TEXT: VERS6-01B 
   
   
   
   
  Crewel Intentions  
  Part Two 
  A Two-Round D&D® Living Greyhawk™ 
  Verbobonc Regional Special 
   
  By Sean Esterline 
  Triad Edit: Michael Maenza, Rob Silva, and Vernon L. Vincent 
   
  After half a century an indecipherable map has lead you to an uncharted island in search of an unknown treasure!  Dark 
  figures oppose you as you race to be the first to face the deadly secrets of this treasure trove. This is the second part of a 
  two round Verbobonc regional special for characters levels 1-10. (APL 2-8) 
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region, visit the Verbobonc website at www.verbobonc.net and  e-mail 
  your triad point of contact (POC). For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time 
  in the cases of home events) the senior gamemaster is 
  also the table DM. You don’t have to be a HERALD-
  LEVEL GM to run this adventure if you are not the 
  senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part 
  of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 2 
  
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1
  st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12gp 
  per round.  Rich Upkeep costs 50gp per round.  Luxury 
  Upkeep costs 100gp per round. 
   
   
   
   
  Areas of Influence 
  This adventure allows the following influence for 
  purposes of the Verbobonc Influence document. 
  • 
  No regional influence 
  Remind players at the start of this adventure that they 
  may use regional influence to obtain bonuses to 
  Charisma based skills. This will prove important in 
  certain encounters which rely on those types of skills. 
   
  Before You Begin 
  Please review the following items before play begins. 
  • 
  Free 
  Adventure 
  Lifestyle 
  [Standard]: 
  Characters that receive Player Handout #1 
  receive free Standard lifestyle for the duration 
  of this adventure. 
  Adventure Background 
  Fifty, years ago an adventuring party fought and 
  defeated an evil wizard—a minion of Iuz.  In the 
  treasure that they recovered was an indecipherable 
  map.  The map apparently led to a great trove of 
  treasure, but no one in the party could figure out what 
  the treasure was, or where it was located.  Kayla 
  O’Bannon (a human bard), Krevalek Granite-Eye (a 
  dwarven wizard), Maribelle Truevoice (a human cleric), 
  Drex (a half-orc barbarian), and Novalis Fleetfoot (an 
  elvish rogue) continued to fight valiantly against the 
  minions of Iuz for many years, but no one was ever 
  able to decipher the treasure map.  Now, the group has 
  long-since disbanded and the members are left with 
  fond memories and mementos of their adventures, 
  mementos such as an indecipherable map to a lost 
  treasure.  Kayla O’Bannon has the only known copy of 
  the map… and someone has figured out how to 
  decipher it.  The attack on Kayla and the ensuing 
  events are the substance of this module. 
  In Part One, the characters met Brie, a young lady who 
  held the keys to a missing treasure map. After an 
  investigation of the people that attacked Kayla, the PCs 
  are now searching for a lost treasure on an uncharted 
  island. 
   
  Introduction: Going on a Sea 
  Cruise 
  You and your companions have secured travel out into 
  the Azure Sea to find an uncharted island.  Captain 
  Josiah Born and his ship, the Osprey, have agreed to take 
  you where you want to go, and Brie has already paid for 
  your passage.  
  “Please hurry,” Brie says emphatically, “I’m afraid that 
  the only way to find Missus O’Bannon will be to get the 
  treasure first and then use it to ransom her back.  I’ll stay 
  here to help the city guard in their investigation while 
  you follow the map.” 
  Brie hands a scroll case containing a copy of the old map 
  to the Captain.  “This should point the way for you sir.” 
  Captain Born nods and takes Brie’s hand, “We’ll be the 
  fastest ship on the seas m’am.  Lady Kayla helped me and 
  my crew a few years back and we’ve not forgotten her 
  generosity.  Ferrying her saviors about is the least we can 
  do.”   
  Putting his hands up to shade his eyes, he scans the sky 
  for a few seconds and continues, “We’d best be about it 
  folks. Time to shove off!” 
  Captain Born and his crew are a flurry of activity as you 
  sail out of Rhynehurst. In short order, you round past the 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 3 
  
