TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of 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. © 2005 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 jeff@shieldlands.net; for 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  SHL5-02 
   
   
   
   
   
   
  As Long As We’re Here 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
   
  by Gregory J. Amendola & Al Schmidt 
  Reviewed by Chris Tulach 
   
   
   
  As an old friend departs to determine how to cure the Black Breath disease, you are invited into Bright Sentry.  Much 
  has changed here since the onslaught of disease, and outsiders are rarely allowed inside. An Living Greyhawk adventure 
  for APL 2 to 6. 
  
  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 DM (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, 2006.  
   
  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. 
  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. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  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. 
  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. 
  As Long As We’re Here 
   
  Page 1 
  
   
  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 
  the Shield Lands.  Characters native to the Shield Lands 
  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 scenario. 
   
  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 Survival 
  check (DC 20), 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 
  For the last few years, the Shield Lands has fought hard 
  to reclaim their homelands from the Occupation by Iuz. 
  However, after some all too sweet gains, Iuz struck back! 
  Torkeep, South Keep, Gensal and Bright Sentry were all 
  attacked. Gensal actually fell in the initial assault. And 
  then, with the Iuzian army poised to strike to the heart of 
  the Shield Lands, the Iuzians withdrew… 
  Meanwhile, a virulent plague, known as the Black Breath 
  of Iuz, is sweeping through the Shield Lands. Only 
  Paladins and some Monks seem immune to its effects. 
  Weakened soldiers find it hard to fight and consequently 
  raids on caravans are increasing. Weakened mages and 
  clerics find it difficult to cast spells and consequently 
  divine and arcane solutions seem unlikely… 
   
  Adventure Background 
  A virulent plague, known as the Black Breath of Iuz, is 
  sweeping through the Shield Lands. After saving Lineene 
  from some goblins, she agrees to travel to Critwall to peer 
  into the Skull of Waquonis to gain knowledge about the 
  plague.    
   
  When the plague began, Bright Sentry closed its 
  doors to nearly all travelers and adventurers, and has 
  remained plague free thus far. 
   
  There are rumors of a ghost ship that sails the waters 
  around Bright Sentry.   It has ransacked and sunk many 
  ships in the past month, and the Wavester seems unable 
  to do anything about it.  
   
  Adventure Summary  
  Our tale begins in Bright Sentry. The party, made up of 
  soldiers and/or pathfinders, have saved Lineene and 
  convinced her to leave for Critwall to peer into the Skull 
  of Waquonis for knowledge about the Black Breath of 
  Iuz. 
  As they see her off, they are invited into Bright 
  Sentry to celebrate their defeat of some unwanted 
  denizens from the shores of the isle.  All characters are 
  checked for symptoms of the disease before they are 
  allowed to enter the city.     
  They will find out that the goblins have been up to 
  much more than just ransacking the beaches and 
  countryside, they are trying to infiltrate Bright Sentry!    
  On the first evening of their first day in Bright 
  Sentry, they are honored at a celebration for saving 
  Lineene at Bolward’s Tavern.   For those who have the 
  “Ire of Lord Lardon”, an attempt on their lives will take 
  place as poison has been put in their celebration drinks.  
  Later that night as they leave for The Inn, they hear 
  noises from South Port that carry across the midnight air. 
   When they investigate, they discover goblin tracks.  A 
  boat obviously dropped some goblins on shore and left. 
  Following the tracks, they pursue goblins to a small hole 
  in the wall.  The party defeats them before they can enter 
  into Bright Sentry. 
  The next day, the town suffers its first casualty from 
  the disease.  The city council is convinced the 
  adventurers are at fault, but the councilman that gave 
  them a clean bill of health persuades the authorities to 
  give them a short amount of time to prove their 
  innocence.   Otherwise, they will be ceremoniously 
  burned at the stake.    
  As Long As We’re Here 
   
  Page 2 
  
  The adventurers look around town for answers and 
  by mid-day come across the Mercantile where there 
  seems to be some trouble brewing…   They see people 
  running from the building and a fight ensues inside.  By 
  the time they reach the fight, Zensur, a Priest of Pholtus, 
  has been knocked unconscious by the attacking goblins.  
   They finish off the battle and save the priest.  Once the 
  fight is over, the city guard and a member of the city 
  council approach to discover what has happened.  The 
  party explains, and with further examination discovers 
  that the goblins are in fact infected with the Black Breath 
  of Iuz! 
  Hearing this, Lord Enerick asks the party to 
  investigate and eliminate the threat to Bright Sentry as 
  soon as possible. That afternoon they leave on the 
  warship Gods’ Breath to find the Iuzian ghost ship.   
  Nearing sunset, the fog bank appears, just like the tales in 
  the tavern, the ghost ship attacks the party. 
  Ryszard, a cleric of Iuz, is in control of the animated 
  ghost ship, Veng’s Curse.  The party will do their best to 
  defeat the undead that Ryszard has waiting for them.   
  Not only that, the ghost ship itself attacks the party.  
  Once they have defeated Ryszard, the ghost ship will sink 
  away into the depths of the Nyr Dyv, taking all aboard 
  with her. 
  The next day, Lineene will return back from 
  Critwall, but worse for wear.  She is now blind. She 
  explains the knowledge she gained to an overly hopeful 
  Lord Enerick. 
   
  Preparation for Play 
  Various characters in the Shield Lands may have the 
  Black Breath of Iuz. It is a nasty virus that seems to be 
  magical in nature. Players should have campaign 
  documentation that explains the details more completely. 
  Check if any players have played SHL4-08 May the Axe 
  Grow Great and/or SHL5-01 A Dirty Little Job.  Make 
  note of any that have contracted the Black Breath of Iuz. 
  Non-player characters may have their reaction to infected 
  characters spelled out in the module. If not, their 
  reaction will vary from fear and loathing to pity and 
  everything in between.  At the end of the adventure, if 
  there are any party members who have this disease, the 
  other party members might catch it!  Some classes and 
  characters have immunity to disease which does apply to 
  the Black Breath of Iuz.  Susceptible characters must 
  make a fortitude save DC 12 to avoid catching the disease. 
   For a description of the disease, please see the Appendix. 
   
  Also some characters may have Lord Lardon’s Ire 
  from SHL3-07 Noble Intentions. Check the AR to see if 
  the characters have the Ire of Lord Lardon. 
   
  Introduction  
  NOTE: Player’s Handout One, attached, is a summary of 
  the general state of the Shield Lands. The DM may either 
  hand this out to players to review, or use it for reference 
  for discussions with NPCs, Gather Information Checks, 
  and the like.    Player’s Handout Two & Three can be 
  handed out to give the players a view of the Shield Lands, 
  and the location of Scragholme Island. 
   
  Let the players introduce themselves. They may 
  assume they are on a mission to Bright Sentry for the 
  Shield Lands: either as a Pathfinder or a member of the 
  Standing Army. Independent and visiting characters may 
  have been asked to perform this mission because they are 
  believed to NOT be infected with the plague. 
   
  Read or paraphrase the following: 
   
  The 
  Wavester, 
  a 
  cargo 
  ship-now-military-
  transport/warship in service to the Shield Lands, 
  stands tied to a pier in the Naval Port, waiting to set 
  sail.  It’s captain, a sturdy half-orc named Thurgo 
  Greatblade, can be seen shouting orders to the crew 
  preparing for the voyage to Critwall 
   
  You and your companions were asked to go to 
  Bright Sentry to seek the aid of Lineene the Bear. She 
  has agreed to assist the Shield Lands and will set sail 
  for Critwall on the Wavester this morning.   The 
  knowledge she seeks should assist the Shield Lands 
  in finding a cure for the Black Breathe of Iuz.  
   
  The race for the cure has been headed up by the 
  Arcanist’s Society. With your mission to find and 
  convince Lineene complete, they will be pleased to 
  see she has accepted their invitation.    
   
  A rowboat from the Wavester approaches, and 
  ties off at your pier in South Port.   As Lineene boards, 
  she offers a few words… 
  i  
  f
  l
   
  “I’ll be back in a few days and I’ll see what 
  information Waquonis has hidden away n his mind, 
  perhaps some light will be shed on how to rid the 
  Shield Lands o  this p ague”  
   
  As Lineene is escorted off, a short, stout man 
  approaches you from the shore, a cleric of Pholtus 
  judging by his garb and prominently displayed holy 
  symbol...  
   
   
  The Wavester is a good sized cargo ship, a bit faster than 
  one might expect. It is about 120 ft. long and 40 ft across. 
  It crews 20 sailors and Captain Greatblade. There are only 
  a few boxes of various goods (good quality cloth, some 
  netting, large spools of rope, and some fresh fish. 
  As Long As We’re Here 
   
  Page 3 
  
   
  APL All (EL -) 
   � Captain Greatblade: Male half-orc Ftr4. 
  � Crew (20): Various races, mostly human, War1. 
   
  Greatblade is a likeable, but very gruff sort. He should be 
  seen as competent and very happy to be in service to the 
  Shield Lands. He does not mind the fact that, as a half-
  orc, many hate him. 
   
  APL All (EL -) 
  � Lineene (the “Bear”): Female human Brd9/Rgr1. 
  . 
  The party is at the pier to send Lineene off to visit 
  Critwall.   Upon her departure, a councilman from Bright 
  Sentry approaches the party. 
   
  Development:  
  The councilman will treat the party with distain at first, 
  but show obvious signs of respect and thanks for saving 
  Lineene. 
   
  “Hello and well met,” says the man as he watches the 
  rowboat cross the water to the Wavester. “I am 
  Jurivicious, councilman of Bright Sentry, and liaison 
  to Lord Enerick.   We of Bright Sentry are 
  appreciative of your assistance provided to Lineene 
  and the Shield Lands to end this horrid plague.  
  Morale is low in town and fear and suspicion are 
  high. Could you do us the further service of joining 
  us n a celebration held in your honor tonight at 
  Bolward’s Tavern after the Bells of Sunset Prayers.  It 
  might do the people good to have something to lift 
  their spirits.” 
  i
  i
   
   
   
  l
  .
  f
  l
  l
   
  l
   
   
  A Knowledge Religion (DC10) will allow anyone to know 
  that the Church of Pholtus in Bright Sentry rings the 
  bells of its tower at the times of daily prayer.  Sunset and 
  sunrise are two of those times. Fear of the plague has 
  generated an increase in devotion to the church.   
   
  If someone is presenting symptoms having 
  contracted the Breath of Iuz in another module, (SHL4-
  08 May the Axe Grow Great or SHL 5-01 A Dirty Little 
  Job or possibly other subsequent events) Jurivicious will 
  display horror and revulsion at the pale complexion, the 
  skull like blotches on the skin, and the rasping voice.  
  After recomposing himself he will explain that he can 
  not allow that character to enter the city.   Those not 
  infected are still welcome.   Lodging will be provided to 
  infected characters in the quarantine district next to 
  South Port.   If infected characters do not wish to stay in 
  the quarantine district, they are free to roam the rest of 
  the island, but it is hazardous and there is not much to 
  see. 
   
