TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NAE8-01 
   
   
   
   
   
  Twilight Revolution 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Principality of Naerie Regional Adventure 
  Version 1.0 
   
   
  by Derek Knutsen 
  Circle Reviewers: Pieter Sleijpen 
  Reviewers: Sampo Haarlaa 
  Playtesters: Allan Greenfield, Robert Hambly, Pertti Keinänen, Jani Kekkonen, Tristan King, Petri Koivula, Aleksi 
  Luoma-aho, Corey Luxford, Paul Quinn, Stefan Sauerland, Jukka Särkijärvi, Henri Vesala, Marko Westerlund 
   
  A noble house is threatened. Gornor’s Cove is on the brink of rebellion. Can anything stem the tide? Part 1 of 2 in the 
  Tides of Change series. A one-round regional adventure set in the Principality of Naerie for characters level 4-12 (APLs 
  6-10). 
   
  Resources for this adventure [and the authors of those works] include Complete Champion [Ed Stark, Chris Thomasson, 
  Ari Marmell, Rhiannon Louve, Gary Astleford], Complete Champion [Ed Stark, et al], Fiend Folio [Eric Cagle, et al], Ivid the 
  Undying [Carl Sargent], Magic Item Compendium [Andy Collins, et al], Miniatures Handbook [Mike Donais et alt], Monster 
  Manual III [Eric Cagle, et al], Player’s Handbook II [David Noonan], NAE5-01 When Nightingales Sing [Sampo Haarlaa], 
  NAE6-03 Legacy of the Serpent [Sampo Haarlaa], NAE7-01 Like Love, Impatient [Steven Zwanger], NAE7-05 Trail of the Serpent 
  [Sampo Haarlaa], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], Stormwrack [Richard Baker, Joseph D. 
  Carriker Jr., Jennifer Clarke Wilkes]
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to 
  Appendix 1 for full information on NPCs and 
  monsters. For your convenience, Appendix 1 is split by 
  APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To calculate 
  the Average Party Level (APL), follow the process 
  below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit 
  in combat add the animal’s CR to the level of the 
  PC it is accompanying for calculating APL. 
  (Animals gained from class abilities and one 
  standard horse, warhorse, or riding dog for a PC 
  with Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLs are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL 
  at which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC 
  was not challenged as much as normal or relied on help 
  by higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  NAE8-01 Twilight Revolution 
   
  Page 2 
  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of 
  the Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current 
  version of the LGCS and follow any updated rules 
  presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Naerie. Characters native to Naerie pay 1 Time Unit 
  per round. All other characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  Gornor’s Cove has long been a political powder keg. 
  The reigning power, Baron Eberic of House Lyrthi, has 
  aligned himself with the Ahlissans. Nuran, the head 
  priestess of Osprem, and most of the common folk 
  want the Ahlissans out of Naerie.  
   
  A third party, lead by Riven, has asserted itself to 
  divide and conquer Gornor’s Cove. This third party has 
  aligned with the secret society, Midnight Darkness, an 
  organisation of Nerull worshippers who target good 
  aligned people in the areas of old Great Kingdom. The 
  Midnight Darkness has provided its resources in order 
  to have the freedom and safe haven to carry out its 
  mission against good divine leaders. 
   
  Riven allied with Brymar (disgraced guard captain 
  of Berik Oedil from NAE5-01 When Nightingales Sing), 
  who was ordered to strike the first blow against the 
  good churches in town. With the help of the Midnight 
  Darkness, a band of shoal halfling assassins, calling 
  themselves Darkwater Assassins, were hired. Brymar 
  and the assassins met at night by the docks. 
   
  For all his power, Baron Eberic is a weak ruler. He 
  relies on the Ahlissans to back him up. With the 
  majority of soldiers from Gornor’s Cove in the south, 
  he has little local support to protect him against the 
  machinations of his enemies. It is the opportunity the 
  Midnight Darkness was waiting for before launching 
  its operation. 
   
  The Midnight Darkness’ plan is to create a 
  situation that that causes Baron Eberic to restrict the 
  freedoms of the citizens of his fief. Such an act causes 
  the common folk to rebel against House Lyrthi. While 
  both sides are focused on each other, a dual strike 
  against Nuran and Baron Eberic by the Midnight 
  Darkness hopefully removes all leaders from the town. 
   
  It is at this point where the Riven steps forward 
  into the created power vacuum and take control. The 
  clerics of the churches are turned over to the Midnight 
  Darkness and the populace rigidly controlled. When 
  the Ahlissans return, Riven plans to align with them, 
  showing himself as the legitimate and true leader of 
  the town. 
   
  RIVEN 
  Riven is member of House Devnor who escaped the 
  fall of that house after their failed attempt to kill 
  Yarleven, high priest of Zilchus, failed ten years ago. 
   
  He has arrived in Gornor's Cove under disguise of 
  Tilvor Redu. The Redus were a minor noble house, 
  which was wiped out. Riven brought the title shortly 
  after escaping the Devnor holdings. 
   
  Acquiring the rulership of Gornor's Cove is one of 
  his goals but his main goal is to have his revenge on 
  House Arxx, who acquired Devnor lands after the 
  Devnor’s were declared traitor. After his revenge on 
  House Arxx, he plans to focus on causing problems to 
  Prince Barzhaan. 
   
  Riven is not met in this adventure, but he sends 
  brainwashed priests and golems to wreak havoc. If PCs 
  talk to workers in dumping-ground. it is possible to 
  learn of Tilvor Redu and his connection with Brymar 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are asked to come to Gornor's 
  Cove and help captain Saron with local disturbances. 
  Upon arrival, they meet Grikor Saikon and learnt hat 
  things are quickly getting worse. 
   
  Encounter 1 [One Dead Body]: The PCs are asked to 
  investigate the apparent poisoning of Baron Eberic’s 
  son, Endonius. 
   
  Encounter 2 [Investigating the Manor]: The PCs 
  look for clues inside Lyrthi manor and into the 
  disappearance of the food-taster Gorova 
   
  NAE8-01 Twilight Revolution 
   
  Page 3 
  
  Encounter 3 [Investigating the Town]: More clues 
  can be found in the town. 
   
  Encounter 4 [Lighthouse]: The investigation leads 
  the PCs to the lighthouse where a group of assassins is 
  hiding.  
   
  Encounter 5 [Dumping-ground]: The PCs follow the 
  clues that lead to the town’s dumping-ground. Here 
  they confront Brymar Thoniadd. 
   
  Encounter 6 [Doomsayer]: After dealing with 
  Brymar, things quickly take a wrong turn when a local 
  priest threatens to explode himself and kill many 
  people in the resulting blast. 
   
  Encounter 7 [Interlude]: PCs get to the scene of the 
  second explosion and they can help to tend the 
  wounded. 
   
  Encounter 8 [Golems]: Riven sends his golems to kill 
  Nuran, high priestess of Osprem. 
   
  Encounter 9 [Defying the Curfew]: Tensions finally 
  boil over and people take to the streets, demanding 
  that Eberic Lyrthi steps down. 
   
  Conclusion: The PCs are given two notes letting them 
  know that more is in store for them in Gornor’s Cove. 
   
  PREPARATION FOR PLAY 
  This adventure is fourth part in a series, consisting 
  NAE6-01, NAE6-02 and NAE7-05. Their summaries are 
  in DM Aid 1 and should enable you to get up to speed 
  with the plot. 
   
  Common People: The people of the area are tired of 
  being hurt, killed, and cleaning up after each 
  adventuring party is done with whatever task the 
  aristocracy sends them to do. It has gotten to the point 
  where they cannot sit idly by anymore. Every person 
  says little, but what he or she says is with venom and 
  under his or her breath. These are people on the verge 
  of revolution. 
   
  The dialogues given in the adventure are examples 
  as to what each would say, but feel free to improvise.  
   
  Influence Points: During the adventure the PCs can 
  earn influence points with the common folk. Keep 
  track of how many points are earned. This number 
  must be entered on each player’s AR. 
   
  Time: PCs arrive to Gornor's Cove in the morning. 
  Riven sends out the priests as soon as Brymar's location 
  is discovered or, when the PCs don't find Brymar and 
  assassins, the morning after the PCs arrive. In this case 
  the Brymar and the assassins leave town and the 
  adventure proceeds with Encounter 6. 
   
  INTRODUCTION 
  No matter where they are in their adventures, the PCs 
  are called by captain Saron of the Gornorites. Give 
  Player Handout 1a to PCs native to Naerie and Player 
  Handout 1b to other PCs. In addition, give Player 
  Handout 5 for an overview of Gornor's Cove and read 
  or paraphrase the following 
   
  You have trudged down many a road and visited 
  many a town in your time as an adventurer. The 
  common folk tend to focus on their work, trying 
  to avoid drawing your attention. They know that 
  involvement with adventurers probably gets them 
  hurt or killed, especially since Ahlissan military 
  presence is nowhere in sight.  
   
  Now as you are about to enter Gornor’s Cove, 
  you hear a beggar muttering, “Adventurers. Better 
  find cover. Trouble follows them. That it does.” He 
  moves on into shadows. 
   
  The poor have the means to travel in the town without 
  detection. A DC 20 Spot check is needed to follow the 
  beggar. If he is caught, he first asks for money and then 
  begs the PCs to let him go without hurting him. 
   
  A DC 10 Gather Information check reveals that 
  the Ahlissan soldiers are in the south, dealing with a 
  Scarlet Brotherhood incursion. If the PCs have not yet 
  introduced themselves, now is a good time to do so. 
  Once this is done, read or paraphrase the following: 
   
  A 
  tall 
  Gornorite 
  sertern 
  approaches 
  you. 
  “Greetings. My name is Grikor Saikon and I'm a 
  sertern in local guard. Saron thanks you for your 
  quick response. Things have taken a turn for the 
  worse today. Please come with me. You are needed 
  at the Baron's manor.” 
   
  � Grikor Saikon: male human (Oeridian) fighter 4 
  AL LN; see Appendix 1. 
   
  Appearance: Grikor is a tall and thin Oeridian man 
  with a handlebar moustache and short brown hair. PCs, 
  who have played NAE6-03 Legacy of the Serpent, 
  recognize him as the guard who inspected the PCs 
  caravan at the gate. 
   
  Personality: Loyal to Gornor's Cove and the 
  priesthood of Osprem. He has been in the service since 
  591 CY. 
   
  Grikor can give answers to following topics: 
  • 
  What's happened: Endonius, the Baron's son was 
  found dead this morning. The Baron is somewhat 
  unstable right now due to shock. I guess this was the 
  last drop…. 
  • 
  Other incidents: A couple disturbing illusions 
  and anti-Lyrthi slogans have appeared around the city. 
  More importantly, several clerics of Osprem and 
  Procan have disappeared. Captain Saron of the 
  NAE8-01 Twilight Revolution 
   
  Page 4 
  
  Gornorites is looking up a few leads and he can 
  probably be found in the temple of Osprem. 
  • 
  What are Gornorites doing: Captain Saron is 
  checking a few leads that surfaced and hopefully joins 
  the PCs later. 
   
  If the PCs decide to follow Grikor, read or paraphrase 
  the following.  
   
  As you approach the large manor, you notice a 
  strange painting of sorts on the outside wall. It 
  depicts a family with an older man seated in an 
  ornate chair. Two young adult males stand on 
  either side of the older man. One of the younger 
  men holds the hand of a beautiful woman. Each 
  person stares at you with stern, but slightly vacant 
  eyes. The painting seems to be moving, and 
  appears to be some kind of illusion. 
   
  The paint is brown; but as each character in 
  the painting moves, the coloring turns to wet red. 
  There is a pile of flaky brown material on the 
  ground 
  below 
  the 
  painting. 
  Upon 
  closer 
  examination, the seated man has a stab wound 
  through his chest that continuously leaks red 
  “blood”.  
   
  The woman has a thin line of bright red across 
  her neck. The man holding her hand has flecks of 
  oozing looking liquid around his mouth. The 
  other man has a rope hanging around his neck. 
   
  As you near, each figure looks accusingly at 
  each of you. A woman in cheap clothes comes 
  through a side door of the manor with a broom 
  and starts to clean up the brown flakes under the 
  painting. 
   
  PCs, who have who played NAE7-01 Like Love Impatient, 
  recognize Endonius (the Baron's son) and his new wife 
  Arabella. The other man is Eberic’s nephew, Odovacar. 
  The cleaning woman is name Ranfa and knows recent 
  events only vaguely. 
   
  A DC 13 Heal or Knowledge (nature) check 
  reveals the flakes as dried blood. A DC 15 Spellcraft 
  check confirms that the image is an illusion, but the 
  used spell is probably a unique creation. Grikor knows 
  that the image appeared a week ago. Baron attempted it 
  dispelled couple of times but no luck. If PCs try it, DC 
  is 19. 
   
  Development: If PCs have followed Grikor up to this 
  point, move to Encounter 1. If they did not, move to 
  Encounter 3 and run events in Gornors Cove. 
   
  1: ONE DEAD BODY 
  The PCs enter the Lyrthi manor and are guided to a 
  grand parlor. Baron Eberic is slouched in a large, 
  overstuffed chair, not in full control of his mind, which 
  is not helped by helpful amounts of alcohol he has 
  already consumed. 
   
  The grand parlor has a large, overstuffed chair in. 
  One, older man has slumped into it, grasping a 
  wine glass while another younger man tries to 
  calm him down. Nearby, a waiter stands in 
  attention.  
   “Let them all burn! To the Abyss with these 
  ungrateful wretches!” As baron Eberic Lyrthi 
  continues to shout accusations, Odovacar Lyrthi 
  attempts to calm him down, without much 
  success. “I know who did this! It was ...” the baron 
  searches for someone, finally picking a waiter, 
  “Him!”  
   
  Eberic takes out a hidden knife and throws it 
  at the waiter who deftly avoids it and runs out of 
  the room. Fortunately, Eberic’s aim is miserable 
  and the knife clatters harmlessly to the floor. 
  Eberic collapses in his chair, sobbing loudly.  
   
  Odovacar turns to you “My apologies, as you 
  can see, the Baron is not in full control of himself. 
  Please sit down. 
   
  Some PCs might have dealt with Odovacar before in 
  NAE7-01 Like Love, Impatient. Eberic did not send him 
  off to Kalstrand regardless of the things said in that 
  adventure. However, Odovacar stays confined within 
  the manor and is unable to meet Yrytha, his lover (also 
  met in NAE7-01). Odovacar is currently trying to calm 
  his uncle and the PCs arrive into the middle of it. 
   
  Odovacar talks to PCs about recent events in 
  Gornor's Cove. A servant, named Bertha, is nearby to 
  act as a guide for the PCs. Odvocar and Bertha can talk 
  about following topics: 
  • 
  The enemies of House Lyrthi: The House has 
  several enemies, but right now Odovacar believes only 
  the Scarlet Brotherhood has the resources for this kind 
  of action. Other potential candidates are the Idee 
  Volunteers and members of House Oedil.  
   
  Two years ago there was an investigation into a 
  possible presence of House Devnor (a noble house that 
  sided with the Scarlet Brotherhood), but nothing was 
  uncovered.  
   
  A few Nerull worshippers have also been exposed 
  in the city in recent years, but Odovacar has no further 
  information about them. If PCs go and ask Saron or 
  clerics of Osprem about it, they can tell that these 
  Nerullians were members of Midnight Darkness, an 
  organization that murders good aligned clerics in 
  Ahlissa. Attempts to interrogate the Nerulites were not 
  successful and they all died under mysterious 
  circumstances. 
  • 
  Guards: Endonius’ personal guard was doubled 
  and food taster, an acolyte from Felten was used before 
  each meal to detect poison but it did not help. 
  • 
  Anything else strange: Odovacar remembers 
  that a few clerics have disappeared in recent weeks. 
  The Gornorites likely have more information.  
  • 
  Endonius: He started complaining about the first 
  symptoms a few weeks ago and he was bed ridden for 
  NAE8-01 Twilight Revolution 
   
  Page 5 
  
  almost a week before his death. Cause of death 
  appeared to be poisoning which is surprising even 
  when detect poison was used. In the end however it's 
  probably that food taster was part of the plot. 
  • 
  Who last saw him: His wife Arabella was the last 
  to see him alive as they got into bed. In addition a 
  servant named Minerva brought him some water in the 
  evening. 
  • 
  Minerva: A junior maid. Odovacar put her in the 
  dungeons for her own protection after Eberic started to 
  act irrationally. 
  • 
  Endonius' health: It was poor, but no one would 
  admit it. He continually spoke of stomach pains. 
  • 
  Any suspects: The kitchen staff was taken away to 
  one wing of the manor after Endonius death. Two of 
  them were not found though. The food taster/healer 
  Gorova, and a kitchen boy, Tynas, have not been seen 
  since last evening. 
  • 
  What should we do: Odovacar wants the PCs to 
  investigate the death of Endonius and if it is indeed a 
  murder find the culprits responsible. 
   
  � Baron Eberic Lyrthi: male human aristocrat 
  7/fighter 4; AL LN. 
   
  Appearance: An Oeridian man in his 50s. With 
  rugged appearance, he has a short and un-groomed 
  beard. He dresses in cheap but functional noble 
  clothing. 
   
  Personality: Pro-Ahlissan in outlook, the Baron is a 
  slightly uncertain leader who knows he is not well-
  liked in Gornor’s Cove and only survived the Scarlet 
  Brotherhood attack by a stroke of luck. This attack put 
  him into a position for which he was not yet ready. His 
  stern and controlled manner is showing signs of 
  fraying. 
   
  � Odovacar Lyrthi: male human fighter 4/ranger 
  1/dervish 3; AL CN. 
   
  Appearance: An Oeridian man that looks quite 
  similar to how Eberic would have looked thirty years 
  ago. He wears clean travelling clothes. 
   
  Personality: He is passionate, but this latest crisis 
  has required him to be much more in control with his 
  feelings. Odovacar is also a silent supporter of the Idee 
  Volunteers. 
   
  � Bertha Jerganti: female human commoner 3; AL 
  LN. 
   
  Appearance: A short chubby Oeridian woman in 
  her thirties. She takes impeccable care of her servant’s 
  uniform. 
   
  Personality: A no-nonsense woman that has risen 
  through the ranks of house staff. She is utterly loyal to 
  the House Lyrthi, but will not have her staff under 
  undue harsh treatment. 
   
  Development: If the PCs want to investigate the 
  manor proceed with Encounter 2. If they want to head 
  out into town, move to Encounter 3. 
   
  2: INVESTIGATING THE 
  MANOR 
  If PCs investigate the manor, Bertha takes the PCs 
  anywhere they want to go. The following are the 
  locations that offer clues into the murder. 
   
  Endonious' Room 
  This suite of rooms contains a sitting room, a 
  bedchamber, a dressing room, and a powder room.  
   
  The pillow has some dried spittle. A DC 15 Heal 
  check or detect poison reveals that poison was ingested. 
   
  A DC 15 Search check allows the PCs to find few 
  wet stains on the rug next to the bed. If tasted, it is 
  easily identified as salt water. [One assassin teleported 
  here at one point to make sure the deed was done.] 
  These marks appear in front of the window. The 
  ground is 15 feet down, the wall is smooth and the 
  window is locked from the inside. 
   