  city of Dyvers into the Nyr Dyv beyond before turning 
  south into Midbay. The Gem of the Flanaess, Greyhawk 
  City itself, appears in the distances and, under Captain 
  Born’s steady hand, you sail on past into Wooly Bay. As 
  the days stretch on, you round the peninsula of the 
  Pomarj into the Sea of Gearnat and before you – the 
  great Azure Sea beckons, holding the secret island that is 
  the end of your quest. 
  The trip will take several days to complete and the time 
  passes relatively uneventfully.  Captain Born and his 
  crew are efficient and friendly, welcoming to the PCs 
  or allowing the PCs their privacy as desired. 
  The cry drifts down from the crows nest “Land ho!” The 
  small, volcanic island ahead of you is real enough, and it 
  lifts your hopes that the treasure will be real as well.  The 
  Osprey gently turns to take you to the southwest shore of 
  the island for an afternoon drop off. 
  The PCs will have enough time to make preparations 
  for their departure.  Captain Born will give them a 
  small rowboat to take to shore while he anchors 
  offshore a few hundred yards.  (This is standard 
  practice.)  Captain Born gives the characters two days 
  to search the island and will then expect them to at 
  least return and report as to their findings.  If they do 
  not return after two days, he will assume the worst and, 
  unfortunately, leave them to their fate.  (He’s no 
  adventurer, after all.) 
  If the people who kidnapped Kayla show up, Captain 
  Born will fight to free her if possible.  If this happens 
  and he fails in his fight and his ship is taken, he will 
  burn his pennant flag as a warning to those of you 
  going ashore. 
  Encounter One: Uncharted 
  Island 
  The afternoon sun is warm, but the soft breeze from the 
  west cools your brow and rustles the trees, giving the 
  sense that the island is alive, breathing, and restless. A 
  quick search of the immediate coastline reveals no paths 
  or structures. It appears that you will have to venture 
  inland to find the treasure you seek. 
  With a few Survival, Search, or Spot checks – all DC 15 
  – the characters eventually make their way through the 
  undergrowth towards the dormant volcano that 
  occupies the southwestern edge of the island. 
  Slashing through the vines and branches, you eventually 
  come to the foot of the dormant volcano that makes up 
  most of the southwestern section of the island.  Stumbling 
  out into a partial clearing, you see before you a large 
  outcropping of rock, cut vaguely into the shape of an arch. 
   Under the arch, set into the volcano, you see a large sheet 
  of green rock.  The light green rock is glassy and appears 
  to act as a door of some kind, blocking passage through 
  the archway and into the volcano itself. 
  The slick, almost neon-green rock is, indeed, a doorway 
  into the volcano.  The stone door has Hardness 15 and 
  90 hp.  A weapon striking the door will let loose a 
  shower of sparks and light acid doing 1d2 points of 
  damage to the attacker.  It can also be forced open with 
  a Strength check DC 30.  This door is one way to enter 
  the complex, but not the only way. 
  � Door (Stone), Hardness 15, 90 hp; Break DC 30 
  A DC 22 Search check reveals a small opening 
  approximately 15 feet over the top of the 10 foot high 
  door.  The opening looks big enough for a medium 
  sized creature to squeeze through. (Once you remove 
  the bird’s nest that currently fills the hole.) 
  Two Climb checks (DC 20) allow a character to get up 
  to the hole; with two more Climb checks (DC 20) 
  allowing a safe landing on the other side.  On the other 
  side, a lever next to the door is the obvious means of 
  opening the entrance to the complex. 
  The door and the surrounding stones in the complex 
  are not immune to magic, so, if the character have 
  some way to bypass the door (or damage it) with magic, 
  that will work. 
  Encounter Two: Behind the 
  Green Door 
  Beyond the archway, large cavern opens before you – 
  marking the entrance to this underground complex.  The 
  cavern is approximately 80 feet across and 60 feet wide 
  and contains a large (15x15) fountain near the door.  The 
  fountain, empty of liquid, has a large central pillar 
  (5x10) holding a black metal equilateral triangle, point 
  down, with an inverted Y within it.  Carved into the 
  pillar are the words “Our Greatest Treasure is the 
  elemental secret hidden in our own life’s blood.” 
  A DC 15 Knowledge [Religion] check reveals that this 
  resembles the symbol of Tharizdun (an inverted 
  pyramid), an intermediate deity of eternal darkness, 
  decay, entropy, malign knowledge, and insanity. 
  Making the check by +5 (DC 20) reveals that this is 
  actually the symbol of the Elder Elemental Eye, an 
  aspect of Tharizdun, an intermediate deity of elemental 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 4 
  
  evil whose worshippers are of unknown and 
  mysterious origin. 
  If detect magic is employed, the characters can discover 
  that the fountain radiates faint conjuration magic while 
  the “key holes” radiate faint transmutation magic. 
  Proceed from here once the party is ready 
  Beyond the fountain, the room is covered with dust and 
  cobwebs, obviously neglected for quite a long time.  This is 
  emphasized as you look high above you.  40 feet in the 
  air, a collection of cages full of corpses hangs in silent 
  testimony to the gruesome nature of this underground 
  lair. 
  There are four obvious archways leading out of the room. 
   Two are spaced evenly apart in the center wall and one 
  on each of the other two walls opposite the green door.  
  Centered above each archway is an iron symbol. 
  The arch to the left has a Square. 
  The center-left arch bears a Triangle. 
  The center-right arch has two horizontal Wavy Lines. 
  Lastly, the arch to the right has a Circle. 
  Otherwise, this large room is devoid of any decorations 
  and holds no furniture to speak of. 
  The corpses have no gold or items and the cages will 
  come crashing down to the floor if more than 25 
  pounds of weight is put on them.  Additionally, a 
  search of the fountain shows there are four small “slots” 
  shaped like the symbols on each of the doors.  
  (Obviously keys to activate something in the fountain.) 
  Hidden, above the cages, out of sight, approximately 60 
  feet above the floor, is a clutch of Darkmantles.   
  APL 2 [EL 2] 
  � Darkmantles (2); 6 hp; see Monster Manual, page 
  38. 
  APL 4 [EL 4] 
  � Darkmantles (4); 6 hp; see Monster Manual, page 
  38. 
  APL 6 [EL 6] 
  � Darkmantles (6); 6 hp; see Monster Manual, page 
  38. 
  APL 8 [EL 8] 
  � Darkmantles (10); 6 hp; see Monster Manual, page 
  38. 
  Tactics: Once the party has moved into the room the 
  darkmantles cast darkness on themselves and attack.  
  Darkness causes the darkmantles to radiate shadowy 
  illumination out to a 20-foot radius. All creatures in the 
  area gain concealment (20% miss chance). Even 
  creatures that can normally see in such conditions 
  (such as with darkvision or low-light vision) have the 
  miss chance in an area shrouded in magical darkness.  
  Normal lights (torches, candles, lanterns, and so forth) 
  are incapable of brightening the area, as are light spells 
  of lower level. 
  Thanks to their blindsight ability, darkmantles are 
  unaffected by darkness, but are effectively blinded by a 
  silence spell. 
  Once the PCs have dealt with the darkmantles, they 
  are free to examine each of the doors. 
  Development:  
  If the PCs go through the door with the Square, go to 
  Encounter Three. 
  If the PCs go through the door with the Triangle, go to 
  Encounter Four. 
  If the PCs go through the door with the Wavy Lines, 
  go to Encounter Five. 
  If the PCs go through the door with the Circle, go to 
  Encounter Seven. 
  Once the PCs have all four “keys” for the fountain, 
  please continue with Encounter Eight.  The keys all 
  radiate a faint transmutation magic. 
  Encounter Three: The Square 
  Door 
  As the solid wooden door falls away from you, an earthy 
  smell rises to greet you emphasizing the smooth, round 
  tunnel that stretches out before you.  The tunnel proceeds 
  straight into the mountain for several feet before ending 
  in a short set of stairs.  After a brief descent, you find 
  yourself in a small foyer (10x10) with a large, ten foot 
  opening in front of you. 
  The room is approximately 60 feet across, rounded, and 
  full of small stalactites and stalagmites.  Curving 
  between the obstructions, in a serpentine pattern, is a 5 
  foot wide path that leads across the center of the room to a 
  solid stone altar on the far side.  Sitting atop the altar is a 
  stone brace holding an obsidian Square. 
  The room is 60 across and 15 ft. high, with a slightly 
  serpentine path, 5 ft. wide, that runs through the 
  center of the room, curving alongside several 5 ft. wide 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 5 
  
