TEXT:  
  DYV3-02 
   
   
   
   
   
   
   
   
   
   
  Funeral For A Friend 
   
  A One-Round D&D 3
  rd Edition Living Greyhawk  Dyvers 
  Regional Adventure 
   
  Round 1 
  by  
  Phil Thompson 
  Triad Edit: Phil Thompson 
  Circle Edit: David Christ 
   
   
   
   
   
  The city mourns the passing of Shenree Cale, one of its kindest benefactors. When she is about to be laid to 
  eternal rest the body turns up missing! Can you and a handful of friends find out what is going on? There are those that 
  would see you fail if they have their way. An Adventure for Characters levels 1-10
  th level. 
   
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network. 
  
  Funeral For A Friend 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  
  Funeral For A Friend 
   
  Page 3 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. 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. 
   
  CR 
  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 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round regional adventure, set in 
  the City of Dyvers. Characters native to the Dyvers 
  region pay one Time Unit; all others pay two Time Units. 
  Adventurer’s Standard Upkeep costs 12 gp per TU spent. 
  Rich Upkeep costs 50 gp per TU spent. Luxury Upkeep 
  costs 100 gp per TU spent. 
   
   
  
  Funeral For A Friend 
   
  Page 4 
  The Current Effect of the Dock Fire on the 
  Populace of the Free and Independent City 
  of Dyvers 
  At this point in time, the Free and Independent City of 
  Dyvers is continues to from the massive fire in the dock 
  district. Although the Magister and Gentry have tried 
  their best to aid the displaced and shore up the economy, 
  prices have begun to rise. (Any item purchased in this 
  scenario is 35% above normal value. The only exception 
  to this is Encounter #4C: Caleb’s Mastiffs).  The poor are 
  present almost everywhere (Use Optional Encounter #1: 
  Displaced People) except the Gentry District, and will 
  possibly ask the PCs for aid. Use this to add flavor during 
  the adventure, but don’t let it bog down the event. PCs 
  paying Rich and Luxury lifestyles receive reverse the 
  normal charisma modifiers from both the poor and the 
  gentry, unless they have aided the poor (Donated at least 
  3 GP per APL each) in Dyvers hour of need. 
   
  The newly created homeless have started to become 
  unruly and angry with their situation, but at this point 
  will only attack if provoked. 
   
  Using Divination Spells in This 
  Module 
   
   
  Due to the priesthood receiving numerous requests 
  for aid from the victims of the Dock District fire, they are 
  unable and unwilling to waste spell slots for divination 
  spells, since more readily useful ones can be cast. This is 
  because they feel the homeless are more worthy of their 
  efforts, and are to some extent afraid of the negative 
  publicity coming from helping the Gentry over the 
  common soul.  The temple of Osprem knows this, and 
  although it affects them, they reluctantly agree with the 
  priesthood’s course of action. 
   
  Slavery vs. Indentured 
  Servants 
   
  Slavery is illegal in the Dyvers region. Indentured 
  Servitude, however, isn’t. Thus, there are those that sell 
  themselves into indentured servitude for a period of time 
  to either pay off a debt or get a grubstake. There is, of 
  course, witnessed paperwork to be signed. The choice to 
  enter indentured servitude is one of the factors that 
  marks the difference between it and slavery. In a perfect 
  world the line between slaver and indentured servitude 
  would be clear. However, life in the Dyvers region is 
  often less than perfect, and some poor souls claim they 
  were forced into indentured service. Unfortunately, if 
  there is a valid contract, the burden of proof is on them. 
  In some cases, (such as Palchus Sargos) there have been 
  numerous complaints (this is what earned him the 
  nickname of Palchus the Slaver) and the constabulary 
  takes a deeper look into the matter. 
   
  What Has Gone Before (Dyvers 
  Subplots) 
   
   
   
  This adventure follows up on the Ephrus the missing 
  wizard plotline. Thus far, Ephrus was polymorphed into a 
  dinosaur and sent to Radagast City (DYV1-10 The Power 
  of Gold). It was later found out that Velkhar the Mystic 
  was the perpetrator of the deed (DYV2-3 Out of the Blue). 
   The loss of Ephrus has been felt in the city, and 
  prompted the evacuation of the King of Box Town, since 
  Ephrus was not there to renew the protective magics of 
  his home (DYV2-6 The King of Box Town).  Encounter 
  #7: The Search Continues picks up the search as the 
  Alienist Havlison Dalphin continues looking for his 
  missing friend (Havlison was introduced in DYV 2-3 Out 
  of the Blue). Encounter #4A: Palchus Returns follows 
  Palchus the slaver, (Palchus was introduced in DYV1-10 
  The Power of Gold) and how the constabulary is dealing 
  with him. Palchus  has been linked to Ephrus’ 
  disappearance(DYV2-3 Out of the Blue). This has caused 
  the constabulary to keep an eye on Palchus when he in is 
  the city. 
   
  Using Judge’s Maps 1 –13 
   
   
   
  Judge’s Map #1 is an aerial view of the Free and 
  Independent City of Dyvers. The map is divided and has 
  a grid overlaid on it. Along the west edge are letters and 
  along the south are numbers. At the top of each of the 
  Judge’s Maps 2-13 is the location of where they fit on 
  Judge’s Map #1. 
   
  The Alliance 
   
   
  There is no Thieves’ Guild in Dyvers. There is, 
  however, the Alliance. Encounter #4I deals with what the 
  Alliance knows about the situation. No other information 
  can be gained from using Alliance Influence (Except for 
  Knowledge Checks as outlined in the Dyvers Campaign 
  book) or membership. Also, the Alliance will not cover-
  up a PCs crime should they commit one. 
   
  
  Funeral For A Friend 
   
  Page 5 
  Adventure Summary and 
  Background 
   
   
  The player characters (PC’s) are drawn by various 
  means to attend the funeral of Shenree Cale, a priestess of 
  Osprem.  Due to an accident, it is apparent that the burial 
  has been tampered with.  As the PC’s explore the 
  situation they come across evidence that Shenree has 
  lived several lives to atone for evil deeds she did in her 
  first life.  The PC’s find out that Shenree’s time has run 
  out, and that they are the ones that will determine 
  whether she has made up for the evil she did in the past.  
  During the course of the adventure, the PC’s encounter a 
  priestess of Nerull that has discovered what is going on. 
  Due to her dedication to the death god and scars from her 
  past, she will go to any length to stop the PC’s from 
  saving Shenree.  
   
   
  Introduction 
   
   
  Each Player will has a specific reason for being at the 
  funeral. 
   
  Player Handout #1A: The PC is taking in the sights of 
  the city and notices a sad child halfheartedly playing by 
  the side of the street. However, once the child sees the 
  PC, the child’s eyes brighten up and the child scampers 
  over to greet the PC. (Give out Player Handout #1A to the 
  player this affects. This reason is suitable for any PC). 
   
  NOTE: If the player agrees to help give Player 
  Handout #1H. 
   
  If the PC doesn't want to help Timaric give 
  them Player Handout #1M. 
   
  Player Handout #1B: The PC's guild/organization wants 
  the PC to go as their delegate (Give out Player Handout 
  #1B to the player this affects. Give this reason to any PC 
  that is in a Guild). 
  NOTE: If the PC does not go to the funeral give 
  them Player Handout #1I 
   
  Player Handout #1C: The PC encounters a grieving 
  citizen (Give out Player Handout #1C to the player this 
  affects. This reason is suitable for any PC.). 
   
  NOTE: If the PC doesn't help Wilston give 
  them player handout #1J 
   
  Player Handout #1D: The PC's temple wishes the PC to 
  go on their behalf, in order to pay the temple’s respects 
  and comfort those in need. Give this reason to any Priest, 
  Paladin or devout PC. Give out Player Handout #1D to 
  the player this affects. 
   
  NOTE: If the PC fails to go to the funeral give 
  them Player Handout #1K 
   
  Player Handout #1E: The PC has a small (Non-Magical) 
  article stolen from them, and pursues the thief. Give this 
  reason to any PC that normally moves 30’ or less, and has 
  no exceptional way to either move quickly, teleport, or 
  cast spells to stop the thief. Give out Player Handout #1E 
  to the player this affects.   
   
  NOTE: If the PC fails to go after the thief, give 
  them Player Handout #1L 
   
  Player Handout #1F: The PC overhears strangers talking 
  about the tragic death of Shenree, and note that a deft 
  rogue could make a decent haul by working the crowd. 
  This reason is suitable for any PC that cannot magically 
  hold, charm or sleep a creature. Give out Player Handout 
  #1F to the player this affects.  
   
  Player Handout #1G (There are 2 of these): The PC has 
  been out for a walk and wasn’t paying much attention to 
  where they were going. As luck would have it, the PC 
  ended up in front of where the funeral is to be held, and 
  the PC is asked to help set up for the event. This is 
  suitable for any PC. Give out Player Handout #1G to the 
  player this affects.  
   
  NOTE: This PC is at the funeral and should 
  need no further prompting. 
   
   
  Encounter #1: The Funeral 
   
  This is where all the PC reasons for being at the 
  funeral lead to.  
   
   
  A stiff cool wind sends a slight chill up the base 
  of your spine as you pass through the slum the dock 
  district has become. Although progress has been 
  made to rebuild and restore order, it will be some 
  time before things are “right” again. Stopping near 
  the edge of the Nyr Dyv, you watch the solemn group 
  of mourners gather.  First, the clergy and close 
  friends, then several members of the Gentry, then 
  city officials, and finally those that just want to be 
  there to mourn the passing of the deceased. It's not 
  every day that a true friend of humanity passes on. 
  Although one might try, it’s impossible to count the 
  
  Funeral For A Friend 
   
  Page 6 
  assembly gathered here today. By the docks and 
  under guard is a plain wooden coffin with a modest 
  holy symbol of Osprem upon it. After a time, the high 
  priest of the temple of Osprem, Sirag Moewyr, 
  addresses the mourners. 
   
   
  “Today, our fair city must feel as if it's heart has 
  been pierced, for it has lost one of its best friends in 
  the passing of Shenree Cale.  A true humanitarian, 
  Shenree was always there to help the needy, even 
  before she became a follower of Osprem.  Grants from 
  her personal funds were there to help the arts, and 
  she never turned away a soul in trouble.  Above all, 
  Shenree spent countless hours working in soup 
  kitchens, and personally saw to it that the needy got 
  the help that they so desperately needed. She will be 
  sorely missed. 
   
   
  If she was nothing else, Shenree was a humble, 
  modest soul.  Today we have honored her wishes with 
  a brief service before we lay her to rest.  Pall bearers, 
  please take your positions." Six Gentry members 
  (They are Darbac Gros, Geoth Julentine, Hasim Kayim II, 
  Darian Kesser, Shorn Lartoln and Tharmis Aushman 
  Sedral. A Knowledge: Dyvers [DC 12] reveals who they 
  are. Also PCs that played “Eloped” know who Shorn 
  Lartoln is.) take positions around the coffin, and pick 
  it up.  They hoist up the coffin and prepare to lower it 
  onto a waiting barge.  Slipping on a slick patch of the 
  dock, one of the Gentry members (Geoth Julentine) 
  lets go of the rope.  For moment the coffin waivers, 
  and then crashes to the dock, and opens.  You see the 
  priest's face turn white with shock, then the priest 
  gasps for air and utters with disbelief in a low voice 
  "What has happened here!?  This isn't Shenree's 
  body!" The crowd edges forward, and you can see 
  what has upset him.  Where there should be the 
  corpse of an honored woman, there is nothing but 
  stones inside the coffin. 
   
  Go to Encounter #2: The Investigation 
   
   
  Encounter #2: the Investigation 
   
   
  Immediately after it is apparent there was no body in 
  the coffin, Colonel Thomas Dolarrak of the Dyvers 
  constabulary steps forward, telling all those in attendance 
  that they are not to leave.  Other constabulary members 
  step forward, receive orders from Colonel Dolarrak, and 
  proceed to question both mourners and those that 
  directed the service.  If a PC is a member of the 
  constabulary, they will also be told to begin questioning 
  the crowd.  They will be given orders to question anyone 
  suspicious, and to ask where they were the night before 
  the funeral.  If they find anyone suspicious who has 
  trouble explaining themselves, they should have them 
  detained for further questioning.  Any PC with a negative 
  charisma modifier, and/or below average lifestyle (or 
  living off the land) for the adventure is be questioned 
  about where they were the night before the funeral.  If 
  they cannot prove where they were, the watch will 
  seriously consider taking them to jail for the night.  Have 
  the PC's make a Charisma check (DC 4 + Charisma 
  modifier for lifestyle).  If they fail, the PC will be arrested, 
  and spend the night in jail. 
   
   
  The 
  constabulary 
  is, 
  of 
  course, 
  busy 
  with 
  questioning, and has little time to answer questions. If 
  the PCs have questions, they are told to go to the nearest 
  constabulary office (they are given directions).  
   
  If the players state they are listening for information 
  from the questionings, and/or offer their services (they 
  will not be offered pay for this) to the constabulary, they 
  learn the following.  Give the clues to any PC that states 
  they are listening. 
   
  • 
  It was horrible that Shenree died so violently. A pack 
  of spirited riding dogs got loose, and tore her to 
  pieces. Their trainer (and owner of the business) was 
  grief stricken after hearing what had happened, and 
  passed on from a stroke.  Shenree had helped them 
  to get a loan to get his business started. 
  • 
  Shenree, after deciding to take a leave of absence 
  from the Osprem temple, had rented a room near 
  the corner of Low Street and the Parade. 
  • 
  Shenree could have afforded to live better, but she 
  chose to donate her money to those that needed it 
  • 
  Perhaps the mortician had something to do with 
  this. If the PC's start asking where Shenree’s body 
  was prepared, the city watch or any of the people 
  working the funeral will tell them that Grimald 
  Namatius, a mortician, did all the preparations. They 
  can also give the PC’s a description of Grimald, and 
  directions to the mortician’s house.  If the PCs wish 
  to go to see the mortician, go to Encounter #5 after 
  running encounters  #2 & 3. 
  • 
  Shenree pledged most of her remaining funds to 
  dedicate a park in town to the children, so that they 
  would have a place to play. If the PC's wish to go to 
  the park next, run encounter #3, encounter #8, and 
  then encounter #10. 
  • 
  Most of Shenree's belongings were sold off 
  yesterday. After the funeral, they were supposed to 
  have a rummage sale to get rid of the rest of the 
  
  Funeral For A Friend 
   
  Page 7 
  items.  The proceeds of the sale will be donated to 
  the needy. Go to encounter #4B after running 
  Encounter #3 if the PCs  wish to go to the sale next. 
  • 
  Some people believe that perhaps some strange cult 
  did this. It had been rumored that the minions of 
  Nerull were spotted in the city as of late, and the 
  Dockett reported that minions of Nerull were seen 
  in the dock district before it caught fire. 
   
   
  Go to Encounter #2A: The Victim, then proceed to 
  Encounter #3: The Urchins of the City.  These encounter 
  happens regardless of where the PC's go.   
   
   
  Encounter #2A: The Victim 
   
   
  As the PCs travel away from the funeral, and 
  when the crowd dissipates, they have the chance to hear a 
  cry for help if they make a successful listen check 
  (DC8+APL).  
   
   
   
  “AAGHHH! Help! For the Love of Pelor 
  please somebody save me! 
   
   
  Twenty feet to the left of the PC’s, on the edge 
  of the dock district, is a burnt out 15’ x 15’ foundation of a 
  building. In the center of the floor is a large hole. The 
  cries for help come from inside this hole. Fortunately, the 
  rest of the floor remains solid enough, and won’t collapse 
  under the weight of the party. The hole is in the center of 
  the foundation and is 5’ x 5’.  
   
  Should the PCs look into the hole, they see a 
  main sewer tunnel leading to the Nyr Dyv. Below and to 
  the south (Away from the Nyr Dyv) is a frightened 
  Oeridan man. To the north is either a Gelatinous Cube, 
  (APLs 2 & 4) or a Black Pudding (APL 6-10). 
   
   
  The sewer tunnel is 14 feet below the street. It is 
  a total 0f 28 feet across( a 4-foot walkway on each side and 
  a 20-foot channel) The sides of the channel are 4 foot 
  deep and slope to a depth  of 12 feet. The tunnel runs 
  north to south with the north end emptying into the Nyr 
  Dyv. 
   
  �Bertal: human male; hp 9; see Appendix One. 
   
  APL 2 & 4 (EL 3) 
  �Gelatinous Cube hp 58, see monster manual 
   
  The cube is 32 feet away from Bertol. If the PCs can get a 
  rope to him, he is able to climb up. Destroying a 
  Gelatinous Cube in the Free and Independent City of 
  Dyvers is a crime, punishable by a penalty of 4 Time 
  Units to find another cube. 
  Go to Encounter #3: The Urchins of the City 
   
  APL 6, 8 & 10 (EL 7) 
  �Black Pudding hp 115, see monster manual 
   
  The Black Pudding is 27 feet away from Bertal Lugin. He 
  is terrified, and only willing to move south in the sewer 
  tunnel, going 20 feet per round. He is too afraid to grab a 
  rope.  
    
  Go to Encounter #3: The Urchins of the City 
   
   
  Encounter #3: The Urchins of 
  the City 
   
   
  This encounter is presented in two ways. You can 
  either use the read aloud text as presented below, or use 
  Player Handouts #5A-F and Judge’s Handout #1 to 
  present the read aloud text in a theatrical style. 
   
   
  “A light cool rain begins to start.  From both sides 
  of the street, you see the eyes of little children 
  following your movements.  Up ahead, one of the 
  older girls (An 11 year old Suelish girl named Elane 
  Saretha with blue eyes, fair skin and light red wavy hair, 
  wearing commoner’s clothes that are slightly worn.) 
  steps out into the street to left of you and speaks with 
  teary eyes... 
   
   
  "Excuse me, do, er… I mean, did you know 
  Shenree?”  
   
   
  Elana will give the PC's a chance to respond.  Then 
  will say the following. 
   
   
  "Shenree was our friend, and helped us when no 
  one else cared.  She was very nice to us.”  While the 
  child speaks, several other children come out into the 
  street.  
   
  "My name is ‘Robbo’ (This is Robin Tamhaus, a 
  Baklunish boy with golden skin, dusky brown hair and 
  gray-green eyes. Robin is 12 years old and wears 
  commoner’s clothes that look new, but appear to have 
  been scuffed up to look older.),” The large boy says,  "I 
  used to cough all the time, and couldn’t run very far, 
  but Shenree helped me, and now I breathe lots better! 
  Look! Look at me now!"  (Bobbo runs a circle around 
  the PCs).   
  
  Funeral For A Friend 
   
  Page 8 
   
  Another child speaks. "I'm Cyna Wallach. (She is 
  a Flannish girl with deep brown skin, amber eyes and 
  curly black hair. Cyna is 9 years old and wears 
  commoner’s clothes that are in decent condition.)  
  Shenree fed my family  when we were hungry.  She 
  is… She was the nicest person I ever knew!" Cyna 
  says somberly,  as tears begin to  well up in her eyes.   
   
   
  Suddenly a harsh old voice comes from your 
  right. "And now she's gone to feed the worms, and 
  good riddance!" The children seem to part from the 
  newcomer, so as not to risk coming in contact with 
  him.   
   
   
  "EEUUWW! It's Armadel the peddler!", most of 
  the children say in unison. (Armadel Ferdach is a 
  Flannish man with wrinkled bronze skin, grayish brown 
  hair and dark brown eyes. Armadel is 52 years old and 
  wears commoner’s clothes that are in nice condition, but 
  very much out of style.)  
   
   
  Arnach straightens himself and speaks,  "’Tis 
  betters she's gone.  My Gran Da says her family ‘as an 
  evil streak a mile long.  Why, I saw a picture of ‘er 
  Great Gramma Sehra once, when I was at the Ol’ 
  Town Records office.  She's a’ spittin' image of ‘er.  
  Just as evil, too, I bet. Just cleverer about it.  Fie on 
  her cursed lot! Ye little ragamuffins had better watch 
  yerselves no!" Arnach spits on the ground. 
   
   
  As if summoning up hidden courage, one of the 
  children shouts. "You're the evil one! You never liked 
  Shenree because she cared about us!"  
   
  Another child says, as she picks up a rind from 
  the street, "You smell like a goat!" 
   
  A boy from the crowd jeers, throwing a small 
  stone at Arnach.  The others quickly follow suit. 
   
  "You look like one too, you hateful weasel!"  
  Comes a voice from a boy on the roof.   
   
  Wheeling about, and not wanting to take the 
  abuse, Arnach starts to run away.  "A pox on ye’ all!  
  The best thing your precious Shenree did was pass 
  on!  Stay away from me, ye hear!"  
   
   
  Armadel runs away, and will not talk any more with 
  the PC's or the children.  If harassed, he goes to the 
  constabulary for protection. 
   
  If the PCs wish to go the rummage sale where Shenree’s 
  belongings are being sold off, then go to Encounter #4A, 
  then Encounter #4B: The Rummage Sale. 
   
  If the PCs wish to go to the riding dog business, go to 
  Encounter #4C: Caleb’s Mastiffs. 
  If the PCs wish to go to Shenree’s old room, go to 
  Encounter #4D: Shenree’s Former Home. 
   
  If the PCs wish to talk with the constabulary about recent 
  Nerull activity, and/or were directed to the local 
  constabulary office in the introduction, go to Encounter 
  #4E. 
   
  If the PCs wish to go to the Old Town Record Office, go 
  to Encounter #4F: The Old Town Record Office. 
   
  If the PCs wish to go to the Coroner’s Office, go to 
  Encounter #4J: The Coroner’s Office. 
   
  If the PCs wish to go to the Temple of Osprem, go to 
  Encounter #4K: The Temple of Osprem. 
   
  If the PCs wish to go to the mortician that prepared 
  Shenree’s body, go to Encounter #5: The Mortician. 
   
  If the PCs wish to go to the park Shenree dedicated to the 
  children, go to Encounter #10: A Day in the Park. 
   
   
  Encounter #4A: Palchus Returns 
   
   
  Run this encounter before the PCs reach the 
  rummage sale (Encounter #4B). 
   
   
  As you walk the streets of the city, you spot an 
  unusual procession up ahead. Three members of the 
  Dyvers Constabulary are escorting an obese Flannish 
  man, and what appears to be either a slave or possibly 
  his prisoner.   
   
  The obese man is Palchus Salmon. Palchus is a Flannish 
  man with a large stomach, flabby arms, thick legs, a dull 
  coppery skin, light brown eyes, and wavy close-cropped 
  brown hair with a large bald spot on the back of his head. 
  He is also known as “Palchus the slaver”. This man has 
  been watched by the constabulary for leads to illegal 
  slaver activity. Thus far, he has only been directly 
  connected to having indentured servants, and the 
  constabulary has not been able to get any of the evidence 
  of his being a slaver to stick (No one would testify). PC’s 
  may have met Palchus (if they played DYV1-10 The 
  Power of Gold). He remembers those that he despised 
  (those that didn’t care for his indentured servant slavery 
  business). The PC’s may also have found a reference to 
  illegal slaver activity done by Palchus ( in DYV2-3 Out of 
  the Blue), but since there was no accuser and no victim, 
  the constabulary could not act upon it. Currently, the 
  constabulary has decided to make Palchus’ life miserable 
  
  Funeral For A Friend 
   
  Page 9 
  whenever he’s in town.  They are doing this by 
  INSISTING on having guards escort him where he goes, 
  giving the excuse that they are there to insure his safety. 
  This has proven to be a major annoyance for Palchus, and 
  thus he visits the city less frequently. 
   
  Palchus does have an indentured servant (slave).  He 
  is holding a chain attached to a collar around the servant’s 
  neck.  This is legal, and the constabulary checked out his 
  papers before escorting him. While it might be possible 
  for the papers to be destroyed, it would be considered a 
  criminal act, and the PC responsible for would be sent to 
  jail for 1 Time Unit. 
   
  If any of the PC’s have met Palchus before, read the 
  following: 
   
   
  “Good day gentle souls, we meet again. I don’t 
  believe you’ll be interrupting me this time, as my 
  property and I have found the excellent fortune of an 
  escort through the less desirable parts of the city. Oh 
  well, I must be going. May whatever gods that will 
  have you bless your journey.” 
   
  If no one has met Palchus, read the following. 
   
   
  “Excuse me, while I would very much like to stay 
  and chat, my new friends”, Palchus Rolls his eyes at 
  the constabulary, “have been kind enough to offer 
  both my property and I an escort. Have a good day, 
  gentle souls.” 
    
  Encounter #4B: The 
  Rummage Sale 
   
   
   
  If the PC's wish, they can easily get directions to the 
  rummage sale (See Judge’s Map #2). The sale is held one 
  block north of the Temple of Osprem, in a 10' x 20' tent 
  borrowed from the temple for this purpose.  When they 
  arrive, they see three teary eyed volunteers setting up 
  tables.  If anyone wishes to, they may make a spot check 
  (DC 17+APL) to see if the volunteers were at the funeral 
  (as there were a lot of people there.)  The first volunteer is 
  L’shara Galvarden, a grey elf female with fair skin, pale 
  blonde hair and violet eyes.  L’shara is 129 years old but 
  will not admit to being a day older than 119, and is 
  wearing commoner cut clothes, made from nice fabric 
  and expert tailoring. The second volunteer is Petragol 
  Surchas, an Oeridian human male with tan skin, light 
  blonde hair and gray eyes. Petragol is 26 and is wearing 
  robes and sandals.  The third volunteer is Janice Morgan, 
  a human female of no discernible origin, with fair skin, 
  red hair, and blue eyes. Janice is 22 and wears 
  commoner’s clothes..  All three were at the funeral, and 
  are average people (not adventurers). There are no other 
  people at the rummage sale at this time. If the PC's tell 
  them what happened at the funeral, the NPC's will be 
  shocked, bordering on disbelief.  
   
