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  The Revenant of Rel Mord 
   
  A One−Round D&D LIVING GREYHAWK®  
  Nyrond Regional Introductory−Adventure, 
  for first level characters only 
   
  Version 2.2 
   
   
  By Brandon Gillespie 
   
  Play testers and additional contributions by: John Briggs, John Jenks, 
  Keith McCall, Amy Gillespie, Eddy Roberts, Barry Johnson. 
   
   
  Eighty Five years ago a fire tore through a commoners section of Rel Mord. A few attempts were made to rebuild, but 
  crews complained of strange occurrences and hauntings. Instead the section was abandoned, and has remained so 
  until recently. Somebody is looking for adventurers brave enough to venture into the section and resolve the 
  mystery. An introductory scenario to Nyrond and Rel Mord, for first level characters only. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. 
   
  Scenario detail copyright 2002 by Brandon Gillespie. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of Brandon Gillespie.  Permission granted for use 
  as a Nyrond Introductory Regional scenario, when requested through the Nyrond website or appropriate channels. 
  
  The Revenant of Rel Mord 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that 
  you know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  PREPARATION 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a 
  pad of graph paper and a pencil, as handy as a vinyl 
  grid map and chits, or as elaborate as resin dungeon 
  walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than seven players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. 
  The tag should have the player’s name at the bottom, 
  and the character’s name, race, and gender at the top. 
  This makes it easier for the players (and the DM) to 
  keep track of who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  RECORDING PLAYERS 
  Scoring packets are no longer used.  Instead, record the 
  players and Judge RPGA numbers and names, and turn 
  the list into the event coordinator. 
   
  LIVING GREYHAWK LEVELS OF PLAY 
  This is an Introductory Scenario, which can only be 
  played by first level characters.  The Average Party 
  Level (APL) can be determined, if there are additional 
  animal companions and the like.  However, the APL 
  should never reach beyond APL 2.  
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are three things that you can do to 
  help even the score. 
  1) 
  Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2) 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dog to attack they must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful.  
  3) 
  A group of APL 1 adventurers who desire an 
  extra hand can “enlist an iconic.” The stats for 
  the 1st-level versions of Tordek, Mialee, Lidda 
  and Jozan are given at the end of each 
  adventure. The group may pick one of these 
  characters to joint them on this adventure. The 
  DM controls that NPC.  
   
   
  TIME UNITS AND UPKEEP 
  This is a one-round Regional adventure, set in Nyrond.  
  All characters playing in region pay one Time Unit to 
  participate in the adventure.  Adventurers’ Standard 
  Upkeep costs 12gp.  Rich Upkeep costs 50gp, and 
  Luxury Upkeep costs 100gp.  Characters playing out of 
  region pay double these amounts. 
  
  The Revenant of Rel Mord 
   
  Page 3 
  ADVENTURE SUMMARY AND 
  BACKGROUND 
   
  In 508CY a crowded section of the commoners' 
  residences was destroyed by fire. More than 500 people 
  died as the smoke and flames raged out of control.  
  After the fire, clean-up crews complained of strange 
  occurrences and hauntings, and while most areas were 
  recovered the original block where the fire started has 
  been plagued with mishaps, recurring fires and tales of 
  hauntings. In the end, this block was never completely 
  rebuilt.  Over the years many different people have 
  investigated the odd occurrences, but nobody has been 
  able to conclusively resolve the problems, and the block 
  has remained abandoned, in disrepair and vacant. 
   
  What actually happened is a gang of young thieves, 
  calling themselves the Viper's Fang, had pilfered some 
  jewelry from a Paladin of Heironeous who was 
  returning it to the temple of Rel Mord.  The gang was 
  celebrating their booty in their hideout when one of 
  their numbers (who was a sorcerer) felt something was 
  wrong with one of the amulets.  Unfortunately, the rest 
  of the gang simply mocked him. 
   
  That evening he decided to sneak the amulet to try 
  and return it to the Temple of Heironeous.  He was 
  discovered in the process and his fellow gang members 
  chased him.  During the chase the amulet was triggered, 
  which summoned powerful magical fire creatures.  The 
  creatures were hostile, and immediately killed the 
  young sorcerer and his friends but did not stop there.  
  They burned the block and fanned the flames to burn 
  throughout the commoners section. 
   
  Since that time, fires have periodically started in the 
  area but have not raged out of control (the amulet still 
  summons fire creatures when triggered).  The entire 
  block is a small enough mystery and nuisance to not be 
  noticed on a large scale.  The local temples and 
  adventurers have periodically entered the area, but 
  were unable to find any hauntings. 
   
  In recent times, the crown has provided an option to 
  rebuild the entire block to a developer.  This developer 
  has a contract open to all adventurers to clear the area 
  and find resolution to the recurring problem. The 
  Character's will come together for the contract.  
   
  The characters will be told by the developer of two 
  well known occurrences at the location.  The first was in 
  the year 563CY.  A group from the Metaphysical Studies 
  Department of the College of Autgarius of the Royal 
  University of Rel Mord conducted a study of the area, 
  attempting to determine the nature of the strange 
  occurrences.  While their study ended abruptly with no 
  conclusive results, they did gather some information 
  about the site which is useful to the players.  Later after 
  the attempted coup of Sewarndt, a resistance cell was 
  traced back to a hideout in the haunted section.  While 
  the Ninth Legion cleared the area of resistance fighters, 
  they 
  also 
  saw 
  and 
  experienced 
  some 
  strange 
  occurrences.  A Legionnaire from the time can be found 
  and questioned. 
   
  After gathering clues at the Royal University, the 
  Ninth Legion and anywhere else the PCs wish to 
  inquire, they will enter the haunted section which is a 
  maze of partially completed and collapsed buildings.  
  Construction throughout Rel Mord is primarily stone, 
  stucco and wood.  Because of this the base level of the 
  block is still a warren of stone and cement walls, with 
  some of the upper levels still intact from when they 
  were rebuilt; although there are also many parts which 
  have completely collapsed. 
   
