TEXT:  
   
   
  “Mine is Mine…” 
   
  D&D 3rd Edition Living Campaign Module 
   
  12 levels of Players 
   
  DD Mullany 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  2 
  Module Information 
   
  Module Name 
  Mine is Mine 
   
  System 
  D&D 3rd Edition 
   
  Revision Number 
  V1.6 
   
  Date 
  16-08-2001 
   
  Acknowledgements 
  Sources, copyrights, inspirations, etc. 
   
   
  List of play testers 
   
   
  Module Level 
  (Beginner) 
   
   
  Module Nature  
  Problem Solving 
  (Little) 
  Combat  
   
  (Moderate) 
  Role-playing 
   
  (Lots) 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  3 
  Module Overview 
   
  Contents 
  Introduction, 
   
   
   
  Pg5 
  Encounter 1, Scene 1 
   
   
  Pg6 
  Encounter 2, Scene 1 
   
   
  Pg8 
  Encounter 3, Scene 1 
   
   
  Pg9 
  Encounter 4, Scene 2 
   
   
  Pg11 
  Encounter 5, Scene 2 
   
   
  Pg13 
  Encounter 6, Scene 2 
   
   
  Pg14 
  Epilogue 
   
   
   
  Pg15 
  Detailed Encounters Section 
   
  Pg16 
  Detailed NPC Section 
   
   
  Pg18 
  Experience and Treasury Summary 
  Pg20 
  Players Handouts 
   
   
  Pg21 
  Certificates and Influence Handouts 
  Pg22 
   
  List of handouts 
  The Document of agreement between the Master of Dullstrand (deceased) Kalag Retnev and The LOTI-in-
  Exile dated 564CY. 
   
   
  List of NPCs 
  The Ontess 
  Old Man Grundle 
  Jammarasu 
  Selya Morsk 
  Arlan Verba 
  Breath-of-Death, The Zel Clan Defender Master 
  Agony-is-Reward, The Zel Clan Defender Apprentice 
   
   
  List of Monsters  
  Camprats 
  Trolls 
   
   
  Setting Synopsis 
  The Dullstrand clans have become concerned at the state of relationships between themselves and The 
  Lordship of the Isles. In 564CY, The Dullstrand Master backed an attempt by the Heir Apparent to The 
  Lordship of the Isles, only to have the bid fail, and see Latmar Ranac gain the throne. Hastily, The Dullstrand 
  Master commandeered Gnomeport ships to speed away the Heir to Dullstrand in exchange for access to 
  The Lordships political weight to resolve the problems he was experiencing in Dullstrand at the time. 
   
  To his surprise, the LOTI-in-exile were not only ungrateful, but made a concerted effort to wrest control of 
  Dullstrand away from the then Master, Kalag Retnev. The Dullstrand Watch managed to repulse the attack, 
  but at the expense of the life of The Master himself. 
   
  The LOTI-in-exile fled to the south, and settled in Zel Lands, carving themselves out a niche for themselves 
  so far away from Dullstrand’s revenge. In the mean time, the Master’s Seat in Dullstrand was hastily 
  occupied by three of Dullstrand’s “Inner Council”, all of which proclaimed themselves the “new” Masters of 
  Dullstrand, and things have simmered ever since. 
   
  At the Great Clan Meet of 590CY, The Hestmark Highlands Clans tabled a motion that a party of adventurers 
  investigate the Clan Zel’s complaints about the LOTI’s treatment of their Clansmen, and to discover what the 
  LOTI had managed to negotiate with the late Kalag Retnev concerning their fate. It has taken the Clans over 
  a year to find the personnel for this mission, considering Clan ties, abilities and apparent insult potential and 
  protocol.  
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  4 
   
    
  List of Player Characters (Suggested) 
  1) A Fighter of 2nd Level 
  2) A Cleric of 2nd Level 
  3) A Thief of 2nd Level 
  4) Any other PC 
  5, 6, 7 & 8) Any other  (OPTIONAL) PC 
   
   
  Story synopsis for the GM 
  The Player Characters must engage in discussion with The LOTI-in-Exile Court in order to acquire a copy of 
  the document issued him by Kalag Retnev. They must then make themselves available to The LOTI-in Exile 
  if necessary, and endure certain tasks that the LOTI may assign them to, in order to make their proposals 
  more amenable. They must then investigate Clan Zel’s position and take their observations back to the Clan 
  Leadership. 
   
  This is not as easy as it seems because the PC’s will be completely stumped if they are accompanied by 
  Demi-Humans of any sort, and they must perforce side-step the letter of their instruction and engage in the 
  spirit of their instruction. If the LOTI-in-Exile actually does get to see them, they will become captives of an 
  interminable time and never complete their mission. 
   
  Thus, as Dullstrand Diplomats, they must take the first step in “doing whatever is necessary” in order to 
  accomplish their goals. The success of the mission is dependant ONLY upon the return of the Slate of 
  Copying, and a debriefing on their impressions of what is happening with the Zel. 
   
  Suggested time required for each section 
  30 minutes per Encounter x 6 = 180 minutes (including scoring and certification) 
   
  Designer's Notes 
  This is an attempt at making a political module for low-level characters. I have not tried to make the issues 
  too pertinent, but have used them as an introduction to a Guild of The Dullstrand, and later; new prestige 
  Classes, i.e. The Dullstrand Diplomat, and The Dullstrand Clan Defender. 
   
  In this Module, I have introduced some combat to keep the PC’s going, but do not wish to obscure the path 
  of the Module too much with this aspect, as Dullstrand will be facing some important decisions in the next 
  little while, and negotiation is part of the National Character, so lets start using it. 
   
  The Module is presented for low-level characters who have to use their wit and cunning to Role-play certain 
  portions of the Module, involve themselves in some combat and generally get used to the idea of what being 
  a Player in the Living Campaign is all about. 
   
  This has been designed as a standard low-level Political intrigue, without too much complication. I have 
  attempted to provide moral decisions and ethical considerations as the actual meat of the module without too 
  much actual combat, but please feel free in dishing out damage in the “certain death” portion of Encounter 3 
  to illustrate the fragility of all life in The Dullstrand. 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  5 
  Module Body 
   
  Players' Introduction 
   
  The Ontess looks up at you, his snow-white hair 
  and pink eyes seem to rake over you, chilling you 
  even as you remember you were warned not to 
  stare at his albino colouration unless you want to 
  find yourselves at the bottom of “The Choke”. 
   
  “Very well,” his bass voice rumbles out of 
  his huge barrel chest “It is then agreed on by The 
  Clans. You will all do. I have these letters of 
  introduction for you, as well as other things you 
  might need. 
  “There are certain things to remember, 
  naturally. We do not wish to anger the Heir-
  apparent, so you are to put yourselves at his 
  disposal while you are in Zeltown and try to gain 
  his, or especially his son’s trust. 
  “Second, you are to take this Slate of 
  Copying and press it against the document Kalag 
  Retnev issued him in 564CY. This Slate is 
  magical, and will verify the Documents 
  authenticity, as well as make a copy of it. This 
  copy is to be returned to me. Do not lose the 
  Slate… and do not break it. 
  Is this understood?” The Ontess glares at you. 
  “Third, you are to wear the seal of The 
  Dullstrand Diplomats, and I would see no 
  dishonour attached to this seal.” 
  The Ontess gestures to (six, seven or eight) silver 
  shoulder badges heaped on the corner of his 
  desk. 
  “You will, naturally return them as soon as 
  you have completed this mission. Don’t lose them 
  or try to sell them… Here is your 100gp advance 
  each, another 100gp upon your return, as agreed. 
  This will only be paid to survivors, as per the 
  Diplomat Crops standard contract. 
  “Now stop wasting my time and get to it. I 
  need this information returned at the soonest. Any 
  delays might well see you doing time in a Porter’s 
  route through the Highlands. This is important! 
  Why are you still here…?” 
   
