TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  FUR3-01 
   
   
   
   
   
   
  Redemption 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
  by Michelle Sharp 
  Reviewed by Jason Bulmahn 
   
   
  The War College of Chendl stands closed, believed “cursed” by commoner and nobility alike. The man believed 
  responsible, Sir Rayvelis Lanistor, has died in prison while awaiting trial and likely execution. Yet one man, convinced 
  of his innocence, seeks out adventurers to redeem the Lanistor name and, hopefully, lift the curse from the war college. 
  Are you up to the challenge? Sequel to A Common Defense. This adventure is suitable for characters of levels 1 to 12. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
   
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
  Redemption 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  # 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 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  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 
  1
  st-level 
  characters 
  may 
  find difficulty with 
  the challenges in a 
  LIVING 
  GREYHAWK 
  adventure. If your 
  group is APL 1 
  there 
  are 
  two 
  things that you can 
  do to help even 
  the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Furyondy. Characters native to Furyondy pay one Time 
  Unit per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Redemption 
   
  Page 3 
  
  Adventure Background 
  Redemption is a low to mid-level module for the Living 
  Greyhawk campaign setting. The module is not 
  designed to be a challenge for PCs above 12th level, so 
  these characters are prohibited from participating in this 
  adventure. 
   
  Redemption is set in the nation of Furyondy, in the 
  city of Chendl and is the sequel to the second round of 
  Common Defense (FUR2-01). Players who have played 
  Common Defense should be encouraged to play the 
  same PC in this module as well.  
   
  In Common Defense, the PCs went into the War 
  College undercover to protect a new student and to 
  investigate strange happenings. During that module, 
  Glaristan, a spy for Old Wicked, had infiltrated the 
  college and was staging “accidents” which eventually 
  resulted in the closing of the college. Since PCs were 
  unable to determine the source of the problems, the 
  college was believed cursed. Glaristan had used his 
  knowledge of alchemy and strange creatures from Iuz 
  to sow fear and uncertainty. He then murdered both the 
  resident cleric (through the use of burrowers) as well as 
  his acolyte (using the more direct means of Lanistor’s 
  dagger which he had previously acquired). Using his 
  skills in magic and the body of the acolyte, he faked his 
  own death and framed Lanistor for it. Lanistor was also 
  framed for the death of Spenthar, the cleric of 
  Heironeous, and the other mishaps at the college. He 
  was arrested and charged with treason and the college 
  was closed.  
   
  Lanistor spent some time in prison as information 
  was gathered for his trial. Learning that Lanistor had 
  requested a Zone of Truth spell and concerned that his 
  part in all this would be revealed, Glaristan arranges for 
  Lanistor’s murder in jail using the same burrower 
  creatures that killed Spenthar.  
   
  It is after the murder of Lanistor that the PCs are 
  approached. The hope is that they can uncover the 
  cause of his murder, clear his good name and hopefully 
  prove to those in doubt that the War College is not 
  cursed. It’s re-opening will offer additional support to 
  Furyondy’s defenses against incursions by Iuz. 
  Adventure Summary  
  Redemption takes place in the city of Chendl. Below is 
  an encounter-by-encounter summary: 
   
  1. Mallevo Tyrop, a representative of Sir Rayvelis 
  Lanistor, Knight of the Hart, approaches the PCs. 
  Sir Lanistor’s recent death as he awaited trial for 
  treason has made his friend suspicious of foul play. 
  Mallevo would like the PCs’ assistance in locating 
  the individual responsible and finding the evidence 
  needed to clear Lanistor’s good name. He will 
  provide PCs with some ideas of where to begin 
  their investigation.  
  2. PCs will be encouraged to check with the temple of 
  Heironeous. Since Lanistor is a member, he feels 
  they would speak to his character and may also 
  have information on the college, as one of those 
  killed, Spenthar, was a member of their order. In 
  this encounter, PCs have the opportunity to learn 
  about burrowers, since many of those infected 
  were treated here. They will also discover the fate 
  of Spenthar and Teliton and should be able to use 
  this information to seek out the college’s servants. 
  3. PCs may wish to question the servants from the 
  war college. They will be able to question the head 
  stableman and the cook. The stableman can reveal 
  information about one of the incidents of sabatoge. 
  When/if they speak with the cook, she may tell 
  them that Glaristan, not Lanistor, gave her the 
  burrowers to put into the food. PCs who question 
  the cooks from the prison will receive a similar 
  description of Glariston as involved in these deaths 
  as well.  
  4. The PCs may also go directly to the War College. 
  When they search Glaristan’s quarters, they could 
  find a secret door with hidden alchemical 
  equipment in a hidden closet. In his desk they may 
  find colored sand and / or a note that will help 
  them track him down. They will also be attacked 
  by 
  raggamoffyns, 
  which 
  have 
  formed 
  in 
  Glaristan’s quarters.  
  5. Once the PCs have (hopefully) determined that 
  Glaristan is to blame they will need to track him 
  down. They will hopefully go to report their 
  findings to Mallevo. On the way, minions will 
  attack them. Questioning them will give them 
  another clue as to Glaristan’s current whereabouts.  
  6. PCs track down and confront Glaristan. 
  7. PCs bring the information to Mallevo for use at the 
  trial. If successful, Lanistor’s name and life are 
  restored 
  and 
  the 
  war 
  college 
  re-opened. 
  Unfortunately, because he was killed, he loses all 
  claims to his family title and lands, although he is 
  able to make known his desired successor. 
    
  Introduction 
  DMs should make sure to note the phase of the moon 
  and inspect character sheets to see if any of the PCs are 
  lycanthropes. Also, DMs should remember that any 
  lycanthrope PC is subject to transformation if they suffer 
  ¼ of their hit points in damage. 
   
  The adventure begins with the PCs in Chendl. Make 
  sure PCs have selected spells before beginning. 
   
  Redemption 
   
  Page 4 
  
  For reasons of your own, you again find yourself in 
  Chendl, the heart and lifebeat of the nation. It is a 
  good place to be – both for an adventurer looking for 
  work and for those who wish to know the happenings 
  in the land.  
   
  The threat of increased hostilities to the north 
  becomes more real with each passing month. Here in 
  Chendl the nobles of the land along with good King 
  Belvor plan for the war, hoping for the eventual 
  defeat of Iuz and all he stands for. Tales are told of the 
  bravery and heroism of the Knights of Furyondy and 
  all look for eventual victory. Some wonder aloud, 
  though, who will lead the nation in the years to come, 
  for with the closing of Furyondy’s great war college, 
  there are no new War Masters to step forward as 
  those now serving fall to duty or age.  
   
   
  l
  l
  l
  i
  ,
  .
  i
  As you sit back and take a deep drink, you realize 
  the college has been closed now for many months and 
  all say the authorities are no closer to determining 
  the cause of the curse that closed it’s doors. The head 
  of the college at the time of its closing, Sir Rayvelis 
  Lanistor, Knight of the Hart, is said to be behind most 
  of the problems. His tria  on charges of treason is to 
  begin tomorrow. It is truly a low point for both the 
  Lanistor family and the Knights of the Hart, to see 
  one of their members so accused.  
   
  You are just considering trying to observe the 
  trial the next day, when the door bursts open, letting 
  in the cold and rain. A well-dressed noble, looking 
  rather out of place, steps quickly into the room and 
  moves over to the bar to sit down. The other patrons, 
  primarily common laborers, look up in surprise, and 
  then go back to their drinks.  
   
  Encounter One: An Entreaty 
  The individual who has just entered the tavern is Mallevo 
  Tyrop. He has learned that this is a favorite place for 
  adventurers looking for work and is here seeking 
  assistance.  
   
  If one or more of the PCs were in Common Defense, 
  he will be looking for them in particular. If the PCs do 
  not approach him immediately, he will check with the 
  bartender and then send them a drink with a note 
  requesting they come talk with him. He will then find an 
  empty table (not too difficult) and will await their 
  response.  
   
  As long as at least half the PCs approach the table, 
  continue. If not, he will personally approach them and 
  ask that they join him for dinner. He will buy dinner to 
  cover their discussion. Once PCs are seated at the table, 
  have them introduce themselves to Mallevo and each 
  other. Then read the box text below, adjusting as 
  necessary based on PC’s presence in Common Defense. If 
  the PCs decline to introduce themselves initially, 
  Mallevo will take the initiative. Adjust the first portion of 
  the box text and request their introductions before 
  continuing. 
   
  The other man at the table, a human of average 
  height, with dark brown hair and eyes, gives a 
  winning smile and states, “…And I am Mallevo 
  Tyrop. Thank you al  for agreeing to speak with me.” 
  He nods to the waitress, who sets down drinks and 
  food for all and then heads back to the bar.  
   
  “I understand that you are all free-lance 
  investigators or warriors of some type? I am 
  interested in hiring someone to provide some 
  assistance for a friend of mine who has suffered a 
  most unfortunate fate.” A shadow of sadness crosses 
  his face as he awaits your reply.  
   
  Mallevo’s goal is to hire the PCs to assist him in 
  determining who murdered Lanistor. He believes it to be 
  the same individual that framed him in the first place but 
  does not have sufficient proof for the trial. Given 
  Lanistor’s recent death, proving his innocence will be 
  more difficult as his assets are now frozen and will likely 
  revert to the crown. It is unlikely that any church would 
  agree to raise him, despite any donation, given that most 
  believe him a traitor to the crown and hence he is likely 
  to be executed shortly thereafter anyway. Note that 
  because of the laws against “disturbing the dead” it is 
  technically illegal to cast spells such as Speak with Dead 
  in Furyondy, so information gained from these sources is 
  not admissible in court. For more information, see the 
  Furyondy Gazetter. Therefore, Lanistor can no longer 
  speak in his defense. Once the PCs express their 
  willingness to help (or at least to hear him out), he will 
  continue as below. 
   