  If PCs are interested in speaking with the dead, 
  improvise answers from Endonius based on common 
  knowledge. Only significant thing he can tell is that he 
  did see a small form, possibly a gnome or halfling, 
  appear into the room moments before he fell asleep 
  (and died) but he was too weak to do anything. 
   
  Endonius does not answer to attempts to 
  reincarnate or raise dead. 
   
  Dungeon  
  The dark cellar has only three cells. One has been 
  converted to a wine-cellar, one is empty and the third is 
  used to hold Minerva. Read or paraphrase the 
  following: 
   
  A small girl looks at you, with fear, through the 
  open door. She huddles tighter in the corner. As 
  Bertha enters the room, the girl visibly relaxes. 
  “They are not here to kill me Bertha, aren’t they?” 
  she wimpers. 
   
  “Not today, Minerva but I recommend you 
  answer their questions as well as you can.” 
   
  � Minerva Thrushbeak: female human commoner 
  1; AL NG 
   
  Appearance: A Suel girl in her teens. She wears a 
  maid’s outfit that is just slightly dirty. 
   
  Personality: She is very timid and likes to disappear 
  into the background. When she speaks, though, it 
  sounds like a bird. That is why much of the wait staff 
  and Odovacar call her Thrushsong.  
   
  Minerva knows the following: 
  • 
  Poison: Minerva did not know anything was 
  wrong with the water. Endonius just wanted water to 
  NAE8-01 Twilight Revolution 
   
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  calm his stomach. Minerva retrieved it from the 
  manor’s cistern. 
  • 
  Cistern: The cistern is linked to the roof and is 
  used to store rainwater. Junior clerics occasionally 
  come and cast purify food and water on it. 
  • 
  Who fixed his dinner: The cooks in the kitchen 
  make all the meals. However, she just now remembers 
  that one of the food tasters, Gorova, drank something 
  before leaving with Endonius’ dinner. At the time 
  Minerva thought it was just wine. 
  • 
  Gorova: He has been working in the manor for a 
  couple of years. Gorova is quite polite and good 
  looking, but a bit too keen with the wine. He is of Suel 
  stock. Everyone among the servant staff knew he stole 
  wine from the cellars, but he rarely drank while 
  working. 
  • 
  Minerva: She has only been working three 
  months in the manor. 
   
  Kitchen 
  The kitchen is empty, aside from cooking materials. 
  When Endonius’ died, the kitchen was sealed and the 
  kitchen staff rounded up. However, Tynas has been 
  locked inside a cabinet and can offer some details on 
  what happened. He weakly calls for help once PCs 
  enter. If PCs open the cabinet, read or paraphrase the 
  following 
   
  A sandy haired youth is hiding in the cabinet. He 
  is dressed in servant’s clothes which are partly 
  covered in flour. His pants have a large stain on 
  them and faint bitter smell fills the cabinet. 
   
  � Tynas Hornbleet: male human commoner 1; AL 
  N. 
   
  Appearance: A Suel youth in his early teens. He 
  works in the kitchen, so he is continually covered in 
  flour, spices, and other cooking residue. When he is 
  not working, he is covered in dirt. 
   
  Personality: A good boy that more often than not 
  does what adults tell him to do.  
   
  Tynas is scared and a DC 15 Diplomacy check, calm 
  emotions or other such spell or ability is needed before 
  Tynas speaks with the PCs. He relates the following to 
  PCs: 
  • 
  Where he was last night: Tynas had brought a 
  girl from town into the manor. He was looking for a 
  quiet place and settled on Gorova’a room. However, 
  Gorova surprised them, threw the girl out and locked 
  Tynas into cabinet as a lesson. 
  • 
  What happened then: Gorova started packing 
  his bags when a tall Suel man with menacing eyes 
  entered. He was dressed in a Gornorite uniform. 
  Gorova seemed to know the man and called him 
  something like “Birnar” or “Burnar”. As Tynas peered 
  through cabinet, the Gornorite hit Gorova on the head, 
  knocking him unconscious. The man then killed 
  Gorova’s with his bare hands, grabbing the body and 
  backpack before leaving.  
   
  Note: This person was Brymar. He placed Gorovas' 
  body in a bag of holding in the next room to avoid 
  drawing attention while walking through town. 
  • 
  Gorova: He was a food taster. He was okay most of 
  the time, but drank a bit too much wine when not 
  working. 
  • 
  Anything special to identify him with: Well, 
  he had some strange ring in his room. I saw it few 
  times. It was sort of green-white-yellow with ships in 
  it. A DC 15 Intelligence or DC 15 Knowledge (nobility 
  and royalty) check allows PCs to realize this might 
  have been a variant of the Ideean symbol. If asked, 
  Tynas can draw a crude copy, which allows locate object 
  to be used.  
   
  Gorova's room 
  Gorova has a room for himself. While he packed most 
  possessions, some were left behind. His room has a 
  simple chest, which is not locked (Gorova did not have 
  chance to lock it before Brymar killed him). Inside are 
  several empty vials that can be identified as used 
  antitoxins with a DC 15 Craft (alchemy) or Knowledge 
  (arcana) check. In addition there is the manifesto, 
  which is Player Handout 2. The letter left behind is a 
  crude manifesto and intended as a hoax. Finding few 
  official documents written by Gorova is possible and 
  comparing them together allows PCs make a DC 10 
  Forgery check to learn that two different persons wrote 
  it.  
   
  Guest rooms  
  This is a suite of three rooms. Arabella is residing in 
  these rooms until the murderer is caught. She is 
  dressed regally, but it is clear that she has been crying 
  for a long time.  
   
  � Arabella Vilo: female human (Suel) fighter 2; AL 
  LN. Arabella first appeared in NAE7-01 Like Love, 
  Impatient. 
   
  Appearance: Arabella is an athletic woman with 
  blond hair, blue eyes, and pale skin. She wears a 
  brightly colored dressing gown. 
   
  Personality: Arabella is confident but not arrogant. 
  She expects situations to go the way she wants, and 
  rather than sulk or complain, pragmatically takes 
  action when they don’t. She does not give up easily, but 
  is practical enough to cut her losses if success is not 
  possible. She always puts her own interests before 
  anyone else’s, and sheds no tears if someone else has to 
  lose in order for her to win. Arabella appreciates the 
  structure of a well-ordered society, and her primary 
  goal in life is to improve her station in it. 
   
  She did not expect, however, to fall for Endonius. 
  Caring for someone other than herself is new to her, as 
  are her tears. The long hours of waiting for the 
  adventurers have been spent trying to make sense of 
  her broken heart. 
  NAE8-01 Twilight Revolution 
   
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  What Arabella knows about the following topics 
  • 
  Endonius’ sickness: It happened gradually over 
  time. He just got weaker over the past several days, but 
  rarely complained. Gorova's magic only seemed to give 
  temporary reprieve.  
  • 
  Food taster: He must be in the plot since he did 
  not die and Gorova has disappeared. 
  • 
  Gorova: He is a healer acolyte from Felten (since 
  local churches don't support House Lyrthi) and was 
  recently made a food taster. Apparently has been in 
  manor for quite some time. 
  • 
  Minerva: A minor servant. She could not possibly 
  have anything to do with this. 
  • 
  Anything strange: She did feel like she was being 
  watched last night and the smell of the ocean was 
  unusually strong. 
  • 
  The people of Gornor's Cove: The people do not 
  know how good they have it. Without the Ahlissans, 
  Naerie would fall to the Scarlet Brotherhood in a 
  heartbeat. Whoever is casting those illusions and 
  causing trouble deserves to be hung, drawn and 
  quartered. 
   
  Development: Investigating the manor should give 
  the PCs clues that Gorova was somehow involved and 
  that there was a mysterious Suel man lurking about. 
  Next clues can be found in the town in Encounter 3. 
   
  3: INVESTIGATING 
  GORNOR'S COVE 
  The town offers various clues to the PCs as well as 
  interesting locations to visit. Some of these are from 
  NAE6-03 Legacy of the Serpent and some are new. The, 
  lighthouse (location 20) and the dumping-ground 
  (location 11) are included in separate encounters.  
   
  If the PCs want to visit the location of warehouse 
  in NAE6-03 where they found construct creatures, the 
  authorities have torn it down. The place is now an 
  open-air fish market. 
   
  In addition, now that the Ahlissan garrison has 
  moved to south, local rebels have started to paint anti-
  Ahlissan and anti-Lyrthi slogans on walls. Make sure 
  the PCs are aware of their presence. 
   
  GATHERING INFORMATION 
  The authorities help the PCs if they investigate rumors 
  in town. This translates as +2 circumstance bonus to 
  Gather Information checks. 
   
  You can also download rumors from ‘Diplomacy 
  Check’ at the RPGA website and use them along with 
  the list below. 
   
  DC 
  Rumor 
  All 
  House 
  Lyrthis 
  are 
  behind 
  these 
  attacks 
  themselves so they have an excuse to react in 
  force against the locals.  
  0 
  The Ahlissan garrison has left to the south of the 
  Principality to deal with a Brotherhood naval 
  base. 
  5  
  The sewers overflowed some time ago. The 
  stench was pretty awful. I hope those blockades 
  don't happen any more. 
  10 
  I've been told that a ship from Keoland is due to 
  arrive in Gornor's Cove in few weeks time. What 
  could it mean? 
  15 
  Speaking of Keoish ship, I hope old man Henlin 
  is not as sloppy as he last week with the lights at 
  the lighthouse. If asked, people tell that Henlin 
  is an old man who tends the lighthouse outside 
  Gornor's Cove. 
  20 
  Qita, the resident aaracokra, has lost something 
  valuable. She seemed angry about it.  
  25 
  I've heard both temples of Osprem and Procan 
  have recently lost one of their priests. This does 
  not bode well. 
   
  Due to time reasons characters cannot take 20 with 
  these checks. 
   
  LOOKING FOR GOROVA 
  To find specific information on where Gorova has been 
  seen requires a successful DC 30 Gather Information 
  check. Characters with the Urban Tracking feat receive 
  a +4 circumstance bonus. Characters with the AR entry 
  Favor of Ludmila from NAE6-03 Legacy of the Serpent 
  gain a further +2 circumstance bonus to this check. 
  Gold can be used to grant a cumulative +1 
  circumstance bonus for every 10 gp spent, to a 
  maximum of +5. 
   
  On a successful check, the PCs discover that he 
  has been spotted often in a low-quality tavern called 
  "The Sickle" (location 13). 
   
  TEMPLE OF OSPREM 
  The Temple of Osprem (location 5) is a grand structure 
  near the docks, decorated with glass paintings showing 
  respected clerics of old. All damage done to temple in 
  NAE6-03 has been repaired. 
   
  PCs can get spellcasting help in the temple if 
  needed, up to 5th-level divine spells from high priestess 
  Nuran. 
   
  PCs can learn following things here. 
   
  • 
  Missing priests: Two priests of Osprem have 
  disappeared. Their names are Dional (Flan-Suel male, 
  tall with long black hair) and Ignale (Suel female, short 
  and stocky with brown hair). In addition, a priest of 
  Procan, named Akran, has disappeared.  
  NAE8-01 Twilight Revolution 
   
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  • 
  How did they disappear: They disappeared 
  while on errands in town. Ignale vanished yesterday 
  and her ornamental locket was found near the tavern 
  called Sickle (location 13 on map). 
  • 
  Any clues on their whereabouts: Not really. We 
  tried magical detection on both Dional and Akran , a 
  missing cleric of Procan, but they were blocked, 
  obviously by means to counter such spells.  
  • 
  Could you try locate object? If you know what 
  to cast it on. 
   
  The PCs learn the same things at the temple of Procan 
  if they go look for Akran. 
   
  � Nuran, High Priestess of Osprem: Female 
  human (Suel) cleric 5/divine oracle 5/contemplative 2; 
  AL LN. 
   
  Appearance: A stern looking Suel woman who 
  dresses in traditional blue and white robes of Osprem.  
   
  Personality: Charismatic, ambitious. Loyal to Idee 
  and Idee Volunteers. 
    
  ARCANE SPELLS 
  Qita’s Emporium (location 24) is the best (and only) 
  shop specializing in arcane items in Gornor's Cove. 
   
  This shop consists of only one large room, which 
  itself is sparsely decorated with just two shelves. 
  An open window in the domed ceiling illuminates 
  the place and in the middle of the room is a large 
  table with an empty book holder. A large brown 
  bird-like humanoid sits next to it.  
   
  “Can I assist you land walkers?” it asks. 
   
  This creature is Qita, an aarakocra. A successful DC 19 
  Knowledge (nature) check learns that aarakocras are 
  rare avian creatures, who can usually be found in the 
  Griff and Corusk Mountains in the northern Flanaess. 
  She tries to be courteous but has an obvious superiority 
  complex towards ‘land walkers’.  
   
  A successful DC 15 Knowledge (history) or 
  Knowledge (the Splintered Suns) check reveals that 
  she has a tower near Gornor’s Cove. Succeeding by 5 or 
  more tells that Qita was present before the Scarlet 
  Brotherhood occupation but she evacuated to an 
  unknown destination with all her valuable items when 
  the invasion started. Success by 10 or more tells that an 
  eyrie of giant eagles (5-12, exact numbers unknown) 
  lives within the tower as well. A few enterprising 
  hunters have tried to capture and kill them but they 
  have always been killed by Qita and their remains fed 
  to these giant birds of prey.  
   
  � Qita: Female aarakocra wizard 9. 
   
  Spell casting: The primary reason for the PCs to 
  venture here is to acquire spellcasting such as a locate 
  object. Qita charges full PHB price for all spells she 
  casts. If the PCs urge him to help the town for free so 
  she is seen as more acceptable member of the 
  community, reduce the cost of spellcasting by 50%. If 
  this argument is backed up by a DC 15 Diplomacy 
  check, Qita casts spell for free. 
   
  Buying items: Usually Qita has some rare magical 
  items for sale but not this time. Despite her impressive 
  magical protection, someone stole a valuable necklace of 
  fireballs (she gladly tells this) and as result she moved 
  most of her stock to her tower. She can still sell up to 
  10 magical scrolls and potions, none which can cost 
  more than 750 gp apiece.  
   
  Scribing: While Qita does not have her spell books 
  handy, she can arrange a meeting with a PC in a few 
  days (after the adventure). Such an arrangement costs 
  that character an extra Time Unit and gives him access 
  to her spells. She has all 5th or lower level non-illegal 
  arcane spells from the PHB, except Illusion and 
  Necromancy spells, and charges [50 x spell level] gp for 
  each spell. She is not interested in trading spells. 
   
   
  USING SPELLS 
  Spells can give PCs some clues on what has happened.  
   
  Locate object: If used on Gorova’s ring, it can be 
  discovered in the dumping-ground among a wagon 
  with few of his other items. See Encounter 5 for more 
  details. 
   
  Locate creature or scrying: If used on Ignale, the 
  spell detects him in the lighthouse. This is the only 
  time PCs can detect Ignale. Halflings  kill her 
  moments afterwards as she proves to be resistant to the 
  brainwash techniques used successfully on Akran or 
  Diona and thus becomes useless. 
   
  THE SICKLE 
  The Sickle is a place where Gorova met his contacts. It 
  is a low quality tavern used by poor commoners. Its 
  usual daily fare is vegetable soup with few bits of fish 
  thrown in, served from large communal pot in the 
  middle of the tavern. 
   
  This place is actually used as meeting place for 
  Midnight Darkness and through proxies owned by 
  Riven. Persons working in the tavern have no 
  knowledge of this and all incriminating evidence has 
  been removed. A man named Ranius runs the 
  establishment and knows a few things about Gorova. 
   
  Without much encouragement Ranius can tell the 
  following: 
  • 
  Gorova has been here, usually to meet a person, 
  less to eat. 
  • 
  The person was a tall Suel man, dressed in a 
  Gornorite uniform (or at least Ranius thinks it was). 
  • 
  Gorova once mentioned that he needed to take 
  some stuff to Henlin at the lighthouse. Ranius thinks 
  NAE8-01 Twilight Revolution 
   
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  that was a bit weird since a food taster has little reason 
  to go to the lighthouse, but since he is not in the habit 
  of prying into the affairs of his customers he did not 
  ask for reasons. 
   
  Ranius male human (Oeridian) expert 2; CN. 
   
  Appearance: Middle aged Oeridian man with short 
  brown hair. Dresses in dirt and greasy apron. 
   
  Personality: "I just make the soup, that's all". 
   
  GORNORITES 
  The PCs can talk to the Gornorites who are tasked with 
  keeping the peace in Gornor's Cove. Without the 
  nearby 
  Ahlissan 
  military 
  presence 
  they 
  are 
  overworked, worsened by the inevitable crackdown, 
  which results from the death of Endonius and the 
  general anti-Ahlissan sentiment of the population. 
   
  Captain Saron: male human (Suel) warrior 9. 
   
  Appearance: Pleasant looking Suel man with blue 
  eyes and blond hair. 
    
  Personality: Streetwise and efficient. His loyalties 
  are more towards Nuran (High priestess of Osprem) 
  and Gornor’s Cove than House Lyrthi or Ahlissa. 
   
  Saron can tell the following: 
  • 
  The Sickle is a place where a lot of disreputable 
  business goes on. 
  • 
  People report seeing strange activities at the 
  lighthouse, but nothing specific. Since the light is 
  being manned as normal, there are more important 
  things to investigate.  
   
  In addition, anyone with Favor of Saron from NAE7-
  05 Trail of the Serpent or who has a rank of sertern in any 
   Naerie law enforcement meta-org, can request aid 
  from the Gornorites. In this case, Saron gives the PCs 
  APL/2 number of basic Gornorites to command. See 
  Appendix 1 for statistics.  
   
  These Gornorites prefer to hang at the back and 
  use their bows against enemies. 
   
  LUDMILA’S COMPOUND 
  Those PCs who have played NAE6-03 Legacy of the 
  Serpent might wish to visit Ludmila Uirten, a local 
  merchant they helped. Ludmila is glad to receive the 
  PCs, but she is leaving town for a couple of weeks since 
  she thinks something bad is about to happen. She does 
  not want to risk her child’s life. Nothing important can 
  be learned from her though. 
   
  � Ludmila: Female Suel human fighter 2/rogue 3. 
   
  Appearance: Plump woman, dressed in merchant 
  clothes. She has shoulder length brown hair, piercing 
  blue eyes and a round, friendly face. 
   
  Personality: Resourceful, prone to bragging. 
   
  � Ludmila’s Guards (2): Male Oeridian human 
  warrior 1.  
  � Korwil Zan: Male Hepmonaland Suel human 
  monk 4. 
  � Lugowir Uirten: Male human 7 months old baby. 
   
  THE CURFEW 
  Early in the evening on the first day of the 
  PCs’investigation, if things go this far, Eberic 
  announces a curfew on Gornor's Cove. Groups of 
  Gornorites start to walk around to proclaim this. Read 
  or paraphrase the following: 
   
  A group of grim-looking Gornorites walk into 
  view. One of them unrolls a parchment and loudly 
  proclaims: "By order of Baron Eberic Lyrthi: All 
  citizens are to be in their homes and visitors are to 
  be in their chosen inn by sundown. Only 
  exceptions are members of the local guard and 
  special investigators appointed by Odovacar 
  Lyrthi. Those who do not comply are immediately 
  arrested.” 
   