   An infected character with the ability to conceal 
  their disease, may elect to do so with a Disguise check of 
  (DC20) 
   
  Characters that refuse inspection will not be 
  permitted to enter the city.  A Gather Information check 
  of (DC5) allows the characters to know that ENTRY TO 
  BRIGHT SENTRY WITHOUT AN OFFICIAL PASS IS 
  PUNISHIBLE BY DEATH! 
   
  Characters that pass Jurivicious’s examination are 
  given a white skull on a silver circle that is pinned to 
  their clothes. Dangling from it is a small unobtrusive 
  parchment, perhaps 3 inches long. Looking at these more 
  closely will reveal the person’s name, and verification of 
  purity. 
   
  After Jurivicious finishes h s examination he explains
  that he has other counci  business to attend to, but 
  looks forward to seeing them this evening.  As he 
  departs, shouts of the crew making way can be heard 
  from the Wavester.  Lineene has boarded and the ship 
  has worked its way away from the pier.  In a graceful 
  motion the crew hoists the sails and a crack echoes 
  across the water as a sharp wind fills the billowing 
  canvas, propelling the Wavester into motion  
   
  APL All (EL -) 
  � 
  Councilman 
  Jurivicious: 
  Male 
  Human, 
  Clr5/Aristocrat1 
   
  Encounter One – The South 
  Port 
  Around you, you see that the South Port area is a vast 
  area of docks and storage buildings. A small section of 
  the area has been turned into quarantine housing.  
  This primarily consists of a pair o  small warehouses 
  that have been conscripted by Lord Enerick for this 
  purpose. There is also a smal  col ection of tents 
  where anyone suspected of actually having the 
  disease are lodged.  
   
  Anyone that has the Black Breath of Iuz will be provided 
  lodging in the tents. 
   
  The players start on shore, having just seen Lineene  
  off to Critwall.  To the east they can see carpenters 
  completing a newly built wall that surrounds the South 
  Port area.    
   
  While the city is well fortified, carpenters can be seen
  completing a new wal  that separates South Port from 
  As Long As We’re Here 
   
  Page 4 
  
  the rest of the city.    The walls create a quarantined 
  space for people to stay while they are tested for the 
  plague. There is a sign on the wall that reads:  “No 
  admittance without a pass. Trespassers will be killed.” 
  It is signed by Lord Natan Enerick. There are several 
  rowboats on shore.  Also, amidst the docks are many 
  fishing boats, some small some large.  Strangely, they 
  don’t seem to be heading out today to fish… 
    
   
  The new wall is only a couple of moths old and was 
  erected to provide a quarantine area on Lord Enerick’s 
  orders. 
   
  If the players are curious, they may ask around the 
  dock area as there are many sailors and fisherman in the 
  immediate area. 
   
  If the party is split due to someone being infected 
  and unable to gain a pass, allow that player to slowly 
  gather this information while the rest of the party goes 
  into town.  They will be able to gather this information 
  over a period of time regardless of DC. 
  � Gather Information (DC 5): The Wavester has 
  left port and many ships do not feel safe setting 
  sail without it patrolling the waters nearby. 
  � Gather Information (DC 10): There is a ghost 
  ship that has sunk or boarded several ships in 
  recent weeks.  None of the crew, save one, have 
  returned. 
  � Gather Information (DC 15): Garret Humbolt is 
  the only known survivor and he just returned to 
  town yesterday.   He would normally have been 
  found tending to his ship, but has been seen at 
  the Bolward’s Tavern ever since his return.  
   
  Encounter Two – Beyond the 
  Gates 
   
  The city of Bright Sentry is full of opportunities for the 
  players to gather information about recent happenings 
  around town. Player Handout Four is the map of Bright 
  Sentry. 
   
  Once allowed inside the city, the party can role-play 
  going to each building for information. Alternatively, 
  they can simply make a Gather Information check for 
  each location listed.  SPECIAL NOTE: IF ANY PLAYER 
  HAS THE BLACK BREATH OF IUZ (contracted in 
  “May the Axe Grow Great”) they will NEVER get a pass. 
  Further, if detected once inside Bright Sentry, they will 
  be immediately removed from the city and threatened 
  with execution. 
   
  Points of Interest on the map are: 
   
  The South Port area 
  It is a vast area of docks and storage buildings. The 
  players start here, having just sent Lineene to Critwall.  A 
  short walk places the players in front of some newly built 
  walls that surround the South Port area.   While the city 
  is well fortified, these new exterior walls seem only a 
  month or two old.   The walls create a quarantined space 
  for people to stay while they are tested for the plague. 
  There is a sign on the wall that reads:  “No admittance 
  without a pass. Trespassers will be killed.” It is signed by 
  Lord Natan Enerick.  
   
  The Harbor Gate 
   The gate building contains all the information on all the 
  people who enter the city. A dozen guards are here at any 
  given time. The Gate Keeper is a Pholtite named 
  Gursham Frostbeard. He is a stout dwarf who looks the 
  players over for any reason to be suspicious of them. He 
  is currently going over his logs for the past few days 
  looking for some information.  He is absolutely resolute 
  and completely immune to bribery. All charisma skills 
  used on him suffer a -4 circumstance modifier and he is 
  so resolute in his duties that he has a +2 circumstance 
  modifier versus all enchantment spells and spell like 
  abilities. 
  � Gather Information (DC 5): Lineene is a well 
  known heretic (non-Pholtite). She helped save 
  Bright Sentry by commanding the very 
  elements to fight off the goblins! 
  � Gather Information (DC 5): Any party member 
  who played SHLInt04-04 “With Thanks” will be 
  given a pass as they had rescued a few of local 
  citizens during the goblin raid and are therefore 
  “trustworthy”.  NOTE: Plague will negate this. 
  � Gather Information (DC 10): There is a bounty 
  on goblins. The city council awards 6gp for each 
  goblin head presented to them. 
   
  The Slithering Serpent  
  This two-level inn and tavern is quite old and ragged. It 
  has one main bar area that takes up most of the main 
  floor. The usstairs has several rooms for rent with 
  common cots available.  
  � Gather Information (DC 5): The tavern portion 
  is a common hangout for the non-Pholtans in 
  Bright Sentry.  Many are followers of 
  Heironeous, but there are followers of other 
  deities and some that have no faith.  They 
  generally concur that Pholtans are an arrogant 
  and intolerant bunch, perhaps even more-so 
  since Bright Sentry has been spared by the 
  disease, a fact the Pholtans attribute to their god. 
  As Long As We’re Here 
   
  Page 5 
  
  Lord Natan Enerick is staying in Bright Sentry 
  and will not visit Critwall because of the plague. 
  � Gather Information (DC 5): The plague hasn’t 
  yet breached the walls of Bright Sentry. 
  � Gather Information (DC 10): There’s rumor that 
  a ghost Ship that sails the Nyr Dyv at night. 
   
  The Fishery 
  This wood building is 20 ft by 20ft. The interior has tables 
  around the outside walls and the floor in the middle of 
  the building has been removed to throw the entrails of 
  the fish into a large barrel below.  
  � Gather Information (DC 5): The citizens of 
  Bright Sentry were devastated during the attack 
  on the city a couple of months ago.  Civilian 
  losses as well as military were very high. 
  � Gather Information (DC 10): There is a ghost 
  ship that has recently appeared in the area that 
  is keeping a lot of fisherman ashore.   The ship 
  has been spotted several times at dusk, attacking 
  ships up and down the coast.  Few ships now 
  sail the waters around Bright Sentry for fear of 
  crossing paths with this ghost ship. 
  � Gather Information (DC 15): Suspicion of the 
  members of the Open Spirit is on the rise again. 
   Though this group has been tending the sick 
  elsewhere, and has helped set up the tents for 
  quarantined people in the South Port area, some 
  suspect they may be behind the spread of the 
  disease since they are resistant to the plague.  
   
  Mercantile 
  This building has anything in the general equipment 
  section of the Players Handbook table 7-8 that costs 99 gp 
  or less. However the prices are exorbitant (+50% over 
  book prices). Lord Enerick’s isolationist policy and the 
  quarantines have severely impacted supply lines driving 
  prices up. 
   
  Church of Pholtus: 
   It is circular and built of stone.  There are several acolytes 
  who attend to the needs of the local folk, and are available 
  upon request. 
  � Gather Information (DC 5): The plague is 
  clearly a curse the gods have allowed to 
  occur to punish the sinful.  
  � Gather Information (DC 10): Lord Enerick 
  is doing the best he can for his charges, the 
  citizens of Bright Sentry.  He is a wise and 
  noble leader whose foresight and piety has 
  saved Bright Sentry from the cursed Black 
  Breath of Iuz. 
  � Gather Information (DC 15): The Open 
  Spirit does good work, but since it was 
  founded by Markuth, a well known felon, 
  and 
  a 
  fugitive 
  from 
  justice, 
  how 
  trustworthy can it be? 
   
  i
  ti
  l
  l
   
  l
  At any given time during the day, you see about 20-30 
  commoners milling about the town. About 2/3rds of 
  them will have a white skull on a silver circle p nned 
  to their clothes. Dangling from it is a parchment, 
  perhaps 3 inches long. Looking at these more closely 
  will reveal the person’s name, and verification of 
  purity. Most of the rest have them and will display 
  them upon request to the authori es. These are 
  passes given out in town by the church of Pholtus.  
   
  Pholtite sayings plastered on random corners of 
  bui dings, hanging from shop wal s, etc, remind all 
  who walk these streets that Church of Pholtus is the 
  dominant faith here.  Such phrases include “Burn the 
  Heretic”, “May the light brighten”, “My child is 
  illuminated”, “Even the blind may see with the bright
  light of Pholtus”, and “Oh mighty Pholtus deliver us 
  from darkness”. 
   
  Encounter Three – The Fog 
  Rolls In 
  The players may make their own arrangements to stay in 
  town via their own encampment, in the South Port 
  quarantine area, or they will probably stay in one of the 
  inns.  The Slithering Serpent has no vacancy, but “The 
  Inn” next to Bolward’s Tavern has rooms to let for 2gp per 
  night.   
   
  If the players camp in South Port, find out if they are 
  setting watch.  If they set watches, they will note the 
  following events.   
   
  After midnight: (2
  nd watch) A light fog has rolled in 
  from off the lake. 
   
  In the wee hours of the morning, 3
  rd watch, several 
  loud shouts can be heard from down by the docks. 
   