  Your interview is clearly over. 
   
  GM’s NOTES: 
  The Ontess aspired to be the Clan Master of a 
  large and powerful Suloise Clan. While still small 
  in number, The Ontess had plans to demote The 
  Svetlow in The Clan Meet in 565CY, claiming their 
  complete control of Magisterial Process in 
  Dullstrand Town as their right, and their staffing of 
  The Watch as their right. 
   
  The LOTI chose to attack Dullstrand while fleeing 
  their own rebellion and this while The Ontess was 
  Master of The Watch. In the battle that claimed 
  Kalag Retnevs Life, The Ontess lost so many of his 
  Clansmen and failed in his duty to protect The 
  Master of Dullstrand that by the time The LOTI fled 
  south, The Ontess’ political aspirations were over. 
   
  The Ontess still schemes and plots to acquire Great 
  Clan Status, but the last 27years have seen him fail 
  and become brutal and ruthless. He has made few 
  friends in the mean time. 
   
  The new “Masters of Dullstrand” chose to discard 
  The Ontess as part of their reforms, and although 
  he has managed to increase his families numbers, 
  he has no real power in Dullstrand since the LOTI 
  invasion. 
   
  Nevertheless, The Ontess is acting as The Great 
  Clans representative in this matter, reasoning that 
  his hatred of the LOTI will keep him honest of 
  double-dealing attempts in this sensitive matter. 
   
  GM’s NOTES: 
  The Interview takes place in The Ontess’ 
  Homestead in Dullstrands Merchant Row. It is a 
  richly appointed room, lit with the red-orange glow 
  of “glowstones” exported from The Limark in the 
  Hestmark Highlands. 
   
  There are tapestries and rugs scattered over the 
  smooth carved stone floor, and a light breeze in the 
  room indicate other doorways and passages, 
  although the PC’s can see none. 
   
  The Room is 30x30 feet square, and has one 
  apparent exit, a 10 long wooden flight of stairs to 
  the Hallway above the room, and through another 
  door, the Streets of Dullstrand. 
   
  GM’s NOTES: 
  If the PC’s mill around or look like they are a bit 
  confused, The Ontess will issue them advice on 
  how long the walk to Zel is, and they had best get 
  started. 
   
  The use of Detect Magic on the Badges (Amulets) 
  will detect the following on the sliding scale: 
   
  The Dullstrand Diplomat Amulets (6,7 or 8) 
   
  DC 12: each character receives a bonus and 
  temporary “toughness” feat while wearing them. 
   
  DC 15: each amulet has a “locate object” effect on 
  it. An Amulet can never be “lost” by the Diplomats. 
   
  DC 17: These Amulets provide a +2 Charisma 
  check to NPC’s who recognise the Amulet for what 
  it is. 
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  6 
  Encounter 1 / Scene 1 
   
  GM’s NOTES: 
  The PC’s will not be able to find riding animals for 
  the trip to Zeltown, nor will they be able to find any 
  ships going that way for some weeks. If they wait 
  for the ships that will eventually go in that 
  direction, the cost of passage will be beyond their 
  means as a party (300gp per PC, 500 per PC in 
  excess of 4…) 
   
  Also, some of the intervening territory is some of 
  the most hostile in The Dullstrand, and they 
  should equip themselves with sufficient water. 
  Thus they should consider a donkey to carry 
  water for all of them, and itself. They will be able 
  to use any of the five Porter way-stations between 
  here and Zeltown for rest and protection, but the 
  day trips are both arduous and thirsty work. 
   
  Each of the PC’s will be able to fully refill at these 
  way-stations, but will require some 1 litre of water 
  per PC per hour, and the donkey needs 3 litres of 
  water per hour, every hour. The strong, 
  desiccating winds are especially bad for this time 
  of year, and this results in the unusually large 
  consumption of water. 
   
  Those PC’s who wear metal armour whilst 
  travelling will increase their consumption by a 
  third i.e. an extra litre per person every other hour. 
   
  Water, however is free. All Dullstranders will 
  NEVER charge anyone who needs water 
  anything. 
   
  GM’s NOTES: 
  Any Dullstrand Traveller may volunteer this 
  information for a small donation, and if the PC'’ 
  make no such arrangements, they will arrive at 
  the first way-station a day later with 75% of their 
  hit-points down from dehydration and exhaustion. 
   
  At this point they will be able to provision 
  themselves with said donkey and said water 
  supplies for a more reasonable fee than they 
  would at Dullstrand (costs below...)  
   
  The way-stations are set seven hours of daytime 
  travel apart, and it will take 5 days travel to reach 
  Zeltown at a brisk pace. 
   
   
  GM’s NOTES: 
  Dullstrand prices: 
  4 x 2l water-skins per person:  32sp 
  1 x Donkey: 
   
   
  50gp 
  40l water cask for donkey: 
  40sp 
   
  All the prices are for standard items of equipment, 
  based on supply and demand, seasonal 
  requirements and suchlike. 
   
  Waystation prices: 
  4 x 2l water-skins per person: 
  8sp 
  1 x Donkey: 
   
   
  12gp 
  40l water cask for Donkey: 
  20sp 
   
   
   
   
   
  READ TO PLAYERS: 
  It has been a long and arduous days travel. It 
  seems that for every two steps forward, you take 
  one sideways from the dry, relentless winds rushing 
  hot and dry off the Hestmark Highlands. The dull 
  soil of the highlands, baked dry for thousands of 
  years seem to rob your very bones of moisture, 
  while at the same time trying to blow you onto the 
  beach, and thence into the sea. 
  Still, you endure, and manage to travel the day 
  through without much incident, when an engraved 
  stone sticking out of the trail announces the Porters 
  Way-station. 
   
  A rough pile of weathered rocks hunches on the 
  side of the trail, the entrance wide enough for a 
  wagon and six or eight draft animals to enter the 
  safe, cool and wind-less underground… and rest. 
   
  The entrance passage drops ten or fifteen feet and 
  opens into a fairly large artificial cavern around a 
  cool deep pool of water, and several rooms carved 
  into the rock. There are places for food preparation, 
  functional latrines, and small globes with “continual 
  light” scattered around the cavern. 
   
  The Way-station is quiet.  
   
   
  GM’s NOTES: 
  This Way-station is quiet, but this is not unusual for 
  this time of the year, and this season. It is staffed, 
  however by the Guild, and usually by a veteran of 
  the Guild who has done their time and bought 
  themselves out of whatever debt got them into the 
  Guild in the first place. 
   
  For the sake of brevity, these way-stations are all 
  staffed by your generic, friendly old feeblewit who 
  will ask for “donations” (if any) to be placed in the 
  sealed box next to the pool. I will only provide one 
  NPC in the [NPC Section, Pg18] for all five way-
  stations. 
   
  This person will also be able to equip characters 
  who do not have the necessary items with them, 
  “tsking” to themselves about the stupidity of 
  travelling without preparations. You may play these 
  series of encounters any way you wish, and add 
  flavour to them as you see fit. 
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  7 
  GM’s NOTES: 
  Characters who do not have sufficient funds may 
  (alarmingly) still procure these items without full 
  charge. All that is required of them is to 
  acknowledge an “Unspecified Debt…” to the 
  Porters Guild at some time in the future. 
   
