TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
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  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  COR5-18 
   
  KUSNIR 
  A One-Round D&D ® Living Greyhawk™  
  Core Adventure 
  Version 1 
  By Stuart Kerrigan 
  Circle Reviewer: Creighton Broadhurst 
   
  The world of the Oerth is ever changing one, with a sense of irony. In the Duchy of Berghof slavers are now in shackles 
  while the slaves rules. For those who were neither one constant in these times has been suffering. A morally ambiguous 
  adventure for characters level 1-11 (APLs 2-8). Part One of the Iron Fist series. 
   
  
  COR5-18 Kusnir 
   
  Page 1 
  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 Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your Living Greyhawk 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS visit 
  the RPGA website at www.rpga.com. 
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. 
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a Living Greyhawk Adventure Record (AR). 
   
  LIVING GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  3. 
  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  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. 
  
  COR5-18 Kusnir 
   
  Page 2 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  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 Core adventure, set in the 
  Hold of the Sea Princes. All characters pay two Time 
  Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. 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 DC 20 
  Survival check, 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 
  Some among the wise have become concerned at events 
  unfolding in the seemingly unimportant the Duchy of 
  Berghof in the Hold of the Sea Princes. Since a civil war 
  between two factions of the Scarlet Brotherhood in 589 
  CY there have been numerous conflicting reports of 
  events transpiring in the duchy. 
   
  In early 591 CY, Kusnir, a village within the duchy, 
  became the rallying point for an army of emancipated 
  Olman and Touv slaves. A charismatic Touv named Utavo 
  the Wise, emerged as the leader of the slave army. The 
  Scarlet Brotherhood responded by sending a host to 
  crush Utavo and his men. Their efforts saw Utavo and 
  five score of his followers flee into the Kamph 
  Mountains. They returned a month later and wreaked 
  horrific vengeance upon the Brotherhood. The few 
  survivors from the Brotherhood host brought the terrible 
  news of fiends fighting at Utavo’s behest to their masters.  
   
  The newcomers have largely enslaved Berghof’s 
  small native population. The natives are forced to work 
  the fields to feed their new masters. When the local 
  populace proved too small to produce the required crops, 
  Utavo ordered slave taking raids into the lowlands to 
  make up the shortfall. With savage irony, the army of 
  emancipated slaves has themselves become slavers. Small 
  bands of native Holders have fled into the mountains, 
  making common cause with handfuls of Olmans and 
  Touv who oppose Utavo’s tyrannical rule. Starved of arms 
  and resources however, they can do little more than 
  subsist and evade capture by Utavo’s huntsmen.  
   
  ADVENTURE SUMMARY 
  The PCs are hired by a wealthy patron in Hokar to 
  investigate the region of Kusnir, a town now held by 
  Utavo the Wise. 
   
  The patron has little reliable information to give the 
  PCs that is not at least 5 years old. He asks however that 
  the PCs rescue a vassal of the old Duke of Berghof, Kurst, 
  if he still lives. 
   
  Encounter 1: The Fraternity of the Brazen 
  Blade 
  The PCs meet members of the Brazen Blade on the way to 
  the fraternity’s camp site. 
   
  Encounter 2: Brazen Blade Encampment 
  The PCs discover that the leader of the Brazen Blade is 
  torturing an Olman warrior, believing him to service 
  Utavo. Diplomatic PCs learn from the Olman that he in 
  fact serves another master, Horakur the Bold. Allied 
  against Utavo, Horakur is planning a raid on Kusnir. 
   
  Encounter 3: The Enemy of My Enemy 
  The PCs encounter Olman warriors on route to Horakur’s 
  camp. If the PCs are peaceful or are returning the 
  prisoner from encounter 2 they can be granted an 
  audience with Horakur. 
   
  Encounter 4: Horakur the Bold 
  The PCs arrive at Horakur’s camp. They learn that Utavo 
  has taken Horkaur’s wife’s sister prisoner and made her a 
  slave. This has infuriated the Olman and he is planning a 
  punitive raid on the Touv. Utavo is in his mountain lair 
  but his Utanu are seeking an unusually puissant Scarlet 
  Brotherhood warrior stalking the area. Thus Horakur 
  plans to strike now while Utavo’s defenses are weakened. 
  
  COR5-18 Kusnir 
   
  Page 3 
   
  If the PCs play their cards right they can volunteer to 
  lead the raid on Kusnir.  
   
  Encounter 5: Kusnir 
  There are several ways to enter Kusnir. The PCs can sneak 
  in through the Shrine of Syrul, attack the main gate, 
  sneak over the walls and so on. 
   
  Their task is easier if they join Horakur’s attack. If 
  the PCs accidentally alert the defenders Horakur leads 
  his main force to support the PCs. If they are not allied 
  with Horakur the attack occurs at an inconvenient time 
  for the PCs. 
   
  The PCs must search to rescue both Kurst and 
  Horakur’s wife’s sister.  
   
  Conclusion 
  The PCs return to Hokar. They have a chance to learn 
  information from Kurst about Utavo that may prove 
  useful for future adventures in the series. 
   
  UNDER AN IRON FIST 
  This series of adventures explores the Duchy of Berghof 
  in great detail. That fate of the duchy is however very 
  much in their hands (although they don’t know that yet). 
   
  Emphasis is placed on roleplaying over combat, 
  (although both paths can lead to success). A lot of the 
  information the PCs learn in COR5-18 Kusnir is not 
  relevant until later adventures in this series. 
   
  A NOTE ON LINEARITY 
  COR5-18 Kusnir is not a linear adventure, but there is a 
  price to be paid for this non-linearity.  
   
  The total number of troops in Kusnir is far in excess 
  of those listed, and by the same token the numbers 
  provided there would easily overwhelm a party of 
  adventurers. 
   
  It is also worth noting that the PCs gain experience 
  for defeating Utavo’s forces in Kusnir. They can defeat 
  them by rescuing Kurst and the other prisoners without 
  slaying a single person and gain full experience for this 
  part of the adventure. 
   
  INTRODUCTION: HOLD 
  AT HOKAR 
  Begin this introduction by explaining to the PCs that 
  they have been invited to the court of Prince Haramaar of 
  Hokar. Haramaar is one of the few surviving nobles of 
  the Sea Princes. As he is not exactly the most moral of 
  people it is unlikely paladins and good-types would ally 
  with him without good reasons. Such PCs could have 
  traveled to the Hold of the Sea Princes on the orders of 
  another patron, such as:- 
   
  A noble, but secretive Keoish patron interesting 
  in learning more about the Hold’s chaotic 
  situation so that he may safeguard his nation’s 
  southern borders. While this person’s identity 
  remains secret any detect good type spells 
  register as positive. The PCs’ contact is located 
  in Gradsul. 
   
  The Jade Mask of the former Iron League 
  (Splintered Sun region), or one of their “allies” 
  wish to gain information on the Scarlet 
  Brotherhood’s territories and have managed to 
  transport the PCs here. 
   
  The PCs can be brought to the Duchy of 
  Berghof while investigating rumors of treasure 
  in the region. Indeed enterprising DMs could 
  arrange for the party to find the journal or other 
  correspondence from individuals claiming to 
  have wielded “items of unimaginable power” 
  found in Kusnir. 
   
  Another treasure the PCs could be seeking is 
  Scather, a dark sword holy to the priesthood of 
  Kelanen wielded by the black-hearted warrior-
  priest Dantalion. Dantalion is a native of the 
  Hold of the Sea Princes and is rumored to be 
  cutting a swathe of destruction through the 
  Hold. 
   
  If you are unable to think of any other plausible 
  scenario an old mage named Allistun of the Free 
  City has asked the PCs to investigate the Hold 
  and specifically rumors of Utavo’s power in the 
  Kusnir region. 
   
  Begin the adventure by reading aloud or paraphrasing the 
  following text:- 
   
  The capital of the free Hold of the Sea Princes 
  is the city of Hokar. It is to there, at your 
  patron’s behest, you have traveled to gain 
  information on the shattered country. 
   
  There you have discovered that the so-
  called Prince of Hokar is seeking adventurers 
  for some unspecified task. 
  The 
  Prince’s 
  court is in an old soma den – hardly a place for 
  a prince - and it retains the same dingy quality 
  and the reek of scum and villainy. 
   
  In a side alley one wretch is literally selling 
  his own right hand, claiming that wearing it 
  around the neck grants magical properties to 
  the wearer, while on the right two young 
  women sit, having just been sold to perspective 
  husbands by what you might presume is their 
  father. 
   
  At the end of the alley is your destination, 
  where a tall woman, clearly of mixed orc and 
  human heritage, beckons to you. 
   
  DISTRACTED ALREADY? 
  This is simply descriptive boxed text but it is possible the 
  PCs may be instantly diverted by this. If not continue 
  down to “The Doorway”, below. 
   
  The Hand 
  The hand being sold is just a bloody severed hand 
  belonging to the beggar. He is so malnourished and 
  hungry he decided to cut his own hand off and sell it 
  
  COR5-18 Kusnir 
   
  Page 4 
  rather than go another day without food. He thanks the 
  PCs if they give him money. If they give him 5 gp or 
  more and don’t want the bloody severed extremity he 
  curses them for coming along after he has cut off his 
  hand needlessly. He is quite mad. 
   
  The Slaver 
  The girls, as noted have already been sold and are in a 
  soma-induced state. Thus they are quite open to 
  suggestion from their father. The bidders on the other 
  hand might get upset if the PCs try to offer more for the 
  girls. The father is a non-combatant, as are the two 
  winning bidders. If a fight breaks out they attempt to flee. 
   
  The Door 
  The woman licks her lips, and smiles, revealing 
  tusks that show her half-orc heritage, “I have 
  heard that you sought this place. Come, the 
  Prince is ready for you.” 
   