  If the players should attend the celebration at 
  Bolward’s Tavern, read or paraphrase the following: 
   
  A crowd has turned out to toast your heroic activities. 
   Whi e many of the patrons have heard of your 
  arrival, this is far from a formal celebration.  
  Jurivicious attends shortly after finishing the Sunset 
  Prayers, and leads the bar in a round of toasts, citing a 
  variety of your accomplishments.   
   
  Likely accomplishments are helping Lineene (SHL5-01 A 
  Dirty Little Job), previously aiding captured villagers in 
  (SHL-Int 4-04 With Thanks) and perhaps even for 
  assistance provided in the distant past. (SHL3-02 Patron 
  of Bright Sentry)  A Sense Motive (DC10) will suggest to 
  As Long As We’re Here 
   
  Page 6 
  
  the characters that really their fans are just looking for a 
  release to the fears of the plague, the sense of tragedy 
  from the recent setback in the War of Reclamation, and 
  now the apparent blockade of the fishing fleet by the 
  ghost ship.  
   
  Still as long as they’re in a bar, being good 
  adventures they are likely to find out what other news 
  there is. 
  • 
  Gather Information (DC10) Most folk in Bright 
  Sentry make their living from the Nyr Dyv.  
  Many live day-to-day and having to take time off 
  can be very stressful for them.   There is also a 
  lot of competition between boats and fisherman 
  on a personal level.  This results in scuffles 
  inside taverns, usually at night, after they have 
  had a few drinks to end the day.  
  • 
  Gather Information (DC10): The stories about 
  the ghost ship come from many people in the 
  room if asked.  The ship was last seen by Garret 
  Humboldt.  He can be found at the end of the 
  bar having a private discussion with his drink.     
   
  The bartender working tonight was previously a 
  particularly loyal member of the Lardon household staff.  
  He has heard of any characters with Lord Lardon’s Ire, 
  and will spitefully attempt to poison them.  He’ll do it at 
  an opportunity when no one from the party is near the 
  bar.  Give the party an opposed Spot check against Nob’s 
  Sleight of Hand to notice him poisoning the drinks.  Nob 
  gets a +2 circumstance bonus for using the bar as cover.  
  An opposed Sense Motive check against Nob’s 
  Diplomacy check may determine that Nob dislikes the 
  characters with Lardon’s Ire, but he will not confront 
  them or interact with them if he can avoid it.  If caught 
  he’ll only confess if forced and the guards are presented 
  with a strong story.  (Opposed diplomacy checks)  Even 
  then he will maintain that they deserve it for 
  inconveniencing Lord Lardon. 
   
  APL 2 (EL 2) 
  � Bartender Nob Wisken: Male Human, Rog2 (Bluff 
  +7, Diplomacy +9, Sleight of Hand +9) 
  APL 4 (EL 4) 
  � Bartender Nob Wisken: Male Human, Rog4 (Bluff 
  +9, Diplomacy +11, Sleight of Hand +11) 
  APL 6 (EL 6) 
  � Bartender Nob Wisken: Male Human, Rog6 (Bluff 
  +12, Diplomacy +14, Sleight of Hand +14) 
   
  Development: 
  The poison is a spur of the moment thought and Nob 
  uses what is at hand, in this case a bit rat poison.  It is 
  slow acting, and those poisoned will not feel its affects for 
  an hour.  Those poisoned must make a Fortitude save 
  (DC14) or be sickened for the rest of the adventure.  
  There is no secondary effect of this poison. 
   
  At this point the players might approach Garret to 
  learn more about the ghost ship.   Buying Garret a drink 
  and making a successful Diplomacy check (DC14) will 
  produce the following information.  Read or paraphrase 
  the following: 
   
  “’The ghost ship’ you ask? I can tell ya about the ghost 
  ship. There I was, first mate on the Gerdessa sailing 
  home to Bright Sentry with a hold ful  of goods from 
  Cri wall   We’d hoped to be docked by nightfal , but 
  the winds were against us and it was slow going as we 
  made our way along the south shore of Scragholme 
  Island.  As the last ray of the sun dipped below the 
  horizon a fog bank came rolling across the water.  
  Weren’t no natural thing.  No sir.   The cap’n tried to 
  haul sheet and outrun it, but soon we was surrounded 
  in a mist so thick you could barely see your hand in 
  front of your face.  Then the wind itself turned 
  against us.  It had been uncooperative all day, but in a 
  natural way.  The wind didn’t just leave our sails, any 
  way we tacked it was a headwind.  We was stuck, 
  worse than becalmed. “ 
   
  l
  t
  .
  l
  l
   
   
  “My blood ran cold, cuz through the fog I heard 
  the groan and creak of another ship.  One-arm Lolly 
  hol ered that he could see something coming.  The 
  cap’n hollered to prepare for boarding and my feet 
  went out from under me as the deck heaved.  Water 
  cascaded into the hold where the ram breached our 
  hull.  I could see a stream of skeletal dead pouring 
  onto our deck.  A yardarm fell from the foe infested 
  rigging, knocking me overboard,   I held onto it for 
  dear life…used it to keep me afloat you see. I 
  recognized that hell ship.  I know that great feral 
  lionish figurehead from stories I’ve heard across 
  many seas, you hear.   That was the Veng’s Curse I say. 
   I swear it was.  But that ship was sent to the sea 
  bottom years ago when the Old One invaded 
  Walworth Isle…or it was rumored it had…now I’m 
  not so sure.” 
   
  “The waves carried me away and I couldn’t see 
  anything in the fog, but I could hear my fellow 
  shipmates dying till I drifted ashore.   I still hear 
  them, ya know.  And I can still see that ship; it haunts 
  me now, my every thought.”   He turns back to his 
  drink and refuses to acknowledge anyone anymore.     
  APL All (EL −) 
  � Garret Humboldt: Male Human, Ftr2/Exp2 
  As Long As We’re Here 
   
  Page 7 
  
  Before the characters can accost Garret too much more a 
  brawl breaks out among the fishermen.   It quickly spills 
  out into the streets.  Soon the guard arrives, breaks up the 
  fight and closes the bar for the evening.   If the players 
  should ask, it is about 11pm now and it is nearing the end 
  of “first watch.”  You may read or paraphrase the 
  following once they leave the tavern: 
   
  As you walk outside, you notice a light fog has rolled 
  in from the harbor. 
     
  As the characters leave the tavern, going back to their 
  place of rest, a spot check (DC15) will notice a large 
  rowboat making its way across the harbor.  It looks to be 
  making to land on a beach to the east of South Port.  If 
  they spot the boat, read the following: 
   
   
  For a moment you spy something on the water. The 
  fog thickens and the glimpse of the boat is lost.  
  Guards nearby seem oblivious to its presence, and 
  locals either dismiss it as a fisherman setting his nets, 
  or are too drunk to take notice. 
   
  A Profession (Sailor) or Profession (Fisherman) check 
  (DC 10) will allow those that successfully spot the boat to 
  think that it looked too big to be lone fisherman.  If 
  fishermen are asked they’ll state that “it’s a bit early to be 
  setting the nets” but won’t have any other suggestions.   
   
  If anyone is on watch down in the South Port 
  quarantine area during the 2
  nd watch they will also see the 
  large rowboat if they make a Spot check of (DC10). 
   
  If the players fail to see the rowboat, allow them to 
  make a Listen Check (DC 15) for those at the tavern, or 
  (DC 10) in South Port.  Upon a successful Listen check, 
  read the following: 
   
  You hear some strange sounds on the air tonight, 
  coming from the direction of South Port, voices 
  carried on the breeze. Voices, speaking another 
  language, seem to be having a conversation.  
   
  There are goblins having a brief discussion/arguement 
  about their plans as they land on the beach.  If a PC 
  understands the language, they can identify it, but the 
  sentences are too broken by the wind to be able to repeat. 
   They hear words such as: map, quiet, attack, store, and 
  fire. 
   
  Encounter Four – Footprints 
  On A Sandy Shore 
  The players can make their way to the beach by going the 
  long route out the North Gate and circling around, or by 
  working their way around the watch tower on the 
  southeast corner of the city.   
   
  A Gather Information check (DC12) will allow the 
  character to know that the Black Watch policy enacted 
  by Lord Enerick requires the gate be locked at sunset and 
  no one is admitted to enter or leave.  Characters that 
  persist might be able to convince the guards to let them 
  out using Diplomacy (DC20) for a 100gp bribe or just to 
  allow them out for free with a (DC25).  The guards are 
  loyal Pholtans and take their job of protecting the city 
  very seriously.  If the negotiator fails to achieve a 
  diplomacy check (DC10), the party will be arrested and 
  spend the rest of the night in jail. 
   
  APL All (EL −) 
  � Guards: Male Human, Ftr2 
   
  Going around the south tower is tricky. It is impeded by 
  40 feet of large, sharp, slippery boulders. Successful 
  Balance checks (DC8) are required to traverse them 
  successfully.   Failure indicates a fall inflicting 1d6 
  damage.  A Balance check is required for every move 
  action on the rocks.  
   
  Fog reduces visibility to a few feet. The rocks are 
  loose, irregular and slippery.   
   
   
   
  t
  i
   
  i
  The increasingly heavy fog provides cover for the 
  party from the eyes of the guards in the watchtowers. 
  The roar of the roughening surf masks the sounds of 
  your movemen s as well.  Additionally, a line of 
  lanterns prov de a series of diffused glows that negate 
  the need to carry your own illumination. Normally, 
  these lanterns would prov de humans in the watch 
  tower the ability to spot intruders trying to creep in 
  on dark nights.   No such lanterns line the beach.   
   
   
  Those players that can see or acquire a light source can 
  make a Search check  (DC10) to examine the beach.  They 
  can determine that a large rowboat dropped off several 
  humanoids.  (Check the encounter below for the number 
  of humanoids).  Those with the Track Feat that make a 
  successful Survival check (DC16) will be able to follow 
  the tracks parallel to the wall about 250 feet. Parties that 
  went through the gate will have probably missed the 
  goblins going creeping up in the heavy fog, as they came 
  down to the beach.  With a Survival check of (DC20) they 
  can identify and follow a second set of tracks of a similar 
  number of goblins.   
  The second set of tracks is slightly 
  older, and leads to the same place.  They are from another 
  group of goblins that snuck in earlier. 
   
  The fog now thins as the party moves to higher 
  ground following the goblins.  Even so it makes it hard to 
  see more than 30 feet, those without lowlight or 
  As Long As We’re Here 
   
  Page 8 
  
  darkvision are going to be even more visually challenged. 
    
  If the party approaches bearing a light source the 
  goblins will see them coming and setup an ambush.  It 
  will require a Spot check (DC19) by characters able to see 
  the goblins to avoid surprise.   
   
