TEXT: ONI 3−01 
   
   
   
  SSIIN
  NSS  OOFF  TTH
  HEE  
  FFAATTH
  HEERR    
  AA  DD&&DD  LLIIVVIIN
  NGG  GGRREEYYH
  HAAW
  WKK  M
  MIIN
  NII−−M
  MOODDUULLEE  SSEETT  IIN
  N  
  TTH
  HEE  FFRREEEE  SSTTAATTEE  OOFF  OON
  NN
  NW
  WAALL  
  Version 1 
   
  By Paul Looby and Stuart Kerrigan 
   
   
  Just what is this ‘final card’ that the map you bear speaks of and what terrible secret is the legacy of a dead 
  Brotherhood collaborator? 
   
   
   
  An Onnwal regional mini-module for Levels 1-8. 
   
   
  DUNGEONS AND DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING 
  GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail copyright 2002 Paul Looby and Stuart Kerrigan. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network.
   
  
  This is an RPGA Network scenario for the 
  Dungeons & Dragons game.  A four-hour time 
  block has been allocated for each round of this 
  scenario, but actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help 
  you with both the preparation and voting segment 
  of the game.  Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario. 
   
  PREPARATION 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well.  There is 
  enough room along the inside margin to bind the 
  adventure, if you desire. 
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure.  It may help to highlight particularly 
  important passages. 
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon Master’s 
  Guide, and the Monster Manual.  We also assume 
  that you have a set of dice (at least one d4, d6, d8, 
  d10, d12, and d20), some scrap paper, a pencil, an 
  RPGA scoring packing, and your sense of fun.  It 
  is also a good idea to have a way to track 
  movement during combat.  This can be as simple 
  as a pad of graph paper and a pencil, as handy as a 
  vinyl grid map, or as elaborate as resin dungeon 
  walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction. 
  Keep in mind that you must have at least three 
  players (not counting the DM), for a game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a name tag in front of him or 
  her. The tag should have the player's name at the 
  bottom, and the character's name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying.  That said, you as the DM can bar the use 
  of even core rule books during certain times of 
  play. For example, the players are not free to 
  consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster. 
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in bold italics. It is strongly 
  recommended that you paraphrase the player text, 
  instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters.  
   
  SCORING 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and the DM score the game.  The 
  RPGA has three ways to score its games. Consult 
  your convention coordinator to determine which 
  method to use for this scenario. 
  1. 
  No vote scoring:  The players write their 
  names and RPGA numbers on the 
  scoring packet grid. You fill in the top of 
  the grid. That is all. No one is rated. This 
  method is used for people who are just 
  playing for fun. 
  2. 
  Partial scoring: The players rate the game 
  master and the scenario on their player 
  voting sheets, and provide personal 
  information, but don’t vote for other 
  players.  The game master rates the 
  scenario and completes personal and 
  event information, but does not rate the 
  players as a team or vote for players.  
  This method is used when there is no 
  competition, but the event coordinator 
  wants information on how the game 
  masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters 
  complete the entire packet, including 
  voting for best player.  If this method is 
  used, be sure to allow about 15-20 
  minutes for the players to briefly describe 
  their characters to the other players, and 
  about 5-10 minutes for voting. This 
  method is used when the players want to 
  know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and 
  prizes. 
  When using voting, rank the players in order of 
  your voting choice while they are completing their 
  forms so that you are not influenced by their 
  comments on your abilities.  It is a good idea to 
  
  have the players vote while you are determining 
  treasure and experience awards for the scenario. 
  After voting, give the Scoring Packet to your event 
  coordinator. 
   
   This is a LIVING GREYHAWK Adventure. As a 
  Living adventure, it is expected that players will 
  bring their own characters with them.  If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, a 
  character sheet, and a LIVING GREYHAWK log 
  sheet from the convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK 
  LEVELS OF PLAY 
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. 
  Determine the character level for each of 
  the PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
   
   
   
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure – round up. 
  4. 
  If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLs 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only half 
  of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma 
  check 
  (DC 
  10). 
  Failure 
  indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each 
  round. If an animal loses half or more hp 
  in a single round it flees, unless another 
  check is successful. 
   
  
  IS IT A FULL MOON? 
  Since the hazards of lycanthropy are a current part 
  of the LIVING GREYHAWK campaign, it may 
  be necessary to determine if this adventure takes 
  place during a full moon.  For game purposes, the 
  full moon lasts three days of each month. For a 
  given scenario that does not state the phase of the 
  moon, roll 1d10 before play begins. On a result of 
  1, the first day of the scenario is a night of the full 
  moon (roll 1d3 to determine where in the 
  sequence of three nights it falls). 
   
  TIME UNITS AND UPKEEP 
   
  This is a three-round mini adventure. All 
  characters pay 3 Time Units to participate in the 
  adventure. Adventures’ Standard Upkeep costs 36 
  gp. Rich Upkeep costs 150 gp, and Luxury Upkeep 
  costs 300 gp. 
   
  CAMPAIGN CONSEQUENCES 
   
   
  This adventure has campaign consequences. 
  That is the outcome of this mini-module will 
  directly affect future events in the course of the 
  campaign. The answers to some of the questions 
  below may seem trivial or pointless, but because of 
  the complex nature of the back-story and 
  campaign all information requested is vital. 
   
  Please send your answers to the Living 
  Onnwal Team at woesinger@hotmail.com as soon 
  as possible. General comments about the mini-
  module are also welcomed at this address.  
   
  1: Did the PCs incur the wrath of Harres? 
  2: Did the PCs ecover the ledgers? 
  3: Did any of the Scarlet Brotherhood company 
  survive? Is so who? 
  4: To whom did the PCs deliver the ledgers? 
   
  ADVENTURE SYNOPSIS 
  AND BACKGROUND 
   
  In the early years of the current century, the coasts 
  of Onnwal were terrorised by slavers who would 
  swoop in from the sea and carry off entire villages. 
  Like the more recent and renowned Slavers of the 
  Pomarj, they showed few scruples and less mercy 
  towards their victims, carrying off man, woman 
  and child to suffer often short and brutal lives of 
  bondage. 
   
  The Free State made great efforts to put an 
  end to this scourge - but to no avail. The slavers 
  seemed almost prescient in their ability to avoid 
  the ships of the Free State Navy. This was no 
  accident, for they had friends in very high places. 
  No less a figure than Kosrel Relaster, Duke of the 
  Storm Coast, was in league with the slavers. In 
  return for a cut of the profits, the duke conspired 
  to deliver his own people into bondage. Kosrel 
  would warn them of naval movements and of 
  vulnerable targets. In return the Great House of 
  Relaster grew rich on slave gold. 
  Ever the meticulous record keeper, Kosrel and his 
  underlings kept a very careful record of all of these 
  transactions in a series of ledgers. Within these 
  pages were recorded every back-hander, every 
  single gold gull that the duke received from the 
  slavers, every betrayal, every life destroyed. 
   
  After Kosrel's death, upon receiving the ducal 
  coronet, his son happened upon this terrible 
  evidence. Being a true-hearted man - he was 
  appalled at the secret life that his beloved father 
  had led and immediately put an end to all contacts 
  between the Relasters and the slavers.  The ledgers 
  he hid away in the deepest recesses of the Red 
  Tower - never again to see the light of day. Or so 
  he thought. 
   
  In 576 CY, Rohal Soldas, a native of Sornhill 
  entered the service of the duke. He proved himself 
  to be both intelligent and capable and quickly rose 
  through the ranks to become Mayor of Sornhill in 
  581 CY. In the course of his ascension though the 
  ranks, Soldas became privy to many secrets of the 
  Great House of Relaster - something that would 
  prove the undoing of the Relasters and Sornhill 
  some years later. Among these were the slaver 
  ledgers. Realising their significance and the 
  opportunities they presented to a man of ambition 
  such as himself, he secreted away the ledgers, for 
  use in a dire emergency.  
   
  These are few in Onnwal that do not know of 
  Rohal Soldas' treachery upon the Night of Scarlet 
  Knives and his deeds in the years that followed. 
  Despite the best efforts of the forces of the Free 
  State, Soldas evaded the noose that he deserved - 
  ironically only to meet his fate in the Headlands in 
  592 CY.  
   
  Upon the body of one of his hochebi 
  bodyguard was discovered a map. It purported to 
  lead to Soldas' "final card". The forces of the Free 
  State were baffled as to what this might mean. 
  Only one man felt dread spread though his heart 
  as he read those fateful words. 
   
  Hazeraz Skullsplitter had served the Great 
  House of Relaster since his sixteenth summer, like 
  his father before him. However, where as Hazeraz 
  had always sought to uphold the honour of the 
  House and laws of the Free State, his father had 
  been a trusted servant of Duke Kosrel and had, 
  
  like his master, colluded with the slavers. Hazeraz 
  only discovered this when his father confessed it 
  to him on his deathbed, after Duke Kosrel's death. 
  Knowing Kosrel's son to be a man of honour, 
  Hazeraz kept the sins of his father to himself, lest 
  one man's wrongs destroy the entire Great House 
  of Relaster.   
   
  The Skullsplitter had never truly trusted Rohal 
  Soldas and when the traitor's map surfaced, there 
  were few doubts in his mind as to what it referred 
  to. Hazeraz knows that he must recover the 
  ledgers and remove them as a threat to the future 
  of the Great House of Relaster and the Duchess 
  Saielema. So he has set upon a plan to use a War 
  Company to retrieve the ledgers, that he might 
  then destroy them.  
   
  ADVENTURE SUMMARY 
   
  Introduction: 
  The 
  PCs 
  are 
  summoned 
  before 
  Hazeraz 
  Skullsplitter and given a mission to find and 
  recover, Rohal Soldas' "Final Card", using only the 
  clues on the map recovered from Soldas' 
  bodyguard.  
   
  Encounter One: Lore and Loss 
  The PCs must decipher the riddle on the map to 
  discover the location of the ledgers. Their research 
  will lead them in the direction of two individuals 
  who can give them vital aid: Draeus Tiptrenn, a 
  drunken sage, with gambling debts, but an 
  encyclopedic knowledge of the geography of the 
  Volanots (when sober) and Calyae Erdann, Soldas' 
  former lover. The PCs will have to see off some 
  local debt collectors, bent on beating Tiptrenn into 
  a pulp for not paying his debts. Erdann on the 
  other hand, has taken great pains to divorce herself 
  from her past, and will be most reluctant to be 
  reminded of it.   
   
  The combination of the clues that both these 
  individuals can provide will direct the PCs to the 
  Hill of Carnothann, the Pinnacle of Night referred 
  to on Soldas' map.  
   