   
  The PCs can easily see that the population is none too 
  pleased by this new decree.  
   
  Influence points: For visiting Gornorites, Ludmila, 
  Qita and Temples of Osprem, the PCs earn 1 influence 
  point each. Getting Qita to cast spells for free or 
  enlisting the aid of the Gornorites, earns them 1 more 
  influence points. All these are cumulative. 
   
  Development: There are several clues given out in 
  this encounter and in the ideal situation the PCs 
  should investigate the lighthouse in the harbor at some 
  point (Encounter 4).  
   
  If the PCs have not visited the lighthouse by the 
  end of the following day, you should proceed with 
  Encounter 6. The PCs should not get xp of gold for 
  Encounter 4 and 5 in this case. 
   
  4: LIGHTHOUSE 
  This encounter uses DM map 1. 
   
  If PCs decide to take a look at the lighthouse, they 
  need to get a rowing boat from the harbor and sail to 
  the small island where the lighthouse is located. The 
  assassins, a group of Shoal halflings, have taken 
  residence here and they are keeping the lighthouse 
  keeper, Henlin, as a hostage. Henlin is scared, but has 
  nonetheless attempted to raise peoples’ attention by 
  the occasional failures with the lights. 
   
  Henlin is watched by one assassin at all times, 
  while two others are in room 3. If the PCs go to the 
  lighthouse, Henlin meets them on the door. His guard 
  is hiding in room 5, aiming a longbow at Henlin. 
   
  Henlin says that he cannot let anyone in unless 
  they have orders from the dock administration, 
  NAE8-01 Twilight Revolution 
   
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  Gornorites, house Lyrthi or Jeres Ilran. Henlin 
  mentions the name of Jeres Ilran (who runs the town 
  prison) hoping to alert the PCs to the fact that 
  something is wrong. A DC 20 Knowledge (local: the 
  Splintered Suns) allows the PCs to know who Jeres is 
  and that he has no say on how lighthouse is run. 
   
  In addition, Henlin winks with eyes, making facial 
  expressions to PCs. If the PCs succeed at a DC 15 Sense 
  Motive check, they realize Henlin is trying to warn 
  them. Succeeding at a DC 20 Sense Motive check 
  allows the PCs to learn that there is at least one other 
  individual in the room behind Henlin.  
   
  The assassin hides in northeast corner and takes 
  10 on his hide check for a total score of 13 + assassins 
  hide modifier (including distance modifiers). 
   
  Terrain: All rooms in the lighthouse have small 
  windows that allow light to come in. During twilight 
  this only grants partial illumination, giving all 
  combatants inside partial concealment unless they 
  have darkvision or low-light vision. 
   
  The water starts about 50 ft. away from lighthouse 
  walls. 
   
  1. Lookout loft: A door leads to the balcony that offers 
  an open view across the bay. Ignale’s body has been 
  placed here, covered with a tarpaulin. 
   
  2. Henlin’s room: This combined kitchen-bedroom 
  functions as Henlin’s living room. It is simply 
  furnished. 
   
  3. Spare room: The Shoal halflings have put their 
  bedrolls here. 
   
  4. Toilet and washing room: This room has washing 
  facilities and a toilet (which empties to the bay). Right 
  now it is rather dirty. 
   
  5. Storage room: This is where Henlin keeps his 
  tools,such as back-up oil, lanterns and other such gear. 
  The entrance to the lighthouse is here and the room 
  also offers access to the central stairway that leads to 
  top of the lighthouse (30 ft. up). 
   
   
  APL 6 (EL 7) 
  � Darkwater Assassin (2): male shoal halfling 
  rogue 4; hp 22 each; see Appendix 1. 
  � Darkwater Hunter: male shoal halfling ranger 4; 
  hp 31; see Appendix 1.  
   
  APL 8 (EL 9) 
  � Darkwater Assassin (2): male shoal halfling 
  rogue 4/fighter 2; hp 36 each; see Appendix 1. 
  � Darkwater Hunter: male shoal halfling ranger 
  4/fighter 1/order of the bow initiate 1; hp 52; see 
  Appendix 1. 
   
  APL 10 (EL 11) 
  � Darkwater Assassin (2): male shoal halfling 
  rogue 4/fighter 2/occult slayer 2; hp 64 each; see 
  Appendix 1. 
  � Darkwater Hunter: male shoal halfling ranger 
  4/fighter 1/order of the bow initiate 3; hp 68; see 
  Appendix 1. 
   
  All APLs 
  � Henlin: male human (flan-Suel) commoner 2; hp 
  6; AC 11 (+1 Dex), Fort +0, Ref +1, Will +2 Attack melee 
  +2 (1d6+1, club). 
   
  Appearance: Old man with greying hair but still in 
  fit condition for his age.  
   
  Personality: Calm and strong willed. Does not like 
  to give up. 
   
  Tactics: The assassins prepare for a fight when they see 
  PCs arriving. However, they don't necessarily expect 
  trouble since a couple of Gornorites and other persons 
  have visited and have not caused any problems. If 
  combat starts they fight to best of their abilities by 
  trying to flank enemies and denying them advantage of 
  numbers in the cramped space of lighthouse. If 
  cornered, they use their magical items to teleport 
  outside the lighthouse.  
   
  Henlin grabs the nearest tool and joins the fight 
  on the PCs’ side, but he stops if PCs tell him to.  
   
  Treasure: The PCs gain the following treasure here: 
   
  APL 6: Loot 152 gp; Magic 2,258 gp; +1 aquatic 
  longbow (225 gp), 3x anklet of translocation (117 gp each), 
  2x cloak of charisma +2 (334 gp each), 3x gloves of dexterity 
  +2 (334 gp each), 6x scroll of distract assailant (2 gp each); 
  Total 2,410 gp. 
   
  APL 8: Loot 27 gp; Magic 4,237 gp; 2x +1 aquatic 
  longbow (225 gp each), +1 frost aquatic longbow (725 gp), 
  2x +1 rapier (193 gp), 2x +1 sharkskin armor (103 gp 
  each), amulet of health +2 (334 gp), 3x anklet of 
  translocation (117 gp each), 2x cloak of charisma +2 (334 
  gp each), 3x gloves of dexterity +2 (334 gp each), 6x scroll of 
  distract assailant (2 gp each); Total 4,264 gp. 
   
  APL 10: Loot 27 gp; Magic 8,638 gp; 2x +1 corrosive 
  aquatic longbow (725 gp each), +1 corrosive frost aquatic 
  longbow (1,558 gp), 2x +1 corrosive rapier (693 gp), 3x +1 
  sharkskin armor (103 gp each), 3x amulet of health +2 (334 
  gp), 3x boots of swift passage (417 gp each), 2x cloak of 
  charisma +2 (334 gp each), 3x gloves of dexterity +2 (334 gp 
  each), 6x scroll of distract assailant (2 gp each); Total 8,665 
  gp. 
   
  Detect magic results: amulet of health +2 (faint 
  transmutation), boots of swift passage (moderate 
  conjuration), cloak of charisma +2 (faint transmutation), 
  +1 corrosive aquatic longbow (faint evocation), +1 corrosive 
  front aquatic longbow (moderate evocation), +1 corrosive 
  rapier (faint evocation), gloves of dexterity +2 (faint 
  transmutation), 
  scroll 
  of 
  distract 
  assailant 
  (faint 
  enchantment) +1 sharkskin armor (faint abjuration),  
   
  NAE8-01 Twilight Revolution 
   
  Page 11 
  
  Influence points: If Henlin is rescued alive, the PCs 
  gain 2 influence points. If the PCs recover Ignale's 
  body, award 3 influence points. If any halflings are 
  captured alive, award 2 influence points. 
   
  Development: If the PCs capture any assassins alive, a 
  successful Intimidate check is required to make them 
  reveal what they know. Diplomacy also works, but is 
  much harder. It requires a DC 35 Diplomacy check. 
  Magical means such as charm person work as well. 
   
  The assassins tell that they are hired to capture the 
  priests and bring them to dumping-ground for 
  unknown purpose by a man named Brymar. The 
  assassins also provided Gorova with poison, but they 
  did not kill Endonius. However, they did kill Ignale 
  after receiving word from their contact who is a man 
  named Brymar. 
   
  If Henlin survives, he can also tell that the 
  assassins mentioned that their associate is in the towns’ 
  dumping-ground. Otherwise a speak with dead spell 
  reveals the same. 
   
  All this should enable PCs to get to Encounter 5. If 
  not, they must wait for Encounter 6 to occur. 
   
  5 A: DUMPING−GROUND 
  This encounter uses DM map 2. 
   
  While lots of Gornor's trash is taken to fields outside 
  the city, some of the unusable waste still ends up on 
  the dumping-ground where it is somehow processed. 
  As many people suspect, the dumping-ground does 
  have an otyugh for this purpose. 
   
  � Workers: (4) male human commoner 1; AL N. 
   
  The workers are shoveling trash down into a pit that 
  leads underground. Ropes surround the hole and a sign 
  warns not to enter. The workers are not aware of any 
  wrongdoing going on. Workers don't try to stop PCs 
  snooping around since they don't get paid enough to 
  get in the way of heavily armed adventurers. 
   
  If PCs are looking for Gorova’s ring as result of a 
  locate object spell, they find it tossed in one of the trash 
  carts (which is full with wood debris, barrels full of 
  rotten fish and other unsavory content). Workers only 
  know that cart came from the docks. 
   
  If asked about the Gornorites, the workers can say 
  that one soldier has occasionally visited here, not that 
  the workers cared much about it.  
   
  If asked about the pit, workers don't know what 
  happens to the trash. The boss, Tilvor Redu, would 
  know, but he is not here. There is a way down to the pit 
  through one of the outlying buildings. The door is 
  locked though and only Tilvor (and Brymar) has the 
  key. 
   
  � Maintenance door: 2 in. thick; hardness 5; hp 20; 
  Open Lock DC 25. 
   
  Iron Door: 2 in. thick; hardness 10; hp 60; 
   
  If the PCs get into the building, they find a dusty room 
  with a chair and table. There are a couple of ledgers 
  with notes about payments gathered from the town as 
  well as the occasional markings of "processors" 
  (Otyughs) being sold. 
   
   A DC 15 Search check reveals a hidden door in 
  the ground. There is a sloped floor down to two iron 
  doors at the end. The doors are 20 ft. below the ground. 
  Use the same door statistics as above. 
   
  Development: PCs can now proceed with Encounter 
  5B. If PCs go down the pit, you have to improvise on 
  the following encounter using the information in 
  Encounter 5C. 
   
  5 B: TRAPPED ENTRANCE 
  This encounter uses DM map 2. 
   
  Note: If the PCs defeated the assassins, there is no 
  trap in these doors.  
   
  Trap: The trap triggers when someone opens the 
  double iron door. A pit opens in the corridor, plunging 
  anyone unfortunate to be adjacent to the door into 
  spiked at the floor of a 20 ft. by 20 ft. room. To further 
  complicate the issue, the pit covering then locks shut 
  (hardness 8; hp 20; Break DC 23) and the room starts 
  filling with sewage from the city sewers. At higher 
  APLs a monster is summoned as well Note that all spell 
  traps are in the pit and those staying up are safe from 
  them. The summoned monsters do not leave that 
  room. 
   
  APL 6 (EL 7)  
  � Spiked Pit Trap: CR 5; mechanical; location 
  trigger, manual reset; DC 20 Reflex save avoids; 80 ft. 
  deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes 
  for 1d4+5 each); Search DC 20; Disable Device DC 20. 
  � Sewage-filled 
  room: 
  CR 
  5; 
  mechanical; 
  proximity trigger; automatic reset; no attack roll 
  necessary (see note above); Search DC 20; Disable 
  Device DC 25. Note: Room floods in 4 rounds. 
   
  APL 8 (EL 9)  
  � Spiked Pit Trap: CR 5; mechanical; location 
  trigger, manual reset; DC 20 Reflex save avoids; 80 ft. 
  deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes 
  for 1d4+5 each); Search DC 20; Disable Device DC 20. 
  � Sewage-filled 
  room: 
  CR 
  5; 
  mechanical; 
  proximity trigger; automatic reset; no attack roll 
  necessary (see note above); Search DC 20; Disable 
  Device DC 25. Note: Room floods in 4 rounds. 
  � Summon Monster VI Trap: CR 7; magic device; 
  proximity trigger (alarm); no reset; spell effect (summon 
  monster VI, 11th-level wizard. Summons a large water 
  elemental), Search DC 31; Disable Device DC 31.  
   
  NAE8-01 Twilight Revolution 
   
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  APL 10 (EL 11)  
  � Spiked Pit Trap: CR 5; mechanical; location 
  trigger, manual reset; DC 20 Reflex save avoids; 80 ft. 
  deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes 
  for 1d4+5 each); Search DC 20; Disable Device DC 20. 
  � Sewage 
  filled 
  room: 
  CR 
  5; 
  mechanical; 
  proximity trigger; automatic reset; no attack roll 
  necessary (see note above); Search DC 20; Disable 
  Device DC 25. Note: Room floods in 4 rounds. 
  � Summon Monster VI Trap: CR 7; magic device; 
  proximity trigger (alarm); no reset; spell effect (summon 
  monster VI, 11th-level wizard. Summons a large water 
  elemental), Search DC 31; Disable Device DC 31. 
   
  Word of Chaos Trap: CR 8; magic device; 
  proximity trigger (detect law); automatic reset; spell 
  effect (word of chaos, 13th-level cleric); Search DC 32; 
  Disable Device DC 32. 
   
  Development: A large room lies beyond the second 
  set of iron doors and a tall Suel man is there. If PCs 
  were silent, they might be able to catch Brymar by 
  surprise. Proceed with Encounter 5C 
   
  5C: CONFRONTING 
  BRYMAR 
  PCs who played NAE5-01 When Nightingales Sing 
  recognize Brymar and he recognizes the PCs as well 
  (having investigated them after his escape). In that case 
  he immediately becomes hostile. 
   
  If the PCs do not sneak into room, Brymar spots 
  them. Read aloud or paraphrase. If they are quiet, 
  improvise. 
   
  This large room is filled with garbage. A stench 
  that is nearly unbearable wafts up. There is a 
  narrow walkway surrounding the mound of 
  garbage. Sitting on a 20 foot long ledge fifteen feet 
  above ground is a man. He looks at you coolly. 
   
  He says, “Greetings. My name is Brymar and I 
  am the caretaker of this place.”  
   
  PCs may ask the following: 
  • 
  Why are you here: He was hired by Tilvor Redu 
  to manage the waste. 
  • 
  Do you live here: Yes. 
  • 
  Have you heard about the commotion: Yes, but 
  it does not concern him. His life is below ground. 
   
  Read or paraphrase: 
  “Your group seems to be a good one. It is strong. 
  But one day someone is going to want that extra 
  share of the treasure and you will learn how 
  temporary bonds between people are. I have had 
  bonds. Berik Oedil - now that was strong and it 
  didn’t last. The one down here certainly won’t last. 
  It’ll probably eat me, one of these days.” 
   
  He holds a severed forearm over the trash 
  heap and tosses it aside. 
   
  “But it likes me while it gets food. The other 
  was a good lad. But idealistic. They never live long. 
  I hope the antitoxin doesn’t upset that one’s 
  stomach.” 
   
  A long tentacle rises out of the trash and 
  snatches the severed arm. 
   
  Every so often he throws another appendage down to 
  the Otyugh (still having 3 pieces to feed) until the PCs 
  attack, at which point he uses his potion of fly and 
  confronts the PCs on the ground. If PCs leave, he does 
  not pursue. The appendages belong to Gorova. 
   
  Treat the garbage area as difficult terrain as if the 
  PCs are standing in a shallow bog consisting of 
  garbage. The otyugh(s) have lived here most of their 
  life and know how to move effectively in the garbage 
  and hence suffer no movement penalties. The ledge 
  (not the one where Brymar starts) is 5 ft. above the 
  garbace and anyone can climb up from the ledge with 
  DC 10 Climb check. In addition, anyone who is among 
  the garbage gains cover against attacks originating 
  from 10 ft. or farther away and vice versa.  
   
  APL 6 (EL 9) 
  � Brymar: male human fighter 6; hp 52; see 
  Appendix 1.  
  � Lifeleech Otyugh: hp 94; see Appendix 1. 
   
  APL 8 (EL 11) 
  � Brymar: male human fighter 8; hp 68; see 
  Appendix 1.  
  � Lifeleech Otyugh: hp 94; see Appendix 1. 
   
   
  APL 10 (EL 13) 
  � Brymar: male human fighter 8/cleric 2; hp 82; see 
  Appendix 1.  
  � Lifeleech Otyugh (2): hp 94 each; see Appendix 
  1. 
   
  Tactics: Brymar attempts to avoid being overrun by 
  superior numbers by using his potion of fly and placing 
  himself in corners. Brymar gladly uses healing spells 
  on himself so that the otyugh is also cured. If reduced 
  to 5 hit points or less, Brymar uses poison on himself 
  (see Development).  
   
  If Brymar is taken out of combat, the otyughs can 
  be reasoned with and they stop fighting if PCs do. 
   
  Treasure: Brymar is well equipped with magical items 
  acquired over last three years. 
   
  APL 6: Loot: 1 gp; Coin: 9 gp; Magic: 1,094 gp; +1 
  full plate (208 gp), +1 guisarme (192 gp), cloak of elemental 
  protection (83 gp), gauntlets of ogre power (333 gp), potion of 
  cure moderate wounds (25 gp), potion of enlarge person (25 
  gp), potion of fly (62 gp), vest of resistance +1 (83 gp) 
   
  APL 8: Loot: 1 gp; Coin: 9 gp; Magic: 1,690 gp; +1 
  full plate mail spell resistance 13 (887 gp), +1 guisarme (192 
  NAE8-01 Twilight Revolution 
   
  Page 13 
  
  gp), cloak of elemental protection (83 gp), gauntlets of ogre 
  power (333 gp), potion of cure moderate wounds (25 gp), 
  potion of enlarge person (25 gp), potion of fly (62 gp), vest of 
  resistance +1 (83 gp) 
   
  APL 10: Loot: 1 gp; Coin: 9 gp; Magic: 2,273 gp: +1 
  bane (human) guisarme (692 gp), +1 full plate mail spell 
  resistance 13 (887 gp), cloak of elemental protection (83 gp), 
  gauntlets of ogre power (333 gp), potion of cure moderate 
  wounds (25 gp), potion of enlarge person (25 gp), potion of 
  fly (62 gp), vest of resistance +1 (83 gp) 
   
  Detect magic results: +1 full plate (faint 
  abjuration), +1 full plate spell resistance 13 (moderate 
  enchantment), +1 guisarme (faint evocation), +1 bane 
  (human) guisarme (moderate conjuration), cloak of 
  elemental protection (faint abjuration), gauntlets of ogre 
  power (faint transmutation), potion of fly (faint 
  transmutation), vest of resistance +1 (faint abjuration). 
   
  Development: Brymar has two alchemical teeth in his 
  mouth, filled with acid and poison. He uses these to 
  kill himself to prevent capture.  
   
