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  Brother of Death
  Brother of Death
  Brother of Death
  Brother of Death    
   
  A Two Round D&D 3
  A Two Round D&D 3
  A Two Round D&D 3
  A Two Round D&D 3rd
  rd
  rd
  rd edition Adventure
   edition Adventure
   edition Adventure
   edition Adventure    
   
  Round 1
  Round 1
  Round 1
  Round 1    
   
   
  By Keith Polster
  By Keith Polster
  By Keith Polster
  By Keith Polster    
   
   
   
  Lost in a magical sleep, the daughter of a powerful King enlists your help in finding a cure. Everything from steel to 
  magic to intrigue stands in your way. Will sword or common sense save the day? An adventure for characters levels 
  4-6, characters provided. 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. © 2000 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.  
   
  
   
  Brother of Death 
  Round One 
  Page 2 
  This is a standard RPGA Network tournament. A four-
  hour time block has been set aside for this event. Begin 
  by passing out the player characters; pass them out 
  based on class only, not revealing gender or race. 
  Instruct the players to leave the character sheets face 
  down until you have read the introduction. Then, tell 
  them to study their character sheets, select spells, and 
  notify you when they are ready to begin the adventure. 
   
  It is a good idea to ask each player to put a name 
  tag in front of him or her. The tag should have the 
  player's name at the bottom, and the character's name, 
  race, and gender at the top. This makes it easier for the 
  players to keep track of who is playing which character. 
   
  The actual playing time will be about three hours. 
  Be sure to leave available the last 20 to 30 minutes of 
  the event time block so the players can capsulize their 
  characters for each other and vote (assuming they 
  choose to vote). Make sure you have finished voting 
  before you collect the players' voting sheets. This way 
  you will not be influenced by their votes and comments. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. 
   
  A note about the text: Some of the text in this 
  module is written so that you may present it as written 
  to the players, while other text is for your eyes only. 
  Text for the players will be in bold italics. It is 
  recommended that you paraphrase the player text 
  instead of reading it aloud, as some of the text must be 
  adapted to the specific situation or to actions of the 
  player characters. 
   
   
  Adventure Background
  Adventure Background
  Adventure Background
  Adventure Background    
  King Archbold of Nyrond was greatly concerned about 
  the future of his kingdom, fearing that his rule was 
  waning due to hardship Nyrond suffered during the 
  Great War. In order to reestablish and strengthen the 
  royal family’s power, Archbold’s heir to the throne, 
  Crown Prince Lynwerd, proposed to journey to the 
  County of Urnst and seek marriage to the daughter of 
  Countess Belissica, ruler of the County of Urnst. To 
  ensure that his journey would not be in vain, Lynwerd 
  sought the advice and aid of Nyrond’s key adviser to 
  the throne, known as “The Grey Seer.” 
   
  This apparently doddering old fool (who is not as 
  feebleminded as he acts) has been counseling Nyrond’s 
  kings for over 60 years, and since the departure of the 
  Royal Archmage, he has complete control over major 
  activities in the kingdom. Given to elaborate plots and 
  ruses, the Grey Seer decided that a measure of 
  insurance was needed to win the hand of the Countess’s 
  daughter, so he advised Lynwerd to employ a potion of 
  love to guarantee the union. During a moment alone, 
  Lynwerd would pour the potion into the unsuspecting 
  girl’s glass of wine and thus capture her heart, 
  regardless of any reservations she might otherwise 
  have. The Grey Seer believed he could procure such a 
  potion from Sandman the White, a recluse mage who 
  lived somewhere in the Gamboge Forest. 
   
  Meanwhile, the youngest son of the royal family, 
  Prince Sewarndt, entered into a secret alliance with 
  Duke Karl of the Duchy of Urnst. Sewarndt hoped to 
  temporarily divide Nyrond against itself with the help 
  of its younger nobles, take control of the kingdom, and 
  establish order under his rule. He theorized that if he 
  could convince Duke Karl to marry his son to the 
  daughter of Countess Belissica, it would unite both 
  kindoms of Urnst as well as foil Archbold’s hope for 
  political stability and a normal succession. In return for 
  the Dukes cooperation, Sewarndt proposed an alliance 
  between himself and the new order of Urnst, helping 
  him to fulfill his dream to become Nyrond’s new liege. 
   
  Sewarndt learned of the Grey Seer’s, so he talked 
  the old mage into letting him go for the potion. 
  However, instead of bargaining for a potion of love, 
  Sewarndt bought a potion of sleep, explaining to 
  Sandman that King Archbold suffered from insomnia. 
  The Sandman supplied the draught, explaining that it 
  was so strong that it should only be introduced in small 
  doses. Fearing repercussions in the event of an 
  overdose, the mage further included an antidote. 
  Sewarndt delivered the sleeping potion but kept the 
  antidote. 
   
  With the supposed love potion in his keeping, 
  Prince Lynwerd set off for the County of Urnst. To his 
  delight, an opportunity to use the elixir presented itself 
  during the first evening of his visit, when the Countess 
  Belissica graciously invited him to dine privately with 
  her daughter that they might get to know one another 
  and see if her daughter might be content to wed the 
  young noble. In his anxiousness to win her, however, 
  Lynwerd placed not one but three doses of the potion 
  into her glass of wine, expecting its effect would be to 
  make her fall madly in love with him. She fell, indeed, 
  into a deep coma from the overdose! 
   
  Shortly, the prince’s mistake was discovered, the 
  royal guards were summoned, and now Prince 
  Lynwerdi lies imprisoned in the dungeon of the 
  Countess’s castle. The court sage has determined that 
  the potion was concocked by the great mage Sandman, 
  and that an antidote must be administered very soon or 
  the young woman will starve to death in her coma. A 
  courier has been dispatched to Archbold’s court, to 
  demand an antidote or Lynwerd will be executed and 
  all peaceful relations between the Duchy of Urnst and 
  Nyrond will end. 
   
  Prince Sewarndt is delighted at these events. Now, 
  not only will his brother be executed, but his father will 
  lose complete control, leaving the younger heir to take 
  over and reestablish order! Hence, the young prince has 
  
   
  Brother of Death 
  Round One 
  Page 3 
  become ever bolder in his desire for power. There are 
  whispers among the shadows that he has even sent a 
  magical messenger to Szeffrin, proposing an alliance, 
  placing himself in a position to march to Rauxes to 
  seize control and become a new Overking. The young 
  prince is dangerous because of his malignant 
  intelligence and charm, and because his befuddled 
  father would probably execute anyone who threatened 
  or impugned his remaining son (without credible 
  evidence, of course). The duplicitous young prince 
  continues to accumulate dark friends and contacts 
  among disgruntled minor nobility, working his way 
  through the ranks. 
   
  The Grey Seer, in the meanwhile, has confessed his 
  intrigues to Archbold, stressing that he cannot 
  understand why the Sandman delivered such a deadly 
  potion instead of the desired one, The Seer has tried to 
  locate the Sandman but has thus far been unsuccessful. 
  Increasingly desperate to avoid the wrath of his king, 
  the old advisor has recalled the names of two people 
  who adventured with the Sandman, a halfling thief 
  named Twig Lightfoote and a aged fighter named Fost 
  Longstrider. The Seer suggested that the king hire a 
  group of adventures to seek out these two and thence 
  find the Sandman before it is too late. It will be up to 
  the adventurers to find the real truth behind the actions 
  of Prince Sewarndt, find the antidote, and then deliver it 
  to the County of Urnst to revive the young lady. 
   
