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 the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
   
  ESA6-05 
   
   
   
   
   
   
   
  A Point of View 
   
  A One-Round D&D LIVING GREYHAWK®  
  Splintered Sun Meta-Regional Adventure 
  Version 1.0 
   
  by Sampo Haarlaa 
  Circle Reviewer: Pieter Sleijpen 
  Reviewer:  Pierre van Rooden 
  Playtesters: Adam Cowan, Andrew Cowan, Stephen Daniels, Robert Hambly, Nicoloeschja 
  Kniese, Stefan Lang, Gavin Schultz, Richard Smart, Fabian Stiller, Martin Veldhuisen, Wolf 
  Vituscheck  
   
  Since 590CY, the Ahlissans have worked to build a fortification to guard the Adder’s Pass that separates Principality of 
  Naerie from the Kingdom of Sunndi. The work is nearing completion but acts of sabotage have hindered the progress. 
  Perhaps you can discover what is really going on? A one round meta-regional set in Principality of Naerie for character 
  levels 1-11 (APL 2-8). Recommended for groups of adventurers who do not have conflicting loyalties. 
   
  Resources for this adventure [and the authors of those works] include Arms & Equipment Guide [Eric Cagle, Jesse 
  Decker, Jeff Quick, James Wyatt], Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Warrior 
  [Andy Collins, David Noonan, Ed Stark], Ivid the Undying [Carl Sargent], NAE6-03 Sharafon [Sampo Haarlaa], NAE6-04 
  Fair Amount of Intrigue [Dan Hass], TSS4-01 Verdant Trail [Pierre van Rooden], TSS4-04 Crossfire [Pieter Sleijpen], TSS5-04 
  The Sun and The Nightingale [Nick Silverstone, Sampo Haarlaa], and ESA6-03 Shattered [Pierre van Rooden]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing 
  D&D® campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table Dungeon Master (or usually just 
  DM). Sometimes (and almost all the time in the cases of 
  home events) the senior gamemaster is also the table DM. 
  You don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING GREYHAWK 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth one (1) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D 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. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1. For your convenience, 
  that appendix 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).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round 
  up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  on their choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher or 
  ESA6-05 A Point of View                                 
   
  Page 2 
  
  lower than the APL at which this adventure is being played, 
  that character receives only one-half of the experience 
  points and gold for the adventure. This simulates the fact 
  that either the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach the 
  objectives. 
   
  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. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Splintered Suns Metaregional 
  adventure, set in the Adder’s Pass in the Principality of 
  Naerie in Ahlissa.  Characters native to the Splintered Suns 
  meta-region pay one Time Unit per round, all others pay 
  two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as 
  may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability damage as if 
  he or she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Dawn across the land, return to ancient creed. Mother, Father, and 
  child. Now and ever be. Praise the wind and the rain. Praise the 
  joy and pain. Never havoc cry nor loose the dogs of war. 
   
   
   
  - VNV Nation: “Outremer” 
   
  The seeds of this adventure were planted in 592 CY when 
  Idee Volunteers (a rebel organization opposing the 
  Ahlissan presence in Idee) suffered a defeat against 
  Ahlissan forces near the Hollow Highlands. Their leader 
  Staceus of Felten was killed and the few survivors scattered 
  to the Hollow Highlands or were taken prisoner. One of 
  the prisoners was a young idealistic cleric of Trithereon 
  named Kal, who was captured by a Hextor worshipping 
  soldier named Einhor and then sent to the Calling Mines. 
   
  During the prisoner rebellion of 594 CY (TSS4-04 
  Crossfire), Kal escaped from the Calling Mines into the 
  Hollow Highlands. He disappeared into into Underoerth 
  where he ran across a group of grimlocks. Kal defeated 
  their leader and he became their “leader”, living with the 
  grimlocks as one of their own for a year. 
   
  Early in 595CY a mysterious Oeridian man came to 
  him and offered a chance for revenge. The grimlocks 
  seemed to know this individual and did not raise their 
  hands against him. Kal’s mind was already weak due to 
  years spent in the Calling Mines it took little for this 
  newcomer to change Kal's allegiance to Kurell, Oeridian 
  deity of revenge, though in his own mind Kal was still a 
  Tritheronite. In his madness he simply cannot see anything 
  wrong with his association of evil creatures. 
   
  His first chance for revenge came in early 596 CY 
  when Kal was sent to a royal fair in Naerie (NAE6-04 Fair 
  Amount of Intrigue), where he managed to kill Einhor (who 
  was afterwards raised from dead). However, he was not 
  careful enough and in fear of pursuit quickly relocated to 
  the village of Thurbrush. There he killed two Idee 
  Volunteers sent to apprehend him, before fleeing back to 
  the Hollow Highlands. 
   
  Encouraged by this mild success, the mysterious 
  contact has sent Kal on a mission to Adderstone, near the 
  border of Naerie and Sunndi. He is to sabotage the 
  construction work there in an attempt to elevate the 
  position of Beddas Haxx. A few days ago, Kal also received 
  word that another Kurell worshipper had been captured 
  and needs rescuing. This person, Elrac Unnar is actually 
  member of Midnight Darkness (an evil organization from 
  the former Great Kingdom) but Kal does not know that. It 
  suits Kal’s mysterious contact to help and rescue him. 
   
  Beddas Haxx is not a nice person. In fact, he is poster 
  boy for the extremist teachings of Hextor and fully believes 
  that the re-birth of the Great Kingdom must be achieved 
  through force. ‘Rebel provinces’ such as the ‘Kingdom’ of 
  Sunndi must be brought back under Ahlissan control 
  through force of arms. These ideas do not go down well 
  with Overking Xavener or prince Barzhaan, current ruler of 
  Naerie and a relative, seriously imposing his chance of 
  promotion. 
   
  Beddas is an administrator in Adderstone which was, 
  until recently, a relatively insignificant village on the other 
  end of Adder’s Pass. When Barzhaan ordered a castle to be 
  built there, its population tripled. Dwarf workers from the 
  Iron Hills were hired, led by overseer Witigan, to guide a 
  workforce of war prisoners, common laborers and local 
  experts. Beddas hopes that if he proves himself loyal to 
  Barzhaan, he might get into position where he can try to 
  provoke people of the Hollow Highlands or even Sunndi to 
  launch attacks into Naerie, thus justifying a counterattack. 
  He does not yet have control of the garrison but the 
  ongoing construction gives him a chance. 
   
  Benrad Lyrthi commands the Adderstone garrison. 
  Until recently he was a Hextorite, but has now abandoned 
  Hextor’s teachings as too extreme, though whether he 
  turns to Zilchus, Heironeous or something else is yet to be 
  ESA6-05 A Point of View                                 
   
  Page 3 
  
  seen. Beddas is determined that he can kill two birds with 
  one stone by sabotaging the construction. Beddas has 
  received word about Kal and what he is going to do. Beddas 
  plans to use Kal to delay construction just long enough that 
  Benrad will lose face and possibly get sacked from his 
  position, giving Beddas control of the garrison. Afterwards 
  he can capture Kal and execute him, so Beddas can elevate 
  himself in the eyes of Prince Barzhaan. 
   
  The PCs happen upon all of this, and either they 
  become unsuspecting pawns for Kal or Beddas or help 
  Benrad to keep order and finish the construction in time. 
   
  Theme: The theme of this module is “appearances can 
  deceive you”. Many might see Ahlissa as the enemy nation 
  here, but the current leadership in Naerie seeks to avoid 
  conflict with surrounding nations. 
   
  ADVENTURE SUMMARY  
  Introduction: The PCs are asked by an Ahlissan or 
  Sunndian employer to travel to Adderstone and investigate 
  what is happening there.  
   
  Encounter 1 [Trouble in the Castle]: Creatures scared by 
  recent tremors in the Hollow Highlands rampage through 
  town. 
   
  Encounter 2 [Construction Problems]: After the fight, 
  the PCs are either asked by Beddas to guard one of the 
  towers, or by Kal, through his familiar Vilryl, to sabotage it 
  for the Idee Volunteers, and to rescue a prisoner. 
  The PCs need to choose a side: the Ahlissans or the 
  “Idee Volunteers”. How things go from there depends on 
  the PCs actions.  
   
  Encounter 3a [Encounters in Adderstone]: This section 
  describes the town of Adderstone. 
   
  Encounter 3b [Towers of Adderstone]: This chapter 
  describes the fortifications and the castle. This section only 
  details actual locations of the fortification. Combats the PCs 
  face are detailed in other parts. 
   
  Encounter 4 [Good Guys Don’t Always Do the Right 
  Thing]: During the first night that the PCs stay on guard 
  the tower, outsiders attack it. 
   
  Encounter 5 [All Roads Lead to a Bar]: This encounter 
  describes the Serpent’s Bite Tavern, a house of ill-repute in 
  Adderstone, ran by a bitter woman named Erlinja. 
   
  Encounters 6 [Agent of Revenge]: The PCs locate and 
  face Kal in a camp outside Adderstone.  
   
  Encounter 7 [Mission Briefing]: If the PCs accept to side 
  with the Idee Volunteers, Vilryl meets them in the evening 
  with a word of recall scroll, and a letter asking the PCs to 
  liberate a prisoner form the castle.  
   
  Encounter 8 [Into the Tower]: The PCs need to get into 
  the fort and sabotage it and/or free the prisoner. Refer to 
  Encounter 3b for tower features. The prisoner that they are 
  to rescue attempts to double cross the PCs and leave them 
  behind. 
   
  Encounter 9 [Pursuit]: Flying monsters pursue the PCs as 
  they flee Adderstone to the Sunndi border. 
   
  Conclusion: The adventure ends with the PCs either 
  escaping over the border, or receiving their rewards from 
  the Ahlissans. 
   
  PREPARATION FOR PLAY 
  Be aware that PCs are in an environment where NPCs are 
  quite powerful, possibly more than the PCs, but who 
  nonetheless need their services or whose goals can be 
  defeated by the PCs. Taking on the entire garrison is not 
  the goal of the adventure.  
   
  Also note that worshipping Trithereon, a popular deity 
  elsewhere in the Splintered Suns, is punishable by death in 
  Naerie. Foreigners, and Ahlissans not from Naerie, who 
  flaunt their allegiance are taken through Adder’s Pass and 
  booted over the border of Sunndi since Prince Barzhaan 
  discourages executing citizens of other nations. Citizens of 
  Naerie worshipping Trithereon are executed immediately. 
   
  All NPCs except the forced laborers and the dwarfs 
  (who merely see this as another job), are loyal to the current 
  order and are mostly Lawful Neutral. It is possible that the 
  prejudice of the PCs, many who are antagonist of Ahlissa, 
  causes them to side with evil. Aside from Beddas (who is 
  beyond the PCs reach), there are no truly evil individuals in 
  this scenario. Kal himself is a mentally scarred, even insane, 
  individual as a result of his imprisonment; a far cry from 
  the idealistic Tritheronite he was until four years ago. If a 
  divination spell is cast, the following rhyme is uttered.  
   
  “Misguided fool, fighting for a cause of good, working towards his 
  own doom.” 
   
  There is the possibility of apprehending Kal before he 
  summons outsiders through his scroll of planar ally. It is 
  quite possible that the story goes outside the written path 
  and you should be ready to improvise things as appropriate. 
  The actual AR has several items that the PCs may or 
  may not find, so care should be taken when filling it out. 
  Most of the experience is dependant on whether or not PCs 
  achieve their objective, so it is still possible to earn full 
  experience without necessarily fighting every possible 
  opponent. 
   
  Since much of this module takes place outside, the 
  light of Oerths moons enables characters with low-light 
  vision to see normally during the night. Characters without 
  low-light vision or darkvision treat everything as shadowy 
  illumination, providing concealment to all opponents 
  unless they carry a light source of their own. 
   
  If an alarm is raised before the PCs are in the castle 
  (such as when stealing keys from Witigan), any place that is 
  ESA6-05 A Point of View                                 
   
  Page 4 
  
  guarded has double the number of guards instead of the 
  marked amount. 
   
  Benrad Lyrthi is known for keeping trustworthy 
  people around him. As a result, the Ahlissan soldiers in this 
  module cannot be bribed but laborers are not so 
  untouchable and a few coins (1 gp x APL) can get PCs 
  worker uniforms, tools and so forth.   
   
  Maps: No other locations except the fortification number 4 
  and Kal’s camp have been mapped. Other areas should be 
  relatively free of large terrain features but can certainly 
  include some rocks, bushes and other terrain to add a 
  tactical element to combats. 
   
  INTRODUCTION 
  This adventure can start either in New Keep or Naerie City. 
  New Keep is for those who have a favorable standing with 
  the Iron League or Jade Mask, or who have a favor with 
  Cecila Avon. Naerie City is for those who have a favorable 
  standing with Ahlissa, the temple of Zilchus, or the Royal 
  Guild of Merchants of Aerdy. If PCs have no favors, or 
  favors with both, let them choose a location. 
   
  If the PCs start in Naerie City, they are asked to meet 
  with Towrin Ghan in the Headquarters of the Royal Guild 
  of Merchants of Aerdy in Naerie City (conveniently next to 
  the temple of Zilchus).  
   
  Read the following, re-phrasing this if the PCs have no 
  favors with Ahlissa, the Royal Guild, etc.  
   
  “I am glad you could make it”, says Towrin Ghan, as 
  sunlight floods through the windows of the 
  headquarters of the Royal Guild of Merchants of 
  Aerdy.  
   
  “Here, have some refreshments while I explain”. 
   
   
     
  Towrin waves his hand and a manservant brings a 
  tray with cups of a steaming black liquid, milk and 
  cakes. 
  “The Royal Guild has some need for your services. 
  As you perhaps know, the army has been building 
  fortifications in Adderstone to guard against a 
  possible attack from the Kingdom of Sunndi and to 
  make it harder for rebel elements to slip into Naerie. 
  Recently, there has been some trouble, mainly in 
  the form of sabotage, which has delayed the 
  construction. The army does their own patrolling and 
  guarding, but we feel that adventurers such as 
  yourself might be better suited in uncovering the 
  truth about the matter and revealing what is really 
  behind it. 
   
  The Guild will obviously compensate you for [50 
  gp x APL] if you accept this mission. Any questions?”  
   
   
  The drinks offered are made from seeds of coffee plants, 
  which were recovered from a captured Scarlet Brotherhood 
  ship.  
   
  A DC 15 Knowledge (local: The Splintered Suns) 
  check reveals that Towrin protects the guild’s interests in 
  the whole Principality, and is effectively its leader. 
  Succeeding by 5 or more reveals that he becoming the 
  leader was a bit of a surprise, and that rumors say that 
  Yarleven, high priest of Zilchus in Naerie, literally has him 
  “in his pocket”. 
   
  � Towrin Ghan: Male human (Oeridian) (Ftr5/Exp3; 
  AL LN). 
   
  Appearance: A physically imposing Oeridian man with 
  dark hair and a nicely trimmed beard.  
   
  Personality: A courteous but very direct individual. He 
  was originally a soldier and this still shows in his behavior.  
   
  Towrin knows some general details about Adderstone. Use 
  the following information to answer PCs questions. 
  • 
  Adderstone is a small “town” that has developed 
  rapidly over the past few years, though most of it's 
  approximately 1000 inhabitants are either Ahlissan 
  soldiers or old Scarlet Brotherhood prisoners of war 
  who are used as forced labor. 
  • 
  A small contingent of dwur is also present to direct the 
  construction. Their leader is called Witigan.  
  • 
  The series of guard towers, along with walls around 
  Adderstone are being built on orders of Prince 
  Barzhaan Haxx to protect Naerie against possible 
  Sunndian attack from Adders Pass. 
  • 
  His younger brother Beddas Haxx is the ruler of 
  Adderstone.  
  • 
  The Castle was supposed to be ready in the latter part 
  of 596 CY. Construction started 590 CY and up to 593 
  CY, Idee Volunteers mounted several attacks against it. 
  After that only few incidents occurred and these most 
  recent sabotages started at the middle of 596 CY 
  • 
  The sabotage has mainly been small scale but quite 
  effective nonetheless. Scaffoldings have collapsed (a 
  few deaths have occurred as a result), tools have been 
  sabotaged and wooden beams which were going to be 
  used for construction have been burned. (DM info: 
  This was mainly done by Vilryl, using his invisibility.) 
  • 
  Garrison commander Benrad Lyrthi seems unable to 
  deal with matter. 
   
  If the PCs start in New Keep, they are asked to meet with 
  Cecila Avon in the Queen Halls (a center of learning in 
  New Keep, which also has shrines to Lydia, Boccob, and 
  Lirr). 
   
  Read the following, re-phrasing this if the PCs have no 
  favors with the Iron League, Jade mask, or Cecila Avon. 
   
  “I am glad you could make it”, says Cecila Avon, as 
  sunlight floods through the windows of the Queens 
  Hall library.  
   
  “I have need for your services again. Let me 
  explain: 
  The 
  Ahlissans 
  have 
  been 
  building 
  fortifications at the other end of Adder’s Pass for 
  several years now and they are nearing completion. 
  My divinations have told me that completion of this 
  work can have negative effects for Sunndi but I do not 
  know how. I would like you to go there and find out 
  ESA6-05 A Point of View                                 
   
  Page 5 
  
  what you can of the fortification, pick up any news 
  and rumors you can and then report back to me. I will 
  of course compensate you for [50 gp x APL] if you 
  accept this mission. Any questions?”  
   
  Cecila Avon has occurred in various scenarios, and thus 
  PCs may recognize her. 
   
  A DC 20 Knowledge (arcana) check reveals that Cecila 
  Avon is an expert in enchantments and elemental magic. 
  Members of the Queens Halls meta-organization know this 
  automatically. 
   
  � Cecila Avon: Female Half-elf Diviner7/Loremaster2; 
  AL CG; 
   
  Appearance: A half-elf with blond hair that is tied to a 
  bun. She is a bit pale but has captivating grey eyes.  
   
  Personality: A nice woman but rather detached. Has 
  difficulty in seeing other peoples’ point of view. 
   
  Cecila’s divinations were cast on the behest of the Veil of 
  the Sun – the Sunndi section of the Jade Mask – to benefit 
  the Iron League. She only reveals this if the PCs have a 
  favorable standing with the Iron league, and warns them 
  that revealing themselves to be allied to the Iron League 
  may not go down well with the Ahlissans. 
   
  Cecila knows the same general details of Adderstone as 
  Towrin Ghan (see above) and can answer them if the PCs 
  ask.  
   
  If specifically asked about her divinations, Cecilia 
  reveals the following: 
   
  “The paths of fate are always unclear. I managed to 
  discover a few clues, but did not have time to look at 
  them yet. Apparently, this started with a battle fought 
  in 592 CY. The Calling Mines somehow tie into it as 
  well… 
   
  Whatever threatens Sunndi is in Adderstone now, 
  or at least it was two days ago. I cannot divine more 
  until I have more solid information.” 
   
  Cecilia has not yet had time to look into these hints but if 
  the PCs wish to do so, the Queens Halls (which contain a 
  lot of information regarding the nations that used to make 
  up the Great Kingdom) are at their disposal.  
   
  PCs whose home region is Ahlissa (Naerie) gain a +2 
  circumstance bonus to all checks. This stacks with any 
  bonuses from membership of the Queens Halls meta-
  organization. 
   
  A DC 15 Knowledge (local: the Splintered Suns) check 
  reveals that in 594 CY, there was a rebellion in Calling 
  Mines. Many prisoners escaped to the surrounding lands. 
  PCs who were part of this rebellion (TSS4-04 Crossfire) know 
  this automatically. 
   
  A DC 20 Knowledge (history) or Bardic knowledge 
  check identifies that in 592 CY Idee Volunteers, an 
  organization 
  opposing 
  the 
  Ahlissan 
  presence 
  in 
  Idee/Naerie, had several fights with Ahlissan troops but at 
  the end of that year were decimated by the Ahlissan armies 
  in a battle at the Hollow Highlands. Among the dead was 
  the group’s founder, Staceus of Felten.  
   
  A DC 30 Knowledge (nobility and royalty) check 
  reveals that both Beddas and Benrad Lyrthi are Hextorites. 
  Haxx is the ruling house of Naerie while Lyrthi is a minor 
  noble house originating in Idee.   
   
  Treasure: Towrin Ghan or Cecilia Avon give the PCs their 
  money after successful completion of the mission. 
   
   
  APL 2: Coin: 100 gp 
   
  APL 4: Coin: 200 gp 
   
  APL 6: Coin: 300 gp 
   
  APL 8: Coin: 400 gp 
   
  Development: Once the PCs have finished asking 
  questions, they may proceed to Adderstone and Encounter 
  1. It takes approximately two days to reach Adderstone 
  from New Keep and a bit over a day from Naerie City.  
   
  ENCOUNTER 1: 
  TROUBLE IN THE CASTLE 
  Give the players Player’s Handout 1 to get an overview of 
  the place. Depending on the direction the PCs are coming 
  from, this encounter happens at tower 1 or 4. 
   
  After your journey, the fortifications of Adderstone 
  are now in front of you. The town itself appears 
  unremarkable but the four watchtowers guarding the 
  entrance to the Adder’s Pass and the walls around the 
  village are definitely impressive. Large numbers of 
  Ahlissan soldiers patrol the area. When you get nearer, 
  it is easy to see that two of the towers still seem be 
  under construction. In the east, a large caravan is 
  approaching towards Adderstone. 
   
  The caravan is coming from the direction of Naerie City. 
  One of the unfinished fortifications is almost done and 
  should not take long to finish while other is missing a good 
  part of its second tower (this is the one that PCs will protect 
  or try to sabotage). If PCs look around, a DC 25 Spot check 
  allows them to notice a large flock of birds taking flight in 
  the nearby Hollow Highlands. Those who notice the birds 
  may wish to take action. Allow them to do something such 
  as casting a spell. Read the following afterwards: 
   
  “Without warning, the ground shakes and a faint 
  rumbling echoes from the Hollow Highlands. Nearby, 
  some people fall over as they fail to maintain the 
  footing but the quake is brief and only lasts for a few 
  moments. All the buildings in Adderstone seem to 
  have 
  weathered 
  it 
  but 
  some 
  trouble 
  ensues 
  nonetheless. The wooden scaffolding next to a nearby 
  tower sways slightly and parts of it fall off. Two dwarf 
  workers leap aside in the nick of time as the entire 
  structure comes down, along with several workers 
  who were still on it.” 
   
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  The PCs have 10 rounds before the monsters appear and 
  they might feel the need to go and help the workers (who 
  are 120 ft. away from PCs at the start). You should have each 
  character make an opposed Move Silently vs. Listen check 
  against the monsters. The monsters receive a +5 
  circumstance modifier. Anyone with the stonecunning 
  ability or 5 ranks in Knowledge (dungeoneering) gets a +2 
  circumstance bonus to this check. You can let the monsters 
  Take 10, in which case the scores to beat are: APL 2: 17, APL 
  4: 15, APL 6: 17, APL 8: 15 (which includes the 
  circumstance modifiers mentioned above). 
   