  When they first enter the block, they will find a 
  vagrant, who lives in the base floor of one building.  He 
  rambles incessantly, but does provide some additional 
  clues. 
   
  After delving deeper (despite the warnings of the 
  vagrant) they will have their first combat encounter 
  (some spiders have taken up residence in the rafters of 
  one section, and find the character's as potential dinner 
  treats).  If they have not figured out the mystery by this 
  point, the crazy vagrant from before is found starting a 
  fire, which will summon Taladre.  Characters can be 
  nice or not, but ultimately they will have to enter into 
  role-play and figure out what is causing Taladre to stay 
  in this location.  If Taladre is destroyed, he will 
  regenerate. 
   
  Taladre will lead the players to the original cache of 
  treasure, which also includes the Fire Amulet.  The Fire 
  Amulet features a large star fire ruby at its center (worth 
  10,000 nobles), which was the original lure to the 
  urchins.  While it does provide fire resistance to the 
  wielder (DR 15/fire), it is cursed and is easily triggered 
  into summoning a horde of Ash Rats as well as 
  salamanders; all of which arrive enraged.  How it is 
  triggered is unclear, but can be as simple as using magic 
  nearby (this information is not conveyed to the PCs 
  until after it is returned to the temple). 
   
  The Fire Amulet is found in a warren of rats, in the 
  basement of a building.  The process of killing the rats 
  will cause it to invoke and summon creatures. 
   
  Afterward, Taladre will urge the Characters to 
  return the amulet to the temple of Heironeous.  Simply 
  leaving the haunted square is enough to release Taladre 
  from his torment.  The temple will graciously accept the 
  Amulet and will provide a favor in return. 
   
  PLAYER INTRODUCTION 
  Before introducing the characters to the scenario, review 
  with each of them the general rules about carrying 
  weapons in the civilized cities of Nyrond.  Rel Mord 
  specifically has active laws prohibiting the open display 
  
  The Revenant of Rel Mord 
   
  Page 4 
  and carrying of large weapons.  This is both a social 
  matter as well as a legal issue. 
   
  Any large weapon with an edge or spike (in game 
  terms: over the size of Small) cannot be openly carried 
  without a permit.  The Legionaries manning the gates 
  will 
  ask 
  anybody 
  carrying 
  a 
  weapon 
  of 
  this 
  classification to put it away and not carry it openly.  
  With a permit, they will allow it to be carried with a 
  peace bond.  Peace bonding simply is a cord wrapped 
  around the weapon in a manner which will make it 
  slow to draw (a full round action, rather than a move-
  equivalent, or a move-equivalent if the character has the 
  Quick-draw Feat).  Characters in the military are 
  allowed to carry their weapons without peace bonding.  
  Characters that carry a weapon, permit or no, will be 
  approached by the city watch more frequently. 
   
  In addition, because of the social factors of carrying 
  large weapons, for each weapon worn there is a -2 
  modifier to Diplomacy and Gather Information, and a 
  +2 modifier to Intimidation. 
   
  Provide Player Handout #1: Rel Mord to the players 
  and 
  give 
  them 
  an 
  opportunity 
  to 
  review 
  the 
  information. 
   
  The following can be used to introduce the players 
  to the scenario.  Feel free to adjust to suit the party, this 
  introduction is designed on the likelihood that most of 
  the characters do not know each other. 
   
   
  For whatever the reason you are in Rel Mord 
  seeking work, when you found a posting from a 
  merchant and developer who needs some able handed 
  adventurers to deal with the haunted block of Rel Mord.  
  Some questions to the locals revealed that a crowded 
  section of the commoner's residences were destroyed by 
  fire 85 years ago. More than 500 people died as the 
  smoke and flames raged out of control.  After the fire, 
  clean-up crews complained of strange occurrences and 
  hauntings.  Most areas were recovered, but the original 
  block where the fire started has been plagued with 
  mishaps, recurring fires and tales of hauntings.  In the 
  end, this block was never completely rebuilt.  Over the 
  years many different people have investigated the odd 
  occurrences, but nobody has been able to conclusively 
  resolve the problems, and the block has remained a 
  mystery--abandoned, in disrepair and vacant. 
   
  This merchant, a certain Cerone Visillia, has 
  acquired an option from the crown to develop the 
  haunted block, if its problems can be resolved.  You 
  have inquired at her estate and apparently passed an 
  initial interview as you were asked to return today, at 
  the third bell from dawn.  You were escorted by her 
  steward to a parlor, and await with others her arrival. 
   
   
  ENCOUNTER 1: A NEW JOB 
  Merchant and Developer Cerone Visillia is a mature 
  self-made woman who has a small estate on the 
  southern bench of the city.  She has recently acquired a 
  lucrative option to develop the land, and is eager to 
  resolve the haunted issue.  She pays each character a 
  reward if they can conclusively prove the problem is 
  resolved.  Pass out Player Handout #2: Contract.  This 
  contract requires that the payment is given two weeks 
  after the issue has been resolved. 
   
  If the haunting recurs during that period (such as 
  would be the case if the characters destroy Taladre and 
  he simply regenerates), she will not pay, and the 
  characters have the option to use an extra TU and try 
  again.  Even if the characters do not opt to use the TU 
  and try again, Cerone will contact them and ask them to 
  continue with their contract.  She will be quite irritating 
  and pervasive in trying to make the characters complete 
  their end of the bargain.  
   
  The contract offers an up-front payment of 50 
  nobles (gold pieces) and a resolution payment of 350 
  nobles.  She provides them with the following 
  information, which she learned before acquiring the 
  option on the property: 
   
   
  1) There have been numerous sightings of a ghost 
  on the site The College of Autgarius at the Royal 
  University of Rel Mord conducted a study on the site 
  thirty years before, but no findings were ever published. 
   
  2) The Ninth legion had some sightings seven years 
  ago, while clearing out some sympathizers to Sewarndt 
  who had hidden in the area, following his failed coup 
  attempt. 
   
