TEXT:  
  COR4-03 
   
   
   
  TROPICAL INTRIGUE 
  A One-Round DUNGEONS & DRAGONS® LIVING GREYHAWK™ 
  Core Adventure 
   
   
   
   
  By Michael McKeown 
  Gradsul Material: Provided by Sean Smith and the Keoland Triad 
  Kurg Material: Michael McKeown and Paul Looby; based on an initial concept by Sean K. Reynolds 
  Special Thanks: Cassandra, Creighton Broadhurst and Erik Mona  
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
   
   
   
   
   
   
   
   
  In the taverns of the Free City stories have passed down over the years of a shipwrecked adventuring party that 
  explored the Amedio Hook eighteen years ago. However, now the area is controlled by the Scarlet Sign. A beautiful 
  Ahilissan merchant wants to know more. She asks for volunteers for a journey across the Azure Sea. Not another sea 
  voyage! An adventure for APLs 2-12. Part One of the Amedio Hook Series.  
   
   
  This module references material originally appearing in The Scarlet Brotherhood Accessory by Sean K. Reynolds 
   
   
  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.  © 2004 Wizards of the Coast ALL RIGHTS RESERVED. This scenario is intended for tournament use only 
  and may not be reproduced without approval of the RPGA Network. 
  
  Tropical Intrigue 
   
   2
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  PREPARATION 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rule books during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  SCORING 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After scoring, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. It players 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. 
   
  
  Tropical Intrigue 
   
   3
  LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure. Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
   
  TIME UNITS AND UPKEEP 
  This is a one round Core LIVING GREYHAWK Module 
  set in the Amedio Jungle. All characters pay 2 TUs to 
  participate in this adventure. Adventurer’s Standard 
  Upkeep costs 12 gp per round. Rich Upkeep costs 50 
  gp per round.  Luxury Upkeep costs 100 gp per round. 
   
   
  ADVENTURE BACKGROUND 
  ANCIENT HISTORY OF THE AMEDIO 
  Fifteen hundred years ago the Olman peoples came to 
  the Amedio jungle and finding naught but traces of 
  prior civilizations settled the region. They built great 
  cities on holy sites, burning back the surrounding 
  jungle to allow the planting of crops to support their 
  growing numbers. 
  In total seven cities were built, each surrounded 
  by a dense belt of farming villages. Each of these cities 
  was considered a kingdom in its own right, but all 
  owed allegiance to the capital city in the central 
  Amedio. While all initially considered themselves 
  colonies of the Hepmonaland Olman Empire, all seven 
  declared independence when it was discovered that 
  the old empire had fallen. These city-states prospered 
  for another five hundred years until a century of 
  devastating war destroyed five of the seven cities. Only 
  the 
  northernmost 
  city 
  (Tamoachan) 
  and 
  the 
  southernmost (Xamaclan) survived these conflicts. 
  Dire predictions of further catastrophic events 
  sparked a brief civil war in Tamoachan, which led to 
  the city’s destruction around 425 CY. Within a decade, 
  the jungle had reclaimed Tamoachan and it remained 
  largely forgotten for almost a thousand years. 
   
  
  Tropical Intrigue 
   
   4
  THE GREYHAWK WARS 
  The Scarlet Brotherhood emerged from the Greyhawk 
  Wars much strengthened by its gains. Conquering the 
  Hold of the Sea Princes in 584 CY and acquiring that 
  realm’s holdings in the Amedio Hook and Olman 
  Islands was a major victory for the Brotherhood. 
  However with both Idee and Onnwal falling later that 
  same year the Brotherhood’s hold over the Azure was 
  strong indeed. In addition the Lordship of the Isle’s 
  new ruler, Prince Frolmar Ingerskatti, declared for the 
  Brotherhood, allying his forces with the Scarlet Sign.  
  These holdings allowed the Brotherhood to exert 
  considerable control over the oceans and seas of the 
  Flanaess, constricting trade and making ocean-going 
  travel hazardous. 
  Control of two vital sea passages, the Gearnat 
  Straits and Tilva Straits was firmly in the Brotherhood’s 
  hands. The large fleets of the Lordship of the Isles and 
  Sea Princes ranged throughout the Azure Sea sinking 
  their enemies’ vessels. 
   
  Since 590 skirmishes between the Brotherhood 
  and vessels of the free ports of the Azure Sea have 
  become more commonplace. Setbacks have also 
  conspired to reduce the Brotherhood’s stranglehold of 
  the Flanaess’ shipping lanes. Idee, now renamed Naerie 
  and part of the United Kingdom of Ahlissa, has slipped 
  through the Brotherhood’s fingers and rebellion rages 
  throughout Onnwal. A particularly vicious struggle for 
  power besets the Hold of the Sea Princes. The 
  Brotherhood yet holds Monmurg as well as Jetsom, 
  Flotsom and Fairwind Isles but the rest of the Hold is 
  lost to them. Olman ex-slaves control the western 
  portions of the realm while a fledgling government 
  consisting predominantly of Holders has sprung up in 
  Hokar.  
   
  THE BROTHERHOOD IN THE AMEDIO 
  The Brotherhood controls the entire northern 
  peninsula; named “the Hook.” After acquiring the Sea 
  Prince’s 
  southern 
  jungle 
  holdings 
  the 
  Scarlet 
  Brotherhood halted any further advance into the 
  interior, abandoning several poorly sited fortifications. 
  All northern regions within 60 miles of the coast 
  are controlled by the Brotherhood. Narsiban, a small 
  port and naval base, on the Olman Isles, is the main 
  base for the Brotherhood fleet in this area, from which 
  they have successfully blockaded the Densac Gulf. 
  While the Olman had suffered at the hands of the Sea 
  Princes, this was nothing compared to the fate in store 
  for them under the Brotherhood’s dominion. Viewed 
  as inferior human stock by their Suel masters many 
  Olman’s were crossbred with a local lemur-like 
  creature, creating the rulhow slave race. 
  The rebellion of 589 has served to loosen the 
  Brotherhood’s grip on the Hook, necessitating a shift 
  in their strategy regarding the jungle realm. Forced to 
  slow their slaving activities they have instead focused 
  on exploiting the Amedio’s other resources, namely 
  rare woods, fruits, spices and metals. 
   
  ADVENTURE SUMMARY 
  The Ahlissan merchant Terrdella, of the Royal Guild of 
  Merchants of Aerdy summons the PCs to the Silver 
  Dragon Inn with an offer of employment.  
  She needs the party to investigate the area around 
  the lost temple of Tamoachan and ascertain what 
  hazards lie around the temple. However, she is not 
  ready to have them enter the complex at this time 
  because of the many unknown dangers that could lurk 
  within.  
  Terrdella has arranged passage for the PCs on a 
  Keoish ship, which will transport them past the 
  Brotherhood blockages of the Gearnat Strait and 
  deposit them on the jungle coast. The ship captain, 
  Harmen Melkodan, is familiar with the area and has 
  run Scarlet Brotherhood blockades before.  
  The party travels from the Silver Dragon Inn to 
  the docks of Greyhawk where they board the ship, 
  Kalise’s Prize. Captain Melkodan will not let Huge or 
  larger animal companions onboard his ship. 
  There is little trouble during the voyage to the 
  Amedio Hook region. The ship makes a quick stop at 
  its homeport of Gradsul and continues southward.  
  The PCs will be dropped off on the coast where 
  they will encounter a group of laceadons (aquatic 
  ghouls) who are guarding the coast for the Scarlet 
  Brotherhood. 
  Marching inland, the PCs meet a group of loggers 
  who are working for the Brotherhood. The logging 
  party is lead by a low level member of the Brotherhood 
  who was sent to the area after drinking too much on 
  the job in another area. He has a log quota to meet. He 
  doesn’t seem interested in attacking the PCs if they 
  don’t threaten his logging work or harm the slave 
  workers. Among the workers are strange humanoid 
  creatures called kurgs that the PCs may encounter for 
  the first time. They are the product of the 
  Brotherhoods strange breeding experiments.  
  Finally approaching the temple, they find a group 
  of Olman slaves expanding the opening to the temple. 
  They slaves are unarmed. They are curious about the 
  PCs and ask them some questions; in turn they can 
  relay some information on the Brotherhoods activities 
  in the area. Here large bat-like creatures that have been 
  lurking in the temple attack them. 
  As the PCs make their way back to the coast, a 
  heavy rain and severe winds begins to batter the 
  jungle. While it rains, the PCs encounter a group of 
  large snakes. The Scarlet Brotherhood has released 
  these monsters to plague the interior and ward away 
  unwelcome visitors. They make their way back to 
  Greyhawk, but on the journey back they are scryed by 
  a Brotherhood wizard at Narsiban who has heard of 
  their journey. 
   
  On the journey back to Greyhawk, one night, the 
  Olman cabin boy who tells them of the legends 
  surrounding the temple complex approaches the party. 
  
  Tropical Intrigue 
   
   5
  Once arriving in Greyhawk, the party is thanked 
  by Terrdella for their work and given the promised 
  reward. She does not know they have been scryed by 
  the Brotherhood wizard. 
  The party will be asked by Terrdella to return to 
  the Amedio Jungle in Part Two of this series: Return to 
  the Shrine of Tamachoan.  
   
   
  THE AMEDIO JUNGLE 
  The following notes detail local conditions within the 
  Amedio Jungle and should be used as necessary for 
  regional flavor. 
   
  WEATHER IN THE AMEDIO 
  The Amedio Jungle is a hot and humid place. Ground 
  fogs are typical in the mornings and sea fogs often 
  plague the coastal regions. The region receives heavy 
  rainfall during the summer, although its northern half 
  rarely suffer the severe tropical storms that strike the 
  southern portions every other year or so. Rains 
  throughout the rest of the year are of lesser frequency. 
   
  Amedio Weather Tables 
  Roll 1d12 for sky, temperature and precipitation 
  Sky: clear 1-2/ partly cloudy 3-6/overcast 7-12 
  Temperature: warm 1-7/ hot 8-12 
  Precipitation: summer: no 1/yes 2-12 
  Winter or spring: no 1-9/yes 10-12 
   
  1d12 
  Warm 
  Hot 
  1 
  Light fog 
  Light fog 
  2 
  Drizzle 
  Drizzle 
  3 
  Drizzle 
  Light rain 
  4 
  Light rain 
  Light rain 
  5 
  Heavy rain 
  Heavy rain 
  6 
  Heavy rain 
  Heavy rain 
  7 
  Heavy rain 
  Heavy rain 
  8 
  Heavy rain 
  Heavy rain 
  9 
  Heavy rain 
  Heavy rain 
  10 
  Heavy rain 
  Heavy rain 
  11 
  Heavy rain 
  Heavy rain 
  12 
  Heavy rain 
  Heavy rain 
   
  The area of the Amedio Jungle is tropical forest.  It is 
  often (45% chance per day of jungle travel of being 
  above 90° F) very hot. A character in very hot 
  conditions must make Fortitude save (DC 15 + 1 per 
  previous check) or take 1d4 points of non-lethal 
  damage. See page 303 of the DUNGEON MASTER’s Guide 
  for more on heat dangers. 
   
  FLORA AND FAUNA  
  The Amedio Jungle is home to typical tropical 
  rainforest flora and fauna. Few examples of the plant 
  and animal life found here, can be seen elsewhere in 
  the Flanaess. The Amedio Jungle should be a place of 
  awe for the PCs, never before they have witnesses 
  should plant and animal life. Gnomes and dwarfs 
  should be particularly amazed at what is around them. 
  What first catches your eye, particularly from above is 
  the huge forest canopy. For hundreds of miles a bright 
  green roof stretches across the land. This lush green 
  carpet is fed by inches of rain throughout the year. The 
  rain flows into the many streams and marshes in the 
  area. Many species of trees, among them palms, grow 
  in the jungle some of them as high as 90 feet tall. The 
  canopy is home to hundreds of species including birds 
  and insects and monkeys. Often the canopy is so thick 
  that light barely filters down to the ground. On the 
  ground seedlings, often buried under piles of leaves, 
  fight for the rich soil nutrients. Thick vines cover 
  much of this level. The vines often crawl for yards 
  around the trees from one grove to another. The jungle 
  is home to many medicinal plants as well. The native 
  peoples have found much of the plant life to be very 
  beneficial in healing. 
   
  The trees are home to many types of fruit trees, 
  which the natives use for food. The fruits include the 
  papaya and banana, which are not found elsewhere in 
  the Flanaess and should be a mystery to the PCs. 
  Several species of palm trees are found in the forest. 
  The palm trees give off different types of oil, which has 
  many uses in cooking. Palm oil is one of the many 
  exports from the Amedio Jungle to the Scarlet 
  Brotherhood homeland. 
   
  Among the creatures one might expect to find are 
  jaguars, viper snakes, anaconda, and rodents. The 
  jaguar was worshiped by the Olmans and appears in 
  many of their sculptures. The Olman people also use 
  the skins and teeth to adorn their priests and ruling 
  class. This jungle cat nearly rules the natural animal 
  world. It is near the top of the food chain. Only 
  monsters and man would prey on the jaguar.  
   
  Dozens of species of reptiles also inhabit the 
  Amedio Jungle including some species, which are 
  poisonous. For hundreds of years nature has made little 
  changes to their evolution. Unfortunately not all of 
  them have gone unchanged. The Scarlet Brotherhood 
  has mutated several species of reptile life in the jungle. 
  Huge vipers now protect the area from raiders and 
  pirates. Escaped slaves also fall victim to the 
  Brotherhood’s deadly monstrous snakes. 
   
  The jungle is also home to birds such as the macaw 
  and the harpy eagle that live in the canopy area of the 
  forest. The feathers of the macaw are prized by the 
  Olman ruling class for decorative purposes as are the 
  skin and teeth of the jaguar. The harpy eagle often 
  feeds on monkeys from its nests high amid the 
  branches of the forest canopy. The eagle and macaw 
  also feed on seeds, fish, and insects in the area. 
   
   
  INTRODUCTION 
  If the PCs are starting this adventure together ask 
  them to do a quick in-character introduction. If they 
  
  Tropical Intrigue 
   
   6
  are starting separately, or in several groups have them 
  do this at the beginning of Encounter 1. 
   
  Once the players are settled read, or paraphrase 
  the following: 
   
  Warm spring air has once again found you wandering the 
  Free City of Greyhawk looking for new distractions. A small 
  boy in the crowd taps you on the hand. He says, “My mistress 
  is seeking a group of adventures and requests your presence 
  tomorrow at the Silver Dragon Inn.” 
   
  At this point distribute Player’s Handout 1: An 
  Invitation and Player’s Handout 2: Greyhawk City – 
  Foreign Quarter.  
   
  Nothing of interest happens until the next day. 
  The PCs may make preparations as they wish. It is also 
  possible that they may make enquiries regarding the 
  nature or identity of their potential employer. If they 
  do so they can discover the following facts with a 
  successful Gather Information check: 
   
  DC 5: The Silver Dragon Inn is located in the 
  Foreign Quarter. (Building F2 on the City of Greyhawk 
  map). 
   