  She leads you down several dark and dingy 
  corridors. Eventually you reach an ornate silk 
  curtain, behind which lies a door.  
   
  The half-orc woman eyes you with cruel 
  yellow eyes before speaking, “Stand for His 
  Excellence, Prince Haramaar, son of Reon of 
  Hokar.” 
   
  The oak doors are opened and four dark-
  skinned men enter, sweating under the burden 
  of a sedan chair. Seated in this chair is a large 
  and fat fellow dressed in fineries. 
   
  �
  k Haramarr, Prince of Hokar: male human 
  fighter, CN. 
   
  Appearance: Haramarr is grossly overweight and 
  dresses in excessive fineries. He never walks anywhere. 
  Either he travels in his sedan chair or an armored 
  carriage.  
   
  Character: Haramarr is arrogant and is convinced 
  that all and sundry share his black humor. He is a shrewd 
  and black-hearted character who believes that others 
  were put on the Oerth to serve and sate his gross 
  appetites. 
   
  Haramarr is the son of Reon, the Plar of Hokar, one 
  of the Sea Princes slain by the Brotherhood. On business 
  in Keoland when his father was killed, Haramarr was able 
  to return to the Hold using hidden wealth and slaves to 
  set himself up as a powerbroker in Hokar. His title of 
  prince is self-awarded. 
  Haramarr is an arrogant, 
  putrid fellow who represents all can be wrong with a 
  nobleman. He is however a stern patriot and of all the 
  coalition in Hokar it is he who has successfully directed 
  the rebel forces to relative prosperity. 
   
  The poor slaves bear the grossly overweight Prince to 
  his throne, where he stands briefly before sitting. 
   
  Slumped in his throne the Prince seems short 
  of breath. He scrutinizes you before addressing 
  the half-orc woman, “These are the adventurers 
  you spoke of? Excellent.” 
   
  “What know you sellswords of the name 
  Utavo the Wise?” 
   
  It is unlikely the PCs know much of Utavo but if they do 
  have such knowledge Haramaar is impressed. If not he 
  relates the following:- 
   
  “He’s a savage and a slave, much like these 
  fellows.” He turns to the dark-skinned bearers 
  and 
  motions 
  for 
  them 
  to 
  leave 
  before 
  continuing. 
   
  “Utavo was once a Brotherhood lackey. He 
  showed more spirit than these dregs, and 
  fought back at a place called Kusnir.”  
   
  “Since then Utavo’s rumored to have set up 
  shop there – some say he rules as a king. Others 
  say he’s left this world to pursue greater power. 
  I have summoned you here because I desire to 
  know more about Kusnir and the extent of 
  Utavo’s power. I would like you to rescue 
  someone for me who may have the answers I 
  seek. Are you interested?” 
   
  Q: Who are we to rescue? 
  A: “When the Scarlet Sign took over Kusnir 
  they took the villagers as thralls. One in 
  particular, an elderly fellow named Kurst 
  interests me. He was once the headsman of 
  Kusnir. I’ve been informed by my agents he 
  still lives, and is yet kept as a slave. 
   
  “If he is, the canny old fellow can supply us 
  with much needed information on Utavo and 
  what he has been up to. And information is 
  what I deal in.” 
   
  He coughs for a moment as his bloated face 
  turns purple, “Imagine that – the slaves now 
  slavers. Obviously something they picked up 
  from their betters.” 
   
  Q: Savages? 
  A: “Savages like my bearers, though I have gone 
  to great lengths to tame them. They were a 
  present to me from the Fraternity.” 
   
  Q: What’s the Brazen Blade? What is the Fraternity? 
  A: “Their full name is the Fraternity of the 
  Brazen Blade and they are followers of Kelanen. 
  Good with the sword as you would expect, they 
  are also skilled guerrilla fighters.” 
   
  Q: You keep slaves? 
  A: “What of it? That has always been our way.” 
   
  Q: What about the other villagers who’ve become 
  slaves? 
  A: “Bring them back if you can, but Kurst is the 
  priority.” 
   
  Q: What can you tell us about Kusnir? 
  A: ”Little village – used to be bigger until the 
  lake swallowed half of it. It became a rallying 
  
  COR5-18 Kusnir 
   
  Page 5 
  point 
  for 
  escaped 
  slaves 
  during 
  the 
  occupation.” 
   
  Q: Who is Utavo the Wise? 
  A: “He’s now the leader of the Touv, ruling 
  from both Kusnir and some base in the 
  mountains we’ve not been able to find.” 
   
  Q: What aid can you give us? 
  A: “There’s a camp of the Brazen Blade nearby. 
  They routinely scout the area killing any 
  Brotherhood soldiers they come across. They 
  may know more about Kusnir, I suggest you 
  seek them out.” 
   
  Q: Who is Kelanen? 
  A: Haramarr looks at you with obvious disdain 
  and surprise. “The Prince of Swords? He is the 
  deity followed by most of the nobility.” 
   
  Q: Do you follow Kelanen? 
   
  “No. I prefer to solve my own problems 
  rather than assuming some god will swoop 
  down and save us all. Besides it’s been over a 
  decade since the followers of the Scarlet Sign 
  came here and Kelanen has not yet saved us.” 
   
  Q: What’s in this for us?  
   
  Kurst’s safe return: 100 gp x APL 
   
  Additional slave’s return: 1 gp per slave 
   
  Troubleshooting: It is entirely possible that the PCs 
  turn down Haramarr’s offer. In this case the PCs are 
  contacted by Morcarak, a cleric of Kelanen instead/as 
  well. 
   
  k Morcarak, Priest of Kelanen: male human 
  cleric; N. 
   
  Appearance: Morcarak is a thin, muscular fellow. His 
  skin is very pale and he has shaved his head completely. 
  He has a large scar across the top of his head. 
   
  Character: Morcarak is worried by the Fraternity of 
  the Brazen Blade. He believes they have lost their way 
  and that they are far too focused on revenge to maintain 
  the balance taught by Kelanen.  
   
  Morcarak offers conditions equal to that of 
  Haramarr’s, and unlike Haramarr wants all of the slaves 
  returned, not just Kurst. He also seeks more information 
  on the Fraternity and directs the PCs to their 
  encampment. 
   
  Development: The PCs likely travel east to 
  Berghof to the encampment of the Fraternity. Proceed to 
  Encounter 1: The Fraternity of the Brazen Blade. 
   
  ENCOUNTER 1: THE 
  FRATERNITY OF THE 
  BRAZEN BLADE 
  The Fraternity of the Brazen Blade have a ring of scouts 
  posted a mile from their camp. These men attempt to 
  sneak up and intercept the PCs as they approach the 
  camp. 
   
  d Fraternity of the Brazen Blade Members 
  (4): male human fighter 1; hp 12, 12, 12, 12; See 
  Appendix 1. 
   
  Appearance: Dressed in chainmail and touting either 
  fine longswords or crossbows the fraternity’s men are a 
  mix of Suel and Oerid blood. Each wears a pin bearing a 
  starburst of nine swords. 
   
  Character: These men are suspicious and wary. They 
  do not allow the PCs to proceed unless they are able to 
  prove that they neither serve Utavo or the Scarlet 
  Brotherhood. 
   
  These men are arrogant but not unreasonable. A 
  decent explanation of who sent them and why, or a 
  successful DC 15 Diplomacy check (modified for good 
  roleplaying) convinces them to relax their guard.  
   
  They know the following:- 
   
  There is a camp of over five score savages 
  massing nearby. The men can provide directions 
  to this camp if asked, though they warn the PCs 
  to avoid it. 
   
  A DC 15 Gather Information check gets one of 
  the men to reveal that the Fraternity is holding a 
  prisoner at their camp. The Fraternity men 
  encountered a patrol from that savage camp this 
  morning and took a prisoner. The patrol seemed 
  to be searching the area for something. The 
  prisoner is being questioned about this today. 
   
  Development: If the PCs are careful here they 
  might be invited to the Brazen Blade camp. In this case 
  proceed to Encounter 2: Brazen Blade Encampment. On 
  the other hand the PCs might be inclined to seek out 
  Horakur’s camp based on what the men have told them. 
  This leads them to Encounter 3: The Enemy of My 
  Enemy.  
   
  ENCOUNTER 2: BRAZEN 
  BLADE ENCAMPMENT 
  Whether led here as prisoners or comrades the PCs easily 
  find the Brazen Blade’s camp. To find it without 
  directions or a guide requires a DC 20 Survival check by 
  someone with the Track feat as the fraternity masks their 
  tracks as a matter of course. 
   
  The camp consists of six tents hidden among the 
  trees. There is no campfire and two sentries are posted at 
  each cardinal point of the compass. There are 20 men in 
  total in the camp, including Murquel, a competent 
  swordsman. 
   
  If the PCs killed any of the fraternity members they 
  are met with hostility if their deed is discovered (which it 
  will be if the patrol never returns). In this case use the 
  statistics from Encounter 1 for Murquel and his men for 
  the combat that will inevitably ensue. 
   
  When the PCs arrive Murquel is beginning to 
  torture the captured Olman. The savage, Otanuv, is 
  understandably not pleased by this, but resists to the best 
  of his ability. 
  
  COR5-18 Kusnir 
   
  Page 6 
   
  k Murquel the Blade-Blessed: male human 
  fighter 5. 
   
  Appearance: Muddy-blond of tress, sleek and 
  muscular, Murquel wears a chain shirt and carries a 
  greatsword decorated with runes and a starburst of nine 
  swords engraved in the pommel. His needle-thin blue 
  eyes dart from person to person in conversation and he 
  often has a sour expression on his face. 
   
