TEXT: RTK3-06
  The Whispering Tide
  A One-Round D&D LIVING GREYHAWK®
  Ratik Regional Adventure
  Version 1.0
  Round 1
  by Matt Lau
  A gala onboard the renowned ship-turned-inn, the Whispering Tide, turns into a night of intrigue as one of
  the guests is killed.  But nobody seems to know who the victim is or why he is onboard.  An adventure for
  characters level 1-10.
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast,
  Inc. Scenario detail copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS
  RESERVED. This scenario is intended for tournament use only and may not be
  reproduced without approval of the RPGA Network.
  
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  This is an RPGA® Network scenario for the
  Dungeons & Dragons® game. A four-hour time
  block has been allocated for each round of this
  scenario, but the actual playing time will be closer to
  three hours. The rest of the time is spent in
  preparation before game play, and scoring after the
  game. The following guidelines are here to help you
  with both the preparation and voting segment of the
  game. Read this page carefully so that you know
  and can communicate to your players the special
  aspects of playing an RPGA scenario.
  Preparation
  First you should print this scenario. This scenario
  was created to support double-sided printing, but
  printing it single sided will work as well. There is
  enough room along the inside margin to bind the
  adventure, if you desire.
  Read this entire adventure at least once before
  you run your game. Be sure to familiarize yourself
  with any special rules, spells, or equipment
  presented in the adventure. It may help to highlight
  particularly important passages.
  When you run an RPGA D&D adventure we
  assume that you have access to the following
  books: the Player’s Handbook, the Dungeon
  Master’s Guide, and the Monster Manual. We also
  assume that you have a set of dice (at least one d4,
  d6, d8, d10, d12, and d20), some scrap paper, a
  pencil, an RPGA scoring packet, and your sense of
  fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple as
  a pad of graph paper and a pencil, as handy as a
  vinyl grid map and chits, or as elaborate as resin
  dungeon walls and miniatures.
  Instruct the players either to prepare their
  characters now, or wait until you read the
  introduction, depending on the requirements of the
  scenario as described in the introduction.
  Keep in mind that you must have at least four
  players (not counting the DM), for the game session
  to be a sanctioned RPGA event. As well, you
  cannot have more than seven players participating
  in the game.
  Once you are ready to play, it is handy to
  instruct each player to place a nametag in front of
  him or her. The tag should have the player’s name
  at the bottom, and the character’s name, race, and
  gender at the top. This makes it easier for the
  players (and the DM) to keep track of who is playing
  which character.
  The players are free to use the game rules to
  learn 
  about 
  equipment 
  and 
  weapons 
  their
  characters are carrying. That said, you as the DM
  can bar the use of even core rule books during
  certain times of play. For example, the players are
  not free to consult the Dungeon Master’s Guide
  when confronted with a trap or hazard, or the
  Monster Manual when confronted with a monster.
  Some of the text in this scenario is written so
  that you may present it as written to the players,
  while other text is for your eyes only. Text for the
  players will be in gray boxes. It’s strongly
  recommended that you paraphrase the player text
  instead of reading it aloud. Some of this text is
  general and must be adapted to the specific
  situation or to actions of the player characters.
  Scoring
  After the players have completed the scenario or
  the time allotted to run the scenario has run out, the
  players and DM score the game. The RPGA has
  three ways to score its games. Consult your
  convention coordinator to determine which method
  to use for this scenario:
  1. No-vote scoring: The players write their names
  and RPGA numbers on the scoring packet grid.
  You fill in the top of the grid. That is all. No one
  is rated. This method is used for people who
  are just playing for fun.
  2. Partial scoring: The players rate the game
  master and the scenario on their player voting
  sheet, and provide personal information, but
  don’t vote for other players. The game master
  rates the scenario and completes personal and
  event information, but does not rate the players
  as a team or vote for players. This method is
  used when there is no competition, but the
  event coordinator wants information on how the
  game masters are performing, or the game
  master wants feedback on his or her own
  performance.
  3. Voting: Players and game masters complete
  the entire packet, including voting for best
  player. If this method is used, be sure to allow
  about 15-20 minutes for the players to briefly
  describe their characters to the other players,
  and about 5-10 
  minutes for voting. This
  method is used when the players want to know
  who played the “best” amongst the group, or
  when the adventure is run in tournament format
  with winners and prizes.
  When using voting, rank the players in order of your
  voting choice while they are completing their forms,
  so that you are not influenced by their comments on
  your abilities. It’s a good idea to have the players
  vote while you determine treasure and experience
  awards for the scenario.
  
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  After voting, give the Scoring Packet to your
  event coordinator.
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players bring
  their own characters with them.  It players fo not
  have a LIVING GREYHAWK character generated,
  get a copy of the current LIVING GREYHAWK
  character generation guidelines, and a character
  sheet from your convention coordinator or the
  RPGA Web site, ant then have any players without
  a character create on.  Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING GREYHAWK Gazetteer.
  Special thanks goes out to my editor and
  playtesters.
  Living Greyhawk Levels of
  Play
  Because players bring their own characters to
  LIVING GREYHAWK games, this adventure’s
  challenges are proportioned to the average
  character level of the PCs participating in the
  adventure. To determine the Average Party Level
  (APL):
  1.
  Determine the character level for each of
  the PCs participating in the adventure.
  2.
  If PCs bring animals that have been
  trained for combat (most likely being war
  horses, dogs trained for war), other than
  those brought by virtue of a class ability
  (i.e. 
  animal 
  companions, 
  familiars
  paladin’s mounts, etc) use the following
  chart to determine the number of levels
  you add to the sum above. Add each
  character’s animals separately. A single
  PC may only bring four or fewer animals
  of this type, and animals with different
  CRs are added separately.
  CR                     1         2         3         4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  5
  6
  7
  3.
  Sum the results of 1 and 2, and divide by
  the number of characters playing in the
  adventure – round up.
  4.
  If you are running a table of six PCs, add
  one to that average.
  By following these four steps, you will have
  determined the APL. Throughout this adventure,
  APLs categorize the level of challenge the PCs will
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered
  increments. If the APL of your group falls on an
  odd number, ask them before the adventure
  begins whether they would like to play a harder or
  easier adventure. Based on their choice, use
  either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  you may gain at the end of the adventure. If your
  character is three character levels or more either
  higher or lower than the APL this adventure is
  being played at, that character will receive only
  half of the experience points awarded for the
  adventure. This simulates the face that either your
  character was not as challenged as normal, or
  relied on help by higher-level characters to reach
  the objectives.
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are
  designed for APL 2 and higher. Three or four, or
  sometimes even five 1st-level characters may find
  difficulty with the challenges in a LIVING
  GREYHAWK adventure. If your group is APL 1
  there are three things that you can do to help even
  the score.
  1.
  Attempt to create a table of six 1st-level
  characters, or try to enlist higher-level
  characters to play at that table.
  2.
  Advise characters to buy riding dogs to
  help protect them, and fight for them. All
  riding dogs are considered trained to
  attack. PCs who want their dogs to attack
  must succeed at a Handle Animal or
  Charisma check (DC 10). Failure indicates
  that the animal will not attack that round.
  This is a free action (spoken command)
  that may be attempted each round. If an
  animal loses half or more hp in a single
  round it flees, unless another check is
  successful.
  Time Units and Upkeep
  This is a standard 1-round Regional adventure,
  set in Ratik.  Characters native to Ratik pay one
  
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  Time Unit per round, all others pay two Time Units
  per round.  Adventurer’s Standard Upkeep costs
  12gp per round.  Rich Upkeep costs 50gp per
  round.  Luxury Upkeep costs 100gp per round.
  Adventure Summary and
  Background
  This adventure takes place in the freehold of
  House Fadric, aboard The Whispering Tide, a ship
  permanently 
  anchored 
  about 
  a 
  quarter-mile
  offshore.  It has been converted into an opulent,
  but surprisingly affordable inn, by its halfling
  owner, Hugh Hearthhugger.  There is a party
  taking place, attended by several nobles and guild
  leaders.
  Aboard at the same time, since the previous
  night is one of the Gray Riders of Ratik.  He is
  returning from the Bone March with a critically
  important dispatch for Marner.  Unfortunately, at
  the slave camp from which he obtained the
  information, an orc high priest of Gruumsh learned
  of his visit and summoned an invisible stalker with
  the instructions “slay the gray one and return with
  whatever information he carries.”  The creature
  tracked the rider to the Whispering Tide, then cut
  off his head, returning it to the priest.  Chastising
  the creature, the orc priest set out to recover the
  rider’s satchel.  The body of the rider is discovered
  onboard, and the PCs need to locate his mount
  and his satchel, before the orcs do.
  In Encounter One, Lady Remorria Bazzik is
  ambushed by highwaymen and needs to be
  rescued.  Once the PCs intervene, she offers to
  hire them to escort her the rest of the way to the
  Whispering Tide.
  In Encounter Two, the PCs arrive along with
  Remorria, ferrying across to the Tide just as the
  weather begins to turn stormy.
  In Encounter Three, the PCs get to meet and
  interact with some of the nobles and guild leaders
  of Ratik.
  In Encounter Four, a couple of the guests
  discover the headless body and the investigation
  begins.
  In Encounter Five, several guests attempt to
  escape from the ship through the stormy weather.
  In Encounter Six, the PCs call the riders
  mount to the ship.  A force of orcs from the slave
  camp arrives to try to recover the satchel.
  In the Conclusion, the PCs must decide what
  to do with the satchel.
  Introduction
  The PCs are on the road through the freehold of
  House Fadric along the coast of Ratik.  Assume
  that they have been traveling together for a few
  days, as bandit activity on this road has been
  particularly fierce of late.  Allow them a chance to
  introduce themselves to each other.
  Encounter One
  It is several hours past highsun, but the day’s
  heat is easily washed away by the cool breeze
  coming off the coast of Grendep Bay.  It has
  been quiet for the last several miles, except for
  the caws of sea gulls circling lazily overhead. 
  Suddenly a woman’s scream is heard ahead of
  you and the sounds of battle ring out.
  Once they advance up the road:
  The road ahead is littered with bodies. Two
  hundred ahead, several men in light armor are
  dragging a finely-dressed woman from her
  horse as she screams for help.
  Once any PC is within fifty feet, have them make a
  Spot check (DC 16) to notice that about half of the
  dead bodies are wearing heraldic symbols.  A
  Knowledge (local or nobles) or Bardic Knowledge
  check (DC 5) will identify them as that of House
  Cormik.
  Creatures:
  APL2 (EL 3):
  Bandits, male human Com1 (3): hp 4 ea.
  Bandit Leader, male human Rgr2: hp 18.
  Light Horses (4): see Monster Manual.
  APL4 (EL 5):
  Bandits, male human War1 (3): hp 6 ea.
  Bandit Leader, male human Rgr4: hp 32.
  Light Horses (3): see Monster Manual.
  Heavy Warhorse: see Monster Manual.
  APL6 (EL 6):
  Bandits, male human Ftr1 (3): 15 hp.
  Bandit Leader, male human Rgr5/Rog1: hp 44.
  Light Horses (3): see Monster Manual.
  Heavy Warhorse: see Monster Manual.
  APL8 (EL 7):
  Bandits, male human Ftr1 (3): 15 hp.
  Bandit Leader, male human Rgr5/Rog3: hp 54.
  Light Horses (3): see Monster Manual.
  