  Mal evo 
  continues 
  “Perhaps 
  you 
  have 
  heard 
  something of the closing of the War College and the 
  trial of Sir Rayvelis Lan stor? Rayvelis is a long time 
  war hero and faithful servant of Furyondy and loyal 
  subject of our good king Belvor. I do not know 
  exactly why, but someone set out to sully his good 
  name with charges and accusations of treason. I know 
  him well  and I know he would never do such a thing, 
  which is why I originally agreed to represent him at 
  his trial  I was hoping to be able to uncover the 
  identity of the actual culprit and bring him or her in 
  to justice.  
   
  “Unfortunately, I have not yet succeeded and 
  most would say I have run out of time. You see, Sir 
  Lan stor died earlier today from some strange illness. 
  But I do not give up so easily. That is why I am here. I 
  am not especially skilled at investigation and the 
  Redemption 
   
  Page 5 
  
  information I have up to this point is rather limited. 
  However, I am willing to pay you well if you are able 
  to find some conclusive evidence and bring in the 
  perpetrator of this crime. What say you?”  
   
   
  Creatures: Mallevo Tyrop, Male human Ari2/Ftr4. 
  Mallevo is an honest and good-hearted man who served 
  under Lanistor in the Northern Crusade and later became 
  his friend. Mallevo is somewhat out of place in this 
  tavern, used to frequently upper scale establishments, but 
  seems unaware of this. His fine clothing and manner of 
  carriage set him apart from most in the tavern. His goal is 
  as he stated. He truly believes Lanistor innocent and 
  would like assistance in proving this to satisfaction of the 
  courts.  
   
  Once the PCs agree to be hired, he will share with 
  them any information he has. Try to relay as much of the 
  information below as possible. However, if the PCs insist 
  on running off without it, allow them to do so. In 
  exchange for their assistance, Mallevo will agree to pay 
  them a reasonable sum of gold (see treasure summary). 
   
  � He has a writ, which will allow the PCs to enter the 
  War College grounds to search for clues to Lanistors 
  innocence and/or the “curse” on the college. They 
  are encouraged to leave things as found, as much as 
  possible. Only items which represent clues are to be 
  removed from the premises. They are given free 
  access to the grounds for a period of two days to 
  investigate.  
  � He had Lanistor’s body taken to the temple of 
  Heironeous to clarify the cause of death. He does not 
  have that information yet, but can give them letter of 
  introduction to the temple, which should allow 
  them to access this information. He also will note 
  that this may be a good place to begin, since he 
  knows that Spenthar, Lanistor’s friend, was a cleric 
  of Heironeous. He will note that Spenthar’s death is 
  one of the crimes Lanistor is accused of, and that they 
  may be able to find out something about that.  
  � He spoke with Lanistor yesterday. Lanistor was 
  insistent he was innocent and offered to pay for a 
  Zone of Truth spell at his trial, to provide evidence.  
  � When he saw Lanistor yesterday, Lanistor was ill and 
  mentioned that Spenthar was also quite ill before his 
  death. He wonders aloud whether this was a similar 
  illness.  
  � The crimes Lanistor are accused of include treason 
  (sabatoge of the college) and murder.  
  � The sabotage involved a ballista accident that killed 
  Lord Dedalen and his squire, Mandolin.  
  � The murders Lanistor is accused of include Spenthar 
  (cleric of Heironeous), Glaristan (sergeant at the 
  college), Lord Dedalen (student at the college) and 
  his squire. 
  � Spenthar died of poison or some kind of illness 
  resulting from poisoning. He died in his room. Some 
  others were struck with this illness as well and there 
  were a couple of other deaths. Some strange 
  poisonous pods were found in Lanistor’s room, the 
  evidence which pointed to him as the culprit. The 
  pods were taken to the temple of Heironeous. 
  � Glaristan was found in his rooms, murdered by a 
  knife or dagger that bore the Lanistor family crest. 
  The two were heard arguing earlier that day. 
  � The War College is said to be haunted by the spirits 
  of those who died there, so the PCs are cautioned be 
  careful. (The “spirits” haunting the place consist of a 
  single shadow, all ready laid to rest, as well as some 
  other creatures that have moved in since closing and 
  are not undead. However, public belief is that the 
  place is haunted since the shadow was spotted prior 
  to its closing). 
   
  Development: Note that the players do not need to 
  complete encounters 2, 3 and 4 in order or at all in order 
  to be successful. If they decide to go to the church, go to 
  encounter two. If they begin to search out servants or 
  documentation from the college, go to encounter three. 
  If they head directly to the college, go to encounter four. 
  Note that since the college has been closed for some 
  time, all the students have returned to their respective 
  homes. Being that none of them were from Chendl, PCs 
  will not have time to seek out and talk with the students. 
   
  Encounter Two: Temple of 
  Heironious 
  The PCs will likely head to the church fairly early on. 
  Many of their questions can be answered here. They will 
  be allowed to speak with Sartha. No other clerics are 
  available at this time. 
  Creatures: Sartha, Human Female, Clr6. Sartha is the 
  one who has been preparing Lanistor’s body. She is of 
  minor nobility herself (daughter of a knight) and knew 
  him. Therefore, she would also like to see his name 
  cleared and will be cooperative with the PCs (Diplomacy 
  DC 10 to obtain her assistance). Sartha is an attractive 
  human woman with curly light brown hair and hazel 
  eyes. She wears the vestments of a priestess of 
  Heironeous. She is serious (having little sense of humor) 
  but kindhearted. She can give the PCs the following 
  information (if asked):  
   
  � Lanistor was a knight of the Hart, fiercely loyal to 
  Furyondy. He was rather militant and focused on 
  Redemption 
   
  Page 6 
  
  driving back Iuz. He served four years at the 
  college under a royal appointment.  
  � Lanistor is the only surviving member of a proud 
  and noble family that dates back hundreds of years. 
  His brothers and cousins were also in the military 
  and were killed in the wars with Old Wicked. 
  � Lanistor had no heir, and had never even taken a 
  wife.   
  � Lanistor was killed by a strange creature, which 
  appears to have been ingested. The creature 
  appears to have slain by sapping his constitution. 
  � Spenthar was slain by similar creatures. The 
  creatures were brought to the temple at the time of 
  his death.  
  � Several individuals from the college were brought 
  here with similar problems around the time of its 
  closing. She does not recall their names, as she did 
  not treat them herself. She did, however, hear of a 
  couple of other deaths. 
  � Teliton, an acolyte working with Spenthar at the 
  War College, disappeared around the time of the 
  closing of the college. He has not been seen since.  
   
  The PCs will be allowed to search the body themselves if 
  they ask. Sartha will be present and will not allow them 
  to “disturb the dead” by desecrating the body in any way 
  or by casting spells such as speak with dead. There is no 
  sign of any cuts, bites, etc. on the body. With a successful 
  Heal check (DC 15), PCs can determine that Lanistor 
  was killed by a strange creature, which appears to have 
  been ingested. The creature is pod-shaped. PCs may 
  also determine (Heal DC 20) that this creature seems to 
  have slain by sapping his constitution. (The information 
  they find is consistent with that given by Sartha.) Bards 
  may know (Bardic Knowledge DC 25) that Old Wicked 
  used creatures similar to this for torture. They are actually 
  a parasite, Old Wicked’s burrowers. 
   
  If PCs ask, they will also be allowed to look at the 
  pods believed responsible for the illness that killed 
  Spenthar, one student and three servants. The pods look 
  like very small pea pods.  
   
  Development: If the PCs decide to search out 
  servants or documentation from the college, go to 
  encounter three. If they head directly to the college, go to 
  encounter four. 
   
  Encounter Three: Cooks and 
  Books 
  The PCs may wish to try and track down some of the 
  servants from the college. Allow any reasonable means 
  the PCs mention to permit them to locate their current 
  whereabouts. This may include checking into records of 
  the college (Mallevo will get them access if they ask) or 
  simply gathering information in a tavern (Gather 
  Information DC 10). They can locate the only permanent 
  servants: a stableman and a cook. All other servants were 
  provided by the students during their stay (each student 
  is expected to bring six servants with them to the 
  college).  
   
  PCs who check records of the college will not only 
  obtain the names and locations of the two servants 
  mentioned above, but also a reference to a shadowy 
  undead attacking students and servants. In addition, 
  there was apparently an accident during a re-enactment 
  of a siege of Molag, which resulted in some injuries but 
  no deaths. There is a description of the murder of 
  Glaristan, the weapon master who was stabbed with Sir 
  Lanistor’s dagger. Also there was a ballista accident 
  resulting in the death of Lord Dedalan and his squire, 
  Mandolin. The records suggest that some adventurers 
  who searched the ballista stated that the wood had been 
  weakened with some sort of alchemical caustic agent. 
  The ballista, considered to be of no further use, was used 
  as kindling.   
   
