TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  SHE4-01 
   
   
   
   
   
   
  Red Rendezvous 
   
  A One-Round D&D LIVING GREYHAWK®  
  Sheldomar Valley Metaregional Adventure 
  Version 2.2 
   
  by Kevin P. Hogan and Sean Smith 
   
   
   
  Tragedy strikes a noble Merchant House in Gradsul where there’s nothing more deadly than family scorned.  Who will 
  be the last Suel standing of Undarian House?  A Living Greyhawk Sheldomar Valley Metaregional adventure for 
  investigative PCs for APLs 6-14, and Part Two of the Union of the Suel series.  
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players 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, and a character 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 GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  SHE4-01 Red Rendezvous 
   
  Page 2 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Metaregional adventure, set 
  in the Sheldomar Valley.  Characters native to the 
  Sheldomar Valley (Metaregion One) pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. 
  SHE4-01 Red Rendezvous 
   
  Page 3 
  
  Adventure Background 
  The noble family of Undarian is a Suel house in Gradsul 
  that has lost some major merchant connections and 
  fallen on hard times. House patron Jeth Undarian tried to 
  enrich the standing of his house by arranging a marriage 
  with another merchant house that had more far reaching 
  financial influence, House Shandor. Jeth’s eldest son, 
  Jerech already had a keen interest in the only daughter of 
  Nethin Shandor, a fair young woman named Chivan. 
  When it seemed the two were fond of each other Jeth did 
  everything but say the vows to ensure the couple would 
  wed.  In the fall of 592 CY, the two wed and all seemed 
  well.   
  With Jerech’s position as firstborn to the house 
  strengthened, Jeth turned his attention to his other son 
  Malcolm. Malcolm had no head for wine or strong drink, 
  and a series of unfortunate bar brawls convinced Jeth to 
  ship his son out of Keoland for some military discipline. 
  Jeth convinced his son to squire with the Knights of the 
  Watch, believing it would only help his political 
  connections, and keep his son away from the demon 
  drink. With his newfound alliances, Jeth was quite 
  successful at refilling his coffers and making Undarian a 
  wealthy family again.  Undarian’ trade caravans were 
  once again rolling in the Sheldomar, and soon he was 
  even able to employ Sea Mages as protection in some of 
  his ocean ventures. Malcolm was a dedicated young man 
  and was taken as a squire at the onset of the 593 CY and 
  sent to Bissel with his Knight Mentor. He would return 
  much sooner than expected.  
  Jeth, already a widower, took a trip with Jerech and 
  Chivan to Gryrax in the Principality of Ulek to talk about 
  some possible trading prospects with a dwarven 
  merchant company. During the return voyage as the sea 
  became calm and the morning fog rolled in, members of 
  the Scarlet Brotherhood slipped aboard from their own 
  vessel. They killed all but Chivan and burned the ship to 
  the waterline. They sailed back to Gradsul with the young 
  woman and under cover of darkness, took her in a 
  longboat back to the shore and left her unconscious on 
  the docks. 
  Word soon reached Malcolm who, as the surviving son, 
  assumed he would return home and take control of the 
  house. Nethin Shandor had other plans.  Nethin claimed 
  that Chivan was with child and that he would help her 
  run the house until such time as Jerech’s heir was able to 
  take over the house. Not being used to such dealings and 
  still a bit naïve, Malcolm planned to return to the 
  Knights. That was before he met Werner.   
  The Scarlet Brotherhood has agents that are scattered 
  about the Flanaess, subtly influencing a great many 
  affairs to weaken Empires for a return to Suel supremacy. 
  Few, if not none, do it better than Werner Von 
  Reiklande. The master spy has circles feeding him 
  information that would make even Old Evil jealous. It 
  was no surprise that when he discovered a failing Suel 
  house in Gradsul, he would pervert it to his own uses. 
  Werner was under one of his many aliases feeding Jeth 
  his “advice” at the local alehouse and was the instrument 
  behind much of the newfound success of house 
  Undarian. He was always interested in a comment about 
  Malcolm that Jeth had uttered in an intoxicated rant 
  “He’s a good son but I fear he lacks the strength of 
  character to succeed on his own.  Hopefully the Knights 
  of the Watch will be a good influence.”   
  His accomplice Lemelin, after having gradually gained 
  the family’s trust in becoming a “good friend” of Jerech 
  was now in a position to keep an eye on Chivan.  Lemelin 
  has been tasked with putting himself in a position to 
  enable the Brotherhood to gain further influence in the 
  Sheldomar.  After the return of Chivan to Gradsul, he 
  offered her comfort as a family friend. He used his 
  powers to cast a charm on her in hopes of eventually 
  getting her to marry him and take over both houses.   
  After Malcolm announced his plans to return to Bissel to 
  some of his friends at the Salty Plank Tavern, another 
  patron (Werner in disguise) called into question the 
  death of the Lord and the Eldest Son of House Undarian. 
  Werner claimed he was on the docks and saw one of the 
  rival House Shandor’s merchant ships drop off Chivan 
  just before daybreak. At this news Malcolm became irate 
  and swore a curse on House Shandor if what he heard 
  was true.  He vowed to find the truth and seek justice if 
  his family was wronged.   
  Having set the stage for his next step, Werner helped 
  Malcolm drink himself unconscious and carried him 
  back to the Undarian manor.  Taking Malcolm’s dagger, 
  Werner met up with Lemelin and gave him the dagger. 
  Later that night, Lemelin, still considered a family friend, 
  went up to house Shandor and paid a visit to Nethin. 
  Shortly thereafter, Nethin Shandor was killed in his 
  sleep.  His body was found in the morning with a dagger 
  through his heart. 
  As this adventure takes place in Keoland, DMs should 
  make sure they are familiar with this nation.  Refer to the 
  Living Greyhawk Gazetteer and the Keoland website, 
  http://keoland.living-greyhawk.com, 
  for 
  additional 
  information. 
  Adventure Summary 
  Important DM Note: The encounter sequence in this 
  module is time focused, not linear.  Locations are detailed 
  but certain events will take place even if the PCs are not 
  focusing their efforts on that area.   The basic timeline 
  follows (please adjust based on PCs’ actions): 
  Day 1 
  Morning: The PCs learn of Nethin’s death from local 
  scuttlebutt. The City Watch begins to investigate and 
  discovers the dagger. 
  SHE4-01 Red Rendezvous 
   
  Page 4 
  
  Afternoon: One of Malcolm’s associates from the tavern 
  last night does not believe his tirade and Nethin’s death 
  are unrelated.  He tells Nethin’s son Givens and the 
  Watch. The Watch goes to Undarian House but is told 
  Malcolm left first thing in the morning.  The Guardsmen 
  send word to the Knights of the Watch that Malcolm is 
  suspected in the death of Nethin. 
  Night: The Knights of the Watch escort Malcolm back to 
  Gradsul. 
  Day 2 
  Day: Malcolm is brought before trial and admits that the 
  dagger belongs to him.  Malcolm’s threatening 
  statements and large number of witnesses the night 
  before the murder make the case compelling enough for 
  Malcolm to be convicted. Execution is scheduled for 
  sunrise in two days. Chivan is seen in the courthouse 
  accompanied by Werner’s accomplice Lemelin. 
  Night: One of Malcolm’s childhood friends in the City 
  Watch believes his claims of innocence and helps him 
  escape from the stockade. 
  Day 3 
  Morning: Malcolm is discovered missing, and the guard 
  on duty is interrogated. 
  Afternoon: A Reward for Malcolm is posted. 
  Night: Werner sees more opportunity and tries to kill 
  Givens but misses, killing the servant, Trent. 
  Day 4 
  Morning: Werner fears being exposed and leaves Gradsul. 
  Afternoon: 
  Givens 
  learns 
  of 
  Malcolm’s 
  possible 
  whereabouts and plots to get him that night. 
  Night: If Malcolm is not cleared or Givens stopped, 
  Malcolm is killed in a confrontation at his hideout. 
  Day 5 
  Morning: Chivan breaks from Lemelin’s charm and 
  realizes something is wrong. She wakes up realizing that 
  Lemelin is pressing her into believing Malcolm is guilty 
  when she truly believes he is not. She begins to suspect 
  that he is using magic to influence her and flees to the 
  Knights of the Watch and Sir Heydon Albright, 
  Malcolm’s knight mentor.  Sir Heydon informs the city 
  watch and they search for Lemelin. Lemelin discovers 
  Chivan missing and learns that he is now wanted. He 
  flees to port, where he steals a longboat from Shandor 
  Merchants and Co. to an allied Sea Prince Pirate ship 
  waiting outside harbor.  Capt. Grady is stabbed as 
  Lemelin takes the longboat but the old captain sends his 
  servant Trog to get help. 
  Afternoon: Sir Heydon continues to search for Lemelin.  
  Trog finds the PCs and tells them what has happened.  If 
  the PCs follow, Capt. Grady will command the Redrum 
  Hunter.  The much faster Shandor ship catches the 
  Scarlet Brotherhood’s ship in a few hours and a sea battle 
  ensues. After the battle, the captain presses sail hastily 
  back to Gradsul. 
  Due to the nature of this timeline, some of the 
  encounters should be modified to suit the circumstances. 
   The PCs may not be immediately aware of the situation 
  as events transpire so the DM should make sure NPC 
  reactions are appropriate to the events in the timeline.  It 
  is expected that after each event the NPCs involved will 
  be affected and react accordingly while NPCs not directly 
  involved in certain events will get the updated 
  information shortly thereafter through rumors and word 
  of mouth.   A good place to fall back on is the Vulgar 
  Griffon Tavern as Hans knows a great many influential 
  people in Gradsul and very little transpires without him 
  knowing soon after. 
  It is important for the DM to advance the plot and not let 
  the PCs get involved in minutiae that may slow down 
  this game.  
  Introduction 
  Though once a highly secretive and insidious 
  organization, there is no doubt that the Scarlet 
  Brotherhood has been setting their ancient plans 
  into motion recently. Political assassinations, the 
  fall of the Sea Princes, border wars and famine have 
  all been attributed to the machinations of the Suel 
  supremacists. It has even been suggested that the 
  great fires in Sterich recently have some connection 
  to Brotherhood activity.  
  Recently enemy agents have been discovered and 
  executed in Gradsul, a large port city within the 
  borders of the Old Empire, Keoland. This bustling 
  city of commerce and trade is a likely entryway for 
  the followers of Kavelli to the Kingdom of Keoland 
  and her neighbors in the Sheldomar Valley.    
  These thoughts are with you as you enter Gradsul. 
  After a rainy journey and a late arrival in the port 
  city some rest was long overdue. The temperate and 
  humid climate has taken its toll on even the 
  hardiest of adventurers, and respite is much needed 
  from the heat and dirt of days on the road. 
  The fog is thick this morning in Gradsul.  Even the 
  newly constructed three and a half levels of 
  Osprem’s Church Tower are veiled in mist. It would 
  seem that the dank weather of the past few days 
  have conspired with the warm waters of the Nyr Dyv 
  to obscure much of the coastal city.  Even sitting in 
  the dining hall of the Vulgar Griffon Tavern, with its 
  high open windows to allow the sea breeze in, you 
  can feel the moisture of the air.   
   
  SHE4-01 Red Rendezvous 
   
  Page 5 
  
  The Vulgar Griffon is one of the more favorable 
  Taverns to eat at for adventurers.  Not as seedy as the 
  Sirens Song or Salty Dawg, it boasts a fine selection 
  of both food and exotic drink. The owner of the 
  Tavern, Hans Sprungfeld fancies himself a good 
  cook and takes great pride in his fare.  As you reflect 
  upon your journey here to Gradsul, a young maiden 
  brings a large tray of fine sausages, bacon and 
  seasoned potatoes. One bite and you are thankful 
  that you heeded the adv ce of the ships nav gator 
  who suggested the Vulgar Griffon as a good place to 
  stay. 
   
