TEXT: COR5-02 Atonement 
   
  Page 1 
   
  COR5-03 
   
   
  ATONEMENT 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  Version 1.0 
   
   
  by Theron Martin 
   
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Playtesters: Jay Babcock, Lee Burton, Dash Anderson, Crystal Babcock, 
  Jon Sedich, Ginger Babcock, Tony Babcock 
   
   
  "I have led a wicked life," the man says, "and paid a dear price for it. I have changed my ways and tried to start anew, but 
  the sins of my past now threaten my family. I need your help." A roleplaying-intensive adventure set in the City of 
  Greyhawk for APLs 2 to 8. 
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
  
  COR5-02 Atonement 
   
  Page 2 
   
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single PC 
  may only bring four or fewer animals of this type, 
  and animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
  
  COR5-02 Atonement 
   
  Page 3 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
  LIVING 
  GREYHAWK 
  adventures are 
  designed for APL 2 
  and higher. Four or 
  five 1st-level 
  characters may find 
  the challenge of an 
  APL 2 adventure 
  difficult. Suggest 
  the following to 
  these groups to 
  help increase their 
  chances of success:  
  1. 
  Enlist 
  a 
  sixth 
  player. 
  Advise 
  characters 
  to buy riding dogs 
  to 
  help 
  protect 
  them, and fight for 
  them. 
   
  Time Units and Upkeep                     
   
          
  This is a standard one-round core adventure set in 
  Greyhawk.  All characters pay 2 Time Units for this 
  event.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND  
  This is a story of two dark souls set onto different but 
  convergent paths toward redemption by a single act of 
  violence. 
   
  Robann Strother, only son of a successful gem trader 
  in Rel Astra, fell in with the “wrong crowd” during his 
  youth. During that time he learned the fine art of 
  swindling and made many underworld connections, both 
  of which served him well when he reached his majority 
  and took over the family business. He prospered greatly 
  by using his legitimate business as a cover for all manner 
  of illicit activities, chief among them smuggling exotic 
  goods for noble houses, laundering money for criminal 
  organizations, and providing services for agents of 
  various 
  regional 
  factions, 
  including 
  the 
  Scarlet 
  Brotherhood. 
   
  In the wake of the Greyhawk Wars, Robann 
  developed his most profitable venture, a thriving black 
  market operation in Ahlissa. By 591 CY he controlled a 
  piece of nearly every major criminal operation in the far 
  east of the Flanaess. His reputation for being able to get 
  anything for anyone if the price was right (and be 
  discreet about it) earned him the nickname “The 
  Merchant” in underworld circles. Favors owed him by 
  people in the right places and clever use of bribes and 
  personal charm allowed Robann to conduct business 
  without ever attracting too much of the wrong kind of 
  attention.  
   
  As Robann reveled in success he met and fell in love 
  with Sira, a woman from a prominent Rel Astran family, 
  and soon married her. Robann had been a dedicated 
  playboy for many years before his marriage, however, so 
  his wandering eye was tamed for only a few months. By 
  the time his first child was born he was again 
  entertaining a regular string of mistresses. This pained 
  his wife deeply, but she remained loyal to him. Robann 
  was blind to the harm and dishonor he was doing to his 
  wife and children, however, until it was too late. 
   
  Samile was a woman born into abject poverty in one 
  of the satellite villages of Rel Astra. Great natural beauty, 
  a cunning mind, and a talent for deception allowed her to 
  achieve well beyond her station through manipulation of 
  various wealthy “patrons.” Bitter lessons from her early 
  years taught her ruthlessness, and an agent of the Scarlet 
  Brotherhood taught her how to kill without using a 
  weapon. Before the age of 18 she had become a skilled 
  seductress and assassin, and within a few years more her 
  alter ego as the elusive Shadowfist had earned a wide 
  reputation as a mysterious but reliable killer. Parties 
  ranging from governments to noble houses to the Scarlet 
  Brotherhood to the secret Ahlissan organization known 
  as Midnight Darkness employed her services. Often 
  however, she did not know for whom she truly worked. 
  She played no favors nor owed allegiance to anyone, for 
  she considered herself to be on her own. 
   
  Not all of Samile’s business was assassination, 
  however. She was also quite adept at spying. It was in this 
  capacity that she met Robann. The Scarlet Brotherhood 
  employed her to keep tabs on Robann, whom they 
  suspected was cutting deals that went against their 
  interests, so she posed as an exotic dancer to lure him 
  into making her one of his regular mistresses. Within a 
  few months Samile delivered enough information about 
  Robann’s activities to convince the Scarlet Brotherhood 
  that a sanction was warranted. Samile had genuinely 
  fallen for Robann during the same time frame; however, 
  
  COR5-02 Atonement 
   
  Page 4 
   
  so she convinced her employers the he was still too 
  valuable to them for him to be killed. Instead she was to 
  send him a strong message about their displeasure, and 
  she opted to do it by killing his wife Sira as she put her 
  children to bed one fateful night in late 591 CY—for she 
  had been jealous of Sira for months anyway and coveted 
  her position as Robann’s wife. 
   
  The slaying of Sira had consequences that no one 
  expected, however. Until her death, Robann had not 
  understood how much he had been taking his wife for 
  granted or endangering her and his children with his 
  actions. He realized, for the first time, just how precious 
  his family was to him, and committed himself to making 
  sure his family would never be put in harm’s way again. 
  After much soul-searching he concluded that only a 
  dramatic change in his lifestyle could insure their safety. 
  That would mean forsaking his playboy lifestyle and 
  disentangling 
  himself 
  from 
  his 
  lucrative 
  illicit 
  businesses, but it was a price he was now willing to pay. 
  Though now 40 years of age, Robann had finally grown 
  up. 
   
  Judging that his children would need a loving 
  mother to help them overcome their loss, Robann first 
  chose the one among his mistresses that he thought 
  would be best with his children, promptly married her, 
  and dismissed the rest. He then arranged for it to appear 
  as if he and his entire family had died in a fire set by a 
  discontented business associate, while in fact his family 
  was secretly relocated to Greyhawk City. There he 
  established a new life under the new identity of 
  Remmelak Barnen, an art and jewelry dealer with a 
  reputation for charity, scrupulous business practices, and 
  being a devoted family man. 
   
  Samile gained the position she wanted, for she was 
  able to charm her way into becoming Robann’s new wife. 
  Though she claimed to her employers that it would more 
  easily allow her to keep tabs on Robann, she was really 
  doing it for purely selfish reasons. What she did not 
  count on was the effect Robann’s children would have on 
  her. Seeing their devastation over the violent loss of their 
  mother awakened maternal instincts in Samile and 
  caused her to question her actions and motives for the 
  first time. When she saw Robann’s own efforts to reform 
  himself, it struck a chord deep within her. After much 
  soul-searching of her own she, too, decided to forsake her 
  past ways. Though it meant subsuming herself 
  permanently to the role she played to win Robann’s 
  confidence, she agreed to join him in starting over again 
  in Greyhawk. For her, a complete devotion to raising 
  Robann’s children and helping them overcome their loss 
  would become an act both of love and of atonement. 
   
  Samile was not naïve enough to believe that even 
  such an elaborate deception as Robann had staged would 
  keep them safe, however. She used her hat of disguise to 
  occasionally masquerade in another guise, in which form 
  she developed street contacts sufficient to keep her 
  apprised of any rumors that agents who might recognize 
  Robann had come to Greyhawk. On three occasions she 
  discovered and eliminated agents whom she believed 
  might see and recognize Robann. In the autumn of 594, 
  though, an agent of the Scarlet Brotherhood who had 
  dealings with Robann in years past slipped by her notice, 
  saw Robann, and sent word back to his superiors that The 
  Merchant was still alive. 
   
  Word eventually got back to those, including the 
  Scarlet Brotherhood, who had lost money or otherwise 
  been put in a bind by the untimely “death” of The 
  Merchant. The injured parties were furious at the 
  deception, but also realized that they would have to tread 
  carefully. That Shadowfist had never reported back after 
  The Merchant’s alleged death had left many assuming 
  that she had been killed in the process of eliminating 
  Robann, but the revelation that he was still alive left 
  some wondering if perhaps she hadn’t turned on her 
  former employers as well. If she had, and was still with 
  him, they knew that she would be a formidable obstacle 
  to punishing Robann. Thus her former employers sent 
  scouts ahead to try to covertly call out Shadowfist while 
  arrangements for strikes against Robann were made. 
   
  Samile quickly dispatched the scouts, but their 
  presence told her that Robann had been discovered. It 
  was only a matter of time, she knew, until his household 
  was attacked in force. She arranged for authorities to find 
  one of the scouts in such a way that he would come to 
  Robann’s attention. Her actions also unintentionally 
  brought the incident to the attention of the Assassins’ 
  Guild, whose leaders were outraged that a notorious 
  assassin might be operating in their city without their 
  sanction. 
   
  Robann quickly put together the pieces that Samile 
  had surreptitiously laid out for him and knew that it was 
  time to move on. He also knew that he would need time 
  to make proper arrangements, so he sent his loyal 
  henchman Barraster to recruit some adventurer-types for 
  extra security. That is where the PCs come into the 
  picture. 
   
  Meanwhile, a strike team from the Scarlet 
  Brotherhood has arrived in Greyhawk and is positioning 
  themselves for an assault. Samile has learned of their 
  presence by the time the PCs arrive and knows they are 
  only biding their time until they can figure out if 
  Shadowfist is around or not. She is not yet aware, though, 
  that the Assassins’ Guild has also taken an interest in the 
  matter, or that they have been contracted by some of The 
  Merchant’s former business associates to deal with him…  
   
  ADVENTURE SUMMARY 
   
  Introduction: 
  Barraster 
  Jirral, 
  Robann’s 
  loyal 
  henchman, recruits the PCs for guard duty. 
   
  Encounter 1: The PCs meet with Robann (as 
  Remmelak) and discuss what needs to be done. They also 
  get to meet Samile (as Emmara) and Robann’s children 
  for the first time. 
   
  Encounter 2: Remmelak’s daughter has a night 
  fright. 
   
  Encounter 3: The PCs investigate the body of a slain 
  spy. 
   
  Encounter 4: The PCs investigate the spy’s room at 
  the Phoenix Boarding House. 
  
  COR5-02 Atonement 
   
  Page 5 
   
   
  Encounter 5: The PCs gather information in the 
  Thieves’ 
  Quarter, 
  eventually 
  coming 
  across 
  an 
  information broker who directs them to… 
   
  Encounter 6: A visit to the Hanged Man Inn, where 
  the PCs might encounter a helpful agent and a Scarlet 
  Brotherhood agent. 
   
  Encounter 7: An infiltration of the lair of Scarlet 
  Brotherhood agents. 
   
  Encounter 8: The PCs speak with various household 
  personnel. 
   
  Encounter 9: The PCs speak with Robann’s children. 
   
  Encounter 10: The PCs speak with Samile and/or 
  confront her about being Shadowfist. 
   
  Encounter 11: Battle against agents of the Assassins’ 
  Guild. 
   
  Questions? Comments?                          
  Contact the writer at theronm4@comcast.net. If this 
  adventure is being run prior to the end of Year 5, then the 
  writer is particularly interested in hearing how your 
  table(s) resolved the issue with Shadowfist. 
   
  PREPARATIONS FOR PLAY 
  This is a stand-alone adventure heavily oriented toward 
  roleplaying and investigation. Players should be 
  informed of this up front so that they may choose the 
  most suitable PC. 
   
  This is also a nonlinear adventure whose course and 
  resolution depend heavily on the PCs’ own actions. It is 
  set up to give them more options than they may actually 
  need or use. Because of this, they do not need to 
  complete all encounters to complete the adventure. They 
  do they even necessarily need to figure out that Samile is 
  Shadowfist (although not doing so will cost them some 
  experience points). Therefore do not coax them down 
  any particular path unless they are truly stuck and 
  chewing up lots of real time with minor role-playing 
  encounters, or wasting considerable time pursuing false 
  leads. In these cases use Amura (from Encounter 6) to 
  help get the PCs back on track. How exactly the PCs 
  resolve Samile’s status at the end is entirely up to them; 
  there’s no set right or wrong solution. 
   
  Having the map of the Free City of Greyhawk from 
  Living Greyhawk Journal #2 available is not essential but 
  can be very beneficial. Location codes given this 
  adventure correspond to that map. Remmelak’s house is 
  located about 450 feet due south of the Silver Garter 
  (F18), along the river, on that map. 
   
  Several NPCs who can potentially appear in multiple 
  different encounters are listed in Appendix 1: Major 
  NPCs. Those NPCs who are particular to a single 
  encounter are listed as normal in Appendix 2: Other 
  NPCs. 
   
  One note about Greyhawk itself: its denizens use the 
  names Old City and Thieves’ Quarter interchangeably. So 
  does this adventure. 
   
  If any Suel PCs are present at the table, find out 
  whether or not they are Scarlet Brotherhood members 
  and have the magical tattoo from COR4-04 Red Tide. It is 
  potentially very relevant in this adventure. Whether or 
  not PCs have the Wrath of the Assassins’ Guild from 
  COR3-13 Traitor’s Road may also be relevant. 
   
  Finally, some of the encounters in this adventure 
  involve extensive use of the Tumble and Hide skill, and 
  well as the hide in plain sight ability of the shadowdancer 
  prestige class. If you are not already intimately familiar 
  with these rules, please review them before play. 
   
  INTRODUCTION 
  If most of the PCs are new characters or have not 
  previously been to the City of Greyhawk before, use 
  Beginning 1. Otherwise use Beginning 2. 
   
  (Beginning 1:) Finally you have made it! You have 
  arrived in the storied Free City of Greyhawk, one of the 
  largest and most exciting cities in all the Flanaess! Surely 
  adventure awaits you on its streets. 
   
  After a couple of days of exploring the city and 
  hanging around in inns you have fallen into the 
  company of a few other individuals who are seeking 
  adventure and fortune. You have all come to realize that 
  adventure doesn’t seek you out even in Greyhawk. Thus 
  you all jumped at a chance one clear, cool winter 
  afternoon to meet a man whom you heard was looking 
  to hire adventurers of “good heart” for some task. 
   
  (Beginning 2:) The layover from your most recent 
  adventure has once again taken you to the City of 
  Greyhawk. While relaxing and commiserating with your 
  fellow adventurers one clear, cool winter afternoon you 
  hear word of a man who is apparently looking to hire 
  adventurers of “good heart” for some task. Each of you, 
  for your own reasons, decides it might be worth hearing 
  the man out, so you arrange a meeting. 
   
  (Both:) The square-shouldered, solidly-built Oeridian 
  man, with scarred hands and a full, well-maintained 
  moustache meets you at the Green Dragon Inn in the 
  River Quarter. He buys you all a round of drinks. He 
  introduces himself as Barraster Jirral and then promptly 
  gets down to business. 
   
  Use a Scottish or Irish brogue when voicing Barraster if 
  you can manage it. 
   
  “Ah, me dear lads (and lasses, if appropriate), I am the 
  chief retainer of an art dealer in the Foreign Quarter. My 
  employer, one Remmelak Barnen, has gotten himself 
  into a sticky situation an’ could use the services of a few 
  capable adventurers for a couple of days. Might ye be 
  interested?” 
   
  The PCs likely have questions. Use the following 
  responses as guidelines: 
   
  Q: Why does Remmelak need protection? 
  “All I c’n say here ‘n now is that the boss expects trouble 
  from forces of evil within the next couple of days, an’ he 
  
  COR5-02 Atonement 
   
  Page 6 
   
  wants to make sure his family is protected. More’n that, 
  you’ll haveta ask the boss.” 
   
  Q: What will the job entail? 
  “Tryin’ to ferret out the forces of evil after the boss an’ his 
  family an’ helpin’ to secure his family and household 
  against any threats.” 
   
  Q: What does it pay? 
  “Oh, I ain’t authorized to talk money. You’ll have to ask 
  the boss ‘bout that. He’s willin’ to pay well, in gold or 
  services, for those that help him.” 
   
  Barraster does not tell the PCs more than this. If they 
  start to pry further, he tells them his boss has reasons for 
  not wanting the details talked about in public. 
   
  When it seems that the PCs are willing to take the 
  job, 
  Barraster 
  escorts 
  them 
  to 
  the 
  home 
  of 
  Remmelak/Robann. (To ease DM confusion, all NPCs 
  will be introduced in this manner first and thereafter 
  presented with only the alias they are currently using.) 
  Go to Encounter 1. If the PCs aren’t interested then their 
  adventure is, of course, over. 
   
  ENCOUNTER 1: THE JOB 
  Consult Appendix 1 for additional details on role-playing 
  and/or making skill checks for various NPCs in this 
  encounter. To keep the PCs off guard, pretend to roll 
  Bluff checks for all NPCs once the PCs start asking for 
  Sense Motive checks. 
   
  Barraster leads you out to the Processional, down 
  through the Low Market and off on Marsh Street toward 
  Marsh Gate before turning down a side street and into 
  the Foreign Quarter. As the sun descends over the city’s 
  western walls your escort stops in front of a long, well-
  maintained two-story house whose rear overlooks the 
  Millstream. A nameplate directly above the front door 
  reads simply, “Barnen.” 
   
  Barraster pulls a cord by the door and waits. The 
  more keen-eared among you hear the muffled sound of a 
  tinkling bell from somewhere beyond the door. A tiny 
  window opens in the door at human eye level, allowing a 
  pair of eyes to peer out. The window closes, and you hear 
  the sound of heavy bolts being pulled back. A moment 
  later the door opens, revealing a Suel woman of median 
  height, somewhat stocky build, and plain features who 
  wears the uniform of a household servant. 
   
  This is Lann, a straightforward, practical woman who 
  always speaks her mind. Her accent should be distinctly 
  different from Barraster’s;  
   
  “Barraster!” she says curtly. “About time you got back. I 
  was getting worried.” He opens his mouth as if to reply, 
  but she cuts him off as she looks over his shoulder. 
  “Never you mind the explanation; I’ll deal with you later. 
  Now, are these the adventurers the master wanted?” 
   
  Lann sizes up the PCs. This would be a good time to have 
  them describe themselves if they haven’t already. She 
  then makes some comment about them based on 
  appearance. Obviously low-level PCs (as evident by lesser 
  equipment) earn a comment like, “they look awful green 
  behind the ears.” PCs that look particularly rough (low 
  Charismas, live off the wild, and so forth) earn a 
  comment about them being “a scraggly bunch,” and so 
  on. In any case she ends with either “well, they’ll have to 
  do” or “they should do just fine” and escorts them in. 
   
  The woman leads you through a foyer into a well-
  appointed sitting room and bids you to wait there until 
  the Master is available. As she and Barraster walk off, 
  you hear her soundly scolding Barraster about 
  something and him making little effort to defend 
  himself. 
   
  While waiting you glance around the sitting room. 
  Though none of the decorations and furnishings in the 
  room are extravagant, neither are any of them less than 
  masterwork quality. Your eyes are drawn in particular to 
  two portraits on the wall opposite the room’s entrance. 
  The larger one depicts a dashingly handsome middle-age 
  Oeridian man in formal dress standing behind a seated 
  blond woman who is two decades his junior. Sitting at 
  the feet of this elegant beauty are two children, a smartly 
  dressed Oeridian boy of nine or ten years and a younger 
  Oeridian girl who is easily one of the cutest children 
  you’ve ever seen. The smaller portrait to the right 
  depicts a demure, very pretty Oeridian woman a few 
  years older than the woman in the other picture. 
  Though a warm smile graces her face, her expression 
  tinges with sadness. 
   
  Any PC who looks more closely at the two pictures notes 
  that the children do not in any way resemble the blond 
  woman, but do resemble both the man and the Oeridian 
  woman in the second picture. If no PC examines the 
  pictures closer, give them a DC 15 Spot check to notice 
  this. 
   
  After a short while the man depicted in the painting 
  enters the room. The picture does not do him justice. He 
  is easily one of the most handsome men you’ve ever 
  seen; the kind that could make most women’s hearts 
  flutter with but a wink and a smile. His eyes briefly scan 
  all of you before he bows formally. 
   
  “Good evening,” he says as he straightens. “I am 
  Remmelak Barnen. I thank you all for coming. I fear I 
  may be in urgent need of your assistance.” As he takes a 
  seat for himself, he adds, “Before we get into the details, 
  can you please tell me your names and areas of 
  expertise? These days I must be quite careful about 
  knowing who I am dealing with.” 
   
  Allow the PCs to introduce themselves. Remmelak 
  simply nods in response to the introduction of any male 
  PC, but for any female PC he turns on the charm. 
  Compliments range from simple ones for those with 
  lower Charisma scores (“such a lovely lass is always 
  
  COR5-02 Atonement 
   
  Page 7 
   
  welcome within these walls”) to laying it on gracefully 
  but really thick for those with higher Charisma scores 
  (“Ah, surely I am visited by a goddess this day, for beauty 
  such as yours can only be of the divine,” he says as he 
  kneels before the PC and kisses her hand delicately.) 
  Keep in mind when acting this out that Remmelak is a 
  gentleman but also an irrepressible flirt. 
   
  Once introductions have been completed, he 
  continues: 
   
  “Very well, then,” Remmelak says, “let us get to business. 
  I have asked my man Barraster to recruit you because I 
  have reason to believe that dark forces may either 
  already be present in Greyhawk, or soon to arrive in this 
  fair city, who intend to bring harm to me and my family. 
  I am making arrangements for us to be transported away 
  from here in secrecy so that we might avoid this threat, 
  but it is going to take me a couple of days to complete 
  those arrangements. During that time I need the six of 
  you to determine whether or not the threat I fear has 
  already arrived, and if it has, then either deal with it or at 
  least delay it. I also want you to help protect my family 
  until I can get them safely spirited away.” 
   
  After the PCs ask their first question of Remmelak and 
  before he gives his first answer, read the following. Keep 
  in mind that Samile/Emmara’s voice should be light and 
  airy; she is trying to project the impression that she is a 
  ditz.  
   
  As Remmelak starts to reply, a woman’s voice interrupts 
  him from the doorway. 
   
  “Remmy? Before you get started, I thought you and 
  your guests might like some tea.” 
   
  The voice belongs to a tall, shapely blond-haired 
  woman who can’t be older than her early 20s. She is the 
  woman from the bigger portrait, but again, the picture 
  does not do her justice; she is gorgeous, and the vibrant 
  smile which graces her fair features only accentuates her 
  appeal. She wears a low-cut brocaded gown that grants 
  an ample but not unseemly peek at her figure, while a 
  blue ribbon keeps her lustrous blond hair tied back from 
  her face. Sparkling jewelry graces her neck, ears, wrists 
  and fingers, suggesting that, for her at least, this is 
  anything but a casual affair. 
   
  “Ah,” Remmelak says as he beams at her, “yes that 
  would be perfect.” He turns back to the rest of you. “I 
  would like to introduce my lovely wife Emmara. She is 
  one of the people you are being asked to safeguard.” 
   
  “Pleased to meet you all,” she says as she makes as 
  much of the motion of a curtsey as she can given that 
  she is carrying a tray with a silver teapot and eight china 
  cup-and-saucer sets. She places one set before each of 
  you and offers to pour tea for each of you in turn before 
  placing the tray and teapot on a side table. She then 
  takes a seat in Remmelak’s lap and contentedly drapes an 
  arm around him, which he doesn’t seem to mind at all. 
   
  “Lann has been told not to disturb us and the kids 
  are otherwise occupied, love,” she says to him. 
   
  “Excellent,” Remmelak replies to her, then looks at 
  each of you, “because the details of this conversation are 
  not for the ears of anyone save those in this room and 
  my man Barraster. Is that understood?”  
   
  Find out which PCs do or do not accept the tea. Those 
  who try it find it to be a pleasant, distinctive herbal blend 
  very different from anything typically found in the lands 
  around the Nyr Dyv. (If asked about it, Emmara replies 
  that it’s a special blend imported by merchants in Rel 
  Astra from islands far to the south.) Any PC with a 14 or 
  greater Charisma who makes a DC 20 Sense Motive 
  check gets the impression that the friendly treatment 
  given toward her by Emmara is forced, as if she is not 
  pleased by the PC’s presence. She also notices Emmara 
  eyeing her suspiciously for the rest of the conversation. 
   
  Note: Emmara is, in fact, suspicious of all the PCs 
  and trying to “feel them out” during this encounter; if any 
  PC is trying to Bluff on anything, have Emmara roll a 
  Sense Motive against that PC. She tries both to hold back 
  her displeasure at comely female PCs being present (she 
  knows all too well about Remmelak’s wandering eye) and 
  hide the fact that she is carefully studying all of them. 
  PCs attempting to Sense Motive on her for any reasons 
  other than what is given above are opposed by her Bluff 
  check. 
   
  After Emmara’s entrance, Remmelak returns to the 
  PCs’ questions. Use the following responses as 
  guidelines. Only responses given in bold italics need to 
  be read verbatim. Otherwise customize replies as needed. 
  When the conversation seems to be winding down, 
  insert Encounter 1a. 
   
