TEXT: SHL1-06
  TTTThhhheeee    BBBBlllleeeeaaaakkkk    SSSShhhhoooorrrreeee    ooooffff
  AAAAxxxxeeeeppppoooorrrrtttt
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  WKKKK®
  ®
  ®
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  SSSShhhhiiiieeeelllldddd    LLLLaaaannnnddddssss    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  bbbbyyyy    BBBBrrrraaaannnnddddoooonnnn    KKKKaaaayyyyaaaa
  The Shield Lands always has need of new allies. Some were found in the deep waters of the Nyr Dyv.
  You must aid them in a mission if they are to aid the Shield Lands. An Adventure for Character Levels 1-
  6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  The Bleak Shore of Axeport
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  The Bleak Shore of Axeport
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
  NGGGG                        
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                                            RRRREEEEYYYYHHHHAAAAW
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  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    aaaannnndddd
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  In Enter the Naga, Emerald Dawn, ruler of the
  water 
  naga, 
  sent 
  Radiant 
  Sparkle 
  as 
  her
  representative to Critwall. She had noticed the
  disturbances caused by the release of the kuo-
  toan artifact found in ‘Temple of the Burning
  Man’. The representative offered the chance for
  an alliance with the naga, but his ruler wished to
  speak with those who recovered the artifact.
  Emerald Dawn, ruler of the water naga of the
  Nyr Dyv has decided to use the land dwellers
  whose people agreed to send a delegation to her.
  The previous 
  group was useful 
  in the fight
  against the kuo-toa, even if the fight was useless.
  
  The Bleak Shore of Axeport
  Page 4
  She sent Radiant Sparkle, her representative,
  back to Critwall and requested the same PCs that
  helped fight the kuo-toa. If they are not available,
  Radiant Sparkle, finds others who are suitable in
  a mysterious way understood only by him. They
  characters are once again given the potion that
  allows them to breath and function underwater.
  It has the same disadvantage as before, when the
  potion wears out, the characters are exhausted.
  On the way out of Critwall to the shore of the
  Nyr Dyv, the characters encounter a devotee of
  the Open Spirit. He asks for a donation to help
  the less fortunate.
  On the first day of swimming, the characters
  encounter another patrol of kuo-toa. This is yet
  another patrol that is trying to find their lost
  artifact. 
  They 
  are 
  quite 
  hostile 
  and 
  try
  eliminating the party to attempt to keep their
  presence a secret.
  The group gets close to Axeport (where the
  scrag delivered the artifact to Waqounis) when
  the warning signs of the potion wearing 
  off
  begin. Before Radiant Sparkle can give the party
  additional 
  doses, a dire shark 
  attacks 
  them.
  Waqounis lured the shark to the area, but it now
  desires to leave.
  Radiant Sparkle, seeing that the party has no
  chance against the shark, annoys it and lures it
  deeper into the Nyr Dyv. He tells the group to
  quickly surface and escape. He plans on losing the
  shark and returning. However, Radiant Sparkle
  does not return.
  Despite the scare PCs will have little effort
  getting to the surface where they see land. They
  probably swim to shore.
  The 
  area 
  around 
  Axeport 
  is 
  frequently
  patrolled. In fact, when the characters 
  reach
  shore, they are within sight of a patrol that
  moves 
  to capture 
  them. 
  The 
  patrol 
  moves
  immediately to capture the party.
  The reason characters are captured instead of
  killed is because Waqounis always needs more
  slaves. Those captured are placed in a covered pit
  that functions as the prison in the ruins 
  of
  Axeport. There are a couple of prisoners there
  who are members of the noble families.
  The party has the opportunity to learn that
  Gensal, one of the occupied towns of the Shield
  Lands, is sorely undermanned and vulnerable to
  attack. This information is very valuable, but only
  if the party is able to escape.
  They may also 
  find out 
  that 
  Waqounis
  himself is in possession of the Artifact, and thus
  it is out of reach of the party.
  So the PCs escape and flee to safety. With the
  freed nobles and the information the characters
  are getting quite a name for themselves.
  The characters report back to Critwall. They
  are thanked for a good job and dismissed.
  GGGGeeeennnneeeerrrraaaallll    SSSShhhhiiiieeeelllldddd    LLLLaaaannnnddddssss    iiiinnnnffffoooorrrrm
  m
  m
  maaaattttiiiioooonnnn
  Because of the desperate conditions in the Shield
  Lands, all that enter the lands must contribute to
  the welfare of the Shield Lands in some way.
  Those with the rather specialized abilities of the
  player characters are placed in what is basically a
  reserve unit of the Shield Lands army called the
  Pathfinders. The Pathfinders are used when the
  regular army is not equipped to deal with the
  problem or whenever the army needs help. Even
  foreigners are drafted into the Pathfinders.
  Half-orcs 
  are 
  disliked 
  immensely 
  in the
  Shield Lands. Many businesses won’t serve them
  and many people won’t talk to them.
  Information the players may know about the
  area or people they encounter are listed in DM
  Handout 1.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Each character is approached individually unless
  they would normally 
  be 
  spending 
  the 
  day
  together.
  For characters who have played ‘Enter the
  Naga’.
  It has been relatively quiet for the last couple of
  weeks. The Pathfinders have not been mustered
  and your time has been your own. The summer
  sun is just beginning to set as you finish your
  tasks for the day.
  On the street ahead, you see a pair of familiar
  figures accompanied by several guards. The first
  is 
  the 
  finely 
  dressed 
  figure 
  of 
  Conallan
  Wansmage, dignitary at the court 
  of 
  Lady
  Katarina.
  The other figure wears shimmering green
  robes that mark him as Radiant Sparkle, emissary
  from Emerald Dawn, the water naga.
  Radiant Sparkle notices you before Conallan
  and points in your direction. Conallan waves and
  starts heading in your direction.
  Assuming the character does not flee from
  them when they see them, the two approach.
  Conallan 
  waves 
  to 
  you 
  as 
  he 
  gets 
  closer,
  “Greetings! I am glad that I finally found you. As
  you can see, our friend has returned to visit us. I
  was wondering if you might join us at the keep in
  about an hour? Our friend has something to
  discuss with you. If you’ll excuse me, we must
  find the others.”
  He does not take the time to answer questions at
  this moment. He apologizes and explains that he
  has to find others for the meeting.
  For characters who did not play ‘Enter the
  Naga:
  It has been relatively quiet for the last couple of
  weeks. The Pathfinders have not been mustered
  and your time has been your own. The summer
  sun is just beginning to set as you finish your
  tasks for the day.
  
  The Bleak Shore of Axeport
  Page 5
  On the street ahead, you see a group walking
  down the street. One member of the group is a
  human well dressed in the garb of a government
  functionary. He is talking to a figure dressed in
  shimmering green robes. The hood is pulled down
  so you cannot see the figures face. Several guards
  fill out the group.
  The green robed figure appears to be paying
  only slight attention to the human. Instead,
  occasionally the figure stops and appears to be
  concentrating on something.
  The robed figure stops concentrating and
  points in your direction. The human looks down
  the street and waves at you. The group begins
  moving toward you.
  Assuming 
  the character 
  allows 
  the group to
  approach.
  The 
  human smiles 
  as 
  he 
  approaches 
  you,
  “Greetings! My name is Conallan Wansmage. I am
  one of the many people that help things get done
  at Lady Katarina’s court. I currently am charged
  with escorting this fine individual round the city.
  You see Radiant Sparkle here needs to find some
  specific people to help accomplish a mission. I do
  not know how he chooses them, but you are
  apparently one of the chosen people. I would
  really appreciate it if you could meet us in the
  keep in about an hour. I cannot answer any
  questions here. Oh, by the way, can I have your
  name please?”
  Radiant Sparkle is communicating with Emerald
  Dawn who picks the individuals for the mission.
  That is why Radiant Sparkle occasionally stops
  and scans the crowd.
  If the characters are not interested, Conallan
  apologizes to Radiant Sparkle and says goodbye
  to the character. The adventure is over for that
  character.
  Conallan Wansmage (human 
  male Exp3, 
  LG)
  official in the court of Lady Katarina.
  Conallan Wansmage is a dedicated member of
  Lady Katarina’s court. He was placed in the court
  by Regent Natan Enarick, the regent of Bright
  Sentry. He is here to try and further the goals of
  the Regent 
  and 
  Pholtus, 
  his god. 
  He loves
  working with the people who come to the court
  requiring help or assistance. The chance to work
  with the naga is tremendously exciting for him.
  Radiant 
  Sparkle, 
  water 
  naga: 
  CR 
  7; 
  Large
  Aberration (15 ft. long); HD 9d8+36; hp 76; Init +1
  (Dex); Spd 30 ft., swim 50 ft.; AC 15 (-1 size, +1 Dex,
  +5 natural); Atks +9 melee (2d6+4 and poison,
  bite); Face/Reach 5 ft. x 5 ft./10 ft.; SA poison,
  spells; SQ telepathic link; AL N; SV Fort +7, Ref
  +6, Will +9.
  Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15.
  Skills: 
  Concentration 
  +13, 
  Listen 
  +11,
  Spellcraft +9, Spot + 11. Feats: Lightning Reflexes.
  SA: Poison(Ex)—Bite, Fortitude save (DC 17);
  initial 
  and secondary 
  damage 
  1d8 temporary
  Constitution. Spells (Su)—Radiant Sparkle casts
  spells as an 8
  th level sorcerer.
  SQ (Su): Telepathic 
  Link—Radiant 
  Sparkle
  has a permanent 
  telepathic 
  link to Emerald
  Dawn.
  Equipment: Enough water breathing potions
  in shells to supply the group. A sack to carry all of
  them strapped to its back.
  Spells (6/7/6/3): 0-lvl—arcane 
  mark; 
  daze,
  detect magic, disrupt undead, light, mending, read
  magic, resistance; 1
  st
  -lvl—cause fear, change, self,
  comprehend 
  languages, 
  mage 
  armor, 
  ray 
  o f
  enfeeblement; 
  2
  nd
  -lvl—alter 
  self, 
  invisibility,
  summon 
  monster 
  II; 3
  rd
  -lvl—haste, tongues; 
  4
  th
  -
  lvl—polymorph 
  self.
  Radiant Sparkle is a dedicated servant of Emerald
  Dawn. His spells give it the flexibility needed to
  work with non-nagas. He does not really like
  working with air breathers, but does so at its
  leader’s command. It has a permanent telepathic
  link 
  with 
  Emerald 
  Dawn, 
  allowing 
  it 
  to
  communicate when concentrating.
  It sees the characters as pawns allowing the
  naga to accomplish goals with little risk to their
  community.
  It speaks to the air breathers when addressed,
  but otherwise it keeps to itself unless it needs to
  give some orders to the group.
  Radiant Sparkle describes the world of the
  water naga in the best possible light whenever
  asked about it. It is a paradise under the sea,
  where the wise and generous Emerald Dawn
  leads them toward greatness.
  It fears the influence of Iuz spreading under
  the waters of the Nyr Dyv. It sees the best way of
  thwarting 
  an air breather 
  is with other air
  breathers.
  KKKKaaaattttaaaarrrriiiinnnnaaaa’’’’ssss    KKKKeeeeeeeepppp
  The characters are allowed into the keep only
  after they have given their names. The guards are
  vigilant and only open the gate of the curtain wall
  after they verify an authorized entrance. A guard
  leads the characters to a small meeting room off
  of the main entrance.
  Even here in the government seat of the Shield
  Lands, rebuilding still continues. The defenses
  seem to be complete, but as the guard leads you
  into the keep you see that the interior is far from
  complete. Scaffolding is everywhere, and there
  isn’t much more than bare walls in the main
  entrance hall.
  The guard leads you down one of the side
  passages that lead off of the main hall and to
  what appears to be a small meeting room. Inside
  a rough wooden table is surrounded by ten
  wooden stools. The individuals who requested
  your presence occupy two of the stools.
  