  i
  i
  The Vulgar Griffon Tavern is a moderately priced inn and 
  breakfast is included in the room rate. The innkeeper 
  Hans, is a mixed Oeridian darkly tanned man in his mid-
  40s and was at one time a cook for the Sea Mages. He has 
  since retired and taken over his deceased father’s inn last 
  year.  His two daughters Freida and Heidley assist him, as 
  does Gunther, Freida’s husband.  They are a vibrant and 
  portly folk.   
  The Vulgar Griffon is frequented by travelers looking for 
  a good meal and by some higher-level mariners such as 
  ships’ officers.   Conversation is generally friendly, and 
  people are more open-minded here. Travelers with a good 
  tale to share are always most welcome.  
  Shortly after the PCs are finishing their breakfast, Jens, a 
  member of the city watch assigned to the dock area is 
  coming in for his usual breakfast. Hans greet him 
  warmly. As Gunther brings a plate of breakfast for the 
  watchman he tells Hans what he heard upon reporting 
  for duty this morning.  
  PCs will note the serious shift in the conversation and 
  may choose to eavesdrop. No check necessary as the inn 
  is rather quiet as they speak. 
  You note the visible change in expression of Hans.  
  “You don’t say?  Old Shandor died?  What a tragedy 
  so soon after the Undarian’s accident at sea.  How?” 
  the innkeeper asks.  Jens looks about and notices 
  most of the patrons are listening to the conversation 
  but continues unabated.  “I’m told he was found by a 
  chambermaid this morning with a dagger through 
  his heart.  A couple of folks think it was his own 
  hand but Givens can’t believe his father would do 
  so.”   
  The innkeeper asks a few more questions but Jens 
  has few answers as he continues eating.  “That’s all I 
  know right now” is his most frequent answer.  The 
  Watchman takes the last sausage from his plate and 
  begins to stuff his face quickly.  “Well Hans, I must 
  be back to my watch.  I’ll let you know if I hear 
  anything else.”   
  Jens is only relaying information he heard second hand 
  since he has no part in the investigation.  His usual 
  assignment is the dock areas and he doesn’t have much 
  more info than the PCs heard.  Likewise, you can have 
  the Innkeeper Hans or one of the bar maids have a 
  friendship with one of the PCs and convey the 
  information as gossip.  
  Any of the staff or Jens knows where the Shandor and 
  Undarian houses are located.  They also know that 
  Shandor has a shipping company on the waterfront.  Jens 
  will direct the PCs there if they ask or provide directions 
  to Shandor Merchants Company for a few coins. 
  PCs may ask about the Shandor family: 
  • 
  Let rogues gather information using Thieves 
  Guild contacts. Luigi Lightfingers, a dapper suit 
  from the Gradsul “Familia” is a Thieves guild 
  representative. His fee would be 100 gp x APL 
  for any information dispersed.  
  • 
  Cap’n Ijillij is a Sea Elven Mage who would like 
  to see the matter investigated, as he suspects 
  that the two Merchant Houses are being 
  subverted somehow. House Shandor has been 
  using new hull designs from Irongate in an 
  effort to create faster ships that can outrace the 
  local pirates. (This plot element can be 
  introduced as more motivation for Lemelin the 
  spy to steal and escape Gradsul earlier if the PCs 
  are closing in and he is aware of it.) 
  • 
  A militant halfling guard named Carion used to 
  work for House Undarian and may give warrior 
  or military PCs some insight into the workings 
  of the household. 
  • 
  Balto Phadian is one of the associates working 
  on the defense of Malcolm at the behest of the 
  Knights of the Watch of Bissel, and may hire or 
  retain investigative adventurers to gather 
  evidence or investigate the matter for him. 
  Regardless, any feasible attempt reveals the background 
  info about Jerech and his marriage to Undarian Merchant 
  House.  They may also learn that Shandor has one son, 
  Givens.  Givens is a bit of a playboy.  He doesn’t really 
  involve himself in the family business other than to hold 
  a position in name and get money to fund his hunts or 
  trips. Givens’ location is unknown by anyone at the Inn. 
  However, using either the Rogues or Military contact 
  above may reveal that Givens has been studying with the 
  Gradsul Duelists Society. 
  DM Note:  Feel free to be creative in weaving the most 
  compelling reasons to draw the PCs into the 
  investigation.  The NPCs provide here and throughout 
  the adventure are meant to draw the PCs in and propel 
  them along the storyline, but some groups will be harder 
  than others to inspire interest in.  As long as you don’t 
  deviate too far from what is provided here, you have the 
  entire city of Gradsul to play with.  
  Which Encounter to proceed to depends on the place to 
  which the PCs head and the time they head to it.  The 
  Encounters are listed below in the most likely order of 
  investigation. 
  SHE4-01 Red Rendezvous 
   
  Page 6 
  
  Encounter One: Shandor 
  Merchants & Co. 
  DM Note: Modify this description if the PCs visits after 
  day two as the storms have subsided and the ships will be 
  preparing to get underway. 
  The docks are rather quiet today.  After several days 
  of rather stormy weather at sea, many of the ships 
  are still in port and the departures and arrivals have 
  been few.  A small warehouse building along the 
  piers has a large fenced yard with three small ships 
  tied to a dock on the other side of the wall.  The gate 
  bears a sign with a carving of a gryphon and the 
  words ‘Shandor Merchants & Company.’ 
   The merchant company has three ships in port out of 
  four.  The ships have been in port for three days due to a 
  storm at sea so there are not much goods moving in or 
  out of the company today.  Only four people are actually 
  working in the yard the first two days and they have 
  background info about the family and the tragedy 
  surrounding Jeth and Jerech. 
  � Willem (mixed Oeridian male 20): Guard who keeps 
  the gate and patrols the yard.  He is a bit of a brute and 
  doesn’t understand much about the merchant business.  
  Willem is easily confused and irritable.  Willem knows 
  the background data about the Shandor family but does 
  not find out about Nethin’s death until day three.  If PCs 
  observe him before speaking to him, they will notice he 
  constantly looks out to the sea and mumbles, “Where is 
  that blasted merchant ship…” 
  � Grady (Oeridian male 51 Yard Master): He has a salty 
  dog appearance with beard and constantly puffing on his 
  pipe.  Grady walk with a severe limp and claims he got it 
  fighting off a giant octopus a many years ago during one 
  of his merchant runs.  He is a retired sea captain who 
  stayed on as the yardmaster.  Grady can tell about the 
  Shandor ships and the Undarian ship that is now allowed 
  to use the yard.  He is also overseeing the new Irongate 
  hull designs that are outfitting some of the newer ships at 
  harbor. Besides the Gradsul navy, only House Shandor 
  has received access for this design and refit. Plans are 
  kept locked up in Cap’n Grady’s Boathouse. 
  � Trog (half-orc male 24 laborer): Trog doesn’t know 
  much about anything.  He is good at moving heavy 
  objects and not much else.  He doesn’t speak Common 
  very well and works for the Shandor after escaping the 
  slave’s life in the Pomarj aboard the late Captain Osprey’s 
  vessel. 
  � Dort (Oeridian-Baklunish male 27 laborer): Dort is a 
  sneak.  He knows more than he lets on in general but 
  only talks to those who pay well.  Dort is not directly 
  connected with Werner, but he has provided him 
  information for a fee on a few occasions.  Dort was paid 
  for the information about when the Nyr Zephyr was 
  leaving and scheduled to come back from Gryrax, 
  (common practice amongst rival Merchant Houses and 
  in of itself not an evil act.)  He wouldn’t recognize 
  Werner or Lemelin in person, as Werner never saw him 
  without a disguise.  Dort knows the person who asked 
  him the questions appeared as a pale dark haired 
  Oeridian man who didn’t have any real distinguishing 
  characteristics. His next commission is to steal the plans 
  for the Irongate ship hull designs, but he has become 
  nervous and guilt ridden over his recent actions. He will 
  confess if pressed, but stress he didn’t steal any plans. 
  The yard currently has three vessels in port are the 
  Redrum Hunter, the Whirlwind, and the Undarian Mist. 
   The Nyr Zephyr was the vessel lost at sea weeks earlier. 
  The captain of the vessel, Nigel Osprey was the longest 
  tenured captain of the Shandor Company after Grady.  
  Grady recalls Nigel as a fine captain and one who was 
  always careful.  He finds it hard to believe that the 
  captain would have allowed his ship to wreck without 
  being able to save it, but the sea is a fickle mistress. 
  Trog remembers Capt. Osprey fondly while Dort will get 
  visibly nervous (Sense Motive DC 5 + APL to detect) 
  ONLY if the PCs are asking a lot of questions about the 
  tragedy at sea.  He is not a bad man, just greedy and he 
  feels his giving info to the stranger for five gold lions 
  played a part in the tragedy.  While he has a guilty 
  conscience, he is too much of a coward to come forward 
  with the information unless pressed into it.  
  Encounter Two: Undarian 
  House 
  The Undarian home is not a manor of any regard. It 
  is of fine make and craftsmanship but not opulently 
  so.  A small iron fence that is more ornate than 
  protective in nature surrounds the home.  As you 
  approach you notice the Undarian name wrought 
  into the arch over the small gate in the front of the 
  home.  An older Baklunish man stands just inside 
  the gate. He appears to be a groundskeeper or other 
  servant. 
   
  The servant is Ramin.  He is the property attendant and 
  keeps the grounds.  Ramin has been tasked with asking 
  visitors to return some other time.  If the PCs ask to see 
  Chivan or anyone in the home he will tell them that the 
  family is not granting any visitors.  Ramin will only 
  refuse once or twice before he grows impatient and says 
  “Very well, wait here a moment, gentlemen if you 
  please!” before huffing up to the house and fetching 
  Lemelin.  Lemelin is consoling Chivan through these 
  difficult times and has her under the influence of a charm 
  person spell so she views him in a most favorable light. 
  Chivan is deeply saddened by recent events and is not 
  granting any visitors.  Unless the PCs have somehow 
  obtained an official order to investigate, they will not be 
  allowed to question her directly.  Lemelin will handle 
  matters as a “friend of the family.”  He will attempt to 
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  dissuade the PCs from any thought other than Malcolm 
  being the murderer.  Lemelin lives in a guest room in the 
  home and some suspicious items can be found in his 
  room if the PCs somehow manage to get into it (not 
  likely until later in the timeline.) 
  Depending on which day the PCs arrive the occupants 
  will be in varying states.  After a couple of days Chivan 
  will be much more likely to speak but has no recollection 
  of the ship incident.  She remembers going to sleep and 
  then waking up on the docks.  If asked about Lemelin, 
  she considers him a trusted friend and believes without 
  him, she would not be able to get through this difficult 
  time.  
  � Ramin (Baklunish male 39): Ramin is the handyman 
  of the house.  He does yard work, carpentry and odd jobs. 
   He has been with the family for a few years and is happy 
  with his modest life.  He is a devout follower of Istus and 
  feels that his fate has put him where he is for a reason.  
  Ramin is deeply saddened by recent events but his faith 
  keeps him from dwelling on it.  ‘What will be, will be’ is 
  his motto from the lady of fate. He hates Lemelin’s nasty 
  pet weasel, Jerri. 
  � Chivan (Suel female 24): Chivan is an extremely 
  attractive young woman.  She was deeply in love with 
  Jerech and is deeply saddened by the loss of her father.  
  She will be too emotional to talk about anything for the 
  first few days, breaking down in tears and shaking 
  uncontrollably.  When she calms down a bit, she will be 
  leaning towards believing Malcolm’s guilt especially with 
  Lemelin putting such thoughts in her head. She is also 
  three months pregnant with Jerech’s child. 
  � Lemelin: see Appendix One; Lemelin is an agent of 
  the Scarlet Brotherhood working under Werner.  He 
  came at the behest of his master over a year ago and 
  became good friends with Jerech.  He is currently 
  keeping an eye on Chivan to further manipulate her.  The 
  hope is that with the heads of the Shandor and Undarian 
  House out of the way, he can have Malcolm executed and 
  take subtle control of both houses. Lemelin will do 
  anything to influence the judgment against Malcolm and 
  ensure his place in the Merchant House as per the orders 
  of Werner Von Reiklande.  His cover story is that he was 
  abandoned as an illegitimate child of a Suloise noble but 
  he does not know which.  He claims to have been raised 
  by a farming family in Gran March and had come to 
  Keoland in hopes of finding his true lineage.  A weasel 
  named Jerri is omnipresent when he is about, with a 
  nasty disposition. 
  Rooms 
  Living Room:  The living room has another pair of more 
  lavish sofas along with a larger coffee table, two end 
  tables and a large fireplace.  There are some portraits of 
  various members of the Undarian family and a newly 
  painted portrait of Jerech and Chivan on their wedding 
  day hangs above the hearth.  
  Guest Bedroom #1:  This is where Lemelin has been 
  staying since Jerech’s departure.  He is well on his way to 
  getting Chivan to play into his hands, using her grief as a 
  way to get close to her.  The room has a modest sized bed, 
  a desk, chest of drawers and a small armoire. A small nest 
  for a weasel pet is in one corner. Despite his confidence 
  in the home, Lemelin is still cautious and there is a trap 
  on the locked desk drawer (Lock DC 18 + APL).  
  Touching the drawer or picking the lock will set off the 
  trap; the only way to avoid the trap is to use Lemelin’s key 
  or find and disarm the trap.  
  APL 6 
  � Cloud of Acid Trap: CR 6; mechanical; touch 
  trigger; no reset; gas; multiple targets (15 foot radius 
  cloud); never miss; onset delay (3 rounds); cloud of 
  acid (7d6+5 acid, DC 20 Fort save halves damage); 
  Search DC 21; Disable Device DC 26.  
  APL 8 
  � Cloud of Acid Trap: CR 8; mechanical; touch 
  trigger; no reset; gas; multiple targets (15 foot radius 
  cloud); never miss; onset delay (3 rounds); cloud of 
  acid (10d6+6 acid, DC 22 Fort save halves damage); 
  Search DC 23; Disable Device DC 28.  
  APL 10 
  � Cloud of Acid Trap: CR 11; mechanical; touch 
  trigger; no reset; gas; multiple targets (15 foot radius 
  cloud); never miss; onset delay (3 rounds); cloud of 
  acid (12d6+7 acid, DC 24 Fort save halves damage); 
  Search DC 25; Disable Device DC 30.  
  APL 12 
  � Cloud of Acid Trap: CR 13; mechanical; touch 
  trigger; no reset; gas; multiple targets (15 foot radius 
  cloud); never miss; onset delay (3 rounds); cloud of 
  acid (14d6+8 acid, DC 26 Fort save halves damage); 
  Search DC 27; Disable Device DC 32.  
  APL 14 
  � Cloud of Acid Trap: CR 15; mechanical; touch 
  trigger; no reset; gas; multiple targets (15 foot radius 
  cloud); never miss; onset delay (3 rounds); cloud of 
  acid (17d6+9 acid, DC 28 Fort save halves damage); 
  Search DC 29; Disable Device DC 34.  
  Treasure: There are some notes (see Player 
  Handout #1 and #2) in the drawer, but they will be 
  destroyed if the trap is set off.  If Lemelin has not left 
  the house for good yet, the drawer also contains two 
  potions (invisibility and cure moderate wounds).  If the 
  trap is set off, the following items will be unreadable 
  due to the acid. 
  SHE4-01 Red Rendezvous 
   
