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Nae6 05 Sharafon PDF
Nae6 05 Sharafon PDF
Sharafon
A One-Round D&D LIVING GREYHAWK®
Principality of Naerie Regional Adventure
Version 1.4
You rarely notice them. Sometimes you see them in the streets or on the docks. Many remain in labor camp servitude.
Others have made the Menowood their new home. Hepmonaland warriors rampaged through Naerie in the service of
the Scarlet Brotherhood, but now they are slowly becoming part of the population. Will they always remain on the
fringes of society? You will help decide. A Naerie regional adventure for character levels 1-11 (APL 2-8). This module
will have important effects on future plotlines. Parties that share an ideological point of view are recommended for this
module.
Resources for this adventure [and the authors of those works] include Adventure Begins [Roger E. Moore], From the Ashes
[Carl Sargent], NAE3-01 Daughter of Idee [Steven Zwanger], NAE4-02 The Venemous Temple [Juha-Pekka Saarinen], NAE4-
04 Prince of Idee [Dan Hass], NAE5-01 When Nightingales Sing [Sampo Haarlaa], Scarlet Brotherhood [Sean K. Reynolds],
TSS3-07 Lance of Osson [Andy McPhee, Jeny McPhee & Stuart Kerrigan].
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.
Visit the LIVING GREYHAWK website at www.rpga.com.
in this sheet to your senior GM directly after play. You
RPGA® SANCTIONED PLAY must request a Living Greyhawk Adventure Record
Most likely you ordered this adventure as part of an (AR) from your local Triad by E-mail (do not forget to
RPGA even from the RPGA website, or you received it mention the RPGA Event Code when you do so) or
from your senior gamemaster. To play this adventure as from the senior GM.
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 LIVING GREYHAWK LEVELS OF
event could be as elaborate as a big convention, or as
simple as a group of friends meeting at the DM’s house. PLAY
To sanction an RPGA event, you must be at least a Because players bring their own characters to LIVING
Herald-Level™ gamemaster. The person who sanctions GREYHAWK games, this adventure’s challenges are
the event is called the senior gamemaster, and is in proportionate to the modified average character level of
charge of making sure the event is sanctioned before the PCs participating in the adventure. To determine
play, runs smoothly on the date sanctioned, and then this modified Average Party Level (APL) follow the
reported back to the RPGA in a timely manner. The steps below:
person who runs the game is called the table Dungeon 1. Determine the character level for each of the PCs
Master (or usually just DM). Sometimes (and almost all participating in the adventure.
the time in the cases of home events) the senior 2. If PCs bring animals that have been trained for
gamemaster is also the table DM. You don’t have to be a combat (most likely dogs trained for war), other
Herald-Level GM to run this adventure if you are not than those brought by virtue of a class ability (such
the senior GM. as animal companions, familiars paladin’s mounts)
By sanctioning and reporting this adventure you or the warhorse of a character with the Mounted
accomplish a couple of things. First it is an official Combat feat, use the sidebar chart to determine the
game, and you can use the AR to advance your Living number of levels you add to the sum of step one.
Greyhawk character. Second player and DMs gain Add each character’s animals separately. A single
rewards for sanctioned RPGA play if they are members PC may only bring four or fewer animals of this
of the Dungeons & Dragons Rewards program. Playing type, and animals with different CRs are added
this adventure is worth two (2) points. separately.
This adventure retires from RPGA-sanctioned play
on December 31, 2007. Mundane
# of Animals
Animals Effect on
To learn more about the Living Greyhawk APL
character creation and development, RPGA event 1 2 3 4
sanctioning, and Dungeons & Dragons Rewards, visit
the RPGA website at www.rpga.com. 1/4 & 1/6 0 0 0 1
Quote: “Forest is good home. Not very good for food. Not like Zorzant the Farmer: male human (Suel)
jungle home.” Com5/War1, (currently at -5 hp due to nonlethal
damage), AL CG.
Candarvas and the others can provide the following Quote: “It certainly was easier before these Heps came.
information (this is all true), provided they are turned The war was bad, sure. But who thought we’d end up living
Friendly with a DC 15 Diplomacy check or a successful for years with these blood-thirsty savages in our backyards?”