  The Greyhawk Adventurer’s Guild
  The Greyhawk Adventurer’s Guild
  The Greyhawk Adventurer’s Guild
  The Greyhawk Adventurer’s Guild    
  For several years, the halfling Twig Lightfoot, a human 
  mage named the Sandman, and a human bard named 
  Roman Longfellow formed a triad called the Greyhawk 
  Adventurer’s Guild. They did quite well for themselves, 
  until the corrupt Duke Bastrayne of Woodwych decided 
  that they weren’t paying their fair share of taxes. He 
  had Bailiff Gryppe raid their estate and confiscate 
  anything he and the guards could seize. During the 
  fight, Roman slew one of the duke’s guardsmen, so the 
  three have been fugitives from justice ever since. 
   
  The bard was later caught and taken back to the 
  city of Woodwych, in shackles. He was thrown into the 
  dungeons, where he became lost in the eternal 
  blackness of despair—there are rumors that he is dead. 
  The Sandman teleported to his secret keep and has left 
  it only on rare occasions. Lightfoot has taken up 
  residence in the Celadon Forest for the last ten years, 
  and he has taken up the crusade of robbing the rich and 
  providing for the poor. He misses the old days and 
  hopes some day to return to the City of Greyhawk and 
  once again run an adventurer’s guild of great renown. 
   
   
  Player Introduction    
  Well it’s hard to say where loyalty begins and 
  friendship ends, but here you are in answer to a 
  summons to the throne room of King Archbold of 
  Nyrond. You read the notice asking for brave 
  adventurers to undertake a quest of dire importance, 
  and after two days of interrogation by the king’s 
  advisor, the Grey Seer, you and your group were 
  finally led before King Archbold of Nyrond. 
   
  You are aware that the king is a valiant and decent 
  man, who rules the land just and fairly. You also have 
  heard rumors that there has been some sort of rift 
  between himself and the heir to the throne, Crown 
  Prince Lynwerd. The 30-year-old prince emerged from 
  the Great War as one of a few Nyrondese military 
  commanders credited with victories on the northern 
  front, and you’ve heard that he and the Valorous 
  League have asked King Archbold to step aside and let 
  new blood wear the crown. (You have no direct 
  knowledge of Nyrond’s nobles, but tales of the 
  Valorous League of Blindness are legendary. This sect 
  of Pholtus, in his lawful neutral aspect, is reported to be 
  the salvation of Nyrond.) 
   
  An hour has slipped by in the waiting room, but at 
  last the doors have opened wide, and before you stands 
  the Seer. He says, “Welcome, champions! I have 
  calmed the King, and he is ready to meet with you. 
  Please take no notice of his madness, but a grave matter 
  looms over our kingdom and you may be our 
  salvation.” 
   
  He turns and leads you into the audience chamber, 
  where a middle-aged man of heavy build, reddish 
  brown hair, and royal accouterments draws your 
  attention to the front of this room. He says, “Hurry 
  them in, Seer! We don’t have all day, time is of the 
  essence, and they must begins at once. Hurry, people, 
  come along now. I’m getting older by the minute.” 
   
  The king of Nyrond paces back and forth, looking 
  you up and down, and says “I must say you don’t look 
  like much, but from the way my advisor describes you, 
  you’re all as sharp as tacks. As that’s no doubt the case, 
  there’s no sense in beating around the bush here. 
   
  “My eldest son and heir to my throne, Lynwerd, is 
  in dire danger. He has been courting the daughter of 
  Countess Belissica of the County of Urnst, but for 
  reasons I can’t quite comprehend, he also decided to 
  use a potion of love to put the balance of courtship in 
  his favor.” The king briefly glares at the Grey Seer, 
  who looks away uncomfortably. 
   
  The king continues, “The problem is, he used too 
  much, and it wasn’t a potion of love but a specail poting 
  of sleep. Now, the young woman is in a deep sleep, and 
  unless you are able to find the procurer of this potion, I 
  am afraid that my son will face the justice of the 
  County of Urnst and swing from the court gallows. 
  
   
  Brother of Death 
  Round One 
  Page 4 
  Obviously, this will also sour my relationship with my 
  neighbor, which could bring about the fall of Nyrond! I 
  trust you are sensible of your duty to the crown and will 
  undertake this mission with all due diligence! My 
  advisor will fill you in on what he has found out since 
  the news of my son’s troubles.” 
   
  The old mage walks from behind the throne and 
  makes his way to where you are standing. He looks at 
  a scroll he is holding and then says, “The potion was 
  manufactured by a mage known as Sandman the 
  White. I have cast many seeking spells but have been 
  unable to contact him or discover his whereabouts. 
  However, he has in the past adventured with a 
  halfling thief who calls himself Twig Lightfoot, and I 
  have located him. He currently resides in  the Celadon 
  Forest, in a small settlement call Copperstead. He is 
  there with a group of people who call themselves ‘the 
  Defenders of Celadon.’ They say he has taken up with 
  bandits who are unhappy with Duke Bastrayne of 
  Woodwych. This is the only news I presently have to 
  help you in your aid to find this Sandman the White.” 
   
  The mage retreats and once more King Archbold 
  speaks to you: “I do not know this fellow named Twig, 
  but I do know Duke Bastrayne, and he is a strong, just 
  ruler who delivers more  taxes to the crown than all 
  the others. I will hear no ill of him, for if I had more 
  nobles like him, I would not be worried about the 
  affairs of Nyrond. You will have to venture into the 
  Celadon Forest and find these terrorists who threaten 
  the very existence of my kingdom. If this Twig fellow 
  is helpful in giving you the location of this mage 
  called the Sandman, you may tell him that I will 
  pardon him and his band of thieves, though they must 
  also swear allegiance to the good duke. Do these 
  things for me and I will give each of you a land grant 
  and 1,000 gold coins of the realm. 
   
  “My son’s life is in your hands. Please do all you 
  can to save his life and the future of Nyrond.” 
   
  Archbold sits on his throne and looks to your 
  group for some sort of reply. 
   
  Archbold, King of Nyrond, human male Ftr17 (Str 
  18. Dex 13, Con 16, Int 15, Wis 15, Cha 17, hp 99, AL 
  LG). Archbold always wears a ring of freedom of 
  movement, a ring of mind shielding, and an amulet of 
  proof against detection and location. He has access to 
  many other magical items, as the Dungeon Master 
  determines. Archbold is 58 years of age, stands 5 ft. 11 
  in. and is of heavy-medium build, with typical Oeridian 
  red-brown hair, lightly tanned skin, and brown eyes. 
  Archbold is a good, decent, and kingly man who 
  suffered a great shock in Nyrond's failure to win any 
  decisive victories in the Greyhawk Wars. His mind is 
  now dogmatic and set, and he is stubborn, unwilling to 
  hear dissension. Nyrond, land of the good and great, 
  must be defended and protected. If this means hardship, 
  so be it. There is no other course. Archbold is most 
  worried about the border with Almor but sees external 
  enemies everywhere. To him the only way the country 
  can triumph is through might. Archbold is desperately 
  afraid that Nyrond will fall, and that he will be a king 
  presiding over collapse and tragedy. 
   
