TEXT: ONW3-02 
   
   
   
   
   
   
   
   
   
  PYRTURA 
   
   
   
  A ONE-ROUND D&D LIVING GREYHAWK
  ® 
  ONNWAL REGIONAL ADVENTURE 
  Version 1 
   
  For APLs 2-8 
   
   
  BY STUART KERRIGAN 
  Based off a synopsis and idea by Paul Looby, and characters by Rob Wills. 
  Edited by Creighton Broadhurst with cartographic assistance by Simon Butler. 
   
  Pyrtura - Fiery Destiny in Ancient Suloise. 
  Sornhill is ablaze – its streets run red with flame and blood. Who is set on destroying the town, and why? 
    
   
  It is recommended you play ONW2-05 To Hunt a Traitor and ONW3-01 The Prophet prior to this module 
   
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  PREPARATION 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rule books during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  SCORING 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After scoring, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  Pyrtura 
   
  2
  
  their own characters with them. It players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines and a character sheet from your 
  convention coordinator or the RPGA Web site, and 
  then have any players without a character create one. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
   
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure. Round to the nearest whole 
  number.  
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
   
   
   
   
   
  CR 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If your group is APL 1 there 
  are three things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st level 
  characters, or try to enlist higher-level 
  characters to play at that table.  
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  3. 
  A group of APL 1 characters that desires an 
  extra hand can “enlist an iconic.” The stats for 
  the 1
  st level versions or Tordek, Mialee, Lidda, 
  and Jozan are included at the end of this 
  adventure. The group may pick one of these 
  characters to accompany them on the 
  adventure. The DM controls that NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Free State of Onnwal. Characters native to Onnwal 
  pay one Time Unit per round, all others pay two Time 
  Units per round. Additionally, characters with home 
  Pyrtura 
   
  3
  
  region of “Free State of Onnwal” may do other things at 
  the end of this adventure, spending Time Units as per 
  the LGCS guidelines. Adventurer’s Standard Upkeep 
  costs 12 gp per TU spent. Rich Upkeep costs 50 gp per 
  TU spent. Luxury Upkeep costs 100 gp per TU spent. 
   
  ADVENTURE SUMMARY 
  HOW MATTERS APPEAR 
  Recent fires in Sornhill (not dissimilar to the ones that 
  occurred in Longbridge at Richfest) have become quite 
  common. Fear within Sornhill is at an all-time high 
  after the massacre at Greenfalls and the Long Night. It 
  is thought though his forces are being driven back in 
  the Storm Coast; Kesh Kekarav Madi plans to destroy 
  the town of Sornhill from within.  
   
  Accusations are rife that Maren Vidkho and 
  Dirkwall are responsible for the fires. Vidkho is a priest 
  of Xerbo, the Suel God of trade and sea, who aided the 
  Scarlet Brotherhood in taking over Onnwal. Later 
  when the tide turned he defected to the Rebellion 
  providing vital information to allow Sornhill to be 
  retaken in 590 CY. Nonetheless – he was a traitor and 
  was, along with other Suel who aided the rebellion 
  “rewarded” by being incarcerated by the Free State in 
  the Red Tower. In this way he avoid being killed by 
  vengeful mobs during the retaking of the city. 
  Dirkwall is a prominent merchant with ties to Zilchus 
  and the resistance. 
   
  A cache of pitch bound for Sornhill from Killdeer, 
  at the behest of Dirkwall and Vidkho, has disappeared. 
  As the fires began in Harbour Town and barrels of 
  pitch were found at the scenes, panic erupted. People 
  remember the “shipment of pitch” the almost 
  destroyed the Bridge Market of Longbridge and killed 
  fifty innocents. 
   
  It was a particularly greedy faction of the 
  Wreckers that have stolen the pitch – which was in 
  fact a genuine delivery from Barund Laramore on 
  behalf of Vidkho and Dirkwall. When one of their 
  number was caught attempting to sell the pitch at an 
  extortionate price to Illinkir’s shipyard, a lynch mob 
  was directed to the rogue by the honest shipwright, 
  and thinking him an agent of the Scarlet Sign drowned 
  him within his own barrel of pitch.  
   
  Unfortunately this was not the end of the matter, 
  as Dirkwall claimed the barrel, as part of his missing 
  delivery. When it came to light Dirkwall had been 
  loaned money by a Suel turncoat, this gave the lynch 
  mobs a new target to focus their fire upon – Dirkwall 
  and his Suel “master”. 
   
  A concerned party in this is Vogel Daxand, a priest 
  of Norebo who was a resistance agent during the 
  Occupation of Sornhill. Concerned that the name of 
  his Suel brethren within the Red Tower is being 
  besmirched, he needs help to protect Dirkwall and find 
  the truth… 
   
  THE ELUSIVE TRUTH 
  These are how recent events appear – in fact Daxand 
  gave the direction of the delivery to the young 
  Wreckers. The Wreckers slaughtered the caravan 
  guards, members of the Fellowship of the Coin, and 
  took the pitch to sell on the black market. Daxand’s 
  share 
  of 
  the 
  pitch 
  (gained 
  quietly 
  through 
  intermediaries) was used to fuel the fires that now 
  plague the town. 
   
  Daxand is actually a priest of Syrul and a member 
  of the Truth Scourge. He is quite mad –hearing the 
  voices of his Suel ancestors within the secret confines 
  of the Red Tower. He seeks to fulfil their desire, and 
  that of Kekarav Madi’s – the sacrifice of Duchess 
  Sailema Relaster, by his hand no less. 
   
  Daxand has manipulated this elaborate series of 
  events but has been unable to act directly in these 
  matters, as he is incarcerated in the Red Tower, like 
  Vidkho. He asks the PCs to “protect” Dirkwall so that 
  they may find the plans for an attack on Osprem’s 
  Light and draw the Duchess’s trusted Skullsplitter 
  away. Finally – once this is done, he hopes that the 
  orders from Barund Laramore shall be found, proving 
  Vidkho and Dirkwall innocent. He knows the vengeful 
  public will never stand for such a decision and that 
  riots will ensure. He intends to hand Dirkwall and 
  Vidkho over to this mob to distract the PCs. He has 
  furthermore arranged for some fires to start 
  throughout the city during these riots. 
   
  ENCOUNTER GUIDE 
  Encounter 1 Fire at the Keghouse 
  The PCs witness a fire within a scruffy keg house and 
  may heroically attempt to save the occupants. 
   
  Encounter 2: Contact 
  Daxand contacts the PCs and tells them his concerns 
  regarding Dirkwall and Vidkho. He asks the PCs to go 
  to Land House, where Dirkwall resides, and protect 
  him for the duration of the Xerban trials. 
   
   
  Encounter 3: The Hostel 
  The PCs must make their way past a violent group of 
  rioters, consisting of fiery Trithereonites and Pholtans 
  ironically united in their misguided hatred against 
  Dirkwall. 
   
  Pyrtura 
   
  4
  
  Encounter 4: The Long Night at Land House  
  The Wreckers send an assassin into Dirkwall’s hostel. 
  The PCs must defend him. 
   
  Encounter 5: Everyone Pitches In 
  Dirkwall asks the PCs to escort him to the Red Tower, 
  and then begs the PCs to find the missing pitch and 
  the missive from Barund Laramore, High Trade-Priest 
  of Zilchus. 
   
  Encounter 6: The Watch Station  
  The PCs can find the members of the Watch who 
  investigated the lynching of the young Wrecker and 
  learn that he worked for Teral Lightfingers. 
   
  Encounter 7: The Laden Merchantman  
  PCs ask for Teral Lightfingers. Eventually they meet 
  Jornal Surearm, one of Teral’s lieutenants, who will 
  take them to Teral’s base, if they agree to travel in 
  coffins to prevent them from being seen or seeing 
  Teral’s lair. 
   
  Encounter 8: Teral Lightfingers 
  The PCs arrive at Teral’s lair and persuade him to give 
  them the address of the warehouse the pitch is being 
  kept in. 
   
  Encounter 9: The Warehouse  
  The PCs track the missing pitch to a warehouse by the 
  docks. There they deal with the Wreckers who stole it 
  and find in addition to the pitch a missive from Barund 
  Laramore. They also find a set of orders to create 
  distractions using the pitch, and plans for an assault on 
  Osprem’s Light early next morning, signed by Kekarav 
  Madi himself. Neither of these documents are 
  forgeries – but were deliberately left by Daxand’s agent 
  to distract Skullsplitter and his men. The attack on 
  Osprem’s Light is very real though. 
   
  Encounter 10: Aflame with Riots 
  If the PCs found Madi’s plans and handed them over, 
  Hazaraz Skullsplitter and Carthen Relaster depart 
  aboard The Fearless to aid defending Osprem’s Light. 
   
  With the evidence found by the PCs proving 
  Dirkwall and Vidkho innocent, a riot begins. In the 
  confusion it is discovered that Dirkwall and Vidkho are 
  missing from their chambers within Stormhaven. 
  Indeed, from the highest vantage point of the 
  Stormhaven, makeshift gallows are being erected in 
  the Briny Halls in Harbour Town. Two victims also 
  appear to be being held there. With the guard spread 
  thin to prevent the attack on Osprem’s Light it seems it 
  is up to the PCs. 
   
  Upon leaving Hightown, the PCs encounter part 
  of the rabble, and just as it seems combat will ensue 
  between fellow countrymen, Tarnedas and his 
  followers, having arrived secretly in Sornhill intervene 
  and the charismatic prophet resolves the matter 
  peacefully. He sends the PCs back to the Red Tower, 
  promising to save Vidkho and Dirkwall. The 
  Parliament of Gulls has told him that the House of 
  Relaster itself is in grave peril at this moment. 
   
  Encounter 11: The Sacrifice 
  After dealing with the rioters the PCs discover the 
  Duchess’s guards are slain, and that Daxand and his 
  followers are within the forbidden sanctums of the 
  Red Tower, attempting to sacrifice the Duchess with 
  the aid of the Suloise spirits therein. 
   
  Finally the PCs learn Kekarav Madi, who was 
  disguised as Daxand’s manservant, has stolen the infant 
  Veryanna away. 
   
  DEEDS PAST 
  ONW3-02 Pyrtura 
  interconnects with previous 
  Onnwal regional scenarios. The obvious connections 
  are listed here for the convenience of DMs. 
   
  If the PCs played ONW1-02 To Catch a Traitor 
  and ONW2-05 To Hunt a Traitor they may have played 
  a major role in the death of Rohal Soldas.  
   
  Players of ONW2-03 Trouble At Mill should have 
  met Dirkwall – who hired them to recover a shipment 
  of silver bound for the Free State. 
   
  Players of ONW3-01 The Prophet will have met 
  the great Tarnedas of the Gulls and his disciples. They 
  may have gained the White Bows of Tarnedas – items 
  which over time shall gain power.  
   
  They may also have earned the Disfavour of the 
  Wreckers by turning over a band of them to the 
  authority of Baron Kiernal Maldrenn – who being a 
  lawful fellow promptly hung them. This may make 
  them leery of dealing with the Wreckers in this 
  module – though they have an opportunity to lose the 
  Disfavour gained. 
   
  INTRODUCTION 
  Once the PCs have settled in and are ready to proceed, 
  read or paraphrase the following: - 
   
  It is late evening as you stroll in Harbour Town. 
  Gl mmering in the darkness, across the waters, you 
  can see the fortress of Osprem’s Light, ever a 
  beacon of hope in these beleaguered times. It is a 
  quiet n ght and the air is ligh ly salted with the 
  scent of the Noxtia bay. 
  i
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  5
  
   
  A second smell joins the salted odour, it is the 
  scent o  burning, and it is coming from what 
  appears to be a derelict building on the almost 
  deserted waterfront. 
  f
  l
   
  The PCs should investigate the fire. In this case go to 
  Encounter 1. If they do nothing, there is a terrible 
  explosion minutes later, and the sound of panic. The 
  PCs will still be approached by Daxand’s agents as 
  outlined at the end of Encounter 1. Go to Encounter 2 
  in this case. 
   
  ENCOUNTER 1: 
   FIRE AT THE KEGHOUSE 
  As the PCs investigate the fire read or paraphrase the 
  following: - 
   
  Overhead hangs a beaten wooden sign with a keg 
  scratched on to it. F ames gently lick at it from the 
  doorway as from within you hear a scream. 
   
  MALLIK’S KEGHOUSE 
  One Mallik Marakast, a known smuggler for the 
  Wreckers, owns this keghouse. The keghouse has a 
  tendency to move throughout the Harbour Town, as 
  the local guard take offence to its presence. 
   
  If the PCs enter the keghouse, the DUNGON 
  MASTER should be familiar with the rules in the 
  DUNGEON MASTER’S Guide on page 86, regarding 
  Catching on Fire. 
   
  1) Entry Corridor 
  The door here once had a slit that opened allowing 
  Mallik’s men to check who was knocking on their 
  door. This door has been thrown open. 
   
  The corridor is narrow, and PCs must make Reflex 
  saves (DC 15) to avoid catching on fire as per 
  DUNGEON MASTER’S Guide, Page 86.  
   
  2) Main room 
  This main room, which was once several rooms show 
  signs of having recently had a sledge hammer taken to 
  the walls to create a makeshift common room. 
   
  Mallik lies behind the counter, quivering as the 
  elementals threaten his livelihood while his wife, 
  Mayna and two of his patrons lie slumped over some 
  tables. In the corner a set of steps lead down into the 
  cellar wherein Mallik stores his goods. 
   
  The elementals present in the main room were 
  summoned by agents of Kekarav Madi within the city, 
  and are being used to cause mayhem. Several of the 
  kegs of ale have been replaced with pitch and anyone 
  entering the keghouse will note the stench of pitch. 
   
  APL 2 (EL 3) 
  � Fire Elemental (Small) (4): hp 12, as per the 
  Monster Manual, page 83. 
   
  APL 4 (EL 3) 
  � Fire Elemental (Small) (4): hp 12, as per the 
  Monster Manual, page 83. 
   
  APL 6 (EL4) 
  � Fire Elemental (Small) (5): hp 12, as per the 
  Monster Manual, page 83. 
   
  APL 8 (EL 4) 
  � Fire Elemental (Small) (6): hp 12, as per the 
  Monster Manual, page 83. 
   
  ALL APLS 
  � Tavern Occupants (4): male human; Com 2; AC 11 
  (currently); AL N; hp –1 currently (normally 9); Hide 
  +5. 
   
  Tactics: At APL 2 the elemental simply threatens the 
  occupants of the keghouse and engage the PCs in 
  melee. 
   
  At APL 4 and higher, however, one of the 
  elementals (one of the smaller ones in your APL) is 
  ordered to seek the pitch and alcohol stored in the 
  basement of the keghouse. It disengages as swiftly as 
  possible if combat ensues to descend into the 
  basement. If left unmolested in the basement for 3 
  rounds, the elemental causes an explosion destroying 
  the keghouse and inflicting large amounts of damage 
  on any character unfortunate enough to still be in the 
  keghouse. 
   
  Damage from the Destruction of the Keghouse: Any 
  PC unfortunate enough to actually be in the keghouse 
  when it explodes (it does not explode at APL 2) takes 
  the following damage:- 
   
  APL  
  Damage 
  4 
   
   
  6d8 
  6 
   
   
  8d8 
  8 
   
   
  10d8 
   
  TREASURE 
  No treasure is to be found here.  
   
  Pyrtura 
   
  6
  
  REWARDS FOR THE FIRE 
  If the PCs get Mallik and his people to safety, they earn 
  Mallik’s favour. No good deed goes unpunished in 
  Sornhill. All PCs involved in the rescue have gained 
  Contact - Mallik Marakast, as listed on the Adventure 
  Record. 
   
  If the building has not been destroyed, then 
  swiftly men in the sable and argent colours of the 
  Storm Coast arrive and form a bucket column. Priests 
  of Osprem aid them in putting out the fire, and in 
  tending the injured Mallik and his people. 
   
  During this time, the PCs may make a Spot check 
  (DC 19) to see Daxand’s man who has been watching 
  the PCs. Irrespective of whether or not he is spotted, 
  he tails the PCs until they are away from the fire. 
   
  If the PCs did not help the people then, though 
  they are clearly unheroic, Daxand’s man still seeks 
  them out. Go to Encounter 2. 
   
  ENCOUNTER 2:  
  WITHIN THE RED TOWER 
  If the PCs saved Mallik’s keghouse, Telemar, (Daxand’s 
  man), seeks them out at the scene. If not, he 
  approaches them at the closest opportunity. 
   
  “Greetings my friends,” says a man, dressed in a pale 
  blue tunic with a long green pantaloon. “I am 
  Telemar, servant of the most noble Vogal Daxand.” 
  f
   
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  If the PCs saved Mallik from the fire or otherwise 
  acted heroically, Telemar congratulates them on their 
  fine deed, otherwise he mentions his master is seeking 
  worthy patriots to aid the Duchess and her house. He 
  asks each PC to introduce himself before continuing: - 
   
  “My master is one who would not wish his business 
  spoken of within these cold streets,” says Telemar. 
  He fingers his strawberry blond hair as he speaks, 
  “Would you be willing to accompany me to the 
  Stormhaven, where he awaits?” 
   
