TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission 
  of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your metaregional point of contact (POC) at 
  woesinger@yahoo.co.uk for LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  TSS5-04  
    
   
   
   
   
   
   
   
  The Sun & the Nightingale 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  The Splintered Sun Meta-Regional Adventure 
  Version 1.0 
   
  Round 1 
   
   
   
   
  By Nick Silverstone & Sampo Haarlaa 
   
  Circle Reviewer: Paul Looby 
  Playtesters:  Bruce Stedman, Hayden Smith, Louisa Rising, Nick Barnes, Paul Harries, Pierre van Rooden, Wouter 
  Scheepe, Arjen Laan, Andy Scholman, Sean Smith & Keoland players. 
  Original Trennenport write-up: Creighton Broadhurst (COR4-16) and Carl Sargent (Ivid the Undying) 
  Thanks to: David Howard, Keith McCall, Mike Hinds, Martin Jennings, Maya Deva Kniese and Mike Rizzo for 
  comments.  
   
  The strength of Ahlissa rests in the hands of the Great Guildmaster and his formidable merchant vessels. Sometimes 
  these ships have more than bounty of Ahlissa in them and trouble ensues. Now a merchant is dead, his secrets with him 
  but some loose ends remain.... One round investigative scenario for APL 4-10 
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received 
  it from your senior gamemaster. To play this 
  adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group 
  of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is 
  sanctioned before play, runs smoothly on the date 
  sanctioned, and then reported back to the RPGA in a 
  timely manner. The person who runs the game is 
  called the table DM (or usually just DM). Sometimes 
  (and almost all the time in the cases of home events) 
  the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior GM.  
   
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure you accomplish a couple of things. First it 
  is an official game, and you can use the AR to 
  advance your LIVING GREYHAWK character. Second 
  player and DMs gain rewards for sanctioned RPGA 
  play if they are members of the DUNGEONS & 
  DRAGONS REWARDS program. Playing this adventure 
  is worth two (2) points.  
   
  This 
  adventure 
  retires 
  from 
  RPGA-
  sanctioned play on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re playing 
  this adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the  
  Monster Manual.  
  Throughout this adventure, text in bold 
  italics provides player information for you to 
  paraphrase or read aloud when appropriate. Sidebars 
  contain important information for you, including 
  special instruction on running the adventure. 
  Information on nonplayer characters (NPCs) and 
  monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a 
  RPGA Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS OF 
  PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To 
  determine this modified Average Party Level (APL) 
  follow the steps below: 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  • 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  • 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  • 
  If you are running a table of six PCs, add one to 
  that average. 
   
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either 
  the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the adventure. If 
  a player character is three character levels or more 
  
  The Sun and the Nightingale                                                                                                                               Page 3 
  either higher or lower than the APL at which this 
  adventure is being played, that character receives 
  only one-half of the experience points and gold for 
  the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
   
  Furthermore, a PC who is four or more 
  levels higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1
  st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This 
  is 
  a 
  standard 
  one-round 
  Meta-regional 
  adventure, set in the United Kingdom of Ahlissa and 
  Medegia. Characters native to the Splintered Sun pay 
  one Time Unit per round, all others pay two Time 
  Units per round. Adventurer’s Standard Upkeep 
  costs 12 gp per Time Unit. Rich Upkeep costs 50 gp 
  per Time Unit. Luxury Upkeep costs 100 gp per 
  Time Unit. 
   
  Travel In The  
  United Kingdom Of Ahlissa 
  In 593 CY, PCs adventuring in the Splintered Sun 
  had several opportunities to receive AR entries that 
  could help or hinder their movement through the 
  United Kingdom of Ahlissa.  
   
  For the DM’s convenience these are 
  replicated below. 
   
  Free Travel Throughout the Kingdom of Ahlissa: The 
  bearer of this document is entitled to travel freely 
  throughout the Kingdom of Ahlissa without 
  molestation. It is signed by Garlann of Naelax. 
   
  Wanted! The PCs are known to have slain one or 
  more nobles of The Kingdom of Ahlissa. As such the 
  authorities are actively searching for them.  
   
  Wanted In Ahlissa: This PC is wanted in connection 
  with the slaying of several Ahlissan soldiers. This 
  status is in effect in all parts of Ahlissa including the 
  occupied portions of Medegia and the Principalities 
  of Naerie and Innspa but not in the Adri Forest. PCs 
  instantly lose any travel privileges within Ahlissa 
  including the Free Travel Throughout the Kingdom 
  of Ahlissa. At the beginning of a session taking place 
  in Ahlissa the DM should make a secret d20 roll. On 
  a 1 or 2 (a DC 20 Disguise check reduces this to 1) the 
  PC will be captured and must pay total bribes of 100 
  gp x APL at which the scenario was played to prevent 
  their execution. One favour with a high ranked 
  Ahlissan NPC or powerful organization might be 
  spent instead of the bribes.  
   
  Once this bribe is paid, score through this 
  entry. The PC is free to continue the adventure in 
  which he was caught. 
   
  Adventure Background 
   
  “For many, war is a time of terror.  For some, it is a 
  time of opportunity.” 
   
   
            The ‘Boar’, 572 CY 
   
  Slavers from Pomarj have been preying on the folk of 
  the Almorian Protectorate in Nyrond for many years. 
  Opportunities were especially good for the slavers 
  during the recent coup in Nyrond. Amongst the 
  latest captives were some prominent Nyrondese 
  land-owners. Times were so good, in fact that the 
  ‘merchandise’ began to die in their overcrowded pens.   
  The slavers were often forced unwitting 
  merchants to deliver supplies to waypoints along the 
  so-called ‘slave trail’. Most of these traders then 
  became part of the slaver’s merchandise once the 
  journey was done. One such merchant was Nurriev 
  Patrichco, a member of the Royal Guild of Merchants 
  of Aerdy, who was employed to deliver supplies to a 
  Slaver camp on Nyrond’s south coast. When slavers 
  arrived and seized Nurriev’s ship, he could think of 
  only one option - to persuade the slavers to spare him 
  by suggesting that a ship of the Royal Guild would 
  provide excellent cover for slaving. He agreed to 
  carry slaves to the Pomarj. His cooperation saved him, 
  but some members of his crew were taken to an 
  unknown fate, and he himself was not safe, for it was 
  clear to him that failure would be rewarded with 
  death. Nurriev started his journey, picking up slaves 
  from several secret camps along the Nyrondese coast. 
  En route, Nurriev’s conscience was aroused 
  by the horror that the ‘merchandise’ had to endure. 
  The last straw was when a young captive named 
  Emlia was brutally beaten, violated and finally 
  thrown overboard at the whim of the slaver leader. 
  The next night, Nurriev gathered those of his crew 
  he deemed more loyal to him than to slaver gold and 
  killed the slavers in their sleep. Nurriev then put the 
  surviving slaves ashore near Nessermouth and sailed 
  at full speed back to Trennenport.  Nurriev knew that 
  the slavers would make good on their promise to kill 
  him, and was aware that he could expect little 
  sympathy from his associates in Trennenport. After 
  all, he had potentially ruined the Royal Guild’s 
  reputation by being a slave trader in foreign land 
  (unlicensed slavery itself is not that serious offense 
  in Ahlissa, but where many in Ahlissa see slaves as 
  valuable luxury products for nobles, whereas the 
  Pomarjis see them as pack animals) and so was in 
  serious trouble.  
  Meanwhile, King Lynwerd’s officials (now 
  back in power after the brief reign of “Emperor” 
  Sewarndt) in Nyrond had got word of a (supposedly) 
  rogue member of the Royal Guild of Merchants of 
  Aerdy who was reported to be involved in slave trade 
  and communicated this to the Ahlissans with the 
  help of a few sending spells. Of course, this 
  information came from slaves that managed to 
  escape from slaver camps on their own, not those 
  
  The Sun and the Nightingale                                                                                                                               Page 4 
  freed by Nurriev, who are quite unaware on the 
  trouble their savior has gotten himself into. 
  Nurriev devised a plan to escape his fate. 
  Knowing that using his own ship he could easily be 
  tracked down, he needed something else. Some time 
  ago Nurriev had sent a message to his friend Sirdis, a 
  merchant operating from Hardby, to come over for a 
  visit on the second week of Fireseek. It has been 
  their tradition for the last ten years to visit each other 
  at least once per year. Seeing this as his best chance, 
  Nurriev decided that he would need to lay low until 
  Sirdis arrived, making a back-up plan to fake his 
  death if needed. Through his contacts, Nurriev 
  became aware that the Royal Guild of Merchants was 
  working on locating their supposed rogue Writer 
  (the title of the lowest rank member of the Guild). At 
  dusk, two evenings ago, Nurriev put his plan into 
  operation to fake his death. Together with two 
  sahuagin assistants, he killed a zombie double in 
  front of witnesses. Nurriev then fled to his associate, 
  the ‘Ambassador of the Sea’, Jorannara Tannax, who is 
  a ‘malenti’ (a mutant sahuagin who looks like a sea 
  elf). The Royal Guild now only had a ‘dead’ Writer on 
  their hands, but it was still something that could be 
  used.    
  Nurriev’s association with the sahuagin 
  goes back several years.  Through his contacts in 
  Greyhawk City (which was Nurriev’s base of 
  operations during the Greyhawk Wars), Nurriev 
  obtained rare building materials and certain magical 
  items for the sahuagin.  In return, the sahuagin have 
  paid Nurriev well and helped him to smuggle items 
  into Trennenport.  Jorannara has hidden Nurriev 
  until Sirdis reached Trenneport yesterday evening 
  and the sahuagin have told Nurriev that Sirdis is here. 
  Nurriev is now waiting for an opportunity to 
  smuggle himself aboard Sirdis’s ship at night, seeing 
  it as best time to slip out. 
  As Nurriev has valuable information about 
  the slavers that the recently re-installed King 
  Lynwerd of Nyrond could use to gather support in 
  his nation, a ship was dispatched to Trennenport 
  carrying diplomats to interview Nurriev and possibly 
  take him back to Nyrond. They are not too happy to 
  learn of his death but will be content to interrogate 
  the dead body or have Ahlissans try raise dead if 
  needed.  
  The Nyrondese ship was shadowed by a 
  slaver ship, disguised as merchantman from Keoland, 
  with a group of four elite agents (and two specially 
  bred creatures on APL10) who began making their 
  own inquiries shortly after the diplomats arrived.  
  The agents need to find and destroy any information 
  that Nurriev might have about the slaver operation 
  (if they get him alive, so much better), and they will 
  kill anyone who Nurriev may have told anything to. 
  Nurriev has already cost them a lot and they don’t 
  want any further problems. 
  The sahuagin will smuggle Nurriev aboard 
  Sirdis’s ship tonight. He will climb aboard and then 
  his friend is supposed to take him to Hardby. From 
  there Nurriev intends to travel into Dyvers and up 
  the Tuflik-Velverdyva trade route until he reaches 
  Ekbir to make sure he is out of reach of both the 
  slavers and the Royal Guild.  Characters have one day 
  to find out what really happened to Nurriev and are 
  racing against the slaver agents. 
   
  Summary time line 
   
  • 
  2 nights ago: 
  ‘Nurriev’ is murdered. 
  • 
  Yesterday 
  afternoon: 
  Nyrondese envoy arrives 
  in Trennenport. 
  • 
  Yesterday 
  evening: 
  Sirdis Turrindal arrives in 
  Trennenport. 
  • 
  Today 
  (10  am) 
  The 
  party 
  arrives 
  in 
  Trennenport. 
  • 
  Tonight 
  (12pm) 
  Nurriev will be smuggled 
  aboard Sirdis’s ship. 
   
  Note on time: As characters have a strict timetable to 
  locate Nurriev, great care should be taken to keep 
  track of time, such as hours spent on Gather 
  Information checks or minutes used on taking 20 on 
  Search checks. To keep things simple, assume it takes 
  10 minutes to travel between all locations, no matter 
  if they are one street or half the town away. Because 
  of the module’s investigative nature and possibility of 
  it running over the designated time, the following is 
  suggested for convention play:  
   
  • 
  Eliminate Encounter 7 (Nurriev’s warehouse) by 
  placing Ahlissan soldiers around it as guards (see 
  appendix 5).  
  • 
  Let the PCs find sahuagin tracks from the 
  backyard of Nurriev’s house, while dried 
  seaweed can be found on Nurriev’s study, 
  perhaps with an appropriate book about sea 
  plants placed nearby. 
   
  It is possible players may come up with ingenious 
  solutions to problems presented in the module. As 
  the DM, you should use module as guideline on what 
  happens but let creative players use their wits and 
  don’t penalise them for that. Don’t let module put too 
  many shackles on you and alter the box text if 
  needed. In case somebody asks, the name of the 
  module refers to Nyrond (Sun) and Ahlissa 
  (Nightingale).  
   
  Note on Scarlet Brotherhood members 
  This module can be played by members of The 
  Scarlet Brotherhood (COR4-04), who have a seperate 
  introduction. Be aware of rules concerning fighting 
  between player characters. As this particular task is 
  not of importance, failure to complete it succesfully 
  will not result in said player getting the penalties for 
  Mark of Justice, even if he kills slaver agents (they 
  are not members of Scarlet Brotherhood). The main 
  way for Scarlet Brotherhood players to succeed is by 
  figuring out Nurriev’s hideout and then getting 
  agents to assist him in digging Nurriev out or just 
  killing Nurriev in other ways. 
   
  Note on Law enforcement 
  Bortwimm, the ruler of Trennenport, keeps order 
  with an iron fist. Any and all disturbances can 
  quickly alert the city watch. In such cases you should 
  
  The Sun and the Nightingale                                                                                                                               Page 5 
  refer to Appendix 5 for statistics for a standard watch 
  patrol. Of course, knowing the players, it is quite 
  likely that situation will just escalate since very few 
  will surrender quietly. In that case, you are free to 
  bring out a high level Hextorite priests or even 
  Bortwimm (and retinue) to put a stop to player’s 
  activities if they think that they can mess around 
  with United Kingdom of Ahlissa. Naturally, any 
  bodies captured by Ahlissans are not returned. In 
  addition, even if characters are briefly detained they 
  will be subjected to a zone of truth (DC 15 Will save). 
  Failure indicates that character will answer truthfully 
  whether or not he is a servant of Trithereon or 
  member of Scarlet Brotherhood. If he/she is, the 
  Ahlissans execute him immediately. If another 
  character turns in Scarlet Brotherhood member, that 
  character is freed by friendly agents but because of 
  manhunt that is launched, said character loses 8 
  Time Units laying low and staying ahead of 
  authorities. Large animals (expect horses) are not 
  allowed into Trennenport and it is assumed as 
  adventurers the characters have necessary permits to 
  carry weaponry in town. See appendix 6 for more 
  information on Trennenport. 
   
  Time of the year and Bright Sands 
  The module takes place in the month of Fireseek, 
  Oerth’s equivalent of January, so any cleric with 
  Winter domain gains his special bonuses. Naturally, 
  any cleric with Spring domain loses his bonuses. 
  Because of the Flaness’ latitudes, the water is not cold 
  enough to cause other than mild annoyance and thus 
  characters don’t suffer any damage when swimming. 
  While this module can, in theory, be solved 
  without ever resorting to a swimming trip in the 
  caves, as DM you should drop a hint to your players 
  before start of the play that Asherati or Centaur 
  characters might not be most suitable characters for 
  this module. 
   
  High level spellcasting 
  Nurriev is hiding in the chamber of the ancients.  
  This chamber has special qualities, such that he has 
  some protection against divination spells that may 
  reveal his location. In practical terms, he is 
  continuously affected by a nondetection spell cast at 
  caster level 10. Note on Commune spell: if someone 
  starts asking ‘Is Nurriev hiding in location X’ and 
  asks about Ambassadors house, you should say no 
  because Nurriev is on the cave and not literally in the 
  house. Read spell descriptions carefully so you know 
  how to prepare for likely option of these spells being 
  used. Divination spell results in following answer: 
   
  Into the earth he must descend 
  To takes his rest, to leave his foes, to abandon his 
  friends. 
  He has no sorrow, among the kin of old, in the palace 
  of the ancients. 
   
  As characters will probably ask why the priests of 
  Zilchus have not used similiar spells, the answer is 
  simple. High Priest Remmannen is not in town, 
  having been recently called to Kalstrand to meet 
  with the Overking himself, leaving his acolyte 
  Haragern to fill his post and he cannot cast high-level 
  spells. 
   
  Adventure Summary  
   
  Introduction: The characters arrive in Trennenport 
  and by chance they all end up in tavern named The 
  Scales. 
   
  Encounter 1:  The Scales Tavern 
  Some minor clues about the murder can be found in 
  Nurriev’s local inn. A man named Walennor is here 
  as well and can possibly join characters on their quest. 
   
   
  Encounter 2:  Meeting Sirdis 
  The party meets and are hired by Sirdis to discover 
  the truth behind Nurriev’s murder. 
   
  Encounter 3:  Exploring Trennenport 
  The characters have the opportunity to explore the 
  town. 
   
  Encounter 4:  The Rumour Mill 
  The party may come across interesting rumours. 
   
  Encounter 5:  Grape Lane 
  Nurriev’s neighbours may provide the party with 
  additional information. 
   
  Encounter 6:  Nurriev’s House 
  There are clues about the murder to be found inside 
  and surrounding Nurriev’s house, as well as a note 
  intended to lure the characters into an ambush. 
   
  Encounter 7:  Nurriev’s Warehouse 
  The warehouse contains some minor clues about the 
  murder. There is another note that is intended to lure 
  the characters into an ambush. 
   
  Encounter 8: The Mermaid’s Legs 
  The party may be attacked by agents in the employ of 
  the slavers or might even join them. 
   
  Encounter 9:  The Great Guildmaster’s Chapel 
  A series of important clues can be found here, by an 
  examination of the body of the murder victim, a 
  reading of Nurriev’s will and through conversations 
  with Haragern. 
   
  Encounter 10:  The Coin District 
  Confirmation of suspicions and theories can be 
  found here during a visit to three shops. 
   
  Encounter 11:  Hall of Battle 
  Characters visit Hextor’s temple and discover that 
  Nurriev may have been involved in the theft of a 
  body. 
   
  Encounter 12:  Ambassador of the Sea 
  The characters visit the home of a key associate of 
  Nurriev. 
   
  Encounter 13:  Beneath the Cliffs 
  
  The Sun and the Nightingale                                                                                                                               Page 6 
  The characters come across Nurriev’s hiding place. 
   
  Encounter 14:  Attack on the Grey Gander 
  When Nurriev attempts to slip aboard the Grey 
  Gander he is attacked by a group of assassins. 
   
  Conclusion: Nurriev’s ultimate fate will determine 
  the rewards available to the characters at the end of 
  this adventure. 
   
  Introduction 
   
  Royal Guild of Merchants of Aerdy Introduction: For 
  characters who have ‘Contacts within the Royal 
  Guild’ from COR4-16 The Frozen Spire. Alter this 
  accordingly if several players have the reward and 
  have adventured together before. 
  Read aloud or parphrase the following: 
   
  You were near Zelradton when a short and blunt 
  magical sending reached you:  
  “The Royal Guild needs your services again. 
  If you can make it, come to the Great Guildmaster’s 
  Chapel in Trennenport. 12
  th day of Fireseek, midday. 
  Ask for Haragern. Renmannen.“  
  You arrived in Trennenport on the evening 
  of the 11
  th and have found accomodation in a well-off 
  tavern called The Scales, run by a friendly dwur 
  named Gravlor. The locals have mainly kept to 
  themselves, talking about a recent murder that 
  happened nearby and a merchant from Greyhawk 
  who came around asking a few questions. It is now 
  the fourth bell after dawn on the 12
  th day of Fireseek 
  and considering it’s the early morning, the tavern is 
  quite busy. 
   
  Favor of Zilchus Introduction: For characters who 
  have any kind of favor with the Church of Zilchus, 
  such as from TSS4-03 Woodland Trail or COR3-17 
  When Orcs Attack, COR4-08 A Tiger? In Ahlissa? 
  And so on. Alter this accordingly if several players 
  have the reward and have adventured together before. 
   
  While travelling to Shargallen on the north Coast of 
  Ahlissa, you were caught in a thundery rainsquall 
  blowing in from Relmor Bay. You sought shelter in a 
  small roadside shrine dedicated to the Dweller of the 
  Horizon (Fharlanghan). Just as the rain was easing, a 
  mud spattered messnger bearing the arms of the 
  Royal Guild of Merchants of Aerdy arrived and 
  handed you a message: 
   
  “Greetings.  
  I’m sure you would like to know how I 
  knew where you were. That does not matter; we can 
  talk about it later. I’ve received information that the 
  Royal Guild might need some help in Trennenport 
  and because of your previous services to Great 
  Guildmaster, I’m offering you this chance. If you 
  accept, you will most likely be well compensated.  
  Seek out Haragern in the Chapel of the 
  Great Guildmaster in Trennenport.  
   
  There was no signature  
  You entered Trennenport on the evening of 
  11 Fireseek. You have found accomodation in a well-
  off tavern called The Scales, run by a friendly dwur 
  named Gravlor. The locals have mainly kept to 
  themselves, talking about a recent murder that 
  happened nearby and a merchant from Greyhawk 
  who came around asking few questions. It is now the 
  fourth bell after dawn on the 12
  th day of Fireseek and 
  considering it’s the early morning, the tavern is quite 
  busy. 
   
  No contacts or outside metaregion introduction: For 
  characters who are not native to Splintered Suns 
  meta-region or who don’t have any favors of Zilchus. 
   
  Ahlissa’s ports have always been the gateways 
  through which the trade that is the new empire’s 
  lifesblood, has flowed. Recently arriving from 
  Greyhawk City, you have landed in the harbor of 
  Trennenport having taken ship in The Grey Gander, 
  a merchantman out of the port of Hardby owned by 
  Sirdis Turrindal, a merchant and native of the Free 
  City of Greyhawk. As it was evening, you looked for 
  accomodation and found a well-off tavern called The 
  Scales, run by a friendly dwur named Gravlor. You 
  were surprised to see Sirdis in the tavern as well, as 
  he was talking to Gravlor late into the night before 
  going, most likely, back to his ship, looking very 
  distraughted. It is now the fourth bell after dawn on 
  the 12
  th day of Fireseek and considering it’s the early 
  morning, the tavern is quite busy. 
   
  Scarlet Brotherhood Introduction: For characters 
  who have magical tattoo from COR4-04 Red Tide. 
  This takes preference to any other introductions, 
  even if they have played COR4-16 The Frozen Spire. 
   
  You were near Zeldardton in the United Kingdom of 
  Ahlissa when a bird landed in front of you and 
  turned into a worthless looking feather token. 
  However, there was a message attached: 
   
  “Our allies have trouble in Trennenport concerning a 
  merchant named Nurriev. Go there and see if you 
  can assist them but avoid risks. Shar’s interests are 
  now elsewhere and this is but a minor disturbance. 
  More information will follow.” 
   
  Walking into Trennenport was easy enough; the 
  ineffective guards did not even use magical defenses 
  to screen those who arrived. As it was evening, you 
  looked for accomodation and found a well-off tavern 
  called The Scales, run by a dwarf who presented 
  himself as Gravlor. You retired for the night and for 
  some reason you slept longer than usual only being 
  awakened by a magical sending: 
   
  “Contact woman Ansis. Look for flaming red hair 
  and say word ‘Derro’.  Mermaid’s Legs tavern. She is 
  not of Shar - her survival is not necessary.  
   
  As you hurry down to the main hall, you see that the 
  tavern is quite busy for such an early morning. 
   
  
  The Sun and the Nightingale                                                                                                                               Page 7 
  Encounter 1: 
  The Scales Tavern 
   
  Whichever introduction the PCs may have received, 
  read aloud or paraphrase the following:  
   
  The Scales is clean and decent establishment.  Men 
  and women of various ages and races sit at the tables.  
  Some appear to be laborers enjoying a late breakfast 
  while a small group of well-off people is having their 
  own discussion on the other side of the tavern. 
  Another man, dressed in worn traveling gear sits in 
  the corner, scooping porridge into his mouth and 
  washing it down with a pint of milk. Several other 
  adventurer types sit in the bar as well. Gravlor, your 
  dwur host, sweeps by carrying a tray laden with 
  empty bowls and mugs and heads towards kitchen. 
   
  This encounter is mainly here to give players a feel of 
  The Scales and hopefully to form a proper group. It is 
  also possible that players take the hint from their 
  introductions and ask questions from Gravlor Pendal, 
  the servant Harnly, or Walennor. Most likely 
  characters will return here later, going first to meet 
  either Haragern or Sirdis. 
   
   � Gravlor: N Male dwarf Exp2/Ftr1 
  Appearance: Gravlor is a slightly overweight 
  dwarf with a short beard. 
  Personality: Polite and ‘businesslike’ 
   
  � Harnly: N Male human Com1 
  Appearance: A thin Oeridian. 
  Personality: A bit simple, but friendly. 
   
  � Walennor: Ran3/Rog3: hp 36, See appendix 5 
  Appearance: Rugged looking Oeridian, 
  possibly a ranger, wears studded leather. 
  Personality: Neutral, sort of friendly, inserts 
  rude jokes or comments into conversation if he can. 
   
  So far, authorities have not thought about talking to 
  Gravlor, but he is prepared to answer any respectful 
  questions about Nurriev.  Attempts to threaten or 
  insult Gravlor will result in the dwur asking the party 
  to leave and calling for city guard if that fails. 
  Note: Three customers here detect as evil 
  should anybody cast it. Use commoner statistics from 
  Appendix 5. 
   
  Q: Who was the merchant asking about murders? 
  A: “He introduced himself as Sirdis, a friend of 
  Nurriev. Said he had come all the way from 
  Greyhawk to see him. I had to break the news that 
  Nurriev was killed two days ago. One of my best 
  customers, was young Nurriev.”  
   
  Q: Where can we find Sirdis? 
  A: “His ship is docked at the quays. You can probably 
  find him there or somewhere near by. The ship is 
  called The Grey Gander.” 
   
  Q:  Was Nurriev drinking here on the night of his 
  murder?  What was Nurriev doing on the night of 
  the murder? 
  A:  “He actually started drinking here in the 
  afternoon, which was unusual for him. I should have 
  known something was wrong.  When he left, he 
  handed me a note to pass to a friend called Sirdis.  
  The parchment was blank, however.  Nurriev was 
  very drunk, mind you, so he probably forgot to write 
  his message.” 
   
  If the characters ask to see the note, Gravlor simply 
  gives it to them.  The application of an alchemical 
  substance (see Encounter 10) reveals the following 
  message: 
   
  Do not grieve too hard, friend, we shall enjoy a pint 
  of ale together soon. 
   
  A successful DC 15 Forgery or DC 10 Craft (Alchemy) 
  check will disclose that the note is written with 
  special 
  ink that 
  requires 
  various 
  alchemical 
  substances to read.  These can be purchases in 
  Encounter 10. Detect magic shows an extremely faint 
  transmutation (for 1 round) in the paper while detect 
  poison shows it to be poisonous. If someone wants to 
  eat it, ask for DC 10 Fortitude check. Failure 
  indicates character is sickened for next 4 hours. The 
  paper itself is worthless. 
   
  Q:  Was Nurriev alone on the night he died? 
  A:  “Nurriev was in here by himself and he didn’t talk 
  to anyone. No, actually there was a robed individual 
  who exhanged few brief words with him and left. I 
  think it was about an hour before Nurriev left. I 
  think Walennor talked to Nurriev briefly as well. He 
  is right there on the corner. 
   
  This robed fellow was the necromancer who 
  animated Nurriev’s zombie double. He is no longer 
  in town. The resident mentioned is a man named 
  Walennor (see below) who is in the main room. 
   
  Q:  How did Nurriev behave on the night of the 
  murder?  Was there anything strange about Nurriev 
  that night? 
  A:  “Nurriev was always very measured.  That night, 
  he was like a different person.  He called by in the 
  middle of the afternoon, looking anxious, and sat 
  himself there.”   
  Gravlor points at a table in the corner.  
  “Over the next few hours, young Harnly served him 
  many pints of ale and then he staggered out once it 
  was dark.  Quarter of an hour later we heard people 
  shouting in the square that he had been murdered.” 
   
  If the table is inspected, the party will find that 
  behind it there is a small grille at the bottom of the 
  wall that drains onto the square.  A DC 10 Spot check 
  made from farther away also reveals this. If anyone 
  has the Scent ability or has animal companion with it, 
  he can easily detect a strong smell of beer from the 
  grille.  
   
  
  The Sun and the Nightingale                                                                                                                               Page 8 
  The importance of fifteen minutes: If the party walk 
  the distance between The Scales and Nurriev’s house 
  (about 600 ft), they can deduce that even a staggering 
  drunkard should need no more than 2 or 3 minutes 
  for this distance (though vomiting up the contents of 
  your stomach might put few minutes more to it) 
  After 
  questioning 
  residents 
  on 
  Grape 
  Lane 
  (Encounter 4), who say that they immediately ran to 
  Star Place after the murder, the party should deduce 
  that there is 12 minutes unaccounted for. It was in 
  this time that Nurriev met with the Sahuagin and set 
  up the ambush.   
   
  Q:  Who was serving Nurriev?  Can we speak to 
  Harnly?   
  A:  The dwur calls over a man in his early twenties.   
  “Harnly, did you notice anything odd about 
  Nurriev on the evening he died?” 
  The young man scratches his chin then his 
  face lightens. 
  “A few times I saw him tipping his drink 
  out one of them grilles.  He still ordered some more 
  which was odd.  I didn’t like to ask him what he was 
  doing…he pays well.” 
   
  Q:  What was Nurriev wearing on the night? 
  A:  “He had that mink coat of his that he said he 
  picked up in Greyhawk.” 
   
  Q:  Did anything strange happen on the evening of 
  the murder? 
  A:  “Only thing that comes to mind was that a Sea 
  Devil (Sahuagin) came in but left a moment later, 
  just a few minutes before Nurriev’s murder.” 
   
  This was one of the Sahuagin who participated in the 
  ‘murder’ 
   
   
  Q: Why was Sahuagin here? Why are they in town at 
  all? 
  A: Don’t know. They have been here for years but 
  they live in the bay and don’t give us any trouble.  
   
  Walennor 
   
  The man in the corner table is rugged looking 
  Oeridian with dark brown hair and brown eyes. He 
  wears studded leather and well-worn traveling 
  clothes. On his belt are two short swords and his bow 
  leans against the corner. 
   
  Walennor is a ranger who recently arrived to 
  Trennenport. If asked about his name he says: 
   
  “Walennor. Mercenary and a scroundel, at your 
  service, if the price is right, that is.” 
   
  Those who have played BNMI4-02 Bad Lands 
  recognise him immediately and vice versa. Walennor 
  has nothing to do with Nurriev’s case, he only saw 
  him pouring drinks into the grille and Walennor was 
  just asking why Nurriev was throwing away perfectly 
  decent beer. Nurriev was quite rude and told him to 
  get lost. Other than that, he did not really pay 
  attention to the man.  
  Players may think Walennor has something 
  to hide. He hasn’t and will stay in the bar for the 
  whole day, except around the 5
  th bell afternoon (5 
  pm), when he makes a quick trip to a local general 
  store and buys a new bedroll, some oil and lantern 
  and trail rations. If asked where he is going, he says 
  on he is on his way to Naerie to meet up with an old 
  friend (Damar) who he has not seen in years. 
  Walennor will not reveal the name but detect 
  thoughts or similar ability might help. Casting any 
  mind affecting spell on Walennor such as 
  Domination will immediately cause Walennor to 
  attack (provided he makes the save) and Gravlor 
  calling the city guard for help. Successful DC 15 
  Diplomacy check on APL 4 & 6 allows characters to 
  ask for Walennor’s services for the module. Those 
  who played BNMI4-02 get +2 to this check. However, 
  if there is a servant of Pholtus present, Walennor 
  refuses because, according to him: “Pholtans are 
  convinced they are the only people who are right 
  and they are willing to let YOU die to prove this 
  point”.  
   
  He wants 25 gp x APL but won’t fight against the city 
  guard or with the slaver agents. If characters don’t go 
  over the gold cap, this will be reduced as part of other 
  coin spent. Should he be captured by the authorities, 
  he will just escape like he has done many times 
  before. On higher APLs he says: 
   
  “Nah, you don’t need me. You can take care of 
  yourself.” 
   
  Summary:  The party should deduce that Nurriev was 
  probably trying to appear drunk and may work out 
  that something must have happened in the long gap 
  between Nurriev leaving the inn and being 
  murdered. 
   
  Development:  There are several clues as to where to 
  go next.  The party will need to follow up leads from 
  other encounters. Most likely they will go to meet 
  Sirdis (Encounter 2) or to the Great Guildmaster’s 
  Chapel (Encounter 9) 
   
  Encounter 2: 
  Meeting Sirdis 
   
  All APLs 
  � Sirdis: male human (Suloise) Exp8; hp 42. See 
  Appendix 5 
   
  The quays are busy with merchant vessels, while the 
  narrow streets are filled with hard working 
  longshoremen and dockers, who are loading ships 
  with Ahlissan bounty and unloading foreign goods 
  destined for the markets of Zelradton, Kalstrand and 
  Jalpa. The varied insignias show that some vessels 
  have arrived from as far as Keoland. Even the 
  dreaded flags of the Scarlet Sign and slavers of 
  Pomarj are present. Fortunately, they hang as 
  
  The Sun and the Nightingale                                                                                                                               Page 9 
  trophies from the yardarms of Ahlissan warships, 
  docked some distance away from the merchant ships. 
   
  Sirdis: Most likely characters are here for Sirdis, in 
  which case read the following. Some may wonder the 
  thing about being a merchant from Greyhawk and 
  symbol of Hardby. This is because Sirdis runs most of 
  his business from Hardby these days but is still a 
  ‘hawker at heart’. 
   
  “The Grey Gander is berthed at the very end of the 
  long merchants docks. It is a humble ship, bearing 
  the coat of arms of Hardby. The gangplank is down, 
  and two sailors keep careful watch over it. 
   
  If the party comes here on 
  their 
  own, 
  read 
  the 
  following: 
   
  A voice cries out: “Excuse 
  me, could you help an old 
  merchant?” 
   
  The origin of the sound 
  is soon clear. Docked to the 
  end of the pier is a small 
  ship with the coat of arms of Hardby. Its captain, a 
  middle-aged Suel man, is apparently the individual 
  who asked the question. The gangplank is down and 
  two sailors keep careful watch over it. 
   
  If the party state that they might be interested Sirdis 
  continues: 
   
  “‘I will tell you all I can.  My name is Sirdis Turrindal 
  and I am a merchant from Greyhawk.   I arrived here 
  yesterday, expecting to meet my good friend and 
  associate, Nurriev Patrichco, only to discover that he 
  was murdered two nights ago outside his house.   
   
  “The only thing left was a will given to me by 
  priests of the Great Guildmaster.  He wrote in it that 
  he got himself tangled up with slavers but was 
  expecting to be killed because he released the slaves 
  he was transporting.  For some reason he seemed to 
  accept this fate with surprising composure.”   
   
  Sirdis’s chest rises as he takes a long, slow 
  breath. 
   
  “Nurriev left me his house and his warehouse.  I 
  have not yet visited them and am not sure that I ever 
  will.  I fear that if I do, whoever or whatever killed 
  Nurriev may come after me.   
   
  “If you could help me find out what happened to 
  Nurriev, I would be willing to compensate you for it 
  handily. 
  Unfortunately 
  the 
  Priests 
  of 
  the 
  Moneycounter have stated that Nurriev’s will is not 
  to be honoured until the events surrounding his 
  death are cleared up.  If you can solve this and grant 
  me access to Nurriev’s property, I will give each of 
  you a total sum of (APL x 50) Ahlissan Nightingales 
  (gold pieces).  
   
  If the characters accept the mission, Sirdis asks if 
  they have any questions. Probable questions and 
  their answers are given below. He knows most of 
  what people in The Scales know. Sirdis has not seen 
  the ‘body’ yet and if he is asked to at some point, he 
  can tell that zombie might not be Nurriev.  
   
  Q:  Where is Nurriev’s house?  Where did Nurriev 
  live? 
  A:  “Nurriev’s lived at 16 Grape Lane on the west side 
  of the town” 
   
  Q:  Where is Nurriev’s warehouse? 
  A:  “It is a short distance from here on Breakwater 
  Back.”  Sirdis points the way to go “You will 
  recognise it by the picture of a Sea Drake over the 
  doors.” 
   