  Encounter Two: The Pinnacle of Night 
  The PCs travel to the Hill of Carnothann, where 
  they must discover the exact site that Soldas has 
  buried his ledgers. It is a small lake directly east of 
  Carnothann. A search will uncover an iron chest 
  buried a few feet out from the edge of the lake. 
  Inside is another small plain steel box sealed with 
  wax, bearing the arms of the Great House of 
  Relaster and warded by a trap. Inside are the 
  incriminating ledgers.  
   
  Encounter Three: A Skirmish at Sunrise 
  Unbeknownst to the PCs, they have been tailed for 
  some time by a group of Scarlet Brotherhood 
  agents. Kekerav Madi, former Kesh of Sornhill, 
  has discovered through his spies that the PCs are 
  seeking something valuable related to Soldas. He 
  has sent some of his best agents to recover it for 
  him. This group will attempt to ambush the PCs 
  and steal the box.  
   
  Conclusion: 
  If they manage to retain the box, they are then 
  faced with a choice of who they return the ledgers 
  to. Each choice will have its own repercussions 
  and consequences, both for the PCs and the Great 
  House of Relaster.     
   
  INTRODUCTION 
   
  Read aloud or paraphrase the following: 
   
  Rain hammers down upon the roofs of Sornhill. Water 
  cascades from slate and thatch and runs in rivulets over the 
  cobbles, pooling here and there to lakes and morasses of 
  mud. Everywhere there is the relentless noise of rain and 
  gale battering roof and rafter. Spring has come to the 
  Gearnat and the Storm Coast. Procan, roused from his 
  winter slumber, now vents his thunderous wrath upon land 
  and sea alike. 
   
  Given the atrocious weather, that keeps all sensible 
  Storm Coasters close by their hearths, you are surprised at 
  the appearance at your lodgings of a bedraggled messenger in 
  the Black and Argent of the Great House of Relaster. 
   
  The messenger's name is Darev, a boy of about 
  eighteen, and only recently drafted into the service 
  of the Sornhill garrison. His waxed cloak has not 
  spared him or his tabard from the relentless rain 
  and he cuts a somewhat pathetic figure, his teeth 
  chattering as he speaks.  
   
  He will ascertain the PCs identity before he 
  hands over a scroll case bearing the silvered 
  chevron seal of the Great House of Relaster to 
  whom ever looks like the leader of the group (see 
  Player's Handout 1). The terse message bears the 
  personal signet of the Skullsplitter. 
   
  Darev will wait until the PCs are ready to go 
  with him, becoming increasingly agitated if they 
  tarry overlong. The boy is under orders to bring 
  the PCs with all haste to the Stormhaven and his 
  fear and awe for the Skullsplitter are not 
  inconsiderable.  
    
  Read aloud or paraphrase the following: 
   
  
  The streets of Sornhill, awash as they are, are deserted 
  except for a few hardy souls like yourselves. As you climb 
  up the hill into the High Town, the Red Tower looms out of 
  the sheets of rain, resolute as ever against the elements. 
   
  You are shown through the outer bailey, up into the 
  Tower itself and into a spartan study. A large oaken desk, 
  strewn with maps and papers, dominates the room. The 
  wind rattles the wooden shutters that bar the window on the 
  far wall. A log fire blazes invitingly in the hearth to one 
  side, setting shadows flickering in the groined arches of the 
  roof vault. Gazing into the flames is Hazeraz Skullsplitter, 
  First Protector and Commandant of Sornhill. 
   
  Hazeraz Skullsplitter 
  Appearance: In his mid fifties, Hazeraz s still 
  physically imposing. Short cropped, steel-gray hair 
  frames a weather-beaten face. His eyes are light 
  gray in colour and hint at a keen wit and 
  intelligence. He limps slightly from an old wound 
  and is never seen without a well-worn broadsword 
  girthed at his hip. Hazeraz is clad in battered, but 
  serviceable studded leather armour.  
   
  Character:  Hazeraz's manner is terse and to the 
  point. He has little patience for fools or 
  pretensions and is not afraid to say so. On the 
  other hand he respects straight talking and 
  professionalism.  
   
  A grizzed old veteran of the Free State 
  Marines and the captain of the former duke's 
  personal guard, Hazeraz has served Onnwal for 
  over 30 years. Named "Skullsplitter" for his skill 
  with the broadsword, he is a fearsome opponent 
  and a master tactician. He is ultimately in charge of 
  all aspects of Sornhill's defence and is fanatically 
  loyal to the Relasters. 
   
  Read aloud or paraphrase the following: 
   
  "Good worthies, my thanks for stirrin' out on such a day. 
  Come warm yourselves," the Skullsplitter says gesturing 
  towards the fire. 
   
  Hazeraz moves to sit behind the map-strewn desk.  
   
  If any of the PCs have the map cert from the 
  premiere of To Hunt a Traitor, read or paraphrase 
  the following. 
   
  “Thanks in part to yer efforts, that turncoat Soldas met his 
  end in the Headlands. Whilst he is due many more deaths 
  to repay the damage he wrought, something else trouble my 
  mind. I’ve heard tell you found a map on one o’ his hochebi 
  followers. Why don’t ye place it on the table?” 
   
  If the PCs do not have the map from To Hunt a 
  Traitor, Hazeraz says the following instead:- 
   
   
  "As ye may 'ave heard tell, Rohal Soldas has met his 
  end in the hills of the Headlands. Though this is no small 
  cause for joy - there remains one thing that worries me. This 
  was found on the body of one of the traitor's hochebi." 
   
  Hazeraz hands a piece of rumpled parchment to you. 
    
  Give the player Players' Handout 2 
   
  Read aloud or paraphrase the following: 
   
  Hazeraz continues: "I'm sure I'm not alone in sayin' that 
  anything of that traitor scum is no good thing. All this talk 
  of his "final card" - it troubles me. I want ye to find this 
  final card, whatever it be, and bring it hither to me, if ye 
  can."       
   
  The PCs will probably wish to ask some questions 
  of the Skullsplitter. A list of answers to the most 
  likely one's are listed below: 
   
  Q: Where is this Pinnacle of Night? 
   
  A: "Nowhere I've heard of. I'd reckon though, from yonder 
  map, that it lies in the Volanots someplace. Now that I 
  think on it - there's one man that knows more than any 
  about the Volanots. His name is Draeus Tiptrenn, a sage. 
  I know not whether he dwells now, but if ye can find him - 
  he may tell ye more of this Pinnacle of Night. " 
   
  Q: What's in it for us? 
   
  A: "If money weighs more than the service of the Free State, 
  then ye'll have yer reward."  
   
  Hazeraz will refuse to haggle or discuss terms for 
  this.  
   
  If there are no further questions, read aloud 
  or paraphrase the following:  
   
  "Make haste now, but keep what I have told ye close. I 
  hardly need to remind ye that the Strawhairs have eyes and 
  ears everywhere. Go to your work - be quick, be quiet and 
  do not fail.  
   
  ENCOUNTER ONE: LORE 
  AND LOSS 
   
  The PCs will have to ask around about the 
  whereabouts of Dreus Tiptrenn. A Gather 
  Information or Knowledge (Local) roll will 
  provide some clues: 
   
  DC 10: "Tiptrenn - yeah I've heard of 'im - he's a 
  old scholar gentleman. Hangs around the Harbour 
  Town these days, I fink. 
  
   
  DC 15: "Yea - Tiptrenn the Sage - I saw him only 
  last week, holding up the bar in the Laden 
  Merchantman.  
   
  DC 20+: "Tiptrenn the Sage? Ha! Tiptrenn the Sot 
  more like it. All he studies now is the bottom of an 
  ale jack and how to gamble away gold. He usually 
  stumbles into the Laden Merchantman not long 
  after the noonbells.   
   
  The Laden Merchantman is one of the most 
  frequented inns in the Harbour Town and any 
  investigations in the district should bring the PCs 
  there.  
   
  Read aloud or paraphrase the following: 
   
  Sornhill's Market Square is all but deserted. The hawker's 
  stalls are battened down against the rain. Farther along, a 
  sign bearing the carving of a cog under full sail swings back 
  and forth in the wind. The windows of the Laden 
  Merchantman are shuttered, but the noise of conversation 
  and the faint aroma of pipe-smoke wafts out under the door.    
  Entering you find that the common room of the inn is busy. 
  With the weather there is little else to do in Sornhill, bar sit 
  out the gale with some good beer by a warm fire. Someone 
  shouts for you to close the door, as a gust sweeps through the 
  room, setting the lantern and candle flames aflickering. 
   
   
  If they inquire after Dreus Tiptrenn, the 
  innkeep can direct the PCs to a small table on the 
  corner of the common room.  
   
  Read aloud or paraphrase the following: 
   
  An elderly man with long yellow-white hair and an 
  unkempt beard appears to be in deep conversation with two 
  younger men. One of the younger men is sitting opposite 
  him, while his companion, a great hulking fellow, is 
  standing behind the old man. As you watch, the elderly man 
  suddenly makes to stand up, somewhat unsteadily. The big 
  man behind him pushes him back down into the chair, 
  placing heavy hands upon his frail shoulders.  It could be a 
  trick of the firelight, but there is a look of befuddled fear on 
  the wizened face of the old man. 
   
   
  The old man is of course Dreus Tiptrenn. The 
  man seated opposite is Harres Brevend, a local 
  thug to whom Tiptrenn owes a considerable sum 
  of money in gambling debts (100 gp x APL of the 
  party). The third man is Orem, Brevend's muscle. 
  Harres and Orem have come to collect their 
  money and are not going to take no for an answer. 
  Tiptrenn doesn't have the money and his future 
  prospects are looking doubtful at best, unless the 
  PCs intervene. 
   
  This is a fairly free-flowing encounter and the 
  GM should resolve it at his discretion. Role-
  playing notes for each of the protagonists are 
  given below: 
   
  Dreus Tiptrenn 
   
  Appearance: Tiptrenn is a man in his sixties with 
  long yellow-white hair and an unkempt beard. His 
  face is lined and red from too many years and too 
  many ales. He is dressed in what were once well-
  made clothes - now unwashed, stained and 
  smelling of stale beer and worse.  
   
  Character: Before the privations and horrors of the 
  Occupation Dreus Tiptrenn was once a well-
  respected sage. Since then he has sought solace 
  from his demons in the bottle. He is a jovial 
  drunk, however, willing to be anyone's friend and 
  content to drink himself to death. He retains all his 
  old learning - though the PCs will have to sober 
  him up first. Tiptrenn is genuinely afraid of 
  Brevend, but does not have the money he is asking 
  for.   
   
  Harres Brevend 
  Appearance: Harres is a man in his late twenties. 
  Rakishly handsome, he has muddy blonde hair and 
  bright green eyes. He is plainly-dressed and carries 
  a dirk in his right boot.  
   