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  Guest Bedroom #2:  Next to Lemelin’s room is a second 
  guest bedroom.  It is unmade and locked.  Inside, the 
  room has some of Malcolm’s belongings that he did not 
  take with him.   
  Smoking Room: At the top of the stairs is a smoking 
  room with a small hearth and a number of books.  The 
  room also sports a small number of varying trophy heads 
  on the wall.  A single sofa and chair along with a large 
  smoking tray stand complete the room. 
  Encounter Three: Shandor 
  House 
  The Shandor manse is a moderately sized manor.  
  Large by most standards but small compared to 
  some of the other noble houses in Gradsul.  It sits 
  on a small hill overlooking the harbor and features 
  an observatory deck atop the two-story structure.  
  The front gate is at the end of a cobblestone walkway 
  and guarded by a man at arms on either side. 
  The first day, the investigation is ongoing and no visitors 
  are allowed.  After Malcolm is captured, Givens will 
  entertain visitors and speak with them regarding matters. 
   He is 100% certain Malcolm is guilty and is somewhat 
  colored by vengeance.  It will be near impossible to 
  convince him otherwise unless evidence is presented to 
  the contrary.   
  The two men at arms have been hired by the family to 
  watch the gate.  They will not allow people to enter the 
  gate unless directed to by Givens.  The guards will relay 
  any requests to enter to Givens, who will entertain the 
  PCs if they tell the guard they are trying to help find the 
  killer.   
  On the third night with Malcolm missing, Werner sees 
  an opportunity to remove Givens with Malcolm surely to 
  blame.  He sneaks into the house and poisons the stew 
  that Shana is cooking.  Unfortunately for Werner, Givens 
  is not hungry and Shana gives the stew to Trent.  He 
  succumbs to the poison and dies.  With his mistake, 
  Werner decides not to risk further exposure and leaves 
  Gradsul.  He does not tell Lemelin in hopes that his 
  accomplice will get things in order and finish the plan. 
  � Givens (Suel male 20): Givens is a young man who has 
  enjoyed the life of a noble with little responsibilities.  He 
  spent most of his time hunting or just living the lifestyle 
  he was born into.  When Jerech died, he was faced with 
  the prospect of now having responsibilities.  The young 
  noble was even more shaken when his father dies and his 
  responsibility increased overnight.  He is young, 
  distraught and confused with no sense of patience. The 
  death of his father has left him in an emotional state that 
  is very fragile.  Once he learns of Malcolm’s possible 
  connection, he is undying in his quest for justice and 
  vengeance. He will use his contacts with the Gradsul 
  Duelist Society to arrange for a “hired champion” to call 
  out and slay Malcolm if possible. 
  � Shana (Oeridian female 42): Shana cooks for the 
  Shandor and does most of the cleaning around the home. 
   She is a very good cook and uses a lot of the exotic spices 
  that the Shandor’s import.  She generally trusts Lemelin 
  and thinks that Givens is a bit boorish.  Shana recalls 
  seeing Lemelin come to visit on the night of the murder 
  and did not see him leave.  She does not think much of it 
  though since he does come and go often.  If directly 
  asked about anyone in the house that night she will 
  respond that he was there but otherwise does not offer 
  the information since she does not think anything of it. 
  � Trent (Oeridian male 45): Trent is a groundskeeper 
  and steward when the need arises. He thinks highly of 
  Givens, as the younger Shandor would frequently allow 
  him to join a hunt if he did not have pressing matters in 
  the home.  Trent generally enjoys his wife’s cooking but 
  feels she sometimes experiments too much.   
  Rooms 
  This home has twelve rooms, some of which are detailed 
  below. 
  Foyer:  The main entry hall is decorated by a lavish 
  Baklunish style rug and leads off to the receiving room, 
  living room and trophy room. 
  Receiving Room:  This room is obviously used to 
  entertain visitors who will not be staying with the family 
  for any length of time.  The room has two couches and a 
  small bar with several decanters and bottles of wine.  
  There are no exits other than the one to the foyer.  
  Trophy Room:  Opposite the Receiving Room is the 
  trophy room.  Givens is an avid hunter and all manner of 
  normal game trophies can be found hanging on the wall.  
  In addition, Givens has a few rare trophies, an ettercap 
  head, an owlbear, etc. There are also several paintings of 
  Givens in Gradsul Duelist attire in heroic pose. 
  Jerech’s Room:  Nethin kept Jerech’s room furnished for 
  occasions when his son would come to visit with his wife 
  and the two would stay the night. The room has some of 
  Jerech and Chivan’s clothes as well as a painted portrait of 
  their wedding day hanging over the bed.  An armoire, 
  dresser, vanity table and lounging chair complete the 
  room.  
  Givens Bedroom:  Givens’ bedroom is much what one 
  would expect from the young playboy.  There is a bow 
  hanging on the wall along with a displacer beast pelt rug. 
   The bed also has a large fur blanket from one of his kills. 
   The room also features a chest of drawers and an armoire. 
   Several suits of hunting leathers hang in the armoire.     
  Library:  The Shandor library is well stocked with a 
  number of interesting and rare books in the common 
  tongue and ancient Suel.  A ladder leads up to the 
  observation deck. Some of the books cover an 
  organization known as the Stargazers, a traveling 
  knightly order. There are also books on astrology and a 
  few treatises on the Planes written by an Evo Shandor, a 
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  deceased relative who built an observatory on the roof 
  and outside of Gradsul. 
  Encounter Four: Hangman 
  Heinrich 
  This encounter deals with the situation of the PCs 
  deciding to attend the trial in the court. 
  The trial of Malcolm Undarian is to begin at nine in 
  the morning.  A number of people have turned out, 
  some personally interested in the outcome such as 
  Givens Shandor and Chivan Shandor.  Other folk are 
  just attending out of curiosity.  The court hall is 
  crowded as you arrive.  With no room left on the 
  benches, you are forced to stand in the back along 
  with about three score onlookers.  The court rises as 
  the magistrate enters.  He is an ominous Suel Male 
  in his late 50’s whose features seem carved in from 
  rock. He has a stiff black collar under pitch-black 
  judge’s robes. He takes off a severe broad rimed 
  black hat, and his hawkish eyes seem to stare into 
  the assemblages’ souls, weighing their guilt and 
  sins. Though impossible from this distance, you are 
  sure he took a moment to look d rectly into the eyes
  of you and your comrades. 
  i
   
  “All rise for Judge Heinrich Hangmein.” 
  Feldor, a city watchman in charge of the 
  investigation 
  presents 
  several 
  witnesses 
  who 
  profess to have heard Malcolm making threatening 
  comments in the Salty Plank pub on the night he 
  was murdered.  “He said he cursed Nethin Shandor 
  and that he would pay’ one of the witnesses stated.   
  When brought before the magistrate, Malcolm did 
  not deny making those comments.  “I was angry and 
  wasn’t thinking right’ he said.  When presented with 
  the dagger, the young man is asked if it was his.  
  “Yes.’ he stated flatly before blurting ‘it was stolen by 
  a vagabond that night!’  The magistrate then asks 
  directly “Did you kill Nethin Shandor in a drunken 
  rage?” 
  Malcolm breaks down in tears.  “I did not!  I couldn’t 
  have… I… I blacked out down on the docks and 
  woke up there again the next morning… I would 
  never have killed anybody’. Only Sir Heydon 
  Albright, Knight of the Watch and the Knight 
  Mentor of Malcolm’s squireship comes forth in 
  Malcolm’s defense, Judge Heinrich opens up the 
  forum for anyone with information relating to the 
  trial. 
  The PCs may make a statement if they choose at this 
  point, but it is almost impossible to offer any redeeming 
  evidence to prove Malcolm’s innocence.  The magistrate 
  is a sadistic hangman’s judge. He will entertain their 
  speech to a point if it is relevant, otherwise he will slam 
  his gavel demanding Silence in his court, and that none 
  are above Keoish Law!  If the PCs are blathering on about 
  judicial issues, morality, reasonable doubt or any other 
  such issues that do not have a direct tie to the trial, the 
  magistrate will reprimand the PC.  If a PC wishes to 
  continue any form of debate with the magistrate, he will 
  be ejected, assessed a fine of 25 gp or a night in jail.  (DM 
  Note: this would be in a different watch building than 
  Malcolm’s cell.) 
  PCs wishing to see magic used during the trial will run 
  into the stonewall that is Judge Heinrich as well.  He will 
  not permit any magic to be used during the trial, as is his 
  right (see Criminal Law in Keoland below). 
  Once any statements are made, the magistrate will excuse 
  himself and return five minutes later. 
  The magistrate returns to the room and takes his 
  seat.  He then looks to the assemblage and at 
  Malcolm and begins.  “It is this, the vilest of crimes 
  that we must issue our harshest punishments for.  I 
  only wish we could hang you twice you murderin’ 
  coward.” 
  “Malcolm Undarian, through the testimony of these 
  witnesses and by your own omission of owning the 
  murder weapon and being oblivious to your own 
  actions on the night of the murder, this court must 
  find you guilty.  Drunkenness is no excuse for the 
  taking of another’s life.  We must all be responsible 
  for our own actions and so then, must this court 
  hold you responsible for yours.  I pronounce a 
  sentence of death upon you, to be carried out at 
  sunrise on the day after the morrow.  You will be 
  hanged from the throat until dead. May the gods 
  have mercy on your soul.” 
  With the pronouncement, Malcolm is led away 
  while the assembled people chatter away at what 
  just transpired.  “Hang the murderer!” many chant 
  as they leave the court. 
  Criminal Law in Keoland 
  The rights of criminal defendants are quite limited. The 
  prosecuting party (either an aggrieved victim or a 
  representative of the lord) only needs to make the case 
  against the defendant stronger than the defendant’s 
  defense; there is no equivalent to the standard of proof 
  beyond a reasonable doubt. It is worth noting, however, 
  that criminal cases where new evidence emerges after 
  trial proving that an innocent person was wrongly 
  convicted are one of the most common types of cases for 
  intervention by the royal Courts of Equity. There are no 
  rights against self incrimination. Similarly, there is no 
  right against double jeopardy (although the Court of 
  Equity may intervene if a person is tried repeatedly for 
  the same crime without good cause). Evidence may be 
  seized by representatives of the local lord from the 
  possessions of the accused with or without a warrant, and 
  is always admissible in court. If a person is not convicted 
  of a crime after a warrantless search, they can often bring 
  SHE4-01 Red Rendezvous 
   