  On the other hand, if the party approaches under the 
  cover of fog and darkness, the goblins are fairly intent on 
  their own plans and are not being too quiet about it.  A 
  Listen check (DC6) by the party will alert them to the 
  voices of arguing 60 feet ahead.  A successful Listen 
  check against a (DC16) will allow someone who can 
  speak goblin to hear the cause of their disagreement. For 
  these characters read or paraphrase the following: 
   
  You strain to make out the voices, they are scratchy, 
  hoarse, and speak the guttural syllables of Goblin. 
   
  l!  
  l
  i
   
   
  First goblin: ”No. He’s too fat!” 
  Second goblin: “Me not fat, hole too smal ”
  Third goblin: “We make ho e bigger.” 
  First Gobl n:”Not enough time, let’s make Boo-tug 
  smaller.” 
  Second goblin: “How you going to do that?” 
  The soft sound of steel on scabbard hisses through 
  the fog. 
  Second goblin: “Try it Snog and I’ll stuff you 
  through!” 
  Third goblin: “Be quiet, guards will hear us and then 
  there will be flesh to pay.”  The voice breaks into a fit 
  of coughing. 
  First goblin:”Hush, I think I heard something back 
  that away.” 
  The goblins are trying to exploit a defect in the palisades 
  defenses.  Though most of the wall has been repaired, 
  there is a small breach in the palisade.  It is only just big 
  enough for a goblin or other small creature to squeeze 
  (see PHB on movement restrictions due to squeezing) 
  through.  Unfortunately, the goblin Boo-tug seems to be 
  a bit too well fed to get into Bright Sentry in this manner. 
   If left to their own devices they’ll eventually get him in.  
  If the party waits to see what happens, one goblin will go 
  through to be able to pull.  Boo-tug will try next with the 
  remaining goblin(s) pushing from behind.  If the party 
  chooses this opportunity to attack, it is likely the inside 
  goblin will get away by running from the wall and hiding 
  in the garden..   Pursuit of this goblin will be hampered 
  by Boo-tug plugging the hole, though characters able to 
  fly or climb the wall might have a chance.  Keep in mind 
  that darkness and fog hamper the chase.    
   
  APL 2 (EL 3) 
  � Goblin Sorcerors(3): hp 5 each; Sor1 See Appendix 
  1. 
  APL 4 (EL 5) 
  � Goblin Sorcerors (3): hp 8 each; Sor2 See Appendix 
  1. 
  APL 6 (EL 7) 
  � Goblin Sorcerors (4): hp 13 each; Sor3 See 
  Appendix 1. 
   
   
  Tactics:  
   
  The goblins will wait until the party is about 30 feet 
  away due to the fog hampering their visibility, then cast 
  magic missle.  
  Treasure:  
  APL 2: 3 Goblin heads – 18gp, loot(- gp), coin-(6 
  gp),Wand of Disguise Self- ( 375gp).  
  APL 4: 3 Goblin heads – 18gp, loot(- gp), coin-(6 gp), 
  Wand of Disguise Self-( 375gp)  
  APL 6: 4 Goblin heads – 24gp, loot(- gp), coin-(6 gp), 
  Wand of Disguise Self-( 375gp) 
   
  One of them carries a Wand of Disguise Self. 
   
  Development: 
  The goblins are tattooed (Knowledge Local (DC15) to 
  know it is a mercenary tattoo). Characters searching the 
  goblins are allowed a Heal check (DC13) to identify that 
  the goblins are infected with the Black Breath of Iuz.  
  Read or paraphrase the following to them: 
   
   
  These goblins are paler than usual and the skin is 
  covered with distinctive skull-like blotches.  They 
  suffered from the Black Breath of Iuz.    
   
  Characters that have contact with the goblins (melee, 
  search, or healing) will need to make a Fortitude save 
  (DC12) or catch the disease. 
   
  The party may attempts to Search for secret doors 
  (DC20) for the secret entrance/hole-in-the-palisade into 
  Bright Sentry through the outside wall.  If Boo-tug is still 
  stuck in the wall or even if the party was able to 
  understand 
  the 
  conversation 
  of 
  the 
  goblins 
  a 
  circumstance bonus should be applied.  Anything from 
  +2 for hearing about the hole to +10 if a goblin is 
  currently plugging the tiny passage.  If they find the hole 
  and pass through it, remind them that there are patrols 
  and guards that walk within and on the catwalk above.  
  The party may also elect to climb the wall or regain 
  entrance by other means.  Nobody will let them in either 
  the North Gate or Harbor Gate as they are locked for the 
  As Long As We’re Here 
   
  Page 9 
  
  night and under the proclamation of the Black Watch a 
  curfew has been imposed. 
   
  If the party chooses to spend the night outside 
  Bright Sentry, adjust encounter 5 to have them 
  approached by Councilman Jurivicious as they come in 
  the next morning. 
   
  If they elect to go through the hole or traverse the 
  wall somehow, have them roll Hide and Move Silent 
  checks (DC10), or be spotted by the city guard.   Both 
  checks will receive a +10 circumstance bonus for low 
  light, fog, and the background noise caused by the waves. 
   
  As you squirm through the secret hole you find 
  yourself in the gardens behind the Church of 
  Heironeous.  You can see the back side of the Church 
  and Bolward’s Tavern.   A heavy rain begins to fall, 
  quickly dissipating the fog.  Up the street you can see 
  a group of guards approaching your location.   From 
  somewhere ahead of you in the garden, you hear a 
  sound… 
  l
   
  l
   
  li
  i
   
   
  The players can make a Listen check to hear the sound 
  (DC17) of several people quietly off in the darkness ahead 
  of them.   The guards will move through the gardens in 
  pairs, holding their lanterns high and calling out such 
  things as: 
   
   
  “Halt, who goes there?” 
  “Do you see anything?” 
  “Take a good look around, be careful, I know I heard 
  something.” 
   
  If the party hides, they’ll need to make a Hide check 
  (DC13) to prevent the guards from finding them.  The 
  darkness provides a +10 circumstance bonus to their 
  check.  If they are successful read or paraphrase the 
  following: 
   
  “It ooks like there isn’t anything here, let’s move on 
  and get back to our patrol.” 
   
  The players can look around and attempt to find tracks, 
  but the rain and patrol have ruined most of the tracks.  A 
  Survival check (DC 29) will reveal that the number of 
  goblins from encounter 5 passed though the garden 
  earlier in the night. It will require a Survival (DC35) to 
  determine that once they made it to the streets they 
  wandered through the center of town.  
   
  If the players are detected or elect to interact with 
  the guards, they will be immediately asked for their 
  passes and then asked to return back to their rooms for 
  the evening as there is a 2am curfew on Bright Sentry.  If 
  presented with goblin corpses, the guards will thank the 
  party, ask them a few pertinent questions and then 
  suggest that they abide by the curfew and retire for the 
  night.  If any of the characters are infected with the Black 
  Breath of Iuz, they will be placed under tent arrest in the 
  South Port quarantine area, and relieved of their pass to 
  Bright Sentry.  This may add to the fervor of the city 
  council that Councilman Jurivicious will note  in 
  encounter 5.   
   
  Encounter Five – Accused! 
  A loud knock at the door awakens you the next 
  morning.   
  If the door is locked, the barkeep produces a key to open 
  the door for the city guard and the councilman.  Two 
  guards enter to secure the room.   The councilman 
  speaks: 
  “Friends, we have a dire issue.  The plague has broken 
  out in Bright Sentry.  I know you were disease free 
  when I examined you yesterday, but you are the only 
  people that have been allowed to enter the city in the 
  last three days other than Garret Humbolt. I just 
  came from him and he is still free of disease.  The 
  council is arguing that you must have somehow 
  brought the plague with you.  The rest of the council 
  is clamoring for your arrest, and I am being accused 
  of dooming us al  to a horrid death by my apparent 
  negligence. Using all the political influence I possess, 
  I have stayed your arrest until tomorrow morning.  
  The political pressure is intense and my entire career 
  is on the ne, as I’m sure are your l ves.  I know you 
  to be good and healthy heroes. You must find the 
  cause of this outbreak to save us all from being 
  persecuted for treason.” 
   
  APL All (EL −) 
  � 
  Councilman 
  Jurivicious: 
  Male 
  Human, 
  Clr5/Aristocrat1 
  � Guards (2): Human, Ftr2 
   
  Encounter Six – Search for  
  the Truth 
   
  At this point, the party should begin to look through 
  town for more clues about how the plague arrived in 
  Bright Sentry. 
   
  The West Port 
  Fisherman are gathering early in the morning to see if 
  the Wavester has returned.   They seem on edge this 
  As Long As We’re Here 
   
  Page 10 
  
  morning since word about the plague has reached most 
  everyone by now. 
  � Gather Information (DC 5): They refuse to 
  fish without some protection from the 
  Wavester.  
  � Gather Information (DC 10): There’s word 
  about a ghost ship that sails the Nyr Dyv at 
  night.  It is said to be haunted and not 
  entirely there… 
  � Gather Information (DC 15): There was a 
  rumor that there may have been an attempt 
  to invade Bright Sentry last night.   The 
  guards reported that there might have been 
  some people spotted on the rock ledge and 
  inside town, but were unsure who they 
  were. 
   
  The Harbor Gate 
  The gate building contains all the information on all the 
  people who enter the city. The Gate Keeper, Gursham 
  Frostbeard is currently going over his logs again to make 
  sure everyone who has entered has been accounted for.  
  For  Diplomacy  check of (DC 10)  he will share that: 
  � He is absolutely certain that the party and 
  the shipwreck survivor were the only 
  group of newcomers to town over the past 
  few days. 
   
  The Fishery 
  At the fishery they can ask around and find out that: 
  � Gather Information (DC 5): The place is 
  mostly empty as nobody was out fishing 
  yesterday.  It smells terrible. 
  � Gather Information (DC 15): Several 
  fishermen who were here cleaning up late 
  last night saw two groups of people come 
  ashore late last night.   Some thought they 
  saw another group come out from Bright 
  Sentry and either meet with one of the 
  groups or follow them over by the rock’s 
  edge near the docks.  They assumed they 
  were fisherman coming in late after setting 
  some nets. 
   
  Church of Pholtus 
  Since rumor has it that the party brought the plague to 
  Bright Sentry they can expect little or no help from the 
  church.   This isn’t much new to be found out here 
  anyhow. 
   
  Mercantile 
  There are a lot of people milling about here looking at 
  goods since they aren’t heading out to sea today. 
  � Gather Information (DC 10): There are 
  some new goods on the shelves today.  
  They seem to draw a lot of attention from 
  the patrons.  Bright sea shells from the 
  deepest depths of the Nyr Dyv, and some 
  new nets adorn the walls and ceiling. 
  � Gather 
  Information 
  (DC 
  10): 
  The 
  mercantile seems to have a lot of exotic 
  goods since it trades with the far shores of 
  the Nyr Dyv. 
   