  3) Various temples and priests have tried to find the 
  ghost and bring it to rest, but most people have been 
  unable to actually find it. 
   
  Along with the contract, she provides the characters 
  with a permit to enter the property. 
   
  ENCOUNTER 2: 
  INVESTIGATION 
  This encounter details all of the different possibilities for 
  investigating the background of the Haunted Section. 
   
  THE ROYAL UNIVERSITY OF REL MORD 
  The Metaphysical studies department of the Autgarius 
  College of Rel Mord University conducted a study thirty 
  years ago.  It is probably a good idea to see Appendix 3: 
  the Royal University of Rel Mord and brush up on the 
  structure of the University. 
   
  The original academics who conducted the study 
  are no longer around, but their research can be found 
  with some work. 
  
  The Revenant of Rel Mord 
   
  Page 5 
   
  When entering the college the characters are 
  directed to an administrative center, which has several 
  studious scholars at work.  The characters will likely 
  have a cold reception.  Throughout the encounter at the 
  Autgarius some modifiers are in effect for the 
  characters.  Anybody with Rich upkeep gets an inflated 
  +5 bonus to social skills.  Luxury upkeep will require no 
  rolling and the character is treated most properly.  
  Otherwise, careful questioning by the characters will 
  provide them direction to Professor Salinster.  A failed 
  Diplomacy check DC 10 will instead lead them to his 
  rival Professor Valintus, who is hostile, disdainful 
  towards Salinster (if the conversation makes it that far) 
  and annoyed that he is being bothered.  The same 
  diplomacy check with him will eventually direct the 
  characters to Professor Salinster, otherwise the will have 
  to return to the administrative office and try again.  Any 
  time directions are provided to a location at the 
  university, it should be a weaving path such as: go south 
  to the Northgate Tower, turn left where the hallway branches 
  and go up the short flight of stairs.  Down that hallway you 
  will find a crossing, turn right.  This leads to a flight of stairs; 
  head down again and then go through the small hallway on 
  the right side until you reach a spiral staircase.  Take this 
  staircase up three flights.  Professor Salinster is the third door 
  on the right. 
   
  Professor Edward Salinster the Fourth is head of 
  Metaphysical studies, and will ultimately be the one 
  who can dig up the original files for the characters.  He 
  is stodgy and upset at being interrupted, but will 
  converse at length about his theories of the behavior of 
  magic.  He has some minor magical skill (is an Expert 
  (7) scholar and a second level adept), but is fairly 
  clueless when it comes to real magic, and will sound 
  odious to anybody with any sort of Spellcraft ranks. 
   
  Eventually he can be encouraged to find the 
  research (listening to his long winded discussions on his 
  theories of magical wind will help).  The research is now 
  mostly a bunch of notes which have various 
  pontifications about the Metaphysical Aura Measuring 
  Device (mark I) being tested.  The reason the research 
  was called off can be found at the end of the work log.  
  The original academics also took a priest of Pholtus with 
  them by the name of Gibaton.  When they encountered 
  Taladre, the priest immediately made a turning attempt.  
  The ghost became enraged and nearly killed Gibaton, 
  with the rest of the academics being lucky to have fled 
  so quickly. The study was aborted and nobody returned 
  to try again.  Provide the players with Player Handout 
  #3: work log. 
   
  The Metaphysical Aura Measuring Device (Mark I) 
  was a forked piece of wood with a web of strings 
  containing bells and lodestones.  It has long since been 
  found and removed from the site. 
   
   
  THE NINTH LEGION 
  The Legionaries provides some role-play, in working 
  through the bureaucracy to find somebody who was 
  involved in the original foray. Eventually Captain Boan 
  Wolflynge can be found.  He was a Tribune during the 
  time they cleared the area.  He will explain that they 
  came upon the seditionists burning evidence in a 
  fireplace.  While a foray was in progress an apparition 
  appeared in the fire and fled from the room before 
  anybody could respond.  This clue is that the ghost 
  appears when fires are lit. 
   
  Getting in contact with the Captain is a different 
  matter entirely.  Throughout the encounter characters 
  who are obviously in the Army are treated best, the 
  Navy second best.  Members of the Ninth Legion are 
  treated with equal respect.  Other military units are 
  treated the same as any other civilian.   
   
  Over the entrance to the fortress is a large banner of 
  a brazen eagle on a crimson background (the Ninth 
  Legion's emblem).  Two Legionaries are posted outside 
  of the gate at all times, and will accost the characters 
  when they arrive.  The gate guards will do their best to 
  turn the characters away. 
   
  Eventually, the characters are directed to a visitors 
  post inside the gate where Corporal Reganon will hear 
  out their needs.  No weapons are allowed inside the 
  base, regardless of permits, unless the character is a 
  member of the Military. 
   
  Corporal Reganon will not know anything of the 
  situation, nor even who was around at the time.  A 
  Diplomacy check should be made to determine how 
  interested in the matter she becomes.  Low Diplomacy 
  results will mean it takes more time to isolate who must 
  be spoken with.  Military service provides bonuses to 
  the Diplomacy.  Poor diplomacy checks mean it will 
  take over a day to locate Captain Wolflynge. 
   
  For reference, the Ninth Legion is commanded by 
  Consul and General Magnus Lor Zamdronha.  The 
  ranks of the Legion are: 
   
   
  General 
   
  Praetor 
   
  Major 
   
  Captain 
   
  Tribune 
   
  Major Serjeant 
   
  Serjeant 
   
  Corporal 
   
  Legionnaire 
   
  PHOLTAN TEMPLE 
  The work log refers to a Pholtan priest.  This encounter 
  can be disregarded, if there is not enough time (in this 
  case, anybody inquiring at the temple is told they have 
  no recollection of this priest).  If there is enough time 
  and the characters are diplomatic enough, an older 
  
  The Revenant of Rel Mord 
   
  Page 6 
  priest may be found who could recall him being 
  brought to the temple by some infidels and on the verge 
  of death, rambling about an evil ghost.  The brothers of 
  the temple investigated the location the next evening, 
  but found nothing.   
   