  Creatures: Cobb, Human Male, Com 1. The 
  stableman, Cobb, can tell them (Diplomacy DC 10) that 
  one of the lords and his squire was killed when a ballista 
  broke. He will note that the ballista was relatively new 
  and it seemed odd that it would have broken. When 
  asked, he noted that Lanistor did little to his knowledge 
  in helping set that up. If asked, he will note that he 
  personally oversaw the set up, but that Glaristan 
  generally double-checked things as well. He has heard of 
  the shadow of death at the college and that Spenthar 
  destroyed it but there were rumors that others were 
  about. He assumes this is why the college was closed 
  until it was again considered safe. If asked about Glaristan 
  personally, he will comment that he was a prisoner of war 
  during the Northern Crusade but managed to escape. If 
  asked about Sir Lanistor, he will report that he seemed to 
  be a driven man with a lot of hatred toward the Old One.  
   
  Glenna, Human Female, Com 1. The cook, Glenna, 
  can tell them (Diplomacy DC 10) that several people did 
  sicken toward the end and a few did not survive. She does 
  not know why and will be deeply offended if PCs 
  intimate that she had anything to do with this. She 
  oversaw all the cooking and never had any problems 
  before or since, even with the same recipe. If asked 
  directly about the “pea pods” she will also reveal that 
  Glaristan was “kind enough” to pick those up from the 
  market for her when he went into town for the 
  celebrations. If she is asked about whether they looked 
  unusual, she will note that they were not what she 
  usually used, but rather were “spiced peas from 
  Verbobonc.”  
  Redemption 
   
  Page 7 
  
  Development: If the PCs decide to go to the 
  church, go to encounter two. If they head directly to the 
  college, go to encounter four. 
   
  With the reference to “pea pods” from the cook at 
  the college, and the clue earlier that Lanistor’s illness was 
  similar to that which killed Spenthar, PCs may decide to 
  check with the cooks at the jail (where Lanistor was 
  imprisoned) about pea pods. Should they do so, they may 
  learn (Diplomacy DC 20 + APL) someone by the name of 
  “Alswedd” (but fitting Glaristan’s description) also sold 
  them “pea pods”. They were purchased at the market but 
  they do recall him mentioning they were specially sent in 
  from Verbobonc. If the PCs check that area of the 
  market, the stall is gone. However, they can Gather 
  Information (DC 10) and discover the name of a shop 
  dealing with imports from Verbobonc, The Three 
  Treasures. 
   
  Encounter Four: The College of 
  War 
  At some point, the PCs are likely to decide to check out 
  the War College for clues. Read the text below: 
   
  Based on the information gathered up to this point, 
  you have decided to search out the scene of the 
  original crime, in the hopes that you can locate clues 
  others have missed. The college is located in the 
  countryside on a hill overlooking Chendl and you 
  reach it after only an hour or two of travel. At first 
  glance, you feel as though you are approaching a 
  noble’s country estate rather than a War College and 
  you notice how deserted the area appears, with only a 
  few guards in sight.  
   
  The guards are there primarily to make certain no one 
  enters who does not have the authority to do so. All the 
  PCs need to do is show their writ and they will be given 
  access. PCs without the writ will need to go back and get 
  one from Mallevo. The guards will not, however, 
  accompany them as that would necessitate leaving their 
  posts.  
   
  Note that the complex is fairly large, and please 
  describe it as such to the players. However, to save time 
  since this is not the primary purpose of the module, allow 
  them to negotiate through the complex as desired. The 
  complex contains a main building, which housed the 
  students and teachers, dining hall and kitchens area as 
  well as a couple of common rooms. Other buildings 
  include a stable, smithy and servants area with a laundry 
  and servants quarters.  
  The primary places the PCs are likely to wish to 
  investigate are the kitchens, Lanistor’s quarters and the 
  quarters of the victims. Note that the kitchens contain no 
  clues at this time, although if the PCs are scrambling and 
  have not yet questioned the cook, Glenna, give them 
  information on her location. Information on the 
  stableman’s (Cobb) location can also be found in the 
  college if PCs state they are looking for such information.  
   
  Lanistor’s Quarters 
  Lanistor’s quarters consist of a suite of rooms in the main 
  mansion. They contain a large sitting room, private study 
  and bedroom. The PCs will first enter the sitting room. 
  The bedroom opens off this, and there is a locked door 
  leading to the study. The quarters will provide few clues 
  beyond possibly information about Lanistor’s personality. 
  Lanistor was an honest soldier and tactician who revered 
  Heironeous. He had no family left living and his life was 
  dedicated to king and country.  
   
  Study: 
  Note that the study is locked (Open Locks DC 25). Also, 
  please note on the Adventure Record if any PCs take any 
  of the maps – they cannot be sold for gold value but may 
  become relevant in future modules. The notes in here are 
  strategic information, as one would use if planning a 
  siege or attack on Molag.  
   
  f
  i
  The inside o  Lan stor’s study is incredibly well 
  organized, but dedicated to a single purpose. The 
  walls of the study are covered with several rough 
  maps of the city and surrounding area of Molag, the 
  former capital of the Horned Society. There are notes 
  on copies of maps reflecting the river currents and 
  likely placement of troops and siege engines. 
    
  Lord Dedalen’s Quarters 
  Lord Dedalen’s quarters consist of a suite of rooms in the 
  main mansion. They contain a large sitting room, private 
  study and two bedrooms. The PCs will first enter the 
  sitting room. The furniture is well made and comfortable. 
  The bedrooms open off this. The study opens off from his 
  private quarters. His private quarters will provide little in 
  the way of clues. The room contains a bed, wardrobe, 
  nightstand and lamp. The study contains a desk, chairs 
  and a small bookcase. There are a few notes in the desk 
  containing information from classes but his personal 
  effects were removed and sent to his grieving parents. 
  The furniture in the smaller bedroom is more spartan, as 
  it served as the sleeping chamber of his manservant and 
  squire. It contains two beds, two chests, an armor stand 
  and a weapon’s rack. All students quarters were laid out 
  in a similar manner. 
  Redemption 
   
  Page 8 
  
   
  Spenthar’s Quarters 
  Spenthar’s quarters consist of a suite of rooms in the main 
  mansion. They contain a large sitting room, two 
  bedrooms and a small attached chapel dedicated to 
  Heironeous. The PCs will first enter the sitting room. 
  The bedrooms open off this, as does the door leading to 
  the chapel. The quarters will provide few clues as 
  Spenthar’s personal effects have been returned to the 
  temple to be forwarded to his family. There is a small 
  bookcase in his room, suggesting he was fond of reading. 
  The room also contains a desk, a couple of chairs, a trunk 
  with a lock (unlocked and currently empty) and a large 
  bed. The smaller bedroom contains only a bed and chest, 
  and was the quarters of Spenthar’s acolyte.  The small 
  chapel is still consecrated and contains an altar for 
  Heironeous as well as some chairs. There are hooks in the 
  back containing priestly vestments. 
   
  Glaristan’s Quarters 
  Note that the outside door to Glaristan’s quarters is 
  locked (Open Locks DC 20), which may strike PCs as odd 
  given that the room, being a crime scene, would 
  presumably have been thoroughly searched. Note that 
  the body has been removed, as has most overt evidence of 
  the crime. PCs who look carefully, however, will find a 
  few clues.  
   
  The first room is a simple sitting area with a large 
  chair, couch and small desk. Sitting in the corner is a 
  weapons rack, currently empty. There is a large 
  fireplace on the wall directly across from the door. 
  The second, smaller room is a bedroom with a small 
  wardrobe and a bed.  
   
  Creatures: The residual magic in the sitting room has 
  resulted in the development of ragamoffyn. (See DM Aid 
  for battle map). Make opposed Hide versus Spot checks 
  to determine whether PCs are surprised. 
   
  APL 2 (CR 5) 
  � Common Raggamoffyn (2): 16 hp, See Appendix. 
   
  APL 4 (CR 7) 
  � Guttersnipe (2): 44 hp, See Appendix. 
   
  APL 6 (CR 9) 
  � Shrapnel (2): 66 hp, See Appendix. 
   
  APL 8 (CR 11) 
  � Captured one/earth elemental (3): hp 66, 68 See 
  Appendix. 
   
  APL 10 (CR 13) 
  � Captured one/noble salamander (2): hp 66, 112, See 
  Appendix. 
   
  Tactics: The ragamoffyns without hosts will attempt to 
  take control of a PC with light armor (rogue type) 
  followed by more heavily-armored fighter types. Once it 
  has control, it will use its host to attack the other PCs. At 
  APL 6, the shrapnel will begin with its cloud of steel and 
  will then attempt to control a PC. At APLs 8 and 10, the 
  captured ones will attack directly. Once the host to a 
  captured one is almost dead, the shrapnel will release it’s 
  host using its cloud of steel ability and attack the PCs 
  directly. Note that in this case, the host creature will also 
  continue attacking until slain. In this case, use statistics 
  from APL 6 for the shrapnel and from the Monster 
  Manual for the host creature. 
   
  Development: After defeating the ragamoffyns, PCs 
  will be able to Search the area. PCs with Bardic 
  Knowledge (DC 28) may realize that raggamoffyns tend 
  to develop in places with a lot of magic, which would 
  imply the person who lived here was a arcane spell caster 
  of some type. In the sitting room, they may potentially 
  find the following: 
   
  � The top of the desk contains only a quill and ink 
  bottle.  
  � Searching the drawers of the desk reveals a few 
  sheets of paper that appear blank at first glance. A 
  successful Search (DC 20) or Spot (DC 25) will reveal 
  indentations in the paper (as though it was laying 
  beneath another when written upon). Sprinkling 
  sand (from the drawer) or charcoal or a similar 
  method will reveal what was written on the other 
  page. Give the PCs Appendix 1. 
  � The top drawer also (Search DC 10) contains colored 
  sand, which seems to have spilled from some sort of 
  pouch. PCs with Spellcraft (DC 15) realize this is a 
  spell component for color spray. 
   