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  Heavy Warhorse: see Monster Manual.
  Tactics:
  The bandit leader recognizes Remorria as a
  noblewoman and knows that she will draw a
  valuable ransom.  He will attempt to use Remorria
  as a human shield and escape with her on his
  horse when his gang starts losing.  If he escapes,
  the adventure is over.
  Following the battle:
  The woman is unwounded, though her face is
  streaked with blood and tears, as she manages
  to rise from her knees and compose herself.  “I
  thank you for rescuing me travelers,” she
  says.  “Had you not intervened, there is no
  telling what horror would have… would
  have...” She begins sobbing uncontrollably.
  Once she manages to calm down she will explain
  her situation to the PCs:
  • 
  I am Lady Remorria Bazzik, daughter of
  Abrom Cormik, ruler of the Cormik freehold.
  • 
  My entire escort has been killed.  Please I
  need your help to reach the Whispering Tide
  Inn.
  • 
  There is a gala onboard, with many nobles
  and leaders of the navigators and shipbuilder
  guilds.
  • 
  My husband Wyvel, had important duties to
  attend to as head of the shipbuilders guild, so
  he sent me in his place.
  • 
  My family and my husband are very wealthy, I
  can pay you well to protect me and bring me
  to the inn.
  Treasure:
  APL2: L: 50 gp, M: potion of cure light wounds (5
  gp).
  APL4: L: 80 gp, M: potion of cure light wounds (5
  gp).
  APL6: L: 110 gp, M: potion of cure light wounds (5
  gp), potion of blur (30 gp).
  APL8: L: 110 gp, M: potion of cure light wounds (5
  gp), potion of blur (30 gp).
   
  Encounter Two
  Assuming the PCs agree to escort Remorria, they
  will arrive at the ferry to the Whispering Tide about
  an hour before nightfall.
  During the course of your trip, Lady Remorria
  manages to clean away the blood from her
  hands and face using some ointments and
  cloths from one of her saddlebags.  She
  combs and re-styles her hair, perfumes
  herself; And when she is finished she is
  poised and calm, looking like a dignified, and
  remarkably beautiful, noblewoman.  The only
  evidence of her attack is a few drops of blood
  that remain on the sleeve and collar of her
  blouse.
  It is still another hour or so until sundown
  as you arrive at Ebon Docks, but it is already
  growing dark from the thick clouds gathering
  low in the sky.  This is not so much a town as a
  collection of several inns and taverns around
  the old dock area.  Roughly a quarter-mile
  offshore is an old-style sailing ship from the
  days of the Great Kingdom.  It has no sails, but
  instead, several flags and banners hang from
  its masts.  This is the Whispering Tide.
  It takes a few minutes to locate the
  ferryman who is in the process of hauling his
  launch out of the water.
  Dyrtis the Ferryman, male human Exp2 (sailor):
  is usually friendly and willing to transport paying
  passengers out to the Whispering Tide, but it is
  getting late and he is very worried about the storm
  clouds gathering in the sky.  He will refuse to ferry
  out Remorria and the PCs, because by the time he
  gets them out there it will be dark and raining,
  possibly storming, and not worth risking his life.
  Options:
  • 
  Negotiate with Dyrtis: He will succumb to a
  Diplomacy check (DC 18 + APL), but will
  collect a huge payment from Remorria. 
  Alternatively, if the PCs suggest it, he will
  allow them to take the boat on their own (for
  his normal fee) provided they agree to return it
  in the morning.
   
  • 
  Find a fishing boat captain that will take them
  out to the tide: This will require a Gather
  Information check (DC 15) to find one that will
  agree, but if the PC negotiating with the
  captain makes a Sense Motive check (DC 16),
  they get the feeling that the captain is
  untrustworthy and may intend them harm. 
  The crew will sail them out roughly 300 feet
  from the Tide then try to waylay the PCs.  This
  can leave the PCs in a dangerous situation, if
  none of them have the Profession (sailor) skill.
  To successfully guide the boat the rest of the
  way in the Tide requires a skill check (DC 20).
  
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   If the captain is killed on the other hand, the
  remaining sailors will surrender.
   
  • 
  Steal a boat: Unless one of the PCs has the
  Profession (sailor) skill, then the only boat that
  they will be able to bring out to the Tide is
  Dyrtis’s launch (as it is oar-driven, not sail-
  driven). They can wait until he locks up his
  boat and leaves, then they can try to liberate it
  from the boathouse requiring an Open Locks
  (DC 20) check, or forcing the door with a
  Strength check (DC 18).  If they take more
  than three rounds to do this, then a group of
  sailors will spot them trying to break in and
  rush to attack.  If someone is able to sail, and
  they wish to take one of the fishing boats at
  the dock, then all PCs on the boat or docks
  must make successful Move Silently checks
  (DC 15) while casting off the moorings and
  preparing the sails.  If anyone fails a roll, then
  they are heard and a pack of sailors rushes to
  attack.
   
  • 
  High level PCs may be able to traverse the
  water on their own, but forcing Remorria to
  swim is NOT an option.
  Creatures:
  APL2 (EL 3):
  Sailors (3), male human Exp1: hp 5 ea.
  Captain, male human Exp1/Ftr1: hp 16
  APL4 (EL 5):
  Sailors (3), male human Exp1: hp 5 ea.
  Captain, male humanExp1/Drd3: hp 25.
  APL6 (EL 6):
  Sailors (3), male human Exp1: hp 5 ea.
  Captain, male human Exp1/Drd5: hp 37.
  APL8 (EL 8):
  Sailors (3), male human Exp1: hp 5 ea.
  Captain, male human Exp1/Drd8: hp 49.
  Treasure:
  APL2: L: 40 gp.
  APL4: L: 40 gp.
  APL6: L: 40 gp.
  APL8: L: 40 gp.
  Development:
  If the PCs resort to stealing a boat, then Remorria
  will thank them for their help, but will NOT invite
  them onboard the Tide as her guests later (unless
  they refuse to accept payment for her rescue, see
  Encounter Three).
  Encounter Three
  As you pull closer to the Whispering Tide, the
  water is becoming much more violent and the
  skies darker.  Built onto the side of the ship is
  a large landing, with a staircase that leads up
  the side of the ship to the top deck.  A young
  human man, dressed as a servant, stands at
  attention as you approach.  He states warmly,
  “Welcome aboard!”  as he offers a hand to
  help you aboard.  “It is a good thing that
  Young Lord Cormik insisted I wait out here. 
  We were not expecting any guests to arrive
  this late.  Welcome to the Whispering Tide.”
  The valet is Williks (male human Com1).  He bows
  before Lady Remorria and helps her aboard first,
  then asks if her entourage will be coming aboard
  as well. she will say:
  “These are not my servants at all.  These
  travelers were kind enough to come to my
  rescue when I was attacked on the road.  I
  thank you strangers for this deed.”  She
  removes an ornate necklace from around her
  slender neck and offers it to you.  “I promised
  you a reward, and this should be sufficient. 
  Please accept this.”
  If the PCs managed to get Remorria out to the
  Tide without resorting to theft, then continue on to
  the next section of boxed text.  If the PCs were
  forced to resort to theft, then she distrusts them,
  and will not invite them onboard.  They can take
  their reward and the adventure is over for them. 
  Only if they refuse to accept the necklace, will she
  change her opinion of them and continue on with:
  “You have shown both great kindness as well
  as valor.  Please, come aboard as my guests. 
  It is the very least I can do.”
  Williks will offer to take any heavy weapons or
  armor from the PCs and store it in a locker above
  deck.  They are not obligated to do so, but the
  other guests will avoid anyone dressed for war. 
  Young Lord Aramson Cormik may go out of his
  way to taunt those people as well.
  From the outside, the Whispering Tide is an
  ancient sailing ship bearing all the markings of
  over a century of weathering.  Once you head
  
