TEXT: SND02-M03 
   
   
   
   
   
   
   
   
   
   
   
   
  The Onnwallian Envoy 
   
  A mini-scenario for D&D Living Greyhawk Adventure 
  RETIRED 
   
  by Pieter Sleijpen 
   
   
   
  SDT Reviewer: Maya Deva 
   
  Onnwal has send in secret an envoy to Sunndi to discuss any official involvement of Sunndi in the 
  liberation of Onnwal. The Scarlet Brotherhood already tried to stop the envoy from reaching Sunndi in 
  Onnwal once before. Will they try it again in Sunndi? 
   
  This mini-module is part of several mini modules that involves the first inter-regional plotline for Sunndi. It 
  is the sequel to The Envoy, a mini-module played within Onnwal. 
   
  A Sunndi regional mini-module for Levels 1-8. 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, Living Greyhawk and RPGA are 
  registered trademarks of Wizards of the Coast, Inc. RAVENS BLUFF, MALATRA, LIVING 
  CITY, LIVING DEATH, LIVING JUNGLE, LIVING GREYHAWK, and LIVING VERGE are 
  trademarks of Wizards of the Coast, Inc. Scenario detail copyright 2000 by Wizards of the 
  Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only 
  and may not be reproduced without approval of the RPGA Network.  
  
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  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 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 packing, 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, 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 three 
  players (not counting the DM), for a game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players 
  participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a name tag 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 rule books 
  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 bold italics. It is strongly 
  recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the 
  text is general and must be adapted to the 
  specific situation or to actions of the player 
  characters.  
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and the DM score the game.  The 
  RPGA has three ways to score its games. 
  Consult 
  your 
  convention 
  coordinator 
  to 
  determine which method to use for this scenario. 
  1. No vote scoring:  The players write their 
  names and RPGA numbers on the 
  scoring packet grid. You fill in the top of 
  the grid. That is all. No one is rated. This 
  method is used for people who are just 
  playing for fun. 
  2. Partial scoring: The players rate the 
  game master and the scenario on their 
  player 
  voting 
  sheets, 
  and 
  provide 
  personal information, but don’t vote for 
  other players.  The game master rates 
  the scenario and completes personal 
  and event information, but does not rate 
  the players as a team or vote for players.  
  This method is used when there is no 
  competition, but the event coordinator 
  wants information on how the game 
  masters are performing, or the game 
  master wants feedback on his or her 
  own performance. 
  3. Voting: Players and game masters 
  complete the entire packet, including 
  voting for best player.  If this method is 
  used, be sure to allow about 15-20 
  minutes for the players to briefly 
  describe their characters to the other 
  players, and about 5-10 minutes for 
  voting. This method is used when the 
  players want to know who played the 
  “best” amongst the group, or when the 
  adventure is run in tournament format 
  with winners and prizes. 
  
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  When using voting, rank the players in order of 
  your voting choice while they are completing 
  their forms so that you are not influenced by their 
  comments on your abilities.  It is a good idea to 
  have the players vote while you are determining 
  treasure and experience awards for the scenario. 
  After voting, give the Scoring Packet to your 
  event coordinator. 
   
   This is a LIVING GREYHAWK Adventure. As a 
  Living adventure, it is expected that players will 
  bring their own characters with them.  If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, a 
  character sheet, and a LIVING GREYHAWK log 
  sheet from the convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it 
  is also recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK 
  LEVELS OF PLAY 
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party 
  Level (APL): 
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
   
   
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure – round up. 
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder 
  or easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either 
  your character was not as challenged as normal, 
  or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-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 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to 
  attack must succeed at a Handle Animal 
  or Charisma check (DC 10). Failure 
  indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each 
  round. If an animal loses half or more hp 
  
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  in a single round it flees, unless another 
  check is successful. 
   
  IS IT A FULL MOON? 
   
  Since the hazards of lycanthropy are a 
  current part of the LIVING GREYHAWK 
  campaign, it may be necessary to determine if 
  this adventure takes place during a full moon.  
  For game purposes, the full moon lasts three 
  days of each month.  
   
   
  As this scenario takes place after a full moon 
  the first night of this scenario, Luna the Great 
  Moon is one day past full. 
   
  TIME UNITS AND UPKEEP 
   
  This is a mini-module adventure. All characters 
  pay one Time unit to participate in the adventure. 
  Adventurer’s Standard Upkeep costs 12 gp. Rich 
  Upkeep costs 50 gp, and Luxury Upkeep costs 
  100 gp.  
   
  CAMPAIGN CONSEQUENCES – PLEASE 
  FILL THE SHEET. 
   
  This adventure and its sequel The Envoy part II 
  have campaign consequences. That is the 
  outcome of this mini-module will directly affect 
  future events in the course of the campaign. The 
  answers to some of the questions below may 
  seem trivial or pointless, but because of the 
  complex nature of the back-story and campaign 
  all information requested is vital. The sheet is at 
  the back of the set of mini-modules and is 
  essential to the inter-regional plotline we are 
  undertaking with Sunndi. 
   
  Please send your answers to the Living 
  Sunndi Team at madfox@planet.nl as soon as 
  possible. General comments about the mini-
  module are also welcomed at this address.  
   
  ADVENTURE SYNOPSIS 
  AND BACKGROUND 
   
  In 584 CY the Scarlet Brotherhood invaded and 
  conquered Onnwal. Due to treachery there had 
  been little resistance at first, but due to the bad 
  treatment of the local citizens the Onnwalians 
  rebelled in 586 CY. Since that day Onnwal has 
  been in a bitter conflict with the Scarlet 
  Brotherhood. Before the conquest of Onnwal by 
  the Scarlet Brotherhood though, Onnwal was an 
  important member of an alliance of nations set 
  against the now disappeared Great Kingdom 
  known as the Iron League. With the fall of 
  several of the members of this alliance to hostile 
  nations this alliance ceased to exist in all but 
  name. Now desperate for help Onnwal is trying 
  to once again form the bonds of an alliance with 
  the old members to help Onnwal in their struggle 
  against the Scarlet Brotherhood. 
   
  One of the more promising members of the 
  Iron League is Sunndi. Sunndi is the largest and 
  closest ally free of tyranny and its citizens are in 
  debt to Onnwal for this freedom. Besides with 
  the Sunndians hatred for tyranny they are natural 
  allies in Onnwals struggle against the Scarlet 
  Brotherhood. The many hostile neighbors of 
  Sunndi pose a hindrance to any direct help. 
  Power groups within Sunndi fear aggressive 
  actions from these neighbors if they ever would 
  offer significant help to Onnwal. Right now these 
  groups have just as much influence within the 
  Congress of Lords as those who want to help 
  Onnwal. In an attempt to sway the Congress in 
  their favor, the Onnwalians have sent an envoy 
  to Sunndi. 
   
  The Scarlet Brotherhood learned of the 
  envoy and his mission and they tried to stop the 
  man from ever reaching Pitchfield, the capitol of 
  Sunndi. They send an agent disguised as an 
  aide with the envoy, who tried to assassinate the 
  envoy when the bodyguards were being tricked 
  into attacking a group of adventurers who had 
  nothing 
  but 
  good 
  intentions. 
  Luckily 
  the 
  adventurers and the bodyguards realized the 
  truth quickly enough and they arrived just in time 
  to prevent the assassination. 
   
  Now the envoy is going to travel into Sunndi 
  and the people ensured with the envoys security 
  fear another attack. They decided to use a decoy 
  to distract any would be assassins while the real 
  envoy would be smuggled into Sunndi in secret. 
  To make the decoy as convincing as possible, 
  they decided to hire a group of reasonable 
  trustworthy adventurers to guard the decoy. Of 
  course, they would not inform the adventurers of 
  the fact that they are guarding a decoy to 
  prevent any accidental betrayal of that fact by 
  the adventurers. The PCs are those adventures. 
   