  The Grey Seer, human male Wiz17 diviner specialist 
  (Int 18, Wis 17, grey robes of the archmagi, ring of 
  protection +4, hp 33, AL N). The Grey Seer wears a 
  ring which absolutely blocks all divination spells 
  directed at him (save for commune). He owns many 
  divination magical items of his own, including at least 
  two unusual crystal balls, a wand of enemy detection, a 
  ring of x-ray vision and a pack of unique magical cards. 
  He is capable of casting an augury spell three times per 
  day. The Grey Seer is of an unknown age but appears at 
  least 80, being hunched and stooped with lined and 
  wrinkled skin. However, he has thick gray hair 
  (unnervingly this is a crew cut) and despite his apparent 
  age and posture, he can move swiftly and react fast. His 
  familiar, an owl named Buberin, appears as old as he 
  does and rarely leaves his shoulder, even sleeping there. 
   
  The Grey Seer has been an advisor to Nyrond's 
  kings for over 60 years. Now, since archmage Ghiselinn 
  has decamped, the Seer is Archbold's key adviser, 
  poring over runes, magical mirrors, and the like. He 
  does not lie to the king, but he can be evasive when he 
  wishes, 
  usually 
  by 
  clouding 
  the 
  truth 
  with 
  indecipherable riddles. 
   
  The Grey Seer appears to be a classic doddering 
  old fool or wily old soothsayer who riddles for the sake 
  of it. Actually, he's sharp as a razor, always ready with 
  a retort to any implied criticism or wisecrack. Many of 
  the king’s court fear or dislike him, and he has no 
  friends. Few feel terribly at ease in his presence.  
   
  Prince Sewarndt, human male Wiz9. The young 
  prince is 25 years old and slim of build. He is pleasantly 
  handsome, with green eyes, brown hair and a fetching 
  smile. However, he is beginning to turn evil. He is 
  corrupted by lust for power. More unusually, he took to 
  the study of magic, not the least because he could never 
  hope to equal his father and elder brother as a warrior. 
  He is the rare rotten apple in this noble lineage—a 
  throwback to this most noble family. He is a self-
  indulgent power seeker with delusions of an alliance 
  with other foreign powers. In his fantasies, he sees 
  himself becoming the OverKing of the Great Kingdom. 
  He keeps this to himself, but he has been able to sow 
  rumors of his elder brother’s disloyalty to the king into 
  the minds of younger nobles. He is very cunning in 
  conveying to others, after the event, that he favored 
  good judgments made by the king and that he did his 
  best to argue against poor ones. He has also made every 
  
   
  Brother of Death 
  Round One 
  Page 5 
  effort to tarnished his brother’s reputation in the 
  process. 
   
  At this point, let the adventurers discuss all that has 
  been said and reply to the king. He will give them 
  whatever reasonable aid they require, including 
  transportation, a letter of Marque explaining that they 
  are working for the king, rations, and basic equipment. 
   
  The PC’s will travel along the Duntide River until 
  they reach the small town of Swan Bore. Once here, 
  they can take the main road into Woodwych or to the 
  small settlement of Copperstead. What they will learn 
  along the way, as they seek the halfling thief Twig 
  Lightfoot, will open their eyes as to what is really going 
  on in the Kingdom of Nyrond. When the PC’s re ready 
  to continue read the following. 
   
  The Grey Seer continues to explain how you will find 
  this mage called the Sandman. “The easiest way to get 
  to the city of Woodwych is to follow the the Duntide 
  River until you get to the small settelment of Swan 
  Bore. Once you reach this destination, you can travel 
  the main road to the walled city of Woodwych. If you 
  need help from the local authorities, you can enter the 
  walled city and meet with either Duke Bastrayne or 
  his bailiff Randnen Gryppe. Their 100 elite personal 
  guards can help you either find or arrest Twig 
  Lightfoot. However, if you can accomplish a meeting 
  with this fellow without alerting the duke, it would 
  probably yield better results and not arouse attention. 
   
  “The ambassador from the County of Urnst has 
  given us two weeks to find this Sandman and bring 
  back the antidote that will awaken Countess 
  Belissica’s daughter. If you cannot accomplish the 
  tasks at hand before that time, anything you do 
  accomplish won’t matter. The girl will die of 
  starvation and Crown Prince Lynwerd will be 
  executed. 
   
  “I will now have you escorted to the stable so you 
  can be on your way. Everything you need for you trip 
  can be readied there. At a gesture, two guards step 
  forth to escort you to the castle stables. 
   
   
  Castle Stables
  Castle Stables
  Castle Stables
  Castle Stables    
  When the PCs reach the stable area, they will find six 
  horses readied for their departure. The stats for the 
  horses are as follows: 
   
  Light War Horse: Large Animal; HD 3d8+9; hp 22; 
  Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 
  natural); Atks +4 melee (1d4+3 [x2], hooves), -1 melee 
  (1d3+1, bite); SQ Scent; AL N; Saves Fort +6, Ref +4, 
  Will +2. 
   
  Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. 
   
  Skills: Listen +7, Spot +7. 
   
  These animals will each bear the heraldic shield of the 
  Kingdom of Nyrond, which conveys that the riders are 
  on the king’s business. Each animal is supplied with 
  saddle bags containing two weeks of iron rations, a 
  bedroll, tinderbox, wineskin and a small sack of oats for 
  the animal. If the PCs have requested, and been granted, 
  anything else, it is also waiting for them at this area. 
  There is also a scroll case containing a map of the realm 
  and letters of Marquis signed by King Archbold. 
   
  Your horses and equipment await you, as stable hands 
  hurry to prepare your journey. A young man 
  approaches you and, with a wide grin, exclaims, 
  “Welcome to the grand stables of King Archbold. We 
  have picked the finest mounts from the pasture and 
  prepared them for your travels. Each one of these fine 
  animals bears the Royal Crest of Nyrond, so anyone 
  you encounter will think twice before they plan any 
  foul deeds! My names is Niles, and if there is anything 
  else you require, just ask and I will do my best to 
  acquire it for you. Is there anything you need?” He 
  takes a step back and waits for your commands. 
   
  At this point, if there is nothing more they need, he 
  excuses himself so the party can begin its adventure to 
  the Celadon Forest to find Twig Lightfoot. At this 
  point, the players may wish to look over the map and 
  decide upon the best route. 
   
  Before they leave, however, a young nobleman 
  enters and approaches them. 
   
  “Greetings, saviors of Nyrond! I am Prince Sewarndt. 
  May I have a word with you? 
   
  “My father has told me of your mission, and I 
  wish you all good speed!” He looks around 
  uncomfortably and lowers his voice. “I don’t know if 
  my father told you, but I was the one who procured 
  the supposed “love potion” from Sandman the White, 
  so I have been made a pawn in this mage’s evil game. 
  Some of the nobles, who know what has happened, 
  are blaming me, and whispering that I did this to 
  destroy my brother! 
   
  “I’ve come to warn you that the Sandman is very 
  dangerous and wily. If you speak with him, he will no 
  doubt attempt to trick you with lies, and he will try to 
  kill you both before you reach him and when you find 
  him. He has many spies in the land, including a 
  number of disloyal dukes and barons. 
   