  The Bleak Shore of Axeport
  Page 6
  Conallan stands when you enter, “Well I am
  so glad that you are here. Seems like Radiant
  Sparkle has quite an important task for you.”
  With that the green robed figure stands. Two
  long, slender hands lower the concealing hood.
  Underneath is an androgynous head with no hair
  and piercing yellow eyes. The eyes look over you
  and then Radiant Sparkle speaks, “Hello air
  breathers. Recently I was sent by my leader to
  speak with the Lady Katarina about an item that
  had recently reappeared after centuries of being
  missing.
  My leader was impressed with those that
  went into the home waters to visit.” Radiant
  Sparkle nods to anyone who played ‘Enter the
  Naga’. “I have been instructed to offer an alliance
  to the Lady Katarina. In exchange for this
  alliance, the leader requires that you help to
  recover the artifact from the man wizard who
  stole it from the old ones. We travel through the
  home water to the air breather area where they
  took the artifact. I will aid with spells the
  recovery of the artifact.”
  Radiant 
  Sparkle 
  assumes 
  that the characters
  agree to help. It is quite confused if there are any
  refusals. As long as at least four PCs agree to help,
  the mission continues. If there aren’t at least that
  many Radiant Sparkle gets angry and leaves. The
  adventure is over.
  Conallan and Radiant Sparkle both attempt
  to answer questions as best they can.
  Where is the artifact?
  Radiant Sparkle: two days to the east 
  at a n
  encampment where an air breather community
  used to exist.
  Conallan: I believe that Radiant Sparkle speaks of
  the area around Axeport.
  A Knowledge (Shield Lands) (DC 15) confirms
  this.
  Why do you need our help?
  Radiant Sparkle: You are more at ease on land.
  This is not my true form and I feel uncomfortable
  trying to accomplish such things without water
  around me.
  What is the artifact?
  Radiant Sparkle: As my leader told those who
  came, it is an artifact that allows the creation and
  control of a creature of evil. It is a threat to all
  who live in the home water.
  What kind of reward can I expect?
  Radiant 
  Sparkle 
  pauses 
  for 
  a moment 
  then
  answers: 
  The leader 
  shall 
  choose 
  something
  appropriate when the time comes.
  Conallan looking shocked: You should be happy
  doing it for the good of the Shield Lands. We need
  all of the allies that we can find.
  What are you going to do with the artifact?
  Radiant Sparkle: The leader knows many arcane
  secrets. It shall be safely hidden away until the
  requirements for its destruction are discovered.
  Radiant Sparkle doesn’t actually know that much
  about the artifact. 
  It 
  tries 
  to answer 
  what
  questions it can and then prepares to set out the
  next morning. The first part of the journey is by
  foot to the Nyr Dyv. The trip takes the better part
  of a day.
  How 
  are 
  we 
  going 
  to 
  get 
  into 
  the
  encampment?
  Radiant 
  Sparkle: 
  We shall use my magic 
  to
  infiltrate the camp. We shall use stealth, not
  force to retrieve the artifact.
  When the 
  PCs 
  are 
  done 
  asking 
  questions,
  Conallan thanks them and requests that they
  report back when the mission is done.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    tttthhhheeee    OOOOppppeeeennnn    SSSSppppiiiirrrriiiitttt
  The next morning when the party sets out.
  The morning dawned warm and bright. You met
  Radiant Sparkle at the Tent Town gate shortly
  after dawn and have started through Tent Town.
  As you reach the far end of Tent Town, a member
  of the Open Spirit steps toward your group, “May
  the Spirit bless you travelers. This humble one
  was hoping that you could give a donation of
  some sort to help those who have nothing here in
  Tent Town. Our order tries to help as many as we
  can, but we are in need of supplies to further our
  work.”
  Brother Soncan (human male, N) member of the
  Open Spirit.
  Anyone who has spent time in the Shield Lands
  knows that the Open Spirit is a religious order
  that aids the refugees in Tent Town. No one
  seems to know what god they follow however and
  they never answer that question.
  Anyone who gives Brother Soncan a donation
  receives a berry in exchange. It is the equivalent
  of a goodberry that is good only for the event.
  Anyone who eats the berry gets the Blessing of
  the Open Spirit cert.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    tttthhhheeee    PPPPaaaattttrrrroooollll    ooooffff    tttthhhheeee
  KKKKuuuuoooo----TTTTooooaaaa
  Radiant Sparkle leads you east along the road
  toward the Nyr Dyv. The trip takes most of the
  day and Radiant Sparkle says little. When you
  finally reach the shores of the lake, the emissary
  lowers his hood and looks longingly at the blue
  
  The Bleak Shore of Axeport
  Page 7
  waters. Turning to you, he says, “Rest here for the
  day, I will return in the morning and our journey
  will continue. Enjoy the air, you will not breath it
  for the two days of the journey.” With that he
  moves into the water, eventually disappearing
  beneath the surface.
  In the morning Radiant Sparkle rises out of the
  water and gives each character a potion and a
  warning:
  “These shells contain a potion that allows air
  breathers to function underwater. It allows you
  to continue breathing and allows movement as
  you 
  are 
  accustomed. 
  You 
  will 
  be 
  granted
  buoyancy that should counteract the effects of
  heavy equipment. It does have some drawbacks
  however. The potion will not last the entire trip.
  When you start… how do describe it. When it
  starts feeling as though the water is no longer
  traveling freely through your gills, that is a
  warning that there are only minutes left. If you
  do not take another potion before the first one
  wears off, you shall be exhausted and desire
  nothing but sleep. You still will not be able to
  speak, but I can send thoughts to you.” With
  those words, Radiant Sparkle gives each of you a
  shell. Stepping closer to the shore, Radiant
  Sparkle concentrates and suddenly begins to
  shimmer. As the shimmering fades, you see that
  Radiant Sparkle has changed to something very
  different than the human form it wore moments
  ago. Radiant Sparkle now has a 20-foot snake
  body with an emerald green pattern. The head of
  the creature is still vaguely human and it waits
  for you to join it.
  If asked, Radiant Sparkle says that it is called a
  water naga amongst air breathers. It changed
  form so that it can more easily move through the
  water.
  Radiant Sparkle does not give out more than
  one shell potion at a time to the characters. These
  are precious potions of which the naga only have
  a small amount. Radiant Sparkle does not trust
  the air breathers enough to give them more
  potions than their current 
  need. It is quite
  adamant about it and does not even discuss the
  possibility of giving more than one to a character.
  The naga leads the party deep into the water.
  The light is perpetually murky.
  The potion is a rare concoction 
  that has
  miraculous 
  properties for those who are not
  native to the water. It gives them water breathing
  and, freedom 
  of movement. 
  Additionally, 
  it
  allows them to swim at the same speed as their
  normal move on land. Finally, 
  it makes the
  characters more buoyant enough that they do not
  sink with heavy equipment. 
  Its creation is a
  secret known only to the leader of the naga.
  The first day of travel is relatively uneventful
  until the party has been swimming for about ten
  hours. Night has fallen on the surface and a kuo-
  toa patrol looking for the artifact runs into the
  party. The naga notices the intruders well before
  the surface dwellers whose vision is obscured by
  the murky waters.
  Hours have passed since 
  you 
  started 
  your
  journey. It is hard to judge the passing of time
  down in the murky water. 
  Radiant Sparkle
  suddenly stops and looks around. He glances at
  you and you hear in your mind, “Beware, kuo-toas
  attack!” From out of the murk the fish-like
  humanoids move toward you.
  The kuo-toas attack the party to try and keep
  their presence a secret. Additionally they plan on
  searching 
  the bodies, 
  just in case 
  they are
  carrying the artifact.
  Radiant Sparkle fights with the characters. If
  it loses more than half of its hit points, it retreats
  to the back of the battle.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Kuo-toa (2): 
  CR 
  2; Medium-size 
  Monstrous
  Humanoid; HD 2d8+2; hp 14 each; Init +0; Spd 20
  ft., swim 50 ft.; AC 18 (+6 natural, +2 large shield);
  Atks +3 melee (1d8+1, spear), -2 melee (1d4, bite),
  +2 ranged (1d8+1, spear); SQ Keen sight, slippery,
  adhesive, immunities, 
  electricity resistance 30,
  light blindness, amphibious; AL NE; SV Fort +3,
  Ref +3, Will +5.
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.
  Skills: Escape Artist +18, Knowledge (Woolly
  Bay) +6, Listen +9, Move Silently +3, Search +10,
  Spot +11. Feats: Alertness, Great Fortitude.
  SQ: Keen Sight (Ex)— Kuo-toas have excellent
  vision 
  thanks 
  to 
  their 
  two 
  independently
  focusing eyes. Their eyesight is so keen that they
  can spot a moving object or creature even if it is
  invisible ethereal, or astral. Only by remaining
  perfectly still can such objects or creatures avoid
  their notice. Slippery (Ex)—All kuo-toas secrete
  an oily film that makes them difficult to grapple
  or snare. Webs, magic or otherwise, don’t affect
  kuo-toas, and they usually can wriggle free from
  most other forms of a confinement. 
  Adhesive
  (Ex)— Kuo-toas use their own body oil and other
  materials to give their shields a finish almost like
  flypaper, holding fast any creatures 
  or items
  touching 
  them. 
  Anyone 
  who 
  makes 
  a n
  unsuccessful melee attack against a kuo-toa must
  succeed at a Reflex save (DC 14), or the attacker’s
  weapon sticks to the shield and is yanked out of
  the 
  wielder’s 
  grip. 
  Creatures 
  using 
  natural
  weapons are automatically grappled if they get
  stuck. Immunities (Ex)— Kuo-toas are immune to
  poison and paralysis. The various hold spells also
  have no effect on them, and their keen sight
  automatically detects figments for what they are.
  Light Blindness (Ex)—Abrupt exposure to bright
  light (such as sunlight or a daylight spell) blinds
  kuo-toas for 1 round. In addition, they suffer a –1
  circumstance penalty to all attack rolls, saves, and
  checks 
  while 
  operating 
  in 
  bright 
  light.
  Amphibious (Ex)—Although kuo-toas breathe by
  
  The Bleak Shore of Axeport
  Page 8
  means of gills, they can survive indefinitely on
  land. Type—Type explained.
  Equipment: Large shield, Spear.
  If a kuo-toa dies, the other attempts to flee.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Kuo-toa Whip, male kuo-toa Clr2: CR 4; Medium-
  size Monstrous Humanoid; HD 2d8+2 + 2d8+2; hp
  24; Init +0; Spd 20 ft., swim 50 ft.; AC 16 (+6
  natural); Atks +3 melee (1d10+1, pincer staff), -2
  melee (1d4, bite); Face/Reach 5 ft. x 5 ft./10 ft.
  (with pincer 
  staff); 
  SA Pincer 
  Staff, 
  rebuke
  undead and water creatures, smite, spells; SQ
  Keen 
  sight, 
  slippery, 
  adhesive, 
  immunities,
  electricity 
  resistance 
  30, 
  light 
  blindness,
  amphibious; AL NE; SV Fort +6, Ref +5, Will +8.
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.
  Skills: Concentration +6, Escape Artist +18,
  Knowledge (religion) +2, Knowledge (Woolly Bay)
  +6, Listen +9, Move Silently +3, Search +10, Spot
  +11; Feats: Alertness, Great Fortitude, Lightning
  Reflexes.
  SA: Pincer Staff—If kuo-toa hits an opponent
  of at least Small but no larger than Large size
  attempts 
  to start a grapple as a free action
  without provoking an attack of opportunity. If
  the wielder gets a hold, the staff grabs 
  the
  opponents and deals 1d10 points of damage each
  round the hold is maintained. Smite—May make
  a single melee attack with a +4 attack bonus and a
  +2 damage bonus (if the attack hits). You must
  declare the smite before making the attack. It is
  usable once per day.
  SQ: Keen Sight (Ex)—Kuo-toas have excellent
  vision 
  thanks 
  to 
  their 
  two 
  independently
  focusing eyes. Their eyesight is so keen that they
  can spot a moving object or creature even if it is
  invisible ethereal, or astral. Only by remaining
  perfectly still can such objects or creatures avoid
  their notice. Slippery (Ex)—All kuo-toas secrete
  an oily film that makes them difficult to grapple
  or snare. Webs, magic or otherwise, don’t affect
  kuo-toas, and they usually can wriggle free from
  most other forms of a confinement. 
  Adhesive
  (Ex)— Kuo-toas use their own body oil and other
  materials to give their shields a finish almost like
  flypaper, holding fast any creatures 
  or items
  touching 
  them. 
  Anyone 
  who 
  makes 
  a n
  unsuccessful melee attack against a kuo-toa must
  succeed at a Reflex save (DC 14), or the attacker’s
  weapon sticks to the shield and is yanked out of
  the 
  wielder’s 
  grip. 
  Creatures 
  using 
  natural
  weapons are automatically grappled if they get
  stuck. Immunities (Ex)— Kuo-toas are immune to
  poison and paralysis. The various hold spells also
  have no effect on them, and their keen sight
  automatically detects figments for what they are.
  Light Blindness (Ex)—Abrupt exposure to bright
  light (such as sunlight or a daylight spell) blinds
  kuo-toas for 1 round. In addition, they suffer a –1
  circumstance penalty to all attack rolls, saves, and
  checks 
  while 
  operating 
  in 
  bright 
  light.
  Amphibious 
  (Ex)—Although kuo-toas breathe by
  means of gills, they can survive indefinitely on
  land. Type—Type explained.
  Spells (4/3+1) destruction and water domains:
  0 
  lvl—cure 
  minor 
  wounds, 
  detect 
  magic,
  guidance, 
  resistance; 
  1
  st 
  lvl—command,
  protection 
  from good, shield 
  of faith + inflict
  light w o u n d s.
  Equipment: 
  Pincer 
  staff, 
  holy symbol 
  of
  Blibdoolpoolp.
  Kuo-toa (2): 
  CR 
  2; Medium-size 
  Monstrous
  Humanoid; HD 2d8+2; hp 14 each; Init +0; Spd 20
  ft., swim 50 ft.; AC 18 (+6 natural, +2 large shield);
  Atks +3 melee (1d8+1, spear), -2 melee (1d4, bite),
  +2 ranged (1d8+1, spear); SQ Keen sight, slippery,
  adhesive, immunities, 
  electricity resistance 30,
  light blindness, amphibious; AL NE; SV Fort +3,
  Ref +3, Will +5.
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.
  Skills: Escape Artist +18, Knowledge (Woolly
  Bay) +6, Listen +9, Move Silently +3, Search +10,
  Spot +11. Feats: Alertness, Great Fortitude.
  SQ: Keen Sight (Ex)—Kuo-toas have excellent
  vision 
  thanks 
  to 
  their 
  two 
  independently
  focusing eyes. Their eyesight is so keen that they
  can spot a moving object or creature even if it is
  invisible ethereal, or astral. Only by remaining
  perfectly still can such objects or creatures avoid
  their notice. Slippery (Ex)—All kuo-toas secrete
  an oily film that makes them difficult to grapple
  or snare. Webs, magic or otherwise, don’t affect
  kuo-toas, and they usually can wriggle free from
  most other forms of a confinement. 
  Adhesive
  (Ex)— Kuo-toas use their own body oil and other
  materials to give their shields a finish almost like
  flypaper, holding fast any creatures 
  or items
  touching 
  them. 
  Anyone 
  who 
  makes 
  a n
  unsuccessful melee attack against a kuo-toa must
  succeed at a Reflex save (DC 14), or the attacker’s
  weapon sticks to the shield and is yanked out of
  the 
  wielder’s 
  grip. 
  Creatures 
  using 
  natural
  weapons are automatically grappled if they get
  stuck. Immunities (Ex)— Kuo-toas are immune to
  poison and paralysis. The various hold spells also
  have no effect on them, and their keen sight
  automatically detects figments for what they are.
  Light Blindness (Ex)—Abrupt exposure to bright
  light (such as sunlight or a daylight spell) blinds
  kuo-toas for 1 round. In addition, they suffer a –1
  circumstance penalty to all attack rolls, saves, and
  checks 
  while 
  operating 
  in 
  bright 
  light.
  Amphibious (Ex)—Although kuo-toas breathe by
  means of gills, they can survive indefinitely on
  land. Type—Type explained.
  Equipment: Large shield, Spear.
  If two kuo-toas die, the others attempt to flee.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Kuo-toa Whip, male kuo-toa Clr2: CR 4; medium
  monstrous 
  humanoid 
  (5 ft. tall); HD 2d8+2 +
  2d8+2; hp 24; Init +0; Spd 20 ft., swim 50 ft.; AC 16
  (+6 natural); Atks +3 melee (1d10+1, pincer staff), -
  2 melee (1d4, bite); Face/Reach 5 ft. x 5 ft./10 ft.
  