Intimidate check.
• He is a Hepmonalander who has been living in the Zorzant has a holy symbol of a scimitar in front of an
forest with his people since the end of the war. oak tree. A successful DC 15 Knowledge (religion)
• The raiding party was looking for food and stock check identifies this as Phyton (CG Suel deity of nature,
animals. beauty and farming – much associated with farmers,
• The Hepmonalanders in the forest are a sizeable shepherds and woodcutters).
force, but due to limitations of the area, they tend
to be in camps of approximately 100 in order to Zorzant survived the raid without serious injury,
avoid depleting natural food resources. Their total though he is unconscious. While angry and scared by
numbers are somewhere between 400 and 700. The what happened, he is not of a retributive nature. He
camps do not relocate very often as the Ahlissans speaks Common and Suel and can act as a translator for
have yet to mount a serious push into the forest the PCs. In addition, he knows the following:
itself. • This is not the first raid in the area, although his
• Some time ago, the earth started shaking and it has farm has never been attacked before. The Ahlissan
caused much hardship in the camps near the army does patrol in force but Menowood is so large
Hollow Highlands. It has also scared away many that something always slips through.
animals and times are extremely lean. • He intends to form a militia with the other farmers
• All camps are essentially independent, but Kesh nearby.
Reshes Fren is the supreme leader of them all. A • There is a labor camp, named Okalasna, in the
DC 20 Knowledge (history) check tells that he was north, near Naerie City. The prisoner(s) should be
the regional leader of Menst during the occupation taken there.
of Idee. Succeeding by 5 or more also reveals that
he was the only one of the ‘Keshes’ that survived Marna, the Farmers Wife: female human
the Ahlissan invasion. Characters from Naerie gain (Oeridian) Com3.
a +5 circumstance bonus on this check. Quote: “I’ve nothing again’ folk’s jus’ cuz they’re
• When the refugees first retreated into the forest, different. I’ve got something again’ folks cuz they steal and kill.
there were massive battles between them and the People like that…well, they ain’t people that should be here.”
fey and other forest creatures. Hundreds died on
each side (which is a slight exaggeration especially Hepmonalanders dragged Marna out of the house. She
in regards to the fey). They were eventually able to is unharmed, angry, afraid, and vengeful.
turn the tide using cold iron weapons looted from • She has a holy symbol that shows a leafless tree on
Idee, and by working an old cold iron mine near a field of snow. A successful DC 10 Knowledge
the Hollow Highlands. This has resulted in an (religion) check identifies this as Telchur (CN
uneasy equilibrium, and the Hepmonolanders have Oeridian god of North Wind and Cold).
been able to carve out their own territory. There are • While Telchur is a rare choice for farmers in
still occasional skirmishes. Naerie, in this case Marna tends the animals of the
• If asked about any Olman slaves that the farm and prays to Telchur to keep them strong and
Brotherhood took with them to the Menowood, fit.
the leader can reveal that most have died in the • She thinks someone needs to clear out the savages
woods, joined into a fight along the Scarlet from the forest, but it would surely take an army.
Brotherhood troops or simply disappeared into the • She thinks the captive(s) should be killed in
deep forest. retribution for the attack.
• If asked about their original home, all of these • She welcomes the party to stay. She insists that the
Hepmonalanders are from city state of Llerga in prisoners be tied up and placed in cages. The cages
northern Hepmonaland. A successful DC 30 are usually used for transporting sheep and are
Knowledge (geography) check reveals that the uncomfortably small for humans.
town is known for it’s brave and ferocious warriors
and the Scarlet Brotherhood recruits from it
Guards (6): Male/female human (Oeridian-Suel) Once the PCs seems to have finished talking to Tamnis,
Ftr2; AL LN. read the following:
Personality: Just doing my job here... A young girl of no more than 10 years suddenly
bursts in and runs to Tamnis, who quickly lifts the
Once the PCs head to the commander’s office read or girl up from the floor. ”Daddy, are we going home
paraphrase the following: soon?”
Inside the office, the guards quickly let the ”Yes, I am discussing a few things with these
commander know you have brought prisoners. nice people here,” he answers.