  The NPC's know the following. 
   
  • 
  It is terrible that Shenree passed on. 
  • 
  They are here because Shenree was a kind soul. 
  • 
  Last year, Shenree spoke with a merchant to allow  
  their theater group, One-Act Wonders, to practice in 
  an unused warehouse owned by Darbac Gros. House 
  Gros now funds the theater group. Several of their 
  members have gone on to join the Bardic 
  Hegemony, and the Association of Performing 
  Artists. 
  • 
  They regretted leaving the funeral early, but they 
  had to set up the sale. 
   
   
  Most of Shenree's items went earlier in the sale.  
  When the players ask what items there are, give out  
  Player’s handout #6. Below is a list of the items in the sale, 
  along with their prices.  
   
  Running the Rummage Sale 
   
  Don’t sell any items until all the players have had the 
  chance to see the item list. If more than one player is 
  interested in an item, let them bid for it. A PC may haggle 
  with the volunteers to get the lowest price (have the 
  player roll a Diplomacy check DC12 + APL). Successful 
  attempts can lower the price by 10% or more, up to a 
  maximum of a 20% discount from the price on the tag. 
   
  Items 
  1. 
  2 pairs of fine brown leather shoes. 3 Wheatsheafs 
  (GP) 
  2. 
  An ornamental oil lamp, the hood of which has holes 
  punched in it, such that it shines the city’s   crest. 2 
  Wheatsheafs (GP) 
  3. 
  A badger pelt. 7 Wagons (SP) 
  4. 
  4 large candles.  (Each depicts a different season. 15 
  Wagons (SP) for choice and 45 Wagons (SP) for the 
  lot. 
  5. 
  3 silver serving trays. 25 Wagons (SP) each or 60 
  Wagons (SP) for the lot.). 
  6. 
  A book of poems entitled "Musings for the Mindful". 
  1 Wheatsheaf (GP) 
  7. 
  A stuffed pelican. 10 Wheatsheafs (GP) 
  8. 
  A wooden staff with Shenree’s name carved in it. 23 
  Wagons (SP) 
  9. 
  An empty diary. 37 Wagons (SP) 
  10. A small keg of ale. 5 Wheatsheafs (GP) 
  
  Funeral For A Friend 
   
  Page 10 
  11. 7 gilded iron spikes. 10 Wagons (SP) each or the lot 
  for 55 Wagons (SP). 
  12. A silver ring with a ruby set in it.  The ring looks like 
  a coiled rope. 51 Wheatsheafs (GP). 
  13. 5 1/2 blocks of 2" x 2" x 1" of cinnamon incense (8 SP 
  per block, 4 SP for the 1/2 block, 40 SP for lot.). 
  14. A bundle of recent Dockett’s (The Dyvers paper) 18 
  Wagons (SP) for the bundle 
   
  All of the items are in fairly good condition, but look 
  a little worn.   
   
   
  If any PC buys item #6, or looks at it closely, they  
  notice that it is a book of poems written by Shenree, and 
  she used the last few pages as a journal.  Give the PC 
  player handout #7.  
   
   
  If they buy the recent dockets, give them Player 
  Handout #8. 
    
   
  Encounter #4C: Caleb’s Mastiffs  
   
   
  Should the PCs wish to go to the shop that 
  owned the riding dogs responsible for tearing Shenree 
  apart in the street, they find a distraught Brahim Caleb II 
  tending shop (See judge’s Map  #2).  Brahim is a Suelish 
  man with fair skin, blonde hair and blue eyes. He is 
  wearing commoner’s clothes and is 22 years old. He has 
  seen far too much death lately, as he lost his father to a 
  stroke after the attack on Shenree, and also put down the 
  dogs that attacked her. He has taken to living in the back 
  room of the shop, in an effort to protect the animals he 
  has left. Currently, he is seriously considering relocating 
  to the city of Greyhawk, what with public opinion and 
  the threats the way that they currently are. The shop 
  appears to be open, but the door is locked. If the PC’s 
  knock, Brahim calls out. 
   
   
   “Go away! The animals responsible were 
  destroyed!  Leave me be!’ 
   
   
  If the PCs are diplomatic and/or nice, he allows 
  them in. While he is relieved to talk with the PC’s, the 
  only things he knows about the attack itself are the same 
  things as the general public. However, he does know that 
  the dogs never attacked anyone without the proper 
  command before. As a result of the attack, several good 
  animals were put to death merely to stem public anger 
  and save the other dogs. He has 6 riding dogs left (These 
  are the same as those available on Page#108, Table 7-7 in 
  the Player’s Handbook). They are available for the normal 
  price, instead of the inflated price. 
  Encounter #4D: Shenree’s 
  Former Home 
   
   
  If the PC’s decide to look for Shenree’s old room, 
  (See Judge’s Map #4) they can find out that it hasn’t been 
  rented yet by checking with Magdalene Asenka. 
  Magdalene is a 62 year old human of mixed origin with 
  olive skin, gray hair, and blue eyes. She wears a plain dark 
  green dress and sandals.  Magdalene owns the building, 
  and lives in the apartment on the ground floor. They are 
  also told it has been cleared out for the rummage sale, 
  and are given directions to the sale.  
   
   
  If the PCs wish to go to the rummage sale, go to 
  Encounter #4A: Palchus Returns, and then go to 
  Encounter #4B: The Rummage Sale. 
   
   
  Encounter #4E: The Constabulary 
   
  Should the PCs wish to go to the constabulary office 
  they find Detective Skiron Elmas.  Skiron is a 21-year-old 
  Olman man with dark brown skin, straight black hair and 
  brown eyes. He wears the standard constabulary uniform, 
  but it is easily noticeable that it was made for him and not 
  issued.  Detective Skiron has recently been promoted to 
  detective when Detective Jalz Haldron went on a leave of 
  absence (Detective Haldron was introduced in DYV2-8 
  Hard Evidence). Elmas has been following rumors of 
  Nerull activity, and freely tells the PCs: 
   
  • 
  After the dock fire it was reported that minions of 
  Nerull were involved in the fray, and according to 
  some accounts, actually helped defend the city. As 
  no reliable witnesses have come forward, this has 
  been written off as lunacy. 
   
  Being a slight gossip, Elmas talks about the following on 
  a Gather Information or Diplomacy check of 10 + APL. 
   
  • 
  Recently followers of Nerull were linked with a 
  kidnapping. However, details of the case are 
  confidential until it has been closed. 
  • 
  There was a murder last week of the halfling Buzelle 
  Leunar. Currently it has been labeled a “hate crime” 
  as the words “Die thieving halfling scum” was 
  scrawled in blood on the wall next to the body. The 
  writer used the deceased’s blood. 
   
  He divulges the following on a Gather Information 
  Diplomacy check of DC 18 + APL. 
   
  
  Funeral For A Friend 
   
  Page 11 
  • 
  Tensions have been high since Szepkurva “Sepp” 
  Daminov was apprehended last month. She has been 
  held in solitary confinement in a “safe house” to 
  lessen the chance of escape. Currently they’ve been 
  trying to get information about “Markessa the Red” 
  from “Sepp”, but for the most part she isn’t talking. 
  There has been talk of using magic to fix her facial 
  scars. This will be used as a last resort, if at all. 
   
   
   
  If the PCs ask, they are given directions to 
  where Sepp is being held (these are incorrect, as 
  Detective Elmas is mistaken as ‘Sepp’s place of 
  incarceration). 
   
   
  No further information will be given about the 
  kidnapping.  
   
   
  If the PCs wish to go to the place where the 
  murdered halfling was found, go to Encounter #4G: The 
  Murder Scene. 
   
   
  No one will be allowed to talk with Szepkurva “Sepp” 
  Daminov. Even Detective Elmas does not know where 
  she is being kept (although he thinks he does). Should 
  the PCs follow Detective Elmas’ directions, go to 
  Encounter #4H: The Safe House? 
   
   
  Encounter #4F: The Old Town 
  Record Office 
   
   
  Silvin Marcoul is the current keeper of the records 
  of Old Town (See Judge’s Map #5). He is a 24-year-old 
  human of mixed origin with leathery brown skin, 
  piercing gray eyes, and he is bald.  His clothes are of drab 
  color, and of common stock.  He took the position to 
  gather information for a book that he wishes to write 
  later. If the PC treat him nicely, (a diplomacy check DC 8 
  + APL) he lets them look at the records by themselves. If 
  they don’t make the DC, he stands in the room while 
  they go through the records. For the most part, the 
  records are in piles and unorganized. It  takes a Search 
  check (DC 12 + APL) to find anything useful. If the 
  Search check is made, give out Player Handout #10 to the 
  players. 
   
   
  Encounter #4G:The Murder 
  Scene 
   
  The PCs are given directions to a side street a bit 
  west of Thrommel’s Arch (Area S29 on Judge’s Map #1). 
  Buzele “Buzz’ Luenar’s body was found 50 feet north of 
  Black Street. The area has seen much travel since then, 
  and the bloodstains have been washed away. No one in 
  the area is willing to talk about the murder. He was 
  buried last month. 
    
   
  Encounter #4H: The Safe House 
   
   
  This location (Judge’s Map #6) was set up as a ruse to 
  throw off attempts to rescue “Sepp” And to test the 
  trustworthiness of Detective Elmas for more secretive 
  information. Sadly, if the PCs show up, the detective will 
  be stuck in a desk job for years to come. Daphnir Olaris, a 
  24-year-old Baklunish woman with golden skin, dusky 
  brown hair and amber eyes, lives here. She politely tells 
  the PCs they are mistaken, gives them a tour of her 
  modest home, offers them a bite to eat, and then politely 
  tells them she has cleaning to do, and that they should 
  go. Later in the week, she reports their arrival to her 
  contact in the constabulary. Her house has been used as a 
  safe house in the past, but not for “Sepp”. Daphnir does 
  not know where “Sepp” is being held and wouldn’t 
  acknowledge anything about it anyway. 
   
   
  Encounter #4I: The Alliance 
   
          It is possible that PCs may have influence with the 
  Alliance or they might possibly be a member.  
   
  If a PC uses an Alliance influence point they discover the 
  following: 
   
  • 
  Something big is about to happen with slaver 
  activity in the Nyr Dyv. Yes, they knew Shenree 
  passed away and there was no body in the coffin, but 
  so what. People die all the time. Some people fake 
  their own death. She did, after all, retire from the 
  priesthood. Why would she do this, unless she 
  wanted to get out of the public eye? Faking her death 
  is a perfect closing act. 
   
  If a PC is a member of the Alliance. 
   
  • 
  Something big is about to happen with slaver 
  activity in the Nyr Dyv. That blasted Szepkurva 
  “Sepp” Daminov went and got herself captured. This 
  could play havoc with operations. Should you find 
  where she is being held, let your friends at the 
  Alliance know so they can solve this little problem. 
  Yes they knew Shenree passed away and there was 
  no body in the coffin, but so what. People die all the 
  
  Funeral For A Friend 
   
  Page 12 
  time. Some people fake their own death. She did, 
  after all, retire from the priesthood. Why would she 
  do this, unless she wanted to get out of the public 
  eye? Faking her death is a perfect closing act. Also, 
  there was some magic involved with her passing. 
  That, and increased activity by the faithful of Nerull 
  leads popular opinion to believe Shenree is still alive, 
  and there are those that wish to claim the one that 
  got away for their death god. 
   
   
  Encounter #4J: The Coroner’s 
  Office 
   
   
  The Coroner’s Office (See Judge’s Map #7) is closed 
  the day of the funeral, but the coroner can be found at the 
  Sword and Tankard after the funeral with either a 
  successful Gather Information or Knowledge: Dyvers 
  check (DC16 +APL).  Directions to the Sword and 
  Tankard can be found with either a successful Gather 
  Information or Knowledge: Dyvers check (DC5+APL).  
   
   
  If the PCs make it to the Sword and Tankard, they 
  find the coroner (Carew Aedark). Carew is a 43-year-old 
  Suelish man with fair skin, gray eyes and curly blonde 
  hair. He is dressed in rich, but disheveled, clothing. 
  Aedark was at the funeral, is distraught over what 
  happened, and is drinking to forget. He pronounced 
  Shenree Cale dead, because it was obvious. Perhaps 
  Grimard Namatius (The mortician the body was sent to) 
  might be able to help. That’s probably where the 
  constabulary will look. 
   
  If the PCs wish to go see Grimard Namatius, go to 
  Encounter #5: The Mortician 
   
   
  Encounter #4K: The Temple of 
  Osprem 
   
  Should the PCs wish to go to the Temple of Osprem (See 
  Judge’s Map #13), they find it is nearly closed due to the 
  mourning of Shenree’s death. The High priest (Sirag 
  Moewyr) will see them, but does not have any new 
  information for them. 
   
   
  Encounter #5: The Mortician 
   
  If the PC's go to visit Grimald (See Judge’s Map #8), read 
  the following. 
   
  “After a short trek, you arrive at the modest home 
  of Grimald the mortician.  A man roughly matching 
  his description (He is a human of no discernible origin 
  with brown eyes, fair skin, a reddish brown goatee, and 
  he is bald.) is working on a small windowbox in the 
  front window.  As you approach, he apparently 
  notices you.  He straightens up and looks (Roll 
  randomly to see which PC he looks at.) in the eye.  "I 
  don't believe I've made your acquaintance.  Is this 
  about business or is this a social call?" He asks 
  cautiously. 
   
  What Grimald knows 
   
  • 
  He gave Shenree a proper embalming according to 
  her wishes. (He isn't lying, but he's not telling all the 
  truth.  Shenree had special instructions about her 
  burial, and Grimald saw Shenree's body vanish. He 
  will not tell anyone about this.) 
  • 
  There were city officials here earlier that have 
  already questioned him. 
  • 
  Perhaps this is an occult matter.  If so, the sage 
  Thabinas would be far more suited to handle matters 
  of this nature. A Sense Motive (DC 14+ APL) reveals 
  this to be a lie. 
  • 
  There have been vandals that have interfered with 
  burials in the past. He thinks they're from the House 
  of the Toothy Smile, and are doing it for kicks.  They 
  have never been this bold. (If asked, he will give 
  directions, as long as the PC's promise to be discreet 
  about where they got the information.) 
  • 
  Like it or not, until this is cleared up, he is a suspect 
  of wrongdoing. 
   
  If the PCs wish to go to the House of the Toothy Smile, 
  go to Encounter #6. 
   
  If the PCs wish to go to see Thabinas the Sage, go to 
  Encounter #8. 
   
   
  Encounter #6: The House of the 
  Toothy Smile 
   
   
  The House of the Toothy Smile (Player’s Map #9) is 
  fairly well known in Old Town. If PC's have adventured 
  in the city before AND have had an average or worse 
  standard of living, they will have heard of the 
  establishment if they make a Knowledge: Dyvers or an 
  Intelligence Check (their choice [DC 10]).  If the PC’s go 
  in to the House of the Toothy Smile, give them Player’s 
  Handout #11 
   
  
  Funeral For A Friend 
   
  Page 13 
   
  The House of the Toothy Smile is a modest 
  establishment that prefers to cater to working class and 
  adventurer clientele. It is a haven for half-orcs that wish 
  to make an honest living. The owner, Jal the Friendly, 
  paid a wizard to enchant the doorway to glow red if 
  anyone of evil alignment comes through it. Painted above 
  the door are the holy symbols of Rao, Heironeous and St. 
  Cuthbert. The establishment is housed in a modest two-
  story building in the Old Town. Patrons may buy food, 
  drink and lodging at 135% of normal Player Handbook 
  prices.  The patrons understand that prices have risen 
  because of the dock fire, but aren’t thrilled about it, just 
  the same. All patrons staying the night may go upstairs 
  and have their choice of bunk beds lining the north and 
  south.  This room takes up roughly half of the second 
  floor.  The House of the Toothy Smile takes no 
  responsibility for lost or stolen articles, and suggests to its 
  guests that they not leave items unattended.  The bunks 
  are on a nightly first come, first served basis.  There is 
  also a large rug on the floor where people sometimes 
  sleep.  Jal the Friendly stays in a room in the other half of 
  the loft, with separate stairs going up to it. 
   
   
  Give out Player Handout #11. The patrons include 
  five half-orcs and a halfling.  Two retired male half-orc 
  soldiers (Stass and Halkon) sit at table A. A male halfling 
  (Jenkindale) sits at table B. Two male Half-Orcs  (Angruk 
  and Dalm) sit at table C.  Finally, a homely unmannered 
  male half-orc fighter (Taklon the Half-Orc), sits in the 
  corner with a large mug in his hand near table E. 
   
   
  The patrons will tell the following to the PC's, unless 
  the PC's accuse specific individuals of vandalism.  Then 
  they will only talk to the PC's if they apologize.  If the 
  PC’s accuse the bar in general of vandalism, however, 
  then the patrons will still talk to the PC’s. 
   
  • 
  No one they knew vandalized Shenree’s burial (They 
  don’t know Shenree’s burial was vandalized unless 
  the PCs tell them). 
  • 
  It is a shame that Shenree passed on.  She was  
  a good soul. Five years ago she helped Jal get a new 
  roof for the place when the old one was damaged by 
  hail. 
  • 
  The owner usually prefers his customers to buy 
  something. 
  • 
  Stay clear of the beggar dwarf.  His luck at the dice is 
  too good to gamble against. 
  • 
  It has been rumored that worshippers of Nerull are 
  in the area, but no one has seen positive proof  yet of 
  their existence, although it’s rumored they started 
  the dock fire. 
  • 
  They wouldn’t be surprised at all if Grimald 
  Namatius was spreading rumors about the House of 
  the Toothy Smile.  He’s had it out for Jal since last 
  summer, when his niece got a little too tipsy and got 
  up on a table to dance.  He should have been proud, 
  though. His niece put on quite a show. 
   
   
  If the PCs decide to spend the night at the House of 
  the Toothy Smile, go to Encounter #6A: If the PCs 
  Decide to Stay the Night. 
   
   
  Encounter #6 A: If the PC's 
  Decide to Stay the Night 
   
   
  When the PC's are ready, they can go upstairs to the 
  loft (Give out Player Handout #12). There are three 
  retired half-orc soldiers (Jalson, Prak and Falker) playing 
  card at the card tables with a dwarf. If the PC's ask, they 
  are playing "Thump". "Thump" plays like "Hearts", but 
  uses clubs as the trump suit. This individual goes by the 
  name of “Noah”, as the locals call him, or “Noahboddy” as 
  he tends to introduce himself as and won’t give any other 
  name. Noah is dressed in well-worn clothing.  The NPC's 
  are in a good mood, and offer the PC's the bunk of their 
  choice.  Ten minutes of game time after the PC's choose 
  their bunk, other patrons make their way up stairs.  They 
  are a male halfling (Jenkindale), a female gnome (her 
  name is Pennywin, but she does not introduce herself 
  and tries to remain part of the crowd), two male Half-
  orcs, (Dalm and Angruk) and very large Half-Orc named 
  Taklon. Taklon is in a bad mood, having drank far too 
  much and having lost a bit of money to “Noah”. The 
  halfling (Jenkindale), one of the half-orcs (Dalm) and the 
  dwarf(Noah) stop and talk, but the other NPC’s, with the 
  exception of Taklon the half-orc, claim a bunk. Falker 
  (one of the retired soldiers) will suggest that the PC’s get 
  a bunk. Taklon stands by the top of the stairs, muttering 
  and trying to clear his head. About 20 minutes of game 
  time after the PC’s have claimed a bunk, Taklon staggers 
  over to one of the PC’s bunk, (Preferably a fighter type 
  PC) at random and kick one of the corner posts. 
   
   
  “I said that’s MY bed yer sleepin in. Get your 
  carcass out of it! Sheesh! First that beggar dwarf 
  fleeces me and now there’s vermin in my bed!” he 
  bellows. 
   
   
   While in a bad mood Taklon is not evil and does not 
  wish to do anyone harm. If the PC does not give up the 
  bunk Taklon challenges the PC to an arm wrestling 
  match. If the PC accepts the challenge, Taklon does his 
  
  Funeral For A Friend 
   
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  best to win fairly, then regardless of the outcome, gives 
  the bunk back to the PC.  This is how he makes friends 
  and gets to know people. During the contest, he talks to 
  the PC he is arm wrestling. Give the PC Player Handout 
  #13. If none of the players accept the challenge, then 
  don’t give anyone this handout. If the challenge isn’t 
  accepted, then Taklon shrugs his shoulders and walks off 
  to get another bottle. Dalm the half-orc leaves the loft for 
  safer lodging. Pennywin the Gnome watches the contest, 
  and casually observes the PC’s, but won’t be interested in 
  talking to them.  She is sizing them up for Kiri Mohab 
  (Encounter #9: The Constabulary?).  If the PC’s make a 
  spot check (DC 19+APL) they notice that Pennywin is 
  watching them more than the others. 
   
   
  Taklon has a 17 STR and a 12 CON. He has no other 
  strength or fortitude enhancements.  The House of the 
  Toothy Smile arm wrestling rules are as follows… 
   
  The House of the Toothy Smile Arm Wrestling Game 
  Mechanics 
   
   
  Have each contestant make an opposed Strength 
  check. The first contestant to successfully make 2 of 
  these in a row is the winner.  However, more 
  importantly, each round after the first round both 
  contestants must make a Fortitude save to stay in the 
  match. This save starts at DC 10 and increases by 1 each 
  round afterward. If a contestant fails their Fortitude save, 
  they let go and lose the match.  If both contestants fail 
  the save in the same round, then the match is a draw. 
   
  Go to Encounter #7: The Search Continues  
   
   
   
  Encounter #7: The Search 
  Continues  
   
   
  This encounter happens after the PCs leave the 
  House of the Toothy Smile. 
   
   
  As the PCs leave the House of the Toothy Smile, 
  up the street from them an odd human dressed in robes 
  is walking slowly down the street, apparently taking in all 
  the details around him. This is the Alienist Havlison 
  Draphin. (He appeared in DYV2-3 “Out of the Blue”.)  He 
  remembers PCs he met in the module, and contact with 
  him is noted on the adventure cert for DYV2-3 (He is a 
  human male with brown hair, pale green eyes and fair 
  skin). Pausing, he looks at the PCs and speaks.  
   
   
  “Hello there, aren’t that many souls out and 
  about. What brings you out today?” 
    
  Havlison allows the PCs to close within 6 feet of him 
  before asking them to respect his space. If the PCs insist 
  on not allowing him his space, he dimension doors away. 
   
  Havlison knows the following 
  • 
  It’s been a very odd day. Earlier, he met a priestess of 
  Kurell. It’s been quite some time since he met one 
  of them. 
  • 
  Havlison remembers those he met in DYV2-3 Out of 
  the Blue. They rescued him from being trapped. If 
  the PCs met Havlison, it will be recorded on the 
  “Out of the Blue’ (DYV2-3) Adventure cert. 
   
   
  Encounter #8: Thabinas the Sage 
   
   
  “After getting direction from a few helpful 
  citizens, you come across a modest building that is 
  not quite in the poor end of town, but is as near as 
  you can get to it without being there.  Above the 
  shop’s door is a plain sign that reads ‘Sagely Advice, 
  Ring once to be seen, twice to annoy, and thrice if an 
  emergency’.  Below the sign is a bell cord.” 
   
   
  Go to encounter #8A-C depending on how many 
  times the PC’s ring the bell or knock on the door. 
   
   
  If the PC’s speak with Thabinas, and come back later 
  with more information about Shenree, go to Encounter 
  #8D. 
   
   
  The location of Thabinas’ residence is on Judge’s 
  Map #10. 
   
   
  Encounter #8A: At the Door 
   
  If the PC’s ring or knock once: 
   
  “The door unlocks, opens, and a balding 
  human in his late 40’s looks at you.  (He has no 
  discernible origin, fair skin, gray eyes and balding 
  reddish-brown hair) He clears his throat, and in a 
  businesslike demeanor says, "Hello, I'm Thabinas the 
  sage.  What can I do for you? I hope you aren't selling 
  anything." 
   
   
  If the PC's tell him anything about Shenree or what 
  happened at the funeral, Thabinas is very interested and 
  will welcome them inside, asking for the complete story 
  of what they know about Shenree.  If the PC's tell him all 
  they've found out about Shenree, he looks them over 
  
  Funeral For A Friend 
   
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  carefully, thanks them for the information, and shows 
  them the door. 
   
   
   
  Encounter #8B: An Annoyed 
  Sage 
   
   
  If the PC's ring or knock twice: 
   
   
  "Can't you read!  I'm busy please go away! 'A 
  voice calls out from behind the door.” 
    
  The PC's may knock again and be seen by Thabinas. 
   
   
   
  Encounter #8C: Urgent 
  Business 
   
   
  If the PC's knock 3 or more times. 
   
   
  “The door unlocks, opens, and a balding human 
  in his late 40’s looks at you.  (He has no discernible 
  origin, fair skin, gray eyes and balding reddish-brown 
  hair) He clears his throat and says, " Come in quickly! 
   What can I do for you?" 
   
   
  If the PC's tell him anything about Shenree, or what 
  happened at the funeral, Thabinas is very interested.  He 
  welcomes them inside and asks for the complete story of 
  what they know about Shenree.  If the PC's tell him their 
  story Thabinas looks them over carefully, thanks them 
  for the information, and shows them the door. 
   
   
  Encounter #8D: Speaking 
  Further With Thabinas 
   
   
  If the  PC’s return to see the sage, Thabinas will be 
  curious as to why they’ve returned. If the PC’s tell more 
  of what they found out about Shenree, he says the 
  following. 
   
