TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PERSM4-03 
   
   
   
   
   
   
   
   
  Seeker of the Sleeping Fist 
   
  A One-Round D&D LIVING GREYHAWK®  
  Perrenland Special Mission 
  Version 0.5 
   
  Round 1 
   
  by James Dempsey and Dean Bailey 
   
   
   
  Your request to progress to Seeker within the Order of the Sleeping Fist has been received. You have 
  been called, to an audience with the Master of Trials of the Order at the Monastery in the Yatils above 
  Krestible. This is an APL 4-12 special mission for members of the Order of the Sleeping Fist. 
   
   
   
   
  
  Introduction 
  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. 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 this is a solo mission and 
  only one player may play it at a time. 
   
  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 grey 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. Complete the 
  RPGA scoring grid with names and RPGA 
  numbers only, and the event information at the 
  top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event 
  coordinator.  
   
  Seeker of the Sleeping Fist 
   
  Page 2 
  
  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. 
  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. 
   
  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. 
   
   
  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. 
  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. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 sidebar 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. 
   
  1. Attempt to create a table of six 1st-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 
  Perrenland. 
   
  Characters 
  native 
  to 
  Perrenland pay one Time Unit per round, all others 
  pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Seeker of the Sleeping Fist 
   
  Page 3 
  
   
  Adventure Background 
  Advancement within the Order of the Sleeping Fist 
  from Acolyte to Seeker requires a special mission 
  of the trials be played. It is based on the following 
  information. 
   
  Sleeping Fist 
  The philosophy of the Sleeping Fist is one of 
  blending the mind and body. It is the belief of the 
  order that the body should be honed to perfection, 
  but the spirit must be disciplined enough to only 
  strike when no alternative exists. True power 
  comes not from the body but from the disciplined 
  and trained mind. To help a monk on this path 
  they are taught philosophy and the ethos of Zodal, 
  musical training (to develop discipline, order and 
  timing) and martial training to focus and develop 
  their bodies. 
   
  This is a small series of trials that test the 
  physical and mental discipline of the monk. 
   
  Zodal 
  Only by experiencing kindness and mercy can evil 
  be turned from its path. You are the master of your 
  feelings and by acting upon your positive ones you 
  set an example for those who have know only 
  misery. 
   
  There are many Flan legends of Zodal testing 
  the mercy of mortals. In the tales he usually 
  appears as a hungry waif or an injured traveller. 
  The rewards of someone aiding him are great but 
  woe is the fool who strikes the waif or robs the 
  traveller, for Zodal treats these failures harshly. 
   
  Adventure Summary  
  The monastery of the Sleeping Fist will play host 
  to the aspirant as they undertake the trials 
  necessary to test their readiness for advancement 
  to the rank of Seeker. The trials will test the 
  character’s physical and mental prowess. It 
  focuses on the testing the following traits: 
  • 
  Trained and Disciplined mind 
  • 
  Martial Training 
  • 
  Only strike when no alternative exists 
   
   
  In the Introduction the Master of Trials sets 
  the scene for the trials. 
   
  Encounter One is the test of Intelligence and 
  focus. It takes the form of a puzzle that the 
  aspirant must solve.  
   
  Encounter Two is a test of restraint. In it, the 
  aspirant will face a monk polymorphed into a 
  monster. The aspirant will get the first move and if 
  they attack the test is failed. 
   
  Encounter Three is a test of the use of 
  alternatives to combat. The aspirant will face a 
  large monster with a number of fires about.  
  Placing some peat (which is nearby) into the 
  braziers will create smoke allowing the monk to 
  pass by without fighting. 
   
  Encounter Four is a test of mercy. The 
  aspirant will face a natural creature defending its 
  home, which the monk must pass. The aspirant 
  should subdue rather than kill the creature. 
   
  Encounter Five is the final test, one of 
  combat. In this trial, the aspirant faces a creature 
  that they must fight, as no alternative exists. 
   
  In the Conclusion, the aspirant is either 
  granted promotion or sent off to further study the 
  philosophy of the Sleeping Fist. 
   
  Note: Members of the Order of the Sleeping 
  Fist receive free standard upkeep during this 
  adventure as they are accommodated for free at 
  the monastery. 
   
  Introduction 
  The bright morning sun peeks over the ridges 
  of the Yatils, lighting the campsite where you 
  spent your last evening. You turn to the South 
  and resume your trek up to the remote 
  monastery of the Order of the Sleeping Fist. 
   
  It has been a year or more since you were 
  last at the monastery, sent out after your 
  training to see the world and gain experience. 
  Now having gained that experience you are 
  returning to gain recognition and become a 
  Seeker of the Sleeping Fist. 
   
  After only an hour’s more climbing, you 
  can see the monastery walls above you and 
  shortly after you come to the gates.  
   
  The PC will be able to enter the monastery, and a 
  number of other monks will recognize him/her. 
  The monastery is guarded, and the PC will have 
  been spotted as he/she climbed up. The PC 
  should have time to have a wander about the 
  monastery and reacquaint themselves with the 
  place.  
   
  Once the PC reaches the main building, 
  he/she will be greeted and shown to the office of 
  the Master of Trials – Brother Engrald Betal. 
   