  The door on the ledge leads to Brymar’s quarters 
  and the place where he dealt with Dional and Akran. It 
  also has an escape tunnel which leads behind the 
  Sickle (location 13). 
   
  In addition, he has left behind a note for the PCs 
  to find among his possessions. See Player Handout 3. 
   
  Once PCs head out of dumping-ground, they run 
  into Dional once they enter the city again. Proceed 
  with Encounter 6. 
   
  6: DOOMSAYER 
  See DM Map 4 for this encounter.  
   
  Once PCs have defeated Brymar, Riven sends out the 
  brainwashed priests to cause havoc. As the PCs leave 
  the dumping-ground, they soon come across a wide 
  circle of people surrounding a male priest in robes. The 
  priest holds a large golden bead above his head. 
  Strapped across his chest is a strand of seven green 
  pearls and in the opposite direction a strand of seven 
  coils of copper wire. These strands are strand of acid 
  pearls and strand of lightning respectively. He holds a 
  10d6 fireball bead from a necklace of fireballs (see DMG 
  263)  
   
  Grikor Saikon and three Gornorites are also at the 
  scene. Saikon is 10 ft. away from Dional, trying to urge 
  the crowds to leave. The other Gornorites are among 
  the crowd, trying to push them back, not with much 
  success. See Appendix 1 for their statistics. 
   
  Anybody in a 20 ft. radius from the priest is going 
  to get killed (aside from the PCs who might survive). 
  The PCs can try to convince the priest to stop, they can 
  try to steal the bead and strands or they can try to 
  disable the priest. Of course, if the PCs fail to disable 
  the priest before his turn, he activates the bead, 
  exploding, as described below. 
   
  All APLs  
  � Dional: male human (Flan) bard 2/cleric 1 (hp 18; 
  AC 12 (+2 Dex); Fort +3, Ref +5, Will +5; Diplomacy 
  +11, Listen +5, Perform (oratory) +11, Spot +3; 
  Initiative +2). 
   
  Appearance: Dional looks like a typical mad-
  prophet. He is bedraggled and wears a simple robe. His 
  eyes are unfocused. Aside from the magical strands and 
  a holy symbol of Osprem, he does not carry anything. 
   
  Personality: Brymar did his best to make Dional go 
  crazy. Each night an agent of the Midnight Darkness 
  used mind fog and nightmare to send horrific dreams to 
  Dional.  
   
  Dional fully believes that the Leviathan is 
  comming soon and that the monster will destroy the 
  world. He also believes that death is the only salvation. 
   
  When the PCs arrive, Dional has been speaking for 
  several minutes. Dional used his fascinate ability on the 
  crowd and some stayed around after it ended. 
  Currently he has used a hypnotism spell to hold few 
  more people spellbound, which can be detected with 
  DC 16 Spellcraft check. The rest are curious onlookers 
  who don't realize the trouble they are in.  
   
  The things Dional says, in no particular order are: 
  • 
  The great sea serpent will rise to swallow the 
  world whole. 
  • 
  The nobles can’t help us, neither will Osprem. 
  • 
  Signs of the apocalypse are everywhere! Have you 
  not heard how devils have returned to Medegia and 
  elsewhere! With all this we cannot survive! 
  • 
  Those alive after destruction of the world will have 
  it the worst. 
  • 
  He has the only easy way out – join him. 
  • 
  The Idee / Ahlissa conflict no longer matters. 
  • 
  Death is the only way out. 
  • 
  He has seen the future by way of the gods. 
  • 
  His blessing will reach all those close to him. 
   
  Diplomacy: There are 90 commoners (18 sets of 5) 
  surrounding the priest just outside the 20 ft. range. All 
  Diplomacy rolls are rushed (-10 penalty). The 
  Gornorites assist the PCs with their checks, reducing 
  Dional’s Diplomacy score for this encounter (included 
  in statistics already). 
   
  Dional: Starts with an attitude of Unfriendly. If he 
  is brought to Indifferent, the PCs have bought 3 more 
  rounds. Dional abandon his cause if he is made 
  Friendly. 
   
  Saving commoners: The commoners start with an 
  attitude of Indifferent and 5 leave for each Diplomacy 
  check the PCs win against Dional. 
   
  Dooming 
  commoners: 
  Dional 
  can 
  have 
  10 
  commoners come within 10 feet by changing their 
  attitudes from Indifferent to Friendly. 
   
  Special Note: If the PCs want to use Diplomacy on 
  these commoners, they must change the attitude from 
  NAE8-01 Twilight Revolution 
   
  Page 14 
  
  Unfriendly to Indifferent (the commoners move 20 ft 
  out) or Friendly (the commoners flee). 
   
  Running the Encounter  
  This encounter is run in rounds with the PCs each 
  taking their actions in iniatiative order, along with 
  Dional.  
   
  The priest spouts a random line and makes a 
  diplomacy check on his turn. The priest does not move 
  from his spot unless he is forced. Killing Dional is not 
  an evil act, nor do the Gornorites make it an issue. 
  Dional drops the bead on his 10th round 
   
  If things go badly, the bead is dropped and the 
  surrounding area turns into an inferno of raging 
  energies as Dional and his items explode, along with 
  Grikor Saikon and many, many commoners. 
  • 
  Any PC caught within 20 ft. of the priest must 
  make a Reflex save against the necklace of fireballs bead 
  (10d6 fire damage, DC 14 reflex), then make a single 
  save against the strand of acid pearls (7d6 acid, reflex DC 
  19) 
  • 
  Strand of lighting shoots two bolts to random 
  direction, dealing 3d6 lightning damage each. Any PC 
  caught in the 30 ft. line of the must make a DC 14 
  Reflex save. 
  • 
  Any groups of commoners caught within 20 ft. of 
  the priest automatically die. Any commoners 25 ft or 
  further are unconscious at -2 hp. 
  • 
  Dional’s body is entirely consumed by the raging 
  energies, leaving nothing behind.  
   
  Influence points: If the PCs prevent Dional from 
  killing any commoners, they earn 5 influence points. 
  They lose 2 influence points if Dional explodes. If the 
  PCs manage to keep Dional alive, award further 2 
  influence points.  
   
  Development: If the PCs convince the priest to give 
  up, the Gornorites take him into custody. The PCs may 
  not keep the strands or necklace but various beads 
  from necklace of fireballs are later made available to 
  them (see AR). Soon after this encounter, another 
  explosion is heard in lower town (location 9) and the 
  adventure proceeds with Encounter 7. If they ignore 
  the explosion proceed with the Conclusion. 
   
   
  7: INTERLUDE 
  After the explosion, the guards rush to the site to 
  render aid. The explosion was directed at high priestess 
  Nuran who was helping locals. She escaped largely 
  unscathed, 
  unlike 
  her 
  entourage 
  and 
  nearby 
  commoners.  
   
  When the PCs arrive, they have 5 rounds to heal 
  commoners and stabilize those who are still dying. 
  Each healing spell or DC 15 Heal check done stabilizes 
  one commoner or cleric and prevents him from dying. 
   
  Investigate the Explosion: 
  There is a 30 ft. wide radius of destruction. Buildings 
  are burned, people lay in pieces, and nearby areas are 
  full of commoners who died in the explosion or who 
  were injured when nearby buildings caught flame. 
   
  Once PCs have done what they can, read or 
  paraphrase the following: 
   
  A man limps by using a large stick as a crutch. He 
  does not look up as he says, “Looks like you 
  managed to save few people after all. Thank the 
  gods that none of the nobles were around to be 
  harmed...” the man says in mocking tone and 
  walks on. 
   
  Influence points: For every commoner stabilized, the 
  PCs earn 1/4 influence points, to a maximum of 5 
  points. If the PCs successfully help with the cleanup 
  effort, they gain 2 influence points with the common 
  folk. 
   
  Development: Soon after the PCs have healed the 
  commoners, Riven sends the golems to deal with 
  Nuran and they crash into the scene. Proceed with 
  Encounter 8.  
   
  8: GOLEMS 
  This encounter uses DM map 4.  
   
  The map depicts a generic streets with debris littered 
  alley and such. You should expand the map as needed. 
  The map shows directions from where golems arrive. 
   
  The attack by Akran was supposed to be the last 
  stage of plunging Gornor's Cove into chaos. However, 
  since Akran fails to deal with Nuran, Riven is forced to 
  send his golems to kill Nuran in an attempt to remove 
  one of Naerie's strongest spellcasters for good. 
   
  APL 6 (EL 8) 
  � Blood Golem of Hextor: hp 85; see Appendix 1.  
   
  APL 8 (EL 10) 
  � Blood Golem of Hextor (2): hp 85 each; see 
  Appendix 1. 
   
  APL 10 (EL 12) 
  � Clay Golem: hp 90; see Monster Manual 134. 
  � Blood Golem of Hextor (2): hp 85 each; see 
  Appendix 1. 
   
  All APLs 
  � Nuran: Female human (Suel) cleric 5/divine 
  oracle 5/contemplative 2 (hp 49 (out of 80); AC 21; Fort 
  +6, Ref +5, Will +14; Full Atk +7/+2 melee (1d8+1+1d6 
  cold, trident); Concentration +7). 
   
  Prescient Sense (Ex): Takes no damage on a 
  successful Reflex save against attacks that normally 
  deal half damage on a successful Reflex save. 
  NAE8-01 Twilight Revolution 
   
  Page 15 
  
   
  Tactics: The golems try to kill Nuran. If the PCs get 
  into their way, the golems switch targets. Nuran fights 
  with PCs to best of her abilities, but she has already 
  used a great deal of her spells and the remaining ones 
  are useless against golems. Nuran can still cast three 
  cure moderate wounds and one cure critical wounds spell at 
  caster level 13th. 
   
  Treasure: None. 
   
  Influence points: If Nuran is saved, award 10 
  influence points to the PCs. If Nuran dies, the PCs lose 
  10 influence points.  
   
   
  Development: Nuran thanks the PCs for saving her 
  and says that she must go and organize a few things in 
  the temple of Osprem. 
   
  The rest of the day passes uneventfully until the 
  citizens become restless and defy the curfew. Proceed 
  to Encounter 9 unless the PCs want to ignore it totally, 
  in which case proceed with the Conclusion A. Also, if 
  Nuran died, then there is nobody to calm the crowd. 
  Proceed with Conclusion B. 
   
  If PCs look where golems came, they can follow 
  blood stains left by blood golem to depths of low-city 
  where are collapsed remains of a building. 
   
  9: DEFYING THE CURFEW 
  This encounter occurs the first evening after the golem 
  attack. Local people finally have enough and openly 
  defy House Lyrthi and the curfew by gathering near 
  the temple of Osprem. They demand House Lyrthi to 
  step down as their rulers. 
   
  The PCs can hear a loud ruckus in the Central 
  Square. If the PCs go investigate, they see a throng of 
  people shouting about protection and people’s rights, 
  while holding lit torches 
   
  Read aloud or paraphrase: 
  Captain Saron of the Gornorites stands in front of 
  the crowd and shouts at them to be quiet with no 
  apparent effect. However, when high priestess 
  Nuran walks to the front and levels her gaze at the 
  crowd the crowd falls silent In a matter of 
  seconds. She turns towards Saron. 
   
  “As you can see, the people are tired of the 
  disasters House Lyrthi brings upon us, the 
  occupation and lack of safety. They demand that 
  Eberic steps down and the Ahlissan garrison 
  leaves.”  
   
  Captain Saron replies. “We have these 
  incidents 
  under 
  control 
  and 
  experienced 
  adventurers are hard at work solving the 
  problems.”  
   
  “Fine. Bring them here to tell us what is going 
  on.” 
   
   
  The PCs should have enough information to convince 
  the city that this was a plot by Brymar to cause discord 
  and suffering. If they have missed some of the clues, 
  they should be able to convince that other factions 
  than House Lyrthi or the Ahlissans caused this. Note 
  that not even Idee Volunteers would be served by open 
  rebellion 
  in 
  Gornor's 
  Cove, 
  especially 
  when 
  questionable factions were involved as well. 
   
  A DC 25 Diplomacy check is required to calm the 
  crowd enough. Following bonuses apply to this check. 
  • 
  Each favor with church of Osprem: +1. 
  • 
  For each 4 influence points acquired during this 
  adventure: +1. 
  • 
  Favor of Ludmila from NAE6-03: +1. 
  • 
  Speaker is a divine spellcaster of Osprem: +2. 
  • 
  Gratitude of Saron from NAE7-05: +2. 
    
  If PCs are successful, read or paraphrase: 
  Saron whispers into Nuran’s ear. She nods her 
  head “Very well, if Lyrthi removes the curfew, then 
  we will step down.” 
   
   
  Saron looks at you and says “Done" and there 
  is a noticeable lessening of tension in the crowd. 
   
  If PCs are not successful, read or paraphrase: 
  The crowd howls loudly and not even Nuran can 
  get them to quiet down right now. Saron quickly 
  looks at your direction and shakes his head. It 
  seems the situation continues to get worse for the 
  time being. 
   
  Development: A DC 15 Sense Motive check gives the 
  PCs the feeling that they are being watched. There are 
  loose ends, but for right now the adventurer’s presence 
  is complicating the political situation. This conflict is 
  definitely not over as people still grumble over the 
  unfair treatment by the Ahlissans. Go to Conclusion A 
  if PCs were succesful in calming the crowd. If not, 
  move to Conclusion B. 
   
  CONCLUSION 
  CONCLUSION A: 
  Read aloud or paraphrase: 
  A few of days after leaving the fragile political 
  situation in Gornor’s Cove, you receive a note 
  inviting you to Endonius’ funeral to be held in 
  Gornor’s Cove. A separate note arrives with the 
  following message, “See you at the funeral.” The 
  signature is a stylized R. 
   
  The PCs receive the following to their AR:  
  • 
  Influence with the common folk: This PC has 
  earned __ influence points by showing heroism 
  and compassion. 
  • 
  Favor with the Church of Osprem 
  • 
  Favor with House Lyrthi 
   
   
  NAE8-01 Twilight Revolution 
   
  Page 16 
  
  CONCLUSION B: 
  Read aloud or paraphrase: 
  A few of days after leaving the fragile political 
  situation in Gornor’s Cove, which is not helped by 
  Nuran’s death at the hands of golems, you receive 
  a note inviting you to Endonius’ funeral to be held 
  in Gornor’s Cove. A separate note arrives with the 
  following message, “See you at the funeral.” The 
  signature is a stylized R. 
   
  The PCs receive the following to their AR: 
  • 
  Influence with the common folk: This PC has 
  earned __ influence points by showing heroism 
  and compassion. 
   
  The End 
   
  NAE8-01 Twilight Revolution 
   
  Page 17 
  
  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. 
   
  4: Lighthouse 
  Defeat the assassins 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  5: Dumping-ground  
  Defeat Brymar and his companion(s) 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
   
  7: Golems 
  Defeat the golems 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  Story Award 
  Objective(s) met: Brymar revealed 
  APL 6  
  60 XP 
  APL 8  
  85 XP 
  APL 10  
  100 XP 
   
  Discretionary roleplaying award 
  APL 6  
  120 XP 
  APL 8  
  140 XP 
  APL 10  
  170 XP 
   
  Total Possible Experience 
  APL 6                         
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that characters 
  can go back to loot the bodies, and those bodies are 
  there (i.e., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items.  
   
  4: Lighthouse 
   
  APL 6: Loot 152 gp; Magic 2,258 gp; 3x anklet of 
  translocation (117 gp each), +1 aquatic longbow (225 gp), 
  2x cloak of charisma +2 (334 gp each), 3x gloves of dexterity 
  +2 (334 gp each), 6x scroll of distract assailant (2 gp each); 
  Total 2,410 gp. 
   
  APL 8: Loot 27 gp; Magic 4,237 gp; amulet of health 
  +2 (334 gp), 3x anklet of translocation (117 gp each), 2x +1 
  aquatic longbow (225 gp each), 2x cloak of charisma +2 
  (334 gp each), 3x gloves of dexterity +2 (334 gp each), +1 
  frost aquatic longbow (725 gp), 2x +1 rapier (193 gp), 6x 
  scroll of distract assailant (2 gp each), 2x +1 sharkskin 
  armor (103 gp each); Total 4,264 gp. 
   
  APL 10: Loot 27 gp; Magic 8,638 gp; 3x amulet of 
  health +2 (334 gp), 3x boots of swift passage (417 gp each), 
  2x cloak of charisma +2 (334 gp each), 2x +1 corrosive 
  aquatic longbow (725 gp each), +1 corrosive frost aquatic 
  longbow (1,558 gp), 2x +1 corrosive rapier (693 gp), 3x 
  gloves of dexterity +2 (334 gp each), 6x scroll of distract 
  assailant (2 gp each), 3x +1 sharkskin armor (103 gp 
  each); Total 8,665 gp. 
   
  5: Dumping-ground  
  APL 6: Loot: 1 gp; Coin: 9 gp; Magic: 1,094 gp; +1 full 
  plate (208 gp), +1 guisarme (192 gp), cloak of elemental 
  protection (83 gp), gauntlets of ogre power (333 gp), potion of 
  cure moderate wounds (25 gp), potion of enlarge person (25 
  gp), potion of fly (62 gp), vest of resistance +1 (83 gp) 
  NAE8-01 Twilight Revolution 
   
  Page 18 
  
   
  APL 8: Loot: 1 gp; Coin: 9 gp; Magic: 1,690 gp; +1 
  full plate mail spell resistance 13 (887 gp), +1 guisarme (192 
  gp), cloak of elemental protection (83 gp), gauntlets of ogre 
  power (333 gp), potion of cure moderate wounds (25 gp), 
  potion of enlarge person (25 gp), potion of fly (62 gp), vest of 
  resistance +1 (83 gp) 
   
  APL 10: Loot: 1 gp; Coin: 9 gp; Magic: 2,273 gp: +1 
  bane (human) guisarme (692 gp), +1 full plate mail spell 
  resistance 13 (887 gp), cloak of elemental protection (83 gp), 
  gauntlets of ogre power (333 gp), potion of cure moderate 
  wounds (25 gp), potion of enlarge person (25 gp), potion of 
  fly (62 gp), vest of resistance +1 (83 gp) 
   
  Treasure Cap 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
   
   
   
  Total Possible Treasure 
   
  APL 6: 3,514 gp 
   
   
  APL 8: 6,043 gp 
   
  APL 10: 10,948 gp 
   
   
  ADVENTURE RECORD ITEMS 
  Influence with the common folk: This PC has 
  earned ___ influence points by showing heroism and 
  compassion. 
   
  Favor with the Church of Osprem: Once in any 
  future adventure set in Gornor's Cove, you may have 
  Nuran cast any healing spell on you for free (CL 11th). 
   
  Alternatively you may have a raise dead spell cast 
  on you or someone else for half-price, including 
  material components after any Naerie regional 
   
  If you are member of Church of Osprem, your 
  affiliation score increases by 2 and is now  
   
  Favor with House Lyrthi: Using connections to 
  House Lyrthi, you gain access to one of the following 
  items from MIC: anklet of translocation, belt of ultimate 
  athleticism, bracers of arcane freedom, counterstrike bracers, 
  dragon mask, formless vest. Once an item is bought, cross 
  off this favor. 
   