  The Bleak Shore of Axeport
  Page 9
  (with pincer staff); SA Lightning Bolt, Pincer
  Staff, rebuke undead and water creatures, smite,
  spells; 
  SQ 
  Keen 
  sight, 
  slippery, 
  adhesive,
  immunities, 
  electricity 
  resistance 
  30, 
  light
  blindness, amphibious; AL NE; SV Fort +6, Ref +5,
  Will +8.
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.
  Skills: Concentration +6, Escape Artist +18,
  Knowledge (religion) +2, Knowledge (Woolly Bay)
  +6, Listen +9, Move Silently +3, Search +10, Spot
  +11; Feats: Alertness, Great Fortitude, Lightning
  Reflexes.
  SA: Lightning 
  Bolt—Two 
  or more 
  whips
  operating 
  together 
  can generate 
  a stroke 
  of
  lightning every 1d4 rounds. The whips must join
  hands to launch the bolt but need merely remain
  within 30 feet of one another while it builds. The
  lightning bold deals 1d6 points of damage per
  whip, but a successful Reflex save halves this
  amount (save DC 13 + the number of whips).
  Pincer Staff—If kuo-toa hits an opponent of at
  least Small but no larger than Large size attempts
  to start 
  a grapple as a free action 
  without
  provoking an attack of opportunity. If the wielder
  gets a hold, the staff grabs the opponents and
  deals 1d10 points of damage each round the hold
  is maintained. Smite—May make a single melee
  attack with a +4 attack bonus and a +2 damage
  bonus (if the attack hits). You must declare the
  smite before making the attack. It is usable once
  per day.
  SQ: Keen Sight (Ex)— Kuo-toas have excellent
  vision 
  thanks 
  to 
  their 
  two 
  independently
  focusing eyes. Their eyesight is so keen that they
  can spot a moving object or creature even if it is
  invisible ethereal, or astral. Only by remaining
  perfectly still can such objects or creatures avoid
  their notice. Slippery (Ex)—All kuo-toas secrete
  an oily film that makes them difficult to grapple
  or snare. Webs, magic or otherwise, don’t affect
  kuo-toas, and they usually can wriggle free from
  most other forms of a confinement. 
  Adhesive
  (Ex)— Kuo-toas use their own body oil and other
  materials to give their shields a finish almost like
  flypaper, holding fast any creatures 
  or items
  touching 
  them. 
  Anyone 
  who 
  makes 
  a n
  unsuccessful melee attack against a kuo-toa must
  succeed at a Reflex save (DC 14), or the attacker’s
  weapon sticks to the shield and is yanked out of
  the 
  wielder’s 
  grip. 
  Creatures 
  using 
  natural
  weapons are automatically grappled if they get
  stuck. Immunities (Ex)— Kuo-toas are immune to
  poison and paralysis. The various hold spells also
  have no effect on them, and their keen sight
  automatically detects figments for what they are.
  Light Blindness (Ex)—Abrupt exposure to bright
  light (such as sunlight or a daylight spell) blinds
  kuo-toas for 1 round. In addition, they suffer a –1
  circumstance penalty to all attack rolls, saves, and
  checks 
  while 
  operating 
  in 
  bright 
  light.
  Amphibious 
  (Ex)—Although kuo-toas breathe by
  means of gills, they can survive indefinitely on
  land. Type—Type explained.
  Spells (4/3+1) destruction and water domains:
  0 
  lvl—cure 
  minor 
  wounds, 
  detect 
  magic,
  guidance, 
  resistance; 
  1
  st 
  lvl—command,
  protection 
  from good, shield 
  of faith + inflic t
  light w o u n d s.
  Equipment: 
  Pincer 
  staff, 
  holy symbol 
  of
  Blibdoolpoolp.
  Kuo-toa (4): 
  CR 
  2; Medium-size 
  Monstrous
  Humanoid; HD 2d8+2; hp 14 each; Init +0; Spd 20
  ft., swim 50 ft.; AC 18 (+6 natural, +2 large shield);
  Atks +3 melee (1d8+1, spear), -2 melee (1d4, bite),
  +2 ranged (1d8+1, spear); SQ Keen sight, slippery,
  adhesive, immunities, 
  electricity resistance 30,
  light blindness, amphibious; AL NE; SV Fort +3,
  Ref +3, Will +5.
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.
  Skills: Escape Artist +18, Knowledge (Woolly
  Bay) +6, Listen +9, Move Silently +3, Search +10,
  Spot +11. Feats: Alertness, Great Fortitude.
  SQ: Keen Sight (Ex)— Kuo-toas have excellent
  vision 
  thanks 
  to 
  their 
  two 
  independently
  focusing eyes. Their eyesight is so keen that they
  can spot a moving object or creature even if it is
  invisible ethereal, or astral. Only by remaining
  perfectly still can such objects or creatures avoid
  their notice. Slippery (Ex)—All kuo-toas secrete
  an oily film that makes them difficult to grapple
  or snare. Webs, magic or otherwise, don’t affect
  kuo-toas, and they usually can wriggle free from
  most other forms of a confinement. 
  Adhesive
  (Ex)— Kuo-toas use their own body oil and other
  materials to give their shields a finish almost like
  flypaper, holding fast any creatures 
  or items
  touching 
  them. 
  Anyone 
  who 
  makes 
  a n
  unsuccessful melee attack against a kuo-toa must
  succeed at a Reflex save (DC 14), or the attacker’s
  weapon sticks to the shield and is yanked out of
  the 
  wielder’s 
  grip. 
  Creatures 
  using 
  natural
  weapons are automatically grappled if they get
  stuck. Immunities (Ex)— Kuo-toas are immune to
  poison and paralysis. The various hold spells also
  have no effect on them, and their keen sight
  automatically detects figments for what they are.
  Light Blindness (Ex)—Abrupt exposure to bright
  light (such as sunlight or a daylight spell) blinds
  kuo-toas for 1 round. In addition, they suffer a –1
  circumstance penalty to all attack rolls, saves, and
  checks 
  while 
  operating 
  in 
  bright 
  light.
  Amphibious (Ex)—Although kuo-toas breathe by
  means of gills, they can survive indefinitely on
  land. Type—Type explained.
  Equipment: Large shield, Spear.
  If three kuo-toas die, the others attempt to
  flee.
  AAAAuuuuggggm
  m
  m
  meeeennnntttteeeedddd    TTTTiiiieeeerrrr    ((((EEEELLLL    11110000))))
  Kuo-toa Whip, male kuo-toa Clr2 (4): CR 4;
  Medium-size Monstrous Humanoid; HD 2d8+2 +
  2d8+2; hp 24; Init +0; Spd 20 ft., swim 50 ft.; AC 16
  (+6 natural); Atks +3 melee (1d10+1, pincer staff), -
  2 melee (1d4, bite); Face/Reach 5 ft. x 5 ft./10 ft.
  (with pincer staff); SA Lightning Bolt, Pincer
  
  The Bleak Shore of Axeport
  Page 10
  Staff, rebuke undead and water creatures, smite,
  spells; 
  SQ 
  Keen 
  sight, 
  slippery, 
  adhesive,
  immunities, 
  electricity 
  resistance 
  30, 
  light
  blindness, amphibious; AL NE; SV Fort +6, Ref +5,
  Will +8.
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.
  Skills: Concentration +6, Escape Artist +18,
  Knowledge (religion) +2, Knowledge (Woolly Bay)
  +6, Listen +9, Move Silently +3, Search +10, Spot
  +11; Feats: Alertness, Great Fortitude, Lightning
  Reflexes.
  SA: Lightning 
  Bolt—Two 
  or more 
  whips
  operating 
  together 
  can generate 
  a stroke 
  of
  lightning every 1d4 rounds. The whips must join
  hands to launch the bolt but need merely remain
  within 30 feet of one another while it builds. The
  lightning bold deals 1d6 points of damage per
  whip, but a successful Reflex save halves this
  amount (save DC 13 + the number of whips).
  Pincer Staff—If kuo-toa hits an opponent of at
  least Small but no larger than Large size attempts
  to start 
  a grapple as a free action 
  without
  provoking an attack of opportunity. If the wielder
  gets a hold, the staff grabs the opponents and
  deals 1d10 points of damage each round the hold
  is maintained. Smite—May make a single melee
  attack with a +4 attack bonus and a +2 damage
  bonus (if the attack hits). You must declare the
  smite before making the attack. It is usable once
  per day.
  SQ: Keen Sight (Ex)— Kuo-toas have excellent
  vision 
  thanks 
  to 
  their 
  two 
  independently
  focusing eyes. Their eyesight is so keen that they
  can spot a moving object or creature even if it is
  invisible ethereal, or astral. Only by remaining
  perfectly still can such objects or creatures avoid
  their notice. Slippery (Ex)—All kuo-toas secrete
  an oily film that makes them difficult to grapple
  or snare. Webs, magic or otherwise, don’t affect
  kuo-toas, and they usually can wriggle free from
  most other forms of a confinement. Adhesive
  (Ex)— Kuo-toas use their own body oil and other
  materials to give their shields a finish almost like
  flypaper, holding fast any creatures 
  or items
  touching 
  them. 
  Anyone 
  who 
  makes 
  a n
  unsuccessful melee attack against a kuo-toa must
  succeed at a Reflex save (DC 14), or the attacker’s
  weapon sticks to the shield and is yanked out of
  the 
  wielder’s 
  grip. 
  Creatures 
  using 
  natural
  weapons are automatically grappled if they get
  stuck. Immunities (Ex)— Kuo-toas are immune to
  poison and paralysis. The various hold spells also
  have no effect on them, and their keen sight
  automatically detects figments for what they are.
  Light Blindness (Ex)—Abrupt exposure to bright
  light (such as sunlight or a daylight spell) blinds
  kuo-toas for 1 round. In addition, they suffer a –1
  circumstance penalty to all attack rolls, saves, and
  checks 
  while 
  operating 
  in 
  bright 
  light.
  Amphibious 
  (Ex)—Although kuo-toas breathe by
  means of gills, they can survive indefinitely on
  land. Type—Type explained.
  Spells (4/3+1) destruction and water domains:
  0 
  lvl—cure 
  minor 
  wounds, 
  detect 
  magic,
  guidance, 
  resistance; 
  1
  st 
  lvl—command,
  protection 
  from good, shield 
  of faith + inflict
  light w o u n d s.
  Equipment: 
  Pincer 
  staff, 
  holy symbol 
  of
  Blibdoolpoolp.
  Kuo-toa (8): 
  CR 
  2; Medium-size 
  Monstrous
  Humanoid; HD 2d8+2; hp 14 each; Init +0; Spd 20
  ft., swim 50 ft.; AC 18 (+6 natural, +2 large shield);
  Atks +3 melee (1d8+1, spear), -2 melee (1d4, bite),
  +2 ranged (1d8+1, spear); SQ Keen sight, slippery,
  adhesive, immunities, 
  electricity resistance 30,
  light blindness, amphibious; AL NE; SV Fort +3,
  Ref +3, Will +5.
  Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8.
  Skills: Escape Artist +18, Knowledge (Woolly
  Bay) +6, Listen +9, Move Silently +3, Search +10,
  Spot +11. Feats: Alertness, Great Fortitude.
  SQ: Keen Sight (Ex)— Kuo-toas have excellent
  vision 
  thanks 
  to 
  their 
  two 
  independently
  focusing eyes. Their eyesight is so keen that they
  can spot a moving object or creature even if it is
  invisible ethereal, or astral. Only by remaining
  perfectly still can such objects or creatures avoid
  their notice. Slippery (Ex)—All kuo-toas secrete
  an oily film that makes them difficult to grapple
  or snare. Webs, magic or otherwise, don’t affect
  kuo-toas, and they usually can wriggle free from
  most other forms of a confinement. Adhesive
  (Ex)— Kuo-toas use their own body oil and other
  materials to give their shields a finish almost like
  flypaper, holding fast any creatures 
  or items
  touching 
  them. 
  Anyone 
  who 
  makes 
  a n
  unsuccessful melee attack against a kuo-toa must
  succeed at a Reflex save (DC 14), or the attacker’s
  weapon sticks to the shield and is yanked out of
  the 
  wielder’s 
  grip. 
  Creatures 
  using 
  natural
  weapons are automatically grappled if they get
  stuck. Immunities (Ex)— Kuo-toas are immune to
  poison and paralysis. The various hold spells also
  have no effect on them, and their keen sight
  automatically detects figments for what they are.
  Light Blindness (Ex)—Abrupt exposure to bright
  light (such as sunlight or a daylight spell) blinds
  kuo-toas for 1 round. In addition, they suffer a –1
  circumstance penalty to all attack rolls, saves, and
  checks 
  while 
  operating 
  in 
  bright 
  light.
  Amphibious (Ex)—Although kuo-toas breathe by
  means of gills, they can survive indefinitely on
  land. Type—Type explained.
  Equipment: Large shield, Spear.
  If four kuo-toas die, the others attempt to
  flee.
  After the fight, the rest of the night is
  uneventful. The naga takes the group to a small
  cave on the lake floor. Radiant Sparkle gives the
  party an additional potion because the duration
  of the first potion isn’t long enough to make it
  through the night.
  
