven, which starts with the PCs possible
  escape.
  A third possibility 
  is that the PCs slay their
  escort, either in self-defense or as part of a plan. If
  this 
  happens 
  and 
  Sier 
  is 
  still 
  free 
  then 
  he
  immediately returns to the labor camp and warns
  Nagrat what has happened. Nagrat will then set up a n
  ambush for the PCs, which consists of a group of
  twelve orcs with the same statics as the six orcs
  below, led by a sorcerer (Troika). See the labor camp
  description (Encounter 6) for statistics on Troika, the
  orcish sorcerer.
  A fourth possibility is that the PCs slay their
  escort and Sier. If the third or fourth options occur it
  will require a Wilderness Lore check (DC 10 with
  Tracking Feat) to find the back-trail of the orcs. If the
  PCs are quick enough with Possibility #4, they may be
  able to make a surprise attack on the labor camp.
  The trip will take two and a half days each way. Or
  more likely nights as the orcs will insist on traveling
  at night.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Canum, male orc Ftr2: CR2; Medium-size Humanoid
  (6 ft. 3 in. tall); HD 2d10+2; hp 21 (Toughness); Init +2
  (Dex); Spd 30 ft; AC 15 (Touch 12, Flat-footed 13); Atk
  +5 melee (1d6+2/18-20, scimitar), +4 ranged (1d8/19-20,
  light crossbow; SQ Darkvision 60 ft., light sensitivity;
  AL CE; SV Fort +4, Ref +2, Will +0; Str 15, Dex 15, Con
  12, Int 13, Wis 10, Cha 11.
  Skills and Feats: Climb +7, Intimidate +2, Listen
  +2, Jump +7, Ride +1, Spot +2; Alertness, Toughness,
  Weapon Focus (scimitar).
  Languages: Common, Orcish, Dwarven
  Equipment: studded leather armor, scimitar, light
  crossbow plus 10 bolts.
  Orc Guards, male orcs Ftr1 (4): CR1; Medium-size
  Humanoid (6 ft. tall); HD 1d10; hp 13 (Toughness);
  Init +0; Spd 30 ft; AC 13 (Touch 10, Flat-footed 13); Atk
  +3 melee (1d12+2 [crit x3], greataxe); SQ Darkvision 60
  ft., light sensitivity; AL CE; SV Fort +2, Ref +0, Will –1;
  Str 15, Dex 11, Con 11, Int 10, Wis 9, Cha 8.
  Skills and Feats: Climb +4, Jump +4, Listen +2,
  Spot +2; Alertness, Toughness.
  Equipment: 
  studded 
  leather 
  armor 
  (each),
  greataxe (each).
  Sier, female goblin Rog2: CR2; Small-size Humanoid
  (3 ft. 3 in. tall); HD 2d6+2; hp 12; Init +2 (Dex); Spd 30
  ft; AC 16 (Touch 13, Flat-footed 13); Atk +2 melee
  (1d6+1 [crit 19-20], short sword), +4 ranged (1d6+1,
  javelin); SQ sneak attack +1d6, Evasion, Darkvision 60
  ft; AL NE; SV Fort +1, Ref +6, Will +0; Str 12, Dex 16,
  Con 12, Int 13, Wis 10, Cha 11.
  Skills and Feats: Bluff +5, Climb +6, Escape Artist
  +8, Hide +8, Jump +6, Listen +5, Move Silently +8,
  Search +6, Spot +5; Alertness.
  Languages: Common, Goblin, Orcish.
  Equipment: studded leather armor, short sword,
  javelin.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Canum, male orc Ftr3: CR3; Medium-size Humanoid
  (6 ft. 3 in. tall); HD 3d10+3; hp 28 (Toughness); Init +2
  (Dex); Spd 30 ft; AC 15 (+2 Dex, +3 studded leather
  armor); Atk +6 melee (1d6+2 [crit 18-20], scimitar), +5
  ranged 
  (1d8 
  [crit 
  19-20], 
  light 
  crossbow; 
  SQ
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +4,
  Ref +3, Will +1.
  Str 15, Dex 15, Con 12, Int 13, Wis 10, Cha 11.
  Skills and Feats: Climb +8, Intimidate +2, Listen
  +2, Jump +8, Ride +2, Spot +2; Feats: Alertness, Power
  Attack, Toughness, Weapon Focus (scimitar).
  Languages: Common, Orcish, Dwarven.
  Equipment: 
  studded leather 
  armor, 
  scimitar,
  light crossbow plus 10 bolts.
  Orc Guards, male orcs Ftr2 (4): CR2; Medium-size
  Humanoid (6 ft. tall); HD 2d10; hp 19 (Toughness);
  Init +0; Spd 30 ft; AC 13 (Touch 10, Flat-footed 13);
  Atk +4 melee 
  (1d12+2 
  [crit 
  x3], 
  greataxe); SQ
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3,
  Ref +0, Will +1; Str 15, Dex 11, Con 11, Int 10, Wis 9,
  Cha 8.
  Skills and Feats: Climb +5, Jump +5, Listen +2,
  Spot +2; Alertness, Iron Will, Toughness.