  Telemar says nothing about Vidkho or his mission as 
  he knows very little either. Telemar is a priest of 
  Norebo, though this is also a fact he prefers not to 
  broadcast. If the PCs do follow him, he leads them to 
  the Stormhaven and into the largest tower known as 
  the Red Tower. There, at the behest of several 
  guardsmen the PCs are led into the lower levels of the 
  Red Tower, into a darkly lit room, with an eerie red 
  glow about the walls. Sitting in the shadows, by a table, 
  playing Crown of the Empire, is a small pallid man, 
  blonde of tress, with a faint smirk upon his face as if he 
  were enjoying a private joke. His eyes twinkle with 
  delight when he sees the PCs, and he enthusiastically 
  greets them all, shaking their hands. 
   
  “Greetings and welcome, welcome my friends! 
  Allow me to introduce myself, I am Daxand, Vogel 
  Daxand, loyal servant of Free Onnwal, Priest of the 
  Father of Chance, and lately man of leisure. Sit, sit!” 
   
  Play Daxand as a charismatic rogue – one who 
  represents the romantic Wrecker so many people 
  associate with the band of cut-throats. When lying 
  Daxand is protected from all divination spells by his 
  holy symbol. Alignment divinations reveal him to be 
  Chaotic Neutral (as opposed to his actual alignment of 
  Neutral Evil). To see through this requires a Bluff 
  check (DC 29, 31, 33 and 34 dependant on the APL) – 
  though do not allow the PCs to see through his 
  deception or you ruin the scenario! 
   
  He has his servant, Termoth, pour the PCs a glass 
  of finest Storm Coast wine, saying “’Tis one of the few 
  joys left to me.” and offer them any refreshments they 
  wish. For a prisoner, he is incredibly well looked after 
  – a “reward” for his collaboration with the rebels and 
  the Wreckers during the occupation. 
   
  Once the PCs are settled he explains to them why 
  he has summoned them: - 
   
  “I am sure you cannot help but notice out there that 
  there is a growing feeling of tension upon the 
  streets o  Sornhill, no?” says Daxand, gently 
  sniffing from his goblet of wine before deciding to 
  partake of its taste. “With the events of last year, the 
  death of all those innocents in Greenfalls, and the 
  recent fires, people are looking for someone to 
  blame. 
  “I am but a humble prisoner within this gilded 
  cage but I have heard the tension is being 
  manifested in the form of unremitting hatred of 
  even the most enlightened of the Suloise like 
  myself. This is no small part thanks to that devil 
  Madi and the Brotherhood.  
   
  “I have decided to take action against the 
  Scarlet Brotherhood out of enl ghtened self
  interest. I would dearly love to walk amongst our 
  people again, without fear of watching my back, 
  and if I help uncover the conspiracy I may yet 
  restore my good name to the people of Sornhill. 
   
  “I have numerous connections without these 
  walls, both amongst the high of the court at 
  Stormhaven, and among… well, shall we call them 
  the lowest. 
  “I have been fol owing these fires – for they are 
  the cause of the tension, and they resemble the 
  Pyrtura 
   
  7
  
  fires that occurred in the town of Longbridge…” 
  Daxand pauses for a moment, as if sniffing the air of 
  Longbridge and continues at a tangent, “Ah, a 
  pretty town that is, with its beauteous Span…” 
   
  “Sorry – where was I? Ah yes – Longbridge. I 
  had heard that there were suspicious deliveries of 
  pitch prior to an attempted arson attack in Richfest. 
  Furthermore pitch has been spotted at the location 
  of several of the fires.” 
   
   
   
  i
  f
  i
  f
  f
   
  l
  i
  .
  If the PCs found the barrel of pitch in Mallik’s 
  basement, Daxand suggests there was pitch in the 
  keghouse, boasting gregariously mentioning his 
  ‘sources’ if the PCs look confused as to how he knew.  
  “Using those connections I mentioned I checked 
  the ledgers and tracked down two sources of this 
  delivery of pitch – a merchant named Dirkwall and 
  a priest of Xerbo, Vidkho. 
   
  “Now, herein lies the problem. There was a 
  leak in my connections, and word of this got out to 
  the well-meaning public, and now there are mobs 
  out for Dirkwall and Vidkho’s blood. Last I heard 
  there is a picket line outside Land House, a Zilchan 
  hostel in the Harbour Town. 
   
  “Anyway, I’ve rambled on long enough, there’s 
  still some things to tell but at least now you see 
  why you can’t stay and play Crown of the Empire. 
  Do you have any questions?” 
   
  The PCs doubtless will, so here are likely questions and 
  their answers: - 
   
  Why send for us if you are so connected? 
  “I may have indirectly the Duchess’s ear, dear child 
  that she is, as she feels most terrible about my 
  confinement, and that of my good friends, we shall 
  refer to as ‘the Wreckers’, but with public feeling as 
  it is they cannot act on behalf of my suspicions 
  without undue risk.” 
   
  Who is the Father of Chance? 
  “Norebo, patron of gamblers. A Suel god, but not 
  one the Brotherhood particularly care for. A little 
  too random for their tastes, though they pay him lip 
  service. 
   
  “I presume you are not a gambler?” sighs 
  Daxand, then that grin is back. “If you had time I 
  would fain play Crown of the Empire with you. I 
  have beaten all my associates to the extent that 
  once I am released I shall be a man of substance.” 
   
  Are you the High Priest of Norebo? 
  “Let’s say there are few who can beat me at cards,” 
  says Daxand. 
   
  Who is Xerbo? 
  ”Another Suloise god, of sea and trade, unlike my 
  Norebo, the Brotherhood think quite highly of 
  him. Xerbans were always prominent n Onnwal, 
  though they sided with the Brotherhood during the 
  Wars and helped them take over Onnwal.” 
   
  After any comment on the Red Tower… 
  “Quite something isn’t it?” says Daxand with a sly 
  wink, gesturing to the crimson walls o  his room. 
  “The Red Tower is set to date back to the Onnwi, 
  the original Suel conquerors of the Dragonshead.” 
   
  What is in it for us? 
  “A wise question – one that clearly someone of high 
  intelligence would ask,” says Daxand with a brief 
  laugh and a merry wink. 
   
  “Obviously you would have my gratitude, and 
  that of my ‘associates’ but beyond that I can offer 
  you little more. Hopefully once this matter is 
  resolved I can offer you a monetary reward, if that 
  is your want.” 
   
  Daxand cannot guarantee an exact sum. 
   
  How do we know that you are working for the 
  Duchess? 
  ”Does this mean anything to you?” says the 
  Noreban, reaching into the folds of his robes and 
  producing a silver ring. 
   
  Daxand hands over the ring to the PCs with the symbol 
  of a breaking wave; a Knowledge (heraldry) check (DC 
  5) reveals it to be the symbol of House Relaster. He 
  expects the PCs to return it to the Duchess on 
  completion of their mission – after all only a cad and 
  bounder would keep a lady’s ring. 
   
  Who is Dirkwall? 
  “A local merchant, connected to House Zelthred I 
  bel eve, a good and honest merchant house that 
  supports our efforts against the Scarlet Scourge. 
  The name of Dirkwall has been connected to the 
  Temple o  Zilchus itself. Did you hear o  that 
  business of the missing silver before? 
  “Funny, that a si ver merchant should suddenly 
  become interested in a delivery of p tch ” 
   
  The events Daxand refers to is that of ONW2-03 
  Trouble at Mill. 
   
  Pyrtura 
   
  8
  
  Who is Vidkho? 
  Daxand smiles, “A fellow inmate o  mine, if you 
  would. A decent cardplayer, though with recent 
  events his visits have become all to infrequent. 
  f
  i
  iti
  f
  i
   
   
   
  “He is a priest of Xerbo who, along with many 
  of his religion, defected to the side of the 
  Brotherhood. 
  After 
  the 
  Brewfest 
  Rebellion 
  however, Maren Vidkho, sensing the way the tide 
  was turning, began aiding the Free Onnwal. 
  Information prov ded by Vidkho proved essential 
  in the recapture of Sornhill. When the town was 
  liberated - the populace rose up against the 
  collaborators. Vidkho is held in the Red Tower for 
  his own protection, the remainder of his former 
  compatriots are not so fortunate. 
   
  “’Tis said that he and Dirkwall were good 
  friends, despite being on opposite sides of the 
  pol
  cal map. Zilchans and Xerbans never get on 
  well you see, something the Occupation has 
  amplified.” 
   
  Can we see Vidkho? 
  ”I doubt it, in the time available. He is under 
  surveillance by the Skullsplitter – his very life is 
  endangered. A shame, he is a worthy card player.” 
   
  Daxand is being truthful here – to see Maren Vidkho 
  requires a permit from the Skullsplitter, and an 
  audience with the Skullsplitter can only be gotten on 
  the morrow. The pale Suel Xerban knows what 
  Dirkwall knows at any rate. 
   
  As the PCs leave, Daxand offers them the 
  Duchess’s ring, if they do not have it already, and says 
  the following: - 
   
  “If Dirkwall is slain by a lynch mob, then, well, let’s 
  say I would not care to bet on the odds of us 
  finding where they stashed their pitch. This is 
  where you come in, I need you to protect Dirkwall 
  – after all owning large quantities of pitch is not a 
  crime in itself.” 
   
  Ideally they should do as Vidkho suggests and go to 
  meet Dirkwall at Encounter 3. 
   
  Allow the PCs the run of Sornhill. They may 
  either try to find the pitch, in which case use 
  Encounters 5 to 9 as a baseline in the event the PCs 
  figure things out. In this case, if they do not find 
  Dirkwall, he is stabbed in his sleep by the assassin 
  Orwyrd. 
   
  ENCOUNTER 3:  
  THE LAND HOUSE 
  PCs who have played ONW2-03 Trouble At Mill 
  doubtless remember Land House, the domicile of the 
  now-infamous Dirkwall. 
   
  Land House is a hostel of sorts in the Harbour 
  Town district o  Sornhill.  It is a large two storey 
  stone building standing back to back with another 
  similar property.  There is a large wooden door at 
  the top of a short set of steps and a large window 
  each side of the door. 
   
  Above the door l es the symbol of the Purse of 
  Plenty, Zilchus. However the building does not 
  show signs of prosperity, judging by the numerous 
  smashed projectiles that line the walls as a large 
  mob besets the building. 
   
  On one side of the mob stands a fiery eyed 
  acolyte of Joramy, brand in hand shouting, “Death 
  to the traitors!” and rousing several cheers and the 
  throwing of more detritus. The scene outside the 
  Land House is one of pandemonium. 
  APPROACHING LAND HOUSE 
  When the PCs approach Land House, they shall be 
  challenged by the burly novitiate of Joramy as to why 
  they wish to enter the house of the traitor Dirkwall. If 
  the PCs somehow convince him to pass, they run the 
  risk of being attacked via projectiles by the rest of the 
  angry mob outside Land House. Feel free to hit the PCs 
  with slings as they make their way to Dirkwall’s front 
  door. 
   
  Also – if any PC decides to attack his assailants, 
  bear in mind these overtly passionate protestors are not 
  actually trying to kill the PCs and will flee! If cut down 
  in cold blood, don’t be afraid to have the Sornhill 
  Watch turn up at an appropriate time and bring them 
  to justice. Offending PCs face a loss of 1-20 TUs 
  depending on the severity of the crimes. Similarly 
  rioters can expect the same justice. 
   
  ALL APLS 
  � Rioters (5): As per Appendix 1. 
   
  The mob will yell that the PCs are turncoats as well. 
   
  As you enter you see a second man lowering a 
  crossbow, he appears to have been covering the 
  doorway, “Who sent you?”
   
  Pyrtura 
   
  9
  
  If the PCs present the Duchess’s ring to the man, 
  Rantis, allows them through. If they dither, then feel 
  free to have the mob throw further projectiles at the 
  house and the PCs. 
   
  The man speaks again “Come in quickly friends!  I 
  am Kulval – I must apologise for the rabble outside. 
  Make yourselves comfortable, I shall send for 
  Dirkwall.” 
   
  Glancing out the door at the mob, he notes, 
  “Thank goodness this building is made of stone, 
  that’s all I say.” 
   
  He indicates an open doorway to your left, 
  light spill’s in from the window, illuminating a 
  modestly furnished living room. 
   
  “Rantis, fetch Dirkwall, tell him there are 
  people here to see him from Her Grace,” instructs 
  the all-to serene servant to the man holding the 
  crossbow. 
   
  If the PCs have played the module ONW2-03 Trouble 
  at Mill they have doubtless met Kulval, Rantis and 
  Dirkwall. The DM is encouraged to role-play any 
  information extracted from Kulval, if the PC’s don’t ask 
  questions on specific subjects he will tell them nothing 
  on that subject.  
   
  � Kulval: male human, Com1, AL LN. 
   
  Appearance: Kulval is a man of Oeridian descent, 
  with weathered skin of an outdoorsman. His face is set 
  in a perennial scowl. 
   
  Character: Kulval is the doorman of Land House 
  and is not renowned for his charisma or etiquette. 
  However he is competent at his job and his integrity is 
  unquestionable. 
   
  � Rantis: male human, Com2, AL LG. 
   
  Appearance: Rantis is perfectly turned out in long 
  pantaloons and a reasonably fine shirt. His posture and 
  his accent reveal him to be a gentleman’s gentleman 
  and his face is almost always without emotion. 
   
  Character: Rantis is serene, unphased by anything 
  the PCs do. He is an excellent and loyal servant, as well 
  as a man of total discretion. 
   
  MEETING DIRKWALL 
  Once his guests are settled, Dirkwall himself makes an 
  appearance, coming down the stone stairs from his 
  room where he was listening to the sound of the mob 
  outside. His eyes are blood red from lack of sleep, and 
  his complexion pallid, but otherwise he seems 
  unphased. PCs who have played ONW2-03 Trouble at 
  Mill note little difference beyond his lack of recent 
  sleep. 
   
  After inviting the PCs to partake of the last of his 
  wine (but not before ensuing sufficient is made 
  available to himself) Dirkwall agrees to answer 
  questions the PCs may have. 
   
  � Dirkwall: male human, Ari2, AL LN. 
   
  Appearance: Dark rust brown matted hair cover 
  the head of Dirkwall. Once of athletic build, now he 
  has reached the age of 31, he is beginning to put on a 
  paunch. Dirkwall has a prominent nose and ruddy 
  complexion, as well as eyes that stare like a hawk across 
  the room. 
   
  Character: While there is little doubting his skill 
  as a negotiator, Dirkwall suffers from a lack of tact and 
  common sense in his personal and professional life. He 
  is prone to rash actions until better sense prevails, and 
  is particularly wary of his business rivals. He is 
  boisterous and likes his food and drink (and that of 
  other people’s if possible). 
   
  DIRKWALL’S ANSWERS 
  How much pitch is missing? 
  “Three score barrels were taken. Six of these have 
  surfaced in the recent fires, seemingly being used 
  to inflame the wooden buildings.” 
   
  What is the reason for the pitch delivery? 
  “The pitch was being distributed to Patriis Monir’s 
  and Gershimon Iilinski’s shipyards, and to the new 
  shipyard they are building in Longbridge. We 
  certainly don’t intend to burn down Sornhill, 
  unlike those folk in Longbridge!  ”
   
  i
   
   
  f
  l
  How can you prove this? 
  “The p tch had come to Sornhill with orders 
  bearing the seal of approval from Barund Laramore 
  himself. Unfortunately someone must have known 
  we were coming. Brigands outside the city stole the 
  official missive and the wagon. Fearing we had 
  been discovered we snuck the pitch in quietly. If 
  only we could discover where the seal had gone we 
  could use simple facts to cool the baying mob 
  outside.”
   
  Who were these brigands? 
  “I do not know, but they were vicious, slaying the 
  caravan down to the last man – but I heard a few 
  days ago some fellow was selling a few barrels o  my 
  pitch in Haven Town. Poor fel ow was found 
  drowned in a barrel of pitch. Ironic wouldn’t you 
  say?”  
  Pyrtura 
   
  10
  
  Do you know anything else about this fellow? 
  “The authorities said he was one of the Wreckers. 
  He’d been in a few brawls in the Laden 
  Merchantman a couple of months ago, but other 
  than that they’d only suspicions he was a criminal.” 
   
  Have you sent a messenger to Barund Laramore to 
  clear this matter up? 
  ”Yes, he left two n ghts ago for Killdeer. That will 
  take several weeks though, and I need an 
  immediate solution to the problem outside!” 
  i
   
   
  Unfortunately, what Dirkwall does not know is 
  Veridik tailed this fellow from Land House and slew 
  him, throwing his body into the Saltirn, where it has 
  yet to be found. 
   
  Dirkwall and his men will not leave the Land 
  House tonight – they hope the mob outside will abate. 
  They ask the PCs to stay and protect them if necessary. 
  Rantis will entertain them with the last of the supplies 
  of wine and ale – the only real inducements they have. 
  If the PCs refuse, make it clear they themselves are 
  unlikely to leave Land House while the mob waits 
  outside. 
   
  Once the PCs have finished their conversation 
  with Dirkwall, have him leave and go to bed. If they 
  accept this offer of hospitality to protect Dirkwall, go 
  to Encounter 4. If they do not, continue to Encounter 5 
  onwards, but with Dirkwall found dead by morn, 
  stabbed by Orwyrd in the night. 
   