  The Bleak Shore of Axeport
  Page 11
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    tttthhhheeee    DDDDiiiirrrreeee    SSSShhhhaaaarrrrkkkk
  Nothing further happens on the journey until
  near the end of the second day.
  You have traveled for two days in the murky
  depths of the Nyr Dyv. The water is so dark that it
  constantly appears to be dusk. The water has
  grown shallower for the past several hours and it
  appears 
  that 
  you 
  may 
  be 
  nearing 
  your
  destination. That is fortunate because you feel
  the potions warning signs telling you it is about
  to expire.
  Suddenly Radiant Sparkle glances around and
  sends his thoughts, “Beware air breathers, danger
  hunts us. Retreat to the surface and land. I shall
  take care of…” Before it can continue a huge,
  sleek shape moves out of the murk toward the
  group.
  The shape is an extremely large dire shark.
  Waqounis lured it here and it now wants to leave.
  It is heading back out into the Nyr Dyv, but has
  sensed the approach of one of food. It intends to
  eat and then continue on its travels. Radiant
  Sparkle intends to lead the shark deeper into the
  Nyr Dyv then elude it and return. He never
  returns however. The dire shark is included in
  case the party stays and fights. If this is the case,
  have Radiant Sparkle swallowed by the shark at
  some point. When this occurs
   the shark swims
  off.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    9999))))
  Dire Shark (1): CR 9; Huge Animal (50 ft. long);
  HD 25d8+75; hp 200; Init +2 (Dex); Spd swim 90 ft.;
  AC 17 (-2 size, +2 Dex, +7 natural); Atks +22 melee
  (2d6+9, bite); Face/Reach 10 ft. x 50 ft./10 ft.; SA
  improved grab, swallow whole; SQ keen scent; AL
  N; SV Fort +17, Ref +16, Will +14. 
  Str 
  23,
  Dex 15, Con 17, Int 1, Wis 12, Cha 10.
  Skills: listen +7, spot +7.
  SA: improved 
  grab—To use this ability the
  dire shark must hit with its bite attack. If it gets a
  hold, it can try to swallow the foe. swallow
  whole—A dire shark can try to swallow a grabbed
  opponent of Large or smaller size by making a
  successful 
  grapple 
  check. 
  Once 
  inside, 
  the
  opponent takes 2d6+6 points of crushing damage
  plus 1d8+4 points of acid damage per round from
  the shark’s digestive juices. A swallowed creature
  can cut its way out by using claws or a light
  slashing weapon by dealing 25 points of damage
  to the shark’s digestive tract (AC 20). Once the
  creature exits, muscular action closes the hole;
  another swallowed opponent must cut its own
  way out.
  SQ: Keen Scent(Ex)—A dire shark can notice
  creatures by scent in a 180 foot radius and detect
  blood in the water at ranges of up to one mile.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    9999))))
  Dire Shark (1): CR 9; Huge Animal (50 ft. long);
  HD 30d8+90; hp 230; Init +2 (Dex); Spd swim 90 ft.;
  AC 17 (-2 size, +2 Dex, +7 natural); Atks +26 melee
  (2d6+9, bite); Face/Reach 10 ft. x 50 ft./10 ft.; SA
  improved grab, swallow whole; SQ keen scent; AL
  N; SV Fort +20, Ref +19, Will +16. 
  Str 
  23,
  Dex 15, Con 17, Int 1, Wis 12, Cha 10.
  Skills: listen +7, spot +7.
  SA: improved 
  grab—To use this ability the
  dire shark must hit with its bite attack. If it gets a
  hold, it can try to swallow the foe. swallow
  whole—A dire shark can try to swallow a grabbed
  opponent of Large or smaller size by making a
  successful 
  grapple 
  check. 
  Once 
  inside, 
  the
  opponent takes 2d6+6 points of crushing damage
  plus 1d8+4 points of acid damage per round from
  the shark’s digestive juices. A swallowed creature
  can cut its way out by using claws or a light
  slashing weapon by dealing 25 points of damage
  to the shark’s digestive tract (AC 20). Once the
  creature exits, muscular action closes the hole;
  another swallowed opponent must cut its own
  way out.
  SQ: Keen Scent (Ex)—A dire shark can notice
  creatures by scent in a 180 foot radius and detect
  blood in the water at ranges of up to one mile.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Dire Shark (1): CR 9; Gargantuan Animal (60 ft.
  long); HD 35d8+175; hp 332; Init +2 (Dex); Spd
  swim 90 ft.; AC 19 (-4 size, +2 Dex, +9 natural);
  Atks +32 melee (2d8+15, bite); Face/Reach 10 ft. x
  60 ft./10 ft.; SA improved grab, swallow whole; SQ
  keen scent; AL N; SV Fort +24, Ref +21, Will +15.
  Str 31, Dex 15, Con 21, Int 1, Wis 12, Cha 10.
  Skills: listen +7, spot +7.
  SA: improved 
  grab—To use this ability the
  dire shark must hit with its bite attack. If it gets a
  hold, it can try to swallow the foe. swallow
  whole—A dire shark can try to swallow a grabbed
  opponent of Large or smaller size by making a
  successful 
  grapple 
  check. 
  Once 
  inside, 
  the
  opponent takes 2d6+6 points of crushing damage
  plus 1d8+4 points of acid damage per round from
  the shark’s digestive juices. A swallowed creature
  can cut its way out by using claws or a light
  slashing weapon by dealing 25 points of damage
  to the shark’s digestive tract (AC 20). Once the
  creature exits, muscular action closes the hole;
  another swallowed opponent must cut its own
  way out.
  SQ: Keen Scent(Ex)—A dire shark can notice
  creatures by scent in a 180 foot radius and detect
  blood in the water at ranges of up to one mile.
  Augmented Tier – EL 11
  Dire Shark (2): CR 9; Gargantuan Animal (60 ft.
  long); HD 35d8+175; hp 332; Init +2 (Dex); Spd
  swim 90 ft.; AC 19 (-4 size, +2 Dex, +9 natural);
  Atks +32 melee (2d8+15, bite); Face/Reach 10 ft. x
  60 ft./10 ft.; SA improved grab, swallow whole; SQ
  
  The Bleak Shore of Axeport
  Page 12
  keen scent; AL N; SV Fort +24, Ref +21, Will +15.
  Str 31, Dex 15, Con 21, Int 1, Wis 12, Cha 10.
  Skills: listen +7, spot +7.
  SA: improved 
  grab—To use this ability the
  dire shark must hit with its bite attack. If it gets a
  hold, it can try to swallow the foe. swallow
  whole—A dire shark can try to swallow a grabbed
  opponent of Large or smaller size by making a
  successful 
  grapple 
  check. 
  Once 
  inside, 
  the
  opponent takes 2d6+6 points of crushing damage
  plus 1d8+4 points of acid damage per round from
  the shark’s digestive juices. A swallowed creature
  can cut its way out by using claws or a light
  slashing weapon by dealing 25 points of damage
  to the shark’s digestive tract (AC 20). Once the
  creature exits, muscular action closes the hole;
  another swallowed opponent must cut its own
  way out.
  SQ: Keen Scent(Ex)—A dire shark can notice
  creatures by scent in a 180 foot radius and detect
  blood in the water at ranges of up to one mile.
  SQ: Keen Scent(Ex)—A dire shark can notice
  creatures by scent in a 180 foot radius and detect
  blood in the water at ranges of up to one mile.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTThhhheeee    BBBBlllleeeeaaaakkkk    SSSShhhhoooorrrreeee
  With the disappearance of Radiant Sparkle, the
  group is suddenly left without a guide. They have
  only a general idea of where to go.
  If the characters surface, they immediately
  see the shore and the tent-city that has been built
  on some ruins about half a mile away from their
  location. There are some dilapidated docks on the
  shore, but there are no boats. In fact, there don’t
  seem to be any boats anywhere. A Knowledge
  (Shield Lands) check (DC 15) reveals that the
  ruins are likely Axeport. Dusk is about an hour
  away.
  The shoreline itself is a long sandy beach as
  far as the eye can see in either direction. The
  beaches lead up to plains that cover most of the
  Shield Lands. There are no real hiding places
  along the beach.
  They also see numerous figures moving in
  Axeport and along the shoreline. These are the
  patrols that are constantly keeping a watch out
  for an attack 
  from 
  the ships 
  manning 
  the
  blockade of Admundfort. 
  They are composed
  mostly of orcs, but also 
  contain 
  hobgoblins,
  goblins, humans and the occasional undead.
  Like most of the Shield Lands, 
  the area
  around Axeport is flat and visibility extends for
  miles.
  When the potion the naga gave them wears
  off, they suffer the effects of being exhausted
  until they get a full eight hours of rest. These
  effects are a –6 penalty to both Strength and
  Dexterity. They can also only move at half speed.
  The party does not have time to leave the area
  of Axeport before the potion wears off. Give them
  clues about this if they start trying to swim
  elsewhere.
  The potion wears off when they are wading
  ashore. As they struggle to the sandy beach a
  patrol of 23 orcs rushes up with a majority of
  them spreading out to form an arc around the
  party. The leader demands their surrender. The
  leader 
  continues 
  to demand surrender 
  every
  round. Two of the orcs toward the back begin
  blowing horns, alerting Axeport of the threat.
  The horns attract the forces in Axeport and a
  steady stream of creatures flow out from the
  ruins to try and capture the party. Remember
  that the characters can only move at half speed.
  They cannot run for very long before they just
  collapse.
  When the characters are captured, they are
  stripped of all weapons, armor, spell components,
  holy symbols and any shiny or valuable looking
  items. Allow the characters to keep a few small
  items if they can come up with a way to conceal
  them.
  TTTTiiiieeeerrrrssss    1111----3333    ((((EEEELLLL    aaaa    bbbbuuuunnnncccchhhh))))
  Orc (as 
  many 
  as 
  needed): 
  CR 
  .5; 
  Medium
  Humanoid (5 ft. 6 in. tall); HD 1d8; hp 5; Init +0;
  Spd 20 ft.; AC 14 (+4 scale mail); Atks +3 melee
  (1d12+3 [crit x3], greataxe), +1 ranged (1d6+2,
  javelin); SQ Darkvision 60 ft., light sensitivity; AL
  CE; SV Fort +2, Ref +0, Will -1.
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills: Listen +2, Spot +2. Feats: Alertness.
  SQ: light sensitivity—Orcs suffer a –1 penalty
  to attack rolls in bright sunlight or within the
  radius of a daylight spell.
  Equipment: scale mail, greataxe, 2 javelins.
  The orcs come in groups of 23, 20 normal orcs,
  2 sergeants and a leader. The normal orcs are sent
  well in front of the leaders and try to use their
  javelins first unless it looks like the party is going
  to escape. Then they hunt them down with their
  axes. The orcs are smart enough to spread out so
  that they can’t all be taken down by area spells.
  Orc Sergeants, male orc Ftr3: Medium Humanoid
  (6 ft. tall); HD 3d10+6; hp 27; Init +5 (+1 Dex, +4
  improved initiative); Spd 20 ft.; AC 21 (+8 full
  plate, +2 large steel shield, +1 Dex); Atks +9 melee
  (1d10+4 [crit 19-20], bastard sword), +5 ranged
  (1d8+2 
  [crit 
  x3], 
  composite 
  longbow); 
  SQ
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort
  +5, Ref +2, Will +1.
  Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6.
  Skills: Climb 
  +0. Feats: 
  Exotic 
  Weapon
  (bastard 
  sword), 
  Improved 
  Initiative, 
  Power
  Attack, Weapon Focus (bastard sword).
  SQ: light sensitivity—Orcs suffer a –1 penalty
  to attack rolls in bright sunlight or within the
  radius of a daylight spell.
  Equipment: 
  full plate, 
  large 
  steel 
  shield,
  masterwork 
  bastard 
  sword, 
  +2 
  mighty
  masterwork composite longbow, 20 arrows, horn.
  The sergeants direct the normal orcs from
  behind. They blow their horns for the first two
  rounds they are in combat. They use their bows
  