  Equipment: 
  studded 
  leather 
  armor 
  (each),
  greataxe (each).
  Sier, female goblin Rog4: CR4; Small-size Humanoid
  (3 ft. 3 in. tall); HD 4d6+4; hp 22; Init +2 (Dex); Spd 30
  ft; AC 16 (+3 Dex, +3 studded leather armor); Atk +4
  melee (1d6+1/19-20, short sword), +6 ranged (1d6+1,
  javelin); SQ sneak attack +2d6, Evasion, Uncanny
  Dodge (Dex bonus to AC), Darkvision 60 ft; AL NE;
  SV Fort +2, Ref +7, Will +1; Str 12, Dex 17, Con 12, Int
  13, Wis 10, Cha 11.
  Skills and Feats: Bluff +5, Climb +6, Escape Artist
  +10, Hide +10, Jump +6, Listen +9, Move Silently +10,
  Search +6, Sense Motive +7, Spot +6; Alertness, Run.
  Languages: Common, Goblin, Orcish.
  Equipment: studded leather armor, short sword,
  javelin.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Canum, male orc Ftr4: CR4; Medium-size Humanoid
  (6 ft. 3 in. tall); HD 4d10+4; hp 35 (Toughness); Init +2
  (Dex); Spd 30 ft; AC 15 (+2 Dex, +3 studded leather
  armor); 
  Atk +8 melee (1d6+5/18-20, scimitar), 
  +6
  ranged (1d8/19-20, light crossbow; SQ Darkvision 60
  ft., light sensitivity; AL CE; SV Fort +5, Ref +3, Will
  +1; Str 16, Dex 15, Con 12, Int 13, Wis 10, Cha 11.
  Skills and Feats: Climb +8, Intimidate +2, Listen
  +2, Jump +8, Ride +3, Spot +3; Alertness, 
  Power
  
  The R e s c u e r s
  Page 14
  Attack, Toughness, Weapon Focus (scimitar), Weapon
  Specialization (scimitar).
  Languages: Common, Orcish, Dwarven.
  Equipment: studded leather armor, scimitar, light
  crossbow plus 10 bolts.
  Orc Guards, male orcs Ftr3 (4): CR3; Medium-size
  Humanoid (6 ft. tall); HD 3d10; hp 25 (Toughness);
  Init +0; Spd 30 ft; AC 13 (Touch 10, Flat-footed 13); Atk
  +5 melee (1d12+2/x3, greataxe); SQ Darkvision 60 ft.,
  light sensitivity; AL CE; SV Fort +3, Ref +1, Will +2; Str
  15, Dex 11, Con 11, Int 10, Wis 9, Cha 8.
  Skills and Feats: Climb +5, Jump +5, Listen +2,
  Spot 
  +2; 
  Alertness, 
  Iron 
  Will, 
  Power 
  Attack,
  Toughness.
  Equipment: 
  studded 
  leather 
  armor 
  (each),
  greataxe (each).
  Sier, female goblin Rog6: CR6; Small-size Humanoid
  (3 ft. 3 in. tall); HD 6d6+6; hp 32; Init +2 (Dex); Spd 30
  ft; AC 16 (Touch 13, Flat-footed 13); Atk +5 melee
  (1d6+1/19-20], short sword), +7 ranged (1d6+1, javelin);
  SQ sneak attack +3d6, Evasion, Uncanny Dodge (Dex
  bonus to AC & Can't be Flanked), Darkvision 60 ft; AL
  NE; SV Fort +3, Ref +8, Will +2; Str 12, Dex 17, Con 12,
  Int 13, Wis 10, Cha 11.
  Skills and Feats: Bluff +5, Climb +8, Escape Artist
  +12, Hide +14, Jump +8, Listen +11, Move Silently +12,
  Search +9, Sense Motive +7, Spot +9; Alertness, Run,
  Skill Focus (Hide).
  Languages: Common, Goblin, Orcish.
  Equipment: studded leather armor, short sword,
  javelin.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    NNN
  Neeeeggggoooottttiiiiaaaattttiiiioooonnnnssss
  Skip this encounter 
  if Possibilities 
  #2, #3 or #4
  occurred in the last encounter.
  You come up over a rise and see before you a
  disturbing sight. There is an area of ramshackle
  buildings surrounded by a very sturdy fence. There is
  one building, slightly bigger than the others with a
  tower on top. In the tower stand four orcs with
  crossbows. On the far side of the camp there are four
  more orcs yelling at a variety of humans and demi-
  humans, forcing them into a bedraggled looking line.
  Once the prisoners are lined up the orcs begin to tie
  them together in a loose chain. You notice their legs
  are hobbled.
  You are led by your escort toward the larger
  building. There is a pause at the door while the orcs
  jabber at each other in their own language (if anyone
  understands orcish they are simply giving and
  receiving passwords “crushing dwarves” is the sign
  and “smashing elves” is the countersign).
  The guards step aside and you are admitted. The
  stench inside is almost enough to much to take. You
  are led down a narrow hall to double doors on the
  right side. Canum knocks, and after hearing a loud,
  harsh voice respond, he opens the door.
