TEXT: PER5-02  
   
   
   
   
   
  Hell’s Gloom 
  Part Two of the “Nation Mocked” Series 
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
  by Patrick Williamson 
  Reviewed by Chris Tulach 
   
   
  A late night meeting on a Rhennee barge, in the midst of Clatsberg City, leads to a trip into unknown and hostile 
  territory – where a good disguise, quick wits, and a thick fake accent may offer the best, and only, chance of survival.  It 
  is a requirement that players of this adventure have played the Perrenland regional adventure PER4-07 “A Nation 
  Mocked” before they attempt this adventure. This adventure is designed for APLs 2-12. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  paris@hn.ozemail.com.au; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
  Hell’s Gloom 
   
  Page 1 
  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background  
  Note: This can be presented as a player handout or 
  summarised depending on your likes (and whether or 
  not your players were a part of the Spring Revel 2004 
  Special Interactive). 
        Iuz has mocked the nation of Perrenland a second 
  time.  Now his mother, the Witch Queen Iggwilv, has 
  returned with an army of undead to plague Perrenland 
  once more. 
        However, the first attack of Iuz and Iggwilv (an attack 
  designed to link their forces) was foiled.  In the Kershane 
  Pass the remnants of the 1
  st Armie and a rag tag collection 
  of some of Perrenland’s finest hero’s, (who just happened 
  to be at the right place at the wrong time according to the 
  pitiful excuses being screamed by Iuz’s disgraced 
  general), made an unexpected stand.  These heroes 
  combined their skills and efforts to foil the plot to 
  capture the vital strategic fortress of St Cuthbert (from 
  the inside) by the betrayer Gutherie Roodberg.   
        As it turned out, Gutherie was not really Gutherie any 
  more, but a soul-corrupted minion of Iuz (or the Witch 
  Queen) who had helped betray the 1
  st Armie and caused 
  their defeat at the bridge of Nestor.  Gutherie’s betrayal 
  was discovered at the eleventh hour by one of his own 
  Grafs who rallied loyal Roodbergs and attacked Gutherie 
  and his underlings in an attempt to stop his horrid plot, 
  thus drawing the heroes into the fray.  The heroes, 
  through trials and tribulations on the elemental plains, 
  managed to reach Gutherie before he could complete a 
  foul ritual.  It is well known that his head has been 
  presented by the grateful Roodberg Grafs to the one who 
  struck the fatal blow that killed Gutherie. 
        Just as these heroes where taking care of Iuz, another 
  group had to face a surprise attack by an undead swarm of 
  Iggwilv; which with the combined strength of their 
  magical arm was easily melted into a pitiful nothingness.  
  With the combined arrival of the Guurhok hobgoblin 
  army (now allied to Perrenland and 2
  nd Armie led by 
  Madriga) the army of Iuz with its elite “White Eye” 
  Bugbear brigade was routed and driven back out of the 
  Kershane valley.  Later that day, Prince Naughrim 
  Genhene and the army of Kershane also showed up and 
  lent commendable aid in the pursuit of the remnant 
  groups of the enemy. 
        The following is a brief summary of the critical events 
  (and their outcomes) as a result of the heroes’ actions at 
  the Battle of St Cuthbert’s Monastery. 
  • 
  The defeat of 1
  st Armie was not as great as originally 
  feared.  Many groups of soldiers, with the assistance 
  of woodland scouts from the 8
  th Kershane Auszug, 
  managed to reach the shelter of the mountain forests 
  of the Lower Clatspurs. 
  • 
  Madriga, the Voormann’s Aide de Camp, has 
  survived and, furthermore, managed to bring the 2
  nd 
  Armie to the siege of St Cuthbert’s Monastery in 
  time to route the army of Iuz.  As a reward, the 
  Voormann has appointed her to the head of the 2
  nd  
  Armie. 
  • 
  A significant portion of the Roodberg clan is 
  disgraced.  Their affiliation with the church of 
  Hextor has been revealed.  Tamarind Roodberg, the 
  wife of the dead Roodberg Pfalzgraf Gutherie 
  Roodberg, has called for the Old Kerk to investigate 
  how deep the evil goes.  She has assumed the duties 
  of the Pfalzgraf (as is her right), but many of the 
  Hell’s Gloom 
   
  Page 2 
  
  Roodberg Grafs are unhappy with this turn of 
  events. 
  • 
  VanOotsl has been ordered by the Voormann to 
  consolidate the military position in the Kershane 
  Pass and is regrouping the 1
  st Armie.  Moreover, he 
  now finds himself the nominal replacement as the 
  Great Father of the Guurhok hobgoblin nation.  The 
  Great Chief of the Guurhok has assigned Kayjak and 
  a brigade of Guurhok regulars to VanOotsl as 
  protection.  It is said VanOotsl is demanding that the 
  Voormann honour the treaty that brought about the 
  timely intervention of the Guurhok at the siege.  
  This treaty gives the Guurhok formally recognised 
  status as a Canton of Perrenland beholden to the 
  Great Father.  Furthermore, the Great Chief is 
  demanding that VanOotsl be placed into the House 
  of Grafs as the Guurhok Pfalzgraf.  It appears that the 
  Great Chief is a consummate politician. 
  • 
  Prince Naughrim Genhene of Kershane is tight 
  lipped over the arrival of the Guurhok hobgoblins, 
  Kershane’s traditional enemy, as a joint ally on the 
  field of battle.  The Kershani and Guurhok troops 
  have been stationed well apart from their 
  commanders. 
  • 
  The towns of Illanoff, Sedhane and Shinglers Dell 
  are said to have survived the sacking of the Kershane 
  Valley by the army of Iuz.  Illanoff and Sedhane in 
  particular have apparently activated ancient and 
  magical fey guardians: “better than any fortifications” 
  according to reports.  It is rumoured that the valley 
  is coming alive with magicks from its past, now that 
  the Kershani are walking the valleys once more … 
  So, for now, the situation in the east of Perrenland is 
  under control.  The Vesve, however, remains dark: 
  infested with the enemy, and unliberated. 
        Whilst events unfolded in the East, however, Iggwilv 
  launched a successful attack into the Canton of 
  Nederboden, from her fortress of Kir Russ, using another 
  undead army.  Now there is talk that Iuz’s campaign in 
  the Kershane pass may have been nothing more than an 
  elaborate distraction; but this is defeatist talk, and the 
  Voormann has ordered its prohibition. 
        So, as the mauled 1
  st Armie of Perrenland licks it’s 
  wounds and regroups, the 2
  nd Armie (flushed with 
  victory) is being redeployed to launch a counter offensive 
  in the west.  The Voormann has called for all Perrenders 
  to defend their nation. Young and old, the folk of 
  Perrenland are preparing for a long and desperate 
  campaign.   
       With resistance to Iggwilv apparently waning in 
  Nederboden, the roads out of that canton have become 
  swollen with refugees.  Their story is one of horror – of 
  ghost armies that no wall or weapon can turn away.  The 
  2
  nd Armie, under Madriga, has been ordered to contain 
  the situation.  Madriga has called for the Old Kerk to 
  provide the means of doing this, and has refused to do 
  anything other than cordon off Nederboden until this 
  can be guaranteed. 
  Adventure Summary 
  Introduction: The PCs have been taken to a meeting 
  with the head of the Quag Rhennee, who is the 
  mysterious Himilda Hara “The wife of ships”.  At this 
  meeting they learn quite a few things and are asked if 
  they will escort the Himilda Hara to the city of Molvar in 
  Ket for a meeting.  
  Encounter One: The PCs travel by barge down the 
  Velverdyva in disguise, with either the Himilda Hara or 
  her simulacrum.  On the way, a shape-changed Quasit 
  spies on them.  The PCs need to maintain their disguise, 
  or else they suffer a much stronger fight in Encounter 3 
  than they gain XP for. 
  Encounter Two: The PCs head up into the Yatils, in a 
  wagon, to the frontier town of Kloetzenburg. Here, they 
  must 
  again 
  keep 
  their 
  disguise 
  or 
  suffer 
  the 
  consequences.  They also get a chance to find out some 
  information and discover some items. 
  Encounter Three: Leaving Kloetzenburg, the PCs head 
  along the Witch’s Trail to Ket.  On the way they are 
  attacked by demons that are watching for them. 
  Encounter Four: On the approach to Molvar, the PCs 
  ability to remain hidden is tested, as a hidden 
  crossbowman picks off a patrol of Ket horsemen who 
  seem to be intent on up-holding the law. 
  Encounter Five: Avoiding Molvar proper, the PCs arrive 
  at a burned-down manor.  Here, they have to find a 
  trapdoor to a secure cellar so that the meeting can take 
  place.  They find that the trap door is exactly that, and get 
  attacked by a swarm(s). 
  Encounter Six: The PCs find they have to clear the cellar 
  of Vampire(s) and/or Vampire Spawn. 
  Conclusion: The PCs may learn some information and 
  get some additional awards. 
   
  Preparation for Play 
  The following effects are in place in this regional 
  adventure and for the aspects of it that occur within 
  Perrenland. These effects are divinely inspired by Iuz. 
  At some stage the PCs may decide to cast some form of 
  divination magic.  The Nation Mocked series introduced 
  the following effect into Perrenland regional adventures. 
   The following divination spells no longer function 
  Hell’s Gloom 
   
  Page 3 
  
  correctly in a Perrenland regional adventure.  They can 
  still be cast but the following effects occur instead. 
   
  Speak with dead: The corpse lets out a deep groan 
  and says the following “your doom is at hand mortal” and 
  then implodes and turns to dust. 
   
  Divination: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and a -4 penalty to 
  wisdom for 3 minutes. 
   
  Sending: Works normally if sent from the sanctified 
  temple of the caster’s god to another temple of the 
  caster’s god.  Otherwise it instead delivers a sound burst 
  spell instead of a message. 
   
  Commune with nature: Works normally if cast from 
  a Grove, or similar natural holy place, sacred to the PC.  
  Otherwise the PC receives the effects of a doom spell cast 
  at 9
  th level and an overwhelming feeling that the land is 
  being blighted. 
   
  Dream: The PC suffers the effects of Nightmare at 
  their caster level. 
   
  Commune: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes the caster 
  to suffer from a blinding headache and a -4 penalty to 
  wisdom for 3 minutes. 
   
  Scrying and scrying, greater: The PC’s sensor ends 
  up in an unexpected place, the Scryer’s Hall in Dorakka.  
  Instead of seeing what they thought they would see they 
  instead see the following. 
  Your view is of a large flame lit cavern.  Seated in a 
  semi-circle must be upwards of two-dozen Clerics of 
  Iuz, within the circle sits a further four clerics.  Your 
  sensor is directly above the centre of the four.  They 
  are looking directly at you.  One of them begins 
  casting a spell and you instantly recognise it as a 
  summoning spell.  What do you do? 
  If the PCs fail to dismiss their scrying spell they are 
  subject to the following effect. 
   
  APL 2: Summon monster II (fiendish monstrous 
  spider, medium). 
   
  APL 4: Summon monster IV (Howler). 
   
  APL 6: Summon monster VI (fiendish monstrous 
  spider, huge). 
   
  APL 8: Summon monster VII (fiendish girallon). 
   
  APL 10: Summon monster VIII (vrock) 
   
  APL 12: Summon monster IX (hezrou) 
  The PCs get no XP for this encounter as they could have 
  avoided it.  The Summoned Monster will stay for APL + 2 
  rounds. 
   
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god.  Otherwise it causes 
  the caster to suffer from a blinding headache and a -4 
  penalty to wisdom for 3 minutes. 
   
  Whispering wind: The spell causes a loud popping 
  sound when it reaches its destination, and the air is filled 
  with quite a horrid stench in a 20ft radius.  Its message is 
  lost. 
   
  The Eruption Of Mount Hellspaar 
  In PER4-06 The Hollows Unveiled, the dormant volcano 
  Mount Hellspaar erupted.  This has spread volcanic ash 
  high into the air over Perrenland and is currently causing 
  the following effects for Perrenland regional adventures: 
   
  Hells Gloom: This effect means the daylight hours 
  in Perrenland have been shortened.   
        In eastern Perrenland (Traft, Clatspurgen, Kershane, 
  Sepia Uplands and Quagfludt dawn has all but been 
  blocked out, and it is not until 2pm that the sun appears 
  below the cloud of smoke in the west. The sun disappears 
  again at 6pm. 
        Over the remainder of Perrenland, the effects are less, 
  and the sun appears at 10am. The sun disappears at 6pm. 
        Altitudes 
  greater 
  than 
  6000ft 
  (St 
  Cuthbert’s 
  Monastery, Yatilskaad, Don Craggen Keep, Kloetzenburg 
  and Tielmannschlauss) are above this low laying layer of 
  smoke and ash and are not subject to this effect.  
   