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  below deck though, the plush carpeting and
  intricate murals hint at the splendor of this
  place.  The stairs open into the cargo hold
  which has been transformed into a magnificent
  ballroom.
  Two score people occupy the ballroom. 
  Some dance to the tunes of a trio of bards
  performing a slow paced waltz.  The rest stand
  or sit about, conversing, laughing, or enjoying
  food and drink from the banquet table.
  NPCs:
  Hugh Hearthhugger, male halfling Rog5/Exp2:
  is the owner and proprietor of the Whispering
  Tide. He is a retired thief and now runs a clean
  and respected business.  He will enthusiastically
  greet all guests and see to their needs. 
  Marya 
  Hearthhugger, 
  female 
  halfling
  Com2/Rog1: is Hugh’s niece who spends several
  months of the year visiting her uncle to learn the
  inn trade (and has recently begun picking up some
  thieving skills).  She spends the majority of the
  time serving drinks, has very little interest in the
  nobles in attendance, but will focus her attention
  on talking with adventurers.
  Young Lord Aramson Cormik, male human
  Ftr4/Nob4/Duelist1: The son of Lord Abrom
  Cormik and Lady Remorria’s brother.  He greets
  his sister with a warm embrace, expresses
  concern over her attack, then returns to his
  carousing and womanizing.
  Lord Brayen Fadric, male human Ari3: The
  noble lord presiding over the freehold of House
  Fadric.  He is charismatic and has a wining smile. 
  He is always found with his wife on his arm.
  Lady Shelova Fadric, female human Ari5: Lord
  Brayen’s wife, is a homely woman, possibly with
  some distant orc blood in her lineage.  She is
  somewhat standoffish and allows her husband to
  do most of the talking.
  Harden Azure, male human Exp2: head of the
  Navigators Guild in house Cormik.  He responds
  to any non-nobles in a curt manner and is short-
  tempered.
  Gorym Strongkeel, male human Ari1/Exp2:
  head of the Shipbuilders Guild in Fadric.  He is
  looking for anyone knowledgeable about the
  construction of ships to have a conversation with.
  There are also a trio of bards performing, roughly
  one dozen servants that are employed by Hugh,
  and another twenty or so miscellaneous NPCs
  that are part of various entourages of the nobles or
  guild leaders.
  Encounter Four
  The festivities continue into the evening and
  many guests depart to their rooms.  The
  conversation and music continues unabated,
  until suddenly a woman’s scream echoes
  through the ballroom.  A shirtless man
  stumbles 
  in 
  from 
  an 
  adjoining 
  hallway,
  struggling to pull on his pantaloons.  He calls
  out, “Help!  A murder!”
  Pause for the Inn owner and other concerned folk
  (possibly PCs) to crowd into the man’s room.
  In the guest suite, the half-naked man stands
  by the side of a woman who has only a blanket
  wrapped around her.  He points at the hearth,
  and stammers out, “My wife asked me to start
  a fire.  I opened the flue and THAT came falling
  down.”  A twisted, lifeless body lies partially in
  the fireplace.  The head has been cut from the
  body.
  The couple is Largen and Mindda Southbreeze,
  members of the Shipbuilder’s guild.  Hugh will
  immediately escort the couple to another room
  and call for a servant to move their belongings,
  leaving PCs an opportunity to investigate.
  The body:
  • 
  is an adult human male.
  • 
  is dressed in sturdy, well-worn traveling
  clothes, complete with a weapon belt and two
  empty scabbards (for longsword and dagger),
  a pouch with some gold coins (10 gp per APL)
  leather gloves and spurred boots.  If nobody
  thinks that this is unusual, feel free to allow
  the PCs an Intelligence check (DC 15), to
  realize that there’s no way someone could
  have ridden a horse here.
  • 
  A Search check (DC 10) notes that he has
  multiple bruises and broken bones indicating
  he was beaten by something strong.
  • 
  A Heal check (DC 15) will determine that he
  died a few hours ago.  If the Heal check
  succeeds by 10 or more (DC 25), it is evident
  that he was probably decapitated after he was
  already killed.
  
  <Title>
  [Round #]
  Page 8
  The chimney:
  • 
  has blood smeared along the inside of it and
  pooled under the firewood
  • 
  a Heal check (DC 15) reveals there is not
  enough blood for the person to have been
  beheaded in the chimney.
  • 
  If someone looks up the smokestack, then
  some kind of cloth can be seen fluttering in the
  wind (it is his cloak, snagged atop the
  smokestack).  A Spot check (DC 18) notices
  the glint of some kind of silver object attached
  to the cloth.
  • 
  If someone attempts to climb up the chimney,
  (rather than just take the stairs), the Climb DC
  is only 5, but unless they are a Small size
  creature, they must make an Escape Artist
  check (DC 15) in order to actually make it
  through the smokestack at the top.  They will
  also get a lot of blood on themselves.
  Above Deck:
  The sky is dark and the moon is blotted out by
  the clouds.  Although it sounds like strong
  waves are breaking against the hull of the Tide,
  the ship itself is very still, securely anchored
  somehow.
  Visibility is about 10 feet for normal vision without
  any other light source.  Exposed torches will
  occasionally flicker violently from the wind but will
  not go out.
  Smokestack:
  • 
  A pale gray cloak is snagged at the top of the
  smokestack, twisting slowly from the wind.  It
  is embroidered with a somewhat familiar
  insignia to those with Knowledge (Local or
  Heraldry, DC 5; or History or Nobles, DC 10;
  or Bardic DC 5) as that of the Gray Riders of
  Ratik: 
  An 
  order 
  of 
  experienced 
  riders
  entrusted to deliver important political and
  military messages within the archbarony and
  neighboring territories.
  • 
  The silver clasp for the cloak is dangling down
  the chimney.  There is a metal chain with an
  unusual locket snagged on it.  (See The
  Locket below).
  The Trail:
  • 
  A trail of smeared blood leads from the
  chimney to a point midway on the deck.  A
  Search check (DC 10) will turn up a bloody
  longsword along this route, and also (DC 15)
  that it looks like the body was dragged.
  • 
  There is a large pool of blood at the end
  (actually start) of the trail.  Someone with the
  Track feat can make a Wilderness Lore check
  (DC 15), to note that there are no footprints in
  the blood, so whoever dragged him was either
  very careful not to step in it or didn’t touch the
  ground.
  • 
  A Spot check (DC 8) shows that one of the
  guard ropes is broken near the pool of blood. 
  Inspecting it shows that it was cut.  (The
  rider’s short sword also went overboard here
  although it is not visible from the surface—or
  particularly valuable).  The Swim DC in the
  water 
  is 
  currently 
  20 
  because 
  of 
  the
  impending storm and an underwater Search
  check (DC 20) will locate it.
  The Rest of the Deck:
  • 
  A 10 minute Search check (DC 15) will turn up
  some bloody carcasses on the far side of the
  deck.  A Wilderness Lore check (DC 12)
  identifies them as rabbit and possum remains,
  and (DC 18) that they have been mostly eaten
  by some kind of carnivorous animal or beast.
  • 
  Any PC with an Intelligence score of 12 or
  higher may make a Scry or Intelligence check
  (DC 20) to notice that the deck is being
  viewed by a magical sensor.
  The Locket:
  • 
  radiates Transmutation magic.
  • 
  is partially hollow and has several different
  chambers in it, similar to a whistle or primitive
  flute.
  • 
  has the words “Bronze Arrow” inlaid in silver
  on it in the common language.
  • 
  When blown, emits a high-pitched screech
  audible to animals and magical beasts.  A
  humanoid can faintly detect the noise with a
  Listen check (DC 25).  If a specific creature’s
  name is spoken (like Bronze Arrow) before
  blowing the whistle, the sound can be heard
  clearly by that animal over a distance of
  roughly fifty miles.
  Treasure:
  APL2: masterwork longsword (30 gp).
  APL4: masterwork longsword (30 gp).
  APL6: +1 longsword (231 gp)
  APL8: +2 longsword (831 gp)
  Development:
  The PCs should be able to determine that the
  Gray Rider fought something near the side of the
  ship.  Was beaten to death, beheaded, then
  