  Q: Who/what is the threat to your family? 
  “Assassins.” His expression darkens. “One in particular 
  that I fear is a ruthless bastard who calls himself 
  Shadowfist. I have, unfortunately, had trouble with that 
  one before.” 
   
  Note: PCs who are members of a criminal or law 
  enforcement meta-organization in their home region can 
  make a special DC 20 Intelligence check, with their 
  character level as a circumstance bonus, to see if they 
  recognize Shadowfist. If they do, they’ve heard the name 
  mentioned by others in their organization as a legendary 
  assassin from the eastern reaches of the Flanaess who is 
  notorious for killing without using a weapon. 
   
  Q: What kind of trouble did you have with this 
  Shadowfist? 
  Remmelak’s expression tightens. “Three years ago he 
  murdered my first wife in front of my children,” he 
  motions to the smaller portrait. 
   
  Note: Remmelak is convinced that Shadowfist is a 
  man, though it never occurs to him to say this outright 
  unless the PCs bring the issue up; he just assumes they 
  see it the same way. Because of this, be sure to always 
  have Remmelak refer to Shadowfist as a “he.” If the PCs 
  point out that Shadowfist could be a woman, Remmelak 
  has a hard time believing that a woman could be so 
  brutal. 
  
  COR5-02 Atonement 
   
  Page 8 
   
   
  Q: Anything distinctive about this Shadowfist? 
  “No one knows what he looks like or who he really is, but 
  he has a reputation for killing with his bare hands. That 
  and his elusiveness are where he gets his trade name 
  from.” 
   
  Why would assassins be after you? 
  Remmelak sighs. “I lead a proper life now; I am an 
  upstanding family man and respected businessman. I 
  even sponsor groups who help the orphans and indigent 
  of this city. But it wasn’t always so. 
   
  “Until a bit more than three years ago I lived in Rel 
  Astra, where I operated my family’s gem trading 
  business under my birth name, Robann Strother. But 
  that was just a front for my real business. I was also 
  known to underworld folk as The Merchant because I 
  could get anything for anyone with no questions asked 
  as long as the price was right. My specialty was black 
  marketeering and smuggling, but I also did a lot of 
  business 
  with 
  criminal 
  organizations—laundering 
  money, arranging forged papers and safe houses, things 
  of that sort. If it turned a good profit margin, I was 
  probably doing it, regardless of issues of ethics or 
  legality. I prospered greatly, and was untouchable 
  because of the bribes I had laid and people I knew. Or so 
  I thought.” 
   
  Remmelak looks at the smaller portrait and sighs. 
  “But eventually I overextended myself.  One of the 
  organizations I was working for turned out to be just a 
  cover for the Scarlet Brotherhood, and they didn’t take 
  kindly to me also doing business with groups that 
  opposed them. To this day I’m not sure how they found 
  out because I was very careful to cover my tracks and 
  keep my dealings separate. What I do know is that they 
  weren’t pleased and sent me a message to that effect. The 
  messenger was Shadowfist.” 
   
  If Remmelak has not already explained about Shadowfist 
  and the “message” she delivered, he does so now in 
  response to PC requests for clarification. He also insists, 
  if prodded, that he really didn’t know he was working for 
  the Brotherhood. This statement is not entirely true; he 
  had suspicions but just didn’t care. If PCs insist on 
  pursuing this line of questioning, he tries to play it up as 
  if stepping away from any association with the 
  Brotherhood was one of his first steps toward 
  redemption. 
   
  When any above issues have been cleared up, segue 
  into the following: 
   
  Remmelak again looks to the smaller portrait. “Though I 
  married Sira for love, I had never been a one-woman 
  man. Emmy here,” he affectionately squeezes the woman 
  in his lap, and she smiles, “was just my favorite of several 
  mistresses I had during my marriage to Sira. Not until I 
  lost Sira did I realize how much I still loved her and how 
  much I had been dishonoring and endangering her and 
  my children through my actions. After a lot of soul-
  searching I decided to start over and this time do things 
  right by my family. 
   
  “I knew my children would need a mother, so I 
  picked Emmy here to be my new wife. To prove that I 
  was off on a new foot, I dismissed my other mistresses 
  and vowed to remain faithful this time.” Remmelak 
  winces. “That hasn’t been easy, but I’m proud to say I’ve 
  kept that promise so far. 
   
  “Much trickier was getting disentangled from all 
  my underworld business, because I didn’t want to put 
  my family in that kind of danger again. It soon became 
  apparent that my only way to be free of groups like the 
  Brotherhood was to fake the deaths of myself and family 
  and start over again far away.” 
   
  “Remmy was quite clever,” Emmara says, beaming 
  with pride. “He made the fire that burned out our old 
  house look like it had been set by an angry business 
  associate. He even supplied bodies of the right sizes so it 
  would look like we got burnt up and arranged some 
  special magic so that even seers would think the bodies 
  were us.” 
   
  “And then we and my man Barraster moved here in 
  secrecy and restarted our lives under new names,” 
  Remmelak adds. He looks at all of you somberly. “I have 
  done some bad things in the past, but I am now trying 
  very hard to live right and make up for the wrongs I 
  have done. I hope you can appreciate that.” 
   
  If asked about the bodies he used in the cover-up, 
  Remmelak insists that they were just anonymous victims 
  of disease or foul play that were found on the streets. 
   
  Q: Who knew about your business practices?  
  “My man Barraster knew because he often served as a go-
  between. No one else knew, though, not even my wife.” 
   
  Note: This is actually not true, as he regularly let 
  details about his business slip in the presence of his 
  mistresses. Emmara has, over time, convinced Remmelak 
  that this is true, however. 
    
  Q: Does anyone here in Greyhawk know who you really 
  are? 
  “I don’t think so. I’ve been careful to distance myself 
  from any contacts The Merchant had here and have 
  operated through middle men as much as possible.” 
   
  Q: Does anyone back in Rel Astra know that you’re still 
  alive? 
  “Only Sira’s parents know. They also know that the safety 
  of their grandchildren depends on them keeping that 
  secret so they won’t tell anyone.” 
   
  Q: Why do you think a threat is now imminent? 
  “I have an understanding with some of the City Watch 
  officers—under false pretenses, of course. They forward 
  to me any information they come across about The 
  Merchant or Shadowfist in exchange for certain financial 
  considerations.” Remmelak smiles. “I may not be a crook 
  anymore, but that doesn’t mean I don’t occasionally make 
  use of those skills. 
  
  COR5-02 Atonement 
   
  Page 9 
   
   
  “Anyway, I got word from one of them just this 
  morning that a man turned up dead at a boarding house 
  in the Old City. That’s not so unusual, but what attracted 
  the officer’s attention was that one of the man’s boots had 
  a partly dislodged false bottom which contained a note.” 
  He reaches into a pocket of his waistcoat and produces a 
  small, wrinkled piece of paper. Emmara takes the paper, 
  delivers it to (the PC with the highest Charisma), and 
  settles back into Remmelak’s lap. 
   
  Give the appropriate player Player’s Handout 1, which 
  was actually written by Emmara. Once the players have 
  had a chance to read it: 
   
  “You can see now why I’m concerned,” Remmelak says. 
  “We were able to stay hidden for three years, but 
  somehow someone from my past saw and recognized 
  me.” 
   
  Q: We want to investigate the body. 
  “Of course. Contact Sergeant Selak at the Old City Watch 
  Station, tell him I sent you to look into the matter 
  further. 
   
  “Don’t let anyone else know you’re working for me, 
  though. That might attract attention.” 
   
  Q: What do you suggest? 
  Remmelak shrugs. “With all the comings and goings in 
  the city, no one’s likely to notice much if you ask around, 
  as long as you’re not name-dropping.” 
   
  (If the PCs seem stuck for what do to) “Try asking 
  around to see if anyone else has been looking for The 
  Merchant or if there’s any rumor about Shadowfist being 
  about.” 
   
  Q: Who all lives/works here? 
  “Besides myself, Emmara, and my two children, there’s 
  Barraster and Lann. There’s also a boy named Lenard who 
  doesn’t live here but does help out.” 
   
  Q: Tell us about them. 
  “Barraster’s my bodyguard and right-hand man with my 
  business dealings. He’s been with me for several years. 
   
  “Lann takes care of all aspects of the household 
  except for the kids. They’re exclusively within Emmy’s 
  domain. She’s a Hardby native who came with excellent 
  references. 
   
  “Lenard is a friend of my son’s; he lives just a few 
  doors down. His family’s fallen on hard times, though, so 
  I pay him a stipend to run errands for Emmy and me.” 
   
  Q: We’d like to talk to them. 
  “Of course. Barraster already knows the situation, and I’ll 
  tell the other two that you’re visiting friends from back 
  east.” 
   
  Q: We’d also like to talk to your children. 
  Remmelak frowns and exchanges glances with Emmara. 
  “Oh, that should be okay,” Emmara says lightly, “as long 
  as you remember that they’re just children and don’t 
  really know anything about what’s really going on.” 
   
   
  Q: What is your current business? 
  “I am a dealer in art and jewelry. I’m sure I can arrange 
  something you’d like if you are interested in either.”  
   
  Q: What are we getting paid for this? 
  “I can offer a reasonable fee for this task, say (100 gp at 
  APL 2, 125 gp at APL 4, 150 gp at APL 6, 175 gp at APL 8) 
  for each of you. In addition, I have many business 
  connections and could certainly help you obtain some 
  special items that you might seek.” 
   
  It is entirely possible that the PCs could ask other 
  questions. Keep in mind that Remmelak is very 
  forthcoming about the events leading up to this situation, 
  except as noted above, and he tries to downplay his past 
  Scarlet Brotherhood association. He can tell the PCs any 
  other details from the “Introduction” that he personally 
  knows about. Emmara lets him do most of the talking, 
  occasionally interjecting comments. If the PCs start to 
  question her directly about anything, have Encounter 1a 
  intercede at that point. 
   
  If the PCs are using detect magic during the 
  conversation, they may note that several items of 
  Emmara’s apparel have magical auras (her dress is really 
  her armor with glamer active). If asked about this, she 
  explains that the jewelry are protective devices and the 
  dress, gloves, and ribbon (her hat of disguise) have been 
  enchanted so that she can change the appearance of them 
  at will—and she’ll do so for the PCs to prove the point. 
  She insists that they were wedding gifts “from Remmy.” 
  (They really weren’t, but over time she has convinced 
  Remmelak that such is the truth.) 
   
  By the time the PCs finish this conversation it is well 
  past dusk. Remmelak invites them to join the family for 
  dinner, or they’re free to start their investigation right 
  away if they wish. He can also have Lann prepare rooms 
  for them here in the house if they wish. 
   
  If the PCs decide to investigate the house, refer to 
  Appendix 4: Remmelak’s House. 
   
  If the PCs wait until morning to act, go to Encounter 
  2. 
   
  If the PCs go to see Sergeant Selak, go to Encounter 
  3. 
   
  If the PCs decide to gather information, go to 
  Encounter 5. 
   
  If the PCs want to talk to anyone in the household 
  after dinner, go to Encounters 8-10, as appropriate. 
   
  ENCOUNTER 1A:  
  THE CHILDREN 
  Insert this sub-encounter into Encounter 1 at some point 
  after the “imminent threat” question is answered: 
   
  The flow of the conversation is interrupted when a girl 
  of no more than eight years suddenly bolts into the 
  
  COR5-02 Atonement 
   
  Page 10 
   
  room. Although her dark curly hair is somewhat 
  disheveled, she is irrepressibly cute in her yellow and 
  white dress with matching ribbons. She stops almost in 
  mid-step in the middle of the room and gapes, a mixture 
  of surprise and worry on her face as she looks around at 
  all of you. 
   
  “Uh-oh,” she says. She looks over at Remmelak, “I’m 
  sorry, daddy, but Renny was chasing me again!” she 
  pouts. 
   
  Remmelak sighs and shakes his head while Emmara 
  tries to suppress a smile. “(Ladies and) gentleman,” he 
  says as he motions to the girl, “meet my daughter 
  Rinara.” 
   
  Rinara is the same girl as in the picture. 
   
  As long as none of the PCs are hiding in shadows 
  and pop out, have a shadowy visual effect about them, or 
  generate a shadowy visual effect while in Rinara’s 
  presence, things go fine. If any of the PCs do any of the 
  above, however, then Rinara becomes terrified at the 
  sight of that PC. She screams and cowers in Emmara’s 
  arms while bawling in fear and crying “Mommy! 
  Mommy!” Only a DC 25 Diplomacy check by a PC other 
  than the offending one, or by the combined efforts of 
  Remmelak and Emmara, can calm her down, but she’ll 
  still keep her distance from that PC for the rest of the 
  adventure and refuse to talk or listen to her. If not calmed 
  down, Emmara removes her from the room. If Remmelak 
  is asked about her behavior, he tells the PCs that Rinara 
  has been terrified of shadows ever since her real mother 
  died and believes “shadow demons” are out to get her. 
   
  If Rinara doesn’t immediately make a fuss then she 
  makes an awkward curtsey to the PCs, which receives 
  claps of approval from Emmara. If a PC plays her up, she 
  vigorously shakes that PC’s hand and declares that the PC 
  should call her “Rin.” 
   
  A moment after Rin arrives: 
   
  A boy of about ten years of age hurries into the room. 
  That he is Remmelak’s son is without doubt, as he 
  certainly inherited his father’s good looks. He looks 
  around at all of you, then back at Remmelak and 
  Emmara. 
   
  “I uh, guess you’re not finished yet,” he says 
  sheepishly. 
   
  Remmelak sighs again. “Well, since you’re here, 
  introduce yourself. These people will be with us the next 
  couple of days and may want to talk to you.” 
   
  The boy turns to all of you and executes a fair 
  approximation of a formal bow. “I bid you welcome, 
  (ladies and) gentleman. I am Reynard Barnen, at your 
  service.” 
   
  If the PCs are not done with their conversation with 
  Remmelak then Emmara escorts the children out while 
  scolding them about interrupting their father during 
  business. As she does so, have Remmelak look after them 
  and remark about how good Emmara is with the kids and 
  how they seem to have really taken to her even though 
  she’s not their real mother. Return to Encounter 1 at this 
  point. 
   
  If the PCs are done talking to Remmelak then 
  Reynard offers to escort a female PC (if present) to dinner 
  in as formal a manner as he can muster. Rinara, not to be 
  outdone, offers to do the same for a male PC, though she 
  doesn’t get it quite right. 
   
  ENCOUNTER 2: 
  NIGHT FRIGHT 
  Dinner 
  with 
  Remmelak 
  and 
  his 
  family 
  passes 
  uneventfully unless you or the PCs wish to play it up as 
  an additional roleplaying encounter. If this does happen, 
  keep in mind that the adults do not discuss further the 
  circumstances mentioned in Encounter 1 in front of the 
  children. The children, especially Rinara, pester the PCs 
  with questions about what they’ve seen and done. If the 
  PCs question them, refer to Encounter 9. 
   
  Remmelak agrees with any reasonable security 
  provisions the PCs might suggest except for harmful 
  traps, which he doesn’t want used while the children are 
  around. He already has all exterior doors and windows 
  locked and barred at night. 
   
  The real action happens after everyone has retired 
  for the evening. Around midnight Emmara slips out of 
  the house to meet a contact. She uses her Shadow Jump 
  ability to move up to the roof, climbs down the wall, 
  slinks away, and returns the same way an hour later. 
  While doing so she uses the glamered ability on her 
  armor and gloves to clad herself from head to toe in black 
  and her hat of disguise to change her build enough that 
  no viewer would recognize her by that alone. PCs on 
  watch (if any) only have a chance to spot her if they are 
  specifically keeping watch on the roof; those watching 
  the streets or courtyard do not see her, as she climbs 
  down another wall. PCs may have a chance to hear her if 
  they’re in the right position, though. If Emmara gets 
  wind that her movements have been detected by PCs, she 
  promptly aborts her mission and slips back into the 
  house and Remmelak’s bed. 
   
  Emmara has also ordered Mert, her shadow 
  companion, to covertly keep an eye on the children 
  during the night. He alternates between Rinara’s room 
  and Reynard’s room, always hiding in shadows. There is a 
  50% chance on any random check into their rooms 
  during the night that Mert is present, in which case an 
  astute PC might note his presence. The DC for this Spot 
  check is 20+APL, since it is assumed that Mert is being 
  more cautious in the presence of more powerful PCs. 
  Any PC that does spot Mert won’t be able to identify 
  anything more than movement in the shadows, however. 
  If detected by a PC, Mert promptly retreats. 
  Unfortunately for Mert, Rinara wakes at one point 
  during the night and spots him. 
   
  PCs patrolling the house after hours also note that 
  Rinara’s room has a light equivalent to a continual flame 
  on in it all night. If any of the other family members are 
  asked about this, they tell the PCs that “Rin” has been 
  
  COR5-02 Atonement 
   
  Page 11 
   
  terrified of the dark, especially shadows, ever since 
  witnessing Shadowfist kill her birth mother. 
   
  The incident described below happens during 
  second watch (or at the equivalent time if the PCs aren’t 
  keeping watch). PCs awake at that time need to make 
  only a DC 5 Listen check to hear it; sleeping PCs need 
  succeed at a DC 15 Listen check. 
   
  The peace of the night is suddenly broken by the shrill 
  screaming of a girl. It sounds like it’s coming from 
  somewhere within the house! 
   
  PCs who track down the screaming can easily identify it 
  as coming from Rinara’s room.  Barraster, Remmelak, 
  and/or Emmara arrive at the same time as the PCs if they 
  make their Listen checks. Barraster, if present, is armed 
  with a sword, while Remmelak has a rapier in hand. If 
  neither Emmara nor Remmelak makes their Listen 
  checks then they arrive two rounds later, after Mert has 
  alerted her to what happened. Any NPCs present enter 
  immediately if the PCs don’t. 
   
  Upon bursting into the room, you find Rinara sitting 
  bolt upright in her bed, her eyes widened and panicked 
  as she screams at the top of her lungs and points toward 
  a shadowy corner. 
   
  Emmara, if present, immediately scoops Rinara into her 
  arms and tries to console her, but the DC 25 Diplomacy 
  check required to calm her down is not automatic even 
  for her. Remmelak assists at this, and the PCs are 
  welcome to do so as well. A DC 25 Perform check on a 
  soothing musical number can also do the trick. Either 
  way, Rinara won’t communicate with anything more 
  than sobs until she is calmed down. At that point, if asked 
  what frightened her, she says that she saw the “shadow 
  demon” again. 
   
  If other NPCs are asked about this, they say, with a 
  sigh, that Rinara used to see this “shadow demon” all the 
  time at night, but until tonight she hasn’t done this for 
  months so they thought she had finally outgrown it. If 
  pressed for further clarification, the NPCs tell the PCs 
  that Rinara thinks that the “shadow demon” killed her 
  mother and now is after her. 
   
  If the PCs look for any sign of an intruder, they find 
  none; the window is still bolted from the inside and 
  hasn’t been disturbed, nor are there any unusual tracks, 
  marks, or scents. Someone who scans with detect undead 
  briefly registers Mert’s presence downstairs before he 
  passes out of range. 
   
  After this incident, Rinara sleeps in her parents’ bed 
  the rest of the night. 
   
   
  ENCOUNTER 3:  
  SERGEANT SELAK 
  Sergeant Selak is one of the shift commanders for the 
  City Watch in the Thieves’ Quarter. He owes Remmelak 
  mightily for helping him out of a financial bind when his 
  wife fell ill last year, so he wasted no time in reporting to 
  Remmelak when he discovered a note mentioning The 
  Merchant on a slain man (as per a standing request from 
  Remmelak). He further felt obligated to hold onto the 
  body of the man for a while at Remmelak’s request, 
  though he is now both suspicious and curious about 
  Remmelak’s motives. 
   
  If the PCs go to the Old City Watch Station (T3) in 
  the evening, they find that Sergeant-At-Arms Selak is 
  gone for the day and no one present knows anything 
  about Selak’s business with Remmelak. The sergeant-at-
  arms on duty tells the PCs to come back in the morning. 
   
  If the PCs come in the morning and ask for 
  Sergeant-At-Arms Selak: 
   
  A burly Oeridian man dressed in studded leather armor 
  comes out to meet you. 
   
  “My name’s Selak,” he says in a gravelly voice as he 
  crosses his beefy, tattooed arms. “I understand you got 
  business with me?” 
   
  When the PCs explain that they are working for 
  Remmelak: 
   
  The sergeant-at-arms grunts. “Been wondering when he 
  was gonna send someone. Follow me.” 
   
  The sergeant leads you into the back of the city 
  watch station where a number of holding cells are 
  located; some are empty, while a few are occupied by 
  lone individuals. He leads you to the very back cell and 
  unlocks it. Lying within is a body wrapped tightly in 
  some kind of canvas. 
   
  “We normally promptly turn the bodies of murder 
  victims over to the Union of Embalmers and 
  Gravediggers,” Selak explains as he unwraps the body. 
  “I’m only holding this one for Remmelak because I owe 
  him one, but he gets shipped out as soon as you’re done 
  with him. Don’t want to stink the place up.” 
   
  The body that Selak reveals is that of a Suloise man 
  in his early 20s who wears patched, nondescript 
  clothing. His nose has been mashed back into a face 
  stained with dried blood, but there is no other obvious 
  sign of injury. 
   
  A careful DC 15 Search check of his body reveals no 
  other injury beyond a bruise on his temple (which he 
  suffered when he fell against a bedpost after Emmara 
  struck him). Anyone examining his nose succeeding at a 
  DC 15 Heal check determines that he was probably killed 
  by having his nose driven back into his skull at precisely 
  the right angle. Any PC who has the Improved Unarmed 
  Strike feat, has fighter levels and makes a DC 10 Wisdom 
  check, or who makes a DC 20 Heal check recognizes that 
  making such a blow be fatal would require skill in 
  making lethal unarmed attacks and a degree of precision 
  beyond anyone but an expert killer. If none of the PCs 
  can come to this conclusion, Selak (who hangs around 
  while the PCs do whatever they are doing) suggests it 
  himself. 
  
  COR5-02 Atonement 
   
  Page 12 
   
   
  If asked where the body was found, Selak tells the 
  PCs that it turned up in the Phoenix Boarding House, 
  right over by the “city hall” (he says the latter with a 
  snicker). He gives the PCs directions if needed. The PCs 
  are welcome to check the place out, he tells them, but it’s 
  already been looked over pretty thoroughly. He does tell 
  the PCs that no one’s sure how the killer got in, since 
  there was no sign of forced entry and the door was still 
  bolted. The manager only knew he had died because she 
  had gone around collecting rent that morning and found 
  him dead in the room when he didn’t answer the door. 
   
  If Selak is asked if there have been any other 
  murders of this type lately: 
   
  The sergeant-at-arms scratches his head and thinks for a 
  moment. “Murders aren’t that unusual on this side of 
  town, mind you, so individual cases don’t stick out 
  much. I’m pretty sure there’s been at least two or three 
  other killings in the past couple of years where the 
  victim was struck down by a single unarmed blow, 
  though. If memory serves me, those cases were never 
  solved.” 
   
  If the PCs wish to do a speak with dead on the body, 
  Selak does not object. If they don’t have the means to cast 
  the spell themselves, Selak recommends a priest of 
  Olidamarra named Sachs who will do it for a standard fee 
  (150 
  gp, 
  per 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook). In the latter case, the priest can be 
  summoned within a half-hour and can cast the spell at 
  sufficient level to gain the PCs three questions. 
   
  Depending on what questions the PCs ask the body, 
  they can get the following information: 
  • 
  His name is Zofar. 
  • 
  He works for the Scarlet Brotherhood (but is not 
  actually a “brother”). 
  • 
  His main task was to find out if a killer named 
  Shadowfist was present in the city or not and contact 
  him. 
  • 
   No, he wasn’t successful at contacting Shadowfist—
  or maybe he was, and his death was Shadowfist’s 
  answer. 
  • 
  He did not see or hear who killed him; it was dark in 
  his room when he was attacked. 
  • 
  He remembers being struck in the face as he stood 
  up to investigate a sound right outside his door. 
  • 
  He doesn’t know anything about the note in his 
  boot. The paper with his instructions was kept under 
  a loose floorboard in his room. (Sergeant Selak raises 
  an eyebrow at this and comments that the 
  investigators didn’t think to check for such a thing.) 
  • 
  He doesn’t know where the strike team might be 
  located; that’s need-to-know information. 
   
  All APLs 
   
  �Sergeant Selak: Male human (Oeridian) F3.  
   
  �Sachs: Male human (Oeridian) C5. 
   