  You are shown into the office of an aging but 
  obviously very fit monk. He stands and bows 
  to you: 
  Seeker of the Sleeping Fist 
   
  Page 4 
  
   
  “Welcome back <aspirant’s name>, it is 
  good to see that you have returned to us. I am 
  Brother Engrald Betal, the Master of Trials.” 
  • 
  The Old Kerk are followers of the old faith; 
  Knowledge (Religion) or Knowledge (Local – 
  Iuz’ Border States) DC 5 
   
   
  Encounter Two 
  Brother Engrald will happily chat with the PC, both 
  about the monastery and the PCs last year of 
  experience. Once settled, Brother Engrald will 
  continue: 
  Brother Engrald leads you out to a field not far 
  from the monastery. On the opposite edge of 
  the field stands a dark-coloured wolf. As you 
  move onto the field it growls and bares its 
  teeth. Brother Engrald nods to you, then backs 
  away, leaving you on the field. 
   
  “We have prepared the Seeker trials for you 
  today. Each trials tests that you have taken to 
  heart one of the philosophies of our order. In 
  order to pass you must fail no more than one 
  of the trials. Now, would you prefer to rest first 
  or start immediately?” 
   
  This is a test of restraint. The worg opposing the 
  monk is actually a monk polymorphed into a worg. 
  The aspirant will get the first move and if they 
  attack the test is failed. 
   
  Once the PC is ready to start, move to Encounter 
  One. 
   
  Creatures: 
   
   
  Encounter One 
  All APLs (EL1) 
  “The first of the trials will take place in the 
  library. Please follow me.” 
  Monk Worg (1): hp 30; see Appendix 1. 
   
   
  You are ushered through to the second 
  floor of the monastery and into the library. 
  Sunlight streams into the scriptorium, and you 
  are soon seated at a writing desk, armed with a 
  quill and a piece of parchment. 
        Tactics: If the worg wins initiative, it will delay, 
  waiting on the aspirant to make the first move. At 
  the end of each round, it will end its delay and 
  growl some more. 
        If the Aspirant attacks the worg: 
   
   
  Hand the player Player Handout #3. 
  As you strike the worg, Brother Engrald calls 
  out from behind 
   
  “To complete this test you may use the full 
  resources of the library here. Please bring the 
  results back to me once you are finished. 
  Good luck.” 
   
  “Why 
  strike 
  the 
  creature 
  <aspirant’s 
  name>? What has it done to you other than 
  disagree with your smell?” 
   
  The worg then transforms into another 
  monk, who shakes herself off. Brother Engrald 
  continues 
   
  This test is a test of Intelligence. It takes the form 
  of a puzzle that the aspirant must solve. The 
  player should be allowed access to the Living 
  Greyhawk Gazetteer, representing the resources 
  of the library. 
   
  “You have failed this test of restraint 
  <aspirant’s name>. Where there is no need, a 
  follower of the Sleeping Fist should never 
  strike. Now, whilst you have failed this trial, 
  you still have the others to complete. Should 
  you succeed in these, you may still advance 
  today.” 
   
  > The correct answer is Keph, the 
  warhorse of Allitur. 
   
  Given the right prompts, the following can be 
  determined: 
   
  • 
  Old Faith God of justice – Allitur; Knowledge 
  (Religion) DC 5 
  If the Aspirant still has not attacked by the end of 
  the 2nd round, read or paraphrase the following: 
  • 
  Allitur has a horse called Keph; Knowledge 
  (Religion) DC 12 
   
  As you eye off the worg, it transforms into a 
  monk, who shakes herself off and bows to you. 
  Brother Engrald calls out from behind 
  • 
  The Rosrijders revere a horse called Keph; 
  Knowledge (Local – Iuz’ Border States) DC 10 
  • 
  The symbol of Allitur is two clasped hands; 
  Knowledge (Religion) DC 8 
   
  “Well done <aspirant’s name> you have 
  obviously taken to heart the philosophy of 
  Zodal. Only when it is necessary should a 
  Seeker of the Sleeping Fist 
   
  Page 5 
  
  monk of the Sleeping Fist strike. Come, we will 
  see to the other trials.” 
   
  “<Aspirant’s name>, there was no need to 
  fight this creature, a simple application of 
  smoke would have calmed it down. You must 
  always 
  look 
  for 
  other 
  alternatives 
  than 
  violence. Fighting should always be your final 
  option.” 
   
  Encounter Three 
  Heading back to the monastery, you arrive in 
  one of the lesser-travelled courtyards. This 
  one is used to house the winter fuel supplies 
  and neat slices of peat are stacked in the 
  Southern end of the courtyard, behind you. 
  Within the courtyard are scattered a number of 
  braziers.  
   
  If this is the PCs second failure, then read or 
  paraphrase the following: 
   
  “It would seem that you are not yet ready to 
  advance to the rank of seeker, <aspirant’s 
  name>. Let us go back inside and we can 
  restart your tuition.” 
   
  At the far end of the courtyard, another 
  monk lets a giant bee out of a cage and ducks 
  through a door. The bee seems to sense your 
  presence and then swings towards you. 
   
  The adventure is now over for this aspirant, 
  proceed to the Conclusion. 
   
  From behind a screen on the Southern 
  wall, Brother Engrald, calls 
        If this is the first failure, then read or 
  paraphrase the following: 
  “You must pass through to the other side of 
  the courtyard. Proceed.” 
   
   
  “You have failed this test of alternatives to 
  combat <aspirant’s name>. Where there is no 
  need, a follower of the Sleeping Fist should 
  never strike. Now, whilst you have failed this 
  trial, you still others to complete. Should you 
  succeed in these, you may still advance 
  today.” 
  This is a test of the use of alternatives to combat. 
  The aspirant should ideally place some peat into 
  the braziers to create smoke allowing the monk to 
  pass by without fighting. 
   