  <Title>
  [Round #]
  Page 9
  dragged to the smokestack and thrown in by his
  opponent.
  Encounter Five
  Run this encounter as the PCs begin trying to
  figure out the locket/whistle.
  There is a commotion on deck as a small
  group of people ascends the stairs from the
  ballroom.  Harden Azure, escorted by a man
  and woman in his entourage, marches towards
  the landing, evidently intent on leaving the
  ship.  Hugh Hearthhugger, is following them
  crying out for them to halt.
  Harden indeed intends to leave the ship although
  he is not guilty in any way.  He simply doesn’t
  want to be the next one beheaded.  Hugh wants to
  solve this crime before anyone can leave,
  although he will not use force to stop them.
  Solving this diplomatically is the preferable means
  of keeping the group from leaving, although the
  PCs can use force.  Give the PCs three chances
  to persuade Harden, otherwise he orders his
  hirelings to try to fight their way to freedom.  If
  multiple PCs are rolling their social skills, then use
  the lowest of any rolls each round.  If they attempt
  to coordinate skills, then allow it, although if two
  players are cooperating with Diplomacy while
  another is threatening with Intimidation, then once
  again, use the lower of the scores.
  • 
  Attempting to convince Harden that leaving
  now would be dangerous and/or cause him to
  appear to be guilty will sway him with a
  Diplomacy check (DC 18 + APL).
  • 
  Implying that they could somehow convince
  the authorities that he is guilty if he leaves or
  using a similar veiled threat will work with a
  Bluff check (DC 18 + APL), but failure by more
  than 5 means he will order his hirelings to
  attack immediately.
  • 
  Cowing him with an Intimidate check (DC 16 +
  APL) will work, but any failed check will cause
  him to order his hirelings to attack.
  • 
  Some sort of magical coercion could work, but
  failure (say, if he makes his saving throw
  against a charm effect) will result in a fight.
  • 
  Note: resolving this situation diplomatically
  earns the same XP as physically defeating the
  NPCs.
  Creatures:
  APL2: (EL 3)
  Harden Azure
  Mercenary Mage, female human Wiz(Enchanter)2:
  hp 9.
  Mercenary Cleric, male human Clr1: hp 9.
  APL4: (EL 6)
  Harden Azure
  Mercenary Mage, female human Wiz(Enchanter)4:
  hp 19.
  Mercenary Cleric, male human Clr4: hp 27.
  APL6: (EL 8)
  Harden Azure
  Mercenary Mage, female human Wiz(Enchanter)6:
  hp 25
  Mercenary Cleric, male human Clr6: hp 39
  APL8: (EL 10)
  Harden Azure
  Mercenary Mage, female human Wiz(Enchanter)8:
  hp 33.
  Mercenary Cleric, male human Clr8: hp 59.
  Tactics:
  Harden tries to get down the stairs and into a
  launch.
  Treasure:
  APL2: L: 60 gp, M: potion of cure light wounds (5
  gp).
  APL4: L: 75 gp, M: potion of cure light wounds (5
  gp).
  APL6: L: 75 gp, M: 2 potions of cure light wounds
  (10 gp).
  APL8: L: 75 gp, M: 2 potions of cure light wounds
  (10 gp).
  Development:
  Killing any of the members of the group will earn
  the PCs the Enmity of the Navigator’s Guild (a
  circumstance penalty to any attempts to influence
  members of the Navigator’s Guild).  The penalty is
  -2 for killing either or both of his hirelings, or -4 for
  killing Harden himself.
  Encounter Six
  This encounter takes place once the PCs use the
  magical 
  whistle. 
   
  They 
  must 
  speak 
  the
  name/command word “Bronze Arrow” and blow
  into it.
  
  <Title>
  [Round #]
  Page 10
  If there are any animals or magical beasts
  onboard (including familiars) then the whistle is
  extremely irritating to them.
  You blow the silent whistle several times
  producing no apparent effect.  Several minutes
  pass, and the wind and waves become even
  more violent.  Suddenly a winged figure drops
  gracefully into view.  It is a large beast with the
  body of a lion and the head and wings of a
  giant eagle.  It wears a great leather harness
  supporting a saddle and saddle bags.  It lands
  on the deck of the ship, wooden planks
  creaking under its weight.  It’s head pans from
  side to side, looking for something.
  Bronze Arrow is trained not to attack humans, but
  she is still spooked from being attacked by the
  Invisible Stalker from the previous night and is
  looking for her rider.  To approach the griffin
  requires a successful Animal Empathy check (-4
  to the roll, DC 15), otherwise she will rear away
  from the PCs and menacingly bite at anyone near
  her.
  After a minute, an orc longboat approaches, sent
  (or led) by the shaman who summoned the
  Invisible Stalker, on a mission to recover the
  rider’s satchel.
  To determine how far away the longboat is from
  the Tide all PCs must roll a Spot check.  A DC 10
  result means that the PC Spots the longboat at a
  distance equal to half their vision range (ie: 30 feet
  for those with darkvision, or 10 feet for a normal
  human holding a torch).  A DC 15 Spots the
  longboat at a distance equal to the PCs vision
  range.  The longboat moves 20 ft. per round. 
  Once it pulls alongside the Tide, the orcs will begin
  boarding from the landing.
  If the battle is going badly against the PCs, then
  Aramson Cormik will emerge from below deck and
  help the PCs.
  Creatures:
  Bronze Arrow, griffin, see Monster Manual.
  APL2 (EL 5):
  Orcs (6): see Monster Manual.
  Lesser Shaman, male orc Clr3: hp 24.
  APL4 (EL 7):
  Orcs (6): see Monster Manual.
  Intermediate Shaman, Clr7: hp 52
  APL6 (EL 9):
  Orcs (8): see Monster Manual.
  Invisible Stalker: see Monster Manual.
  Intermediate Shaman, male orc Clr7: hp 52.
  APL8 (EL 11):
  Orcs (10): see Monster Manual.
  Invisible Stalker: see Monster Manual.
  Greater Shaman, male orc Clr10: hp 73.
  Treasure:
  APL2: L: 55 gp, M: ring of swimming (220 gp).
  APL4: L: 25 gp, M: +1 longspear (230 gp), ring of
  swimming (220 gp).
  APL6: L: 25 gp, M: +1 longspear (230 gp), ring of
  swimming (220 gp).
  APL8: L: 25 gp, M: +1 longspear (230 gp), ring of
  swimming (220 gp).
  Conclusion
  The PCs can decide to return the satchel to one of
  the Gray Rider stations or leave it here with Hugh
  (there is one in Ratikhill and one in Marner, both
  roughly equidistant to this location).
  If they decide to open the satchel:
  then they find a written dispatch and an ornate
  ring.
  The dispatch reads: “Our agents in The March
  have located Orphan.  Need help returning
  Orphan to Home.”
  The ring is a platinum band inset with dozens of
  multicolored gemstones, that when viewed closely
  resemble the heraldic shields of both Ratik and
  the County of Knurl.  A successful Bardic
  Knowledge check (DC 20) or Knowledge (Local or
  Nobles) (DC 15) ascertains that only two rings like
  this were crafted—as wedding bands for Prince
  Alain and Lady Evaleigh.
  If they return the satchel to the Gray Riders
  without opening it:
  Then they do not discover the contents (until they
  play RTK 3-07, The Fate of Alain).
  The End
  
  <Title>
  [Round #]
  Page 11
  Experience Point Summary
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award.  Award the total
  value (objectives plus roleplaying) to each
  character.
  Encounter One
  Defeat the Bandits
  APL2 90 xp;  APL4 150 xp; APL6 180 xp;
  APL8 210 xp;
  Encounter Two
  Defeat the Sailors
  APL2 90 xp;  APL4 150 xp; APL6 180 xp;
  APL8 240 xp;
  Encounter Five
  Prevent Harden from leaving
  APL2 90 xp;  APL4 180 xp; APL6 240 xp;
  APL8 300 xp;
  Encounter Six
  Defeat the Monsters
  APL2 150 xp;  APL4 210 xp; APL6 270 xp;
  APL8 330 xp;
  Story Award
  Recovering the Rider’s satchel:
  APL2 10 xp;  APL4 20 xp; APL6 30 xp;
  APL8 40xp;
  Piecing together how the Rider died:
  APL2 10 xp;  APL4 20 xp; APL6 30 xp;
  APL8 40xp;
  Discretionary roleplaying award
  APL2 10 xp;  APL4 20 xp; APL6 30 xp;
  APL8 40 xp;
  Total possible experience: 
  APL2 450 xp;  APL4 675 xp; APL6 900 xp;
  APL8 1125 xp;
  Treasure Summary
  During 
  an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of their
  foes.  Every encounter that features treasure has a
  “treasure” section within the encounter description,
  giving information about the loot, coins, and magic
  items that make up the encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions.  Looting the bodies takes at
  least 10 minutes per every 5 enemies, and if the
  characters cannot take the time to loot the bodies,
  they do not gain this gold.  If you feel it is
  reasonable that characters can go back to loot the
  bodies, and those bodies are there (i.e., not carted
  off by dungeon scavengers, removed from the
  scene by the local watch, and so on), characters
  may return to retrieve loot.  If the characters do not
  loot the body, the gold piece value for the loot is
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can usually gather this
  wealth in a round or so.  If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure.  Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for unclaimed
  treasure from each encounter add it up and that is
  the number of gold pieces a characters total and
  coin value increase at the end of the adventure. 
  Write the total in the GP Gained field of the
  adventure certificate.  Because this is a Regional
  scenario, characters may spend additional Time
  Units to practice professions or create items
  immediately after the adventure so this total may be
  modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
  Encounter One
  APL2: L: 50 gp, M: potion of cure light wounds
  (5 gp).
  APL4: L: 80 gp, M: potion of cure light wounds
  (5 gp).
  APL6: L: 110 gp, M: potion of cure light
  wounds (5 gp), potion of blur (30 gp).
  APL8: L: 110 gp, M: potion of cure light
  wounds (5 gp), potion of blur (30 gp).
  Encounter Two: 
  APL2: L: 40 gp.
  APL4: L: 40 gp.
  