  Q:  Did Nurriev have any friends/associates/enemies 
  in town? 
  A:  “Nurriev was a member of the Royal Guild of 
  Merchants and I believe he had frequent meetings 
  with them in the Chapel of the Moneycounter. 
  Nurriev also came to Greyhawk a few times to buy 
  special items for the ‘Ambassador of the Seas’ in 
  Trennenport.  I do not know who he or she is, 
  though.” 
   
  Q:  Where did Nurriev spend time in town? 
  A:  “Apart from the Chapel of Zilchus, where the 
  Royal Guild of Merchants meets, he of course spent 
  some time at his warehouse.  Nurriev also took me to 
  The Scales tavern on Star Place when I visited; it 
  seemed to be his favorite drinking hole.” 
   
  Q:  Where is the Chapel of Zilchus?  Where can I 
  find the priests of Zilchus? 
  A:   ‘The Great Guildmaster’s Chapel is a large, round 
  building in a plaza in the centre of the town.  You 
  cannot miss it.  The high priest is called 
  Remmannen.” 
   
  Q:  Is there anything else you can tell us about 
  Nurriev?  Did Nurriev have any quirks? 
  A:  “Well…Nurriev was a member of the Royal Guild 
  of Merchants of Aerdy. As such he worshipped the 
  Great Guildmaster.  He was one of the most astute 
  traders I have ever met.  He also kept going on about 
  the time he was a child aboard his father’s ship, when 
  he saw a Sea Drake swimming alongside.  Since then 
  he has been a little obsessed with them.”  
   
  After the party have finished asking questions, Sirdis 
  says: 
   
  “‘If you have further need for me, return here and 
  you’ll find me.” 
   
  Treasure: 
  APL4:  
  Coin: 200 gp 
  APL6:  
  Coin: 300 gp 
  APL8:  
  Coin: 400 gp 
  APL10:  
  Coin: 500 gp 
   
  Sirdis will not give this money in advance as it is 
  dependent on him receiving control of Nurriev’s 
  property. 
   
   
  The arms of the 
  City of Hardby
  
  The Sun and the Nightingale                                                                                                                               Page 10 
  Troubleshooting: It is possible that the characters 
  will not be interested in helping Sirdis (or may 
  demand more money from him) or decide to see 
  Zilchans first. Sirdis tries to persuade them again 
  before telling them that he will return to The Grey 
  Gander in case PCs change their mind. This is OK, as 
  the Zilchans will have an offer for characters as well. 
  Development:  Based on the quality of the 
  information the characters obtain from Sirdis, or if 
  they want to investigate familiar locations such as the 
  Great Guildmaster’s Chapel (if they played COR4-16 
  Frozen Spire), they are most likely to pursue six 
  possible courses; 
  • 
  Visit Nurriev’s House (proceed to Encounter 4 
  and then Encounter 5); 
  • 
  Visit Nurriev’s warehouse (Encounter 7); 
  • 
  Visit the The Great Guildmaster’s Chapel 
  (Encounter 9); 
  • 
  Explore Trennenport (Encounter 3); 
  • 
  Visit The Scales Tavern (Encounter 1); 
  • 
  Guard The Grey Gander (Encounter 14). 
   
  Encounter 2: 
  Exploring Trennenport 
   
  Locations in Trennenport  
  DMs should refer to the DM’s map of Trennenport.  
  This map shows the key locations and principle 
  routes in Trennenport. Many of them are of no 
  importance to the scenario but are provided to give 
  local colour to the module and provide DM some 
  locations to work with. If characters ask about places 
  in map, tell them these locations. 
   
  1.  Bortwimm’s Tower 
   
  “A tall, slender tower stands upon this small 
  promontory.” 
   
  The mage, Bortwimm (LE Oeridian human Wiz13), 
  administers his fief from a tower upon this small 
  promontory.  A thick hedge of sea holly is the only 
  physical defence. PCs should not have anything to do 
  here, as Bortwimm is guarded by several high-level 
  bodyguards and constructs, including an iron golem. 
  However, any non-chaotic character with the 
  Celestial Scion feat or who is a noble (such as Lord of 
  Tenh) may try to gain an audience with successful 
  DC 30 Diplomacy check (from indifferent to helpful). 
  However, only that character is granted entry.  
  Bortwimm himself is a tall and imposing 
  Oeridian man, despite his 64 years of age. He dresses 
  in extremely well made wizard robes and is constanly 
  accompanied by at least two decent (level 8 
  minimum) bodyguards. Bortwimm can reveal any 
  information that is available in rumor mill section 
  (Encounter 3) as long as the character actually asks a 
  relevant question. Remember that others may not 
  help with questions as they are not admitted within 
  Bortwimm’s presence. He can also tell the PCs that 
  the Royal Guild sees this as a good opportunity to 
  improve relations with Nyrond.  
  Anyone who is actually stupid enough to 
  think of attacking Bortwimm or the tower should be 
  warned of the consequences. If they persist, the DM 
  is well within his power to declare said character 
  dead, when Bortwimm, his bodyguards and golem 
  rip said character to pieces. If asked about sahuagin, 
  Bortwimm informs that they allies of the town and 
  make sure nothing threatens the harbor. He is not 
  willing to give out any further information, 
  dismissing any rumors of ‘magical artifacts’. 
   
  2.  Breakwater 
   
  “This massive, fortified, granite breakwater protects 
  the harbour from both the elements and invaders.  
  Two circular towers bristling with siege engines rise 
  high above the sea.  Huge lanterns shine out across 
  the harbour, no doubt helping to guide vessels into 
  the port during the hours of darkness.” 
   
  There is nothing here that PCs will find useful, 
  unless they want to use this place to enter the water 
  and look for sahuagin caves. Do remember that cave 
  entrance is west from here, between the two Sea 
  Keeps. Seeing the cave entrance here requires a DC 
  180 Spot check (you should make this in secret) to 
  notice it by accident, 1800 ft away. If characters are 
  specifically looking for cave, reduce DC to 90.   
   
  3.  The Sea Keeps 
   
  “Several sturdy keeps, which are crowned by siege 
  engines, ward the approaches to the harbour. Flags 
  bearing the Sun and Nightingale device of the 
  United Kingdom of Ahlissa snap and dance in the 
  stiff breeze.” 
   
  These small keeps are military areas and strictly off 
  limits to player characters. 
   
  4.  Pier 
   
  “This pier separates the harbour into two.  On one 
  side, the vessels are stout merchant craft and smaller 
  fishing boats.  On the other side, the ships are large, 
  hulking galleots, unmistakably military craft.  A 
  watch tower stands at the end of the pier.”   
   
  Trennenport’s military ships moored here. Nurriev’s 
  ship Sea Dragon is here as well. Should anyone 
  consider doing a bit of sabotaging to Ahlissan ships, 
  there are 20 sahuagin on guard underwater at all 
  times and if need be, they can get several medium 
  and large sharks to help them, along with missile 
  support from the Ahlissan military. 
   
  5.  The Quays 
   
  “Pennants flutter upon the forest of bobbing masts 
  that fill this half of the harbour. The emblems 
  indicate that many of these ships, a mixture of 
  merchant vessels and fishing craft, are Ahlissan. The 
  waterfront bristles with wooden wharfs and stone 
  jetties and these are bustling with activity as cargo is 
  taken on and off the ships. 
  
  The Sun and the Nightingale                                                                                                                               Page 11 
  ” 
  The civilian port is known as the Quays. Sirdis and 
  his ship can be found here.  
   
  6.  Naval Docks 
  Military vessels are moored, refitted and repaired 
  here. 
   
  7.  Sanctuary of the Storm Lord 
   
  “Dominating the waterfront, this complex of temple 
  sanctuaries, sacred pools and private docks forms the 
  heart of the Quays.”   
   
  Procan is worshipped here.  Should the characters 
  want to purchase potions or scrolls of water 
  breathing, water walking or control water (probably 
  to assist them in Encounter 13), they can obtain 
  them or divine spellcasting here for the prices listed 
  in the DMG. The head priest of Procan in this town is 
  a bearded Oeridian man named Olrusen (CN Clr9 - 
  Procan). Note that a scroll of control water will be 
  available for purchase after the module. 
  If any character has played the Onnwal 
  regional module ONW3-04 Shadow on the Storm 
  and has an influence point with the Church of 
  Procan from that module, Olrusen will offer 
  spellcasting services to those characters at half-price 
  (including material cost) during this module only. 
   
  8.  Warehouses and workshops 
   
  “The waterfront is dominated by the warehouses and 
  workshops that serve the needs of the merchant 
  fleet.” 
   
  Because of the buzz of activity in this location, any 
  Gather Information checks made in this location 
  gain +2 circumstance modifier and take 1 hour less, 
  though it still takes a minimum of 1 hour for the 
  Gather Information check. Anyone with 5 or more 
  ranks in Gather Information will automatically 
  realise this when doing checks. 
   
  9.  The ‘Coin’ District (Encounter 10) 
  The shops of merchants, craftsfolk and artisans are 
  concentrated 
  in 
  the 
  centre 
  of 
  Trennenport, 
  overlooked by the ‘Great Guildmaster’s Chapel’.   
  Because of the buzz of activity in this 
  location, any Gather Information checks made in 
  this location take 2 hours less though it still takes a 
  minimum of 1 hour for the Gather Information 
  check. Anyone with 5 or more ranks in Gather 
  Information will automatically realise this. 
   
  10.  The Great Guildmaster’s Chapel (Encounter 9) 
   
  “This ‘chapel’ is anything but a humble place of 
  worship.  Wealth abounds in this large, domed 
  structure, from the golden doors to the jewel-
  encrusted idol of Zilchus that adorns the sanctuary”. 
   
  The high priest is called Remmannen, though he is 
  not present now and his acolyte Haragern looks after 
  the temple.   
   
  11.  Hall of Battle (Encounter 11) 
  This fortress-like temple is dedicated to the worship 
  of Hextor.  The High Priestess, Ivshenndra, serves as 
  the Commander of the Port Garrison. 
   
  12.  Port Garrison 
  Contained within an inner wall, this district of 
  Trennenport houses the garrisons, workshops and 
  stores of the Ahlissan Navy.  Signs written in a 
  variety of tongues warn that trespassing here is a 
  capital offence (i.e. punishable by death). 
   
  13.  Star Place 
   
  “This busy square has six roads leading from it.  
  Shops are clustered around the square which is 
  bustling with shoppers.” 
   
  Because so many people visit this place every day, 
  Gather Information checks take 3 hour less than 
  normal, though still minimum of 1 hour. However, 
  because this place also serves as the town’s most 
  notorious gossip corner, all Gather Information 
  checks suffer –2 penalty because of rampant 
  misinformation. Anyone with 5 or more ranks in 
  Gather Information will automatically realise this. 
  The Tavern called ‘Scales’ is here as well. (Encounter 
  1) 
   
  14.  Town Walls 
  The landward approaches to Trennenport are 
  protected by stout stone walls.  A series of gatehouses 
  guard the entrances into the town. 
   
  15.  Zelradton Gate 
  Travellers from Zelradton enter through this large, 
  busy gatehouse. 
   
  Other locations relevant to this adventure 
   
  These locations are marked by red stars upon the 
  DM’s map.  All these sites are given further attention 
  during the module. 
   
  A.  The Grey Gander (Encounter 14) 
  B.  Grape Lane (Encounter 4) 
  C.  Nurriev’s House (Encounter 5) 
  D.  Home of the Ambassador of the Sea (Encounter 
  12) 
  E.  Nurriev’s Warehouse (Encounter 6) 
  F.  The Scales, a tavern (Encounter 7) 
  G. The Mermaid’s Legs, an inn (Encounter 8) 
  H.  Shop of Giffard Wentwick, the scribe (Encounter 
  10) 
   
  Temples and their priests:  
  Boccob (Ternan, Clr7),  
  Celestian (Jouhkan, Clr6),  
  Hextor (Ivshenndra, Clr10),  
  Kurell (Erhin, Clr5). 
   
  Development: Characters may wish to investigate 
  particular sites around Trennenport.  The plot 
  progresses to the relevant encounter number.  If a 
  
  The Sun and the Nightingale                                                                                                                               Page 12 
  location above has no encounter number then it is 
  not relevant to the adventure. 
   
  Encounter 3: 
  The Rumour Mill  
   
  The party may make general enquiries around town 
  or in inns or taverns (taking the normal 1d4+1 hours, 
  unless characters have means to reduce this such as 
  Celestial Scion feat) or ask for specific information 
  (such as who is Ambassador of the Sea), which will 
  only take 30 minutes with a successful Gather 
  Information check to uncover a variety of 
  information. Refer to the table below and pass on one 
  of the relevant knowledge to the PC (including one 
  bit of information that would be uncovered with an 
  easier check). Two characters will never get the same 
  information from their check unless everything has 
  already been found out. You should always also give 
  out one rumor from Appendix 6: the intrigues and 
  whispers section, no matter how low said character 
  rolls on his Gather information check. 
   
  Check 
  Result 
  Information 
  5 
   
  • 
  Nurriev, 
  a 
  merchant, 
  was 
  murdered two nights ago. 
  • 
  Sahuagin live in the bay, among 
  ancient ruins, or so the legends 
  tell. 
  • 
  A ship from Nyrond docked in 
  the harbour yesterday. 
  10 
   
  • 
  Remmannen is the high priest 
  of Zilchus and can be found in 
  the Great Guildmaster’s Chapel 
  in the centre of town. 
  • 
  Nurriev, a member of the Royal 
  Guild 
  of 
  Merchants, 
  was 
  murdered by slavers who he 
  had dealings with. 
  • 
  Merchants 
  sometime 
  hire 
  sahuagin guards for long sea 
  voyages. The ‘Ambassador of the 
  Sea’ acts as liaison in such cases. 
  15 
   
  • 
  The ‘Ambassador of the Sea’ is 
  an aquatic Olve who lives on 
  the corner of Coral Way.  Her 
  name is Jorannara Tannax. 
  • 
  The Slavelords of the Pomarj 
  murdered Nurriev because he 
  helped some slaves to escape.  
  • 
  A ship from Nyrond docked in 
  the town yesterday.  It is the 
  first 
  official 
  visit 
  by 
  a 
  Nyrondese delegation since the 
  end of the Black Prince’s coup 
  in Nyrond.  The envoy and his 
  entourage have spent most of 
  their 
  time 
  in 
  the 
  Great 
  Guildmaster’s 
  Chapel 
  since 
  arriving. 
  20 
  • 
  The ‘Ambassador of the Sea’ is a 
  Sahuagin disguised as aquatic 
  Olve.  She only receives visitors 
  in the evening. 
  • 
  Nurriev was murdered by the 
  Slavelords 
  of 
  the 
  Pomarj 
  because he released all the 
  slaves he was transporting for 
  them.  The slaves had been 
  taken from Nyrond. 
  • 
  The envoy from Nyrond has 
  come 
  to 
  Trennenport 
  specifically 
  to 
  obtain 
  information from Nurriev about 
  the slavers. 
   25 
  • 
  The ‘Ambassador of the Sea’ is 
  actually a Sahuagin mutant, 
  called a malenti, who looks like 
  aquatic Olve.  She spends most 
  of the daylight hours in the sea. 
  • 
  Bortwimm, 
  the 
  ruler 
  of 
  Trennenport, 
  invited 
  the 
  sahuagin to Trennenport to 
  explore ancient ruins on the sea 
  floor. Two decades ago they 
  discovered some strange, runic 
  stones 
  and 
  took 
  them 
  to 
  Bortwimm’s tower. 
   
  If the party scored between 15 and 20 on this skill 
  check and contains an olve or a bard (who makes a 
  successful DC 15 Bardic Knowledge Check, uncovers 
  a further important fact. Sahuagin hate sea elves. A 
  further DC 15 Bardic Knowledge or Knowledge 
  (Nature/History) check reveals that occasionally a 
  creature called Malenti is born to Sahuagin 
  community and they sometime act as diplomats for 
  their race. 
   
  Chamber of the Ancients: If characters find note in 
  Nurriev’s safe during Encounter 5, they may go to 
  Trennenport library (in the Temple of Boccob) and 
  make a DC 30 Knowledge-History or Bardic Lore 
  check. This knowledge is quite obscure as not much 
  attention was given to it during reign of Ivids, 
  especially after the sahuagin made it their own, with 
  Bortwimm’s blessing. 
  Success 
  indicates 
  following 
  piece 
  of 
  information is found: Chamber of the ancients refers 
  to an old Flan structure under Trennenport, 
  somewhere between two westernmost Sea Keeps. 
  Carvings are detailed (you may describe them) but 
  nothing else is mentioned. 
  Taking 20 is possible but unfortunately, this 
  will take 6 hours in total (-1 hour for each other 
  player that stays and helps out). A regular roll takes 1 
  hour. The following bonuses apply to this roll: 
  Servant of Boccob (the staff are friendly): +2 
  Cleric with Knowledge domain: +2 
  5 ranks in Profession (scribe): +2 
  5 ranks in Gather Information: +2 
  Investigator feat: +2 
  Every scholar’s touch spell used: +2 
  
  The Sun and the Nightingale                                                                                                                               Page 13 
   
  Those with ‘Favor of Breddol the Learned’ from 
  NAEI3-01 Stone Strider will actually run into him as 
  he is leaving the library and he will automatically tell 
  characters 
  proper 
  information, 
  meaning 
  this 
  investigation takes no time at all.  
   
  If this information is found, characters can 
  easily enough find way to seaside entrance to the 
  chamber. 
   
  Development: Characters may wish to investigate 
  particular sites around Trennenport.  The plot 
  progresses to the relevant encounter number. If a 
  location above has no encounter number then it is 
  not relevant to the adventure. 
   
  Encounter 4: 
  Grape Lane 
   
  Characters are most likely to pass Grape Lane en 
  route to Nurriev’s House following their meeting 
  with Sirdis in Encounter 1.   
   
  Grape Lane is 15 feet wide and lined on either side by 
  large, stone-built houses.  Judging by the size and 
  design of these properties, and the clothing of the 
  folk you see, this is a ‘comfortable’ part of town. 
  Many people are here, some enjoying a meal outside 
  the local tavern, while others are busy repairing roofs, 
  sweeping the streets or tending their small garden 
  patches. 
   
  Enquiries in Grape Lane: Characters conducting door 
  to door enquiries or who stop passers-by can obtain 
  answers 
  to 
  the 
  following 
  questions. 
  These 
  encounters should be roleplayed.  During the day, 
  characters are most likely to meet retired merchants 
  and the wives of artisans who work in the Quays or 
  the Coin District. 
   
  Note: 
  DM’s 
  should 
  mark 
  which 
  pieces 
  of 
  information the characters obtain as there are XP 
  awards for effective questioning.   
   
  Q.  How did Nurriev die?   
  A:  “We’ve already told them others about this.  It was 
  two nights ago.  It was dark and we saw Nurriev 
  staggering down the lane.  I think he’d been 
  drinking at The Scales – that’s his local drinking hole 
  on Star Place. Three people, all of them wearing 
  cloaks, very tall individuals if you need to know, step 
  out of the alley which runs down the side of 
  Nurriev’s house.  Each throws something at poor 
  Nurriev’s head, there’s a smashing sound and 
  Nurriev starts burning.  Moments later, he falls 
  over.” 
  Q:  Who witnessed the murder?  Was anyone else in 
  the area when Nurriev died?  Did anything else 
  strange happen? 
  A:  “Apart from a few of us who live here, there was 
  one other person who probably saw the murder.  He, 
  or she, probably he, stood at the crossroads at the end 
  of the street.  We didn’t recognise the person though, 
  as he had a hooded robe.  I’d say he was big enough 
  to be a human or a tall olve Maybe a half-orc but I 
  doubt it, didn’t seem too muscular to me. 
   
  Q:  What did the killers do after the murder?  What 
  happened after the murder? 
  A:  “That’s a funny thing…One of the murderers 
  knelt over Nurriev and seemed to be checking his 
  mouth.  Maybe seeing if he was still breathing. After 
  that they ran back down the alley but they ran funny 
  with a sort of flapping sound. We ran down the street 
  into Star Place to call for the guard” 
   
  Q:  Are you sure it was Nurriev who died? 
  A:  “As sure as I can be…Nurriev was wearing that 
  mink cloak of his.  The guards who came round 
  asked us what happened to Nurriev so they thought 
  it was him.” 
   
  Q:  What did you do after the murder? 
  A:  “Ran to Star Place to call the guards.” 
   
  Q:  How long did he burn? 
  A:  “Actually not for long. I hardly had a time to pick 
  up a blanket and start running, I wanted to put out 
  the flames you see, when they were already dying 
  down. It was still too long in Nurriev’s case. 
   
  Q:  He was probably screaming like a pig when he 
  burned? 
  A:  “Well, actually he did not make a sound when he 
  fell and didn’t even try to roll on the ground. Quite 
  strange now that I think of it.” 
   
  Q:  Has anyone else been asking about Nurriev? 
  A:  “Yesterday morning a priest from the Great 
  Guildmasters Chapel and a pair of guards came 
  around asking us all whether we had seen what 
  happened to Nurriev. Then, late in the afternoon, a 
  man and a woman came by and asked us the same 
  thing.  They said they had wanted to talk to Nurriev.  
  Didn’t ask them for their names but the man was big 
  and bald and the woman was pretty if that helps.” 
   These two were Ansis and Draban.  
   
  Q:  Did Nurriev have any friends in town?  Did 
  anyone visit Nurriev before his murder? 
  A:  “Well, there is a green-haired olve who sometimes 
  visits when Nurriev is back from his travels. My 
  neighbour says she is ‘The Ambassador of the Sea’.  I 
  think she called by a night or two before the 
  murder.” 
   
  Q:  Has anyone been to the house since Nurriev died? 
  A:  “Yesterday morning a priest of Zilchus and a 
  couple of guards let themselves into the house and 
  when the priest came out he put a notice on the door.  
  Then last night, Mrs Paldry heard some noises in 
  Nurriev’s back yard.  She said she thought it was the 
  fellow’s spirit come back to haunt the house. I’m not 
  checking, that’s for sure.” 
   
  Q:  What happened to Nurriev’s body?  Where is 
  Nurriev’s body now? 
  
  The Sun and the Nightingale                                                                                                                               Page 14 
  A:  “The guards took away Nurriev’s body and I 
  believe it now lies in rest in the Great Guildmaster’s 
  Chapel.” 
   
  Q:  Where did Nurriev spend time in town? 
  A:  “His favourite tavern is The Scales on Star Place.  
  He has a warehouse on Breakwater Back on the 
  waterfront and he worshipped at the Great 
  Guildmasters Chapel.” 
   
  Development:  The party is likely to progress onto 
  Nurriev’s House (Encounter 5) or else may follow up 
  the leads given here by visiting: 
  • 
  The Scales (Encounter 1) 
  • 
  The Guildmaster’s Chapel (Encounter 9) 
  • 
  The town to find information about the green 
  haired olve (Encounter 3). 
   
  Encounter 5: 
  Nurriev’s House 
  This encounter uses DM’s Aid 2.  Characters may 
  arrive at this encounter at any time following their 
  meeting with Sirdis or after gaining information 
  about the house from local residents/scales. Note 
  that agents have not left any footprints to the house 
  because 
  they 
  cleaned 
  their 
  boots 
  with 
  Prestidigitation spell, cast from wand owned by 
  Wyrca, which exchausted itself after this and it’s 
  remains can be found in outhouse. 
   
  16 Grape Lane.  The property is a modest, two storey 
  stone-built house. Only a narrow gutter separates the 
  building from the street.  A series of three broad 
  steps takes the visitor from the road, over the gutter, 
  to the fine oak door.  Nailed to this entrance is a 
  parchment with writing upon it.  A small alley runs 
  down the side of the building, possibly giving access 
  to a rear yard or garden.   
   
  The following locations can be found upon the DM’s 
  map of Nurriev’s House 
   
  1.  Grape Lane 
  The party can conduct enquiries along this street in 
  Encounter 4. 
   
  2.  The Gutter 
  The gutter drains rainwater and waste down Grape 
  Lane in a southeasterly direction.  A DC 15 Search 
  check or DC 20 Spot check reveals pottery shards 
  lying in the gutter.  One of these can be seen to have 
  a mark upon it:  A semi-circle within a larger semi-
  circle (actually a dwur rune for ‘c’, which is 
  automatically known by anyone who speaks the 
  language). Of course someone who is really paranoid 
  might think it as variation of Tharizdun’s (evil god of 
  decay, entropy and eternal darkness) symbol. You 
  should neither deny or comfirm this and keep 
  players thinking something very nasty is involved 
  here. Picking it up allows a character to notice a tacky 
  substance on the other side of the shard.  If this is 
  further examined, characters will notice an acrid 
  smell.  A DC 15 Craft (alchemy) check will identify 
  this as having the aroma and texture of the residue of 
  alchemist’s fire. Those with Brew Potion feat may 
  attempt a DC 10 Intelligence or Wisdom check, 
  whichever is higher to know the same thing.  
   
  3.  The Front Door 
  If the parchment upon the door is inspected, the 
  writing can be seen to be in Common and says: 
   
  All enquiries and information regarding the death of 
  Nurriev Patrichco and the division of his estate 
  should be directed to the Great Guildmaster’s Chapel, 
  where Nurriev presently lies at rest.” 
   
  It is signed by a ‘Haragern’.  A DC 10 Knowledge 
  (Local – the Splintered Sun) check or enquiries 
  around town (see Encounter 3) will identify him as 
  priest of Zilchus who is acolyte of Remmannen, the 
  high priest of Zilchus in Trennenport. 
  If the players should attempt to smash in 
  through the front door, the town guard will arrive in 
  1d6+8 rounds and attempt to arrest the player 
  characters, unless they manage to escape. Picking the 
  lock is better route to go but if PC takes 20 on this 
  check, he will be noticed (unless he is invisible) and 
  city guard alerted like above.  The door has hardness 
  5, 20 hp and a Break DC of 23.  Picking the lock 
  requires a DC 30 Open Lock check. Window glass 
  can be smashed and has hardness of 1 and 5 hit 
  points, but this will likely result in unwanted 
  attention. 
   
  4.  The Hallway 
   
  In this 10 ft. by 20 ft. hallway, a broad stairwell leads 
  up to the upper floor of the building and the large, 
  oak front door gives access to Grape Lane.  Three 
  doors also lead off this hallway into other rooms, all 
  stand slightly ajar.  The artfully decorated wooden 
  panelling upon the walls is clearly designed to 
  impress.  Lying upon the floor, in the middle of the 
  hallway is a piece of parchment. 
   
  Give out Players Handout 2. 
   
  Anyone who succeeds in DC 15 Knowledge (Nyrond 
  and 
  its 
  Environs 
  Metaregion), 
  Knowledge 
  (geography), Knowledge (nobility & royalty) check 
  identifies the wax seal as having two devices from the 
  Nyrondese coat of arms. Alternatively any character 
  that is from Nyrond immediately recognises it.  
  Alternatively, the scribe working in the Coin District 
  can provide this information (during Encounter 10). 
  If the PCs don’t figure this out on their own, the 
  knowledge that scribe can provide this answer 
  should 
  be 
  clear 
  to 
  everyone 
  with 
  Intelligence/Wisdom 10 or higher. 
   
  5.  Dining Room 
    
  This room is dominated by a polished, wooden table 
  around which stand six, high-backed chairs.  The 
  quality of the joinery is matched only by the skill 
  evident in a woollen tapestry upon the wall in front 
  
  The Sun and the Nightingale                                                                                                                               Page 15 
  of you.  The image is of a Sea Drake, its head rising 
  out of the ocean. 
   
  If the tapestry (which weighs 10 lb) is moved aside, it 
  reveals a small locked safe behind it. You should 
  make DC 15 Search check in secret for any olven 
  character that passes by the tapestry. The safe door is 
  locked and made of 1 inch thick adamantine. It can 
  be opened with warehouse key (available from 
  Haragern or Sirdis), picked open (with a DC 25 Open 
  Lock check - taking 10 minutes if character takes 20) 
  or bashed open (Hardness 20, hp 40). Inside, there is 
  but a single parchment.   
   
  The parchment is in common and reads: 
   
  You know me well, my good friend.  Check my will 
  carefully and do not depart Trennenport too hastily. 
  The ancients shall keep me safe in their chamber for 
  now. 
   
  Nurriev left this note for Sirdis. Finding this note 
  allows characters to make the Knowledge (history) 
  check as detailed in Encounter 3. 
   
   
  6.  Study 
   
  A large desk with three drawers dominates this room. 
  On the far wall is a small shelf with several books. A 
  chair, furnished with soft, velvet padding, stands on 
  the corner.  Several pieces of parchment and two 
  ledgers are on the table.  An ornate, golden stationary 
  holder has several quills in it and two bottles of ink 
  stand next to it, one of which appears to be empty. A 
  large carpet covers almost the entire floor. 
   
  There are several clues to be found here. Alert players 
  may note that some books have been misplaced by 
  the agents who looked for information here but were 
  unable to make a connection between Jorannara and 
  Nurriev. A DC 15 Spot or  DC 10 Search check 
  uncovers a large stain in the carpet near the desk. 
  This is ink spilled over by one of the agents. A DC 19 
  (+15 firm ground, -1 for 3 persons, +5 for covering 
  tracks) Survival check by a PC with the Track feat 
  shows that at least two persons were in this place less 
  than 12 hours ago. 
  The ledgers: In one of the desk drawers, 
  there are two ledgers, one entitled ‘Accounts’ the 
  other 
  one 
  ‘Inventory 
  at 
  Breakwater 
  Back, 
  Trennenport’.  Breakwater Back is the street where 
  Nurriev’s warehouse can be found (Encounter 7). 
  Accounts 591-595 CY: This thick book has 
  been put into shelf, while two older account books 
  for years 582-585 and 586-590 CY are in desk drawers. 
  The last entry in the book was a payment made two 
  weeks ago; 8,000 gp was paid by a Jorannara Tannax 
  for ‘goods supplied’.  It will take an hour to go 
  through the whole book. This reveals that over the 
  past five years there have been two other large 
  payments by this individual. If characters say they 
  are only looking for entries about Ambassador of the 
  Sea, Jorannara or transactions greater than 1000 gp, 
  this time is halved. 
  Inventory of Breakwater Back:  The last 
  entry concerning items in Nurriev’s warehouse was 
  made two weeks ago when ‘miscellaneous building 
  supplies’ were removed.  The previous payments to 
  Jorannara Tannax correspond to dates when ‘40 
  tonnes of fine, cut granite from Wyverntor’ and ‘100 
  adamantine-headed tools’ were taken from the 
  warehouse. Information from other times only 
  concerns relatively mundane items such as weapons 
  to Onnwal, magically preserved Ahlissan grain to 
  Keoland that suffered from drought, silver from the 
  Calling Mines and so on. 
  The parchment: The parchments are 
  correspondence from business associates. A DC 10 
  Search check finds one that stands out in the shelf.  A 
  list has been embossed onto some sort of thick hide. 
  A DC 12 Knowledge (nature) check identifies this as 
  shark skin. The language is sahuagin and if the party 
  is able to read this (e.g. through magical aid such as 
  comprehend languages) they will see that it is 
  actually addressed to Jorannara and provides a list of 
  building materials that are needed for the ongoing 
  ‘project’ (more granite, cold iron bars, etc). Only 
  Jorannara knows further details, nobody else has 
  heard anything of it and Nurriev knows no details. In 
  other words, characters cannot learn anything about 
  it, 
   
  Bookshelf: This bookshelf has a collection of 
  teachings of Zilchus, a history of the Aerd1, a few 
  books made by priests of Lydia, a map of the lands 
  surrounding Relmor Bay, the Sea of Gearnat and the 
  Azure Sea, the adventure novel Gnomeborn the 
  Strong and books on minor details of various 
  Ahlissan principalities and so on. Reading them all 
  will take too long for characters but anyone using 
  scholar’s touch spell not only uncovers the accounts 
  for 591-595 CY but grants +1 circumstance bonus to 
  all Knowledge checks for the duration of this module.  
   
  7.  The Kitchen 
  A finely made silver cutlery set can be found in a 
  drawer with a successful DC 10 Search Check. 
     
  8.  The Pantry 
   
  The shelves that line the walls of this room are filled 
  with jars, small wooden boxes and bottles. 
   
  An investigation reveals that these items contain 
  foodstuffs, ranging from fruit preserves to dried 
  meats and biscuits.  A DC 10 Search check uncovers 
  six bottles of wine. DC 12 Appraise checks identify 
  them as wines from Greyhawk (2), the County of 
  Urnst (3) and from the Dullstrand (1). Each bottle 
  weighs 1½ lb. Nurriev imported these for his 
  personal cellar.  
   
  9.  The Side Alley 
  Nurriev fled down this side alley after killing his 
  zombie double.  En route, he dropped the burnt out 
  onyx that he took from the zombie’s mouth.  An 
  investigation of the side alley may allow characters to 
  find this item (requiring a successful DC 15Search 
  check): 
  
  The Sun and the Nightingale                                                                                                                               Page 16 
   
  Upon the ground you find a black object about the 
  size of a flattened pebble but it is shaped into an orb.  
  Unlike a gem, however, it has a dull appearance and 
  handling it leaves a sooty residue and small, dusty 
  flakes upon your fingers. 
   
  An examination of the object requires skill checks to 
  reveal the following: 
   
  Skill 
  Information 
  DC 10 
  Appraise or 
  Craft 
  (gemcutting 
  or similiar) 
  If this is or was a gem, it is 
  worthless.  It appears to have 
  been burnt but no fire would 
  damage a gem in this way. 
  DC 20 
  Appraise or 
  Craft 
  (gemcutting 
  or similiar) 
   
  As above and: 
  The size and shape of the 
  stone would be typical for 
  onyx. 
   
  The party may obtain all this information by taking 
  the stone to a jeweller in the Coin District (see 
  Encounter 10).  Once the party have this information, 
  the following skill checks can be made: 
   
  Skill 
  Information 
  DC 20 
  Knowledge 
  (arcana) 
   
  Certain spells use gems as 
  material components and burn 
  them out in the process. 
  DC 18 
  Spellcraft or 
  Knowledge 
  (religion) 
  Some spells used to animate the 
  dead use onyx as a material 
  component and burns the gem 
  out in the process. 
   
  10.  Rear Yard 
  The rear yard of the building is enclosed by an 8 foot 
  high wall.  The gate into this courtyard is not locked. 
   
  The rear yard of the building is covered in flagstones.  
  A small outhouse is located in the corner of the yard, 
  next to the house.  A quick glance over the building 
  immediately reveals that a panel of a rear, ground 
  floor window has been smashed and the door, which 
  is next to it, stands open. 
   
  Succesful DC 39 Survival check (+20 for very hard 
  ground, +15 for dust of tracelesness, +5 for covering 
  tracks, -1 for numbers) indicates the footprints of 
  four individuals, most likely humans, arrived from 
  side alley and went inside.  A DC 10 Search check of 
  the window and door reveals that opening the door 
  probably required someone to merely reach through 
  the broken window to draw back the bolt that was 
  securing the rear door shut. Tracks cannot be 
  followed beyond the main street as they have been 
  completely erased by the few hundred individuals 
  who have walked over them once they were made, 
  no matter what players might try. 
   
  11.  Outhouse 
  This small outhouse has nothing of interest in it 
  other than a brick-lined pit for collecting bodily 
  waste and two buckets containing chalk and dried 
  leaves to cover the smell. There is an actual roll of 
  rough paper here as well, clearly a sign of wealthy 
  individual. There is also a washing bowl filled with 
  water and a thin bar of soap. If investigated, it can be 
  discerned that somebody has used this during last 24 
  hours. There is also a stick dumped down the hole 
  with few arcane symbols. It was Wyrca’s wand of 
  prestidigitation. Characters with the scent ability can 
  tell that a large humanoid, possibly an orc was here.  
   
  The upper floor 
  There are no clues to find on the upper floor so the 
  barest of detail is given. 
   
   
   
  12.  Landing 
   
  Three doors open out from this landing, all of them 
  stand ajar. 
   
  13.  Servants Room 
   
  This rather basic room has a single bed and 
  rudimentary furniture. It was probably intended for 
  use by a housemaid when Nurriev was in town. 
   