  The courtyard is 15’ wide and 60’ long.  
   
  Note if asked, a DC 5 spot check will allow the 
  PC to note that there is a fine mesh above the 
  courtyard and the bee is not able to escape. 
   
  DM’s Note: Any damage (ability or hits) taken in 
  this encounter will be healed by a cleric of the 
  order at this stage. 
   
  A DC 5 Knowledge (Nature) check will allow 
  the PC to recall that bees are pacified by smoke. 
   
   
  Creatures: 
  If the Bee Stings the PC 
   
  Once the bee has stung the PC, read or 
  paraphrase the following: 
  All APLs (EL1) 
  Giant Bee (1): hp 13 see Monster Manual p284. 
   
   
  The bee pulls back from you, and with a horrid 
  ripping sound, the sting is torn from it. It feebly 
  flies off to die. Brother Engrald walks over with 
  a concerned look on his face. He stoops down 
  to examine the bee, tutting under his breath. 
         Tactics: Unless pacified, the bee will stick to 
  the centre of the courtyard and attack when it gets 
  the chance. If smoke is created with the peat and 
  braziers, then the bee will not attack and the 
  character may pass. 
   
  “There will be no honey for our mead this 
  year it seems.” he mutters. Standing up, he 
  faces you, 
   
  If the Bee is Attacked 
  Once the combat is over, read or paraphrase the 
  following: 
   
  "Sometimes the consequences of doing 
  nothing do not achieve a desirable result. We 
  should always look to see if an alternative 
  exists. Sometimes that alternative may require 
  a creative approach. That is the result of a 
  disciplined mind." 
   
  Once you have finished the fight, Brother 
  Engrald walks over with a concerned look on 
  his face. He stoops down to examine the bee, 
  tutting under his breath. 
   
   
  “There will be no honey for our mead this 
  year it seems.” he mutters. Standing up, he 
  faces you, 
  If this is the PCs second failure, then read or 
  paraphrase the following: 
   
  Seeker of the Sleeping Fist 
   
  Page 6 
  
   
  First however, the aspirant must climb or 
  otherwise reach the 10’ square ledge below the 
  nest. At APLs 4 to 8, climbing up requires a DC 15 
  climb check. At APLs 10 and 12, climbing requires 
  a DC 20 climb check, as the rock face is 
  smoother. 
  “It would seem that you are not yet ready to 
  advance to the rank of seeker, <aspirant’s 
  name>. Let us go back inside and we can 
  restart your tuition.” 
   
  The adventure is now over for this aspirant, 
  proceed to the Conclusion. 
   
  The rock face that must be climbed will vary in 
  height by APL. This is to account for the monk’s 
  slow fall ability. 
        If this is the first failure, then read or 
  paraphrase the following: 
   
   
  “You have failed this test of alternatives to 
  combat <aspirant’s name>. Where there is no 
  need, a follower of the Sleeping Fist should 
  never strike. Now, whilst you have failed this 
  trial, you still others to complete. Should you 
  succeed in these, you may still advance 
  today.” 
  APL 
  Cliff Height 
  4 
  40 feet 
  6 
  50 feet 
  8 
  60 feet 
  10 
  70 feet 
  12 
  80 feet 
   
   
   
  DM’s Note: Cockatrice eggs are speckled 
  whereas eagles eggs are plain white. 
  DM’s Note: Any damage (ability or hits) taken in 
  this encounter will be healed by a cleric of the 
  order at this stage. 
   
  Creatures: 
   
   
  If the Bee Is Not Attacked and Does 
  Not Sting 
  All APLs (EL1) 
  Eagle (2): hp 5 see Monster Manual p272. 
  Once the combat is over, read or paraphrase the 
  following: 
   
  Development: Once the eagles are defeated, or 
  the eggs are retrieved, the real owner of the eggs 
  will arrive.  
   
  Having reached the other end of the courtyard, 
  you do not have to wait for long until Brother 
  Engrald comes from another corridor to meet 
  you. 
        DM’s Note: The eagles must survive and the 
  eggs be retrieved for the aspirant to pass this test. 
  Move to Encounter 5. 
   
  “Indeed <aspirant’s name>, you do seek to 
  avoid violence. You have done well. We have 
  but two more tests left, let us proceed.” 
   
  Encounter Five 
  With the eagles incapacitated, you reach into 
  the messy nest and pull out four eggs. One 
  looks much as you would expect for an eagles 
  egg, the other three are oddly speckled. They 
  certainly don’t look like regular eagles eggs. 
   
  DM’s Note: Any damage taken in this encounter 
  will be healed by a cleric of the order at this stage. 
   
  Encounter Four 
   
  From below you hear cries of alarm! 
  Casting a quick look about you see a <insert 
  creature here> diving towards you. 
  Brother 
  Engrald 
  leads 
  you 
  through 
  the 
  corridors of the monastery and out the front 
  door. He beckons for you to sit on the front 
  step with him. 
   
  This is the final test, one of combat. In this trial, 
  the aspirant must fight the creature, as no 
  alternative exists. 
   
  “We have a task for you to do now. We 
  believe that the nest of the eagles on the crag 
  there” He points to the cliff-face overlooking 
  the monastery “contains some ‘foreign’ eggs. 
  It is possible they are cockatrice eggs and they 
  must not be allowed to hatch. We want you to 
  retrieve the eggs and bring them back here.” 
   