  The Bleak Shore of Axeport
  Page 13
  until forced into melee combat or run out of
  arrows.
  Orc leader, male orc Ftr5: Medium Humanoid (6
  ft. tall); HD 5d10+10; hp 42; Init +5 (+1 Dex,
  improved initiative); Spd 20 ft.; AC 21 (+8 full
  plate, +2 large steel shield, +1 Dex); Atks +12
  melee (1d10+7 [crit 19-20], bastard 
  sword), +7
  ranged (1d8+3 [crit x3], composite longbow); SQ
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort
  +7, Ref +3, Will +2.
  Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6.
  Skills: Climb 
  +3. Feats: 
  Exotic 
  Weapon
  (bastard 
  sword), 
  Improved 
  Initiative, 
  Power
  Attack, Weapon Focus (bastard sword), Weapon
  Specialization (bastard sword).
  SQ: light sensitivity—Orcs suffer a –1 penalty
  to attack rolls in bright sunlight or within the
  radius of a daylight spell.
  Equipment: 
  full plate, 
  large 
  steel 
  shield,
  masterwork 
  bastard 
  sword, 
  +3 
  mighty
  masterwork composite longbow, 20 arrows.
  The leader directs the normal 
  orcs from
  behind. He uses his bow until forced into melee
  combat or runs out of arrows.
  Hobgoblin (as many as needed): CR .5; Medium
  Humanoid (Goblinoid) (6 ft. 6 in. tall); HD 1d8+1;
  hp 6; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex, +3
  studded leather, +1 small wooden shield); Atks +1
  melee (1d8 [crit 19-20], longsword), +2 ranged (1d6,
  javelin); SQ Darkvision 60 ft.; AL LE; SV Fort +3,
  Ref +1, Will +0.
  Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
  Skills: Hide +1, Listen +3, Move Silently +3
  Spot +3. Feats: Alertness.
  Equipment: Studded leather, small wooden
  shield, longsword, 2 javelins.
  The hobgoblins also appear in groups of 23
  with 20 normal hobgoblins, 2 sergeants and a
  leader. The hobgoblins as a whole try to stay back
  and use ranged attacks until they have expended
  their javelins.
  Hobgoblin 
  Sergeants, 
  male 
  hobgoblin 
  Ftr3:
  Medium Humanoid (6 ft. 6 in. tall); HD 3d10+9; hp
  30; Init +6 (+2 Dex, +4 improved initiative); Spd 20
  ft.; AC 21 (+8 full plate, +2 large steel shield, +1
  Dex); Atks +7 melee (1d10+2 [crit 19-20], bastard
  sword), +6 ranged (1d8+2 [crit x3], composite
  longbow); SQ Darkvision 60 ft.; AL LE; SV Fort +6,
  Ref +3, Will +2.
  Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8.
  Skills: Climb +0, Jump +0, Move Silently -1.
  Feats: Exotic Weapon (bastard sword), Improved
  Initiative, Power Attack, Weapon Focus (bastard
  sword).
  Equipment: 
  full plate, 
  large 
  steel 
  shield,
  masterwork 
  bastard 
  sword, 
  +2 
  mighty
  masterwork composite longbow, 20 arrows, horn.
  The sergeants direct the normal hobgoblins
  from behind. They use their bows until forced
  into melee combat or run out of arrows. They
  spend the first couple of rounds in the combat
  blowing their horns in warning.
  Hobgoblin leader, male hobgoblin Ftr5: Medium
  Humanoid (6 ft. tall); HD 5d10+15; hp 47; Init +6
  (+2 Dex, improved initiative); Spd 20 ft.; AC 21 (+8
  full plate, +2 large steel shield, +1 Dex); Atks +10
  melee (1d10+5 [crit 19-20], bastard 
  sword), +8
  ranged (1d8+3 [crit x3], composite longbow); SQ
  Darkvision 60 ft.; AL LE; SV Fort +8, Ref +4, Will
  +3.
  Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 6.
  Skills: Climb +3, Jump +3, Move Silently -1.
  Feats: Exotic Weapon (bastard sword), Improved
  Initiative, Power Attack, Weapon Focus (bastard
  sword), Weapon Specialization (bastard sword).
  Equipment: 
  full plate, 
  large 
  steel 
  shield,
  masterwork 
  bastard 
  sword, 
  +3 
  mighty
  masterwork composite longbow, 20 arrows, horn.
  The leader directs the normal 
  hobgoblins
  from behind. He uses his bow until forced into
  melee combat or runs out of arrows.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFiiiivvvveeee::::    AAAAxxxxeeeeppppoooorrrrtttt
  The foul creatures of Iuz lead you bound into the
  ruins of Axeport. The buildings of the town were
  almost completely leveled. A few scattered walls
  are all that remain. Filling the area that once held
  the town’s buildings is a vast sea of tents. The
  tents appear to have been placed at random. In
  the middle of this sea of tents you see a much
  larger, cleaner tent. It towers above the other
  tents of this camp.
  The inhabitants of the encampment are all
  around you. There are orcs, hobgoblins, humans
  and creatures from beyond the grave watching,
  jeering and pointing at you.
  Your captures lead you to a pit in the ground,
  covered by an iron grate. A human from the camp
  opens the grate and your captors throw you into
  the pit.
  You land on the soft ground of the pit, the
  smell of the pit reveals that the ground is actually
  a layer of the waste from the other prisoners in
  the pit.
  Four stonewalls surround you, the worked
  stone looks like it was originally an old cellar or
  perhaps a storage room.
  Above you the grate crashes closed and the
  same human locks it.
  Three humans dressed in the rags of once fine
  clothing watch you from the corners of the pit.
  They are thin and have obviously not been well
  treated.
  One of them, dressed in the rags of red
  clothing, steps tentatively toward you, “Hello, I
  guess this means I may not be eaten as soon as I
  feared.”
  The party has been thrown into a pit that serves
  as the prison for Axeport. The pit is 20 feet wide
  by 20 feet long by 15 feet high. The walls and floor
  are worked stone that is extremely difficult to
  climb (DC 25). The stone floor of the pit is
  covered in the waste of the prisoners. It is about
  
  The Bleak Shore of Axeport
  Page 14
  two inches thick and contributes to the rather
  distasteful smell of the pit. A metal grate covers
  the pit, which has a grated trapdoor to one side.
  The bars are anchored into the stone of the pit
  itself.
  If someone can get up to the bars and find
  some leverage (for example, bracing themselves
  against the wall of the pit), the bars may be bent
  with a strength check (DC 24).
  The trapdoor into the pit is locked by a large
  lock. The lock may be picked by an Open Lock
  check 
  (DC 25). Remember 
  that 
  the 
  person
  attempting this must have something to use to
  open the lock. Additionally, 
  unless 
  they are
  actually thieves tools, there is an additional –2
  penalty.
  The three individuals inside of the pit are
  nobles from the Shield Lands that have been kept
  alive in case they should prove useful. Waqounis
  has 
  forgotten 
  about 
  them, 
  but 
  his 
  human
  commanders have kept them alive. They know
  where the punishment falls if the nobles are dead
  when Waqounis finally wants them. There have
  been other prisoners over time, but the creatures
  of Axeport have eaten them.
  For information about Axeport itself, see DM
  Handout 2.
  Lord Erlick Yaldon, male human (Oeridian) Ftr2:
  Medium-size Humanoid; HD 2d10-4; hp 11; Init -1
  (-1 Dex); Spd 30 ft.; AC 9 (-1 Dex); Atks +1 melee
  (1d3-1 subdual, punch); AL LG; SV Fort +1, Ref -1,
  Will +1.
  Str 9, Dex 8, Con 7, Int 12, Wis 12, Cha 13.
  Skills: Climb +4, Jump +4, Ride +3. Feats:
  Mounted Combat, Quick Draw, Weapon Focus
  (longsword).
  Equipment: The ruins of clothing in his house
  colors of red and white. The white has turned
  reddish brown from the long confinement in the
  pit.
  Lord Erlick Yaldon has suffered greatly in
  eight years of imprisonment. Still a young man at
  27, he has lost much of his youth. He is thin and
  emaciated, with a scraggly beard and long ragged
  hair. His clothing has long since degenerated into
  mere rags, with only the slightest 
  hint of its
  original appearance. He is the son of one of Earl
  Planton Yaldon’s cousins. Before the war he was
  training 
  to become 
  a Knight 
  of 
  the 
  Holy
  Shielding. He still believes in Heironeous, but
  wants his suffering to end.
  Lord Erlick Yaldon has been a prisoner since
  583 CY. He was captured defending the retreat
  from Battledown. He knows the war is over, but
  has not heard anything about the Great Crusade.
  He believes that he is eventually 
  going to be
  eaten and has reached 
  the point 
  of looking
  forward to it. Eight long years of imprisonment
  have made him rather cynical and bitter. He
  watches 
  any attempts 
  at escape 
  with 
  bitter
  amusement, but aids any attempts as long as it
  does not take too much effort.
  If asked he informs the party that the wizard
  Waqounis is in charge of Axeport and the lands
  around it. If the artifact is in Axeport, then it is
  in the hands of Waqounis. Erlick tells the party to
  forget trying to retrieve it if Waqounis has it. The
  wizard is known to be powerful and cruel.
  Occasionally 
  one of Waqounis’ 
  underling
  wizards 
  retrieves 
  a prisoner from the pit to
  experiment on them. Erlick does not speak of the
  experiments.
  There is strong 
  mutual 
  hatred between
  Waqounis and Vayne, the ruler of the Shield
  Lands for Iuz. Waqounis’ troops take pleasure in
  the fact that the blockade is preventing any of
  Vayne’s troops in Walford Island from leaving.
  Lord Palan Deleven, male human (Oeridian) Ftr2:
  Medium Humanoid (6 ft. 4 in. tall); HD 2d10; hp
  15; Init +4 (Improved Initiative); Spd 30 ft.; AC 10;
  Atks +1 melee (1d3 – 1 subdual, punch); AL CN; SV
  Fort +3, Ref +0, Will +1.
  Str 9, Dex 10, Con 11, Int 10, Wis 13, Cha 12.
  Skills: Climb +4, Jump +4, Ride +5. Feats:
  Dodge (cannot use because of his current Dex),
  Improve Initiative, Weapon Focus (shortspear).
  Equipment: 
  Rags with the green and
  yellow of his family colors barely visible.
  Lord Palan Deleven was a giant of a man. He
  was known for his strength and loud voice. The
  twenty year old has changed dramatically in the
  past two years of his capture. His hair is wild and
  shaggy, his body thin. He has withdrawn deep
  into himself and does not speak. He follows the
  orders of Erlick or Onat, but does not otherwise
  respond to anyone or anything. Occasionally he
  screams for several minutes before withdrawing
  into himself again.
  Lord Onat Jondo, male human (Oeridian) Ftr1:
  Medium Humanoid (6 ft. tall); HD 1d10; hp 10;
  Init 0; Spd 30 ft.; AC 9 (-1 Dex); Atks +0 melee (1d3
  subdual, punch); AL NG; SV Fort +2, Ref –1, Will
  +0.
  Str 8, Dex 8, Con 10, Int 13, Wis 11, Cha 10.
  Skills: Climb +3, Jump +3, Ride +3. Feats: list
  feats.
  Equipment: Rags that still faintly have the
  black and green colors of House Jondo.
  Lord Onat Jondo is a twenty-year-old human,
  who was captured at the same time as Lord Palan.
  They were part of a Trithereon inspired strike
  team. Their goal was to strike a major 
  blow
  against the forces of Iuz. Instead the group was
  wiped out and Onat and Palan captured because
  of their noble blood. Waqounis performed some
  experiments upon them when they first arrived,
  then seemed to forget about them.
  Onat is very troubled about the results of his
  actions. 
  He 
  convinced 
  his 
  friend 
  Palan 
  to
  accompany the raid. He has tried to bring Palan
  out of his shell, but so far has had not success. He
  spends the remainder of his time brooding and
  thinking up ways of avenging himself and his
  friends.
  