  Nurriev did not hire a maid on his latest visit to town. 
   
  14.  Guest Room 
   
  A large bed, a well-made wardrobe and cabinet are 
  the only objects in this room.  All of them have been 
  opened or pulled out and are empty. 
   
  15.  Master Bedroom 
  An ornate four-poster bed dominates this room.  The 
  fine fur blankets and pillows have been pulled onto 
  the floor and a bedside table lies upon its side. 
   
  The fur blankets weight 20 lb if PCs want to take 
  them, but see note about loot below. 
   
  16.  Closet 
  Wardrobes and chests of drawers line the walls of 
  this room, their contents lie heaped across the floor. 
   
  An examination of this mess reveals that there are 
  four suits of good-as-new clothing worthy of a 
  courtier.  Each suit weighs 6 lb. 
   
  The following loot can be found in Nurriev’s house, 
  all values are already divided by 12 (to calculate the 
  resale value earned per PC).  
   
  Treasure:  
  All APLs 
  Tapesty in room 5, worth 30 gp 
  Golden stationary in room 6, worth 8 gp 
  Silver Cutlery from room 7, worth 8 gp 
  Bottles from room 8, worth 5 gp in total 
  Fur blanket from room 15, worth 16 gp 
  
  The Sun and the Nightingale                                                                                                                               Page 17 
  Suits from room 16, worth 20 gp in total 
   
  Total: All APLs - Loot: 87 gp.  
   
  Of course, this option is mainly available to parties 
  that want to cash in and don’t mind the 
  consequences. If the theft of these goods is seen, 
  then this gives said character a mark to ‘Wanted in 
  Ahlissa’ AR. The crime is burglary and the 
  punishment is 1-4 year’s imprisonment (Nobles 
  suffer a standard fine). Should Nurriev or Sirdis see 
  players with said equipment, any agreement they had 
  before is void and they will not get their favors either, 
  but instead automatically get their disfavor. As a 
  general rule of thumb, characters can easily hide 
  most of the small stuff (cutlery, stationary holder, 
  bottles), but the tapestry, blankets and suits will 
  require suitably large space (extradimensional spaces, 
  big luggage, etc.) to hide, otherwise somebody is 
  bound to see them walking around with them and 
  recognise items to be Nurriev’s. Use common sense 
  here.  
   
  Looting the possessions of a dead man in 
  this way is an unlawful act. Paladins, monks and 
  clerics of lawful deities should not be willingly 
  taking part in such activities. If this is the only act of 
  looting they do in the module, take no further action, 
  other than reminding them of the fact that their faith 
  or moral code prohibits such acts.  
   
  If however, these characters also participate 
  willingly in looting Nurriev’s house, then paladins 
  and will lose their abilities (and require an 
  atonement to recover them).  
   
  Development:  The party may follow up a range of 
  clues that they now have.  This could include: 
  • 
  Discovering the significance of the ‘c’ within a ‘c’ 
  on the pottery shard (Encounter 10); 
  • 
  Having the burnt out gem examined (Encounter 
  10); 
  • 
  Accepting the invitation to meet whoever left 
  the note in the hallway (Encounter 8); 
  • 
  Conducting enquiries in Grape Lane (Encounter 
  4); 
  • 
  Finding 
  out 
  who 
  ‘Jorannara 
  Tannax’ 
  is 
  (Encounter 2); 
  • 
  Proceeding to Nurriev’s warehouse (Encounter 
  6). 
   
     Encounter 6: 
  Nurriev’s Warehouse 
   
  The party may arrive at this encounter anytime in the 
  adventure, following up leads given by either Sirdis, 
  Haragern, the folk of Grape Lane or the ledger in 
  Encounter 5. 
   
  The length of Breakwater Back is lined with large 
  warehouses.  Horses draw wagons and carts up and 
  down the street, transporting merchandise to and 
  from these storage facilities.  The street is filled with 
  shouts and the clip-clop of hooves upon the paved 
  streets.  Near the waterfront is a warehouse with a 
  picture of a sea drake painted on a wooden board 
  over the wide doors, nailed to which is a note.  A 
  chain and padlock secures those doors shut. 
   
  The note 
  If the parchment upon the door is inspected, the 
  writing (which is in Common) reads: 
   
  All enquiries and information regarding the death of 
  Nurriev Patrichco and the division of his estate 
  should be directed to the Great Guildmaster’s Chapel, 
  where Nurriev presently lies in rest.”  
   
  It is signed by a ‘Remmannan’.  A DC 10 Knowledge 
  (local – the Splintered Sun) check or enquiries 
  around town (see Encounter 2) will identify him as 
  the High Priest of Zilchus. 
   
  The padlock 
  Any attempt to remove or inspect the padlock or a 
  DC 20 Spot check reveals that it is actually unlocked.  
  A search of the area (a DC 15 Search check) reveals, 
  upon the ground beneath the padlock, a small, stiff 
  piece of wire with a bent end.  There is no sign of rust 
  or dirt on it.  A character with ranks in the Open 
  Lock skill will identify it as a broken lock pick. 
  Traban discarded the lockpick when he opened the 
  lock. It’s impossible to determine when it might have 
  been dropped as several tracks cross the area. 
  It only takes few seconds to remove the 
  chain and move inside. People in this area are too 
  busy to pay attention to the characters if they should 
  quickly slip inside. 
   
  Entering the warehouse 
   
  This building is 30 ft. wide and 50 ft. in depth.  The 
  space is filled with crates and barrels of varying 
  shapes and sizes. A piece of parchment is lying 
  conspicuously upon the floor, weighted down by a 
  small rock. 
   
  The parchment 
  If the players read the parchment, give them Player’s 
  Handout 2. 
   
  Anyone who succeeds in DC 15 Knowledge (Nyrond 
  and 
  its 
  Environs 
  Metaregion), 
  Knowledge 
  (geography), Knowledge (nobility & royalty) check 
  identifies the wax seal as having two devices from the 
  Nyrondese coat of arms. Alternatively any character 
  that is from Nyrond immediately recognises it.  
  Alternatively, the scribe working in the Coin District 
  can provide this information (during Encounter 10). 
  If the PCs don’t figure it out themselves, the 
  knowledge that scribe can provide this answer 
  should 
  be 
  clear 
  to 
  everyone 
  with 
  Intelligence/Wisdom 10 or higher. 
   
  The merchandise 
  An inspection of the contents of the warehouse 
  reveals, firstly, that none of it appears to have been 
  broken into.  If the party open some of the crates or 
  barrels, they find common trade goods ranging from 
  
  The Sun and the Nightingale                                                                                                                               Page 18 
  linens and salted fish to beer and ingots of non-
  precious metal. After this, a DC 15 Appraise check 
  gives a very rough estimate of the value of the 
  contents at around 1000 gp. 
   
  The rear of the warehouse 
  If the party makes a meticulous search of the 
  warehouse (= Take 20, which will take an hour) or 
  does a regular DC 15 Search check, they will find 
  three crates that seem a bit odd. On the other hand, if 
  the party simply walks through the building, ask for 
  DC 25 Spot checks. Success indicates they find the 
  following: 
   
  Three crates stand together at the rear of the 
  warehouse.  A length of dried seaweed is upon one of 
  these, caught on a nail. The floor beneath the crates 
  appears to be slightly damp. 
   
  A DC 10 Knowledge (nature) check  identifies the 
  seaweed as a type of kelp that grows close to the 
  shore along the Ahlissan coastline.   
  A DC 16 Search check or a DC 16 Survival 
  check reveals a webbed footprint, leading away from 
  the crates.  It has been pressed into the packed earth 
  floor of the warehouse, which was recently 
  somewhat muddy in this vicinity, but has now dried. 
  Opening the crates reveals that the wood is 
  damp.  Inside, the contents appear to be sodden 
  wood shavings and shreds of cloth that have started 
  to smell stagnant.  Rummaging around in this 
  packing material uncovers bottles of spirits and 
  wines from Nyrond.  A DC 15 Survival check 
  suggests that the crates must have been standing 
  here for just less than a week. Each crate holds 20 
  bottles of alcohol, and each bottle is worth 10 gp, 
  information revealed by a DC 10 Appraise check. 
   
  Treasure: 
  The following loot can be found in Nurriev’s 
  warehouse; all values are already divided by 12.  
   
  Miscellaneous items, worth 166 gp 
  Crates of wine, 33 gp each. 
   
  Total: All APLs: Loot: 199 gp 
   
  Of course, this option is mainly available to parties 
  that want to cash in and don’t mind the 
  consequences. If seen, this gives said player a mark 
  into a ‘Wanted in Ahlissa’ AR. The crime is robbery 
  and the punishment is 1-4 years of imprisonment 
  and Nurriev/Sirdis are not going to like PCs much 
  after that. Like in the case of Nurriev’s house, use 
  your common sense to determine if players are seen 
  with items or not.  
  Looting the possessions of a dead man in 
  this way is an unlawful act. Paladins, monks and 
  clerics of lawful deities should not be willingly 
  taking part in such activities. If this is the only act of 
  looting they do in the module, take no further action, 
  other than reminding them of the fact that their faith 
  or moral code prohibits such acts.  
   
  If however, these characters also participate 
  willingly in looting Nurriev’s warehouse, then 
  paladins and will lose their abilities (and require an 
  atonement to recover them).  
  Development:  The characters may visit the 
  Great Guildmaster’s Chapel (Encounter 9) or wait 
  until the evening to visit the Mermaid’s Legs 
  (Encounter 8).  Alternatively, they are likely to have a 
  number of other clues to follow up.  
   
  Encounter 7: 
  The Mermaid’s Legs 
   
  The party will only arrive at this encounter if they 
  find one or both of the identical notes left in 
  Nurriev’s house and warehouse. 
   
  All APLs: 
   � Commoners (13): hp 8, see Appendix 5. 
   
   
  APL4 (EL7) 
  �  Ansis: hp 33, See Appendix 1 
  �  Draban: hp 24, See Appendix 1 
  �  Shargut: hp 24, See Appendix 1 
  �  Wyrca: hp 13, See Appendix 1 
   
  APL6 (EL9) 
  �  Ansis: hp 40, See Appendix 2 
  �  Draban: hp 40, See Appendix 2 
  �  Shargut: hp 53, See Appendix 2 
  �  Wyrca: hp 25, See Appendix 2 
   
  APL8 (EL11) 
  �  Ansis: hp 58, See Appendix 3 
  �  Draban: hp 55, See Appendix 3 
  �  Shargut: hp 78, See Appendix 3 
  �  Wyrca: hp 35, See Appendix 3 
   
  APL10 (EL14) 
  �  Ansis: Hp 66, See Appendix 4 
  �  Draban: Hp 62, See Appendix 4 
  �  Shargut: Hp 100, See Appendix 4 
  �  Wyrca: Hp 40, See Appendix 4 
  �  Advanced Half-Fiend Boggles (2): hp 76, 70, see 
  Appendix 4 
   
  This inn is sandwiched between two larger 
  warehouses.  Two windows permit light and the 
  sound of laughter and conversation to drift into the 
  street. 
   
  After making any preparations they deem necessary, 
  the party can enter.  Give them the encounter map 
  and, referring to the DMs map of The Mermaid’s 
  Legs, describe the following: 
   
  1. 
  Two olve, a male and a female, are immersed in 
  conversation, their neglected glasses of wine 
  still full. The male is dressed in fine clothing 
  while the female is clad in leather armor and has 
  her bow leaning against table  
  
  The Sun and the Nightingale                                                                                                                               Page 19 
  2. 
  A human and a half-orc, who appear to be 
  labourers judging by their dress, throw dice and 
  as one laughs, the other curses his ill luck and 
  passes a few pieces of copper over the table 
  before taking a swig of beer. 
  3. 
  A man and a woman sit at this table.  The man, a 
  large, bald fellow, is facing the door and he looks 
  you over as you enter. The woman is fair 
  skinned, with red hair. 
  4. 
  A halfling deals cards for himself and two other 
  players: a half-orc and a human.  Several empty 
  tankards stand on the table. 
  5. 
  Two tanned men and a half-orc are almost 
  slumped across this table. They are dressed as 
  sailors, and all appear to be in need of a shave, a 
  wash and a good night’s sleep. 
  6. 
  Sitting quietly in front of the bar are a number 
  of older men.  They quietly chat and watch you 
  as you enter. 
  7. 
  Two men, common laborers it seems, are having 
  a meal that consists of grilled fish and bread. 
   
  Behind the bar is a trapdoor to a beer/wine cellar. 
  The woman and man in location 3 are Ansis & 
  Draban. The half-orc in location 2 is Shargut. Anyone 
  who has ‘Captured by Slavers’ from COR5-09 
  Gateway to Bright Sands has a flashback about 
  Shargut being present in Highport and watching said 
  player getting whipped. 
  The man in location 4 is Wyrca. Draban and 
  Wyrca are of evil alignment (which will be revealed 
  by a detect evil spell), as are the halfling gambler in 
  location 4, the drunken half-orc in location 5 and one 
  of the older men at the location 6. The map is color 
  coded for alignment and role in this encounter, as 
  follows: evil agents are red, non-evil agents are dark 
  green, evil commoners are blue, and non-evil 
  commoners are black. These people are not actual 
  Slavers themselves but adventurers of questionable 
  alignment and as such their attitude can be summed 
  up in words ‘it’s nothing personal, just business’ in 
  their dealings. That does not mean they are not 
  willing to cut a deal with characters, if it means they 
  get their target and transport him to Highport. 
  Detect thoughts reveals that the woman is 
  very keen on finding out what the party knows about 
  the Slavers. The other members in her party have 
  strong thoughts about protecting her. Players should 
  make DC 22 Spot checks; success reveals that they 
  see the human at location 4 (Wyrca) glancing at the 
  party. Anyone specifying that they are looking at 
  location 2 can make a DC 10 Spot check, with success 
  indicating they see something that appears to be a 
  shovel wrapped in a tarpaulin. This is, of course, 
  Shargut’s weapons and he can retrieve it as part of a 
  move action (note that his laborer’s clothing covers 
  his armour). All other slavers appear as well-off 
  individuals and carry their weapons openly. If 
  characters examine the other tables, you should 
  improvise descriptions based on the descriptions to 
  give characters misinformation.   
  If the party approaches the bar and asks for 
  lamb stew, the inn-keeper tells them that this is not 
  on the menu. A moment later, however, the big bald 
  man asks them to sit with him. Read the following 
  text (or adjust it to match the party’s actions): 
   
  As you come closer the woman turns towards you. 
  “I believe you have a note that I dropped”, 
  she holds out her hand, palm down, clearly showing 
  a signet ring. The ring has the same pattern as the 
  wax seal on the note that was in Nurriev’s 
  house/warehouse. 
   
  The party should decide how they want to respond.  
  If the conversation progresses, the woman will reveal 
  the following (in a whispered voice): 
   
  “I must apologise for taking the law into my own 
  hands. Be assured I did not break into his house 
  readily, but I believe Nurriev has information of 
  absolute importance.  
  “My husband was one of those people set 
  free 
  by 
  Nurriev 
  and 
  recovering 
  Nurriev’s 
  information will help Nyrond disrupt the slaver 
  operations. Their fleet is ready pounce the moment 
  we know where the slavers’ gathering points are.   
  “But we won’t have long. It will only be a 
  few days before the word reaches the slavers and 
  they will start to relocate. Please tell me, do you have 
  any information as to where Nurriev is?” 
   
  Opposed Bluff vs. Sense Motive reveals that the 
  woman is very keen to have this information, but any 
  grief she feels is shallow.  Ansis will stick to three 
  things in his story: 
  She is Nansis, a noblewoman from Mithat. 
  Her husband (Hesen) was captured during the brief 
  reign of “Emperor” Sewardnt, the Black Prince of 
  Nyrond; She does not trust authorities to be efficient 
  enough in sorting this thing out: Bald man (Ilroen) 
  was his husband’s trusted gamekeeper in their estate. 
  They came with Nyrondese delegation.  
  Naturally all of this is a flat-out lie. 
     
  If the characters do claim to have this 
  knowledge, then Bluff checks should be called for 
  (Ansis gets +10 bonus to her Sense Motive checks 
  because Bluff would put her at significant risk). Do 
  note that the slavers are sure that Nurriev is not in 
  his house, warehouse or the Great Guildmaster’s 
  chapel, so attempts to bluff these places will 
  automatically fail. Success brings about the following 
  response: 
   
  “Thank all the gods.  Do you know if anyone else has 
  this information?  We must ask them to keep quiet 
  for just a few days until we wipe out the slavers. You 
  can never know if they have agents nearby who 
  could be alerted.” 
   
  If the characters say that they think Nurriev is hiding 
  in the house of the Ambassador of the Sea, then read 
  the following.  
   
  “Hiding with sahuagin? What arrogance! What could 
  he possibly have given them for this kind of favor? 
  Nonetheless, I believe I must contact the Nyrondese 
  officials and ask them to talk to this Ambassador.” 
   
  
  The Sun and the Nightingale                                                                                                                               Page 20 
  If characters let the agents go about their business, 
  they will go to the Ambassador’s house and get 
  themselves killed for their troubles. Full experience 
  for the agents should be awarded in this case, but 
  naturally all treasure is lost. In this event, many 
  sahuagin (and Salzar the butler) are killed, before 
  reinforcements can bring victory over the slaver 
  agents. Bluffing them into other questionable 
  location, such as Hall of Battle or one of the Sea 
  Keeps will cause them to be killed after an 
  unsuccesful infiltration attempt and will also award 
  full experience. 
  Derro: If any Scarlet Brotherhood member 
  utters this word, then Ansis becomes very friendly 
  with the SB member, and reveal all that she knows. If 
  character wishes to join the gang for the mission, it is 
  possible, though this can lead to all sorts of 
  interesting situations. 
    
  The agents own inquiries have revealed 
  everything possible that can be known in The Scales 
  or Grape Lane inquiries and they can share this 
  information with characters. If the PCs can get 
  evidence that the woman is obviously lying (detect 
  thoughts, Sense Motive, etc.) and can Intimidate her 
  with an opposed check (she has +2 circumstance 
  modifier due to confidence from his associates), she 
  will reveal that they do have business with Nurriev 
  and if the PCs are willing to help, they might get a 
  piece of the pie, so to speak, if Nurriev is delivered 
  dead or alive to their associates. This reward being 50 
  gp x APL. Diplomacy can be used here, switching the 
  agent’s attitude from unfriendly to helpful (on a DC 
  40 Diplomacy check). However, this only grants the 
  same offer as above. Note that if any bard tries to 
  fascinate slavers, it will fail as slavers see characters as 
  very likely threat to themselves. If characters take 
  their time to roleplay this conversation, you can 
  grant this offer without any dice rolls. 
  When the agents feel they have uncovered 
  enough information, they will leave and make their 
  way to a warehouse near The Grey Gander.  If the 
  agents have had their agenda revealed, Ansis will say: 
   
  “I will now leave and it would be wise for the sake of 
  these other people that you don’t try anything 
  foolish. One of my associates in this room will 
  unleash powerful magic should you try anything” 
   
  A succesful DC 5 Spot check from the PC who did 
  most of the talking indicates that Ansis briefly 
  glances toward the old man in location 6. This is just 
  a bluff to confuse players. On APL4, she is just 
  bluffing as they don’t have the gem. The agents will 
  move away from the inn, starting with Ansis and 
  Draban, followed by Shargut. They then run down 
  the street and seek to get away from the place unless 
  they have been attacked. The agent with the artifact 
  is, of course, Wyrca, who will break the elemental 
  gem if needed. Once all the agents are out of the bar 
  and have started running, Wyrca will drink a potion 
  of gaseous form as a standard action and then as 
  move action go through the small 1 ft x 1 ft grill into 
  the sewers, before coming out elsewhere and joining 
  the agents.  
  Development: The agents are going to a 
  warehouse on the waterfront, near Sirdis’s ship. 
  Tracking will be possible but the DC on the Survival 
  check is 49 (+ 25 for very hard ground, +10 
  circumstance modifiers for other disturbances such 
  as other people, agents splitting up temporarily, etc), 
  +15 for dust of tracelessness and –1 for three 
  creatures. The DC is increased by 10 if characters 
  wish to track at full speed because otherwise the 
  tracks are completely lost. Taking 20 is possible but 
  takes so long that tracks disappear and eventually 
  nothing is found.  
  Running after the agents can work if the 
  PCs are faster, but in this case the agents will drink 
  their potions of expeditious retreat and if that does 
  not work, seek to ambush the players. Familiars 
  might be able to keep after the agents though most 
  likely they will spot it and attack. Nonetheless, some 
  parties may be able to find their location. In that case 
  DM should run the battle, using description of of 
  Nurriev’s warehouse for map. Alternatively, the PCs 
  may rat them out to the city guard, who will arrest 
  them and sort out the problem for the PCs. This still 
  grants maximum experience for the players but they 
  get none of the treasure. Even with all this, if the 
  fight breaks out in the bar, this is what will most 
  likely happen in first round. 
  1: Wyrca breaks the elemental gem that 
  summons a large fire elemental which is positioned 
  so it can attack one player character and one 
  innocent commoner if possible. Panic ensues as 
  every commoner tries to get out. 
  2: Because the agents forgot to include 
  something in their calculations, the massive fire 
  elemental 
  reacts 
  badly 
  with 
  alcohol 
  soaked 
  enviroment and bar catches fire. In 6 rounds the bar 
  will be burning seriously unless something is done 
  and everyone still in the bar may catch fire (see 
  Dungeon Masters Guide for rules). Fire can be put by 
  applying 10 gallons of water per round the fire has 
  burned or one quench spell per/3 rounds of burning. 
  As long as fire elemental stays, there is risk of fire 
  and even if fire is put out, the countdown to burning 
  just resets, so the fire won’t go out as long as 
  elemental is there. 
  3: 10 rounds after the fire has started (or 16 
  rounds after fight has started), a full patrol of city 
  guard with full officer quota arrives to scene with 
  town’s fire brigade, along with two druids of Procan 
  with wand of quench and seek to arrest everyone still 
  present. If caught, agents will be sentenced to death 
  for Arson. The fire brigade gets fire under control 
  quickly (1-3 rounds, depending how badly fire is out 
  of control) with quench spells in case somebody still 
  happens to be inside. 
  Tactics:  These agents see party as a serious 
  threat and will do their utmost to kill the party. 
  Shargut and Draban try to get into flanking positions 
  while Ansis and Wyrca use their spells, favoring 
  spells that incapacitate, such as hold person, or 
  weaken characters like ray of enfeeblement. 
  However, the first spell by Wyrca will always be 
  enlarge person on Shargut. Note that all agents have 
  small signet rings that act as a focus for insignia of 
  
  The Sun and the Nightingale                                                                                                                               Page 21 
  healing that Ansis will use once any agent has lost 
  50% of his hit points.  
  Spells with Will save requirements will be 
  cast at obvious fighters. Agents will coup de grace 
  fallen opponents, should the situation present itself. 
  Shargut might sunder any ranged weaponry that is 
  used. If the bar is burning, the slavers don’t do coup 
  de graces but try to get out of the place as soon as 
  possible, prefering exits in this order: Front door, 
  back door, and window. If any agent loses 75% of 
  their hit points, he/she will try to escape if it will not 
  provoke AoOs.  
  At APL 10 the agents have acquired two foul 
  creatures from a mysterious master breeder ‘Pepin’. 
  They will be on the tavern roof and move to attack if 
  they hear any fighting noise, possibly making attacks 
  through windows with their 15ft reach. They will 
  also use their unholy blights, not really caring that 
  Shargut and Ansis will take damage from it as well. 
  That siad the Boggles will not endanger Ansis while 
  she is still up and fighting. 
  Important: Remember that actions cannot 
  be readied out of initiative and in any case, the agents 
  are expecting trouble, so if anyone makes an 
  aggressive 
  move, 
  go 
  straight 
  to 
  initiative, 
  representing everyone going for their weapons, spell 
  pouches, etc. 
   
  Treasure:  
  APL 4:  Coin: 22 gp; Loot: 144 gp; Magic:wand of 
  magic missiles (CL1, 25 charges) (31 gp); potion of 
  gaseous form (faint transmutation, 20 gp); 4 x potion 
  of cure light wounds (faint conjuration) (16 gp); 4 x 
  potion of expeditious retreat (faint transmutation) 
  (16 gp); dust of tracelesness (faint transmutation) (20 
  gp); bracers of quick-strike (Faint transmutation), 
  (100 gp); arcane scroll of mage armor (faint 
  conjuration) (2 gp); divine scroll of cat’s grace (faint 
  transmutation) (12gp) 
   
  APL 6:  Coin: 32 gp; Loot: 144 gp; Magic: wand of 
  magic missiles (CL1, 25 charges) (faint evocation) (31 
  gp); elemental gem (red) (moderate conjuration) (166 
  gp); potion of gaseous form (faint transmutation) 
  (20gp); 4 x potion of cure light wounds (faint 
  conjuration) (16 gp); 4 x potion of expeditious retreat 
  (faint transmutation) (16 gp); dust of tracelesness 
  (faint transmutation) (20gp); bracers of quick-strike 
  (faint transmutation) (100gp); 4 x feather token 
  (whip) (moderate conjuration) (164 gp); cloak of 
  resistance +1 (faint abjuration) (83 gp); arcane srcoll 
  of mage armor (faint conjuration) (2 gp); divine scroll 
  of cat’s grace (faint transmutation) (12 gp); arcane 
  scroll of flame arrow (Faint transmutation) (31 gp) 
   
  APL 8:  
  Coin: 32gp; Loot: 144 gp; Magic: gp wand of magic 
  missiles (faint evocation)  (CL1, 25 charges) (31 gp); 
  elemental gem (red) (moderate conjuration) (166 gp); 
  potion of gaseous form (faint transmutation) (20 gp); 
  4 x potion of cure light wounds (faint conjuration) 
  (16 gp); 4 x potion of expeditious retreat (faint 
  transmutation) (16 gp); dust of tracelesness (faint 
  transmutation) (20 gp); bracers of quick-strike (faint 
  transmutation) (100 gp); cloak of resistance +1 (faint 
  abjuration) (83 gp); cloak of elemental protection 
  (faint abjuration) (83 gp); +1 bane (human) scimitar. 
  (692 gp); 4 x feather token (whip) (moderate 
  conjuration) (164 gp); brooch of shielding (faint 
  abjuration) (125 gp); breastplate +1 (104 gp); arcane 
  scroll of mage armor (faint conjuration) (2 gp);  
  arcane scroll of flame arrow (faint transmutation) (31 
  gp); divine scroll of cat’s grace (faint transmutation) 
  (12 gp) 
   
  APL10:  
  Coin: 32gp; Loot: 119 gp; Magic: wand of magic 
  missiles (faint evocation)  (CL1, 25 charges) (31 gp); 
  elemental gem (Red) (moderate conjuration) (166 gp); 
  potion of gaseous form (faint transmutation) (20gp); 
  4 x potion of cure light wounds (faint conjuration) 
  (16 gp); 4 x potion of expeditious retreat (faint 
  transmutation) (16 gp); dust of tracelesness (faint 
  transmutation) (20 gp); bracers of quick-strike (faint 
  transmutation) (100 gp); cloak of resistance +1 (faint 
  abjuration) (83 gp); cloak of elemental protection 
  (faint abjuration) (83 gp); +1 bane (human) scimitar. 
  (692 gp); 4 x feather token (whip) (moderate 
  conjuration) (164 gp); brooch of shielding (faint 
  abjuration) (125 gp); +1 breastplate (104 gp); +1 
  maiming greatsword (faint transmutation) (695 gp); 
  belt of one mighty blow (faint transmutation, 125 gp); 
  arcane srcoll of mage armor (faint conjuration, 2 gp); 
  arcane scroll of flame arrow (faint transmutation) 
  (31gp); 
  divine 
  scroll 
  of 
  cat’s 
  grace 
  (faint 
  transmutation) (12gp) 
   
  Note that Wyrca does not have his spellbook with 
  him and it cannot be found during this module. 
   
  Those who investigate bodies of the boggles, can find 
  an arcane mark spell clearly visible. It’s only has a 
  rune P. Those who have played a module NAE3-01 
  Daughter of Idee may have a flashback about similiar 
  monsters which were found near the body of a 
  Heironean priest named Remismund. 
  Development:  There are no new leads here.  
  The party must follow any existing clues they have, 
  though by eliminating the agents they have removed 
  the greatest obstacle in the module. 
   
  Encounter 8: 
  The Great Guildmaster’s Chapel 
   
  A number of encounters indicate that Nurriev had 
  close associations with this chapel of Zilchus.  
  Everyone in town knows where it is and can direct 
  players there quickly. 
   
   �  Haragern: LN Male Human Clr6 of Zilchus: 
  (Diplomacy +12, Knowledge (local - the Splintered 
  Sun) +6, Profession (merchant) +7, Sense Motive +12) 
  Appearance: A stout man of obvious Oeridian 
  heritage. His oval shaped face radiates honesty and 
  trust. He prefers to dress in fine clothing and is never 
  without his walking cane. 
  Personality: An affable fellow, Haragern is often 
  found at center of great debates. As a wise trader, he 
  has built a reputation for integrity and honesty. He 
  
  The Sun and the Nightingale                                                                                                                               Page 22 
  enjoys fine food and drink and a provision (of either) 
  will win him over as a friend.  
   
  Remmannen is the high priest of Zilchus in 
  Trennenport. Unfortunately he is in Kalstrand at the 
  moment, so his acolyte Haragern is in charge. If 
  somebody asks why he does not teleport back with 
  help of court wizards, Haragern can inform that 
  many years ago a mysterious item was brought from 
  Ull and it summoned out some kind of spirit that 
  grabbed Remmannen and shifted him hundreds of 
  feet into the air. Fortunately a friend was nearby to 
  catch him with feather fall. After that Remmannen 
  has had a mild phobia towards any kind of magical 
  travelling.  
  Remmannen is aware that upsetting 
  recently re-installed King Lynwerd of Nyrond could 
  be disastrous for trade across Relmor Bay.  Having 
  heard the rumours regarding Nurriev, and learning 
  of the imminent arrival of a Nyrondese delegation, 
  Remmannen had told (via sending spell) Haragern to 
  have the corpse brought to the chapel and kept 
  under guard.  Fearing that the whole Guild could be 
  falsely implicated in the slavery operation, Haragern 
  decided to leave examining or questioning the body 
  until the Nyrondese envoy arrived so as to avoid any 
  accusations that he has destroyed evidence to protect 
  Nurriev or the Guild.  The Nyrondese delegation, 
  however, did not come prepared to examine or 
  question a corpse. Instead, they have demanded that 
  any such examinations be undertaken or witnessed 
  by a neutral party (and worst of all, paid by Zilchans 
  themselves!) 
  The party will no doubt have a number of 
  questions to pose to Haragern.  However, his initial 
  reaction towards the characters is determined by the 
  following table. The highest possible reaction applies, 
  so if a follower of Trithereon has favor from COR4-16, 
  then Haragern is helpful nonetheless. 
   
  Factors applying to character 
  Reaction 
  • 
  Cleric of Zilchus, or 
  • 
  Member of Royal Guild of 
  Merchants, or 
  • 
  A character with a luxury 
  lifestyle upkeep. 
  • 
  Character with Contacts 
  within the Royal Guild 
  (From COR4-16) 
  Helpful 
  • 
  Follower of Zilchus (must 
  own holy symbol to apply), 
  or 
  • 
  Any character with rich 
  lifestyle upkeep, or 
  • 
  A character with 2+ ranks 
  in Profession (merchant). 
  • 
  Any character with AR 
  favor of the temple of 
  Zilchus or Royal Guild of 
  Merchants 
  (examples: 
  Favor of Kerralak from 
  TSS4-02 or Money Counter 
  Note from COR3-17) 
  Friendly 
  Cleric or follower of Trithereon 
  (must own holy symbol to 
  apply) 
  Unhelpful 
  Any other character 
  Indifferent 
   
  During the subsequent introductions, Haragern will 
  give little away but will ask the party why they are 
  interested in Nurriev, what they know, etc. However, 
  all this is irrelevant if any characters have the favor 
  from COR4-16 as Remmannen has instructed 
  Haragern that character(s) will be arriving to help 
  and that he should give them briefing on the 
  situation. If asked, Haragern can also point out 
  characters to scribe who witnessed Nurriev’s will. He 
  nonetheless interviews the player characters to feign 
  ignorance so that the Nyrondese won’t doubt the 
  Zilchans’ neutrality.  During this exchange, 
  Haragern’s initial reaction can be improved by one 
  rank using any of the following means: 
  • 
  Making a generous donation to the Chapel (at 
  least 10 gp x APL). If the PCs don’t go over the 
  gold cap, this will be reduced as part of other 
  coin spent. 
  • 
  Providing 
  Haragern 
  with 
  any 
  significant 
  evidence collected so far. 
  • 
  Trying to convince Haragern why the party 
  should and can help.  This should be followed by 
  a DC 15 Diplomacy check or, if more 
  appropriate, a DC 17 Bluff check, with 
  appropriate circumstance modifiers for the 
  information communicated.   
   
  The benefits of these reactions are as follows: 
   
  Reaction 
  Benefit 
  Helpful 
  • 
  All 
  rumours 
  from 
  Encounter 2 up to DC 20 
  (“As 
  you 
  are 
  new 
  to 
  Trennenport, let me tell 
  you a few things about this 
  fine town…”) 
  • 
  Given keys and permission 
  to enter Nurriev’s house 
  and warehouse (as well as 
  directions, if needed) 
  • 
  Invited 
  to 
  be 
  present 
  during questioning of the 
  corpse 
  • 
  Given access to the corpse 
  • 
  Given access to Nurriev’s 
  will 
  Friendly 
  • 
  All 
  rumours 
  from 
  Encounter 2 up to DC 15 
  • 
  Invited 
  to 
  be 
  present 
  during questioning of the 
  corpse 
  • 
  Given access to the corpse 
  • 
  Given access to Nurriev’s 
  will 
  Indifferent 
  • 
  All 
  rumours 
  from 
  encounter 2 up to DC 10 
  • 
  Invited 
  to 
  be 
  present 
  
  The Sun and the Nightingale                                                                                                                               Page 23 
  during questioning of the 
  corpse 
  • 
  Given access to Nurriev’s 
  will 
  Unhelpful 
  Told that the priests are unable 
  to help. 
   
  Questioning Haragern 
  As long as he is at least indifferent, Haragern is 
  willing to answer some questions about Nurriev.  The 
  most obvious questions and their answers are given 
  below. 
   
  Q:  Did Nurriev have any friends/enemies in town? 
  A:  “Nurriev did rouse some jealousy amongst some 
  other Guild members when he secured the contract 
  to supply building materials and the like to the 
  Ambassador of the Sea.  Any jealousy was kept quite 
  civilised, however. We leave violent backstabbings to 
  the servants of the Scorned Heart.” 
   
  A DC 10 Knowledge (religion) or a follow-up 
  question identifies Scorned Heart as Kurell, CN 
  Oeridian god of Jealousy, Theft and Revenge. See LG 
  Deities document or Living Greyhawk Gazetteer for 
  details. Knowing about Kurell is not important for 
  the module. 
   
  Q:  Has anyone else come looking for information 
  about Nurriev/the murder? 
  A:  “Apart from the town guard, there was a large bald 
  man and an attractive woman who asked one of the 
  clergy about the murder.  When they were asked to 
  speak directly to me, they apparently made some 
  excuses and left.” 
   
  Q:  Who do you think murdered Nurriev? 
  A:  “He was an astute man, so I suspect that it really 
  was the slavers that he had upset, as he 
  communicated in his will.” 
   
  Q:  Are you sure that you have Nurriev’s body?   
  A:  “Well, he is wearing Nurriev’s signet ring, his 
  mink cloak, he had his keys in his hand and is the 
  right size and shape.  We have not examined the 
  corpse, though.  We are waiting for some neutral 
  agents to do this so that we cannot be accused of 
  spoiling any evidence to protect Nurriev or the Guild. 
  I only saw him briefly while he was alive and the 
  body does appear to be his.”   
   
  Q:  How exactly did Nurriev die?   
  A:  “The poor fellow died of the burns he suffered to 
  his face when he was ambushed.  We have not 
  examined the corpse, though.  We are waiting for 
  some neutral agents to do this so that we cannot be 
  accused of spoiling any evidence to protect Nurriev 
  or the Guild.”   
   