They inspect the prisoners, fill out a few
Acolytes (6): Female human (Suel) Clr1; AL NG. Sertern Elren: male human (Oeridian-Suel) Ftr2;
AL LN.
Athania can be found administering spells such as lesser
restoration or remove disease to patients who are not Elren can tell the following things:
How things proceed from here: When the PCs arrive, Development: If the PCs sided with the Idee
they can quickly see two sides eyeing each other Volunteers the adventure progresses to Conclusion A. If
suspiciously on the beach. It takes a DC 15 Knowledge they sided with the Nasranite Watch/House Eddri it
(religion) check to identify the leader of the ends with Conclusion B.
Hepmonalanders as a priest of Llerg while it requires a If the PCs are defeated, and captured, they loose 2
DC 15 Knowledge (nobility and royalty) or Bardic Lore TUs regardless of which side they supported. The
check to identify the armored side as agents of House Hepmonalanders beat them senseless and keep them
Eddri, in this case by identifying their blue/grey house imprisoned to prevent the PCs from stopping the
symbol. Eddri agents demand the priest of Llerg to shipment of the relics. The agents of Eddri throw them
surrender while the Hepmonalanders are telling agents in prison for hindring agents of the crown. If a PC
of Eddri to run while they can. Unless something is actually killed humans of the opposition and they are
done, the situation quickly degenerates into combat. caught by that opposition, then that particular PC is
executed/murdered (depending on one’s point of view).
No fighting: Only if any PC is a member of the Any of their friends who did not use lethal damage
Nasranite Watch, the Royal Army, the Order of Blue against the victim are released regardlessly.
and Gold or have the Celestial Scion feat can Eddri agents If the PCs have a conflict among them selves, and
be tricked away with a successful opposed Diplomacy or are forced to ‘surrender’ when their faction loses, no
Intimidate check (get lost, you have no authority!). If equipment is lost, nor are TU lost.
this is successful, the priest and Devven can afterwards
be bluffed to believe the PCs are agents of House Arxx Troubleshooting: There is no right or wrong side in
or otherwise sympathetic to their cause, unless they this conflict and as such the PCs might get in conflict
really are on their side, but in both cases this requires a with the lawful good forces House Eddri. As long as the
password (“snake”, “bird”, “cat”) after a successful check. PCs do not kill them, there is no problem in regards to
Characters may try another Bluff afterwards (Come on, PCs’ alignment. Killing good aligned people who are
we are replacements! We were never told the password) just doing their duty is a chaotic act. Divine spellcasters
but this grants a +10 circumstance bonus to the priest’s of lawful neutral, lawful good and neutral good deities
immediately loose their spellcasting abilities if they are
Gauterit lifts the last of the items on the wagon After you have been in Naerie City for a few days,
with your help and covers the contents with you hear that agents of House Haxx recently
tarpaulins. apprehended smugglers at a nearby fishing village.
”You have done a great service to House Arxx It seems there were a large number of religious
and the Ahlissan crown and we shall not soon items from the southern jungles involved, as well
forget your actions.“ as strange snake-like creatures. The Nasranite
With those words he hastily departs. Watch, the Temple of Zilchus, and House Haxx
have taken possession of said items; their ultimate
Parties who reach this conclusion receive a small fate is unknown.
monetary reward (25 gp x APL), and the favors of
House Arxx and Gauterit on their ARs. If the PCs
have killed any of the House Eddri agents, Gauterit says
that he will make arrangements to clear the PCs of any
wrongdoing; if this happens, none of the PCs receive
Korwil Zan: Male human Mnk4; CR 4; Medium Sertern Embric: Male human War3; CR 2; Medium
Humanoid (human); HD 4d8+4; hp 27; Init +6; Spd 40 Humanoid (human); HD 3d8+6; hp 22; Init +1; Spd 30
ft.; AC 15 (touch 14, flat-footed 14) [+1 armor, +1 Dex, ft.; AC 16 (touch 11, flat-footed 15) [+4 armor, +1 Dex,
+3 Wis]; Base Atk +3; Grp +9; Atk +6 melee (1d8+2, +1 shield]; Base Atk +3; Grp +5; Atk +7 melee
unarmed); Full Atk: +4/+4 melee (1d8+2, unarmed) or (1d8+2/19-20, masterwork longsword) or +5 melee
+6 melee (1d8+2, unarmed); SA Flurry of blows, ki (1d6+2 non-lethal, sap) or +4 ranged (1d8/19-20, light
strike; SQ Evasion, still mind, slow fall 20 ft.; AL LE; SV crossbow); Full Atk +7 melee (1d8+2/19-20,
Fort +6, Ref +6, Will +8; Str 14, Dex 13, Con 12, Int 8, masterwork longsword) or +5 melee (1d6+2 non-lethal,
Wis 16, Cha 10. sap) or +4 ranged (1d8/19-20, light crossbow); AL LE;
Skills and Feats: Balance +3, Bluff +2, Escape Artist SV Fort +4, Ref +2, Will +2; Str 14, Dex 12, Con 13, Int
+6, Jump +6, Spot +4, Tumble +8; Deflect Arrows, 10, Wis 12, Cha 11.
