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Quirin Adventure #5: The Secrets of Maevis

A Short Adventure for Four 2nd Level Characters

Created by Christian Janke

Credits Table of Contents


Writer: Christian Janke Introduction ..................................................................2
Adventure Summary.................................................2
Cover Illustration: Christian Janke Encounter Levels......................................................2
Adventure Scaling ....................................................2
Interior Illustrations: Christian Janke Campaign Background.............................................4
Adventure Background.............................................4
Cover and Interior Page Design: Christian Janke Adventure Timeline ..................................................5
Adventure Synopsis .................................................7
Proofreading: James Quigley, Elizabeth M. Scott Character Hooks ......................................................7
Beginning the Adventure..............................................9
Playtesters: Tino Bringmann, Gordon Griebel, Björn The Town of Clearwood ...........................................9
Richter, Stefan Schlenker, Hardy Schneider Concluding the Adventure..........................................28
Development ..........................................................28
Rewards .................................................................29
Further Adventures.................................................29
Appendices ................................................................31
New Special Item ...................................................31
New Magic Items....................................................31
Monster Statistics ...................................................31
NPC Statistics ........................................................32
Player Handouts.....................................................39
Open Game License ..............................................43

Requires the use of the Dungeons & Dragons,


Third Edition Core Books, published by Wizards of the Coast, Inc.

This product utilizes updated material from the v.3.5 revision.


Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used with permission.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used
according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.

1
Introduction

Introduction
• G.2: Increase Opado’s level to third and add a riding
dog named Hasso (EL +1).
Adventure • G.3: See G.2 (EL +1).
• G.4: See G.2 (EL +1).
Summary •

G.5: See G.2 (EL +1).
H.1: Change the dwarf warrior skeleton to a wolf skele-
In this adventure, the characters become involved in a bur- ton (EL +2/3).
glary of a shop and the murder of its shopkeeper. During • I.2: Make Maevis a Clr4/Ftr4 with 5 negative levels (EL
their investigation, they may discover the remains of a for- +1).
gotten temple of darkness and death, the plans of an evil
organization called the Moonwalkers, and the dangerous 4th level PCs: Run the adventure as written, but with
secrets of a former hero named Maevis. The characters the following adjustments:
could face an artistic militia captain, a frightened witness,
• Set the scenario in a large town.
the Hats and its “immortal” leader, a darling of Clearwood,
• A.1: Add a dog and a militia member (EL +1-1/2).
a forgotten undead family, the hazards of the Great Well, a
• B.1: Increase Hanan’s level to eighth (EL +3).
“twin” of a PC, and an energy drained, deadly enemy.
• B.2: Add a militia lieutenant (War2), a dog, and two
militia members (EL +2).
Encounter Levels • C.1: Increase Gantee’s level to eighth (EL +3).
• D: Increase Rabb’s level to second (EL +1/2).
The Secrets of Maevis is an adventure site for four charac- • E: Increase the level of Ambo, Descog, Encio, Neva,
ters of about 2nd level. Odegon, Pedra, Salsamat, and Scrit by three (CR +2-
It would be helpful if the party had a character with the 1/2 for all CR of 1/2, CR +3 for all CR above 1/2). In-
turn undead ability. Additionally, party members with ranks crease the level of Neith, Poot Pernor, and Simmons
in Bluff, Diplomacy, Forgery, Gather Information, Handle by two (CR +1-1/2 for all CR of 1/2, CR +2 for all CR
Animal, Intimidate, and Search would be useful. Further- above 1/2). Increase the level of Achim, Carrick Ga-
more, spells such as calm animals, charm animal, charm natea, Dynas, Fen, and Yon by one (CR +1/2 for all
person, detect secret doors, disrupt undead (or other of- CR of 1/2, CR +1 for all CR above 1/2). Add 27 guild
fensive spell), hide from undead, light, and speak with ani- members (Rogue 1 [16], Fighter 3 [1], Fighter 1 [2],
mals would be beneficial. Finally, darkvision and low-light Expert 3 [1], Expert 1 [1], Bard 2 [1], Bard 1 [1], War-
vision are advantageous too. rior 2 [1], Warrior 1 [1], Commoner 2 [1], Commoner 1
[1]).
• E.1: See E (EL +3).
Adventure • F: Increase the falling slates trap’s attack bonus to +18
(EL +1).
Scaling • F.6: Change the tiny monstrous centipedes to small
monstrous centipedes and add a medium monstrous
The Secrets of Maevis is intended for four 2nd level char- centipede (EL +1).
acters, but it can be modified for parties of different sizes • F.5: Change the human commoner zombie to a human
or levels. Consider adapting the adventure as follows: warrior skeleton and add two riding dog skeletons (you
1st level PCs: Run the adventure as written, but with can use wolf skeletons instead; EL +2). Increase the
the following adjustments: falling height of the camouflaged pit trap by 20 feet (EL
• F: Remove the multiple target miscellaneous feature +1). Change the summon monster I trap to a summon
from the falling slates trap (EL -1). monster III trap that summons a fiendish dire weasel
• F.6: Remove four tiny monstrous centipedes (EL -1/2). (EL +2).
• F.5: Remove the skeletons (EL -1/2). Reduce the Dis- • G.2: Increase Opado’s level to fourth and make Bobbie
able Device of the camouflaged pit trap to 16 (same a ghost riding dog with the corrupting touch special at-
EL). Change the summon monster I trap to a fusillade tack (EL +2).
of darts (EL -1). • G.3: See G.2 (EL +2).
• G.2: Decrease Opado’s level to first and make Bobbie • G.4: See G.2 (EL +2).
a dog (EL -2). • G.5: See G.2 (EL +2).
• G.3: See G.2 (EL -2). • G.6: Increase the rusty portcullis trap’s attack bonus to
• G.4: See G.2 (EL -2). +17 (EL +1).
• G.5: See G.2 (EL -2). • H.1: Change the dwarf warrior skeleton to a bugbear
• G.6: Decrease the rusty portcullis trap’s Disable De- zombie (EL +1-2/3). Change the bugbear zombie’s
vice and Search DC to 16 (same EL). morningstar to a shortspear.
• H.1: Change the dwarf warrior skeleton to a human • I.2: Make Maevis a Clr5/Ftr5 with 5 negative levels (EL
commoner zombie (EL 1/2). +3).
• I.2: Make Maevis a Clr3/Ftr3 with 5 negative levels (EL
-1). 5th and 6th level PCs: Run the adventure as written,
but with the following adjustments:
3rd level PCs: Run the adventure as written, but with • Set the scenario in a large town.
the following adjustments: • A.1: Add a dog and a militia member (EL +1-1/2).
• D: Increase Rabb’s level to second (EL +1/2). • B.1: Increase Hanan’s level to eighth (EL +3).
• F.6: Change the tiny monstrous centipedes to small • B.2: Add a militia lieutenant (War2), a dog, and two
monstrous centipedes (EL +1). militia members (EL +2).
• F.5: Change the human commoner zombie to a human • C.1: Increase Gantee’s level to eighth (EL +3).
warrior skeleton (same EL). Increase the falling height • D: Increase Rabb’s level to third (EL +1-1/2).
of the camouflaged pit trap by 10 feet (same EL). • E: Increase the level of Ambo, Descog, Encio, Neva,
Change the summon monster I trap to a summon Odegon, Pedra, Salsamat, and Scrit by three (CR +2-
monster II trap that summons a fiendish wolf (EL +1).

2
Introduction

1/2 for all CR of 1/2, CR +3 for all CR above 1/2). In- • G.5: See G.2 (EL +5).
crease the level of Neith, Poot Pernor, and Simmons • G.6: Increase the rusty portcullis trap’s attack bonus to
by two (CR +1-1/2 for all CR of 1/2, CR +2 for all CR +17 and its Search DC to 25 (EL +2).
above 1/2). Increase the level of Achim, Carrick Ga- • H.1: Change the dwarf warrior skeleton to an owlbear
natea, Dynas, Fen, and Yon by one (CR +1/2 for all skeleton (EL +1-2/3).
CR of 1/2, CR +1 for all CR above 1/2). Add 27 guild • I.2: Make Maevis a Clr8/Ftr8 with 5 negative levels (EL
members (Rogue 1 [16], Fighter 3 [1], Fighter 1 [2], +9).
Expert 3 [1], Expert 1 [1], Bard 2 [1], Bard 1 [1], War-
rior 2 [1], Warrior 1 [1], Commoner 2 [1], Commoner 1 9th and 10th level PCs: Run the adventure as written,
[1]). but with the following adjustments:
• E.1: See E (EL +3). • Set the scenario in a large city. Make Awajan an arch-
• F: Increase the falling slates trap’s attack bonus to +18 duke.
(EL +1). • A.1: Add a War4, two militia lieutenants (War2), two
• F.6: Change the eight tiny monstrous centipedes to dogs, and three militia members (EL +5-1/2). Make
two medium monstrous centipedes (same EL). Merla the War4 (CR +3-1/2).
• F.5: Change the altar’s animate dead ability to a create • B.1: Increase Hanan’s level to 14th (EL +9).
undead ability (EL +3). Change the human commoner • B.2: Add a War4, two militia lieutenants (War2), three
zombie and the two human warrior skeletons to a dogs, and six militia members (EL +6).
ghoul (same EL). Increase the falling height of the • C.1: Increase Gantee’s level to 14th (EL +9).
camouflaged pit trap by 40 feet (EL +2). Change the • D: Increase Rabb’s level to fifth (EL +3-1/2).
summon monster I trap to a summon monster V trap • E: Increase the level of Ambo, Descog, Encio, Neva,
that summons a bearded devil (EL +4). Odegon, Pedra, Salsamat, and Scrit by nine (CR +8-
• G.2: Increase Opado’s level to sixth and make Bobbie 1/2 for all CR of 1/2, CR +9 for all CR above 1/2).
a ghost riding dog with the corrupting gaze, corrupting Increase the level of Neith, Poot Pernor, and Simmons
touch, and draining touch special attacks (EL +3). by five (CR +4-1/2 for all CR of 1/2, CR +5 for all CR
• G.3: See G.2 (EL +3). above 1/2). Increase the level of Achim, Dynas, and
• G.4: See G.2 (EL +3). Yon by four (CR +3-1/2 for all CR of 1/2, CR +4 for all
• G.5: See G.2 (EL +3). CR above 1/2). Increase the level of Carrick Ganatea
• G.6: Increase the rusty portcullis trap’s attack bonus to and Fen by three (both CR +3). Increase the level of
+17 (EL +1). Andrella, Belloc, Elizar, and Jarri by one (all CR +1).
• H.1: Change the dwarf warrior skeleton to a ghoul (EL Add 97 guild members (Rogue 1 [57], Fighter 6 [1],
+2/3). Fighter 3 [4], Fighter 1 [7], Expert 6 [1], Expert 3 [4],
• I.2: Make Maevis a Clr7/Ftr6 with 5 negative levels (EL Expert 1 [4], Bard 5 [1], Bard 3 [4], Bard 1 [2], Warrior
+6). 5 [1], Warrior 3 [4], Warrior 1 [1], Commoner 5 [1],
Commoner 3 [4], Commoner 1 [1]).
7th and 8th level PCs: Run the adventure as written, • E.1: See E (EL +9).
but with the following adjustments: • F: Increase the falling slates trap’s attack bonus to
• Set the scenario in a small city. Make Awajan an arch- +18, Disable Device DC to 25, and Search DC to 25
duke. (EL +3).
• A.1: Add a War3, two dogs, and three militia members • F.6: Change the eight tiny monstrous centipedes to
(EL +4-1/2). Make Merla the War3 (CR +2-1/2). five medium monstrous centipedes (EL +2).
• B.1: Increase Hanan’s level to 11th (EL +6). • F.5: Change the altar’s animate dead ability to a create
• B.2: Add a War3, three dogs, and six militia members undead ability (EL +3). Change the human commoner
(EL +5). zombie and the two human warrior skeletons to three
• C.1: Increase Gantee’s level to 11th (EL +6). ghouls (EL +2). Increase the falling height of the
• D: Increase Rabb’s level to fourth (EL +2-1/2). camouflaged pit trap by 80 feet (EL +4). Change the
• E: Increase the level of Ambo, Descog, Encio, Neva, summon monster I trap to a summon monster IX trap
Odegon, Pedra, Salsamat, and Scrit by six (CR +5-1/2 that summons a barbed devil (EL +8).
for all CR of 1/2, CR +6 for all CR above 1/2). Increase • G.2: Increase Opado’s level to 10th, make Bobbie a
the level of Achim, Dynas, Neith, Poot Pernor, Sim- ghost riding dog with the corrupting gaze, corrupting
mons, and Yon by three (CR +2-1/2 for all CR of 1/2, touch, and draining touch special attacks, and add two
CR +3 for all CR above 1/2). Increase the level of Car- ghost riding dogs named Hasso and Bello with the cor-
rick Ganatea and Fen by two (both CR +2). Add 50 rupting touch special attack (EL +7).
guild members (Rogue 1 [18], Fighter 4 [1], Fighter 2 • G.3: See G.2 (EL +7).
[4], Fighter 1 [3], Expert 4 [1], Expert 2 [4], Expert 1 [1], • G.4: See G.2 (EL +7).
Bard 4 [1], Bard 2 [4], Bard 1 [1], Warrior 4 [1], Warrior • G.5: See G.2 (EL +7).
2 [4], Warrior 1 [1], Commoner 4 [1], Commoner 2 [4], • G.6: Increase the rusty portcullis trap’s attack bonus to
Commoner 1 [1]). +17, Disable Device DC to 25, and Search DC to 25
• E.1: See E (EL +6). (EL +3).
• F: Increase the falling slates trap’s attack bonus to +18 • H.1: Change the dwarf warrior skeleton to a ghast (EL
and its Search DC to 25 (EL +2). +3-2/3).
• F.6: Change the eight tiny monstrous centipedes to • I.2: Make Maevis a Clr10/Ftr9 with 5 negative levels
four medium monstrous centipedes (EL +1). (EL +12).
• F.5: Change the altar’s animate dead ability to a create
undead ability (EL +3). Change the human commoner Treat parties of a single PC as being 1 level lower than
zombie and the two human warrior skeletons to a actual. For parties of two and three PCs, consider adapting
ghast (EL +2). Increase the falling height of the cam- the adventure as follows:
ouflaged pit trap by 60 feet (EL +3). Change the sum- Two or three PCs: Run the adventure as written, but
mon monster I trap to a summon monster VII trap that with the following adjustments:
summons a bone devil (EL +6). • F.6: Remove four tiny monstrous centipedes (EL -1/2).
• G.2: Increase Opado’s level to eighth and change • F.5: Remove a human warrior skeleton (same EL).
Bobbie to two ghost riding dogs named Bobbie and • G.2: Make Bobbie a dog (EL -1).
Hasso with the corrupting gaze, corrupting touch, and • G.3: See G.2 (EL -1).
draining touch special attacks (EL +5). • G.4: See G.2 (EL -1).
• G.3: See G.2 (EL +5). • G.5: See G.2 (EL -1).
• G.4: See G.2 (EL +5).

3
Introduction

• H.1: Change the dwarf warrior skeleton to a human Clearwood Trading Company hires the characters to
commoner zombie (EL 1/2). check the story.
• I.2: Make Maevis a Clr3/Ftr3 with 5 negative levels (EL
+3).

Treat parties of five and six PCs as being slightly more


Adventure
powerful (run the adventure as written), and parties of
seven or eight PCs as being 1 level higher than actual.
Background
The scenario is set in a small town named Clearwood More than 380 years ago, a human named Maevis (AL LG)
within a civilized area but can be placed in any town of was born in a thorp near Hartingen. At a young age, he
your campaign world. became a curate in a hidden temple of a minor sun deity
Feel free to adapt the material presented here as you called Zohar.
see fit to make it work with your campaign. Remember that Actually trained to defend the temple, Maevis was en-
changing the Encounter Levels should raise or lower the trusted with another task about 350 years ago – the deliv-
amount of treasure in the adventure. ery of an “important” message to an ally of the church.
Meanwhile, his beloved wife Jeanina, who was also a
member of the cult, died by the hands of unknown intrud-
Campaign ers. With an unanswered question in mind (“Why did an al-
mighty being allow the death of my wife?”), Maevis lost his
Background devotion in worshiping gods. His “weak” faith resulted in
some deliberate misdeeds (e.g., ignored orders and killed
You can use this adventure in a long-term campaign based a tracked down, supposed culprit that surrendered). Fol-
on a mystic gathering, the Land of the Night and the Moon- lowing that, the cult hierarchy assigned Maevis (male hu-
walkers, and the characters’ unknown destiny not realized man Clr4/Ftr3) a quest for penance (via geas/quest) to
before a last confrontation. One adventure of such a cam- determine whether he was truly contrite before casting an
paign is the Quirin Adventure #2: First Challenge. In this atonement spell on Zohar’s behalf. Maevis’ mission was
adventure, Salsamat and his thieves’ guild are introduced. the destruction of a minor temple of Sarn (see Sarn side-
Furthermore, the PCs foil a goal of the Moonwalkers for bar) hidden somewhere in the small town of Clearwood.
the first time. After some time of research, Maevis revealed a connection
Characters that played the Quirin Adventure #2: First between a wealthy coffinmaker called Tomugha (male hu-
Challenge and successfully unmasked Nurim, Zetto and man Clr7) and several murders in town. Following that, he
Zetto’s friends as frauds probably will be recognized and discovered the temple’s location under Tomugha’s shop.
respected. The same applies to a PC that has won the However, Tomugha managed to convert the good
15th Clearwood Tournament or the Tomato Contest. cleric, who still questioned his belief in Zohar because of
More adventure possibilities in a Mystic Gathering the death of his wife, to a follower of Sarn before Maevis
campaign include: could finish his mission. (Tomugha used his skills, a scroll
I. After Nurim’s imprisonment, a scholar from Hartingen of limited miracle that removed the geas/quest spell, and a
named Bushaboo (male human Ari1/Exp3) became scroll of atonement for an offer [see the FREE Quirin
the new advisor of Duke Awajan of Clearwood. It is Campaign #1: The Temporal Key for more information
rumored that he is a spy of the Moonwalkers as well. about the limited miracle spell]. Furthermore, the fact that
II. One year after the PCs’ arrival in Clearwood, another Sarn, as a god of death, could help Maevis regain Jeanina
group of inexperienced adventurers appears in town. made it easier for him.) Thereafter, Maevis also became a
They seem to have a similar destiny as they have member in Clearwood’s cell of Moonwalkers (an evil or-
experienced the same mystic gathering. However, the ganization detailed in a future adventure).
party’s overall alignment differs from that of the new Tomugha’s goal was to hurt the church of a rival deity
group. (Dorain). For the destruction of their temple in Clearwood,
III. After a PC’s death, his clone awakes in a hidden hut the Moonwalkers were building a tunnel. Connected to the
near Clearwood. Who created the duplicate? How? Great Well, the temple was to be undermined, resulting in
When? Why? (If a “Total Party Kill” occurs, you may the building’s collapse. One day (the cell still needed sev-
want to use this idea as well.) Alternatively, if any eral months to complete their plan), a house near the tem-
member of the rival party from the Quirin Adventure ple had caught fire. As this happened during a windy day,
#2: First Challenge is dead, this is a way to let him/her the Moonwalkers took the chance to further fan it, secretly
(or perhaps the whole group) recur in a later adven- setting other buildings on fire. With the clerics of Dorain
ture. being unable to extinguish it, the fire raged out of control.
IV. Gwandion (male human Clr10/Tha5), the master of Almost the whole of Inner Clearwood was destroyed, in-
Jean Marie, discovered the last whereabouts of his cluding the temple of Dorain. After the Moonwalkers
missing favorite acolyte – Clearwood. Depending on reached their goal, they celebrated the day with an evil
the conclusion of Quirin Adventure #2: First Chal- ritual, in which they praised Sarn and animated several
lenge, the famous old man sends a mercenary named stolen corpses for the Divine War (see Quirin Adventure
Hagar (male tiefling Ftr2/Rog2) and his band of warri- #2: First Challenge for more information about the Divine
ors to free her from the jail or take revenge for her War).
death. Although Maevis had to join the cell’s efforts to prepare
V. A former Fist of Clearwood called Arion (male human the blow against the Dorain temple, he was allowed to
War3/Clr1) appears in town. Converted from a militant study old writings of the church from time to time. Unno-
villager to a devoted pacifist (slogan: peace at all ticed by members of the Moonwalkers, Maevis also discov-
costs) and itinerant preacher (“A word can hurt more ered a book hidden by Tomugha during this time. It con-
than the blow of a sword.”), the tall man plans to carry tained a description of the temple’s altar (including its pow-
out acts of sabotage in communities of Ankhalon and ers) and dangerous, almost forgotten secrets about Sarn.
the Land of the Night to speed up a potential war be- Following the great fire in Clearwood, the cult hierar-
tween the two nations (e.g., building a tunnel under chy of Zohar hired a group of adventurers – Dendy (male
the city/town walls). Beginning in Clearwood, Arion’s halfling Rog5), Jankin (male human Clr5), Raniel Ganatea
strange conviction meets with approval among some (male elf Sor5), and Ulf Garenheim (male dwarf Ftr5) – to
residents (including Descog, see area E). bring the traitor Maevis back. (Divination magic revealed to
VI. A rumor has it that one of Cathloy’s employed Golden them his conversion.) After some research in Clearwood
Storm mercenaries contracted lycanthropy during his the party discovered Maevis’ whereabouts – the hidden
or her last caravan-guarding job. The owner of the temple of Sarn. During their exploration of the building,
Dendy found a scroll of energy drain in the coffinmaker’s

4
Introduction

private chamber and library. In the main battle against sev- As one of the first successful moves Nurim, a long-
eral clerics of Sarn, some Moonwalkers, and many un- standing servant at Clearwood’s court, was recruited (see
dead, Raniel Ganatea decided to activate the mighty spell Quirin Adventure #2: First Challenge for more information
and cast it on Tomugha. However, Maevis frustrated the about Nurim). His position allowed him to look into the holy
sorcerer’s plan by stepping before the surprised high tome (see web enhancement for The Secrets of Maevis or
priest, right into the ray’s line of effect. Ulf Garenheim, who Quirin Adventure #2: First Challenge for more information
was wearing eyes of petrification, then accidentally turned about the holy tome). With its help, Nurim managed almost
the weakened Maevis (gained 5 negative levels) to stone. 4 years ago to locate the former temple of Sarn, hidden
Without his powerful “bodyguard” and a decimated number under Ruther’s Goods.
of minions, Tomugha could not prevent his defeat. Under the pretence of an ordinary theft, Deraks (male
After their victory, most of the temple’s trappings (such human Rog1) and Wilton (male human Rog1), two thievish
as the torture devices, unholy texts, and religious para- freelancers from a nearby thorp, stole the first till of Ruther
phernalia) were destroyed by the adventurers and the local three years ago. In truth, a disguised agent of the Moon-
Dorain clerics. This also included the hidden book previ- walkers hired them to search within the building for the se-
ously discovered and read by Maevis (see above). (The cret entrance to the former temple, but they failed. In the
rest was lost to age and decay over the centuries.) How- guise of a sent enforcer named Simmons, the thieves’
ever, for unknown reasons the altar survived. (If scholars guild of Clearwood, the Hats, managed to punish Deraks
are asked, some believe that it was a form of punishment and capture the stolen till. Wilton, however, did not share
for Sarn, sensing his unholy site unused and forgotten. the fate of his friend – a violent death near Clearwood. He
Others think that the Lord of Darkness prevented its de- luckily escaped the Hats’ wrath and disappeared. From his
struction.) Furthermore, the secret door behind the altar re- hiding-place in Hartingen, he spread rumors about Sim-
mained undiscovered. Because the party had no interest to mons being a killer.
transport the stone statue, the adventurers decided to Because the Hats made trouble, Descog was sent to
“bury” Maevis in the local graveyard. They told the cult hi- infiltrate them more than 2 years ago.
erarchy of Zohar that he died in a battle with Moonwalkers. About 1 year ago, divination magic revealed to the
Unbeknownst to all (except Sarn and Zohar them- Moonwalkers of Hartingen the secret entrance to the for-
selves), Maevis kept a diary (see New Magic Items), in mer temple – the Great Well.
which he also wrote down some of the dangerous secrets (If you played the Quirin Adventure #2: First Chal-
about the Lord of Darkness. lenge, Nurim was unmasked as a fraud by the adventurers
More than 200 years ago, Charl (male human Com1), and imprisoned in the jail of Clearwood.)
the new owner of Tomugha’s former building, stumbled on About 1 week ago, the Moonwalkers of Hartingen sent
the secret door in his cellar. Together with his two sons a letter to a thief named Opado, who has by chance a
named Plase (male human War1) and Jordanus (male hu- description similar to one of the characters (e.g., human
man War1), the widower entered the abandoned temple. with same age, height, weight, hair color, features, and/or
Following their death through the trigger of a glyph of clothing). Probably unlike the PC, however, he often talks
warding (evil creature enters the area behind the secret to himself. (Adapt Opado’s race if no human is in the party.
stone door; Plase triggered it), which was placed by Jankin Use the Adjustments By Race Or Kind found under NPC
(see above), the old altar of Sarn turned the bodies of Statistics in the DMG to change his statistics.) The mes-
Charl and his sons into a zombie and two undead skele- sage contained instructions to prepare an abandoned tem-
tons. After 1 minute, the door closed and left the damned ple of Sarn hidden in Clearwood for the arrival of its new
family behind, missed and forgotten for centuries. Head Walker, take the ownership of the building from
In recent history, Ruther (male human Com2) sold all Ruther, return the petrified Maevis to flesh, and bring him,
manner of goods purchased from the Clearwood Trading a former member of the Moonwalkers, to the temple where
Company (see Quirin Adventure #2: First Challenge for he will face Sarn’s wrath. For the third part of his mission,
more information about the Clearwood Trading Company) Opado received an ounce of a powerful magic item called
in Tomugha’s former building. The goggles-wearing man stone salve from the Moonwalkers. Born in Hartingen, the
with pitch-black hair was born in Clearwood about 58 years thief and his companion, a riding dog called Bobbie, began
ago. He opened his shop known as Ruther’s Goods as a their journey in a hamlet west of the capital of Ankhalon,
27-year-old, shortly before his beloved wife ran away with where Opado lives in these days.
her new lover. For more than 30 years, a parrot named
Paul was the focus of his life and the darling of his custom-
ers.
Though Clearwood’s temple of Dorain had been rebuilt
Adventure
centuries before, Sarn began to regain his influence in
town only about 17 years ago. (If scholars are asked,
Timeline
some believe that Sarn was distracted after the great fire. This adventure takes place over several days. The events
Others think that the town was uninteresting for him in the unfold as follows unless the characters do something to
meantime.) He demanded that the Head Walker of Hartin- alter them:
gen establish a new cell of Moonwalkers in Clearwood. For Day 1 – The Arrival of Opado: About one week later,
that, the mortal first had to find the former, hidden temple the pair – Opado and Bobbie arrives at Clearwood’s en-
of his dark lord and recover it. Furthermore, Sarn planned trance gate (6.23 P.M.). There, Opado pays the 1 cp gate
that the petrified Maevis would become the cell’s new toll to enter the small town (see web enhancement for The
Head Walker. However, he feigned desire to punish the Secrets of Maevis or Quirin Adventure #2: First Challenge
“former hero” found in Clearwood’s graveyard for past for more information about the entrance gate).
deeds after his revival. (One reason behind this is that the The thief first looks around at Ruther’s Goods, where
members of one cell shall be unknown to members of he observes activities inside the building. Well hidden, Op-
another. That means that with exception of Maevis, who ado waits until Ruther has gone to bed (10.12 P.M.).
should be believed dead after punishment, all Moonwalk- Following that, he retrieves his stored grappling hook (that
ers involved in “Operation Wood” [Descog, Erol, Furpin, was already tied with a rope) from his bag, commands
Nurim, and Opado; see Day 7 below] will be “rewarded” Bobbie to guard the “hideout” containing the bag he just
with “immortality” [undeath] in the end.) put down, and walks to the Great Well (as instructed in the
Some considerable setbacks that occurred over the letter) – the secret entrance to the former temple (a cleric
years delayed the cell’s establishment, however (the hide- of Sarn researched it via divination magic).
out of Hartingen’s Moonwalkers was discovered; the King- Unbeknownst to Opado, a human called Rabb notices
dom of Ankhalon attacked the Land of the Night; the Head him on his way (10.15 P.M.). In a moonlit night, the laborer
Walker of Hartingen was murdered by a rival). spots the thief, who is talking to himself (“Damn! My