  During these Gloom hours, creatures that are 
  negatively affected by sunlight can walk openly under 
  the skies without penalty! 
  Identifying The PCs 
  It will be important to know who (and what) the 
  individual PCs are, as this may have bearing on the way 
  sections of this adventure are run by you - in particular 
  NPC reactions to the PCs.  It would be best to identify 
  the following things in any Perrenland regional 
  adventure: 
  � The PC’s race, and if they belong to any 
  Perrender clans or meta-organisations. 
  � If the PCs have any favours or reputations that 
  may impact upon the play of the adventure. 
  � If any of the PCs have curses or afflictions. 
  � If any of the PCs radiate an evil aura. 
  ANM Sequential Play (how it will work) 
  This is the second official regional adventure of the new 
  major Perrenland plot arc.  It is important that all the PCs 
  have played PER4-07 A Nation Mocked (Part 1: 
  “Tonder Flosh”) before they play this adventure.  Some 
  PCs may also have played A Nation Mocked (“Silence 
  of the Damned”).  This was an interactive event held at 
  Spring Revel Down Under 2004.  The results of this 
  event are assumed to be common knowledge and are 
  included in the adventure background of this adventure.  
  It is not compulsory for PCs to have been at this event to 
  continue in the plot sequence. 
         The next adventure in this series will be PER5-03 A 
  Nation Mocked (Part 3: “Fear of the Heart”) and 
  Hell’s Gloom 
   
  Page 4 
  
  PER5-04 A Nation Mocked (Part 4: “A Pit too Far.”)   It 
  is the intention of the adventure designers that PER5-02, 
  PER5-03 and PER5-04 “can be” played in any sequence, 
  the only precursor being that PER4-07 has been played 
  before any of these adventures.  It is hoped this will give 
  some needed flexibility to the playing circumstances of 
  many Perrenland LG players.  
   Introduction 
  How To Run This Encounter: The purpose of this 
  encounter is to get the PCs to agree to escort the leader of 
  the Quag Rhennee, the Himilda Hara, to Molvar (a city 
  in Northern Ket).  The Himilda Hara is, in turn, honour-
  bound to assist the Voormann of Perrenland in this 
  instance. 
        The scene is one of late-night secrecy.  PCs should be 
  made to feel out of their comfort zone initially. Rhennee 
  do have a bad (gipsy like) reputation, and this should be 
  exploited if raised in table talk.  This can then be 
  somewhat dispelled once the PCs begin interaction with 
  the Himilda Hara and realise her good (celestial) nature.   
        In your representation of the Quag Rhennee it would 
  be best to simulate an eastern European accent. This will 
  help in making the different culture stand out.  It is 
  important that you are familiar with Appendix One, “The 
  Quag Rhennee”, as this will help you address player 
  perceptions - especially those that may be attributed to 
  the Living Greyhawk journal of November 2000 on the 
  Rhennee of the Nyr Dyv.  It is the firm intention of this 
  adventure to begin the process of classifying the 
  Rhennee of the Quag as a separate cultural group from 
  the Nyr Dyv Rhennee.  For this reason, in the adventure, 
  they refer to themselves as the Kar-Hoosh (North Folk) 
  and this reference will be in common usage throughout 
  the adventure. 
        In order to allow the maximum time for action, this 
  adventure deliberately throws the PCs into the “decision-
  deep-end” with little background information. Please 
  exploit this deliberate device.  In a home game, if you are 
  uncomfortable with this and time permits, you could 
  modify how the PCs come to be in Rhennee town in the 
  pre-dawn hours.  Having a letter or set of encounters in 
  which the PCs are first sounded out and then approached 
  by their Rhennee guide would be a good set of options.  
  The name of The Kar-Hoosh guide is J-quan (pron: Zhe-
  Quann). 
        The important thing in the introductory encounter is 
  to get the PCs to Encounter One. 
   
  Rhennee PCs  
  If any PCs are, in fact, Rhennee then please give them 
  Players Handout Number 2 “What Clan are you?” The 
  decision taken by the PC will impact upon the run of this 
  adventure somewhat. 
        Any Rhennee PC has knowledge of the Kar-Hoosh. 
  please allow them to read to themselves Appendix One 
  “The Quag Rhennee”, and they can from that point 
  onwards use this knowledge in game. 
        Regardless of the decision taken, a Rhennee PC 
  automatically passes any disguise checks in this 
  adventure to act as a Kar-Hoosh Rhennee.  In addition 
  they automatically get the “Favour of the Himilda 
  Hara” if they go on the mission. 
   
  As the Kar-Hoosh are not fully developed yet, if any 
  new Kar-Hoosh player perform any formal acts in honour 
  of the Himilda Hara, these can be reported with the 
  “What Clan am I” material.  For example in one of the 
  playtests a Rhenne “Kar-Hoosh” PC preformed an 
  impromptu tea ceremony for the Himilda Hara and this 
  worked really well.  The “tea ceremony” will now be 
  included as part of the Kar-Hoosh cultural tapestry.  
   
  Meerijder PCs  
  Any Meerijder PC has guest rights (even though they 
  may not know it).  If the PC has 4 or more ranks in 
  Knowledge (local – Iuz’s Border States) then please allow 
  them to read to themselves Appendix One “The Quag 
  Rhennee” and they can from that point onwards claim 
  use this knowledge in game. 
   
  APL Dependant Facts: 
   
  APL 8+ PCs 
  At APL 8 or higher, the PCs have the reputation of being 
  true heroes.  The Kar-Hoosh will show a higher level of 
  respect towards these PCs.  In interactions with the Kar-
  Hoosh, please use the PCs’ names with the honorific “J” 
  as in J-Quan (Zhe-Quaan).  “J” when placed in front of a 
  name means basically “Most Honoured” and is not given 
  lightly to non-Kar-Hoosh. 
   
  APL 2-6 PCs 
  At APLs 2-6 the PCs will actually be decoys for the real 
  Himilda Hara.  This is an alternate adventure path of 
  sorts, although the adventure remains much the same.  
  The PCs will instead be escorting her simulacrum. They 
  are simply not worthy at such a low level to escort 
  anything greater than her simulacrum.  Of course, the 
  Kar-Hoosh see nothing dishonourable about this state of 
  affairs.  
        This is one of the primary reasons why the Himilda 
  Hara insists on (at all APLs) remaining out of sight.  As 
  she has to exercise command over her simulacrum from a 
  distance at the high APLs, or does not want the 
  simulacrum doing too much to assist in the ruse at lower 
  APLs. 
  Hell’s Gloom 
   
  Page 5 
  
        In order to exercise the long distance command 
  necessary over the simulacrum, a permanent rary’s 
  telepathic bond has been forged between the real 
  Himilda Hara and her simulacrum.  The real Himilda 
  Hara will also make good use of her scrying abilities once 
  out of Perrenland if needs be.  Rule that she can see into 
  her own mordenkainen’s private sanctum if necessary.  
  The Himilda Hara is a member of the Old Kerk. Assume 
  that she has in her possession an item that sanctifies any 
  area she designates as a shrine of the Old Kerk.  Thus, 
  whilst in the barge or in the wagon, both her and the PCs 
  can conduct divination activities free of the interference 
  of Iuz.  Furthermore, Cleric’s, Druids or Bard of the Old 
  Kerk, Voice or Grove will mysteriously find that all their 
  spells are cast at +1 caster level whilst in this area.  The 
  Himilda Hara will explain this as an effect generated by 
  her celestial blood, this is a little white lie. 
        It would be best if, as the DM, you familiarise yourself 
  with the simulacrum spell.  At APLs 2-6 the PCs may 
  have a small chance of working it out for themselves that 
  they are escorting a simulacrum.  They are not, in reality, 
  overly familiar with the Himilda Hara and the 
  simulacrum has quite a few abilities to boot so the ruse 
  should work quite well.  The DC 20 Sense Motive check 
  that could be made, would need to be justified in role-
  playing terms and circumstances and please note that the 
  Himilda Hara the PCs meet at APL2-6 is at all times the 
  simulacrum, and that these PCs never get to meet the real 
  Himilda Hara. 
        In all cases in the low APL adventure where high-level 
  spells have been cast to obfuscate the simulacrum’s trip 
  with the PCs and to hide the contents of the wagon, these 
  are cast off scrolls in the possession of the simulacrum. 
        Finally, if relevant, the Kar-Hoosh bargemen have no 
  idea that the simulacrum is not the real Himilda Hara. 
  Motivations Of The Himilda Hara 
  The Himilda Hara is good (NG), and she has no particular 
  leaning towards chaos or law; but she feels that good 
  needs a balance of both.  She has led her people out of the 
  darkness that could have sucked them into evil ways, and 
  they remain one of her primary concerns.  She does, 
  however, place great importance upon the preservation 
  of all lives in the service of good.  If she had a nominal 
  patron it would be Pelor, and if observed at dawn she can 
  been seen to make benediction to him.  At all times it is 
  therefore 
  important 
  to 
  consider 
  the 
  following 
  motivations. 
  • 
  That the greater good must take precedent and that 
  sometimes regretfully some good needs to be 
  sacrificed to reach larger goals. 
  • 
  That her motivations and concerns are very much 
  private matters and she will be blunt if PCs dig too 
  deep. 
  • 
  That the mission is currently very important but is 
  only one piece of a larger set of operations she is 
  involved with. 
  • 
  That the fate of Perrenland is in some way linked to 
  the fate of the PCs and that she will if possible try 
  and preserve the lives of the PCs. Thus, she will give 
  some useful advice if PCs go left of field. 
   
  Other Considerations 
  The Himilda Hara cannot be subjected to coercion or 
  coercive magic of any type available to the PCs.  PCs who 
  attempt to cast this type of magic upon her are subject to 
  the following rule. 
  “Your magic fails, in you minds eye you can see all 
  your magical energy is being pulled into a maelstrom 
  of the purest light and you begin to weaken.  A voice 
  booms in your head, “fool you delve into matters that 
  are not your own, I should allow you to be absorbed 
  by the goodness you behold but you are not worthy to 
  partake of such purity…GO.”  With a mental pop you 
  are cast out of the place you where in and find 
  yourself sprawled on the deck.  One spell of every 
  level you are able to cast has been removed from the 
  spells you are able to cast this day, you will need to 
  rest to regain them. 
   
  l
  If the Himilda Hara is present and in view: 
  The Himilda Hara smiles at you, but does not say a 
  word … not a single word. 
  The Himilda Hara is not subject to any divinations other 
  than 1
  st level spells or spells that detect her location. 
  Once you are ready to start, read aloud. 
  If you had to pick a location to potential y avoid, a 
  barge in the middle of Rhennee Town, in the city of 
  Clatsberg, at four bells (4am), may have been on your 
  list.  The thick, local, pre-dawn fog known as 
  “Procan’s Breath” has obscured your arrival – but also 
  left you slightly disoriented as to where the small 
  boat you arrived upon is now moored. Apparently, it 
  is somewhere behind you … 
        For the last ten minutes you have been moving 
  from barge to barge, heading deeper into the 
  clustered fleet of Rhennee barges that makes up 
  Rhennee Town. You suspect that you are now 
  somewhere in the middle of this floating maritime 
  maze.  Several times, broad shouldered Rhennee men 
  have emerged from the shadows in quite a menacing 
  challenge to you stealthy presence.  Each time, your 
  Rhennee guide J-quan has, with whispered words, 
  Hell’s Gloom 
   
  Page 6 
  
  gained you passage past them; but you could feel that 
  their eyes lingered ong upon your backs.    No 
  wonder the local authorities let the Rhennee keep to 
  their own ways in here. 
  l
   
   
   
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  i
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  :
        Constantly hushing you to silence on the journey, 
  it is with some relief when J-quan finally hustles you 
  down a hatch into the large and dimly lit interior 
  cabin of a plain looking Rhennee barge.  If what you 
  have been led to believe is true, then waiting below is 
  the Rhennee leader on the Quag: the Himilda Hara – 
  the Wife of Ships. Apparently, she has a message for 
  you that will no  wait for more congenial hours nor 
  stand a better explanation. 
   
  Your senses are immediately pounded by the 
  strong spicy odours of Rhennee life as you enter the 
  cabin. Seated on a number of plush cushions towards 
  the rear of the cabin is a small Rhennee woman of 
  many years. Strangely, a pair of sharp eyes watch you 
  all as you descend into the cabin, and a tingle of 
  magic washes over you. 
  Indeed, the Wife Of Ships does have a message for the 
  PCs.  She has also just cast detect evil and is scanning the 
  PCs.  A PC may attempt to discern this with a successful 
  Spellcraft check (DC 25).  PCs who react strongly to this 
  action can do so, but the Himilda Hara simply smiles and 
  shakes her head.  There is no evil aboard this barge other 
  than what the PCs bring with them. 
   