  Q:  What do you plan to do with the body? 
  A:  “We will magically question the corpse. We will 
  not try to raise him as Nurriev clearly indicates in his 
  will that he will not return. Also, it still has to be 
  examined. We are waiting for some neutral agents to 
  do this so that we cannot be accused of spoiling any 
  evidence to protect Nurriev or the Guild.”  
   
  Q:  So what has happened in the Ice Spire? 
  A:  “The curse was lifted, thanks to you/brave 
  adventurers and a military presence is already being 
  established in Tusk to protect Sailor’s Light. 
  Naturally we have also offered a few incentives for 
  people to move into Kalinarn and help rebuild it.” 
   
  Q:  We want to see Nurriev’s ship 
  A:  “It is currently in military docks and it was 
  investigated throughoutly for hidden compartments 
  after we learned Nurriev was killed. Nothing 
  suspicious was found. 
   
  If characters insist on going there, it will take 1 hour 
  of time and no clues are discovered. 
   
  Examining the corpse 
  If they are allowed access to the corpse, Haragern 
  says: 
   
  “‘I am looking for a neutral party such as you to 
  examine the corpse for clues.  Would you be willing 
  to do this? Don’t be alarmed of its condition, it will 
  be sorted out before any magic is used on the body.’” 
   
  If the characters agree, they are taken to a room 
  where they see the following: 
   
  Lying face up on a table in this side room is the 
  corpse of a human male. The body is clothed, with a 
  fur cloak upon his back.  The body has not yet begun 
  rotting, perhaps because of herbs and incense that 
  fill the room with their odour.  The most disturbing 
  aspect about the body is one half of the face that has 
  burned into an unrecognisable mess. 
  Haragern speaks: “Please, examine the body 
  how you wish, but do not cast magic upon it.  I will 
  watch from here, with this member of the 
  Nyrondese delegation.” 
  Indeed, Haragern is accompanied by a 
  finely attired, middle-aged man who scowls at the 
  corpse. 
   
  A search of the body where it lies automatically 
  reveals the following: 
   
  Ring:  Upon his right hand, the corpse has a signet 
  ring.  Show the players Player’s Handout 3.  A DC 15 
  Search check reveals that the ring is very tight fitting 
  and would not be comfortable to wear. Asking 
  Haragern or making a successful DC 10 Gather 
  Information check, which takes an hour, reveals that 
  it has the the markings of jeweler Entwis Hannah 
  who can be found in the Coin District. 
   
  Fur Coat:  A DC 15 Knowledge (nature) or DC 15 
  Appraise check identifies the fur coat as mink.  A few 
  references are made to Nurriev wearing a mink cloak 
  in this adventure. 
   
  Sticky residue:  There is a sticky residue on the upper 
  body of the corpse. If this is further examined, 
  
  The Sun and the Nightingale                                                                                                                               Page 24 
  characters will notice an acrid smell.  A DC 15 
  Alchemy check will identify this as having the aroma 
  and texture of the residue of alchemist fire.   
   
  A full search of the body, which will involve 
  removing clothing, reveals the following: 
   
  Wound:  A deep, unhealed stab wound has 
  penetrated the corpse’s spine.  A DC 15 Heal check 
  identifies this as a fatal wound that would have killed 
  this individual.  However, it is located beneath the 
  clothing which is neither blood-stained nor torn. 
   
  Tattoo:  Upon his shoulder, the corpse has a tattoo of 
  a spiked gauntlet.  A DC 10 Knowledge (religion) 
  check identifies this as a symbol of Hextor. 
   
  If Haragern is asked about the tattoo and the wound, 
  he says that it is very confusing and that he will need 
  to consult with his clerics on their significance. The 
  body is quite muscular. Many individuals such as 
  Gravlor can tell that Nurriev was thin and tall, but 
  not very strong looking fellow. 
   
  Questioning of the body 
  If the characters are invited to be present during the 
  questioning of the corpse they see the following: 
   
  Gathered around the body are a half dozen well-
  dressed humans, as well as yourselves and Haragern.  
  He introduces these people as five members of the 
  Nyrondese diplomatic party, as well as his assistant 
  Urlien. You are described and accepted as 
  independent witnesses, who hail from outside 
  Trennenport. 
  “We are gathered here,” says Haragern, “in 
  demonstration of our good will to our neighbours in 
  Nyrond.  This corpse will tell us where the slavers 
  are based.  We will also ask whether or not he wishes 
  to be raised from the dead.” 
  Haragern steps forward and after intoning 
  in a deep, resonant voice and gesturing over the body, 
  speaks 
  “Who killed you?” 
   There is a pause. There is no answer. 
   
  “Where do the slavers have their base?’  
  Yet again there is no answer.  The 
  Nyrondese envoys shift about and whisper restlessly 
  among themselves.  
  “Where is the slaver’s hideout?” 
  Once more, there is no response. 
   
  Ask the players to make DC 18 Spellcraft checks to 
  identify the spell as speak with dead and learn that it 
  might fail if: 
  • 
  The spell has already been cast 
  • 
  The body had a different moral persuasion to the 
  caster 
  • 
  The body was animated as undead 
   
  The Nyrondese envoy will be very angry after this 
  incompetent showing and accuse Haragern and the 
  Ahlissans of being corrupt Hextorites. The players 
  may wish to help calm the tense situation. A DC 15 
  Diplomacy check is sufficient to placate the 
  Nyrondese envoy. If they succeed, Haragern’s 
  attitude towards them shifts upwards one step which 
  may give them access to more favours (as outlined 
  above). Afterwards (even if the characters calmed 
  them) they storm out, demanding Haragern to get 
  someone try a raise dead spell. 
   
  The Will 
  Characters who are allowed to see the will should be 
  given Players Handout 4.  It contains a secret 
  message:  the first letter of each sentence in the main 
  paragraph spell out ‘I am in hiding wait’.  Also, the 
  poem (a Dwur dirge) is an odd choice for someone so 
  closely attached to the sea and suggests they must 
  look underground for Nurriev. If characters reveal 
  they deciphered the message, Haragern can call up a 
  squad of city watch and assign them to protect The 
  Grey Gander if needed, both to protect Sirdis and to 
  prevent Nurriev from boarding. He won’t order the 
  ship to be stormed because he already has problems 
  with Nyrond, last thing he needs now is an angry 
  letter from the Despotrix of Hardby. However, the 
  presence of the city guard will prevent the slavers 
  from attacking The Grey Gander later and you should 
  award full experience to the characters, though they 
  will miss out the treasure of course. 
  Development: Haragern will want the characters 
  to see if they can really find out what happened and 
  if possible, recover Nurriev’s body. The characters 
  may well want to follow up the following new leads; 
  • 
  The tattoo at the Temple of Hextor 
  (encounter 11); 
  • 
  The signet ring and will (encounter 10). 
   
  Encounter 9: 
  The Coin District 
   
  The party may visit the Coin District in order to 
  conduct enquiries into items they find during the 
  earlier investigations.  When they first arrive in this 
  district, read the following: 
   
  Ahead, the crowd parts and a group of three strange 
  creatures walk down the centre of the street.  Each is 
  six feet tall and has green, scaled skin and fins on 
  their arms, back and head.  Each finger is webbed to 
  the next and ends in a claw.  As they are not in their 
  natural element, their walking looks slightly 
  unnatural as their webbed feet flap against the hard 
  ground. 
   
  Although the characters have an opportunity to act, it 
  is clear that these creatures are not threatening them 
  or anyone else.  However, if there is an olve or half-
  olve in the party read the following: 
   
  The three creatures suddenly look in towards you 
  and their dark eyes immediately settle on [name of 
  character(s)].  Their lips draw back into a snarl to 
  release a hiss, before the creatures pass by,  
  continuing on their journey. 
   
  
  The Sun and the Nightingale                                                                                                                               Page 25 
  All APLs (EL 5) 
   � Sahuagin (3):  hp 10, 11, 12, see Monster Manual, 
  page 217 
   
  If allowed to pass unmolested, the three sahuagin 
  walk towards the Quays and jump into the water.  If 
  the party attack or kill the sahuagin, a large patrol of 
  guards led by the Commander of the Port Garrison 
  will be sent to arrest the characters and eject them 
  from town.  This ends the adventure. Restraint and 
  tolerance are important lessons to learn, especially 
  restraint in a nation that is mostly LE/LN. 
   
  Important shops in town 
  As far as the adventure is concerned, there are three 
  important shops in the district, the shopkeepers of 
  which can shed light on clues already found. In 
  addition, characters might want to go for a swim and 
  a likely destination will be the Sanctuary of the 
  Storm Lord. 
   
  Giffard Wentwick, Scribe 
  The half-olven scribe can comment upon Nurriev’s 
  will (from Encounter 9) and the note left by the 
  slavers in Encounters 5 and 6.  In addition, he has a 
  number of divination scrolls for sale (arcane & divine) 
  up to value of 750 gp.  These scrolls must appear on 
  tables 7-23 and 7-24 of the Dungeon Master’s Guide. 
  Will:  Giffard confirms that he witnessed 
  Nurriev signing his will and will inform the party 
  that Nurriev did this the day before he was murdered.  
  If asked about Nurriev’s demeanour on the day, the 
  scribe says that he took meticulous care writing the 
  will. Giffard will allow the characters to have sight of 
  his copy of Nurriev’s will if they ask to see it. 
  The Assassin’s Note (see Players Handout 2):  
  Giffard says that the impression on the wax seal is 
  Nyrondese. 
  Scrolls:  In addition to the divination scrolls 
  mentioned above, Giffard has each of the following 
  scrolls for sale:  detect thoughts, locate object, and 
  comprehend languages.   
   
  Entwis Hannah, Jeweller 
  Entwis can comment upon Nurriev’s signet ring and 
  the burnt out orb that may be found in Encounter 5. 
  Nurriev’s signet ring:  Entwis confirms that 
  he made Nurriev’s signet ring (see Players’ Handout 
  3) but, strangely, Nurriev had a duplicate made two 
  days ago even though he was wearing his old one. 
  Black orb:  Entwis can identify the burnt 
  out orb as a burned out onyx, in a shape traditionally 
  used as a material component of animate dead.  If 
  asked about whether he sells onyx gems, he does but 
  discloses that the only one he sold in the past month 
  was to Nurriev when he visited to have the duplicate 
  ring made. 
   
  Coralla Corkbottle, Alchemist 
  The alchemist is a female gnome.  She can confirm 
  that the substance on the pottery shards (Encounter 
  5) and on the body in the Ggreat Guildmaster’s 
  Chapel (Encounter 9) is residue from alchemist’s fire.  
  She can also confirm that the mark on the pottery 
  shard is her maker’s mark – a dwur rune of ‘C’ within 
  ‘C’. Finally, Coralla can uncover the hidden message 
  in the parchment from Encounter 7 by causing it to 
  appear. She is willing to do this for free as she is 
  friendly and her stock of the necessary alchemical 
  materials is going old so does not really matter if she 
  uses it or dumps it to gutter. 
   
  When asked who she has sold alchemist’s fire to, she 
  appears shaken and says “passing on such 
  information is not right and proper’” An DC 12 
  Intimidate check or a DC 15 Diplomacy check  is 
  enough to elicit this response: 
   
  “Very well, I shall speak, but you must not tell 
  anyone that I have.  A few days ago I sold four vials to 
  the Ambassador of the Sea, or so they call the green-
  haired olve. Now please go.” 
   
  Development:  This encounter does not provide new 
  leads but should confirm some suspicions or theories 
  that the characters have already developed.  The 
  party may need to make Gather Information checks 
  around town to find out more about the Ambassador 
  of the Sea (Encounter 3).   
   
                               Encounter 10: Hall of 
  Battle 
   
  The party will only experience this encounter if they 
  find the tattoo of Hextor on the body of the corpse in 
  Encounter 8, and follow up the clue to this location.  
  The Hall of Battle is easy to find as almost in 
  Trennenport anyone can direct the party to it.   
  Read the following description when the 
  party arrive at the Hall. 
   
  Dominating the plaza before you is a Hall of Battle, 
  the center of worship for Hextor.  The windows are 
  little more than arrow slits and the doors, which 
  stand open, are thick and bound with iron.  From 
  inside, the clash of metal on metal and the shouts of 
  martial instructions echo across the plaza, exhorting 
  those within to press their attacks or mind their 
  guards.  Above the door is a flag, The image on the 
  flag depicts a mailed hand clutching six arrows.” 
   
  If the characters proceed inside they enter a large 
  foyer. 
   
  In front of you, in the centre of the entrance hall, is a 
  huge stone statue of an armoured warrior with six 
  arms, each with a different weapon.  The sound of 
  combat echoes from a huge chamber beyond.  
  Standing in front of the statue is a woman wearing a 
  steel breastplate and a black cloak onto which is 
  embroidered the image of the mailed hand.  
  “I am Taymanna, a herald of the Scourge of 
  Battle.  What brings you to our hall?” 
   
  If any members of the party can be readily identified 
  as a worshipper of Heironeous or Trithereon (e.g. 
  holy symbol on display) then Taymanna will say: 
   
  
  The Sun and the Nightingale                                                                                                                               Page 26 
  “Your presence here is an insult. You defile the 
  ground you walk upon.  Leave now or the wrath of 
  the Herald of Hell will be turned upon you.” 
   
  However, if a servant of Heironeous is actually a 
  member of the Knight Protectors of the Great 
  Kingdom meta-organisation, read the following: 
   
  “Servant of the Archpaladin! Though your presence 
  grieves me, I recognise we both strive for the same 
  goal and for that I salute you. Be assured that no-one 
  here shall raise his weapon against you, I swear it 
  upon my honor.” 
   
  If anyone asks joining their order, read the following: 
   
  “Though you are not worthy of Herald of Hell, we 
  have a fellow order for all those who seek to preserve 
  the glorious legacy of the Aerdi.” 
   
  Taymanna will explain that church of Stern Alia (LN 
  goddess of Oeridian culture, law, motherhood) is 
  close ally of Hextor and has small chapel next to Hall 
  of Battle. Her domains are Inquisition, Knowledge, 
  Law & Protection and her favored weapon is the 
  heavy mace. While the main temple is in Prymp, 
  smaller churches have spread to nearby towns and 
  have active, if small, numbers of converts. In all 
  respects, Taymanna will offer anyone a change to 
  receive atonement spell if they forsake whatever 
  deities they worship now and accept Stern Alia. 
  If the party are unwise enough to engage 
  Taymanna in battle or not follow instructions to 
  leave (she alone is a level 9 cleric), a host of battle-
  hardened clerics and fighters pour out from inside 
  the temple and easily overwhelm characters and put 
  them to prison. They will be ejected from the town 
  next morning, unharmed but the adventure will be 
  over. During this imprisonment characters will be 
  subjected to zone of truth spell (DC 15 Will save to 
  resist) and forced to answer whether they are 
  members of Scarlet Brotherhood or servants of 
  Trithereon (unless plainly obvious, such as flaunting 
  holy symbol to Taymanna). Failure indicates 
  character is immediately taken away and executed. 
  His/her remains are burned and dumped to the sea. 
  If the party questions Taymanna about the 
  body in the Great Guildmaster’s Chapel, she can give 
  the following information: 
   
  Q:  Did Nurriev ever worship here?  Was Nurriev a 
  follower of Hextor? 
  A:  “I do not think that I ever met Nurriev.  I assume 
  that he did not worship the Herald of Hell.” 
   
  Q:  What can you tell us about the tattoo? 
  A:  “Many of our faithful have tattoos to show their 
  devotion.” 
   
  Q:  Have any of your congregation/dead gone 
  missing recently?  
  A:  “Indeed!  Three nights ago one of our graves was 
  dug up and the corpse was stolen.  It is a sacrilege 
  upon our honor and should the culprit be caught, the 
  punishment will be fitting.” 
   
  Q:  What can you tell us about the body that went 
  missing? 
  A:  “Larrac Dordune.  He died about a week ago, 
  stabbed in the back during a fight in the docks.  It 
  disgusts me that Larrac was killed by someone 
  fighting with so little honour.”  
   
  Q:  Who stole the body?  Did Larrac have any friends 
  or enemies? 
  A:  “Five days ago a well-dressed man visited this Hall 
  to pay his respects to several of our fallen faithful 
  who were laying in rest.  He made a generous 
  donation and asked that he be allowed to cast a spell 
  to preserve the dead flesh of Larrac.  I do not know if 
  he is a friend or the thief.” 
   
  Q:  What can you tell us about this man?   
  A:  “Middle-aged, soft.  The only details I can recall 
  are that he wore an expensive fur coat and had a 
  golden, or maybe bonze, ring on his right hand.”  
   
  Summary:  This encounter should help confirm that 
  the corpse in the Guildmaster’s Chapel is an undead 
  creature, which had been created from a body stolen 
  from the graveyard.  They may also deduce that 
  Nurriev himself was involved in the selection of the 
  corpse. 
   
  Development:  The party will be required to pursue 
  other leads from earlier encounters.    
   
  Encounter 12: 
  Ambassador of the Sea 
   
  During the course of their investigation the party 
  should have established that Nurriev had a number 
  of dealings with the ‘Ambassador of the Sea’ and may 
  have heard some rumours regarding the Ambassador.  
  This may influence if, when and how they seek an 
  audience with the Ambassador. The Ambassador 
  lives in an imposing stone building near the 
  waterfront. However, due to the situation with 
  Nurriev, she has instructed her followers to say she is 
  in Shargallen. In reality, she is in the caves under 
  Trennenport but wants to keep the appearance that 
  her hands are clean in the Nurriev matter.  
  If the PCs try to break in, the door is 
  reinforced wooden door with arcane lock cast on it, 
  so gaining entrance is quite difficult. Attempt to pick 
  the lock, either by rolling or taking 10 for an Open 
  Lock check is possible but results in a 1 in 6 chance 
  that someone notices the attempt. Taking 20 means 
  that the PCs are immediately spotted. In the event 
  that the attempt is noticed, the city guard is alerted 
  and will seek to arrest the character. If characters 
  have sent the slaver agents here, the door is slightly 
  ajar (lock picked by Traban) and there are signs of 
  battle inside. A sahuagin will appear one round after 
  characters come in. See below how situation might 
  develop. 
  Even though encounters below require dice 
  rolls, you should allow characters who roleplay well 
  to bypass them if you think they deserve it. Such 
  
  The Sun and the Nightingale                                                                                                                               Page 27 
  situations are if they flat-out reveal that they want to 
  help Nurriev and so on. Friendly sahuagin can escort 
  them to Nurriev if asked but armor must be left 
  behind and of course if aggression starts in Nurriev’s 
  hideout, you need to improvise on the spot. 
   
  Doors: The exterior doors are reinforced wood with 
  locks and arcane lock spell. Interior doors are simple 
  wood and do not have locks. Note that the house is 
  dimly illuminated by sahuagin coral because 
  sahuagin don’t like the sun; there are no windows 
  either. 
   
  � Front door: 2 in thick; Hardness 5; hp 20; Break 
  DC 35; Open Locks DC 25 
   
  �  Stone Walls: 3 ft thick, hardness 8, hp 540; AC 3; 
  Break DC 50. 
   
  Visits between 9am and 5pm 
  Due to her daylight sensitivity and a need to confer 
  with the sahuagin, the Ambassador spends the 
  daylight hours in the sea, when she is present that is.  
  If the characters call between these hours, the door is 
  answered promptly by a butler.  Detect evil reveals 
  this man to be evil. Note that the purpose of this 
  encounter is to enable the party to discover that 
  Nurriev is located beneath the house and to give 
  them access to the cellar steps. 
   
  A rather scrawny, elderly male human stands in the 
  doorway.  He is attired in decent, yet rather plain 
  clothing and speaks in a nasal voice. 
  “Good day.  I am the butler of the house and am 
  afraid that my mistress is not available at present.  I 
  am expecting her back this evening.  Perhaps I could 
  help or take a message?” 
   
  The characters can see past this man into the front 
  room of the house. 
   
  The front door opens directly into a large, opulent, 
  reception room.  The walls are decorated with huge, 
  brightly coloured shells.  The chairs are cunningly 
  crafted from driftwood and somehow manage to look 
  both rustic and elegant. Light is provided by 
  colourful pieces of coral that glow dimly with their 
  own light.  Large skins of unknown aquatic beast 
  serve as rugs.  There are three doors on the opposite 
  wall, all of them closed. 
   
  The man does not intend to allow the characters to 
  enter. The butler has the following facts: 
  • 
  The Ambassador is a sahuagin 
  • 
  A cellar connects the house to a series of caves 
  under the cliffs 
  • 
  The door to the cellar stairs is the central door in 
  the back of this room 
  • 
  His master is currently resting in these caves 
  • 
  Nurriev called to the house two nights ago after 
  his ‘murder’ with two sahuagin.  They spoke 
  with the Ambassador. 
  • 
  He understands that Nurriev was not murdered 
  but does not know who was responsible. 
  • 
  Nurriev is now in hiding in the sea cliffs. 
   
  The 
  butler, 
  however, 
  will 
  answer 
  questions 
  dishonestly in order to indicate that: 
  • 
  His master is in a special meeting at Shargallen, 
  next major Ahlissan town along the coast. 
  • 
  He did not see Nurriev on the night of the 
  murder 
  • 
  He believes Nurriev is dead and resting in the 
  Great Guildmaster’s Chapel 
  • 
  The Ambassador has some dealings with 
  Nurriev and was troubled by news of his death. 
   
  The encounter should be roleplayed.  The party will 
  be greatly assisted by spells such as detect thoughts 
  and discern lies.  Opposed Sense Motive checks 
  against the Butler’s Bluff (+9) check will also uncover 
  when the butler is lying.  Detect thoughts should 
  provide the spellcaster with appropriate images such 
  as the central door standing open when the butler is 
  asked if he knows where Nurriev is. 
  Extended, 
  repetitive 
  or 
  aggressive 
  questioning will lead to the butler becoming 
  flustered: 
   
  “‘Really, I believe it is the Ambassador you should be 
  talking to.  I shall tell her that you called around.”  
  With that, the man steps inside and starts to 
  close the door. 
   
  Getting inside the house 
  Casting charm person, hypnotism, suggestion etc. or 
  having a bard fascinate Salzar may swiftly bypass all 
  this deception. Under the influence of these spells, 
  questions about the location of Nurriev or the 
  Ambassador or an instruction to take the party to 
  them results in the butler stepping aside and 
  indicating the middle door at the rear of the front 
  room.  A successful DC 30 Diplomacy check or 
  succesful Bluff vs. Sense Motive (the butler has +6) 
  check also has this effect. Re-tries in either check are 
  not possible, the butler has seen enough in his life 
  not to be fooled. 
  Characters can also attempt to force or 
  Intimidate (the butler has +5 to resist, 2 for level, +1 
  for Wisdom and +2 circumstance modifier for being 
  in Ambassador’s house, certainly these ruffians 
  would not dare to break in) their way inside.  The 
  butler will easily be pushed aside.  However, he tells 
  the characters to leave or else he will call the guards.  
  The characters have one full round in which to 
  silence the man.  If the butler is allowed to call for 
  help, this brings up the sahuagin guards from room 2 
  in Encounter 13.  They arrive in 2 rounds. After 
  alerting sahuagin, the butler will move to get the 
  town guard. When they arrive, they will try to arrest 
  players. Note that breaking into the Ambassador’s 
  house counts as burglary of a government building 
  and is punishable by 7-12 years in prison. Using 
  charm person or other such spell on the butler 
  counts as magical interference of a integrity of a 
  person and is punished by mutilation of the tongue 
  of the offender, but since it was used (if proof can be 
  shown) to find out information about crimes against 
  
  The Sun and the Nightingale                                                                                                                               Page 28 
  the state, it will be overlooked. Killing city guard 
  counts as murder and is punishable by death. 
   
   
  All APLs (EL 0) 
  �  Salzar, the Butler: hp 8, see appendix 5 
   
  Layout of the house 
  The front room contains three doorways.  The 
  doorway to the left has steps leading up to the living 
  quarters.  There are four rooms but only one of these 
  is being lived in (by the butler).  The doorway to the 
  right leads to the kitchen, pantry etc.  These contain a 
  set of fine plates and glassware.  The central doorway 
  leads to a set of cellar stairs that take the party onto 
  encounter 13.  
   
  Visits between 5pm and 9am 
  If the characters call between these hours, the door is 
  answered within a few rounds by one of the sahuagin 
  in Encounter 13. 
   
  The door is opened by a huge muscled humanoid. 
  The creature’s skin is a tint of blue and green and it’s 
  vaguely shark like. Its face turns into a snarl when it 
  addresses you in its guttural tongue. 
   
  The sahuagin will first say in Sahuagin “Ambassador 
  is not here, come back later”. He will then repeat this 
  in Common if nobody appeared to understand.  
  The characters can see past this creature 
  into the front room of the house. 
   
  The front door opens directly into a large, opulent, 
  reception room.  The walls are decorated with huge, 
  brightly coloured shells.  The chairs are cunningly 
  crafted from driftwood and somehow manage to look 
  both rustic and elegant.  Light is provided by 
  colourful pieces of coral that glow with their own 
  light.  Fine sea otter skins serve as rugs.  There are 
  three doors on the opposite wall, all of them closed. 
   
  The sahuagin will not allow the characters to enter 
  his house.  He has the following facts: 
  • 
  The Ambassador is a sahuagin 
  • 
  A cellar connects the house to a series of caves 
  under the cliffs 
  • 
  The door to the cellar stairs is the central door in 
  the back of this room 
  • 
  The ‘murdered’ man was actually a zombie stolen 
  from the Temple of Hextor and raised by a 
  necromancer who has now fled Trennenport 
  • 
  Nurriev and two sahuagin (the one talking to 
  players was one of them) killed the zombie 
  using alchemist’s fire 
  • 
  Nurriev called to the house with the two 
  sahuagin after the ‘murder’ 
  • 
  Nurriev is now in hiding in the sea cliffs 
  • 
  Nurriev intends to slip aboard Sirdis’s ship, The 
  Grey Gander, tonight 
   
  The sahuagin, however, will answer questions 
  dishonestly in order to indicate that: 
  • 
  He does not know who this Nurriev is and does 
  not care either. 
  • 
  The Ambassador might be able to help but she is 
  in Shargallen. 
  • 
  You humans really have no business being here 
  without invitation. 
   
  The encounter should be roleplayed. However, to 
  even get the sahuagin talking requires somehow 
  mentioning Nurriev and shifting his attitude from 
  unfriendly to friendly (requiring a DC 25 Diplomacy 
  check). Talking in Sahuagin or Aquatic gives +5 
  circumstance modifier to this check. Anyone with a 
  ‘favor of Krusxha’ from NAE5-02 Return to Gefjon 
  also gets +10 circumstance modifier. If characters 
  have already killed agents and mention they want to 
  help, this grants a further +5 bonus.  The party will be 
  greatly assisted by spells such as detect thoughts and 
  discern lies.  Sense Motive checks will also uncover 
  when the sahuagin is lying. Detect thoughts should 
  provide the spellcaster with appropriate images such 
  as a man sitting in a stone chamber if the Sahuagin is 
  asked if he knows where Nurriev is. 
  After five questions, however, even if PCs 
  shifted attitude to friendly, the sahuagin will grow 
  bored and tries to end the discussion: 
   
  The sahuagin snarls in Common. 
  “You land dwellers have wasted enough of 
  my time. Leave now.” 
   With that the sahuagin steps back and 
  starts to close the door. 
   
  Getting inside the house 
  Casting charm person, hypnotism, suggestion etc. or 
  having a bard fascinate the sahuagin may swiftly 
  bypass all this deception. Under the influence of 
  these spells, questions about the location of Nurriev 
  or an instruction to take the party to him results in 
  the sahuagin stepping aside and indicating the 
  middle door.  If somebody managed to shift the 
  sahuagin’s attitude to friendly with a DC 25 
  Diplomacy check, this also has the same effect. 
  However, any fighting below will turn the sahuagin 
  hostile immediately and he will come down to join 
  the fight. If the PCs completely fail their Diplomacy 
  checks and turn the sahuagin hostile, he will 
  immediately slam the door shut and go back to the 
  other sahuagin. 
  Characters can also attempt to force or 
  Intimidate (the sahuagin receives +4 circumstance 
  bonus to his check) their way inside.  An opposed 
  Strength check should be used to determine if the 
  sahuagin manages to close the door.  If the party 
  force their way inside, the sahuagin will attack them 
  and call for help.  This brings up the sahuagin guards 
  from room 2 in Encounter 13.  They arrive one round 
  after call for help as they have taken up positions 
  beforehand, preparing for such possibility. If the 
  sahaugin are reduced to less than 1/3 of his/their full 
  hitpoints, they will flee and attempt to make their 
  way to the shareks detaield in Encounter 13. 
  If the sahuagin are made helpful, they will 
  ask what the characters want to do with Nurriev. If 
  
  The Sun and the Nightingale                                                                                                                               Page 29 
  the PCs indicate (remember Bluff checks if they lie) 
  they want to help him escape, the sahuagin are 
  willing to reveal that they should guard Sirdis and 
  The Grey Gander for now, for reasons which will 
  become clear later. This earns full experience points 
  as if the PCs had fought the sahuagian. They also earn 
  experience for avoiding the sharks. 
  If the characters have sent the slaver agents 
  here, the sahuagin are, quite naturally, very angry 
  about recent events (even though they have no idea 
  characters sent the agents) and will tell the characters 
  to get out. Failure to do so results in a fight. However, 
  characters can still go back to The Grey Gander and 
  intercept Nurriev or they can even swim from the 
  other side of the cliffs into the cavern. 
  Development:  If the party gets inside the 
  house and overcomes the butler or the sahuagin, they 
  will proceed to Encounter 13.  Otherwise, they will 
  need to pursue other lines of enquiry. They may also 
  be ready to go to The Grey Gander and face the slaver 
  agents in Encounter 14 or they might even go to 
  agents and urge them to attack The Grey Gander, 
  maybe even allying with them. 
   
  Encounter 13: 
  Beneath the cliffs 
   
  The party will arrive at this encounter if they 
  discover the stairwell from the home of the 
  Ambassador of the Sea in Encounter 12 or they 
  might have entered the caverns by swimming. 
   
  It is possible that the party will not find or 
  follow up the clues that will bring them to this 
  encounter.  However, if they do complete this 
  encounter, they can solve the riddle of Nurriev's 
  murder and bring the adventure to an end before 
  Encounter 14. 
  The DM should familiarise herself with the 
  rules for swimming, drowning, and underwater 
  combat in the Dungeon Master’s Guide (pages 92 and 
  93) if the party enter the cellars. 
   
  At the top of the stairs 
  Once they open the central door, the party see the 
  following: 
   
  A flight of steps descends down from the door for 
  about ten feet, before turning to the right, out of 
  view.  For some reason, the salty tang of the sea fills 
  the corridor and a faint slapping noise echoes from 
  further away. 
   
  If the party continue, the action moves onto 
  locations marked on Encounter Map 2.   
   
  Special rules that apply in the flooded complex  
  All locations from location 2 onwards are 10 feet 
  high (apart from location 6) and flooded to a depth of 
  around 8 feet deep, leaving just a couple of feet of air 
  at the top of each room.  That means that small or 
  medium characters must swim or somehow breathe 
  water to continue.  All fights are conducted using the 
  rules for underwater combat. Finally, sediment in the 
  water limits visibility underwater to only 20 feet. 
  There is no light in location 1-4, as sahuagin see in 
  the dark, but anyone can take a piece of sahuagin 
  coral from upstairs (bright illumination 10ft, 
  shadowy 20ft), use everburning torch or light spell to 
  let them get around the place. Locations 5-14 has 
  enough sunlight or coral to let characters get by 
  without trouble. In addition, the old Flan magic still 
  lingering here causes the entire complex to be under 
  effects of nondetection spell (Caster level 10). Detect 
  magic spell will see faint abjuration aura everywhere 
  if spell is cast. 
   
  1.  Stairs 
   
  After turning the corner of the stairwell, the stairs 
  descend a further 10 feet, before they disappear into 
  murky waters that slap against the stone work. 
   
  2.  Guardroom 
   
  This rough-hewn chamber measures 15 feet by 15 
  feet.  It is bare of any furniture.” 
   
  Sahuagin guards are stationed here, waiting to be 
  summoned by the Ambassador or butler and ready to 
  ambush any trespassers. 
   
  APL 4 (EL 6) 
  �  Sahuagin (4):  hp 9, 11, 11, 13, see Monster 
  Manual, page 217 
   
  APL 6 (EL 8) 
  �  Sahuagin ranger (4):  hp: 38, see Appendix 2. 
   
  APL 8 (EL 10) 
  �  Sahuagin ranger (4):  hp: 56 see Appendix 3. 
  �  Shark animal companion (4): hp, 31 see 
  Appendix 3 
   
  APL 10 (EL 12) 
  �  Sahuagin ranger (4):  hp: 74, see Appendix 4. 
  �  Shark animal companion (4): hp, 52 see 
  Appendix 4 
   
  Tactics:  These sahuagin will lurk in the corner of the 
  room and the corridor ready to attack anyone who 
  enters.  Due to their blindsense ability, they become 
  immediately aware of anyone who steps into the 
  flooded stairwell in location 1.  Being intelligent 
  creatures, they will flank whenever possible, using 
  their animal companions to surround characters. If 
  things go against them, they try to flee to area 5 and 
  continue fight with the aid of the sharks. One 
  sahuagin will try to hide in area 3 in this case, hoping 
  to attack the last character that comes across. As their 
  first action in battle, the sahuagin warn the sharks in 
  area 5 about enemy presence with their telepathic 
  ability. These sharks will not come into the corridor 
  and reinforce sahuagin while fight is going one 
  because they are slightly too big to move there 
  efficiently. 
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 30 
   
  Treasure: 
  The sahuagin have some weaponry and armor that 
  can be looted. 
  APL4:  L: 27 gp 
  APL6:  L: 156 gp; M: 4 x ring of protection +1 (Faint 
  conjuration) (83 gp each) 
  APL8:  L: 156 gp; M: 4 x ring of protection +1 (Faint 
  conjuration) (83 gp each) 
  APL10: L: 156 M: 4 x ring of protection +1 (Faint 
  conjuration) (83 gp each); chainshirt +2 (345 gp each) 
   
  3.  Guard station 
   
  Ten feet ahead, the corridor reaches a T-junction. 
   
  These three guard stations were built to allow the 
  sahuagin to defend this complex from a concerted 
  attack from the surface.   
   
  4. Barracks 
   
  Little niches have been carved into the rough walls 
  of this 15 foot by 15 foot room.” 
    
  The sahuagin guards take it in turns to sleep in this 
  room and use the niches to store personal belongings.  
  There are all manner of trinkets and treasures that 
  have been looted from wrecked ships or crafted from 
  sea-shells and corals. 
   
  Treasure:   
  All APLs: Loot: 50 gp;  
   
  5.  Entrance to the hall 
   
  Ahead, the corridor opens out into a large area. 
   
  This area has been created to enable sharks to attack 
  intruders entering the hall from the tunnels.  These 
  sharks will not attack sahuagin and can be ordered by 
  them not to attack a designated individual.   
  Characters choosing to survey the hall 
  before entering or those who make a DC 18 Spot 
  check will see the following: 
   
  Rising out of the water at the rear of the hall you can 
  just make out the tip of a fin, circling. 
   
  Anyone trying to attack the fin suffers penalties for 
  full conceleament as the fin disappears out of sight as 
  quickly as it appeared. Once a character enters the 
  hall (location 6), read the following: 
   
  Something terribly huge and dark comes streaking 
  out of the darkness. 
   
  Characters that saw the fin will be able to act in the 
  surprise round. The sharks will start 60ft away and do 
  a partial charge on nearest opponent. Unless 
  character has something to cancel both sharks’ scent 
  and blindsense, entering the place undetected 
  should be close to impossible. Characters in gaseous 
  form will be attacked as well when they skim above 
  the water, though only Huge/Dire Sharks can hope 
  to cause significant damage. 
   
   
  APL 4: (EL 5) 
  �  Large Sharks (3):  hp 36, 38, 40, see Monster 
  Manual, page 279. 
   
  APL 6: (EL 7) 
  �  Large sharks (5):  hp 36, 37, 38, 39, 41, see 
  Monster Manual, page 279.  
   
