TEXT: PER6-05 
   
   
   
   
   
  Dark Star 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Perrenland Regional Adventure 
  Version 1.0 
  by Mark Somers 
  with contributions by James Dempsey and Patrick Williamson 
  Reviewed by Chris Tulach 
   
  Three years have passed since the Voormann elections, three years since the election hall was blown up by Kârl Hüssen 
  and his associates, and three years since Hasten Weisspeer was killed and resurrected. Since that time there have been 
  whispers about the Weisspeer pfaltzgraf, and whether he remains the good man he once was. Will you be able to get to 
  the truth of the matter? 
   
  This is a Perrenland regional adventure with a leaning towards investigation. This adventure will most likely 
  interest characters from the Weisspeer clan, or those with membership in the following meta-orgs: Rechters, the 
  Voormannsgardt, Den Masque or the Treasure Hunters. For APLs 8 to 12. 
  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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission 
  of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, 
  or events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
   
   
   
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region, please e−mail your triad point of contact (POC) at 
  baparis@ozemail.com.au; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat 
  (most 
  likely 
  dogs 
  trained for war), 
  other than those 
  brought 
  by 
  virtue of a class 
  ability (such as 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse 
  of a 
  character 
  with 
  the 
  Mounted 
  Combat feat, use 
  the sidebar chart to determine the number of levels 
  you add to the sum of step one. Add each character’s 
  animals separately. Animals with different CRs are 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Dark Star 
   
  Page 1 
  
  determined separately using the chart; then, take the 
  highest CR animal (or animals), and add 2 (drop 
  fractions). This result is the effective character level 
  for a mixed-CR group of animals. A single PC may 
  only bring four or fewer animals of this type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Perrenland.  Characters native to Perrenland pay one 
  Time Unit per round; all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Hasten, the Pfaltzgraf of the Weisspeers, has been a rock 
  for his clan, a moral anchor in increasingly troubled 
  years. But in recent times this famously ethical man has 
  been distant, removed from his clan and concerned with 
  other matters. The truth is Hasten has never quite been 
  the same since his death and subsequent resurrection in 
  conflagration of the last election. His supporters claim it 
  is only natural – his own death and that of his brother, 
  the former Voormann Karenin, are traumas that would 
  unsettle the strongest of people. 
   
  But others, even his beloved niece Hánnè, see things 
  in a darker light. For there are rumours about that Hasten 
  is not himself, really not himself. It is said in some circles 
  – never openly – that some adventurers revealed the 
  truth, that Hasten has been corrupted, turned to evil. 
  Thus, to get to the truth of the matter, Mârin Weisspeer – 
  the younger sister of Hasten and the Perrenland 
  ambassador to Greyhawk City – has been called home to 
  try to resolve the matter… 
  Adventure Summary 
  Introduction: The PCs start the game with the chance to 
  learn some rumours about the state of affairs. Depending 
  upon their clan and meta-org affiliations, they will each 
  get a free rumour, and Gather Information rolls to learn 
  further information. Then they will be called to a 
  meeting with Mârin Weisspeer, and asked to assist in the 
  investigation into Hasten’s duplicity (or lack thereof). 
  Dark Star 
   
  Page 2 
  
  Encounter One – Initial Investigations: The PCs get 
  the chance to actively ask around and build up evidence 
  for or against Hasten. The man himself will have been 
  called to a family meeting by Mârin to get him out of the 
  way. Apart from further rumours to be picked up, the PCs 
  can learn that Hasten has been spending a lot of time at 
  the Wijstoren, the ruined ancestral fortress of the clan. 
  They also can discover the location of a previously secret 
  dark temple where Hasten’s soul (along with that of 
  Gutherie Roodberg) was taken following the election 
  explosion. 
  Encounter Two – The Offer:  As their investigations 
  start stirring things up, they are approached by a 
  representative of Den Hológen (the ‘Empty Eyes’), a 
  clandestine group of assassins who have an offer of 
  assistance. 
  Encounter Three – Wijstoren: With Hasten dragged 
  away, the PCs can sneak into the old fortress of 
  Wijstoren. There they can find Hasten’s private records 
  as well as a hidden temple to Iggwilv. However they have 
  to deal with the unexpected danger presented by 
  Hasten’s apparently innocuous assistant, who is actually 
  possessed by the soul of a very nasty necromancer. They 
  can find the trapped soul of the real assistant in a gem 
  around that worthy’s neck. 
  Encounter Four – The Temple of Souls: Hidden in the 
  Clatspurs is the temple where Hasten’s soul was 
  corrupted. This dark place is protected by various traps 
  and enchantments. If the PCs can successfully broach the 
  defences they can find evidence of an ancient ritual used 
  to corrupt the souls of Hasten and Gutherie. 
  Encounter Five – Killing the Killer: The PCs must 
  hunt down and kill Einrik Krijgboot, the assassin who 
  has plagued various PCs since the end of Voormann’s 
  Daughter – Einrik has signed on with Iggwilv, and this 
  has annoyed his former colleagues. The Empty Eyes will 
  give the PCs information as to Einrik’s whereabouts as 
  well as a one-shot magic philtre to send his soul properly 
  packing. 
  Encounter Six – Reporting Evidence: An interim 
  encounter, this allows the PCs, with the various evidence 
  encounters taken care of, to present their discoveries to 
  Mârin. 
  Encounter Seven – Confrontation: If the PCs manage 
  to successfully complete one or two evidence encounters 
  then there is enough proof to force a confrontation with 
  Hasten himself, resulting in a violent rebuttal on his part 
  and a nice dirty fight to end it all. If, however, the PCs 
  completed all three evidence encounters then the results 
  are so conclusive that Hasten knows the game is up, and 
  no fight occurs. If no encounters are completed 
  successfully then Mârin has no real proof and the PCs 
  have failed. 
  Conclusion: This is the wrap-up, where the results of the 
  PCs’ endeavours bear fruit (or otherwise). If the 
  characters have done well, then Hasten will be 
  neutralised, and his soul hopefully sent to Allitur, where 
  it truly belongs. Mârin will assume the role of Pfaltzgraf 
  temporarily, until someone else from the clan can be 
  found to fill the position properly. 
  Preparation for Play 
  IMPORTANT DMs NOTE: There are a number of 
  special effects in play within the nation of Perrenland at 
  this time. These include a huge smoke cloud over the 
  Yatil Mountains, a nightmare affecting all in Perrenland, 
  lifestyle changes due to a failed harvest and many 
  Divination spells going awry at the instigation of Iuz. See 
  DM’s Aid One for details. 
   
  Since clan dynamics play a part in this adventure it is 
  important that the DM asks each player if their PC has 
  any clan allegiance and what that might be. Should there 
  be any Weisspeer PCs then determine whether they are 
  pro-Hasten, pro-Hánnè, or neutral in their view of clan 
  politics. 
   
  It may well be worthwhile for the DM to download, 
  print and read the Weisspeer clan document, which can 
  be 
  found 
  at 
  the 
  Perrenland 
  website 
  at 
  http://www.perrenland.org/download/clan_weisspeer.pdf. 
   
  It would also be helpful to be familiar with the 
  Perrenland Law document and have a copy at hand. This 
  can 
  be 
  found 
  at 
  http://www.perrenland.org/download/perrenland_law.pdf. 
   
  It is recommended that the DM have players pre-roll 
  a number of checks before starting. Ten rolls are usually 
  enough. The DM should also note each PC’s (and NPC or 
  animal companion’s) skill bonuses in Listen, Spot, Search 
  and Sense Motive. This will make any secret checks in 
  game a bit more secret. 
   
  It is further recommended that the DM suggest the 
  players nominate at least one of them to keep notes as the 
  adventure progresses, to keep track of information 
  gathered in what is ostensibly an investigation. 
   
  The DM should note that the adventure is not 
  designed to run in a linear fashion. Encounter One – 
  Initial Investigations is a hub encounter; the players may 
  follow one lead into one of the location encounters 
  (Encounters Two, Three and Four) and then come back 
  and do more investigating which may lead them off to 
  another encounter and back again. 
  Dark Star 
   
  Page 3 
  
   
  DM’s Note: Within convention play sessions tend 
  to be shorter and this results in time pressures. The DM 
  is urged to keep things moving along, as this adventure 
  can run long if the role-playing aspect of investigations 
  gets out of hand. Likewise PCs may decide to explore 
  every nook and cranny of each locale. It is recommended 
  that extraneous locations – provided to flesh out the story 
  and make things more believable – be fast-tracked. 
  Introduction 
  Richfest; a time, as the name suggests, to watch the 
  wealth from your endeavours build, in preparation for 
  the reaping of the rewards. But times are tough in 
  Perrenland this year, and what riches there are may 
  not be enough for some. Prospects look dul  for many 
  this year. Only the truly adventurous, with their 
  acceptance of the fickle fortunes of their chosen 
  lifestyle, can hope for a wealthy season. 
  l
   
   i  
  i
  So it is that you make your way to Roodenhuis n
  the heart of the Vosser clan’s territory, to answer a 
  request for assistance. You know very little about 
  what is required, except that a servant of Gréta 
  Vosser-Weisspeer, the widow of the prev ous 
  Voormann Karenin, has asked you to come to the 
  town to meet with Karenin’s sister, Mârin. 
  Play in this adventure starts with the PCs having heeded 
  the call for assistance and arriving in the town of 
  Roodenhuis. The message to each asked them to take 
  accommodation (already pre-paid) at the Groengans inn. 
  The innkeeper, Turvald, will expect them. Upon arrival 
  each PC will be assigned a small but comfortable room 
  and directed to a private meeting chamber. At this point, 
  allow the PCs to meet each other, introduce themselves 
  or catch up, and briefly swap ‘war stories’. Do not let the 
  introductions be too drawn out. 
   
  Once everyone is assembled, there are a number of 
  rumours to be given out in preparation for the adventure. 
  These rumours are found in DM’s Aid Two. Each PC 
  starts the adventure knowing one rumour, as appropriate 
  for their clan or non-human heritage, or their meta-org 
  membership. 
   
  In addition, each PC receives an additional rumour 
  for every full five ranks they have in the following skills: 
  Gather Information, Knowledge (nobility & royalty) and 
  Knowledge (local – Iuz Border States). For each full five 
  levels in the Bard character class or the Loremaster 
  prestige class, a PC gains an additional rumour. Note: A 
  PC with many ranks in all of these skills and in Bard and 
  Loremaster can accumulate quite a few rumours.  
   
  The DM should choose the rumours from the list for 
  the PCs based on their backgrounds or allegiances. If at 
  all possible, attempt to avoid doubling up on rumours, so 
  as to allow each PC to contribute something to the story. 
   
  DM’s Note: Every PC who can legitimately claim to 
  be a resident of Perrenland for some time (i.e. not just a 
  year or two) will know that Mârin Weisspeer is the 
  youngest sister of Karenin and Hasten, and that she is the 
  nation’s ambassador to Greyhawk City. 
   
  Again, allow PCs time to tell their tales, swap their 
  rumours, and start to voice theories as to what might be 
  going on. 
   
  A suggestion is no more than 15 minutes be allowed 
  for this whole first phase of the introductory encounter. 
  Meeting Mârin 
  Once the heroes are settled in and gossiping, the real 
  adventure can commence. 
   
  The door to your chamber opens and a four 
  people enter. The first in the room is a lightly 
  armoured young man who is the spitting image of the 
  infamous Kârl Hüssen, but with no cockiness in his 
  demeanour. He is followed by a well-dressed willowy 
  woman, not unattractive, with greying brown hair. 
  Another middle aged woman, short and pretty despite 
  her years, is accompanied by a lovely young woman 
  who can only be her daughter. 
   
  The slender wel dressed woman looks you all 
  over quickly, appraising you with a look that seems to 
  lead to swift judgement on her part. For a brief 
  moment it is as if your mothers had found you doing 
  something secretive and naughty. Then she gives a 
  nod, and a hint of a smile, and sits down. “Good day to 
  you all. I am Mârin Weisspeer. I appreciate your 
  coming here.”
  l-
   
   
  The woman who speaks is indeed Mârin, youngest 
  sister of Karenin and Hasten. The young man is Kûrt 
  Hüssen, younger (and nicer) brother of Kârl. The 
  younger woman is Sofia Weisspeer Hüssen, Kûrt’s wife 
  and the sister of Hánnè Weisspeer. Finally, the short 
  pretty older woman is Gréta Vosser Weisspeer, Sofia and 
  Hánnè’s mother. 
   
  Any PCs who have played the interactive event 
  Lifesavers will have previously met Mârin, Kûrt and 
  Sofia. 
  Mârin Weisspeer: Female human Brd6/Ari6. 
  Kûrt Hüssen: Male human Ftr4/Ari2. 
  Sofia Weisspeer Hüssen: Female human Ari3. 
  Dark Star 
   
  Page 4 
  
  Gréta Vosser Weisspeer: Female human Ari8. 
   
  Once the formalities and introductions have been 
  seen to, and light refreshments provided, Mârin will get 
  down to business. 
   
  Mârin should be played as a wise mother or spinster 
  aunt, one who knows all the ‘children’s’ tricks and is 
  fondly tolerant of them. She is gently stern and 
  somewhat disapproving of, dare it be said, horse play. 
  This is a time for business; games can come later (she 
  does know how to let her hair down). 
   
  Mârin will start her spiel immediately with the main 
  sucker punch – her older brother Hasten is said to have 
  been corrupted and suborned by the enemy, to serve 
  either Iuz or Iggwilv. This has become a point of more 
  than idle speculation, and it is damaging the Weisspeer 
  clan. 
   
  She will then summarise the situation further: 
  • 
  Something certainly happened to Hasten when his 
  soul was stolen by enemy agents following the 
  election debacle. [Note: Events from adventures 
  Tinderbox and Lost Souls, if PCs played them.] 
  • 
  Indications seem to point to Hasten being made into 
  a double agent. [Note: Events from adventure 
  Regicide.] 
  • 
  The soul of Gutherie Roodberg was also taken and 
  he was subsequently proven to be a traitor and slain. 
  [Note: Events from the interactive event A Nation 
  Mocked Part Two.] 
  • 
  People close to Hasten have noticed a definite 
  change in his personality. 
  • 
  It is through Hasten’s influence that Weisspeer 
  forces have played little part in battles ongoing 
  across Perrenland, ostensibly to hold the south-
  western territories. 
  • 
  Hasten has had little to do with activities 
  worshipping Allitur, which is strange since he is a 
  cleric of that god. He has claimed his duties as 
  pfaltzgraf take precedence. 
  • 
  His niece Hánnè, once a close confidant, now avoids 
  him – she says he is not himself. 
  • 
  The clan is divided, with supporters of Hasten and 
  supporters of Hánnè occasionally even coming to 
  blows. 
  • 
  Hánnè herself is assisting in matters of state 
  diplomacy, and is otherwise engaged in the service 
  of the nation. Her daughter Kareny is doing very 
  well and is a bright and happy little toddler. (Gréta 
  will explain this only if a PC specifically asks after 
  Hánnè.) 
   
  No doubt the PCs will be wondering what on Oerth 
  this has to do with them (if they’re that slow). Should 
  they ask, or wait for Mârin to continue, she’ll address that 
  point. 
   
  Mârin tells the PCs that she needs someone to get to 
  the bottom of the matter. It is her duty to resolve the 
  situation, but she needs proof one way or the other of 
  Hasten’s guilt, or lack thereof. Thus she needs a group of 
  capable investigators to get to the truth. The PCs 
  gathered in the room have been chosen to perform that 
  task. 
   
  At this point the PCs will be asked if they will help 
  in the matter. It is anticipated that some more mercenary 
  characters might ask for payment. Those who do will be 
  offered APLx100gp for their services. This, however, will 
  lose them the opportunity for later rewards (such as item 
  access etc.) 
  Treasure 
   
  APL8: 800gp per PC. 
   
  APL10: 1,000gp per PC. 
   
  APL12: 1,200gp per PC. 
   
  If the PCs accept the job, then all is well. Any PC 
  who doesn’t is out of the adventure – that’s what happens 
  when obvious plot hooks are ignored. 
   
  DM’s Note: If a PC has an obviously legitimate 
  characterisation reason for refusing the offer (eg. they’ve 
  sworn a blood oath of loyalty to Hasten) and the player is 
  not just being perverse, then allow the player to choose 
  another PC that suits the game, but half any role-playing 
  awards for that PC. Otherwise that player can pack up 
  and leave, or be a spectator. 
   
  Once the team has been recruited, Mârin will give 
  further information that may assist the PCs: 
  • 
  In the days following this meeting, Mârin will be 
  meeting with Hasten in Krestible, to discuss matters 
  pertaining to the clan and the canton. During that 
  time of perhaps a week or two, Hasten will be kept 
  busy, giving the players a window to operate without 
  too much interference. 
  • 
  Hasten has been spending a lot of time, it seems, at 
  the Wijstoren (the White Tower), the ruined 
  ancestral seat of the premier family of the Weisspeer 
  clan. He has taken the unprecedented step of barring 
  access to the site. There may be some useful 
  Dark Star 
   
  Page 5 
  
  information there, and with Hasten absent it may 
  well be possible to get in and look around. 
  • 
  Something happened between the time when 
  Hasten’s soul was taken from the ruins of the 
  election hall and when the gem holding it was 
  recovered from a barge on its way south. An Auszug 
  officer 
  called 
  Girma 
  Lerden, 
  stationed 
  in 
  Schwartzenbruin, 
  was 
  assigned 
  to 
  lead 
  an 
  investigation into this some short time after the 
  events. 
  • 
  It has never been fully established how the souls 
  were taken from Hasten and Gutherie, or by whom, 
  but someone with skills in devious arts must have 
  been working with Kârl, for none of his usual 
  cronies were so skilled. 
  At this point Mârin concludes her commentary. She 
  explains that she has told the PCs all that she feels to be 
  pertinent. She admits that there are plenty of rumours 
  and further information that she knows, but she is 
  deliberately withholding this information since some of 
  it may be false and she doesn’t want to prejudice the 
  heroes’ investigation. 
   
  What she will say is that if the PCs need to contact 
  her further to provide information or to ask for further 
  directions should problems arise, then they should work 
  with Sofia and Kûrt, who will be contactable through the 
  innkeeper of the Silver Saddle tavern in Krestible City. 
   
  There is no distinct time limit on the investigation. 
  She wants quality of information, and doesn’t want it 
  rushed, since that might see mistakes made. In short, she 
  needs good conclusive evidence that will be enough to 
  remove Hasten from office if it comes to that, or to quell 
  rumours criticising him. 
   
  Following that, Mârin will end the discussion, 
  making small talk and asking after various interests of the 
  PCs – she is a skilled diplomat, after all. 
   
  The PCs can proceed to the meat of the adventure, 
  and move to Encounter One – Initial Investigations. 
  An Aside 
  Certain groups have vested interests in what is going on. 
  At some stage the PCs’ task is going to become known, 
  and any PCs in particular organisations will receive 
  further ‘instructions’. If any PCs belong to the meta-orgs 
  listed below then choose one encounter (if a PC is in two 
  of the listed meta-orgs then choose only one) as listed 
  below for each character that has such membership: 
   
  Den Masque: The PC is contacted by a fellow 
  member, who notes that there is bound to be skeletons in 
  the Weisspeer closets that bear revelation. Whilst not 
  being asked to sabotage the investigation, the PC is urged 
  to keep an eye out for any ‘juicy gossip’. 
   
  Rechter: The PC is contacted by a fellow rechter 
  who is older and more senior. This person informs the 
  PC that the reputation of the law is at stake, and that the 
  PC’s actions and ongoing investigation has to be 
  unimpeachable. The NPC has ‘every confidence’ the PC 
  will do the right thing. 
   
  Treasure Hunters: The PC is contacted by a senior 
  member of the guild, and asked to do their task 
  efficiently, but also to keep an eye out for any extraneous 
  information that might be of use to the guild. 
   
  Voormannsgardt: The PC is contacted by a senior 
  guard and urged to keep in mind what is best for the 
  nation. The NPC notes that the Voormann himself is 
  very interested in the outcome of the investigation. 
   
  Weisspeer Clan: The PC is contacted by a family 
  member, friend or neighbour, one who is neutral in the 
  clan division. The NPC stresses how the clan is being 
  hurt by the current situation and hopes the PC can 
  quickly set things to right. 
   
  Encounter One 
  Initial Investigations 
  This encounter constitutes the heart of the adventure. It 
  is not set in any one location but rather assumes the PCs 
  will move about as they gather their evidence. The heroes 
  may well travel around the nation over a few weeks as 
  part of this adventure, though that time still constitutes 1 
  TU. (Consider this fair balance for those 1 TU games that 
  take place over a few hours.) 
   
  The details are provided in raw form, since the 
  situations in which information is discovered may vary. 
  The DM should take care, if time allows, to see that these 
  mini encounters are characterised appropriately. 
   
  Each area of investigation is listed in concise 
  sections, with appropriate skills that may be used to allow 
  the PCs to know the information, and the modifiers on 
  the table to access the given results. Otherwise the PCs 
  must rely on Gather Information checks, and details of 
  pertinent NPC types or locations and the associated 
  modifiers will be given. The PCs then either roll their 
  own skills (with noted modifiers) against the DCs given, 
  or Gather Information checks with appropriate modifiers 
  from who they are talking to, or where. 
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  Should a PC match the conditions provided for 
  various NPCs (eg. member of Weisspeer clan) then that 
  modifiers applies to their own skill checks other than 
  Gather Information. These modifiers are cumulative. 
  Location modifiers do not apply to PC skill checks. 
   
