TEXT: FUR1-06
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  Version 1
  bbbbyyyy    JJJJ....    AAAAllllllllaaaannnn    FFFFaaaawwwwcccceeeetttttttt
  Although nearly two years have past since the end of direct conflicts, the Knights of the Hart are still
  feeling the effects of Iuz’s evil occupation. However, some missions cannot be fulfilled by the knights.
  Do you have what it takes to carry on the fight? An adventure for Character Levels 3-8.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Tales from the Hart
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se D Me nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  • 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  • 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  • 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs  co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Tales from the Hart
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
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  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap     
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  T4:
  33-42
  36-46
  39-50
  42-54
  10th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd    ffffoooorrrr    tttthhhheeee    DDDDM
  M
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  Tales 
  from 
  the 
  Hart is the first 
  Furyondy
  Regional adventure to introduce 
  the order of
  knights known as the Knights of the Hart. This
  powerful militant order holds an important place
  in the history and future of the region. Made up
  of nobles and freemen and women throughout
  the region, members of the order aspire to the
  highest degree of honorable conduct in defense
  of the nation of Furyondy and its allies. Although
  their ranks were decimated in the wars, the order
  maintains its vigilant defense of the country as it
  seeks to rebuild itself. Members of the order
  must sacrifice their individual needs and desires
  for 
  the good 
  of the order. 
  However, 
  these
  sacrifices do not come easily, and Tales from t h e
  Hart deals with one of these sacrifices.
  
  Tales from the Hart
  Page 4
  The main antagonist in this scenario 
  is a
  powerful mage known as Tynalaor. During the
  wars he was an apprentice to Cryennik, who has
  plagued the area of years, and he has decided to
  unleash his own set of evils upon the world. Once
  a feared member of Iuz’s armies, Tynalaor now
  plagues Furyondy and Iuz’s forces alike, showing
  seeds of discord along the border.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  Set in the Barony of Kalinstren, this adventure
  begins in Crying Speak Keep, one of the few
  strongholds 
  that 
  held during 
  Iuz’s 
  siege 
  of
  Furyondy. While at the keep, the PCs will meet
  several 
  NPCs, including 
  a local 
  bard. 
  After
  befriending the local bards, the PCs are drawn in
  to the story when their new friend is killed in the
  night by a ghastly creature sent from beyond to
  borders.
  In the ensuing chaos, the PCs learn about the
  recent increase in activity along the front and the
  dilemma that faces the knights in the keep. They
  are forbidden from taking direct action by order
  of King Belvor, yet they are unable to defend
  themselves 
  or the common 
  people from the
  supernatural 
  attacks by seeking out its source
  Pashenden, the ruler of the keep, has been unable
  to rout the source of the attacks.
  During their investigations, the PCs will learn
  a bit of history and the tale of the Lost Sisters
  from a old cleric (Younda) near his last days. The
  leader of the knights in the area, Sir Gennadel, is
  an old man and the father of two girls born on
  the same night from different mothers. Both of
  the mothers died during childbirth. He claimed
  one child, Ashella, as his own and raised her as a
  knight. He disowned the other child, Krynena,
  who left 
  the keep to pursue 
  a dark 
  path,
  eventually 
  leading her to the service of Iuz.
  During the wars, the sisters grew powerful on
  opposite sides of the battle, and both were slain
  in a mission to stop one another. As the ranking
  knight, it was on Gennadel’s order that Ashella
  was sent with a small group of warriors to stop a
  dark witch, he discovered too late that the witch
  was his other daughter, Krynena. The small band
  was able to find and kill the witch and return
  with her body. Unfortunately, Ashella’s body was
  lost to the forces of darkness deep a swamp. With
  their deaths, Sir Gennadel confessed his sins to
  the local cleric, who gave the witch a proper
  burial. There have been no signs of Ashella’s body
  or the family sword that she carried into battle.
  The old cleric believes the attacks 
  are being
  directed at the keep in an attempt to locate and
  reclaim Krynena’s body for the forces of evil.
  Gennadel is unable to take a direct action
  against since he would be required to commit
  Furyondy troops to cross the current borders and
  perhaps institute increased conflict in the area.
  The keep’s position is too tenuous to risk such a n
  aggressive move, so he is placed in a tight spot.
  His old friend, Younda, is sympathetic 
  to the
  man’s pain, and has decided to ease his friends
  suffering by allowing the story to fall on the ears
  of an honorable group of Furyondians—the PCs.
  Younda knows that he cannot relay the story to
  Pashenden he would likely take direct action and
  potentially dishonor the knight in the process.
  The PCs will have to make some difficult
  decisions 
  on 
  how 
  exactly 
  to 
  handle 
  their
  newfound knowledge and opportunity. The basic
  issue they are forced to deal with is to discover
  the source and eliminate the continuing threat to
  the keep. Additionally, they may wish to deal with
  resolving the unrest of the lost sisters and their
  father, Sir Gennadel. Complicating matters, is the
  ruler of the keep, Pashenden who will wish to
  know what is taking place within his four walls.
  Eventually, the PCs will likely travel outside of
  the borders of Furyondy into the lands of Iuz.
  Forced to leave all signs of the national allegiance
  behind, they must journey into the dead lands
  and deal with remnants of Iuz’s armies, as well as
  Tynalaor and his minions.
  PPPPllllaaaayyyyeeeerrrrssss’’’’    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Before starting the event, read the following
  blurb about the event to allow the players to
  select whichever character best fits the mission
  at hand.
  Although nearly two years have past since the
  end of direct conflicts, the Knights of the Hart
  are 
  still 
  feeling 
  the effects 
  of 
  Iuz’s 
  evil
  occupation. However, some missions cannot be
  fulfilled by the Knights. Do you have what it
  takes to carry on the fight? An action-packed
  event suitable for characters of Tiers 2-4.
  The adventure begins in a drinking hall located
  inside the main keep where many soldiers and
  mercenaries are often spend their free time.
  When the players 
  are 
  ready 
  to 
  begin 
  the
  adventure, read the following introduction:
  It has been just over two years since the cessation
  of the Great Northern crusade that resulted in
  the retaking of the lands lost to Iuz during the
  Greyhawk Wars. Since that time, the forces of
  Furyondy have been steadily rebuilding their
  pillaged lands in an attempt to prevent Old
  Wicked from ever setting foot on Furyondian
  soil.
  Life on the frontiers and borders tends to be a
  harsh life. There are literally hundreds of tasks to
  be completed, all in the name of national defense.
  Clerics of Trithereon have been steadily growing
  in number and the work progresses at a steady
  pace that does not seem fast enough for some,
  and appears to fast and expensive for the
  southern nobles.
  Growing weary of traveling through the
  heartland of the country or getting caught in the
  
  Tales from the Hart
  Page 5
  politics of Chendl, you have made your way
  toward the edges of the kingdom. You have set
  your sights on Crying Spear Keep in the Barony
  of Kalinstren. From the tales you have heard
  along the way, life near the border can be
  dangerous, but at least you know who your
  enemies are, most of the time…
  Tonight you find yourself in the relative
  safety of the keep’s primary drinking hall. Known
  only by the simple name of the Hall, the place is
  filled 
  with 
  off 
  duty 
  soldiers, 
  mercenaries,
  craftsmen, and bards.
  Allow 
  the players 
  time 
  to 
  introduce 
  their
  characters. Encourage players to describe what
  their characters 
  look like and 
  what, 
  if any,
  obvious weapons or armor they are carrying. In
  the opening scene, it is not assumed that any of
  the players are traveling together. Allow each
  player 
  to determine 
  if their 
  characters 
  are
  familiar with each other and whether or not they
  are sitting in the same area of the hall.
  The Barony of Kalinstren is a rough place and
  the local law does not limit the wearing of armor
  and 
  weapons, 
  although 
  the punishment 
  for
  crimes is quick and severe. Characters that break
  common laws should expect heavy fines and
  imprisonment 
  for 
  crimes 
  such 
  as 
  thievery.