  ENCOUNTER 4:  
  BOARDING HOUSE 
  The Phoenix Boarding House (T22) is a three-story 
  stone-and-timber building distinguished from all others 
  in this part of town by a roof whose shingles are painted 
  bright yellow. Its entryway opens up onto a small 
  common room, off which halls and stairs head in all 
  directions. Set into the wall to the left is a barred 
  window separating the common room from some kind 
  of office, behind which sits an older, heavy-set human 
  woman. Above the window is a sign that simply reads, 
  “Manager.” On a placard by the window is a sign that 
  says, “No pets or room parties allowed. Extra charge for 
  overnight guests.” 
   
  Marota, a woman of mixed Flan and Oeridian heritage, is 
  manning the office throughout the day. Although she has 
  a friendly enough manner and addresses everyone as 
  “darlin’” or “sugah” (think a country accent here), she is 
  very opportunistic. If she sees an opening to get cash off 
  the PCs, she’ll take it.  
   
  Any PC who tries to bring an animal inside—even if 
  it is a familiar—is kindly but firmly asked by Marota to 
  leave it outside. If the PCs approach the office, she 
  assumes they are looking for rooms and asks how many 
  the PCs will need and for how long. 
   
  If the PCs ask about checking out the room of the 
  murdered man, Marota eyes them suspiciously unless 
  they explain that they were sent over by the City Watch 
  or are investigating the murder for a private party. In the 
  former case, Marota harrumphs and tosses the PCs a key 
  to room 308 (“third floor, down the back hall”) but does 
  not let them go without telling them to remind the 
  sergeant-at-arms that she’s running a business and would 
  like this matter cleared up as soon as possible so she can 
  rent the room out again. 
   
  If the PCs pass themselves off as investigators, 
  Marota ask to see their investigator’s licenses. Suspicious 
  PCs who make a DC 15 Knowledge (local—Core) check 
  know that Greyhawk doesn’t have such a thing, or a DC 
  20 Sense Motive check allows PCs to deduce that 
  Marota’s trying to scam them (but only give this check if 
  the PC asks for it). If called on this, she grumbles and 
  gives the PCs the key with an admonition not to mess 
  anything up. PCs who don’t see through the ruse have to 
  use a bribe of at least 3*APL gp or a DC 15+½APL 
  Diplomacy check to get Marota to “look the other way” 
  while they check out the room. 
   
  If Marota is questioned herself and bribed or sweet-
  talked with Diplomacy as described above, she can tell 
  the PCs any of the following depending on what they 
  ask: 
  • 
  Zofar (the murdered man) has been staying here on 
  and off for the last few months. 
  
  COR5-02 Atonement 
   
  Page 13 
   
  • 
  He claimed he was an assistant to a merchant, but 
  she always suspected he was really a thief or spy 
  because of the irregular hours he kept. But the same 
  could be said of a lot of her boarders. (She says the 
  latter with a chuckle.) 
  • 
  Zofar was usually very prompt about paying his rent, 
  which is why she looked into his room when he 
  didn’t answer or come down to pay that morning, 
  like he was supposed to. 
  • 
  Zofar occasionally entertained women, but he didn’t 
  have any visitors the day or night he died that she 
  can recall. However, there was a woman here asking 
  about him just yesterday, though he wasn’t around at 
  the time. 
  • 
  The woman asking about Zofar was a human woman 
  in her mid 20s’ of medium height with dark red hair, 
  green eyes, and a scar on her right cheek. She didn’t 
  give a name but Marota’s pretty sure she’s a local 
  because she’s seen her in the area on occasion over 
  the last few years. She didn’t say what her business 
  was with Zofar. 
  PCs attempting to ask questions of boarders about Zofar 
  find them of the “I saw/heard nothing, and didn’t know 
  him” mentality. 
   
  Room 308 is a 10 by 15 foot room typical of a low-rent 
  boarding house dwelling. It has a bed, a chair, a small 
  table, and a couple of clothing pegs, with a trunk partly 
  sticking out from under the bed. A washbasin, chamber 
  pot, and oil lamp can be spotted, and there is one small 
  window. 
   
   
  PCs who do a cursory search of the room find nothing 
  unusual beyond a bit of a bloodstain on the floor by the 
  bed. The trunk has unremarkable personal effects, a 
  traveling cloak, a spare set of clothing, and an extra pair 
  of boots—all average quality. Those who specifically 
  check under the mattress or make a DC 25 Search check 
  of the room in general find a masterwork short sword. 
  Those who specifically check for loose floorboards and 
  make a DC 15 Search check find one under a leg of the 
  chair; this otherwise requires a DC 25 Search check to 
  find. Under the loose floorboard is a pouch containing 30 
  gp in mixed coins, an emblem of the Scarlet 
  Brotherhood, and a carefully folded note written in 
  Ancient Suloise. If a PC can translate this or make a DC 
  25 Decipher Script check, give out Player’s Handout 2. 
  PCs unable to translate it could always go out and buy a 
  scroll of comprehend langagues (25 gp), hunt down a 
  sage who will translate it (10 gp fee and takes one hour), 
  or take it back to Remmelak, who can read Ancient 
  Suloise. 
   
  PCs that study the note and make a DC 15 Forgery 
  check can determine that the handwriting on this note is 
  not the same as on the one given to them by Remmelak. 
   
  If PCs go asking around about the “old jail,” they can 
  find out on a DC 10 Gather Information check or a DC 15 
  Knowledge (local—Core) check that it probably refers to 
  the Hanging Man Inn in the Thieves’ Quarter. 
   
  Treasure 
   
  ALL APLs: L 26 gp, C 5 gp. 
   
  ENCOUNTER 5:  
  GATHER INFORMATION 
  If the PCs choose to do general Gather Information 
  checks, ask them if they are doing them in the Foreign 
  Quarter or the Thieves Quarter, as this affects the 
  answers they can get. Each attempt takes two hours and 
  costs 1d6 gp regardless of whether it is successful or not. 
  The possible results from Gather Information checks are 
  listed below by topic. 
   
  Feel free to summarize this search for information if 
  the round is moving slowly so far. This portion of the 
  adventure is not intended to take a lot of real time! 
   
  Asking About Remmelak—Foreign Quarter 
   
  DC 12—Remmelak Barnen has earned a reputation 
  for reliability, honesty, and charity in the few years that 
  he’s been in town. He doesn’t socialize much, though. 
   
  DC 16—Shady individuals have been asking 
  questions about Remmelak of late, especially concerning 
  where he came from. No descriptions are available, but 
  the PCs might try asking around in the Thieves’ Quarter. 
   
  Asking About Remmelak—Thieves Quarter 
   
  DC 10—Barnen? Yeah, I’ve heard of him. He’s one 
  of the sponsors of the orphanage. Even helped a few 
  people out in tight financial spots and only asks favors in 
  return. 
   
  DC 15—Odd that you should mention that name. 
  There was a Suloise fellow asking about him just the 
  other day. (This was Zofar.) 
   
  Asking About The Merchant 
  No word about The Merchant can be gained in the 
  Foreign Quarter. If the PCs go asking around in the 
  Thieves Quarter: 
   
  DC 10—A rumor has been going around the last 
  couple of days about an infamous underworld figure 
  from parts to the east named The Merchant, who has 
  turned up here in Greyhawk. 
   
  DC 12—The Thieves’ Guild is said to be trying to 
  identify who this The Merchant person is. 
   
  DC 15—A Suloise man named Athar, who hangs out 
  at the Hanged Man Inn, is said to be offering cash for 
  reliable information on The Merchant. 
   
  DC 20—It is said that a bounty has been placed on 
  the head of The Merchant and a group of agents has 
  come to town to try to collect it. There’s rumor that the 
  Assassins’ Guild has also taken an interest. 
   
  DC 25—The group of agents in question is said to be 
  working for the Scarlet Brotherhood. 
   
  Asking About Shadowfist 
  
  COR5-02 Atonement 
   
  Page 14 
   
  If the PCs ask around in the Foreign Quarter, a DC 15 
  Gather Information check garners them rumors from 
  citizens of Ahlissa and the North Kingdom about a near-
  legendary assassin by that name who was known to have 
  struck several prominent targets in the area of Rel Astra 
  and the former Great Kingdom, though nothing has been 
  heard about the assassin in the last couple of years. 
   
  If the PCs are asking around in the Thieves Quarter, 
  a DC 15 Gather Information check refers them to 
  Kerrick, a man who claims to be a runner for the 
  Merchant’s Union (he actually is) but is better known in 
  the community as an information broker (and less better-
  known as a member of the Thieves’ Guild). When the 
  PCs hunt him down, they find a wiry, medium-height 
  Oeridian man of perhaps 30 years with delicate, sharply 
  pointed features. He is a greasy, sniveling fellow who 
  refuses to talk to the PCs unless they agree that “time is 
  money.” His price is 5*APL, though he can be bargained 
  down by a third on a DC 15+½APL Diplomacy check if 
  the PCs try. Once coins have been produced, he can tell 
  the PCs the following: 
  • 
  Shadowfist is a notorious assassin active in the far 
  east who is known for killing without using 
  weapons. His reputation is such that he is known 
  even in Greyhawk. 
  • 
  Nothing has been heard about Shadowfist in the past 
  three years until just a couple of days ago, though 
  travelers sometimes ask around about him. 
  • 
  The last few days one local has been making a lot of 
  inquiries about whether or not Shadowfist is 
  currently in Greyhawk. He turned up dead 
  yesterday, in a manner suspiciously like how 
  Shadowfist was known to kill. 
  • 
  Another person doing some asking was a woman 
  with dark red hair and a scar on her right cheek. Her 
  name’s Amura, and she’s rumored to be with the 
  Thieves’ Guild, so maybe they’re taking an interest 
  themselves. 
  • 
  You know, Shadowfist was rumored to have 
  association with the Scarlet Brotherhood, and 
  Brotherhood-affiliated agents have popped up in 
  greater-than-normal numbers recently. Might be a 
  connection. 
  • 
  (If asked about the Brotherhood agents) Well, rumor 
  has it that they’re looking to kill someone called The 
  Merchant. 
   
  If asked about the Merchant, Kerrick charges an 
  additional fee for that information but can tell the PCs 
  anything under the heading “Asking About The 
  Merchant,” above. 
   
  Asking About Zofar 
  Nothing can be gained about him in the Foreign Quarter. 
  If the PCs ask around in the Thieves’ Quarter: 
   
  DC 12—“Yeah, he was a boarder at the Phoenix. Did 
  odd jobs around the Quarter. Heard he got himself killed 
  yesterday.” 
   
  DC 15—He was known to hang out at the Hanged 
  Man Inn. (The speaker snickers.) 
   
  DC 20—Rumor has it that he was a spy for some 
  foreign power. 
   
  All APLs 
   
  �Kerrick: wererat Rog4; hp 22; non-combatant. 
   
  ENCOUNTER 6:  
  HANGED MAN INN 
  Eventually the PCs should find their way here. If they 
  seem lost or otherwise aren’t headed in this direction but 
  do know about Amura, the redheaded woman, have them 
  spot her across a crowd and follow her here. (She was 
  tasked with making sure the PCs eventually end up here, 
  after all.) 
   
  If Emmara was not able to slip out during the night 
  in Encounter 2 then Amura does not know that she is 
  supposed to help the PCs. Modify her reactions 
  accordingly. If the PCs somehow end up here the night 
  they arrive then neither Athar nor Amura is here, 
  although they can learn that Athar frequents this place 
  on a DC12+½APL Gather Information check.  
   
  Athar, the Scarlet Brotherhood agent in charge of 
  the mission to kill The Merchant, hangs out here while 
  waiting for contacts to report. He is not yet aware that 
  Zofar has turned up dead, though he finds out during 
  this encounter. Also present is Amura. Though she is 
  affiliated with both the Thieves’ Guild and the Assassins’ 
  Guild, she is primarily working for Emmara (under an 
  assumed identity) as her eyes and ears. 
   
  The Hanged Man Inn has a bright, whitewashed 
  exterior trimmed with gold—an appearance that stands 
  out tremendously in an otherwise drab neighborhood. 
  The inside is dimly lit, promoting numerous shadowy 
  corners and booths around the perimeter for those who 
  might wish to remain anonymous. The common room is 
  scattered with numerous lamp-lit tables, while a bar 
  stretches across the far end and exits to kitchen areas 
  and private rooms dot the walls. The clientele currently 
  present is a smattering of types that run the breadth of 
  Greyhawk’s population: here are a few finely dressed 
  noble types who seem to be having a fine time 
  “slumming it,” there a merchant, and over there are 
  shady individuals who look like they’re plotting their 
  next heist. If one could imagine a meeting place where 
  underworld folk come to relax, this would be it. 
   
  If the PCs stand around and look at the patrons, they 
  quickly get many suspicious stares and a snide comment 
  about them “minding their own business.” If they take a 
  seat and order drinks, the only patron who gives them a 
  second glance is a red-haired woman with a scar on her 
  cheek sitting in one booth, who might be noticed on a 
  DC 18+APL Spot check (she has been made aware of the 
  
  COR5-02 Atonement 
   
  Page 15 
   
  approximate power level of the PCs by Emmara, so she 
  takes more precautions against being spotted when 
  dealing with higher-level PCs). PCs who are specifically 
  looking for Suloise patrons and make a DC 15 Spot check 
  notice a cloaked Suel man having a conversation with a 
  raggedly dressed half-elf at one of the central tables. This 
  is Athar. PCs can also learn that this is Athar by making a 
  DC 12+½APL Gather Information check here or by just 
  going up and asking him. 
   
  PCs who troll for information here can pick up the 
  following rumors after spending 1d6 gp and making a 
  Gather Information check. A DC 10 check garners one 
  rumor, and every 5 points beyond that garners an 
  additional one. None of these are relevant to this 
  scenario: 
  • 
  “A lotta cases of the Red Ache have popped up lately 
  in the lands to the south of here and on toward the 
  Wild Coast. Been almost a regular epidemic in 
  places.” 
  • 
  “They say some parts of the Welkwood have become 
  haunted of late. It’s so bad that entire villages have 
  been abandoned. Some dark power might be on the 
  move.” 
  • 
  “Crazy story out of Veluna about some weird 
  creature spotted with the body of a man but a giant 
  eye for a head.” 
  • 
  “Word has it that two of the evil elemental princes 
  have been freed. Doesn’t bode well for those who 
  oppose the Evil Eye. 
   
  Dealing With Athar 
  Athar is Unfriendly toward non-Suel PCs, who are 
  treated rudely and greeted with racist invective. Such 
  PCs cannot learn anything from him beyond the fact that 
  he is in town on “business” even if they can use 
  Diplomacy to improve his reaction (and such attempts 
  from a non-Suel have a -4 circumstance penalty). If any 
  mention about Zofar or The Merchant is brought up, he 
  acts uninterested and refuses to discuss details. His goal 
  is to get rid of the PCs as quickly as possible. 
   
  If a Suel PC approaches Athar, an indifferent 
  reaction is earned instead. He at least talks to such a PC, 
  though not about business matters unless the PC uses 
  Diplomacy to adjust his reaction to friendly (requires a 
  DC 15 effort, with a +2 circumstance bonus if the PC 
  buys him a round of drinks). If a friendly reaction is 
  gained, Athar admits that he is in town on secret 
  business. “Seems someone who double-crossed my 
  associates a few years back has popped up again and 
  needs to be dealt with,” he might say. He acknowledges 
  that it is The Merchant if that name is brought up, and if 
  asked about Zofar he admits to having just heard about 
  his death. “Very untimely and suspicious, since he was 
  our main scout,” he might say. 
   
  If a PC identifies herself to Athar as a member of the 
  Brotherhood (a greeting of “Purity, Brother” or 
  something of the like would suffice), he is instead 
  friendly toward the PC and offers to buy her a drink, 
  though he questions the PC on why she is hanging 
  around with the “lesser races” if he sees her with non-
  Suel PCs. If such a PC talks him up, he freely admits (in 
  lowered voice) that he and his associates are in town to 
  deal with The Merchant, an underworld figure who 
  double-crossed the Brotherhood a few years back over on 
  the Solnor Coast and apparently faked his death, but who 
  has now popped up again here in Greyhawk. If Zofar is 
  brought up, he acknowledges “the lad was working for us, 
  keeping an eye on the target and looking for one of our 
  stray sheep.” If asked to clarify, he mentions that the 
  “stray sheep” was one of their best assassins, who also 
  disappeared about the same time as The Merchant. If the 
  name Shadowfist is brought up, he admits that’s the 
  person. He believes that Zofar’s death indicates that 
  Shadowfist is in town and unlikely to be cooperative—a 
  thought that sends shivers up his spine. He and his team 
  intend to proceed regardless, however. 
   
  A Brotherhood PC who uses Diplomacy to adjust 
  Athar’s reaction to helpful (DC 20) gets an invite to come 
  meet the rest of the team in their safe house. That PC gets 
  led to Encounter 7 if they agree, although other non-Suel 
  PCs are not allowed to accompany. 
   
  The PCs might also decide to just observe Athar and 
  follow him. If they do, they notice him get up and leave a 
  few minutes after finishing his conversation with the 
  ragged half-elf, which happens a total of 10 minutes after 
  they enter the inn. The PCs, as long as they are cautious, 
  can follow Athar without him noticing, since his mind is 
  on other things at the moment. 
   
  Dealing With Amura 
  PCs who spot Amura might be inclined to go over and 
  speak with her. If they do, she greets them warily 
  until/unless the PCs clearly establish that they have no 
  hostile intent. If the PCs don’t go over to speak to her and 
  don’t seem to have noticed Athar, she goes over to talk to 
  them. 
   
  Amura speaks with a deep, raspy voice and is very 
  guarded in her words; anything she says has been 
  carefully thought out first, so she should seem slow to 
  respond to anything the PCs say. She has been instructed 
  by Emmara to keep an eye on the PCs and help them root 
  out the Brotherhood agents in town looking for The 
  Merchant. To this end she suggests that the PCs keep an 
  eye on “the Suel guy at the center table” because “he 
  seems to have some connection to the spy that died at the 
  Phoenix Boarding House last night.” She can also tell the 
  PCs that she’s been instructed to keep an eye on them 
  and help them track down these “Brotherhood assassins” 
  if they need it. 
   
  To get anything further out of Amura, the PCs are 
  going to have to talk her up (DC15+½APL Diplomacy 
  check), intimidate her (DC 16 Intimidate check), or bribe 
  her. The latter option requires a bribe of 20 gp or 5*APL 
  gp, whichever is greater. Any PC who has the Wrath of 
  the Assassins’ Guild from COR3-13 Traitor’s Road has a -4 
  penalty on all Charisma-based checks when dealing with 
  
  COR5-02 Atonement 
   
  Page 16 
   
  Amura; if such PCs are merely present but not doing the 
  talking, the penalty drops to -2 instead. 
   
  Amura can tell the PCs any of the following, 
  depending on what they ask: 
  • 
  “Let’s just say that I am a professional opportunist.” 
  • 
  “No, I didn’t have anything to do with Zoraf’s death. 
  But I think my employer might have.” 
  • 
  “A lady who lives somewhere in the Foreign Quarter 
  keeps me on retainer. For almost three years now 
  she’s paid me a regular fee to keep my ear to the 
  ground for any mention of The Merchant or an 
  assassin named Shadowfist.” 
  • 
  “No, I don’t know where she lives. I always meet her 
  at a neutral location, and I’ve never successfully been 
  able to follow her back home. She’s a slick one.” 
  • 
  “She gave me the name Sira, but I’m sure that’s not 
  her real name.” 
  • 
  “She’s a very pretty, well-mannered Oeridian woman 
  whom I’d guess is in her thirties. That might be a 
  disguise, though.” (If the PCs describe Remmelak’s 
  deceased wife to her she adds:) “Yeah, that sounds 
  about right.” 
  • 
  “If I have something for my employer, I signal for a 
  meet by hanging a wet towel of a certain color out to 
  dry on a certain windowsill at a certain residence in 
  the Old City. She meets me later that night at an inn 
  or tavern whose location varies according to the day 
  of the week. If she wants to contact me, she has a 
  yellow ribbon left hanging at a certain stall in the 
  Low Market.” 
  • 
  “I was investigating Zoraf because the little punk 
  was asking around about Shadowfist.” 
  • 
  “Yes, I knew he was a Brotherhood spy. It was 
  practically an open secret in the underworld 
  community among those in the know. But he’s been 
  harmless before now.” 
  • 
  “Yes, I reported him to my employer two nights ago, 
  so I wasn’t surprised when he turned up dead 
  yesterday morning.” 
  • 
  “I wasn’t surprised because it’s happened before. 
  There’s been three other occasions in the past two 
  years where I’ve reported to her that someone has 
  been asking around about Shadowfist or The 
  Merchant. Each time that person disappeared or 
  wound up dead within a couple of days.” 
  • 
  “I was told last night by my employer to help you 
  track down any leads about a Brotherhood strike 
  team in town aimed at The Merchant. That guy over 
  there (pointing to Athar) is your best bet.” 
  • 
  “None of your damn business how I got this scar.” (If 
  the main PC speaker is a really handsome human, 
  elf, or half-elf male and a non-Intimidate approach 
  was taken, she adds coyly, “but I’ve got scars in some 
  other interesting places.”) 
  • 
  (If asked bluntly whether or not the Thieves’ Guild is 
  getting involved:) “Well, let’s just say that certain 
  powerful organizations in this city are taking an 
  interest. They want to know what’s going on and are 
  concerned about some outside conflict getting 
  dragged into the streets of Greyhawk.” 
  Amura cannot or will not tell the PCs anything of use 
  beyond this. She does not help the PCs contact her 
  employer or provide more specifics about that, even 
  under pressure. She doesn’t want to scare off her meal 
  ticket. 
   
  If pressed for details on how her employer contacts 
  her, Amura mentions the stall of a furniture maker in the 
  Low Market (in the Artisans’ Quarter) and how to get 
  there. PCs who pursue that lead and talk to the stall 
  owner are told that a boy of 11 or 12 came by yesterday 
  and gave him a yellow ribbon as a gift, so he put it up in 
  his stall. The boy does it from time to time, claiming that 
  it’s extra from his mother’s job and would make his stall 
  attract more attention. The description of the boy 
  matches that of Lenard. 
   
  Development: If the PCs follow or accompany 
  Athar, go to Encounter 7. If they do more information 
  gathering, go back to Encounter 5. If they return to 
  Remmelak’s house to speak to anyone there, go to 
  Encounters 8-10, as appropriate. 
   
  All APLs 
   
  �Athar: human C1/Mnk4/F4; hp 63; see Appendix 
  1. 
   
  �Amura: human Rog5; hp 23; see Appendix 2. 
   
   
   
  ENCOUNTER 7: STRIKE TEAM HQ 
  Whether PCs accompany Athar or follow him, his path 
  leads to an apparently abandoned building near the 
  White Dragon Inn (T6). A PC who accompanies Athar is 
  escorted inside and to a hidden trap door in the corner of 
  one empty room; PCs who follow Athar into the building 
  must make a DC 20 Search check to find it. 
   
  The trapdoor opens onto a 30-foot vertical shaft with 
  a metal ladder built into the side. This is an old alternate 
  access point to the catacombs under Greyhawk that was 
  boarded over long ago and forgotten about, though 
  Brotherhood agents discovered it years ago and have 
  been using it ever since. 
   
  The vertical shaft bottoms out into a dry, dusty tunnel of 
  rough-hewn stone that is seven feet high and a little over 
  five feet wide. It runs east to west, with a locked, rusted 
  iron gate blocking the passage to the west. 
   
  Refer to DM’s Map 2 at this point. Following the passage 
  to the west eventually leads the PCs into a larger corridor 
  
  COR5-02 Atonement 
   
  Page 17 
   
  that feeds directly into the main burial chambers of the 
  catacombs under Greyhawk. After a couple of hours of 
  wandering around lost the PCs eventually come out in 
  the Common Crypt (T15), a large mausoleum. There the 
  PCs have a lot of explaining to do to workers from the 
  Guild of Gravediggers and Embalmers, who are preparing 
  for another internment. 
   
  PCs who search for tracks at the bottom of the ladder 
  and make a DC 10 Search or Track check know that their 
  quarry lies to the east, however. Several sets of human-
  sized tracks lead straight through the gate. A careful 
  search of the gate (DC 18+½APL Search check) reveals 
  that it is rigged with a cord that runs along the ceiling 
  down the corridor on the other side of the gate. A rogue 
  who spots it can tell that it is set to trip something if the 
  door is opened without flipping a hidden lever above the 
  door. This can be disabled on a DC 18 Disable Device 
  check. If it is not, then the individuals in area C are 
  alerted to intruders by the tinkling of a bell in that room 
  and prepare accordingly. 
   
  �Iron Gate (APLs 2/4): hardness 8 (due to rust); hp 
  30; AC 5; Break DC 22, Open Locks DC 20. 
   
  �Iron Gate (APLs 6/8): hardness 10; hp 30; Break 
  DC 24, Open Locks DC 25. 
   