  <Title>
  [Round #]
  Page 12
  APL6: L: 40 gp.
  APL8: L: 40 gp.
  Encounter Three: 
  Remorria’s Necklace
  APL2: L: 100 gp.
  APL4: L: 100 gp.
  APL6: L: 100 gp.
  APL8: L: 100 gp.
  Encounter Four: 
  APL2: 30 gp.
  APL4: 30 gp.
  APL6: +1 longsword (231 gp)
  APL8: +2 longsword (831 gp)
  Encounter Five: 
  APL2: L: 60 gp, M: potion of cure light wounds
  (5 gp).
  APL4: L: 75 gp, M: potion of cure light wounds
  (5 gp).
  APL6: L: 75 gp, M: 2 potions of cure light
  wounds (10 gp).
  APL8: L: 75 gp, M: 2 potions of cure light
  wounds (10 gp).
  Encounter Six: 
  APL2: L: 55 gp, M: ring of swimming (220 gp).
  APL4: L: 25 gp, M: +1 longspear (230 gp), ring
  of swimming (220 gp).
  APL6: L: 25 gp, M: +1 longspear (230 gp), ring
  of swimming (220 gp).
  APL8: L: 25 gp, M: +1 longspear (230 gp), ring
  of swimming (220 gp).
  Total Possible Treasure
  APL 2: 465 gp (400 gp)
  APL 4: 710 gp (600 gp)
  APL 6: 976 gp (800 gp)
  APL 8: 1576 gp (1250 gp)
  Special
  Enmity of the Navigator’s Guild (-2 or -4
  circumstance penalty to any attempt to influence
  any member of the Navigator’s Guild of Ratik).
  Each PC can earn ONE of the following favors,
  depending on which NPCs they had the most
  roleplaying interaction with during the party (if
  any):
  Favor of House Fadric: this PC may purchase a
  Fadric Yacht, a small sailing vessel designed for
  leisure rather than trade or commerce.  It can be
  operated by a single skilled sailor, rather than a
  large crew.  It is seen as the ultimate status
  symbol in this region. Cost: 10,000 gp.
  Favor of House Cormik: this PC may purchase a
  Sailing Ship (per the DMG) crafted in the
  shipyards of the freehold of House Cormik.  Cost:
  10,000 gp.
  Favor of Hugh Hearthhugger: good for one free
  High Lifestyle in one Ratik Regional adventure.
  Items to Appear on the AR
  APL2: ring of swimming (adventure)
  APL4: ring of swimming (adventure)
  APL6: ring of swimming (adventure)
  APL8:
  ring of swimming (adventure)
  +2 longsword (regional)
  
  <Title>
  [Round #]
  Page 13
  NPC Appendix
  Hugh Hearthhugger, male halfling Rog5/Exp2: CR 6; Small Humanoid; HD 5d6+2d6; hp 30; Init +4; Spd 20 ft.; AC
  15 (touch 15, flat-footed 11) [+1 size, +4 Dex]; Atk +10 melee (1d4-1/19-20, dagger) or +9 ranged (1d4-1, sling); SQ
  +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons, Rog sneak attack +3d6, evasion, uncanny
  dodge; AL CG; SV Fort +2, Ref +9, Will +5; Str 8, Dex 18, Con 11, Int 14, Wis 10, Cha 12.
  Skills and Feats: Appraise +12, Balance +14, Climb +1, Diplomacy +7, Hide +18, Innuendo +5, Jump +1, Listen
  +2, Move Silently +16, Open Lock +12, Profession (innkeeper) +5, Search +12, Spot +10, Tumble +14; Combat
  Reflexes, Quick Draw, Weapon Finesse (dagger).
  Possessions: masterwork dagger, sling.
  Marya Hearthhugger, female halfling Com2/Rog1: CR 2; Small Humanoid; HD 2d4+1d6; hp 9; Init +6; Spd 20 ft.;
  AC 13 (touch 13, flat-footed 11); Atk +0 melee or +5 ranged (1d4-2/19-20, dagger); SQ +2 Bonus on Saves vs. Fear,
  +1 attack bonus with thrown weapons, Rog sneak attack +1d6; AL CG; SV Fort +1, Ref +5, Will +2; Str 6, Dex 14,
  Con 10, Int 14, Wis 12, Cha 14.
  Skills and Feats: Bluff +4, Climb +0, Hide +6, Jump +0, Listen +11, Move Silently +4, Open Lock +4, Pick Pocket
  +6, Profession (Innkeeper) +5, Spot +9, Use Rope +6; Alertness, Improved Initiative.
  Possessions: dagger.
  Young Lord Aramson Cormik, male human Ari4/Ftr4/Duelist1: Medium Humanoid; HD 4d8+4d10+1d10+9; hp 54;
  Init +3; Spd 30 ft.; AC 16 (touch 14, flat-footed 12) [+3 Dex, +2 armor, +1 dodge]; Atk +10 melee (1d6+1/18-20,
  rapier) or +8/+8 melee (1d6+1/18-20, rapier; 1d4/19-20, dagger); SQ Canny Defense; AL CN; SV Fort +6, Ref +7, Will
  +5; Str 12, Dex 17, Con 12, Int 12, Wis 10, Cha 14.
  Skills and Feats: Bluff +9, Diplomacy +6, Gather Information +6, Handle Animal +6, Innuendo +7, Perform +5,
  Ride +11, Sense Motive +7, Swim +4, Tumble +8; Ambidexterity, Combat Reflexes, Dodge, Mobility, Quick Draw,
  Spring Attack, Two-Weapon Fighting.
  Possessions: masterwork rapier, masterwork dagger, bracers of armor (+2).
  Lord Brayen Fadric, male human Ari3: CR 2; Medium Humanoid; HD 3d8+3; hp 19; Init +0; Spd 30 ft.; AC 10; Atk
  +4 melee (1d6+1/18-20, rapier); AL NG; SV Fort +4, Ref +1, Will +3; Str 12, Dex 10, Con 12, Int 8, Wis 10, Cha 16.
  Skills and Feats: Handle Animal +9, Ride +6, Swim +9, Wilderness Lore +6; Great Fortitude, Skill Focus (swim),
  Track.
  Possessions: masterwork rapier.
  Lady Shelova Fadric, female human Ari5: CR 4; Medium Humanoid; HD 5d8; hp 22; Init +1; Spd 30 ft.; AC 11
  (touch 11, flat-footed 10) [+1 Dex]; Atk +3 base melee, +4 base ranged; AL NG; SV Fort +1, Ref +2, Will +9; Str 10,
  Dex 12, Con 11, Int 16, Wis 16, Cha 9.
  Skills and Feats: Innuendo +11, Knowledge (Local) +9, Knowledge (Navigation) +7, Knowledge (Nobility) +9,
  Knowledge (Sea Lore) +7, Listen +13, Read Lips +11, Ride +5, Sense Motive +11, Spot +13; Alertness, Iron Will,
  Weapon Focus (longbow).
  Harden Azure, male human Exp2: CR 1; Medium Humanoid; HD 2d6; hp 7; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-
  footed 12) [+1 Dex, +2 armor]; Atk +1 melee (1d6/18-20, rapier); AL N; SV Fort +0, Ref +1, Will +4; Str 10, Dex 13,
  Con 10, Int 14, Wis 13, Cha 10.
  Skills and Feats: Bluff +5, Knowledge (Boating) +7, Knowledge (Cartography) +7, Knowledge (Local) +7,
  Knowledge (Navigation) +7, Knowledge (Nobility) +7, Knowledge (Sea Lore) +7, Profession (Sailor) +6, Swim +2;
  Dodge, Martial Weapon Proficiency (rapier).
  Possessions: rapier, masterwork leather.
  Gorym Strongkeel, male human Ari1/Exp2: CR 2; Medium Humanoid; HD 1d8+2d6+3; hp 14; Init +4; Spd 30 ft.;
  AC 10; Atk +1 melee (1d6/18-20, rapier); AL N; SV Fort +1, Ref +0, Will +6; Str 10, Dex 11, Con 12, Int 12, Wis 13,
  Cha 12.
  Skills and Feats: Bluff +3, Diplomacy +7, Gather Information +5, Knowledge (Boating) +7, Knowledge (Politics)
  +7, Listen +3, Profession (Sailor) +5, Spot +7, Swim +4, Wilderness Lore +5; Alertness, Combat Reflexes, Improved
  Initiative.
  Possessions: rapier.
  