  Treasonous acts, or those acts that hurt 
  the
  ability of the Barony to defend itself, are capital
  offenses and the offenders are quickly tried and
  executed.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    TTTThhhheeee    HHHHaaaallllllll
  The PCs find themselves in the main drinking and
  eating hall of Crying Spear Keep. Located in the
  large hall are over 50 patrons enjoying the fine
  ale and simple fare the hall has to offer. For a
  moderate fee (3 sp), a patron may buy a flagon of
  ale and a bowl of hearty stew with bread and
  cheese. Those wishing to stay the night near the
  hall can book a room for 1 sp per night.
  While they are at the hall, the PCs may feel
  free to wish to use any number of interactive
  skills 
  including 
  Gather 
  Information,
  Profession/Gaming, 
  Sense Motive, etc. Any of
  these skills can be used to interact with the off
  duty soldiers, craftsmen, or bards. DMs should
  can improvise a number of personas for the local
  populace.
  Among 
  the 
  local 
  patrons 
  the 
  PCs 
  will
  encounter is a bard known as Yankova (human
  male, Brd6; Cha 10, Disguise +8, Perform + 12,
  Bluff 
  +12; 
  Spells: 
  change 
  self, 
  alter 
  self,
  invisibility). He is a rather odd looking man with
  long curly hair, mismatching clothes, and a beat
  up mandolin. He attempts to be somewhat of a
  comedian, but 
  despite 
  his good 
  nature 
  and
  unwavering sense of humor, he tends to annoy
  the locals with his unique songs. He is capable of
  sharing two rumors listed on the chart below (#’s
  6 & 12) and he will quickly make friends with the
  PCs if they allow it. Yankova will unwillingly
  start a brawl later in the evening that serves to
  get the PCs together if they have not gravitated
  together thus far.
  If the PCs wish to learn more about recent
  events at the keep, DMs should work in some of
  the following rumors, which can be gained by
  talking to the bar patrons. Successful use of any
  of the above skills or skillful role-playing (and
  passing a few coins around) can earn the PCs
  from 1D3 of the rumors listed below.
  Rumor Table (1D12)
  1
  Gennadel, the leader of the local Knights of
  the 
  Hart 
  has 
  discovered 
  where 
  Prince
  Thrommel 
  is being held captive 
  and 
  is
  organizing a rescue party (False)
  2
  The evil mage Cryennik has returned to the
  area around Crying Spear and taken control
  over the goblinoid forces (partially true – he
  never left)
  3
  Pashenden has been sending troops over the
  border to carry on a guerilla war against Iuz’s
  forces (True)
  4
  Captain Arcturon leads Belvor’s troops here
  and is a spy for the King – keeping tabs on
  Pashenden’s actions (True)
  5
  Clerics 
  of 
  Trithereon 
  are 
  planning 
  a n
  independent military action to claim more
  lands from Iuz (False)
  6
  “Breyark” is a common 
  password 
  for the
  goblinoid troops.
  7
  The lady of Castle 
  Ehlenstra 
  has 
  been
  corrupted by evil and now works for Iuz
  (False)
  8
  Clerics of Trithereon have been preparing for
  something, 
  perhaps the passing of one of
  their local leaders Younda (True)
  9
  Pashenden has recently hired a number of
  mercenaries for an upcoming attack (Partially
  true)
  10
  King Belvor is planning to visit Kalinstren
  sometime within the next fortnight (False)
  11
  The swamps north of the keep has become
  home to a green dragon (False)
  12
  There is a new force in the surrounding area
  that attacks 
  Iuz’s and Furyondian 
  troops
  without preference (True)
  As the PCs are busy gathering information 
  or
  enjoying their evening meal Yankova is busy
  making friends. After the PCs have gathered a
  total of 6 rumors (they may learn duplicates if
  not working together) Yankova will step over the
  line and anger a local stone mason (Julnas) who
  starts a brawl.
  If the PCs are keeping an eye on the bard, they
  will notice that he is working the crowd telling
  jokes 
  and 
  generally 
  passing 
  good 
  cheer.
  Eventually, he will overstep his bounds. When
  this occurs, read the following description:
  
  Tales from the Hart
  Page 6
  You hear a booming voice over the crowd of
  the hall. “Why you little gossip monger! How dare
  you say such things!”
  The sound of a solid punch silences the room
  and you see Yankova staggering across the bar
  and crashing into a table sending drinks and the
  patrons flying!
  The table that he crashes into just so happens
  to be one that some or all of the PCs are using
  (determine randomly or select any PC that has
  not gravitated toward the others). In his drive to
  avoid the fight, Yankova will use an Alter s e l f or
  Change self spell to disguise himself as one of the
  PCs he crashed into. He will then attempt to
  confuse the brawler by pretending to be the PC.
  He is very convincing (Bluff +12) and in the
  ensuing confusion, the brawler may attempt to
  strike the PC (50% chance).
  Combat in the hall is not uncommon and as
  long as no one draws a weapon or uses any form
  of lethal combat, the fight will continue to loud
  cheers from the patrons. Other patrons will jump
  in on Julnas’ side if the PCs team up (add 1
  additional fighter for each PC involved – use the
  same statistics for all fighters). Statistics for the
  fighters are not tiered.
  Julnas, male human Com4, (Medium Humanoid;
  HD 4d6; hp 15; Init +1 (Dex); Spd 30; AC 13 (+2
  leather apron, +1 Dex); Atks +2 melee (1d3+2
  /Critx2); SA None ; SQ None; AL CG
  SV Fort +2, Ref +1, Will +1
  Str 14, Dex 12, Con 10, Int 10, Wis 9, Cha 10.
  Skills: Profession/Mason (+5)
  Feats: None
  Equipment: Leather apron, 5 sp, 10 cp
  The bar-room brawl is designed to put the PCs in
  the action and allow them a chance to either
  defend their new friend 
  or watch 
  him 
  get
  pummeled. During the fight, Yankova will focus
  on dodging out the way of the large worker. He
  will hide behind posts and tables (especially the
  PCs) in his attempt to avoid getting hit. He is also
  not above using his invisibility spell to avoid
  combat.
  DMs should end the combat after before a
  full 
  minute 
  of 
  the 
  melee 
  (10 
  rounds) 
  is
  completed. This fight moves the story along and
  is not intended to drive PCs into submission or
  reduce their hit point totals significantly. When
  the DM is ready, to end the fight, read the
  following:
  Responding to the commotion, a group of four
  guardsmen enter the bar. “Halt in the name of
  Pashenden, Lord or Crying Spear Keep! If you do
  not wish to spend a night in the stockade you will
  cease at once.”
  Upon arrival of the guards, all of the NPCs will
  cease fighting 
  and look about sheepishly. 
  If
  Yankova is still under the effects of any spells, he
  will release them and return to normal. In order
  to avoid spending the night in the stockade, the
  PCs will have to come up with coins to cover any
  damage they might have caused during the fight
  (DMs should estimate damages at no more than 2
  gp per PC involved in the fight). If the PCs stall at
  the fine, Yankova will cover their expenses as a n
  act of friendship.
  If any of the PCs were foolish enough to use
  real weapons or damage causing magic (i.e., magic
  missile, burning 
  hands, etc.), they will be in
  serious trouble with the guards. These crimes are
  dealt with strictly. PCs that kill commoners will
  be executed the next morning after being found
  guilty of murder. Those who seriously wound a
  commoner will be imprisoned for 1 year (record
  the PC name and remove the character from play
  for 1 year from the time the campaign is played).
  DMs 
  should 
  remember 
  that 
  the 
  brawl
  involved subdual damage that PCs are able to
  quickly recover from its effects. Only some of the
  damage suffered in the fight is “real” and requires
  rest or magical healing to recuperate.
  Following the fight, Yankova will try and
  make amends by buying his “rescuers” and their
  friends a round. He is charming and witty and
  quick to befriend the PCs. If asked about what
  started the fight, he smiles and says, “he must of
  had me confused with someone else, happens all
  the time.”
  Late in the evening, after several more ales,
  he tells the PCs that he has been preparing a
  grand new tale. The ballad deals with the Knight
  of the Hart, Sir Gennadel, and is entitled “Tales of
  the Hart”. Under no circumstance will he share
  the tale this evening, he bids the PCs to return to
  the 
  hall 
  the 
  following 
  night 
  for 
  a 
  grand
  performance. With his new friends and audience
  now awaiting his performance the next night, he
  winks and excuses himself for the night.