  If unlocked, the gate swings open noiselessly, as if 
  well oiled. PCs who bash their way through the gate 
  instead make an awful lot of noise that almost certainly is 
  noticed by the NPCs in area C. (Give them all a DC 10 
  Listen check.) 
   
  Any PC being led by Athar is escorted through the 
  gate (he has a key) and around the traps listed below. PCs 
  following still have to contend with them, though, 
  because Athar locks the gate again after passing through. 
   
  Location A: Blade Trap 
  The catacombs of Greyhawk are strewn with traps to 
  discourage interlopers. For APL 2 use the scything blade 
  trap listed below. For APL 4 use the improved scything 
  blade trap. For APLs 6 and 8 use the greater scythe trap. 
  In each case the trap has an automatic reset and is 
  triggered by stepping on a pressure plate directly in front 
  of the trap. Jumping over that 5-foot square does not 
  trigger the trap. The trap can also be disabled for one 
  minute by pushing in a hidden panel (requiring a DC 25 
  Search check to find) on the left-hand wall on either side 
  of the square. The blade itself comes out of the left-hand 
  wall. 
   
  APL 2 
   
  �Scything Blade Trap: CR 1; +8 melee (1d8/x3); 
  Search (DC 18); Disable Device (DC 16). 
   
  APL 4 
   
  �Improved Scything Blade Trap: CR 2; +12 melee 
  (1d8+6/x3); Search (DC 20); Disable Device (DC 18). 
   
  APL 6-8 
   
  �Greater Scythe Trap: CR 4; +20 melee (2d4+8/x4); 
  Search (DC 21); Disable Device (DC 20). 
   
  Location B: Door Trap 
  This stone door is not locked. If the PCs have not tripped 
  alarms prior to this point then they can notice a flicker of 
  light from underneath the door and a PC listening at the 
  door hears voices beyond on a DC 15 Listen check. If the 
  NPCs have been alerted to the PCs’ presence then their 
  lights have been put out and they are waiting quietly. 
   
  The mantle above the door is marked with a spell 
  trap which triggers when any non-Suel opens the door or 
  passes through the doorway without first speaking 
  “Praise to the Stern Lady.” For APLs 2 and 4 use the flame 
  trap below. For APL 6 use the Sonic Trap. For APL 8 use 
  the blasting glyph trap. Note that tripping any of these 
  traps alerts the NPCs in “Location C” to the presence of 
  the PCs if they didn’t know already. 
   
  APL 2-4 
   
  �Flame Trap: CR 2; spell effect (burning hands, 2nd-
  level wizard, 2d4 fire, DC 11 Reflex save for half damage); 
  Search (DC 26); Disable Device (DC 26). 
   
  APL 6 
   
  �Sonic Trap: CR 3; spell effect (sound burst 
  centered on offender, 3rd level cleric, 1d8 sonic + DC 13 
  Fort save or stunned for 1 round); Search (DC 27); 
  Disable Device (DC 27). 
   
  APL 8 
   
  �Blasting Glyph Trap: CR 4; spell effect (glyph of 
  warding blast effect, 7th level caster, 3d8 acid, DC 13 
  Reflex save for half damage); Search (DC 28); Disable 
  Device (DC 28). 
   
  Location C: Brotherhood HQ 
  The Brotherhood agents who have used this room as a 
  base over the past several months have cleared out the 
  remains from this former crypt and given it a livable feel. 
  Lighting is provided by two everburning lanterns (see 
  the special items list at the end of the “Treasure 
  Summary”). The burial niches which line the walls are 
  used for storing supplies, while the main floor of this 
  room is used as a gathering and training area as well as 
  sleeping quarters for male agents. 
   
  Use the Description 1 below if the occupants of the 
  room are not aware of the PCs before they enter or if one 
  is accompanying Athar. Use Description 2 if the 
  occupants are aware of the PCs and have had time to 
  prepare. In the latter case two of the rogues attempt to 
  hide in shadows to either side of the door, so only 
  include them in the description if the lead PC makes his 
  Spot check. 
   
  (Description 1:) Flickering light reveals a room beyond 
  the door that is about 25 feet square, though its ceiling is 
  no higher than the hall. It looks like it might have once 
  been a burial crypt, but it has been cleared out to serve as 
  makeshift living quarters. Four cots are positioned about 
  the room, while niches in the wall hold bags and small 
  boxes. The only other furnishings are a couple of chairs 
  and a makeshift table. A curtain has been hung in the 
  
  COR5-02 Atonement 
   
  Page 18 
   
  back left corner, while two lanterns hanging from ropes 
  set into the ceiling provide the lighting. 
   
  The room is occupied by a few Suel (at APL 2 add: 
  and three skeletal figures), who turn from whatever they 
  were doing before and rise to meet you. 
   
  (Description 2:) The dark, shadowy room beyond the 
  door has a ceiling no higher than the hall. It looks like it 
  might have once been a burial crypt, but it has been 
  cleared out to serve as makeshift living quarters. Cots 
  and supplies are strewn about, while a curtain hangs 
  against the wall in the back left corner. 
   
  The room is not unoccupied. A few Suel (at APL 2 
  add: and three skeletal figures) stand ready as if prepared 
  for a fight. One of them is Athar, the man you were 
  following, who stands near the curtain. 
   
  If the occupants in the room have not been caught 
  unaware, they attack immediately. If they have been 
  surprised, the PCs might choose to talk with them, 
  although the Suel come across as unfriendly and very 
  guarded. They admit nothing other than that they are 
  here to kill someone, and that could include the PCs if 
  they get in their way. The Suel attack immediately if the 
  PCs ever make it clear that they work for Remmelak. 
   
  If a PC accompanied Athar here, he is introduced to 
  the others, who engage the PC in friendly conversation 
  (though the PC cannot learn anything pertinent to their 
  assignment that Athar wouldn’t have already told him). 
  The PC is invited to join them in their task of killing 
  Remmelak and/or his family. A refusal is regarded 
  suspiciously, especially if the PC has claimed to be a 
  Brotherhood member himself.  
   
  APL 2 (CR 4)  
  �Athar: human Clr1/Mnk4/Ftr4; hp 63; non-
  combatant; see Appendix 1. 
  �Jaguanara: human Clr2; hp 13; see Appendix 2  
  �Jascaros and Billar: human Rog1; hp 6 each; see 
  Appendix 2 
  �Human warrior skeletons (3): hp 6 each; see 
  Monster Manual p. 226 
   
  APL 4 (CR 6)  
  �Athar: human Clr1/Mnk4/Ftr4; hp 63; non-
  combatant; see Appendix 1. 
  �Jonar: human Mnk3; hp 20; see Appendix 2 
  �Jaguanara: human Clr2; hp 13; see Appendix 2  
  �Jascaros, Billar, and Billana: human Rog2; hp 11 
  each; see Appendix 1 
   
  APL 6 (CR 8) 
  �Athar: human Clr1/Mnk4/Ftr4; hp 63; non-
  combatant; see Appendix 1. 
  �Jonar: human Mnk5; hp 33; see Appendix 2 
  �Jaguanara: human Clr4; hp 26; see Appendix 2 
  �Jascaros, Billar, and Billana: human Rog3; hp 17 
  each; see Appendix 2 
   
  APL 8 (CR 11) 
  �Athar: human Clr1/Mnk4/Ftr4; hp 63; see 
  Appendix 1. 
  �Jaguanara: human Clr7; hp 46; see Appendix 2 
  �Jascaros, Billar, and Billana: human Rog3/Ftr2; hp 
  27 each; see Appendix 2 
   
   
  Tactics: If the Brotherhood agents have advance 
  warning about the PCs, the lamps have been shuttered 
  and two of the rogues are hiding on either side of the 
  entrance. Jaguanara has cast shield of faith on the monk 
  (if one is present) and/or herself (at APL 2 or 8). If time 
  allows and she has bull’s strength available, it goes on 
  Jonar (at APL 6) or Athar (at APL 8), while magic weapon 
  (if available) goes on her own weapon. If she still has time 
  then she has a readied action to cast bless or recitation 
  contingent on the PCs entering the room. (Note that all 
  Brotherhood agents present are worshipers of Wee Jas for 
  purposes of the recitation.) At APL 8 Athar has cast mage 
  armor (off a scroll) on himself. 
   
  One or more of the rogues is listening for the PCs’ 
  approach if the Brotherhood agents are alerted by the 
  gate, so all above spells are timed so that most of their 
  duration remains when the PCs enter. 
   
  At all APLs the rogues have been trained to work as a 
  team (especially Billar and Billana, who are twins). They 
  make a concerted effort to set up flanks for one another, 
  with a common tactic being for one to move into position 
  and ready his attack for when he has a flanking partner. 
  At APLs 6 and 8 their primary tactic is to trip first and 
  follow up with an attack on the now-prone target if 
  successful (as per the Improved Trip feat). These rogues 
  are all trainees (at low APLs) or looking to move up in the 
  Brotherhood ranks (at APL 8), so they fight to the death 
  to impress their superiors (Jaguanara, Jonar, Athar) as 
  long as at least one is still alive. 
   
  At lower APLs Athar observes for a round or two 
  then departs via the tunnel in “Location D.” If 
  approached by PCs or targeted by spells or missile 
  attacks, he throws up obscuring mist to cover his retreat. 
  At APL 8 he engages the PCs, taking full advantage of his 
  Elusive Target, Improved Trip, Dodge, and Defensive 
  Throw feats. He tries to retreat if his life in serious 
  jeopardy but will not surrender. 
   
  At APLs where Jonar is present, his main goal is to 
  protect his lover Jaguanara. (At other APLs he is 
  elsewhere in the city when the PCs arrive.) If she is not 
  in imminent danger then he teams up with one of the 
  rogues. He is a Brotherhood fanatic and so will not 
  surrender to the PCs. 
   
  At all APLs Jaguanara leads with bless or recitation if 
  she has not already cast them. At APL 2 she uses the 
  skeletons as a shield and concentrates on protecting 
  them from PC turning attempts (a readied action to 
  
  COR5-02 Atonement 
   
  Page 19 
   
  dispel turning, as per the Player’s Handbook page 159, 
  would not be unreasonable if she sees an obvious PC 
  cleric). At higher APLs she uses her spells to strike at the 
  PCs and support her fellows as best as possible. She does 
  not enter melee unless she has to, but casts divine favor if 
  it seems imminent. She is not as bold as the others 
  though, so she will surrender if the option is offered and 
  it seems prudent. If she is the last one standing then she 
  takes the initiative to surrender. 
   
  Note: No Suel NPC attacks any Suel PC unless 
  attacked by that PC first or Athar orders it (which he 
  does, if the PCs in question are showing obvious hostile 
  intent). Any Brotherhood PC is also going to suffer the 
  severe consequences of the magical tattoo from COR4-04 
  Red Tide if he attacks any of these NPCs! See the 
  Treasure section for more details. 
   
  Development: Though quite racist, Jaguanara is also 
  very practical. If captured, she sees cooperating with the 
  PCs as her best chance of getting out of this situation 
  alive. Upon questioning she freely admits that they are 
  here to deal with The Merchant for his “past treachery” 
  and that their goal is to kill him and/or his family. They 
  are also supposed to be looking for a wayward assassin 
  named Shadowfist, who used to work for them regularly 
  (but was not a formal Brotherhood member) but hasn’t 
  been heard from in three years. Shadowfist’s last order 
  was to keep an eye on The Merchant, so she suspects that 
  Shadowfist was either discovered and killed when The 
  Merchant faked his death (unlikely), went independent 
  (possible), or dropped out of the spying and assassination 
  business for some reason (most likely in her mind). She 
  does not know for certain that Shadowfist is a woman, 
  although she strongly suspects this given the assassin’s 
  past activity. She does not reveal this unless specifically 
  asked about Shadowfist’s gender, however. 
   
  Any rogues that are captured alive refuse to talk 
  unless placed under duress (DC 14+level Intimidate 
  check due to their fanaticism), in which case they know 
  only that they are here to “kill some guy named The 
  Merchant and his family.” They also refer to Athar as 
  Shadowfist, though they know he isn’t; they are just 
  trying to mislead the PCs. 
   
  Jonar, if captured alive, also only talks under duress 
  (DC 15+level Intimidate check due to his fanaticism). He 
  can tell the PCs everything that Jaguanara can except for 
  her suspicions about Shadowfist. Even under duress he 
  only speaks reluctantly, however. 
   
  Athar, if captured alive, only willingly admits that he 
  is of the Scarlet Brotherhood and in charge of this strike 
  team. Getting him to say anything else requires a DC 23 
  Intimidate check. In this case he can tell the PCs what is 
  described in Encounter 6 in the paragraph about him 
  talking to a Brotherhood member.  
   
  If the room is searched thoroughly, a few coins and 
  holy symbols of Wee Jas can be found among personal 
  effects, as well as some food items and waterskins. 
   
  Treasure 
   
  APL 2: L 83 gp; C 20 gp; M two everburning lantern  
  (12 gp each). 
   
  APL 4: L 180 gp; C 20 gp; M two everburning lantern 
  (12 gp each), +1 bracers of armor (83 gp). 
   
  APL 6: L 169 gp; C 20 gp; M two everburning lantern 
  (12 gp each), +1 breastplate (113 gp), +1 bracers of armor 
  (83 gp).  
   
  APL 8: L 169gp; C 20 gp; M two everburning lantern 
  (12 gp each), +1 breastplate (113 gp), +1 bracers of armor 
  (83 gp), +1 amulet of mighty fists (500 gp). 
   
  Location D: Side Room 
  This room, which is lit by an everburning lantern, is 
  another cleaned-out crypt that is used by Jaguanara (and 
  Billana if present). It has two cots, two chairs, a small 
  mirror mounted on one wall, and more feminine 
  personal effects. It also has a secret door to an escape 
  tunnel hidden behind a larger banner bearing the 
  emblem of the Scarlet Brotherhood; a DC 20 Search 
  check is required to find it if the banner is moved, a DC 
  25 if it isn’t. (Athar closes this behind him if he flees.) The 
  tunnel is 5 feet high, 3 feet wide, and winds around until 
  it opens up into another part of the catacombs 200 feet 
  later. At that point is another vertical shaft that leads to a 
  hidden exit on the surface in an alley near the Phoenix 
  Boarding House. 
   
  Treasure: ALL APLs: L 0 gp; C 0 gp; M everburning 
  lantern (12 gp). 
   
  Development: If the PCs decide to turn in the 
  Brotherhood agents or report about them, Sergeant Selak 
  will take the report with great interest. If they decide to 
  investigate further in the Thieves’ Quarter, go back to 
  Encounter 5. If they decide to go back and talk to 
  Remmelak or his family or staff, go to Encounters 8-10 as 
  appropriate. 
   
  In any case, though, the PCs are being tailed, because 
  their questions have attracted the attention of the 
  Thieves’ Guild and Assassins’ Guild. Give the PC with the 
  best Spot score a Spot check opposed by a +13 Hide 
  check to notice the tail; any PC who specifically says she 
  is looking for someone tailing them gets a +5 
  circumstance bonus on the check. On a success, the PC 
  notices that a young, nondescript half-elf man seems to 
  be following them at a distance of more than 60 feet. He 
  darts away and disappears if PCs try to approach him. (He 
  knows the city much better than the PCs, so they cannot 
  catch him.) 
   
  ENCOUNTER 8:  
  BARNEN HOUSE STAFF 
  Talking With Barraster 
  If PCs are around then Barraster spends most of his time 
  during the day running half-hour to hour-long errands 
  for Remmelak. He takes time to talk to the PCs if they 
  want to speak with him, though. 
   
  If Barraster is followed on his errands, the PC must 
  make a Hide check against Barraster’s Spot check (at a +5 
  bonus, since he’s looking for tails) to remain undetected. 
  Most of his errands are mundane trips to businesses and 
  private residences in the wealthier parts of town. Only 
  two seem remarkable: 
  
  COR5-02 Atonement 
   
  Page 20 
   
  1) 
  The Wizard’s Hat Inn (R4)—At this establishment 
  in the River Quarter Barraster can be seen talking to 
  a Baklunish merchant over a dinner of spiced 
  venison and potatoes. An eavesdropping PC (DC 20 
  Listen check) who has remained inconspicuous can 
  hear Barraster discussing plans for using a carriage 
  the next day. 
  2) 
  The residence of the wizard Kalinin in the Garden 
  Quarter. PCs who have played COR 4-17, The Real 
  Hero Blues, remembers Kalinin as their employer in 
  that scenario. PCs who got the “Favor of Kalinin” 
  from that scenario can approach Kalinin and ask 
  what Barraster was there for. Kalinin tells such PCs 
  that Barraster was arranging “certain spells at a 
  certain time and place” for his employer, but is not 
  be more forthcoming. PCs who do not know 
  Kalinin but make a DC 15 Gather Information 
  check on him find him to be a well-respected wizard 
  who has a reputation for sponsoring adventuring 
  parties toward good causes. 
   
  If the PCs talk to Barraster, he can tell them any or all of 
  the following, depending on what they ask: 
  • 
  His “birth name” was Dom Ferro, but he took the 
  Barraster identity when he moved here. 
  • 
  He’s been with Remmelak for more than a dozen 
  years now. 
  • 
  He originally hired on with Remmelak strictly as a 
  bodyguard, but started helping him with his 
  business when he proved that he had at least some 
  mind for it. 
  • 
  Before he worked for Remmelak he served as a 
  soldier in “various different armies.” 
  • 
  He told Remmelak more than once that he was 
  being careless by trying to “play both ends against 
  the middle” in his dealings with the Brotherhood 
  and rival groups, but Remmelak wasn’t prone to 
  listening to advice back then. 
  • 
  The change in Remmelak since those days is 
  remarkable, he thinks; Remmelak really isn’t the 
  same man he was before Sira’s death. 
  • 
  Emmara (who used to be Samile) has had Remmelak 
  wrapped around her little finger since the moment 
  they first met. There was no chance Remmelak 
  would 
  pick 
  anyone 
  else 
  as 
  a 
  replacement 
  wife/mother. She does seem to be a “good lass”, 
  though, and handles the kids very well for someone 
  who never had kids herself. 
  • 
  Emmara has to be older than she looks, else she 
  “wasn’t barely 16” when Remmelak first met her—
  and she looked and acted much too mature at that 
  time to be only 16. 
  • 
  He and Lann “have a thing for each other.” If allowed 
  to do so, he expounds at length about her merits. 
  • 
  Lenard is “a respectable lad” who has proven reliable 
  at running errands for the household. He’s also a 
  good friend to “the kids.” 
  Barraster can’t provide any other information of any 
  consequence. 
   
  Talking With Lann 
  During the day, Lann is usually busy cleaning or cooking, 
  though she goes out for an hour for groceries at one point 
  during the mid-morning. (Nothing unusual happens 
  with her if she is followed on this errand.) She’s happy to 
  talk to the PCs as long as they don’t get in the way of her 
  work. As noted before, she is a straightforward, practical 
  woman who doesn’t shy from speaking her mind. 
   
  Lann, who appears to be in her late 30s’, can tell the 
  PCs any of the following, depending on what they ask 
  her: 
  • 
  She was born and raised in Hardby but came here 
  when her employer at the time moved here “a bit 
  before the Greyhawk Wars.” 
  • 
  She has made a career of working as a maid and 
  nanny because she can’t have kids of her own (she 
  won’t talk about why) but still wants to be around 
  them. 
  • 
  She was hired by “Master Remmelak” when he 
  moved to Greyhawk “nigh on three years ago.” 
  • 
  She had the impression at the time that “the Master” 
  was fleeing troubles in his homeland and looking to 
  start anew here, but since he never brought it up she 
  figured it wasn’t her business. 
  • 
  She wasn’t too sure about the Master’s wife at first—
  “seemed like a strumpet to me”—but Emmara’s 
  charm and pleasant manner have gradually won her 
  over. 
  • 
  It was obvious at first that Emmara had no 
  experience with kids, but what she lacked in 
  knowledge she made up for in effort. 
  • 
  Though she is normally pleasant and charming, “the 
  Mistress” is fiercely protective of those kids; you 
  don’t want to ever get between them and her. Most 
  of the time she won’t even accept help with them, 
  insisting instead on doing everything for them 
  herself. At times she seems positively driven in her 
  devotion to them. 
  • 
  The “young ones” seemed very depressed and 
  withdrawn when they first came here, but Emmara’s 
  attentions have worked wonders with them. If only 
  the little girl could put these night frights past her. . . 
  (If she is asked about those, refer to the details in 
  Encounter 2.) 
  • 
  Barraster? “Well, now, he doesn’t have half the 
  charm of the Master, and isn’t as clever as he think 
  
  COR5-02 Atonement 
   
  Page 21 
   
  he is. Just a good-for-nothing man.” But she can’t say 
  anything about him without a faint blush. 
  • 
  Lenard is a “ragamuffin” whom Lann doesn’t quite 
  trust (“just something about him that makes me 
  think he’s trying to trick people”) though he has 
  generally proved reliable at running errands. She 
  only tolerates him because he’s a good friend to “the 
  children.” 
  Lann 
  can’t 
  provide 
  any 
  other 
  information 
  of 
  consequence. 
   
  Talking With Lenard 
  Lenard, a Flan boy of 12 years, first appears at 
  Remmelak’s house around mid-morning and is in and out 
  throughout the day as he runs errands for Remmelak, 
  Emmara, and Lann. (If he is followed, these errands are 
  purely mundane runs for supplies and deliveries of 
  ordinary messages.) He hangs around and plays with 
  Reynard and Rinara when not running errands, referring 
  to them as “Renny” and “Rin.” 
  Lenard comes across as having a cheery, confident, 
  and accommodating disposition, but he is actually a 
  consummate liar who revels in trying to fool adults. He 
  never tells the complete truth to an adult unless bribed 
  (at least 5 gp), charmed, compelled to by a spell, or a 
  comely female human or half-elf adult sweet-talks him 
  (DC 15 Diplomacy check). 
  If asked about his background or why he runs 
  errands, Lenard tells the PCs that he and his parents are 
  Tenha refugees who settled here in Greyhawk seven 
  years ago. His father is a City Watch man-at-arms here in 
  the Foreign Quarter and his mother is a seamstress, so 
  they had been doing all right until his little sister was 
  “born sickly” a couple of years ago. Ever since he’s been 
  running errands for “Renny and Rin’s parents” to help 
  pay for the medicine his sister needs. [Truth: he and his 
  father are Tenha refugees, but he has no baby sister and 
  his mother is long dead. He earns the money to cover his 
  own expenses since his father blows most of what he 
  earns “on drinking and whoring.” (Or just “drinking” if 
  you are running a table with children present.)] 
  Lenard gives some kind of lie about anything else 
  he’s asked; make them up as needed, though you 
  shouldn’t use anything too outlandish as Lenard prefers 
  to tell credible lies. If convinced to tell the truth, he can 
  tell the PCs the following useful tidbits in response to 
  direct questions about them: 
  • 
  Rin thinks a “shadow demon” is out to get her 
  because one killed her “real mom.” She’s mentioned 
  seeing “Mr. Shadow” around the house several times 
  since moving here to Greyhawk. Neither he nor 
  Renny has ever seen “Mr. Shadow,” though, so he 
  thinks it’s a “make-believe friend.” 
  • 
  “Man, Rin and Renny’s mother is hot, isn’t she? I’d 
  do anything for her.” 
  • 
  “She (Emmara) has me run mostly ordinary errands 
  like picking up things from stores for her, but every 
  so often there’s a weird one.” 
  • 
  “Well, she has me check on a regular basis to see who 
  on a particular street in the Thieves Quarter is doing 
  their laundry on a particular day.” He spreads his 
  hands. “Must be a girl thing, I guess. She also has me 
  give some ribbon to a furniture dealer in the Low 
  Market from time to time. Something about helping 
  his business out for some special deal he gave her in 
  the past, I think.” He does confirm that it’s yellow 
  ribbon if asked, but doesn’t mention that detail 
  otherwise since he doesn’t see it as important. 
  All APLs 
  �Barraster: human Ftr4; hp 30; see Appendix 1. 
  �Lann: human Com2; hp 5; see Appendix 1. 
  �Lenard: human Exp1; see Appendix 2. 
   
  ENCOUNTER 9:  
  REYNARD AND RINARA 
  Conversation with Remmelak’s children may happen 
  during the dinner described in Encounter 2, after dinner 
  but before the children are put to bed (a time frame of 
  about two hours), or anytime the next day. The timing 
  matters little as to how it plays out, but if it happens 
  during the day then find out if the PCs try to have the 
  conversation when Emmara is around or not. In any case 
  except a conversation at the dinner table, Rin and 
  Reynard are involved in activities in “Location 16” on the 
  Remmelak’s House map during the conversation. 
   