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  a successful action for trespass against the officers who 
  performed the search. A judicially issued warrant 
  immunizes the officer against such a suit, because 
  searching property is a right of a noble over the holding, 
  regardless of the ownership. The courts are, however, 
  regarded as generally fair and just, relative to the Flanaess 
  as a whole. Accused are permitted counsel at trial, if they 
  can afford it, and may call witnesses in their defense, who 
  the court will compel to testify. Torture is forbidden, 
  although imprisonment for refusal to answer the court's 
  questions is common with recalcitrant witnesses or 
  defendants. The use of magic to pry into the truth of the 
  matter is permitted only by direct order of the court, and 
  that is rare, because of the general distrust of magic. 
  Guards who use magic to read minds while investigating 
  crimes expose themselves to serious punishment, and 
  large payments are often ordered to the victims of 
  intrusive magic.  
  Magic use is generally not a crime, although it aggravates 
  any other crimes committed. Mind reading and mind 
  altering is a crime throughout most of Keoland, although 
  it is often difficult to prove a claim of mind reading 
  magic. Some nobles require licenses to practice magic or 
  at least to brew potions, write scrolls for sale, or create 
  magic items for sale. These licenses are hard to get and 
  expensive. Self defense is considered acceptable. Looting 
  a defeated attacker is also permissible under Keoish law. 
  Also, many nonhuman monsters are not recognized by 
  Keoish law as people; if they are killed, any personal 
  property in their possession can be taken without any 
  legal violation, although if its true owner is known, a 
  court may (or may not) order it restored to the original 
  owner. These provisions allow for much adventuring to 
  be legal within Keoland. Indeed, sometimes bounties are 
  placed on monsters or bandits to frankly encourage the 
  private use of force to deal with threats. Any subject of 
  Keoland also has a right to arrest a fellow subject of equal 
  rank or lower to bring them as quickly as possible to a 
  court for trial for a crime. Abuse of this right, however, is 
  a crime in and of itself, so it should be used carefully, if at 
  all.  
  Encounter Five: When a Good 
  Knight Goes Bad 
  This encounter briefly covers the position of the Knights 
  in this matter.  The City Watch has information from 
  several witnesses at the Salty Plank describing Malcolm’s 
  curse and threats.  They have no leads to where he is 
  hiding and his Knight Mentor from the Knights of the 
  Watch is staying with the watch while the matter plays 
  out.  The Knight Mentor is Sir Heydon Albright.  He can 
  speak to Malcolm’s character and his belief that despite 
  the evidence he does not see Malcolm as a killer. Sir 
  Heydon believes that Malcolm is a good person but lacks 
  the self-confidence yet to be a strong knight.  He sees a 
  great deal of potential in Malcolm and his future in the 
  Knights of the Watch. 
  When Chivan becomes free of the charm, she goes to Sir 
  Heydon for help.  He gives her a vow of protection and 
  refuses to let her out of his sight until the nature of what 
  is happening is revealed.  If the PCs question her at this 
  point, she knows Lemelin was somehow influencing her 
  against her better judgment.  She now believes that 
  Lemelin had something to do with the murder and that 
  Malcolm may be innocent.  
  Encounter Six: Six Adventurers 
  Walk into a Bar 
  This encounter covers PCs investigating the Salty Plank, 
  the location where Malcolm made his threats. 
  Along the docks of Gradsul are a number of 
  establishments, some of which are shadier than 
  others.  As you reach the Salty Plank, you can see 
  that even the outside appears to be better kept than 
  any of its immediate neighbors.  The door is a fine 
  shellacked oak with a brass knob.  An embossed sign 
  over the door shows a ship’s brow with a frothing 
  mug over it. 
  Entering the pub, you note that the inside is well 
  kept also. The furniture appears well maintained 
  and clean and the bar, which runs the entire length 
  of the back wall, is a glossy varnished oak.  Six 
  barrels of ale hang over the wall behind the bar.  The 
  smell of fresh bread is in the air along with the 
  unmistakable scent of hops.  A number of patrons 
  are in the pub, some obviously sailors.  The barkeep 
  is a hairy Oeridian man with a mane of a beard and 
  unkempt curly hair.  He finishes pouring a pair of 
  tankards for some folks at the bar and grabs a few 
  empty ones looking to your direction.  “Arrrr…. 
  What’ll it be today, swabbies?”   
  The Salty Plank is where Malcolm is said to have made 
  his 
  threatening 
  comments. 
  The 
  barkeep 
  recalls 
  Malcolm’s comments.  Depending on when the PCs visit, 
  Werner may be present and will attempt to mislead the 
  PCs further.  If the PCs do not learn of Malcolm’s hideout 
  from Yennib, they may learn from some of his friends 
  that there is a hunting cabin they built in outskirts of 
  Sanduscar, near Gradsul.     
  � Ariotle (Oeridian-Suloise male 37): Ariotle is the 
  barkeep and owner of the Salty Plank. He keeps a 
  respectable if dirty pub well known for the dregs that 
  come through.  Ariotle knows Malcolm as a regular 
  before he left for the Knights and can point the PCs to 
  some of his friends that come and go in the bar.   
  � Waine (Suloise male 22) and Garret (Suloise male 21): 
  Waine and Garrey are two of Malcolm’s good childhood 
  friends.  They were in the pub on the night of the murder 
  and heard Malcolm’s tirade.  Waine cannot believe that 
  Malcolm could have actually killed Nethin despite the 
  curses he made the night of the murder.  Garret knows 
  that Malcolm does have a wicked temper, especially 
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  when drinking and while he believes Malcolm to be 
  innocent, deep down he knows there is a possibility that 
  he could have lost control.  Waine, Garret, Yennib and 
  Malcolm used to hunt frequently together and both 
  know of their hunting cabin on the edge of Sanduscar, a 
  small province on the outskirts of Gradsul.  If they are 
  made to believe that the PCs intent is to help Malcolm, 
  rather than hunt him down, they could be persuaded to 
  give up the location of their cabin. 
  � 
  Werner 
  Von 
  Reiklande 
  (Suloise 
  male 
  35 
  Rog7/Asn3/SpyMaster4): If the PCs are here before the 
  poison attempt failure at the Shandor house, there is a 
  35% chance that Werner will be here when they visit.  He 
  will be disguised as an alcoholic retired sailor named 
  Heywood who witnessed Malcolm’s tirade.  He will also 
  claim to have seen Malcolm grasping his dagger outside 
  while Heywood was outside ‘bailing out the flooded hold’ 
  as he puts it (i.e. relieving himself).   If for some reason 
  the PCs are too interested in an old drunken sailor he will 
  do everything he can to leave immediately but discretely. 
  (DM Note: due to his spymaster levels he has 
  undetectable alignment as a supernatural ability and his 
  bluff check modifier is +27 in this cover identity.) 
  Encounter Seven: Gradsul 
  Hospitality Officers 
  This encounter covers PCs checking with the City Watch 
  after Yennib has freed Malcolm. 
  The city watch house near the dock area is a small 
  stone structure with only one visible door. A small 
  window near the door is complemented only by 
  three small slits in the side of the building, barely 
  large enough to let in a minute amount of light.  
  Entering the watch house, you note at least six 
  guards on duty.  Two of the guards are in the first 
  cell off to the right.  To your surprise, one of the 
  guards is holding a prisoner as the other lets fly 
  with a firm right hand to the gut of the man in 
  custody.  “You filthy bastard Yennib!  You’ve 
  disgraced your brothers here at the watch. Letting a 
  murder go!  You’ll hang right next to him when we 
  find him!”  And he whelps the loincloth-clad 
  prisoner again, this time across the cheek.  The other 
  guards notice you and demand you step outside 
  until you have been properly challenged.  Two of the 
  guards move to leave with you and assess your 
  intentions. 
   
  The guards refrain from beating Yennib any further in 
  the presence of the PCs.  They want to know why the PCs 
  are here.  If the PCs announce they are investigating the 
  murder or looking for Malcolm, they will insist that the 
  City Watch has matters well at hand.  If the PCs persist in 
  their requests, the Captain of the Watch, Feldor, will 
  eventually allow them to question Yennib in his 
  presence. 
  If the PCs attempt to bribe any of the guards later in 
  private, they will accept, as in Gradsul almost anything is 
  for sale. However, they are in the process of dealing with 
  a guardsman that they feel has betrayed them so any 
  attempt at corruption or bribery now will be seen as an 
  insult. 
  If the PCs do manage to question Yennib, he will explain 
  what he knows and why he let Malcolm go. 
  � Yennib (Oeridian-Suloise male 23 War2): Yennib is a 
  childhood friend of Malcolm’s along with Waine and 
  Garret.  He was on guard duty the night Malcolm was 
  brought to the watch house. He began talking to 
  Malcolm, who explained that he had a few too many 
  drinks and passed out on the docks.  Malcolm said that he 
  went home, washed up and left that morning with his 
  Knight Mentor.  He remembered being carried by a 
  vagabond who he believed stole his dagger and purse 
  since both were missing in the morning. 
   
  Yennib could never believe Malcolm was a murderer 
  and after listening to Malcolm’s story was convinced that 
  something was amiss. He unlocked the cell and allowed 
  his friend to escape into the night while his fellow guard 
  was at the privy.  If the PCs appear sincere in wanting to 
  get the truth he will tell them that he believes Malcolm 
  has gone to hide out in the hunting cabin they used.  
  � Feldor (Suloise-Oeridian-Baklunish male 34 War4): 
  Feldor is the captain of this watch house.  He is 
  embarrassed that someone in his unit would allow a 
  prisoner to escape and has been letting the rest of the 
  guards “take care of business.”  If he feels his authority is 
  questioned he gets easily upset. 
  � Bervis (Oeridian male 29 War3): Bervis is the other 
  guard that was on duty with Yennib the night Malcolm 
  was allowed to escape.  He is one of the two men beating 
  Yennib.  Bervis is angry that Yennib used his trip to privy 
  to let Malcolm out of the cell.  If questioned he will take 
  offense to any suggestions that he was somehow at fault 
  in Malcolm’s escape.  He remembers Yennib talking to 
  Malcolm at length but never really paid much attention 
  to the conversation.    
  � Netch (Suloise male 25 War2), Werlik (Oeridian-
  Suloise male 28 War2), Tothis (Oeridian male 33 War3), 
  Frel (Suloise male 20 War1), and Dargil (Oeridian-
  Suloise male 18 War1): The remaining guards in the 
  house. Tothis is holding Yennib while Bervis is beating 
  him.  He feels it is his duty as the senior guard to keep 
  the men in line and wants to show an example.  They 
  have no real knowledge of much aside from what Feldor 
  tells them. 
  Encounter Eight: Getting There 
  is No Fun 
  Following the directions you are given, you work 
  your way along a light trail in the forest on the 
  SHE4-01 Red Rendezvous 
   
  Page 12 
  
  outskirts of Sanduscar. Most of the wealthy Nobles 
  of Gradsul have manors and mansions in Sanduscar, 
  including Duke Luschan VIII himself.  Approaching 
  through the woods and brush, you see that 
  something else has found it as well!  Several 
  enormous spiders appear to have spun a web around 
  the structure and are trying to tear the cabin apart to 
  get at whatever is inside.  
  APL 6 (EL 8) 
  � Ettercaps (2): hp 34 each; see Monster Manual. 
  � Monstrous Spiders, Huge (2): hp 60 each; see 
  Monster Manual. 
  APL 8 (EL 10) 
  � Ettercaps (4): hp 34 each; see Monster Manual. 
  � Monstrous Spiders, Huge (4): hp 60 each; see 
  Monster Manual. 
  APL 10 (EL 12) 
  � Ettercaps (4): hp 34 each; see Monster Manual. 
  � Monstrous Spiders, Huge (4): hp 60 each; see 
  Monster Manual. 
  � Monstrous Spiders, Gargantuan (2): hp 120 each; 
  see Monster Manual. 
  APL 12 (EL 14) 
  � Ettercaps (4): hp 34 each; see Monster Manual. 
  � Monstrous Spiders, Gargantuan (4): hp 120 each; 
  see Monster Manual. 
  � Monstrous Spider, Colossal (1): hp 240; see Monster 
  Manual. 
  APL 14 (EL 16) 
  � Ettercaps (4): hp 34 each; see Monster Manual. 
  � Monstrous Spiders, Gargantuan (4): hp 120 each; 
  see Monster Manual. 
  � Monstrous Spiders, Colossal (4): hp 240 each; see 
  Monster Manual. 
  Treasure: The ettercaps have a pair of corpses from a 
  recent kill spun in a web cocoon at the edge of the cabin 
  clearing.  The corpses are from a couple of young dandies 
  that were out on a hunt and strayed too far from the trail 
  into the Sanduscar.  The PCs can recover some coins and 
  gems from the dandies’ corpses. 
  Encounter Nine: The Duelists 
  You see that the cabin is a simple, yet sturdy 
  structure.  There is a single shuttered window on 
  each wall and a solid looking door on one side.  It 
  almost appears as though no one has used it in some 
  time, but the faint wisps of fading smoke from the 
  chimney betray its occupancy. 
  Malcolm will be wary of anyone approaching and has 
  barred the windows and doors from the inside (Break DC 
  28 (window) or 32 (door)).  When the spiders and 
  ettercaps came, he went into a secret sliding trap door 
  under the wood stove.  The fire in the hearth has been 
  burning for some time unattended and is almost burned 
  out.   
  If the PCs break in, Malcolm will not come out from his 
  hiding spot unless found (Search DC 18 + APL) as he 
  fears they have come to bring him to justice.  On the 
  other hand, if the PCs communicate their intent to help 
  through the door, then he will unbar the door and listen 
  to what they have to say. 
  If the PCs time it just right, they may arrive at the cabin 
  just before Givens.  In that case, they must then deal with 
  another extremely emotionally shaken individual. 
  � Malcolm Undarian (Suloise male 20 Ftr1; hp 7): The 
  young man has obviously been through a lot in the past 
  few days.  He does not know what to do.  He does not 
  want to go back until he finds a way to clear his name. 
  Soon after the encounter with the spiders, Givens and 
  some of his foppish lisping bawds arrive on horseback in 
  the hopes of enforcing letters of Dueling that have been 
  issued by the Dueling Society of Gradsul.  If the PCs are 
  not present and Malcolm is when Givens arrives with his 
  group, the duel takes place here and Malcolm is slain. 
  � Givens Shandor (Suloise male 22 Ftr2; hp 15): Givens 
  is also very emotional right now.  Givens will expect his 
  champion to duel Malcolm to the death. However, by the 
  terms of the Dueling Society this duel is supposed to take 
  place in Gradsul under the aegis of the Society and its 
  officials. 
  Anyone who takes the time to read the Duelist Writ will 
  see this plainly. A Diplomacy, Intimidate, or Bluff check 
  DC 10 + APL will be sufficient to convince the parties to 
  reconvene at Gradsul to see the matter settled legally.  In 
  this case, Malcolm returns to the city and is arrested 
  before the duel can take place.  If Malcolm fights the duel 
  here, he will be slain. 
  Encounter Ten: Far Side of the 
  Azure Sea 
  This encounter deals with chasing after Lemelin once he 
  flees.  This most likely occurs on Day Five, after Chivan 
  breaks his charm and goes to the authorities.  However, 
  SHE4-01 Red Rendezvous 
   