  If the PCs succeed, they hear a soft rumbling noise and 
  feel a soft tremor and they can act in the surprise round. 
  The monsters burst through the ground on their own 
  initiative and cannot be attacked before that time, but it 
  allows characters to ready an action, cast a spell, etc.
   
  Since the monsters are assumed to move within 10 ft. 
  of the characters and then burrow the rest of the way 
  during the surprise round (except on APL 2), a special 
  notice should be included if any character (or animal 
  companion and wizards familiar) has a tremorsense ability 
  that extends 10 ft. or more. In this case, you can assume 
  there is no surprise round because of this early warning.  
   
  Terrain: There is a wall with the collapsed scaffolding 
  adjacent to it. The rubble of the scaffolding counts as 
  difficult terrain, costing double movement to enter and 
  imposing a -2 penalty on Balance and Tumble checks. 
  Scattered about are piles of cobblestones for road work 
  (which grant cover for those hiding behind it), and count as 
  difficult terrain as well. 
   
  Creatures: Because of the recent quakes, many burrowing 
  creatures have had their life complicated by collapsing 
  tunnels and other such hazards. These creatures were 
  hunting underground when the quake struck. Now they 
  are in a bad mood and decide to search for food above 
  ground. 
  Besides 
  these 
  creatures, 
  describe 
  other 
  ankhegs/umber hulks or another bulette coming from the 
  ground in the distance and Ahlissan soldiers attacking 
  them/it, so local authorities don’t appear inactive. 
   
  APL 2 (EL2) 
  � Monstrous centipede, medium (8): hp 4 each; see 
  Monster Manual page 286. 
   
  APL 4 (EL4) 
  � Ankheg (3): hp 28 each; see Monster Manual page 14. 
   
  APL 6 (EL6) 
  � Advanced bulette: hp 117; see Appendix 3. 
   
  APL 8 (EL8) 
  � Umber hulk (2): hp 71 each; see Monster Manual page 
  248. 
   
  Tactics: 
  APL2: 
  Since 
  centipedes 
  don’t 
  have 
  the 
  tremorsense or burrowing ability, they emerge from holes 
  that were caused by a recent earthquakes and are obscured. 
  Choose four of the player characters and place the hole 
  within 4 squares of them. The hole cannot end up on an 
  occupied or obscured square. The centipedes swarm from 
  these holes (2 from each hole) and attack everything they 
  can reach. They fight to the death. Nothing special is found 
  in these holes if PCs investigate it. 
   
  APL4/6: Since ankhegs/bulettes have tremorsense and 
  a burrow speed, they use this to get close to characters. 
  Every ankheg/bulette chooses a separate target for itself 
  according to its weight and size, preferring small or lightly 
  armored targets (tremorsense gives an idea of the targets 
  weight) and burst from the ground to attack their selected 
  target (if this turns out to be an elf, the bulette moves to 
  another target). If the ankheg/bulette kills somebody, it 
  burrows back into the ground to eat their catch if they can 
  do this without provoking an attack of opportunity. Note 
  that since the bulette is huge and only burrows 10 ft. a 
  round, it is still partially visible after the first move. If 
  dropped to 10 hit points or less, the ankhegs use their acid 
  spits and flee by burrowing away while the bulette flees if 
  reduced to 25 hit points or less. 
   
  APL8: Umberhulks choose light targets for their 
  physical attacks and direct their confusing gaze against 
  heavily armored targets, hoping to finish their melee 
  targets in leisure. If they manage to drop their target, they 
  pick it up and burrow back underground. The tower guards 
  are familiar with the umberhulks’ gaze (having fought them 
  before) and use ranged weaponry. 
   
  Treasure: These monsters carry no treasure. 
   
  Tower Guards: (see Encounter 8) These guards are present 
  (aside from dog/worg) to assist characters in this fight. 
  Their presence grants a –2 EL modifier to this encounter, 
  except on APL 8 where ranged attacks might not make that 
  much impact and the modifier is only -1. Afterwards PCs 
  can talk to Lieutenant Anshal. Make sure that even if other 
  guards happen to die, Anshal survives. If any guards die, 
  the full number of guards is still present in Encounter 8. 
   
  APL 2 
  � Lieutenant Anshal: hp 15; Female human (Oeridian) 
  Clr2; see Appendix 1. 
  � Guards (6): hp 5 each; Male human (Oeridian-Suel) 
  War1; see Appendix 1. 
   
  APL 4 
  � Lieutenant Anshal: hp 27; Female human (Oeridian) 
  Clr4; see Appendix 2. 
  � Guards (6): hp 12 each; Male human (Oeridian-Suel) 
  Ftr1; see Appendix 2. 
   
  APL 6 
  � Lieutenant Anshal: hp 33; Female human (Oeridian) 
  Clr5; see Appendix 3. 
  � Guards (6): hp 31 each; Male human (Oeridian-Suel) 
  Ftr3; see Appendix 3. 
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  APL 8 
  � Lieutenant Anshal: hp 39; Female human (Oeridian) 
  Clr6; see Appendix 4. 
  � Guards (8): hp 40 each; Male human (Oeridian-Suel) 
  Ftr4; see Appendix 4. 
   
  Development: Currently there are 4 workers (3 humans 
  and 1 dwarf) trapped under it while two dwarf workers try 
  to free them. Those trapped count as entangled and require 
  a DC 20 Strength check to be freed. Of the trapped 
  workers, only the dwarf is still able to move. Others have 
  taken damage and are bleeding. The two dwarf workers 
  attempt to stabilize the workers and then pull them free. If 
  the PCs kill any dwarfs, such as through an area effect spell, 
  they get wanted for murder in Ahlissa. Workers count as 
  government property, instead of persons, and killing them 
  is penalized by a light fine due to mitigating circumstances. 
   
  � Dwarf workers (Ranuf, Gemil, Elran): Male dwarf 
  Exp2 (LN, Str 12, Craft (Stoneworking) +6, Heal +2, 
  Profession (Stonemason) +9). 
   
  � Human Workers (Hammadh, Kemona, Vanher): 
  Male human War1 (hp 8 (at -1 when action starts), CN, NE, 
  CE). 
   
  Shortly after the fight, move to Encounter 2. Burrowing 
  creatures leave no navigable tunnel from their passing and 
  thus there is no tunnel for PCs to examine. The Ahlissans 
  collect any monster bodies left behind and burn them. If 
  PCs want to interact with tower guards, see below for extra 
  details on lieutenant Anshal. 
   
  � Lieutenant Anshal: Female human (Oeridian); see 
  Appendix 1-4 
   
  Appearance: A lightly tanned woman with brown hair 
  who is a bit short but strongly built. She wears a breastplate 
  with a symbol of book and mace. A DC 10 Knowledge 
  (religion) check identifies this as the symbol of Stern Alia 
  (LN 
  Oeridian 
  demigoddess 
  of 
  Oeridian 
  culture, 
  motherhood and law). 
   
  Personality: A career officer and veteran of the war 
  against the Solnor Compact. She thanks the PCs for a job 
  well done and then leaves unless otherwise interacted with. 
  If the PCs act friendly, access to the fort might be easier 
  later. 
   
  ENCOUNTER 2:  
  CONSTRUCTION PROBLEMS 
  Shortly 
  after 
  the 
  fight 
  an 
  Ahlissan 
  military 
  detachment arrives on the scene. The group is led by a 
  young Oeridian woman with a brightly gleaming scale 
  mail. She is flanked by a man in green robes and a 
  rugged looking tracker who carries a spear. A strange 
  looking head has been impaled on it. Two dozen 
  commoners who appear to be loggers and 30 soldiers 
  form the rest of the detachment. Ten wagons loaded 
  with timber are pulled by accompanying pack 
  animals. A male officer rides to meet this new 
  detachment and a heated argument soon erupts 
  between the two leaders.  
   
  The people arriving are Annarin Heshun (leader of military 
  detachment), Walennor (man with a spear), and Aerdan 
  Garasteth (sorcerer). The male officer is Benrad Lyrthi.  
   
  Note that if the PCs are on the eastern side of the 
  construction area, the caravan went here to check upon the 
  disturbance. 
   
  � Ahlissan 
  Soldiers 
  (30): 
  Male/female 
  human 
  (Oeridian-Suel) War1; hp 5 each; see Appendix 5. 
  � Loggers (24): Male human (Oeridian-Suel) Com1; hp 
  3 each; see Appendix 5. 
   
  � Annarin Heshun (the White Lady): Female human 
  (Oeridian-Suel); Ran2/Ftr1/Clr3/Pious Templar3; hp 70; 
  see Appendix 5. 
   
  Appearance: An Oeridian-Suel woman with short blond 
  hair and brown eyes. She wears a mithral chain mail with a 
  symbol of Hextor on it and coat of arms of House Heshun 
  (pictured below).  
   
  Personality: A highly charismatic and efficient leader, 
  loyal to the current order of Naerie and Ahlissa. A DC 20 
  Knowledge (nobility and royalty) reveals that she is called 
  "the White Lady" due to her armor. This also reveals that 
  she is the commander of House Heshun troops who are 
  fanatically loyal to her. Officially her rank is captain but in 
  reality only one of the four army commanders or Prince 
  Barzhaan hold authority over her in Naerie. 
  • 
  She was given the mission to accompany this caravan 
  to Adderstone by Naudus Heshun, ruler of House 
  Heshun.. 
  • 
  She knows that construction has faced problems and 
  that Beddas Haxx has sent quite a few complaints 
  about Benrads lack of success to Prince Barzhaan. 
   
   
  House Heshun coat of arms. 
   
  � Aerdan 
  Garasteth: 
  Male 
  human 
  (Oeridian); 
  Ari1/Sor6; hp 26; see Appendix 5. 
   
  Appearance: An Oeridian man with a thin, long face 
  with a jaw that extends slightly ahead, giving him a slightly 
  strange appearance. This is a result of his draconic heritage 
  (green dragon). His hair is grey and eyes blue. 
   
  Personality: Political ally of Annarin Heshun, had a fall 
  out with other Garasteth members in Ahlissan heartlands 
  and is trying to build his fortunes anew in Naerie.  
  • 
  He vouches for Walennors tale about Menowood. 
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  Page 8 
  
  • 
  If asked, he reveals he has invested some money on 
  this logging operation and will not let some fey 
  bastards or scarlet scum tell him what he can do. 
   
  � Walennor: Male human (Oeridian) Ran4/Rog3; hp 
  42; see Appendix 5 
   
  Appearance: A rugged looking Oeridian man with a 
  shoulder length mullet. He has not shaved for several days. 
  He seems to be 35-40 years old. Wears traveler’s clothes, 
  studded leather armor and wields two shortswords and a 
  longbow. He rides a light horse, his animal companion and 
  he carries a spear with a severed head. It looks like a half-elf 
  but its skin is leafy and green, with pitch black eyes. Any 
  PC who has played TSS5-02 Seeds, or who makes a DC 20 
  Knowledge (nature) check identifies the creature as a 
  Killoren, a mysterious fey creature that has only recently 
  stirred in the Menowood. 
   
  Personality: A straight talking, slightly uncharismatic 
  and rude fellow. Nonetheless highly effective tracker/agent 
  who is in service of Damar Rocharion, second in command 
  of the Nasranite Watch.  
   
  Has appeared in BNMI4-02 Badlands, TSS5-04 the Sun 
  and the Nightingale and NAE6-05 Sharafon. 
   
  PCs who have met Walennor are treated friendly. 
  Walennor can tell the following: 
  • 
  He is working for Nasranite Watch (Cityguard of 
  Naerie City) 
  • 
  There have been some developments recently in 
  Naerie regarding Hepmonalander Suels (NAE6-05 
  Sharafon), attacks against some people who support 
  their integration, and rabble-rousing for and against 
  them. 
  • 
  His job is to escort Annarin Heshun to Barony of 
  Foelt. After that he returns to Naerie City. 
   
  If asked about the head, Walennor says: 
  “Yes, it was quite strange. We were in Menowood, 
  Damar, Callisto, Aerdan and a few others, protecting 
  these workers. I think Damar wandered off at some 
  point since suddenly in his place was this strange 
  looking green thing that spouted about ‘despoilers of 
  nature’ and such. Well, Aerdan told him to get lost but 
  then it summoned some animals to attack us. 
  Fortunately Aerdan here knows a thing or two about 
  magic and could banish them. It was still pretty 
  strong and threw me away when I attacked. Young 
  Callisto must have been getting worried for a while 
  there I tell ya! Then this cloud of shadow appeared 
  and out from it jumped Damar, knocking the creature 
  down. I did not see what happened since this cloud 
  somehow enveloped itself around them both. There 
  was some screaming and shouting but in a few 
  seconds the darkness lifted and then Damar tossed 
  this head to me. The creatures’ body was completely 
  ripped to pieces but Damar is pretty handy with those 
  swords so it does not really surprise me. Then he just 
  said he would go home and left. Pretty strange and I’ve 
  known him even before he went into Rauxes. Well, we 
  burned the rest of the body and we were not bothered 
  anymore after that.” 
   
  If asked about Rauxes, Walennor says that apparently 
  Damar was there a few days before it went “straight to the 
  Abyss” but does not talk about that experience. 
   
  � Benrad of House Lyrthi: Male human (Oeridian-
  Suel) Ftr6; hp 60; see Appendix 5. 
   
  Appearance: A man of Oeridian-Suel heritage near his 
  50s. Dresses in a chain shirt and has a short unkempt beard. 
  His light brown hair is short from the front and long on the 
  sides. His eyes are blue and his left eye has an unfortunate 
  tick, due to torture he suffered in the hands of the Scarlet 
  Brotherhood. 
   
  Personality: Career officer. Believes in strong laws and a 
  just monarch such as (in his eyes) Prince Barzhaan.  
   
  Development: 
  Instead of box text, improvise the 
  discussion and try to bring out the following points: 
  • 
  Annarin Heshun says Benrad did well in containing 
  this latest debacle in his construction yard, though 
  obviously he had some assistance from outsiders, 
  referring to PCs. 
  • 
  Benrad would be well advised to finish construction 
  quickly. The Prince would be ‘most disappointed’ if it 
  was not so. 
  • 
  Prince Barzhaan has recently commanded that 
  Ahlissans need cut down timber from Menowood to 
  see how viable it would be to use it for for shipbuilding 
  and construction material (even with the threat of fey 
  and Scarlet Brotherhood remnants in the Menowood). 
  This timber is for the remaining construction in 
  Adderstone. Some other went to shipyards and 
  Barzhaan will make a decision about further cuts later. 
  Other reason is that parts of the forest come too close 
  to farms and other places and offer too much cover for 
  possible attackers to infiltrate into Naerie. 
  • 
  Annarin Heshun is here to take some of the laborers 
  away. They will be taken to their settlement in barony 
  of Monne.  
  • 
  Benrad says he shall double the efforts where Annarin 
  Heshun notes ‘See that you do. The prince is not as 
  forgiving as me and he shall be here in two weeks.’ 
  • 
  Benrad recognizes capable individuals when he sees 
  some and wants to ask PCs to look for a cause of recent 
  sabotage. See ‘first offer’ below. 
   
  FIRST OFFER  
  Once the discussion ends and possible questions have been 
  answered, Benrad approaches the PCs. If the offer has 
  already been given before, then this box text might be 
  irrelevant but Benrad still wants to know what the PCs do 
  in Adderstone. 
   
  After the woman leaves, the mounted officer who was 
  talking to her approaches you.  
  ESA6-05 A Point of View                                 
   
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  “Thank you for your assistance against these 
  creatures. We have had few such disturbances. May I 
  ask what brings you to Adderstone?” 
   
  If the PCs openly say they are with Iron League, then 
  Benrad warns them to be on their best behavior as agents of 
  Iron League are not well liked here. If the PCs give a 
  reasonable explanation such as being sent by the Royal 
  Guild of Merchants of Aerdy or just passing through, then 
  continue with the following: 
   
  “I am Benrad Lyrthi, commander of the garrison and I 
  thank you again. I can see you are capable individuals 
  and I have need for such people. Could you come and 
  meet me in two hours in my office? I will give you 
  details then.” 
   
  If the PCs accept, he tells them his office is in Adderstone, 
  behind the church of Stern Alia. If they decline, Benrad is 
  unhappy but does not press the matter unless there are 
  people who belong to the Ahlissan army or law 
  enforcement organizations in which case he can order 
  them to help (resisting leads to arrest, loss of 26 TU and a 
  permanent ban on joining said MO again). 
   
  If the PCs do not express much interest on helping the 
  Ahlissans, you should run “second offer” as discussed below 
  as soon as you can. 
   
  Development: When the PCs arrive at his office (see 
  Encounter 3a for a detailed description) 2 hours later, he 
  gets to the point quickly and tells the following things: 
  • 
  Recently, there have been a number of sabotages in the 
  construction yard. Minor ones such as scaffoldings 
  being damaged by fire, tools that have been sprinkled 
  with acid and so on.  
  • 
  The tremors have started only recently; they originate 
  in the Hollow Highlands, some distance across the 
  border. They are not serious for constructions but 
  when a tremor comes, it can collapse scaffoldings or 
  people might lose their balance while on walls. This 
  has caused some injuries and even two deaths among 
  the workers. 
  • 
  There is a dangerous prisoner in one of the towers who 
  must be guarded until he can be transferred to Naerie 
  City. If the PCs ask why this person is not in proper 
  prison, Benrad initially only says that orders have 
  come down from higher ups and even though he is a 
  garrison commander, he cannot argue with it. A DC 15 
  Diplomacy check makes him add that Beddas Haxx 
  thinks it is a good idea to hide the prisoner in an 
  unexpected place rather than in prison. Benrad himself 
  thinks this is nonsense. 
  • 
  The prisoner says he is an Idee Volunteer but Benrad 
  has some reservations about this. 
  • 
  Benrad can explain that while the garrison is sizable, 
  some of the men will leave temporarily to escort part 
  of the laborers back to the prison camp of Okalasna or 
  to the Barony of Menst (describe this happening at 
  some point, with over a hundred laborers being 
  marched away in a column). He would rather place 
  adventurers to guard the prisoner than regular soldiers 
  as there might be Idee Volunteer loyalists who could 
  use this change to infiltrate into Adderstone. 
  • 
  If asked about a reward, Benrad offers his connections 
  for future use to the PCs as compensation, besides a 
  soldier’s pay (this translates as free adventurer’s upkeep 
  for this module). 
  • 
  If the PCs ask, they should come to fortification 
  number four later this evening so they can be shown 
  around. 
   
  When the PCs are ready to go to tower number 4, draw the 
  map of the area for them. However, before they are allowed 
  in, Matron Nelrana comes to cast zone of truth to make sure 
  they are not planning to trick Benrad. If Nelrana becomes 
  aware the PCs are resisting the spell she becomes 
  suspicious and those PCs are not allowed into the fortress. 
   
  Attacking: If PCs attack and kill Benrad, the alarm is 
  raised almost automatically unless the area is magically 
  silenced or the killing is done silently. Benrad is missed in 
  two hours nonetheless, so PCs should be in a great hurry to 
  do their job.  
   
  SECOND OFFER 
  After the PCs have listened to Benrad’s offer (or after they 
  decline his initial offer), Kal contacts them. Kal is a 
  misguided agent of the Idee Volunteers. His quasit 
  companion assumes the form of a raven and does the 
  talking, saying it is a wizards familiar. Vilryl talks from a 
  rooftop to avoid being caught too easily.  Vilryl does not 
  detect as evil due to an undetectable alignment spell. If 
  subjected to detect magic and asked about the abjuration 
  aura, Vilryl says that his master cast protection from arrows on 
  him since Ahlissan soldiers sometimes like to take pot 
  shots at passing birds. 
   
  � Vilryl the Quasit: hp 13; see Monster Manual page 46.  
   
  Vilryl says he is talking on behalf of his master who is in 
  desperate need of aid. If need be, it has a holy symbol of 
  Trithereon stashed to a nearby roof it can show to PCs to 
  convince them of his masters good graces. He tells the 
  following things: 
  • 
  A friend of the Idee Volunteers is imprisoned by the 
  Ahlissans. He should be rescued. 
  • 
  The Idee Volunteers believe that Adderstone is merely 
  a staging ground for an attack against Sunndi. 
  • 
  Vilryl does not yet know where the prisoner is but 
  should have the information by the evening (actually 
  Kal does not wish to hand out the scroll until the PCs 
  accept the mission). 
  • 
  Vilryl cannot talk about a monetary reward since he is 
  just a simple bird but is sure that the Ideeans will owe 
  the PCs a favor. 
   
  In this alternate form Vilryl has Bluff +2 and Disguise +12. 
  If his lies are exposed, he turns invisible and flies away. If 
  ESA6-05 A Point of View                                 
   
  Page 10 
  
  captured he avoids talking unless magically coerced or 
  beaten close to death with a silver weapon since he has 
  been called to this plane and will truly die if killed here (he 
  can rat out on Kal if allowed to leave). If the PCs accept the 
  job, Vilryl contacts them later in the evening. Even if the 
  PCs accept, Vilryl turns invisible when out of sight to stop 
  familiars and animal companions from pursuing him. 
   
  Development: From here the module moves to Encounter 
  5b or 5c if the PCs take up either Kal’s or Benrad’s offer for 
  work. If the PCs are doing some investigation first, move to 
  Encounter 4. If they wish to do Gather Information checks, 
  move to Encounter 5. 
   
  ENCOUNTER 3A: 
  ENCOUNTERS IN 
  ADDERSTONE 
  � Adderstone (Village): Conventional (Beddas of 
  House Haxx); AL LN; 200 gp limit; Assets 11,200 gp; 
  Population 568 (plus approx. 400 Hepmonalander slaves); 
  Mixed (Humans O/S (503), Dwur (31), Half-Orc (22), 
  Gnome (11). 
   
  Authority figures: Beddas of House Haxx (LE male 
  Ari5/War3), Benrad Lyrthi (LN male Ftr7), Commander of 
  the garrison. 
   
  Important characters: Witigan (LN male dwarf 
  Exp6), Overseer of the castle construction. 
   
  Adderstone is a large village that has developed rapidly over 
  the past few years. Prince Barzhaan was inspired after his 
  visit to New Keep in Sunndi and decided that there should 
  be a similar fortification to guard the Ahlissan side of the 
  Adder’s Pass. He awarded the rulership of this town to his 
  younger brother Beddas of House Haxx.  
   
  The main source of revenue is the taxation of traders 
  passing through Adder’s Pass. Many forced laborers (old 
  Scarlet Brotherhood soldiers) have been brought from the 
  area around Naerie City to build a series of fortifications to 
  the mouth of Adder's Pass. 
   
  Anyone who does not appear too suspicious is let into 
  Adderstone. PCs living of the wild or with no upkeep fall 
  into “suspicious” category, requiring a DC 15 Diplomacy 
  check to enter Adderstone. 
   
  The whole town has a ‘rugged’ appearance to it, as it 
  has really been built in a hurry. Streets are narrow and 
  human feces and trash gets flung to the streets (where low-
  income street cleaners pick it up for fertilizer) if it cannot 
  be stored to backyards or gardens (where nightsoil 
  collectors pick it up). 
   
