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 
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  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
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  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. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-03 
   
   
   
   
   
   
   
   
  Second Chances 
   
  A One -Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 2 
   
  by Christian J. Alipounarian 
  Circle Reviewers: Creighton Broadhurst  
  Reviewer: Chris Chesher 
  Playtesters: Jonathan Knapp, Scott P. McNulty, Casey O’Donovan, MaryAlyce Rensa, Judy “J.R.” Rudolph, Robert 
  Smith, and Phineas Walsh 
   
   
  The Free City of Greyhawk can be cruel, and in a place where one can find anything, the hardest thing to obtain might 
  be a second chance. Can you solve a decades-old murder and free a needy soul? This adventure is investigative and role-
  play intensive. It is a loose sequel to COR5-04 Desecrators of the Lord’s Tomb; however, it is not necessary to have played 
  that adventure to participate in this one. A one-round Core adventure set in the Free City of Greyhawk for characters 
  level 1-8 (APLs 2-8). 
   
  Thanks to Michael Hallet and Sam Weiss for their assistance. Resources for this adventure [and the authors of those 
  works] include Living Greyhawk Journal #2: The Artisan’s Quarter [Denis Tetreault and Erik Mona], COR1-01 River of Blood 
  [Erik Mona], COR5-19 Retribution [Christopher Wills], The City of Greyhawk [Douglas Niles and Carl Sargent], Libris 
  Mortis [Andy Collins and Bruce R. Cordell], and S2 White Plume Mountain [Lawrence Schick]. 
  
  COR7-03 Second Chances 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below:  
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR7-03 Second Chances 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Free City of Greyhawk. All characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  This adventure is a loose sequel to COR5-04 Desecrators of 
  the Lord’s Tomb. That adventure, and this one, involves 
  Christa, the lovely human thief known as “Little Miss 
  Streetwise” first described in the City of Greyhawk Boxed 
  Set (1989). As an adult, Christa was known for her kind 
  nature and her adventurous spirit; both of these traits led 
  her to disaster. 
   
  Christa’s father figure in life was Ricard Damaris, the 
  proprietor of the Green Dragon Inn. When Ricard’s 
  fortune was stolen by his own (blood) daughter, Christa 
  vowed to get the funds needed to save the inn from 
  demolition, by any means necessary. To this end, she 
  made the unfortunate decision to plunder the Lord’s 
  Tomb. 
   
  The Tomb of the Lords of Greyhawk was not just 
  warded by traps and magic, but by the spirits of the Lords 
  themselves, and they took a dim view of seeing their 
  treasures plundered. The spirits took their revenge on 
  Christa, killing her not long after she returned to the inn 
  with her booty. PCs that played COR5-04 Desecrators of the 
  Lord’s Tomb were charged with taking the stolen goods 
  back to the tomb, and solving the dilemma of the Green 
  Dragon’s impending demolition. 
   
  Christa’s spirit has since been held in bondage by the 
  Lords, who have collectively debated what to do with her. 
  The Lords have decided to use the thief’s soul as leverage 
  to persuade some heroes visiting Greyhawk City to deal 
  with a situation that the Lords wish resolved. If the 
  heroes in question agree to the task and successfully 
  discharge it, they will free Christa’s soul. 
   
  In CY 555, Lord Ardent Shee was a devilishly 
  handsome and clever Lord of Greyhawk who married a 
  very headstrong woman, Lady Nara. She was an adherent 
  of Joramy, and the two were notorious for their martial 
  brawls, which could be heard on the far side of the city. 
  Lord Ardent had a wandering eye and seemed ill-
  contented to end his bachelor’s ways. One evening, Lady 
  Nara was found murdered, run through by a rapier. Lord 
  Ardent was tried and convicted for his wife’s death, and 
  after seeing his noble title revoked, he was hung until 
  dead and buried outside of the city. 
   
  The ghosts of the other Lords wish to see the 
  remains of their fellow Lord re-interred within the Tomb, 
  and have asked the PCs to try and exonerate Lord Ardent 
  Shee. The spirits have communicated with that of Lord 
  Ardent, and his tortured wraith only espoused his 
  innocence to them; it could tell them nothing more, 
  wracked with pain as it was. If the PCs can successfully 
  exonerate Lord Ardent, and see his Lord’s title restored, 
  he could be interred with the rest of his peers and his 
  soul could be put to rest. 
   
  In truth, Lord Ardent and Lady Nara were the 
  victims of foul play. As a way of getting back at her 
  husband’s infidelity, Lady Nara herself was carrying on an 
  affair with a half-elf city judge named Jinli Wren. At their 
  manor home, while Lord Ardent was elsewhere and in his 
  cups, Jinli fell into a murderous rage at Nara’s 
  announcement that she no longer wished to see her and 
  ran her through with her rapier. When the time for Lord 
  Ardent’s trial came, Jinli made certain that she was the 
  judge assigned to the case. Needless to say, ensuring a 
  conviction was easily accomplished after that. 
   
  Despite his inexperience, a young barrister named 
  Jerg Alaern was retained by Lord Ardent because of his 
  reputation as a superior trial attorney. Jinli Wren 
  contacted Alaern and made him an offer. In exchange for 
  deliberately “throwing” the case, she would rule in his 
  favor on any future case that he argued in her court.
   
  Eventually, Jinli came to regret her crimes, and 
  became swallowed up in her guilt over the entire affair. 
  She left her position as a judge, and became an adherent 
  of the city’s temple of Pelor, where she hoped using her 
  remaining years in service to the church would make up 
  for past sins. Jinli’s attack of conscience and departure 
  from the courts effectively had her renege on her deal 
  with Jerg Alaern. He was furious at this, but there was 
  obviously no one to whom he could complain. So while 
  Alaern has been silent about the events of forty years ago, 
  it is only out of a desire to hide his own involvement. 
   
  The goal of the adventure is for the PCs to conduct 
  an investigation into what really happened and bring the 
  truth to light. In doing so, they open the way for Lord 
  Ardent to (posthumously) be granted reinstatement as 
  one of the Lord of Greyhawk and, in so doing, allow his 
  remains to be exhumed and re-interred with his fellows. 
   
  
  COR7-03 Second Chances 
   
  Page 3 
  ADVENTURE SUMMARY 
  This adventure is non-linear and open-ended. Following 
  the assignment of their task, the PCs are left to their own 
  devices in finding the truth. The adventure is divided 
  into static encounter points which the PCs are likely to 
  visit. 
   
  Introduction: The Lords offer the soul of Christa in 
  exchange for a boon. They explain the denial of Lord 
  Ardent into their number; they then demand that the PCs 
  find out what is fettering their former comrade and 
  thereby keeping him from joining them. The ghosts of 
  the other Lords wish to see the remains of their fellow 
  Lord re-interred within the Tomb, and have asked the 
  PCs to try and exonerate Lord Ardent Shee. The spirits 
  have communicated with that of Lord Ardent, and his 
  tortured wraith only espoused his innocence to them; it 
  could tell them nothing more, wracked with pain as it 
  was. If the PCs can successfully exonerate Lord Ardent, 
  and see his Lord’s title restored, he could be exhumed and 
  re-interred with the rest of his peers and his soul could be 
  put to rest. 
   
  Encounter 1—Visiting the Shee Estate: The 
  surviving heir, a niece, can provide background on the 
  couple. She might provide charming PCs with Lady 
  Shee’s diary, which provides some clues that she was 
  carrying on an affair, but not with whom or where he can 
  be found. She can also suggest that the PCs speak to her 
  adopted mother’s chambermaid, Edrayne (now an elderly 
  woman), and/or her father’s confidant, the gnome Verno 
  Keyes. 
   
  Encounter 2—Visiting the Shee Grave: Lady 
  Shee’s spirit has moved on, but Lord Ardent’s has not. If 
  the PCs visit at night, the spirit can be seen hovering near 
  the grave. It is filled with mindless undirected rage and 
  simply attacks until destroyed. This avenue of 
  investigation is a dead end. 
   
  Encounter 3—Visiting Edrayne: The PCs find the 
  old woman rather doddering and a challenging person 
  with whom to speak. If they’re persistent, they can ferret 
  out a number of things. First, the Shee marriage was an 
  unhappy one. Second, that Lady Shee was carrying on an 
  affair. Third, she recollected that in the weeks before her 
  Lady’s murder, Edrayne wrapped a number of gifts her 
  Lady had purchased for someone. 
   
  Encounter 4—Visiting Verno Keyes: Verno is a 
  rapscallion of the highest order, and he was good friends 
  with Lord Shee “back in the day.” He’ll admit that Lord 
  Shee was less than faithful to his wife, though he did love 
  her. While Verno admits that Lord Shee was quite a 
  hellion, he can’t believe that he murdered his wife. He 
  also feels that the investigation, conviction, and 
  execution of his friend seemed to be done with far too 
  much haste. He even requested to get the records of the 
  court proceedings from the Greyhawk Judiciary, but was 
  denied without explanation by the archivist at the time. 
  He suspects (incorrectly) that Lord Ardent’s nemesis, 
  Lady Vayred Bain, was behind the sealing of the court 
  records. 
   
  Encounter 5—Visiting Lady Vayred Bain: Lady 
  Vayred is an extremely old human, though a bit more 
  focused and lucid than Edrayne. If questioned, she admits 
  that no one was more pleased to see Lord Shee die than 
  she was. She admits that she finds it hard to believe that 
  her peer was a murderer, and she’ll vehemently deny that 
  she was involved in Lady Shee’s murder, or in any kind of 
  frame or cover-up, in any way. She also states that she was 
  uninvolved with the sealing of the court records. She did 
  find out the names of the two barristers on the case – 
  prosecutor Sir Anton Palmirian and defense barrister Jerg 
  Alaern. She blames her adversary’s conviction on the 
  incompetence of the latter. If the PCs are courteous to 
  her, they will be able to get a missing piece of the puzzle 
  that can lead them to the murderer and her accomplice. 
   
  Encounter 6—Visiting the Courts of Justice 
  and/or the Lawyers’ and Scribes’ Guild: Sir Anton 
  worked at the Judiciary, and the workers there can 
  confirm that Sir Anton died ten years ago. The judiciary 
  believes that the reputations of both barristers presiding 
  the case is beyond reproach (they are correct about Sir 
  Anton, but incorrect about Jerg). They are unwilling to 
  give permission to unseal the trial records. Moreover, in 
  such instances, the name of the presiding judge is not 
  revealed (should the PCs ask) – case files are sometimes 
  sealed to protect the court officials that rendered the 
  verdicts. Should the PCs somehow magically persuade 
  the clerks to give them the records anyway, they indicate 
  that Lord Shee’s barrister (lawyer), Jerg Alaern, declined 
  to call any character witnesses to the case, which was an 
  unusual (and seemingly foolish) step. PCs with 
  Profession (barrister) can see that this made the 
  conviction of Lord Shee easily done. A visit to the 
  lawyer’s guildhall gleans information about the barristers 
  and the judge involved in the case, provided that the PCs 
  know that they were involved in the trial in the first 
  place. 
   
  Encounter 7—Visiting Jerg Alaern the Barrister: 
  Jerg is a very popular lawyer who made a deal with the 
  devil when he agreed to “throw” his case at Jinli Wren’s 
  request, in exchange for a guaranteed conviction in the 
  future. Since then, Jerg’s been living in fear that his 
  scheme will come to light and ruin the business that he’s 
  built. If the PCs speak with him, he’ll be as evasive as 
  possible (and given his profession, he’s a good liar). When 
  the PCs are leaving his offices, he has his guards attack 
  them, in the hopes of finding out what they know and 
  then quietly disposing of them. If Jerg is captured, he 
  admits his role in the scheme and makes certain to 
  mention Jinli Wren in the hopes of bringing her down 
  with him. 
   
  Encounter 8—Confrontation: Once the PCs have 
  determined that the judge was somehow involved in 
  what was going on, they need to find her and confront 
  her. Investigation reveals that she left the judiciary and 
  became an adherent at the Temple of Pelor. Confronting 
  her finds her remorseful; she can fill in the back-story as 
  to what happened. She agrees to testify about her crimes, 
  which will allow Lord Shee to be posthumously awarded 
  the Lord of Greyhawk honorific, thereby freeing his soul. 
  
  COR7-03 Second Chances 
   
  Page 4 
   
  Conclusion: The PCs find out the results of their 
  success or failure in their task. 
   
  PREPARATION FOR PLAY 
  Check with the players to see if any of their characters 
  played COR2-09 Final Reckoning or COR5-04 Desecrators of 
  the Lord’s Tomb. You should also ask if they have any 
  Greyhawk City-specific AR items of note. 
   
  NEW RULE ITEMS 
  Core adventures often utilize new rules items –including 
  new classes, prestige classes, races, feats, spells, and 
  equipment (including magic items) – that do not appear 
  in any of the three core D&D books (Player’s Handbook, 
  Dungeon Master’s Guide, or Monster Manual). The full write-
  up of any featured feats, spells, or equipment appears in 
  Appendix 2. Information on featured classes, prestige 
  classes, and races appears in the relevant creature’s stat 
  block. All the information required to run these 
  characters is presented in this adventure. The DM should 
  double-check that he fully understands any new rule 
  items presented in this adventure before play begins. 
   
  LAW AND ORDER IN THE FREE CITY  
  Refer to Appendix 3 for information on how the various 
  laws of the Free City of Greyhawk and how they affect 
  the PCs during this adventure. 
   
  INTRODUCTION 
  The spirits of the Lords of Greyhawk arrive to pay the PCs 
  a visit shortly before dawn. For simplicity, the PCs are 
  assumed to be sharing the same quarters at the Green 
  Dragon Inn, having found no suitable lodging available 
  in the city, as a festival has taken place for the past several 
  days. No one is allowed to sleep in the streets or in the 
  city’s immediate environs; thus, up to this point, PCs will 
  not have been able to “live off the land” – such obvious 
  vagrants are rounded up by the constabulary and either 
  forced to find lodging or ejected from the city. 
   
  If any PCs played (and successfully completed) 
  COR5-04 Desecrators of the Lords’ Tomb, they find Ricard 
  Demaris 
  apologetic 
  about 
  the 
  lack 
  of 
  better 
  accommodations, and he refuses to accept any coin from 
  them. These PCs get Free Standard upkeep if they desire 
  it for this adventure. 
   
  Choose one PC at random who is awake when the 
  spirits arrive. Any PCs that don’t need sleep (such as an 
  elf) can also be assume to be awake. Read the following to 
  that PC: 
   
  It is chilly and windy this night in the Free City of 
  Greyhawk. As you huddle beneath the down 
  blankets of the Green Dragon Inn, you have almost 
  fallen asleep when a strong gust of cold air makes 
  your blankets flutter. It is only when you rose to 
  close the window did you realize that it wasn’t open. 
   
  A pair of ghastly wraiths hovers before you. Each 
  one’s visage resembles a human of middle age, regal 
  but haggard. One appears male, the other female. 
   
  Any PC that has played COR5-04 Desecrators of the Lords’ 
  Tomb recognize these spirits as being among those 
  restless dead that slew Christa. 
   
  The male wraith nods to you and holds up his hand. 
  “We come in peace.” 
   
  The wraiths ignore any attempts to harm them. The male 
  wraith gestures to the PC’s sleeping companions, 
  indicating his desire for them to be roused. For those 
  willing to hear the wraith out, read the following.  
   
  Note that there are two sections of read aloud text; 
  one for PCs that have played COR5-04 Desecrators of the 
  Lords’ Tomb, and another for those that have not. 
   
  To the PCs that played COR5-04 Desecrators of the Lords’ 
  Tomb: 
   
  “You were present when a thief plundered our tomb, 
  and she met with deserved disaster. You helped 
  restore our possessions to their rightful places, and 
  in so doing earned our respect.” 
   
  To the PCs that have not played COR5-04 Desecrators of the 
  Lords’ Tomb: 
   
  “Each one of you has been marked for a future filled 
  with glory and travail, fear, and joy. Each of you has 
  within you the potential for greatness, but I wonder 
  if you would be willing to take another step on the 
  road towards your destiny?” 
   
   
  Continue for all PCs: 
   
  The female lets out an anguished wail that raises the 
  short hairs on your neck. The tall wraith continues. 
  “She channels the pain of Christa, a daughter of the 
  innkeeper’s, and a thief who dared to violate our 
  tomb. But though her actions were rash, we have 
  found her soul to be good, if not pure.” We seek your 
  help, but we know that you have no reason to trust 
  or aid us. So we feel compelled to offer something to 
  you…this girl’s soul. If you will hear our task – the 
  righting of a long-ago wrong – and aid us, we will 
  release her from the torment of her soul being kept 
  from its final resting place. Do you agree?” 
   
  The male wraith waits for the PCs to inquire as to the 
  situation. Likely questions, and suggested answers, are 
  below. The wraiths ignore any PC that refuses to help. If 
  all the PCs decline, the wraiths disappear with a 
  disparaging snarl, and the adventure is over. 
   
  Q: What is your proposition? Why are you here? We 
  are here seeking the undoing of a crime against one of 
  our number. Hear my words, as I must tell you of Lord 
  
  COR7-03 Second Chances 
   
  Page 5 
  Ardent Shee. He was a handsome and clever Lord of 
  Greyhawk. He married Lady Nara, a very headstrong 
  woman. She was an adherent of Joramy the Shrew, and 
  the two were notorious for their marital brawls, which 
  could be heard on the far side of the city. Lord Ardent had 
  a wandering eye and seemed ill-contented to end his 
  bachelor’s ways. One evening, Lady Nara was found 
  murdered. Lord Ardent was tried and convicted for his 
  wife’s death, and after seeing his noble title revoked, he 
  was hung until dead and buried in the Common Crypt of 
  Greyhawk, a fate reserved for paupers and thieves. The 
  year was CY 555. 
   