  The first group of goblins the fisherman saw got inside 
  before the party saw them.  Presumably the party 
  defeated second group or goblins.  In that first group 
  were several infected goblins with the plague.  They use 
  Disguise Self or a Hat of Disguise to walk amongst the 
  patrons of Bright Sentry a few at a time, spreading the 
  disease at will.  Some of them sold the shells and nets to 
  the merchants.  Contact with the shells can cause a 
  character to contract the Black Breath of Iuz if a Fortitude 
  save of (DC 12) is not made.  Should the party search the 
  gardens behind the Church of Heironeous for some 
  reason, they will find the goblins hiding there, otherwise 
  the goblins will be discovered by a Cleric of Pholtus 
  while they are in the Mercantile.  
   
  As you wander the streets around mid-day, you see a 
  lot of people exi ng the Mercanti e in a hurry. From 
  the Mercantile, you can hear shouts in several 
  languages and the sounds of battle. 
  ti
  l
    
  l
   
  .
   
  Give the party the chance to check their languages to 
  determine what they hear.  They hear in common: 
   
  “Foul defilers, death shall come quick y for you! With
  the light of Pholtus to guide me, you shall be smiten 
  into oblivion ” 
   
   
  They also hear several incantations, but a bit too muttered 
  to be able to decipher even with a Spellcraft check.   
   
  They also hear the following in Goblin: 
   
  “Kill the Pholtite, kill him quickly!  He’s casting a 
  spell, attack him!” 
   
  The party will enter in round 3.  By then the Cleric will 
  be knocked unconscious (-4 hp) and bleeding.  
   
  APL 2 (EL 4) 
  � Goblin Sorcerors (4): hp 5 each; Sor1 See Appendix 
  1 
  As Long As We’re Here 
   
  Page 11 
  
  APL 4 (EL 6) 
  � Goblin Sorcerors (4): hp 8 each; Sor2 See Appendix 
  1 
  APL 6 (EL 8) 
  � Goblin Sorcerors (4): hp 17 each; Sor4 See 
  Appendix 1 
   
  i
   
  i
    
  l
  l
   
  .
   
  Tactics:  
  The goblins have managed to take down the cleric who 
  discovered their presence, but not before he cast a dispel 
  magic ending their disguise self spells. They will attempt 
  to exit town as fast as possible so the battle will take place 
  in the streets in front of the Mercantile.  The fight has 
  drawn the attention of the of the city guard who have in 
  turn, notified Lord Enerick.   The city guard will arrive 6 
  rounds after the party, which will give the goblins 
  enough time to escape out the secret hole in the fortified 
  wall or be slain by the party.  If party members engage 
  the goblins, susceptible characters must make a Fortitude 
  save (DC12) to avoid catching the disease.   
   
  Treasure:  
  APL 2: 3 Goblin heads – 24gp, loot(- gp), coin-(6 gp), 
  Wand of Disguise Self- ( 375gp).  
  APL 4: 3 Goblin heads – 24gp, loot(- gp), coin-(6 gp),  
  Wand of Disguise Self -( 375gp)  
  APL 6: 4 Goblin heads – 24gp, loot(- gp), coin-(6 gp), 
  Wand of Disguise Self( 375gp), Hat of Disguise (900gp) 
   
  They have a Wand of Disguise, and at APL 6 one wears a 
  Hat of Disguise. 
   
  Development: 
  The goblins are tattooed (Knowledge Local DC 15 to 
  know it is a mercenary tattoo.  
   
  Characters that have contact with the goblins 
  (melee, search, or healing) will need to make a Fortitude 
  save (DC12) or catch the disease. 
   
  After the defeat of the goblins, read or paraphrase 
  the following: 
   
  As you stand over your defeated adversaries, you can 
  see the City Guard approach, obviously surprised by 
  the presence of goblins in Bright Sentry. 
   
  Rushing 
  to 
  your 
  location, 
  you 
  also 
  see 
  Councilman Jurivicious and h s escort. 
  Allow the party to role-play and discuss their findings 
  with the Councilman.   They should come to the 
  conclusion that the goblins are spreading the disease in 
  town and not the adventurers.  A Heal check (DC13), will 
  show that indeed the signs of the plague are present on 
  these goblins. 
   
  Jurivicious will continue to talk and give the 
  adventurers some instructions from Lord Enerick. 
   
  “Lord Enerick will be concerned to find out that the 
  walls have been breached and that the plague has now 
  begun to establ sh a foothold in Bright Sentry.   He’ll
  need a group to find out more about how they got in, 
  and where they are coming from.” 
   
  “Fortunately, since you were able to find this 
  obvious source of the p ague our names will be 
  cleared.” 
   
  The party might explain that they found a secret door in 
  the wall near the docks, and that they tracked another 
  group much like this last night to that location before 
  dispatching them. 
   
  “Ah, I see we have asked the right people for the job 
  then.” 
   
  Combining their knowledge, they should have figured 
  out they need to go in search of the ghost ship next as 
  both groups arrived by unseaworthy rowboats.   To make 
  sure they identify this as their next goal, the Councilman 
  will speak once more. 
   
  “As you can see, we have a lot of preparations to make 
  here at Bright Sentry to keep more raiding parties 
  out.   We know based on the information we’ve 
  collected today, that they came in via rowboat in 
  South Port, most likely last night.   Can you look into 
  this and see if you can put a stop to it?   Lord Enerick 
  would be most appreciative…” 
   
  When the party accepts the challenge, they have until 
  that evening to prepare for their overnight voyage.  
   
  “Thank you for accepting his Lordship’s request.  I 
  have made arrangements on the Fair engale to take 
  you anywhere on the Nyr Dyv you want to go.  She is 
  a small but very agile ship and should be able to keep
  you out of trouble.  Please report back to me once you 
  have completed this mission   Of course we would 
  like to see the evil destroyed, but even some solid 
  information on their location, numbers, and what we 
  are up against would be most helpful.” 
  APL All (EL −) 
  � 
  Councilman 
  Jurivicious: 
  Male 
  Human, 
  Clr5/Aristocrat1 
  As Long As We’re Here 
   
  Page 12 
  
   
  Encounter Seven – Ryszard’s 
  Revenge  
   
  The party may need to rest before leaving on the ship this 
  evening, but there isn’t time to regain spells.   
   
  As the afternoon grows long, you meet the crew and 
  captain of the Fairlengale.  “Greeting mates”, says the 
  captain as you board.  “I’m Captain Arlarent.  I’ve 
  accepted his Lordship’s mission to troll around like 
  bai  for you blokes, but have no doubts that we’re 
  sailors not marines.  Whatever is out there is yours to 
  deal with.  We see something strange, you can take a 
  look at it, but the Fair engale is going to outrun it.  
  You want something more you’re going to have to go 
  to it yourself.” 
  t
  l
   
  APL All (EL −) 
  � Captain Arlarent: Male human Ftr2. 
  � Crew (20): Various races, mostly human. War1. 
   
  As the captain begins to shout commands from the 
  helm to his crew, you are given a moment to look 
  back at Bright Sentry one last time. The sun is now 
  setting over the mountains, with the sunlight giving 
  the frozen glenn a soft warm orange glow.   It is a 
  peaceful sight indeed, one you hope to see again.  But 
  when you turn around a look East, the skyl ne has 
  begun to get dark.  The night sky now meets the Nyr 
  Dyv at the horizon making everything ahead appear 
  like a large dark void o  emptiness.    
  i
  f
   
  t
  .  
  l
  it 
  l 
  l 
   
  l
  i
  i
   
   
  As the ship travels for the next several hours, the 
  clouds begin lift to reveal the stars.  What an 
  amazingly clear night.   Each star looks as though you 
  could merely reach out and touch it.   Then you see 
  the moon peek out from behind i ’s cloud veil   An 
  amazing sight, you seem to stare at it for a time 
  remembering the many roads that have led you here.   
   
  Then everything around you begins to disappear 
  into a fog. 
   
  “You best be on the lookout,” you hear a deck 
  swabby whisper.  Captain Arlarent comes up on deck 
  and ooks around to assess the situation.  “Ah” he says, 
  “
  appears we found what we came lookin’ for.”   He 
  then begins to shout out commands that direct his 
  men to make ful sai North for Bright Sentryt.   “We 
  will see what this ghost ship is made of”   There isn’t a 
  ship as swift as the Fairlengale, I assure you of that.” 
  With that said, he orders any unnecessary load to be 
  thrown overboard.   The men toss everything that 
  isn’t necessary for survival.   
   
  With his expert seamanship. Arlarent takes the 
  helm and is able to catch every gust of wind to 
  expedite your retreat to the North coast.    
   
  As you look around, the fog rol s and bends as f 
  forced to move rap dly against its will.   Even with the 
  best efforts of the captain the fog seems certain to 
  surround you… 
  Everything goes silent. The sails go slack. The air 
  grows cold and still. The crew exchange glances of 
  terror as they attempt to peer through the 
  impernatrable fog.  
   
  Suddenly a sailor crys out, “Braaaace!” and the 
  Fairlengale lurches under your feet.  As you struggle 
  for balance, your mind attempts to reconcile the 
  image before it.   The feral-lionesque ram of the 
  Veng’s Curse slammed into the broadsides of the 
  Fairlengale, and now the animated monstrosity is 
  actively chewing on the hull, tearing away planks an 
  spitting them out.  The yardarms seem to reach 
  forward from the masts, as if in effort to embrace the 
  Fairlengale and its crew.  From your vantage you can 
  see patches of the Veng’s Curse fade in and out of 
  existence.  A flood of skeletal men pour over the bow 
  directed by a crazed priest in jet black robes.   
  APL 2 (EL 5) 
  � Skeletons (6): hp 6 each; see Monster Manual page 
  226. 
  � Ryszard (1): Male Human, Cleric 2; See Appendix 
  for stats.  
  � Veng’s Curse (1): Animated Object, Medium, 
  Medium Construct, hp 31; see Monster Manual page 
  13 
  APL 4 (EL 7) 
  � Skeletons (15): hp 6 each; see Monster Manual 
  page 226 
  � Ryszard (1): Male Human, Cleric 4; See Appendix 
  for stats.  
  � Veng’s 
  Curse(1): Animated Object, Large,  
  Construct hp 54, see Monster Manual page 14 
  APL 6 (EL 9) 
  � Skeletons (10): hp 6 each; see Monster Manual 
  page 226 
  � Shadows (4): hp 19 each; see Monster Manual page 
  221. 
  � Ryszard (1): Male Human, Cleric 5; See Appendix 
  for stats.  
  As Long As We’re Here 
   
  Page 13 
  
  � Veng’s Curse(1): Animated Object, Huge Construct 
  hp 84, see Monster Manual page 14 
   
  Tactics:  
  To be clear, Veng’s Curse is a ship. Portions of it are 
  animated (See Animated Object in the Monster Manual). 
  The Veng’s Curse is controlled by Ryszard who used it’s 
  ram to sink opposing ships.   The Curse is specially fitted 
  with a demonic lion shaped  ram, plated with ½” thick 
  metal. 
   