  stalagmites.  Farther away from the path, along the 
  edges of the room, are larger stalagmites (10 and 15 ft. 
  square).  Once there is at least one person 30 feet into 
  the room, or if the obsidian Square is taken off the 
  altar, the creature(s) below will appear from one earth 
  and attack. 
  The obsidian Square is one of the “keys” for the 
  fountain in Encounter Seven and is trapped. If the trap 
  is sprung, by taking the symbol, the elementals are 
  released. 
  APL 2 [EL 2] 
  � Square Symbol: mechanical; touch trigger; no 
  reset; Search DC 20, Disable DC 20 
  � Earth Elementals, Small (2); 11 hp; see Monster 
  Manual, page 97 
  APL 4 [EL 4] 
  � Square Symbol: mechanical; touch trigger; no 
  reset; Search DC 24, Disable DC 24 
  � Earth Mephit; 19 hp; see Monster Manual, page 
  182 
  � Earth Elemental, Small (1); 11 hp; see Monster 
  Manual, page 97 
  APL 6 [EL 6] 
  � Square Symbol: mechanical; touch trigger; no 
  reset; Search DC 28, Disable DC 28 
  � Earth Mephit; 19 hp; see Monster Manual, page 
  182 
  � Earth Elemental, large (1); 68 hp; see Monster 
  Manual, page 97 
  APL 8 [EL 8] 
  � Square Symbol: mechanical; touch trigger; no 
  reset; Search DC 32, Disable DC 32 
  � Earth Elemental, large (1); 68 hp; see Monster 
  Manual, page 97 
  � Earth Elemental, huge (1); 152 hp; see Monster 
  Manual, page 97 
  Encounter Four: The Triangle 
  Door 
  Once open, the door reveals a long, spiraling staircase 
  descending into the earth.  You feel a rush of hot air 
  caressing your face from below, giving silent testimony to 
  the dormant, but not altogether dead, volcano. 
  After a few minutes walk, the stairs empty out into a 
  small foyer, perhaps 10x10, with an open wall granting 
  you a view of the source of the increasing heat.  A five 
  foot wide pathway leads across a low-ceilinged 60 foot 
  round room, between several small pockets of liquid 
  magma.  The pathway is vaguely serpentine in 
  appearance and seems to be hewn out of the same 
  volcanic rock as the stairs and foyer. 
  On the far side of the room sits a stone altar with a single 
  item on it, a stone brace holding a small obsidian 
  Triangle, approximately the same size as the indentation 
  on the fountain above. 
  The room is 60 across and 15 ft. high, with a slightly 
  serpentine path, 5 ft. wide, that runs through the 
  center of the room, curving alongside several 5 ft. wide 
  pockets of magma.  Farther away from the path, along 
  the edges of the room, are larger pools (10 and 15 ft. 
  square) of magma.  Once there is at least one person 30 
  feet into the room, or if the obsidian Triangle is taken 
  off the altar, the creature(s) below will appear from one 
  of the pools and attack. 
  The obsidian Triangle is one of the “keys” for the 
  fountain in Encounter Seven and is trapped. If the trap 
  is sprung, by taking the symbol, the elementals are 
  released. 
  APL 2 [EL 2] 
  � Triangle Symbol: mechanical; touch trigger; no 
  reset; Search DC 20, Disable DC 20 
  � Azer; 11 hp; see Monster Manual, page 21 
  APL 4 [EL 4] 
  � Triangle Symbol: mechanical; touch trigger; no 
  reset; Search DC 24, Disable DC 24 
  � Magmin; 11 hp; see Monster Manual, page 179 
  � Fire Elemental, Small; 9 hp; see Monster Manual, 
  page 99 
  APL 6 [EL 6] 
  � Triangle Symbol: mechanical; touch trigger; no 
  reset; Search DC 28, Disable DC 28 
  � Fire Mephit; 13 hp; see Monster Manual, page 182 
  � Rast; 25 hp; see Monster Manual, page 213 
  APL 8 [EL 8] 
  � Triangle Symbol: mechanical; touch trigger; no 
  reset; Search DC 32, Disable DC 32 
  � Salamander (average); 58 hp; see Monster Manual, 
  page 219 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 6 
  