  Q: What does this have to do with us? What 
  would you have me/us do? We wish to see the remains 
  of their fellow Lord re-interred within the Tomb. If you 
  can successfully exonerate Lord Ardent, and see his 
  Lord’s title restored, he could be interred with the rest of 
  his peers and his soul could be put to rest. If you do this, 
  we will free Christa’s soul from its bondage. You need not 
  put to rest his angry spirit, nor must you move the body 
  yourself. You need only secure the evidence needed to 
  prove that he was innocence. 
   
  Q: Can’t you simply communicate with the 
  deceased to determine what happened? Lady Nara’s 
  spirit has long since moved on to a higher plane of 
  existence. We have communicated with Lord Ardent’s 
  spirit, and his tortured wraith espoused his innocence to 
  us; it could tell us nothing more, angry and wracked with 
  pain as it is. 
   
  Q: How do you know for certain that he’s 
  innocent? We see things beyond sight, know things 
  beyond knowing. Such is not your concern. 
   
  Q: Why don’t you do this task yourself? There are 
  rules to every game, mortal. Much as the living are 
  limited in their interaction with the world of the dead, so 
  are we constrained from acting within the realm of the 
  living, save when our names are spoken out of turn or 
  when our final rest is disturbed. The particulars need not 
  concern you. 
   
  When the PCs have no more questions, the male wraith 
  says, 
   
  “If you accept, we will seek you out an hour before 
  dawn, tomorrow. Any longer, and our grip on 
  Christa’s spirit will fail, and it will flee into the 
  hands of The Reaper. That would be… unfortunate.” 
  He pauses. “What is your decision?” 
   
  If the PC accepts, the wraiths merely nod and fade from 
  view. Continue with the following: 
   
  With the disappearance of the spirits, you hear 
  commotion coming from around the inn, and a 
  number of similar wails of pain. Despite the wraith’s 
  wail having been uttered some time ago, it is as if it 
  is being heard within the inn only now. 
   
  At this point, it’s now 6am, and the clock is ticking – the 
  PCs have 24 hours to solve a decades-old murder! 
   
  The characters can seek out each other and 
  communicate. Each has had a more or less identical 
  experience, and it’s clear that the ghosts somehow 
  projected themselves into more than one place at the 
  same time. 
   
  RICARD DAMARIS 
  Not long after the ghostly visit, the PCs are approached 
  by Ricard Damaris, the proprietor of the Green Dragon. 
  Damaris speaks in a “blue collar” fashion. 
   
  A rotund and ashen-faced human approaches you. 
  He is visibly shaken by the ghastly keening that was 
  heard around the inn. “What in the name of The 
  Money Counter is going on around here? What the 
  hell was that racket?” 
   
  PCs that played COR5-04 Desecrators of the Lord’s Tomb 
  recognize Ricard; it’s possible that PCs have met Ricard 
  through other Core adventures which took place, wholly 
  or in part, in the Green Dragon. He asks them what has 
  happened, demanding an explanation for the pre-dawn 
  disturbances. 
   
  Should any PC mention Christa’s name in explaining 
  what the conversation with the Lords was about: 
   
  At the mention of Christa, Ricard says breathlessly, 
  “Please… Christa was like a daughter to me. Better 
  than the daughter of my own flesh and blood, who 
  swindled me and at whose feet I lay the blame for 
  this mess. Christa’s theft of the Lord’s possessions 
  was a mistake, but she is… was, a good girl. If there’s 
  anything that you can do to help lay her soul to rest – 
  I beg you, with all my heart, please do. 
   
  If the PCs wish, they can ask questions of Ricard. Likely 
  questions, and suggested answers, are listed below. 
   
  Q: Tell us about your (real) daughter. (Spits on the 
  floor.) Her name will not pass my lips further, so long as I 
  live. She’s dead to me. 
   
  Q: Tell us about Christa. Christa was an orphan 
  who was left on our doorstep. My wife and I had no 
  children of our own at that time, and we thought that 
  little Christa was the answer to our prayers to the Sun 
  Father! She was a beautiful, loving child. She was the 
  darling of the Green Dragon Inn, and quickly became 
  known and adored around town. But we were poor back 
  in them days – struggling in the early days before the 
  Greyhawk Wars – so I allowed Christa to do some “work” 
  with the local Underground. I didn’t see any harm in it, 
  and Christa only pick-pocketed visiting aristocrats and 
  those who had more gold than they knew what to do 
  with. She’d give a third of her takings to the guild, a third 
  to me, and then a third to the poor. Christa became 
  known as “Little Miss Streetwise,” and I was very proud of 
  her! 
   
  But then my wife and I had our daughter. And as she 
  got older she became jealous of poor Christa. In the end, a 
  scandal forced Christa to leave Greyhawk City, but I’ve 
  
  COR7-03 Second Chances 
   
  Page 6 
  since heard that she’s devoted her life to helping those in 
  need all over the Flanaess. Her death at the hands of the 
  vengeful Lords has left a hole in my heart that I fear can 
  never be filled. 
   
  Q: Tell us about the Lords of Greyhawk. The 
  Lords of Greyhawk are interred in the great tomb here in 
  the city. The tomb is locked up and sealed, and guarded 
  by all manner of traps and magic. But the most dangerous 
  guardians are the Lords themselves, a vengeful and 
  restless lot when their resting places are desecrated. It 
  was a lesson my beloved Christa didn’t learn until it was 
  too late. 
   
  Q: Tell us about Lord and Lady Shee. That must 
  have been, oh, about forty years ago. I was a very young 
  man back then. Lord Shee was a rake and a womanizing 
  hellion who got it into his head to get married, probably 
  to continue the family line. That was his first mistake; his 
  second was taking a bride who was a follower of The 
  Shrew. How they love to argue! I remember one night 
  that she was throwing garbage at him, in the middle of 
  the street! While everyone knew they were unhappy, 
  Lord Shee’s arrest and execution for her murder came as a 
  shock. But then you never really know people, do you? 
   
  Q: Do you know where the Shees are buried? I 
  remember that Lord Shee was buried in the Common 
  Crypt of Greyhawk, as a further disgrace – only 
  commoners and paupers are laid to rest there, you see. As 
  for his wife, I have no idea. Perhaps someone at the Shee 
  estate would know? 
   
  Q: Where is the Shee estate? I’m pretty sure that 
  it’s in the High Quarter, not far from the Lord’s Tomb. 
  Lots of nobles live up there – birds of a feather and all 
  that. I’m sure a local or one of the guards in the Quarter 
  could give you better directions. 
   
  Q: Does the Shee family have any heirs? I assume 
  so, since the family still maintains a manor here in the 
  city. 
   
  Q: What will you give us for doing this? (Scowls) 
  I’ll give you my gratitude and a free place to lay your 
  heads while you’re in town. I’m still rebuilding my 
  business, after all. But you’ve already struck a bargain 
  with the Lords, and I’d strongly urge that you fulfill your 
  side of the deal, lest you meet the same fate as my poor 
  Christa… 
   
  1: VISITING THE SHEE 
  MANOR 
  The manor of the Shee noble family is located in the 
  High Quarter, a collection of properties owned by the 
  more prominent gentry of the city. The family is well-
  known in the neighborhood, and so finding the manor 
  itself is not a problem. 
   
  It is possible that the PCs might attempt to Gather 
  Information from the residents and/or the members of 
  the City Watch. They do not meet with much success, as 
  the residents and those protecting them are closed-
  mouthed about places and people in the quarter. While 
  most nobles scowl and move on if questioned, the City 
  Watch specifically warns the PCs to keep their noses out 
  of the gentry’s business. 
   
  The manor of the Shee family is contained within a 
  stone outer wall seven feet in height, crowned with 
  iron spikes. The whitewash on the outer walls is 
  peeling, and you get the impression of a home that 
  has seen better days. The only entrance is a single 
  hinged gate, crafted of wrought iron. Tall hedgerows 
  stand on either side of the cobblestone pathway that 
  leads to the manor’s front doors. You can make out a 
  single female of middle-age busy trimming the 
  hedgerows, pausing to wipe the sweat from her brow 
  with a gloved hand. 
   
  The fortunes and reputation of House Shee have waned 
  since the murder, and over time most of the family has 
  taken their leave of the Free City, preferring to make a 
  new start. At present, the only resident of the manor is 
  Alusia Shee, the daughter of Lord Ardent’s late sister. 
   
   
  �Lady Alusia Shee: female human aristocrat 1; hp 
  9; AL LG; Fort +1, Ref +0, Will +3. Bluff +2, Diplomacy +3, 
  Knowledge (history) +4, Knowledge (local [Core]) +4, 
  Knowledge (nobility) +4, Sense Motive +5. 
   
  Lady Alusia is a plain-looking human female of mostly 
  Oeridian descent. She is in her late fifties, and tending to 
  the large manor has kept her in reasonably good physical 
  condition. She is dressed as a worker, with plain clothes 
  covered by a soiled smock. It’s possible, even likely, that 
  the PCs might mistake her for a servant. 
   
  If she is hailed, she approaches the gate but doesn’t 
  initially open it, nor invite the PCs inside. She takes 
  questions from the safety of the gate (after all, the PCs 
  likely appear as a group of four to six dangerous-looking 
  strangers). For the purposes of Diplomacy checks, her 
  attitude begins as indifferent. 
   
  After some time of interacting with Lady Alusia, you 
  should have the PC who has been doing the most talking 
  make a Diplomacy check. Other PCs that have been 
  speaking may attempt to aid the primary PC. If the 
  primary PC changes Alusia’s attitude to friendly (DC 15) 
  or helpful (DC 30), the noblewoman might offer Lady 
  Shee’s diary (or details of it) to them (see below). 
   
  Q: Excuse me, is the lord or lady of the manor at 
  home? (Scowls) I’m the Lady Alusia Shee, thank you very 
  much. 
   
  Q: We’re here regarding the murder that took 
  place here in CY 555. It’s ancient history. My father was 
  found guilty of the crime, hung, and buried. I’m sorry 
  that you made the trip here for such a short story. 
   
  Q: The spirits of the Lords of Greyhawk have 
  asked us to prove his innocence which will laying 
  his soul to rest. (Face turns ashen, squints at them 
  through the gate) What did you say? I always believed 
  that there was more to what happened than was believed, 
  
  COR7-03 Second Chances 
   
  Page 7 
  as did many of my family. I hope you’re telling the truth, 
  adventurers, lest the Lords come and take you as they do 
  all who mock them, steal from them, or take their names 
  in vain. 
   
  Q: What do you know about the murder? My 
  father, Lord Ardent, was convicted of the murder of his 
  wife, Lady Nara, and he was hanged. Though I was but a 
  child then, neither I nor my family could imagine him 
  committing such a monstrous deed. My father was an 
  unfaithful lout with a wandering eye and a lust for ladies 
  and liquor, but he was no killer. 
   
  Q: What do you think might really have 
  happened? My father made a lot of enemies in his rise to 
  prominence here in the city. I think someone framed 
  him, but I’ve no idea who. 
   
  Q: Who were the enemies of your aunt and 
  uncle? My mother had no real enemies. Make no 
  mistake, she wasn’t liked – I remember her as being a 
  loud-mouthed, argumentative shrew who wasn’t a proper 
  wife for a real noble. But she wasn’t important enough to 
  warrant enemies. Aside from her maid, she didn’t even 
  have friends, never mind enemies. 
   
  My father was another story. He had so many I’d be 
  hard-pressed to recollect them. You could ask Verno 
  Keyes. He was my uncle’s confidant and drinking partner 
  for as long as anyone could remember. 
   
  Q: Who is Verno Keyes? He’s still alive? Verno 
  Keyes was my father’s boon companion. He’s still alive – 
  he’s a gnome, and they age a bit better than we humans, 
  as you know. Verno still carouses, just like he did back in 
  the day. He usually haunts an inn called The Fat of the Hog, 
  in the Artisan’s Quarter. 
   
  Q: Who was your mother’s maid? It was… let me 
  think… Eldine? No… I’d have to dig up my mother’s 
  diary to check. It’s been forty years, after all. 
   
  Q: You have your mother’s diary? May we see it? 
  (Have the PCs make a Diplomacy check as noted above; if 
  they can change her attitude to friendly (DC 15), she 
  offers to let the PCs inspect the diary from the other side 
  of the gate. If they make her helpful (DC 30), she is 
  willing to loan it to them for the duration of their 
  investigation. 
   
  Diplomacy check below 15: I’m afraid not. I’ll get 
  you the name of her maid if you wish to wait. I doubt 
  she’s still alive, though. 
   
  Diplomacy check 15-29: I don’t much like the idea 
  of people going through our family’s personal effects, but 
  I suppose no harm can come of it. You can skim through 
  it, but you can’t keep it. As for the maid, I doubt she’s still 
  alive. 
   
  Diplomacy check 30+: Well, I suppose I should 
  help you. I’ll loan the diary to you if you promise not to 
  lose it, and to return it to me when you’re done with it. As 
  for the maid, I doubt she’s still alive. 
   
  Q: Do you know where Edrayne might be found? 
  (Pauses to think) If she’s even alive…I wouldn’t know 
  where she’d be, but I recall that her son was a fishmonger 
  down on the wharves. Sometimes I went there with the 
  maid as a little girl, when she had to buy fish for dinner. I 
  remember how much I used to hate the awful stink of the 
  docks. The sign above the door had a big, smiling, purple 
  fish on it. Gods only know if her son’s shop is still there, 
  though. 
   
  Q: Where are your mother and father buried? 
  You’d better not go digging anyone up! My mother’s body 
  was taken by her family back to the Duchy of Urnst. 
  Having been stripped of his nobility, my father was 
  buried in the Common Crypt, in the Thieves’ Quarter. 
  That’s a rough neighborhood so if you go, mind your step. 
   
  Q: Are you adopted? Yes. My mother died when 
  giving birth to me, and my father was a no-good lout who 
  abandoned me. I loved Lord Ardent like a father, and 
  while I had little love his wife, I called her mother out of 
  respect and because it pleased him for me to do so. 
   
  Q: Where were you the night of the murder? My 
  mother’s maid and I had gone down to the wharves. I 
  didn’t care much for the smell, but I loved seeing the 
  boats. The maid lingered to speak with her son, a 
  fishmonger, and we arrived home not long after nightfall. 
  We arrived in time to see the guards leading my father 
  away. The guards asked me questions, though I don’t 
  recall the specifics. The maid was heartbroken. 
   
  Q: How was Lady Nara killed? She was run 
  through by a rapier. My father carried one, but it’s a 
  weapon common to many nobles as you probably know. 
  But the guards thought that they should question him 
  anyway. Once he was led out of here, I never saw him 
  again. 
   
  Q: Did you see the body? Of course not. 
   
  THE DIARY AND THE LIST BOOKMARK 
  Distribute Player Handout 1 if the PCs obtain the diary. 
  Note that you should collect the handout when the PCs 
  leave the manor, unless they’ve been allowed to keep it. 
   
  Attentive players might notice the mention of a 
  folded piece of paper as a bookmark. If they ask, or if a PC 
  Searches (as opposed to reads) the book, they can discover 
  a short list written on the paper. Distribute Player 
  Handout 2. Alusia has no objection if the PCs keep this 
  slip of paper as she doesn’t regard it as having any 
  significant keepsake value. 
   
  The slip was a list of gifts that Lady Nara sent 
  Edrayne to purchase; they were meant to help cushion 
  the blow of Nara’s announcement to Jinli Wren that she 
  was leaving her. Obviously, the gesture didn’t work. 
   
  Should the PCs investigate the items on the list, they 
  find that most of the items listed have nothing 
  noteworthy about them, in and of themselves. 
   
  Any female Baklunish PCs (or a PC with a relevant 
  skill; DM’s discretion) would know that the “Essence of 
  Jasmine” is a ladies’ perfume popular amongst the Bakluni 
  people; it is also exceedingly expensive outside of those 
  lands – up to 50 gp per small vial. As Jinli is half-
  Baklunish, Nara hoped she would find the fragrance 
  appealing. 
   
  Any PC with a Profession skill dealing with flowers, 
  or that makes a DC 15 Knowledge (nature) or bardic lore 
  
  COR7-03 Second Chances 
   
  Page 8 
  check 
  knows 
  that 
  traditionally, 
  pink 
  carnations 
  symbolize fond remembrance. 
   
  2: VISITING LORD SHEE’S 
  GRAVE 
  To further his public shame, Lord Shee’s remains were 
  buried in the Common Crypt of Greyhawk, alongside 
  paupers and the unknown. This is located in the rough-
  and-tumble Thieves’ Quarter of the city. Though the PCs 
  might not remember, the Lords did warn them that 
  Ardent Shee’s spirit is restless, and so they stand to get a 
  nasty surprise if they visit his final resting place. 
   
  The entrance of the Common Crypt consists of a 
  single tomb-like structure on the street. Broad 
  marble steps lead down into the earth. 
   
  Once the PCs proceed downwards: 
   
  As you descend the stairs, the air gets noticeably 
  chillier. At the bottom, you enter a room that is the 
  final resting place of the city’s poor, and at least one 
  disgraced noble. Passageways lead off in different 
  directions deeper into the mausoleum. An older 
  human with wispy white hair, bearing the symbol of 
  Pelor around his neck, sits at an ancient desk. Upon 
  it are a set of huge books. He looks painfully bored. 
   
  All APLs (EL 5) 
   
  �Beyralt: male human cleric 5 of Pelor; hp 31; N; 
  see Appendix 1. 
   
  Beyralt is a cleric in the city’s Temple of Pelor. For 
  obvious reasons, the city is concerned about the possible 
  presence of undead, and it thus maintains a cleric on the 
  premises. Beyralt also answers questions about, and keeps 
  records of, those interred. He should be role-played as a 
  bored bureaucrat who is civil to the PCs, but mostly 
  wants them out of his hair. 
   
  If the PCs interact with Beyralt, some likely 
  questions, and his suggested responses, are listed below. 
   
  Q: Who are you? (Sighs) I’m Beyralt. I’m an 
  administrator and watchman of the crypt. 
   