  The Veng’s Curse will ram the broadside of the 
  Fairlengale from the cover of the fog.  The impact will 
  require all on board the Fairlengale to make  Balance 
  check (DC 15) or be knocked prone.  Once lodged into 
  the Fairlengale the undead swarm aboard to destroy it’s 
  inhabitants.   The undead will move aboard the party’s 
  vessel in the surprise round and then begin their assault.  
   The sailors are not trained fighters and will not attempt 
  to engage the oncoming adversaries. 
     
  Ryszard will order the ship to continue to attack the 
  Fairlengale, attempting to sink it as its primary goal.  If 
  any players get on board Veng’s Curse, it will attack them 
  instead of their ship, either by the ram/figurehead 
  turning to bite them or yardarms on the mast flailing 
  them with rigging.   It will be important for the DM to 
  note hardness factors for DR for wood, and also the HP 
  for the wood construction of the boats and the ½” steel 
  used on the Veng’s Curse.  See Player’s Handbook page 
  166.   If Rhysard appears to be in danger, he will attempt 
  to retreat.  If he cannot, he gives the ship the order to 
  sink and take as many with as possible using the grapple 
  and destroying the other ship in turn. 
   
  Additionally the Veng’s Curse has some incorporeal 
  properties.  Specifically parts of it phase in and out of the 
  prime material plane.  Ryszard has some control over it, 
  and as long as he is alive it won’t phase out under his 
  forces.  Each round someone from the party is one the 
  Veng’s Curse there is a 50% chance whatever part of the 
  ship they are standing on or holding onto will shift to the 
  ethereal plane for a moment.  They must make a Reflex 
  save (DC 15) or fall to the next deck, taking 1d6 points of 
  damage from the fall.  Those falling out of the rigging 
  will take damage corresponding to the distance fallen.  
  Those falling into the bilge of the ship will take no 
  damage due to the bilge water cushioning the fall, but 
  they are standing on the bottom of the ship, and should 
  they drop again, they’ll fall below the ship necessitating a 
  swim to the surface.   
   
  Treasure:  
  APL 2: loot-(296 gp), coin-(0 gp), Horn of Fog - ( 1000gp).  
  APL 4: loot-(600 gp), coin-(10 gp), Horn of Fog ( 1000gp), 
  +1 Morningstar (1150gp)  
  APL 6: loot-(330 gp), coin-(46 gp), Horn of Fog ( 1000gp), 
  +1 Morningstar (1150gp) , +1 Breastplate (600gp) 
   
  Development: 
  It’ll take the ram 10 rounds of concentrated attacks to 
  chew through the Fairlengale. If the ship attacks the 
  party instead, then the destruction of the Fairlengale is 
  delayed.  If the Veng’s curse isn’t stopped in time, the 
  party will have to be resourceful to make it the mile to 
  shore. The Veng’s Curse will sail around attempting to 
  take any prisoners in the water captive and recovering 
  the dead bodies. Once complete, Ryszard will make more 
  undead out of the captives/dead.  The Wavester, 
  returning from Critwall may also pick up survivors. 
   
  When the Veng’s Curse is “killed” it will quickly 
  begin to sink.  Portions of it will phase out of existence 
  and not return.  Within three rounds of it reaching zero 
  hit points, nothing of the Veng’s Curse will remain.  
  Ryszard, if still alive will attempt to board the Fairlengale. 
    
   
  A Knowledge Local(Iuz Meta Region) or 
  Bardic Knowledge (DC 15) will reveal that 
  Ryszard was a figure removed from power at the 
  end of CY 591, and banished from Bright Sentry.  
  What has happened to him since is a mystery, but 
  now he is back for vengeance against the people 
  of Bright Sentry. 
    
  He has been working with Iuz’s forces.  He 
  has been spreading the plague by shuttling 
  various creatures in servitude to Iuz around the 
  Nyr Dyv for the past several months.   The Veng’s 
  Curse was given to Ryszard around that same 
  time by Vayne whom also conspired to spread the 
  plague throughout the Shield Lands.    
   
   
   
  Conclusion –  
  Lineene Returns 
  Adjust Jurivicious’ and Lord Enerick’s responses to the 
  party’s success appropriately as you read or paraphrase 
  the following: 
   
  As you return to the Naval Port of Bright Sentry, 
  Captain Arlarent guides the Fair engale into port just 
  ahead of the Wavester.  Captain Greatblade of the 
  Wavester hurls orcish curses across the waters at 
  Arlarent’s impertinence.  A small contingen  of 
  people waits expectantly on the dock.  Councilman 
  Jurivicious meets you as you disembark. A large 
  number of well-armed guards and Lord Enerick watch 
  l
  t
  As Long As We’re Here 
   
  Page 14 
  
  as Greatblade maneuvers the Wavester and drops 
  anchor. 
   
  Jurivicious accepts your report on the Veng’s 
  Curse with grim satisfaction, then asks you to repeat 
  it to Lord Enerick.  “Well done, the city o  Bright 
  Sentry owes a debt of gratitude,” says the noble as you 
  finish. 
  f
  i  
   
  l
  f
  l
   
   “
  l
  f
   
   
   
   
  f
   
   
  l
   
   
   
  Before he can continue, the launch from the 
  Wavester bumps up along the pier.  Two seamen and 
  Captain Greatblade practically lift Lineene from the 
  boat and set her gently on the dock.    She seems 
  unsteady as Captain Greatblade guides her solemnly 
  to his lordship, one hand holding hers, the other 
  gently resting on her forearm.  He leans in close to 
  her as they approach, whispering intently n her ear.  
  Her expression is unreadable as the great cowl of her 
  cloak shadows her face which never looks up from 
  the planks of the wharf. 
   
  “Dearest Lineene, trusted advisor to Bright 
  Sentry, what have you to tel  us of our fate?” asks Lord 
  Enerick as she is guided to a halt in front of him. 
   
  She looks up and around, as i  searching for the 
  source of this address.  Releasing Greatblade’s hand 
  she draws back the hood.   
   
  Jurivicious and others gasp as her eye sockets 
  hold red orbs with laughing black skul s where the 
  pupils and iris should be.  
  Most honorable Lord Enerick, I peered into the 
  black well of mad horrors that was Waquonis’s mind. 
  There I discovered the secret of the Black Breath of 
  Iuz is locked away in three artifacts.”  
   
  She flinches and steps back suddenly, half 
  warding off some unknown assai ant.  Guards half 
  draw their weapons, looking to their lord for 
  direction. 
   
  “Lineene, what is it? Are you alright?” asks 
  Enerick, looking around nervously. 
   
  “Yes, yes, I’m fine.  My apologies lord; images of 
  evil horrors still assail my sight.  Sometimes they still 
  catch me by surprise.” 
   
  “I see this mission cost you dearly, I’m sure you 
  went through much suffering and sacrifice to gain 
  this knowledge.  What must we do to end this 
  plague?” 
   
  “We must find the artifacts.  I described the first 
  and the Arcanist Society recognized it as the Book of 
  Dark Alchemy.  The Church o  the Holy Shielding 
  declared the second item of my visions to be the 
  Wrath of Hextor.   The third was unclear.  I could 
  only see bits and pieces of it, but I will be working 
  with the Bardic College of Agridagh Cuach to 
  decipher the images.” 
   
  She quickly veils her eyes with one hand, slowly 
  caressing a furrowed brow with one finger as she 
  withdraws it again. 
  “The lady must rest” declares Thurgo Greatblade.   
   
  “Wait,” say Enerick panickedly.  “Was there 
  nothing else?”
   
  “I also heard Waquonis’s crazed voice chanting 
  over and over”
  “The Skull laughs because evil must be used 
  by good to free itsel  from the Breath of 
  Midnight’s Despair. 
  No mortal may do it lest the Pestle Arcane 
  destroy their soul, yet no immortal realm will 
  allow such evil to pass its borders.” 
   
  Enerick stares at her for a moment his jaw slack 
  and dismayed.  “Nothing else?  No cure?  Just riddles 
  and quests for obscure relics?  I’m sorry for your loss 
  Lineen, thank you for attempting this service, despite 
  its unsuccessful outcome.  It is unfortunate Waquonis 
  still is powerful enough to mask the true solution 
  with these distracting deceptions. If the Church of 
  the Shining One can help reduce your sufferings in 
  any way, I’m sure they will do all they can.  I must go
  attend to the people of Bright Sentry.  This shal  be a 
  dark time for us all.” 
  With that Enerick hurries off followed hastily by 
  his guards.  Thurgo Greatblade fends off further 
  questions as Lineen pulls her cowl back up 
  concealing her features that had tightened sternly at 
  Lord Enerick’s words.  Taking her hand and arm once 
  more Captain Greatblade guides her away. 
  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 Four 
  Defeating the goblins 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
  Encounter Six 
  Defeating the goblins 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
  As Long As We’re Here 
   
  Page 15 
  
  Encounter Seven 
  Defeating the ghost ship 
   
  APL2  150  xp 
   
  APL4  210  xp 
   
  APL6  270   xp 
  Story Award 
  Objective of finding the source of the Plague in Bright 
  Sentry and destroying Veng’s Curse: 
   
  APL2 45 xp 
   
  APL4 62 xp 
   
  APL6 90 xp 
  Discretionary roleplaying award 
   
  APL2 45 xp 
   
  APL4 63 xp 
   
  APL6 90 xp 
   
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Four 
   
  APL 2: 3 Goblin heads – 18gp, loot(- gp), coin-(6 
  gp),Wand of Disguise Self- ( 375gp).  
   
  APL 4: 3 Goblin heads – 18gp, loot(- gp), coin-(6 gp), 
  Wand of Disguise Self-( 375gp)  
   
  APL 6: 4 Goblin heads – 24gp, loot(- gp), coin-(6 gp), 
  Wand of Disguise Self-( 375gp) 
  Encounter Six 
   
  APL 2: 3 Goblin heads – 24gp, loot(- gp), coin-(6 gp), 
  Wand of Disguise Self- ( 375gp).  
   
  APL 4: 3 Goblin heads – 24gp, loot(- gp), coin-(6 gp),  
  Wand of Disguise Self -( 375gp)  
   
  APL 6: 4 Goblin heads – 24gp, loot(- gp), coin-(6 gp), 
  Wand of Disguise Self( 375gp), Hat of Disguise (900gp) 
  Encounter Seven 
   
  APL 2: loot-(296 gp), coin-(0 gp), Horn of Fog - ( 
  1000gp).  
   