  DM’s Note: Only NPCs or Locations for topics may 
  be used as sources of information. 
   
  In addition, the PCs may also receive further 
  information from the rumours section in DM’s Aid Two 
  as the DM deems appropriate for the situation. 
   
  The information provided below is presented in as 
  logical a manner as possible, so that clues found in one 
  area will result in new areas following that section where 
  possible. 
  Hasten Weisspeer 
  Appropriate Skills: Bardic Knowledge +5; Knowledge 
  (local: Iuz Border States) +0; Knowledge (nobility & 
  royalty) +5; Knowledge (religion) -5; Profession (judge) -
  5. 
  Appropriate NPCs: Auszug (4
  th Auszugen) +0; Grafgardt 
  (Weisspeer or Voormann) +5; Hüssen Clan +5; Old Kerk 
  +5; Rechter +0; Weisspeer Clan +10. 
  Appropriate 
  Locations: 
  Krestible 
  canton 
  +5; 
  Schwartzenbruin City +0. 
  Information: 
   
  Automatic: Hasten Weisspeer is the pfaltzgraf (chief) 
  of Clan Weisspeer. 
   
  DC 10: He is a qualified rechter (judge) and an 
  ordained cleric of Allitur. 
   
  DC 15: He was killed in the election explosion and 
  raised from the dead. 
   
  DC 18: He has seemed estranged, recently, from his 
  previously favourite niece and confidant, Hánnè. 
   
  DC 20: His soul was stolen but subsequently 
  recovered prior to his raising. 
   
  DC 25: He has been too busy recently to attend to 
  his duties as a cleric, instead focussing on his political 
  duties. 
   
  DC 30: He has been spending much of his time 
  recently in the Wijstoren ruins. 
   
  DC 35: Most of the time he is assisted by his personal 
  aide, Bern Kleistad. 
   
  DC 40: There are rumours that the Voormann wants 
  Hasten removed regardless of his activities. 
  Mârin Weisspeer 
  Appropriate Skills: Bardic Knowledge +5; Knowledge 
  (local: Iuz Border States) +0; Knowledge (local: Core) +5; 
  Knowledge (nobility & royalty) +5. 
  Appropriate NPCs: Grafgardt (Weisspeer or Voormann) 
  +5; Weisspeer Clan +10. 
  Appropriate 
  Locations: 
  Krestible 
  canton 
  +5; 
  Schwartzenbruin City +0. 
  Information: 
   
  Automatic: Mârin Weisspeer, the younger sister of 
  Hasten, is the nation’s ambassador to Greyhawk City. 
   
  DC 15: She is a senior clan skâmtèguler. 
   
  DC 20: On her way back from Greyhawk there was 
  an attempt on her life. 
   
  DC 25: It is rumoured that she has a romantic link 
  with Voormann Orgus Bildgear. 
   
  DC 30: She was recently in Schwartzenbruin, 
  meeting secretly with the Voormann. 
   
  DC 35: There is speculation she and Bildgear have 
  some sort of deal involving Weisspeer clan leadership 
  and marriage. 
  Wijstoren 
  Appropriate Skills: Bardic Knowledge +0; Knowledge 
  (architecture) -5; Knowledge (history) +5; Knowledge 
  (local: Iuz Border States) +0; Knowledge (nobility & 
  royalty) -5; Knowledge (religion) -5. 
  Appropriate NPCs: Auszug (4
  th Auszugen) +0; Grafgardt 
  (Weisspeer) +5; Treasure Hunters Guild +0; Weisspeer 
  Clan +5. 
  Appropriate Locations: Krestible canton +0. 
  Information: 
   
  Automatic: Wijstoren is the ancestral seat of the Wijs 
  sept of the Weisspeer clan. 
   
  DC 10: Wijstoren is a ruined fortress, several 
  hundred years old. 
   
  DC 15: Wijstoren was ruined by Iggwilv’s forces 
  before they were thrown out of the canton a century 
  beforehand. 
   
  DC 18: The site has ritual significance to the 
  Weisspeer clan, the Wijs sept in particular, and 
  ceremonies are often performed there. 
  Dark Star 
   
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  DC 20: The annual gathering of the heads of the 
  main sub-clans has not happened because Hasten has 
  declared the site out of bounds due to some unexplained 
  mystical danger. 
   
  DC 20: The fortress is found in the mountains some 
  20 miles west of Krestible City, near the mountain 
  meadow called the Wijsgarten. 
   
  DC 25: Wijstoren lies at the top of a jagged windy 
  peak called Den Weisstand. 
   
  DC 30: Though ruined, Wijstoren has a working well 
  and is still a highly defendable location, with clear views 
  for miles around. 
   
  DC 35: A hidden path, called Jonas’ Steps, leads to 
  Wijstoren. This path provides cover from view by those 
  in the fortress, but its entry is a guarded secret. 
   
  DC 40: The location of the trail head for Jonas’ Steps 
  is in a steep gully two miles south-west of Wijstoren. (An 
  exact location is given.) 
  Bern Kleistad 
  Appropriate Skills: Bardic Knowledge -10; Knowledge 
  (local: Iuz Border States) -10; Knowledge (nobility & 
  royalty) -5; Knowledge (religion) -5. 
  Appropriate NPCs: Grafgardt (Weisspeer) +5; Old Kerk 
  +0; Weisspeer Clan +0. 
  Appropriate Locations: Krestible canton +0. 
  Information: 
   
  DC 15: Bern is a twenty-something lowly junior 
  priest of Allitur, a local boy known as something of a 
  wimp. 
   
  DC 20: Bern has been Hasten’s aide for several years, 
  since his late teens. 
   
  DC 25: Like his mentor, Bern has been aloof and 
  distant recently. 
   
  DC 30: Apparently some local rowdies tried to 
  bother Bern a month or so ago and they were found 
  unconscious with no memory of how that happened. 
  Soul Stealing 
  Appropriate Skills: Knowledge (arcana) +0; Knowledge 
  (religion) +0; Spellcraft +0. 
  Appropriate NPCs: Any spellcaster +0; Den Zauber +5; 
  Non-Kerk Temples +5; Old Kerk +5; Weisspeer Clan +0. 
  Appropriate Locations: Any city +5; Decent sized arcane 
  school +0; Decent sized church +0. 
  Information: 
   
  DC 10: Two powerful and difficult spells are 
  primarily associated with soul stealing – soul bind and 
  trap the soul. 
   
  DC 15: Each spell requires a highly expensive gem as 
  its main material component. 
   
  DC 20: Soul bind steals the soul of a newly dead 
  spirit, whilst trap the soul absorbs a still living soul and 
  its physical body into the gem. 
  Girma Lerden 
  Appropriate Skills: Knowledge (local: Iuz Border States) 
  +0. 
  Appropriate NPCs: Auszug (6
  th Auszugen) +5; Auszug 
  (Null) +10; Auszug (Zee) +5; Grafgardt (Voormann) +5; 
  Meerijder (Vestmeer) Clan +0; Rechter +0. 
  Appropriate Locations: Schwartzenbruin +0. 
  Information: 
   
  DC 10: Girma Lerden is the daughter of a retired 
  officer of the Zee, a Vestmeer by birth. 
   
  DC 15: She is an investigator for the Auszug. 
   
  DC 20: She was assigned to investigate the election 
  debacle and its aftermath. 
   
  DC 25: She is an officer in the Null. 
   
  DC 30: She can be found after hours in Den Énd 
  tavern. 
  Post−Election Plot Investigation 
  DM’s Note: PCs may liaise with Girma Lerden and use 
  Bluff or Diplomacy to get the information instead of 
  Gather Information. She is a plain woman, softly spoken 
  and very calm; a bland non-entity. Since she is a spy this 
  is quite apt. 
  Appropriate Skills: None. 
  Appropriate NPCs: Auszug (High Echelon Officer) -10; 
  Auszug (Null) -5; Girma Lerden +0. 
  Appropriate Locations: Major Perrenland City +0; 
  Schwartzenbruin +5. 
  Information: 
   
  DC 15: The obvious culprit was Kârl Hüssen, but in 
  reality he was only a tool of the real villain. 
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  DC 20: The stealing of the souls of Gutherie and 
  Hasten seems to have been masterminded by a priest of 
  Tharizdun. 
   
  DC 25: Subsequent events indicate the Tharizdun 
  angle was a ruse, since the priest seems to have been 
  working, in the end, for Iuz. 
   
  DC 30: What little further information was learned 
  points to the involvement of a shadowy group who use a 
  blank eye as their symbol. 
   
  DC 35: Unconfirmed rumours place a man matching 
  the description of the priest near Steenvaderhuis, west of 
  the Velverdyva in the Southern Yatils. 
  Steenvaderhuis 
  Appropriate Skills: Bardic Knowledge +0, Knowledge 
  (local: Iuz Border States) +0, Knowledge (geography) +5. 
  Appropriate NPCs: Auszug (2
  nd Auszugen) +5; Auszug 
  (Fliegelgruppe) +5; Girma Lerden +5; Treasure Hunters 
  Guild +0; Vosser Clan +5. 
  Appropriate Locations: Krestible Canton (east) +0; 
  Quagsfludt Canton +5; Schwartzenbruin City +0. 
  Information: 
   
  DC 10: Steenvaderhuis is a settlement in Quagsfludt 
  canton, about a hundred miles south of Clatsberg and 
  then around 70 miles west of the Velverdyva. 
   
  DC 15: It is a mountain fortress mostly populated by 
  dwarves. 
   
  DC 20: The settlement is underground, and connects 
  to a network of tunnels. 
   
  DC 30: Several missing dungeoneering groups have 
  used it as a base of operations recently. 
   
  DC 35: It seems a hidden dungeon has recently been 
  found near the settlement. 
  Blank Eye Symbol 
  DM’s Note: If the PCs reach this information and start 
  investigating, then immediately after they have done 
  their research they should move to Encounter Two – The 
  Offer, whether they learn further information or not. 
  Appropriate Skills: Bardic Knowledge +0. 
  Appropriate 
  NPCs: 
  Assassins 
  +5; 
  Criminal 
  +0; 
  Loremasters +0, Shadowdancers +0. 
  Appropriate Locations: Criminal headquarters +5, Major 
  Perrenland City +0; Exag +5. 
  Information: 
   
  DC 20: The blank eye symbol is associated with a 
  name: Den Hológen, the Empty Eyes. 
   
  DC 25: Den Hológen is a semi-mythical group of 
  assassins. 
   
  DC 30: These scary killers are rumoured to be the 
  ultimate mercenaries, and stick to binding agreements 
  religiously. 
  Newly Discovered Hidden Dungeon 
  Appropriate Skills: Bardic Knowledge +0; Knowledge 
  (dungeoneering) -5. 
  Appropriate NPCs: Auszug (2
  nd Auszugen) -5; Auszug 
  (Fliegelgruppe) -5; Treasure Hunters Guild +0; Vosser 
  Clan -5. 
  Appropriate 
  Locations: 
  Quagsfludt 
  canton 
  -5; 
  Steenvaderhuis +5. 
  Information: 
   
  DC 15: The second valley over from Steenvaderhuis 
  to Fort Vosserkatz has been cursed since the time of 
  Iggwilv, no one goes there. 
   
  DC 20: Before Iggwilv’s time there was a shrine to 
  Moradin in the valley, but it was desecrated by the Witch 
  Queen and never re-consecrated. 
   
  DC 25: The place still feels so wrong and fearful that 
  no one dares approach. 
   
  DC 30: A local miner (now deceased) who most 
  think is mad apparently went to the valley a few years ago 
  and claims the shrine is still standing. 
   
  DC 35: Since the shrine is said to have had hidden 
  treasures, some foolish youngsters (also known as 
  adventurers) decided to explore further. Two groups have 
  gone; neither group has been heard of since. 
  Where Next? 
  Remember that the PCs can break out of this encounter 
  to follow leads at any time, and come back as needed. 
   
  If they learn in some way about Den Hológen then 
  run Encounter Two – The Offer. 
   
  If they wish to explore the ruins of Wijstoren then 
  run Encounter Three – Wijstoren. 
   
  If they find out about the dungeon near 
  Steenvaderhuis and go there then run Encounter Four – 
  The Temple of Souls. 
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  Page 9 
  
   
  Encounter Two 
  The Offer 
  At some stage in proceedings the PCs may well stumble 
  across the existence of the secretive Empty Eyes, Den 
  Hológen, and thus come to their attention. Rather than 
  do away with the heroes – a not uncommon tactic for this 
  group – they instead recognise and opportunity the 
  resolve a little problem of their own. When the PCs are 
  next in a suitably well-populated settlement, launch the 
  encounter. 
   
  Your investigation is building momen um, but it 
  helps to have a break now and again to restore some 
  energy. You are making your way through winding 
  streets 
  to 
  your 
  chosen 
  accommodation, 
  but 
  something doesn’t seem right. Then it occurs to you 
  that you are being watched; the wrinkling at the back 
  of the neck is always a giveaway. After some careful 
  looking around you spot a raven sitting on the eaves 
  of a nearby building, its beady eyes fixed on you. 
  Strangely enough, this bird appears to have a rolled 
  up piece of parchment in its beak… 
  t
   
  The raven is a familiar for a sorcerer with Den 
  Hológen’s ranks. Its only purpose is to deliver the letter it 
  carries, and then it caws and flies off. 
   
  Should someone have the means to speak with it, the 
  raven gives nothing away, but is chatty about the 
  weather, the tasty dead dog down the street, the shiny 
  baubles the PCs are wearing… 
   
  If someone attempts to tail the bird when it leaves, it 
  flies in a circuitous route for a while (forget this ‘as the 
  crow flies’ rubbish) and then disappears magically (via 
  teleport). 
   
  If and when a PC reads the letter, hand out Players 
  Handout One. Nothing can be gleaned from the letter 
  about its origins, whether via technical or magical means. 
  It has been specifically ‘cleaned’. 
  Responding to the letter 
  Firstly, there is no need for the PCs to actually heed the 
  invitation presented in the letter. They can carry on as 
  they will, or even procrastinate and go to Clatsberg at 
  some later time. 
   
  It is possible that the PCs know of the Rusty Anchor 
  tavern. A DC 15 Bardic Knowledge or Knowledge (local: 
  Iuz Border States) check reveals the place to be a fairly 
  ordinary dockside tavern in the city. Vosser characters 
  may have a +5 bonus to this check, and any PC who can 
  prove they come from Clatsberg may have the 
  information for free. 
   
  A similar check with DC 20 reveals that a popular 
  drink in Quagsfludt is a strong beer called a Captain’s 
  Treat. What a Captain’s Delight may be is unknown. 
  Perhaps the note writer got it wrong? (Profession (Cook) 
  may be used for this check.) 
   
  DM’s Note: The ‘incorrect’ reference to a Captain’s 
  Delight is deliberate, since it is the password phrase to 
  identify the PCs to the Empty Eyes. 
   
  Assuming the PCs take themselves off to Clatsberg, 
  which is a small but wealthy and bustling port city, they 
  can find the Rusty Anchor easily enough. They do indeed 
  find a rather ordinary tavern filled with the usual sorts 
  one finds in a dockside tavern. 
   
  When they ask for a Captain’s Delight, either from 
  the small man at the bar, or the hefty barmaid walking 
  the floor, they’ll get a brief appraising look and will be 
  directed to a table in the far corner of the upstairs gallery. 
  If they pay attention they’ll notice the person they spoke 
  to goes outside and changes one of the flags hanging near 
  the door to a blue and green chequered flag. 
   
  Assuming the PCs wait (and if they ask what to do 
  that’s what the instruction is) then in about half an hour 
  their contact will arrive. 
  An Empty Eye 
  The Rusty Anchor is not much different from any 
  other tavern. Paraphernalia lies scattered about on 
  shelves, nailed to walls, and dangling from the 
  ceiling. The motif is obviously nautical, and the 
  patrons match. But it’s just another watering hole. No 
  one pays anyone else much heed, beyond the natural 
  interest in those blessed by some god with good 
  looks. As you wai  and consider the merits of the 
  stronger than average ale sold in the tavern, not much 
  of interest happens. 
  t
   
  l
  Then, after half an hour has passed, a scrawny old 
  human woman in vo uminous clothes, her grey hair 
  held bound in a brown scarf, walks up the stairs and 
  approaches your table. “Call me Tantie,” she says by 
  way of introduction. “Did you come as the crow flies?” 
   
  The woman is, of course, not as old as she seems, but 
  she is at least a woman and not a bizarre drag act. She’s 
  used the Disguise skill to hide her identity and it will 
  take a DC 20 Spot check to determine that. A DC 30 
  result will make it clear that the woman is actually blonde 
  Dark Star 
   
  Page 10 
  
  and in her early thirties, and allow for later identification 
  should they meet again. 
   Tantie: Female human Brd6/Asn2/Shd2. 
   
  Throughout the meeting, Tantie will maintain the 
  act of being an elderly woman, and she will otherwise be 
  cool and professional. She detects as evil but is restrained 
  and not at all a maniacal psychopath. Any insults PCs 
  may throw at her do not bother her at all and she won’t 
  rise to threats or taunts. 
   
  DM’s Note: Should the situation descend to the 
  level where violence is likely, Tantie has a magical tattoo 
  on her inner left forearm that, when touched and an 
  activation word spoken, will teleport her to safety. She 
  will not fight the PCs at all. 
  The offer 
   
  Den Hológen have noted the PCs’ interest in the 
  matter of Hasten Weisspeer and though they are neutral 
  on the matter they have an involvement in the affair that 
  makes them interested in what happens for other 
  reasons. Thus the core of Tantie’s offer to the party is as 
  follows: 
  • 
  Firstly, Den Hológen would appreciate it if the PCs 
  would stop digging around in their business. The 
  organisation is not political and is purely ‘business 
  driven’, but they value their privacy and will take 
  action to maintain it. 
  • 
  As part of a ‘negotiated contract’ Den Hológen have 
  had an involvement in the ‘election affair’ and are 
  privy to key facts. 
  • 
  The Empty Eyes are willing to provide the PCs with 
  information pertinent to their investigation, at a 
  cost. 
  • 
  The information provided will be of use in any 
  formal execution of Perrenland law, and pertains 
  directly to the condition of Hasten Weisspeer. 
  • 
  At the settlement of the agreement between the 
  Empty Eyes and the PCs, concrete evidence relating 
  to Hasten Weisspeer’s state of mind will be given to 
  the PCs, along with information to assist them in 
  further investigation. 
  • 
  The cost is that the PCs must hunt down and 
  eliminate a former member of Den Hológen, an 
  assassin called Einrik Krijgboot. 
  • 
  Einrik is the individual responsible for the deaths of 
  Roggo Dás and Jásper Môrgenrood, and was in the 
  company of Kârl Hüssen in the election conspiracy. 
  • 
  Einrik has subsequently broken his oath to the 
  Empty Eyes and is now working directly for Iggwilv, 
  through her agent Brár Ulfrig. 
  • 
  Den Hológen will not act directly against Einrik 
  because of certain sworn oaths that cannot be 
  broken. 
  • 
  Einrik travels around a lot in the service of Iggwilv, 
  but in his own time he lives in the town of 
  Willenhiem, in a small dry-docked ship called Den 
  Saréna. 
   
  The PCs have the choice whether or not to accept 
  the offer presented for Den Hológen by Tantie. Should 
  some PCs seem reluctant (it’s expected paladins and other 
  lawful good characters will quail at the idea) then Tantie 
  will note that they need not kill him by stealth but can 
  fight him fairly if that is their desire. 
   
  They need not make the choice immediately. If they 
  wish, Tantie will leave them be so they can decide. They 
  may take as long as they like. 
  The offer is rejected 
   
  Should the PCs decide not to take up the offer then 
  Tantie will depart, leaving them be. They will get no 
  further help (nor interference) from Den Hológen. This 
  means the PCs have no opportunity of experiencing 
  Encounter Five and lose the chance for vital evidence. 
  The offer is accepted 
   
  In the case where the offer is accepted by the PCs, 
  Tantie will ask that they swear an oath to something 
  sacred to them (their gods, their clans, their continued 
  existence, etc.) to abide by the terms of agreement. In 
  return she swears her oath by “the consuming darkness”. 
   
  The agreement is that the PCs head off and kill 
  Einrik Krijgboot. When that is done and proof presented 
  (see below) Den Hológen will give the PCs a gem used in 
  the soul stealing ritual, as well as information they can 
  use for gaining further proof. 
   
  DM’s Note: The last bit of information is not part of 
  the deal if the PCs have already done Encounter Four – 
  The Temple of Souls. 
   
  Tantie will give the PCs a philtre, obviously magical, 
  which she instructs to pour down Einrik’s throat once he 
  has been slain. They are then to bring the philtre back to 
  her and that will be the required proof that they have 
  held up their end of the bargain. (Anyone using magical 
  means to identify the philtre will discover it has strong 
  necromantic and conjuration magic.) 
  Dark Star 
   
  Page 11 
  
  PCs have killed Einrik previously 
   
  It may be that some of the PCs have met Einrik in 
  the past and killed him. Should this point be raised, 
  Tantie will give the characters a slightly condescending 
  look and note that the PCs “of all people should realise 
  that death need not be the end of things.” Indeed, whilst 
  still in the Empty Eyes’ good books, he will have been 
  raised from the dead on more than one occasion. 
  Where next? 
  The PCs now have a task to perform. They can do it 
  immediately and proceed to Encounter Five – Killing the 
  Killer. 
   
  Otherwise they can do more investigating or one of 
  the other encounters as fits in best with their activities. 
   