5
Introduction

clothes will become totally wet.”), through the opened win- tal of Ankhalon]; his parrot Paul has fallen ill; he wants to
dow of the unlit bedroom. make purchases in a nearby hamlet).
At the well, the thief uses his skills (and equipment) to Day 3 – The Preparation of the Temple: The next
reach the water without noise and dives down. Ignored by day, Opado begins to prepare the former temple for the ar-
the undiscovered undead skeleton at its bottom – by wear- rival of its new Head Walker. Among his activities, the thief
ing his patron deity’s unholy symbol, Sarn “protects” Op- resets the camouflaged pit trap. Furthermore, he lubricates
ado – the thief passes the opened portcullis after a few the iron doors and starts to tidy the rooms up. (He begins
seconds of searching and reaches the underground ruin with the former worship hall.)
without further problems. Since Opado attacked Paul, the parrot hides under the
There, Opado first explores the old temple for a while, bed when hearing approaching male voices. Hunger and
searching for active and inactive traps, and then stows thirst drives him to various places in Clearwood from time
away his possessions. (As the undead skeleton at the bot- to time (e.g., the graveyard, the Clearwood Inn, or the
tom of the Great Well, the three undead guards in the for- Clearwood Trading Company [see Quirin Adventure #2:
mer worship hall ignore him.) First Challenge for more information about the Clearwood
Day 2 – The Murder of Ruther: After midnight (0.09 Inn]) where several residents see him (e.g., Danel, Umar,
A.M.), Opado discovers the button that opens the (secret) or Cathloy [see Quirin Adventure #2: First Challenge for
stone door to Ruther’s cellar. He makes some unheard more information about Umar]).
noise by pushing the crate behind and walks up the stairs Day 4 – The Discovery of Ruther and the Accusa-
to get to the shop. (Opado ignores the vermin in the cellar.) tion of the Hats: Opado continues to tidy the rooms up.
There, the thief unlocks and opens the entrance door to go Furthermore, the thief locks the iron doors.
for Bobbie and his left bag. His discovery could be an al- Because of “Ruther’s” note on the shop’s entrance
ternative way to start the adventure (see first hook). Back door, Paul’s sighting causes some residents (e.g., Danel;
in the shop, he closes the door and locks it again. see area I.1) to question the message and call the militia
Resulting from Bobbie’s uncontrollable play instinct, a for help. Rumors about a supposed crime spread in town
short bark in the shop awakens Ruther above. The shop- (e.g., Ruther was killed during his journey and the parrot,
keeper goes down the stairs to look what is going on. which escaped with his life, flew to the shop). After hours
Discovered in the shadowy illumination of the thief’s moon- of doubts (“Is it true that the parrot has been seen?”),
rod (see New Special Item), Ruther still manages to cry for further sightings lead Hanan, the captain of the local mili-
help before the burglar kills him with his dagger (0.24 tia, to ask Gantee, the canon of Dorain in Clearwood, for
A.M.). However, with exception of Paul, Ruther’s parrot help in making a decision – to check Ruther’s Goods or
that woke up when the shopkeeper left the room, no one send out Calley (see Quirin Adventure #2: First Challenge
hears it. The cry for help could be an alter- for more information about Calley). The town priest uses
native way to start the adventure (see an augury spell to question his deity whether a search for
first hook). Ruther and Paul at Ruther’s Goods will bring good or
Thereafter, Opado scolds Bobbie, bad results for Hanan in the immediate future. De-
changes his wet clothes, and loots the spite the fact that Dorain’s answer (“Weal and
till. During the exploration of the other woe.”) is not satisfying enough for Hanan, he
rooms, Opado talks again to himself sends a patrol of two militia members to the
(e.g., “Well done, Opado!”, “Yeahh, I feel building.
good. Despite the deep well…”, “I hate this The patrol reads the note, knocks on
damn well.”, and “Well, I think I will poison the the locked entrance door, and breaks
well’s water to cause death in your name. Hail through after nobody opens it. Inside
Sarn!”). the shop, the militia finds the dead
In Ruther’s private chamber, Opado loots the body of Ruther on the floor and
shopkeeper’s secret cache (1.09 A.M.). The confused discovers the opened, empty till.
parrot, which is sitting on his perch, gets on Opado’s Convinced they know all facts of
nerves with the utterance of his known Common phrases the obvious crime, the patrol
(e.g., “I saw that!”, “Hello!”, “This is cheap!”, or “I’m carelessly explores the build-
Ruther’s partner!”) and a new one learnt from the intruder ing. Paul, who hears the loud
(“Well.”). After some time, the thief loses his patience militia coming up the stairs,
and tries to grab the parrot. However, Paul escapes hides under the private
and flies out of the opened window. chamber’s bed. With the
When Opado sees in the room the desk that is parrot “not being there,”
covered in sheets of thick vellum, he decides to one patrol member takes the
create a false note from Ruther about the shop’s tem- note and reports to Hanan the
porary closing to be undisturbed for some time. Needed discovered incident. The other
for the forgery of the document, the thief takes several one stays in front of the build-
books about past stock-taking processes (being a large ing and guards the damaged
sample of Ruther’s handwriting) and a letter from Ruther entrance door to prevent theft.
(containing the dead shopkeeper’s autograph) to his cur- Hanan accuses the local thieves’
rent quarters in the temple. Meanwhile, the cellar’s secret guild (the Hats) of the burglary at Ruther’s
stone door closes itself. Opado has to search for the spe- Goods and the murder of the shopkeeper –
cial method of opening it to enter the temple again. (He both a violation of a verbal agreement between Hanan and
has to fight some of the vermin in the cellar this time. Eight the guildmaster Shade (see The Agreement sidebar). Fur-
tiny monstrous centipedes are remaining.) After completion thermore, Hanan hires a carpenter to repair the damaged
of the forgery, the thief uses the discovered keys of Ruther entrance door and makes Danel, the local gravedigger,
to easily place the false note on the shop’s entrance door bury the corpse of Ruther in the graveyard.
(1.32 A.M.). The Hats start to search for the freelancer in town. The
Thereafter, he tidies his room up and goes to bed. Fol- adventure likely begins when the thieves’ guild hires the
lowing a sleep of several hours, Opado spends the rest of PCs (see second hook). Members of the thieves’ guild
the day trying to understand unclear instructions from his begin to patrol their territory.
letter. Day 5 – The Bounty and the Discovery of Rabb:
In the meantime, Paul fled to the graveyard but then Waiting for the support announced in his letter (see below),
returns to his perch after about 6 hours (7.21 A.M.) and Opado continues to tidy the rooms up.
waits for Ruther. Luckily, Opado left the window opened. A friend of Ruther (e.g., Cathloy; see Quirin Adventure
Several rumors arise in town why Ruther suddenly has #2: First Challenge for more information about Cathloy)
closed the shop (e.g., he visits a friend in Hartingen [capi- sets a bounty of 100 gp for the shopkeeper’s murderer.

6
Introduction

However, he asks Hanan to not reveal his identity. This is by the incorporeal undead at night. (However, before Op-
an alternative way to start the adventure (see third hook). ado is sacrificed, the thief has to install a new identity of
Rabb reports to Hanan. The witness has seen a suspi- Maevis as Odapo’s representative in Clearwood.) In return
cious humanoid that looked like one of the PCs near the for the two tasks, Maevis would become the new Head
shop in the night 3 days before Ruther was found dead. Walker of Clearwood and regain one lost level per “re-
This leads to the fourth hook. (If you started the adven- warded” member of the Moonwalkers. Finally, he has to re-
ture with the second or third hook, consider also using it to cruit new Moonwalkers to establish a functioning, inde-
add more roleplaying.) pendent cell and gather a wraith army for the Divine War,
If a character is accused (or arrested), the Hats likely sending existing wraiths to slay important and dangerous
hear the news. Following that, Shade demands a meeting figures of Clearwood at first (e.g., Duke Awajan of Clear-
with the party (whether they work for them or not). wood, Canon Gantee, Hanan, Rabb, or Shade).
Day 6 – The Arrival of Erol and Furpin: Two Moon- On Day 9, after the acquisition of Ruther’s Goods,
walkers named Erol and Furpin (both male human War1) Maevis begins to sacrifice the first member of the Moon-
arrive in Clearwood to support Opado (5.46 P.M.). They walkers…
also know the secret entrance to the former temple – the
Great Well – and use it at night (11.13 P.M.) to meet Op- You may want to use your own pace for the course of
ado. After they used their skills (and equipment) to reach events.
the water (causing some noise), they dive down. Because
Erol’s light wooden shield and Furpin’s greatsword bear
the unholy symbol of Sarn, the undead skeleton at the
well’s bottom also ignores them. After a few seconds of
Adventure
searching, both warriors pass the opened portcullis and
reach the underground ruin without further problems (Erol
Synopsis
uses his moonrod; see New Special Item). The encounter The Secrets of Maevis is an event-based urban adventure.
between Opado and the warriors happens in the former The encounters occur in the small town of Clearwood.
worship hall (11.38 P.M.), where the undead ignore Erol Some days after a burglary at a shop known as Ruther’s
and Furpin (same as written above). Goods and the murder of its shopkeeper, the adventurers
(Decide whether anyone hears Erol and Furpin’s noise are involved in this affair.
[e.g., members of the Hats, a militia patrol, or residents].) If the PCs investigate into it, they face several encoun-
After Erol and Furpin use the Great Well to reach the ters described in this adventure.
temple ruin, Opado arms (and sets off) the rusty portcullis If they manage to find the culprit, the characters will
trap. face Opado, his companion(s), and the threats of a forgot-
With the help of other documents from Ruther, Hanan ten temple of Sarn. Furthermore, they will discover a hid-
discovers that the note from the entrance door is a forgery. den letter from the Moonwalkers also containing a sign of
Day 7 and Beyond – The Opened Grave and the life from Maevis. If the PCs understand its contents, they
Revival of Maevis: On Day 7, Erol, Furpin, and Opado get a complete overview about the true motives behind the
secretly leave the building through its back door to visit the thief’s actions – the establishment of a new cell of Moon-
graveyard, where they look for the inert body of Maevis walkers in Clearwood.
(0.51 A.M.). While Erol and Furpin are digging for his body If the characters misunderstand Opado’s letter and re-
and find nothing but sand, Opado suddenly identifies the vive Maevis, supposed to be a former hero, the PCs will
stone statue as Maevis’ “remains.” Sure that it is meant in face a once powerful, converted worshiper, who knows
his instructions, he uses his salve to revive the former dangerous secrets.
hero. Meanwhile, Erol and Furpin somehow fill the grave
up again. With help of his letter (the thief managed to
understand some unclear instructions through the aid of
Erol and Furpin; see DC 25 hints from the Message Hints
Character Hooks
table) and Sarn’s unholy symbol, Opado convinces Maevis Decide when the adventure starts and how long it lasts!
they are allies. Thereafter, the former hero accompanies You can use the following ideas:
Opado and the warriors to the temple (using the back door • Day 2: At night, the characters discover that the door
again). This “theft” of Maevis could be an alternative way to Ruther’s Goods is open. A suspicious humanoid that
to start the adventure (see fifth hook). leaves the building is spotted. (Opado goes for Bobbie
(Decide whether anyone notices Erol, Furpin, Maevis, and his left bag.) Alternatively, the PCs hear a cry for
and Opado [e.g., Danel].) help at night coming from Ruther’s Goods. After they
On Day 8, Opado begins with his plan to acquire managed to enter the closed shop, they find the dead
Ruther’s Goods (building worth 2,000 gp, contents worth owner… (Instead of being dead, consider him still dy-
1,600 gp). Because he has not the required amount of ing.) These hooks can be used for a very short “ad-
money, the thief forges a sale contract to take the owner- venture” – a single encounter (e.g., Opado’s “burglary”
ship of the building from Ruther. Opado sets the purchase is defeated right now).
date on the day before Ruther died (Day 1). (The thief • Day 4: The characters played the Quirin Adventure #2:
believes that the extra money would be a great motive for First Challenge. The local lout Simmons requests the
a rogue, who heard a rumor about the transaction to burgle PCs to meet his boss – Shade. He has a job for them.
in Ruther’s Goods.) Hanan, the captain of the militia, accused the thieves’
For the necessary meeting with town officials Opado guild of a burglary at Ruther’s Goods and the murder
disguises himself (changes minor details only) and leaves of the shopkeeper – both a violation of an agreement
the building via the back door (Day 9; 5.45 A.M.). The thief between Hanan and the guildmaster Shade (see The
pretends to be Odapo, a merchant from a distant nation. Agreement sidebar). Because the guild’s enforcers
Thereafter, he uses the same route to enter Ruther’s were unable to locate the freelancer, Shade asks the
Goods again (11.36 A.M.). Due to the fact that the forgery known characters to search for him or her in town. He
can be discovered, this action could be a new hook for the offers a reward of up to 200 gp.
PCs to lead them to check Odapo. • Day 5: On the Clearwood bulletin board, located right
Overnight, Maevis faces Sarn. In a dream, the Lord of next to the local barracks’ entrance door, the PCs dis-
Darkness first demands from him the sacrifice of his cover a bounty of 100 gp for the murderer of Ruther,
blasphemous diary. Following that, Maevis then gets the the owner of Ruther’s Goods. A mysterious friend of
instruction to “reward” the following Moonwalkers in town his set the prize (e.g., Cathloy; see Quirin Adventure
with “immortality” (undeath): Descog, Erol, Furpin, Nurim, #2: First Challenge for more information about Cath-
and Opado. Beginning with the ritual creation of a wraith loy). Hanan, the captain of the militia, is the mentioned
via the powerful altar, the remaining targets shall be visited contact person.

7
Introduction

• Day 5: The militia arrests one of the Medium-sized them (“Who has stolen the corpse and statue of the
characters. He is accused of the burglary at Ruther’s dead?”, “Why?”, “Where are they now?”). Several foot-
Goods and the murder of its owner – Ruther. During prints can be found on the former grave’s soft ground
the interrogation of the suspect, Hanan tells him of a (loose sand). The canon is willing to donate spells or
witness that has seen a suspicious humanoid near the scrolls for the task if necessary.
shop in the night about three days before Ruther was
found dead – the PC (Opado has a similar descrip- Further hooks are possible: a scene with Opado (or
tion). To clear the character’s name, someone has to Erol and Furpin) “disappearing” in the Great Well, the mys-
find the true culprit. tery of Paul’s sightings in Clearwod, or seen dim light from
• Day 7: Canon Gantee, the town priest, searches for the Ruther’s Goods at night (used moonrod on Day 7; see
clever adventurers to solve a mystery in the graveyard New Special Item).
– an opened, now empty grave of Maevis and a miss-
ing statue of him. The cleric has some questions for

8
Beginning the Adventure

Beginning the Adventure


30 The hidden guildhouse is
located southeast of the
The Town of keep, in Outer Clearwood
(mark it on the player hand-
Clearwood out of Clearwood).
After the question: “What
The adventure takes place in Clearwood, a small town in should you possess?” the
the old Kingdom of Ankhalon. Detailed information about current pass-phrase of the
Clearwood can be found in the web enhancement for The Hats is: “A hat to protect
Secrets of Maevis or Quirin Adventure #2: First Challenge. (safe) my head.”
A frequently used code
cClearwood (small town): Conventional; AL LN; 800 word is “Immortality.”
gp limit; Assets 37,360 gp; Population 934; Mixed (humans There exist tensions
79%, dwarves 9%, gnomes 5%, half-orcs 3%, half-elves within the guild, between
2%, elves 1%, halflings 1%). Shade and a rival.
Authority Figure(s): Duke Awajan of Clearwood (LN 35 A great coup is planned.
human fighter 8). A legendary thief named
Important Characters: Canon Gantee (LG human cleric Ravata founded the guild
5 of Dorain), town priest; Hanan (LN human fighter 5), about 150 years ago.
captain of the militia; Umar (LN human warrior 3), owner of
the Clearwood Inn; Alisara (LN human fighter 3), black- NPCs that can be researched in this adventure include all
smith. members of the Hats (see area E), Opado (see area G.2),
Militia: Warrior 2 (2), warrior 1 (7). and the “immortal” being known as Shade (see area E.1;
Salsamat has to be separately researched). You can also
The following topics pertinent to the adventure can be re- use the table below to research Gantee (see area C.1) or
searched in Clearwood: Hats and Major NPCs. Hanan (see area B.1). However, the information of both
Tales of the Hats presented in this adventure is incomplete (see web en-
hancement for The Secrets of Maevis or Quirin Adventure
Gather Information #2: First Challenge for more information about Gantee and
Check Result Information Learned Hanan).
10 The Hats are an organization
Tales of the Major NPCs
based in Clearwood.
For almost 150 years, the Gather Information
legendary guildmaster has Check Result Information Learned
been Shade. 10 Common knowledge.
Rumor has it that Shade 15 Description.
is an immortal being.
20 Personality.
15 The Hats are a thieves’ guild.
25 Class levels and signature
Those, who want to make
magic items (if any).
contact with guild representa-
30 Allegiances, allies, and
tives have to ask for Vane
enemies.
(Neva) in the Clearwood Inn.
35 Current or former goals.
20 The Hats are a tolerant
organization.
Since an agreement A bard may make a bardic knowledge check about Dendy
between Hanan and Shade, (see Adventure Background), Jankin (see Adventure
the public view about the Background), Maevis (see Adventure Background and
Hats became better. area I.2), Raniel Ganatea (see Adventure Background),
An old magic item named Tomugha (see Adventure Background), or Ulf Garenheim
Shade (see New Magic (see Adventure Background).
Items) is used to mask the
current and each former The following descriptions are keyed to locations on the
guildmaster for almost 150 town map found on the next page.
years.
25 Including Shade, the Hats
number about 20 members.
A. THE ENTRANCE GATE
(Each time a character The adventure may also start at the entrance gate of
succeeds on a DC 25 check, Clearwood, the primary entry set in the western town wall.
choose a member from the More information about the entrance gate can be found in
following list: Achim, Ambo, the web enhancement for The Secrets of Maevis under
Andrella, Belinase, Belloc, area A or the Quirin Adventure #2: First Challenge under
Carrick Ganatea, Descog, area C.
Dynas, Elizar, Encio, Fen,
Jarri, Killer Simmons, Neith,
Neva, Nira, Odegon, Pedra,
1. THE GATE GUARD (EL 1/2)
Poot Pernor, Scrit, Yon.) If the characters want to speak with the militia member
The insignia of the who guarded the entrance gate of Clearwood 3 days
guildmaster are the magic before Ruther was found dead, they must succeed on a
item called Shade and the Gather Information check DC 10 to identify her – Merla. On
Jeweled Key. Day 1, the guard had the evening shift (4 P.M. to 12 A.M.)
on the entrance gate. On Day 4, her weekly shift changes

9
Beginning the Adventure

to the night shift (12 A.M. to 8 A.M.), on Day 11 to the day


shift (8 A.M. to 4 P.M.). “Where is your dog today?”
Read or paraphrase the following when the characters
(including the accused PC) visit her on the entrance gate. You are not sure whom of you she meant. After you
come somewhat closer, she continues:

As you are approaching the gate, you notice a guard in “Uhh, sorry… I thought you were someone else. Do you
front of it. The female dwarf who wears leather armor want to leave Clearwood?”
and carries a longsword in her right hand asks you with
a commanding, deep voice:

10
Beginning the Adventure

This should be a roleplaying encounter. Merla’s starting at- the supposed culprit’s weapon (Disarm option called Grab-
titude as a guard on duty is unfriendly. For talking, a DC 25 bing Items). If successful, he demands the cessation of re-
Diplomacy check is necessary to influence her attitude to sistance. Otherwise, Hanan draws his weapon after the at-
friendly. Alternatively, a character can try to intimidate the tempt, calls for the guards off duty (both free actions still in
guard. The Intimidate check is opposed by Merla’s modi- the same round), and attacks the PC in the following
fied level check (1d20+0). If the characters played the round. As the captain is unarmored, he can pick up his
Quirin Adventure #2: First Challenge, they will probably be heavy steel shield that hangs on a wall if necessary.
recognized and respected. If any of the PCs offers a large Consider Hanan dealing nonlethal damage instead of
enough bribe (e.g., 1 gp), she also makes an exception to lethal damage when attacking, resulting in a -4 penalty to
her no-chat attitude. his attack rolls.
Creatures: Merla is a member of the militia. Generally, If Hanan is badly wounded (11 hit points or less), he
the woman does not chat when she is on duty (see above). withdraws and sounds the alarm.
The dwarf has black eyes and long, braided brown hair. If the characters flee, Hanan sounds the alarm as well.
bClearwood Militia: Female dwarf War1; hp 6; see Development: If the characters played Quirin Adven-
Appendices. ture #2: First Challenge, Hanan recognizes one of the
Tactics: If forced into combat, Merla sounds the alarm Medium-sized PCs as the supposed culprit after the wit-
and defends herself (total defense). If the she is wounded ness named Rabb (see area D) was discovered and sends
(3 or less hit points), the woman withdraws. a militia patrol (see area B.2) to arrest him (adapt the
Development: If she sounds the alarm, 4 warriors and fourth hook and continue). Otherwise, if the characters visit
2 lieutenants appear 1d6+1 minutes thereafter. They wear the captain shortly after Rabb’s evidence, Hanan arrests
hastily donned armor (armor check penalty and armor bo- the supposed wrongdoer after conversation (uses Intimi-
nus are each 1 point worse than normal). date). If need be, the captain calls for help (see Tactics
Information: Merla can provide some information section above).
about the Hats (see DC 15 or lower information from the Depending on the conclusion of Quirin Adventure #2:
Tales of the Hats table above). First Challenge (PC did minor or serious offense against
She remembers a human who arrived in Clearwood at the law) and other circumstances (e.g., PC has an alibi),
about 6.30 P.M. (6.23 P.M.), 3 days before Ruther was decide whether Hanan keeps the character in arrest after
found dead. Accompanied by a riding dog, he looked like the interrogation of the suspect or releases him or her on
one of the characters. probation. In the latter case, Hanan demands a security
She was given the command to not speak about the from the party (worth between 90 gp and 450 gp; you de-
burglary at Ruther’s Goods. cide).
Ad Hoc XP Adjustments: If Merla’s attitude is influ- If Hanan called for the guards off duty or sounds the
enced to friendly, award one-half of the normal experience alarm, 4 warriors and 2 lieutenants appear 1d6+1 minutes
for this encounter. thereafter. They wear hastily donned armor (armor check
penalty and armor bonus are each 1 point worse than nor-
mal).
B. BARRACKS If asked for the note, Hanan shows it to the characters.
It is likely that the adventure also involves the barracks, an If the PCs did not realize the forgery of the note until Day
old, long military building that stands along the town wall 6, let Hanan discover it with help of other documents from
near the entrance gate. More information about the bar- Ruther.
racks can be found in the web enhancement for The Se- If you used the third or fourth hook, Hanan allows the
crets of Maevis under area B or the Quirin Adventure #2: characters to inspect the scene of the crime.
First Challenge under area D. Information: Hanan can provide some information
Information: If you played the Quirin Adventure #2: about the Hats (see DC 20 or lower information from the
First Challenge, Nurim was imprisoned in the jail of Clear- Tales of the Hats table above), his agreement with Shade
wood. If the characters also unmasked him as a member (see The Agreement sidebar), and the burglary at Ruther’s
of the Moonwalkers (very unlikely), he could be a source Goods (e.g., a note on the entrance door, an empty till,
for information. Ruther’s body on the floor, wounds from light piercing
weapon, and a seen Paul).
Hanan remembers a theft of Ruther’s first till about
1. THE MILITIA CAPTAIN (EL 5) three years ago.
Read or paraphrase the following when the characters en- Until the forgery of the note or the existence of the
ter the barracks to speak the militia captain – Hanan. former temple is revealed, Hanan has the following (sim-
ple) theory about the course of events:
• Ruther planned to leave Clearwood for two weeks.
After you informed a guard off duty of your request, he • The culprit discovered the note at night and opened
escorts you to the office of Hanan. There you meet a the lock of the entrance door to Ruther’s Goods.
black-haired, middle-aged human dressed in tan and • Ruther heard the burglar looting his till and went down
white clothes. The short militia captain is drawing a still where the thief killed him.
life. After a short while, he looks up and asks: • After the murder, the thief used Ruther’s keys to close
the door again and fled.
“What can I do for you?” Furthermore, the captain of the militia can give infor-
mation about the bounty from the bulletin board (100 gp,
Thereafter he continues painting. dead or alive), but he does not give away the identity of the
person who set the price.
If the characters ask after the identity of the witness,
Creatures: Hanan, the captain of the militia, is a strict Hanan does not reveal it as well.
and loyal servant of the duke. The 5´ 0´´ tall and 136 lb.
man currently draws a still life – various flowers in a vase.
Painting – mainly a way to digest the horror of his past – 2. MILITIA PATROL (EL 2)
also helps him in thinking. Hanan hears the characters re- Read or paraphrase the following when the militia is sent
quests and answers while drawing. (More details of Hanan to arrest the character identified by Rabb.
can be found in the web enhancement for The Secrets of
Maevis or Quirin Adventure #2: First Challenge.)
bHanan: Male human Ftr5; hp 42; see Appendices. A militia patrol of two human warriors and a growling
Tactics: If forced into combat (e.g., the characters dog appears, the warriors with swords in hand.
fight arrest, drawing weapons), Hanan first tries to snatch