  If the PCs do not seek out the children to talk to 
  them, have both of them approach the PCs with curiosity 
  about what they’re doing while they are around the 
  house. It is important that the PCs talk to Rin and 
  Reynard at some point! 
  Rin (“nobody calls me Rinara ‘cept when I’m in 
  trouble”) is an outgoing and energetic girl with a 
  relatively short attention span. Unless it has to do with 
  dolls, stuffed animals, or stories (she really likes stories 
  about princesses and unicorns) or has a colorful visual, 
  her mind wanders off after just a couple of minutes of 
  real time. PCs who play with her while talking to her are 
  able to question her freely, however. 
  Reynard is much more mature, or at least he likes to 
  think and act like he is. He idolizes his father in all 
  respects but one (see below) and so tries to duplicate his 
  father’s behavior in addressing the PCs, though his bits of 
  flattery are much more simplistic (“my beautiful lady” 
  instead of something more flowery). 
  Following is a list of typical replies to likely 
  questions the PCs might ask them. They don’t really 
  know anything about their father’s former business and 
  so can’t answer questions about that. They don’t even 
  know about their deaths being faked. All they can really 
  say is that they had to move to get away from some “bad 
  people” and that they understand that they have to use 
  
  COR5-02 Atonement 
   
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  their “new names” to keep the “bad people” from finding 
  them. 
    
  Q: Tell us about your real mother. 
  Rin: “She was a great mommy! Always really kind an’ 
  she told us lots of stories. I loved her lots.” 
  Reynard: “I remember that she was sad a lot of the 
  time. Father did that to her with the other women he was 
  seeing.” 
   
  Q: Tell us about how she died. 
  Note: This is still an uncomfortable subject for the kids, 
  so they need some prodding to talk about it. 
  Reynard: “Well, her and us were all in Rin’s room 
  and she was just getting finished reading us a bedtime 
  story when it happened.” 
  Rin: “The shadow demon got her!” <sniffles> 
  Reynard: “Well, I don’t know if it was really a demon 
  or not, but whoever it was stepped right out of the 
  shadows and hit mom in the back of the neck.” (He 
  demonstrates with a mock open-handed blow to the base 
  of Rin’s skull in the back. She rolls her eyes back and 
  pretends to flop forward onto the floor like she was 
  knocked out. This scene looks well-rehearsed to the PCs.) 
  “Mom didn’t ever get back up after that.” 
  Rin: “An’ then the demon spun around like doing a 
  dance and disappeared right back into the shadows!” 
   
  Q: What did this “shadow demon” look like? 
  Rin: “Well, it was all dark and made of shadows.” 
  Reynard: “Might have been a person dressed all in 
  black, though, even over the face. It didn’t have any 
  weapons that I saw.” 
   
  Q: Who is “Mr. Shadow”? 
  Reynard: <rolls eyes> “Oh, talk to her about that.” 
  Rin: “Mr. Shadow works for the shadow demon. He’s 
  a shadow person, an’ he comes around an’ watches me 
  sometimes, ever since my real mommy went away. I 
  think he’s watching me to see if I’m bad enough for the 
  shadow demon to come get me, too.” 
   
  Q: Tell us about Emmara. 
  Rin: “Oh, she’s a great Mommy! Almost as good as 
  my real one. She’s nice, an’ plays with us, and helps us 
  with our lessons, and makes Daddy happy, too.” (Any 
  adult NPCs around chuckle at this, and Reynard blushes 
  a little. Rin’s blank stare makes it evident that she doesn’t 
  understand the implication of what she just said.) 
  Reynard: “I didn’t like her much at first ‘cause I 
  knew Father was seeing her before, but she has tried her 
  best to replace our real Mom and do right by us. And 
  she’s hard not to like.” 
  (If Emmara is not around, add:) 
  Reynard (soberly): “Normally she seems real happy 
  to be around us, but sometimes when she thinks we 
  aren’t looking I see her looking at us with a really sad 
  face. And I’ve sometimes seen her talk to herself when 
  she thinks no one else is around.” (If asked what she’s 
  saying at such moments:) “I’ve heard her mention the 
  name Mert, but I don’t know who that is. Beyond that I 
  haven’t been able to make anything out for sure.” 
  Rin: “There’s a special song she sings only to us 
  sometimes to show us how much she cares. I think it’s a 
  love song. Do you wanna hear me sing it?’ 
  The song Rin sings is a very solemn ballad about the 
  singer apologizing for past wrongs and swearing to 
  become a better person because of the love felt for the 
  subject of the song. 
  Neither Rin nor Reynard understands the deeper 
  implications of this song’s lyrics. They both think it’s just 
  an innocent tune. No one else in the household knows 
  about this song because Emmara has only sung it to the 
  children. 
   
  Q: Tell us about Lenard. 
  Rin: “Lenny’s one of Renny’s friends. He plays with 
  us and runs errands for Mom and Dad.” 
  Reynard: “I like him and all, but he lies a lot. He likes 
  to try to fool adults.” 
   
  Q: Tell us about Lann/Barraster. 
  Reynard: “Well, Barraster’s been with Father for as 
  long as I can remember, and Lann was hired on when we 
  moved here. They’re both Good People.” 
  Rin: “And they’re in looove!” <mock swoon> 
   
  Neither Reynard nor Rin can tell the PCs anything of 
  consequence beyond this. 
   
  ENCOUNTER 10:  
  EMMARA 
  What the PCs have or have not learned prior to this 
  encounter determines how it plays out. Covered here are 
  both the possibility that the PCs just wish to generally 
  talk to Emmara and the possibility that they want to 
  confront her about being Shadowfist. In the latter case it 
  is entirely possible that this could be the final encounter 
  instead of Encounter 11. Regardless of how the PCs 
  approach their conversation with Emmara, though, keep 
  these points in mind: 
  1) 
  The Emmara personality is kind, air headed, and 
  cheery. The real Samile is colder, sharp-witted, and 
  very calculated. She is feeling out the PCs while they 
  are feeling out her. 
  2) 
  Samile is a creature of guile and deception. She stays 
  in her Emmara character at all times (except as noted 
  below) and tries to avoid giving a straight answer on 
  anything that might implicate her. She does not 
  outright admit to being Shadowfist unless magically 
  compelled. 
  3) 
  She really does love Remmelak. 
  4) 
  She will not allow anything, including the PCs, to 
  come between her and the children. She sees raising 
  and protecting them as both a solemn duty and her 
  best means to atone for her past evil actions. 
   
  
  COR5-02 Atonement 
   
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  If any PCs wish to speak to Emmara privately, she escorts 
  them into her sitting room (area 15). Use the following as 
  a guideline for how she responds to PC questions:  
   
  Q: How did you meet Remmelak? 
  “Oh, I was working as an exotic dancer at a brothel in 
  Rel Astra when he came in one night looking for a good 
  time.” [Partly true.] She giggles and blushes. “He really 
  rocked my world that night. How couldn’t I fall in love 
  with a man who’s so handsome and so good in bed?” 
  [True.] 
  [Alternate if children are at the table: “Oh, I was 
  working as a dancer at a theater in Rel Astra when he 
  came to my show one night. It was love at first sight. 
  Well, for me at least.”] 
   
  Q: Did you know about his real business? 
  “Oh, he never came to me to talk business. We were 
  busy doing other things.” She giggles, and then looks 
  thoughtful.  “Hmmm. I think he did say once that he was 
  in some kind of shady business besides the trading 
  company he owned, but I didn’t care at the time so I 
  didn’t pay much attention to what he said about that.” 
  [Not true.] 
   
  Q: What did you think of Remmelak’s first wife? 
  “Oh, I admit that I was jealous of her, [true] ‘cause 
  she had Remmy as a husband and I didn’t. I was sorry to 
  hear she got killed, though.” [Not true.] 
   
  Q: What about the kids? 
  “Oh, I felt so sorry for them. They were such a mess 
  when Remmy took over, so I decided I had to do my best 
  to help them.” She sighs. “I know I’m not their real 
  mother, but I feel like they’re my kids now. I want to 
  protect them and always be there for them.” [All true.] 
   
  Q: What about Remmelak now? 
  “Well, he’s a better person now than he ever was. I 
  was always a little jealous of him seeing women beside 
  me, so I’m happy he’s just with me now.” [Mostly true.] 
  She wrings her hands. “This new trouble worries me, 
  though. I hope he knows what he’s doing.” 
   
  Q: What about Barraster/Lann? 
  “They’re both good-hearted people. I trust them 
  both. [Not completely true.] And I think they’re in love. 
  They’d make such a nice couple!” 
   
  Q: What about Lenard? 
  “Oh, he runs errands for me sometimes. He’s a cutie, 
  isn’t he?” 
   
  Q: What about the deception and relocation? 
  “Well, I didn’t have any real ties in Rel Astra, so I 
  didn’t mind. Remmy thought it was best, so that was 
  good enough for me.” [Not entirely true.] 
   
  Q: The kids said you talk to yourself sometimes. 
  She looks blankly at the PCs. “Um, huh? I don’t 
  know what you’re talking about.” [Not true.] 
   
  Q: Who’s Mert? 
  “Mert? Oh, he’s just a boy I used to know back in Rel 
  Astra.” [Not true.] If the PCs further mention that she 
  was heard mentioning his name while talking to herself: 
  “Well, he was a really smart friend, so I think about him 
  when I have a difficult question and pretend like I’m 
  asking his advice.” [Not true.] 
   
  Q: What about the song (that Rinara sang)? 
  “It was a song I picked up back in Rel Astra. [True.] 
  It’s got a nice tune, don’t you think?” (If the PCs press her 
  about what it means:) “Well, let’s just say that Remmy 
  isn’t the only one who needed to change his ways. I 
  wasn’t exactly a model of morality when I met him, 
  either, but the responsibility of having to look after his 
  children helped shape me up.” [True, though not the 
  whole truth.] 
   
  Q: What do you mean by “not a model of morality?” 
  “I worked as an exotic dancer at a brothel. Do I really 
  need to explain it to you?” She shakes her head. “I did 
  some things then that I’m now not proud of.” [True.] She 
  perks up. “But now I’m living a better life, too!” 
  [Alternate: “Well, let’s just say that I pretended to like 
  some of the patrons so I could take things from them. I’m 
  not proud of that.” She perks up. “But now I’m living a 
  better life, too!”] 
   
  Q: Have you been secretly meeting with a woman 
  named Amura? 
  “Who’s she?” (If the PCs explain who she is:) “Sorry, 
  don’t know her.” [Not true.] (If the PCs explain how 
  Amura is linked to her:) “Why, that’s preposterous! Why 
  would you think I’d do something like that?” (If the PCs 
  lay out convincing evidence connecting her to Amura:) 
  “Well, I think someone’s been lying to you. That’s just the 
  most ridiculous thing I ever heard.” <seems offended> 
   
  Q: Where did you disappear to during (Encounter 11?) 
  “I had to go make sure the children were safe. [True] 
  I hid there with them during the fight. [Not entirely 
  true] 
   
  Q: Do you know Shadowfist? 
  “I only know what Remmy has told me about him.” 
  [Not true, of course.] 
   
  Q: Are you Shadowfist? 
  She gets huffy. “Now you’re really starting to offend 
  me. Why would you say anything so mean?”  
  How Emmara responds here depends on how well 
  the PCs lay out their case. If the PCs’ case is, in your 
  opinion, rather weak, she just denies it and comments 
  about how the PCs are being silly. If the PCs argue a 
  strong case and make a DC 12+APL Diplomacy check, 
  though (she is more concerned about revealing things to 
  more powerful PCs), or have Emmara pinned under a 
  
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  zone of truth or dominate person (charm person isn’t 
  good enough because she never trusted anyone—not 
  even friends—with her secrets), read the following: 
   
  Emmara stares at you hard for a long moment then starts 
  pacing, her arms clasped around her and head lowered as 
  if in thought. After a couple of trips back and forth 
  across the room she stops behind a sofa and rests her 
  hands on it. Without looking up, she says, “close the 
  doors, please.” 
   
  Once the PCs comply: 
   
  Once the door is closed, Emmara then says, “Mert, make 
  sure no one is eavesdropping.” She seems to be talking 
  to the floor as she says it. 
   
  PCs who make a DC 20+APL Spot check at this point 
  might notice a faint hint of movement in the shadows 
  under the sofa. An active detect undead does register 
  Mert’s presence as he moves to the shadows outside the 
  door by passing underneath the floor. 
   
  When Emmara looks up at you again, her face has lost 
  the gentle, guileless expression it had before. It has been 
  replaced by a much colder and sterner look. 
  “I have done some very, very bad things,” she says, 
  and now her voice no longer has the familiar lilt, either, 
  “and I have hurt a lot of people in my day. I regret most 
  of that now.” She smiles mirthlessly. “But regret isn’t 
  enough for one who is the cause of so much grief and 
  suffering, is it? For that, one needs atonement. That is 
  why I am here and doing what I am doing. Do you 
  understand?” 
   
  If the PCs require an explanation, add:  
  “The most important person in the world to those 
  two children was brutally taken from them. They 
  need—and deserve—someone to fill that void in their 
  lives. Their pain spoke to me when Robann brought me 
  into his family, and I listened and knew what I had to 
  do. Now it is my responsibility to raise them since their 
  real mother cannot.” 
   
  Q: Atonement isn’t enough. You should be brought to 
  justice for your crimes. 
  “And how would Justice best be served by putting 
  me in some dungeon? These children need a mother and 
  a protector. They need me. This is where I belong, now.” 
   
  Q: How do we know you’re not still up to your old 
  tricks? 
  “I am no longer that person. I am Emmara now. 
  That’s what matters.” (If the PCs still seem unconvinced:) 
  She pulls her ring of mind shielding off her finger and 
  angrily throws it to the floor. “There! I’ve discarded the 
  item that was keeping you from reading my aura. Check 
  me now, see if I am still evil!” 
   
  Q: What about Zoraf and Amura? 
  “I am the protector of these children. Anyone who is 
  a potential threat to them or Remmelak answers to me.” 
   
  There are certainly other things the PCs could say or ask, 
  but this should give you an idea of what kind of 
  responses Emmara would make. If the PCs seem 
  uncertain about what to do, Emmara tries to convince 
  them not to tell Remmelak or the kids the truth, 
  regardless of what they decide. If they decide to tell 
  Remmelak and/or the kids the truth and she cannot talk 
  them out of it, then Emmara agrees to go with them 
  when they reveal the truth, but still insists that the 
  children not be told. 
  If the PCs decide that Emmara must be brought to 
  justice or killed, she warns them that she is not to be 
  taken lightly and will not go willingly. If the PCs persist 
  then they have an untiered fight on their hands. 
   
  ALL APLs 
  �Emmara, A.K.A Samile, A.K.A Shadowfist: human 
  Rog5/Ass3/Shd4; hp 46; see Appendix 1. 
  �Mert: advanced shadow companion; hp 33; see 
  Appendix 1. 
  Tactics: Emmara does not want to fight the PCs and 
  so gives them every opportunity to back down even once 
  a fight has commenced. While fighting the PCs she uses 
  only nonlethal attacks; her goal is only to disable, not kill. 
  She exploits her hide in plain sight ability (there are 
  plenty of shadows in the room, under furniture if 
  nowhere else) to use a strike-and-hide strategy. She never 
  remains visible in between actions nor does she attack 
  those who seem to have a readied action to swing at her 
  (give her a DC 20 Sense Motive check to determine this).  
  Against APL 6 and 8 tables she also calls on Mert to 
  help her, which he can do either as a flanking partner 
  (move into position, ready an action to descend into the 
  floor once Emmara strikes) or by reaching up blindly 
  through the floor to attempt to drain strength from the 
  strongest-looking PCs. 
  APL 2 and 4 parties are unlikely to be able to 
  triumph against Emmara. Against such groups she makes 
  an example of one PC and then asks the PCs if they wish 
  to continue. If they do, then she disables three PCs 
  before fleeing. Against stronger tables she continues to 
  fight only as long as it seems she can be effective at 
  disabling PCs without taking great personal risk, then 
  flees. Flight for her is attempting to slip by PCs and out of 
  the house while hidden, or else Shadow Jump outside the 
  house if the former is not a realistic option. Once out on 
  the street she blends into the crowd while using her hat 
  of disguise to change her appearance. At this point it is 
  extremely unlikely the PCs can stop her. 
  Development: If the PCs decide just to let things be 
  and not reveal the truth after confronting Emmara, 
  continue as normal. 
  If a fight results, ask the PCs how they are going to 
  explain things in the aftermath. Regardless of whether 
  she is captured or flees, the children won’t believe at first 
  that Emmara is really the “shadow demon” and are 
  
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  devastated when finally made to accept that fact (whether 
  by PCs or by Remmelak). 
  Remmelak’s reaction to news that Emmara is 
  Shadowfist depends on exact circumstances. If she 
  escaped, Remmelak angrily demands proof of any 
  accusations and kicks the PCs out if they can’t provide a 
  strong argument; go to the Epilogue at this point. If the 
  PCs can make a strong argument, he is devastated by the 
  truth but insists that the PCs not tell his children if they 
  haven’t already; he will make up some story about why 
  she won’t be around anymore, he’ll say. 
  If Emmara was killed or captured, or goes with the 
  PCs when they spill the beans to Remmelak, he is furious 
  and has her questioned with an independent zone of 
  truth or speak with dead (as appropriate) as soon as 
  possible to confirm the PCs’ claims. He is heartbroken by 
  the truth. If Emmara is able to explain herself then she 
  passionately argues that she, too, has changed her ways 
  and appeals to him to let her continue in her current role 
  so that she may work to balance out the great wrong she 
  did to Remmelak’s family. Remmelak grudgingly allows 
  this as long as the children don’t already know the truth, 
  but he makes it clear that he is only doing it because he 
  believes it’s best for the children not to go through 
  another painful separation. He also makes it clear that 
  Emmara has shared his bed for the last time, a condition 
  which she accepts with tears in her eyes. If she cannot 
  explain herself (because she’s dead, for instance), then 
  refer to the previous paragraph. 
  Once this matter has been resolved, go to: 
  Epilogue, if Encounter 11 has already been resolved. 
  Encounter 11, if it has not been resolved but 
  Encounter 7 has. 
  Back to encounters 3-6, as appropriate, if Encounter 
  7 has not been resolved. 
   
  ENCOUNTER 11:  
  LAST STRIKE 
  This encounter assumes that Emmara has not yet been 
  uncovered as Shadowfist or, if she has, has been allowed 
  to continue in her current role. If she was imprisoned or 
  killed, she is not present at all for this encounter. If 
  forced to flee, she sneaks in after the assassins and heads 
  directly to protect the children, as described below. 
  Note: If Encounter 7 was, for some reason, never 
  resolved, you could have the NPCs from that encounter 
  make their strike immediately before or after the 
  Assassins’ Guild team strikes. 
  Unless the PCs have been incredibly cautious, the 
  questions they have laid about town have attracted the 
  attention of the Assassins’ Guild. They have a contract on 
  The Merchant’s life but also want to deal with Shadowfist 
  for operating in their city without their permission. 
  Amura’s reported suspicions about her employer, the 
  PCs’ gathering of information, them being tailed back to 
  Remmelak’s house, and reports about what happened 
  with the Brotherhood strike force allow the Assassins’ 
  Guild to piece together what is going on. Vesparian 
  Lafanel, the guildmaster of the Assassins’ Guild, himself 
  laid down the order for a strike team to invade 
  Remmelak’s house that night. 
  This encounter takes place the second night, after 
  the PCs are done with their investigations. Remmelak 
  tells the PCs that he has things arranged for his family to 
  move out the next morning, so all they need to do is keep 
  guard through the night in case there is some other 
  threat beyond just the Brotherhood strike force. Barraster 
  does his part by sleeping in the main hall with his armor 
  on and sword and shield at hand. Emmara also wanders 
  through the main hall for part of first watch, claiming to 
  be restless (she is) before retiring again toward the end of 
  the watch. She does not sleep, however, and is awake and 
  alert when the attack comes. Mert is stationed in the 
  shadows outside the house with orders to keep a lookout 
  for any suspicious individuals. 
  The attack happens early on second watch. The main 
  attack comes through the exterior doors off the main hall 
  (location 3 on the Remmelak’s House map) unless PCs 
  are patrolling around the outside of the house—in which 
  case they must make Spot and Listen checks against the 
  Hide and Move Silently checks of the strike team as they 
  approach. 
  Another individual also infiltrates Remmelak’s home 
  at the same time. At APLs 2-6 this individual is Athar; at 
  APL 8 it is Athar if he escaped in Encounter 7, or Jonar if 
  he didn’t. If the PCs have not been diligent about 
  securing the first floor windows then he enters through 
  the window near location 9. Otherwise he tries to sneak 
  in after the assassins. In either case his main goal is to go 
  after Remmelak’s children, as described in the Tactics 
  section, below. This individual knows the location of 
  Reynard and Rinara’s rooms due to the unwitting help of 
  Lenard, whom he bribed for information after seeing him 
  leave Remmelak’s home. 
  Unless the PCs are confronting the strike team 
  outside, use the following timeline for this encounter: 
  Round 1: Mert alerts Emmara that several 
  individuals are skulking about outside. Emmara wakes 
  Remmelak, and then heads out of the bedroom in an 
  apparent nightgown (actually her armor). 
  Round 2: Emmara reaches ground level of main hall, 
  alerts any PCs present that she heard something outside. 
  Remmelak is throwing on a robe and his ring. 
  Round 3: PCs can react. Emmara wakes Barraster if 
  the PCs don’t. The strike team reaches the back door (but 
  they are moving silently). 
  Round 4: Caris or Doranus (depending on APL) 
  from the strike team attempts to pick the lock on the 
  back door. Individuals in the Main Hall will notice this 
  on a DC 15 Listen check. Remmelak arrives downstairs. 
  Round 5: If the Open Locks was successful (DC 25 
  Open Lock check), then one of the agents in the strike 
  team attempts to quietly open the door. Otherwise Caris 
  uses a shatter spell on the lock. Anyone in the Main Hall 
  hears the lock burst in this case! 
  Round 6: Assuming the door is barred, Caris uses a 
  knock spell to remove the bar as an obstacle. If the door is 
  not further secured then one of the agents opens the 
  door. Fight starts. 
  
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  Round 7: If the door was further obstructed then 
  Caris pulls out his scroll of knock and uses it, with one 
  agent opening the door. Fight starts. If the fight has 
  already started, then the strike team attempts to rush in 
  to the room. 
  Round 8: Athar or Jonar attempts to break/sneak in, 
  using the battle as cover. He heads upstairs to area 17/18 
  as soon as possible. 
   
  Obviously PC actions could affect this course of events. 
  Also note that one of the agents is listening at the door 
  while they try to break in, so unless the PCs are taking 
  pains to be quiet the strike team is not surprised by PCs 
  laying in wait. 
   
  APL 2 (EL 5) 
  �Agents (4): human Rog1/Ftr1; hp 13 each; see 
  Appendix 2. 
  �Caris: half-elf Rog1/Wiz3; hp 15; see Appendix 2. 
  �Athar: human Clr1/Mnk4/Ftr4; hp 63; see 
  Appendix 1. 
   
  APL 4 (EL 7) 
  �Agents (5): half-orc Rog1/Ftr1; hp 13 each; see 
  Appendix 2. 
  �Caris: half-elf Rog1/Ev3; hp 15; see Appendix 2. 
  �Doranus: halfling Rog4; hp 22; see Appendix 2. 
  �Athar: human Clr1/Mnk4/Ftr4; hp 63; see 
  Appendix 1. 
   
  APL 6 (EL 9)  
  �Agents (4): half-orc Rog2/F1; hp 19 each; see 
  Appendix 2. 
  �Caris: helf-elf Rog1/Ev5; hp 33; see Appendix 2 
  �Doranus: halfling Rog4/Ftr1/Ass2/Shd1; hp 44; 
  see Appendix 2. 
  �Athar: human Clr1/Mnk4/Ftr4; hp 63; see 
  Appendix 1. 
   
  APL 8 (EL 11) 
  �Agents (4): half-orc Rog3/Ftr1; hp 24 each; see 
  Appendix 2. 
  �Invisible stalker: hp 52; see Monster Manual p. 
  160. 
  �Caris: half-elf (currently troglodyte) Rog1/Ev6; hp 
  38; see Appendix 2. 
  �Doranus: halfling Rog4/Ftr1/Ass2/Shd1; hp 44; 
  see Appendix 2. 
  �Athar or Jonar: human Clr1/Mnk4/Ftr4 or human 
  Mnk5/Rog3; hp 63 or 50; see Appendix 1 (Athar) or 2 
  (Jonar). 
   