  ENCOUNTER 4:  
  THE LONG NIGHT AT LAND 
  HOUSE 
   
  Once Dirkwall leaves, Rantis will offer the PCs rooms 
  within the Land House. Ever the perfect gentlemen he 
  ensures ladies within the party receive first choice of 
  Land House’s many rooms – normally this merchant 
  lodge should be replete with gathered worthies but 
  tonight only Master Dirkwall stays here. 
   
  Being restless sorts the PCs are most likely to 
  pitch a watch regardless of the fact they are indoors. If 
  such a precaution is taken, ask whoever is on watch 
  two hours after midnight to make a Listen check (DC 
  14). Success causes the PC(s) to hear the cracking of a 
  pot coming from above Dirkwall’s room. 
   
  THE ASSASSIN 
  The noise is that of the assassin Orwyrd breaking open 
  a jar of green slime to eat through the roof of Dirkwall’s 
  ceiling. 
   
  Orwyrd is clearly of Oeridian descent, olive skin 
  and brown hair. He is a Wrecker and an assassin, 
  recently recruited by Teral Lightfingers, who feels the 
  best way to avoid an assassin’s knife, is to keep one on 
  the payroll. However Teral does not want his assassin 
  dulled through lack of practice, so Orwyrd sees use 
  against the odd enemy of the Free State or Teral 
  Lightfingers (not necessarily in that order). 
   
  Orwyrd has utilised a pot of green slime to eat 
  through the ceiling above Dirkwall. He was going to 
  risk a frontal assault tonight until he realised the PCs 
  were setting up residence there, and is lowering, via a 
  length of chord, a measure of the deadly slime in the 
  hope of killing the hapless merchant brutally when the 
  slime either drops off the rope or eats it away.  
   
  Notes on Green Slime can be found on page 117 of 
  the DUNGEON MASTER’S Guide. 
   
  IF THE PCS HEARD ORWYRD 
  The PCs have 5 rounds to react upon hearing Orwyrd’s 
  blunder and prevent the assassination. 
   
  IF THE PCS DIDN’T HEAR ORWYRD 
  The PCs shall be alerted to the attempt as Dirkwall 
  screams when the Green Slime sticks to him. Apply 
  the 1d6 constitution damage. The PCs can get to him 
  within a round if they are upstairs. 
   
  CATCHING THE ASSASSIN 
  APL 2 (EL 2) 
  � Orwyrd: human Rog2, see Appendix 1. 
   
  APL 4 (EL 4) 
  � Orwyrd: human Rog4, see Appendix 1. 
   
  APL 6 (EL 6) 
  � Orwyrd: human Rog5/Asn1, see Appendix 1. 
   
  APL 8 (EL 8) 
  � Orwyrd: human Rog5/Asn3, see Appendix 1. 
   
  Orwyrd watches invisibly from the hole in the roof, 
  taking time to study a spellcaster to use his assassin 
  abilities on (if appropriate) or a fighter to use his Chink 
  in the Armour feat. (See Appendix 2 for details on this 
  feat). If the PCs save Dirkwall, Orwyrd awaits them on 
  Pyrtura 
   
  11
  
  the roof, risking a direct confrontation to slay his 
  target. 
   
  Orwyrd has poisoned his sword (and at APL 8-10 
  his garrotte) and shall attempt to firstly strike at a 
  spellcaster, under cover of his invisibility if possible, 
  stealth if not, and deliver a blow with his garrotte 
  (using his assassin’s death attack at APL 6-10). He then 
  uses the poisoned sword and his Chink in the Armour 
  feat on a combatant he has studied. 
   
  If pressed Orwyrd tumbles off the building after 
  using his potion of spider climb, with the aim of 
  sticking to the adjacent building and lowering himself 
  down. 
   
  Even if captured, Orwyrd refuses to give the name 
  of his employer (Teral Lightfingers) as he believes in 
  the Wrecker oath, “Silence or Death”. 
   
  PCs who are members of the Wrecker cell of 
  Sornhill may make Knowledge (local) check (DC 18) to 
  recognise Orwyrd once his hood is removed. Teral’s 
  assassin is feared among the Wreckers of Sornhill. 
   
  ENCOUNTER 5:  
  EVERYONE PITCHES IN 
  Assuming he survived, Dirkwall, decides to become a 
  bit more enthused with the idea of being taken into 
  custody within the Red Tower. He shall ask the PCs to 
  ensure he, Rantis and Kulval get there safely and 
  impresses on them the need to either find the missing 
  pitch or get the letter from Barund Laramore. 
   
  A few hurled abuses and stones, thrown by the 
  early birds who have gathered by Land House are all 
  the PCs shall face ultimately, though feel free to 
  described the narrow streets of Haven Town as they 
  make their way to the Red Tower. 
   
  WHERE TO NOW? 
  If the PCs were able to surmise the assassin was a 
  Wrecker, they may wish to make contact with the 
  Wreckers. As any Sornhill Wrecker knows, Orwyrd 
  answers only to Teral Lightfingers. He can be 
  contacted through a man named Jornal Surearm, a 
  regular at the Laden Merchantman. This is Encounter 
  7. 
   
  However, as is more likely if the PCs do not have 
  any Sornhill Wreckers in their party, the only lead 
  they have is that the boy selling Dirkwall’s pitch was 
  said to be a Wrecker. The name of the guard captain 
  responsible for his capture is a chap named Sertern 
  Eamon, a hardy fellow based in the Harbour Town 
  watch station. Go to Encounter 6. 
   
  ENCOUNTER 6:  
  THE WATCH HOUSE 
  The PCs can follow Dirkwall’s lead of the dead 
  Wrecker whose death was investigated by the watch in 
  Harbour Town, currently a buzz of activity with the 
  recent killings and fires. Asking one of the Duchess’s 
  guards present here will get them directed to the office 
  of one Sarjent Eaman. 
   
  Eaman knows the following, which he will reveal 
  during conversation: - 
   
  • 
  The lad who was killed was called Karon. 
  • 
  He was found five days ago, drowned in a barrel of 
  pitch. 
  • 
  Karon was believed to be a Wrecker – though this 
  was never confirmed and will almost certainly be 
  denied now. His associates were a Jornal Surearm 
  and Teral Lightfingers (Sornhill’s Wrecker Boss), 
  known members of the Wreckers, both of whom 
  trained him. However Karon had fallen out with 
  Teral and Jornal a few months back, and started up 
  with a younger group of suspected Wreckers.  
  • 
  Word on the street was that Karon had impressed 
  Teral recently with a great heist. Unfortunately 
  few people know where Teral resides in Sornhill – 
  he is not loved by the guard. 
  • 
  Jornal Surearm is said to frequent the Laden 
  Merchantman tavern, and might know where 
  Teral is. 
  • 
  The barrel of pitch he was drowned in resembled 
  the ones found at the scenes of the recent arson 
  attacks (including Mallik’s keg house if the PCs 
  found the one there). 
  • 
  Word in the keg houses is that it was a mass 
  lynching. Worrying in these times – its those fiery 
  Joramites and Trithereonites. 
  • 
  Eaman has dropped the investigation for now – he 
  needs to arrest an entire mob. He does not believe 
  Karon was behind the fires, finding the pitch and 
  protecting the next poor sap the mob is after. Thus 
  Karon’s murder is swiftly dropping down the list 
  of priorities. 
  • 
  Things are hectic around here – a series of fires 
  and random poisonings have been going on since 
  after the retaking of Longbridge. Madi is 
  obviously intent on breaking this town. 
  • 
  The fire elementals at Mallik’s tavern were a new 
  phenomenon. 
   
  Pyrtura 
   
  12
  
  CALLING TERAL LIGHTFINGERS… 
  If 
  any 
  PCs 
  are 
  members 
  of 
  the 
  Wreckers 
  metaorganisation they know how to see Teral 
  Lightfingers, taking only a few hours and a trip to the 
  Laden Merchantman, the Harbour Town tavern 
  popular with the Wreckers. You should inform them 
  the man to speak to, in order to see the Boss, Teral, is a 
  lieutenant named Jornal Surearm. Contact with him is 
  usually through an intermediary at the Laden 
  Merchantman. 
   
  ENCOUNTER 7:  
  THE LADEN 
  MERCHANTMAN 
  Sooner or later the trail of the Wreckers should lead 
  the PCs to this tavern. The Merchantman is a large 
  two-storey inn. Most of the lower floor is taken up with 
  the taproom.  Kegs line one wall, separated from the 
  rest of the space by a trestle table behind which Caroff 
  stands. Sods and sailors in their cups shall doubtless 
  leer at Ladies in the party, and men eyed by bawds 
  seeking their next wage. A mixture of hostility, 
  curiosity and other reactions awaits the PCs. Unless 
  the PCs act conspicuously the regulars are content to 
  live and let live. They do however have a particular 
  light-hearted disdain for the “girly little milk drinkers” 
  of a rival tavern within Sornhill. 
   
  RUMOURS OF THE LADEN 
  MERCHANTMAN 
  Feel free to improvise conversations with NPCs of the 
  Laden 
  Merchantman. 
  Sailors, 
  bawds, 
  the 
  odd 
  mercenary and the like can be found in equal measure 
  and have many an interesting tale to spin: - 
   
  • 
  Here about those Knights of the Coin they found 
  dead a few months back? Found hanging from the 
  trees a couple of days out from Sornhill. Never 
  cared for those hardliners myself. (True – these 
  were the guards for the caravan of pitch). 
  • 
  Damn good news that they caught that Scarlet 
  Brotherhood arsonist, a young lad named Karon. 
  Used to drink here you know? You can’t trust 
  anyone. (This is false, Karon was a Wrecker, but no 
  agent of the Scarlet Sign). 
  • 
  Shame those sailors from that Resplendent don’t 
  come here no more. I could do with a 
  Verboboncian shanty to lift my spirits now. 
  • 
  Heard about the poisonings been going on in 
  town? No, you’ve no more to fear about Caroff’s 
  muck than usual, but I’d watch what you eat out 
  there. Fires, poisonings, there will be no one left 
  within these walls to defend Sornhill soon! 
  • 
  They say Kekarav Madi himself is in Sornhill now! 
  He is preparing to retake the city from within by 
  smuggling his hochebi in through the sewers. 
  (The first part is true, though purely by chance). 
  • 
  Rohal Soldas is dead. Have you heard that? That’s 
  one debt that was due for a long time. (True – see 
  ONW2-05 To Hunt a Traitor) 
  • 
  Hazaraz Skullsplitter – now there’s a canny fellow. 
  Beds the Duchess, gets her with child and then 
  tries to marry her off to the Szek himself! Talk 
  about ensuring a good future for your daughter, 
  while saving yourself a penny or two! (Surely this 
  is pure speculation?) 
  • 
  Had the displeasure of knowing the Kesh, 
  Kekarav Madi, when the Occupation was on, and 
  he isn’t right. Don’t get me wrong, none of the 
  Strawheads are quite right, but that Madi – he was 
  more wrong. There was something chilling about 
  him, he had the ability to sniff out the resistance. 
  By the Laughing Rogue – he even infiltrated the 
  Wreckers. (True) 
  • 
  Things may finally be going well for the Free 
  State. With the removal of the forces in 
  Longbridge it seems the Scarlet Sign is on the 
  retreat. Why the good Baron Kiernal Maldrenn 
  himself is finally making progress to taking back 
  Tessak’s Cove – he took back one o’ those in-bred 
  villages a few weeks ago. (True) 
   
  The barkeep, Caroff, a balding and near-toothless 
  fellow, is an affable chap. In addition there are bawds, 
  gamblers and other ne’er do wells in the tavern. Unless 
  spoken with a successful Innuendo check(DC 15) 
  Caroff hasn’t seen Jornal or Teral for weeks. 
  Additionally Caroff is a patriot and loyal to Sornhill 
  and thus the Duchess in a loose way. Showing him the 
  Relaster Ring and offering a sweetener of at least 20 gp, 
  or otherwise roleplaying into his good books will 
  persuade him to he send for Jornal, telling them he 
  knows where Teral can be found if necessary. 
   
  The patrons of the bar do not hold for the PCs 
  intimidating Caroff – he is one of them, and if 
  necessary resort to physical violence (use the statistics 
  for standard NPCs in the DUNGEON MASTER’S Guide as 
  you feel are needed in the Appendix). 
   
  If suitably convinced Caroff can arrange for Jornal 
  to be contacted. He is actually currently in the cellar 
  when the PCs ask, either (by morning) sleeping off a 
  very bad hangover, (by afternoon) holding a meeting 
  Pyrtura 
   
  13
  
  with his associates or (by evening) sampling the finest 
  ales. 
   
  All APLs 
  � Jornal Surearm: Ftr2/Rog 4; AL CG. 
   
  A wild, unpredictable man, Jornal is a handsome 
  and vain fellow but is nevertheless intelligent and 
  quick. He stands 5 ft.  8 in. tall, is of average build, and 
  has a thick “mane” of black luxurious hair that he 
  constantly preens and cleans and has eyes of a light 
  grey hue that dart around seemingly trying to take in 
  everything. He prefers to wear fine fabrics that set off 
  his eyes and hair. He is currently dressed to impress 
  the ladies of the taproom, with glittering gold chains 
  draping around his neck. He need not fear however – 
  Teral ensures his gold remains around his neck and 
  that it is not joined by a hangman’s noose. 
   
  Although a rogue, and extremely unpredictable, 
  Jornal is a patriot who loves his country.  He is 
  however motivated primarily by gold and what it can 
  buy him. 
   
  WHAT JORNAL KNOWS 
  If any PC has the Disfavour of the Wreckers from 
  ONW3-01 The Prophet, Jornal is loathe to speak to 
  “those who hang our own”. He warns them that Teral is 
  not likely to welcome a visitor who kills him. Jornal 
  himself didn’t particularly like those who were killed, 
  finding them too vicious for his tastes, so he will deal 
  with them reluctantly. 
   
  • 
  The boy, Karon, was Jornal’s find – a boy from 
  Velharos who helped him once while he was out 
  skirmishing against the Brotherhood. He got 
  greedy and tried to steal from Teral, got caught, 
  but the two parted company amicably. Karon has 
  been trying to get back into Teral’s good books for 
  a while, and impressed Teral recently with some 
  big heist. Jornal doesn’t know what though, Teral 
  does though. 
  • 
  Jornal is not enamoured with Teral’s way of 
  running things in Sornhill. Teral needs to ease 
  down – using assassins and all. 
  • 
  Jornal is happy to tell the PCs where Teral is, 
  providing they either get him roaring drunk, give 
  a good explanation (that they are working for 
  Daxand or explaining the significance of the 
  missing pitch), or hand over some coins. He 
  invites them to join him in the cellar – where, if 
  they agree, they will be placed in coffins to be 
  transported to Teral’s headquarters. Jornal explains 
  this is the only way they will get to see Teral – he 
  is feeling somewhat worried by recent events. 
   
  If the PCs are not willing to be transported in this 
  manner through the streets of Sornhill Jornal cannot 
  help them. 
   
  ENCOUNTER 8:  
  TERAL’S LAIR 
  The air is thin within the coffins as the PCs are taken 
  to the location of Teral Lightfingers. The coffins are 
  locked from the outside, making escape and picking 
  the lock a little bit difficult, and the feeling of being 
  moved within the claustrophobic coffins should be 
  almost unbearable. Finally movement ceases and after 
  what seems like eternity, Jornal and his men open the 
  coffins, revealing a dark dank room without even the 
  slightest hint of daylight. As Jornal opens the coffins, a 
  figure steps forward, clutching a lantern. This pale, 
  short half-olve is Teral Lightfingers – boss of the 
  Wreckers of Sornhill. 
   
  � Teral Lightfingers: male half-elf; Rog 8; AL CN. 
   
  Teral is a competent and intelligent rogue who 
  was given command of the Sornhill cell by Chert 
  himself, to whom he is fiercely loyal. The penetration 
  of his operation by the Brotherhood has slightly 
  unhinged Teral who, as a consequence, believes that 
  Brotherhood assassins hunt him still. Extremely 
  nervous around those he does not know he prefers to 
  deal through a few trusted intermediaries.   
   
  Almost albino in appearance, but with visible 
  olven heritage, Teral is somewhat small even for his 
  race. Teral as a disconcerting habit of biting his finger 
  nails and speaks in a high-pitched leering voice. 
   
  If any PC has the Disfavour of the Wreckers from 
  ONW3-01 The Prophet, several forms in the shadows 
  draw weapons on the PCs. Teral is particularly amused 
  by the brass-front they have for coming to see him in 
  person. If any of the PCs are Wreckers he tells them 
  that they aren’t going to get very far in the Guild if they 
  turn every person they disagree with over to Barons 
  and Szeks. However, Gavran and his thugs are one less 
  group he has to worry about. 
   
  • 
  There was a delivery of pitch brought in by some 
  of the young blood in the cell. They said they had 
  thwarted a plot from the Brotherhood to smuggle 
  it into Sornhill and use it to burn down the city. 
  • 
  One of the young bloods was Karon. Thanks to his 
  stupidity and that of a merchant named Dirkwall, 
  the whole town is looking for this pitch and 
  whomever they find with it will be hung, drawn 
  and quartered. 
  Pyrtura 
   
  14
  
  • 
  The pitch is stored in a warehouse now – safe from 
  prying eyes. However, Teral would prefer it gone, 
  but the young bloods have decided to hold on to it 
  out of greed. 
  • 
  Teral is reluctant to divulge the location of this 
  warehouse – after realising the authorities were 
  after the pitch shipment, and seeing the treatment 
  Dirkwall got for owning up to it, he fears for his 
  life, and the life of his cell. Currently they are all 
  tolerated by Sailema – barely. A scandal like this 
  could bring things down like a deck of cards. 
   