   
  As long as the PCs do not cause trouble, nothing 
  will trouble them in Adderstone. If the alarm is raised for 
  any reason, refer to Appendix 5 for the Adderstone garrison 
  statistics as apprehending troops.  
   
  The following places are of interest in Adderstone. The PCs 
  can easily see the temple of Stern Alia near the gate while 
  other locations can be found by walking or asking around. 
   
  TEMPLE OF STERN ALIA 
  The temple of Stern Alia is the biggest temple in 
  Adderstone. It has been opened only recently by Matron 
  Nelrana who converted from Hextor to Stern Alia years ago 
  while serving in the army in Medegia. The temple still has a 
  certain ‘rustic’ feeling to it. A large statue of Stern Alia 
  dominates this place. The statue is a robed Oeridian woman 
  of undefined age. In her hands is a book with a symbol of a 
  heavy mace on it. Chainmail armor is visible beneath her 
  robes. Two smaller statues, those of a six handed grey 
  humanoid (Hextor) and tall, blond warrior (Heironeous) 
  are placed on both sides, looking towards the woman. A DC 
  10 Knowledge (religion) or Bardic Knowledge check 
  identifies the deities. Succeeding by 5 or more identifies 
  Stern Alia as the mother of both Heironeous and Hextor. 
  The father of the two brothers is unknown.  
   
  � Matron Nelrana: hp 57; Female human (Oeridian) 
  Clr9; AL LN; see Appendix 5. 
   
  Appearance: A pale woman in her late 40s with green 
  eyes. Her long brown hair is kept in place behind her head 
  with numerous hairpins. She finds it necessary to use her 
  armor most of the time due to fear of assassination. 
   
  Personality: Veteran of a war in Medegia, extremely 
  lawful, hopes to spread the influence of Stern Alia 
  throughout Ahlissa to lessen the impact of Zilchus. She is 
  not very fond of Zilchans, thinking them as lazy tricksters 
  where Ahlissa needs strong arms to keep it together. She 
  can tell that this temple was once dedicated to Wee Jas and 
  left to ruin. Stern Alia’s church bought it and now it is the 
  first temple of its kind in Naerie. 
   
  Nelrana can supply PCs with any spellcasting services 
  for regular costs. Divine spellcasters of Heironeous/Zilchus 
  and members of the Ahlissan army or other pro-
  government meta-organisations receive 50% reduction in 
  price but must still pay full price for material components. 
  Other PCs must pay as normal.  
   
  If the PCs tell that they are planning on helping to 
  finish the construction, Nelrana is willing (as a reward) to 
  cast atonement (see AR) to any PC who wishes to convert 
  and abandon their old deities but only after the 
  construction work has been completed. 
   
  Nelrana keeps a juvenile arrowhawk (Monster Manual 
  page 19) in the temple which acts as her pet. Nelrara says 
  she found it in Medegia, badly wounded, and healed it, and 
  now it helps her. Melrana calls it Azure.  
   
  This arrowhawk might attack PCs in Encounter 9. 
   
  WORKERS AREA 
  This is the area where the dwarf workers sleep. Forced 
  laborers have their own compound elsewhere. Overseer 
  Witigan can be found here. 
   
  � Witigan: Male dwarf Exp6; see Appendix 5. 
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  Appearance: A dwarf male of undetermined age with 
  black hair and brown eyes. He is never seen without his 
  thick workers clothing, tools, large key ring, pens and 
  notepad which is full of scribbles about things that need to 
  be done.  
   
  Personality: Takes life as a business matter. If money is 
  involved, he is interested. If not, it better be something else 
  worth doing or he ignores it. He can tell the following 
  things but does not talk to half-orcs. 
  • 
  He has been working here since 591 CY when 
  Barzhaan asked dwarfs in Poelitz if there was interest 
  in building a fort. 
  • 
  Witigan does not care about forced laborers, saying it is 
  something that humans have to worry about. 
  • 
  Witigan can, if successfully swayed with a DC 15 Bluff 
  or Diplomacy check, tell almost anything about the 
  towers such as that the floors of the basement are of 
  iron, or the layout. He is very proud of his work and 
  once persuaded, the floodgates open “I bet no-one 
  expects iron floors! Well, neither did I but you see, this 
  sorcerer from Zelradtron apparently owed some favor 
  to Barzhaan..” etc. If any half-orcs are present, then he 
  cannot be swayed as his racial distrust takes hold. 
   
  Witigan also has keys that open every door in the workers 
  area as well as in the towers. These can be pickpocketed 
  (Witigan notices them missing next morning and gives out 
  alert) while talking to Witigan with a successful opposed 
  Sleight of Hand vs. Spot check (Witigan has +5). Failure 
  indicates that Witigan does not notice the attempt but PC 
  does not get the keys either. If PCs take him out in combat 
  he is missed when morning comes, so the best time to do 
  this is during the evening, which leaves many hours for the 
  PCs to operate. 
   
  If the PCs at some point wish to get worker uniforms 
  and tools for infiltrating into tower, they have to get them 
  here. The equipment is not guarded, though guards 
  occasionally pass through the area during the night and it is 
  relatively easy to get in. PCs must first get inside without 
  being seen or heard which requires an opposed Move 
  Silently and Hide check against an Ahlissan soldier (who 
  has Listen/Spot bonus +3) who is likely to wander by at 
  some point. Inside, the tools and clothes are in locked 
  cabins but the lock of average quality and can be bypassed 
  with a DC 25 Open Locks check, unless the PCs have 
  Witigan’s keys.  
   
  Forcing the crates open is automatically heard and the 
  robbery fails unless spells such as silence are used. If one of 
  the initial checks fails, the robbery is botched but the only 
  repercussion is that one Ahlissan soldier is placed at the 
  door. There have been numerous pick pocketings and small 
  time burglaries by locals so this does not initially cause too 
  much concern with the authorities. Of course with the 
  guard present things can be much more complicated for 
  the PCs. Improvise the situation if needed. The storage area 
  is a 25 by 30 ft. room with a single door and one shuttered 
  window, which is closed from inside.  
   
  MATERIAL STORAGE 
  There are several material storages in the camp where 
  wood, bricks, stone and so forth are kept. At all times two 
  Ahlissan soldiers stay on guard, one at the door while the 
  other walks around the storage. If a map is needed, each 
  building is 20 ft. wide, 15 ft. high and 50 ft. long and is 
  made of wood.  
   
  A 10 ft. wide double door is the easiest way in. If the 
  PCs wish to sabotage these places, such as by lighting one 
  up with flaming oil before they start their operations in the 
  tower, this delays response of the garrison by 10 rounds. 
   
  FORCED LABORERS 
  The forced laborers are kept in separate pens which are 50 
  ft. wide areas. Each is surrounded by a 15 ft. high palisade 
  (DC 25 Climb) and houses 20 prisoners. A wooden gate, 
  locked by a good quality lock, grants access. Six Ahlissan 
  soldiers are on guard at all time. If the PCs manage to 
  breach the wall or open the gate, the laborers disperse into 
  the countryside. This delays the response time of the 
  garrison by 20 rounds. 
   
  � Wooden gate: 4 in. thick wood; hardness 5; hp 40; 
  Break DC 26; Open Lock DC 30. 
   
  � Palisade wall: 1ft thick. wood; hardness 5, hp 120; 
  Break DC 30. 
   
  OFFICE OF BENRAD 
  Benrad keeps his office just behind the temple of Stern 
  Alia. When the PCs arrive, he is throwing some bread 
  crumbs to various birds, including a large black raven 
  (really Vilryl) and writing official letters. A shield with the 
  gauntlet of Hextor is hanging on the wall, collecting dust.  
   
  In here they can find a few almost ready order letters 
  which grant a +5 bonus to any Forgery checks done to 
  influence guards, and keys to all doors of the fort.  
   
  Breaking in: The PCs can break into the office, which 
  is always guarded by two Ahlissan soldiers. Windows offers 
  the easiest way and can be opened with a DC 20 Open Lock 
  check. Unless somehow magically silenced, PC doing the 
  stealing must succeed in a Move Silently check opposed by 
  a Listen check of the Ahlissan soldiers, who have a total of -
  2 to their check due to door. Theft goes unnoticed unless a 
  large amount of documents disappear. 
   
  TEMPLE OF VELAERI 
  Most of the population in Adderstone worship the Velaeri 
  (Atroa, Sotillion, Telchur, Velnius, Wenta) but their temple 
  collapsed partially after a recent tremor (no-one was killed) 
  and is now being repaired. Authorities suspect foul play 
  and the PCs might do so as well but it was actually caused 
  by a passing Purple Worm. Local priest Hant (NG Adp5) is 
  currently in Naerie City. 
   
  TOWERS OF ADDERSTONE 
  See Encounter 3b. 
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  ENCOUNTER 3B: 
  TOWERS OF ADDERSTONE 
  This section only details actual locations of the fortification. 
  Combats the PCs face are detailed in other encounters. 
   
  Workers: During the day, there are on average 20 workers 
  present, as well as 2 dwur overseers (both use same 
  statistics). None of these take part in any combat that might 
  take place during the day, preferring to flee as quickly as 
  possible . 
   
  � Workers (22): hp 3; Male human Com1; AL N; see 
  Appendix 5. 
   
  Surroundings: The outer walls of the fortification are 
  composed of reinforced and magically treated stone. (save 
  +8) 
   
  � Reinforced stone wall: 5 ft. thick stone; hardness 16; 
  hp 2160; Break DC 80; Climb DC 30.  
   
  Note that the Climb DC is slightly higher than normal 
  since the stone has been smoothened so that the climbing 
  is more difficult. Both buildings in the courtyard have 
  superior masonry walls:  
   
  � Superior masonry wall: 1ft thick; hardness 8; hp 180; 
  Break DC 45; Climb DC 15.  
   
  All doors in the fortifications are strong wooden doors 
  unless otherwise mentioned:  
   
  � Strong Wooden Doors: 2 in. thick; hardness 5; hp 20; 
  AC 5; Break DC 25; Open Locks DC 25. 
   
  All doors can be locked. Witigan, lieutenant Anshal, and 
  the soldier in area B currently own the keys. One set of 
  keys is also in the sorcerer’s room. At the beginning of the 
  Encounter, none of the doors are locked but the soldiers or 
  PCs may lock or jam them during the course of the 
  encounter for various reasons. All stairs in the fortification 
  are gradual stairs and thus grant higher ground bonuses to 
  anyone standing above his enemy. Note that since the 
  outer wall is magically treated, certain spells such as 
  passwall might not function on it. 
   
  The cellar floor and walls are made of three layers. The 
  first and third are made of reinforced stone:  
   
  � Reinforced stone floor: 3ft thick; hardness 8; hp 540; 
  Break DC 60.  
   
  The middle layer is composed of a wall of iron spell which 
  has been cast by powerful Ahlissan wizards to prevent 
  burrowing creatures, especially things such as summoned 
  earth elementals ‘sliding’ through the stone walls and 
  attacking the keep.  
   
  � Wall of iron: 12 in. thick; hardness 10; hp 350; Break 
  DC 60. 
   
  The battlements have, in addition to the usual stone wall, a 
  wooden “palisade” with shutters that can be opened from 
  the inside to function as arrow slits. In addition to this, 
  ceiling also have shutters that can be opened so that flying 
  enemies can be targeted by those staying inside. However, 
  the courtyard side has no shutters and only a wooden 
  railing to prevent anyone from falling down but it grants 
  partial cover nonetheless. Every square of this palisade has 
  hardness 5 and 40 hit points. Everburning torches (marked by 
  a small CF in map) provide light for the fortification. 
  Wooden caps are attached to them and flame can be 
  covered/uncovered as a standard action. Note that not all 
  rooms in the basement are illuminated as of yet. 
   
  GROUND FLOOR LOCATIONS 
  A: Entrance 
  The entrance corridor into the courtyard will initially have 
  two portcullises. Right now it only has a reinforced wooden 
  gate with a smaller door that enables entrance into the 
  keep. 
   
  � Reinforced gate: 1 ft. thick wood; hardness 5; hp 120; 
  break DC 30; Open Lock DC 25 unless barred from 
  otherside in which case picking the lock does not help. At 
  the start of the module it's not barred.  
   
  A successful DC 15 Spot check notices the 4 inch murder 
  holes in the ceiling, leading to the room above.  
   
  Outside the entrance, it is obvious that some sort ditch 
  is to be built in front of the gate. This will be a small 10ft 
  deep ‘moat’ (without water) that protects the door. There 
  will also be a secondary door that will function as a 
  ‘drawbridge’ over it, granting the weakest part of the fort 
  some extra protection.  
   
  B: Guard Room 
  One of the guards is always posted here and his task is to 
  monitor who comes in and out. If he detects any noise, he 
  uses a periscope to through a tiny shutter in the gate. If he 
  detects no foul play, he opens the door. This room also has a 
  pipe which can be used to communicate with persons in 
  the murder hole room and a small stove for the guard so he 
  can stay warm during the night. 
   
  Treasure: This room has the periscope that the guard uses 
  to observe the arriving individuals without exposing 
  himself to danger. 
   
  APL 2-8: Loot (2 gp). 
   
  C: Courtyard 
  The courtyard is paved with stone and is relatively smooth, 
  though with lots of dirt and sand. Narrow spaces between 
  the rocks channel any rainwater into a cistern beneath the 
  fort. Several tiny holes (less than 1 inch wide) in the walls 
  circulate air to the basement. 
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  D: Maintenance Closet 
  This small room has brooms, chalk, soap and other bric-a-
  brac which is used to keep the fort and soldiers tidy. It has a 
  secret trapdoor that can be found with a DC 20 Search 
  check, which leads to the basement and offers a possibility 
  for guards there to flank their opponents if need be. 
  Initially it is barred from the other side but can be broken 
  down (hardness 5, 15 hit points). 
   
  E: Goods Storage. 
  This location is a barn which is designed to hold goods such 
  as iron rations and barrels of water for soldiers’ needs. Right 
  now it houses much of the building material needed for 
  construction and is full of stone, wood, mortar, shovels, 
  mallets and other such items. A well hidden trapdoor (DC 
  30 Search check) leads to the basement. Initially it is barred 
  from other side but can be broken down (hardness 5, 15 hit 
  points). A chimney rises from one of the corners of this 
  room. 
   
  F: Basement Entrance 
  This room has stairs leading to the basement. It also has 
  several dozen winter cloaks that soldiers can use when 
  weather requires it (mostly against rain, there is not much 
  snow in Naerie). This room is not yet complete as an 
  additional wall need be built to split it in two which then 
  forms another guard/defensive position. A 2 ft.  high brick 
  wall, marked with a dotted line (hardness 8, hit points 40) is 
  the proof of half-finished work here. 
   
  G: Incomplete Tower. 
  A wooden and metal scaffolding (hardness 5, 45 hit points 
  per 5x5 ft. square, Climb DC 5) is in front of this tower with 
  ropes, winches and other items such as that designed for 
  hauling up materials. The outer wall is nearly complete and 
  scaffoldings outside are being dismantled. Inside however, 
  is a literal mess where scaffolding still holds up the 
  unfinished top floor of the tower in place. Finished stairs 
  lead up to the battlements. Anyone fighting in the 
  scaffolding squares takes a –4 penalty to attack rolls unless 
  fighting with a light weapon or one-handed piercing 
  weapon such as a shortspear. If any three squares 
  containing a scaffolding are destroyed, then the whole half-
  finished construction above comes crashing down a round 
  later, burying anyone in the tower as in a cave-in and 
  inflicting 8d6 points of damage (Reflex save DC 15 halves 
  this).  
   
  All squares within 5 ft. of the doors (which are 
  destroyed by debris) of the tower count as slide area and 
  anyone standing in one takes 3d6 damage (Reflex save DC 
  15 negates) and are buried if they failed their reflex saves. 
  Illumination is provided by an iron spike with a continual 
  flame. 
   
  FIRST FLOOR LOCATIONS 
  H: Guard Tower 
  This completed guard tower has arrow slits facing outside. 
  These can be blocked by wooden covers if needed. Two 
  doors lead to the battlements and toilet respectively. A set 
  of stairs enables access to upstairs. 
   
  I: Murderhole Room. 
  This room has a large iron cauldron which can be filled 
  with sand, water, or any other easily boiled liquid and then 
  heated up by a stone stove underneath it. Once liquid is 
  boiled, it can be tipped to fill a system of stone pipes which 
  then drop the liquid to location A (affecting location B as 
  well if the door is not closed). Right now there is nothing 
  inside the cauldron. 
   
  J: Battlements 
  See “surroundings” 
   
  K: Toilet 
  This small toilet serves the needs of guards. It has barrel of 
  water and bucket/soap for cleaning ones behind after 
  having a go. A small pipe (which is not straight to prevent 
  people with longspears from taking an advantage of this 
  hole) directs the feces to the corner of the fortification. 
  Tiny creatures such as familiars or small PCs under effects 
  of reduce person spell can squeeze through this pipe with DC 
  30 Escape Artist check and into the fortification as the 
  toilet lid can be pushed open from inside. Squeezing 
  through requires a DC 10 Fortitude save to avoid being 
  sickened for 10 minutes. 
   
  SECOND FLOOR LOCATIONS: 
  K: Top of the Tower 
  This room has arrow slits pointing both outside the fort and 
  inside the courtyard. A set of tracks has been set into the 
  stone to move a ballista around, though right now the 
  ballista is not there. Stairs lead down to area H and a door 
  opens to area L. 
   
  L: Flagpole 
  A flagpole with an Ahlissan banner stands here. An iron 
  spike near the center has a continual flame spell cast on it but 
  it is currently blocked by a wooden cap. Removing the cap 
  is a sign to the main garrison that there is trouble in the 
  fort. 
   
  BASEMENT LOCATIONS 
  M & M-b: Soldiers Quarters 
  Each of these locations has the accommodation space for 4 
  soldiers (bunk beds), except for location M-b that has space 
  for 10. All of these rooms show various stages of use but 
  currently the fort is nowhere near its full capacity of 30 
  soldiers and 3 officers. 
   
  Treasure: Each room has various personal items, coin 
  pouches and such which can be found with a DC 15 search 
  check. It takes as many rounds as there are squares in the 
  room to find them (4 in case of M rooms, 12 for M-b) 
  through the dispersal of soldiers. M-b has 100 gp of this 
  while M room have 20 gp.  
   
  APL2-8: Coin: 200 gp.  
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  N: Sorcerers Quarters 
  This room is tidy and clean with a table, chair, cupboard 
  and bed. A simple carpet covers the floor. This the room of 
  Erax, a sorcerer who has been assigned here for his 
  ‘retirement’ job. He is not met in this scenario. Since this is 
  a sorcerers room, no spellbook has been left behind and 
  notes here are letters to friends, diary and various 
  observations of military life. They do reveal the location of 
  secret doors if PCs have not yet discovered them. Notes 
  indicate the wand is a recent experiment with as command 
  word “Ahlissa”. 
   
  Treasure: It takes 6 rounds to search the room. Successful 
  DC 10 search check uncovers a scrying kit and a magical 
  wand. The scryer’s kit is detailed in the new rules section. 
   
  APL2-8: Loot: 3gp; Coin: 42 gp; Magic: 62 gp – wand of 
  detect secret doors (62 gp). 
   
  O: Temple 
  This room serves the religious needs of soldiers. Small 
  niches in the walls have statues of Heironeous, Hextor, 
  Kord, Mayaheine and Stern Alia. There is nothing of value 
  for the PCs here. 
   
  P: Arms Storage 
  This room is full of weapons that the garrison can use if 
  there is need. Right now it has the following items: 1000 
  crossbow bolts, 10 light crossbows, 10 heavy crossbows, 10 
  longspears, 10 longswords, 10 clubs, 10 light steel shields, 
  10 suits of chainmail armor, 10 antitoxins, 10 alchemist 
  fires, 10 sunrods, 10 flasks of oil, everburning torch 
  (currently used to illuminate this room) and 3 healers kits. 
  In total, items for a value of 3010 gold pieces. It might not 
  be possible for PCs to loot this place unless they have lots of 
  carrying capacity and they have avoided raising an alarm. 
   
  Treasure: It will take long, several minutes at least to take 
  all these items from their racks and carry them away. 
  Looting this room may therefore not be possible. 
   
  APL2-8: Loot: 250 gp. 
   
  Q: Officers Quarters 
  This room is shared by the current priest of the fortification 
  as well as captain Nerslan (who is away with Erax). When 
  in use, the door to this room is locked. 
   
  Treasure: It takes 6 rounds to search the room. A 
  successful DC 15 Search check uncovers a bale of Felten 
  Tobacco (counts as focusing candle) as well as a masterwork 
  breastplate (ceremonial use). 
   
  APL2-8: Loot: 45 gp.  
   
  R: Kitchen 
  This room has been designed as a kitchen. It has cupboards, 
  a table and a stove which are going to be used for meal 
  preparation. A cook, when this place is finished, will also 
  use these as his sleeping quarters and a hammock is tucked 
  away in the north-east corner, hiding the niches that enable 
  people here to climb easily (DC 5) to the clearly visible 
  trapdoor in the ceiling. It is currently barred from the 
  kitchen with a sturdy piece of wood which can easily be 
  removed. Other than that, there is nothing of value in this 
  room. 
   
  S: Mess Hall and Pantry 
  A stone table surrounded by 8 chairs serves as mess hall for 
  the soldiers. Right now the pantry is empty as the kitchen 
  still waits to be finished and food is brought from 
  Adderstone itself. A fireplace is in one of corners and the 
  chimney has been hidden inside the wall, with smoke 
  eventually blowing out from the top of room K. A partially 
  concealed stone trapdoor can be found in the north-east 
  corner with succesful DC 15 search check. Underneath is 
  the 15 x 10 ft. cistern. The water in it is kept clean by 
  repeated castings of purify food & water. 
   
  T: Workroom. 
  The door to this room is locked but can be opened with a 
  right set of keys. Several work tables and tools are all 
  around this room, along with whetstones, rags and other 
  assorted maintenance equipment for soldiers. There is 
  nothing of value in this room. 
   
  Creature: The prisoner has been placed here under orders 
  of Beddas Haxx so that Kal has reasonable chance in 
  rescuing him. He is unharmed but gagged and has been 
  hogtied to a metal ring by the Ahlissan soldiers. During the 
  night, he is sleeping but has the normal change of waking 
  up due to sounds of battle and so on. 
   
  � Elrac Unner: Male human Clr4/Ftr3; AL NE; hp 58; 
  see Appendix 5. 
   
  Appearance: A non-descript Oeridian man with dark 
  hair, green eyes and an unkempt appearance. He has been 
  ‘roughed up’ by guards. 
   
  Personality: An Oeridian supremacist, hates all 
  demihumans, especially half-orcs but also knows how to 
  approach people by appearing friendly if it can give him 
  long-term benefits. 
   