  Page 13 
  
  Chivan might flee earlier, if the PCs get close to figuring 
  out his role in the murder, especially if he learns of 
  someone stealing the notes from his desk.  As per the 
  timeline in the Adventure Summary, the PCs will be 
  fetched by Trog if they don’t head this way on their own.  
  No matter what, Lemelin’s experience as a member of the 
  Brotherhood tips him off before the PCs can apprehend 
  him on land; they must make chase by ship or other 
  method on the water. 
  If the PCs decide to get one of the Shandor ships (Givens 
  will grant one or Grady will offer to take one to get the 
  person that stabbed him) to pursue Lemelin, the Redrum 
  Hunter is decidedly faster and will catch the Scarlet 
  flagged vessel in a matter of hours.  Once the chase is a 
  forgone 
  conclusion, 
  the 
  captain 
  of 
  the 
  Scarlet 
  Brotherhood ship ‘Crimson Strom’ will turn suddenly but 
  the crafty Shandor Captain will make a good maneuver 
  that rams the Scarlet Brotherhood’s ship broadside.    
  The Redrum Hunter is the fastest of the merchant 
  family ships. Captain Grady is pushing the crew 
  hard but the result is obvious, the ship is gaining on 
  the lone ship headed away from the port.  In a 
  matter of a few hours the other vessel looms directly 
  ahead.  From the crow’s nest the lookout cries out, 
  “She bears the Sea Princes sign!’ referring to the flag 
  of atop the mast of your quarry. 
  The captain does not appear deterred by the 
  prospect of the enemy vessels origin.  He orders the 
  sheets taken in tighter and the ship seems to pick up 
  even more speed.  Suddenly a hand from on the 
  brow shouts “She’s turning towards Cap’n!” You look 
  ahead as the other vessel begins to come about to a 
  course directly at the Redrum Hunter.   
  At this point the vessel is about 300 yards ahead and 
  closing at about 75 yards per round.  Allow the PCs any 
  actions they need for 3 rounds. On the 4th round, the 
  maneuvers of the vessel will bring the ships into contact. 
  Captain Grady appears to have one last trick up his 
  sleeve.  He turns the ship hard to port and as the 
  Pirate ship turns to ram broadside, the captain pulls 
  the wheel hard over and the Redrum veers suddenly 
  back to starboard.  The other vessel tries to turn 
  back but it is too late.  The ship cannot turn in time 
  as Captain Grady rams the enemy vessel with a 
  jarring jolt. “Prepare to board her, step lively men! 
  The action is sure to be a wet one, I’d wager! To the 
  last man! ”calls out Captain Grady. 
  Everyone on either ship must make a Balance check (DC 
  5 + APL) or fall prone for the first round after the impact. 
   Once the initial contact is made, the Brotherhood fights 
  to the death. There are sailors on each ship that are non 
  combatants, and busy themselves with pulling sheets and 
  putting out small fires, but stay out of the way of the PCs 
  and their opponents. They surrender if the ship is taken.  
  APL 6 (EL 10) 
  � Lemelin, Male Human (Suloise) Mnk3/Sor5: hp 
  45; see Appendix One. 
  � Hendry, Male Human (Suloise) Clr5/Mnk1: hp 45; 
  see Appendix One. 
  � Giral, Male Human (Suloise) Mnk5: hp 34; see 
  Appendix One. 
  � Seth, Male Human (Suloise) Rog5: hp 23; see 
  Appendix One. 
  APL 8 (EL 12) 
  � Lemelin, Male Human (Suloise) Mnk3/Sor6: hp 
  50; see Appendix One. 
  � Hendry, Male Human (Suloise) Clr7/Mnk1: hp 60; 
  see Appendix One. 
  � Giral, Male Human (Suloise) Mnk6: hp 41; see 
  Appendix One. 
  � Seth, Male Human (Suloise) Rog7: hp 32; see 
  Appendix One. 
  APL 10 (EL 13) 
  � Lemelin, Male Human (Suloise) Mnk3/Sor8: hp 
  67; see Appendix One. 
  � Hendry, Male Human (Suloise) Clr9/Mnk1: hp 75; 
  see Appendix One. 
  � Giral, Male Human (Suloise) Mnk8: hp 54; see 
  Appendix One. 
  � Seth, Male Human (Suloise) Rog9: hp 41; see 
  Appendix One. 
  APL 12 (EL 15) 
  � Lemelin, Male Human (Suloise) Mnk3/Sor9: hp 
  72; see Appendix One. 
  � Hendry, Male Human (Suloise) Clr11/Mnk1: hp 
  90; see Appendix One. 
  � Giral, Male Human (Suloise) Mnk10: hp 68; see 
  Appendix One. 
  � Seth, Male Human (Suloise) Rog9/Asn2: hp 50; see 
  Appendix One. 
  APL 14 (EL 17) 
  � Lemelin, Male Human (Suloise) Mnk3/Sor9: hp 
  72; see Appendix One. 
  � Hendry, Male Human (Suloise) Clr11/Mnk1: hp 
  90; see Appendix One. 
  SHE4-01 Red Rendezvous 
   
  Page 14 
  
  � Giral, Male Human (Suloise) Mnk10: hp 68; see 
  Appendix One. 
  � Seth, Male Human (Suloise) Rog9/Asn2: hp 50; see 
  Appendix One. 
  � Krakens (3): hp 285 each; see Monster Manual. 
  Tactics: The enemies will use their buff spells for 
  protection and invisibility as they can before combat, and 
  attempt to target any flying or archery characters with 
  their long-range attacks. The rogue and monk will work 
  in tandem, providing flanks. All four Scarlet Brotherhood 
  agents have worked as a team for many years. Use their 
  abilities and their knowledge of tactics to their advantage. 
  They are adept at communicating to each other in combat 
  as well if they note a weakness or a spell effect on an 
  enemy. When possible they concentrate their efforts on 
  spellcasters at the higher APLs. Immobilized PCs will be 
  tossed overboard and left to drown if possible.  
  At APL 14, the two sailing ships have made an 
  unfortunate choice of location for fighting their battle.  
  Three krakens have gathered here underwater to conduct 
  a secret meeting (on a topic to be revealed in a future 
  Sheldomar Valley Metaregional).  It is of the utmost 
  importance that their meeting remains secret, so they 
  feel the ships above them are too big a threat to that 
  secrecy.  On the second round of combat, the krakens 
  rise out of the water and begin to attack the PCs and 
  NPCs alike (focusing more on the PCs unless the NPCs 
  are winning the combat).   The krakens will fight until all 
  three of them have less than ¼ of their hp remaining or 
  until two of them are dead.  At that point, any surviving 
  kraken will attempt to flee. 
  Treasure:  After the battle, Captain Grady will give the 
  PCs their share of the take from the enemy vessel and its 
  crew/passengers.  He will then order the enemy ship 
  burned and sunk (her keel is badly damaged and 
  unsalvageable).  Shortly after a lookout spies two more 
  Sea Prince vessels on the horizon and the captain makes 
  hastily back to Keoish waters.  If searched, the enemy 
  vessel will also contain charts marking several islands 
  near the Flotsam and Jetsam Isles (see the Treasure 
  Summary).  Written across one of the farthest islands is 
  written “House of Kavelli” in Ancient Suloise. If the PCs 
  failed to recover the notes (Player Handout #1 and #2) 
  from Encounter Two, have Lemelin carry copies here for 
  the PCs to recover here. 
  Conclusion 
  Things can end in a number of different ways.  If 
  Malcolm is killed by Givens, the truth will come out after 
  Chivan is free of the spell and Givens, racked with guilt 
  will become distant and distraught and the company will 
  begin to fail due to a lack of leadership. 
  If the PCs kill Malcolm, they will collect the reward and 
  learn about Lemelin later. There will be no legal 
  complications since they were acting under the orders at 
  the time.    
  If Malcolm is saved and cleared he will be ever grateful 
  and Chivan will grant him control of the House.  
  Malcolm will give the PCs a reward of gold and his 
  gratitude (see the Treasure Summary). 
  If the PCs capture Lemelin he will not divulge any 
  information or reveal any information about the maps.  
  Lemelin will be executed a few days later. 
  The maps and charts will be turned over to a sage for 
  further study and no further information will be revealed 
  at this time.  PCs may take a copy of the maps and charts 
  with them (see the Treasure Summary). 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Disarm or survive the trap. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 240 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
   
  APL 14 – 450 xp. 
  Encounter Eight 
  Defeat the spiders. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
   
  APL 14 – 480 xp. 
  Encounter Ten 
  Defeat the Brotherhood. 
   
  APL 6 – 300 xp. 
   
  APL 8 – 360 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
   
  APL 14 – 510 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
   
  APL 14 – 360 xp. 
  SHE4-01 Red Rendezvous 
   
  Page 15 
  
  Total Possible Experience 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
   
  APL 14 – 1,800 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Two: 
   
  All APLs: L: 0 gp; C: 0 gp; M: potion of invisibility (25 
  gp), potion of cure moderate wounds (25 gp). 
  Encounter Eight: 
   
  APL 6: L: 0 gp; C: 50 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 75 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 125 gp; M: 0 gp. 
   
  APL 14: L: 0 gp; C: 150 gp; M: 0 gp. 
  Encounter Ten: 
   
  APL 6: L: 28 gp; C: 50 gp; M: amulet of health +2 (333 
  gp), bracers of armor +4 (1,333 gp), cloak of charisma +4 
  (1,333 gp), ring of protection +2 (667 gp), bracers of armor +2 
  (333 gp), 10 +1 bolts (39 gp), ring of protection +1 (167 gp), 
  bracers of armor +1 (83 gp), potion of bull’s strength (25 gp), +1 
  leather (97 gp), +1 rapier (193 gp), potion of invisibility (25 
  gp). 
   
  APL 8: L: 28 gp; C: 75 gp; M:  amulet of health +2 (333 
  gp), bracers of armor +4 (1,333 gp), cloak of charisma +4 
  (1,333 gp), ring of protection +2 (667 gp), slippers of spider 
  climbing (400 gp), ring of minor energy resistance – fire (1,000 
  gp), 2 bracers of armor +2 (333 gp each), 10 +1 bolts (39 gp), 
  periapt of wisdom +2 (333 gp), gauntlets of ogre power (333 
  gp), cloak of resistance +1 (83 gp), ring of protection +1 (167 
  gp), potion of bull’s strength (25 gp), +2 leather (347 gp), +2 
  rapier (693 gp), 2 potions of invisibility (25 gp each). 
   
  APL 10: L: 0 gp; C: 100 gp; M:  amulet of health +4 
  (1,333 gp), bracers of armor +5 (2,083 gp), cloak of charisma 
  +4 (1,333 gp), ring of protection +3 (1,500 gp), slippers of 
  spider climbing (400 gp), ring of minor energy resistance – fire 
  (1,000 gp), bracers of armor +4 (1,333 gp), 10 +1 bolts (39 gp), 
  periapt of wisdom +2 (333 gp), gauntlets of ogre power (333 
  gp), cloak of resistance +1 (83 gp), +1 flaming light crossbow 
  (695 gp), ring of protection +2 (667 gp), potion of bull’s 
  strength (25 gp), bracers of armor +3 (750 gp), +3 leather (763 
  gp), +2 rapier (693 gp), amulet of natural armor +1 (167 gp), 
  2 potions of invisibility (25 gp each). 
   
  APL 12: L: 0 gp; C: 125 gp; M:  amulet of health +4 
  (1,333 gp), bracers of armor +5 (2,083 gp), cloak of charisma 
  +4 (1,333 gp), ring of protection +3 (1,500 gp), slippers of 
  spider climbing (400 gp), ring of minor energy resistance – fire 
  (1,000 gp), wand of ray of enfeeblement – heightened 4th level – 
  7th level caster (1,750 gp), bracers of armor +4 (1,333 gp), 10 
  +1 bolts (39 gp), periapt of wisdom +2 (333 gp), gauntlets of 
  ogre power (333 gp), cloak of resistance +2 (333 gp), monk’s 
  belt (1,083 gp), +1 flaming light crossbow (695 gp), ring of 
  protection +2 (667 gp), potion of bull’s strength (25 gp), bracers 
  of armor +3 (750 gp), +3 leather (763 gp), +2 rapier (693 gp), 
  amulet of natural armor +1 (167 gp), boots of speed (1,000 gp), 
  gloves of dexterity +2 (333 gp), 2 potions of invisibility (25 gp 
  each). 
   