  PCs who Search the bedroom area may find a secret door 
  (DC 20). Inside the small closet area they will find some 
  alchemical equipment that was too awkward for Glaristan 
  to carry when he left. There are also (Search DC 35) 
  residual traces of a brown corrosive substance (originally 
  used to weaken the catapult and the wall in Common 
  Defense). PCs with Alchemy skill may take the time to 
  analyze this substance (DC 35 – increased due to time 
  lapse) and may discover it to be a caustic derivative of 
  wyvern’s blood. 
   
  Redemption 
   
  Page 9 
  
  Encounter Five: Back to Town 
  At some point the PCs are likely to realize that Glaristan 
  is still alive and Lanistor is innocent. Glaristan is also 
  responsible for the death of Spenthar and Lanistor 
  (through the burrowers). In the meantime, Glaristan has 
  learned that the PCs are investigating the matter and is 
  concerned about what they will discover. He has sent one 
  or more “toughs” in case the ragamoffyns/captured ones 
  are unable to finish the PCs off. Note that Glaristan has 
  given them the name “Alswedd” and also modified his 
  appearance when hiring them by use of Alter Self to 
  appear somewhat shorter and darker than normal. The 
  GM may also use this encounter to move things along if 
  the PCs appear to be floundering.  
   
  Creatures: The PCs will be assaulted just before 
  their arrival in town. Note that if captured, Dueren 
  and/or Grendlin can be persuaded (Intimidate DC 
  15+APL or Diplomacy DC 20+APL) to give information 
  on Glaristan’s whereabouts. They will direct the PCs that 
  they were to meet him at the Three Treasures the day 
  after the PCs begin their investigation.  
   
  APL 2 (EL 3) 
  � Dueren: male human ftr3; hp 26, See Appendix. 
   
  APL 4 (EL 5) 
  � Dueren: male human ftr5; hp 40, See Appendix. 
   
  APL 6 (EL 7) 
  � Dueren and Grendlin: male humans ftr5; hp 40, See 
  Appendix. 
   
  APL 8 (EL 9) 
  � Dueren and Grendlin: male humans ftr7; hp 60, See 
  Appendix. 
   
  APL 10 (EL 11) 
  � Dueren and Grendlin: male humans ftr9; hp 74, See 
  Appendix. 
   
  Encounter Six: In Search of a 
  Dead Man 
  At this juncture, the PCs most likely will go searching for 
  Alswedd/Glaristan. The PCs have several methods of 
  tracing Glaristan to the shop. They may find the note in 
  his quarters (Appendix 1) or question the minions from 
  encounter four. Alternatively, they may question the 
  cooks at the jail. If none of these conditions are met, skip 
  this encounter and go to encounter seven. They can still 
  attempt to use the information gathered to prove Lanistor 
  innocent.  
  Note that Glaristan is not stupid, and he will not be using 
  that name in his business with Jhaddek. Instead, he has 
  been going by the alias of Alswedd. The PCs will either 
  need to come up with a reasonable excuse for hovering in 
  the area waiting for him (Bluff DC 20+APL), convince the 
  shopowner of the importance of their mission 
  (Diplomacy DC 25 + APL) or describe him and convince 
  Jhaddek to release information on his time of arrival 
  (Gather information DC 20 + APL + minimum 5 
  wheatsheaf to “jog” his memory).  
   
  Glaristan/Alswedd will not be at the shop when they 
  arrive, and PCs should be given time to rest and make 
  further inquiries (or speak with Mallevo) if needed or 
  desired. Jhaddek, the proprietor, can also tell them when 
  he is expected in the day after the PCs begin their 
  investigation (which would be either later that day or the 
  following 
  day). 
  He 
  does 
  not 
  know 
  where 
  Alswedd/Glaristan lives or what areas he frequents. Note 
  also that if they wish to speak with Mallevo they may 
  complete encounter seven prior to this encounter.  
   
  The Three Treasures is a small store located just off 
  Chendl’s buzzing market square, catering to visitors 
  and those with exotic tastes; or at least a taste for the 
  exotic. Somehow, to those with the money, it seems 
  that even carrots taste different if they are “imported” 
  from elsewhere. This store specializes in “treasures” 
  from three o  Furyondy’s allies: Verbobonc, Veluna 
  and Highfolk. Wares range from simple foodstuffs to 
  spices and curios. The street door opens to a common 
  room area with a counter. Behind the counter is an 
  gray-haired human male who looks up as you enter. 
  There are three other doors leading into rooms, each 
  containing goods from another land.   
  f
   
  Creatures: Jhaddek, male human com1. He is the 
  storeowner and operator. He is a shrewd businessman, 
  but honest. While he is not above making coin on 
  anything of value he can sell (including information), he 
  is still loyal to his country and is not aware that his store 
  was used to disperse the pod-like creatures. He has had 
  numerous (50+) shipments of “spiced peas” from 
  Verbobonc and only one was tainted. (The one Glaristan 
  used to slay Sir Lanistor).  
    
  APL 2 (EL 4) 
  � “Alswedd” (Glaristan): male human ftr2/sor2; hp 26, 
  See Appendix 1. 
   
  APL 4 (EL 6) 
  � “Alswedd” (Glaristan): male human ftr3/sor3; hp 37, 
  See Appendix 1. 
   
  Redemption 
   
  Page 10 
  
  APL 6 (EL 8) 
  � “Alswedd” (Glaristan): male human ftr4/sor4; hp 48, 
  See Appendix 1. 
   
  APL 8 (EL 10) 
  � “Alswedd” (Glaristan): male human ftr 6/sor4; hp 62, 
  See Appendix 1. 
   
  APL 10 (EL 12) 
  � “Alswedd” (Glaristan): male human ftr6/sor6; hp 80, 
  See Appendix 1. 
   
  Development: 
  When 
  the 
  PCs 
  confront 
  Glaristan/Alswedd, he will of course deny any 
  involvement. His primary goal if he realizes he is found 
  out will be escape. PCs should attempt to bring him in to 
  authorities, dead or alive. Jhaddek will expect PCs to pay 
  for any items damaged in his shop (maximum 25 gold, 
  unless PCs completely destroy the shop).  
   
  Encounter Seven: The Trial 
  The PCs will, at some point, return to Mallevo with the 
  information they have gathered on Sir Lanistor’s guilt or 
  innocence as well as their perceptions of what actually 
  occurred at the War College. If they are able to present a 
  reasonable amount of evidence, Mallevo will be able to 
  arrange for a trial/hearing.  
   
  Creatures: Garaeth Heldenstar. Male Human. Clr 
  10/Cont 5. Garaeth is the high cleric of Heironeous in 
  Furyondy. Although nearly as old as the king he appears 
  in his mid-30’s. He is 5’9” tall and quite charming. He is 
  always accompanied by at least two junior clerics (clr 5+) 
  of Heironeous. At this hearing it is one of the junior 
  clerics who takes notes and the other who primarily 
  serves as bailiff. 
   
  Vendenn, Cannon of Rao, Male Human Clr 13. 
  Vendenn is a reasonable, charming, cultured and pleasant 
  man. He is tall with grey hair and eyes and in decent 
  physical condition.   
   
  Redankin Desmart, Male Human Clr 12. Rendakin 
  is the head of the church of St. Cuthbert in Furyondy. 
  Nearing 50 years of age, he is red-faced and overweight. 
  Interpersonally, he is blunt and impersonal. He is a 
  champion for the common folk and a leading Billet of 
  Cuthbert.  
   
  Because of Lanistor’s previous standing in the 
  nation, as well as the charges against him, the hearing 
  will be presided over by a panel of judges. This panel 
  includes Garaeth Heldenstar, high priest of Heironeous, 
  who will be the primary judge as well as Vendenn, 
  Cannon of Rao and Redankin Desmart, Overseer of St. 
  Cuthbert. (Attacking any of the judges is an evil act and 
  will result in the PC’s arrest – assuming they survive - and 
  likely removal from play). Mallevo will of course also be 
  present for the hearing. He will ask that PCs make the 
  presentation, however, as they are more familiar with the 
  evidence obtained. 
   
  Development: The PCs will have two potential 
  tasks. Mallevo’s goal, of course, is to prove Lanistor’s 
  innocence, allowing him to be raised and resume his 
  duties. If the PC’s wish to do this, they must persuade the 
  panel of judges of his innocence. In doing so, they may 
  also be able to explain the “curse” of the War College and 
  verify this threat has been lifted (assuming they have 
  determined that Glaristan was behind the sabotage and 
  he has been either captured or slain). Each of these tasks 
  requires a separate Diplomacy check (DC 25+APL). Note 
  that PCs may assist each other on this check. 
   