  The Bleak Shore of Axeport
  Page 15
  None of the nobles know anything about the
  artifact.
  If given the opportunity, all three of the
  nobles take up weapons and attempt to escape.
  They aid the party any way they can, however
  their weakened condition precludes them from
  being very helpful.
  The schedule for the pit is the prisoners are
  fed once a day at dusk. The prisoners are supplied
  just enough food to keep them healthy. 
  This
  barely edible food is thrown into the pit, where it
  must be caught before it hits the ground. This can
  be done automatically, but the characters must
  actually attempt to catch it. The nobles warn the
  characters to catch the food before it touches the
  ground. They also warn the characters not to eat
  anything 
  that 
  does 
  touch 
  the 
  ground. 
  If
  characters don’t eat see the starvation rules in
  the Dungeon Master’s Guide, page 86. Those who
  eat food that touches the ground have a chance
  on catching a disease. Have anyone who eats the
  food make a Toughness check (DC 15). If the
  check fails, the character has caught the disease.
  It has a one day incubation period, after which he
  takes 
  1d3 
  points 
  of 
  temporary 
  strength
  damage/week. If the character has not cured the
  disease by the end of the event, the Disease from
  the Pit cert should be awarded to the character
  with the current strength loss listed.
  Water is supplied by wooden bowls tied to a
  string that is held by the guards above the pit.
  Any attempt to drag the guards to the bars of the
  pit by pulling on the bowls merely breaks the
  string. If the prisoners do not return the bowls,
  the guards stop feeding them until the bowls are
  returned. 
  See starvation 
  on page 86 of the
  Dungeon Master’s Guide.
  Besides 
  that 
  they are 
  generally 
  ignored,
  except by the occasional humanoid that wants to
  taunt the prisoners.
  At some point the characters overhear some
  orcs complaining about the fact that they have
  not 
  been 
  allowed to 
  divvy 
  up 
  the 
  party’s
  equipment yet. Apparently Waqounis wants to
  examine their equipment but hasn’t had a chance.
  Allow the party several days to try and escape
  on their own. It is always more fun when you are
  able to break out of jail on your own. If they are
  unable to break out, then the individual from
  Encounter 6: The Spy, helps them escape.
  Either way make sure that Encounter 5: The
  Secret of Gensal occurs before they escape.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    SSSSeeeeccccrrrreeeetttt    ooooffff
  GGGGeeeennnnssssaaaallll
  Choose a night when the revelry of the army is
  well under way for this encounter. The party
  hears some sober, rather serious voices talking as
  a couple of individuals walk by the pit. They never
  actually 
  come close enough to be visible to
  anyone n the pit, merely audible. Anyone who
  attempts to hear the conversation needs to make
  a Listen check (DC 10). Anyone who makes it
  hears this part of the conversation.
  The voices become clearer as you concentrate on
  them. The angry voice says, “I don’t care if the loss
  would make Vayne look bad. The loss of any of
  the empire’s lands is only a further sign of
  weakness. We must reinforce Gensal.”
  The calmer voice replies, “What would you
  have us do? Each of us only controls a relatively
  small unit here in Axeport. Not only would we
  have to travel almost 100 miles, but we also
  would be skinned alive by Waqounis if we did
  such a thing or he might give you to his hag to
  play with. Its not our concern if Gensal is lost
  because Vayne pulled the troops out to reinforce
  other locations.”
  “But the Shield 
  Landers 
  are 
  going 
  to
  eventually discover this weakness! A quick taking
  or avoidance of Torkeep would give them the
  strong walls of Gensal. I wish our superiors
  would….” At that the two voices fade too much to
  be comprehensible.
  If anyone makes any noise or tries talking to
  these men, they immediately stop talking at the
  point 
  of 
  interruption. 
  Fearing 
  punishment
  because of the topic of their conversation the two
  men split up and leave the vicinity of the pit.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    TTTThhhheeee    SSSSppppyyyy
  If the characters escaped on their own, they have
  this encounter shortly after they get out of the
  pit.
  You hear a voice off to your left, behind a tent,
  “Over here. Come quickly before you are seen.”
  If the party approaches the voice, they see a n
  individual 
  dressed 
  as 
  one 
  of 
  the 
  human
  commanders of the camp.
  “Quietly now. I know you have questions, but let
  me speak first. I am impressed with your ability
  to escape. That has made my decision easier. I can
  help you get safely out of the camp with all of
  your equipment.
  You equipment has been kept in a separate
  tent to prevent its looting. Waqounis is curious
  to see what sort of equipment you brought while
  trying to sneak into his camp. I can bring you to
  this tent.
  Additionally, I know of a way to make your
  way out of the camp easier. If you try to make
  your escape by land Waqounis’ creatures, both
  alive and dead, will hunt you down. If you try to
  leave by water, his scrag will hunt you down.
  And no, I can offer no proof that I can be
  trusted. Other than I haven’t turned you in or
  alerted the camp.
  
  The Bleak Shore of Axeport
  Page 16
  Hurry and decide whether you trust me or
  not, we could be discovered at any time.”
  If the party is unable to escape on its own.
  The nightly revelries of the camp are several
  hours old when you see a shadowy figure appear
  above the pit, “Hello down there, would you like
  to leave that most unpleasant of places?”
  Assuming the party agrees, they hear the pit’s
  lock open and then the trapdoor opens. A rope
  ladder is lowered into the pit. When the party
  exits the pit.
  “Quietly now. I know you have questions, but let
  me speak first. I can help you get safely out of the
  camp with all of your equipment.
  You equipment has been kept in a separate
  tent to prevent its looting. Waqounis is curious
  to see what sort of equipment you brought while
  trying to sneak into his camp. I can bring you to
  this tent.
  Additionally, I know of a way to make your
  way out of the camp easier. If you try to make
  your escape by land Waqounis’ creatures, both
  alive and dead, will hunt you down. If you try to
  leave by water, his scrag will hunt you down.
  And no, I can offer no proof that I can be
  trusted. Other than I haven’t turned you in or
  alerted the camp.
  Hurry and decide whether you trust me or
  not, we could be discovered at any time.”
  This individual really plans on helping the PCs
  escape. He knows the things he claims and speaks
  truthfully. He does not reveal his name under
  any circumstances.
  If asked why he is helping, he replies that he
  has been hired by those less impeded by honor
  and virtue in Critwall to act as an agent in this
  camp. 
  He 
  sees 
  the 
  party’s 
  arrival 
  as 
  a n
  opportunity to free the nobles. He does not reveal
  who his employers are under any circumstances
  either.
  He did not free the nobles earlier because he
  didn’t think they could survive the path through
  to the escape route unaided.
  If the party asks about the artifact, he knows
  that Waqounis has been talking about an artifact
  that he has recently recovered. He is currently
  figuring out its secrets in a hidden sanctum
  somewhere.
  Should the party attack him, he attempts to
  flee and raises the alarm. 
  Use the stats 
  for
  creatures in Encounter 3: The Bleak Shore of
  Axeport for the orcs and hobgoblins, except they
  come in wave after wave.
  If the party does not wish his aid, he shakes
  his head sadly and attempts to depart. If the party
  attacks or tries 
  to detain 
  them, 
  see 
  above.
  Remember 
  that 
  the 
  party 
  is 
  deep 
  in 
  Iuz
  controlled lands. There are thousands of evil
  creatures between them and safety. Unless they
  have some magical means to escape from the
  area, they are most likely going to be killed.
  If they attempt to leave by water, many scrags
  attack them.
  If they attempt to leave by land, they are
  eventually caught by one of the patrols that are
  combing the countryside. These include patrols
  with powerful undead and humanoids.
  If they agree to his aid, he leads the party to
  the tent where their equipment is being stored.
  The tent is next to the large, cleaner tent in the
  center of camp. He points out that the large tent
  next to the tent the tent they enter is Waqounis’
  personal tent. Luckily the wizard is not in the
  encampment right now.
  Any large equipment, such as full plate, or
  long weapons is stored on racks in the tent. The
  rest of the equipment is in a locked (DC 25)
  wooden chest.
  After they are re-equipped, he mentions that
  his escape route is through Waqounis’ tent. He
  warns them not to touch anything because it is
  likely to be trapped.
  The tent is filled with luxurious items. Once
  inside the tent, he lifts aside a rug and reveals a
  trapdoor. He opens the trapdoor 
  to reveal 
  a
  ladder leading into the darkness. He does not
  accompany the party, saying he must return to
  the revelry or be missed.
  The 
  Spy, 
  male 
  human 
  Ftr9: 
  Mediu-size
  Humanoid; HD 9d10+18; hp 72; Init +5 (+1 Dex, +4
  improved initiative); Spd 20 ft.; AC 21 (+1 Dex, full
  plate, large steel 
  shield); 
  Atks +14/+9 
  melee
  (1d10+5 [crit 17-20], masterwork bastard sword);
  SR immune to detect thoughts, discern lies or any
  attempt to detect alignment; AL CN; SV Fort +7,
  Ref +4, Will +7.
  Str 17, Dex 13, Con 14, Int 10, Wis 14, Cha 8.
  Skills: Climb +7, Jump +7, Ride +13. Feats:
  Cleave, Exotic Weapon (bastard sword), 
  Great
  Cleave, 
  Improved 
  Critical 
  (bastard 
  sword),
  Improved Initiative, 
  Iron Will, Power 
  Attack,
  Weapon 
  Focus 
  (bastard 
  sword), 
  Weapon
  Specialization (bastard sword).
  Equipment: Full plate, large metal shield,
  masterwork 
  bastard 
  sword, 
  ring 
  of 
  mind
  shielding.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    EEEEssssccccaaaappppiiiinnnngggg    AAAAxxxxeeeeppppoooorrrrtttt
  This escape route was created in case Axeport was
  overrun by land. It is a rather crudely made
  tunnel through the dirt underneath 
  Axeport.
  There 
  are 
  wooden 
  braces 
  every 
  five 
  feet
  preventing the ceiling and walls from collapsing.
  The entire 
  area 
  is completely 
  dark. 
  The
  characters 
  have 
  to 
  provide 
  light 
  or 
  have
  Darkvision to see. The ceiling of the complex is
  always about 8 feet.
  The encounters are keyed to the map in DM’s
  Handout 3
  