  Creatures: 
   
  APL 4 (EL1) 
  Dire Bat (1): hp 15 see Monster Manual p62. Note 
  this creature is starved and under the effects of 
  fatigue (see Dungeon Masters Guide p301). 
   
  This is a test of mercy. The aspirant will have to 
  face the two eagles defending their home. The 
  aspirant should subdue rather than kill them.  
  Seeker of the Sleeping Fist 
   
  Page 7 
  
   
   
  Greatly disappointed, you follow Brother 
  Engrald back into the monastery. He motions 
  you to a seat and then takes a seat himself. 
  APL 6 (EL2) 
  Dire Bat (1): hp 30 see Monster Manual p62. 
   
   
  “You show great promise young one, but it 
  seems you still need to travel farther in your 
  journey to enlightenment. Please, stay with us 
  for a short while and we will see if we can 
  prepare you better for becoming a seeker. 
  After a week or so, you can retry those trials 
  you failed.” 
  APL 8 (EL3) 
  Cockatrice (1): hp 27 see Monster Manual p37. 
   
  APL 10 (EL4) 
  Cockatrice (Advanced) (1): hp 52 see Appendix 
  1. 
   
   
  If the PC chooses, he may spend an extra TU at 
  the monastery in tuition, guided meditations etc. At 
  the end of this, they may then redo the trials they 
  either failed or did not attempt. 
  APL 12 (EL6) 
  Cockatrice (Advanced) (1): hp 82 see Appendix 
  1. 
   
    
  Development: This is an intentional test, so its 
  success or failure does impact on the promotion 
  for the aspirant. If a character is incapacitated 
  though, the monks will retrieve them. If the PC has 
  been turned to stone a “Flesh to Stone” spell will 
  be cast for them for free. 
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Conclusion 
  Should the aspirant complete the tests, read or 
  paraphrase the following. 
   
   
  At the common meal that evening, you are 
  reunited with a number of the acolytes you did 
  your training with. There is great excitement at 
  your promotion. None are so undisciplined as 
  to ask about the trials, but you get many 
  requests for tales of your adventures of the 
  last year. 
  Encounter Two 
  The worg is not attacked. 
  APL4 30 xp; APL6 30 xp; APL8 30 xp; 
  APL10 30 xp; APL12 30 xp 
   
  Encounter Three 
  The bee is not attacked. 
   
  The chosen successor to the Grandmaster, 
  Maria Starbright, calls for quiet, stands and 
  addresses the congregation. 
  APL4 30 xp; APL6 30 xp; APL8 30 xp; 
  APL10 30 xp; APL12 30 xp 
   
   
  “Tonight we have a new Seeker amongst 
  us. 
  <Aspirant’s 
  name>, 
  please 
  stand. 
  <Aspirant’s name> you have done well in 
  completing the trials. Many follow the path of 
  the Sleeping Fist, but many also stray and do 
  not achieve the level of discipline, training and 
  the thirst for enlightenment that mark a Seeker 
  of the Sleeping Fist. When you return to the 
  regular world, take with you a continued 
  attitude of wonder and kindness.” 
  Encounter Four 
  The eagles are defeated without being killed. 
  APL4 30 xp; APL6 30 xp; APL8 30 xp; 
  APL10 30 xp; APL12 30 xp 
   
  Encounter Five 
  APL4 180 xp; APL6 270 xp; APL8 360 xp; 
  APL10 450 xp; APL12 540 xp 
   
   
  With that she bids you return to your 
  group. The celebrations continue on well into 
  the evening. 
  Story Award 
  The applicant succeeds in becoming a Seeker: 
  APL4 30 xp; APL6 30 xp; APL8 30 xp;  
   
  APL10 30 xp; APL12 30 xp. 
  Failing the Trials 
  Should the aspirant fail in the tests, read or 
  paraphrase the following. 
  Seeker of the Sleeping Fist 
   
  Page 8 
  
   
  Discretionary roleplaying award 
  APL4 37 xp; APL6 60 xp; APL8 82 xp;  
  APL10 105 xp; APL12 127 xp. 
   
  Total possible experience:   
  APL4 337 xp; APL6 450 xp; APL8 562 xp; 
  APL10 675 xp; APL12 787 xp. 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyse dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewellery, and other valuables; M = Magic Items. 
   
   
  Total Possible Treasure 
  None 
   
  Special 
   
  The applicant, if successful, will receive a 
  Seeker of the Sleeping Fist certificate. 
   
  Items for the Adventure 
  Record 
   
   
  Item Access 
   
  None 
   
   
  Seeker of the Sleeping Fist 
   
  Page 9 
  
  Appendix One 
  Encounter 2 
  All APLs (EL 1) 
  Monk Worg: CR 2; Medium magical beast; HD 
  4d10+8; hp 30; Init +2; Spd 50 ft.; AC 14 (touch 
  12, flat-footed 12) [+2 Dex, +2 natural]]; BA/G 
  +3/+6; Atk +6 melee (1d6+4, 1 bite); Full Atk +6 
  melee (1d6+4, 1 bite); SA Trip; SQ None; AL 
  LN; SV Fort +6, Ref +6, Will +6; Str 17, Dex 15, 
  Con 15, Int 13, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +11, Jump +7, 
  Knowledge (Arcana) +3, Knowledge (Religion) 
  +5, Listen +4, Perform (String Instruments) +3, 
  Sense Motive +4, Spot +4, Survival +3, Swim 
  +5, Tumble +9, Combat Expertise, Combat 
  Reflexes, Dodge, Improved Unarmed Strike, 
  Mobility, Stunning Fist. 
   