  “Beware! Remain true to your course, and kill 
  this Sandman without pause. Take note of his minions 
  as well, and bring me news of them when you return. I 
  will reward you handsomely, in addition to whatever 
  my father bestows, for clearing my name and helping 
  me to bring justice back to Nyrond!” 
  
   
  Brother of Death 
  Round One 
  Page 6 
   
  The prince pretends to be fearful of spies and angry 
  nobles, so he excuses himself and discretely disappears, 
  back where he came from. When the PCs are ready, 
  continue with the next block of text. 
   
   
  On the Road Again    
  As you ride along the streets, local villagers scamper 
  out of your way, not afraid but very cautious. It takes 
  a short while, but you finally see the city gates leading 
  to the main road out of town. As instructed, you follow 
  the river, which leads into pleasant green pastures. 
   
  Somewhere in this Nyrond wilderness is the mage 
  who holds the antidote to save a young girl’s life, not 
  to mention saving a prince from the hangman’s 
  noose. As you leave this area and look back to the 
  capital gates, you notice that, for a normally busy time 
  of the day, the town looks desolate. 
   
  At this point, ask the PCs what sort of marching order 
  they plan to use. The travel to Swan Bore will be 
  uneventful, but it’s always nice to keep the PCs on their 
  toes. 
   
  The hours drift lazily, like the river you follow. It’s 
  had to believe that, not less than a year ago, this entire 
  nation was engulfed in the Great War. Though some 
  countries toppled, Nyrond stood tall. After the loss of 
  thousands of soldiers and innocents, it’s good to see 
  the land recovering. 
   
  It is not until late afternoon that you encounter 
  anyone else along this lonely stretch of river. You see 
  a barge piloting down the river by people dressed in 
  very fancy attire. They begin to wave and direct the 
  large watercraft to your bank of the river. The craft 
  seems like a kind of circus on water, as upon landing 
  one of them jumps into the air, completes a triple 
  summersault, and lands on his feet right in front of 
  you. 
   
  “Greetings, oh mighty ones! I am Vordon, at your 
  service.” He bows and then smiles, revealing a row of 
  pearly white teeth in the most perfect smile you have 
  ever seen. 
   
  This is a group of wandering Rhennee gypsies who 
  journey along the great river ways of the world, 
  performing all sorts of tasks. They are also noted liars, 
  thieves, and pickpockets. Vordon waits briefly for some 
  sort of reaction from the PCs and then continues. He 
  tries to play the fool and trick the party into over 
  confidence. 
   
  Vordon waves his arms about as if talking to the sky. 
  “What a great day! The gods must be smiling upon 
  my family to be honored by the presence of great 
  knights of King Archbold, the savior of our fair 
  nation! Children, come and greet these fine 
  champions, and bring some cheese and my favorite 
  bottle of wine!” More than a dozen children clamber 
  from the barge and surround you and your mounts. 
  Vordon says, “Help them down, help them down, and 
  make camp. It’s time to enjoy the day and visit with 
  our newfound friends! Ladies, hurry and prepare a 
  place for these warrior to sit or I’ll be forced to fetch 
  my whip and discipline you.” The women begin to 
  gather wood and prepare a camp near the edge of the 
  river. 
   
  Try to slide this through as quickly as possible, making 
  it difficult for the PCs to refuse the hospitality. If they 
  explain that they can’t stay for a meal or the evening, 
  read the text below, labeled “If the PCs refuse.” Vordon 
  continues these antics in hope that the PCs will 
  reconsider and stay for the evening. If the children are 
  allowed to approach, roll percentile dice to see if they 
  are able to take anything with out the PCs’ knowledge. 
  On a 1 they fail and are caught, and this of course will 
  have to be resolved through roleplaying. Vordon will 
  punish the child in front of the party. (He is actually 
  punishing the youngster for getting caught.) 
   
  If the PCs stay, the troupe will perform for the 
  party, including juggling, fortune telling, and giving the 
  party information about the surrounding countryside. 
  This is mainly a roleplaying encounter, but if the PCs 
  let their guard down, they could wake up penniless! 
   
   
  If the PC’s refuse: 
   
  “Oh my, we have offended you in some way! Boy, 
  bring me my whip—it must have been these sullen 
  wenches. You evil witches have disobeyed me for the 
  last time.” 
   
  The woman begins weeping and begging 
  forgiveness: “Please, Lord Vordon, we will be 
  quicker! We beg forgiveness, please! Don’t whip us!” 
   
  Vordon appears very upset. “I am sorry for this 
  display. I see we have offended you in some way, I 
  hope you will forgive me. I will let you in peace, and 
  again I apologize for disrupting your day. Boy, where 
  is that whip. . . ?” 
   
   
  If the PCs stay: 
   
  “Welcome, my friends, to my humble camp! 
  Come and sit, and we will talk of the happenings of 
  the world. Good ladies, bring some stools so our new 
  friends can sit. Sit now! Pray, sit!” 
   
  Your newfound friend gestures grandly for you to 
  sit, and many of the small children flock around you. 
  Lord Vordon says, “This humble boat is all I have in 
  the world. We are a wandering troupe of jugglers, 
  acrobats, and fortune tellers. And who, may I inquire, 
  
   
  Brother of Death 
  Round One 
  Page 7 
  are you?” He begins to pour goblets of golden-yellow 
  honey mead while the woman put out platters of meats 
  and cheese. 
   
  Vordon, 
  human 
  (Rhennee) 
  male 
  Rog9/Shadowdancer 1: Medium Humanoid; HD 
  9d6+18; hp 63; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 
  Dex, +3 studded leather); Atks +4 melee (1d4+3 [x2], 
  hooves), -1 melee (1d3+1, bite); SQ Hide in Plain 
  Sight; AL N; Saves Fort +5, Ref +11, Will +5. 
   
  Str 16, Dex 17, Con 14, Int 12, Wis 14, Cha 12. 
   
  Skills: Appraise +8, Climb +12, Diplomacy +8, 
  Disguise +15, Hide +12, Move Silently +10, Open 
  Locks +14, Perform +9, Pick Pockets +15, Tumble +14, 
  Use Rope +2, Balance +12. Feats: Dodge, Mobility, 
  Combat Reflexes. 
   
  This master of the waters has been navigating the 
  Duntide River since he could walk. His father was a 
  gypsy, as was his father’s father, and so on. He lives 
  from one day to the next at a different port or town each 
  night. He makes a living by deceiving people and 
  preying on their weaknesses. He is macho and treats 
  women 
  poorly, 
  beating 
  them 
  for 
  even 
  minor 
  transgressions against him. He always looks out for 
  himself first, and everyone else comes last These days, 
  he even deals with the demi-god Iuz! 
   
  Questions Vordon asks: 
  1. Where do you hail from? 
  2. Where are you bound for? 
  3. Who are you employed by? 
  4. Can I help you? 
  5. I can take you up the river for a price. 
  6. Would you like to have your fortunes read? 
   
  When the PCs have had sufficient time to talk with 
  Vordon, proceed with the next bit of player text. 
   