  � Himilda Hara: Female Human, LG, (Rhennee and 
  Celestial Plane touched) Diviner 14. 
   
  Or 
   
  � Simulacrum of the Himilda Hara: Tangible illusion, 
  LG (appears female Human Rhennee and Celestial Plane 
  touched) Diviner 7. 
   
  Note: Observant PCs who make DC 10 Spot check can 
  also see the following details: 
  1) 
  The old woman’s eyes are actually of a pale “golden” 
  colour.  A DC 10 Knowledge (planes or religion) lets 
  PCs understand that this is sometimes a sign of 
  having a celestial bloodline. 
  2) 
  Lurking on either side (towards the rear of the cabin) 
  two other Rhennee women who watch from well-
  shadowed alcoves.  They do not appear to be armed, 
  but both wear many items of ornate jewellery and 
  have slender wands tucked into the sash of their 
  ornate, deeply purple robes with gold thread.  PCs 
  who make a DC 12 Knowledge (religion) check 
  recognise that these are clerical vestments of Boccob, 
  the god of magic. 
  3) 
  The head of a small pale dragon creature is resting on 
  the old woman’s knee.  It’s body seems to be covered 
  in silken blankets, and it appears to be asleep.  A DC 
  12 Knowledge (nature) check will reveal that this is 
  possibly an albino pseudodragon. 
  4) 
  The cabin has two doors, one to either side of the 
  alcove that are partly hidden behind wall hangings.  
  A DC 20 Listen check will reveal that several male 
  voices can be heard in conversation from a cabin 
  nearby. 
   
  Once the PCs have made their observations, or if they 
  pre-empt greetings read the following: 
   
  “Welcome! I am the Wife of Ships: the Himilda Hara, 
  and I extend the greetings of my people, the Kar-
  Hoosh, to you.  Please sit before me so that, as equals, 
  we can converse.”  She gestures to some pillows near 
  to her. 
  PCs who accept her offer (and approach and sit down) 
  can be told that she is in fact blind.  Otherwise they may 
  not find out until later. 
   
  PC enquires (or lack of) draw the following response 
  from the old woman: 
   
  “I have had many v s ons during the long years of my 
  life, some of them clear and others [she smiles 
  regretfully] not so clear.  Sometimes I have been able 
  to interpret correctly the path my people need to 
  take, sometimes not.”  You sense her words are tinged 
  with sadness. “This has made me cautious.  Now one 
  of those paths has led me to you and I suppose now is
  the time to see if I am correct in bringing you into 
  this place. I apologise for the hour of our meeting.  It 
  was necessary to avoid certain eyes that could have 
  fal en upon us.  The minions of the Old One are n 
  these lands and they are ever watchful.“ 
  “The doom of our time hangs in the balance and it is 
  touching all the peoples of the Flanaess.  We 
  Rhennee have once already in our history had to face 
  the doom of our world and flee to another.  I, for one, 
  wish to help avoid that happening to us again.  In 
  fact, some of us feel that perhaps that doom fol owed 
  us here, or perhaps evil is simply as universal as 
  good.” She pauses dramatically for a moment before 
  continuing. 
  “Yet I digress.  I feel that you are strongly tied to the 
  doom that faces this world, even if you do not.  I have 
  seen that in you rests a chance to turn back the tide of 
  evil that is set to wash across this world.  There are 
  many tests I could perform on you to probe your 
  deeper motives, but I feel they are unnecessary.  So I 
  will simply trust my vision and ask  have you ever 
  been to Molvar?” 
  Hell’s Gloom 
   
  Page 7 
  
   
   
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  i
  At this stage the PCs can begin interacting properly and 
  you (as DM) get to ad-lib some responses.  If they answer 
  yes to the question, well and good – but the majority will 
  either say no or scratch their head and say Molvar, where 
  is that?  Play out the following as you see fit.  The most 
  critical point here is to obtain the PCs agreement to come 
  with the Himilda Hara to Molvar as her escort and 
  protection.  She needs to get to Molvar without attracting 
  attention and needs the cover the PCs can provide to do 
  so.  Information that the PCs will most likely seek or 
  require is listed below. 
   
  � Where is Molvar? 
  � “Molvar is one of the major cities (16,000) of 
  the nation of Ket.  It guards the northern 
  border of Ket and one end of the highway 
  (Krestingtrek) from Perrenland to Ket.” 
  � Why do you want to go to Molvar? 
  � “I have been asked by a friend of Perrenland 
  to personally deliver a message [she will not 
  elaborate further than this], and I need to do 
  so in secret.  My v s on has shown me that I 
  must rely upon you, strangers to me, in order 
  to achieve this.” 
  � What is in it for us? 
  � “There will be both rewards and risks 
  aplenty, but much honour will you gain if 
  your hearts are true.” 
  � DM’s Note: If any PCs are currently cursed or 
  need atonement she will speak to such PCs and 
  ask if they would like help in the matter.  
  Something along the lines of “I can see you are 
  burdened with a darkness, may I be of 
  assistance.” PCs who indicate that they would 
  like such help can receive either an atonement 
  or the removal of any one curse or affliction that 
  her abilities allow her to remove with a remove 
  curse spell.  One of the women in the alcove 
  will step forward and deliver this.  She has 
  comparable abilities to the Himilda Hara.  A DC 
  15 Knowledge (religion) check will reveal her as 
  a Priestess of Boccob.  She will answer no 
  questions, but will smile shyly at any PC who 
  asks one before withdrawing. 
  � How will we get there? 
  � “Initially, we will take a barge down the 
  Velverdyva to the town of Strassvalde in the 
  Canton of Quagfludt, you will assume the 
  guise of Kar-Hoosh barge folk for this part of 
  the journey.  From there, we will head into 
  the mountains, with a wagon, disguised as 
  traders from Highfolk – and pass through 
  the border-town of Kloetzenburg and thence 
  into Ket proper.  This is a dangerous and 
  seldom-used back door to Ket called the 
  Witch’s Trail, and will take us into territory 
  once the dominion of Iggwilv.  It will, 
  however, allow us to avoid Ket authorities as 
  I wish to avoid all notice in this matter, 
  friend and foe alike.” 
  � Look lady, this all sounds very suspicious, why 
  should we trust you? 
  � She presents the PCs with Player Handout 
  Number 1. If this fails to convince the PCs, then 
  do your best to get them to agree. 
  � When do we leave? 
  � “Before sun up.” 
  � Who are the women in the alcove? 
  � “They are my daughters” 
  � Any other questions the PCs ask can be 
  answered as you see fit, using the information 
  contained in this adventure. 
  � What do you see in our/my future(s)? 
  � Darkness with a hope of light washed over with 
  blood, suffering and if you are lucky a little joy. 
  Encounter One 
  Gloom over Velverdyva 
  The smoke and ash from the eruption of Mount 
  Hellspaar in the Clatspurs all but obscured the advent 
  of dawn.  The barge and, in fact, almost everything, is 
  covered in a fine layer of ash most of the time these 
  days.  Midmorning finds you wel  upon your way, yet 
  a gloom still hangs over the sky and the sun remains 
  hidden.  The barge you are upon s a modest affair, 
  being one of the smaller Rhennee barges.  The 
  Himilda Hara is below and apart from two Rhennee 
  bargemen who are piloting the barge.  On the deck, in 
  chests, is a wide array of Rhennee clothes: bits and 
  pieces of armour, wigs and an assortment of weapons. 
   The intention is for you to become as “Rhennee” as 
  possible.  It may be for this reason that the two 
  Rhennee bargemen keep grinning at you all. 
  Let the PCs do whatever they wish to change their 
  normal appearance.  Give them between +5 and +10 to 
  any Disguise check they have to make depending on how 
  Hell’s Gloom 
   
  Page 8 
  
  inventive they get.  Looking like a non-Rhennee is to be 
  avoided.  Dressing to look less than savoury is very 
  possible with this kit.  Cross-dressing is possible but will 
  require a much higher Disguise or Bluff check later on.  
  Let the PCs have some fun with this if time allows. 
     
  Rhennee Dress Habits 
  Kar-Hoosh clothing is generally quite baggy and very 
  colourful.  Due to the colder climate, the Kar-Hoosh 
  adopted thick padded jerkins or vests often augmented 
  with bits of armour (leather or metal), giving them the 
  equivalent of studded leather armour.  All male Kar-
  Hoosh wear bandannas and broad sashes instead of belts. 
   Females wear long skirts and lots of jewellery and have 
  their hair platted in a variety of styles.  Both males and 
  females often have ear piercing, and the two bargemen 
  will happily arrange for this and some nice golden hoops 
  (value 10gp) for any PCs who decide this is the way to go. 
        Most of the Kar-Hoosh have black or brown hair 
  although the occasional redhead or blonde also exists.  
  The Kar-Hoosh do not hold to the stereotypical short and 
  stocky body type associated with Rhennee, many of them 
  are in fact quite slight or quite tall.  The reason for this is 
  that the Kar-Hoosh quickly saw the advantages of inter-
  racial marriage when then first arrived in The Flanaess.  
  The mixing of bloodlines has been managed without 
  comprising the Kar-Hoosh culture. 
   
  Non-Human Party Members 
  It is suggested that any non-human party members adopt 
  the guise of traders from Highfolk who are paying 
  passage back down the river.  This will give them a 
  plausible story for the encounter with Ip-Shek.  Suitable 
  clothing and accessories are available for this as well. 
   
  Perrender Cultural Oddity 
  The Kar-Hoosh claim to be members of the Meerijder 
  clan.  A claim both the Vestmeer and Oostmeer clans are 
  strangely silent upon.  Yet it has been observed that the 
  Kar-Hoosh are not denied guest rights upon either sub-
  clans’ ships.  Nor are the Rhennee prone to the occasional 
  inter-clan piracy that occurs between the two conflicting 
  sub-clans of the Meerijder where their trade routes cross 
  in the Meerstadt.  As a result, many of the Kar-Hoosh 
  wear colours favoured by the Meerijder clan (blue, red 
  and orange). 
   
  Accent  
  PCs who adopt the eastern-European “gypsy” (think 
  Romanian mixed with Italian) Rhennee accent in table 
  talk get a +5 bonus to their disguise or bluff checks. 
        Once they have assumed their disguises move to the 
  night-time part of the encounter. 
  During The Night 
  For a few brief hours, as the sun was beginning to go 
  down, the river was lit for the first time that day, and 
  from 2pm to nearly dusk, you enjoyed the tranquil 
  journey down the swiftly flowing Velverdyva.  For 
  most of the day, you learned the ways of life upon the 
  Kar-Hoosh barge.  With night descending, you have 
  pulled out o  the river into a canal (with some deft 
  manoeuvring).  The bargemen tell you that this is the 
  start of the upper canal system constructed by the Ur-
  Flannae.  The canal allows river traffic to avoid the 
  rapids of the upper cataract of the Velverdyva.  This is 
  a cunningly constructed series of locks and weir gates 
  that allow the river traffic to get out of the fast 
  flowing river.  The canal system runs some fifteen 
  miles inland, before cutting back towards the river.  
  This bypasses the twenty-five miles of bad water that 
  marks the drop of the river into the midlands. Three 
  Kanalburgen (Canal towns), Strassvalde, Danelg and 
  Moetburgen control the weirs of the canal system. 
  f
   
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        With the barge safely moored to the shore, and 
  after a well-earned meal of hot and spicy Kar-Hoosh 
  stew, you now rest upon the deck in quiet 
  contemplation of the remains of the day.  The last 
  rays of the descending sun are playing upon the river. 
   One of the Kar-Hoosh bargemen has produced a 
  stringed instrument, and is playing a quiet tune; 
  whi st his companion is heading around the ship 
  offering you a second round of the strong Kar-Hoosh 
  brandy called Vegt. Then, suddenly, a voice from the 
  shore breaks your reprieve: 
  “Hello!” 
  Standing on the shore is a young boy, maybe eight 
  years of age.  He is dressed in good clothes, but is 
  quite grubby. 
  This is Ip-Szek a quasit spy and agent of Iuz.  He has been 
  tasked with watching the river traffic and reporting 
  anything out of the ordinary to the Head Agent in the 
  area.  He has assumed the shape of a small hungry boy, as 
  he has found that this tends to gain him sympathy with 
  folk, thus allowing him to work his evil at close range! 
   