  The PCs will be free to talk to anyone else in
  the hall following the fight, however they will
  not be able to prove or disprove any of the
  rumors they learned earlier. If the heroes wish to
  speak to someone in charge (Pashenden, Arcturin,
  etc.), DMs should remind the players of the late
  hour and that these requests can be addressed the
  following morning.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    DDDDeeeeaaaatttthhhh    iiiinnnn    tttthhhheeee
  NNN
  Niiiigggghhhhtttt
  After leaving the hall, the bard is attacked and
  killed in his quarters a few hours before dawn.
  Written in the bard’s blood on the walls of his
  quarters are the words, “Return her to me”.
  The PCs will be roused and questioned by one
  of the local guardsmen working for Pashenden.
  The guards will travel to each PCs room 
  or
  quarters 
  and escort 
  them to a room 
  where
  members of the garrison will interview them
  regarding 
  their 
  relationship 
  with 
  the 
  bard
  
  Tales from the Hart
  Page 7
  Yankova. 
  DMs 
  should 
  interview 
  each 
  player
  separately although all PCs will be in the same
  chamber.
  The guards will not talk to the PCs while they
  are escorting them, other than to say that if they
  are not guilty, they have nothing to fear. PCs that
  resist will be taken by force to the interrogation
  room. A PC that escapes the guards or fights back
  may be able to escape, however they will be
  unable to continue 
  in the tournament 
  since
  Younda will not trust them enough to allow them
  to continue. Have the player complete the scoring
  sheet at this time.
  Use the following description for the escort:
  Late at night you hear a firm knock on your door.
  “Open the name of the Lord of the Keep”. On the
  other side of the door is a squad of guards armed
  to the teeth. The guards quickly move to escort
  you through the keep. “Come this way. Your
  presence is required by our Lord.”
  The guards lead you quickly to a lower level of
  the keep and into a hall with several small rooms.
  You are escorted to one of the many rooms. Once
  inside, you notice there are several others from
  the Hall already inside. The room quickly grows
  quiet as the guards step out of the room and close
  the door. You notice that you cannot hear their
  footsteps moving away.
  A voice emanates from the walls, “You are
  protected from prying eyes and ears, speak
  truthfully and open your mind to our questions
  for a few moments and all will be well.”
  The PCs have been asked to speak the truth and
  open their mind (forego saving throws) during
  the interview. They are under no compulsion to
  do so, however, any PC that lies or attempts to
  hide their thoughts (resist the magic) during the
  interview is disqualified for the potential knight
  award at the end of the event.
  Inside the chamber, each PC will be asked a
  series of questions by an unknown voice. The
  voice sounds male and robust. It will ask the
  following questions of each PC.
  1. What is your name and to what land to you
  swear allegiance to?
  2. What is your relationship 
  with the bard
  Yankova?
  3. Did you bear him any ill will? Enough to wish
  him dead?
  During 
  the interrogation, 
  the PCs are being
  interviewed by a member of the keep’s garrison
  under the watchful eye of Younda, a cleric of
  Trithereon. 
  He will be using several magical
  spells during the interview including detect 
  lie
  and know alignment. Since the PCs had nothing
  to do with the bard’s death, they will be released
  without further problem.
  If the PCs wish to investigate the reason for
  the late night visit, they will find the keep
  remarkably quiet. The guards will not be talking
  and the other areas of the keep are even more
  quiet than normal. There will be several guard
  patrols throughout the keep, who will escort any
  wandering PC to their quarters for their own
  safety. Pashenden has ordered a curfew for the
  keep and his guards are busy making sure that
  there is nothing wandering the halls that should
  not be there.
  Heroes 
  that travel 
  to Yankova’s 
  quarters
  (assuming they know where they are) will meet a
  squad of guards. They will not allow the PCs to
  enter his chambers under any circumstances, nor
  will they reveal what is happening. They will
  make sure the PCs are escorted back to their
  quarters under Pashenden’s curfew order.
  If a PC is actually able to get inside Yankova’s
  room, they will see a pair of guards and a cleric of
  Trithereon 
  carefully 
  searching the room. The
  inside of the bard’s quarters show signs of a
  bloody struggle and the words, “Return her to
  me” are painted in blood on the outside wall. The
  strong shutters leading to the courtyard 
  have
  been shattered inward. 
  Inform 
  PCs that any
  searching on their part will alert the guards who
  will arrest 
  the PC for 
  violating 
  Pashenden’s
  orders and throw them into the stockade for the
  rest of the night.
  The following morning, they can learn a bit
  more about the night’s events from the cleric
  Younda.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    M
  M
  M
  Moooouuuurrrrnnnniiiinnnngggg    AAAAfffftttteeeerrrr
  The morning after the PCs are approached by
  Younda after they have had an opportunity to
  look into the previous night’s events on their
  own. The keep will be on a defensive stance, with
  increased guard activity and soldier presence.
  It is also possible for the PCs to search the
  area 
  surrounding 
  the keep for signs of the
  attacker, however they will find none.
  The sun rises slowly the following morning,
  revealing a day that promises to be gray and
  dreary. Dark clouds approach and the wind brings
  the scent of rain toward the castle.
  The people of the castle seem subdued this
  morning, 
  obviously 
  something 
  dark 
  was
  happened during the night.
  The PCs will be able to talk to many of the people
  in the keep regarding last night and may learn a
  number of things depending on how successful
  they are at gathering information. By talking to
  any number of people within the keep (guards,
  servants, craftsmen, etc.) they may learn some or
  all of the following pieces of information. The
  items 
  are classified 
  based 
  on the Difficulty
  Number required to learn them. DMs should add
  bonuses or penalties up to +/- 3 based on the
  creativity of the PC stories or amount of money
  the PC are willing to spread around.
  • 
  DC12: The bard Yankova was murdered last
  night. His body was broken in two and blood
  
  Tales from the Hart
  Page 8
  filled his chamber. The attack happened so
  fast that the guards were unable to respond
  in time.
  • 
  DC16: There was apparently some writing on
  the walls of the bard’s chambers, but the
  guards have sealed the chamber and no one
  knows what was written.
  • 
  DC18+: One of the guards who was on duty
  last night reported seeing a winged figure
  fleeing the keep into the night. The beast flew
  rapidly and disappeared.
  If the PCs wish to investigate any of the other
  rumors they may have learned from hall, they
  will discover no evidence to support rumors 1, 4,
  5, 7, 11, 12.
  Throughout the morning, the PCs may notice a n
  elderly figure dressed in the robes of Trithereon
  follows them around the keep from a discrete
  distance. He is a handsome man, well into his 70s,
  who 
  walks 
  with 
  a definite 
  limp. 
  His eyes,
  however, are bright and betray the keen intellect
  his possesses. If the PCs make eye contact, he will
  smile and approach, otherwise he will wait until
  mid-day 
  to 
  approach 
  the 
  PCs. 
  When 
  he
  approaches them, proceed to Encounter 4.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTThhhheeee    LLLLoooosssstttt    SSSSiiiisssstttteeeerrrrssss
  During their morning investigations around the
  keep, the PCs will encounter the cleric Younda.
  Younda (human male, Clr8 Trithereon, Cha 16,
  Sense 
  motive +12, Diplomacy +9) was present
  during the interrogation of the PCs and knows
  that they are of good heart. He is a very old man,
  who has a tough time navigating the many steps
  of the keep. If any PC escaped and avoided the
  interrogation, 
  Younda 
  will 
  refuse 
  to 
  speak
  around them. He will not relay any information
  unless 
  the 
  PC allows 
  him 
  to 
  repeat 
  the
  interrogation 
  questions 
  under the effects 
  of
  Detect lie and know alignment. The DC for saves
  against these spells is DC 19 (lie) and DC 17
  (alignment). He is also very capable of sensing
  motives and will most likely know if the PCs are
  lying to him and avoiding the magic due to his
  keen skills above. If a PC attempts to deceive him
  further, 
  he will 
  refuse 
  to discuss 
  anything
  further in the company of the PC. If the PC is to
  continue in the adventure, the other PCs will
  have to bring them up to speed on what is taking
  place at the keep. Unless the other PCs take this
  action, the adventure is essentially over for the
  resistant PC (have them complete the scoring and
  voting sheet at this time).