  APL 14: L: 0 gp; C: 150 gp; M:  amulet of health +4 
  (1,333 gp), bracers of armor +6 (3,000 gp), cloak of charisma 
  +4 (1,333 gp), ring of protection +3 (1,500 gp), slippers of 
  spider climbing (400 gp), circlet of persuasion (375 gp), ring of 
  minor energy resistance – fire (1,000 gp), wand of ray of 
  SHE4-01 Red Rendezvous 
   
  Page 16 
  
  � Cloak of Charisma +4 (Adventure, DMG) 
  enfeeblement – heightened 4th level – 7th level caster (1,750 gp), 
  bracers of armor +4 (1,333 gp), 10 +1 bolts (39 gp), periapt of 
  wisdom +2 (333 gp), gauntlets of ogre power (333 gp), cloak of 
  resistance +2 (333 gp), monk’s belt (1,083 gp), +1 flaming light 
  crossbow (695 gp), ring of protection +2 (667 gp), potion of 
  bull’s strength (25 gp), bracers of armor +3 (750 gp), +3 leather 
  (763 gp), +2 rapier (693 gp), amulet of natural armor +1 (167 
  gp), boots of speed (1,000 gp), gloves of dexterity +2 (333 gp), 2 
  potions of invisibility (25 gp each). 
  � Ring of Protection +2 (Adventure, DMG) 
   
  APL 8 (APL 6 Items plus): 
  � +2 Leather Armor (Adventure, DMG) 
  � +2 Rapier (Adventure, DMG) 
  � Gauntlets of Ogre Power (Adventure, DMG) 
  Conclusion: 
  � Periapt of Wisdom +2 (Adventure, DMG) 
   
  APL 6: L: 0 gp; C: 50 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp. 
  � Ring of Energy Resistance, Minor - Fire (Adventure, 
  DMG) 
   
  APL 10: L: 0 gp; C: 150 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 14: L: 0 gp; C: 250 gp; M: 0 gp. 
  � Slippers of Spider Climbing (Adventure, DMG) 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 10 (APL 6, 8 Items plus): 
   
  APL 6: L: 28 gp; C: 150 gp; M: 4,678 gp – Total: 4,856 
  gp (900 gp). 
  � +1 Flaming Light Crossbow (Adventure, DMG) 
   
  APL 8: L: 28 gp; C: 250 gp; M: 7,852 gp – Total: 8,130 
  gp (1,300 gp). 
  � +3 Leather Armor (Adventure, DMG) 
  � Amulet of Health +4 (Adventure, DMG) 
   
  APL 10: L: 0 gp; C: 350 gp; M: 13,630 gp – Total: 
  13,980 gp (2,300 gp). 
  � Bracers of Armor +3 (Adventure, DMG) 
   
  APL 12: L: 0 gp; C: 450 gp; M: 18,046 gp – Total: 
  18,496 gp (3,300 gp). 
  � Bracers of Armor +5 (Adventure, DMG) 
   
  APL 14: L: 0 gp; C: 550 gp; M: 19,338 gp – Total: 
  19,888 gp (6,600 gp). 
  � Ring of Protection +3 (Adventure, DMG) 
   
  Items for the Adventure Record 
  APL 12 (APL 6, 8, 10 Items plus): 
  � Boots of Speed (Adventure, DMG) 
  Special 
  � Cloak of Resistance +2 (Adventure, DMG) 
  � Mysterious Maps & Charts  
  � Gloves of Dexterity +2 (Adventure, DMG) 
   
  These encoded maps are in Ancient Suloise, marking 
  an unknown set of isles in the Azure Sea.  They have been 
  copied from a set of maps & charts obtained from a Sea 
  Prince ship dangerously close to Keoish waters. 
  � Monk’s Belt (Adventure, DMG) 
  � Wand of Ray of Enfeeblement, Heightened – 4th level 
  (Adventure, 7th level caster, DMG) 
   
  � Gratitude of Undarian House  
   
  For assisting Malcolm Undarian and clearing his 
  name, this PC has earned the gratitude of the Undarian 
  House and the allied Shandor Merchants and Co.  The 
  PC may use this gratitude to have the cost of any 
  Sheldomar Valley Regional or Metaregional scenario 
  reduced by 1 TU, as the Merchants provide for expedited 
  passage for the PC.  This cannot reduce the TU cost of a 
  scenario to less than 1 TU.  Cross out when used. 
  APL 14 (APL 6, 8, 10, 12 Items plus): 
  � Bracers of Armor +6 (Adventure, DMG) 
  � Circlet of Persuasion (Adventure, DMG) 
   
   
  Item Access 
  APL 6: 
  � Amulet of Health +2 (Adventure, DMG) 
  � Bracers of Armor +2 (Adventure, DMG) 
  � Bracers of Armor +4 (Adventure, DMG) 
  SHE4-01 Red Rendezvous 
   
  Page 17 
  
  Appendix One - Encounters 
   
  Encounter Ten 
  APL 6 
  Lemelin: Male Human (Suloise) Mnk3/Sor5; CR 8; 
  Medium Humanoid (Human); HD 3d8+5d4+16; hp 45; 
  Init +6; Spd 40 ft.; AC 19, touch 15, flat-footed 17 (+2 Dex, 
  +1 Wis, +4 bracers. +2 ring); Base Atk +4; Grp +4; Atk +6 
  melee (1d6, unarmed); Full Atk +4/+4 melee (1d6, 
  unarmed); SA flurry of blows; SQ evasion, still mind, 
  summon familiar; AL LE; SV Fort +6, Ref +8, Will +8; Str 
  10, Dex 14, Con 12 (14), Int 10, Wis 12, Cha 18 (22). 
   
  Skills and Feats: Balance +4, Bluff +17, Concentration 
  +12, Diplomacy +16, Disguise +8, Forgery +2, Hide +4, 
  Jump +2, Listen +3, Sense Motive +5, Spot +3, Tumble +6; 
  Combat Casting, Deceitful, Deflect Arrows, Improved 
  Initiative, Improved Unarmed Strike, Stunning Fist, 
  Weapon Finesse. 
   
  Sorcerer Spells Known (6/8/6; save DC 16 + spell level): 
  0 – daze, ghost sound, message, open/close, resistance, touch of 
  fatigue; 1st – charm person, disguise self, shield, shocking grasp; 
  2nd – Tasha’s hideous laughter, web. 
   
  Possessions: traveler’s outfit, amulet of health +2, bracers 
  of armor +4, cloak of charisma +4, ring of protection +2, Jerri. 
   
  Jerri: weasel familiar; tiny animal; HD 8d8; hp 22; 
  Init +2; Spd 20 ft.; AC 17, touch 14, flat-footed 15 (+2 size, 
  +2 Dex, +3 natural); Base Atk +4; Grp -8; Atk/Full Ark +8 
  melee (1d3-4, bite); Space/Reach 2½ ft./0 ft.; SA attach, 
  deliver touch spells; SQ low-light vision, scent, alertness, 
  improved evasion, share spells, empathic link, speak with 
  master; SV Fort +4, Ref +6, Will +8; Str 3, Dex 15, Con 10, 
  Int 8, Wis 12, Cha 5. 
   
   
  Skills and Feats: Balance +12, Climb +10, Hide 
  +12, Move Silently +8, Spot +3; Weapon Finesse. 
  Hendry: Male Human (Suloise) Mnk1/Clr5 of Pyremius; 
  CR 6; Medium Humanoid (Human); HD 6d8+12; hp 45; 
  Init +6; Spd 30 ft.; AC 17, touch 15, flat-footed 15 (+2 Dex, 
  +3 Wis, +2 bracers); Base Atk +3; Grp +4; Atk +4 melee 
  (1d6+1, unarmed) or +6 ranged (1d8+1/19-20, mw light 
  crossbow); Full Atk +2/+2 melee (1d6+1, unarmed) or +6 
  ranged (1d8+1/19-20, mw light crossbow); SA flurry of 
  blows, rebuke undead, spells, spontaneous casting; SQ 
  aura; AL LE; SV Fort +8, Ref +5, Will +9; Str 12, Dex 14, 
  Con 14, Int 10, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +11, Diplomacy +9, 
  Knowledge (religion) +9, Listen +9, Spot +9; Alertness, 
  Combat 
  Casting, 
  Improved 
  Initiative, 
  Improved 
  Unarmed Strike, Point Blank Shot, Stunning Fist. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13 + 
  spell level): 0 – detect magic, guidance, light, read magic, 
  resistance; 1st – burning hands*, command, doom, sanctuary, 
  shield of faith; 2nd – death knell, hold person, produce flame*, 
  sound burst; 3rd – contagion*, dispel magic, water walk. 
  *domain spell 
   
  Domains: Destruction, Fire. 
   
  Possessions: monk’s outfit, masterwork light crossbow, 
  bracers of armor +2, 10 bolts +1. 
  Giral: Male Human (Suloise) Mnk5; CR 5; Medium 
  Humanoid (Human); HD 5d8+5; hp 34; Init +8; Spd 40 
  ft.; AC 19, touch 18, flat-footed 15 (+4 Dex, +2 Wis, +1 
  bracers, +1 ring, +1 monk); Base Atk +3; Grp +5; Atk +8 
  melee (1d8+2, unarmed); Full Atk +7/+7 melee (1d8+2, 
  unarmed); SA flurry of blows, ki strike (magic); SQ 
  evasion, still mind, slow fall 20 ft., purity of body; AL LE; 
  SV Fort +5, Ref +8, Will +6; Str 14, Dex 18, Con 12, Int 8, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Balance +12, Jump +10, Move Silently 
  +12, Tumble +12; Combat Reflexes, Improved Initiative, 
  Improved Unarmed Strike, Stunning Fist, Weapon 
  Finesse, Weapon Focus (unarmed strike). 
   
  Possessions: monk’s outfit, ring of protection +1, potion of 
  bull’s strength, bracers of armor +1. 
  Seth: Male Human (Suloise) Rog5; CR 5; Medium 
  Humanoid (Human); HD 5d6; hp 23; Init +8; Spd 30 ft.; 
  AC 17, touch 14, flat-footed 17 (+4 Dex, +3 leather); Base 
  Atk +3; Grp +4; Atk +8 melee (1d6+2/18-20, +1 rapier); 
  Full Atk +8 melee (1d6+2/18-20, +1 rapier); SA sneak 
  attack +3d6; SQ evasion, uncanny dodge, trapfinding, 
  trap sense +1; AL LE; SV Fort +1, Ref +8, Will +1; Str 12, 
  Dex 18, Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Balance +12, Bluff +9, Climb +9, 
  Diplomacy +9, Disguise +9, Hide +12, Intimidate +9, 
  Jump +9, Move Silently +12, Tumble +12; Dodge, 
  Improved Initiative, Weapon Finesse. 
   
  Possessions: traveler’s outfit, potion of invisibility, +1 
  leather, +1 rapier. 
  APL 8 
  Lemelin: Male Human (Suloise) Mnk3/Sor6; CR 9; 
  Medium Humanoid (Human); HD 3d8+6d4+18; hp 50; 
  Init +6; Spd 40 ft.; AC 19, touch 15, flat-footed 17 (+2 Dex, 
  +1 Wis, +4 bracers. +2 ring); Base Atk +5; Grp +5; Atk +7 
  melee (1d6, unarmed); Full Atk +5/+5 melee (1d6, 
  unarmed); SA flurry of blows; SQ evasion, still mind, 
  summon familiar; AL LE; SV Fort +7, Ref +9, Will +9; Str 
  10, Dex 14, Con 12 (14), Int 10, Wis 12, Cha 18 (22). 
   
  Skills and Feats: Balance +4, Bluff +18, Concentration 
  +14, Diplomacy +16, Disguise +8, Forgery +2, Hide +4, 
  Jump +2, Listen +3, Sense Motive +5, Spot +3, Tumble +6; 
  Combat Casting, Deceitful, Deflect Arrows, Improved 
  Initiative, Improved Unarmed Strike, Spell Focus 
  (enchantment), Stunning Fist, Weapon Finesse. 
   
  Sorcerer Spells Known (6/8/7/4; save DC 16 + spell 
  level, 17 + spell level for enchantment spells): 0 – dancing 
  lights, daze, ghost sound, message, open/close, resistance, touch of 
  fatigue; 1st – charm person, disguise self, shield, shocking grasp; 
  2nd – Tasha’s hideous laughter, web; 3rd – hold person. 
  SHE4-01 Red Rendezvous 
   
  Page 18 
  
   
  Possessions: traveler’s outfit, amulet of health +2, bracers 
  of armor +4, cloak of charisma +4, ring of protection +2, ring of 
  minor energy resistance (fire), slippers of spider climbing, Jerri. 
   
  Jerri: weasel familiar; tiny animal; HD 9d8; hp 25; 
  Init +2; Spd 20 ft.; AC 17, touch 14, flat-footed 15 (+2 size, 
  +2 Dex, +3 natural); Base Atk +5; Grp -7; Atk/Full Ark +9 
  melee (1d3-4, bite); Space/Reach 2½ ft./0 ft.; SA attach, 
  deliver touch spells; SQ low-light vision, scent, alertness, 
  improved evasion, share spells, empathic link, speak with 
  master; SV Fort +5, Ref +7, Will +9; Str 3, Dex 15, Con 10, 
  Int 8, Wis 12, Cha 5. 
   
   
  Skills and Feats: Balance +12, Climb +10, Hide 
  +12, Move Silently +8, Spot +3; Weapon Finesse. 
  Hendry: Male Human (Suloise) Mnk1/Clr7 of Pyremius; 
  CR 8; Medium Humanoid (Human); HD 8d8+16; hp 60; 
  Init +6; Spd 30 ft.; AC 18, touch 16, flat-footed 16 (+2 Dex, 
  +4 Wis, +2 bracers); Base Atk +5; Grp +7; Atk +7 melee 
  (1d6+2, unarmed) or +8 ranged (1d8+1/19-20, mw light 
  crossbow); Full Atk +5/+5 melee (1d6+2, unarmed) or +8 
  ranged (1d8+1/19-20, mw light crossbow); SA flurry of 
  blows, rebuke undead, spells, spontaneous casting; SQ 
  aura; AL LE; SV Fort +10, Ref +7, Will +12; Str 12 (14), 
  Dex 14, Con 14, Int 10, Wis 17 (19), Cha 10. 
   
  Skills and Feats: Concentration +13, Diplomacy +11, 
  Knowledge (religion) +11, Listen +10, Spot +10; 
  Alertness, 
  Combat 
  Casting, 
  Improved 
  Initiative, 
  Improved Unarmed Strike, Point Blank Shot, Stunning 
  Fist. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; save DC 14 
  + spell level): 0 – create water, detect magic, guidance, light, 
  read magic, resistance; 1st – burning hands*, command, doom, 
  protection from good, sanctuary, shield of faith; 2nd – darkness, 
  death knell, hold person, produce flame*, sound burst; 3rd – 
  contagion*, dispel magic, invisibility purge, water walk; 4th – 
  divine power, summon monster IV, wall of fire*. *domain 
  spell 
   
  Domains: Destruction, Fire. 
   