  Vordon claps his hands and says, “Katrina, come out! 
  It is time for you to dance for my newfound friends!” 
  You hear soft foot steps, and then you are greet by the 
  most beautiful women you’ve seen in a long time. A 
  young woman wearing a stikingly fancy red dress 
  begins to dance to some of the most beautful music 
  you have ever heard. 
   
  Vordon says, “Ah, what a beauty! Kima, bring us 
  some more wine! We are thirsty!” 
   
  At this point have everyone in the party make and 
  ability check against their Wisdom (all bonuses apply). 
  Those who fail their rolls are captivated by Katrina and 
  watch her every ovement. It is during this point that 
  others in the camp attempt to rob the PCs of everything 
  they can get. Make a note of which PCs are drinking, 
  and have each of them make a saving throw against a 
  sleep potion. Those who fail fall asleep and awaken in 
  the morning, a little less “encumbered” than they were 
  the night before. Those who remain conscious are 
  attacked by Vordon and his group. The Rhennee are 
  only interested in food, money, and one magic item 
  (one item that obviously looks like a magical item—
  they won’t take the time to detect and identify). They 
  will leave the horses and equipment alone. Roll to 
  randomly determine which PC loses a magic item. 
  Look at that person’s character sheet and take the most 
  important one that could readily be assumed to be 
  magical. 
   
  If the party has been drugged and robbed: 
   
  You slowly open your eyes and realize that 
  somewhere during that beautiful girl’s performance, 
  you dozed off. Your mouth is dry and coated, as from 
  too much drinking. 
   
  You realize that your host is gone. The horses are 
  still teathered, you have your weapons and armor, but 
  your money and some supplies are missing. You’ve 
  been robbed. 
   
   
  Death by Taxes
  Death by Taxes
  Death by Taxes
  Death by Taxes    
  With last night’s events behind you, the journey to 
  find Twig Lightfoot continues. The morning is 
  uneventful, and the day continues with the noon sun 
  shining brightly overhead and no one in sight. 
   
  Late in the afternoon, you encounter another 
  traveler. He seems to be asleep in the saddle while his 
  horse eats some of the sweet prairie grass. He is bent 
  over in the saddle and oblivious to your approach. 
   
  This fellow is known as “Jeldon the Tax Collector,” 
  who’s in the employ of Duke Bastrayne. He has been 
  traveling the countryside, collecting new taxes that have 
  been put into effect—the fence post tax and the boot 
  tax. 
   
  Two nights ago, Jeldon attempted to collect the 
  fence post tax from a local farmer, who refused to pay. 
  In response, the tax collector grabbed a torch and set 
  the man’s house on fire, unaware that there were small 
  children within. The farmer and his wife attempted to 
  save their children but were overcome by smoke, so the 
  entire family perished. 
   
  The guards who accompanied Jeldon to enforce the 
  collection became very upset at these murders, and after 
  some heated debate came to question his authority. An 
  argument ensued, during which Jeldon assaulted the 
  sergeant and, in response, one of the young guards fired 
  his crossbow at the tax collector, fatally wounding him. 
  In terror, Jeldon mounted his horse and fled. 
   
  The soldiers, fed up with the arrogance of the man 
  and fearful of prosecution, deserted to the Celadon 
  Forest to join with others who had already taken refuge 
  
   
  Brother of Death 
  Round One 
  Page 8 
  there against Duke Bastrayne. Meanwhile, Jeldon bled 
  to death as his horse traveled through the countryside. 
  His lifeless body now balances atop the horse. 
   
  The horse notices your approach and lifts its head to 
  check out who is riding toward him. You are now 
  close enough to see that the entire saddle is covered 
  with dried blood, as is the side of the horse. The 
  animal moves, and the rider’s head bobs lazily on his 
  lifeless body. A crossbow bolt protrudes at a ghastly 
  angle from his chest. It appears the rider is not asleep 
  but very dead. Sensing no threat from you, the horse 
  continues to eat, oblivious to the dead man perched on 
  his back. 
   
  Assuming the PCs to approach the horse and examine 
  body, 
  continue 
  with 
  the 
  text 
  below. 
  Anyone 
  approaching the animal will have to use some sort of 
  animal handling or animal friendship in order to get 
  close enough to the horse to extract the dead rider. 
   
  The man appears well to do, dressed in fine woolen 
  trousers and a silk shirt. It appears he has been dead 
  for a few days. He also has a fine crafted set of saddle 
  bags as well as a bedroll and tack. His scabbard is 
  empty, perhaps lost to his attacker. 
   
  In his saddle bags you find tax records regarding 
  previous and future collection dates. You also find a 
  soft leather bag with 500 gold nobles, 600 silver 
  crowns, and 500 copper pennies. You also find several 
  wanted posters for some local bandit named Eppin 
  Karl, promising a reward to be paid upon proof of 
  death or capture. You also find a diary which lists the 
  name of Jeldon, a tax collector for Duke Bastrayne of 
  Woodwych. 
   
  The PCs may do what they wish with the body and 
  Jeldon’s possessions. Hopefully, they will bury him and 
  take the horse along to either use or sell. By the time 
  this encounter is completed it, will be late enough to set 
  camp. The night will go by without incident, but a little 
  DM mystery and intrigue should be used to keep the 
  PCs on their toes. They may be wary of murderous 
  bands of thieves, and they should not be convinced 
  otherwise by the DM 
   
   
  Swan Bore
  Swan Bore
  Swan Bore
  Swan Bore    
  When the PCs rise in the morning and set off, read or 
  paraphrase the following text. 
   
  As you continue your journey along the river, you spot 
  a small bridge, which crosses over to a small hamlet. As 
  you near the bridge, a few boys who have been fishing 
  on it run to a small building nearby. An elderly man 
  emerges and crosses the bridge to meet you. 
   
  He says, “I am the burgomaster of this village. 
  Please! We don’t want any trouble. We have paid all 
  the taxes we can afford. We can give you grain for your 
  horses and food for yourselves, but please don’t ransack 
  our village!” Behind him, you see villagers gathering 
  their children, ushering them indoors, and closing their 
  doors and shutters. They are obviously very afraid. 
   
  This village is an example of what is happening 
  throughout the countryside. The people are angry and 
  afraid of the way the king and the nobles are running 
  the land. They have been taxed to death, and when they 
  have a few extra coins, the local duke sends his bailiff 
  with guards to take them. If someone in the group uses 
  Diplomacy and is successful, or if the PCs try very hard 
  to be friendly and reassuring, the burgomaster decides 
  that the PCs are good people and welcomes them. They 
  also offer to sell the PCs any supplies they might need. 
  However, due to their poor financial condition, the 
  townsfolk charge high prices for their wares (50% over 
  prices listed in the PH). 
   
  If the adventurers win over the burgomaster: 
   
  The burgomaster looks much relieved and says, 
  “Greetings, travelers, I am Gustaf and this is the 
  village of Swan Bore. If you have come for our 
  Growfest, I am sorry to say that it will not happen this 
  year, for the war has taken its toll on everyone and 
  our yearly festival is ruined. I do offer you the 
  hospitality of our town, such as it is, and may luck 
  shine upon you.” 
   