Dodge, Improved Initiative, Improved Grapple, Skills and Feats : Climb +4 (+2 in armor), Handle
Improved Unarmed Strike, Weapon Focus (unarmed) Animal +2, Intimidate +5, Jump +4 (+2 in armor),
Possessions: Bracers of armor +1, potion of cure light Listen +3, Profession (watchman) +2, Ride +2, Sense
wounds, potion of enlarge person, cloak of resistance +1, Motive +2, Spot +3, Swim +4 (+0 in armor); Alertness,
simple clothes. Toughness, Weapon Focus (longsword)
Possessions: Masterwork longsword, dagger, spiked
Kossoth Sotesh: Male human Clr4; CR 4; Medium gauntlet, light crossbow, 10 bolts, sap, chainshirt, small
Humanoid (human); HD 4d4+8; hp 34; Init +6; Spd 30 steel shield, signal whistle, bull’s eye lantern.
ft.; AC 11 (touch 11, flat-footed 10) [+1 Dex]; Base Atk:
+3; Grp: +5; Atk +5 melee (1d4+2/19-20, dagger); Full Walennor: Male human Rgr3/Rog3; CR 6; Medium
Atk +5 melee (1d4+2/19-20, dagger); SA Turn undead Human (human); HD 3d8+3 plus 3d6+3; hp 36; Init +3;
4/day; SQ Spontaneous cure; AL CG; SV Fort +6, Ref Spd 30 ft; AC 17 (flat-footed 14, touch 13) [+4 armor, +4
+2, Will +6; Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha Dex]; Base Atk; +5; Grp +7; Atk +8 melee (1d6+2/19-20,
12. masterwork shortsword) or +9 ranged (1d8+3/x3, +1
Skills and Feats: Bluff +6, Concentration +6, mighty composite longbow); Full Atk +8 melee (1d6+2/19-
Diplomacy +9, Knowledge (history) +2, Perform 20, masterwork shortsword) or +6/+6 melee (1d6+2/19-
Disfavors with Idee Volunteers or Iron League? Disfavors with Idee Volunteers or Iron League?
Disfavors with Idee Volunteers or Iron League? Disfavors with Idee Volunteers or Iron League?
Disfavors with Idee Volunteers or Iron League? Disfavors with Idee Volunteers or Iron League?
1 Square + 5ft
Dear Belva.
I am sending this message with adventurers who seemed trustworthy. They stopped a
raiding party and captured some of its members.
I again ask you to use your connections and let Prince Barzhaan know that the
situation is quite intolerable. We have more and more people in this camp every day yet
we must keep order with fewer and fewer guards.
Despite good words and promises, the defence around Menowood is not solid and raids still go
on. Just while ago, I learned that Heps actually tried a full-scale attack near the hamlet of
Mojabel. Thankfully, Zentrinn Haxx and his troops were nearby to stop it before things got
out of hand. How long is Prince going to let this problem fester?
In the end, the problem will go away as the savages cannot breed faster than they die.
However, I ask you; how many more farmers and soldiers must die while the Hepmonalander
question is unresolved?
Commander Tamnis
I would not want to hurt him either. If you wish to aid the Hepmonalanders
further, meet me at Hargas smokehouse in three hours. Be discrete.
A friend of Naerie