  The adventure starts when the PCs are 
  summoned for a meeting in The Broken 
  Manacles, a favorite tavern among adventurers 
  in Pitchfield that is owned by a worshiper of 
  Trithereon. A female agent of the Veil of the Sun, 
  the intelligence gathering agency of Sunndi, by 
  the name of Myrana will try to recruit the PCs for 
  the mission. If the PCs accept the task, they will 
  
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  be provided with horses and send off towards 
  Adder’s Pass to wait for the arrival of the envoy.  
   
  While waiting for the envoy a messenger 
  from the Veil arrives to warn them that the 
  Scarlet Brotherhood learned of the route the 
  envoy would take and that they are preparing an 
  ambush just before the rendezvous point with 
  the PCs. The PCs deal with these ambushers, 
  who appear to be Scarlet Brotherhood agents, 
  but are they? A few things hint, they might 
  actually be agents of Ahlissan government. The 
  truth to this might be revealed in a future 
  scenario.  
   
  On their way back to Pitchfield the PCs will 
  come across an abandoned caravan. Examining 
  the scene will lead to a gruesome discovery. 
  There is one survivor and questioning him hints 
  at some kind of new monster that attacks from 
  out of nowhere. There are no signs of these new 
  monsters though and the PCs finally arrive in 
  Pitchfield without further trouble. 
   
  Once there, Myrana who of course wants a 
  full report about what exactly happened receives 
  the PCs. If the PCs have shown courage and 
  behaved properly towards the envoy they will 
  receive their rewards, more then likely never 
  learning they have been guarding a decoy. 
   
  DM’S INTRODUCTION 
   
  Before the DM starts running the adventure, the 
  DM should enquire if any of the players played 
  “The Envoy”. This is a mini-module that took 
  place in Onnwal and describes the first attempt 
  on the envoy in that region. If they did play that 
  scenario, their PCs more then likely met the 
  envoy there. The real envoy would have 
  informed the decoy on this. How to deal with the 
  fact that the PCs might actually realize the decoy 
  is not the real envoy is detailed in Encounter 3 
  Meeting the Envoy. 
   
  At the same time as asking about any 
  previous run in with the envoy it is also a good 
  idea to ask what kind of other adventures the 
  PCs have had. Hand over Hand Out 1 to those 
  PCs that clearly have proven themselves in the 
  cause of freedom. Favors with important groups 
  within Sunndi, like the Federation of Free Trade 
  and the Veil of the Sun are a good indication as 
  well as any favors and influence with Onnwalian 
  freedom fighters are a good indicator of such. 
  Else the PCs will be sitting in the Broken 
  Manacles enjoying a drink. In that case Myrana 
  will send one of the serving wenches to get the 
  PC to her table with the promise of a rewarding 
  task. 
   
  The adventure starts with the PCs being in 
  the Broken Manacles looking for the lady in 
  green. More information on the Broken Manacles 
  can be found in Appendix A at the end of this 
  scenario. 
   
   
  PLAYER’S INTRODUCTION 
   
  Allow the players to prepare themselves for the 
  meeting with the Green Lady or tell them 
  something about the Broken Manacles if they are 
  spending the late morning there. Once the 
  players are ready for the adventure, read aloud 
  or paraphrase the following text. The text 
  assumes the PCs received the message. Modify 
  it for the PCs who are just enjoying a drink in the 
  tavern. 
   
   
  It is quite busy in the Broken Manacles and 
  as usually a mix of locals and adventurers can 
  be found within the walls of this sturdy tavern. 
  With trained eyes you quickly note who might 
  pose a threat in the unlikely case of a tavern 
  brawl before you proceed to the second floor 
  where it takes a few seconds to find the Lady in 
  Green. 
   
  She is sitting in a quiet corner at a table well 
  stocked with food. When she notices your 
  approach, she rises, giving you the opportunity 
  for a good look. The Lady is of average height 
  for a human, with sharp facial features, long 
  brown hair and a pale complexion. A dimple in 
  her chin gives her a rather cute appearance. She 
  wears a simple green dress with one golden 
  chain around her neck and a silver brooch in the 
  form of a rose on her right breast. When you get 
  closer, she curtseys and motions you to sit 
  down, saying softly with a soft pleasant voice 
  and a rolling r: “Welcome friends, my name is 
  Myrana Rinak. Sit down and enjoy your food 
  while we discuss the task Sunndi has got for 
  you.” 
   
  ENCOUNTER 1 – THE LADY 
  IN GREEN 
   
  Allow the players to introduce themselves to 
  Myrana and each other. When the PCs sit down 
  at the table a serving wench will immediately 
  arrive at the table to ask what the PCs would like 
  to drink. Once the PCs have settled down, 
  
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  Myrana begins telling why she called the PCs to 
  this meeting. 
    
  Read aloud or paraphase the following: 
   
   
  “Once again, welcome. I prefer a direct 
  approach, so I hope you don’t mind that I start 
  while you are eating? As I said, my name is 
  Myrana and I am a minor government official 
  currently working as an aide to Lord Kestor of 
  Corul. He has asked me to hire a small group of 
  adventurers for an important task that might be 
  dangerous but which is vital for Sunndi. 
   
   After having done some research, I have 
  decided you were the perfect persons for the 
  task. Since the success of the job is more then 
  likely dependent on secrecy, you will have to 
  promise me not to tell anybody what we are 
  going to discuss. If you take the job such secrecy 
  is also in your benefit, since if the wrong persons 
  find out about it, the task might become a lot 
  more dangerous for you. Breaking that promise 
  will also threaten the security of Sunndi, which 
  means that you might be prosecuted for high 
  treason if you do so. 
   
  So once again, do you promise to keep quiet 
  about what we are going to discuss until I or 
  other government officials tell you otherwise?” 
   
  Myrana Rinak– Agent of the Veil, human female. 
   
  As stated in the Players Introduction, Myrana 
  is a pleasant looking woman wearing simple 
  clothes, except for two rather expensive looking 
  pieces of jewelry. She has a soft voice and 
  speaks with a rolling r, which is actually part of 
  her role as an aide to Count Kestor. Her 
  appearance is of one who is more often inside 
  then outside. 
   
  Once the PCs have given their promise for 
  secrecy she will proceed. The PCs might have 
  some questions before they give their promise. 
  The answers are detailed under the header 
  “Questions” below. 
   
   
  After each of you has given their promise of 
  secrecy, Myrana speaks again. 
   
  “In the past, Sunndi has been part of alliance 
  between several different countries against the 
  tyranny of the Great Kingdom called the Iron 
  League. With the fall of several members to 
  hostile forces during the Greyhawk Wars, a 
  decade ago, the alliances more or less ceased to 
  exist. 
  Recently 
  though, 
  several 
  members 
  expressed their wishes to once again strengthen 
  the ties of this old alliance. One of its members 
  was Onnwal and as you are probably fully aware 
  that troubled nation could use any help it can get 
  against the Scarlet Brotherhood after the 
  invasion in 584 CY. 
   
  Count Kestor and several other members of 
  the Congress of Lords have expressed a desire 
  to help the Freedom Fighters of Onnwal, but 
  other nobles fear repercussions from both the 
  Scarlet Brotherhood and Ahlissa. Personally, I 
  really think Sunndi should help Onnwal, if only to 
  repay the old dept for the lives they gave for our 
  freedom 150 years ago. To garner more support 
  for this noble cause, Count Kestor asked the 
  Szek of Onnwal to dispatch an envoy. The Szek 
  fulfilled this request and he sent Calwyrd 
  Velhaste in secret.  
   