  You are ushered into a room that at first glance
  looks quite elegant. Then you notice that the velvet
  curtains are torn. The thick pile carpet is dirty and
  greasy. The once fine chairs and tables are cracked
  and worn.
  Sitting behind a desk at the far end of the room
  is a massive orc with greed glinting in his eyes. His
  tusks are grimy and the strong smell of mildew
  seems to be emanating from his obviously unwashed
  body.
  There are four orc guards in the room and your
  escort, Canum, has crowded in behind you. There is
  also a scrawny looking orc sitting on the edge of the
  leader’s desk. He wears robes with arcane symbols
  embroidered on them. The robes are surprisingly
  clean.
  The orc behind the desk speaks, “I am Nagrat.
  Show me what you have brought me.”
  Once the PCs show Nagrat the treasure he will have
  Sobella and her son and two daughters brought into
  the room. If the PCs insist on seeing the family
  before showing the treasure, Nagrat may be willing.
  This encounter depends on how healthy the PCs look
  and how well the PCs can 
  Bluff 
  (DC 15) or
  Intimidate (DC 15) Nagrat. If they look weak and
  bluff or intimidate Nagrat, he may decide to try to
  keep his prisoners and add the PCs as well. This is a
  judge call, but keep in mind that Nagrat is a coward.
  If the PCs look at all imposing he will not risk trying
  to betray them.
  The PCs of course, might try to start a fight
  themselves. If a fight does start here, Troika the
  sorcerer will attempt to flee for reinforcements.
  There is a secret door in the wall behind him. If he is
  successful he will return in four rounds with twelve
  orc guards. Use the same stats for these additional
  orc guards as what are provided for the orc guards.
  If the negotiations go smoothly and the PCs
  leave with Sobella and her three children, Sobella
  will remain silent until the group is out of sight of
  the camp. She will answer any questions she is asked
  but she will not talk otherwise.
  Once the group is far enough from the camp that
  she feels it is safe to talk; Sobella will stop and insist
  the PCs help her rescue the rest of the prisoners. She
  is very determined to save them all. Unless the PCs
  can persuade her otherwise, she will not leave until
  the rescue 
  of all 
  of the 
  prisoners 
  has 
  been
  attempted. The PCs could use the following skills to
  persuade her:
  • 
  Bluff (DC 20)
  • 
  Diplomacy (DC 20)
  • 
  Intimidate (DC 25)
  If the PCs agree to the rescue go to Encounter 7.
  Statistics for Nagrat, Troika and the orc guards
  are provided below. Statistics for Canum can be
  found in Encounter 5.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Nagrat, male orc Ftr3: CR3; Medium-Size Humanoid
  (6 ft. 6 in. tall); HD 3d10+3; hp 28 (Toughness); Init +2
  (Dex); Spd 30 ft.; AC 15 (Touch 12, Flat-footed 13); Atk
  
  The R e s c u e r s
  Page 15
  +7 melee (1d6+3/18-20, scimitar); SQ Darkvision 60 ft.,
  light sensitivity; AL CE; SV Fort +4, Ref +5, Will +3; Str
  17, Dex 15, Con 12, Int 12, Wis 10, Cha 11.
  Skills and Feats: Climb +8, Jump +8, Listen (cc) +2,
  Ride +2, Intimidate (cc) +3, Spot (cc) +2; Alertness,
  Iron Will, Lightning Reflexes, Toughness.
  Languages: Common, Orcish, Dwarven.
  Equipment: studded leather armor, masterwork
  scimitar.
  Orc Guards, male orcs Ftr1 (4): CR1; Medium-size
  Humanoid (6 ft. tall); HD 1d10; hp 13 (Toughness);
  Init +0; Spd 30 ft; AC 13 (Touch 10, Flat-footed 13); Atk
  +3 melee (1d12+2/x3, greataxe); SQ Darkvision 60 ft.,
  light sensitivity; AL CE; SV Fort +2, Ref +0, Will –1; Str
  15, Dex 11, Con 11, Int 10, Wis 9, Cha 8.
  Skills and Feats: Climb +4, Jump +4, Listen +2,
  Spot +2; Alertness, Toughness.
  Equipment: 
  studded 
  leather 
  armor 
  (each),
  greataxe (each).
  Troika, male orc Sor1: CR1; Medium-size Humanoid
  (5 ft. 3 in. tall); HD 1d4; hp 7 (Toughness); Init +2
  (Dex); Spd 30 ft; AC 12 (Touch 12, Flat-footed 10); Atk
  +0 melee (1d4/19-20], dagger), +2 ranged (1d4/19-20,
  dagger); SQ Darkvision 60 ft., light sensitivity; AL CE;
  SV Fort +2, Ref +2, Will +2; Str 10, Dex 15, Con 10, Int
  14, Wis 10, Cha 12.
  Skills and Feats: Concentration +4, Diplomacy (cc)
  +2, Intuit Direction (cc) +2, Spellcraft +4; Toughness.