  Do not provide details or information, but jot down 
  for the Register the names of the characters who 
  choose to entertain this option… 
   
  Encounter(s): 
   
  GM’s NOTES: 
  As far as encounters are concerned, Camprats 
  are a perennial nuisance both for this time of year 
  and in this part of Dullstrand especially. 
   
  This might seem a stupid encounter for the PC’s, 
  but combined with the heat and thirst modifyers, 
  and one of the detailed “Camprat” encounters will 
  probably kill their donkey and some of the PC’s if 
  they are played more than twice during their 
  Travelling. 
   
  During this time play two (2) encounters from the 
  [Detailed Encounters, Pg16] Section in the 
  following way: 
  Roll 1D4+1 to find out the day in which they are 
  swarmed 
  Roll 1D6+1 to find out the Hour in which they are 
  swarmed. 
   
  Do this sequence twice, and then complete the  
   
  Camprats Encounter 
   
  READ TO THE PLAYERS: 
  In the dust and the wind, your visibility is virtually 
  nil, but you are sure you have seen something 
  moving on the ground, but are not sure what. 
  Suddenly your donkey sets up a harsh, angry 
  braying, and turning you see it kicking out at a 
  swarm of small rodents who seem intent on both 
  your water supplies and anything to chew… 
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  8 
  Encounter 2 / Scene 1 
   
  READ TO THE PLAYERS: 
  The long trip south has been difficult, even though 
  the tracks have become more regular and shows 
  signs of undergoing some form of paving as soon 
  as you enter Zel Territories. 
   
  You wonder what they are doing, down here? The 
  hot wind blows off the brown arid Hills, promising 
  to whip even more sand into your mouth if it were 
  not for your face-cloth. 
   
  Further south, you see the Hills gradually give 
  way to the rocky ruin of Sand Dunes and 
  shattered Lava flows that mark Amel Territory, 
  and beyond to the Scarlet Monks, and you 
  shudder in the heat. 
   
  On the horizon, you see the green and fertile 
  lands of the Zel, and their supposed allies, The 
  court of The-Lordship-of-The-Isles-in-Exile. Far 
  more green than you would expect, considering it 
  is early summer. Once again you ponder what is 
  going on. 
   
  GM’s NOTES: 
  This should be the first introduction of what the 
  LOTI are actually up to: plantation farming. While 
  this concept is not unique on Oerth, it is certainly 
  odd here in The Dullstrand. 
   
  While it seems innocuous at first, The LOTI have 
  actually thought this through quite carefully, and 
  control of the Food production in the area is the 
  key to eventual domination of the whole of the 
  Dullstrand.  
   
  Of course, this fact should not leap up and bite 
  the PC’s on the nose, but there is enough 
  presented in the next few encounters to make this 
  clear to them.  
   
  GM’s NOTES: 
  The PC’s will not be able to quite put their finger 
  on what is happening, but any Druids in the PC 
  party should be instilled with a faint feeling of 
  dread. 
  What the LOTI are doing is not in the balance of 
  things, but it is viable. It is up to individual 
  characters to check their alignments and discuss 
  what they feel about this very subtle encounter. 
   
  “Traditionalists” (or any Lawful characters) might 
  have something to say about the way the face of 
  the Dullstrand may well be changed by this 
  apparent “miracle” of “making the desert bloom…” 
   
  Other characters may feel some vague unease 
  about what this would mean for conditions that 
  may or may not change if this was introduced 
  wholesale, or other, more traditional ways of life are 
  disrupted or destroyed by organised plantation 
  farming. 
   
  GM’s NOTES: 
  Try and get Player Characters to speculate about 
  what this will mean to their way of life in The 
  Dullstrand in light of their characters perceptions. If 
  this does not work, just move on without making too 
  much of a fuss about this. 
   
  Also, as part of their speculation, try and see if you 
  cannot get the characters to predict about what sort 
  of a fuss this would cause with the Druids and the 
  Rangers whose lifestyles may change irrevocably if 
  this system is introduced more widely. 
   
  GM’s NOTES: 
  This is a subtle encounter, and quite cryptic. The 
  vague sense of unease can be played through as 
  quickly or as slowly as possible. 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  9 
  Encounter 3/ Scene 1 
   
  READ TO THE PLAYERS: 
  You freeze suddenly, as a sound from the rocky 
  Hills on either side of track rises above the side of 
  the wind. 
  A large form detaches from the bluff and strolls up 
  to you.: An ambush… 
  “Well, well, Little people, how nice of you 
  to join us after stalking us for so long.” 
  “I am Jammarasu, and bid you welcome. I 
  hope I am able to speak to my brothers on your 
  behalf, but I fear it has been some time since they 
  have listened to me. 
  “All I have been trying to do is to get to 
  The Great Swamp, but I fear the sight of all this 
  food has driven them beyond the ability to reason. 
  “Jammarasu barks out several words in 
  Troll, but the only result is returned Troll laughter. 
  Jammarasu looks pained and turns to you, 
  apologetic. 
  “I am sorry, Little ones. But after they eat 
  you, they will beat me soundly. I don’t know which 
  of these things will pain me more…” 
   
  GM’s NOTES: 
  The PC’s are surrounded by a pack of marauding 
  Trolls. They are hopelessly outnumbered and 
  outgunned and are in the unenviable position of 
  “certain doom”. 
  Jammarasu is the leader of this band of 
  mobile stomachs and is so by virtue of his 
  intelligence and spell-casting ability. 
  Unfortunately for Jammarasu, and 
  because he is more intelligent, he is despised by 
  the other Trolls who have all initially banded 
  together to escape a Scarlet Brotherhood war-
  thrall breeding camp in the far south.  
  Jammarasu had hoped to travel quickly 
  and quietly to The Great Swamp, but the other 
  Trolls have decided to linger in The Dullstrand 
  and cause havoc. This is against Jammarasu’s 
  advice, and the ruckus they have created has 
  attracted far too much attention for the Sorcerer’s 
  liking. 
   
  GM’s NOTES: 
  Let the PC’s come to the realisation that they are 
  severely exposed and are about to become Troll 
  fodder before playing out the following encounter. 
   
  READ TO THE PLAYERS: 
  Jammarasu suddenly freezes, and pitches 
  forward paralysed between your horses. All 
  around you chaos erupts as belching flame and 
  screams of agony from the other Trolls vie for 
  attention in your consciousness. Soon all is quiet, 
  and you are approached by two garbed figures, 
  resplendent in Zel colours. The ease at which 
  they have dispatched the Trolls shocks you 
  somewhat. 
   
  GM’s NOTES: 
  The sizzling hiss of Troll flesh accompanies the Zel 
  Clan Defender and his apprentice into the PC’s 
  company. 
  Jammarasu was mistaken in thinking that 
  the PC’s were stalking them, in fact it was “Breath-
  of-Death” and “Agony-is-Reward”, the Zel Clan 
  Defender and his apprentice. The PC’s blundered 
  into the ambush lain by the Trolls, and the Zel had 
  to change plans somewhat in order to spring his 
  trap. 
   
  READ TO THE PLAYERS: 
  A tall, man approaches you, his mask glinting in the 
  sunlight. He orders his shorter, stockier companion 
  to pile the pieces into a pile, “for a clean, honest 
  fire…” 
  He regards you thoughtfully for a few minutes, 
  noting Diplomat Amulets (if any worn openly) before 
  continuing… 
  “You have the right of capture, Clansmen.” He 
  rumbles in a bass voice, not too friendly for all his 
  saving your life. 
  “This creature, like all that are not human has 
  sinned against the Zel, and I would inquire what you 
  would with it.” 
   
  Jammarasu’s eyes, filled with terror beseech you 
  silently from his prone position. “Please!” he 
  whispers haltingly through enormous effort “I have 
  treasure…”  
   
  The Clansmen continues, slowly. Not hearing the 
  Troll’s plea to you. 
   