  Give a +2 competence bonus if the primary PC 
  presenting the information has more than 5 ranks in 
  Knowledge (Law: Furyondy) or Profession (Lawyer). The 
  GM should also give +2 circumstance bonus to the check 
  for each piece of information presented from the list 
  below (up to a total of +10): 
   
  � Similarity in deaths between Lanistor and Spenthar 
  � Information gathered from the War College 
  stableman Cobb on the ballista 
  � Information from the War College cook Glenna on 
  the source of the pea pods 
  � Evidence from Glaristan’s rooms pointing to his 
  sorcery background (e.g. the colored sand). 
  � Evidence linking Glaristan to the weakened ballista 
  (from the alchemical equipment in his quarters). 
  � Capture of Dueren and/or Grendlin to give 
  testimony.  
  � Confronting Glaristan (give additional +2 if he is 
  brought in alive. Note that Glaristan will not 
  willingly confess to any of the crimes, and insists he 
  is innocent. In case of zone of truth or other such 
  spells, he will not answer questions).  
   
  Conclusion 
  Please select the appropriate conclusion for the PCs from 
  those below. If this is the premiere, be certain to 
  complete the critical event summary. 
   
  Success: 
  You walk out of the temple of Heironeous with a 
  spring in your step and a smile upon your face. Truly 
  times are looking brighter for the kingdom. Due to 
  your investigation  you have removed the threat o a 
  curse from the War College of Chendl. You were 
  assured that your investigation will be reported to the 
  k ng h mself and it is likely that he will reopen the 
  doors to those aspiring to serve Furyondy as 
  ,
  f 
  i
  i
  Redemption 
   
  Page 11 
  
  warmasters. Lanistor, you have been told, may even 
  be able to take over his old post at the college, 
  although law will not permit h m to hold h s family 
  lands. You are just contemplating this when you hear 
  a call from behind you and turn to see Mallevo 
  rushing towards you.  
  i
  i
  l
  t
  l i
   
  ,
  i
  i
  i
  t
  i
   
   
  l
  t
   
  “P ease wai  a moment,” he says, “My friend 
  Lanistor, wishes to thank you for your assistance in 
  restoring his name.” Wa k ng behind him, with a 
  broad smile, is Sir Lanistor. He approaches you and 
  shakes each of your hands in turn. “You have my 
  deepest gratitude for your assistance. In many ways, I 
  owe you my life. If I may ever be of assistance to you, 
  please do not hesitate to ask. Please accept this small 
  token of my gratitude and know that I look forward 
  to your assistance in the days to come. Surely with 
  the college opening again, we will re-take Molag and 
  the lands of Old Wicked.” He hands you a sealed 
  scroll, smiles and walks away. 
  PCs with a full success will earn a favor of the 
  Warmasters as well as a referral from Sir Lanistor. 
   
  Partial Success:  
  The PCs did not prove Lanistor’s innocence. Read or 
  paraphrase the following to the players. 
   
  You walk out of the temple of Heironeous with a 
  spring in your step and a smile upon your face. Truly 
  times are looking brighter for the kingdom. Due to 
  your investigation  you have removed the threat of a 
  curse from the War College of Chendl. You were 
  assured that your investigation will be reported to the 
  k ng h mself and it is likely that he will reopen the 
  doors to those aspiring to serve Furyondy as 
  warmasters. Unfortunately, you were unable to 
  conclusively prove Lan stor’s innocence in this plot, 
  so the remains of the valian  kn ght lie in the temple 
  awaiting burial.  
   
  Partial Success:  
  The PCs are unable to prove the falseness of the “curse” 
  on the college. Read or paraphrase the following to the 
  players. 
   
  You walk out of the temple of Heironeous wondering 
  what went so wrong. What further information is 
  needed to prove to those in power the need for the 
  college to reopen? Surely Old Wicked has gained a 
  step and Furyondy lost one this day. At least you have 
  managed to clear Sir Lanistor of any blame in the 
  affair. You hear a call from behind you and turn to see 
  Mallevo rushing towards you.  
   
  “Please,” he says, “My friend Lanistor wishes to 
  thank you for your assistance in restoring his name.” 
  Sir Lanistor approaches you with a sad smile and 
  shakes each of your hands in turn. “You have my 
  deepest gratitude for your assistance. In many ways, I 
  owe you my life. If I may ever be of assistance to you, 
  please do not hesitate to ask. Please accept this small 
  token of my gratitude. I only pray that some day we 
  will be able to reopen the college. One day, we will re-
  take Molag and the lands of Old Wicked.” He hands 
  you a sealed scroll, smiles and walks away. 
  PCs who prove Sir Lanistor innocent receive his referral.  
   
  Failure: 
  You walk out of the temple of Heironeous wondering 
  what went so wrong. What further information is 
  needed to prove to those in power the need for the 
  college to reopen? To make matters worse, you were 
  unable to conclusively prove Lanistor’s innocence in 
  this p ot, so the remains of that valian  knight lie in 
  the temple awaiting burial. Surely Old Wicked has 
  gained a step and Furyondy lost one this day.  
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounters Two to Four 
  Story Award 
  Good Investigation 
   
  APL2 45 xp; APL4 70 xp; APL6 90 xp;  
  APL8 110 xp; APL10 135 xp. 
   
  Encounter Four 
  Defeat ragamoffyns 
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL10 390 xp. 
   
  Encounter Five 
  Defeat or Capture/Question minions 
  APL2 90 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 330 xp. 
   
  Encounter Six 
  Bring Glaristan in: Dead or Alive  
  APL2 120 xp; APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp. 
  Redemption 
   
  Page 12 
  
  Discretionary roleplaying award 
  APL2 45 xp; APL4 65 xp; APL6 90 xp; 
  APL8 115 xp; APL10 135 xp. 
   
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp; APL 10 1350. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
  Encounter Five:  
   
  APL 2: L: 74.3 gp; C: 0 gp; M: 25 gp 
   
  APL 4: L: 53.7 gp; C: 7.5 gp; M: 187.4 gp 
   
  APL 6: L: 107 gp; C: 9 gp; M: 375 gp 
   
  APL 8: L: 107.4 gp; C: 4.1 gp; M: 425 gp 
   
  APL 10: L: 107.4 gp; C: 14.2 gp; M: 500 gp 
   
  Encounter Six:  
   
  APL 2: L: 29.4 gp; C: 1 gp; M: 245.3 gp 
   
  APL 4: L: 29.4 gp; C: 10 gp; M: 287 gp 
  APL 6: L: 29.4 gp; C: 13 gp; M: 216.6 gp 
   
  APL 8: L: 0 gp; C: 59 gp; M: 604.5 gp 
  APL 10: L: 0 gp; C: 28 gp; M: 1400.4 gp 
   
  Conclusion:  
   
  APL 2: L: 0 gp; C: 25 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 25 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 50 gp; M: 0 gp 
  APL 10: L: 0 gp; C: 50 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: L: 103.7 gp; C: 26 gp; M: 245.3 gp - Total: 400 
  gp 
  APL 4: L: 83.1 gp; C: 42.5 gp; M: 474.4 gp - Total: 600 
  gp 
  APL 6: L: 136.4 gp; C: 72 gp; M: 591.6 gp - Total: 800 
  gp 
  APL 8: L: 107.4 gp; C: 113.1 gp; M: 1029.5 gp - Total: 
  1250 gp 
  APL 10: L: 107.4 gp; C: 92.2 gp; M: 1900.4 gp - Total: 
  2100 gp 
   
  Special 
  Favor of the Warmasters: For services rendered for the 
  War College of Furyondy, the character named above has 
  earned a place of honor. Based upon the recommendation 
  of Sir Lanistor himself, this certificate allows the 
  character join the meta game organization as outlined in 
  the Furyondy meta-game handbook and subsequently to 
  earn levels in the Warmaster prestige class as outlined in 
  that handbook. Note that all other requirements for the 
  class must still be met.  
   
  Referral from Sir Lanistor: For procing his innocence 
  and restoring his good name, Sir Lanistor gives the PC a 
  referral to a mage-smith. At APL 2 the PC may upgrade 
  any masterwork weapon to +1. At APL4 or APL6 the PC 
  may instead upgrade a +1 weapon to a +2 bonus. At APL8 
  Redemption 
   
  Page 13 
  
  or APL10 the PC may instead choose to upgrade a +2 
  weapon to a +3 bonus. Note that the PC must still pay the 
  difference in cost for the two items in gold. This referral 
  is only good for one such upgrade although at higher 
  APLs the PC may choose the upgrade desired at the time 
  the referral is used. This referral is consumed when used; 
  please record the item upgraded and the bonus selected 
  on this adventure record as well as on the MIL.   
     
  Items for the Adventure Record 
  Item Access 
  APL 2, 4, 6: Pearl of Power (first level) 
  APL 8: Chain Shirt +2 
  APL 10: Pearl of Power (second level) 
   
   
  Gauntlets of Ogre Power 
   
   
   
   
  Redemption 
   
  Page 14 
  
  Appendix One: NPC/Monster Statistics 
  Encounter Four: The College of War 
  APL 2 (EL 5) 
  � Common Raggamoffyn (Monster Manual II): CR 
  3 each, Medium size construct; HD 3d10; hp 16; Init 
  +2; Spd 30 ft, fly 30 ft (clumsy); AC 17 (touch 12, flat-
  footed 15 [[+5 natural, +2 Dex]]; Atk: +4 melee (1d6+3, 
  slam); SA: control host, improved grab, suffocate, wrap; 
  SQ: construct traits; AL N; SV: Fort +1, Ref +3, Wil +3; 
  Str 14, Dex 15, Con -, Int 10, Wis 15, Cha 17. 
   
   
  Skills and Feats: None  
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below). 
  This ability functions like a dominate monster spell 
  (caster level 18
  th, Will save DC 14). As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter’s body. Use the captured one’s template (see 
  Appendix 3) for a creature under the control of a 
  raggamoffyn.   
   