  � Fire Elemental, huge(1); 136 hp; see Monster 
  Manual, page 99 
  Encounter Five: The Wavy 
  Door 
  Once open, the door reveals a long, spiraling staircase 
  descending into the depths.  You feel a rush of cool, moist 
  air caressing your face from below, indicating how far 
  you are about to descend. 
  You carefully continue down and, after a few minutes, 
  the slippery stairs empty out into a small foyer, 
  approximately 10x10, with an open wall granting you a 
  view of the source of the moisture.  A five foot wide 
  pathway leads across the room, between several small 
  pockets of cool, still seawater.  The pathway is vaguely 
  serpentine in appearance and seems to be hewn out of the 
  same smooth, water-worn rock as the stairs and foyer. 
  On the far side of the room sits a stone altar with a stone 
  brace holding a small obsidian Wave, approximately the 
  same size as the indentation on the fountain above. 
  The room is 60 across and 15 ft. high, with a slightly 
  serpentine path, 5 ft. wide, that runs through the 
   and is trapped. If the trap is 
   Line Symbol: mechanical; touch trigger; no 
   20, Disable DC 20 
  mbol: mechanical; touch trigger; no 
   24, Disable DC 24 
  ual, page 100 
  mbol: mechanical; touch trigger; no 
   28, Disable DC 28 
  avy Line Symbol: mechanical; touch trigger; no 
   32, Disable DC 32 
  center of the room, curving alongside several 5 ft. wide 
  pockets of water.  Farther away from the path, along 
  the edges of the room, are larger pools (10 and 15 ft. 
  square) of water.  Once there is at least one person 30 
  feet into the room, or if the obsidian Wave is taken off 
  the altar, the creature(s) below will appear from one of 
  the pools and attack. 
  The obsidian Wave is one of the “keys” for the fountain 
  in Encounter Seven
  sprung, by taking the symbol, the elementals are 
  released. 
  APL 2 [EL 2] 
  � Wavy
  reset; Search DC
  � Water Elementals, small (2); 11 hp; see Monster 
  Manual, page 100 
  APL 4 [EL 4] 
  � Wavy Line Sy
  reset; Search DC
  � Water Mephit; 19 hp; see Monster Manual, page 
  185 
  � Water Elemental, small; 11 hp; see Monster 
  Man
  APL 6 [EL 6] 
  � Wavy Line Sy
  reset; Search DC
  � Water Elemental, large; 68 hp; see Monster 
  Manual, page 100 
  � Water Mephit; 19 hp; see Monster Manual, page 
  185 
  APL 8 [EL 8] 
  � W
  reset; Search DC
  � Water Elemental, large; 68 hp; see Monster 
  Manual, page 100 
  � Water Elemental, huge; 152 hp; see Monster 
  Manual, page 100 
  Encounter Seven: The Circle 
  Door 
  Once open, the door reveals a long, spiraling staircase 
  descending into the depths.  You feel blast of air from 
  below, pressing into you as urging you to stay away from 
  whatever awaits you below. 
  You carefully continue down and, after a few minutes, 
  the stairs empty out into a small foyer, approximately 
  10x10, with an opening granting you a view of the source 
  of the wind.  A five foot wide pathway leads across the 
  room, between several small pits. The pathway is vaguely 
  serpentine in appearance and seems to be hewn out of the 
  same smooth rock as the stairs and foyer.  The room itself 
  is pockmarked with small holes in the walls and ceiling, 
  obviously the source of the rushing winds. 
  On the far side of the room sits a stone altar with a stone 
  brace holding a small obsidian Circle, approximately the 
  same size as the indentation on the fountain above. 
  The room is 60 across and 15 ft. high, with a slightly 
  serpentine path, 5 ft. wide, that runs through the 
  n and is trapped. If the trap is 
  center of the room, curving alongside several 5 ft. wide 
  pits.   (Every pit in the room is 10 ft. deep per APL; ie. 
  the APL 2 pits are 20 ft deep.)  Farther away from the 
  path, along the edges of the room, are larger pits (10 
  and 15 ft. square.  Once there is at least one person 30 
  feet into the room, or if the obsidian Circle is taken off 
  the altar, the creature(s) below will appear from one of 
  the pits and attack. 
  The obsidian Circle is one of the “keys” for the fountain 
  in Encounter Seve
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 7 
  
  sprung, by taking the symbol, the elementals are 
  released. 
  APL 2 [EL 2] 
  � Circle Symb
  Search DC 20, Disable DC 20 
  ol: mechanical; touch trigger; no reset; 
  ol: mechanical; touch trigger; no reset; 
  isable DC 24 
  ol: mechanical; touch trigger; no reset; 
  isable DC 28 
  ol: mechanical; touch trigger; no reset; 
  Fountain Filled With Blood 
  � Air Elementals, small (2); 9 hp; see Monster 
  Manual, page 96 
  APL 4 [EL 4] 
  � Circle Symb
  Search DC 24, D
  � Air Mephit; 13 hp; see Monster Manual, page 181 
  � Air Elementals, small; 9 hp; see Monster Manual, 
  page 96 
  APL 6 [EL 6] 
  � Circle Symb
  Search DC 28, D
  � Air Mephit; 13 hp; see Monster Manual, page 181 
  � Air Elementals, large; 60 hp; see Monster Manual, 
  page 96 
  APL 8 [EL 8] 
  � Circle Symb
  Search DC 32, Disable DC 32 
  � Air Elementals, large; 60 hp; see Monster Manual, 
  page 96 
  � Air Elementals, huge; 136 hp; see Monster Manual, 
  page 96 
  Encounter Eight: The 
  As
  r 
   the last of the elemental keys slides into place you hea
  a s
   