  Possessions: monk’s outfit, masterwork light crossbow, 
  bracers of armor +2, periapt of wisdom +2, gauntlets of ogre 
  power, cloak of resistance +1, 10 bolts +1. 
  Giral: Male Human (Suloise) Mnk6; CR 6; Medium 
  Humanoid (Human); HD 6d8+6; hp 41; Init +8; Spd 50 
  ft.; AC 20, touch 18, flat-footed 16 (+4 Dex, +2 Wis, +2 
  bracers, +1 ring, +1 monk); Base Atk +4; Grp +6; Atk +9 
  melee (1d8+2, unarmed); Full Atk +8/+8 melee (1d8+2, 
  unarmed); SA flurry of blows, ki strike (magic); SQ 
  evasion, still mind, slow fall 30 ft., purity of body; AL LE; 
  SV Fort +6, Ref +9, Will +7; Str 14, Dex 18, Con 12, Int 8, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Balance +13, Jump +11, Move Silently 
  +13, Tumble +13; Combat Reflexes, Dodge, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Stunning Fist, Weapon Finesse, Weapon Focus (unarmed 
  strike). 
   
  Possessions: monk’s outfit, ring of protection +1, potion of 
  invisibility, potion  of bull’s strength, bracers of armor +2. 
  Seth: Male Human (Suloise) Rog7; CR 7; Medium 
  Humanoid (Human); HD 7d6; hp 32; Init +8; Spd 30 ft.; 
  AC 18, touch 14, flat-footed 18 (+4 Dex, +4 leather); Base 
  Atk +5; Grp +6; Atk +12 melee (1d6+3/18-20, +2 rapier); 
  Full Atk +12 melee (1d6+3/18-20, +2 rapier); SA sneak 
  attack +4d6; SQ evasion, uncanny dodge, trapfinding, 
  trap sense +2; AL LE; SV Fort +2, Ref +9, Will +2; Str 12, 
  Dex 18, Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Balance +14, Bluff +11, Climb +11, 
  Diplomacy +11, Disguise +11, Hide +14, Intimidate +11, 
  Jump +11, Move Silently +14, Tumble +14; Dodge, 
  Improved Initiative, Weapon Finesse, Weapon Focus 
  (rapier). 
   
  Possessions: traveler’s outfit, potion of invisibility, +2 
  leather, +2 rapier. 
  APL 10 
  Lemelin: Male Human (Suloise) Mnk3/Sor8; CR 11; 
  Medium Humanoid (Human); HD 3d8+8d4+33; hp 67; 
  Init +6; Spd 40 ft.; AC 21, touch 16, flat-footed 19 (+2 Dex, 
  +1 Wis, +5 bracers. +3 ring); Base Atk +6; Grp +6; Atk +8 
  melee (1d6, unarmed); Full Atk +6/+6/+1 melee (1d6, 
  unarmed); SA flurry of blows; SQ evasion, still mind, 
  summon familiar; AL LE; SV Fort +8, Ref +9, Will +10; Str 
  10, Dex 14, Con 12 (16), Int 10, Wis 12, Cha 18 (22). 
   
  Skills and Feats: Balance +4, Bluff +20, Concentration 
  +17, Diplomacy +16, Disguise +8, Forgery +2, Hide +4, 
  Jump +2, Listen +3, Sense Motive +5, Spellcraft +2, Spot 
  +3, Tumble +6; Combat Casting, Deceitful, Deflect 
  Arrows, Improved Initiative, Improved Unarmed Strike, 
  Spell Focus (enchantment), Stunning Fist, Weapon 
  Finesse. 
   
  Sorcerer Spells Known (6/8/8/6/4; save DC 16 + spell 
  level, 17 + spell level for enchantment spells): 0 – dancing 
  lights, daze, ghost sound, message, open/close, prestidigitation, 
  resistance, touch of fatigue; 1st – charm person, disguise self, 
  hypnotism, shield, shocking grasp; 2nd – Tasha’s hideous 
  laughter, touch of idiocy, web; 3rd – hold person, lightning bolt; 
  4th – confusion. 
   
  Possessions: traveler’s outfit, amulet of health +4, bracers 
  of armor +5, cloak of charisma +4, ring of protection +3, ring of 
  minor energy resistance (fire), slippers of spider climbing, Jerri. 
   
  Jerri: weasel familiar; tiny animal; HD 11d8; hp 33; 
  Init +2; Spd 20 ft.; AC 18, touch 14, flat-footed 16 (+2 size, 
  +2 Dex, +4 natural); Base Atk +6; Grp -6; Atk/Full Ark +10 
  melee (1d3-4, bite); Space/Reach 2½ ft./0 ft.; SA attach, 
  deliver touch spells; SQ low-light vision, scent, alertness, 
  improved evasion, share spells, empathic link, speak with 
  master, speak with animals of its kind; SV Fort +5, Ref +7, 
  Will +10; Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5. 
   
   
  Skills and Feats: Balance +12, Climb +10, Hide 
  +12, Move Silently +8, Spot +3; Weapon Finesse. 
  Hendry: Male Human (Suloise) Mnk1/Clr9 of Pyremius; 
  CR 10; Medium Humanoid (Human); HD 10d8+20; hp 
  75; Init +6; Spd 30 ft.; AC 20, touch 16, flat-footed 18 (+2 
  Dex, +4 Wis, +4 bracers); Base Atk +6; Grp +8; Atk +8 
  melee (1d6+2, unarmed) or +9 ranged (1d8+1 plus 1d6 
  fire/19-20, +1 flaming crossbow); Full Atk +6/+6/+1 melee 
  (1d6+2, unarmed) or +9 ranged (1d8+1 plus 1d6 fire/19-
  20, +1 flaming crossbow); SA flurry of blows, rebuke 
  undead, spells, spontaneous casting; SQ aura; AL LE; SV 
  SHE4-01 Red Rendezvous 
   
  Page 19 
  
  Fort +11, Ref +8, Will +13; Str 12 (14), Dex 14, Con 14, Int 
  10, Wis 17 (19), Cha 10. 
   
  Skills and Feats: Concentration +15, Diplomacy +13, 
  Knowledge (religion) +13, Listen +10, Spot +10; 
  Alertness, Combat Casting, Extra Stunning (three extra 
  stunning attacks per day), Improved Initiative, Improved 
  Unarmed Strike, Point Blank Shot, Stunning Fist. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; save 
  DC 14 + spell level): 0 – create water, detect magic, guidance, 
  light, read magic, resistance; 1st – burning hands*, command, 
  doom, protection from good, sanctuary, shield of faith; 2nd – 
  darkness, death knell, hold person x2, produce flame*, sound 
  burst; 3rd – contagion*, dispel magic x2, invisibility purge, water 
  walk; 4th – divine power, freedom of movement, summon 
  monster IV, wall of fire*; 5th – fire shield*, slay living x2. 
  *domain spell 
   
  Domains: Destruction, Fire. 
   
  Possessions: monk’s outfit, +1 flaming crossbow, bracers of 
  armor +4, periapt of wisdom +2, gauntlets of ogre power, cloak of 
  resistance +1, 10 bolts +1. 
  Giral: Male Human (Suloise) Mnk8; CR 8; Medium 
  Humanoid (Human); HD 8d8+8; hp 54; Init +8; Spd 50 
  ft.; AC 22, touch 19, flat-footed 18 (+4 Dex, +2 Wis, +3 
  bracers, +2 ring, +1 monk); Base Atk +6; Grp +8; Atk +11 
  melee (1d10+2, unarmed); Full Atk +10/+10/+5 melee 
  (1d10+2, unarmed); SA flurry of blows, ki strike (magic); 
  SQ evasion, still mind, slow fall 40 ft., purity of body, 
  wholeness of body; AL LE; SV Fort +7, Ref +10, Will +8; 
  Str 14, Dex 19, Con 12, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Balance +15, Jump +13, Move Silently 
  +15, Tumble +15; Combat Reflexes, Dodge, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Stunning Fist, Weapon Finesse, Weapon Focus (unarmed 
  strike). 
   
  Possessions: monk’s outfit, ring of protection +2, potion of 
  invisibility, potion  of bull’s strength, bracers of armor +3. 
  Seth: Male Human (Suloise) Rog9; CR 9; Medium 
  Humanoid (Human); HD 9d6; hp 41; Init +8; Spd 30 ft.; 
  AC 20, touch 14, flat-footed 20 (+4 Dex, +5 leather, +1 
  amulet); Base Atk +6; Grp +7; Atk +13 melee (1d6+3/18-
  20, +2 rapier); Full Atk +13/+8 melee (1d6+3/18-20, +2 
  rapier); SA sneak attack +5d6; SQ evasion, uncanny dodge, 
  improved uncanny dodge, trapfinding, trap sense +3; AL 
  LE; SV Fort +3, Ref +10, Will +3; Str 12, Dex 19, Con 10, 
  Int 12, Wis 10, Cha 12. 
   
  Skills and Feats: Balance +16, Bluff +13, Climb +13, 
  Diplomacy +13, Disguise +13, Hide +16, Intimidate +13, 
  Jump +13, Move Silently +16, Tumble +16; Combat 
  Reflexes, Dodge, Improved Initiative, Weapon Finesse, 
  Weapon Focus (rapier). 
   
  Possessions: traveler’s outfit, potion of invisibility, +3 
  leather, +2 rapier, amulet of natural armor +1. 
  APL 12 and 14 
  Lemelin: Male Human (Suloise) Mnk3/Sor9; CR 12; 
  Medium Humanoid (Human); HD 3d8+9d4+36; hp 72; 
  Init +6; Spd 40 ft.; AC 21, touch 16, flat-footed 19 (+2 Dex, 
  +1 Wis, +5 bracers. +3 ring); Base Atk +6; Grp +6; Atk +8 
  melee (1d6, unarmed); Full Atk +6/+6/+1 melee (1d6, 
  unarmed); SA flurry of blows; SQ evasion, still mind, 
  summon familiar; AL LE; SV Fort +9, Ref +10, Will +10; 
  Str 10, Dex 14, Con 12 (16), Int 10, Wis 12, Cha 19 (23). 
   
  Skills and Feats: Balance +4, Bluff +21, Concentration 
  +18, Diplomacy +16, Disguise +8, Forgery +2, Hide +4, 
  Jump +2, Listen +3, Sense Motive +5, Spellcraft +3, Spot 
  +3, Tumble +6; Combat Casting, Deceitful, Deflect 
  Arrows, Greater Spell Focus (enchantment), Improved 
  Initiative, Improved Unarmed Strike, Spell Focus 
  (enchantment), Stunning Fist, Weapon Finesse. 
   
  Sorcerer Spells Known (6/8/8/7/5; save DC 16 + spell 
  level, 18 + spell level for enchantment spells): 0 – dancing 
  lights, daze, ghost sound, message, open/close, prestidigitation, 
  resistance, touch of fatigue; 1st – charm person, disguise self, 
  hypnotism, shield, shocking grasp; 2nd – invisibility, Tasha’s 
  hideous laughter, touch of idiocy, web; 3rd – hold person, 
  lightning bolt, suggestion; 4th – confusion, crushing despair. 
   
  Possessions: traveler’s outfit, amulet of health +4, bracers 
  of armor +5 (+6 at APL 14 only), cloak of charisma +4, circlet of 
  persuasion (at APL 14 only)ring of protection +3, ring of minor 
  energy resistance (fire), slippers of spider climbing, wand of ray of 
  enfeeblement (4th level heightened, 7th level caster), Jerri. 
   
  Jerri: weasel familiar; tiny animal; HD 12d8; hp 36; 
  Init +2; Spd 20 ft.; AC 19, touch 14, flat-footed 17 (+2 size, 
  +2 Dex, +5 natural); Base Atk +6; Grp -6; Atk/Full Ark +10 
  melee (1d3-4, bite); Space/Reach 2½ ft./0 ft.; SA attach, 
  deliver touch spells; SQ low-light vision, scent, alertness, 
  improved evasion, share spells, empathic link, speak with 
  master, speak with animals of its kind; SV Fort +6, Ref +8, 
  Will +10; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5. 
   
   
  Skills and Feats: Balance +12, Climb +10, Hide 
  +12, Move Silently +8, Spot +3; Weapon Finesse. 
  Hendry: Male Human (Suloise) Mnk1/Clr11 of 
  Pyremius; CR 12; Medium Humanoid (Human); HD 
  12d8+24; hp 90; Init +6; Spd 30 ft.; AC 22, touch 18, flat-
  footed 20 (+2 Dex, +5 Wis, +4 bracers, +1 monk); Base Atk 
  +8; Grp +10; Atk +10 melee (1d8+2, unarmed) or +11 
  ranged (1d8+1 plus 1d6 fire/19-20, +1 flaming crossbow); 
  Full Atk +8/+8/+3 melee (1d8+2, unarmed) or +11 ranged 
  (1d8+1 plus 1d6 fire/19-20, +1 flaming crossbow); SA flurry 
  of blows, rebuke undead, spells, spontaneous casting; SQ 
  aura; AL LE; SV Fort +13, Ref +9, Will +16; Str 12 (14), 
  Dex 14, Con 14, Int 10, Wis 18 (20), Cha 10. 
   