  APL 8: (EL 9) 
  �  Huge Sharks (5):  hp 60, 64, 65, 66, 70 see 
  Monster Manual,  page 279. 
   
  APL 10: (EL 11) 
  �  Dire Shark (2): hp, 143, 151, see Monster 
  Manual,  page 64 
   
  Tactics:  The sharks are vicious and unsubtle 
  opponents, attacking the closest available character.  
  Large sharks will squeeze into the corridors to pursue 
  fleeing characters.  Due to their size, huge or dire 
  sharks will not pursue characters back into the 
  corridors.  In this instance, if the party retreats back 
  into the corridor and manages to reduce a shark to 
  less than half its hit points the shark becomes 
  frustrated and swims out of the complex. At APL 10, 
  the Dire Sharks will try to swallow a single target and 
  then retreat into the sea if possible to do so without 
  provoking attacks of opportunity. If unable, it will try 
  to swallow more creatures. If target cuts himself out 
  of stomach, shark will try to swallow it again, 
  preferring first target if several targets are available. 
   
  Treasure: Sharks have no treasure. 
   
   
   
  6.  Hall of the Ancients 
   
  This vast cavern measures 40 feet across by 50 feet 
  long.  The walls are smooth and finely crafted, unlike 
  the other passages and rooms in this complex.  Above 
  the water line you can just make out the top of 
  friezes running around the room. 
   
  If the characters are inclined to check, the height of 
  this hallway is 20 foot.  Once the sharks have been 
  dealt with, there is nothing more of interest here 
  apart from the walls themselves.  The friezes depict 
  images of sea life and humans of unknown origin 
  arriving across a large body of water in crude looking 
  boats and settling, building a great city and 
  worshipping sun and earth.  Later there are also some 
  images of of tentacled creatures being worshipped by 
  humans, including ritual sacrifice. Some of the 
  images also show some kind of transformation in 
  humans, caused by tentacled creatures that then do 
  battle 
  with 
  normal 
  humans, 
  causing 
  great 
  destruction. After this, images show a large bird 
  doing battle with tentacled creature and driving it 
  
  The Sun and the Nightingale                                                                                                                               Page 31 
  and a number of transformed creatures into the sea. 
  After this there is an image of a woman sitting on a 
  throne, with humans bowing before her.  A 
  successful DC 25 Knowledge (arcana) check 
  identifies tentacled creature as an aboleth. DC 20 
  Knowledge (history) check identifies the style of the 
  carvings to be in common with Flan culture. 
    
   A 
  successful 
  DC 
  15 
  Knowledge 
  (architecture and engineering) check or a dwur 
  succeeding on a DC 15 Search check identifies the 
  walls and frieze as being at least a thousand years old. 
  Why they have survived the ravages of time so well 
  can only be guessed at. Detect magic spell shows 
  faint transmutation aura. If somebody wants to take a 
  piece of the glyphs with him by hacking it out, it will 
  crumble to dust after half an hour and nothing can 
  restore it back. 
   
  7.  Statue niche 
   
  This niche is 10 feet long and 5 foot deep.  The back 
  wall is an impressive mosaic featuring images of life 
  in the sea.  It seems as ancient as it is beautiful. 
   
  Statues once stood in these decorated niches.  The 
  sahuagin have long since plundered them. Use 
  carvings in location 6 as example if characters wish to 
  investigate more. 
   
  8.  Secret door 
  When the characters reach this point, they first 
  notice the following: 
   
  From the other side of the chamber comes the noise 
  of waves breaking against rocks. 
   
  The characters can then investigate area 8 
   
  This niche is 10 feet long and 5 foot deep.  The back 
  wall is an impressive mosaic featuring images of life 
  in the sea.  It seems as ancient as it is beautiful. 
   
  A secret door is concealed in the niche, requiring a 
  DC 20 Search check to find.  It leads to the 
  Ambassador’s quarters (location 9). 
   
  9.  Ambassador’s quarters 
   
  Filled with all manner of strange and wonderful 
  creations of the sea, this is the only furnished, if that 
  word is appropriate, chamber that you have 
  encountered so far. 
   
  It is here that the Ambassador sleeps during the 
  daylight hours; naturally it is now abandoned 
  because Ambassador is away. The solid wooden door 
  into this room has been barred. 
   
   �   Door:  Hardness: 5, hit points: 20, break DC: 25. 
   
  10.  Reception room 
   
  It appears that one of the niches that line this 
  corridor has been tunnelled out.  The smooth 
  sidewalls of the niche give way to a rough-hewn 
  cavern measuring 20 foot deep and 15 foot wide.  
  There is a doorway at the end of the right hand wall. 
   
  The Ambassador meets with her sahuagin colleagues 
  in this chamber. 
   
  11.   Entrance to the stairway 
   
  Although this niche may have once been like the 
  others, it is soon evident that part of the mosaic has 
  been destroyed by a stairway that has been roughly 
  hewn from the rock.  It leads upwards. 
   
  12.  The stairway 
   
  After few feet the stairs emerge from the water.   
  Stairs continue up to a landing, and then the stairway 
  turns to your left, leading upwards another 20 feet 
  before opening into a room.  From the landing it is 
  impossible to see into the room. 
   
  13:  Viewing station 
   
  This square room is 15 feet across and has been 
  roughly hewn from the rock.  On the opposite wall 
  there is a small, narrow window that gives a view 
  over the sea.  Of more interest, however, is a man 
  who sits in the middle of the floor. He watches you 
  with calm expression. 
   
  This is Nurriev and he assumes the characters are 
  assassins sent by the slavers, and that is what he will 
  ask from them.  If the characters choose to attack 
  Nurriev, they should have no difficulty in either 
  killing him or knocking him unconscious. 
   
  NOTE: Killing Nurriev in cold blood is an evil act 
  and 
  instantly 
  removes 
  any 
  player 
  character 
  responsible from the Living Greyhawk campaign.  
   
  If a paladin or a cleric of a good-aligned 
  deity stands by and allows the murder to take place 
  without making any attempt to stop it, they 
  immediately lose access to their abilities and spells 
  until they have an atonement spell cast on them, and 
  have repented their sin.  
   
  All APLs: 
  �  Nurriev: hp 38, see Appendix 5 
   
  On the other hand, they could enter into 
  negotiations.  Nurriev will confirm his name, if asked, 
  and will ask the characters who they are and what 
  they intend to do with him.  If the characters inform 
  Nurriev that they are not assassins, Nurriev will 
  attempt to convince them to let him go: 
   
  “‘If you hand me over to the Nyrondese envoy or my 
  own church, I will of course, give them the 
  information they need about the slavers.  The Royal 
  Guild will most likely make sure I never trade so 
  much as a crate of chicken eggs in Ahlissa anymore. 
  Sure, they’ll keep me around as a handy political tool 
  and throw me a few coins so I can eat something but 
  what kind of life would that be?  
   
  
  The Sun and the Nightingale                                                                                                                               Page 32 
  Obviously characters will have few questions. Here 
  are answers to some of the most likely questions? 
   
  Q: What’s in it for us? 
  A: “If you will let me go, I will give you my journal, 
  detailing everything I know about slaver operations. 
  I kept it around in case I needed it and planned to 
  send it back to Ahlissa when I was safely away. It is 
  not as good as the real thing but should be enough.” 
  Nurriev nods towards the tightly sealed, waterproof 
  scroll case. “I have some assets in Greyhawk and can 
  later pay each of you (25 gp x APL) if you allow me to 
  escape with Sirdis.” 
   
  Q: What should we tell Haragern? 
  A: “Wait until tomorrow. Then go and tell him I 
  escaped aboard Sirdis’s ship. The Grey Gander is fast 
  enough so we will be out of their reach by then. I 
  doubt he will bother to use magic to detect whether 
  or not you speak the truth. That has always been 
  Haragern’s main fault, he trusts people too easily, but 
  I trust it will rub off eventually. You can say what you 
  will of the journal, perhaps you found it in my 
  warehouse? 
   
  Q: You are evil, you made contract with slavers! 
  A: “A forced contract is not the worth the paper it’s 
  written on. Don’t say you would not try to save 
  yourselves with any means necessary if you were in 
  similiar situation! 
   
  Q: We want more! 
  A: “Do you realise how much it will cost to start again 
  in foreign lands? If you take away all my money, I 
  cannot be any use to you later. Surely you must see 
  this.” 
   
  A cleric of Zilchus should obviously realise this but 
  other characters may try to Sense Motive. Nurriev is 
  speaking the truth. The scroll contains maps, names 
  and other information that appears to be a genuine 
  account of the slavers’ operation. Characters must 
  decide what they will do with Nurriev.  If they 
  decide to hand Nurriev over to Haragern or the 
  Nyrondese envoy, he will not put up a fight.  If they 
  are working for the slavers, he will try to resist but 
  probably won’t achieve much.  
   
  14.  Sea gate 
   
  You emerge from the caves at the base of the cliffs to 
  the west of the harbour.  The sea surges powerfully 
  against the rocks.  If you were to swim out, you 
  would be lucky not to be crushed against them. 
   
  This cave entrance between two western sea keeps. 
  Do note that because the water level is so high and 
  cave entrance so far away, it is nearly impossible to 
  see the entrance unless one is very close to it. 
  Therefore, it cannot be spotted from the shore, 
  except from the breakwater (see Encounter 3). 
  Characters may well try to swim out into the sea.  To 
  make progress along the base of the cliffs, characters 
  must succeed on DC 20 Swim checks every round.  
  Failure brings 1d6 points of crushing damage as well 
  as the usual dangers of drowning. Swimming 
  underwater makes things a bit easier and the DC is 
  only 10. The distance from the cave entrance to the 
  nearest place that is accessible by foot is 150 ft. To 
  climb the rocks and drop to the cave entrance 
  requires DC 30 Climb check every round to move 
  horizontally across the cliffs, unless characters have 
  better means to travel it. 
   
  Treasure: If Nurriev is killed, the following can be 
  confiscated. 
  All APLs: C: 20 gp : L: 12 gp; M:  potion of water 
  breathing (faint transmutation) (62 gp) 
   
  Development:  If characters want to hand Nurriev to 
  Haragern or the slavers, proceed to the conclusion. If 
  they want to help Nurriev to escape and the slaver 
  agents are already dead, proceed to the conclusion. If 
  characters want to help Nurriev escape but slaver 
  agents are alive, move to Encounter 14. 
   
  Encounter 14: 
  Attack on the Grey Gander 
  It is possible that this fight might include agents, 
  sahuagin and Sirdis’s crew. That is acceptable; just see 
  relevant statistics in the appendix. In addition to 
  Sirdis, there will be six sailors present. Others are 
  unfurling sails, loosing the ropes, etc. and are not 
  considered placed on the map. 
  The players should have discovered that 
  Nurriev is alive, even if they have not discovered his 
  hiding place, and might have realised that he wants 
  Sirdis to help him escape.  The players may therefore 
  simply guard the Grey Gander, waiting for Nurriev to 
  show up.  Alternatively, the players may simply 
  watch the ship from the outset, figuring that 
  whoever hunts Nurriev may eventually try to harm 
  Sirdis. If characters opt for ‘wait it out’ option at the 
  start, it is possible that this turns into a massive free 
  for all fight, depending where characters loyalties lie. 
  It may transpire that the party does not find 
  Nurriev in Encounter 13 and do not have the 
  foresight to guard The Grey Gander.  In this instance, 
  go to the Conclusion. If character suspect foul play, 
  they may order Sirdis to sail some distance away so 
  Nurriev is not in danger on the shore. This prevents a 
  fight with slaver agents and grants full experience. 
  If Haragern has placed city guard to the 
  harbor, then the slaver agents will not attack and 
  Nurriev can be smuggled in easily enough. 
  Background: Slaver agents lie in wait in a 
  nearby warehouse, 100 ft away, watching the Grey 
  Gander from an upper window. As DM, you may 
  keep the battlemap featurless except for Grey Gander, 
  as other places should not play important part in this 
  battle. At midnight, thanks to a potion of water 
  breathing Nurriev will swim to the Grey Gander 
  with his sahuagin bodyguards.  He then climbs up 
  the anchor rope with the sahuagin.  The assassins 
  wait for Nurriev to enter the port side cabin at the 
  stern of the ship before coming aboard.  
  The characters’ actions will determine what 
  happens.  The following options are most plausible: 
  
  The Sun and the Nightingale                                                                                                                               Page 33 
   
  The characters openly guard the ship:  If characters 
  have not made any deal with sahuagin, then one of 
  them climbs aboard and informs Sirdis to set sail and 
  Nurriev will climb aboard a good 100 ft away from 
  the harbor, after which Sirdis sets course towards 
  Hardby at full speed. 
   
  The characters keep watch from hiding:  They can 
  intervene at any point during the proceedings.  
   
  Timeline of combat: 
  This is what will most likely to happen 
   
  1:  The slaver agents see Nurriev climb aboard the 
  ship. A succesfull Spot check against Draban’s (or 
  someone else if he is dead) Hide check (he gets +15 
  circumstance modifier for this) enables characters to 
  see him before Nurriev is present 
  2: The slavers buff themselves with any required 
  spells and form-up near the warehouse entrance. DC 
  for listen checks is 30 (10 for range, 5 for door, 10 
  circumstance modifier for city sounds). You should 
  make Listen checks for each rounds they are casting, 
  as they can potentially buff themselves for 6 rounds. 
  Appendix 5 has a handy list of all buff spells they cast 
  and their effects. 
  3: One of the agents (Shargut) opens the door as a 
  move action and Ansis, Draban and Wyrca make a 
  double move towards the Grey Gander. On APL10, 
  boggles dimension door close to the ship. Players 
  automatically see them coming out and this counts as 
  surprise round for the slaver agents if characters were 
  unaware of them so far. 
  4: Roll initiative. Sirdis starts to cast off, if he has not 
  already started to. 
   
  Tactics:   
  The slaver agents:  The slavers will attack Nurriev in 
  preference to all other opponents, but will kill 
  anyone who gets in their way.  They are capable 
  opponents and will flank characters wherever 
  possible.  Each one will fight until he has lost 80% of 
  hitpoints, at which stage they try to conduct a 
  fighting retreat but returns if he is healed. As they 
  prefer Nurriev alive, they avoid hitting him with area 
  effect spells, but others are fair game. Only if any of 
  them are forced to retreat will they resort to area 
  effect spells such as Evard’s black tentacles or unholy 
  blight against Nurriev. Those are on the shore are fair 
  game. They activate their feather tokens while in 
  warehouse to give themselves some extra power in 
  melee, except Ansis who is invisible and saves it for 
  later. Draban and Shargut will be main melee fighters 
  with Wyrca and Ansis supporting them with 
  appropriate spells concentrating on wizards initially. 
  On APL10 the greater command spell will be ‘fall’ 
  and those who go down will be targeted in melee. 
  Those with ‘Attracted Attention’ marking from 
  COR5-09 Gateway to Bright Sands will be initial 
  targets if possible, as agents concentrate their attacks 
  to them. Rest of the tactics are left up to individual 
  DMs. 
  Nurriev:  If he is injured, Nurriev will try to 
  escape by leaping back into the sea. Otherwise he 
  will avoid combat.  
  The Sahuagin:  These ‘sea devils’ feel little 
  loyalty 
  towards 
  Nurriev 
  when 
  not 
  in 
  the 
  Ambassador’s house and flee when they are reduced 
  to 50% of their original hitpoints.  They attack 
  anyone who is threatening Nurriev, preferring olves 
  or half-olves as their primary targets. 
  Sirdis & Sailors: Sirdis will defend himself 
  as best as he can, but will not attack anyone directly 
  unless he can avoid it. If anyone falls to unconscious, 
  Sirdis tries to stabilise him. Sailors will guard Sirdis 
  but won’t actively look for a fight. Four of them are 
  on the shore, trying to cast off the ropes. If characters 
  have acted friendly towards Sirdis, then sailors will 
  use ‘aid another’ to help player characters to get +2 to 
  their hit rolls. If characters are on the slavers’ side, 
  then Sirdis & the sailors will attack them with any 
  means available. 
  Cover: Ships railing provides +2 cover 
  bonus to AC to anyone standing directly behind it.  
  Development: Fighting in the harbor will 
  bring the city guard to the location in 20 rounds and 
  they will attack the slaver agents immediately and 
  afterwards try to arrest the player characters. It will 
  take 15 rounds to cast off if characters want to flee 
  with Sirdis or slavers. Each round a slaver agent is 
  not within 15 ft of the Grey Gander counts towards 
  the 15 rounds. Once the Grey Gander is loose, it will 
  move away from the harbor at a speed of 10 ft per 
  round for three rounds. After that it, has turned 
  around and will move off at the speed of 30 ft a round. 
  If any sahuagin are onboard, they will jump to sea at 
  this point.  
  Once the fighting is done, go to Conclusion 
  and choose the most appropriate ending. Getting loot 
  will not be problem as they can stash bodies to the 
  Grey Gander and receive the items from Sirdis later. 
  If characters get arrested, they can still end up with 
  Zilchan favor provided they did not kill any 
  cityguard. If they were with the slavers, they will be 
  executed. 
  Only 4 players present: This fight can be 
  difficult if there are only 4 players present. If 
  characters have so far avoided any fights, having 
  talked their way past sahuagin, have a few Ahlissan 
  soldiers (as reward for good playing) in nearby Sea 
  Keep give missile support to player characters (they 
  automatically think that anyone attacking a 
  merchant ship is up to no good). This manifests as 
  1d2+1 arrows shot each turn, in initiative 1, against 
  slaver agents with +2 hit, doing 1d8+1/x3 damage. 
  Soldiers have precise shot feat so they don’t get –4 to 
  their to hit rolls. As arrows come from various 
  directions, ignore any cover modifiers from melee 
  opponents. 
  Nurriev dies: If Nurriev dies, then you need 
  to adjust Conclusion depending on who gets the 
  body. The Zilchans have resources to try raise dead 
  and Nurriev very much prefers to be alive. The same 
  applies to Sirdis, as he can get Nurriev to Hardby 
  quickly enough for a raise dead. If favor is to be 
  gained by PCs, it is still gained. 
   
  
  The Sun and the Nightingale                                                                                                                               Page 34 
  Conclusion 
  This adventure presents a number of  different 
  possible conclusions.  
   
  A: Characters did not find Nurriev and did not guard 
  the Grey Gander: 
   
  Morning comes with news of an attack upon the 
  Grey Gander, the ship of Sirdis Turrindal, during the 
  night.  It appears that someone was assaulted aboard 
  the ship and then the assailants fled across the waves, 
  bearing a bundle taken from the Grey Gander. Local 
  guards soon confirm that they fired upon a vessel 
  that escaped the harbour at night.  When, later, you 
  meet with Sirdis he is pale and visibly shaking. He 
  tells you in a whispered tone that with his own eyes 
  he saw Nurriev back from the dead, and it was this 
  shade that was attacked and dragged from the ship. 
  Fear and confusion are set in equal measure 
  in Sirdis’s demeanour when he informs you that he is 
  setting sail for Hardby.  He believes he has no hope 
  of ever uncovering the truth of Nurriev’s murder. 
   
  This ends the adventure.  The characters receive no 
  special benefits or consequences from this adventure. 
   
  B: Nurriev is handed over to the authorities, dead or 
  alive: 
   
  Thanks to your intervention, Nurriev has been found.  
  Your meeting with Haragern and the Nyrondese 
  envoy lasts almost an hour.  They have been 
  impressed by your skills and the courage you 
  displayed in the face of danger.  As a reward for your 
  efforts, they pay you (50 x APL) pieces of gold each. 
  No doubt, Nurriev faces long days of 
  questioning which will undoubtedly be followed by 
  years of imprisonment.  But some would consider 
  this a fair price to pay to for hindering slaver 
  operations and maintaining peaceful – and profitable 
  – relations between Nyrond and Ahlissa. 
  You return to the dock to witness the Grey 
  Gander sailing away from the Quays under half-mast.  
  Sirdis stands upon the aft castle and catches your 
  eyes.  His features convey his disappointment and 
  perhaps even resentment. 
   
  The characters gain the favour of Zilchus and the 
  Emnity of Sirdis Turrindal. If characters never 
  visited Sirdis, then they don’t get his disfavor. In that 
  case just alter the box text slightly. 
   
  � Favor of Zilchus:  You handed Nurriev over to 
  face questioning and servants of the  Moneycounter 
  are pleased.  Through their contacts you find that you 
  can sell your goods much more easily. You can use 
  this favor once in any future AR.  When you redeem 
  it, one of your items is sold at its full market value, 
  not 50% as normal. Used in AR: _____ 
  Members of the Royal Guild of Merchants 
  meta-organisation gain access to Heroic Destiny (RD) 
  feat. 
   
  � Emnity of Sirdis Turrindal: You handed Nurriev 
  over to the authorities/or the slavers, depriving 
  Sirdis his friend. He will make sure you don’t feel 
  welcome in Greyhawk by spreading rumors through 
  his business associates. This manifests as increased 
  attention 
  from 
  authorities 
  and 
  other 
  minor 
  hinderances. 
  Next 
  two 
  modules 
  starting 
  in 
  Greyhawk city will cost extra TU for this character: � 
   
  C: Nurriev provides the characters with information 
  about the slavers’ operation but escapes: 
   
  In the morning, your meeting with Haragern and 
  the Nyrondese envoy is brief.  Any gaps in the story 
  that you provide are overlooked due to the pleasure 
  of the Nyrondese envoy.  It appears that many of the 
  names and locations mentioned in Nurriev’s journal 
  have long been held in suspicion by Nyrond.  The 
  delegation 
  makes 
  arrangements 
  to 
  depart 
  immediately in order to take action against the 
  slavers.   
  Once the envoy leaves, Haragern fixes you 
  with a wry smile. 
  ”Well done,” he says “I will now honour 
  Nurriev’s will and I understand that makes you 
  entitled to a reward from Sirdis Turrindal. I suspect 
  there are pieces of the story that I shall only discover 
  in time. For now I am content that there is a promise 
  of continuing stability and profit across Relmor Bay.” 
  Hragern hands you purses with (25gp x 
  APL) gold coins as reward from the   
  Royal Guild. 
  Later, a courier comes to you, bringing you 
  a packade from Sirdis.  
  “Here is the money I promised you, and 
  you have my thanks.  A mutual friend, who is now on 
  his way to Ekbir, sends his greetings and says that he 
  will repay your kindness.” 
   
  Characters receive the favour of Nurriev Patrichco 
   
  � Favor of Nurriev Patrichco: You have helped 
  Nurriev escape and he is grateful. He can use his 
  special connections to grant you access a single 
  magical weapon, armor or shield of value up to 
  10,000gp, build for your specifications, such as +1 
  keen greatsword for 8350 gp. You may only use 
  enchantments and materials from the Player’s 
  Handbook/Dungeon Master’s Guide for this weapon, 
  following all restrictions laid out in LGCS. 
  Alternatively, you may use this favour to upgrade a 
  one standard ability enchantment item such as 
  amulet of health with further +2 bonus, up to 
  maximum of +6, only paying the difference between 
  old and new price. 
   
  D: Nurriev is handed over to the slavers, dead or 
  alive.  
   
  This box text assumes the player characters kidnap 
  Nurriev in the small hours of the morning. If not, 
  adjust it accordingly. 
   
  With Nurriev in your control, you board the small 
  ship that the agents own and head out into the night. 
  An Ahlissan warship tries to intercept you, but the 
  captain skillfully avoids it and heads away from the 
  
  The Sun and the Nightingale                                                                                                                               Page 35 
  lights of the harbor and into the night. Arrows hit 
  your ship and the sea around it but only cause 
  minimal damage before you leave the pursuing ship 
  behind. It is clear that because of the darkness the 
  siege engines could not fire you, which probably 
  saves your life as well.  
  Several hours pass in silence as everyone 
  waits for a sign of additional pursuers, either 
  Ahlissan or Sahuagin but nothing happens. It seems 
  you and your new ‘allies’ managed to slip away after 
  all. 
   
  Characters receive the favor of the slavers. They also 
  receive Emnity of Sirdis Turrindal if they captured 
  Nurriev from his ship. If they kill Sirdis but leave his 
  body behind, assume he was raised from dead. If they 
  make sure body is unrecoverable, they don’t get 
  disfavour. 
   
  � Favor of the Slavers: You handed Nurriev to the 
  slavers. You have free adventurer’s upkeep in 
  modules taking place in the Pomarj. In addition, the 
  slavers are willing to help you on some of the loot 
  they capture or make their slaves build it for you.  
  You may call their aid up to three times. Each favor 
  allows you to reduce the price of a single magic item 
  you have access to by 10%: � 
   
  Those who have magical tattoo from COR4-04 Red 
  Tide gain access to Heroic Destiny (RD) feat. 
   
  � Emnity of Sirdis Turrindal: You handed Nurriev 
  over to the authorities/or the slavers, depriving 
  Sirdis his friend. He will make sure you don’t feel 
  welcome in Greyhawk by spreading rumors through 
  his business associates. This manifests as increased 
  attention 
  from 
  authorities 
  and 
  other 
  minor 
  hinderances. 
  Next 
  two 
  modules 
  starting 
  in 
  Greyhawk city will cost extra TU for this character. 
   
  NOTE: Any paladin willingly aiding the slavers or a 
  member of the Scarlet Brotherhood immediately 
  loses his paladinhood and requires an atonement 
  spell to recover his paladin abilities.  
   
  Similarly, priests of any good aligned god 
  lose access to their spells until they have an 
  atonment cast on them.  
   
  Further, PCs with levels of any prestige 
  class requiring the PC to be of good alignment to 
  qualify for that prestige class cannot gain any further 
  levels in the prestige class until they have an 
  atonment cast on them.  
   
  In all cases where a PC has aided the slavers 
  or the Scarlet Brotherhood, note this down on the 
  Play Notes section of the AR for future reference.  
   
   
   
   
   
   
   
   
   
   
  Campaign Conseqeunces: 
   
  1: What was Nurriev’s fate? 
  2: Did the slaver agents survive? 
  3: Did the PCs earn the enmity of Sirdis? 
   
  Please send the answers to these questions and any 
  other 
  comments 
  about 
  the 
  adventure 
  to 
  sampo@haarlaa.fi 
  
  The Sun and the Nightingale                                                                                                                               Page 36 
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the experience award. Award the total value 
  (objectives plus roleplaying) to each character. 
   
  [To award XP for an encounter the DM should award 
  30xp per EL defeated in the encounter. So at APL2 
  the party defeats a monster at EL4 and gets 120xp, 
  while at APL 4 the monster is EL6 awarding the party 
  180x p. Each APL will be written for no more than 5 
  times the APL in EL’s, so at APL4, the highest 
  possible XP awarded would be 600 (4*5*30 xp.) Up to 
  20% of the total xp may be used for story and/or role-
  playing awards. So in the APL 4 example, there could 
  be 480xp for specific encounters, 60xp for a story 
  award and 60xp for role-playing.] 
   
  Encounter 8 or 14:  Agents 
  Killing the agents, handing Nurriev over to them or 
  causing their death by other means. 
   
  APL4 
   
   
   210XP 
  APL6   
                     
   270XP 
  APL8                            
   330XP 
  APL10    
   
   390XP 
   
  Encounter 9:  The Great Guildmaster’s Chapel 
  Finding the secret message in the will 
   
  APL4 
   
   
     20XP 
  APL6            
   
     25XP 
  APL8         
   
     30XP 
  APL10      
   
     30XP 
   
  Encounter 13:  Beneath the Cliffs 
  1) Defeating the Sahuagin or allying with them. Half 
  of this if agents are sent to deal with them. 
  APL4                                        180XP 
  APL6                                        240XP 
  APL8                                        300XP 
  APL10                                      360XP 
   
  2) Defeating or avoiding the sharks entirely. 
  APL4                                        150XP 
  APL6                                        210XP 
  APL8                                        270XP 
  APL10                                      330XP 
   
  Roleplaying experience 
  Completing module with 1 or no fights 
  APL4               
  40XP  
  APL6             
  60XP 
  APL8               
  80XP 
  APL10             
  100XP 
   
  Roleplaying experience 
  Awarded as seen fit by DM 
  APL4               
  75XP  
  APL6               
  95XP 
  APL8               
  115XP 
  APL10             
  140XP 
  Total Possible Experience:  
   
  APL4                     
  675XP  
  APL6                    
   900XP 
  APL8                   
  1125XP 
  APL10               
  1350XP  
  
  The Sun and the Nightingale                                                                                                                               Page 37 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” 
  section within the encounter description, giving 
  information about the loot, coins, and magic items that 
  make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of all 
  their earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, they 
  do not gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must 
  cast identify, analyze dweomer or similar spell to 
  determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. 
  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of 
  the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up and 
  that is the number of gold pieces a characters total and 
  coin value increase at the end of the adventure. Write 
  the total in the GP Gained field of the adventure 
  certificate. Because this is a Regional scenario, 
  characters may spend additional Time Units to 
  practice professions or create items immediately after 
  the adventure so this total may be modified by other 
  circumstances.  
   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2: Meeting Sirdis 
  Completing mission on behalf of Sirdis 
  APL4: Coin: 200 gp 
  APL6: Coin: 300 gp 
  APL8: Coin: 400 gp 
  APL10: Coin: 500 gp 
   
  Encounter 5: Nurriev’s House 
  All APLs:  Loot: 87 gp.  
  See main adventure text for details. 
   
  Encounter 6: Nurriev’s Warehouse 
  All APLs: Loot: 199 gp 
  See main adventure text for details. 
   
  Encounter 7 or 14: The Mermaid’s Legs or Attack on 
  the Grey Gander 
   
  APL 4:  Coin: 22 gp; Loot: 144 gp; Magic:wand of 
  magic missiles (CL1, 25 charges) (31 gp); potion of 
  gaseous form (faint transmutation, 20 gp); 4 x potion 
  of cure light wounds (faint conjuration) (16 gp); 4 x 
  potion of expeditious retreat (faint transmutation) 
  (16 gp); dust of tracelesness (faint transmutation) (20 
  gp); bracers of quick-strike (Faint transmutation), 
  (100 gp); arcane scroll of mage armor (faint 
  conjuration) (2 gp); divine scroll of cat’s grace (faint 
  transmutation) (12gp) 
   
  APL 6:  Coin: 32 gp; Loot: 144 gp; Magic: wand of 
  magic missiles (CL1, 25 charges) (faint evocation) (31 
  gp); elemental gem (red) (moderate conjuration) (166 
  gp); potion of gaseous form (faint transmutation) 
  (20gp); 4 x potion of cure light wounds (faint 
  conjuration) (16 gp); 4 x potion of expeditious retreat 
  (faint transmutation) (16 gp); dust of tracelesness 
  (faint transmutation) (20gp); bracers of quick-strike 
  (faint transmutation) (100gp); 4 x feather token 
  (whip) (moderate conjuration) (164 gp); cloak of 
  resistance +1 (faint abjuration) (83 gp); arcane srcoll 
  of mage armor (faint conjuration) (2 gp); divine scroll 
  of cat’s grace (faint transmutation) (12 gp); arcane 
  scroll of flame arrow (Faint transmutation) (31 gp) 
   
  APL 8:  
  Coin: 32gp; Loot: 144 gp; Magic: gp wand of magic 
  missiles (faint evocation)  (CL1, 25 charges) (31 gp); 
  elemental gem (red) (moderate conjuration) (166 gp); 
  potion of gaseous form (faint transmutation) (20 gp); 
  4 x potion of cure light wounds (faint conjuration) 
  (16 gp); 4 x potion of expeditious retreat (faint 
  transmutation) (16 gp); dust of tracelesness (faint 
  transmutation) (20 gp); bracers of quick-strike (faint 
  transmutation) (100 gp); cloak of resistance +1 (faint 
  abjuration) (83 gp); cloak of elemental protection 
  (faint abjuration) (83 gp); +1 bane (human) scimitar. 
  (692 gp); 4 x feather token (whip) (moderate 
  conjuration) (164 gp); brooch of shielding (faint 
  abjuration) (125 gp); breastplate +1 (104 gp); arcane 
  scroll of mage armor (faint conjuration) (2 gp);  
  arcane scroll of flame arrow (faint transmutation) (31 
  gp); divine scroll of cat’s grace (faint transmutation) 
  (12 gp) 
   
  APL10:  
  Coin: 32gp; Loot: 119 gp; Magic: wand of magic 
  missiles (faint evocation)  (CL1, 25 charges) (31 gp); 
  elemental gem (Red) (moderate conjuration) (166 gp); 
  potion of gaseous form (faint transmutation) (20gp); 
  4 x potion of cure light wounds (faint conjuration) 
  (16 gp); 4 x potion of expeditious retreat (faint 
  transmutation) (16 gp); dust of tracelesness (faint 
  transmutation) (20 gp); bracers of quick-strike (faint 
  transmutation) (100 gp); cloak of resistance +1 (faint 
  abjuration) (83 gp); cloak of elemental protection 
  (faint abjuration) (83 gp); +1 bane (human) scimitar. 
  (692 gp); 4 x feather token (whip) (moderate 
  conjuration) (164 gp); brooch of shielding (faint 
  
  The Sun and the Nightingale                                                                                                                               Page 38 
  abjuration) (125 gp); +1 breastplate (104 gp); +1 
  maiming greatsword (faint transmutation) (695 gp); 
  belt of one mighty blow (faint transmutation, 125 gp); 
  arcane srcoll of mage armor (faint conjuration, 2 gp); 
  arcane scroll of flame arrow (faint transmutation) 
  (31gp); 
  divine 
  scroll 
  of 
  cat’s 
  grace 
  (faint 
  transmutation) (12gp) 
   
  Encounter 13 a): Under the Cliffs 
  Equipment from the sahuagin 
  APL4:  L: 27 gp 
  APL6:  L: 156 gp; M: 4 x ring of protection +1 (Faint 
  conjuration) (83 gp each) 
  APL8:  L: 156 gp; M: 4 x ring of protection +1 (Faint 
  conjuration) (83 gp each) 
  APL10: L: 156 M: 4 x ring of protection +1 (Faint 
  conjuration) (83 gp each); chainshirt +2 (345 gp each) 
   
  Encounter 13 b): Under the Cliffs 
  Treasure found in chambers 
  All APLs: Loot: 50 gp;  
   
  Encounter 13 c): Under the Cliffs 
  Accepting Nurriev’s bribe 
  APL 4: Coin: 100 gp; 
  APL 6: Coin: 150 gp; 
   
  APL 8: Coin: 200 gp; 
  APL 10: Coin: 250 gp; 
   
  Killing or capturing Nurriev 
  All APLs: C: 20 gp: L: 12 gp M: potion of water 
  breathing (faint transmutation) (62 gp) 
   
  Conclusion: 
  Compensation by church of Zilchus or Slavers when 
  Nurriev is handed over. 
   
  APL4: Coin: 200 gp 
  APL6: Coin: 300 gp 
  APL8: Coin: 400 gp 
  APL10: Coin: 500 gp 
   
  Compensation by church of Zilchus when Nurriev’s 
  journal is recovered. 
   
  APL4: Coin: 100 gp 
  APL6: Coin: 150 gp 
  APL8: Coin: 200 gp 
  APL10: Coin: 250 gp 
   
  Total Possible Treasure 
  APL 4: Loot: 183 gp; Coin: 702 gp; Magic: 295 gp - 
  Total: 1155 gp (Maximum available: 650 gp) 
  APL 6: Loot: 312 gp; Coin: 1002 gp; Magic: 1028 gp - 
  Total: 2354 gp (Maximum available: 900 gp) 
  APL 8: Loot: 183 gp; Coin: 1302 gp; Magic: 2128 gp - 
  Total: 3612 gp (Maximum available: 1300 gp) 
  APL 10: Loot: 183 gp; Coin: 1570 gp; Magic: 4378 gp -) 
  Total: 4116  gp (Maximum available: 2300 gp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 39 
  Items for the  
  Adventure Record 
  Item Access 
  APL 4  
  � bracers of quickstrike (Adventure, 
  Miniatures Handbook (MH), 1200 gp) 
  � dust of tracelesness (Adventure, 
  Dungeonmaster’s Guide (DMG), 250 gp ) 
  � wand of magic missiles (CL1, 25 charges) 
  (Adventure, DMG, 375 gp) 
  � divine scroll of control water (Adventure, 
  DMG, 700 gp ) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � elemental gem (red) (Adventure, DMG, 
  2,250 gp) 
  � Quall’s feather token (whip) (Adventure, 
  DMG, 500 gp) 
   
  APL 8 (All of APLs 2-6 plus the following) 
  � cloak of elemental protection (Adventure, 
  MH, 1000 gp) 
  � +1 bane (human) scimitar (Adventure, 
  DMG, 8,315 gp) 
  � brooch of shielding (Metaregional, DMG, 
  1,500 gp) 
   
  APL 10 (All of APLs 2-8 plus the following) 
  � +1 maiming greatsword (Adventure, MH, 
  8,350 gp) 
  � belt of one mighty blow (Adventure, MH, 
  1500gp) 
  � chainshirt +2 (Metaregional, DMG, 4,250 gp) 
   
  � Favor of Nurriev Patrichco: You have helped Nurriev escape 
  and he is grateful. He can use his special connections to grant you 
  access a single magical weapon, armor or shield of value up to 
  10000gp, build for your specifications, such as +1 keen greatsword 
  for 8350 gp. You may only use enchantments and materials from 
  Player’s Handbook/Dungeon Master’s Guide for this weapon, 
  following all restrictions laid out in LGCS. Alternatively you may 
  use this favour to upgrade a one standard ability enchantment 
  item such as amulet of health with further +2 bonus, up to 
  maximum of +6, only paying the difference between old and new 
  price. 
   