  Encounter 6 
  APL 10 (EL 4) 
  Cockatrice, advanced: CR 4; Small magical 
  beast; HD 8d10+8; hp 52; Init +3; Spd 20 ft., fly 
  60 ft. (poor); AC 14 (touch 14, flat-footed 11) 
  [[+3 Dex, +1 size]]; Atk +13 melee (1d4-2 plus 
  petrification, 1 bite); SA Petrification; SQ 
  Darkvision 60ft, low-light vision; AL TN; SV Fort 
  +8, Ref +10, Will +3; Str 6, Dex 17, Con 12, Int 
  2, Wis 13, Cha 9. 
   
  Skills and Feats: Listen +8, Spot +9; 
  Alertness, Dodge, Weapon finesse, Weapon 
  focus (Bite). 
   
  Petrification (Su): Creatures hit by a 
  cockatrice’s bite attack must succeed on a DC 
  13 Fortitude save or instantly turn to stone. The 
  save DC is Constitution-based.  Cockatrices 
  have immunity to the petrification ability of other 
  cockatrices, but other petrification attacks affect 
  them normally. 
  APL 12 (EL 6) 
  Cockatrice, advanced: CR 6; Medium magical 
  beast; HD 11d10+22; hp 82; Init +6; Spd 20 ft., 
  fly 60 ft. (poor); AC 12 (touch 12, flat-footed 12) 
  [[+2 Dex]]; Atk +12 melee (1d6 plus petrification, 
  1 bite); SA Petrification; SQ Darkvision 60ft, low-
  light vision; AL TN; SV Fort +11, Ref +11, Will 
  +4; Str 10, Dex 15, Con 14, Int 2, Wis 13, Cha 9. 
   
  Skills and Feats: Listen +10, Spot +10; 
  Alertness, Dodge, Improved Initiative, Weapon 
  finesse, Weapon focus (Bite). 
   
  Petrification (Su): Creatures hit by a 
  cockatrice’s bite attack must succeed on a DC 
  13 Fortitude save or instantly turn to stone. The 
  save DC is Constitution-based.  Cockatrices 
  have immunity to the petrification ability of other 
  cockatrices, but other petrification attacks affect 
  them normally. 
   
   
  Seeker of the Sleeping Fist 
   
  Page 10 
  
  Player Handout #1 
   
  Monastery of the Sleeping Fist 
   
  History and Background 
  Emmeran Gilish, a human monk from Tusmit, on 
  his search for inner balance, founded the 
  Monastery of the Sleeping Fist 60 years ago.  
  When passing through Perrenland, he had the 
  opportunity to witness a boxing match in a 
  highland village.  Impressed by the display of 
  skill, Emmeran, became a student of Hans 
  Besser, winner of the competition, and soon had 
  blended his traditional skills with those that he 
  was taught by Hans.  
   
  During the years that he spent learning his new 
  style, he started to explore the surrounding 
  mountains and about fifteen miles from the 
  village he discovered a small sheltered valley.  
  The valley was less than two hundred yards in 
  length, but it contained a hot spring and an 
  almost pleasant microclimate.  Once his training 
  was finished, Emmeran Gilish built a small hut in 
  the valley and prepared to practice his art in 
  solitude. 
   
  Many months later, a man who had lost 
  everything visited the valley.  In desperation he 
  was looking for some meaning to life and was 
  told that Emmeran had the answer.  Emmeran 
  agreed to teach him his style and he helped the 
  man find balance.  Soon word spread and 
  Emmeran had gathered over a dozen students 
  to the valley looking for guidance. 
   
  As more people came to the valley for teaching, 
  Emmeran Gilish grew concerned with the 
  growing chaos and he decided that order 
  needed to be restored.  Work began on the 
  building the monastery and soon the Order of 
  the Sleeping Fist came into being.   
   
  Location 
  Nestled in a small valley high in the Yatils, sits 
  the monastery of the Sleeping Fist.  The 
  monastery 
  is 
  located 
  about 
  thirty 
  miles 
  Southwest from Krestible and can be reach by 
  travelling a narrow path that winds it way 
  through the mountains.  Travelling to the 
  monastery can be slow and treacherous, 
  generally taking many days on foot. 
   
  Style and Philosophy 
  The style of the Sleeping Fist is a unique blend 
  of the traditional martial arts practiced by many 
  monks, and bare fist boxing that is a common 
  sport in Perrenland's highland villages. 
   
  The philosophy of the Sleeping Fist is one of 
  blending the mind and body.  The order teaches 
  that during life one must not left their spirit be 
  rule by aggression.  During conflict, one must 
  remain calm at all times and not to strike out at 
  the opponent unless all other means have been 
  exhausted.  Martial training is important to the 
  order and all monks are trained for combat, 
  although the sleeping fist only awakes when no 
  other option exists.  To help a monk on this path, 
  they are given teaching in philosophy and the 
  ethos of Zodal, musical training (to develop 
  discipline, order and timing) and martial training 
  to focus and develop their bodies. 
   
  The Monks of the Sleeping Fist 
  The Monastery of the Sleeping Fist is currently 
  home to twenty-three souls.  Eight of the 
  population are junior novices, first level monks 
  who have just started their training (Mnk1, hp 8) 
  and six are senior novices who have completed 
  a years training (Mnk2, hp 13).  The monastery 
  is also home to a pair of orphan boys, Cedric 
  (Com1, hp4) and Bertrium (Com1, hp 5) who are 
  being cared for by the monks.  As well as the 
  novices and the fosterling, there are seven 
  monks that make the monastery their permanent 
  home and offer instruction and guidance to the 
  novices. 
   