  Character: Harres is an up-and-coming member of 
  Sornhill's criminal fraternity. Ambitious, intelligent 
  and ruthless, he has great plans for himself. 
  Though not an actual member of the local 
  Wrecker cell, he pays tithes to them in order to run 
  his gambling and debt collecting rackets. Harres 
  cannot afford to let Tiptrenn default on his debts, 
  lest his own credibility be damaged. Equally 
  however, he is not going to foolishly pick a fight 
  with clearly superior opposition and will try to talk 
  his way out of any confrontation. Harres does 
  have a long memory however, and does not forget 
  a slight.  
   
  If the PCs force him to leave the tavern 
  without his gold, they will earn the "Wrath of 
  Harres Brevend" Cert.   
   
  Orem  
  Appearance: Orem is a huge hulking beast of a man. 
  Standing well over six feet tall and heavily built, he 
  is dressed in simple peasant's clothing. 
   
  Character: Orem cannot be described as a 
  complicated man. He is a thug, not overly bright, 
  with few greater joys in life than beating someone 
  to a pulp with his enormous fists. He defers 
  
  however, to Harres and will not act without say so 
  from him.  
   
  No stats are provided for Harres or Orem - as they 
  will choose to withdraw rather than pick a fight 
  they cannot win. If the PCs choose to attack 
  Harres and Orem without provocation - then the 
  pair will flee, setting up a hue and cry for the 
  Militia. The PCs are in this case guilty of affray, if 
  not greater crimes such as grievous bodily harm or 
  murder. The Militia will arrive to arrest them and 
  they should be tried and sentenced according to 
  the Code of Laws and their crime: 
   
  Affray: Fine (40% of victim's true worth: 400 gp) 
  Assault, Grievous: (more than 4 hp actual damage): 
  Depending on severity of injuries: Mutilation (loss 
  of hand) or Hard Labour (1d4 years) or Fine (40% 
  of victim's true worth: 400 gp) 
  Assault, Minor: (less than 4 hp actual damage or 
  subdual damage): Fine 200 gp 
  Murder: Hard Labour for Life (PC is removed from 
  the rest of the mini-module. Contact Onnwal 
  Triad at first opportunity).  
   
  Note that Harres and Orem have not actually 
  committed any crime - they are merely trying to 
  claim a legitimate debt from Tiptrenn.  
   
  Assuming the PCs manage to extricate 
  Tiptrenn from his troubles and not get themselves 
  thrown in jail, the sage will thank them profusely 
  (if a little incoherently). As he is very, very drunk, 
  the PCs will have to sober Tiptrenn up before they 
  can get any sense out of him.  
   
  What Draeus Tiptrenn knows: 
   
  Tiptrenn has a small house on the edge of the 
  Haven town. The place is a ramshackle old place, 
  much neglected and in need of repair. In side it is 
  strewn with papers and moldering tomes. Water 
  leaks through a number of large holes in the roof. 
  If he is allowed to sleep off his drinking over 
  night, he will wake hung-over, but coherent.  
   
  Read aloud or paraphrase the following: 
   
  Tiptrenn furrows his brow thoughtfully for some time. Just 
  when you are beginning to think he has fallen into a stupor 
  once more, he looks at you and says: "There is no place 
  within in the Volanots named the Pinnacle of Night. In the 
  Common tongue at least." 
   
  He pauses for a moment before continuing: "However, 
  in the tongue of the Flannae who dwelt in these lands before 
  the forefathers of the Suel or Oerid ever set foot upon their 
  long roads out of the Endless West, there is a place: 
  Dubhanalaradh. It means the Glowering or Darkling 
  Ridge and is an imposing crag in the west of the hills, hard 
  by Obelton. 
   
  In the Sueloise there is a place, now called 
  Carnothann, but in times past ere its name was corrupted 
  by the Aerdi - it was called Caran Nothana - the Blade of 
  the Night. It also lies to the west in the Cantred of 
  Gearnwal.  
   
  Finally there is a place not far hence, called in the 
  Common tongue: Celestian's Court. However, in the High 
  form of Old Oeridian that the Kings of Aerdy spoke when 
  they first set their hearts to the conquest of the world, it is 
  named Raxeran Celestanaeri - the Pillared Court of 
  Celestian's Field - a reference to the night sky. Perhaps this 
  is the Pinnacle of Night you seek?" 
   
  If the PCs seem undecided as to what to do next - 
  Tiptrenn will offer one final piece of advice, 
  provided they have mentioned that they seek 
  something related to Rohal Soldas: 
   
  "This thing for which you seek - you say that traitor Soldas 
  has hidden it away? Well, I have dwelt here long years and 
  even sagacious men are not above listening to the gossiping of 
  the fishwives. When he was Mayor of Sornhill, Soldas was 
  already married. His wife was taken by fever during the 
  wars. However, he also kept a mistress in the High Town. 
  Her name was Calyae Erdann and she dwells yet in 
  Sornhill, though in somewhat fallen circumstances within 
  the Haven Town. Might you not ask of her of the traitor 
  had knowledge of any of these places, for is he not likely to 
  hide something precious in place well known to him?" 
    
   
  As the PCs leave, Tiptrenn is already rooting 
  out a small jar of wine and pouring himself a 
  generous mug, with which he will toast the PCs 
  and their quest.  
   
  The PCs can therefore, either to investigate 
  one or all of the sites mentioned by Tiptrenn or 
  they can seek out Calyae Erdann.  
   
  If they travel to either Dubhanalaradh or 
  Celestian's Court, they will find nothing.  
   
  If they choose to go to Carnothann, go to 
  Encounter Two.   
   
  If they choose to seek out Calyae Erdann, a 
  Gather Information or Knowledge (local) roll [DC 
  12] will be required to discover where she lives.  
   
   
  Read aloud pr paraphrase the following: 
   
   
  Following the directions you have been given, you pass 
  into the narrow streets of the Haven Town. Pinch-faced 
  children peer curiously from doorways as you pass. You are 
  directed to little more than a ramshackle shack, set in what 
  was once the courtyard of a townhouse, now subdivided into 
  tenements.  
   
  Calyae Erdann 
  Appearance: Calyae is a woman in her mid-thirties, 
  dark of hair and eye. Once beautiful, her face now 
  
  bears the mark of hardship and poverty. She is 
  dressed in the garb of a poor labourer's wife, and 
  carries a small child in her arms. 
   
  Character: Calyae was once the daughter of a 
  wealthy merchant of the High Town. As such she 
  mixed with the upper echelons of Sornhill society. 
  There she met and fell in love with Rohal Soldas 
  and became his mistress. The Occupation of 
  Sornhill brought an end to Calyae's life of ease. 
  Being of Oeridan descent, Soldas gave her up 
  when she was declared a thrall. Her father perished 
  at the hands of the Brotherhood and his fortune 
  plundered. After the liberation of the town, despite 
  her treatment she was faced with accusations of 
  being a collaborator for her associations with 
  Soldas. Only by marrying a Haven Town labourer 
  nearly twenty years her senior has she been able to 
  survive.    
   
  Given this treatment - she is understandably 
  bitter at the world in general. Calyae has worked 
  hard to put Soldas behind her and she will not be 
  eager to be reminded of it.  
   
  What Calyae knows: 
  Calyae is reluctant to talk about her times with 
  Rohal Soldas and will be ever fearful that her 
  husband will return. The PCs will need to talk her 
  into telling what she knows. Offers of gold will 
  initially offend her, for she retains something of 
  her dignity and pride - however, she is in no 
  position to refuse - though it galls her to accept 
  charity.   
   
  She knows nothing about the Pinnacle of 
  Night. If the PCs mention Carnothann, she says 
  that sounds familiar. She and Soldas would ride 
  out from Sornhill on occasion into the Volanots 
  west of the town. He would take her to a lake in a 
  small valley between two hills. She remembers he 
  used to call the place Car Nothana.   
   
  This should be the clue that points directly to 
  Carnothann as being the Pinnacle of Night.  
   
  ENCOUNTER TWO: THE 
  PINNACLE OF NIGHT 
   
  Tiptrenn or anyone with reasonable local 
  knowledge (DC 15), will be able to direct the PCs 
  to the Hill of Carnothann. It lies about four 
  leagues west of Sornhill, about five miles from the 
  coast. 
   
  Read aloud or paraphrase the following: 
   
  Your path takes you into the familiar craggy hills of the 
  Volanots. Yesterday's storm has blown itself out, leaving 
  only ragged trails of clouds scudding across a watery sun, on 
  a brisk west wind. 
   
  As you make you way east, you pass several patrols of 
  Army Regulars and Militia, sweeping the area for any 
  Brotherhood incursions. They stop to question you, but 
  having determined your loyalties quickly lose interest. You 
  discover that most of the fighting has moved onto the west, to 
  Tessak's Cove. Halwyr's men have pushed the Brotherhood 
  forces back to a series of fortified villages, where they are 
  putting up stubborn resistance.  
   
  Pressing on you arrive after a time at the foot of the 
  Hill of Carnothann. The main peak rises in a sharp craggy 
  ridge to a single pinnacle of dark limestone.  On the eastern 
  side, a second smaller crag juts up out of the fragrant scrub 
  and stunted storm pines. In the saddle between the peaks 
  lies a small lake - little more than a large pool. A small 
  stream spills noisily out of the north side of the lake down 
  into the valley beyond and towards the sea, grey and leaden 
  in the distance beyond the crags.  
   
  160 paces east from the main peak of Carnothann 
  brings the PCs down a steep rocky slope to the 
  edge of the lake. A search of the area surrounding 
  the lake will reveal nothing, except some old tracks 
  -booted feet, either a hochebi or Free State patrol - 
  passing east to west, pausing at the edge of the lake 
  and then passing on. The lake itself is surprisingly 
  deep for its size - its cold murky waters plunging 
  down to about 30 feet in depth. The rocks on the 
  bottom are covered in a layer of muddy silt, which 
  when disturbed, reduces visibility to zero.  
   
  The ledgers are hidden about 10 feet out from 
  the western edge of the lake in about 5 feet of 
  water. The chest containing them is covered with 
  some loose rocks. Only a truly determined search 
  of the lake will discover it without aid - have each 
  PC involved in the search make Search Rolls and 
  add the results until they reach 200; each "round" 
  of rolls represents an hour's search. If they reach 
  200, then one of them uncovers the box by 
  chance. Note that the PCs have only about three 
  hours of daylight left.    
   
  The far easier way to discover the location of 
  the box is to wait until sunrise the following day 
  and watch where the shadow of the secondary 
  peaks falls on the waters of the lake. The box and 
  ledgers are located at precisely this point and 
  Search roll DC 15 made by anyone searching this 
  area of the lake will uncover them. Remember that 
  the water is 5 feet deep - dwarf, gnome and 
  halfling PCs will have to make Swim checks.    
   