  <Title>
  [Round #]
  Page 14
  Creature Appendix
  APL2 :
  Encounter One
  Bandits, male human Com1 (3): CR ½; Medium Humanoid; HD 1d4+1; hp 4; Init +1; Spd 30 ft.; AC 13 (touch 11,
  flat-footed 12) [+1 Dex, +2 armor]; Atk +1 melee (1d8+1/x3, shortspear) or +1 ranged (1d4, sling); AL N; SV Fort +1,
  Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 8, Wis 11, Cha 8.
  Skills and Feats: Handle Animal +3, Ride +5; Mounted Combat, Simple Weapon Proficiency.
  Possessions: shortspear, sling, leather.
  Bandit Leader, male human Rgr2: CR 2; Medium Humanoid; HD 2d10+2; hp 18; Init +2; Spd 30 ft.; AC 16 (touch
  12, flat-footed 14) [+2 Dex, +3 armor, +1 shield]; Atk +5 melee (1d4+2/18-20, kukri); SQ Rgr species enemy +1 Vs
  Elves; AL NE; SV Fort +4, Ref +2, Will +2; Str 14, Dex 14, Con 12, Int 12, Wis 14, Cha 10.
  Skills and Feats: Climb +3, Handle Animal +3, Hide +6, Listen +9, Ride +7, Spot +9, Wilderness Lore +7;
  Alertness, Exotic Weapon Proficiency (kukri), Rgr Virtual Feats.
  Possessions: masterwork kukri, masterwork studded leather, buckler, potion of cure light wounds.
  Encounter Two:
  Sailors (3), male human Exp1: CR ½; Medium Humanoid; HD 1d6+1; hp 5; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-
  footed 12) [+1 Dex, +2 armor]; Atk +0 melee (1d6/18-20, scimitar) or +0 melee (1d4/19-20, dagger); AL N; SV Fort
  +1, Ref +1, Will +1; Str 10, Dex 13, Con 12, Int 10, Wis 9, Cha 9.
  Skills and Feats: Balance +3, Climb +4, Intuit Direction +3, Knowledge (Local) +4, Knowledge (nature) +2,
  Profession (Sailor) +3, Swim +0, Use Rope +5; Dodge, Martial Weapon Proficiency (scimitar).
  Possessions: scimitar, dagger, leather.
  Captain, male human Exp1/Ftr1: CR 1; Medium Humanoid; HD 1d6+1d10+4; hp 16; Init +1; Spd 30 ft.; AC 14
  (touch 11, flat-footed 13) [+1 Dex, +2 armor, +1 shield]; Atk +4 melee (1d6+2/18-20, scimitar); AL CE; SV Fort +4, Ref
  +1, Will +2; Str 14, Dex 12, Con 14, Int 12, Wis 10, Cha 14.
  Skills and Feats: Balance +5, Climb +7, Intuit Direction +2, Jump +5, Profession (Sailor) +4, Spot +4, Swim +7,
  Use Rope +5; Combat Reflexes, Quick Draw, Weapon Focus (scimitar).
  Possessions: scimitar, masterwork leather, masterwork buckler.
  Encounter Five:
  Mercenary Mage, female human Wiz(Enchanter)2: CR 2; Medium Humanoid; HD 2d4+2; hp 9; Init +2; Spd 30 ft.;
  AC 12 (touch 12) [+2 Dex]; Atk +0 melee or +3 ranged (1d4-1/19-20, dagger); AL N; SV Fort +1, Ref +2, Will +4; Str
  8, Dex 14, Con 12, Int 16, Wis 12, Cha 12.
  Skills and Feats: Concentration +6, Knowledge (arcana) +8, Knowledge (Local) +8, Knowledge (Navigation) +8,
  Knowledge (Nobility) +8, Spellcraft +8; Scribe Scroll, Spell Focus (enchantment), Spell Mastery
  Possessions: silver dagger, potion of cure light wounds
  Spells Prepared (4/3, base DC = 13 + spell level): 0—daze x3, detect magic, read magic; 1st—charm person,
  color spray, identify, sleep.
  Mercenary Cleric, Male Human Clr1: CR 1; Medium Humanoid; HD 1d8+1; hp 9; Init +0; Spd 30 ft.; AC 14 (touch
  10, flat-footed 14) [+4 armor]; Atk +3 melee (1d8+3, morningstar); AL CG; SV Fort +3, Ref +0, Will +4; Str 14, Dex 10,
  Con 12, Int 12, Wis 15, Cha 12.
  Skills and Feats: Concentration +5, Heal +6, Knowledge (religion) +5, Spellcraft +5; Cleave, Power Attack.
  Possessions: masterwork morningstar, masterwork chain shirt, silver holy symbol.
  Spells Prepared (3/2, base DC = 12 + spell level): 0—detect magic, guidance, light; 1st—sanctuary*, bless, doom.
  *Domain spell. Domains: Protection (create a protective ward 1/day; Strength (perform a feat of strength 1/day).
  Encounter Six:
  Lesser Shaman, male orc Clr3: CR 3; Medium Humanoid; HD 3d8+6; hp 24; Init +1; Spd 30 ft.; AC 15 (touch 11,
  flat-footed 14) [+1 Dex, +4 armor]; Atk +7 melee (1d8+4/x3, longspear) or +5 melee (1d4+3/19-20, dagger); SQ light
  sensitivity, darkvision; AL CE; SV Fort +5, Ref +4, Will +5; Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 6.
  Skills and Feats: Concentration +8, Heal +5, Listen +4, Spellcraft +3, Spot +4, Swim +6; Alertness, Lightning
  Reflexes, Martial Weapon Proficiency (longspear), Weapon Focus (longspear).
  Possessions: masterwork longspear, dagger, masterwork chain shirt, ring of swimming.
  Spells Prepared (4/3/2, base DC = 12 + spell level): 0—cure minor wounds x2, detect magic, mending; 1st—magic
  weapon*, bane, bless, cure light wounds; 2nd—spiritual weapon*, cure moderate wounds, darkness.
  *Domain spell. Domains: Evil (cast evil spells at +1 caster level); War (free starting feats).
  
  <Title>
  [Round #]
  Page 15
  APL4:
  Encounter One
  Bandits, male human War1 (3): CR ½; Medium Humanoid; HD 1d8+1; hp 6; Init +2; Spd 30 ft.; AC 17 (touch 12,
  flat-footed 15) [+2 Dex, +3 armor, +2 shield]; Atk +2 melee (1d8+1/19-20, longsword) or +2 melee (1d4+1/19-20,
  dagger); AL N; SV Fort +3, Ref +2, Will +1; Str 13, Dex 14, Con 13, Int 10, Wis 12, Cha 11.
  Skills and Feats: Climb +0, Handle Animal +4, Jump +0, Ride +6; Power Attack, Sunder.
  Possessions: longsword, dagger, studded leather, large wooden shield.
  Bandit Leader, Male Human Rgr4: CR 4; Medium Humanoid; HD 4d10+4; hp 32; Init +2; Spd 30 ft.; AC 16 (touch
  12, flat-footed 14) [+2 Dex, +3 armor, +1 shield]; Atk +8 melee (1d4+2/18-20, kukri); SQ Rgr species enemy +1 Vs
  Elves; AL NE; SV Fort +5, Ref +3, Will +3; Str 14, Dex 14, Con 12, Int 12, Wis 15, Cha 10.
  Skills and Feats: Climb +4, Handle Animal +5, Hide +9, Listen +11, Ride +9, Spot +11, Wilderness Lore +9;
  Alertness, Exotic Weapon Proficiency (kukri), Rgr Virtual Feats, Weapon Focus (kukri).
  Possessions: masterwork kukri, masterwork studded leather, masterwork buckler, potion of cure light wounds.
  Spells Prepared (1): 1st—speak with animals.
  Encounter Two:
  Sailors (3), male human Exp1: CR ½; Medium Humanoid; HD 1d6+1; hp 5; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-
  footed 12) [+1 Dex, +2 armor]; Atk +0 melee (1d6/18-20, scimitar) or +0 melee (1d4/19-20, dagger); AL N; SV Fort
  +1, Ref +1, Will +1; Str 10, Dex 13, Con 12, Int 10, Wis 9, Cha 9.
  Skills and Feats: Balance +3, Climb +4, Intuit Direction +3, Knowledge (Local) +4, Knowledge (nature) +2,
  Profession (Sailor) +3, Swim +0, Use Rope +5; Dodge, Martial Weapon Proficiency (scimitar).
  Possessions: scimitar, dagger, leather.
  Captain, male human Exp1/Drd3: CR 3; Medium Humanoid; HD 1d6+3d8+4; hp 25; Init +2; Spd 30 ft.; AC 15
  (touch 12, flat-footed 13) [+2 Dex, +3 armor]; Atk +5 melee (1d6+1/18-20, scimitar); AL NE; SV Fort +4, Ref +3, Will
  +8; Str 12, Dex 14, Con 12, Int 10, Wis 16, Cha 12.
  Skills and Feats: Animal Empathy +4, Balance +6, Climb +5, Heal +6, Intuit Direction +5, Knowledge (Local) +4,
  Knowledge (nature) +3, Profession (Sailor) +7, Spot +7, Swim +5, Use Rope +4, Wilderness Lore +6; Combat
  Reflexes, Quick Draw, Weapon Focus (scimitar).
  Possessions: masterwork scimitar, leather.
  Spells Prepared (4/3/2, base DC = 13 + spell level): 0—cure minor wounds, light, mending, purify food and drink;
  1st—cure light wounds (x2), endure elements; 2nd—chill metal, summon swarm.
  Encounter Five:
  Mercenary Mage, female human Wiz(Enchanter)4: CR 4; Medium Humanoid; HD 4d4+4; hp 19; Init +2; Spd 30 ft.;
  AC 12 (touch 12, flat-footed 10) [+2 Dex]; Atk +1 melee or +4 ranged (1d4-1/19-20, dagger); AL N; SV Fort +2, Ref
  +5, Will +5; Str 8, Dex 14, Con 12, Int 17, Wis 12, Cha 12.
  Skills and Feats: Concentration +8, Knowledge (arcana) +10, Knowledge (Local) +10, Knowledge (Navigation)
  +10, Knowledge (Nobility) +10, Spellcraft +10; Lightning Reflexes, Scribe Scroll, Spell Focus (enchantment), Spell
  Mastery.
  Possessions: silver dagger, potion of cure light wounds).
  Spells Prepared (4/4/3, base DC = 13 + spell level): 0—daze x3, detect magic, read magic; 1st—charm person,
  color spray, feather fall, identify, sleep; 2nd—arcane lock, levitate, Tasha's hideous laughter x2.
  Mercenary Cleric, male human Clr4: CR 4; Medium Humanoid; HD 4d8+4; hp 27; Init +0; Spd 30 ft.; AC 15 (touch
  10, flat-footed 15) [+4 armor, +1 shield]; Atk +7 melee (1d8+2, morningstar); AL CG; SV Fort +5, Ref +1, Will +7; Str
  14, Dex 10, Con 12, Int 12, Wis 16, Cha 12.
  Skills and Feats: Concentration +8, Heal +10, Knowledge (religion) +8, Spellcraft +8; Cleave, Power Attack,
  Weapon Focus (morningstar).
  Spells Prepared (5/4/3, base DC = 13 + spell level): 0—create water, detect magic, guidance, light, mending;
  1st— sanctuary*, bless, cause fear, doom, shield of faith; 2nd—bull's strength*, hold person x2, spiritual weapon.
  *Domain spell. Domains: Protection (create a protective ward 1/day; Strength (perform a feat of strength 1/day).
  Possessions: masterwork morningstar, masterwork chain shirt, masterwork buckler, silver holy symbol.
  Encounter Six
  Intermediate Shaman, male orc Clr7: CR 7; Medium Humanoid; HD 7d8+14; hp 52; Init +1; Spd 30 ft.; AC 15
  (touch 11, flat-footed 14) [+1 Dex, +4 armor]; Atk +10 melee (1d8+5/19-20, longspear) or +8 melee (1d4+3/19-20,
  dagger); SQ light sensitivity, darkvision; AL CE; SV Fort +7, Ref +5, Will +8; Str 16, Dex 13, Con 14, Int 10, Wis 16,
  Cha 6.
  