  “I am Breath-of-Death, and I am Zel. The other 
  creatures have been identified as sinners against 
  the Clan, and they have received their justice. Their 
  accusers no longer walk this earth, nor do they live, 
  but their voices are ours to hear from the Halls of 
  Dust. 
  “While this thing is not mentioned as a sinner 
  against Zel, it is obviously in the company of those 
  who wreaked so much harm and ended so many 
  lives. Thus it must share in its fate. 
  “Unless, you have counsel…It will before long.”  
   
  GM’s NOTES: 
  Agony-as-Reward will finish gathering what Troll 
  parts are still large enough to burn and meticulously 
  piles them into a large heap in the middle of the 
  track. 
  Breath-of-Death will fold his arms in front of 
  him and silently watch the Player Characters 
  without saying a word until they have managed to 
  decide what to do.  
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  10 
  GM’s NOTES: 
  As far as the Clan defenders are concerned, the 
  following facts are known to them: 
  1) Jammarasu did not commit any of the 
  slaughter the other Trolls did. This confirms 
  his earlier admission that he was along with 
  them perforce, more captive than leader. 
  2) Jammarasu’s tracks often split off towards 
  The Great Swamp, and were often dragged 
  back by the other eight Trolls where a 
  scuffling ensued, probably a beating. This 
  also confirms things Jammarasu has 
  admitted. 
  3) Jammarasu can probably be trusted to adhere 
  to his word (He is Lawful Neutral!) and wants 
  nothing more than to escape to a friendly 
  environment and be left alone. 
   
  GM’s NOTES: 
  Breath-of-Death and Agony-is-Reward will 
  ascertain if the Player Characters have any strong 
  feelings about Jammarasu, and offer to take him 
  off your hands. 
   
  If the PC’s decide to play it this way, the last they 
  should see of the scene is Agony-is-Reward 
  casually flipping a “fireball” over his shoulder at 
  the Pile of Troll remains, and Breath-of-Death 
  manhandling Jammarasu to his feet before they 
  disappear to wind-swept visibility. 
   
  If the PC’s think about this carefully, whatever 
  they do actually re-inforces the notion that should 
  be creeping into their mind that whatever they 
  decided the fate of Jammarasu to be, reinforces 
  whatever the Humans actually think about ALL 
  Demi-Humans and non-Humans as well. 
   
  Sneak in the comment as the deal is done from 
  either of the two Clan Defenders… maybe borne 
  to the ears of the PC’s by a trick of the wind 
  “…Trolls, Dwarves, Elves… whatever…” 
   
   
  GM’s NOTES: 
  The idea of this encounter is to introduce a moral 
  dilemma, and hope the PC’s will generate 
  discussion on this. Clearly the innocence of 
  Jammarasu has nothing to do with his survival 
  potential. 
  If the PC’s reinforce this with the NPC’s, they are 
  actually placing the same expectations of future 
  treatment from the Humans by their actions. 
  Thus the next time a Dwarf or an Elf is clearly 
  innocent, they might well be executed anyway, 
  because that is how the PC’s have decided things 
  work. 
   
  Let’s see how the PC’s run with this… 
   
  GM’s NOTES: 
  Jammarasu is willing to ransom his life with 
  treasure the other Trolls have accumulated. More 
  detail on this is in the [Treasure Section, Pg20] 
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  11 
  Encounter 4 / Scene 2 
   
  READ TO THE PLAYERS: 
  The Court of the Lordship of the Isles is 
  impressive. Whatever they may have looked like 
  when they arrived, certainly the influence of the 
  LOTI have changed the appearance of the Zel 
  Homelands into a “civilised” centre. 
   
  Buttresses, domes, balconies and plaza’s have 
  become the dominant architectural forms and the 
  small inlet that the Zel had been using for their 
  Sea Trade is currently swarming with gantries and 
  dredgers. 
   
  GM’s NOTES: 
  The LOTI will be quite firm with the PC’s. If there 
  are any Demi-Humans in or with the Party, no 
  matter how disguised, they will simply be ignored 
  and will never receive their audience. You might 
  think this unfair, but this is the way the LOTI work, 
  and Demi-Humans are completely and utterly 
  beneath the notice of the LOTI, and thus the PC’s 
  are presented with a rather difficult quandry… 
  Humans who have been seen in the 
  company of Demi-Humans, will suffer the same 
  fate of complete ignorance even if they split away 
  from the Demi-Humans after they have tried to get 
  in once. 
   
  They might have to resolve this by fair means or 
  foul, and consult the list of NPC’s [Arlan Verba, 
  NPC Section, Pg18] who are able to assist them 
  at any time. The LOTI will only deal with Humans 
  who have business with them. If an “Elf-friend” or 
  a “Dwarf-friend” or any “any-Demi-Human-friend” 
  seeks an audience, they are ignored. Final…   
   
  As soon as a Human NPC has been conscripted 
  into their service (see NPC lists for appropriate 
  candidates…)  
  OR 
  if the party is entirely of Humans, the read-outs 
  continue as presented.  
   
  READ TO THE PLAYERS: 
  A handsome, liveried man steps forward as you 
  enter The Court, and asks you your business. He 
  smiles courteously as he accepts your dockets 
  and bids you to wait at one of the comfortable 
  benches in the Hall… 
   
  The PC’s are free to sit for awhile and eavesdrop 
  on some of the merchants and the plantation 
  managers discuss the next crop and the volumes 
  issuing from the new estimates of harvest time, 
  whilst waiting for their audience. 
   
  GM’s NOTES: 
  Right, the game is afoot and the PC’s are probably 
  going to get the royal run-around. Obviously the 
  LOTI escaped their Kingdom with more than a 
  Baron’s ransom in booty and finances and are 
  currently altering the Zel Clan lands with a great 
  amount of cash and gusto. 
  If the PC’s smell a rat, indeed there are rats 
  aplenty… The LOTI-in-Exile is a political hot potato, 
  and certainly has more than enough money and 
  influence to rival all the other Clan Lords, plus they 
  have one item, which is in short supply:  
  Food. 
   
  The PC’s might be able to estimate the sheer 
  volume of produce exceeds that of the rest of The 
  Dullstrand by a fair amount. This is the chip that the 
  LOTI intend to use in future to take over the running 
  of The Dullstrand come the next Clan Meet. 
   
  READ TO THE PLAYERS: 
  The liveried man returns and bids you to wait for 
  another interview to finish. It is a matter of minutes 
  before a tall, heavy-set  muscular woman issues 
  herself out of the audience ante-chamber hall, her 
  face stormy. 
  She looks up at you, and her plain face suddenly 
  changes, thoughts flit almost visibly over her 
  visage. 
   
  She walks towards the door, cutting over to 
  intercept you. She whispers to you as she passes, 
  “Meet me at the Plaza Inn this afternoon, if you 
  please…” 
  You continue on towards the Audience ante-
  chamber hall, trying not to let on you have heard 
  anything. 
  What would the Factor of The Morsk want with you, 
  you wonder? 
   
  GM’s NOTES: 
  The PC’s are going to be bored out of their skulls 
  after they enter the room, so set them up for all 
  sorts of interesting diversions before they enter the 
  room… 
   
  Also, if they have managed to hire an NPC from the 
  candidates list, they are not going to be actively 
  engaged in the proceedings anyway, so they are 
  free to follow The Morsk Factor and attend to that 
  first. 
   