  If/when the PCs discover the box, read aloud 
  or paraphrase the following:  
   
  There is suddenly the feeling of something cold and metallic 
  underneath your questing fingers. Reaching down you feel 
  the regular edges of a metal box, buried beneath some small 
  
  rocks. It is a simple matter to clear it off and bring it to the 
  surface. The box is about two feet long, two feet wide and a 
  foot deep and made of heavy iron. The outer surfaces are 
  orange with a thin layer of rust, it is otherwise intact. There 
  is small keyhole one on side, filled with candlewax. 
    
  The wax is to prevent the lock mechanism rusting 
  up. Heating the lock with a torch or even a candle 
  for long enough will melt out the wax and allow it 
  to be picked (Open Lock DC 15).  
   
  Read aloud or paraphrase the following: 
   
  Inside the first box is a second, smaller box, made of 
  untarnished steel. No more than a foot and half long and 
  wide and about nine inches deep, the second box is 
  unadorned except for an ornate lock and clasp, bearing the 
  chevron of the Great House of Relaster. Like the outer box, 
  the lock is filled with wax, as are the joints around the lid.   
   
  Unlike the outer box however, the lock of the 
  inner box is trapped, the type of trap depending on 
  the APL. All of the needle traps involve a six inch 
  long needle shooting out from the ornamentation 
  around the lock potentially stabbing the fingers 
  anyone attempting to tamper with the lock 
  mechanism without the correct key. 
   
  In the case of the bestow curse trap, anyone 
  touching or tampering with the lock mechanism is 
  potentially affected. Detect magic will obviously 
  show up an aura from around the lock.  
   
  APL2 
  Poisoned needle trap; CR1; Mechanical; touch 
  trigger; lock bypass (Open Lock [DC 30]); Atk +8 
  melee (1 + poison, needle); poison (bloodroot; 
  Fort save [DC 12] resists, 0/1d4 Con + 1d3 Wis); 
  Search (DC 20); Disable Device (DC 17). 
   
  APL4 
  Poisoned needle trap; CR2; Mechanical; touch 
  trigger; lock bypass (Open Lock [DC 30]); Atk 
  +17 melee (1 + poison, needle); poison (blue 
  whinnis; 
  Fort 
  save 
  [DC 
  14] 
  resists, 
  1 
  Con/unconsciousness; Search (DC 22); Disable 
  Device (DC 18). 
   
  APL6 
  Poisoned needle trap; CR3; Mechanical; touch 
  trigger; lock bypass (Open Lock [DC 30]); Atk 
  +20 melee (1 + poison, needle); poison (large 
  scorpion venom; Fort save [DC 18] resists, 1d6 
  Str/1d6 Str; Search (DC 24); Disable Device (DC 
  20). 
   
  APL8 
  Bestow curse trap; CR4; Magic device; touch 
  trigger; (detect good), automatic reset; spell effect 
  (bestow curse, 5th lvl cleric, -6 Con); Will save [DC 
  14] negates; Search (DC 28); Disable Device (DC 
  28). 
   
  If/when the PCs open the inner box, read aloud 
  or paraphrase the following: 
   
  Your skill and patience is reared by an audible click as the 
  tumblers turn. Gingerly you open the metal lid, breaking 
  the waxen seals. Inside you see three leather-bound books, 
  kept perfectly dry thanks to the wax.  
   
  If they examine the books, they will find that they 
  are ledgers, dating from between about 490 and 
  520 CY. At first glance, they are a confusing 
  record of payments received (though there are no 
  outgoing expenses), lists of movements of Free 
  State navy ships, and what at first appears to be a 
  haphazard census - listing coastal villages and their 
  populations.  
   
  A closer examination will turn up the passage 
  quoted in Players' Handout 3. It become clear that 
  the transactions are to do with the revenues from 
  slave trading and that the author of the ledgers was 
  in collusion with slavers preying on villages along 
  the Storm Coast. 
   
  The inside covers of the ledgers bear the 
  signature and signet of Duke Kosrel Relaster, 
  whoBardic Knowledge of Knowledge (local) check 
  (DC 12) will reveal as having been the grandfather 
  of Saielma Relaster, the current Duchess of the 
  Storm Coast. 
   
  What the PCs decide to do with these ledgers 
  is up to them. If they make any attempt to destroy 
  them, then go immediately to Encounter Three - 
  where instead of waiting to ambush the PCs, 
  Madi's minions will swoop down on the PCs in an 
  attempt to prevent the destruction of the ledgers.  
   
  ENCOUNTER THREE: A 
  SKIRMISH AT SUNRISE 
   
  Unbeknownst to the PCs, they have been 
  shadowed by a group in the service of Kekerav 
  Madi, former Kesh of Sornhill. Madi had long 
  suspected that Soldas, his old servant, had been 
  hiding something from him. His agents in Sornhill 
  reported that something relating to Soldas had 
  been discovered and that the Skullsplitter had 
  expressed personal interest. Hence, he dispatched 
  a band of Brotherhood operatives to discover 
  what they could and recover Soldas' hidden legacy. 
  They are to return their findings to Madi, who is 
  currently elsewhere in the west, far behind enemy 
  lines. 
  
   
  Bazan, one of their number, managed to 
  discover from Tiptrenn (once again in his cups) 
  that the PCs were headed to Carnothann and the 
  rest of the company have trailed the PCs there, 
  using the hawk familiar of their sorceror, Kerav to 
  discretely observe the PC's movements and 
  actions. 
   
  They have set an ambush for the PCs as they 
  descend from Carnothann towards Sornhill. Make 
  opposed Hide/Spot rolls for the PCs to try and 
  notice the ambush (best Spot vs worst Hide). 
  Those PCs that spot any of the ambushers can act 
  on their initiative in the surprise round. 
   
  APL2: (EL 5) 
  Larava Tanmar: Female Human Mnk1 
  Keralkumak: Male Hobgoblin Ftr1 
  Kerav Legor: Male Human Sor1 + Hawk Familiar 
  Bazan Sar: Male Human Rog1;  
  Shargatan: Male Human Bbn1 
  Jena Borgav: Female Human Clr1 
   
  APL4: (EL 7) 
  Larava Tanmar: Female Human Mnk2 
  Keralkumak: Male Hobgoblin Ftr2 
  Kerav Legor: Male Human Sor2 + Hawk Familiar 
  Bazan Sar: Male Human Rog2  
  Shargatan: Male Human Bbn2 
  Jena Borgav: Female Human Clr2 
   
  APL6: (EL 9) 
  Larava Tanmar: Female Human Mnk4 
  Keralkumak: Male Hobgoblin Ftr4 
  Kerav Legor: Male Human Sor4 + Hawk Familiar 
  Bazan Sar: Male Human Rog4  
  Shargatan: Male Human Bbn4 
  Jena Borgav: Female Human Clr4 
   
  APL8: (EL 11) 
  Larava Tanmar: Female Human Mnk6 
  Keralkumak: Male Hobgoblin Ftr6 
  Kerav Legor: Male Human Sor6 + Hawk Familiar 
  Bazan Sar: Male Human Rog6 
  Shargatan: Male Human Bbn6 
  Jena Borgav: Female Human Clr6 
   
  For Stats see Appendix 2 
   
  Tactics: 
  The Brotherhood agents will attempt to conceal 
  themselves in the scrub on either side of the PC's 
  line of march. On the left flank (from front to 
  back along the line of march): Keralkumak, Karav, 
  Larava. On the right flank (from front to back 
  along the line of march): Bazan, Jena, Shargatan.   
   
  They will attempt to loose missile weapons 
  and spells to immobilise as many of the PCs as 
  possible in the surprise round. The fighter 
  (Keralkumek) and barbarian (Shargatan), will then 
  engage the best fighters close to them (or failing 
  that the closest PC), while the rogue (Bazan) and 
  monk (Larava) provide suppressing missile fire on 
  any spell casters and cover their own spellcasters. 
  Spellcasters attempt to dispel any magic effects the 
  PCs place on themselves, particularly if the 
  sorcerer has the scroll of dispel magic. 
   
  If the Brotherhod agents suffer more than 
  50% casualties and/or the battle is going clearly 
  against them, they will attempt to withdraw, scatter 
  and escape. 
   
  Treasure: 
  APL2: Loot: 44 gp; Coin: 0gp; Magic: potion of bull’s 
  strength  (25 gp); 
  APL4 Loot: 45 gp; Coin: 0gp; Magic: scroll of dispel 
  magic (31 gp), bracers of armour +1 (75 gp); 
  APL6: Loot: 45 gp; Coin: 0gp; Magic: potion of bull’s 
  strength  (25 gp), scroll of dispel magic (31 gp), bracers of 
  armour +1 (75 gp), wand of magic missile (1st level 
  caster) (63 gp); 
  APL8: Loot: 45 gp; Coin: 0gp; Magic: potion of bull’s 
  strength (25 gp), scroll of dispel magic (31 gp), wand of 
  magic missile (3rd level caster) (312 gp); 
   
  CONCLUSION 
   
  How this module ends depends on who the PCs 
  approach with the ledgers. If you are uncertain of 
  how to handle this, contact a member of the 
  Onnwal Design Team at the desk before 
  continuing. 
   
  1) Hazaraz Skullsplitter 
   
  If the PCs try to approach anyone within the 
  Ducal Court of Stormhaven except Hazaraz they 
  are redirected to the trusty Defender of Sornhill. 
  Under 
  no 
  circumstances 
  will 
  they 
  get 
  anywhere near the Duchess herself without 
  Hazaraz intercepting them. 
   
  If the PCs request an audience with Hazaraz 
  they get it swiftly, and he requests to know what it 
  was they found. If the PCs tell him about the 
  ledgers, Hazaraz looks coolly at them (and it 
  requires a Sense Motive – DC 35 to note that he 
  seems phased by this). He asks to see the ledgers 
  and if they are produced he takes them to his desk 
  to study. 
   
  Read aloud or paraphrase the following: 
   
  With the ledgers in hand Hazeraz looks imposing as he 
  leans over his desk, his brow furrowed in thought as he 
  impassively reads the  pages of the tome. After a brief 
  
  moment of silence there is a loud and dramatic thump as he 
  emphatically closes the tome and strides over to the roaring 
  fireplace. With a single flick of his wrist throws the 
  incriminating books upon the fire. 
   
  If any PC is foolish enough to attempt to wrest the 
  pages from the fire, Hazeraz does everything short 
  of shouting for every guard in Sornhill to stop 
  them. 
   
  If the PCs looked stunned by this, he offers 
  the following explanation:- 
   
  “I’m sworn t’protect Sornhill,” says the grizzled veteran as 
  he trns to see your faces, “and I’ve known of this scandal, 
  and that Soldas’d used it to climb the ziggurat. Wit’ Her 
  Grace standing to marry the Szek I’ve nae wish t’see all 
  we’ve built toppled by the sins of the past. It must not be 
  allowed to destroy the work of these past two years.” 
   
  Finally he recompenses them as follows:- 
   
  Hazeraz rests his arms upon the desk, but appears to fill 
  the entire chamber, “You’ve done well though, and are loyal 
  to the Duchess.” 
   