  Notes: This encounter is a golden opportunity for you to 
  test the PCs.  They have been given ample warning that 
  they must go in disguise; now lets test their ability!  Ip-
  Szek is himself in disguise, and will be busy trying to 
  maintain this.  Thus, the PCs have a real chance of pulling 
  the wool over his eyes.  He only has a +1 to his Sense 
  Motive checks.  The intent of this encounter is to allow 
  for good role-playing to avoid future trouble.  As the DM, 
  you will have to ad-lib PCs responses and choices if they 
  stray from what is predictable. 
  Hell’s Gloom 
   
  Page 9 
  
  Encounter Notes 
  There are only two ways to gain the XP for this 
  encounter.The first, is for the PCs to play up their 
  disguise and not reveal anything deeper than being 
  Rhennee traders working the river.  Second, is for them 
  to capture and detain Ip-Szek.  The PCs may feel that they 
  need to show charity. Ip-Szek would consider this 
  normal, with a lack of charity as being abnormal.  If Ip-
  Szek is invited inside the barge, and the Himilda Hara is 
  revealed to him, or if the PCs show themselves to be 
  other than Rhennee, then unless they capture and detain 
  Ip-Szek they lose the XP for this encounter.  Killing Ip-
  Szek will trigger a Contingency spell and cause Ip-Szek 
  body to be Teleport to his controller.  This controller will 
  investigate via diabolical means the nature of Ip-Szek’s 
  demise and thus learn of the PCs, a Dimensional Anchor 
  cast on Ip-Szek will of course bypass this problem and the 
  PCs will gain full XP. 
        If the PCs play this out well, then they have done 
  justice to the intent of the Himilda Hara and they will 
  gain the “Favour of the Himilda Hara” at the end of the 
  adventure! 
   
  If the PCs take the boy to see the Himilda Hara then 
  she instantly recognises Ip-Szek and he instantly 
  recognises her and she kills him with a magic missile 
  spell.  This will cause him to revert to his normal form so 
  that the PCs to see their error.  The Himilda Hara will 
  then look at the PCs with disappointment but say 
  nothing other than. 
  “Now things will go harder for us …” 
  All APLs 
  � Ip-Szek: tiny demon, Quasit, Chaotic, Extraplanar, 
  Evil; hp13 (see Monster Manual p46). 
  Tactics: Ip-Szek is not going to willingly reveal himself.  
  He will play the “lost boy” for all it is worth.  A detect evil 
  will reveal that he is evil, a true seeing will reveal him for 
  what he is.  If he senses that he has been found out, and 
  the intentions of the PCs may be hostile, he will flee.  If 
  the PCs attack him, he will flee. If he is captured, he will 
  try and escape. Ip-Szek is disguised as a lost boy and will 
  provide the following answers as his cover story. 
  � What is your name? What is wrong? etc 
  � “My name is Hrengest Albarsen and I am 
  lost, [starts crying], do you know where my 
  mummy 
  and 
  daddy 
  are? 
  [incoherent 
  babbling].” 
  � Where are you from? How did you get lost? 
  � “I l ve on our Stadt (farm). I went exploring 
  and now I can’t find my way back home!” 
  � How long have you been lost? 
  � “Since yesterday!” 
  Apart from that, what else would a lost, cold, frightened 
  and exhausted eight year old know or be able to reply to? 
   Make up parent names, etc., if the PCs delve deeper.  He 
  will act starved and accept any food they offer.  He will 
  basically “play” to any sympathy, resorting to staring at 
  the ground and shaking or nodding his head at more 
  difficult questions.  He will simper and cry a lot if 
  necessary.  He will hesitate to go on board the barge, 
  siting that the PCs are strangers; but he will buckle under 
  pressure.  Eventually, he will begin to show signs of 
  wanting to sleep and will to all appearances fall asleep if 
  the PCs let him.  Whilst asleep he will listen to their 
  conversation if possible. 
  In the early hours of the morning he will try and slip 
  away using his Quasit form and invisibility.  He will 
  either be armed with information that this is more than 
  just a Rhennee barge or he will be disarmed and satisfied 
  that the barge is harmless to his masters plans. 
   
  If the PCs go looking for the boys home or for tracks 
   
  Ip-Szek will lead the PCs some way from the barge 
  towards what he claims is the way home.  PCs who do 
  tracking will not be able to find any tracks of the boy 
  more than 120ft from the barge.  It is as if he simply 
  appeared in that location and started forward from there. 
   If the PCs allow Ip-Szek to lead them for more than a 
  mile away from the barge then spring the equivalent of 
  encounter 3 on them as a penalty as the Himilda Hara is 
  now less well protected on the barge (she will not go with 
  the PCs). The may be surprised and the encounter 
  distance starts at 60ft.  The PCs will still face encounter 3 
  later on.  Messing up by leaving the barge is an XP free 
  penalty for them in this instance. 
   
  If The PCs Reveal Themselves 
  If the PC mess this up, then they will have to face a more 
  dangerous threat in Encounter Three, as the demons 
  arrive with the benefit of an aid spell cast at 10
  th level (+1 
  morale bonus to attacks and 1d8+10 temporary hitpoints). 
  Capturing Ip-Szek 
  It is quite possible to capture Ip-Szek.  He will, however, 
  reveal nothing, not even if tortured, as he knows full well 
  the fate that will await him back in The Abyss if he did.  If 
  mind control is successfully used, he will reveal that Iuz 
  is his lord and master, but that locally his reports find 
  their way to a being called the “Gaunt Overlord”, through 
  a variety of patrol leaders who roam the mountains.  He is 
  not sure what kind of creature the Gaunt Overlord is, but 
  i
  Hell’s Gloom 
   
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  knows that he is the right hand of Iggwilv, and that even 
  the Boneheart of Iuz are said to be respectful of him.  The 
  Gaunt Overlord is said to control the gates to the 
  underdark under Iggwilv’s Spire.  That is all he knows, 
  and that is based upon third hand information at best.   
        Ip-Szek’s own mission is to spy upon all river traffic to 
  see if any threats to the conquest of the Yatils and 
  Quaglands are moving via the river. 
        Ip-Szek will, if given the opportunity, attempt to 
  escape.  Failing that, he will taunt the PCs in the hope 
  that they will kill him.  Play this out as best suits your 
  audience. 
        If the PCs wish to detain him long term, the Kar-
  Hoosh bargemen will look after him for a week or so 
  before dispensing justice. 
   
  Morning 
  In the morning (if Ip-Szek has left without his disguise 
  having been discovered) the PCs may well decide to look 
  for the lost little boy.  In this situation, the Himilda Hara 
  will inform them of the nature of their guest. 
        Once the Ip-Szek issue is sorted out to the players’ 
  satisfaction, read aloud: 
  For most of the morning the barge travels along the 
  canal.  You quickly pass though the town of 
  Strassvalde using the weirs to drop down nearly fifty 
  feet and paying the toll.  The barge travels in the swift 
  downhill current for perhaps another seven miles 
  before pulling up to a small dockside.  This is a wagon
  station, and marks the start of an overland route into 
  the mountains.  Two Kar-Hoosh men are waiting for 
  you with a wagon.  Your trip by barge is over. 
   
   
  f
   
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  t
  t
   
   
   
  This is a rendezvous point for the wagon that will be used 
  to go overland.  The four Kar-Hoosh bargemen will begin 
  loading it with several 3ft crates.  The contents of the 
  crates are bolts of fine cloth.  The Himilda Hara will use a 
  considerable amount of magic to hide and block attempts 
  at finding her.  Including the following spells.  At APLs 2-
  6 this is of course a ruse but an elaborate one. 
   
  False Vision: To make the contents appear to be bales 
  of silk.  This is renewed every twelve hours. 
   
  Leomund's Trap: To discourage snoops. 
   
  Misdirection: To fool divinations, this reveals the 
  contents as bales of silk (contained in another crate).  
  This is also renewed every twelve hours. 
  Mordenkainen’s Private Sanctum: This has been cast 
  inside the wagon to protect the Himilda Hara as well. She 
  sticks her head outside the area to communicate with the 
  PCs whilst on the trail.  This is renewed every 24 hours. 
   
  Non-Detection: This is renewed every twelve hours. 
        Four mountain oxen pull the wagon. They are sure-
  footed beasts of the Yatils.  The wagon is covered, and the 
  Himilda Hara will ride within it towards the front so that 
  she can point out directions.  One of the PCs will need to 
  drive it.  The Himilda Hara will inform the PCs that they 
  are now headed to Kloetzenburg, a mountain village in 
  the Yatils.  Kloetzenburg guards the start of the Witch’s 
  Trail and the backdoor into Ket. 
        Once PCs work out who will be driving the wagon, go 
  to Encounter Two. 
  Encounter Two 
  Kloetzenburg 
  The morning sun is bright and hot as you and the 
  wagon trek slowly along the trail, deeper into the 
  mountains towards Kloetzenburg.  With autum 
  emerging, the snow line is retreating and the land is 
  once again becoming a verdant tapestry of life.  The 
  Himilda Hara puts her head outside the wagon.  The 
  protective magic she has cast to hide herself from 
  prying eyes makes her head look disembodied.  
  Smiling, she tells you that it will take two days to 
  reach Kloetzenburg, and that (as far as she can see) 
  this part o  the journey will be incident free.  She 
  recommends that when you next stop for a rest, that 
  the Rhennee disguises be changed so that the party 
  can take on the appearance of traders from Highfolk. 
  Once again, she is happy to provide suitable clo h ng 
  and accessories.  She says: 
  “When we arrive at the town they will wan  to inspect 
  the wagons. This will be fine. Just pretend that I do 
  not exist, and they will see what I wan  them to see. 
  It is unlikely that they will have any spellcasters 
  amongst them.” 
  Note: You have two options with this part of the 
  encounter. Uou can skip forward to the wagon’s arrival in 
  Kloetzenburg or, if time permits, you can draw out the 
  journey using some non-lethal encounters.  Some 
  suggestions would be having the PCs meet other 
  travellers on the trail, or being questioned by a Hors 
  patrol of the 2
  nd Auszug.  At all times, the PCs should 
  maintain their cover story and disguise. 
   
  Notes On Kloetzenburg 
  Kloetzenburg is the closest habitation to Iggwilv’s Spire, 
  the mountain that sits above the fabled Caverns of 
  Tsojcanth.  Originally, it was built to act as a forward 
  bastion against the denizens that issue out of the caverns 
  from time to time.  Since then, it has attracted miners, 
  trapper, traders and craftsmen and their families.  Now it 
  is quite a thriving little village of 200 folk (mostly 
  Vestervosser clans folk) supporting the garrison of 220 
  soldiers of the Quagfludt Landwehr and 2
  nd Auszug.   
  Hell’s Gloom 
   
  Page 11 
  
        In case it becomes relevant, there are three authority 
  figures in the town; and they form a local “war council” of 
  sorts. 
   
  The War Council of Kloetzenburg 
  Hetmann Kierdon Vestervosser, male human (flan) 
  LN, Exp5. 
  Auchfahnlein 2
  nd Auszug, Cerstan Hoenstadt, female 
  human (flan) LG, Ftr7. 
  Auchfahnlein DerLandwehr 1/3rd Quagfludten, Rold 
  Brankverter, male human (flan) LN, Rng 6. 
  Arrival at Kloetzenburg 
  The Hooglands (Highlands) of Quagfludt is true 
  Vosser country.  Kloetzenburg is quite a new village, 
  and is less than thirty years old (according to local 
  history). As a result, it has a wel kept ook.  Fifteen 
  large, whitewashed, communal stadts are arranged to 
  provide an internal defence system common to 
  mountain villages.  The village itself is built atop a 
  burg (or small flat hill).  The trail winds up the side of
  the burg for maybe five hundred feet, and for its 
  entire length is vulnerable to defensive fire from the 
  low stone wall and abutments that surround the 
  village in a protective circle.  The flags of both the 
  Quagfludt Landwehr and the 2
  l-
  l
   
   
  i
       
   
   
  nd Auszug fly from the 
  two tall stone keep and gatehouse systems that 
  control access into and out of the village.  The trail, 
  east to west, runs though the town via these two sets 
  of fortif cations. 
   As you approach the open gate, you are greeted by 
  a delegation of guards dressed in green and silver 
  tabards of Quagfludt Landwehr.  A cleric dressed in 
  the robes of the Old Kerk is with them and she is 
  openly casting divination magic upon you all. 
  The PCs can make a DC 15 Spellcraft check to determine 
  that she is casting a detect evil. 
   