11
Beginning the Adventure

Creatures: Ergin and Olof are members of the militia. Development: If the canon calls for the militia, a patrol
They were given the command to arrest the PC. He is ac- appears after 1d6+5 rounds.
cused of the burglary at Ruther’s Goods and the murder of Gantee is able to question Ruther’s corpse via the
Ruther. For more information, the party has to speak with speak with dead spell. Furthermore, if the parrot was not
Hanan (see area B.1). caught until Day 6, Gantee suggests the party “speak with
The dog is a trained animal. It can do the following him.” If there is no character in the party who can cast
tasks on command: Attack, Defend, Down, Guard, Heel, speak with animals, he tells them of a druid named Jerime
and Track (see Handle Animal under Skill Descriptions in (male human Drd2) who lives in a grove to the east of
the PHB). Clearwood.
bClearwood Militia (2): Male human War1; hp 5, 6; Scrolls/Potions/Services: If you use the fifth hook,
see Appendices. Gantee is willing to donate necessary spells or scrolls for
bDog: hp 6; see Appendices. the task. He has the following scrolls and potions already
Tactics: If forced into combat, the dog is first com- prepared:
manded to attack the most dangerous looking opponent. If
Scrolls
Ergin and Olof are wounded (3 or less hit points), the dog
is then commanded to defend the injured man. Bless 25 gp
Development: If the patrol cannot handle the situa- Cure light wounds 25 gp
tion, it withdraws. Ergin runs to the barracks and calls for Aid 150 gp
aid. Meanwhile Olof and the dog try to track the supposed
Neutralize Poison 375 gp
culprit. Otherwise, they arrest the character and take him
Remove Disease 375 gp
to jail in the barracks.
Potions
C. TEMPLE OF DORAIN Potion of cure light wounds 50 gp
The adventure may also involve the Temple of Dorain, a Potion of hide from undead 50 gp
very old, holy place in Inner Clearwood. More information Potion of protection from evil 50 gp
about the Temple of Dorain can be found in the web en- Potion of owl’s wisdom 375 gp
hancement for The Secrets of Maevis under area C or the
Quirin Adventure #2: First Challenge under area K. Information: Gantee can provide some information
about the Hats (see DC 15 or lower information from the
Tales of the Hats table above).
1. THE TOWN PRIEST (EL 5) If you played the Quirin Adventure #2: First Challenge
Read or paraphrase the following when any of the charac- you can use the holy tome to present the characters an-
ters searches for the town priest – Canon Gantee. other sign of life from Maevis and a way to research the
supposed hero (see Adventure Background and area I.2)
as well as Tomugha (see Adventure Background). Other-
In front of the very old temple, you see a thin, black- wise, you can find it in the web enhancement for The Se-
haired man who addresses passing townsfolk. Wearing crets of Maevis. Decide how many historical events were
a simple brown-white priest garb, the human seems to written down. (Maevis’ former power and his researched
be in his late forties. While you come closer, you can deeds may cause fear in the PCs.)
hear the cleric saying the following: Finally, Canon Gantee is an undead expert. If he is
asked a question about a living dead (e.g., an encountered
“…I will see you tomorrow!” skeleton or zombie), let him roll a Knowledge (religion)
check to see what bit of useful information (identification,
Thereafter he notices you and calls: special powers or vulnerabilities) about that monster he
remembers (Knowledge [religion] +9 [+19 with holy tome];
“Don’t miss our mass my friend!” DC equals 10 + the undead’s HD). For every 5 points by
which his check result exceeds the DC, Gantee recalls
another piece of useful information.
Creatures: Despite being a reserved person, Gantee,
the town priest, is a devoted follower of Dorain. Maintain-
ing the only temple in Clearwood, the 5´ 9´´ tall and 142 lb. D. THE WITNESS (EL 1/2)
man currently reminds people in town of the holy mass that
If the characters want to speak Hanan’s witness, they must
is held the next day. (More details of Gantee can be found
succeed on a Gather Information check DC 20 to identify
in the web enhancement for The Secrets of Maevis or
him – Rabb. He is at home most of the time.
Quirin Adventure #2: First Challenge.)
Read or paraphrase the following when the characters
bCanon Gantee: Male human Clr5; hp 36; see Ap-
(including the accused PC) visit Rabb.
pendices.
Tactics: If forced outside the temple into combat, Gan-
tee first casts calm emotions on as many attackers as pos- An adult man opens the good wooden door. When he
sible and then calls for the militia. If one or more enemies spots >name of the accused PC<, the human screams
continue combat in the next round, the canon casts sanc- in terror and tries to close the door again.
tuary on himself and moves towards the temple. If still
attacked on his way, Gantee casts protection from chaos
on himself and/or bless on himself and possible allies. He This should be a roleplaying encounter. Rabb’s starting at-
considers first using detect magic to check any opponent titude is indifferent. If he spots the accused PC, Rabb’s at-
unaffected by calm emotions or sanctuary and then dispel titude changes to hostile. For talking, a DC 25 Diplomacy
magic to end any detected ongoing spell. check is necessary to influence his attitude back to indiffer-
If Gantee is wounded (18 hit points or less), he casts ent. Alternatively, a character can try to intimidate the wit-
cure light wounds. If the canon is badly wounded (9 hit ness. The Intimidate check is opposed by Rabb’s modified
points or less) and out of cure spells, he uses his prepared level check (1d20+1). If the characters played the Quirin
potions or scrolls (see below). Adventure #2: First Challenge, they will probably be recog-
If attacked inside the temple, a (standard) stone golem nized and respected.
resembling Dorain (a beautiful, poorly dressed “statue” of a For the purpose of opposed Strength checks (e.g., if
human woman) guards him (see web enhancement for holding the door open) assume that Rabb has a score of
The Secrets of Maevis or Quirin Adventure #2: First Chal- 11. Also, use a -2 penalty to his Strength check, due to his
lenge for more information about the stone golem). frightened condition.

12
Beginning the Adventure

Creatures: Rabb (male human Com1) is Hanan’s wit- 2), disguised agent of the Moonwalkers, appraiser and in-
ness. For several years, the 30-year-old laborer has lived vestigator of the guild; Ambo (CN human warrior 1), mem-
with his wife Rimona (female human Com1) in this small ber of the militia, informer of the guild; Pedra (N human
residence. He has brown eyes and short black hair. commoner 1), laborer in the Clearwood Trading Company,
Development: If attacked or the door is held open, informer of the guild.
Rabb cries for help. If the frightened Rabb managed to Others: Mixed; Rogue 2 (1), Rogue 1 (8), Fighter 1 (1),
close the door, he sends Ri- Expert 1 (1), Bard 1 (1), War-
mona for the militia (uses a rior 1 (1), Commoner 1 (1).
back door). Notes: Hats’ members gain
Information: Rabb has a +2 circumstance bonus to
seen a suspicious humanoid Knowledge (local) and Gather
that looked like one of the Information when they have
PCs near the shop in the access to the Hats’ resources.
night 3 days before Ruther (The skill benefits are not in-
was found dead (10.15 P.M.). cluded in their statistics block.)
The man who talked to him- *Despite being counted in
self seemed to have had a the guild’s membership, Encio
grappling hook tied with a is no true Hat. He is the cohort
rope. Rabb could not make of Salsamat.
out what was being said, but
believes the word “wet” had Organization Size and
been uttered (see Adventure Resources: The Hats is a ma-
Timeline, Day 1). jor organization that only has
Furthermore, the laborer members in Clearwood, how-
and his wife can provide gen- ever. It numbers 22 members.
eral information about the The organization can afford
Hats (see DC 10 information to spend 800 gp in any given
from the Tales of the Hats week, on any one item, or in
table). pursuit of any given objective.
Ad Hoc XP Adjust- Organization Alignment
ments: If Rabb’s attitude is and Leadership: The Hats’
influenced back to indifferent, overall alignment is neutral.
award one-half of the normal The organization does what
experience for this encounter. seems to be a good idea. It
If Rabb is physically beaten, does not feel strongly one way
award the party experience or the other when it comes to
points, but cut the experience good vs. evil or law vs. chaos.
point award by 50% to ac- The Hats respect the local au-
count for the lack of danger. thority, Duke Awajan of Clear-
wood, and neither obey nor rebel against the laws.
Individual members may vary from this neutrality, al-
E. THE HATS’ GUILDHOUSE though most have at least a component of neutral in their
(POSSIBLE EL VARIES) alignment.
Because the old magic item named Shade (see New
The Hats are a thieves’ guild Magic Items) has been used to mask the current and each
based in the small town of Clear- former guildmaster for almost 150 years, a being called
The Agreement wood. The original purpose of Shade is known to nearly all NPCs in town. Furthermore,
For almost 1 year, a verbal this tolerant organization was en- rumor has it that the guildmaster is an immortal being.
agreement about the role of richment of the guild. A legen- However, Shade’s preferred crimes varied over the gen-
the thieves’ guild in town dary thief called Ravata founded erations. The only persons that know his current, mortal
has existed between Hanan it about 150 years ago. He used identity – Salsamat – are Encio, Descog, Odegon, and
and Shade. the name of his favorite magic Scrit.
Members of the Hats do item – Shade (see New Magic The insignia of the guildmaster are the magic item
no serious offenses against Items) – for his secret identity called Shade and the Jeweled Key (worth 2,000 gp), which
the law anymore. and its sort – a hat – for the opens the chest in the guild’s treasure chamber.
In return, theft under 10 guild’s name. The hidden guild- Organization Membership and Demographics: The
gp (seen as their pay) is a house (see Tales of the Hats Hats is a mixed organization, with members of different
minor offense only. Further- table) is located southeast of the races and classes making up its population.
more, a thief does not lose a keep, in Outer Clearwood. The majority of the membership (22) is human (16),
finger if caught. Since an agreement (see with 1 dwarf, 1 elf, 1 gnome, 1 half-elf, 1 half-orc, and 1
The guild’s help to “pre- The Agreement sidebar) be- halfling.
vent” crime has resulted in a tween Hanan and the current Salsamat aka Shade (male human Ftr3/Rog3) is the
better view about the Hats Shade – Salsamat – the Hats’ only multiclassed member. He is 32 years old, has short,
and an increase of its mem- purpose has slightly changed, black hair and green eyes. The 5´ 9´´ tall and 175 lb. man
bership in the last year. leading to tensions within the was born in Clearwood. His elderly parents, Taldo (male
guild. human Com3) and Margared (female human Com2), are
resident in a nearby hamlet now. Salsamat joined the
uHats (major): AL N; 800 gp resource limit; thieves’ guild as a juvenile after Sydan (male human
Membership 22; Mixed (humans 16, dwarves 1, gnomes 1, Rog9), the former leader, discovered his potential in a free-
half-orcs 1, half-elves 1, elves 1, halflings 1). lancer coup. 8 years ago, in the last days of his life, Sydan
Authority Figure(s): Salsamat aka Shade (N human chose Salsamat as his successor for the leading rank and
fighter 3/rogue 3), guildmaster, locksmith, and trapmaker. not Odegon – Salsamat’s rival. This decision caused a
Important Characters: Odegon (NE human rogue 4), lasting conflict between the two men. Following a cere-
head pickpocket; Encio* (LN human fighter 4), bodyguard mony in which Sydan handed over the magic item called
of Salsamat; Scrit (N dwarf fighter 2), guard of the guild- Shade and the Jeweled Key, both insignia of the guildmas-
house; Neva (N human bard 1), entertainer in the Clear- ter, Salsamat became the new Shade. Because Salsamat
wood Inn, informer of the guild; Descog (LE human expert creates “Shade’s” currently favorite obstacles – locks and

13
Beginning the Adventure

traps – the leader of the thieves’ guild is also known as the Pernor (male gnome Exp1) is the alchemist and forger of
King of Burglars today. On the other hand, Salsamat’s the guild.
reputation as a locksmith and trapmaker is modest. Be- The Hats number two bards among their membership.
cause he is the only one in Clearwood who creates such About two years ago, Neva (female human Brd1) came to
items, however, Salsamat is interested in maintaining this Clearwood to earn money as a musician and to forget the
condition. In recent history, the Moonwalkers (an evil or- loss of a friend. After she won last year’s Tomato Contest
ganization detailed in a future adventure) attempted to (see Quirin Adventure #2: First Challenge for more infor-
assassinate Shade two times. The first killer died in one of mation about the event), she joined the guild. Today the
Salsamat’s traps almost 2 years ago. The second one 20-year-old, clever beauty is the guild’s informer in the
faced Encio, his bodyguard, and lost his life in a fight with Clearwood Inn (if so, see Quirin Adventure #2: First Chal-
him about 11 months ago. Furthermore, Shade came to an lenge; otherwise, she performs in the marketplace). There
agreement with Hanan (see The Agreement sidebar). she entertains the clientele and flirts with potential victims.
Rogues are most common among the organization Yon (male human Brd1) is relatively new in town. Once
(10). Odegon (male human Rog4) is the head pickpocket coming from a thorp east of Clearwood to get a job in the
of the guild and the chief rival for leadership. He was born small town, he is the guild’s scholar now.
in a thorp near Clearwood 42 years ago. Since his days as The Hats includes two warriors. Ambo (male human
a juvenile runaway living on the street, Odegon has been War1) was born in Clearwood 33 years ago. The man, who
an alcoholic. This was the main reason why Sydan did not is known for his bad teeth, works in the militia as an in-
choose him, the most talented thief, but instead picked former of the guild, warning the Hats of potential threats.
Salsamat as the new guildmaster years later. This choice Despite the chaotic man’s problems with the strict Hanan,
resulted in the lasting conflict between “Shade” and Ode- his actions have remained undiscovered for many years.
gon that is mostly about the way of the leadership and the Dynas (male half-elf War1) is Scrit’s assistant.
future of the guild, especially after Shade’s agreement with Finally, the last contingent is made up of two common-
Hanan (see The Agreement sidebar). These days many ers. The adult Pedra (female human Com1) was born in a
people know about his addiction to alcohol, but his parent hamlet near Clearwood. Looking for work, she came here
do not, for they have not heard anything from him since he 13 years ago. After several years as a laborer in the
left home. A toady named Neith (male human Rog2) is Clearwood Trading Company, she was hired by the Hats
Odegon’s assistant. Other rogues include Andrella (female to be their informer there. Achim (male Halfling Com1) is
human Rog1), Belinase (female half-orc Rog1), Belloc the guild’s cook.
(male human Rog1), Carrick Ganatea (male elf Rog1), Joining the Hats: Characters who wish to join the
Elizar (female human Rog1), Fen (male human Rog1), Hats must demonstrate their devotion towards the guild. In
Jarri (male human Rog1), and Nira (female human Rog1). order to commit successful, effective, and lucrative crimes
Fighters make up another prevalent class, numbering they are coordinated by the guild. Members must ask per-
two. Despite the fact that Encio (male human Ftr4) indi- mission to commit any crimes and share all information
rectly works for the organization (see below), he is no true gained in it. For the guild’s expenses, they have to turn
member of the Hats. Since Salsamat once saved Encio’s 40% of their profits over to the guild hierarchy. A common
life, the strong but stupid left-hander is the loyal cohort of duty for any low-ranking member also is the guard of the
Shade, protecting the guildmaster at all times. Encio is one guildhouse. Those who break the guild rules face punish-
of the few people who know his identity. The 6´ 1´´ man ment or expulsion from the guild.
was born in Clearwood about 25 years ago. He has short, In return, such characters have access to the Hats’ re-
fair hair and brown eyes. The 60-year-old Scrit (male dwarf sources, such as equipment availability, information and
Ftr2), who wears an impressive gold earring (2´´ in diame- influential contacts (reflected in a +2 circumstance bonus
ter, worth 480 gp) in his right ear, was born in Clearwood. to Knowledge [local] and Gather Information checks), job
35 years ago, the young dwarf and his parents visited a opportunities, lodging, safety, and training.
friend in a nearby hamlet. During the journey, the family Following the question: “What should you possess?”
encountered a group of bandits lead by the notorious ogre the current pass-phrase of the Hats is: “A hat to protect
called Urugg (see Quirin Adventure #2: First Challenge for (safe) my head.” A frequently used code word is “Immor-
more information about Urugg). Scrit, the only survivor, tality.”
was found unconscious (failed coup de grace attempt) by Nonmember rogues operating in the Hats’ area draw
the former leader of the Hats – Sydan. Years in the guild less than friendly attention. The guild’s enforcers (Dynas,
passed but a distinctive scar on his throat and his dumb- Simmons, and Scrit) hunt down any freelancer in town.
ness are reminders of this day. The fearless dwarf mainly Sometimes Shade sends thieves to steal their loot.
guards the guildhouse. If there is any need for muscle in a Adventure Idea: Because Odegon has recently lost a
coup, Scrit is a good choice. He has proven his strength pickpocket needed for an upcoming coup (e.g., a thief
and endurance several times. The dwarf is one of the few disguised as a “innocent” child steals the spell component
people who know Shade’s identity. Communicating with pouch of a cleric containing costly material components), a
him is difficult. Anyone trying this must succeed on a DC dwarven thief called Guro Glasschin (see Quirin Adventure
20 Charisma check to “handle” him (retries allowed) or #2: First Challenge for more information about Guro and
know the Common Sign Language. The organization also his death), the head pickpocket of the Hats wants a re-
has a loutish thug called Simmons (male human Ftr1). placement. He hires the newest Hat – the PC – to check
Also known as “Killer Simmons,” he has a “half-brother” the tales about a brazen thief in a nearby village. Unknown
named Karl (male dwarf War1; see Quirin Adventure #2: to Odegon, the talented 9-year-old girl named Sobine
First Challenge for more information about Karl and Sim- (female human Rog1) has a “persuasive” master, an imp
mons). named Camerfust, which again is the servant of a hiding
Two experts are members of the organization. Descog arcane spellcaster. If the character is a pickpocket spe-
(male human Exp2), a disguised agent of the Moonwalk- cialist, Odegon directly hires him for the planned coup. You
ers, who is here both to gather information and to recruit can use this idea for a side adventure during Quirin Adven-
Odegon for the evil organization, has infiltrated the guild. ture #5.
He fans the fire in the conflict between Shade and Odegon
(e.g., spreads false rumors about Shade and Odegon) to Creatures: The guildhouse is the home of Achim,
reach his (second) goal. He believes that it is only a Descog, Dynas, Encio, Neith, Odegon, Poot Pernor, Scrit,
question of time until Odegon joins the Moonwalkers. Born and Yon. The rest – Ambo, Andrella, Belinase, Belloc, Car-
in Hartingen (capital of Ankhalon) the 24-year-old came rick Ganatea, Elizar, Fen, Jarri, Killer Simmons, Neva,
here about 2 years ago. Currently being the appraiser and Nira, and Pedra – come and go at all hours. Salsamat (aka
investigator of the guild, Descog is known for constantly Shade) is here most of the time.
flipping a gold coin. He recently discovered Shade’s iden- Several thieves’ guild members work three eight-hour
tity during a conversation with the drunken Odegon. Poot shifts to guard the guildhouse, with 2 thieves (varies,

14
Beginning the Adventure

choose from the following: Andrella, Belinase, Belloc, Car- Disable Device DC 20.
rick Ganatea, Elizar, Fen, Jarri, and Nira) and Killer Sim- QSpiked Pit Trap: CR 3; mechanical; location trigger;
mons on a day shift (8 A.M. to 4 P.M.), 2 thieves and Dy- manual reset; hidden switch bypass (Search DC 25); DC
nas on an evening shift (4 P.M. to 12 A.M.), and 2 thieves 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple
and Scrit on a night shift (12 A.M. to 8 A.M.). At any given targets (first target in each of two adjacent 5-ft. squares);
time, one guard on duty is stationed at the guildhouse’s pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2
entrance door, while the remaining guards on duty (Killer each); Search DC 21; Disable Device DC 20.
Simmons and one thief during the day shift, Dynas and Treasure: The chest in the guild’s treasure chamber
one thief during the evening shift, and Scrit and one thief contains 15 pp, 475 gp, 1079 sp, 810 cp, an onyx worth 50
during the night shift) are stationed at various posts gp, and a rhodochrosite worth 10 gp.
throughout the building, where they can respond to nearby A locked (Open Lock DC 25) chest hidden (Search DC
alarms. 15) in the cupboard of Odegon’s private chamber contains
bAchim: Male halfling Com1; hp 2; see Appendices. 50 pp, 400 gp, and an alexandrite worth 600 gp. It can be
bAmbo: Male human War1; hp 5; see Appendices. unlocked with his golden key. A secret cache (Search DC
bAndrella: Female human Rog1; hp 7; see Appendi- 25) in Salsamat’s private chamber contains a total of 131
ces. pp, 2,687 gp, 1,429 sp, 1,010 cp, a chalcedony worth 20
bBelinase: Female half-orc Rog1; hp 7; see Appendi- gp, a coral worth 40 gp, a golden yellow topaz worth 700
ces. gp, a peridot worth 50 gp, a red spinel worth 100 gp, a rock
bBelloc: Male human Rog1; hp 7; see Appendices. crystal (clear quartz) worth 80 gp, a tourmaline worth 150
bCarrick Ganatea: Male elf Rog1; hp 6; see Appendi- gp.
ces. Development: If anyone sounds the alarm or cries for
bDescog: Male human Exp2; hp 5; see Appendices. help, the remaining guards on duty throughout the guild-
bDynas: Male half-elf War1; hp 5; see Appendices. house arrive 1d4 rounds thereafter (roll separately). The
bElizar: Female human Rog1; hp 7; see Appendices. resting members of the guild appear 1d4 minutes after the
bEncio: Male human Ftr4; hp 34; see Appendices. alarm or cry (Encio and Scrit need 1d4+4 minutes). They
bFen: Male human Rog1; hp 7; see Appendices. wear hastily donned armor (armor check penalty and
armor bonus are each 1 point worse than normal).
bJarri: Male human Rog1; hp 7; see Appendices.
Services: The Hats sell all manner of equipment to a
bKiller Simmons: Male human Ftr1; hp 16; see Ap-
member of the guild at half cost. Anything commonly un-
pendices.
available and costing up to 800 gp can be found here. Fur-
bNeith: Male human Rog2; hp 11; see Appendices.
thermore, members of the Hats gain job opportunities (see
bNeva: Female human Brd1; hp 7; see Appendices. Adventure Idea above), lodging (at half the normal costs),
bNira: Female human Rog1; hp 7; see Appendices. safety, and training.
bOdegon: Male human Rog4; hp 20; see Appendices. If you used the second hook, the PCs can hire a thief
bPedra: Female human Com1; hp 2; see Appendices. from the Hats for 3 sp per day (e.g., Andrella, Belinase,
bPoot Pernor: Male gnome Exp1; hp 3; see Appendi- Belloc, Carrick Ganatea, Elizar, Fen, Jarri, or Nira).
ces. Information: Members of the Hats have access to the
bSalsamat aka Shade: Male human Ftr3/Rog3; hp guild’s information and influential contacts. The guild can
25; see Appendices. provide information about Shade’s agreement with Hanan
bScrit: Male dwarf Ftr2; hp 21; see Appendices. (see The Agreement sidebar), Ruther and Paul (see area
bYon: Male human Brd1; hp 7; see Appendices. F.4), and the witness’ identity (see area D). Furthermore,
Other Possible NPCs: Potentially, anyone in town. the guild can provide some information about the burglary
Traps (EL varies): The guild keeps most of its re- at Ruther’s Goods (e.g., a note on the entrance door, an
sources in a treasure chamber. A great empty till, Ruther’s body on the floor, wounds from light
metal chest there has been locked (Open piercing weapon, and a seen Paul).
Lock DC 40). Behind the door, there ex- The guild remembers a theft of Ruther’s
ists a spiked pit trap (20 ft. deep). The first till about three years ago.
trapdoor swings open when about 50 Descog knows Opado from Hartingen.
pounds are placed upon it. A hidden However, the expert is neither aware of the
switch bypass in the door-case thief’s job in Clearwood nor the exis-
prevents the trap’s activation. tence of a former temple of Sarn in
The chest is also trapped with town. (He concentrates on the Hats
a poison needle trap. It can be and especially Odegon.)
unlocked with the Jeweled Key
currently in possession of Sal-
samat. A fusillade of darts 1. THE MEETING
protects the entrance to WITH SHADE
Shade’s private chamber
inside the thieves’ guild- (EL 7)
house. In addition, a If the characters want to make con-
wicked array of “un- tact with guild representatives,
known” traps might they must succeed on a Gather
exist. Information check DC 15
QFusillade of Darts: CR 1; (see Tales of the
mechanical; location trigger; man- Hats above). If they
ual reset; Atk +10 ranged (1d4+1, want to meet the
dart); multiple targets (fires 1d4 guildmaster, the
darts at each target in two adja- guild decides the date,
cent 5-ft. squares); Search DC time (e.g., at night),
14; Disable Device DC 20. and meeting place
QPoison Needle Trap: CR (e.g., a dark alley
1; mechanical; touch trig- near the guild-
ger; manual reset; Atk +8 house with sev-
ranged (1 plus eral getaway
greenblood routes). If the sec-
oil poison); ond hook is used, you
Search DC 22; can adapt this encounter.