  When he approaches the PCs, he will first
  attempt to make small talk with them about the
  keep and the state of war between Old Wicked
  and Furyondy (a key aspect of his faith lies in the
  defense of places like Crying Spear). If asked
  about any of the rumors from the hall, he will
  laugh and tell them not to believe everything
  they hear in drinking halls. If asked specifically
  about the bard’s death, the old cleric will lead
  them to a secluded part of the courtyard and sit
  in the shade of a large oak before sharing this
  tale.
  “Last night was a tragedy, and I fear that the keep
  will see more deaths in the days to come. The
  bard Yankova was killed last night 
  in his
  chambers. The room was a shambles and his
  blood covered the area. Written on one of the
  walls were the words, ‘Return her to me’.
  Shortly after the murder, I was notified and
  under Lord Pashenden’s name, we kept the
  incident quiet. We interviewed all of the people
  who are new to the keep and unknown to us and
  found no one missing or that was involved. I
  know that your hearts are true, that is why I am
  telling you this tale.
  It seems that the guard report of a flying
  beast is to believed, dark times indeed. During
  the war, a dark mage known as Cryennik plagued
  the keep with magical creatures. He was rumored
  to have a lair hidden north of Kalinstren. He
  normally sent them against the surrounding
  countryside, drawing soldiers away from the
  safety of the keep’s defenses. At the height of his
  power, he sent a dracolich against the walls, but
  still the keep held. Sending a smaller creature
  against the keep is not his style, if he lives, and I
  do not believe that Cryennik is behind this. After
  all, why take the effort to kill a bard, and a poor
  one at that.”
  Younda allows the PCs to ask a few questions
  about the keep and the recent attack. He believes
  that no one in the keep was involved in the
  murder and that one of the guards did see a
  powerfully built winged-humanoid flying away
  from the keep while investigating the sounds of
  disturbance.
  During the conversation, the old cleric is
  hoping that the PCs will see the need that the
  keep is facing and seem 
  interested 
  in doing
  something about the situation. Once the PCs
  impress him, Younda will reveal:
  “Last night I had some of the guards search
  Yankova’s chambers to see if there was anything
  that could tell us the nature of the creature that
  attacked him. While they were not able to find
  any definitive clues, the beast had very large feet
  with toes ending in strong claws.
  Inside the chamber they were able to find a
  copy of the bard’s last song. While this song
  would have been most embarrassing 
  to Sir
  Gennadel, the leader of the local knighthood, it
  hardly seems grounds for murder.
  According to the bard’s notes, which I can
  assure you are historically accurate. It seems that
  before he became a knight, Gennadel lived an
  adventurous life. It seems that he fathered two
  daughters, born on the same night from different
  mothers. Both of the mothers died 
  during
  childbirth. He claimed one child, Ashella, as his
  
  Tales from the Hart
  Page 9
  own and raised her as a knight. He disowned the
  other child, Krynena, who left the keep after
  learning her lineage to follow a dark path,
  eventually leading her to the service of Iuz. The
  rest of the bard’s song was destroyed in the
  battle, blood stains blotted out the remaining
  pages.
  Only Younda can fill in where the bard’s tale left
  off. During the wars, the sisters grew powerful
  on opposite sides of the battle, and both were
  slain in a mission to stop one another. As the
  ranking knight, it was on Gennadel’s order that
  Ashella was sent with a small group of warriors
  to stop a dark witch. He discovered too late that
  the witch was his other daughter, Krynena. The
  small band was able to find and kill the witch and
  return with her body. Unfortunately, Ashella’s
  body was lost to the forces of darkness deep a
  swamp.
  With 
  their 
  girl’s 
  deaths, 
  Sir 
  Gennadel
  confessed his sins to Younda, the local cleric, who
  gave the witch 
  a proper 
  burial 
  on 
  a hill
  overlooking the keep to the south. There have
  been no signs of Ashella’s body or the family
  sword 
  that 
  she 
  carried 
  into 
  battle. 
  Younda
  believes the attacks are being directed at the keep
  in an attempt to locate and reclaim Krynena’s
  body for the forces of evil. The only way to stop
  the attacks is to discover their source and either
  give them what they want or deal with them
  another way.
  Younda is getting far too old to be running
  around taking on missions 
  on behalf of the
  church of Trithereon. He is hoping the PCs will
  act on their newfound knowledge. He is not in
  the position to officially 
  sanction 
  the hero’s
  actions and will not reward them for taking on
  this quest. If the PCs ask him about involving the
  knights or Pasheden’s men, Younda will smile
  regretfully. Involving the either the knights or
  the keep’s forces would betray Gennadel’s secret
  and there is no hard evidence that his past is the
  reason for the attacks. He does believe that if the
  PCs were able to recover either Ashella’s body or
  the family sword, they would earn Gendella’s
  favor. The keep’s troops are also prevented from
  missions across the border according to Belvor’s
  proclamation at the end of the Great Crusade.
  PCs will 
  be unable 
  to reach 
  either 
  the
  Gennadel or Pashenden during the tournament.
  Both of these powerful figures are involved in
  their own business 
  and their respective aides
  prevent all but the utmost urgent missions. Since
  the PCs have nothing but the tale of an old cleric
  (which he will deny telling them) and a bard’s
  song to support their claim, their pleas will fall
  on deaf ears.
  If the PCs specifically ask him for advice on
  what to do, the old cleric will again smile his
  familiar smile.
  “Each of us must follow our own path. If you feel
  pulled toward our borders, then perhaps you
  should travel into the swamps to the north of
  Kalinstern. Those wishes to avoid notice she also
  steer clear of the roads, Pashenden’s men guard
  the route into the kingdom. Many of the evils
  that once served Old Wicked can be found in this
  dismay area. Remember that even servants of
  light may occasionally walk in darkness.”
  If the PCs decide to locate the grave of Krynena,
  proceed 
  to 
  Encounter 
  5: 
  Grave 
  Robbery,
  otherwise 
  proceed 
  to Encounter 
  6: Into 
  the
  Darkness.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    GGGGrrrraaaavvvveeee    RRRRoooobbbbbbbbeeeerrrryyyy????
  If the PCs decide to travel to the grave, they will
  have no difficulty 
  finding 
  it using 
  Younda’s
  directions. Once they arrive, the PCs will be faced
  with is what to do regarding Krynena’s 
  body.
  When the travel 
  toward the grave, read the
  following:
  The trip to Krynena’s grave is only an hour
  journey to the southwest. Leaving the safety of
  the keep and moving away from the border, you
  find the hill Younda described. On the top of the
  hill, 
  under 
  a 
  small 
  tree 
  are 
  the 
  simple
  gravestones that mark the grave of Krynena.
  The PCs will have a good view of the keep from
  the gravesite when they arrive. The grave is a
  well-prepared site with a pile of large stones
  (about 15 lbs. Each) mark the site. The grave area
  will detect neither good, evil, or magic if detected
  for unless the PCs begin digging.
  Digging the grave will take the PCs a couple
  of hours if they have the proper tools, less if they
  use powerful magic, or more if they failed to
  bring along the proper tools. Once the PCs reach
  the body, they will be able to detect faint evil
  emanating from the body if they think to detect
  for it.
  The body, a small shape just over five feet in
  length, is shrouded 
  in a tight fitting 
  white
  shroud. The body is fairly heavy, over 100 lbs., and
  is hard to carry without a horse or other pack
  animal. PCs will immediately realize the body is
  still limber and does not smell of death. If the
  PCs open the shroud to look at body, they will see
  the following:
  Opening the shroud you see the body of a woman
  in her late twenties. Her dark hair is pulled back
  and her pale skin does not show any signs of
  decay.
  If the PCs are able to detect life or death through
  a mystical ability (such as speak with dead, d e t e c t
  undead, etc.), they will realize that she is neither
  alive or dead. Her spirit is tied to her mortal form
  due to her inherent 
  evil, but 
  the Younda’s
  blessings have prevented her from transforming
  into an undead creature. Speak with dead and
  
  Tales from the Hart
  Page 10
  other necromantic spells will have no effect upon
  her body, nor will any healing or restoration have
  an effect.