  Elrac knows that someone might be coming to help him 
  due to a sending spell and if the PCs ask about him, he 
  passes himself of as a Tritheronite. He knows his Bluff can 
  easily be seen through and therefore urges the PCs to help 
  release him so he can activate the scroll of word of recall if 
  they are obviously breaking in. If he gets the scroll, assume 
  that he makes the caster level check and teleports to a safe 
  house on the northern border of Sunndi. He is not 
  planning to take the PCs with him, so they might find 
  themselves in trouble if they expected this to be their ticket 
  out of Adderstone. 
   
  Elrac has a mark of justice cast on him which activates if 
  he reveals information about who he works for. It is shaped 
  like a scythe and is located on his back, hidden by an ugly 
  lump of body hair. 
   
  If the PCs are guarding the fort and wish to talk to 
  Elrac, he tries to feed false information and stays defiant. 
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  Since it is possible some PCs may physical harm him to 
  make him talk, allow them an opposed intimidate check 
  after this. If they succeed, his mark of justice spell renders 
  him into a catatonic state for 24 hours. On APL 8 PCs might 
  have access to break enchantment to remove the mark of 
  justice. If Elrac is further interrogated and another 
  successful Intimidate check is done, he can tell the 
  following things: 
  • 
  He is member of Midnight Darkness. 
  • 
  There are several members across Ahlissa but only 
  limited contact is kept so they are not jeopardized. 
  • 
  There is someone in Naerie who is carrying an item 
  that Midnight Darkness wants. 
  • 
  His job here was to find and kill Iron League 
  sympathizers. 
   
  In addition to this he can give the usual propaganda on 
  need to destroy clerics of good aligned faith, how Great 
  Kingdom & Ivids were a happy time, how Sunndi and 
  other "rebel provinces" will suffer and that Barzhaan is a 
  fool for being too lenient on Ideean rebels. 
   
  ENCOUNTER 4: 
  NIGHT AT THE TOWER 
  During the first night that the PCs stay on guard, outsiders 
  summoned by Kal attack the fort, bluffed by Kal that it is 
  constructed for evil purposes (in case of Elemental & Grey 
  Slaadi, the lawful nature of Ahlissa convinces them equally 
  well). 
   
  Creatures: During the first night when PCs stand guard, 
  Kal arranges for lesser planar ally and planar ally spells to get 
  cast, to get outsider(s) to attack the fort, liberate his friend, 
  and sabotage it's construction. His bluff is high enough to 
  convince them about the evil or lawful Hextorites within. 
  They are equipped with a scroll of word of recall and two 
  potions of cure moderate wounds, the last ones in the case that 
  the prisoner has been beaten unconscious. 
   
  APL 2 (EL4) 
  � Medium Storm Elemental: hp 26; see Appendix 6, 
  New Monsters.  
   
  APL 4 (EL6) 
  � Bralani: hp 45; see Monster Manual page 93. 
   
  APL 6 (EL8) 
  � Bralani (2): hp 45 each; see Monster Manual page 93. 
   
  APL 8 (EL10) 
  � Grey Slaad: hp 95; see Monster Manual page 231. 
  � Large animated object (2): hp 52; see Monster Manual 
  page 13. This object is a wooden walkway with hardness 5.  
  � Small animated object (2): hp 13; see Monster Manual 
  page 13. This object is an iron support beam with hardness 
  10. 
   
  Tactics: The outsiders likely do not have much trouble 
  entering the keep, using their natural flying or fly spell. 
  Before that they use appropriate buff spells such as 
  protection from law and blur. On APL 2/4, the priority of the 
  elemental or bralani is to reach the cell and give the scroll 
  to Elrac before returning to the unfinished tower where 
  they try to destroy the scaffolding. On APL 2, great care 
  should be taken when using the elementals abilities. The 
  elemental always save it's Thunder and Lightning special 
  attack against the tower itself and even then it directs the 
  lightning attack only towards the scaffolding. If the PCs are 
  hopelessly outmatched, you can have an Ahlissan 
  manticore doing a "strafing" run against the elemental. 
   
  On APL6, one bralani concentrates on the tower while 
  the other outsider heads to the cell to hand the scroll to 
  Elrac. On APL 8 the Grey Slaad (who is invisible and flying) 
  uses animate objects on the scaffolding outside the tower, 
  which causes it to collapse (scaffolding on the inside is too 
  big to be affected). It then animates as two large and two 
  small animated objects (see above). The slaad then tries to 
  sneak to the prison at the bottom while PCs are busy with 
  objects before returning to destroy the tower. When the 
  outsiders hit points drop to one quarter of their starting hit 
  points, they try to escape from the battle. 
   
  It is possible to use Diplomacy to stop the outsiders 
  from attacking. The starting attitude is Hostile. Any easily 
  identifiable divine spellcaster of a good aligned deity gains 
  a +5 circumstance bonus towards Bralani. Any easily 
  identifiable spell caster of chaotic deity adds +5 
  circumstance bonus to all checks. These two bonuses do 
  not stack. Any easily identifiable spellcasters of lawful 
  deities earn a -2 circumstance penalty. If made Indifferent, 
  the outsiders politely ask the PCs to step aside while they 
  complete their mission. If made Friendly or Helpful, they 
  demand the release of the prisoner but are willing to ignore 
  the destruction of the tower.  
   
  In all cases, the outsiders flee after 30 rounds when the 
  Ahlissan garrison musters to the scene and forces them to 
  retreat. 
   
  Treasure: While the Ahlissans keep any weapons that are 
  recovered, the scroll of word of recall and potions of cure 
  moderate wounds can be kept. The outsiders also have gold 
  donated by Kal. Note that when the PCs face Kal later, he 
  has used these items and this reduces the treasure value 
  accordingly. 
   
  APL 2: Loot: 0 gp; Coin: 66 gp; Magic:  177 gp; 2x 
  potions of cure moderate wounds (20 gp each), scroll of word of 
  recall (137gp). 
   
  APL 4: Loot: 0 gp; Coin: 100 gp; Magic: 177 gp; 2x 
  potions of cure moderate wounds (20 gp each), scroll of word of 
  recall (137 gp). 
   
  APL 6: Loot: 0 gp; Coin: 200 gp; Magic: 177 gp; 2x 
  potions of cure moderate wounds (20 gp each), scroll of word of 
  recall (137 gp). 
   
  APL 8: Loot: 0 gp; Coin: 166 gp; Magic: 177 gp; 2x 
  potions of cure moderate wounds (20 gp each), scroll of word of 
  recall (137 gp). 
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  Detect Magic Results: Potion of cure moderate wounds 
  (Faint Conjuration), scroll of word of recall (Moderate 
  Conjuration). 
   
  Developments: If the PCs capture the outsiders alive and 
  interrogate them with a successful Diplomacy (count them 
  as hostile initially) or opposed Intimidate check, they offer 
  information in exchange for freedom. In short, they can tell 
  that a cleric of Trithereon summoned them to help free his 
  captured friend from the evil clutches of Ahlissa. The scroll 
  was to be delivered to the prisoner who could use it to 
  escape while the tower needed to be destroyed as well. 
  Magical compulsion can also reveal this. 
   
  If allowed to leave, the outsiders can lead the PCs to 
  Kal. They are not able to help the PCs in the actual battle as 
  they return to their own plane.  
   
  If the PCs find out Kal’s location, move to Encounter 6. 
  Otherwise the PCs need to find his location by exploring 
  Adderstone (Encounter 5) or waiting for him to try and 
  attack (Encounter 6). 
   
  If the PCs allow the outsiders to free the prisoner but 
  the tower is left standing, this still forces Kal to come to the 
  fort with his grimlocks the next day. If the prisoner 
  escapes, the PCs receive the Prisoner escaped to their AR. 
  If not, they get the Prisoner did not escape to their AR. 
   
  Troubleshooting: If the PC(s) use the scroll of word of 
  recall, it takes them to an unremarkable hut near the 
  northern border of Sunndi (on the Ahlissan side). There is 
  nothing out of the ordinary in the hut except for a few well 
  concealed (Search DC 30) daggers, sickles (emergency 
  weapons) and holy symbols of Nerull. 
   
  If the PCs do not have the means to return to 
  Adderstone within a day, Kal has attacked the town and 
  freed the prisoner before they return. Their only hope then 
  is to track down Kal’s camp (using encounter 5 and 6), and 
  follow his tracks into the Hollow Highlands. If they can’t 
  find a means to track him down (or if they delay too long), 
  Kal gets way, and the scenario is over. 
   
  ENCOUNTER 5: 
  ALL ROADS LEAD TO A BAR... 
  PCs may wish to investigate Adderstone more thoroughly 
  at some point than outlined in Encounter 3 or may roll 
  Gather Information checks which can put them on Kal’s 
  track. He has been quite good in hiding his tracks but a few 
  loose threads have been left dangling, mainly his 
  association with the Serpent’s Bite tavern:  
   
  DC 5: Some say that a great dragon is stirring under 
  the hills and causes the tremors to surrounding lands.  
   
  DC 10: A suspicious looking halfling has been seen 
  investigating the surroundings of Adderstone. It is unclear 
  what he was doing. 
   
  DC 15: There are smugglers operating near 
  Adderstone and in the Hollow Highlands. They probably 
  have hideouts in various taverns such as the Serpent’s Bite. 
   
  DC 20: The Ahlissan garrison is training flying 
  monsters to act as defenders for Adderstone and Naerie 
  itself. Strange shapes have occasionally been spotted in 
  nearby hills and flying sounds heard over town. 
   
  The Serpent’s Bite: The Serpent’s Bite is a house of ill-
  repute in Adderstone, ran by a bitter woman named Erlinja. 
  She has half a dozen orcs who guard her inn. They are 
  mercenaries that originally came to Naerie with the armies 
  of South Province and are quite old by orc standards, 
  having lived to the ripe old age of 30 or older. 
   
  � Erlinja: Female human (Oeridian-Suel) Rog3; hp 17; 
  see Appendix 5 
   
  Appearance: A woman of undetermined age with light 
  brown hair. A scarred lip disfigures her appearance. She 
  dresses in simple clothing.  
   
  Personality: Vengeful; likes people if they have money 
  and spend it. Her once nice personality was forever 
  shattered when a group of Hepmonalanders assaulted her 
  during the occupation of Idee. Now she takes great 
  pleasure in using Hepmonalanders as workers. 
   
  � Middle aged Orc Guards (6): hp 8 each; see Monster 
  Manual page 203 (AL NE). 
   
  Services: The Serpent’s Bite is divided into two areas. In 
  the first area, workers come to drown their sorrows on beer. 
  The 'better' part has those with more money to blow and 
  includes prostitutes, gambling and a pen for animals to 
  fight each other. 
   
  Gambling: PCs may wish to gamble in the Serpent’s Bite, 
  using dices, cards or whatever method they please. 
  Gambling can be used to earn free upkeep during this 
  module. A DC 15 Profession (gambler) check or DC 20 
  Bluff or Sleight of Hand check earns the PC free standard 
  upkeep.  
   
  Only one roll can be made but any possible devices 
  that allow a reroll or that alters the results such as the lucky 
  ring of the wild coast or the Celestial Scion (house Darmen) 
  feat can be used as normal. If the PCs fail the roll, the costs 
  of upkeep are doubled. If PCs do not have the money to pay 
  the cost, they are detained for 6 TU and forced to work in 
  the Serpent’s Bite. 
   
  Animal fights: PCs may wish to bet on the animal fights. 
  Common variants are weasel vs. tiny viper and dog vs. dog. 
  Some rare shows such as black bear vs. several dogs are 
  organized occasionally (but not today). Like gambling, 
  betting on one of these fights can earn standard upkeep. 
  The end result is determined by a single 1d6 roll (on a 1-3 
  the PC wins the fight). If the PC wins, he earns free 
  standard upkeep. If he loses, he must pay double (or triple 
  if he already lost money on gambling). If the PC has a 
  medium animal companion such as a dog or wolf, they can 
  put it into the arena against a common version of the same 
  beast. In this case it is assumed the common animal looses. 
   
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  Information: The most important thing that PCs can 
  uncover in the Serpent’s Bite is information. This can be 
  done in two ways. The first is to succeed in a Diplomacy 
  check with Erlinja. If the PCs have spent any money or 
  offer her money, her starting attitude is Indifferent. If they 
  have not, she is Unfriendly. If turned to Hostile, she tells 
  the PCs to leave her bar while the orcs come to make sure 
  they do. They do not initiate a fight unless the PCs do so 
  first. If turned to Unfriendly she does not wish to talk to 
  PCs. If she becomes/stays Indifferent she holds polite 
  conversation but does not reveal anything useful. If turned 
  to Friendly or Helpful, she can tell that she sells special 
  substances. Upkeep bonuses affect this roll as normal and 
  the following modifiers apply as well in regards to the PC 
  doing the talking:  
  • 
  PC is an Oeridian +4  
  • 
  PC is a non-human +2 
  • 
  PC is an Olman –4 
  • 
  PC is a pureblood Suel –2 
  • 
  PC is a Hepmonaland Suel –20 
  • 
  PC is a Celestial Scion (any house) +4 (unless said feat 
  automatically makes NPCs Friendly in which case the 
  feat description comes into effect). 
   
  While Helpful or Friendly, she can sell the following items 
  to the PCs: Oil of Taggit (90 gp), and Felten Tobacco (100 
  gp). She does not offer any of the more questionable 
  substances, poisons or drugs, though there is a hint she also 
  deals in those. 
   
  If asked about her other customers, Erlinja reveals that 
  not too many people can afford her wares but some weird 
  individual who lives outside town has bought some Vapid 
  Lead Extract from her because of the euphoric feeling it 
  gives. The man appeared quite crazy though. One of the 
  orcs can show the location where he left it and picked up 
  the payment. This enables the PCs to track using a DC 18 
  Survival check to find Kal’s campsite. A dog can be bought 
  from Adderstone to do the tracking if PCs lack a tracker or 
  if PCs ask it, Benrad can supply one. See the Player’s 
  Handbook for the price of the dog. 
   
  The second method is a bit easier. When the PCs enter 
  the Serpent’s Bite, have them roll a DC 10 Spot check. 
  Success indicates that from the hordes of commoners, 
  rogues and other assorted scum, one person sticks out.  
   
  � Derwin Proudfoot Male halfling Rog5; AL CG. 
   
  Appearance: A tall halfling, with long brown hair who 
  dresses in simple clothes. Has a blindfold around his eyes.  
   
  Personality: A smuggler whose loyalties lie more with 
  the Iron Band contraband cartel but who has a soft spot for 
  Idee. 
   
  Members of the Iron Band Contraband Cartel meta-
  organization automatically recognize him as one of the 
  “contacts” of the organization. A DC 25 Knowledge (local: 
  Splintered Suns) identifies him as the trader Derwin 
  Proudfoot who has a reputation as a sly trader who officially 
  trades with the clans of the Hollow Highlands, but 
  unofficially gives aid to the Idee Volunteers. Locals from 
  Naerie and Sunndi gain a +5 circumstance bonus on this 
  check. 
   
  Derwin was a victim of an unfortunate attack. He was 
  originally sent here by Ideeans to monitor the situation and 
  track down Kal (since Kal already killed two agents and 
  might know too many Ideeans by sight) but five nights ago 
  somebody poisoned the doorknob of his room in Serpent’s 
  Bite. He survived the multiple effects of poisons but the 
  Thever Paste poison rendered him blind. When he was 
  suffering from the poison, a few thugs robbed him of most 
  of his money and now he cannot afford a remove blindness to 
  be cast on him. He has sent word to Sunndi and is waiting 
  for a friend (Bousse) to arrive so that he can be cured in 
  Sunndi (He does not trust locals to transport him to 
  Sunndi). The temple of Stern Alia won’t heal him as 
  Nelrana is aware of Derwin’s reputation. 
   
  Derwin can tell all of the above and that he was sent to 
  track down a certain individual named Kal. If turned to 
  Friendly with a DC 15 Diplomacy check (automatic for 
  members of the Iron Band smuggling cartel), he can tell he 
  was doing a job for the Idee Volunteers on tracking down a 
  suspected criminal. Derwin also says that the Ideeans 
  warned that Kal has lost his mind because of a long 
  imprisonment and think that his sanity can no longer be 
  salvaged. Derwin can freely tell this at the tavern because 
  while the Ahlissans know his reputation, they do not touch 
  him in case the Sunndians would cause a fuss, and also 
  because he is not on top of their priority list. Of course this 
  had not stopped the Ahlissans from keeping him blind. 
  Derwin once followed Kal and has some idea where he is 
  hiding. Like the half-orc guard, Derwin can guide the PCs 
  to the location where Kal’s camp was last time.  
   
  If cured of his blindness he does not join the PCs, 
  preferring to go back to Sunndi as soon as he can. If PCs 
  cure him of his blindness, either through their own 
  spellcasting or through buying a scroll from Nelrana, they 
  receive the favor of Derwin Proudfoot. 
   
  Development: From here, the adventure moves to 
  Encounter 6, either as a fight in Kal’s campsite or in the fort 
  itself if the PCs did not discover Kal. If the PCs remember 
  to ask Benrad for aid, he sends two Ahlissan soldiers with 
  them on APL 2-4 and four soldiers on APL 6-8 (see 
  Appendix 5).  
   
  ENCOUNTER 6: 
  AGENT OF REVENGE 
  At some point or other, the PCs have to face Kal. He is 
  located in a camp outside Adderstone which the PCs can 
  find with the information they get from Derwin or Erlinja. 
  The map of his encampment is in DM’s Aid 3. Kal’s camp is 
  at the edge of the Hollow Highlands, in a rocky terrain, 
  that imposes a -2 circumstance penalty to Move Silently 
  and Tumble checks.  
   
  A grimlock is always on guard, located by the nearest 
  tent (eliminate other grimlock tents on APL 2). The 
  encounter starting distance from the tent should be 2d6x10 
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  but at 40 ft. at minimum (Grimlocks have a blindsight of 40 
  ft.). If PCs take great care in their approach, they might be 
  able to gain a surprise round on Kal & Grimlocks. If PCs 
  have already dealt with the outsiders, Kel tries to infiltrate 
  the fort during the next day and release his imprisonned 
  associate. Kal is a man of Oeridian-Suel descent with red 
  hair and blue eyes. In general, his appearance is very rough. 
   
  All APLs 
  � Vilryl the Quasit: hp 13; see Monster Manual page 46. 
   
  APL 2 (EL4) 
  � Kal: Male human (Oeridian-Suel) Clr3; hp 21; see 
  Appendix 1. 
  � Grimlock: hp 11; see Monster Manual page 141. (3 
  throwing daggers for ranged combat; +3 ranged) 
   
  APL 4: (EL 6) 
  � Kal: Male human (Oeridian- Suel) Clr4; hp 27; see 
  Appendix 2. 
  � Grimlock (4): hp 11 each; see Monster Manual page 
  141. (3 throwing daggers for ranged combat; +3 ranged) 
   
  APL 6: (EL 8) 
  � Kal: Male human (Oeridian-Suel) Clr5; hp 33; see 
  Appendix 3. 
  � Grimlock Barbarian (4): Grimlock Bbn1; hp 29 each; 
  see Appendix 3. 
   
  APL 8: (EL 10) 
  � Kal: Male human (Oeridian-Suel) Clr7; hp 45; see 
  Appendix 4. 
  � Grimlock: Barbarian (4) Grimlock Bbn3; hp 49 each; 
  see Appendix 4. 
   
  Tactics: If encountered in his camp, Kal tries to flee if two-
  thirds of his Grimlocks are killed and he does not return 
  afterwards. Otherwise he stands back, buffs his grimlocks 
  and uses his repeating crossbow. His quasit companion 
  accompanies him if it is still alive at this stage, except on 
  APL 2 where Quasit joins the fight on round 5 (or flees 
  when by time the fight is over already) as otherwise the 
  encounter might be too strong for weak APL 2 party.  
   
  If he has to go to a fort, he kills some of the workers 
  who are going to fort to take their clothing (if PCs make 
  effort to guard the workers or disguise as one, they might 
  face Kal here already). Afterwards he and grimlocks mingle 
  with the regular workers using Disguise skill and he also 
  disguises his grimlocks (whose Disguise check is lower 
  than Kal's since they try to appear as another race). 
  However, he has instructed the grimlocks to attack when 
  near the PCs in hope that he can get to Elrac during the 
  confusion.  
   
  Do not to put all the workers on the map as it would 
  delay the combat too much, but their presence counts as 
  crowd for 4  rounds (see page 100 of Dungeon Masters Guide) 
  which gives give Kal a change to hide and move inside the 
  fort unseen. Succesful Diplomacy or Intimidate checks and 
  suitable spells (such as calm emotions) reduce the time it 
  takes for crowd to disperse by 1 round. Remember that the 
  PCs get a -5 penalty to their Spot checks for being 
  distracted when fighting the grimlocks. 
   
  If he gets to Elrac, Kal immediately activates the scroll 
  of word of recall and gets out with Elrac.  
   
  If captured, he uses his alchemical tooth to kill 
  himself, uttering praise to Kurell as he willingly fails the 
  save against the Black Lotus extract poison.  
   
  � Black Lotus Extract: Contact Fort DC 20; Initial 
  damage 3d6 Con; secondary damage 3d6 Con 
   
  If he somehow survives (i.e. PCs might use a Heal check to 
  make him vomit the poison out), he curses and weeps 
  loudly and prays Kurell to help him. The prayers go 
  unanswered. 
   
   
  The Grimlocks always fight in a straightforward 
  manner, going for the weakest looking targets and 
  spreading out to reduce the effectiveness of area effect 
  spells. 
   
  Treasure: Kal is well equipped and yields plenty of loot. 
  Note that he does not have all his coins and misses his scroll 
  of planar ally and word of recall anymore if he already 
  summoned the outsiders. See encounter 4 for amount of 
  coin that outsiders take from Kal as payment. 
   
  APL 2: Kal - Loot: 77 gp; Coin: 110 gp; Magic: 414 gp; 
  2x potions of cure moderate wounds (20 gp each), scroll of lesser 
  planar ally (100 gp), 2x scrolls of word of recall (137 gp). 
   
  Each grimlock - Loot: 1 gp. 
   
  APL 4: Kal - Loot: 77 gp; Coin: 126 gp; Magic: 414 gp; 
  2x potions of cure moderate wounds (20 gp each), scroll of planar 
  ally (200 gp), 2x scrolls of word of recall (137 gp). 
   
  Each grimlock - Loot: 1 gp. 
   
  APL 6: Kal - Loot: 77 gp; Coin: 243 gp; Magic: 514 gp; 
  2x potions of cure moderate wounds (20 gp each), 2x scrolls of 
  planar ally (200 gp), 2x scrolls of word of recall (137 gp). 
   
  Each grimlock - Loot: 28 gp; Magic: 4 gp; potion of shield 
  of faith (4 gp). 
   
  APL 8: Kal - Loot: 77 gp; Coin: 293 gp; Magic: 514 gp; 
  2x potions of cure moderate wounds (20 gp each), scroll of lesser 
  planar ally (100 gp), 2x scrolls of planar ally (200 gp), 2x scrolls 
  of word of recall (137 gp) 
   
  Each grimlock Loot: 28 gp; Magic: 4 gp; potion of shield 
  of faith (4 gp). 
   