  NOTES ON ELs: Athar (or Jonar) is not figured into 
  the EL for this encounter because he avoids fighting the 
  PCs and Emmara’s presence counterbalances him. The 
  EL for all APLs has been reduced (-2 at APL 2, -1 at APLs 4 
  and 6, -½ at APL 8) to reflect the impact of Barraster and 
  Remmelak’s involvement in the fight. 
  Special Note: Any PC who has the Wrath of the 
  Assassins’ Guild from COR 3-13 Traitor’s Road is given 
  “preferential” treatment on attacks and spell targeting in 
  this combat from all except the invisible stalker. 
  Tactics—Agents: They are the muscle. Their task is 
  to deal with any defenders of Remmelak and his family. 
  They flank if possible but otherwise do nothing fancy. At 
  higher APLs they have each drunk a potion of bull’s 
  strength just before approaching the house. 
  Tactics—Invisible Stalker: It is under orders to 
  attack any in the household who fight back, so it goes 
  after PCs/NPCs who have struck blows against, or cast 
  spells at, strike team members. 
  Tactics—Caris: Caris is in charge of this mission, so 
  he might be seen directing the actions of others. At all 
  APLs he has mage armor active, while at APLs 6+ he also 
  has cast false life on himself. At APL 8 he has also used 
  alter self to turn himself into a troglodyte. (These spells 
  are already figured into his stats.) His top tactical priority 
  is to help clear PCs out of the doorway if they are 
  blocking it. He otherwise leads with haste (at APL 6 or 8) 
  and thereafter uses his spells as offensively as possible. 
  He only engages in melee if he runs out of spells or is 
  cornered. If the battle is going badly, he uses his scroll of 
  expeditious retreat and attempts to flee. Surrender is not 
  out of the question if this option fails, too. 
  Tactics—Doranus: At APL 4 Doranus has drunk a 
  potion of longstrider; at APLs 6 and 8 he used a 3rd level 
  scroll of expeditious retreat (via UMD, 2 minutes 
  duration left when the combat starts) immediately prior 
  to coming onto the premises. At APL 4 he attempts to 
  sneak attack via flanking, using tumbling to gain 
  position. At APLs 6 and 8 he uses Hide in Plain Sight 
  (there are plenty of shadows present unless a daylight 
  spell is cast) and attempts to strike from concealment. 
  His favored tactic at these APLs is to sneak up next to a 
  spellcaster and ready an action to strike in response to an 
  attempted casting. He otherwise attempts to always move 
  back into hiding after striking in a round. He uses his 
  death attack if circumstances allow (although this is 
  unlikely). He does not surrender. 
  Tactics—Athar/Jonar: He attempts to avoid all 
  combatants and sneak up to the second floor rooms of 
  Reynard and Rinara. Shadowfist confronts him there. If 
  she is not around to confront him for whatever reason, 
  then unless stopped by PCs he bursts into the rooms of 
  the children in succession, striking Reynard down with 
  lethal force and using a nonlethal blow on Rinara. He 
  then attempts to carry her out. (She is not heavy enough 
  to slow him down.) He drops her and just flees if attacked 
  by PCs and getting away while carrying her (he can’t 
  really tumble) isn’t an option. 
   
  Tactics—Barraster: His primary concern at all APLs 
  is to protect Remmelak and Emmara. He engages any 
  
  COR5-02 Atonement 
   
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  agents that head their way or moves to assist the PCs if 
  they have the door blocked. 
   
  Tactics—Remmelak: Though he is handy with a 
  rapier, Remmelak knows he is not formidable in combat 
  and so does not try to handle any opponent on his own. 
  He focuses on setting up flanks and using Aid Another to 
  assist PCs and/or Barraster. He fights defensively if 
  wounded. He also shouts to Emmara to hide on the first 
  round. 
   
  Tactics—Emmara: On the first round Emmara 
  moves to one of the staircases and assesses the 
  opposition. On the second round she hides in plain sight 
  while moving up the staircase and using her hat of 
  disguise to assume the rough appearance of a ninja, 
  effectively becoming Shadowfist. On the third round she 
  moves betweens the doors to areas 17 and 18, where she 
  lingers, hidden, until opposition approaches the doors 
  she guards. At that time she goes into strike-and-hide 
  mode, using Mert (or a PC if present) as a flanking 
  partner when possible. She shouldn’t have much trouble 
  taking out Athar or Jonar, though it might take three or 
  four rounds. After dealing with the invader she Shadow 
  Jumps first into Rinara’s room, then picks her up and 
  Shadow Jumps into Reynard’s room, where she resumes 
  her Emmara appearance before revealing herself to the 
  children and remaining with them until the fight in the 
  main hall is over. 
   
  PCs who witness the fight between Shadowfist and 
  the invading monk should get a clear impression of 
  someone attacking the invader out of the shadows with 
  precision strikes before fading back into them again. 
  Those who glimpse her and try to identify who she is 
  may make a Spot check against Emmara’s Disguise check, 
  although her total modifier under the circumstances is 
  +27 (since she only changed the appearance of her 
  clothing, her disguise counts as a “minor details only” 
  change). PCs who try to interact with Shadowfist find her 
  uncommunicative, unless they have already discovered 
  that Emmara is Shadowfist, confronted her with it, and 
  forced her to flee. In this case she speaks to any PC(s) 
  present, telling them: 
   
  “I said I had vowed to protect the children at any cost,” 
  the shadowy figure says in a familiar voice before fading 
  into the shadows once again. 
   
  Emmara flees from any PC attacks by twirling into a 
  shadow jump. 
   
  Development: Any prisoners captured, other than 
  Athar or Jonar, do not reveal who they were working for 
  except under magical coercion, in which case they admit 
  that they were carrying out a contract on Remmelak and 
  his family (though they don’t know exactly who put out 
  the contract). Remmelak recommends handing prisoners 
  over to the City Watch. 
   
  If Athar or Jonar was able to get away with Rinara 
  then Remmelak receives a note the next morning telling 
  him that he’ll never see her again. She will be taken and 
  raised as a slave to the Brotherhood—a fitting 
  punishment for his actions. PCs who volunteer to rescue 
  her and have shown skill so far in investigative matters 
  may be assumed to succeed at a rescue mission, though 
  this costs any involved PCs an extra TU. (Not all PCs 
  have to participate, though only those who do get the 
  experience and TU cost for the effort.) 
   
  After the battle Emmara, if present, can be found 
  holding and consoling the children in Reynard’s room. 
  She expresses gratitude to the PCs for protecting them 
  but gives no indication of her own involvement in 
  events. 
   
  If the PCs have not deduced that Emmara is 
  Shadowfist, they may figure it out from this battle. If they 
  wish to confront Emmara about their suspicions either 
  that same night or the next morning, go back to 
  Encounter 10. Otherwise go to the Conclusion. 
   
  Treasure 
  APL 2: L 132 gp; C 0 gp; M wand of magic missiles 
  (1st level, 63 gp), scroll of expeditious retreat (3rd level, 6 
  gp).  
  APL 4: L 203 gp; C 0 gp; M wand of magic missiles 
  (1st level, 63 gp), scroll of expeditious retreat (3rd level, 6 
  gp).  
  APL 6: 201 gp; C 0 gp; M wand of magic missiles (3rd 
  level—187 gp), scroll of expeditious retreat (3rd level—6 
  gp), mithral chain shirt (92 gp).  
  APL 8: L  240 gp; C 0 gp; M wand of magic missiles 
  (3rd level—187 gp), scroll of expeditious retreat (3rd 
  level—6 gp), mithral chain shirt (92 gp). 
   
  
  COR5-02 Atonement 
   
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  CONCLUSION 
   
  There are many different ways this story could come 
  to an end, but all of them basically come down to two 
  options: either they successfully thwarted all assassins 
  attempting to kill/kidnap Remmelak and his family or 
  they didn’t. (Immediately healing Reynard back up if he 
  was harmed but not slain counts as a success.)  In the 
  former case, read Conclusion 1. In the latter case read 
  Conclusion 
  2. 
  Modify 
  both 
  as 
  appropriate 
  for 
  circumstances resulting from Encounters 10 and 11. 
   
  Conclusion 1 
  Morning comes without further incident. Shortly after 
  dawn Remmelak gathers his family and Barraster into a 
  nondescript carriage that arrived outside his home just 
  moments before. They are traveling light, with no more 
  luggage than might be expected for an overnight trip. 
  Lann presents Emmara with a basket she says contains a 
  nice lunch for the family. Emmara smiles and thanks 
  her, while Remmelak presses a sealed envelope into her 
  hand and tells her to open and read it if they aren’t back 
  by tomorrow night. He then turns to all of you. 
   
  “I am deeply grateful for your help in this matter,” 
  Remmelak says with a formal bow. “You will find the 
  payments we agreed upon laid out in the meeting room. 
  It is my sincere hope that this will be the end of my 
  trouble,” he glances back at his children, “for their sakes. 
  They deserve a more peaceful life.” 
   
  You then watch as the carriage pulls away. The 
  payment Reynard promised is, indeed, where he said it 
  would be. 
   
  Two days later a disturbing story reaches your ears: 
  tales of a carriage destroyed by fireballs as it traveled 
  down the road toward Hardby. By all accounts the 
  carriage was being used by a family from Greyhawk and 
  there were no survivors. Perhaps time will tell whether 
  Remmelak really met his fate this time or whether this is 
  just another elaborate deception on his part. Or perhaps 
  Time will remain silent on this issue. 
   
  With this conclusion the PCs get the full payment agreed 
  upon at the beginning and the Favor of Remmelak listed 
  on the AR. 
   
  Conclusion 2 
  The household of Remmelak is in a somber mood the 
  next morning in the wake of the tragic events of the 
  nighttime attacks. The night has clearly taken a toll on 
  everyone. 
   
  Remmelak, if still alive, offers the PCs half the agreed-
  upon fee for their efforts; if he is not alive but Barraster is 
  then he arranges the payment instead. If Rinara was 
  taken then PCs who participate in her rescue get the full 
  amount instead. In either case the PCs do not get the 
  Favor of Remmelak. 
   
  In either case Remmelak and Barraster retreat with 
  any surviving household members to a secret location 
  outside of Greyhawk, where they arrange a meeting with 
  PCs if they have to go recover Rinara. After that survivors 
  leave by carriage. Read the following: 
   
   
  A few days after your final meeting with 
  Remmelak’s surviving family you hear disturbing 
  rumors about a carriage blown up by fireballs while on 
  the road to Hardby. A family was in the carriage at the 
  time, but there were apparently no survivors. Did 
  Remmelak finally meet his fate, or is this but another 
  deception on his part? Perhaps time will tell. 
   
  The End 
   
  
  COR5-02 Atonement 
   
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  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 
  role-playing) to each character. 
   
  Encounter 7 
  Interacting with the trap at Location A 
   
  APL 2:  30 XP. 
   
  APL 4:  60 XP. 
   
  APL 6:  90 XP. 
   
  APL 8:  90 XP. 
   
  Interacting with the trap at Location B  
   
  APL 2:  60 XP. 
   
  APL 4:  60 XP. 
   
  APL 6:  90 XP. 
   
  APL 8:  120 XP. 
   
  Defeating the Brotherhood strike force 
   
  APL 2:  120 XP. 
   
  APL 4:  180 XP. 
   
  APL 6:  240 XP. 
   
  APL 8:  330 XP. 
   
  Encounter 10 
  Confronting Emmara about being Shadowfist: 
   
  APL 2:  30 XP. 
   
  APL 4:  45 XP. 
   
  APL 6:  60 XP. 
   
  APL 8:  75 XP. 
   
  Encounter 11 
  Defeating Assassins’ Guild strike team 
   
  APL 2:  150 XP. 
   
  APL 4:  210 XP. 
   
  APL 6:  270 XP. 
   
  APL 8:  330 XP. 
   
  Story Award 
  All of Remmelak’s household survive OR Rinara is 
  kidnapped but rescued 
   
  APL 2:  30 XP. 
   
  APL 4:  60 XP. 
   
  APL 6:  75 XP. 
   
  APL 8:  90 XP. 
   
  Role-Playing Award 
  PCs made substantial effort to role-play 
   
  APL 2:  30 XP. 
   
  APL 4:  60 XP. 
   
  APL 6:  75 XP. 
   
  APL 8:  90 XP. 
   
  Total Experience: 
   
  APL 2:  450 XP. 
   
  APL 4:  675 XP. 
   
  APL 6:  900 XP. 
   
  APL 8:  1,125 XP. 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Core 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 (sell 
  value)  
   
  Encounter 4 
  All APLs: L 26 gp; C 5 gp, M 0 gp. 
   
  Encounter 7 
  APL 2: L 83 gp; C 20 gp; M everburning lantern x3 (12 gp 
  each). 
   
  APL 4: L 180 gp; C 20 gp; M everburning lantern x3 
  (29 gp), +1 bracers of armor (83 gp). 
  
  COR5-02 Atonement 
   
  Page 30 
   
   
  APL 6: L 169 gp; C 20 gp; M everburning lantern x3 
  (12 gp each), +1 breastplate (113 gp), +1 bracers of armor 
  (83 gp).  
   
  APL 8: L 169gp; C 20 gp; M everburning lantern x3 
  (12 gp each), +1 breastplate (113 gp), +1 bracers of armor 
  (83 gp), +1 amulet of mighty fists (500 gp).  
   
  Encounter 11 
  APL 2: L 132 gp; C 0 gp; M wand of magic missiles (1st 
  level, 63 gp), scroll of expeditious retreat (3rd level, 6 gp).  
  APL 4: L 203 gp; C 0 gp; M wand of magic missiles 
  (1st level, 63 gp), scroll of expeditious retreat (3rd level, 6 
  gp). 
  APL 6: 201 gp; C 0 gp; M wand of magic missiles (3rd 
  level—187 gp), scroll of expeditious retreat (3rd level—6 
  gp), mithral chain shirt (92 gp). 
   APL 8: L 240 gp; C 0 gp; M wand of magic missiles 
  (3rd level—187 gp), scroll of expeditious retreat (3rd 
  level—6 gp), mithral chain shirt (92 gp). 
   
  Conclusion 
   
  APL 2; L 0 gp; C 100 gp, M 0 gp. 
   
  APL 4; L 0 gp; C 125 gp, M 0 gp. 
   
  APL 6; L 0 gp; C 150 gp, M 0 gp. 
   
  APL 8; L 0 gp; C 175 gp, M 0 gp. 
   
  Total Possible Treasure 
  APL 2: L: 241 gp; C: 125 gp; M: 105 gp  - Total: 450 gp. 
  APL 4: L: 409 gp; C: 150 gp; M: 187 gp  - Total: 650  gp. 
  APL 6: L: 396 gp; C: 175 gp; M: 517 gp  - Total: 900 gp. 
  APL 8: L: 435 gp; C: 200 gp; M: 1017 gp  - Total: 1300 gp. 
   
  Special 
  �Favor of Remmelak: Remmelak and Emmara have 
  made arrangements with the wizard Kalinin for the PCs 
  to receive additional rewards for their efforts. This favor 
  gives the PC Any access (instead of Adventure access) to 
  the starred magic items listed below. It may also be 
  redeemed after any Core scenario beginning or ending in 
  Greyhawk for either a glamered armor upgrade or the 
  addition of any arcane spell of a level up to ½ the APL 
  into a wizard’s spell book. In the latter case the spell may 
  be from the Player’s Handbook or any Complete book 
  currently available for use. In both cases the PC must pay 
  the normal costs. Indicate on the blanks below when this 
  part of the favor is used. 
  Favor used AR #_____ for __________________. 
   
  �Everburning Lantern: This lantern is lit by a variation 
  of everburning torch. It produces light as per a hooded 
  lantern.  
   
  Faint Evocation (light); CL 5th; Craft Wondrous 
  Item, continual flame; Price 150 gp. 
   
  �Glamered Gloves of Dexterity: These variants on 
  standard gloves of dexterity can change their appearance 
  at the will of the wearer, as if they had the glamered 
  armor upgrade. They can even appear to be a ring or 
  bracelet, though they still occupy the glove slot and 
  function as if gloves are worn. 
   
  Moderate Illusion and Transmutation; CL 10th; Craft 
  Wondrous Item, cat’s grace, disguise self; Price 6,000 gp 
  (+2), 18,000 gp (+4) 
   
  � Attacked the Brotherhood: This Scarlet Brotherhood 
  member attacked a fellow Brotherhood member without 
  cause. The PC suffers a permanent -6 penalty to Wisdom. 
  This effect may be removed as per a mark of justice spell. 
  Such removal also eliminates the PC's Brotherhood tattoo 
  and membership. 
   
  ITEM ACCESS SUMMARY 
  APL 2 
  everburning lantern (Adventure; see above) 
  wand of magic missiles (Adventure; CL 1st; DMG) 
  scroll of expeditious retreat (Adventure; CL 3rd) 
  *hand of the mage (Adventure; CL 2nd; DMG) 
   
  APL 4 (all of APL 2 plus the following) 
  *ring of mind shielding (Adventure; CL 3rd; DMG) 
  *+2 glamered gloves of dexterity (Adventure; see above) 
   
  APL 6 (all of APL 4 plus the following) 
  wand of magic missiles (Adventure; CL 3rd; DMG) 
  mithral shirt (Adventure; DMG) 
  *helm of comprehending languages and reading magic 
  (Adventure; CL 4th; DMG) 
   
  APL 8 (all of APL 6 plus the following) 
  *+1 amulet of mighty fists (Adventure; CL 5th; DMG) 
  *+4 glamered gloves of dexterity (Adventure; see above) 
  
  COR5-02 Atonement 
   
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  APPENDIX 1: MAJOR NPCs 
   
  �Emmara Barnen (A.K.A Samile, A.K.A Shadowfist): 
  human female Rog5/Ass3/Shd4: Medium humanoid 
  (human); HD 8d6 + 4d8; hp 46; Init +9; Spd 30 ft.; AC 23 
  (touch 17, flat-footed 23); Base attack +8;Grapple +8;Atk 
  +14 melee (fist*, 1d2+1) or +15 melee (1d4+2, dagger); 
  Full Atk +14/+9 melee (1d2+1 lethal or nonleathal, fists) 
  or +15/+10 melee (1d4+2/19-20, dagger); SA sneak attack 
  +5d6, stunning fist 3/day (DC 17 Fort save), death attack, 
  summon illusion; SQ darkvision 60 ft., shadow 
  companion, cannot accidentally poison self, +1 save vs. 
  poison, trap sense +1, trapfinding, uncanny dodge, 
  improved uncanny dodge, evasion, shadow jump 20 ft, 
  hide in plain sight; AL N; SV Fort +3, Ref +16, Will +4; Str 
  10, Dex 20, Con 10, Int 14, Wis 12, Cha 16. Height 5 ft. 9 
  in. Weight 125 lb. 
   
  Skills and Feats: Bluff +18, Climb +4; Disable Device 
  +15, Diplomacy +15, Disguise +12, Forgery +8, Gather 
  Information +10, Hide +22, Listen +10, Move Silently 
  +22, Open Locks +15, Perform: Dance +8, Search +12, 
  Sense Motive +8, Sleight of Hand +10, Spot +10, Tumble 
  +15; Improved Initiative, Improved Unarmed Strike, 
  Negotiator, Stealthy, Stunning Fist, Weapon Finesse. 
   
  Death Attack: If Samile has 3 rounds to study a 
  target while undetected or unrecognized by the target 
  and then makes a successful sneak attack, she may either 
  kill the target or paralyze it for 1d6 +3 rounds. Both 
  effects require a DC 14 Fortitude save to negate. 
   
  Evasion (Ex): Takes no damage on successful Reflex 
  saves instead of half damage. 
   
   
  Hide in Plain Sight (Su): Can use the Hide skill even 
  while being observed as long as Samile is within 10 feet 
  of a shadow other than her own. 
   
  Improved Uncanny Dodge (Ex): Can only be 
  flanked by a 12th level or higher rogue. 
   
  Uncanny Dodge (Ex): Retains Dexterity bonus to 
  AC if flat-footed or attacked by an invisible opponent. 
   
  Shadow Jump (Su): May pass between shadows, as 
  per dimension door, for a total of 20 ft distance per day. 
   
  Summon Illusion (Sp): Once/day may create visual 
  illusions using shadows, as per silent image. 
   
  Trapfinding: Can find traps with a DC higher than 
  20, can find and disable magical traps. 
   
  Trap Sense (Ex): +1 dodge bonus to AC and +1 
  Reflex save to avoid traps 
   
  Possessions: +4 glamered gloves of dexterity, +2 
  glamered mithral chain shirt, +2 ring of protection, ring 
  of mind shielding, hat of disguise, +1 amulet of mighty 
  fists, +2 dagger (not normally carried), masterwork lock 
  picks (not normally carried), pearl earrings (500 gp 
  value), platinum wedding band (500 gp value) 
   
  Assassin Spells Known (3/1; base DC = 12 + spell 
  level): 1st-feather fall, jump, true strike; 2nd-alter self, 
  spider climb 
   
  Description: Samile is a lithe, curvaceous, sexy Suel 
  woman who appears to be in her early 20s’ but is actually 
  30. She currently has blue eyes and straight light blond 
  hair (her natural shade is much darker) typically pinned 
  up in a stylish hairdo. When playing as Emmara, Samile 
  talks with a high-pitched airy lilt, comes across as a bit 
  ditzy, and walks with a graceful, confident step. Her 
  demeanor is friendly, kind, gentle, and reassuring as 
  Emmara but hard and severe as Samile. She always wears 
  an elegant pair of dress gloves and her armor normally 
  takes the form of a simple or fancy gown that accentuates 
  her figure. 
   
  �Mert, advanced shadow companion: Medium undead 
  (incorporeal); HD 5d12; hp 33; Init +2; Spd Fly 40 ft. 
  (good); AC 13 (touch 13, flat-footed 11) [+2 Dex, +1 
  deflection]; Base Attacdk +2; Grapple – ;Atk/Full Atk +5 
  melee (1d6 Strength, incorporeal touch); SA Strength 
  damage; SQ darkvision 60 ft., incorporeal traits, undead 
  traits, cannot be turned, rebuked, or commanded by any 
  third party; AL N  ; SV Fort +1, Ref +3, Will +5; Str --, Dex 
  14, Con --, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +10 (+14 in shadows, +6 in 
  sunlight), Listen +7, Search +5, Spot +8; Alertness, Dodge, 
  Weapon Focus: Touch. 
   
  Strength Damage (Su): A negative energy effect. 
  Creatures reduced to 0 Strength by Mert die. 
   
  Undead Traits: Immune to mind-affecting effects, 
  poison, sleep, paralysis, stunning, disease, death effects, 
  and any effect that requires a Fortitude save unless it also 
  affects objects. Not subject to critical hits, nonlethal 
  damage, ability or energy drain, or death from massive 
  damage. 
   
  Incorporeal Traits: Cannot be harmed by non-
  magical weapons, a 50% miss chance on all attacks from a 
  corporeal source other than force effects, positive or 
  negative energy attacks, or attacks made with a ghost 
  touch weapon, can pass through solid objects, ignore 
  natural armor and armor and shield bonuses that aren’t 
  force effects or ghost touch when attacking a target. 
  Immune to falling damage, being tripped or grappled. 
  Can move at full speed even when it cannot see. 
   
  �Remmelak 
  “Remmy” 
  Barnen 
  (A.K.A 
  Robann 
  Strother): human male Exp4; Medium humanoid 
  (human); HD 4d8; hp 14; Init +1; Spd 30 ft.; AC 13 (touch 
  13, flat-footed 12); Base Attack +3; Grapple +3; Atk/Full 
  Atk +4 melee (1d6/18-20, masterwork rapier); AL N; SV 
  Fort +1, Ref +2, Will +3; Str 10, Dex 12, Con 10, Int 12, 
  Wis 9, Cha 19. Height 5 ft. 10 in. Weight 170 lb. 
   
  Skills and Feats: Appraise +7, Bluff +11, Diplomacy 
  +17, Forgery +8, Gather Information +9, Knowledge: 
  Local +5, Perform: Dance +7, Profession: Merchant +6, 
  Sense Motive +6, Speak Languages (x2); Martial Weapon 
  Proficiency: Rapier, Negotiator. Common, Baklunish, 
  dwarvish, elvish 
   
  Possessions: masterwork rapier, ring of protection 
  +2, ring of mind shielding. 
  
  COR5-02 Atonement 
   
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  Description: Though approaching the age of 40, 
  Remmelak is still a strikingly handsome, squarely built 
  Oeridian man with short, wavy brown hair and matching 
  brown eyes. He has the kind of rugged good looks and 
  suave manner that make most women wilt when he turns 
  on the charm; think of an older James Dean. 
   
  �Reynard “Renny” Barnen (A.K.A Robanson Strother): 
  human male Ars1; Medium humanoid (human); HD 
  1d8+1; hp 3; Init +0; Spd 30 ft.; AC 10 (touch 10, flat-
  footed 10); Base Attack +0; Grapple -1; Atk/Full Atk none; 
  AL NG; SV Fort +1, Ref +0, Will +1; Str 9, Dex 10, Con 12, 
  Int 12, Wis 12, Cha 15. Height 4 ft. 5 in. Weight 75 lb. 
   
  Skills 
  and 
  Feats: 
  Diplomacy 
  +4, 
  Profession: 
  Merchant +4, Ride +3, Speak Languages (Baklunish, 
  Flan), Swim +3, other skills unrealized.  
   