  ITEM ACCESS 
  APL 6: 
  • 
  Anklet of translocation (Adventure; MIC; 1,400 gp) 
  • 
  Cloak of elemental protection (Adventure; MIC; 1,000 
  gp) 
  • 
  Scroll of distract assailant (Adventure; SC; 25 gp) 
  • 
  4d6 bead from necklace of fireballs (Adventure; 
  600 gp; DMG) 
    
  APL 8 (all of APL 6): 
  • 
  +1 frost longbow (Adventure; DMG) 
  • 
  +1 full plate of spell resistance 13 (Adventure; DMG) 
  • 
  6d6 bead from necklace of fireballs (Adventure; 900 
  gp; DMG) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  • 
  +1 bane (human) guisarme (Adventure; DMG) 
  • 
  +1 corrosive longbow (Adventure; MIC) 
  • 
  +1 corrosive frost longbow (Adventure; DMG/MIC) 
  • 
  +1 corrosive rapier (Adventure; DMG) 
  • 
  Boots of swift passage (Adventure; MIC; 5,000 gp) 
  • 
  9d6 bead from necklace of fireballs (Adventure; 1200 
  gp; DMG) 
  NAE8-01 Twilight Revolution 
   
  Page 19 
  
  NAE8-01 Twilight Revolution 
   
  Page 20 
  APPENDIX 1: APL 6
  4: LIGHTHOUSE 
   
   
  D AR K W ATE R  AS S AS S I N   
  CR 4 
  Male halfling (shoal)* rogue 4  
  *Stormwrack 45 
  NE Small humanoid (halfling, aquatic) 
  Init +9; Senses Listen +8, Spot +6  
  Languages Common, Elven, Halfling  
  AC 19, touch 16, flat-footed 19 
   (+5 Dex, +3 armor, +1 size) 
  hp 22 (4 HD);  
  Fort +3, Ref +10, Will +1 
  Speed base movement 20 ft., swim 20 ft.; 
  Melee masterwork rapier +6 (1d4 + 1 / 18-20)  
  Ranged masterwork aquatic longbow +6 (1d6 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +0 
  Atk Options sneak attack (2d6)  
  Combat Gear anklet of translocation, 3x scroll of 
  distract assailant 
  Abilities Str 12, Dex 20, Con 13, Int 12, Wis 8, Cha 
  12  
  SQ Amphibious, Evasion, Uncanny Dodge 
  Feats Improved Initiative, Magical Aptitude  
  Skills  Bluff +3, Hide +16, Knowledge (arcane) +4, 
  Move Silently +12, Spellcraft +6, Swim +16, 
  Tumble +12, Use Magic Device +10 
  Possessions combat plus cloak of charisma +2, 
  gloves 
  of 
  dexterity 
  +2, 
  masterwork 
  aquatic 
  longbow, masterwork rapier, masterwork sharkskin 
  armor 
  Amphibious (Ex): A shoal halfling can breathe air 
  and water equally well. 
   
  D AR K W ATE R  H U N T E R   
  CR 4 
  Male halfling (shoal)* ranger 4  
  *Stormwrack pg. 45 
  NE Small humanoid (halfling, aquatic) 
  Init +5; Senses Listen +9, Spot +7 
  Languages Common, Elven, Halfling  
  AC 19, touch 16, flat-footed 14 
   (+5 Dex, +3 armor, +1 size) 
  hp 31 (4 HD);  
  Fort +7, Ref +10, Will +2; endurance 
  Speed base movement 20 ft., swim 20 ft.; 
  Melee masterwork rapier +6 (1d4 / 18-20)  
  Ranged +1 aquatic longbow +12 (1d6 + 1 / x3) or  
  Ranged +1 aquatic longbow (rapid shot) +10 / +10 
  (1d6 + 1 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +0 
  Atk Options point blank shot, rapid shot  
  Combat Gear anklet of translocation 
  Abilities Str 10, Dex 20, Con 14, Int 13, Wis 10, Cha 
  8  
  SQ Amphibious, Distracting Attack, Favored Enemy 
  (human) 
  Feats Point Blank Shot, Track, Rapid Shot, Weapon 
  Focus (aquatic longbow), Endurance, Precise Shot  
  Skills Craft (bowmaking) +8, Heal +3, Hide +16, 
  Knowledge (religion) +3, Move Silently +12, Swim 
  +15 
  Possessions combat gear plus +1 aquatic longbow, 
  gloves 
  of 
  dexterity 
  +2, 
  masterwork 
  rapier, 
  masterwork sharkskin armor 
  Amphibious (Ex): A shoal halfling can breathe air 
  and water equally well.  
  Distracting Attack (Ex): Whenever a ranger hits an 
  opponent, he is considered flanked for one round. 
   
  5: DUMPING−GROUND  
   
   
  BRYMAR        
    
   
  CR 6 
  Male human fighter 6 
  CN Medium humanoid (human) 
  Init: +5 
  Senses Listen +1, Spot +1 
  Languages Common 
  AC 20, touch 11, flat-footed 19; Combat Expertise, 
  Dodge, Mobility 
  hp 52 (6 HD) 
  Fort +8; Ref +4, Will +4 
  Spd 20 ft. (4 squares) 
  Melee +1 guisarme +10/+5 (2d4+5/x3) or 
   
  longsword +10/+5 (1d8+4/19-20) or 
   
  spiked gauntlet +9/+4 (1d4+3) 
  Base Atk +6; Grp +9 
  Attack Options Power Attack, Improved Trip, Power 
  Attack, Spring Attack, Whirlwind Attack 
  Combat 
  Gear 
  potion 
  of 
  cure 
  moderate 
  wounds, potion of enlarge person, potion of 
  fly. 
  Abilities Str 17, Dex 13, Con 15, Int 10, Wis 12, Cha 
  13  
  Feats 
  Combat 
  Expertise, 
  Improved 
  Initiative, 
  Improved Trip, Power Attack, Spring Attack, 
  Whirlwind Attack 
  Skills Bluff +1, Climb +3, Handle Animal +1, 
  Intimidate +3, Ride +1, Swim +3, Tumble +5 
  Possessions combat gear plus +1 guisarme, +1 full 
  plate, cloak of elemental protection, gauntlets of 
  ogre power, vest of resistance +1, spiked gauntlet, 
  locked gauntlet, masterwork longsword 
   
  L I F E L E E C H  O T Y U G H   
  CR 8 
  NE Large aberration 
  Init +3; Senses darkvision 60 ft, Listen +10, Spot +10 
  Aura lifeleech aura 60 ft. 
  AC 21, touch 16, flat-footed 18; 
   
  (-1 size, +3 Dex, +5 natural, +4 deflection)  
  hp 94 (9 HD); Fast healing 5 
  Fort +9, Ref +6, Will +12  
  Speed base movement 40 ft.;  
  Melee tentacles +14/+14/+14/+14 (1d8+8) and  
   
  bite +8 (1d6+4) 
  
  Space 10 ft.; Reach 10 ft. (15 with a tentacle)  
  Base Atk +6; Grp +18 
  Atk Options Combat Reflexes 
  Special Actions Constrict 1d8+8, Improved Grab  
  Abilities Str 27, Dex 16, Con 23, Int 7, Wis 18, Cha 8  
  Feats Alertness, Combat Reflexes, Iron Will, Weapon 
  Focus (tentacle)  
  Skills Hide +3 (+11 in lair), Jump +12, Listen +10, 
  Spot +10 
  Possessions combat gear plus none 
  Constrict (Ex) An Otyugh deals automatic tentacle 
  damage with a successful grapple check  
  Lifeleech Aura (Su) Whenever a spell or spell-like 
  ability with the healing descriptor is used on a 
  creature within 60 ft of a lifeleech otyugh, the 
  otyugh gains the benefit of the healing spell as if it 
  had been one of the spell’s targets. If a healing 
  spell cast within 60 ft of a lifeleech otyugh would 
  grant it enough hit points to exceed its full normal 
  total, it gains the remaining hit points as temporary 
  hit points. A lifeleech otyugh can’t have more 
  temporary hit points from its life leech aura than its 
  full normal hit point total. Tomporary hit points 
  gained in this manner last for 1 hour. 
   
  This ability affects spell completion and spell 
  trigger items (such as scrolls, staffs, and wands), 
  but not other magic items. 
  Improved Grab (Ex) To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Spell-Strengthened Hide (Su): The sickly gray skin 
  of a life-leech otyugh has been infused by magical 
  energy. This strange energy grants it +4 deflection 
  bonus to armor class.  
   
  7: GOLEMS 
   
   
   
  BLOOD GOLEM OF HEXTOR*  
  CR 8 
  *Fiend Folio 84 
  LE Large construct 
  Init -1; Senses Listen +0, Spot +0 
  Languages –  
  AC 26, touch 8, flat-footed 26 
    (-1 size, -1 Dex, +9 natural, +9 +1 full plate) 
  hp 85 (10 HD); DR 10/adamantine 
  Immune magic 
  Fort +3, Ref +2, Will +3 
  Weakness rust vulnerability 
  Speed 20 ft. (4 squares), (can't run) 
  Melee mwk heavy flails +13/+13 (1d10+6/19-20) 
  Melee slams +12/+12 (1d8+6 (see text)) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +7; Grp +17 
  Special Actions blood siphon, whirlwind of death 
  Abilities Str 22, Dex 8, Con --, Int --, Wis 10, Cha 1 
  SQ blood dependency, blood reservoir, construct 
  traits, magic armor 
  Feats – 
  Skills – 
  Possessions combat gear plus none 
  Magic immunity: A blood golem is immune to all 
  spells, spell-like abilities, and supernatural effects, 
  except as follows. A gentle repose spell acts as a 
  slow spell for 3 rounds with no saving throw. 
  Regenerate restores 1 hit point of damage per 
  caster level. Horrid wilting does half or one-quarter 
  damage if the golem fails or succeeds on its saving 
  throw, respectively. 
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or the rusting grasp spell. If its armor is 
  destroyed in this manner, the golem’s AC drops 
  and it makes slam attacks instead of flail attacks. 
  Once its armor is gone, the golem loses its blood 
  reservoir, and it loses hit points to blood leakage at 
  the rate of 10 hit points per day instead of 5 per 
  day. 
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has 
  died within the past hour, dealing Constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the 
  golem 5 hit points. Both the golem and the victim 
  must remain motionless. 
  Whirlwind of Death (Ex): A blood golem can spin its 
  upper body and cause its flails to rotate at high 
  speed. This ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack 
  feat. In the round after the golem performs this 
  maneuver, it can take only a single attack or move 
  action. 
  Blood Dependency: Because a blood golem 
  constantly leaks its own vial fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases 
  to 10 hit points per day. If the golem reaches 0 hit 
  points from blood leakage, it is destroyed, leaving 
  only its armor. 
  Blood Reservoir (Ex): The reservoirs in the golem’s 
  armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the 
  capacity of two average human bodies. The golem 
  normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It 
  can draw blood from its reservoirs as a free action, 
  and it often does so during combat. 
   
  NAE8-01 Twilight Revolution 
   
  Page 21 
  
  NAE8-01 Twilight Revolution 
   
  Page 22 
   
  APL 8 
  4: LIGHTHOUSE 
   
   
  D AR K W ATE R  AS S AS S I N   
  CR 6 
  Male halfling (shoal)* rogue 4 / fighter 2  
  *Stormwrack 45 
  NE Small humanoid (halfling, aquatic) 
  Init +9; Senses Listen +8, Spot +6  
  Languages Common, Elven, Halfling  
  AC 20, touch 16, flat-footed 20 
   (+5 Dex, +4 armor, +1 size) 
  hp 36 (6 HD);  
  Fort +6, Ref +10, Will +1 
  Speed base movement 20 ft., swim 20 ft.; 
  Melee +1 rapier +12 (1d4 + 2 / 18-20)  
  Ranged +1 aquatic longbow +13 (1d6 + 1 / x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +2 
  Atk Options sneak attack (2d6)  
  Combat Gear anklet of translocation, 3x scroll of 
  distract assailant 
  Abilities Str 12, Dex 20, Con 13, Int 12, Wis 8, Cha 
  12  
  SQ Amphibious, Evasion, Uncanny Dodge 
  Feats Improved Initiative, Magical Aptitude, Skill 
  Focus(Use Magic Device)B, Weapon Finesse, 
  Weapon Focus(aquatic longbow)B  
  Skills  Bluff +3, Hide +16, Knowledge(arcane) +5, 
  Move Silently +12, Spellcraft +6, Swim +16, 
  Tumble +12, Use Magic Device +15 
  Possessions combat gear plus +1 aquatic longbow, 
  cloak of charisma +2, gloves of dexterity +2, +1 
  rapier, +1 sharkskin armor 
  Amphibious (Ex): A shoal halfling can breathe air 
  and water equally well.  
    
  D AR K W ATE R  H U N T E R   
  CR 6 
  Male halfling (shoal)* ranger 4/fighter 1/order of the 
  bow initiate** 1  
  *Stormwrack 45 
  **Complete Warrior 68 
  NE Small humanoid (halfling, aquatic) 
  Init +9; Senses Listen +10, Spot +7  
  Languages Common, Elven, Halfling  
  AC 20, touch 16, flat-footed 15 
   (+5 Dex, +4 armor, +1 size) 
  hp 52 (6 HD);  
  Fort +10, Ref +12, Will +4; Endurance 
  Speed base movement 20 ft., swim 40 ft.; 
  Melee masterwork rapier +8/ 3 (1d4/18-20)  
  Ranged +1 frost aquatic longbow +14/+9 (1d6+1 plus 
  1d6 cold/ x3) or  
  Ranged +1 frost aquatic longbow (rapid shot) 
  +12/+12/+7 (1d6+1 plus 1d6 cold/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +2 
  Atk Options point blank shot, ranged precision shot 
  (1d8), rapid shot  
  Combat Gear anklet of translocation 
  Abilities Str 10, Dex 20, Con 16, Int 13, Wis 10, Cha 
  8  
  SQ Amphibious, Distracting Attack, Favored Enemy 
  (human) 
  Feats Point Blank Shot, Track, Rapid Shot, Weapon 
  Focus (aquatic longbow), Endurance, Precise Shot, 
  Improved Initiative, Rapid Swimming  
  Skills Craft (bowmaking) +8, Heal +3, Hide +16, 
  Knowledge (religion) +5, Move Silently +12, Swim 
  +17 
  Possessions combat gear plus amulet of health +2, 
  +1 frost aquatic longbow, gloves of dexterity +2, 
  masterwork rapier, +1 sharkskin armor 
  Amphibious (Ex): A shoal halfling can breathe air 
  and water equally well.  
  Distracting Attack (Ex): Whenever a ranger hits an 
  opponent, he is considered flanked for one round. 
  Ranged Precision Attack: An order of the bow 
  initiate that strikes a target with a discernable 
  anatomy within 30 ft. deals an extra 1d8 damage. 
  Creatures immune to critical hits are immune to this 
  attack. This attack may only be used with a weapon 
  that he has chosen for the weapon focus feat. 
   
  5: DUMPING−GROUND 
   
   
  BRYMAR         
   
   
  CR 8 
  Male human fighter 8 
  CN Medium humanoid (human) 
  Init +5; Senses Listen +1, Spot +1 
  Languages Common 
  AC 21, touch 11, flat-footed 19; Combat Expertise, 
  Dodge, Mobility 
  hp 68 (8 HD) 
  SR 13 
  Fort +9; Ref +4, Will +4 
  Spd 20 ft. (4 squares) 
  Melee +1 guisarme +14/+9 (2d4+7/x3) or 
   
  longsword +13/+8 (1d8+6/19-20) or 
   
  spiked gauntlet +12/+7 (1d4+4) 
  Base Atk +8; Grp +12 
  Attack Options Combat Expertise, Improved Trip, 
  Power Attack, Spring Attack, Whirlwind Attack 
  Combat Gear potion of cure moderate wounds, 
  potion of enlarge person, potion of fly. 
  Abilities Str 18, Dex 13, Con 15, Int 10, Wis 12, Cha 
  13 
  Feats 
  Combat 
  Expertise, 
  Improved 
  Initiative, 
  Improved Trip, Power Attack, Spring Attack, 
  Weapon Focus (guisarme), Whirlwind Attack 
  Skills Bluff +2, Climb +3, Handle Animal +1, 
  Intimidate +4, Ride +1, Swim +3, Tumble +7  
  Possessions combat gear plus +1 guisarme, +1 full 
  plate of spell resistance (13), cloak of elemental 
  protection, gauntlets of ogre power, vest of 
  resistance +1, spiked gauntlet, locked gauntlet, 
  longsword  
  
   
  L I F E L E E C H  O T Y U G H   
  CR 8 
  NE Large aberration 
  Init +3; Senses darkvision 60 ft, Listen +10, Spot +10 
  Aura lifeleech aura  
  AC 21, touch 16, flat-footed 18; 
   
  (-1 size, +3 Dex, +5 natural, +4 deflection)  
  hp 94 (9 HD); Fast healing 5 
  Fort +9, Ref +6, Will +12  
  Speed base movement 40 ft.;  
  Melee tentacles +14/+14/+14/+17 (1d8+8) and  
   
  bite +8 (1d6+4) 
  Space 10 ft.; Reach 10 ft. (15 with a tentacle)  
  Base Atk +6; Grp +18 
  Atk Options Combat Reflexes 
  Special Actions Constrict 1d8+8, Improved Grab  
  Abilities Str 27, Dex 16, Con 23, Int 7, Wis 18, Cha 8  
  Feats Alertness, Combat Reflexes, Iron Will, Weapon 
  Focus (tentacle)  
  Skills Hide +3 (+11 in lair), Jump +12, Listen +10, 
  Spot +10 
  Constrict (Ex) An Otyugh deals automatic tentacle 
  damage with a successful grapple check  
  Lifeleech Aura (Su) Whenever a spell or spell-like 
  ability with the healing descriptor is used on a 
  creature within 60 ft of a lifeleech otyugh, the 
  otyugh gains the benefit of the healing spell as if it 
  had been one of the spell’s targets. If a healing 
  spell cast within 60 ft of a lifeleech otyugh would 
  grant it enough hit points to exceed its full normal 
  total, it gains the remaining hit points as temporary 
  hit points. A lifeleech otyugh can’t have more 
  temporary hit points from its life leech aura than its 
  full normal hit point total. Tomporary hit points 
  gained in this manner last for 1 hour. 
   
  This ability affects spell completion and spell 
  trigger items (such as scrolls, staffs, and wands), 
  but not other magic items. 
  Improved Grab (Ex) To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Spell-Strengthened Hide (Su): The sickly gray skin 
  of a life-leech otyugh has been infused by magical 
  energy. This strange energy grants it +4 deflection 
  bonus to armor class.  
   