  Detect Magic Results: Potion of cure moderate wounds 
  (Faint Conjuration), scroll of planar ally (Moderate 
  Conjuration), scroll of word of recall (Moderate Conjuration). 
   
  Development: Once Kal has been dealt with, move to 
  Conclusion A.  
   
  ENCOUNTER 7: 
  MISSION BRIEFING 
  If the PCs accept to side with the Idee Volunteers, Vilryl 
  meets them in the evening and brings Player’s Handout 2 
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  (where Kal uses the name Larbin) and the scroll of word of 
  recall. Vilryl hands them over and then flies away, turning 
  invisible at the first opportunity.  
   
  All APLs: Loot: 0 gp; Coin: 0 gp; Magic: scroll of word of 
  recall (137gp). 
   
  Detect magic results: Scroll of word of recall (Moderate 
  Conjuration). 
   
  Development: The PCs may be uncomfortable with the 
  mission assignment they have been given and decide to go 
  to the Ahlissans instead now. In that case, nothing happens 
  during the evening and if the PCs decide to keep guarding 
  the tower (Encounter 4), the outsiders attack at that time. If 
  not, proceed to Encounter 8. 
   
  ENCOUNTER 8: 
  INTO THE TOWER 
  There are several ways to get into the fort and the PCs even 
  have time to observe the place a bit and learn its comings 
  and goings. Note that while specific times are provided, 
  these are guidelines. Without digital watches events don’t 
  happen exactly at the mentioned time, and might be off by 
  as much as 15 minutes. 
   
  6 am: The morning shift arrives to the tower and takes up 
  positions. Most guards bring along something as breakfast. 
  Night shift gives a quick brief to morning shift. 
   
  6.30 pm: The night shift leaves 
   
  8 am: Workers arrive and the guard counts to make sure 20 
  workers plus 2 overseers are present. Any missing persons 
  are reported to Witigan and the guards are extra alert for 
  anything suspicious that might go on. In general this 
  means that they take extra effort to check the rooms and 
  take two Spot rolls against hiding PCs. 
   
  12 am: Food is brought to the guards and workers. If 
  anything suspicious has happened during the day, the 
  lieutenant uses detect poison on the food. 
   
  2 pm: The day shift arrives and is briefed by morning shift. 
   
  2.30 pm: Morning shift leaves. 
   
  6 pm: The workers leave, the guards check out all rooms in 
  case saboteurs might have gotten into the castle (Hide vs. 
  Spot checks) 
   
  10 pm: The night shift arrives to the tower and takes up 
  positions. 
   
  10.30 pm: The day shift leaves.  
   
  12 pm: Food is brought to the guards. If anything 
  suspicious has happened during the day, the lieutenant 
  uses detect poison on the food. 
   
  6 am: The morning shift arrives to the tower and takes up 
  positions. 
   
  Infiltrating the tower: Rather than detailing every 
  possible option that the PCs could take, this adventure has 
  no hard and fast rules regarding the infiltration. Use 
  common sense to determine how suspicious the guards 
  might get with the PCs making noise during their sneaking 
  attempts or how well PCs might disguise as workers. In 
  general, any aggressive action or bodies discovered causes 
  an alarm.  
   
  Some of the things the PCs might do are to steal 
  worker uniforms and go into the fort during the day and 
  stay hidden in the evening. Another option is to take out 
  workers bringing food and poison it with stuff brought 
  from Erlinja. A DC 15 Craft (alchemy) of Profession 
  (herbalist) check can be attempted to prepare Oil of Taggit 
  poison for this purposes as well. This requires 45 gp worth 
  of materials, whether the attempt is successful or not. 
   
  Food can also be laced with small amounts of animal 
  dung which requires a DC 12 Fortitude save or all guards 
  eating are sickened by diarrhea. Note that the dog/worgs 
  have separate food. 
   
  Reward intelligent players. A rule of thumb however is 
  that a party disguised as soldiers is never allowed entry. 
  Large numbers of soldiers come and go at scheduled times, 
  unless invited by the officers inside. The watch 
  immediately raises the alarm to make sure that the PCs are 
  on legal business. Individual members of the Ahlissan army 
  meta-organizations can still use a DC 15 Bluff or Diplomacy 
  check to get into the fort. 
   
  If the PCs interacted with Anshal in Encounter 2, one 
  or two (more will not be allowed in at one time) PCs may 
  attempt a DC 25 Diplomacy check to turn her Friendly so 
  the PCs get a tour in the fort (though Ahlissan guards kit 
  up before this, just in case). Likewise, the PCs can forge 
  documents (or ask Erlinja to do it for them for 50 gp) that 
  indicate they are coming to relieve Anshal, though this 
  requires a successful Disguise check. Anshal gets a +2 
  circumstance bonus to her checks because the orders are 
  somewhat unexpected. Failure in any of the above usually 
  results in the alarm being raised (judge this on a case-by-
  case basis). 
   
  Alarm: If the alarm is raised, it takes 30 rounds for the 
  Adderstone garrison to muster in force and advance to the 
  tower. If the PCs are still present, the garrison most likely 
  kills them all. If the PCs have sabotaged in Adderstone 
  previously, this time is expanded as appropriate. 
   
  Creatures: The tower is defended by three groups of 
  soldiers who rotate in their shifts. Anshal is always present, 
  sleeping during the night unless awakened. In addition 
  there are dogs/worgs whose task is to sniff out any invisible 
  intruders. 
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  APL 2 (EL3) 
  � Lieutenant Anshal: Female human (Oeridian) Clr2; 
  hp 15; see Appendix 1. 
  � Guards (6): Male human (Oeridian-Suel) War1; hp 5 
  each; see Appendix 1. 
  � Riding Dog: hp 13; see Monster Manual page 93. 
   
  APL 4 (EL5) 
  � Lieutenant Anshal: Female human (Oeridian) Clr4; 
  hp 27; see Appendix 2. 
  � Guards (6): Male human (Oeridian-Suel) Ftr1; hp 12 
  each; see Appendix 2. 
  � Worg: hp 30; see Monster Manual page 258, but 
  alignment is N. 
   
  APL 6 (EL9) 
  � Lieutenant Anshal: Female human (Oeridian) Clr5; 
  hp 33; see Appendix 3. 
  � Guards (6): Male human (Oeridian-Suel) Ftr3; hp 31 
  each; see Appendix 3. 
  � Worg (2): hp 30 each; see Monster Manual page 258, 
  but alignment is N. 
  darkvision 60ft. 
   
  APL 8 (EL11) 
  � Lieutenant Anshal: Female human (Oeridian) Clr6 
  (Stern Alia); hp 39; Appendix 4. 
  � Guards (8): Male human (Oeridian-Suel) Ftr4; hp 40; 
  See appendix 4. 
  � Worg (3): hp 30; Monster Manual p. 258 but alignment 
  is N. 
   
  Summoned Creatures (APL 6 and 8) 
  � Celestial black bear: hp 19; see Monster Manual page 
  269 with the following changes: SR 8, resistance to acid, 
  cold and electricity 5, smite evil +3 1/day, darkvision 60 ft.. 
  � Fiendish ape: hp 29; see Monster Manual page 268 
  with following changes: SR 9, resistance to cold and fire 5, 
  darkvision 60 ft., smite good +4 1/day. 
  � Fiendish dire wolf: hp 45; see Monster Manual page 
  65 with the following changes: SR 11, resistance to cold and 
  fire 5, darkvision 60ft, smite good +6 1/day, darkvision 
  60ft.. 
   
  Tactics: Initially, the guards spread around the fort. There 
  always is a single guard in locations B and I and two guards 
  walking the battlements. Spread the rest around the fort as 
  appropriate. There is always one dog/worg outside room T. 
  The dog/worgs are trained to identify normal guards with 
  scent and immediately start barking or give out an alarm in 
  Common if they detect someone else. When several worgs 
  are present, they prowl around the basement and ground 
  floor. All guards have signal whistles to alert each other if 
  there is an attack. The guards can give out an alarm to the 
  Adderstone garrison by throwing a sunrod over the wall or 
  showing the light from the Ahlissan banner above the 
  gatehouse. Clearly visible spellcasting such as someone 
  lobbing a fireball at the battlements also causes the alarm. 
   
  In combat, the guards try to buy time for the main 
  garrison to arrive by locking doors behind them, throwing 
  tanglefoot bags, etc. If forced to combat, they fight as 
  efficiently as they can. If faced with flying enemies, they 
  try to go indoors and force the creatures to follow them. 
  The guards also know about the secret doors and try to use 
  these to get around the PCs to send the alarm or to flank 
  them. 
   
  At APL 6-8 the lieutenant has an insignia of healing 
  which affects all guards within range, so it is a good idea to 
  keep track of hit point totals of incapacitated guards in case 
  they can join the fight again. The guards have locked 
  gauntlets which they use if they have time, but not before 
  using their potions of shield of faith and bull’s strength if they 
  have them.  
   
  It is also important to keep track of spells such as magic 
  circle against chaos or bless that the lieutenant might be able 
  to cast. When she has a scroll of summon monster III, it is used 
  to summon fiendish ape if there is enough room for a large 
  creature or a celestial black bear if there is only room for a 
  medium creature.  If she has the scroll of summon monster IV 
  it is used to bring 1d3 celestial black bears, or a fiendish 
  dire wolf if there is a room for it. 
   
  Treasure: Guard equipment:. 
   
  APL 2: Lieutenant: Loot: 70 gp; Coin: 5 gp; Magic: 2x 
  potions of cure light wounds (4 gp each). 
   
  Each guard: Loot: 40gp; Coin: 1 gp. 
   
  APL 4: Lieutenant: Loot: 70 gp; Coin: 5 gp; Magic: 2x 
  potions of cure light wounds (4 gp each). 
   
  Each guard: Loot: 65 gp; Coin: 3 gp; Magic: potion of 
  shield of faith (4 gp), potion of bull’s strength (20 gp)  
   
  APL 6: Lieutenant: Loot: 70 gp; Coin: 5 gp; Magic: 2x 
  potions of cure light wounds (4 gp each), scroll of summon 
  monster III (25 gp). 
   
  Each guard: Loot: 65 gp; Coin: 3gp; Magic; potion of 
  shield of faith (4 gp), potion of bull’s strength (20 gp). 
   
  APL 8: Lieutenant: Loot: 70 gp; Coin: 5 gp; Magic: 2x 
  potions of cure light wounds (4 gp each), scroll of summon 
  monster IV (58 gp), wand of hold person (375 gp). 
   
  Each guard: Loot: 65 gp; Coin: 3 gp; Magic: potion of 
  shield of faith (4 gp), potion of bull’s strength (20 gp). 
   
  Detect magic results: Potion of bull’s strength (Faint 
  Transmutation), potion of cure light wounds (Faint 
  Conjuration), potion of shield of faith (Faint Abjuration), scroll 
  of summon monster III (Faint Conjuration), scroll of summon 
  monster IV (Moderate Conjuration), wand of hold person 
  (Faint Enchantment). 
   
  Development: From here the module moves to Encounter 
  9 as the PCs try to make their way over the border, unless 
  no alarm has been raised in which case you can skip 
  Encounter 9 head to the safe house mentioned in Kal’s 
  letter. 
   
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  ENCOUNTER 9: 
  PURSUIT 
  It is 4 miles to the Sunndian border from the tower. Pursuit 
  starts when the garrison gets into the tower and is 
  conducted by flying monsters trained by the Ahlissans. 
  Calculate the speed of the PCs and compare it to the speed 
  of the NPCs. If the monsters catch up with the PCs, combat 
  ensues. The garrison keeps pursuing the PCs with an 
  average 20 ft. per turn land speed, but unless the PCs are 
  considerably slowed or incapacitated, this should not be of 
  much consequence. If any worgs are alive when this 
  encounter starts, they are sent after the PCs as well. 
   
  APL 2 (EL3) 
  � Arrowhawk, Juvenile: hp 16; see Monster Manual page 
  19. 
   
  APL 4 (EL5) 
  � Manticore: hp 57; see Monster Manual page 179. 
   
  APL 6 (EL7) 
  � Manticore (2): hp 57 each; see Monster Manual page 
  179. 
   
  APL 8 (EL9) 
  � Manticore (4): hp 57 each; see Monster Manual page 
  179. 
   
  Tactics: The arrowhawk and manticores keep their 
  distance and attack with their electricity burst or spikes. If 
  the PCs are mounted, the creatures attack the mount.  
   
  Note that even if it's the middle of the night, both 
  arrowhawk and manticores have 60 ft. darkvision. The 
  manticores do fly-by-attacks when their spikes run out. In 
  all cases, once a creature loses 2/3 of its hit points it flees. If 
  possible, the manticores snatch any fallen PCs into their 
  jaws with a fly-by-attack when they flee and take him back 
  to the garrison. Once the PCs reach the Sunndian border, 
  the monsters receive a magical command to turn back. 
   
  Treasure: These creatures carry no treasure. 
   
  Development: From here the module moves to conclusion 
  B. 
   
  CONCLUSION A 
  The fortification is ready on time and Benrad keeps his job. 
  Prince Barzhaan himself arrives to congratulate him. 
   
  With the threat of sabotage removed, the final 
  fortification is finished without further delay. As a 
  symbolic gesture, Benrad offers you a chance to place 
  the last few stones to the final tower with him and 
  Witigan; As they are placed to the top of the tower, a 
  great cheer rises from the assembled workers. 
  Celebrations continue for sometime until Benrad 
  comes to you.  
   
  "There is a special quest here who would like to 
  see you. Follow me please." 
   
  Inside the tent are five persons. One is Benrad 
  Lyrthi, while four others are muscular men, standing 
  around a makeshift throne. On the throne sits a plain 
  looking Oeridian man, who has a short black hair and 
  moustache. 
   
  “May I present Barzhaan of House Haxx, ruler of 
  the Principality of Naerie!” Benrad says. 
   
  The man on the throne nods in greeting and 
  raises his hands, putting his palms against each other. 
   
  This is a free form role-playing encounter. Benrad 
  introduces the PCs one at the time and they have the 
  possibility to talk to Prince Barzhaan himself. 
   
  � Barzhaan of House Haxx: Male human (Oeridian) 
  Ftr14; hp 115; AL LN. 
   
  Appearance: Very tall (nearly 7 ft.) but plain looking 
  Oeridian man in his 50s. Has short black hair and a 
  moustache. Dresses in simple but elegant black-blue 
  merchants outfit (this is actually his elven chain, covered 
  by a veil spell). A sword is on his side, along with a shield, 
  while a purple cloak hangs on his shoulder. 
   
  Personality: Pleasant and polite but if necessary, can be 
  absolutely ruthless. Has a quite cynical and practical view of 
  people in general. 
   
  Talking points: The prince is pleased with the PCs and 
  asks a few questions regarding their career but does not 
  socialize too much. At some point he waves his hand, 
  indicating that the audience is over. Below are some bullet 
  points for DM to ad-lib the conversation. 
  • 
  Barzhaan is not really worried about any kind of 
  general uprising against Ahlissans. Commoners tend 
  to be conservative in a way that as long as they have 
  food to eat and their sons are not carried off as sacrifice 
  to vile gods, they typically do not care about other 
  things.  
  • 
  He thinks that Kal might not have organized sabotage 
  himself. Barzhaan plans to take care of that once the 
  situation permits. 
  • 
  This fortification is necessary. The state of peace tends 
  to be something that does not last. He and Overking 
  Xavener are not looking for war but Barzhaan is only 
  dealing with a small part of the Ahlissan borders. 
  Sooner or later something will happen that triggers a 
  war and then he must be ready for it. 
  • 
  The Scarlet Brotherhood is his main problem right 
  now and he is looking for allies to help Ahlissa fight 
  them. Darvander Haxx (his cousin) has been sent to 
  Keoland to ask about their possible interest in this. 
  • 
  If PCs captured Kal and ask what is going to happen 
  with him, Barzhaan tells that Kal was found guilty of 
  murdering a Hextorite soldier named Einhor few 
  months ago and he will be executed for that crime in 
  ESA6-05 A Point of View                                 
   
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  Naerie City. Ironically Einhor himself (who was 
  returned to life) will be the one doing the deed. 
   
  If any PC is currently ‘Wanted in Ahlissa” for any reason, 
  read the following: 
   
  “Barzhaan turns towards (PCs name). Tell me, is it not 
  true that you are wanted for (reason) in our fair 
  nation?” 
   
  Whether PC says yes or no, read the following. 
   
  “Obviously you have done a valuable service for the 
  crown. If you wish, I can grant you my personal 
  pardon. If not, then you can nonetheless leave this 
  area and no harm will come to you while in sight of 
  Adderstone.” 
   
  If the PC accepts, he receives the Pardon of the Prince to 
  their AR. If they decline, the PC is free to leave and suffers 
  no further repercussions in this module. Barzhaan just 
  gives an ominous “until next time...” farewell to that PC. 
   
  Development: With the meeting adjourned, PCs may 
  leave and continue their adventures elsewhere. All PCs 
  receive Favor of Benrad Lyrthi. 
   
  Troubleshooting: If the PCs attack Barzaan, do not roll 
  out the combat. There is simply too much opposition. All 
  PCs that participate in the fight are killed. 
   
  CONCLUSION B 
  The PCs sabotage the fortification and run away from the 
  pursuing garrison and to the supposed safehouse in the 
  Hollow Highlands. As they arrive, the house is on fire. The 
  flames are visible for a long distance. 
   
  Creatures: Bousse, a half-orc in service of the Veil is here.  
   
  � Bousse: hp 31; Male half-orc Bar1/Ran3; Appendix 5. 
   
  Appearance: A muscular half-orc who is dressed in 
  studded leather armor. 
   
  Personality: 
  Typically 
  cautious 
  and 
  careful 
  but 
  sometimes gets carried away, such as now when he was a 
  bit careless and broke an oil lamp, causing the fire to break 
  out. 
   
  Bousse has heard about the possible hideout of an evil 
  group and has searched for it. When the PCs arrive, he is 
  sitting by the fire, eating. A body is next to him, it’s headed 
  cleaved in two with Bousses’ scimitar (making speak with 
  dead impossible). A holy symbol of Nerull is next it.  
   
  If Bousse hears the PCs, he stands up, drawing his 
  weapon and asking the PCs to show themselves. 
   
  Tactics: If a fight breaks out, Bousse attempts to flee into 
  the wilderness. If it is dark, he can retreat at full speed as he 
  is not hindered by the darkness. If unable to flee, Bousse 
  fights until he can flee. 
   
  Treasure: Bousse managed to secure a purse of coins from 
  the safehouse and gives it to the PCs since he has no need 
  for it. 
   
  APL 2: Coin: 100 gp  
   
  APL 4: Coin: 200 gp  
   
  APL 6: Coin: 300 gp  
   
  APL 8: Coin: 400 gp  
   
  Development: The main purpose here is to give the Pcs 
  the possibility to find out that they have worked for an evil 
  faction. PCs receive Betrayed to their AR. Bousse can tell 
  the following: 
  • 
  He was doing some information gathering and found 
  out about the possible location of an evil group near 
  Adderstone. 
  • 
  He came to this place but failed to surprise one 
  member, and had to kill him. He had a holy symbol of 
  Nerull on him, so Bouuse thinks he’s an acolyte of 
  some sort. 
  • 
  When fighting against the acolyte, the cleric was 
  screaming something about the glory of the “Hidden 
  Sickle”. A DC 30 Knowledge (local: Splintered Sun) or 
  DC 25 Bardic Knowledge reveals that this is a obscure 
  reference to Nerull, once used by a death organization 
  called Midnight Darkness, Nerull worshippers who 
  view the time of Ivids favorably. 
  • 
  If the PCs mention what has happened, Bousse tells 
  them that it seems they were played for a fool. Once 
  this happens, Bousse tosses the purse to the PCs and 
  leaves, wishing all the best to them. If the PCs wish to 
  come along, he is heading to New Keep to give his 
  report to his associates so PCs can easily enough meet 
  with Cecila Avon. 
   
  If the PCs go to Cecilia, she is extremely distressed and 
  fearful of the future, that even her divinations cannot 
  reveal. She hopes that the situation does not escalate or at 
  least not until the Wastrian War  is over.  
   
  She then sends the PCs away and apologizes for 
  sending them to this errand.  
   
  CONCLUSION C 
  If PCs fail to stop Kal and tower is destroyed, then Benrad 
  is sacked from his position. If still loose, Kal is captured is 
  brought forward as offering to Prince Barzhaan when he 
  arrives and quickly arranges him to be sent to Naerie City. 
  PCs can still claim rewards from whichever faction they 
  worked but will not get anything else for their troubles. 
   
  ESA6-05 A Point of View                                 
   
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  CAMPAIGN  
  CONSEQUENCES 
  This module will have campaign consequences. Please 
  answer the following questions by sending an email to 
  sampo@haarlaa.fi and rolspeel@planet.nl. 
  1. 
  Was the construction completed successfully or 
  not? 
  2. 
  Which NPCs (including Kal) died? 
  3. 
  Did anything unforeseen happen? 
   
  Comments about the module are also welcome. 
   
  The End 
   
  ESA6-05 A Point of View                                 
   
  Page 24 
  
  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 1: Trouble in the Castle 
  Defeating the creatures. 
  APL2  
  60 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Encounter 4-9: 
  Sabotaging the tower or preventing Kal from doing so. 
  APL2  
  300 XP  
  APL4  
  480 XP  
  APL6  
  660 XP  
  APL8  
  830 XP 
   
  Discretionary Role-playing Award 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
  75 XP 
   
  Preventing/helping Elracs escape, depending which 
  faction the PCs worked for. 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
  75 XP 
   
  If the PCs do not kill any outsiders or Ahlissan guards 
  while completing their mission. 
  APL2  
  30 XP  
  APL4  
  45 XP  
  APL6  
  60 XP  
  APL8  
  75 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8                                                  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or similar 
  spell to determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. If the 
  magic item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction 
  Reward for successfully completing the mission: 
   
  APL 2: Coin: 100 gp. 
   
  APL 4: Coin: 200 gp. 
   
  APL 6: Coin: 300 gp. 
   
  APL 8: Coin: 400 gp. 
   
  Encounter 3b: Towers of Adderstone 
   
  APL 2: Loot 300 gp; Coin: 242 gp; Magic: 62 gp –  wand 
  of detect secret doors (62 gp). 
   
  Encounter 6: Agent of revenge 
   
  APL 2: Kal - Loot: 77 gp; Coin: 110 gp; Magic: 414 gp; 
  2x potion of cure moderate wounds (20 gp each), scroll of lesser 
  planar ally (100 gp), 2x scroll of word of recall (137 gp). 
   
  Each grimlock - Loot: 1 gp. 
   
  APL 4: Kal - Loot: 77 gp; Coin: 126 gp; Magic: 414 gp; 
  2x potion of cure moderate wounds (20 gp each), scroll of planar 
  ally (200 gp), 2x scroll of word of recall (137 gp). 
   