  At this point read or paraphrase the following: - 
   
  “If you are going to kill those lads,” says Teral, 
  reaching into a chest beneath the table, “Take these 
  and place them on the corpses of those you slay.” 
   
  He hands you a set of symbols Pyremius – 
  there are seven symbols in total. 
   
  “It will help explain things to the watch,” says 
  the half-olve with a faint smile. 
   
  Teral intends for the PCs to plant this evidence on the 
  bodies of the Wreckers to help explain how the pitch 
  got into the warehouse. Of course he would prefer not 
  to have to spell this out to the PCs, but if they don’t 
  seem to understand will.  
   
  If any PC has the Disfavour of the Wreckers from 
  ONW3-01 The Prophet Teral says that placing these 
  symbols may go a long way to regaining the favour of 
  the “family”. He leaves these PCs no options - if they 
  refuse they will be killed. 
   
  Transport from Teral’s room is arranged again by 
  Jornal and a set of coffins. Teral takes no chances of 
  having his location found out. 
   
  ENCOUNTER 9:  
  THE WAREHOUSE 
  The PCs should be able to tail the Wreckers to the 
  abandoned warehouse, upon the edge of the docks. 
  Refer to Map 3 – the Warehouse. 
   
  The front and back doors of the Warehouse are 
  warded by an alarm spell that Veridik used scrolls to 
  cast. Veridik is a Truth Scourge agent for the Scarlet 
  Brotherhood by the name of Veridik. Daxand 
  considers him expendable. 
   
  Currently the Wreckers are attempting to decode 
  a message written in Ancient Suloise that they found 
  with the delivery (actually it was placed there by 
  Veridik on orders from Daxand when he took part in 
  the raid on the caravan). A second message, a scroll 
  written personally by the hand of Barund Laramore, 
  lies concealed upon Veridik’s person, awaiting later 
  burning. This is the Handout at the back of the 
  module. 
   
  THE WRECKERS 
  APL 2 (EL 3) 
  � Eowrin and Geofric, male human Com1: hp 4, see 
  Appendix 1. 
  � Veridik, male human Rog1/Sor1: hp 9, see 
  Appendix 1. 
   
  APL 4 (EL 4) 
  � Eorwin and Geofric, male human Com2 (2): hp 6, 
  see Appendix 1. 
  � Veridik, male human Rog1/Sor2: hp 19, see 
  Appendix 1. 
  � Rat Familiar: hp 9, see Appendix 1. 
   
  APL 6 (EL 5) 
  � Dithro and Jerec, male human Rog2 (2): hp 9, see 
  Appendix 1. 
  � Eorwin and Geofric, male human Com2 (2): hp 6, 
  see Appendix 1. 
  � Veridik, male human Rog1/Sor2: hp 19, see 
  Appendix 1. 
  � Rat Familiar: hp 9, see Appendix 1. 
   
  APL 8 (EL 7) 
  � Dithro and Jeric, male human Rog4 (2): hp 15, see 
  Appendix 1. 
  � Eorwin and Geofric, male human Com4 (2): hp 
  10, see Appendix 1. 
  � Veridik, male human Rog3/Sor4: hp 25, see 
  Appendix 1. 
  � Rat Familiar: hp 12, see Appendix 1. 
   
  Tactics: If the alarm on either doorstep is set off, 
  Veridik and his men go to investigate, his men pausing 
  to pick up clay mugs containing their potions. Seeing 
  the PCs he tries to bluff the PCs into coming into the 
  office of the warehouse, saying that perhaps they 
  should negotiate rather than attack. 
   
  There he tries to explain the situation that they 
  have been set up by the Wreckers – that Teral 
  Lightfingers offloaded a cartload of pitch on them and 
  that. Veridik uses his ring and the command word, and 
  if he has it his Silent Spell feat to attempt to charm 
  person the most non-aggressive PCs quietly, without 
  incurring the +5 bonus to the target’s saving throw that 
  hostility brings. He also buys time for his men to drink 
  the potions that are in the drinking mugs. 
  Pyrtura 
   
  15
  
   
  Once he has either gotten two of the PCs 
  charmed, or his men have drunk their potions, Veridik 
  attacks, using the dock workers as fodder in melee 
  whilst attempting to flank and sneak attack the PCs out 
  in the main warehouse. 
   
  Resolution: If any PC plants the symbols Teril 
  gave them on the dead Wreckers, note this in the 
  campaign consequences. Also – any PC who had 
  earned the Disfavour of the Wreckers in ONW3-01 
  The Prophet loses that Disfavour with the Wreckers. If 
  the PCs do not leave the symbols they earn the 
  Displeasure of Boss Teral Lightfingers. 
   
  Once the PCs have the evidence Dirkwall and 
  Vidkho are innocent, they should proceed to Daxand 
  within the Stormhaven, in Encounter 10. 
   
  ENCOUNTER 10:  
  AFLAME WITH RIOTS 
  The next logical act should be for the PCs to return to 
  Stormhaven and hand over Barund Laramore’s missive 
  to agents of the Duchess. Certainly, after verification 
  by priests of Zilchus, this proves valid. 
   
  The PCs should also present Kekarav Madi’s plans 
  for a final gambit - an assault on Osprem’s Light with 
  what remaining forces he has. As the attack is to take 
  place within a few hours, Carthen Relaster, along with 
  Hazaraz Skullsplitter insist on leaving at once aboard 
  The Fearless with his finest marines to lend his support 
  to the Light. He also dispatches as many of the 
  Duchess’s regulars to the Light in the vain hope they 
  shall arrive in time to make a difference. 
   
  The PCs are doubtless not in much state to take 
  part in the defence of Osprem’s Light, besides Hazaraz 
  would prefer to keep them in Sornhill in reserve. 
  Additionally the PCs are requires by the Duchess to 
  remain within the Stormtower to act as witnesses for 
  Maren Vidkho and Dirkwall. Assuming they assent to 
  attend the trial, read or paraphrase the following:- 
   
  Throughout Sornhill the past day has come the 
  news that Duchess Sailema is to pronounce Maren 
  Vidkho and the merchant Dirkwall innocent o  the 
  charges of treason, arson and murder. The highborn 
  of Sornhill should have attended the proclomation 
  of innocent, ending Maren Vidkho’s trial that has 
  gone on for over 3 years.  
  f
  -
   
   
   
  It is this trial that you have been invited to as 
  witnesses for the defence. The sun sets over the 
  Red Tower, the all-but vacant court room is bathed 
  in an eerie blood colour.  
   
  Upon the pedestal is stood the pale young 
  Duchess, clad in sable and silver. Where once 
  Skullsplitter would have flanked her, she now 
  looks frail and alone. To her right is the Judge of 
  the Sessions, one Lerridith Mayar, a priestess of 
  Pholtus known for her even-temper and tolerance. 
  To the side of the Duchess sits a lady-in waiting, 
  attending the young infant Relaster child. 
  Gazing momentarily at you, within the witness 
  stand, Sailema looks somewhat confused, as the 
  defendant has not been led forth from the gaol of 
  the Stormhaven. 
   
  As the delay continues, the few commoners 
  who sit in the pews of the courtroom mutter that 
  the waiting is intolerable – but their grumbling is 
  ended when a breathless Sertern enters the room 
  and says, “There is some confusion! The prisoners 
  in the tower are gone! The guard have been 
  subdued!” 
   
  With a sweep of her sable gown, the Duchess 
  steps down from the stand and with her followers 
  and child leaves, as Sertern approaches you. 
  Eamon, is genuinely surprised, and asks the PCs for 
  aid. If they insist on searching the gaol they do indeed 
  discover that the guardsmen are trussed up in the cell, 
  left by a vengeful mob that were let in by a house 
  servant. 
   
  Unfortunately, despite the compelling evidence in 
  favour of Vidkho and Dirkwall, there are still some in 
  favour of hanging them – after all, was not Madi’s 
  orders also found amongst the pitch?  
   
  THE TOWN AFLAME! 
  One of Eamon’s guards comes to the PCs as they 
  converse with Sertern, claiming that parts of the town 
  are aflame and that a man named Vogal Daxand stands 
  on the walls, wishing to speak with them. He has been 
  released from his captivity due to his part in proving 
  Vidkho’s innocence. 
   
  Looking across Sornhill there are numerous small 
  fires in the Harbour and Haven Towns, particularly 
  fierce in Haven Town due to the closeness of the 
  squalid buildings. In the centre of this pandemonium, 
  within the Briny Halls, a set of gallows have been 
  erected, eerily silhouetted off the fire and sunset. 
  Around these gallows stand several forms, and a Spot 
  check (DC 20) will reveal two of them are held and 
  struggling by the mob. If the PCs do not see this 
  Daxand points them out. 
   
  Once you have conveyed this scene, read the 
  following: - 
   
  “It is terrible when my kin are persecuted like this,” 
  says Daxand, his fist clenched while staring into the 
  Pyrtura 
   
  16
  
  red sunset. “This can only be the work of the 
  Brotherhood.” 
   
  He turns to you, “Promise me you shall save 
  them?” 
   
  Sarjent Eamon looks at you expectantly, “Our 
  men are hard-pressed fighting these fires! If you 
  can act now, I beg you to do so!” 
   
  The PCs response should be to accept – if not, then 
  Daxand waits until they leave Stormhaven to make his 
  move, and succeeds in killing the Duchess and 
  delivering Veryanna into Madi’s hands. Tarnedas and 
  his disciples are caught up in saving Vidkho and 
  Dirkwall. 
   
  Eamon, Daxand and the few remaining guards 
  shall keep watch over the Stormhaven… and the PCs 
  will learn the consequences of this soon enough! 
   
  THE MOB 
  On their way through the High Gate into the Harbour 
  Town and beyond the PCs will encounter the mob. 
   
   
  These 
  vigilantes 
  range 
  from 
  Joramites 
  to 
  dockworkers and so forth. They block the path to the 
  Briny Halls, shouting catcalls: - 
   
  “Is this Onnwalish justice that so many in this town
  have lived and died for?”  
   
   
  i
   
   
   
  f
   
   
  t
  t
  i
  .
  “They say the shipment came with orders from 
  Madi h mself! We will not tolerate another Rohal 
  Soldas in our city! If you will not string up Maren 
  Vidkho and his lackey, then we will!” 
   
  “Death to the collaborator and to the Suloise 
  witch! See how she protects her own!”  
   
  It seems your own countrymen have been 
  caught up in the fervour of mob mentality, and 
  with martial and improvised weapons drawn they 
  advance. 
  Present within the crowd of twenty or so are numerous 
  rabble-rousers in the service of Daxand, and the Scarlet 
  Brotherhood. 
   
  Help is at hand, however… play out the scene as is 
  dramatically appropriate until the following occurs: - 
   
  A second group of twenty men emerge from the 
  shadows of the nearby buildings. They are dressed 
  in white robes and carry bows of white hew, with 
  arrows o  equally pallid fletching. 
   
  “Stop or we shoot,” says the leader, a wiry thin 
  man of clearly Suel bearing, whose eyes burn with a 
  fiery passion. They cover both you and the mob 
  with their bows. 
  The archers are dressed in white and are the Followers 
  of Tarnedas of the Gulls, who the PCs may recognise if 
  they played ONW3-01 The Prophet. 
   
  Allow the PCs one round to react to this. Players 
  of ONW3-01 The Prophet should recognise the man as 
  Kavhros, the Disciple of the Path of the Wing. He has 
  not recognised the PCs yet. 
  A soft voice carries over the evening wind. It is a 
  calm, serene voice, gen le and subtle in its wisdom. 
   It chides, “Should we fight fire with fire my 
  disciples?” 
   
  A figure steps from the shadows.  It is the 
  figure of an old man, clad in a white robe and 
  simple sandals. His blue eyes stare at you, and there 
  is a feeling of timelessness in those eyes. 
   
  He frowns at the archers to either side of him, 
  who lower their bows and look somewhat confused, 
  before he turns to the Tri hereonite, “Innocent 
  men shall die this n ght, if you allow this insanity 
  to continue. If you so greatly desire suel blood on 
  your hands, take mine.”  
   
  Unarmed and unarmoured, the old man stands 
  between you and this inquisition  
   
  The Joramite looks at this man with a mixture 
  of respect and scorn, before respect wins out and he 
  orders the rabble to stand down. 
   
  INTERACTING WITH THE PROPHET 
  Roleplaying notes are provided here for Tarnedas and 
  his disciple. 
   
  � Tarnedas, Hermit of the Gulls: human male, exact 
  classes unknown, AL NG. 
   
  Appearance: Tarnedas is clad in a simple white 
  robe. His hair is white and falls unkempt about his 
  shoulders. Lines of age and care mark his sun-kissed 
  face, yet there is a look of absolute peace and serenity 
  in his intense blue eyes that touches any that look 
  upon him to the heart of their being.  
   
  Character: Tarnedas believes himself to be the 
  messenger of Phaulkon on the Oerth and divines his 
  Master's will from the calls of the birds around him - 
  whom he calls the Parliament of Birds. He is 
  otherworldly, utterly serene, calm, unhurried, wise and 
  detached. He speaks cryptically and rarely gives a 
  direct answer, preferring often to answer it by posing 
  another question in return.  
   
  Every PC who is able to see Tarnedas must make a 
  Will save (DC 20) or be affected by the awe and 
  reverence of Tarnedas. The effects are similar to that of 
  a charm person spell. 
   
  Pyrtura 
   
  17
  
  � Kavrhos, Disciple of the Path of the Wing: 
  human male Rog8/Order of the Bow Initiate 5, AL CG. 
   
   
  Appearance: Also a pure-blood Suel, Kavrhos 
  wears his blonde hair long and tied behind in a pony-
  tail. A short, wiry man in his twenties, he exudes an air 
  of calm. Yet, he is quick to anger and his passions burn 
  in his deep blue eyes. His accent is less refined than 
  the other two, and he uses more Onnwalon phrases in 
  his speech.  
   
  Character: Kavrhos' calm exterior hides a 
  passionate man. Tarnedas convinced him that his 
  previous passions - those taught to him by the 
  Brotherhood - were imperfect. Therefore, he has 
  sought to perfect himself through study of Phaulkon's 
  bow.  Kavrhos still retains his devotion to the Suel 
  people  - though no longer the methods and goals of 
  the Brotherhood. He is greatly angered by the 
  treatment of the Suel people of the Storm Coast by the 
  Onnwalon liberators. What he has seen in Sornhill so 
  far has not impressed him. 
   
   
  What Tarnedas and his Disciple Know: Tarnedas and 
  Kavrhos have entered Sornhill as the Far Reacher 
  (Phaulkon, their patron god) has intonated to Tarnedas 
  through sea gulls that events are about to unfold in 
  Sornhill that are of significance to his cause. Indeed, 
  Kavros believes the persecution of the Suel within 
  Sornhill is the reason they were brought here. 
  Tarnedas is not convinced. 
   
  Feel free to roleplay this encounter out, but 
  convey a sense of urgency countered with Tarnedas’s 
  enigmatic and sometimes convoluted conversation. 
   
  Tarnedas looks up into the setting sun, and meeting 
  his gaze you see a single white gull flies above the 
  roofs of Harbour Town. The fair bird lands upon his 
  arm.  
   
  Staring at the bird for a moment, Tarnedas’s 
  worn brow furrows in concern, “Just as I thought. 
  Two daughters may meet their ancestors this eve, 
  and one shall join them if the blade is lowered.“ 
   
  Feel free to draw this out further with Tarnedas 
  eventually giving the jist below:- 
   
  “Treachery against Houses Relaster and Destron 
  lurks within the walls o  the Red Tower and all this 
  has been orchestrated by ancient and vengeful 
  spirits of our Suloise ancestors.” 
  f
  t
  t
  i
   
   
  He looks to you, “You must return and kill 
  whoever is their agent in this world. I cannot 
  intervene, as I cannot abandon our innocent 
  countrymen in the Briny Halls.” 
   
  Tarnedas and his disciple insist the PCs turn back to 
  the Red Tower. He knows nothing more save what the 
  Parliament has told him. He and his disciples must 
  save Dirkwall and his Suel companion from the noose. 
   
  ENCOUNTER 11:  
  THE SACRIFICE 
  The Red Tower, in the time the PCs have been away, 
  has fallen into almost complete silence. No guards 
  shall greet the PCs on the way in – and upon crossing 
  the threshold the PCs, particularly clerics or paladins 
  of a good aligned deity, should feel a great chill, 
   
  Entering the main hall, there is a body slumped in 
  a doorway. See Map 4 for details. The body is Sertern 
  Eamon, who has died from the Constitution drain of a 
  wraith. His body is cold from the touch, and frost has 
  gathered across his beard and face. This frost has 
  formed a patch across the floor. 
   
  The doorway leads to a set of spiral steps that lead 
  down into a dungeon complex beneath the Red Tower.  
   