  DC 8: Many mercenaries and adventurers-for-hire 
  frequent the place, but weapons and armor are not 
  permitted to be worn within the inn. 
   
  DC 10: The Royal Guild of Merchants of Aerdy is 
  an incredibly powerful and wealthy organization. They 
  often hire adventurers for guard duty and other 
  mundane duties. 
   
  DC 15: The guild has been active in the Free City 
  for several years now – operating out of a large 
  building in the Foreign Quarter. Building F5 on the 
  City of Greyhawk map). 
   
  DC 18: The guildmaster is a man called Skreyn 
  Oldsaen of House Darmen 
   
  DC 20: Darmen is the name of one of the Celestial 
  Houses of Old Aerdy. Skreyn often refers to the “good 
  old days” when Greyhawk City was part of the Great 
  Kingdom. 
   
  DC 25: Terdalla is a member of the Royal Guild of 
  Merchants of Aerdy. She has been trying to recruit 
  adventurers and mercenaries for several days now for 
  some kind of voyage to the south. 
   
  Troubleshooting: If the PCs wish to investigate 
  the Silver Dragon Inn prior to their meeting use the 
  description of the inn in Encounter 1 as a basis for 
  their “explorations.” Terrdella and her entourage are 
  not present but several patrons confirm that she has 
  met several groups of adventurers over the last few 
  days. A successful DC 10 Gather Information check 
  will reveal that none of these adventurers left in 
  particularly high spirits. The proprietor of the inn, Olaf 
  Al-Azul (N, male human Ftr11) can also confirm that 
  Terrdella has received a near-constant stream of 
  visitors to her private room. He does not let the PCs 
  investigate this room. 
   
  If the PCs wish to investigate the headquarters of 
  the Royal Guild of Merchants of Aerdy they will 
  discover that it is a massive four-story building 
  thronged with offices, merchants and tradesmen. It 
  will be impossible to talk to the guildmaster or anyone 
  important but a low-level functionary can confirm that 
  Terrdella is a member and is seeking adventurers for 
  employment. 
   
  For more information regarding Terrdella refer to 
  Appendix 4. 
   
  Once the PCs have accomplished any other tasks 
  they might have in Greyhawk City, proceed to 
  Encounter 1. 
   
   
  ENCOUNTER 1:  
  THE SILVER DRAGON 
  This encounter follows directly on from the 
  Introduction. The PCs meet the Ahlissan merchant 
  Terrdella, of the Royal Guild of Merchants of Aerdy. 
  After completing their business with Terrdella, they 
  will travel to the docks of Greyhawk. Read, or 
  paraphrase the following: 
   
  Making your way to the Foreign Quarter you find the Silver 
  Dragon Inn, a grand two-story structure that overshadows 
  the other buildings on the block. A painted wooden sign 
  proclaiming the name hangs above the doorway.  
   
  If the characters started the module separately or in 
  several small groups, allow them a few minutes to do 
  in-character introductions before continuing. 
   
  Making your way inside the inn, you are asked by a burly 
  serving man at the door to check your weapons and armor. 
   
  The PC’s equipment will be returned to them after 
  leaving. Anyone not handing over his or her weapon 
  will be asked to stand outside in the street. If 
  threatened, the serving man calls for the City Watch 
  who arrives in a few minutes. 
   
  A well-dressed female elven bard sings in the back of the inn 
  and servers carry plates of ale, mead and stew throughout the 
  common room. Pipe smoke scents the air. A tall and 
  handsome Oeridian man dressed in fine clothes approaches 
  you.  
   
  “Ah…You must be the adventurers summoned by my 
  page. Thank you for coming. “I am Callen Jurtal, aide to 
  Terrdella of Kalstrand of the Royal Guild of Merchants of 
  Aerdy. She wishes to discuss a matter of great importance 
  with you.” 
   
  With this, Callen escorts the PCs to one of the back 
  rooms. Entering the back room, you see a stunning Oeridian 
  woman with fine brown hair and olive skin sitting in a 
  velvet high backed chair. On the walls of the room hang 
  lavish tapestries. This room in the inn is obviously meant for 
  high-class guests.  
   
  Four human guards bearing longswords and dressed in 
  chainmail under green and yellow tabards that are 
  emblazoned with two nightingales centered about a 
  
  Tropical Intrigue 
   
   7
  sunburst, stand near the doorway. The woman is dressed in 
  ornate clerical robes. A gold chain necklace fashioned to 
  resemble a small pair of hands holding a bag hangs around 
  her neck. The necklace is splendidly crafted.  
   
  “Greetings, I am Terrdella,” she says in Common. 
  “Thank you for answering my call. Guards you may leave us 
  now.”  
   
  The guards walk outside and close the door. She 
  continues, “I am a merchant operating here in the Free City. 
  As some of you may know the Scarlet Brotherhood controls 
  much of Southern Oerth. The straits that lead to the Densac 
  Gulf are blocked by the Brotherhood. Much of what goes on 
  in Southern Oerth is unknown. It is rumored that the 
  Brotherhood is conducting horrible experiments with many 
  of the indigenous creatures. Stories passed down through 
  time tell of a group of adventures that explored and 
  plundered a temple to the Olman gods, some eighteen years 
  ago. Much of what they found or saw is lost. However in the 
  ruins of the coastal city of Pontylver, we found this diary.  
   
  The diary tells of some of what they found. I am in need 
  of some adventurers to investigate this area for me. You will 
  be compensated for you troubles. What say you?” 
   
  At this point give out Player’s Handout 3. The diary is 
  written in Old Oeridian. If the PCs do not speak Old 
  Oeridian or do not possess magics such as comprehend 
  languages, a DC 25 Decipher Script check will allow 
  them to read the diary. Once the have deciphered the 
  diary (or failed to decipher the diary) continue: 
   
  “Recently my sources tell me that the Brotherhood has taken 
  control of that portion around the Amedio Jungle where the 
  temple lies. What artifacts or magical devices that lurk there 
  are unknown to my people. My fellow merchants and I fear 
  that these devices may allow the Brotherhood to strengthen 
  their hold on the area. Like so much of Oerth, the 
  Brotherhood may forever block trade through the Denasac 
  Gulf. It is vital to my associates and I know what the 
  Brotherhood plans in this area around the temple. We need 
  to know if they have expanded their military bases to include 
  the region of the Amedio jungle. I trust that you will not 
  divulge this knowledge or mission to anyone. I have 
  arranged passage for your party on Kalise’s Prize. It will stop 
  in Gradsul then drop you off near the area. The captain does 
  not know whom you are working for. He has already been 
  paid for the voyage. Here is a small map of the region.”  
   
  Give the PCs Player’s Handout 4: The Amedio Hook.  
   
  ALL APL’S  
  � Terrdella: LN female human (Oeridian), Clr 9 – 
  Zilchus; see Appendix One 
   
  For more information regarding Terrdella refer to 
  Appendix 4. 
   
  Give the PCs, a DC 10 Spot check to notice the 
  holy symbol around her neck and a DC 12 Knowledge 
  (religion) check to know that it is the symbol of 
  Zilchus. A DC 25 Knowledge (religion) or (geography) 
  check will let the PCs know that the clergy of Zilchus 
  is very influential in the politics of Ahlissa. A DC 15 
  Knowledge (nobility) check or a DC 18 Knowledge 
  (geography) reveals that the guard’s tabard bears the 
  symbol of the United Kingdom of Ahlissa. For more 
  information on Ahlissa see page 21 of the Living 
  Greyhawk Gazetteer. 
   
  Terrdella will not attack the PCs unless attacked 
  first. If attacked in the first round she will cast 
  sanctuary and call for her guards. Prior to the PCs 
  arriving she has cast detect thoughts, non-detection, and 
  zone of truth. She will know if the PCs are lying to her. 
  If any of the PCs is openly wearing the Badge of Valesh 
  Kern (from Living Greyhawk COR2-01 As I Lay Dying), 
  she will be visibly outraged. She will ask this person to 
  leave the room. She will also ask the rest of the party 
  how they know this person and what their connection 
  to the Brotherhood is. The remaining PCs must make a 
  DC 12 + APL Diplomacy to calm her down.  
   
  It is likely that the PCs will have many questions: 
  Terrdalla can relay the following information. 
   
  Tell us more about Kalise’s Prize 
  “The name of the ship is Kalise’s Prize. Harma Melkodan, a 
  Keoish resident of the Free City, captains the vessel. He often 
  sails the Azure Sea to Gradsul. He has outwitted the 
  Brotherhood’s blockade of the Gearnat Straits before. His 
  instructions are to unload his cargo in Gradsul then 
  continue onto the Amedio Hook.” 
   
  Tell us of the jungles 
  “By all accounts the jungles are infested with all manner of 
  vicious beasts and backward tribes. It is very hot in the south, 
  so prepare yourself accordingly.  I have heard bards’ tales and 
  other stories of great monsters and much treasure in the 
  Olman jungle. The Brotherhood have released all manner of 
  strange creatures to protect their holdings. The Scarlet Sign 
  has enslaved the local Olman tribes native to the region.” 
   
  How do you know so much about the jungle? 
  “My sources are various merchants who used to operate in 
  the area.” 
   
  Why us? 
  “I cannot be seen as directly involved in this matter. That is 
  why I am hiring adventurers.” 
   
  Can you give us any supplies? 
  “I can provide limited supplies to you although I do not have 
  a store of adventurers’ supplies at hand. The value of any 
  supplies I give you will be deducted from your reward.” 
   
  What precisely do you want us to do? 
  “Please report to me any Brotherhood activity in the area 
  back to me. I shall pay you each (100 gp x APL) in 
  compensation. If you indeed find a temple or Brotherhood 
  military bases report this back to me, do not take any longer 
  than is needed by exploring the temple structure.” 
   
  What of the other adventurers you have seen? 
  Either they were not suitable or they were cowards. 
  
  Tropical Intrigue 
   
   8
   
  Once the PCs have asked all the questions they want to 
  proceed to Encounter 2. 
   
   
  ENCOUNTER 2: 
  TO THE DOCKS 
  This encounter follows directly from Encounter 1; in it 
  the PCs leave the Free City of Greyhawk and board a 
  vessel for their journey across the Azure Sea. While 
  traveling to the docks they may make any reasonable 
  purchases they wish. 
   
  Leaving the Silver Dragon Inn you make your way through 
  Cargo Gate to the docks of the Free City of Greyhawk. There 
  as promised you find Kalise’s Prize awaiting your party. It’s 
  a sturdy brown vessel with two tall masts. A few barnacles 
  hang near the waterline. The ship flies a banner bearing a 
  black lion on a red background. An older human male with 
  a scruffy silver-flecked beard leans over the side.  
   
  “I’m Captain Melkodan, you must be the friends of 
  Jurtal. Welcome aboard. Bring your things this way, we’ll be 
  setting sail in about an hour. That boy will show you your 
  cabin.” He points up the gangplank towards a young red-
  brown skinned boy with black hair wearing a loincloth. The 
  boy leads you to a cabin below deck. 
   
  �Harma Melkodan: NG human male: Expert 5; 
  profession (sailor) +10; hp 27. 
   
  The captain will refuse to let animal companions of 
  Huge or larger size aboard the ship. If the party attacks 
  him or his crew he will throw them off the ship. If they 
  attack him in port he will call for the City Watch. The 
  captain will give the party a strange look if they 
  attempt to bring anything stranger than a horse or bear 
  aboard the vessel, however he will eventually wave 
  such PCs onboard. He has no problem with spellcaster 
  familiars.  
   
  After an hour Kalise’s Prize pulls up anchor from the docks. 
  A strong breeze out of the north fills the sails and you glide 
  down the Selintain River towards Hardby a troupe of gulls 
  following in your wake. As time passes you make your way 
  into Woolly Bay, this restful time on the ship seems leagues 
  away from the dangers you’ve seen in the past. Another day 
  passes as the ship heads into the Sea of Gearnat closer 
  towards the humanoid controlled lands of the Pomarj. 
   
  If you are ahead of time, have the PCs role-play with 
  some members of the crew. One of the crew might 
  have a pet monkey that gets into the PC’s backpacks 
  and steals food. Given that sailors are very 
  superstitious, one of the members of the crew might 
  remake unfavorably about any strange signs from the 
  sea like odd shaped clouds or the glimpse of a monster 
  or shipwreck far off the bow. The monster or wrecked 
  ship is not within bow or spell range. The captain will 
  not allow the PCs to explore the site. 
   
  On the third day at sea after dinner, a young deeply tanned 
  member of the crew seeks you out with a bottle of dwarven 
  spirits: 
   
  “Drink my friends?” he asks in accented Common. “I 
  am Jargesh, the third mate. What brings you aboard Kalise’s 
  Prize?” 
   
  Give the PCs a chance to reply. Role-play Jargesh with 
  a very heavy accent. He is simply making friendly 
  conversation and is not a spy of the Brotherhood or 
  hiding something (although of course the PCs may 
  think otherwise). He is lonely and is simply seeking 
  new friends.  
   
  Jargesh: Jargesh is a Rhennee, who tend to be 
  chauvinistic and braggarts. Rhennee have a reputation 
  as thieves and are not often trusted by outsiders. He is 
  the only such individual onboard. 
   
  “Ah…I am Rhennee,” he answers “My family is very strict. 
  One year ago in the summer, our barge was on the 
  Velverdyva River. Ah it was a beautiful stretch of water. 
  There I saw a fair woman with golden hair. As I 
  approached, I saw she was an elf. I had never seen one up 
  close so I started talking to her. Her voice was like sweet 
  honey. Such were her eyes that I fell in love with her. 
  Aravell was her name; she was from Celene. My family did 
  not have cargo to take back to Greyhawk right away so I 
  spent the days and nights walking and talking with her. 
  Aravell was my life then. But my father saw us and beat me 
  with an oar. My uncle called me a freak for loving her. For 
  no Rhennee loves a non-human, an elf at that! I wanted to 
  travel to Celene with Aravell but her family wouldn’t allow 
  it. Captain Mellodan took me in. Ah…how I long for my 
  lost Aravell.” He takes a drink and rubs his eyes. 
   
  Have the PCs role-play with Jargesh for a few minutes 
  before moving on. He will ask them for stories of their 
  loved ones and homelands. If asked about the Olman 
  peoples or the jungles of the south he says: 
   
  - 
  Ah yes, one of the cabin boys, the one with red-
  brown skin is from that area. The captain adopted 
  him when his family was killed. He is like a blood 
  son of the captain. 
  - 
  They are a strange and savage people. They have 
  different legends and customs from the rest of the 
  Flanness. I have heard they sacrifice the hearts of 
  their captives to their death god  
   
  Troubleshooting: It is likely that after their 
  conversation with Jargesh that the PCs will seek out 
  the cabin boy in an attempt to get more information 
  about the jungles. If they do, use the information in 
  the Amedio Jungle section to answer any queries they 
  might have. 
   
  
  Tropical Intrigue 
   
   9
  � Cacama: N male human (Olman) Com1; Profession 
  (sailor) +2; hp 4. 
   