  Character: Murquel is an arrogant, calculating and 
  fanatical leader. If any of the PCs openly espouse the 
  worship of Kelanen he greets them as brothers and treats 
  them with respect until they, at any time, disagree with 
  him. He is cold and brief in his dealings with anyone not 
  a worshipper of Kelanen or who argue with his way of 
  doing things. 
   
  k Otanuv: male human barbarian 1. 
   
  Appearance: Otanuv is a bare-chested Olman 
  warrior. His chest and arms are decorated with several 
  ornately inked tattoos. Recent scars, inflicted by his 
  captors, are also plainly visible on his body and arms. He 
  has obviously been tortured and his left shoulder is 
  dislocated. 
   
  Character: Otanuv is an Olman tribesman who has 
  sworn a blood-oath service to Horakur the Bold. He is 
  quite fanatical and capable of resisting torture. 
   
  Development: If the PCs allow the torture to 
  continue unchecked for 10 minutes Otanuv, feeling 
  himself begin to weaken, decides to end his suffering by 
  biting off his own tongue. He then spits it disdainfully at 
  the feet of his torturers. This enrages Murquel enough to 
  slit the savage’s throat unless the PCs intervene.  
   
  A reasoned argument, or a successful DC 25 
  Diplomacy check is sufficient to persuade Murquel to let 
  the PCs take over Otanuv’s “interrogation,” or to stop 
  Murquel from murdering Otanuv in cold blood. 
   
  If the PCs are obviously instrumental in saving 
  Otanuv from Murquel he warms to them. If he was 
  rendered mute he communicates through sign and 
  writing (he writes limited Common). He states that his 
  chief, Horakur the Bold, is planning to attack Kusnir. If 
  the PCs have earned his trust and mention that they also 
  plan to attack Kusnir he offers to take them to Horakur’s 
  camp.  
   
  Murquel advises against this, warning them of the 
  duplicitous nature of savages. If they do not relent he 
  eventually pouts and curses, but lets them take Otanuv. If 
  they go with Otanuv, go to Encounter 3: The Enemy of 
  My Enemy. If not proceed to Encounter 5: Kusnir. 
   
  ENCOUNTER 3: THE 
  ENEMY OF MY ENEMY 
  On route to Horakur’s camp the PCs are waylaid by an 
  Olman patrol. Make opposed Hide checks for the Olman 
  against the PCs’ Spot checks; the Olman attempt to get 
  the drop on the PCs if possible.  
   
  The Olman’s reaction to the PCs depends on 
  whether they have Otanuv with them. 
   
  Otanuv Alive and Unharmed: 
  If Otanuv 
  is able he greets the warriors in his native language. After 
  a short conversation he convinces the Olman to allow the 
  PCs into the village to speak with Horakur. 
   
  Otanuv Alive and Mute: If Otanuv is able he 
  waves to the Olman and tries to attract their attention. 
  Once it is apparent that he has been horribly mutilated 
  they insist on releasing him and view the PCs with 
  distrust. Otanuv will however be able to intervene 
  enough to stop combat breaking out.  
   
  Otanuv Dead or not with the PCs: The Olman 
  view the PCs with distrust. They will however escort the 
  PCs to their camp unless the PCs are particularly 
  aggressive, rude or appear to be members of the Scarlet 
  Brotherhood.  
   
  PEACEFUL NEGOTIATIONS 
  If the Olman are friendly to the PCs they tell the PCs 
  what they know:- 
   
  Horakur the Bold is planning to attack Kusnir 
  in order to rescue something precious to him. 
   
  Otanuv was captured by the “dirt-heads” – the 
  Olman name for the Brazen Blood. 
   
  Development: The PCs are led to the Olman leader, 
  Horakur the Bold, in whatever manner is appropriate to 
  the outcome of this encounter. Proceed to Encounter 4: 
  Horakur the Bold. 
   
  ENCOUNTER 4: HORAKUR 
  THE BOLD 
  The PCs enter the camp of Horakur the Bold, as Olman 
  chief prepares to attack Kusnir to rescue his wife’s sister. 
   
  k Horakur the Bold: male human barbarian 7. 
   
  Appearance: Horakur is a tall Olman warrior who 
  wears a golden ring through his nose and a set of grassy 
  pantaloons. When he holds court he prefers to go bare-
  chested, to display the multitude of black, blue and, gold 
  tattoos covering every inch of his body. 
   
  Character: Horakur has learned Common during his 
  captivity but he deems himself to be too important to 
  speak it, preferring to act through his interpreter, 
  Lokynn. If any PCs speak Olman he is impressed, 
  especially if they are not Olman themselves. 
   
  Horakur is currently in a cold rage. 
   
  k Mirawarr of Nola: female human wizard/cleric 
  (Nola). 
   
  Appearance: An ornately tattooed Touv woman, 
  Mirawarr wears the symbol of a golden sun around her 
  neck. A successful DC 25 Knowledge (religion) check 
  (with a +15 circumstance bonus for Touv or Olman PCs) 
  reveals this as the symbol of Nola, the good-aligned Touv 
  sun deity.  
   
  Character: As Horakur’s chief-wife Mirawarr is 
  forbidden by tradition to talk with outlanders. As such 
  she is expected to address the PCs through Lokynn. 
  However she is a fiercely independent woman and as 
  such when he is not around speaks directly to the PCs. 
  She is genuinely worried about her sister. 
  
  COR5-18 Kusnir 
   
  Page 7 
   
  Mirawarr is greatly offended if any of the PCs believe 
  her to be a follower of Pelor. Her husband and several of 
  the men ready their weapons momentarily before 
  Mirawarr excuses their ignorance in mistaking her most 
  holy god for an outland deity. 
   
  k Lokynn the Tongued: male human aristocrat. 
   
  Appearance: Lokynn is a nervous, thin, scraggly 
  Olman male. 
   
  Character: Lokynn is Horakur’s interpreter and as 
  such it is he who addresses the PCs in Common. He tries 
  to have no opinions of his own but if Horakur is about to 
  lose his temper he gets incredibly nervous. 
   
  TALKING WITH HORAKUR 
  Lokynn interprets for Horakur’s as follows:- 
   
  Why are you preparing to attack Kusnir? 
   
  Lokynn: In their recent raids across Lake 
  Spendlowe 
  Utavo’s 
  slavers 
  have 
  taken 
  Horakur’s nuawn. 
   
  What is a nuawn? 
   
  Lokynn: The sister of his wife. 
   
  Tell us more about this nuawn? 
   
  Lokynn: Her name is Nirwanga. Horakur 
  believes she is being held in the apostate’s 
  village. 
   
  Lokynn: Can we aid you in the attack on 
  Kusnir? 
   
  Lokynn explains Horakur requires a blood-oath 
  (which requires the PCs to shed blood from their arms 
  with Horakur’s knife) before he will join with them. They 
  must swear to fight for him during the attack on Kusnir. 
  If they do this the proud Horakur is satisfied. 
   
  What can you tell us of Utavo the Wise? 
   
  Lokynn: Horakur once met him when they 
  were slaves not far from Kusnir. He was a quiet 
  but strange man, given to the study of wicca. 
  Some thought he was wise, but wise men do not 
  always decide good is the best course of action. 
   
  Why attack now? 
   
  Lokynn: Utavo is in his mountain lair and 
  the Utanu are pledged to find Brotherhood 
  raiders searching the shores of the lake. Their 
  men are depleted. Now is the best chance to 
  attack. 
   
  What is your plan? 
   
  We must be quick. Utavo is said to be able 
  to appear from thin air and he brings the 
  nagaul with him. 
   
  What are the nagaul? 
   
  Lokynn looks to his master for guidance and then 
  offers only the following information. 
   
  Lokynn: Those pledged to serve us while we 
  are not free. Their aid comes at a price. 
   
  What price? 
   
  Lokynn (clearly nervous): That is not for 
  outsiders to know. 
   
  What warrior is this? 
   
  Lokynn: Three of my liege’s men and 
  Mirawarr followed him briefly. He wields 
  powerful magics. They say he smells of straw 
  and that he kills Utanu that challenge him. 
   
  What do you mean he smells of straw? 
   
  Lokynn: He works for them – the ones with 
  heads of straw and robes of blood. The Scarlet 
  Ones you call them. 
   
  Mirawarr: He smells of the straw, but not of 
  the straw. There is a blackness about him. The 
  strawheads are dark, like the twilight, but this 
  man and his invisible servants, are somehow 
  darker. He has headed east of Kusnir for now 
  and Nola willing will not play a role in our 
  mission. 
   
   
  Development: If the PCs mention their quest to 
  rescue Kurst, Horukar suggests that both Kurst and 
  Nirwanga should be held in the same area. If any of the 
  PCs show any interest in rescuing Nirwanga, Horakur is 
  willing to let them try if they swear a blood oath. 
   
  If the PCs are able to persuade Horakur to listen to 
  them they can attempt to delay his attack by one day, 
  allowing them to attempt stealth and subterfuge to rescue 
  his nuawn. Horakur and his men gladly offer to stand 
  ready to attack if the PCs are discovered. 
   
  On the other hand if the PCs favor Horakur’s more 
  direct approach he suggests they directly approach the 
  slave pen while he and his forces act as a diversion. 
   
  If the PCs use good roleplaying and diplomacy you 
  could allow them to combine the forces of the Olman and 
  the Brazen Blade. This buys them even more time during 
  the assault. However these two groups are hostile to each 
  other and thus any alliance is shaky at best. Before the 
  attack the PCs will have to be on their guard against 
  incidents between the two groups. 
   