  The head guard (NCO) approaches you and says, 
  “Welcome to Kloetzenburg strangers! What is the 
  nature of your business here? I will need to inspect 
  your wagon … if you please …” 
  DM’s Notes: If, at any stage, the PCs reveal themselves 
  or blow their cover, then they are ambushed in 
  Encounter 3 instead of being given time to prepare. 
  The guards are responsible for checking all travellers to 
  make sure they are not enemies.  It must be remembered 
  that Iggwilv has returned, and mountain fastnesses (like 
  Kloetzenburg) sit upon the doorstep of her old domain.  
  The town has been recently reinforced by a reserve 
  Fahlein (120 men) of the 2
  nd Auszug supported by cleric’s 
  from the Old Kerk.   
        Ennisna Vestervosser Cleric of the Old Kerk and 
  Aid Auszug: human (flan) female, Brd1/Clr3. 
        Quagfludt Landwehr: (8) human (flan) male/female, 
  Ftr 1. 
        Quagfludt 
  Landwehr 
  NCO: 
  human 
  (flan) 
  male/female, Ftr 4. 
  Playing This Out 
  Ennisna should not detect that the PCs are evil, if she 
  does then they are in trouble.  If the PCs fail to give a 
  good cover story to the NCO, she will begin to cast detect 
  magic as well.  This could be more problematic for the 
  PCs, especially at high APLs, as most PCs have quite a few 
  magical items.  The PCs may have to come up with a 
  distraction if she begins to do this.  Allow the PCs to 
  make a DC 12 Spellcraft check to see that she is about to 
  cast a detect magic.  Traders do not generally carry a lot of 
  magic with them.  If more than half the PCs have 
  multiple magical items she will be quite surprised and 
  will move over to inspect the wagon herself.  This will 
  mean that the Himilda Hara’s precast illusions and magic 
  will need to fool a cleric, which is a harder prospect.  In 
  this situation the PCs had better think quick.  Failure to 
  do so will result in the following consequences. 
  � The 
  Himilda 
  Hara 
  successfully 
  casts 
  a 
  suggestion upon the cleric that gets her to 
  ignore what she has seen for the duration of the 
  spell. 
  � Twelve hours later (or after the PCs have left) 
  the suggestion wears off and the Cleric reports 
  her suspicions about being “enchanted” by an 
  old woman in the wagon to the Auchfahnlein of 
  the 2
  nd Auszug.   
  � The Auchfahnlein, in turn, mentions this in 
  passing within the hearing range to a member 
  of the guards who sells information for drinks at 
  the White Raven when he is off duty. 
  � A spy planted by the Gaunt Overlord purchases 
  the information from the guard and passes it on 
  to his Quasit contact who flies in and out each 
  night for information exchange. 
  � The Quasit, in turn, reports it higher up and in 
  Encounter Three the PCs are ambushed instead 
  of having time to prepare. 
  If, however, the PCs role-play well and distract or 
  otherwise avoid the above situation without damaging 
  their disguise they gain the “Additional Favour of the 
  Himilda Hara” at the end of the adventure. 
   
  In The Village 
  The Himilda Hara is keen to press on, but wants to learn 
  of conditions on the road ahead.  She will encourage the 
  Hell’s Gloom 
   
  Page 12 
  
  PCs to spend a few hours gathering information.  In 
  reality, there is little to explore in Kloetzenburg (so two 
  hours should be plenty).  There are only two non-
  residential/non-military buildings in the village, The 
  White Raven (the village inn) and Menguars Trading 
  House (the village general store). 
        PCs can head into either of these buildings to find 
  information, although only the White Raven has any.  If 
  approached, the guards of Kloetzenburg will suggest that 
  the PCs take an alternative route – but are tight lipped as 
  to why. It is important to remember that the PCs are 
  probably in disguise, therefore the locals will be less 
  friendly to non-Perrender folk and the information will 
  not flow as freely.  This is reflected in a –5 DC to all 
  Gather Information checks. Clan interaction benefits 
  should not apply while the PCs are in disguise! 
   
  Inside The White Raven 
  The White raven is owned and run by Anglosar Volt and 
  his family.  The establishment is quiet at the moment but 
  does get lively at night, especially with all the Auszug 
  now in the village.  Anglosar is a veteran of the 2
  nd Auszug 
  and has a quite careful demeanour with strangers.  Some 
  of his regulars however, mostly miners taking a long 
  break from mining in the mountains, are a little more 
  liberal with their talk. 
    
  Rumours: A successful Gather Information check results 
  in one rumour being heard (per PC), and must be 
  accompanied with the purchase of alcohol by the PC. 
   
  DC 
  Information 
  Less 
  than 
  15 
  “We get few strangers through here these days, 
  can’t say that’s a bad thing.” 
  15-19 
  “The road ahead is a dangerous place! Not 
  many folks use it these days, and the guards at 
  the Vestgate are not to keen to let local folk out 
  that way any more.  Although … I suppose 
  they will let strangers leave, can’t say that’s a 
  bad thing.” 
  20-24 
  “Lots of strange happenings of late! The 
  Auszug has been sent up here! Over a hundred 
  of them!  Half a dozen clerics of the Old Kerk 
  have come with them as well.  Some say 
  Iggwilv is back under The Spire! More like it’s 
  the ghost of Karl Hussen playing his tricks!” 
  25+ 
  “Last week, some traders who tried to use the 
  Witch’s Trail to Ket came back with half their 
  company lost!  Said they were attacked on the 
  trail at night by men that their blades would 
  not harm!”  
   
  Menguar’s Trading House 
  The general store is a complete mess.  It is over-crowed 
  with second hand goods sold in desperation by miners 
  and adventurers down on their luck or just trying to get 
  enough gold to get out of the undead infested mountains. 
   This should be clue enough that the road is not safe.  PCs 
  will learn nothing from the boy who is watching the 
  shop whilst his master is on business.  PCs who decide to 
  look around can make a search check to find some 
  interesting stuff. 
   
  Search DC results (one per PC until all items are found). 
  DC 
  Result 
  Less 
  than 
  15: 
  PCs: This si ver longsword looks to be a 
  well-made, serviceable weapon with a slight 
  curve to the blade. As you test the blade’s 
  balance by cutting the air around you, every 
  so often, when l ght plays upon the blade’s 
  gleaming surface, it looks as though there’s 
  a mist swirling about inside.  
  l
  i
  l
  DM: A PC who picks it up this sword will be 
  temped beyond reason to pay the 10gp for this 
  blade. A PC without 10gp will barter 20gp or 
  more of their items to pay for it.  Once they 
  have paid a voice speaks in their mind once 
  and once only “So you would be my new 
  master would you, we shall see, we shall 
  see.”  The words are not spoken in common or 
  Stamtaal but Ur-Flanne but the PC finds they 
  understand it anyway.  See the Special items 
  section for more information on this sword. 
  15-25 
  PCs: You find a smal  box containing some 
  dust, the boy will sell you the box for 1gp as 
  it is said to contain the remains of an 
  adventurer.   
  DM: The dust will detect as being magical as it 
  is Dust of Tracelessness.  The boy’s master has 
  instructed him not to sell this box for less and 
  300gp, good bargaining will allow the price to 
  be talked down to 250gp, but the boy will 
  receive a beating later on. 
  25+ 
  PCs: You find four silver horseshoes in an 
  old ornate box. 
  DM: These again detect as magical.  The boy 
  has been instructed not to sell these 
  horseshoes for less than a Graf’s Kop-Cris or 
  the hefty sum 7,000gp.  He cannot be talked 
  down on this price.  These are horseshoes of 
  Hell’s Gloom 
   
  Page 13 
  
  the zephyr.  If the PCs pay him he 
  mysteriously disappears that day, having 
  decided that with 7,000gp in his pocket he will 
  go a long way in the city of Greyhawk. 
   
  If a PC decides to purchase either the Dust of 
  Tracelessness of the Horseshoe of the Zephyr they can 
  be added to their item list immediately as if they had 
  purchased them at the start of an adventure.  Only one 
  PC can purchase either item, but all the PCs gain item 
  access as a consequence.  A party may pool it funds to buy 
  the item for one PC.  Apart from this, PCs may purchase 
  any Player’s Handbook items at 1.5 times the listed price. 
  Treasure: 
  All APLs: Magic –Dust of tracelessness (12gp), 
  Horseshoes of the Zephyr (500gp). 
  Leaving The Village 
  The PCs will need to exit via the Vestgate.  When they 
  do, the guards will be hesitant about letting them 
  through.  Play this as you will, but basically the guards 
  have seen enough in the last few months to be convinced 
  that the Witch’s Trial is not a safe place and will try and 
  discourage the PCs from using it.  The PCs, however, 
  must use the trail so reluctantly they will be allowed to 
  leave via the gate. 
  Move on to Encounter Three. 
  Encounter Three 
  The Witch’s Trail 
  The wagon makes slow but steady work of the trai , 
  and the first night finds you maybe six miles from 
  Kloetzenburg heading forever uphill.  The sun will be 
  down within the next hour … 
  l
   
  The PCs have a fairly open set of options here. They can 
  stop and search for a good camping spot, or they can 
  continue on into the night.  Either way is fine. The 
  encounter with the demons occurs regardless of their 
  decision!  It occurs when it is dark and PC visibility is at 
  its lowest.   
   
  Let the PCs set up their campsite if they take this 
  option or ambush them on the if they decide to push 
  onwards.  The demon will start the encounter at the limit 
  of the PCs best night vision capacities and will attempt a 
  stealthy approach inside this limit if possible.  Flying 
  demons will simply drop from above. 
   
  Note: This encounter depends on how the PCs went 
  with maintaining their disguise in Encounters 1 and 2.  If 
  they blew their cover in Encounter One, they will have to 
  face a more dangerous threat in Encounter Three, as the 
  demons arrive with the benefits of an aid spell cast at 10
  th 
  level (+1 morale bonus to attacks and 1d8+10 temporary 
  hitpoints).   
        If they failed to distract the cleric in Encounter Two, 
  then the Himilda Hara does not have a premonition of an 
  imminent attack and, instead of the PCs being given two 
  rounds to prepare, they will be surprised.  If they did 
  distract the cleric, then the Himilda Hara warns the PCs, 
  and casts a Mass Bears Endurance on the PCs.  Give the 
  PCs two rounds to prepare before rolling initiative. 
   
  In all situations the PCs are attacked from  
  APL 2 (EL4) 
  � Dretch (2): hp 13, 13; see Monster Manual page 42-43. 
  APL 4 (EL6) 
  � Babau (1): hp 66; see Monster Manual page 40. 
  APL 6 (EL8) 
  � Babau (2): hp 66, 66; see Monster Manual page 40. 
  APL8 (EL10) 
  � Bebilith (1): hp 150; see Monster Manual page 42. 
  APL10 (EL12) 
  � Bebilith (2): hp 150, 150; see Monster Manual page 
  42. 
  APL12 (EL14) 
  � Nalfeshnee (1): hp 175; see Monster Manual page 45. 
  Tactics: The demons only have one aim in mind - to 
  deter any travellers from using the Witch's Trail. They 
  attack with the aim of killing about half, and leaving the 
  rest seriously injured.  This has worked so far as the 
  survivors have fled back to Kloetzenburg with the story 
  of being attacked and over-powered on the trail. 
        It should be noted that several groups, loyal to 
  Iggwilv, patrol the trail.  These groups take shifts 
  watching and attacking travellers.  The last attack was 
  made by a group of vampire spawn, and this is the story 
  the PCs may have heard back in Kloetzenburg (about 
  traders being attacked by men that no weapon could 
  harm). 
        The demons will use their best abilities first to soften 
  or kill the PCs before resorting to simple violence. 
        At no time will the Himilda Hara leave the confines of 
  the wagon.  If, however, any PC gets inside the wagon 
  Hell’s Gloom 
   
  Page 14 
  
  (the demons cannot) they will be offered 2 potions of 
  cure serious wounds, a greater invisibility and a haste 
  spell.  The interior of the wagon is under the effects of a 
  unique version of the repulsion spell, which allows the 
  PCs to enter, but repulses other creatures (no save). The 
  repulsion effect will last for 12 rounds.  All the PCs can fit 
  inside the wagon if necessary. 
        The Demons will not attack the oxen. 
        The Demons will not continue to attack PCs who have 
  been reduced to 0 or negative hit points. 
   