  A Track check (DC 5) allows the PCs to spot a trail 
  of footprints in the frost leading down, refer to Map 5 
  and read or paraphrase the following: - 
   
  It seems as you descend the long spiral steps into 
  the darkness below that you have enter the bowels 
  of the Stormhaven. 
   
  The steps end in a corridor containing 
  numerous barred cells. Within these cells are 
  numerous skeletal remains, some chained to the 
  wall, o hers con orted into hideous poses on the 
  gaol floor. At the end of the corridor is a stout metal 
  door; with numerous boards that once held it shut 
  discarded over the floor. 
   
  “Kurail… Pyrtura… Kurail…” rasps a voice, 
  p ercing the chill air of this macabre scene. Is it the 
  skeletons themselves that are making this noise? 
   
  It is not the skeletons that are making this noise, but 
  rather the walls themselves. There is little of interest 
  here – beyond the door lies a sacrificial chamber. These 
  skeletons have lain here a long time and have no 
  intention of rising. 
   
  ROOM OF THE SACRIFICE 
  Once the PCs enter the room of the sacrifice, read or 
  paraphrase the following: - 
   
  The door creaks open, under the continual 
  murmuring, to reveal a crimson walled room, lit by 
  an unholy flame. Murals spin around the room, 
  Pyrtura 
   
  18
  
  eerily illuminating the floor in their fire-like glow. 
  Symbols of serpents, fangs, tongues, spider-like 
  creatures, all spiral around the room, occasionally 
  fading into the walls   
   
  Upon the red altar lies the prone form of the 
  young 
  Duchess, 
  Sailema 
  Relaster, 
  seemingly 
  motionless, and helpless, awaiting the fall of a cruel 
  sacrificial kn fe. 
  i
   
  At the head of this altar, clutching the knife in 
  question, stands your benefactor – Vogal Daxand, 
  but it is not the Daxand you have met before. The 
  merry twinkle from his eyes is now replaced by a 
  grim acceptance of his dark task. He is now clad in 
  rust red robes, the golden symbol of a forked 
  tongue around his neck.  
   
  A white mist surrounds Daxand, and as you 
  stare into its crest, illuminated by the fiery signs 
  upon the walls. It is this mist that the infernal 
  whispering comes from. Within the mists can be 
  seen the faces of men and women, forcing their 
  way out of the mist briefly to gaze upon you with 
  baleful eyes. 
   
  “So you have found the truth,” says Daxand 
  grimly, taking his eyes of the Duchess. “Like the 
  Red Tower and House Relaster itself, lies and deceit 
  are at my foundation.” He gestures to the mist, 
  “Like the Ancestors – you shall never leave here.” 
   
  This room was once an ancient shrine to the 
  Oathbreaker, Syrul, goddess of lies and deception. 
  Interestingly, a number of religious murals are found 
  on the walls of this chamber whose age predates the 
  Brotherhood occupation. They have defied defacing - 
  with the colours and pictures re-emerging through 
  either damage or covering. 
   
  Duchess Sailema does indeed rest upon the altar. 
  She suffers from the effects of a hold person that will 
  not end until she is removed from the room.  
   
  At APL 2 the mist is a Fire Elemental writhing in 
  the shape of Sailema’s ancestors. At APL 4 and higher 
  the mist becomes wraiths – the Relaster ‘ancestors’ 
  who have been telling Daxand to do their bidding. A 
  Knowledge (history) check (DC 20) identifies some of 
  the faces as Lindera, also known as the White Witch of 
  Sornhill, Kosrel Relaster (Sailema’s grandfather) and 
  numerous other of the House of Relaster. 
   
  At APL 6 and above there are also wraiths awaiting 
  the PCs to either side of the door.  
   
  At all APLs there is an unhallow in effect in this 
  evil room, granting a –4 to all turn rolls. 
   
  APL 2 (EL 4) 
  � Daxand: male human Rog1/Clr2, See Appendix 1. 
  � Fire Elemental, Small: hp 16, see the Monster 
  Manual, page 83. 
  APL 4 (EL 7) 
  � Daxand: male human Rog1/Clr4, See Appendix 1. 
  � Wraith (1): hp 12, see the Monster Manual, page 
  185. 
   
  As long as the wraith remains alive, Daxand 
  regenerates 1 hit points per round. He keeps collapsing 
  and getting up like a troll until they are killed. 
   
  APL 6 (EL 9) 
  � Daxand: male human Rog1/Clr6, See Appendix 1. 
  � Wraith (2): hp 32, see the Monster Manual, page 
  185. 
   
  As long as the wraith remains alive, Daxand 
  regenerates 1 hit points per round. He keeps collapsing 
  and getting up like a troll until they are killed. 
   
  APL 8 (EL 11) 
  � Daxand: male human Rog1/Clr8, See Appendix 1. 
  � Wraith (4): hp 32, see the Monster Manual, page 
  185. 
   
  As long as the wraith remains alive, Daxand 
  regenerates 1 hit points per round. He keeps collapsing 
  and getting up like a troll until they are killed. 
   
  Tactics: At APL 2 and APL 4 Daxand realises he does 
  not have the manpower to carry out his ritual. He 
  attempts to drive out fighters using cause fear while his 
  elemental or wraith(s) chase down wizards. He has 
  already cast his bane spell and uses the divine favour 
  spell he would otherwise have been saving. 
   
  At APL 6 onwards, Daxand commands the wraiths 
  to fight a holding action. For the next 3 rounds, if not 
  attacked, he concentrates on his ritual. On the fourth 
  round if he has remained unmolested, he casts his 
  divine favour and on the fifth round strikes a coup-de-
  grace on Duchess Sailema (who suffers from a hold 
  person spell until removed from the room). If he is 
  attacked, he stops what he is doing and enters the 
  combat, casting his enhancement spells first if possible. 
   
  The walls of the room, when initially looked at, 
  have the effect of an enthrall spell, Will save (DC 12 + 
  APL), for the duration of the wall’s spinning (until 
  Daxand’s death), or until made to look away by 
  companions. 
   
  Pyrtura 
   
  19
  
  DECEIVER’S DEFEAT 
  Read the following if Daxand is slain, otherwise alter 
  the text in the unlikely event they take him alive: - 
   
  As he fal s, Daxand whispers with his dying breath, 
  “The Ancients, they call me back. I die within the 
  towers of my ancestors!”  
  l
  t
  i
  i
  t
   
   
  t
   
  His hand pitifully reaches out to the walls of 
  the Red Tower, where the engravings in Ancient 
  Suloise con inue moving before your eyes, slowly 
  fading back into the wall until they are scarcely 
  visible. 
   
  DECEIVER’S DWELLING 
  The PCs will doubtless search the room after having 
  dispatched Daxand, and hopefully saving Sailema.  
   
  Sailema’s first thought is the location of Veryanna 
  – Daxand and his men had overpowered the guards 
  and taken Veryanna from her. She has no idea where 
  Daxand’s men are, including Telemar, the servant. 
   
  It is clear Daxand has used this room before, 
  somehow secretly entering the chamber to commune 
  with ‘the ancestors’. Two things may interest the PCs, 
  Daxand’s crystal ball, and a set of parchment tucked 
  under the altar (Search – DC 16 + APL), detailing the 
  movements of one Gerden Treda, who is the High 
  Priest of Norebo in Scant. It is signed by one Telek 
  Senh, Father of Faith on the Dragonshead. Telek 
  concludes there is little evidence to support any theory 
  that Gerden’s sympathies lie with the Rebellion, 
  though he admits he has little love of the priest. 
   
  CONVERSATION WITH THE KESH 
  After the PCs have finished searching the place, 
  regardless of whether they found the parchment, 
  Daxand’s crystal ball lights up. This was used by 
  Daxand to communicate with his superiors in the 
  Scarlet Sign, notably Kesh Kekarav Madi. Madi, from a 
  hilltop overlooking the burning Sornhill is gleefully 
  attempting to contact Daxand to ensure the sacrifice 
  has gone as planned. 
   
  If any PC is brave enough to look into the crystal 
  read the following: - 
   
  The light falls and the shadowy form of a black-
  cowled figure emerges. The figure pulls back the 
  cowl to reveal a length of golden blonde hair 
  cropped close to the skull of a peculiar face. The 
  eyes are too large for his thinly boned face and they 
  stare out at each of you with a cold intensity. In his 
  hands he holds a baby clad in swaddl ng. W th a 
  look of cold concern he stares at you through the 
  crystal. 
   
  “Then he has failed,” says the man, his eyes 
  staring into you inten ly as he absently adjusts the 
  baby’s swaddling. “I had expected as much. I lament 
  that he fell to the very barbarians he detested, but 
  at least he died under our ancestor’s spires.” 
  If time does not permit, feel free to have the Kesh end 
  the conversation. This is however a chance for the PCs 
  to have a conversation with one of the ‘movers-and-
  shakers’ of the Storm Coast and place a face to a future 
  enemy. If the PCs are not overtly rude to Madi, he shall 
  speak with them momentarily, quizzing over Daxand’s 
  fate, and the Duchess’s. He can even answer a few 
  questions the PCs have. If the PCs are disrespectful or 
  regale him with threats and hollow, robotic cries of 
  “Remember the Farmers” and so forth, he ends the 
  conversation. 
   
  Q: Who are you? 
  A: “You are a fool if you do not know me, for I am 
  Kekarav Madi, Kesh of Sornhill.” 
   
  Q: What do you intend to do with the child? 
  A: “That is not your concern barbarian. Suffice i  to 
  say, Sornhill shall once more know Pyrtura – the 
  fiery destiny.” 
   
  Q: Where are you? 
  A: “Where I am is not important – though I am not 
  far from my town. I shall not be for long – do not 
  try to find me, for where I am going you will dread 
  to follow.” 
   
  If the PCs talking to the Kesh have played ONW1-02 
  To Catch a Traitor or ONW2-05 To Hunt a Traitor 
  Madi reminds them he owes them for what happened 
  to Rohal Soldas – and repayments of that kind are oft 
  expensive! 
   
  The crystal ball, when the conversation with Madi 
  ends, suddenly explodes, and the shards melt. There is 
  no repairing this device unfortunately and it is now 
  not sellable. Magical attempts to locate Madi and 
  Veryanna will fail – but for now the PCs will doubtless 
  wish to rest! 
   
  EPILOGUE:  
  UNITED WE STAND 
  If Duchess Sailema died during Encounter 11, you may 
  need to alter this text further. 
   
  Pyrtura 
   
  20
  
  Upon a podium, high above the crowds that listen 
  at the foot of the Red Tower, stands the trembling 
  form of the Duchess. With a quivering lip the 
  young ruler speaks to the throng below, where 
  thief, nobleman and commoner listen as one – 
  united in their sorrow and regret for the actions 
  that caused the loss o  Sornhill’s most precious 
  soul. 
  f
  l
  l
   
  t
  .
   
   
  t
   
   
  You are not among the crowds who listen to 
  the Duchess’s words, as she utters platitudes of how 
  the town is now safe, and how her heir shal  be 
  found, how a bag of gulls awaits he who returns 
  sweet Veryanna to her mother’s embrace. You are 
  among those who stand behind her, on vigil est 
  more enemies of the Free State try to claim her life. 
  Among your number are the old suel prophet you 
  met earlier, and trusted archers selected from his 
  ranks. 
   
  As you stand behind the Duchess upon the 
  windows of the Stormhaven, you note as she turns a 
  single tear falling upon the ground. 
  Jian Destron himself is said to be on the way to 
  comfort his love, but you know only the embrace of 
  Veryanna will heal the wound that afflicts the 
  young ruler. 
   
  Tarnedas turns to you, “In spite of this sorrow, 
  little has come to pass that was not meant to, but 
  my kin and I shall keep our ears on the frontier for 
  word of this Madi, and we shall find Veryanna.” 
   
  If any of the PCs carry the White Bows of Tarnedas 
  from ONW3-01 The Prophet, Tarnedas turns to them:- 
   
  “Our darkest hour is yet to be upon us, but your 
  fai h manages, and your actions have earned you 
  our faith  So shall you manage.” 
  You feel the bow you are carrying grow lighter 
  momentarily, as if something within it had 
  awakened. 
   
  Any PCs who have the White Bow of Tarnedas have 
  now gained the ability to upgrade the bow at the end of 
  this scenario. 
   
  Tarnedas returns his attention to the others: - 
   
  “We may yet meet – before the blackest night has 
  falls upon the field of toil.” 
   
  Leaving you to digest the words he has spoken 
  the old man pauses to stare at the storm clouds that 
  already loom across the city and then, leaning upon 
  the arm of his archer-disciple, steps through the 
  shadows of the room and is gone. 
   
  If Daxand was captured by the PCs then he is turned 
  over to the tender mercies of a wrathful and returned 
  Hazaraz Skullsplitter. Word of Daxand’s screams from 
  the Red Tower are whispered in the keghouses of 
  Sornhill. His head appears in the Briny Market several 
  months later. 
   
  To be con inued in To Kill a Kesh…
   
  Pyrtura 
   
  21
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  bonus experience award. Award the total value 
  (objectives plus roleplaying) to each character. 
  Different characters can receive different bonus awards 
  within the range allowed by the maximum. 
   
  Encounter 1: Fire At The Keg house 
  Defeat the Fire Elementals and save the keg house 
  APL 2  
  90 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  120 XP 
   
  Encounter 4: The Long Night at Land House 
  Defeat the assassin 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
   
  Encounter 9: The Warehouse 
  Defeat the Wreckers and Truth Scourge Agent 
  APL 2  
  90 XP 
  APL 4  
  120 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
   
  Encounter 11: The Sacrifice 
  Defeat Daxand and his Wraiths 
  APL 2  
  120 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Discretionary Roleplaying Bonus 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Experience totals 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly Equipment. 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 character’s total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewellery, and other valuables; M = Magic Items. 
   
  Encounter 4: The Long Night at Land House 
  Looting Orwyrd 
   
  APL 2: Loot: 11 gp; Gold: 0gp; Magic: potion of 
  bull’s strength (25 gp), potion of invisibility (25 gp), 
  potion of spider climb (4 gp). 
  Pyrtura 
   
  22
  
   
  APL 4: Loot: 36 gp; Gold 0 gp; Magic: potion of 
  invisibility (25 gp), potion of spider climb (4 gp).  
   
  APL 6: Loot: 18 gp; Gold: 0 gp; Magic: +1 studded 
  leather armour (98 gp), potion of invisibility (25 gp), 
  potion of spider climb (4 gp).  
   
  APL 8: Loot: 25 gp; Gold: 0 gp, Magic: +1 studded 
  leather armour (98 gp), +1 short sword (192 gp), cloak 
  of resistance +1 (83 gp), potion of invisibility (25 gp), 
  potion of spider climb (4 gp). 
   
  Encounter 9: The Warehouse 
  Looting the Wreckers 
   
  APL 2: Loot: 10 gp; Gold: 0gp; Magic: Veridik’s 
  ring (62.5 gp), potion of bull’s strength x2 (25 gp ea.).  
   
  APL 4: Loot: 11 gp; Gold 0 gp; Magic: Veridik’s 
  ring (62.5 gp), potion of bull’s strength x2 (25 gp ea.). 
   
  APL 6: Loot: 18 gp; Gold 0 gp; Magic: Veridik’s 
  ring (62.5 gp), potion of bull’s strength x4 (25 gp ea.). 
    
  APL 8: Loot: 18 gp; Gold 0 gp; Magic: Veridik’s 
  ring (62.5 gp), potion of bull’s strength x4 (25 gp ea.). 
   
  Encounter 11: The Sacrifice 
  Looting Daxand 
   
  APL 2: Loot: 5 gp; Gold: 20 gp; Magic: ring of 
  protection +1 (167 gp), potion of blur (25 gp).  
   
  APL 4: Loot: 12 gp; Gold: 20 gp; Magic: ring of 
  protection +1 (167 gp), +1 rapier (193 gp).  
   
  APL 6: Loot: 94 gp; Gold: 20 gp; Magic: ring of 
  protection +1 (167 gp), +1 rapier (193 gp).  
   
  APL 8: Loot: 94 gp; Gold: 20gp; Magic: ring of 
  protection +1 (167 gp), +1 rapier (193 gp).  
   
  Total Possible Treasure 
  APL 2: 400 gp 
  APL 4: 580 gp 
  APL 6: 790 gp 
  APL 8: 1,120 gp 
   
  Special 
  Please put these on the adventure cert: 
   
  Contact – Mellik Marakast of Sornhill: While 
  Mallik’s keghouse has a tendency to move throughout 
  the Harbour Town, there is one constant – he listens to 
  gossip on the street. As reward for saving his life 
  Mallik will aid your PC once by keeping his ears open 
  for news. 
   
  When you make a Gather Information check 
  within Sornhill, if you are able to contact Mallik you 
  may gain a +3 circumstance bonus to the roll. 
   
  Displeasure of Boss Teral Lightfingers: For failing to 
  frame the Wreckers within the warehouse as Scarlet 
  Brotherhood operatives. Normally the guard kept a 
  blind-eye to Teral as a result of his kind’s service during 
  the occupation, but now they view the Wreckers as a 
  threat. This is jeopardising Teral’s operation. 
   
  During the next five regional adventures that you 
  actually buy goods in Sornhill shall cost you an extra 
  10% to reflect Teral’s influence. Have your DM sign off 
  when this happens on the Notes of the Adventure 
  Record. 
   