  Emmeran Gilish (Male Human Mnk9/Weapon 
  Master4, hp 78, Al LN) is the founder of the 
  monastery.  He is elderly human close to 90 
  years in age but with a mind still sharp.  Rarely 
  teaching now, he is sometimes called upon to 
  instruct the student in the philosophy of the 
  order.  Lately he has been handing more and 
  more tasks onto his successor, Maria Starbright. 
   
  Maria 
  Starbright 
  (Female 
  Half 
  elf 
  Mon7/Weapon Master2, hp 67, Al LN) is the 
  chosen successor of Emmeran Gilish.  A female 
  half-elf, she was a foundling left at the gate of 
  the monastery while it was still only a few small 
  huts.  Now over 40 years old, she is a highly 
  trained monk who has fully embraced the 
  teachings of her foster father. Hard and 
  unforgiving 
  while 
  training, 
  but 
  kind 
  and 
  compassionate at other times she expects high 
  standards from her students.  Maria enjoys the 
  Seeker of the Sleeping Fist 
   
  Page 11 
  
  martial aspect of the order, finding pleasure in its 
  movements and discipline. 
  Sonja Lissinger (Female Human Mon2/Clr4, hp 
  33, Al LG, Healing Rk7) originally came to the 
  monastery 20 years ago as a young girl of 18.  
  Completing her training as a senior novice, 
  Sonja found that she was called by Zodal.  
  Encouraged to find her path by Emmeran Gilish, 
  she took up the teachings of the God and stayed 
  as the orders religious adviser and instructor.  
  She is also the medic for the monastery and is 
  well known as someone that people can seek if 
  they are in need. 
   
  Engrald Betal (male Human Mnk7, hp 52, Al 
  LG) is the Master of Trials. He has been with the 
  monastery for almost 25 years, joining when he 
  turned 16. He is an earnest man who is a fervent 
  believer in the teachings of Zodal. He takes 
  pride in the successes of the students and 
  hopes the word of the Grandmaster Emmeran 
  will spread throughout Perrenland. 
   
   
  Johan Krendal (Male Human Mnk5, hp 28, Al 
  LG, Profession [Herdsman] Rk 4, Animal 
  handling Rk4, Healing Rk4) is responsible for 
  the care and health of the livestock belonging to 
  the monastery.  A kind man he has training as a 
  veterinarian and enjoys working and training 
  animals.  He has also taken on the care of the 
  two foundlings Cedric and Bertrium. 
  Johann Janilla (male Human Exp2/Mnk2, hp 
  24, 
  Al 
  LG, 
  Profession 
  [Librarian] Rk 4, 
  Profession [Scribe] Rk 4, Knowledge (History) 
  Rk 3, Appraise Rk 5) was once a member of a 
  family of greedy merchants. He abandoned 
  material pursuits for the ways of Zodal in his 
  thirties. After being injured rescuing a child from 
  an avalanche he became librarian at the 
  monastery. Now in his fifties, he still walks with a 
  limp, although he can sense oncoming storms. 
  He oversees the intellectual development of 
  trainee monks and is considered to be one of 
  the kindest and most selfless of the Masters. 
   
  Hans Wanderwind (Male Halfling Mnk4, hp 23, 
  Al LN, Profession [Cook] Rk7) is responsible for 
  the kitchen of the Monastery. Joining the order 
  20 years ago, Hans discovered a sense of 
  purpose and fulfilment that he did not have in his 
  life.  While happy and jolly, always ready with a 
  joke, if you enter his kitchen you had better be 
  ready to work.  Well skilled in the cooking arts, it 
  is often said by those who sit down to one of his 
  meals that he is one of the few people that can 
  make turnip stew edible.   
   
  Life of a novice 
  When an applicant comes to the monastery to 
  seek entrance to the order, they are tested to 
  ensure that they have the desire and dedication 
  to embrace the philosophy and teachings of the 
  Sleeping Fist.  Should the applicant be found 
  wanting they are gently sent home, however 
  should they be acceptable, they are assigned a 
  cell and instruction begins.  For the first year 
  they have the rank of junior novice.   
   
  Fritz Hossinger (Male Human Mnk4, hp 27, Al 
  LG, Craft [Blacksmith] Rk6, Craft [Weaponsmith] 
  Rk4) is the blacksmith of the monastery.  A 
  young man in his mid thirties, Fritz joined the 
  order only 10 years ago.  Fritz is responsible for 
  keeping all the equipment and tools in the 
  monastery in good working order.  He also likes 
  to use the smithing arts to teach discipline to the 
  novices.  Many an undiscipline novice found 
  themselves working a double shift in the 
  workshop. 
   
  Their day consists of rising before dawn to help 
  tend the livestock or to work in the kitchen, then 
  after a filling breakfast they begin their assigned 
  chores, either in the kitchen, the workshop, the 
  garden, etc.  Around midday they break for 
  lunch and for the next six hours they spend their 
  time at lessons, usually philosophy, music and 
  religion.  After the evening meal, an hour is 
  given to leisure and then before bed two hours 
  are spent in meditation and reflection.   
   
  Tomas Berger (Male Human Mnk4, hp 23, Al 
  LN, 
  Profession 
  [Brewer] 
  Rk7, 
  Profession 
  [farmer] Rk5, Profession [Herbalist] Rk3) is a 
  calm and serene man nearing forty summers.  A 
  skilled gardener, herbalist and brewer, Tomas is 
  responsible for the monastery's crops and for 
  the cellar.  His speciality is a beer made out of 
  beets, and is the most common ales found on 
  the monastery's table. 
   