15
Beginning the Adventure

The sample meeting takes place at 11.00 P.M. Lit by Development: When the hiding Hats hear Encio’s sig-
moonlight, within this area of shadowy illumination, a char- nal, the reinforcement appears in the next round.
acter can only see dimly. Creatures here have conceal- There is a 25% chance that a militia patrol can hear
ment relative to that character. A creature in an area of the signal or the fight in general (a single War1 [Listen +1]
shadowy illumination can make a Hide check to conceal and two dogs [Listen +5] during night [EL 1] or use B.2;
itself (for more information see Vision and Light under Ex- Listen DC 25). You can check each round of combat. For
ploration in the PHB). Read or paraphrase the following each percent rolled below 25%, reduce the DC by 1. If
when the characters meet Shade. successful, the patrol appears in 1d6 rounds + 1 round per
5% rolled (up to a maximum of +5 at 21-25%).
Furthermore, 2d6 residents may wake up due to the
Two humans appear out of the dark. One of them, signal/fight (check each round of combat; Listen -10; Listen
being slightly in front of the other, wears a suit of full DC 3), open their windows/doors (need 2 rounds), and
plate armor. Being apparently left-handed, he moreover look outside what is going on (Spot +1). If they can see
carries a heavy steel shield in his right hand and a something, consider them calling for the militia whereupon
morningstar in his left hand. The other one, wearing a you can again roll percentage (25% chance as above).
gray hat and ample, dark cloak, with the cloak covering If necessary (e.g., curious residents are discovered or
most parts of his face and body, asks you with a deep a militia patrol appears and arrests all surviving combat-
v oi c e: ants), Salsamat accuses the PCs of mugging him and his
friends.
“I’ve heard you want to speak Shade. What do you Information: If the characters want to find the true cul-
want from him?” prit, Salsamat can provide the necessary information of the
guild (see Information section of area E).
A DC 5 Spot check reveals a signal whistle in the mouth of
the heavily armored human (Encio). A Listen check (DC = F. RUTHER’S GOODS (EL 2)
23 + Move Silently modifier of each hiding Hat, use a -5
penalty for distraction) reveals hiding characters (1d3 Hats, Ruther’s Goods, a shop in the eastern half of Outer Clear-
see below). wood, formerly was the home of a coffinmaker and high
Creatures: Salsamat (aka Shade), accompanied by priest of Sarn named Tomugha. Ceiling height is 10 feet
his cohort Encio, asks what the PCs want. If the characters unless specified otherwise.
want to know whether any of the Hats killed Ruther or bur- The building is made of a combination of stone (on the
gled Ruther’s Goods, the guildmaster assures them of the ground) and timbers (for the upper story and floors). The
guild’s innocence. You can adapt the second hook and roof is a mixture of boards, thatch, and slates, sealed with
continue. pitch. The lower-story wall is 1 foot thick, with AC 3,
bEncio: Male human Ftr4; hp 34; see Appendices. hardness 8, 90 hp, and a Climb DC of 25. Upper-story
walls are 6 inches thick, with AC 3, hardness 5, 60 hp, and
bSalsamat aka Shade: Male human Ftr3/Rog3; hp
a Climb DC of 21. The exterior doors of the shop are
25; see Appendices.
strong wooden doors; the interior doors are simple wooden
Tactics: Before a meeting with the PCs, the Hats pre-
doors.
pare for a possible fight and a safe retreat. Salsamat used
ySimple Wooden Doors: 1 in. thick; Hardness 5; hp
Shade and his disguise kit to appear as a 5´ 4´´ tall and
10; Break DC 13; Open Lock DC 15.
138 lb., middle-aged man with fair, curled hair and blue
yStrong Wooden Door: 2 in. thick; Hardness 5; hp
eyes (Disguise +20 with alter self). Encio disguises minor
20; Break DC 25; Open Lock DC 25.
details only (Disguise +5). Furthermore, he readies his sig-
The old masonry walls of the empty room and the
nal whistle for use, which is bound to a worn leather cord.
cellar (see area F.5 and F.6) – stones piled on top of each
Finally, about 30 feet away 1d3 further Hats (e.g., Dynas
other – sport cracks and crevices. Those walls stop all but
and Scrit) hide behind total cover.
the loudest noises. Like the walls, the masonry (“flag-
If forced into combat, Encio first uses his readied sig-
stone”) floor and ceiling are made of fitted stones. They
nal whistle to call for the hiding Hats (free action), then
are also cracked and only somewhat level.
drinks his potion of bear’s endurance (standard action) and
Disguised as a bare patch of the cellar’s western ma-
finally approaches the character that started fighting, at-
sonry wall, the heavy, unwieldy, 6-foot tall secret stone
tacking him or her in the following round. Encio avoids
door opens like a normal door to permit access when a
being hit (Dodge). If one of the characters is the current
hidden button is pushed. Leading to area G.1, it automati-
Fist of Clearwood (see Quirin Adventure #2: First Chal-
cally closes after 1 minute. The secret stone door is not
lenge), the bodyguard of Salsamat chooses him or her as
thick enough to block most detect spells, such as detect
his next opponent. Otherwise, Encio picks the most dan-
magic. It is unknown to any living inhabitant of Clearwood;
gerous looking enemy (prefers heavily armored or heavily
even Ruther did not know about it.
muscled opponent). If only a single opponent is remaining,
yMasonry Stone Walls/Floor and Ceiling: 1 ft. thick;
he attempts to demoralize him or her (Intimidate option). If
Hardness 8; hp 90 (per 10-foot section); Break DC 35;
Encio is badly wounded (11 hit points or less), he drinks
Climb DC 15.
his potion of cure moderate wounds. Encio fights to the
ySecret Stone Door: 3 in. thick; Hardness 8; hp 90;
death (Diehard) to guard the guildmaster from the charac-
Break DC 28.
ters.
Read or paraphrase the following when the characters
Salsamat tries to flank a character with Encio or an-
come close to Ruther’s Goods. (Skip it if you played the
other Hat in order that the guildmaster can sneak attack
Quirin Adventure #2: First Challenge.)
him or her. Otherwise, the guildmaster feints in combat
(Improved Feint, Bluff +8) to sneak attack a PC. If he is hit
in combat, Salsamat fights more defensively in the follow- In the east of Clearwood, a large, free-standing building
ing round (Combat Expertise; starts with a -1 penalty; in- with two stories exists. Over the entrance, you can read
creases/decreases penalty by 1 in subsequent rounds if “Ruther’s Goods.”
hit/not hit in preceding rounds). If Salsamat is badly
wounded (7 hit points or less), he retreats using one of the
getaway routes. During the flight he alters his form to ap- After 1.32 A.M. of Day 2, there is a note on the entrance
pear as a half-orc (alter self). Furthermore, Salsamat hides door. Read or paraphrase the following when the charac-
his wounds under his cloak (Bluff +8, Disguise +10). ters read the note. Otherwise, go to the Development sec-
If necessary, the additional Hats use the Aid Another tion below.
option to help Salsamat attack or defend by distracting or
interfering with the PCs.

16
Beginning the Adventure

Development: On Day 4, the militia removes the note,


“Dear folk! The shop has closed for two weeks. which is then in possession of Hanan (see area B.1). Fur-
thermore, a guard is stationed in front of the entrance door
– Ruther” the same day to prevent theft. He stays until the carpenter
has repaired it (needs about a day). If the characters want
to enter the building, they have to use the back door, the
A Forgery check (DC = Opado’s Forgery check result = secret entrance at the bottom of the Great Well (see area
1d20+2, use a +4 bonus for owned autograph of Ruther H.1), or ask Hanan.
and known handwriting) reveals that the note has been
forged. The following descriptions are keyed to locations on the
Read or paraphrase the following when any of the shop map below. Ruther’s Goods can be found in Quirin
characters wants to open the old (before Day 4) or new Adventure #2: First Challenge under area R.
(after Day 4) door. Go to the Development section below
for Day 4.
1. THE SHOP
You try to open the wooden entrance door, bound in This room once served as a workroom for the coffinmaker.
iron and fastened to its frame by iron hinges, via a Read or paraphrase the following when the characters en-
circular pull-ring in the center, but it is locked. ter the business.

Unknown to Opado (see area G.2) a surrogate key for the You see a typical store that is 25 feet wide and 30 feet
back door can be found under the doorstep with a DC 20 long. However, the till is open. Beside the entrance
Search check. door, there is a simple wooden door in the northern
Read or paraphrase the following when the characters wall. Three closed windows – two in the southern wall
want to break through the locked back door. and one in the western wall – normally lighten this dark
room full of barrels, boxes, crates, sacks, shelves, and
other stuff. [If the dead body of Ruther is here, also
After you rammed this old building’s door, many loose read the following.] Wearing a nightshirt the motionless
slates fall upon you. body of an old human man with pitch-black hair lies on
the bloody floor near the entrance door. Next to it, bro-
ken goggles and a merchant’s scale exist. [After the
Trap: Anyone bashing down the back door triggers the militia removed the corpse, read instead the following
falling of loose slates. additional description.] A dried pool of blood is on the
QFalling Slates: CR 2; mechanical; touch trigger; re- floor near the entrance door.
pair reset; Atk +12 melee (2d6, slates); multiple targets (all
targets in two adjacent 5-ft. squares); Search DC 20;
Disable Device DC 20.

17
Beginning the Adventure

The motionless body is the corpse of Ruther. A closer in-


spection (DC 15 Heal check) reveals that his wounds re- While you are looking out of the window, a strange
sulted from piercing attacks. In addition, a DC 25 Heal voice says:
check also reveals the time of death (0.24 A.M.). A
wooden hatch in the flagstone floor next to the counter “Well. I saw that!”
leads to area F.6.
Treasure: Ruther sold all manner of goods purchased
from the Clearwood Trading Company in this old building. A DC 20 Spot check reveals a parrot hiding under the bed.
Anything commonly available and costing up to 800 gp can A DC 20 Search check reveals an empty secret cache in
be found here and in the cellar below (see area F.6). The the floor under the chest. Opado (see area G.2) took the
contents of the shop and cellar are worth 1,600 gp. If you contents. The chest is unlocked and contains nothing but
did not use the first hook, Ruther’s till seems empty. Op- regular gear. The books on the shelves are treatises on
ado (see area G.2) took all coins except 1 cp he (and the commerce, trade goods, famous merchants (e.g., Bernal
militia) missed under several old bills and promissory notes the Trader, see Quirin Adventure #2: First Challenge for
(Search DC 20). more information about Bernal), a deity of crafts, skill, and
Development: On Day 4, the militia checks the till and wealth called Legaran, and animals (three books; all in-
misses the hidden copper piece in it as well. Furthermore, clude passages about parrots). A DC 10 Search check re-
Danel (see area I.1) removes the corpse. veals that several books are missing – their places are not
covered with dust. Opado took them to his current quarters
(see area G.2). The sheets of thick vellum are empty. A
2. THE KITCHEN closer inspection (DC 20 Search check) of the uppermost
sheet reveals the existence of a pressed through text. A
Read or paraphrase the following when any of the charac-
ters enters this room. DC 20 Decipher Script check reveals a letter from Ruther.
The original was taken by Opado as well (see area G.2).
The wardrobes hold clothing and more gear including a
You see a small kitchen. A niche exists in the north- backpack (inside the northern one) containing a bedroll, a
western corner. Two shelves, standing on its northern winter blanket, flint and steel, and an empty waterskin.
and southern wall, are filled with stock of food and Creatures (EL 1/6): The parrot is Paul, Ruther’s “part-
drinks as well as kitchen utensils. A simple wooden ner” and friend for many years. The parrot knows some
door is located in the niche’s western wall, a strong Common phrases, such as “I saw that!”, “Hello!”, “This is
wooden door in the kitchen’s eastern wall. Into the cheap!”, or “I’m Ruther’s partner!” Since Opado’s attack,
northern wall of the kitchen is a fireplace with an empty the parrot hides under the bed when hearing approaching
pot. The smell of burnt soup comes from there. A male voices (Listen +3).
closed window is to the left of it. In the center of the The parrot that looks rather distraught is hungry and
kitchen stands a table for preparing food. A hunk of thirsty. A DC 25 Handle Animal check is needed to “push”
meat tied with twine hangs from the ceiling above it, a the parrot to come to the character. Alternatively, the wild
pitcher filled with water stands on the table. Within an empathy ability can improve Paul’s attitude from unfriendly
adjacent short corridor to the southwest, two staircases to indifferent or better. If the parrot’s attitude changes to
exist. One of the stairs leads upwards; the other, con- hostile, Paul attacks the influencing PC and flees, flying
structed below it, leads downwards. through the opened window to the graveyard (see area I).
The parrot picked up a new word (“Well.”) while he has
heard Opado talking to himself (see Riddle section below),
The kitchen contains food and drinks for a good meal, two speaking about poisoning the Great Well.
common meals, and five poor meals. The food of the bPaul: Male parrot; hp 1; see Appendices.
parrot (see area F.4) can also be found in the shelves – a Riddle (EL equal to or less than party level): The
small sack filled with different seeds (e.g., oats, rye, and parrot Paul says “Well.” quite often. This refers to the
wheat; 4 lb.; worth 1 gp), a bowl filled with various fruits Great Well (see area H). This is a clue to an important
(e.g., apples, a bunch of grapes, and carrots; 2 lb.; worth location – an alternative starting point in a search for the
10 gp), a jug of honey (2 pt.; worth 2 sp), and a bottle filled murderer. (The easier way to enter the forgotten temple is
with dead insects (1 lb.; worth 1 gp). the cellar of Ruther’s Goods [see area F.6], however.)
Development: If he flies away, Paul returns here after
1d6 hours.
3. THE LATRINE If the characters do not decipher the riddle until Day 6
Read or paraphrase the following when any of the charac- and any of the PCs “adopted” the parrot, you can help
ters opens the door to this room. them. A resident of Clearwood hearing “Well.” from Paul
may wonder about the new word and asks the characters,
whether they taught the parrot it.
After you opened the door, the terrible smell of a latrine Information: With the help of speak with animals Paul
wafts from this small room. could provide information concerning what was going on
here. If asked about his new word (“Well.”), the wary and
cunning parrot tersely tells the character that he does not
4. THE PRIVATE ROOM understand the meaning of the word, but the intruder said
it quite often.
(EL VARIES) Ad Hoc XP Adjustments: If the parrot is successfully
This room once served as Tomugha’s chamber and library. handled or Paul’s attitude is influenced back to indifferent
Read or paraphrase the following when any of the charac- or better, award one-half of the normal experience for this
ters enters Ruther’s private room above. encounter.
Award experience points for the riddle deciphered, but
cut the experience point award by 50% to account for the
This 15-foot-by-25-foot bedchamber has a chest, some lack of danger. The discovery of the correct answer has a
shelves covered with books, a desk and padded chair, CR of equal to or less than the party level (DM decision).
a bed covered in blankets and pillows, a single red rug If a resident helped the characters to decipher the rid-
in front of it, and two wardrobes. Between the ward- dle (see Development section above), count him as a
robes and the bed stands a perch. The desk is covered member of the party when dividing the base XP award by
in sheets of thick vellum and sports a common lamp. the number of characters in the party!
An opened window lightens the bare walls, including
the opposite one that holds a fireplace.

18
Beginning the Adventure

The following descriptions are keyed to locations on the


shop & temple map below and on the well map found on This dark room that reeks somewhat of feces holds
page 24. n o th i n g o f v a l u e .

5. EMPTY ROOM A closer inspection of the western niche (Search DC 10)


Read or paraphrase the following when any of the charac- reveals a crack in its northern masonry wall. Behind there
ters enters this empty room, which once served as both is a shaft that connects with the latrine above (see area
the barracks and a guardpost. F.3).

19
Beginning the Adventure

yMasonry Stone Walls/Floor and Ceiling: 1 ft. thick;


Hardness 8; hp 90 (per 10-foot section); Break DC 35;
6. THE CELLAR (EL 1) Climb DC 15.
The cellar once served as vestibule for the former temple ySecret Stone Door: 3 in. thick; Hardness 8; hp 90;
hidden behind the western wall. Ruther used this room as Break DC 28.
a storeroom for some of his goods. Development: Opado lubricates the iron doors on Day
Read or paraphrase the following when any of the 3. On Day 4, the thief locks them.
characters enters the cellar.
1. THE WORSHIP HALL
Sacks, wooden crates and barrels, boxes, and a few (EL VARIES)
baskets fill this dark 25-foot-by-30-foot cellar. Several
webs cover the ceiling that holds a wooden hatch. Read or paraphrase the following when any of the charac-
ters enters this room – the former worship hall of the tem-
ple.
The wooden hatch in the ceiling leads to area F.1. A ladder
lies on the eastern crates. A DC 10 Search check reveals
that one of the western crates has been recently shifted – This musty-smelling, circular room is about 50 feet in
the floor of its former position is not covered with dust. A diameter. Two polished, slender pillars give support to
closer inspection of the masonry wall behind (Search DC the ceiling. The wall, which is quartered by four closed
20) reveals an old secret door in it. A DC 20 Search check rusty iron doors, and the pillars are elaborately carved
on the eastern wall reveals an old circular inscription: “Hail with scenes of war between undead and humanoids;
death! Darkness comes!” the floor is covered with patches of old blood. A set of
Creatures (EL 1): A colony rusty manacles is bolted into the southern wall. An altar
of tiny monstrous centipede has taking the form of a 6-foot long, 3-foot wide, and 3-foot
Sarn lived in the cellar for several thick stone block stands in the western half of the for-
weeks. Opado recently reduced mer worship hall. On the southwestern floor lies a
The god of death, Sarn, is smashed, rusted cage, on the northern floor a dam-
their number from twelve to
lawful evil. He is known as aged, black tapestry bearing a red crescent and the
eight. Monstrous centipedes tend
Lord of Darkness and Father letter “S” constructed from three bones. Between the al-
to attack anything that resembles
of Undead. tar and the tapestry is an unholy font filled with clotted
food, biting with their jaws and in-
The domains he is asso- blood. Wearing the rotting remnants of their clothing,
jecting their poison.
ciated with are Darkness, two human skeletons each wielding a scimitar and a
(Ruther recently asked
Death, Evil, and Law. Sarn heavy steel shield and a human zombie wielding a club
whether anyone in town is willing
usually appears as a large, stand near the altar.
to kill vermin living in his cellar,
four-armed, devil-like being
but no one was interested.)
with two large, black horns,
a dark violet-blue skin, and bTiny Monstrous Centi- As the result of an unhallow spell cast hundreds of years
legs that end in hooves. His pede (8): hp 1 each; see Ap- ago this whole area is unholy. The site is guarded by a
favored weapon is the pendices. permanent magic circle against good effect. All turning
greatsword. Treasure: See the Treasure checks made to turn undead take a –4 profane penalty,
Sarn is one of the oldest section of area F.1. and turning checks to rebuke undead gain a +4 profane
deities of the pantheon, an bonus. Finally, an aid spell was originally fixed to the un-
intermediate deity of dark-
ness, death, and moon.
G. THE OLD hallowed site. The spell effect lasted for one year and ap-
plied to all creatures of evil alignment while they were in
Long ago, Sarn’s power TEMPLE this room. Opado or anyone else has to cast the unhallow
abruptly decreased to lesser Behind the secret door begins spell again to renew or replace the now lapsed effect.
status. Rumor has it among the ruin of a former temple of A closer inspection of the altar (Search DC 15) reveals
deities that the loss of power Sarn – a forgotten place of evil. an inscription in Undercommon: “Only the dead have seen
had to do with a forbidden Ceiling height is 10 feet unless the end of war.” Furthermore, if anyone succeeds on a DC
major artifact only known as specified otherwise. 10 Knowledge (religion) check, he or she recognizes the
Book of the Mortals. Over The rusted but sturdy iron symbol of Sarn (see Sarn sidebar) carved into it – the
the last centuries, however, doors are 7 feet tall and same symbol that is on the damaged tapestry. A DC 20
the Lord of Darkness man- unlocked. The keys to these Search check reveals that the old tapestry formerly hung
aged to regain most of his doors were lost long ago. from the wall behind the altar. A DC 25 Search check be-
former power. The old masonry walls, floor, hind the altar also reveals an old secret door in the ma-
Unbeknownst to other and ceiling look as described sonry wall. A DC 20 Search check right next to the (secret)
deities, Sarn deals with a under area F. In addition to the stone door reveals the hidden button in the masonry wall
rival childlike pantheon (see encounters below, decide through which it can be opened. A closer inspection of the
Divine War sidebar in the whether dangerous slimes and southwestern masonry wall (Search DC 20) reveals an old,
Quirin Adventure #2: First molds grow in these cracks or scrawled message in Common: “Dendy was here.” A DC
Challenge). small monsters live in these 15 Search check reveals old marks around the trapped
areas and wait for prey. Some- square in front of the door to area G.3 (see Trap section).
times water runs on the floor in rivulets between the stones Altar of Sarn (EL varies): The hewn stone altar is
or sits in stagnant puddles. over 600 years old. It was the main fixture and central fo-
Disguised as a bare patch of the worship hall’s west- cus of the old temple.
ern masonry wall, the heavy, unwieldy, 6-foot tall secret (EL 3) Any living humanoid touching the altar must
stone door sinks to permit access when opened through a succeed at a Fortitude save (DC 16) or be affected as
hidden lever. It leads to area G.6. The secret door is not described in the ghoul touch spell.
thick enough to block most detect spells, such as detect (EL 4) If anyone dies in this room, his corpse is ani-
thoughts. mated in the next round as described in the animate dead
Leading to area F.6, the (secret) stone door in the wor- spell (Caster Level 16th; roll 1d6 with 1-3 being a skeleton
ship hall’s eastern masonry wall can be opened through a and 4-6 a zombie). Regardless of the type of undead the
hidden button (see area F and F.6 for information about altar creates with this spell, it cannot create more than 32
the cellar’s secret stone door). It automatically closes after HD of undead with a single “casting” of animate dead. (The
1 minute. desecrate spell doubles this limit.) The undead the altar
yIron Door: 2 in. thick; Hardness 10; hp 60; Break creates are imbued with the command to attack any hu-
DC 28; Open Lock DC 30. manoids not wearing the unholy symbol of Sarn. They re-

20
Beginning the Adventure

main under the “control” of Development: On Day


the altar indefinitely. No 3, Opado resets the camou-
matter how many times the flaged pit trap that was set
altar creates undead, how- off in the past. Furthermore,
ever, it can “control” only the thief tidies the worship
64 HD worth of undead hall up the same day.
creatures. If the altar ex- If Opado in area G.2,
ceeds this number, all the G.3, G.4, or G.5 (see Crea-
newly created creatures fall ture section of area G.2)
under its “control,” and any hears noise from here, he
excess undead from previ- starts an investigation (see
ous castings become un- Tactics section of area
controlled. (The altar re- G.2). If Bobbie hears noise
leases the creatures ran- from this room, the riding
domly.) dog alerts Opado or awaits
(EL 9) The process of the intruders (if alone in
activating the altar’s great- area G.2).
est effect requires the sac- If Opado and Bobbie
rifice of a living humanoid join the PCs’ fight against
creature at night in addition the two skeletons and the
to a command phrase spo- zombie, the EL rises to 4.
ken (“Death awaits you!”) Erol and Furpin (see
only known to Maevis (see Appendices), Moonwalkers
area I.2). In this case, the from Hartingen, arrive here
altar generates a create on Day 6.
greater undead effect that Ad Hoc XP Adjust-
affects the sacrificed hu- ments: Because of the un-
manoid turning it into a hallow spell, award an
wraith (Caster Level 16th). additional 10% experience
If anyone is capable of points for all evil creatures
commanding undead, he or defeated in this area. Do
she may attempt to com- not count the summoned
mand the undead creature fiendish dire rat but the
as it forms. summon monster I trap.
yAltar*: 3 ft. thick;
Hardness 8; hp 98; AC 5; Break DC 50. If the altar is de-
stroyed, the unhallow effect ends.
*The “altar” prevents the identification of its powers. 2. THE CURATE CHAMBER
Furthermore, consider it a minor artifact that cannot be cre- (EL VARIES)
ated any longer, at least by common mortal means.
Read or paraphrase the following when Opado is here
Creatures (EL 1): Three undead – two skeletons and
(see Creature section below), started sniping at the char-
a zombie – guard this room. The remains of former resi-
acters, and any of them succeeds on a DC 0 Listen check
dents of Clearwood (Charl and his sons Plase and Jorda-
or on a Spot check (DC = Opado’s Hide check result while
nus; see Adventure Background) attack any humanoids
sniping = 1d20-13). Use a -5 penalty for the PCs’ distrac-
not wearing the unholy symbol of Sarn.
tion and a -1 penalty per 10 feet of distance.
bHuman Warrior Skeletons (2): hp 6, 7; see Appen-
dices.
bHuman Commoner Zombie: hp 16; see Appendi- You notice that one of the four doors is open now. A
ces. human in masterwork studded leather armor that looks
Traps (EL varies): The door leading to area G.4 is similar to >PC’s name< shot a bullet at you and then
trapped with a summon monster I trap that summons a immediately hid again behind the doorframe.
fiendish dire rat if any of the characters is of good align-
ment. Spells such as undetectable alignment protect
against the trap’s activation. The summoned creature im- Read or paraphrase the following when any of the charac-
mediately attacks any intruders. Furthermore, since Day 3 ters enters this room – the former curate chamber of the
the square in front of the door to area G.3 is again trapped temple.
with a camouflaged pit trap (see Development section be-
low). The trapdoor swings open when about 50 pounds are
placed upon it. A hidden switch bypass right next to the This small room with a nearly triangular base has a
door prevents the trap’s activation. chest of drawers and a damaged trunk next to a bed. A
QCamouflaged Pit Trap: CR 1; mechanical; location common lamp that stands on the trunk illuminates the
trigger; manual reset; hidden switch bypass (Search DC old chamber. [If a surprised or waiting Bobbie is here,
25); DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); also read the following.] In front of the chest of drawers,
Search DC 19*; Disable Device DC 20. you see a mastiff starting to bark and growl. [If a sur-
*The marks around the trap (see above) decrease the prised Opado is here as well, read the following too.] A
Search check DC by 5 points to 19. human that looks similar to >PC’s name< draws his
QSummon Monster I Trap: CR 2; magic device; dagger while standing up from the bed. He wears mas-
proximity trigger (detect good); automatic reset (1 minute); terwork studded leather armor and a simple copper ring
spell effect (summon monster I, 3rd-level cleric, fiendish on the right forefinger.
dire rat); Search DC 26; Disable Device DC 26.
Treasure: The destroyed skeleton (via turn undead) of
a former curate lies in the pit. (Fallen into the pit during a The chest’s drawers contain several books about past
fight against former heroes, the altar animated the young stock-taking processes (the missing books from area F.4,
man as a skeleton after his death.) Hidden under the rot- being a large sample of Ruther’s handwriting needed for
ting remnants of its clothing (Search DC 15), a smokestick the forgery of the note [see area F]), a sheet of thick vel-
can be found. lum that is a letter from Ruther (the missing letter from
area F.4, addressed to a friend [e.g., the mysterious friend