  Encounter Three 
  Wijstoren 
  This is likely to be the first major area of exploration for 
  the PCs, since it lies in the heart of Hasten’s domain. It’s 
  also the most obvious location, since it is the only one of 
  the major encounters that the PCs start with firm 
  knowledge of. 
   
  Getting to Wijstoren via the direct public route is 
  easy enough, since there is a road that leads to it, leading 
  west from Krestible City. However, when they get within 
  a couple of miles of the site, as the mountains loom above 
  them, they come to a guard post manned by a trio of 
  Weisspeer clan guards. 
   
  DM’s Note: If the PCs learn about Jonas’ Steps and 
  use that route then they will not encounter the guards.  
  The Guards 
  The three guards are two men, Bürth and Wálther, and a 
  woman, Üli. All three of them are rangers. They have 
  been stationed on the road to make sure no one 
  approaches Wijstoren, under Hasten’s orders. They are 
  disciplined guards and do their job properly. Should the 
  PCs try to pass they will be politely informed of the ban 
  and asked to go back. 
   
  Should the PCs try to come up with some means of 
  bamboozling the guards (eg. they’re here as Hasten’s 
  couriers, they have to speak with Bern, etc), it requires 
  one of the following checks: DC 20 Bluff, DC 25 
  Diplomacy or DC 30 Intimidate. 
   
  The PCs might try to gather further knowledge from 
  the guards. Refer to the previous section and treat the trio 
  as being Weisspeer grafgardt members for the purposes 
  of modifiers. 
   
  None of them ever go up to Wijstoren, so they can’t 
  provide information about the layout of the site. 
   
  All three of the guards are pro-Hasten, but they are 
  not fanatics, nor are they criminal or evil. They just don’t 
  believe ill of him. 
  Weisspeer guards (3): Human Rgr3; hp 20, 20, 20; see 
  DMG p. 122. 
   
  DM’s Note: If the PCs attack the guards then they 
  are performing a criminal act. Let them know before they 
  do this. If they still do so then eventually it will be 
  publicly revealed and they will be charged under the law, 
  and will have to pay a kopprijs of 1,950gp per guard. 
  Refer to the Perrenland Law document as needed. 
  Approaching Wijstoren 
  Making your way through rugged forested mountains 
  you come to a spot where you can finally see the 
  ancestral fortress of the Wijs sub-clan. Looming high 
  above you on a wind eroded pillar o  rock is a ruined 
  fortress, many centuries old. A wide steep path leads 
  up over a sharp ridge, zigzagging back and forth as it 
  ascends. It is quite apparent that anyone taking the 
  path will be p ain y visible for some distance before 
  they ever get to the front gates. Judging by the 
  howling of the wind, flying may also be an option, but 
  it would strenuous. 
  f
   
  l
  l
  l
   
  i
   
  You can also see that the years of wind have 
  eroded the mountain side, hol owing out the rock so 
  that in places the fortress overhangs the cliffs below. 
  What looks like old balconies have been carved out in
  some of these covered hollows. 
   
  Since it s supposedly abandoned, the fortress 
  shouldn’t be too hard to enter, but you can see it 
  would have been a formidably defensible location in 
  its prime.  
   
  There are several ways of approaching Wijstoren, 
  detailed here: 
   
  The Ramp: The main approach via the road leads up 
  the front ramp (location 1) to the gates (location 2), 
  which are in perfect repair. If the PCs take this approach 
  without invisibility they will be spotted. 
   
  Jonas’ Steps: The precipitous path that clings to the 
  side of the cliffs behind Wijstoren is unobserved. 
  However this requires a DC 10 Balance check to avoid 
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  slipping and suffering a fall of 80ft. for 8d6 damage. It 
  enters the fortress in the north (location 4). 
   
  Climbing: Those brave or foolhardy enough to 
  attempt an ascent of the cliffs must deal with overhangs 
  and strong winds, and thus must succeed at a DC 30 
  Climb check or suffer a 150ft. fall for 15d6 damage. 
   
  Flying: PCs can fly to Wijstoren but unless they take 
  precautions they are going to be seen. They also have to 
  deal with Strong winds (DMG, p. 95). 
   
  Teleporting: PCs may teleport to Wijstoren as 
  required. However, the best description they could have 
  is ‘viewed once’, unless one of the PCs is a Weisspeer 
  grafgardt member, in which case they can claim ‘seen 
  casually’. 
  Wijstoren 
  Refer to DM’s Aid Three for a map of this location. 
  Location 1 
   
   
  i
  i
  it
  The twenty foot wide road is in fine repair and it
  leads steeply up a narrow ridge to the great ruined 
  fortress. The wind howls and grabs at your clothes as 
  you negotiate the steep ascent. 
   
  As noted, if the PCs do not have some means of 
  becoming invisible then they will be spotted coming up 
  the ramp. It is too open to make Hide checks, so that is 
  not an option. 
   
  If the PCs don’t manage to conceal themselves then 
  Bern Kleistad (detailed later) will be aware of their 
  approach and take action. His first response is to try to 
  scare the PCs away… 
   
  As you make your way up the road there is a 
  fl cker of l ght and movement from the top of the 
  gate house. Half a dozen figures appear, each 
  wreathed in flames. The leap from the battlements 
  and land on the road, then get up and lumber towards 
  you… 
   
  Bern has sent six zombies, the undead remains of 
  those unfortunate enough to get too close to the site in 
  the pass, to frighten the PCs. These poor zombies won’t 
  last four rounds and won’t fight the PCs unless the PC 
  close and engage. 
   
  Each PC should make a DC 15 Will save. Failure 
  means they are shaken. Failure by 5 to 10 means they are 
  frightened, and failure by 10 or more means they are 
  panicked. 
  Human Commoner Zombies (6): hp 16, 16, 16, 16, 16, 
  16; see Monster Manual, p. 266. 
  Location 2 
   
  The mighty gate house stands around seventy 
  feet high and remains intact. No doubt there was 
  dwarven workmanship in its construction, for 
   is 
  unscathed by the ravages of time. Even the Witch 
  Queen was unable to damage this mighty tower when 
  all else around it has been ruined. The dark iron gates 
  too are unmarked, and look formidable. No banners 
  fly from the ramparts, but hundreds of long white 
  spears just atop the stone battlements. 
   
  The gate house was indeed built with the assistance 
  of dwarves, and strong magic was involved in the 
  construction. Though the interior was ruined by 
  Iggwilv’s minions before their departure a century 
  earlier, the shell was unscathed. The walls either side are 
  a different matter, of course, and have obviously been 
  damaged. 
   
  There is no way the PCs can force entry through the 
  gate house, none at all. But they can go over the walls 
  nearby, with successful DC 15 Climb checks. 
   
  Floating above the front of the gate house is a crystal 
  eye, Bern Kleistad’s eye spy. A DC 30 Spot check will 
  allow PCs to notice this strange little magical device. This 
  is what Bern uses to track their progress once he has 
  noticed them. 
   
  Beyond the gate house Wijstoren lies in ruins. Walls 
  have holes in them, roofs have collapsed, and few 
  buildings are even remotely intact. However, this is a site 
  of importance to the Weisspeers, so although it is a ruin it 
  is well tended and is obviously a place of cultural 
  significance. There is a poignant aura to the place. 
   
  DM’s Note: There are a further 12 zombies scattered 
  around the site. The PCs will never encounter more than 
  three at a time. Save them as nasty surprises but don’t bog 
  things down in combat. They are more an annoyance and 
  colour than anything – they’d be a problem for ordinary 
  folk but heroes are made of sterner stuff. Characters that 
  have done well on their Gather Information checks 
  might recognise missing people from descriptions 
  previously given. A fiendish DM might even have a 
  Krestible-based PC recognise a distant relative… 
  Location 3 
   
  In the back of Wijstoren is a concealed trapdoor that 
  leads into the subterranean section of the fortress. 
   
  Stone Trapdoor: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28; Open Locks DC 25; Search DC 20. 
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  Location 4 
   
  The top of Jonas’ Steps is a small courtyard on the 
  north side of the complex. An open doorway leads into 
  the main part of the ruins; the door itself long gone. 
  Location 5 
   
  Underneath the concealed trapdoor a set of stone 
  stairs leads down into what was once someone’s cellar. It 
  has now been set up as a comfortable living space, with a 
  sturdy table and chairs, and various comforts. There is a 
  cot opposite the stairs that is used by Bern. Underneath it 
  is a small unlocked chest containing Bern’s clothes and 
  personal effect. 
   
  Also within the chest is what appears to be a diary of 
  Bern Kleistad. There is nothing untoward in it; it details 
  the rather boring life of a junior clerk. Strangely enough, 
  though, it is written in the third person. 
   
  The smaller chamber behind the door in the wall 
  opposite the stairs is Hasten’s private chamber. 
   
  Strong Wooden Door: 2 in. thick; hardness 5; hp 
  20; AC 5; Break DC 25; Open Locks DC 30. 
   
  The room is comfortably appointed, with a large bed, 
  a desk, cupboard and shelves. The room has a grand view 
  north across the mountains to the alpine meadows of 
  Wijsgarten. 
   
  Apart from normal personal effects, what may be of 
  interest is the collection in the shelves, which hold 
  Hasten’s personal intelligence of the goings on within 
  Perrenland. There is nothing incriminating in the 
  writings, but it does show that Hasten is very well 
  informed about matters within the country. 
   
  DM’s Note: If Perrenese PCs spend the time 
  looking, they will come across notes about themselves, 
  indicating that Hasten considers them efficient, 
  dangerous and possibly threats to be eliminated in time. 
  Location 6 
   
  This large room is a storage area, with crates of 
  preserved food and barrels of water, ale and wine. 
   
  The bulk of the subterranean area is empty and 
  somehow feels lonely and forlorn. Dwarves in particular 
  will sense this melancholy feeling. 
   
  As needed, the DM can scatter some more zombies 
  in the underground chambers. 
   
  Should PCs come to rooms with windows, or to one 
  of the balconies in the hollowed overhung areas, the 
  views are spectacular. 
  Location 7 
   
  What the PCs are most interested in finding lies in 
  this deep hidden chamber. It is found behind a well 
  concealed secret door in the great underground hall of 
  Wijstoren. 
   
  Secret Stone Door: 3 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28; Open Locks DC 30; Search DC 30. 
   
  Stairs lead down to the dark room beyond, which is a 
  hidden shrine to Iggwilv. A Knowledge (religion), 
  Knowledge (history), Knowledge (local, Iuz Border 
  States) or Bardic Knowledge (DC 20) check will reveal 
  the nature of the place. 
   
  A DC 15 Search check will find papers in a brazier 
  with votive prayers written in two different hands which 
  may be later identified as those of Hasten and Bern. 
   
  There are signs that humanoid sacrifice has taken 
  place in the chamber. Beyond the locked wooden door in 
  the wall left of the stairs is a chamber where zombies are 
  created. There are no zombies within, but there are two 
  naked bodies of a young half-elven couple who recently 
  strayed into the area. Evil inscriptions are scrawled over 
  their pale flesh. A DC 15 Knowledge (religion) or 
  Knowledge (arcana) check will reveal the nature of the 
  symbols. 
   
  DM’s Note: Finding these chambers constitutes 
  strong evidence for the case against Hasten. 
  The Caretaker 
  In the absence of Hasten, the fortress is left in the charge 
  of Bern Kleistad. This young junior cleric is more than he 
  seems, however, for the soul within the body is not that 
  of Bern. Rather it is that of Súz Gerrit, a servant of 
  Iggwilv. The soul of the real Bern is trapped in a gem 
  held on a chain around his neck. 
   
  Bern spends much of his time in his private quarters 
  (location 5) or in the shrine (location 7) creating undead. 
  He occasionally walks the site for a spot of exercise. He 
  has schooled himself to check the area with his eye spy 
  every half hour or so. 
  APL 8 (EL 10) 
  Bern Kleistad: Male human Clr3/Wiz (necromancer) 
  3/true necromancer4, hp 43; see Appendix One. 
  APL 10 (EL 12) 
  Bern Kleistad: Male human Clr3/Wiz (necromancer) 
  3/true necromancer6, hp 51; see Appendix Two. 
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  APL 12 (EL 14) 
  Bern Kleistad: Male human Clr3/Wiz (necromancer) 
  3/true necromancer8, hp 59; see Appendix Three. 
   
  Tactics: Bern is wicked and cunning, but he is also a 
  coward. When he has the upper hand he can be cruel, 
  playing with his victims and enjoying their discomfort. 
  But when the tables are turned he doesn’t like it at all. 
   
  If Bern is forewarned of the PCs arrival he will cast 
  whatever buff spells he can in what time is available to 
  him. He then assaults the PCs at range, using 
  nondetection and his invisibility and silence potions to 
  hide his presence as long as possible. His aim is to turn 
  the PCs against each other and to sow fear and confusion. 
  Bern’s main aim is to get the PCs to leave Wijstoren, 
  ensuring they don’t learn any of the secrets hidden 
  within. 
   
  Bern uses his eye spy to survey the PCs from a 
  distance where he can. 
   
  If he is caught by surprise, Bern’s first response is to 
  try and escape, to put some distance between himself and 
  the PCs so he can take stock of the situation. If he can 
  redeem the situation he will; otherwise he will try to 
  escape. 
   
  As the situation worsens his choice of tactics 
  becomes less wise; the DM should reflect this by taking 
  less care in spell selection. 
   
  If it looks like he is going to be killed, horribly hurt, 
  or captured by the PCs then his craven nature is revealed, 
  and he pleads for his life pitifully. He will readily 
  cooperate with the heroes if it seems this will save him, 
  abandoning any loyalty to Hasten. He is not, however, so 
  foolish as to directly betray Iggwilv or Iuz. 
   
  If the PCs have not found the hidden shrine then 
  Bern is not about to reveal it unless he really needs a 
  bargaining chip to stay alive. 
  Treasure: 
  The majority of Bern’s goods belong rightfully to the 
  Kleistad family. Only the eye spy, hat of disguise, and the 
  potions are not family possessions. 
   
  DM’s Note: Around Bern’s neck is the gem 
  containing his real soul. This constitutes loose evidence 
  in the case against Hasten. 
   
  APL 8: Loot – 0gp, Coin – 0gp, Magic – eye spy 
  (2,500gp), hat of disguise (150gp), potion of barkskin +4 
  (75gp), potion of invisibility (3) (25gp each), potion of 
  silence (3) (25gp each). 
   
  APL 10: Loot – 0gp, Coin – 0gp, Magic – eye spy 
  (2,500gp), hat of disguise (150gp), potion of barkskin +4 
  (75gp), potion of invisibility (3) (25gp each), potion of 
  silence (3) (25gp each). 
   
  APL 12: Loot – 0gp, Coin – 0gp, Magic – eye spy 
  (2,500gp), hat of disguise (150gp), potion of barkskin +4 
  (75gp), potion of invisibility (3) (25gp each), potion of 
  silence (3) (25gp each). 
   
   
  Encounter Four 
  The Temple of Souls 
  Steenvaderhuis 
  If and when the PCs come to hunt for the secret temple, 
  they will most likely first pass through Steenvaderhuis 
  first. This remote location is a dwarven stadt, funnily 
  enough 
  the 
  home 
  of 
  Steenvader 
  family. 
  This 
  subterranean settlement is home to several hundred 
  dwarves in the winter and nearly double that number in 
  the warmer months, when the bounty from mining 
  activities can be carted away for sale. 
   
  Usually the dwarves receive few visitors beyond 
  those with an interest in buying metals and gems. 
  Recently, however, some adventurers have come through 
  this area following the discovery in a nearby valley of 
  desecrated shrine of Moradin. Since none of the 
  adventurers have returned, the local dwarves have a 
  rather cynical and jaded view of the likely fate of others 
  of their ilk. 
   
  If the PCs ask around and succeed with DC 18 
  Diplomacy or DC 15 Gather Information checks, they 
  can learn the following information: 
  • 
  Two years ago, local ne’er-do-well Two-taps Torgli 
  explored the nearby Damned Valley. 
  • 
  The valley, two vales over towards Fort Vosserkatz, 
  was cursed by Iggwilv and is avoided by locals, since 
  those who enter are overcome by insane terror. 
  • 
  Two-taps Torgli was deemed to be insane already by 
  many, which is why he possibly was able to enter. Or 
  maybe he lied. 
  • 
  The last person to enter the valley and return safely 
  was sixty years ago, and that person was an 
  experienced local adventurer not known for 
  foolishness – he was obviously terrified and only 
  said the valley was to be avoided. His advice has been 
  heeded. 
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  • 
  Torgli died last year after an incident with a campfire 
  after he drank a keg of raw spirits. 
  • 
  Torgli claimed he had come across the old shrine to 
  Moradin that had been there for generations, but 
  which has since been desecrated, it seems. 
  • 
  The shrine was at the head of a rich copper mine, 
  one that never seemed to run dry. 
  • 
  Word got out and in the last six months two groups 
  of adventurers have arrived with the intent of 
  exploring the valley. 
  • 
  The first group consisted of seemingly intelligent 
  humans and half-elves, and one gnome, eight people 
  all up. 
  • 
  The second group, who were here a month ago, 
  consisted of one hill dwarf from the north, two half-
  orcs, three humans and a halfling lass. 
  • 
  Neither group has been heard of since. The second 
  group was strenuously warned but went anyway. 
  • 
  Both groups gave the appearance of being somewhat 
  experienced adventurers. They were well equipped 
  for the environment. 
   
  Since it will probably be quite likely the PCs are 
  determined to head off to the cursed valley, the local 
  dwarves will warn them off only once, in a resigned 
  manner with the obvious expectation of being ignored. 
  Otherwise good directions will be provided, but under no 
  circumstances beyond extreme measures (mind control 
  spells, taking hostages, etc) will any local offer to 
  accompany the heroes in any fashion. 
   
  DM’s Note: If the PCs do survive what lies ahead 
  and return to the town with news then they will be 
  treated as celebrities by the dwarves – lunatic celebrities, 
  for certain, but worthy idols nonetheless. 
  Damned Valley 
  Getting to the valley from Steenvaderhuis takes the best 
  part of a day of travel by foot, due to the harshness of the 
  mountain terrain. Flying or the like can reduce the time, 
  but how long it takes is not that important in the grand 
  scheme of things. 
  After journeying through typically rough mountains 
  you crest the low slopes that guard the far end of the 
  first va ey beyond Steenvaderhuis and look out onto 
  the second valley, the so-called Damned Valley. From
  your vantage on the ridge it seems little different 
  from others around; it is perhaps five miles long and a 
  mile across at its widest, sloping steeply from its 
  highest in the northwest to its wide mouth lower 
  down in the southeast. 
  ll
   
  f
   
  When you finally descend the steep ridge into 
  the valley you begin to feel the first inklings of ill 
  ease and discomfort. By the time you reach the valley 
  floor you can hear the malicious whispers of a 
  woman’s hissed voice. The words are indistinct, 
  perhaps blurred by the wind, but there in no doubt of 
  the wickedness in their intent. As you fight the fear 
  building inside o  you, the idea that the valley is 
  cursed no longer seems so unlikely. 
   
  Yes, the valley is indeed cursed, the ill will of Iggwilv 
  remains within. Only the most powerful of magical 
  rituals would be able to break this curse – certainly more 
  than any PC could perform. 
   
  Each character must make a DC 19 Will save to resist 
  the effects of the lingering curse upon the valley. Failure 
  results in a character being shaken. Failure by more than 
  5 results in a character being panicked. This effect lasts so 
  long as the affected character remains in the valley. They 
  may return, but if the character does so within two days 
  then the DC is raised by +2. 
   
  Animal companions who fail their saves will have to 
  be forced to continue. Familiars and special mounts will 
  advance, but protesting all the way. The DM should feel 
  free to role-play this to the full, increasing the sense of 
  dread felt by the PCs. 
   
  A DC 15 Spot check from down in the valley reveals 
  a dark spot at the V in the high end. A success with DC 
  20 reveals that a single dark building is jammed against 
  the mountain side; this must be the shrine talked about. 
   
  A DC 15 Knowledge (nature) or Survival check or 
  DC 18 Spot check will reveal there is no animal life in the 
  valley at all. 
  The Desecrated Shrine 
  When the PCs approach the high end of the valley, read 
  the following: 
   
  In ages past, determined masons squared and 
  smoothed the cliff face here, turning it into a sheer 
  flat black wall nearly two hundred feet square. At the 
  base, in the centre, is a single great doorway some 
  thirty feet in height, recessed in a semi-cylindrical 
  niche in the wall. The huge metal doors are open, 
  pushed inwards. 
   
  In the middle of the entry way, under the cover 
  of the circular portico, a cy nder of black stone about 
  six feet thick lies on the ground, heavy chains rising 
  up into the portico’s ceiling. 
  li
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  Lying around the area are a handful of bodies, 
  some in front of the door and some outside on the 
  ground. Two sets of bony legs jutting from under the 
  block give ev dence of the dire fate of those who have
  come before. Scattered around the area are many 
  rusted iron bolts, some of which still remain stuck in
  the skeletal corpses on the ground. 
  i
   
   
   
  It would seem you have the answer to what 
  happened to one of the missing groups that preceded 
  you. 
   
  Refer to DM’s Aid Four for a map of this location. 
  Location 1 
   
  Outside of the main doors, the ground is flat and 
  rocky, with patches of grass poking through cracks in 
  what was once a paved courtyard. It may also have been 
  patterned, but the tiles are stained and broken. 
   
  Whatever dwarven designs were on the inside of the 
  entryway have been defaced and covered with scrawls of 
  some dark script. A DC 18 Knowledge (religion) or 
  Knowledge (arcana) check, or DC 20 Bardic Knowledge 
  check will reveal these writings to be a combination of 
  divine and arcane incantations, quite often associated 
  with Iggwilv. (Smart PCs may also realise this location is 
  not really so far away from the Lost Caverns of 
  Tsojcanth.) 
   