  IF the players are all Human, and have been 
  waiting in the Court Entrance, read the following to 
  them: 
   
   
  READ TO THE PLAYERS: 
  So, you are issued into a large impressive ante-
  chamber where a number of richly-dressed scribes 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  12 
  are sitting, ink-stains visible on their fingers. One 
  looks up bored, and says “Papers please…” 
   
  At the presentation of any of the Amulets, or 
  letters of introduction from The Ontess, a slyly 
  malicious smile crosses the face of the Clerk. 
  “Hmmm…” he smirks “Utmost importance, vital 
  business… indeed…” 
   
  “I shall fill out the necessary admittance forms for 
  you, and will see if His Lordship will attach the 
  same importance to your mission as your Factor 
  in Dullstrand.” The Clerk looks almost pleased 
  with himself. “Please put the location of your 
  residence down here please, and we will be 
  notifying you as soon as a slot become available.”  
   
  The Clerk smiles at you sunnily; “Thank you, and 
  have a nice day…” 
   
  GM’s NOTES: 
  The chances of the PC’s now seeing the LOTI 
  anytime soon have reduced to virtually nil, and 
  this should be made apparent to them. As in all 
  courts of high intrigue, the Chief Clerk has seen 
  some advantages in playing the PC’s like a lute.  
   
  The Clerk, of course, is going to not only drag his 
  heels getting the forms filled out, but will also 
  make himself available for a number of serious 
  bribes before the PC’s eventually get to see the 
  LOTI. 
   
  The room is guarded by a score or so of very 
  serious looking guards, and violence towards the 
  Chief Clerk, or any of his staff is not a good idea. 
  Especially considering the nature of the 
  appointments of the PC’s as Diplomats. 
   
  Thus the PC’s have to think really hard with 
  decreasing options. 
   
  GM’s NOTES: 
  If they have had to hire an intermediary, he or she 
  will return to paraphrase the above information, 
  and the PC’s are in the same quandary. 
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  13 
  Encounter 5 / Scene 2 
   
  READ TO THE PLAYERS: 
  The Morsk factor is waiting for you as promised at 
  the appointed time. She sips at a small glass of 
  purple wine and looks you over once or twice. “So 
  you are the ones sent by The Ontess to get a 
  copy of the documents… 
  “Well, Good Luck, “ she smiles fiercely “I 
  might be able to assist in some way, because I 
  have been trying to get to see that damnable 
  document for six months.  
  “It might behoove you to listen for awhile 
  otherwise you will be running around for months 
  doing this small errand and that small errand until 
  you are as sick of the LOTI as I am. 
  “In order for the slate to work, you have to 
  press it against the document to get a copy. As it 
  happens I know where they store the original 
  document, and It would take very little effort for 
  you to creep in tomorrow and accomplish your 
  goals. 
  “I mention this because I will be seeing 
  the LOTI tomorrow with a matter I have spent at 
  least six months trying to get him to consider, and 
  all of this is getting on my nerves. I would love a 
  chance to make him look ridiculous…  
  “It’s petty I know, but I have really lost my 
  patience with these foreign devils… 
   
  GM’s NOTES: 
  Salya, the Morsk Factor is speaking the truth. She 
  is able to supply at length the details of what she 
  has been doing for the LOTI, fetching this from a 
  remote farmstead in the Highlands. Collecting that 
  vintage wine for the Heir in Amel country, and so 
  forth and so on. 
   
  The PC’s have been instructed by The Ontess to 
  do exactly the same, but he has given the PC’s a 
  Time constraint, so they are obviously not going 
  to be afforded the Luxury of all of this delay. 
   
  Second, The Morsk Factor is IMPORTANT, and 
  the PC’s are not. Salya Morsk is fourth of fifth in 
  Line to actually lead the Morsk at a Great Clan 
  meet, and she has been treated in this way. The 
  PC’s must ask themselves literally; what are their 
  other choices? 
   
  GM’s NOTES: 
  Salya Morsk has indeed maps and plans of the 
  Palace, and an area of construction close to the 
  room that the Document. As it happens, the LOTI 
  are so smug in their superiority that they have not 
  connected this gaping fact while they are 
  reconstructing to be a security issue. 
   
  Salya Morsk also has details that the area is 
  trapped (but she doesn’t know what with…) and 
  this is all the detail she has on this. No-one knows 
  that she has been busy staking out the place in the 
  six months she has been running around doing 
  petty missions for the LOTI. 
   
  GM’s NOTES: 
  Salya Morsk will be able to supply details of the 
  LOTI-in-Exile and his Heir. Her opinions are listed 
  below: 
  1) The LOTI-in-Exile; is a tired, beaten old man 
  who has been ousted from his position because 
  of his flat disregard to listen to other people. He 
  tried to match his strength against Latmar 
  Ranac, and lost. Then he tried to match his 
  strength against the “barbarians” at Dullstrand, 
  and lost again. This has broken him, and he sits 
  and stews in despair and defeat in Zel Lands, 
  taking small bitter pleasures from the chaos he 
  has introduced into Dullstrand society, planning 
  his return. 
  2) The LOTI-in-Exile Heir; a charming, dangerous 
  man. Realising that he might actually inherit 
  nothing from his Father, he has tried to position 
  the LOTI court in as favourable a position as 
  possible, specifically the one thing that 
  Dullstrand has very little of: surplus food. He 
  quietly steers his father into decisions that 
  would benefit him, as well as making sure that 
  the LOTI is in a position to dominate Dullstrand 
  economically, if not by force. 
  3) The Chief Clerk; is a charming and utterly 
  corrupt official who would bleed a stone dry if 
  he had enough time. It seems that most of the 
  stuff the LOTI gets to see has been tailored by 
  The Chief Clerk to show himself in the best 
  possible light at all times. 
   
   
  GM’s NOTES: 
  Salya will slide the documents over to the PC’s at 
  the table, smiling all the while, apparently 
  unconcerned that you are in broad daylight in a 
  public place. No-one notices anything unusual. 
   
  GM’s NOTES: 
  The Plaza Inn is a high lifestyle Inn in the centre of 
  the “new” Zeltown. A richly-appointed room may be 
  had by Humans who present their Amulet for 10sp 
  per night.  
  Demi-Humans who present their Amulets 
  are shown to small rooms at the back, which while 
  comfortable has nothing to compare it to the ones 
  inside. 
  No matter how much the PC’s are willing to 
  pay, Demi-Humans are given rooms for 5sp at the 
  rear courtyard with the excuse that the rooms inside 
  are "full". If the PC’s complain, point out to them 
  that the Plaza Inn is the classiest and most polite 
  establishment in Zeltown, and that things are bound 
  to get worse elsewhere. 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  14 
  Encounter 6 / Scene 2 
   
  READ TO THE PLAYERS: 
  Salya Morsk appears early before breakfast. “This 
  is the last time we should be seen together, so 
  this is the itinery for today.” She smiles, showing 
  her long, prominent Morsk teeth. “I will be in the 
  Court Hall from ten in the morning until after noon. 
  “If you are to move, make sure I am in the 
  Hall before you begin your run. I am sure they will 
  come up with counter proposals and all sorts of 
  things to slow me down, but I will make a good 
  show of it.”  
  “Still, no matter what happens, you MUST 
  be out of Zeltown and on the road by at least half 
  past noon. That should give you two hours for a 
  ten minute job… more than enough for even the 
  most clumsy diplomat…” 
  She chuckles, then looks at you carefully 
  “Destroy those maps and documents somewhere 
  on the road. I might have my petty revenge on the 
  LOTI, but if this comes out not even the Great 
  Clans will be able to protect you from them. Be 
  careful, kinsmen and good luck…” 
  Salya Morsk slips away down the corridor 
  without a backward glance. 
   
