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  The Glory of Times Past 
   
   
  A One-round D&D Living Greyhawk
  ® 
  Meta-Regional Adventure set in The Splintered Sun 
  Version 2 
   
  by Rainer Nagel 
  Circle Reviewer: Creighton Broadhurst 
  Special Thanks: Damon Agretto, Alexandra Velten and Marc Tizoc Gonzalez 
   
   
   
   
  A troupe of travelling entertainers comes to the city of Innspa, preparing to re-enact some of the most important 
  battles in Aerdy history in a thrilling spectacle. But someone among their number seems to be hunted by deadly 
  assassins... 
   
  A Meta-Regional for APLs 2-8. 
   
   
   
  Special Note: Before play commences the Dungeon Master must have six copies of Player’s Handout, A Foreigners 
  Guide to Innspa. 
   
   
   
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and 
  the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in 
  any form without permission of the author. To learn more about the Open Gaming License and the 
  d20 system license, please visit www.wizards.com/d20 
   
  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.  ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network. 
   
   
   
   
  The Glory of Times Past 
   
  1 
  
  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 three 
  players (not counting the DM), for the 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 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 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 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. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and 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 sheet, 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.  
   
  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’s a good idea to have the players vote 
  while you determine 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 bring 
  their own characters with them. It players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your 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 
  The Glory of Times Past 
   
  Page 2 
  
  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 to the nearest whole 
  number. 
  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 in a single round it flees, unless another 
  check is successful. 
  3. 
  A group of APL 1 characters that desires an 
  extra hand can “enlist an iconic.” The stats 
  for the 1
  st level versions or Tordek, Mialee, 
  Lidda, and Jozan are included at the end of 
  this adventure. The group may pick one of 
  these characters to accompany them on the 
  adventure. The DM controls that NPC. 
   
  Time Units and Upkeep 
  This is a one-round Meta-regional adventure, set in 
  Ahlissa. All characters from Metaregion Five pay one 
  Time Unit to participate in the adventure. All other 
  adventurers pay two Time Units to participate.  
  Adventurer’s Standard Upkeep costs 12 gp. 
  Rich Upkeep costs 50 gp. Luxury Upkeep costs 100 
  gp. 
   
  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. For a given scenario 
  that does not state the phase of the moon, roll 1d10 
  before play begins. On a result of 1, the first day of 
  the scenario is a night of the full moon (roll 1d3 to 
  determine where in the sequence of three nights it 
  falls). 
   
  Adventure Background 
  This adventure is set in the city of Innspa. 
  The Glory of Times Past 
   