  Skills and Feats: Concentration +17, Diplomacy +15, 
  Knowledge (religion) +15, Listen +11, Spot +11; 
  Alertness, Combat Casting, Extra Stunning (three extra 
  stunning attacks per day), Improved Initiative, Improved 
  Unarmed Strike, Point Blank Shot, Stunning Fist, 
  Weakening Touch (declare use of this feat before attack 
  roll – you deal no damage, but apply a -6 non-cumulative 
  penalty to target’s Str for 1 minute, if your unarmed 
  attack is successful – each attempt counts as one use of 
  the Stunning Fist feat for the day – creatures immune to 
  stun effects cannot be affected by this feat). 
   
  Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/1+1; 
  save DC 14 + spell level): 0 – create water, detect magic, 
  guidance, light, read magic, resistance; 1st – burning hands*, 
  command, divine favor, doom, entropic shield, protection from 
  SHE4-01 Red Rendezvous 
   
  Page 20 
  
  good, sanctuary, shield of faith; 2nd – darkness, death knell, hold 
  person x2, produce flame*, sound burst; 3rd – contagion*, dispel 
  magic x2, magic vestment, invisibility purge, water walk; 4th – 
  dimensional anchor, divine power, freedom of movement, 
  summon monster IV, wall of fire*; 5th – fire shield*, greater 
  command, slay living x2; 6th – harm*, heal. *domain spell 
   
  Domains: Destruction, Fire. 
   
  Possessions: monk’s outfit, +1 flaming crossbow, monk’s 
  belt, bracers of armor +4, periapt of wisdom +2, gauntlets of ogre 
  power, cloak of resistance +2, 10 bolts +1. 
  Giral: Male Human (Suloise) Mnk10; CR 10; Medium 
  Humanoid (Human); HD 10d8+10; hp 68; Init +8; Spd 60 
  ft.; AC 23, touch 20, flat-footed 19 (+4 Dex, +2 Wis, +3 
  bracers, +2 ring, +2 monk); Base Atk +7; Grp +9; Atk +12 
  melee (1d10+2, unarmed); Full Atk +12/+12/+7 melee 
  (1d10+2, unarmed); SA flurry of blows, ki strike (magic, 
  lawful); SQ evasion, still mind, slow fall 50 ft., purity of 
  body, wholeness of body, improved evasion; AL LE; SV 
  Fort +8, Ref +11, Will +9; Str 14, Dex 19, Con 12, Int 8, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Balance +17, Jump +15, Move Silently 
  +17, Tumble +17; Combat Reflexes, Defensive Throw (if 
  opponent you have chose to use your Dodge feat against 
  attacks you and misses, you can make an immediate trip 
  attack against that opponent which counts as one of your 
  AoO in the round), Dodge, Improved Initiative, 
  Improved Trip, Improved Unarmed Strike, Stunning 
  Fist, Weapon Finesse, Weapon Focus (unarmed strike). 
   
  Possessions: monk’s outfit, ring of protection +2, potion of 
  invisibility, potion  of bull’s strength, bracers of armor +3. 
  Seth: Male Human (Suloise) Rog9/Asn2; CR 11; 
  Medium Humanoid (Human); HD 11d6; hp 50; Init +9; 
  Spd 30 ft.; AC 21, touch 15, flat-footed 21 (+5 Dex, +5 
  leather, +1 amulet); Base Atk +7; Grp +8; Atk +15 melee 
  (1d6+3/18-20 plus poison, +2 rapier); Full Atk +15/+10 
  melee (1d6+3/18-20 plus poison, +2 rapier); SA sneak 
  attack +6d6, death attack, poison use, spells; SQ evasion, 
  uncanny dodge, improved uncanny dodge, trapfinding, 
  trap sense +3, +1 save against poison; AL LE; SV Fort +3, 
  Ref +14, Will +3; Str 12, Dex 19 (21), Con 10, Int 12, Wis 
  10, Cha 12. 
   
  Skills and Feats: Balance +19, Bluff +15, Climb +13, 
  Diplomacy +13, Disguise +15, Hide +19, Intimidate +13, 
  Jump +13, Move Silently +19, Tumble +19; Combat 
  Reflexes, Dodge, Improved Initiative, Weapon Finesse, 
  Weapon Focus (rapier). 
   
  Assassin Spells Known (2; save DC 11 + spell level): 1st 
  – disguise self, feather fall, true strike. 
   
  Possessions: traveler’s outfit, potion of invisibility, +3 
  leather, +2 rapier (poisoned with purple worm poison [Fort 
  DC 24, 1d6 Str/2d6 Str]), amulet of natural armor +1, boots of 
  speed, gloves of dexterity +2. 
   
   
  SHE4-01 Red Rendezvous 
   
  Page 21 
  
  Appendix Two – Information on NPCs 
   
  The Knights of the Watch (from the LGG) 
  The Knights of the Watch formed several centuries ago, 
  built upon the foundation an earlier organization based 
  in Gran March. Tasked with protecting Keoland, Gran 
  March, Bissel and Geoff from the incursions of Paynims 
  and westerlings, the Watchers, as they are generally 
  known, hold several castles, fortresses and strongholds 
  along the border with Ket, as well as in the western 
  mountains. The order's strongest bases of power can be 
  found in Gran March (Hookhill), Geoff (Hochoch), and 
  Bissel (Pellak), though members of the knighthood are 
  drawn from the best and wisest of the lands throughout 
  the Sheldomar Valley. 
  The Knights of the Watch are devotees of a near-
  monastic school of teachings based upon the writings of 
  the philosopher Azmarender, who first chronicled a code 
  of duty and belief known as the Twelve and Seven 
  Precepts. The Twelve Precepts govern how a knight of 
  the order is to carry out his day-to-day activities, with a 
  particular eye toward traditions of battle. The Seven are 
  said to guide the "life beyond the self," to give meaning to 
  the universe beyond the field of battle. These latter 
  precepts are jealously guarded secrets revealed to knights 
  only as they gain station within the organization. The 
  mysterious Seventh Precept, said to reveal ancient secrets 
  about the establishment of the world of Oerth, is known 
  only to the Grandiose Imperial Wyvern, titular head of 
  the knighthood (currently the ailing Hugo of Geoff). 
  As befits the mysticism that dwells at the heart of their 
  organization, the Watchers are known internally by a 
  selection of fanciful titles. General knights, the lowest in 
  rank, are called Vigils, with minor ranks adding to the 
  base title (Stalwart Vigil, Resilient Vigil, Radiant Vigil, 
  etc.). As knights ascend in rank, a number of adjectives 
  are added to their titles, with "vigil" replaced by the 
  names of fantastic beasts (manticore, hippogriff, griffon, 
  etc.), such that a mid-level commander is known as the 
  Magnificent Elder Gorgon. Few outside the order 
  understand the ranking-system of the Watchers, a fact 
  that gave rise to the peasant saying "frightful as a 
  Watcher's title" to denote someone who wishes to appear 
  grander than he truly is. 
  Prior to the Greyhawk Wars, the Knights of the Watch 
  claimed more than 6,500 members. War trimmed that 
  number by more than half. Currently, 2,500 Knights of 
  the Watch roam the Sheldomar Valley, protecting the 
  interests of their nations and sussing out agents of the 
  hated west. 
  The Greyhawk Wars brought a new development for the 
  knighthood, as well, a factionalization of the order into 
  two distinct branches, the traditional Knights of the 
  Watch and the new Knights of Dispatch. The Watchers 
  continue much as they always have. The Dispatchers, 
  however, have eschewed traditional rites of battle, often 
  forming themselves into scouting bands to range within 
  conquered Geoff (and, until recently, Sterich). The 
  Knights of Dispatch have traded their hatred of the west 
  for a deep loathing of the humanoids who have caused 
  their homelands so much trouble in the last decade. 
  While some within the greater order despise the 
  "cowardly" tactics of this new branch, the leaders of both 
  organizations have pledged support for each other, and 
  share the same (confusing) hierarchy. 
  Both the Knights of the Watch and the Knights of 
  Dispatch share a common coat of arms, an owl displayed 
  argent. 
  The Knights of the Watch and the Knights of Dispatch 
  are a selective organization, focused on the defense of the 
  Sheldomar 
  Valley, 
  particularly 
  from 
  humanoids 
  (including giants) and the Baklunish.  Though they differ 
  in their tactics and methods, they adhere to the same 
  general principles (as spelled out in the Precepts, above) 
  and share a common organization structure.  Prior to 
  becoming a Knight, a candidate must be invited to squire, 
  and serve a full term in the ranks of the squires and 
  senior squires (known as Junior and Senior Obedient 
  Masters, respectively).  Once Knighted, a Watcher or 
  Dispatcher may rise through the ranks.  The Knights are 
  hierarchical, with the Grandiose Imperial Wyvern setting 
  policy, along with the Great Beasts.  The Monsters of the 
  Air are responsible for disseminating information and 
  enforcing discipline, while the Monsters of the Earth are 
  in charge of day-to-day operations. 
  The current knight headquarters is in Pellak, in Bissel.  
  They also maintain strongholds in Hookhill (Gran 
  March) and Hochoch (Geoff).  In addition, they maintain 
  chapter houses in a few other major cities in the 
  Sheldomar Valley. 
  Major NPCs 
  House Undarian: A Suel Merchant House in Gradsul in 
  decline. They specialize in small imports from the north 
  and trade in spices with Ekbir. 
  Jeth Undarian: Patron and Lord of the Merchant House. 
  He has two sons, Jerech and Malcolm. At the start of the 
  scenario, he has been lost at sea.  
  Jerech Undarian: Eldest son of House Undarian, and 
  married to Chivan Althare to bind the two Merchant 
  Houses together. At the start of the scenario he has been 
  lost at sea with his father. 
  Malcolm Undarian: Younger son of House Undarian, 
  and a Knight of the Watch in Bissel. He returns home to 
  Gradsul upon receiving word of the loss of his father and 
  SHE4-01 Red Rendezvous 
   
  Page 22 
  
  brother. Blond and blue eyed, a sterling example of good 
  Suel breeding. 
  House Shandor: An influential and prosperous Suel 
  Merchant House in Gradsul.  A prominent Import and 
  Export company, which utilizes new ship hull designs 
  from Irongate that produces a faster sailing ship. 
  Nethin Shandor: Patron and Lord of the Merchant 
  House. Family members all have fair skin and reddish 
  hair with delicate features. At the start of the scenario he 
  is found murdered with the dagger of Malcolm Undarian 
  in his chest. 
  Chivan Althare: Daughter of Nethin, and married to 
  Jerech Undarian. She is 3 months pregnant with child at 
  the start of the scenario as well, and grieving. 
  Givens Althare: Dandy and wastrel son of Nethin 
  Althare. He is more interested in gambling and sporting 
  than running the family company. 
  Von Reiklande Family: Ancient and reclusive Suel 
  family that keeps a Mansion near Sanduscar. Ancient 
  Keoish charters made the family virtually untouchable 
  and above most laws. Though rumored necromancers, 
  vampires or worse, nothing had ever been proven. They 
  are secretly involved with the Scarlet Brotherhood cells, 
  infiltrating Noble Houses and Councils across the 
  Sheldomar Valley. 
  Werner Von Reiklande: Low-ranking councilman in 
  Gradsul with strong ties to the Merchants Guilds of 
  Gradsul. His family is of ancient Suel lineage, and is also 
  responsible for much unrest amongst Keoland Noble 
  families. 
  Werner 
  is 
  also 
  an 
  imbedded 
  Scarlet 
  Brotherhood 
  sleeper 
  agent. 
  He 
  should 
  escape 
  confrontation with the PCs during this scenario. 
  Lemelin: Werner Von Reiklande’s accomplice and a 
  dangerous agent/assassin. 
   
   
  SHE4-01 Red Rendezvous 
   
  Page 23 
  
  Player Handout #1 
   
  My dearest nephew Lemelin,  
   
  I have a mission of great importance for you.  After the near disastrous 
  exposure of our brethren in Sterich, I believe I have found an even greater 
  path to follow.  As I said in our last meeting, the leadership may be strong 
  but it is not infallible.  I was against that foolhardy endeavor from the 
  beginning and I believe that those Pyremians of our kin would stake all 
  on such a quest founded only in rumor.  Were the secrets of our forefathers 
  really the gifts of Pyremius then why would he have denied the rightful, 
  their prize?  I think the secrets of our kin against the vile Bakluns were 
  lost when they were turned to ash by the very gifts those Pyremians hold 
  so dear.  It would seem he gave fire to our enemies and not his servants.  
  But such is the way with the old ones.   
  I am truly glad to hear that you did not agree to join them as I had 
  suggested.  Once again you have heeded my wisdom and are alive today 
  because of it.  Now I am convinced that you are truly ready for what I 
  shall need you to do.  I have found a way to bring down two Suel houses 
  that do not follow the path and place them under our own control.  The 
  masters will be truly pleased and if successful I shall recommend you for 
  leadership in the new Stronghold.   
  Meet me in Gradsul as soon as you are able.  Take a seat at the Salty 
  Plank on the waterfront each night at sundown and I shall keep an eye 
  out for you.  Be well with Kavelli. 
   
   
   
   
   
   
   
   
   
   
  Regards, 
   
   
   
   
   
   
   
   
   
   
  Your Eldest Uncle 
   
  
  Player Handout #2 
   
  Ship departing Gradsul 900 
   
  Due to arrive 16 days…. leave Gryrax ~3 days before. 
   
  new cabin boy 
   
  looking for more crew day after the morrow 
   
  sending Zednik to boat to prepare. 
   
  Calming wind… 
   
  send word to rendezvous after midnight and get it done 
   
  Girl???  Ask Uncle Werner Von Reiklande 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/SHE4-01 - Red Rendezvous.pdf