  Improved Grab (Ex): If a common raggamoffyn 
  hits an opponent that is its own size or smaller with a 
  slam attack, it deals normal damage and attempts to 
  start a grapple (+4) as a free action without provoking 
  an attack of opportunity. If it gets a hold, it can attempt 
  to wrap (see below) in the next round. Alternatively, 
  the raggamoffyn has the option to conduct the grapple 
  normally, or simply use its appendage to hold the 
  opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successful rounds automatically deals slam damage.   
   
  Suffocate (Ex): Can asphyxiate a wrapped 
  creature by drawing the air from its lungs. This attack 
  automatically deals 1d4 points of damage per round.  
   
  Wrap (Ex): With a second successful grapple 
  check, a raggamoffyn can wrap itself around a foe. It 
  then forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving 
  enough space for the creature to breathe through its 
  mouth and nose. Attacks on such a target deal half 
  damage to the monster and half to the wrapped 
  creature. An affected creature can extract itself by 
  making a successful grapple check. Once it has 
  wrapped a creature, the raggamoffyn can attempt to 
  control it on its next action.   
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A raggamoffyn has 60 
  foot darkvision. 
   
  APL 4 (EL 7) 
  � Guttersnipe (Monster Manual II): CR 5 each; 
  medium size construct; HD 8d10; hp 44; Init +1; Spd 20 
  ft, fly 20 ft (clumsy); AC 21 (touch 11, flatfooted 20) 
  [[+10 natural, +1 Dex]]; Atk: +7 melee (1d6+1 slam); SA: 
  control host, improved grab, glitterdust, wrap; SQ: 
  construct traits, immunities; AL N; SV: Fort +2, Ref +3, 
  Wil +5; Str 13, Dex 13, Con -, Int 10, Wis 16, Cha 17. 
  Skills and Feats: None  
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below). 
  This ability functions like a dominate monster spell 
  (caster level 18
  th, Will save DC 17). As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter’s body. Use the captured one’s template (see 
  Appendix 3) for a creature under the control of a 
  raggamoffyn.   
   
  Improved Grab (Ex): If a guttersnipe hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple (+7) as a free action without provoking an 
  attack of opportunity. If it gets a hold, it can attempt to 
  wrap (see below) in the next round. Alternatively, the 
  raggamoffyn has the option to conduct the grapple 
  normally, or simply use its appendage to hold the 
  opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successful rounds automatically deals slam damage.   
   
  Glitterdust (Sp): Once per day, a guttersnipe can 
  use glitterdust (caster level 5
  th, save DC 15).  
   
  Wrap (Ex): With a second successful grapple 
  check, a raggamoffyn can wrap itself around a foe. It 
  then forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving 
  enough space for the creature to breathe through its 
  mouth and nose. Attacks on such a target deal half 
  damage to the monster and half to the wrapped 
  creature. An affected creature can extract itself by 
  making a successful grapple check. Once it has 
  wrapped a creature, the raggamoffyn can attempt to 
  control it on its next action.   
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  Redemption 
   
  Page 15 
  
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A raggamoffyn has 60 
  foot darkvision. 
   
  Immunities: Guttersnipes are immune to spell 
  effects that produce light or darkness. 
   
  APL 6 (EL 9) 
  � Shrapnyl (Monster Manual II), CR 7 each; Large 
  size construct; HD 12d10; hp 66; Init +0; Spd 20 ft, fly 
  20 ft (clumsy); AC 24 (touch 9, flatfooted 24) [[-1 size, 
  +15 natural]]; Atk: +12 melee (1d8+4 slam or 1d8+4 
  gore); Face/Reach 5ft by 5 ft/10 ft.; SA: cloud of steel, 
  control host, improved grab, wrap; SQ: construct traits, 
  vulnerability to shatter; AL N; SV: Fort +4, Ref +4, Wil 
  +8; Str 18, Dex 11, Con -, Int 10, Wis 19, Cha 17.  
   
  Skills and Feats: None.  
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below). 
  This ability functions like a dominate monster spell 
  (caster level 18
  th, Will save DC 19). As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter’s body. Use the captured one’s template (see 
  Appendix 3) for a creature under the control of a 
  raggamoffyn.   
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can attempt to wrap 
  (see below) in the next round. Alternatively, the 
  raggamoffyn has the option to conduct the grapple 
  normally, or simply use its appendage to hold the 
  opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successful rounds automatically deals slam damage.   
   
  Cloud of Steel (Ex): Once per day, a sharpnyl can 
  explode into a deadly cloud of flying, sharp debris. 
  Every creature within a 10’ spread centered on the 
  shrapnyl takes 4d10 damage (Reflex save DC 16 half). 
  This attack instantly frees a creature wrapped by the 
  shrapnyl from its control and the wrapped creature 
  takes no damage from that cloud of steel attack.  
   
  Wrap (Ex): With a second successful grapple 
  check, a raggamoffyn can wrap itself around a foe. It 
  then forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving 
  enough space for the creature to breathe through its 
  mouth and nose. Attacks on such a target deal half 
  damage to the monster and half to the wrapped 
  creature. An affected creature can extract itself by 
  making a successful grapple check. Once it has 
  wrapped a creature, the raggamoffyn can attempt to 
  control it on its next action.   
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A raggamoffyn has 60-
  foot darkvision. 
   
  Vulnerability to shatter: The shatter spell deals 
  3d6 points of damage to a shrapnel. 
   
  APL 8 (EL 11)  
  � Captured One [Shrapnyl/Earth Elemental] 
  (Monster Manual II): CR 9 each; Large size construct; 
  HD 12d10+8D8+32; hp 66+68; Init +0; Spd 20 ft; AC 24 
  (touch 9, flatfooted 24) [[-1 size, +15 natural]]; Atk: 
  +12/+7 melee (2d8+10); Face/Reach 5ft by 5 ft/10 ft; 
  SA: cloud of steel, control host, improved grab, wrap, 
  earth mastery, push, shared damage; SQ: construct 
  traits, Damage reduction 10/+1, vulnerability to 
  shatter; AL N; SV: Fort +8, Ref +4, Wil +8; Str 18, Dex 
  11, Con 19, Int 6, Wis 19, Cha 11. 
   
  Skills and Feats: Listen +11, Spot +11, Cleave, 
  Power Attack 
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below). 
  This ability functions like a dominate monster spell 
  (caster level 18
  th, Will save DC 19). As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter’s body. Use the captured one’s template (see 
  Appendix 3) for a creature under the control of a 
  raggamoffyn.   
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can attempt to wrap 
  (see below) in the next round. Alternatively, the 
  raggamoffyn has the option to conduct the grapple 
  normally, or simply use its appendage to hold the 
  opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successful rounds automatically deals slam damage. 
  Note that this attack is not available while the 
  raggamoffyn is controlling another creature.   
   
  Cloud of Steel (Ex): Once per day, a sharpnyl can 
  explode into a deadly cloud of flying, sharp debris. 
  Redemption 
   
  Page 16 
  
  Every creature within a 10’ spread centered on the 
  shrapnyl takes 4d10 damage (Reflex save DC 16 half). 
  This attack instantly frees a creature wrapped by the 
  shrapnyl from its control and the wrapped creature 
  takes no damage from that cloud of steel attack.  
   
  Wrap (Ex): With a second successful grapple 
  check, a raggamoffyn can wrap itself around a foe. It 
  then forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving 
  enough space for the creature to breathe through its 
  mouth and nose. Attacks on such a target deal half 
  damage to the monster and half to the wrapped 
  creature. An affected creature can extract itself by 
  making a successful grapple check. Once it has 
  wrapped a creature, the raggamoffyn can attempt to 
  control it on its next action. Note that this attack is not 
  available while the raggamoffyn is controlling another 
  creature.  
   
  Earth Mastery (Ex): An earth elemental gains +1 
  attack and damage bonus if both it and its foes touch 
  the ground. If an opponent is airborne or waterborne, 
  the elemental suffers a –4 penalty to attack and damage 
  (not included in stat block above).  
   
  Push (Ex): An earth elemental can start a bull rush 
  maneuver without provoking an attack of opportunity. 
  Then combat modifiers from earth mastery also apply 
  to its opposed strength check.  
   
  Shared Damage (Ex): An attack on a captured one 
  deals half damage to the raggamoffyn and half to the 
  dominated creature. Note that both are considered 
  constructs. 
   
  Senses (Ex): The raggamoffyn sees and hears 
  everything the base creature is able to.  
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A raggamoffyn has 60-
  foot darkvision.  
   
  Wrap (Ex): With a second successful grapple 
  check, a raggamoffyn can wrap itself around a foe. It 
  then forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving 
  enough space for the creature to breathe through its 
  mouth and nose. Attacks on such a target deal half 
  damage to the monster and half to the wrapped 
  creature. An affected creature can extract itself by 
  making a successful grapple check. Once it has 
  wrapped a creature, the raggamoffyn can attempt to 
  control it on its next action. Note that this attack is not 
  available while the raggamoffyn is controlling another 
  creature.  
   
  Vulnerability to shatter: The shatter spell deals 
  3d6 points of damage to a shrapnel. 
   