  He reaches into his desk and pulls out a single 
  deerskin pouch and throws it to the other side of the desk 
  with a chink.  
  Without looking at you he says, “We shall talk of this 
  matter no more. Otherwise…” 
   
  The marine’s voice trails off and his hard grey eyes 
  turn from you to the window, where he stares into the 
  darkness outside. 
   
  “You are dismissed.” 
   
  Inside the bag is one pouch per PC who took part 
  in this mission. Each pouch contains 10 platinum 
  sea eagles. 
   
  APL2: Loot: 0 gp; Coin: 100gp; Magic: 0gp; 
  APL4 Loot: 0 gp; Coin: 100gp; Magic: 0gp; 
  APL6: Loot: 0 gp; Coin: 100gp; Magic: 0gp; 
  APL8: Loot: 0 gp; Coin: 100gp; Magic: 0gp; 
   
  If the PCs make a fuss or question Hazaraz’s 
  morals, he dismisses them. If they try to take the 
  ledgers from the fire, Hazaraz warns them not to, 
  and if necessary calls down the guard. If the PCs 
  protest too much they receive the Wrath of the 
  Skullsplitter cert. If the PCs leave without making 
  a fuss they receive 2 Regional Influence Points 
  with 
  the 
  House 
  of 
  Relaster 
  (Hazaraz 
  Skullsplitter). 
   
  2) The Szek & Other Nobility 
   
  It is not out of the realms of possibility the PCs 
  may travel to Killdeer etc. to seek an audience with 
  the szek or one of the other non-Relaster nobles 
  (e.g. Gellen Cadwale of Longbridge).  
   
  If they do this, the noble is so outraged that 
  they take the matter loudly to the szek himself. 
   
  Herald’s Announcements: 
   
  Within a fortnight of the PCs handing the ledgers 
  over, Szek Jian Destron declares the Great House 
  of Relaster unfit for rulership of the Storm Coast 
  in light of the scandal tearing his court apart. A 
  Carbani Provost is appointed to administer the 
  Storm Coast until such time as the inquiry is 
  finished. As for marriage between the szek and the 
  duchess – this is delayed for now. 
   
  3) The Wreckers 
   
  The Sornhill cell of the Wreckers is quite happy to 
  take the ledgers off the PCs hands. They can only 
  pay up to the maximum gold for the module for 
  the ledgers but will “remember” the PCs and 
  return the favour. 
   
  In short order the Wrecker cell leader, Teral 
  Lightfingers, is able to use the ledgers to blackmail 
  Sailema Relaster into allowing the Wreckers 
  considerable lee-way upon the Storm Coast and 
  that several of their number be appointed stewards 
  of liberated villages. It is about to become a 
  wonderful time to be a criminal in Sornhill. 
   
  In addition to the monetary reward above, the 
  PCs earn 3 Regional Influence Points with the 
  Wreckers and note on the Adventure Cert of any 
  PC 
  Wreckers 
  that 
  they 
  have 
  “Fast-Track 
  advancement” through the ranks – Terak views 
  them as potential Lieutenants. 
   
  Hazaraz Skullsplitter makes it his business to 
  find out who provided this group with the ledgers 
  and thus the PCs earn the Wrath of the 
  Skullsplitter Cert. 
   
  4) Temples 
   
  Devout PCs might decide to return the ledgers to 
  their own temple. 
   
   Joramy, Norebo, Procan (other non-lawful 
  deities) 
   
  A non-lawful church blackmails the Relasters with 
  the ledgers to gain increased influence within the 
  city. 
   
  The PCs in return gain 2 Regional Influence 
  Points with the temple that they chose. However 
  Hazaraz Skullsplitter makes it his business to find 
  out who provided this group with the ledgers and 
  
  thus the PCs earn the Wrath of the Skullsplitter 
  Cert. 
   
  Trithereon 
  The adherents of the Pursuer are outraged by the 
  involvement of the Relasters in a slaver ring. They 
  will immediately begin denouncing the Relasters 
  from street corners, sending the evidence to their 
  main temple in Kildeer and from thence to the 
  szek.  
  The PCs receive 3 Regional Influence Points with 
  the Church of Tritherion.  
   
  Herald’s Announcements: 
   
  Within a fortnight of the PCs handing the ledgers 
  over, Szek Jian Destron declares the Great House 
  of Relaster unfit for rulership of the Storm Coast 
  in light of the scandal tearing his court apart. A 
  Carbani Provost is appointed to administer the 
  Storm Coast until such time as the inquiry is 
  finished. As for marriage between the szek and the 
  duchess – this is delayed for now. 
   
  Pholtus 
   
  Cathera of Ogburg is overjoyed if the PCs come to 
  her with the ledgers. Upon granting them Pholtus’s 
  blessing she promptly arranges transit for the 
  ledgers to be sent to Purcennd Kerondas in 
  Killdeer. The Shining Paragon will immediately 
  pronounce anathemas on the Great House of 
  Relaster, revealing the contents of the ledgers in 
  fire and brimstone sermons. 
   
  Kerondas will also use the scandal as leverage 
  to in his bid to become Prime of Onnwal, leaving 
  the szek with little grounds to refuse him.  
   
  The PCs receive 2 Influence Points with the 
  Church of Pholtus and the cert Blessed of the 
  Blinding Light. 
   
  Herald’s Announcements: 
   
  Within a fortnight of the PCs handing the ledgers 
  over, Szek Jian Destron declares the Great House 
  of Relaster unfit for rulership of the Storm Coast 
  in light of the scandal tearing his court apart. A 
  Carbani Provost is appointed to administer the 
  Storm Coast until such time as the inquiry is 
  finished. As for marriage between the szek and the 
  duchess – this is delayed for now. 
   
   
  Law Abiding Deities 
   
  Religions in this category include Heironeous, 
  Osprem, Zilchus, Delleb, Zilchus, Xerbo, Jascar, 
  Fortubo. 
   
  The High Priest of the Sornhill temple shall 
  go to Hazaraz Skullsplitter with the ledgers. 
  Satisfied with the explanation that an investigation 
  is on-going (and taking into account that there 
  shall be a delay due to the fact there is a war on) 
  they allow Hazaraz to keep the ledgers, which are 
  promptly destroyed, and return to larger concerns, 
  such as rebuilding and restoring Free Onnwal. 
   
  The PCs receive 1 Influence Point with their 
  Church, but 1 Disfavour Point with the House of 
  Relaster. 
   
   
  5) The Jade Mask 
   
  If the PCs are members of or have contact with 
  Celendrenn or members of the Jade Mask, they 
  may wish to deliver the ledgers into their keeping.  
  The Mask will ensure that the ledgers remain 
  secret, though that is not to say that they might 
  not use them to their own ends.  
   
  The PCs receive 2 Regional influence points 
  with Celendrenn and the Jade Mask, and counts as 
  a merit for any probationary members of the Jade 
  Mask.  
   
   
  END
  
  EXPERIENCE POINT 
  SUMMARY 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished and assign 
  the experience award accordingly. Then assign the 
  discretionary role-playing experience award. The 
  role-playing award should be given for consistent 
  character portrayal and contribution to the fun of 
  the game. You can award different role-playing 
  amounts to different characters. Award the total 
  value (objectives + roleplaying) to each character. 
   
  Encounter 1: Lore and Loss 
   
  Handling Harres Brevend without violence 
   
  APL2:   
   
   
   
   
  20 XP 
  APL4:   
   
   
   
   
  30 XP 
  APL6:   
   
   
   
   
  40 XP 
  APL8:   
   
   
   
   
  50 XP 
   
  Questioning Tiptrenn 
   
  APL2:   
   
   
   
   
  10 XP 
  APL4:   
   
   
   
   
  20 XP 
  APL6:   
   
   
   
   
  30 XP 
  APL8:   
   
   
   
   
  40 XP 
   
  Questioning Calyae Erdann 
   
  APL2:   
   
   
   
   
  10 XP 
  APL4:   
   
   
   
   
  20 XP 
  APL6:   
   
   
   
   
  30 XP 
  APL8:   
   
   
   
   
  40 XP 
   
  Encounter 2: The Pinnacle of Night 
   
  Getting to the correct location of the Pinnacle 
  of Night 
   
  APL2:   
   
   
   
   
  20 XP 
  APL4:   
   
   
   
   
  35 XP 
  APL6:   
   
   
   
   
  50 XP 
  APL8:   
   
   
   
   
  65 XP 
   
  Disarming or avoiding the trap on Soldas’s 
  chest 
   
  APL2:   
   
   
   
   
  20 XP 
  APL4:   
   
   
   
   
  35 XP 
  APL6:   
   
   
   
   
  50 XP 
  APL8:   
   
   
   
   
  65 XP 
   
  Encounter 3: A Skirmish at Sunrise 
   
  Defeat Madi’s minions 
   
  APL2:   
   
   
   
   
  100 XP 
  APL4:   
   
   
   
   
  140 XP 
  APL6:   
   
   
   
   
  180 XP 
  APL8:   
   
   
   
   
  220 XP 
   
  Conclusion 
   
  Making a mature decision with regards what 
  to do with the ledgers 
   
  APL2:   
   
   
   
   
  20 XP 
  APL4:   
   
   
   
   
  25 XP 
  APL6:   
   
   
   
   
  35 XP 
  APL8:   
   
   
   
   
  40 XP 
   
  Discretionary Role-playing Award 
  APL2:   
   
   
   
   
  0-25 XP 
  APL4:   
   
   
   
   
  0-30 XP 
  APL6:   
   
   
   
   
  0-35 XP 
  APL8:   
   
   
   
   
  0-40 XP 
   
  Total possible experience 
   
  APL2:   
   
   
   
   
  225 XP 
  APL4:   
   
   
   
   
  335 XP 
  APL6:   
   
   
   
   
  450 XP 
  APL8:   
   
   
   
   
  560 XP 
   
  TREASURE SUMMARY 
   
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of all 
  their earthly possessions. Looting the bodies takes 
  at least 10 minutes per every 5 bodies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is 
  reasonable that the characters can go back to loot 
  the bodies, and those bodies are there (that is not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), characters 
  may return to retrieve the loot. If characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below.  
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
  A normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason they 
  
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below.  
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyse dweomer, or similar spell to 
  determine what the item does and how to activate 
  it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts etc) and the item is used before 
  the end of the adventure. Its total is subtracted 
  from the adventure totals below.  
   
  Once you have subtracted the value for 
  unclaimed treasures from each encounter, add it 
  up and that it’s the number of gold pieces a 
  character’s total and coin values increase by at the 
  end of the adventure. Write the total in the GP 
  Gained field of the Adventure Certificate.  
   
  TREASURE KEY: 
   
  Encounter 1: Lore and Loss 
   
  C: Force Harres to leave without his 100 gp. 
   