  The Scarlet Brotherhood though somehow 
  learned about it. They had infiltrated the 
  entourage of the Envoy and if not for the actions 
  of valiant adventures the man would have been 
  assassinated. Due to the actions of those heroes 
  though, he arrived safely in Irongate to resume 
  his journey towards Sunndi. 
   
  Now he is on his way to Naerie by boat and 
  from there will travel through Adders Pass to 
  New Keep and on to Pitchfield. His current 
  escort cannot travel with him once inside Sunndi, 
  so we need a group of brave and skilled people 
  to become his bodyguards. Will you take that 
  task upon you? You should realize it might be 
  very dangerous, because while we have done 
  our utmost best to keep the presence of the 
  Envoy a secret, we already know the Scarlet 
  Brotherhood is aware of him. 
   
  NOTE: If the PCs have played the Onnwal 
  Regional 
  Mini-Module 
  “The 
  Envoy”, 
  they 
  themselves may have saved the live of Calwyrd 
  Velhaster. In that case, Myrana will congratulate 
  them on a job very well done. 
   
  Questions 
   
  If it is so secret, why are we meeting in a tavern? 
   
  “Because a meeting in such a place is much 
  less conspicuous. Besides the background noise 
  makes it a lot more difficult for people to 
  eavesdrop. The owner of the tavern is a personal 
  friend and she and her employees can be 
  trusted.” 
   
  Do we have to accept the task before you will tell 
  us anything?  
   
  “No. If you refuse though, you will of course 
  still be bound your promise of secrecy.” 
   
  Where will we meet the Envoy?  
  
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  “You will travel to Adder’s Pass where you 
  will wait for the Envoy to arrive. In the Pass there 
  are some ruins of an old keep that once guarded 
  the area. There is not much more left then a wall 
  or two, but it is a good place to wait with fresh 
  water nearby and a good view on the road. It is 
  too open for an ambush and soldiers patrol it 
  regularly, so we do not expect you to have any 
  trouble there.” 
   
  How do we recognize the Envoy? 
   
  “Calwyrd Velhaste is a young man with large 
  brown eyes and brown curly hair. He has a soft 
  voice and is an expert on things Olven. He 
  speaks Olven fluently. Of course, he also carries 
  a seal from the Szek of Onnwal and as a priest 
  of Zilchus he is also carrying a symbol of that 
  deity. 
   
  He is disguised as a troubadour who is 
  travelling through the world together with 4 
  companions. His four companions are guards 
  from Irongate and they probably want to return 
  home immediately after meeting you.” 
   
  How do we get to Adder’s Pass?  
   
  “I 
  will 
  provide 
  you 
  with 
  horses 
  and 
  provisions. Of course, once you have finished 
  the task you will need to return the horses to 
  me.” 
   
  How much time do we have to get there? 
   
  “It is about 175 miles by road. With horses 
  you will ride it in about 6 days <7 days with small 
  characters in the group>. We expect the Envoy 
  to arrive at the pass at the 10th day from now, so 
  you do have some extra time.” 
   
  DM’s note: 
   
  Each of the mounts is branded and if stolen, 
  they are treated as items important to the 
  government of Sunndi, so will automatically be 
  discovered and caught. 
   
  How do we travel from the Adder’s Pass back to 
  Pitchfield? 
   
  “I have the fullest confidence you will 
  determine a good route to travel. The less 
  people know about the route you are going to 
  take the better. I don’t even want to know, 
  because 
  perhaps 
  agents 
  of 
  the 
  Scarlet 
  Brotherhood might be able to extract that 
  information from me by magic.” 
    
  Whats in it for us? 
   
  If the PCs ask about a reward, Myrana will 
  look stern and ask “Can a price can be set upon 
  securing the future of the free state of Onnwal?” 
  If the PCs persist though, she will smile and say 
  that the Count had counted on that happening. 
  So she can offer them 200 gp to be divided 
  among themselves. Of course, in case of an 
  attack the PCs are free to keep any loot. 
   
  Myrana will also give them a letter explaining 
  the situation and bearing the Count’s signet to be 
  presented to the Envoy only. 
   
  If there is nothing else, Myrana will rise and 
  shake the hand of each PC to seal the deal, 
  before leaving the tavern. She will tell that Vella 
  Ironbeard, the owner of the tavern, has got the 
  horses. 
   
  ENCOUNTER 2 – THE 
  MESSENGER 
  The trip to Adders Pass from Pitchfield is 175 
  miles mostly over a good road through gentle 
  rolling hills. For more information on traveling 
  speed look in the PHB at page 143. On average 
  the trip will take between 6 or 7 days. It will be an 
  uneventful trip with relative good weather. Which 
  means that the sun will shine though it will be 
  hazy, hot and humid.  
   
  Once the PCs arrive at the ruins in Adders 
  Pass make a quick sketch of the place and ask 
  where the PCs will camp and who will be on 
  watch when. There is no map included with the 
  scenario. Just use your imagination. The ruins 
  are on a relatively flat area and consist of the 
  remains of two walls and one small round tower 
  with no floors in it. There is a small stream with 
  fresh water right next to ruins. The details do not 
  matter for the scenario since nothing will happen 
  here. Asking for details from the players is just to 
  get them on their toes. 
   
  9 days after they accepted the mission from 
  Myrana a traveler will arrive at the ruins looking 
  for the PCs. It is a young man, clearly of 
  Oeridian descent with curly brown hair, a sun 
  tanned skin and brown eyes. The young man 
  rides on a small sturdy horse that looks like it did 
  not get much rest lately. He wears leather armor, 
  a long sword and a long bow. The man’s name is 
  Nasran and he has got an urgent message for 
  the PCs. He will be really glad he found the PCs. 
  He is very tired, but he will tell the PCs Myrana 
  has send him to warn them of Scarlet Assassins 
  in the neighborhood and their plans to ambush 
  the Envoy. Myrana had not learned where 
  exactly the ambush would take place, but she 
  was sure the attack would be between Naerie 
  and the meeting point with the PCs. The Scarlet 
  
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  Assassins are tracking the envoy through a 
  special coin they planted on the envoy. The coin 
  can be found by casting a detect magic. 
   
  If the PCs are not at the expected location or 
  do not show them selves to the messenger, he 
  will desperately try to find them. If he has not 
  succeeded by the 10
  th day he will travel to the 
  envoy to warn the man. 
   
  Once the PCs learn about the presence of 
  the ambushers there are various options open 
  for them. They might try to dispatch of the 
  ambushers immediately (see Encounter 3) or 
  they might journey ahead to meet the envoy (see 
  Encounter 4). Go to the correct encounter 
  depending on the choice they make.  
   
  ENCOUNTER 3: SCARLET 
  ASSASSINS 
  The messenger in Encounter 2 will have warned 
  the PCs about the presence of the Scarlet 
  Assassins in the Pass. The messenger cannot 
  tell the exact location of the camp. A PC might 
  make a knowledge [local - Hollow Highlands] DC 
  15 or Wilderness Lore DC 20 to determine where 
  a good spot for an ambush would be and what 
  would be a good campsite for the ambushers. If 
  the PCs make these rolls, they can opt to go to 
  the campsite (see Map 1) or to travel ahead as 
  quickly as possible to meet the Envoy before the 
  ambush site. If the PCs opt for the last option, 
  proceed to Encounter 4 and then proceed with 
  this encounter. 
   
  The ambushers consist of Eshdeern, an 
  arrogant pyromaniac wizard with the bad habit to 
  cackle with glee when casting spells, Leshinn, a 
  silent assassin and a small group of veteran 
  orcs. The orcs fought in the Ahlissan army and 
  are mercenaries. They are very afraid of 
  Eshdeern en Leshinn.  
   