  ENCOUNTER 5: KUSNIR 
  The PCs adventure in Kusnir is intended to be relatively 
  freeform. Refer to the relevant sections below for 
  descriptions of Kusnir and the number of enemy troops 
  in the village. Stat blocks are provided for the 
  improvisation of encounters (such as a guard patrol at the 
  gate, or a random passer-by who spots the PCs and so on). 
   
  GETTING INTO KUSNIR 
  There are many ways the PCs might sneak into Kusnir. 
  You should note the word “sneak”. If the PCs are spotted 
  the alarm is sounded at the first opportunity. From this 
  point they have a limited amount of time to locate the 
  
  COR5-18 Kusnir 
   
  Page 8 
  prisoners. This makes it harder for them to complete all 
  their objectives, in fact it is difficult to locate the 
  prisoners at all if they mess up getting into the village. 
   
  The Gardens of Ehlonna 
  Outside Kusnir was a garden shrine to Ehlonna, with the 
  priests housed within the temple in the village proper.  
   
  The shrine contained an underground grotto linked 
  to the temple inside the village. Mysteriously tar pits have 
  formed in the Gardens of Ehlonna and despite the Touv 
  druids reconsecrating it the garden shrine swiftly became 
  choked with scrub and fungus. It is all but abandoned 
  now. 
   
  Within the garden lies a secret trapdoor (requiring a 
  successful DC 20+ APL Search check to discover). Beyond 
  lies a passageway connecting to the old temple of 
  Ehlonna (now a Temple of Syrul). If the PCs can get in 
  and silence the priest of Syrul within they can enter 
  Kusnir undetected. 
   
  Lake Spendlowe 
  The PCs could conceivably build makeshift rafts to get 
  into Kusnir. Horakur’s men can easily make these, 
  otherwise a successful DC 15 Craft (woodwork) or similar 
  skill check could make something workable. Kusnir has a 
  dock which the PCs could easily reach (the lake is 
  relatively calm). 
   
  Magic 
  There are of course spells that could be used to gain 
  access to Kusnir, reward the PCs for their use. 
   
   
  Bluff/Disguise 
  Unless the PCs are Olman or Touv in appearance (or 
  make themselves so with magics or a disguise) they are 
  likely to be met with suspicion. (Treat this as giving a -10 
  circumstance penalty to their Bluff and Diplomacy 
  checks). They also need to be able to speak Olman or 
  Touv as 75% of the Touv do not speak Common (check 
  for this as necessary). 
   
  If the PCs allied with Horakur he can have 
  tribesmen teach the PCs some basic phrases, such as, “We 
  bring prisoners” and so forth. If the PCs wish he could 
  additionally provide a warrior to aid in their bluff by 
  prompting the PCs with what to say. 
   
  THE RUINS OF KUSNIR  
  Forgotten and downtrodden the original villagers not 
  slain by the invading Scarlet Brotherhood, shipped to 
  parts unknown or slain by their savage counterparts 
  during Utavo’s liberation are now little more than slaves.  
   
  Only a few remain of the original settlers. Many of 
  these fellows are the sick, old and/or infirm.  
   
  The following text describes the areas of note within 
  Kusnir. 
   
  0) Gates 
  At times of low alert there are five Touv warriors on the 
  gate. At times of high alert there can be as many as ten, 
  although not all will engage a small attacking force (some 
  will rush to check other portions of the walls, raise the 
  alarm and so on. Use your judgment here as to how many 
  sentries the PCs can realistically deal with. 
   
  The palisade wall surrounding Kusnir is 15 feet high 
  and topped with sharpened stones and wood to make 
  climbing over the wall difficult. PCs must succeed on DC 
  20 Climb checks to scale the wall.  
   
  1) Original Slave Pens 
  Little more than scorched lines in the earth mark the 
  pens where once Olman, Touv, Hepmonaland Suel and, 
  even the original folk of Kusnir were imprisoned as 
  virtual serfs of the Scarlet Sign. It is now meticulously 
  clean—the bodies and bones that once lay scattered about 
  the area are all now buried. 
   
  An aura of menace lies here—felt by any druid, 
  paladin or cleric who enters the area. During the uprising 
  against the Scarlet Brotherhood powerful fiendish magic 
  was used here by Utavo. During the insurrection he 
  sacrificed some of his men and summoned demons to 
  slay the occupiers. 
   
  2) The Ruined Houses 
  Most of the houses in Kusnir were occupied by the 
  overseers of the Scarlet Sign after the fall of the Hold. 
  Consequently when the demons struck on the Night of 
  the Nagaul, their handiwork left the buildings in quite a 
  state. 
   
  3) Restored House 
  The survivors have attempted to restore this house. This 
  typically means at least one room is structurally intact. 
  However it has a dour and shoddy feel to it. 
   
  4) Shrine to Syrul 
  This building was once a shrine dedicated to Ehlonna the 
  Huntress. Once the Scarlet Brotherhood took Kusnir 
  they leveled the shrine, destroying the reliquary. It was 
  converted to a shrine to Syrul – the Suel goddess of lies 
  and deceit. During Utavo’s uprising all the other Scarlet 
  Brotherhood shrines were destroyed except this one. 
  There are some that believe Syrul is Utavo’s patron deity 
  as he spends most of his time in Kusnir here. 
   
  4a) There is a 75% chance that Wassal, the Olman 
  priest of Syrul, is present here before the attack either 
  praying or preparing the shrine for a black mass of lies. 
  During the attack this chance drops to 10%.  
   
  If interrupted from his prayers he attempts to talk 
  with the PCs. Allow them a chance to bluff their way 
  through here but remember that he is no fool and anyone 
  who is not a Touv sticks out like a sore thumb. (Treat him 
  as hostile in regard to Diplomacy checks and apply a -10 
  circumstance penalty if the PCs are not disguised as 
  Touv). 
   
  4b) This room bears no holy symbols to the Mistress 
  of Lies, but rather eight sets of manacles, embedded into 
  the walls. A lever in the room causes the eight sets of 
  manacles to retract quartering any hapless victim. There 
  are blood stains on the floor and any PC who makes a 
  successful DC 15 Heal check realizes the blood is less 
  than a week old. 
  
  COR5-18 Kusnir 
   
  Page 9 
   
  4c) The grizzled remains of a marodin (an 
  intelligent man-shaped plant creature) that was tortured 
  lies in this room. Written in marodin blood on the wall 
  (in Touv) is the following:- 
   
  “Danger… forces of evil gather… fiends stalk 
  the land… come to me… imprisoned in the 
  halls of my fathers… hasten to me… I await the 
  coming of a new bearer… To long have I 
  tarried in my purpose…” 
   
  If Kurst is with the PCs, or they mention it in his 
  presence later on, he notes that something similar to this 
  happened almost 20 years ago. His memory is hazy 
  though and he cannot remember any substantive details.  
   
  4d) Sacrifice Room 
  Nirwanga is here, awaiting sacrifice, but unless the PCs 
  are able to somehow communicate with her (she speaks 
  only Touv) she is hostile and suspicious to the PCs. PCs 
  can attempt to change her attitude with a successful 
  Diplomacy check (Treat her as hostile in regard to 
  Diplomacy checks). Note that the PCs must be able to 
  speak to (and be understood by) Nirwanga to attempt 
  this. Alternatively the PCs could render her unconscious 
  and forcibly rescue her. 
   
  5) Slave-Pen 
  The slaves are guarded by an assassin vine that attacks the 
  PCs if they attempt a rescue. The slaves try to warn the 
  PCs of the danger in a mixture of Common, Ancient 
  Suloise, Touv and Olman.  
   
  There are thirty prisoners, twenty of whom can 
  move. The other ten however are in a bad way and will 
  need to be carried from the village. This group of ten 
  includes the old, infirm and so forth. Kurst is here – 
  Nirwanga is not, though the prisoners know she is in the 
  Temple of Syrul. 
   
  6) The Stone Altar 
  Utavo appears here after the alarm is called and the 
  number of rounds given in “The Sands of Time” section 
  has passed. The altar is otherwise used for sacrifice. 
   
  ENEMY FORCES IN KUSNIR 
  A complete roster of all the enemies in Kusnir is listed 
  below. It is not necessary, or even fair, for the PCs to face 
  all of these. Rather you should use them to create the 
  necessary encounters.  
   
  The EL listed below for each APL is the total value in 
  ELs of all the foes the PCs will face in this encounter. The 
  DM should modify this total dependant on any other 
  combats the PCs have been involved in during earlier 
  encounters. 
   
  The PCs should never face an encounter of more 
  than APL +2 and should only face one such encounter. 
   
  It is not necessary for the PCs to face all of these 
  opponents in direct combat; successfully avoiding their 
  foes results in the PCs gaining the requisite XP award. 
   
  APL 2 (EL 10) 
   
  d Touv Beserkers (20): male human barbarian 1, 
  hp 12 each; see Appendix 1. 
   
  d Wassal: male human cleric 2, hp 18; see 
  Appendix 1. 
   
  d Assassin Vine: hp 30; see Monster Manual page 
  20. 
   
  EL Calculations  
   
  Berserker (1): EL 1  
   
  Berserker (2): EL 2  
   
  Berserker (3): EL 3  
   
  Berserker (4): EL 3  
   
  Wassal: EL 1 
   
  Assassin Vine: EL 3 
   
  APL 4 (EL 12) 
   
  d Touv Beserkers (20): male human Barbarian 
  3, hp 35; see Appendix 1. 
   
  d Wassal: male human Cleric 4, hp 34; see 
  Appendix 1. 
   
  d Advanced Assassin Vine: hp 89; see 
  Appendix 1. 
   