   
  "Yes...yes, you must be the ones my research 
  foretold would come.  I wasn’t sure when you came 
  by earlier, but I am now. Please come in, I have 
  something to show you."   
   
   
  Once the PC’s are inside, Thabinas looks outside, and 
  then put a “Closed” sign on the door and lock it.  
   
   
  “I don’t make a habit of disclosing personal 
  information, but I think I have something you should 
  see. But first, I must have your word that you keep 
  this information to yourself” 
   
   
   
   If the PC’s agree, then Thabinas hands the PC's a 
  book. Give the PC player Handout #9. If the PC’s don’t 
  agree, then Thabinas won’t show it to them and they are 
  asked to leave.   
   
  If the PCs agree, read the following. 
   
   
   
  “Please don’t be quick to judge. While Shenree 
  Cale was a troubled woman, she was a good soul. I 
  sincerely hope you can help." He then reaches into a 
  cabinet. “There may be those that would want to stop 
  you. There has been report of recent activity by 
  minions of Nerull. I’d feel better if you took this with 
  you.”  
   
   
   
  Thabinas gives the PC’s a potion of Cure Light 
  Wounds and a vial of Alchemist’s Fire  
   
   
   
  This is all Thabinas will disclose. He speaks with the 
  PC’s for a few minutes longer, and then lets them know 
  that he must be about his business.  He shows the PC’s to 
  the door and then locks it. 
   
  Treasure: 
   
  All APLs: L: 2 gp; C: 0 gp; G: Potion of Cure Light 
  Wounds (25 gp per character) 
   
   
  Encounter #9: The Constabulary? 
   
  Background: Scouts of Leanna Alanora have alerted her 
  to the PCs snooping around and looking into Shenree’s 
  death. She has sent several of her minions to stop them.  
   
  Ideally this encounter happens after Encounter #7,  
  8A or 8C but can happen on nearly any street of the city. 
  This encounter can also be run if 2 hours have passed in 
  the round. Quite a few of the citizens are at home 
  mourning or taking advantage of the lull in business to 
  take care of other things. Thus the city’s streets aren’t 
  nearly as crowded and quite a few are deserted. Adjust 
  the location of the ambush to fit the PCs actions. 
   
  Read the following… 
   
   
  “As you travel down a fairly quiet street of the 
  city you notice there are no people out and about 
  besides your party. From a side street a member of 
  constabulary steps out of a side street with 3 
  
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  Page 16 
  prisoners. Pausing he pulls a waterskin to quench his 
  thirst and looks your way. “You there! What business 
  have ye here? Speak up or you’ll end up in the 
  stockade like these louts! ” 
   
  As he pushes his prisoners forward one of them 
  (Clarice D’zallon) a Rhenee female falls. “Get up you 
  river harlot. You’re spending the night in jail” the 
  constabulary man bellows as he reaches for his sword. 
   
   
  Should the PCs wish to Sense Motive the DC is 12 + 
  APL. 
   
  Tactics: 
   
   
  Khiri Moheb has been alerted to the PCs presence 
  and is looking to slay them for his god Nerull and his 
  priestess Leanna Alanora. He has taken to the streets with 
  his minions and disguised himself as a constabulary 
  member 
  escorting 
  prisoners 
  (his 
  minions). 
  Unbeknownst to his companions Khiri is a member of 
  the Constabulary and goes by the alias Treyas Wilshon. 
  (A human of no discernible origin with blonde hair, 
  green eyes and olive skin Khiri is using a hat of disguise 
  to make himself look Suelish and to hide his beard. 
  Should things go awry he plans to flee and take on the 
  Treyas personality to investigate what is going on. 
   
  In all APLs Khiri stops to take a drink from a 
  waterskin before talking to the PCs. In APLs 4-10 this is 
  actually a Potion of Haste. Khiri times this to happen the 
  round before he attacks and will have 4 rounds left on the 
  potion when combat starts. 
   
  In APL 10 Khiri’s Fiendish Dire Bat is waiting on the 
  roof of a nearby building. 
   
  APL 2 (EL 6) 
  �Khiri Mohab: human, male Ftr2; hp 16; see Appendix 
  One 
  �Taurin Braga: human, male Wiz2; hp 9; see Appendix 
  One 
  �Arcane: Toad Familiar; hp 4; see Appendix One 
  �Deana D’zallan: human, male Rog1; hp 7; see 
  Appendix One 
  �Clairice D’zallan: human, male Rog1; hp 7; see 
  Appendix One 
   
  APL 4 (EL 8) 
  �Khiri Mohab: human, male Ftr5; hp 34; see Appendix 
  One 
  �Taurin Braga: human, male Wiz2; hp 9; see Appendix 
  One 
  �Arcane: Toad Familiar; hp 4; see Appendix One 
  �Deana D’zallan: human, male Rog2; hp 12; see 
  Appendix One 
  �Clairice D’zallan: human, male Rog2; hp 12; see 
  Appendix One 
   
  APL 6 (EL 9) 
  �Khiri Mohab: human, male Ftr6/Blk1; hp 46; see 
  Appendix One 
  �Taurin Braga: human, male Wiz3; hp 13; see Appendix 
  One 
  �Arcane: Toad Familiar; hp 6; see Appendix 1 
  �Deana D’zallan: human, male Rog3; hp 16; see 
  Appendix One 
  �Clairice D’zallan: human, male Rog3; hp 16; see 
  Appendix One 
   
  APL 8 (EL 11) 
  �Khiri Mohab: human, male Ftr6/Blk2; hp 52; see 
  Appendix One 
  �Taurin Braga: human, male Wiz5/Ele2; hp 29; see 
  Appendix One 
  �Arcane: Toad Familiar; hp 19 see Appendix 1 
  �Deana D’zallan: human, male Rog7; hp 37; see 
  Appendix One 
  �Clairice D’zallan: human, male Rog7; hp 37; see 
  Appendix One 
   
  APL 10 (EL 13) 
  �Khiri Mohab: human, male Ftr6/Blk5; hp 70; see 
  Appendix One 
  �Gloom: dire bat; hp 50; see Appendix One 
  �Taurin Braga: human, male Wiz5/Ele4; hp 38; see 
  Appendix One 
  �Vixen: Ice Mephit Familiar; hp 14 see Appendix 1 
  �Deana D’zallan: human, male Rog7; hp 37; see 
  Appendix One 
  �Clairice D’zallan: human, male Rog7; hp 37; see 
  Appendix One 
   
  Treasure: 
   
  APL 2: L: 44 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character) 
   
  APL 4: L: 44 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character), +1 Longsword (193 gp per character) 
   
  APL 6: L: 37 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character), +1 Half-Plate (146 gp per character), +2 
  Longsword (693 gp per character) 
   
  APL 8: L: 32 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character), +2 Half-Plate (396 gp per character), +2 
  Longsword (693 gp per character); +2 Large Steel Shield 
  (347 gp per character), +2 Leather Armor [2] (347 gp per 
  character/per suit) 
   
  APL 10: L: 32 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character), +2 Full Plate (470 gp per character), +2 
  Longsword (693 gp per character); +2 Large Steel Shield 
  
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  Page 17 
  (347 gp per character), +2 Leather Armor [2] (347 gp per 
  character/per suit) 
   
  Encounter #10: A Day in the Park 
   
   
  This encounter happens if the PCs go to the grove in 
  town that Shenree had planned to dedicate to the 
  children of the city. Leanna Alanora has cast change self 
  to appear to be made of stone and positioned herself in 
  front of a sculpture of giant feathered wings to make it 
  appear she is part of the statue. Her henchmen (Dalgin 
  Nalpir, Murkas Gulzarr and Halphir Argen) are hiding 
  behind the massive statue’s base. The statue is 15 feet tall 
  (See Judge’s Map #). 
   
  APL 2 (EL 6) 
  �Leanna Alanore: human, female Clr2; hp 17; see 
  Appendix One 
  �Dalpin Leufred: human, male Wiz2; hp 5; see 
  Appendix One 
  �Talon: Hawk familiar; hp 4; see Appendix One 
  �Murkas Gulzarr: human, male Ftr2; hp 20; see 
  Appendix One 
  �Haphir: human, male Ftr1; hp 12; see Appendix One 
   
  APL 4 (EL 8) 
  �Leanna Alanore: human, female Clr5; hp 38; see 
  Appendix One 
  �Dalpin Leufred: human, male Wiz2; hp 5; see 
  Appendix One 
  �Talon: Hawk familiar; hp 4; see Appendix One 
  �Murkas Gulzarr: human, male Ftr2; hp 20; see 
  Appendix One 
  �Haphir: human, male Ftr2; hp 20; see Appendix One 
   
  APL 6 (EL 10) 
  �Leanna Alanore: human, female Clr8; hp 59; see 
  Appendix One 
  �Dalpin Leufred: human, male Wiz3; hp 7; see 
  Appendix One 
  �Talon: Hawk familiar; hp 4; see Appendix One 
  �Murkas Gulzarr: human, male Ftr5; hp 44; see 
  Appendix One 
  �Haphir: human, male Ftr5; hp 44; see Appendix One 
   
  APL 8 (EL 12) 
  �Leanna Alanore: human, female Clr9; hp 85; see 
  Appendix One 
  �Dalpin Leufred: human, male Wiz5/AoS2; hp 15; see 
  Appendix One 
  � Scratch: Imp familiar; hp 7; see Appendix One 
  �Murkas Gulzarr: human, male Ftr8; hp 70; see 
  Appendix One 
  �Haphir: human, male Ftr8; hp 70; see Appendix One 
   
   
  APL 10 (EL 14) 
  �Leanna Alanore: human, female Clr11; hp 101; see 
  Appendix One 
  �Dalpin Leufred: human, male Wiz5/AoS5; hp 31; see 
  Appendix One 
  � Scratch: Imp familiar; hp 7; see Appendix One 
  �Murkas Gulzarr: human, male Ftr10; hp 86; see 
  Appendix One 
  �Haphir: human, male Ftr10; hp 86; see Appendix One 
   
  Treasure: 
   
  APL 2: L: 50 gp; C: 4 gp; M: +1 Mace, Heavy (193 gp 
  per character), Bracers of Armor +1 (83 gp per character) 
   
  APL 4: L:  166 gp; C: 4 gp; M: +1 Mace, Heavy (193 gp 
  per character), Bracers of Armor +1 (83 gp per character), 
  Javelin of Lightning [2] (63 gp per character/per Javelin) 
   
  APL 6: L: 170 gp; C: 4 gp; M: +1 Mace, Heavy (193 gp 
  per character), Bracers of Armor +1 (83 gp per character), 
  Javelin of Lightning [2] (63 gp per character/per Javelin) 
   
  APL 8: L: 170 gp; C: 4 gp; M: +1 Mace, Heavy (193 gp 
  per character), Bracers of Armor +1 (83 gp per character), 
  Javelin of Lightning [4] (63 gp per character/per Javelin) 
   
  APL 10: L: 170 gp; C: 4 gp; M: +1 Mace, Heavy (193 
  gp per character), Bracers of Armor +1 (83 gp per 
  character), Javelin of Lightning [4] (63 gp per 
  character/per Javelin) 
   
   
  If the PCs are victorious go to Encounter #11 
  Victory! 
   
   
   
  Should the PCs be defeated go to Encounter #12: 
  Something Less Than Victory 
   
   
  Encounter #11: Victory! 
   
   
   
  For a moment, all is still in the grove as you catch 
  your breath. Then, off to your left, you hear a noise 
  and wheel about. Standing before you is a modest 
  Oeridian 
  woman 
  dressed 
  in 
  plain 
  robes. 
  Congratulations, my master had thought you would 
  save the day. Forgive my manners. I am Basina Athela 
  (an Oeridian woman with olive skin, long honey colored 
  hair and brown eyes). It is a pleasure to meet you. 
  Please, let us take our conversation to my humble 
  abode to speak further about this. 
   
   
  Basina will offer to take the PCs to her home (See 
  Judge’s Map #3. She rented a room in the same building 
  as Shenree did.) or go with them to most any place of 
  
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  Page 18 
  their choice, which would be suitable for a séance (she 
  will not go to any LG or LN temple). She is a priestess of 
  Kurell. If the PCs want to take her somewhere other than 
  her home she cautions them that they might want to 
  consider taking her to someplace private. If the PC’s 
  insist on taking Basina to somewhere unsuitable for the 
  séance she asks them to reconsider. If the PCs don’t wish 
  to reconsider their choice of locations Basina tells them 
  she understands but has other things to do and wishes 
  them a good day. If this happens the module ends. 
   
   
  Should the PC’s go to somewhere suitable for a 
  séance go to Encounter #13: The Séance  
   
   
  Encounter #12: Something Less 
  Than Victory 
   
   
  Should the PCs fail, Leanna pauses to savor the 
  moment.  However, she doesn’t want to be caught by the 
  constabulary.  She directs her minions (if enough survive 
  to do so) to take one of the fallen PC’s with her (roll 
  randomly among the fallen PC’s whom are able to be 
  carried to decide which one is taken.) 
   
   
  Encounter #13: The Séance 
   
   
  This encounter happens if the PC’s either agree to go 
  with Basina to her home, or take her someplace she feels 
  is acceptable. Once there, she requests she and the PCs sit 
  around a table or on the floor. (Which ever is applicable. 
  She has a suitable table at her home.) Once they comply, 
  she places a heart-shaped ruby colored stone in front of 
  her, as she loosens her robe slightly. A spot check (DC 12 
  + APL) reveals she is wearing a necklace with a charm 
  dangling from it. The charm is of a grasping hand 
  holding a broken coin. Those that wish to make a 
  Knowledge: Religion check (DC 14) know this is the 
  symbol of Kurell.  
   
  Once settled Basina speaks. 
   
   
  “Shenree and her ancestors have been known to 
  my family for quite some time. There is much about 
  her past that the people of the city do not know.  
  Long now has my family waited for fate to play its 
  course, so we may have our revenge. Now that the last 
  thread of fate nears being spun, you will play a part of 
  destiny’s song.”  Solemnly she touches the fist-sized 
  ruby colored stone in front of her.  Suddenly Basina 
  sinks deep into a trance, as the ruby colored stone 
  starts to glow, and pulsate slightly. Looking deeper 
  into the stone, it appears to glow, as a spectral form 
  emerges from it. Shrinking in terror, Basina hisses. 
  With the voice of the grave the spectral form speaks. 
  “I am the spirit of the one last known as Shenree Cale. 
  Long ago, destiny chose to give my lost misguided 
  soul a chance to balance the scales. The power that 
  granted me this boon is now calling me to meet my 
  eternal fate.” Slowly a crimson mist rises up and 
  envelops Shenree’s spirit, and from her trance Basina 
  speaks. “It is up to all assembled at the séance.  Speak 
  of the good she has done in this life. Perhaps it will 
  balance the scales, or perhaps my ancestor will have 
  her revenge.” 
   
   
  This is where the PC's show you how well they paid 
  attention.  As they went through this module they should 
  have heard several accounts of Shenree's good deeds.  
  They are listed below for convenience’s sake.  If any PC is 
  correct then part of the crimson nimbus fades.   
   
   
  The amount of correct answers depends on the 
  party's size. A table of 4 PCs need 2 correct answers and 
  Tables of 5-6 PCs need 3 correct answers.  If the PC’s can’t 
  remember enough things Shenree is forever lost. 
   
   
  Here are all the references of good things done by 
  Shenree, and where the PC’s heard of them. (Note the 
  players don’t have to say them word for word but should 
  have the general idea.).: 
   
  From the player introduction: 
  1) Shenree helped Wilston’s wife make the  
         mortgage payment 
   
  From Encounter #1: The Funeral 
  2) Shenree worked in the soup kitchens. 
  3) Shenree’s personal funds helped the arts. 
  4) Shenree helped the needy and never turned away a 
  soul in trouble. 
   
  From Encounter #2: The investigation 
  5) Shenree could have lived better, but donated her 
  money to those that needed it. 
  6) Shenree loaned the man whose dogs tore her  
         apart the money to get his business started. 
  7) Shenree pledged most of her remaining fortune to  
    
  to create a park for the children. 
   
  From Encounter #3: The Urchins of the City 
  8) Shenree fixed Bobbo’s sickness. 
  9) Shenree fed Cynthia’s family when they were  
  Hungry. 
   
  
  Funeral For A Friend 
   
  Page 19 
  From Encounter #4B: The Rummage Sale 
  10) Shenree gave a grant to start a theatre group to the  
  people working the sale. 
   
  From Encounter #6: The House of the Toothy Smile 
  11) Shenree helped the House of the Toothy Smile get a 
  new roof. 
   
  From Encounter 6B: If the PC’s Decide to Stay the 
  Night 
  12) Shenree hid Taklon from slavers 
   
  If the PC’s have enough correct answers to free Shenree’s 
  soul, go to Encounter #14A: Released at Last!. If they 
  don’t, go Encounter #14B: Eternal Torment. 
   
   
  Encounter 14A: Released at Last! 
   
   
  Slowly, the crimson nimbus fades, and a wave of 
  relief washes over the room. Before you, Shenree’s 
  soul glows with the radiance of one redeemed.  
  Slowly it rises. For a moment the spectral form pauses 
  and mouths the words “thank you” before fading from 
  view. 
   
   
  Basina leers at Shenree’s fading form. Vengeance 
  was not meant to be ours today. You may go now” (If 
  she isn’t at her home she excuses herself to leave 
  instead.). 
   
   
  Go to Encounter #15: The Aftermath. 
   
   
  Encounter 14B: Eternal Torment 
   
   
  For long moments time, seems to pause, and the 
  crimson nimbus surrounding Shenree grows more 
  clouded, as the light gradually fades from it. Slowly it 
  wraps itself tightly around Shenree’s soul, and her 
  face takes on a pained expression. Shenree looks up 
  once, and then seems to resign herself to her fate.  
  She then falls quickly to the earth, shattering into a 
  thousand pieces, which are quickly swallowed up by 
  the ground.  
   
   
  With a pleased look on her face, Basina gathers 
  herself and speaks. “Now the revenge long sought for 
  is complete. Thank you for playing your role in fate. 
  You may go now.” (If she isn’t at her home she excuses 
  herself to leave instead.) 
   
  Go to Encounter #15: The Aftermath. 
   
   
   
   
   
  Encounter #15: The 
  Aftermath 
   
  This encounter happens regardless of whether the 
  PCs save Shenree’s soul, and happens after the PCs leave 
  the séance.  
   
   
  “As you part Basina’s company, you see several 
  constabulary 
  members 
  approach 
  you. 
  Their 
  commander pauses and asks if you are… (He says the 
  PC’s names correctly). If the PCs acknowledge who they 
  are, the commander hands one of the PCs a note (Give 
  this note to a PC that is a member of the constabulary. If 
  there are no constabulary members in the PCs party role 
  randomly to determine which one the commander gives 
  the note to). The note requests the PCs presence at the 
  Lartoln Gentry House (Player’s Map #12) (the note also 
  gives directions to the house). 
   
   
  If the PCs go to the Lartoln Gentry house, they are 
  escorted to Shorn Lartoln’s study, where he introduces 
  the PCs to the following Gentry members: Darbac Gros, 
  Geoth Julentine, Hasim Kayim II, Halnt Kurault and 
  Tharmis Aushman Sedral. He then introduces the 
  Magister Larissa Hunter. After introductions, all are 
  seated at a large table. Thabinas the sage is then 
  introduced.  
   
  If Shenree’s soul was saved go to Encounter #15A: The 
  Gratitude of the City. 
   
  If Shenree’s soul was lost go to Encounter #15B: Thanks 
  for Trying. 
   
   
  Encounter 15A: The Gratitude of 
  the City 
   
   
  After a pause, Thabinas speaks. “This city owes 
  you a great debt. Please take our thanks for defeating 
  the minions of Nerull.  For a moment Thabinas 
  pauses, and then speaks. “May I ask, why were you in  
  the park?” 
   
   
   
  If the PC’s tell what they know about Shenree, all 
  assembled look shocked, thank the PC’s again for their 
  
  Funeral For A Friend 
   
  Page 20 
  help and ask them to keep their silence on the matter of 
  Shenree.  They do not want what was done in a past life 
  held against her. 
   
  NOTE: The PCs are allowed to tell the leader of the 
  military branch they serve in, the high priest of their 
  faith, or the head of the constabulary, and still consider 
  their silence on the matter to be kept. The players may be 
  told this if they ask. 
   
  If the PC’s agree to keep silent about Shenree’s past lives, 
  then go to Encounter #16A 
   
  If the PC’s do not agree to keep silent about Shenree’s 
  past lives, then go to Encounter #16B 
   
   
  Encounter 15 B: Something Less 
  Than Victory 
   
   
  Once all are seated Thabinas speaks “You appear 
  to have been through quite an ordeal. Please tell us 
  what happened!” 
   
   
   
  Larissa Hunter and the assembled Gentry appear to 
  be very interested in what the PCs have to say, and are 
  visibly shaken when they hear the final outcome. Finally 
  Magister Hunter speaks. 
   
   
  “We appreciate your efforts, and can only hope 
  that the short time Shenree Cale lived here in this 
  incarnation can somehow bring comfort to her. 
  Regardless of her past lives, Shenree was a friend of 
  this community and we would appreciate you 
  keeping what you have found out to yourselves.” 
   
  NOTE: The PCs are allowed to tell the leader of the 
  military branch they serve in, the high priest of their 
  faith, or the head of the constabulary, and still consider 
  their silence on the matter to be kept. 
   
  If the PC’s agree to keep silent about Shenree’s past lives, 
  then go to Encounter #16A. 
    
  If the PC’s do not agree to keep silent about Shenree’s 
  past lives, then go to Encounter #16B. 
   
   
  Encounter 16A: If the PC’s Agree 
   
   
   
  Magister Hunter gathers her breath, and looks at 
  you “We thank you for your discretion.  Shenree Cale 
  has been a true friend to this city and we want 
  memories of her to be of her recent life here.  We 
  wish you well in your endeavors, and remember you 
  as friends of the city. Please take this as a token of our 
  gratitude.  A page steps forward and hands you an 
  ornately crafted leather covered wooden box with six 
  small vials in it (and a ring in APLs 8 & 10). It is an 
  ornately crafted leather covered wooden box (50gp value) 
  with five potions made at 1
  st level-Endure Elements 
  (Cold), Cure Light Wounds, Mage Armor, Jump, and 
  True Strike (The potions have nicely calligraphed labels), 
  and a Potion of Haste (made at 5
  th level). In APL 8 & 10 
  there is a Ring of Clouds. 
   
  Circle the Boon of the Gentry text on the Adventure 
  Record. 
   
  Treasure: 
  APL 2: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character)  
  APL 4: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character)  
  APL 6: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character)  
  APL 8: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character), Ring of Clouds 
  (183 gp per character) 
  APL 10: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character), Ring of Clouds 
  (183 gp per character) 
   
   
  
  Funeral For A Friend 
   
  Page 21 
  Encounter 16B: You Are 
  Dismissed 
   
   
  A look of dismay grows on Magister Hunter’s 
  face. “Are you sure you cannot keep this to 
  yourselves?” 
   
  Give the players a few minutes to think this over if 
  they need it. Should they reconsider, go to Encounter 
  16A: The PCs Agree. If they still wish to not keep this a 
  secret, read the following. 
   
   
  “It is unfortunate that you take this stance.  We 
  feel it is in the best interest for you and our city for 
  you to be on your way. Our guards will escort you 
  from the Gentry district. We appreciate your efforts, 
  and do not wish to make this unpleasant. Good luck 
  in your endeavors. I do not think we will meet again.”  
   
  Optional Encounter #1: 
  Displaced People 
   
   
  Use this encounter for flavor purposes if you have 
  time but don’t let it bog down the event. It can happen 
  anywhere in the city except for the Gentry district. 
   
   
  As you travel through the city, an Oeridian 
  human in tattered robes slowly walks your way. 
  Apparently, he his either ignoring you or is oblivious 
  to your presence. 
   
   
  This is Goran Praten, a fledgling wizard, in dire 
  straits. He and his companions were in a building that 
  caught fire when the dock district burned. While he was 
  fortunate to escape with his life, his friends, his 
  spellbooks and material components were destroyed. As 
  he gets closer, the PCs can see he has patches of new skin 
  and oddly cut hair. They quickly realize the hair was 
  burnt off in patches, and is growing back. Should the PCs 
  talk to him, or he gets within 10 feet of them, he stops, 
  leers in their direction and speaks. 
   
   
  “That’s right rub it in and have a good laugh. I 
  told my friends I should master at least ONE of my 
  spells so I could cast them without my spellbook. 
  THEN I wouldn’t be destitute. BUT NO! They said 
  SAVE it for when you get really powerful ones. Feh! 
  That really helps me now!” 
   
   
  While Goran is bitter about his situation, he isn’t a 
  fool, and takes the PC’s help if they offer it. Handouts are 
  appreciated, BUT if they give him enough gold to get 
  him a spell book of at least one spell, he is very grateful 
  and will remember the PC’s. This may come into play in a 
  future module. He does thank the PC’s if they help him. 
  Circle Goran Praten’s Gratitude on the Adventure Cert. 
   
  The End 
   
  
  Funeral For A Friend 
   
  Page 22 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Award the total value 
  (objectives plus roleplaying) to each character. 
   