  � Enmity of Sirdis Turrindal: You handed Nurriev over to the 
  authorities/the slavers, depriving Sirdis his friend. He will make 
  sure you don’t feel welcome in Greyhawk by spreading rumors 
  through his business associates. This manifests as increased 
  attention from authorities and other minor hinderances. Next two 
  modules starting in Greyhawk City will cost extra TU for this 
  character: � 
   
  � Atonement: Stern Alia accepts you as her new servant. 
   
  � Favor of Zilchus: You handed Nurriev over to face 
  questioning and servants of the Moneycounter are pleased.  
  Through their contacts you find that you can sell your goods much 
  more easily. You can use this favor once in any future AR.  When 
  you redeem it, one of your items is sold at its full market value, not 
  50% as normal. Used in AR: _____ 
  Members of the Royal Guild of Merchants of Aerdy meta-
  organisation gain access to Heroic Destiny (RD) feat. 
  This favour also cancels out any Wanted in Ahlissa 
  charges that the PC might have. 
   
  � Favor of the Slavers: You handed Nurriev to the slavers. You 
  have free Adventurer’s upkeep in modules set in the Pomarj. In 
  addition, the slavers are willing to help you on some of the loot 
  they capture or make their slaves build it for you.  You may call 
  their aid up to three times. Each favor allows you to reduce the 
  price of a single magic item you have access to, by 10%. Mark each 
  instance that this favour is used and on the third instance, cross off 
  the favour.   
  Those who have magical tattoo from COR4-04 Red Tide gain 
  access to Heroic Destiny (RD) feat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 40 
   
   
  DMs Aid 1: 
  Map of Trennenport
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 41 
  DMs Aid 2: 
  Nurriev’s House 
  Ground floor 
   
  First floor 
  One square = 5 feet 
  
  The Sun and the Nightingale                                                                                                                               Page 42 
  DMs Aid 3: 
  The Mermaids Legs 
   
   
  One square = 5 feet 
   
  
  The Sun and the Nightingale                                                                                                                               Page 43 
  Players Handout 1: 
  Map of Trennenport 
   
   
   
  Trennenport (Large Town): Conventional; AL LE; 5,000 gp limit; Assets 145 000 gp; Population 2,900; Mixed 
  (human [OSf] 2291, half-orc 427, sahuagin 83 (official count, most likely it is much higher in reality), halfling 65, 
  half-elf 34.  
  Authority Figures: Bortwimm (LE male human Wiz13) 
  Important Figures: Remmannen (LN male human Clr11 - Zilchus), High Priest of Zilchus, Ivshenndra (LE, female 
  human Clr9 – Hextor), Captain of the Port Garrison, Turlarenn (LE male human Ftr8), Commander of the 
  Trennenport Squadron. 
   
  Overview: Standing on the southern shores of Relmor Bay, Trennenport’s proximity to Nyrond and the Iron League states of 
  Irongate and Onnwal has meant it has long been a well-garrisoned naval port. To landward, it is enclosed behind stout stone 
  walls. To seaward, several sturdy keeps replete with siege engines ward the approaches to the harbor, while a squadron of the 
  Imperial Ahlissan Navy rides at anchor in the harbor. Trennenport has prospered greatly under the rule of the United Kingdom 
  of Ahlissa. Overking Xavener’s investments in naval power and overseas trade have brought increased security and commerce to 
  the port. As the last safe haven between Ahlissa and Hardby, Trennenport is an important stop on the sea route to Greyhawk City 
  and the markets of the central Flanaess. From its sheltered harbor, convoys of merchantmen set sail for the west under the 
  watchful eye of Imperial Ahlissan Navy escorts. The most unusual feature of the city is the peaceful presence of sahaugin, who 
  appear to have some arrangment with the town’s rulers. 
  Rulership and Law: The mage Bortwimm (LE male human Wiz13) rules Trennenport with an iron grip and has done so for over 
  three decades, showing remarkable talent for surviving despite the chaos of the Great Kingdom’s final years and Greyhawk Wars. 
  Disorder in his town is not tolerated. 
  Religion: Trennenport has major temples of Boccob (Clr7), Celestian (Clr6), Hextor (Clr11), Kurell (Clr5), Procan (Clr9) & 
  Zilchus (Clr11), as well as a small temple for Stern Alia. 
  
  The Sun and the Nightingale                                                                                                                               Page 44 
  Players Handout 2: 
  The note 
   
   
   
   
    
  
  The Sun and the Nightingale                                                                                                                               Page 45 
  Players Handout 3: 
  Nurriev’s Signet Ring 
   
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 46 
  Players Handout 4: 
  Nurriev’s Will 
   
  I am Nurriev Parichco and, at this time, my mind is sound and free of enchantment or malign influence.  
  This is my final will and testament. 
   
  Into the earth I must descend 
  To take my final rest 
  I leave my foes, I leave my friends 
  My axe upon my breast 
  Have no sorrow, your heart be strong 
  I visit kin of old 
  To sup ale and share our songs 
  In halls bedecked with gold 
   
  I plead with my friends to carefully note these instructions if I must indeed start my sentence of death: 
   
  I wish my earthly remains to be burnt and the ashes scattered at sea to release my soul to the Money 
  Counter.  Apart from my ship, the Sea Dragon, which I bequeath to the Guildmaster’s Chapel, I leave all 
  my earthly possessions to Sirdis Turrindal, merchant of Greyhawk.  My finances would permit me to be 
  restored to life, but my conscience will not.  I must assume that I have either been killed for the knowledge 
  I possess or as punishment for my involvement with slavers.  No doubt, even if I was restored to life I 
  would soon be hunted down and killed again or be forced to serve some punishment.  Hopefully, my decision 
  to release the slaves will restore some favour when Zilchus measures my worth.  I suspect that you would 
  wish to find in this document some information about the location and identities of the slavers.  Due to my 
  oaths before the Great Guildmaster, I may not reveal this knowledge.  I have broken laws, but to break the 
  sanctity of a contract is the greatest sacrilege in the eyes of Zilchus.  Nyrond shall, I am sure, soon bring 
  about the end of these slavers.  Good luck to all who embark on this endeavour.  With a sense of foreboding, 
  I must return to my affairs.  All my life I have hoped to see another Sea Drake, and discover what 
  secrets it hides.  I would like to see Sirdis before the end.  Thoughts of the sea will comfort me in these final 
  hours. 
   
  Nurriev Patrichco 
   
  The scribing and signing of this will was witnessed by Giffard Wentwick, Scribe of Trennenport.  
  He hereby gives notice that he retains a copy of this will. 
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 47 
  Encounter Map 1: 
  The Mermaids Legs 
   
   
  One square = 5 feet 
  
  The Sun and the Nightingale                                                                                                                               Page 48 
  Encounter Map 2: 
  Beneath the Cliffs 
   
   
  One square = 5 feet 
  
  The Sun and the Nightingale                                                                                                                               Page 49 
  Encounter Map 3: 
  The Grey Gander 
   
  Top of the bow castle 
   
  Below deck 
  The deck
  
  The Sun and the Nightingale                                                                                                                               Page 50 
  Appendix 1 
  APL4 
  Encounter 8: Mermaid’s Legs 
   
  Ansis: human female (Sueloise) Clr5 of Kurell; CR5; 
  Medium humanoid (human); HD 5d8+5; hp 33; Init 
  +2; Spd 30 ft; AC 17, touch 12, flat-footed 15; Base Atk 
  +3; Grp +3; Atk +4 melee (1d6, light mace) or +7 
  ranged (1d8/19-20, mwk light crossbow); Full Atk +3 
  melee (1d6, light mace) or +7 or +5/+5 ranged 
  (1d8/19-20, mwk light crossbow); SA; spells, turn 
  undead SQ aura of evil; AL CN; SV Fort +6, Ref +4, 
  Will +8; Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 
  14. 
  Skills and Feats: Bluff +10, Concentration +7, 
  Heal +11, Sense Motive +7; Point Blank Shot, Rapid 
  Shot, Rapid Reload. 
  Languages: Ancient Suloise, Common 
  Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + 
  spell level):  0—[cure minor wounds, create water, 
  detect magic, guidance, read magic]; 1st— bless,  
  cure light wounds, entropic shield*, protection from 
  good, shield of faith]; 2
  nd- [cure moderate wounds, 
  hold person, invisibility, see invisibility]; 3
  rd –
  [insignia of healing, protection from energy*, ring of 
  blades] 
  *Domain spell. Deity: Kurell Domains: Luck: 
  You gain the power of good fortune, which is usable 
  once per day. This extraordinary ability allows you to 
  reroll one roll that you have just made; Trickery: Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills. 
  Possessions: 
  chainshirt, 
  masterwork 
  light 
  crossbow, 15 bolts, light mace, dagger, wooden holy 
  symbol of Kurell, backpack, traveler’s outfit, 
  smokestick, potion of cure light wounds, dust of 
  tracelessness, cloak of resistance +1, scroll of cat’s 
  grace, potion of expeditious retreat, spell component 
  pouch: Appearance: Beautiful Suloise woman with 
  red hair, 29 years old. She knows few nice words can 
  get you things just as well as a blade so she chooses 
  her fights carefully. 
   
  Draban: male human (Oeridian/Flan) Rng2/Rog1; 
  CR3; Medium Humanoid (Human); HD 2d8+1d6+6; 
  hp 24; Init +6; Spd 30 ft; AC 15, touch 11, flat-footed 
  14; Base Atk +2; Grp +4; Atk +5 melee (1d6+2 plus 
  poison/18-20, scimitar) or +3 ranged (1d8+2/x3, 
  longbow); Full Atk +5 melee (1d6+2 plus poison/18-
  20, scimitar) or +3 melee (1d6+2 plus poison/18-20, 
  scimitar) and +3 melee (1d4+1 plus poison/18-20, 
  kukri)  or +3 ranged (1d8+2/x3, composite longbow); 
  SA Sneak attack 1d6, favored enemy (humans) +2; SQ 
  trapfinding, wild empathy +1; AL NE; SV Fort +5, Ref 
  +6, Will +1; Str 14, Dex 12, Con 15, Int 10, Wis 13, 
  Cha 8. 
  Skills and Feats: Climb +5, Hide +6, Jump 
  +6, Knowledge (nature) +3, Listen +6, Move Silently 
  +6, Open Lock +7, Search +5, Spot +4, Survival +4, 
  Tumble +7; Improved initiative, skill focus (tumble), 
  two-weapon fighting (style), track. 
  Languages: Common. 
  Poison: Draban’s scimitar and kukri are 
  coated in Black Adder venom (DC11 fortitude, injury 
  1d6con/1d6 con) 
  Possessions: 
  chainshirt, 
  masterwork 
  scimitar, masterwork kukri, dagger, composite 
  longbow (+2 str), thieves tools, 20 arrows, backpack, 
  flint and steel, lantern, smokestick, potion of cure 
  light wounds, potion of expeditious retreat, 
  Appearance/personality: Tall and bald man 
  who is is of mixed Oeridian-Flan heritage. Blunt and 
  coarse when it comes to talking. 28 years old. 
  Ruthless mercenary. 
   
  Shargut: 
  Half-orc 
  Bar1/Ftr1; 
  CR2; 
  Medium 
  Humanoid (Orc); HD 1d12+1d10+6; hp 24; Init +2; 
  Spd 30 ft; AC 17, touch 12, flat-footed 15; Base Atk +2; 
  Grp +6; Atk +8 melee (2d6+6/19-20, masterw. 
  greatsword) or +4 ranged (1d4+4, sling); Full Atk +8 
  melee (2d6+6/19-20, masterw. greatsword) or +4 
  ranged (1d4+4, sling); SA -;  SQ darkvision 60ft, orc 
  blood, rage; AL CN; SV Fort +5, Ref +3, Will +2; Str 
  18, Dex 15, Con 16, Int 10, Wis 10, Cha 6. 
  Skills and Feats: Climb +5, Intimidate -1, 
  Jump+8, Listen +3, Swim +5; Iron Will, Power Attack, 
  Weapon Focus (greatsword) 
  Rage (Ex): When raging, Sharguts statistics 
  change as follows. Str 22, Dex 15, Con 20, Int 10, Wis 
  8, Cha 8. His armor class is reduced by 2 and he gains 
  6 temporary hitpoints. His attack with greatsword 
  becomes Atk +10 melee (2d6+9/19-20, masterw. 
  greatsword) and with sling it becomes +4 ranged 
  (1d4+6, sling); 
  Languages: common, orc. 
  Possessions: 
  Breastplate, 
  masterwork 
  greatsword, sling, 10 bullets, longsword, dagger, 
  backpack, traveler’s outfit, smokestick, potion of cure 
  light wounds, bracers of quick-strike. 
  Appearance/personality: Tall and muscled 
  half-orc with dark hair and skin with slight 
  grey/green coloring, dressed in chainshirt. Not the 
  brightest candle in the chandelier but he knows it 
  and takes pride in his abilites as a fighter. Age 
  unknown, even he does not know but somewhere in 
  his twenties. 
   
  Wyrca: male human (Oeridian) Wiz3 (necromancer); 
  CR3; Medium humanoid (human); HD 3d4+6; Hp 16; 
  Init +7; Spd 30ft; AC 13, flat-footed 10, Touch 13; 
  Base Atk; +1; Grp +1; Atk +1 melee (1d6, quarterstaff) 
  or +4 ranged (1d8/19-20, light crossbow); Full Atk +1 
  melee (1d6, quarterstaff) or +4 ranged (1d8/19-20, 
  light crossbow);  ; AL: NE; SA: spells; SQ Summon 
  familiar; SV Fort+2 Ref+4 Will+3; Str 10, Dex 16, Con 
  14, Int 15, Wis 10, Cha 9.   
   
  Skills and feats: Concetration +7, Jump +2, 
  Knowledge (arcana) +8, Knowledge (religion) +5, 
  Knowledge (Planes) +6, Listen +5, Spellcraft +10, 
  Spot +4; Improved Initiative, Point Blank Shot, 
  Scribe Scroll, Spell Focus (Necromancy). 
  Languages: Common, Draconic, Orcish.   
   
  Spells Prepared; (4+1/3+1/2+1; base DC = 12 
  + spell level):  0—[acid splash, detect magic, 
  open/close, read magic, touch of fatigue (DC13)]; 
  
  The Sun and the Nightingale                                                                                                                               Page 51 
  1st—[enlarge 
  person, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement, 
  shield]; 
  2
  nd—[blindness/deafness 
  (DC15), glitterdust, see invisibility] 
  Possessions: 
  dagger, 
  quarterstaff, 
  light 
  crossbow, 15 bolts, spell component pouch, traveler’s 
  outfit, smokestick, potion of cure light wounds wand 
  of magic missiles (CL1, 25 charges), potion of gaseous 
  form, scroll of mage armor, potion of expeditious 
  retreat, spell component pouch. 
  Appearance/personality: Tall Oeridian man 
  with with dark hair and bright blue eyes, hinting a 
  bit of Suloise blood. 30 years old. Silent man who is 
  constantly 
  observing 
  his 
  surroundings 
  and 
  dangerously intelligent. 
    
  
  The Sun and the Nightingale                                                                                                                               Page 52 
   
  Appendix 2 
  APL6: 
   
  Encounter 8: Mermaid’s Legs 
   
  Ansis: human female (Sueloise) Clr6 of Kurell; CR6; 
  Medium humanoid (human); HD 6d8+6; hp 40; Init 
  +2; Spd 30 ft; AC 17, touch 12, flat-footed 15; Base Atk 
  +4; Grp +4; Atk +5 melee (1d6, light mace) or +8 
  ranged (1d8/19-20, mwk light crossbow); Full Atk +4 
  melee (1d6, light mace) or +8 or +6/+6 ranged 
  (1d8/19-20, mwk light crossbow); SA; spells, rebuke 
  undead SQ aura of evil; AL CN; SV Fort +7, Ref +5, 
  Will +9; Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 
  14. 
  Skills and Feats: Bluff +10, Concentration +10, 
  Heal +11, Sense Motive +7; Point Blank Shot, Rapid 
  Shot, Rapid Reload, Sacred Healing. 
  Languages: Ancient Suloise, Common 
  Spells Prepared (5/4+1/3+1/2+1; base DC = 13 + 
  spell level):  0—[cure minor wounds, create water, 
  detect magic, guidance, read magic]; 1st— bless,  
  cure light wounds, entropic shield*, protection from 
  good, shield of faith]; 2
  nd- [cure moderate wounds, 
  eagle’s splendor, hold person, invisibility, see 
  invisibility]; 3
  rd –[dispel magic, insignia of healing, 
  protection from energy*, ring of blades] 
  *Domain spell. Deity: Kurell Domains: Luck: You 
  gain the power of good fortune, which is usable once 
  per day. This extraordinary ability allows you to reroll 
  one roll that you have just made; Trickery: Add Bluff, 
  Disguise, and Hide to your list of cleric class skills. 
  Possessions: chainshirt, masterwork light 
  crossbow, 15 bolts, light mace, dagger, wooden holy 
  symbol of Kurell, backpack, traveler’s outfit, 
  smokestick, potion of cure light wounds, dust of 
  tracelessness, cloak of resistance +1,scroll of Cat’s 
  Grace, potion of expeditious retreat, spell component 
  pouch, Quaal’s Feather Token (Whip): Appearance: 
  Beautiful Suloise woman with red hair, 29 years old. 
  She knows few nice words can get you things just as 
  well as a blade so she chooses her fights carefully. 
   
  Draban: human male (Oeridian/Flan) Rng2/Rog3; 
  CR5; Medium Humanoid (Human); HD 2d8+3d6+15; 
  hp 40; Init +5; Spd 30ft; AC 15, touch 11, flat-footed 
  14; Base Atk +4; Grp +6; Atk +7 melee (1d6+2 plus 
  poison/18-20, mwk scimitar) or +5 ranged (1d8+1/x3, 
  composite longbow); Full Atk +5 melee (1d6+2 plus 
  poison/18-20, mwk scimitar) and +5 melee (1d4+1 
  plus poison/18-20, mwk kukri)  or +5 ranged 
  (1d8+1/x3, 
  composite 
  longbow); 
  SA 
  Sneak 
  attack+2d6, favored enemy (human+2); SQ: evasion, 
  trapfinding, wild empathy +1; AL NE; SV Fort +8, Ref 
  +8, Will +3; Str 14, Dex 12, Con 16, Int 10, Wis 13, 
  Cha 8. 
  Skills and Feats: Climb +8, Hide +9, Jump +8, 
  Knowledge (nature) +3, Listen +7, Move Silently +7, 
  Open Lock +9, Search +5, Spot +7, Survival +6, 
  Tumble +9 ; Improved Initiative, Skill Focus 
  (Tumble),  Two-Weapon Fighting (style), Track. 
  Languages: Common. 
  Poison: 
  Draban’s 
  scimitar 
  is 
  coated 
  in 
  Deathblade poison (DC20 fortitude, injury 1d6 
  con/2d6 con) 
  Possessions: chainshirt, masterwork scimitar, 
  masterwork kukri, dagger, composite longbow (+1 
  str), thieves tools, 20 arrows, backpack, flint and steel, 
  lantern. Blue Whinnis poison, smokestick, potion of 
  cure light wounds, cloak of resistance +1, feather 
  token (whip), potion of expeditious retreat, 
  Trap Sense (Ex): At 3rd level, a rogue gains 
  an intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks 
  made by traps. These bonuses rise to +2 when the 
  rogue reaches 6th level, to +3 when she reaches 9th 
  level, to +4 when she reaches 12th level, to +5 at 15th, 
  and to +6 at 18th level. Trap sense bonuses gained 
  from multiple classes stack. 
  Appearance/personality: Tall and bald man 
  who is is of mixed Oeridian-Flan heritage. Blunt and 
  coarse when it comes to talking. 28 years old. 
  Ruthless mercenary. 
   
  Shargut : half-Orc male Bar3/Ftr2; CR5; Medium 
  Humanoid (Orc); HD 3d12+2d10+15; hp 53; Init +2; 
  Spd 40ft; AC 18, touch 13, flat-footed 15; Base Atk +5; 
  Grp +9; Atk +11 melee (2d6+6/19-20, mwk 
  greatsword) or +8 ranged (1d4+4, sling); Full Atk +11 
  melee (2d6+6/19-20 mwk greatsword) or +8 ranged 
  (1d4+4, sling); SA -;  SQ darkvision 60ft, orc blood, 
  rage, trap sense, uncanny dodge; AL CN; SV Fort +9, 
  Ref +4, Will +3; Str 18, Dex 16, Con 16, Int 10, Wis 10, 
  Cha 6. 
  Skills and Feats: Climb +8, Intimidate +3, 
  Jump+11, Listen +3, Spot +2, Swim +5; Iron Will, 
  Power Attack, Improved Sunder, Weapon Focus 
  (greatsword) 
  Rage (Ex): When raging, Sharguts statistics 
  change as follows. Str 22, Dex 16, Con 20, Int 10, Wis 
  8, Cha 8. His armor class is reduced by 2 and he gains 
  10 temporary hitpoints. His attack with greatsword 
  becomes Atk +13 melee (2d6+9/19-20, mwk 
  greatsword) and with sling it becomes +8 ranged 
  (1d4+6, sling); 
  Uncanny Dodge (Ex): At 2nd level, a 
  barbarian retains his Dexterity bonus to AC (if any) 
  even if he is caught flat-footed or struck by an 
  invisible attacker. However, he still loses his 
  Dexterity bonus to AC if immobilized. If a barbarian 
  already has uncanny dodge from a different class, he 
  automatically gains improved uncanny dodge (see 
  below) instead. 
  Trap Sense (Ex): Starting at 3rd level, a 
  barbarian gains a +1 bonus on Reflex saves made to 
  avoid traps and a +1 dodge bonus to AC against 
  attacks made by traps. These bonuses rise by +1 every 
  three barbarian levels thereafter (6th, 9th, 12th, 15th, 
  and 18th level). Trap sense bonuses gained from 
  multiple classes stack. 
  Languages: Common, Orcish 
  Possessions: 
  breastplate, 
  masterwork 
  greatsword, sling, 10 bullets, longsword, dagger, 
  backpack, traveler’s outfit, smokestick, potion of cure 
  light wounds, Quaal’s feather token (whip), potion of 
  expeditious retreat. 
  
  The Sun and the Nightingale                                                                                                                               Page 53 
  Appearance/personality: Tall and muscled 
  half-orc with dark hair and skin with slight 
  grey/green coloring, dressed in chainshirt. Not the 
  brightest candle in the chandelier but he knows it 
  and takes pride in his abilites as a fighter. Age 
  unknown, even he does not know but somewhere in 
  his twenties. 
   
  Wyrca: human male (Oeridian) Wiz5 (Necromancer); 
  CR5; Medium Humanoid (Human); HD 5d4+5; Hp 
  25; Init +7; Spd 30ft; AC 13, flat-footed 10, Touch 13; 
  Base Atk; +2; Grp +2; Atk +2 melee (1d6, quarterstaff) 
  or +5 ranged (1d8/19-20, light crossbow); Full Atk +2 
  melee (1d6, quarterstaff) or +5 ranged (1d8/19-20, 
  light crossbow); AL: NE; SA: spells; SQ Summon 
  familiar; SV Fort+2 Ref+4 Will+4; Str 10, Dex 16, Con 
  14, Int 16, Wis 10, Cha 9.   
   
  Skills and feats: Concentration +10, Jump 
  +2, Knowledge (arcana) +9, Knowledge (religion) +6, 
  Knowledge (Planes) +7, Listen +5, Spellcraft +10, 
  Spot +5. Improved Initiative, Point Blank Shot, 
  Maximise 
  Spell, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Necromancy). 
  Languages: Common, Draconic, Orcish.   
   
  Spells 
  Prepared; 
  banned 
  schools 
  enchantment and abjuration (4+1/4+1/3+1/2+1; base 
  DC = 13 + spell level):  0—[acid splash, detect magic, 
  open/close, read magic, touch of fatigue (DC14)]; 
  1st—[enlarge person, magic missile (2), ray of 
  enfeeblement shield]; 2
  nd—[blindness/deafness (2) 
  (DC16), glitterdust, see invisibility]; 3
  rd—[fireball, 
  haste, ray of exhaustion]. 
  Possessions: 
  dagger, 
  quarterstaff, 
  light 
  crossbow, 15 bolts, spell component pouch, traveler’s 
  outfit, smokestick, potion of cure light wounds, 
  elemental gem (red), potion of gaseous form, wand of 
  magic missiles (CL1, 25 charges), spell component 
  pouch, Quaal’s feather token (whip), scroll of mage 
  armor,  potion of expeditious retreat, scroll of flame 
  arrow. 
  Appearance/personality: Tall Oeridian man 
  with with dark hair and bright blue eyes, hinting a 
  bit of Suloise blood. 30 years old. Silent man who is 
  constantly 
  observing 
  his 
  surroundings 
  and 
  dangerously intelligent. 
   
  Encounter 13: Under the Cliffs 
   
  Sahuagin rangers (4): male sahuagin Rng2; CR 4; 
  Medium Humanoid (Aquatic); HD 4d8+16; Hp 38; 
  Init +2; Spd 30 ft, swim 60ft; AC 22(Dex+2, natural 
  armor +5, armor +4,deflection+1), touch 13, flat-
  footed 20; Base Atk +4; Grp +8; Atk: +10 melee (1d8+6, 
  mwk trident used two-handed) or +6 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +10 melee 
  (1d8+6, mwk trident used two-handed) and +6 melee 
  (1d4+2, bite) or +6 ranged (1d10/19-20, heavy 
  crossbow); Space/Reach 5ft./5ft.; SA blood frenzy, 
  favorite enemy (Elf+2), rake; SQ Blindsense 30ft, 
  Darkvision 
  60ft, 
  freshwater 
  sensitivity, 
  light 
  blindness, speak with sharks, water dependent, Wild 
  Empathy; AL LE; SV Fort +9, Ref +8, Will +5; Str 18, 
  Dex 15, Con 18; Int 14, Wis 14, Cha 6.  
  Skills and Feats:  Handle animal +5*, Hide 
  +9*, Listen +9*, Profession (Hunter) +2*, Ride +9, 
  Spot +9, Survival +5,  Swim +15 (+11 in armor); Great 
  Fortitude, Multiattack, Track, Two-Weapon Fighting 
  (style), Weapon Focus (Trident) 
  Possessions: chainshirt, heavy crossbow, 10 
  bolts, masterwork trident, ring of protection+1 
  Languages: Aquatic, Common, Sahuagin. 
  Blindsense (Ex):  A Sahuagin can locate 
  creatures underwater on a 30ft radius. This ability 
  functions only when Sahuagin is underwater. 
  Blood Frenzy: Once per day, Sahuagin that 
  takes damage in combat, can fly into a frenzy next 
  round, clawing madly until it or it’s opponent is dead. 
  It gains +2 strength, +2 constitution and takes –2 
  penalty to armor class. Sahuagin cannot end it’s 
  frenzy voluntarily. 
  Rake (Ex):  Attack bonus +2 damage 1d4+1. 
  Sahuagin also gains two rake attacks while 
  swimming.  
  Freshwater sensitivity (Ex):  A Sahuagin 
  that is fully immersed into freshwater must take a 
  take a DC15 fortitude save or become fatigued. Even 
  if save is succesful, Sahuagin must take test again 
  every 10 minutes it remains immersed in freshwater. 
  Light Blindness (Ex):  Abrupt exposure to 
  bright light (such as sunlight or  daylight spell)blinds 
  Kuo-Toas for 1 round. On subsequent round they are 
  dazzled while operating in bright light. 
  Speak with sharks (Ex):  Sahuagin can 
  communicate telepathically with sharks up to 150ft 
  away. This communication is limited to fairly simple 
  concepts such as “food”, “enemy” or “friend”. 
  Sahuagin can use Handle Animal skill to befriend 
  and train sharks. 
  Water dependent (Ex):  Sahuagin can 
  survive out of water for 1 hour per 2 point of 
  constitution (after that, refer to drowning rules on 
  page 304 of the Dungeon Masters guide)  
  Skills (Ex):  Sahuagins receive +8 racial 
  bonus (already included above) on any swim check to 
  perform some special action or avoid hazard. 
  Sahuagin can always take 10 on swim checks, even 
  when distracted or endangered. Sahuagin can use 
  run action while swimming, provided it swims in 
  straight line. *Underwater Sahuagin has +4 racial 
  bonus to Hide, Listen & Spot checks. 
  
  The Sun and the Nightingale                                                                                                                               Page 54 
   
  Appendix 3 
  APL8: 
   
  Encounter 8: Mermaid’s Legs 
   
  Ansis: human female (Sueloise) Clr8 of Kurell; CR8; 
  Medium humanoid (human); HD 8d8+8; hp 52; Init 
  +2; Spd 30 ft; AC 17, touch 12, flat-footed 15; Base Atk 
  +6; Grp +6; Atk +6 melee (1d6, light mace) or +10 
  ranged (1d8/19-20, mwk light crossbow); Full Atk 
  +6/+1 melee (1d6, light mace) or +10/+5 or +8/+8/+3 
  ranged (1d8/19-20, mwk light crossbow); SA; spells, 
  rebuke undead SQ aura of evil; AL CN; SV Fort +8, 
  Ref +5, Will +10; Str 10, Dex 14, Con 12, Int 10, Wis 
  16, Cha 15. 
  Skills and Feats: Bluff +12, Concentration +10, 
  Heal +11, Sense Motive +8; Point Blank Shot, Rapid 
  Shot, Rapid Reload, Sacred Healing. 
  Languages: Ancient Suloise, Common 
  Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 
  13 + spell level):  0—[cure minor wounds, create 
  water, detect magic, guidance, read magic, virtue]; 
  1st— bless,  cure light wounds (2), entropic shield*, 
  protection from good, shield of faith]; 2
  nd- [cure 
  moderate wounds, eagle’s splendor, hold person, 
  Invisibility, see invisibility]; 3
  rd –[dispel magic, 
  insignia of healing, prayer, protection from energy*, 
  ring of blades] 4
  th –[confusion*, spell immunity, 
  summon monster IV] 
  *Domain spell. Deity: Kurell Domains: Luck: 
  You gain the power of good fortune, which is usable 
  once per day. This extraordinary ability allows you to 
  reroll one roll that you have just made; Trickery: Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills. 
  Possessions: chainshirt, masterwork light 
  crossbow, 15 bolts, light mace, dagger, wooden holy 
  symbol of Kurell, backpack, traveler’s outfit, 
  smokestick, potion of cure light wounds, dust of 
  tracelessness, cloak of resistance +1,scroll of cat’s 
  grace, potion of expeditious retreat, Quaal’s feather 
  token (whip) spell component pouch:  
  Appearance: Beautiful Suloise woman with 
  red hair, 29 years old. She knows few nice words can 
  get you things just as well as a blade so she chooses 
  her fights carefully. 
   
  Draban: male human (Oeridian) Rng3/Rog4; CR7; 
  Medium humanoid (human); HD 3d8+4d6+21; hp 55; 
  Init +5; Spd 30ft; AC 15, touch 14, flat-footed 11; Base 
  Atk +6; Grp +8; Atk +9 (+11 vs. human) melee 
  (1d6+3+2d6+2 vs. human plus poison/18-20, +1 bane 
  (human) scimitar) or +7 ranged (1d8+1/x3, composite 
  longbow); Full Atk +9/+4 (+11/+6 vs. human) melee 
  (1d6+3+2d6 vs. human) plus poison/18-20, +1 bane 
  (human) scimitar) or +7/+2 (+9/+4 vs. human) melee 
  (1d6+3+2d6 vs human plus poison/18-20, +1 bane 
  (human) scimitar)  and +7 melee (1d4+1/18-20, kukri)  
  or +7/+2 ranged (1d8+1/x3, composite longbow); SA 
  Sneak attack 2d6, favored enemy (human+2); SQ: 
  evasion, trapfinding, trap sense, wild empathy +1; AL 
  NE; SV Fort +8, Ref +9, Will +4; Str 14, Dex 12, Con 
  16, Int 10, Wis 13, Cha 8. 
  Skills and Feats: Climb +9, Hide +10, Jump +7, 
  Knowledge (nature) +3, Listen +8, Move Silently +8, 
  Open Lock +11, Search +6, Spot +9, Survival +7, 
  Tumble 
  +11; 
  Diehard, 
  Endurance, 
  Improved 
  Initiative, Skill Focus (Tumble), Two-Weapon 
  Fighting (style), Track.  
  Languages: Common. 
  Poison: Draban’s scimitar and Kukri are coated 
  in Wyvern Poison 2d6 con/2d6 con) 
  Possessions: chainshirt, +1 bane (human) 
  scimitar, masterwork kukri, dagger, composite 
  longbow (+1 str), thieves tools, 20 arrows, backpack, 
  flint and steel, lantern. Blue Whinnis poison, 
  smokestick, potion of cure light wounds, Quaal’s 
  feather token (whip), potion of expeditious retreat, 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks 
  made by traps. These bonuses rise to +2 when the 
  rogue reaches 6th level, to +3 when she reaches 9th 
  level, to +4 when she reaches 12th level, to +5 at 15th, 
  and to +6 at 18th level. Trap sense bonuses gained 
  from multiple classes stack. 
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed 
  or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  Appearance/personality: Tall and bald man who 
  is is of mixed Oeridian-Flan heritage. Quite blunt 
  and coarse when it comes to talking. 28 years old. 
  Ruthless mercenary. 
   
  Shargut : male half-orc Bar3/Ftr4; CR 7; Medium 
  humanoid (Orc); HD 3d12+4d10+21 plus 7; hp 78; 
  Init +3; Spd 30 ft; AC 19, touch 13, flat-footed 16; 
  Base Atk +7; Grp +11; Atk +13 melee (2d6+8/19-20, 
  mwk greatsword) or +10 ranged (1d4+4, sling); Full 
  Atk +13/+8 melee (2d6+8/19-20 mwk greatsword) or 
  +10/+5 ranged (1d4+4, sling); SA -;  SQ darkvision 
  60ft, orc blood, rage; AL CN; SV Fort +10, Ref +5, 
  Will +4; Str 18, Dex 16, Con 16, Int 10, Wis 10, Cha 6. 
  Skills and Feats: Climb +8, Intimidate +7, 
  Jump+11, Listen +3, Spot +2, Swim +6; Iron Will, 
  Power 
  Attack, 
  Improved 
  Sunder, 
  Improved 
  Toughness, Weapon Focus (greatsword), Weapon 
  Specialisation (greatsword). 
  Rage (Ex): When raging, Shargut’s statistics 
  change as follows. Str 22, Dex 16, Con 20, Int 10, Wis 
  8, Cha 8. His armor class is reduced by 2 and he gains 
  14 temporary hitpoints. His attack with greatsword 
  becomes Atk +15 melee (2d6+11/19-20, greatsword) 
  and with sling it becomes +10 ranged (1d4+6, sling). 
  Full 
  Atk 
  is 
  +15/+10 
  melee 
  (2d6+11/19-20, 
  greatsword). 
  Uncanny Dodge (Ex): At 2nd level, a 
  barbarian retains his Dexterity bonus to AC (if any) 
  even if he is caught flat-footed or struck by an 
  invisible attacker. However, he still loses his 
  Dexterity bonus to AC if immobilized. If a barbarian 
  already has uncanny dodge from a different class, he 
  automatically gains improved uncanny dodge (see 
  below) instead. 
  