  Tactics: 
  Eshdeern is the nominal leader of the team. 
  Since he is an expert when it comes to arcane 
  magic, he will be smart enough to position his 
  men during the ambush in such a way that a 
  fireball or web spell will not dispatch the whole 
  group in one strike. He himself will be positioned 
  well hidden and quite a distance away from the 
  battle (especially at higher levels). The orcs are 
  much better suited for close combat then for 
  ranged battle, so they will try to close the gap 
  between them and the PCs as quickly as 
  possible. Leshinn will try to sneak to the back of 
  the group to dispatch any wizards and possible 
  the envoy. 
   
  When 
  the 
  PCs 
  ambush 
  the 
  Scarlet 
  Assassins at their campsite there is a reasonable 
  chance Leshinn will be patrolling the area. Use 
  the average level of the party to determine this. If 
  the PCs are of relative high level compared to 
  the APL, Leshinn might notice the PCs 
  approaching in time to organize a defense 
  (unless the PCs take precautions). If the average 
  party level is low compared to the APL at which 
  they are playing the scenario Leshinn will be at 
  the campsite and it will be easier to surprise the 
  orcs and their human leaders. Anyway, in case 
  of an ambush both Leshinn and Eshdeern will try 
  to go for cover as quickly as possible to buy 
  some time and to determine where the real 
  threat is coming from. If the battle is particular 
  easy due to the surprise it might be an idea to 
  either raise the hit points of the orcs or to let 2 
  orcs return from a partrol. 
   
   
  APL2-EL5  
  Eshdeern, human male, Wiz (Envok) 1: CR 1; 
  medium-size humanoid (human); HD 1d4+1+3; 
  hp 8; Init +1 (Dex); Spd 30 ft.; AC 11 (Flat-
  Footed 10, Touch 11); Atk -1 melee (1d4-1, [19-
  20/x2] Dagger), +1 missile (1d8, [19-20/x2] Light 
  Crossbow); AL LE; SV Fort +1, Ref +1, Will +2. 
  Str 8, Dex 13, Con 13, Int 16, Wis 11, Cha 12. 
   
  Skills and Feats: Alchemy +7, Concentration 
  +5, Intimidate +3, Knowledge [Arcane] +7, 
  Knowledge [Planes] +5, Knowledge [Religion] 
  +5, Spellcraft +7; Toughness, Combat Casting. 
   
  Spells Prepared (4/3; base DC = 13 + spell 
  level): 0- detect magic, detect poison, flare (2); 
  1
  st - Magic Missile (2), Shield. 
   
  Possessions: Dagger, light crossbow, quiver 
  +20 bolts, spell component pouch, spell book, 2 
  vials of alchemist fire (which he might use to kill 
  himself) and 5 gp. 
   
  Leshinn, human male Ran1: CR 1; medium-
  size humanoid (human); HD 1d10+2; hp 12; Init 
  +3 (Dex); Spd 30 ft.; AC 19 (Flat-Footed 16, 
  Touch 13); Atk +3 melee (1d10+2, [19-20/x2] 
  Bastard Sword), +4 missile (1d8, [20/x3] 
  Longbow); SQ Favored Enemy [human] +1; AL 
  LE; SV Fort +4, Ref +3, Will +0. 
  Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 8.  
   
  Skills and Feats: Hide +5, Listen +5, Move 
  Silently +5, Spot +5, Wilderness Lore +5; Exotic 
  Weapon Proficiency [Bastard Sword], Track. 
   
  Possessions: Bastard sword, chain shirt, 
  large wooden shield, dagger, longbow, quiver 
  +20 arrows, wooden holy symbol Hextor, potion 
  of cure light wounds and 5 gp. 
   
  
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  Orcs, male, Ftr1 (4): CR1; medium-size 
  humanoid (orc); HD 1d10+3; hp 13; Init +6; Spd 
  20ft; AC 14 (Flat-footed 14; Touch 10); Atks +5 
  melee (1d12+4, [20/x3] Great Axe), +1 ranged 
  (1d6+3, Javelin); SQ Darkvision 60’; AL LE; SV 
  Fort +5, Ref +0, Will +0.  
  Str 17, Dex 10, Con 16, Int 9, Wis 10, Cha 8. 
  Skills: Climb +5, Jump +5; Feats: Power Attack, 
  Daylight Adoption [removes light sensitivity]. 
  SQ: Darkvision Can see in total darkness to a 
  distance of 60ft. This vision is only in black and 
  white. 
  Equipment: Scale mail, Great Axe, 2 Javelins 
  and 5sp.  
   
  APL4- EL7 
  Eshdeern, human male, Wiz (Evok) 3: CR 3; 
  medium-size humanoid (human); HD 3d4+3+3; 
  hp 14; Init +1 (Dex); Spd 30 ft.; AC 11 (Flat-
  Footed 10, Touch 11); Atk +0 melee (1d4-1, [19-
  20/x2] Dagger), +2 missile (1d8, [19-20/x2] Light 
  Crossbow); SQ familiar; AL LE; SV Fort +2, Ref 
  +4, Will +5. 
  Str 8, Dex 13, Con 13, Int 16, Wis 11, Cha 12. 
   
  Skills and Feats: Alchemy +9, Concentration 
  +7, Intimidate +4, Knowledge [Arcane] +9, 
  Knowledge [Planes] +5, Knowledge [Religion] 
  +7, Spellcraft +9; Toughness, Combat Casting, 
  Iron Will. 
   
  Spells Prepared (4/4/3; base DC = 13 + spell 
  level): 0- detect magic, detect poison, flare (2); 
  1
  st - Magic Missile (2), Shield, Burning Hands; 
  2
  nd lvl - flaming sphere (2), web. 
   
  Possessions: Dagger, light crossbow, quiver 
  +20 bolts, spell component pouch, spell book, 
  necklace of fireballs - 1x 3d6 fireball left (which 
  he might use to kill himself), scroll of expeditious 
  retreat and 5 gp 
   
  Scorch: weasel familiar, hp 7; AC 16 (Flat-
  Footed 14, Touch 12); Spd 20 ft., Climb 20 ft.; 
  Atk +5 bite (1d3-4); SA Attach; SQ scent, low-
  light vision, improved evasion; SAVE fort +2, ref 
  +4, Will +4. 
   
  Leshinn, human male Ran1/Rog2: CR 3; 
  medium-size humanoid (human); HD 1d10+2 
  +2d6+4; hp 24; Init +3 (Dex); Spd 30 ft.; AC 19 
  (Flat-Footed 16, Touch 13); Atk +5 melee 
  (1d10+2, [19-20/x2] Bastard Sword), +5 missile 
  (1d8, [20/x3] Longbow); SA sneak attack +1d6; 
  SQ Evasion, Favored Enemy [human] +1; AL 
  LE; SV Fort +4, Ref +6, Will +0. 
  Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 8.  
   
  Skills and Feats: Bluff +3, Hide +7, Listen 
  +7, Move Silently +7, Spot +7, Tumble +7, 
  Wilderness Lore +5; Exotic Weapon Proficiency 
  [Bastard Sword], Track, Dodge. 
   
  Possessions: MW Bastard sword, chain 
  shirt, large wooden shield, dagger, longbow, 
  quiver +20 arrows, wooden holy symbol Hextor, 
  potion of sneaking and 5 gp. 
   