  Encounter #2A: The Victim 
  Defeating the Gelatinous Cube Black Pudding 
   
  APL2: 90 xp 
   
  APL4: 90 xp  
   APL6: 210 xp 
   APL8: 210 xp 
   APL10: 210 xp 
   
  Encounter #2A: The Victim 
     Rescuing Bertal Lugin 
   APL2: 15 xp 
   APL4: 15 xp 
   APL6: 15 xp 
   APL8: 15 xp 
   APL10: 15 xp 
   
  Encounter #9: The Constabulary? 
  Defeating Khiri Mohab and his allies 
   APL2: 180 xp 
   APL4: 240 xp 
   APL6: 270 xp 
   APL8: 330 xp 
   APL10: 390 xp 
   
  Encounter # A Day in the Park 
   Defeating Leanna Alanora and her allies 
      APL2: 180 xp 
   APL4: 240 xp 
   APL6: 300 xp 
   APL8: 360 xp 
   APL10: 420 xp 
   
  Encounter #14A: Released at Last! 
   APL2: 45 xp 
   APL4: 75 xp  
   APL6: 105 xp 
   APL8: 145 xp 
   APL10: 170 xp 
   
  Encounter #16A: The Gratitude of the City 
   APL2: 30x p 
   APL4: 45 xp 
   APL6: 60 xp 
   APL8: 65 xp 
   
  APL10: 85 xp  
   
   
   
  Total possible experience  
           APL2: 450 xp 
           APL4: 675 xp  
   APL6: 900 xp 
   APL8: 1,125 xp 
   
  APL10: 1,290 xp  
            
  Treasure Summary 
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for 
  the player characters to form relationships with 
  NPCs, but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources 
  of extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than [insert campaign value] that are of personal 
  significance to the owner (including family 
  heirlooms), and all magical items, will be discovered 
  in the possession of the character by one means or 
  another. The character must return the item and pay 
  a fine equal to three times the value of the item 
  stolen. In addition, the PC caught receives 
  campaign-decided penalties for being known as a 
  thief, such as Infamy. For other stolen items which 
  meet the criteria in #1 above, use your judgment and 
  the circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
   The campaign staff reserves the right to take away 
  any item or gold acquired for things which it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter #8D: Speaking Further With Thabinas  
  Return to speak to Thabinas 
   
  All APLs: L: 2 gp; C: 0 gp; G: Potion of Cure Light 
  Wounds (25 gp per character) 
   
   
  
  Funeral For A Friend 
   
  Page 23 
  Encounter #9: The Constabulary? 
  Defeat Khiri and his men and loot them: 
   
  APL 2: L: 44 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character) 
   
  APL 4: L: 44 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character), +1 Longsword (193 gp per character) 
   
  APL 6: L: 37 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character), +1 Half-Plate (146 gp per character), +2 
  Longsword (693 gp per character) 
   
  APL 8: L: 32 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character), +2 Half-Plate (396 gp per character), +2 
  Longsword (693 gp per character); +2 Large Steel Shield 
  (347 gp per character), +2 Leather Armor [2] (347 gp per 
  character/per suit) 
   
  APL 10: L: 32 gp; C: 2 gp; M: Hat of Disguise (167 gp 
  per character), +2 Full Plate (470 gp per character), +2 
  Longsword (693 gp per character); +2 Large Steel Shield 
  (347 gp per character), +2 Leather Armor [2] (347 gp per 
  character/per suit) 
   
  Encounter #10: A Day in the Park 
  Defeat Leanna and lackeys and loot bodies: 
   
  APL 2: L: 50 gp; C: 4 gp; M: +1 Mace, Heavy (193 gp 
  per character), Bracers of Armor +1 (83 gp per character) 
   
  APL 4: L:  166 gp; C: 4 gp; M: +1 Mace, Heavy (193 gp 
  per character), Bracers of Armor +1 (83 gp per character), 
  Javelin of Lightning [2] (63 gp per character/per Javelin) 
   
  APL 6: L: 170 gp; C: 4 gp; M: +1 Mace, Heavy (193 gp 
  per character), Bracers of Armor +1 (83 gp per character), 
  Javelin of Lightning [2] (63 gp per character/per Javelin) 
   
  APL 8: L: 170 gp; C: 4 gp; M: +1 Mace, Heavy (193 gp 
  per character), Bracers of Armor +1 (83 gp per character), 
  Javelin of Lightning [4] (63 gp per character/per Javelin) 
   
  APL 10: L: 170 gp; C: 4 gp; M: +1 Mace, Heavy (193 
  gp per character), Bracers of Armor +1 (83 gp per 
  character), Javelin of Lightning [4] (63 gp per 
  character/per Javelin) 
   
  Encounter #16A: If the PCs Agree 
  APL 2: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character)  
  APL 4: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character)  
  APL 6: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character)  
  APL 8: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character), Ring of Clouds 
  (183 gp per character) 
  APL 10: L: 10 gp; C: 0 gp; M: Potion of Endure 
  Elements (Cold) (4 gp per character), Potion of Cure 
  Light Wounds (4 gp per character), Potion of Mage 
  Armor (4 gp per character), Potion of Jump (4 gp per 
  character), Potion of True Strike (4 gp per character), 
  Potion of Haste (63 gp per character), Ring of Clouds 
  (183 gp per character) 
   
  Adventure Treasure Totals 
   
  APL 2: 
  400 gp 
   
  APL 4:  
  600 gp 
   
  APL 6: 
  800 gp 
   
  APL 8: 
  1,250 gp 
   
  APL 10: 
  2,100 gp 
  
  Funeral For A Friend 
   
  Page 24 
                        Appendix #1: NPC’s 
   
  Encounter #2A: The Victim 
   
  �Lungin: Medium-Sized Humanoid (human, male) 
  Com2; HD 2d4+2; hp 9; Init +3; Spd 30 ft.; AC 13 (flat-
  footed 10, touch 13); Atk: +1 melee (1d6, Club); or +4 
  ranged (no weapon available); SV Fort +1, Ref +3, Will 
  +0; AL LE; Str 10, Dex 16, Con 12, Int 16, Wis 10, Cha 
  10. 
   
  Skills: Alchemy +4, Concentration +12, 
  Knowledge: Arcana +8, Knowledge: The Planes +8, 
   
  Encounter 9: The Constabulary? 
   
  APL 2 (EL 6) 
  �Khiri Mohab (AKA Treyas Wilshon): Medium-
  Sized Humanoid (human, male) Ftr2; HD 2d10; hp 16; 
  Init +0; Spd 30 ft.; AC 15 (flat-footed 15, touch 10); Atk 
  +4 melee (1d8+2, Longsword [19-20]);  or +4 ranged 
  (1d8, Light Crossbow [19-20]); SV Fort +3, Ref +4, Will 
  +3; AL NE; Str 14, Dex 10, Con 10, Int 12, Wis 12, Cha 
  16. 
   
  Skills and Feats: Handle Animal +5, Hide +4, 
  Intimidate +4, Knowledge: Dyvers Constabulary +2, 
  Knowledge: Religion +2, Ride +2, Spot +3; Blind-Fight, 
  Iron Will, Lightning Reflexes, Power Attack. 
   
  Equipment: Longsword, Small Steel Shield, 
  Chain Shirt, Light Crossbow, Case w/10 Bolts, Dagger, 
  10 Wheatsheafs (GP), Hat of Disguise. 
   
  Description/Backgound: Khiri is a trim powerful 
  Baklunish man with dusky brown hair, hazel eyes and 
  a golden tone to his skin. The front of his chain shirt 
  bears the unholy symbol of Nerull. Currently however 
  he is disguised as a Dyvers Constabulary member. Due 
  to his knowledge of the Constabulary he receives a +4 
  Circumstance bonus to his disguise check. He 
  converted to Nerull when Leanna Alanora arranged for 
  him to meet an outsider of the evil god. 
   
  �Taurin Braga: Medium-Sized Humanoid (human, 
  male) Wiz2(Abj); HD 2d4+2; hp 9; Init +3; Spd 30 ft.; 
  AC 13 (17) (flat-footed 10 (14), touch 13); Atk +1 melee 
  (1d6, Quarterstaff); +4 ranged (1d8, Light Crossbow 
  [19-20]); AL LE; SV Fort +1, Ref +3, Will +3; Str 10, Dex 
  16, Con 12, Int 16, Wis 10, Cha 10. 
   
  Skills and Feats: Alchemy +5, Concentration +6, 
  Knowledge: Arcana +8, Knowledge: Planes +8, Listen 
  +2, Scry +7, Spellcraft +8, Spot +4; Combat Casting, 
  Scribe Scroll, Spell Mastery(Burning Hands, Magic 
  Missile, Shield) 
   
  Spells Prepared (5/4; Base DC 13 + spell level): 0 – 
  Detect Magic, Detect Poison, Mage hand, Ray of Frost, 
  Resistance; 1
  st – Burning Hands, Mage Armor (precast 
  on himself one hour ago), Magic Missile, Shield 
   
  Equipment: 
  Quarterstaff, 
  Robes, 
  Spell 
  Component Pouch, Light Crossbow, Case w/10 Bolts, 
  Dagger, 5 Wheatsheafs (GP) 
   
  Description/Backgound: Khiri found Taurin 
  when the wizard was wet behind the ears and has 
  protected him ever since. This has caused Taurin to be 
  fiercely loyal to Khiri. Unfortunately, Khiri feels his 
  wizard friend is expendable if need be. Taurin is an 
  Oeridian man with tan skin, brown hair and brown 
  eyes. 
   
   
  �Arcane: (Taurin’s Toad Familiar) CR2: Diminutive 
  Animal; HD 2; hp 4; Init +1; Spd 5 ft; AC  16 (20) (flat-
  footed 15 (19), touch 15); Atk None; Face/Reach 1ft x 
  1ft/0ft; SQ: Alertness, Improved Evasion, Share Spells, 
  Empathic Link; AL N; SV Fort +2, Ref +3, Will +3; Str 
  1, Dex 12, Con 11, Int 6, Wis 14, Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5 
   
   
   
  �Deana and Clairice D’zallan: Medium-Sized 
  Humanoid (human, male) Rog1; HD 1d6+1; hp 7; Init 
  +4; Spd 30 ft.; AC 16 (flat-footed 12, touch 14); Atk +4 
  melee (1d8, Longsword [19-20]); or +4 ranged (1d8, 
  Light Crossbow [19-20]); AL CE; SV Fort +1, Ref +6, 
  Will +0; Str 10, Dex 18, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Diplomacy +4, Disable Device +6, 
  Hide +8, Listen  +4, Move Silently +8, Open Lock +10, 
  Read Lips +4, Search +4, Spot +4; Combat Reflexes, 
  Weapon Finesse (Longsword) 
   
  Equipment: 
  Longsword, 
  Leather 
  Armor, 
  Masterwork Thieves Tools, Light Crossbow, Case w/10 
  Bolts, Dagger, 3 Wheatsheafs (GP) 
   
  Description/Backgound: Deana and Clarice 
  D’zallan are Rhenee twins. They have black curly hair, 
  tan skin and blue eyes. They met Khiri and Tezin a 
  couple of years ago at the Sword and Tankard. The 
  twins were intrigued and have worked with them ever 
  since.  
   
  APL 4 (EL 8) 
  �Khiri Mohab (AKA Treyas Wilshon): Medium-
  Sized Humanoid (human, male) Ftr5; HD 5d10; hp 34; 
  Init +0; Spd 30 ft.; AC 16 (20) (flat-footed 15, touch 11 
  [15]); Atk +8 melee (1d8+3, +1 Longsword [19-20]); or 
  +7 ranged (1d8, Light Crossbow [19-20]); AL NE; SV 
  Fort +4, Ref +4, Will +3; AL NE; Str 14, Dex 12, Con 10, 
  Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Handle Animal +7, Hide +4, 
  Intimidate +4, Knowledge: Dyvers Constabulary +2, 
  
  Funeral For A Friend 
   
  Page 25 
  Knowledge: Religion +3, Ride +4, Spot +4; Blind-Fight, 
  Cleave, Dodge, Iron Will, Lightning Reflexes, Power 
  Attack 
   
  Equipment: Longsword, Small Steel Shield, 
  Chain Shirt, Light Crossbow, Case w/10 Bolts, Dagger, 
  10 Wheatsheafs (GP), Hat of Disguise, Longsword +1, 
  Potion of Haste (Drank at the start of combat) 
   
  Description/Backgound: Khiri is a trim powerful 
  Baklunish man with dusky brown hair, hazel eyes and 
  a golden tone to his skin. The front of his chain shirt 
  bears the unholy symbol of Nerull. Currently however 
  he is disguised as a Dyvers Constabulary member. Due 
  to his knowledge of the Constabulary he receives a +4 
  Circumstance bonus to his disguise check. He 
  converted to Nerull when Leanna Alanora arranged for 
  him to meet an outsider of the evil god. 
   
  �Taurin Braga: Medium-Sized Humanoid (human, 
  male) Wiz2(Abj); HD 2d4+2; hp 9; Init +3; Spd 30 ft.; 
  AC 13 (17) (flat-footed 10 (14), touch 13); Atk +1 melee 
  (1d6, Quarterstaff); +4 ranged (1d8, Light Crossbow 
  [19-20]); AL LE; SV Fort +1, Ref +3, Will +3; Str 10, Dex 
  16, Con 12, Int 16, Wis 10, Cha 10. 
   
  Skills and Feats: Alchemy +5, Concentration +6, 
  Knowledge: Arcana +8, Knowledge: Planes +8, Listen 
  +2, Scry +7, Spellcraft +8, Spot +4; Combat Casting, 
  Scribe Scroll, Spell Mastery(Burning Hands, Magic 
  Missile, Shield) 
   
  Spells Prepared (5/4; Base DC 13 + spell level): 0 – 
  Detect Magic, Detect Poison, Mage hand, Ray of Frost, 
  Resistance; 1
  st – Burning Hands, Mage Armor (precast 
  on himself one hour ago), Magic Missile, Shield 
   
  Equipment: 
  Quarterstaff, 
  Robes, 
  Spell 
  Component Pouch, Light Crossbow, Case w/10 Bolts, 
  Dagger, 5 Wheatsheafs (GP) 
   
  Description/Backgound: Khiri found Taurin 
  when the wizard was wet behind the ears and has 
  protected him ever since. This has caused Taurin to be 
  fiercely loyal to Khiri. Unfortunately, Khiri feels his 
  wizard friend is expendable if need be. Taurin is an 
  Oeridian man with tan skin, brown hair and brown 
  eyes. 
   
   
  �Arcane: (Taurin’s Toad Familiar) CR2: Diminutive 
  Animal; HD 2; hp 4; Init +1; Spd 5 ft; AC  16 (20) (flat-
  footed 15 (19), touch 15); Atk None; Face/Reach 1ft x 
  1ft/0ft; SQ: Alertness, Improved Evasion, Share Spells, 
  Empathic Link; AL N; SV Fort +2, Ref +3, Will +3; Str 
  1, Dex 12, Con 11, Int 6, Wis 14, Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5 
   
   
  �Deana and Clairice D’zallan: Medium-Sized 
  Humanoid (human, male) Rog2; HD 2d6+2; hp 12; Init 
  +4; Spd 30 ft.; AC 16 (flat-footed 12, touch 14); Atk +5 
  melee (1d8, Longsword [19-20]); or +5 ranged (1d8, 
  Light Crossbow [19-20]); SA Sneak Attack +1d6; SQ 
  Evasion; AL CE; SV Fort +1, Ref +7, Will +0; Str 10, Dex 
  18, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Diplomacy +5, Disable Device +7, 
  Hide +9, Listen  +5, Move Silently +9, Open Lock +11, 
  Read Lips +5, Search +5, Spot +5; Combat Reflexes, 
  Weapon Finesse (Longsword) 
   
  Equipment: 
  Longsword, 
  Leather 
  Armor, 
  Masterwork Thieves Tools, Light Crossbow, Case w/10 
  Bolts, Dagger, 3 Wheatsheafs (GP) 
   
  Description/Backgound: Deana and Clarice 
  D’zallan are Rhenee twins. They have black curly hair, 
  tan skin and blue eyes. They met Khiri and Tezin a 
  couple of years ago at the Sword and Tankard. The 
  twins were intrigued and have worked with them ever 
  since. 
   
  APL 6 (EL 9) 
  �Khiri Mohab (AKA Treyas Wilshon): Medium-
  Sized Humanoid (human, male) Ftr6/Blk1; HD 6d10 + 
  1d10; hp 46; Init +4; Spd 30 ft.; AC 20 (24) (flat-footed 
  20, touch 10 [14]); Atk +11/+6 melee (1d8+4 (poison), 
  Longsword [19-20]); or +7/+2 ranged (1d8, Light 
  Crossbow [19-20]); SQ: Detect Good, Poison Use; AL 
  NE; SV: Fort +7, Ref +6, Will +6; Str 14, Dex 11, Con 10, 
  Int 12, Wis 12, Cha 16. 
   
  Skills and Feats:  Diplomacy +7, Handle Animal 
  +5, Hide +8, Intimidate +4, Knowledge: Dyvers 
  Constabulary +2, Knowledge: Religion +3, Ride +4, 
  Spot +5; Blind-Fight, Cleave, Dodge, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, 
  Sunder. 
   
  Equipment: Longsword (Coated with Large 
  Scorpion Poison. DMG Page # 80), Large Steel Shield, 
  Half-plate +1, Light Crossbow, Case w/10 Bolts, 
  Dagger, 10 Wheatsheafs (GP), Hat of Disguise, 
  Longsword +2, Potion of Haste (Drank at the start of 
  combat) 
   
  Description/Backgound: Khiri is a trim powerful 
  Baklunish man with dusky brown hair, hazel eyes and 
  a golden tone to his skin. The front of his chain shirt 
  bears the unholy symbol of Nerull. Currently however 
  he is disguised as a Dyvers Constabulary member. Due 
  to his knowledge of the Constabulary he receives a +4 
  Circumstance bonus to his disguise check. He 
  converted to Nerull when Leanna Alanora arranged for 
  him to meet an outsider of the evil god. 
   
  �Taurin Braga: Medium-Sized Humanoid (human, 
  male) Wiz3(Abj); HD 3d4+3; hp 13; Init +3; Spd 30 ft.; 
  AC 13 [17] (flat-footed 10 (14), touch 13); Atk +1 melee 
  (1d6, Quarterstaff); or +4 ranged (1d8, Light Crossbow 
  
  Funeral For A Friend 
   
  Page 26 
  [19-20]); SQ: Summon Familiar; SV Fort +2, Ref +4, 
  Will +3; AL LE; Str 10, Dex 16, Con 12, Int 16, Wis 10, 
  Cha 10. 
   
  Skills and Feats:  Alchemy +6, Concentration +7, 
  Knowledge: Arcana +9, Knowledge: The Planes +9, 
  Listen +2, Scry +8, Spellcraft +9, Spot +4; Combat 
  Casting, Energy Substitution(cold), Scribe Scroll, Spell 
  Mastery (Burning Hands, Magic Missile, Shield). 
   
  Spells Prepared (5/4/3; Base DC 13 + spell level): 0 
  – Detect Magic, Detect Poison, Mage hand, Ray of 
  Frost, Resistance; 1
  st – Burning Hands, Mage Armor 
  (precast on himself one hour ago), Magic Missile, 
  Shield; 2
  nd – Tasha’s Hideous Laughter, Web, 
  Protection from Arrows 
   
  Equipment: Quarterstaff, Robes, spell component 
  pouch, Light Crossbow, Case w/10 Bolts, Dagger, 5 
  Wheatsheafs (GP) 
   
  Description/Background: Khiri found Taurin 
  when the wizard was wet behind the ears and has 
  protected him ever since. This has caused Taurin to be 
  fiercely loyal to Khiri. Unfortunately, Khiri feels his 
  wizard friend is expendable if need be. Taurin is an 
  Oeridian man with tan skin, brown hair and brown 
  eyes. 
   
  �Arcane: (Taurin’s Toad Familiar) CR3: Diminutive 
  Animal; HD 3; hp 6; Init +1; Spd 5 ft; AC 17 [21] (flat-
  footed 16 [20], touch 15); Atk None; Face/Reach 1ft x 
  1ft/0ft; SQ: Alertness, Improved Evasion, Share Spells, 
  Empathic Link, Touch; AL N; SV Fort +2, Ref +4, Will 
  +3; Str 1, Dex 12, Con 11, Int 7 Wis 14, Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5 
   
   
  �Deana and Clairice D’zallan: Medium-Sized 
  Humanoid (human, male) Rog3; HD 3d6+3; hp 16; Init 
  +4; Spd 30 ft.; AC 17 (flat-footed 13, touch 14); Atk +5 
  melee (1d8, Longsword [19-20]); or +6 ranged (1d8, 
  Light Crossbow [19-20]); AL CE; SV Fort +2, Ref +8, 
  Will +1; Str 10, Dex 18, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats:  Diplomacy +6, Disable Device +8, 
  Hide +10, Listen  +6, Move Silently +10, Open Lock 
  +12, Read Lips +6, Search +6, Spot +6; Combat Reflexes, 
  Dodge, Weapon Finesse (Longsword) 
   
  Equipment: Longsword, Leather Armor, Small 
  Wooden Shield, Masterwork Thieves Tools, Light 
  Crossbow, Case w/10 Bolts, Dagger, 3 Wheatsheafs 
  (GP) 
   
  Description/Backgound: Deana and Clarice 
  D’zallan are Rhenee twins. They have black curly hair, 
  tan skin and blue eyes. They met Khiri and Tezin a 
  couple of years ago at the Sword and Tankard. The 
  twins were intrigued and have worked with them ever 
  since.  
   
  APL 8 (EL 11) 
  �Khiri Mohab (aka Treyas Wilshon): Medium-Sized 
  Humanoid (human, male) Ftr6/Blk2; HD 68d10 + 
  2d10; hp 52; Init +4; Spd 20 ft.; AC 24 [28] (flat-footed 
  24, touch 10 [14]); Atk +12/+7 melee (1d8+4 (poison), 
  +2 Longsword [19-20]); or +8/+3 ranged (1d8, Light 
  Crossbow [19-20]); SA Smite Good; SQ: Dark Blessing, 
  Detect Good, Poison Use; AL NE; SV: Fort +11, Ref +7, 
  Will +7; Str 14, Dex 10, Con 10, Int 12, Wis 13, Cha 16. 
   
  Skills and Feats:  Diplomacy +7, Handle Animal 
  +7, Hide +8, Intimidate +3, Knowledge: Dyvers 
  Constabulary +2, Knowledge: Religion +3, Ride +8, 
  Spot +5; Blind-Fight, Cleave, Great Cleave,  Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, 
  Sunder. 
   
  Equipment: Longsword +2 (Coated with Large 
  Scorpion Poison. DMG Page # 80), Large Steel Shield 
  +2, Half-plate +2, Light Crossbow, Case w/10 Bolts, 
  Dagger, 10 Wheatsheafs (GP), Hat of Disguise, Potion 
  of Haste (Drank at the start of combat) 
   
  Spells Prepared (2; Base DC 11 + spell level): 1
  st – 
  Doom, Shield of Faith 
   
   
  Description/Backgound: Khiri is a trim powerful 
  Baklunish man with dusky brown hair, hazel eyes and 
  a golden tone to his skin. The front of his chain shirt 
  bears the unholy symbol of Nerull. Currently however 
  he is disguised as a Dyvers Constabulary member. Due 
  to his knowledge of the Constabulary he receives a +4 
  Circumstance bonus to his disguise check. He 
  converted to Nerull when Leanna Alanora arranged for 
  him to meet an outsider of the evil god. 
   
  �Taurin Braga: Medium-Sized Humanoid (human, 
  male) Wiz5(Abj)/Ele2; HD 5d4+5 + 2d4+2; hp 29; Init 
  +3; Spd 30 ft.; AC 13 [17] (flat-footed 10 (14), touch 13); 
  Atk +3 melee (1d6, Quarterstaff); or +6 ranged (1d8, 
  Light Crossbow [19-20]); SQ: Summon Familiar, 
  Elemental Transition (cold) Resistance 5, Immune to 
  Magical Sleep, Elemental Focus +1; AL LE; SV Fort +2, 
  Ref +4, Will +7; Str 10, Dex 16, Con 12, Int 17, Wis 10, 
  Cha 10. 
   
  Skills and Feats:  Alchemy +8, Concentration +11, 
  Knowledge: Arcana +13, Knowledge: The Planes +13, 
  Listen +2, Scrye +10, Spellcraft +13, Spot +6; Combat 
  Casting, Dodge, Empower Spell, Energy Substitution 
  (Cold), Scribe Scroll, Spell Mastery(Burning Hands, 
  Magic Missile, Shield). 
   
  Spells Prepared (5/6/5/4/2; Base DC 13 + spell 
  level): 0 – Detect Magic, Detect Poison, Mage hand, 
  Ray of Frost, Resistance; 1
  st – Mage Armor (precast on 
  himself one hour ago), Magic Missile [3], Shield; 2
  nd – 
  Flaming 
  Sphere, 
  Glitterdust, 
  Tasha’s 
  Hideous 
  Laughter, Web, Protection from Arrows; 3
  rd – Flame 
  
  Funeral For A Friend 
   
  Page 27 
  Arrow (Cold), Fireball (Cold), Hold Person, Dispel 
  Magic; 4
  th – Ice Storm, Minor Globe of Invulnerability 
   
  Equipment: Quarterstaff, Robes, spell component 
  pouch, Light Crossbow, Case w/10 Bolts, Dagger, 5 
  Wheatsheafs (GP) 
   
  Description/Background: Khiri found Taurin 
  when the wizard was wet behind the ears and has 
  protected him ever since. This has caused Taurin to be 
  fiercely loyal to Khiri. Unfortunately, Khiri feels his 
  wizard friend is expendable if need be. Taurin is an 
  Oeridian man with tan skin, brown hair and brown 
  eyes. 
   