  oft “pop” from the center of the large fountain.  A few
  seconds later, the sounds of dripping water begin to echo 
  throughout the room, except the dripping isn’t water.  
  The large inverted pyramid and the inverted Y inside it 
  are beginning to stream rivulets of blood, down the pillar, 
  to collect in the fountain. 
  A few minutes later, as the fountain fills, the warm, wet 
  blood begins to foam and surge slightly, releasing an 
  acrid, iron smell.  Fire, water, air, and earth blend with 
  life itself in this macabre masterpiece to madness and 
  death. 
  What happens next is entirely up to the PCs.  They 
  have solved the “puzzle” but must actively search IN 
  5) that opens with a grinding of 
  lf, the 
  e benefits of both a 
   Nothing Left 
  the fountain full of blood to find the doorway down to 
  the treasure trove.  
  The pillar in the center of the fountain has a secret 
  door (Search DC 1
  stone upon stone to reveal a tight spiral staircase 
  leading down to the lower level of the complex. 
  The fountain’s secret door will remain open for 4 
  hours, at which time the fountain will empty itse
  keys will all return to their respective altars, and the 
  PCs will have to fight their way through again in order 
  to re-open the secret door.  Anyone below during that 
  time will be trapped, although they will have a “way 
  out” described in Encounter Ten. 
  If, at any time, any of the PCs actively sheds their blood 
  into the fountain, they receive th
  bless spell and a shield of faith +3 for the next 4 hours.  
  Once the characters proceed down the staircase, 
  proceed to Encounter Nine. 
  Encounter Nine:
  to Lose 
  As you step over the
  holds the blood 
   retaining lip that 
  back from the stairwell you again marvel at the 
  intelligence and madness of the people who built this 
  complex. The stairs wind down tightly, gradually 
  widening, until depositing you in a square room lit by an 
  ever-burning torch.  The torch illuminates many alcoves 
  and passages, some with chests or empty pedestals.  The 
  same inverted pyramid symbol is laid out on the floor of 
  the room in a giant mosaic. 
  The room is approximately 40 by 40 and has two 
  alcoves per wall.  (The PCs enter in the center of the 
  ue with Encounter Ten. 
  room in a 10 x 10 spiral stairwell.) Novalis has already 
  cleared out this room and disabled all the traps, some 
  of which is obvious, and some of which will give the 
  PCs cause to wonder.  All the alcoves are 5x5 and the 
  hallways are 5 ft. wide and approximately 20 – 30 feet 
  long. 
  If any PC stumbles into Wall C—Alcove 2, please 
  contin
  Wall A 
  Alcove 1 
  An empty pedestal. 
  (A Search DC 20 re
  a pressure plate set in it, but it has since been disabled.) 
  veals that the pedestal used to have 
  Alcove 2 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 8 
  
  A pedestal holding a small metal urn.  
  If detected, the flask radiates faint transmutation 
  magic.  (The pedestal is not trapped, the flask is a flask of 
  curses (DMG pg 275). 
  Wall B 
  Alcove 1: 
  This hallway ends after 30 feet.  Sitting on a low pedestal 
  is a small chest.  
  This chest has a small bag of powder inside.  If 
  detected, the powder radiates moderate illusion.  (This 
  is dust of sneezing and choking, DMG pg 275.) 
  Alcove 2: 
  This alcove holds a 3 foot high set of shelves.  On top of 
  the shelves sits a lone pair of supple leather gloves. 
  If 
  detected, 
  the 
  gloves 
  radiate 
  a 
  moderate 
  transmutation magic.  The gloves will act like +2 gloves 
  of dexterity.  The true nature of these gloves of fumbling 
  will become apparent if the wearer is under attack or in 
  a life-and-death situation.  (DMG pg 275) 
  Wall C 
  Alcove 1: 
  An alcove with a sack chest on a short pedestal. 
  This sack is normal and completely empty.  (Novalis 
  forgot about it on his last trip down here.) 
  Alcove 2: 
  This hallway ends after 30 feet.  Tucked into a small 
  alcove here is another small chest sitting atop a plain 
  stone altar with the markings of the mysterious inverted 
  pyramid. 
  Any character standing on the square in front of the 
  mbers reappear here, and if 
  altar will activate a teleportation circle.  (Search DC 34; 
  Disable Device 34). Proceed to Encounter Ten 
  immediately and tell the rest of the party to wait while 
  you deal with this event.  
  If and when the party me
  they think to look, the chest is empty. 
  Wall D 
  Alcove 1:  
  This alcove holds a large chest sitting on the floor. 
  ith a 
  5 negates the spell, 
  A Search DC 20 reveals a hidden side panel w
  scroll tucked away in it.  The scroll is a piece of text 
  from the mad ramblings of a priest of Tharizdun.  If 
  deliberately read, it has a sepia snake sigil on it and will 
  affect the first reader per the spell. 
  � Sepia Snake Sigil. Reflex DC 1
  otherwise 1d4+1 days in suspended animation. Note, 
  this suspended animation will prevent death until it 
  wears off, but not damage from external sources.) 
  Alcove 2: 
  This alcove contains a small altar with the inverted 
  pyramid symbol on it.  The altar has several sticks of 
  incense that have not been burned yet.  Otherwise, it 
  appears unremarkable. 
  The incense radiates moderate enchantment.  It is 
  incense of obsession, DMG pg 275.) 
  Hopefully now the PCs will realize that someone, (a 
  thief) has ransacked this whole complex already and 
  taken most if not all of the choice items 
  Encounter Ten: The Secret 
  Circles 
  The brief feeling of disorientation passes as you find 
  yourself in a decent sized cavern of hewn rock.  
  Apparently the creators of the mysterious complex wanted 
  another, secret room… either for a quick getaway, a 
  secret hiding place, or a deadly trap.  Only time will tell 
  which one you have stumbled upon.   
  (Assuming the PC can see their surroundings in a pitch 
  black room, please continue on below.) 
  The room you occupy is 40 feet square with a 10 ft. 
  ceiling.  The walls of the cavern are roughly hewn and 
  lack any kind of ornamentation.  A pile of bones in a 
  nearby corner tells you two things almost immediately.  
  First, you are not the first person to come to this place.  
  Secondly, since the bones are still moist and fresh, you are 
  probably in a fair amount of danger. 
  At this point, go back to the other party members who 
  are still in Encounter Nine and give them 7 rounds of 
  actions.  At that time please proceed with this 
  encounter whether they all have entered the 
  Teleportation Circle or not. 
  There are two obvious exits from your cavern room.  The 
  first, in one corner, is a five-foot wide archway that seems 
  to open to a similar room beyond.  The second is an iron 
  door in the opposite corner. 
  If they try the archway, read the following: 
  Beyond the archway is a moderately sized chapel (40x30) 
  that has been completely ransacked. The few pews are all 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 9 
  