  Wrath of Harres Brevend 
   
  You have earned the ire of Harres Brevend, a 
  money-lender with connections to the Wreckers. 
  For the next three Onnwal regional scenarios all 
  goods under 300 gp will cost 10% more as Harres 
  uses his connections to make life difficult for you. 
   
  This may have additional repercussions as you 
  have made quite the enemy. 
   
  Encounter 3: Skirmish at Sunrise 
   
  C: Defeat Madi’s minions 
   
  APL2: Loot: 44 gp; Coin: 0gp; Magic: potion of bull’s 
  strength  (25 gp); 
  APL4 Loot: 45 gp; Coin: 0gp; Magic: scroll of dispel 
  magic (31 gp), bracers of armour +1 (75 gp); 
  APL6: Loot: 45 gp; Coin: 0gp; Magic: potion of bull’s 
  strength  (25 gp), scroll of dispel magic (31 gp), bracers of 
  armour +1 (75 gp), wand of magic missile (1st level 
  caster) (63 gp); 
  APL8: Loot: 45 gp; Coin: 0gp; Magic: potion of bull’s 
  strength (25 gp), scroll of dispel magic (31 gp), wand of 
  magic missile (3rd level caster) (312 gp); 
   
  Conclusion: 
   
  C: Payment by Hazeraz Skullsplitter 
   
  APL2: Loot: 0 gp; Coin: 100gp; Magic: 0gp; 
  APL4 Loot: 0 gp; Coin: 100gp; Magic: 0gp; 
  APL6: Loot: 0 gp; Coin: 100gp; Magic: 0gp; 
  APL8: Loot: 0 gp; Coin: 100gp; Magic: 0gp; 
   
  Influence Points – the PCs may be awared 
  Influence Points with numerous organisations in 
  the module. Record these on the Adventure 
  Record. 
   
  Wrath of the Skullsplitter 
   
  You have earned the ire of Hazeraz Skullsplitter, a 
  man who forgets little, especially those who cross 
  him! 
   
  APL2: 170 gp  
  APL4: 250 gp; 
  APL6: 340 gp 
  APL8: 520 gp  
   
  
  PLAYER'S HANDOUT 1: SKULLSPLITTER’S SUMMONS
   
  Stormhaven,  
  Coldeven 17, the Common Year 593 
   
  Honourable Worthies, 
   
  Your presence is requested within the halls of the 
  Stormhaven at your earliest convenience. My man Darev 
  may be trusted and has orders to convey you hither. I trust 
  you will not keep either he or I waiting long. 
   
  Hazeraz,  
   
  Commendant,  
  Sornhill Garrison 
   
   
  
  PLAYER’S HANDOUT 2: ROHAL SOLDAS’S MAP 
   
  
  PLAYERS HANDOUT 3: EXCERPT FROM THE LEDGERS 
   
   
  Planting 15, the Common Year 514 
   
  Krenzen reported the loss of the entire cargo from Sevros this last week.  
   
  The initial rounding up went according to plan and there was, as I had 
  informed them, little or no resistance beyond the usual one or two armed 
  men. However, as they set off east on their return leg, a Navy galley, (note 
  well: the Sentinel of the Storm Coast captained by one Jerges Arenn), 
  surprised them. In the pursuit that followed, Krenzen was forced to cast the 
  entire take over board to lighten the load and remove incriminating 
  evidence. Fortunately the cargo had already been chained up and given the 
  darkness of the night, he had the cover of darkness. Thus no trace of the 
  deed was left. As it happened, Krenzen was able to lose the pursuit in a fog 
  bank - which is fortunate, though vexing given that he was not in the end 
  boarded at all. 
   
  Loss of revenue is calculated at nigh on 800 gulls plus another 100 gulls for 
  new chains and shackles to replace those thrown overboard.  
   
  Krenzen has politely requested that I do more to curb the enthusiasm of the 
  fleet.  Though this is insolent in the extreme, given my labours in that 
  regard, I shall have to see that this Arenn finds another, less troublesome 
  posting. 
   
  Kosrel Relaster 
  Duke 
  
  APPENDIX: COMBAT STATISTICS 
   
  Encounter Three: 
   
  APL2 
   
  Larava Tanmar: Female Human Mnk1; CR 1; 
  Medium Humanoid; HD 1d8; hp 7; Init +7; Spd 
  30ft.; AC 17 (touch 16, flat-footed 11); Atk +3 
  melee 
  (1d6, 
  unarmed); 
  +0 
  melee 
  (1d6, 
  quarterstaff); +3 ranged (1d4, sling); SA: 
  Unarmed strike, stunning attack; SQ: Evasion; 
  AL LE; SV Fort +2, Ref +5, Will +5; 
  Str 10, Dex 16, Con 10, Int 11, Wis 16, Cha 14.  
  Skills and Feats: Climb +2, Hide +7, Jump +2, 
  Move Silently +7, Tumble +7; Improved 
  Initiative, Weapon Finesse-Unarmed. 
  Possessions: Quarterstaff, sling, 20 bullets, padded 
  armour, backpack; flint and steel; trail rations; 
  waterskin, traveler's outfit. 
   
  Keralkumak: Male Hobgoblin Ftr1; CR1; 
  Medium Humanoid; HD 1d10+1; hp 11; Init 
  +6; Spd 30ft. ; AC 16 (touch 12, flat-footed 14); 
  Atk +6 melee (1d8+4, battleaxe); +5 melee 
  (1d4+4, dagger); +3 ranged (1d6+4, throwing 
  axe); SQ: Darkvision, 60 ft.; AL LE; SV Fort +3, 
  Ref +2, Will +0;  
  Str 18, Dex 14, Con 12, Int 12, Wis 10, Cha 8. 
  Skills and Feats: Climb +4, Hide +2, Move 
  Silently +9; Improved Initiative, Weapon Focus: 
  Battleaxe. 
  Possessions: Battleaxe; 5 x throwing axe, dagger, 
  chain shirt, backpack, trail rations, rope, hemp 
  (50 ft.), waterskin, whetstone, traveler's outfit. 
   
  Kerav Legor: Male Human Sor1; CR1; Medium 
  Humanoid; HD 1d4; hp 4; Init +5; Spd 30 ft.; 
  AC 12 (touch 11, flat-footed 11); Atk +0 melee 
  (1d8, shortspear); +1 ranged (1d8, light 
  crossbow); AL NE; SV Fort +0, Ref +1, Will 
  +2;  
  Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 18. 
  Skills and Feats: Concentration +4, Hide +3, 
  Move Silently +3; Combat Casting, Improved 
  Initiative.  
  Possessions: Shortspear, light crossbow, crossbow 
  bolts (20), padded armour, backpack, candle, 
  chalk, flint and steel, ink vial; paper (1 sheet), 
  belt pouch, trail rations, sealing wax, waterskin. 
  Spells Known (5/4; base DC = 11 + spell level): 0 
  - daze, flare, ray of frost, resistance; 1st - shield, sleep 
  Familiar: Hawk; CR 1/3;Tiny Animal; HD 1d8; 
  hp 2; Init +3; Spd 10ft, Fly, Average 60ft; AC 
  17; Atk +5 melee (1d4-2, Claws); SQ: Share 
  spells, empathic link, AL N; SV Fort +2, Ref +5, 
  Will +2;  
  Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6. 
  Skills and Feats: Hide+11, Listen+6, Spot+6; 
  Alertness, Improved Evasion, Weapon Finesse. 
   
  Bazan Sar: Male Human Rog1; CR1; Medium 
  Humanoid; HD 1d6+2; hp 8; Init +7; Spd 30 ft; 
  AC 16 (touch 13, flat-footed 13); Atk +1 melee 
  (1d6+1, short sword), +1melee (1d4+1, dagger); 
  +3 ranged (1d8, light crossbow); SA: Sneak 
  attack +1d6; AL LE; SV Fort +2, Ref +5, Will 
  +0; 
  Str 12, Dex 16, Con 14, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Balance +6, Escape Artist +6, 
  Hide +6, Jump +4, Move Silently +6, Open 
  Lock +5, Pick Pocket +7, Search +5, Spot +4, 
  Tumble +6; Dodge, Improved Initiative. 
  Possessions: Short sword, light crossbow, 20 
  crossbow bolts, 4 x dagger, studded leather 
  armour, backpack; flint and steel; trail rations, 
  waterskin (full), traveler's outfit. 
   
  Shargatan: Male Human Bbn1; CR1; Medium 
  Humanoid; HD 1d12+2; hp 14; Init +2; Spd 
  40ft; AC 16 (touch 12, flat-footed 14); Atk +5 
  melee (2d4+4, falchion); +3 ranged (1d6, 
  shortbow); SQ: Rage 1/day, fast movement; AL 
  N; SV Fort +4, Ref +2, Will +1;  
  Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 9. 
  Skills and Feats: Climb +7, Handle Animal +3, 
  Jump +7, Listen +5, Move Silently +4; Run, 
  Weapon Focus: Falchion. 
  Possessions: Falchion; shortbow; 20 arrows, chain 
  shirt, potion of bull’s strength 
   
  Jena Borgav: Female Human Clr1; CR1; 
  Medium Humanoid; HD 1d8+1; hp 9; Init +1; 
  Spd 30ft.; AC 15 (touch 11, flat-footed 14); Atk 
  +1melee (1d4+1, dagger); +1 ranged (1d8, light 
  crossbow); SQ: Rebuke undead; AL LE; SV Fort 
  +3, Ref +1, Will +5;  
  Str 12, Dex12, Con 12, Int 12, Wis 16, Cha 10. 
  Skills and Feats: Concentration +5, Diplomacy 
  +3, Heal +7, Knowledge (religion) +5, Spellcraft 
  +2; Combat Casting, Spell Focus: Necromancy  
  Possessions: Dagger; light crossbow, 20 crossbow 
  bolts, scale mail, backpack; flint and steel; trail 
  rations, waterskin (full), traveler's outfit. 
  Spells Prepared (3/2; base DC 11 + spell level): 0 - 
  cure minor wounds, resistance, virtue; 1st - cause fear*, 
  obscuring mist, shield of faith. 
  *domain spell; Domains: Death: may use a death 
  touch 1/day.Your death touch is a spell-like 
  ability that is a death effect. Must succeed at a 
  melee touch attack against a living creature 
  (using the rules for touch spells). When touch, 
  roll 1d6 per your cleric level. If the total at least 
  equals the creature's current hit points, it dies). 
  Law: cast law spells at +1 caster level. 
  