  The Bleak Shore of Axeport
  Page 17
  1111....    TTTTrrrraaaappppppppeeeedddd    DDDDoooooooorrrr
  At the end of the first tunnel is a wooden door. It
  is not locked. It is trapped however. The trap goes
  off when the door is opened.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Fire Trap: 5 ft. radius fire explosion 
  (1d4+3);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  Fire Trap: 5 ft. radius fire explosion 
  (1d4+7);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    4444))))
  Fire Trap: 5 ft. radius fire explosion 
  (1d4+12);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  Augmented Tier – EL 5
  Enhanced Fire Trap: 5 ft. radius fire explosion
  (1d4+12 x 1.5); Reflex save for half damage (DC
  18); Search (DC 29); Disable Device (DC 29).
  2222....    GGGGuuuuaaaarrrrddddiiiiaaaannnn    RRRRoooooooom
  m
  m
  m
  This large dirt-walled room is empty except for
  two suits of armor that stand on either side of
  another wooden door.
  When the door is completely opened the suits
  begin moving unless a command word known
  only to Waqounis is spoken. One stands in front
  of the door, the other advances on the party.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Animated Wooden Armor (2): CR 2; Medium-size
  Construct; HD 2d10; hp 11; Init +0; Spd 40 ft.; AC
  14 (+4 natural); Atks +2 melee (1d6+1, slam); SQ
  construct, hardness, fire vulnerability; AL N; SV
  Fort +5, Ref +3, Will +0.
  Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1.
  SQ: 
  construct 
  (Ex)—immune 
  to 
  mind-
  influencing effects, poison, disease and similar
  effects. 
  Not subject 
  to critical 
  hits, 
  subdual
  damage, ability damage, energy drain or death
  from massive damage. Hardness (Ex)—the armor
  subtracts 5 points from all damage, except fire,
  before 
  it 
  is 
  applied 
  to 
  the 
  armor. 
  Fire
  vulnerability 
  (Ex)—suffers double damage from
  fire attacks.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    4444))))
  Animated Iron Armor (2): CR 2; Medium-size
  Construct; HD 2d10; hp 15; Init +0; Spd 40 ft.; AC
  14 (+4 natural); Atks +2 melee (1d6+1, slam); SQ
  construct, hardness; AL N; SV Fort +5, Ref +3, Will
  +0.
  Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1.
  SQ: 
  construct 
  (Ex)—immune 
  to 
  mind-
  influencing effects, poison, disease and similar
  effects. 
  Not subject 
  to critical 
  hits, 
  subdual
  damage, ability damage, energy drain or death
  from massive damage. Hardness (Ex)—the armor
  subtracts 10 points from all damage, before it is
  applied to the armor.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    4444))))
  Animated Iron Armor (2): CR 2; Medium-size
  Construct (6 ft. tall); HD 2d10; hp 20; Init +0; Spd
  40 ft.; AC 14 (+4 natural); Atks +2 melee (2d6+1,
  greatsword); SQ construct, hardness; AL N; SV
  Fort +5, Ref +3, Will +0.
  Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1.
  SQ: 
  construct 
  (Ex)—immune 
  to 
  mind-
  influencing effects, poison, disease and similar
  effects. 
  Not subject 
  to critical 
  hits, 
  subdual
  damage, ability damage, energy drain or death
  from massive damage. Hardness (Ex)—the armor
  subtracts 10 points from all damage before it is
  applied to the armor.
  AAAAuuuuggggm
  m
  m
  meeeennnntttteeeedddd    TTTTiiiieeeerrrr    ((((EEEELLLL    4444))))
  Animated Iron Armor (2): CR 2; Medium-size
  Construct; HD 2d10; hp 20; Init +0; Spd 40 ft.; AC
  14 (+4 natural); Atks +4 melee (2d6+1, greatsword);
  SQ construct, hardness, invisible; AL N; SV Fort
  +5, Ref +3, Will +0.
  Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1.
  SQ: 
  construct 
  (Ex)—immune 
  to 
  mind-
  influencing effects, poison, disease and similar
  effects. 
  Not subject 
  to critical 
  hits, 
  subdual
  damage, ability damage, energy drain or death
  from massive damage. Hardness (Ex)—the armor
  subtracts 10 points from all damage, except fire,
  before 
  it is applied 
  to the armor. 
  Invisible
  (Ex)—the armor has been made permanently
  invisible. 
  This gives it +2 to attack 
  (already
  figured in to the above stats). The defender loses
  any Dexterity bonus to AC. Also, anyone who
  attacks the construct has a 50% miss chance.
  The animated suits of armor that appear to
  advance 
  and 
  open the door 
  are 
  actually 
  a
  programmed illusion. The real animated armor is
  standing to either side of the doorway that the
  party opens. When the first 
  character 
  steps
  through they attack.
  3333....    TTTTrrrraaaappppppppeeeedddd    DDDDoooooooorrrr
  At the end of the first tunnel is a wooden door. It
  is not locked. It is trapped however. The trap goes
  off when the door is opened.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Sonic Trap: 5 ft. radius sonic explosion (1d4+3);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  
  The Bleak Shore of Axeport
  Page 18
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  Sonic Trap: 5 ft. radius sonic explosion (1d4+7);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    4444))))
  Sonic Trap: 5 ft. radius sonic explosion (1d4+12);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  AAAAuuuuggggm
  m
  m
  meeeennnntttteeeedddd    TTTTiiiieeeerrrr    ((((EEEELLLL    5555))))
  Augmented 
  Sonic 
  Trap: 5 ft. 
  radius 
  sonic
  explosion (1d4+12 x 1.5); Reflex save for half
  damage (DC 18); Search (DC 29); Disable Device
  (DC 29).
  4444....    TTTTrrrraaaappppppppeeeedddd    DDDDoooooooorrrr
  At the end of the first tunnel is a wooden door. It
  is not locked. It is trapped however. The trap goes
  off when the door is opened.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  Cold Trap: 5 ft. radius cold explosion 
  (1d4+3);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  Cold Trap: 5 ft. radius cold explosion 
  (1d4+7);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    4444))))
  Cold Trap: 5 ft. radius cold explosion (1d4+12);
  Reflex save for half damage (DC 18); Search (DC
  29); Disable Device (DC 29).
  AAAAuuuuggggm
  m
  m
  meeeennnntttteeeedddd    TTTTiiiieeeerrrr    ((((EEEELLLL    5555))))
  Augmented Cold Trap: 5 ft. radius cold explosion
  (1d4+12 x 1.5); Reflex save for half damage (DC
  18); Search (DC 29); Disable Device (DC 29).
  5555....    TTTThhhheeee    EEEEssssccccaaaappppeeee    BBBBooooaaaatttt
  You have entered a large room whose floor is
  mostly water. A large boat lies next to the strip of
  dirt 10 feet wide by the door. The boat’s guardians
  begin moving toward you. The stench of death
  These guardians are the last protection for his
  escape placed by Waqounis. They stand right in
  front 
  of the boat 
  to prevent 
  anyone 
  from
  reaching the boat.
  When they get the boat the party can row
  toward the southern end of the room and out
  through an illusory 
  wall. The wall is hidden
  underneath one of the ruined docks where the
  bank has turned almost cliff like.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Ghoul (2): CR 1; Medium-size Undead; HD 2d12;
  hp 13; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2
  natural); Atks +3 melee (1d6+1 and paralysis, bite),
  +0 melee (1d3 and 
  paralysis 
  [x2], 
  claw); 
  SA
  Paralysis, 
  create 
  spawn; SQ Undead, +2 turn
  resistance; AL CE; SV Fort +0, Ref +2, Will +5.
  Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
  Skills: Climb +6, Escape Artist +7, Hide +7,
  Intuit Direction +3, Jump +6, Listen +7, Move
  Silently + 7, Search +6, Spot +7. Feats: Multiattack,
  Weapon Finesse (bite).
  SA: Paralysis (Ex)—Those hit by a ghoul’s bite
  or claw attack must succeed at a Fortitude save
  (DC 14) or be paralyzed for 1d6+2 minutes. Elves
  are immune to this paralysis. Create Spawn—In
  most cases, ghouls devour those they kill. From
  time to time, 
  however, the bodies 
  of their
  humanoid victims lie where they fell, to rise as
  ghouls themselves in 1d4 days. Casting protection
  from evil on a body before the end of that time
  averts the transformation.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, 
  stunning 
  and
  disease. 
  Not subject to critical 
  hits, 
  subdual
  damage, ability damage, energy drain or death
  from massive damage.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Ghoul (4): CR 1; Medium-size Undead (5 ft. 6 in.
  tall); HD 2d12; hp 13; Init +2 (+2 Dex); Spd 30 ft.;
  AC 14 (+2 Dex, +2 natural); Atks +3 melee (1d6+1
  and paralysis, bite), +0 melee (1d3 and paralysis
  [x2], 
  claw); 
  SA Paralysis, 
  create 
  spawn; 
  SQ
  Undead, +2 turn resistance; AL CE; SV Fort +0, Ref
  +2, Will +5.
  Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
  Skills: Climb +6, Escape Artist +7, Hide +7,
  Intuit Direction +3, Jump +6, Listen +7, Move
  Silently + 7, Search +6, Spot +7. Feats: Multiattack,
  Weapon Finesse (bite).
  SA: Paralysis (Ex)—Those hit by a ghoul’s bite
  or claw attack must succeed at a Fortitude save
  (DC 14) or be paralyzed for 1d6+2 minutes. Elves
  are immune to this paralysis. Create Spawn—In
  most cases, ghouls devour those they kill. From
  time to time, 
  however, the bodies 
  of their
  humanoid victims lie where they fell, to rise as
  ghouls themselves in 1d4 days. Casting protection
  from evil on a body before the end of that time
  averts the transformation.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, 
  stunning 
  and
  disease. 
  Not subject to critical 
  hits, 
  subdual
  damage, ability damage, energy drain or death
  from massive damage.
  
  The Bleak Shore of Axeport
  Page 19
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Ghast (4): CR 3; Medium-size Undead (5 ft. 6 in.
  tall); HD 4d12; hp 26; Init +2 (+2 Dex); Spd 30 ft.;
  AC 16 (+2 Dex, +4 natural); Atks +4 melee (1d8+1
  and paralysis, bite), +1 melee (1d4 and paralysis
  [x2], claw); SA Stench, paralysis, create spawn; SQ
  Undead, +2 turn resistance; AL CE; SV Fort +1, Ref
  +3, Will +6.
  Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
  Skills: Climb +6, Escape Artist +8, Hide +8,
  Intuit Direction +3, Jump +6, Listen +8, Move
  Silently + 7, Search +6, Spot +8. Feats: Multiattack,
  Weapon Finesse (bite).
  SA: Stench 
  (Ex)—The stink 
  of death 
  and
  corruption 
  surrounding 
  these 
  creatures 
  is
  sickening. Those within 10 feet must succeed at a
  Fortitude 
  save (DC 15) or be wracked 
  with
  nausea, suffering a –2 circumstance penalty to all
  attacks, saves and skill checks for 1d6+4 minutes.
  Paralysis (Ex)—Those hit by a ghoul’s bite or claw
  attack must succeed at a Fortitude save (DC 15) or
  be paralyzed 
  for 
  1d6+4 
  minutes. 
  Elves 
  are
  vulnerable to this paralysis. Create Spawn—In
  most cases, ghouls devour those they kill. From
  time to time, 
  however, the bodies 
  of their
  humanoid victims lie where they fell, to rise as
  ghouls themselves in 1d4 days. Casting protection
  from evil on a body before the end of that time
  averts the transformation.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, 
  stunning 
  and
  disease. 
  Not subject to critical 
  hits, 
  subdual
  damage, ability damage, energy drain or death
  from massive damage.
  AAAAuuuuggggm
  m
  m
  meeeennnntttteeeedddd    TTTTiiiieeeerrrr    ((((EEEELLLL    9999))))
  Ghast (8): CR 3; Medium-size Undead (5 ft. 6 in.
  tall); HD 4d12; hp 26; Init +2 (+2 Dex); Spd 30 ft.;
  AC 16 (+2 Dex, +4 natural); Atks +4 melee (1d8+1
  and paralysis, bite), +1 melee (1d4 and paralysis
  [x2], claw); SA Stench, paralysis, create spawn; SQ
  Undead, +2 turn resistance; AL CE; SV Fort +1, Ref
  +3, Will +6.
  Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16.
  Skills: Climb +6, Escape Artist +8, Hide +8,
  Intuit Direction +3, Jump +6, Listen +8, Move
  Silently + 7, Search +6, Spot +8. Feats: Multiattack,
  Weapon Finesse (bite).
  SA: Stench 
  (Ex)—The stink 
  of death 
  and
  corruption 
  surrounding 
  these 
  creatures 
  is
  sickening. Those within 10 feet must succeed at a
  Fortitude 
  save (DC 15) or be wracked 
  with
  nausea, suffering a –2 circumstance penalty to all
  attacks, saves and skill checks for 1d6+4 minutes.
  Paralysis (Ex)—Those hit by a ghoul’s bite or claw
  attack must succeed at a Fortitude save (DC 15) or
  be paralyzed 
  for 
  1d6+4 
  minutes. 
  Elves 
  are
  vulnerable to this paralysis. Create Spawn—In
  most cases, ghouls devour those they kill. From
  time to time, 
  however, 
  the bodies 
  of their
  humanoid victims lie where they fell, to rise as
  ghouls themselves in 1d4 days. Casting protection
  from evil on a body before the end of that time
  averts the transformation.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, 
  stunning 
  and
  disease. 
  Not subject to critical 
  hits, 
  subdual
  damage, ability damage, energy drain or death
  from massive damage.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  The party 
  escapes 
  using 
  the boat 
  with 
  no
  problem. The scrags have been trained to ignore
  this boat. It is up to the party to decide where to
  go next. The closest place to find safety is by
  rowing south to the blockade of Admundfort.
  There they are picked up by one of the boats and
  questioned about what they are doing. A cleric
  aboard the boat tests 
  their truthfulness 
  and
  alignment. Assuming they are not lying and are
  not evil, the party is sent to Critwall the next day.
  Rowing back to the free part of the Shield
  Lands takes considerably 
  longer. 
  If they are
  within sight of shore, have some humanoids
  shoot arrows or throw things at the party, but
  don’t really hurt anyone. Just show that traveling
  this far in a big rowboat isn’t the safest thing in
  the world.
  Assuming they return to report the events to
  Conallan.
  You have returned to the relative safety of
  Critwall. The guards at the keep once again
  questioned who you were, then escorted you to
  the same small room as before. Conallan appears
  after a very short wait, “Heironeous be blessed!
  You have returned! What do you have to report?”
  Conallan is worried that Radiant 
  Sparkle
  disappeared and about the failure to recover the
  artifact. He does not blame the party. He is
  amazed that they returned after so perilous a
  journey with their guide dead. He rewards each of
  them 50 gp for a job well done.
  If the party manages to bring back the nobles,
  Conallan expresses his surprise at their survival
  and thanks the party for recovering them. The
  party members are visited a few days later by a
  messenger from the noble families, 
  thanking
  them for rescuing their family members. They are
  each given a potion of cure light wounds.
  If the party mentions the information about
  Gensal, he excuses himself as soon as possible to
  report this vital information. He returns a little
  later with Sir Rarlan Corton, a Knight of the Holy
  Shielding, who thanks them for the information.
  They have earned an influence point with the
  Knights of the Holy Shielding.
  If the party mentions the spy who helped
  him, he’ll admit to having no idea about who
  would have hired him.
  Please 
  remember 
  to fill out 
  the Critical
  Events Summary and give it to the RPGA con
  coordinator.
  