  overturned, some even made into a crude shelter in the 
  corner. A small pile of ash next to the fragile structure 
  indicates a intelligent occupant for this cavern. The altar 
  once held the same inverted pyramid symbol, but the 
  figure now lies broken off to one side. 
  This room is very basic and unremarkable.  The living 
  structure in the corner has no obvious information 
  (Anyone who enters this 
  leven: Things Get 
  If they try the iron door any Search DC at all reveals 
  that it is unlocked and untrapped:  
  save for another pile of bones, “probably the last “meal” 
  for whatever lives here.”  The walls of the chapel are 
  lined with alcoves full of statues.  The statues 
  themselves are of various men and women in poses of 
  complete rage or madness. 
  There is one alcove that has neither statue, nor 
  anything else in it at all. 
  alcove will be teleported back to a spot immediately in 
  front of the fountain in Encounter Three.) 
  If the characters try the iron door, proceed to 
  Encounter Eleven. 
  Encounter E
  Hairy 
  The iron door swings open easily and the immediate 
  stench of rotten meat almost knocks you over.  A great 
  pile of dead bodies, both humanoid as well as animal 
  remains, lies in the center of a small chamber.  The room 
  is 20x20 and has a 10 ft. wide pool of water in the far 
  corner.  Thanks to the runoff from the pile of corpses, the 
  pool is undrinkable, but the soft light shining from the 
  pool could be an indication that it is some kind of watery 
  egress from this cavern. 
  If anyone searches any of these bodies they will find 
  little of interest.  These appear to be the bodies of 
  farmers and other simple townsfolk, even little 
  children.  The pile of bodies is quite immense though 
  and could easily be one-third to one-half the 
  population of an entire village.  Whatever did this has 
  absolutely no regard for any life but its own. 
  A sudden flurry of movement from the pool of water 
  grabs your attention as you see a terrifying shape 
  lurching out at you.  (A/Two) withered old crone(s) 
  [astride a black horse with flaming hooves] move quickly 
  toward you with (a) bloodcurdling scream(s). 
  APL 2 [EL 4] 
  � Sea Hag ; 19
  APL 4 [EL 4] 
   hp; see Monster Manual, page 144 
  9 hp; see Monster Manual, page 143 
   (3); 49 hp; see Monster Manual, page 
  8 hp; see Monster Manual, page 193 
  s 
  er this fight is over, the PCs may do 
  d as citizens 
  ng down a long (1,000 ft) 
  istane, they are welcome to make 
  yla, 
  now recovered, will offer some of the treasure from her 
  old adventuring days from the lock-box under her bed. 
  � Green Hag; 4
  � Merrow; 29 hp; see Monster Manual, page 199 
  APL 6 [EL 6] 
  � Green Hags
  143; and Covey rules, page 144 
  APL 8 [EL 8] 
  � Night Hag; 6
  � Nightmare; 45 hp; see Monster Manual, page 194 
  Tactics:  The hag(s) will target the obvious fighter
  first, as will the Merrow and the Nightmare.  At APL 6, 
  the Covey of hags will emerge from the pool of water 
  and forcecage an obvious fighter before choosing 
  individual targets. They will NOT use the forcecube 
  variant of forcecage. 
  After the fight: Aft
  as much searching and whatnot as they wish.  There is 
  a moderate amount of treasure here, mostly remnants 
  of the victims of the Hag (s), but nothing as much as 
  the PCs were lead to believe by the treasure map. A DC 
  12 Knowledge [Geography] or Knowledge [Local – 
  VTF] reveals that the victims are from the town of 
  Tristane, which recently was abandoned.  
  The rumor was that the town was haunte
  continually came up missing. 
  Besides the pool of water leadi
  underwater tunnel to a well in the now abandoned 
  town of Tristane, there are no other obvious exits here. 
   The PCs are welcome to try to swim the tunnel.  
  Alternatively, if they enter the alcove that has no statue 
  in the abandoned chapel they will be teleported back 
  to a spot immediately in front of the fountain in 
  Encounter Three.) 
   If the PCs exit to Tr
  their way back to Rhynehurst with information about 
  the uncharted island, the abandoned town, and 
  whatever else they deem important.  When they arrive, 
  Brie will tell them that Kayla was found, along with the 
  body of Novalis Fleetfoot, in an alleyway almost one 
  week ago.  Apparently his body had been dead for some 
  time and she was seriously wounded while trying to 
  escape her captors.  There have been no more leads or 
  information, though the city guard will be on the 
  lookout for any suspicious black robed individuals. 
  Brie will offer the adventurers her thanks and Ka
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 10 
  