  This town has experienced its share of disappointments. 
  The Growfest is held each year, but for the first time it 
  seems the celebration will be canceled. Local dukes 
  have been taking more than their fair share of taxes, 
  which has left everyone else quite poor. If the PCs 
  converse with any of the townfolk, everyone seems to 
  be in a very sullen mood. They blame the cancellation 
  of their yearly festival on Bailiff Radnen Gryppe, who 
  is taxing them to death. He rode into town no more than 
  a week ago with the Duke’s Guard and almost beat one 
  of the local merchants to death for lack of sufficient tax 
  money. 
   
  If the PCs engage any of the townsfolk in more 
  than trade conversation, the local will eventually reveal 
  the following, in a conspiratorial voice. 
   
  “If it weren’t for the brave Twig Lightfoot and his 
  band of marauders, stealing from the rich and giving 
  to us poor, like some storybook hero, we’d be in even 
  worse shape!” 
   
  
   
  Brother of Death 
  Round One 
  Page 9 
  The townspeople don’t know Lightfoot’s whereabouts, 
  and they are likely to become suspicious if the PCs ask 
  too many questions. (After all, the party’s horses bear 
  the king’s seal, and the dukes all work for the king, 
  right?) Allow the PCs to roleplay any attempts to learn 
  more information from the people of Swan Bore, using 
  whatever means at their discretion. Attempts to 
  intimidate or threaten will be met with fear and 
  pleading but little information; in fact, the more hostile 
  the PCs act, the more determined the town will become 
  to protect their local hero. Attempt to read minds will 
  yield confusing rumors and the belief that some other 
  person in the village knows more (although that person 
  will yield the same kind of non-information). At most, 
  if the PCs are friendly and coaxing, they can get a full 
  description of Lightfoot and some of his cohorts (he 
  wears shiny black leather and a big green hat with a 
  feather), the last time he was in town (about a week 
  ago), and the general direction from which he comes 
  when visiting Swan Bore (point “that-a-way”). Any 
  townsfolk who are treated well enough to consider the 
  PCs friends will offer to give Lightfoot good report of 
  them, and ask him not to kill them when they meet in 
  the forest. 
   
   
  The Duke’
  The Duke’
  The Duke’
  The Duke’s Guards
  s Guards
  s Guards
  s Guards    
  Read the following when the PCs take their leave of 
  Swan Bore. 
   
  You leave the village of San Bore the and travel once 
  more on the king’s road toward your destination, deep 
  in the forest of the Celadon. The day passes without 
  incident. Late in the afternoon, as your group tops the 
  crest of a small knoll, you see a group of knights 
  riding toward you, the banner of Nyrond waving 
  proudly as they approach. A man not in uniform but 
  in finery leads them and moves ahead of the band to 
  intercept you. 
   
  The man in finery is Nolond Morisa, a tax collector in 
  the service of Duke Bastrayne of Woodwych. These are 
  not evil men, but they have accepted a cruel job 
  because, in these times, having a job is better than 
  having none. They are not proud of what they do, but 
  they will not accept abuse for doing it. 
   
  If the PC’s are still displaying the king’s shield, the 
  soldiers greet them courteously and make small talk 
  about what is happening in the countryside. Attempts to 
  discuss the tax situation will be diplomatically, then 
  sternly dismissed. 
   
  If anyone in the party asks about Twig Lightfoot, 
  the soldiers suddenly fall quiet. The tax collector nods 
  to one of the soldiers, who hands the PCs a wanted 
  poster. Morisa looks suspiciously at the PCs and asks 
  why they are looking for this man. 
   
  “Why do you seek this thief of Nyrond? That halfling 
  is a menace to the local law-abiding citizens, and he 
  costs the king dearly in stolen tax revenues. If you 
  wish for more information about him, I suggest you 
  go to the city of Woodwych and ask the duke for an 
  audience. He will give your quest the utmost 
  attention!” 
   
  If the PCs have removed or hidden the king’s heraldry, 
  Morisa will ask more pointed questions and wonder 
  aloud why he shouldn’t arrest them and take them back 
  to Woodwych for interrogation. Conceivably, this 
  encounter could come to blows, but bear in mind that 
  the tax collector and his men aren’t overtly evil, just 
  officious and suspicious of strangers. 
   
  Duke’s Guards, human War5: Medium Humanoid; 
  HD 5d8+10; hp 36; Init +2 (Dex); Spd 30 ft.; AC 17 
  (+2 Dex, +5 chain mail); Atks +6 melee (1d6+3 [crit 
  19-20], short swords); AL NG; Saves Fort +6 Ref +3, 
  Will +2. 
   
  Str 16, Dex 15, Con 15, Int 10, Wis 12, Cha 10. 
   
  Skills: Listen +7, Spot +7. 
   
  Now the PCs have a choice: ride on to Woodwych or 
  continue directly to the Celadon Forest. If they decide 
  to travel to Woodwych, the adventure will end on a 
  rather sour note. If they request an audience with the 
  duke to discuss what has been happening and the 
  location of Twig Lightfoot, they are arrested and 
  thrown into the dungeon. This is to ensure that no news 
  of the duke’s draconian tax collection reaches the ear of 
  the king. If the PCs decide to travel to Woodwych, go 
  to the following encounter. (Otherwise, skip to the next 
  section, “The Celadon Forest.”) 
   
   
  Court of the Crimson Duke
  Court of the Crimson Duke
  Court of the Crimson Duke
  Court of the Crimson Duke    
  Your journey to the city of Woodwych takes only one 
  day, and the gates of the city lay open as you 
  approach. You see that the entrance to the city is 
  guarded by two ornately dressed knights. They stop 
  you and ask you to state your business. 
   
  Allow the PC’s explain to the knights what they are 
  seeking and whom they wish to meet, then read the 
  following to the PCs. 
   
  The knight smiles, then bows and asks you to wait 
  while he fetches the duke. A few minutes pass before 
  you hear the approaching sound of metal-shod feet on 
  brick. Approaching you through the grand courtyard, 
  
   
  Brother of Death 
  Round One 
  Page 10 
  flanked by several guards, is the duke of Woodwych. 
  He walks towards you boldly and cries, “Welcome, 
  travelers. I am Duke Bastrayne. How may I be of 
  service to you?” 
   
  This scenario assumes that the PCs tell the duke that 
  they seek Lightfoot. It may be necessary for the duke to 
  play shrewdly with the PCs and win their confidence. If 
  confronted about his draconian tax policies, he feigns 
  ignorance of his collectors’ tactics but admits that tax 
  collection is dangerous work in the wake of the Great 
  War, and villagers are very good at pleading poverty 
  and then striking out violently when pressed. “Nothing 
  is as simple as the simple folk make it to be,” he assures 
  them. The duke should appear to be a perfectly 
  reasonable man, doing his duty for the king, just like 
  the PCs. 
   
  When matters turn to Twig Lightfoot, continue with the 
  following text. 
   
  “Ah, this is a very serious matter, indeed. Please 
  follow me to my private dining room and we will 
  discuss the matter at hand. I see my help is needed, 
  and we must serve our king.” 
   
  You are escorted to a large dining room, where 
  the table is prepared with all sorts of good food. The 
  duke motions for you to be seated before he takes his 
  place at the head of the table. He lifts a large goblet of 
  wine and offers a toast. “To King Archbold of 
  Nyrond! May his fortunes equal his greatness! He 
  raises his goblet high and then drinks deeply.” 
   