  The Bleak Shore of Axeport
  Page 20
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
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  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter Two
  Defeating the kuo-toa
  25 xp
  Encounter Three
  Attempting to defend Radiant Sparkle
  25 xp
  Encounter Four
  Surrendering to fight another day 
  25 xp
  Encounter Five
  Escaping the Pit without help from the
  Spy
  50 xp
  Encounter Six
  Discovering 
  the 
  information 
  about
  Gensal
  50 xp
  Encounter Seven
  Escaping Axeport 
  50 xp
  Conclusion
  Each noble who survived 
  25 xp
  Telling the information about Gensal 
  100 xp
  Telling the information about the spy 
  50 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
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  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1.
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g. armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2.
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3.
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief,
  such as Infamy. For other stolen items which
  meet the criteria 
  in #1 above, 
  use 
  your
  judgment and the circumstances within the
  game to determine whether a PC thief gets
  away with the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter One
  Each character who gave a donation to the Open
  Spirit member receives one of these blessings.
  •
  Blessing of the Open Spirit (not-tradable,
  unusual): You have received a blessing from
  the 
  Open 
  Spirit. 
  This 
  blessing 
  was 
  in
  exchange for the charity you 
  showed 
  in
  helping 
  the Open 
  Spirit 
  work 
  with 
  the
  refugees of Tent Town.
  Encounter Four
  If a character ate food that had fallen on the
  ground in the Pit and failed the Fortitude save,
  then that character gets one of these certs.
  •
  Disease from the Pit (not-tradable, common):
  You have caught a disease from the pit in the
  ruins of Axeport. At the beginning of every
  event, you must make a Fortitude check (DC
  15). Failure means you have lost 1d3 points of
  strength. Record the cumulative loss in the
  space below. If you make two Fortitude saves,
  you have thrown 
  off the effects 
  of the
  disease. 
  Otherwise, 
  the 
  strength 
  loss
  transfers from event to event until cured.
  Conclusion
  •
  Conallan gives each character 50 gp.
  If the characters rescued the nobles, they are
  each given a potion.
  •
  Potion of Cure Light Wounds (50 gp + 50 gp
  for the vial, .5 lb., liquid in ornate crystal vial,
  common): This potion of Cure Light Wounds
  was rewarded to you in thanks for recovering
  
  The Bleak Shore of Axeport
  Page 21
  the nobles in the pit at Axeport. Though the
  potion cures the standard amount of damage
  (1d8+1), it is in an ornate crystal vial. The vial
  itself is worth 50 gp after the potion has been
  used.
  •
  Potion of Cure Light Wounds (50 gp + 50 gp
  for the vial, .5 lb., liquid in ornate crystal vial,
  common): This potion of Cure Light Wounds
  was rewarded to you in thanks for recovering
  the nobles in the pit at Axeport. Though the
  potion cures the standard amount of damage
  (1d8+1), it is in an ornate crystal vial. The vial
  itself is worth 50 gp after the potion has been
  used.
  •
  Potion of Cure Light Wounds (50 gp + 50 gp
  for the vial, .5 lb., liquid in ornate crystal vial,
  common): This potion of Cure Light Wounds
  was rewarded to you in thanks for recovering
  the nobles in the pit at Axeport. Though the
  potion cures the standard amount of damage
  (1d8+1), it is in an ornate crystal vial. The vial
  itself is worth 50 gp after the potion has been
  used.
  •
  Potion of Cure Light Wounds (50 gp + 50 gp
  for the vial, .5 lb., liquid in ornate crystal vial,
  common): This potion of Cure Light Wounds
  was rewarded to you in thanks for recovering
  the nobles in the pit at Axeport. Though the
  potion cures the standard amount of damage
  (1d8+1), it is in an ornate crystal vial. The vial
  itself is worth 50 gp after the potion has been
  used.
  •
  Potion of Cure Light Wounds (50 gp + 50 gp
  for the vial, .5 lb., liquid in ornate crystal vial,
  common): This potion of Cure Light Wounds
  was rewarded to you in thanks for recovering
  the nobles in the pit at Axeport. Though the
  potion cures the standard amount of damage
  (1d8+1), it is in an ornate crystal vial. The vial
  itself is worth 50 gp after the potion has been
  used.
  •
  Potion of Cure Light Wounds (50 gp + 50 gp
  for the vial, .5 lb., liquid in ornate crystal vial,
  common): This potion of Cure Light Wounds
  was rewarded to you in thanks for recovering
  the nobles in the pit at Axeport. Though the
  potion cures the standard amount of damage
  (1d8+1), it is in an ornate crystal vial. The vial
  itself is worth 50 gp after the potion has been
  used.
  If the characters brought information back about
  the weakness of Gensal, each character gets a n
  influence point.
  •
  Influence 
  with the Knights of the Holy
  Shielding (not-tradable, common): You have
  been noticed by the Knights of the Holy
  Shielding for returning valuable information
  about 
  the 
  vulnerability 
  of 
  Gensal. 
  This
  influence point can be used once, either by
  itself or in conjunction with other influence
  points to receive favors from the Knights of
  the Holy Shielding or Clerics of Heironeous.
  These influence points may be combined with
  influence 
  points 
  from 
  the 
  Church 
  of
  Heironeous for getting spells cast. Influence
  points may be able to help you join the
  Knights of the Holy Shielding. If you wish to
  use your influence points in this manner,
  please contact the Shield Lands triad’s point
  of contact.
  1 influence point: A cleric of Heironeous
  casts any 0
  th-1
  st level cleric spell.
  3 influence point: A cleric of Heironeous
  casts any 2nd level cleric spell.
  6 influence point: A cleric of Heironeous
  casts any 3rd level cleric spell. Must be at a shrine
  or temple of Heironeous.
  10 influence point: A cleric of Heironeous
  casts any 4th level cleric spell. Must be at a shrine
  or temple of Heironeous.
  15 influence point: A cleric of Heironeous
  casts any 5th level cleric spell. Must be at a shrine
  or temple of Heironeous.
  21 influence point: A cleric of Heironeous
  casts any 6th level cleric spell. Must be cast at the
  Shield Reclaimed, the temple of Heironeous in
  Critwall.
  28 influence point: A cleric of Heironeous
  casts any 7th level cleric spell. Must be cast at the
  Shield Reclaimed, the temple of Heironeous in
  Critwall.
  36 influence point: A cleric of Heironeous
  casts any 8th level cleric spell. Must be cast at the
  Shield Reclaimed, the temple of Heironeous in
  Critwall.
  45 influence point: A cleric of Heironeous
  casts any 9th level cleric spell. Must be cast at the
  Shield Reclaimed, the temple of Heironeous in
  Critwall.
  
  The Bleak Shore of Axeport
  Page 22
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  GGGGeeeennnneeeerrrraaaallll    IIIInnnnffffoooorrrrm
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  This information may be available to characters with the appropriate skills. If a player asks if they
  know any additional information about the following topics have them make a skill check at the
  appropriate difficulty.
  Axeport
  Knowledge (Shield Lands) (DC 13), Bardic Knowledge (DC 10)
  Axeport is the ancestral seat of the Jakartai family. It has long been the primary connection
  between Admundfort and the rest of the Shield Lands. Before the wars of the recent past, Admundfort
  was the primary port for the Shield Lands, thus many goods traveled through Admundfort and by
  extension Axeport.
  It is believe the town was completely destroyed by Iuz when he swept through the Shield Lands
  during the Greyhawk Wars.
  The Blockade of Admundfort
  Knowledge (Shield Lands), Knowledge (Furyondy) (DC 13), Bardic Knowledge (DC 10) – The navies of
  both Furyondy and the Shield Lands currently maintain a blockade around Admundfort, the occupied
  capital of the Shield Lands. It has prevented the troops stationed on Walworth Island from leaving and
  any supplies arriving. The primary location of the blockade is on the southern end of the island,
  preventing any ships from leaving Admundfort. In addition, ships patrol around the rest of the island
  to prevent ships from leaving from any smaller ports on the island. Orcs are notoriously bad sailors and
  the ships of Furyondy and the Shield Lands easily keep them trapped on Walworth Island. Vayne, the
  ruler of the Shield Lands for Iuz, resides in Admundfort.
  Knowledge (Shield Lands), Knowledge (Furyondy) (DC 20) Bardic Knowledge (DC 15)– In addition to the
  above, the character hears of rumors that the Rhennee are smuggling supplies onto the island. It is
  even possible that some are taking passengers off of the island. They are the primary targets of the
  patrols around the island.
  The Nobles in the Pit
  The knowledge below is available as well as any information listed under the individual characters.
  Knowledge (Shield Lands), Knowledge (Nobility and Royalty) (DC 10), Bardic Knowledge (DC 10) – Lord
  Erlick Yaldon: The Yaldons used to rule Battledown, a town about eighty miles to the east of Axeport.
  The town was known for the skill of its fisherfolk. Erlick is believed dead.
  Knowledge (Shield Lands), Knowledge (Nobility and Royalty) (DC 10), Bardic Knowledge (DC 10) – Lord
  Palan Deleven: The Delevens used to rule Deleven, a town known for its large population of non-
  humans and as the place to go for non-human goods. The town is about 100 miles northeast of Axeport.
  Palan is believed dead. Countess Anela Deleven is thought to be the only surviving member of the
  family.
  Knowledge (Shield Lands), Knowledge (Nobility and Royalty) (DC 10), Bardic Knowledge (DC 10) – Lord
  Onat Jondo: The Jondos used to rule Jondo, a town about forty miles to the north of Axeport. Their
  lands were exceptionally fertile, even for the Shield Lands. Onat is believed dead. It is thought that only
  Count Mander, his wife and daughter survive of this family.
  
  The Bleak Shore of Axeport
  Page 23
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  Axeport is currently nothing more than an armed camp. All of the permanent buildings have been
  destroyed. What has replaced the permanent buildings is a sea of tents housing the troops stationed in
  the area.  Because of the chaotic nature of most of its inhabitants, the tents are not ordered in any
  noticeable way. The whole place smells of rotting food and waste.
  Around the edges of the ruins are the slave pens. These are used for those who Waqounis considers
  a low flight risk. They are used to farm the surrounding fields. Casualties amongst the slaves was
  originally quite high, but after Waqounis killed the perpetrators in slow and excruciating painful ways,
  the deaths amongst the slaves has gone down dramatically.
  The inhabitants of Axeport are now primarily orcs and hobgoblins. There are a mixture of other
  goblinoids mixed in, but they generally try to stay out of the way of the more numerous orcs and
  hobgoblins. There is a large contingent of humans also in the camp. They are primarily 
  the
  commanders, priests and spellcasters of Waqounis’ army.
  Patrols are sent out frequently and in force because of the threat that the blockade around
  Admundfort presents. Waqounis does not want to be responsible for allowing a beachhead to be formed
  in any of the lands that he controls.
  Every night in Axeport the camp degenerates into drunken carousing. Waqounis allows this
  because his troops have not faced serious threat and are beginning to get bored. Fighting and drinking
  seems to lower the threat of mutiny or some uncontrolled action by his troops. This is the time where
  the party is most likely to be able to escape. There are no guards watching the pits and as long as they
  don’t attract attention to themselves, the pit is ignored.
  
  The Bleak Shore of Axeport
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  The Bleak Shore of Axeport
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  The Bleak Shore of Axeport
  Page 26
  CCCCrrrriiiittttiiiiccccaaaallll    EEEEvvvveeeennnntttt    SSSSuuuum
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  1. Did Lord Erlick Yaldon survive?
  Y/N
  2. Did Lord Palan Develen survive? 
  Y/N
  3. Did Lord Onat Jondo survive?
  Y/N
  4. Did the party tell Conallan about Gensal?
  Y/N
  5. Did the party tell Conallan about ‘The Spy’?
  Y/N
  Any other information that might be important in interesting that occurred during the event:
  
  The Bleak Shore of Axeport
  Page 27
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####XXXX
  [Player handouts go in this section. Use page breaks between each. If you don’t have any handouts,
  remove this section by cutting from the title to the end of the section. Remove this paragraph.]
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Shield Lands/SHL1-06 - The Bleak Shore of Axeport.pdf