  Special Note: 
  If things are going really bad for the PCs the Himilda 
  Hara will use a telekinesis spell to bring downed PCs into 
  the wagon for healing and bolstering.  If this happens, 
  then remove 30 xp per APL for this encounter. 
        If the PCs manage to defeat/survive the demonic 
  attack, then night falls and the morning dawns clear. The 
  trial ahead is open to them.  Move on to Encounter Four. 
  Encounter Four 
  Not for the Faint Hearted 
  Molvar, the northern city of Ket sits firmly on the 
  horizon.  In the valley below, the road runs at a lazy 
  pace down the remains of the foothills of the Yatils 
  and onto the plain.  It is mid- morning on the fourth 
  day since you left Kloetzenburg.  You have pulled up 
  in the shadows of a smal  crop of pine trees.  A pair of 
  keen eyes in your party spotted a group of around 
  twenty horsemen riding on the plains below hal  an 
  hour ago.  Now these horsemen are taking one of the 
  many trails up into the foo hills rough y towards your 
  posit on.  Even from a distance of over a mile you can 
  clearly see that they are dressed in the same uniform, 
  wear breastplates and carry lances.  The Himilda Hara 
  has assured you that as long as they do not pass too 
  close you will not be seen.  It is with a sink ng feeling 
  in your stomach, therefore, that you see the 
  horsemen peel off into groups of five to explore the 
  different routes.  One of these groups is heading your 
  way.  They seem to be looking for something … 
   
   
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  f
  t
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  i
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  The purpose of this encounter is a test of resolve for the 
  PCs.  The Ket Horsemen are looking for someone: an 
  escaped criminal from their rigid justice system.  In this 
  case, it is a murderer who deserves justice, and will turn 
  the tables on his pursuers and escape the Ket Horsemen 
  if the PCs sit back and do nothing.   
        The idea behind this encounter is to see if the PCs can 
  stand by and watch events unfold without revealing 
  themselves!  Paladins will be especially tempted during 
  this encounter, and will need atonement if they stand by 
  and do nothing.  PCs that intervene will blow their cover, 
  but may not feel too bad about that.  It could, however, 
  make Encounter Six more difficult for the PCs, 
  depending on what happens. 
        As the DM, you need to use this encounter to tempt 
  the PCs to react.  It has been quite loosely designed and 
  the NPCs have no stats, as they will not react violently 
  towards the PCs.  Let the situation role-play itself out.  
  The encounter can run a number of different ways.  Let 
  the PCs determine their own fate! 
        The following event will occur initially so let the PCs 
  see the following: 
  The five horsemen are only some two hundred feet or 
  so away from your current location.  Suddenly, in the 
  bushes fifty feet below you, a man dressed in 
  prisoner’s clothing rises to his knees.  He leve s a 
  crossbow at the horsemen as they approach. He 
  laughs wickedly, and appears ready to kill one of the 
  unsuspecting horsemen with a single shot! What do 
  you do? 
  If The PCs Do Nothing 
  With a twang, the man’s crossbow fires! One of the 
  leading horsemen is jerked out of his saddle at the 
  impact of the bol  striking him in the chest!  The 
  other horsemen, with shouts of anger and confusion, 
  mill around unsure where the sniper is h dden.  The 
  hidden crossbowman calmly reloads his crossbow and 
  takes aim again … 
  t
  i
  If the PCs still do nothing, then another cavalryman dies. 
   This will continue to happen until another two are dead 
  and the remaining horseman gives his horse it head and 
  bolts in the opposite direction.  The crossbow man will 
  smile with evil satisfaction and continue past the PCs in 
  haste – unaware of their presence at this grim scene. As 
  he passes, the PCs can jump him.  If the PCs linger, then 
  two hours later the reformed Ket patrol arrives on the 
  scene and collects the dead.  PCs will need to have a very 
  good explanation (or the crossbowman) if these 
  horsemen see them at this stage.  Ad Lib this as you see 
  fit. 
   
  Fact File To Help With PC Reactions 
  � The spell the Himilda Hara has cast to hide the 
  PCs and the wagon is an illusion persistent 
  image and will not hold up if the PCs react 
  overtly or make a lot of sound. 
  � The crossbowman will surrender if the PCs 
  challenge him (see capturing the crossbowman). 
  � The Ket horsemen are wearing the livery of the 
  Beygraf of Molvar. He is the legitimate and 
  Hell’s Gloom 
   
  Page 15 
  
  lawful authority of this area.  Knowledge 
  (geography, or royalty and nobility) DC 15. 
  � The crossbowman is Chaotic Evil. 
  � The horsemen are Lawful Neutral. 
   
  Capturing The Crossbowman 
  The crossbowman’s name is Ereban Al’Vosser and he is a 
  borderlander of Ket and Perrenland.  He knows both 
  languages very well, down to the subtle nuances of 
  accent.  He is also quite an able assassin for whoever pays 
  his quite modest fee.  The reason he surrenders to the 
  PCs without a struggle is that he is not only fatigued but 
  has only 1 hit point left.  He has a well-bandaged 
  (hidden) abdominal wound and internal bleeding if 
  checked by the PCs.  He also has a number of lacerations 
  on his back and chest, one of which has a nasty infection, 
  the results of squeezing out of prison via the sewer 
  system. So, feeling quite lousy, he will simply realise the 
  game is up and give in, figuring that if he can escape once 
  he can do so twice!  If questioned, he will play being a 
  Perrender who has been unjustly arrested and tortured 
  (reveals abdominal wound and lacerations) and rather 
  than await his beheading passively in the stinking prison 
  of Molvar instead forced an escape. He killed the 
  horsemen simply because it was a case of “kill or be 
  killed”.  This is, of course, a whole lot of lies, but his very 
  good Stamtaal accent could throw the PCs off a bit - see 
  what you can get away with.  He will not hesitate to 
  escape if an opportunity presents itself.  He does not, 
  however pose any real threat to the PCs. 
   
  Creature: 
  � Ereban Al’Vosser, Male human (flan), Rog1 (Bluff 
  +5). 
   
  If The PCs Intervene 
  If the PCs intervene and capture the crossbowman they 
  can do a few things.  Kill him, free him, detain him or 
  hand him over to the guards.  If they hand him over the 
  guards (either on the scene or when they turn up later) 
  they will be grateful and reward the PCs with a very brief 
  interrogation indeed and a rudimentary inspection of the 
  contents of the wagon that will reveal nothing.  If they 
  kill him, and the guards have not seen the PCs, well and 
  good. If they free him he will tell a local Quasit Iuzian 
  spy about the PCs and Encounter Six gets harder.  If they 
  keep him with them he will try and escape as often as 
  possible.  If he escapes it is the same as if he was freed.  If 
  the PCs interact with the guards then it is the same as if 
  he was freed as they make a report to their commander in 
  Molvar who let slips the information to eager ears. 
        Basically, if the PCs (at any stage) interact with the 
  horseman; or release or allow the escape of the 
  crossbowman, then add ONE additional Vampire Spawn 
  at EACH APL except APL 2 in Encounter Six – to make 
  life just a little more difficult for the PCs.  At APL 2, the 
  single Vampire Spawn simply get a surprise round on the 
  PCs. 
  Encounter Five 
  At the Manor 
  It is with some surprise that the Himilda Hara does 
  not direct you into the city of Molvar itself.  At 
  sundown, you find yourselves approaching the ruin 
  of an old Baklunish-style manor.  From the looks of 
  its stonework, and the blacked wooden beams, you 
  would suspect that this place had been burned down 
  (and burned down not that long ago).  The Himilda 
  Hara asks you to pull the wagon up outside the 
  ruined, arched gate of the manor house, and you can 
  see that the courtyard beyond is full of rubble.  The 
  Himilda Hara says the following: 
  “This is the rendezvous point for the meeting which I 
  have been sent to attend.  It is probable that other 
  parties will try and disrupt this meeting, you must 
  guard us whilst this occurs. Inside the ruined manor 
  is a safe room in which the meeting will take place.  I 
  suggest we make our way into it quick y, lest we be 
  seen.” 
  l
  The manor is indeed the site of the meeting the PCs have 
  come all the way here to facilitate. Vampiric scouts (loyal 
  to Iggwilv) have taken up residence here in the last few 
  weeks suspecting that this is the very location that the 
  meeting will occur at.  They will try to stop the meeting 
  from happening. 
   
  PC Questions 
  At this stage, the PCs may have some questions.  Use the 
  following information to make replies. 
        The meeting will occur as the Himilda Hara (or her 
  simulacrum) has said: in the safe room of the ruined 
  manor.  The room cannot be scryed into.  The reason why 
  the meeting is being held here, is that Molvar has too 
  many prying eyes. However, the three people who will be 
  coming to the meeting are from Molvar, and this is the 
  best place for them to meet.  They will arrive in a few 
  hours. One is a Mullah of Al’Akbar; another is a 
  representative of the Beygraf; and the third is a high-
  ranking member of the Mouqollad Consortium (actually 
  a worthy elder of Mouqul). They are a priest, a politician 
  and a banker, and they will arrive without escort. The PCs 
  will need to protect them as well. 
        The ruined manor itself belongs to a wealthy 
  Perrender trading family, The Hus.  The Hus have used 
  Hell’s Gloom 
   
  Page 16 
  
  the Krestingtrek (between Molvar and Krestible) as a 
  trade route for generations.  The Krestingtrek itself is less 
  than 2 miles from the manor on its western side, the PCs 
  having approached from the east.  The manor itself was 
  burned down some months back and its inhabitants were 
  killed or driven off by an angry mob from Molvar.  The 
  mob had been angry over the rumours of the opening of a 
  trade route between Perrenland and Tusmit that 
  bypassed Ket.  Who incited the mob to violence is 
  unknown, but the manor was well known to locals as a 
  hub for Perrender merchants coming to Molvar via the 
  Krestingtrek and both it and the Pax Mecuri office in 
  Molvar proper where burned down in the riots 
        The Himilda Hara will answer any question she can, 
  other than what the meeting is about. 
   
  Investigating Outside The Manor 
  If the PCs decide to do a bit of snooping around they can 
  do so.  A successful DC 20 Survival check will reveal that 
  there has been recent human activity in the manor.  
  Nothing else is obvious. 
    
  Inside The Manor 
  Once the PCs enter the manor, they see that most of it is 
  ruined.  The eastern section, however, still stands and 
  here they find a partially covered and disguised trap door. 
   The Himilda Hara will tell the PCs that the room that 
  the meeting will occur in is below.  A tDC 20 Survival 
  check will reveal that the area has been disturbed 
  recently.  The trap door is not in itself trapped.  Once the 
  PCs open the trapdoor they are attacked by the swarm 
  that has been placed down there by the vampires and/or 
  vampire spawn. This is to give them early warning of 
  intrusion and to soften up their victims! 
   
  DM’s Note: Two rooms below the trap door cannot be 
  scryed into, and all divination magic fails as if its line of 
  effect was blocked, this is a natural magical effect and the 
  reason the manor was built in this location. 
  APL 2 (EL2) 
  � Bat Swarm: hp 13; see Monster Manual page 237. 
  APL 4 (EL4) 
  � Centipede Swarm: hp 31; see Monster Manual page 
  238. 
  APL 6 (EL6) 
  � Centipede Swarm (2): hp 31, 31; see Monster Manual 
  page 238. 
  APL8 (EL8) 
  � Hell Wasp Swarm: hp 93; see Monster Manual page 
  238-239. 
  APL10 (EL10) 
  � Hell Wasp Swarm (2): hp 93, 93; see Monster Manual 
  page 238-239. 
  APL12 (EL12) 
  � Hell Wasp Swarm (4): hp 93, 93, 93, 93; see Monster 
  Manual page 238-239. 
  Tactics: See DM’s Map #2. 
  Once the trapdoor is open, the swarm gets to move 
  automatically from the cellar (this is basically a surprise 
  round).  PCs who use good tactics (in expectation of 
  something waiting for the door to be opened) can roll 
  initiative with the swarm if they open the trap door.  The 
  swarm(s) will occupy the space of the nearest PC(s) (one 
  swarm per PC max).  PCs who are prepared and have the 
  initiative can close the trap door preventing the swarm 
  from coming out!  Eventually, however, the Himilda 
  Hara needs to go below.  She does not have any offensive 
  magic that is useful against swarms.  If the PCs delay for 
  to long (more than 10 minutes), then a vampire or 
  vampire spawn smashes the trapdoor open from the 
  inside and the swarm(s) bursts out! 
   
  Once the swarm(s) have been taken care of move to 
  Encounter Six. 
  Encounter Six 
  The Safe Room 
  The inside of the cellar is dark. 
   
  l
  Let PCs organise appropriate lighting! 
   
  The cel ar seems to consist of two rooms and access 
  into the room is via a small staircase that descends on 
  a sharp angle down roughly fifteen feet.  The first 
  room has quite a few boxes and crates stacked around 
  its walls. The second room you cannot see clearly into 
  without entering the first, as the doorway to it is only 
  partly open … 
   
  The two rooms, currently, house the vampire(s) and/or 
  vampire spawn.  The empty crates are makeshift coffin(s) 
  that the vampires rest in during the day.  Gaseous form is 
  used to get in and out of the crates (via a small hole in 
  Hell’s Gloom 
   
  Page 17 
  
  each).  In addition, holes have been made to allow 
  movement via gaseous form between the rooms 
        DM’s Note: Some of the toughness of this fight 
  depends upon how the PCs went in Encounter Four.  As 
  per the notes of that encounter, if the PCs revealed 
  themselves, then add one additional Vampire Spawn at 
  each APL (except APL 2) to make life just a little more 
  difficult for the PCs.  At APL 2, the single vampire spawn 
  simply gets a surprise round on the PCs. 
   