21
Beginning the Adventure

from the third hook], containing Ruther’s autograph needed hook, a hemp rope (50 ft.), a tent, two torches (one has
for the forgery of the note [see area F]), a quill, five sheets already been lit and still burns for about 30 minutes), a wa-
of paper, and a vial of ink (1 oz.). A DC 10 Search check terskin holding water, and a large pouch with the contents
reveals a hidden backpack under the bed (see Treasure of Ruther’s secret cache (11 pp, 724 gp, 376 sp, and 192
section below). The damaged trunk contains old clothes. cp; see area F.4) and till (1 pp, 29 gp, 74 sp, and 23 cp;
Creatures (EL 3): Opado, an agent of the Moonwalk- see area F.1). A DC 20 Search check reveals a secret,
ers, currently prepares the former temple for the arrival of waterproof pocket in the bag that contains a letter.
its new Head Walker (depending on the current Day; e.g., Read or paraphrase the following when any of the
tidying the rooms up, resetting of the set-off camouflaged characters reads the message written in Common.
pit trap, lubricating or locking the iron doors, and arming of
the rusted portcullis trap). Furthermore, he tries to under-
stand unclear instructions (see DC 25 or higher hints from “Walker Opado,
the Message Hints below). There is a big chance (01-50%)
that Opado is present here. Otherwise, he is in area G.3 Travel to the double-walled town to prepare a former
(51-70%), G.4 (71-90%), G.5 (91-95%), or somewhere temple for the arrival of its new Head Walker. Formerly
else (96-100%; you decide where he is [e.g., goes walking located below Tomugha’s shop, the building is owned
with Bobbie in area G.6]). by Herrut in these days. However, use a secret en-
Opado’s companion Bobbie, a riding dog, is trained for trance at the bottom of the Calm Spring to reach the
war. He looks like a mastiff. Bobbie accompanies Opado in underground ruin. Keep the unholy place a secret!
the temple all the time. If the thief is somewhere else and
does not go walking with Bobbie, the riding dog guards Furthermore, take the ownership of the building! Act at
area G.2. (An animal trained to bear a rider into combat your own discretion!
[combat riding] knows the tricks attack, come, defend,
down, guard, and heel [see Handle Animal under Skill De- Finally, revive the former hero known as Maevis! For
scriptions in the PHB]. that, you received a powerful item – the salve. You can
bOpado: Male human Rog2; hp 9; see Appendices. find his inert body on the local graveyard. Bring him to
bBobbie: Male riding dog: hp 13; see Appendices. the temple where he will face our master’s wrath! Use
Tactics: If Opado hears noise from area G.1 (Listen this letter wisely!
+6; Listen DC -2), the thief starts an investigation. Prior to
it, he activates his ring of virtue (see New Magic Items) Erol and Furpin are on the way to support you.
and draws his masterwork sling.
Following that, he quietly opens the door to area G.1 Defend the Lord of Darkness’ interests with your life if
(Move Silently +2; Opado has a -2 penalty for a noisy door; necessary! Success will be rewarded!
use a -5 penalty for the PCs’ distraction and the penalty for
distance found under the Listen skill), hides (Hide +7), and – Head Walker of the capital”
looks what is going on in the worship hall (Spot +6). In
subsequent rounds, Opado makes a ranged attack with his A DC 10 Knowledge (religion) check reveals that Sarn is
sling on any spotted intruder and then immediately hides also called Lord of Darkness.
again (sniping, a Hide option). He takes a –20 penalty on Letter (EL equal to or less than party level): In order
his Hide check to conceal himself after the shot. (Ranged to make understanding more difficult (e.g., if the letter falls
attacks can count as sneak attacks only if the target is in wrong hands), the message contains some tricky para-
within 30 feet.) If any of the PCs approaches him (or he is phrases and a play upon words.
surprised), Opado draws his masterwork dagger during his You may give any of the PCs 1 or more of the follow-
move action (e.g., tumbling as part of normal movement; ing hints if he or she succeeds on an Intelligence check:
Tumble DC 15; Tumble +3), and makes a single attack on
him or her. If there is any ally remaining (one of the un- Message Hints
dead or the summoned fiendish dire rat), Opado tries to
flank a character with it in order to sneak attack him or her. Intelligence Check Paraphrases and Play upon
If necessary, Opado activates his ring of virtue again. Result Words Interpreted
If forced outside the temple into combat (see Creature 5 The double-walled town is
section above), Opado tries to escape (e.g., jumps into the Clearwood.
Great Well to use the secret entrance [see area H], hides The capital (of Ankhalon)
among the people in the marketplace, or enters a public is Hartingen.
building, such as the Clearwood Inn [see Quirin Adventure Erol and Furpin are
#2: First Challenge]). Moonwalkers as well.
As a member of the Moonwalkers, Opado has no fear 10 Herrut’s building is a shop,
of death – the proclaimed beginning of the way to immor- formerly owned by Tomugha.
tality. Due to this belief and the instructions from the letter The Calm Spring is the
(see below), the thief fights to the death. If Opado is badly Great Well.
wounded (2 hit points or less), however, he drinks his po- The master is a deity.
tion of cure light wounds to increase his chance of a victory 15 The salve is a magic item.
and/or glory as a living being. Furthermore, if not already Herrut is Ruther.
fighting in area G.1, Opado shifts the fight there to take 20 Maevis’ inert body is the mas-
advantage of the traps and “sense the presence” of Sarn terwork stone statue standing
(see unhallow spell of the altar above). He does not know on his grave. To revive
that any creature slain in the worship hall (including Bobbie Maevis means to turn his
1
and the thief himself) will be animated as a skeleton or petrified body back to flesh.
zombie. Tomugha was a member
If Bobbie hears noise from area G.1 (Listen DC -2; of the Moonwalkers in Clear-
Listen +5), the riding dog alerts Opado or waits (Ready) for wood.
the intruders (if alone in area G.2). Bobbie is ready to 25 A former hero means a con-
defend Opado. (The dog was given the command to pro- verted hero. Maevis was a
tect Opado before the thief entered the temple.) The riding member of the Moonwalkers
dog attempts to trip anyone he bites. as well.
Treasure: The backpack of Opado contains a bedroll, To use this letter wisely
a blanket, a burned out moonrod (see New Special Item), means that it can help to con-
a change of clothes, a crowbar, flint and steel, a grappling vince Maevis of Opado being

22
Beginning the Adventure

an ally. Treasure: The secret cache contains an oil of mend-


30 The arrival of the temple’s ing and a potion of cure minor wounds (see New Magic
new Head Walker is Maevis’ Items).
“revival.” Development: If Opado and Bobbie are here and any
The master’s wrath does of them hears noise from area G.1, the thief starts an in-
not mean Maevis but the vestigation (go to the Tactics section of area G.2).
deity’s enemies. Maevis shall
be brought to the temple to
get instructions for their
5. THE TORTURE CHAMBER
death. (POSSIBLE EL 3)
1 If the existence of the stone statue or the stone to Read or paraphrase the following when any of the charac-
flesh property of the salve is unknown to the PCs, ters enters this room – the former torture chamber of the
increase the DC by 5 points. temple.

Development: Opado’s plans for the near future are


the revival of Maevis (Day 7; see area I.2) and the forgery The floor of this empty, nearly triangular room is cov-
of a sale contract to take the ownership of the building ered with dust. A set of rusty manacles is bolted into
from Ruther (Day 8+). the southern wall.
Information: Opado does not know who the Head
Walker of Hartingen is. Beside the information from the let-
ter, he also has no knowledge about Tomugha. Finally, A DC 15 Search or Survival check reveals some partial
Opado is not aware of a Moonwalkers agent in the local foot- and pawprints left by Opado and Bobbie, on the firm
thieves’ guild – Descog. (However, he knows him from (dusty) ground. A DC 10 Search check reveals below the
Hartingen.) dust patches old blood on the floor.
Ad Hoc XP Adjustments: Award experience points The torture devices were removed and destroyed in
for the interpreted letter, but cut the experience point the past.
award by 50% to account for the lack of danger. The cor- Development: If Opado and Bobbie are here and any
rect interpretation of the letter has a CR of equal to or less of them hears noise from area G.1, the thief starts an in-
than the party level (DM decision). vestigation (go to the Tactics section of area G.2).

3. THE PREPARATION ROOM 6. THE SECRET TUNNEL (EL 1)


(POSSIBLE EL 3) In addition to the existing (secret) door (from and) to area
G.1, further (secret) doors (from and) to area G.2, G.3,
Read or paraphrase the following when any of the charac- G.4, and G.5 were planned but not built in the past.
ters enters this room – the former preparation room of the The (secret) stone door that leads to area G.1 can be
temple. opened through a lever (see area G and G.1 for informa-
tion about the worship hall’s secret stone door).
Read or paraphrase the following when any of the
You see a chair, a table, and a wardrobe standing
characters enters the secret tunnel.
along the western wall of the otherwise empty, nearly
triangular room. All surfaces are covered with a layer of
d u s t. You stand in an intersection. Two passages leading
north and south turn east in about 25 feet and end in
A DC 15 Search or Survival check reveals some partial another 50 feet. Opposite the secret door begins a
foot- and pawprints on the firm (dusty) ground. They were mere 3-foot wide and 5-foot tall tunnel that has sand
left by Opado and Bobbie. The wardrobe holds an old, walls shored up by timbers. The passage curves and
black vestment that is in bad condition. Furthermore, some twists to the southwest. After 300 feet, it opens into a
utensils and tools for diverse rituals can be found in it. 15-foot-by-15-foot room. Along the western wall is a 5-
Development: If Opado and Bobbie are here and any foot wide and 15-foot long pit, which is filled with water.
of them hears noise from area G.1, the thief starts an in- A winch exists on the northern wall.
vestigation (go to the Tactics section of area G.2).
Because Opado goes walking with Bobbie here, the riding
4. THE VESTRY dog’s excrement can be found in each of the three pas-
sages (Search DC 10).
(POSSIBLE EL 3) The winch raises the portcullis once dropped (see area
Read or paraphrase the following when any of the charac- H).
ters enters this room – the former vestry of the temple. The water-filled pit is almost 60 feet deep. At its bottom
is a 3-foot tall, rusty iron portcullis in the western wall. Be-
hind is the shaft of the Great Well (see area H).
This nearly triangular, dusty room has a chest, a desk, Trap (EL 1): One minute after the portcullis from area
and two empty shelves. In the middle of the room is a H was raised with the winch, it drops. A hidden switch by-
pi l e of as hes . pass on the winch prevents the trap’s activation. (If anyone
wants to use the pit/well to visit the town above, he has to
disarm the trap for the stay there. Otherwise, the timed
A closer inspection of the dusty floor (Search or Survival trigger would hinder him using the same way back.)
DC 15) reveals some partial foot- and pawprints on the QRusty Portcullis Trap: CR 1; mechanical; timed
firm ground, which were left by Opado and Bobbie. A DC trigger (1 minute); manual reset; hidden switch bypass
30 Search check reveals a secret cache in the floor under (Search DC 25); Atk +10 melee (3d6); Search DC 20; Dis-
the desk. The chest is unlocked and empty. Burnt by for- able Device DC 20. Note: Damage applies only to those
mer adventurers, the pile of ashes once was mostly unholy underneath the portcullis. Portcullis blocks passageway.
texts, containing scriptures, stories, and teachings of the Development: Reset and disarmed by a former cleric
faith of Sarn. Hidden (Search DC 25) among it is a dam- of Sarn (via the hidden switch bypass), Opado arms (and
aged, partially burnt book about the school of necromancy sets off) this trap on Day 6, after Erol and Furpin used the
magic written in Common (worth 3d6 x 10 gp for the right Great Well to reach the temple ruin.
buyer). Furthermore, rival clerics removed and destroyed
the remaining religious paraphernalia once stored here.

23
Beginning the Adventure

swimming under the portcullis when it drops (see area G.6)


takes 3d6 points of piercing damage if hit.
H. THE GREAT WELL yMasonry Stone Wall: 1 ft. thick; Hardness 8; hp 90
The Great Well stands in the centre of a meeting place for (per 10-foot section); Break DC 35; Climb DC 20*.
the town’s people. Built in the early days of Clearwood, it *A slippery wall increases the Climb check DC by 5
has a diameter of 15 feet and is about 70 feet deep. The points to 20.
well’s bottom consists of clay with a thin layer of sand yRusty Iron Portcullis: 2 in. thick; Hardness 10; hp
above it. 60; Break DC 28; Lift DC 25.
The shaft’s old, slippery masonry wall looks as de- Other Possible NPCs: Potentially, anyone in town.
scribed under area F.
At the well’s bottom, a 3-foot tall, rusty iron portcullis is The following description is keyed to a location on the well
in the eastern shaft wall, leading to area G.6. A character map below. The Great Well can be found in Quirin Adven-
ture #2: First Challenge under area L.

24
Beginning the Adventure

Alternatively, you can change the starting condition so


that the skeleton is on the ground (prone) when a charac-
1. THE DEADLY BOTTOM (EL 1/3) ter arrives at the bottom of the well, making a surprise
Read or paraphrase the following when any of the charac- attack on the diver (e.g., attacks anyone swimming through
ters dives to the bottom of the Great Well by day and suc- the passage in the shaft wall) who probably mistakes it for
ceeds on a DC 14 Spot check. Otherwise, go to the Crea- a drowned dwarf.
ture section below. bDwarf Warrior Skeleton: hp 6; see Appendices.
Treasure: The refuse of centuries lies at the bottom of
the well (e.g., an empty bottle, an old bucket, and a com-
The surroundings become slightly darker with each foot mon lamp). In addition, a character can find a gem of read
dived deeper. After a few seconds, you notice the magic (see New Magic Items), 1d4 pp, 2d8 gp, 1d8 sp,
stocky skeleton of a dwarf in the relatively clear water, and 1d6 cp hidden in the sand (Search DC 20).
standing probably at the bottom. It seems to wield a ra- Ad Hoc XP Adjustments: Because of unfavorable
pier and a heavy steel shield. You also see a 3-foot tall conditions for the character(s), increase experience points
passage in the shaft wall. awards here by 50%. If the skeleton is defeated in com-
plete darkness, award 10% additional experience points
for this encounter. Award 10% additional experience points
Swimming in the well’s calm water only requires a DC 10 if the water is very cold. The bonuses are cumulative.
Swim check. Trained swimmers can just take 10.
Very cold water (e.g., if the adventure occurs in winter)
deals 1d6 points of nonlethal damage from hypothermia I. THE GRAVEYARD
per minute of exposure.
Any character can hold her breath for a number of Read or paraphrase the following when any of the charac-
rounds equal to twice her Constitution score. After this pe- ters comes close to the graveyard.
riod of time, the character must make a DC 10 Constitution
check every round in order to continue holding her breath. In addition to many scattered tombstones, you see sev-
Each round, the DC increases by 1. When the character eral crypts in the graveyard, which were built for the
finally fails her Constitution check, she begins to drown. In wealthy dead. Amongst a small field of tombstones, an
the first round, she falls unconscious (0 hp). In the follow- old masterwork stone statue exists that represents a
ing round, she drops to –1 hit points and is dying. In the human male, wearing full plate armor. A raven is sitting
third round, she drowns. on the blade of a stone longsword. With its stretched
You can find more information about aquatic terrain out right arm, the fighter seems to point with it at a
and the dangers of water in the DMG under Aquatic Ter- distant enemy. In the statue’s left hand, it carries a
rain and The Environment (see Water Dangers). heavy steel shield made of stone. A large tombstone in
The bottom of the well is poorly lit by day. Within this front of the statue can tell you more about the dead.
area of shadowy illumination, a character can only see
dimly. Creatures here have concealment relative to that
character. A creature in an area of shadowy illumination An epitaph can be read on the tombstone - “R.I.P. Maevis.
can make a Hide check to conceal itself (for more informa- Your deeds will never be forgotten!” A DC 26 Spellcraft
tion see Vision and Light under Exploration in the PHB). At check on the masterwork stone statue identifies a flesh to
night (even with moonlight), the well’s bottom is cloaked in stone spell that is already in place and in effect. (Do not
complete darkness. Creatures without darkvision are effec- forget to describe his possessions not seen from the dis-
tively blinded here (see Darkness under The Environment tant position.)
in the DMG). Despite Clearwood being founded over 1,000 years
If the 3-foot tall passage in the shaft wall is not blocked ago, only a few graves in the graveyard are older than 300
by the rusty iron portcullis, a DC 20 Search check reveals years. The main reason for that is a great fire about 350
it sitting in a recess, flush with the passage’s ceiling. years ago. The old, now forgotten graveyard, formerly ad-
If anyone wants to climb the rope on which the well’s jacent to the burnt down first temple of Dorain in Clear-
bucket is tied (if dipped into the water), he must succeed wood (see web enhancement for The Secrets of Maevis or
on a DC 15 Climb check. Securing a grappling hook while Quirin Adventure #2: First Challenge for more information
swimming in the well requires a Use Rope check (DC 10, about the former and current temple of Dorain), was no
+2 for every 10 feet of distance the grappling hook is longer usable for the numerous victims of the fire and a
thrown). You may want to apply an additional +5 Use Rope new graveyard had to be opened. Indeed the grave of
DC modifier because of the increased difficulty of throwing. Maevis is one of the oldest.
Failure by 4 or less indicates that the hook fails to catch Creatures: The graveyard is the home of several ra-
and falls, allowing the character to try again. Failure by 5 vens. A DC 25 Handle Animal check is needed to “push”
or more indicates that the grappling hook initially holds, but any raven to come to the PC. Alternatively, the wild empa-
comes loose after 1d4 rounds of supporting weight. This thy ability can improve a raven’s attitude from unfriendly to
check is made secretly, so that the character does not indifferent or better. If the raven’s attitude changes to hos-
know whether the rope will hold his or her weight. Climbing tile, it attacks the influencing character and flees.
the rope with the slippery shaft wall to brace against re- bRavens (4): hp 1 each; see Appendices.
quires a DC 10 Climb check to succeed. Development: From Day 2 on, Paul can be found
Creatures (EL 1/3): An undead creature – a dwarven here now and then.
skeleton – guards the bottom of the well. The former resi- Information: Gantee (see area C.1) may question the
dent of Clearwood attacks anyone not wearing the unholy corpse of the killed shopkeeper via the speak with dead
symbol of Sarn. spell. Furthermore, with the help of speak with animals the
Wielding a piercing weapon (rapier) underwater, the ravens could provide information concerning activities in
skeleton has no penalty to hit and deals normal damage. the graveyard.
Because it has firm footing, it moves only at half speed
(not reflected in its statistics given in the appendices). See The Graveyard can be found in Quirin Adventure #2: First
Underwater Combat in the DMG for more information. Challenge under area P.
The shadowy (or dark) bottom of the well does not pro-
vide any concealment against the skeleton due to its dark-
vision.

25
Beginning the Adventure

“What the… Where…? What happened?”


1. THE GRAVEDIGGER
Read or paraphrase the following when any of the charac-
ters wants to speak with the Danel. Maevis’ attitude immediately after being returned to flesh is
hostile. A DC 25 Diplomacy check is necessary to influ-
ence his attitude to indifferent. Alternatively, a PC can try
While you are looking for the gravedigger’s house, you to intimidate him. The Intimidate check is opposed by
notice a human who appears from behind one of the Maevis’ modified level check (1d20+10-5*).
crypts of the graveyard. [On Day 4, also read the fol- *Maevis’ effective level is reduced by 5 (see Creatures
lowing.] After you called the bald-headed, middle-aged section below).
human, the man who shoulders a spade slowly comes After the PCs returned Maevis to flesh, they may pass
to y o u a n d a s k s : themselves off as Moonwalkers to get information from
him. In conjunction with Opado’s unholy symbol of Sarn or
“What? >You can use something he thinks he heard the thief’s letter from the Moonwalkers, a bluff to convince
from one of the characters here.<” Maevis that the characters (“being Erol, Furpin, Opado,
and hired mercenaries…”) are allies is believable. As a
result, there is no modifier to his Sense Motive check (Bluff
Creatures: Danel’s (male DC 1d20+3-5). Otherwise, the member
human Com1) workplace is the of the Moonwalkers gets a +10 Sense
graveyard. The local gravedig- Motive modifier (see Bluff under Skill
ger also maintains some of the Descriptions in the PHB). In this case,
burial places for extra money, Maevis did not so much see through the
such as the crypts. He lives in bluff as prove reluctant to go along with it if
a small house to the west of the Sense Motive check succeeds by 10 or
here. less. However, if Maevis succeeds by 11 or
Development: On Day 4, more points, he has seen through it. A
Danel buries the corpse of Ruther successful Bluff check indicates that
in the graveyard. On Day 7, Danel Maevis believes the PCs’ statements,
discovers the missing stone statue at least until they behave some-
of Maevis and his opened, empty what unusually.
grave. The characters are con-
Information: If asked about sidered “invisible” until he is
Maevis, Danel tells the PCs that returned to flesh. A PC may
he was a former human hero. get a +2 bonus on attack
The circumstances of Maevis’ rolls against Maevis and
death are unknown to every- ignore his Dexterity bo-
one including the gravedig- nuses to AC when a
ger. However, Danel thinks, timed attack from be-
the hero died of old age. hind is made immedi-
Furthermore, he believes that ately after his revival.
in honor of him, the stone Among further planned
statue was created after his actions, the PCs can use
death. a rope to somehow bind
After Day 1, the gravedigger the petrified Maevis (difficult
has seen Paul here from time to due to his posture, -5 circum-
time. stance penalty on Use Rope
Because Danel buries Ruther’s checks), tie a rope to Maevis’
corpse on Day 4, he can describe petrified sword to make a spe-
(Heal +0) its general condition thereafter cial disarm attempt immedi-
(e.g., wounds from piercing weapon). ately after he returns to flesh,
or grab the statue for an up-
coming grapple with the
2. THE FORMER HERO man.
(EL 4) Creatures: The 5´
11´´ tall and 380 lb.
Depending on the PCs’ knowledge about
stone statue (naturally
Maevis (e.g., characters think of him
165 lb.) on Maevis’ grave
being a hero or villain) and their
is the petrified, inert “for-
intentions resulting from it (e.g.,
mer hero.”
they plan to destroy the statue or
Before he was turned to
return him to flesh to do a good deed or get infor-
stone, Maevis had already cast shield other on Tomugha
mation from him), this can be a roleplaying encounter.
and protection from good*, bear’s endurance, and divine
Read or paraphrase the following when the characters
favor on himself. The duration of each spell expired, how-
use Opado’s ounce of the stone salve to return Maevis to
ever, while he was an inert statue.
flesh.
*Domain spell.
Furthermore, Maevis gained 5 negative levels 1 round
After you applied the ointment to the statue, the petri- before he was turned to stone. The condition halted while
fied human returns to flesh. At the same time, a flame, petrified and continues after he returns to normal. He still
equivalent in brightness to a torch, springs forth from takes the following penalties.
the blade of his decorated adamantine longsword. His • –5 on all skill checks and ability checks.
worn full plate armor, carried heavy steel shield, and • –5 on attack rolls and saving throws.
sheathed light crossbow are of masterwork quality as • –25 hit points.
well. Being wounded, the sweaty man with short, dark • –5 effective level (whenever Maevis’ level is used in a
blond hair and light blue eyes briefly looks around and die roll or calculation, reduce it by 5).
asks in a confused manner: Maevis lost access to five spells as if he had cast his
highest-level, formerly available spells. In addition, when

26
Beginning the Adventure

he next prepares spells or regains spell slots, he gets five If the PCs unsuccessfully pretend to be Moonwalkers,
less spell slots at his highest spell levels. (He lost access Maevis wants to see Opado’s “secret item of identification”
to the following spells: 1st – bane, cause fear, cure light (and symbol of the new moon) to be sure – his black pearl.
wounds; 2nd – cure moderate wounds, desecrate*.) If the characters cannot show him the gem (because they
Negative levels remain for 24 hours or until removed do not know what is meant), he attacks.
with a spell, such as restoration. After 24 hours (23 hours, If forced into combat, Maevis first drinks his potion of
59 minutes, and 9 rounds are remaining), Maevis must at- displacement and then attacks the closest (or most dan-
tempt a separate Fortitude save (DC 22) for each negative gerous-looking) opponent with his adamantine longsword.
level he has gained. If the saving throw succeeds, the (A hit with it reveals a heatless flame. A DC 23 Spellcraft
negative level goes away with no harm to Maevis. If the check identifies the continual flame spell.) Maevis makes
save fails, the negative level goes away, but Maevis’ level Power Attacks in steps of 1 point.
is also reduced by one. If badly wounded (7 hit points or less), Maevis drinks
*Domain spell. his potion of cure moderate wounds. Contrary to Opado
Moreover, Maevis is injured. He gained 10 points of (and other members of the Moonwalkers), Maevis has fear
damage before he was turned to stone (magic missile). of death. (The main reason is his weak faith. After his
bMaevis (7th level): Male human Clr4/Ftr3; hp 52; petrification, Maevis doubts that he and Jeanina will be
see Appendices. again united in death.) Therefore, he does not fight to the
With these 5 negative levels gained and hit points lost, death, withdrawing instead if at 4 hit points or less. Alterna-
Maevis statistics change to the new totals below. tively, he surrenders.
Ongoing Conditions: After being returned to flesh, If it is not possible for him to drink any potion (e.g., he
the following changes to his statistics are in effect: CR 4 (- is bound or grappled), he tries to free himself first.
2 for 5 negative levels, -1 for 10 points of damage); HD In general, Maevis favors mounted combat. However,
4d8+8 plus 3d10+6 minus 25; hp 27 (currently 17); Grp +3; in his weakened state, he would rather use a nearby (war)
Atk +4 melee (1d8+2/19-20, adamantine longsword) or +3 horse to escape than to fight.
ranged (1d8/19-20, masterwork light crossbow); Full Atk A favored tactic in places of complete darkness (e.g.,
+4/-1 melee (1d8+2/19-20, adamantine longsword) or +3/- during a cloudy new moon night in the graveyard) would
2 ranged (1d8/19-20, masterwork light crossbow); SV Fort be to drink his potion of darkvision and make ranged at-
+4, Ref -2, Will +3; Climb -8, Concentration +7, Diplomacy tacks with his masterwork light crossbow from the dark.
-4, Jump -14, Knowledge (religion) -2, Ride +6, Spellcraft - Development: Because his knowledge about the pre-
2, Swim -15; 0* – cure minor wounds, detect magic, guid- sent time and place is limited, Maevis prefers to leave the
ance, read magic, virtue. town after his escape from the graveyard. For that, he
*Cast spells at 1st level (minimum). looks for a horse, steals it, and rides away.
Tactics: After Maevis is turned back to flesh, he is not Information: Since the fall of Clearwood’s Sarn tem-
considered flat-footed because combat is not over for him. ple, Maevis is the only living mortal that knows the altar’s
However, the member of the Moonwalkers does not really powers including its requirements. Furthermore, he is one
know what happened to him and where he is now. Though of the few individuals who know a secret about Sarn (see
Maevis feels weakened and considers fleeing for a mo- diary of Maevis found under New Magic Items).
ment, he waits to see what the PCs’ intensions are. Ad Hoc XP Adjustments: If Maevis is defeated via ro-
If confronted with his hero status, Maevis tries to play leplaying, award the normal experience for this encounter.
his old role of a good person until the truth is revealed However, cut the experience point award by 50% if there
(Bluff -6) or there is a chance for an unnoticed flight. was a lack of danger.