  The PCs can do anything they wish with the
  body once they have it. If they destroy the body,
  her soul will be freed to journey to the lower
  planes and Tynaloar will be appeased and cease
  his attacks. If her spirit is freed, Tynalaor will
  recall her spirit in two months and together, they
  will begin to plan their revenge upon the people
  of Furyondy. This is a potential 
  critical event
  included on the adventure summary. If the PCs
  destroy the body and do not venture into the
  swamp, the adventure is over. If they do venture
  into the swamp, they will meet Gereza, but be
  unable to find the swamp 
  lair 
  of Tynaloar.
  Destroying the body precludes any member of the
  party from being nominated 
  for 
  the special
  Knights of the Hart award during the adventure
  debut.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    IIIInnnnttttoooo    tttthhhheeee    DDDDaaaarrrrkkkknnnneeeessssssss
  This encounter begins when the PCs begin their
  journey over the Furyondy borders into the wild
  lands. It is possible that the PCs are traveling
  with Krynena’s body if they traveled to her grave
  site. If this is the case, the PCs will need some
  type of pack animal to avoid the heavy exertion
  from carrying the body. DMs should keep track of
  whether or not the PCs have the body and how
  they are transporting it.
  Once the PCs set out for the border they will
  face a choice on their route. If they stick to the
  main roads (or what is left of them), they will be
  briefly questioned by a patrol from the Keep.
  These four soldiers will allow the PCs to pass
  (their orders are to watch for incoming threats)
  without trouble unless the PCs are transporting
  the body. If this is the case, the PCs will have a
  difficult time convincing them to allow them to
  pass (Diplomacy or Bluff DC 20). If they fail to
  successfully convince the guards, the guards will
  insist the PCs turn the body over to them. The
  guards 
  will rely 
  on their 
  official 
  status 
  to
  influence the PCs, if the characters flee them
  they will not pursue, although they will report
  back 
  to the keep thus 
  nullifying 
  any 
  PCs
  opportunity in the knight award. If the PCs avoid
  the main roads, they will have little 
  trouble
  finding a small path that leads into the wilds.
  There are several paths small enough for small
  groups to use to cross the border. PCs that check
  for tracks (Track DC 18) will notice the path has
  been used by several mounted horses traveling
  back 
  and 
  forth 
  over 
  the 
  past 
  few 
  weeks
  (Pashenden’s 
  troops 
  mounting 
  their 
  scouting
  missions).
  After the PCs cross over, they will follow
  their path toward 
  the swamps 
  that 
  Younda
  mentioned. A few hours into their journey, the
  PCs will begin to enter the deeper areas of the
  swamp. There they will encounter 
  Gereza, 
  a
  gargoyle follower of the mage Tynalaor. Gereza is
  not the smartest creature, but he is very cunning
  and can be a dangerous opponent. As the PCs
  approach, he has used his Freeze ability to blend
  into the rock making him 95% invisible until he
  moves. When the encounter him, read or modify
  the following description:
  Making your way deeper into the swamp the
  small path begins to head toward higher ground.
  Just ahead, there is a large outcropping of gray
  boulders covered with spots of thick swamp
  moss.
  There is a brief shift of movement upon the
  largest boulder and you see a winged figure with
  skin as gray as the rock. His wings are rough
  looking an almost appear as is it has feathers,
  though you can tell this is not the case.
  “Welcome travelers. I am Gereza, servant of
  the lord of these parts. We have been waiting for
  you for a while now
  Gereza’s actions will vary depending on what
  actions the PCs have taken up to this point. He
  will talk to them in his deep gravel-like voice
  until he learns what the PCs have brought with
  them.
  • 
  If the PCs destroyed Krynena’s body Gereza
  will thank them and try and convince the PCs
  to leave 
  the swamp. He will have been
  notified by Tynaloar of the destruction and
  the PCs will not be able to trick the directions
  from him in conversation. They would be able
  to use magical means (ie., Detect thoughts) to
  discover the directions to the lair. If they
  refuse or try to outmaneuver him, he will
  attack.
  • 
  If the PCs have the body with them, Gereza
  will attempt to convince the PCs to give it to
  him. If they refuse, he will agree to guide
  them through the forest to his master’s (he
  will not name him) home. The journey will
  take at least two full days to the northwest.
  He will lead them toward his masters, but he
  will also lead them into one of Old Wicked’s
  patrols (Encounter 7) en r o u t e. If they give
  him the body, he will fly off and return to
  keep an eye on them If they continue into the
  swamp, he will try and convince them to turn
  back or attack them.
  • 
  If the PCs do not have the body, Gereza will
  be very disappointed and demand the PCs
  return to bring her. He is under a special
  enchantment that will allow him to recognize
  Krynena’s aura and is thus nearly impossible
  to fool. If the PCs attempt to circumvent him
  or anger him, he will attack to kill.
  TTTTiiiieeeerrrr    TTTTwwwwoooo    ((((EEEELLLL    6666))))
  Gargoyle (1): CR 6; Medium-size Magical Beast
  (Earth); HD 6d10+24; hp 60; Init +2 (Dex); Spd 45
  ft, fly 75 ft. (average); AC 16 (+2 Dex +4 Natural);
  
  Tales from the Hart
  Page 11
  Atks +8 melee (1d4+1, 2 claws), +6 melee (1d6+1,
  bite), +6 (1d6+1, gore); SQ Damage 
  reduction
  15/+1, Freeze; AL CE; SV Fort +10, Ref +7, Will +2.
  Str 11, Dex 14, Con 18, Int 6, Wis 11, Cha 7.
  Skills: Hide +9, Listen +5, Spot +5; Feats: Multi-
  attack, Weapon Finesse (claw, bite, gore).
  SQ: Freeze (Ex)—A gargoyle can hold itself so
  still it appears to be a statue. An observer must
  succeed at a Spot check (DC 20) to notice the
  gargoyle is really alive.
  TTTTiiiieeeerrrr    TTTThhhhrrrreeeeeeee    ((((EEEELLLL    8888))))
  Gargoyle (1): CR 8; Large Magical Beast (Earth);
  HD 8d10+48; hp 92; Init +6 (Dex, Improved
  Initiative); Spd 45 ft fly 75 ft. (average); AC 17 (+1
  Dex, +7 natural, -1 size); Atks +14 melee (1d4+6, 2
  claw), +12 melee (1d6+6, bite), +12 (1d6+6, gore);
  SQ Damage reduction 15/+1, Freeze; AL CE; SV
  Fort +13, Ref +6, Will +3.
  Str 22, Dex 12, Con 22, Int 9, Wis 11, Cha 7.
  Skills: Hide +9, Listen 
  +6, Spot 
  +6; Feats:
  Improved 
  Initiative, 
  Multi-attack, 
  Weapon
  finesse (claw, bite, gore).
  SQ: Freeze (Ex)—A gargoyle can hold itself so
  still it appears to be a statue. An observer must
  succeed at a Spot check (DC 20) to notice the
  gargoyle is really alive.
  TTTTiiiieeeerrrr    FFFFoooouuuurrrr    ((((EEEELLLL    11110000))))
  Gargoyle (1): CR 10; Large Magical Beast (Earth);
  HD 8d10+60; hp 125; Init +6 (Dex, Improved
  Initiative); Spd 45 ft., fly 75 ft. (average); AC 17 (+1
  Dex, +7 natural, -1 size); Atks +16 melee (1d4+6, 2
  claw), +14 melee (1d6+6, bite), +14 (1d6+6, gore);
  SQ Damage reduction 15/+1, Freeze; AL CE; SV
  Fort +14, Ref +7, Will +4.
  Str 22, Dex 12, Con 22, Int 9, Wis 11, Cha 7.
  Skills: Hide +9, Listen 
  +6, Spot 
  +6; Feats:
  Improved 
  Initiative, 
  Multi-attack, 
  Weapon
  finesse (claw, bite, gore).
  SA: Feather Burst (Ex)—Gereza can release a
  blast of “feathers” from his wings once every 4
  rounds. This attack 
  bursts 
  out from Gereza.