  GM’s NOTES: 
  From now on, the PC’s can quite literally plan this 
  anyway they want to, but the documents give 
  them a straight walk-through, with you making it 
  as tense or as easy as time permits. Here are 
  some suggestions to assist: 
  1) With the construction area crawling with 
  workers, Humans are able to disguise 
  themselves as a common labourer and gain 
  access past all of the construction work and 
  crawl through into the chamber where the 
  document is kept. 
  2) Demi-Humans are able to creep through a 
  sewer into the construction site and crawl 
  through into the chamber where the document 
  is kept. 
  3) The trap is on the pedestal where the 
  document is housed, and removing the 
  document will set off the trap. The PC’s 
  should not realise that touching it, or pressing 
  the Slate of Copying against it will not trigger 
  it until they actively try and solve the workings 
  of the trap. [Detailed Encounters, 
  Encounter #6, Pg 17]. 
  4) If the PC’s walk around like they belong there, 
  they will attract no attention at all. All of the 
  construction is being done by complete 
  strangers to each other, some as far away as 
  Rel Astra, and many of them are so absorbed 
  in their own work and creations that they do 
  not deign to speak to others. The PC’s should 
  not be challenged on the way out, no matter 
  how nervous they may be. 
  5) NPC’s might bustle up to them to ask them if 
  they think that the buttress looks all right, and is 
  it not prettier than their rivals, and so forth. This 
  should also be a way for the PC’s to attract less 
  attention to themselves by working on the 
  rivalry between the different construction teams. 
  This option is only open to Human and 
  (possibly) a Dwarf PC. 
  6) Completely Demi-Human Parties will have to do 
  the subterfuge-in-sewers thing, so they might 
  encounter work gangs who are completely 
  absorbed in sanitation construction for the 
  same sort of effect 
   
  GM’s NOTES: 
  Although it seems to be especially easy, it is not. 
  This is just a masterpiece of planning by Selya 
  Morsk, taken six months in the planning to 
  accomplish. The PC’s are just by affiliation doing 
  the same thing that Selya is doing for the Morsk 
  Clan. 
   
  The real and actual danger lies in the 50 Palace 
  Guards that are watching the LOTI insult Selya 
  publically and song and dance her (legitimate) 
  business during her three-hour audience. If any 
  alarm is raised by having stupid PC’s kill everyone 
  they encounter, then the danger is very real… 
   
   
  GM’s NOTES: 
  Let us count the ways in which tardy PC’s may 
  encounter a sticky end: 
  1) First, the LOTI Guards will easily take them out, 
  and capture those not slain immediately.  
  2) Second the Morsk Clan Defender will probably 
  have to salvage Morsk Honour by making sure 
  the PC’s do not implicate Selya in any way. 
  3) Third, Dullstrand will not in any way pay a 
  ransom or salvage the wreck of the mission. 
  The Amulets will be teleported away, and the 
  PC’s family must raise an enormous ransom if 
  the PC wishes to be released from languishing 
  forgotten and deserted in a LOTI dungeon. 
  4) Fourth, any character who is unlucky enough to 
  be alive at the end of the mission will probably 
  have to arrange release from the very crooked 
  Chief Clerk, and this may well bankrupt 
  everybody concerned. 
   
  GM’s NOTES: 
  Assuming the terrified PC’s are actually able to stay 
  calm and not attract any attention, they should be 
  gripping the Slate of Copying, mission successful 
  and hoofing it out of Zeltown before the One Hour 
  chimes ring out over the Plaza. 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  15 
  Players' Epilogue 
  READ TO THE PLAYERS: 
  Oh what a tangled Web… Clutching your prize you urge your water-carrying Donkey into the harsh winds 
  and gritty air that marks your return to Dullstrand. Perhaps you have discovered a taste for this type of work, 
  and perhaps not. One thing you might well consider is that thank all of the Good Ones that you are not a 
  Demi-Human in Zeltown. Actually, come to think on it… anywhere in Dullstrand. 
   
  You have monstrously powerful Humans hunting you down for real and imagined insults to Clan 
  Honour, you have powerful and bigoted foreigners turning you out into separate quarters and refusing to 
  speak to you like you were an “untouchable”, or worse… a Porter. What your life would be like under those 
  circumstances would be too miserable to consider. 
   
  But then, come to think on it… what would your Demi-Human friends think of you if they were 
  exposed to this sort of treatment every day? How could you ever, really ever trust them completely? A 
  chilling thought and one you may have to spend some time resolving 
   
  THANK YOU FOR PLAYING “Mine is Mine…” 
   
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  16 
  Module Appendices 
   
  DETAILED ENCOUNTERS: 
   
  Encounter 1: 
   
  Camprats: 
   
  This Encounter may be played anywhere in the 
  Hestmark Highlands, and as many times as the 
  GM would wish to do this. Considering the 
  vulnerability of the PC’s to thirst and exhaustion, 
  not more than 3 times maximum. 
   
  The number of animals in the encounter in the 
  Wilderness should be: 
  Camprats:  
  (2 per PC plus 1d12) 
   
  Camprats: 
  General: 
  CR: 1/8; Tiny Animal 1.5 foot long; HD 1/4d8; HP 
  2; Init +2 (Dex); Speed 15ft; Climb 15ft; AC 14 (+2 
  size, +2 Dex); Attack +4 melee (1x bite); Damage 
  Bite: 1pt +4; Face/Reach 3ft; x2 0.5ft / 0ft; AL N; 
  SV Fort +2; Ref +4; Will +1. 
  Stats: 
  Str 3, Dex 16, Con 11, Int 3, Wis 12, Cha 3 
  Skills:  
  Climb +12, Hide +18, Move Silently +10.  
  Feats:  
  Weapon Finesse (Bite +4). 
  SQ:  
  Scent (Ex) Rats can detect opponents within 30ft 
  by sense of smell. 
   
  Camprats Special: 
  Gnaw Feat: Camprats are able to gnaw through 
  leather, wood and soft materials in a single round. 
   
  Tactics: 
  If possible, Common Rats will attempt to swarm a 
  single creature.  
  Camprats, however will attempt to gnaw anything 
  large enough to be designated “food”, and then 
  only concentrate on attacking other creatures. 
  Treasure: 
  These creatures do not hold, nor do they hoard 
  treasure. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter 3: 
   
  Trolls: 
   
  This Encounter is played on the outskirts of Zel 
  town and is extremely dangerous for the PC’s. 
   
  Fortunately, the PC’s are incidental to the 
  slaughter and this encounter is a device to 
  introduce the Clan Defender Prestige Class. 
   
  The PC’s should not actually engage in combat 
  with the Trolls, maybe just with pieces after all the 
  damage has been done, at most. 
   
  The number of Trolls in the encounter in the 
  Wilderness should be: 
  Trolls:   
  (8) 
  Troll Sorceror:  (1) Jammarasu [Detailed NPC’s, 
  Pg 18] 
   
  Trolls: 
  General: 
  CR: 5; Large Giant, 9’ tall; HD 6d8+36; HP 42; Init 
  +2 (Dex); Speed 30ft; AC 18 (-1 size, +2 Dex, +7 
  natural); Attack 2 Claws +9 melee, 1 Bite +4 
  melee; Damage Bite: 1d6+3; Claw: 1d6+6; 
  Face/Reach 5ft; x  5ft / 10ft; AL CE; SV Fort +11; 
  Ref +4; Will +3. 
  Stats: 
  Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 
  Skills:  
  Listen +5, Spot +5.  
  Feats:  
  Alertness, Iron Will 
  SQ:  
  Regeneration 5, Scent, Darkvision 90ft 
  Special Attack: 
  Rend (Ex): If a troll hits with both Claws, it deals 
  an additional 2D6+9 points of damage. 
  Tactics: 
  Trolls have no fear of death, and will launch 
  themselves into attack as soon as possible. For 
  this Module, they will gloat a bit, enabling the PC’s 
  to sweat, a lot 
  Treasure: 
  These creatures have treasure stashed away that 
  Jammarasu could show them, where he alive. 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  17 
  Encounter 6: 
   
  LOTI Security Trap: 
   
  This Encounter is placed in the room where the 
  Document the PC’s need to copy is in. 
   