  �Arcane: (Taurin’s Toad Familiar) CR7: Diminutive 
  Animal; HD 7; hp 19; Init +1; Spd 5 ft; AC 19 [23] (flat-
  footed 17 [21], touch 16); Atk None; Face/Reach 1ft x 
  1ft/0ft; SQ Alertness, Empathic Link, Improved 
  Evasion, Speak with Master, Touch; AL N; SV Fort +2, 
  Ref +3, Will +9; Str 1, Dex 12, Con 11, Int 8 Wis 14, 
  Cha 4 
   
  Skills: Hide +21, Listen +5, Spot +5 
   
   
   
  �Deana 
  and 
  Clairice 
  D’zallan: Medium-Sized 
  Humanoid (human, male) Rog7; HD 7d6+7; hp 37; Init 
  +4; Spd 30 ft.; AC 19 (flat-footed 15, touch 14); Atk +8 
  melee (1d8, Longsword [19-20]); or +9 ranged (1d8, 
  Light Crossbow [19-20]); SA: Sneak Attack +4d6; SQ: 
  Evasion, Uncanny Dodge(Dex bonus to AC), Uncanny 
  Dodge(Can’t be Flanked); AL CE; SV Fort +3, Ref +9, 
  Will +2; Str 10, Dex 19, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats:  Diplomacy +10, Disable Device 
  +12, Hide +14, Listen  +10, Move Silently +14, Open 
  Lock +16, Read Lips +10, Search +10, Spot +10; Combat 
  Reflexes, Dodge, Weapon Finesse (Longsword), Expert 
  Tactician 
   
  Equipment: Longsword, Leather Armor +2, Small 
  Wooden Shield, Masterwork Thieves Tools, Light 
  Crossbow, Case w/10 Bolts, Dagger, 3 Wheatsheafs 
  (GP) 
   
  Description/Backgound: Deana and Clarice 
  D’zallan are Rhenee twins. They have black curly hair, 
  tan skin and blue eyes. They met Khiri and Tezin a 
  couple of years ago at the Sword and Tankard. The 
  twins were intrigued and have worked with them ever 
  since. 
   
  APL 10 (EL 13) 
  �Khiri Mohab (AKA Treyas Wilshon): Medium-
  Sized Humanoid (human, male) Ftr6/Blk5; HD 6d10 + 
  5d10; hp 70; Init +4; Spd 20 ft.; AC 24 [28] (flat-footed 
  24, touch 10 [14]); Atk +17/+12/+7 (1d8+6 (poison), +2 
  Longsword [19-20]); or +11 (1d8, Light Crossbow [19-
  20]); SA: Smite Good; SQ: Aura of Despair, Command 
  Undead, Dark Blessing, Detect Good, Fiendish Servant 
  (Dire Bat), Poison Use, Sneak Attack +1d6; AL NE; SV: 
  Fort +14, Ref +10, Will +8; Str 14 [18], Dex 10, Con 10, 
  Int 12, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +4, Diplomacy +7, 
  Handle Animal +9, Hide +8, Intimidate +4, Jump +8, 
  Knowledge: Dyvers Constabulary +2, Knowledge: 
  Religion +3, Ride +8, Spot +5; Blind-Fight, Cleave, 
  Great Cleave, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack, Sunder 
   
  Spells Prepared (2/1; Base DC 12 + spell level): 1
  st – 
  Doom, Shield of Faith; 2
  nd – Bull’s Strength (cast one 
  hour ago) 
   
  Equipment: Longsword +2 (Coated with Large 
  Scorpion Poison. DMG Page # 80), Large Steel Shield 
  +2, Full-plate +2, Light Crossbow, Case w/10 Bolts, 
  Dagger, 10 Wheatsheafs (GP), Hat of Disguise, Potion 
  of Haste (Drank at the start of combat) 
   
  Description/Backgound: Khiri is a trim powerful 
  Baklunish man with dusky brown hair, hazel eyes and 
  a golden tone to his skin. The front of his chain shirt 
  bears the unholy symbol of Nerull. Currently however 
  he is disguised as a Dyvers Constabulary member. Due 
  to his knowledge of the Constabulary he receives a +4 
  Circumstance bonus to his disguise check. He 
  converted to Nerull when Leanna Alanora arranged for 
  him to meet an outsider of the evil god 
   
  �Gloom: (Khiri’s Fiendish Dire Bat) CR6: Large 
  Animal; HD 6d8+18; hp 50; Init +6 ; Spd 20 ft, Fly 40 ft 
  (good); AC 21 (flat-footed 15, touch 15); Atk +6 melee 
  (1d8+4, Bite); Face/Reach 10ft x 5ft/5ft; SA: Smite 
  Good 1/day, ;  SQ: Blindsight, Blood Bond, Speak with 
  Blackguard, Cold/Fire Resistance 10, DR 5/+1 
  Empathic Link, Improved Evasion, Share Spells, SR12; 
  AL NE;  SV Fort +12, Ref +9, Will +5; Str 18, Dex 22, 
  Con 17, Int 6, Wis 14, Cha 6. 
   
  Skills: Listen +11, Move Silently +11, Spot +11 
   
  Blood Bond: The servant gains a +2 bonus to all 
  attacks, checks, and saves if it witnesses the blackguard 
  threatened or harmed.  This bonus lasts as long as the 
  threat is immediate and apparent. 
   
   
  �Taurin Braga: Medium-Sized Humanoid (human, 
  male) Wiz5(Abj)/Ele4; HD 5d4+5 + 4d4+4; hp 38; Init 
  +3; Spd 30 ft.; AC 13 [17] (flat-footed 10 [14], touch 13); 
  Atk +4 melee (1d6, Quarterstaff); or +7 ranged (1d8, 
  Light Crossbow [19-20]); SQ: Elemental Focus +1, 
  Elemental Penetration, Elemental Transition (Fire) 
  Resistance 10, Immune to Magical Sleep, Summon 
  Familiar; AL LE;  SV Fort +2, Ref +5, Will +8; Str 10, 
  Dex 16, Con 12, Int 18, Wis 10, Cha 10. 
   
  Skills and Feats:  Alchemy +9, Concentration +12, 
  Knowledge: Arcana +16, Knowledge: Planes +16, Listen 
  
  Funeral For A Friend 
   
  Page 28 
  +2, Scrye +11, Spellcraft +16, Spot +8; Combat Casting, 
  Empower Spell, Dodge, Energy Substitution (Cold), 
  Improved Familiar, Scribe Scroll, Spell Mastery 
  (Burning Hands, Magic Missile, Shield). 
   
  Spells Prepared (5/6/6/5/4/2; Base DC 14 + spell 
  level): 0 – Detect Magic, Detect Poison, Mage hand, 
  Ray of Frost, Resistance; 1
  st – Mage Armor (precast on 
  himself one hour ago), Magic Missile [4], Shield; 2
  nd – 
  Blindness, 
  Flaming 
  Sphere, 
  Glitterdust, 
  Tasha’s 
  Hideous Laughter, Web, Protection from Arrows; 3
  rd – 
  Flame Arrow (Cold), Fireball (Cold), Hold Person, 
  Stinking Cloud, Dispel Magic; 4
  th – Charm Monster, 
  Ice Storm, Wall of Fire (Cold), Minor Globe of 
  Invulnerability; 5
  th – Cone of Cold, Dismissal 
   
  Equipment: 
  Quarterstaff, 
  Robes, 
  Spell 
  Component Pouch, Light Crossbow, Case w/10 Bolts, 
  Dagger, 5 Wheatsheafs (GP) 
   
  Description/Backgound: Khiri found Taurin 
  when the wizard was wet behind the ears and has 
  protected him ever since. This has caused Taurin to be 
  fiercely loyal to Khiri. Unfortunately, Khiri feels his 
  wizard friend is expendable if need be. Taurin is an 
  Oeridian man with tan skin, brown hair and brown 
  eyes. 
   
  �Vixen: Taurin’s Ice Mephit Familiar) CR9: Small 
  Outsider (Cold); HD 9; hp 14; Init +7; Spd 30 ft, Fly 50 
  ft (Perfect); AC 22 [26] (flat-footed 19 [23], touch 14); 
  Atk +7 melee (1d3+2 Cold, 2 claws); Face/Reach 5ft x 
  5ft/5ft; SA Breath Weapon, Spell-like Abilities, 
  Summon Mephit; SQ: Cold Subtype, Damage 
  Reduction 5/+1, Empathic Link, Fast Healing 2, 
  Granted Abilities, Improved Evasion, Share Spells, 
  Speak With Master, Touch, AL N;  SV Fort +3, Ref +6, 
  Will +3; Str 10, Dex 17, Con 10, Int 12 Wis 11, Cha 15 
   
  Skills and Feats:  Bluff +6, Hide +12, Listen +6, 
  Move Silently +9, Spot +6; Improved Initiative,  
   
  Breath Weapon (Su): Usable once every 1d4 
  rounds.  Cone of ice shards, 10 feet; damage 1d5, Ref 
  half DC 12 or suffer a –4 morale penalty ot AC and –2 
  morale penalty to attack rolls for 3 rounds. 
   
  Spell-Like Abilities: 1/hour – Magic Missile as 
  the spell cast by a 3
  rd-level sorcerer; 1/day – chill metal 
  as the spell cast by a 6
  th-level sorcerer; save DC 12 + 
  spell level. 
   
  Summon Mephit (Sp): Once per day, can 
  summon another ice mephit as if casting a summon 
  monster spell, but with only a 25% chance of success.  
  Summoned creatures automatically return whence 
  they came after 1 hour.  A mephit that has just been 
  summoned cannot use its own summon ability for 1 
  hour. 
   
  Cold Subtype: Cold immunity; double damage 
  from fire except on successful save. 
   
  Fast Healing (Ex): Regains 2 hit points per round 
  if touching a piece of ice of at least Tiny size or if the 
  ambient temperature is freezing or below. 
   
  �Deana 
  and 
  Clairice 
  D’zallan: Medium-Sized 
  Humanoid (human, male) Rog7; HD 7d6+7; hp 37; Init 
  +4; Spd 30 ft.; AC 19 (flat-footed 15, touch 14); Atk +8 
  melee (1d8, Longsword [19-20]); or +9 ranged (1d8, 
  Light Crossbow [19-20]); SA: Sneak Attack +4d6; SQ: 
  Evasion, Uncanny Dodge(Dex bonus to AC), Uncanny 
  Dodge(Can’t be Flanked); AL CE; SV Fort +3, Ref +9, 
  Will +2; Str 10, Dex 19, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats:  Diplomacy +10, Disable Device 
  +12, Hide +14, Listen  +10, Move Silently +14, Open 
  Lock +16, Read Lips +10, Search +10, Spot +10; Combat 
  Reflexes, Dodge, Weapon Finesse (Longsword), Expert 
  Tactician 
   
  Equipment: Longsword, Leather Armor +2, Small 
  Wooden Shield, Masterwork Thieves Tools, Light 
  Crossbow, Case w/10 Bolts, Dagger, 3 Wheatsheafs 
  (GP) 
   
  Description/Backgound: Deana and Clarice 
  D’zallan are Rhenee twins. They have black curly hair, 
  tan skin and blue eyes. They met Khiri and Tezin a 
  couple of years ago at the Sword and Tankard. The 
  twins were intrigued and have worked with them ever 
  since. 
   
  Encounter #10: A Day in the Park 
   
  APL 2 (EL 6) 
  �Leanna Alanora: Medium-Sized Humanoid (human, 
  female) Clr2(Nerull); HD 2d8+4; hp 17; Init +0 ; Spd 20 
  ft.; AC 17 (flat-footed 17, touch 10); Atk +4 melee 
  (1d8+3, Heavy Mace); or +1 ranged (1d8, Light 
  Crossbow [19-20]); SA: Death Touch; AL NE; SV Fort 
  +5, Ref +2, Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 
  16, Cha 12 
   
   
  Skills and Feats:  Concentration +6, Diplomacy +3, 
  Knowledge Religion +1, Profession: Fortune Telling 
  +6, Spellcraft +2; Combat Casting, Lightning Reflexes 
   
  Spells Prepared (4/3+1; Base DC 13 + spell level): 0 
  – Detect Magic, Guidance, Resistance, Victue, 1
  st – 
  Bane, Command, Cure Light Wounds, Change Self* 
  *Domain Spell 
  Domains: Death, Trickery 
   
  Death Touch (Sp): Leana may, once a day, use a 
  death touch.  If she makes a melee touch attack against 
  a living creature, roll 1d6 per cleric level.  If the total at 
  least equals the creature’s current hit points, it dies. 
   
  Trickery: Bluff, Disguise, and Hide are class skills. 
  
  Funeral For A Friend 
   
  Page 29 
   
  Equipment: Heavy Mace + 1, Large Steel Shield, 
  Chainmail, Light Crossbow, Case w/10 Bolts, Dagger, 
  32 Wheatsheafs (GP) 
   
  Description/Backgound: Leanna is an Flannish 
  woman with deep brown skin, waist length wavy, black 
  hair and deep brown eyes. She is a product of  the 
  “North Star” orphanage (run by the Temple of 
  Osprem). She arrived there as a very small child when 
  her family was murdered in a robbery gone bad. She 
  escaped by hiding in a stable as she had snuck outside 
  earlier in the evening. Her family’s cries for help 
  scarred the child for life. This along with her obsession 
  of with death made her easy prey for the cult of Nerull 
  when she ran away from the orphanage in her early 
  teens. As she point of starvation a priest of the death 
  god took her in and molded her to fit his god’s will. 
   
  When Shenree died Leanna used her magic 
  coupled with fortune telling skills to try and find 
  something to smear her memory with when she 
  discovered Shenree’s multiple lives. Following the 
  thread she found champions were needed to save her 
  spirit. By contacting agents of her death god she 
  located the focal point of Shenree’s past lives. Leanna is 
  not aware of Basaba Alden’s  (a priestess of Kurell) 
  involvement in the situation. 
   
  �Dalpin 
  Leufred: 
   
  Medium-Sized 
  Humanoid 
  (human, male) Wiz2(Evo); HD 2d4-2; hp 5; Init +7; Spd 
  30 ft.; AC 14 (flat-footed 11, touch 13); Atk +0 melee 
  (1d6-1, Quarterstaff); or +3 ranged (1d8, Light 
  Crossbow [19-20]); SQ: Scribe Scroll, Summon 
  Familiar; AL LE; SV Fort -1, Ref +3, Will +3; Str 8, Dex 
  16, Con 8, Int 18, Wis 10, Cha 8 
   
  Skills and Feats:  Alchemy +9, Concentration +4, 
  Knowledge: Arcana +9, Knowledge: The Planes +9, 
  Spellcraft +9, Search +6; Improved Initiative, Scribe 
  Scroll, Spell Focus (Evocation) 
   
  Spells Prepared (4+1/2+1; Base DC 14 + spell 
  level): 0 – Flare, Mage Hand, Ray of Frost, Read Magic; 
  1
  st – Mage Armor, Magic Missile [2]  
   
  Equipment: 
  Quarterstaff, 
  Robes, 
  Spell 
  Component Pouch, Light Crossbow, Case w/10 Bolts, 
  Dagger, 5 Wheatsheafs (GP), Bracers of Armor +1 
   
   
  �Talon: (Dalpin’s Hawk Familiar) CR1: Tiny Animal; 
  HD 1; hp 4; Init +3; Spd 10 ft, fly 60ft (Average); AC 17 
  (flat-footed 14, touch 15); Atk +5 melee (1d4-2, Claw); 
  Face/Reach 2 1/2ft x 2 1/2ft/0ft; SQ: Empathic Link, 
  Improved Evasion, Share Spells; AL N; SV Fort +2, Ref 
  +5, Will +5; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
   
  Skills and Feats:  Listen +6, Spot +6; Weapon 
  Finesse (Claws) 
   
  Description/Backgound: Dalpin is a normally 
  quiet Oeridian man with tan skin, auburn hair and gray 
  eyes. He was given the task of making sure Leanna 
  didn’t sway from the path she has taken. 
   
  �Murkas 
  Gulzarr: 
  Medium-Sized 
  Humanoid 
  (human, male) Ftr2; HD 2d10+4; hp 20; Init +0; Spd 20 
  ft.; AC 15 (flat-footed 15, touch 10); Atk +4 melee 
  (1d8+2, Longsword [19-20]); or +2 ranged (1d8, Light 
  Crossbow [19-20]); AL NE; SV Fort +5, Ref +2, Will +2; 
  Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 14 
   
  Skills and Feats:  Climb +6, Knowledge Religion 
  +2, Jump +6; Blind-Fight, Cleave, Lightning Reflexes, 
  Power Attack 
   
  Equipment: 
  Chainmail, 
  Longsword, 
  Light 
  Crossbow, Case w/10 Bolts, Dagger, 2 Wheatsheafs 
  (GP) 
   
  Description/Background: A human of mixed 
  decent, Murkas has olive skin, sandy blonde hair and 
  green eyes. He was a drunkard when Leanna found 
  him a couple of years ago. By teaching him the ways of 
  Nerull she gave him something to focus on to get out 
  of the bottle. Because of this he will defend her to the 
  death. 
   
   
  �Haphir Argen: Medium-Sized Humanoid (human, 
  male) Ftr1; HD 1d10+2; hp 12; Init +0; Spd 20 ft.; AC 15 
  (flat-footed 15, touch 10); Atk +4 melee (1d8+2, 
  Longsword [19-20]); or +2 ranged (1d8, Light Crossbow 
  [19-20]); AL NE; SV Fort +5, Ref +2, Will +2; Str 14, Dex 
  10, Con 14, Int 10, Wis 14, Cha 14 
   
  Skills and Feats:  Climb +5, Knowledge Religion 
  +2, Jump +4;  Cleave, Lightning Reflexes, Power Attack 
   
  Equipment: 
  Chainmail, 
  Longsword, 
  Light 
  Crossbow, Case w/10 Bolts, Dagger, 2 Wheatsheafs 
  (GP) 
   
  Description/Background: Haphir was born into 
  an Oeridian merchant family but chafed at the 
  boredom of his station. Often he would wander the 
  streets of  the Free and Independent City of Dyvers in 
  search of adventure. Last year on one such mission he 
  met Murkas Grenar and the two became friends. While 
  Grenar doesn’t care for Argen’s often jovial attitude he 
  sees potential in the man and has tried to show him the 
  ropes. Haphir has proven an apt student and has 
  quickly proven his worth. While not completely 
  trusting of  Leanna he will defend Murkas with his last 
  breath. Haphir is of mixed decent, has olive skin, short 
  brown hair and brown eyes 
   
  APL 4 (EL 8) 
  �Leanna 
  Alanora: 
  Medium-Sized 
  Humanoid 
  (human, female) Clr5(Nerull); HD 5d8+10; hp 38; Init 
  +0 ; Spd 20 ft.; AC 20 (flat-footed 20, touch 10); Atk +5 
  melee (1d8+2, Heavy Mace); or +3 ranged (1d8, Light 
  
  Funeral For A Friend 
   
  Page 30 
  Crossbow [19-20]); SA: Death Touch; AL NE; SV Fort 
  +6, Ref +3, Will +7; Str 14, Dex 10, Con 14, Int 10, Wis 
  17, Cha 12 
   
   
  Skills and Feats:  Concentration +9, Diplomacy +3, 
  Knowledge Religion +4, Profession: Fortune Telling 
  +8, Spellcraft +3; Combat Casting, Lightning Reflexes, 
  Spell Penetration  
   
  Spells Prepared (5/4+1/3+1/2+1; Base DC 13 + 
  spell level): 0 – Detect Magic, Guidance, Resistance, 
  Victue [2], 1
  st – Bane, Command, Cure Light Wounds, 
  Shield of Faith, Change Self*; 3
  rd – Animate Dead*, 
  Bestow Curse, Searing Light 
  *Domain Spell 
  Domains: Death, Trickery 
   
  Death Touch (Sp): Leana may, once a day, use a 
  death touch.  If she makes a melee touch attack against 
  a living creature, roll 1d6 per cleric level.  If the total at 
  least equals the creature’s current hit points, it dies. 
   
  Trickery: Bluff, Disguise, and Hide are class skills. 
   
  Equipment: Heavy Mace +1, Large Steel Shield, 
  Full Plate Armor, Light Crossbow, Case w/10 Bolts, 
  Dagger, 32 Wheatsheafs (GP) 
   
  Description/Backgound: Leanna is an Flannish 
  woman with deep brown skin, waist length wavy, black 
  hair and deep brown eyes. She is a product of  the 
  “North Star” orphanage (run by the Temple of 
  Osprem). She arrived there as a very small child when 
  her family was murdered in a robbery gone bad. She 
  escaped by hiding in a stable as she had snuck outside 
  earlier in the evening. Her family’s cries for help 
  scarred the child for life. This along with her obsession 
  of with death made her easy prey for the cult of Nerull 
  when she ran away from the orphanage in her early 
  teens. As she point of starvation a priest of the death 
  god took her in and molded her to fit his god’s will. 
   
  When Shenree died Leanna used her magic 
  coupled with fortune telling skills to try and find 
  something to smear her memory with when she 
  discovered Shenree’s multiple lives. Following the 
  thread she found champions were needed to save her 
  spirit. By contacting agents of her death god she 
  located the focal point of Shenree’s past lives. Leanna is 
  not aware of Basaba Alden’s  (a priestess of  Kurell) 
  involvement in the situation. 
   
  �Dalpin 
  Leufred: 
   
  Medium-Sized 
  Humanoid 
  (human, male) Wiz2(Evo); HD 2d4-2; hp 5; Init +7; Spd 
  30 ft.; AC 14 (flat-footed 11, touch 13); Atk +0 melee 
  (1d6-1, Quarterstaff); or +3 ranged (1d8, Light 
  Crossbow [19-20]); SQ: Scribe Scroll, Summon 
  Familiar; AL LE; SV Fort -1, Ref +3, Will +3; Str 8, Dex 
  16, Con 8, Int 18, Wis 10, Cha 8 
   
  Skills and Feats:  Alchemy +9, Concentration +4, 
  Knowledge: Arcana +9, Knowledge: The Planes +9, 
  Spellcraft +9, Search +6; Improved Initiative, Scribe 
  Scroll, Spell Focus (Evocation) 
   
  Spells Prepared (4+1/2+1; Base DC 14 + spell 
  level): 0 – Flare, Mage Hand, Ray of Frost, Read Magic; 
  1
  st – Mage Armor, Magic Missile [2]  
   
  Equipment: 
  Quarterstaff, 
  Robes, 
  Spell 
  Component Pouch, Light Crossbow, Case w/10 Bolts, 
  Dagger, 5 Wheatsheafs (GP), Bracers of Armor +1 
   
   
  �Talon: (Dalpin’s Hawk Familiar) CR1: Tiny Animal; 
  HD 1; hp 4; Init +3; Spd 10 ft, fly 60ft (Average); AC 17 
  (flat-footed 14, touch 15); Atk +5 melee (1d4-2, Claw); 
  Face/Reach 2 1/2ft x 2 1/2ft/0ft; SQ: Empathic Link, 
  Improved Evasion, Share Spells; AL N; SV Fort +2, Ref 
  +5, Will +5; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
   
  Skills and Feats:  Listen +6, Spot +6; Weapon 
  Finesse (Claws) 
   
  Description/Backgound: Dalpin is a normally 
  quiet Oeridian man with tan skin, auburn hair and gray 
  eyes. He was given the task of making sure Leanna 
  didn’t sway from the path she has taken. 
   
  �Murkas Gulzarr and Haphir Argen: Medium-Sized 
  Humanoid (human, male) Ftr2; HD 2d10+4; hp 20; Init 
  +0; Spd 20 ft.; AC 15 (flat-footed 15, touch 10); Atk +4 
  melee (1d8+2, Longsword [19-20]); or +2 ranged (1d8, 
  Light Crossbow [19-20]); AL NE; SV Fort +5, Ref +2, 
  Will +2; Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 14
   
  Skills and Feats:  Climb +6, Knowledge Religion 
  +2, Jump +6; Blind-Fight, Cleave, Lightning Reflexes, 
  Power Attack 
   
  Equipment: 
  Chainmail, 
  Longsword, 
  Light 
  Crossbow, Case w/10 Bolts, Dagger, 2 Wheatsheafs 
  (GP), Javelin of Lightning (They will try to hit the same 
  target with this) 
   
  Description/Background: Murkas Gulzarr-A 
  human of mixed decent, Murkas has olive skin, sandy 
  blonde hair and green eyes. He was a drunkard when 
  Leanna found him a couple of years ago. By teaching 
  him the ways of Nerull she gave him something to 
  focus on to get out of the bottle. Because of this he will 
  defend her to the death. Haphir (Happy) Argen-
  Haphir was born into an Oeridian merchant family but 
  chafed at the boredom of his station. Often he would 
  wander the streets of  the Free and Independent City 
  of Dyvers in search of adventure. Last year on one such 
  mission he met Murkas Grenar and the two became 
  friends. While Grenar doesn’t care for Argen’s often 
  jovial attitude he sees potential in the man and has 
  tried to show him the ropes. Haphir has proven an apt 
  student and has quickly proven his worth. While not 
  completely trusting of  Leanna he will defend Murkas 
  with his last breath. Haphir of mixed decent, has olive 
  skin, short brown hair and brown eyes. 
  