   
  APL4: 
   
  Larava Tanmar: Female Human Mnk2; CR 2; 
  Medium Humanoid; HD 2d8; hp 12; Init +7; 
  Spd 30ft.; AC 17 (touch 16, flat-footed 11); Atk 
  +5 melee (1d6, unarmed); +1 melee (1d6, 
  quarterstaff); +4 ranged (1d6 fire,  alchemist's 
  fire); SA: Unarmed strike, stunning attack; SQ: 
  Evasion; AL LE; SV Fort +3, Ref +6, Will +6;  
  Str 10, Dex 16, Con 10, Int 11, Wis 16, Cha 14. 
  Skills and Feats: Climb +5, Hide +8, Jump +5, 
  Move Silently +8, Tumble +8; Deflect Arrows, 
  Improved Initiative, Weapon Finesse-Unarmed. 
  Possessions: Quarterstaff, flask of alchemist's fire, 
  padded armour, backpack; flint and steel; trail 
  rations, waterskin (full), traveler's outfit. 
   
  Keralkumek: Male Hobgoblin Ftr2; CR2; 
  Medium Humanoid; HD 2d10+2; hp 17; Init 
  +6; Spd 30 ft.; AC 17 (touch 12, flat-footed 15); 
  Atk +7 melee (1d8+4, battleaxe); +6 melee 
  (1d4+4, dagger); +4 ranged (1d6+4, throwing 
  axe); SQ: Darkvision, 60 ft.; AL LE; SV Fort +4, 
  Ref +2, Will +0;  
  Str 18, Dex 14, Con 12, Int 12, Wis 10, Cha 8. 
  Skills and Feats: Climb +5, Hide +3, Move 
  Silently +10; Improved Initiative, Power Attack, 
  Weapon Focus: Battleaxe. 
  Possessions: Battleaxe; 5 x throwing axe, dagger, 
  chainmail, backpack, trail rations, rope, hemp 
  (50 ft.), waterskin, whetstone, traveler's outfit. 
   
  Kerav Legor: Male Human Sor2; CR2; Medium 
  Humanoid; HD 2d4; hp 6; Init +5; Spd 30 ft; 
  AC 13 (touch 12, flat-footed 12); Atk +1 melee 
  (1d8, shortspear), +2 ranged (1d8, light 
  crossbow); AL N; SV Fort +0, Ref +1, Will +3;  
  Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 18. 
  Skills and Feats: Concentration +5, Hide +3, 
  Move Silently +4; Combat Casting, Improved 
  Initiative.  
  Possessions: Shortspear, light crossbow, crossbow 
  bolts (20), padded armour, backpack, candle, 
  chalk, flint and steel, ink vial; paper (1 sheet), 
  belt pouch, trail rations, sealing wax, waterskin, 
  bracers of armour +1, scroll of dispel magic. 
  Spells Known (6/5; base DC = 12 + spell level): 0 
  - daze, flare, ghost sound, ray of frost, resistance; 1st - 
  shield, sleep. 
  Familiar: Hawk; CR 1/3;Tiny Animal; HD 1d8; 
  hp 2; Init +3; Spd 10ft, Fly, Average 60ft; AC 
  17; Atk +5 melee (1d4-2, Claws); SQ: Share 
  spells, empathic link, AL N; SV Fort +2, Ref +5, 
  Will +2;  
  Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6. 
  Skills and Feats: Hide+11, Listen+6, Spot+6; 
  Alertness, Improved Evasion, Weapon Finesse. 
   
  Bazan Sar: Male Human Rog2; CR2; Medium 
  Humanoid; HD 2d6+4; hp 9; Init +7; Spd 30ft; 
  AC 16 (touch 13, flat-footed 13); Atk +4 melee 
  (1d6+1, short sword); +2 melee (1d4+1, 
  dagger), +4 ranged (1d8, light crossbow); SA: 
  Sneak attack +1d6; SQ: Evasion; AL LE; SV 
  Fort +2, Ref +6, Will +0;  
  Str 12, Dex 16, Con 14, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Balance+8, Escape Artist+8, 
  Jump+6, Move Silently+8, Open Lock+6, Pick 
  Pocket+8, 
  Search+6, 
  Spot+5, 
  Tumble+8; 
  Improved Initiative, Weapon Finesse: Short 
  Sword. 
  Possessions: Short sword, light crossbow, 20 
  crossbow bolts, 4 x dagger, studded leather 
  armour, backpack; flint and steel; trail rations, 
  waterskin (full), traveler's outfit. 
   
  Shargatan: Male Human Bbn2; CR2; Medium 
  Humanoid; HD 2d12+4; hp 18; Init +2; Spd 
  40ft; AC 16 (touch 12, flat-footed 14); Atk +6 
  melee (2d4+4, falchion); +4 ranged (1d6+2, 
  mighty composite shortbow +2); SQ: Rage 
  1/day, fast movement, uncanny dodge (Dex 
  bonus to AC); AL N; SV Fort +5, Ref +2, Will 
  +1;  
  Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 9. 
  Skills and Feats: Climb +8, Handle Animal +4, 
  Jump +8, Listen +6, Move Silently +4; Run, 
  Weapon Focus: Falchion. 
  Possessions: Falchion; mighty composite shortbow 
  +2.shortbow; 20 arrows, chain shirt. 
   
  Jena Borgav: Female Human Clr2; CR2; 
  Medium Humanoid; HD 2d8+2; hp 12; Init +1; 
  Spd 30ft; AC 17 (touch 11, flat-footed 16); Atk 
  +2 melee (1d8, light crossbow); +2 ranged 
  (1d4+1, dagger); SQ: Rebuke undead; AL LE; 
  SV Fort +4, Ref +1, Will +6;  
  Str 12, Dex12, Con 12, Int 12, Wis 16, Cha 10. 
  Skills and Feats: Concentration +6, Heal +8, 
  Spellcraft +6; Combat Casting, Spell Focus: 
  Necromancy.  
  Possessions: Dagger; light crossbow, 20 crossbow 
  bolts, scale mail, small steel shield, backpack; 
  flint and steel; trail rations, waterskin (full), 
  traveler's outfit. 
  Spells Prepared (4/3; base DC = 12 + spell level): 
  0 - Cure Minor Wounds (2), Guidance, Virtue; 1st - 
  Cause Fear*, Cure Light Wounds (2), Shield of Faith.  
  *domain spell; Domains: Death: may use a death 
  touch 1/day.Your death touch is a spell-like 
  ability that is a death effect. Must succeed at a 
  melee touch attack against a living creature 
  (using the rules for touch spells). When touch, 
  roll 1d6 per your cleric level. If the total at least 
  equals the creature's current hit points, it dies). 
  Law: cast law spells at +1 caster level. 
   
  APL6: 
   
  Larava Tanmar: Female Human Mnk4; CR4; 
  Medium Humanoid; HD 4d8; hp 21; Init +7; 
  Spd 40ft.; AC 17 (touch 16, flat-footed 11); Atk 
  +3 base melee, +6 base ranged; +7 melee (1d8, 
  
  unarmed); +3 melee (1d6, quarterstaff); + 6 
  ranged (1d6 fire, alchemist's fire); SA: Unarmed 
  strike, stunning attack; SQ: Evasion, still mind, 
  slow fall (20ft.); AL LE; SV Fort +4, Ref +7, 
  Will +7;  
  Str 10, Dex 17, Con 10, Int 11, Wis 16, Cha 14. 
  Skills and Feats: Climb +7, Hide +10, Jump +7, 
  Move Silently +10, Tumble +10; Circle Kick, 
  Deflect Arrows, Improved Initiative, Weapon 
  Finesse-Unarmed; 
  Possessions: Quarterstaff, flask of alchemist's fire, 
  padded armour, backpack; flint and steel; trail 
  rations, waterskin, traveler's outfit. 
   
  Keralkumek: Male Hobgoblin Ftr4; CR4; 
  Medium Humanoid; HD 4d10+4; hp 30; Init 
  +7; Spd 30 ft.; AC 18 (touch 13, flat-footed 15); 
  Atk +10 melee (1d8+6, masterwork battleaxe); 
  +7 melee (1d4+8, dagger); +8 ranged (1d6+4, 
  throwing axe); SQ: Darkvision, 60 ft.; AL LE; 
  SV Fort +5, Ref +4, Will +1;  
  Str18, Dex16, Con 13, Int 12, Wis 10, Cha 8.  
  Skills and Feats: Climb +6, Hide +4, Move 
  Silently +12; Cleave, Improved Initiative, Power 
  Attack, Weapon Focus: Battleaxe, Weapon 
  Specialization: Battleaxe. 
  Possessions: Masterwork battleaxe, 5 x throwing 
  axe, dagger, masterwork banded mail, backpack, 
  trail rations, rope, hemp (50 ft.), waterskin, 
  whetstone, traveler's outfit. 
   
  Kerav Legor: Male Human Sor4; CR4; Medium 
  Humanoid; HD 4d4; hp 11; Init +5; Spd 30 ft.; 
  AC 13 (touch 12, flat-footed 12); Atk +2 melee 
  (1d8, shortspear), +3 ranged; (1d8, light 
  crossbow); AL NE; SV Fort +1, Ref +2, Will 
  +4;  
  Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 19. 
  Skills and Feats: Concentration +7, Hide +4, 
  Move Silently +5; Combat Casting, Improved 
  Initiative, Spell Focus: Enchantment. 
  Possessions: Shortspear, light crossbow, crossbow 
  bolts (20), padded armour, backpack, candle, 
  chalk, flint and steel, ink vial; paper (1 sheet), 
  belt pouch, trail rations, sealing wax, waterskin, 
  bracers of armour +1, scroll of dispel magic, wand of 
  magic missile (1st level caster). 
  Spells Known (6/7/4; base DC = 14 + spell level): 
  0 - dancing lights, daze, flare, ghost sound, light, ray of 
  frost; 1st - magic missile, shield, sleep; 2nd - web. 
  Familiar: Hawk ; CR 1/3;Tiny Animal; HD 1d8; 
  hp 5; Init +3; Spd 10ft, Fly, Average 60ft; AC 
  17; Atk +7 melee (1d4-2, Claws); SQ: Share 
  spells, empathic link, touch; AL N; SV Fort +2, 
  Ref +5, Will +2;  
  Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6. 
  Skills and Feats: Hide+11, Listen+6, Spot+6; 
  Alertness, Improved Evasion, Weapon Finesse. 
   
  Bazan Sar: Male Human Rog4; CR4; Medium 
  Humanoid; HD 4d6+8; hp 16; Init +7; Spd 
  30ft.; AC 16 (touch 13, flat-foot 13); Atk +7 
  melee (1d6+1, masterwork short sword); +4 
  melee (1d4+1, dagger); +6 ranged (1d8, light 
  crossbow); SA: Sneak attack +2d6; SQ: Evasion, 
  Uncanny Dodge (Dex bonus to AC); AL LE; SV 
  Fort +3, Ref +7, Will +1;  
  Str 12, Dex 17, Con 14, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Balance +10, Escape Artist +10, 
  Hide +10, Jump +8, Move Silently +10, Open 
  Lock +8, Pick Pocket +10, Search +8, Tumble 
  +10; Combat Reflexes, Improved Initiative, 
  Weapon Finesse: Short Sword 
  Possessions: Masterwork short sword, 4 x dagger, 
  light crossbow, 20 crossbow bolts, studded 
  leather armour, backpack; flint and steel; trail 
  rations, waterskin (full), traveler's outfit. 
   