  APL 4: loot-(600 gp), coin-(10 gp), Horn of Fog ( 
  1000gp), +1 Morningstar (1150gp)  
   
  APL 6: loot-(330 gp), coin-(46 gp), Horn of Fog ( 
  1000gp), +1 Morningstar (1150gp), +1 Breastplate (600gp) 
   
   
  Total Possible Treasure 
  APL 2: L: 49 gp; C: 10 gp; M: 292 gp  - Total: 351 gp 
  APL 4: L: 100 gp; C: 17 gp; M: 483 gp  - Total: 600 gp 
  APL 6: L: 55 gp; C: 12 gp; M: 733 gp  - Total: 800 gp 
   
  Special 
  Black Breath of Iuz: You have a magical disease. It may 
  only be cured magically, but to do so requires a DC 35 
  caster check.  If you have it for 52 TU, it goes away.  If 
  you receive special campaign documentation, it goes 
  away.  At the start of each adventure, roll 1d6.  On a 1 
  your Strength is reduce by 2 for the adventure.  On a 2, 
  the Dexterity is reduced by 2 for the adventure.  On a 3, 
  the Constitution is reduced by 2 for the adventure.  On a 
  4, the Intelligence is reduced by 2 for the adventure.  On 
  a 5, the Wisdom is reduced by 2 for the adventure.  On a 
  6, the Charisma is reduced by 2 for the adventure.  Your 
  As Long As We’re Here 
   
  Page 16 
  
  visage is pale with skull-like blotches over your entire 
  body, and you voice is raspy, like boney claws on the 
  inside of a casket’s lid. 
   
  Influence with Lord Enerick: Lord Natan Enerick is 
  grateful for finding the cause of the plague in Bright 
  Sentry. This gratitude is in the form of 1 point of 
  Influence with Lord Enerick and the Council of Lords.   
   
  Gratitude of the Church of Pholtus: For assisting 
  Jurivicious, a Cleric of Photus, the Church of Pholtus will 
  provide access to a blacksmith who will upgrade either 
  one suit of armor to Fire Resistance or one weapon to 
  Flaming Burst. They must pay for it and cross off when 
  used. If the adventurer is a member of the Flambis Morti, 
  they may upgrade BOTH one suit of armor AND one 
  weapon! 
   
  Gratitude of the Merchants of Bright Sentry: For 
  destroying the Veng’s Curse and ending the blockade of 
  Bright Sentry, the Merchant Society of Bright Sentry will 
  provide access to an adamantine battleaxe, a ring of the 
  ram, a necklace of fireballs type 1, a horn of 
  goodness/evil, a scroll of assay resistance (Complete 
  Arcane), and a scroll of Mordenkainen’s buzzing bee 
  (Miniatures Handbook). Specific access to these items is 
  listed below. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Adamantine battleaxe (Regional, DMG) 
  • 
  Horn of goodness/evil (Adventure, DMG) 
  • 
  Necklace of fireballs type 1 (Adventure, DMG) 
  • 
  Ring of the ram (Regional, DMG) 
  • 
  Scroll of assay resistance (Adventure, CA) 
  • 
  Scroll of Mordenkainen’s buzzing bee (Adventure, 
  MH) 
  • 
  Wand of disguise self (Adventure, DMG) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Horn of fog (Adventure, DMG) 
  • 
  Vest of resistance +2 (Adventure, CA) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Hat of disguise (Adventure, DMG) 
   
  As Long As We’re Here 
   
  Page 17 
  
  Appendix One – APL2 
  Encounter Three  
  Nob Wisken: Rog2; CR 2; Medium human; HD 2d6; 
  hp10; Init +6 Spd 30 ft; AC 12, touch 12 flat-footed 10; 
  Base Atk +1; Grp +2;Atk +3 ranged (1d4+1/19-20, dagger) 
  or +2 melee (1d4+3/19-20, dagger); Full Atk +3 ranged 
  (1d4+1/19-20, dagger) or +2 melee (1d4+3/19-20, dagger); 
  SA sneak 
  attack +1d6; SQ evasion, trapfinding ; AL 
  LE ; SV Fort +1, Ref +4, Will +0; Str 12, Dex 14, Con 12, 
  Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +7, Diplomacy +9, Hide +7, 
  Knowledge (Local: Shield Lands) +2, Knowledge 
  (Nobility) +2, Listen +6, Slight of Hand +9, Spot +6; 
  Alertness, Improved Initiative 
   
  Possessions:: 1 dagger 
   
  Encounter Four 
  Goblin Sor1(4): CR 1; Size S (3 ft., 5 in. tall); HD 1d4+1; 
  hp 5; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 Size); 
  Attack -2 melee, or +3 ranged; SV Fort +1, Ref +2, Will +1; 
  AL CE; Str 5, Dex 15, Con 12, Int 11, Wis 9, Cha 13. 
   
  Skills and Feats: Alchemy +4, Hide +6, Listen -1, 
  Move silently +6, Profession +3, Spot -1; Run. 
  Sorcerer Spells Known (5/4): 0th -- Dancing Lights, 
  Detect Magic, Mage Hand, Read Magic. 1st -- Disguise 
  Self, Magic Missile.  
   
  Possessions: 1 has a Wand of Disguise Self (10 
  Charges) 
   
  Encounter Six 
  Goblin Sor1(4): CR 1; Size S (3 ft., 5 in. tall); HD 1d4+1; 
  hp 5; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 Size); 
  Attack -2 melee, or +3 ranged; SV Fort +1, Ref +2, Will +1; 
  AL CE; Str 5, Dex 15, Con 12, Int 11, Wis 9, Cha 13. 
   
  Skills and Feats: Alchemy +4, Hide +6, Listen -1, 
  Move silently +6, Profession +3, Spot -1; Run. 
   
  Spells Known (5/4): 0th -- Dancing Lights, Detect 
  Magic, Mage Hand, Read Magic. 1st -- Disguise Self, 
  Magic Missile.  
   
  Possessions: 1 has a Wand of Disguise Self  
   
  Encounter Seven 
  Ryszard, male human Clr 2: Medium humanoid (5 ft. 
  7in. tall); HD 2d8+2; hp 15; Init +2 (+2 Dex); Spd 20 ft.; 
  AC 19 (+5 b eastplate, +2 Dex, +2 deflection protection 
  from good); Atks +1 melee (1d8,  morningstar); SA 
  rebuke undead; SQ protection from good; AL CE; SV Fort 
  +8, Ref +5, Will +8. (+2 resistance from good on saves 
  added) 
  r
   
  Str 10, Dex 14, Con 13, Int 10, Wis 17, Cha 14. 
   
  Skills and Feats: Concentration +6, Heal +8, 
  Knowledge (religion) +5. Feats: Great Fortitude, 
  Lightning Reflexes. 
   
  Spells Prepared (4/3+1, DC =13+ spell level) (chaos, 
  evil): 0 lvl-cure minor wounds , detect magic, guidance, 
  resistance; 1
  st lvl-bane, cause fear,  obscuring mist, 
  protection from good*;  
  *Domain spell. Domains: Evil (Evil spells cast at 
  +1 caster level); Chaos (Chaos spells cast at +1 
  caster level). 
   
  Possessions: breastplate,  morningstar, holy symbol 
  of Iuz. 
   
  Ryszard was an agent for Waquonis.  He is  making 
  sacrifices to Iuz and waiting for the day when the forces 
  of the Old one to appear again.  Because he is waiting for 
  that glorious day, he has no intention of fighting the 
  characters.  He is willing to play with them them, but 
  leaves if he feels that he may actually be harmed.  
   
   
  As Long As We’re Here 
   
  Page 1 
  
  Appendix One – APL4 
  Encounter Three  
  Nob Wisken: Rog4; CR 4; Medium human; HD 4d6; 
  hp21Init +6 Spd 30 ft; AC 12, touch 12, flat-footed 10; 
  Base Atk +3 Grp +4 Atk +5 ranged (1d4+1/19-20, dagger) 
  or +4 melee (1d4+3/19-20, dagger); Full Atk +5 ranged 
  (1d4+1/19-20, dagger) or +4 melee (1d4+3/19-20, dagger); 
  SA sneak 
  attack +2d6; SQ evasion, trapfinding ; AL 
  LE ; SV Fort +1, Ref +4, Will +0; Str 12, Dex 14, Con 12, 
  Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Bluff +9, Diplomacy +11, Hide +9 
  Knowledge 
  (Local:Shield 
  Lands) 
  +3, 
  Knowledge 
  (Nobility) +3, Listen +8, Slight of Hand +11, Spot +8; 
  Alertness, Improved Inititive 
   
  Possessions: 1 dagger, Horn of Fog. 
   
  Encounter Four 
  Goblin Sor2: CR 2; Size S (3 ft., 5 in. tall); HD 2d4+2; hp 
  8; Init -2 (-2 Dex); Spd 30 ft.; AC 9 (-2 Dex, +1 Size); Attack 
  +0 melee, or +0 ranged; SV Fort +0, Ref -2, Will +1; AL 
  CE; Str 6, Dex 6, Con 11, Int 9, Wis 7, Cha 12. 
   
  Skills and Feats: Craft +3, Hide +2, Listen -2, Move 
  silently +2, Spellcraft +1, Spot -2; Run. 
   
  Spells Known (6/5): 0th -- Detect Magic, Light, Mage 
  Hand, Prestidigitation, Read Magic. 1st -- Disguise Self, 
  Magic Missile, Obscuring Mist. 
   
  Possessions: 1 has a Wand of Disguise Self 
   
  Encounter Six 
  Goblin Sor2: CR 2; Size S (3 ft., 5 in. tall); HD 2d4+2; hp 
  8; Init -2 (-2 Dex); Spd 30 ft.; AC 9 (-2 Dex, +1 Size); Attack 
  +0 melee, or +0 ranged; SV Fort +0, Ref -2, Will +1; AL 
  CE; Str 6, Dex 6, Con 13, Int 9, Wis 7, Cha 12. 
   
  Skills and Feats: Craft +3, Hide +2, Listen -2, Move 
  silently +2, Spellcraft +1, Spot -2; Run. 
   
  Spells Known (6/5): 0th -- Detect Magic, Light, Mage 
  Hand, Prestidigitation, Read Magic. 1st -- Disguise Self, 
  Magic Missile, Obscuring Mist. 
   