  In addition if the PCs succeed at a Diplomacy, Gather 
  Information or Intimidate check, Cacama will relate 
  the following pieces of information: 
  DC 10: Ancient tales tell of an empire that 
  controlled the whole of the jungle, but some terrible 
  calamity befell it. 
  DC 15: Most of its cities were destroyed but one, 
  Tamoachan, prospered for several hundred years 
  before falling to the encroaching jungle. 
  DC 20: There was a temple at Tamoachan but 
  none of my people would ever approach it. They were 
  scared of the god who lives there. 
   
  If you have time use the following optional encounter. 
  Alternatively, this encounter can be run on the return 
  leg of the voyage.  
   
   
  MONKEY BUSINESS 
  This is an optional encounter. Alternatively, this 
  encounter can be run on the return leg of the voyage. 
  Trained Monkey: Select one of the PCs at 
  random and ask them to make a DC 10 + APL Spot 
  check. One of the female crewmembers of Kalise’s 
  Prize has a trained monkey that has a Sleight of hand 
  skill of +10. The monkey will take gold or silver pieces 
  or trail rations that the PC has in their backpack and 
  run away with it. The monkey will attempt to climb the 
  rigging with the gold piece in its mouth. Once in the 
  rigging the monkey will attempt to climb to the crow’s 
  nest. The crew will laugh at the PCs if they chase the 
  monkey into the riggings. If the monkey is caught, the 
  crewmember will not let the monkey be killed but will 
  instead scold the monkey for going through the PC’s 
  belongings. This encounter should be run as 
  lighthearted and a fun role-playing encounter. 
  When play is finished here, move onto 
  Encounter 3. 
   
   
  ENCOUNTER 3: 
  RUNNING THE BLOCKADE 
  This encounter follows either on from Encounter 2, or 
  from the optional encounter above. 
   
  While sailing through Woolly Bay towards the 
  Azure Sea, Kalise’s Prize runs into a Scarlet 
  Brotherhood vessel. The PCs must help the captain 
  outrun the ship or be boarded by the Brotherhood.  
   
  Note: No matter the actions of the PCs, Captain 
  Melkodan will outrun the Brotherhood vessel. 
   
  As dawn breaks and the ship sails further into Woolly Bay, 
  you’re awakened by a loud cry from the crow’s nest.  
   
  “All hands on deck. Red sail off the port bow. All hands 
  on deck!”  
   
  You rush onto the main deck from your small beds 
  below grabbing your weapons as you go. Captain Melkodan 
  sees your party and shouts, “There’s a Brotherhood ship 
  moving fast this way. She’s a bit far from Scant but she’s 
  heading right for us. Will you give us a hand with the sails? 
  We need them all unfurled.” Without waiting for a response 
  he shouts “All hands raise the sails! Come on you scurvy rats, 
  put your backs into it!! I’ll not lose my ship yet!” 
   
  When first spotted, the Brotherhood vessel is over a 
  mile away. However they are sailing directly for 
  Kalise’s Prize; there is no doubt that Kalise’s Prize has 
  been spotted. 
   
  Any PC offering to assist by climbing into the 
  rigging must make a DC 15 Balance check. Characters 
  with Profession (sailor) may also make A DC 15 check 
  to assist the captain in maneuvering the ship.  
   
  Other Tactics: Instead of using Balance or 
  Profession (sailor) checks the PCs may use other tactics 
  to avoid the Brotherhood vessel. The PCs may employ 
  magic to assist the crew. Perhaps they cast gust of wind, 
  or enlarge on some of the crewmembers. To 
  successfully escape the Brotherhood the PCs must 
  employ a total of APL x2 levels of spells. A successful 
  Balance or Profession (sailor) check counts as one third 
  of the required spell levels. For example, an APL 6 
  party must expend 12 spell levels to escape the 
  Brotherhood. 
   
  If any of the PCs possess the Medallion of the Waves 
  from COR3-01 The Hidden Fortress this can also be used 
  to elude the Brotherhood’s pursuit. 
   
  Medallion of the Waves: As a token of thanks 
  Marya has gifted this PC with a medallion crafted out 
  of coral into the shape of a whale. The medallion has 
  the abilities of a quaal’s feather token (fan) useable once 
  per week and grants the wearer a +2 on all Swim and 
  Profession (sailor) checks whilst worn. 
   
  If the PCs make a total of three successful Balance or 
  Profession (sailor) checks then the Brotherhood ship 
  rapidly begins to fall behind. Read or paraphrase the 
  following: 
   
  As the crew swarms over the ship in a desperate bid to escape 
  the Brotherhood’s warship, the sails catch the wind and 
  Kalise’s Prize seems to leap through the water. Within 
  minutes the Brotherhood vessel begins to lag behind and 
  within the hour all sight of her is lost. 
   
  If however the PCs fail to successfully assist Melkodan 
  read the following: 
   
  As the Brotherhood ship draws closer you see a group of men 
  loading a light catapult on her deck. 
   
  At this point the Brotherhood vessel is within several 
  hundred yards of Kalise’s Prize. As detailed above the 
  PCs may continue to attempt Balance and Profession 
  
  Tropical Intrigue 
   
   
  10
  (sailor) checks or cast spells to avoid the Brotherhood. 
  Any large area of affect spell that can damage the 
  Brotherhood vessel will also force the vessel to break 
  off pursuit. 
   
  If the PCs assist the crew in evading the 
  Brotherhood vessel, read or paraphrase the following: 
   
  (If the Brotherhood vessel was damaged) 
   
  As the sail of the Brotherhood ship catches fire and burns, 
  you see the crew run from the catapult to put out the fire. 
  Other members of the crew, scramble to contain the blaze.  
   
  And then continue: 
   
  (If the Brotherhood vessel was not damaged) 
   
  After another few minutes the ship breaks off pursuit. A 
  shout of relief echoes over Kalises’s Prize. “”Hurray!” yells the 
  crew. Captain Melkodan turns to you and says, “Well for a 
  bunch of landlubbers you’ve earned your keep! First Mate, 
  break out those casks of beef and the wine from Celene that 
  I’ve been holding. We’ll celebrate tonight. Procan was good 
  to us today!” Dancing and drunken revelation ring 
  throughout the ship that night, but in the back of your mind, 
  you are reminded that you still have far to go. The vastness of 
  the Azure Sea awaits you. The open sea has many dangers 
  ahead.  
   
   
  Troubleshooting: If the PCs have failed spectacularly 
  to assist Melkodan he will still manage to evade the 
  Brotherhood’s patrol. As long as the PCs assisted the 
  crew they will accept them. If they did not, the next 
  few weeks will pass with a frostier atmosphere. 
   
  Once the Brotherhood vessel has been evaded 
  continue onto Encounter 4. 
   
   
  ENCOUNTER 4: 
  GRADSUL AND BEYOND 
  This encounter follows directly on from Encounter 3. 
  Once the PCs have managed to avoid the Brotherhood 
  blockade read the following: 
   
  Staying off the coast of the Pomarj, the captain steers towards 
  the southwest and the waters of Keoland. A couple of weeks 
  pass uneventfully. 
   
  Your voyage has brought you near the largest 
  metropolis in Keoland. At the mouth of the Sheldomar 
  River, Gradsul boasts the largest port on the Azure Sea. The 
  sea and river life dominate everything in the dock quarter of 
  the city. Low dockside warehouses with anchored ships 
  stretch as far as the eye can see. Jutting from the skyline is the 
  recently finished fourth storey of the Church of Osprem. This 
  lighthouse and church structure has recently come into good 
  fortunes with an increase in prices for their divine services. 
  Patrolling the harbor is the HMS Osprey, a trim cutter 
  featuring the swift hull of Irongate’s latest design. A shipyard 
  to the south of the dockyards bustles with activity outfiting 
  several new warships to defend Keoland’s shores from Sea 
  Prince piracy. 
   
   “All right,” the captain says to you, “We’ve a few hours 
  here. You can go ashore if you want. We won’t be leaving till 
  morning.” 
   
  If the PCs wish they may stretch their legs along 
  Gradsul’s seafront. Ad-lib their encounters here; 
  merchants, sailors and the like abound. Gradsul is one 
  of the great ports of the Flanaess and as such PCs may 
  encounter folk, the likes of which they have never seen 
  before. Once the PCs indicate they are ready to rest for 
  the night read or paraphrase the following: 
   
   
  After unloading her cargo, the Captain orders the sails 
  hoisted again heads out to sea.  
   
  But you’ve become very friendly with the crew on this 
  long voyage, as you mind now turns to the task ahead. The 
  open blue of the ocean stretches for miles around you. The 
  ship turns eastward and sails past Fairwind Isle towards the 
  Amedio Jungle. Surely Captain Melkodan has the blessings 
  of Procan with him as once again, as he narrowly avoids 
  run-ins with Brotherhood vessels patrolling these waters. A 
  group of sea zombies obviously controlled by the Brotherhood 
  at one point attempt to hinder Kalise’s Prize but the captains’ 
  shrewd seamanship carries the day. A week out of Gradsul 
  finds your vessel nearing the Amedio Hook, the site of the 
  mysterious ruins you are charged to investigate.  
   
  Later that evening Captain Melkodan pulls your party 
  aside, “Friends in the morning we’ll be nearing the Amedio 
  Hook where Jurtal said you were going. The mate and I will 
  drop a ship’s boat off the side before dawn. We’ll wait here 
  three days for you after that we’ll be leaving. The 
  Brotherhood port of Narsiban is not far off so we don’t want 
  to run into any more trouble. Kalise’s Pride has been lucky 
  in the deep waters but who knows what creatures those 
  Scarlet devils have waiting for us this close to land. So gather 
  you things we’ll be letting you over the side before dawn.” 
   
  Give the party a few moments to prepare spells for the 
  morning. Nothing of interest happens during the 
  night. Before moving onto Encounter 5, determine the 
  weather for the following day using the Weather in the 
  Amedio chart provided at the beginning of the 
  module. If the PCs spend more than one day ashore 
  determine the weather at the beginning of each new 
  day. 
   
  ENCOUNTER 5: 
  A WATERY DEATH 
  This encounter follows directly on from Encounter 4. 
   
  Ghouls working for the Brotherhood attack the 
  PCs as they attempt to land near the Temple. Further 
  inland they will meet a group of Brotherhood loggers 
  and their slaves. 
   
  
  Tropical Intrigue 
   
   
  11
  In the morning the captain and the first mate lower the 
  ship’s boat over the side. “Good luck,” they wish you, “and 
  may Procan bless your journey. You’ll need it in that jungle!” 
  The captain smiles as your boat is lowered over the side. 
   
   
   You start to pull away from the galleon in the early 
  light of dawn; ahead you see the signs of a coral reef under 
  the clear water. Unaware of your presence, a large 
  hammerhead shark swims lazily under the boat. Colorful 
  fish swim in the glasslike bay. 
   
  This section of the coastline is protected by a large 
  coral reef. Each section of the reef extends for sixty feet 
  towards the shore and there are two sections of reef. 
  The two sections are roughly forty feet apart. At its 
  closest the reef is roughly 100 feet from shore. The reef 
  itself is only four feet below the surface of the waves, so 
  when combat breaks out it is possible for the ghouls to 
  stand on the reef while attacking into the boat.  
  It is in between the two sections of the reef that 
  the aquatic ghouls lurk.  
   
  � Ship’s Boat: Huge Vehicle; Spd oars 15 ft. (good); 
  Overall AC 3; Section hp 30 (hardness 5); Section AC 3; 
  Face 20 ft. by 10 ft.; height 5 ft. (draft 2 ½ ft.; Crew and 
  Passengers 8.  
   
  APL 2 (EL 4) 
  �Ghouls (lacedons) 2: hp 13 each; See Monster Manual 
  pages 118-119. 
   
  APL 4  (EL 6) 
  �Ghouls (lacedons) 3: hp 13 each; See Monster Manual 
  pages 118-119. 
   
  APL 6  (EL 8) 
  �Ghasts (lacedons) 6: hp 29 each; See Monster Manual 
  pages 118-119. 
   
  APL 8  (EL 10) 
  �Ghasts (lacedons) 12: hp 29 each; See Monster 
  Manual pages 118-119. 
   
  APL 10 (EL 12) 
  �7 HD Advanced Ghasts (lacedons) 15: hp 63 each; 
  See Monster Manual pages 118-119. 
   
  APL 12 (EL 14) 
  �7 HD Advanced Ghasts (lacedons) 25: hp 63 each; 
  See Monster Manual pages 118-119. 
   
  Tactics: The aquatic ghouls (lacedons) haunt this 
  section of the coastline; hiding under the water. The 
  ghouls have been instructed by the Brotherhood to 
  attack any non-Suel that try and land here or to stop 
  any natives fleeing.  
  They will wait for the PCs to pass overhead before 
  attacking. The ghouls have a +4 circumstance bonus to 
  their Hide check because of the water. Have the PCs 
  make opposed Spot checks to notice the ghouls before 
  combat begins.  
  First Round: The ghouls will attempt to upset the 
  rowboat, tipping as many of the PCs into the water as 
  possible. If the ghouls succeed at a DC 20 Strength 
  check they have managed to dangerously tip the boat 
  (although they do not capsize it). In this case the PCs 
  must succeed at a DC 15 Reflex save or fall from the 
  boat into the water. In the first round all the other 
  ghouls will assist in this. Give a +2 circumstance bonus 
  to the overall Strength check for each ghoul that 
  manages a DC 10 Strength check. A maximum of 8 
  ghouls can assist in this maneuver.  
  Subsequent Rounds: One ghoul will move to 
  attack any PC who has fallen into the sea until all the 
  ghouls are engaged. One ghoul however will remain 
  under the boat, trying to shake it so that more PCs fall 
  out. Once all the PCs have fallen out this ghoul will 
  also join the combat. 
  Note: While the ghouls are directly under the 
  boat they have total cover in regards to any PCs in the 
  boat. PCs fighting from the boat gain cover against any 
  ghoul in the water.  
  For rules regarding combat in and underwater 
  refer to Appendix 3: Fighting In and Underwater. In 
  addition spellcasters in the boat must succeed at a DC 
  10 Concentration check to successfully cast a spell. 
   
  Treasure: If the PCs search the bodies of the 
  ghouls the following forgotten treasure can be found: 
   
  APL 2: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength (25 gp), potion’s of spider climb [2] 
  (25 gp each).  
   
  APL 4: L: L: masterwork silvered dagger (27 gp); 
  M: potion of bull’s strength [2] (25 gp each), potion’s of 
  spider climb [2] (25 gp each).  
   
  APL 6: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength (25 gp), potion’s of spider climb [2] 
  (25 gp each), potion of resist energy (lightning) 20 (58 
  gp). 
   
  APL 8: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength [2] (25 gp), 2 potion’s of spider climb 
  (25 gp each).  
   
  APL 10: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength [2] (25 gp), potion’s of spider climb 
  [2] (25 gp each), 1st level pearl of power (83 gp). 
   
  APL 12: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength [2] (25 gp), potion’s of spider climb 
  [3] (25 gp each), 1st level pearl of power (83 gp). 
   
  Once the PCs have dealt with the ghouls and continue 
  toward the shore proceed immediately to Encounter 6. 
   