  Spells (5/4; Spell DC = 11 + Spell Level): 0—d e t e c t
  magic, 
  ghost 
  sound, 
  read 
  magic, 
  resistance;
  1st—charm person, magic missile
  Equipment: 3 daggers, familiar (rat).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Nagrat, male orc Ftr4: CR4; Medium-Size Humanoid
  (6 ft. 6 in. tall); HD 4d10+4; hp 35 (Toughness); Init +2
  (Dex); Spd 30 ft.; AC 16 (Touch 13, Flat-footed 13); Atk
  +8 melee (1d6+3/18-20, scimitar); SQ Darkvision 60 ft.,
  light sensitivity; AL CE; SV Fort +7, Ref +5, Will +3; Str
  17, Dex 16, Con 12, Int 12, Wis 10, Cha 11.
  Skills and Feats: Climb +8, Jump +8, Listen (cc) +2,
  Ride +5, Intimidate (cc) +3, Spot (cc) +2; Alertness,
  Great 
  Fortitude, 
  Iron 
  Will, 
  Lightning 
  Reflexes,
  Toughness.
  Languages: Common, Orcish, Dwarven.
  Equipment: studded leather armor, masterwork
  scimitar.
  Orc Guards, male orcs Ftr2 (4): CR2; Medium-size
  Humanoid (6 ft. tall); HD 2d10; hp 19 (Toughness);
  Init +0; Spd 30 ft; AC 13 (Touch 10, Flat-footed 10); Atk
  +4 melee (1d12+2/x3], greataxe); SQ Darkvision 60 ft.,
  light sensitivity; AL CE; SV Fort +3, Ref +0, Will +1; Str
  15, Dex 11, Con 11, Int 10, Wis 9, Cha 8.
  Skills and Feats: Climb +5, Jump +5, Listen +2,
  Spot +2; Alertness, Iron Will, Toughness.
  Equipment: 
  studded 
  leather 
  armor 
  (each),
  greataxe (each).
  Troika, male orc Sor2: CR2; Medium-size Humanoid
  (5 ft. 3 in. tall); HD 2d4; hp 10 (Toughness); Init +2
  (Dex); Spd 30 ft; AC 12 (Touch 12, Flat-footed 10); Atk
  +1 melee (1d4/19-20, dagger), +3 ranged (1d4/19-20],
  dagger); SQ Darkvision 60 ft., light sensitivity; AL CE;
  SV Fort +2, Ref +2, Will +3; Str 10, Dex 15, Con 10, Int
  14, Wis 10, Cha 12.
  Skills and Feats: Concentration +5, Diplomacy
  (cc) +2, Intuit Direction (cc) +2, Knowledge (Arcana)
  +2, Spellcraft +5; Toughness.
  Spells (6/5): 0—daze, detect magic, ghost sound,
  read magic, resistance; 1st—charm 
  p erson, 
  magic
  missile.
  Equipment: 3 daggers, familiar (rat)
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Nagrat, male orc Ftr6: CR4; Medium-Size Humanoid
  (6 ft. 6 in. tall); HD 6d10+6; hp 49 (Toughness); Init +2
  (Dex); Spd 30 ft.; AC 16 (Touch 13, Flat-footed 13); Atk
  +10/+5 melee (1d6+3/18-20], scimitar); SQ Darkvision
  60 ft., light sensitivity; AL CE; SV Fort +8, Ref +6, Will
  +4; Str 17, Dex 16, Con 12, Int 12, Wis 10, Cha 11.
  Skills and Feats: Climb +11, Jump +11, Listen (cc)
  +2, Ride +5, Intimidate (cc) +3, Spot (cc) +2; Alertness,
  Great Fortitude, Iron Will, Leadership, 
  Lightning
  Reflexes, Quick Draw, Toughness.
  Languages: Common, Orcish, Dwarven
  Equipment: studded leather armor, masterwork
  scimitar.
  Orc Guards, male orcs Ftr3 (4): CR3; Medium-size
  Humanoid (6 ft. tall); HD 3d10; hp 25 (Toughness);
  Init +0; Spd 30 ft; AC 13 (+3 studded leather armor);
  Atk +5 melee (1d12+2/x3], greataxe); SQ Darkvision
  60 ft., light sensitivity; AL CE; SV Fort +3, Ref +1, Will
  +2; Str 15, Dex 11, Con 11, Int 10, Wis 9, Cha 8.
  Skills and Feats: Climb +5, Jump +5, Listen +2,
  Spot 
  +2; Alertness, 
  Iron 
  Will, 
  Power 
  Attack,
  Toughness.
  Equipment: 
  studded 
  leather 
  armor 
  (each),
  greataxe (each).
  Troika, male orc Sor4: CR4; Medium-size Humanoid
  (5 ft. 3 in. tall); HD 4d4; hp 16 (Toughness); Init +3
  (Dex); Spd 30 ft; AC 13 (+3 Dex); Atk +2 melee (1d4/19-
  20, dagger), 
  +5 ranged 
  (1d4/19-20, 
  dagger); 
  SQ
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3,
  Ref +4, Will +4; Str 10, Dex 16, Con 10, Int 14, Wis 10,
  Cha 12.
  Skills and Feats: Concentration +7, Diplomacy
  (cc) +3, Intuit Direction (cc) +3, Knowledge (Arcana)
  +2, Spellcraft +7; Toughness.