  Garrote, Locking: This nasty variant of the wire 
  garrote comes with a pair of metal grips, each of which 
  contains one portion of a locking mechanism. Once 
  the garrote has begun to deal damage after a garrote 
  attack, the attacker can link the two ends and twist the 
  grips into their locked position. This maintains 
  strangling pressure on the victim even after the 
  attacker lets go. The victim continues to make grapple 
  checks (each one opposed by the last attack roll the 
  attacker made) until freed or unconscious. 
   
  The DC for the Disable Device check to free a 
  victim from a locked garrote is 10 if the character 
  attempting the task has Exotic Weapon Proficiency 
  (locking garrote), or 25 otherwise. If someone other 
  than the victim makes the attempt, a -5 circumstance 
  penalty applies to the check unless the victim is held, 
  unconscious, or otherwise kept from moving. A 
  character attempting to remove a locking garrote from 
  his or her own neck suffers the same penalty on the 
  Disable Device check, this time for working blind. 
  Naturally, it's impossible for any character to take 10 or 
  take 20 on this check unless the victim trapped in the 
  device is already dead. Smashing the locking garrote 
  leaves it frozen in the locked position. 
   
  Orwyrd’s garrotte is made of a fine wire, and on 
  each of the grips is emblazoned the symbol of a staring 
  eye. 
   
  Frequency: Adventure. 
   
  Veridik’s Ring of Charm (value: 750 gp, frequency: 
  Adventure): This ring, gifted to Veridik from his 
  master, allows him to cast charm person on the person 
  he is currently looking at when uttering the innocuous 
  command word “well then let us make a deal.” It has 50 
  charges. A successful Will save (DC 13) resists. 
   
  The ring is a spell trigger item. 
   
  Parchment (value: 0 gp, frequency: Adventure): This 
  details the movements of one Gerden Treda, who is the 
  High Priest of Norebo in Scant. It is signed by one 
  Telek Senh, Father of Faith on the Dragonshead. Telek 
  concludes there is little evidence to support the theory 
  that Gerden’s sympathies lie with the Rebellion, 
  though he admits he has little love of the priest. 
  Pyrtura 
   
  23
  
   
  White Bow of Tarnedas Upgrade. If your character 
  possesses a White Bow of Tarnedas, you may now 
  purchase one upgrade by making an expensive offering 
  to the Far Reacher.  
   
  If you have the shortbow version of the White 
  Bow of Tarnedas you may upgrade it to a +1 weapon by 
  making an offering of 2,000 gp to the Far Reacher. At 
  APL 4 and above if you wish to offer an additional 
  6,000 gp to the Far Reacher you can augment your 
  shortbow with the shock ability. 
   
  If you have the longbow version of the White Bow 
  of Tarnedas you may upgrade it to a +1 weapon by 
  making an offering of 2,000 gp to the Far Reacher. At 
  APL 4 and above if you wish to offer an additional 
  6,000 gp to the Far Reacher you can augment your 
  longbow with the distance ability. 
   
  NOTABLE ITEMS:- 
  APL 2 
  Garotte, Locking (Adventure, 100 gp, S&S). 
  Veridik’s Ring of Charm (Adventure, 750 gp). 
  Upgrade to the White Bow of Tarnedas (Regional; Var) 
  APL 4 
  as APL 2 except 
   
  APL 6 
  as APL 2 and 4 except 
  Mithral Chain Shirt (Adventure; 1010 gp; DMG). 
   
  APL 8 
  as APL 2, 4 and 6 except 
  Pyrtura 
   
  24
  
  APPENDIX 1: NPCS AND MONSTERS 
   
  APL 2 
  ENCOUNTER 3: THE LAND HOUSE 
  Protestor, male human Com1: CR 1/2; Medium 
  Humanoid; HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30 
  ft.; AC 11 (flat-footed 10, touch 11); Atks +1 ranged 
  (1d4 x2, sling); AL Varies but mainly CN; SV Fort +1, 
  Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 9, Wis 10, 
  Cha 11. 
    
  Skills and Feats:  Balance +3, Handle Animal +1, 
  Listen +3, Profession (varies) +3, Spot +4, Swim +2; 
  Alertness, Skill Focus (Profession (varies)). 
    
  Possessions: Sling, 20 sling bullets. 
   
  ENCOUNTER 4: THE LONG NIGHT AT 
  LAND HOUSE 
  Dirkwall, male human Ari2: CR 1; Medium 
  Humanoid; HD 2d8+4; hp 14; Init +0; Spd 30 ft.; AC 10 
  (flat-footed 10, touch 10); Atks +0 melee (1d3-1, fist); 
  AL LN; SV Fort +2, Ref +0, Will +4; Str 9, Dex 11, Con 
  14, Int 14, Wis 9, Cha 16. 
   
  Skills and Feats: Appraise +8, Gather Information 
  +8, Knowledge (mathematics) +5, Listen +4, Profession 
  (merchant) +1, Sense Motive +1; Iron Will, Skill Focus 
  (Appraise). 
   
  Orwyrd, male human Rog2: CR 2; Medium 
  Humanoid; HD 2d6+2; hp 13; Init +3 (+3 Dex); Spd 30 
  ft.; AC 20 (flat-footed 17, touch 17); Atks +3 melee 
  (1d6+2 [19-20/x2] and poison  [Medium-size spider 
  venom: Fort save [DC 14]; 1d4 Str/1d6 Str.], short 
  sword); SA Sneak attack +1d6 damage; SQ Evasion; AL 
  CE; SV Fort +1, Ref +6, Will +0; Str 14, Dex 16, Con 12, 
  Int 13, Wis 10, Cha 13. 
   
  Skills and Feats:  Balance +6, Bluff +6, Climb +5, 
  Disguise +6, Hide +6, Move Silently +6, Read Lips +3, 
  Search +4, Sense Motive +2, Spot +2, Tumble +5, Use 
  Rope +5; Chink in the Armour, Expertise.  
   
  Possessions: Garrotte (locking), potion of bull's 
  strength, potion of invisibility, potion of spider climb, 
  studded leather, short sword (poisoned – medium 
  sized spider venom). 
   
  Spells: Orwyrd has had mage armour cast upon 
  him by a 4
  th level wizard upon leaving to do Teral’s 
  bidding. The spell currently has 2 hours remaining to 
  run its course. 
   
  ENCOUNTER 9: THE WAREHOUSE 
  Eowrin and Geofric, male human Com1: CR 1/2; 
  Medium-size Humanoid (5 ft. 5 in. tall); HD 1d4; hp 4; 
  Init +1 (Dex); Spd 30 ft.; AC 14 [flat-footed 13, touch 
  11]; Atks +3 melee (1d6+3, short sword), +1ranged (1d4, 
  sling); AL N; SV Fort +0, Ref +1, Will +1. Str 16, Dex 13, 
  Con 10, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: Handle Animal +5, Listen +5; 
  Armour Proficiency (light), Dodge. 
   
  Possessions: Studded leather, short sword, 2 sp, 
  potion of bull strength. 
   
  Veridik, male human Rog1/Sor1: CR 2; Medium-size 
  humanoid; HD 1d6+1d4; hp 9; Init +3 (+3 Dex); Spd 30 
  ft.; AC 16 [flat-footed 13, touch 13]; Atks +2 melee 
  (1d6+2 [18-20\x2], rapier); AL NE; SV Fort +0, Ref +5, 
  Will +2; Str 14, Dex 17, Con 11, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Balance +7, Bluff +7, Climb +6, 
  Concentration +6, Hide +7, Listen +4, Move Silently 
  +7, Pick Pocket +7, Search +5, Spellcraft +3, Tumble +7; 
  Combat Casting, Dodge. 
   
  Spells Known (5/4; base DC = 13 + spell level): 0- 
  daze, ghost sound, light, prestidigitation; 1
  st- charm 
  person, sleep. 
   
  Possessions: Rapier, studded leather, Kekarav 
  Madi’s plans, Veridik’s Ring. 
   
  ENCOUNTER 11: THE SACRIFICE 
  Daxand, male human Rog1/Clr2 (Syrul): CR 3; 
  Medium-size humanoid; HD 1d6+2d8; hp 19; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 (flat-
  footed 15, touch 13); Atks +1 melee (1d6 [18-20/x2], 
  rapier); SA Sneak attack +1d6 damage, rebuke undead 
  6/day; AL NE; SV Fort +3, Ref +4, Will +9; Str 11, Dex 
  15, Con 10, Int 16, Wis 18, Cha 16. 
   
  Skills and Feats:  Bluff +9, Concentration +4, 
  Diplomacy +11, Gather Information +9, Heal +6, Hide 
  +2, Innuendo +9, Knowledge (local) +4, Sense Motive 
  +7, Spot +5, Tumble +3; Combat Casting, Improved 
  Initiative, Iron Will. 
   
  Possessions:  buckler, rapier, studded leather, 
  potion of blur, +1 ring of protection, pouch with 10 
  platinum gulls. 
   
   Cleric Spells: (4/3+1; base DC = 14 + spell level): 0- 
  detect magic, detect poison, guidance, virtue; 1
  st- bane, 
  cause fear, change self*, divine favour.  
   
  *Domain 
  Spell:  
  Domains: 
  Trickery 
  (Bluff, 
  Disguise and Hide are class skills.) Knowledge (All 
  knowledge skills are class skills. You cast divinations at 
  +1 caster level.) 
   
  Pyrtura 
   
  25
  
  APL 4 
  ENCOUNTER 3: THE LAND HOUSE 
  Protestor, male human Com1: CR 1/2; Medium 
  Humanoid; HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30 
  ft.; AC 11 (flat-footed 10, touch 11); Atks +1 ranged 
  (1d4 x2, sling); AL Varies but mainly CN; SV: Fort +1, 
  Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 9, Wis 10, 
  Cha 
  11. 
    
  Skills and Feats:  Handle Animal +1, Listen +2, 
  Profession (varies) +3, Spot +3, Swim +3, Use Rope +4; 
  Alertness, 
  Skill 
  Focus 
  (Profession 
  (varies))  
    
  Equipment: Sling, 20 sling bullets. 
   
  ENCOUNTER 4: THE LONG NIGHT AT 
  LAND HOUSE 
  Orwyrd, male human Rog4: CR 4; Medium 
  Humanoid; HD 4d6+4; hp 22; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 20 (flat-footed 20, 
  touch 17); Atks: +5 melee (1d6+2 [19-20/x2] and poison 
  [Large Scorpion Venom: Fort save [DC 18]; 1d6 
  Str/1d6 Str], short sword); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge Dex bonus to AC); AL CE; SV 
  Fort +2, Ref +7, Will +1; Str 14, Dex 16, Con 12, Int 14, 
  Wis 10, Cha 13. 
    
  Skills and Feats:  Balance +10, Bluff +6, Climb +9, 
  Disguise +6, Hide +9, Jump +3, Listen +3, Move 
  Silently +6, Read Lips +4, Search +5, Sense Motive +2, 
  Spot +2, Tumble +5, Use Rope +5; Chink in the 
  Armour, Expertise, Improved Initiative. 
    
  Possessions: Masterwork studded leather, garrotte 
  (locking), potion of invisibility, potion of spider climb, 
  short sword (poisoned – large scorpion venom). 
   
  Spells: Orwyrd has had mage armour cast upon 
  him by a 4
  th level wizard upon leaving to do Teral’s 
  bidding. The spell currently has 2 hours remaining to 
  run its course. 
   
  ENCOUNTER 9: THE WAREHOUSE 
  Eorwin and Geofric, male human Com2 (2): CR 1; 
  Medium-size Humanoid (5 ft. 5 in. tall); HD 2d4; hp 6; 
  Init +1 (+1 Dex); Spd 30 ft.; AC 14 [flat-footed 13, touch 
  11]; Atks +4 melee (1d8+3 [19-20x2], longsword); AL N; 
  SV Fort +0, Ref +1, Will +1. Str 16, Dex 13, Con 10, Int 
  12, Wis 12, Cha 12. 
   
  Skills and Feats: Listen +5, Handle Animal +5, 
  Spot +5. Armour Proficiency (light), Dodge. 
   
  Possessions: Studded leather, longsword, potion of 
  bull strength. 
   
  Veridik, male human Rog1/Sor2: CR 3; Medium 
  Humanoid; HD 1d6+2d4; hp 13; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 [flatfooted 13, 
  touch 13]; Atks +2 melee (1d6+2 [18-20], rapier); AL 
  NE; SV Fort +0, Ref +5, Will +3; Str 14, Dex 17, Con 12, 
  Int 14, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +9, Concentration +7, 
  Gather Information +5, Hide +8, Intimidate +6, Listen 
  +4, Move Silently +8, Search +6, Sense Motive +4, Spot 
  +4; Combat Casting, Dodge, Improved Initiative. 
   
  Spells Known (6/4; base DC = 13 + spell level): 0- 
  daze, flare, ray of frost, mage hand, read magic; 1
  st- 
  charm person, sleep. 
   
  Possessions: Rapier, studded leather, Kekarav 
  Madi’s plans, Veridik’s Ring. 
   
  Rat Familiar: CR 1/8; Tiny Animal; HD 1/4d8 
  (Animal); hp 9; Init +2; Spd 30 ft., Climb 15 ft.; AC 17 
  (flat-footed 14, touch 14; Atks +6 melee (1d3-3, bite); 
  Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; SQ Scent, grants +2 
  Fort saves, Alertness, improved evasion, share spells, 
  empathic link, touch; AL N; SV Fort +2, Ref +5, Will 
  +5; Str 5, Dex 15, Con 10, Int 7, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +10, Climb +12, Hide 
  +17, Move Silently +9; Weapon Finesse (bite). 
   
  ENCOUNTER 11: THE SACRIFICE 
  Daxand, male human Rog1/Clr4 (Syrul): CR 5; 
  Medium-size humanoid; HD 1d6+4d8; hp 27; Init +7 
  (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 18 (flat-
  footed 15, touch 14); Atks +4 melee (1d6+1 [18-20/x2], 
  +1 rapier); SA Sneak attack +1d6, rebuke undead 6/day; 
  AL NE; SV Fort +4, Ref +6, Will +10; Str 11, Dex 16, 
  Con 10, Int 16, Wis 18, Cha 16. 
   
  Skills and Feats:  Bluff +9, Concentration +8, 
  Diplomacy +11, Gather Information +9, Heal +6, Hide 
  +3, Innuendo +9, Knowledge (local) +4, Sense Motive 
  +7, Spellcraft +5, Spot +5, Tumble +2; Combat Casting, 
  Improved Initiative, Iron Will. 
       Spells: (5/4+1/3+1; base DC = 14 + spell level) 0- cure 
  minor wounds, detect magic, detect poison, guidance, 
  virtue 1
  st- bane, cause fear, change self*, command, 
  divine favour; 2
  nd- aid, bull's strength, hold person, 
  invisibility*.  
   
  *Domain Spell: Domains: Trickery (Bluff, Disguise 
  and Hide are class skills.) Knowledge (All knowledge 
  skills are class skills. You cast divinations at +1 caster 
  level.) 
   
  Possessions: Buckler, +1 studded leather, +1 rapier,
  +1 ring of protection, pouch with 10 platinum gulls. 
   
   
  Pyrtura 
   
  26
  
  APL 6 
  ENCOUNTER 3: THE LAND HOUSE 
  Protestor, male human Com1: CR 1/2; Medium 
  Humanoid; HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30 
  ft.; AC 11 (flat-footed 10, touch 11); Atks +1 ranged 
  (1d4 x2, sling); AL Varies but mainly CN; SV Fort +1, 
  Ref +1, Will +0; Str 13, Dex 12, Con 12, Int 9, Wis 10, 
  Cha 11. 
    
  Skills and Feats:  Handle Animal +1, Listen +2, 
  Profession (varies) +3, Spot +3, Swim +3, Use Rope +4; 
  Alertness, 
  Skill 
  Focus 
  (Profession 
  (varies))  
    
  Possessions: Sling, 20 sling bullets. 
   
  ENCOUNTER 4: THE LONG NIGHT AT 
  LAND HOUSE 
  Orwyrd, male human Rog5/Asn1: CR 6; Medium 
  Humanoid; HD 5d6+1d6+6; hp 36; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 21 (flat-footed 21, 
  touch 17); Atks: +5 melee (1d8+2 [18-20/x2], garrotte 
  (locking)) or +6 melee (1d6+2 [19-20/x2] and poison 
  [Wyvern Poison: Fort save [DC 17]; 2d6 Con/2d6 Con], 
  short sword); SA Sneak attack +4d6, death attack, 
  poison use, SQ Evasion, uncanny dodge (Dex bonus to 
  AC), uncanny dodge (can't be flanked); AL CE; SV Fort 
  +3, Ref +10, Will +2; Str 14, Dex 16, Con 12, Int 14, Wis 
  10, Cha 13. 
    
  Skills and Feats:  Balance +10, Bluff +8, Climb +9, 
  Decipher Script +5, Disguise +9, Hide +10, Jump +3, 
  Listen +3, Move Silently +10, Read Lips +4, Search +5, 
  Sense Motive +2, Spot +2, Tumble +6, Use Magic 
  Device +4, Use Rope +5; Chink in the Armour, Exotic 
  Weapon Proficiency (garrotte), Expertise, Improved 
  Initiative, Weapon Finesse (short sword). 
    