   
  
  Tropical Intrigue 
   
   
  12
  ENCOUNTER 6: 
  CAMP OF THE SLAVES 
  This 
  encounter 
  follows 
  immediately 
  on 
  from 
  Encounter 5. As the PCs approach shore, read or 
  paraphrase the following: 
   
  As you approach the shore you catch a glimpse of a large 
  clearing and some long wooden huts set back from the beach. 
  There are a few men on the shore loading logs onto a raft. 
   
  The PCs have stumbled upon a Brotherhood logging 
  camp. Mainly populated by slaves of the Brotherhood 
  the PCs may be able to interact with the inhabitants 
  and gain some valuable information. 
   
  Ask the party what they want to do. If they bypass 
  the loggers proceed directly to Encounter 7. If they 
  land the boat and head ashore continue. 
   
  As you land the ship’s boat, a few of the men approach you. 
  They have rich red-brown colored skin and in the main have 
  straight black hair and dark brown eyes. They wear 
  loincloths and many bear the mark of the slaver’s whip. As 
  you approach the shore they shift nervously and shrink back 
  from you.  
   
  A few of the men have shackles on their legs. Off to the 
  side stand several man-sized creatures you’ve never seen 
  before. They have fur on their arms and shoulders and small 
  horns on their foreheads. Their arms are thickly muscled. 
   
  None of the Olman men speak Common. All are slaves, 
  having been captured by the Scarlet Brotherhood at 
  some point in the last few years. All are thoroughly 
  cowed and will not raise a hand against their captors.  
   
  If the PCs do not possess some form of magic to 
  converse with the slaves allow a few minutes of role-
  playing – perhaps in sign language. 
   
  After a few minutes, read or paraphrase the 
  following: 
   
  Wats ish? Wats going on? Mutters an obviously inebriated 
  Suel man as he staggers through the group of slaves. At his 
  approach the Olmans cower away from him.  
   
  Clad in a dirty, ill-fitting pair of once white pantaloons 
  this man is obviously much the worse for wear. His belly 
  hangs down over his pantaloons and his eyes are bloodshot. 
  He is unsteady on his feet.  
   
  As he gets closer to you he finally gets a good look at 
  you. Suddenly his drunkenness turn to confusion: “Who are 
  you? Your not the patrol!” With that he lets out an almighty 
  belch and collapses on the beach at your feet. 
   
   
  ALL APL’S  
  �Sharaval: (LN [LE] male human (Suel) Rog2: hp 6; 
  see Appendix 1 
  �Olman Slaves (15): (N [NE] male human Com1; hp 4 
  each 
  �Kurg (3):; See Appendix 1. 
   
  Sharaval is a member of the Scarlet Brotherhood. He 
  was recently demoted for drinking on the job and 
  ruining 
  several 
  harvests. 
  In 
  punishment 
  the 
  Brotherhood gave him a new task; Sharaval is to meet a 
  quota of logs over the next few months to the Tilva 
  area. In his youth he worked on the plantations of the 
  Tilvanot and so he may yet meet this deadline.  
   
  However, he is still angry at his “Father” for 
  assigning him to his area and will answer most of the 
  PC’s questions. His “Father” is in reality a Scarlet 
  Brotherhood monk, who because of his class outranks 
  Sharaval (who is a rogue).  
   
  Sharaval will not attack the party unless attacked 
  first and will send in the Kurgs to attack the party 
  rather than risk himself. If combat breaks out Sharaval 
  will either attempt to escape, or if this is impossible 
  surrender, begging for mercy. A small Brotherhood 
  military patrol is due in three days and if he escapes he 
  will attempt to hide until they arrive. 
   
  Diplomacy: If the PCs do not threaten him or his 
  men, have them make a DC 12 + APL Diplomacy, Bluff 
  or Intimidate check. If successful, Sharaval will relay 
  some of the following information to them. All of it is 
  true unless otherwise indicated. 
   
  DC 12: There’s a large Olman temple about a days 
  travel inland. A trail over there leads to it. 
   
  DC 13: The Olman work here for us; they are my 
  prisoners. They attacked us when we first arrived here, 
  killing many warriors – don’t trust them, they are a savage 
  people. (lie). 
   
  DC 14: I was sent here from Narsiban, a port a few 
  days sailing north. I have been ordered to collect as 
  much hardwood as possible; I don’t know why. A small 
  ship comes every few weeks to pick up the logs. 
   
  DC 15: Our “Father” had some men explore the 
  temple about eight years ago, something happened and 
  not many returned. I heard there was an explosion or 
  something. I don’t know all the details of the story.  
   
  DC16: Our “Father” has logging and mining 
  camps all along the coast. 
  DC 20: These furry creatures are Kurgs. Their 
  people work in the logging and mining areas for us. 
  Being subhuman they are inconsequential. 
   
  DC 24: The Olman don’t try and escape because 
  this whole area is seeded with our creatures. You have 
  already encountered the water watchers, but they are 
  nothing compared to what you will find within the 
  jungle. 
   
  Troubleshooting: It is possible that some PCs may 
  wish to execute Sharaval or they may wish to rescue 
  the Olman slaves. Executing Sharaval in cold blood 
  would be an evil act – essentially he is helpless and 
  there is no direct evidence of his wrongdoing. Make 
  paladins and good-aligned clerics aware that this act is 
  an evil act. A safe compromise is to transport Sharaval 
  back to Greyhawk City where he can be handed over to 
  the authorities. If they free the slaves and leave 
  Sharaval with them, he will be dead when they return. 
  
  Tropical Intrigue 
   
   
  13
   
  It should be obvious that taking all the slaves with 
  them is a bad idea for the PCs. If the PCs manage to 
  communicate with the slaves they can be told to wait 
  for the PCs return. The slaves will not flee into the 
  jungles; they have heard terrifying tales of the 
  Brotherhood’s guardians that lurk within. 
   
  Once the player’s indicate they wish to leave the 
  village, continue to Encounter 7. 
   
   
  ENCOUNTER 7: 
  TO THE TEMPLE 
  After talking to the slaves in Encounter 6 the PCs will 
  like want to head off in search of the temple. This 
  encounter starts as soon as they leave the slave village 
  and head into the interior. 
   
  The temple complex is roughly 12 miles away 
  from the logging camp. A faint trail leads towards the 
  temple, created by the occasional patrol bringing food 
  and water to the slaves at the temple site. 
   
  Travel off the path is hellishly slow. Assuming the 
  PCs don’t get lost it would take them 4 days to reach 
  the temple site. On the track the journey will only take 
  the best part of a day. 
   
  Using the information in the Amedio Jungle 
  section describe to them their trek through the 
  jungles. Going is slow. Once they have been 
  journeying for most of the day read or paraphrase the 
  following:  
   
  As you push further into the jungle you see a group of light 
  brown monkey alongside some dark grey stones covered in 
  moss and vines. The stones appear to have some markings 
  carved into them. The monkeys chatter and squawk, as you 
  get closer. Some of them run into the trees. In many of the 
  trees grows a strange green pod that you have not seen before. 
  It grows in groups of about two-dozen. A few of the monkeys 
  seem to be peeling the skin off the pods and eating the 
  contents. 
   
  The monkeys will not attack the PCs but will flee to 
  the safety of the trees. They will jump from tree to tree 
  and watch the progress of the PCs down the trail. 
   
  ALL APLS 
  �Monkeys (8) hp. 4: See the Monster Manual page 276   
   
  The green pods are bananas. Because they aren’t ripe, 
  the bananas taste very starchy.  
   
  If the PCs scrape the moss and vines away from 
  the rock, they can better understand the glyphs. PCs 
  succeeding at a DC 30 Decipher Script check are able 
  to read the strange glyphs. The glyphs say “Western 
  Precinct of the Temple to Camazotz.” 
   
  ENCOUNTER 8: 
  THE LOST TEMPLE 
  Once they reach the ruins the PCs will encounter a 
  group of Olman slaves working to clear the rubble 
  from the doorway. Here the PCs have reached their 
  goal: they should attempt to gather as much 
  information as possible before returning to their 
  longboat. 
   
  Read or paraphrase the following: 
   
  Making your way through the jungle, more grey stone stands 
  on either side of your path. Huge blocks lie strewn about, 
  ruins of what must have been a large city. Finally after 
  about an hour of walking amidst the cloaked rubble, you 
  come upon a large clearing. In the clearing stands the temple 
  itself.  
  From your vantage point you see an ancient ruin, 
  worn and overgrown with vines. The temple seems to have 
  large steps leading to what must have been a flat top. The top 
  of the complex appears to have collapsed and is now 
  overgrown with strange vines.  Two smaller buildings in 
  utter ruins stand near the temple; they are nothing but piles 
  of dark gray cracked boulders. At the front center of the 
  complex you see a pile of gray, worn stones and an entrance 
  to the temple. There are a few dark brown skinned men 
  toiling away near a pile of rocks at the entrance. They appear 
  to be unarmed. All of the men are covered in sweat and dirt. 
  Several of the men have shackles around their legs. 
   
  If the PCs met the logging party at the shore: 
   
  These men look very similar to the copper skinned men you 
  met at the beachhead. 
   
  �Olman Slave workers: Male humans Com2; hp 6 
   
  All of the slave workers are dressed in loincloths and 
  carry improvised shovels or picks. The workers speak 
  only Olman so it is likely that some form of magic will 
  be required to speak with them in their native tongue. 
  One of the slaves however speaks a smattering of 
  Common. If it becomes clear that the PCs cannot speak 
  his language he will shuffle forward and greet them in 
  faltering Common. 
  These slaves will not attack the PCs unless 
  attacked first but are wary of outsiders – the only 
  outsiders they have ever met have forced them to work 
  as slaves! 
  They have been assigned by the Brotherhood to 
  clear a wider entrance to the temple complex. All they 
  know about the temple is what has been orally handed 
  down to them through the generations. The presence 
  of non humans – elves, dwarves, gnomes or halflings 
  will make them slightly more well disposed toward the 
  PCs as the Brotherhood forces have never included 
  such.  
  
  Tropical Intrigue 
   
   
  14
  They are all hungry and thirsty. The workers will 
  graciously thank the PCs for any food or water given to 
  them.  
   
  �Toqasku: LN, male human Com2; hp 8; speaks 
  Common. 
  Toqasku is now middle-aged but when he was 
  younger he acted as a servant in one of the Sea Princes 
  forts to the north. He escaped in the confusion of the 
  Brotherhood’s rise to power in the region but was 
  recaptured and put to work here. He can relay the 
  following information: 
   
  - 
  The temple was formerly the northern capital of 
  their people. It is a scared site to Camazotz the god 
  of Darkness. 
  - 
  Many years ago it was deserted and has been 
  abandoned since. 
  - 
  About 15 years ago some men and women like you 
  explored the temple or so our people say. We don’t 
  know anything of these outsiders. Our village 
  elders have told us of this visit. 
  - 
  Our village was about a two days journey from 
  here before the pale skins destroyed it. We were 
  taken from there when the pale men came and 
  demanded workers for their coastal buildings and 
  mines. 
  - 
  The pale men in red robes came about eight years 
  ago and have captured many of our people. 
  - 
  We are given food and shelter in exchange for 
  working for the pale men. If we disobey them we 
  are beaten. That is why those men are wearing 
  shackles.  
  - 
  A few months ago the pale men sent in a group of 
  people to look for artifacts in the temple. Not all of 
  them came out. They want a larger entrance to the 
  temple so they can send in more men.  
  - 
  We don’t know what they’re looking for. Our 
  shamans say that a great priest is buried there. But 
  there is much evil inside. We don’t want to go 
  inside.  
  - 
  Several of the pale men were killed a couple of 
  months ago by something from the ruins. Since 
  then the pale skins do not stay here after dark. 
  They come every couple of days to bring us food 
  and water but it is not enough. Many of us have 
  died under their whips or from lack of food. 
  - 
  We cannot flee as their creatures patrol the 
  jungles surrounding us. Will you help us? 
   
  By the time the PCs have finished their discussions 
  with the slaves night is falling. As the camp is 
  shrouded in darkness a strange keening sound begins 
  to emanate from the ruins. Soon after, a group of dire 
  bats will emerge from the temple and attack the PCs. 
  The slaves will flee the area as the bats fly out of the 
  temple entrance. 
  If at any time the PCs investigate the temple itself 
  read the following: 
   
  Obviously once an important and ostentatious building 
  what remains is now little more than a ruin. Parts of the 
  back wall still stands as does a small portion of the roof that 
  shelters an altar carved to resemble a great bat. Arching 
  above the altar is a pair of metal batwings each over 8 feet in 
  length.  
  Several pillars have toppled to the floor and rubble is 
  strewn everywhere. To the rear of the structure some work 
  has obviously been carried out – the foliage so prevalent 
  everywhere else has been hacked back. The wall is covered by 
  a huge bas-relief of a giant bat. Its wingspan must be over 20 
  foot!  
  A tunnel has been cut into the rubble at the base of the 
  wall but how far it extends is unknown. 
   
  The Olmans will attempt to dissuade the PCs from 
  entering the tunnel, claiming evil spirits live within 
  that slay all foreign interlopers. If the PCs attempt to 
  investigate this tunnel the dire bats within will fly out 
  to attack. 
   
  APL 2  (EL 4) 
  �Dire Bat, Large Animal (2): hp 30; see the Monster 
  Manual page 62 
   
  APL 4  (EL 6) 
  �Dire Bat, Large Animal (4): hp 30; see the Monster 
  Manual page 62 
   
  APL 6  (EL 8) 
  �Dire Bat of Legend (1): hp 50; see Appendix 
  �Dire Bat, Large Animal (3): hp 30; see the Monster 
  Manual page 62 
   
  APL 8  (EL 10) 
  �Advanced Dire Bat of Legend (1): hp 137; see 
  Appendix 
  �Dire Bat of Legend (1): hp 50; see Appendix  
   
  APL 10  (EL 12) 
  �Advanced Dire Bat of Legend (3): hp 137; see 
  Appendix 
   
  APL 12  (EL 14) 
  �Advanced Dire Bat of Legend (6): hp 137; see 
  Appendix 
   
  Tactics: When the bats attack they will not strike at any 
  Olman individuals; they will only attack outsiders. This 
  is a sacred site and they will defend it to the death. 
  Development: Once the PCs have defeated the 
  bats they will not be attacked here again and can rest 
  for the night if they wish. Any PC exploring the 
  temple entrance and succeeding at a DC 15 Spot check 
  will notice a large opening high up on one of the walls. 
  
  Tropical Intrigue 
   
   
  15
  Hidden in the shadows, this is where the bats laired. 
  PCs employing magic or succeeding at a DC 10 Climb 
  check will be able to reach this space. The hole opens 
  up into a larger space. Filled to a depth of one foot with 
  bat guano this area stinks. PC searching through the 
  guano and succeeding at a DC 10 + APL Search check 
  will find a valuable item strangely unblemished by the 
  guano. 
  Further progress into the temple through the 
  main entrance is blocked by debris and rubble 
  Treasure: The following treasure can be found 
  here dependant on APL: 
   
  APL 2: M: lesser couatl cloak (2,250 gp) 
   
  APL 4: M: lesser couatl cloak (2,250 gp) 
   
  APL 6: M: lesser couatl cloak (2,250 gp) 
   
  APL 8: M: lesser couatl cloak (2,250 gp) 
   
  APL 10: M: couatl cloak (4,500 gp). 
   