  Each grimlock - Loot: 1 gp. 
   
  APL 6: Kal - Loot: 77 gp; Coin: 243 gp; Magic: 514 gp; 
  2x potion of cure moderate wounds (20 gp each), 2 x scroll of 
  planar ally (200 gp), 2x scroll of word of recall (137 gp). 
   
  Each grimlock - Loot: 28 gp; Magic: 4 gp; potion of shield 
  of faith (4 gp). 
  ESA6-05 A Point of View                                 
   
  Page 25 
  
   
  APL 8: Kal - Loot: 77 gp; Coin: 293 gp; Magic: 514 gp; 
  2x potion of cure moderate wounds (20 gp each), 2 x scroll of 
  planar ally (200 gp), scroll of lesser planar ally (100 gp), 2x scroll 
  of word of recall (137 gp) 
   
  Each grimlock Loot: 28 gp; Magic: 4 gp; potion of shield 
  of faith (4 gp). 
   
  Encounter 8: In the Tower 
   
  APL 2: Loot; 310 gp; Coin; 11 gp; Magic 8 gp; potion of 
  cure light wounds x2 (4gp each) 
   
  APL 4: Loot; 460 gp; Coin; 23 gp; Magic 152 gp; potion 
  of cure light wounds x2 (4gp each), potion of shield of faith x6 
  (4gp each), potion of bull’s strength x6 (20gp each)  
   
  APL 6: Loot; 460 gp; Coin; 23 gp;  Magic 177 gp; potion 
  of cure light wounds x2 (4gp each), scroll of summon monster III 
  (25gp), potion of shield of faith x6 (4gp each), potion of bull’s 
  strength x6 (20gp each)  
   
  APL 8: Loot; 590 gp; Coin; 29 gp;  Magic 633 gp; potion 
  of cure light wounds x2 (4gp each), scroll of summon monster IV 
  (58gp), wand of hold person (375gp), potion of shield of faith x8 
  (4gp each), potion of bull’s strength x8 (20gp each)  
   
  Conclusion B 
   
  APL 2: Coin: 100 gp  
   
  APL 4: Coin: 200 gp  
   
  APL 6: Coin: 300 gp  
   
  APL 8: Coin: 400 gp 
   
  Total Possible Treasure 
  Note that is highly unlikely the PCs acquire the treasure for 
  both Encounter 6 and 8! 
   
  APL 2: Loot: 688 gp; Coin: 563 gp; Magic: 84 gp - Total: 
  1,735 gp (max. 450gp) 
   
  APL 4: Loot: 841 gp; Coin: 801 gp; Magic: 728 gp - 
  Total: 2,360 gp (max. 650gp) 
   
  APL 6: Loot: 949 gp; Coin: 1,108 gp; Magic: 969 gp - 
  Total: 3,026 gp (max. 900gp) 
   
  APL 8: Loot: 1,079 gp; Coin: 1,122 gp; Magic: 1,358 gp - 
  Total: 3,493 gp (max. 1,300gp) 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Pardon of the Prince: You are no longer wanted in Ahlissa 
  for whatever crimes you might have committed previously 
  (future crimes affect your status normally). 
   
  Betrayed! You are now wanted in Ahlissa for sabotage and 
  association with evil forces, penalty for which is death. 
   
  Favor of Derwin Proudfoot: By spending 2 additional TU 
  after any one future meta-regional scenario set in the 
  Splintered Suns or a regional set in Naerie and Sunndi, you 
  henceforward gain a +1 circumstance bonus to Gather 
  Information and Knowledge (local: the Splintered Suns) 
  while in the Principality of Naerie or Sunndi. A disfavor 
  with the Iron Ring smuggling cartel removes this benefit. 
    
  Prisoner escaped: You have helped a dark agent  escape 
  from prison. This might have consequences in the future. 
   
  Prisoner did not escape: You prevented an evil man 
  escaping. This grants a +2 bonus to Diplomacy checks with 
  Naerie officials for 1 calendar year starting from the date 
  this adventure was played. 
   
  Atonement: Matron Nelrana has cast atonement on you 
  free of charge when you accepted Stern Alia as your new 
  deity. 
   
  Favor of Benrad Lyrthi:  You may use this favor in one of 
  the following ways (cross off when used): 
  ___Learn any Core access arcane spell of 3rd level or lower for 
  free.  
  ___Upgrade any cloak/vest of resistance or weapon/armor with 
  an additional +1 bonus, paying the normal cost. 
  ___One-time access to banner of law (HB) (Ahlissan coat of 
  arms). This banner can be attached to a longspear, spear or 
  lance. 
   
  ITEM ACCESS 
  APL 2 
  � Alchemical tooth (Adventure; CV)K 
  � Felten tobacco (works as focusing candle) (Meta-
  regional; CV) 
  � Oil of taggit (Adventure; DMG; max 5 doses per 
  PC) 
  � Periscope (Adventure; A&EG)A 
  � Scroll of lesser planar ally (Adventure; DMG)K 
  � Scryer’s kit (Adventure; A&EG)A 
  � Wand of detect secret doors (Adventure; DMG)A 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � Scroll of planar ally (Adventure; DMG)K 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � Wand of hold person (Adventure; DMG)A 
   
  A = owned by Ahlissan soldiers; K = owned by Kal. 
   
   
   
  ESA6-05 A Point of View                                 
   
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  APPENDIX 1: 
  APL 2 
  ENCOUNTER 6 
  Kal: Male human Clr3 of Kurell; CR 3; Medium 
  Humanoid (human); HD 3d8+3; hp 21; Init +1; Spd 30 
  ft.; AC 14 (touch 11, flat-footed 13) [+3 armor, +1 Dex]; 
  Base Atk +2; Grp +1; Atk +1 melee (1d6-1, sickle) or +4 
  ranged (1d10 plus poison/19-20, masterwork repeating 
  heavy crossbow); Full Atk +1 melee (1d6-1, sickle) or +4 
  ranged (1d10 + poison/19-20, masterwork repeating 
  heavy crossbow); SA Rebuke undead 4/day; SQ 
  Spontaneous casting (inflict); AL CN; SV Fort +4, Ref 
  +2, Will +5; Str 8, Dex 13, Con 12, Int 10, Wis 15, Cha 
  14. 
   
  Skills and Feats: Climb +0, Bluff +13, Disguise +6, 
  Hide +3, Move Silently +2, Sense Motive +3; Exotic 
  Weapon Proficiency (repeating crossbow), Persuasive, 
  Skill Focus (Bluff).  
   
  Languages: Celestial, Common.   
   
  Poison (Ex): black adder venom – injury, DC 11 
  Fortitude, 1d6 Con/1d6 Con. 
   
  Spells Prepared (4/4/3; base DC = 13 + spell level): 
  0—guidance, light, resistance, virtue; 1st—bane, cure light 
  wounds, lesser confusion*, protection from law; 2nd—
  invisibility*, summon monster II, undetectable alignment. 
   
  *Domain spell. Domains: Madness (1/day get +1 
  any Will save or skill check), Trickery. 
   
  Possessions: Sickle, repeating heavy crossbow with 5 
  poisoned bolts, 2 quivers of 5 crossbow bolts, 3x 
  alchemist fire, masterwork studded leather armor, holy 
  symbol of Kurell, 2x potions of cure moderate wounds, 
  scroll of lesser planar ally, 2x scrolls of word of recall, 
  alchemical tooth with black lotus extract (DC 20, 3d6 
  Con/3d6 Con), 600 gp for planar ally, holy symbol of 
  Trithereon, Iron League bracelet, 60gp. 
   
  ENCOUNTER 8 
  Lieutenant Anshal: Female human Clr2 (Stern Alia); 
  CR 2; Medium Humanoid (human); HD 2d8+2; hp 15; 
  Init +5; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+5 
  armor, +1 shield, +1 Dex]; Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2, masterwork heavy mace) or +3 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +4 
  melee (1d8+2, masterwork heavy mace) or +3 ranged 
  (1d8/19-20, masterwork light crossbow); SA Turn 
  undead 2/day; SQ Spontaneous casting (cure); AL LN; 
  SV Fort +4, Ref +1, Will +5; Str 14, Dex 13, Con 12, Int 
  10, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +6, Heal +3, 
  Knowledge (religion) +5, Listen +5, Spot  +5; Alertness, 
  Improved Initiative. 
   
  Spells Prepared (4/4; base DC = 12 + spell level): 0—
  guidance, resistance (2), virtue; 1st—bless, cause fear, 
  protection from law*, shield of faith. 
   
  *Domain spell. Domains: Law (cast spells with the 
  law descriptor at +1 caster level); Protection (grant 
  touched creature a resistance bonus equal to cleric level 
  on next saving throw, 1/day). 
   
  Possessions: Masterwork heavy mace, masterwork 
  light crossbow, 10 bolts, dagger, breastplate, buckler, 
  holy symbol of Stern Alia, 2x sunrods, tanglefoot bag, 
  keys to the doors, signal whistle, 2x potions of cure light 
  wounds. 
   
  Guards (6): Male human War1; CR 1/2; Medium 
  Humanoid (human); HD 1d8; hp 5; Init +1; Spd 30 ft.; 
  AC 16 (touch 11, flat-footed 15) [+4 armor, +1 Dex, +1 
  shield]; Base Atk +1; Grp +2; Atk +2 melee* (1d10+1/19-
  20, masterwork bastard sword) or +1 ranged* (1d8/19-
  20, light crossbow); Full Atk +2* melee (1d10+1/19-20, 
  masterwork bastard sword) or +1 ranged* (1d8/19-20, 
  light crossbow); AL LN; SV Fort +2, Ref +1, Will +0; Str 
  13, Dex 12, Con 11, Int 9, Wis 10, Cha 8. 
            Skills and Feats: Climb +3, Handle Animal +1, 
  Intimidate +1, Listen +2, Ride +3, Spot +2; Alertness, 
  Improved Buckler Defense. 
   
  Possessions: Masterwork bastard sword, light 
  crossbow, 10 bolts, spiked gauntlet, locked gauntlet, 
  dagger, chainshirt, buckler, sunrod, tanglefoot bag, 
  signal whistle, bull's eye lantern, flint and steel. 
   
  * Includes penalty for wearing a buckler. 
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  APPENDIX 2: 
  APL 4 
  ENCOUNTER 6 
  Kal: Male human Clr4 of Korull; CR 4; Medium 
  Humanoid (human); HD 4d8+4; hp 27; Init +1; Spd 30 
  ft.; AC 14 (touch 11, flat-footed 13) [+3 armor, +1 Dex]; 
  Base Atk +3; Grp +2; Atk +2 melee (1d6-1, sickle) or +5 
  ranged (1d10 plus poison/19-20, masterwork repeating 
  heavy crossbow); Full Atk +2 melee (1d6-1, sickle) or +5 
  ranged (1d10 plus poison/19-20, masterwork repeating 
  heavy crossbow); SA Rebuke undead 5/day; SQ 
  Spontaneous casting (inflict); AL CN; SV Fort +5, Ref 
  +2, Will +6; Str 8, Dex 13, Con 12, Int 10, Wis 16, Cha 
  14. 
   
  Skills and Feats: Climb +0, Bluff +14, Disguise +6, 
  Hide +4, Move Silently +3, Sense Motive +3; Exotic 
  Weapon Proficiency (repeating crossbow), Persuasive, 
  Skill Focus (Bluff).  
   
  Languages: Auran, Common.  
   
  Poison (Ex): black adder venom – injury, DC 11 
  Fortitude, 1d6 Con/1d6 Con. 
   
  Spells Prepared (5/5/4; base DC = 13 + spell level): 
  0—guidance, light, resistance (2), virtue; 1st—bane, bless, 
  cure light wounds, lesser confusion*, protection from law; 
  2nd—aid, cat’s grace, invisibility*, undetectable alignment. 
   
  *Domain spell. Domains: Madness (-1 to Wisdom 
  based skills and will saves, 1/day get +2 any will save or 
  skill check), Trickery. 
   
  Possessions: Sickle, repeating heavy crossbow, 5 
  poisoned bolts, 10 crossbow bolts, tanglefoot bag, 3x 
  alchemist fire, masterwork studded leather armor, holy 
  symbol of Kurell, 2x potions of cure moderate wounds, 
  scroll of lesser planar ally, 2x scroll of word of recall, 
  alchemical tooth with black lotus extract (DC 20, 3d6 
  Con/3d6 Con), 600 gp for planar ally, holy symbol of 
  Trithereon, Iron League bracelet, 60gp. 
   
  ENCOUNTER 8 
  Lieutenant Anshal: Female human Clr4 (Stern Alia); 
  CR 4; Medium Humanoid (human); HD 4d8+4; hp 27; 
  Init +5; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+5 
  armor, +1 Dex, +1 shield]; Base Atk +3; Grp +5; Atk +6 
  melee (1d8+2, masterwork heavy mace) or +5 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +6 
  melee (1d8+2, masterwork heavy mace) or +5 ranged 
  (1d8/19-20, masterwork light crossbow); SA Turn 
  undead 2/day; SQ Spontaneous casting (cure); AL LN; 
  SV Fort +5, Ref +2, Will +6; Str 14, Dex 13, Con 12, Int 
  10, Wis 16, Cha 8;  
   
  Skills and Feats: Concentration +8, Heal +4, 
  Knowledge (religion) +5, Listen +7, Spot  +7; Alertness, 
  Improved Initiative, Power Attack. 
   
  Spells Prepared (4/5/4; base DC = 13 + spell level): 
  0—guidance, resistance (2), virtue; 1st—bless, cause fear, 
  divine favor, protection from law*, shield of faith; 2nd—
  bull’s strength, calm emotions*, hold person (2). 
   
  *Domain spell. Domains: Law (cast law spells at +1 
  caster level); Protection (grant touched creature a 
  resistance bonus equal to cleric level on next saving 
  throw, 1/day). 
   
  Possessions: Masterwork heavy mace, masterwork 
  light crossbow, 10 bolts, dagger, breastplate, buckler, 
  holy symbol of Stern Alia, signal whistle, 2x sunrods, 
  tanglefoot bag, 2x potions of cure light wounds. 
   
  Guards (6): Male human Ftr1; CR 1; Medium 
  Humanoid (human); HD 1d10+2; hp 12; Init +1; Spd 30 
  ft.; AC 16 (touch 11, flat-footed 15) [+4 armor, +1 Dex, 
  +1 shield]; Base Atk +1; Grp +3; Atk +4 melee* 
  (1d10+3/19-20, masterwork bastard sword) or +2 
  ranged* (1d8/19-20, light crossbow); Full Atk +4 
  melee* (1d10+3/19-20, masterwork bastard sword) or 
  +2 ranged* (1d8/19-20, masterwork light crossbow); AL 
  LN; SV Fort +4, Ref +1, Will +1; Str 15, Dex 12, Con 14, 
  Int 10, Wis 13, Cha 8. 
            Skills and Feats: Climb +3, Handle Animal +1, 
  Intimidate +1, Listen +3, Ride +3, Spot +3; Alertness, 
  Improved Buckler Defense, Weapon Focus (bastard 
  sword). 
   
  Possessions: Masterwork bastard sword, masterwork 
  light crossbow, 10 bolts, spiked gauntlet, locked 
  gauntlet, 
  dagger, 
  chainshirt, 
  buckler, 
  sunrod, 
  tanglefoot bag, signal whistle, bull's eye lantern, flint 
  and steel. 
   
  * Includes penalty for wearing a buckler. 
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  APPENDIX 3: 
  APL 6 
  ENCOUNTER 2 
  Advanced Bulette: CR 8; Huge Magical Beast; HD 
  12d10+60; hp 117; Init +2; Spd 40 ft., burrow 10 ft.; AC 
  22 (touch 10, flat-footed 20) [+2 Dex, +12 natural, -2 
  size]; Base Atk +12; Grp +28; Atk +20 melee (3d8+9, 
  bite); Full Atk +20 melee (3d8+9, bite) and +14 melee 
  (2d6+4, 2 claws); SA Leap; SQ Darkvision 60 ft., low-
  light vision, scent, tremorsense; Space/Reach 15 ft./10 
  ft.; AL N; SV Fort +12, Ref +9, Will +6; Str 28, Dex 15, 
  Con 20, Int 2, Wis 13, Cha 6. 
  Skills and Feats: Jump +19, Listen +10, Spot +4; 
  Alertness, Iron Will, Improved Natural Attack (bite), 
  Track, Weapon Focus (bite).  
  Leap (Ex): A bulette can jump into the air during 
  combat. This allows it to make four claw attacks instead 
  of two, each with a +19 attack bonus, but it cannot bite. 
   
  ENCOUNTER 6 
  Kal: Male human Clr5 of Korull; CR 5; Medium 
  Humanoid (human); HD 5d8+5; hp 33; Init +1; Spd 30 
  ft.; AC 14 (touch 11, flat-footed 13) [+3 armor, +1 Dex]; 
  Base Atk +3; Grp +2; Atk +2 melee (1d6-1, sickle) or +5 
  ranged (1d10+poison/19-20, masterwork repeating 
  heavy crossbow); Full Atk +2 melee (1d6-1, sickle) or +5 
  ranged (1d10+poison/19-20, masterwork repeating 
  heavy crossbow); SA Rebuke undead 5/day; SQ 
  Spontaneous casting (inflict); AL CN; SV Fort +5, Ref 
  +2, Will +6; Str 8, Dex 13, Con 12, Int 10, Wis 16, Cha 
  14. 
   
  Skills and Feats: Climb +0, Bluff +15, Disguise +6, 
  Hide +5, Move Silently +4, Sense Motive +3; Exotic 
  Weapon Proficiency (repeating crossbow), Persuasive, 
  Skill Focus (Bluff).  
  Languages: Celestial, Common. 
  Poison (Ex): black adder venom – injury, DC 11 
  Fortitude, 1d6 Con/1d6 Con. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell level): 
  0—guidance, light, resistance (2), virtue; 1st—bane, bless, 
  cure light wounds, lesser confusion*, protection from law; 
  2nd—aid, cat’s grace, invisibility*, undetectable alignment; 
  3rd—blindness, magic circle against law, rage*. 
   
  *Domain spell. Domains: Madness (-1 to Wisdom 
  based skills and will saves, 1/day get +2 any Will save 
  or skill check), Trickery. 
   
  Possessions: Sickle, repeating heavy crossbow, 5x 
  poisoned bolts, 10x crossbow bolts, tanglefoot bag, 3x 
  alchemist fire, masterwork studded leather armor, holy 
  symbol of Kurell, 2x potions of cure moderate wounds, 
  scroll of planar ally, 2x scrolls of word of recall, alchemical 
  tooth with black lotus extract (DC 20, 3d6 Con/3d6 
  Con), 1200 gp for planar ally, holy symbol of 
  Trithereon, Iron League bracelet, 60gp. 
   
  Grimlock Barbarian: Male grimlock Bbn1; CR 2; 
  Medium Monstrous Humanoid; HD 2d8+1d12+9; hp 
  29; Init +2; Spd 40 ft; AC 20 (touch 13, flat-footed 17) 
  [+3 armor, +3 Dex, +4 natural]; Base Atk +3; Grp +7; Atk 
  +9 melee (1d8+6/x3, masterwork battleaxe) or +6 
  ranged (1d4+4/19-20, dagger); Full Atk +9 melee 
  (1d8+6/x3, masterwork battleaxe) or +6 ranged 
  (1d4+4/19-20, dagger); SQ Blindsight 40 ft., immune to 
  gaze attacks, visual effects and illusions, rage 1/day, 
  uncanny dodge; AL NE; SV Fort +5, Ref +5, Will +3; Str 
  19, Dex 16, Con 15, Int 10, Wis 10, Cha 4. 
  Skills and Feats: Climb +5, Hide +4 (+14 in 
  mountain or underground), Intimidate +2, Listen +6, 
  Spot +4; Power Attack, Weapon Focus (battleaxe). 
   
  Languages: Common, Grimlock. 
   
  Possessions: Masterwork battleaxe, 3x daggers, 
  studded leather armor, potion of shield of faith. 
   
  ENCOUNTER 8 
  Lieutenant Anshal: Female human Clr5 (Stern Alia); 
  CR 5; Medium Humanoid (human); HD 5d8+5; hp 33; 
  Init +5; Spd 30 ft.; AC 17 (touch 11, flat-footed 16) [+5 
  armor, +1 Dex, +1 shield]; Base Atk +3; Grp +5; Atk +6 
  melee (1d8+2, masterwork heavy mace) or +5 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +6 
  melee (1d8+2, masterwork heavy mace) or +5 ranged 
  (1d8/19-20, masterwork light crossbow); SA Turn 
  undead 2/day; SQ Spontaneous casting (cure); AL LN; 
  SV Fort +5, Ref +2, Will +6; Str 14, Dex 13, Con 12, Int 
  10, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +9, Heal +6, 
  Knowledge (religion) +5, Listen +7, Spot  +7; Alertness, 
  Improved Initiative, Power Attack. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + spell level): 
  0—detect magic, guidance, resistance (2), virtue; 1st—bless, 
  cause fear, divine favor, protection from law*, shield of faith; 
  2nd—bull’s strength, calm emotions*, hold person (2); 3rd—
  insignia of healing, magic circle against chaos*, prayer. 
   
  *Domain spell. Domains: Law (cast spells with the 
  law descriptor at +1 caster level); Protection (grant 
  touched creature a resistance bonus equal to cleric level 
  on next saving throw, 1/day). 
   
  Possessions: Masterwork heavy mace, masterwork 
  light crossbow, 10 bolts, dagger, breastplate, buckler, 2x 
  sunrods, tanglefoot bag, holy symbol of Stern Alia, 
  signal 
  whistle, 
  focus 
  for 
  insignia 
  of 
  healing 
  (nightingale ring), 2x potions of cure light wounds, scroll of 
  summon monster III. 
   
  Guards (6): Male human Ftr3; CR 3; Medium 
  Humanoid (human); HD 3d10+6 plus 3; hp 31; Init +1; 
  Spd 30 ft.; AC 16 (touch 11, flat-footed 15) [+4 armor, 
  +1 Dex, +1 shield]; Base Atk +3; Grp +5; Atk +6 melee* 
  (1d10+3/19-20, masterwork bastard sword) or +4 
  ranged* (1d8/19-20, light crossbow); Full Atk +6 
  melee* (1d10+3/19-20, masterwork bastard sword) or 
  +4* ranged (1d8/19-20, masterwork light crossbow); AL 
  ESA6-05 A Point of View                                 
   
  Page 29 
  
  LN; SV Fort +5, Ref +2, Will +2; Str 15, Dex 12, Con 14, 
  Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +2, 
  Intimidate +2, Listen +4, Ride +3, Spot +4; Alertness, 
  Improved Buckler Defense, Power Attack, Toughness, 
  Weapon Focus (bastard sword). 
   