  Orcs, male, Ftr1 (4): CR 1; medium-size 
  humanoid (orc); HD 1d10+3; hp 13; Init +0; Spd 
  20ft; AC 14 (Flat-footed 14; Touch 10); Atks +5 
  melee (1d12+4, [20/x3] Great Axe), +1 ranged 
  (1d6+3, Javelin); SQ Darkvision 60’; AL LE; SV 
  Fort +5, Ref +0, Will +0.  
  Str 17, Dex 10, Con 16, Int 9, Wis 10, Cha 8. 
  Skills: Climb +5, Jump +5; Feats: Power Attack, 
  Daylight Adoption [removes light sensitivity]. 
  SQ: Darkvision Can see in total darkness to a 
  distance of 60ft. This vision is only in black and 
  white. 
  Equipment: Scale Mail, Great Axe, 2 Javelins, 
  alchemist fire and 5sp.  
   
  APL6- EL9  
  Eshdeern, human male, Wiz5: CR 5; medium-
  size humanoid (human); HD 5d4+10+3; hp 26; 
  Init +1 (Dex); Spd 30 ft.; AC 11 (Flat-Footed 10, 
  Touch 11); Atk +1 melee (1d4-1, [19-20/x2] 
  Dagger), +3 missile (1d8, [19-20/x2] Light 
  Crossbow); SQ Dire Resistance 5, familiar; AL 
  LE; SV Fort +2, Ref +4, Will +6. 
  Str 8, Dex 13, Con 14, Int 16, Wis 11, Cha 12. 
   
  Skills and Feats: Alchemy +9, Concentration 
  +10, Intimidate +5, Knowledge [Arcane] +11, 
  Knowledge [Planes] +7, Knowledge [Religion] 
  +9, Spellcraft +11; Toughness, Combat Casting, 
  Iron Will, Empower Spell. 
   
  Spells Prepared (5/5/4/3; base DC = 13 + 
  spell level): 0- detect magic, detect poison (2), 
  flare (2); 1
  st - Magic Missile (2), Shield, Burning 
  Hands, Endure Elements (fire); 2
  nd lvl - flaming 
  sphere, glitter dust, web; 3
  rd lvl - fire ball, dispel 
  magic, empowered magic missile. 
   
  Possessions: Dagger, light crossbow, quiver 
  +20 bolts, spell component pouch, spell book, 
  necklace of fireballs - 1x 6d6 fireball left (which 
  he might use to kill himself), scroll of expeditious 
  retreat. 
   
  Scorch: weasel familiar, hp 13; AC 17 (Flat-
  Footed 15, Touch 12); Spd 20 ft., Climb 20 ft.; 
  Atk +6 bite (1d3-4); SA Attach; SQ scent, low-
  light vision, improved evasion; SAVE fort +2, ref 
  +4, Will +5. 
   
  Leshinn, human male Ran2/Rog3: CR 5; 
  medium-size humanoid (human); HD 2d10+4 
  +3d6+6; hp 38; Init +3 (Dex); Spd 30 ft.; AC 19 
  
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  (Flat-Footed 16, Touch 13); Atk +8 melee 
  (1d10+3, [19-20/x2] Bastard Sword), +7 missile 
  (1d8, [20/x3] Longbow); SA sneak attack +2d6; 
  SQ Evasion, Favored Enemy [human] +1, 
  Uncanny Dodge [Dex bonus to AC]; AL LE; SV 
  Fort +6, Ref +6, Will +1. 
  Str 16, Dex 17, Con 14, Int 11, Wis 12, Cha 8.  
   
  Skills and Feats: Bluff +5, Hide +8, Listen 
  +10, Move Silently +10, Spot +7, Tumble +10, 
  Wilderness Lore +7, Swim +6; Exotic Weapon 
  Proficiency [Bastard Sword], Track, Dodge. 
   
  Possessions: MW Bastard sword, chain 
  shirt, large wooden shield, dagger, longbow, 
  quiver +20 arrows, wooden holy symbol Hextor, 
  potion of sneaking. 
   
  Orcs, male, Ftr3 (4): CR 3; medium-size 
  humanoid (orc); HD 3d10+9; hp 31; Init +0; Spd 
  20ft; AC 14 (Flat-footed 14; Touch 10); Atks +8 
  melee (1d12+4, [20/x3] Greataxe), +3 ranged 
  (1d6+3, Javelin); SQ Darkvision 60’; AL LE; SV 
  Fort +6, Ref +1, Will +3.  
  Str 17, Dex 10, Con 16, Int 9, Wis 10, Cha 8. 
  Skills: Climb +6, Jump +6; Feats: Power Attack, 
  Daylight Adoption [removes light sensitivity], 
  Weapon Focus [Great Axe], Iron Will. 
  SQ: Darkvision Can see in total darkness to a 
  distance of 60ft. This vision is only in black and 
  white. 
  Equipment: Scale Mail, Great Axe, 2 Javelins, 1 
  vial of Alchemist Fire and 5sp.  
   
  APL8-EL11 
   
  Eshdeern, human male, Wiz7: CR 7; medium-
  size humanoid (human); HD 7d4+14+3; hp 36; 
  Init +1 (Dex); Spd 30 ft.; AC 11 (Flat-Footed 10, 
  Touch 11); Atk +2 melee (1d4-1, [19-20/x2] 
  Dagger), +4 missile (1d8, [19-20/x2] Light 
  Crossbow); SQ Fire Resistance 5, familiar; AL 
  LE; SV Fort +3, Ref +5, Will +7. 
  Str 8, Dex 13, Con 14, Int 16, Wis 11, Cha 12. 
   
  Skills and Feats: Alchemy +9, Concentration 
  +10, Intimidate +5, Knowledge [Arcane] +11, 
  Knowledge [Planes] +7, Knowledge [Religion] 
  +9, Spellcraft +11; Toughness, Combat Casting, 
  Iron 
  Will, 
  Empower 
  Spell, 
  Spell 
  Focus 
  [Evocation]. 
   
  Spells Prepared (5/5/4/4/2; base DC = 13 + 
  spell level): 0- detect magic, detect poison (2), 
  flare (2); 1
  st - Endure Elements (fire), Magic 
  Missile (2), Shield, Burning Hands; 2
  nd lvl - 
  flaming sphereΨ (2), glitter dust, web; 3
  rd lvl - fire 
  ballΨ, dispel magic, magic circle against good, 
  empowered magic missile; 4
  th lvl - Otiluke’s 
  Resilient SphereΨ, Wall of FireΨ. 
   
  Ψ Because of Spell Focus [evocation], the 
  base DC against these spells is 15 + spell level. 
   
  Possessions: Dagger, light crossbow, quiver 
  +20 bolts, spell component pouch, spell book, 
  necklace of fireballs - 1x 6d6 fireball left (which 
  he might use to kill himself), brooch of shielding 
  (50 hp left), scroll of expeditious retreat. 
   
  Scorch: weasel familiar, hp 18; AC 18 (Flat-
  Footed 15, Touch 12); Spd 20 ft., Climb 20 ft.; 
  Atk +7 bite (1d3-4); SA Attach; SQ scent, low-
  light vision, improved evasion; SAVE fort +2, ref 
  +4, Will +6. 
   
  Leshinn, human male Ran2/Rog5: CR 7; 
  medium-size humanoid (human); HD 2d10+4 
  +5d6+10; hp 50; Init +3 (Dex); Spd 30 ft.; AC 19 
  (Flat-Footed 16, Touch 13); Atk +8 melee 
  (1d10+3, [19-20/x2] Bastard Sword), +8 missile 
  (1d8, [20/x3] Longbow); SA sneak attack +3d6; 
  SQ Evasion, Favored Enemy [human] +1, 
  Uncanny Dodge [Dex bonus to AC]; AL LE; SV 
  Fort +8, Ref +9, Will +5. 
  Str 16, Dex 17, Con 14, Int 11, Wis 12, Cha 8.  
   