  Spells (6/7/3; Spell DC = 11 + Spell Level):
  0—daze, detect magic, ghost sound, ray of frost, read
  magic, resistance; 1st—charm person, 
  mage armor,
  magic missile; 2 nd—melf's acid arrow
  Equipment: 3 daggers, familiar (rat)
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    AAAAnnnnooootttthhhheeeerrrr    RRRReeeessssccccuuuueeee
  Use this encounter if the PCs are captured or if they
  decide to rescue all of the prisoners. See the map for
  the layout of the camp. At each spot marked “X”
  there 
  is an orc guard at all times. 
  The camp
  
  The R e s c u e r s
  Page 16
  personnel include a total of 34 orc guards plus Nagrat,
  Canum, Sier, and Troika. See Encounters 5 and 6 for
  the appropriate statistics. If the PCs have already
  slain any of the guards or named villains be sure to
  remove them from this encounter. Any orc guards not
  on duty will be in the guard barracks in the center of
  camp. Any disturbance will cause them to come
  running along with any of the named villains within
  2d4 rounds.
  The four corner buildings are slave barracks. At
  the time the PCs arrive there are a total of 18 humans,
  12 dwarves, 2 elves, 2 halflings and 2 gnomes who are
  prisoners here besides Sobella and her three children
  (40 total prisoners). They are all exhausted from hard
  labor in the nearby fields. They were fed just enough
  to survive.
  They will not have the strength or the courage to
  help the PCs fight, but they also will not hinder the
  PCs by giving away any actions they might take. The
  prisoners are very apathetic. They will have to be
  shown a clear chance for rescue and survival before
  they will risk escape.
  The PCs have two choices here, brute force or
  subterfuge. The best odds are if the PCs wait until all
  the prisoners are taken to the fields to work. They are
  all chained together for this but only accompanied by
  four guards. If the PCs are prisoners too and decide to
  wait until they are taken to the fields, they will have
  shovels and spades to use as weapons and tools to
  free themselves from the chains. Treat both weapons
  as clubs.
  If the PCs rescue the prisoners and do not kill all
  the orcs, the orcs will pursue 
  as long as 
  they
  outnumber 
  the PCs. They know how 
  weak 
  the
  prisoners are and do not fear the prisoners. Sier will
  not participate in this chase unless Nagrat is still
  alive. Because of the weakness of the prisoners they
  can only move at half speed and thus the journey back
  to the coast will take five days. Additionally, the will
  not be able to carry any of the equipment, armor or
  weapons form the labor camp. Thus, if the PCs wish
  to carry this stuff back to sell it for gold, they will
  have to carry it themselves.
  If the escape is made from the fields, the PCs will
  have a two-hour lead on their pursuers.
  If the orcs catch up, the PCs may notice they are
  being chased with a successful Spot check (DC 20).
  This will give the PCs a chance to find a defensible
  position in the generally flat plains.
  If the PCs do not notice the pursuing orcs, or if
  they choose to keep running rather than stop and
  fight, half the orcs will attack the prisoners. Each
  escaping prisoner has an armor class of 10 and only 1
  hit point. The prisoners will not fight back, but will
  dodge and try to hide or run away. As the PCs
  successfully kill the orcs they are fighting, those orcs
  slaughtering 
  prisoners will move over to replace
  their fallen comrades and attack the PCs since they
  are the orcs biggest threat. Once Nagrat and half the
  orcs who start this battle are dead, the rest of the orcs
  will flee if possible back to the labor camp.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    TTTThhhheeee    HHHHaaaauuuunnnntttteeeedddd    TTTToooowwwweeeerrrr
  Because of the size of the group of PCs and escaped
  prisoners most of the lesser monsters of the Pomarj
  will leave them alone. However providing food for
  everyone will be a challenge. The PCs will need to
  find food not only for themselves but also for each
  of the forty escaped prisoners. Each PC may make a
  Wilderness Lore check (DC 10) to find enough food
  and water for one person. For every 2 points by
  which their check result exceeds 10, they can provide
  food and water for other person.
  The PCs may also use what food was provided for
  them, if they thought to do so. The use of a create
  water spell will not be of much aid as the escaping
  prisoners are badly in need of food, but a create f o o d
  and water spell will be provide enough food for
  three persons.
  If food and water is not provided for a prisoner
  on any particular day, they will die. The PCs may opt
  to give up food their food to help save a prisoner but
  they will suffer a -1 temporary ability point loss of
  Strength, Constitution and Dexterity the following
  day the following day. The temporary ability point
  loss is cumulative, thus if a PC went without food
  for two days, they would be suffer a -2 temporary
  ability point loss to Strength, Constitution 
  and
  Dexterity.
  After five days of travel through the Disputed
  Territory you finally arrive at the ruined tower that
  is your landmark for where to meet the ship. You
  wait until dark and light a small signal fire, hoping
  that the captain will be able to bring the ship in
  early. Who knows when more orcs, or something
  worse might show up. Like that ghostly dwarf
  floating over the fire. GHOSTLY DWARF?! You try
  to react, to draw weapons or cast a spell or even just
  to talk to the apparition, but you find you are frozen
  in place, unable to move or to speak. And then you
  hear a voice speaking to you in your head.