  APL 12: M: couatl cloak (4,500 gp). 
   
  Note: If the PCs leave the area in the dark and start to 
  head toward the beach area after defeating the dire 
  bats, have them make a DC 18 Survival check to find 
  their way in the dark.  
  Proceed to Encounter 9. If PCs fight the snakes in 
  the dark the snakes will have concealment. 
   
   
  ENCOUNTER 9: 
  SLITHERING DEATH 
  After the PCs have left the ruins detailed in Encounter 
  8 denizens of the jungle enscrolled by the Brotherhood 
  attack them. The party will be attacked by a dire snake, 
  which is patrolling this area, as they make their way 
  back to the longboat. 
   
  Having found the temple complex you are eager to return 
  home. Fighting mud, sweat and mosquitoes along the way, 
  you follow the path back through the jungle, towards the 
  clearing where your small boat is beached. As you break out 
  into a more open part of the jungle the wind begins to pick 
  up and the skies darken. 
   
  At this point a heavy rain breaks out. In addition severe 
  winds batter the party. 
   
  The wind and the rain have the following affects 
  on the party: 
  • 
  Ranged weapon attacks, Spot, Search and Listen 
  checks are at a –4.  
  • 
  Unprotected non-magical flames are automatically 
  extinguished. Protected flames have a 50% chance 
  of being extinguished 
  • 
  Small creatures are knocked down. A DC 15 
  Fortitude is required by all Small-sized creatures to 
  remain standing 
   
  For more information refer to the Dungeon Master’s 
  Guide, pages 94-95. 
   
  As the PCs cross the clearing, or skirt its edges the 
  following creatures attack the party: 
   
  APL 2  (EL 3) 
  �Snake, Huge Viper: hp 33; see the Monster Manual 
  page 280 
   
  APL 4 (EL6) 
  �Snake, Huge Viper (3): hp 33 each; see the Monster 
  Manual page 280 
   
  APL 6 (EL 8) 
  �Snake, Huge Viper (5): hp 33 each; see the Monster 
  Manual page 280 
   
  APL 8 (EL 10) 
  �Two-headed Dire Snake (1): Huge Magical Beast; hp 
  161 each; See Appendix 1 
   
  APL 10 (EL 12) 
  �Three-headed Dire Snake (1): Huge Magical Beast; 
  hp 161 each; See Appendix 1 
   
  APL 12 (EL 14) 
  �Three-headed Dire Snake (2): Huge Magical Beast: 
  hp 161 each; See Appendix 1 
   
  Tactics: These vipers are more aggressive than normal 
  snakes. The Brotherhood uses them to patrol the 
  jungle and hasn’t fed them recently. The three-headed 
  dire 
  snakes 
  are 
  creations 
  of 
  their 
  diabolical 
  experiments. Give the party a DC 19 + APL Listen 
  check to notice the snakes as they approach through 
  the jungle. Dependant on the time the PCs leave the 
  ruined temple they may fight these beasts in the dark.  
   
  Treasure: There is no treasure here. 
   
  Once the PCs have dispatched the snake(s) they return 
  to their vessel and continue to the next encounter. 
   
   
  ENCOUNTER 10: 
  THE RETURN VOYAGE 
  The party has a peaceful trip back to Greyhawk City. 
  The ship will dock in a few weeks. The party talks to 
  the Olman Cabin boy in their quarters. 
   
  You make your way back through the mud and heat to the 
  ship. The crew pulls your longboat up the side. The captain is 
  glad to see you back safe. He quickly pulls up anchor, raises 
  the sails and heads toward Gradsul.  You’re glad to strip off 
  your armor and wash the sweat, dirt and bugs from your 
  body. 
  
  Tropical Intrigue 
   
   
  16
   
  It is possible that the PCs may be bringing with them 
  some Olman wishing to escape from the Brotherhood. 
  In this case the escaping slaves will steal the rafts of the 
  loggers and attempt to reach their tribal territories to 
  the south. Any slaves remaining in the logger’s village 
  will also accompany them now that the watchers in the 
  water (as they refer to the ghouls) have been disposed 
  of. Award the Gratitude of the Olmans to the PCs. If 
  the PCs gift the Olmans with a significant amount of 
  supplies award them the Greater Gratitude of the 
  Olmans. 
   
   
  Gratitude of the Olmans: The PCs helped the Olman 
  slaves escape the confines of their Scarlet Brotherhood 
  captors. The Olman slaves are in the debt of the PCs; 
  this favor may have value in other LIVING GREYHAWK 
  Core Adventures set in the Amedio Jungle. 
    
  Greater Gratitude of the Olmans: If the PCs assist the 
  slaves in escaping the confines of their Scarlet 
  Brotherhood captors and render them significant aid 
  they have earned the gratitude of the Olmans. 
   
  This favor may have value in other LIVING 
  GREYHAWK Core Adventures set in the Amedio Jungle. 
   
  On the journey home Kalise’s Prize will be scryed by a 
  Scarlet Brotherhood wizard in the naval port of 
  Narsiban who has heard of the PCs journey to the 
  Amedio Jungle. The wizard has learned of the vessel 
  and her mission from one of his contacts and will scry 
  Harma Melkodan. If one of the PCs was particularly 
  successful in assisting the captain avoid the 
  Brotherhood blockage in Encounter 3 as fate would 
  have it this attempt is made while he is talking to 
  Harma.  
   
  An affected PC must make a DC 17 Will save to 
  resist this effect. If the PC fails the check the wizard is 
  successful in his scrying attempt; in any event award 
  the PC the below AR item. 
   
  Scryed By the Brotherhood: This PC has been scryed 
  upon by an unknown member of the Scarlet 
  Brotherhood. 
   
  After leaving Gradsul one night, you hear a knock at your 
  door. 
   
  Standing at the doorway in the dim light of the ship’s 
  hold, is the copper skinned cabin boy that you first saw on 
  your voyage to the Amedio Hook. 
   
  “Hello, I am Cacama do you remember me, I work 
  with Captain Melkodan?” he says in Common. “What did 
  you find in the temple? My people speak of a great evil that 
  lives in the temple.  
   
  If asked about the great evil he says:  
   
  “The Temple is sacred to the god Camazotz, the god of the 
  Underworld. Many people lost their lives being sacrificed to 
  him. Stone knives were used at the temple to cut out their 
  hearts. Our people tell tales that his long tongue has a great 
  hunger for the blood of the living. He is angry from being 
  tricked by the hero Haupcu who stole the cornflower from 
  him. So Camazotz demanded more blood from my people. At 
  night he would appear as a bat to drink the blood of the 
  living. Camazotz haunts the dreams of his victims. Our 
  people believe that the temple is haunted by the souls of those 
  who died there. You must be careful. I have heard the pale 
  men search the temple. I hope they do not disturb his spirit.  
    
  If time remains continue to roleplay this encounter. 
  Cacama will become increasingly agitated and will 
  begin to wax lyrical about all the horrific stories he has 
  heard. Of course, some of these will be complete 
  fabrications but as Cacama believes them all Sense 
  Motive checks will be useless here. 
   
  Once play draws to an end here, proceed to 
  Encounter 11. 
   
   
  ENCOUNTER 11: 
  BACK TO THE SILVER 
  DRAGON 
  This encounter follows directly on from Encounter 10. 
  It is a free-flowing role-playing encounter. Here the 
  party will meet with Terrdella. 
   
  After docking at the wharf area of Greyhawk, you make your 
  way back to the Silver Dragon Inn to speak to the beautiful 
  merchant Calleena Feetosh. Captain Melkodan sent word to 
  her early in the morning that the ship has safety arrived. All 
  the while checking over your shoulder to see if you’re being 
  followed you make your way to the back room to find her 
  waiting. 
   
  “Ah my friends tell me what you have found? Sit and 
  have something to eat. You must be exhausted friends after 
  your long trip.” 
   
  Before you on the table are a full spread of cut meats, 
  cheeses, nuts and fresh fruit. Several bottles of ale and wine 
  sit on a small stand next to the food. Nothing on Kalise’s 
  Prize was as fine as this. 
   
  “Tell me,” she asks, “What have you learned?” 
   
  Terrdella has once again precast zone of truth and detect 
  thoughts. She will sit and listen to the PC’s story. She 
  will be very interested in learning of the Brotherhood’s 
  attempts to divine their whereabouts. She will ask 
  what they spoke of during the voyage home, 
  particularly if they spoke of their mission (and too 
  whom). When the interview is completed read the 
  following: 
   
  “Ah very interesting…Thank you. Here is the reward I have 
  promised. I might contact you in the future. Good day” 
   
  Treasure: As agreed in Encounter 1, the following 
  treasure is available in this encounter. 
   
  APL 2: C: 200 gp 
  
  Tropical Intrigue 
   
   
  17
   
  APL 4: C: 400 gp 
   
  APL 6: C: 600 gp 
   
  APL 8: C: 800 gp 
   
  APL 10: C: 1,000 gp 
   
  APL 12: C: 1,200 gp 
   
  In addition Terdella will give all PCs the following 
  favor: 
  Terdella’s Favor: In recognition of your exploits 
  in the Amedio Jungle, the merchant Terdella owes you 
  a favor. 
  In the future Terdella will search out a single 
  specific item for you. You may specify one item up to 
  25,000 gp in value (which you must pay full market 
  price for when you place the order). Terdella will use 
  her extensive contacts throughout the Free City of 
  Greyhawk and the United Kingdom of Ahlissa to find 
  the item for you.  
  The item will be delivered to you at the 
  conclusion of the third Core, meta-regional or regional 
  module after you place your order. 
   
  Item Ordered 
  AR # 
  Delivered # 
   
  CONCLUSION 
  Once the PCs have reported to Terdella and have taken 
  their leave read or paraphrase the following: 
   
  Leaving the Silver Dragon Inn you can’t help look behind 
  your back and wonder, as you travel the crowded streets of 
  the Free City, what the Scarlet Sign is doing in the jungle 
  and when Terdella will send you back to the heat, mud and 
  mosquitoes. 
   
  THE END 
   
   
  
  Tropical Intrigue 
   
   
  18
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  discretionary roleplaying experience award. The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) 
  to each character. 
   
  Encounter 3 
  Assisting the Captain 
  APL 2 
  30 XP 
  APL 4 
  60 XP 
  APL 6 
  90 XP 
  APL 8 
  120 XP 
  APL 10 
  150 XP 
  APL 12 
  180 XP 
   
  Encounter 5 
  Defeating the ghouls 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 6 
  Gaining Information from the slave logging party 
  APL 2 
  20 XP 
  APL 4 
  20 XP 
  APL 6 
  20 XP 
  APL 8 
  20 XP 
  APL 10 
  20 XP 
  APL 12 
  20 XP 
   
  Encounter 8 
  Gaining Information from Toqasku 
  APL 2 
  20 XP 
  APL 4 
  20 XP 
  APL 6 
  20 XP 
  APL 8 
  20 XP 
  APL 10 
  20 XP 
  APL 12 
  20 XP 
   
  Defeat the bats 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 9 
  Defeating the giant snake(s) 
  APL 2 
  90 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Roleplaying Award 
  APL 2 
  20 XP 
  APL 4 
  35 XP 
  APL 6 
  50 XP 
  APL 8 
  65 XP 
  APL 10 
  80 XP 
  APL 12 
  95 XP 
   
  Total Possible Experience  
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 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 bodies, 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 the 
  characters can go back to loot the bodies, and those 
  bodies are there (that is not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve the loot. If 
  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, analyse 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.  
  
  Tropical Intrigue 
   
   
  19
   
  Once you have subtracted the value for unclaimed 
  treasures from each encounter, add it up and that it’s 
  the number of gold pieces a character’s total and coin 
  values increase by at the end of the adventure. Write 
  the total in the GP Gained field of the Adventure 
  Certificate.  
   
  MAXIMUM TREASURE TOTALS 
  The maximum amount of treasure that a player 
  character is able to take from this module is linked to 
  the APL at which the module is played. These totals 
  are: 
   
  APL 2: 450 gp 
  APL 4: 650 gp 
  APL 6: 900 gp 
  APL 8: 1,300 gp 
  APL 10: 2,300 gp 
  APL 12: 3,300 gp 
    
  TREASURE KEY 
  L = Looted gear from enemy; C = Coins, Gems, 
  Jewellery and other valuables; M = Magic Items.  
   
  Encounter Five 
  APL 2: L: masterwork silvered dagger (27 gp); M: potion 
  of bull’s strength (25 gp), potion’s of spider climb [2] (25 gp 
  each).  
   
  APL 4: L: L: masterwork silvered dagger (27 gp); 
  M: potion of bull’s strength [2] (25 gp each), potion’s of 
  spider climb [2] (25 gp each).  
   
  APL 6: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength (25 gp), potion’s of spider climb [2] 
  (25 gp each), potion of resist energy (lightning) 20 (58 
  gp). 
   
  APL 8: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength [2] (25 gp), 2 potion’s of spider climb 
  (25 gp each).  
   
  APL 10: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength [2] (25 gp), potion’s of spider climb 
  [2] (25 gp each), 1st level pearl of power (83 gp). 
   
  APL 12: L: masterwork silvered dagger (27 gp); M: 
  potion of bull’s strength [2] (25 gp), potion’s of spider climb 
  [3] (25 gp each), 1st level pearl of power (83 gp). 
   
  Encounter Nine 
   
  APL 2: M: lesser couatl cloak (2,250 gp) 
   
  APL 4: M: lesser couatl cloak (2,250 gp) 
   
  APL 6: M: lesser couatl cloak (2,250 gp) 
   
  APL 8: M: lesser couatl cloak (2,250 gp) 
   
  APL 10: M: couatl cloak (4,500 gp). 
   
  APL 12: M: couatl cloak (4,500 gp). 
   
  Encounter Eleven 
   
  APL 2: C: 200 gp 
   
  APL 4: C: 400 gp 
   
  APL 6: C: 600 gp 
   
  APL 8: C: 800 gp 
   
  APL 10: C: 1,000 gp 
   
  APL 12: C: 1,200 gp 
   
  Terdella’s Favor: In recognition of your exploits in the 
  Amedio Jungle, the merchant Terdella owes you a 
  favor. 
  In the future Terdella will search out a single 
  specific item for you. You may specify one item up to 
  25,000 gp in value from the DUNGEON MASTER’s Guide 
  (Item must appear on Tables 7—2 to 7—28), which 
  you must pay full market price for when you place the 
  order) or the found version of the couatl cloak. Terdella 
  will use her extensive contacts throughout the Free 
  City of Greyhawk and the United Kingdom of Ahlissa 
  to find the item for you.  
  The item will be delivered to you at the 
  conclusion of the third Core, meta-regional or regional 
  module after you place your order. 
   