  Possessions: 1 has a Wand of Disguise Self 
   
  Encounter Seven 
  Ryszard, male human Clr 4: Medium humanoid (5 ft. 
  7in. tall); HD 4d8+4; hp 27; Init +2 (+2 Dex); Spd 20 ft.; 
  AC 19 (+5 b eastplate, +2 Dex, +2 deflection protection 
  from good); Atks +4 melee (1d8+1, +1 morningstar); SA 
  rebuke undead; SQ protection from good, resist elements 
  (cold); AL CE; SV Fort +9, Ref +7, Will +9. (+2 resistance 
  from good on saves added) Str 10, Dex 14, Con 13, Int 10, 
  Wis 17, Cha 14. 
   
  Skills and Feats: Concentration +8, Heal +10, 
  Knowledge (religion) +7. Feats: Dodge, Great Fortitude, 
  Lightning Reflexes. 
   
  Spells Prepared (5/4+1/3+1,DC =13+ spell level) 
  (chaos, evil): 0 lvl-cure minor wounds (x2), detect magic, 
  guidance, resistance; 1
  st lvl-bane, cause fear, command, 
  obscuring mist, protection from good*; 2
  nd lvl-death 
  knell*,  resist elements, silence. 
  *Domain spell. Domains: Evil (Evil spells cast at 
  +1 caster level); Chaos(Chaos spells cast at +1 
  caster level). 
   
  Possessions: breastplate,  +1 morningstar, Horn of 
  Fog, holy symbol of Iuz. 
   
  Ryszard was an agent for Waquonis.  He is  making 
  sacrifices to Iuz and waiting for the day when the forces 
  of the Old one to appear again.  Because he is waiting for 
  that glorious day, he has no intention of fighting the 
  characters.  He is willing to play with them them, but 
  leaves if he feels that he may actually be harmed. 
   
  r
  As Long As We’re Here 
   
  Page 1 
  
  Appendix One – APL6 
   
  Encounter Three  
  Nob Wisken: Rog6; CR 6; Medium human; HD 6d6; 
  hp29;Init +7; Spd 30 ft; AC 13, touch 13, flat-footed 10; 
  Base Atk +4 Grp +5 Atk +7 ranged (1d4+1/19-20, dagger) 
  or +5 melee (1d4+3/19-20, dagger); Full Atk +7 ranged 
  (1d4+1/19-20, dagger) or +5 melee (1d4+3/19-20, dagger); 
  SA sneak 
  attack +3d6; SQ evasion, trapfinding ; AL 
  LE ; SV Fort +1, Ref +4, Will +0; Str 12, Dex 16, Con 12, 
  Int 10, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, Hide +12 
  Knowledge 
  (Local:Shield 
  Lands) 
  +4, 
  Knowledge 
  (Nobility) +4, Listen +10, Slight of Hand +14, Spot +10; 
  Alertness, Improved Inititive 
   
  Possessions: 1 dagger 
   
  Encounter Four 
  Goblin Sor3: CR 3; Size S (3 ft., 5 in. tall); HD 3d4+3; hp 
  13; Init +5 (+1 Dex +4 Improved Init); Spd 30 ft.; AC 12 
  (+1 Dex, +1 Size); Attack +3 melee, or +3 ranged; SV Fort 
  +2, Ref +2, Will +3; AL CE; Str 12, Dex 12, Con 13, Int 16, 
  Wis 10, Cha 12. 
   
  Skills and Feats: Alchemy +9, Concentration +5, 
  Hide +5, Intimidate +2, Listen +2, Move silently +5, Pick 
  pocket +2, Profession +1, Ride +2, Scry +8, Spellcraft +8, 
  Spot 
  +0; 
  Run, 
  Improved 
  Init. 
  Sorcerer Spells Known (6/6): 0th -- Detect Magic, Ghost 
  Sound, Light, Mage Hand, Read Magic. 1st -- Feather Fall, 
  Magic 
  Missile, 
  Obscuring 
  Mist.  
   
  Possessions: 1 has a Wand of Disguise Self, 1 wears a 
  Hat of Disguise 
   
   
  Encounter Six 
  Goblin Sor4: CR 4; Size S (3 ft., 5 in. tall); HD 4d4+4; hp 
  17; Init +5 (+1 Dex +4 Improved Init); Spd 30 ft.; AC 12 
  (+1 Dex, +1 Size); Attack +1 melee, or +4 ranged; SV Fort 
  +2, Ref +2, Will +2; AL CE; Str 7, Dex 13, Con 12, Int 13, 
  Wis 6, Cha 12. 
   
  Skills and Feats: Alchemy +8, Concentration +8, 
  Craft +6, Hide +5, Innuendo -1, Listen -2, Move silently 
  +5, Spot -2; Improved Init. 
   
  Spells Known (6/7/3): 0th -- Dancing Lights, Detect 
  Poison, Light, Mage Hand, Prestidigitation, Read Magic. 
  1st -- Disguise Self, Magic Missile, Obscuring Mist. 2nd -- 
  Invisibility.  
   
  Possessions: 1 has a Wand of Disguise Self, 1 wears a 
  Hat of Disguise. 
   
  Encounter Seven 
  Ryszard, male human Clr 5: Medium humanoid (5 ft. 
  7in. tall); HD 5d8+5; hp 33; Init +2 (+2 Dex); Spd 20 ft.; 
  AC 20 (+6 b eastplate, +2 Dex, +2 deflection protection 
  from good); Atks +4 melee (1d8+1, +1 morningstar); SA 
  rebuke undead; SQ protection from energy (fire 60 
  points), protection from good, resist elements (cold); AL 
  CE; SV Fort +7, Ref +5, Will +7. (+2 resistance from good 
  on saves not added) Str 10, Dex 14, Con 13, Int 10, Wis 
  17, Cha 14. 
  r
   
  Skills and Feats: Concentration +9, Heal +11, 
  Knowledge (religion) +8. Feats: Dodge, Great Fortitude, 
  Lightning Reflexes. 
   
  Spells Prepared (5/4+1/3+1/2+1, DC =13+ spell level) 
  (chaos, evil): 0 lvl-cure minor wounds (x2), detect magic, 
  guidance, resistance; 1
  st lvl-bane, cause fear, command, 
  obscuring mist, protection from good*; 2
  nd lvl-death 
  knell*,  resist elements, silence; 3
  rd lvl-bestow curse*, 
  dispel magic, protection from energy. 
  *Domain spell. Domains: Evil (Evil spells cast at 
  +1 caster level); Chaos(Chaos spells cast at +1 
  caster level). 
   
  Possessions: +1 breastplate,  +1 morningstar, Horn of 
  Fog, holy symbol of Iuz. 
   
  Ryszard was an agent for Waquonis.  He is  making 
  sacrifices to Iuz and waiting for the day when the forces 
  of the Old one to appear again.  Because he is waiting for 
  that glorious day, he has no intention of fighting the 
  characters.  He is willing to play with them them, but 
  leaves if he feels that he may actually be harmed.  
  As Long As We’re Here 
   
  Page 1 
  
  Appendix One−Judges Aid 
   
   
  Black Breath of Iuz:  
  A magical disease. It may only be cured magically, but to do so requires a DC 35 caster check.  If you have it for 52 TU, it 
  goes away.  If you receive special campaign documentation, it goes away.  At the start of each adventure, roll 1d6.  On a 1 
  your Strength is reduce by 2 for the adventure.  On a 2, the Dexterity is reduced by 2 for the adventure.  On a 3, the 
  Constitution is reduced by 2 for the adventure.  On a 4, the Intelligence is reduced by 2 for the adventure.  On a 5, the 
  Wisdom is reduced by 2 for the adventure.  On a 6, the Charisma is reduced by 2 for the adventure.  Your visage is pale 
  with skull-like blotches over your entire body, and you voice is raspy, like boney claws on the inside of a casket’s lid. 
  SHL05-02 As Long As We’re Here 
   
  Page 2 
  
  Appendix Two – Judges Maps 
  Encounter 4 
   
   
   
  SHL05-02 As Long As We’re Here 
   
  Page 3 
  
  Encounter 6 
   
  SHL05-02 As Long As We’re Here 
   
  Page 4 
  
  Encounter 7 
   
   
  SHL05-02 As Long As We’re Here 
   
  Page 5 
  
   
  Player Handout #1 
  A short review of the current state of the Shield Lands. 
   
  The Shield Lands is currently at war with the forces of Iuz, also known as the Old One. Run by the so-called “Council of 
  Lords”, the Shield Lands have been rebuilding its nation after nearly being completely destroyed approximately 15 years 
  ago. However, over the last year, all that had been reclaimed was nearly destroyed again. 
   
  The leader of the Shield Lands, Lady Katarina Walworth, was attacked and her very soul was stolen from her. During 
  her absence, the Council of Lords fell upon each other: loyalists (those supporting Lord Franz Torkeep) felt that it was 
  crucial to empower the citizenry and make sure the Shield Lands were well armed. Traditionalists (those supporting 
  Lord Natan Enerick) believe that it is crucial to establish the noble’s power base first, allowing strength of arms to more 
  easily govern. Both refused to budge. 
  Then, as civil war was about to ignite, the Lady’s soul was returned. Stronger than ever, she unified the council just in 
  time. Iuz had chose that moment to attack! South Keep, Gensal, and Torkeep each were besieged and at the battle of 
  Torkeep, the vile warlock Waquonis was vanquished. Such a victory was saddened by the loss of Gensal. The Iuzian 
  army that attacked Gensal continued to march on the capital, Critwall, when suddenly and mysteriously it stopped its 
  advance and retreated. Gensal was quickly retaken and fortified, but it truly is more of a no man’s land than an outpost. 
   
  Meanwhile, the Admiral of Bright Sentry (on Scraghome Island) decided to invade Admundfort, the former capital of 
  the Shield Lands (and still under enemy control). The invasion might have worked if he had he more soldiers. As it was, 
  he left Bright Sentry wide open for invasion by Iuzian pirates. A note on Bright Sentry: Simen Sharn is destined to be 
  on the Council of Lords. However, his Uncle, Natan Enerick, is currently filling in for him until he is old enough to 
  take his place. 
   
  Against all of this are rumors of a demoness in the region, a black-hearted beast who lives only to trick, torment and 
  deceive the good men and women of the Shield Lands. Finally, there is the plague. The Black Breath of Iuz came in with 
  the invasions and it has left a hideous scar. Only certain members of the churches and the strange organization known 
  as the Open Spirit are immune… 
   
   
   
   
  SHL05-02 As Long As We’re Here 
   
  Page 6 
  
  Player Handout #2 
   
   
   
   
   
   
   
  SHL05-02 As Long As We’re Here 
   
  Page 7 
   
  
   
  Player Handout #3 
   
   
   
   
  SHL05-02 As Long As We’re Here 
   
  Page 8 
   
  
  Player Handout #4 
   
   
  SHL05-02 As Long As We’re Here 
   
  Page 9 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/595/Normal Scenarios/SHL5-02 - As Long As We're Here (APL 2-6)/SHL5-02 - As Long As We're Here.pdf