  As the novices enter the last 4 months of their 
  first year they begin their martial training, their 
  duties may now include stand watch duty and 
  outings to the local villages and settlements on 
  monastery business.  This is when most junior 
  initiates adventure to gain experience and 
  knowledge in the world outside the monastery. 
   
   
  Seeker of the Sleeping Fist 
   
  Page 12 
  
  When the novices have reached 2nd level, 
  usually during their second or third year, they 
  become Senior Novices.  Their day is much the 
  same as when they were junior novices, but now 
  their training is starting to focus on the martial 
  aspect and the philosophy behind the Sleeping 
  Fist. 
   
  After their fourth year, usually when they have 
  reached 3rd level, the novices become full 
  initiates into the order.  Here they are 
  encouraged to find their path, whether that is to 
  go out into the world, as the majority do, or stay 
  at the monastery to help instruct and teach.  
  Initiates of the Sleeping Fist are required to 
  spend 2 months (8 TUs) each year supporting 
  the order and the monastery 
   
  Seeker of the Sleeping Fist 
   
  Page 13 
  
  Player Handout #2 
   
  Monastery Map 
   
  Seeker of the Sleeping Fist 
   
  Page 14 
  
   
  Map Key 
   
  A: Gate 
  A large wooden gate supported by two 
  watchtowers, guard and protect the only 
  entrance to the valley.  The two watchtowers are 
  manned at all times by a monk, who can ring a 
  bell in times of trouble.  Due to the isolation of 
  the monastery, it is not expected that the gate 
  will need to guard against an attacking army, but 
  is more for protection of the livestock and monks 
  from the creatures that call the Yatils their home. 
   
  B: Barn 
  This large stone and wood building is used to 
  house the livestock, store their feed and stable 
  the mounts of any guests visiting the monastery. 
   When needed it can also be used to isolate sick 
  animals and house the servants of visitors 
  should the guest quarters in the monastery 
  building itself be insufficient.   
   
  The barn has two levels; the bottom level is 
  designed 
  to 
  house 
  the 
  livestock 
  of 
  the 
  monastery with the outer walls being made of 
  stone, while the top level is used to store the 
  feed.  The outer walls of this level are made of 
  sturdy timber and can be accessed either by a 
  number of ladders or a platform that is lifted 
  using a block and tackle. The upper level is also 
  the home for the two orphan stable boys Cedric 
  and Bertrium who have been taken in by the 
  monks and help look after the livestock.  
   
  C: Livestock Pens 
  While most of the livestock are free ranging over 
  the valley, there are times when they need to be 
  penned.  Built off the South wall of the barn are 
  a number of fenced pens connected by a series 
  of gates.  These are used to house the livestock 
  (such as pigs, goats etc) when they are giving 
  birth, when they need to be protected or placed 
  in quarantine. 
   
  D: Grove 
  Sheltered against the mountains, this small 
  grove of trees provides shelter for the livestock 
  and a small amount of firewood for the monks.   
   
  E: Well 
  The second source of water for the monastery, 
  this well taps an underground river and is the 
  primary source of drinking water for the monks 
  and their livestock.  At times mountain trout can 
  be caught or netted from the mouth of the well.  
  This is a favourite pastime for some of the 
  monks once they have finished their duties. 
   
  F: Gardens 
  Sheltered between the steep mountain cliffs and 
  the monastery, this strip of land is able to grow a 
  good variety of vegetables during the warmer 
  months and provides the main food staples for 
  the monks.  While herbs and leafy vegetables 
  are grown in the garden, the majority of crops 
  tend to be root vegetables like carrots, parsnips, 
  turnips etc, or gourds like pumpkins, marrows 
  and squashes.  These types of vegetables are 
  less susceptible for the cold than leafy 
  vegetables like lettuce, tomatoes and the like. 
   
  G: Spring 
  Measuring about 15 feet in diameter, this spring 
  provides water for the monastery.  Generally 
  around 40 degrees Celsius in temperature, this 
  spring is a natural source of beneficial mineral 
  water and is used by the monks for washing, 
  bathing and medicinal purposes. 
   
  H: Hut 
  This small wooden hut was the original hut used 
  by Emmeran Gilish when he decided to live in 
  the valley as a hermit studying his path.  
  Currently it is used as the laundry and 
  bathhouse for the monastery due to its close 
  proximity to the heated spring. 
   
  I: Smithy and workshop 
  This small building attached to the north side of 
  the wall holds the forge and workshop for the 
  monastery and is where the monks make and 
  repair the equipment that they need for everyday 
  life. 
   
  Fritz 
  Hossinger 
  (Mon3, 
  hp 
  21, 
  Blacksmithing Rk 6, Weaponsmithing Rk 3) runs 
  the workshop and the novices of the monastery 
  help him as part of their daily duties. 
   
  J: Cellar and Brewery 
  This building, and extension from the East wall, 
  is the cellar and brewery for the monastery.  
  This room is used to store the wine and oils 
  used by the monks.  This is also when beers 
  and ales are made and stored under the 
  watchful eye Thomas Berger (Mon3, hp 21, 
  Brewing Rk 4, herbalism Rk 4) the monasteries 
  brewer and gardener. 
   