  Skills and Feats: Bluff +7, Hide +12, Listen 
  +12, Move Silently +12, Spot +9, Tumble +12, 
  Wilderness Lore +7, Sense Motive +4, Swim +6; 
  Exotic Weapon Proficiency [Bastard Sword], 
  Track, Dodge, Iron Will. 
   
  Possessions: MW Bastard sword, chain 
  shirt, large wooden shield, dagger, longbow, 
  quiver +20 arrows, wooden holy symbol Hextor, 
  potion of sneaking, cloak of resistance +2. 
   
  Orcs, male, Ftr5 (4): CR 5; medium-size 
  humanoid (orc); HD 5d10+15; hp 55; Init +0; Spd 
  20ft; AC 15 (Flat-footed 15; Touch 10); Atks +11 
  melee (1d12+8, [20/x3] Greataxe), +5 ranged 
  (1d6+4, Javelin); SQ Darkvision 60’; AL LE; SV 
  Fort +7, Ref +1, Will +3.  
  Str 18, Dex 10, Con 16, Int 9, Wis 10, Cha 8. 
  Skills: Climb +7, Jump +7; Feats: Power Attack, 
  Daylight Adoption [removes light sensitivity], 
  Weapon Focus [Great Axe], Iron Will, Weapon 
  Specialization [Great Axe]. 
  SQ: Darkvision Can see in total darkness to a 
  distance of 60ft. This vision is only in black and 
  white. 
  Equipment: Chain Mail, Great Axe, 2 Javelins, 1 
  vial of Alchemist Fire and 5sp. 
   
  Treasure (Per PC) 
  APL2: Loot: 55 gp (8 gp/orc); Coin: 2 gp; Magic: 
  13.5 gp (alchemist fire x2, potion of CLW); 
   
  
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  APL4: Loot:  86.7 (8 gp/orc) gp; Coin: 2 gp; 
  Magic: 106 gp (fireball bead, potion of sneaking, 
  alchemist fire x4); 
   
  APL6: Loot: 86.7 gp; Coin: 2 gp; Magic: 173.5 
  gp; 
   
  APL8: Loot:  96.7 gp; Coin: 2 gp; Magic: 885 gp 
  (4 vials of alchemist fire, 1 cloak of resistance 
  +2, bead of 6d6 fireball, brooch of shielding); 
   
  Note - The spell book needs to be sold just as 
  any other equipment. 
   
  Development 
  Eshdeern will fight to the death. In fact, when he 
  realizes the battle will be lost, he might destroy 
  himself in a fury of flames (exact tactic 
  dependent on APL) while cackling loudly. 
  Leshinn will try to flee, but when cornered he will 
  also try to kill himself. Both humans will have no 
  trouble what so ever killing a few orcs when get 
  in their way (though they will only do it when it is 
  clear that the battle will be lost).  
   
  The orcs are not as fanatic. They will try to 
  run as soon as it is clear that they will lose. They 
  will not surrender unless the PCs give a 
  guarantee to release them after questioning. 
  Handing them over to the Sunndian or Naerie 
  authorities is not something they will accept, 
  since they know that will mean their death. Better 
  to take some souls with them and die for the 
  glory of Gruumsh then to die like a coward from 
  the gallows. The orcs know the two humans are 
  working for some kind of influential organization, 
  but they do not which one for sure. They have 
  seen Leshinn pray to Hextor so they speculate 
  the two are working for Ahlissa or perhaps that 
  they are even agents of Ivid the Undying. 
   
  In the unlikely case the PCs do manage to 
  capture one or both of the NPCs alive, they will 
  remain silent. Their silence though will be rather 
  easy to break. In the eyes of a suspicious PC 
  they will start talking perhaps a bit too quickly. 
  They will readily tell that they are agents of the 
  Scarlet Brotherhood, though except for the 
  clothes there is absolutely no evidence this the 
  case. In fact, any divination magic will reveal 
  them to be liars. The problem is that no matter 
  what they will tell, divination magic will show 
  them to be liars. They have infected by Syrul’s 
  worm, a magical parasite that distorts any 
  divinations into believing the infected person is 
  lying. Usually it is used to discredit important 
  opponents, but sometimes is also highly useful 
  to make agents look untrustworthy. 
   
  ENCOUNTER 4: THE ENVOY 
  The PCs can meet the Envoy anywhere between 
  Naerie and New Keep. Chances are they have 
  been waiting for the Envoy at the ruins in Adders 
  Pass and have rushed ahead after the message 
  in Encounter 2. Use common sense when 
  determining where and when the PCs will meet 
  the Envoy if at all (he might be dead for 
  example).  
   
  Under normal circumstances 4 human 
  guards dressed like simple troubadours guard 
  the envoy. When they meet the PCs they will 
  demand to see proof of who the PCs are before 
  leaving the envoy alone. These troubadours are 
  not very brave though. During combat they will 
  stay close to the envoy. They are boisterous and 
  they love to sing, but they are also homesick and 
  a bit paranoid. Once the PCs have convinced 
  them they are send by Myrana they will leave as 
  soon as possible. They might stay a little bit 
  longer if they believe the envoy is in danger. Just 
  like the PCs they do not know the person they 
  are guarding is a fake. 
   
  The real name of the envoy is Younard, but 
  he is very well versed in the art of disguising and 
  the only name he will react to is that of Calwyrd. 
  Only a person who really knows the real Calwyrd 
  might have a chance to realize this is not the real 
  envoy.  Younard had more then enough time to 
  talk with Calwyrd to prepare his role. The only 
  risk of blowing the cover is through divination 
  magic. Younard doesn’t have any special 
  protection against divination magic, because of 
  the risk involved. If he dies, the Veil of the Sun 
  might lose a powerful magical item for a 
  relatively 
  minor 
  cause. 
  Of 
  course, when 
  confronted with divination magic the envoy will at 
  first be a bit agitated. It is after all rather impolite 
  to use divination magic this way, but after a few 
  tries he can be convinced to subject himself to 
  the questioning. He will try to avoid giving 
  straight answers. Of course, he is not evil! 
   
  For example: 
   
  Are you the envoy? - A: Yes, I am the man 
  you were send to guard. 
   
  Did the Szek send you? - A: The szek 
  determined that an envoy needed to be send, my 
  superiors selected me because of my skills. Are 
  you from Onnwal? - A: Yes (he is a refugee who 
  settled in Sunndi). 
   
  If the PCs use a divination like augury with a 
  question like ‘Is it a good idea to trust the 
  envoy?’, the answer will obviously be ‘yes’. 
  Younard does not have any evil intentions 
  
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  towards the PCs. In facts, he hates it to hide the 
  truth, but he realizes the necessity for it. 
   
  In the end, if the PCs really know he has 
  been lying about his identity. He will simply tell 
  the truth. Something he wanted all along, but 
  which his superiors forbid. 
   
  “Calwyrd Velhaster” (aka Younard), male 
  human Clr2 (Johydee):  CR 2; Size: Medium 
  Humanoid (human); HD 2d8+2; hp 15; Init +0; 
  Spd 30; AC 10; Atk +0 melee (1d4-1, [19-20/x2] 
  Dagger), +1 missile (1d4-1, [19-20/x2] Dagger); 
  SA Spontaneous casting, Turn Undead 6/day; 
  SQ protective ward 1/day; AL NG; SAV Fort +4, 
  Ref +0, Will +5. 
  Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 16. 
   
  Skills and Feats: Appraise +3, Bluff +10, 
  Diplomacy 
  +8, 
  Disguise 
  +8, 
  Knowledge 
  [Religion] +6, Listen +4, Sense Motive +4, Spot 
  +4; Skill focus [bluff], Alertness. 
   