  Possessions: Masterwork bastard sword, masterwork 
  light crossbow, 10 bolts, spiked gauntlet, locked 
  gauntlet, 
  dagger, 
  chainshirt, 
  buckler, 
  sunrod, 
  tanglefoot bag, signal whistle, bull's eye lantern, flint 
  and steel, focus for insignia of healing (nightingale ring), 
  potion of shield of faith, potion of bull’s strength. 
   
  * Includes penalty for wearing a buckler. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  APPENDIX 4: 
  APL 8 
  ENCOUNTER 6 
  Kal: Male human Clr7 of Korull; CR 7; Medium 
  Humanoid (human); HD 7d8+7; hp 45; Init +1; Spd 30 
  ft; AC 14 (touch 11, flat-footed 13) [+3 armor, +1 Dex]; 
  Base Atk +5; Grp +4; Atk +4 melee (1d6-1, sickle) or +7 
  ranged (1d10 plus poison/19-20, masterwork repeating 
  heavy crossbow); Full Atk +4 melee (1d6-1, sickle) or +7 
  ranged (1d10 plus poison/19-20, masterwork repeating 
  heavy crossbow); SA Rebuke undead 5/day; SQ 
  Madness, spontaneous casting (inflict); AL CN; SV Fort 
  +7, Ref +4, Will +8; Str 8, Dex 13, Con 12, Int 10, Wis 
  16, Cha 14. 
   
  Skills and Feats: Climb +0, Bluff +17, Disguise +7, 
  Hide +7, Move Silently +5, Sense Motive +4; Exotic 
  Weapon Proficiency (repeating crossbow), Persuasive, 
  Skill Focus (Bluff).  
   
  Languages: Celestial, Common. 
   
  Poison (Ex): black adder venom – injury, DC 11 
  Fortitude, 1d6 con/1d6 con 
   
  Madness (Ex): Kal is seriously unhinged and uses 
  his Charisma modifier on Will saves instead of his 
  Wisdom modifier, and have immunity to confusion and 
  insanity effects. Kal can be restored to sanity by remove 
  disease, restoration, miracle or wish. 
   
  Spells Prepared (6/6/5/4/2; base DC = 13 + spell 
  level): 0—guidance, light, resistance (3), virtue; 1st—bane, 
  bless, cure light wounds, entropic shield, divine favor*, 
  protection from law; 2nd—cats grace, hold person, shatter, 
  spiritual weapon*, undetectable alignment; 3rd—blindness, 
  dispel magic, magic circle against law, rage*; 4th—
  confusion*, freedom of movement. 
   
  *Domain spell. Domains: Madness (-1 to Wisdom 
  based skills and will saves, 1/day get +3 any Will save 
  or skill check), Trickery. 
   
  Possessions: Sickle, repeating heavy crossbow, 5x 
  poisoned bolts, 10x crossbow bolts, tanglefoot bag, 3x 
  alchemist fire, masterwork studded leather armor, holy 
  symbol of Kurell, 2x potions of cure moderate wounds, 
  scroll of planar ally, scroll of lesser planar ally, 2x scrolls of 
  word of recall, alchemical tooth with black lotus extract 
  (DC 20, 3d6 Con/3d6 Con), 1500 gp for planar allies, 
  holy symbol of Trithereon, Iron League bracelet, 60 gp. 
   
  Grimlock Barbarian: Male grimlock Bbn3; CR4; 
  Medium Monstrous Humanoid; HD 2d8+3d12+15; hp 
  49; Init +3; Spd 40 ft.; AC 19 (touch 12, flat-footed 17) 
  [+4 armor, +2 Dex, +3 natural]; Base Atk +5; Grp +9; Atk 
  +11 melee (1d8+6/x3, masterwork battleaxe) or +8 
  ranged (1d4+4/19-20, dagger); Full Atk +11 melee 
  (1d8+6/x3, masterwork battleaxe) or +8 ranged 
  (1d4+4/19-20, dagger); SQ Blindsight 40 ft., immune to 
  gaze attacks visual effects and illusions, rage 1/day, 
  uncanny dodge; AL NE; SV Fort +6, Ref +7, Will +4; Str 
  19, Dex 16, Con 16, Int 10, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +11, Hide +4 (+14 in 
  mountain/underground settings), Intimidate +6, Move 
  Silently +5; Power Attack, Weapon Focus (battleaxe) 
   
  Languages: Common, Grimlock. 
   
  Possessions: Masterwork battleaxe, 3x daggers, 
  studded leather armor,  potion of shield of faith. 
   
  ENCOUNTER 8 
  Lieutenant Anshal: Female human Clr6 (Stern Alia); 
  CR 6; Medium Humanoid (human); HD 6d8+6; hp 39; 
  Init +5; Spd 30 ft.; AC 17 (touch 11, flat-footed 16) [+6 
  armor, +1 Dex, +1 shield]; Base Atk +4; Grp +6; Atk +8 
  melee (1d8+2, masterwork heavy mace) or +6 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +8 
  melee (1d8+2, masterwork heavy mace) or +6 ranged 
  (1d8/19-20, masterwork light crossbow); SA Turn 
  undead 2/day; SQ Spontaneous casting (cure); AL LN; 
  SV Fort +6, Ref +3, Will +7; Str 14, Dex 13, Con 12, Int 
  10, Wis 16, Cha 8;  
   
  Skills and Feats: Concentration +10, Heal +6, 
  Knowledge (religion) +5, Listen +8, Spot  +7; Alertness, 
  Improved Initiative, Power Attack, Weapon Focus 
  (heavy mace). 
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell level): 
  0—detect magic, guidance, resistance (2), virtue; 1st—bless, 
  cause fear, divine favor, protection from law*, shield of faith; 
  2nd—bull’s strength, calm emotions*, hold person (2), 
  spiritual weapon; 3rd—insignia of healing, invisibility 
  purge, magic circle against chaos*, prayer.  
   
  *Domain spell. Domains: Law (cast spells with the 
  law descriptor at +1 caster level); Protection (grant 
  touched creature a resistance bonus equal to cleric level 
  on next saving throw, once/day). 
   
  Possessions: Masterwork heavy mace, masterwork 
  light crossbow, 10 bolts, dagger, breastplate, buckler, 2x 
  sunrods, tanglefoot bag, holy symbol of Stern Alia, 
  signal 
  whistle, 
  focus 
  for 
  insignia 
  of 
  healing 
  (nightingale ring), 2x potions of cure light wounds, scroll of 
  summon monster IV, wand of hold person. 
   
  Guards (8): Male human Ftr4; CR 4; Medium 
  Humanoid (human); HD 4d10+8 plus 4; hp 40; Init +1; 
  Spd 30 ft.; AC 16 (touch 11, flat-footed 15) [+4 armor, 
  +1 Dex, +1 shield]; Base Atk +4; Grp +6; Atk +8 melee* 
  (1d10+6/19-20, masterwork bastard sword) or +5 
  ranged* (1d8/19-20, light crossbow); Full Atk +8 
  melee* (1d10+6/19-20, masterwork bastard sword) or 
  +5* ranged (1d8/19-20, masterwork light crossbow); AL 
  LN; SV Fort +6, Ref +2, Will +2; Str 16, Dex 12, Con 14, 
  Int 10, Wis 13, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +3, 
  Intimidate +2, Listen +5, Ride +3, Spot +4; Alertness, 
  Improved Buckler Defense, Improved Toughness, 
  ESA6-05 A Point of View                                 
   
  Page 31 
  
  Power Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword). 
   
  Possessions: Masterwork bastard sword, masterwork 
  light crossbow, 10x bolts, spiked gauntlet, locked 
  gauntlet, 
  dagger, 
  chainshirt, 
  buckler, 
  sunrod, 
  tanglefoot bag, signal whistle, bull's eye lantern, flint 
  and steel, focus for insignia of healing (nightingale ring), 
  potion of shield of faith, potion of bull’s strength. 
   
  * Includes penalty for wearing a buckler. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  APPENDIX 5: 
  NPCs
  Aerdan Garasteth: Male human Ari1/Sor6; CR 6; 
  Medium Humanoid (human); HD 5d4+1d8+6; hp 26; 
  Init +2; Spd 30 ft.; AC 13 (touch 13, flat-footed 11) [+1 
  deflection, +2 Dex]; Base Atk +3; Grp +2; Atk +3 melee 
  (1d4+1/19-20, +1 dagger); Full Atk +3 melee (1d4+1/19-
  20, +1 dagger); AL LE; SV Fort +4, Ref +5, Will +9; Str 8, 
  Dex 14, Con 12, Int 10, Wis 13, Cha 16. 
   
  Skills and Feats: Bluff +8, Concentration +11, 
  Knowledge (arcana) +8, Spellcraft +12; Combat 
  Casting, Draconic Breath, Draconic Heritage, Draconic 
  Presence.   
   
  Languages: Common, Old Oeridian. 
   
  Spells known (6/7/6/3; base DC = 14 + spell level): 
  0—acid splash, dancing lights, detect magic, distrupt undead, 
  mending, read magic, resistance; cure minor wounds, 
  resistance; 1st— expeditious retreat, feather fall, mage armor, 
  magic missile; 2nd–mirror image, scorching ray; 3rd–hold 
  person. 
   
  Possessions: +1 dagger, ring of protection +1, wand of 
  magic missiles (20 charges, CL 3rd), vest of resistance +1, 
  cloak of charisma +2. 
   
  Ahlissan 
  Soldier: 
  Male/female 
  human 
  War1; 
  Medium Humanoid (human); CR ½; HD 1d8+1; hp 5; 
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+5 
  armor, +1 Dex, +1 shield]; Base Atk +1; Grp +2; Atk +3 
  melee (1d8+1/19-20, longsword) or +2 ranged (1d8/19-
  20, light crossbow); Full Atk +3 melee (1d8+1/19-20, 
  longsword) or +2 ranged (1d8/19-20, light crossbow); 
  AL LN; SV Fort +3, Ref +1, Will +0; Str 12, Dex 12, Con 
  12, Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Climb +4, Intimidate +1, Listen +3, 
  Profession (soldier) +1, Ride +2, Spot +3; Alertness, 
  Weapon Focus (longsword). 
   
  Possessions: Longsword, sap, light crossbow, 10 
  bolts, light mace, chainmail, light wooden shield, 2x 
  sunrods, potion of cure light wounds, oil of magic weapon. 
   
  Annarin  Heshun, The ”White Lady”: Female 
  human Rgr2/Ftr1/Clr3 of Hextor/Pious Templar3; CR 
  9; Medium Humanoid (human); HD 5d8+4d10+10 plus 
  10; hp 70; Init +0; Spd 30 ft.; AC 22 (touch 13, flat-
  footed 18) [+7 armor, +2 shield, +3 Dex]; Base Atk +8; 
  Grp +10; Atk melee +12 (1d8+5, +1 flail); Full Atk melee 
  +12/+7 (1d8+5, +1 flail) or melee +10/+5 (1d8+5, +1 flail) 
  and +8 melee (1d6+1, +1 bashing light steel shield); SA 
  Favored enemy (human) +2; SQ DR 1/-, mettle, rebuke 
  undead, smite 1/day; AL LN; SV Fort +14, Ref +6, Will 
  +7; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Climb +3, Concentration +4, 
  Diplomacy +8, Handle Animal +7, Intimidate +5, Jump 
  +4, Knowledge (religion) +5, Listen +6, Ride +9, Spot 
  +6, Survival +6, Swim +6; Leadership, Improved Shield 
  Bash, Improved Toughness, Leadership, Track, True 
  Believer (CD), Two-Weapon FightingB, Weapon Focus 
  (flail), Weapon Specialization (flail). 
   
  Languages: Ancient Suloise, Common, Flan, Old 
  Oeridian. 
   
  Mettle (Su): If Annarin makes a successful Will 
  or Fortitude saving throw that would normally reduce 
  a spell’s effect, she suffers no effect from that spell at 
  all. Only those spells with a Saving Throw entry of 
  ”Will partial”, ”Fortitude half” or similar entries can be 
  negated through this ability. 
   
  Smite (Su): 1/day, Annarin may make a single 
  melee attack with a +4 attack bonus and +3 damage 
  bonus. She must declare the smite before making the 
  attack. 
   
  Spells Prepared (4/4/3): 1st–cure light wounds, corrupt 
  weapon **, doom**, entropic shield, protection from chaos*, 
  shield of faith; 2nd–cure moderate wounds, spiritual 
  weapon*. 
   
  * Domain spell. Domains: Law (cast spells with the 
  law descriptor at +1 caster level), War. 
   
  ** Pious Templar spell. 
   
  Possessions: +1 bane (undead) flail, +2 mithral chain 
  mail, amulet of health +4, cloak of resistance +1, +1 bashing 
  light steel shield, potion of cure light wounds (2). 
   
  Benrad Lyrthi: Male human Ftr7; CR 7; Medium 
  Humanoid (human); HD 7d10+14; hp 60; Init +5; Spd 
  20 ft.; AC 18 (touch 11, flat-footed 17) [+5 armor, +1 
  Dex, +2 shield]; Base Atk +7; Grp +10; Atk +12 melee 
  (1d8+5/x3, masterwork lance) or +11 melee (1d8+3/19-
  20, masterwork longsword) or +9 ranged (1d8+2/x3, 
  masterwork composite longbow); Full Atk +12/+7 
  melee (1d8+5/x3, masterwork lance) or +11/+6 melee 
  (1d8+3/19-20, masterwork longsword) or +9/+4 ranged 
  (1d8+2/x3, masterwork composite longbow); AL LN; 
  SV Fort +7, Ref +3, Will +4; Str 16, Dex 12, Con 14, Int 
  13, Wis 10, Cha 10.  
   
  Skills and Feats: Climb +5, Diplomacy +6, Handle 
  Animal +5, Intimidate +3, Jump +5, Ride +13, Sense 
  Motive +5, Swim +4; Iron Will, Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge, 
  Weapon Focus (lance), Weapon Specialization (lance) 
   
  Possessions: 
  masterwork 
  lance, 
  masterwork 
  longsword, masterwork composite longbow (+2 str), 20 
  arrows, +1 chainshirt, heavy wooden shield, amulet of 
  wisdom +2, oil of magic weapon, heavy warhorse with 
  leather barding and military saddle. 
   
  Bousse: male half-orc Bbn1/Rng3; CR 4; Medium 
  Humanoid (orc); HD 1d12+3d8+4; hp 31; Init +2; Spd 
  40 ft.; AC 15 (flat-footed 13, Touch 12) [+3 armor, +2 
  Dex]; Base Atk +4; Grp +7; Atk +7 melee (1d8+3 plus 
  poison/19-20, longsword) or +6 ranged (1d8 plus 
  poison/x3, longbow); Full Atk +7 melee (1d8+3 plus 
  poison/19-20, longsword) or +6 ranged (1d8 plus 
  poison/x3, longbow); SA Favored enemy (human +2); 
  SQ Rage 1/day; AL: CN; SV Fort+5 Ref+6 Will+2; Str 
  16, Dex 15, Con 13, Wis 12, Int 11, Cha 8.  
  ESA6-05 A Point of View                                 
   
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  Skills and feats: Bluff +0, Intimidate +3, Handle 
  Animal +1, Hide +8, Knowledge (Local: the Splintered 
  Suns) +1, Knowledge (nature) +2, Listen +5, Move 
  Silently +4, Spot +5, Survival +5; Combat Reflexes, 
  Endurance, Stealthy, Track, Two-Weapon Fighting. 
   
  Poison (Ex): Bousses longsword and two arrows 
  are coated with carrion crawler brain juice (injury, Fort 
  DC13 paralysis/0). 
   
  Possessions: Studded leather armor, longbow, 20 
  arrows, longsword, short sword. 
   
  Elrac Unner: Male human (Oeridian) Clr4 of 
  Nerull/Ftr3; CR 7; Medium Humanoid (human); HD 
  4d8+3d10+14; hp 58; Init -1; Spd 30 ft; AC 9 (touch 9, 
  flat-footed 9) [-1 Dex]; Base Atk +6; Grp +8; Atk +8 
  melee (1d3+8, unarmed); Full Atk +8/+3 melee (1d3+2, 
  unarmed); SA Death touch 4d6; SA Rebuke undead 
  3/day; SQ Spontaneous casting (inflict); AL NE; SV 
  Fort +9, Ref +3, Will +10; Str 14, Dex 8, Con 14, Int 12, 
  Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +9, Climb +4, Concentration 
  +9 Diplomacy +7, Intimidate +3, Disguise +7, 
  Knowledge (religion) +6, Listen +5, Sense Motive +6, 
  Spot +5, Swim +4; Alertness, Improved unarmed strike, 
  Iron Will, Persuasive, Skill Focus (Concentration), 
  Weapon Focus (scythe) 
   
  Languages: Common, Old Oeridian. 
   
  Spells Prepared (5/4/3; base DC = 13 + spell level): 
  0–detect magic, guidance, light, read magic, resistance; 1st—
  bless, cause fear, doom, protection from good*, shield of faith; 
  2nd—deathknell*, desecrate, hold person, sound burst  
   
  *Domain spell; Domains: Death (1/day death 
  touch, 4d6), Trickery. 
   
  Possessions: None. 
   
  Erlinja: Female human Rog3; CR 3; Medium 
  Humanoid (humanoid); HD 3d6+3; hp 17; Init +2; Spd 
  30 ft.; AC 14 (touch 12, flat-footed 12) [+2 armor, +2 
  Dex]; Base Atk +2; Grp +1; Atk +1 melee (1d6-1/19-20, 
  shortsword); 
  Full 
  Atk 
  +1 
  melee 
  (1d6-1/19-20, 
  shortsword); SA Sneak attack +2d6; SQ Evasion; AL 
  CN; SV Fort +2, Ref +7, Will +5; Str 8, Dex 15, Con 12, 
  Int 10, Wis 14, Cha 13. 
   
  Skills and Feats: Balance +7, Forgery +6, Gather 
  Information +7, Jump +8, Knowledge (local: the 
  Splintered Suns) +6, Open Locks +8, Profession 
  (barkeeper) +11, Sleight of Hand +8, Tumble +10, Use 
  Magic Device +7; Alertness, Iron Will, Lightning 
  Reflexes, Skill Focus (Profession),  
   
  Possessions: Shortsword, well made protective 
  clothing (masterwork leather armor), various trinkets. 
   
  Matron Nelrana: Female human Clr9 of Stern Alia; 
  CR 9; Medium humanoid (human); HD 9d8+9; hp 57; 
  Init +4; Spd 20 ft.; AC 23 (touch 11, flat-footed 23) [+9 
  armor, +1 deflection, +3 shield]; Base Atk +6; Grp +8; 
  Atk +11 melee (1d8+4, +2 heavy mace) or +7 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk 
  +11/+6 melee (1d8+4, +2 heavy mace) or +7/+2 ranged 
  (1d8/19-20, masterwork light crossbow); SA Turn 
  undead 4/day; SQ Spontaneous casting (cure); AL LN; 
  SV Fort +7, Ref +3, Will +10; Str 14, Dex 10, Con 12, Int 
  10, Wis 19, Cha 13. 
   
  Skills and Feats: Bluff +2, Concentration +10 (+15 
  when casting defensively), Diplomacy +7, Knowledge 
  (religion) +8, Knowledge (local: the Splintered Suns) 
  +2, Profession (priest) +8, Sense Motive +7; Combat 
  Casting, Improved Initiative, Negotiator, Rapid 
  Reload, Weapon Focus (heavy mace) 
   
  Languages: Common, Old Oeridian. 
   
  Spells Prepared (6/6/6/5/4/2; base DC = 14 + spell 
  level): 0—cure minor wounds, guidance, light, resistance (2), 
  virtue; 1st—bless, cure light wounds (2), divine favor, lesser 
  vigor, shield of faith, protection from chaos*; 2nd—bears 
  endurance, bull’s strength, calm emotions*, insignia of alarm, 
  hold person, spiritual weapon; 3rd—dispel magic (2), 
  insignia of healing (2), protection from energy*; 4th—air 
  walk, divine power, freedom of movement, orders wrath*; 
  5th—cure light wounds, mass, spell resistance*. 
   
  *Domain spell. Domains: Law (Cast spells with the 
  law descriptor at +1 caster level); Protection (grant 
  touched creature a resistance bonus equal to cleric level 
  on next saving throw, 1/day). 
   
  Possessions: Dagger, buckler, spell component 
  pouch, silver holy symbol of Stern Alia, +2 heavy mace, 
  +1 full plate with armor spikes, potion of cure light wounds 
  (2), potion of bull’s strength, ring of protection +1, gauntlets of 
  dexterity +2, scroll of invisibility purge, amulet of wisdom +2. 
   
  Walennor: Male human (Oeridian) Rgr4/Rog3; CR 7; 
  Medium Humanoid (human); HD 4d8+4 plus 3d6+3; 
  hp 42; Init +3; Spd 30 ft; AC 17 (flat-footed 14, touch 
  13) [+4 armor, +3 Dex]; Base Atk; +6; Grp +8; Atk +9 
  melee (1d6+2/19-20, masterwork shortsword) or +10 
  ranged (1d8+3/x3, +1 mighty composite longbow; Full Atk 
  +9 melee (1d6+2/19-20, masterwork shortsword) or 
  +7/+7 melee (1d6+2/19-20, masterwork shortsword and 
  1d6+1/19-20, masterwork shortsword) or +10 ranged 
  (1d8+3/x3, +1 mighty composite longbow) or +8/+8 ranged 
  (1d8+3/x3, +1 mighty composite longbow); SA Favored 
  enemy (human: +2), sneak attack+ 2d6; SQ Evasion,; 
  AL: N; SV Fort+6 Ref+10 Will+4; Str 14, Dex 16, Con 
  12, Wis 14, Int 12, Cha 8.  
   
  Skills and feats: Climb +5, Escape Artist +10, Gather 
  Information +6, Heal +5, Hide +5, Jump +5, Knowledge 
  (local: the Splintered Suns) +6, Listen +8, Move Silently 
  +6, Open Locks +8, Ride +6, Search +7, Spot +5, 
  Survival +12, Swim +8, Tumble +11, Use Magic Device 
  +8; Endurance, Point Blank Shot, Precise shot, Rapid 
  ShotB, Self-Sufficient, Two Weapon Fighting. 
   
  Languages known: Common, Old Oeridian, Ancient 
  Suloise. 
   
  Spells Prepared (1; base DC = 11 + spell level): 1st–
  resist energy. 
   
  Possessions: masterwork cold iron shortsword (2), +1 
  studded leather armor, +1 composite +1 Str longbow, dagger 
  (2), 20 arrows, backpack, bedroll, lantern, oil, alchemist 
  fire (2), masterwork thieves tools. 
   
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  Witigan: Male dwarf Exp6; CR 5; Medium Humanoid 
  (dwarf); HD 6d6+6 plus 3; hp 28; Init -1; Spd 20 ft.; AC 
  11 (touch 9, flat-footed 10) [+2 armor, -1 Dex]; Base Atk 
  +4; Grp +5; Atk +4 melee (1d6+1, club); Full +4 melee 
  (1d6+1, club); SQ darkvision 60ft; AL LN; SV Fort +3, 
  Ref +1, Will +6; Str 12, Dex 8, Con 12, Int 11, Wis 13, 
  Cha 7. 
   