  Even the metal doors have been defaced, probably 
  with acid, and writings melted into their surface. Near 
  the doors, to one side, are neatly piled several backpacks, 
  five of them in total. Not surprisingly, there are five 
  bodies lying outside – a fair indication someone has come 
  along afterwards. 
   
  a) At these locations are bodies which have been 
  pierced with two inch thick pointed bolts, each some two 
  feet long. Some of the bodies have more than one spike 
  in them. A DC 15 Heal check will identify the bodies as 
  being humans and half-elves, and a gnome at the 
  doorway, and they have been dead for about six months. 
   
  b) Two bodies lie crushed under the stone cylinder, 
  obviously killed when it fell on top of them. (Should PCs 
  with a grasp of mathematics inquire; the missing eighth 
  person of the first party is not in sight. Yes, the body is 
  crushed under the block.) 
   
  c) The shaded area indicates where the dome of the 
  portico lies some thirty feet in the air. PCs looking up can 
  see a ten foot diameter hole, obviously where the giant 
  cylinder of stone fell from. 
   
  d) The great stone block has many two inch holes 
  around its side. A DC 15 Disable Device, Knowledge 
  (architecture) or appropriate Craft or Profession check 
  can determine the force of the fall would have 
  compressed air enough to fire metal bolts at a frightening 
  power. The great chains rising from the block to the 
  ceiling dome look strong enough to raise it back into 
  place. 
  Location 2 
   
  Once inside the whole temple radiates strong magic 
  of various types, and detects overwhelmingly of Evil. 
   
  A corridor – ten foot wide, twenty foot long and 
  thirty feet in height – slopes down into this great 
  chamber and carries on to a recessed doorway in the far 
  wall. The ceiling in the chamber is vaulted and peaks 
  forty feet above the floor. 
   
  Again the chamber shows signs of ancient dwarven 
  decorations defaced by evil writings. Four normal 
  doorways lead out from the four quarters of the room. 
   
  e) Scattered about the left half of the chamber, in 
  front of the left wall, are seven dark stains on the ground, 
  each with a dark smear around them. There’s enough 
  sludgy residue left in the stains to identify, with a DC 20 
  Heal check, that the material is acidified flesh and bone. 
   
  A DC 10 Search check reveals a decomposed hand, 
  the severed wrist fused, lying at the base of the left wall. 
   
  Anyone foolish enough to touch the left wall takes 
  1hp of acid damage as the reset trap fizzles and fails. The 
  right wall is similarly trapped with a failed enchantment. 
   
  f) There are four smaller ceremonial chambers, each 
  ten by fifteen feet with ten foot ceilings. These rooms 
  have been stripped, but they were used for dark rituals 
  some time in the last few years. Detect magic spells cast 
  in these rooms reveal the presence of magical auras, but 
  so weak that any further details may not be discerned. 
   
  DC 15 Search checks reveal the remnants of magical 
  circles on the floor, but they are too disturbed and faded 
  to be deciphered. 
   
  However, what can be determined is that whatever 
  spell or ritual was performed, it was specifically targeted 
  at someone from clan Weisspeer. The inscription is too 
  damaged to fully identify which person from clan 
  Weisspeer it is. 
   
  Likewise, a similar check in the bottom right room 
  clearly shows the name Gutherie Roodberg. (The other 
  rooms are too old and scuffed up to read properly.) 
   
  DM’s Note: This constitutes compelling evidence 
  for the case stating Hasten has been corrupted. 
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  g) The recessed door is also covered in a variety of 
  arcane and divine symbols. 
   
  A DC 20 Knowledge (religion) or Knowledge 
  (arcana) check will reveal that the inscriptions have 
  something to do with lore, rituals and gateways. 
   
  Metal Door: 2 in. thick; hardness 5; hp 30; AC 5; 
  Break DC 28; Open Locks DC 30. 
   
  This door will automatically close in 10 minutes and 
  relock, unless the PCs take some measures to avoid this. 
   
  It is also cunningly trapped in devious fashion so as 
  to lure curious intruders to their doom. This is a 
  combination trap, linked with that in the next room 
  (location 3). The first trap (chain lightning, horrid wilting 
  or imprisonment) is just a teaser, albeit a deadly one, to 
  make intruders think the trap is fully sprung. 
  Location 3 
   
  But if that trap is survived or bypassed, the real killer 
  lies behind on the door beyond this one – a lethal symbol 
  of death trap. Merely looking at the symbol is enough to 
  activate it. At APL 10 or 12 the trap is even more 
  insidious, for it is linked to one or two gems floating 
  above the well in room 4. If a soul (no higher than 15
  th 
  level) is trapped in a gem, it drops into the well, falling a 
  thousand feet to a holding chamber below. 
   
  Metal Door: 2 in. thick; hardness 5; hp 30; AC 5; 
  Break DC 28; Open Locks DC 30 (DC 40 with arcane 
  lock). 
   
  This door will automatically close in 10 minutes and 
  relock, unless the PCs take some measures to avoid this. 
  Location 4 
   
  This round chamber was one a place of reflection, 
  where dwarven clerics could peer into the depths and 
  contemplate the greatness of their god. Now the 
  desecrated shrine is part of an evil trap, designed to 
  capture the souls of intruders. Floating above the well 
  (see below) may be one or two expensive gems designed 
  to hold souls. If a soul is trapped in a gem the magic 
  levitating it stops, and it feather falls into the depths 
  below. 
   
  Around the chamber are various newer (than the old 
  dwarven runes at least) magical sigils and inscriptions. 
   
  A DC 12 Intelligence check will reveal these 
  symbols to be very similar to the ones found in the 
  smaller rituals rooms (Location 2f). 
   
  Many names are carved into a ‘roster’ on one section 
  of the wall. Amongst the names are Hasten Wijs 
  Weisspeer and Gutherie Roodberg. Most of the 
  remainder are from ages past and unrecognisable, or 
  foreign and unknown. 
   
  However, have each PC native to the Iuz Border 
  States meta-region roll a d20; on a result of 1, one of the 
  names is a known ancestor of that PC from times past. 
   
  A DC 12 Knowledge (religion) or Knowledge 
  (arcana) check will reveal that some sort of binding and 
  controlling ritual was performed in each of the rooms. 
   
  Using a read magic spell allows a DC 20 Spellcraft or 
  Knowledge (religion) or Knowledge (arcane) check to 
  further identify this as a ritual of spiritual corruption. 
   
  h) This well shaft drops in a straight line for a 
  thousand feet. Should a PC die and their soul be captured 
  then the gem containing it will float to a chamber similar 
  in size to the one above. Any living PCs with a means of 
  getting into this chamber and out (fly is a good choice) 
  may recover the gem. The rules for soul bind (p. 281, 
  PHB) apply to recovering souls. Any living PC who drops 
  into the chamber should receive the Descended into the 
  Depths item on the adventure record. 
  The Traps 
   
  The details of the various layered traps are listed 
  below: 
  APL 8 (EL 10) 
   
  Chain Lightning Trap: CR 7; magic device; touch 
  trigger; automatic reset; spell effect (chain lightning, 11
  th 
  level wizard, 11d6 electricity to target nearest centre of 
  trigger area plus 5d6 electricity to each of up to eleven 
  secondary targets, DC 19 Reflex save half damage); 
  Search DC 31; Disable Device DC 31. 
   
  Symbol of Death Trap: CR 9; magic device; 
  proximity trigger; automatic reset; spell effect (symbol of 
  death, 15
  th level cleric, death up to 150hp of creatures 
  within 60ft. burst, DC 22 Fortitude save negates); Search 
  DC 33; Disable Device DC 33. 
  APL 10 (EL 12) 
   
  Horrid Wilting Trap: CR 9; magic device; touch 
  trigger; automatic reset; spell effect (horrid wilting, 15
  th 
  level wizard, 15d6 evaporation damage to all within 30 ft. 
  radius, DC 22 Fortitude save half damage); Search DC 33; 
  Disable Device DC 33. 
   
  Symbol of Death and Soul Bind Trap: CR 11; 
  magic device; proximity trigger; automatic reset; multiple 
  traps (one symbol of death trap and one soul bind trap); 
  spell effect (symbol of death, 15
  th level cleric, death up to 
  150hp of creatures within 60ft. burst, DC 22 Fortitude 
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  save negates; soul bind, 17
  th level cleric, traps one newly 
  dead soul in a gem); Search DC 34; Disable Device DC 34. 
  APL 12 (EL 14) 
   
  Imprisonment Trap: CR 10; magic device; touch 
  trigger; automatic reset; spell effect (imprisonment, 17
  th 
  level wizard, trapped in temporal stasis in sphere far 
  beneath surface of Oerth, DC 23 Will save negates); 
  Search DC 34; Disable Device DC 34. 
   
  Symbol of Death and Soul Bind (x2) Trap: CR 13; 
  magic device; proximity trigger; automatic reset; multiple 
  traps (one symbol of death trap and two soul bind traps); 
  spell effect (symbol of death, 15
  th level cleric, death up to 
  150hp of creatures within 60ft. burst, DC 22 Fortitude 
  save negates; soul bind, 17
  th level cleric, traps two newly 
  dead souls in gems); Search DC 34; Disable Device DC 34. 
  Treasure 
  APL 8: Loot – 0gp, Coin – 0gp, Magic – 0gp 
  APL 10: Loot – 1,250gp, Coin – 0gp, Magic – 0gp 
  APL 12: Loot – 2,500gp, Coin – 0gp, Magic – 0gp 
   
  DM’s Note: If the gems are broken the shards may 
  be sold for one half of their value. 
  What if a soul is taken? 
  If one or more PCs die and soul bound, then if the souls 
  are recovered they can be restored. As the group’s patron, 
  Mârin will foot the bill for the dispel magic to free the 
  soul and a raise dead spell for each slain PC. If superior 
  spells are required then the PCs will have to pay the price 
  difference. 
   
  Should anyone be raised from the dead and return to 
  take part in the adventure, then there is an additional 1 
  TU cost to all PCs involved, as they wait for their 
  companion’s restoration. 
   
  Encounter Five 
  Killing the Killer 
  The PCs have accepted a dangerous task, and they have a 
  good idea where they need to go to perform it. Of course, 
  this does not mean that the characters will immediately 
  rush off, and may wish to gather more information before 
  making any attempt to hunt Einrik Krijgboot. 
   
  Any PC succeeding at a DC 10 Knowledge (local: Iuz 
  Border States) or Knowledge (geography) check will 
  know that Willenhiem is a quiet town at the mouth of 
  the Vestflow River, about sixty miles southeast of 
  Hugelrote City. 
   
  DM’s Note: Asking around for Einrik Krijgboot is a 
  pointless exercise. The man takes great care to maintain a 
  low profile and doesn’t use his name when dealing with 
  any but the closest of associates. He uses disguises most 
  of the time and few people know what he really looks 
  like. Allow the PCs to make appropriate rolls and ask 
  around if they wish, but nothing concrete will be 
  revealed. 
   
  Unless the PCs can come up with some cunning 
  plan to find Einrik or lure him to them (both acceptable 
  tactics) then their best bet is to make their way to 
  Willenhiem. This also gives them the best opportunity to 
  catch Einrik unawares. 
   
  Anywhere other than in Willenhiem, Einrik is fully 
  armed and prepared. 
  Willenhiem 
  Sitting at the mouth of the Vestflow River, 
  Willenh em gives the appearance of being a sleepy 
  lakeside village. Judging from the handful of boats 
  along the shore it would appear that fishing is the 
  main industry of the town. 
  i
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  Several dozen buildings lie along the road that 
  borders the river, with a larger cluster around the 
  town’s square, just opposi e the main pier. The rest of 
  Willenh em peters away to the east, where some 
  smaller boats lie up on the beach. 
   
  You get the usual mildly curious stares from the 
  residents as you are seen by them, but in general you 
  are left alone. This seems to be a town where privacy 
  can be had. 
   
  Willenhiem is indeed a quiet easygoing place; an 
  ideal location for a killer to hide away when he needs 
  some private space. He doesn’t bother the locals and in 
  return they leave him be. 
   
  The fact that Einrik doesn’t mingle much with the 
  villagers will work to the party’s advantage. They’re 
  unlikely to just stumble across him, and thus unlikely he 
  will notice them at first. This will give them time to 
  snoop around. 
   
  A few avenues of investigation are detailed below, 
  with DC 15 Gather Information checks as a good 
  benchmark to get that information: 
  Einrik Krijgboot 
   
  No one in the village is familiar with the name 
  Einrik Krijgboot, since he does not use it in the town. 
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  Nor do the players have a physical description to ask 
  around with. 
  Den Saréna 
   
  Yes, there is a boat called Den Saréna in Willenhiem, 
  hauled up on the beach at the far eastern end of town. It 
  is owned by a shy fellow called Pól Arger. 
  Pól Arger 
   
  A reclusive man who spends a lot of his time fishing 
  on the lake, this fellow is a shy man who keeps to himself 
  except when he needs to buy or trade goods. 
   
  Arger has been in town for about a decade, having 
  inherited the boat from his deceased uncle. 
   
  Arger spends much time away from Willenhiem, 
  apparently tending to private business in Hugelrote. 
   
  DM’s Note: Unless the PC’s succeed in a DC 18 
  Diplomacy check, then someone from the village will 
  take the opportunity to let ‘Pól’ know that outsiders are 
  asking about him. This will mean that Einrik is aware the 
  PCs are coming and can be armed and prepared. 
  Den Saréna and its environs 
  For a map of the environs in and around Den Saréna, 
  refer to DM’s Aid Five. 
   
  Den Saréna is a forty foot long former lake merchant 
  ship that has long been pulled out of the lake and hauled 
  up on blocks. Its sailing days are long gone, barring a 
  complete overhaul. Now it has been converted into a 
  residence. 
   
  The beach that the ship is on is five feet above the 
  waterline. Ten feet above the beach, atop a low cliff line, 
  is the level of the land – all these heights are shown on 
  the map. Gangplanks lead down onto the beach (marked 
  on the map) and one of these (marked as (a) on the map) 
  slopes down onto the deck of Den Saréna. A number of 
  fishing boats are normally hauled onto the beach near the 
  ship. 
  Location 1 
   
  The main deck of Den Saréna is covered in a large 
  canvas tent, with no side walls The tent is ten feet high in 
  the centre ridge and is raised four feet high at the sides, 
  tied to the railings. The opening is at the bow where the 
  gangplank (a) leads on board. The mast is gone. 
   
  The gangplank has been modified to be extremely 
  wobbly. Walking across requires a DC 15 Balance check; 
  running requires a DC 20 Balance check. Failure in any of 
  these means the character falls off. No damage is 
  incurred from the fall, but a heck of a racket is made – 
  enough to automatically warn Einrik of someone's 
  approach. 
   
  In addition to being wobbly, the gangplank is 
  alarmed with a simple bell trap. If someone successfully 
  crosses the gangplank they must still make a DC 20 Move 
  Silently check to avoid setting off the alarm. 
   
  Bell Alarm Trap: CR 0; mechanical; location trigger; 
  manual reset; audible alarm (bell); Search DC 20; Disable 
  Device DC 15. 
   
  Heading towards the stern is a doorway that leads in 
  the stern castle cabin (location 2). 
   
  Wooden Door: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 18; Open Locks DC 20. 
   
  At the bow end of the deck is a hatch (b) with a 
  ladder leading below decks. 
  Location 2 
   
  The main cabin is where Einrik lives. It contains his 
  bunk, a locked chest (Open Locks DC 30) and a 
  wardrobe. There is a collection of locks and mechanical 
  traps on a bench here, for Einrik to practise on. 
   
  DM’s Note: If Einrik is not alerted at any stage and 
  has no time to don all of his gear, then the chest contains 
  Einrik’s less reputable items, those marked with an 
  asterisk in the treasure section. 
   
  In the stern hull, Einrik has fashioned a secret door 
  should he need a quick escape (or an unseen method of 
  entry). This is a well hidden hatch and requires a DC 30 
  Search check to find. 
  Location 3 (Map Inset) 
   
  Below decks is where Einrik keeps his ordinary 
  stores, the things he needs for normal living (foodstuffs, 
  blankets, firewood, etc.) Anyone looking for treasure is 
  going to be disappointed, since the man lives an austere 
  life. What can be found with another DC 30 Search check 
  is a hidden trapdoor (T), another cunning access point 
  created by Einrik. 
  Spying on Einrik 
  Once the PCs have located Einrik the may take the 
  opportunity to put him under surveillance before taking 
  him on; a wise move. The fates are kind to the heroes 
  because Einrik will be at home when they arrive, 
  regardless of when that may be. However, from their 
  arrival in Willenhiem the PCs have one week to act 
  before Einrik is called away and teleported out by his 
  masters. Should this happen the PCs have no further 
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  opportunity to intercept Einrik within the scope of this 
  adventure. 
   
  To spy from a distance requires involved PCs to 
  make opposed Hide checks versus Einrik’s Spot skill. To 
  get closer, within a hundred feet or so, also requires 
  opposed Move Silently versus Listen checks. One win for 
  Einrik puts him on alert; a subsequent second win (that’s 
  a separate time, not spotting two PCs in the same 
  moment) spooks him enough that he will either flee (in 
  secret) or attempt to eliminate lone PCs. 
   
  Einrik’s routine is simple: 
  • 
  He gets up an hour before first light and takes a 
  small boat a mile or so out onto the lake for three or 
  four hours’ fishing. 
  • 
  He comes back for a couple of hours of relaxation 
  and chores. 
  • 
  After lunch he practices his skills and abilities for 
  the afternoon. 
  • 
  He rests again for the evening and dines. 
  • 
  After dark he meditates and practices his skills for 
  another hour or so before bed. 
  • 
  The second night of the week he moves around the 
  town after dark, maintaining his skills in skulking. 
  • 
  The third morning of the week he trades for 
  supplies. 
  • 
  The fifth morning of the week he trains with the 
  local Landstrum, taking care to appear much less 
  skilled than he actually is. 
  • 
  The fifth afternoon he plays the Flanaess equivalent 
  of chess with an old local, a mute who never speaks 
  to him and whom he never speaks to. 
  Fighting Einrik 
  The nature of any combat with Einrik depends upon 
  whether he is alerted to the PCs’ presence or not. This 
  will affect which equipment he will have on him at the 
  moment of first contact. Einrik does not wear and carry 
  his full accoutrement of gear in his day-to-day business 
  around Willenhiem. That would attract too much 
  attention. Thus, in the statistics blocks detailed in the 
  appendices, there are two sets of statistics. The default 
  shows Einrik is his usual state; the ones marked with an 
  asterisk show him in his ready state. 
  APL 8 (EL 10) 
  Einrik Krijgboot: Male human Mnk1/Rog6/Asn3, hp 
  50; see Appendix One. 
  APL 10 (EL 12) 
  Einrik Krijgboot: Male human Mnk1/Rog6/Asn5, hp 
  58; see Appendix Two. 
  APL 12 (EL 14) 
  Einrik Krijgboot: Male human Mnk1/Rog6/Asn7, hp 
  66; see Appendix Three. 
   
  Tactics: If he is caught unawares, the first thing 
  Einrik will attempt to do is break off from combat and 
  take stock of the situation. He will try to fully equip 
  himself if possible, using his secret access points to get to 
  his stash. 
   
  If Einrik knows the PCs are coming then he will 
  make good use of his various abilities; boosting himself 
  with false life where he can, and casting invisibility and 
  pass without trace before engaging. His first attack will 
  always be a point blank ranged attack with a shuriken 
  using true strike and poison, as a sneak and death attack. 
  His intent is to kill the opposition as quickly as possible, 
  with the least risk to himself. His priority will be 
  outlying PCs, preferably spell casters who can locate or 
  damage him. 
   
  During combat Einrik stays on the move, using any 
  cover to disappear from view and pop up when it is to his 
  advantage. He does not hang around for toe to toe 
  combat, since slogging it out with a group is sheer folly. 
   
  Einrik’s main aim is to stay alive, so surrender is 
  indeed an option for him, since it at least gives him a 
  chance to escape. If death is certain, though, he faces it 
  bravely and with a wry sense of the inevitable. After all, 
  he suspects that resurrection may be an option. 
   
  Thus, once it is obvious that the next round of 
  combat will see him killed, he will flee or surrender 
  depending on any available avenues of escape. He will 
  save his potion of blink for aiding escape. 
   
  DM’s Note: Einrik’s potions of inflict serious 
  wounds are labelled as curative potions (A DC 10 
  Knowledge (religion) check will reveal the meaning of 
  the symbol) since they heal him due to his Tomb Tainted 
  Soul feat. PCs may well be fooled… 
  Treasure: 
   
  APL 8: Loot – 0gp, Coin – 0gp, Magic – amulet of 
  natural armor +1 (167gp), assassin’s dagger (859gp); 
  bracers of armor +2 (333gp)*, brooch of shielding 
  (125gp), gloves of dexterity +4* (1,333gp), potion of 
  blink* (63gp), potion of gaseous form* (63gp), potion of 
  inflict serious wounds* (2) (63gp each), ring of protection 
  +2 (667gp), shuriken +2 (50) (667gp). 
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  APL 10: Loot – 0gp, Coin – 0gp, Magic – amulet of 
  natural armor +2 (1,500gp), assassin’s dagger (859gp); 
  bracers of armor +3 (750gp)*, brooch of shielding 
  (125gp), gloves of dexterity +4* (1,333gp), periapt of 
  wisdom +2 (667gp), potion of blink* (63gp), potion of 
  gaseous form* (63gp), potion of inflict serious wounds* 
  (2) (63gp each), ring of protection +3 (1,500gp), shuriken 
  +3 (50) (1,500gp). 
   