  Languages: Olven and Dwur. 
   
  Equipment: Dagger, holy symbol of Zilchus. 
   
  Domains:  Trickery (Bluff, Disguise and Hide 
  are class skills). Protection (protective ward 1/d: 
  +2 resistance bonus on the next saving throw). 
    
  Spells: Cleric: (4 /3+1 ) 0- Detect Magic, 
  Guidance, Light, Resistance; 1
  st - Change Self, 
  Remove Fear, Command and Obscuring Mist. 
   
  “Calwyrd is a surprisingly young man – no more 
  than this late twenties. He has large brown eyes 
  and brown curly hair. He has a soft voice and a 
  relatively mild manner. Though he appears to be 
  a retiring type, Calwyrd has a keen intellect and 
  is well versed on Olven matters. He speaks 
  Olven fluently.”  
   
  — This is the description given in the 
  Onnwal mini-module “The Envoy”.  
   
  Yournard has studies the real Calwyrd for some 
  time and he will act as described above. 
  Because he is not too happy about the way the 
  PCs are treated, he might seem a bit withdrawn 
  and somber. If questioned about this, he tells 
  that the betrayal of aide not too long ago has 
  made him a bit depressed. 
   
  [OPTIONAL] ENCOUNTER 
  5: THE ABANDONED 
  CARAVAN 
  This encounter should only be run if there is 
  enough time left. A mini-module should take 
  about two hours, though for some conventions 
  and game-days this might be different. Ask the 
  convention coordinator about the time you have 
  got to run this adventure. This encounter is not 
  vital to the plots of Sunndi. It is an encounter to 
  high light a core plot. People who have played 
  Echoes, Escape from Tehn and the Isle of Woe 
  might know more about what is going on. 
   
   
  The past few days have been quiet and 
  peaceful, almost too peaceful. Who ever wants 
  the Envoy dead needs to make an attack real 
  quick or else the envoy will reach Pitchfield. Alert 
  for danger you ride around the bend of the road 
  past some dense bushes to look at an eerie 
  sight. 
   
  On the road before you there are three 
  wagons loaded with goods. Two of the wagons 
  have been pulled of the road into the bushes. 
  Their contents of grain spilled over the road. 
  Strangely enough there is not a bird in sight and 
  there is no trace of a human presence or even of 
  the animals that pulled the wagons. At first, you 
  have no clue about what might have happened 
  here. Then you see traces of blood on some of 
  the wagons and you realize it might have been 
  the panicked animals that have pulled the 
  wagons of the road into the bushes. This raises 
  even more questions. What happened to the 
  animals? What caused them to flee in such a 
  panic that they rushed into the bushes? Where 
  are the drivers of the wagons? Why are there no 
  birds in the area? 
   
  Let the PCs approach the area as carefully as 
  they want. There is no danger for them anymore.  
   
  The first thing they will note when examining 
  the scene is the corpse of a strange-looking 
  creatures indeed.  It is the corpse of a five-foot 
  long insect like creature, covered with a thin, 
  chitin-like hide, sitting atop six long legs (the 
  creature stands about four feet tall).  A pair of 
  seven-foot insectoid wings is at both ends of the 
  body.  Underneath the wings, a cluster of small 
  amber-colored eyes can be found.  Its mouth, a 
  pair of mandibles, is on the underside of the 
  creature (in-between its legs).  If somebody 
  closely examines the body they will find a minor 
  blackstone heart. A cert for this stone should be 
  available. Remind the players that this stone 
  cannot be traded. The character name, player 
  name, and judge signature should go on the 
  back. These do not count as having any value 
  and are recorded on the AC as if they have 0 
  value.  
   
  Some of the PCs might actually recognize 
  the creature from core adventures. What it is 
  
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  doing here remains a mystery. Those PCs 
  though will realize what has happened here. 
   
  The corpse is that of an etherscout, the 
  smallest of a new kind of creatures that have 
  invaded the world of Greyhawk. These creatures 
  are native to the Ethereal plane and they have 
  got the ability to move from that plane to the 
  material plane. They can take solid material from 
  the material plane to the ethereal plane. The 
  disappearance of any living thing that belonged 
  to the small caravan is due to the bug-like 
  creatures having taken the corpses with them 
  into the Ethereal plane.  
   
  Tracks in the ground will confirm this story 
  (DC 11). The tracks of the insect like creatures 
  are those made by creatures with a lot more legs 
  then the etherscout (more akin to a giant 
  centipede except with the form of a beetle). 
  There are clear signs of a battle, though the 
  etherscout appears to have been killed more by 
  a lucky shot then skill or else there would have 
  been more corpses. There is nothing of value 
  here. The battle took place about 12 hours 
  before the PCs arrived on the scene.  
   
  If PCs search the area extensively though 
  they will find one set of human tracks leading 
  away from the scene in a hurry. Following these 
  tracks takes a tracking check of DC 10. They 
  lead to a large hollow willow and hiding in that 
  willow the PCs will find the human girl Jasizia. 
  The girl is about 12 years old, and is of Oeridian 
  descent. She has got long brown hair and large 
  brown eyes. She is a bit plumb and like many 
  kids of her age she has got acne trouble. Her 
  clothes appear to be torn and she is covered 
  with scratches. She is in a state of shock and 
  getting her to come out of her hiding spot is 
  easier said then done. Of course, a charismatic 
  male human or elf will have a slightly easier time, 
  especially if he uses his prowess with magic or 
  weapons to impress her. From that moment on 
  though, he might not be able to get rid of her. 
  Jasizia will simply adore the male PC. 
   
  Once the PCs get her out of her hiding spot 
  she will tell her story. Apparently she was 
  traveling with her father and several other 
  farmers to Pitchfield to sell the harvest of that 
  year. They were not expecting any trouble, but 
  just to be on the safe side they took bows and 
  weapons with them. Then suddenly out of the 
  blue they heard a strange clicking noise. The 
  noise really scared the draft animals. While they 
  were bussy keeping the animals under control 
  suddenly out of nowhere came these many-
  legged bug-like creatures. All she could think of 
  was to run the moment she saw one of those 
  bugs spit at her father. She still hears the dying 
  scream of her father and telling the story will not 
  be easy. She does not know why she survived 
  and she is not even sure she wants to be alive. It 
  would be best if the PCs drop her at the temple 
  of Pelor in Pitchfield. 
   
  
  Jasiza, human female Com1, hp 3. 
   
   
  CONCLUSION: DELIVERY 
  Once the PCs arrive in Pitchfield they should 
  bring the envoy to the Broken Manacles. Once 
  there Vella Ironbeard will immediately send a 
  messenger to Myrana. She will arrive after about 
  half an hour during which time Vella will be try to 
  satisfy her curiosity. Of course, if the story 
  proves to be interesting she will reward the 
  group with a free pint of dwarf stout. Once 
  Myrana arrives, she wants a full report as well. 
  She will ask about many details, proofing to be a 
  good listener and to be really interested in what 
  happened to the PCs. Of particular interest will 
  be story about the bugs. 
   
  Unless the PCs acted particular cowardly 
  and were responsible for the death of the envoy, 
  she will give them the promised reward. If they 
  acted intelligently and showed subtlety above 
  force she will praise them and they will gain 1 
  influence with the Veil of the Sun. If they actually 
  found out the Envoy was a decoy, she will be 
  really impressed. If you as a DM thinks a 
  particular PC would be well suited as a member 
  of the Veil ask the player he wants to be a 
  member of that organization. If that is the case, 
  write down (or let the player write it down) why 
  you think that particular PC should make a good 
  member and sign it. The PC should then talk 
  about it with a triad member who if he or she 
  thinks the DM was right, will provide the 
  necessary campaign documentation to that PC. 
  The player should contact the triad of Sunndi 
  about it to make sure they have the needed 
  campaign material at hand. Unlike the influence 
  point, this constitutes as a recommendation. 
  Remember the Veil is a secret agency. It does 
  not need bragging aggressive warriors no matter 
  how brave or honorable they have been. 
   