  Q: What do you administer? Who are you 
  watching? A lot of people are buried down here. I keep 
  records on who comes in and where they’re put. If you’re 
  looking for someone specific, I can probably help you. I 
  also keep an eye out for any undead. They sometimes 
  spawn in places like this. 
   
  Q: Do you like your job? (Scowls) Oh yes, being 
  down here in the cold earth does wonders for my 
  rheumatism and lungs. And the view! It’s to die for; 
  literally. 
   
  Q: Can you tell us where to find Ardent Shee? 
  (Sighs) Date of interment? (If the PCs give the year, CY 
  555, he mutters, “Of course it’s an old one,” rises from his 
  desk, and shuffles to a pile of books.) Let’s see… 
  Shanto… Shebra… Shee, here it is. (Points in his book, 
  then down one of the passages) Head down that 
  passageway, make your third right, and then the second 
  left. He’s somewhere in that room. 
   
  Q: Do you know anything about the crime Lord 
  Ardent was accused of committing? That Lord Ardent? 
  Ah… I was a young man back then, and it was big news. 
  Not as big as the River of Blood massacre, but in its own 
  way, more lurid, because crime is always more interesting 
  when it involves the wealthy and powerful. Ardent was 
  stripped of his title and hanged. I should have known 
  they’d bury him down here. It’s a final slap in the face for 
  any noble to be interred with paupers and common 
  rabble. 
   
  Q: “River of Blood” massacre? What’s that? 
  Ghastly stuff. Took place ten years later, in CY565. A 
  knight by the name of Sir Bluto Sans Pite kidnapped and 
  slaughtered eight children, all from prominent noble 
  houses. He performed the deed in his basement. The 
  massacre got its name because the Millstream that ran 
  beneath his home ran red that night. Bluto was captured 
  by the famous adventurers Rolibar and Yrag, but he later 
  escaped with a band of renegade Rhennee bargemen. He 
  was rumored to be working for the wizard Keraptis of 
  White Plume Mountain after that. Some adventurers who 
  were exploring his place a few years back found evidence 
  that Sir Bluto was in league with the Horned Society. 
   
  (DM Note: None of these events has anything to do 
  with this adventure, but the information is provided as a 
  possible “red herring” [and hints to future adventures.])
   
  Q: Does anyone visit Lord Ardent’s resting 
  place? Most of those buried there are dead quite a while, 
  so that area gets few visitors. A gnome comes in once and 
  a while to visit that part of the common crypt. I don’t 
  know who he’s there to see. (DM Note: The spirit of Lord 
  Ardent retains enough of his former personality to find 
  himself unable to assault his mourning friend; the PCs 
  have no such protection, however.) 
   
  APL 2 Note: Beyralt offers to accompany the PCs 
  into the crypt. “Some nasty things have sprouted up down 
  here lately, wraiths and whatnot.” He won’t stop the PCs 
  if they insist on going it alone, though he clucks at them 
  for their recklessness. 
   
  THE MAUSOLEUM 
  The mausoleum room in which Lord Ardent is interred 
  contains a hundred or more bodies. Each has been laid to 
  rest in niches dug out of the walls. These are about three 
  foot square and presumably about seven feet in depth. 
  Once the bodies were placed inside, the holes were then 
  covered by brass, copper, or iron caps, upon which the 
  name and dates of birth and death were listed (if known). 
   
  This chamber is the final resting place of a hundred 
  or more souls. It is lit by a single, magically 
  illuminated rod hanging from the center of the 
  ceiling. Most of the room is left in shadow. There are 
  a few marble benches upon which mourners can sit, 
  
  COR7-03 Second Chances 
   
  Page 9 
  though you’re the only ones here. Though you can’t 
  explain it, the air has become even colder. 
   
  If the PCs investigate the area, have them make Search 
  checks. Read the following to whichever PCs rolls the 
  highest: 
   
  Your eyes are drawn to one plaque that reads simply, 
  “Ardent Shee – CY 520 - CY 555.” 
   
  If the characters inspect the plaque, continue: 
   
  The plaque is simple in construction and held in 
  place by four screws anchoring it into the stone. 
   
  Once the PCs have been in the mausoleum for 30 
  seconds, Lord Ardent’s tormented spirit appears and, 
  howling, flies at the PCs in an insane rage. 
   
  The air grows so cold that your breath appears before 
  you. But something else has appeared, hanging in 
  the air. Having torn itself from the wall, seemingly 
  from behind the plaque, it is the image of a wild-
  eyed man, whose neck is bent at an unnatural, 
  obscene angle. His eyes nearly bulge out of their 
  phantom sockets. With a marrow-chilling shriek, he 
  attacks. 
   
  At APL 8, add: 
   
  As the spirit appears, one of the screws anchoring 
  the plaque is pushed out from behind, falling to the 
  ground with a clatter. As it does, the plaque’s corner 
  sags downward, and bursting forth from the now-
  revealed niche is a large cloud of insects that reek of 
  blood and emit an oddly dolorous drone. 
   
  APL 2 (EL 4) 
   
  �Advanced 7 HD Shadow: hp 45; Appendix 1. 
   
  APL 4 (EL 6) 
   
  �Advanced 9 HD Wraith: hp 58; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Advanced 11 HD Spectre: hp 71; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Advanced 11 HD Spectre: hp 71; Appendix 1. 
   
  �Bloodmote Cloud (2): hp 65 each; Appendix 1. 
   
  A bloodmote cloud is made up of undead mosquitoes 
  with blood thirst. While a living mosquito is hardly more 
  than an annoyance, and a swarm of the same is hardly 
  cause for alarm, the appearance of a concentrated swarm 
  of undead bloodsuckers is a calamity (Libris Mortis 88). 
   
  Setup: Refer to Appendix 2 for a map of this area. At all 
  APLs, the restless spirit of Lord Ardent manifests in the 
  square designated by the green square (letter A). He gains 
  no surprise round for appearing in this manner. If 
  present, the bloodmote clouds both begin adjacent to 
  Lord Shee’s grave’s plaque, occupying the two areas 
  marked by blue squares (numbers 1 and 2). 
   
  Tactics: As Lord Shee’s spirit is insane and the bloodmote 
  clouds, if present, are unintelligent, they normally attack 
  the nearest PC until they drop before moving on to the 
  next target. At APL 8, Lord Ardent is cunning enough to 
  attack foes that have been caught inside the swarm, 
  letting his own Constitution drain attack compound that 
  of the swarms. Lord Ardent’s incorporeal state renders 
  him immune to the swarm’s damage and nausea effects, 
  so he won’t hesitate to move into the cloud to get at an 
  opponent. 
   
  The monsters won’t pursue the characters beyond 
  this area, so it is relatively easy for PCs to get away. If the 
  PCs run to get help from Beyralt, it takes a PC with a 30 ft. 
  movement rate 6 rounds to reach him, and another six to 
  return. This increases to 9 rounds each way if the PC has 
  only a 20 ft. movement rate, and 12 rounds each way if 
  they have only a 15 ft. movement rate. In all likelihood 
  the PCs won’t have that sort of time. 
   
  Development: If the PCs flee, Lord Ardent and the 
  bloodmote swarms pursues as far as the bottom of the 
  steps, but no further. 
   
  If the PCs search the niche, they find only the 
  skeleton of Lord Ardent (they are only able to see the top 
  of his skull unless they physically pull the body out of the 
  niche). 
   
  DM Note: The PCs might think that the destruction 
  of the undead completes their task, but it does not. They 
  Lords want the body of Lord Ardent re-interred and his 
  nobility posthumously reinstated. Laying the spirit to 
  rest, while admirable, isn’t what the PCs were tasked with 
  doing. 
   
  QUESTIONING LORD ARDENT 
  It’s possible that the PCs might somehow gain control of 
  Lord Ardent’s spirit, either by successfully commanding 
  him with a turn attempt or with a spell such as command 
  undead. If they do, they have the opportunity to 
  interrogate him. The spirit is unwilling to do anything 
  the PC asks, so if the latter spell is involved, repeated 
  Charisma checks are required (see the spell description in 
  the PH). 
   
  Q: Are you Lord Ardent? I am all that remains of 
  that tormented soul. 
   
  Q: Why are you here? To drink deeply of the 
  glowing light of your soul, mortal, to assuage my own 
  pain. 
   
  Q: Do you know who it was that framed you for 
  your 
  wife’s 
  murder? 
  (Blood-curdling 
  shriek) 
  BETRAYED! Never was there such an unhappy union as 
  ours, and yet I was double-crossed, and all for love, but 
  not ours! My wife’s lover, and paramour, it was he who 
  betrayed me! 
  
  COR7-03 Second Chances 
   
  Page 10 
   
  [DM Note: In life, Lord Ardent never became aware 
  of the fact that Jinli Wren, his wife’s lover, was a woman. 
  He assumed (as perhaps the PCs may have) that the third 
  member of the illicit love triangle was male.) 
   
  Q: Do you have any idea who your wife’s lover 
  might have been? I have none, though she confided 
  much in her maid, Edrayne. 
   
  Q: Who is Edrayne? Where can we find her? 
  Edrayne was my wife’s maid, and her only friend. I have 
  no knowledge of how long I’ve been dead. If she still 
  lives, her son might know something of her. He was a 
  fishmonger on the wharves, and his shop was called The 
  Violet Fish. 
   
  Q: Tell us about Verno Keyes. (Quietly) A friend, 
  back when I was able to understand such a thing. Perhaps 
  I do understand, as when he comes to visit here, I find 
  myself unable to kill him. I look forward to the day I can 
  free myself of my hesitation and consume him. I doubt 
  he was involved with my death, or I would doubtless be 
  able to kill him, as I wish to do to you. 
   
  Q: Do you think one of your enemies might have 
  been behind your wife’s death? I had a great many 
  enemies, but death would better have been visited on me 
  than on my wife. I do not think so, no. 
   
  Q: Do you know anything about this slip of 
  paper (from the diary)? No. 
   
  Q: Why do the Lords’ spirits wish to help you? 
  They defend all who are wrongly maligned. A cheat, a 
  philanderer, and a womanizer, aye, I was. But I was no 
  killer, and deserved to be buried with them – as a noble. 
   
  Q: What happened at your trial? Tried and 
  convicted, of course. I was unable to defend myself, and 
  my barrister could not save me from the gallows. 
   
  Q: Why couldn’t you defend yourself? I did not 
  speak Ancient Suloise. (A PC that makes a DC 25 
  Knowledge [Local – Core] or a DC 10 Profession 
  (barrister) check knows that in the Free City, all legal 
  proceedings are conducted in Ancient Suloise.) 
   
  Q: Who were your barristers? Who was the 
  judge? I do not remember. I remember little of my 
  former life, and care nothing for it now. 
   
  3: VISITING EDRAYNE 
  Still alive at the ripe old age of eighty-eight, albeit a bit 
  addled by age, Lady Nara’s maid, Edrayne, lives in the 
  rooms above her son’s shop, The Violet Fish. The shop still 
  exists, and anyone down on the wharf can direct the PCs 
  to it. 
   
   
  The stink of fish, the sea, and low tide all blend into 
  one aroma that tells you without doubt that you’ve 
  reached the wharves of Greyhawk City. Here, vessels 
  that have come by river from the Nyr Dyv or Wooly 
  Bay transport all manner of goods to this 
  metropolis. You have little difficulty finding the 
  shop described to you. Above the door hangs a 
  shingle with a single, grinning purple fish slipping 
  through the fingers of a large hand. 
   
  When the PCs enter, continue: 
   
  The interior of the shop is pungent. Fresh catches 
  are arranged in buckets of cool water, while other 
  types of pickled fish are neatly arranged in jars of all 
  sizes. A slim, grey-haired human, probably in his late 
  sixties, is busy wrapping a large fish in wax paper. 
  He looks up at you, smiles, and nods. “Something 
  tells me that you’re not here for pickled mackerel. 
  The name’s Tylder. What do you want with an old 
  salt?” 
   
  All APLs (EL 4) 
   
  �Tylder: male human expert 5; hp 23; AL CG; 
  Appraise +8, Bluff +8, Diplomacy +8, Knowledge 
  (geography) +8, Knowledge (nature) +8, Profession 
  (fishmonger) +10, Profession (sailor) +5, Survival +8. 
   
  As a young man, Tylder was a deckhand in the navy of the 
  Principality of Ulek. While he found that he loved the 
  sea, he disliked the discipline of a ship, and returned 
  home to Greyhawk City. He took up the life of a 
  fisherman for many years before arthritis made him sell 
  his vessel. Now, he’s content to work as a fairly 
  prosperous fishmonger. 
   
  Tylder’s attitude is initially helpful (since he knows 
  that adventurers can be loose with coin in exchange for 
  information). If they interact with him, use the notes 
  below. 
   
  Q: Are you the owner of this shop? Yes. For nearly 
  fifty years now. 
   
  Q: Do you know where we can find Eldrayne? 
  (Looks suspicious) That’s my mother. What’s this all 
  about? 
   
  Q: We’re looking into the murder of Lady Nara 
  Ardent…Ye gods! That old case is as dead and buried as 
  the culprit and the victim! She was a good mistress to my 
  mother, and Lord Ardent paid her well, enough that she 
  could send her son away to learn how to handle a ship. 
  Why do you want to darken mum’s door, forty years after 
  a man was hanged for the crime? 
   
  Q: We’ve been commanded by the spirits of the 
  Lords of Greyhawk to exonerate him. Osprem defend 
  me, don’t speak their names in this place! (Whispers) If 
  you’re serious, and somehow I think you are, you’ve quite 
  the trial ahead of you. Most of the people who were 
  involved with that case are long dead, I’d wager. 
   
  Q: Is Edrayne still alive? Can we speak with her? 
  Mum’s still alive. She lives upstairs. I take care of her 
  now, since she’s very old - almost ninety, in fact. Her 
  brain’s not soft, but she does have trouble following you 
  when you speak to her, so please be patient. Erm… I hate 
  to ask, but I’m trying to save enough coin to retire, and 
  a… donation towards the cause would be appreciated. 
   
  Tylder’s hoping for perhaps 30 or 40 gold coins, but 
  he’ll accept as few as 10 gp. Any fewer than that offered, 
  and Tylder scoffs, “Speaking to her mustn’t be as 
  
  COR7-03 Second Chances 
   
  Page 11 
  important to you as you say,” but he still allows them to 
  speak with her. 
   
  Q: Do you know anything about the murders? 
  Not much. I know Lady Nara wasn’t popular with anyone 
  save my mum, and that Lord Ardent was a womanizer 
  with a roaming eye. I think both of them shouldn’t ever 
  have married, at least from what Mum told me. It doesn’t 
  excuse what happened, of course. 
   
  SPEAKING WITH EDRAYNE 
  If Tylder agrees to let them speak to his mother, read the 
  following: 
   
  The living space above the shop is decorated with 
  old, well-worn antique bric-a-brac of all kinds. A 
  number of scented candles burn here, possibly in an 
  attempt to mitigate the smell of fish from below. 
  “Mind your manners, and don’t excite her,” Tylder 
  warns. He crosses the parlor and opens the door. 
  “Mum? Some folks are here to see you.” 
   
  When the PCs step inside, continue: 
   
  Beyond the door, you see an elderly and frail looking 
  woman with long, combed silver hair. She looks up 
  with a gentle smile at her son, and then with 
  curiosity at your group. 
   
  Edrayne is a sweet, elderly woman who has been 
  bedridden for the past few years. She is in the twilight of 
  her life, and is peaceful and content about it. When role-
  playing her, she should be portrayed as sweet, kind, but a 
  bit doddering. She sometimes wanders off the subject, 
  but she’s no one’s fool (Sense Motive +9). If the PCs want 
  information out of her, they need to actively draw it from 
  the old woman – she’s simply too old to conclude the 
  importance of some things. So for example, if the PCs 
  haven’t yet heard Verno Keyes’ name, she won’t think to 
  mention it unless the PCs ask specific questions (such as, 
  “Did Lord Ardent have a confidant?”) 
   
  It is important to note here that Edrayne doesn’t know the 
  identity of Jinli Wren. She is aware that Lady Nara was 
  carrying on an affair with another (unknown) woman, 
  which is itself an important clue. Also, note that 
  depending on the flow of conversation, Eldrayne may use 
  feminine pronouns (“she” or “her”) when speaking about 
  Lady Nara’s lover. 
   
  Q: Do you mind if we ask you a few questions? I 
  suppose not. Most folks come here to buy fish, not to talk 
  to me. My son sells good fish. I like fish, but I get tired of 
  it because we eat it all the time. 
   
  Q: We’re trying to exonerate Lord Ardent for the 
  murder of Lady Nara. A bit late for that, isn’t it? They’ve 
  both been dead a long time, a long time. It’s about time 
  someone realized Lord Ardent wasn’t guilty. I plead on 
  his behalf to the judge, but no one listened. 
   
  Q: You don’t think Lord Ardent was guilty? Why 
  not? That man was many things, but he wasn’t a killer. 
  He had a kind heart, but a wild one. He’d no business 
  being married; quite a wandering eye. I would have 
  needed to fight him off too, but he knew I was close to his 
  wife so he thought better of it. I was a lovely woman in 
  my day. (Smiles) 
   
  Q: Do you know/remember anything about the 
  trial? It was closed to the public, and all the records were 
  sealed. [PCs with Profession (barrister) would know that 
  this is unusual, especially in a high-profile case.] 
   
  Q: Is that unusual? Yes. No one outside of the 
  Courts of Justice even knows who the barristers or the 
  judge were. At the time, I remember someone telling me 
  that it was done that way to keep it from becoming a 
  public spectacle. 
   
  Q: Who could get those records sealed? I’m sorry. 
  I have no idea. 
   
  Q: Did Lord Ardent have any enemies who 
  would seek to gain from his disgrace? Yes. He was a 
  young man who made many enemies. Some were 
  business rivals – the Shee family were moneylenders by 
  trade, if you didn’t know. Others were boyfriends or 
  husbands of the ladies he’d wooed into his bed. It’s what 
  happens when a man does the thinking with the wrong 
  part of his body. (Tylder looks shocked; Edrayne looks at 
  his reaction to her words and giggles.) 
   