  APL 12: Loot – 0gp, Coin – 0gp, Magic – amulet of 
  natural armor +3 (667gp), assassin’s dagger (859gp), belt
  of giant strength +4 (1,333gp), bracers of armor +4 
  (1,333gp)*, brooch of shielding (125gp), gloves of 
  dexterity +6* (3,000gp), periapt of wisdom +4 (1,333gp), 
  potion of blink* (63gp), potion of gaseous form* (63gp), 
  potion of inflict serious wounds* (2) (63gp each), ring of 
  protection +3 (1,500gp), shuriken +3 (50) (1,500gp). 
   
  Interrogating Einrik 
  It’s not beyond the realms of possibility that the PCs 
  manage to capture Einrik alive, and decide to interrogate 
  him. He’s not an easy nut to crack, though, so it takes 
  either magical coercion or a DC 35 Bluff or Intimidate 
  check to get him to admit the following: 
  • 
  He knows that another agent took Hasten’s soul to a 
  temple near Steenvaderhuis in the southern Yatils. 
  • 
  He knows that there is said to be secret knowledge 
  hidden deep in the back of the temple, behind 
  trapped double doors. 
  • 
  He knows that Hasten has been turned to the evil 
  cause, and serves Iggwilv and Iuz. 
  • 
  He knows that Hasten’s aide Bern has also been 
  corrupted in some fashion. 
  Using the philtre 
  Once the PCs have slain Einrik they may well fulfil the 
  agreement and pour the contents of the philtre down his 
  dead throat (tricky if his head has been cut off, but 
  possible). Should this happen read the following: 
  As the philtre is upended a chilled dark mist rolls out 
  of it and slides down over Einrik’s dead lips, pouring 
  slowly like low clouds roil through valleys. A ragged 
  moan comes from the assassin’s mouth and his body 
  darkens and desiccates. Whilst the corpse crumbles 
  and collapses, the dark mist slides upwards back into 
  the bottle. Just as the last vestiges of the body are 
  scattered by the breeze, so the final wisp of mist 
  settles back in the bottle. Once it is stoppered it 
  seems if you peer closely that you can barely make 
  out a twisting ghostly shape in the bottle, writhing in
  torment… 
   
   
  The effect of the philtre is similar to the soul bind spell, 
  keyed to Einrik. Should the PCs open the philtre and use 
  it whilst Einrik is still alive then it will have no effect 
  beyond choking him slightly, and they will have wasted 
  it. 
   
  In that case, presenting Den Hológen with Einrik, 
  dead or alive, will be an acceptable alternative to the 
  successfully used philtre. 
  Nosy neighbours 
  If the fight between the PCs and Einrik is too violent and 
  noisy then it may attract the attention of the locals, who 
  will initially side with Einrik unless the PCs have 
  previously taken some precautions to avoid this. 
   
  A DC 20 Diplomacy or Bluff check or DC 25 
  Intimidate check can convince the townsfolk to stay out 
  of matters. 
  Completing the deal 
  Once the PCs have done what is required, they may 
  return to Clatsberg and make contact with Tantie again, 
  following the same procedure as their first contact. If the 
  conditions of the agreement were met then the Empty 
  Eyes will meet their end of the bargain. 
  The reward 
  Tantie will present the PCs with an expensive looking 
  gem, a large cut amethyst with a glowing blue heart. If 
  examined with detect magic then it radiates a strong 
  conjuration aura. It also responds positively to a detect 
  good spell. 
   
  DM’s Note: This gem contains the good portion of 
  Hasten’s soul. With this item it is possible to somewhat 
  restore Hasten. It also counts as very strong evidence in 
  the case pointing to his corruption. 
   
  In addition to the gem, Tantie will tell the group to 
  ask around the town of Steenvaderhuis about a hidden 
  temple discovered in a nearby valley. She also suggests 
  that in dangerous places greed and excessive curiosity 
  can prove to be fatal. She will not explain further what 
  she means by that. 
   
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  Encounter Six 
  Reporting the Evidence 
  When the PCs feel that they have enough evidence 
  gathered then they may make their way to report in. As 
  they were instructed they should make their way to the 
  Silver Saddle inn in Krestible City. 
  Krestible City seems a dour place these days. Folk go 
  about their business in watchful manner, obv ously 
  less confident than they were in years past. Those of 
  you known for your exploits receive welcoming 
  smiles and nods, however, for the folk of the city 
  appreciate heroic acts and don’t easily forget them. 
  i
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  The Silver Saddle inn remains much the same as 
  it has for many a year, and there is always welcome to 
  be had at i s hearth. The innkeeper, Henk, is known 
  to pour a fine drink and he has a reputation as a good 
  listener who knows to keep a confidence. You recall 
  that it is he who you are meant to speak to first. 
   
  Henk Weisspeer is a cousin, several times removed, 
  of the prestigious Wijs clan. He is a jolly hefty fellow who 
  is expecting the PCs. When he spies them he nods at a 
  table and sends his youngest lass to take their orders. 
   
  Henk himself will come to their table a while later 
  (he’s busy working at first) and says, “You’ll be after the 
  best room then, no doubt?” Assuming the PCs agree – 
  and he’ll make increasingly less subtle statements to get 
  them to agree eventually – he’ll show them to a private 
  upstairs dining room.  
   
  “Won’t be long,” he says before he leaves, and the 
  PCs are left to wait until someone turns up. 
   
  DM’s Note: Feel free to modify the circumstances to 
  this encounter to suit alternate approaches by the PCs. 
   
  After perhaps half an hour of waiting, there are 
  footsteps from beyond the door, which opens to 
  reveal Sofia and Kûrt, who smile at you as they enter. 
  Accompanying them s another young man, one who 
  looks to be still in his teens. His dress indicates that 
  he too is of a family of wealth. 
   
  “Blessings,” says Sofia, as she sits daintily and 
  holds out her hand for the cup of wine quickly 
  provided by her husband. She takes a sip and eyes you 
  over the brim as she drinks. Then she lowers the cup 
  and speaks in an eager voice. “I’m pleased to see you 
  all sound and well. Let’s not draw this out; what have 
  you learned?” 
   
  If the PCs express reluctance at speaking in front of 
  the young man that they don’t know, Sofia will introduce 
  him as her cousin Kel, the youngest son of Hasten, 
  bestowing the young man a fond smile. 
   
  DM’s Note: PCs who played The Voormann’s 
  Daughter – and won’t they be veterans? – will belatedly 
  recognise the lad who took them to meet Hasten in the 
  start of this saga. 
   
  Kel will explain that he is obviously concerned to 
  hear the truth about his father. He will try ever so hard to 
  maintain a sophisticated demeanour, but he is a young 
  man and doesn’t quite pull it off. 
   
  Sofia is all smiles and chatter, a personable lady 
  whose good nature is hard to repress. Where her elder 
  sister Hánnè is usually cool and maintains her poise, 
  Sofia gives the impression of being a bubbly and 
  vivacious lass. 
   
  Kûrt remains quiet and watchful throughout, giving 
  the impression of disciplined competence. 
   
  All three will listen as the PCs report on their 
  findings. If time permits, have one or more of them give a 
  full report. Otherwise, a dot point summary of their 
  findings will be enough. 
  Weighing the evidence 
  With the help of Sofia and Kûrt, the PCs can start 
  working out the weight of their evidence. 
   
  Individual PCs may do this as well, making a DC 15 
  Gather Information check to determine the value of the 
  evidence. 
   
  What is useful information or not is listed below, 
  with its value as evidence noted. 
  • 
  Found the hidden temple at Wijstoren: firm 
  evidence, 3pts. 
  • 
  Recovered the gem containing the soul of the real 
  Bern Kleistad: minor evidence, 2pts. 
  • 
  Discovered the Temple of Souls: circumstantial 
  evidence, 1pt. 
  • 
  Found the unknown Weisspeer inscription: minor 
  evidence, 2pt. 
  • 
  Found and deciphered the inscriptions around the 
  well of souls: minor evidence, 2pts. 
  • 
  Found Hasten Weisspeer’s name in the ‘roster’ at the 
  well of souls: firm evidence, 3pts. 
  • 
  Interrogated Einrik Krijgboot: minor evidence, 2pts. 
  • 
  Received the gem containing the Good part of 
  Hasten: overwhelming evidence, 10pts. 
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  Tally the points of evidence that the characters have 
  gathered. The results of the tally are as follows: 
   
  <4pts: Inconclusive evidence. Hasten can not be 
  accused on these grounds. If time permits, the PCs can 
  try to gather more evidence if some encounters have not 
  been done. If time is short, or somehow all the 
  encounters have been done and failed, then proceed to 
  the Conclusion. 
   
  5–19pts: Strong evidence. There is enough evidence 
  to condemn Hasten as a corrupted turncoat. However, 
  this will need to be done formally, in front of Weisspeer 
  authorities. 
  Proceed 
  to 
  Encounter 
  Seven 
  – 
  Confrontation. 
   
  >19pts: Indisputable evidence. The case against 
  Hasten is so overwhelming that it is obvious he needs to 
  be removed immediately, and this will be put in motion. 
  Proceed to the Conclusion. 
   
  Encounter Seven 
  Confrontation 
   
  This encounter only happens if the PCs have 
  managed to gather a decent amount of evidence against 
  Hasten, yet not enough to absolutely condemn him 
  without question. 
   
  Following your discussion with Sofia, Kûrt and 
  Kel, events accelerate rapidly. Young Kel is sent to 
  inform his aunt of your discoveries whilst the others 
  remain in your company, seeking more detail of your 
  recent activities. 
   
  Soon enough Mârin arrives at the Silver Saddle 
  and you again are asked to explain all that you have 
  learned and done. Once she has heard your tale a few 
  times she seems satisfied and again asks that you wait. 
   
  A night passes before you are again summoned, 
  this time asked to dress as best you can and prepare to 
  speak before the clan dignitaries. 
   
  With due ceremony, you are led through the 
  streets of the city to the Weisspeer Plein, the 
  enclosed plaza where dozens of clansmen are 
  gathered. There is an air of expectancy as many eyes 
  turn your way. 
   
  Within the circling crowd is an open space, 
  where Mârin stands with Sofia and Kel. Kûrt stands 
  nearby at the edge of the crowd, obviously alert. Also
  in the opening, prowling nervously like an annoyed 
  lion, is Hasten himself. His eyes narrow when he 
  spies you and his fists clench. 
   
  “Shall we carry on with this farce, then, Mârin?” 
  Hasten says scathingly. 
   
   
  i
   
  “Farce, brother?” She asks. “Is ensuring the clan’s 
  reputation and honour are unquestionable farcical 
  now? I think these brave folk might help answer 
  that.” 
   
  All eyes turn to you as she says that. You have a 
  sense that much discussion has gone on in the plaza 
  before you arrived. It would appear, though, that your 
  presence is part of the climax… 
   
  No doubt the PCs will be wondering what exactly is 
  expected of them, but Mârin will take the lead. She will 
  walk the heroes through their recent exploits and 
  discoveries, building up the case against Hasten, who 
  glowers and becomes increasing dark faced with rage. 
   
  Have the PCs make Diplomacy checks, and play the 
  reaction of the crowd appropriately. Note which PC gets 
  the highest result; this individual’s testimony will have 
  the most impact. This also designates them as the one 
  Hasten’s ire is directed at. 
   
  DM’s Note: If time permits, allow players who want 
  to dramatise their PCs’ statements to ham it up all they 
  like, applying appropriate bonuses to Diplomacy for 
  particularly good characterisation. 
   
  Once the PCs have finished their testimony, it’s time 
  to get into the action. 
   
  With your statements completed, Mârin stares at 
  Hasten with sad eyes. “A compelling argument, 
  wouldn’t you say, ‘brother’?” she murmurs, sarcasm 
  heavy on the last word. Then she raises her voice to 
  speak to the gathered crowd. “I contend that this 
  man,” she points at Hasten, “ s not the one we have 
  thought him to be. I argue that my real brother is 
  dead and that this… this creature… is a cuckoo, an 
  impostor hidden in our midst to bring ruin to our 
  clan. Shall we accept this any longer?” 
  As the crowd begins to murmur and angry voices 
  grow, Hasten’s face darkens in fury. “Damn you all 
  then!” he roars. From amongst the crowd there are 
  sounds of blades being drawn and the crackle of 
  gathering magic… 
   
  And so the fight is on, because the corrupted Hasten 
  is not going down without a struggle. It’s unlikely this is 
  going to come as a great shock to the PCs, so there is no 
  surprise round. Just roll initiative and get on with it. 
  Dark Star 
   
  Page 24 
  
   
  The PCs have Hasten to contend with, but the 
  confusion from the crowd makes things harder, as NPCs 
  get in the way (adding +1 to the EL). Spread throughout 
  the crowd are various patsies and agents – some are 
  voluntary servants whilst others have been turned against 
  their wills. They will engage with loyal Weisspeer clan-
  folk, including Mârin, Sofia, Kûrt and others. 
  APL 8 (EL 10) 
  Hasten Weisspeer: Male human Clr5/Ftr3/Ari2, hp 93; 
  see Appendix One. 
  APL 10 (EL 12) 
  Hasten Weisspeer: Male human Clr6/Ftr4/Ari2, hp 112; 
  see Appendix Two. 
  APL 12 (EL 14) 
  Hasten Weisspeer: Male human Clr7/Ftr5/Ari2, hp 131; 
  see Appendix Three. 
   
  Tactics: Hasten knows the game is up and that he’s 
  doomed. It’s his intention to take someone with him, and 
  his preferred target will be the PC who made the highest 
  Diplomacy check earlier. Thus he will concentrate his 
  attacks on one person until they are down, and he will 
  make sure they are dead, dealing a coup de gras attack to 
  be certain. If he manages to down one person he will 
  focus on another, and so on. He will make use of healing 
  magic where possible to maintain the fight as long as he 
  can, but since he is outnumbered this will likely be a 
  short and brutal combat. 
   
  Once Hasten is defeated the fight will go out of his 
  minions and the broader combat will quickly draw to a 
  close. Mârin and other senior Weisspeers will take 
  charge, making sure things are calmed down and brought 
  back to order. If Hasten is dead his body will be taken 
  away respectfully. If he is alive he will be put under close 
  guard and removed. 
   
  Needless to say, none of Hasten’s equipment can be 
  claimed by the PCs, since it is by rights property of his 
  immediate family. 
  Treasure: 
  The majority of Hasten’s goods belong rightfully to the 
  Weisspeer clan. Only the ring of misdirection and the 
  potions are not family heirlooms. 
   
  APL 8: Loot – 0gp, Coin – 0gp, Magic – potion of 
  cure serious wounds* (3) (63gp each), ring of 
  misdirection (1,000gp). 
   
  APL 10: Loot – 0gp, Coin – 0gp, Magic – potion of 
  cure serious wounds* (3) (63gp each), ring of 
  misdirection (1,000gp). 
   
  APL 12: Loot – 0gp, Coin – 0gp, Magic – potion of 
  cure serious wounds* (3) (63gp each), ring of 
  misdirection (1,000gp). 
   
  Conclusion 
  This adventure has several possible conclusions, 
  depending upon the results of the characters’ activities: 
  Not enough proof was gathered 
  The day following your meeting with Sofia and Kûrt 
  at the Silver Saddle, you are met again by Mârin 
  Weisspeer. “I thank you,” she says, “for your efforts. 
  Sadly we seem to be left where we started. I have my 
  own suspic ons, but suspicion is not enough. Hard 
  proof is necessary and it seems to be lacking at the 
  moment. Perhaps in time the answers to our 
  questions will be revealed, but for now I certainly 
  must bide my time. I would suggest that you find 
  other pursuits for the immediate future, for no doubt 
  you have come to the attention of those who might be 
  displeased with your activities. I wish you blessings 
  and hope that perhaps we may meet again in more 
  favourable circumstances.” 
  i
  The PCs have failed in their mission, but their attempt 
  has been noted and is appreciated. Any PC who took on 
  the mission for free at first is paid APLx150gp. 
   
  Any PCs who asked for pay in the Introduction will 
  be paid that agreed amount instead. 
  Treasure 
   
  APL8: 1,200gp per PC. 
   
  APL10: 1,500gp per PC. 
   
  APL12: 1,800gp per PC. 
  Hasten was defeated in Encounter Seven 
  The day following the conflict you are invited to a 
  meeting with Mârin Weisspeer. When you meet with 
  her in the Weisspeer Plein, much quieter than it was 
  the day before, she seems a little sad but obviously 
  satisfied. 
   
  l
  “Ah, my friends,” she says when she sees you, “so 
  good of you to come again. I am in your debt, as is the 
  clan and perhaps even the canton too. Without your 
  efforts the creature that had replaced my brother 
  would still be weaving its insidious p ans.” 
  Dark Star 
   
  Page 25 
  
   
  Mârin pauses for a moment as grief seems to 
  overcome her momentarily. 
   
  “But that threat is averted and perhaps we can 
  turn our attention to repairing the damage done and 
  returning the favour to those behind the plot.” 
   
  She gives you a steely look, her inner strength 
  and determination obv ous. “Who knows, you too 
  may have opportunity in the future to help take the 
  fight back to our enemies.” 
  i
   
  With a smile her expression clears. “Yes, you have 
  done very well indeed, and it would be ungracious of 
  me to have you leave unrewarded…” 
  The PCs have succeeded in their mission. Hasten’s body, 
  alive or otherwise, will have been taken to the Drowning 
  Pool and the grim execution ceremony performed there. 
  The PCs will find out about this but will not have been 
  invited. The threat posed by the corrupted Hasten has 
  been neutralised. Who will replace him has yet to be 
  determined. For the time being Mârin will lead the clan. 
   
  Any PC who asked for pay in the Introduction will 
  be paid double that amount. 
   
  PCs who did the job gratis will receive the item 
  Valuable Property on the Adventure Record. 
   
  All PCs receive the Special Understanding item on 
  the Adventure Record, possibly allowing prestige class 
  access. 
   
  In addition, if they brought back the gem with 
  Bern’s soul then they will be informed that the young 
  man was saved, returned to his body and restored to 
  health. Though he will need to recover, he at least has 
  something of a future. 
  No confrontation was needed 
  This ending only occurs if the PCs recovered the gem 
  containing Hasten’s ‘goodness’, and means they fought 
  and defeated Einrik. 
   
  DM’s Note: Hasten can be considered to have been 
  defeated and xp awarded as such, although the xp cap 
  cannot be exceeded. 
  You wait at the Silver Saddle in relative comfort, 
  having given your evidence to Sofia and Kûrt. The 
  following morning you are met once again by the 
  young pair, who are well but show signs of having 
  been in some conflict. “Please, come with us,” smiles 
  Sofia. “My aunt would speak with you.” 
  If the PCs ask what has happened Sofia smiles further 
  and assures them all is well. Just some ‘family issues’ have 
  taken place. She will admit that the items brought back 
  by the PCs were ‘useful’. 
  The young couple leads you through quiet streets to 
  the Weisspeer Plein. It is early yet, so few people are 
  out and about. It would appear that Mârin Weisspeer 
  is up and ready to face the day, however, for she 
  awaits you in the plaza. 
   
  “Ah, my most accomplished friends,” she says 
  with a happy smile, coming forward to grasp your 
  arms in greeting. “So good to see you again. You have 
  done the clan, nay, the nation itself, a great service. 
  Can we ever thank you enough?” 
   
  “Please, come with us.” She leads the foremost of 
  you by the hand and takes you into the Weisspeer 
  clan house. Inside you are led to a small room where 
  you find young Kel sitting with his father. 
   
  Hasten stands when you enter, noting your 
  entrance and smiling. He seems enlivened and there 
  is a youthfulness about him that has seemed missing 
  in recent years. 
   
  “Welcome, my saviours,” he says. “I was lost, but 
  thanks to your efforts I have been returned. This is 
  debt beyond imagination, for you have saved my very 
  soul. For that, I pray, Allitur will protect you always.” 
   
  Mârin nods in approval. “Yes, bro her, they will 
  be rewarded, that is certain.” 
  t
   
  Overnight Hasten has been killed, his evil soul sent 
  packing, his good soul released, and he has been raised 
  from the dead. The good Hasten has been restored, but 
  without his dark side he has lost much of his strength of 
  character. The PCs will be among the first to learn that he 
  intends to step down from his position as pfaltzgraf and is 
  going to retire to a life of quiet reflection. He is grateful 
  to the PCs for giving him the opportunity to do so, as 
  opposed to damnation. 
   
  Who will replace Hasten has yet to be determined. 
  For the time being Mârin will lead the clan. 
   
  Any PC who asked for pay in the Introduction will 
  be paid double that amount. 
   
  PCs who did the job gratis will receive the item 
  Valuable Property on the Adventure Record. 
   
  All PCs receive the Special Understanding item on 
  the Adventure Record, possibly allowing prestige class 
  access. 
   
  In addition, if they brought back the gem with 
  Bern’s soul then they will be informed that the young 
  man was saved, returned to his body and restored to 
  Dark Star 
   
  Page 26 
  
  health. Though he will need to recover, he at least has 
  something of a future. 
   