  Assuming they drink to Archbold’s health, instruct the 
  PCs to make a saving throw against poison at –6. Those 
  who fail fall fast asleep, but those who don’t hear the 
  following. (Be sure to adjust the text if no one falls prey 
  to the wine.) 
   
  No sooner does the table drink to King Archbold’s 
  health than you hear the clamor of goblets as they 
  bounce off the table top. You see some of your fellow 
  adventures fall to the ground in a deathlike state, 
  while at the same instant a group of guards step out 
  from behind tapestries and through doors to the room. 
  With disdain, the duke says, “Please put your hands 
  up and you will not be hurt—well, to be honest, 
  killed.” You look about the room and see eight of the 
  duke’s men have crossbows trained upon you. 
   
  The duke says, “Take them away, strip them of 
  their possessions and the markings of the king, and 
  clap them in stocks. Have their horses taken back to 
  the capital, and explain to the king that they were 
  found in the wilderness, riderless.” He drains his cup, 
  looks at the sleeping members of your party, shrugs 
  nonchalantly, and exits. 
   
  The party will have to fight its way free or the 
  adventure is over for them. Continue to introduce 
  enough guards to the battle to give the party a fighting 
  chance. Their only hope is to fight their way out of the 
  city and flee into the forest beyond. Otherwise, the 
  guard will wear them down until they are all dead. If 
  the party manages to survive and wishes to continue the 
  mission, allow them to mend all wounds before moving 
  on to the next encounter. 
   
   
  The Celadon Forest
  The Celadon Forest
  The Celadon Forest
  The Celadon Forest    
  You head toward the Celadon Forest in search of the 
  halfling Twig Lightfoot, and news of this wizard 
  called the Sandman. Your journey takes you across 
  grassy plains and finally to a great forest, not far 
  ahead. Somewhere in this dense undergrowth is the 
  small settlement of Copperstead and hopefully some 
  answers. 
   
  Ask the PCs to establish a marching order, as the road 
  narrows to a trail through the thick woods. 
   
  As you near the forest, you see a simple trail that leads 
  into the depths of this rich, green forest. The sounds 
  of animals can be heard as you follow this well-beaten 
  path. Not more that a few hundred yards down this 
  path, you find a beaten piece of parchment tacked 
  upon a tree. 
   
  Give them the handout poster, if they haven’t already 
  gotten it from Nolond Morisa (in which case, tell them 
  it is the same one). Someone has added a few zeroes to 
  the reward amount, and drawn the mark of a lady’s kiss 
  on Lightfoot’s face. 
   
  As you journey from this point, you have the feeling 
  that your every movement is being watched. The trail 
  continues on for quite some time, and you notice that 
  as you travel deeper into this forest, the mood becomes 
  more somber and quiet. Eventually, the entire forest 
  seems deathly quiet. 
   
  Instruct the PCs to roll for surprise, with a +2 modifier 
  if they declare alert status. 
   
  The quiet of the forest is suddenly shattered by the 
  sounds of horns and the yelling of men. “To Arms! To 
  Arms! Men of The Celadon Forest, we have 
  intruders! To Arms! 
   
  Twelve arrow shafts sink into the ground in front 
  of and behind your mounts, and a voice sounds from 
  somewhere in the treetops above. “Do not move! I, 
  Twig Lightfoot, defender of the Celadon Forest, 
  
   
  Brother of Death 
  Round One 
  Page 11 
  command you to drop your weapons! Drop your 
  purses! Put your hands on your head! Do not speak! 
  Anything movement other than those I have ordered 
  will be considered hostile! 
   
  Have the PCs declare actions. Any hostile intentions are 
  met in kind. If anyone attempts to speak, have an arrow 
  strike their upper thigh for 1d4 damage and repeat the 
  command to be silent. If all goes well, read the 
  following. 
   
  As you follow the instructions given to you by unseen 
  foes in the treetops, the forest springs to life. The 
  branches part and several figures spring from above. 
  Among them is a halfling about four feet in height. 
  He is dressed in shiny black leather and sports a large 
  green hat with the plume of some sort of bird feather. 
  He lands directly in front of your mounts and 
  addresses you. 
   
  “Twig Lightfoot at your service!” he says with a 
  fetching smile. “The contributions of your weapons 
  and gold will benefit the good people of Nyrond. I will 
  let you leave with your lives and tell your tale to that 
  bastard duke of Woodwych. He bows and then turns 
  to begin walking into the dense undergrowth. 
   
  This is the PCs’ opportunity to state that they are 
  looking to him for information. Allow them to make 
  their case to Lightfoot, who remains skeptical. If the 
  PCs roleplay their parts well, Lightfoot eventually tells 
  them to shut up and has his men blindfold them. They 
  will be expected not to resist in the least. 
   
  Lightfoot will lead the PCs, on their mounts, back 
  to his hideout. His men will cover their tracks as they 
  go, so skillfully that tracking attempts to find the way 
  back would be made with a –6 penalty. 
   
  Once they reach Lightfoot’s hideout, a clearing 
  somewhere deep in the woods, he will remove their 
  blindfolds and address them. 
   
  The small thief slowly turns to you and lowers his 
  hands to his side. “You enter my woods and dare ask 
  favors of me? A pox on you and your family! The 
  duke’s men are probably searching the woods as we 
  speak, hoping to kill every man, woman, and child 
  who resides in Copperstead. Why should I help you? 
  You are merely pawns being used to decoy the main 
  game. Do you even realize what’s really going on?” 
   
  Lightfoot turns to his men. Throw them in the 
  stockade and keep them under guard while I check 
  into their story. 
   
  The PCs are led to a small stockade constructed of 15-
  foot-tall lengths of trees, trimmed and carved to a point 
  at the top, and bound together with wire. The top is 
  open, but a few of Lightfoot’s men remain on guard at 
  all times. They will engage the PCs in small talk, and 
  trade verbal jabs, but they won’t discuss any matters 
  pertinent to the PCs’ mission. 
   
  Give the players a chance to roleplay in the stockade, 
  then continue with the next encounter. 
   
  Twig 
  Lightfoot 
  halfling 
  male 
  Rog12: 
  Small 
  Humanoid; HD 3d8+9; hp 22; Init +1 (Dex); Spd 20 ft.; 
  AC 14 (+1 size, +1 Dex, +4 natural); Atks +9/+4 melee 
  (1d4 [crit 19-20], small short sword), +13/+8 ranged 
  (1d4 [crit 19-20], dagger); SA sneak attack +6d6; SQ 
  evasion, uncanny dodge (Dex bonus to AC, can’t be 
  flanked, +1 against traps); AL CN; Saves Fort +8, Ref 
  +12, Will +7. 
   
  Str 10, Dex 18, Con 18, Int 18, Wis 16, Cha 16. 
   
  Skills: Listen +15, Spot +15, Pick Pockets +16, 
  Appraise +16, Balance +16, Gather Information +16, 
  Read Lips +16, Search +16, Sense Motive +15, Move 
  Silently +16, Hide +16, Bluff +13, Use Magical Device 
  +16, Use Rope +16, Decipher Script +16. Feats: 
  Alertness, Dodge, Leadership, Run, Two-weapon 
  Fighting. 
   