  If the PCs have managed to rescue and keep alive
  at least 
  thirty 
  of the forty 
  prisoners 
  read the
  following:
  Greetings heroes of Ulek. I am proud of the effort
  you have made in freeing these people from the
  hands of those of vial orcs. You bring honor to the
  Principality of Ulek and their people.
  I am all that remains of Sito Benstone. I was a
  dwarven sorcerer of great power, but the orcs of
  Turrosh Mak came upon me in numbers too great to
  defeat. The battle was a glorious one and many orcs
  died before I fell victim to the foul magic of a cleric
  of Gruumsh, named Oront. If you will do me a small
  service you can set me free. Will any of you help me?
  If they did not rescue the prisoners, or keep at least
  thirty of the forty prisoners alive during the trek,
  then read the following:
  
  The R e s c u e r s
  Page 17
  Greetings adventurers of Ulek. I am saddened and
  disappointed by your failure to rescue and protect
  each of the prisoners but you did indeed try.
  I am all that remains of Sito Benstone. I was a
  dwarven sorcerer of great power, but the orcs of
  Turrosh Mak came upon me in numbers too great to
  defeat. The battle was a glorious one and many orcs
  died before I fell victim to some foul magic of a cleric
  of Gruumsh, named Oront. If you will do me a small
  service you can set me free and in some small part
  redeem yourselves. Will any of you help me?
  If none of the PCs agree then Sito simply looks
  disappointed 
  for 
  a 
  moment 
  and 
  fades 
  away.
  Investigation of the tower itself will reveal nothing.
  Skip to the next encounter.
  If at least one of the PCs agrees to help Sito then
  proceed with the following boxed text.
  Sito will not respond to any questions the PCs
  might ask. He will say nothing further until at least
  one of them agrees to help, at which point he will
  speak again.
  “I thank you for your willingness to help me. You
  must enter into the tower and climb to the top. The
  stairs you must climb will appear insubstantial. You
  must have faith that they will support you. If you
  have sufficient faith you will reach the top. If you
  succeed in reaching the top you will find there all
  that remains of me. My skeleton is trapped beneath a
  large stone. If you can remove this stone, it’s
  enchantment holding my soul prisoner will be
  removed and I will be able to complete my journey to
  the soulforge. Among my remains you will also find
  your reward. Please go now.”
  The PCs are now free to enter the tower and keep
  their promise. When they search they will find a
  partially blocked doorway. They must make a Reflex
  save (DC 15) to enter the doorway without bringing
  some poorly balanced stones down on their heads.
  Each PC who fails takes 1d4 points of damage.
  Once 
  inside 
  they see 
  an 
  ethereal 
  staircase
  ascending the inner wall of the tower. Check to see
  what 
  precautions, if any, 
  the PCs 
  take 
  before
  ascending 
  the 
  stairs. 
  Any 
  PC 
  that 
  takes 
  no
  precautions will have no trouble making it up the
  stairs. 
  Meanwhile 
  each that took some 
  type 
  of
  precaution, such as the use of spells or using ropes
  for climbing, must make a Will save (DC 15) to
  successfully climb the stairway. Failure indicates the
  PC doesn't have enough faith and thus will tumble to
  the bottom of the stairs each time they attempt to
  climb or bypass the stairs (such as flying).
  Those PCs that make it to the top will see a
  glowing boulder the size of a full-grown dwarf. It will
  take a Strength check (DC 15) to shift this boulder
  enough to free the spirit of Sito Benstone. Up to
  three people may work together to shift the boulder.
  Each person touching the boulder 
  must 
  make a
  Fortitude save (DC 15) or take 2d4 damage from the
  supernatural cold emanating from the stone. It will
  take two rounds to shift the boulder and the damage
  is taken each round if the save was failed.
  If the boulder is successfully moved the ghostly
  image of Sito will reappear briefly to thank the PCs
  for their service (and if paragraph two was read, to
  forgive them of their previous failure). On the tower
  rooftop where the glowing stone was, is a weathered
  looking leather scroll tube. Inside is a parchment
  with only the first sentence being legible.  The note
  reads “Deliver this to merchant Setzel.”
  The rest of the parchment is written in dwarven
  runes and then keyed to be read only by the
  merchant Setzel. Read magic will not help but bards
  and rogues may with the Decipher Script skill (DC
  30) may attempt to read it. Those who are successful
  will get the basic idea that Sito is asking 
  the
  merchant Setzel to reward the PCs for aiding him in
  passing on from this world.
  When the PCs leave the tower, continue with the
  following:
  As you exit the tower you hear the words “Ship
  Ahoy.” You know your mission is almost over, as you
  know you will be back in Gryrax in several days.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  There are multiple outcomes for this scenario. The
  PCs may have been completely successful, returning
  at least thirty of the forty prisoners with Sobella and
  her three children included plus freeing the soul of
  Sito Benstone. If this is the case, go to Ending One.
  The PCs may have succeeded in freeing at least
  thirty of the forty prisoners but declined or failed to
  free the soul of Sito Benstone. If this is the case, go
  to Ending Two.