  Finally, the PCs can end their adventure knowing 
  that although they have contributed to Hasten’s political 
  downfall, they have saved him from an undeserved fate 
  and restored a good man. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Defeated Bern Kleistad: 
   
  APL8 300xp 
   
  APL10 360xp 
   
  APL12 420xp 
  Encounter Four 
  Encountered the layered traps: 
   
  APL8 300xp 
   
  APL10 360xp 
   
  APL12 420xp 
  Encounter Five 
  Defeated Einrik Krijgboot: 
   
  APL8 300xp 
   
  APL10 360xp 
   
  APL12 420xp 
  Encounter Seven 
  Defeated Hasten Weisspeer: 
   
  APL8 300xp 
   
  APL10 360xp 
   
  APL12 420xp 
  Story Award 
  Discovered the hidden temple at Wijstoren: 
   
  APL8 50xp 
   
  APL10 60xp 
   
  APL12 70xp 
  Recovered the gem with Bern’s soul: 
   
  APL8 40xp 
   
  APL10 45xp 
   
  APL12 50xp 
  Found the magical writing with Hasten’s name: 
   
  APL8 45xp 
   
  APL10 50xp 
   
  APL12 55xp 
  Received the gem with Hasten’s ‘goodness’: 
   
  APL8 60xp 
   
  APL10 70xp 
   
  APL12 80xp 
  Discretionary roleplaying award 
   
  APL8 30xp 
   
  APL10 45xp 
   
  APL12 60xp 
  Total possible experience: 
   
  APL8 1,125xp 
   
  APL10 1,350xp 
   
  APL12 1,575xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  Dark Star 
   
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  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Introduction: 
   
  APL 8: L: 0gp; C: 800gp; M: 0gp 
   
  APL 10: L: 0gp; C: 1,000gp; M: 0gp 
   
  APL 12: L: 0gp; C: 1,200gp; M: 0gp 
  Encounter Three:   
   
  APL 8: L: 0gp, C: 0gp, M: 2,875gp – eye spy (2,500gp), 
  hat of disguise (150gp), potion of barkskin +4 (75gp), 
  potion of invisibility (3) (25gp each), potion of silence (3) 
  (25gp each). 
   
  APL 10: L: 0gp, C: 0gp, M: 2,875gp – eye spy 
  (2,500gp), hat of disguise (150gp), potion of barkskin +4 
  (75gp), potion of invisibility (3) (25gp each), potion of 
  silence (3) (25gp each). 
   
  APL 12: L: 0gp, C: 0gp, M: 2,875gp – eye spy 
  (2,500gp), hat of disguise (150gp), potion of barkskin +4 
  (75gp), potion of invisibility (3) (25gp each), potion of 
  silence (3) (25gp each). 
  Encounter Four: 
   
  APL 8: L: 0gp; C: 0gp; M: 0gp 
   
  APL 10: L: 1,250gp; C: 0gp; M: 0gp 
   
  APL 12: L: 2,500gp; C: 0gp; M: 0gp 
  Encounter Five:   
   
  APL 8: L: 0gp, C: 0gp, M: 4,150gp – amulet of natural 
  armor +1 (167gp), assassin’s dagger (859gp); bracers of 
  armor +2 (333gp)*, brooch of shielding (125gp), gloves of 
  dexterity +4* (1,333gp), potion of blink* (63gp), potion of 
  gaseous form* (63gp), potion of inflict serious wounds* 
  (2) (63gp each), ring of protection +2 (667gp), shuriken 
  +2 (50) (667gp). 
   
  APL 10: L: 0gp, C: 0gp, M: 7,400gp – amulet of 
  natural armor +2 (1,500gp), assassin’s dagger (859gp); 
  bracers of armor +3 (750gp)*, brooch of shielding 
  (125gp), gloves of dexterity +4* (1,333gp), periapt of 
  wisdom +2 (667gp), potion of blink* (63gp), potion of 
  gaseous form* (63gp), potion of inflict serious wounds* 
  (2) (63gp each), ring of protection +3 (1,500gp), shuriken 
  +3 (50) (1,500gp). 
   
  APL 12: L: 0gp, C: 0gp, M: 12,484gp – amulet of 
  natural armor +3 (667gp), assassin’s dagger (859gp), belt
  of giant strength +4 (1,333gp), bracers of armor +4 
  (1,333gp)*, brooch of shielding (125gp), gloves of 
  dexterity +6* (3,000gp), periapt of wisdom +4 (1,333gp), 
  potion of blink* (63gp), potion of gaseous form* (63gp), 
  potion of inflict serious wounds* (2) (63gp each), ring of 
  protection +3 (1,500gp), shuriken +3 (50) (1,500gp). 
   
  Encounter Seven:   
   
  APL 8: L: 0gp, C: 0gp, M: 1,189gp – potion of cure 
  serious wounds* (3) (63gp each), ring of misdirection 
  (1,000gp). 
   
  APL 10: L: 0gp, C: 0gp, M: 1,189gp – potion of cure 
  serious wounds* (3) (63gp each), ring of misdirection 
  (1,000gp). 
   
  APL 12: L: 0gp, C: 0gp, M: 1,189gp – potion of cure 
  serious wounds* (3) (63gp each), ring of misdirection 
  (1,000gp). 
  Conclusion: 
   
  APL 8: L: 0gp; C: 1,200gp; M: 0gp 
   
  APL 10: L: 0gp; C: 1,500gp; M: 0gp 
   
  APL 12: L: 0gp; C: 1,800gp; M: 0gp 
  Total Possible Treasure: 
   
  APL 8: L: 0gp; C: 1,200gp; M: 8,114gp – Total: 
  10,414gp (Max: 1,300gp). 
   
  APL 10: L: 1,250gp; C: 1,500gp; M: 11,464gp – Total: 
  14,214gp (Max: 2,300gp). 
  Dark Star 
   
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  APL 12: L: 2,500gp; C: 1,800gp; M: 16,548gp – Total: 
  20,848gp (Max: 3,300gp). 
  Special 
  Descended into the Depths: You have descended into 
  the unholy darkness of a well of souls. No one yet knows 
  what effect, ill or otherwise, this may have had upon you. 
  Valuable Property: As a reward for your services above 
  and beyond normal duty you have been rewarded with a 
  Grand House or a Country Farm within Weisspeer 
  territory in Krestible Canton or Schwartzenbruin City 
  (house only). This property earns you up to 50gp for each 
  Perrenland regional adventure, which may be used to 
  offset costs for lifestyle or other such non-adventuring 
  costs (dinners, bribes, fine clothing, etc.) This property 
  may not be sold. 
  � Grand House in ________________________ 
  � Country Farm in ________________________ 
  Special Understanding: Due to your experiences you 
  will be afforded access to one chosen prestige class: 
  � Any PC who meets the class requirements may access 
  the mindbender prestige class. 
  � Den Masque, Rechter, or Voormannsgardt members 
  have access to the spymaster prestige class. 
  � Old Kerk members or Non-Kerk clerics of Allitur have 
  met requirements for the church inquisitor prestige class. 
  � Treasure Hunters Guild members have access to the 
  nightsong infiltrator prestige class. 
  Eye Spy: When activated this crystallised elf eye floats 
  where it was left and allows the user to see through it 
  continuously as though a clairaudience/clairvoyance 
  spell had been cast, with a range of 600 ft. Only sight may 
  be used, not hearing. Whilst remaining within the range 
  of the eye spy the user may switch between their own 
  sight and the magical sight at will, though doing so will 
  expend a charge for each use of the eye spy’s sight. If the 
  user moves beyond the eye spy’s range it inactivates. As 
  per the spell, the viewpoint of the eye spy may be rotated 
  in all directions. The eye spy may be moved at a rate of 10 
  ft. per round so long as it remains within range. Due to its 
  size the eye spy is hard to see; treat it as having a +15 
  Hide skill. The user may substitute her own Hide skill 
  when using the eye spy if so desired. The eye spy has 50 
  charges. 
  Faint divination; CL 5
  th; Craft Wondrous Item, 
  clairaudience/clairvoyance; Price 30,000gp. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 8: 
  • 
  bracers of armor +2 (Adventure; DMG; 4,000gp) 
  • 
  brooch of shielding (Adventure; DMG; 1,500gp) 
  • 
  eye spy (Adventure, New Item, 30,000gp) 
  • 
  hat of disguise (Adventure, DMG, 1,800gp) 
  • 
  gloves of dexterity +4 (Adventure; DMG; 16,000gp) 
  • 
  potion of inflict serious wounds (Adventure; DMG; 
  750gp each) 
  • 
  ring of misdirection (Adventure; DMG; 12,000gp) 
  • 
  ring of protection +2 (Adventure; DMG; 8,000gp) 
  • 
  shuriken +2 (Adventure; DMG; 8,000gp) 
  APL 10 (all of APL 8 plus the following): 
  • 
  amulet of natural armor +2 (Adventure; DMG; 
  8,000gp) 
  • 
  bracers of armor +3 (Adventure; DMG; 9,000gp) 
  • 
  ring of protection +3 (Adventure; DMG; 18,000gp) 
  • 
  shuriken +3 (Adventure; DMG; 18,000gp). 
  APL 12 (all of APLs 8-10 plus the following): 
  • 
  amulet of natural armor +3 (Adventure; DMG; 
  18,000gp) 
  • 
  belt of giant strength +4 (Adventure; DMG; 
  16,000gp) 
  • 
  bracers of armor +4 (Adventure; DMG; 16,000gp) 
  • 
  gloves of dexterity +6 (Adventure; DMG; 36,000gp) 
  • 
  periapt of wisdom +4 (Adventure; DMG; 16,000gp) 
   
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  Appendix One – APL 8
  Encounter Three 
   
   
   
   
   
   
   
  Bern Kleistad: Male Human Clr3/Wiz (necromancer) 
  3/true necromancer4; CR 10; Medium Humanoid; HD 
  3d8+3d4+4d6; hp 43; Init +6; Spd 30 ft.; AC 15, touch 
  13, flat-footed 13, BAB/Grp +5/+5; Atk: +7 ranged 
  (1d8/19-20, crossbow, light) or +6 melee (1d8, 
  *Morningstar, masterwork); Full Atk: +7 ranged 
  (1d8/19-20, crossbow, light) or +6 melee (1d8/20/x2, 
  *Morningstar, masterwork); SA +2 bonus to Spellcraft 
  when learning Necromancy, Necromantic prowess 
  (Ex) (+1), Create undead 1/day, Rebuke Undead (Su) 
  4/day (turn level 7) (turn damage 2d6+8), Spontaneous 
  casting, Summon Familiar, Zone of Desecration (Su); 
  AL: NE; SV Fort +6, Ref +6, Will +15; Str 10, Dex 14, 
  Con 10, Int 16, Wis 18, Cha 12.  
   
  Skills and Feats: Bluff +3, Concentration +13, 
  Decipher Script +5, Disguise +6, Heal +9, Knowledge 
  (arcana) +14, Knowledge (religion) +14, Search +5, 
  Spellcraft +18; Combat Casting, Improved Initiative, 
  Practiced Spellcaster-Arcane-4, Practiced Spellcaster-
  Divine-4, Scribe Scroll, Spell Focus (Necromancy). 
   
  Possessions: Bolts, crossbow (50); gloves of 
  dexterity +2; hat of disguise; holy symbol (silver); holy 
  symbol (wooden) (x2); morningstar (masterwork); 
  traveller’s outfit; periapt of wisdom +2; ring of 
  protection +1; +1 light mithral shield; spell component 
  pouch (x2); vest of resistance +1; crossbow, light; pouch 
  (belt); potion of barkskin +4. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; Base DC = 
  14 + spell level): 0—detect magic, light, mending, 
  purify food and drink, read magic; 1st—cause fear*, 
  command, cure light wounds (2), obscuring mist; 
  2nd—hold person, resist energy, silence, undetectable 
  alignment; 3rd—animate dead*, cure serious wounds, 
  deeper darkness, magic vestment. 
   
  Wizard Spells Prepared (4+1/4+1/4+1/3+1; Base 
  DC = 13 + spell level): 0—detect magic, ghost sound 
  (2), prestidigitation, touch of fatigue; 1st—charm 
  person, orb of acid, lesser (2), ray of enfeeblement, 
  shield; 2nd—blindness/deafness, detect thoughts, false 
  life, 
  see 
  invisibility, 
  web; 3rd—deep slumber, 
  nondetection, suggestion, vampiric touch.  
   
  *Domain spell. Domains: Death (You may use a 
  death touch once per day. Your death touch is a 
  supernatural ability that produces a death effect. You 
  must succeed on a melee touch attack against a living 
  creature (using the rules for touch spells). When you 
  touch, roll 1d6 per cleric level you possess. If the total 
  at least equals the creature's current hit points, it dies 
  (no save).); Strength (You can perform a feat of 
  strength as a supernatural ability. You gain an 
  enhancement bonus to Strength equal to your cleric 
  level. Activating the power is a free action, the power 
  lasts 1 round, and it is usable once per day.); Deity: 
  None.  
   
  Spellbook: 0—acid splash, arcane mark, daze, 
  detect magic, detect poison, disrupt undead, ghost 
  sound, prestidigitation, read magic, resistance, touch of 
  fatigue; 1st—alarm, cause fear, charm person, chill 
  touch, color spray, disguise self, endure elements, hold 
  portal, orb of acid, lesser, ray of enfeeblement, shield; 
  2nd—blindness/deafness, command undead, detect 
  thoughts, false life, ghoul touch, see invisibility, 
  spectral hand, touch of idiocy, web; 3rd—deep 
  slumber, dispel magic, displacement, major image, 
  nondetection, ray of exhaustion, suggestion, vampiric 
  touch. 
  Encounter Five  
   
   
   
   
   
   
   
  Einrik 
  Krijgboot: 
  Male 
  Human 
  (Flan), 
  Mnk1/Rog6/Asn3; CR 10; Medium Humanoid; HD 
  1d8+1 + 6d6+6 + 3d6+3; hp 50; Init +10; Spd 30 ft.; AC 
  17 (21*), touch 16 (18*), flat-footed 13 (15*), BAB/Grp 
  +6/+7; Atk: +12 (+14*) melee ( 1d4+3+poison*/19-
  20/x2, assassin’s dagger) or +12 (+14*) ranged 
  (1d2+3+poison*, shuriken); Full Atk +12 (+14*) melee 
  (1d4+3+poison*/19-20/x2, assassin’s dagger) or +12 
  (+14*) ranged (1d2+3+poison*, shuriken); SA death 
  attack**, sneak attack +5d6, poison use, flurry of blows, 
  stunning blow, unarmed attack, spells; AL: LE; SV Fort 
  +6, Ref +14 (+16*), Will +8; Str 12, Dex 18 (22*), Con 12, 
  Int 16, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +3, Diplomacy +4, 
  Disable Device +8, Disguise +10, Escape Artist +7, 
  Forgery +4, Gather Information +6, Hide +25, 
  Intimidate +6, Jump +5, Knowledge (history) +7, 
  Knowledge (local, Perrenland) +11, Knowledge 
  (religion) +9, Listen +7, Move Silently +25, Open Lock 
  +8, Ride +7, Search +5, Sense Motive +4, Spellcraft +7, 
  Spot +11, Tumble +25, Use Magical Device +3; Exotic 
  Weapon Proficiency (Shuriken), Improved Initiative, 
  Point Blank Shot, Precise Shot, Stunning Fist, Tomb 
  Tainted Soul, Weapon Finesse (Dagger). 
   
  Possessions: Amulet of natural armor +1, assassin’s 
  dagger**; bracers of armor +2*, brooch of shielding, 
  Dark Star 
   
  Page 30 
  
  gloves of dexterity +4*, potion of blink*, potion of 
  gaseous form*, potion of inflict serious wounds* (2), 
  ring of protection +2, shuriken +2 (50), poison 
  (Iggwilv’s Famine, 4 applications)*. 
   
  * – These items are only used when Einrik is and 
  alerted and prepared; the changes to attacks, AC and 
  saves are noted. 
   
  ** – Fortitude save DC for Death Attack raised by 
  1 when using dagger. 
  Spells Per Day (3/2; base DC = 13 + spell level): Spells 
  Known 1st—true strike, feather fall, sleep; 2nd—
  invisibility, pass without trace. 
  Encounter Seven 
   
   
   
   
   
   
   
  Hasten Weisspeer: Male Human Clr5/Ftr3/Ari2; CR 
  9; Medium Humanoid; HD 5d8+3d10+2d8+40; hp 93; 
  Init +1; Spd 30 ft.; AC 17, touch 14, flat-footed 16, 
  BAB/Grp +7/+10; Atk: +13 (1d8+6/x3, shortspear); Full 
  Atk: +13 melee (1d8+6/x3, shortspear); SA rebuke 
  undead; AL: NE; SV Fort +12, Ref +4, Will +12; Str 16, 
  Dex 12, Con 14 (18), Int 13, Wis 17, Cha 14. 
   
  Skills and Feats: Concentration +7, Diplomacy +8, 
  Gather Information +6, Handle Animal +6, Heal +4, 
  Knowledge (nobility & royalty) +2, Knowledge 
  (religion) +2, Profession (Judge) +8, Ride +7, Sense 
  Motive +7; Cleave, Combat Casting, Leadership, 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge, Trample. 
   
  Possessions: amulet of health +4, bracers of armor 
  +3, brooch of shielding, holy symbol (silver) (x2), holy 
  symbol (wooden) x, potion of cure moderate wounds 
  (x2), ring of misdirection (12,000gp), ring of protection 
  +3, vest of resistance +3, +3 Returning Shortspear of 
  Wounding. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; Base DC = 
  13 + spell level): 0—detect magic (2), purify food and 
  drink, read magic, resistance; 1st—cause fear*, 
  command, cure light wounds (2), protection from 
  good; 2nd—cure moderate wounds (2), invisibility*, 
  undetectable alignment; 3rd—cure serious wounds, 
  dispel magic, nondetection*. 
   
  *Domain spell. Domains: Evil (You cast evil spells 
  at +1 caster level.); Trickery (Add Bluff, Disguise, and 
  Hide to your list of cleric class skills.); Deity: Iggwilv 
  (Iuz). 
   
  Dark Star 
   
  Page 31 
  
  Appendix Two – APL 10 
  Encounter Three 
   
   
   
   
   
   
   
  Bern Kleistad: Male Human Clr3/Wiz (necromancer) 
  3/true necromancer6; CR 12; Medium Humanoid; HD 
  3d8+3d4+6d6; hp 51; Init +6; Spd 30 ft.; AC 15, touch 
  13, flat-footed 13; BAB/Grp +6/+6; Atk: +8 ranged 
  (1d8/19-20/x2, 
  crossbow, 
  light) 
  or 
  +7 
  melee 
  (1d8/20/x2, morningstar, masterwork); Full Atk: +8/+3 
  ranged (1d8/19-20, crossbow, light) or +7/+2 melee 
  (1d8, morningstar,  masterwork); SA +2 bonus to 
  Spellcraft when learning Necromancy, Necromantic 
  prowess (Ex) (+3), Rebuke Undead (Su) 5/day (turn 
  level 9) (turn damage 2d6+11), Spontaneous casting, 
  Summon Familiar, Zone of Desecration (Su); AL: NE; 
  SV Fort +8, Ref +8, Will +17; Str 10, Dex 14, Con 10, 
  Int 17, Wis 18, Cha 14.  
   
  Skills and Feats: Bluff +7, Concentration +15, 
  Decipher Script +5, Diplomacy +4, Disguise +7, Heal 
  +9, Intimidate +4, Knowledge (arcana) +15, Knowledge 
  (religion) +15, Search +5, Spellcraft +20; Combat 
  Casting, Improved Initiative, Practiced Spellcaster-
  Arcane-4, Practiced Spellcaster-Divine-4, Scribe Scroll, 
  Spell Focus (Necromancy), Spell Penetration. 
   