  The Sun and the Nightingale                                                                                                                               Page 55 
  Trap Sense (Ex): Starting at 3rd level, a 
  barbarian gains a +1 bonus on Reflex saves made to 
  avoid traps and a +1 dodge bonus to AC against 
  attacks made by traps. These bonuses rise by +1 every 
  three barbarian levels thereafter (6th, 9th, 12th, 15th, 
  and 18th level). Trap sense bonuses gained from 
  multiple classes stack. 
  Languages: common, orc 
  Possessions: +1 breastplate, masterwork 
  greatsword, sling, 10 bullets, longsword, dagger, 
  backpack, traveler’s outfit, smokestick, potion of cure 
  light wounds, Quaal’s feather token (whip), potion of 
  expeditious retreat, 
  Appearance/personality: Tall and muscled 
  half-orc with dark hair and skin with slight 
  grey/green coloring, dressed in chainshirt. Not the 
  brightest candle in the chandelier but he knows it 
  and takes pride in his abilites as a fighter. Age 
  unknown, even he does not know but somewhere in 
  his twenties. 
  Appearance: Tall and muscled half-orc with dark 
   
  Wyrca: male human (Oeridian) Wiz7 (Necromancer); 
  CR7; Medium humanoid (human) HD 7d4+14; Hp 
  35; Init +7; Spd 30ft; AC 13 flat-footed 10, Touch 13; 
  Base Atk; +3; Grp +3; Atk +3 melee (1d6, quarterstaff) 
  or +6 ranged (1d8/19-20, light crossbow); Full Atk +3 
  melee (1d6, quarterstaff) or +6 ranged (1d8/19-20, 
  light crossbow);  AL: NE; SA: spells; SQ Summon 
  Familiar; SV Fort+3, Ref+5 Will+5; Str 10, Dex 16, 
  Con 14, Int 16, Wis 10, Cha 9.   
   
  Skills and feats: Concetration +11, Jump +2, 
  Knowledge (arcana) +10, Knowledge (religion) +6, 
  Knowledge (Planes) +7, Listen +6, Spellcraft +12, 
  Spot +6. Improved Initiative, Point Blank Shot, 
  Maximise 
  Spell, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Necromancy). 
  Languages: Common, Draconic, Orcish.   
   
  Spells 
  Prepared; 
  banned 
  schools 
  enchantment and abjuration (4+1/5+1/4+1/3+1/1+1; 
  base DC = 13 + spell level):  0—[acid splash, detect 
  magic, open/close, read magic, touch of fatigue 
  (DC14)]; 1st—[enlarge person (2), magic missile (2), 
  ray 
  of 
  enfeeblement]; 
  2
  nd—[blindness/deafness 
  (DC16), bull’s strength, glitterdust, mirror image, see 
  invisibility]; 3
  rd—[fireball, haste, ray of exhaustion, 
  water breathing]; 4
  th – [enervation, Evard’s black 
  tentacles] 
  Possessions: Dagger, quarterstaff, light 
  crossbow, 15 bolts, spell component pouch, traveler’s 
  outfit, smokestick, potion of cure light wounds, 
  elemental gem (fire), potion of gaseous form, cloak of 
  elemental protection, Quaal’s feather token (whip), 
  potion of expeditious retreat 
  Appearance/personality: Tall Oeridian man 
  with with dark hair and bright blue eyes, hinting a 
  bit of Suloise blood. 30 years old. Silent man who is 
  constantly 
  observing 
  his 
  surroundings 
  and 
  dangerously intelligent. 
   
  Encounter 13: Under the Cliffs 
   
  Sahuagin ranger (4): male sahuagin Rng4; CR 6; 
  Medium Humanoid (Aquatic); HD 6d8+24; HP 72; 
  Init +2; Spd 30 ft, .swim 60ft; AC 22, touch 13, flat-
  footed 20; Base Atk +6; Grp +10; Atk: +12 melee 
  (1d8+6, mwk trident used two handed) or +8 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +12/+7 melee 
  (1d8+6, mwk trident used two-handed) and +8  melee 
  (1d4+2, bite)  or +8 ranged (1d10/19-20, heavy 
  crossbow); Space/Reach 5ft./5ft.; SA blood frenzy, 
  favorite enemy (Elf+2), rake; SQ animal companion, 
  Blindsense 
  30ft, 
  Darkvision 
  60ft, 
  Freshwater 
  sensitivity, light blindness, speak with sharks, water 
  dependent, Wild Empathy; AL LE; SV Fort +10, Ref 
  +9, Will +6; Str 18, Dex 15, Con 18; Int 14, Wis 14, 
  Cha 6.  
  Spells prepared (1/, base DC 12+ spell level):  
  1st – [resist energy] 
  Skills and Feats:  Handle animal +5*, Hide 
  +9*, Listen +9*, Profession (Hunter) +2*, Ride +9, 
  Spot +9, Survival +5, Swim +15 (+11 in armor); 
  Endurance, Great Fortitude, Natural Bond, Multi-
  attack, Track, Two-Weapon Fighting (style), Weapon 
  Focus (Trident) 
  Possessions: chainshirt, heavy crossbow, 10 
  bolts, masterwork trident, ring of protection+1. 
  Languages spoken: Aquatic, Common, 
  Sahuagin. 
  Blindsense (Ex):  A Sahuagin can locate 
  creatures underwater on a 30ft radius. This ability 
  functions only when Sahuagin is underwater. 
  Blood Frenzy: Once per day, Sahuagin that 
  takes damage in combat, can fly into a frenzy next 
  round, clawing madly until it or it’s opponent is dead. 
  It gains +2 strength, +2 constitution and takes –2 
  penalty to armor class. Sahuagin cannot end it’s 
  frenzy voluntarily. 
  Rake (Ex):  Attack bonus +2 damage 1d4+1. 
  Sahuagin also gains two rake attacks while 
  swimming.  
  Freshwater sensitivity (Ex):  A Sahuagin 
  that is fully immersed into freshwater must take a 
  take a DC15 fortitude save or become fatigued. Even 
  if save is succesful, Sahuagin must take test again 
  every 10 minutes it remains immersed in freshwater. 
  Light Blindness (Ex):  Abrupt exposure to 
  bright light (such as sunlight or daylight spell) blinds 
  Kuo-Toas for 1 round. On subsequent round they are 
  dazzled while operating in bright light. 
  Speak with sharks (Ex):  Sahuagin can 
  communicate telepathically with sharks up to 150ft 
  away. This communication is limited to fairly simple 
  concepts such as “food”, “enemy” or “friend”. 
  Sahuagin can use Handle Animal skill to befriend 
  and train sharks. 
  Water dependent (Ex):  Sahuagin can 
  survive out of water for 1 hour per 2 point of 
  constitution (after that, refer to drowning rules on 
  page 304 of the Dungeon Masters guide)  
  Skills (Ex):  Sahuagins receive +8 racial bonus 
  (already included above) on any swim check to 
  perform some special action or avoid hazard. 
  Sahuagin can always take 10 on swim checks, even 
  when distracted or endangered. Sahuagin can use 
  run action while swimming, provided it swims in 
  straight line. *Underwater Sahuagin has +4 racial 
  bonus to Hide, Listen & Spot checks. 
   
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 56 
  Shark animal companion: CR -; Medium animal 
  (aquatic); HD 5d8+10; hp 31; Init +2; Spd 60ft swim; 
  AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; 
  Base Atk +3; Grp +5; Atk/Full Atk: +6 melee (1d6+2, 
  bite); Space/Reach 5ft./5ft.; SA ; SQ Blindsense, 
  Evasion, Keen Scent, Link, Share Spells; AL N; SV 
  Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 13; Int 1, 
  Wis 12, Cha 2. 
  Skills and Feats:  Listen +7, Spot +7, Swim 
  +9; Alertness, Weapon Finesse.   
  Blindsense (Ex): A shark can locate 
  creatures underwater within a 30-foot radius. This 
  ability works only when the shark is underwater. 
  Keen Scent (Ex): A shark can notice 
  creatures by scent in a 180-foot radius and detect 
  blood in the water at ranges of up to a mile.  
  Skills: A shark has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  Link (Ex): A druid can handle her animal 
  companion as a free action, or push it as a move 
  action, even if she doesn’t have any ranks in the 
  Handle Animal skill. The druid gains a +4 
  circumstance bonus on all wild empathy checks and 
  Handle Animal checks made regarding an animal 
  companion. 
  Share Spells (Ex): At the druid’s option, she 
  may have any spell (but not any spell-like ability) she 
  casts upon herself also affect her animal companion. 
  The animal companion must be within 5 feet of her 
  at the time of casting to receive the benefit. If the 
  spell or effect has a duration other than 
  instantaneous, 
  it 
  stops 
  affecting 
  the 
  animal 
  companion if the companion moves farther than 5 
  feet away and will not affect the animal again, even if 
  it returns to the druid before the duration expires.  
  Additionally, the druid may cast a spell with a target 
  of “You” on her animal companion (as a touch range 
  spell) instead of on herself. A druid and her animal 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (animal). 
  Evasion (Ex): If an animal companion is 
  subjected to an attack that normally allows a Reflex 
  saving throw for half damage, it takes no damage if it 
  makes a successful saving throw. 
  
  The Sun and the Nightingale                                                                                                                               Page 57 
   
  Appendix 4 
  APL10: 
   
  Encounter 8: Mermaid’s Legs 
   
  Ansis: human female (Sueloise) Clr8 of Kurell; CR8; 
  Medium humanoid (human); HD 8d8+8; hp 52; Init 
  +2; Spd 30 ft; AC 17, touch 12, flat-footed 15; Base Atk 
  +6; Grp +6; Atk +6 melee (1d6, light mace) or +10 
  ranged (1d8/19-20, mwk light crossbow); Full Atk 
  +6/+1 melee (1d6, light mace) or +10/+5 or +8/+8/+3 
  ranged (1d8/19-20, mwk light crossbow); SA; spells, 
  rebuke undead SQ aura of evil; AL CN; SV Fort +8, 
  Ref +6, Will +10; Str 10, Dex 14, Con 12, Int 10, Wis 
  16, Cha 15. 
  Skills and Feats: Bluff +12, Concentration +16, 
  Heal +11, Sense Motive +9; Combat Casting, Point 
  Blank Shot, Rapid Shot, Rapid Reload, Sacred 
  Healing. 
  Languages: Ancient Suloise, Common 
  Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 
  13 + spell level):  0—[cure minor wounds, create 
  water, detect magic, guidance, read magic, virtue]; 
  1st— bless,  cure light wounds (2), entropic shield*, 
  protection from good, shield of faith]; 2
  nd- [cure 
  moderate wounds, eagle’s splendor, hold person, 
  invisibility, see invisibility, spiritual weapon]; 3
  rd –
  [dispel magic, insignia of healing, prayer, protection 
  from energy*, ring of blades] 4
  th –[xonfusion*, spell 
  immunity, summon monster IV] 5
  th –[break 
  enchantment*, greater command] 
  *Domain spell. Deity: Kurell Domains: Luck: 
  You gain the power of good fortune, which is usable 
  once per day. This extraordinary ability allows you to 
  reroll one roll that you have just made; Trickery: Add 
  Bluff, Disguise, and Hide to your list of cleric class 
  skills. 
  Possessions: 
  chainshirt, 
  masterwork 
  light 
  crossbow, 15 bolts, light mace, dagger, wooden holy 
  symbol of Kurell, backpack, traveler’s outfit, 
  smokestick, potion of cure light wounds, dust of 
  tracelessness, cloak of resistance +1,scroll of cat’s 
  grace, potion of expeditious retreat, Quaal’s feather 
  token (whip) spell component pouch:  
  Appearance: Beautiful Suloise woman with red 
  hair, 29 years old. She knows few nice words can get 
  you things just as well as a blade so she chooses her 
  fights carefully. 
   
  Draban: male human (Oeridian) Rng3/Rog5; CR8; 
  Medium humanoid (human); HD 3d8+5d6+24; hp 62; 
  Init +5; Spd 30ft; AC 15, touch 14, flat-footed 11; Base 
  Atk +6; Grp +8; Atk +9 (+11 vs. human) melee 
  (1d6+3+2d6+2 vs. human plus poison/18-20, +1 bane 
  (human) scimitar) or +7 ranged (1d8+1/x3, composite 
  longbow); Full Atk +9/+4 (+11/+6 vs. human) melee 
  (1d6+3+2d6 vs. human) plus poison/18-20, +1 bane 
  (human) scimitar) or +7/+2 (+9/+4 vs. human) melee 
  (1d6+3+2d6 vs human plus poison/18-20, +1 bane 
  (human) scimitar)  and +7 melee (1d4+1/18-20, kukri)  
  or +7/+2 ranged (1d8+1/x3, composite longbow); SA 
  Sneak attack 3d6, favored enemy (human+2); SQ: 
  evasion, trapfinding, trap sense, wild empathy +1; AL 
  NE; SV Fort +8, Ref +9, Will +5; Str 14, Dex 12, Con 
  16, Int 10, Wis 14, Cha 8. 
  Skills and Feats: Climb +9, Hide +12, Jump +8, 
  Knowledge (nature) +4, Listen +9, Move Silently +9, 
  Open Lock +12, Search +7, Spot +10, Survival +8, 
  Tumble 
  +13; 
  Diehard, 
  Endurance, 
  Improved 
  Initiative, Skill Focus (Tumble), Two-Weapon 
  Fighting (style), Track.  
  Languages: Common. 
  Poison: Draban’s scimitar and Kukri are coated 
  in Wyvern Poison 2d6 con/2d6 con) 
  Possessions: chainshirt, +1 bane (human) 
  scimitar, masterwork kukri, dagger, composite 
  longbow (+1 str), thieves tools, 20 arrows, backpack, 
  flint and steel, lantern. Blue Whinnis poison, 
  smokestick, potion of cure light wounds, Quaal’s 
  feather token (whip),  potion of expeditious retreat. 
  Trap Sense (Ex): At 3rd level, a rogue gains an 
  intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks 
  made by traps. These bonuses rise to +2 when the 
  rogue reaches 6th level, to +3 when she reaches 9th 
  level, to +4 when she reaches 12th level, to +5 at 15th, 
  and to +6 at 18th level. Trap sense bonuses gained 
  from multiple classes stack. 
  Uncanny Dodge (Ex): Starting at 4th level, a 
  rogue can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity 
  bonus to AC (if any) even if she is caught flat-footed 
  or struck by an invisible attacker. However, she still 
  loses her Dexterity bonus to AC if immobilized. 
  Appearance/personality: Tall and bald man 
  who is is of mixed Oeridian-Flan heritage. Quite 
  blunt and coarse when it comes to talking. 28 years 
  old. Ruthless mercenary. 
   
  Shargut : male half-orc Bbn5/Ftr4; CR8: Medium 
  humanoid (orc); HD 5d12+4d10+27 plus 9; hp 100; 
  Init +3; Spd 40 ft; AC 19, touch 13, flat-footed 16; 
  Base Atk +9; Grp +13; Atk +15 melee (2d6+9/17-20 
  x1d4 +1 maiming greatsword) or +12 ranged (1d4+4, 
  sling); Full Atk +15/+10 melee (2d6+9/17-20 x 1d4 +1 
  maiming greatsword) or +12 ranged (1d4+4, sling); 
  SA -;  SQ darkvision 60ft, orc blood, rage; AL CN; SV 
  Fort +11, Ref +5, Will +4; Str 19, Dex 16, Con 16, Int 
  10, Wis 10, Cha 6. 
  Skills and Feats: Climb +8, Intimidate +7, 
  Jump+12, Listen +3, Spot +2, Swim +7; Iron Will, 
  Power Attack, Improved Sunder, Improved Critical, 
  Improved Toughness, Weapon Focus (greatsword), 
  Weapon Spesialisation (greatsword) 
  Rage (Ex): When raging, Sharguts statistics 
  change as follows. Str 23, Dex 16, Con 20, Int 10, Wis 
  8, Cha 8. His armor class is reduced by 2 and he gains 
  16 temporary hitpoints. His attack with greatsword 
  becomes Atk +17 melee (2d6+11/17-20 x 1d4 +1 
  maiming greatsword) and with sling it becomes +12 
  ranged (1d4+6, sling). Full Atk is +17/+12 melee 
  (2d6+10/17-20 x 1d4 +1 maiming greatsword). 
  Uncanny Dodge (Ex): At 2nd level, a 
  barbarian retains his Dexterity bonus to AC (if any) 
  even if he is caught flat-footed or struck by an 
  invisible attacker. However, he still loses his 
  Dexterity bonus to AC if immobilized. If a barbarian 
  
  The Sun and the Nightingale                                                                                                                               Page 58 
  already has uncanny dodge from a different class, he 
  automatically gains improved uncanny dodge (see 
  below) instead. 
  Improved Uncanny Dodge (Ex): At 5th 
  level and higher, a barbarian can no longer be 
  flanked. This defense denies a rogue the ability to 
  sneak attack the barbarian by flanking him, unless 
  the attacker has at least four more rogue levels than 
  the target has barbarian levels. If a character already 
  has uncanny dodge (see above) from a second class, 
  the character automatically gains improved uncanny 
  dodge instead, and the levels from the classes that 
  grant uncanny dodge stack to determine the 
  minimum level a rogue must be to flank the 
  character. 
  Trap Sense (Ex): Starting at 3rd level, a 
  barbarian gains a +1 bonus on Reflex saves made to 
  avoid traps and a +1 dodge bonus to AC against 
  attacks made by traps. These bonuses rise by +1 every 
  three barbarian levels thereafter (6th, 9th, 12th, 15th, 
  and 18th level). Trap sense bonuses gained from 
  multiple classes stack. 
  Languages: Common, Orcish 
  Possessions: +1 breastplate, +1 maiming 
  greatsword, sling, 10 bullets, longsword, dagger, 
  backpack, traveler’s outfit, smokestick, potion of cure 
  light wounds, belt of one mighty blow, potion of 
  expeditious retreat, 
  Appearance: Tall and muscled half-orc with 
  dark hair and skin with slight grey/green coloring, 
  dressed in chainshirt. Not the brightest candle in the 
  chandelier but he knows it and takes pride in his 
  abilites as a fighter. Age unknown, even he does not 
  know but somewhere in his twenties. 
   
  Wyrca: male human (Oeridian) Wiz8 (Necromancer); 
  CR8; Medium humanoid (human) HD 8d4+16; Hp 
  40; Init +7; Spd 30ft; AC 13 flat-footed 10, Touch 13; 
  Base Atk; +4; Grp +4; Atk +4 melee (1d6, quarterstaff) 
  or +7 ranged (1d8/19-20, light crossbow); Full Atk +4 
  melee (1d6, quarterstaff) or +7 ranged (1d8/19-20, 
  light crossbow); AL: NE; SA: spells; SQ Summon 
  Familiar; SV Fort+3, Ref+5 Will+6; Str 10, Dex 16, 
  Con 14, Int 17, Wis 10, Cha 9.   
   
  Skills and feats: Concetration +12, Jump +2, 
  Knowledge (arcana) +10, Knowledge (religion) +7, 
  Knowledge (Planes) +7, Listen +6, Spellcraft +13, 
  Spot +7. Improved Initiative, Point Blank Shot, 
  Maximise 
  Spell, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Necromancy). 
  Languages: Common, Draconic, Orcish.   
   
  Spells 
  Prepared; 
  banned 
  schools 
  enchantment and abjuration (4+1/5+1/4+1/4+1/2+1; 
  base DC = 13 + spell level):  0—[acid splash, detect 
  magic, open/close, read magic, touch of fatigue 
  (DC14)]; 1st—[enlarge person, magic missile (3), ray 
  of enfeeblement, shield]; 2
  nd—[blindness/deafness 
  (DC16), bull’s strength, glitterdust, mirror image, see 
  invisibility]; 3
  rd—[displacement, fireball, haste, ray of 
  exhaustion, water breathing]; 4
  th – [enervation, 
  Evard’s black tentacles, phantasmal killer] 
  Possessions: Dagger, quarterstaff, light 
  crossbow, 15 bolts, spell component pouch, traveler’s 
  outfit, smokestick, potion of cure light wounds, 
  elemental gem (fire), potion of gaseous form, cloak of 
  elemental protection, Quaal’s feather token (whip), 
  potion of expeditious retreat. 
  Appearance/personality: Tall Oeridian man 
  with with dark hair and bright blue eyes, hinting a 
  bit of Suloise blood. 30 years old. Silent man who is 
  constantly 
  observing 
  his 
  surroundings 
  and 
  dangerously intelligent. 
   
  Half-Fiend Boggle, advanced (2): CR 7; Medium 
  Outsider (evil); HD 10d8+20; Hp 76, 70; Init +11; Spd 
  40 ft, climb 30ft, fly 40 ft (average); AC 20 (+7 Dex, +3 
  natural armor), touch 17, flat-footed 13; Base Atk +10; 
  Grp +14; Atk: +14 melee (1d8+4, claw); Full Atk 
  +14/+14 melee (1d8+4, claw) and +12  melee (1d8+2, 
  bite); Space/Reach 5ft./15ft.; SA Improved Grab, 
  Rend 3d6+6, Smite Good; SQ: dimension door, 
  Grease, Scent, Darkvision 60ft, DR5/magic, Poison 
  Immunity, Acid, Cold, Electricity and Fire resistance 
  10, darkness 3/day, desecrate 1/day, unholy blight 
  1/day, poison 3/day, contagion 1/day, SR20; AL CE; 
  SV Fort +5, Ref +14, Will +6; Str 18, Dex 24, Con 15; 
  Int 9, Wis 8, Cha 10.  
  Skills and Feats:  Climb +17, Concentration 
  +10, Escape Artist +29, Hide +20, Listen +8, Move 
  Silently +19, Sleight of Hand +19, Spot +7 Improved 
  Initiative, Improved Natural Attack, Multi-Attack. 
  Improved Grab (Ex):  If Boggle hits a 
  creature up to one size category larger than itself 
  with a claw attack, it deals normal damage and can 
  attempt to start grapple as a free action without 
  provoking attacks of opportunity. If it hits with both 
  claws, it can also rend in the same round. The Boggle 
  has the option to conduct grapple normally or simply 
  use it’s claw to hold on to it’s opponent (-20 grapple 
  but Boggle is not considered grappled). In either case, 
  a succesful grapple check in during succesive rounds 
  deals claw damage. 
  dimension door (Sp): A Boggle can use a 
  dimension door up to 6 times a day as 7
  th level caster. 
  Spell like abilities (Sp): Caster level 10. DC 
  saves are charisma based, so saves are DC10+spell 
  level. 
  Grease (Su): At will Boggle can secrete an 
  oily, viscous nonflammable substance from it’s skin. 
  This ability functions like the spell grease expect the 
  range is touch, duration is 10 rounds and there is a 
  DC12 Reflex save against it. Typically a Boggle uses 
  this ability to grease a section of a floor or wall, 
  though it can use the ability in any way the spell can 
  be used.  
  Smite Good (Su): Once per day a Boggle can 
  make a normal attack that deals +10 damage against a 
  good foe.  
  Skills: Because of it’s continuously oily skin, 
  Boggle receives a +10 racial bonus to Escape Artist 
  checks. 
   
   
   
   
   
   
   
  
  The Sun and the Nightingale                                                                                                                               Page 59 
   
  Encounter 13: Under the Cliffs 
   
  Sahuagin ranger (4): male sahuagin Rng6; CR 8; 
  Medium Humanoid (Aquatic); HD 8d8+32; Hp 74; 
  Init +3; Spd 30 ft, swim 60ft; AC 25 , touch 14, flat-
  footed 22; Base Atk +8; Grp +12; Atk: +14 melee 
  (1d8+6, mwk trident used two-handed) or +11 ranged 
  (1d10/19-20, heavy crossbow); Full Atk +14/+9 melee 
  (1d8+6, mwk trident used two handed) and +10  
  melee (1d4+2, bite)  or +11 ranged (1d10/19-20, heavy 
  crossbow); Space/Reach 5ft./5ft.; SA blood frenzy, 
  favorite enemy (Elf+4) (Human+2), rake; SQ 
  Blindsense 
  30ft, 
  Darkvision 
  60ft, 
  Freshwater 
  sensitivity, light blindness, speak with sharks, water 
  dependent, Wild Empathy; AL LE; SV Fort +11, Ref 
  +11, Will +7; Str 18, Dex 16, Con 18; Int 14, Wis 14, 
  Cha 6.  
  Skills and Feats:  Handle animal +7*, Hide 
  +11*, Listen +11*, Profession (Hunter) +4*, Ride +10, 
  Spot +11, Survival +7,  Swim +17 (+13 in armor); 
  Endurance, Great Fortitude, Improved Two-Weapon 
  Fighting, Natural Bond, Multiattack, Track, Two-
  Weapon Fighting (style), Weapon Focus (Trident) 
  Possessions: heavy crossbow, 10 bolts, masterwork 
  trident, ring of protection +1, chainshirt +2. 
  Spells prepared (2//, base DC 12+ spell 
  level):  1st – [resist energy, magic fang] 
  Languages spoken: Aquatic, Common, 
  Sahuagin. 
  Blindsense (Ex):  A Sahuagin can locate 
  creatures underwater on a 30ft radius. This ability 
  functions only when Sahuagin is underwater. 
  Blood Frenzy: Once per day, Sahuagin that 
  takes damage in combat, can fly into a frenzy next 
  round, clawing madly until it or it’s opponent is dead. 
  It gains +2 strength, +2 constitution and takes –2 
  penalty to armor class. Sahuagin cannot end it’s 
  frenzy voluntarily. 
  Rake (Ex):  Attack bonus +2 damage 1d4+1. 
  Sahuagin also gains two rake attacks while 
  swimming.  
  Freshwater sensitivity (Ex):  A Sahuagin 
  that is fully immersed into freshwater must take a 
  take a DC15 fortitude save or become fatigued. Even 
  if save is succesful, Sahuagin must take test again 
  every 10 minutes it remains immersed in freshwater. 
  Light Blindness (Ex):  Abrupt exposure to 
  bright light (such as sunlight or  daylight spell) 
  blinds Kuo-Toas for 1 round. On subsequent round 
  they are dazzled while operating in bright light. 
  Speak with sharks (Ex):  Sahuagin can 
  communicate telepathically with sharks up to 150ft 
  away. This communication is limited to fairly simple 
  concepts such as “food”, “enemy” or “friend”. 
  Sahuagin can use Handle Animal skill to befriend 
  and train sharks. 
  Water dependent (Ex):  Sahuagin can 
  survive out of water for 1 hour per 2 point of 
  constitution (after that, refer to drowning rules on 
  page 304 of the Dungeon Masters guide)  
  Skills (Ex):  Sahuagins receive +8 racial 
  bonus (already included above) on any swim check to 
  perform some special action or avoid hazard. 
  Sahuagin can always take 10 on swim checks, even 
  when distracted or endangered. Sahuagin can use 
  run action while swimming, provided it swims in 
  straight line. *Underwater Sahuagin has +4 racial 
  bonus to Hide, Listen & Spot checks. 
   
  Shark animal companion: CR -; Medium animal 
  (aquatic); HD 7d8+14 plus 7; hp 52; Init +2; Spd 60ft 
  swim; AC 20 (+3 dex, +7 natural), touch 13, flat-footed 
  17; Base Atk +5; Grp +7; Atk/Full Atk: +8 melee 
  (1d6+2, bite); Space/Reach 5ft./5ft.; SA ; SQ 
  Blindsense, Devotion, Evasion, Keen Scent, Link, 
  Share Spells; AL N; SV Fort +6, Ref +7, Will +2; Str 15, 
  Dex 17, Con 13; Int 1, Wis 12, Cha 2. 
  Skills and Feats:  Listen +9, Spot +8, Swim 
  +9; Alertness, Improved Toughness, Weapon Finesse. 
  Blindsense (Ex): A shark can locate 
  creatures underwater within a 30-foot radius. This 
  ability works only when the shark is underwater. 
  Keen Scent (Ex): A shark can notice 
  creatures by scent in a 180-foot radius and detect 
  blood in the water at ranges of up to a mile.  
  Skills: A shark has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in 
  a straight line. 
  Link (Ex): A druid can handle her animal 
  companion as a free action, or push it as a move 
  action, even if she doesn’t have any ranks in the 
  Handle Animal skill. The druid gains a +4 
  circumstance bonus on all wild empathy checks and 
  Handle Animal checks made regarding an animal 
  companion. 
  Share Spells (Ex): At the druid’s option, she 
  may have any spell (but not any spell-like ability) she 
  casts upon herself also affect her animal companion. 
  The animal companion must be within 5 feet of her 
  at the time of casting to receive the benefit. If the 
  spell or effect has a duration other than 
  instantaneous, 
  it 
  stops 
  affecting 
  the 
  animal 
  companion if the companion moves farther than 5 
  feet away and will not affect the animal again, even if 
  it returns to the druid before the duration expires.  
  Additionally, the druid may cast a spell with a target 
  of “You” on her animal companion (as a touch range 
  spell) instead of on herself. A druid and her animal 
  companion can share spells even if the spells 
  normally do not affect creatures of the companion’s 
  type (animal). 
  Evasion (Ex): If an animal companion is 
  subjected to an attack that normally allows a Reflex 
  saving throw for half damage, it takes no damage if it 
  makes a successful saving throw. 
  Devotion (Ex): An animal companion gains 
  a +4 morale bonus on Will saves against 
  enchantment spells and effects. 
  
  The Sun and the Nightingale                                                                                                                               Page 60 
  Appendix 5: 
  Slaver agent buff spells 
   
  APL4:  
  Ansis: Bless, Shield of Faith (Draban), see invisibility 
  (Ansis), 
  Protection 
  from 
  Energy 
  (Shargut), 
  Protection from good (Ansis), Cat’s Grace from scroll 
  (Wyrca), invisibility (Ansis) 
  Wyrca: Mage armor from scroll (Shargut), Enlarge 
  person (Shargut), Shield (Wyrca), see invisibility 
  (Wyrca). 
   
  All: +1 to hit bonus with weapon attacks. +1 bonus to 
  saves against fear. 
  Ansis: +2 AC and saving throws against good aligned 
  enemies, invisible. 
  Draban: +2 Deflection bonus to AC. 
  Shargut: +4 AC against touch attacks, +2 Str, -2 AC, 
  Weapon damage increases to 3d6+7 or 3d6+10 when 
  raging, energy resistance 12 (fire), grapple bonus +5. 
  Wyrca: +2 dex bonus to AC, +4 Deflection bonus to 
  AC, Immune to Magic Missiles, able to see invisible 
  opponents, +2 to hit with ranged weapons or touch 
  attacks. 
   
  APL6: 
  Ansis: Bless, Shield of Faith (Draban), see invisibility 
  (Ansis), 
  Protection 
  from 
  Energy 
  (Shargut), 
  Protection from good (Ansis), invisibility (Ansis), 
  Cat’s Grace from Scroll (Wyrca), Eagle’s Splendor 
  (Ansis), Sacred Healing. 
  Wyrca: Mage armor from scroll (Shargut), Enlarge 
  person (Shargut), Shield (Wyrca), see invisibility 
  (Wyrca), Haste, flame arrow from scroll (Ansis). 
   
  All: +1 to hit bonus with weapon attacks. +1 bonus to 
  saves against fear, +1 bonus on attack rolls and a +1 
  dodge bonus to AC and Reflex saves, land speed +30ft, 
  additional attack when doing a full attack (5 rounds), 
  Fast Healing 3. 
  Ansis: +2 AC and saving throws against good aligned 
  enemies, ability to see invisible opponents, invisible 
  herself, +4 Bonus to Charisma, +1d6 fire damage to 
  ranged attacks. 
  Draban: +2 Deflection bonus to AC. 
  Shargut: +4 AC against touch attacks, +2 Str, -2 AC, 
  Weapon damage increases to 3d6+7 or 3d6+10 when 
  raging, energy resistance 12 (fire), grapple bonus +5 
  Wyrca: +2 dex bonus to AC and Reflex saves, +4 
  Deflection bonus to AC, Immune to Magic Missiles, 
  able to see invisible opponents, +2 to hit with ranged 
  weapons and touch attacks. 
   
  APL8: 
  Ansis: Bless, Shield of Faith (Draban), see invisibility 
  (Ansis), 
  Protection 
  from 
  Energy 
  (Shargut), 
  Protection from good (Ansis), Spell immunity 
  (Draban), Summon Monster IV (Fiendish Giant 
  Praying Mantis), Prayer, Cat’s Grace from scroll 
  (Wyrca), invisibility (Ansis) 
  Wyrca: Mage armor (Shargut), Enlarge person 
  (Shargut & Draban), Shield (Wyrca), see invisibility 
  (Wyrca), Haste, Mirror Image, Bull’s Strength 
  (Shargut), Flame Arrow from scroll (Ansis)  
   
  All: +1 to hit bonus with weapon attacks. +1 bonus to 
  saves against fear. +1 bonus on attack rolls and a +1 
  dodge bonus to AC and Reflex saves, land speed +30ft, 
  additional attack when doing a full attack (7 rounds). 
  +1 luck bonus on attack rolls, weapon damage rolls, 
  saves, and skill checks (8 rounds) 
  Ansis: +2 AC and saving throws against good aligned 
  enemies, ability to see invisible opponents, invisible, 
  +1d6 fire damage with ranged attacks. 
  Draban: +3 Deflection bonus to AC, immune to 4
  th or 
  lower level spells.. 
  Shargut: +4 AC against touch attacks, +6 Str, -2 AC, 
  Weapon damage increases to 3d6+10 or 3d6+13 when 
  raging, energy resistance 12 (fire), grapple bonus +7. 
  Wyrca: +2 Dex bonus to AC and reflex saves, +4 
  Deflection bonus to AC. Immune to Magic Missiles, 
  able to see invisible opponents, 1d4+2 mirror images, 
  +2 to hit with ranged weapons and touch spells. 
   
  APL10: 
  Ansis: Bless, Shield of Faith (Draban), see invisibility 
  (Ansis), 
  Protection 
  from 
  Energy 
  (Shargut), 
  Protection from good (Ansis), Spell immunity 
  (Draban), Summon Monster IV (Fiendish Giant 
  Praying Mantis), Prayer, Cat’s Grace from scroll 
  (Wyrca), Cat’s Grace (Ansis) 
  Wyrca: Mage armor (Shargut), Enlarge person 
  (Shargut & Draban), Shield (Wyrca), see invisibility 
  (Wyrca), Haste, Mirror Image, Bull’s Strength 
  (Shargut), Flame Arrow from scroll (Ansis) 
   
  All: +1 to hit bonus with weapon attacks. +1 bonus to 
  saves against fear. +1 bonus on attack rolls and a +1 
  dodge bonus to AC and Reflex saves, land speed +30ft, 
  additional attack when doing a full attack (8 rounds). 
  +1 luck bonus on attack rolls, weapon damage rolls, 
  saves, and skill checks (9 rounds) 
  Ansis: +2 AC and saving throws against good aligned 
  enemies, ability to see invisible opponents.,invisible, 
  +2 Dex bonus to Reflex saves, ranged attacks and AC, 
  +1d6 fire damage with ranged attacks. 
  Draban: +3 Deflection bonus to AC, immune to 4
  th or 
  lower level spells, +2 to fortitude saves, 18 temporary 
  hit points. 
  Shargut: +4 AC against touch attacks, +6 Str, -2 AC, 
  Weapon damage increases to 3d6+10 or 3d6+13 when 
  raging, energy resistance 12 (fire), grapple bonus +7. 
  Wyrca: +2 Dex bonus to AC and reflex save, +4 
  Deflection bonus to AC. Immune to Magic Missiles, 
  able to see invisible opponents, 1d4+2 mirror images, 
  +2 to hit with ranged weapons and touch attacks. 
   