  “I’ve no need of it any more, but I’m sure it will serve 
  you well.  Please honor me by accepting my gift to 
  you.”  Please end the adventure here and fill out the 
  appropriate boxes on the AR. 
  If the PCs discover the “return” teleportation circle, 
  then describe a brief dizzying sensation and continue 
  with Encounter Twelve. 
  Encounter Twelve: 
  Homeward Bound 
  As you sta
  u realize 
  nd in front of the fountain of blood, yo
  that something is different. Staked to the lip of the 
  fountain is a letter of some kind. 
  Give the players Player Handout #1.  
  What’s going on: Cousin “T” and company have been 
  can get their 
  elis was in debt 
  ther on down the coast. 
  scouring the island for anything they 
  hands on that’s worth something. Nov
  to them for a lot of money and this was their shot at 
  recouping some of the losses.  
  Captain Born and his crew are alright; actually they 
  didn’t see Cousin “T”’s ship since it was already 
  anchored in a secluded bay fur
  When the PCs return to the Osprey, Captain Born will 
  tell them that he was surprised to see another ship sail 
  past a short time ago, but it was a very sleek, very fast 
  ship that the Osprey will be unable to catch. 
  Conclusion of Part Two: Your 
  Final Reward 
  Returning to Rhynehurst City, you find yourselves again 
  in the rooms above the “Silver Lining”. 
  Brie Hawthorn tells you that a few days ago the body of 
  Novalis Fleetfoot was found in an alley near the docks 
  district.  Novalis had been dead for some time. With him 
  was Kayla O’Bannon – alive, but apparently wounded 
  while trying to escape her captors. Kayla, resting in her 
  bed, calls to you, “Please, come in here a moment before 
  you go, I’ve a gift for you all.” 
  The elderly woman in front of you looks very frail and 
  gaunt, still recovering from her great ordeal.  “Novalis 
  caused us all great harm with his greed, but I would like 
  to think that you chose to help Brie out of a more noble 
  purpose.  Please accept these gifts, not as payment, but as 
  tokens of our affection and the seal of duty.  I am well 
  past my adventuring years – but you can still make a 
  difference in this world. Ttake these mementos and use 
  them to build a better future for yourselves and 
  Verbobonc.” 
  Kayla gestures to Brie who produces a lock-box from 
  under Kayla’s bed. “Take these with our thanks.  You 
  will always have a home here in Rhynehurst.” 
  The box contains several items from Kayla’s days as an 
  adventurer, but none more precious than the hope that 
  one person’s efforts can change the world.  That hope, the 
  stuff of ballads and legends and dusty old treasure maps, 
  urges you out the door towards your next great 
  adventure. 
  End Part Two 
  Treasure 
   
  Experience Point Summary 
  experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  pl
  100 XP 
  100 XP 
  100 XP 
  Encounter Three 
  Recover the Symbol 
  250 XP 
  500 XP 
  Encounter Four 
  Recover the Symbol 
  250 XP 
  500 XP 
  Encounter Five 
  Recover the Symbol 
  APL 4 
  250 XP 
  To award 
  us role-playing) to each character. 
  Encounter Two 
  Defeat the Darkmantles 
  APL 2 
  APL 4 
  APL 6 
  APL 8 
  100 XP 
  APL 2 
  125 XP 
  APL 4 
  APL 6 
  APL 8 
  875 XP 
  APL 2 
  125 XP 
  APL 4 
  APL 6 
  APL 8 
  875 XP 
  APL 2 
  125 XP 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 11 
  
  APL 6 
  500 XP 
  875 XP 
  Encounter Seven 
  Recover the Symbol 
  500 XP 
  875 XP 
  Encounter Eleven 
  Defeat the Hags 
  800 XP 
  1,000 XP 
  Total Possible Experience: 
  1,800 XP 
  reasure Summary 
  During an adventure, characters encounter tre
  usu
  ing it in the possession of their foes
  encounter that features treasure has a “treasure” 
  within the encounter description, giving info
  about the loot, coins, and magic items that make up the 
  encounte
  ble that characters can go back to 
  to activate it.  Other times they may 
  may spend 
  gratitude is the 
  1,900 gp 
  APL 8 
  APL 2 
  125 XP 
  APL 4 
  250 XP 
  APL 6 
  APL 8 
  APL 2 
  400 XP 
  APL 4 
  600 XP 
  APL 6 
  APL 8 
  APL 2 
  600 XP 
  APL 4 
  900 XP 
  APL 6 
  1,300 XP 
  APL 8 
  T
  asure, 
  ally find
  .  Every 
  section 
  rmation 
  r’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 reasona
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how 
  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 
  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, Jewelry, 
  and other valuables; M = Magic Items. 
  Note: In this adventure, the treasure comes from the 
  sale of the “cursed” items that they found (one man’s 
  garbage is another man’s treasure!) as well as the people 
  involved with the PCs.  Their 
  recompense for the adventures. 
  Total Possible Treasure: 
  APL 2 
   
   
   
  700 gp 
  APL 4:   
   
   
  1,100 gp 
  APL 6:   
   
   
  1,500 gp 
  APL 8 
   
   
   