  His greatest rival was Lady Vayred Bain. A dangerous 
  serpent, that one was. Whenever she would come to call, 
  Lord Ardent would hide the good service. We had lovely 
  crockery with pink flowers on it. Food served on good 
  dishes always tastes better, I think. 
   
  Q: What do you know about Lady Vayred? Lord 
  Ardent's family was moneychangers by trade. He was the 
  first to get them all to agree to a uniform system of rates. 
  This eliminated competition between the changers and 
  allowed all to set a higher price. 
   
  Lady Vayred Bain's family owned a number of 
  money-lending houses throughout the Flanaess. As a 
  result, House Bain was constantly converting money 
  acquired abroad. The new, higher rates cut deeply into 
  her profits, and she hated him for it. 
    
  Eventually, House Bain's business was so badly hurt 
  that she was forced to sell all off her assets - even her 
  noble manor - but to no avail. She eventually sold her 
  family's business at a loss to the Zilchan temple in 
  Greyhawk. She was retained as a bookkeeper by the 
  Temple. 
   
  Q: Do you know where we can find Lady Vayred? 
  She once maintained a home in the High Quarter, but 
  she lost it. The church of Zilchus pressured her out of the 
  banker’s trade about ten years after the murder, absorbing 
  it, and her own family fell on hard times. If she’s still 
  alive, she’s about my age. The church of Zilchus might 
  know where she is. 
   
  Q: What do you know about Verno Keyes? He 
  was Lord Ardent’s greatest friend - a true rapscallion, that 
  little gnome. Those two were boys at heart, and had all 
  sorts of exploits. Once, Verno lost a drinking wager to 
  Lord Ardent, and the gnome had to spend the day in a 
  dress and pig-tails, pretending to be Lord Ardent’s 
  daughter! There was never a dull moment with them 
  around. Drinking, singing, and carousing until all 
  
  COR7-03 Second Chances 
   
  Page 12 
  hours… they were like brothers. If there’s anything to be 
  known about Lord Ardent, Verno would know it. He 
  wasn’t himself after his friend’s death. 
   
  Q: Not himself in what way? More quiet, more 
  introspective. It didn’t diminish his appeal to the ladies, 
  but to those of us who knew him, he was a changed 
  gnome. 
   
  Q: Do you know with whom Lady Nara was 
  carrying on an affair? I’m sorry, I don’t. Lady Nara was 
  very closed-mouthed about it. She was aware of how 
  scandalous the whole thing was; it was probably one of 
  the only things in her life about which she didn’t confide 
  in me. I advised her to break the affair off when it became 
  clear to me that her guilt over it was too much for her to 
  bear. 
   
  Q: Do you know anything about this list? Oh my. 
  Where did you find this? These are the things I picked up 
  for Lady Nara. She hoped that the gifts might make the 
  breaking up with her paramour easier. (Tylder looks 
  surprised; it’s clearly the first time he’s heard this.) 
   
  Q: Lady Nara’s lover was a woman? Yes. I’m 
  sorry… I’d have mentioned it earlier if I’d realized that it 
  might be important. 
   
  Q: Is it possible that Lady’s Nara’s lover could 
  have been Lady Vayred? Oh dear… imagine putting 
  two wildcats in a sack, tying it shut, and dropping it into 
  the river. That’s what an affair between those two women 
  would have been like. 
   
  Q: Did you kill Lady Nara? (This elicits an 
  emphatic and offended, “NO!” from Edrayne. At that 
  point, an irate Tylder kicks the PCs out of his home.) 
   
  Once the PCs are done questioning Edrayne, Tylder leads 
  them back downstairs. And bids them farewell. 
   
  4: VISITING VERNO KEYES 
  Verno Keyes can be found at The Fat of the Hog. Of all the 
  eateries along Brick Lane in the Artisan’s Quarter, the 
  tavern is probably the most famous. It is best known for 
  its menu, which features a dozen varieties of pork, 
  ranging from especially spicy pork ribs to a daring – and 
  barely edible – lard soup. 
   
  Assuming that the description of Verno Keyes was 
  accurate, it isn’t hard to spot him. He would be the 
  well-dressed gnome strumming on a mandolin 
  lovingly placed in his lap. He has deep black hair, 
  tinted spectacles with square rims, and a short, 
  waxed beard. 
   
  Around him, he has an audience of lovely and 
  young females – mainly gnomes and halflings, but 
  even a few humans appear smitten. He has an 
  intense look on his face, strumming and singing at a 
  languid pace. 
   
  Any PCs that make a successful DC 10 Listen check catch 
  the final words in the song: 
   
  As he softly sings the lyrics, you can make out the 
  words: 
  “I move with grace to my shattered angel, 
  Struggling to find the summer in winter’s heart, 
  Healing your hurt is the reason I breathe.” 
   
  A collective sigh comes from the assembled 
  ladies of the audience, and one blonde halfling asks, 
  in a piping voice and to no one in particular, “Isn’t 
  he dreamy?” 
   
  This is Verno Keyes, rapscallion, carouser, and ladies’ 
  man… er, gnome. 
   
  All APLs (EL 9) 
   
  �Verno Keyes: male gnome bard 10; hp 60; Cha 19; 
  Bluff +14, Diplomacy +14, Knowledge (local) +12, 
  Perform (mandolin) +20, Perform (poetry) +20, Sense 
  Motive +4. 
   
  Assuming that the PCs don’t make any special attempts to 
  conceal their entry, Verno notices them and nods to them 
  in casual greeting. 
   
  When role-playing Verno, think of a hip, 
  introspective poet. After the hanging of his best friend, 
  and the gnome’s inability to save him, a great deal of his 
  playful nature died. Although still a formidable drinker 
  and friend to the ladies, he is much more reserved and 
  introspective than he has been at any other time in his 
  life. If anything, this aloofness has made him even more 
  appealing to his legion of female admirers. 
   
  Verno finishes his performance, and makes a few 
  remarks to his fans before retiring to his table to sit and 
  nurse a drink. If the PCs approach, he motions for them 
  to pull up a chair and join him. Some possible questions, 
  and suggested answers, are below. 
   
  Q: Who are you? A lost soul. A bit of flotsam tossed 
  in the cosmic spray of the universal ocean. A star that 
  burns a little dimmer. If you mean my name, I’m Verno. 
   
  Q: What are you doing here? That’s deep. I ask 
  myself that question every day. 
   
  Q: Did you know a man named Lord Ardent 
  Shee? Wow… that’s heavy. He was my brother, not of 
  the flesh but of the soul. Losing him was like losing a 
  piece of myself. (Emphatically points to his chest) It’s a 
  hole. A chasm. Back when I was young, we were both full 
  of piss and vinegar, and the world was at our feet. 
   
  Q: We’ve been commanded by the spirits of the 
  Lords of Greyhawk to exonerate Lord Ardent. Whoa. 
  (Takes a long drink) How can I help? 
   
  Q: Do you know who might have murdered Lady 
  Nara and framed Lord Ardent for it? I don’t know. He 
  had a lot of enemies. Lady Vayred Bain and he hated each 
  other. Serious negative energy. I know my friend didn’t 
  do it. I’m not just sticking up for him, but he wasn’t a 
  killer. The only thing he and I slew was the ladies. 
   
  Q: What do you know about Lady Vayred Bain? 
  She was a font of negative energy. Her family owned 
  money-lending shops in a bunch of large cities, and was 
  making a good profit until Ardent consolidated the 
  
  COR7-03 Second Chances 
   
  Page 13 
  money-changers. The new higher rates to change foreign 
  currency into local coin really hurt her family business. 
  She didn’t have to like it, but she had to take it. She hated 
  him. Enough to kill his wife and frame him? I don’t 
  know. Maybe. 
   
  Q: Do you know where Lady Vayred can be 
  found? She had to sell off all her assets, including her 
  manor. No idea where her nest is now. I’d ask at the 
  Church of Zilchus, but I’m not sure. 
   
  Q: What do you know about the affair(s)? 
  Sometimes people who are in love with each other do 
  things that don’t make a lot of sense. Both Ardent and 
  Nara were crazy for one another, and yet they both 
  carried on affairs. Ardent was a free spirit. I’m not 
  excusing what he did, and I’m older and wiser now, and 
  realize I should have said something about the whole 
  situation. But I never thought it would end up with the 
  two of them dead.  
   
  For Ardent, it was cheating with any woman that 
  rubbed up against him. With Nara, Eldrayne told me that 
  she’d been carrying on an affair for a few months with 
  someone. Right around the time of Nara’s murder, she 
  was in the process of breaking things off with him. I don’t 
  think it’s a coincidence, but I couldn’t convince anyone of 
  that. 
   
  DM Note: Like Lord Ardent’s spirit, Verno is 
  working under the false assumption that Lady Nara’s 
  lover was a male. If the PCs have already told him 
  otherwise, of course, he’ll use the correct pronoun. 
   
  Q: What can you tell us about the trial?  (Takes a 
  long drink) “Nothing at all. The trial wasn’t open to the 
  public. That’s really odd. I think it was so they could have 
  a show trial in privacy. Nothing would have made the 
  nobles more nervous than the thought of a killer 
  creeping around High Quarter, murdering them.” 
   
  Q: What about records of the trial? All the records 
  of the trial were sealed, too. No one outside of the Courts 
  of Justice has access to them. If you want to see them, 
  good luck – I spent two years trying to get at them before 
  I gave up. If you get them, I hope you speak Ancient 
  Suloise, or you won’t be able to read them. All legal 
  business here in the city is conducted in Ancient Suloise. 
  If you need translation, bring the records to me. 
   
  Q: Who could get those records sealed? The 
  Courts of Justice told me that the judge, either of the 
  barristers, a plaintiff, or a defendant could request it. They 
  refused to tell me who it was. I never got to talk to Ardent 
  after they arrested him, so I couldn’t tell you if it was he 
  that requested it. It’s possible. He was so ashamed by 
  everything that had happened that I’d believe he might 
  want 
  to 
  shield 
  his 
  family 
  from 
  any 
  further 
  embarrassment. 
   
  Q: What do you know about Edrayne? She was a 
  sweet woman. Is she still around? It’s been a long time. 
  She was the rock that Nara clung to when the going got 
  tough. I talked to Edrayne briefly after everything 
  happened. She told me that Nara was torn up about the 
  affair that she was having, and that she was going to break 
  it off. I guess she never got the chance. 
   
  Q: Do you know anything about this list? No. 
   
  Q: Did you know that Lady Nara’s paramour was 
  a woman? (Blinks) Wow. Heavy. I never saw that 
  coming. Doesn’t really give any more insight into what 
  really happened, though. 
   
  Q: Did you kill Lady Nara? (Scowls) No. 
   
  5: VISITING LADY VAYRED 
  BAIN 
  DM’s Note: the dialogue with Lady Vayred Bain is the 
  vehicle by which 99% of groups will get to Jerg Alaern, 
  and thereby solve the mystery. This is the “bridge 
  encounter” - remember that unless PCs get there, and get 
  her to tell them the names of the two attorneys, it’s all but 
  impossible for the mystery to be solved. As she has an 
  interest in finding out the culprit, she should volunteer 
  the information provided the PCs have not committed 
  any major faux pas or otherwise irritated her. 
   
  The fortunes of House Bain were made and, 
  ultimately, lost in the banking trade. So intense was her 
  rivalry with Lord Shee that Lady Bain was blinded to the 
  danger of the Church of Zilchus, and her family’s 
  businesses were overtaken. As a lifelong devotee to that 
  god, however, she viewed her failure as a natural cycle of 
  business, and bears no ill-will towards the church. In fact, 
  she spent the balance of her life working as a banker in 
  the service of the church. With her advanced age she is 
  retired, spending her days keeping and reviewing the 
  church’s ledgers, two days a week. As luck would have it, 
  today is one of the days that she is working should the 
  PCs seek her out. 
   
  Read the following when the PCs arrive at the 
  Zilchan Temple: 
   
  The Temple of Zilchus is a squat pyramid, made of 
  brown stone, looks deceptively plain and simple 
  beside the grand temples and mansions of the upper 
  city. 
   
  While somewhat humble on the outside, entry into the 
  temple sanctum dispels any illusions of humility or 
  modesty. Crystal chandeliers, golden ornaments, silver 
  statuary, and ceremonial candle holders of platinum are 
  the order of the day. The temple's congregation is small, 
  but their donations to the temple coffers belie their 
  numbers, for Zilchus is the greater power most favored 
  by businessmen, moneychangers, and merchants. There 
  are considerable numbers of each in the Free City, and 
  they have not neglected the deity watching over them. 
   
  When the PCs enter: 
   
  The interior consists of a great, square room with a 
  huge stone door in each side, leading outdoors. The 
  room within is airy, with a reflective marble floor, 
  black columns arranged in a square about the center 
  of the room, and several cushioned benches. 
   
  
  COR7-03 Second Chances 
   
  Page 14 
  Not long after the PCs have entered: 
   
  You are approached by a homely looking human 
  acolyte. He smiles and motions towards a standing 
  vase. As he does, a couple entering the temple stops 
  and drop a few coins into it before proceeding 
  inside. 
   
  The acolyte’s name is Branan. Any adventurer knows that 
  Zilchan customs require a donation of some sort before 
  the temple can be entered – even a few copper coins will 
  do. Branan makes no effort to aid a PC that refuses to 
  make a donation. On the other hand, he approaches and 
  offers aid to any that does. 
   
  Branan knows nothing about the case, the murder, or 
  any of the principals save Lady Vayred Bain. If asked 
  about her, he explains that she is a part-time bookkeeper 
  of the temple. He knows nothing else about her. 
   
  DM Note: Lady Vayred works from 9am to 5pm. If 
  the PCs arrive afterwards, she is in her apartments, a 
  building just down the street from the temple. Branan 
  takes the PCs to her if she is present; if not, PCs must 
  make a DC 15 Diplomacy check, or offer at least a 20 gp 
  “donation,” to convince him to direct them to her home. 
   
  The paragraph below assumes the PCs arrive from 
  9am to 5pm and are escorted to Lady Vayred by Branan. 
  The DM should ad lib a description of the apartments if 
  they visit her during other times. The flow of 
  conversation remains unchanged. 
   
  The acolyte leads you down the impressive center 
  aisle of the temple, around the altar, and to the rear. 
  Stepping through a curtain finds you in a second 
  part of the temple, one in which business is clearly 
  the focus. 
   
  Any PC that makes a DC20 Spot check notices that while 
  there are no overt signs of security here, there are many 
  hidden ones. Some acolytes hide mithral shirts beneath 
  their robes; all priests carry spell component pouches, 
  clearly ready to cast any spell needed on a moment’s 
  notice. Several of the great stone pillars in the temple’s 
  center actually contain stone golems that can be called 
  forth from the rock with a command of one of Zilchus’ 
  faithful. 
   
  You are finally taken to a small room with a single 
  desk, surrounded by bookshelves holding large 
  tomes. Behind the desk, an elderly human woman 
  with short silver hair and deep blue eyes examines a 
  ledger. She wears a white tunic, fine breeches, and a 
  gold medallion upon which is emblazoned the 
  symbol of Zilchus. Although in her late eighties, she 
  looks sound in mind and body. She looks up at you 
  and arches an eyebrow. 
   
  All APLS (EL 7) 
   
  �Lady Vayred Bain: female human expert 8; hp 42; 
  AL LN; Will +8; Bluff +14, Diplomacy +12, Profession 
  (banker) +14, Profession (bookkeeper) +8, Sense Motive 
  +10.  
   
  Lady Vayred’s attitude towards the PCs is initially 
  indifferent. She should be role-played as confident, 
  matter-of-fact, and perhaps just a bit acidic. She tends to 
  ignore those PCs of clearly low birth, instead speaking to 
  those who are well-groomed (especially those who have 
  paid lifestyle costs in excess of Standard Upkeep). 
   
  Some possible questions and answers appear below. 
   
  Q: Who are you? I am Lady Vayred of House Bain. 
   
  Q: Did you know a man named Lord Ardent 
  Shee? Certainly. He was an enemy from many, many 
  years ago, who was tried and convicted for the murder of 
  his wife. He was executed some forty years ago. I suspect 
  you knew all of that already, so the question becomes, 
  why are you here? 
   
  Q: We’ve been tasked by the spirits of the Lords 
  of Greyhawk to exonerate Lord Ardent. Good luck 
  with that. What does this have to do with me? 
   
  Q: Do you know who might have murdered Lady 
  Nara and framed Lord Ardent for it? Ah. I understand 
  now. You’ve heard that I was his enemy, and you’ve come 
  here seeking to find out whether I was the one who did, 
  or ordered, the deed. Let me tell you something. No one – 
  no one – was happier to watch Ardent’s neck get stretched 
  than I was. When the trap-door opened up beneath his 
  feet, I laughed. But being happy to see him die and killing 
  him are two separate things. I hated him, yes – but I’ve no 
  blood on my hands. 
   
  Q: What do you know about Edrayne? I don’t 
  know who that is. 
   
  Q: Do you know anything about this list? No. 
   
  Q: What do you know about Verno Keyes? That 
  lecherous, 
  conniving 
  little 
  gnome 
  was 
  Ardent’s 
  undersized shadow, the baatezu on his shoulder. He was 
  Ardent’s friend, so I hated him. 
   
  Q: What do you know about the affair(s)? Only 
  that the marriage between Lord Ardent and Lady Nara 
  was unhappy. I know that Ardent was chronically 
  unfaithful to his wife, and that she returned the favor. 
   
  Q: What can you tell us about the trial? It was 
  done behind closed doors. No one knows who was 
  involved in the trial – neither the judge, nor the barristers 
  involved. Well, almost no one. 
   
  Q: What do you mean, almost no one? No one can 
  keep a secret for forty years, and eventually I prevailed 
  upon a court official, who has since retired, to give me 
  some background as to a few of the principals involved in 
  the trial. 
   