  Item Ordered 
  AR # 
  Delivered # 
   
  Special AR Items 
  Gratitude of the Olmans: The PCs have assisted the 
  Olmans in escaping their Scarlet Brotherhood captors. 
  The Olman slaves are in the debt of the PCs; this favor 
  may have value in other LIVING GREYHAWK Core 
  Adventures set in the Amedio Jungle. 
    
  Greater Gratitude of the Olmans: The PCs have 
  assisted the Olmans in escaping their Scarlet 
  Brotherhood captors and have rendered them 
  significant aid. This favor may have value in other 
  LIVING GREYHAWK Core Adventures set in the Amedio 
  Jungle.  
   
  Scryed By the Brotherhood: This PC has been scryed 
  upon by an unknown member of the Scarlet 
  Brotherhood. 
   
  Couatl Cloak: This short cloak is made from an 
  incredible array of brightly colored (and beautiful) 
  feathers. The cloak enables the wearer to use the spells 
  invisibility and fly. Each spell has a total daily duration 
  of 10 minutes but can be used multiple times. The 
  abilities of the cloak may be used simultaneously and 
  are called forth by command words; “waergha” 
  (invisibility) and “goloswyr” (fly). 
   
  CL 10th; Craft Wondrous Item, fly, invisibility; 
  54,000 gp. 
   
  Lesser Couatl Cloak: This short cloak is made from an 
  incredible array of brightly colored (and beautiful) 
  feathers. The cloak enables the wearer to use the spells 
  invisibility and fly. Each spell has a total daily duration 
  of 5 minutes but can be used multiple times. The 
  abilities of the cloak may be used simultaneously and 
  are called forth by command words; “waergha” 
  (invisibility) and “goloswyr” (fly). 
  
  Tropical Intrigue 
   
   
  20
   
  CL 5th; Craft Wondrous Item, fly, invisibility; 27,000 
  gp. 
  
  Tropical Intrigue 
   
   
  21
  APPENDIX 1: STATISTICS 
  ENCOUNTER 2 
  All APL’s 
  �Terrdella, female human (Oeridian) Clr 9 (Zilchus): 
  CR 9: Medium-size Humanoid (5'6" tall): HD 9d8+9; hp 
  63; Init +1; Spd 30 ft.; AC 20, touch 12, flat-footed 18; 
  Base Atk +6; Grp +6; Atk  +8 melee (1d4+1/19-20, +1 
  dagger); Full Atk +8/+3 melee (1d4+1/19-20, +1 dagger); 
  SA spells, spontaneous casting, turn undead; AL LN; 
  SV Fort +10, Ref +6, Will +11; Str 11, Dex 12, Con 13, 
  Int 14, Wis 17, Cha 14. 
   
  Skills & Feats: Bluff +17, Concentration +17, 
  Diplomacy +12, Knowledge (arcana) +8, Knowledge 
  (geography) +8, Knowledge (history) +5, Knowledge 
  (nobility) +5, Knowledge (religion) +8, Listen +6, Sense 
  Motive +5, Spellcraft +14, Spot +6; Alertness, Combat 
  Casting, Dodge, Lightning Reflexes, Skill Focus (bluff). 
   
  Spells prepared (6/5/5/4/2/1; base DC = 13 + spell 
  level): 0 - detect magic (2), detect poison, guidance, read 
  magic, resistance; 1 - cause fear, change self*, detect evil, 
  sanctuary, shield of faith; 2- augury, detect thoughts *, 
  enthrall, hold person, zone of truth; 3- dispel magic, 
  invisibility purge, locate object, nondetection*; 4- divination*, 
  dimensional anchor, freedom of movement; 5 - false vision*, 
  scrying. 
   
  *Domain spell, Domains: Knowledge, Trickery. 
   
  Possessions: +2 chain shirt, + 1 dagger, gold holy 
  symbol. 
   
  ENCOUNTER 5 
  �Advanced 7 HD Ghast (lacedon): CR 4; Medium 
  Undead; HD 8d12; hp 63; Init +3; Spd 30 ft.; AC 17, 
  touch 12, flat-footed 14; Base Atk +3; Grp +6; Atk +7 
  melee (1d8+3 plus paralysis, bite); Full Atk +7 melee 
  (1d8+3 plus paralysis, bite) and +4 melee (1d4+1 plus 
  paralysis, claws x2; SA Ghoul fever, paralysis, stench; 
  SQ Darkvision 60 ft., undead traits, +2 turn resistance; 
  AL CE; SV Fort +1, Ref +1, Will +7; Str 17, Dex 17, Con 
  -, Int 13, Wis 13, Cha 16. 
  Skills and Feats: Balance +7, Climb +13, hide +12, 
  Jump +13, Move Silently +8, Spot +12; Multiattack, 
  Toughness, Weapon Focus (bite). 
  Ghoul Fever (Su): Disease-bite, Fortitude DC 17, 
  incubation period 1 day, damage 1d3 Con and 1d3 Dex. 
  The save DC is Charisma-based 
  Paralysis (Ex): Those hit by a ghast’s bite or claw 
  attack must succeed on a DC 17 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Even elves can be affected 
  by this paralysis. The save DC is Charisma-based. 
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 10 feet must succeed on a DC 17 
  Fortitude save or be sickened for 1d6+4 minutes. A 
  creature that successfully saves cannot be affected 
  again by that ghast’s stench for 24 hours. A delay poison 
  or neutralize poison spell removes the effect from a 
  sickened creature. Creatures immune to poison are 
  unaffected and creatures resistant to poison receive 
  their normal bonus on their saving throws. The save 
  DC is Charisma-based. 
   
  ENCOUNTER 6 
  All APL’s  
  �Sharaval, male human (Suel) Rog. 2: CR 2; Medium-
  size Humanoid; HD 2d6, hp 9; Init +4; Spd 30 ft.; AC 
  12, touch 11, flat footed 11, Base Atk +1; Grp +1; Atk +2 
  melee (1d4/19-20, dagger); Full Atk +2 melee (1d4/19-
  20, dagger) SA sneak attack +1d6; SQ rogue evasion, 
  trapfinding; AL LN; SV Fort +0, Ref +4, Will +1; Str 11, 
  Dex 13, Con 10, Int 12, Wis 13, Cha 11. 
   
  Skills and Feats: Bluff +5, Hide +6, Move Silently 
  +6, Profession (logger) +6, Sense Motive +6; Dodge, 
  Improved Initiative, Weapon Finesse (dagger). 
   
  Possessions: Dagger, light clothes 
   
  ENCOUNTER 8 
  APL 6 
  �Dire Bat of Legend (1): CR 7; Large Outsider 
  (native); HD 7d8+56; hp 87; Int +12; Spd 20 ft. (4 
  squares), fly 40 ft. (good); AC 25, touch 17, flat footed 
  19, Base Atk +5; Grp +13; Atk +13 melee (1d8+8 plus 
  poison, bite); Full Atk +20 melee (1d8+8 plus poison, 
  bite); Space/Reach 10 ft./10 ft.; SA Poison SQ 
  Blindsense 40 ft. DR 10/magic, immunities; AL N; SV 
  Fort  +11, Ref +10, Will +10; Str 27, Dex 28, Con 27, Int 
  4, Wis 16, Cha 10. 
   
  Skills and Feats: Hide +4, Intimidate +3, Listen +12, 
  Move Silently +11, Search +3, Spot +8; Alertness, 
  Improved 
  Initiative, 
  Flyby 
  Attack, 
  Multiattack, 
  Stealthy. 
   
  Immunities: A dire bat of legend is immune to 
  acid and electricity.  
   
  Poison (Ex): Injury, Fortitude DC 21, initial and 
  secondary damage 1d6 Str. 
   
  APL 8 
  �Advanced Dire Bat of Legend: CR 9; Large Outsider 
  (native); HD 11d8+ 88; hp 137; Int +12; Spd 20 ft. (4 
  squares), fly 40 ft. (good); AC 25, touch 17, flat footed 
  19, Base Atk +8; Grp +15; Atk +20 melee (1d8+8 plus 
  poison, bite); Full Atk +20 melee (1d8+8 plus poison, 
  bite); Space/Reach 10 ft./10 ft.; SA Poison SQ 
  Blindsense 40 ft. DR 10/magic, immunities; AL N; SV 
  Fort  +11, Ref +10, Will +10; Str 27, Dex 28, Con 27, Int 
  4,Wis 16, Cha 10. 
   
  Skills and Feats: Hide +8, Intimidate +3, Listen +14, 
  Move Silently +14, Search +3, Spot +10. Alertness, 
  Flyby Attack, Improved Initiative, Multiattack, Power 
  Attack, Stealthy. 
   
  Immunities: A dire bat of legend is immune to 
  acid and electricity.  
   
  Poison (Ex): Injury, Fortitude DC 23, initial and 
  secondary damage 1d6 Str. 
   
  
  Tropical Intrigue 
   
   
  22
  �Dire Bat of Legend (1): CR 7; Large Outsider 
  (native); HD 7d8+56; hp 87; Int +12; Spd 20 ft. (4 
  squares), fly 40 ft. (good); AC 25, touch 17, flat footed 
  19, Base Atk +5; Grp +13; Atk +13 melee (1d8+8 plus 
  poison, bite); Full Atk +20 melee (1d8+8 plus poison, 
  bite); Space/Reach 10 ft./10 ft.; SA Poison SQ 
  Blindsense 40 ft. DR 10/magic, immunities; AL N; SV 
  Fort  +11, Ref +10, Will +10; Str 27, Dex 28, Con 27, Int 
  4, Wis 16, Cha 10. 
   
  Skills and Feats: Hide +4, Intimidate +3, Listen +12, 
  Move Silently +11, Search +3, Spot +8; Alertness, 
  Improved 
  Initiative, 
  Flyby 
  Attack, 
  Multiattack, 
  Stealthy. 
   
  Immunities: A dire bat of legend is immune to 
  acid and electricity.  
   
  Poison (Ex): Injury, Fortitude DC 21, initial and 
  secondary damage 1d6 Str. 
   
  APL 10 
  �Advanced Dire Bat of Legend (3): CR 9; Large 
  Outsider (native); HD 11d8+ 88; hp 137; Int +12; Spd 
  20 ft. (4 squares), fly 40 ft. (good); AC 25, touch 17, flat 
  footed 19, Base Atk +8; Grp +15; Atk +20 melee (1d8+8 
  plus poison, bite); Full Atk +20 melee (1d8+8 plus 
  poison, bite); Space/Reach 10 ft./10 ft.; SA Poison SQ 
  Blindsense 40 ft. DR 10/magic, immunities; AL N; SV 
  Fort  +11, Ref +10, Will +10; Str 27, Dex 28, Con 27, Int 
  4,Wis 16, Cha 10. 
   
  Skills and Feats: Hide +8, Intimidate +3, Listen +14, 
  Move Silently +14, Search +3, Spot +10. Alertness, 
  Flyby Attack, Improved Initiative, Multiattack, Power 
  Attack, Stealthy. 
   
  Immunities: A dire bat of legend is immune to 
  acid and electricity.  
   
  Poison (Ex): Injury, Fortitude DC 23, initial and 
  secondary damage 1d6 Str. 
   
  APL 12 
  �Advanced Dire Bat of Legend (4): CR 9; Large 
  Outsider (native); HD 11d8+ 88; hp 137; Int +12; Spd 
  20 ft. (4 squares), fly 40 ft. (good); AC 25, touch 17, flat 
  footed 19, Base Atk +8; Grp +15; Atk +20 melee (1d8+8 
  plus poison, bite); Full Atk +20 melee (1d8+8 plus 
  poison, bite) SA Poison SQ Blindsense 40 ft. DR 
  10/magic, immunities; AL N; SV Fort +11, Ref +10, 
  Will +10; Str 27, Dex 28, Con 27, Int 4,Wis 16, Cha 10. 
   
  Skills and Feats: Hide +8, Intimidate +3, Listen +14, 
  Move Silently +14, Search + 3, Spot +10. Alertness, 
  Flyby Attack, Improved Initiative, Multiattack, Power 
  Attack, Stealthy. 
   
  Immunities: A dire bat of legend is immune to 
  acid and electricity.  
   
  Poison (Ex): Injury, Fortitude DC 23, initial and 
  secondary damage 1d6 Str. 
   
  ENCOUNTER 9 
  APL 8 
  �Two headed Dire Snake: CR 10; Gargantuan Magical 
  Beast; HD 17d8+122; hp 198; Int. +9; Speed: 30ft (6 
  squares), climb 20ft, swim 20ft; AC 18 (-2 size, Dex +5, 
  +5 natural), touch 15, flat-footed 13; Base Atk +12; Grp 
  +23; Atk +23 melee (3d6 +11, bite and poison) Full Atk: 
  Bite +23 (3d6+ 11, 2 bites and poison); Space/Reach 
  20ftx20ft(coiled)/15ft; SA; Improved Grab; Constrict 
  1d8+11, poison; SQ Darkvision 90ft, Scent; AL N; 
  Saves: Fort + 16, Ref +14, Will +5; Str 32, Dex, 20, Con 
  24, Int 1, Wis 13, Cha 11. 
  Skills and Feats: Balance +14, Climb +14, Hide  
  +8, Listen +13, Spot +13; Alertness, Combat Reflexes, 
  Endurance, Improved Initiative and Toughness 
  Constrict (Ex): With a successful grapple check, a 
  dire snake can constrict a grabbed opponent dealing 
  2d6+11 points of bludgeoning damage 
  Poison (Ex): Bite Fort Save (DC 25) initial and 
  secondary damage 1d6 temporary Con. 
  Improved Grab (Ex): To use this ability, the dire 
  snake must hit with its bite attack. If it gets hold, it can 
  constrict. 
  Scent (Ex): A dire snake can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
   
  APL 10 
  �Three headed Dire Snake: CR 11; Gargantuan 
  Magical Beast; HD 17d8+122; hp 198; Int. +9; Speed: 
  30ft (6 squares), climb 20ft, swim 20ft; AC 18 (-2 size, 
  Dex +5, +5 natural), touch 15, flat-footed 13; Base Atk 
  +12; Grp +23; Atk +23 melee (3d6 +11, bite and poison) 
  Full Atk: Bite +23 (3d6+ 11, 3 bites and poison); 
  Space/Reach 20ftx20ft(coiled)/15ft; SA; Improved 
  Grab; Constrict 1d8+11, poison; SQ Darkvision 90ft, 
  Scent; AL N; Saves: Fort + 16, Ref +14, Will +5; Str 32, 
  Dex, 20, Con 24, Int 1, Wis 13, Cha 11. 
  Skills and Feats: Balance +14, Climb +14, Hide  
  +8, Listen +13, Spot +13; Alertness, Combat Reflexes, 
  Endurance, Improved Initiative and Toughness 
  Constrict (Ex): With a successful grapple check, a 
  dire snake can constrict a grabbed opponent dealing 
  2d6+11 points of bludgeoning damage 
  Poison (Ex): Bite Fort Save (DC 25) initial and 
  secondary damage 1d6 temporary Con. 
  Improved Grab (Ex): To use this ability, the dire 
  snake must hit with its bite attack. If it gets hold, it can 
  constrict. 
  Scent (Ex): A dire snake can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
   
  APL 12 
  �Three headed Dire Snake: CR 11; Gargantuan 
  Magical Beast; HD 17d8+122; hp 198; Int. +9; Speed: 
  30ft (6 squares), climb 20ft, swim 20ft; AC 18 (-2 size, 
  Dex +5, +5 natural), touch 15, flat-footed 13; Base Atk 
  +12; Grp +23; Atk +23 melee (3d6 +11, bite and poison) 
  Full Atk: Bite +23 (3d6+ 11, 3 bites and poison); 
  Space/Reach 20ftx20ft(coiled)/15ft; SA; Improved 
  Grab; Constrict 1d8+11, poison; SQ Darkvision 90ft, 
  Scent; AL N; Saves: Fort + 16, Ref +14, Will +5; Str 32, 
  Dex, 20, Con 24, Int 1, Wis 13, Cha 11. 
  