  <Title>
  [Round #]
  Page 16
  Skills and Feats: Concentration +12, Heal +8, Listen +5, Spellcraft +5, Spot +5, Swim +6; Alertness, Blind-Fight,
  Lightning Reflexes, Martial Weapon Proficiency (longspear), Weapon Focus (longspear).
  Possessions: +1 longspear, dagger, masterwork chain shirt, ring of swimming.
  Spells Prepared (6/5/4/3/1, base DC = 13 + spell level): 0—cure minor wounds x2, detect magic, mending,
  resistance x2; 1st—magic weapon*, bane, bless, cause fear, cure light wounds x2; 2nd—spiritual weapon*, cure
  moderate wounds, darkness, sound burst x2; 3rd—magic vestment*, cure serious wounds, searing light, water
  breathing; 4th—unholy blight*, greater magic weapon.
  *Domain spell. Domains: Evil (cast evil spells at +1 caster level); War (free starting feats).
  APL6:
  Encounter One
  Bandits, male human Ftr1 (3): CR 1; Medium Humanoid; HD 1d10+2; hp 15; Init +2; Spd 30 ft.; AC 18 (touch 12,
  flat-footed 16) [+2 Dex, +4 armor, +2 shield]; Atk +4 melee (1d8+2/19-20, longsword) or +3 melee (1d4+2, dagger);
  AL N; SV Fort +4, Ref +2, Will +3; Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 10.
  Skills and Feats: Climb +0, Handle Animal +4, Jump +0, Ride +6; Iron Will, Toughness, Weapon Focus
  (longsword).
  Possessions: longsword, dagger, chain shirt, large wooden shield.
  Bandit Leader, Male Human Rgr5/Rog1: CR 6; Medium Humanoid; HD 5d10+1d6+6; hp 44; Init +2; Spd 30 ft.; AC
  19 (touch 12, flat-footed 17) [+2 Dex, +5 armor, +2 shield]; Atk +9 melee (1d4+2/18-20, kukri); SQ Rgr Species
  Enemy +2 Vs Elves, +1 Vs Humans, Rog Sneak Attack +1d6; AL NE; SV Fort +5, Ref +5, Will +5; Str 14, Dex 14,
  Con 12, Int 12, Wis 15, Cha 10.
  Skills and Feats: Appraise +5, Climb +3, Handle Animal +7, Hide +9, Listen +12, Pick Pocket +3, Ride +9, Spot
  +12, Tumble +5, Wilderness Lore +10; Alertness, Exotic Weapon Proficiency (kukri), Iron Will, Rgr virtual Feats,
  Weapon Focus (kukri).
  Possessions: masterwork kukri, masterwork chain shirt, masterwork buckler, potion of cure light wounds, potion
  of blur.
  Spells Prepared (1): 1st—[speak with animals].
  Encounter Two:
  Sailors (3), male human Exp1: CR ½; Medium Humanoid; HD 1d6+1; hp 5; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-
  footed 12) [+1 Dex, +2 armor]; Atk +0 melee (1d6/18-20, scimitar) or +0 melee (1d4/19-20, dagger); AL N; SV Fort
  +1, Ref +1, Will +1; Str 10, Dex 13, Con 12, Int 10, Wis 9, Cha 9.
  Skills and Feats: Balance +3, Climb +4, Intuit Direction +3, Knowledge (Local) +4, Knowledge (nature) +2,
  Profession (Sailor) +3, Swim +0, Use Rope +5; Dodge, Martial Weapon Proficiency (scimitar).
  Possessions: scimitar, dagger, leather.
  Captain, male human Exp1/Drd5: CR 5; Medium Humanoid; HD 1d6+5d8+6; hp 37; Init +2; Spd 30 ft.; AC 15
  (touch 12, flat-footed 13); Atk +6 melee (1d6+1/18-20, scimitar); SQ wildshape (1/day); AL NE; SV Fort +6, Ref +4,
  Will +10; Str 12, Dex 14, Con 12, Int 10, Wis 16, Cha 12.
  Skills and Feats: Animal Empathy +6, Balance +6, Climb +5, Concentration +4, Heal +8, Intuit Direction +5,
  Knowledge (Local) +4, Knowledge (nature) +3, Profession (Sailor) +7, Spot +7, Swim +6, Use Rope +4, Wilderness
  Lore +7; Combat Casting, Combat Reflexes, Quick Draw, Weapon Focus (scimitar).
  Possessions: masterwork scimitar, leather.
  Spells Prepared (5/4/3/2, base DC = 13 + spell level): 0—cure minor wounds, light, mending x2, purify food and
  drink; 1st—cure light wounds x2, endure elements, faerie fire; 2nd—barkskin, chill metal, summon swarm; 3rd—poison,
  water breathing.
  Encounter Five:
  Mercenary Mage, female human Wiz(Enchanter)6: CR 6; Medium Humanoid; HD 6d4+6; hp 25; Init +2; Spd 30 ft.;
  AC 12 (touch 12, flat-footed 10) [+2 Dex]; Atk +2 melee or +5 ranged (1d4-1/19-20, dagger); AL N; SV Fort +3, Ref
  +6, Will +6; Str 8, Dex 14, Con 12, Int 19, Wis 12, Cha 12.
  Skills and Feats: Concentration +10, Knowledge (arcana) +13, Knowledge (Local) +13, Knowledge (Navigation)
  +13, Knowledge (Nobility) +13, Spellcraft +13; Craft Wand, Lightning Reflexes, Scribe Scroll, Spell Focus
  (Enchantment), Spell Mastery, Spell Penetration.
  Spells Prepared (4/4/4/3, base DC = 14 + spell level): 0—daze x3, detect magic, read magic; 1st—charm person,
  color spray, feather fall, identify, sleep; 2nd—arcane lock, blindness/deafness, levitate, Tasha's hideous laughter x2;
  3rd—displacement, hold person x2, slow.
  Possessions: silver dagger, potion of cure light wounds x2.
  