  Page 3 
  
   
  The adventure centres on the activities of a 
  troupe of entertainers called The Aerdy Re-
  Enactment Company, which tours the region with 
  displays of famous battles in Aerdy history. 
  Currently, the troupe is working on a recreation of 
  the Battle of a Fortnight's Length, using a 
  combination of live acting and displays of magic. 
  Unbeknownst to almost everyone, one of the 
  troupe's leading actors is actually a personality of 
  some importance for the ongoing campaign who, for 
  reasons of their own, has been out of the city for 
  quite some time and now wants to return unnoticed, 
  using the Company for cover. Only a few others 
  know about this, and some have decided to prevent 
  this person from returning... 
  In the adventure the returning person is Anarkin, 
  Prelate of Almor during the Greyhawk Wars, who 
  disappeared shortly after the Wars to be replaced by 
  his predecessor, Prelate Kevont; he is a high-level 
  cleric who has fallen from Heironeous's grace. The 
  assassins on his trail are agents of the Scarlet 
  Brotherhood (in the service of the Office of 
  Diplomacy): Veleron Astigios, a ka (monk) and Korin 
  Theng, a retna (assassin). 
  The choice of battle to be re-enacted has a lot of 
  political significance and could be regarded as 
  explosive in some regions. As such, it has been 
  carefully chosen and orchestrated: Kurlasgh Orrm, 
  founder and leader of the Company, is a former 
  diplomat of the United Kingdom of Ahlissa, who 
  tries to create a pro-Ahlissa mentality in the regions 
  surrounding the Kingdom. Since the Battle of a 
  Fortnight's Length (in 535 Oeridian Reckoning, 
  equalling the year -110 CY) marked the fall of the last 
  independent Oeridian kingdom to the might of the 
  Kingdom of Aerdy, thus paving the way for the 
  proclamation of the Great Kingdom, Orrm hopes 
  that re-evoking this glorious past will do something 
  similar for the United Kingdom of Ahlissa. (Minus 
  the actual warfare which Ahlissa really isn't in a 
  position to go into just now). Thus, the Company is 
  actually Ahlissan-backed, and Orrm even managed to 
  obtain the loan of a trained Ahlissan mage (the 
  illusionist Lertolia Corander) to serve with the 
  Company. Given all this, it is small wonder that the 
  Company's official symbol is a variation on the coat-
  of-arms of the Kingdom of Aerdy. 
  The basic background premise of the adventure is 
  that Kallra Groomnose, gnomish head groom of the 
  three main actors, who has had suspicions about one 
  of them being some else entirely all along, is killed by 
  one of the agents after having accidentally stumbled 
  upon their activities. Not accustomed to dealing with 
  such knowledge, she behaved quite conspicuously 
  and thus attracted the attention of the very person 
  she was trying to shadow (Veleron Astigios), who 
  immediately decided to silence her. The PCs arrive 
  just in time to prevent the assassin from hiding the 
  body, thus throwing a wrench into an otherwise well-
  laid plan. It is then up to the PCs to follow the leads 
  and prevent the assassination of Anarkin. 
  The title of the adventure refers to both the 
  troupe's re-enactment of Aerdy's former glory and to 
  the attempts of the Scarlet Brotherhood to recover 
  from their recent losses - and, of course, there are 
  "Anarkin's" as yet undisclosed plans... 
   
  Thanks 
  "Glory" is indebted to the movie, Gladiator, without 
  which I'd probably never have written it. Other 
  influences include an actual Roman re-enactment my 
  girlfriend, Alexandra Velten, once enjoyed at 
  Carleon, as well as the book Die Legionen des 
  Augustus. Der römische Soldat im archäologischen 
  Experiment (The Legions of Augustus. The Roman 
  soldier as part of archeological experimentation) by 
  Marcus Junkelmann (1986), which describes how a 
  group of scholars 'played Romans' by dressing up as 
  Roman legionnaires and crossing the Alps. The troop 
  descriptions are based on what we know about late 
  Romano-Byzantine armies, with David Nicholle's 
  Romano-Byzantine Armies 4
  th to 9
  th Centuries 
  (Osprey Military Men-at-Arms Series 247) being my 
  primary source. I would also like to thank Damon 
  Agretto and Marc Tizoc Gonzalez, from the Greytalk 
  mailing list, for insightful comments on the subject. 
   
  Adventure Summary 
  While wandering around one of the less crowded 
  parts of the city, the PCs stumble across the body of a 
  gnomish woman (Kallra Groomnose) just being 
  hauled into the direction of a small stream by a 
  hooded figure (Veleron Astigios). If the PCs act 
  quickly enough, they manage to cause Astigios to 
  flee, and are able to retrieve the body (if not, they 
  need to fish it out of the stream). Examination reveals 
  that the gnome died from a crushed windpipe. The 
  only clue the PCs find is a small leather token linking 
  her to the Aerdy Re-Enactment Company which 
  entered town three days ago and is currently 
  preparing for their rendition of the Battle of a 
  Fortnight's Length. 
  When the PCs go to the Company's current 
  quarters to investigate, they find out that the woman 
  was some kind of personal groom to the troupe's 
  three leading actors. Searching her room reveals her 
  private diary which has an entry voicing her 
  suspicions that one of the three lead actors might not 
  be who he seems, and that how she accidentally 
  overheard a plan to kill him (for which she was killed 
  as the agents found out). 
  Talking to the three suspected murder victims 
  reveals nothing, unless one of the PCs gets lucky 
  with a Sense Motive check on the disguised Anarkin. 
  If they do, they find him to be slightly nervous and 
  preoccupied and probably deduce that he must be the 
  target of any attack. 
  The Glory of Times Past 
   