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 12 
  
  Rewards on the Adventure Record 
  Regular, 
  masterwork, 
  and 
  dwarvencrafted 
  (RS) 
  versions of armor and weapons are available for 
  purchase. 
  Darkmantle Cloak of Resistance: The master 
  seamstress Kayla O’Bannon was able to fashion a very 
  unique cloak for you from the darkmantle hide you 
  recovered on the island.  In addition to the normal 
  resistance properties of a standard cloak of resistance, 
  this wearer of this cloak can invoke a 10’ radius 
  darkness effect (as a 5th level caster) as a standard 
  action for up to ten (10) rounds each day. These rounds 
  need not be consecutive. and the cloak wearer is able to 
  see normally while within the darkness effect. The 
  cloak may be upgraded as a regular cloak of resistance, 
  however each upgrade use the prices listed below due 
  to the unique nature of the cloak. 
  Purchases made immediately after this adventure do 
  not require TU expenditure. 
  .Items found on the Adventure Record 
   
  APL 2 
  • 
  +1 darkmantle cloak of resistance (Freq: Regional, 
  limit of one; 2,000 gp, see above) 
  • 
  Fochluchan Bandore (Freq: Regional, limit of 
  one; 1,900 gp; CA) 
  Faint abjuration/evocation [darkness]; CL 5th, darkness, 
  resistance; Price 2,000 gp (+1), 5,000 gp (+2), 10,000 gp 
  (+3), 16,000 gp (+4), 26,000 gp (+5) 
  • 
  Ring of Swimming (Freq: Regional, limit of 
  one; 2,500 gp; DMG) 
  Brie: Brie has been taken with your willingness to 
  assist Kayla O’Bannon. With Kayla’s permission, Brie 
  offers her services as a special cohort (as per the 
  Leadership feat). Additionally, Brie is capable of 
  performing upgrades on woven magic items (capes, 
  cloaks, and vests) for you. You must pay all gold and 
  TU costs as if you were crafting the item yourself using 
  Item Creation. Contact the Verbobonc Triad for 
  further information on Brie 
  APL 4 (all of APL2 plus the following) 
  • 
  Lyre of the Restful Soul (Freq: Regional, limit of 
  one; 3,000 gp, LM) 
  • 
  +1 sharkskin armor (Freq: Regional, limit of 
  one;6,035 gp; SW) 
  • 
  Incense of Meditation (Freq: Regional, limit of 
  one; 4,900 gp, DMG) 
  [NOTE: Brie only goes to one player at the table, 
  based on how that character treated Brie through 
  the adventure.] 
  APL 6 (all of APLs 2-4 plus the following) 
  • 
  +1 greatsword [gloryborn template] (Freq: 
  Regional, limit of one; 2,950 gp, DMG2 
  Notes of Krevalek Granite Eye: You have recovered 
  the notes of the dwarven wizard, Krevalek. Obsessed 
  with cold magic, Krevalek made a number of entries 
  that have enabled you to better adapt to frozen 
  temperatures and climates. 
  • 
  Nightstick (Freq: Regional, limit of one; 7,500 
  gp, LM) 
  • 
  +2 Vest of Resistance (Freq: Regional, 4,000 gp; 
  CA) 
  You gain access to the following: feats and spells: Feats 
  – cold endurance (FB), cold focus (FB), greater cold focus (FB), 
  snowcasting (FB); spells – bone chill (FB), control 
  temperature (FB), frost weapon (FB), glaze lock (FB) 
  APL 8 (all of APLs 2-6 plus the following) 
  • 
  Mantle of second chances (Freq: Regional, limit 
  of one; 6,000 gp; DMG2) 
  • 
  Vest of Legends (Freq: Regional, limit of one; 
  16,000 gp, DMG2) 
  Exotic Marketplace: The marketplaces of Rhynehurst 
  are known for their exotic wares. After any Verbobonc 
  regional adventure, you may spend one (1) TU to travel 
  to 
  Rhynehurst 
  City 
  and 
  explore 
  the 
  exotic 
  marketplace, where you will find vendors willing to 
  sell you the following: 
  • 
  Armor: Dwarvencrafted Battleplate (RS) 
  • 
  Weapons: barbed chain (SS), howler javelin 
  (SS), sharktooth staff (SS) 
  • 
  Equipment: Desmodu cable (SS), 
  VERS6-01: Crewel Intentions – Part Two (Winter War version)Page 13 
  
   
   Appendix One: DM’s Maps 
  Map 1: Encounters 1 and 2 
   
  VERS6-01B: Crewel Intentions - Part Two 
   
  Page 14 
  
   
  Map 2: Encounters 3, 4, 5, and 7 
   
  VERS6-01B: Crewel Intentions - Part Two 
   
  Page 15 
  
   
  Map 3: Encounter 9 
   
  Teleportation Circle 
  to Encounter 10 
  VERS6-01B: Crewel Intentions - Part Two 
   
  Page 16 
  
   
  Map 4: Encounters 10 and 11 
   
   
  Teleportation Circle 
  to Encounter 12 
  VERS6-01B: Crewel Intentions - Part Two 
   
  Page 17 
  
   
  Player Handout #1 
  If you’re reading this note – congratulations, you made it out alive. 
  Which appears to be more than ole Novelis can say. 
  You’ve probably also come to the same conclusion that we did. 
  Nothing to find, eh? Looks like Fleetfood has led us all on a wild goose 
  chase. ‘Course, at least we found enough gold to make it worth our 
  trip. Don’t know if you can say the same. Looks like I’ll have to take a 
  loss on this business venture.  
  The good news is you’re still alive. Sometimes you just break even. 
   
  Cousin “T” 
   
  VERS6-01B: Crewel Intentions - Part Two 
   
  Page 18 
  
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