  Funeral For A Friend 
   
  Page 31 
  APL 6 (EL 10) 
  �Leanna Alanora: Medium-Sized Humanoid (human, 
  female) Clr8(Nerull); HD 8d8+16; hp 59; Init +0; Spd 
  30 ft.; AC 20 (flat-footed 20, touch 10); Atk +9/+4 
  (1d8+3, Heavy Mace); or +6/+1 ranged (1d8, Light 
  Crossbow [19-20]); SA: Death Touch; AL NE; SV Fort 
  +8, Ref +4, Will +10; Str 14, Dex 10, Con 14, Int 10, Wis 
  18, Cha 12 
   
   
  Skills and Feats:  Concentration +13, Diplomacy 
  +5, Knowledge Religion +6, Profession: Fortune 
  Telling +9, Spellcraft +6; Combat Casting, Leadership, 
  Lightning Reflexes, Spell Penetration 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; Base DC 14 + 
  spell level): 0 – Detect Magic, Guidance, Resistance [2], 
  Virtue [2], 1
  st – Bane, Command, Cure Light Wounds, 
  Doom, Shield of Faith, Change Self*; 2
  nd – Calm 
  Emotions, Cure Moderate Wounds, Hold Person, 
  Sound Burst, Invisibility*; 3
  rd – Animate Dead*, Bestow 
  Curse, Cure Serious Wounds, Searing Light [2]; 4
  th – 
  Divine Power, Poison, Summon Monster IV, Unholy 
  Blight* 
  *Domain Spell 
  Domains: Death, Trickery 
   
  Death Touch (Sp): Leana may, once a day, use a 
  death touch.  If she makes a melee touch attack against 
  a living creature, roll 1d6 per cleric level.  If the total at 
  least equals the creature’s current hit points, it dies. 
   
  Trickery: Bluff, Disguise, and Hide are class skills. 
   
  Equipment: Heavy Mace +1, Large Steel Shield, 
  Full Plate Armor, Light Crossbow, Case w/10 Bolts, 
  Dagger, 32 Wheatsheafs (GP) 
   
  Description/Backgound: Leanna is an Flannish 
  woman with deep brown skin, waist length wavy, black 
  hair and deep brown eyes. She is a product of  the 
  “North Star” orphanage (run by the Temple of 
  Osprem). She arrived there as a very small child when 
  her family was murdered in a robbery gone bad. She 
  escaped by hiding in a stable as she had snuck outside 
  earlier in the evening. Her family’s cries for help 
  scarred the child for life. This along with her obsession 
  of with death made her easy prey for the cult of Nerull 
  when she ran away from the orphanage in her early 
  teens. As she point of starvation a priest of the death 
  god took her in and molded her to fit his god’s will. 
   
  When Shenree died Leanna used her magic 
  coupled with fortune telling skills to try and find 
  something to smear her memory with when she 
  discovered Shenree’s multiple lives. Following the 
  thread she found champions were needed to save her 
  spirit. By contacting agents of her death god she 
  located the focal point of Shenree’s past lives. Leanna is 
  not aware of Basaba Alden’s  (a priestess of  Kurell) 
  involvement in the situation. 
  �Dalpin Leufred: Medium-Sized Humanoid (human, 
  male) Wiz3(Evo); HD 3d4-3 hp 7; Init +7; Spd 30 ft.; AC 
  14 [18] (flat-footed 11 [15], touch 13); Atk +0 melee 
  (1d6-1, Quarterstaff);  or +4 ranged (1d8, Light 
  Crossbow [19-20]); SQ: Scribe Scroll, Summon 
  Familiar; AL LE; SV Fort +0, Ref +1, Will +3; Str 8, Dex 
  16, Con 8, Int 18, Wis 10, Cha 8. 
   
  Skills and Feats:  Alchemy +10, Concentration +5, 
  Knowledge: Arcana +10, Knowledge: The Planes +10,  
  Spellcraft +10, Search +8; Dodge, Improved Initiative, 
  Scribe Scroll, Spell Focus (Evocation) 
   
  Spells Prepared (4+1/2+1/1+1; Base DC 14 + spell 
  level): 0 – Flare, Light, Mage Hand, Ray of Frost, Read 
  Magic; 1
  st – Mage Armor (cast one hour ago), Magic 
  Missile [2]; 2
  nd – Glitterdust, Flaming Sphere 
   
  Equipment: 
  Quarterstaff, 
  Robes, 
  Spell 
  Component Pouch, Light Crossbow, Case w/10 Bolts, 
  Dagger, 5 Wheatsheafs (GP), Bracers of Armor +1 
   
  �Talon: (Dalpin’s Hawk Familiar) CR3: Tiny Animal; 
  HD 3; hp 4; Init +3; Spd 10 ft, fly 60ft (Average); AC 17 
  [21] (flat-footed 14 [18], touch 13); Atk +4 melee (1d4-2, 
  Claw); Face/Reach 2 1/2ft x 2 1/2ft/0ft; SA Empathic 
  Link, Improved Evasion, Share Spells, Touch, Weapon 
  Finesse(Claws); AL N; SV Fort +2, Ref +5, Will +5; Str 
  6, Dex 17, Con 10, Int 6, Wis 14, Cha 6 
   
   
  Skills: Listen +6, Spot +6 
  Description/Backgound: Dalpin is a normally quiet 
  Oeridian man with tan skin, auburn hair and gray eyes. 
  He was given the task of making sure Liana didn’t sway 
  from the path she has taken. 
   
  �Murkas Gulzarr and Haphir Argen: Medium-Sized 
  Humanoid (human, male) Ftr5; HD 5d10+10; hp 44; 
  Init +0; Spd 20 ft.; AC 17 (flat-footed 17, touch 10); Atk 
  +7 melee (1d8+2, Longsword [19-20]); +5 ranged (1d8, 
  Light Crossbow [19-20]); AL NE; SV Fort +6, Ref +3, 
  Will +3; Str 15, Dex 10, Con 14, Int 10, Wis 14, Cha 14
   
  Skills and Feats:  Climb +7, Jump +6, Knowledge: 
  Religion +3, Spot +5; Blind-Fight, Cleave, Great Cleave, 
  Improved Bull Rush, Lightning Reflexes, Power Attack 
   
  Equipment: Chainmail, Large Steel Shield, 
  Longsword, Light Crossbow, Case w/10 Bolts, Dagger, 
  2 Wheatsheafs (GP), Javelin of Lightning (They will try 
  to hit the same target with this). 
   
  Description/Background: Murkas Gulzarr-A 
  human of mixed decent, Murkas has olive skin, sandy 
  blonde hair and green eyes. He was a drunkard when 
  Leanna found him a couple of years ago. By teaching 
  him the ways of Nerull she gave him something to 
  focus on to get out of the bottle. Because of this he will 
  defend her to the death. Haphir (Happy) Argen-
  Haphir was born into an Oeridian merchant family but 
  chafed at the boredom of his station. Often he would 
  
  Funeral For A Friend 
   
  Page 32 
  wander the streets of  the Free and Independent City 
  of Dyvers in search of adventure. Last year on one such 
  mission he met Murkas Grenar and the two became 
  friends. While Grenar doesn’t care for Argen’s often 
  jovial attitude he sees potential in the man and has 
  tried to show him the ropes. Haphir has proven an apt 
  student and has quickly proven his worth. While not 
  completely trusting of  Leanna he will defend Murkas 
  with his last breath. Haphir is of mixed decent, has 
  olive skin, short brown hair and brown eyes. 
   
  APL 8 (EL 12) 
  �Leanna 
  Alanora: 
  Medium-Sized 
  Humanoid 
  (human, female) Clr9(Nerull); HD 9d8+18 [36]; hp 67 
  [85]; Init +0; Spd 20 ft.; AC 20 (flat-footed 20, touch 10); 
  Atk +9/+4 melee (1d8+3, Heavy Mace); +6/+1 ranged 
  (1d8, Light Crossbow [19-20]); AL NE; SV Fort +8 
  [+10], Ref +5, Will +10; Str 14, Dex 10, Con 14 [18], Int 
  10, Wis 18, Cha 12 
   
  Skills and Feats:  Concentration +16, Diplomacy 
  +3, Knowledge Religion +7, Profession: Fortune 
  Telling +9, Spellcraft +7; Blind-Fight, Combat Casting, 
  Leadership, Lightning Reflexes, Spell Penetration 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1/1+1; Base DC 
  14 + spell level): 0 – Detect Magic, Guidance, 
  Resistance [2], Virtue [2], 1
  st – Bane, Command, Cure 
  Light Wounds, Doom, Shield of Faith, Change Self*; 
  2
  nd – Cure Moderate Wounds, Endurance (cast one 
  hour ago), Hold Person [2], Sound Burst, Invisibility*; 
  3
  rd – Animate Dead*, Bestow Curse, Cure Serious 
  Wounds, Searing Light [2]; 4
  th – Confusion*, Dismissal, 
  Divine Power, Poison, Summon Monster IV; 5
  th -  
  Flame Strike, Slay Living* 
   
  *Domain Spell 
  Domains: Death, Trickery 
   
  Death Touch (Sp): Leana may, once a day, use a 
  death touch.  If she makes a melee touch attack against 
  a living creature, roll 1d6 per cleric level.  If the total at 
  least equals the creature’s current hit points, it dies. 
   
  Trickery: Bluff, Disguise, and Hide are class skills. 
   
  Equipment: Heavy Mace +1, Large Steel Shield, 
  Full Plate Armor, Light Crossbow, Case w/10 Bolts, 
  Dagger, 32 Wheatsheafs (GP) 
   
  Description/Backgound: Leanna is an Flannish 
  woman with deep brown skin, waist length wavy, black 
  hair and deep brown eyes. She is a product of  the 
  “North Star” orphanage (run by the Temple of 
  Osprem). She arrived there as a very small child when 
  her family was murdered in a robbery gone bad. She 
  escaped by hiding in a stable as she had snuck outside 
  earlier in the evening. Her family’s cries for help 
  scarred the child for life. This along with her obsession 
  of with death made her easy prey for the cult of Nerull 
  when she ran away from the orphanage in her early 
  teens. As she point of starvation a priest of the death 
  god took her in and molded her to fit his god’s will. 
   
  When Shenree died Leanna used her magic 
  coupled with fortune telling skills to try and find 
  something to smear her memory with when she 
  discovered Shenree’s multiple lives. Following the 
  thread she found champions were needed to save her 
  spirit. By contacting agents of her death god she 
  located the focal point of Shenree’s past lives. Leanna is 
  not aware of Basaba Alden’s  (a priestess of  Kurell) 
  involvement in the situation. 
   
  �Dalpin Leufred: Medium-Sized Humanoid (human, 
  male) Wiz5(Evo)/AoS2; HD 5d4-2 + 2d4-2 hp 15; Init 
  +8; Spd 30 ft.; AC 15 [19] (flat-footed 12 [16], touch 13); 
  Atk +2 melee (1d6-1, Quarterstaff); or +7 ranged (1d8, 
  Light Crossbow [19-20]); SA: Poison; SQ: 60-ft. 
  Darkvision, Fire Resistance 20, Summon Familiar, 
  Wear Fiend; AL LE; SV Fort +3, Ref +5, Will +7; Str 8, 
  Dex 18 (Wear Fiend), Con 8, Int 19, Wis 10, Cha 8 
   
  Skills and Feats:  Alchemy +10, Concentration +9, 
  Knowledge: Arcana +12, Knowledge: Constructs +10, 
  Knowledge: The Planes +12, Knowledge: Undead +10, 
  Scry +10, Search +8, Spellcraft +12; Dodge, Improved 
  Familiar, Improved Initiative, Scribe Scroll, Silent 
  Spell, Spell Focus (Evocation) 
   
  Spells Prepared (4+1/3+1/3+1/2+1; Base DC 14 + 
  spell level; 6
  th level caster): 0 – Flare, Light, Mage Hand, 
  Ray of Frost, Read Magic; 1
  st – Mage Armor (cast one 
  hour ago), Magic Missile [2], Shield; 2
  nd – Glitterdust, 
  Flaming Sphere, Invisibility, Web; 3
  rd – Dispel Magic, 
  Lightning Bolt, Fireball 
   
  Equipment: 
  Quarterstaff, 
  Robes, 
  Spell 
  Component Pouch, Light Crossbow, Case w/10 Bolts, 
  Dagger, 5 Wheatsheafs (GP), Bracers of Armor +1 
   
   
  �Scratch: (Dalpin’s Imp Familiar) CR3: Tiny Animal; 
  HD 7; hp 7; Init +3; Spd 20 ft, fly 50ft (Perfect); AC 22 
  [26] (flat-footed 19 [23], touch 15); Atk +8 melee (1d4+ 
  Poison); Face/Reach 2 1/2ft x 2 1/2ft/0ft; SA: Spell-like 
  abilities, Poison; SQ: Alternate Form, Damage 
  Reduction 5/silver, Empathic Link, Fire Resistance 20, 
  SR5, Granted Abilities, Improved Evasion, Poison 
  Immunity, Regeneration 2, See in Darkness, Share 
  Spells, Speak with Master, Touch; AL LE;  SV Fort +4, 
  Ref +6, Will +8; Str 10, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 10 
   
  Skills and Feats:  Hide +15, Listen +5, Move 
  Silently +5, Search +5, Spellcraft +5,  Spot +5; Alertness, 
  Dodge, Weapon Finesse (Sting). 
   
  Spell-Like Abilities: At will – detect good, detect 
  magic, invisibility (self-only); 1/day – Suggestion.  
  
  Funeral For A Friend 
   
  Page 33 
  These abilities are as the spells cast by a 6
  th-level 
  sorcerer (save DC 10 + spell level). 
   
  Poison (Ex): Sting; Fort save (DC 13); initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. 
   
  See in Darkness(Su): Can see perfectly in 
  darkness of any kind, even that created by deeper 
  darkness spells. 
   
  Alternate Form (Su): As polymorph self cast by a 
  12
  th-level sorcerer, except that an individual imp can 
  assume only one or two forms no larger than Medium-
  size.  Common forms include monstrous spider, raven, 
  rat, and boar. 
   
  Regeneration (Ex): Takes normal damage from 
  acid and from holy and blessed weapons (if silver or 
  enchanted). 
   
  Description/Backgound: Dalpin is a normally 
  quiet Oeridian man with tan skin, auburn hair and gray 
  eyes. He was given the task of making sure Leanna 
  didn’t sway from the path she has taken. 
   
  �Murkas Gulzarr and Haphir Argen: Medium-Sized 
  Humanoid (human, male) Ftr8; HD 8d10+16; hp 70; 
  Init +0; Spd 20 ft.; AC 17 (flat-footed 17, touch 10); Atk 
  +12/+7 melee (1d8+5, Longsword [19-20]); or +8/+3 
  ranged (1d8, Light Crossbow [19-20]); AL NE; SV Fort 
  +8, Ref +4, Will +4; Str 16, Dex 10, Con 14, Int 10, Wis 
  14, Cha 14 
   
   
  Skills and Feats:  Climb +10, Jump +8, Knowledge 
  Religion +4, Spot +7; Blind-Fight, Cleave, Great Cleave, 
  Improved Bull Rush, Lightning Reflexes, Power 
  Attack, 
  Weapon 
  Focus 
  (Longsword), 
  Weapon 
  Specialization. 
   
  Equipment: Chainmail, Large Steel Shield, 
  Longsword, Light Crossbow, Case w/10 Bolts, Dagger, 
  2 Wheatsheafs (GP), 2 Javelins of Lighting (They will 
  try to hit the same target with these) 
   
  Description/Background: Murkas Gulzarr - A 
  human of mixed decent, Murkas has olive skin, sandy 
  blonde hair and green eyes. He was a drunkard when 
  Leanna found him a couple of years ago. By teaching 
  him the ways of Nerull she gave him something to 
  focus on to get out of the bottle. Because of this he will 
  defend her to the death. Haphir (Happy) Argen-
  Haphir was born into an Oeridian merchant family but 
  chafed at the boredom of his station. Often he would 
  wander the streets of  the Free and Independent City 
  of Dyvers in search of adventure. Last year on one such 
  mission he met Murkas Grenar and the two became 
  friends. While Grenar doesn’t care for Argen’s often 
  jovial attitude he sees potential in the man and has 
  tried to show him the ropes. Haphir has proven an apt 
  student and has quickly proven his worth. While not 
  completely trusting of  Leanna he will defend Murkas 
  with his last breath. Haphir is of mixed decent, has 
  olive skin, short brown hair and brown eyes. 
   
  APL 10 (EL 14) 
  �Leanna Alanora: Medium-Sized Humanoid (human, 
  female) Clr11(Nerull); HD 11d8+22 [44]; hp 89 [101]; 
  Init +0; Spd 30 ft.; AC 20 (flat-footed 20, touch 10); Atk 
  +10/+5 melee (1d8+3, Heavy Mace); or +7 ranged (1d8, 
  Light Crossbow [19-20]); SV Fort +9 [+11], Ref +5, Will 
  +11 AL NE; Str 14, Dex 10, Con 14 [18], Int 10, Wis 18, 
  Cha 12 
   
  Skills and Feats:  Concentration +18, Diplomacy 
  +4, Knowledge Religion +9, Profession: Fortune 
  Telling +9, Spellcraft +8; Blind-Fight, Combat Casting, 
  Leadership, Lightning Reflexes, Spell Penetration 
   
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/2+1/1+1; 
  Base DC 14 + spell level): 0 – Detect Magic, Guidance, 
  Resistance [2], Virtue [2], 1
  st – Bane, Command, Cure 
  Light Wounds, Doom, Endure Elements, Shield of 
  Faith, Change Self*; 2
  nd – Cure Moderate Wounds, 
  Endurance (cast one hour ago), Hold Person [2], Sound 
  Burst, Invisibility*; 3
  rd – Animate Dead*, Bestow Curse, 
  Cure Serious Wounds [2], Searing Light [2]; 4
  th – 
  Confusion*, Dismissal, Divine Power, Poison, Summon 
  Monster IV; 5
  th -  Flame Strike, Slay Living*, Spell 
  Resistance; 6
  th – Blade Barrier, Mislead* 
   
  *Domain Spell 
  Domains: Death, Trickery 
   
  Death Touch (Sp): Leana may, once a day, use a 
  death touch.  If she makes a melee touch attack against 
  a living creature, roll 1d6 per cleric level.  If the total at 
  least equals the creature’s current hit points, it dies. 
   
  Trickery: Bluff, Disguise, and Hide are class skills. 
   
  Equipment: Heavy Mace +1, Large Steel Shield, 
  Full Plate Armor, Light Crossbow, Case w/10 Bolts, 
  Dagger, 32 Wheatsheafs (GP) 
   
  Description/Backgound: Leanna is an Flannish 
  woman with deep brown skin, waist length wavy, black 
  hair and deep brown eyes. She is a product of  the 
  “North Star” orphanage (run by the Temple of 
  Osprem). She arrived there as a very small child when 
  her family was murdered in a robbery gone bad. She 
  escaped by hiding in a stable as she had snuck outside 
  earlier in the evening. Her family’s cries for help 
  scarred the child for life. This along with her obsession 
  of with death made her easy prey for the cult of Nerull 
  when she ran away from the orphanage in her early 
  teens. As she point of starvation a priest of the death 
  god took her in and molded her to fit his god’s will. 
   
  When Shenree died Leanna used her magic 
  coupled with fortune telling skills to try and find 
  something to smear her memory with when she 
  discovered Shenree’s multiple lives. Following the 
  
  Funeral For A Friend 
   
  Page 34 
  thread she found champions were needed to save her 
  spirit. By contacting agents of her death god she 
  located the focal point of Shenree’s past lives. Leanna is 
  not aware of Basaba Alden’s  (a priestess of Kurell) 
  involvement in the situation. 
   
  �Dalpin Leufred: Medium-Sized Humanoid (human, 
  male) Wiz5(Evo)/Aos5; HD 10d4; hp 31; Init +8; Spd 
  30 ft.; AC 16 [20] (flat-footed 13 [17], touch 13); Atk +2 
  melee (1d6-1, Quarterstaff); or +7 ranged (1d8, Light 
  Crossbow [19-20]); SA: Fiendish Glare Poison 2/day; 
  SQ: Darkvision 120 ft., Fire Resistance 20, Summon 
  Familiar, Wear Fiend; AL LE; SV Fort +6, Ref +2, Will 
  +8; Str 8, Dex 18 (Wear Fiend), Con 10 (Skin 
  Adaptation), Int 18, Wis 10, Cha 8 
   
  Skills and Feats:  Alchemy +12, Concentration +13, 
  Knowledge: Arcana +16, Knowledge: Constructs +11, 
  Knowledge: Planes +18, Knowledge: Undead +11, Scry 
  +11, Search +11, Spellcraft +18; Dodge, Improved 
  Initiative, Scribe Scroll, Spell Focus (Evocation), Silent 
  Spell, Improved Familiar, Energy Admixture (Sonic), 
  Energy Substitution(Sonic). 
   
  Spells Prepared (4+1/6+1/4+1/3+1/2+1; Base DC 
  14 + spell level; 6
  th level caster): 0 – Flare, Light, Mage 
  Hand, Ray of Frost, Read Magic; 1
  st – Burning Hands 
  (Sonic), Mage Armor (cast one hour ago), Magic 
  Missile [3], Shield; 2
  nd – Alter Self, Glitterdust, Flaming 
  Sphere, Invisibility, Web; 3
  rd – Dispel Magic, 
  Displacement, Lightning Bolt (Sonic), Fireball (Sonic); 
  4
  th – Stoneskin (pre-cast 20 minutes ago), Evard’s Black 
  Tentacles, Ice Storm 
   
  Equipment: 
  Quarterstaff, 
  Robes, 
  Spell 
  Component Pouch, Light Crossbow, Case w/10 Bolts, 
  Dagger, 5 Wheatsheafs (GP), Bracers of Armor +1 
   
   
  �Scratch: (Dalpin’s Imp Familiar) CR3: Tiny Animal; 
  HD 7; hp 7; Init +3; Spd 20 ft, fly 50ft (Perfect); AC 22 
  [26] (flat-footed 19 [23], touch 15); Atk +8 melee (1d4+ 
  Poison); Face/Reach 2 1/2ft x 2 1/2ft/0ft; SA: Spell-like 
  abilities, Poison; SQ: Alternate Form, Damage 
  Reduction 5/silver, Empathic Link, Fire Resistance 20, 
  SR5, Granted Abilities, Improved Evasion, Poison 
  Immunity, Regeneration 2, See in Darkness, Share 
  Spells, Speak with Master, Touch; AL LE;  SV Fort +4, 
  Ref +6, Will +8; Str 10, Dex 17, Con 10, Int 10, Wis 12, 
  Cha 10 
   
  Skills and Feats:  Hide +15, Listen +5, Move 
  Silently +5, Search +5, Spellcraft +5,  Spot +5; Alertness, 
  Dodge, Weapon Finesse (Sting). 
   
  Spell-Like Abilities: At will – detect good, detect 
  magic, invisibility (self-only); 1/day – Suggestion.  
  These abilities are as the spells cast by a 6
  th-level 
  sorcerer (save DC 10 + spell level). 
   
  Poison (Ex): Sting; Fort save (DC 13); initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. 
   
  See in Darkness(Su): Can see perfectly in 
  darkness of any kind, even that created by deeper 
  darkness spells. 
   
  Alternate Form (Su): As polymorph self cast by a 
  12
  th-level sorcerer, except that an individual imp can 
  assume only one or two forms no larger than Medium-
  size.  Common forms include monstrous spider, raven, 
  rat, and boar. 
   
  Regeneration (Ex): Takes normal damage from 
  acid and from holy and blessed weapons (if silver or 
  enchanted). 
   
  Description/Backgound: Dalpin is a normally 
  quiet Oeridian man with tan skin, auburn hair and gray 
  eyes. He was given the task of making sure Leanna 
  didn’t sway from the path she has taken. 
   
  �Murkas Gulzarr and Haphir Argen: Medium-Sized 
  Humanoid (human, male) Ftr10; HD 10d10+10; hp 86; 
  Init +4; Spd 30 ft.; AC 17 (flat-footed 17, touch 10); Atk 
  +14/+9 melee (1d8+5, Longsword [17-20]); or +10 (1d8, 
  Light Crossbow [19-20]); AL NE; SV Fort +9, Ref +5, 
  Will +5; Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 14
   
  Skills and Feats:  Climb +10, Jump +10, Knowledge 
  Religion +4, Spot +8; Blind-Fight, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (Longsword), 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Longsword), Weapon Specialization 
  (Longsword). 
   
  Equipment: Chainmail, Large Steel Shield, 
  Longsword, Light Crossbow, Case w/10 Bolts, Dagger, 
  2 Wheatsheafs (GP), 2 Javelins of Lightning (They will 
  try and hit the same target with these.) 
   
  Description/Background: Murkas Gulzarr-A 
  human of mixed decent, Murkas has olive skin, sandy 
  blonde hair and green eyes. He was a drunkard when 
  Leanna found him a couple of years ago. By teaching 
  him the ways of Nerull she gave him something to 
  focus on to get out of the bottle. Because of this he will 
  defend her to the death. Haphir (Happy) Argen-
  Haphir was born into an Oeridian merchant family but 
  chafed at the boredom of his station. Often he would 
  wander the streets of  the Free and Independent City 
  of Dyvers in search of adventure. Last year on one such 
  mission he met Murkas Grenar and the two became 
  friends. While Grenar doesn’t care for Argen’s often 
  jovial attitude he sees potential in the man and has 
  tried to show him the ropes. Haphir has proven an apt 
  student and has quickly proven his worth. While not 
  completely trusting of Leanna he will defend Murkas 
  with his last breath. Haphir is of mixed decent, has 
  olive skin, short brown hair and brown eyes. 
  
  Funeral For A Friend 
   
  Page 35 
  Appendix #2: New Rules 
   
                                   Prestige Class 
   
  Acolyte of the Skin AS PRESENTED IN Tome 
  and Blood 
  The temptation of power drives some people to 
  extreme lengths, regardless of the consequences. 
  Replacing your own skin with that of a living demon is 
  a goal that most couldn’t even conceive of, let alone 
  consider. But this ghastly fate is exactly what some 
  spellcasters seek in their desperate quest. 
   