  Page 4 
  
  Such an attack takes place the next day during 
  one of the small-scale practice sessions, when one of 
  the two agents (Korin Theng) makes a go for 
  Anarkin. He should be foiled by the PCs, and might 
  be captured in the wake of his unsuccessful attempt. 
  If he manages to flee, he will resurface at the very 
  end of the adventure, lying low until then to give his 
  colleague time to succeed where he failed. 
  Tracing Theng could lead the PCs to the secret 
  hideout 
  of 
  the 
  pair, 
  forcing 
  a 
  premature 
  confrontation between the holed-up Astigios (and, 
  possibly, Theng if he's still alive) in an all-out battle. 
  If they succeed, the threat to Anarkin will be ended 
  early, and the rest of the adventure, i.e. the actual re-
  enactment of the battle, proceeds without any 
  interruptions. 
  If the PCs don't find the secret hideout, though, 
  Astigios will wait until after the display to attack 
  Anarkin when all relax and celebrate the successful 
  performance. Depending on the PCs' actions, he 
  might be defeated on the spot, or may be able to flee 
  to his hideout to make a final stand. In any case, the 
  adventure should end with the two agents defeated 
  and Anarkin silently deserting the Company during 
  the festivities, to vanish in the city for reasons as of 
  yet entirely his own. The PCs should not be able to 
  tell just whom they have protected here! Anarkin's 
  plans will be revealed in forthcoming adventures. 
  Only a small token Anarkin accidentally left behind 
  might offer a clue... 
  Even with Anarkin having vanished, the 
  Company will be glad that the PCs managed to avert 
  disaster and grant any PCs who wish so honorary 
  membership status. The Company's bard will also 
  make the ambient song spell (from Song and Silence) 
  available to those PCs who are interested in learning 
  it. And there is an item found in the agents' hideout, 
  which may lead the PCs one step into the direction of 
  where the two really came from... 
  The Foreigner’s Guide to 
  Innspa 
  Since the adventure is set entirely in the city of 
  Innspa, judges from other regions should study the 
  below description of the city carefully. Most of it is 
  taken straight out of Ivid the Undying, but has been 
  modified as needed. 
  Innspa (pop. 12,200) is a unique city in Aerdy. It 
  has been part of Nyrond, Almor, and North Province 
  in its history. For the past 35 years or so, it had 
  become virtually the personal fief of Prince Corazell 
  of the House of Garasteth. His House had bought 
  Innspa from the Crandens centuries ago when the 
  city was but a small mining village and turned it into 
  a trade city, dealing in ores from the Flinty Hills, 
  food from Nyrond, timber from the Adri and fish 
  from the river. During changes of nation, Innspa 
  stayed much the same, a cosmopolitan city where all 
  races and ethics mixed and intermingled. 
  While the city was slowly changing into a spa for 
  the wealthier Aerdy classes, its population changed as 
  well. Originally there were mostly gnomes and 
  dwarves, happily delving for metals and gems in the 
  nearby hills. Nowadays, the city is predominantly 
  human (mostly of Oeridian stock), with several 
  hundreds of gnomes still remaining a (rather 
  important) part of city life. They have an entire 
  quarter (in the Old City) to themselves, but mingle 
  freely with humans in the other quarters. The 
  dwarves moved on after the mines had become 
  depleted (and all this bathing was getting to them, 
  anyway). Halflings have never been too frequent 
  around here, except for visitors from a few 
  settlements in the Flinty Hills. 
  The city’s original name was not Innspa, by the 
  way. The initial settlement is supposed to have been 
  called, Nonisburg. At the time when House 
  Garasteth received the place as a fief, tax rolls list it as 
  Minerstown. The – rather apt - name “Innspa” was 
  not chosen until 200 years ago, when the city had 
  long been turned into a spa, and most of the miners 
  had long left. 
  Corazell died without issue, and while one or two 
  of his male brothers and cousins have turned up to 
  take possession of the city, they have met their match 
  in the fierce Countess Karasin, Corazell's widow. She 
  is cunning and crafty. Since Corazell is believed to 
  have died in the wars, she says that she holds this city 
  in a form of royal trust in his memory. Nobody 
  minds that Prince Corazell actually died from a brain 
  hemorrhage brought on by ingesting staggering 
  amounts of brandy. Karasin proclaims him a war hero 
  and will not give up his lands. Indeed, she has 
  proclaimed ownership of a swathe of land stretching 
  from the eastern bank of the small western Harp 
  tributary as far northwards as the point where the 
  river enters the southern Griff Mountains. 
  When Nyrond occupied large tracts of former 
  Almor after most fiends had been banished by the 
  Crook of Rao in 586 CY, Karasin lost the area north 
  of the Flessern to Nyrond. Long being courted by 
  Overking Xavener I, she finally decided to give in to 
  his advances by formally entering the United 
  Kingdom of Ahlissa as the Pricipality of Innspa, in a 
  much-noticed speech before the city council on 
  Godsday of Growfest 590 CY, the third anniversary of 
  West Almor becoming a protectorate of Nyrond. 
  In addition, when Xavener created the Adri 
  Marchland to provide for his cousin, Prince Molil 
  (charged with bringing the Adri under Ahlissa’s rule, 
  thus succeeding where Karasin has failed), the seat of 
  power for the Adri Marchland was nominally set in 
  Innspa. Molil, however, only rarely visits his 
  sumptuous palace in the Old City, leaving most of 
  the “governing” of his fief to bureaucrats. 
  Innspa does not have city walls as such, but its 
  core, the Old City, is walled, while new construction 
  has taken place outside these walls, in what has 
  The Glory of Times Past 
   