  <Title>
  [Round #]
  Page 17
  Mercenary Cleric, male human Clr6: CR 6; Medium Humanoid; HD 6d8+6; hp 39; Init +0; Spd 30 ft.; AC 15 (touch
  10, flat-footed 15) [+4 armor, +1 shield]; Atk +8 melee (1d8+2, morningstar); AL CG; SV Fort +6, Ref +2, Will +8; Str
  14, Dex 10, Con 12, Int 12, Wis 16, Cha 12.
  Skills and Feats: Concentration +10, Heal +12, Knowledge (religion) +10, Spellcraft +10; Cleave, Improved Bull
  Rush, Power Attack, Weapon Focus (morningstar).
  Possessions: masterwork morningstar, masterwork chain shirt, masterwork buckler, holy symbol.
  Spells Prepared (5/4/4/3, base DC = 13 + spell level): 0—create water, detect magic, guidance, light, mending;
  1st— sanctuary*, bless, cause fear, doom, shield of faith; 2nd—bull's strength*, hold person x2, sound burst, spiritual
  weapon; 3rd—magic vestment*, dispel magic, inflict serious wounds, water breathing.
  *Domain spell. Domains: Protection (create a protective ward 1/day; Strength (perform a feat of strength 1/day).
  Encounter Six:
  Intermediate Shaman, male orc Clr7: CR 7; Medium Humanoid; HD 7d8+14; hp 52; Init +1; Spd 30 ft.; AC 15
  (touch 11, flat-footed 14) [+1 Dex, +4 armor]; Atk +10 melee (1d8+5/19-20, longspear) or +8 melee (1d4+3/19-20,
  dagger); SQ light sensitivity, darkvision; AL CE; SV Fort +7, Ref +5, Will +8; Str 16, Dex 13, Con 14, Int 10, Wis 16,
  Cha 6.
  Skills and Feats: Concentration +12, Heal +8, Listen +5, Spellcraft +5, Spot +5, Swim +6; Alertness, Blind-Fight,
  Lightning Reflexes, Martial Weapon Proficiency (longspear), Weapon Focus (longspear).
  Possessions: +1 longspear, dagger, masterwork chain shirt, ring of swimming.
  Spells Prepared (6/5/4/3/1, base DC = 13 + spell level): 0—cure minor wounds x2, detect magic, mending,
  resistance x2; 1st—magic weapon*, bane, bless, cause fear, cure light wounds x2; 2nd—spiritual weapon*, cure
  moderate wounds, darkness, sound burst x2; 3rd—magic vestment*, cure serious wounds, searing light, water
  breathing; 4th—unholy blight*, greater magic weapon.
  *Domain spell. Domains: Evil (cast evil spells at +1 caster level); War (free starting feats).
  APL8
  Encounter One:
  Bandits, male human Ftr1 (3): CR 1; Medium Humanoid; HD 1d10+2; hp 15; Init +2; Spd 30 ft.; AC 18 (touch 12,
  flat-footed 16) [+2 Dex, +4 armor, +2 shield]; Atk +4 melee (1d8+2/19-20, longsword) or +3 melee (1d4+2, dagger);
  AL N; SV Fort +4, Ref +2, Will +3; Str 14, Dex 14, Con 15, Int 10, Wis 12, Cha 10.
  Skills and Feats: Climb +0, Handle Animal +4, Jump +0, Ride +6; Iron Will, Toughness, Weapon Focus
  (longsword).
  Possessions: longsword, dagger, chain shirt, large wooden shield.
  Bandit Leader, Male Human Rgr5/Rog3: CR 8; Medium Humanoid; HD 5d10+3d6+8; hp 54; Init +2; Spd 30 ft.; AC
  19 (touch 12, flat-footed 17) [+2 Dex, +5 armor, +2 shield]; Atk +11 melee (1d4+2/18-20, kukri) or +9 ranged
  (1d4+2/19-20, thrown dagger +poison); SQ Rgr species enemy +2 Vs Elves, +1 Vs humans, Rog Evasion, Sneak
  Attack +2d6, Uncanny dodge; AL NE; SV Fort +6, Ref +6, Will +7; Str 14, Dex 14, Con 12, Int 12, Wis 16, Cha 10.
  Skills and Feats: Appraise +5, Bluff +6, Climb +3, Handle Animal +7, Hide +9, Listen +16, Pick Pocket +7, Ride
  +9, Spot +16, Tumble +9, Wilderness Lore +11; Alertness, Exotic Weapon Proficiency (kukri), Iron Will, Rgr Virtual
  Feats, Weapon Focus (kukri).
  Possessions: masterwork kukri, 3 throwing daggers coated w/ spider venom (DC 14, 1d4 Str/1d6 Str damage),
  masterwork chain shirt, masterwork buckler, potion of cure light wounds, potion of blur.
  Spells Prepared (1): 1st—speak with animals.
  Encounter Two:
  Sailors (3), male human Exp1: CR ½; Medium Humanoid; HD 1d6+1; hp 5; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-
  footed 12) [+1 Dex, +2 armor]; Atk +0 melee (1d6/18-20, scimitar) or +0 melee (1d4/19-20, dagger); AL N; SV Fort
  +1, Ref +1, Will +1; Str 10, Dex 13, Con 12, Int 10, Wis 9, Cha 9.
  Skills and Feats: Balance +3, Climb +4, Intuit Direction +3, Knowledge (Local) +4, Knowledge (nature) +2,
  Profession (Sailor) +3, Swim +0, Use Rope +5; Dodge, Martial Weapon Proficiency (scimitar).
  Possessions: scimitar, dagger, leather.
  Captain, male human Exp1/Drd7: CR 7; Medium Humanoid; HD 1d6+7d8+8; hp 49; Init +2; Spd 30 ft.; AC 15
  (touch 12, flat-footed 13) [+2 Dex, +3 armor]; Atk +8 melee (1d6+1/18-20, scimitar); SQ wildshape (3/day); AL NE; SV
  Fort +7, Ref +5, Will +12; Str 12, Dex 14, Con 12, Int 10, Wis 19, Cha 12.
  Skills and Feats: Animal Empathy +8, Balance +6, Climb +5, Concentration +5, Heal +11, Intuit Direction +6,
  Knowledge (Local) +4, Knowledge (nature) +3, Profession (Sailor) +8, Spellcraft +3, Spot +8, Swim +8, Use Rope +4,
  Wilderness Lore +8; Combat Casting, Combat Reflexes, Quick Draw, Weapon Focus (scimitar)
  
  <Title>
  [Round #]
  Page 18
  Possessions: masterwork scimitar, leather.
  Spells Prepared (6/5/4/3/2, base DC = 14 + spell level): 0—cure minor wounds x2, light, mending x2, purify food
  and drink; 1st—cure light wounds x3, endure elements, faerie fire; 2nd—barkskin, chill metal x2, summon swarm; 3rd—
  cure moderate wounds, poison, water breathing; 4th—dispel magic, summon nature's ally IV.
  Encounter Five:
  APL8: (EL 10)
  Mercenary Mage, female human Wiz(Enchanter)8: CR 8; Medium Humanoid; HD 8d4+8; hp 33; Init +2; Spd 30 ft.;
  AC 12 (touch 12, flat-footed 10) [+2 Dex]; Atk +3 melee or +6 ranged (1d4-1/19-20, dagger); AL N; SV Fort +3, Ref
  +6, Will +7; Str 8, Dex 14, Con 12, Int 20, Wis 12, Cha 12.
  Skills and Feats: Concentration +12, Knowledge (arcana) +16, Knowledge (Local) +16, Knowledge (Navigation)
  +16, Knowledge (Nobility) +16, Profession (Sailor) +2, Spellcraft +16; Craft Wand, Lightning Reflexes, Scribe Scroll,
  Spell Focus (enchantment), Spell Mastery, Spell Penetration.
  Possessions: silver dagger, potion of cure light wounds x2, headband of intellect (+2).
  Spells Prepared (4/6/4/4/3, base DC = 15 + spell level): 0—daze x3, detect magic, read magic; 1st—charm
  person x3, color spray, feather fall, identify, sleep; 2nd—arcane lock, blindness/deafness, levitate, Tasha's hideous
  laughter x2; 3rd—displacement, hold person x2, slow; 4th—confusion, detect scrying, emotion, minor globe of
  invulnerability.
  Mercenary Cleric, male human Clr8: CR 8; Medium Humanoid; HD 8d8+16; hp 59; Init +0; Spd 30 ft.; AC 17 (touch
  10, flat-footed 17) [+5 armor, +2 shield]; Atk +10 melee (1d8+2, morningstar); AL CG; SV Fort +8, Ref +2, Will +9; Str
  14, Dex 10, Con 14, Int 12, Wis 17, Cha 12.
  Skills and Feats: Concentration +13, Heal +14, Knowledge (religion) +12, Spellcraft +12; Cleave, Improved Bull
  Rush, Power Attack, Weapon Focus (morningstar).
  Possessions: masterwork morningstar, masterwork chain shirt, masterwork buckler, holy symbol.
  Spells Prepared (6/5/4/4/2, base DC = 13 + spell level): 0—create water, detect magic, detect poison, guidance,
  light, mending; 1st—sanctuary*, bless, cause fear, divine favor, doom, shield of faith; 2nd—bull's strength*, hold person
  x2, sound burst, spiritual weapon; 3rd—magic vestment*, dispel magic, inflict serious wounds, invisibility purge, water
  breathing; 4th—spell immunity*, greater magic weapon, neutralize poison.
  *Domain spell. Domains: Protection (create a protective ward 1/day; Strength (perform a feat of strength 1/day).
  Encounter Six:
  Greater Shaman, male orc Clr10: CR 10; Medium Humanoid; HD 10d8+20; hp 73; Init +1; Spd 30 ft.; AC 15 (touch
  11, flat-footed 14) [+1 Dex, +4 armor]; Atk +12 melee (1d8+5/x3, longspear) or +10 melee (1d4+3/19-20, dagger); SQ
  light sensitivity, darkvision; AL CE; SV Fort +9, Ref +6, Will +12; Str 16, Dex 13, Con 14, Int 10, Wis 17, Cha 6.
  Skills and Feats: Concentration +15, Heal +9, Listen +5, Spellcraft +7, Spot +5, Swim +6; Alertness, Blind-Fight,
  Iron Will, Lightning Reflexes, Martial Weapon Proficiency (longspear), Weapon Focus (longspear).
  Possessions: +1 longspear, dagger, masterwork chain shirt, ring of swimming.
  Spells Prepared (6/5/5/4/3/2, base DC = 13 + spell level): 0—cure minor wounds x2, detect magic, mending,
  resistance x2; 1st—magic weapon*, bane, bless, cause fear, cure light wounds x2; 2nd—spiritual weapon*, cure
  moderate wounds, darkness x2, sound burst x2; 3rd—magic vestment*, cure serious wounds, searing light, summon
  monster III, water breathing; 4th—unholy blight*, greater magic weapon, summon monster IV x2; 5th—flame strike*,
  circle of doom, summon monster V.
  
  <Title>
  [Round #]
  Page 19
  Critical events Summary
  Were any of the following nobles or guild leaders attacked or killed?
  If so, include details:
  Young Lady Remorria Bazzik
  Young Lord Aramson Cormik
  Harden Azure
  
  <Title>
  [Round #]
  Page 20
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/593/Normal Scenarios/RTK3-06 - The Whispering Tide (APL 2-8)/RTK3-06 - The Whispering Tide.pdf