  Fiendish Giant Praying Mantis:  Large Magical Beast; 
  HD 4d8+8; hp 26; Init -1; Spd 20 ft., fly 40 ft. (poor); 
  Space/Reach 10 ft./5 ft.; AC 14 (-1 size, -1 Dex, +6 
  natural), touch 8, flat-footed 14; Base Atk +3; Grp +11; 
  Atk Claws +6 melee (1d8+4); Full Atk Claws +6 melee 
  (1d8+4) and bite +1 melee (1d6+2); SA Improved grab, 
  smite good; SQ Darkvision 60 ft., vermin traits, 
  Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 
  5/magic, SR 9; AL NE; SV Fort +6, Ref +0, Will +3; Str 
  19, Dex 8, Con 15, Int -, Wis 14, Cha 11 
  Skills: 
  Hide 
  -1*, 
  Spot 
  +6 
  Skills(): A giant praying mantis has a +4 racial bonus 
  
  The Sun and the Nightingale                                                                                                                               Page 61 
  on Hide and Spot checks. *Because of its camouflage, 
  the Hide bonus increases to +12 when a mantis is 
  surrounded 
  by 
  foliage. 
  Improved Grab(Ex): To use this ability, a giant 
  praying mantis must hit with its claws attack. If it 
  wins the ensuing grapple check, it establishes a hold 
  and makes a bite attack as a primary attack (at its full 
  +6 
  attack 
  bonus).  
  Smite Good(Su): Once per day a fiendish creature 
  can make a normal melee attack to deal +4 extra 
  damage against a good foe 
   
  
  The Sun and the Nightingale                                                                                                                               Page 62 
   
  Appendix 6: 
  Important NPCs 
   
  Encounter 1: Meeting Sirdis 
  Sirdis: male human (Sueloise) Exp8; CR 7; Medium 
  humanoid (Human); HD 8d6+8; HP 42; Init +0; Spd 
  30 ft; AC 14 (touch 11, flat-footed 14); Base Atk +6/+1, 
  Grp +5; Atk +6 melee (1d8-1, mwk heavy mace); Full 
  Atk +6/+0 melee (1d8-1, heavy mace); SA; SQ; AL N; 
  SV Fort +3, Ref +2, Will +10; Str 8, Dex 11, Con 12, 
  Int 10, Wis 14, Cha 10.  
  Skills and Feats: Appraise +8, Bluff +6, 
  Diplomacy +11, Heal +5, Knowledge (Splintered 
  Suns) +5, Knowledge (Core) +6, Listen +4, Profession 
  (Merchant) +15, Profession (Sailor) +10, Sense 
  Motive +9, Spot +4, Swim +9; Alertness, Iron Will, 
  Negotiator, Skill Focus – Profession (merchant),  
  Possessions: +1 leather armor,  masterwork 
  heavy mace, masterwork dagger, potion of cure light 
  wounds, ring of protection +1. 
  Appearance: A Suloise man in his late 40s, 
  with light brown hair and green eyes. Tall but not 
  very strong looking individual who dresses in 
  practical merchant clothing, with leather armor 
  underneath. 
  Personality: Sirdis is a honest trader but not 
  above breaking the law if he thinks he can get away 
  with it. Even though Nurriev owes him some money, 
  Sirdis is cincerely concerned about his friends well 
  being. He does not believe Nurriev helped slavers 
  voluntarily and if he did, Sirdis would not help him 
  out. 
   
  Sailors: CR 1; Medium human Com2; HD 2d4+2; HP 
  8; Init +0; Spd 30 ft; AC 12, touch 10, flat-footed 12; 
  Base Atk +1; Grp +2; Atk: +2 melee (1d6+1, club); Full 
  Atk +2 melee (1d6+1); Space/Reach 5ft./5ft.; SA ; SQ; 
  AL LG/LN/LE/N/CN/NE; SV Fort +1, Ref +0, Will -
  1; Str 13, Dex 11, Con 12; Int 10, Wis 8, Cha 9. 
  Skills and Feats: Climb +4, Jump +2, Listen 
  +1, Profession – Sailor (+7), Spot +1, Swim +5, Use 
  Rope +2; Alertness, Skill Focus (Profession). 
  Possessions:  leather armor, club. 
   
  Encounter 7: Scales Tavern 
   
  Walennor: male human (Oeridian) Rgr3/Rog3; CR 6; 
  Medium  human; HD 3d8+3 plus 3d6+3; hp 36; Init 
  +3; Spd 30 ft; AC 17, flat-footed 14, Touch 13; Base 
  Atk; +5; Grp +7; Atk +8 melee (1d6+2/19-20, mwk 
  shortsword) or +9 ranged (1d8+3/x3, +1 composite 
  longbow (+2 Str)); Full Atk +8 melee (1d6+2/19-20, 
  mwk shortsword) or +6/+6 melee (1d6+2/19-20, mwk 
  shortsword and 1d6+1/19-20, mwk shortsword) or +9 
  ranged (1d8+3/x3, +1 composite longbow (+2 Str)) or 
  +7/+7 ranged (1d8+3/x3, +1 composite longbow (+2 
  Str)); AL: N; SA; Favorite enemy (human) +2, Sneak 
  attack+ 2d6; SQ: Evasion; SV Fort+5 Ref+9 Will+4; 
  Str 14, Dex 16, Con 12, Wis 14, Int 12, Cha 8.  
  Skills and feats: Climb +5, Escape Artist +10, 
  Gather Information +6, Heal +5, Hide +5 , Jump +5, 
  Knowledge (Splintered Suns) +6, Listen +7, Move 
  Silently +6, Open Locks +8, Ride +6,  Search +7,  
  Survival +11, Swim +8, Tumble +10, Use Magic 
  Device +8; Endurance, Point Blank Shot, Precise shot, 
  Rapid Shot (weapon style), Self-Sufficient, Two 
  Weapon Fighting. 
  Languages known: Common, Old Oeridian, 
  Ancient Suloise. 
  Possessions: +1 studded leather armor, 
  masterwork cold iron shortsword (2), +1 composite 
  longbow (+2 str), dagger (2), 20 arrows, backpack, 
  bedroll, lantern, oil, alchemist fire (2), masterwork 
  thieves tools and assorted mundane gear which is not 
  useful in fight.  
  Appearance: Walennor is rugged looking 
  Oeridian man in his late 30s, with dark brown hair 
  and brown eyes. He is 6ft tall and dresses in studded 
  leather and well-worn traveling clothes. He is quite 
  blunt individual and will not resist a rude joke if 
  possibility presents itself. 
   
  Encounter 8: Mermaid’s Legs 
   
  Commoners: CR 1; Medium human Com2; HD 
  2d4+2; hp 8; Init +0; Spd 30 ft; AC 10, touch 10, flat-
  footed 10; Base Atk +1; Grp +2; Atk: +2 melee 
  (1d4+1/19-20, dagger); Full Atk +2 melee (1d4+1/19-
  20, dagger); Space/Reach 5ft./5ft.; SA ; SQ; AL 
  LG/LN/LE/N/CN/NE; SV Fort +1, Ref +0, Will -1; 
  Str 13, Dex 11, Con 12; Int 10, Wis 8, Cha 9. 
  Skills and Feats:  Craft +4, Listen +3, 
  Profession +7, Spot +3, Swim +2; Alertness, Skill 
  Focus (Profession) 
  Possessions:  plain clothing, dagger. 
   
  Encounter 12: Ambassador’s house 
   
  Salzar, the Butler: male human Exp2; CR 1; Medium 
  humanoid (human); HD 2d6; hp 8; Init -1; Spd 30 ft; 
  AC 9, touch 9, flat-footed 9; Base Atk +1; Grp +0; Atk: 
  +0 melee (1d4-1/19-20, dagger); Full Atk +0 melee 
  (1d4-1/19-20, dagger); Space/Reach 5ft./5ft.; SA ; SQ; 
  AL LE; SV Fort +0, Ref -1, Will +4; Str 9, Dex 8, Con 
  10; Int 11, Wis 12, Cha 13. 
  Skills and Feats:  Bluff +9, Diplomacy +6, 
  Forgery +5, Listen +6, Profession (Butler) +9, Sense 
  Motive +6, Spot +6; Skill Focus (Profession-Butler), 
  Skill Focus (Bluff) 
  Possessions:  Servants clothing, dagger. 
  Appearance: A rather scrawny, elderly male 
  human. Dresses in decent, yet rather plain clothing 
  and speaks in a nasal voice, though he is quite 
  pleasant. 
   
  Nurriev: male human (Oeridian) Rog6; CR 6; 
  medium humanoid (male); HD 6d6+12; hp 38; Init +2; 
  Spd 30 ft; AC 16, touch 12, flat-footed 14; [chainshirt 
  +4, Dex+2] Base Atk +4; Grp +4; Atk +5 melee (1d8, 
  heavy mace) or +6 ranged (1d8/19-20, light crossbow); 
  Full Atk +4 melee (1d8, heavy mace) or +6 ranged 
  (1d8/19-20, light crossbow); SA; Sneak Attack 3d6 SQ 
  Evasion, trap sense +2, Trapfinding, uncanny dodge; 
  AL N; SV Fort +4, Ref +7, Will +3; Str 11, Dex 15, Con 
  14, Int 10, Wis 13, Cha 12. 
  Skills and Feats: Appraise +9, Diplomacy 
  +14, Bluff +10, Knowledge (Core) +9, Knowledge 
  
  The Sun and the Nightingale                                                                                                                               Page 63 
  (Splintered Suns) +9. Profession (Merchant) +13, 
  Profession (sailor) +5, Sense Motive +14, Swim +4: 
  Dodge, Negotiator, Skill Focus (Merchant), Weapon 
  Focus (heavy mace) 
  Languages: 
  Common, 
  Old 
  Oeridian, 
  Sahuagin. 
  Possessions: chainshirt, light crossbow, 8 
  bolts, heavy mace, spiked gauntlet, dagger, wooden 
  holy symbol of Zilchus, heavy wooden shield, potion 
  of darkvision, potion of water breathing. 
  Appearance: A middle-aged Oeridian man 
  with dark, slightly curly hair. Tall and thin. 
   
  Cityguard patrol: 
   
  Typical patrol has 2d4+4 soldiers with 50% of having 
  a sergeant along and 20% having a lieutenant. 
   
  Ahlissan Lieutenant: male human (Oeridian or 
  mixed Oerid-Suel) Rgr4; CR 4; Medium humanoid 
  (Human); HD 4d8+8; hp 31; Init +3; Spd 30 ft; AC 18 
  (touch 13, flat-footed 15); Base Atk +4, Grp +5; Atk +6 
  melee (1d8+1/19-20, mwk longsword) or +8 ranged 
  (1d8+1/x3, mwk composite longbow (+1 Str)); Full 
  Atk +6 melee (1d8+1/19-20, mwk longsword) or +8  
  or +6/+6 ranged (1d8+1/x3, mwk composite longbow 
  (+1 Str)); SA Favored Enemy (Human) +2; SQ; AL LE; 
  SV Fort +6, Ref +7, Will +2; Str 13, Dex 16, Con 14, 
  Int 8, Wis 12, Cha 10.  
  Skills and Feats: Climb +4, Hide +4, 
  Knowledge (Nature) +4, Listen +8, Move Silently +4, 
  Search +4, Spot +8, Survival +8 (+10 when tracking); 
  Endurance, Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Focus (Longbow) 
  Spells Prepared (1/; base DC = 11 + spell 
  level): 1
  st- [resist energy]. 
  Languages: Common, Old Oeridian. 
  Possessions: masterwork longsword, dagger, 
  masterwork composite longbow (+1 str), 20 arrows, 
  +1 chainshirt, buckler, potion of cure light wounds, 
  elixir of fire breath. 
   
  Ahlissan sergeant: male human (Oeridian) Clr3; CR 3; 
  Medium humanoid (Human); HD 3d8+3; hp 20; Init 
  +4; Spd 20 ft; AC 20 (touch 10, flat-footed 20); Base 
  Atk +2; Grp +4; Atk +5 melee (1d8+2, flail) or +2 
  ranged (1d8/19-20, light crossbow); Full Atk +5 
  melee (1d8+2/19-20, flail) or +2 ranged (1d8/19-20, 
  light crossbow); SA smite good, spells; SQ aura of evil; 
  AL LE; SV Fort +4, Ref +0, Will +5; Str 14, Dex 10, 
  Con 12, Int 12, Wis 15, Cha 10.  
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Diplomacy +2, Knowledge (Arcane) +5, Knowledge 
  (Religion) +6, Listen +4, Profession (soldier) +6, 
  Spellcraft +4, Spot +4; Alertness, Combat Casting, 
  Improved Initiative, Martial Weapon Proficiency – 
  flail, Weapon Focus (flail) 
  Spells Prepared (4/3+1/2+1; base DC = 12 + 
  spell level):  0—[cure minor wounds (2), detect 
  magic, guidance]; 1st— [bless, cure light wounds, 
  magic weapon*, shield of faith]; 2
  nd- [bull strength, 
  cure moderate wounds, spiritual weapon* (flail)] 
  *Domain spell. Deity: Destruction (Smite), War (free 
  weapon proficiency and focus) 
  Languages: 
  Common, 
  Old 
  Oeridian, 
  Aquatic. 
  Possessions: flail, dagger, light crossbow, 20 
  bolts, full plate, heavy wooden shield, wooden holy 
  symbol, spell component pouch, scroll of remove 
  fear, wand of cure light wounds, wand of remove fear. 
   
  Ahlissan Soldier:  male human (Oeridian or mixed 
  Oerid-Suel) Ftr2; CR 2; Medium humanoid (Human); 
  HD 2d10+4 plus 3; hp 23; Init +1; Spd 20 ft; AC 23* 
  (touch 11, flat-footed 22); Base Atk +2, Grp +4; Atk +6 
  melee (1d6+2/19-20, mwk shortsword) or +3 ranged 
  (1d8/19-20, light crossbow); Full Atk +6 melee 
  (1d6+2/19-20, mwk shortsword) or +3 ranged 
  (1d8/19-20, light crossbow); SA; SQ; AL LN/LE; SV 
  Fort +5, Ref +2*, Will +1; Str 15, Dex 13, Con 14, Int 
  10, Wis 12, Cha 8.  
  Skills and Feats: Intimidate +4, Listen +3, 
  Spot +3; Phalax Fighting, Point Blank Shot, 
  Toughness, Weapon Focus (shortsword) 
  Languages: Common, Old Oeridian. 
  Possessions: 
  full 
  plate, 
  masterwork 
  shortsword, dagger x 2, light crossbow, 10 bolts, 
  heavy wooden shield, potion of cure light wounds. 
  * If another soldier is within 5ft, then AC is 
  increased by 2 and Reflex Save by 1 because of 
  Phalanx Fighting feat. 
  
  The Sun and the Nightingale                                                                                                                               Page 64 
  Appendix 7: 
  New rules 
   
  Improved Toughness 
  You are significantly tougher than normal. 
  Prequisite: Base Fortitude save bonus +2 
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a HD (such as by losing a level), you 
  lose 1hit point permanently. 
  Special: A fighter may select Improved Toughness as 
  one of his fighter bonus feats. 
  Source: Complete Warrior, page 101 
   
  Natural Bond 
  Your bond with your animal companion is 
  expectionally strong. 
  Prequisite: Animal companion 
  Benefit: Add three to your effective druid level for 
  the purpose of determining the bonus Hit Dice, extra 
  tricks, special abilities and other bonuses that your 
  animal companion receives (see page 36 of the 
  Player’s Handbook). This bonus can never make your 
  effective druid level exceed your character level. 
  Source: Complete Adventurer, page 100 
   
  Sacred Healing 
  You can channel positive energy to grant nearby 
  living greatures the ability to recover from their 
  wounds quickly. 
  Prequisite: Heal 8 ranks, ability to turn undead. 
  Benefit: You can spend a turn attempt as full-round 
  action to grant Fast Healing 3 to all living creatures 
  within 60ft burst. The Fast Healing last for a number 
  of rounds equal to 1+cha modifier (min. 1 round) 
  Source: Complete Divine, page 84 
   
  Phalanx Fighting (General) 
  You are trained in fighting in close formation with 
  your allies. 
  Prequisites: Profiency with heavy shield, Base Attack 
  Bonus +1 
  Benefit: If you are using a heavy shield and a light 
  weapon, you gain a +1 bonus to your armour class. In 
  addition, if you are within 5ft of an ally who is using 
  heavy shield and light weapon and also has this feat, 
  you may form a shield wall. Shield wall provides an 
  extra +2 bonus to AC and extra +1 on reflex saves to 
  all eligible characters participating in  the shield wall. 
  For example, a single character with this feat gains +1 
  bonus to his armour class. If two or more characters 
  who also have this feat are adjancent, they each gain 
  +2 to AC (for a total +3) and a +1 bonus to reflex saves 
  Source: Complete Warrior, page 103 
   
  Belt of One Might Blow: Once per day, as a swift 
  action, the wearer of this belt can activate the belt to 
  gain extra damage on his next melee attack. A light 
  weapon deals extra 1d8 damage, one handed weapon 
  deals 2d6 extra damage and two-handed weapon 
  deals 3d6 extra damage. The belt can only be used 
  after being worn continuously for 24 hours. If it is 
  taken off, it becomes inactive until it is again donned 
  and worn for full 24 hours. 
  Source: Miniatures Handbook, page 42. 
   
  Bracers of Quickstrike: These bracers provide the 
  benefit of incredible speed. Once per day, when 
  taking full attack action, as a swift action the wearer 
  may make one additional attack with any weapon he 
  is holding. The attack is made at wearer´s full base 
  attack bonus, plus any modifiers appropriate to the 
  situation (this effect is not cumulative with similiar 
  effects, such as provided by speed weapon or by haste 
  spell, nor does it actually grant an extra action). The 
  bracers can be used only after being worn 
  continuosly for 24 hours. If they are taken off, they 
  become inactive until they are again donned and 
  worn for full 24 hours. 
  Source: Miniatures Handbook, page 42. 
   
  Cloak of Elemental Protection: This cloak, woven 
  with threads of various colors, protects the wearer 
  from energy attacks. Once per day, as a swift action, 
  the wearer may activate the cloak and gain resistance 
  10 against a type of energy of the wearers choice (acid, 
  cold, electricity, fire or sonic). The wearer can 
  activate the cloak even when it’s not his turn. The 
  wearer therefore can respond to an energy attack by 
  immediately activating the cloak and choosing 
  energy type. The cloak can be used only after being 
  worn continuously for 24 hours. If it is taken off, it 
  becomes inactive until it is again donned and worn 
  for full 24 hours. 
  Source: Miniatures Handbook, page 43. 
   
  Maiming weapon: A weapon with this special ability 
  twists and digs into the flesh of the creature it strikes 
  true. This weapon has a random multiplier for critical 
  hits. If the weapon normally has x2 critical multiplier, 
  roll 1d4 each time you succesfully score a critical hit 
  to determine your multiplier. For weapons with a X3 
  multiplier, roll 1d6 and for X4 multiplier, roll 1d8. 
  Source: Miniatures Handbook, page 40. 
   
   
   
  Insignia of Healing 
   
  Conjuration(Healing) 
  Level: Bard 3, cleric 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Duration: Instantaneous 
  Saving Throw: Will half (harmles); see text 
  Spell Resistance: Yes (harmless); see text 
   
  This spell works just like insignia of alarm except the 
  insignia wearers are instead healed by positive 
  energy. The spell cures 1d8 points of damage +1 
  point per caster level (maximum +10) to all wearers 
  of the insignia. Since 
  undead are powered by negative energy, this 
  spell deals damage to them instead of curing their 
  wounds. Any undead creature can apply spell 
  resistance and attempt a Will save to take half 
  damage. 
    
  Insignia of Alarm 
  
  The Sun and the Nightingale                                                                                                                               Page 65 
   
  Abjuration 
  Level: Bard 2, cleric 2, paladin 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 400 ft. + 40 ft./level spread, centered on you 
  Target: All wearers of special insignia within range 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  This spell alerts all wearers of a specific insignia (see 
  below) within range. Such creatures hear a single 
  mental "ping" (as the alarm spell, page 197 of the 
  Player's Handbook) when this spell is cast. This spell 
  requires significant preparation. Before 
  using this spell, you must foge specially crafted 
  insignias. These can be crafted in the form of amulets, 
  badges, rings, or any similar object, but each one 
  must bear the same logo, crest, or symbol.  Each 
  insignia costs 10 gp. Militias, guilds, or churches 
  within a city use this spell to call all its members 
  together.  
  Focus: A specially prepared insignia (see above). 
   
  Insignia of Healing 
   
  Conjuration(Healing) 
  Level: Bard 3, cleric 3 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Duration: Instantaneous 
  Saving Throw: Will half (harmles); see text 
  Spell Resistance: Yes (harmless); see text 
   
  This spell works just like insignia of alarm except the 
  insignia wearers are instead healed by positive 
  energy. The spell cures 1d8 points of damage +1 
  point per caster level (maximum +10) to all wearers 
  of the insignia. Since 
  undead are powered by negative energy, this 
  spell deals damage to them instead of curing their 
  wounds. Any undead creature can apply spell 
  resistance and attempt a Will save to take half 
  damage. 
    
  Ring of Blades 
   
  Conjuration (creation) 
  Level: cleric 3, warmage 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1min/level 
    
  This spell conjures a horizontal ring of swirling metal 
  blades. The ring extends 5ft from you, into all squares 
  adjancent to your space. Each round on your turn, 
  starting when you cast the spell, blades deal 1d6+1 
  per level (max. +10) to all creatures in affected area. 
  Blades conjured by a lawful aligned-aligned cleric are 
  cold iron, those conjured by chaotic aligned are silver 
  while neutral aligned are steel.  
  Material:  small dagger. 
  Source: Complete Arcane, page 121. 
   
  Boggle: CR 3; small monstrous humanoid; HD 4d8; 
  Hp 19, 70; Init +9; Spd 40 ft, climb 30ft,; AC 18 (+1 
  size, +5 Dex, +2 natural armor), touch 16, flat-footed 
  13; Base Atk +0; Grp +0; Atk: +5 melee (1d4, claw); 
  Full Atk +5/+5 melee (1d4, 2 claws) and +0  melee 
  (1d4, bite); Space/Reach 5ft./15ft.; SA Improved Grab, 
  Rend 2d4 SQ: Dimension Door, Grease, Scent, 
  Darkvision 60ft, DR5/magic, Fire resistance 5,  AL 
  CN; SV Fort +1, Ref +9, Will +3; Str 10, Dex 21, Con 
  11; Int 5, Wis 8, Cha 6.  
  Skills and Feats:  Climb +8, Escape Artist 
  +17, Hide +11, Move Silently +10, Sleight of Hand 
  +12: Improved Initiative 
  Languages spoken: - 
  Improved Grab (Ex):  If Boggle hits a 
  creature up to one size category larger than itself 
  with a claw attack, it deals normal damage and can 
  attempt to start grapple as a free action without 
  provoking attacks of opportunity. If it hits with both 
  claws, it can also rend in the same round. The Boggle 
  has the option to conduct grapple normally or simply 
  use it’s claw to hold on to it’s opponent (-20 grapple 
  but Boggle is not considered grappled). In either case, 
  a succesful grapple check in during succesive rounds 
  deals claw damage. 
  Dimension Door (Sp): A Boggle can use a 
  dimension door up to 6 times a day as 7
  th level caster. 
  Grease (Su): At will Boggle can secrete an 
  oily, viscous nonflammable substance from it’s skin. 
  This ability functions like the spell grease expect the 
  range is touch, duration is 10 rounds and there is a 
  DC12 Reflex save against it. Typically a Boggle uses 
  this ability to grease a section of a floor or wall, 
  though it can use the ability in any way the spell can 
  be used.  
  Rend (Ex): If Boggle hits with both claw 
  attacks against same target, it latches on and rends 
  the flesh. This attack deals 2d4 points of damage  
  Skills: Because of it’s continuously oily skin, 
  Boggle receives a +10 racial bonus to Escape Artist 
  checks. 
  Source: Monster Manual II, page 33. 
   
  Kurell 
  Gender: m 
  Rank: Lesser Deity 
  Areas of Concern/Portfolio: Jealousy, Revenge, Theft. 
  Titles: The Bitter Hand, The Scorned Heart, The 
  Vengeful Knave. 
  Holy Symbol: A grasping hand holding a broken a 
  coin. 
  Alignment: CN 
  Origin of Worship. Oeridian 
  Core worshippers: Oedirians 
  Favored weapon(s): Short sword (m) 
  Weapon of Deity spell: +1 shock short sword. 
  Domains: Chaos, Greed (Dr), Luck, Madness (CD), 
  Trickery. 
   
  
  The Sun and the Nightingale                                                                                                                               Page 66 
   
  Appendix 8: 
  Trennenport at a Glance 
  (Original article by Creighton Broadhurst) 
   
  Trennenport (Large Town): Conventional; AL LE; 
  5,000 gp limit; Assets 145 000 gp; Population 2,900; 
  Mixed (human [OSf] 2291, half-orc 427, sahuagin 83, 
  halfling 65, half-elf 34.  
  Authority Figures: Bortwimm (LE male human 
  Wiz13) 
  Important Figures: Remmannen (LN male human 
  Clr11 - Zilchus), High Priest of Zilchus, Ivshenndra 
  (LE, female human Clr9 – Hextor), Captain of the 
  Port Garrison, Turlarenn (LE male human Ftr8), 
  Commander of the Trennenport Squadron. 
   
  Overview: Standing on the southern shores of 
  Relmor Bay, Trennenport’s proximity to Nyrond and 
  the Iron League states of Irongate and Onnwal have 
  meant it has long been a well-garrisoned naval port. 
  To landward, it is enclosed behind stout stone walls. 
  To seaward, several sturdy keeps replete with siege 
  engines ward the approaches to the harbor, while a 
  squadron of the Imperial Ahlissan Navy rides at 
  anchor in the harbor. Trennenport has prospered 
  greatly under the rule of the United Kingdom of 
  Ahlissa. Overking Xavener’s investments in naval 
  power and overseas trade have brought increased 
  security and commerce to the port. As the last safe 
  haven between Ahlissa and Hardby, Trennenport is 
  an important stop on the sea route to Greyhawk City 
  and the markets of the central Flanaess. From its 
  sheltered harbor, convoys of merchantmen set sail 
  for the west under the watchful eye of Imperial 
  Ahlissan Navy escorts. 
   
  Rulership and Law: The mage Bortwimm (LE male 
  human Wiz13) rules Trennenport with an iron grip 
  and has done so for over three decades. A former 
  vassal of the Chelors, the ill-fated hertzogs of the old 
  South Province, he now serves Prince Reydrich of 
  Ahlissa. Many have commented on Bortwimm’s 
  remarkable talent for survival, despite the volatility 
  of the times. The truth may be far more mundane. 
  Bortwimm is an efficient administrator who devotes 
  his time and energy to running his fief, rather than 
  engaging in court intrigues in Zelradton or further 
  afield, a rare and valuable quality in the vassal of an 
  Ahlissan prince. Another factor in Bortwimm’s favor 
  is his rapport with the local sahaugin clans, which 
  ensures not only that the coast and Ahlissan shipping 
  have been secure from sea devil attacks, but also that 
  Trennenport is defended from seaward attack as few 
  other ports are. Nearly a decade ago, Bortwimm and 
  the sahuagin spent the better part of a year 
  constructing a mysterious structure under the waters 
  of the harbor. Many suspect it is some unique 
  magical defense, but as it has never been tested by a 
  foe, none can say for sure. The Trennenport Militia, 
  backed up by the soldiers of the Port Garrison and 
  the Marines of the naval squadron, enforce the rule 
  of law with harshness  and vigor. Disorder is not 
  tolerated and is crushed with overwhelming force. 
  Bortwimm acts as Trennenport’s Judge of the 
  Sessions and is not renowned for his disposition. 
   
  Religion: Several faiths are revered in Trennenport. 
  In addition to the larger temples, shrines can be 
  found with the town walls dedicated to Boccob (N, 
  greater god of Magic, Arcane Knowledge, Foresight 
  and 
  Balance), 
  Celestian 
  (N 
  (NG), 
  Oeridian 
  intermediate god of Intermediate Deity of Stars, the 
  Heavens and Wanderers) and Kurell (CN, Oeridian 
  lesser god of Revenge, Theft & Jealousy) 
   
  Hall of Battle: Dedicated to Hextor, the halls of this 
  forbidding fortress-like temple echo almost 
  constantly with the clash of weapons as the faithful 
  practice their martial skills within. With its martial 
  past, Trennenport has long been home to priests of 
  Hextor, Unsurprisingly, the Champion of Hell 
  enjoys the reverence of many warriors of the 
  Garrison. At Reydrich’s direction, Bortwimm had the 
  former ranking Hextorite priest here executed for 
  treason in 587 CY, replacing him with his deputy 
  Ivshenndra. As Hextor is less marginalized here than 
  in the Darman Lands, Ivshenndra is trusted enough 
  to serve as commander of the Port Garrison.  
   
  Sanctuary of the Storm Lord: Dominating the 
  waterfront, this complex of temple sanctuaries, 
  sacred pools and private docks forms the heart of 
  Trennenport’s Quays. Given the storms that regularly 
  whip up the waters of Relmor Bay, Procan is widely 
  worshiped here by the sizable majority of the 
  populace who make their living upon the waves, but 
  is more feared than loved. Sacrifices of gold, salt and 
  other items are made to appease the Storm Lord (and 
  enrich the temple priests). Along with the Storm 
  Coast of Onnwal, this part of Ahlissa shares the odd 
  belief that Osprem is the wife of Procan, who sooths 
  her husbands wrath with her songs. A small shrine to 
  her is found within the Sanctuary precincts 
   
  The Great Guildmaster’s Chapel: This “chapel” is 
  anything but a humble place of worship. Wealth 
  abounds here, from the golden doors to the jewel 
  encrusted idol of Zilchus that adorns the sanctuary. 
  From these opulent surroundings, the priests and 
  acolytes of the Great Guildmaster and the attendant 
  Factors of the Royal Guild of Merchants of Aerdy 
  control 
  virtually 
  all 
  trade 
  passing 
  through 
  Trennenport. The marble-floored nave is used as a 
  brokerage, where shipping agents, ships’ masters and 
  merchants meet to haggle over deals, bid for 
  contracts or tout for business, usually at the top of 
  their voices. 
   
  Trade and Commerce: The port’s strategic location 
  on the Relmor Bay sea route has meant the Royal 
  Guild Of Merchants of Aerdy has greatly expanded 
  its interest and brokerage house here, its various 
  Writers, Agents and Factors trying to skim some 
  profit from the out bound trade. Trennenport’s 
  recent increase in importance has enhanced the 
  prestige of Remmannen, the local high priest of 
  Zilchus. It has also increased his worries and 
  responsibilities, as he works to ensure that nothing 
  
  The Sun and the Nightingale                                                                                                                               Page 67 
  interferes with the trade that is Trennenport’s life’s 
  blood. Most of the town’s crafts and industries are 
  devoted to the servicing of the naval squadron and 
  the convoys of merchantmen. Any threat to the sea 
  trade is therefore a threat to the port’s livelihood (and 
  Remmannen’s personal fortune).  
   
  Districts and Locales: Trennenport is clustered 
  around a sheltered bay that forms a breach in the 
  otherwise forbidding cliffs of Ahlissa’s Relmor Coast. 
  The harbor is further protected from heavy seas by a 
  massive 
  granite 
  breakwater. 
  A 
  smaller, 
  but 
  formidably fortified pier separates the naval docks 
  from the commercial and fishing port, known locally 
  as the Quays. Much of the life and commercial 
  activity of Trennenport is concentrated around these 
  granite piers and wooden wharfs. By order of 
  Bortwimm, itinerant traders are banned from 
  cluttering up the streets, which, while unpopular 
  with wandering tinkers, is a boon to the local 
  shopkeepers. Bortwimm administers his fief from a 
  tall slender tower that stands at the end of a small 
  promontory, just within the eastern wall of the town. 
  The tower has no fortifications other than a hardy 
  hedge of sea-holly and the fear of the consequences if 
  anyone raised their hand against the mage. 
   
  Intrigues and Whispers 
   
  Bortwimm has a pact with an ice fiend. The mage 
  sacrificed Icespire to the fiend in return for 
  immortality! 
   
  Bortwimm knows some terrible secret of Prince 
  Reydrich’s past. He uses it to blackmail the 
  archmageprince. That’s why he’s held onto power, 
  when the Chelors have come and gone. 
   
  Bortwimm IS Reydrich in disguise! Have you ever 
  seen the two together at the same time? 
   
  Sahuagin live in the bay, dwelling in some 
  submerged lair. The Sea Devils have built a huge 
  fortress under the harbor at Bortwimm’s direction. 
   
  Bortwim is in fact a sahaugin disguised as a human 
  pretending to be Reydrich pretending to be 
  Bortwimm. 
   
  Lands of the Ice Spire have cleared of all snow and 
  garrison of Ahlissan soldiers is already located in the 
  tusk, constructing an outpost. Many people have 
  been offered money by the government if they move 
  into the area. 
   
  Ivshenndra and Turlarenn, the Commander of the 
  Naval Squadron, had a falling out that almost came to 
  blows. Afterwards, Turalenn returned to his flagship 
  angrily denouncing Ivshenndra a traitor. 
   
  Some weeks ago, Ahlissan warship Pride of Gearnat 
  arrived from a long range reconnaissance mission 
  with a captured Scarlet Brotherhood ship in tow. 
  Ship was full of strange and exotic spices which were 
  completely unknown to even most learned of sages. 
  They were deemed harmless and were auctioned off 
  to nobility for a high price, with crew members 
  receiving 20% of the money as bounty.   
   
  Onnwallian forces, with naval support from Ahlissa 
  stormed Scant and drove of the Scarlet Brotherhood 
  from Onnwal. Some sort of magical retribution 
  followed and Scant was mostly burned to the ground. 
  It is unknown how quickly rebuilding can start. 
   
  
  The Sun and the Nightingale                                                                                                                               Page 68 
   
  Appendix 9: 
  Player introductions 
   
  Before the game starts, you should give following to 
  every players and ask them to fill it.  
   
  1: Players name: ________________________________ 
   
  2: Do you have ‘Contacts with Royal Guild’ from 
  COR4-16 Frozen Spire?    Yes    No 
   
  3: Do you have any favors with Church of Zilchus?                                     
  Yes    No 
   
  4: Do you have magical tattoo from COR4-04 Redtide? 
  (Brotherhood member)  Yes No                              
   
   
   
  1: Players name: ________________________________ 
   
  2: Do you have ‘Contacts with Royal Guild’ from 
  COR4-16 Frozen Spire?    Yes    No 
   
  3: Do you have any favors with Church of Zilchus?                                     
  Yes    No 
   
  4: Do you have magical tattoo from COR4-04 Redtide? 
  (Brotherhood member)  Yes No                              
   
                 
   
  1: Players name: ________________________________ 
   
  2: Do you have ‘Contacts with Royal Guild’ from 
  COR4-16 Frozen Spire?    Yes    No 
   
  3: Do you have any favors with Church of Zilchus?                                     
  Yes    No 
   
  4: Do you have magical tattoo from COR4-04 Redtide? 
  (Brotherhood member)  Yes No                              
   
                 
   
   
   
   
   
   
   
   
   
   
   
   
  1: Players name: ________________________________ 
   
  2: Do you have ‘Contacts with Royal Guild’ from 
  COR4-16 Frozen Spire?    Yes    No 
   
  3: Do you have any favors with Church of Zilchus?                                    
  Yes    No 
   
  4: Do you have magical tattoo from COR4-04 Redtide? 
  (Brotherhood member)  Yes No                              
   
                            
   
  1: Players name: ________________________________ 
   
  2: Do you have ‘Contacts with Royal Guild’ from 
  COR4-16 Frozen Spire?    Yes    No 
   
  3: Do you have any favors with Church of Zilchus?                                    
  Yes    No 
   
  4: Do you have magical tattoo from COR4-04 Redtide? 
  (Brotherhood member)  Yes No                              
   
   
   
  1: Players name: ________________________________ 
   
  2: Do you have ‘Contacts with Royal Guild’ from 
  COR4-16 Frozen Spire?    Yes    No 
   
  3: Do you have any favors with Church of Zilchus?                                    
  Yes    No 
   
  4: Do you have magical tattoo from COR4-04 Redtide? 
  (Brotherhood member)  Yes No                              
   
             
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Splintered Suns/595/Normal Scenarios/TSS5-04 - The Sun and  the Nightingale (APL 4-10)/TSS5-04 - The Sun and  the Nightingale.pdf