  EL Calculations  
   
  Berserker (1): EL 3 
   
  Berserker (2): EL 5 
   
  Wassal: EL 3  
   
  Assassin Vine: EL 5 
   
  APL 6 (EL 14) 
   
  d Touv Beserkers (20): male human Barbarian 
  5, hp 52 each; see Appendix 1. 
   
  d Wassal: male human Cleric 6, hp 65; see 
  Appendix 1. 
   
  d Advanced Assassin Vine: hp 129; see 
  Appendix 1. 
   
  EL Calculations:  
   
  Berserker (1): EL 3  
   
  Berserker (2): EL 5  
   
  Berserker (3): EL 8  
   
  Wassal: EL 5 
   
  Advanced Assassin Vine: EL 7 
   
  APL 8 (EL 16) 
   
  d Touv Beserkers (40): male human Barbarian 
  5, hp 52 each; see Appendix 1. 
   
  d Wassal: male human Cleric 8, hp 70; see 
  Appendix 1. 
   
  d Advanced Assassin Vine: hp 230; see 
  Appendix 1. 
   
  EL Calculations 
   
  Berserker (1): EL 3 
   
  Berserker (2): EL 5 
   
  Berserker (3): EL 8 
   
  Berserker (4): EL 9 
   
  Wassal: EL 7 
  
  COR5-18 Kusnir 
   
  Page 10 
   
  Advanced Assassin Vine: EL 9. 
   
  Treasure 
  APL 2 
   
  Treasure Per Beserker: L: 1 gp; C: 0 gp; M: 0 gp. 
   
  Treasure On Wassal: APL 2: L: 24 gp; M: wand 
  of inflict light wounds (25 gp), Quaal’s feather token 
  (bird) (25 gp). 
   
  APL 4 
   
  Treasure Per Beserker: L: 1 gp; C: 0 gp; M: 
  potion of cure light wounds, 4 gp. 
   
  Treasure On Wassal: APL 4: L: 24 gp; M: wand 
  of inflict light wounds (25 gp), Quaal’s feather token 
  (bird) (25 gp), Quaal’s feather token (swan boat) (38 gp), 
  potion of shield of faith (4 gp). 
   
  APL 6 
   
  Treasure Per Beserker: L: 27 gp; M: potion of 
  cure light wounds, 4 gp. 
   
  Treasure On Wassal: L: 24 gp; M: wand of inflict 
  moderate wounds (150 gp), Quaal’s feather token (bird) 
  (25 gp), Quaal’s feather token (swan boat) (38 gp), potion 
  of shield of faith (4 gp). 
   
  APL 8 
   
  Treasure Per Beserker: L: 27 gp; M: potion of 
  cure light wounds x2, 8 gp. 
   
  Treasure On Wassal: L: 24 gp; M: wand of inflict 
  serious wounds (375 gp), Quaal’s feather token (bird) (25 
  gp), Quaal’s feather token (swan boat) (38 gp), potion of 
  shield of faith (4 gp). 
   
  Detect Magic Results: wand of inflict light 
  wounds (faint necromancy), Quaal’s feather token (bird) 
  (moderate conjuration), Quaal’s feather token (swan boat) 
  (moderate conjuration), potion of shield of faith (faint 
  abjuration), wand of inflict moderate wounds (faint 
  necromancy), wand of inflict serious wounds (faint 
  necromancy). 
   
  Tactics: Sentries carry war horns to alert the village. Of 
  course if/when Horakur’s men attack the alert is 
  immediately sounded if it has not already been so. 
   
  THE SANDS OF TIME 
  Once the PCs are detected in Kusnir they only have a 
  certain number of rounds before they are forced to flee by 
  superior numbers of Touv. This depends on how many 
  allies they have on their side:- 
   
  No allies: 20 rounds 
   
  Brazen Blade only: 30 rounds 
   
  Olman only: 40 rounds 
   
  Brazen Blade and Olman: 50 rounds 
   
  After this time read aloud the following text:- 
   
  There is a crash of thunder and a figure appears 
  suddenly on the stone altar in the center of 
  Kusnir. He raises a jeweled gauntlet and points 
  at you, snarling in a language you do not 
  understand. 
   
  Allow the PCs to escape Kusnir chased by superior 
  numbers of Touv warriors. (The PCs are unfortunate 
  enough to time their attack to coincide with the return of 
  a large warband of Utavo’s followers who rush to help 
  their comrades). In this situation the PCs have failed in 
  their mission and will not be able to free the slaves 
  (unless they have already done so).  
   
  If there are any PCs in the vicinity of the stone altar 
  unwilling to flee the superior opposition assume that 
  Utavo can cast any 1st-5th level cleric spell necessary to 
  deter the PCs from attacking him.  
   
  After this time if the PCs are not fleeing from Kusnir 
  they are attacked by wave upon wave of Touv warriors 
  rushing to the village’s defense. Eventually the PCs are 
  forced to retire.  
   
  CONCLUSION 
  THE BRAZEN BLADE 
  The Brazen Blade warband, if they still are on speaking 
  terms with the PCs, have little interest in the prisoners. 
  They do escort the PCs eastwards toward Hokar for two 
  days before returning to their spying. 
   
  If the PCs fell foul of the Brazen Blade they receive 
  the following AR entry. 
   
  W Disfavor of the Brazen Blade: You have earned the 
  enmity of the Fraternity of the Brazen Blade, a vicious 
  revenge society dedicated to Kelanen. 
   
  THE TOUV AND NIRWANGA 
  If the PCs were allied with the Olman and attempt to 
  return Nirwanga to them immediately they should find 
  Horakur is occupied by the battle against Kusniri forces. 
  Lorakyr the Tongued on the other hand is not taking any 
  part in the battle beyond the initial planning stage and 
  thanks the PCs for their efforts. 
   
  If they return after the battle is over they discover 
  that Horakur has been slain by Utavo. There is much 
  mourning, but joy over Nirwanga’s return. 
   
  KURST 
  The old man is somewhat unhinged by his experiences 
  but can provide the following information. 
   
  The fellow with the jeweled gauntlet is Utavo 
  the Wise. 
   
  Many years back, in a night the Touv call the 
  Night of the Nagaul, Utavo summoned forth 
  demons 
  that 
  overthrew 
  the 
  Scarlet 
  Brotherhood.  
   
  Utavo resides somewhere in the Kapmh 
  Mountains – he is rarely seen. 
   
  Some Scarlet Brotherhood forces have been 
  seen east of Kusnir. 
   
  A few weeks ago a strange creature emerged 
  from the lake and began to attack the village. It 
  
  COR5-18 Kusnir 
   
  Page 11 
  disappeared into the temple. Soon after shrieks 
  of pain were heard coming from the Temple of 
  Syrul. 
   
  If the PCs return Kurst to their patron in Hokar they are 
  praised highly and given the promised reward, with an 
  additional bonus for any other prisoners they rescued. 
   
  If 
  they 
  are 
  unsuccessful 
  Prince 
  Haramarr 
  commiserates with them but does not pay them anything. 
  Morcarak on the other hand pays them half the reward 
  below. 
   
  Haramarr’s Rewards 
  APL 2: L: 200 gp, 1 gp per additional prisoner. 
   
  APL 4: L: 400 gp, 1 gp per additional prisoner. 
   
  APL 6: L: 600 gp, 1 gp per additional prisoner. 
   
  APL 8: L: 800 gp, 1 gp per additional prisoner. 
   
  Morcarak’s Rewards 
  APL 2: L: 100 gp, 5 gp per additional prisoner. 
   
  APL 4: L: 200 gp, 5 gp per additional prisoner. 
   
  APL 6: L: 300 gp, 5 gp per additional prisoner. 
   
  APL 8: L: 400 gp, 5 gp per additional prisoner. 
   
  NIRWANA 
  If the PCs saved Nirwana they receive the following AR 
  entry. 
   
  w Favor of the Olman: As thanks for saving Nirwana 
  the Olman have gifted you with either: 
   
  Access to the Tattoo Magic feat  
   
  A magical tattoo with one of the following 
  spells: bull’s strength, protection from arrows or 
  silence. Delete those not chosen. This spell must 
  be chosen when the PC receives this AR. 
   
  Activating the tattoo requires the PC to touch the tattoo. 
  This casts the spell on the tattoo’s bearer and is a standard 
  action that does not draw an attack of opportunity. The 
  spell is cast at the minimum caster level required for that 
  spell.  
   
  This feat is described in the Living Greyhawk 
  Journal in Dungeon 109. 
   
  
  COR5-18 Kusnir 
   
  Page 12 
  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. 
   
  Get the Brazen Blade on side 
  APL 2 
  30 XP 
  APL 4  
  90 XP 
  APL 6 
  150 XP 
  APL 8 
  270 XP 
   
  Get the Olman on side 
  APL 2 
  30 XP 
  APL 4  
  90 XP 
  APL 6 
  150 XP 
  APL 8 
  270 XP 
   
  Rescue Kurst and the other slaves 
  APL 2 
  300 XP 
  APL 4  
  360 XP 
  APL 6 
  420 XP 
  APL 8 
  480 XP 
   
  Discretionary Roleplaying Bonus 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6 
  180 XP 
  APL 8 
  225 XP 
   
  Experience Totals 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 5: Kusnir 
  APL 2 
   
  Treasure Per Beserker: L: 1 gp; G: 0gp. 
   
  Treasure On Wassal: APL 2: L: 24 gp; M: wand 
  of inflict light wounds (25 gp), Quaal’s feather token 
  (bird) (25 gp). 
   
  APL 4 
   
  Treasure Per Beserker: L: 1 gp; M: potion of cure 
  light wounds, 4 gp. 
   
  Treasure On Wassal: APL 4: L: 24 gp; M: wand 
  of inflict light wounds (25 gp), Quaal’s feather token 
  (bird) (25 gp), Quaal’s feather token (swan boat) (38 gp), 
  potion of shield of faith (4 gp). 
   