  Possessions: nothing remarkable. 
   
  Description: Renny is a handsome, lanky Oeridian 
  boy of 10 years. He keeps his wavy brown hair cut short 
  and has matching brown eyes. See Encounters 1a and 9 
  for role-playing details. 
   
  �Rinara “Rin” Barnen (A.K.A Sera Strother), human 
  female Com1: Small humanoid (human); HD 1d8; hp 2; 
  Init +1; Spd 20 ft.; AC 11 (touch 11, flat-footed 10); Base 
  Attack +0; Grp -7; Atk/Full Atk none; AL NG; SV Fort +0, 
  Ref +1, Will -1; Str 5, Dex 12, Con 10, Int 10, Wis 8, Cha 
  17. Height 3 ft. 3 in. Weight 36 lb. 
   
  Skills and Feats: Perform (sing) +5, Tumble +3. 
   
  Possessions: teddy bear. 
   
  Description: Rin is a 7-year-old Oeridian girl with 
  wavy brown hair, cut to shoulder length and matching 
  brown eyes. She is almost ridiculously cute. See 
  encounters 1a and 9 for roleplaying details. 
   
  �Barraster Jirral (A.K.A Dom Ferro): human male Ftr4; 
  Medium humanoid (human); HD 4d10+8; hp 30; Init +1; 
  Spd 30 ft.; AC 17 (touch 11, flat-footed 17); Base Atk +4; 
  Grapple +7; Atk/Full Atk +9 melee (1d8+6/19-20  +1 
  longsword) or +5 ranged (dagger, 1d4+3/19-20, dagger); 
  AL N; SV Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, 
  Int 12, Wis 10, Cha 10. Height 6 ft., Weight 200 lb. 
   
  Skills and Feats: Handle Animals +5, Intimidate +6, 
  Jump +5, Profession: Merchant +1, Ride +8, Spot +2, 
  Swim +5; Dodge, Endurance, Mounted Combat, Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: +1 chain shirt, light steel shield, +1 
  longsword, ring of mind shielding, 3 daggers. 
   
  Description: Barraster is a 35-year-old man of 
  Oeridian-Flan mix. He is square-shouldered and solidly 
  built, with dark hair and eyes and a full moustache. He 
  speaks with a distinct accent compared to the others. 
  Though generally gruff and businesslike, he is quite 
  polite with the ladies and positively melts around kids. 
   
  �Lann: Female human Com2; Medium humanoid 
  (human); HD 2d4; hp 5; Init +0; Spd 30 ft.; AC 10 (touch 
  10, flat-footed 10); Base Attack +0; Grapple +0; Atk/Full 
  Atk +0 melee (1d6, club); AL NG; SV Fort +0, Ref +0, Will 
  +2; Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 10. Height 
  5 ft. 4 in. Weight 150 lb. 
   
  Skills and Feats: Craft (embroidery) +6, Profession 
  (cook) +7, Profession (maid) +7, Profession (nanny) +7 
   
  Possessions: none remarkable. 
   
  Description: Lann is a stocky, matronly woman of 
  Oeridian-Flan mix who is in her late 30s’. See Encounter 
  8 for role-playing details. 
   
  �Athar: 
  Male 
  human 
  Clr1/Mnk4/Ftr4; 
  Medium 
  humanoid (human); HD 5d8+10 + 4d10+8; hp 63; Init +2; 
  Spd 40 ft.; AC 13 (touch 13, flat-footed 11); Base Attack 7; 
  Grapple +10; Atk +12 melee (1d8+6, unarmed strike); Full 
  Atk +12/+7 or +10/+10/+5 melee (d8+6, unarmed strike); 
  SA trip (+7 on check), flurry of blows, unarmed strikes 
  count 
  as 
  magic 
  weapons; 
  SQ 
  spells, 
  evasion, 
  rebuke/command undead, spontaneous casting (inflict), 
  slow fall, +2 on saves vs. enchantments; AL LE; SV Fort 
  +12, Ref +7, Will +8; Str 16, Dex 14, Con 14, Int 13, Wis 
  13, Cha 8. Height 5 ft. 10 in.; Weight 170 lb. 
   
  Skills and Feats: Balance +4, Bluff +1, Climb +9, 
  Diplomacy +3, Hide +10, Jump +9, Listen +7, Move 
  Silently +10, Sense Motive +8, Spellcraft +5, Spot +7,  
  Tumble +13; Combat Expertise, Combat Reflexes, 
  Defensive ThrowCW, Dodge, Elusive TargetCW, Improved 
  Grapple, Improved Trip, Improved Unarmed Strike, 
  Mobility, Weapon Focus (unarmed strike), Weapon 
  Specialization (unarmed strike) 
   
  Domains—Magic and Mind: Can use scrolls, wands, 
  and magic devices as if a 1st level wizard; gains a +2 bonus 
  on Bluff, Diplomacy, and Sense Motive checks (included) 
   
  Unarmed Strike: Unarmed attacks deal 1d8 damage 
  and can be lethal or nonlethal damage. 
   
  Spontaneous Casting: turn any non-domain divine 
  spell into an inflict spell of equivalent level. 
   
  Flurry of Blows (Ex): When wearing no armor, 
  Athar can take an additional attack at a -2 penalty on all 
  attacks as part of a Full Attack action. 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half damage 
  on a successful Reflex save. 
   
  Slow Fall (Ex): When falling within arm’s reach of a 
  wall, treat as if having fallen 20 feet less for purposes of 
  determining falling damage. 
   
  Rebuke/Command Undead: 2/day, +1 on Charisma 
  check, rebuke/control 2d6 HD. 
   
  Possessions: +1 amulet of mighty fists, +1 bracers of 
  armor , scroll of mage armor 
   
  Spells Prepared (3/2+1; base DC = 11 + spell level): 0-
  cure minor wounds, detect magic, purify food and drink; 
  1st-comprehend languages*, cure light wounds, obscuring 
  mist  
   
  Description: Athar is a Suel man of average looks and 
  athletic build who has seen 40 years but looks younger 
  due to his rigorous training regimen. On his upper right 
  bicep is a magical tattoo that spells out “Purity” in 
  
  COR5-02 Atonement 
   
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  Ancient Suloise. He is racist in the extreme, as well as 
  ruthless, vindictive, single- minded when pursuing a 
  goal, and unpleasant in general except around fellow 
  Brotherhood members. 
  * - any armor check penalty is included 
  ** - domain spell 
  (CD/CW)—Spell or feat from a Builder Book; see 
  Appendix 3 for details. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  APPENDIX 2: OTHER NPCs
   
   
  ALL APLs 
  Encounter 7                                               
  �Amura: Female human Rog5; Medium humanoid 
  (human); HD 5d6+5; hp 23; Init +3; Spd 30 ft.; AC 16 
  (touch 13, flat-footed 16); Base Atk +3; Grapple +3; 
  Atk/Full Atk +7 melee (1d6/18-20, masterwork rapier); 
  SA sneak attack +3d6; SQ evasion, uncanny dodge, 
  trapfinding, trap sense +1; AL CN; SV Fort +2, Ref +7, 
  Will +2; Str 10, Dex 16, Con 12, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Appraise +7, Bluff +8, Disguise +6, 
  Forgery +7, Gather Information +10, Knowledge: Local 
  +8, Hide +11, Listen +11, Move Silently +11, Open Locks 
  +8,  Search +4, Sleight of Hand +8, Sense Motive +9, Spot 
  +11; Alertness, Investigator, Weapon Finesse 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +2d6 
  damage on attacks. 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half damage 
  on a successful Reflex save. 
   
  Uncanny Dodge (Ex): Retains Dexterity bonus to 
  AC when caught flat-footed or attacked by an invisible 
  opponent. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Trap Sense (Ex): +1 on AC and saves vs. traps 
   
  Possessions: masterwork rapier, masterwork leather 
  armor, +1 ring of protection 
   
  Encounter 8                                               
  �Lenard: Male human Exp1: Medium humanoid 
  (human); HD 1d6+1; hp 5; Init +1; Spd 30 ft.; AC 11 
  (touch 11, flat-footed 10); Base Atk +0; Grp +0; Atk/Full 
  Atk +0 melee (1d4/19-20, dagger); AL CN; SV Fort +1, Ref 
  +1, Will +2; Str 10, Dex 12, Con 12, Int 12, Wis 10, Cha 
  13. Height 4 ft. 10 in. Weight 85 lb. 
   
  Skills and Feats: Appraise +3, Bluff +5, Knowledge: 
  Local +5, Gather Information +5, Sleight of Hand +5, 
  other skills as yet unrealized. 
   
  APL 2 
  Encounter 7                                               
  �Jaguanara: Female human Clr2 of Wee Jas; Medium 
  humanoid (human); HD 2d8+4; hp 13; Init +1; Spd 20 ft.; 
  AC 18 (touch 11, flat-footed 17); Base Atk +1; Grapple +2; 
  Atk/Full Atk +2 melee (1d8+1, heavy mace); SQ turn or 
  rebuke undead, spontaneous casting (inflict); AL LE; SV 
  Fort +5, Ref +1, Will +5; Str 12, Dex 12, Con 14, Int 10, 
  Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +7 (+11 when casting 
  defensively), Heal +4, Knowledge: Religion +5, Spellcraft 
  +3; Combat Casting, Spell Focus (Enchantment), 
  Spontaneous HealingCD. 
   
  Rebuke/Command Undead: 4/day, +3 on Charisma 
  check, rebuke/command 2d6+3 HD. 
   
  Spontaneous Casting: turn any non-domain divine 
  spell into an inflict spell of equivalent level. 
   
  Possessions: masterwork breastplate, heavy steel 
  shield, heavy mace 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level, 
  14+ spell level for enchantments): 0—create water, cure 
  minor wounds, detect magic, purify food and drink; 1st—
  bless, command*, divine favor, shield of faith 
   
  *Domain Spell; Domains—Magic and Domination: 
  Can use scrolls, wands, and magic devices as if a 1st level 
  wizard; gains Spell Focus (Enchantment) feat. 
   
  �Jascaros and Billar: Male human Rog1; Medium 
  humanoid (human); HD 1d6+2; hp 6 each; Init +2; Spd 30 
  ft.; AC 14 (touch 12, flat-footed 12); Base Atk +0; Grapple 
  +2; Atk/Full Atk +3 melee (1d6+2/18-20; masterwork 
  rapier); SA sneak attack +1d6; SQ trapfinding; AL LE; SV 
  Fort +2, Ref +4, Will +0; Str 14, Dex 14, Con 14, Int 12, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Climb +6, Disable Device +5, Hide 
  +6, Jump +6, Listen +4, Move Silently +6, Open Locks +6, 
  Search +5, Spot +4, Tumble +6; Combat Expertise, Dodge 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Possessions: leather armor, masterwork rapier 
   
  
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  Encounter 11                                             
  �Agents: Male or female human Rog1/Ftr1; Medium 
  humanoid (human); HD 1d6+2 + 1d10+2; hp 13 each; Init 
  +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 14); Base Atk 
  +1; Grapple +3; Atk/Full Atk +4 melee (1d8+2/19-20, 
  masterwork longsword); SA sneak attack +1d6; SQ 
  trapfinding; AL NE; SV Fort +4, Ref +4, Will +1; Str 15, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +6, Disable Device +4, Hide 
  +5, Jump +7, Listen +4, Move Silently +5, Open Locks +6, 
  Search +4, Spot +4, Tumble +8; Dodge, Power Attack, 
  Weapon Focus (longsword)  
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Possessions: leather armor, masterwork longsword, 
  thieves’ tools. 
   
  �Caris: half-elf Rog1/Wiz3; Medium humanoid (elf); 
  HD 1d6+1 + 3d4+3; hp 15; Init +3; Spd 30 ft.; AC 17 
  (touch 17, flat-footed 13); Base Atk +1; Grp +1; Atk/Full 
  Atk +4 melee (1d6/18-20, rapier) or +4 ranged (1d4, 
  sling); SA sneak attack +1d6; SQ Trapfinding, low-light 
  vision, immune to sleep and related effects, +2 on saves 
  vs. enchantments; AL NE; SV Fort +2, Ref +6, Will +3; Str 
  10, Dex 16, Con 12, Int 16, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Concentration +6, Craft 
  (Painter) +7, Decipher Script +7, Knowledge: Arcana +7, 
  Knowledge: Local +7, Hide +7, Listen +4, Move Silently 
  +7, Open Locks +9, Spellcraft +7, Spot +4, Tumble +7; 
  Point Blank Shot, Scribe Scroll, Weapon Finesse 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Spells Available: (4/3/2; Base DC = 13 + spell level) 0-
  daze, mage hand, open/close, ray of frost; 1st-mage armor, 
  magic missile, sleep; 2nd-knock, shatter 
   
  Possessions: silver bracelet, rapier, sling and 10 
  bullets, spell components, masterwork thieves’ tools, 
  wand of magic missiles (1st level), scroll of expeditious 
  retreat (3rd level) 
   
  APL 4 
  Encounter 7                                               
  �Jonar: Male human Mnk3; Medium humanoid 
  (human); HD 3d8+6; hp 20; Init +2; Spd 30 ft.; AC 15 
  (touch 14, flat-footed 13); Base Atk +2; Grp +4; Atk +5 
  melee (1d6+2, unarmed strike); Full Atk +5 or +3/+3 
  melee (1d6+2, unarmed strike); SA flurry of blows, 
  unarmed strike, stunning fist 3/day (DC 13 Fort save); SQ 
  evasion, +2 on saves against Enchantment; AL LE; SV 
  Fort +5, Ref +5, Will +5; Str 15, Dex 14, Con 14, Int 10, 
  Wis 14, Cha 8. Height 5 ft. 8 in.; Weight 160 lb. 
   
  Skills and Feats: Climb +8, Hide +6, Jump +7, Move 
  Silently +6, Sense Motive +6, Spot +3, Tumble +10; 
  Dodge, Improved Grapple, Improved Unarmed Strike, 
  Deflect Arrows, Stunning Fist, Weapon Focus (unarmed 
  attack) 
   
  Unarmed Strike: Unarmed attacks deal 1d6 damage 
  and can be lethal or nonlethal damage. 
   
  Flurry of Blows (Ex): When wearing no armor, 
  Athar can take an additional attack at a -2 penalty on all 
  attacks as part of a Full Attack action. 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half damage 
  on a successful Reflex save. 
   
  Possessions: +1 bracers of armor 
   
  �Jaguanara: Female human Clr2; Medium humanoid 
  (human); HD 2d8+4; hp 13; Init +1; Spd 20 ft.; AC 18 
  (touch 11, flat-footed 17); Base Atk +1; Grapple +2; 
  Atk/Full Atk +3 melee (1d8+1, heavy mace); SQ turn or 
  rebuke undead, spontaneous casting (inflict); AL LE; SV 
  Fort +5, Ref +1, Will +5; Str 12, Dex 12, Con 14, Int 10, 
  Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +7 (+11 cast 
  defensively), Heal +4, Knowledge: Religion +5, Spellcraft 
  +3; Combat Casting, Spell Focus (Enchantment), 
  Spontaneous HealingCD. 
   
  Rebuke/Command Undead: 4/day, +3 on Charisma 
  check, rebuke/command 2d6+3 HD. 
   
  Spontaneous Casting: turn any non-domain divine 
  spell into an inflict spell of equivalent level. 
   
  Possessions: masterwork breastplate, masterwork 
  heavy mace, heavy shield 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level, 
  14+ spell level for enchantments): 0—create water, cure 
  minor wounds, detect magic, purify food and drink; 1st—
  bless, command*, divine favor, shield of faith. 
   
  *Domain Spell; Domains—Magic and Domination: 
  Can use scrolls, wands, and magic devices as if a 1st level 
  wizard; gains Spell Focus (Enchantment) feat. 
   
  �Jascaros, Billar, and Billana: Male or female human 
  Rog2; Medium humanoid (human); HD 2d6+4; hp 11 
  each; Init +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13); 
  Base Atl +1; Grapple +3; Atk/Full Atk +4 melee 
  (1d6+2/18-20, masterwork rapier); SA sneak attack +1d6; 
  SQ evasion, trapfinding; AL LE; SV Fort +2, Ref +5, Will 
  +0; Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +7, Disable Device +6, Hide 
  +7, Jump +7, Listen +5, Move Silently +7, Open Locks +7, 
  Search +6, Spot +5, Tumble +9; Combat Expertise, Dodge 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half damage 
  on a successful Reflex save. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier 
   
   
  
  COR5-02 Atonement 
   
  Page 36 
   
  Encounter 11                                             
  �Agents: Male half-orc Rog1/Ftr1; Medium humanoid 
  (orc); HD 1d6+2 + 1d10+2; hp 13 each; Init +2; Spd 30 ft.; 
  AC 14 (touch 12, flat-footed 12); Base Atk +1; Grp +4; 
  Atk/Full Atk +6 melee (1d8+3/19-20, masterwork 
  longsword); SA sneak attack +1d6; SQ Trapfinding, 
  darkvision 60 feet; AL NE; SV Fort +4, Ref +4, Will +1; Str 
  16, Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +8, Hide +5, Intimidate +4, 
  Jump +8, Listen +4, Move Silently +5, Search +3, Spot +4, 
  Tumble +8; Dodge, Power Attack, Weapon Focus 
  (longsword)  
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Possessions: leather armor, masterwork longsword, 
  thieves’ tools 
   
  �Caris: half-elf Rog1/Evk3; Medium humanoid (elf); 
  HD 1d6+1 + 3d4+3; hp 15; Init +3; Spd 30 ft.; AC 17 
  (touch 17, flat-footed 13); Base Atk +1; Grapple +1; 
  Atk/Full Atk +4 melee (1d6/18-20, rapier) or +4 ranged 
  (1d4, sling); SA sneak attack +1d6; SQ Trapfinding, low-
  light vision, immune to sleep and related effects, +2 on 
  saves vs. enchantments; AL NE; SV Fort +2, Ref +6, Will 
  +3; Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Concentration +6, Craft 
  (Painter) +7, Decipher Script +7, Knowledge: Arcana +7, 
  Knowledge: Local +7, Hide +7, Listen +4, Move Silently 
  +7, Open Locks +7, Spellcraft +7, Spot +4, Tumble +7; 
  Point Blank Shot, Scribe Scroll, Weapon Finesse. 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Spells Available: (4+1/3+1/2+1; Base DC = 13 + spell 
  level) 0-daze, mage hand, open/close, ray of frost (2); 1st—
  mage armor, magic missile (2), sleep; 2nd—knock, shatter, 
  scorching ray 
   
  Possessions: silver ring (50 gp), rapier, sling and 10 
  bullets, spell components, wand of magic missiles (1st), 
  scroll of expeditious retreat (3rd) 
   
  �Doranus: Male halfling Rog4; Small humanoid 
  (halfling); HD 4d6+8; hp 22; Init +4; Spd 20 ft. (30 ft. with 
  longstrider active); AC 18 (touch 15, flat-footed 18); Base 
  Atk +3; Grapple +3; Atk/Full Atk +9 melee (1d4+1, 
  masterwork rapier) or ranged +9 (1d3, sling); SA sneak 
  attack +2d6, +1 on attack rolls with thrown weapons and 
  sling; SQ evasion, uncanny dodge, trapfinding, trap sense 
  +1, +2 morale bonus on saves against fear; AL NE; SV Fort 
  +3, Ref +9, Will +2; Str 12, Dex 18, Con 14, Int 12, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +8, Disable Device +8, 
  Disguise +4, Hide +14, Jump +8, Listen +3, Move Silently 
  +13, Open Locks +10, Perform (dance) +5, Search +8, Spot 
  +3, Tumble +11; Dodge, Weapon Finesse 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +2d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Evasion (Ex): Takes no damage on successful Reflex 
  saves instead of half damage. 
   
   
  Uncanny Dodge (Ex): Retains Dexterity bonus to 
  AC if flat-footed or attacked by an invisible opponent. 
   
  Trap Sense (Ex): +1 dodge bonus to AC and Reflex 
  save to avoid traps 
   
  Possessions: masterwork studded leather armor, 
  masterwork rapier, masterwork thieves’ tools, potion of 
  longstrider, sling and 10 bullets, flask of acid 
   
  APL 6 
  Encounter 7                                               
  �Jonar: Male human Mnk5; Medium humanoid 
  (human); HD 5d8+10; hp 33; Init +2; Spd 40 ft.; AC 16 
  (touch 15, flat-footed 14); Base Atk +3; Grp +3/+6; Atk +7 
  melee (1d8+6, unarmed strike); Full Atk +7 or +5/+5 
  melee (1d8+6, unarmed strike); SA flurry of blows, 
  unarmed strike, unarmed attacks count as magic 
  weapons, stunning fist 5/day (DC 14 Fort save); SQ 
  evasion, +2 on saves vs. Enchantment, slow fall 20 ft., 
  immune to disease; AL LE; SV Fort +6, Ref +6, Will +6; 
  Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 8. Height 5 ft. 
  10 in.; Weight 170 lb. 
   
  Skills and Feats: Climb +10, Hide +8, Jump +7, Move 
  Silently +8, Sense Motive +7, Spot +4, Tumble +12; 
  Dodge, Improved Grapple, Improved Unarmed Strike, 
  Deflect Arrows, Stunning Fist, Weapon Focus (unarmed 
  attack) 
   
  Unarmed Strike: Unarmed attacks deal 1d8 damage 
  and can be lethal or nonlethal damage. 
   
  Flurry of Blows (Ex): When wearing no armor, Jonar 
  can take an additional attack at a -2 penalty on all attacks 
  as part of a Full Attack action. 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half damage 
  on a successful Reflex save. 
   
  Slow Fall (Ex): Takes falling damage as if the fall 
  were 20 feet shorter when within arm’s reach of a wall. 
   
  Possessions: +1 bracers of armor  
   
  �Jaguanara: Female human Clr4 of Wee Jas; Medium 
  humanoid (human); HD 4d8+8; hp 26; Init +1; Spd 20 ft.; 
  AC 19 (touch 11, flat-footed 18); Base Atk +3; Grp +4; 
  Atk/Full Atk +7 melee (1d8+1, masterwork heavy mace); 
  SQ turn or rebuke undead, spontaneous casting (inflict); 
  AL LE; SV Fort +6, Ref +2, Will +7; Str 12, Dex 12, Con 
  14, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +9 (+13 cast 
  defensively), Diplomacy +3, Heal +5, Knowledge: 
  Religion +5, Spellcraft +5; Combat Casting, Scribe Scroll, 
  Spell Focus (Enchantment), Spontaneous HealingCD. 
   
  Rebuke/Command Undead: 4/day, +3 on Charisma 
  check, rebuke/command 2d6+5 HD. 
  
  COR5-02 Atonement 
   
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  Spontaneous Casting: turn any non-domain divine 
  spell into an inflict spell of equivalent level. 
   
  Possessions: +1 breastplate, masterwork heavy mace, 
  heavy wooden shield 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level, 15+ spell level for enchantments): 0—create water, 
  cure minor wounds, detect magic, purify food and drink, 
  read magic; 1st—bless, command*, cure light wounds, 
  divine favor, shield of faith; 2nd—bull’s strength, cure 
  moderate wounds, spiritual weapon, identify* 
   
  *Domain Spell; Domains—Magic and Domination: 
  Can use scrolls, wands, and magic devices as if a 1st level 
  wizard; gains Spell Focus (Enchantment) feat. 
   
  �Jascaros, Billar, and Billana: Male or female human 
  Rog3; Medium humanoid (human); HD 3d6+6; hp 17 
  each; Init +2; Spd 30 ft.; AC 16 (touch 12, flat-footed 14); 
  Base Atk +2; Grp +4; Atk/Full Atk +5 melee (1d6+2/18-20; 
  masterwork rapier); SA sneak attack +2d6; SQ evasion, 
  trapfinding, trap sense +1; AL LE; SV Fort +3, Ref +6, Will 
  +1; Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +9, Disable Device +7, Hide 
  +7, Jump +7, Listen +7, Move Silently +7, Open Locks +8, 
  Search +7, Spot +6, Tumble +9; Combat Expertise, Dodge, 
  Improved Trip 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +2d6 
  damage on attacks. 
   
  Evasion(Ex): Takes no damage on a successful Reflex 
  save against attacks that normally deal half damage on a 
  successful Reflex save. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Trap Sense (Ex): +1 on AC and saves vs. traps 
   
  Possessions: masterwork chain shirt, masterwork 
  rapier  
   
  Encounter 11                                             
  �Agents: Male half-orc Rog2/Ftr1; Medium humanoid 
  (orc); HD 2d6+4 + 1d10+2; hp 19 each; Init +2; Spd 30 ft.; 
  AC 16 (touch 12, flat-footed 14); Base Atk +2; Grp +6; 
  Atk/Full Atk +9 melee (1d8+5/19-20, masterwork 
  longsword); SA sneak attack +1d6; SQ Trapfinding, 
  evasion, darkvision 60 feet; AL NE; SV Fort +4, Ref +5, 
  Will +1; Str 16 (20), Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +8, Hide +4, Intimidate +5, 
  Jump +8, Listen +5, Move Silently +4, Search +5, Spot +5, 
  Tumble +8; Dodge, Power Attack, Weapon Focus 
  (longsword)  
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Evasion(Ex): Takes no damage on a successful Reflex 
  save against attacks that normally deal half damage on a 
  successful Reflex save. 
   