  Shargatan: Male Human Bbn4; CR4; Medium 
  Humanoid; HD 4d12+8; hp 31; Init +2; Spd 
  40ft; AC 17 (touch 12, flat-footed 15); Atk +8 
  melee (2d4+4, falchion); +7 ranged (1d6+2, 
  masterwork mighty composite shortbow +2); 
  SQ: Rage 2/day, fast movement, uncanny dodge 
  (Dex bonus to AC); AL N; SV Fort +6, Ref +3, 
  Will +2;  
  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 9. 
  Skills and Feats: Climb +10, Handle Animal +6, 
  Jump +10, Listen +8, Move Silently +6; Combat 
  Reflexes, Run, Weapon Focus: Falchion. 
  Possessions: 
  Falchion; 
  masterwork 
  mighty 
  composite shortbow +2.shortbow; 20 arrows, 
  chain shirt, potion of bull’s strength. 
   
  Jena Borgav: Female Human Clr4; CR4; 
  Medium Humanoid; HD 4d8+4; hp 21; Init +5; 
  Spd 30ft; AC 17 (touch 11, flat-footed 16); Atk 
  +5 melee (1d4+1, masterwork dagger); +4 
  ranged (1d8, light crossbow); SQ: Rebuke 
  undead; AL LE; SV Fort +5, Ref +2, Will +7;  
  Str 12, Dex12, Con 12, Int 12, Wis 16, Cha 10. 
  Skills and Feats: Concentration +8, Heal +10, 
  Spellcraft +8; Combat Casting, Improved 
  Initiative, Spell Focus: Necromancy. 
  Possessions: Masterwork dagger; light crossbow, 
  20 crossbow bolts, scale mail, small steel shield, 
  backpack; flint and steel; trail rations, waterskin 
  (full), traveler's outfit. 
  Spells Prepared (5/4/3; base DC = 14 + spell 
  level): 0 - cure minor wounds (3), resistance, virtue; 1st 
  - cause fear*, cure light wounds, divine favor, random 
  action, shield of faith; 2nd - cure moderate wounds, 
  death knell*, silence, spiritual weapon. 
  *domain spell; Domains: Death: may use a death 
  touch 1/day.Your death touch is a spell-like 
  ability that is a death effect. Must succeed at a 
  melee touch attack against a living creature 
  (using the rules for touch spells). When touch, 
  roll 1d6 per your cleric level. If the total at least 
  equals the creature's current hit points, it dies). 
  Law: cast law spells at +1 caster level. 
   
  
  APL8: 
   
  Larava Tanmar: Female Human Mnk6; CR6; 
  Medium Humanoid; HD 6d8; hp 30; Init +7; 
  Spd 50ft.; AC 18 (touch 17, flat-footed 11); Atk 
  +11/+8 melee (1d8, unarmed); +7 ranged (1d6, 
  alchemist's 
  fire); 
  +5 
  (1d6, 
  quarterstaff, 
  masterwork); SA: Unarmed strike, stunning 
  attack; SQ: Evasion, still mind, purity of body, 
  slow fall (30ft.); AL LE; SV Fort +5, Ref +8, 
  Will +8;  
  Str 10, Dex 17, Con 10, Int 11, Wis 16, Cha 14. 
  Skills and Feats: Climb +9, Hide +12, Jump +9, 
  Move Silently +12, Tumble +12; Circle Kick, 
  Deflect Arrows, Fists of Iron, Improved 
  Initiative, Improved Trip, Weapon Finesse- 
  Unarmed. 
  Possessions: Masterwork quarterstaff, 2 x flask of 
  alchemist's fire; masterwork padded armour. 
   
  Keralkumek: Male Hobgoblin Ftr6; CR6; 
  Medium Humanoid; HD 6d10+6; hp 43; Init 
  +7; Spd 30 ft.; AC 19 (touch 13, flat-footed 16); 
  Atk 
  +12/+7 
  melee 
  (1d8+6, 
  masterwork 
  battleaxe); +10/+5 melee (1d4+4, dagger); 
  +9/+4 ranged (1d6+4, throwing axe); SQ: 
  Darkvision, 60 ft.; AL LE; SV Fort +6, Ref +5, 
  Will +2;  
  Str 18, Dex 16, Con 13, Int 12, Wis 10, Cha 8. 
  Skills and Feats: Climb +6, Hide +4, Move 
  Silently +14; Cleave, Combat Reflexes, Great 
  Cleave, Improved Initiative, Power Attack, 
  Weapon 
  Focus: 
  Battleaxe, 
  Weapon 
  Specialization: Battleaxe. 
  Possessions: Masterwork battleaxe, 5 x throwing 
  axe, dagger, masterwork banded mail, backpack, 
  trail rations, rope, hemp (50 ft.), waterskin, 
  whetstone, traveler's outfit. 
   
  Kerav Legor: Male Human Sor6; CR6; Medium 
  Humanoid; HD 6d4; hp 16; Init +5; Spd 30 ft; 
  AC 13 ((touch 12, flat-footed 12); Atk +3 melee 
  (1d8, shortspear); +3 melee (1d4, dagger), +4 
  ranged (1d8, light crossbow); AL NE; SV Fort 
  +2, Ref +3, Will +5;  
  Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 19. 
  Skills and Feats: Alchemy +9, Concentration +9, 
  Hide +4, Move Silently +2; Combat Casting, 
  Improved Initiative, Spell Focus: Enchantment, 
  Evocation. 
  Possessions: Shortspear, light crossbow, crossbow 
  bolts (20), padded armour, backpack, candle, 
  chalk, flint and steel, ink vial; paper (1 sheet), 
  belt pouch, trail rations, sealing wax, waterskin, 
  scroll of dispel magic, wand of magic missile (3rd level 
  caster). 
  Spells Known (6/7/6/4; base DC = 16 + spell 
  level): 0 - daze, flare, ghost sound, light, ray of frost, 
  read magic, resistance; 1st - mage armor, magic missile, 
  shield, sleep; 2nd - bull's strength, web; 3rd – dispel 
  magic. 
  Familiars: Hawk; CR 1/3;Tiny Animal ; HD 
  1d8; hp 8; Init +3; Spd 10ft., Fly, Average 60ft; 
  AC 18; Atk +8 melee (1d4-2, Claws); SQ: Share 
  spells, empathic link, touch, speak with master; 
  AL N; SV Fort +2, Ref +5, Will +2;  
  Str 6, Dex 17, Con10, Int 8, Wis 14, Cha 6. 
  Skills and Feats: Hide+11, Listen+6, Spot+6. 
  Alertness, Improved Evasion, Weapon Finesse. 
   
  Bazan Sar: Male Human Rog6; CR6; Medium 
  Humanoid; HD 6d6+12; hp 23; Init +7; Spd 
  30ft.; AC 16 (touch 13, flat-footed 13); Atk +8 
  melee (1d6+1, masterwork short sword); +5 
  melee (1d4+1, dagger) +8 (1d8, masterwork 
  light crossbow); SA: Sneak attack +3d6; SQ: 
  Evasion, Uncanny Dodge (Dex bonus to AC; 
  can't be flanked); AL LE; SV Fort +4, Ref +8, 
  Will +2; 
  Str 12, Dex 17, Con 14, Int 12, Wis 10, Cha 10. 
  Skills and Feats: Balance+12, Escape Artist+12, 
  Hide+12, Jump+10, Move Silently+12, Open 
  Lock+10, 
  Pick 
  Pocket+12, 
  Search+10, 
  Tumble+12; 
  Combat 
  Reflexes, 
  Dodge, 
  Improved Initiative, Weapon Finesse: Short 
  Sword. 
  Possessions: Masterwork short sword, 4 x dagger, 
  masterwork light crossbow, 20 crossbow bolts, 
  studded leather armour, backpack; flint and 
  steel; trail rations, waterskin (full), traveler's 
  outfit. 
   
  Shargatan: Male Human Bbn6; CR6; Medium 
  Humanoid; HD 6d12+12; hp 44; Init +2; Spd 
  40ft; AC 17 (touch 12, flat-footed 15); Atk 
  +11/+6 melee (2d4+4, masterwork falchion); 
  +9/+4 ranged (1d6+2, masterwork mighty 
  composite shortbow +2); SQ: Rage 2/day, fast 
  movement, uncanny dodge (Dex bonus to AC, 
  can't be flanked); AL N; SV Fort +7, Ref +4, 
  Will +3;  
  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 9. 
  Skills and Feats: Climb +12, Handle Animal +8, 
  Jump +12, Listen +10, Move Silently +6; 
  Combat Reflexes, Power Attack, Run, Weapon 
  Focus: Falchion. 
  Possessions: Masterwork falchion; masterwork 
  mighty composite shortbow +2.shortbow; 20 
  arrows, chain shirt, potion of bull’s strength. 
   
  Jena Borgav: Male Human Clr6; CR6; Medium 
  Humanoid; HD 6d8+6; hp 30; Init +5; Spd 30ft; 
  AC 17 (touch 11, flat-footed 16); Atk +6 
  (1d4+1, masterwork dagger); +5 ranged (1d8, 
  light crossbow); SQ: Rebuke undead; AL LE; SV 
  Fort +6, Ref +3, Will +8; Str 12, Dex12, Con 
  12, Int 12, Wis 16, Cha 10. 
  Skills and Feats: Concentration +10, Heal +12, 
  Spellcraft +10; Combat Casting, Improved 
  Initiative, 
  Maximize 
  Spell, 
  Spell 
  Focus: 
  Necromancy. 
  Possessions: Masterwork dagger; light crossbow, 
  20 crossbow bolts, scale mail, small steel shield, 
  
  backpack; flint and steel; trail rations, waterskin 
  (full), traveler's outfit. 
  Spells Prepared (5/4/4/3; base DC = 16 + spell 
  level): 0 - cure minor wounds (3), resistance, virtue; 1st 
  - cause fear*, cure light wounds, magic weapon, obscuring 
  mist, shield of faith; 2nd - bull's strength, cure moderate 
  wounds, death knell*, silence, spiritual weapon; 3rd - 
  animate dead*, cure serious wounds, dispel magic. 
  *domain spell; Domains: Death: may use a death 
  touch 1/day.Your death touch is a spell-like 
  ability that is a death effect. Must succeed at a 
  melee touch attack against a living creature 
  (using the rules for touch spells). When touch, 
  roll 1d6 per your cleric level. If the total at least 
  equals the creature's current hit points, it dies). 
  Law: cast law spells at +1 caster level. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/593/Interactives/ONI3-01 - Sins of the Father (APL 2-8)/ONI3-01 - Sins of the Father.pdf