  Q: So what do you know about the trial? Only the 
  barristers’ names. The prosecutor was Sir Anton 
  Palmirian. Ardent’s barrister was Jerg Alaern. I never got 
  the name of the judge. 
   
  Q: What do you know about Jerg Alaern? From 
  what the court official told me, Alaern’s inept defense of 
  his client doomed what little chance he had to exonerate 
  Ardent. He didn’t elaborate on what Alaern did 
  incorrectly. To be fair, the man was new to the judicial 
  
  COR7-03 Second Chances 
   
  Page 15 
  game in those days; he’s since become one of the Free 
  City’s most lionized barristers. His reputation is sterling, 
  and he’s highly regarded by his defendants and his 
  opponents alike. 
   
  Q: What do you know about Sir Anton 
  Palmirian? He was the Guildmaster of the Lawyers and 
  Scribes guild and was a member of the Directing 
  Oligarchy. He was the city's foremost authority on legal 
  affairs. Although a city judge, Sir Anton rarely arbitrated 
  in court, instead spending much of his time advising the 
  Lord Mayor and the Directing Oligarchy on legal matters. 
  His appointment as prosecutor showed how seriously the 
  courts took Ardent’s crime. 
   
  With his long white hair and beard, pince-nez, and 
  grandfatherly demeanor, many people thought he was a 
  gentle, benevolent old man with the city’s best interests 
  at heart. In fact, Sir Anton was a cold, calculating and 
  ruthless individual who fiercely defended his position at 
  the head of the city's most powerful guild and used his 
  considerable influence within city affairs and a liberal 
  interpretation of the word "treason" to further his 
  interests. (Smirks) I liked him. I have no idea if he’s even 
  alive anymore. 
   
  Q: What about records of the trial? All records 
  were sealed by order of the court. 
   
  Q: Who could get those records sealed? The 
  judge, the barristers, or the defendant could all request 
  such a thing, though it’s highly unusual. 
   
  Q: Did you know that Lady Nara’s paramour was 
  a woman? (Shrugs) I don’t doubt that being married to 
  Ardent could have driven Nara into the arms of a 
  woman… or a goblin, for that matter. 
   
  Q: Did you kill Lady Nara? That woman made Lord 
  Ardent miserable. Thus, I wished for her to enjoy a good, 
  long life. 
   
  When the PCs are finished questioning her, she’ll 
  mention something else to the PCs: 
   
  “You’ve piqued my curiosity,” Lady Vayred says, 
  folding her hands on her lap. “You’ve rekindled in 
  me the curiosity as to who was really responsible for 
  those events, all those years ago. If you do find out 
  what really happened, please let me know. If the 
  culprit is still alive, I’d like to buy them a drink. And 
  perhaps I - and the temple of Zilchus - can do 
  something for you as well. Just remember to keep 
  my name out of this whole mess.” She gives a thin 
  smile. 
   
  6: VISITING THE COURTS OF 
  JUSTICE AND THE LAWYERS’ 
  GUILD 
  For the most part, investigation of these avenues is likely 
  to lead to a dead-end. Sir Anton Palmirian has been dead 
  for a decade, and the Courts of Justice have no intention 
  of honoring requests to see the (sealed) trial records. 
  However, it’s always possible that cagey PCs might charm, 
  Bluff, bribe, or use Diplomacy to get what they want. 
   
  VISITING THE COURTS OF JUSTICE 
  The Courts of Justice of the Free City of Greyhawk are 
  located in the city’s High Quarter. The court clerks are 
  open from 10am to 4pm. 
   
  This long structure actually serves as three different 
  official 
  offices. 
  The 
  section 
  closest 
  to 
  the 
  Processional is the official Watchhouse of the 
  Nightwatchmen in the High and Garden Quarters. 
  The central section of the building holds the Courts 
  of Justice for the Free City. Here one of several 
  magistrates tries the minor cases, while a high noble 
  or even the Lord Mayor hears cases of major crime. 
  The third section of the building, farthest from the 
  road and most run-down, is the city jail. 
   
  Upon entering the Courts of Justice, the PCs are asked 
  their business by the guards. All visitors have their 
  weapons and spell component pouches checked; PCs that 
  are unwilling to surrender them are denied entrance. PCs 
  that do are admitted and, if they ask the guards or other 
  staff, can be directed to the court clerks. 
   
  The court clerk’s office is a quiet room with a white 
  marble floor and several wooden waiting benches. 
  Four clerks are filing, transcribing, or applying wax 
  seals to various court papers. A young male human 
  with wispy brown hair notices you, nods, and rises 
  to help you. 
   
  All APLs  
   
  �Court Clerks (4): male and female human expert 
  3; hp 15 each; Bluff +6, Diplomacy +6, Knowledge 
  (history) +8, Knowledge (local – Core) +8, Knowledge 
  (nobility & royalty) +8, Profession (clerk) +11, Sense 
  Motive +8, Speak Language (Ancient Suloise); AL LN; 
  Will +4. 
   
  All of the clerks are cognizant that they work with 
  sensitive information. In general, they won’t allow 
  themselves to be placed into positions where they could 
  be easily charmed or coerced. They do not “speak 
  privately” with any PC, and call for the guards to eject or 
  arrest (the latter, if the PCs resist ejection and/or take 
  offensive actions against the clerks; this includes charm 
  attempts and other magic use) them if they are, or feel, 
  threatened. These clerks are not new to such attempts. 
   
  For the purposes of Diplomacy, the attitude of the 
  clerks is helpful, but you should consider it to be hostile 
  for the purposes of requests to divulge confidential or 
  sensitive information – they take their jobs very 
  seriously. Bluff attempts must be believable, and the 
  bluffing PC must make a successful opposed check 
  against all the clerks that are within earshot of the 
  
  COR7-03 Second Chances 
   
  Page 16 
  request. Attempts to Intimidate bring the guards, as 
  noted above. 
   
  While it’s possible that a clerk might be charmed by a 
  PC, remember that other clerks react negatively if one of 
  their fellows suddenly becomes completely pliant to 
  requests that would normally be rejected. 
   
  Should the PCs manage to lay their hands on the 
  sealed paperwork, they find it written in Ancient Suloise. 
  If they can read it, they are able to get the names of the 
  presiding judge (Jinli Wren) and both barristers 
  (prosecutor Sir Anton Palmirian and defender Jerg 
  Alaern). The notes of the case detail that the defense 
  attorney called no witnesses in rebuttal save the accused 
  Lord Ardent. PCs with ranks in Profession (barrister) 
  know that this is unusual (character witnesses would 
  have been helpful, such as Verno Keyes and even Lady 
  Vayred, given her strong belief that Lord Ardent was no 
  killer). 
   
  If asked about the murder, the clerks know only 
  details about the barristers and/or the judge of the case. 
  (Note: At this stage, it is unlikely that the PCs should 
  have Jinli Wren’s name, but the clerks’ information about 
  her has been provided just in case.) 
   
  Q: What do you know about Jinli Wren? The 
  Honorable Judge Wren was a court magistrate with an 
  excellent reputation for insight, honesty, and integrity. A 
  half-elf of Baklunish descent, she left her post about forty 
  years ago. (DM Note: Though the clerks don’t specify 
  this, it was shortly after the trial of Lord Ardent.) 
   
  Q: What do you know about Sir Anton 
  Palmirian? He was the Guildmaster of the Lawyers and 
  Scribes guild, and the guildhall is named after him. He 
  was the city’s legal expert, advising the Lord Mayor and 
  the Directing Oligarchy on legal matters. His reputation 
  was impeccable. He died a few years ago, of natural 
  causes. 
   
  Q: What do you know about Jerg Alaern? Alaern 
  is the shining star of barristers in the Free City. He costs a 
  king’s ransom to retain, and is worth every penny. He 
  maintains an office in the Clerkburg section of the city. 
   
  VISITING THE LAWYERS’ AND SCRIBES’ 
  GUILDHALL 
  Palmirian Hall, named after the late Sir Anton, is a 
  possible place for PCs to find information about the 
  judges and barristers involved in the case. Should the PCs 
  come here for information, the lawyers present can 
  provide details similar to that of the City clerks (see 
  above). No duplicates of the court records are available 
  here, however. 
   
  Should the PCs need an Ancient Suloise translation, 
  the lawyers do it for a modest fee (1 gp). Note that sealed 
  or confidential information brought to these barristers 
  attracts attention and a quiet call for the guards; this could 
  lead to the PCs being arrested. 
   
  7: VISITING JERG ALAERN 
  DM Note: The breaking out of combat in this section is 
  likely, and it is meant to be something of a surprise when 
  it happens. As a result, it is suggested that the DM not 
  draw the map prior to this happening. Refer to the map 
  provided in the Appendix. 
   
  Jerg Alaern is a man with a secret. Despite his 
  inexperience, he was retained by Lord Ardent because of 
  his reputation as a superior trial attorney. Jinli Wren 
  contacted Alaern and made him an offer. In exchange for 
  deliberately “throwing” the case, she would rule in his 
  favor on any future case that he argued in her court. Jinli’s 
  attack of conscience following the murder of Lady Nara 
  and Lord Ardent’s execution led her to leave the city 
  courts, effectively reneging on their deal. Alaern was 
  furious at this, but there was obviously no one to whom 
  he could complain. So while Alaern has been silent about 
  the events of forty years ago, it is out of a desire to hide 
  his own involvement. To the benefit of the PCs, he 
  cheerfully sells out Wren in a final act of retribution. 
   
  The office hours of Alaern and Serrand are 9am – 
  7pm, as Jerg Alaern typically works late. If the PCs arrive 
  any later than 7pm, they won’t find Alaern to be present 
  and the place locked up. If the PCs break in, they will 
  find no records or information dealing with the case, nor 
  do they find any evidence to be used against either Jerg or 
  Jinli. The guards accompany Jerg back to his home in the 
  High Quarter. If the PCs arrive too late and try to track 
  the barrister down to his home, you will need to handle it 
  on an ad hoc basis. The guards should remain with him at 
  all times, as he’s quite a paranoid man.” 
   
  The offices of Jerg Alaern are located on a 
  cobblestone street in the district of the Free City 
  known as Clerkburg. The shingle hanging above the 
  door says simply “Alaern & Serrand, Barristers.” 
   
  When the PCs enter, read: 
   
  Entering from the street, you step into a large 
  waiting and reception area. Seated behind a desk, a 
  man looks up at you, smiles, and nods. “Can I help 
  you?” 
   
  The current occupants of Alaern & Serrand are five 
  junior barristers (one of whom also serves as the 
  receptionist), two guards, and Jerg Alaern himself. 
   
  All APLs 
   
  �Jerg Alaern: male human expert 8; hp 30; see 
  Appendix 1. 
   
  �Junior barristers (4): male and female human 
  expert 3; hp 15; Bluff +6, Diplomacy +6, Knowledge 
  (history) +8, Knowledge (local – Core) +8, Knowledge 
  (nobility & royalty) +8, Profession (clerk) +11, Sense 
  Motive +8, Speak Language (Ancient Suloise); AL LG; 
  Will +4. 
   
  
  COR7-03 Second Chances 
   
  Page 17 
  APL 2 (EL 5) 
   
  �Guards (2): male human barbarian 1/fighter 2; hp 
  35 each; Appendix 1. 
   
  APL 4 (EL 7) 
   
  �Guards (2): male human barbarian 1/fighter 4; hp 
  54 each; Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Guards (2): male human barbarian 1/fighter 6; hp 
  73 each; Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Guards (2): male human barbarian 1/fighter 8; hp 
  92 each; Appendix 1. 
   
  All of the barristers are seated at their respective desks; 
  the guards are located at positions G1 and G2 as indicated 
  on the map (and thus are not initially visible to the PCs 
  when they step inside). 
   
  Alaern & Serrand have taken many cases dealing 
  with adventurers who have fallen afoul of local laws, so 
  their presence here is not viewed as unusual. No one in 
  the office except for Alaern himself knows anything 
  about the murder case; Serrand is out of the office for the 
  day and is not returning. 
   
  Setup: If the PCs ask to see Jerg Alaern, the junior 
  lawyer asks them to wait while he sees if he’s available. 
   
  If the PCs indicate specifically that they wish to 
  speak to Alaern about the Shee murder case (or something 
  related to that case) prior to getting into the office alone 
  with him, the lawyer nods to his guards, a signal that 
  there may be trouble. At APL 4+, the guards drink their 
  potions of bear’s endurance and potions of resist energy (fire) 10 
  once the PCs have entered the office. These potions last 
  for 30 minutes. 
   
  The man who comes out to meet you is an elderly 
  human in his late sixties or early seventies. His 
  silver hair is neatly combed and parted to one side, 
  and his eyes are a bright blue. He has a pleasant 
  smile. “Good day, lord (and ladies),” he begins. “I’m 
  Jerg Alaern, senior partner of Alaern & Serrand. 
  Please, come into my office, so we can talk about 
  your legal needs.” 
   
  Alaern won’t entertain any discussions outside of his 
  office. If the PCs adjourn with him: 
   
  Alaern leads you back through a room shared by four 
  junior barristers. You enter a hallway with two office 
  doors, labeled “M. Serrand” and “J. Alaern.” As he 
  heads towards his office, you notice a pair of burly 
  Bakluni guards at opposite ends of the hall. “Don’t 
  mind the muscle,” he says with a smile. “Over the 
  years, we’ve made many enemies. I see it as a sign of 
  our skill in defending our clients.” 
   
  At this point, if the PCs said anything about their 
  investigation of the Lord Ardent case, Jerg nods to the 
  guards and smiles. This is a signal to them that there 
  could be trouble. If a player requests any information 
  about the gesture, you can call for a DC 15 Sense Motive 
  check. If successful, the PC(s) note that the guards just 
  got much more alert. Any PCs so alerted are not surprised 
  when the guards attack them as they exit (see Combat, 
  below). 
   
  He makes no such gesture if the PCs have not 
  forewarned him. 
   
  He opens the door and steps into his office, where a 
  number of leather chairs sit facing his desk. The 
  office is clean and uncluttered, with a few piles of 
  parchment on his desktop and not much else. He 
  sits down with a huff and smiles. “My firm and I are 
  at your disposal. How can I help you?” 
   
  The following possible questions, and suggested answers, 
  are given below. Note that unlike other NPCs with whom 
  the PCs have interacted up until this point, Alaern almost 
  certainly is lying about a number of things. Few PCs are 
  able to win a contested Sense Motive check against this 
  skilled lawyer’s Bluff attempts, but they should be 
  allowed to try. Remember to let the players tell you when 
  their characters are trying to Sense Motive, as opposed to 
  you prompting them. 
   
  Q: Did you know a man named Lord Ardent 
  Shee? I know the name, yes. He was a client of mine 
  from early in my career. I’m really not at liberty to say 
  much else about it, I’m afraid. 
   
  Q: We’ve been tasked by the spirits of the Lords 
  of Greyhawk to exonerate Lord Ardent. He’s been 
  dead for forty years. I’m not sure what purpose that will 
  serve. 
   
  Q: Do you know who might have murdered Lady 
  Nara and framed Lord Ardent for it? I confess I’m 
  pleased to see that you thought my client was innocent. A 
  pity you weren’t the judge on the case. That said, I never 
  thought that he was “framed” by someone – only that the 
  courts convicted and executed the wrong man. [Lie.] 
   
  Q: What do you know about Edrayne (and/or) 
  Lady Vayred Bain? I don’t know who that is. 
   
  Q: Do you know anything about this list? 
  Someone has expensive tastes. These items are quite 
  expensive. 
   
  Q: What do you know about Verno Keyes? The 
  name sounds familiar, but I don’t recollect it. (This is true; 
  it’s been 50 years, after all. He doesn’t have any real 
  information about Verno.) 
   
  Q: Do you think that the assassin’s guild might 
  have been behind it? I have no idea. (Lie; he knows that 
  they had nothing to do with it.) 
   
  Q: What do you know about the affair(s)? I 
  remember that the marriage between the victim and my 
  client was tumultuous, and unfortunately, that was the 
  principal piece of circumstantial evidence that convicted 
  him. 
  
  COR7-03 Second Chances 
   
  Page 18 
   
  Q: What can you tell us about the trial? Nothing, 
  I’m afraid. The court records were sealed. 
   
  Q: What do you know about Sir Anton 
  Palmirian? He was the shrewdest legal mind in the 
  history of Greyhawk. It was my privilege to learn from 
  him in many cases where he was my adversary. He passed 
  away a few years ago. There are very few men that can 
  boast of beating me at trial, but he was one of them, and 
  I’m not ashamed to say it. 
   
  Q: What do you know about Jinli Wren? (Frowns) 
  She was a city magistrate, I think, a long time ago. 
  (Pauses, stares intently at the PCs) Where and how did 
  you hear that name in relation to the Shee case? (Lie, with 
  regards to being unsure as to who Jinli is). 
   
  Q: Who could get those records sealed? The 
  judge, the barristers, or the defendant could all request it. 
   
  Q: Did you know that Lady Nara’s paramour was 
  a woman? That’s… interesting? I’m not sure what to say. 
   
  Q: Why didn’t you call any character witnesses 
  at the trial? (Pauses, then speaks with a very serious 
  tone) By that question, you are indicating to me that you 
  have somehow managed to see confidential, sealed court 
  records. You are wading into extremely deep legal waters. I 
  would suggest perhaps that you might want to leave my 
  office – right now. 
   
  Q: Did you kill Lady Nara? (Frowns, shakes his 
  head.) Of course not. That’s an insult. Now, this 
  discussion is concluded. Please leave our offices. 
   
  LEGAL TROUBLES 
  If the PCs start asking questions about the case, and have 
  been able to trace things back to him, Alaern becomes 
  terrified that he’s about to face the gallows if these 
  adventurers talk to the authorities. He makes a snap (and 
  probably ill-advised) decision to sic his guards on the PCs, 
  in the hopes of capturing and quietly eliminating them. 
   