  Possessions: masterwork studded leather armor, 
  light wooden shield, masterwork longsword, potion of 
  bull’s strength 
   
  �Caris: half-elf human Rog1/Evk5; Medium humanoid 
  (human); HD 1d6+1 + 5d4+5; hp 22 (33); Init +3; Spd 30 
  ft.; AC 23 (touch 17, flat-footed 13); Base Atk +2; Grp +2; 
  Atk/Full Atk +5 melee (1d6/18-20, rapier) or +6 ranged 
  (ray, as spell); SA sneak attack +1d6; SQ Trapfinding, low-
  light vision, immune to sleep and related effects, +2 on 
  saves vs. enchantments; AL NE; SV Fort +2, Ref +6, Will 
  +4; Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Concentration +10 (+14), 
  Craft (painter) +8, Decipher Script +8, Knowledge: 
  Arcana +9, Knowledge: Local +7, Hide +7, Listen +4, 
  Move Silently +7, Open Locks +7, Spellcraft +9, Spot +4, 
  Tumble +7; Combat Casting, Point Blank Shot, Scribe 
  Scroll, Weapon Finesse, Weapon Focus (ray) 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Spells Available: (4+1/4+1/3+1/2+1; Base DC = 13 + 
  spell level) 0-daze, mage hand, open/close, ray of frost (2); 
  1st-burning hands, expeditious retreat, mage armor, magic 
  missile (2); 2nd-false life, knock, shatter, scorching ray; 3rd-
  haste, fireball, hold person 
   
  Possessions: rapier, spell components, wand of magic 
  missiles (3rd level), scroll of expeditious retreat  (3rd level) 
   
  �Doranus: Male halfling Rog4/Ftr1/Ass2/Shd1; Small 
  humanoid (halfling); HD 5d6+10 + 1d10+2 + 1d8+2; hp 
  44; Init +4; Spd 20 ft. (30 ft. with longstrider); AC 18 
  (touch 15, flat-footed 18); Base Atk +5; Grapple +2; 
  Atk/Full Atk +11 melee (1d4+1/18-20 plus poison, 
  masterwork rapier) or +9 ranged (1d3, sling); SA sneak 
  attack +3d6, +1 on attack rolls with thrown weapons and 
  sling; SQ evasion, uncanny dodge, trapfinding, trap sense 
  +1, +2 morale bonus on saves vs. fear; AL NE; SV Fort +5, 
  Ref +14, Will +4; Str 13, Dex 18, Con 14, Int 12, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +13, Disable Device +10, 
  Disguise +4, Hide +18, Jump +8, Listen +4, Move Silently 
  +15, Open Locks +10, Perform (dance) +5, Search +10, 
  Spot +3, Tumble +13, Use Magic Device +9; Dodge, Iron 
  Will, Mobility, Weapon Finesse 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +3d6 
  damage on attacks. 
   
  Death Attack: If Doranus has 3 rounds to study a 
  target while undetected or unrecognized by the target 
  and then makes a successful sneak attack, she may either 
  kill the target or paralyze it for 1d6+3 rounds. Both effects 
  require a DC 13 Fort save to negate. 
   
  Hide in Plain Sight (Su): Can use the Hide skill even 
  while being observed as long as Doranus is within 10 feet 
  of a shadow other than his own. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Evasion (Ex): Takes no damage on successful Reflex 
  saves instead of half damage. 
   
  
  COR5-02 Atonement 
   
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  Uncanny Dodge (Ex): Retains Dexterity bonus to 
  AC if flat-footed or attacked by an invisible opponent. 
   
  Trap Sense (Ex): +1 dodge bonus to AC and Reflex 
  save to avoid traps 
   
  Poison (Ex): The rapier is coated with poison 
  1d4/1d4 Str, DC 14 Fort. 
   
  Spells Available (2; DC = 11+spell level): 1st-disguise 
  self, jump, true strike 
   
  Possessions: mithral chain shirt, masterwork rapier, 
  masterwork thieves’ tools, scroll of expeditious retreat 
  (3rd level), flask of acid 
   
  APL 8 
  Encounter 7                                               
  �Jaguanara: Female human Clr7 of Wee Jas; Medium 
  humanoid (human); HD 7d8+14; hp 46; Init +1; Spd 20 
  ft.; AC 19 (touch 11, flat-footed 18); Base Atk +6; Grapple 
  +6; Atk/Full Atk +7 melee (1d8+1, masterwork heavy 
  mace); SQ turn or rebuke undead, spontaneous casting 
  (inflict); AL LE; SV Fort +7, Ref +3, Will +8; Str 12, Dex 
  12, Con 14, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +12, Diplomacy +7, 
  Heal +9, Knowledge: Arcana +7, Knowledge: Religion +7, 
  Spellcraft +7; Combat Casting, Extend Spell, Scribe 
  Scroll, 
  Spell 
  Focus: 
  Enchantment, 
  Spontaneous 
  HealingCD (can spontaneously convert 3 spells/day to 
  cure spells) 
   
  Domains—Magic and Domination: Can use scrolls, 
  wands, and magic devices as if a 1st level wizard; gains 
  Spell Focus: Enchantment feat. 
   
  Rebuke/Command Undead: 4/day, +3 on Charisma 
  check, rebuke/control 2d6+8 HD. 
   
  Spontaneous Casting: turn any non-domain divine 
  spell into an inflict spell of equivalent level. 
   
  Possessions: +1 breastplate, masterwork heavy mace, 
  heavy wooden shield 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC = 13 + 
  spell level, 15+ spell level for enchantments): 0-creat 
  water, cure minor wounds, detect magic, mending, purify 
  food and drink, read magic; 1st—command*, cure light 
  wounds, divine favor, magic weapon, shield of faith (2); 
  2nd—bull’s strength, cure moderate wounds, silence, 
  spiritual weapon (dagger), identify**; 3rd—blindness, 
  invisibility purge, searing light, dispel magic*; 4th—
  recitationCD, dominate person* 
   
  �Jascaros, Billar, and Billana: Male or female human 
  Rog3/Ftr2; Medium humanoid (human); HD 3d6+3 + 
  2d10+2; hp 27 each; Init +3; Spd 30 ft.; AC 17 (touch 12, 
  flat-footed 15); Base Atk +4; Grp +7; Atk/Full Atk +9 
  melee (1d8+3/19-20, masterwork longsword); SA sneak 
  attack +2d6; SQ evasion, trapfinding, trap sense +1; AL 
  LE; SV Fort +5, Ref +5, Will +1; Str 16, Dex 14, Con 13, 
  Int 13, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9*, Disable Device +9, Hide 
  +8*, Jump +9*, Listen +6, Move Silently +8*, Open Locks 
  +10, Spot +6, Tumble +10*; Combat Expertise, Dodge, 
  Improved 
  Trip, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (longsword) 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +2d6 
  damage on attacks. 
   
  Evasion(Ex): Takes no damage on a successful Reflex 
  save against attacks that normally deal half damage on a 
  successful Reflex save. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Trap Sense (Ex): +1 on AC and saves vs. traps 
   
  Possessions: masterwork chain shirt, masterwork 
  longsword, small wooden shield 
   
  Encounter 11                                             
  �Agents: Male half-orc Rog3/Ftr1; Medium humanoid 
  (orc); HD 3d6+6 + 1d10+2; hp 24 each; Init +2; Spd 30 ft.; 
  AC 16 (touch 12, flat-footed 14); Base Atk +3; Grapple +8; 
  Atk/Full Atk +10 melee (1d10+7/19-20, masterwork 
  bastard sword); SA sneak attack +2d6; SQ Trapfinding, +1 
  trapsense, evasion, darkvision 60 feet; AL NE; SV Fort +5, 
  Ref +5, Will +2; Str 17(21), Dex 14, Con 14, Int 10, Wis 
  12, Cha 8. 
   
  Skills and Feats: Climb +9*, Hide +5*, Intimidate +6, 
  Jump +8*, Listen +7, Move Silently +5*, Search +3, Spot 
  +7, Tumble +10*; Dodge, Power Attack, Weapon Focus 
  (bastard sword) 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +2d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Trap Sense (Ex): +1 on AC/saves vs. traps. 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half damage 
  on a successful Reflex save. 
   
  Possessions: masterwork chain shirt, potion of bull’s 
  strength, masterwork bastard sword, thieves’ tools 
   
  �Caris: half-elf (currently troglodyte) Rog1/Evk6; 
  Medium humanoid (elf); HD 1d6+1 + 6d4+6; hp 26 (38); 
  Init +3; Spd 30 ft.; AC 17 (touch 17, flat-footed 13); Base 
  Atk +3; Grp +3; Atk +6 melee (1d4, claw) or +7 ranged 
  (ray, as spell); Full Atk +6/+6 melee (1d4, 2 claws) and +4 
  melee (1d4, bite) or +7 ranged (ray, as spell); SA sneak 
  attack +1d6; SQ Trapfinding, low-light vision, immune to 
  sleep and related effects, +2 on saves vs. enchantments; 
  AL NE; SV Fort +3, Ref +7, Will +5; Str 10, Dex 16, Con 
  12, Int 16, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Concentration +11 (+15 
  cast defensively), Craft (Painter) +9, Decipher Script +8, 
  Knowledge: Arcana +10, Knowledge: Local +8, Hide +7, 
  Listen +4, Move Silently +7, Open Locks +7, Spellcraft 
  +10, Spot +4, Tumble +7; Combat Casting, Point Blank 
  Shot, Scribe Scroll, Weapon Finesse, Weapon Focus (ray) 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +1d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Spells Prepared (4+1/4+1/4+1/3+1; Base DC = 13 + 
  spell level): 0-daze, mage hand, open/close, ray of frost 
  
  COR5-02 Atonement 
   
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  (2); 1st—burning hands, expeditious retreat, mage armor, 
  magic missile(2); 2nd—alter self, false life, knock, shatter, 
  scorching ray; 3rd—haste, fireball, lightning bolt, hold 
  person 
   
  Possessions: spell components, wand of magic 
  missiles (3rd level), scroll of expeditious retreat (3rd level) 
   
  �Doranus: Male halfling Rog4/Ftr1/Ass2/Shd1; Small 
  humanoid (halfling); HD 5d6+10 + 1d10+2 + 1d8+2; hp 
  44; Init +4; Spd 20 ft. (50 ft. with expeditious retreat); AC 
  18 (touch 15, flat-footed 18); Base Atk +5; Grapple +2; 
  Atk/Full Atk +11 melee (1d4+1/18-20 plus poison, 
  masterwork rapier), or +9 ranged (1d3, sling); SA sneak 
  attack +2d6, +1 on attack rolls with thrown weapons and 
  sling; SQ evasion, uncanny dodge, trapfinding, trap sense 
  +1, +2 morale bonus on saves vs. fear; AL NE; SV Fort +5, 
  Ref +14, Will +4; Str 13, Dex 18, Con 14, Int 12, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +13, Disable Device +10, 
  Disguise +4, Hide +18, Jump +8, Listen +4, Move Silently 
  +15, Open Locks +10, Perform (dance) +5, Search +10, 
  Spot +3, Tumble +13, Use Magic Device +9; Dodge, Iron 
  Will, Mobility, Weapon Finesse 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +3d6 
  damage on attacks. 
   
  Death Attack: If Doranus has 3 rounds to study a 
  target while undetected or unrecognized by the target 
  and then makes a successful sneak attack, she may either 
  kill the target or paralyze him for 1d6+3 rounds. Both 
  effects require a DC 13 Fort save to negate. 
   
  Hide in Plain Sight (Su): Can use the Hide skill even 
  while being observed as long as Doranus is within 10 feet 
  of a shadow other than his own. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Evasion (Ex): Takes no damage on successful Reflex 
  saves instead of half damage. 
   
   
  Uncanny Dodge (Ex): Retains Dexterity bonus to 
  AC if flat-footed or attacked by an invisible opponent. 
   
  Trap Sense (Ex): +1 dodge bonus to AC and Reflex 
  save to avoid traps 
   
  Poison (Ex): The rapier is coated with poison 
  1d4/1d4 Str, DC 14 Fort. 
   
  Possessions: mithral chain shirt, masterwork rapier, 
  masterwork thieves’ tools, scroll of expeditious retreat 
  (3rd level), flask of acid  
   
  �Jonar: Male human Mnk5/Rog3; Medium humanoid 
  (human); HD 5d8+10 + 3d6+6; hp 50; Init +2; Spd 40 ft.; 
  AC 16 (touch 15, flat-footed 14); Base Atk +5; Grapple +8; 
  Atk +9 melee (1d8+3, unarmed strike); Full Atk +9 or 
  +7/+7 melee (1d8+6, unarmed strike); SA sneak attack 
  +2d6, flurry of blows, unarmed strike, unarmed attacks 
  count as magic weapons, stunning fist 5/day (DC 16 Fort 
  save); SQ evasion, +2 on saves vs. Enchantment, slow fall 
  20 ft., immune to disease, trapfinding, trap sense; AL LE; 
  SV Fort +7, Ref +9, Will +7; Str 16, Dex 15, Con 14, Int 10, 
  Wis 14, Cha 8. Height 5 ft. 10 in.; Weight 170 lb. 
   
  Skills and Feats: Climb +10, Hide +11, Jump +7, 
  Move Silently +11, Open Locks +13, Search +9, Sense 
  Motive +7, Spot +5, Tumble +14; Deflect Arrows, Dodge, 
  Improved Grapple, Improved Unarmed Strike, Mobility, 
  Stunning Fist, Weapon Focus (unarmed attack) 
   
  Evasion (Ex): Takes no damage on a successful 
  Reflex save against attacks that normally deal half damage 
  on a successful Reflex save. 
   
  Flurry of Blows (Ex): When wearing no armor, Jonar 
  can take an additional attack at a -2 penalty on all attacks 
  as part of a Full Attack action. 
   
  Slow Fall (Ex): Takes falling damage as if the fall 
  were 20 feet shorter when within arm’s reach of a wall. 
   
  Sneak Attack (Ex): When opponent is flanked or 
  otherwise denied their Dexterity bonus to AC, +2d6 
  damage on attacks. 
   
  Trapfinding: Can find traps with a DC higher than 
  20. 
   
  Trap Sense (Ex): +1 dodge bonus to AC and Reflex 
  save to avoid traps 
   
  Unarmed Strike: Unarmed attacks deal 1d8 damage 
  and can be lethal or nonlethal damage. 
   
  Possessions: +1 bracers of armor  
  
  COR5-02 Atonement 
   
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  APPENDIX 3: NEW RULES 
   
  DEFENSIVE THROW [GENERAL] 
  As presented in Complete Warrior 
   
  Prerequisites: Dex 13, Combat Reflexes, Dodge, 
  Improved Trip, Improved Unarmed Strike 
   
  Benefit: If the opponent you have chosen to use your 
  Dodge feat against attacks you and misses, you can make 
  an immediate trip attack against that opponent. This 
  attempt counts against your allowed attacks of 
  opportunity in the round. 
   
  ELUSIVE TARGET [TACTICAL] 
  As presented in Complete Warrior 
   
  Prerequisites: Dodge, Mobility, Base Atk +6. 
   
  Benefit: This feat enables one of three tactical 
  maneuvers: 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat against 
  you, the foe gains no bonus on the damage roll but still 
  takes the corresponding penalty to attack. 
   
  Diverting Defense: To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacked 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes the roll 
  normally, and its ally is considered flat-footed. If the 
  designated attacker is making a full attack against you, its 
  second and subsequent attacks function normally. 
   
  Cause Overreach: to use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you can 
  make a free trip attempt against this foe, and the foe does 
  not get a chance to trip you if your attempt fails. 
   
  SPONTANEOUS HEALER [DIVINE] 
  As presented in Complete Divine 
   
  Prerequisites: Knowledge (religion) 4 ranks, nonevil 
  alignment, able to cast any cure wounds spell 
   
  Benefit: You can use your spellcasting ability to 
  spontaneously cast cure spells (from your class spell list) 
  just as a cleric can. You may use this ability a total 
  number of times per day equal to your Wisdom modifier. 
   
  RECITATION 
  As presented in Complete Divine 
   
  Conjuration (Creation) 
   
  Level: Cleric 4, Purification 3 
   
  Components: V, S, DF 
   
  Casting Time: 1 standard action 
   
  Range: 60 ft. 
   
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
   
  Duration: 1 round/level 
   
  Saving Throw: None 
   
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you 
  invoke your deity’s blessing upon yourself and your 
  allies while causing confusion and weakness among 
  your enemies. The spell affects all allies and foes 
  within the spell’s area at the moment you cast it. 
  Your allies gain a +2 luck bonus on attack rolls and 
  saving throws, or a +3 luck bonus if they worship the 
  same patron deity as you. Enemies suffer a -2 luck 
  penalty on attack rolls and saving throws. After 
  casting the spell, you are free to take further actions 
  during the spell’s duration as you see fit. 
   
  Divine Focus: In addition to your holy symbol, 
  this spell requires a sacred text as a divine focus. 
   
   
   
  
  COR5-02 Atonement 
   
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  APPENDIX 4: REMMELAK’S HOUSE 
   
  Refer to DM’s Map 1: Remmelak’s House. This map may 
  be shown to PCs. 
   
  Unless noted otherwise, all rooms are 9 feet high 
  and lit by continual flame or (during the day) natural 
  sunlight when in use. Floors are carpeted hardwood 
  unless otherwise noted. The house is made of brick, so all 
  exterior walls have a DC 25 Climb check. 
   
  PCs are not expected to spend a lot of time searching 
  Remmelak’s house, so only general descriptions of most 
  rooms are given. Typical furnishings of masterwork 
  quality are assumed. 
   
  Doors: All doors conform to the following stats: 
   
  �Interior Wooden Doors: hardness 5; hp 15; AC 5; 
  Break DC 18; Average lock (DC 25 Open Locks check). 
   
  �Exterior Wooden Doors: hardness 5; hp 20; AC 5; 
  Break DC 23; Good lock (DC 30 Open Locks check); can 
  be barred (increases break DC to 25). 
   
  All adults have a key, which unlocks all doors in the 
  house except Remmelak’s office (for which only he has a 
  key). 
   
  Windows: All windows have glass panes, latches, 
  and heavy wooden shutters (treat as “interior wooden 
  doors” for purposes of bypassing them when closed and 
  secured). First floor windows are always secured at night, 
  second floor windows usually are not. 
   
  First Floor 
  1. Foyer: The small side room is a cloak closet. A bell 
  hangs above the door that is attached to the rope 
  outside. Walls are decorated with simple tapestries. 
  2. Sitting Room: See Encounter 1. 
  3. Main Hall: This room is furnished with various small 
  tables and stands and numerous comfortable chairs 
  and sofas. It is open to the roof 20 feet above, giving 
  the room a very airy feeling, with a large chandelier 
  hanging in the center. Both staircases are protected by 
  sturdy banisters. Stray toys might be found if the PCs 
  look carefully. Barraster can be found lounging here 
  when not running errands. 
  4. Meeting Room: A large, round, polished hardwood 
  table with several comfortable chairs dominates this 
  room. Maps of the immediate region around 
  Greyhawk and the Flaeness as a whole can be seen on 
  the walls. 
  5. Office: Remmelak can be found here during most of 
  the day except meal times. It is a tidy and well-
  organized office whether Remmelak is present or not. 
  PCs searching here when Remmelak is not around 
  can find various mundane business contracts, trade 
  reports, and business-related letters. A thorough 
  Search (DC 20) turns up a meticulously maintained 
  accounting ledger, which dates back three years. The 
  only item of particular interest in it is an entry dated 
  the day of the PCs’ arrival, which has a large sum of 
  money, debited to someone named “K.” It takes a DC 
  18 Intelligence or Profession: Bookkeeping check to 
  notice this, however. 
   
   This room has a safe concealed in a hidden trap door 
  under a bearskin rug (DC 25 Search check). A DC 30 
  Open Locks check is required to open it. Inside are 
  several thousand gp in gems (sorted by type), 500 gp 
  in loose coins, and an elaborate diamond ring worth at 
  least 5,000 gp, which belonged to Sira. Also in the safe 
  are three potions of cure light wounds and two 
  potions of cure moderate wounds. None of this can be 
  lawfully claimed by the PCs, however. 
  6. Dining Hall: The long table in this room can easily seat 
  16 people. 
  7. Kitchen: A well-equipped and well-stocked kitchen 
  with a large hearth on the back wall. Lann can be 
  found here more often than not during the day. 
  8. Pantry: A well-stocked larder, which is always kept 
  locked (so the kids don’t stray into the cellar). The 
  stairs lead down to a 20-foot by 30-foot cellar, which 
  contains wine racks sporting some good vintages. 
  Mert typically lingers down here when he needs to be 
  out of sight. He always retreats into the cobblestone 
  walls if someone other than Emmara descends down 
  here. 
  9. Bath: Includes a large, round tub set into the floor 
  (which can easily accommodate up to six people) and 
  hot-and-cold running water. The floor is ceramic tile 
  spotted with drains. 
  10. Laundry: No further comment necessary! 
  11. Storage: A closet. 
  12. Privy: Clean, spacious, scented by hanging baskets of 
  potpourri. 
  13. Servant Quarters: One room is used by Lann, the 
  other by Barraster, though both are equipped to sleep 
  up to three people. Both are present in their 
  respective rooms during the night. Nothing 
  remarkable can be found in their personal effects 
  beyond some coins (not an extravagant amount) that 
  each has saved back, though Barraster’s room has a 
  light shield, assorted extra swords and daggers, and a 
  short bow and quiver of 20 arrows. 
   
  Second Floor 
  14. Master Bedroom: The only room in the house where 
  the furnishings could be considered luxurious rather 
  than just high quality. Remmelak’s rapier and 
  numerous fine outfits for both him and Emmara can 
  be found here, as well as jewelry totaling over 10,000 
  gp in value in a locked (DC 35 Open Locks) jewelry 
  box hidden under the bed. Hidden under the bed’s 
  mattress is Emmara’s sheathed dagger +2. 
  
  COR5-02 Atonement 
   
  Page 42 
   
  15. Emmara’s Sitting Room: Emmara can often be found 
  here during the day when not tending to the 
  children, typically reading or working on an 
  embroidery project. She leads the PCs into here if 
  they want to speak to her privately. The door to area 
  16 stands open unless otherwise noted. 
   
   Attached to the under side of a sofa in this room is a 
  carefully concealed pouch (DC 20 Search check to 
  notice even if the under side is checked) containing a 
  set of masterwork thieves’ tools, which belong to 
  Emmara. 
  16. Play Room: This is where Rinara and Reynard (and 
  Lenard, when present) most often hang out during 
  the day. It has many toys, dolls, and games. 
  17. Rinara’s Room: Furnished as one might expect for a 
  pampered 8-year-old girl, including lots of dolls and 
  plush animals. Generally the most unkempt room in 
  the house. Small pictures of both Sira and Emmara 
  can be found here. 
  18. Reynard’s Room: Furnished as one might expect for a 
  10-year-old boy, including lots of figurines carefully 
  organized on shelves. Small pictures of both Sira and 
  Emmara can be found here. 
  19. Class Room: Where Rinara and Reynard are tutored. 
  The room is furnished simply, with just a table, slate 
  board on wall, and a cabinet containing two smaller 
  slate boards, chalk, and various writing accessories. 
  20. Library: Books line shelves on all walls and 
  freestanding in the center. Various topics are covered, 
  but most books concern history, geography, and 
  storytelling. 
  21. Guest Rooms: The PCs will use two of the rooms 
  nearest Reynard’s room. 
  22. Open Area: This area has a large table dominated by a 
  partly assembled jigsaw puzzle. When completed, the 
  picture will depict an underwater scene featuring 
  mermaids. 
  
  COR5-02 Atonement 
   
  Page 43 
   
  PLAYER’S HANDOUT 1 
   
   
   The Merchant was spotted in the Foreign Quarter. Pinpoint his 
  location. You will be contacted when the strike team arrives. 
   
  - K 
   
   
   
   
   
   
  PLAYER’S HANDOUT 2 
   
  Zofar, 
   
  Find out if the assassin known as Shadowfist is in the city. If he is, find out 
  why he has not contacted us lately and whether he will help or hinder when we 
  strike The Merchant. Report anything you learn to Athar at the old jail.  
   
  Purity, 
   
  D 
   
   
  
  COR5-02 Atonement 
   
  Page 44 
   
  DM’S MAP 1: Remmelak’s House 
   
   
   
  DM’S MAP #2: Encounter 7 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR5-03 Atonement (3E).pdf