  K: Monastery 
  This large, single story stone building is the main 
  building of the monastery (sometimes called 'the 
  Seeker of the Sleeping Fist 
   
  Page 15 
  
  monastery') and houses and services the needs 
  of the monks.  It is set directly into the cliff face 
  of the southwest corner of the valley.  There are 
  very few windows in building to help conserve 
  heat, but air is circulated through a series of 
  ventilation shafts and some light is provided 
  through skylights in the roof. 
   
  1: Entrance Hall 
  This large room is the most decorated of the 
  entire monastery.  On the north wall there are a 
  number of tapestries from Tusmit.  A number of 
  chairs line the walls to provide seating for guests 
  waiting for admission to the monastery. 
   
  2: Common Room 
  Furnished with benches and tables, this large 
  room provides a place for the monks to eat their 
  meals and socialise in their spare time when all 
  the duties are completed. 
   
  3: Library / Study room 
  Contains over forty books and 12 desks, this 
  room is used by the monks for private study and 
  research.  The majority of the books are on 
  philosophy and history.  There are no books on 
  magic or magical research. 
   
  4: Kitchen 
  The domain of Hans Wanderwind (Mon3, 
  cooking rk 5), the kitchen is where all the meals 
  for the monastery are prepared.  This is also 
  where all the consumables from the garden and 
  the livestock are treated for storage or sale.  On 
  the east wall there is a large fireplace that 
  almost always has a vegetable soup suspended 
  above it, and oven used to bake the days bread. 
   Even with the three large ventilation holds in the 
  roof, this room is always pleasantly warm. 
   
  5: Storeroom (foodstuffs) 
  This large room can be accessed from either the 
  kitchen or garden.  Lined with shelves, this room 
  holds preserved and pickled vegetables of all 
  types for use in the winter months.  Barrels of 
  grain, flour, sugar, etc are set on the floor, 
  making a person weave between them to move 
  through the room.  From the ceiling large 
  bunches of drying herbs and vegetables that do 
  not need to be preserved are hanging waiting to 
  be used. 
   
  6: Office 
  Containing two small desks and a number of 
  shelves, this room is the office used by 
  Emmeran 
  Gilish. 
   
  All 
  the 
  administrative 
  paperwork is in files on the shelves and it is from 
  here that the every day running of the monastery 
  is handled. 
   
  7: Monk Cells 
  These small rooms are the living quarters for the 
  monks of the sleeping fist.  Slightly irregular in 
  size, they average about 10 feet square.  Each 
  cell has either one or two cots, a wardrobe, a 
  washbasin and a bedpan. 
  a: The cell of Hans Wanderwind, this room 
  contains a cot, a wardrobe, a desk, a washbasin 
  and a bedpan. 
  b: The cell of Thomas Berger, this room 
  contains a cot, a wardrobe, a desk, a small 
  chest containing herbal salves, a washbasin and 
  a bedpan. 
  c: The cell of Frtiz Hassinger, this room contains 
  a cot, a wardrobe, a desk, a small chest 
  containing some personal items, a washbasin 
  and a bedpan. 
  d: This is the cell of Johan Krendal, the animal 
  handler.  It contains a cot, a wardrobe, a desk, a 
  small chest containing some personal items, a 
  washbasin, a small basket for his cat Kressel 
  and a bedpan. 
  e-k: These cells contain two cots, a wardrobe, a 
  washbasin and a bedpan.  These house the 
  junior and senior novices 
  l: This is the cell of Maria Starbright, chief 
  instructor in monastery.  It contains a cot, a 
  wardrobe, a desk, a small chest containing 
  some personal items, a small rack of monk 
  weapons, a washbasin and a bedpan. 
   
  8 & 9: Guest Rooms 
  These two rooms used to house guests visiting 
  the monastery.  Much less spartan than the 
  monk cells, they contain a large feather bed, a 
  small chest for storing belongings, a private 
  fireplace and a small bath area concealed 
  behind a screen. 
   
  10: Classroom / Work room 
  This large room is the classroom and workspace 
  used to instruct the novices in the way of the 
  Sleeping Fist. 
   
  11: Storeroom 
  This room is used to store the item other than 
  food like blankets, fleece, oil and weapons for 
  the monastery.   
   
  12: Chapel 
  This large room is the chapel of the monastery 
  dedicated to the worship of Zodal.  It contains a 
  Seeker of the Sleeping Fist 
   
  Page 16 
  
  large wooden alter and a number of stools.  The 
  small room marked (b) off to one side of the 
  chapel is the private chambers of Sonja 
  Lissinger (Female Human Mon2/Clr4, hp x, Al y) 
  and contains a cot, a wardrobe, a desk, a small 
  chest containing some personal items, a 
  washbasin and a bedpan. 
   
  13: Emmeran Gilish Room 
  Larger than the common cells, this room is the 
  private chambers of Emmeran Gilish.  Like the 
  other cells, this one contains a cot, a wardrobe, 
  a desk, a small chest containing some personal 
  items, a small rack of monk weapons, a 
  washbasin and a bedpan.  It also contains a 
  bookshelf with the journals of Emmeran's travels 
  and thoughts. 
   
   
   
  Seeker of the Sleeping Fist 
   
  Page 17 
  
  Player Handout #3 
   
  Trial 1 Question 
   
  I am the bearer of justice, a job only for the untiring. 
  I am one who expects no recognition, but is given it by those who ride the plains.  
  I am of the old faith, yet not a member. 
  Two hands are clasped above my neck. 
  Who Am I? 
  Seeker of the Sleeping Fist 
   
  Page 18 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/594/Special Missions/PERSM4-03 Sleeping Fist Seeker Mission.pdf