  OTHER TEMPLES 
  Other temples have all investigated the area, but not 
  found anything of note. 
   
  THE ROYAL ANNALS 
  If the Royal Annals are researched, miscellaneous 
  reports of hauntings throughout the years are found (at 
  least six different events were recorded).  In each of 
  these cases, no definitive clues can be provided and the 
  dates do not correlate to any special astronomical 
  events. 
   
  THE COMMON PEOPLE 
  Asking the local residents around the Haunted Block 
  will uncover many rumors, including every vile beast 
  and dark monsters known to the common man.  Any 
  child or pet that is found missing is blamed on the ghost 
  of the Haunted section.  However, nothing conclusive 
  can be discerned.  Feel free to expand on these rumors if 
  time allows. 
   
  ENCOUNTER 3: MEET LIGO 
  Eventually, the characters will have to enter the haunted 
  block.  It can be entered from any side, and it is fairly 
  irrelevant which side they enter from.  Immediately 
  upon entering they will find a vagrant (Ligo) hiding in a 
  corner.  Ligo is a bitter old vagrant who is a little addled 
  with age.  He first verbally hassles and abuses the 
  characters for entering his house, but as they explain 
  their intention he will mention within his babblings that 
  "if people just are nice he wont get mad" (in this case he 
  is Taladre), and that “they don't like it when you go into 
  the center of the block” (they being the four spiders). 
   
  After the players make their intention clear, Ligo 
  will pickup his few belongings and bid the characters 
  goodbye... he does not want to stay in the area while 
  they continue on this task. 
   
  ENCOUNTER 4: THE SPIDERS 
  A group of spiders has taken residence in the attics and 
  upper floors of some of the buildings.  They will 
  descend and attack the characters, expecting a quick 
  treat.  Allow the characters a Spot roll.  The spiders 
  climb down the wall to drop web nets onto individual 
  characters.  Succeeding the spot roll means the character 
  is not surprised, and can act in the same round as the 
  spiders are dropping the web. 
   
  APL2 (EL 2) 
  Small Monstrous Spiders (4):  hp 8, 5, 4, 3; see Monster 
  Manual pg 210. 
   
  ENCOUNTER 5: TALADRE IS 
  SUMMONED 
  After dispatching the spiders the characters will venture 
  deeper into the block.  At some point they should figure 
  out the way to summon Taladre (by lighting a fire).  If 
  they do not figure this out soon, they will come upon 
  Ligo who has somehow found his way ahead of them 
  and is lighting a fire in one of the functional fireplaces 
  while rambling on in a singsong manner.  This will 
  summon Taladre. 
   
  When Taladre appears he is manifested, and will 
  act as a mindless ghost, just replaying the events that 
  led to his death.  To do this he seems to be holding 
  something (the amulet) and is fleeing an unknown foe 
  (always away from the characters, and ultimately 
  towards the outside of the block and the temple of 
  Heironeous).  If the characters do not interrupt him, he 
  will disappear towards the edge of the block. 
   
  If the players interrupt him, offensively, he 
  immediately fights back and will fight to the death 
  unless the characters succeed a diplomacy roll (DC 10).  
  If he is destroyed, the characters have to wait for him to 
  regenerate before they can learn more (he will 
  regenerate the next day, do not roll per a normal Ghost).  
  When successful in talking with him, he will explain the 
  situation and ultimately will show the characters where 
  the amulet can be found. 
   
  APL2 (EL 5) 
  Taladre: male human Ghost Rogue1, Sorcerer2: See 
  Appendix 1: NPCs. 
   
  ENCOUNTER 6: RETRIEVE 
  THE AMULET 
  A group of rats has horded the amulet, and are found in 
  a large cellar (30 x 30.  Retrieving the amulet is not as 
  easy as it would at first seem.  It has been horded by 
  some common rats, which the characters encounter first.  
  However, while dispatching them, the amulet is 
  triggered (in the second round of combat for whatever 
  reason; either as a rat grabs at the amulet, or by using 
  magic near the amulet).  At this point the amulet 
  summons the Ash Rats.  This also poses additional fire 
  hazards.  Although the Amulet has rules for what is 
  summoned, the following predefined numbers are used 
  instead, for this encounter. 
   
  
  The Revenant of Rel Mord 
   
  Page 7 
  APL2 (EL 5) 
  Rats (7): hp 2; see Monster Manual pg 201. 
  Ash Rats(5): hp 10, 8, 7, 5, 4; see Appendix 2: New Rules. 
   
  After the amulet is recovered, Taladre will encourage 
  the characters to return it to the Temple.  He will not 
  leave the haunted block, but will watch the characters 
  leave.  After they return the amulet, he will appear no 
  longer.  It is possible for one player to keep the amulet, 
  however it is cursed.  Keeping the amulet will also 
  break the bonds which are holding Taladre to the block, 
  so they will receive payment. 
   
  FIRE AMULET 
  This amulet is fairly impressive, housing a large star fire 
  ruby which sits in a finely crafted gold base.  It provides 
  its wearer with resistance to fire (DR 15/fire).  It is also 
  cursed, and randomly summons fire based creatures.  
  For every TU spent, the judge rolls a d20 on the 
  following chart to determine what is summoned: 
   
  1-5 
  1d8 Normal Salamanders and 1d12 Ash 
  Rats 
  6-10 
  1d4 Normal Salamanders and 1d6 Ash 
  Rats 
  11-18 
  1d12 Ash Rats 
  19-20 
  Nothing is summoned 
   
  The judge can decide when these creatures are 
  summoned.  They will remain summoned for 1d8 
  rounds. 
   
  ENCOUNTER 7: RETURN TO 
  HEIRONEOUS 
  This encounter does not need to be role-played, if time 
  is of the essence.  The characters will return the Amulet 
  to the Temple of Heironeous, and will receive an 
  influence point with the Temple of Heironeous. 
   