  Here ends The Onnwalian Envoy. 
  
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  APPENDIX A - THE BROKEN MANACLES
  Description 
  Near the northern gate, also known as the 
  Glorioles Gate, on a corner of two small streets 
  stands a large two story high stone building. As 
  many of the buildings within the city its walls are 
  thick and even the roof is made out of flat 
  limestone. This keeps out the heat of the day. 
  The thick green wooden shutters, small windows 
  and reinforced doors give the impression of a 
  small fortress and the building is a bit out of 
  place in the neighborhood. To the trained eye it 
  should be clear that the building is older then the 
  surrounding houses. Above the main entrance 
  hangs a large sign with in fresh paint two arms 
  breaking 
  the 
  manacles 
  that 
  bound 
  them 
  together.  
   
  Once inside, a traveler will be pleasantly 
  surprised. If the outside suggests a Spartan 
  simple tavern, the inside is different. Certainly, 
  the furniture is sturdy and simple and in many 
  cases the chairs are chained to the tables. The 
  walls are unadorned and show the naked stone 
  out of which the building is made. Even the 
  wooden beams that support the second floor are 
  sturdy, simple, but effective. In the middle of the 
  room there is a circular stone platform with steps 
  leading up to it. This platform is reserved for the 
  musicians that heighten the romantic or festive 
  mood of the place. A large wooden bar can be 
  found behind the platform. A large brass sign 
  hangs clearly visible above the bar, in it the 
  following words are engraved in common, 
  dwarves and elves: "In memory of those who 
  died for our freedom. 589 CY" Under these 
  words a list of names follows. A wooden 
  staircase leads up to the second story, which 
  also contains tables. Unlike the ground floor 
  though, it contains several private booths that 
  can be closed with curtains. The area around the 
  platform and the bar on the first floor are not 
  covered by this second story. So people on the 
  second story have an unobstructed view of 
  whatever happens below. A large net though 
  covers this area against any object people might 
  want to throw from above.  
  In short, the interior is build to survive a 
  tavern brawl without too much cost to the owner. 
  Still, well placed continual flames, the smell of 
  fresh flowers and the daily-cleaned straw on the 
  ground give the place a comfortable and 
  romantic aura. It has the feel of a tavern for 
  adventurers, which does not make it popular with 
  adventurers but with a lot of people who love to 
  feel an adventurer for one night without the usual 
  risks involved with such a job. 
   
  The Employees 
  The owner of The Broken Manacles is the dwarf 
  female Vella Ironbeard, cousin of the king of the 
  Glorioles and respected member of the local 
  Trithereon temple. Her brother was the original 
  owner of the tavern, who was executed during 
  the Greyhawk Wars for his activities against the 
  Great Kingdom. Shortly after the war she took 
  over the tavern and she greatly improved it. 
  Under her brother it was an average tavern, now 
  it is justly famous and not only because of the 
  atmosphere and the quality of food and drink. 
  She is outgoing, tries to have a chat with all her 
  guests and strangely enough she almost always 
  remembers those with whom she has had a 
  chat. In short, she is rather strange for dwarf' s 
  standards. She is a broad shouldered dwarf with 
  long braided black hair, green eyes and simple 
  clothes. She does not have a beard. Vella does 
  not mind a brawl within her tavern, as long as 
  those who do not want to get involved are kept 
  out and as long as no weapons are drawn. She 
  is a good person to have as a friend, but a bad 
  person to have as an enemy. She has got 
  influence with both the temple of Trithereon in 
  Sunndi, the Council of Lords through her family 
  connections with the dwarves of the Glorioles 
  and friendship with Hazendel. Besides her 
  contacts though, she also is a formidable fighter 
  who has fought a lot during the Greyhawk Wars. 
  Still, she prefers her current job far above 
  warfare. 
   
  Vella has got a knack for hiring the right kind 
  of people and she does not care of what race or 
  background her employees come. So there are 
  halflings, humans and the occasional half-elf that 
  serve the guests. The barman is usually a small 
  timid half-orc named Werner, who is a very good 
  listener. The gnome illusionist Drap who serves 
  as protection against magic is a very good friend 
  with Werner and tends to help out on busy 
  nights. The cook is also a half-orc, but the man is 
  surprisingly good in the kitchen and even elves 
  praise him. All her employees are good natures, 
  have a good sense of humor, are patient and 
  can withstand a lot of roughness.  
   
  The Fare 
  The Broken Manacles serve all kinds of drink, 
  though it is one of the few places in Pitchfield 
  
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  where one can buy Dwarves Stout for a 
  reasonable price. There is a large selection of 
  ales. The wine card is a lot less extensive. Meals 
  are served as well, though the kitchen closes 
  around 10 pm. Meals are relatively simple, but of 
  a surprisingly good quality. 
   
  Stories about the Broken Manacles 
  The Broken Manacles is an old building with a 
  long history as a tavern. During its long history it 
  had many names and most of them have been 
  long forgotten. As with many old buildings there 
  are many myths and legends about the place 
  and most of them involve murder and ghosts. 
  The most recent events though are not myths. 
  During the final decades of occupation by the 
  forces of the Great Kingdom a cell of the 
  resistance had its headquarters here. At that 
  time the tavern was known as the Sleeping 
  Willow. There was nothing special about it and 
  the owner, Keldar Ironbeard, brother of Vella 
  Ironbeard, preferred to keep it that way. After all, 
  a famous tavern only draws attention. Rumors 
  tell that the cellars of the place have been used 
  to interrogate and kill people that worked for the 
  Great Kingdom and that their spirits still haunt 
  the place. Vella will become furious when people 
  suggest that this took place. In a war people 
  might be forced to do all kind of evil things, but 
  her brother did not resort to the same tactics as 
  the agents of Ivid The Undying! Fact is that the 
  people of Ivid did find out several weeks before 
  commander Osden liberated Pitchfield. The 
  soldiers came out of nowhere, killed all the 
  guests that resisted and arrested the rest. All 
  were 
  publicly 
  executed, 
  including 
  Keldar 
  Ironbeard. 
   
   CAMPAIGN 
  CONSEQUENCES 
   
  As this is an inter-regional plotline with Onnwal 
  we absolutely require that you fill in answers to 
  the following questions and send the answers to 
  madfox@wxs.nl so we can tell the Sunndi triad 
  what to expect in their sister mini-missions. 
   
  1: Did Eshdeern Survive? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  2: Did Leshinn Survive? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  3: Did “Calwyrd Velhaster” survive? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  4: Was the envoy hurt at any time during the 
  scenario?  
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  5: Did the PCs realize the envoy was a fake?  
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  6: Did they confront Younard about him being a 
  fake? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  7: Who did they report the ambushers were 
  working for? 
   
  Scarlet Brotherhood  
  Ahlissa  
   
  Other 
   
  8: Did the find Jasizia?  
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  9: Did they tell the story about the etherbugs to 
  everybody on the streets? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  10: What exactly did they report to Myrana?  
   
    
   
  13: Have you any other comments on the PCs 
  performance? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  We really appreciate you taking the time to fill 
  this 
  out 
  and 
  email 
  your 
  response 
  to 
  madfox@wxs.nl - thank you very much for your 
  efforts. 
   
  Thank you for DMing this mini-module.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Sunndi/SND2-M03 - The Onnwallian Envoy.pdf