  The reason for this detailed encounter is that the 
  Trap is all of the following things: 
   
  A Gas Trap: CS 10, no attack roll necessary; 
  Search (DC21); Disable Device (DC 25). 
   
  A Curse: CS 6, Fort –3, Area 5ft, All PC’s are 
  identifiable by the LOTI Court Clerics for the 
  specific theft, and at are a –1 penalty in all checks 
  until apprehended. 
   
  A poison needle Trap: CS 2, +8 ranged; Search 
  (DC25); Disable Device (DC 20). 
   
  The trick is that any “Detect Magic” on the 
  pedestal, or any Search on the Traps will indicate 
  that the Document is trapped in a variety of ways; 
  but a successful check (DC22) will show that all 
  the Traps and Curses are only triggered when the 
  document is removed from the pedestal.  
   
  The action of pressing the “Slate of Copying” to 
  the document will not trigger any of the Traps, nor 
  will it indicate to the LOTI that this action has 
  been performed. 
   
  The appropriate Experience Award has been 
  tallied if the PC’s have worked this out in the 
  [Treasure and Experience Summary, Pg20] 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  18 
  Extra NPC Information 
   
  1) The Ontess, male Human, War18 
  Str 18, Dex 15, Con 17, Int 13, Wis 10, Cha 10 
    
   
  The Ontess is a large man. He is also an albino, 
  with hard colourless eyes, pale skin and snow-
  white hair. 
  Although already past 50 years old, it is difficult to 
  tell his exact age because of both his looks and 
  his habit of not being seen in sunlight or brightly lit 
  rooms. 
   
  Once master of The Dullstrand Watch, The 
  Ontess lost that position when the LOTI invaded, 
  and the Inner Council closed ranks on him, 
  destroying his political ambitions. 
   
  The Ontess, however ruined his Great Clan 
  ambitions may have become, has still remained 
  useful to the Masters. They have taken to giving 
  him tasks sufficiently difficult for him to work on a 
  new Prestige Class, The Dullstrand Diplomat. 
   
  The Ontess is tough, brutal and extremely 
  belligerent, and instills fear where-ever he goes. 
  The PC’s should be made to feel this, He is a 
  dangerous man to cross. People only ever tend to 
  do this once… ever…  
    
  2) Old Man Grundle, male Human, War6 
  Str 12, Dex 12, Con 18, Int 10, Wis 10, Cha 14 
   
  Old Man Grundle is a generic stereotype to place 
  into whatever position when a Porters Guild Way-
  station manager is needed. 
  These are people who have worked for the 
  Porters guild for a long time and have managed to 
  remove themselves from the debt or circumstance 
  that allowed them to be “attached” in the first 
  place. 
   
  Years of transporting heavy cargo on their backs 
  and walking through desolate terrain have made 
  them fairly non-communicative and other-worldly 
  (or “addled” if the GM prefers…) 
   
  They run the way-station as a service, but may 
  profit from the additional services they offer over 
  and above a safe room and water. 
  Mongo Flintheart is famous among the Way-
  station Managers as someone who has used their 
  position to become fabulously wealthy, and there 
  is some jealousy and envy expressed every time 
  his name is mentioned amongst the other Way-
  station Managers. 
   
   
   
   
   
  3) Breath-of-Death, male Human 
  War10/Rog10/Sor10. 
  Str 17, Dex 17, Con 17, Int 17, Wis 14, Cha 17. 
   
  Breath-of-Death is the Zel Clan Defender Master, 
  who is responsible for the defence of the Clan, its 
  Honour and its well-being. Currently he is stalking 
  a rogue band of Trolls who have wreaked havoc 
  amongst Zel lands. He has found them in the 
  position of ambushing the PC’s and has 
  introduced the most surgical methods possible for 
  slaying them and rescuing the PC’s. 
   
  A dour man, Breath-of-Death is uncomfortable 
  with the arrangement the Zel and The LOTI-in-
  Exile have going and is certainly not impressed 
  with the new plantation culture that has been 
  introduced. 
   
  However, Breath-of-Death is completely loyal to 
  The Zel, and obeys his commands literally and 
  efficiently. His instructions are to slay those who 
  have slain Zel… and that’s what He will do. 
   
  GM’s NOTES: 
  Breath-of-Death is a major player in subsequent 
  interludes with The LOTI-in-Exile, and is 
  introduced here to display his Prestige Class to 
  the PC’s. 
    
   
  5) Agony-is-Reward, male Human. 
  War10/Rog10/Sor9: 
  Str 17, Dex 18, Con 17, Int 17, Wis 14, Cha 15 
   
  Agony-is-Reward is the apprentice Clan 
  Defender. There are only ever two of these 
  Prestige Classes, considering the resources they 
  consume in order to achieve this status. Agony-is-
  Reward is slightly less dour than Breath-of-Death, 
  being younger and more progressive. He has 
  listened to much of what is going on and is not 
  pleased with the way in which the plantation 
  culture is headed. 
   
  He is however, firmly supportive of the end result, 
  enough food for The Dullstrand to lighten the 
  deprivations the Clans have suffered for 
  thousands of years. 
   
  GM’s NOTES: 
  Agony-is-Reward is a major player in subsequent 
  interludes with The LOTI-in-Exile, and is 
  introduced here to display his Prestige Class to 
  the PC’s. 
   
  Agony-is-Reward will not speak to anyone in the 
  presence of his Master, Breath-of-Death.  
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  19 
  5) Arlan Verba, male Human, Bard3. 
  Str 12, Dex 15, Con 16, Int 17, Wis 12, Cha 17 
   
  Arlan Verba is a charismatic Bard who is touring 
  The Dullstrand, bringing all of the latest 
  Greyhawk, Rel Astra and Keoland tales and tunes 
  to The Dullstrand. 
   
  He is young, attractive and pleasant. He is also a 
  spy for an unnamed, (but luckily; unaligned…) 
  Power, and collects information, tales of derring-
  do and otherwise all things of Dullstrand. 
   
  He has been getting quite bored just recently and 
  is currently staying at the Plaza Inn where he has 
  been wooing Selya Morsk unsuccessfully these 
  last past weeks. 
   
  GM’s NOTES: 
  Arlan is a trustworthy source to present the case 
  of the PC’s to The LOTI-in-Exile Audience 
  Chamber if any or all of them are Demi-Humans 
  and have been forced out of the LOTI Court. 
   
  He is also keen to bed Selya Morsk, simply 
  because he has been unsuccessful up until now, 
  and may quiz the Human PC’s about her Clan in 
  case he is missing something… 
   
  6) Selya Morsk, The Morsk Factor, female 
  Human. War4/Rog4. 
  Str 16, Dex 15, Con 16, Int 15, Wis 14, Cha 15 
   
  Selya Morsk has left Dullstrand six months ago to 
  observe the LOTI Court and investigate the 
  disruption of normal trade routes between Morsk 
  Clan Lands and Zel Clan Lands. Being the Morsk 
  Factor, she is fully cognisant of the Great Clan 
  Meets edict regarding The LOTI. What her 
  immediate goal is, is to discover why the Zel are 
  no longer trading certain items back to the Morsk. 
   