  The PCs may have failed to rescue at least thirty
  of the prisoners but succeeded in rescuing Sobella
  and her three children and freeing the soul of Sito
  Benstone. If this is the case, go to Ending Three.
  The PCs may have rescued Sobella and her three
  children but less then thirty of the prisoners and not
  freed the soul of Sito Benstone. If this is the case, go
  to Ending Four.
  The PCs may have failed the rescue completely
  not saving Sobella and her children and less then
  thirty prisoners but still freed the soul of Sito
  Benstone. If the is the case, go to Ending Five.
  Or they may have failed completely, not saving
  Sobella and her children, saving less then thirty
  prisoners and not freeing the soul of Sito Benstone.
  If this is the case, go to Ending Six.
  EEEEnnnnddddiiiinnnngggg    OOOOnnnneeee
  You returned to Gryrax late last night with Sobella
  and her family in tow. Captain Justinian promised to
  ensure that the others you rescued would be fed and
  housed until the proper 
  authorities 
  could be
  notified and decide what to do with them. You came
  to the Roaring Griffon Inn with Sobella and her
  three children. They were quickly ushered off to a
  reunion with Setzel. You also gave the scroll to
  Gersin.
  
  The R e s c u e r s
  Page 18
  This morning you have been summoned to
  breakfast with Setzel. You are escorted to the same
  dining room where you last dined with him. As you
  enter the room the smiling faces of Setzel, and
  Sobella greet you. You are ushered to seats around
  the table and food is set in front of you.
  Setzel begins to speak. “I can never thank you folk
  enough. Not only did you free Sobella 
  as was
  requested, 
  but 
  you 
  also 
  rescued 
  many 
  other
  prisoners. And on top of that you appear to have
  earned the favor of a powerful mage. He has asked
  that I repay his debt to you, which I do willingly. So,
  as well as the financial payment you were promised,
  here is a writ for each of you that allows you to call
  upon me in a time of need.  Now I must be off,
  business calls. I thank you again for your service,” and
  with that Setzel departs.
  EEEEnnnnddddiiiinnnngggg    TTTTwwwwoooo
  You returned to Gryrax late last night with Sobella
  and her family in tow. Captain Justinian promised to
  ensure that the others you rescued would be fed and
  housed until the proper authorities could be notified
  and decide what to do with them. You came to the
  Roaring Griffon Inn with Sobella and her three
  children. They were quickly ushered off to a reunion
  with Setzel.
  This morning you have been summoned to
  breakfast with Setzel. You are escorted to the same
  dining room where you last dined with him. As you
  enter the room the smiling faces of Setzel, and
  Sobella greet you. You are ushered to seats around
  the table and food is set in front of you.
  Setzel begins to speak. “I can never thank you folk
  enough. Not only did you free Sobella 
  as was
  requested, 
  but 
  you 
  also 
  rescued 
  many 
  other
  prisoners. Here is the financial payment you were
  promised. Now I must be off, business calls. I thank
  you again for your service,” and with that Setzel
  departs.
  EEEEnnnnddddiiiinnnngggg    TTTThhhhrrrreeeeeeee
  You returned to Gryrax late last night with Sobella
  and her family in tow. You came to the Inn with
  Sobella and her three children. They were quickly
  ushered off to a reunion with Setzel. You also turned
  the scroll over to Gersin.
  This morning you have been summoned to
  breakfast with Setzel. You are escorted to the same
  dining room where you last dined with him. As you
  enter the room Setzel and Sobella greet you. You are
  ushered to seats around the table and food is set in
  front of you.
  Setzel begins to speak. “I thank you folk. You
  rescued Sobella and you appear to have earned the
  favor of a powerful mage. He has asked that I repay
  his debt to you, which I do willingly. So, as well as the
  financial payment you were promised, here is a writ
  for each of you that allows you free room and board
  at the Roaring Griffon Inn any time you are in
  Gryrax. Now I must be off as business calls. I thank
  you again for your service” and with that Setzel
  departs.
  EEEEnnnnddddiiiinnnngggg    FFFFoooouuuurrrr            
  You returned to Gryrax late last night with
  Sobella and her family in tow. You came to the Inn
  with Sobella and her three children. They were
  quickly ushered off to a reunion with Setzel.
  This morning you have been summoned to
  breakfast with Setzel. You are escorted to the same
  dining room where you last dined with him. As you
  enter the room Setzel, and Sobella greet you. You are
  ushered to seats around the table and food is set in
  front of you.
  Setzel begins to speak. “I thank you folk, for you
  rescued Sobella. Please stay and enjoy breakfast.
  Gersin will bring you your reward. Now I must be
  off, business calls. I thank you again for your
  service,” and with that Setzel departs.
  EEEEnnnnddddiiiinnnngggg    FFFFiiiivvvveeee                
  You returned to Gryrax late last night. You came to
  the Inn and you turned the scroll over to Gersin.
  This morning you are summoned to breakfast
  with the Setzel. You are escorted to the same dining
  room where you last dined with him. As you enter
  the room Setzel greets you. You are ushered to seats
  around the table and food is set in front of you.