  Targets in the area of suffer 6d6 hit points of
  damage, succeeding at a Reflex save (DC 19)
  halves the damage; Freeze 
  (Ex)—A gargoyle can
  hold itself so still it appears to be a statue. An
  observer must succeed at a Spot check (DC 20) to
  notice the gargoyle is really alive.
  If the PCs have convinced Gereza to lead them
  deeper into the swamp, he will remain in flight,
  never allowing the PCs to come within melee
  range. Any aggressive actions by the PCs and he
  will attack to kill. If the PCs are following him, he
  will answer direct questions if asked, otherwise
  he is silent. Either way, he leads them directly
  into a group of undead in service to Iuz.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    OOOOlllldddd    W
  W
  W
  Wiiiicccckkkkeeeedddd’’’’ssss
  PPPPaaaattttrrrroooollll
  Regardless 
  of whether 
  or not 
  the PCs are
  traveling with Gereza, they will cross paths with
  this undead patrol. If Gereza is with them, he will
  “accidentally” alert the creatures to the PCs who
  follow the gargoyle back to the group and attack.
  If the PCs have already defeated the gargoyle,
  they 
  have 
  the 
  potential 
  of 
  avoiding 
  this
  encounter. All of the creatures 
  in the patrol
  possess Spot, Search, Listen, and Hide skills. They
  will be using these skills as they patrol the area
  hunting for anything to kill. All of the creatures
  have an intense hatred of the living, and will
  attack without hesitation. In addition, each of the
  patrols is also capable of moving silently and thus
  stalking their prey. These intelligent creatures
  will attack to the fullest of their ability in a n
  attempt to kill anything that does not belong
  (including Gereza). The relevant skill by Tiers are:
  • 
  Tier 2: Listen +8 / Spot +7 / Hide +8 / Move
  silently + 16
  • 
  Tier 3: Listen +8 / Spot +8 / Hide +8 / Move
  silently +16
  • 
  Tier 4: Listen +12 / Spot +12 / / Hide +15 /
  Move silently +15
  If the PCs manage to discover the presence of the
  creatures 
  and avoid detection 
  (opposed 
  skill
  checks), they will be able to avoid the encounter
  provided Gereza is not with them. DMs should
  describe the creatures 
  based on their unique
  abilities. 
  Mohrg’s are nearly indistinguishable
  from zombies except for their clawed tongue and
  enhanced movement.
  If they are discovered by the monsters, they
  will be unable to outrun the beasts (unless the
  PCs 
  possess 
  an 
  exceptional 
  movement
  ability—horses will not be sufficient due to the
  heavy swamp terrain) 
  who will pursue 
  them
  throughout the day and into the evening. Since
  the creatures are undead and have no need to
  rest, they will eventually catch the PCs.
  Due to the difficulty associated with avoiding
  this combat, PCs will earn equal experience for
  defeating or avoiding these creatures.
  If a combat ensues, Gereza will fly into the
  trees and avoid combat. He will try and position
  himself near the PC carrying the body (if the PCs
  have it). If an opportunity presents itself, Gereza
  will make a grab for the body and attempt to
  escape deeper into the swamp. He is not above
  attacking 
  a weakened 
  PC if the opportunity
  exists, however his number one priority is to
  make sure the body is safe. He will even attack
  the undead if he is unable to steal the body away
  from the PCs and monsters.
  If Gereza is successful in stealing the body,
  the PCs have two options. If they were clever
  enough to get the direction of the lair or noticed
  which way he was flying they can keep going,
  
  Tales from the Hart
  Page 12
  otherwise they will be forced to give up the
  search. 
  No 
  amount 
  of 
  blind 
  luck 
  or 
  DM
  intervention should allow the PCs to find the lair
  unless they have a directional clue to follow. Use
  the following statistics for the patrol.
  TTTTiiiieeeerrrr    TTTTwwwwoooo    ((((EEEELLLL    5555))))
  Ghouls (5): CR 1; Medium-size Undead; HD 2d12;
  hp 13; Init +2 (Dex); Spd 30 ft.; AC 14 (+2 Dex +2
  natural); Atks +3 melee (1d6+1+paralysis, bite), +0
  melee (1d3+paralysis, 2 claws); SA Energy drain,
  Create spawn; SQ Undead; AL CE; SV Fort +1, Ref
  +2, Will +5.
  Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15.
  Skills: Climb +5, Hide +8, Listen +8, Move
  silently +16, Search +7, Spot +8; Feats: Blind-Fight
  SA: Paralysis (Ex)—Those hit by a ghoul’s bite
  or claw must succeed at a Fortitude save (DC14)
  or be paralyzed for 1d6+2 minutes. Elves are
  immune to this paralysis; Undead—Immune to
  poison, sleep, paralysis, stunning, disease, death
  effects, 
  necromantic 
  effects, 
  mind-influencing
  effects, critical hits, subdual damage, and things
  requiring fortitude saves.
  Tier Three (EL 8)
  Wight (5): CR 3; Medium-size Undead; HD 4d12;
  hp 26; Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex +4
  natural); 
  Atks +3 melee (1d4+1+energy 
  drain,
  slam), SA Energy drain, create spawn; SQ Undead;
  AL CE; SV Fort +1, Ref +2, Will +5.
  Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15.
  Skills: Climb +5, Hide +8, Listen +8, Move
  silently +16, Search +7, Spot +8; Feats: Blind-Fight
  SA: Energy Drain (Su)—Living creatures slam
  attack suffer 1 negative level. A Fortitude save to
  remove the negative level has a DC14.
  SQ: Undead—Immune to poison, sleep, paralysis,
  stunning, 
  disease, 
  death 
  effects, 
  necromantic
  effects, 
  mind-influencing 
  effects, 
  critical hits,
  subdual damage, and things requiring fortitude
  saves.
  TTTTiiiieeeerrrr    FFFFoooouuuurrrr    ((((EEEELLLL    11110000))))
  Mohrg (2): CR 8; Medium-sized 
  Undead; HD
  14d12; hp 91; Init +5 (+1 Dex, Improved Initiative);
  Spd 30 ft; AC 15 (+1 Dex, +4 Natural); Atks 2 slams
  +12 melee (1D6+5); Tongue touch +7 melee; SA
  Improved grab, paralyzing touch, create spawn;
  SQ Undead; AL CE; SV Fort +4, Ref +5, Will +9.
  Str 21, Dex 13, Con --, Int 11, Wis 10, Cha 10.
  Skills: Climb+11, Hide +15, Listen +12, Move
  Silently +15, Spot +12, Swim +10
  Feats: Alertness, 
  Dodge, Improved Initiative,
  Mobility
  SA: 
  Improved 
  Grab 
  (Ex)—Mohrg’s
  automatically 
  grab if the tongue 
  attack 
  hits;
  Paralyzing 
  Touch (Su): Tongue attacks 
  causes
  paralysis for 1D4 minutes unless a Fortitude save
  (DC17) resists. 
  Create 
  spawn 
  (Su): Creatures
  killed rise after 1D4 days as zombies
  SQ: 
  Undead—Immune 
  to 
  poison, 
  sleep,
  paralysis, 
  stunning, 
  disease, 
  death 
  effects,
  necromantic 
  effects, 
  mind-influencing 
  effects,
  critical 
  hits, 
  subdual 
  damage, 
  and 
  things
  requiring fortitude saves
  Following the battle, the PCs may be able to
  continue to follow Gereza (if he is with them and
  has not betrayed them) or travel northwest if
  they have learned which way the lair is located.
  The journey to the lair will take another two days
  from the site of the patrol thus allowing the PCs
  two days to rest and regain spells and hit points
  in preparation for the final encounter.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    SSSSwwwwaaaam
  m
  m
  mpppp    TTTTrrrraaaavvvveeeellllssss
  The journey through 
  the swamp 
  is truly 
  a
  miserable one. The heat and stench of the bog are
  nearly overpowering and the quicksand and deep
  mud require slow and careful travel.