  The End 
   
   
   
   
   
   
   
   
   
  EXPERIENCE POINT 
  SUMMARY 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished.  Then assign the 
  experience award.  Award the total value to each 
  character. 
   
  Encounter 4 
  Defeat the Spiders 
   
  APL 2 
   
  60 XP 
   
  Encounter 5 
  Encounter Taladre 
   
  APL 2 
   
  120 XP 
   
  Encounter 6 
  Fight the Rats and Summoned Creatures 
   
  APL 2 
   
  180 XP 
   
  Discretionary Role Play Experience 
   
  APL 2 
   
  90 XP 
   
  Total Possible Experience 
   
  APL 2 
   
  450 XP 
   
   
  TREASURE SUMMARY 
  Encounter 1 
  Complete Mission: 
   
  APL 2 
   
  400 nobles 
  -Or- Fail Mission: 
   
  APL 2 
   
  50 nobles 
   
   
  ADVENTURE RECORD NOTES 
  Favor of the Church of Heironeous.  Clerics of the 
  Church of Heironeous owe you a favor.  This favor can 
  be redeemed by any NPC cleric of Heironeous, in return 
  for: 
  • 
  The casting of any one(1) spell of 3rd level or 
  lower, on the character’s behalf. 
  -Or- 
  • 
  Grant influence towards the character’s benefit, 
  on a one-time basis. 
   
  Favor of Cerone Visillia.  Cerone Visillia of Rel Mord 
  will speak on your behalf for a purchase.  This will 
  grant you 10% off a single purchase of any set of items 
  in the PHB.  The purchase must be made all at the same 
  time. 
  
  The Revenant of Rel Mord 
   
  Page 8 
  APPENDIX 1: NPCS 
   
  APL 2 
   
  Taladre, male human Rogue1 Sorcerer2: CR 5; Medium-sized Humanoid Undead; HD 2d12; hp 19; Init 
  +6 (+2 Dex, +4 Improved Initiative); Spd Fly 30 ft; AC 18 (ethereal 14, flatfooted 18, touch 18); Atks +0 
  melee (1d6 [vs ethereal], Rapier) or +2 ranged (1d8 [vs ethereal], Light Crossbow); SA: Rejuvenation, 
  Sneak Attack +1d6, Corrupting Touch, Corrupting Gaze, Malevolence, Manifestation, Darkvision (60 ft); 
  SQ: Rejuvination 2d4 days, Turn Resistance +4; AL: N; SV: Fort +0, Ref +4, Will +1; Str 10, Dex 14, Con -, 
  Int 10, Wis 8, Cha 20 
   
  Skills and Feats: Appraise +1, Balance +3, Bluff +6, Climb +2, Concentration +1, Disable Device +1, 
  Disguise +6, Escape Artist +3, Gather Information +6, Handle Animal +6, Hide +15, Innuendo +1, 
  Knowledge (Arcana) +1, Listen +9, Move Silently +7, Open Lock +4, Pick Pocket +4, Search +9, Sense 
  Motive +0, Spellcraft +1, Spot +9, Tumble +3, Use Magic Device +7; Dodge, Improved Initiative. 
   
  Spells Known (5/5; base DC = 15 + spell level): 0-- Detect Magic, Light, Mage Hand, Prestidigitation; 1st-- 
  Color Spray, Shield. 
   
  Possessions: Leather Armor, Rapier, Light Crossbow, 20 Crossbow Bolts. 
  
  The Revenant of Rel Mord 
   
  Page 9 
  APPENDIX 2: NEW RULES 
  ASH RATS (MM2) 
  Small Magical Beast (Fire) 
  Hit Dice: 1d10 (5 hp) 
  Initiative: +8 
  Speed: 40 ft., climb 20 ft. 
  AC: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12 
  Attacks: Bite +0 melee, or flame spit +6 ranged touch 
  Damage: Bite 1d4-2, flame spit 1d4 fire 
  Face/Reach: 5 ft. by 5 ft. / 5 ft. 
  Special Attacks: Flame spit, heat 
  Special Qualities: Darkvision 60 ft., fire heal, fire subtype, low-light vision, smoky hide 
  Saves: Fort +2, Ref +6, Will +1 
  Abilities: Str 6, Dex 18, Con 11, Int 2, Wis 13, Cha 3 
  Skills: Climb +14, Hide +9*, Move Silently +5 
  Feats: Improved Initiative 
   
  Climate/Terrain: Any warm land 
  Organization: Solitary, nest (10-40) or horde (41-60) 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Always chaotic neutral 
  Advancement: 2-3 HD (Small) 
   
  Spreading fires throughout towns, fields and forests, ash rats constitute a deadly menace to any civilized society.  
  These little nomadic horrors are naturally drawn to large sources of flame; in fact, they get their nourishment from 
  heat in a way that not even the sages understand.  These creatures are so hot that they ignite any combustibles they 
  touch.  
   
  An ash rat is a 2-foot-long rodent with orange eyes.  It has the general shape of a rat, and its fur is black, gray or 
  brown.  Its oversized front teeth are a dull yellow color.  An ash rat’s exact appearance is difficult for most onlookers 
  to discern because it exudes a perpetual cloud of sooty smoke that hides it from view. 
   
  COMBAT 
  An ash rat normally flees from combat if possible.  When cornered, it fights defensively, spitting fire at those who 
  threaten it.  Its heated body is painful to the touch, which prevents prudent foes from closing. 
   
  Flame Spit (Su): Once per round, an ash rat can spit flames at one target up to 10 feet away.  This attack deals 
  1d4 points of fire damage. 
   
  Heat (Ex): An ash rat’s body heat deals 1d2 points of fire damage to each creature (except another ash rat) that 
  touches it.  Any flammable item in contact with an ash rat must make a successful Reflex save (DC 10) or catch fire 
  (see Catching on Fire in Chapter 3 of the DUNGEON MASTER’S Guide).  When an ash rat dies, its body burns away 
  completely in 1 round. 
   