  APL 6 
   
  Treasure Per Beserker: L: 27 gp; M: potion of 
  cure light wounds, 4 gp. 
   
  Treasure On Wassal: L: 24 gp; M: wand of inflict 
  moderate wounds (150 gp), Quaal’s feather token (bird) 
  (25 gp), Quaal’s feather token (swan boat) (38 gp), potion 
  of shield of faith (4 gp). 
   
  APL 8 
   
  Treasure Per Beserker: L: 27 gp; M: potion of 
  cure light wounds x2, 8 gp. 
   
  Treasure On Wassal: L: 24 gp; M: wand of inflict 
  serious wounds (375 gp), Quaal’s feather token (bird) (25 
  gp), Quaal’s feather token (swan boat) (38 gp), potion of 
  shield of faith (4 gp). 
   
  Haramarr’s Rewards 
  
  COR5-18 Kusnir 
   
  Page 13 
  APL 2: L: 200 gp, 1 gp per additional prisoner. 
   
  APL 4: L: 400 gp, 1 gp per additional prisoner. 
   
  APL 6: L: 600 gp, 1 gp per additional prisoner. 
   
  APL 8: L: 800 gp, 1 gp per additional prisoner. 
   
  Morcarak’s Rewards 
  APL 2: L: 100 gp, 5 gp per additional prisoner 
   
  APL 4: L: 200 gp, 5 gp per additional prisoner. 
   
  APL 6: L: 300 gp, 5 gp per additional prisoner. 
   
  APL 8: L: 400 gp, 5 gp per additional prisoner. 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  w Favor of the Olman: As thanks for saving Nirwana 
  the Olman have gifted you with either: 
   
  Access to the Tattoo Magic feat  
   
  A magical tattoo with one of the following 
  spells: bull’s strength, protection from arrows or 
  silence. Delete those not chosen. This spell must 
  be chosen when the PC receives this AR. 
   
  Activating the tattoo requires the PC to touch the tattoo. 
  This casts the spell on the tattoo’s bearer and is a standard 
  action that does not draw an attack of opportunity. The 
  spell is cast at the minimum caster level required for that 
  spell.  
   
  This feat is described in the Living Greyhawk 
  Journal in Dungeon 109. 
   
  w Disfavor of the Brazen Blade: You have earned the 
  enmity of the Fraternity of the Brazen Blade, a vicious 
  revenge society dedicated to Kelanen. 
   
  Item Access 
  APL 2: 
   
  Wand of inflict light wounds (Core; DMG; 750 
  gp). 
   
  Quaal’s feather token (bird) (Adventure; DMG; 
  300 gp) 
   
  APL 4 (all of APL 2 plus the following): 
   
  Wand of inflict moderate wounds (Core; DMG; 
  4,500 gp). 
   
  Quaal’s feather token (swan boat) (Adventure; 
  DMG; 450 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
   
  Wand of inflict moderate wounds (Core; DMG; 
  4,500 gp). 
   
  APL 8 (all of APLs 2-4 plus the following): 
   
  Wand of inflict serious wounds (Core; DMG; 
  11,200 gp). 
   
   
  
  COR5-18 Kusnir 
   
  Page 14 
  APPENDIX 1: NPC AND MONSTER STATISTICS  
  APL 2
  Encounters 1 and 2 
  d Brazen Blade Member: Male human fighter 1: 
  CR 1; Medium humanoid (humanoid); HD 1d10+2; hp 
  12; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; 
  Base Atk +1; Grp +4; Atk +6 melee (1d8+4/19-20, 
  masterwork longsword) or +2 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+4/19-20, 
  masterwork longsword) or +2 ranged (1d8/19-20, light 
  crossbow); AL CN; SV Fort +6, Ref +1, Will +0; Str 16, 
  Dex 13, Con 14, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +5, Jump +5; Great 
  Fortitude, Power Attack, Weapon Focus (longsword) 
   
  Possessions: chain shirt, masterwork longsword, 
  light crossbow, 20 bolts, explorer’s outfit.  
   
  Encounters 3 and 4 
  d Olman Warrior: Male human barbarian 1; CR 1; 
  Medium humanoid (human); HD 1d12+1; hp 13; Init 
  +0; Spd 40 ft.; AC 11, touch 10, flat-footed 11; Base Atk 
  +1; Grp +3; Atk +3 melee (1d8+2/x3, battleaxe); Full Atk 
  +3 melee (1d8+2/x3, battleaxe); SA rage; SQ fast 
  movement (+10 ft.), illiteracy; AL NE; SV Fort +3, Ref 
  +0, Will +0; Str 14, Dex 10, Con 12, Int 9, Wis 10, 
  Cha 10 
   
  Skills and Feats: Climb +6, Handle Animal +2, 
  Intimidate +-3, Jump +6, Swim +3, Cleave, Power 
  Attack 
   
  Rage (Ex): 1/day—hp 15; AC 9, touch 8, flat-
  footed 9; Grp +5; Atk +5 melee (1d8+4/x3, battleaxe); 
  Full Atk +5 melee (1d8+4/x3, battleaxe); Fort +5, Will 
  +2; Str 18, Con 18; Climb +8, Jump +8, Swim +5. Lasts 6 
  rounds than fatigued.  
   
  Possessions: padded armor, battleaxe.  
   
  Encounter 5 
  d Touv Beserker: Male human barbarian 1; CR 1; 
  Medium humanoid (human); HD 1d12+1; hp 13; Init 
  +0; Spd 40 ft.; AC 11, touch 10, flat-footed 11; Base Atk 
  +1; Grp +3; Atk +3 melee (1d8+2/x3, battleaxe); Full Atk 
  +3 melee (1d8+2/x3, battleaxe); SA rage; SQ fast 
  movement (+10 ft.), illiteracy; AL NE; SV Fort +3, Ref 
  +0, Will +0; Str 14, Dex 10, Con 12, Int 9, Wis 10, 
  Cha 10 
   
  Skills and Feats: Climb +6, Handle Animal +2, 
  Intimidate +-3, Jump +6, Swim +3, Cleave, Power 
  Attack 
   
  Rage (Ex): 1/day—hp 15; AC 9, touch 8, flat-
  footed 9; Grp +5; Atk +5 melee (1d8+4/x3, battleaxe); 
  Full Atk +5 melee (1d8+4/x3, battleaxe); Fort +5, Will 
  +2; Str 18, Con 18; Climb +8, Jump +8, Swim +5. Lasts 6 
  rounds than fatigued.  
   
  Possessions: padded armor, battleaxe.  
   
  d Wassil: male human Clr 2; CR 2; Medium 
  humanoid (human); HD 2d8+4; hp 18; Init +5; Spd 20 
  ft.; AC 19, touch 11, flat-footed 18; Base Atk +1; Grp +1; 
  Atk +1 melee (1d8, heavy mace); Full Atk +1 melee 
  (1d8, heavy mace); SA Rebuke undead 5/day, 
  spontaneous cast inflict spells; AL NE; SV Fort +5, Ref 
  +1, Will +6; Str 11, Dex 12, Con 14, Int 10, Wis 16, Cha 
  15. 
   
  Skills and Feats: Bluff +7, Concentration +6 (+10 
  cast def), Diplomacy +9, Disguise +4, Heal +5, Hide -4, 
  Intimidate +4; Combat Casting, Improved Initiative. 
   
  Cleric Spells Prepared: (4/3+1; base DC = 13 + spell 
  level): 0—detect magic, guidance, light, resistance; 
  1st—bane, cause fear, entropic shield, protection from 
  good*. 
   
  *Domain spell; Deity: Syrul; Domains: Evil (You 
  cast evil spells at +1 caster level.); Trickery (Bluff, 
  Disguise and Hide are class skills.). 
   
  Possessions: Banded mail, heavy steel shield, heavy 
  mace, Quaal’s feather token (bird), wand of inflict light 
  wounds (CL 1; 20 charges).  
   
   
  
  COR5-18 Kusnir 
   
  Page 15 
  APL 4 
  Encounters 1 and 2 
  d Brazen Blade Member: Male human fighter 1: 
  CR 1; Medium humanoid (humanoid); HD 1d10+2; hp 
  12; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; 
  Base Atk +1; Grp +4; Atk +6 melee (1d8+4/19-20, 
  masterwork longsword) or +2 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+4/19-20, 
  masterwork longsword) or +2 ranged (1d8/19-20, light 
  crossbow); AL CN; SV Fort +6, Ref +1, Will +0; Str 16, 
  Dex 13, Con 14, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +5, Jump +5; Great 
  Fortitude, Power Attack, Weapon Focus (longsword) 
   
  Possessions: chain shirt, masterwork longsword, 
  light crossbow, 20 bolts, explorer’s outfit.  
   
  Encounters 3 and 4 
  d Olman Warrior: Male human barbarian; CR 3; 
  Medium humanoid (human); HD 3d12+6; hp 35; Init 
  +6; Spd 40 ft.; AC 13, touch 12, flat-footed 13; Base Atk 
  +3; Grp +6; Atk +7 melee (1d12+4/x3, greataxe); Full 
  Atk +7 melee (1d12+4/x3, greataxe); SA rage SQ fast 
  movement (+10 ft.), illiteracy, uncanny dodge; AL NE; 
  SV Fort +5, Ref +3, Will +1; Str 16, Dex 14, Con 14, 
  Int 9, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +7, Handle Animal +2, 
  Intimidate +6, Jump +9, Swim +3, Improved Initiative, 
  Power Attack, Weapon Focus (greataxe). 
   