  Tropical Intrigue 
   
   
  23
  Skills and Feats: Balance +14, Climb +14, Hide  
  +8, Listen +13, Spot +13; Alertness, Combat Reflexes, 
  Endurance, Improved Initiative and Toughness 
  Constrict (Ex): With a successful grapple check, a 
  dire snake can constrict a grabbed opponent dealing 
  2d6+11 points of bludgeoning damage 
  Poison (Ex): Bite Fort Save (DC 25) initial and 
  secondary damage 1d6 temporary Con. 
  Improved Grab (Ex): To use this ability, the dire 
  snake must hit with its bite attack. If it gets hold, it can 
  constrict. 
  Scent (Ex): A dire snake can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. 
  
  Tropical Intrigue 
   
   
  24
  APPENDIX 2 
  NEW CREATURES 
  Kurg (by Mike McKeown and Paul Lobby) 
   
  The Kurg originally appeared in the Scarlet 
  Brotherhood by Sean K. Reynolds 
   
  Medium humanoid 
  HD: 2d8+4 (13) hp 
  Int: -1 
  Speed 30ft 
  AC: 12 (-1 dex, +3 natural), touch 9, Flat-footed 9 
  Base Attack +1/Grapple +5 
  Attack: Fist +5 melee 
   
  Full attack: 2 fists 1d4+4 
  Damage: Fist 1d4+4 
  Face/reach 5x5/5 
  Special attacks: Head Butt  
  Special Qualities: Suel Failsafe 
  Saves: Fort +5, Ref, -1, Will +0 
  Abilities: Str 18, Dex 9, Con 14, Int 6, Wis 10, Cha 
  8 
  Skills: Listen +3, Spot +2 
  Feats: Endurance 
  Climate/terrain: Warm plains 
   
  Organization: Solitary, work crew (2-4), herd (10-
  100 plus 30% juveniles) 
  CR: 1 
  Treasure: None 
   
   
  Alignment: Lawful Neutral 
  Advancement: By character class 
  Level Adjustment: +1  
   
  Kurgs are the workhorses of the Brotherhood 
  slave races. They do the heavy lifting and moving. 
  Brotherhood construction projects and heavy 
  labor often involve large numbers of Kurgs.  
  Kurgs are tall muscular humanoids with tiny 
  bovine horns, bony foreheads and stiff bristle like 
  fur covering their bodies. They have dark colored 
  skin. 
   
  Combat 
  Kurg are slow to anger but are ferocious in 
  combat. They sometimes head butt an opponent 
  when angered.  They are conditioned and breed 
  never to attack their Suel masters. 
  Head Butt (Ex): On a successful grapple 
  check, a kurg may head butt the grappled foe for 
  1d4+4 points of damage. The victim must make a 
  DC 15 Fortitude save or be stunned for 1 round.   
   
  Suel Failsafe (Ex): Kurgs are bred to be 
  unable to attack humans of purely Suel origin and 
  colouration, unless attacked first, in which case 
  they will defend themselves as normal. 
   
  Dire Snake  
  From the Monster Manual II p. 74-6 
  Huge Animal  
  Hit Dice: 7d8 +24 (55 hp) 
  Initiative: +5 
   
  Speed: 30ft (6 squares), climb 20ft., swim 20ft 
  Armor Class: 18 (-2 size, +5 Dex +5 natural), 
  touch 15, flat-footed 13 
  Base Attack/Grapple: +3 /+10 
  Attack: Bite +10 melee (2d6+10 plus poison) 
  Full Attack: Bite +10 melee (2d6+10 plus 
  poison) 
  Space/Reach: 15ft/10ft 
  Special Attacks: Constrict 1d6+10, improved 
  grab, poison 
  Special Qualities: Low light vision, scent 
  Saves: Fort +8, Ref +10, Will +6 
  Abilities: Str 24, Dex 20, Con 16, Int 1, Wis 
  13, Cha 11 
  Skills: Balance +14. Climb +15, Hide +6, 
  Listen +8, Spot +8 
  Feats: Alertness, Endurance, Toughness 
  Climate/Terrain: Temperate and warm land, 
  aquatic and underground 
  Organization: Solitary 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always Neutral 
  Advancement: 8-12 (Huge); 13-16 (Gargantuan) 
  Level Adjustment: - 
   
  The dire snake combines the strength and power 
  of a constrictor with the venomous bite of a viper. 
   
  The dire snake looks like an enormous viper 
  with dull green or brown scales and long fangs. 
  Its head has two bony protrusions similar to 
  horns placed just behind the eyes. 
   
  Combat 
  Constrict (Ex): With a successful grapple check, a 
  dire snake can constrict a grabbed opponent 
  dealing 1d8+10 points of bludgeoning damage 
  Poison (Ex): Bite Fort Save (DC 16) initial 
  and secondary damage 1d6 temporary Con. 
  Improved Grab (Ex): To use this ability, the 
  dire snake must hit with its bite attack. If it gets 
  hold, it can constrict. 
  Scent (Ex): A dire snake can detect 
  approaching enemies, sniff out hidden foes and 
  track by sense of smell. 
   
  Skills: A dire snake receives a +4 racial bonus to 
  Hide, Listen and Spot checks, and a +8 racial 
  bonus on Balance checks. 
   
   
  Monster of Legend (Monster Manual II) 
  p.213 
  A monster of legend is a creature chosen by a god 
  to perform an appointed task.  The creature is 
  imbued with divine abilities and great strength to 
  
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  25
  better accomplish its goal. A monster of legend is 
  a unique creature and considered to be an 
  archetype for creatures of the same kind. The 
  divinely enhanced creatures are often set to guard 
  artifacts or planar portals. 
   
  Monsters of legend are highly dangerous 
  creatures. They are stronger, tougher, and fiercer 
  than their normally encountered kin. Most have 
  potent attack forms, and special qualities that 
  mark then as having been touched by divine 
  forces. Monsters of legend are rarely encountered 
  by chance. They leave their lairs only when on 
  divine missions or when exacting revenge on 
  those who threaten their divine missions. 
   
  Creating a Monster of Legend 
  "Monster of legend" is a template that can be 
  added to any animal, beast, magical beast, or 
  monstrous humanoid (hereafter referred to as the 
  base creature).  The creature's type changes to 
  outsider (native).  It has all the base creature's 
  attributes, except as noted here. 
   
  Hit Dice: all of the base creature's Hit Dice 
  increases to d8s (if smaller than d8, otherwise, 
  same as base creature). 
   
  Speed: Same as base creature. 
   
  AC: Base creature's natural armor bonus 
  improves by +5 
   
  Attacks: Same as base creature. 
   
  Damage: Same as base creature or as 
  indicated on the table below, whichever is greater. 
  Size 
  Slam 
  Bite 
  Claw 
  Gore 
  Fine 
  1 
  1 
  — 
  — 
  Diminutive 
  1d2 
  1d2 
  1 
  — 
  Tiny 
  1d3 
  1d3 
  1d2 
  1 
  Small 
  1d4 
  1d4 
  1d3 
  1d2 
  Medium 
  1d6 
  1d6 
  1d4 
  1d3 
  Large 
  1d8 
  1d8 
  1d6 
  1d4 
  Huge 
  2d6 
  2d6 
  1d8 
  1d6 
  Gargantua
  n 
  2d8 
  2d8 
  2d6 
  1d8 
  Colossal 
  4d6 
  4d6 
  2d8 
  2d6 
   
  Special Attacks: A monster of legend retains the 
  base creature's extraordinary, supernatural, and 
  spell-like abilities.  In addition, it gains one of the 
  following special attacks: 
   
  Breath Weapon (Su): Every 1d4 rounds, the 
  monster of legend can use a breath weapon (15-
  foot cone, 3d6 damage). Choose one of the 
  following energy types: acid, fire, lightning, or 
  cold.  A target can make a Reflex save (DC 10 + 
  1/2 monster of legend's Hit Dice + monster of 
  legend's Constitution modifier) for half damage. 
   
  Frightful Presence (Ex): When a monster of 
  legend makes a loud sound (a roar, growl, or other 
  sound appropriate to its form), it inspires terror in 
  all creatures within 20 feet that have fewer Hit 
  Dice or levels than it has.  Each potentially 
  affected opponent must succeed at a Will save 
  (DC 10 + 1/2 monster of legend's Hit Dice + 
  monster of legend's Charisma modifier) or 
  become shaken--a condition that lasts until the 
  opponent is out of range.  A successful save leaves 
  that opponent immune to that monster of 
  legend's frightful presence for 24 hours. 
   
  Poison (Ex): A monster of legend delivers its 
  poison with each successful bite attack.  A target 
  that succeeds at a Fortitude save (DC 10 + 1/2 the 
  monster of legend's Hit Dice + the monster of 
  legend's Constitution modifier) does not take 
  poison damage from that particular attack.  The 
  initial and secondary damage is the same: 1d6 
  points of Strength damage. 
  Raging Blood (Su): Choose whether the monster of 
  legend has acid, fire, or electricity in its blood.  
  Each time damage is dealt to the creature with a 
  piercing or slashing attack, its blood sprays 
  outward in a 5' cone, dealing 1d4 points of 
  damage of the selected energy type to all within 
  range (no saving throw).  A monster of legend is 
  not harmed by its own blood. 
   
  Spells: the monster of legend casts divine 
  spells from the cleric list and from the Protection, 
  Strength, and War domains as a 5th level cleric 
  (save DC 10 + spell level + the monster of legend's 
  Wisdom modifier).  It does not gain extra domain 
  spell slots for these domains as a cleric would. 
   
  Special Qualities: A monster of legend 
  retains 
  the 
  base 
  creature's 
  extraordinary, 
  supernatural, and spell-like abilities.  In addition, 
  it gains two of the following special qualities. 
   
  Damage Reduction (Su): 10/magic 
   
  Enhanced Attributes (Ex): The save DC for each 
  of the monster of legend's special attacks, spells, 
  and spell-like abilities increases by +4 
   
  Fast Healing (Ex): A monster of legend regains 
  lost hit points at the rate of 5 per round.  Fast 
  healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not 
  allow the monster of legend to regrow or reattach 
  lost body parts. 
  Greater Damage (Ex): Damage dice for the 
  creature's natural attacks are increased by one die 
  type, as indicated on the table below. 
  Old Damage 
  New Damage 
  — 
  1 
  1 
  1d2 
  1d2 
  1d3 
  1d3 
  1d4 
  1d4 
  1d6 
  1d6 
  1d8 
  1d8 
  2d6 
   
   
  Haste (Su): the creature is supernaturally 
  quick. It always acts as if affected by a haste spell. 
   
  Immunities (Ex): The creature is immune to 
  two of the following effects: acid, electricity, fear, 
  poison, polymorphing, or mind-affecting effects. 
  
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  26
  Reflective Hide (Su): the creature has a silvery sheen 
  to its skin and is permanently protected by a spell 
  turning effect. 
   
  Regrow Limbs (Ex): If the creature loses a limb, 
  head, or body part, a new one grows in 1 round.  A 
  monster of legend with this ability cannot be slain 
  by a vorpal weapon's head severing ability. 
   
  See in Darkness (Su): the creature can see 
  perfectly in darkness of any kind, even that 
  created by deeper darkness spells. 
   
  Spell resistance (Su): the creature has spell 
  resistance equal to 10 + 1/2 monster of legend's 
  Hit Dice. 
   
  Subtype (Ex): the creature has one of the 
  following subtypes: cold or fire. 
   
  Saves: Each of the creature's base saves 
  increases by +3 
   
  Abilities: Increase from the base creature as 
  follows: Str +10, Dex +6, Con +10, Int +2, Wis +2, 
  Cha +4. 
   
  Skills: A monster of legend has skill points as 
  the base creature, adjusted for its increased 
  Intelligence score.  Its class skills are as the base 
  creature. 
   
  Feats: a monster of legend gains Improved 
  Initiative and Multiattack as bonus feats. 
   
  Climate/Terrain:  Same as base creature. 
   
  Organization: Same as base creature. 
   
  Challenge Rating: Same as base creature +2 
   
  Treasure: Same as base creature. 
   
  Alignment: Same as base creature. 
   
  Advancement: Same as base creature. 
  Monsters of Legend can be raised, reincarnated, 
  or resurrected normally. 
   
   
  MULTIHEADED TEMPLATE  
  Savage Species p. 125 
   
  Creating A Multiheaded Creature 
  “Multiheaded” is a template that can be added to a 
  corporeal creature that has a discernible head 
  (thereafter) referred to as the base creature). A 
  multiheaded creature has all of the base creature’s 
  characteristics 
  except 
  as 
  noted 
  here. 
  A 
  multiheaded creature creatures any languages the 
  base creature does. 
   
  Size and Type: Animals that have this 
  template become magical beasts, but otherwise 
  the type is unchanged. All additional heads are 
  like those of the base creature. 
   
  Limit on additional heads: The number of 
  heads possible for a multiheaded creature is based 
  on the base creature’s size. 
  Base Creature Size 
   
   
  Maximum Additional Heads 
  Up to Medium Size 
   
   
  1 
  Large 
   
   
   
   
  3 
  Huge 
   
   
   
   
  11 
  Gargantuan 
   
   
   
  19 
  Colossal  
   
   
  29 
   
  Hit Dice: Each additional head adds 2 HD to 
  the base creature’s total. 
   
  Attacks: A base creature with a bite, gore or 
  tongue attack gains one additional such attack for 
  each additional head. This additional attack has 
  the same attack bonus as its counterpart in the 
  base creature. The base attack bonus increases for 
  additional Hit Dice as appropriate for the 
  creature’s type. 
   
  Damage: The damage bonus for an extra 
  natural attack gained by the addition of a head is 
  the Strength modifier for a primary attack, or ½ 
  the Strength modifier for a secondary attack. 
   
  Special Attack:  If the base creature has a 
  breath weapon, the extra heads also have breath 
  weapons. All weapons activate on the same round 
  but can aim in different directions. This rule also 
  applies if the base creature has a spit, spray, ray or 
  cone attack, so long as that attack comes from the 
  head. A multiheaded creature does not gain extra 
  gaze attacks, fear auras, and the like for its 
  additional heads. 
   
  A multiheaded creature that can use weapons 
  gains the Superior Two Weapon fighting ability 
  or Superior Multi-Weapon Fighting Ability (see 
  below), as applicable. A multiheaded creature that 
  has only natural attacks instead gains the 
  Improved Multiattack feat as a bonus feat if it has 
  any secondary attacks available at all, even if it 
  does not have three or more natural attacks. 
   