  The Ritual of Bonding is a blasphemy that was 
  long ago eradicated from most arcane libraries, but a 
  few barely legible copies survive – or at least references 
  thereto – along with promises of great power. 
  Spellcasters who happen upon such documents can 
  choose to destroy or ignore the find, bud the 
  temptation has already occurred. Thos who give in can 
  eventually stumble upon the complete ritual, usually 
  through extended contact with one or more 
  summoned fiends who are all to eager to share their 
  terrible knowledge. 
   
  Acolytes of the skin are ill-suited to any position 
  other than one that wields temporal power. Although 
  NPC acolytes may sometimes serve more powerful evil 
  characters as sinister captains, they would rather be 
  calling the shots. They prefer to remain safely 
  ensconced in well-defended fortresses of evil, though 
  sometimes an acolyte may lead an expedition to 
  retrieve a rumored tome of evil arcane magic or other 
  artifact of malign power. 
   
  Hit Die: d4 
   
  Requirements: 
   
  To qualify to become an acolyte of the skin, a 
  character must fulfill all the following criteria. 
   
  Alignment: any nongood 
   
  Knowledge (The Planes [Outer Planes]): 8 ranks 
   
  Spells: Ability to cast 3
  rd-level arcane spells 
   
  Special: The acolyte of the skin must have made 
  peaceful contact with a summoned evil outsider. 
   
  Class Skills 
  The acolyte of the skin’s class skills (and their key 
  ability for each skill) are Concentration (Con), Craft 
  (Int), Intimidate (Cha), Knowledge (Int), Profession 
  (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). 
  See Chapter 4: Skills in the Player’s Handbook for skill 
  descriptions 
   
  Skill points at Each Level: 2 + Int modifier. 
  Class Features 
  All the following are class features of the acolyte of the 
  skin prestige class. 
    Weapon and Armor Proficiency: Acolytes of the 
  skin gain no additional proficiency in any weapon or 
  armor. 
    Spells per Day: At every second level gained in the 
  acolyte of the skin class, the character gains new spells 
  per day as if he had also gained a level in a spellcasting 
  class he belonged to before adding the prestige class. 
  He does not, however, gain any other benefit a 
  character of that class would have gained (improved 
  chance of controlling or rebuking undead, metamagic 
  or item creations feats, hit points beyond those he 
  receives from the prestige class, and so on), except for 
  an increased effective level of spellcasting. If a 
  character had more than one spellcasting class before 
  becoming an acolyte of the skin, he must decide to 
  which class he adds the new level for purposes of 
  determining spells per day. 
    Wear Fiend: An acolyte of the skin summons the 
  essence of a fiend to himself and wears it like a second 
  skin.  The Ritual of Bonding is painful and not be 
  undertaken lightly. The ritual requires 10 rounds from 
  initiation to completion, and once begun, nothing can 
  halt its progress.  The fiendish essence subsumes the 
  caster’s own skin, an agonizing process that deals 1d4 
  points of damage each round of the ritual—wise 
  candidates keep some cure potions on hand.  At the 
  end of the rite, the acolyte’s skin sports an oily, almost 
  unnoticeable sheen.  However, as he gains additional 
  levels of the prestige class, his skin darkens, sprouts 
  spikes, and gradually gives the wearer a fiendish visage. 
   The fiendish essence also begins to whisper foul 
  secrets to its wearer, urging him to evil. (The wearer 
  may accept or ignore this advice according to his 
  temperament.)  The bonded fiendish skin is for all 
  intents and purposes the character’s own.  It grants the 
  acolyte of the skin a +1 natural armor bonus, a +2 
  inherent modifier to Dexterity, 60-foot darkvision, and 
  the spell-like ability poison once per day as cast by a 
  16
  th-level caster.  The DM determines the actual nature 
  of the skin, be it demonic, devilish, or some other 
  fiendish creature. “ 
    Flame Resistant: At 2
  nd level, the fiendish skin binds 
  tighter, granting the acolyte fire resistance 20.” 
    Fiendish Glare: At 3
  rd level, the acolyte of the skin 
  gains the supernatural ability to unnerve opponents 
  with a ferocious glare once per day. This is not a gaze 
  attack and the target need not meet the acolyte’s eye. 
  Glaring is a standard action that affects any creature he
  
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  Page 36 
  Acolyte of the Skin 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref Save 
  Will 
  Save 
  AC 
  Bonus 
  Special 
  Spells per Day 
  1
  st 
  +0 
  +2 
  +0 
  +2 
  +1 
  Wear Fiend 
   
  2
  nd 
  +1 
  +3 
  +0 
  +3 
  +1 
  Flame Resistant 
  +1 level of existing class 
  3
  rd 
  +1 
  +3 
  +1 
  +3 
  +2 
  Fiendish glare 
   
  4
  th 
  +2 
  +4 
  +1 
  +4 
  +2 
  Fiendish Knowledge 
  +1 level of existing class 
  5
  th 
  +2 
  +4 
  +1 
  +4 
  +3 
  Skin adaptation 
   
  6
  th 
  +3 
  +5 
  +2 
  +5 
  +3 
  Cold resistant 
  +1 level of existing class 
  7
  th  
  +3 
  +5 
  +2 
  +5 
  +4 
  Glare of the Pit 
   
  8
  th  
  +4 
  +6 
  +3 
  +6 
  +4 
  Fiendish knowledge 
  +1 level of existing class 
  9
  th 
  +4 
  +6 
  +3 
  +6 
  +5 
  Summon fiend 
   
  10
  th 
  +5 
  +7 
  +3 
  +7 
  +5 
  Symbiosis 
  +1 level of existing class 
   
   can see within 100 feet. Opponents must succeed at a 
  Will save (DC 20) or be appalled by the terrible 
  promise of retribution in the acolyte’s eyes, suffering a 
  –2 morale penalty to attack rolls, damage rolls, and 
  saving throws for 10 minutes. A creature with 50 or 
  fewer hit points is also stunned for 3d4 rounds, one 
  with 51-100 hit points is stunned for 2d4 rounds, and 
  one with 101-150 hit points is stunned for 1d4 rounds. 
  A creatures with 151 hit points or more is not stunned 
  but still suffers the –2 morale penalty if it fails its 
  saving throw.” 
    Fiendish Knowledge: The fiendish skin whispers 
  promises of great power, and to prove it, reveals a 
  hitherto unknown ability.  At 4
  th & 8
  th level the acolyte 
  chooses a bonus feat for which he already meets the 
  prerequisites.” 
    Skin Adaptation: By 5
  th level, skin and wearer have 
  grown more comfortable together, as if they had never 
  been separate.  The natural armor bonus granted by the 
  fiendish skin increases to +2, the acolyte’s darkvision 
  improves to a 120-foot range, and he can now use 
  poison twice per day as cast by a 16
  th-level caster.  In 
  addition, the acolyte gains an inherent +2 modifier to 
  Constitution.” 
   
  Elemental Savant AS PRESENTED IN Tome 
  and Blood 
    Elemental savants study the basic building blocks of 
  existence – air, earth, fire, and water – learning to 
  harness their powers. Eventually they transcend their 
  mortal forms and become elemental beings. 
    Most elemental savants start out as wizards, although 
  clerics and druids are not unknown. Sorcerers 
  occasional take this prestige class, but since metamagic 
  feats are of less utility to them, they have difficulty 
  using the class’s strengths to their fullest. 
    NPC elemental savants usually prefer to pursue their 
  studies in solitude or in the company of other 
  elemental savants. Sometimes groups of them gather in 
  places where an element’s majesty and power is on 
  display, such as the flanks of a volcano, an island, or a 
  high, windy mountain. 
   
  Requirements: 
   
  To qualify to become an elemental savant, a 
  character must fulfill all the following criteria. 
   
  Knowledge (Arcana): 8 ranks 
   
  Knowledge (The Planes): 8 ranks 
   
  Feat: Energy Substitution (acid, cold, elec, or fire) 
   
  Spells: Ability to cast at least three spells with one 
  of the acid, cold, electricity, or fire descriptors and at 
  least one summon spell. At least one of these spells 
  must be 3
  rd level or higher. Alternatively, the character 
  must be able to cast at least one spell of 3
  rd level or 
  higher and have access to one of the following clerical 
  domains: Air, Earth, Fire, Water. 
   
  Special: The elemental savant must have made 
  prior peaceful contact with an elemental or with an 
  outsider having an elemental subtype (Air, Earth, Fire, 
  or Water) 
   
   
  Class Skills 
  The elemental savants class skills (and their key ability 
  for each skill) are Alchemy (Int, Concentration (Con), 
  Craft (Int), Handle Animal (Cha), Knowledge (Int), 
  Profession (Wis), Scry (Int, exclusive skill), Speak
   
  
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  Page 37 
  Elemental Savant 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref Save 
  Will 
  Save 
  AC 
  Bonus 
  Special 
  Spells per Day 
  1
  st 
  +0 
  +0 
  +0 
  +2 
  +1 
  Elemental transition, resist 5 
  +1 level of existing class 
  2
  nd 
  +1 
  +0 
  +0 
  +3 
  +1 
  Elemental Focus +1 
  +1 level of existing class 
  3
  rd 
  +1 
  +1 
  +1 
  +3 
  +2 
  Elemental penetration +1 
  +1 level of existing class 
  4
  th 
  +2 
  +1 
  +1 
  +4 
  +2 
  Elemental transition, resist 10 
  +1 level of existing class 
  5
  th 
  +2 
  +1 
  +1 
  +4 
  +3 
  Elemental focus +2 
  +1 level of existing class 
  6
  th 
  +3 
  +2 
  +2 
  +5 
  +3 
  Elemental penetration +2 
  +1 level of existing class 
  7
  th  
  +3 
  +2 
  +2 
  +5 
  +4 
  Elemental transition, resist 15 
  +1 level of existing class 
  8
  th  
  +4 
  +3 
  +3 
  +6 
  +4 
  Elemental focus +3 
  +1 level of existing class 
  9
  th 
  +4 
  +3 
  +3 
  +6 
  +5 
  Elemental penetration +3 
  +1 level of existing class 
  10
  th 
  +5 
  +3 
  +3 
  +7 
  +5 
  Elemental perfection, immune 
   
   
   Language, and Spellcraft. See Chapter 4: Skills in the 
  Player’s Handbook for skill descriptions 
   
   
  Skill points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the elemental 
  savant class. 
    Weapon and Armor Proficiency: Elemental Savants 
  gain no additional proficiency in any weapon or armor. 
    Spells per Day: When a new elemental savant level is 
  gained (except at 10
  th level), the character gains new 
  spells per day as if he had also gained a level in a 
  spellcasting class he belonged to before adding the 
  prestige class. He does not, however, gain any other 
  benefit a character of that class would have gained 
  (improved chance of controlling or rebuking undead, 
  metamagic or item creations feats, hit points beyond 
  those he receives from the prestige class, and so on), 
  except for an increased effective level of spellcasting. If 
  a character had more than one spellcasting class before 
  becoming an elemental savant, he must decide to 
  which class he adds the new level for purposes of 
  determining spells per day. 
    Elemental Transition: Beginning at 1
  st level, the 
  elemental savant begins to transcend her mortal form, 
  on the path towards becoming an elemental creature. 
  On first taking this prestige class, she chooses an 
  element (In this module water was chosen so cold is 
  the allied energy), which must be allied with a type of 
  energy she can substitute using Energy Substitution. 
  Each element also has an opposing element and energy 
  form. (In this case, water is aligned with cold, and 
  opposed by fire)  The elemental savant cannot use 
  Energy Substitution to insert a type of energy opposed 
  to her chosen element.  For example, an air elemental 
  savant can substitute Lightning for another form of 
  energy in a spell, but she is prohibited from 
  substituting acid.  At 1
  st level the elemental savant 
  becomes immune to magical sleep effects. At 4
  th level 
  she gains darkvision with a range of 60 feet and an 
  immunity to paralysis.” 
    Resistance: As the elemental savant gains levels in 
  this prestige class, she becomes more resistant to the 
  type of energy allied with her chosen element.  At 1
  st 
  level, she gains resistance 5 against this energy form. 
  This rises to resistance 10 at 4
  th level, resistance 15 at 7
  th 
  level, and complete immunity when she becomes an 
  elemental being (at 10
  th level.)” 
    Elemental Focus: Beginning at 2
  nd level, the 
  elemental savant learns to better manipulate energy 
  allied with her chosen element.  The save DC for any 
  spell using that type of energy (cold) increases +1. This 
  rises to +2 at 5
  th level and +3 at 8
  th level.  These increases 
  are cumulative with those granted by the Spell Focus 
  and Greater Spell Focus feats.” 
    Elemental Penetration: Beginning at 3
  rd level, the 
  elemental savant further refines their ability to wield 
  energy (cold) allied with her chosen element.   When 
  she casts a spell using that type of energy, she gains a 
  +1 competence modifier on caster level checks (1d20 + 
  caster level) to beat a creature’s spell resistance. At 6
  th 
  level this modifier increases to +2, and at 9
  th level it 
  increases to +3. These increases are cumulative with 
  those granted by the Spell penetration and Greater 
  Spell Penetration feats. 
   
   
   
   
  
  Funeral For A Friend 
   
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                                                   Feats 
  Energy 
  Substitution 
  [METAMAGIC] 
  AS 
  PRESENTED IN THE TOME AND BLOOD 
  Choose one type of energy: acid, cold, electricity, fire 
  or sonic. You can modify a spell with an energy 
  designator to use the chosen type of energy instead. A 
  substituted spell works normally in all respects except 
  the type of damage dealt.  A substituted spell uses a 
  spell slot of the spell’s normal level, modified by any 
  other metamagic feats.” 
   
  Improved Familiar AS PRESENTED IN THE 
  TOME AND BLOOD 
  When choosing a familiar the following creatures are 
  available to you.  You may choose a familiar with an 
  alignment up to one step away on each of the 
  alignment axes (lawful through chaotic, good through 
  evil).  The improved familiar is magically linked to its 
  master like a normal familiar.  The familiar uses the 
  basic statistics for a creature of its kind, as given in the 
  Monster Manual. - Ice Mephit, Imp (from table 2-3  
  Alternate Improved Familiars, and table 2-2 Improved 
  Familiar)” 
   
  
  Funeral For A Friend 
   
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  Judge’s Handout #1 
   
   
  Use the Theatre Style Encounter #3 if you have 5-6 players. Give Player Handout #3A-E to the players at your table 
  and keep this handout for yourself. Your part is that of the Narrator. The non-italic text is for direction and motivation. 
  Do not read the non-italic text out loud. 
   
  Narrator: “A light cool rain begins to start.  From both sides of the street you see the eyes of little children 
  follow your movements.  Up ahead one of the older girls steps out into the street to left of you and speaks with 
  teary eyes... 
   
  Elana Saretha: Excuse me kind citizens, do, er I mean did you know Shenree?”  
   
  PC: (This answer will vary from PC to PC but will probably be no.). 
   
  Elana Saretha: "Shenree was our friend and helped us when no one else cared.  She was very nice to us.”   
   
  Narrator:  While Elaine speaks several other children come out into the street. One large boy pauses to 
  catch his breath then speaks excitedly. 
   
  Robin (Bobbo) Taldric: "My name is Bobbo.".  " I used to cough all the time and couldn’t run very far but 
  Shenree helped me and now I breathe lots better! Look! Look at me now!"  
   
  Narrator:  Bobbo quickly runs a circle around you.  Another child speaks up. 
   
  Cyna Wallach: "I'm Cyna.  Shenree fed my family  when we were hungry.  She is, She was the nicest person I 
  ever knew!" She says somberly  as tears begin to  well up in her eyes.   
   
  Arnach Barton: "And now she's gone to feed the worms and good riddance!”   
   
  Narrator: The children seem to part from it so not to risk coming in contact with the speaker.   
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: "EEUUWW! It's Arnach the peddler!"  
   
  Narrator: Glaring at the children the peddler straightens his aged back and leers at them.  
   
  Arnach Barton: Arnach straightens himself and speaks.  "Tis betters she's gone.  My Gran Da says her family has 
  an evil streak a mile long.  Why I saw a picture of ers Great Gran Ma Sehra once when I was at the Lower 
  Records office.  She's a spittin' image of er’.  Just as evil too I'll bet just cleverer about it.  Fie on her cursed lot. 
  Ye little ragamuffins had better watch yourselves now." Arnach says as he spits on the ground. 
   
  Elana Saretha, Robin (Bobbo) Taldria and Cyna Wallach: "You're the evil one! You never liked Shenree because 
  she cared about us" "You smell like a goat and you look like one too you hateful weasel!"   
   
  Narrator: Suddenly old fruit rinds and stones rain about the peddler. Wheeling about and not wanting to 
  take the abuse Arnach starts to runs away. 
   
  Arnach Barton: "A pox on ye all.  The best thing your precious Shenree did was when she passed on.  Stay away 
  from me ye hear!"  
   
  Judge’s Note: (Do not read this aloud) Arnach Barton runs away and will not talk further with the PC's or the children.  
  If harassed he will go to the constabulary. 
   
  
  Funeral For A Friend 
   
  Page 40 
  Judge’s Map #1 
   
  Scale-One square is 200 feet  by 200 feet. 
   
  
  Funeral For A Friend 
   
  Page 41 
  Judge’s Map #2                       Vacant lot for Rummage Sale 
  Map Square O-3 and area 
  S3 – Is the Vacant Lot 
  Scale-Each square is 200 feet by 200 feet 
   
   
  
  Funeral For A Friend 
   
  Page 42 
   
  Judge’s Map #3                                      Caleb’s Mastiffs 
  Map Square M-30 and area 
  Caleb’s shop is B69 
  Scale-Each square is 200 feet by 200 feet 
   
   
  
  Funeral For A Friend 
   
  Page 43 
  Judge’s Map #4          Shenree’s Former Home (An Apartment house) 
  This is also where Basina Athela lives 
  Map Square I-7 and area 
  The home is R30 on the map 
  Scale-Each square is 200 feet by 200 feet 
   
   
  
  Funeral For A Friend 
   
  Page 44 
  Judge’s Map #5                       The Old Town Records Office 
  Records Office 
  Map Square K-8 and area 
  The office is S37 on the map 
  Scale-Each square is 200 feet by 200 feet 
   
  
  Funeral For A Friend 
   
  Page 45 
  Judge’s Map #6                    
       The Constabulary’s Sting House 
  Map Square B-15 and area 
  (Private map, not public knowledge) 
  The House is S28 
  Scale-Each square is 200 feet by 200 feet 
   
   
  
  Funeral For A Friend 
   
  Page 46 
  Judge’s Map #7                            Carew Aedark the Coroner 
  Map Square C-14 and area 
  The Coroner’s office is B4 on the map 
  Scale-Each square is 200 feet by 200 feet 
   
   
  
  Funeral For A Friend 
   
  Page 47 
  Judge’s Map #8                              Mortician’s Home/Office 
  Map Square C-14 and area 
  The office is B70 on the map 
  Scale-Each square is 200 feet by 200 feet 
   
  
  Funeral For A Friend 
   
  Page 48 
  Judge’s Map #9                          The House of the Toothy Smile 
  Map Square D-13 and area 
  The house is B3 on the map 
  Scale-Each square is 200 feet by 200 feet 
   
  
  Funeral For A Friend 
   
  Page 49 
  Judge’s Map #10                          Home of Thabinas the Sage 
  Sage’s Residence 
  Map Square J-5 and area 
  Thabinas resides at B71 
  Scale-Each square is 200 feet by 200 feet 
   
  
  Funeral For A Friend 
   
  Page 50 
  Judge’s Map #11                                     Shenree’s Park 
  Child’s Park 
  Map Square N-27 and area 
  The park is S38 on the map 
  Scale-Each square is 200 feet by 200 feet 
   
  
  Funeral For A Friend 
   
  Page 51 
  Judge’s Map #12                     The Lartoln Merchant House 
  Map Square H-20 and area 
  The house is R7 on the map 
  Scale-Each square is 200 feet by 200 feet 
   
  
  Funeral For A Friend 
   
  Page 52 
  Judge’s Map #13                             The Temple of Osprem 
  Map square O-4 and area 
  The Temple is T-13 
  Scale-Each square is 200 feet by 200 feet 
   
  
  Funeral For A Friend 
   
  Page 53 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Statue
  Judge’s Map #14: The park battle site
  The PCs 
  come to 
   the statue
   from this 
  direction
   
  Scale: One inch  
  equals 10 feet. 
   
  The battle takes place  
  in the center of the park.
    
  There is a tree every 8  
  feet in the park once the 
  PCs leave the area of 
   this handout. 
  Tree
  
  Funeral For A Friend 
   
  Page 54 
  Player Handout #1A 
   
   
  In short order a small boy dressed in worn clothing scampers over to you and promptly introduces himself. "I 
  am Timaric and you are just the sort of person that I've been looking for!" Timaric sadly explains that his friend Albert 
  Watershied has passed away and his funeral is today. Timaric's mother has to work in the garment quarter and can't take 
  him.  He is sure however that if YOU would take him she would approve.  Albert was a good frien5d to all the poor 
  children.  Just last year Albert paid for his mother to get better when she took ill. 
   
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
   
   
   
   
  Player Handout #1B 
   
   
  You must have impressed someone while you weren't looking.  As you prepare to go to about your business a 
  messenger approaches you.  She informs you that your guild/organization is aware that Albert Watershied has passed 
  away and they would like you to attend the funeral as the guild's/organization's representative. Mr. Watershied has been 
  a staunch supporter of theirs and has given them several grants to help out when times were tough. The messenger 
  hands you a note with the address and time of the funeral. 
   
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
   
   
   
   
  Player Handout #1C 
   
   
  While you’re about your business you can’t help but notice a grief stricken old man leaning against the corner 
  of a nearby building. As you walk by you can tell he’s been drinking.  Seeing you he starts to walk in your direction and 
  speaks.  “A cryin shame isn’t it about Mr. Watershied isn’t it? He’s the best thing this town seen in years and now he’s 
  worm food. Several years ago  he helped my wife make the mortgage while I was laid up and couldn’t work.  She passed 
  on last summer the poor thing. I suppose you’re heading to the funeral. You mind if I tag along? Pardon my manners. 
  My name is Wilston. It’s a pleasure to meet you. ” 
   
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
   
   
   
   
  Player Handout #1D 
   
   
  As you visit your temple a priestess comes over to speak with you. As you talk your conversation turns to your 
  past adventures and she mentions that a dear friend of her family Albert Watershied has passed away and his funeral will 
  be soon. While she dearly wishes to go her duties at the temple will not allow it. Indeed it is fortuitous, possibly a sign 
  from above that you and she met this day.  It would do her a great honor if you would attend the funeral as both the 
  temple's and her representative.  Will you please do this? 
   
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
  
  Funeral For A Friend 
   
  Page 55 
  Player Handout #1E 
   
   
  All morning you’ve noticed that fewer people are out and about than normal.  The few that are busily conclude 
  their business and get one their way.  All appear to be saddened and not quite themselves.  Almost becoming to absorbed 
  in watching those out and about you almost run into someone but manage to stop short just in time. However the 
  person behind you wasn’t so luck and runs into you. Regaining your balance you wheel about you see an irritated farmer 
  that looks about to give you the what for.  “Why can’t you watch where you’re going!? Sheesh, I’m almost late to the 
  funeral as it is.  Unless you’ve decided to block the road again I’ll be on my way” With a HRUMPH! The farmer is on his 
  way and is almost lost out of site a few blocks away when you notice that one of your money pouches is missing. 
   
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
   
   
   
   
  Player Handout #1F 
   
   
  You've been keeping to yourself far too much lately so you decide to mingle and maybe find something 
  interesting. While walking along you allow yourself the rare chance to take in the cities beauty. Although other people 
  you'd met had touted the sights of their town their tales paled to the experience of actually being there. Then 
  surprisingly as you admire the artistry of an archway you hear faint voices BELOW YOU! 
   
   
  "I agree.  The passing of Albert Watershied couldn't have come at a better time.  I'm fairly low on funds." A 
  gravelly voice said. 
   
   
  "That's what I was tellin' ya. They're letting in people in from all over the city. We slip in, pay our respects to 
  the departed and fleece a few of the grievers on the way out. Piece of cake!" Said a deep menacing voice. 
   
   
  Shocked you look down and see that you are near a sewer grate.  As you peer in you see two impossibly large 
  giant rats or more accurately two giant rat-men. Wererats! You'd heard of them but thought they were an old wives tale 
  to scare children.  In shock you listen as the wererat with the deep menacing voice fills his friend in on when and where 
  the funeral is.   
   
  Suddenly they both grow quiet and one sniffs the air.  With a snarl he and his cohort turn and run down the 
  sewer. 
   
  "Do you think he heard us?" The gravelly-voiced wererat said worriedly. 
   
   
  "Of course he did you idiot!" The wererat with the menacing voice spat.  "If he knows what's good for him he'll 
  be on his way and forget this ever happened! 
   
   
  Quickly they are out of sight and you hear them no more. 
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
   
   
   
  Player Handout #1G 
   
  It's been a pretty slow day.  For some reason quite a few shops in the area are closed and from what you could 
  see from the street the ones that were open hardly had any customers.  All the citizens you saw had particularly sad faces 
  so it wasn't a holiday obviously.  Then as you meander down the road you see a large crowd gathered in the local 
  cemetery.  Being slightly bored and wondering who had passed on that would draw such a crowd you politely ask a 
  couple of people and they tell you that one of the city's noblest benefactors Albert Watershied has died a horrible death 
  and this is his funeral.  Before you decide if you want to stay the services start so you stay.   
  