  Fire Heal (Ex): Fire and heat heal an ash rat’s wounds.  For every round that the creature is exposed to flame or 
  heat intense enough to deal at least 1 point of damage, the creature instead gains the benefit of a cure minor wounds 
  spell (1 hit point healed).  Two or more ash rats touching each other provide enough heat for fire healing. 
   
  Smoky Hide (Ex): An ash rat continually sheds smoke from its body.  This smoky haze is so thick that it grants 
  the creature one-half concealment (20% miss chance) and makes hiding easier (see Skills, below).  Though it is 
  difficult to see the ash rat because of the smoke rising from its body, the smoke itself is visible, provided that the area 
  has sufficient light by which to see it. 
   
  Skills: An ash rat uses its Dexterity modifier instead of its Strength modifier for Climb checks.  * In smoky or 
  foggy areas, an ash rat gains a +8 bonus on Hide checks. 
  
  The Revenant of Rel Mord 
   
  Page 10 
  APPENDIX 3: THE ROYAL UNIVERSITY OF REL MORD 
   
   
  Rel Mord University is a federation of a few different colleges working under a unified charter set 
  aside by royal decree in 268CY.  Some of the colleges existed before hand, some have been added 
  afterward. The charter establishes a Council of eighteen members including three representatives from 
  each College, two members from the more recently created Endebar hall, three members appointed by 
  the crown and finally the Chancellor, who is elected every five years. 
   
  The university used to be individual groupings of buildings which were close to each other.  Over the 
  years these buildings were expanded and eventually merged into a larger eclectic structure which 
  stretches across many city blocks, with a large open area in its center.  To the south of the University is 
  the Royal Annals, which is only loosely affiliated with the university.   
   
  Wandering through the university can be a confusing task, and one easily will get lost in its maze of 
  century old winding and weaving passages and stairs. 
   
  Each college is fairly independent from each other, and there is much redundancy in curriculum's 
  and areas of study.  However, despite this there is still a decidedly unique flavor to each college. 
  HAWKWOOD COLLEGE 
   
  This college is a founding member of the university, and was originally established in 117CY.  It 
  continues to have a strong militaristic attitude in its structure, and while it is not a war college, it is best 
  known for its military studies.  Students at Hawkwood maintain a strict sense of martial order, and can 
  be seen drilling each morning on the open grounds of the university.  These students come from well-to-
  do merchants and noble families. 
   
  THE WADROLL SCHOOL 
   
  The Wadroll School is a founding member of the University, and was originally established in 68CY 
  by the Wizards Guild of Rel Mord.  Its primary focus is arcane studies. 
   
  HILDEBARD PARK 
   
  Hildebard Park is a founding member of the University, and was established in 210 CY as a school 
  for well to do merchants.  Their main focus is educating their students on how to behave in civilized 
  society, teaching history, letters as well as the science of business. 
   
  THE COLLEGE OF AUTGARIUS 
   
  The College of Autgarius is a founding member of the University, and is the oldest college of Rel 
  Mord, tracing its roots to -43CY.  It was started as a tutoring center for the children of the nobility.  It still 
  maintains an elite attitude, and very few students are accepted who do not have a certifiable pedigree of 
  some sort.  The College of Autgarius is best known for its History, Arts and Theology curriculums, but it 
  also has a School of Metaphysical studies.  This school has been the center of much debate against the 
  Wadroll students, who consider it to be baseless and unfounded.  Its primary focus is to try to 
  scientifically analyze and reproduce the arts of the Arcane and even Divine. 
   
  ENDEBAR HALL 
   
  Endebar Hall was established by the crown in 523CY as an institute to focus on civil sciences, such as 
  architecture, engineering, agricultural science and road building.  Students of Endebar Hall often believe 
  they are the only ones who truly know any form of practical science. 
  
  The Revenant of Rel Mord 
   
  Page 11 
  PLAYER HANDOUT #1:  
  REL MORD 
   
   
  The capitol city of the kingdom of Nyrond is spread 
  across the eastern and western banks of the Duntide, 
  with the majority of the city on the eastern side. The 
  eastern city spreads across a separate river valley which 
  used to empty into the Duntide (it has since been piped 
  and added to the water system of Rel Mord). In the 
  center of the river valley is a hill, which is home to the 
  Royal Palace. The leading edge of this hill leads down 
  into the valley, and is capped with the road Via Regus. 
  The lowest income housing can be found in the valley 
  sections of the city, starting in the southwestern and 
  northwestern corners. The quality of building increases 
  as they go up the hills, with the highest grade sitting on 
  the benches to the north and south of the city. Around 
  the docks are be mostly merchants buildings and 
  warehouses (although most warehouses are in the 
  western city). 
   
  Because of recurring flooding, the dockside of the 
  eastern city has been back-filled and rose an additional 
  ten feet (this was a slow process which took place over 
  many centuries). The docks raise and lower with water 
  level, and there is generally a steeply sloped ramp to 
  reach them. Many mercantile houses on the dockside 
  are split level, with a warehouse in the bottom level 
  which opens directly onto their docks, and the upper 
  level meeting the regular city street where they conduct 
  business. 
   
  Because the Ninth Legion has such a strong 
  presence in the city, and mans all of the city fortlets, the 
  city Watch has been relegated to an internal role only; 
  and does not make a strong military show (instead they 
  carry clubs). 
   