  Rage (Ex): 1/day—hp 41; AC 11, touch 10, flat-
  footed 11; Grp +8; Atk +9 melee (1d8+7/x3, battleaxe); 
  Full Atk +9 melee (1d8+7/x3, battleaxe); Fort +7, Will 
  +5; Str 20, Con 18; Climb +9, Jump +11, Swim +5. Lasts 
  7 rounds than fatigued. 
   
  Possessions: padded armor, greataxe.  
   
  Encounter 5 
  d Touv Beserker: Male human barbarian; CR 3; 
  Medium humanoid (human); HD 3d12+6; hp 35; Init 
  +6; Spd 40 ft.; AC 13, touch 12, flat-footed 13; Base Atk 
  +3; Grp +6; Atk +7 melee (1d12+4/x3, greataxe); Full 
  Atk +7 melee (1d12+4/x3, greataxe); SA rage SQ fast 
  movement (+10 ft.), illiteracy, uncanny dodge; AL NE; 
  SV Fort +5, Ref +3, Will +1; Str 16, Dex 14, Con 14, 
  Int 9, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +7, Handle Animal +2, 
  Intimidate +6, Jump +9, Swim +3, Improved Initiative, 
  Power Attack, Weapon Focus (greataxe). 
   
  Rage (Ex): 1/day—hp 41; AC 11, touch 10, flat-
  footed 11; Grp +8; Atk +9 melee (1d8+7/x3, battleaxe); 
  Full Atk +9 melee (1d8+7/x3, battleaxe); Fort +7, Will 
  +5; Str 20, Con 18; Climb +9, Jump +11, Swim +5. Lasts 
  7 rounds than fatigued. 
   
  Possessions: padded armor, greataxe, potion of 
  cure light wounds (CL1).  
   
  d Assassin Vine (advanced): CR 5; Huge plant; 
  HD 8d8+40; hp 89; Init -1; Spd 5 ft.; AC 17, touch 7, flat-
  footed 15; Base Atk +6; Grp +23; Atk +15 melee 
  (1d8+13, slam); SA constrict, entangle, improved grab; 
  SQ blindsight, camouflage; AL N; SV Fort +11, Ref +1, 
  Will +2; Str 28, Dex 8, Con 20, Int 0, Wis 13, Cha 9. 
   
  Constrict (Ex): An assassin vine deals 1d8+13 
  points of damage with a successful grapple check. 
   
  Entangle (Su): An assassin vine can animate 
  plants within 30 feet of itself as a free action (Reflex DC 
  13 partial). The effect lasts until the vine dies or decides 
  to end it (also a free action). The save DC is Wisdom-
  based. The ability is otherwise similar to entangle 
  (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent, and vibration. 
   
  Camouflage (Ex): Since an assassin vine looks 
  like a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks.  
   
  d Wassil: male human Clr 4; CR 4; Medium 
  humanoid (human); HD 4d8+8; hp 34; Init +5; Spd 20 
  ft.; AC 19, touch 11, flat-footed 18; Base Atk +3; Grp +3; 
  Atk +3 melee (1d8, heavy mace); Full Atk +3 melee 
  (1d8, heavy mace); SA rebuke undead, spontaneous cast 
  inflict spells; AL NE; SV Fort +6, Ref +2, Will +9; Str 11, 
  Dex 12, Con 14, Int 10, Wis 16, Cha 16.  
   
  Skills and Feats: Bluff +10, Concentration +6 (+10 
  cast def), Diplomacy +11, Disguise +5, Heal +5, Hide -4, 
  Intimidate +5; Combat Casting, Improved Initiative, 
  Iron Will. 
   
  Cleric Spells Prepared: (5/4+1/3+1; base DC = 13 + 
  spell level): 0—detect magic, guidance, light, magic 
  weapon, resistance; 1st—bane, cause fear, entropic 
  shield, obscuring mist, protection from good*; 2nd—
  aid, death knell, hold person, invisibility*.  
   
  *Domain spell; Deity: Syrul; Domains: Evil (You 
  cast evil spells at +1 caster level.); Trickery (Bluff, 
  Disguise and Hide are class skills.). 
   
  Possessions: Banded mail, heavy steel shield, heavy 
  mace, potion of shield of faith (CL 1), Quaal’s feather 
  token (bird), Quaal’s feather token (swan boat), wand of 
  inflict light wounds (CL 1; 20 charges).  
   
      
  
  COR5-18 Kusnir 
   
  Page 16 
  APL 6 
  Encounters 1 and 2 
  d Brazen Blade Member: Male human fighter 1: 
  CR 1; Medium humanoid (humanoid); HD 1d10+2; hp 
  12; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; 
  Base Atk +1; Grp +4; Atk +6 melee (1d8+4/19-20, 
  masterwork longsword) or +2 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+4/19-20, 
  masterwork longsword) or +2 ranged (1d8/19-20, light 
  crossbow); AL CN; SV Fort +6, Ref +1, Will +0; Str 16, 
  Dex 13, Con 14, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +5, Jump +5; Great 
  Fortitude, Power Attack, Weapon Focus (longsword) 
   
  Possessions: chain shirt, masterwork longsword, 
  light crossbow, 20 bolts, explorer’s outfit.  
   
  Encounters 3 and 4 
  d Olman Warrior: Male human barbarian 5; CR 5; 
  Medium humanoid (human); HD 5d12+10; hp 52; Init 
  +6; Spd 40 ft.; AC 13, touch 12, flatfooted 13; Base Atk 
  +5; Grp +8; Atk +9 melee (1d12+4/x3, greataxe); SA 
  rage; SQ Fast movement, illiteracy, improved uncanny 
  dodge, trap sense +2; AL NE; SV Fort +6, Ref +3, Will 
  +1; Str 17, Dex 14, Con 14, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +7, Handle Animal +2, 
  Intimidate +6, Jump +11, Ride +8, Swim +3, Improved 
  Initiative, Power Attack, Weapon Focus (greataxe). 
   
  Rage (Ex): 2/day—hp 62; AC 11, touch 10, flat-
  footed 11; Grp +10; Atk +11 melee (1d8+7/x3, 
  battleaxe); Full Atk +11 melee (1d8+7/x3, battleaxe); 
  Fort +7, Will +5; Str 21, Con 18; Climb +9, Jump +13, 
  Swim +5. Lasts 7 rounds than fatigued. 
   
  Possessions: padded armor, greataxe. 
   
  Encounter 5 
  d Touv Beserker: Male human barbarian 5; CR 5; 
  Medium humanoid (human); HD 5d12+10; hp 52; Init 
  +6; Spd 40 ft.; AC 13, touch 12, flatfooted 13; Base Atk 
  +5; Grp +8; Atk +9 melee (1d12+4/x3, greataxe); SA 
  rage; SQ Fast movement, illiteracy, improved uncanny 
  dodge, trap sense +2; AL NE; SV Fort +6, Ref +3, Will 
  +1; Str 17, Dex 14, Con 14, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +7, Handle Animal +2, 
  Intimidate +6, Jump +11, Ride +8, Swim +3, Improved 
  Initiative, Power Attack, Weapon Focus (greataxe). 
   
  Rage (Ex): 2/day—hp 62; AC 11, touch 10, flat-
  footed 11; Grp +10; Atk +11 melee (1d8+7/x3, 
  battleaxe); Full Atk +11 melee (1d8+7/x3, battleaxe); 
  Fort +7, Will +5; Str 21, Con 18; Climb +9, Jump +13, 
  Swim +5. Lasts 7 rounds than fatigued. 
   
  Possessions: padded armor, greataxe, potion of 
  cure light wounds (CL 1). 
   
  d Assassin Vine (advanced): CR 7; Huge plant; 
  HD 16d8+40; hp 129; Init -1; Spd 5 ft.; AC 17, touch 7, 
  flat-footed 17; Base Atk +12; Grp +29; Atk +17 melee 
  (1d8+11, slam); SA Constrict, Entangle, Improved Grab; 
  SQ Blindsight, Camouflage; AL N; SV Fort +17, Ref +4, 
  Will +6; Str 28, Dex 8, Con 20, Int 0, Wis 13, Cha 9. 
   
  Constrict (Ex): An assassin vine deals 1d8+12 
  points of damage with a successful grapple check. 
   
  Entangle (Su): An assassin vine can animate 
  plants within 30 feet of itself as a free action (Ref DC 13 
  partial). The effect lasts until the vine dies or decides to 
  end it (also a free action). The save DC is Wisdom-
  based. The ability is otherwise similar to entangle 
  (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent, and vibration. 
   
  Camouflage (Ex): Since an assassin vine looks 
  like a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. 
   
  d Wassil: Male human cleric 6; CR 6; Medium 
  humanoid (human); HD 6d8+12; hp 54; Init +5; Spd 20 
  ft.; AC 19 touch 11, flatg-footed 18; Base Atk +4; Grp +4; 
  Atk +5 melee (1d8, heavy mace); SA: Rebuke undead, 
  spontaneous cast inflict spells; AL NE; SV Fort +7, Ref 
  +3, Will +10; Str 11, Dex 12, Con 14, Int 10, Wis 16, Cha 
  16.  
   
  Skills and Feats: Bluff +12, Concentration +7 (+11 
  cast def), Diplomacy +13, Disguise +5, Heal +5, Hide +-
  4, Intimidate +5, Combat Casting, Improved Initiative, 
  Iron Will, Weapon Focus (heavy mace). 
   
  Cleric Spells Prepared: (5/4+1/4+1/3+1; base DC = 
  13 + spell level): 0—detect magic, guidance, light, 
  magic weapon, resistance; 1st—bane, cause fear, 
  entropic shield, obscuring mist, protection from good*; 
  2nd—aid, death knell, hold person, invisibility*, silence; 
  3rd—blindness, 
  magic 
  vestment, 
  nondetection*, 
  searing light. 
   