27
Concluding the Adventure

Concluding the
Adventure
If Maevis managed to escape, he first looks for a way
to get a restoration spell (or something that improves his
Development Fortitude saves, such as a bear’s endurance spell). He has
less than 24 hours of time to prevent the loss of 1-5 levels.
If the characters identify Opado as the burglar at Ruther’s However, that is unlikely to happen. After a level drain,
Goods and the murderer of Ruther, the adventure is com- Maevis continues to look for a restoration, because that
pleted. spell is able to restore one experience level within 1 day
If Opado is arrested, he is given a short trial and then per caster level. (Within 1 week per caster level, a greater
hanged on a tree outside the town. restoration can restore all of his drained experience lev-
If the temple is not discovered despite Opado being els.) He travels to Hartingen, where he hopes to find other
revealed as the murderer of Ruther (e.g., the first hook Moonwalkers that may help him. Maevis is willing to ex-
was used), the Moonwalkers send several members under change parts of his possessions for the casting of one or
the lead of Krelar (female dwarf Clr2/Rog2) to establish a more restoration spells (or a greater restoration spell). The
new Moonwalker cell in Clearwood. They also use the evil organization rewards Maevis with a restoration each
Great Well to reach the underground ruin. day, however, in return for doing some dirty jobs. Further-
If the characters worked for the Hats and found the more, the evil organization (contacted by Sarn) demands
freelancer in town, Hanan clears the accused guild (bur- he destroy his diary.
glary at Ruther’s Goods and murder of Ruther). Further- If Maevis should discover Carrick Ganatea’s heritage,
more, the militia captain apologizes to them to strengthen he wants to take revenge on him.
the position of Shade and confirm the agreement (see The When Maevis is arrested, a deity (e.g., the patron deity
Agreement sidebar). of one of the PCs or Zohar) may discover Maevis’ potential
If Salsamat should die, Odegon becomes the guild’s to become a powerful servant again. The characters get
new leader. As a result, Descog (if alive, see below) will the task to convert him (see Conversions below) while
fail to convince the alcoholic to join the Moonwalkers of bringing the man to a temple, where he will receive a
Hartingen. greater restoration spell. (He has to donate parts of his
As a member of the Hats, Descog likely heard the possessions for that.) A character has to beat Tomugha’s
news about the PCs’ actions and Opado’s death. There- former Diplomacy check result. His Diplomacy skill modi-
after, he speculates and spreads several (false) rumors fier was +10 (human Clr7 with Charisma 12 [+1] who had 5
about the characters (e.g., they stole goods from Ruther’s ranks in Diplomacy [+5], a synergy bonus from 5 ranks in
Goods). The agent also visits a “friend” in Hartingen to in- Bluff [+2], and a +2 circumstance bonus for the fact that
form the local Moonwalkers about Shade’s identity and the Sarn, as a god of death, could help Maevis regain his dead
recent events in Clearwood. wife). Due to his weak faith, Maevis tends to convert
If Descog is revealed as an agent of the Moonwalkers (again) if he receives a greater restoration, resulting in a
and arrested by the militia, he gives away the identity of +2 circumstance bonus to the character’s Diplomacy
Shade. Following that, the fanatic commits suicide to pre- check. Any other PC can help the converting character
vent a further interrogation, possibly under the influence of achieve success on his or her Diplomacy check by making
magic. (With the help of speak with dead the corpse could the same kind of skill check in a cooperative effort. If he or
provide some information, however.) she rolls a 10 or higher on his or her check, the converting
If the characters found the murderer of Ruther (dead or character he or she is helping gets a +2 bonus to his or her
alive), the mysterious friend of the former shopkeeper in- check, as per the rule for favorable conditions. (The aiding
vites them to a dinner some days later, regardless of character cannot take 10 on the skill check.) During their
whether they worked for the bounty or not. Furthermore, journey, followers of Sarn are on the search for Maevis
he may offer them lucrative job opportunities from time to and his diary (that might still be unknown to the PCs) …
time. If Erol and Furpin arrive in town after Opado’s letter is
If a PC was accused of the burglary at Ruther’s Goods discovered, all militia members guarding the town’s en-
and the murder of its owner, he is cleared after Opado is trance gate are given the command to ask any newcomer
revealed as the true culprit. Furthermore, Hanan apolo- for their name. Despite the fact that both warriors lie, the
gizes for the trouble. suspicious men are arrested.
If the characters revived Maevis and the former hero
surrendered, he is arrested.

ment), converting a NPC’s belief with Diplomacy generally


Conversions takes at least 1 day (8 hours that do not need to be con-
secutive) plus 1 week (1 hour spend every day) per step.
A character can try to convert a worshiper to another belief
An atonement spell can decrease the amount of time
with the Diplomacy skill. This is handled via opposed
needed for the alignment change. A conversion does not
Diplomacy checks (similar to negotiations). However, the
work on outsiders or any creature incapable of changing its
second party – the character that previously converted the
alignment naturally.
worshiper to his current belief – already rolled his check in
A character with 5 ranks in Knowledge (religion) may
the past. Therefore, if you do not have statistics for the
gain a +2 synergy bonus to this check. Depending on the
second party, you have to assume his or her Diplomacy
worshiper’s devotion, you may also grant the character or
skill modifier. Because the NPC’s alignment (probably)
the second party a circumstance bonus on his or her
changes one or more steps towards an appropriate one
Diplomacy check. (An atheist also “believes.” If no second
during conversion (e.g., character’s alignment must have a
party existed in the past, use a Diplomacy skill modifier of
component in common with the new deity’s alignment, and
+0.)
no component directly opposed to the new deity’s align-

28
Concluding the Adventure

If Erol and Furpin are arrested in Clearwood, Hanan through a last confrontation. Further adventures of such a
interrogates both humans. If any of them was a murderer campaign will be released as part of the independent
in Clearwood, he is given a short trial and then hanged on “Quirin Adventure” series. Look out for them!
a tree outside the town. Otherwise, Hanan first In the upcoming “Quirin Adventure #8: Black
brands them on the forehead as Moon- Pearls” the PCs guard the duke’s journey to Hart-
walkers and then banishes the “enemies ingen, where he wants to court the princess. On
of Ankhalon” from the town forever. The their way, they face a natural hazard and the
same counts for an arrested Maevis if servants of a rival noble, but the real chal-
there is no attempt to convert him (see lenges are still to be revealed...
above). Furthermore, many NPCs, the Hats, Paul,
After the PCs solved the mystery for the town of Clearwood, or its surroundings
Canon Gantee, the town priest asks them to could be the source for future adventures.
destroy Sarn’s altar (if not already done). Sarn You can use the following ideas:
may command a powerful servant to prevent it (e.g., a 1. Someone has poisoned the water of the Great Well
bearded devil that teleports to the former worship hall and (used numerous doses of arsenic poison). The
tries to bribe the party [increase its Intelligence if you want] people affected show symptoms of a contamination.
or even someone who uses a wish or miracle spell to (The characters may be affected as well.) Unable to
transport the altar to his or her location). treat an increasing number of poisoned residents,
After their plan is foiled, the Moonwalkers will want to Gantee asks the PCs to search for the poison’s origin
take revenge on the PCs and send an assassin known as and neutralize it. In addition, the cleric of Dorain also
Silvercord (male half-orc Rog5/Asn1) to kill them. If the asks them to secure the milk supplies of the town,
characters are the new owner of the diary of Maevis, he protecting a herd of cows in a nearby thorp. (House-
will also have the task of recovering the book. hold remedies to treat someone for arsenic poison
are castor oil, milk, or solutions containing protein. If
the affected character drinks any of these three possi-
Rewards bilities, he or she gets a +2 alchemical bonus on For-
titude saving throws against arsenic poison for 1
In this adventure, the characters find a lot of Ruther’s for- hour.) Meanwhile, a band of smugglers under the
mer property. The contents of Ruther’s Goods are worth lead of Reer’k (male half-orc Rog4) tries to capture
more than 1,600 gp. Furthermore, the PCs can discover the greatly needed animals for profit.
forgotten items at the bottom of the Great Well (e.g., the 2. Someone blackmails Salsamat (e.g., Descog). The
gem of read magic) or within the former temple of Sarn unknown person demands that he hands over the
(e.g., the altar and a smokestick in the worship hall, an oil lead to Odegon or his secret identity will be revealed.
of mending and a potion of cure minor wounds in the ves- Accompanied by Encio, Shade, who does not really
try). trust any Hat now, hires the PCs (if one of them is not
The PCs also have the chance to get the possessions already a member) to find the blackmailer and bring
of Maevis (e.g., the everburning adamantine longsword him to a secret place – dead or alive. Decide how
and the diary of Maevis) and Opado (e.g., a ring of virtue much the current guildmaster reveals about the con-
and the coin-filled pouch in his backpack). Alone the magic tents of the blackmail. The reward could be a stolen
equipment of Maevis is worth more than 7,500 gp. If the item, the copy of a key for a made built-in lock (e.g.,
characters did not revive Maevis, they also possess an built into the entrance door of a wealthy resident’s
ounce of the magic ointment named stone salve (worth grand house or a trapped treasure chest that is lo-
4,000 gp). cated in a crypt in the graveyard), or the blackmailer’s
In general, Hanan demands Opado’s loot from the PCs property.
(e.g., the till contents). Because it is difficult for him to say 3. While Hanan is out of town, Umar, the owner of the
what the thief originally possessed and what he has stolen Clearwood Inn, has problems with two of his guests –
from Ruther’s property, the otherwise friendly militia cap- Garlon (male human Ftr3) and Rafe (male human
tain would also agree to take a fixed sum of 200 gp from Clr3). Waiting for a mysterious guest, the two veter-
Opado’s possessions for recent town expenses (spells ans of the Divine War occupy the dinner-room (see
from Gantee, new entrance door for Ruther’s Goods,…) if Quirin Adventure #2: First Challenge for more infor-
any of the characters succeeds on a DC 20 Diplomacy mation about Umar, the Clearwood Inn, and the Di-
check. Furthermore, Hanan thanks the PCs for revealing vine War). The innkeeper asks the PCs for help.
the true burglar and murderer. Additionally, the characters 4. The characters discover by chance that Carrick Ga-
receive a bonus reward of 200 gp from a friend of Ruther natea, a member of the Hats, probably is a descen-
(see below). dant of Raniel Ganatea, a member of the party that
If the characters worked for the Hats and found the defeated Maevis in the past (e.g., besides the same
freelancer in town, the party gets the promised reward (of elven family name, Raniel, represented on a found
up to 200 gp). old painting, has similar features). During the first
If the PCs worked for the bounty and found the mur- desecration of Sarn’s temple in Clearwood, the Lord
derer of Ruther (dead or alive), they receive the 100 gp of Darkness cursed the party members and their de-
from the militia captain. If the characters did not work for it, scendants (e.g., via the combination of a miracle and
the mysterious friend of Ruther agrees to Hanan’s sugges- bestow curse spell or the Lay Curse Salient Divine
tion that he hand over the prize to the party in spite of it. Ability). Passed through the generations, the powerful
In addition to donated spells or scrolls (if so), Canon divine curse dooms Carrick’s soul to serve Sarn per-
Gantee thanks them in the name of Dorain. manently (cannot be raised from the dead) in his
Furthermore, the characters become local heroes. If realm upon his murder. Are the PCs able to lessen
they already have that status (PCs played Quirin Adven- the curse (e.g., change permanent service to tempo-
ture #2: First Challenge), their reputation further increases. rary [can be raised from the dead after murdered]
service via a miracle or wish spell) or, in addition to it,

Further even forever break it (e.g., if alive, a restored Maevis


wants to take revenge on Carrick; the PCs prevent
his murder, helping the elf to resist his destiny)? Is he
Adventures the last remaining descendant of the former adventur-
ers? Did Sarn lately curse the characters as well?
The Moonwalkers could be a part of a long-term campaign 5. A dubious merchant from Hartingen (capital of Ankha-
in which the characters foil several plans of the evil organi- lon) named Hacasin (male human Enc5) claims that
zation and their allies, finally stopping their master’s goal Ruther was in debt, owing him 4,000 gp. In return, the

29
Concluding the Adventure

very “persuasive” man wants the dead trader’s house via a nightmare spell; “Free your will!”). One of them,
(worth 2,000 gp) and the contents of his shop and an arcane spellcaster named Xez (male human
cellar (worth 1,600 gp). Someone in town is distrustful Wiz2), who keeps his study a secret, is not affected,
(e.g., Cathloy or Descog [see Quirin Adventure #2: however.
First Challenge for more information about Cathloy]), 12. A band of bounty hunters (various races and classes,
wanting the house for unknown motives as well. He all level 1) transports a dangerous prisoner inside a
or she hires the characters to convict Hacasin of his cage, a mad mass murderer known in Ankhalon as
fraud (if so; you decide). A reward of up to 500 gp can Bret the Butcher (male human Exp5). Coming from
be received. (Descog does not possess 500 gp. He the dwarves’ land, their destination is Hartingen,
grants them a favor to be named later. This could be where he will be hanged. However, someone in
a false promise.) Consider Hacasin being the current Clearwood helps him to escape (e.g., Descog) by
lover of Ruther’s wife named Mayah (female human opening the cage.
Ill6). If so, she may be the legitimate heir of the build- 13. Among the secrets in the diary of Maevis, the charac-
ing and the driving force behind the scenes. ters find a clue to the location of an old, keyed (keyed
6. Shade discovered the whereabouts of a former guild- to work only at night) two-way portal in Hartingen that
master’s mighty weapon named Piercing Light (bril- leads to the Land of the Night (see Quirin Mythology
liant energy rapier +1) – a forgotten secret room #2: A Handful of Artifacts for more information about
under a town building (choose one), which can be the Land of the Night). To increase his reputation at
reached only via burglary. He asks the PCs whether Ankhalon’s court, Duke Awajan of Clearwood would
they are interested in a secret job that the Hats are hire the characters to spy into the enemy territory.
unable to carry out (assuming that not one of the 14. An angler is missing. His empty boat has been found
characters is a Hat). The reason for this is that the on a nearby lake. Close relatives ask the characters
magic item he wants is worth more than 10 gp and for help. Because of old tales, an escaped beast of
therefore its theft would be a serious offense against Kither is suspected (e.g., a fiendish dire variant of a
the law (see The Agreement sidebar). The remaining predatory fish).
treasure would be the character’s reward. 15. Led by a mysterious, impressive female human, a
7. Unbeknownst to Ruther, Paul had been a wizard’s fa- group of bandits demands a road toll from everyone
miliar in the past. Seeking feared power, a former ap- traveling the road westwards. The woman claims to
prentice of the mage named Rigard Yoritak (male be the daughter of Urugg, a former notorious ogre
dwarf Wiz6) hopes to gain access to the parrot’s (hid- bandit chief (see Quirin Adventure #2: First Challenge
den) knowledge. The dwarf wants to buy Paul. If not for more information about Urugg).
for sale, Rigard attempts to steal him. If the parrot is 16. Researching the former temple, Gantee discovered a
not in the PCs’ possession, the new owner asks the short note about the secret tunnel in the holy tome
characters for help. (see web enhancement for The Secrets of Maevis or
8. Along with complex knowledge about necromancy Quirin Adventure #2: First Challenge for more infor-
magic (written in Common), the partially burnt book mation about the holy tome). Intentionally built to hurt
found in the old temple’s vestry also lists past dates Dorain’s temple about 350 years ago, the project was
of several solar eclipses. In the same text, dangerous (luckily) not finished. For fear of a future completion,
creatures of darkness are mentioned that accompa- the canon wants to fill the tunnel. During the mining of
nied the moon’s shadow, killing all life in its path. material in a nearby sandpit, an unknown, ancient
Because nobody in Clearwood remembers or heard dwarven ruin is discovered there…
of such an event and there is no recognizable cycle in 17. In a relatively new inn located in a nearby village,
the descriptions (the intervals vary between many someone administered a guest named Jolie (female
months and some decades), the duke sends the PCs human Com1) sleeping powder several weeks ago.
to a scholar, an astronomer named Unferth Vilio Pregnant after this incident, the former virgin was
(male gnome Exp8), who lives to the east of the town, racked by her unborn child most of the time. Her
near the border to the dwarves’ lands. When will the wealthy family that is residing in Hartingen hired a
next solar eclipse occur? Is Clearwood in danger? cruel mercenary called Bonner Blackeyes (male half-
9. Because of the recent death of numerous people orc Rog1/Ftr2) to find the culprit. His research in the
(e.g., after 1. or 8. happened), a rat plague spreads in Pleasant Inn revealed the existence of Det, the inn-
Clearwood. The characters are hired to kill the ag- keeper’s hidden, misshapen son. Rumors about a
gressive rat swarms. A simple house in Clearwood is mysterious rape in the local inn and a hidden “fiend”
the duke’s reward (worth 1,000 gp; see DMG under spread by Bonner caused the situation in the village
Urban Features). Alternatively, the PCs may get the to become critical. As a result, Jasir (male human
abandoned house (see Quirin Adventure #2: First Exp2), the innkeeper, hires the characters to protect
Challenge for more information). his family and inn from the furious villagers. He claims
10. The contents of Ruther’s shop hold a mysterious item that his son is innocent. However, the same “mystery”
– the tiny miniature of a chest (focus for the secret happened in each community the innkeeper and his
chest spell; may also contain something) – that is pro- family formerly lived. (Tales of a virgin that gave birth
tected by a fire trap spell. Kither is supposed to be the to a demon can be researched there.) Is Det the
caster. If so, the replica’s counterpart is irretrievably culprit? Will Jolie’s child be a demon? You may also
lost on the Ethereal Plane for several decades (see want Jolie’s parents to plan the death of their daugh-
Quirin Adventure #2: First Challenge for more infor- ter’s child (or even the death of their pregnant daugh-
mation about Kither). Otherwise, the caster may still ter) to prevent disgrace in the family.
retrieve the chest… Who is it? Alternatively, the item 18. In memory of the founding of Clearwood, a holiday
can be an animated tool (via a permanent animate called the Clearing exists. Each year the highlight for
objects spell), a psionic tattoo scribed on the hide of a the crowd is a lumberjack contest that takes place in
toad (e.g., a former familiar), or the shell of a dragon the marketplace. Several noble visitors from all over
egg (choose the kind). the kingdom are attending (e.g., an envoy of the king
11. After the great fire about 350 years ago, the tomb- or even the monarch himself). During a small parade,
stones of the old graveyard were used for the recon- held in front of the barracks, a dominated Hanan,
struction of the community. For unknown reason the riding on his heavy warhorse, attacks the noble
residents of these old buildings (including the keep) guests. Who cast the arcane spell? When? Why?
are recently haunted by a damned soul at night (e.g.,

30
Appendices

Appendices
New Special Item Monster
Moonrod: This 1-foot-long, silver-tipped, cold iron rod
glows shadowy when struck. It dimly illuminates a 30-foot
Statistics
radius, providing shadowy illumination. It glows for 6 hours, bBobbie: Male riding dog; CR 1; Medium animal; HD
after which the silver tip is burned out and worthless. 2d8+4; hp 13; Init +2; Spd 40 ft.; AC 16, touch 12, flat-
Special Substances and Items footed 14; Base Atk +1; Grp +3; Atk +3 melee (1d6+3,
bite); Full Atk +3 melee (1d6+3, bite); Space/Reach 5 ft./5
Item Cost Weight ft.; SA Trip; SQ Low-light vision, scent; AL N; SV Fort +5,
Moonrod 3 gp 1 lb. Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha
6.
Skills and Feats: Jump +8, Listen +5, Spot +5, Survival
New Magic Items +1*, Swim +3; Alertness, Track .
B

Trip (Ex): If Bobbie hits with a bite attack, he can at-


Diary of Maevis: Written with blood, this leather- tempt to trip the opponent (+2 check modifier) as a free ac-
bound, waterproof journal is almost 350 years old. Among tion without making a touch attack or provoking an attack
numerous mundane entries of Maevis, it also holds several of opportunity. If the attempt fails, the opponent cannot re-
hidden (written in an incomplete and archaic form; Deci- act to trip Bobbie.
pher Script DC 25), dangerous secrets, such as the follow- Skills: Bobbie has a +4 racial bonus on Jump checks.
ing: *Bobbie has a +4 racial bonus on Survival checks when
• Sarn has a son. tracking by scent.
• In the distant past, Sarn was involved in the murdering
of a god. bDog: CR 1/3; Small animal; HD 1d8+2; hp 6; Init +3;
• Sarn had a brother. Spd 40 ft.; AC 15, touch 14, flat-footed 12; Base Atk +0;
• Sarn has the intention to create a new, superior human Grp -3; Atk +2 melee (1d4+1, bite); Full Atk +2 melee
race. (1d4+1, bite); Space/Reach 5 ft./5 ft.; SQ Low-light vision,
Faint abjuration; CL 3rd; Craft Wondrous Item, endure scent, tricks; AL N; SV Fort +4, Ref +5, Will +1; Str 13, Dex
elements; Price 3,015 gp; Weight 3 lb. 17, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Jump +7, Listen +5, Spot +5, Survival
B
Gem of Read Magic: When this clear crystal is gazed +1*; Alertness, Track .
through, a gem of read magic enables the user to see as Tricks: Attack, defend, down, guard, heel, track.
though she were affected by the read magic spell. A gem Skills: Dogs have a +4 racial bonus on Jump checks.
of read magic can be used for as much as 30 minutes a *Dogs have a +4 racial bonus on Survival checks when
day, divided up into periods of minutes or rounds as the tracking by scent.
user sees fit.
Faint divination; CL 1st; Craft Wondrous Item, read bDwarf Warrior Skeleton: CR 1/3; Medium undead;
magic; Price 375 gp. HD 1d12; hp 6; Init +5; Spd 20 ft.; AC 15, touch 11, flat-
footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/18-
20, rusty rapier); Full Atk +1 melee (1d6+1/18-20, rusty
Potions and Oils rapier); Space/Reach 5 ft./5 ft.; SQ Damage reduction
5/bludgeoning, immunity to cold, undead traits; AL NE; SV
Potion or Oil Market Price Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis
Cure Minor Wounds (potion) 25 gp 10, Cha 1.
Guidance (potion) 25 gp Skills and Feats: Improved Initiative.
Light (oil) 25 gp Undead Traits: Immune to poison, sleep, paralysis,
Mending (oil) 25 gp stunning, disease, death effects, necromantic effects, and
Purify Food and Drink (oil) 25 gp any effect requiring a Fortitude save unless it also works
Resistance (potion) 25 gp on objects. Not subject to critical hits, subdual damage,
Virtue (potion) 25 gp ability damage, ability drain, or energy drain. Negative en-
ergy heals. Not at risk of death from massive damage, but
Ring of Virtue: By activating this simple copper ring, destroyed at 0 hit points or less. Darkvision 60 ft. Cannot
the wearer can benefit from virtue, as the spell. be raised; resurrection works only if creature is willing.
Faint transmutation; CL 1st; Forge Ring, virtue; Price Possessions: Rusty rapier, rusty heavy steel shield.
900 gp.
bHuman Warrior Skeleton: CR 1/3; Medium undead;
Ring of Basic Concentrating: This ring is actually a HD 1d12; hp varies (see text); Init +5; Spd 30 ft.; AC 15,
magic elastic that ties around a finger. It continually grants touch 11, flat-footed 14; Base Atk +0; Grp +1; Atk +1 me-
the wearer a +1 competence bonus on Concentration lee (1d6+1/18-20, scimitar); Full Atk +1 melee (1d6+1/18-
checks. 20, scimitar); Space/Reach 5 ft./5 ft.; SQ Damage reduc-
Faint transmutation; CL 1st; Forge Ring, creator must tion 5/bludgeoning, immunity to cold, undead traits; AL NE;
have 1 rank in the Concentration skill; Price 100 gp. SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -,
Wis 10, Cha 1.
Shade, Hat of Alter Self: This apparently normal gray Skills and Feats: Improved Initiative.
hat with shades of black allows its wearer to alter her ap- Undead Traits: Immune to poison, sleep, paralysis,
pearance as with an alter self spell. As part of the disguise, stunning, disease, death effects, necromantic effects, and
the hat can be changed to appear as a comb, ribbon, any effect requiring a Fortitude save unless it also works
headband, cap, coif, hood, helmet, and so on. on objects. Not subject to critical hits, subdual damage,
Faint transmutation; CL 3rd; Craft Wondrous Item, al- ability damage, ability drain, or energy drain. Negative en-
ter self; Price 10,800 gp. ergy heals. Not at risk of death from massive damage, but