  APL 2 (EL4) 
  � Ghouls (3): hp 13; see Monster Manual page 119 
  APL 4 (EL6) 
  � Vampire Spawn (2): hp 29, 29; see Monster Manual 
  page 253-254. 
  APL 6 (EL9) 
  � Vampire Fighters (2): hp 32, 32; see Monster Manual 
  page 250-251. 
  APL8 (EL11) 
  � Vampire Fighters (4): hp 32, 32, 32, 32; see Monster 
  Manual page 250-251. 
  APL10 (EL13) 
  � Vampire Fighters (7): hp 32, 32, 32, 32, 32, 32, 32; see 
  Monster Manual page 250-251. 
  APL12 (EL15) 
  � Elite Vampire: hp 90; see Monster Manual page 251-
  252. 
  Tactics: See DM Map #2. 
  APL 2 only: At this APL the Ghouls have been left to 
  guard the place for the Vampries who have taken up 
  residence in the area but are otherwise absent.  They will 
  lurk within the room using their hide and move silently 
  skills to good effect.  They will let the PCs venture down 
  into the first room and begin exploring in the hope of 
  isolating and picking off the PCs one by one.  They will 
  always try and take out a Cleric PC ahead of any other PC 
  type.  When these ghouls come into action describe them 
  as wearing the ragged clothing of Perrender Pax Mecuri.  
  All other APLs: The first thing the creature(s) will do is 
  attempt to dominate the first person coming down the 
  stairs.  This person may be subject to multiple dominate 
  attempts at higher APLs if they make their save(s). 
        A dominated person will be used to attack other party 
  members (allowing a second save).  If this tactic succeeds, 
  then the controlling vampire will assume gaseous form 
  and move through a number of the stacked crates to hide. 
   It will require a DC 20 Spot check to see which one it has 
  hidden in and only if a PC is positioned to make a spot 
  check (line of sight).  Finding which crate houses a 
  vampire will be difficult. 
        The crates that are being used as coffins are marked 
  with an X. 
   
   
  � Reinforced Wooden crate: 1 in. thick; hardness 10; 
  hp 15; AC 5; Break DC 20. 
   
        The vampire(s) will remain within a crate until the 
  domination is broken or the dominated PC is 
  incapacitated/killed or its crate is attacked.  It will then 
  re-emerge, move to a safe location, change to its normal 
  form and attempt to dominate another PC.  At all times 
  the vampire(s) and/or spawn will attempt to use their 
  mobility feats to stay at range, and using their special 
  abilities or reach weapons, they will try and flank if 
  possible.  The 5
  th level Vampire fighters will use their 
  spiked chains, but will use slam attacks if the PC get 
  within their 5ft zone.  The Elite Vampire at APL 12 will 
  use his Hide In Plain Sight ability (in combination with 
  his unarmed strike) to try and kill vulnerable PCs.  He 
  will use his summoned shadow (see Monster manual 
  page 221-222) to flank, moving through walls and crates 
  if necessary, and to drain strength from vulnerable PCs.  
  His Shadow Walk ability will be handy as well. 
        If a vampire or spawn is reduced to between 5-10 hit 
  points it will try and use the layout of the room to avoid 
  damage for a few rounds so that its fast healing has time 
  to work.  If necessary/possible it will assume gaseous 
  form and hide in a crate/coffin for as long as possible. 
        Basically, this encounter could be quite trickly.  The 
  PCs will need to incapacitate (and then kill) the vampires 
  in order to allow the meeting to take place.  The Himilda 
  Hara will shout out to PCs the vulnerability and 
  weakness of the creatures to the PCs if they show 
  ignorance in these matters.  She will not, however, enter 
  combat. 
   
  When these vampires come into action describe 
  them as wearing the ragged clothing of Perrender Pax 
  Mecuri. 
        Once the fight is over read the following if the PC do 
  a DC 10 Search check for loot. 
   
  Hidden within a coffin like crate are the following 
  items. 
   
  � A sweet smelling block of incense: incense of 
  meditation. 
  Hell’s Gloom 
   
  Page 18 
  
  � A phylactery with a sun symbol upon it: 
  phylactery of undead turning. 
  � A vial of silvery liquid: silversheen. 
        All these items have been removed from the 
  unfortunate body of a cleric who was captured at an 
  earlier stage.  He has been handed over to a higher 
  authority for special treatment. 
        Note that at higher APLs the vampires had 
  considerable loot and magic on their persons.  This is 
  included in the treasure list below at the appropriate 
  APL. 
   
  Treasure: 
  APL 2: Magic – Incense of Meditation- (408gp), 
  Phylactery of Undead Turning (917gp), Silversheen 
  (12gp). 
  APL 4: Magic – Incense of Meditation- (408gp), 
  Phylactery of Undead Turning (917gp), Silversheen 
  (12gp). 
  APL 6: Loot – 106gp, Magic – Incense of Meditation- 
  (408gp), Phylactery of Undead Turning (917gp), 
  Silversheen (12gp), +1 spiked chain (2) (388gp). 
  APL 8: Loot – 212gp, Magic – Incense of Meditation- 
  (408gp), Phylactery of Undead Turning (917gp), 
  Silversheen (12gp), +1 spiked chain (4) (775gp). 
  APL 10: Loot – 406gp, Magic – Incense of Meditation- 
  (408gp), Phylactery of Undead Turning (917gp), 
  Silversheen (12gp), +1 spiked chain (7) (1356gp). 
  APL 12: Magic – Incense of Meditation- (408gp), 
  Phylactery of Undead Turning (917gp), Silversheen 
  (12gp), +2 keen kama (1525gp), +1 frost sling (691gp), 
  Bracers of Armour +3 (750gp), Ring of Protection +2 
  (666gp). 
  Once the PCs have defeated the vampires move to the 
  Conclusion. 
  Conclusion 
  APL 2−6 
  If the PCs did not gain the additional favour of the 
  Himilda Hara, read the following: 
   
  For the rest of the night after the fight, the Himilda 
  Hara stays below in the cellar whilst you keep watch
  The envoys do not arrive and eventually with dawn 
  on the horizon you head down stairs.  The Himilda 
  Hara is gone, al  that exists is a clear pool of water.  
  Eventually with the mystery tugging at your minds 
  you return home. 
   
  If the PCs did gain the additional favour of the Himilda 
  Hara, reading following: 
  .  
  l
   
  l
  l
  For the rest of the night after the fight the Himilda 
  Hara stays below in the cellar whilst you keep watch.  
        It is dawn when she emerges and reveals the 
  following to you. 
        “You must all be congratulated, you have played 
  your parts well, though as decoys.  Now do not be 
  upset, the risks you took where worth every drop of 
  your blood and sweat and then some.  An alliance of 
  faiths has been forged this night, an alliance that our 
  enemies have rightly feared may be formed; Ket, 
  Tusmit and Perrenland now stand united against the 
  darkness.  Ten thousand Kettite cavalry are now 
  heading up the Velverdyva to aid Perrenland and 
  Highfolk hold back the evil in the Vesve.  With the 
  Baklunish faiths, the Old Kerk and the armies of the 
  West and North joined in war against Iggwilv and her 
  son the tide may be changed in our favour.  You have 
  proven your discretion so I ask you to keep this glad 
  news to yourselves for now.” 
        “I am indebted to you all, and although I am but 
  an image of myself, take from my body what you will 
  as it has been well earned.  Now return home my 
  friends as your skills are needed there even now, I 
  will depart this body now.” 
        With that she begins to melt unti  only a pool of 
  clear water remain and three items: a pale grey robe, a 
  gleaming chain shirt, and a spel book.  
  APLs 8−12 
  If the PCs did not gain the additional favour of the 
  Himilda Hara, read the following: 
   
  For the rest of the night after the fight the Himilda 
  Hara stays below in the cellar whilst you keep watch
  The envoys do not arrive and eventually with dawn 
  on the horizon you head down stairs.  The Himilda 
  Hara is gone.  Eventually with the mystery tugging at 
  your minds you return home. 
  .  
   
  .  
  If the PCs did gain the additional favour of the Himilda 
  Hara, reading following: 
   
  For the rest of the night after the fight the Himilda 
  Hara stays below in the cellar whilst you keep watch
  The three envoys soon arrive and each is pleased to 
  find you here.  For many hours they talk secreted in 
  the cellar you cleared for them. 
  Hell’s Gloom 
   
  Page 19 
  
        It is dawn when they emerge and the Himilda 
  Hara reveals the following to you. 
  “You must all be congratulated, you have played your 
  parts well, though as decoys.  Now do not be upset 
  the risks you took where worth every drop of your 
  blood and sweat and then some.  An alliance of faiths
  has been forged this night an alliance that our 
  enemies have rightly feared may be formed; Ket, 
  Tusmit and Perrenland now stand united against the 
  darkness.  Ten thousand Kettite cavalry are now 
  heading up the Velverdyva to aid Perrenland and 
  Highfolk hold back the evil in the Vesve.  With the 
  Baklunish faiths, the Old Kerk and the armies of the 
  West and North joined in war against Iggwilv and her 
  son the tide may be changed in our favour.  You have 
  proven your discretion so I ask you to keep this glad 
  news to yourselves for now.” 
   
   
   
  l
   
   
   
        “I am indebted to you all, and I offer you these 
  three items as payment of this debt.  She hands you a 
  pale grey robe, a gleaming chain shirt and a 
  spel book.  It comes to me that these items may in 
  time serve you well.  Now I must continue my 
  journey with my new friends and our ways must part. 
  Return to Perrenland, as your skills are needed there. 
   Farewell. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
   
  APL2 60 xp 
   
  APL4 60 xp 
   
  APL6 30 xp 
   
  APL8 30 xp 
   
  APL10 30 xp 
   
  APL12 30 xp 
   
  Encounter Three 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  Encounter Five 
   
  APL2 60 xp 
   
  APL4 120 xp 
   
  APL6 180 xp 
   
  APL8 240 xp 
   
  APL10 300 xp 
   
  APL12 360 xp 
   
  Encounter Six 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  Story Award  
  Objective(s) met: Maintaining their disguise 
   
  APL2 30 xp 
   
  APL4 30 xp 
   
  APL6 60 xp 
   
  APL8 75 xp 
   
  APL10 90 xp 
   
  APL12 105 xp 
   
  Objective(s) met: Creative solution to the Ereban 
  Al’Vosser problem. 
   
  APL2 30 xp 
   
  APL4 30 xp 
   
  APL6 30 xp 
   
  APL8 30 xp 
   
  APL10 30 xp 
   
  APL12 30 xp 
   
  Discretionary roleplaying award 
   
  APL2 30 xp 
   
  APL4 75 xp 
   
  APL6 90 xp 
   
  APL8 120 xp 
   
  APL10 150 xp 
   
  APL12 180 xp 
   
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 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 
  Hell’s Gloom 
   
  Page 20 
  
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Two:  
   
  APL 2: L: 0 gp; C: 0 gp; M: (512gp) – Horses of the 
  Zephyr (500gp each), Dust of Tracelessness (12gp each). 
   
  APL 4: L: 0 gp; C: 0 gp; M: (512gp) – Horses of the 
  Zephyr (500gp each), Dust of Tracelessness (12gp each). 
   
  APL 6: L: 0 gp; C: 0 gp; M: (512gp) – Horses of the 
  Zephyr (500gp each), Dust of Tracelessness (12gp each). 
   
  APL 8: L: 0 gp; C: 0 gp; M: (512gp) Horses of the 
  Zephyr (500gp each), Dust of Tracelessness (12gp each). 
   
  APL 10: L: 0 gp; C: 0 gp; M: (512gp) – Horses of the 
  Zephyr (500gp each), Dust of Tracelessness (12gp each). 
   
  APL 12: L: 0 gp; C: 0 gp; M: (512gp) – Horses of the 
  Zephyr (500gp each), Dust of Tracelessness (12gp each). 
   
  Encounter Six:   
   
  APL 2: L: 0 gp; C: 0 gp; M: 1337gp – Incense of 
  Meditation- (408gp each), Phylactery of Undead Turning 
  (917gp each), Silversheen (12gp each). 
   
  APL 4: L: 0 gp; C: 0 gp; M: 1337gp – Incense of 
  Meditation- (408gp each), Phylactery of Undead Turning 
  (917gp each), Silversheen (12gp each). 
   
  APL 6: L: 106 gp; C: 0 gp; M: 1725gp – Incense of 
  Meditation- (408gp each), Phylactery of Undead Turning 
  (917gp each), Silversheen (12gp each), +1 spiked chain (2) 
  (388gp each) 
   
  APL 8: L: 212 gp; C: 0 gp; M: 2112gp – Incense of 
  Meditation- (408gp each), Phylactery of Undead Turning 
  (917gp each), Silversheen (12gp each), +1 spiked chain (4) 
  (775gp each). 
   