  Included are the descriptions of a few of the city 
  locations. 
  ROYAL PALACE (2) 
   
  It is believed the imposing Royal Palace was built 
  by the original viceroy of Nyrond, during the height of 
  the Great Kingdom.  
  GATE FORTLETS (3) 
   
  Each fortlet is manned by the Ninth Legion, and 
  houses a contingent of Ballistae and Catapults as well as 
  archers and light cavalry.    
  TEMPLE OF HEIRONEOUS (5) 
   
  The Temple of Heironeous is in the finishing stages 
  of renovation, after it was partially destroyed during the 
  combat with Sewarndt's troops. This is the ranking 
  temple to Heironeous, and also has shrines and 
  sanctuaries to sympathetic lesser deities on the Temple 
  grounds.   
  HAUNTED SECTION (27) 
   
  A crowded section of commoners' residences was 
  destroyed by fire in 508CY. More than 500 persons died 
  in the smoke and flames. After the fire, clean-up crews 
  complained of hauntings and strange occurrences, and 
  the area was abandoned. 
  CITY BATHS (12) 
   
  The City Baths are well received as they are heated 
  during the chill of winter and pleasantly refreshing and 
  cool during the heat of summer.  
  OERTH THEATRE AND OPERA HOUSE 
  (18) 
   
  For a spot of fun, one can attend the new Oerth 
  Theater and Opera House, which often has plays 
  featuring unflattering impersonations of the King and 
  other senior officials. The King doesn't seem to mind as 
  the expected retaliation has failed to occur, though the 
  King himself has never frequented the theater.  
  THE ASSEMBLY OF LORDS (19) 
   
  The Assembly of Lords is a large gothic building 
  where the various lords meet in advisement of the King. 
  It has been temporarily closed since Lynwerd was 
  crowned.  
  VIA REGUS (22) AND THE KING'S 
  GARDENS 
   
  Lush water gardens lead down each side of Via 
  Regus. The gardens are driven by Rel Mord's renowned 
  water system, which uses underground aqueducts with 
  their source in reservoirs to the East of Rel Mord.  
  Placed within the gardens is the Assembly of Lords, the 
  Hall of Judges and various monuments to the glories 
  and victories of Nyrond.  Via Regus is traditionally 
  where victorious armies would march to present their 
  trophies to the King.  
  AAAA GUILDHOUSE (23) 
  The AAAA Guildhouse is surrounded by a high wall, 
  which is designed to keep explosions from disturbing 
  nearby buildings.  
  THE ROYAL ANNALS (24) 
   
  One of the largest book repositories in the Flanaess, 
  it is independent from the University of Rel Mord, but is 
  directly associated and even managed by the various 
  Colleges of Rel Mord (primarily the Wadroll School). It 
  is divided into three wings, and has shrines to various 
  deities in the furthest ends of each wing including: 
  Boccob, Delleb, Lydia, Zuoken and even Labelas 
  Enoreth.  
  
  17
  21
  3
  7
  6
  4
  12
  22
  19
  20
  5
  9
  8
  10
  23
  24
  18
  2
  11
  12
  15
  12
  3
  13
  14
  3
  3
  16
  25
  3
  1
  1-City Fortress
  2-Royal Palace
  3-Gate Fortlets
  4-Temple of Rao
  5-Temple of Heironeous
  6-Temple of Pelor
  7-Temple of Pholtus
  8-Temple of Delleb
  9-Temple of Zilchus
  10-Royal University
  11-Iron Fist Guild Building
  12-City Baths
  13-Goods Market
  14-Riverman's Repose (Inn)
  15-Ryschenken's Roll
  16-Men O'Steel (Tavern)
  17-The One Lamp (Tavern)
  18-Opera House
  19-The Assembly of Lords
  20-The Hall of Judges
  21-East Temple Street
  22-Via Regus
  23-AAAA Guildhouse
  24-The Royal Annals
  25-The Oak Rocker Orphanage
  26-Western City (warehouses, slums)
  27-Haunted Block
  28-Three Creeks Inn
  Rel Mord, 593CY
  26
  Each Contour is 8' in elevation.
  The Royal Palace has an additional 8' not shown in contours.
  27
  28
  
  The Revenant of Rel Mord 
   
  Page 13 
  PLAYER HANDOUT #2: CONTRACT 
   
   
  Be it known that the undersigned have accepted employment to remove 
  a haunting and all symptoms thereof from properties being managed by 
  Cerone Visillia, located on the corner of South Hill and Corinth Street.  
  They are therefore legally entitled to enter the above mentioned premises.  
  Payment for these services shall be 50 gold nobles per person, paid 
  immediately upon acceptance of the task, and 350 gold nobles per person, 
  paid upon verification that there has been no reoccurrence of haunting or 
  symptoms thereof in the two weeks following the date at which the 
  undersigned claim to have ended the haunting.  Verification will be 
  carried out by Bertrani and Sons, Consulting. 
   Should the haunting (or symptoms thereof) reoccur within the two 
  week period following the claimed removal of haunting, Bertrani and 
  Sons, Consulting will be asked to determine whether the undersigned have 
  made a good faith effort to remove the haunting.  If it is found that a 
  good faith effort has not been made, the undersigned shall forfeit the 
  initial payment.  If it is found that a good faith effort has been made, the 
  undersigned retain all rights to continue their efforts to remove the 
  haunting and shall retain the rights to the full payment upon completion 
  of the task.   The undersigned agree to all of the above terms and 
  conditions. 
   
  ______________________  
  ______________________ 
   
  ______________________  
  ______________________ 
   
  ______________________  
  ______________________ 
   
  In contract with Cerone Visillia: 
   
   
   
  ______________________ 
  
   
   
  
  The Revenant of Rel Mord 
   
  Page 14 
   
  PLAYER HANDOUT #3: WORK LOG 
   
   
  We entered research area without much issue, although we had to show the city 
  watch our permit, yet again.  Professor Retnni was most insulted at this 
  persistence that he could be a vagabond.  Such an affront!  He took dutiful notes of 
  the names of each of the city watch men, in order to make a better report to their 
  superiors.  We all agreed at the insult, but felt it was better to continue with our 
  research.  After having our man remove the boards around one of the doors, we 
  entered what used to be a shop of some sort for the common peasants.  This area 
  obviously has been occupied by vagrants, as various odious forms of human or other 
  refuse could be seen.  Clearly the city watch has been lax, wasting time harassing 
  their betters. 
   