  If the PCs are careful and do not make too
  much noise they should be available to avoid any
  additional wandering monster encounters while
  in the swamp. If they do not act wisely and
  carefully, DMs should roll 1d4 for every two
  hours the PCs are making excessive noise. Any
  result of a 1 indicates an undead patrol has found
  them. DMs should use the creature 
  statistics
  from the tier below the PCs actual tier found in
  Encounter 7. For example, a group in Tier 4 who
  encounters a wandering patrol will face the Tier 3
  opponents (Wights). Tier 2 tables will face the
  Tier 2 monsters (Ghouls), although there will
  only be three of the beasts. Due to the ease of
  avoiding these patrols, no additional experience
  points are provided for encountering them.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999::::    SSSSwwwwaaaam
  m
  m
  mpppp    SSSSaaaannnnccccttttuuuuaaaarrrryyyy
  Driven insane by his master Cryennik and the
  loss 
  of his 
  beloved 
  Krynena, 
  Tynalaor 
  has
  desperately been attempting to reclaim her body.
  As an act 
  of spite, 
  he has 
  used 
  powerful
  necromantic 
  magic on the other 
  lost 
  sister,
  Ashella and made what remains of her one of his
  enslaved creatures, a zombie.
  Located deep within the swamp is the lair of
  the mad mage, Tynalaor. Finding the mage’s lair
  is a difficult task. The PCs will only be able to find
  it if they are either being guided by the gargoyle
  Gereza or following directions obtained from the
  creature earlier in the adventure, which only
  gives them the approximate 
  area 
  (two 
  days
  northwest 
  of their first encounter 
  with 
  the
  gargoyle).
  If the PCs have already 
  dealt 
  with 
  the
  gargoyle they will be able 
  to approach 
  the
  sanctuary unnoticed. If Gereza is guiding them,
  he will announce their arrival and fly forward to
  be with his master. 
  When the PCs see the
  
  Tales from the Hart
  Page 13
  sanctuary, 
  read 
  or paraphrase 
  the following
  description:
  Located in one of the deepest part of the swamp
  is a dismal place. Stagnant water surrounds a
  small island covered with gnarled willow trees
  fighting for survival in the harsh realm.
  Located on the island is a small hut that
  appears to be dug into a short rise above the
  swamp. The hut is lit from within and you can see
  two figures moving within…
  If Gereza is allowed to alert Tynalaor, the mage
  will have prepare for their arrival by casting a
  number of spells before leaving the hut. These
  spells will vary by tier 
  and 
  include: 
  d e t e c t
  thoughts, mage armor, stoneskin. DMs should
  mark off each of these spells as they are cast.
  He will also make sure his servant, Ashella,
  comes with him. Tynaloar is a disgusting looking
  man dressed 
  in black 
  robes 
  while 
  Ashella’s
  rotting form is barely recognizable in the rotting
  surcoat and armor. The family sword the PCs are
  looking for is currently strapped to her hip, and is
  easily recognizable if the PCs look at it carefully
  (Spot, DC 14).
  The NPCs reactions to the PCs will vary
  greatly depending on whether or not they are
  carrying the body of Krynena. If they are still in
  possession of the body, Tynalaor will attempt to
  bargain for the body, offering Ahsella’s remains
  in exchange. If the PCs no longer have they body
  with them, Tynalaor will be extremely angered by
  their arrival. He will attack the PCs at his best
  opportunity, sending the remains of Ashella and
  Gereza (if present) into combat as well!
  It is up to the PCs what to do once they find
  the swamp den. Their objective should be to
  reclaim Ashella’s remains, but Tynaloar will not
  part 
  with 
  them 
  unless 
  the 
  PCs 
  exchange
  Krynena’s for them, or kill the mad mage. If the
  PCs give him Krynena, he will not attack them
  following the exchange.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Tynaloar, 
  male 
  human, 
  Wiz6: 
  Medium-size
  Humanoid; HD 6d4 12; hp 36; Init +2 (Dex); Spd 30;
  AC 12 (Dex); Atks +3 melee (1d6, quarterstaff); AL
  CE; SV Fort +5, Ref +5, Will +7.
  Str 9, Dex 15, Con 15, Int 16, Wis 13, Cha 10.
  Skills: Concentration +13, Hide +6, Knowledge
  (Arcana) +9, Knowledge/Nature +9, Scry +11, Bluff
  +7, Sense motive +8, Spellcraft +9; Feats: Scribe
  Scroll, Craft Wondrous Item, Combat Casting (+4
  to Concentration added), Silent Spell.
  Spells Prepared (4/4/4/3; Spell DC = 13 + Spell
  Level): 0—detect 
  magic, read magic, 
  mending,
  prestidigitation; 
  1st—shield, 
  sleep, 
  burning
  hands, magic missile; 2nd—detect thoughts, mage
  armor, 
  web, 
  expeditious 
  retreat 
  (silent);
  3rd—displacement, slow, lightning bolt
  Possessions: arcane scroll of summon m o n s t e r
  III (Fiendish wolverine – see below), +1 cloak o f
  resistance, spell components
  Ashella, zombie (1): CR .1/2; Medium-size Undead
  (6 ft. tall); HD 2d12; hp 9; Init –2 (Dex); Spd 30’; AC
  13 (+ 1 Dex, +2 natural); Atks +2 melee (1d8+1/19-
  20, longsword); SD May only take Partial Actions
  in any given round, undead immunities; AL N; SV
  Fort +0, Ref +1, Will +2
  Str 13, Dex 10, Con —, Int —, Wis 10, Cha 11.
  Feats: Toughness.
  SD: Undead Immunities—Immune to mind
  influencing effects, poison, sleep, paralyzation,
  stunning, disease, and necromantic effects. Not
  subject to critical hits, sneak attacks, 
  ability
  damage, ability drain, or energy drain. Immune to
  anything requiring a Fortitude save (including
  subdual attacks).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Tynaloar, 
  male 
  human, 
  Wiz8: 
  Medium-size
  Humanoid; 
  HD 8d4+16; hp 48 Init 
  +6 (Dex,
  Improved Initiative); Spd 30 ft.; AC 13 (Dex); Atks
  +4 melee (1d6, quarterstaff); AL CE; SV Fort +5,
  Ref +5, Will +8.
  Str 9, Dex 15, Con 14, Int 16, Wis 13, Cha 10.
  Skills: Concentration +15, Hide +8, Knowledge
  (arcana) +11, Knowledge (nature) +10, Scry +10,
  Bluff +7, Sense Motive +8, Spellcraft +10; Feats:
  Scribe 
  Scroll, Craft Wondrous 
  Item, Combat
  Casting (+4 to Concentration added), Silent Spell,
  Improved Initiative.
  Spells Prepared (4/5/4/4/2; Spell DC = 13 +
  Spell 
  Level): 
  0—detect 
  magic, 
  read 
  magic,
  mending, 
  prestidigitation; 1st—shield, 
  sleep,
  burning 
  hands, 
  mage 
  armor, 
  magic 
  missile;
  2nd—detect 
  thoughts, 
  hypnotic 
  pattern, 
  web,
  expeditious 
  retreat 
  (silent); 3rd—displacement,
  hold person, slow, lightning bolt; 4th—stoneskin,
  summon monster I.
  Possessions: arcane scroll of summon m o n s t e r
  III (Fiendish wolverine – see below), +1 cloak o f
  resistance, spell components,
  Ashella, zombie (1): CR .1/2; Medium-size Undead
  (6 ft. tall); HD 2d12; hp 9; Init –2 (Dex); Spd 30’; AC
  13 (+ 1 Dex, +2 natural); Atks +2 melee (1d8+1/19-
  20, longsword); SD May only take Partial Actions
  in any given round, undead immunities; AL N; SV
  Fort +0, Ref +1, Will +2
  Str 13, Dex 10, Con —, Int —, Wis 10, Cha 11.
  Feats: Toughness.
  SD: Undead Immunities—Immune to mind
  influencing effects, poison, sleep, paralyzation,
  stunning, disease, and necromantic effects. Not
  subject to critical hits, sneak attacks, 
  ability
  damage, ability drain, or energy drain. Immune to
  anything requiring a Fortitude save (including
  subdual attacks).
  
  Tales from the Hart
  Page 14
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    11110000))))
  Tynaloar, 
  male human, 
  Wiz10: 
  Medium-size
  Humanoid; HD 10d4+20; hp 52; Init +6 (Dex,
  Improved initiative); Spd 30 ft.; AC 13 (Dex,  +1
  cloak); Atks +5 melee (1d6, quarterstaff); AL CE;
  SV Fort +5, Ref +5, Will +8.