  Funeral For A Friend 
   
  Page 56 
  Player Handout #1G 
   
  It's been a pretty slow day.  For some reason quite a few shops in the area are closed and from what you could 
  see from the street the ones that were open hardly had any customers.  All the citizens you saw had particularly sad faces 
  so it wasn't a holiday obviously.  Then as you meander down the road you see a large crowd gathered in the local 
  cemetery.  Being slightly bored and wondering who had passed on that would draw such a crowd you politely ask a 
  couple of people and they tell you that one of the city's noblest benefactors Shenree Cale has died a horrible death and 
  this is her funeral.  Before you decide if you want to stay the services start so you stay.   
   
   
   
  Player Handout #1H 
   
   
  In short order Timaric takes you to a fragile hovel on the edge of Shack Town.  His mother is just about to leave 
  for work.  After scolding Timaric for talking to strangers she gives you a long deep stare and you would swear she is 
  peering into your soul.  After a long pause she agrees to let you take her son to the funeral as Albert was a friend of the 
  family.  She regrets not going but she would loose her job if she took the day off. 
   
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
   
   
   
   
  Player Handout #1I 
   
   
  With a puzzled look the messenger asks you to verify your name. She shakes her head and says she could be mistaken 
  and perhaps there is more than one person in your guild/organization with your name.  She is sure the 
  guild/organization will understand that you don't feel up to such an honor. They will undoubtedly have a more menial 
  way for you to serve such as cleaning privies or something of the like.  She asks you again if you are you sure you don't 
  want to go as their representative? 
   
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
   
   
   
   
  Player Handout #1J 
   
   
  The old man looks at you with obvious disgust. “It’s a sad day when folks won’t honor a good soul’s memory 
  with their presence at his funeral. I hope my ears are failing me and I didn’t hear you right. Tell me I’m mistaken and 
  you’re an honorable lot after all.” 
   
  
  Funeral For A Friend 
   
  Page 57 
   
  Player Handout #1K 
   
   
  With a noticeable sigh the priestess nods her head.  I was sure that it was fated for you to help in my time of 
  need. I myself would not dare tempt fate as such. You must be a powerful or perhaps, I hope you don't take offense by 
  this, foolhardy individual to cross destiny. Again I implore you to accept this request.  If not I guess I understand and 
  will pray for your well being.  Those that go against fate are often in need of it. 
   
   
  In the space below take a few moments to write down what you are doing and give it to the judge. 
   
   
   
   
  Player Handout #1L 
   
   
  It’s a bummer to be played for a patsy.  Hopefully if you hurry you might be able to catch up with the thief.  
  Seeing that you’re on to his the “farmer” breaks into a run.  While running you notice that the street ahead is crowded 
  with mourners as it appears that a funeral is about to start.  In a blind panic the thief runs headlong into one of the 
  mourners dropping and looses his grip on your pouch. Seeking escape over recovering his loot the he looses himself in 
  the crowd.  Meanwhile one of the mourners stops down to pick up the pouch. “My that man was in a hurry.” She says 
  and then looks at you. “Why were you chasing him. Oh my! Did this pouch belong to you?” Looking at you for a 
  moment to make sure she is making the right choice she hands you the pouch. “It seems that evil does not rest even on a 
  day of mourning.  It’s a shame about Mr. Watershied. You can sit with us if you like for the service. There’s plenty of 
  room.” She pauses and then quickly speaks. “Shh! The service is about to start.” 
   
   
   
   
  Player Handout #1M 
   
   
  With a pout Timaric shrugs his shoulders. "I guess you're too important to care about a nobody like me 
  anyway." He says sadly and then surprisingly, he reaches over to give you a hug. "Thank you anyway" He says as he darts 
  under the porch of a nearby shop.  Before you loose sight of him he holds up a pouch. "I think you dropped this! See you 
  at the funeral!" And the he is lost underneath the building.  Try as you might he is too quick and knows the ins and outs 
  of this part of the city too well. Eventually you find yourself at the funeral of Albert Watershied and see Timaric. He 
  doesn't have the bag but will tell you where it is after the funeral.  He thanks you for taking him. 
   
   
   
  
  Funeral For A Friend 
   
  Page 58 
  Player Handout #5A 
   
   
  Your part to read is that of Elana Sargon. Elana is a polite 11-year old Suelish girl with blue 
  eyes, fair skin, and light red wavy hair. 
   
  Narrator: “A light cool rain begins to start.  From both sides of the street, you see the eyes of little children 
  following your movements.  Up ahead, one of the older girls steps out into the street to left of you and speaks 
  with teary eyes... 
   
  Elana Saretha: Excuse me kind citizens, do.. er, I mean, did you know Shenree?”  
   
  PC: (This answer will vary from PC to PC, but will probably be no.). 
   
  Elana Saretha: "Shenree was our friend, and helped us when no one else cared.  She was very nice to us.”   
   
  Narrator:  While Elaine speaks, several other children come out into the street. One large boy pauses to catch his 
  breath, then speaks excitedly. 
   
  Robin (Bobbo) Taldric: "My name is Bobbo.  I used to cough all the time, and couldn’t run very far, but Shenree 
  helped me, and now I breathe lots better! Look! Look at me now!"  
   
  Narrator:  Bobbo quickly runs a circle around you.  Another child speaks up. 
   
  Cyna Wallach: "I'm Cynthia.  Shenree fed my family when we were hungry.  She is, She was the nicest person I 
  ever knew." She says somberly as tears begin to well up in her eyes.   
   
  Arnach Barton: "And now she's gone to feed the worms.  and good riddance!"   
   
  Narrator: The children seem to part from this newcomer so as not to risk coming in contact with him.   
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: "EEUUWW! It's Arnach the 
  peddler!"  
   
  Narrator: Glaring at the children the peddler straightens his aged back and leers at them.  
   
  Arnach Barton:  "Tis better she's gone.  My Gran Da says her family has an evil streak a mile long.  Why I saw a 
  picture of ‘er Great Gran Ma Sehra once when I was at The Old Town Record Office.  She's a spittin' image of ‘er.  
  Just as evil, too, I'll bet. Just cleverer about it!  Fie’ on her cursed lot! Ye little ragamuffins had better watch 
  yourselves now!"  
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: "You're the evil one! You never 
  liked Shenree because she cared about us! "You smell like a goat, and you look like one too, you hateful weasel!"  
   
  Narrator: Suddenly, old fruit rinds and stones rain about the peddler. Wheeling about, and not wanting to take 
  the abuse, Arnach starts to runs away. 
   
  Arnach Barton: "A pox on ye all!  The best thing your precious Shenree did was pass on!  Stay away from me, ye 
  hear!"  
   
  Player Handout #5B 
   
  Your Part is that of your PC answer Elana’s question truthfully. 
   
  Narrator: “A light cool rain begins to start.  From both sides of the street, you see the eyes of little children 
  following your movements.  Up ahead, one of the older girls steps out into the street to left of you and speaks 
  with teary eyes... 
   
  
  Funeral For A Friend 
   
  Page 59 
  Elana Saretha: Excuse me kind citizens, do.. er, I mean, did you know Shenree?”  
   
  PC: (If you know Shenree answer yes.  If not, then answer no.). 
   
  Elana Saretha: "Shenree was our friend, and helped us when no one else cared.  She was very nice to us.”   
   
  Narrator:  While Elaine speaks, several other children come out into the street. One large boy pauses to catch his 
  breath, then speaks excitedly. 
   
  Robin (Bobbo) Taldric: "My name is Bobbo.  I used to cough all the time, and couldn’t run very far, but Shenree 
  helped me, and now I breathe lots better! Look! Look at me now!"  
   
  Narrator:  Bobbo quickly runs a circle around you.  Another child speaks up. 
   
  Cyna Wallach: "I'm Cyna.  Shenree fed my family  when we were hungry.  She is, She was the nicest person I 
  ever knew!" She says somberly  as tears begin to  well up in her eyes.   
   
  Arnach Barton: "And now she's gone to feed the worms. And good riddance 
   
  Narrator:  The children seem to part from this newcomer so as not to risk coming in contact with him.   
   
  Elana Saretha, Robin (Bobbo) Taldric and Cynthia Wenton: "EEUUWW! It's Arnach the peddler!"  
   
  Narrator: Glaring at the children, the peddler straightens his aged back and leers at them.  
   
  Arnach Barton: "Tis better she's gone.  My Gran Da says her family has an evil streak a mile long.  Why I saw a 
  picture of ‘er Great Gran Ma Sehra once when I was at the Old Town Records Office.  She's a spittin' image of ‘er.  
  Just as evil, too, I'll bet. Just cleverer about it!  Fie’ on her cursed lot! Ye little ragamuffins had better watch 
  yourselves now!"  
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: " You're the evil one! You never liked Shenree because 
  she cared about us!"  "You smell like a goat, and you look like one too, you hateful weasel!"   
   
  Narrator: Suddenly, old fruit rinds and stones rain about the peddler. Wheeling about, and not wanting to take 
  the abuse, Arnach starts to runs away. 
   
  Arnach Barton: "A pox on ye all!  The best thing your precious Shenree did was pass on!  Stay away from me, ye 
  hear!"  
   
   
   
   
   
  
  Funeral For A Friend 
   
  Page 60 
  Player Handout #5C 
   
  Your part is that of Robin “Bobbo” Taldric.  “Bobbo” is a 12-year-old Baklunish boy with 
  golden skin, dusky brown hair, and gray-green eyes. 
   
  Narrator: “A light cool rain begins to start.  From both sides of the street, you see the eyes of little children 
  following your movements.  Up ahead, one of the older girls steps out into the street to left of you and speaks 
  with teary eyes... 
  Elana Saretha: Excuse me kind citizens, do.. er, I mean, did you know Shenree?”  
   
  PC: (This answer will vary from PC to PC, but will probably be no.). 
   
  Elana Saretha: "Shenree was our friend, and helped us when no one else cared.  She was very nice to us.”   
   
  Narrator:  While Elaine speaks, several other children come out into the street. One large boy pauses to catch his 
  breath, then speaks excitedly. 
   
  Robin (Bobbo) Taldric: (You are nearly out of breath and excited). "My name is Bobbo.  I used to cough all 
  the time, and couldn’t run very far, but Shenree helped me, and now I breathe lots better! Look! Look at me 
  now!"  
   
  Narrator:  Bobbo quickly runs a circle around you.  Another child speaks up. 
   
  Cyna Wallach: "I'm Cyna.  Shenree fed my family  when we were hungry.  She is, She was the nicest person I 
  ever knew." She says somberly  as tears begin to  well up in her eyes.   
   
  Arnach Barton: "And now she's gone to feed the worms.  And good riddance!” 
   
  Narrator: The children seem to part from this newcomer so as not to risk coming in contact with him.   
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: "EEUUWW! It's Arnach the 
  peddler!"  
   
  Narrator: Glaring at the children, the peddler straightens his aged back and leers at them.  
   
  Arnach Barton: "Tis better she's gone.  My Gran Da says her family has an evil streak a mile long.  Why I saw a 
  picture of er Great Gran Ma Sehra once when I was at The Old Town Records Office.  She's a spittin' image of ‘er.  
  Just as evil, too, I'll bet.  Just cleverer about it!  Fie’ on her cursed lot! Ye little ragamuffins had better watch 
  yourselves now!"  
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: "You're the evil one! You never 
  liked Shenree because she cared about us! You smell like a goat, and you look like one too, you hateful weasel!"   
   
  Narrator: Suddenly, old fruit rinds and stones rain about the peddler. Wheeling about, and not wanting to take 
  the abuse, Arnach starts to runs away. 
   
  Arnach Barton: "A pox on ye all!  The best thing your precious Shenree did was pass on!  Stay away from me, ye 
  hear!" 
   
  
  Funeral For A Friend 
   
  Page 61 
  Player Handout #5D 
   
  Your part is that of Cyna Wallach, a rather somber 9-year-old Flannish girl with deep brown 
  skin, amber eyes, and curly black hair. 
   
  Narrator: “A light cool rain begins to start.  From both sides of the street, you see the eyes of little children 
  following your movements.  Up ahead one of the older girls steps out into the street to left of you and speaks 
  with teary eyes... 
   
  Elana Saretha: Excuse me kind citizens, do.. er, I mean, did you know Shenree?”  
   
  PC: (This answer will vary from PC to PC, but will probably be no.). 
   
  Elana Saretha: "Shenree was our friend, and helped us when no one else cared.  She was very nice to us.”   
   
  Narrator:  While Elaine speaks, several other children come out into the street. One large boy pauses to catch 
  his breath, then speaks excitedly. 
   
  Robin (Bobbo) Taldric: "My name is Bobbo.  I used to cough all the time, and couldn’t run very far, but Shenree 
  helped me, and now I breathe lots better! Look! Look at me now!"  
   
  Narrator:  Bobbo quickly runs a circle around you.  Another child speaks up. 
   
  Cyna Wallach: "I'm Cyna.  Shenree fed my family  when we were hungry.  She is, She was the nicest 
  person I ever knew." She says somberly as tears begin to well up in her eyes.   
   
  Arnach Barton: "And now she's gone to feed the worms.  And good riddance!"  
   
  Narrator: The children seem to part from this newcomer so as not to risk coming in contact with him. 
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: "EEUUWW! It's Arnach the 
  peddler!"  
   
  Narrator: Glaring at the children, the peddler straightens his aged back and leers at them.  
   
  Arnach Barton: "Tis better she's gone.  My Gran Da says her family has an evil streak a mile long.  Why I saw a 
  picture of er Great Gran Ma Sehra once when I was at The Old Town Records office.  She's a spittin' image of er’.  
  Just as evil, too, I'll bet. Just cleverer about it!  Fie’ on her cursed lot! Ye little ragamuffins had better watch 
  yourselves now!"  
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: " You're the evil one! You never 
  liked Shenree because she cared about us! "You smell like a goat, and you look like one too, you hateful weasel!"   
   
  Narrator: Suddenly, old fruit rinds and stones rain about the peddler. Wheeling about, and not wanting to take 
  the abuse, Arnach starts to runs away. 
   
  Arnach Barton: "A pox on ye all!  The best thing your precious Shenree did was pass on!  Stay away from me, ye 
  hear!" 
   
   
  
  Funeral For A Friend 
   
  Page 62 
  Player Handout #5E 
   
  Your part is that of Arnach Barton, a bitter 52-year-old Flannish man with wrinkled bronze 
  skin, grayish brown hair, dark brown eyes, and a harsh, old voice. 
   
   
  Narrator: “A light cool rain begins to start.  From both sides of the street, you see the eyes of little children 
  following your movements.  Up ahead, one of the older girls steps out into the street to left of you and speaks 
  with teary eyes... 
   
  Elana Saretha: Excuse me kind citizens, do.. er, I mean, did you know Shenree?”  
   
  PC: (This answer will vary from PC to PC but will probably be no.). 
   
  Elana Saretha: "Shenree was our friend, and helped us when no one else cared.  She was very nice to us.”   
   
  Narrator:  While Elaine speaks, several other children come out into the street. One large boy pauses to catch his 
  breath, then speaks excitedly. 
   
  Robin (Bobbo) Taldric: "My name is Bobbo. I used to cough all the time, and couldn’t run very far, but Shenree 
  helped me, and now I breathe lots better! Look! Look at me now!"  
   
  Narrator:  Bobbo quickly runs a circle around you.  Another child speaks up. 
   
  Cyna Wallach: "I'm Cyna.  Shenree fed my family  when we were hungry.  She is, She was the nicest person I 
  ever knew." She says somberly  as tears begin to  well up in her eyes.   
   
  Arnach Barton: "And now she's gone to feed the worms.  And good riddance!"  
   
  Narrator: The children seem to part from this newcomer so as not to risk coming in contact with him. 
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: "EEUUWW! It's Arnach the peddler!"  
   
  Narrator: Glaring at the children, the peddler straightens his aged back and leers at them.  
   
  Arnach Barton: "Tis better she's gone.  My Gran Da says her family has an evil streak a mile long.  Why I 
  saw a picture of ‘er Great Gran Ma Sehra once when I was at The Old Town Record Office.  She's a spittin' image 
  of ‘er.  Just as evil, too, I'll bet.  Just cleverer about it!  Fie on her cursed lot! Ye little ragamuffins had better 
  watch yourselves now!" (Arnach spits on the ground.) 
   
  Elana Saretha, Robin (Bobbo) Taldric and Cyna Wallach: " You're the evil one! You never liked Shenree because 
  she cared about us! You smell like a goat, and you look like one too, you hateful weasel!"   
   
  Narrator: Suddenly, old fruit rinds and stones rain about the peddler. Wheeling about, and not wanting to take 
  the abuse, Arnach starts to runs away. 
   
  Arnach Barton: "A pox on ye all!  The best thing your precious Shenree did was pass on!  Stay away from me ye 
  hear!" 
   
   
   
   
   
  
  Funeral For A Friend 
   
  Page 63 
  Player Handout #6 
   
  Item# 
  1) 2 pairs of fine brown leather shoes  
  2) An ornamental oil lamp that has a hood with holes punched in it to shine the city’s crest. 
  3)   A badger pelt  
  4)   4 large candles  (Each depicts a different season.) 
  5)   3 silver serving trays  
  6)   A book of poems "Musings for the mindful"  
  7)   A stuffed pelican  
  8)   A wooden staff with Albert's name carved in it  
  9)   An empty diary  
  10) A small keg of ale  
  11) 7 gilded iron spikes  
  12) A silver ring with a ruby set in it.  The ring looks like a coiled rope.  
  13) 5 1/2 blocks of 2" x 2' x 1" of cinnamon incense. 
  14) A bundle of old Docketts (Dyvers newspapers). 
   
  All of the items are in fairly good condition but look a little worn. 
  
  Funeral For A Friend 
   
  Page 64 
  Player Handout #7 
   
  Entry from Shenree’s journal entry from 3 weeks ago. 
   
   
  I feel that my time is almost up. I knew this day would come. My only 
  regret is that there wasn’t more I could do. It’s not the matter of repentance, as I 
  fully regret what I’ve done in my youth so many lifetimes ago. It’s just that I feel 
  more could be accomplished if I had more time.  Readily, I accept my fate. 
  Hopefully the scales have been balanced. Although I knew it not at the time, I 
  owe the witch that cursed me a huge debt of gratitude for a second chance. Few 
  others are so fortunate. If I am to go into the pale, I will meet it while helping 
  others. I can do no less. If this is my last life to walk, then fate is almost out of 
  my hands. I can only hope that the preparations at the park will be enough. 
   
  Entry from Shenree’s journal entry from 2 weeks ago 
   
   
  As a final precaution, I rechecked my burial wishes.  Just as both his father 
  and grandfather before him, the mortician is well prepared.  Tomorrow I will go 
  down, and make sure the projects that are unfinished will have the proper funds 
  and management to be completed, should my fears prove correct.  I can’t help 
  shake the feeling that I’m being watched. Perhaps my time has indeed come. 
   
  Entry from Shenree’s journal entry from 10 days ago 
   
   
   
  I’m sure my time is short. Sometimes out of the corner of my eye, I 
  can see cloaked figures stalking me.  Let them come. I am at peace with my soul, 
  and only time will tell if that is enough.  The monument has been finished in 
  the park and has been anointed.  I am ready to meet my maker. 
   
  
  Funeral For A Friend 
   
  Page 65 
  Player Handout #8 
   
   
  This is a bundle of back issues of  the “Dockett” (the city’s paper). Items range from local news to 
  advertisements. By reading through them, you find the following items of interest. They are listed 
  in three categories. Documented-items are probably true and/or have factual evidence. Possible-
  items are things that could have happened and/or there is inconclusive evidence to back it up. 
  Ludicrous-items are things that are a poor joke and/or were put there to spark interest. 
   
  Documented 
  • Roegger Kurault of the Gentry House Kurault has wed to Olivia D’naris 
  • The Shadowind Monastery presented the city with a large pictorial book of the city’s history. 
  • Shenree Cale takes a leave of absence from the temple of Osprem. 
  • A huge fire nearly destroyed the dock district. 
  • “One Act Wonders” (a small theater group) is now sponsored by House Gros. 
  • Efforts to rebuild the dock district are bearing fruit, but crime in the area is on the rise. 
  • Inflation has hit the city. 
  • The Dyvers Navy is looking for recruits 
  • A dragon turtle nearly ravaged the city during the dock fire 
  • The High Roads trading company opened two months ago. The company has ties with Veluna. 
   
   
  Possible 
  • House Kurault has relatives in the Shield Lands. 
  • The constabulary suspects recent murders to be “Hate Crimes.” 
  • A high-ranking affiliate of “Markessa the Red” was captured. 
  • An evil order of monks sometimes prowl the waterfront. 
  • Axebeaks are quite tasty if cooked properly. 
  • A portion of the indentured servants in the city are actually slaves taken against their will. 
  • The temple of Zilchus projects inflation may cause prices to rise as high as 145% of normal cost, 
  if our citizens do not utilize discretion in their consumption of scarce goods. 
  • Corruption and greed, not the dock fire is the main cause of inflation. 
   
  Ludicrous 
  • A lich was seen in the sewers underneath the city. 
  • It was rumored that minions of Nerull actually helped defend the city from the priests of Iuz. 
  • Marlae Lartoln was kidnapped by ether creatures. 
  • There is a leader among the homeless in “Box Town” with magical powers. 
  • When the evil monks die they dissolve. 
  • Some animals in the Gnarley Forest speak the common tongue. 
  • Strange, intelligent half-fish, half-man beasts live in the Nyr Dyv. 
  
  Funeral For A Friend 
   
  Page 66 
  Player Handout #9 
  Case study: 23 
  Subject: Spontaneous Re-incarnation 
  Patient: Shenree 
  Initial Treatment: Counseling and Divination 
  Notes:  I began counseling Shenree Cale after a conversation we had about the recurring nightmares she was having.  
  While she slept, she would see herself as a powerful being doing horrible things. I began Divination’s to determine if 
  these were the result of stress or something else.  Divination’s revealed Shenree had memory of no less than six prior 
  lives.  Each of these lives was that of an ancestor. The first being that of Shenron, a misguided soul that, due to events 
  and being manipulated, became an evil being. The deeds done by Shenron matched Shenree’s description of her 
  nightmares. All the other incarnations of Shenree (Or more correctly Shenron.) were good souls that truly tried to help 
  mankind. 
   
   
  It is important to note that the re-incarnations were closer together the first few times than they were in the 
  last two incarnations.  This leads me to believe that the reason for the effect is closer to being fulfilled, the window of 
  opportunity to fulfill it is closing, or some combination of the two.  
   
   
  One common factor in all the past lives (The most recent one included) is that all of Shenron’s incarnations 
  have been drawn to a park in town.  Recently Shenree purchased the park for children to have a place to play. It is my 
  belief that the park in question is a catalyst point, and may merit further exploration, as there is a definite link.  
   
         Tragedy was a common factor in all the past lives, as they all ended violently. I fear for Shenree as she has 
  commented on the thought that someone may be following her. She has been a great friend to this town, and I hope she 
  will be allowed to live her life to the fullest. 
   
  After-patient notes: Sadly the pattern in the re-incarnations repeated itself, as Shenree was torn to shreds by a pack of 
  otherwise well-behaved guard dogs. I have seen to it that all her effects were put in order, and personal instructions were 
  carried out.  The park is slated to become the place she dreamed of.  I have no idea if she will return in another body. 
  Perhaps whatever has cursed her will choose to let her rest in peace now. May her God have mercy on her soul. 
   
   
   
   
   
   
  Player Handout #10 
   
   
  Being a busy soul, Silvanus bids your leave after he’s sure you’ll be all right to be left alone with the records. 
  Amid the piles of odd notes, old business dealings and filed deeds a surprising pattern starts to develop. Apparently 
  several generations of Cale’s have lived here but in an strange order. None of the Cale’s that have lived here have 
  married or had children. Each new Cale was a niece, granddaughter  or distant cousin of the Cale whom lived here 
  before.  Oddly none of them lived here at the same time.  The newer Cale’s seemed to drift in years or sometimes longer 
  after the previous one died. Also, all of them were female. 
   
   
  
  Funeral For A Friend 
   
  Page 67 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   A                          B  
   
                  C 
   
   
  D                           E  
  Stairs up                                                                  Stairs  up
  Player Handout # 11
  The House of the Toothy Smile (1st Story)
  Scale 1 inch = five feet 
     Window               Door              Window
  Private                                                                    Public 
  Bar 
  
  Funeral For A Friend 
   
  Page 68 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Down                                                    Down 
  Card 
  Table
  Bunk A & B         Bunk C & D
   
   
   
   
  Bunk D & E             BUNK F & G 
   
   
   
   
  BUNK H & I             BUNK J & K 
   
   
   
   
   
  BUNK L & M           BUNK N & O 
   
   
   
   
  BUNK P & Q           BUNK R & S 
  ayer Handout #12
  The House of the Toothy Smile (Upper level) 
  Scale 1 inch = five feet 
  
  Funeral For A Friend 
   
  Page 69 
  Player Handout #13 
   
   
  For long seconds, you hold Taklon to a standstill. Then, as the deadlock starts to move, he looks you in the eye. 
  “You know, you’re not a bad sort. I’ve just had a lousy day. I went to the only friend I had in the world’s funeral, and after 
  a night of drinking lost a chunk of gold to the beggar dwarf.  Shenree Cale was a true friend.  When I was younger, 
  before I took up the sword, she hid me from slavers.  I don’t really give a hoot about the bunk, but just wanted to let off a 
  little steam. You can have the bunk regardless of the outcome. Thanks for the match. I’ll be seeing you around.”   
   
   
  With a determined look he tightens his grip and you see muscles like iron bands flex on his arm.  You’re going 
  to have to work for it to win this match. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/DYV (Dyvers)/DYV3-02 Funeral for a Friend (3E).pdf