  APL 10 (EL 13) 
  � Captured One [Shrapnyl/Noble Salamander] 
  (Monster Manual II): CR 11 each; Large size 
  construct; HD 12d10+15d8+45; hp 66+112; Init +0; Spd 
  20 ft; AC 24 (touch 9, flatfooted 24) [[-1 size, +15 
  Natural]]; Atk: +21/+16/+11 (2d8+6 and 1d8 fire, huge 
  longspear) and +13 melee (2d8+2 and 1d8 fire, tail slap); 
  Face/Reach 10 ft by 10 ft/10 ft.; SA: cloud of steel, 
  control host, improved grab, wrap, heat, constrict 
  2d8+3 and 1d8 fire, spell like abilities; SQ: construct 
  traits, vulnerability to shatter, Damage reduction 
  20/+2, Fire subtype; AL NE; SV: Fort +7, Ref +4, Wil +8; 
  Str 18, Dex 11, Con 16, Int 15, Wis 19, Cha 15.  
   
  Skills and Feats: Bluff +11, Craft (metalworking) 
  +24, Diplomacy +13, Escape Artist +19, Hide +15, 
  Listen +20, Move Silently +17, Search +20, Sense 
  Motive +12, Spot +20, Cleave, Great Cleave, 
  Multiattack, Power Attack.  
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below). 
  This ability functions like a dominate monster spell 
  (caster level 18
  th, Will save DC 19). As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter’s body. Use the captured one’s template (see 
  Appendix 3) for a creature under the control of a 
  raggamoffyn.   
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity. If it gets a hold, it can attempt to wrap 
  (see below) in the next round. Alternatively, the 
  raggamoffyn has the option to conduct the grapple 
  normally, or simply use its appendage to hold the 
  opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled). In either 
  case, each successful grapple check it makes during 
  successful rounds automatically deals slam damage. 
  Note that this attack is not available while the 
  raggamoffyn is controlling another creature.   
   
  Cloud of Steel (Ex): Once per day, a sharpnyl can 
  explode into a deadly cloud of flying, sharp debris. 
  Every creature within a 10’ spread centered on the 
  shrapnyl takes 4d10 damage (Reflex save DC 16 half). 
  This attack instantly frees a creature wrapped by the 
  shrapnyl from its control and the wrapped creature 
  takes no damage from that cloud of steel attack.  
  Redemption 
   
  Page 17 
  
   
  Wrap (Ex): With a second successful grapple 
  check, a raggamoffyn can wrap itself around a foe. It 
  then forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving 
  enough space for the creature to breathe through its 
  mouth and nose. Attacks on such a target deal half 
  damage to the monster and half to the wrapped 
  creature. An affected creature can extract itself by 
  making a successful grapple check. Once it has 
  wrapped a creature, the raggamoffyn can attempt to 
  control it on its next action. Note that this attack is not 
  available while the raggamoffyn is controlling another 
  creature.  
   
  Shared Damage (Ex): An attack on a captured one 
  deals half damage to the raggamoffyn and half to the 
  dominated creature. Note that both are considered 
  constructs. 
   
  Senses (Ex): The raggamoffyn sees and hears 
  everything the base creature is able to.  
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects 
  and any effect that requires a Fortitude save unless it 
  also works on objects. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain or death from massive damage. It 
  cannot heal itself but can be healed through repair. It 
  cannot be raised or resurrected. A raggamoffyn has 60-
  foot darkvision. 
   
  Heat (Ex): A salamander generates so much heat 
  that its mere touch deals additional fire damage. 
  Salamander’s metallic weapons also conduct this heat. 
   
  Constrict (Ex): A salamander deals automatic tail 
  slap damage (including fire damage) with a successful 
  grapple check against a creature up to one size larger 
  than itself. A noble salamander can constrict multiple 
  creatures simultaneously, provided they are all at least 
  two sizes smaller than it. 
   
  Spell Like Abilities (Ex): 3/day: burning hands, 
  fireball, flaming sphere and wall of fire. 1/day dispel 
  magic and summon monster VII (huge fire elemental). 
  These abilities are as the spells cast by a 15
  th level 
  sorcerer (save DC 12 + spell level)   
   
  Fire Subtype (Ex): Fire immunity, double damage 
  from cold except on a successful save.  
   
  Vulnerability to shatter: The shatter spell deals 
  3d6 points of damage to a shrapnel. 
   
  Encounter Five: Back to Town 
  APL 2 (EL 3) 
  � Dueren: male human ftr3; CR 3, medium 
  humanoid; HD 3d10+6; hp 26; Init +2; Spd 30 ft; AC 17 
  (touch 12, flatfooted 15) [[+5 Armor, +2 Dex]]; Atk: +9 
  melee (2d4+6/18-20 falchion) or +5 ranged (1d8/19-20 
  light crossbow); AL N; SV: Fort +5, Ref +3, Wil +2; Str 
  18, Dex 15, Con 14, Int 10, Wis 12, Cha 10. 
   
   
   
   
  Skills and Feats: Heal +2, Intimidate +1, Profession 
  (blacksmith) +3, Ride +4, Sense Motive +2, Tumble +3, 
  Blind Fight, Cleave, Combat Reflexes, Power Attack, 
  Weapon Focus (falchion).  
   
  Possessions: masterwork chainmail, masterwork 
  falchion, light crossbow, 30 bolts, Potion of Lesser 
  Restoration. 
   
  APL 4 (EL 5) 
  � Dueren: male human ftr5; CR 5, medium 
  humanoid; HD 5d10+10; hp 40; Init +3; Spd 30 ft; AC 
  18 (touch 13, flatfooted 15) [[+5 Armor, +3 Dex]]; Atk: 
  +11 melee (2d4+8/18-20 falchion) or +8 ranged 
  (1d8/19-20 light crossbow); AL N; SV: Fort +7, Ref +5, 
  Wil +3; Str 18, Dex 16, Con 14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Heal +2, Intimidate +2, Profession 
  (blacksmith) +3, Ride +5, Sense Motive +3, Tumble +5, 
  Blind Fight, Cleave, Combat Reflexes, Power Attack, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion) 
   
  Possessions: Chain shirt +1, masterwork falchion, 
  light crossbow, 30 bolts, cloak of resistance +1, 45 gp. 
   
  APL 6 (EL 7) 
  � Dueren and Grendlin: male humans ftr5; CR 5 
  each, medium humanoid; HD 5d10+10; hp 40; Init +3; 
  Spd 30 ft; AC 18 (touch 13, flatfooted 15) [[+5 Armor, 
  +3 Dex]]; Atk: +11 melee (2d4+8/18-20 falchion) or +8 
  ranged (1d8/19-20 light crossbow); AL N; SV: Fort +7, 
  Ref +5, Wil +3; Str 18, Dex 16, Con 14, Int 10, Wis 12, 
  Cha 10. 
  Skills and Feats: Heal +2, Intimidate +2, Profession 
  (blacksmith) +3, Ride +5, Sense Motive +3, Tumble +5, 
  Blind Fight, Cleave, Combat Reflexes, Power Attack, 
  Weapon Focus (falchion), Weapon Specialization 
  (falchion) 
   
  Possessions (each): Chain shirt +1, masterwork 
  falchion, light crossbow, 30 bolts, cloak of resistance 
  +1, 27 gp. 
   
  APL 8 (EL 9)  
  � Dueren and Grendlin: male humans ftr7; CR 7 
  each, medium humanoid; HD 7d10+14+6; hp 60; Init 
  +3; Spd 30 ft; AC 18 (touch 13, flatfooted 15) [[+5 
  Armor, +3 Dex]]; Atk: +13/+8 melee (2d4+8/18-20 
  falchion) or +10/+5 ranged (1d8/19-20 light crossbow); 
  AL N; SV: Fort +8, Ref +6, Wil +4; Str 18, Dex 16, Con 
  14, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Heal +2, Intimidate +3, Profession 
  (blacksmith) +3, Ride +5, Sense Motive +4, Tumble +6, 
  Blind Fight, Cleave, Combat Reflexes, Dwarves’ 
  Redemption 
   
  Page 18 
  
  Toughness, Great Cleave, Power Attack, Weapon Focus 
  (falchion), Weapon Specialization (falchion) 
   
  Possessions (each): Chain shirt +1, masterwork 
  falchion, light crossbow, 30 bolts, cloak of resistance 
  +1, potion of cure moderate wounds, 12.5 gp 
   
  APL 10 (EL 11) 
  � Dueren and Grendlin: male humans ftr9; CR 9 
  each, medium humanoid; HD 9d10+18+6; hp 74; Init 
  +7; Spd 30 ft; AC 18 (touch 13, flatfooted 15) [[+5 
  Armor, +3 Dex]]; Atk: +15/+10 melee (2d4+8/18-20 
  falchion) or +12/+7 ranged (1d8/19-20 light crossbow); 
  AL N; SV: Fort +7, Ref +5, Wil +3; Str 19, Dex 16, Con 
  14, Int 10, Wis 12, Cha 10; AL N 
   
  Skills and Feats: Heal +2, Intimidate +4, Profession 
  (blacksmith) +3, Ride +5, Sense Motive +5, Tumble +7, 
  Blind Fight, Cleave, Combat Reflexes, Dwarves’ 
  Toughness, Great Cleave, Improved Critical (falchion), 
  Improved Initiative, Power Attack, Weapon Focus 
  (falchion), Weapon Specialization (falchion).  
   