  If the PCs threaten him, he warns them once to desist 
  and orders them out of his offices. If the PCs refuse to 
  leave – or if they attack him – he shouts for the aid of his 
  guards. 
   
  Once the PCs exit his offices, he waits until the last 
  of the PCs have gotten into the corridor before his 
  panicked decision is made: 
   
  As you all file out of Alaern’s office, you hear him 
  loudly call out from behind in a foreign tongue. (In 
  Baklunish, “Guards! If they come back, they’ll kill 
  me!”) In response, the guards in the corridor draw 
  falchions and leap at you! 
   
  Tactics: The junior attorneys flee the offices if combat 
  breaks out. 
   
  Jerg Alaern attempts to keep his desk between him 
  and any attackers, and uses the total defense action to 
  protect himself should anyone attack him. If it’s clear he’s 
  going to die, he surrenders (though his guards keep on 
  fighting in a rage, even if he tries to order them to stop). 
  He does not flee. He is essentially a non-combatant. 
   
  If Jerg is successfully intimidated, he can be bullied 
  into calling off his guards and surrendering to the PCs. If 
  battle goes badly against the guards, they will flee and get 
  the City Watch. This will take several minutes, during 
  which time the PCs can communicate with Jerg. When 
  the Watch returns, they will attempt to sort the mess out. 
  Provided that no one was killed, and if no one wishes to 
  press charges, they will simply tell all involved to “break 
  it up” and go their separate ways. If the PCs killed either 
  of the guards, they are promptly arrested. If the PCs press 
  charges, the guards do the same, and everyone present is 
  fined 50gp for the brawl.” 
   
  Important DM Note: The EL of this encounter has 
  been increased by +1 because of the likelihood that the 
  guards gain a surprise round. However, it has also been 
  reduced by -1 as the guards attempt to take the PCs alive, 
  striking for non-lethal damage (-4 to hit). They do so even 
  if the PCs resort to lethal attacks; the guards are good 
  aligned, and also don’t want to hang for what they’re 
  doing. Thus, the net EL adjustment is +0. 
   
  During the surprise round, the guards simply rage 
  and lay into the nearest PC. The combat is likely to be 
  cramped, given the narrow confines of the corridor. If 
  they’re able, the guards attempt to put down PCs that are 
  particularly troublesome. 
   
  Treasure: Refer to the Treasure section to determine 
  what the PCs find here. The PCs are not arrested for theft 
  if they loot the guards’ bodies—the authorities have more 
  pressing matters to attend to—keeping the miscarriage of 
  justice relatively quiet and cleaning up the mess it has 
  caused. 
   
   
  Development: If the PCs are all captured, Alaern 
  immediately has his guards bring the unconscious PCs 
  outside the city in his carriage. There, Alaern dismissed 
  his guards, and dispatches the hapless PCs, burying them 
  in shallow graves. (He does this because he is loath to 
  commit such a deed anywhere within the city, let alone 
  his offices.) The wrathful spirits of the Lords of Greyhawk 
  drain the life from Alaern the following evening, and see 
  that the agents of the city find the PCs bodies. So while 
  the mission is a failure, the PCs and their possessions are 
  at least recoverable. The PCs can be raised, following the 
  normal rules in the Living Greyhawk Campaign Sourcebook. 
   
  If interrogated, the guards know nothing about the 
  case. On the other hand, with a little “encouragement,” 
  Alaern sings like a canary. Possible questions, and 
  suggested answers, are below. 
   
  Q: TALK! What do you know? Damn it! Okay, okay 
  already! Look… I was a young lawyer back in those days. 
  I had a great reputation as a trial attorney, and that’s what 
  brought me to Lord Ardent’s attention. He took a chance 
  on me and hired me. But then I found out who the 
  prosecuting barrister would be. Sir Anton! He was a legal 
  legend even in those days – there was no way, at all, that a 
  young lawyer like me was going to win a case against 
  him!” 
   
  Q: So what happened? That was when the judge 
  asked me to come to her chambers, supposedly to discuss 
  
  COR7-03 Second Chances 
   
  Page 19 
  my witness list. But when I got there, she made me an 
  offer. She said that if I threw the case, made it so that 
  Lord Ardent could be convicted, she’d make sure I got the 
  verdicts I needed for every case of mine that came before 
  her. How could I say no?” 
   
  Q: Why did you do it? “Look, I was going to lose 
  Lord Ardent’s case no matter what I did. Sir Anton was 
  the greatest lawyer the city had ever seen, and my case 
  wasn’t exactly clad in iron. So I agreed. Lord Ardent went 
  to the gallows. 
   
  Q: Who was the judge? Her name was Jinli Wren. 
  And she double-crossed me! Right after the case, she ups 
  and leaves the Courts of Justice! I got nothing for my 
  troubles except a forty year case of paranoia. I kept 
  looking over my shoulder, wondering if what I did would 
  ever catch up with me. 
   
  Q: Where can we find Jinli Wren? Is she still 
  alive? If I’m going down, that half-elf witch is going with 
  me! She’s at the Temple of Pelor. You can find her there. 
   
  After his confession, read the following: 
   
  As you finish your questions, Alaern looks around 
  and sighs. “I guess one of the junior attorneys is 
  about to get a new office.” 
   
  Jerg allows himself to be turned over to the authorities 
  without issue, and freely confesses his crimes in the 
  hopes of receiving some clemency in exchange for his 
  testimony. Thus, the PCs can easily turn him over before 
  (presumably) heading off to confront Jinli Wren. 
   
  It is possible that Jerg is slain by the PCs. If this 
  happens, the PCs are likely unable to find the last piece of 
  the puzzle. A spell such as speak with dead, or perhaps 
  some divination spell, might help them get back on track, 
  but it’s possible that the adventure may end for such 
  heavy-handed PCs. If speak with dead is used, Jerg 
  willingly reveals the salient points of the crime, so as to 
  incriminate Jinli Wren with him. 
   
  8: CONFRONTATION 
  By now the PCs have discovered that Jinli Wren was 
  involved in the plot to implicate Lord Ardent. However, 
  the PCs may not yet have puzzled out that she was Lady 
  Nara’s lover, or her killer. 
   
  Jinli Wren came to the Temple of Pelor forty years 
  ago following a crisis of conscience. She has since found 
  peace within the halls of the temple, humbly serving her 
  god and seeing to the needy. Though the players might 
  be expecting a climactic “boss fight” with her, she is now 
  a meek and pious woman who, on some level, is relieved 
  that the deception has ended. 
   
  The halls of the great Temple of Pelor are subdued 
  and quiet. Monks and priests of the temple, dressed 
  in finery of orange, red, and gold, can be seen 
  moving through the halls. One such man, upon 
  noticing your group, approaches you. “I am Deleer,” 
  he begins. The human is over six feet tall and full of 
  muscles with strong hands and a square jaw. “Can I 
  be of some assistance?” 
   
  It’s unlikely but possible that one or more of the PCs may 
  have once been employed by Deleer to make restitution 
  to the victims of thievery at the hands of a corrupt 
  merchant known as Auldon Brendigund, as described in 
  COR2-09 The Final Reckoning. If he knows any of these 
  PCs, he greets them by name and gives them a vigorous 
  handshake. 
   
  Deleer serves as an advisor to those who come to the 
  temple seeking to cleanse themselves of past sins (as did 
  Brendigund) and as a result he knows Jinli Wren quite 
  well. If asked about her, he comments that she was one of 
  many lost souls who came during a troubled time in their 
  lives. He doesn’t speak in detail about her case, as he 
  considers the matter confidential. 
   
  If the PCs ask to speak with Jinli, Deleer escorts 
  them to her. If the PCs explain to him that they’re here to 
  confront, or even arrest, Jinli, he quietly asks them to 
  reconsider. He explains that she is now an old woman, in 
  the twilight of her life, and that she has spent decades 
  atoning for old sins. If the PCs add that they are doing so 
  to free Christa’s soul from bondage at the hands of the 
  Lords of Greyhawk’s spirits, he looks at the ground and 
  softly says, “May Pelor’s wisdom guide us, and may his 
  will be done.” He then leads them to her. 
   
  SPEAKING WITH JINLI WREN 
  Deleer leads you into the quiet passages of the 
  temple, proceeding down a long row of doors that 
  presumably lead to living cells. The cleric pauses to 
  knock on one door. “Jinli? You have visitors.” 
   
  After a short pause, a woman with elven features 
  opens the door. Beyond, you can see a cell whose sole 
  decorations are several candles which emit scents of 
  lavender and jasmine. Jinli Wren wears the brightly 
  colored robes of a Pelorite adherent, tied off at her 
  narrow waist. Her hair has gone partially grey, yet 
  she seems somehow older than she appears. She is 
  attractive, with well-blended Baklunish and elf 
  features. She nods, and gives a polite, sad smile. 
  “Deleer, I have a feeling that I may be a while with 
  my guests. Would you excuse us?” 
   
  Deleer nods. “As you wish.” He looks once more 
  at you, nods gravely, and heads back down the 
  corridor. 
   
  If she’s confronted with any questions that indicate that 
  the PCs know of her crime – or at least suspect it, you can 
  use the following dialogue for her. 
   
  At your mention of the case of Lord and Lady Shee, 
  Jinli smiles and looks down at her lap. Tears streak 
  her face, and she covers her mouth with her hand. 
  Regaining some of her composure, she is finally able 
  to look you in the eyes. 
  
  COR7-03 Second Chances 
   
  Page 20 
   
  “I’m sorry that you had to be so troubled. I 
  should have had the courage to do the right thing, to 
  come forward about my crimes. But I never could. 
  But now,” she says, “I feel… relieved. It will be good 
  to unburden my soul. Until now, I’ve only been able 
  to speak to the Sun Father.” 
   
  Jinli should be role-played as penitent, humble, and 
  remorseful. She frequently becomes teary-eyed as she 
  truthfully answers any and all questions that the PCs 
  have. This is the chance for the players to get the back-
  story of what happened that night, forty years ago. 
   
  Q: How did this all happen? Nara’s affair with me 
  began as a way to attack her husband for his own 
  infidelity. I met her at one of the parties I’d attended, at 
  some noble’s home. She was so radiant, so fiery, that all 
  the details of that night seem to fade, except for her. We 
  were wild and passionate when we were together, and our 
  ardor burned like the Sun Father.” 
   
  Q: What happened the night of the murder? I 
  knew that she still loved her husband, though I kept 
  denying it to myself. I should have known it would end. 
  The night that she asked me to her home… her 
  demeanor, the gifts… and yet, when she told me it was 
  over, a red haze came over my eyes. When I regained my 
  senses, she was dead, her blood… all over my hands and 
  my rapier.” 
   
  Q: Why didn’t you go to the authorities? Why 
  didn’t you simply have her raised from the dead? I 
  was frightened out of my wits. I couldn’t think straight. I 
  had worked hard to build up a career, a life for myself, 
  and I didn’t want it to end. All I could think about was 
  escaping. 
   
  Q: How did you manage the cover-up? I 
  manipulated the Courts to my own ends, and was able to 
  make sure that Lord Ardent’s case came before me. I… I 
  made a bargain with his barrister to ensure that he 
  hung… for my crime. I succeeded, but the guilt was too 
  much to bear. I fled here, and since then, I have devoted 
  myself to the Sun Father.” 
   
  When Wren is done confessing, and the PCs have 
  finished questioning her, read the following: 
   
  With her confession, the woman seems to gain a 
  sense of dignity and purpose. “I’ll come quietly. I’ve 
  shamed this temple, the courts, and myself. I owe 
  you my thanks. You’ve done something for me that I 
  was unable to do myself.” 
   
  True to her word, Jinli cooperates with the PCs and with 
  the authorities. Even if the PCs offer to let Jinli go, she 
  refuses the suggestion, even going to the Courts to 
  confess on her own if the PCs refuse to do involve 
  themselves any further. She is especially driven to do so if 
  the PCs mention that Christa’s fate hangs in the balance. 
   
  CONCLUSION 
  There are basically two conclusions to this adventure – 
  either the PCs unravel the mystery around the murder of 
  Lady Nara in the allotted 24 hours, or they don’t. 
   
  If the PCs fail, Christa’s soul is kept by the Lords, and 
  Lord Ardent’s body remains in a pauper’s grave. A general 
  sense of gloom hangs over the PCs for some time to come 
  (they gain the Failure! AR item). 
   
  If the PCs succeed in their mission, it takes some 
  time for Jinli Wren to confess her crimes, for justice to 
  take its course, and for Lord Ardent’s body to be re-
  interred and his title of nobility reinstated, it eventually 
  gets done. The spirits of the Lords realize this, and so 
  regard this outcome as a success. At the appointed time 
  (an hour before dawn), the Lords make their appearances 
  before the PCs, regardless of where they might be in the 
  city at the time: 
   
  Your breath begins to appear before you. A moment 
  later, the two spirits of those Lords that charged you 
  with your task materialize. The male spirit’s hollow 
  voice rings out. “A wrong against us has been 
  righted. A slight against us was made, and you have 
  made restitution for it. We are beings of honor, and 
  we stand by our agreements.” 
   
  He opens his palm, revealing a softly-glowing 
  orb of mauve light. He turns to the female wraith, 
  presenting it to her. She leans forward and, with a 
  puff of spectral breath, blows the orb into the air, 
  where it takes flight into the night. 
   
  “She is released,” the female says. “Our bargain is 
  concluded. And now… look for us no more.” With 
  that, the two vanish into nothing. Despite the 
  lingering chill left by the spirits, you feel a sense of 
  warmth in their wake. 
   
  Because of the age of Jinli and Jerg, as well as how long 
  ago the crime took place, neither one is executed for their 
  crimes. Jerg is banished from the city, his business ruined 
  and his professional reputation tarnished beyond repair. 
  Jinli, because of her free confession and her repentance, 
  is ordered never again to leave the Temple of Pelor. She 
  dies there a few months later. 
   
  A month later, in a public ceremony, Lord Ardent’s 
  body is exhumed from the catacombs and buried in a 
  manner befitting a noble. 
   
  The PCs earn the Favor of House Shee, Gratitude of 
  the Lord of Greyhawk, and Favor of Lady Vayred Bain AR 
  items.  
   
  CAMPAIGN CONSEQUENCES 
  Help keep your living campaign dynamic! Report your 
  results to creighton@greyworks.co.uk List if the table 
  succeeded for failed and the date of play.  
  
  COR7-03 Second Chances 
   
  Page 21 
  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 2: Visiting Lord Shee’s Grave 
  Defeating the undead 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Encounter 8: Visiting Jerg Alaern 
  Defeating the guards 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Securing a confession from Jerg Alaern 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Encounter 9: Confrontation 
  Securing a confession from Jinli Wren 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Discretionary Roleplaying Award 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 8: Visiting Jerg Alaern 
   
  APL 2: Loot 67 gp; Coin 300 gp; Magic 224 gp 2 +1 
  breastplate (112 gp each); Total 592 gp. 
   
  APL 4: Loot 1 gp; Magic 886 gp 2 +1 breastplate (112 
  gp each), 2 +1 falchion (198 gp each), 2 cloaks of resistance +1 
  (83 gp each), 2 potions of bear’s endurance (25 gp each), 2 
  potions of resist energy (fire) 10 (25 gp each); Total 887 gp. 
   
  APL 6: Loot 1 gp; Magic 1,886 gp 2 +1 breastplate (112 
  gp each), 2 +1 falchion (198 gp each), 2 amulet of natural 
  armor +1 (167 gp each), 2 cloak of resistance +1 (83 gp each), 
  2 gauntlets of ogre power (333 gp each), 2 potion of bear’s 
  endurance (25 gp each), 2 potion of resist energy (fire) 10 (25 
  gp each); Total 1,889 gp. 
   
  APL 8: Loot 1 gp; Magic 3,275 gp 2 +2 breastplate (362 
  gp each), 2 +1 falchion (198 gp each), 2 amulet of natural 
  armor +1 (167 gp each), 2 cloak of resistance +2 (362 gp 
  each), 2 gauntlets of ogre power (333 gp each), 2 potion of 
  bear’s endurance (25 gp each), 2 potion of resist energy (fire) 10 
  (25 gp each), 2 ring of protection +1 (167 gp); Total 3,276 gp. 
   
  Treasure Cap 
   
  APL 2: 450 gp. 
   
   
  APL 4: 650 gp. 
   
  APL 6: 900 gp. 
   
  APL 8: 1,300 gp. 
   
   
  
  COR7-03 Second Chances 
   
  Page 22 
  Total Possible Treasure 
   
  APL 2: 592 gp. 
   
   
  APL 4: 887 gp. 
   
  APL 6: 1,889 gp. 
   
  APL 8: 3,276 gp. 
   
  APL 2 
  *Amulet of warmth (Core; Races of the Dragon)  
  *Rod of grievous wounds (Adventure; DMG II) 
  *Elixir of sneaking (Any; DMG) 
    
  APL 4 
  *Cloak of the manta ray (Any; DMG) 
  **Domain draught (for City, Knowledge, Law, Mind, Pact, 
  or Trickery domains) (Core; DMG II) 
    
  APL 6 
  *Figurine of wondrous power – bronze griffin (Any; DMG)  
  **Ring of arcane supremacy (Core; Complete Mage) 
    
  APL 8 
  **Amulet of spell conversion (Adventure; Complete Mage) 
  *Boots, winged (Any; DMG) 
   
  ADVENTURE RECORD ITEMS 
  �Arrested! You have run afoul of the constabulary of 
  Greyhawk. You are imprisoned for six months (26 TU) 
  before being released. Alternatively, you may pay an 
  amount equal to the treasure cap of this adventure (at the 
  APL you played) to avoid imprisonment.  
   
  �Failure! You have failed the undead Lords of 
  Greyhawk, and now a cloud seems to hang over your 
  head. For the next 10 TUs spent adventuring, you receive 
  a -1 morale penalty to all attacks, saving throws, and skill 
  checks. 
   