  Possessions: Bolts, crossbow (50); cloak of 
  charisma +2; gloves of dexterity +2; hat of disguise; 
  holy symbol (silver); holy symbol (wooden) (x2); 
  morningstar (masterwork); traveller’s outfit; periapt of 
  wisdom +2; ring of protection +1; +1 light mithral 
  shield; spell component pouch (x2); vest of resistance 
  +2; crossbow, light; pouch (belt); potion of barkskin +4.  
  Cleric Spells Prepared (6/5+1/4+1/4+1/3+1; DC = 14 + 
  spell level): 0—detect magic (2), light, mending, purify 
  food and drink, read magic; 1st—cause fear*, 
  command, cure light wounds (2), obscuring mist, 
  protection from good; 2nd—death knell*, hold person, 
  resist energy, silence, undetectable alignment; 3rd—
  animate dead* (2), cure serious wounds, deeper 
  darkness, magic vestment; 4th—cure critical wounds, 
  death ward*, freedom of movement, spell immunity. 
  Wizard Spells Prepared  (4+1/5+1/4+1/4+1/2+1; DC = 
  13 + spell level): 0—detect magic, ghost sound (2), 
  prestidigitation, touch of fatigue; 1st—charm person, 
  hold portal, orb of acid, lesser (2), ray of enfeeblement, 
  shield; 2nd—blindness/deafness, detect thoughts, false 
  life, see invisibility, web; 3rd—deep slumber, dispel 
  magic, nondetection, suggestion, vampiric touch; 
  4th—confusion, enervation, solid fog. 
  *Domain spell. Domains: Death (You may use a death 
  touch once per day. Your death touch is a supernatural 
  ability that produces a death effect. You must succeed 
  on a melee touch attack against a living creature (using 
  the rules for touch spells). When you touch, roll 1d6 
  per cleric level you possess. If the total at least equals 
  the creature's current hit points, it dies (no save).); 
  Strength (You can perform a feat of strength as a 
  supernatural ability. You gain an enhancement bonus 
  to Strength equal to your cleric level. Activating the 
  power is a free action, the power lasts 1 round, and it is 
  usable once per day.); Deity: None;  
  Spellbook: 0—acid splash, arcane mark, daze, detect 
  magic, detect poison, disrupt undead, ghost sound, 
  prestidigitation, read magic, resistance, touch of 
  fatigue; 1st—alarm, cause fear, charm person, chill 
  touch, color spray, disguise self, endure elements, hold 
  portal, orb of acid, lesser, ray of enfeeblement, shield; 
  2nd—blindness/deafness, command undead, detect 
  thoughts, false life, ghoul touch, see invisibility, 
  spectral hand, touch of idiocy, web; 3rd—deep 
  slumber, dispel magic, displacement, major image, 
  nondetection, ray of exhaustion, suggestion, vampiric 
  touch; 
  4th—Evard's 
  black 
  tentacles, 
  confusion, 
  contagion, enervation, orb of force, solid fog. 
  Encounter Five  
   
   
   
   
   
   
   
  Einrik 
  Krijgboot: 
  Male 
  Human 
  (Flan), 
  Mnk1/Rog6/Asn5; CR 12; Medium Humanoid; HD 
  1d8+1 + 6d6+6 + 5d6+5; hp 58; Init +10; Spd 30 ft.; AC 
  19 (24*), touch 17 (19*), flat-footed 15 (18*), BAB/Grp 
  +7/+8; Atk: +13 (+15*) melee (assassin’s dagger, 
  1d4+3+poison*/19-20/x2) 
  or 
  +14 
  (+16*) 
  ranged 
  (shuriken +3, 1d2+4+poison*); Full Atk +13 (+15*) 
  melee (assassin’s dagger, 1d4+3+poison*/19-20/x2) or 
  +14 (+16*) ranged (shuriken +3, 1d2+4+poison*); SA 
  death attack, sneak attack +6d6, poison use, flurry of 
  blows, stunning blow, unarmed attack, spells; AL: LE; 
  SV Fort +6, Ref +15 (+17*), Will +9; Str 12, Dex 19 (23*), 
  Con 12, Int 16, Wis 16 (18), Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +8, Diplomacy +4, 
  Disable Device +10, Disguise +10, Escape Artist +7, 
  Forgery +7, Gather Information +6, Hide +25, 
  Intimidate +6, Jump +5, Knowledge (history) +11, 
  Knowledge (local, Perrenland) +11, Knowledge 
  (religion) +11, Listen +8, Move Silently +25, Open Lock 
  +8, Ride +7, Search +5, Sense Motive +5, Spellcraft +9, 
  Spot +12, Tumble +25, Use Magical Device +3; Combat 
  Reflexes, Exotic Weapon Proficiency (Shuriken), 
  Dark Star 
   
  Page 32 
  
  Improved Initiative, Point Blank Shot, Precise Shot, 
  Stunning Fist, Tomb Tainted Soul, Weapon Finesse 
  (Dagger). 
   
  Possessions: Amulet of natural armor +2, assassin’s 
  dagger**; bracers of armor +3*, brooch of shielding, 
  gloves of dexterity +4*, periapt of wisdom +2, potion of 
  blink*, potion of gaseous form*, potion of inflict 
  serious wounds* (2), ring of protection +3, shuriken +3 
  (50), poison (Iggwilv’s Famine, 4 applications)*. 
   
  * – These items are only used when Einrik is and 
  alerted and prepared; the changes to attacks, AC and 
  saves are noted. 
   
  ** – Fortitude save DC for Death Attack raised by 
  1 when using dagger. 
   
  Spells Per Day (4/3/2; base DC = 13 + spell level): 
  Spells Known 1st—feather fall, obscuring mist, sleep, 
  true strike; 2nd—invisibility, pass without trace, 
  undetectable alignment; 3rd—false life, nondetection. 
  Encounter Seven 
   
   
   
   
   
   
   
  Hasten Weisspeer: Male Human Clr6/Ftr4/Ari2; CR 
  11; Medium Humanoid; HD 6d8+4d10+2d8+48; hp 
  112; Init +1; Spd 30 ft.; AC 17, touch 14, flat-footed 16, 
  BAB/Grp 
  +9/+12; 
  Atk: 
  +15 
  melee 
  (1d8+6/x3, 
  shortspear); 
  Full 
  Atk: 
  +15 
  melee 
  (1d8+6/x3, 
  shortspear); SA rebuke undead; AL: NE; SV Fort +14, 
  Ref +5, Will +16; Str 16, Dex 12, Con 14 (18), Int 13, 
  Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +10, Diplomacy 
  +10, Gather Information +6, Handle Animal +6, Heal 
  +6, Knowledge (nobility & royalty) +3, Knowledge 
  (religion) +3, Profession (Judge) +8, Ride +9, Sense 
  Motive +10; Cleave, Combat Casting, Iron Will, 
  Leadership, Mounted Combat, Negotiator, Power 
  Attack, Ride-By Attack, Spirited Charge, Trample. 
   
  Possessions: amulet of health +4, bracers of armor 
  +3, brooch of shielding, holy symbol (silver) (x2), holy 
  symbol (wooden) x, potion of cure moderate wounds 
  (x2), ring of misdirection (12,000gp), ring of protection 
  +3, vest of resistance +3, +3 Returning Shortspear of 
  Wounding. 
   
  Cleric Spells Prepared (5/4+1/4+1/3+1; Base DC = 
  14 + spell level): 0—detect magic (2), purify food and 
  drink, read magic, resistance; 1st—cause fear*, 
  command, cure light wounds (2), protection from 
  good; 2nd—cure moderate wounds (2), hold person, 
  invisibility*, undetectable alignment; 3rd—bestow 
  curse, 
  cure 
  serious 
  wounds, 
  dispel 
  magic, 
  nondetection*. 
   
  *Domain spell. Domains: Evil (You cast evil spells 
  at +1 caster level.); Trickery (Add Bluff, Disguise, and 
  Hide to your list of cleric class skills.); Deity: Iggwilv 
  (Iuz). 
   
  Dark Star 
   
  Page 33 
  
  Appendix Three – APL 12 
  Encounter Three 
   
   
   
   
   
   
   
  Bern Kleistad: Male Human Clr3/Wiz (necromancer) 
  3/true necromancer 8; CR 14; Medium Humanoid; HD 
  3d8+3d4+8d6; hp 59; Init +6; Spd 30 ft.; AC 16, touch 
  14, flat-footed 14; BAB/Grp +7/+7; Atk: +9 ranged 
  (1d8/19-20, crossbow, light) or +8 melee (1d8, 
  Morningstar, masterwork) ; Full Atk: +9/+4 ranged 
  (1d8/19-20, 
  crossbow, 
  light) 
  or 
  +8/+3 
  melee 
  (1d8/20/x2, morningstar, masterwork); SA +2 bonus to 
  Spellcraft when learning Necromancy, Necromantic 
  prowess (Ex) (+3), Rebuke Undead (Su) 5/day (turn 
  level 11) (turn damage 2d6+13), Spontaneous casting, 
  Summon Familiar, Zone of Desecration (Su); AL: NE; 
  SV Fort +10, Ref +10, Will +20; Str 10, Dex 14, Con 10, 
  Int 17, Wis 18, Cha 14. 
   
  Skills and Feats: Bluff +7, Concentration +17, 
  Decipher Script +5, Diplomacy +4, Disguise +7, Heal 
  +9, Intimidate +4, Knowledge (arcana) +15, Knowledge 
  (religion) +15, Search +13, Spellcraft +22; Combat 
  Casting, Improved Initiative, Practiced Spellcaster-
  Arcane-4, Practiced Spellcaster-Divine-4, Scribe Scroll, 
  Spell Focus (Necromancy), Spell Penetration. 
   
  Possessions: 
  Bolts, 
  crossbow 
  (50); 
  ring 
  of 
  protection +2; cloak of charisma +2; gloves of dexterity 
  +2; hat of disguise; holy symbol (silver); holy symbol 
  (wooden) (x2); morningstar (masterwork); traveller’s 
  outfit; periapt of wisdom +2; +1 light mithral shield; 
  spell component pouch (x2); vest of resistance +4; 
  crossbow, light; pouch (belt); potion of barkskin +4. 
  Cleric Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; DC = 
  14 + spell level): 0—detect magic (2), light, mending, 
  purify food and drink, read magic; 1st—cause fear*, 
  command, cure light wounds (2), obscuring mist, 
  protection from good; 2nd—death knell*, enthral, hold 
  person, resist energy, silence, undetectable alignment; 
  3rd—animate dead* (2), cure serious wounds, deeper 
  darkness, magic vestment; 4th—cure critical wounds 
  (2), death ward*, freedom of movement, spell 
  immunity; 5th—command, greater, slay living*, spell 
  resistance. 
  Wizard Spells Prepared (4+1/5+1/5+1/4+1/3+1/2+1; 
  DC = 13 + spell level) 0—detect magic, ghost sound (2), 
  prestidigitation, touch of fatigue; 1st—charm person, 
  hold portal, orb of acid, lesser (2), ray of enfeeblement, 
  shield; 2nd—blindness/deafness, detect thoughts, false 
  life, see invisibility, spectral hand, web; 3rd—deep 
  slumber, dispel magic, nondetection, suggestion, 
  vampiric touch; 4th—evard's black tentacles, confusion, 
  enervation, solid fog; 5th—dominate person, symbol of 
  pain, teleport. 
  *Domain spell. Domains: Death (You may use a death touch 
  once per day. Your death touch is a supernatural ability that 
  produces a death effect. You must succeed on a melee touch 
  attack against a living creature (using the rules for touch 
  spells). When you touch, roll 1d6 per cleric level you 
  possess. If the total at least equals the creature's current hit 
  points, it dies (no save).); Strength (You can perform a feat 
  of strength as a supernatural ability. You gain an 
  enhancement bonus to Strength equal to your cleric level. 
  Activating the power is a free action, the power lasts 1 
  round, and it is usable once per day.); Deity: None. 
  Spellbook: 0—acid splash, arcane mark, daze, detect magic, 
  detect 
  poison, 
  disrupt 
  undead, 
  ghost 
  sound, 
  prestidigitation, read magic, resistance, touch of fatigue; 
  1st—alarm, cause fear, charm person, chill touch, color 
  spray, disguise self, endure elements, hold portal, orb of 
  acid, 
  lesser, 
  ray 
  of 
  enfeeblement, 
  shield; 
  2nd—
  blindness/deafness, command undead, detect thoughts, 
  false life, ghoul touch, see invisibility, spectral hand, touch 
  of idiocy, web; 3rd—deep slumber, dispel magic, 
  displacement, 
  major 
  image, 
  nondetection, 
  ray 
  of 
  exhaustion, suggestion, vampiric touch; 4th—evard's black 
  tentacles, 
  confusion, 
  contagion, 
  dimension 
  door, 
  enervation, orb of force, solid fog; 5th—arc of lightning, 
  dominate person, feeblemind, magic jar, persistent image, 
  seeming, symbol of pain, teleport. 
  Encounter Five  
   
   
   
   
   
   
   
  Einrik Krijgboot: Male Human (Flan), Mnk1/Rog6/Asn7; 
  CR 14; Medium Humanoid; HD 1d8+1 + 6d6+6 + 7d6+7; hp 
  66; Init +10; Spd 30 ft.; AC 21 (27*), touch 17 (20*), flat-
  footed 17 (20*), BAB/Grp +9/+10 (+9/+12*); Atk: +15 (+18*) 
  melee (assassin’s dagger, 1d4+5+poison*/19-20/x2) or +16 
  (+19*) ranged (shuriken +3, 1d2+6+poison*); Full Atk +15 
  (+18*) melee (assassin’s dagger, 1d4+5+poison*/19-20/x2) or 
  +16 (+19*) ranged (shuriken +3, 1d2+6+poison*); SA death 
  attack, sneak attack +7d6, poison use, flurry of blows, 
  stunning blow, unarmed attack, spells; AL: LE; SV Fort +7, 
  Ref +16 (+18*), Will +11; Str 12 (16*), Dex 19 (25*), Con 12, 
  Int 16, Wis 16 (20), Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +8, Diplomacy +4, 
  Disable Device +11, Disguise +10, Escape Artist +8, Forgery 
  +7, Gather Information +6, Hide +27, Intimidate +6, Jump 
  +5, Knowledge (history) +11, Knowledge (local, Perrenland) 
  +11, Knowledge (religion) +11, Listen +13, Move Silently 
  Dark Star 
   
  Page 34 
  
  +27, Open Lock +9, Ride +8, Search +9, Sense Motive 
  +6, Spellcraft +9, Spot +17, Tumble +26, Use Magical 
  Device 
  +3; 
  Combat 
  Reflexes, 
  Exotic 
  Weapon 
  Proficiency (Shuriken), Improved Initiative, Point 
  Blank Shot, Precise Shot, Stunning Fist, Tomb Tainted 
  Soul, Weapon Finesse (Dagger). 
   
  Possessions: Amulet of natural armor +3, assassin’s 
  dagger**, belt of giant strength +4*, bracers of armor 
  +4*, brooch of shielding, gloves of dexterity +6*, 
  periapt of wisdom +4, potion of blink*, potion of 
  gaseous form*, potion of inflict serious wounds* (2), 
  ring of protection +3, shuriken +3 (50), poison 
  (Iggwilv’s Famine, 4 applications)*. 
   
  * – These items are only used when Einrik is and 
  alerted and prepared; the changes to attacks, AC and 
  saves are noted. 
   
  ** – Fortitude save DC for Death Attack raised by 
  1 when using dagger. 
   
  Spells Per Day (4/4/3/0; base DC = 13 + spell 
  level): Spells Known 1st—feather fall, obscuring mist, 
  sleep, true strike; 2nd—invisibility, pass without trace, 
  spider climb, undetectable alignment; 3rd—false life, 
  misdirection, nondetection; 4th—greater invisibility. 
  Encounter Seven 
   
   
   
   
   
   
   
  Hasten Weisspeer: Male Human Clr7/Ftr5/Ari2; CR 
  13; Medium Humanoid; HD 7d8+5d10+2d8+56; hp 
  131; Init +1; Spd 30 ft.; AC 17, touch 14, flat-footed 16, 
  BAB/Grp +11/+14; Atk: +17 melee (1d8+6/x3, 
  shortspear); 
  Full 
  Atk: 
  +17 
  melee 
  (1d8+6/x3, 
  shortspear); SA rebuke undead; AL: NE; SV Fort +15, 
  Ref +6, Will +17; Str 16, Dex 12, Con 14 (18), Int 13, 
  Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +10, Diplomacy 
  +10, Gather Information +6, Handle Animal +6, Heal 
  +6, Knowledge (nobility & royalty) +3, Knowledge 
  (religion) +3, Profession (Judge) +8, Ride +9, Sense 
  Motive +10; Cleave, Combat Casting, Iron Will, 
  Leadership, Mounted Combat, Negotiator, Power 
  Attack, Ride-By Attack, Spirited Charge, Trample. 
   
  Possessions: amulet of health +4, bracers of armor 
  +3, brooch of shielding, holy symbol (silver) (x2), holy 
  symbol (wooden) x, potion of cure moderate wounds 
  (x2), ring of misdirection (12,000gp), ring of protection 
  +3, vest of resistance +3, +3 Returning Shortspear of 
  Wounding. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; Base 
  DC = 14 + spell level): 0—detect magic (2), purify food 
  and drink, read magic, resistance (2); 1st—cause fear*, 
  command, cure light wounds (3), protection from good; 
  2nd—cure moderate wounds (2), hold person, invisibility*, 
  undetectable alignment; 3rd—bestow curse, cure serious 
  wounds, dispel magic, nondetection*; 4th—confusion*, 
  cure critical wounds, divine power. 
   
  *Domain spell. Domains: Evil (You cast evil spells at +1 
  caster level.); Trickery (Add Bluff, Disguise, and Hide to 
  your list of cleric class skills.); Deity: Iggwilv (Iuz). 
   
  Dark Star 
   
  Page 35 
  
  Appendix Four – New Rules
  Feats (LM p31)  
   
   
   
   
   
   
   
  Tomb Tainted Soul [General] 
  Your soul is tainted by the foul touch of undeath 
   
  Prerequisite: Non-good alignment 
   
  Benefit: You are healed by negative energy and 
  harmed by positive energy as if you were an undead 
  creature. This feat gives no other penalties or benefits 
  of the undead type. 
  New Items 
   
   
   
   
   
   
   
   
   
  Eye Spy: When activated this crystallised elf eye floats 
  where it was left and allows the user to see through it 
  continuously as though a clairaudience/clairvoyance 
  spell had been cast, with a range of 600 ft. Only sight 
  may be used, not hearing. Whilst remaining within the 
  range of the eye spy the user may switch between their 
  own sight and the magical sight at will, though doing 
  so will expend a charge for each use of the eye spy’s 
  sight. If the user moves beyond the eye spy’s range it 
  inactivates. As per the spell, the viewpoint of the eye 
  spy may be rotated in all directions. The eye spy may be 
  moved at a rate of 10 ft. per round so long as it remains 
  within range. Due to its size the eye spy is hard to see; 
  treat it as having a +15 Hide skill. The user may 
  substitute her own Hide skill when using the eye spy if 
  so desired. The eye spy has 50 charges. 
  Faint divination; CL 5
  th; Craft Wondrous Item, 
  clairaudience/clairvoyance; Price 30,000gp. 
  Iggwilv’s Famine: Poison Injury DC 16, Initial 
  Damage: See Below, Secondary Damage 2d6 Str + see 
  below. 
   
  This vile magical poison is derived from the 
  desiccated corpses of the mummified noble Ur-Flan 
  who where purged when Iggwilv’s mother Igg-Vuurz 
  came to power during the time of the Ur-Flan states 
  within the Quaglands. These nobles, priests of Nerull 
  who fought in opposition to the demon worshiping 
  Igg-Vuurz, were captured and then mummified alive. 
  The poison thus derived from the dust of their 
  powered innards is tainted with strong necromantic 
  magic.  
   
  When the poison is delivered via an injury the 
  victim must make a Fortitude (DC 16) save or become 
  ravenously thirsty and suffer an unquenchable hunger. 
  The victim must stop whatever they are doing to eat for 
  1d4 +1 rounds as this thirst and hunger consumes them. A 
  victim who cannot find something to eat will attack the 
  nearest living creature within 60 ft. and attempt to bite and 
  eat them instead. If no food or living creature is with 60 ft. 
  the victim will eat themselves, inflicting 1d4 points of 
  damage per round or better if they have a natural bite attack 
  or a monk’s unarmed damage. The victim will continue to 
  eat until either the duration expires or until a Remove 
  Curse is applied, or a Dispel Magic or Break Enchantment 
  is successfully cast. 
   
  Regardless of how much a victim eats one minute later 
  the victim must make a second save or suffer 2d6 points of 
  Strength damage as the energy within them is consumed. A 
  successful save negates further effects. A victim who dies as 
  a result of this poison damage will return as a Ghast unless 
  they are raised or beheaded within twenty fours hours of 
  their death. 
   
  Dark Star 
   
  Page 36 
  
  Appendix Five – New Prestige Class
  True Necromancer (LM p51−53) 
  Power corrupts. Power over life and death corrupts 
  absolutely. The power to raise an undying servant from 
  the husk of the formerly living is darkly tempting – 
  and certainly evil. Those who seek such unyielding 
  obedience from the dead willing tread the path of 
  necromancy. 
   
  Characters 
  who 
  wish 
  to 
  become 
  true 
  necromancers must take levels in both arcane and 
  divine spellcasting classes, usually cleric and wizard or 
  cleric and sorcerer. Only then to they begin their 
  sinister schooling, learning how to combine the foulest 
  aspects of both disciplines into single, necromantic 
  whole. 
   