  Possessions (each): Chain shirt +1, masterwork 
  falchion, light crossbow, 30 bolts, cloak of resistance 
  +1, potion of cure serious wounds, 42.6 gp  
   
  Encounter Six: In Search of a Dead Man 
  APL 2 (EL 4) 
  � Glaristan: male human ftr2/sor2; CR 4, HD 
  2d10+2d4+4; medium humanoid, hp 26; Init +1; Spd 30 
  ft; AC 16 (touch 11, flatfooted 15) [[+5 Armor, +1 Dex]]; 
  Atk: +7 melee (1d8+2/19-20 longsword) or +6 ranged 
  (1d8/19-20 light crossbow); AL: CN; SA: Spells; SV: 
  Fort +4, Ref +1, Wil +5; Str 14, Dex 12, Con 13, Int 15, 
  Wis 15, Cha 16. 
   
  Skills and Feats: Alchemy + 4, Bluff +6, 
  Concentration + 6, Disguise +5, Knowledge (Arcana) 
  +7, Listen +3, Ride +6, Spellcraft +7, Spot +4, Alertness, 
  Blind Fight, Combat Casting, Expertise, Weapon Focus 
  (longsword) 
   
  Possessions: Chain Shirt +1, Scroll - Sleep, Scroll - 
  Spider Climb, Potion – Cure L ght Wounds, Potion - 
  Cats Grace, Pearl of Power – First Level, potion of 
  glibness, masterwork longsword, light crossbow, 30 
  bolts, 6 gp 
  i
   
  Spells Known: (6/5; base DC = 13 + spell level): 0 – 
  daze, detect magic, flare, ghost sound, prestidigitation; 
  1
  st – change self, charm person. Note: 20% chance spell 
  failure: armor. 
   
  APL 4 (EL 6) 
  � Glaristan: male human ftr3/sor3; CR 6, HD 
  3d10+3d4+6; hp 37; medium humanoid; Init +1; Spd 30 
  ft; AC 16 (touch 11, flatfooted 15) [[+5 Armor, +1 Dex]]; 
  Atk: +8 melee (1d8+2/19-20 longsword) or +7 ranged 
  (1d8/19-20 light crossbow); AL: CN; SA: Spells; SV: 
  Fort +5, Ref +3, Wil +6; Str 14, Dex 12, Con 13, Int 15, 
  Wis 15, Cha 16. 
   
  Skills and Feats: Alchemy + 4, Bluff +7, 
  Concentration + 7, Disguise +7, Knowledge (Arcana) 
  +8, Listen +3, Ride +7, Spellcraft +8, Spot +4, Alertness, 
  Blind Fight, Combat Casting, Dodge, Expertise, 
  Weapon Focus (longsword) 
   
  Possessions: 
  Chain 
  shirt 
  +1, 
  masterwork 
  longsword, light crossbow, 30 bolts, scroll of sleep, 
  scroll of spider climb, potion of cat’s grace, potion of 
  cure light wounds, 35gp 
   
  Spells Known: (6/6; base DC = 13+ spell level): 0 – 
  daze, detect magic, flare, ghost sound, prestidigitation; 
  1
  st – change self, charm person, color spray. Note: 20% 
  chance spell failure- armor. 
   
  APL 6 (EL 8) 
  � Glaristan: male human ftr4/sor4; CR 8, HD 
  4d10+4d4+16; hp 56; medium humanoid; Init +1; Spd 
  30 ft; AC 16 (touch 11, flatfooted 15) [[+5 Armor, +1 
  Dex]]; Atk: +10/+5 melee (1d8+4/19-20 longsword) or 
  +9/+4 ranged (1d8/19-20 light crossbow); AL: CN; SA: 
  Spells; SV: Fort +7, Ref +3, Wil +8; Str 14, Dex 12, Con 
  14, Int 15, Wis 16, Cha 16; AL CN 
   
  Skills and Feats: Alchemy + 4, Bluff +7, 
  Concentration + 12, Disguise +7, Knowledge (Arcana) 
  +8, Listen +3, Ride +12, Spellcraft +8, Spot +4, 
  Alertness, Blind Fight, Combat Casting, Dodge, 
  Expertise, Weapon Focus (longsword), Weapon 
  Specialization (longsword). 
   
  Possessions: 
  masterwork 
  longsword, 
  light 
  crossbow, 30 bolts, Chain Shirt +1, Potion – Cure Light 
  Wounds, Potion - Cats Grace, Pearl of Power – First 
  Level, 78 gp 
   
  Spells Known: (6/7/4; base DC = 13+ spell level): 0 
  – 
  daze, 
  detect 
  magic, 
  flare, 
  ghost 
  sound, 
  prestidigitation, ray of frost; 1
  st – change self, charm 
  person, color spray, 2nd – invisibility. Note: 20% 
  chance spell failure- armor. 
   
  APL 8 (EL 10) 
  � Glaristan: male human ftr6/sor4; CR 10, HD 
  6d10+4d4+20; hp 72; medium humanoid; Init +1; Spd 
  30 ft; AC 17 (touch 12, flatfooted 16) [[+5 Armor, +1 
  Dex, +1 ring]]; Atk: +13/+8 melee (1d8+5/19-20 
  longsword) or +11/+6 ranged (1d8/19-20 light 
  crossbow); AL: CN; SA: Spells; SV: Fort +8, Ref +4, Wil 
  +9; Str 14, Dex 12, Con 14, Int 15, Wis 16, Cha 16. 
   
  Skills and Feats: Alchemy + 4, Bluff +8, 
  Concentration + 12, Disguise +8, Knowledge (Arcana) 
  +8, Listen +5, Ride +12, Spellcraft +8, Spot +5, 
  Alertness, Blind Fight, Combat Casting, Dodge, 
  Redemption 
   
  Page 19 
  
  Expertise, Mobility, Spring Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: longsword +1, Chain Shirt +1, Scroll - 
  Sleep, Scroll - Spider Climb, Potion – Cure Light 
  Wounds, Potion - Cats Grace, Pearl of Power – First 
  Level, ring of protection +1, 354 gp.  
   
  Spells Known: (6/7/4; base DC = 13+ spell level): 0 
  – 
  daze, 
  detect 
  magic, 
  flare, 
  ghost 
  sound, 
  prestidigitation, ray of frost; 1st – change self, charm 
  person, color spray, 2
  nd – invisibility. Note: 20% chance 
  spell failure- armor. 
   
  APL 10 (EL 12) 
  � Glaristan: male human ftr6/sor6; CR 12, HD 
  6d10+6d4+24; hp 80; medium humanoid; Init +1; Spd 
  30 ft; AC 18 (touch 12, flatfooted 17) [[+6 Armor, +1 
  Dex, +1 ring]]; Atk: +15/+10 melee (1d8+5/19-20 
  longsword) or +12/+7 ranged (1d8/19-20 light 
  crossbow); AL: CN; SA: Spells; SV: Fort +9, Ref +5, Wil 
  +10; Str 16, Dex 12, Con 14, Int 15, Wis 16, Cha 17.  
   
  Skills and Feats: Alchemy +10, Bluff +8, 
  Concentration + 14, Disguise +8, Knowledge (Arcana) 
  +8, Listen +6, Ride +12, Spellcraft +10, Spot +5, 
  Alertness, Blind Fight, Combat Casting, Dodge, 
  Expertise, Mobility, Spring Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword), 
  Whirlwind Attack. 
   
  Possessions: Chain Shirt +2, Potion - Cats Grace, 
  Pearl of Power – First Level, Pearl of Power – Second 
  Level, longsword +1, ring of protection +1, gauntlets of 
  ogre power, 168 gp 
   
   
  Spells Known: (6/7/6/4; base DC = 13+ spell level): 
  0: daze, detect magic, flare, ghost sound, mage hand, 
  prestidigitation, ray of frost; 1: change self, charm 
  person, color spray, shield, 2: invisibility, levitate, 3:
  dispel magic. Note: 20% chance spell failure- armor. 
   
   
  Redemption 
   
  Page 20 
  
  Critical Event Summary 
  LG FUR3-02 – Redemption 
  (Return to HQ or to Michelle Sharp) 
  Please be sure to answer all questions. Thanks. 
   
  1. 
  Did any of the raggamoffyns escape?  
   
   
   
   
   
  YES/NO 
   
  2. 
  Did either of the “minions” escape?   
   
   
   
   
   
  YES/NO 
   
  3. 
  Did the PCs prove Sir Lanistor innocent? 
   
   
   
   
   
  YES/NO 
   
   
   
   
   
   
   
  4. 
  Was Glaristan’s part in the “curse” of the college revealed? 
   
   
   
  YES/NO 
   
  5. 
  What was Glaristan’s final status? 
  ESCAPED 
  ARRESTED 
  KILLED 
   
  6.   
  Do the PC’s persuade the court that the war college is now safe?   
   
   
  YES/NO 
   
  7. 
   
  Comments (Optional). Please explain any unusual circumstances 
   
   
   
  Redemption 
   
  Page 21 
  
  Player Handout #1 
  The following is revealed on the “blank” parchment found in Glaristan’s desk.  
   
   
  The Three Treasures (shipments from Verbobonc every week) 
   
  “spiced peas”  
   
  shipment for “Allswedd” 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Redemption 
   
  Page 22 
   
  
  DM Aid: Map of Glaristan’s Quarters 
   
  desk 
   
  W 
  bed
  R
  R 
  fireplace 
  couch 
  C
  s
  R: location of raggamoffyn 
  W: Wardrobe 
  C: Chair 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Redemption 
   
  Page 23 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR3-01 - Redemption.pdf