  Possessions: Garrotte 
  (locking), 
  +1 
  studded 
  leather, potion of invisibility, potion of spider climb, 
  short 
  sword 
  (poisoned 
  – 
  wyvern 
  poison). 
   
  Spells: (1; base DC = 12 + spell level): 1
  st- obscuring
  mist. 
   
   
  Pre-cast Spells: Orwyrd has had mage armour cast 
  upon him by a 4
  th level wizard upon leaving to do 
  Teral’s bidding. The spell currently has 2 hours 
  remaining to run its course. 
   
  ENCOUNTER 9: THE WAREHOUSE 
  Dithro and Jerec, male human Rog2 (2): CR 2; 
  Medium-size Humanoid (5 ft. 10 in. tall); HD 2d6; hp 9; 
  Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 
  16 [flat-footed 13, touch 13]; Atks +3 melee (1d6+2 [18-
  20/x2], rapier); SA Sneak attack +1d6 damage, SQ 
  Evasion; AL CN; SV Fort +0, Ref +6, Will +1. Str 14, 
  Dex 16, Con 10, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Disable Device +8, Hide +7, 
  Listen +7, Move Silently +7, Open Lock +9, Pick Pocket 
  +7, Search +6, Spot +7; Alertness, Improved Initiative. 
   
  Possessions: Rapier, studded leather, potion of 
  bull’s strength.  
   
  Eorwin and Geofric, male human Com2 (2): CR 1; 
  Medium-size Humanoid (5 ft. 5 in. tall); HD 2d4; hp 6; 
  Init +1 (+1 Dex); Spd 30 ft.; AC 14 [flat-footed 13, touch 
  11]; Atks +4 melee (1d8+3 [19-20x2], longsword); AL N; 
  SV Fort +0, Ref +1, Will +1. Str 16, Dex 13, Con 10, Int 
  12, Wis 12, Cha 12. 
   
  Skills and Feats: Listen +5, Handle Animal +5, 
  Spot +5. Armour Proficiency (light), Dodge. 
   
  Possessions: Studded leather, longsword, potion of 
  bull strength. 
   
  Veridik, male human Rog1/Sor2: CR 3; Medium 
  Humanoid; HD 1d6+2d4; hp 13; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 16 [flatfooted 13, 
  touch 13]; Atks +2 melee (1d6+2 [18-20], rapier); AL 
  NE; SV Fort +0, Ref +5, Will +3; Str 14, Dex 17, Con 12, 
  Int 14, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +9, Concentration +7, 
  Gather Information +5, Hide +8, Intimidate +6, Listen 
  +4, Move Silently +8, Search +6, Sense Motive +4, Spot 
  +4; Combat Casting, Dodge, Improved Initiative. 
   
  Spells Known (6/4; base DC = 13 + spell level): 0- 
  daze, flare, ray of frost, mage hand, read magic; 1
  st- 
  charm person, sleep. 
   
  Possessions: Rapier, studded leather, Kekarav 
  Madi’s plans, Veridik’s Ring. 
   
  Rat Familiar: CR 1/8; Tiny Animal; HD 1/4d8 
  (Animal); hp 9; Init +2; Spd 30 ft., Climb 15 ft.; AC 17 
  (flat-footed 14, touch 14; Atks +6 melee (1d3-3, bite); 
  Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; SQ Scent, grants +2 
  Fort saves, Alertness, improved evasion, share spells, 
  empathic link, touch; AL N; SV Fort +2, Ref +5, Will 
  +5; Str 5, Dex 15, Con 10, Int 7, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +10, Climb +12, Hide 
  +17, Move Silently +9; Weapon Finesse (bite). 
   
  ENCOUNTER 11: THE SACRIFICE 
  Daxand, male human Rog1/Clr6 (Syrul): CR 7; 
  Medium-size humanoid; HD 1d6+6d8; hp 39; Init +7 
  (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (flat-
  footed 16, touch 14), Atks +8 melee (1d6+1 [18-20x2], 
  +1 rapier); SA: Sneak attack +1d6, rebuke undead 
  6/day; AL NE; SV Fort +5, Ref +7, Will +11; Str 11, Dex 
  16, Con 10, Int 16, Wis 18, Cha 16 
   
  Skills and Feats:  Bluff +9, Concentration +11, 
  Diplomacy +11, Gather Information +9, Heal +6, Hide 
  Pyrtura 
   
  27
  
  +3, Innuendo +8, Knowledge (local) +4, Sense Motive 
  +7, Spellcraft +8, Spot +5, Tumble +2; Combat Casting, 
  Improved Initiative, Iron Will, Weapon Finesse 
  (Rapier). 
   
  Possessions:   buckler, mithral shirt, +1 rapier, +1 
  ring of protection, pouch with 10 platinum gulls. 
   
  Spells: (5/4+1/4+1/3+1; base DC = 14 + spell level): 
  0- cure m nor wounds, detect magic, detect poison, 
  guidance, virtue; 1
  i
  st- bane, cause fear, change self*, 
  command, divine favour; 2
  nd- aid, bull's strength, hold 
  person (2), invisibility*; 3
  rd- blindness/deafness, deeper 
  darkness, magic circle against good, nondetection*. 
   
  *Domain 
  Spell:  
  Domains: 
  Trickery 
  (Bluff, 
  Disguise and Hide are class skills.) Knowledge (All 
  knowledge skills are class skills. You cast divinations at 
  +1 caster level.) 
  APL 8 
  ENCOUNTER 4: THE LONG NIGHT AT 
  LAND HOUSE 
  Orwyrd, male human Rog5/Asn3: CR 8; Medium 
  Humanoid; HD 5d6+3d6+8; hp 48; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 20 (flat-footed 21, 
  touch 18); Atks: +7 melee (1d8+2 [18-20/x2], garrotte 
  (locking)) or +9 melee (1d6+3 [19-20/x2] and poison 
  [Black Lotus Extract Poison: Fort save [DC 20]; 3d6 
  Con/3d6 Con], +1 short sword); SA Sneak attack +5d6, 
  death attack, poison use; SQ Evasion, +1 save vs. 
  poison, uncanny dodge (Dex bonus to AC), uncanny 
  dodge (can't be flanked); AL CE; SV Fort +3, Ref +10, 
  Will +2; Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 14. 
    
  Skills and Feats:  Balance +14, Bluff +12, Climb 
  +11, Decipher Script +4, Disguise +9, Hide +10, Jump 
  +3, Listen +5, Move Silently +10, Read Lips +4, Search 
  +5, Sense Motive +2, Spot +2, Tumble +6, Use Rope +5; 
  Armour Proficiency (light), Chink in the Armour, 
  Exotic Weapon Proficiency, Expertise, Improved 
  Initiative, Martial Weapon Proficiency, Weapon 
  Finesse (short sword). 
    
  Possessions: Cloak of resistance +1, garrotte 
  (locking, poisoned with black lotus extract), +1 studded 
  leather, potion of invisibility, potion of spider climb, +1 
  short sword (poisoned with black lotus extract) 
    
  Spells: (2/1; base DC = 12 + spell level) 1
  st- ghost 
  sound, obscuring mist; 2
  nd- alter self.  
   
  Pre-cast Spells: Orwyrd has had mage armour cast 
  upon him by a 4
  th level wizard upon leaving to do 
  Teral’s bidding. The spell currently has 2 hours 
  remaining to run its course. 
   
  ENCOUNTER 9: THE WAREHOUSE 
  Dithro and Jherec, male human Rog4 (2): CR 4; 
  Medium-size Humanoid (5 ft. 10 in. tall); HD 4d6; hp 
  15; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; 
  AC 16 (+3 Dex, +3 studded leather); Atks +3 melee (1d6 
  [18-20x2], rapier); SQ Sneak attack +2d6 damage; AL 
  CN; SV Fort +1, Ref +7, Will +2. Str 14, Dex 17, Con 10, 
  Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +5, Disable Device +11; 
  Hide +7, Listen +7, Move Silently +7, Open Locks +11, 
  Pick Pockets +7, Search +6, Sense Motive +5, Spot +7. 
  Alertness, Combat Reflexes, Improved Initiative. 
   
  Possessions: rapier, studded leather, potion of 
  bull’s strength. 
   
  Eowrin and Geofric, male human Com4 (2): CR 3; 
  Medium-size Humanoid (5 ft. 5 in. tall); HD 4d4+3; hp 
  14; Init +1 (+1 Dex); Spd 30 ft.; AC 14 [flat-footed 13, 
  touch 11]; Atks +5 melee (1d6, light mace); AL N; SV 
  Fort +1, Ref +2, Will +2. Str 16, Dex 13, Con 10, Int 12, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Handle Animal +5, Listen +5, 
  Spot +5, Swim +5; Armour Proficiency (light), Dodge, 
  Toughness. 
   
  Possessions: Studded leather, longsword, potion of 
  bull strength. 
   
  Veridik, male human Rog3/Sor4: CR 7; Medium-size 
  humanoid; HD 3d6+4d4; hp 25; Init +4; Spd 30 ft.; AC 
  17 [flat-footed 13, touch 14]; Atks +8 melee (1d6+2 [18-
  20/x2], rapier); AL NE; SV Fort +2, Ref +8, Will +5; Str 
  14, Dex 18, Con 11, Int 12, Wis 10, Cha 16. 
  Skills and Feats: Balance +9, Bluff +7, Climb +6, 
  Concentration +11, Hide +9, Listen +6, Move Silently 
  +9, Pick Pocket +9, Search +5, Sense Motive +6 
  Spellcraft +8, Tumble +10; Combat Casting, Dodge, 
  Silent Spell, Weapon Finesse (rapier). 
  Spells Known (6/7/4; base DC = 13 + spell level): 
  0- dancing lights, daze, ghost sound, light, mage hand, 
  prestidigitation; 1
  st- charm person, magic missile, sleep; 
  2
  nd- melf's acid arrow. 
  Possessions: Rapier, studded leather, Kekarav 
  Madi’s plans Veridik’s Ring. 
   
  Rat Familiar: None Animal, Rat: CR 1/8;Tiny Animal; 
  HD 1/4d8 (Animal); hp 12; Init +2 (+2 Dex); Spd 30 ft., 
  Climb 15 ft.; AC 17 (flat-footed 15, touch 14; Atks +3 
  melee (1d3-3, bite); Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; 
  SQ Scent, grants +2 Fort saves, Alertness, improved 
  evasion, share spells, empathic link, touch; AL N; SV 
  Fort +2, Ref +6, Will +6; Str 5, Dex 15, Con 10, Int 7, 
  Wis 12, Cha 2. 
   
  Skills and Feats: Balance +10, Climb +12, Hide 
  +17, Move Silently +9; Weapon Finesse (bite). 
   
  Pyrtura 
   
  28
  
  ENCOUNTER 11: THE SACRIFICE 
  Daxand, male human Rog1/Clr8 (Syrul): CR 9; 
  Medium-size humanoid; HD 1d6+8d8; hp 52; Init +7 
  (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (flat-
  footed 16, touch 14), Atks +11/+6 melee (1d6+2 [18-
  20x2], rapier); SA Sneak attack +1d6 damage, rebuke 
  undead 6/day; AL NE; SV Fort +6, Ref +7, Will +12; Str 
  12, Dex 16, Con 10, Int 16, Wis 18, Cha 16 
   
  Skills 
  and 
  Feats:  
  Bluff 
  +9, 
  Climb 
  +1, 
  Concentration 
  +14, 
  Diplomacy 
  +11, 
  Gather 
  Information +9, Heal +6, Hide +3, Innuendo +9, 
  Knowledge (local) +4, Sense Motive +7, Spellcraft +11, 
  Spot +5, Tumble +2; Combat Casting, Improved 
  Initiative, Iron Will, Weapon Finesse (rapier), Weapon 
  Focus (rapier). 
   
  *Domain 
  Spell:  
  Domains: 
  Trickery 
  (Bluff, 
  Disguise and Hide are class skills.) Knowledge (All 
  knowledge skills are class skills. You cast divinations at 
  +1 caster level.) 
   
  Spells:(6/5+1/4+1/4+1/3+1; base DC 14 + spell 
  level): 0- cure m nor wounds, detect magic, detect 
  poison, guidance, virtue; 1
  i
  st- bane, cause fear, change 
  self*, command, divine favour; 2
  nd- aid, bull's strength, 
  hold person (2), invisibility*; 3
  rd- blindness/deafness, 
  deeper darkness, magic circle against good*; 4
  th- 
  confusion*, inflict critical wounds, poison. 
   
  Possessions:   Buckler, mithral shirt, +1 rapier, +1 
  ring of protection, pouch with 10 platinum gulls. 
  Pyrtura 
   
  29
  
  APPENDIX 2: NEW RULES 
   
  NEW FEATS 
  Zen Archery [General] (Sword and Fist) 
  Your intuition guides your hand when you use a 
  ranged weapon. 
   
  Prerequisites: Base attack bonus +3, Wis 13+ 
   
  Benefit: The character can use his Wisdom 
  modifier instead of his Dexterity modifier when 
  making a ranged attack at a target within 30 feet. 
   
  Chink in the Armour [General] (Song and 
  Silence) 
  You are an expert at slipping a weapon between armor 
  plates or into seams. 
   
  Prerequisites: Expertise. 
   
  Benefit: If you take a standard action to study an 
  opponent, you can ignore half of his or her armor 
  bonus (rounded down) during your next single attack. 
  Only bonuses from actual armor (including natural 
  armor) 
  are 
  halved, 
  not 
  those 
  from 
  shields, 
  enhancement bonuses to armor, or magic items that 
  provide an armor bonus. 
   
  NEW EQUIPMENT FROM SONG AND 
  SILENCE, PAGE 52. 
  Garrote, Locking: This nasty variant of the wire 
  garrote comes with a pair of metal grips, each of which 
  contains one portion of a locking mechanism. Once 
  the garrote has begun to deal damage after a garrote 
  attack, the attacker can link the two ends and twist the 
  grips into their locked position. This maintains 
  strangling pressure on the victim even after the 
  attacker lets go. The victim continues to make grapple 
  checks (each one opposed by the last attack roll the 
  attacker made) until freed or unconscious. 
  The DC for the Disable Device check to free a 
  victim from a locked garrote is 10 if the character 
  attempting the task has Exotic Weapon Proficiency 
  (locking garrote), or 25 otherwise. If someone other 
  than the victim makes the attempt, a -5 circumstance 
  penalty applies to the check unless the victim is held, 
  unconscious, or otherwise kept from moving. A 
  character attempting to remove a locking garrote from 
  his or her own neck suffers the same penalty on the 
  Disable Device check, this time for working blind. 
  Naturally, it's impossible for any character to take 10 or 
  take 20 on this check unless the victim trapped in the 
  device is already dead. Smashing the locking garrote 
  leaves it frozen in the locked position. 
   
  Cost: 100 gp; Damage: 1d8*; Critical Range: 18-20; 
  Weight: 3lb; Type: Slashing; Hardness: 7; Hit Points: 4; 
  *Damage is per round of successful grappling. 
   
   
   
  THE ORDER OF THE BOW 
  INITIATE  
  (PATH OF THE WING) 
  From Sword and Fist, page 32 
  Tarnedas' Creed: 
   
  So speaks the Far Reacher, Master of Birds, Phaulkon:  
   
  The time of Great Trial is approaching; a Great 
  Darkness is stirring once more from beyond memory. 
  The stones of this land echo with the voices of many 
  peoples who have lived here down the ages. Some of 
  those voices are best forgotten. Those Who Are Called 
  must to take up the burden of defending the light, 
  protecting the good of the future from the evils of the 
  past. 
   
  Path of the Wing:  
  Led by Kavrhos, previously a rogue in the service of the 
  Brotherhood, the path of the Wing aims at excellence 
  in the art of archery. They fuse both mental discipline 
  with physical strength and agility to produce 
  outstanding marksmen capable of extraordinary feats. 
   
  Hit Die: d10.  
   
  REQUIREMENTS 
  To qualify as an initiate, a character must fulfill all the 
  following criteria:  
   
  Base Attack Bonus: +5.  
  Knowledge (religion): 2 ranks.  
  Proficiency: Longbow or shortbow or composite 
  longbow or composite shortbow.  
  Feats: Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow or shortbow or the composite 
  version of either, Weapon Specialization (longbow or 
  shortbow or the composite version of either).  
   
  Pyrtura 
   
  30
  
  Level 
  Attac
  k 
  Bonus 
  Fort. 
  Save 
  Ref. 
  Save 
  Will 
  Save 
  Special 
  1 
  +1 
  +0 
  +2 
  +2 
  Ranged Sneak 
  Attack +1d6 
  2 
  +2 
  +0 
  +3 
  +3 
  Close Combat Shot
  3 
  +3 
  +1 
  +3 
  +3 
  Ranged Sneak 
  Attack +2d6 
  4 
  +4 
  +1 
  +4 
  +4 
  Superior Weapon 
  Focus 
  5 
  +5 
  +1 
  +4 
  +4 
  Ranged Sneak 
  Attack +3d6 
  6 
  +6 
  +2 
  +5 
  +5 
  Free Attack, Zen 
  Archery 
  7 
  +7 
  +2 
  +5 
  +5 
  Superior Weapon 
  Specialization 
  8 
  +8 
  +2 
  +6 
  +6 
  Ranged Sneak 
  Attack +4d6 
  9 
  +9 
  +3 
  +6 
  +6 
  Banked Shot 
  10 
  +10 
  +3 
  +7 
  +7 Ranged Sneak 
  Attack +5d6 
   
   
  CLASS SKILLS 
  The Order of the Bow's class skills (and the key ability 
  for each skill) are: Craft (bowmaking) (Int), Knowledge 
  (religion) (Int), Ride (Dex), Spot (Wis), and Swim (Str). 
  See Chapter 4: Skills in the Player's Handbook for skill 
  descriptions.  
   