  Page 5 
  
  become the New City. Most houses in the Old City 
  are built of stone, and many reveal the handiwork of 
  dwarven 
  or 
  gnomish 
  stonemasons—though 
  demihumans are very rare here now. The Old City 
  houses about 2,500 people, and contains Karasin's 
  palace, the barracks of Levialen's Innspa Regiment, 
  and the richer, skilled workers and petty aristocracy 
  of the city. Rulership is high within the old town, 
  medium elsewhere. Goods are expensive (cost 
  multiplier 180%) and are often in short supply. Most 
  temples can also be found in the Old City, except 
  those of new, obscure, or rather powerless deities. 
  Innspa has two exceptional features: 
  One is the series of stone aqueducts of gnomish 
  design, which bring fresh water from the Flinty 
  Hills. This is a strange contraption unparalleled 
  anywhere on Oerth. The aqueduct spans a distance of 
  about forty miles, leading north from Innspa in a 
  (more or less) straight line. Its most important part is 
  a rectangular stone duct based on large stone pillars. 
  In this series of ducts, fresh water is transported from 
  a source in the Flinty Hills all the way south to 
  Innspa, where it is channeled throughout the city by 
  an ingenious system of interconnected distribution 
  towers. Only gnomes could think of such a 
  contraption. 
  The aqueduct seems to be made of a huge variety 
  of different types of stone, and yet everything blends 
  together seamlessly, even harmonically, and even 
  looks quite sound and solid (in a gnomish way). 
  Right next to the aqueduct, a wide, heavily used path 
  winds its way north, into the hills. Depending on 
  terrain type (and the whims of the gnome or gnomes 
  charged with constructing this particular section), 
  the aqueduct runs to a height of up to 150 feet, but 
  may also be lying on the ground, or run through a 
  particularly stubborn hill. Its basic principle of 
  construction is that water flows downwards from the 
  hills into Innspa with the right amount of pressure, 
  and aqueduct construction has to reflect this. Next to 
  Innspa, the pillars are rarely higher than thirty feet. 
  The ducts as such are usually five feet wide and six to 
  eight feet high, but individual dimensions vary as 
  often as construction style (depending on the gnome 
  in charge). The aqueduct is old and worn, but well 
  preserved, which is due to regular and highly 
  qualified maintenance by the Gnomish Guild of 
  Architects of Innspa (which is a Meta-Organization 
  of our region, open only to gnomes and the 
  occasional dwarf). 
  The distribution towers cunningly distribute the 
  water around Innspa, using most of it to irrigate the 
  Old City’s many beautiful parks, complete with small 
  ornamental lakes. 
  The other exceptional feature is the splendidly 
  ornate public baths with their idiosyncratic bill of 
  fare: a quick swim and bathe in the "tepid water" 
  baths costs but 1 cp. For the aristocracy, 2 gp buys a 
  foaming hot water bath with herbal infusions and 
  allegedly medicinal mineral salts together with all 
  the hot towels and soap one can use. An eccentric 