  Str 9, Dex 15, Con 14, Int 16, Wis 13, Cha 10.
  Skills: 
  Concentration 
  +15, 
  Hide 
  +10,
  Knowledge (arcana) +11, Knowledge (nature) +10,
  Scry +10, Bluff +8, Sense motive +9, Spellcraft +14;
  Feats: 
  Scribe 
  Scroll, 
  Craft 
  Wondrous 
  Item,
  Combat Casting, Silent Spell, Improved initiative,
  Craft Rod.
  Spells Prepared (4/5/5/4/3/2; Spell DC = 13 +
  Spell 
  Level): 
  0—detect 
  magic, 
  read 
  magic,
  mending, 
  prestidigitation; 1st—shield, 
  sleep,
  burning 
  hands, 
  mage 
  armor, 
  magic 
  missile;
  2nd—detect thoughts, 
  hypnotic 
  pattern, 
  mirror
  image, 
  web, 
  expeditious 
  retreat 
  (silent);
  3rd—displacement, 
  hold person, 
  slow, lightning
  bolt; 4th—stoneskin, summon monster 
  IV, wall
  of ice; 5th—summon monster V, dimension d o o r
  (silent).
  Possessions: arcane scroll of summon m o n s t e r
  III (Fiendish wolverine – see below), +1 cloak o f
  resistance, spell components,
  When he attacks, Tynaloar will attempt to use his
  spells to the best advantage. Among his favorite
  spells are summon monster spells, the results of
  which are outlined below:
  summon monster Spell Results:
  Tier 2: 1 Creature (spell gem used)
  Tier 3: 2 Creatures
  Tier 4: 3 Creatures
  Fiendish 
  Wolverine: 
  CR 
  n/a 
  (summoned);
  Medium-size Animal; HD 3d8+12; hp 25; Init +4
  (Dex); Spd 40 ft, 10 ft. burrow or climb; AC 16 (+4
  Dex, +2 natural); Atks 2 claws +7 melee (1d4+5),
  bite +2 melee (1d6+2); SA Rage; SQ Darkvision 60
  ft., Cold and Fire resistance 5, SR 6, Scent; AL CE;
  SV Fort +7, Ref +7, Will +2.
  Str 20, Dex 19, Con 19, Int 3, Wis 12, Cha 10.
  Skills: Climb +15, Listen +7, Spot +7
  SA: 
  Rage 
  (Ex)—A wolverine 
  that 
  takes
  damage in combat rages attacking until it or its
  opponent is dead. An enraged wolverine gains +2
  strength and constitution and a –2 AC; Smite
  Good (Su)—Once per day the creature can make a
  normal attack to deal +3 points of damage against
  a good foe.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11110000::::    EEEEppppiiiilllloooogggguuuueeee
  Following the encounter in the swamp, the PCs
  will be able to return to Crying Spear Keep. When
  they arrive at the keep, they will find the aging
  Younda on his deathbed. He has left word with
  the local guards who are on the look out for the
  PCs. When they arrive, the guards will guide
  them to the small chapel where Younda lies
  dying. Time has caught the aged man, and it is
  with one of his last breaths that the PCs can relay
  their tale. When the PCs arrive at the keep, read
  the following description:
  When you arrive at the keep you are greeted by a
  guardsmen wearing a holy symbol of Trithereon.
  “Younda has sent word among the faithful to
  keep an eye out for you. Our patron lies dying in
  the chapel and has bid you be brought to him
  immediately upon your return. Please, follow
  me.”
  Following the guard he assures you through
  the main gates into the keep toward the chapel.
  The chapel is lit with soft candles and lanterns. A
  small number of clerics can be seen tending to
  the chapel. Inside, you are taken past the main
  worship area to a small living area in the rear of
  the chapel.
  In a large room, Younda lies on a simple bier.
  The room is furnished in a plain manner, with
  comfortable bedding and pillows, Small candles
  and a brazier with pleasant incense burns in the
  corner. Upon your arrival, an acolyte leaves the
  room by passing behind a wall hanging at the rear
  of the chamber. Younda smiles weakly at your
  arrival. “So, tell me, how does the tale of the lost
  sisters end?
  Younda is very weak and will die very shortly. He
  has lived a long full life and he is dying of old age.
  He will listen patiently to the PCs telling of the
  story, carefully evaluating their words and deeds.
  If the PCs were able to retrieve the remains
  of Ashella (or at least the family blade), Younda
  will obviously grateful. If they were able to
  retrieve the body and blade without sacrificing
  the body of Krynena, Younda will be especially
  pleased. Younda will insist that they leave the
  blade and/or remains here at the chapel and he
  will see them to Gennadel.
  At the completion of their story, Younda will
  finally relax unless they destroyed the body at
  which he will be distressed.. Unknown to the PCs,
  Gennadel is listening to their tale from behind
  the curtain. If the PCs acted truly heroically, he
  may impart a special boon to the most noble of
  the heroes.
  In order for a hero to qualify for the boon,
  they must have done the following items in this
  event:
  • 
  Allowed themselves to have their minds read
  and been honest during the interrogation
  (Encounter 2)
  • 
  Avoiding allowing Pashenden’s guards from
  learning about the body.
  • 
  Recovered Ashella’s body or sword
  • 
  Neither destroy or lose Krynena’s remains
  If a PC completes the mission and performs in
  a truly noble fashion, the DM should record the
  most noble PC on the critical events summary at
  the end of the adventure only at the convention
  debut. This PC is in the running for the a special
  certificate award for the Knights of the Hart.
  
  Tales from the Hart
  Page 15
  After the PCs have finished their story and
  conversation with Younda, he will lean back into
  his bed, and say…
  The years coming bring trying times for our King.
  The faithful 
  of Trithereon 
  and others will
  maintain our vigil, but carrying on the fight may
  fall to the young of heart and brave spirited.
  Carry on the fight, and remember to always allow
  your conscious to guide your actions.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
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  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 1
  Helping in the Bar Fight
  25
  Encounter 4
  Learning of the Two Sisters
  50
  Encounter 6
  Defeating Gereza
  100
  Encounter 7
  Defeating/Avoiding the Patrol
  150
  Encounter 9
  Defeating Tynaloar
  200
  Encounter 10
  Returning Ashella’s body and sword
  125
  Total experience for objectives
  650 xp
  Discretionary roleplaying award
  0-75 xp
  Total possible experience
  725 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
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  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judDMent and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 9
  • 
  Arcane Scroll of Summon Monster III 
  375
  • 
  Cloak of resistance (+1) 
  1,000
  
  Tales from the Hart
  Page 16
  CCCCrrrriiiittttiiiiccccaaaallll    EEEEvvvveeeennnnttttssss    SSSSuuuum
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  This event summary should be completed only at the convention debut.  Some of the events that
  take place in this adventure may impact the overall development of the Furyondy regional campaign. 
  DMs should complete this form for each table run at the convention debut and turn them in with the
  voting forms to the event coordinator.
  1. What did the PCs do with the remains of Krynena?
           Nothing               Give to Tynaloar                 Destroy                  Other ___________________
  2.  Did the players recover Ashella’s remains?       Yes     or       No
  3.  Did the players recover the knights sword?       Yes     or       No
  4.  What was the fate of Tynaloar?      Killed        Escaped       Left Alone
  5.  Did Tynaloar get possession of Krynena’s remains?            Yes       or        No
  6. 
  Did any of the players qualify for the special Knights of the Hart award (See Encounter 9 for
  details)?  If so, list only the most noble character.
  Player ________________________________   Character: ________________________________
  7.  Did any PCs die in the event             Yes       or        No
  7b  If so, complete the following:
  Player
  Character Name
  Cause of Death
  1)
  2)
  3)
  4)
  5)
  6)
  7)
  8.  How many players participated in the event?          4         5          6          7
  9999....        AAAAtttt    wwwwhhhhiiiicccchhhh    TTTTiiiieeeerrrr    wwwwaaaassss    tttthhhheeee    eeeevvvveeeennnntttt    ppppllllaaaayyyyeeeedddd????                                2222
  3333
  4444
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR1-06 - Tales from the Hart.pdf