  �Favor of House Shee: House Shee is grateful for your 
  help in restoring its name, and they have agreed to use 
  their considerable knowledge of the world of finance. 
  You may choose to leave a single deposit of up to 1,000 
  gp, which the Shee family will invest on your behalf. 
  After 52 TUs have elapsed from the time of your 
  investment, cross off this AR item, and regain your 
  principal plus 20% interest. You must redeem the 
  investment after 52 TU or it is lost. 
   
  �Gratitude of the Lords of Greyhawk: The Lords of 
  Greyhawk remember work that is well done. They use 
  their considerable network of contacts and favors within 
  the Free City on your behalf. Choose and circle one of the 
  following prestige classes: drunken master (CW), mage of 
  the arcane order (CA) nightsong enforcer (CV), 
  nightsong infiltrator (CV), spymaster (CV), or tactical 
  soldier (MH). You may expend this favor to gain access to 
  the chosen prestige class. Use of this favor only allows 
  access to the prestige class; you must still meet all 
  prerequisites for the class. Note, if you choose to take 
  levels in mage of the arcane order, you are considered a 
  member of the Free City’s Guild of Wizardry. 
   
  �Favor of Lady Vayred Bain: For looking into the 
  mystery of Lord and Lady Shee - and for keeping her 
  name out of the whole affair - you're earned Lady Vayred 
  Bain's favor. As a highly-placed layperson in the Church 
  of Zilchus, she has set aside a number of interesting items 
  that have fallen into that organization's possessions. If 
  you failed to solve the mystery, you only have access to 
  the items marked with a *. If you succeeded, you get 
  access to items marked with both a * and a **. 
   
   
   
  
  COR7-03 Second Chances 
   
  Page 23 
  APPENDIX 1: ALL APLS 
  2: VISITING LORD SHEE’S GRAVE 
  BEYRALT 
  CR5 
  Male human cleric 5  
  N medium humanoid (human) 
  Init -1; Senses Listen +5, Spot +4 
  Languages Ancient Suloise, Common  
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +5 armor, +2 shield) 
  hp 31 (5 HD) 
  Fort +6, Ref +3, Will +9 
  Speed 20 ft. in light armor (4 squares), base movement 
  30 ft. 
  Melee +1 heavy mace +4 (1d8+1) 
  Base Atk +3; Grp +3 
  Special Actions spontaneous casting (cure spells); turn 
  undead 5/day (+4, 2d6+8, 6th) 
  Cleric Spells Prepared (CL 5th): 
   3rd—daylightD, dispel magic, searing light 
   2nd—consecrate, cure moderate woundsD, remove 
  paralysis, spiritual weapon 
   1st—comprehend languages, cure light woundsD, 
  detect undead, protection from evil, remove fear 
   0—create water, detect magic, guidance, light, 
  mending 
  D: Domain spell. Deity: Pelor. Domains: Healing, Sun  
  Abilities Str 10, Dex 8, Con 12, Int 13, Wis 16, Cha 14  
  SQ Aura of good (strong) 
  Feats Augment Healing, Improved Turning, Lightning 
  Reflexes 
  Skills Concentration +7, Heal +10, Knowledge (history) 
  +4, Knowledge (religion) +9, Listen +5, Spellcraft +8 
  Possessions +1 buckler, +1 chain shirt, +1 heavy 
  mace, cloak of resistance +1, everburning torch, 
  healer’s kit, silver holy symbol of Pelor, spell 
  component pouches. 
   
  8: VISITING JERG ALAERN  
  JERG ALAERN 
  CR 7 
  Male human expert 8 
  Neutral medium humanoid (human) 
  Init +1; Senses Listen +13, Spot +2 
  Languages Ancient Suloise Baklunish, Common, 
  Dwarven, Elven, Gnome, Halfling, Old Oeridian. 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 30 (8 HD) 
  Fort +2, Ref +3, Will +8 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee dagger +5/+0  (1d4-1) 
  Base Atk +5; Grp +4 
  Abilities Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 14  
  Feats Negotiator, Persuasive, Skill Focus (barrister), 
  Skill Focus (Diplomacy) 
  Skills Bluff +15, Diplomacy +24, Gather Information 
  +15, Knowledge (history) +14, Knowledge (local - 
  Core) +14, Knowledge (nobility) +14, Listen +13, 
  Profession (barrister) +16, Sense Motive +15, Speak 
  Language +5, 
  Possessions dagger 
   
  
  COR7-03 Second Chances 
   
  Page 24 
  APPENDIX 1: APL 2
  2: VISITING LORD SHEE’S GRAVE 
  ADVANCED SHADOW 
  CR 4 
  LE Medium undead (incorporeal) 
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 
  AC 13, touch 13, flat-footed 11; Dodge, Mobility 
   (+2 Dex, +1 deflection) 
  hp 45 (7 HD) 
  Miss Chance 50% incorporeal 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Resist incorporeal, +2 turn resistance 
  Fort +2, Ref +4, Will +6 
  Speed Fly 40 ft. (8 squares) (good) 
  Melee incorporeal touch +6 (1d6 Strength damage) 
  Base Atk +3; Grp — 
  Atk Options Strength drain 
  Special Actions create spawn 
  Abilities Str —, Dex 15, Con —, Int 6, Wis 12, Cha 
  13  
  SQ incorporeal traits, undead traits 
  Feats Alertness, Dodge, Mobility 
  SkillsHide +8(+12 in areas of shadowy illumination, 
  +4 in areas of bright light), Listen +9, Search +4, 
  Spot +9 
  Incorporeal immune to nonmagical attacks; 50% 
  chance to ignore any damage from corporeal 
  source (except positive energy, ghost touch). 
  Attacks ignore natural armor, armor, and shield, 
  but deflection and force effects work. See DMG 
  295 for more information.  
  Strength Drain (Su) The touch of a shadow deals 
  1d6 points of Strength damage to a living foe. A 
  creature reduced to Strength 0 by a shadow dies. 
  This is a negative energy effect. 
  Create Spawn (Su) Any humanoid reduced to 
  Strength 0 by a shadow becomes a shadow under 
  the control of its killer within 1d4 rounds.  
   
  8: VISITING JERG ALAERN  
  GUARDS 
  CR 3 
  Male human barbarian 1/fighter 2 
  CG Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +1 
  Languages Baklunish, Common  
  AC 15, touch 9, flat-footed 14 
   (+1 Dex, -2 class, +6 armor) 
  hp 35 (3 HD) 
  Fort +9, Ref +1, Will +5 
  Speed 30 ft. in medium armor (6 squares), base 
  movement 40 ft. 
  Melee mwk falchion +9 (2d4+7; 18-20/x2) or  
   
  spiked gauntlet +7 (1d4+4) 
  Base Atk +3; Grp +7 
  Atk Options Power Attack, rage 1/day (7 rounds) 
  Abilities Str 19, Dex 13, Con 18, Int 10, Wis 12, Cha 
  8  
  SQ fast movement 
  Feats Cleave, Improved Toughness, Iron Will, Power 
  Attack, Weapon Focus (falchion) 
  Skills Craft (weaponsmithing) +4, Intimidate +4, Jump 
  +6, Knowledge (local – Core) +2, Listen +5, 
  Survival +5 
  Possessions +1 breastplate, masterwork falchion, 
  spiked gauntlets, 200 gp. 
   
  When not raging, the guards have the following 
  changed statistics: 
  AC 17, touch 11, flat-footed 15 
  hp 29 (3 HD) 
  Fort +7, Will +3 
  Melee Mwk falchion +7 (2d4+3; 18-20/x2) or  
   
  spiked gauntlet +5 (1d4+2) 
  Grp +5 
  Abilities Str 15, Con 14 
  Skills Jump +5 
   
  
  COR7-03 Second Chances 
   
  Page 25 
  APL 4 
  2: VISITING LORD SHEE’S GRAVE 
  ADVANCED WRAITH 
  CR 8 
  LE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft.; Listen +16, Spot +16 
  Aura unnatural aura 30 ft. (animals panic) 
  AC 15, touch 15, flat-footed 12; Dodge, Mobility 
   (+3 Dex, +2 deflection) 
  hp 58 (9 HD) 
  Miss Chance 50% incorporeal 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Resist incorporeal, +2 turn resistance 
  Fort +3, Ref +6, Will +8 
  Weakness sunlight powerlessness 
  Speed fly 60 ft. (12 squares) (good) 
  Melee incorporeal touch +7 (1d4 plus 1d6 Constitution 
  drain) 
  Base Atk +4; Grp — 
  Atk Options Blind Fight, Combat Reflexes, Constitution 
  drain 
  Special Actions create spawn 
  Abilities Str —, Dex 17, Con —, Int 14, Wis 14, Cha 15  
  SQ incorporeal traits, undead traits 
  Feats AlertnessB, Blind-Fighting, Combat Reflexes, 
  Dodge, Improved InitiativeB, Mobility 
  Skills wraith 48 Diplomacy +6,  
  Hide +15, Intimidate +14, Listen +16, Search +14, 
  Sense Motive +12, Spot +16, Survival +2 (+4 
  following tracks) 
  Incorporeal immune to nonmagical attacks; 50% 
  chance to ignore any damage from corporeal source 
  (except positive energy, ghost touch). Attacks ignore 
  natural armor, armor, and shield, but deflection and 
  force effects work. See DMG 295 for more 
  information.  
  Constitution Drain (Su) Living creatures hit by a 
  wraith’s incorporeal touch must succeed on a DC 14 
  Fortitude save or take 1d6 points of Constitution 
  drain. On each successful attack, the wraith gains 5 
  temporary hit points. 
  Create Spawn (Su) Any humanoid slain by a wraith 
  becomes a wraith in 1d4 rounds. Its body remains 
  intact and inanimate, but its spirit is torn free from its 
  corpse and transformed. Spawn are under the 
  command of the wraith that created them and remain 
  enslaved until its death. They do not possess any of 
  the abilities they had in life.  
  Unnatural Aura (Su) Animals, whether wild or 
  domesticated, can sense the unnatural presence of a 
  wraith at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do 
  so; they remain panicked as long as they are within 
  that range.  
  Sunlight Powerlessness (Ex) Wraiths are powerless in 
  natural sunlight (not merely a daylight spell) and flee 
  from it. A spectre caught in sunlight cannot attack 
  and can take only a single move action or standard 
  action in a round. 
   
  8: VISITING JERG ALAERN  
  GUARDS 
  CR 5 
  Male human barbarian 1/fighter 4 
  CG Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +1 
  Languages Baklunish, Common  
  AC 15, touch 9, flat-footed 13 
   (+1 Dex, -2 class, +6 armor) 
  hp 54 (5 HD) 
  Fort +11, Ref +3, Will +7 
  Speed 30 ft. in medium armor (6 squares), base 
  movement 40 ft. 
  Melee +1 falchion +12 (2d4+8; 18-20/x2) or  
   
  spiked gauntlet +10 (1d4+5) 
  Base Atk +5; Grp +10 
  Atk Options Cleave, Power Attack, rage 1/day (7 
  rounds) 
  Combat Gear potion of bear’s endurance, potion of 
  resist energy (fire) 10 
  Abilities Str 20, Dex 13, Con 18, Int 10, Wis 12, Cha 8  
  SQ fast movement 
  Feats Cleave, Improved Toughness, Iron Will, Power 
  Attack, Weapon Focus (falchion) Weapon 
  Specialization (falchion) 
  Skills Craft (weaponsmithing) +4, Intimidate +7, Jump 
  +10, Knowledge (local – Core) +2, Listen +5, Survival 
  +5 
  Possessions combat gear plus +1 breastplate, +1 
  falchion, cloak of resistance +1, spiked gauntlets, 100 
  gp. 
   
  When not raging, the guards have the following 
  changed statistics: 
  AC 18, touch 12, flat-footed 16 
  hp 44 (5 HD) 
  Fort +9, Will +5 
  Melee Mwk falchion +10 (2d4+4; 18-20/x2) or  
   
  spiked gauntlet +8 (1d4+3) 
  Grp +8 
  Abilities Str 16, Con 14 
  Skills Jump +8
   
   
   
  
  COR7-03 Second Chances 
   
  Page 26 
  APL 6 
  2: VISITING LORD SHEE’S GRAVE 
  ADVANCED SPECTRE 
  CR 8 
  LE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft.; Listen +18, Spot 
  +18 
  Aura unnatural aura30 ft. (animals panic) 
  AC 16, touch 16, flat-footed 13 
   (+3 Dex, +3 deflection) 
  hp 71 (11 HD) 
  Miss Chance 50% incorporeal 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Resist incorporeal, +2 turn resistance 
  Fort +3, Ref +6, Will +9 
  Weakness sunlight powerlessness 
  Speed 40 ft. (8 squares), fly 80 ft. (perfect); 
  Melee incorporeal touch +9 (1d8 plus energy drain) 
  Base Atk +5; Grp — 
  Atk Options Blind Fight, energy drain 
  Abilities Str —, Dex 16, Con —, Int 14, Wis 14, Cha 
  16  
  SQ create spawn, incorporeal traits, undead traits 
  Feats Alertness, Blind-Fighting, Improved Initiative, 
  Weapon Focus (incorporeal touch)  
  Skills Hide +17, Intimidate +17, Knowledge (religion) 
  +16, Listen +18, Search +16, Spot +18, Survival +2 
  (+4 following tracks) 
  Incorporeal immune to nonmagical attacks; 50% 
  chance to ignore any damage from corporeal 
  source (except positive energy, ghost touch). 
  Attacks ignore natural armor, armor, and shield, 
  but deflection and force effects work. See DMG 
  295 for more information.  
  Energy Drain (Su) Living creatures hit by a spectre’s 
  incorporeal touch attack gain two negative levels. 
  The DC is 18 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. 
  For each such negative level bestowed, the 
  spectre gains 5 temporary hit points. 
  Create Spawn (Su) Any humanoid slain by a spectre 
  becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created 
  them and remain enslaved until its death. They do 
  not possess any of the abilities they had in life.  
  Unnatural Aura (Su) Animals, whether wild or 
  domesticated, can sense the unnatural presence of 
  a spectre at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if 
  forced to do so; they remain panicked as long as 
  they are within that range.  
  Sunlight Powerlessness (Ex) Spectres are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move 
  action or standard action in a round. 
  8: VISITING JERG ALAERN  
  GUARDS 
  CR 7 
  Male human barbarian 1/fighter 6 
  CG Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +1 
  Languages Baklunish, Common  
  AC 16, touch 9, flat-footed 14; Dodge 
   (+1 Dex, -2 class, +6 armor, +1 natural) 
  hp 73 (7 HD) 
  Fort +12, Ref +4, Will +8 
  Speed 30 ft. in medium armor (6 squares), base 
  movement 40 ft. 
  Melee +1 falchion +15/+10 (2d4+12; 18-20/x2) or 
   
  armor spikes +13/+8 (1d6+6) 
  Base Atk +7; Grp +13 
  Atk Options Cleave, Power Attack, rage 1/day (7 
  rounds) 
  Combat Gear potion of bear’s endurance, potion of 
  resist energy (fire) 10 
  Abilities Str 22, Dex 13, Con 18, Int 10, Wis 12, Cha 
  8  
  SQ fast movement 
  Feats Cleave, Dodge, Improved Toughness, Iron Will, 
  Power Attack, Weapon Focus (falchion) Weapon 
  Specialization (falchion) 
  Skills Craft (weaponsmithing) +6, Intimidate +9, Jump 
  +13, Knowledge (local – Core) +2, Listen +5, 
  Survival +5 
  Possessions combat gear plus +1 breastplate, +1 
  falchion, amulet of natural armor +1, cloak of 
  resistance +1, gauntlets of ogre power, armor 
  spikes, 900 gp. 
   
  When not raging, the guards have the following 
  changed statistics: 
  AC 18, touch 11, flat-footed 18 
  hp 59 (7 HD) 
  Fort +10, Will +6 
  Melee +1 falchion +13/+9 (2d4+9; 18-20/x2) or  
   
  spiked gauntlet +10 (1d4+4) 
  Grp +11 
  Abilities Str 18, Con 14 
  Skills Jump +11 
   
  
  COR7-03 Second Chances 
   
  Page 27 
  APL 8 
  2: VISITING LORD SHEE’S GRAVE 
  ADVANCED SPECTRE 
  CR 8 
  LE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft.; Listen +18, Spot 
  +18 
  Aura unnatural aura (30 ft., animals panic) 
  AC 16, touch 16, flat-footed 13 
   (+3 Dex, +3 deflection) 
  hp 71 (11 HD) 
  Miss Chance 50% incorporeal 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion 
  Resist incorporeal, +2 turn resistance 
  Fort +3, Ref +6, Will +9 
  Weakness sunlight powerlessness 
  Speed 40 ft. (8 squares), fly 80 ft. (perfect); 
  Melee incorporeal touch +9 (1d8 plus energy drain) 
  Base Atk +5; Grp — 
  Atk Options Blind-Fight, energy drain 
  Abilities Str —, Dex 16, Con —, Int 14, Wis 14, Cha 
  16  
  SQ create spawn, incorporeal traits, undead traits 
  Feats Alertness, Blind-Fighting, Improved Initiative, 
  Weapon Focus (incorporeal touch)  
  Skills Hide +17, Intimidate +17, Knowledge (religion) 
  +16, Listen +18, Search +16, Spot +18, Survival +2 
  (+4 following tracks) 
  Incorporeal immune to nonmagical attacks; 50% 
  chance to ignore any damage from corporeal 
  source (except positive energy, ghost touch). 
  Attacks ignore natural armor, armor, and shield, 
  but deflection and force effects work. See DMG 
  295 for more information.  
  Energy Drain (Su) Living creatures hit by a spectre’s 
  incorporeal touch attack gain two negative levels. 
  The DC is 18 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. 
  For each such negative level bestowed, the 
  spectre gains 5 temporary hit points. 
  Create Spawn (Su) Any humanoid slain by a spectre 
  becomes a spectre in 1d4 rounds. Spawn are 
  under the command of the spectre that created 
  them and remain enslaved until its death. They do 
  not possess any of the abilities they had in life.  
  Unnatural Aura (Su) Animals, whether wild or 
  domesticated, can sense the unnatural presence of 
  a spectre at a distance of 30 feet. They do not 
  willingly approach nearer than that and panic if 
  forced to do so; they remain panicked as long as 
  they are within range.  
  Sunlight Powerlessness (Ex) Spectres are 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. A spectre caught in sunlight 
  cannot attack and can take only a single move 
  action or standard action in a round. 
  BLOODMOTE CLOUD 
  CR 6 
  NE Fine undead (swarm) 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  AC 19, touch 19, flat-footed 18 
   (+8 size, +1 Dex) 
  hp 65 (10 HD) 
  Immune mind-affecting, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, 
  nonlethal damage, ability drain, energy drain, 
  damage to physical ability scores, fatigue and 
  exhaustion, trip, grapple, bull rush, spell or effect 
  that targets a specific number of creatures, weapon 
  damage 
  Fort +3, Ref +4, Will +7 
  Weakness spells or effects that affect an area (+50% 
  damage) 
  Speed fly 20 ft. (4 squares) 
  Melee swarm (1d4 plus blood drain) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp — 
  Special Actions distraction 
  Abilities Str 4, Dex 13, Con —, Int —, Wis 10, Cha 1 
  SQ diet dependent, swarm traits, undead traits 
  Blood Drain (Ex) A bloodmote cloud drains blood 
  and deals 1d3 points of damage and 1d2 points of 
  Constitution damage to any creature whose space 
  it occupies at the end of its move. 
  Diet Dependent A bloodmote cloud is diet dependent 
  upon blood, which it consumes by using its blood 
  drain ability. 
  Distraction (Ex) Any living creature that begins its 
  turn with a bloodmote cloud in its space must 
  succeed on a DC 15 Foritude save or be 
  nauseated for 1 round. The save DC is 
  Constitution-based. 
   