  Setzel begins to speak. “I thank you folk for your
  efforts. I know you failed to rescue Sobella directly
  but you appear to have earned the favor of a
  powerful mage. I awoke this morning to hear that
  my cousin and her three children appeared outside
  the inn shortly after you arrived last night. So, you
  will 
  receive 
  the financial 
  payment 
  you 
  were
  promised. Now I must be off, business calls. I thank
  you again for your service,” and with that Setzel
  departs.
  EEEEnnnnddddiiiinnnngggg    SSSSiiiixxxx
  The trip back to Gryrax has not been very pleasant.
  Captain Justinian has questioned you about the
  failure to save the merchant’s cousin. He looks at
  you almost as if he thinks you might have hidden the
  ransom away to return for it yourselves at a later
  time.
  In the morning your are roused much too early
  and shown to a private dining room, where Setzel
  awaits you. He is clearly saddened by the news.
  “I thank you for your attempt, now please leave
  me so I may weep for them." With that you are
  shown to the door.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
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  maaaarrrryyyy
  To award experience for this adventure, add up the
  values for the objectives accomplished. Then assign
  
  The R e s c u e r s
  Page 19
  the discretionary roleplaying experience award. The
  roleplaying 
  award should be given for consistent
  character portrayal and contribution to the fun of the
  game. You can award different roleplaying amounts
  to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 1
  Defeating the thugs
  100 xp
  Encounter 4
  Defeating the pirates
  100 xp
  Encounters 5 and 6
  Defeating the orcs
  75 xp
  o r
  Negotiating with the orcs
  75 xp
  Encounter 7
  Rescuing the prisoners
  100 xp
  Encounter 8
  Helping Sito Benstone
  50 xp
  Total experience for objectives
  425 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  475 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
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  maaaarrrryyyy
  Player characters may keep items from the scenario
  that are listed on the treasure list below or which
  meet the following conditions:
  1. 
  The item must be non-magical and specifically
  listed in the text of the adventure (e.g armor on
  foes). If it is not listed in the text, the characters
  cannot keep it. Items of this nature can be sold
  for 50% of book value, or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and so
  forth (any living being, basically) may not be kept
  from a scenario 
  for 
  any reason 
  unless 
  the
  treasure summary lists the being specifically. It
  is okay for 
  the player 
  characters 
  to 
  form
  relationships with NPCs, but these will not be
  certed and cannot bring material benefit to the
  character. 
  Contacts 
  (sources 
  of 
  extra
  information) must be specifically certed.
  3. 
  Theft is against the law, but may be practiced by
  some player characters. Items which are worth
  more than 250 gp that are of personal significance
  to the owner (including family heirlooms), and
  all magical items, 
  will be discovered in the
  possession of the character 
  by one means or
  another. The character must return the item and
  pay a fine equal to three times the value of the
  item stolen. In addition, the PC caught receives
  campaign-decided penalties for being known as a
  thief. For other stolen items which meet the
  criteria in #1 above, use your judgment and the
  circumstances within the game to determine
  whether a PC thief gets away with the theft or
  not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which it
  later finds unreasonable but which were allowed at
  the time.
  Encounter 2
  • 
  masterwork melee weapon (__________) (-, - lbs., -, - gp,
  Uncommon) 
  - 
  This 
  weapon 
  must 
  be 
  a
  masterwork version of a melee weapon listed on
  Table 7-4 of the Player's Handbook (simple and
  martial only, not exotic) with no other qualities.
   It was gained in purchase from Mundo Gise, a n
  excellent smith of renown working in Gryrax.
  Encounter 3
  • 
  masterwork 
  studded 
  leather 
  armor (Small, 20
  lbs., Leather, 175 gp, Common) - This studded
  leather armor is sized for a small creature and
  thus suited for halflings or gnomes.
  • 
  100 sp
  Encounter 5 and 6
  • 
  36 suits of orc-size studded leather armor (Value
  25 gp each)
  • 
  1 scimitar (Value 15 gp each)
  • 
  1 light crossbow (Value 35 gp each)
  • 
  10 crossbow bolts (Value 1 gp total)
  • 
  34 greataxes (Value 20 gp each)
  • 
  1 suit of goblin-sized studded leather 
  armor
  (Value 25 gp)
  • 
  1 short sword (Value 10 gp)
  • 
  1 javelin (Value 1 gp)
  • 
  masterwork 
  scimitar (Medium, 15 lbs., Steel, 315
  gp, Common) - from Nagrat
  • 
  3 daggers (Value 2 gp each)
  Conclusion
  Ending One through Five
  • 
  120 sp per person as payment for their services
  from Setzel.
  Ending One
  • 
  Personal 
  Favor of the Merchant 
  Setzel - This
  favor entitles 
  the bearer 
  to call upon 
  the
  dwarven merchant Setzel and his family.  This
  favor may be used once only.
  Ending Three
  • 
  Free Room and Board at the Roaring Griffin Inn.
   This allows the PC to maintain up to a Common
  lifestyle while in Gryrax (any adventure starting
  in Gryrax) at half cost for one year.  Please mark
  the 
  date 
  of 
  expiration 
  below
  
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Principality of Ulek/591/Normal Scenarios/ULP1-06 - Rescuers (APL 2-6)/ULP1-06 - Rescuers.pdf