  7: GOLEMS 
   
   
   
  BLOOD GOLEM OF HEXTOR*  
  CR 8 
  *Fiend Folio 84 
  LE Large construct 
  Init -1; Senses Listen +0, Spot +0 
  Languages –  
  AC 26, touch 8, flat-footed 26 
    (-1 size, -1 Dex, +9 natural, +9 +1 full plate) 
  hp 85 (10 HD); DR 10/adamantine 
  Immune magic 
  Fort +3, Ref +2, Will +3 
  Weakness rust vulnerability 
  Speed 20 ft. (4 squares), (can't run) 
  Melee mwk heavy flails +13/+13 (1d10+6/19-20) 
  Melee slams +12/+12 (1d8+6 (see text)) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +7; Grp +17 
  Special Actions blood siphon, whirlwind of death 
  Abilities Str 22, Dex 8, Con --, Int --, Wis 10, Cha 1 
  SQ blood dependency, blood reservoir, construct 
  traits, magic armor  
  Magic Immunity: A blood golem is immune to all 
  spells, spell-like abilities, and supernatural effects, 
  except as follows. A gentle repose spell acts as a 
  slow spell for 3 rounds with no saving throw. 
  Regenerate restores 1 hit point of damage per 
  caster level. Horrid wilting does half or one-quarter 
  damage if the golem fails or succeeds on its saving 
  throw, respectively. 
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or the rusting grasp spell. If its armor is 
  destroyed in this manner, the golem’s AC drops 
  and it makes slam attacks instead of flail attacks. 
  Once its armor is gone, the golem loses its blood 
  reservoir, and it loses hit points to blood leakage at 
  the rate of 10 hit points per day instead of 5 per 
  day. 
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has 
  died within the past hour, dealing Constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the 
  golem 5 hit points. Both the golem and the victim 
  must remain motionless. 
  Whirlwind of Death (Ex): A blood golem can spin its 
  upper body and cause its flails to rotate at high 
  speed. This ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack 
  feat. In the round after the golem performs this 
  maneuver, it can take only a single attack or move 
  action. 
  Blood Dependency: Because a blood golem 
  constantly leaks its own vial fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases 
  to 10 hit points per day. If the golem reaches 0 hit 
  points from blood leakage, it is destroyed, leaving 
  only its armor. 
  Blood Reservoir (Ex): The reservoirs in the golem’s 
  armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the 
  capacity of two average human bodies. The golem 
  normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It 
  can draw blood from its reservoirs as a free action, 
  and it often does so during combat. 
  NAE8-01 Twilight Revolution 
   
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  NAE8-01 Twilight Revolution 
   
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  APL 10
  4: LIGHTHOUSE 
   
   
  D AR K W ATE R  AS S AS S I N   
  CR 8 
  Male halfling (shoal)* rogue 4/fighter 2/Occult Slayer** 
  2  
  *Stormwrack 45 
  **Complete Warrior 66 
  NE Small humanoid (halfling, aquatic) 
  Init +9; Senses Listen +9, Spot +6  
  Languages Common, Elven, Halfling  
  AC 20, touch 16, flat-footed 20 
   (+5 Dex, +4 armor, +1 size) 
  hp 64 (8 HD);  
  Fort +8 (+9 vs. spells and spell-like abilities), Ref +10 
  (+11 vs. spells and spell-like abilities), Will +4 (+5 vs. 
  spells and spell-like abilities) 
  Speed base movement 20 ft., swim 20 ft.; 
  Melee +1 rapier +14/+9 (1d4+2/18-20)  
  Ranged +1 corrosive aquatic longbow +15/+11 
  (1d6+1 plus 1d6 acid/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +4 
  Atk Options sneak attack (2d6), weapon bond 
  (aquatic longbow) (1d6), vicious strike 
  Special Actions mind over magic (1/day)  
  Combat Gear boots of swift passage, 3x scroll of 
  distract assailant 
  Abilities Str 12, Dex 20, Con 16, Int 12, Wis 8, Cha 
  12  
  SQ Amphibious, Evasion, Magical Defense, Uncanny 
  Dodge 
  Feats Improved Initiative, Magical Aptitude, Skill 
  Focus(Use Magic Device)B, Weapon Finesse, 
  Weapon Focus(aquatic longbow)B  
  Skills  Bluff +3, Hide +16, Knowledge(arcane) +5, 
  Move Silently +12, Spellcraft +6, Swim +16, 
  Tumble +12, Use Magic Device +17 
  Possessions combat gear plus cloak of charisma +2, 
  +1 corrosive aquatic longbow, gloves of dexterity 
  +2, +1 rapier, +1 sharkskin armor 
  Amphibious (Ex): A shoal halfling can breathe air 
  and water equally well.  
  Magical Defense (Ex): An occult slayer gains +1 
  bonus to saving throws against spells and spell-like 
  abilities. 
  Weapon Bond (Su): An occult slayer must make a 
  bond with a weapon that he has weapon focus. Any 
  successful strike against a spellcaster or creature 
  with spell-like abilities using this weapon deals an 
  extra 1d6 damage. 
  Mind over Magic (Su): 1/day an occult slayer can 
  reflect a spell or spell-like ability targeted against 
  him to rebound to the originator as a free action. 
  This ability functions like the spell turning spell (CL 
  7). 
  Vicious Strike (Ex): An occult slayer that readies an 
  action to disrupt a spellcaster deals double 
  damage, if the attack hits. 
   
  D AR K W ATE R  H U N T E R   
  CR 8 
  Male halfling (shoal)* ranger 4/fighter 1/order of the 
  bow initiate** 3  
  *Stormwrack 45 
  **Complete Warrior 68 
  NE Small humanoid (halfling, aquatic) 
  Init +9; Senses Listen +12, Spot +7  
  Languages Common, Elven, Halfling  
  AC 20, touch 16, flat-footed 15 
   (+5 Dex, +4 armor, +1 size) 
  hp 68 (8 HD);  
  Fort +11, Ref +13, Will +5; Endurance 
  Speed base movement 20 ft., swim 40 ft.; 
  Melee masterwork rapier +10/+5 (1d4/18-20)  
  Ranged +1 corrosive frost aquatic longbow +16/+11 
  (1d6+1 plus 1d6 acid and 1d6 cold/x3) or  
  Ranged +1 corrosive frost aquatic longbow (rapid 
  shot) +14/+14/+9 (1d6+1 plus 1d6 acid and 1d6 
  cold/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +4 
  Atk Options point blank shot, ranged precision shot 
  (2d8), rapid shot  
  Combat Gear boots of swift passage 
  Abilities Str 10, Dex 20, Con 16, Int 14, Wis 10, Cha 
  8  
  SQ Amphibious, Close Combat Shot, Distracting 
  Attack, Favored Enemy (human) 
  Feats Point Blank Shot, TrackB, Rapid ShotB, Weapon 
  Focus(aquatic 
  longbow), 
  EnduranceB, 
  Precise 
  ShotB, Improved InitiativeB, Rapid Swimming  
  Skills  Craft(bowmaking) +9, Heal +3, Hide +16, 
  Knowledge(religion) +7, Move Silently +12, Swim 
  +19 
  Possessions combat gear plus amulet of health +2, 
  +1 corrosive frost aquatic longbow, gloves of 
  dexterity +2, masterwork rapier, +1 sharkskin 
  armor 
  Amphibious (Ex): A shoal halfling can breathe air 
  and water equally well.  
  Close Combat Shot: An order of the bow initiative 
  does not provoke an attack of opportunity when 
  firing a bow in a threatened area. 
  Distracting Attack (Ex): Whenever a ranger hits an 
  opponent, he is considered flanked for one round. 
  Ranged Precision Attack: An order of the bow 
  initiate that strikes a target with a discernable 
  anatomy within 30 ft. deals an extra 1d8 damage. 
  Creatures immune to critical hits are immune to this 
  attack. This attack may only be used with a weapon 
  that he has chosen for the weapon focus feat. 
   
  5: DUMPING−GROUND 
   
   
  BRYMAR        
   CR 10 
  Male human fighter 8/cleric 2 
  CN Medium humanoid (human) 
  Init: +5 
  Senses Listen +1, Spot +1 
  
  Languages Common 
  AC 23, touch 13, flat-footed 21; Combat Expertise, 
  Dodge, Mobility 
  hp 82 (10 HD) 
  SR 13 
  Fort +12; Ref +4, Will +7 
  Spd 20 ft. (4 squares) 
  Melee +1 humanbane guisarme +15/+10 (2d4+9/x3, 
  +2d6 against humans) or 
   
  longsword +13/+9 (1d8+4/19-20) or 
   
  spiked gauntlet +13/+9 (1d4+4) 
  Base Atk +9; Grp +12 
  Special Actions spontaneous inflict spells, rebuke 
  undead 4/day (+1, 2d6+3, 2nd) 
  Attack Options Combat Expertise, Improved Trip, 
  Power Attack, smite 1/day (+4 to attack, +2 to 
  damage), Spring Attack, Whirlwind Attack 
  Combat 
  Gear 
  potion 
  of 
  cure 
  moderate 
  wounds, potion of enlarge person, potion of 
  fly. 
  Class Spells Prepared (CL 2nd): 
  1st–bless, cure light wounds, entropic shieldD 
  0–cure minor wounds (2), create water, detect 
  magic 
  D: 
  Domain 
  spell. 
  Deity: 
  Ralishaz. 
  Domains: 
  Destruction, Luck 
  Abilities Str 18, Dex 13, Con 15, Int 10, Wis 12, Cha 
  13 
  Special Qualities Luck domain (reroll 1/day) 
  Feats 
  Combat 
  Expertise, 
  Improved 
  Initiative, 
  Improved Trip, Power Attack, Spring Attack, 
  Weapon Focus (guisarme), Weapon Specialization 
  (guisarme), Whirlwind Attack 
  Skills Bluff +2, Climb +3, Handle Animal +1, 
  Intimidate +4, Ride +1, Swim +3, Tumble +8 
  Possessions combat gear plus +1 humanbane 
  guisarme, +1 full plate of spell resistance (13), 
  cloak of elemental protection, gauntlets of ogre 
  power, vest of resistance+1, spiked gauntlet, 
  locked gauntlet, masterwork longsword 
   
  L I F E L E E C H  O T Y U G H   
  CR 8 
  NE Large aberration 
  Init +3; Senses darkvision 60 ft, Listen +10, Spot +10 
  Aura lifeleech aura  
  AC 21, touch 16, flat-footed 18; 
   
  (-1 size, +3 Dex, +5 natural, +4 deflection)  
  hp 94 (9 HD); Fast healing 5 
  Fort +9, Ref +6, Will +12  
  Speed base movement 40 ft.;  
  Melee tentacles +14/+14/+14/+14 (1d8+8) and  
   
  bite +8 (1d6+4) 
  Space 10 ft.; Reach 10 ft. (15 with a tentacle)  
  Base Atk +6; Grp +18 
  Atk Options Combat Reflexes 
  Special Actions Constrict 1d8+8, Improved Grab  
  Abilities Str 27, Dex 16, Con 23, Int 7, Wis 18, Cha 8  
  Feats Alertness, Combat Reflexes, Iron Will, Weapon 
  Focus (tentacle)  
  Skills Hide +3 (+11 in lair), Jump +12, Listen +10, 
  Spot +10 
  Constrict (Ex) An Otyugh deals automatic tentacle 
  damage with a successful grapple check  
  Lifeleech Aura (Su) Whenever a spell or spell-like 
  ability with the healing descriptor is used on a 
  creature within 60 ft of a lifeleech otyugh, the 
  otyugh gains the benefit of the healing spell as if it 
  had been one of the spell’s targets. If a healing 
  spell cast within 60 ft of a lifeleech otyugh would 
  grant it enough hit points to exceed its full normal 
  total, it gains the remaining hit points as temporary 
  hit points. A lifeleech otyugh can’t have more 
  temporary hit points from its life leech aura than its 
  full normal hit point total. Tomporary hit points 
  gained in this manner last for 1 hour. 
   
  This ability affects spell completion and spell 
  trigger items (such as scrolls, staffs, and wands), 
  but not other magic items. 
  Improved Grab (Ex) To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict. 
  Spell-Strengthened Hide (Su): The sickly gray skin 
  of a life-leech otyugh has been infused by magical 
  energy. This strange energy grants it +4 deflection 
  bonus to armor class. 
   
  7: GOLEMS 
   
   
   
  BLOOD GOLEM OF HEXTOR*  
  CR 8 
  *Fiend Folio 84 
  LE Large construct 
  Init -1; Senses Listen +0, Spot +0 
  Languages –  
  AC 26, touch 8, flat-footed 26 
    (-1 size, -1 Dex, +9 natural, +9 +1 full plate) 
  hp 85 (10 HD); DR 10/adamantine 
  Immune magic 
  Fort +3, Ref +2, Will +3 
  Weakness rust vulnerability 
  Speed 20 ft. (4 squares), (can't run) 
  Melee 2 masterwork heavy flails +13 (1d10+6) 
  Melee 2 slams +12 (1d8+6 (see text)) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +7; Grp +17 
  Special Actions blood siphon, whirlwind of death 
  Abilities Str 22, Dex 8, Con --, Int --, Wis 10, Cha 1 
  SQ blood dependency, blood reservoir, construct 
  traits, magic armor  
  Magic Immunity: A blood golem is immune to all 
  spells, spell-like abilities, and supernatural effects, 
  except as follows. A gentle repose spell acts as a 
  slow spell for 3 rounds with no saving throw. 
  Regenerate restores 1 hit point of damage per 
  caster level. Horrid wilting does half or one-quarter 
  damage if the golem fails or succeeds on its saving 
  throw, respectively. 
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust 
  NAE8-01 Twilight Revolution 
   
  Page 25 
  
  monster or the rusting grasp spell. If its armor is 
  destroyed in this manner, the golem’s AC drops 
  and it makes slam attacks instead of flail attacks. 
  Once its armor is gone, the golem loses its blood 
  reservoir, and it loses hit points to blood leakage at 
  the rate of 10 hit points per day instead of 5 per 
  day. 
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has 
  died within the past hour, dealing Constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the 
  golem 5 hit points. Both the golem and the victim 
  must remain motionless. 
  Whirlwind of Death (Ex): A blood golem can spin its 
  upper body and cause its flails to rotate at high 
  speed. This ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack 
  feat. In the round after the golem performs this 
  maneuver, it can take only a single attack or move 
  action. 
  Blood Dependency: Because a blood golem 
  constantly leaks its own vial fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases 
  to 10 hit points per day. If the golem reaches 0 hit 
  points from blood leakage, it is destroyed, leaving 
  only its armor. 
  Blood Reservoir (Ex): The reservoirs in the golem’s 
  armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the 
  capacity of two average human bodies. The golem 
  normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It 
  can draw blood from its reservoirs as a free action, 
  and it often does so during combat. 
  NAE8-01 Twilight Revolution 
   
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  NAE8-01 Twilight Revolution 
   
  Page 27 
  NPC'S
  G R I K O R  S AI K O N 
  CR 4 
  Male human fighter 4 
  LN Medium humanoid 
  Init +1; Senses Listen +0, Spot +4 
  Languages Common  
  AC 15, touch, 11, flat-footed 14  
   (+3 armor, +1 shield, +1 dex) 
  hp 37 (4 HD) 
  Fort +6, Ref +2, Will +2 
  Speed 20 ft. (4 squares) 
  Melee Masterwork longsword +9 (1d10+5/19-20) 
  Range Masterwork light crossbow +6 (1d8/19-20) 
  Base Atk +4; Grp +7 
  Combat gear Potion of bear's endurance, potion of 
  bull's strength 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8 
  Feats 
  Negotiator, 
  Skill 
  Focus 
  (Diplomacy), 
  Toughness, Weapon Focus (longsword), Weapon 
  Specialization (longsword) 
  Skills Climb +4, Diplomacy +4, Jump -2, Sense 
  Motive +1, Spot +4 
  Possessions combat gear plus masterwork long 
  sword, light crossbow, 20 bolts, masterwork 
  studded leather armor, masterwork light steel 
  shield 
   
  G O R N O R I T E 
  CR 1 
  Male/femalte human warrior 1/expert 1 
  LN Medium humanoid 
  Init +1; Senses Listen +3, Spot +4 
  Languages Common  
  AC 14, touch, 10, flat-footed 14 (+3 armor, +1 shield) 
  hp 10 (2 HD) 
  Fort +3, Ref +0 Will +2 
  Speed 30 ft. (4 squares) 
  Melee longsword +2 (1d8+1/19-20) or sap +2 /1d6+1, 
  subdual) 
  Ranged shortbow +1 (1d6/x3) 
  Base Atk +1; Grp +2 
  Abilities Str 12, Dex 11, Con 12, Int 10, Wis 11, Cha 
  12 
  Feats Alertness, Skill Focus (Diplomacy) 
  Skills 
  Diplomacy 
  +7, 
  Gather 
  Information 
  +3, 
  Intimidate +4, Knowledge (the Splintered Suns) +2, 
  Listen +3, Profession (soldier) +1, Spot +4; 
  Alertness, Skill Focus (Diplomacy). 
  Possessions Studded leather armor, longsword, sap, 
  dagger, small wooden shield, lantern, signal 
  whistle, shortbow, 20 arrows. 
   
  
  APPENDIX 2: NEW RULES ITEM
  ALTERNATE CLASS FEATURES 
  Champion of the Wild 
  Class: Ranger. 
  Level: 1st. 
   
  Replaces: If you select this alternative class 
  feature, you must sacrifice your spellcasting ability. 
   
  Benefit: You no longer gain spells as a ranger, but 
  you can now select a bonus feat at 4th, 8th, 11th, and 14th 
  levels. You can choose any feat from the following list 
  for which you meet the prerequisites: Blind-Fight, 
  Combat Expertise, Eyes in the Back of Your Head 
  (Complete Warrior), Improved Disarm, Improved 
  Favored Enemy (Complete Warrior), Improved Feint, 
  and Improved Trip, as well as from one of the 
  following lists, depending on your combat style. 
   
  Archery: Far Shot, Improved Precise Shot, 
  Improved Rapid Shot (Complete Warrior), Manyshot, 
  Point Blank Shot, Precise Shot, Ranged Disarm 
  (Complete Warrior), Ranged Pin (Complete Warrior), 
  Ranged Sunder (Complete Warrior), Sharp-Shooting 
  (Complete Warrior), and Shot on the Run. 
   
  Two-Weapon 
  Combat: 
  Greater 
  Two-Weapon 
  Defense (Complete Warrior), Greater Two-Weapon 
  Fighting, Improved Two-Weapon Defense (Complete 
  Warrior), Improved Two-Weapon Fighting, Two-
  Weapon Defense, Weapon Finesse. 
   
  Special: A ranger who selects this path can no 
  longer use scrolls, wands, or other magic items that 
  require access to a spell list, unless he has another 
  spellcasting class that grants access to the appropriate 
  spells. 
  Source: Complete Champion 50 
   
  Distracting Attack 
  Class: Ranger. 
  Level: 4th. 
   
  Replaces: If you select this alternative class 
  feature, you do not gain an animal companion. 
   
  Benefit: Beginning at 4th level, whenever you hit 
  an enemy with a weapon attack (whether melee or 
  ranged), that enemy is considered flanked by you for 
  the purpose of adjudicating your allies’ attacks. For 
  example, if your rogue ally attacked that enemy, not 
  only would she gain a +2 bonus on her melee attack 
  roll but she could also add her sneak attack damage to a 
  successful melee attack. 
   