  APL 10: L: 406 gp; C: 0 gp; M: 2693gp – Incense of 
  Meditation- (408gp each), Phylactery of Undead Turning 
  (917gp each), Silversheen (12gp each), +1 spiked chain (7) 
  (1356gp each). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 3444gp – Incense of 
  Meditation- (408gp each), Phylactery of Undead Turning 
  (917gp each), Silversheen (12gp each), +2 keen kama 
  (1525gp), +1 frost sling (691gp), Bracers of Armour +3 
  (750gp), Ring of Protection +2 (666gp). 
   
  Total Possible Treasure 
   
  APL 2: L: 0 gp; C: 0 gp; M: 1849 gp  - Total: 450 gp. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 1849 gp  - Total: 650 gp. 
   
  APL 6: L: 106 gp; C: 0 gp; M: 2237 gp  - Total: 900 gp. 
   
  APL 8: L: 212 gp; C: 0 gp; M: 2624 gp  - Total: 1300 gp. 
   
  APL 10: L: 406 gp; C: 0 gp; M: 3205 gp  - Total: 2300 
  gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: 3952 gp  - Total: 3300 gp. 
   
  Special 
  Only one PC may possess boonbane; cross this item out 
  on all other ARs from the same table. 
   
  Boonbane: This silver longsword looks to be a well-
  made, serviceable weapon with a slight curve to the 
  blade. Every so often, when light plays upon the blade’s 
  gleaming surface, it looks as though there’s a mist 
  swirling about inside. The weapon radiates an aura of 
  faint magic, but when used in combat, the user takes a –2 
  to hit and damage (total damage modifier is –3 due to the 
  silvery nature of the weapon) with it. It is still considered 
  magical and silver for purposes of bypassing damage 
  reduction. When held, this weapon allows the holder to 
  comprehend the Ur-Flanne spoken language but does 
  not convey literacy or an understanding of Ur-Flanne 
  Hell’s Gloom 
   
  Page 21 
  
  written script. Also, the bearer of this weapon gets an 
  unsavory taste in his/her mouth whenever within sight 
  of a creature known to be of the earth subtype. 
    
  The Favour of the Himilda Hara: Your PC has been 
  given guest rights aboard any barge of the Kar-Hoosh. 
   
  The Additional Favour of the Himilda Hara: You gain 
  regional access to the mantle of hidden faith and the 
  mithrilmist shirt, as well as the ability to study from the 
  Himilda Hara’s spellbook. 
   
  Mantle of Hidden Faith: This plain grey mantle shields 
  your faith, alignment, and patron deity from magical 
  detection as long as it is worn.  It does not provide any 
  bonuses to skill checks used to disguise or lie about your 
  faith and beliefs. 
   
  Faint abjuration; CL 3
  rd; Craft Wondrous Item, 
  undetectable alignment; Price 15,000gp. 
   
  Mithrilmist Shirt: Forged from a silver-white mithril 
  alloy, a mithrilmist shirt is a +2 mithril shirt that fills the 
  wearer’s square with a billowing silver mist on command. 
   The mist grants the wearer concealment but does not 
  interfere with his vision.  The armor sheds silver mist for 
  1 minute per use, up to seven times per day.  Finally, once 
  per day, the wearer of this armor can assume gaseous 
  form for up to 10 minutes. 
   
  Moderate abjuration; CL 6
  th; Craft Magic Arms and 
  Armor, gaseous form, obscuring mist; Price 21,300gp. 
   
  Study of the Himi da Hara’s lesser spel book 
  l
  l
   
   
  You PC gains regional access to the following spells to 
  purchase for his/her spellbook.  The PC can access the 
  book for transcribing purposes at the start of any 
  Perrenland regional adventure, for the normal costs of 
  such activities. 
  1
  st- shield, detect undead, true strike, disguise self, silent 
  image; 2
  nd- obscure object, locate object, touch of idiocy, 
  misdirection; 3
  rd- non-detection, arcane sight, tongues, 
  blink, rage; 4
  th- solid fog, arcane eye, detect scrying, 
  scrying; 5
  th- Mordenkainen’s private sanctum, Rary’s 
  telepathic bond; 6
  th- repulsion, veil; 7
  th- project image. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2 - 10: 
  • 
  Incense of meditation (Adventure; DMG; 4900 gp). 
  • 
  Silversheen (Adventure; DMG; 250gp). 
  • 
  Phylactery of undead turning (Adventure; DMG; 
  11,000gp). 
  • 
  Mantle of hidden faith (Regional; FB; 15,000gp). 
  • 
  Mithrilmist shirt (Regional; CA; 21,300gp). 
   
  APL 12 (All of APLs 2-10 plus the following): 
  • 
  +2 keen kama (Adventure; DMG; 18,302gp). 
  • 
  +1 frost sling (Adventure; DMG; 8,300gp). 
  • 
  Bracers of armor +3 (Adventure; DMG; 9,000gp). 
  • 
  Ring of protection +2 (Adventure; DMG; 8,000gp). 
   
   
  Hell’s Gloom 
   
  Page 22 
  
  Appendix One 
  The Kar−Hoosh: Rhennee of the Quaglands 
  The Rhennee that live around Lake Quag call themselves the Kar-Hoosh, or North Folk.  They consider themselves a 
  distinct tribal group of the Rhennee and indeed their traditions vary greatly from other Rhennee groups within the 
  Flanaess, especially those of the Nyr Dyv, whom they mistrust. 
   
  For a start, unlike other Rhennee groups, the Kar-Hoosh are quite matriarchal in nature with women holding many 
  of the highest positions within their society.  The head of the Kar-Hoosh is known as the Himilda Hara or Wife of Ships 
  and she is at the helm of Kar-Hoosh political life.  She is also a spiritual leader of sorts and it is normal for her to have a 
  good grasp of either divine or arcane powers.  The Kar-Hoosh are, as a result, more comfortable with the use of magic 
  than other Rhennee in the Flanaess.  For this reason, if no other, Rhennee groups in the Flanaess often shun the Kar-
  Hoosh outright.  The Kar-Hoosh have also adopted the worship of several of the gods of the Flanaess, in particular 
  Procan and Boccob.  This is but one example of the Kar-Hoosh having adopted the Flanaess as their home more than 
  many other Rhennee group. 
   
  The Kar-Hoosh ply the waters of Lake Quag and its many rivers.  In particular they use the trade waters of the 
  Velverdyva river system and its tributaries to import and export goods into Perrenland and beyond.  They are the most 
  frequently used transport system for the Pax Mercuri, whom they have a long history of cooperation with.  The Kar-
  Hoosh try and avoid the city of Greyhawk as much as possible as it often brings them into contact with the Rhennee of 
  the Nyr Dyv.  This contact can turn ugly, as the Rhennee of the Nyr Dyv are very territorial and inclined to evil ways.  
  The Kar-Hoosh for their part are more tolerant of the Nyr Dyv Rhennee, and in fact several Nyr Dyv Rhennee families 
  have joined the Kar-Hoosh to escape the evil that has settled into their own clans. 
   
  In 325 C.Y the Kar-Hoosh formally swore the mercenary oath, the Pax Mercuri, and for over a hundred and fifty 
  years they where protected by this in Perrenese waters.  In the 480s their oath drew them into the first war against 
  Iggwilv.  Their skilled use of the waters of the lake and rivers was instrumental in keeping supplies flowing to resistance 
  fighters and in strangling Iggwilv’s ability to draw upon humanoid reinforcements from the North.  This is something 
  she is unlikely to forget in her new campaign and the Kar-Hoosh are well aware of this. 
   
  For their services in this war the Kar-Hoosh where formally recognised by the Voormann of Perrenland Tillmann 
  Sudmeer (The Scourge) as a Meerijder clan during victory celebrations in 491. Thus bringing the number of major 
  Meerijder clans back to three (See History of the Meerijder clans for more on this).  Tillmann ceded some of his own 
  clan’s ancestral lands to hold as their own. These were the ruined town of Meerstadt and its surrounds on Flinderlord 
  Island.  Folklore recalls that this was done in some haste to placate a cry from a Vestmeer Graf at the ritual that all 
  Meerijder must ritualistically and practically have a toe on the land lest they are forsaken by it.  Thus to save face 
  Tillmann gave up the rights to these lands. The fact that the Kar-Hoosh had been squatting in the ruins of the 
  “plaguehuis” (plague town) for several generations was conveniently overlooked at the time.  It is said Tillmann never 
  forgave the Vestmeers for this. 
   
  As citizens of Perrenland, and members of the Meerijder clan to boot, the Kar-Hoosh enjoy all the privileges that 
  this gives them.  The Himilda Hara was formally sworn in as a Graf and has a seat on the Council of Grafs and thus the 
  Kar-Hoosh have a political voice in the affairs of the nation.  Also the Ootlander tax was withdrawn from Rhennee 
  goods and services and the Kar-Hoosh now trade on an equal footing to the Meerijder, something many Meerijder 
  continue to complain about.  For their own parts, the divided houses of the Meerijder (the Vestmeer and Oostmeer) 
  could not sway the Kar-Hoosh to favour either side in the affair.  In fact over time the barge of the Himilda Hara has 
  become the home for face-to-face negotiations between the two aggrieved clans and some say the only place of reason in 
  the whole Meerijder clan. 
   
  Hell’s Gloom 
   
  Page 23 
  
  Player Handout #1 
  Letter from the Voormann 
  We the council of Perrenland call upon the Kar-Hoosh to assist its homeland in this hour of need. 
  When you first came to these lands you insisted upon taking the ancient oath of the mercenary for 
  reasons no one understood at the time.  Since then we stood by our traditions and let you abide here 
  in our lands and live off our lake and rivers free of the persecution your folk have suffered 
  elsewhere.  For your help against the “Witch Queen” your folk where granted full citizenship and 
  recognised as Meerijder, a clan of the lake, despite the resulting friction this caused within the 
  Meerijder clans.  You have a seat upon the Council of Grafs and your voice has been heard many 
  times.  Now we call upon the Himilda Hara as the leader of the Kar-Hoosh to once again show the 
  good faith we have come to expect from the Kar-Hoosh and to personally deliver as our envoy the 
  message that we will have delivered to you.  We stress the need for secrecy in this matter.  The 
  enemy is watching for the path that this message will take.  We have dispatched decoys to hopefully 
  confuse pursuit at least for a time, only you can draw down the veil we need to insure that the 
  message is safely delivered.  Take only those you can trust and make sure they know the import of 
  secrecy.  We ask for you to do this personally, as you powers alone can insure some chance of 
  success. 
   
   
  Faith and Truth 
   
   
  Orgus Bildgear  
   
   
   
   
   
   
  Renaulf Solcarde 
  The Voormann  
   
   
   
   
   
  Hetvoorshoolmann 
   
  Hell’s Gloom 
   
  Page 24 
  
  Player Handout 2 “What Clan am I?” 
   
  Your PC has the race of human (Rhennee).  Normally this would not require additional explanation or decision-making, 
  however, recent in-game developments for the Perrenland region now make this necessary.   
   
  The Rhennee in Perrenland have now been featured as a distinct cultural group from the Rhennee elsewhere in the 
  Flanaess.  It would be best to view this as an in-game revelation of an historical in-game development.  Because your PC 
  is both Rhennee and has a home region of Perrenland you have a choice.  You may stay simply as a Rhennee as per the 
  normal rules of Living Greyhawk, or you may choose to be a Kar-Hoosh Rhennee, one of the “North Folk” of the culture 
  featured in this adventure.  Being Kar-Hoosh provides no extra racial benefits other than adding cultural flavour to your 
  PC.  It will, however, allow you to claim membership of the Meerijder clans of Perrenland as a Kar-Hoosh, and to have 
  full citizenship of Perrenland as a result.  It will allow you to have in-game use of the cultural material contained in 
  Appendix one of this adventure. 
   
  If you decide to be Kar-Hoosh, them please have your DM indicate this upon the AR for this adventure.  You may 
  formally request the cultural information from the triad as well (post event) so that you can add this to your PC file.  In 
  order to request this information please email Patrick Williamson at patjeni@nor.com.au
   
  Hell’s Gloom 
   
  Page 25 
  
  Map 1: South−East Perrenland 
  Hell’s Gloom 
   
  Page 26 
  
  Map 2: Layout of the Manor 
   
   
  Hell’s Gloom 
   
  Page 27 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/595/Normal Scenarios/PER5-02 - Hell's Gloom (APL 2-12)/PER5-02 Hell's Gloom.pdf