  8: VISITING JERG ALAERN  
  GUARDS 
  CR 9 
  Male human barbarian 1/fighter 8 
  CG Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +1 
  Languages Baklunish, Common  
  AC 18, touch 10, flat-footed 16; Dodge 
   (+1 Dex, -2 class, +7 armor, +1 deflection, +1 
  natural) 
  hp 92 (9 HD) 
  Fort +14, Ref +5, Will +9 
  Speed 30 ft. in medium armor (6 squares), base 
  movement 40 ft. 
  Melee +1 falchion +17/+12 (2d4+12; 15-20/x2) or 
   
  armor spikes +15/+10 (1d6+6) 
  Base Atk +9; Grp +15 
  Atk Options Cleave, Power Attack, rage (1 day (7 
  rounds) 
  Combat Gear potion of bear’s endurance, potion of 
  resist energy (fire) 10 
  Abilities Str 23, Dex 13, Con 18, Int 10, Wis 12, Cha 
  8  
  
  COR7-03 Second Chances 
   
  Page 28 
  SQ fast movement 
  Feats Cleave, Dodge, Greater Weapon Focus 
  (falchion) , Improved Critical (falchion), Improved 
  Toughness, Iron Will, Power Attack, Weapon 
  Focus (falchion) Weapon Specialization (falchion) 
  Skills Craft (weaponsmithing) +8, Intimidate +11, 
  Jump +15, Knowledge (local – Core) +2, Listen +5, 
  Survival +5 
  Possessions combat gear plus +2 breastplate, +1 
  falchion, amulet of natural armor +1, cloak of 
  resistance +2, gauntlets of ogre power, ring of 
  protection +1, armor spikes, 500 gp. 
   
  When not raging, the guards have the following 
  changed statistics: 
  AC 20, touch 12, flat-footed 19 
  hp 74 (9 HD) 
  Fort +12, Will +7 
  Melee +1 falchion +16/+11 (2d4+8; 15-20/x2) or  
   
  armor spikes +14/+9 (1d6+5) 
  Grp +14 
  Abilities Str 19, Con 14 
  Skills Jump +13 
   
  
  COR7-03 Second Chances 
   
  Page 29 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness (General) 
   
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a Hit Die 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a Hit Die (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Source: Libris Mortis 27 
  
  COR7-03 Second Chances 
   
  Page 30 
  APPENDIX 3: LAW AND ORDER IN THE FREE CITY 
  PCs in the Free City of Greyhawk are adventuring in an 
  urban environment. It is perfectly possible, therefore, 
  that they might do something to get themselves arrested. 
  Thus, a few words about law, justice, crime, and 
  punishment are in order.  
   
  The level and efficacy of law enforcement in the Free 
  City is constantly in flux depending on the aims and goals 
  of those in charge. Recently, some changes on the 
  Directing Oligarchy have enabled the Lord Mayor, Nerof 
  Gasgal, to reassert his authority. This has resulting in a 
  tightening of the laws, particularly in the areas of public 
  safety and smuggling. Relevant minor laws appear, below. 
   
  UNUSUAL COMPANIONS 
  The Free City is a sprawling and cosmopolitan urban 
  center and as such, there are rules and regulations dealing 
  with the presence of the animal companions, familiars, 
  and more fantastic followers that a PC might bring with 
  her. 
   
  In general, PCs that are accompanied by normal 
  animals (that is, creatures with the animal type) are not 
  bothered by the guards, provided that it is Medium-sized 
  or smaller. If the animal is normally carnivorous (such as 
  a wolf or Medium- or smaller-sized dinosaur), the PC is 
  required to demonstrate her ability to control that beast, 
  as well as to show some form of restraint upon it – a 
  muzzle, or at the very least a collar and leash. They will 
  also have to purchase a license for it at a cost of 1 gp per 
  base HD. 
   
  Large-sized 
  non-carnivorous 
  animals 
  are 
  also 
  acceptable, though depending on the animal it may also 
  be required to be restrained/collared (common sense 
  should prevail; a horse, even a warhorse, doesn’t need to 
  be led around by a collar; a rhinoceros is a different 
  matter!) They will also have to purchase a license for it at 
  a cost of 5 gp per base HD for any animal other than a 
  horse. 
   
  For more fantastic creatures (such as the types of 
  creatures gained by the Improved Familiar feat, or more 
  exotic animal companions or followers), the PC must 
  purchase a license for it at a cost of 10 gp per base HD. 
   
  If the PC wishes, the companion can be snuck into 
  the city if it could be hidden from the guards in the first 
  place (perhaps in a pocket, an extradimensional space, or 
  by invisibility). Warn the player that if they are caught 
  with the companion, they earn the Arrested! AR item (see 
  below). 
   
  WEAPON AND SPELL RESTRICTIONS 
  The Free City regulates the use of weapons and spells 
  within its walls. In regards to magic the laws are: 
  • 
  Generally, Greyhawk strongly controls magic use, 
  prohibiting the use of such except in moments of 
  extreme personal danger.  
  • 
  Spells that do not damage a foe, such as hold person, 
  are permitted. 
  • 
  Spells that do damage only to a foe, such as magic 
  missile, are allowed, but only in self-defense.  
  • 
  Spells that damage a wide area, like fireball, bring a 
  prosecution for property damage and any other 
  relevant charges included murder, except in 
  exceptional circumstances. 
  • 
  Spells that are mentally intrusive, like detect evil, are 
  frowned upon. Spells that can be used for a variety of 
  illicit purposes, like invisibility, are also disapproved 
  of. However, the use of either type of spell is legal. 
   
  In regards to weapons the rules are: 
  • 
  It is legal to carry the following weapon types: 
  dagger, dart, sling, staff, club, hammer and other 
  similar weapons. They should be tied to one’s belt or 
  in a scabbard whenever possible. 
  • 
  Swords, axes and other similar weapons may be 
  carried through the streets but they must be in a 
  scabbard or leather head-case. Characters wanting to 
  carry such weapons in the city must purchase a 
  license (5 gp for one-handed, 20 gp for two-handed 
  weapons). Licenses are valid for one week. 
  • 
  Polearms, spears and other large weapons such as 
  crossbows and bows are banned. Visitors must 
  deposit these with the Guild of Nightwatchmen who 
  maintain a secure storage facility warded with 
  powerful magics maintained by the Guild of 
  Wizardry. 
   
  Note: If PCs try and get around these restrictions by 
  buying weapons in the city they will be very securely 
  wrapped and bound by the seller. Normally, PCs can hide 
  weapons in extra dimensional spaces without fear of their 
  discovery. 
   
  TWO MINOR LAWS 
  Greyhawk charges a 3 gp Freesword Tax to any 
  adventurers entering the city. Without this, adventurers 
  can’t talk with any patrons, or sell any loot. 
   
  Greyhawk prohibits owning, and thus selling, any 
  idol or symbol of any Evil deity. Individuals finding such 
  items must turn them over to the authorities to be 
  destroyed. If the PC wishes, illegal idols can be snuck into 
  the city if they could have been hidden from the guards 
  in 
  the 
  first 
  place 
  (perhaps 
  in 
  a 
  pocket, 
  an 
  extradimensional space, or perhaps via invisibility). Warn 
  the player that if they are caught, they earn the Arrested! 
  AR item (see below). 
   
  BREAKING THE LAW 
  If a PC wants to avoid paying the fees listed above, he can 
  usually smuggle the contraband items past the guards. 
  Doing so requires a DC 10 Wisdom check to avoid 
  attracting suspicion and provoking a search. The guards 
  also perform random searches, and these will be specified 
  
  COR7-03 Second Chances 
   
  Page 31 
  in adventures from time to time. If a PC is caught 
  smuggling, he is punished as noted below. 
   
  If a PC is caught carrying illegal weapons inside the 
  city, the weapons are confiscated until he leaves, and the 
  PC is fined 10% of the value of the confiscated weapons 
  (to a maximum amount of 100 gp x APL). 
   
  If a PC uses a damaging spell in a non-life 
  threatening situation they are fined 10 gp x APL. If they 
  kill someone, it if treated as murder. 
   
  Use of an area damaging spell (fireball, for example) 
  attracts a fine of 100 gp x APL. 
   
  Use of intrusive spells does not attract a fine, but the 
  caster suffers a -2 circumstance penalty on all Diplomacy 
  checks against people who saw him cast the spell (or have 
  been told he did so). 
   
  These fines are halved if the offender was defending 
  the city or helping the authorities in some way when you 
  commit the offense. They may be waived by the 
  adventure text. 
   
  Being caught smuggling in an animal requires the 
  offender to buy a license and pay a fine equal to double 
  the cost of the license. This must be paid even if the 
  animal is already dead. 
   
  Those avoiding the Freesword Tax caught talking 
  with patrons or selling the proceeds of their adventurers, 
  are fined 1,000 gp and treated as if they are smuggling all 
  items found with you.  
   
  The penalty for worshiping an Evil deity is either 
  death (for cult leaders and priests) or confiscation of all 
  goods and banishment for all other involved individuals. 
  Those caught with an icon or holy symbol of an evil deity 
  have all their goods confiscated and are banished from 
  the city (unless they can prove they were about to hand 
  the item over to the authorities or a good-aligned church 
  for destruction).  
   
  AVOIDING THE PENALTY FOR BREAKING 
  THE LAW 
  Once you’ve been caught, there remains one way to avoid 
  the penalty – commit another crime. Namely, bribe the 
  City Watch. Greyhawk being what it is, this is almost 
  expected. Bribery is a simple matter of offering the City 
  Watch some portion of the expected fine to simply look 
  the other way. Treat this as a Diplomacy check with the 
  City Watch being indifferent. If they become unfriendly, 
  you must pay the full fine. If they remain indifferent, you 
  must pay 80% of the fine. If they become friendly, they 
  only take 60% of the fine. And if you make them helpful, 
  they let you off for only 40% of the normal fine. 
   
  Additionally, some AR favors from previous 
  adventures provide exemption from some of the rules of 
  the city or make avoiding those rules harder (this list will 
  be periodically updated to include relevant favors from 
  recently released adventures): 
   
  COR3-12 Traitor’s Road – Wrath of the 
  Greyhawk Assassin’s Guild: For the duration of this 
  disfavor, you always get searched when entering the City, 
  and can never make the City Watch helpful with a bribe 
  attempt. 
   
  COR6-03 Riders of the Grave – Nightwatch: 
  Members in good standing of the Nightwatch are exempt 
  from all weapon restrictions in the City. 
    
  COR5-04 Desecrators of the Lord’s Tomb – 
  Thanks of the City Watch: The luxury upkeep includes 
  free licenses, and automatic helpful results on any bribe 
  attempts with the City Watch. 
    
  COR5-05 A Marked Man – Disfavor of Skaelin: 
  In addition to direct confrontations, members of the 
  Thieves’ Guild will inform on you if you use contraband 
  weapons or damaging magic in any public place. 
    
  COR5-19 Retribution – Nemesis of the Thieves’ 
  Guild: You always get searched when entering the City, 
  and can never make the City Watch helpful with a bribe 
  attempt. 
   
  COR6-10 Murder in Elmshire – Favor of the City 
  Watch: The rich upkeep includes free licenses, and 
  automatic friendly results on any bribe attempts with the 
  City Watch. 
    
   
  Arrested! 
  The AR for all adventures set in the Free City has the 
  Arrested! item. If a PC runs afoul of the law, they are 
  immediately incarcerated and penalized the noted 
  number of TUs. This is by decision of the DM, and the 
  arrest of the PC occurs by fiat; you don’t need to play out 
  the arrest, it simply happens. 
   
  A comprehensive list of what warrants arrest is 
  beyond the scope of these notes, but in general common 
  sense should prevail. Non-capital crimes include assault, 
  theft, magical coercion of a citizen (charm, dominate), 
  obtaining illegal items (such as sealed court records), 
  gross property damage (such as the careless use of fireball), 
  and so on. For such offenses, the PCs suffer the listed loss 
  of TUs. 
   
  More serious crimes, in general, would be evil acts 
  and as such are prohibited in the Living Greyhawk 
  campaign. 
   
  In all cases, you should always warn player(s) taking 
  actions that will lead to arrest. Less serious cases of 
  smuggling are dealt with as detailed above, and do not 
  result in any TU penalty. 
   
  Arrest takes place as soon as possible given the 
  circumstances of the adventure. If a PC wishes to 
  continue the adventure, they may post bail for non-
  capital crimes. This bail amount is equal to the “Treasure 
  Cap” amount listed for the table’s APL in the adventure 
  Treasure Summary section. If paid, the PC is released. 
  PCs may contribute to another’s bail. The bail deposit is 
  returned at the end of the adventure. Note that posting 
  bail does not absolve a PC of the TU penalty for being 
  arrested – it just allows them to continue with the 
  adventure. The process of being arrested, brought before 
  a magistrate, and posting of bail takes roughly two days. 
  
  COR7-03 Second Chances 
   
  Page 32 
  PLAYER HANDOUT 1 
  DIARY OF LADY NARA SHEE 
  The following entries are all dated in the week immediately prior to Lady Nara’s murder. The last entry before the 
  murder has been bookmarked with a folded slip of paper. The pages are yellowed and dog-earned, and the cover is fine 
  but worn leather, dyed blue. The script is feminine, written by a steady hand. 
   
   
  Starday 14th: Ardent spent all of last night gallivanting around with Verno. I swear, he should have married that gnome 
  instead of me – he spends more time with him, after all!! And he wonders why I’m so unhappy. Edrayne is pleasant enough company, 
  and she’s been sworn to secrecy, but I am a woman with desires, and if my husband insists on absenting himself and foreswearing his 
  marital vows, why shouldn’t I do the same? 
   
   
  Sunday 15th: Still recovering from last night… Ardent asked me why I was so tired, so I told him that I’d been out late 
  spending his money. Ohh, he got so angry when I said that! And not a lie, that, but I didn’t bother telling him on whom the money 
  was being spent. We spent the next two hours arguing. I need to go tomorrow and buy two more vases, and apologize to Edrayne for 
  the mess. I’ll have to hide my purchases, lest Ardent throw them out – or burn them, given his mood. 
   
   
  Moonday 16th: Ardent brought Verno home with him tonight, and the two of them spent the night in the salon, deep in their 
  cups. I tried to climb out the window but nearly broke my neck. It was that little gnome’s idea to bring him back home, I’m sure of it, 
  and now I can’t go to my evening rendezvous tonight because of it. How I’d love to wring his little neck! 
   
   
  Godsday 17th: Spent last night making up for lost time… it was sheer bliss. Would that there was a way for me to leave 
  Ardent, but I won’t return to the life of a commoner. Until I figure out what to do, I’m stuck here. I feel so trapped, and it’s only when 
  I’m away from the house, snuggled beneath the blankets, do I feel truly alive, awake, and complete. But the more deeply I become 
  involved in this affair, the more guilt I feel about it. All but a child know that two wrongs don’t make a right. 
   
   
  Earthday 19th: I had a breakdown tonight, and spent most of the night in tears. Thankfully Ardent wasn’t here to see it – I 
  never thought I’d be happy to see my husband away. Edrayne has been consoling me and giving me good advice, I think I need to end 
  things before they get any more out of hand. What I am doing is wrong, and even if I can overlook that, I stand to lose everything I’ve 
  gained by this marriage if I’m found out. Tomorrow I’ll end it, and have another go at fixing things up between Ardent and I. 
  
  COR7-03 Second Chances 
   
  Page 33 
  PLAYER HANDOUT 2 
  THE BOOKMARK 
  Opening the folded piece of paper, you find the following written upon it. The handwriting matches that of the author 
  of the diary. 
   
  Waterday 18th 
   
  Edrayne, 
   
  Here’s the list: 
   
  “Essence of Jasmine” perfume 
  Scented bath oil – jasmine or lavender 
  Lavander bath soap 
  Flowers – pink carnations 
   
  N 
    
   
   
  
  COR7-03 Second Chances 
   
  Page 34 
  DM MAPS 
   
  ENCOUNTER 2 
   
   
   
  
  COR7-03 Second Chances 
   
  Page 35 
  ENCOUNTER 8 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR7-03 Second Chances (3E).pdf