31
Appendices

destroyed at 0 hit points or less. Darkvision 60 ft. Cannot Languages: Common, Halfling.
be raised; resurrection works only if creature is willing. Halfling Traits: Achim has a +2 morale bonus on sav-
Possessions: Scimitar, heavy steel shield. ing throws against fear. He also has a +1 racial bonus on
attack rolls with thrown weapons and slings.
bHuman Commoner Zombie: CR 1/2; Medium Possessions: Small dagger, pouch containing 6 sp.
undead; HD 2d12+3; hp 16; Init -1; Spd 30 ft. (can’t run);
AC 11, touch 9, flat-footed 11; Base Atk +1; Grp +2; Atk +2 bAmbo: Male human warrior 1; CR 1/2; Medium hu-
melee (1d6+1, slam) or +2 melee (1d6+1, club); Full Atk manoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 12, touch
+2 melee (1d6+1, slam) or +2 melee (1d6+1, club); 10, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee
Space/Reach 5 ft./5 ft.; SQ Damage reduction 5/slashing, (1d8+1/19-20, longsword) or +2 melee (1d3+1, unarmed
single actions only, undead traits; AL NE; SV Fort +0, Ref - strike) or +1 ranged (1d8/19-20, light crossbow); Full Atk
1, Will +3; Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1. +2 melee (1d8+1/19-20, longsword) or +2 melee (1d3+1,
Skills and Feats: Toughness. unarmed strike) or +1 ranged (1d8/19-20, light crossbow);
Single Actions Only (Ex): Zombies have poor re- AL CN; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con
flexes and can perform only a single move action or attack 12, Int 10, Wis 9, Cha 8.
action each round. A zombie can move up to its speed and Skills and Feats: Climb +2, Handle Animal +1, Intimi-
attack in the same round, but only if it attempts a charge. date +0, Jump +3, Listen +1, Ride +1, Speak Language
Undead Traits: Immune to poison, sleep, paralysis, (Dwarven and Gnome), Spot +1, Swim +2; Alertness,
stunning, disease, death effects, necromantic effects, and Endurance.
any effect requiring a Fortitude save unless it also works Languages: Common, Dwarven, Gnome.
on objects. Not subject to critical hits, subdual damage, Possessions: Longsword, leather armor, light cross-
ability damage, ability drain, or energy drain. Negative en- bow, 20 bolts, pouch containing 3 gp, 6 sp.
ergy heals. Not at risk of death from massive damage, but
destroyed at 0 hit points or less. Darkvision 60 ft. Cannot bAndrella: Female human rogue 1; CR 1; Medium
be raised; resurrection works only if creature is willing. humanoid; HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15,
Possessions: Club. touch 12, flat-footed 13; Base Atk +0; Grp +1; Atk +2
melee (1d6+1/19-20, masterwork short sword) or +3
bPaul: Male parrot; CR 1/6; Tiny animal; HD 1/4 d8; ranged (1d8/19-20, masterwork light crossbow); Full Atk
hp 1; Init +2; Spd 10 ft., fly 40 ft. (average); AC 14, touch +2 melee (1d6+1/19-20, masterwork short sword) or +3
14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 melee ranged (1d8/19-20, masterwork light crossbow); SA Sneak
(1d2-5, claws); Full Atk +4 melee (1d2-5, claws); attack +1d6; SQ Trapfinding; AL N; SV Fort +1, Ref +4,
Space/Reach 2-1/2 ft./0 ft.; SQ Low-light vision; AL N; SV Will +0; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8.
Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10, Int 2, Wis Skills and Feats: Balance +4, Bluff +3, Climb +3, Dis-
14, Cha 6. able Device +4, Escape Artist +4, Hide +6, Intimidate +1,
Skills and Feats: Listen +3, Spot +5; Weapon Finesse. Jump +3, Listen +4, Move Silently +6, Open Lock +4,
Search +4, Sleight of Hand +8, Spot +4, Swim +3, Tumble
bRaven: CR 1/6; Tiny animal; HD 1/4 d8; hp 1; Init +2; +4, Use Rope +6; Deft Hands, Improved Initiative.
Spd 10 ft., fly 40 ft. (average); AC 14, touch 14, flat-footed Languages: Common, Dwarven, Gnome.
12; Base Atk +0; Grp -13; Atk +4 melee (1d2-5, claws); Trapfinding: Andrella can use the Search skill to
Full Atk +4 melee (1d2-5, claws); Space/Reach 2-1/2 ft./0 locate traps when the task has a DC higher than 20.
ft.; SQ Low-light vision; AL N; SV Fort +2, Ref +4, Will +2; Possessions: Masterwork short sword, masterwork
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6. studded leather armor, masterwork light crossbow, 20
Skills and Feats: Listen +3, Spot +5; Weapon Finesse. bolts, thieves’ tools, pouch containing 7 pp, 27 gp, 25 sp,
12 cp.
bTiny Monstrous Centipede: CR 1/8; Tiny vermin;
HD 1/4 d8; hp 1; Init +2; Spd 20 ft., climb 20 ft.; AC 14, bBelinase: Female half-orc rogue 1; CR 1; Medium
touch 14, flat-footed 12; Base Atk +0; Grp -13; Atk +4 humanoid; HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15,
melee (1d3-5 plus poison, bite); Full Atk +4 melee (1d3-5 touch 12, flat-footed 13; Base Atk +0; Grp +2; Atk +3 me-
plus poison, bite); Space/Reach 2-1/2 ft./0 ft.; SA Poison; lee (1d4+2/19-20, masterwork dagger) or +3 ranged (1d4,
SQ Darkvision 60 ft., vermin traits; AL N; SV Fort +2, Ref masterwork sling); Full Atk +3 melee (1d4+2/19-20,
+2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2. masterwork dagger) or +3 ranged (1d4, masterwork sling);
Skills and Feats: Climb +10, Hide +18, Spot +4; SA Sneak attack +1d6; SQ Darkvision 60 ft., trapfinding;
B
Weapon Finesse . AL NE; SV Fort +1, Ref +4, Will +0; Str 14, Dex 15, Con
Poison (Ex): Injury, Fortitude DC 10, initial damage 1 13, Int 12, Wis 10, Cha 6.
Dex, secondary damage 1 Dex. The save DC is Constitu- Skills and Feats: Balance +4, Climb +6, Disable De-
tion-based. vice +3, Escape Artist +4, Hide +4, Intimidate +2, Jump +6,
Skills: Monstrous centipedes have a +4 racial bonus Move Silently +4, Open Lock +4, Search +3, Sleight of
on Spot checks, and a +8 racial bonus on Climb and Hide Hand +4, Swim +6, Use Rope +6; Improved Initiative.
checks. They can use either their Strength or Dexterity Languages: Common, Dwarven, Orc.
modifier for Climb checks, whichever is higher. Monstrous Trapfinding: Belinase can use the Search skill to
centipedes can take 10 on Climb checks, even if threat- locate traps when the task has a DC higher than 20.
ened or distracted. Possessions: Masterwork dagger, masterwork stud-
ded leather armor, masterwork sling, 10 sling bullets,
thieves’ tools, pouch containing 9 pp, 6 gp, 6 sp, 6 cp.
NPC Statistics bBelloc: Male human rogue 1; CR 1; Medium human-
bAchim: Male halfling commoner 1; CR 1/2; Small oid; HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15, touch 12,
humanoid; HD 1d4; hp 2; Init +1; Spd 20 ft.; AC 12, touch flat-footed 13; Base Atk +0; Grp +1; Atk +2 melee
12, flat-footed 11; Base Atk +0; Grp -5; Atk +0 melee (1d3- (1d6+1/19-20, masterwork short sword) or +3 ranged
1/19-20, small dagger) or +0 melee (1d2-1, unarmed (1d8/19-20, masterwork light crossbow); Full Atk +2 melee
strike); Full Atk +0 melee (1d3-1/19-20, small dagger) or (1d6+1/19-20, masterwork short sword) or +3 ranged
+0 melee (1d2-1, unarmed strike); SQ Halfling traits; AL N; (1d8/19-20, masterwork light crossbow); SA Sneak attack
SV Fort +1, Ref +2, Will +1; Str 9, Dex 13, Con 11, Int 10, +1d6; SQ Trapfinding; AL N; SV Fort +1, Ref +4, Will +0;
Wis 10, Cha 10. Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8.
Skills and Feats: Climb +2, Hide +6, Jump -4, Listen Skills and Feats: Balance +4, Bluff +3, Climb +3, Dis-
+3, Move Silently +4, Profession (cook) +4; Skill Focus able Device +4, Escape Artist +4, Hide +6, Intimidate +1,
(Profession [cook]). Jump +3, Listen +4, Move Silently +6, Open Lock +4,

32
Appendices

Search +4, Sleight of Hand +8, Spot +4, Swim +3, Tumble crossbow); Full Atk +2 melee (1d8+1/19-20, longsword) or
+4, Use Rope +6; Deft Hands, Improved Initiative. +2 melee (1d3+1, unarmed strike) or +1 ranged (1d8/19-
Languages: Common, Dwarven, Gnome. 20, light crossbow); SQ Dwarf traits; AL LN; SV Fort +4,
Trapfinding: Belloc can use the Search skill to locate Ref +0, Will -1; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha
traps when the task has a DC higher than 20. 6.
Possessions: Masterwork short sword, masterwork Skills and Feats: Climb +2, Handle Animal +0, Intimi-
studded leather armor, masterwork light crossbow, 20 date -1, Jump -4, Listen +1, Ride +1, Spot +1, Swim +2;
bolts, thieves’ tools, pouch containing 7 pp, 27 gp, 25 sp, Alertness.
12 cp. Languages: Common, Dwarven.
Dwarf Traits: The dwarf has a +4 dodge bonus to
bCanon Gantee: Male human cleric 5; CR 5; Medium Armor Class against creatures of the giant type, a +1 racial
humanoid; HD 5d8+10; hp 36; Init +2; Spd 20 ft.; AC 21, bonus on attack rolls against orcs and goblinoids, a +2
touch 11, flat-footed 20; Base Atk +3; Grp +4; Atk +5 racial saving throw bonus against spells and spell-like
melee (1d4+1/19-20, masterwork dagger) or +5 ranged effects, and a +2 racial saving throw bonus against poison.
(1d4, sling); Full Atk +5 melee (1d4+1/19-20, masterwork The dwarf also has darkvision with a range of 60 feet and
dagger) or +5 ranged (1d4, sling); SA Turn undead 4/day; stonecunning (+2 racial bonus on checks to notice unusual
AL LG; SV Fort +6, Ref +3, Will +7; Str 13, Dex 14, Con stonework; can make a check for unusual stonework as
14, Int 13, Wis 17, Cha 12. though actively searching when within 10 feet and can use
Skills and Feats: Concentration +10, Diplomacy +2, the Search skill to find stonework traps as a rogue can;
Heal +8, Knowledge (history) +2, Knowledge (religion) +9, intuit depth).
Knowledge (the planes) +2, Spellcraft +9; Brew Potion, Possessions: Longsword, leather armor, light cross-
Extend Spell, Scribe Scroll. bow, 20 bolts, pouch containing 1d6 gp, 1d3 sp.
Languages: Common, Dwarven.
Cleric Spells Prepared (5/5/4/3; base DC 13 + spell bClearwood Militia: Male or female gnome warrior 1;
level): 0 – create water, cure minor wounds, detect magic, CR 1/2; Small humanoid; HD 1d8+2; hp 6; Init +0; Spd 20
detect poison, purify food and drink; 1st – bless, compre- ft.; AC 13, touch 11, flat-footed 13; Base Atk +1; Grp -3;
hend languages, cure light wounds, protection from Atk +2 melee (1d6/19-20, small longsword) or +2 melee
chaos*, sanctuary; 2nd – augury, calm emotions*, lesser (1d2, unarmed strike) or +2 ranged (1d6/19-20, small light
restoration, zone of truth; 3rd – dispel magic, magic circle crossbow); Full Atk +2 melee (1d6/19-20, small longsword)
against chaos*, remove disease. or +2 melee (1d2, unarmed strike) or +2 ranged (1d6/19-
*Domain spell. Deity: Dorain. Domains: Good (cast 20, small light crossbow); SA Spell-like abilities; SQ
good spells at 6th level) and Law (cast law spells at 6th Gnome traits; AL LN; SV Fort +4, Ref +0, Will -1; Str 11,
level). Dex 11, Con 14, Int 10, Wis 9, Cha 8.
Possessions: Masterwork dagger, full plate armor, Skills and Feats: Climb +1, Handle Animal +1, Intimi-
heavy steel shield, sling, 20 sling bullets, silver holy date +0, Jump -4, Listen +3, Ride +1, Spot +1, Swim +1;
symbol, pouch containing 39 gp, 48 sp, crystal key (opens Alertness.
holy chest in his temple’s private chamber). Spell-like Abilities: 1/day speak with animals (burrow-
ing mammal only, duration 1 minute). Caster level 1st.
bCarrick Ganatea: Male elf rogue 1; CR 1; Medium Gnome Traits: The gnome has a +4 dodge bonus to
humanoid; HD 1d6; hp 6; Init +7; Spd 30 ft.; AC 16, touch Armor Class against creatures of the giant type, a +1 racial
13, flat-footed 13; Base Atk +0; Grp +1; Atk +2 melee bonus on attack rolls against kobolds and goblinoids, and
(1d8+1/19-20, masterwork longsword) or +4 ranged a +2 racial bonus on saving throws against illusion spells.
(1d8/x3, masterwork longbow); Full Atk +2 melee The gnome also has low-light vision.
(1d8+1/19-20, masterwork longsword) or +4 ranged Languages: Common, Gnome.
(1d8/x3, masterwork longbow); SA Sneak attack +1d6; SQ Possessions: Small longsword, small leather armor,
Divine curse, elf traits, trapfinding; AL LE; SV Fort +0, Ref small light crossbow, 20 small bolts, pouch containing 1d3
+5, Will +0; Str 12, Dex 17, Con 11, Int 14, Wis 10, Cha 8. gp, 1d6 sp.
Skills and Feats: Balance +5, Bluff +3, Disable Device
+4, Disguise +3, Escape Artist +7, Hide +7, Listen +4, bClearwood Militia Lieutenant: Male human warrior
Move Silently +7, Open Lock +5, Search +6, Sleight of 2; CR 1; Medium humanoid; HD 2d8+2; hp 11; Init +0; Spd
Hand +7, Spot +4, Tumble +5, Use Rope +5; Improved 20 ft.; AC 15, touch 10, flat-footed 15; Base Atk +2; Grp
Initiative. +3; Atk +3 melee (1d8+1/19-20, longsword) or +3 melee
Languages: Common, Elven, Halfling, Orc. (1d3+1, unarmed strike) or +2 ranged (1d8/19-20, light
Divine Curse in Effect: Sarn permanently cursed crossbow); Full Atk +3 melee (1d8+1/19-20, longsword) or
Raniel Ganatea about 350 years ago (see adventure idea +3 melee (1d3+1, unarmed strike) or +2 ranged (1d8/19-
005.4 found under Further Adventures). Passed through 20, light crossbow); AL LN; SV Fort +4, Ref +0, Will -1; Str
the generations, the powerful divine curse dooms Carrick’s 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
soul to serve Sarn permanently (cannot be raised from the Skills and Feats: Climb -3, Handle Animal +1, Intimi-
dead) in his realm upon his murder. date +2, Jump -8, Listen +1, Ride +2, Speak Language
Elf Traits: Carrick Ganatea has an immunity to sleep (Dwarven and Gnome), Spot +1, Swim -8; Alertness, En-
spells and effects. He gets a +2 racial saving throw bonus durance.
against enchantment spells or effects. Carrick Ganatea Languages: Common, Dwarven, Gnome.
also has low-light vision. He is entitled to a Search check Possessions: Longsword, light steel shield, scale mail
when within 5 feet of a secret or concealed door as though armor, light crossbow, 17 bolts, pouch containing 6 gp, 12
actively looking for it. sp.
Trapfinding: Carrick Ganatea can use the Search skill
to locate traps when the task has a DC higher than 20. bClearwood Militia: Male or female human warrior 1;
Possessions: Masterwork longsword, masterwork CR 1/2; Medium humanoid; HD 1d8+1; hp varies (see
studded leather armor, masterwork longbow, 20 arrows, text); Init +0; Spd 30 ft.; AC 12, touch 10, flat-footed 12;
thieves’ tools, pouch containing 2 pp, 27 gp, 30 sp, a Base Atk +1; Grp +2; Atk +2 melee (1d8+1/19-20,
moonstone worth 50 gp. longsword) or +2 melee (1d3+1, unarmed strike) or +1
ranged (1d8/19-20, light crossbow); Full Atk +2 melee
bClearwood Militia: Male or female dwarf warrior 1; (1d8+1/19-20, longsword) or +2 melee (1d3+1, unarmed
CR 1/2; Medium humanoid; HD 1d8+2; hp 6; Init +0; Spd strike) or +1 ranged (1d8/19-20, light crossbow); AL LN;
20 ft.; AC 12, touch 10, flat-footed 12; Base Atk +1; Grp SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, Int 10,
+2; Atk +2 melee (1d8+1/19-20, longsword) or +2 melee Wis 9, Cha 8.
(1d3+1, unarmed strike) or +1 ranged (1d8/19-20, light

33
Appendices

Skills and Feats: Climb +2, Handle Animal +1, Intimi- Full Atk +0 melee (1d6-1, sickle) or +1 ranged (1d8/19-20,
date +0, Jump +3, Listen +1, Ride +1, Speak Language light crossbow); AL LE; SV Fort -1, Ref +0, Will +3; Str 9,
(Dwarven and Gnome), Spot +1, Swim +2; Alertness, En- Dex 11, Con 8, Int 13, Wis 10, Cha 12.
durance. Skills and Feats: Appraise +6 (+2 circumstance bonus
Languages: Common, Dwarven, Gnome. on Appraise checks involving items that are valued by
Possessions: Longsword, leather armor, light cross- weight, including anything made of precious metals), Bluff
bow, 20 bolts, pouch containing 1d3 gp, 1d6 sp. +6, Diplomacy +5, Disguise +3 (+2 bonus on Disguise
checks made when he knows he’s being observed and
bClearwood Resident: Male or female dwarf com- tries to act in character), Gather Information +11, Hide +3,
moner 1; CR 1/2; Medium humanoid; HD 1d4+1; hp 3; Init Intimidate +3, Listen +5, Move Silently +6, Search +8, Spot
+0; Spd 20 ft.; AC 10, touch 10, flat-footed 10; Base Atk +3, Survival +0 (+2 bonus on Survival checks to find or
+0; Grp +0; Atk +0 melee (1d4/19-20, dagger) or +0 melee follow tracks); Investigator, Skill Focus (Gather Informa-
(1d3, unarmed strike); Full Atk +0 melee (1d4/19-20, tion).
dagger) or +0 melee (1d3, unarmed strike); SQ Dwarf Languages: Common, Dwarven.
traits; AL LN; SV Fort +1, Ref +0, Will +0; Str 11, Dex 11, Possessions: Sickle, leather armor, light crossbow,
Con 13, Int 10, Wis 10, Cha 8. 15 bolts, merchant’s scale, pouch containing 8 gp, 17 sp,
Skills and Feats: Climb +1, Craft (varies) +6 or Profes- 25 cp, a black pearl worth 200 gp.
sion (varies) +6, Ride +1, Spot +1, Swim +1, Use Rope +1;
Skill Focus (Craft [varies] or Profession [varies]). bDynas: Male half-elf warrior 1; CR 1/2; Medium hu-
Dwarf Traits: The dwarf has a +4 dodge bonus to manoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 12, touch
Armor Class against creatures of the giant type, a +1 racial 10, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee
bonus on attack rolls against orcs and goblinoids, a +2 (1d8+1/19-20, longsword) or +2 melee (1d3+1, unarmed
racial saving throw bonus against spells and spell-like strike) or +1 ranged (1d8/x3, longbow); Full Atk +2 melee
effects, and a +2 racial saving throw bonus against poison. (1d8+1/19-20, longsword) or +2 melee (1d3+1, unarmed
The dwarf also has darkvision with a range of 60 feet and strike) or +1 ranged (1d8/x3, longbow); SQ Half-elf traits;
stonecunning (+2 racial bonus on checks to notice unusual AL NE; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12,
stonework; can make a check for unusual stonework as Int 10, Wis 9, Cha 8.
though actively searching when within 10 feet and can use Skills and Feats: Climb +2, Diplomacy +1, Gather In-
the Search skill to find stonework traps as a rogue can; formation +1, Handle Animal +1, Intimidate +0, Jump +3,
intuit depth). Listen +2, Ride +1, Search +1, Spot +2, Swim +2; Alert-
Languages: Common, Dwarven. ness.
Possessions: Dagger, pouch containing 1d6 sp. Languages: Common, Elven.
Half-Elf Traits: Dynas has an immunity to sleep spells
bClearwood Resident: Male or female gnome com- and effects. He gets a +2 racial saving throw bonus
moner 1; CR 1/2; Small humanoid; HD 1d4+1; hp 3; Init against enchantment spells or effects. Dynas also has low-
+0; Spd 20 ft.; AC 11, touch 11, flat-footed 11; Base Atk light vision.
+0; Grp -4; Atk +0 melee (1d3-1/19-20, small dagger) or Possessions: Longsword, leather armor, longbow, 20
+0 melee (1d2-1, unarmed strike); Full Atk +0 melee (1d3- arrows, pouch containing 3 gp, 6 sp.
1/19-20, small dagger) or +0 melee (1d2-1, unarmed
strike); SA Spell-like abilities; SQ Gnome traits; AL LN; SV bElizar: Female human rogue 1; CR 1; Medium hu-
Fort +1, Ref +0, Will +0; Str 9, Dex 11, Con 13, Int 10, Wis manoid; HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15, touch
10, Cha 10. 12, flat-footed 13; Base Atk +0; Grp +1; Atk +2 melee
Skills and Feats: Climb +0, Craft (varies) +6 or Profes- (1d6+1/19-20, masterwork short sword) or +3 ranged
sion (varies) +6, Ride +1, Spot +1, Swim +0, Use Rope +1; (1d8/19-20, masterwork light crossbow); Full Atk +2 melee
Skill Focus (Craft [varies] or Profession [varies]). (1d6+1/19-20, masterwork short sword) or +3 ranged
Spell-like Abilities: 1/day dancing lights, ghost sound (1d8/19-20, masterwork light crossbow); SA Sneak attack
(DC 10), prestidigitation (DC 10), speak with animals (bur- +1d6; SQ Trapfinding; AL NE; SV Fort +1, Ref +4, Will +0;
rowing mammal only, duration 1 minute). Caster level 1st. Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8.
The save DCs are Charisma-based. Skills and Feats: Balance +4, Bluff +3, Climb +3, Dis-
Gnome Traits: The gnome has a +4 dodge bonus to able Device +4, Escape Artist +4, Hide +6, Intimidate +1,
Armor Class against creatures of the giant type, a +1 racial Jump +3, Listen +4, Move Silently +6, Open Lock +4,
bonus on attack rolls against kobolds and goblinoids, and Search +4, Sleight of Hand +8, Spot +4, Swim +3, Tumble
a +2 racial bonus on saving throws against illusion spells. +4, Use Rope +6; Deft Hands, Improved Initiative.
The gnome also has low-light vision. Languages: Common, Dwarven, Gnome.
Languages: Common, Gnome. Trapfinding: Elizar can use the Search skill to locate
Possessions: Small dagger, pouch containing 1d6 sp. traps when the task has a DC higher than 20.
Possessions: Masterwork short sword, masterwork
bClearwood Resident: Male or female human com- studded leather armor, masterwork light crossbow, 20
moner 1; CR 1/2; Medium humanoid; HD 1d4; hp 2; Init bolts, thieves’ tools, pouch containing 7 pp, 27 gp, 25 sp,
+0; Spd 30 ft.; AC 10, touch 10, flat-footed 10; Base Atk 12 cp.
+0; Grp +0; Atk +0 melee (1d8/19-20, longsword) or +0
melee (1d3, unarmed strike); Full Atk +0 melee (1d8/19- bEncio: Male human fighter 4; CR 4; Medium human-
20, longsword) or +0 melee (1d3, unarmed strike); AL LN; oid; HD 4d10+8; hp 34; Init +5; Spd 20 ft.; AC 21, touch
SV Fort +0, Ref +0, Will +0; Str 11, Dex 11, Con 11, Int 10, 11, flat-footed 20; Base Atk +4; Grp +7; Atk +8 melee
Wis 10, Cha 10. (1d8+3, masterwork morningstar) or +6 ranged (1d8/19-20,
Skills and Feats: Climb +1, Craft (varies) +6 or Profes- masterwork light crossbow); Full Atk +8 melee (1d8+3,
sion (varies) +6, Ride +1, Speak Language (Dwarven and masterwork morningstar) or +6 ranged (1d8/19-20, master-
Gnome), Spot +1, Swim +1, Use Rope +1; Martial Weapon work light crossbow); SQ Left-hander: AL LN; SV Fort +6,
Proficiency (varies), Skill Focus (Craft [varies] or Profes- Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha
sion [varies]). 10.
Languages: Common, Dwarven, Gnome. Skills and Feats: Climb -5, Intimidate +7, Jump -11,
Possessions: Longsword, pouch containing 1d6 sp. Listen +4, Ride +2, Spot +5, Swim -13; Alertness, Diehard,
Dodge, Endurance, Improved Initiative, Quick Draw.
bDescog: Male human expert 2; CR 1; Medium hu- Languages: Common.
manoid; HD 2d6-2; hp 5; Init +0; Spd 30 ft.; AC 12, touch Left-Hander (Ex): Encio is left-handed. The left hand
10, flat-footed 12; Base Atk +1; Grp +0; Atk +0 melee is his primary hand and the right hand is his off hand.
(1d6-1, sickle) or +1 ranged (1d8/19-20, light crossbow);

34
Appendices

Possessions: Masterwork morningstar, full plate ar- smithing) +5, Intimidate +9, Jump -7, Ride +10, Spot +2,
mor, heavy steel shield, masterwork light crossbow, 20 Swim -9; Dodge, Mobility, Mounted Combat, Power Attack,
bolts, potion of bear’s endurance, potion of cure moderate Quick Draw, Weapon Focus (longsword).
wounds, signal whistle, pouch containing 33 pp, 22 gp, 11 Languages: Common, Dwarven, Gnome.
sp, an alexandrite worth 200 gp. Possessions: Masterwork longsword, full plate armor,
heavy steel shield, masterwork longbow, 20 arrows, pouch
bErol: Male human warrior 1; CR 1/2; Medium hu- containing 13 gp, 17 sp, iron key (opens chest in his
manoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 13, touch barrack’s private chamber).
10, flat-footed 13; Base Atk +1; Grp +2; Atk +2 melee
(1d6+1/18-20, scimitar) or +2 melee (1d3+1, unarmed bJarri: Female human rogue 1; CR 1; Medium hu-
strike) or +1 ranged (1d8/19-20, light crossbow); Full Atk manoid; HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15, touch
+2 melee (1d6+1/18-20, scimitar) or +2 melee (1d3+1, 12, flat-footed 13; Base Atk +0; Grp +1; Atk +2 melee
unarmed strike) or +1 ranged (1d8/19-20, light crossbow); (1d6+1/19-20, masterwork short sword) or +3 ranged
AL LE; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, (1d8/19-20, masterwork light crossbow); Full Atk +2 melee
Int 10, Wis 9, Cha 8. (1d6+1/19-20, masterwork short sword) or +3 ranged
Skills and Feats: Climb +2, Handle Animal +1, Intimi- (1d8/19-20, masterwork light crossbow); SA Sneak attack
date +2, Jump +2, Listen +1, Ride +1, Spot +1, Swim +1; +1d6; SQ Trapfinding; AL NE; SV Fort +1, Ref +4, Will +0;
Alertness, Endurance. Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8.
Languages: Common. Skills and Feats: Balance +4, Bluff +3, Climb +3, Dis-
Possessions: Scimitar, leather armor, light wooden able Device +4, Escape Artist +4, Hide +6, Intimidate +1,
shield bearing the unholy symbol of Sarn, light crossbow, Jump +3, Listen +4, Move Silently +6, Open Lock +4,
18 bolts, backpack containing a bedroll, flint and steel, a Search +4, Sleight of Hand +8, Spot +4, Swim +3, Tumble
grappling hook, a hemp rope (50 ft.), a moonrod (see New +4, Use Rope +6; Deft Hands, Improved Initiative.
Special Item; burned out after used on Day 6), and a Languages: Common, Dwarven, Gnome.
waterskin holding water, pouch containing 3 gp, 6 sp, a jet Trapfinding: Jarri can use the Search skill to locate
pearl worth 40 gp. traps when the task has a DC higher than 20.
Possessions: Masterwork short sword, masterwork
bFen: Male human rogue 1; CR 1; Medium humanoid; studded leather armor, masterwork light crossbow, 20
HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15, touch 12, flat- bolts, thieves’ tools, pouch containing 7 pp, 27 gp, 25 sp,
footed 13; Base Atk +0; Grp +1; Atk +2 melee (1d6+1/19- 12 cp.
20, masterwork short sword) or +3 ranged (1d8/19-20,
masterwork light crossbow); Full Atk +2 melee (1d6+1/19- bKiller Simmons: Male human fighter 1; CR 1; Me-
20, masterwork short sword) or +3 ranged (1d8/19-20, dium humanoid; HD 1d10+3+3; hp 16; Init +2; Spd 30 ft.;
masterwork light crossbow); SA Sneak attack +1d6; SQ AC 15, touch 12, flat-footed 13; Base Atk +1; Grp +9; Atk
Trapfinding; AL CN; SV Fort +1, Ref +4, Will +0; Str 12, +5 melee (1d12+6/x3, greataxe) or +5 melee (1d3+4,
Dex 15, Con 13, Int 14, Wis 10, Cha 8. unarmed strike) or +5 melee (1d6+4, sap) or +3 ranged
Skills and Feats: Balance +4, Bluff +3, Climb +3, (1d4+4/19-20, dagger); Full Atk +5 melee (1d12+6/x3,
Disable Device +4, Escape Artist +4, Hide +6, Intimidate greataxe) or +5 melee (1d3+4, unarmed strike) or +5
+1, Jump +3, Listen +4, Move Silently +6, Open Lock +4, melee (1d6+4, sap) or +3 ranged (1d4+4/19-20, dagger);
Search +4, Sleight of Hand +8, Spot +4, Swim +3, Tumble AL CN; SV Fort +5, Ref +2, Will -1; Str 18, Dex 15, Con
+4, Use Rope +6; Deft Hands, Improved Initiative. 17, Int 11, Wis 9, Cha 9.
Languages: Common, Dwarven, Gnome. Skills and Feats: Climb +5, Intimidate +3, Jump +7,
Trapfinding: Fen can use the Search skill to locate Swim +4; Improved Grapple, Improved Unarmed Strike,
traps when the task has a DC higher than 20. Toughness.
Possessions: Masterwork short sword, masterwork Languages: Common.
studded leather armor, masterwork light crossbow, 20 Possessions: Greataxe, sap, studded leather armor,
bolts, thieves’ tools, pouch containing 7 pp, 27 gp, 25 sp, 5 daggers, pouch containing 9 gp, 24 sp.
12 cp.
bMaevis (7th level): Male human cleric 4/fighter 3;
bFurpin: Male human warrior 1; CR 1/2; Medium hu- CR 7; Medium humanoid; HD 4d8+8 plus 3d10+6; hp 52;
manoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 12, touch Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base
10, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee Atk +6; Grp +8; Atk +9 melee (1d8+2/19-20, adamantine
(2d6+1/19-20, greatsword) or +2 melee (1d3+1, unarmed longsword) or +8 ranged (1d8/19-20, masterwork light
strike) or +1 ranged (1d8/19-20, light crossbow); Full Atk crossbow); Full Atk +9/+4 melee (1d8+2/19-20, adaman-
+2 melee (2d6+1/19-20, greatsword) or +2 melee (1d3+1, tine longsword) or +8/+3 ranged (1d8/19-20, masterwork
unarmed strike) or +1 ranged (1d8/19-20, light crossbow); light crossbow); SA Rebuke undead 2/day; AL LE; SV Fort
AL LE; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, +9, Ref +3, Will +8; Str 14, Dex 12, Con 14, Int 10, Wis 16,
Int 10, Wis 9, Cha 8. Cha 8.
Skills and Feats: Climb +3, Handle Animal +1, Intimi- Skills and Feats: Climb -3, Concentration +13, Diplo-
date +2, Jump +3, Listen +1, Ride +1, Spot +1, Swim +3; macy +1, Jump -9, Knowledge (religion) +3, Ride +11,
Alertness, Endurance. Spellcraft +3, Swim -10; Mounted Combat, Power Attack,
Languages: Common. Quick Draw, Rapid Reload, Ride-By Attack, Trample.
Possessions: Greatsword bearing the unholy symbol Languages: Common.
of Sarn, leather armor, light crossbow, 17 bolts, backpack Cleric Spells Prepared (5/5/4; base DC 13 + spell
containing a bedroll, a tent, and a waterskin holding water, level): 0 – cure minor wounds, detect magic, guidance,
pouch containing 3 gp, 6 sp, a jet pearl worth 40 gp. read magic, virtue; 1st – bane, cause fear, cure light
wounds, divine favor, protection from good*; 2nd – bear’s
bHanan: Male human fighter 5; CR 5; Medium hu- endurance, cure moderate wounds, desecrate*, shield
manoid; HD 5d10+10; hp 42; Init +2; Spd 20 ft.; AC 21, other.
touch 11, flat-footed 20; Base Atk +5; Grp +8; Atk +10 *Domain spell. Deity: Sarn. Domains: Law (cast law
melee (1d8+3/19-20, masterwork longsword) or +8 ranged spells at 5th level) and Evil (cast evil spells at 5th level).
(1d8/x3, masterwork longbow); Full Atk +10 melee Possessions: Adamantine longsword that has a con-
(1d8+3/19-20, masterwork longsword) or +8 ranged tinual flame spell cast upon it, masterwork full plate armor,
(1d8/x3, masterwork longbow); AL LN; SV Fort +6, Ref +3, masterwork heavy steel shield, masterwork light crossbow,
Will +2; Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 13. 19 bolts, diary of Maevis (see New Magic Items), ring of
Skills and Feats: Climb +0, Craft (armorsmithing) +5, basic concentrating (see New Magic Items), potion of cure
Craft (bowmaking) +4, Craft (painting) +3, Craft (weapon- moderate wounds, potion of darkvision, potion of displace-