  Skill Points at Each Level: 2 + Int modifier.  
   
  CLASS FEATURES 
  Weapon and Armour Proficiency: Characters who 
  take a level of initiate gain no special proficiency with 
  armour, shields, or weapons.  
  Ranged Sneak Attack: Any time the initiate's target 
  would be denied his Dexterity bonus to AC (regardless 
  of whether he has a Dexterity bonus), the initiate's 
  ranged sneak attack deals extra damage. The extra 
  damage is +1d6 at 1st level, and +1d6 every two levels 
  after that. Ranged attacks only count as sneak attacks if 
  the target is within 30 feet. The initiate cannot strike 
  with such deadly accuracy beyond that range. In every 
  other way, treat this ability as a rogue's sneak attack. If 
  the character has the sneak attack ability as a rogue, the 
  bonuses stack.  
   
  Close Combat Shot: At 2nd level, the initiate can 
  attack with a ranged weapon in a threatened area and 
  not provoke an attack or opportunity.  
   
  Superior Weapon Focus: Stacking with any existing 
  Weapon Focus bonus, this adds an additional +1 to all 
  attack rolls with the initiate's bow  
   
  Free Attack: Once per round, whenever an ally within 
  line of sight gains an attack of opportunity upon a foe, 
  the initiate can make one ranged attack against the 
  same foe, at his highest attack bonus as a free action.  
   
  Zen Archery: You gain this feat for free (see page 10). 
  If the character already has this feat, then the Wisdom 
  modifier stacks with the Dexterity modifier for ranged 
  attacks.  
   
  Superior Weapon Specialization: This stacks with 
  any existing weapon specialization bonus, and adds an 
  additional +2 to all damage rolls made with a longbow 
  or shortbow.  
   
  Banked Shot (Ex): This extraordinary ability allows 
  the initiate to fire an arrow at a target within 20 feet of 
  a wall (but not adjacent to the wall) and treat the target 
  as if flat-footed for purposes of AC and damage 
  inflicted. This is a full-round action, since it is 
  extremely difficult.  
  Pyrtura 
   
  31
  
  APPENDIX 3: SORNHILL AT A GLANCE (593 CY) 
   
  Sornhill (Small Town): Conventional; AL LN/LG; 800 gp limit; 
  Assets 85,360 gp; Population 2134; Mixed (2016 humans, 57 dwur, 
  32 noniz, 11 half-olves, 9 olves, 5 hobniz, 4 half-euroz). 
   
  Authority Figures: Hazaraz Skullsplitter, human male 
  (Commander of Rebel forces in the area); Saielma Relaster, 
  female human (ruler of the Storm Coast); Carthen Relaster, male 
  human (Sea Eagle of Sornhill). 
   
  Important Figures: Cathera of Ogberg, female human 
  (priestess of Pholtus); Ceriam Grathenn, male human (priest of 
  Zilchus); Dreyan Manasar, male human (priest of Osprem); 
  Ement Naersaul, male human (Captain of The Peryton); Erian 
  Tournavil, male human (spellcaster for hire); Gershimon Iilinski, 
  male human (blind shipwright); Heramell Senned, male human 
  (priest of Trithereon); Iseln Guiral, male human (Stormseeker and 
  priest of Procan), Jelal Mullenden, female human (priestess of 
  Mayaheine); Jarwar Highflame, female human (priest of Joramy); 
  Jornal Surearm, male human (gem and jewellery merchant); Kiral 
  Kackrov, male human (Evoker); Maren Vidkho, male human 
  (disgraced priest of Xerbo); Niara Telk, female human (Diviner); 
  Onrulf the “Smith Prince”, male dwur (skilled weaponsmith); 
  Patriis Monir, human male (shipwright); Randolf of Sornhill, 
  male human (merchant); Tahllean Baeltas, female half-elf (multi-
  talented individual and member of the Breakers); Uthather Kais, 
  male half-elf (powerful Evoker and member of the Breakers); 
  Velder Hanreth, male human (priest of Procan). 
   
  Named after a local landmark, the origins of which are all but lost 
  in the mists of antiquity, Sornhill is currently the capital of the 
  Storm Coast and the seat of the Relaster ducal family. Occupied by 
  the Brotherhood since 584 CY Sornhill was only liberated in 590 
  CY. 
   
  As soon as the town was recaptured by the rebels family 
  Relaster moved to reassert their dominance of the area. Saielma 
  Relaster, eldest-surviving Relaster, returned to Stormhaven and 
  began the task of rebuilding her shattered holdings. She is ably 
  assisted in this task by Hazaraz "The Skullsplitter" the Captain of 
  her father’s personal guard and, outside the walls of the 
  Stormhaven, a company she sponsored to the chargrin of 
  conservative nobles. The court of Stormhaven was racked with 
  further scandal when in 592 CY it was discovered Sailema was 
  pregnant. She gave birth to a daughter, Veryanna. Rakes whisper 
  that as well as being the de facto Lord of Sornhill it was Hazeraz 
  who conceived Sailema’s daughter, not the szek. The substance of 
  these rumours is unknown. 
   
  Rebel forces within the town include 3 score marines and 
  almost 400 men at arms. A militia numbering roughly 250, many 
  of which are on duty at any given time, backs up the regular forces. 
  The Order of the Sea and Star gather at Darkbane. Once a lone 
  tower, this is girthed with a solid stone wall thanks to selfless 
  patriots who worked tirelessly in 591 CY.  
   
  Most inhabitants of Sornhill own at least one weapon. 
  Without exception they all hate the Brotherhood. Equipment and 
  manpower shortages are common here although morale is high 
  and the troops are well led.  
   
  Hazaraz can also call upon 3 warships – The Fearless (a galley) 
  and The Tempest and The Gallant, both of which are caravels. 
  Fearless is normally stationed within Notxia Bay, lending support 
  to the defenders of Osprem’s Light. Tempest and Gallant patrol up 
  and down the coast, discouraging Brotherhood vessels from 
  coming to close to the town. 
   
  Fishing is an important industry to the folk of Sornhill. Many 
  hardy souls still fish the Notxia, although they now avoid that 
  portion of the bay which laps at the feet of the Volanots. Fields, 
  orchards and plantations surrounded the town but many of these 
  were either destroyed in the fighting or deliberately burnt by 
  retreating Brotherhood forces. 
   
  Sornhill itself is split into 3 distinct districts - High Town, 
  Harbour Town and Haven Town.  
   
  High Town: In days past if you could afford it you lived in 
  High Town. Built on a long, low hill that rises out of the Notxia it 
  is not as cramped as Harbour Town and its inhabitants enjoyed a 
  better standard of living. The Pholtite Chapel of the Blinding Light 
  stands in High Town. In days past it doubled as the lawcourts and 
  it is known that Cathera yearns for the day when it will serve as 
  such again. Onrulf also has his shop here, catering to those with 
  sufficient coin. 
  Harbour Town: In many ways Harbour Town is the centre of 
  Sornhill as most of the trade carried out in the town passes 
  through this ward at one point or another. The Briny Halls stand 
  here – a large indoor market devoted to the buying and selling of 
  fish and other consumables - as do many of the temples popular 
  with the populace.  
   
  The devout can find the Vault of the Sea here (previously 
  devoted to Xerbo, but now dedicated to Mayaheine), as well as the 
  Stormspire (Procan), the Halls of the Shining Coin (Zilchus), The 
  Hall of the Pursuer (Trithereon) and the Chapel of Fortune 
  (Norebo).  Harbour Town was also home to a small splinter sect of 
  Procan. Known as the Stormseekers they are led by Iseln Guiral 
  and believe that their god manifests himself in the midst of storms 
  and tempests. As a result of their desire to worship as close to their 
  deity as possible membership of this group is small. 
    
  Prior to the invasion Sornhill was a centre of shipbuilding on 
  the Dragonshead but Brotherhood forces destroyed the 3 
  shipyards here before fleeing the town. Two of the yards, Patriis 
  Monir’s and Gershimon Iilinski’s are now operational although 
  Harnshir Jarome’s is beyond repair – being little more than 
  mounds of tumbled stone and charred wood. 
   
  Haven Town: The most cramped and squalid portion of 
  Sornhill, Haven Town was home to many who could afford to 
  dwell nowhere else. Here the streets are narrow and windy with 
  many buildings packed close together. Open spaces here are rare, 
  although there is a series of wells for the use of the inhabitants. 
   
  LOCATIONS OUTSIDE SORNHILL 
  Osprem’s Light: Originally built by the Suel, Osprem’s Light has 
  guided sailors safely into port for centuries. Located across the bay 
  from the town it commands the approaches to Sornhill proper. 
  Currently Osprem’s Light is the focus of much of the skirmishing 
  being carried out in the area. Military strategy dictates that he who 
  Pyrtura 
   
  32
  
  controls the temple controls access to Sornhill. Recent hochebi 
  assaults have come close to capturing the installation, the largest of 
  these were repelled due to attack plans falling into rebel hands. 
   
  The Hanging Gardens: Just outside the walls of Sornhill can 
  be a found a small copse of trees known as the Hanging Gardens. 
  It is here that criminals and brigands were sentenced to death for 
  their crimes. Many lawbreakers have been buried here, giving rise 
  to several gruesome legends about this stand of trees. 
   
  LOCAL LORE 
  The first known settlement of any size on the site of present-day 
  Sornhill was founded by the suel after the Great Migrations. 
  Subjugating the local flan tribes they built a small bastion and 
  town, parts of which including the Red Tower and Osprem's Light 
  are still visible today. Much of the town was destroyed however 
  when the oerids swept through the region in the late 590s OR. 
  They subsequently resettled the area, repairing the shattered 
  fortifications of the town and constructing further defences. 
  Desiring further protection they threw a wall around the whole 
  town and built additional fortifications around the Red Tower, 
  which became known as Stormhaven. It was the Oerids that 
  dictated the layout of the town that still survives to this day. Prior 
  to the Wars the population of Sornhill reached the 3000 mark and 
  some building had taken place beyond the town walls. The 
  invasion of the Brotherhood dealt a sharp check to this growth 
  however and today the population is no more than 2200. 
   
  The Fall: The story of the fall of Sornhill is much the story of 
  the fall of Onnwal. Here, as elsewhere, treachery played a full part 
  in the defeat of the proud Onnwalons. Rohal Soldas, the then 
  mayor of Sornhill, admitted a small highly skilled strike force into 
  Stormhaven. In the ensuing struggle almost the entire Relaster 
  family was captured or killed. Simultaneous assaults against 
  Osprem's Light, although at first repulsed, rendered the garrison 
  unable to engage the Brotherhood fleet that sailed into Notxia Bay 
  on the morning tide. 
   
  As wave after wave of fresh Brotherhood troops clashed in 
  the streets with tired and confused defenders, Rohal committed 
  his last treachery striking the Green and Gold of Onnwal and 
  replacing it with the scarlet flag of the invaders. This last heinous 
  act arguably took the fight out of those still resisting and most 
  resistance quickly collapsed. 
   
  One man, Barrend Deshend a young marine officer, refused 
  to surrender however and fought a desperate rearguard action 
  with a small group of his fellows allowing The Tempest, packed to 
  the gunwhales with refugees and wounded, to escape to sea. 
   
  Occupation: The occupation of Sornhill was a grim affair. 
  The Kesh of the town, Kekarav Madi, was a fervent Brotherhood 
  hard-liner and the people of Sornhill suffered greatly under his 
  authority. Rohal Soldas, the infamous traitor was richly rewarded 
  by his scarlet masters and was put to work rooting out 
  troublemakers and members of the resistance. Many Onnwalons 
  were slain, and still more disappeared on vessels bound for Scant. 
  Brotherhood agents here were also able to successfully infiltrate 
  the local Wreckers cell. As a result most of the members of the cell 
  were tortured and then publicly executed. 
   
  LIBERATION: The folk of Sornhill were prostrate before 
  the Scarlet Sign until late in Patchwall 589 CY when rebel forces 
  launched a spectacular surprise attack against Osprem's Light 
  cutting the town off from Brotherhood re-supply. 
   
  Rebel Artillerists sank one Brotherhood vessel and severely 
  damaged 2 more that tried to relieve the beleaguered town during 
  a short winter siege lasting into the early days of 590 CY. In 
  Fireseek Brotherhood forces were forced by the worsening supply 
  situation to attempt a breakout from the town. Under cover of 
  diversionary hochebi assaults on outlying rebel pickets Kekarav 
  Madi's personal vessel, the Scarlet Death slipped its moorings. 
  Braving sustained (and accurate) catapult fire from Osprem's Light 
  it broke the Rebel cordon and disappeared into the night. An 
  attendant vessel, the Scarlet Rage, was not so lucky and fell foul to 
  rebel attacks.  
   
  Kekarav Madi and Rohal Soldas have both been encountered 
  alive. Rohal Soldas is now presumed dead after a vicious assault on 
  the village of Greenfalls in 592 CY. It is almost certain Kekarav 
  Madi intends to retake Sornhill now, but the forces of Baron 
  Kiernal Maldrenn, bolstered with men in service of Relaster and 
  Baryaern are on the offensive. 
   
  The hand of Reydrich Sharn penned this treatise in the year 591 
  CY and in 592 CY. It is taken from a series of travelogues, based 
  upon first and second hand observations of Onnwal, accumulated 
  by the author during his travels throughout the Dragonshead.
  Pyrtura 
   
  33
  
  MAP 1: MAP OF THE TOWN OF SORNHILL 
   
   
   
   
  Key to Map: 
   
  1. 
  Mallik’s Keghouse (Encounter 1) 
  2. 
  The Warehouse (Encounter 9) 
  3. 
  The Briny Markets 
   
  Pyrtura 
   
  34
  
  MAP 2: MAPS OF MELLIK’S KEGHOUSE 
   
   
   
  Pyrtura 
   
  35
  
  MAP 3: MAPS OF THE LAND HOUSE 
   
   
   
  Pyrtura 
   
  36
  
   
   
  Pyrtura 
   
  37
  
   
  Pyrtura 
   
  38
  
  MAP 4: MAP OF THE WAREHOUSE 
   
   
   
   
  Pyrtura 
   
  39
  
  MAP 5: MAP OF THE RED TOWER ENTRANCE 
   
   
   
   
   
   
  Pyrtura 
   
  40
  
  MAP 6: MAP OF THE SACRIFICE CHAMBER 
   
   
   
  Pyrtura 
   
  41
  
  HANDOUT: BARUND LARAMORE’S MISSIVE 
  Your Grace, 
     
  As a gift to the people of Sornhill and Longbridge in these 
  dark times I present to your shipwrights, and to His Grace’s fledgling 
  venture in the south this delivery of pitch. May it aid in the continuing 
  efforts to rebuild Sornhill, and to strengthen our new naval presence 
  within the Azure Coast, that we may prevent such dark times as we saw in 
  the summer of last year. 
     
  This delivery is the product of what I hope shall be a fruitful 
  union between the Church of Zilchus and the Loyal Church of Xerbo. It 
  was paid for by the coin of Maren Vidkho, representative of the Loyal 
  Church of Xerbo, with Merchant Dirkwall, Representative of House 
  Zelthred and Lay Person of the Church of Zilchus. 
     
  I hope this co-operation will be noted favourably in Maren’s up 
  and coming trial. The sins of the past are not easily forgotten, as I am 
  sure you know, but he is beginning to repay his debt, and without change 
  we cannot hope to grow. 
   
  Your humble servant, 
  Barund Laramore 
  First Minister to the Szek 
  High Tradepriest of the Purse of Plenty 
  Pyrtura 
   
  42
  
  CAMPAIGN CONSEQUENCES 
   
  Fill out the following and return to SKerrigan@onnwal.org.uk via email. If you do not fill these in, your run of this 
  scenario will not affect the campaign. Consequences will be accepted until the 31
  st of July, 2003. Feedback on the 
  module will always be welcome. 
   
  Did the PCs save Mallik and his patrons? 
   
  Yes  
   
   
  No 
   
   
  Didn’t Try 
   
  What was Dirkwall’s fate? 
   
  Alive 
   
  Dead 
   
  Other:   
   
   
   
   
   
  What was Orwyrd, the Assassin’s fate? 
   
  Alive 
   
  Dead 
   
  Captured 
   
  Other:   
   
   
   
   
   
  Did the PCs follow Teral Lightfinger’s instructions and frame the Wreckers in the Warehouse? 
   
  Yes  
   
   
   
  No 
   
  What was Veridik’s fate? 
   
  Alive 
   
  Dead 
   
  Captured 
   
  Other:   
   
   
   
   
   
  What was Daxand’s fate? 
   
  Alive 
   
  Dead 
   
  Captured 
   
  Other:   
   
   
   
   
   
  Pyrtura 
   
  43
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/593/Normal Scenarios/ONW3-02 - Pyrtura (APL 2-8)/ONW3-02 - Pyrtura.pdf