  She has discovered to her horror that the Zel are 
  reliant enough on LOTI produce to no longer 
  require any reciprocal trade with the Morsk, thus 
  isolating the Morsk in the Highlands. 
   
  In her presentations of issue to The LOTI, she has 
  been sent on mission after mission to collect 
  “presents” to make her case more appealing to 
  the LOTI, and this absurd abuse of Power has 
  angered her immensely. With the PC’s, Selya 
  sees a way to avenge her Honour, and at the 
  same time hurt the LOTI cause with the Great 
  Clans of Dullstrand.  
   
   
  7) Jammarasu, male Troll. War8/Sor4. 
  Str 20, Dex 10, Con 15, Int 14, Wis 12, Cha 12 
   
  Jammarasu is a 6’8” mahogany coloured, smooth-
  skinned, black hair male Troll. By Troll standards, 
  he is an unattractive runt. 
   
  Jammarasu escaped a Scarlet Brotherhood 
  Warthrall breeding camp in the Serpent Hills three 
  months ago with 8 other Trolls. His original plans 
  were to escape to The Great Swamp and live out 
  a life of Relative ease and undisturbed meditation. 
  However, as soon as they were free of the 
  Warthrall camp, the other Trolls decided that 
  Jammarasu was too useful to just let go, because 
  he could cast spells and understand “long-pig” 
  language. 
  Thus began a raid to end all raids, and 
  Jammarasu is both desperate and sickened with 
  the carnage. Whenever he states any objections, 
  he is beaten soundly by the other Trolls and 
  sometimes burnt until he agrees with what they 
  want. Jammarasu simply does not have the size 
  or the fierceness to resist this for long, and does 
  not regenerate as fast as the other Trolls. 
   
  GM’s NOTES: 
  What Jammarasu will not tell the PC’s, or omit in 
  any conversation, is that all he can remember is 
  the Warthrall camp. His mother was human 
  (which is why he can speak common) and he has 
  a rough idea that she came from near The Great 
  Swamp, which is why he wants to return there. 
   
  Jammarasu is not aware of his heritage, but is 
  able to provide some information on future Scarlet 
  Monk activity on the borders of Dullstrand based 
  on what he has heard and listened to in his young 
  life. 
   
  Jammarasu should be portrayed as a fairly tragic 
  character whose attempts at redemption are 
  largely dependant on what the PC’s decide. When 
  “tidied up”, very little of his Troll heritage is 
  evident. 
   
   
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  20 
  EXPERIENCE POINTS SUMMARY: 
   
  To award experience point to Players of this adventure, tally the following points for an Adventure total, then 
  add discretionary awards to each player for a maximum sum of experience. 
   
  Encounter 1 
  Rats 
   
   
  50xp 
   
  Encounter 1 (again) 
  Rats 
   
   
  50xp 
   
  Encounter 3 
  Trolls 
   
   
  200xp 
   
  Encounter 6 
  Gas trap,  
   
  75xp 
   
  Discretionary Awards: 
  For solving any LOTI quandry 
   
  50xp 
  For conduct during “theft” of document 50xp 
  Discretionary Role-Playing Awards 
  0-25xp 
   
   
  TOTAL POSSIBLE AWARD 
   
  500XP 
   
   
  TREASURE SUMMARY: 
   
  Certificates need to be issued for the following Treasures that have no obvious cash value as stated per 
  room or per encounter. 
   
  The total treasure haul for this Module is as follows: 
   
  100gp per character on acceptance of the mission from The Ontess. 
   
  Troll Horde: 
  150gp  
  200sp 
  300cp 
   
  1gp wooden doll (Jammarasu’s) carved in Frens style 
   
  100gp per character on the successful return of the Slate of Copying to The Ontess in Dullstrand  
   
  NOTE: If Jammarasu is still alive, he will not voluntarily part with the keepsake doll. It was the last thing he 
  has from his mother and will swap everything else to keep it. 
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  21 
  Players Handouts # 1: 
   
  Copy of the LOTI-in-Exile agreement with Kalag Retnev: 
   
  Spring, 564CY. 
  Masters’ Citadel, Dullstrand. 
   
  Your Lordship, 
   
  In this time of great trouble, it has come to my attention certain details regarding the strength of one Latmar 
  Ranac, pretender to the throne of The Lordship of the Isles. While these details have been difficult to 
  uncover, I believe that Honour bid me to now offer assistance where possible, considering all of the Lands of 
  the Region would benefit from the cessation of hostilities that are brewing between us. 
   
  In order for The Town of Dullstrand to maintain its neutrality, and to continue in the spirit of profitable Trade, I 
  have ordered a fleet of Gnomish sloops to be made available for transportation of your court to the Town of 
  Dullstrand. Were the one named Latmar Ranac to make your current position untenable, I believe a change 
  of strategy would be wise to consider. 
   
  Once in Dullstrand, The Masters’ Citadel would be in a position to offer you whatever assistance you would 
  need in order for you to hold what is yours by right. We would consider ourselves privileged to be in a 
  position to assist you to regain what is rightfully yours. 
   
  We would then be in a position to evaluate your finances and see what Dullstrand Estates you would be able 
  to afford, and how you could rebuild a viable position. In your sovereign Estates in The Lordship Of The Isles 
  Territories, any reverses of fortunes in the brewing contest with Latmar Ranac would be alleviated were you 
  to consider our offer. 
   
  Yours truly, 
  Kalag Retnev,  
  Master of Dullstrand. 
   
   
   
   
   
   
  
  “Mine is Mine…” 
  RPGA SA LIVING GREYHAWK REGIONAL MODULE 
   
   
  22 
  INFLUENCE CERTIFICATES TO BE ISSUED: 
   
  Certificate Issue: 1 per Party Member, not tradeable 
   
  5 Influence Points with the Morsk Factor 
   
  These influence points will be useful in further adventures in The Dullstrand and in The Hestmark Highlands  
  The Morsk Factor remembers what your characters have agreed to do for her, and are willing to do you a 
  favour in the future. 
   
  GM’s NOTE ON ISSUING THIS CERTIFICATE: 
  This certificate may be issued if the PC’s decide to follow The Morsk Factors instructions and keep her name 
  out of any further discussion regarding the acquisition of the Copy of the Document.  
   
  Certificate Issue: 1 per Party Member, not tradeable 
   
  5 Influence Points with Jammarasu, The Troll Sorcerer 
   
  These influence points will be useful in further adventures in The Frens Clan Lands and in The Hestmark 
  Highlands (but not in the Town of Dullstrand). The Sorcerer remembers what your characters have done for 
  him, and is willing to do you a favour in the future. 
   
  GM’s NOTES ON ISSUING THIS CERTIFICATE: 
  This certificate may be issued if the Troll Sorcerer is alive at the end of the Encounter 3. Jammarasu is 
  actually a Frens, and will discover this if he lives through the Encounter and is allowed to return to where he 
  wishes to go. 
   
  Certificate Issue: 1 per HUMAN Party Member, not tradeable 
   
  1 Influence point with The Ontess and The Dullstrand Diplomats Corps. 
   
  This influence point will be useful in further adventures in The Hestmark Highlands, The Dullstrand and The 
  Town of Dullstrand.  
   
   
  GM’s NOTES ON ISSUING THIS CERTIFICATE: 
  This certificate may be issued if Human PC’s complete the mission and return to Dullstrand with a copy of 
  the Document, as instructed. The Dullstrand Diplomatic Corps will be inclined to use the PC’s in future. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/The Dullstrand/592/Normal Scenarios/DUL2-02 - Mine Is Mine... (APL 2-6)/DUL2-02 - Mine Is Mine....pdf