   
   
  Most excellent results!  We have been getting good readings from Professor 
  Retnni's Metaphysical Aura Measuring Device Mark I, and have followed strong 
  measurements throughout the block.  So far it has led us throughout many of the 
  main levels, and up to the second floor.  We believe we have found the ghost which 
  is the cause of this haunting, and it has been leading us around.  Our men are 
  lighting a lantern so we can see well as darkness draws near.  Perhaps we didn't 
  need to bring the Pholtan after all. 
   
   
   
  Horrible calamities!  A ghost appeared and the priest Gibaton immediately tried 
  to turn it with his divine abilities.  We had told him to let us take care of this 
  issue, but he was insistent that the dead must rest.  The ghost was awful to be 
  hold, and turned towards Gibaton and smote him mightilly.  I had one of my men 
  retrieve Gibaton and we retreated but the ghost persisted!  We nearly perished due 
  to that fool's inability to listen to men of learning.  Woe on us!  In our haste, we 
  left Retnni's Metaphisical device on the site, and likely we will not be back to 
  retrieve it.  A great loss. 
  
   
   
  
  The Revenant of Rel Mord 
   
  Page 15 
   
  ENLISTING THE ICONIC 
  Tordek, male dwarf Ftr1: CR 1; Medium-size humanoid (dwarf); HD 1d10+3; hp 13; Init +1; Spd 15 ft.; 
  AC 17 (touch 11, flat-footed 16); Atks +4 melee (1d10+2/x3, dwarven waraxe), or +2 ranged (1d6/x3, 
  shortbow); SQ Dwarven traits; AL LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 16, Int 10, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Climb +0, Jump +0; Exotic Weapon Proficiency (dwarven waraxe), Weapon Focus 
  (dwarven waraxe). 
   
  Posessions: Traveler’s outfit, scale mail, large wooden shield, dwarven waraxe, shortbow, quiver with 
  20 arrows, backpack with waterskin, 1 day trail rations, bedroll, sack and flint and steel. 
   
  Mialee, female elf Wiz1: CR 1; Medium-size humanoid (elf); HD 1d4+3; hp 7; Init +3; Spd 30ft.; AC 13 
  (touch 13, flat-footed 10); Atks +0 melee (1d6, quarterstaff), or -6 melee (1d6, quarterstaff) and -10 melee 
  (1d6 quarterstaff), or +3 ranged (1d6/x3, shortbow); SQ Elven traits; AL N; SV Fort +0, Ref +3, Will +3; Str 
  10, Dex 16, Con 10, Int 15, Wis 13, Cha 8. 
   
  Skills and Feats: Concentration +4, Knowledge (arcane) +6, Listen +3, Search +6, Spellcraft +6, Spot +3; 
  Scribe Scroll (virtual), Toughness. 
   
  Spells Prepared (3/2; base DC=12 + spell level): 0—daze, ray of frost, read magic; 1st—mage armor, sleep. 
   
  Spellbook: 0—all of them; 1st—charm person, mage armor, magic missile, sleep, summon monster 1. 
   
  Posessions: Traveler’s outfit, quarterstaff, shortbow, quiver of 20 arrows, backpack with waterskin, 1 
  day trail rations, bedroll, sack, flint and steel, 10 candles, map case, 3 pages parchment, ink and pen, spell 
  pouch, spellbook. 
   
  Lidda, female halfling Rog1: CR 1; Small humanoid (halfling); HD 1d6+1; hp 7; Init +7; Spd 20ft.; AC 16 
  (touch 14, flat-footed 13); Atks +1 melee (1d6/19-20, short sword) or +4 ranged (1d8/19-20, light 
  crossbow), or +1 melee (1d4/19-20, dagger) or +5 ranged (1d4/19-20, dagger); SA Sneak attack +1d6; SQ 
  Halfling traits; AL CG; SV Fort +2, Ref +6, Will +1; Str 10, Dex 17, Con 13, Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +6, Disable Device +6, Gather Information +1, Hide +11, Jump +6, Listen +6, 
  Move Silently +9, Open Locks +7, Search +6, Spot +4, Tumble +7, Use Magic Device +1; Improved 
  Initiative. 
   
  Posessions: Explorer’s outfit, leather armor, shortsword,t light crossbow, 10 crossbow bolts, dagger, 
  Backpack with waterskin, 1 day trail rations, bedroll, sack, flint and steel, theives’ tools, hooded lantern, 3 
  pints of lantern oil. 
   
  Jozan, male human Clr1: CR 1; Medium-size humanoid (human); HD 1d8+2; hp 10; Init -1; Spd 20ft.; AC 
  15 (touch 9, flat-footed 15); Atk +1 melee (1d8+1, heavy mace), or -1 ranged (1d8/19-20, light crossbow); 
  SA Turn Undead 4/day 2d6+2; AL NG; SV Fort +4, Ref -1, Will +4; Str 12, Dex 8, Con 14, Int 10, Wis 15, 
  Cha 13. 
   
  Skills and Feats: Concentration +6, Heal +6, Listen +4, Knowledge (religion) +0, Spellcraft +4, Spot +4; 
  Alertness, Scribe Scroll. 
   
  Spells Prepared (3/2+1; base DC 12 + spell level); 0—detect poison, guidance, read magic; 1st—bless, 
  protection from evil*, shield of faith. 
   
  * Domain spell; Deity: Pelor; Domains: Good (good spells cast at +1 caster level) and Healing (healing 
  spells cast at +1 caster level). 
   
  Possessions: Cleric’s vestments, scale mail, large wooden shield, heavy mace, light crossbow, 10 
  crossbow bolts, backpack with waterskin, 1 day of trail rations, bedroll, sack, flint and steel, wooden holy 
  symbol (sun disk of Pelor), 3 torches. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/593/Intro mods/NYR3-I01 - Reverant of Rel Mord/NYR3-I01 - The Revenant of Rel Mord.pdf