  NPC true necromancers are usually found singly – 
  living in an abandoned graveyard, hidden in the depths 
  of a centuries-old catacomb, or lurking in an 
  unhallowed 
  mausoleum. 
  Occasionally, 
  true 
  necromancers gather into small societies or evil 
  associations, but eventually most such groups are 
  stamped out. At least, so hope those concerned with 
  the triumph of good over evil in the world. 
  Hit Die: d6. 
  Requirements 
  To qualify to become a true necromancer, a character 
  must fulfill the following criteria. 
  Alignment: Any nongood. 
  Skills: Knowledge (arcana) 8 ranks, Knowledge 
  (religion) 8 ranks. 
  Spells: Able to cast summon undead II as a divine spell 
  and command undead as an arcane spell. 
  Special: Able to rebuke undead. 
  Special: Access to the Death domain. 
  Class Skills 
  The true necromancer’s class skills (and the key ability 
  for each skill) are Concentration (Con), Craft (Int), 
  Heal (Wis), Knowledge (arcana) (Int), Knowledge 
  (religion) (Int), Profession (Wis), Search (Int), and 
  Spellcraft (Int). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  The following are class features of the true necromancer 
  prestige class. 
  Weapon and Armor Proficiency: True necromancers gain 
  no proficiency with any weapons, armor, or shields. 
  Spells per Day/Spells Known: A true necromancer gains 
  new spells per day (and spells know, if applicable) as if she 
  had also gained a level in either an arcane spellcasting class 
  she belonged to before the prestige class, a divine 
  spellcasting class she belonged to before the prestige class, 
  or both, according to the accompanying table. She does not, 
  however, gain any other benefit a character of that class 
  would have gained (metamagic or item creation feats and so 
  on; but see Improved Rebuking and Necromantic Prowess, 
  below). If she had more than one arcane or divine 
  spellcasting class before becoming a true necromancer, she 
  must decide to which class she adds the new level for 
  purposes of determining spells per day and spells known. 
  Rebuke Undead (Su): True necromancer class levels stack 
  with levels of all other classes that grant the ability to 
  rebuke undead for the purpose of determining the 
  character’s effective cleric level for rebuking. See Turn or 
  Rebuke Undead, page 159 of the Player’s Handbook. For 
  example, a 5th-level cleric/3rd-level sorcerer/2nd-level true 
  necromancer rebukes undead as a 7th-level cleric. The 
  bonus from her necromantic prowess ability, once gained, 
  also applies. 
  Create Undead (Sp): On attaining 2nd level, a true 
  necromancer can cast create undead once per day, as the 
  spell of the same name. She can use this ability one 
  additional time per day at 5th level and higher. She must 
  still supply the prerequisite material components. The true 
  necromancer’s caster level equals her character level plus 
  the bonus from her necromantic prowess ability, once it is 
  gained. 
  Necromantic Prowess (Ex): At 3rd level, a true 
  necromancer gains unsurpassed power over death. When 
  she rebukes undead, casts a necromantic spell, or uses a 
  spell-like ability that mimics a necromancy spell, her 
  effective caster level increases. The bonus is +1 at 3rd level, 
  +2 at 6th level, +3 at 9th level, and +4 at 12th level and 
  higher. 
  Zone of Desecration (Su): At 4th level, a true necromancer 
  begins to exert her authority over undead. This aura is 
  identical to the effects of a desecrate spell (see page 218 of 
  the Player’s Handbook), except that it affects only allied 
  undead. 
  Dark Star 
   
  Page 37 
  
  Major Desecration (Su): At 7th level, a true 
  necromancer extends her authority over undead. The 
  supernatural aura of negative energy surrounding her 
  (see Zone of Desecration above) now extends the 
  radius of 10 feet per true necromancer class level. 
  Create Greater Undead (Sp): On reaching 8th level, a 
  true necromancer can cast create greater undead (see 
  page 215 of the Player’s Handbook) once per day, as the 
  spell. She can use this ability one additional time per 
  day at 11th level and higher. She must still supply the 
  prerequisite 
  material 
  components. 
  The 
  true 
  necromancer’s caster level equals her character level 
  plus the bonus from her necromantic prowess ability. 
  Horrid Wilting (Sp): At 10th level and higher, a true 
  necromancer can use horrid wilting once per day, with 
  a caster level equal to her character level plus her 
  bonus from the necromantic prowess ability. 
  Energy Drain (Sp): At 13th level and higher, a true 
  necromancer can use energy drain once per day, with a 
  caster level equal to her character level plus her bonus 
  from the necromantic prowess ability. 
  Wail of the Banshee (Sp): At 14th level and higher, a 
  true necromancer can use wail of the banshee once per 
  day, with a caster level equal to her character level plus 
  her bonus from the necromantic prowess ability. 
   
  Table 3-7: The True Necromancer 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day/Spells Known 
  1st 
  +0 
  +0 
  +0 
  +2 
  Rebuke undead 
  +1 level of existing arcane spellcasting 
  class 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Create undead 1/day 
  +1 level of existing divine spellcasting 
  class 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Necromantic prowess +1 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  4th 
  +2 
  +1 
  +1 
  +4 
  Zone of desecration 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  5th 
  +2 
  +1 
  +1 
  +4 
  Create undead 2/day 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  6th 
  +3 
  +2 
  +2 
  +5 
  Necromantic prowess +2 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  7th 
  +3 
  +2 
  +2 
  +5 
  Major desecration 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  8th 
  +4 
  +2 
  +2 
  +6 
  Create greater undead 1/day 
  +1 level of existing arcane spellcasting 
  Dark Star 
   
  Page 38 
  
  class/+1 level of existing divine 
  spellcasting class 
  9th 
  +4 
  +3 
  +3 
  +6 
  Necromantic prowess +3 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  10th 
  +5 
  +3 
  +3 
  +7 
  Horrid wilting 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  11th 
  +5 
  +3 
  +3 
  +7 
  Create greater undead 2/day 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  12th 
  +6 
  +4 
  +4 
  +8 
  Necromantic prowess +4 
  +1 level of existing arcane spellcasting 
  class/+1 level of existing divine 
  spellcasting class 
  Dark Star 
   
  Page 39 
  
  DM’s Aid One 
  Perrenland Specific Effects 
  The Eruption of Mount Hellspaar 
  In PER4-06 The Hollows Unveiled, the previously 
  dormant volcano Mount Hellspaar erupted. This has 
  spread volcanic ash high into the air over Perrenland 
  and is currently causing the following effects for 
  Perrenland regional adventures: 
   
  Hell’s Gloom: These effects occur in all Perrenland 
  regional adventures. 
  • 
  Daylight 
  hours 
  in 
  Perrenland 
  have 
  been 
  shortened. 
  In 
  eastern 
  Perrenland 
  (Traft, 
  Clatspurgen, Kershane, Sepia Uplands and 
  Quagfludt), dawn has all but been blocked out and 
  it is not until 2pm that the sun appears below the 
  cloud of smoke in the west. The sun disappears 
  again at 6pm. Over the remainder of Perrenland, 
  the effects are less, and the sun appears at 10am. 
  The sun disappears at 6pm. 
  • 
  Altitudes greater than 6,000 ft. (St Cuthbert’s 
  Monastery, Yatilsskaad, Don Craggen Keep, 
  Kloetzenburg and Tielmannschlauss) are above 
  this low lying layer of smoke and ash and are not 
  subject to this effect. 
  • 
  During these Gloom hours, creatures that are 
  negatively affected by sunlight (such as orcs, 
  vampires, spectres and the like) can walk openly 
  under the skies without penalty! 
   
   
  The Nightmare: Many folk, including the PCs, are 
  having vivid nightmares of their friends and loved 
  ones being slaughtered and rising as undead to fight in 
  the legions of the Famine Queen (Iggwilv). At the start 
  of each adventure, each PC has this nightmare the 
  night before play begins. If they fail a DC 15 
  Willpower save they suffer a –1 profane penalty to all 
  saving throws for the next two days. This is a fear effect 
  and may be suppressed or dispelled (caster level 10) in 
  the normal manner. 
   
   
  The Freeze of the Famine Queen: Winter has 
  descended early on the Quaglands and has not lifted. This 
  has the following effects on this regional adventure. 
  • 
  The southern and eastern coastal fringe and shallow 
  areas of Lake Quag out to about 2 miles are frozen into 
  a layer of ice and all ports with the exception of 
  Clatsberg City are frozen shut. The freeze in the west 
  currently extends to just north of Hugelrote. 
  • 
  Ice skimmer is now the only way to re-supply and 
  unload what shipping is still operating.  
  • 
  Small icebergs now litter Lake Quag creating 
  navigational hazards.  
  • 
  Crops that were set for harvest have been blighted. 
  Most of Perrenland has not been able to harvest any 
  food since last season. Southern Quagfludt, the 
  Kershane Pass and Northern Yattenheid are the only 
  places that have produced a harvest.  
  • 
  The shortage of food is creating widespread hunger 
  across Perrenland and many fear famine.  
  • 
  Hoarding has become common but has yet to be 
  outlawed. 
  • 
  The price of all food items has doubled and the price of 
  any item from the Player’s Handbook (PHB) has 
  increased by 150% (except during initial character 
  creation and intro adventures) in all Perrenland 
  regional adventures.  
  • 
  Lifestyle and up-keep costs have also doubled except 
  where a PC is granted free up-keep. If a PC is using a 
  lifestyle discount of some form, the discount applies 
  after the costs have been doubled. i.e. Adventurers 
  standard at 50% discount would cost 12gp rather than 
  6gp. 
  • 
  The survival DC for PCs who live off the land has risen 
  to 25.  
  Dark Star 
   
  Page 40 
  
  • 
  PCs who pay for upkeep who instead voluntarily 
  declare at the start of the game that they have 
  donated their up-keep to the needy do not suffer 
  negative Charisma effects. Instead they gain the 
  same Charisma bonus they would normally have 
  gained as if they had paid the appropriate lifestyle 
  as they are deemed to be a generous patron of the 
  folk. However they begin the game suffering from 
  the effects of fatigue due to hunger and with 
  subdual damage equal to 1/3 of their hit-point 
  total rounded down. See PHB p 308 for fatigue 
  effects. Note: As well as resting for 8 hours in 
  game, PCs must also eat an appropriate meal to 
  remove these effects. 
  • 
  PCs who can cast create food and water or heroes 
  feast can declare at the start of the game that they 
  have done so to help the needy. These PCs gain 
  charisma benefits from this act of generosity as if 
  they had paid for the next higher lifestyle. This PC 
  is assumed to have cast these spells immediately 
  before the adventure introduction begins. 
  Divination spells within Perrenland 
  At some stage the PCs may decide to cast some form of 
  divination magic. The following divination spells will 
  no longer function correctly in a Perrenland regional 
  adventure. They can still be cast but the follow effects 
  occur instead. 
   
  l
  Speak with dead: The corpse lets out a deep groan 
  and says the following “Your doom is at hand 
  mortal!” and then implodes and turns to dust. 
   
  Divination: Works normally within a sanctified 
  temple of the caster’s god. Otherwise it causes the 
  caster to suffer from a blinding headache and 1d4 
  points of temporary wisdom loss (recovered at the rate 
  of 1 point per minute). 
   
  Sending: Works normally if sent from the 
  sanctified temple of the caster’s god to another temple 
  of the caster’s god. Otherwise it instead delivers a Sonic 
  Burst spell instead of a message. 
   
  Commune with Nature: Works normally if cast 
  from a Grove or similar natural holy place sacred to the 
  PC. Otherwise the PC receives the effects of a Doom 
  spell cast at 9
  th level and an overwhelming feeling that 
  the land is being blighted. 
   
  Dream: The PC suffers the effects of Nightmare at 
  their caster level. 
   
  Commune: Works normally within a sanctified 
  temple of the caster’s god. Otherwise it causes the 
  caster to suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point per 
  minute). 
   
  Scrying and Scrying, Greater: The PC’s sensor ends up 
  in an unexpected place, the Scryer’s Hall in Dorakka. 
  Instead of seeing what they thought they would see they 
  instead see the following. 
  Your view is of a large flame lit cavern. Seated in a semi-
  circle must be upwards of two-dozen Clerics of Iuz, 
  within the circle sits a further four clerics. Your sensor 
  is directly above the centre of the four. They are looking 
  directly at you. One of them begins casting a spell and 
  you instantly recognise it as a summoning spel . What 
  do you do? 
  If the PCs fail to dismiss their scrying spell they are subject 
  to the following effect. 
  APL 2: Summon Monster II (Fiendish monstrous spider, 
  Medium); see below. 
  APL 4: Summon Monster IV (Howler); see Monster 
  Manual pg 154. 
  APL 6: Summon Monster VI (Fiendish monstrous spider, 
  Huge); see below. 
  APL 8: Summon Monster VII (Babau); see Monster Manual 
  pg 40. 
  APL 10: Summon Monster VIII (Vrock); see Monster 
  Manual pg 48. 
  APL 12: Summon Monster IX (Hezrou); see Monster 
  Manual pg 44. 
  The PCs get no XP for this encounter as they could have 
  avoided it. The summoned monster will stay for APL + 5 
  rounds. 
   
  Contact other plane: Works normally within a 
  sanctified temple of the caster’s god. Otherwise it causes the 
  caster to suffer from a blinding headache and 1d4 points of 
  temporary wisdom loss (recovered at the rate of 1 point per 
  turn).  
   
  Whispering Wind: The spell causes a loud popping 
  when it reaches its destination, and the air is filled with 
  quite a horrid stench in a 20ft radius. Its message is lost. 
   
  Fiendish Medium Monstrous Spider: CR 1; Medium 
  magical beast (Augmented Vermin, Extraplanar); HD 
  2d8+2; hp 11; Init +3; Spd 30 ft., climb 20 ft.; AC 14 (touch 
  13, flat-footed 11); BAB/GRP +1/+1; Atk +4 melee (1d6 plus 
  poison, bite); Full Att +4 melee (1d6 plus poison, bite); 
  Face/Reach 5 ft./5 ft.; SA Poison, smite good 1/day, web; SQ 
  Cold & Fire Resistance 5, darkvision 60 ft., spell resistance 
  Dark Star 
   
  Page 41 
  
  7, tremorsense 60 ft., vermin traits; AL NE; SV Fort +4, 
  Ref +3, Will +0; Str 11, Dex 17, Con 12, Int 3, Wis 10, 
  Cha 2. 
   
  Skills and Feats: Climb +11, Hide +7*, Jump +0*, 
  Spot +4*; Weapon Finesse
  B). * See Monster Manual pg 
  288 for notes. 
   
  Fiendish Huge Monstrous Spider: CR 7; Huge 
  magical beast (Augmented Vermin, Extraplanar); HD 
  8d8+16; hp 52; Init +3; Spd 30 ft., climb 20 ft.; AC 16 
  (touch 11, flat-footed 13); BAB/GRP +6/+18; Atk +9 
  melee (2d6+6 plus poison, bite); Full Att +9 melee 
  (2d6+6 plus poison, bite); Face/Reach 15 ft./10 ft.; SA 
  Poison, smite good 1/day, web; SQ Cold & Fire 
  Resistance 10, damage reduction 5/magic, darkvision 
  60 ft., spell resistance 13, tremorsense 60 ft., vermin 
  traits; AL NE; SV Fort +8, Ref +5, Will +2; Str 19, Dex 
  17, Con 14, Int 3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +12, Hide -1*, Jump +4*, 
  Spot +4*). * See Monster Manual pg 288 for notes. 
  Dark Star 
   
  Page 42 
  
  DM’s Aid Two 
  Perrenland Rumours 
  Auszug 
   
  There’s growing discontent amongst the Fourth 
  about how little fighting they’ve done, even though it 
  makes sense to hold a reserve force in check. 
  Den Masque von Tausend Gesichtern 
   
  Rumours of a hitherto unknown complex in the 
  Southern Yatils, west of Steenvaderhuis, have seen 
  several bands of ambitious explorers head off for a 
  look. None have returned. 
  Den Zauber Guild 
   
  The guild has been vetting potential clients more 
  closely since an ‘incident’ in Traft canton last year. It 
  seems someone is testing their resources. 
  Dragonborn 
   
  Some researchers examining the background of 
  some families near Hugelrote had all their materials 
  stolen. When they started rebuilding their notes their 
  house was burned down. 
  Drinkers of the Cup of Midnight 
   
  Whispers have been muttered from agents 
  infiltrating the ranks of the Old One that there is 
  division amongst Iuz’s ranks. A group of assassins have 
  left his employ in acrimonious circumstances. 
  The Grove 
   
  Odd things have been happening in various 
  valleys in Quagfludt. The Vossers who tend some of 
  these valleys have left them fallow for many years and 
  the animals in the area shun these valleys despite their 
  now lush vegetation. 
  Hüssen Clan 
   
  It turns out that Kûrt, the youngest son of Kârla 
  the pfaltzgraf, has gone and married the youngest lass 
  of Karenin Weisspeer, Sofia. Any children that pair had 
  might well have a good claim to lead either or both 
  clans. 
  International Halfling Society 
   
  Someone’s been stealing marriageable maidens from 
  travelling caravans. The few that have been recovered have 
  turned into wanton strumpets – totally out of character. 
  Kershane Elves 
   
  A few of the more progressive Roodbergs, appalled at 
  the duplicity of Gutherie, have been making peaceful 
  overtures to the elves, hoping to mend bridges it seems. 
  Khund Dwarves 
  A servant of Iggwilv, recently captured near 
  Khundholm, revealed under torture that there are several 
  key agents working in secret “in the South”. 
  Meerijder Clan 
   
  Three small fishing boats have been discovered in the 
  last year with all on board dead; their throats cut. They’d all 
  been night fishing near Hugelrote City, and all have been 
  Vestmeers known to be friendly to Oostmeers. 
  Môrgenrood Clan 
  Agents of Iggwilv have been actively trying to recruit 
  discontented clan members to turn against their own 
  people. 
  Non Kerk Temples of Perrenland 
   
  Some shrines and temples in outlying areas, where the 
  threat from the forces of Iuz and Iggwilv is highest, have 
  been defiled and even converted to evil worship. 
  Old Kerk (Juistmen, Sacraal Trekkers & 
  Shool) 
   
  The rededication of a temple in Schwarzestadt was 
  unsuccessful late last year. Some claim it was interference 
  of Iuzian forces, but others claim that there has been a 
  change in the Old Kerk. 
  Order of the Sleeping Fist 
   
  Some novices who went on a journey of self-discovery 
  near the Wijsgarten west of Krestible City have disappeared 
  and cannot be found. 
  Dark Star 
   
  Page 43 
  
  Pax Mercuri 
   
  There’s been an increase in young Weisspeers 
  joining up for foreign service so as to get away from the 
  stress of family squabbles. 
  Rechter 
   
  Law keepers in Krestible have been finding it 
  increasingly difficult to receive helpful advice from the 
  senior cantonal rechter, which is Hasten Weisspeer – 
  who has been less and less available for consultation. 
  Roodberg Clan 
  Clan elders have been looking into the tragic fall 
  of Gutherie. Their investigations have pointed at the 
  involvement of a mysterious organisation called the 
  Empty Eyes. 
  Rosrijder Clan 
   
  There was trouble recently when Nik Roemstaart, 
  a famed war chief, was accused of being a stooge of the 
  Iuzians. It turns out it was all a smear campaign started 
  by a jilted lover. 
  Sepia Gnomes 
   
  A local courier was revealed as an Iuzian spy 
  recently, when his corpse was laid out on the road near 
  Vostrem with his secret correspondence pinned to his 
  chest with a knife through his heart. The sign of an eye 
  was painted on his forehead in his own blood. 
  Skâmtèguler 
  Mârin Weisspeer is a famed shame crier and is 
  said to have a desire to see her nieces as equally 
  renowned in time. 
  Treasure Hunters Guild 
   
  There’s been trouble in the Clatspurs recently. A 
  party exploring an old castle in the mountains was 
  overcome by unknown assailants and knocked 
  senseless, the lot of them. When a second party was 
  sent they were all killed, and their eyes were removed. 
  Uitlander (Foreigner) 
   
  Perrenland’s ambassador to Greyhawk City, Mârin 
  Weisspeer, has been recalled to her homeland. 
  Rumours abound as to whether Perrenland is breaking 
  diplomatic ties with the city and, if so, why. 
  The Voice 
   
  Several vocal leaders, loudly promoting the war against 
  Iuz a year ago, are now calling for more careful measures. 
  Some say that agents of Old Wicked have ‘got at’ these 
  leaders. 
  Voormanssgardt 
   
  The Voormann has been heard in private to make dark 
  mutterings about the “Hasten problem”. 
   
  There is a not so wild rumour doing the rounds that 
  Orgus Bildgear has a romantic interest in Mârin Weisspeer, 
  feelings that might be reciprocated. 
  Vosser Clan 
   
  Word has been passed around for clan folk to let 
  adventurers know to stay away from the Steenvaderhuis 
  region. Two groups have gone missing in recent months. 
  Vuurzward Clan 
   
  A senior clan weapon smith was recently accused of 
  being in cahoots with an Iuzian mercenary. The accuser was 
  found dead on some steps in Schwartzenbruin City with 
  proof of ties to the Scarlet Brotherhood. 
  Weisspeer Clan 
   
  Mârin Weisspeer, the youngest sister of Karenin and 
  Hasten, has returned from Greyhawk City. It is said she has 
  come to assume leadership of the clan. 
   
  As a youngster, Mârin was always closer to Karenin, 
  since she fought often with her other brother, Hasten. 
   
  The annual gathering of family heads for ceremonies at 
  Wijstoren has not happened this year, for Hasten has said 
  the historical site is ‘dangerous’ at the moment. 
  Wildstriders 
   
  Some travellers are said to have gone missing in a 
  valley in Quagfludt. The locals call it the Damned Valley. 
  It's not a seed area though, so it’s not the Grove that has 
  them. 
  Dark Star 
   
  Page 44 
  
  DM’s Aid Three 
  Wijstoren 
   
  Dark Star 
   
  Page 45 
  
   
  Dark Star 
   
  Page 46 
  
  DM’s Aid Four 
  The Temple of Souls 
   
   
  Dark Star 
   
  Page 47 
  
  DM’s Aid Five 
  Den Saréna 
   
   
   
   
   
  Dark Star 
   
  Page 48 
  
  Players Handout One 
   
   
   
   
   
   
   
   
  Dark Star 
   
  Page 49 
  
  Critical Events Summary 
   
   
  Did the PCs find Hasten’s shrine to Iggwilv? 
  YES 
  NO 
   
  Did the PCs recover the gem with Bern’s soul?  
  YES 
  NO 
   
  Did the PCs find the Temple of Souls?  
  YES 
  NO 
   
  Did any PCs die and suffer soul bind in the Temple of Souls?  
  YES 
  NO 
   
  Did any PCs descend into the Well of Souls?  
  YES 
  NO 
   
  Did the PCs make contact with the Empty Eyes?  
  YES 
  NO 
   
  Did the PCs kill Einrik Krijgboot?  
  YES 
  NO 
   
  Did the PCs recover the good part of Hasten’s soul?  
  YES 
  NO 
   
  Was Hasten revealed as having been corrupted?  
  YES 
  NO 
   
  Was Hasten killed?  
  YES 
  NO 
   
   
  Please send these results to the Perrenland triad at triad@rpga-apac.com.  
  Dark Star 
   
  Page 50 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/596/Normal Scenarios/PER6-05 - Dark Star (APL 8-12)/PER6-05 Dark Star.pdf