  Superior Two-Weapon Fighting or Superior 
  Multiweapon Fighting (Ex): Because each head 
  controls one arm (or analogous weapon-using 
  limb), a multiheaded creature has no penalty on 
  attack rolls for attacking with multiple weapons, 
  and the number of attacks and the damage bonus 
  for each weapon are calculated as though the 
  weapon were held in the primary hand. 
   
  AC:  Natural armor bonus increases by +1 per 
  additional head. 
   
  Special Qualities: Multiheaded creatures 
  have darkvision to a range of 90 feet. Having a 
  redundant head makes a creature more able to 
  survive lethal attacks. Thus, a vorpal blade would 
  have to remove all heads to have its usual effect. 
  Severing a head requires hitting the creature’s 
  neck (same AC as the creature) with a slashing 
  weapon and dealing damage equal to the 
  multiheaded creatures original hit point total 
  divided by original number of heads. (The player 
  must declare an attack against the neck just before 
  making the next attack roll.) The severed head 
  dies and a natural reflex seals the neck shut to 
  prevent further blood loss. The creature can no 
  longer attack with the severed head but takes no 
  further penalties. A severed head cannot regrow 
  naturally.  
   
  Abilities: Con +2 per additional head. 
  
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  27
   
  Skills: Each additional head a creature has 
  gives it a cumulative +2 racial bonus on its Listen, 
  Search and Spot checks. The creature gains 
  additional skill points for its extra Hit Dice as 
  normal for its type. 
  Feats: 
  A 
  multiheaded 
  creature 
  gains 
  Improved Initiative and Combat Reflexes as 
  bonus feats, provided that it does not already have 
  them. The creature also gains additional feats for 
  its extra Hit Dice as appropriate for its type. 
   
  Organization: Solitary 
   
  Challenge 
  Rating: 
  The 
  multiheaded 
  creature’s Challenge Rating depends on how 
  many additional heads it has an on any head based 
  special attacks, as given on the table below. 
   
  Number of Additional 
  Heads 
  CR 
  Adjustment 
  1 
  +2 
  2-4 
  +3 
  5-7 
  +4 
  8-10 
  +5 
  11-15 
  +6 
  16-20 
  +7 
  21-25 
  +8 
  26-29 
  +9 
   
  Adjust the CR by an additional +1 for every head 
  based special attack of the base creature, such as a 
  breath weapon or a gaze attack. 
   
  Level Adjustment: A multiheaded creature’s 
  level adjustment depends on the number of heads 
  it has, as given on the table below. These figures 
  assume that the base creature has sufficient 
  Intelligence to be a player character. 
   
  Number of Additional 
  Heads 
  Level Adjustment 
  1 
  +2 
  2-4 
  +3 
  5-7 
  +4 
  8-10 
  +5 
  11-15 
  +6 
  16-20 
  +7 
  21-25 
  +8 
  26-29 
  +9 
   
  Adjust the level adjustment by an additional +1 
  for every head based special attack of the base 
  creature, such as a breath weapon or a gaze attack. 
   
  
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  28
  APPENDIX 3: 
  FIGHTING IN AND UNDERWATER
  FIGHTING IN WATER 
  Land based creatures have considerable disadvantages 
  when fighting in water.  
   
  Ranged Attacks Underwater: Thrown weapons are 
  ineffective, even when launched from land. Attacks 
  with other ranged weapons takes a –2 penalty on attack 
  rolls for every five feet of water they pass through. In 
  addition normal range increment penalties apply. 
   
  Attacks from Land: Characters swimming, floating 
  or treading water on the surface or wading in chest 
  deep water have improved cover (+8 bonus to AC, +4 
  bonus to Reflex saves) from opponents on land. Land 
  bound attackers who are under a freedom of movement 
  spell ignore these modifiers. Magical effects are 
  unaffected except for those that require attack rolls and 
  fire effects. 
   
  Fire: Nonmagical fire (including alchemist’s fire) 
  does not burn under water. Spells or spell-like effects 
  with the fire descriptor are ineffective underwater 
  unless the caster makes a Spellcraft check (DC 20 + 
  spell level). If the check succeeds the spell creates a 
  bubble of steam instead of its usual fiery effect, but 
  otherwise the spell works as normal. A supernatural 
  fire effect is ineffective underwater unless it 
  description states otherwise.  
   
  The surface of the water blocks line of effect for 
  any fire spell, even of the caster makes a successful 
  Spellcraft check to make the fire spell work 
  underwater. 
   
  Drowning: Swimmers can hold their breath for a 
  number of rounds equal to double their Constitution 
  score but only if you do nothing other than take move 
  actions or free actions. If you take a standard action or a 
  full-round action the remainder of the duration for 
  which you can hold your breath is reduced by 1 round 
  (Effectively 
  a 
  character in combat 
  can hold his or her 
  breath only half as 
  long 
  as 
  normal). 
  After this time a 
  successful 
  DC 
  10 
  Constitution check 
  must be made every round. The DC for each 
  subsequent check increases by 1. 
   
  When a Constitution check is finally failed the 
  swimmer begins to drown. In the first round he falls 
  unconscious (0 hp). In the following round he drops to 
  –1 hit points and in the third round he drowns.  
   
   
  Table Notes: 
  1. 
  A creature without freedom of movement 
  effect or a swim speed makes grapple checks 
  underwater at a –2 penalty, but deals damage 
  normally when grappling. 
  2. 
  A Successful Swim check lets a creature move 
  one-quarter its speed as a move action or one-
  half its speed as a full-round action. 
  3. 
  Creatures have firm footing when walking 
  along the bottom, braced against a ship’s hull, 
  or the like. A creature can only walk along the 
  bottom if it wears or carries enough gear to 
  weigh itself down – at least 16 pounds for 
  Medium creatures, twice that for each size 
  category larger than Medium, and half that 
  for each size category smaller than Medium. 
  4. 
  Creatures flailing about in the water (usually 
  because they failed Swim checks) have a hard 
  time fighting effectively. An off-balance 
  creature loses its Dexterity bonus to Armour 
  Class, and opponents gain a +2 bonus on 
  attacks against it. 
   
  Underwater Combat Adjustments 
  Attack/Damage 
  Condition 
  Slashing or 
  Bludgeoning 
  Tail 
  Movement 
  Off Balance?4 
  Freedom of movement 
  normal/normal 
  normal/normal 
  normal 
  No 
  Has a swim speed 
  -2/half 
  normal 
  normal 
  No 
  Successful Swim check 
  -2/half1 
  -2/half 
  quarter of half2 
  No 
  Firm footing3 
  -2/half 
  -2/half 
  half 
  No 
  None of the above 
  -2/half 
  -2/half 
  normal 
  Yes 
  
  Tropical Intrigue 
   
  Page 29 
  APPENDIX 4: 
  NPC’S BIOS 
  TERRDELLA 
  Krizzene Terrdella was born in CY 558 in the city of 
  Jalpa. Her father was a Prince in this former province 
  of the Great Kingdom and a member of House 
  Darmen. Krizzene had a younger brother who was his 
  father’s heir to their property. From an early age her 
  brother resented his older sister for her gifts in school. 
  She studied hard and joined the church at a young age, 
  with the blessing of her family. Her brother was 
  spoiled by their father and was glad to have his older 
  sister sent to a monastery to learn and pray. In CY 585, 
  her brother by then an officer in the military, was 
  killed during the wars that plagued the Great 
  Kingdom. By this time Krizzene was making progress 
  at the church of Zilchus and would be rewarded by her 
  superiors. During the Greyhawk wars, she was sent 
  abroad by the Church to act an unofficial emissary and 
  to ensure there was minimal disruption of trade routes 
  during the war. Her intelligence and loyalty saw her 
  rise in the Church. She returned to the capital city after 
  the wars were over. Ahlissa had broken away from the 
  Great Kingdom. The Celestial Houses struggled for 
  power. Being a minor noble in the “winning” house, 
  House Darmen, helped her career. But many in her 
  own house resented her for not having a part in the 
  struggles during the Greyhawk wars. They pointed to 
  the fact of her strained relationship with her brother. 
  But through hard work she rose above these petty 
  squabbles, to be appointed a senior aide to the High 
  Priest of Zilchus in Kalstrand. It was here that 
  Overking Xavener and the High Priest himself noticed 
  her. Because of her hard work among the clerics of 
  Zilchus in Ahlissa, she was recommended by the 
  Church for assignment in the Free City of Greyhawk 
  in CY 590. Some in the city gossip about her unmarried 
  status but she works hard. Xavener has seen that she is 
  not enspelled like former minions of the Great 
  Kingdom. She hasn’t disappointed him yet. But he has 
  little tolerance for failure or disloyalty. The pressure 
  from the merchant guilds at home leaves him little 
  room for more military action in the eastern Flanness. 
  Terrdella’s twin gifts of intelligence and diplomacy 
  may give her a long life in the Free City. She is known 
  to enjoy fine food and drink in the city’s upscale 
  establishments. She often meets with visiting Guild 
  merchants from Ahlissa in the Silver Dragon or at their 
  headquarters around the corner. Her distant cousin 
  Skreyn Oldsaen is the present Guildmaster.  
  
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  Page 30 
  PLAYER’S HANDOUT 1: 
  AN INVITATION 
   
   
   
  3 Reaping, CY 594 
   
   
  Dear [Insert Character name] 
   
  Please come to the Silver Dragon Inn as a guest of 
  Terdalla, member of the Royal Guild of Merchants of 
  Aerdy. Food and Beverages will be provided. Your 
  assistance is needed on a most urgent matter. You will 
  be compensated for you time. Please be discrete.  
   
  Callen Jurtal 
  Assistant to Terrdalla 
  Royal Guild of Merchants of Aerdy 
   
   
   
  
  Tropical Intrigue 
   
  Page 31 
  PLAYER’S HANDOUT 2: 
  GREYHAWK CITY – FOREIGN QUARTER 
  FOREIGN QUARTER 
  F1: Mercenaries Guildhall 
  F2: Silver Dragon Inn 
  F3: Sage’s Guildhall 
  F4: Blue Dragon Inn 
  F5: Royal Guild of Merchants of Aerdy 
  F6: Moneychangers’ and Pawnbrokers’ Guild 
  F7: City Warehouse 
  F8: The Pit 
  F9: Cartographer’s Guild 
  F10: Foreign Quarter City Watch Station 
  F11: Translators’ Guildhall 
  F12: Red Serpent Restaurant 
  F13: Nightwatchmans’ Guildstation 
  F14: Burrow Heights 
  F15: Nyrondese Traders’ Hall 
  F16: “Little Ket” 
  F17: Temple of Rao 
  F18: Silver Garter 
  F19: Temple of Trithereon 
  F20: Fallen Mage Townhouse 
  F21: Whistling Fish 
  F22: Residence – Gruenab 
  F23: Abandoned Bathhouse 
  F24: Residence – Kardis the Sage 
  F25: Residence - Sir Lemajen Sterrich 
  F26: Porbell’s Pawnshop 
  F27: Residence – Kelas Arnad 
  F28: The Grey Tower of Loz Toom 
   
  RIVER QUARTER 
  R1: River Quarter City Watch Station 
  R2: Green Dragon Inn 
  R3: Low Seas Tavern 
  R4: Wizard’s Hat Inn 
  R5: Nightwatchmans’ Guildstation  
  R6: McGloogan’s Warehouse 
  R7: River Rat Inn 
  R8: Temple of Pholtus 
  R9: Gobayuik’s Undertakers 
  R10: West City Warehouse 
  R11: Barge Inn 
  R12: The Dogtail Inn 
  R13: The Maned Lady 
  R14: The Sea Willow 
   
  WHARVES 
  W3: Dockers’ and Wharfmen’s Union Hall 
  W4: Pilots and Seamen’s Guildhall 
  W5: Wharves City Watch Station 
  W6: City Warehouse 
  W7: The Free Traders Office and Warehouse 
  W8: Temple of Procan 
  W9: Eridock’s Warehouse 
  W10: Snagtooth Shipbuilding 
  W11: Residence – Fionar Clawhand 
  W12: Alliance of Tenha Workers 
   
  CITY GATES 
  CG3: Cargo Gate 
  CG4: St. Cuthbert’s Gate
  
  Tropical Intrigue 
   
  Page 32 
  PLAYER’S HANDOUT 3: 
  DIARY 
   
  Planting 5, CY 579 
  Myrrha has finally returned to us, I was ever so overjoyed to see my older sister. She is a bit thin but I’m sure all 
  of Pontylver is taking about her. Certainly the temple of Stern Alia is going to take her back, I just know it! My 
  sister the great adventurer! Once I become of age, I’ll strike out on my own. I have my inheritance coming in a 
  few years. That should be enough to strike out on my own. 
   
  Planting 6, CY 579 
  Myrrha and I talked all this morning about what she has seen. She met members of a human race she called the 
  Olmans and an Olman warrior that she and a sea elf wizard rescued.  The warrior showed them an old temple 
  of his race, a few miles inland from the shore. She got out a map from father’s study. Myrrha passed the Lordship 
  of the Isles and sailed into Southern Oerth. My sister the explorer! I asked her to talk more of the temple; she 
  mentioned something about strange creatures, floods inside the temple and some artifact. I lost her when she 
  talked about glyphs and wards. I can’t wait to study magic! But then she grew distant and mumbled about the 
  deaths of her friends. Something about pirates, she collapsed on my bed with exhaustion. 
   
  Planting 10, CY 579 
  Father and Myrrha argued all night about her marriage to Count Arring. She’s not ready I think, she seems 
  very weak since her trip. She’s been in bed for a long time the past few days. She hasn’t practiced her mace or 
  spells like she used to. I guess that temple really shook her mind. I wonder what she isn’t telling me. 
   
  Planting 15, CY 579 
  Myrrha has been sick. It doesn’t help things that her and father argue all the time. The clerics of Stern Alia can’t 
  help her. 
   
  Planting 25, CY 579 
  Myrrha is finally better. The gods have blessed her. The evil from the temple has been lifted. I’m overjoyed! 
   
  Sunsebb 22 CY 583 
  Mother has taken me to a monastery outside the city. All is not well. Surely our home will not survive the 
  coming year. Myrrha has been recalled to the temple. I have not seen her for sometime. Rumors inside the 
  monastery say the Overking will march on us after defeating Almor. I had hoped that I would serve Stern Alia 
  like my big sister, but all looks dark for the coming year. I pray it is not so, may Istus answer me. 
   
   
   
  
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  Page 33 
  PLAYER’S HANDOUT 4: 
  THE AMEDIO HOOK 
   
  Source: From the Ashes 
   
   
    
  
  Tropical Intrigue 
   
  Page 34 
  DUNGEON MASTER’S MAPS 
  THE AMEDIO REGION 
  Source: The Scarlet Brotherhood Accessory 
   
   
  Scale: 1 inch = 155 miles 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/594/COR4-03 Tropical Intrigue (APL 2-12)/COR4-03 Tropical Intrigue.pdf