  Skills and Feats: Appraise +5, Climb +6, Craft 
  (stonemason) +12, Knowledge (architecture and 
  engineering) +9, Knowledge (dungeoneering) +9, 
  Profession (overseer) +13, Listen +5, Spot +5; Skill 
  Focus (craft), Skill Focus (profession), Toughness. 
   
  Languages: Common, Dwarven. 
   
  Possessions: Blunt tool (club), dagger, workers kit 
  (leather armor), pens, notepad, and other assorted 
  brick-a-brack. 
    
   
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  APPENDIX 5 
  THE ADDERSTONE GARRISON
  The garrison in Adderstone consists of the following 
  troops in addition to the tower guards, though it is not 
  at full strength right now. In addition to these, Matron 
  Nelrana and Benrad Lyrthi join the garrison when 
  needed. All soldiers (not militia members) have a focus 
  for the insignia of healing spell that Nelrana can cast. 
   
  Ahlissan Soldier (40): Male/female human (Oeridian-
  Suel) War1/Exp1; Medium humanoid (human); CR 1; 
  HD 1d8+1d6+2; hp 11; Init +1; Spd 20 ft.; AC 17 (touch 
  11, flat-footed 16) [+5 armor, +1 Dex, +1 shield]; Base 
  Atk +1; Grp +2; Atk +3 melee (1d8+1/19-20, longsword) 
  or +2 ranged (1d8/19-20, light crossbow); Full Atk +3 
  melee (1d8+1/19-20, longsword) or +2 ranged (1d8/19-
  20, light crossbow); AL LN; SV Fort +3, Ref +1, Will +2; 
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Climb +5, Heal +3, Intimidate +3, 
  Knowledge (local: Splintered Suns) +2, Listen +3, 
  Profession (soldier) +1, Ride +2, Spot +3; Alertness, 
  Weapon Focus (longsword). 
   
  Possessions: longsword, sap, light crossbow, 10 bolts, 
  light mace, chainmail, light wooden shield, sunrod (2), 
  potion of cure light wounds, oil of magic weapon. 
   
  Description: These people are regular soldiers, 
  recruited from the native population of Naerie. They 
  have undergone a strict training and thus are superior 
  in skill compared to regular people or militia troops. 
   
  Militia (40): Male/female human (Oeridian-Suel) 
  Exp1; CR 1/2; Medium humanoid (human); HD 1d6; 
  hp 4; Init +0; Spd 30 ft.; AC 13 (touch 10, flat-footed 13) 
  [+2 armor, +1 shield]; Base Atk +0; Grp +0; Atk +0 
  melee (1d6, shortspear) or +0 ranged (1d6, javelin); Full 
  Atk +0 melee (1d6, shortspear) or +0 ranged (1d6, 
  javelin); AL N; SV Fort +0, Ref +0, Will +2; Str 11, Dex 
  10, Con 11, Int 10, Wis 11, Cha 10. 
   
  Skills and Feats: Climb +4, Craft or Profession +7, 
  Listen +6, Spot +6, Survival +4; Alertness, Skill Focus 
  (Craft or Profession) 
   
  Possessions: shortspear, javelin (2), leather armor, 
  light wooden shield, lantern. 
   
  Description: Militia are local people who have been 
  given a few weeks of training with basic military 
  equipment and when needed, earn some extra income 
  guarding warehouses and so on. While there are a few 
  exceptional individuals among them, on average they 
  are all merely 1st level NPCs. 
   
  Trackers (4): Male/female half-elf Rgr2; CR 2; 
  Medium humanoid (half-elf); HD 2d8+4; hp 17; Init +2; 
  Spd 30 ft.; AC 16 (touch 12, flat-footed 14) [+4 armor, 
  +2 Dex]; Base Atk +2; Grp +3; Atk +6 ranged (1d8+1/x3, 
  masterwork composite longbow) or +3  melee 
  (1d10/19-20, bastard sword); Full Atk +6 ranged 
  (1d8+1/x3, masterwork composite longbow) or +4/+4 
  ranged (1d8+1/x3, masterwork composite longbow) or 
  +3 melee (1d10/19-20, bastard sword); SA Favored 
  enemy (human +2); SQ Low-light vision; AL N; SV Fort 
  +5, Ref +5, Will +1 (+3 against enchantment spells); Str 
  13, Dex 15, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Diplomacy +2, Gather Information 
  +2, Knowledge (nature) +7, Listen +7, Move Silently +6, 
  Search +1, Spot +7, Survival +6 (+8 when above 
  ground); Rapid Shot, Track, Weapon Focus (longbow) 
   
  Possessions: bastard sword, masterwork composite 
  longbow (+1 str), 20 arrows, dagger, chainshirt, lantern, 
  tanglefoot bag, potion of cure light wounds. 
   
  Description: The trackers in Adderstone are an 
  extended family of half-elves who were born in Idee 
  before the Scarlet Brotherhood occupation. They were 
  part of the resistance movement but later joined the 
  Ahlissan army. 
   
  Clerics of Hextor (4): Male/female human (Oeridian) 
  Clr2 (Hextor); CR 2; Medium humanoid (human); HD 
  2d8+2; hp 15; Init +5; Spd 20 ft.; AC 17, (touch 11, flat-
  footed 16) [+5 armor, +1 shield, +1 Dex]; Base Atk +1; 
  Grp +3; Atk +4 melee (1d8+2, masterwork flail) or +3 
  ranged (1d8/19-20, masterwork light crossbow); Full 
  Atk +4 melee (1d8+2, masterwork flail) or +3 ranged 
  (1d8/19-20, masterwork light crossbow); SA Rebuke 
  undead; SQ Aura of evil, spontaneous casting (inflict); 
  AL LE; SV Fort +4, Ref +1, Will +5; Str 14, Dex 13, Con 
  12, Int 10, Wis 15, Cha 8; Concentration +6, Heal +3, 
  Knowledge (religion) +5, Listen +5, Spot  +5 Improved 
  Initiative, Martial Weapon Proficiency (Flail), Weapon 
  Focus (Flail), Toughness. 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level): 
  0— guidance, light, resistance, virtue; 1st— bane, bless, 
  inflict light wounds*, shield of faith. 
   
  * Domain spell. Domains: Destruction (Smite 
  1/day: +4 to hit, +2 damage), War (Free Martial 
  Weapon Proficiency and Weapon Focus with deity’s 
  favored weapon (any flail)) 
   
  Possessions: masterwork flail, masterwork light 
  crossbow, 10 bolts, dagger, breastplate, buckler, holy 
  symbol of Hextor, sunrod (2), potion of cure light wounds, 
  wand of cure light wounds. 
   
  Description: These are a group of Hextorite clerics 
  from Ahlissa who were invited here by Beddas Haxx. 
   
  Battlemages (4): Male/female human (Suel) Wiz 5 
  (evoker); CR 5; Medium humanoid (human); HD 
  5d4+8; hp 17; Init +2; Spd 30 ft; AC 13 (touch 13, flat-
  footed 11) [+2 Dex, +1 deflection]; Base Atk +2; Grp +2; 
  Atk +2 melee (1d4/19-20, dagger); Full Atk +2 melee 
  (1d4/19-20, dagger); AL LN; SV Fort +2, Ref +3, Will 
  +3; Str 10, Dex 14, Con 12, Int 16, Wis 8, Cha 13. 
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  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +9, Knowledge (History) +8, Spellcraft +13, 
  Tumble +5; Craft Wand, Scribe Scroll, Skill Focus 
  (Concentration), Spell Focus (evocation), Toughness, 
   
  Languages: Common, Draconic, Old Oeridian. 
   
  Spells prepared (5/5/4/3; base DC = 13 + spell level): 
  0—acid splash, dancing lights, flare, mage hand, ray of frost 
  1st—burning hands (DC 15), grease, magic missile, obscuring 
  mist, shield 2nd--flaming sphere (DC 16) mirror image 
  (1d4+1), resist energy, scorching ray. 3rd -dispel magic, magic 
  circle against chaos, fireball 
   
  Possessions: dagger, spell component pouch, wand of 
  magic missiles, ring of protection +1, scroll of wind wall. 
   
  Description:These battlemages are from Sage Keep 
  which is a center of learning in the Principality of 
  Naerie. 
   
  Officers (6): Male/female human (Oeridian/Suel) 
  Ftr4; CR 4; Medium humanoid (human); HD 4d10+8; 
  hp 36; Init +2; Spd 20 ft.; AC 18 (touch 12, flat-footed 
  16) [+6 armor, +1 shield, +2 Dex]; Base Atk +4; Grp +6; 
  Atk +8 melee (1d8+5/19-20, +1 longsword) or +6 ranged 
  (1d6/x3, shortbow); Full Atk +8 melee (1d8+5/19-20, +1 
  longsword) or +6 ranged (1d6/x3, shortbow); AL LN; SV 
  Fort +6, Ref +3, Will +4; Str 14, Dex 15, Con 14, Int 8, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animal +5, Jump 
  +3, Ride +12; Iron Will, Mounted Combat, Skill Focus 
  (Ride), 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword) 
   
  Possessions: dagger, longbow, 20 arrows, breastplate, 
  light steel shield, +1 longsword, potion of shield of faith, 
  potion of cure moderate wounds, heavy warhorse with 
  leather barding and military saddle. 
   
  Description: These officers are spread around 
  various units and act as their commanders. 
   
  Cavalry (20): Male/female human Ftr2; CR 2; Medium 
  humanoid (human); HD 2d10+2; hp 18; Init +2; Spd 20 
  ft.; AC 18 (touch 12, flat-footed 16) [+5 armor, +1 shield, 
  +2 Dex]; Base Atk +2; Grp +4; Atk +6 melee (1d8/x3, 
  masterwork lance) or +6 ranged (1d8/x3, masterwork 
  composite shortbow); Full Atk +6 melee (1d8/x3, 
  masterwork lance) or +6 ranged (1d8/x3, masterwork 
  composite shortbow); AL LN; SV Fort +4, Ref +2, Will 
  +1; Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +4, Handle Animal +4, Jump 
  +4, Ride +12; Mounted Combat, Skill Focus (Ride), 
  Weapon Focus (lance), Weapon Focus (shortbow) 
   
  Possessions: masterwork lance, scimitar, masterwork 
  composite shortbow, 20 arrows, breastplate, light 
  wooden shield, light warhorse with leather barding 
  and military saddle. 
   
  Description:These 
  cavalry 
  units 
  act 
  as 
  reconnaissance units for Adderstone that patrols near 
  the Hollow Highlands. 
   
  Manticore (6): hp 57; See Monster Manual p. 179. 
   
  Description: A few years ago, a group of Manticores 
  were captured in the northern Flanaess and shipped to 
  Naerie where they have been trained to operate as 
  guardians for Adderstone. 
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  APPENDIX 6 
  NEW RULES ITEMS 
  FEATS 
  Draconic Breath (Draconic)  
  You can convert your arcane spells into a breath weapon.  
   
  Prerequisite: Draconic Heritage.  
   
  Benefit: As a standard action, you can change 
  arcane spell energy into a breath weapon of your 
  draconic heritage. The breath weapon is a 30 foot cone 
  (fire or cold) or 60 foot line (acid or electricity) that 
  deals 2d6 damage per level of the spell you expended to 
  create the effect. Any creature in the area may try a 
  Reflex save (DC 10+level of the spell expended + your 
  Cha modifier) for half damage. This is a supernatural 
  ability.  
   
  Source: Complete Arcane, page 77 
   
  Draconic Heritage (Draconic)  
  You have a greater connection with your distant draconic 
  bloodline.  
   
  Prerequisite: Sorcerer level 1st.  
   
  Benefit:  Choose one dragon from the Draconic 
  Heritage list below and gain the associated list as class 
  skills. This is your draconic heritage which cannot be 
  changed once this feat has been taken. Half-dragons 
  must choose the same dragon kind as their parent. In 
  addition you gain a bonus to saving throws against sleep 
  and paralysis, as well as spells and abilities with energy 
  types of your draconic heritage. This bonus is equal to 
  number of Draconic feats you have. 
   
  Dragon Kind     Energy Type     Skill 
  Black                 Acid                Hide 
  Blue                  Electricity        Listen 
  Green               Acid                 Move Silently 
  Red                   Fire                 Intimidate 
  White                Cold                Balance 
  Brass                 Fire                Gather Infor. 
  Bronze              Electricity        Survival 
  Copper              Acid                Hide 
  Gold                  Fire                 Heal 
  Silver                Cold                Disguise 
   
  Source: Complete Arcane, page 77. 
   
  Draconic Presence (Draconic)  
  When you use magic, your mere presence can terrify those 
  around you. 
   
  Prequisite: Draconic Heritage.  
   
  Benefit: Whenever you cast an arcane spell, all 
  opponents within 10ft of you who have fewer hit dice 
  than you become shaken for a number of rounds equal 
  to the level of the spell you cast. The effect is negated 
  by a successful will save (DC10+spell level + Cha 
  modifier). A successful save means the target is 
  immune to this effect for 24 hours. This effect does not 
  affect creatures with intelligence 3 or lower or who are 
  already shaken, nor does it have any effect on dragons.  
   
  Source: Complete Arcane, pg. 78 
   
  Improved Buckler Defence (General) 
  You can attack with your off-hand weapon while 
  retaining a buckler’s shield bonus to your armor class. 
   
  Prerequisite: Shield Proficiency 
   
  Benefit: When you attack with a weapon in your 
  off-hand, you may still apply a buckler’s shield bonus to 
  your armor class until your next turn. 
   
  Special: A fighter may select Improved Buckler 
  Defence as one of his bonus feats. 
   
  Source: Complete Warrior, page 100. 
   
  Improved Toughness (General) 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain one additional hit point. 
  If you lose HD (such as losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his bonus feats. 
   
  Source: Complete Warrior, page 101. 
   
  EQUIPMENT 
  Alchemical tooth: Those relying on secrecy in the use 
  of their alchemical capsules turn to the alchemical 
  tooth. As it’s name suggests, this specially concealed 
  item has been made to look like a tooh. The tooth 
  functions in all respects like a capsule retained (see 
  Complete Warrior page 120). In addition, it is very 
  hard to find without a through search (search DC 30). 
  The false tooth is most often used as a concealed 
  version of a capsule retainer, but a few extremely 
  dedicated agents carry a tooth filled with poison as 
  insurance against being captured alive. An alchemical 
  tooth can hold one dose of any contact poison or 
  ingested poison, but such poison can only affect the 
  wearer of the tooth – there is no way to make the tooth 
  an effective delivery mechanism when combined with 
  a bite attack. 
   
  Source: Complete Adventurer page 119. 
   
  Focusing Candle: This large green taper burns 
  quickly, lasting only 1 hour despite it’s size. While 
  burning, a focusing candle fills the air with a fresh, 
  crisp odor. The candle is a great boon to those engaged 
  in strenuous mental activity. Characters within 20ft of 
  the burning candle gain a +1 circumstance bonus on 
  Appraise, Decipher Script, Forgery and Search checks. 
  When making a skill check that takes more than single 
  action to complete (such as Decipher Script) characters 
  gain the bonus from focusing candle only if they spend 
  the entire time within 20ft of the burning candle. 
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  Source: Complete Adventurer page 119. 
   
  Periscope: This is a small handheld periscope, about a 
  foot long, that allows you to look over obstacles or 
  around corners without exposing yourself to danger. 
   
  Source: Arms & Equipment Guide page 24. 
   
  Scryers Kit: This is a variety of focusing crystals, 
  incense, mirrors and other tools to help a scryer 
  concentrate. It grants a +2 circumstance bonus to Scry 
  checks. The user must still have ability to cast scrying or 
  have a crystal ball.  
   
  Source: Arms & Equipment Guide page 28. 
   
  SPELLS 
  Insignia of Healing 
  Conjuration (Healing) 
  Level: Bard 3, cleric 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Duration: Instantaneous 
  Saving Throw: Will half (harmless); see text 
  Spell Resistance: Yes (harmless); see text 
  This spell works just like insignia of alarm except the 
  insignia wearers are instead healed by positive energy. 
  The spell cures 1d8 points of damage +1 point per 
  caster level (maximum +10) to all wearers of the 
  insignia. Since undead are powered by negative energy, 
  this 
  spell deals damage to them instead of curing their 
  wounds. Any undead creature can apply spell 
  resistance and attempt a Will save to take half damage. 
   
  Source: Races of Destiny page 166. 
   
  Insignia of Alarm 
  Abjuration 
  Level: Bard 2, cleric 2, paladin 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 400 ft. + 40 ft./level spread, centered on you 
  Target: All wearers of special insignia within range 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  This spell alerts all wearers of a specific insignia (see 
  below) within range. Such creatures hear a single 
  mental "ping" (as the alarm spell, page 197 of the 
  Player's Handbook) when this spell is cast. This spell 
  requires significant preparation. 
   
  Before using this spell, you must forge specially 
  crafted insignias. These can be crafted in the form of 
  amulets, badges, rings, or any similar object, but each 
  one must bear the same logo, crest, or symbol.  Each 
  insignia costs 10 gp. Militias, guilds, or churches 
  within a city use this spell to call all its members 
  together. 
   
  Focus: A specially prepared insignia (see above). 
   
  Source: Races of Destiny page 166 
   
  Touch of Madness 
  Enchantment (Mind-Affecting) 
  Level: Madness 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You may daze one living creature by making a 
  succesful touch attack. If the target creature does not 
  make a succesful will save, it's mind is clouded and 
  takes no action for 1 round per caster level. A dazed 
  creature is not stunned (so attackers get no special 
  advantage against it) but it can't cast spells, use mental 
  abilities, and so on. 
   
  Source: Complete Divine, page 184. 
   
  Domains 
  Madness Domain 
  Granted Power: Your insanity gives you insight. 
  Subtract 1 from all your will saves and wisdom based 
  skill checks. However, once per day, you can see and 
  act with the clarity of True madness. Add half of your 
  level to a single wisdom based skill check or will save. 
  You must choose to use this benefit before rolling the 
  dice.  
   
  Mysticism Domain Spells 
  1. Confusion, lesser 
  2. Touch of madness 
  3. Rage 
  4. Confusion 
  5. Bolts of bedevilment 
  6. Phantasmal killer 
  7. Insanity 
  8. Maddening scream 
  9. Weird 
  Source: Complete Divine page 139 
   
  Monsters 
  Elemental, Storm 
   
  A dark dust cloud crackles with lightning and reverberates 
  with the dull rumble of thunder. 
   
  The elemental incarnation of a living storm, a storm 
  elemental displays the same sudden, violent nature as 
  tempest. It seldom leaves it's home plane unless 
  summoned or called, but when it does it is capable of 
  great destruction. 
   
  When not on the Elemental Plane of Air, storm 
  elementals seek out natural squalls and are happiest in 
  the midst of a raging thunderstorm. 
   
  Storm elementals speak Auran but rarely choose to 
  do so. A storm elementals voice sounds like a distant 
  thunder. 
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  COMBAT 
  Storm elementals are very hearty, yet they prefer to 
  fight on wild, broken terrain where they can avoid 
  obstacles by flying. They stay airborne when possible, 
  remaining out of reach of enemies. their thunder and 
  lightning special ability gives them ranged attack that 
  most other elementals lack. 
   
  Medium Storm Elemental: CR4; Medium Elemental 
  (Air, Extraplanar); HD 4d8+8; hp 26; Init +5; Spd fly 
  30ft (6 squares), fly 60 ft (perfect); AC 15 (touch 11, flat-
  footed 14) [+1 dex, +4 natural]; Base Atk +3; Grp +5; Atk 
  +5 melee (1d6+2 plus 1d6 electricity, slam); Full Atk +5 
  melee (1d6+2 plus 1d6 electricity, slam); SA Shock, 
  thunder & lightning SQ Air mastery, darkvision 60ft, 
  electrical and sonic healing, elemental traits; AL N; SV 
  Fort +3, Ref +5, Will +1; Str 14, Dex 13, Con 14, Int 4, 
  Wis 11, Cha 11. 
   
  Skills and Feats: Listen +5, Spot +6; Alertness, 
  Improved Initiative 
   
  Air Mastery (Ex): Airborne creatures take a -1 
  penalty on attack and damage rolls against an air 
  elemental.  
   
  Shock (Su): Once per round as a free action, a 
  storm elemental can deliver an electrical shock to a 
  single opponent within 10 feet. This attack deals 2d4 
  nonlethal electricity damage to living opponents. 
  DC14 fortitude save halves this damage. The save DC is 
  Constitution-based. 
   
  Thunder and Lightning (Su): Once per minute 
  as a full-round action a storm elemental can emit a blast 
  of thunder coupled with a bolt of lightning.  
   
  The thunder deals 2d6 sonic damage to all 
  creatures within 60ft of the storm elemental. A DC14 
  fortitude save halves this damage.  
   
  The lightning is a 120-foot long line that deals 4d6 
  electricity damage. DC 14 Reflex save halves this 
  damage..  
   
  Electrical and sonic Healing (Ex): Storm 
  elementals take no damage from electricity and sonic 
  attacks. Instead any electricity attack (such as shocking 
  grasp or lightning bolt) or sonic attack (such as sound 
  burst) use against storm elemental heals 1 point of 
  damage for every 3 points of damage the attack would 
  otherwise deal. The storm elemental can't heal hit 
  points by attacking itself.  
   
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  DM’S AID 1: 
  FORTIFICATION MAP 1 
   
   
   
   
   
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  DM’S AID 2: 
  FORTIFICATION MAP 2 
   
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  DM’S AID 3: 
  KAL'S CAMPSITE 
   
   
   
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  PLAYER’S HANDOUT 1: 
  CRUDE OVERVIEW OF THE SURROUNDING AREA 
   
   
   
  ESA6-05 A Point of View 
   
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  PLAYER’S HANDOUT 2: 
  LETTER FROM IDEE VOLUNTEERS 
   
   
   
   
   
  I appreciate you helping me on this 
  most vital of missions and apologize 
  for this kind of cloak and dagger approach, but those who serve the Summoner must walk 
  with caution when near the Ahlissans.  
   
  My familiar has a scroll that will enable my imprisoned associate to escape and to take you 
  with him. However, you will need to get into the fortification first. It would also serve our 
  interests if you could collapse the scaffolding in the unfinished tower. This will humiliate the 
  Hextorite commanders and might even lead to them being removed from their current post, 
  eliminating one more threat against Sunndi.  
   
  If for some reason things don’t go exactly as planned, flee to Adders Pass and when you are 
  approximately 2 miles inside Sunndi, you should find a path on the northern side.  
  This will lead you to our safehouse where you can meet me and be safe. I will also meet you 
  there when you succeed in the mission. 
   
   
  May the Summoner guide your path! 
   
  Larbin 
   
   
   
  ESA6-05 A Point of View 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/596/Normal Scenarios/ESA6-05 - A Point of View (APL 2-8)/ESA6-05 - A Point of View.pdf