  *Domain spell; Deity: Syrul; Domains: Evil (You 
  cast evil spells at +1 caster level.); Trickery (Bluff, 
  Disguise and Hide are class skills). 
   
  Possessions: Banded mail, heavy steel shield, heavy 
  mace, potion of shield of faith (CL 1), Quaal’s feather 
  token (bird), Quaal’s feather token (swan boat), potion 
  of shield of faith, wand of inflict moderate wounds (CL 
  1; 20 charges). 
   
   
   
  
  COR5-18 Kusnir 
   
  Page 17 
  APL 8 
  Encounters 1 and 2 
  d Brazen Blade Member: Male human fighter 1: 
  CR 1; Medium humanoid (humanoid); HD 1d10+2; hp 
  12; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; 
  Base Atk +1; Grp +4; Atk +6 melee (1d8+4/19-20, 
  masterwork longsword) or +2 ranged (1d8/19-20, light 
  crossbow); 
  Full 
  Atk 
  +6 
  melee 
  (1d8+4/19-20, 
  masterwork longsword) or +2 ranged (1d8/19-20, light 
  crossbow); AL CN; SV Fort +6, Ref +1, Will +0; Str 16, 
  Dex 13, Con 14, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +5, Jump +5; Great 
  Fortitude, Power Attack, Weapon Focus (longsword) 
   
  Possessions: chain shirt, masterwork longsword, 
  light crossbow, 20 bolts, explorer’s outfit.  
   
  Encounters 3 and 4 
  d Olman Warrior, Male human barbarian 5; CR 5; 
  Medium humanoid (human); HD 5d12+10; hp 52; Init 
  +6; Spd 40 ft.; AC 13, touch 12, flatfooted 13; Base Atk 
  +5; Grp +8; Atk +9 melee (1d12+4/x3, greataxe); SA 
  rage; SQ Fast movement, illiteracy, improved uncanny 
  dodge, trap sense +2; AL NE; SV Fort +6, Ref +3, Will 
  +1; Str 17, Dex 14, Con 14, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +7, Handle Animal +2, 
  Intimidate +6, Jump +11, Ride +8, Swim +3, Improved 
  Initiative, Power Attack, Weapon Focus (greataxe). 
   
  Rage (Ex): 2/day—hp 62; AC 11, touch 10, flat-
  footed 11; Grp +10; Atk +11 melee (1d8+7/x3, 
  battleaxe); Full Atk +11 melee (1d8+7/x3, battleaxe); 
  Fort +7, Will +5; Str 21, Con 18; Climb +9, Jump +13, 
  Swim +5. Lasts 7 rounds than fatigued. 
   
  Possessions: padded armor, greataxe. 
   
  Encounter 5 
  d Touv Beserker: Male human barbarian 5; CR 5; 
  Medium humanoid (human); HD 5d12+10; hp 52; Init 
  +6; Spd 40 ft.; AC 13, touch 12, flatfooted 13; Base Atk 
  +5; Grp +8; Atk +9 melee (1d12+4/x3, greataxe); SA 
  rage; SQ Fast movement, illiteracy, improved uncanny 
  dodge, trap sense +2; AL NE; SV Fort +6, Ref +3, Will 
  +1; Str 17, Dex 14, Con 14, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +7, Handle Animal +2, 
  Intimidate +6, Jump +11, Ride +8, Swim +3, Improved 
  Initiative, Power Attack, Weapon Focus (greataxe). 
   
  Rage (Ex): 2/day—hp 62; AC 11, touch 10, flat-
  footed 11; Grp +10; Atk +11 melee (1d8+7/x3, 
  battleaxe); Full Atk +11 melee (1d8+7/x3, battleaxe); 
  Fort +7, Will +5; Str 21, Con 18; Climb +9, Jump +13, 
  Swim +5. Lasts 7 rounds than fatigued. 
   
  Possessions: padded armor, greataxe, 2 potions of 
  cure light wounds (CL 1). 
   
  d Assassin Vine (advanced): CR 9; Gargantuan 
  plant; HD 20d8+140; hp 230; Init -1; Spd 5 ft.; AC 20, 
  touch 6, flat-footed 15; Base Atk +15; Grp +40; Atk +24 
  melee (2d6+19, slam); SA constrict, entangle, improved 
  grab; SQ blindsight, camouflage; AL N; SV Fort +19, 
  Ref +5, Will +7; Str 36, Dex 8, Con 24, Int 0, Wis 13, 
  Cha 9. 
   
  Constrict (Ex): An assassin vine deals 2d6+19 
  points of damage with a successful grapple check. 
   
  Entangle (Su): An assassin vine can animate 
  plants within 30 feet of itself as a free action (Reflex DC 
  13 partial). The effect lasts until the vine dies or decides 
  to end it (also a free action). The save DC is Wisdom-
  based. The ability is otherwise similar to entangle 
  (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent, and vibration. 
   
  Camouflage (Ex): Since an assassin vine looks 
  like a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks. 
   
  d Wassil: male human cleric 8; CR 8; Medium 
  humanoid (human); HD 8d8+16; hp 70; Init +5; Spd 20 
  ft.; AC 19, touch 11, flat-footed 18; Base Atk +6; Grp +7; 
  Atk +8 melee (1d8+1, heavy mace); Full Atk +8/+3 
  melee (1d8+1, heavy mace); SA rebuke undead, 
  spontaneous cast inflict spells; AL NE; SV Fort +8, Ref 
  +3, Will +11; Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 
  16. 
   
  Skills and Feats: Bluff +14, Concentration +10 (+14 
  cast def), Diplomacy +14, Disguise +5, Heal +5, Hide -4, 
  Intimidate +5; Combat Casting, Improved Initiative, 
  Iron Will, Weapon Focus (heavy mace). 
   
  Cleric Spells Prepared: (5/4+1/4+1/4+1/2+1; base 
  DC = 13 + spell level): 0—detect magic, guidance, light, 
  magic weapon, resistance; 1st—bane, cause fear, 
  entropic shield, obscuring mist, protection from good*; 
  2nd—aid, death knell, hold person, invisibility*, silence; 
  3rd—blindness, 
  dispel 
  magic, 
  magic 
  vestment, 
  nondetection*, searing light; 4th—divine power, 
  poison, unholy blight*. 
   
  *Domain spell; Deity: Syrul; Domains: Evil (You 
  cast evil spells at +1 caster level.); Trickery (Bluff, 
  Disguise and Hide are class skills). 
   
  Possessions: Banded mail, heavy steel shield, heavy 
  mace, potion of shield of faith (CL 1), Quaal’s feather 
  token (bird), Quaal’s feather token (swan boat), potion 
  of shield of faith, wand of inflict serious wounds (CL; 
  20 charges), 
   
  
  COR5-18 Kusnir 
   
  Page 18 
  APPENDIX 2: NEW RULES ITEMS 
  Tattoo Magic [Item Creation]  
  Dungeon magazine issue 109. 
  You can create tattoos that store spells. 
   Prerequisite: Craft (calligraphy) or Craft (painting) 
  skill, spellcaster level 3rd+. 
   Benefit: You can create single-use magic tattoos. 
   You can create a tattoo of any spell of 3rd level or 
  lower that you know and that targets a creature or 
  creatures. Creating a tattoo takes 1 hour, and it must be 
  inked onto a creature with a corporeal body. When you 
  create a tattoo, you set the caster level. The caster level 
  must be sufficient to cast the spell in question and no 
  higher than your own level. The base price of a tattoo is 
  its spell level x its caster level x 50 gp. To create a 
  tattoo, you must spend 1/25 of this base price in XP and 
  use up raw materials costing half this base price. 
   When you create a tattoo, you make any choices that 
  you would normal make when casting the spell. The 
  bearer of the tattoo is the only one who can activate it 
  and is always the target of the spell. Activating a tattoo 
  requires the creature to touch the tattoo with either 
  hand (the hand does not need to be empty). Activating 
  a tattoo is a standard action that does not draw an attack 
  of opportunity. 
   Any tattoo that stores a spell with a costly material 
  component or an XP cost also carries a commensurate 
  cost. In addition to the costs derived from the base 
  price, you must expend the material component or pay 
  the XP when creating the tattoo. 
   Normally a magic tattoo uses a magic item space on 
  the creature’s body. For example, a creature with a 
  tattoo on one of its hands could not gain the benefits 
  from a magic glove on that hand. Likewise, a creature 
  with a magic tattoo on its back does not receive the 
  benefits of a magic cloak, cape, or mantle. In effect, the 
  magic tattoo is always the first item “worn” on that part 
  of the body, negating the effects of all other items. A 
  tattoo can be created that does not use a magic item 
  space, but that base price of such a tattoo is double the 
  normal value. 
   A magic tattoo can be erased with an erase spell as if 
  it were magic writing. Failing to erase the tattoo does 
  not activate it. 
  
  COR5-18 Kusnir 
   
  Page 19 
  MAP 1: BERGHOF AREA  
   
   
  
  COR5-18 Kusnir 
   
  Page 20 
  MAP 2: KUSNIR  
   
   
   
  1 sq = 5 ft. 
  2 
  3 
  4 
  5 
  6 
  1 
  Garden Shrine 
  Connecting to 
  4 
  0 
  0 
   
  Dock 
  
  COR5-18 Kusnir 
   
  Page 21 
  MAP 3: TEMPLE TO SYRUL  
   
   
  1 sq = 5 ft. 
  4a 
  Top Floor 
  
  COR5-18 Kusnir 
   
  Page 22 
   
   
  1 sq. = 5 ft. 
   
  4b 
  4c 
  4d 
  Passages 
  Below 
  T 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR5-18 Kusnir (3E).pdf