  This flanked condition lasts until either the 
  enemy is attacked by one of your allies or until the start 
  of your next turn, whichever comes first.  
  This is an extraordinary ability. This ability has no 
  effect on creatures that can’t be flanked.  
   
  Source: Player’s Handbook II 55 
   
  FEATS 
  Rapid Swimming 
  You are one with the water. 
   
  Prerequisite: Natural swim speed, base Fortitude 
  save +2. 
   
  Benefit: Your swim speed increases by 20 feet. 
   
  Source: Stormwrack 93. 
   
  WEAPONS AND ARMOR 
  Aquatic Longbow 
  Made by the aquatic elves, the aquatic longbow 
  functions as a normal ranged weapon out of the water, 
  with a 60-foot range increment. Underwater, it has a 
  range increment of 10 feet, but it does not take the 
  normal penalty for a ranged attack through water. If 
  you have the Aquatic Shot feat, the aquatic longbow’s 
  range increment improves to 30 feet underwater. 
  Aquatic longbows are favored by aquatic elves. 
   
  Source: Stormwrack 107 
   
  Sharkskin Armor 
  Similar to leather armor in appearance, sharkskin is 
  treated so that the sharp tooth-like scales covering the 
  skin remain attached to the outside of the armor. 
  Additionally, shark teeth are embedded along the 
  forearms, shoulders, and legs, which count as armor 
  spikes. Sharkskin armor provides a +6 circumstance 
  bonus on Escape Artist checks made when the wearer 
  is bound with rope or similar easily cut bindings. 
   
  Source: Stormwrack 107 
   
  MAGIC ITEMS 
  Anklet of Translocation 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Swift(command) 
  Weight: – 
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can 
  instantly teleport (with no chance of error) up to 10 
  feet. The new space must be within line of sight and 
  line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into 
  a solid object; if you attempt to do so, the anklet’s 
  activation is wasted. You can bring objects weighing up 
  to your maximum load, but you can’t bring another 
  creature with you. 
   
  An anklet of translocation functions two times per 
  day. 
   
  Prerequisites: Craft Wondrous Item, dimension door. 
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Source: Magic Item Compendium 71. 
   
  Boots of Landing 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: Feet 
  NAE8-01 Twilight Revolution 
   
  Page 28 
   
  
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: - 
  Weight: 1 lb. 
  While wearing boots of landing, you land on your feet no 
  matter how far you fall, and you take 2 fewer dice of 
  damage from the fall than normal (thus, a fall of 20 feet 
  or less deals you no damage).  
   
  Prerequisites: Craft Wondrous Item, feather fall. 
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Source: Magic Item Compendium 77. 
   
  Boots of Swift Passage 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) conjuration 
  Activation: Move(command) 
  Weight: 1 lb. 
  When activated, boots of swift passage teleport you up to 
  20 feet in any direction (with no chance of error). 
   
  You must have line of sight and line of effect to 
  your destination to use the boots. You can’t use the 
  boots to move into a space occupied by another 
  creature, nor can you teleport into a solid object; if you 
  attempt to do so, the boots’ activation is wasted. You 
  can bring along objects weighing up to your maximum 
  load, but you can’t bring another creature with you. 
   
  Boots of swift passage function five times per day. 
   
  Prerequisites: Craft Wondrous Item, dimension door. 
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
   
  Source: Magic Item Compendium 78. 
   
  Corrosive 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) conjuration 
  Activation: Standard(command) 
  When activated, a corrosive weapon is sheathed in acid. 
  The acid does not harm you as long as you have the 
  weapon in hand. The effect persists until you speak a 
  second command word. A weapon that has this 
  property deals an extra 1d6 points of acid damage on a 
  successful hit. 
   
  Projectile weapons bestow this property upon 
  their ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, acid fog, 
  acid storm (Spell Compendium pg 7), Melf’s acid arrow, or 
  storm of vengeance. 
   
  Cost to Create: Varies 
   
  Source: Magic Item Compendium 31. 
   
  Cloak of Elemental Protection: This cloak, woven 
  with threads of various colors, protects the wearer from 
  energy attacks. Once per day, as a swift action, the 
  wearer may activate the cloak and gain resistance 10 
  against a type of energy of the wearers choice (acid, 
  cold, electricity, fire or sonic). The wearer can activate 
  the cloak even when it’s not his turn. The wearer 
  therefore can respond to an energy attack by 
  immediately activating the cloak and choosing energy 
  type. The cloak can be used only after being worn 
  continuously for 24 hours. If it is taken off, it becomes 
  inactive until it is again donned and worn for full 24 
  hours. 
  Source: Miniatures Handbook, page 43. 
   
  SPELLS 
  Blade of Blood 
  Necromancy 
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, 
  sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level or until discharged 
  Saving Throw: None 
  Spell Resistance: No 
  This spell infuses the weapon touched with baleful 
  energy. The next time this weapon strikes a living 
  creature, blade of blood discharges. The spell deals an 
  extra 1d6 points of damage against the target of the 
  attack. You can voluntarily take 5 hit points of damage 
  to empower the weapon to deal an extra 2d6 points of 
  damage (for a total of 3d6 points of extra damage). 
  The weapon loses this property if its wielder drops it or 
  otherwise loses contact with it.  
   
  Source: Player’s Handbook II 103 
   
  Distract Assailant 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  A creature affected by this spell is flat-footed until the 
  beginning of its next turn. 
   
  Arcane Material Component: The dried wing of a 
  fly. 
   
  Source: Spell Compendium 69 
   
  Mark of the Outcast 
  Necromancy 
  Level: Blackguard 1, cleric 2, druid 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Permanent 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  NAE8-01 Twilight Revolution 
   
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  NAE8-01 Twilight Revolution 
   
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  This spell creates an indelible mark on the subject’s 
  face (or other upper body part, if the subject doesn’t 
  have a head). The mark is visible to normal vision, low-
  light vision, and darkvision. The wearer of such a mark 
  takes a –5 circumstance penalty on Bluff and 
  Diplomacy checks and a –2 penalty to Armor Class. 
   
  The mark cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, miracle, 
  remove curse, or wish spell. 
   
  Source: Spell Compendium 138 
   
  Wave of Grief 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  All within the cone when the spell is cast take a -3 
  penalty on attack rolls, saving throws, ability checks, 
  and skill checks. 
   
  Material Component: Three tears. 
   
  Source: Spell Compendium 236 
  
  DM AID 1: WHAT HAS HAPPENDED BEFORE
  NAE6−02 FIRST BITE 
  During the aftermath of the yearly Carnival in Felten, 
  PCs have an encounter with warriors from ‘Serpent 
  Guard’, one time mercenaries (now bandits) who were 
  in service of Mendaos Radoc. This leads PCs and Felten 
  guard on the trail of the bandits. Eventually 
  adventurers discover plans of their next raid and 
  manage to get the warning out in time. 3rd amy of 
  Naerie rushes to battle and destroys the Serpent Guard. 
  However, their associate Emeria is not to be found and 
  Keln Vriss, mage of the serpent guard escapes. 
   
  NPCs met: 
  • 
  Commander Ottolon: leader of the Felten Guard 
  • 
  Raustus ‘Fang’ Dolchemi: Commander of Serpent 
  Guard. (Killed in battle) 
  • 
  Keln Vriss: Serpent mage (escaped). Originally 
  human, changed to Troglodyte in magical mishap. 
  • 
  Merkis Telath: Bodyguard of Raustus (killed in 
  battle) 
  Pehren: A local flan guide (survived) 
  • 
  Uloth, Xam, Garik, & Lenert: Members of Aerpent 
  Guard (Captured, convicted and hanged) 
   
  NAE6−03 LEGACY OF THE SERPENT 
  Military presence increases in Felten and remaining 
  bandits are rooted out. Despite this, it is best to travel 
  in groups as there is safety in numbers after all. 
  Characters come across a wagon which has been 
  attacked. Several bandits lay around and only one 
  survivor is present. She is actually Emeria, associate of 
  the Serpent Guard. She travels to Gornor’s Cove with 
  them an has his eye on silver shipment, going to one 
  Ludmila Uirten. Somebody has also attacked temple of 
  Osprem and investigations are going on with the case. 
   
  Ludmila’s attack is foiled eventually but her clues 
  lead to a warehouse of a person named ‘Riven’. Several 
  constructs are present and symbol of House Devnor 
  found, but of Riven there is no trace. The person who is 
  supposedly an owner of the warehouse, has also 
  disappeared. Gornorites keep investigating the matter. 
   
  NPCs met: 
  • 
  Saron: leader of the Gornorites 
  • 
  Nuran: high priestess of Osprem 
  • 
  Erun Feldur: Minor noble in Gornor’s Cove 
  • 
  Tilvor Redu: Minor noble in Gornor’s Cove 
  • 
  Qita: Aaracokra wizard 
  • 
  Grigor Saikon: Gornorite Sergeant 
  • 
  Ludmila Uirten: merchant 
  • 
  Korwil Zan: Ludmila’s bodyguard. Now a 
  prominent member of Ex-Scarlet Brotherhood 
  soldiers 
  • 
  Emeria: leader of the Serpent Guard (captured, 
  tried and hanged for her crimes) 
   
  NAE7−05 TRAIL OF THE SERPENT 
  PCs are sent to Radoc by Captain Saron to investigate 
  the original stomping grounds of Serpent Guard. They 
  soon learned that place is hotbed of criminal activity. 
  What's worse was that Gowre Haxx, envoy of Prince 
  Barzhaan had disappeared. During their investigation, 
  the PCs learn that two factions of smugglers are 
  fighting each other in Radoc. One of them is allied 
  with Keln Vriss, Serpent Guard mage, who survived 
  their destruction. Eventually adventures find Keln 
  Vriss and his humanoid allies in the hills and take him 
  down. Keln can reveal that he works for individual 
  only known as "Riven". What's more worrying, Keln 
  reveals that some of his associates retrieved Blood 
  Golems from an abandoned mine nearby, where prince 
  Barzhaan had ordered them to be buried after the war. 
   
  PCs bring this information to Captain Saron who 
  is worried and asks PCs to come to his aid in future if 
  need arises. 
   
  None of the NPCs from NAE7-05 make an 
  appearance in "Twilight Revolution". 
   
  NAE7−01 LIKE LOVE, IMPATIENT 
  In this adventures, PCs helped Endonius Lyrthi get 
  married to an enterprising merchants daughter named 
  Arabella by apprehending a known bandit Achila, 
  finding a lost shrine in a swamp and answering riddles, 
  as well as retrieving Eberics relative from clutches of 
  vile "sorceress", who was in fact his mistress. 
   
  NPCs met: 
  • 
  Endonius Lyrthi 
  • 
  Eberic Lyrthi 
  • 
  Arabella Vilo 
  • 
  Odovacar Lyrthi. 
  NAE8-01 Twilight Revolution 
   
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  DM AID 2: GORNOR'S COVE
  � Gornor’s Cove (Small Town): Conventional 
  (House Lyrthi and Nuran both wield strong influence 
  in town); AL LN/N/CG/CN; 800gp limit; Assets 
  68,000gp; Population 1700; Mixed (Humans o/s 82% 
  (1396), Halflings 9% (155), Elves 7% (118), Half-Orcs 1% 
  (16), Gnome 1% (14)). 
   
  Authority figures: Eberic of House Lyrthi (LN 
  male Ari7/Ftr4), local ruler and Head of House Lyrthi. 
  Nuran (NG female Clr12), Overseer of Saint Idee's 
  burial site and leader and High Priestess of Osprem's 
  faith in Naerie. 
   
  Important characters: Thriendril of Prymp (LE 
  female Ft7/Marshall4), Commander of the Ahlissan 
  garrison. Mudoric (LN male Clr8), priest of Zilchus. 
  Captain Saron (N male War9), leader of the City 
  Watch. 
  Qita 
  (CN 
  Aarakocra 
  female 
  Wiz9). 
  Harbormaster Tedin (LN male Exp9). Ordog (N male 
  Clr8), High Priest of Xerbo in Naerie. Kalkat (N male 
  Com13), leader of the Fishermen's Guild. 
   
  Temples: Osprem (goddess of Ships, Sea Voyages 
  and Sailors), Procan (God of Seas, Sea life, Salt, Sea 
  Weather and Navigation), Xerbo (god of Sea, Sailing, 
  Money and Business), Lydia (goddess of Music, 
  Knowledge and Daylight). 
   
  Overview 
  Gornor’s Cove is a small town, located in a sheltered 
  cove that lends the town its name. The town is most 
  famous for being a pilgrimage site for worshippers of 
  Osprem. Other sea gods are also worshipped here, 
  though interestingly enough Zilchus does not have a 
  temple in this town (which does not mean prayers for 
  him are not uttered here). Gornor’s Cove can look like 
  a peaceful town but under the surface disapproval 
  towards the Ahlissans is barely kept under control. 
  Residents don’t like their new masters or even Count 
  Fedorik's heir, Coriell, that much, thinking he 
  abandoned Idee much too easily. As locals like to say 
  ‘what good has he done for us, hiding in Irongate like 
  that.’ Eberic of House Lyrthi rules here and has his 
  hands full, trying to keep the resentment in check. 
   
  After the signing of the Naerie Compact, Gornor’s 
  Cove has received its share of traders from 
  surrounding lands, and many goods pass through it, 
  diverting funds from Naerie City which is still the 
  most popular place for foreigners to trade. The barony 
  is quite low on other resources, though, relying on 
  farming and fishing mainly. A couple of nearby ore 
  mines supplement these resources. In addition Eberic 
  deliberately keeps the prices on ship repairs 3-8% 
  cheaper than elsewhere in the principality, attracting 
  many ship captains to its dry dock. A large scale salt 
  works has also recently been build, inspired by House 
  Heshun’s work in Poelitz. These bring much needed 
  capital into the town. 
   
  Rulership and Law 
  Eberic of House Lyrthi rules 
  here, like his family has for 
  centuries, though unlike his 
  glorious predecessors such as 
  Gillax Lyrthi, he is slightly 
  unsuited for being a ruler. 
  Situation is not helped by the 
  fact that he fled Gornor’s 
  Cove when defenses failed 
  and was in hiding Hollow Highlands with his 
  household troops until Ahlissans arrived, at which 
  point he enthusiasticly joined them and had no qualms 
  with Ahlissan annexing whole of Idee. He also 
  occasionally sends an outburst of harsh language to 
  direction of Berik Oedil over their centuries old 
  grudge. Still, he does the best he can and certainly isn’t 
  the worst ruler one can find in Ahlissa. He has a way of 
  finding capable underlings who can be trusted with 
  day to day running of affairs and tries to keep people 
  happy by supporting temples and with more mundane 
  means. 
  A Brief History of Gornor’s Cove 
   
  -252 CY: A shrine for Saint Idee is build near a small village 
  of Gornor’s Cove. 
   
  300 CY: Strange lizard cult tries to establish itself in Monne. 
  Gillax of House Lyrthi destroys it. 
   
  584 CY: Scarlet Brotherhood attacks Idee. Fighting in 
  Gornor’s Cove lasts for two days until forces of Idee are 
   
  By far the most popular individual in Gornor’s 
  Cove is Nuran, High Priestess of Osprem in Naerie. 
  She is a beautiful Suel woman in her 40s and was in 
  Gornor’s Cove when it fell to Scarlet Sign. After two 
  years in captivity, Ahlissan troops rescued her when 
  town was taken.  
  destroyed. Much of the city is damaged, along with burial 
  site of Saint Idee. 
   
  586 CY: Troops from South Province storm Gornor’s 
  Cove. Fighting further damages the city. 
   
    She is on good terms with worshippers of other sea 
  gods, especially Xerbo, and a yearly ritual is held in 
  Gornor’s Cove every Richfest where servants of both 
  deities celebrate together and ask their deities to bless 
  sailors and merchants of the town. Traditionally a large 
  group of worshippers walks across Gornor’s Cove with 
  wooden statues of Osprem & Xerbo, before placing 
  them into water near the harbor and setting them free 
  as offerings. 
  596 CY: Current Year 
   
  In addition to this, Nuran has the control of Eye of 
  Osprem, a mystical artifact that is said to be able to 
  NAE8-01 Twilight Revolution 
   
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  reveal secrets of both past, present and future. How 
  this articact came into possession of temple of Osprem 
  is unknown. Most people seem to think that is was 
  given for safekeeping by worshippers of Lendor who 
  arrived here along other Suel refugees after twin 
  cataclysm. However, it should be noted that there is no 
  evidence of there ever being an established temple of 
  Lendor within the lands of Idee. 
   
  Gornor’s Cove follows normal Ahlissan legal code 
  and town guards and soldiers here are know as 
  Gornorites, who are drawn among the local people and 
  who have experience in keeping situations under 
  control. A relatively new recruit, perhaps with year or 
  two of working experience is detailed below. 
  Naturally Gornorites also have a number of more 
  experienced officers and serterns. Commanding officer 
  is a Suel man named Saron.  
   
  In addition to Gornorites, a garrison of Ahlissan 
  soldiers is nearby, commanded by Thriendril of Prymp. 
  Their presence is multi-functional. They keep city 
  under control, preventing rioting and also enforcing 
  the still ongoing edict of not letting public to visit the 
  burial site of Saint Idee. Soldiers don’t come to 
  Gornor’s Cove often and if they do, either in disguise 
  or in large groups. In 591CY few soldiers who were 
  drinking in town late at night met with surprising 
  ‘accidents’ and this is yet 
  another 
  schism 
  between 
  Ahlissans 
  and 
  local 
  population. 
   
   
   Coat of Arms of Lyrthi 
   
  Religion 
  Osprem, goddess of Ships, 
  Sea Voyages and Sailors, was 
  very popular in the Old Idee and her worship is 
  perhaps the most populous in Naerie. Nowhere else its 
  more evident than in Gornor’s Cove with a holy shrine 
  of Saint Idee, large temple and population who is 
  largely loyal to her high priestess. In recent times a sect 
  of Osprem worshippes has started preaching about the 
  return of the Saint and indepence of Naerie (though no 
  clergy member belongs to it, at least officially). Xerbo is 
  favoured by those who make their trade in the sea and 
  temple of the Sea Dragon is located in the harbour, 
  along with an impressive statue, ironically build by 
  Scarlet Brotherhood. Procan rounds up the trinity of 
  sea Gods as large number of people believe that 
  Osprem is the husband of Procan and soothes his 
  wrath with her song. This belief originated from the 
  storm coast of Onnwal and in Ahlissan towns near 
  Relmor Bay. In addition, there is a minor shrine to 
  Lydia, which operates as school that is free to all people 
  (though usually people donate few coins if able to do 
  so). Junior priests usually teach there and as such they 
  don’t stay for long, moving on to other missions while 
  other takes over. 
   
  Unlike in other towns in Naerie, Zilchus or 
  Velaeri do not have temple in Gornor’s Cove. Neither 
  has a temple for any martial deity been established 
  here. A temple of Wee Jas existed here until 584 CY 
  when it was razed to ground by Ahlissan troops and 
  priests executed as punishment for siding with Scarlet 
  Sign. 
   