  Equipment: cloak of displacement (50% miss 
  chance per attack that hits him), ring of invisibility. 
   
  Merry Warriors, human male Ftr5: Medium 
  Humanoid; HD 5d10+15; hp 50; Init +2 (Dex); Spd 30 
  ft.; AC 16 (+3 Dex, +3 studded leather); Atks +9 melee 
  (1d8+5 [crit 19-20], longsword); AL CG; Saves Fort 
  +7, Ref +4, Will +1. 
   
  Str 17, Dex 16, Con 16, Int 12, Wis 10, Cha 10. 
   
  Skills: Climb +4, Jump +4, Swim +4, Wilderness 
  Lore +2, Spot +2. Feats: Weapon Focus (longsword), 
  Weapon Specialization (longsword), Combat Reflexes, 
  Improved Initiative, Blind-fight, Power Attack. 
   
   
  Innocent or Guilty
  Innocent or Guilty
  Innocent or Guilty
  Innocent or Guilty    
  Before too long, the door is opened and one of the 
  forest warriors guides you through many cottages to 
  what appears to be the village square. A campfire has 
  been prepared, and all the villagers of Copperstead 
  await your audience with their leader Twig Lightfoot, 
  who waits by the fire. 
   
  He tells you, “Well, fate for the moment is on 
  your side, for none of Bastrayne’s henchmen have 
  followed you. Now tell me again why you are here and 
  what the purpose of this mission of yours serves. 
   
  Allow the PCs to tell their story, then continue. 
   
  The little thief looks you up and down and then 
  shakes his head. He says, “I’m at a loss for words. 
  You seem honest, but that just makes you mere lambs 
  
   
  Brother of Death 
  Round One 
  Page 12 
  being led to slaughter. Have you not looked around? 
  This land of Nyrond is truly doomed! 
   
  “If the Crowned Price is in dire trouble, I will tell 
  you all I know of the Sandman, though it’s not much. 
  I haven’t seen him in months. The last I heard, the 
  wizard has taken up living in Barren Keep, ten days 
  north of here, along the Franz River road. I 
  understand he has been organizing the young nobles 
  to help bring Crown Prince Lynwerd into power. 
  Between the duke’s butchery and all the old nobles 
  stealing from the poor, Lynwerd is our only hope!” 
   
  Lightfoot thinks a minute and then sighs. “All 
  right, I’m going to trust you with the password you 
  need to enter the keep. Share it with no one or I’ll 
  have your hearts on a platter, so help me!” 
   
  At this moment, trumpets begin to blare in the woods, 
  and the entire encampment leaps into action. Quickly, 
  the reason for the alarm spreads through the crowd: 
  “The duke’s men!” Archers appear out of the woods 
  and prepare to fire. Allow the PCs to declare actions. It 
  is assumed they will offer to help defend Copperstead. 
  Assuming this is the case, continue with the following 
  player text. It may be necessary to adjust the text, 
  depending upon whether the PCs press for the 
  password. 
   
  Lightfoot grins at you and says, “I’m glad I didn’t 
  misjudge you. We appreciate your offer to help, but 
  right now the most important thing for you to do is 
  complete your mission for the king! 
   
  “Your horses are hobbled in the pasture just past 
  those cottages.” He points to the distant tree line. You 
  make a run for it while we hold off these scum who 
  work for a very evil man. I will try and contact you 
  later, but if not gods speed and please save the only 
  hope our land has left. Save Prince Lynwerd!” 
   
  Several arrows fall around you. One of them 
  appears to hit Lightfoot but passes right through him 
  and strikes the ground instead, and for a moment you 
  realize that he is actually standing a few feet from 
  where you thought he was. Lightfoot curses and 
  suddenly disappears into thin air. 
   
  If the PCs stay to fight, overwhelm them with numbers 
  and continue to urge them (through Lightfoot’s men) to 
  make their escape. If they try to get the password from 
  Lightfoot, go directly to the shower of arrows and his 
  sudden disappearance. When they agree to run for it, 
  read on. 
   
  One of Lightfoot’s men hustles you down a path, 
  leading toward the edge of the village. You slip into 
  the woods with arrows whistling by your heads and 
  cries of “After them!” ringing in your ears. Just 
  beyond, you find your horses waiting for you. As you 
  mount and prepare to ride, the young warrior says, “If 
  you follow this path, it will lead you from the forest,. 
  If you ride hard and fast, you can make Barren Keep 
  in one day. 
   
  An arrow finds the young warrior’s neck. His 
  eyes glaze over as he falls towards the ground. 
   
  Coming up behind you are six figures dressed in 
  black. They appear to be very well armed and 
  apparently have one important mission: Make sure 
  you don’t survive. One of the dark figures in front 
  commands the other five, saying, “These are the ones! 
  Kill them!” They race toward you, weapons in hand.  
   
  Assassins, human Rog7: Medium Humanoid; HD 
  7d6+9; hp 36; Init +1 (Dex); Spd 30 ft.; AC 15 (+3 
  Dex, +2 leather); Atks +7 melee (1d6+2 [crit 19-20], 
  short sword); SA sneak attack +3d6; SQ evasion, 
  uncanny dodge (Dex bonus to AC, can’t be flanked); 
  AL NE; Saves Fort +5, Ref +8, Will +4. 
   
  Str 15, Dex 17, Con 16, Int 15, Wis 15, Cha 16. 
   
  Skills: Bluff +10, Hide +13, Move Silently +15, 
  Escape Artist +10, Disguise +10, Sense Motive +9, 
  Search +9, Intimidate +13, Tumble +10, Use Magical 
  Device +9, Balance +13, Use Rope +10, Listen +9, 
  Spot +9. Feats: Weapon Focus (short sword), 
  Alertness, Blind-fight, Skill Focus (move silently). 
   
  The PCs should try to escape rather than hang around 
  and finish the battle. If they do remain behind and fight 
  until the battle is over, hoping to find Lightfoot and get 
  the password, no one will know where the halfling is, 
  where he has gone, or if he is even alive. There will be 
  stories of how he saved this person or that during the 
  battle, and how he rallied his men when things looked 
  very bad, but he seems to be nowhere in sight now. 
  Perhaps he has gone after those raiders who tried to 
  flee, to stop them from returning to Duke Bastrayne 
  with news of the battle. Perhaps he is dead. 
   
  Unfortunately for the PCs, no one else knows the 
  password to Barren Keep. 
   
  Go to the Epilogue, and the end of round one, 
  adjusting for the PCs’ actions. 
   
   
  Epilogue
  Epilogue
  Epilogue
  Epilogue    
  As you put distance between yourselves and the battle, 
  it slowly sinks in that this mission has become 
  treacherous, and somehow your every move is being 
  carefully calculated and watched. You must trust no 
  one but your selves. 
   
  This Ends Round 1 
   
  
   
  Brother of Death 
  Round One 
  Page 13 
  Wanted 
  Dead or Alive 
   
   
  Reward 1000 gold Coins 
  Twig Furfoot 
  Traitor & Bandit 
  Bring Body or remains 
  To the city of  
  Woodwych 
  Bailiff Randal Gryppe 
   
   
  
   
  Brother of Death 
  Round One 
  Page 14 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/NYR0-01 - Brother of Death.pdf