35
Appendices

ment, silver unholy symbol, pouch containing 1 pp, 29 gp, (sing) +6, Perform (string instruments) +6, Spellcraft +6,
10 sp, a black pearl worth 400 gp. Use Magic Device +6; Extra Music, Improved Initiative.
Languages: Common, Dwarven, Gnome.
bMaevis (2nd level): Male human cleric Countersong (Su): Neva can use her music or
1/fighter 1; CR 2; Medium humanoid; HD poetics to counter magical effects that depend on sound
1d8+2 plus 1d10+2; hp 17; Init +1; Spd 20 ft.; (but not spells that simply have verbal components). Each
AC 21, touch 11, flat-footed 20; Base Atk +1; round of the countersong, she makes a Perform check.
Grp +3; Atk +4 melee (1d8+2/19-20, ada- Any creature within 30 feet of Neva (including Neva
mantine longsword) or +3 ranged (1d8/19- herself) that is affected by a sonic or language-dependent
20, masterwork light crossbow); Full Atk +4 magical attack may use Neva’s Perform check result in
melee (1d8+2/19-20, adamantine longsword) place of its saving throw if, after the saving throw is rolled,
or +3 ranged (1d8/19-20, masterwork light the Perform check result proves to be
crossbow); SA Rebuke undead 2/day; AL LE; higher. If a creature within range of
SV Fort +6, Ref +1, Will +4; Str 14, Dex 12, the countersong is already under
Con 14, Int 10, Wis 15, Cha 8. the effect of a noninstantane-
Skills and Feats: Climb -4, Concentration ous sonic or language-de-
+8, Diplomacy +1, Jump -10, Knowledge (relig- pendent magical attack,
ion) +2, Ride +4, Spellcraft +3, Swim -10; it gains another saving
Mounted Combat, Power Attack, Quick Draw. throw against the ef-
Languages: Common. fect each round it
Cleric Spells Prepared (3/3; base DC 12 + hears the coun-
spell level): 0 – cure minor wounds, guidance, tersong, but it
virtue; 1st – bane, cure light wounds, protection from must use Neva’s
good*. Perform check
*Domain spell. Deity: Sarn. Domains: Law result for the
(cast law spells at 2nd level) and Evil (cast evil save. Counter-
spells at 2nd level). song has no ef-
Possessions: Adamantine longsword that has fect against ef-
a continual flame spell cast upon it, masterwork full fects that do not
plate armor, masterwork heavy steel shield, masterwork allow saves. Neva
light crossbow, 19 bolts, diary of Maevis (see New Magic may keep up the
Items), ring of basic concentrating (see New Magic Items), countersong for
potion of cure moderate wounds, potion of darkvision, po- 10 rounds.
tion of displacement, silver unholy symbol, pouch contain- Fascinate
ing 1 pp, 29 gp, 10 sp, a black pearl worth 400 gp. (Sp): Neva can
use her music or
bNeith: Male human rogue 2; CR 2; Medium human- poetics to cause
oid; HD 2d6+2; hp 11; Init +6; Spd 30 ft.; AC 15, touch 12, one creature to
flat-footed 13; Base Atk +1; Grp +2; Atk +3 melee become
(1d6+1/19-20, masterwork short sword) or +4 ranged fascinated
(1d8/19-20, masterwork light crossbow); Full Atk +3 melee with her.
(1d6+1/19-20, masterwork short sword) or +4 ranged The crea-
(1d8/19-20, masterwork light crossbow); SA Sneak ture to be
attack +1d6; SQ Evasion, trapfinding; AL CN; SV fascinated
Fort +1, Ref +5, Will +0; Str 12, Dex 15, Con must be
13, Int 14, Wis 10, Cha 8. within 90
Skills and Feats: Balance +4, Bluff +3, Climb feet, able to
+3, Disable Device +8, Escape Artist +6, Hide see and hear
+7, Intimidate +1, Jump +3, Listen +4, Move Silently +7, Neva, and able to pay attention to her. Neva must also be
Open Lock +8, Search +6, Sleight of Hand +9, Spot +4, able to see the creature. The distraction of a nearby com-
Swim +3, Tumble +4, Use Rope +6; Deft Hands, Improved bat or other dangers prevents the ability from working.
Initiative. To use the ability, Neva makes a Perform check. Her
Languages: Common, Dwarven, Gnome. check result is the DC for each affected creature’s Will
Evasion (Ex): If Neith is subject to an attack that nor- save against the effect. If a creature’s saving throw suc-
mally allows a Reflex saving throw for half damage, he ceeds, Neva cannot attempt to fascinate that creature
takes no damage on a successful save. again for 24 hours. If its saving throw fails, the creature sits
Trapfinding: Neith can use the Search skill to locate quietly and listens to the song, taking no other actions, for
traps when the task has a DC higher than 20. as long as Neva continues to play and concentrate (up to a
Possessions: Masterwork short sword, masterwork maximum of 1 round). While fascinated, a target takes a –
studded leather armor, masterwork light crossbow, 19 4 penalty on skill checks made as reactions, such as Lis-
bolts, potion of cure light wounds, everburning torch, mas- ten and Spot checks. Any potential threat requires Neva to
terwork thieves’ tools, pouch containing 17 pp, 24 gp, 25 make another Perform check and allows the creature a
sp, 9 cp, a violet garnet worth 600 gp, an amber worth 150 new saving throw against a DC equal to the new Perform
gp, a chrysoberyl worth 130 gp. check result.
Any obvious threat, such as someone drawing a
bNeva: Female human bard 1; CR 1; Medium human- weapon, casting a spell, or aiming a ranged weapon at the
oid; HD 1d6+1; hp 7; Init +5; Spd 30 ft.; AC 14, touch 11, target, automatically breaks the effect. Fascinate is an
flat-footed 13; Base Atk +0; Grp +0; Atk +1 melee (1d3, enchantment (compulsion), mind-affecting ability.
masterwork whip) or +2 ranged (1d6/x3, masterwork Inspire Courage (Su): Neva can use song or poetics
shortbow); Full Atk +1 melee (1d3, masterwork whip) or +2 to inspire courage in her allies (including herself), bolster-
ranged (1d6/x3, masterwork shortbow); SQ Bardic knowl- ing them against fear and improving their combat abilities.
edge 3, countersong 5/day, fascinate 5/day, inspire cour- To be affected, an ally must be able to hear Neva sing.
age 5/day; AL N; SV Fort +1, Ref +3, Will +1; Str 10, Dex The effect lasts for as long as the ally hears Neva sing and
13, Con 12, Int 14, Wis 8, Cha 15. for 5 rounds thereafter. An affected ally receives a +1
Skills and Feats: Bluff +3, Concentration +5, Diplo- morale bonus on saving throws against charm and fear
macy +3, Gather Information +6, Knowledge (arcana) +4, effects and a +1 morale bonus on attack and weapon
Knowledge (history) +6, Knowledge (local) +6, Perform damage rolls. Inspire courage is a mind-affecting ability.

36
Appendices

Bard Spells Known (2; save DC 12 + spell level): 0 – 20, masterwork dagger) or +4 ranged (1d4, masterwork
daze, lullaby, message, prestidigitation. sling); Full Atk +3 melee (1d4+1/19-20, masterwork dag-
Possessions: Masterwork whip, masterwork studded ger) or +4 ranged (1d4, masterwork sling); SA Sneak at-
leather armor, masterwork shortbow, 17 arrows, harp, tack +1d6; SQ Evasion, trapfinding; AL LE; SV Fort +0,
pouch containing 3 gp, 6 sp, 9cp. Ref +5, Will +1; Str 12, Dex 15, Con 10, Int 14, Wis 13,
Cha 8.
bNira: Female human rogue 1; CR 1; Medium hu- Skills and Feats: Climb +6 (+2 bonus on Climb checks
manoid; HD 1d6+1; hp 7; Init +6; Spd 30 ft.; AC 15, touch made to climb a rope, a knotted rope, or a rope-and-wall
12, flat-footed 13; Base Atk +0; Grp +1; Atk +2 melee combination), Decipher Script +3, Disable Device +11,
(1d6+1/19-20, masterwork short sword) or +3 ranged Disguise +2, Escape Artist +2 (+2 bonus on Escape Artist
(1d8/19-20, masterwork light crossbow); Full Atk +2 melee checks when escaping from rope bonds), Hide +7, Listen
(1d6+1/19-20, masterwork short sword) or +3 ranged +6, Move Silently +7, Open Lock +11, Search +7, Spot +6,
(1d8/19-20, masterwork light crossbow); SA Sneak attack Survival +1 (+2 bonus on Survival checks to find or follow
+1d6; SQ Trapfinding; AL N; SV Fort +1, Ref +4, Will +0; tracks), Swim +6, Tumble +3, Use Rope +7; Improved Ini-
Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. tiative, Nimble Fingers.
Skills and Feats: Balance +4, Bluff +3, Climb +3, Dis- Languages: Common, Dwarven, Orc.
able Device +4, Escape Artist +4, Hide +6, Intimidate +1, Evasion (Ex): If Opado is subject to an attack that
Jump +3, Listen +4, Move Silently +6, Open Lock +4, normally allows a Reflex saving throw for half damage, he
Search +4, Sleight of Hand +8, Spot +4, Swim +3, Tumble takes no damage on a successful save.
+4, Use Rope +6; Deft Hands, Improved Initiative. Trapfinding: Opado can use the Search skill to locate
Languages: Common, Dwarven, Gnome. traps when the task has a DC higher than 20.
Trapfinding: Nira can use the Search skill to locate Possessions: Masterwork dagger, masterwork stud-
traps when the task has a DC higher than 20. ded leather armor, masterwork sling, 9 sling bullets, potion
Possessions: Masterwork short sword, masterwork of cure light wounds, ring of virtue (see New Magic Items),
studded leather armor, masterwork light crossbow, 20 stone salve (1 oz.), masterwork thieves’ tools, moonrod
bolts, thieves’ tools, pouch containing 7 pp, 27 gp, 25 sp, (see New Special Item), wooden unholy symbol, pouch
12 cp. containing 1 sp, a black pearl worth 200 gp, Ruther’s keys
(opens entrance and back door to Ruther’s Goods).
bOdegon: Male human rogue 4; CR 4; Medium hu-
manoid; HD 4d6+4; hp 20; Init +6; Spd 30 ft.; AC 15, touch bPedra: Female human commoner 1; CR 1/2; Me-
12, flat-footed 13; Base Atk +3; Grp +3; Atk +4 melee dium humanoid; HD 1d4; hp 2; Init -1; Spd 30 ft.; AC 9,
(1d4/x3, masterwork punching dagger) or +6 ranged touch 9, flat-footed 9; Base Atk +0; Grp +1; Atk +1 melee
(1d8/19-20, masterwork light crossbow); Full Atk +4 melee (1d8+1/19-20, longsword) or +1 melee (1d3+1, unarmed
(1d4/x3, masterwork punching dagger) or +6 ranged strike); Full Atk +1 melee (1d8+1/19-20, longsword) or +1
(1d8/19-20, masterwork light crossbow); SA Sneak attack melee (1d3+1, unarmed strike); AL N; SV Fort +0, Ref -1,
+2d6; SQ Alcohol addiction, evasion, trapfinding, trap Will -1; Str 13, Dex 8, Con 11, Int 12, Wis 9, Cha 10.
sense +1, uncanny dodge; AL NE; SV Fort +2, Ref +6, Will Skills and Feats: Appraise +2, Climb +2, Gather Infor-
+1; Str 11, Dex 15, Con 12, Int 15, Wis 11, Cha 9. mation +6, Jump +2, Ride +0, Speak Language (Dwar-
Skills and Feats: Appraise +11 (+2 circumstance bo- ven), Spot +0, Swim +2, Use Rope +0; Martial Weapon
nus on Appraise checks involving any item that is small or Proficiency (longsword), Skill Focus (Gather Information).
highly detailed), Bluff +4, Decipher Script +7, Diplomacy Languages: Common, Dwarven, Gnome.
+4, Disable Device +7, Disguise +2 (+2 bonus on Disguise Possessions: Longsword, pouch containing 6 sp.
checks made when he knows he’s being observed and
tries to act in character), Escape Artist +3, Forgery +3, bPoot Pernor: Male gnome expert 1; CR 1/2; Small
Gather Information +8, Hide +9, Intimidate +1, Knowledge humanoid; HD 1d6; hp 3; Init +0; Spd 20 ft.; AC 13, touch
(local) +7, Listen +3, Move Silently +9, Open Lock +7, 10, flat-footed 13; Base Atk +0; Grp -6; Atk -1 melee (1d3-
Search +5, Sense Motive +7, Sleight of Hand +13, Spot 2/19-20, small dagger) or +1 ranged (1d6/19-20, small light
+3, Tumble +3, Use Rope +4; Deft Hands, Diligent, Im- crossbow); Full Atk -1 melee (1d3-2/19-20, small dagger)
proved Initiative. or +1 ranged (1d6/19-20, small light crossbow); SA Spell-
Languages: Common. like abilities; SQ Gnome traits; AL LN; SV Fort +0, Ref +0,
Alcohol Addiction in Effect (Ex): Odegon is an alco- Will +2; Str 7, Dex 11, Con 10, Int 13, Wis 10, Cha 12.
holic. He takes 1d4 points of Constitution damage each Skills and Feats: Appraise +3, Balance -1, Climb -3,
day unless he succeeds on a DC 15 Fortitude save or Craft (alchemy) +7, Decipher Script +3, Escape Artist -1,
drinks some alcohol. Treat alcohol addiction as a disease Forgery +8, Gather Information +3, Handle Animal +3,
for the purpose of recovery and healing. Hide +3, Jump -9, Knowledge (arcana) +3, Listen +2,
Evasion (Ex): If Odegon is subject to an attack that Move Silently -1, Ride +2, Spellcraft +5, Swim -4, Use
normally allows a Reflex saving throw for half damage, he Magic Device +5; Skill Focus (Forgery).
takes no damage on a successful save. Languages: Common, Dwarven, Gnome.
Trapfinding: Odegon can use the Search skill to lo- Spell-like Abilities: 1/day dancing lights, ghost sound
cate traps when the task has a DC higher than 20. (DC 10), prestidigitation (DC 10), speak with animals (bur-
Trap Sense (Ex): Odegon gains a +1 bonus on Reflex rowing mammal only, duration 1 minute). Caster level 1st.
saves made to avoid traps and a +1 dodge bonus to AC The save DCs are Charisma-based.
against attacks made by traps. Gnome Traits: Poot Pernor has a +4 dodge bonus to
Uncanny Dodge (Ex): Odegon retains his Dexterity Armor Class against creatures of the giant type, a +1 racial
bonus to AC (if any) even if he is caught flat-footed or bonus on attack rolls against kobolds and goblinoids, and
struck by an invisible attacker. However, he still loses his a +2 racial bonus on saving throws against illusion spells.
Dexterity bonus to AC if immobilized. Poot Pernor also has low-light vision.
Possessions: Masterwork punching dagger, master- Possessions: Small dagger, small studded leather
work studded leather armor, masterwork light crossbow, armor, small light crossbow, 15 small bolts, pouch contain-
18 bolts, potion of delay poison, potion of invisibility, bottle ing 6 gp, 12 sp.
of ale, magnifying glass, masterwork thieves’ tools, pouch
containing 7 pp, 30 gp, 26 sp, golden key (opens chest in bSalsamat aka Shade: Male human fighter 3/rogue 3;
his private chamber inside the thieves’ guildhouse). CR 6; Medium humanoid; HD 3d10-3 plus 3d6-3; hp 25;
Init +7; Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base
bOpado: Male human rogue 2; CR 2; Medium human- Atk +5; Grp +7; Atk +8 melee (1d6+2/18-20, masterwork
oid; HD 2d6; hp 9; Init +6; Spd 30 ft.; AC 15, touch 12, flat- rapier) or +9 ranged (1d4+2/19-20, masterwork dagger);
footed 13; Base Atk +1; Grp +2; Atk +3 melee (1d4+1/19- Full Atk +8 melee (1d6+2/18-20, masterwork rapier) or +9

37
Appendices

ranged (1d4+2/19-20, masterwork dagger); SA Sneak 1/day, inspire courage 1/day; AL LN; SV Fort +1, Ref +3,
attack +2d6; SQ Evasion, trapfinding, trap sense +1; AL N; Will +1; Str 10, Dex 13, Con 12, Int 14, Wis 8, Cha 15.
SV Fort +5, Ref +7, Will +2; Str 14, Dex 16, Con 8, Int 13, Skills and Feats: Appraise +4, Concentration +5, Craft
Wis 10, Cha 12. (bookbinding) +4, Decipher Script +4, Diplomacy +4,
Skills and Feats: Appraise +1 (+2 bonus on Appraise Gather Information +3, Knowledge (arcana) +4, Knowl-
checks related to items made with the chosen Craft skill), edge (geography) +4, Knowledge (history) +4, Knowledge
Bluff +8, Craft (locksmithing) +7, Craft (trapmaking) +6, (local) +4, Knowledge (religion) +4, Perform (wind instru-
Diplomacy +12, Disable Device +7, Disguise +8 (+2 bonus ments) +5, Perform (sing) +4, Speak Language (Elven and
on Disguise checks made when he knows he’s being Orc) 2, Spellcraft +8, Use Magic Device +6; Magical Apti-
observed and tries to act in character), Gather Information tude, Scribe Scroll.
+4, Intimidate +7, Knowledge (local) +2, Open Lock +10, Languages: Common, Dwarven, Elven, Gnome, Orc.
Ride +4, Search +2, Sense Motive +7, Sleight of Hand +6; Countersong (Su): Yon can use his music or poetics
Combat Expertise, Improved Feint, Improved Initiative, to counter magical effects that depend on sound (but not
Leadership (Leadership score 8), Negotiator, Persuasive. spells that simply have verbal components). Each round of
Languages: Common, Dwarven. the countersong, he makes a Perform check. Any creature
Evasion (Ex): If Salsamat is subject to an attack that within 30 feet of Yon (including Yon himself) that is
normally allows a Reflex saving throw for half damage, he affected by a sonic or language-dependent magical attack
takes no damage on a successful save. may use Yon’s Perform check result in place of its saving
Trapfinding: Salsamat can use the Search skill to throw if, after the saving throw is rolled, the Perform check
locate traps when the task has a DC higher than 20. result proves to be higher. If a creature within range of the
Trap Sense (Ex): Salsamat gains a +1 bonus on countersong is already under the effect of a noninstantane-
Reflex saves made to avoid traps and a +1 dodge bonus ous sonic or language-dependent magical attack, it gains
to AC against attacks made by traps. another saving throw against the effect each round it hears
Possessions: Masterwork rapier, masterwork studded the countersong, but it must use Yon’s Perform check re-
leather armor, 3 masterwork daggers, Shade (see New sult for the save. Countersong has no effect against effects
Magic Items), disguise kit (6 uses left), Jeweled Key (worth that do not allow saves. Yon may keep up the countersong
2,000 gp, opens chest in the guild’s treasure chamber), for 10 rounds.
masterwork thieves’ tools, vial of antitoxin, pouch contain- Fascinate (Sp): Yon can use his music or poetics to
ing 4 pp, 16 gp, 21 sp. cause one creature to become fascinated with him. The
creature to be fascinated must be within 90 feet, able to
bScrit: Male dwarf fighter 2; CR 2; Medium humanoid; see and hear Yon, and able to pay attention to him. Yon
HD 2d10+6; hp 21; Init +5; Spd 15 ft.; AC 19, touch 10, must also be able to see the creature. The distraction of a
flat-footed 19; Base Atk +2; Grp +4; Atk +6 melee nearby combat or other dangers prevents the ability from
(1d10+2/x3, masterwork dwarven waraxe) or +4 ranged working.
(1d6+2, masterwork throwing axe); Full Atk +6 melee To use the ability, Yon makes a Perform check. His
(1d10+2/x3, masterwork dwarven waraxe) or +4 ranged check result is the DC for each affected creature’s Will
(1d6+2, masterwork throwing axe); SQ Dwarf traits; AL N; save against the effect. If a creature’s saving throw suc-
SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 16, Int 10, ceeds, Yon cannot attempt to fascinate that creature again
Wis 12, Cha 6. for 24 hours. If its saving throw fails, the creature sits
Skills and Feats: Climb -7, Intimidate +1, Jump -6, quietly and listens to the song, taking no other actions, for
Ride +2, Speak Language (Common Sign Language), as long as Yon continues to play and concentrate (up to a
Swim -16; Improved Initiative, Power Attack, Weapon Fo- maximum of 1 round). While fascinated, a target takes a –
cus (dwarven waraxe). 4 penalty on skill checks made as reactions, such as
Languages: Common, Common Sign Language, Listen and Spot checks. Any potential threat requires Yon
Dwarven. to make another Perform check and allows the creature a
Dwarf Traits: Scrit has a +4 dodge bonus to Armor new saving throw against a DC equal to the new Perform
Class against creatures of the giant type, a +1 racial bonus check result.
on attack rolls against orcs and goblinoids, a +2 racial Any obvious threat, such as someone drawing a
saving throw bonus against spells and spell-like effects, weapon, casting a spell, or aiming a ranged weapon at the
and a +2 racial saving throw bonus against poison. Scrit target, automatically breaks the effect. Fascinate is an en-
also has darkvision with a range of 60 feet and stonecun- chantment (compulsion), mind-affecting ability.
ning (+2 racial bonus on checks to notice unusual stone- Inspire Courage (Su): Yon can use song or poetics to
work; can make a check for unusual stonework as though inspire courage in his allies (including himself), bolstering
actively searching when within 10 feet and can use the them against fear and improving their combat abilities. To
Search skill to find stonework traps as a rogue can; intuit be affected, an ally must be able to hear Yon sing. The
depth). effect lasts for as long as the ally hears Yon sing and for 5
Possessions: Masterwork dwarven waraxe, heavy rounds thereafter. An affected ally receives a +1 morale
steel shield, half-plate armor, 2 masterwork throwing axes, bonus on saving throws against charm and fear effects
potion of cure light wounds (2), impressive gold earring (2 and a +1 morale bonus on attack and weapon damage
in. in diameter, worth 480 gp), pouch containing 15 pp, 28 rolls. Inspire courage is a mind-affecting ability.
gp, 22 sp. Bard Spells Known (2; save DC 12 + spell level): 0 –
dancing lights, detect magic, open/close, read magic.
bYon: Male human bard 1; CR 1; Medium humanoid; Possessions: Masterwork short sword, masterwork
HD 1d6+1; hp 7; Init +1; Spd 30 ft.; AC 14, touch 11, flat- studded leather armor, masterwork shortbow, 19 arrows,
footed 13; Base Atk +0; Grp +0; Atk +1 melee (1d6/19-20, flute, scroll of dancing lights, pouch containing 11 sp, 10
masterwork short sword) or +2 ranged (1d6/x3, master- cp.
work shortbow); Full Atk +1 melee (1d6/19-20, masterwork
short sword) or +2 ranged (1d6/x3, masterwork shortbow);
SQ Bardic knowledge 3, countersong 1/day, fascinate

38
Appendices

Player Handouts

39
Appendices

40
Appendices

41
Appendices

42
Appendices

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43

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