  Food and water supply 
  Large number of town’s actual population lives outside 
  the walls, working as farmers. In addition, town has 
  lots of fishers who take their rowing beats some 
  distance away from town and try their luck with nets 
  and fishing rods. Water supply of the town is done 
  through various rainwater collection points and wells 
  located to northern side of the town. All residents are 
  free to use these spots and junior clerics of all faiths are 
  tasked in casting at least one purify food and drink to 
  them every day to keep possible diseases in check. 
  Gornor’s Cove has sewers but it mainly relies to 
  rainwater to keep it flowing. Occasionally a seperate 
  pipe leading to the Azure Sea is opened to let sea water 
  run through the sewers but this is not done often as 
  careless handling can lead to overflowing. It should be 
  mentioned that both Scarlet Brotherhood (against 
  Ideeans) and Ahlissans (against Scarlet Brotherhood) 
  did this when battle for the town raged so that 
  defenders using them to reach various parts of the 
  town were forced to get out or drown. 
   
  Locations 
  1. 
  Lyrthi Manor: This old manor house 
  functions as home for House Lyrthi and their 
  servants. It is build above a small rise that 
  enables a view over the town and into the 
  azure sea. 
  2. 
  Gornorite 
  Compound: 
  This 
  is 
  the 
  headquarters of the Gornorites and includes 
  workshops 
  where 
  their 
  equipment 
  is 
  maintained and kept, as well as small number 
  of holding cells for minor offenders. Those 
  guilty of more serious crimes are either sent 
  into town prison (10), to labor outside the 
  town or executed within this compound.  
  3. 
  Throughout the town are a number of small 
  watchouses that are constantly manned 
  between 6-12 gornorites. They tasked in 
  keeping their part of the town clear of 
  disturbances. 
  4. 
  Upper town. Eastern side of Gornor’s Cove 
  rises above the rest of the town and this 
  location is known for its well of residents. 
  Several large city houses, owned by minor 
  nobles or succesful merchants are here. 
  5. 
  Temple of Osprem. The most popular deity of 
  Gornor’s Cove also has the largest temple. It 
  has been repaired after damage it sustained 
  during occupation and beautiful stained glass 
  NAE8-01 Twilight Revolution 
   
  Page 33 
   
  
  windows have been inserted, showing works 
  of various saints and martyrs. 
  6. 
  Central Square. This place is usually filled 
  with farmers and fishermen selling off those 
  goods which are not needed by their own 
  family or don’t have to paid as feudal 
  obligations. In other times it is used as festival 
  ground or for religious ceremonies. Despite 
  its name it is not actually a central point of 
  Gornor’s Cove but when locals talk of ‘city 
  center’, they always mean this square.  
  7. 
  Oleg’s town: Much like Upper Town, this 
  place is for well-off people, though it is 
  favored more by mercantile class and priests. 
  The name of this section is said to honor the 
  founder of Gornor’s Cove. A large number of 
  halflings live here. 
  8. 
  Brown Bird: This tavern is owned by a hafling 
  named Marpo (Rog3, said to be rude and 
  inpolite individual). It is not really an inn, 
  only having a single extra room which is 
  rented for special occasions. The food is good 
  however and Marpo brews his own ale.  
  9. 
  Lower town: This residential area is for 
  common laborers and fishermen of the town.  
  10. Town Prison: This walled compound has 
  several wooden buildings where those 
  sentenced to imprisonment are kept. A unit 
  of Gornorites keeps watch here, led by jailer 
  Eres Hilran (Exp4/Ftr1). 
  11. Dumping-ground: House Redu, a minor 
  noble house, has a deal with street cleaners, 
  butchers and fishermen that they can bring 
  all their horse dung, offal, etc. into this place 
  for a reasonable cost. Lots of stuff comes in 
  but nobody has ever seen it processed in 
  anyway, expect being dumped down a chute 
  leading underground. Rumors indicate that 
  house Redu probably has an Otyugh or two 
  that eat all the waste but where they have 
  actually gotten it/them is a mystery. A woman 
  named Ursas Elneron (Exp3) works here with 
  few handymans (Com1). Unsurprsingly, the 
  houses next to it tend to be cheapest ones in 
  Gornor’s Cove. 
  12. Ludmila’s Compound: A succesful merchant 
  from 
  Naerie 
  City, 
  Ludmila 
  Uirten 
  (Ftr2/Rog3) has recently bought this for 
  expanding her import business into Gornor’s 
  Cove. 
  13. The Sickle: This low quality tavern serves the 
  needs of common laborers and fishers. To this 
  effect, ‘daily menu’ usually consists of a soup 
  (made of fish & vegetables usually) in a large 
  cauldon, supplemented by thick brown bread 
  and low quality ale. It is said that this was 
  place was originally meant as place of worship 
  for Scarlet Brotherhood but Ahlissan invasion 
  put an end to these plans and it was instead 
  turned into tavern. 
  14. Temple of Procan: Temple of Procan located 
  by the water front. It is a simple stone 
  building with very modest furnishings. A salt 
  work has been build adjacent to a temple and 
  is administered by clerics of Procan. Profits go 
  mostly to House Lyrthi. 
  15. School of Lydia. This modest house functions 
  as school for residents of Gornor’s Cove and 
  also as shrine for Lydia. Junior priests from 
  Minetha usually work here in six month 
  perioids, before moving on to other missions. 
  While worship of Lydia is still small in 
  Gornor’s Cove, things might change in the 
  future. 
  16. Dock 
  Quarter. 
  This 
  area 
  consists 
  of 
  warehouses and workshops that serve the 
  merchant ship stopping here. Many shops are 
  located here.  
  17. Shrine of Xerbo: This grandione building 
  houses the temple of Xerbo. A big stone 
  statue of a sea dragon faces towards the harbor 
  and people say it acts as eternal guardian of 
  the town (never mind the fact that it’s a 
  normal statue or that is was build only few 
  years ago). 
  18. Fishermens guild: The guild is responsible for 
  protecting the rights of local fishers, lending 
  money and collecting a percent of the profits 
  for House Lyrthi. A priest of Zilchus named 
  Mudoric has recently become part of the 
  guilds organisation by the orders of the royal 
  guild of merchants. Leader of the guild, 
  Kalkat, is still wary of him. 
  19. Docks: Six large piers form the dock area for 
  the ships. Around 20 ships can be kept 
  docked here at any given time. A wall that 
  covers most of the harbor was constructed on 
  542 CY by dumping lots of earth into the 
  harbor. A watchtower stands at the end, 
  armed with 6 ballistas that cover the approach 
  to harbor. In the event of a serious attack, it’s 
  hard to know how effective this defense 
  would be. Several everburning torches are at the 
  top to make sure ships steer well away from 
  the wall. 
  20. Lighthouse: This small stone tower is only 
  20ft tall. Half-a-dozen everburning torches are 
  on top of it, showing a corridor for ships to 
  navigate into the harbor. An old man named 
  Henlin (Com2) lives here and receives a 
  token sum each year for tending the 
  lighthouse. 
  21. Dry Dock: This is a relatively new addition to 
  town. To attract ship captain, the repair and 
  construction prices are kept deliberately low. 
  There is enough space for three ships to be 
  docked here at any given time. A man named 
  Westapoul (Exp6) runs the docks. 
  22. Saltwater Inn: This inn is popular stop for 
  sailors and merchants. It is three story 
  NAE8-01 Twilight Revolution 
   
  Page 34 
   
  
  building with over a dozen rooms available. 
  An old captain Tresun (Exp5/Clr1 of Xerbo) 
  runs this establishment. 
  23. Halfling quarter: Majority of Gornor’s Coves 
  demi-humans live in this quarter, along with a 
  sizable human population. 
  24. Qita’s Emporium: Aarakocra wizard Qita has 
  recently opened this shop to halfling quarter. 
  There aren’t many customers to be had and it 
  is said that Qita has opened the shop only so 
  she can get to know ‘land dwellers’ as he calls 
  anyone who cannot fly. 
  25. Irlen’s arms: The biggest store for weapons 
  and armor is Irlen’s arms, run by a half-orc of 
  the same name (Ftr2/Exp5). He has a large 
  collection of weapons amassed as war booty 
  and he imports items from Onnwal, though 
  with war now over, he might need to find 
  new contacts. 
  26. Town gates: The town wall is simple stone 
  wall and has not been build to withstand 
  sieges. However, there are several towers 
  around 
  Gornor’s 
  Cove 
  which 
  can 
  accommodate large numbers of soldiers and 
  archers if need be. All of the gates leading 
  into the town can be closed with thick 
  wooden doors and iron portcullis, at least 
  slightly delaying the attacker. 
  27. Burial Site of Saint Idee of the Sails: See 
  below. 
  28. Ahlissan military garrison: The Ahlissan 
  garrison is stationed here. At any given time 
  there are 200-300 soldiers in this camp, ready 
  to put down any disturbance in Gornor’s 
  Cove. 
   
  HINTERLANDS 
  Bird Tower: Bird Tower lies atop a tall hill and is the 
  home of the wizard Qita, who is an Aarakocra, a race of 
  avians usually found in Griff and Corusk Mountains. 
  Large bird flocks nest by the tower, and some giant 
  varieties act as guards and scouts. Originally the tower 
  was an old abandoned guard post, but Qita acquired it a 
  few years before the Brotherhood invasion. During the 
  invasion she took her possessions and teleported 
  herself away, returning only during the closing phases 
  of the invasion.  
   
   
  Burial Site of Saint Idee of the Sails: The body of 
  the Saint is not actually here, resting instead 
  somewhere in the Azure Sea. Nonetheless, this place is 
  a popular pilgrimage site for worshipers of Osprem, 
  and it is overseen by the priesthood of Osprem. Many 
  previous rulers of Idee are buried here, including 
  Fedorik Eddri, the last Count of Idee (whose body was 
  hidden 
  during 
  the 
  occupation). 
  During 
  the 
  Brotherhood occupation, the burial site was razed 
  (though the graves themselves were left undisturbed). 
  Prince Barzhaan had the burial site restored and 
  reinstated Osprem's priesthood as caretakers. However, 
  the public were (and still is) no longer allowed to visit 
  the burial site of the Saint. After several occasions of 
  rioting in CY 591, Ahlissan guards were permanently 
  posted in Gornor's Cove to enforce this unpopular 
  edict. 
   
  Nuran, High Priestess of Osprem, spends most of 
  her time here and guards the sacred Eye of Osprem 
  (which was taken to safe location during the 
  occupation) 
   
  The burial site also has its own defenders, called 
  the ‘Followers of the Wave’. This is a group of monks 
  who train themselves for unarmed combat in the 
  vicinity of the burial site. They are led by Ranshek 
  (Mnk10), originally a member of Scarlet Brotherhood 
  who converted to faith of Osprem in 590 CY. 
   
   
  Coast Road Inn: More like a thorp, Coast Road Inn is 
  a very popular tavern about 15 miles east of Gornor’s 
  Cove. It is run by a man named Butor (N male Exp7), 
  and it is a popular place of rest for merchants and 
  adventurers travelling along the coast. It has large areas 
  for horses, wagons and so forth, and Butor employs 
  over 20 people in his Inn. 
   
  � Stormhaven (Hamlet): Conventional (Braiqem); 
  AL CN; 100gp limit; Assets 540gp; Population 108; 
  Isolated (Humans o/s 98 (104), Half-orc (2), Half-elf 2 
  (2). 
   
   
  Authority Figures: Braiqem (CN male Rng13), leader 
  of the Stormseekers. 
   
  Stormhaven is a strange place. Located in a natural 
  cove much like Monne’s capital, it is composed entirely 
  of Procan worshippers. They have formed a special 
  community and believe that to feel close to their deity, 
  they must be able to feel his anger. Therefore, 
  whenever a storm blows in the Azure Sea, they set sail 
  as an act of worship. This community is led by a man 
  named Braiqem, a ranger from Onnwal who brought 
  this strange practice to Naerie. 
   
  The community trades very little with outside 
  world, lacking resources or people to compete with 
  surrounding areas. However, the cove is a popular 
  breeding ground of sea crabs, considered a great 
  delicacy by nobles of Naerie, and this resource allows 
  the community to continue its existence. A community 
  of Aquatic Elves dwells nearby in Eilean Isles. 
  NAE8-01 Twilight Revolution 
   
  Page 35 
   
  
  NAE8-01 Twilight Revolution 
   
  Page 36 
   
  
  DM MAP 1: LIGHTHOUSE 
   
  NAE8-01 Twilight Revolution 
   
  Page 37 
   
  
  DM MAP 2: DUMPING−GROUND 
   
   
  NAE8-01 Twilight Revolution 
   
  Page 38 
   
  
  DM MAP 3: DOOMSAYER 
   
   
  Set of 
  Commoners 
  Towards 
  Priest 
  25 Feet 
  Away 
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  NAE8-01 Twilight Revolution 
   
  Page 39 
   
  
   
  DM MAP 4: GOLEMS  
   
   
  NAE8-01 Twilight Revolution 
   
  Page 40 
   
  
  PLAYER HANDOUT 1A 
   
  Dear adventurer, 
   
  It is with great hope that this letter finds you well. You may know of the 
  brewing storm in Gornor’s Cove. The goddess of the sea has hinted that this 
  storm may manifest soon. What may seem like political distress could be the 
  seed of darker forces. These forces should concern both those loyal to Ahlissa and 
  those loyal to the old Naerie. Please help in any way you can. 
   
  Respectfully, 
  Captain Saron 
   
   
   
  NAE8-01 Twilight Revolution 
   
  Page 41 
   
  
  PLAYER HANDOUT 1B 
   
  Dear adventurer, 
   
  It is with great hope that this letter finds you well and enjoying our fair 
  country. The goddess of the seas has foreseen great turbulence in the city of 
  Gornor’s Cove. What may seem like political distress could be the seed of darker 
  forces. Please help in any way you can. 
   
  Respectfully, 
  Captain Saron 
   
   
   
  NAE8-01 Twilight Revolution 
   
  Page 42 
   
  
  PLAYER HANDOUT 2 
   
  If you are reading this, then all has gone 
  according to plan. Endonius is dead and soon all 
  the tyrants will be gone too. I struck a blow for 
  freedom and no one will ever catch me. You will 
  soon see what power we, the people, wield. 
   
   
   
   
  NAE8-01 Twilight Revolution 
   
  Page 43 
   
  
  PLAYER HANDOUT 3 
   
  Dear adventurers, 
   
  If you are reading this, then you have somehow defeated me and the pet. So 
  I am either captured (being prepared to be executed) or killed. You, on the 
  other hand, are probably going through my worldly possessions and divvying 
  them amongst each other. Bravo! You caught the bad man. I would applaud if I 
  could. 
   
  Not everything in the past couple of days was my fault. But there are some 
  allegances you don’t betray, even in death (or eventual death). Let’s just assume 
  I am going to die for the rest of this letter. 
   
  The death of Endonius was my fault. I hired the two members of the 
  rebellion to kill Endonius and then fed them to my pet. 
   
  The priests were also my doing. Warping thier minds was time consuming, 
  but useful. Hopefully by now the entire city is in full rebellion. 
   
  I have heard about other events happening; and those things, my friends you 
  best leave alone. As soon as the rebellion cools down, those other things will 
  back off into the shadows again. 
   
  That is all for now. I wish you the best of luck as I head off to the Abyss or a 
  layer of Hell. 
   
  Sincerely Yours, 
  Brymar Thoniadd 
   
  NAE8-01 Twilight Revolution 
   
  Page 44 
   
  
  NAE8-01 Twilight Revolution 
   
  Page 45 
   
  PLAYER HANDOUT 5 
   
  (From the Naerie Gazetteer, by Anders Lindborg, Nick Bell & Naerie Triad) 
   
  � Gornor’s Cove (Small Town): Conventional (House Lyrthi and Nuran both wield strong influence in town); AL 
  LN/N/CG/CN; 800gp limit; Assets 68,000gp; Population 1700; Mixed (Humans o/s 82% (1396), Halflings 9% (155), 
  Elves 7% (118), Half-Orcs 1% (16), Gnome 1% (14)). 
   
  Authority figures: Eberic of House Lyrthi (LN male Ari7/Ftr4), local ruler and Head of House Lyrthi. Thriendril 
  of Prymp (LE female Ft7/Marshall4), Commander of the Ahlissan garrison. Mudoric (LN male Clr8), priest of Zilchus. 
  Captain Saron (N male War9), leader of the City Watch. Nuran (NG female Clr12), Overseer of Saint Idee's burial site 
  and leader and High Priestess of Osprem's faith in Naerie. 
   
  Important characters: Qita (CN Aarakocra female Wiz9). Harbormaster Tedin (LN male Exp9). Ordog (N male 
  Clr8), High Priest of Xerbo in Naerie.  
   
  The Priesthood of Osprem is strong in Monne and has a shrine in Gornor's Cove. Nearby, the burial site of Saint Idee of 
  the Sails is a popular pilgrimage site for worshipers of Osprem. The High Priestess of Osprem's faith, Nuran, lives in the 
  burial site and is much more popular than the current rulers. 
   
  Other large temples in Gornor’s Cove are for Procan and Xerbo, along with Zilchus, which is not very popular in 
  town as local merchants prefer Xerbo. 
   
  Gornor’s Cove is a busy town when it comes to commerce, but under the surface the disapproval towards the 
  Ahlissans is barely kept under control. Residents don’t like Count Fedorik's heir, Coriell, that much, either, thinking he 
  abandoned Idee much too easily. Eberic has his hands full, trying to keep the resentment in check. 
   
   
  Law enforcement: Law is enforced by local constables called Gornorites who are lightly equipped and not highly 
  trained, but who know how to deal with the local population and keep the situation under control. The Ahlissan 
  garrison likes to stay outside the walls of the town, except for those who guard the temple of Osprem within the town. 
   
  Burial site of Saint Idee of the Sails: The body of the Saint is not actually here, resting instead somewhere in the 
  Azure Sea. Nonetheless, this place is a popular pilgrimage site for worshipers of Osprem, and it is overseen by the 
  priesthood of Osprem. Many previous rulers of Idee is buried here, including Fedorik Eddri, the last Count of Idee 
  (whose body was hidden during the occupation). During the Brotherhood occupation, the burial site was razed (though 
  the graves themselves were left undisturbed). Prince Barzhaan had the burial site restored and reinstated Osprem's 
  priesthood as caretakers. However, the public were (and still is) no longer allowed to visit the burial site of the Saint. 
  After several occasions of rioting in CY 591, a force of Ahlissan guards were permanently posted in Gornor's Cove to 
  enforce this unpopular edict. 
   
  Nuran, High Priestess of Osprem, spends most of her time here, actually having living quarters in the burial site 
  itself. 
   
  The burial site also has its own defenders, called the ‘Followers of the Wave’. This is a group of monks who train 
  themselves for unarmed combat in the vicinity of the burial site. They are led by Ranshek, a Suel who learned his skills 
  from Brotherhood monks in an Ahlissan labor camp before he converted to the faith of Osprem in 590 CY. 
   
  The high priestess Nuran also keeps a magical artifact Eye of Osprem in the burial site. It is said to be important 
  object for the faith and that those who are worthy may glimpse into it and possible see into the future. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/598/Normal Scenarios/NAE8-01 - Twilight Revolution (APL 6-10)/NAE8-01 - Twilight Revolution.pdf