  wizard obsessed with personal hygiene built them in 
  322 CY, and rumor has it that a fire elemental has 
  been bound to the place to heat the waters. 
  As befits the second part of its name, the city is a 
  place of bubbling springs – some cold, some hot, and 
  many of both oddly coloured or imbued with strange 
  odours. While a few of these are open and common, 
  most are contained within some edifice or another. 
  Besides these baths and centres that promise various 
  sorts of invigoration, cures, and whatnot. The place 
  seems to have more hostels, taverns, and inns than 
  most communities in all the Flanaess – hence the 
  first part of its name. The more expensive of these 
  inns are situated within Old City, fitting nicely into 
  its rather feudal surroundings. 
  Innspa also boasts more than a half-hundred 
  religious building, ranging from small shrines to 
  large temples and great cathedrals. Nowhere on 
  Oerth will you find such a large array of religious 
  buildings (technically speaking, every deity listed in 
  the LGJ 3 has at least a shrine somewhere, sometimes 
  in a most covert way). Due to the current political 
  climate, worship of good deities has fallen somewhat 
  in favour, with a corresponding decline in temples. 
  The most important religions are those dedicated to 
  Hextor and Zilchus (state deity), with Xerbo, 
  Fharlanghn, Olidammara, Kord, Norebo, Ralishaz, 
  Kurell, Boccob, Wee Jas, Delleb, Syrul, and Rudd also 
  being of some importance. On the other hand, the 
  faiths of Heironeous and Pholtus have dwindled, 
  their once huge temples now slowly falling into 
  disrepair. Within the nearby Adri Forest, Obad-hai 
  and Ehlonna are most important, but Beory, Atroa, 
  and Phyton all have their followers. 
  Regional alignment in Innspa is, at least as 
  regards rulers and politics, lawful neutral (with evil 
  tendencies, since Karasin herself is neutral evil). 
  Most of the population (especially those over thirty), 
  however, are still predominantly neutral good, lawful 
  good, and lawful neutral.  
   The city watch is predominantly lawful neutral. 
   
  Encounter One: 
  A Monk in the Night 
  Before play commences handout copies of Player’s 
  Handout, The Foreigners Guide to Innspa and allow 
  them to familiarise themselves with it. Once the 
  players have read the document and asked any 
  questions they may have the adventure begins. 
   
  The adventure begins just after dark with the 
  PCs on their way around Innspa, in or at least close to 
  some back alley near a small stream. It is not really 
  important where exactly they are going (home after a 
  bout of drinking, to a tavern to do the former, to an 
  appointment, etc.). There are many of these small 
  (usually artificial) streams in Innspa, most of them 
  The Glory of Times Past 
   
  Page 6 
  
  offshoots from the gnomish aqueduct leading to the 
  city’s parks and ornamental lakes. Describe the rather 
  deserted city streets at night, mixing in a few smells 
  and sounds, including the low murmur of the near 
  stream. Then call for Listen checks from all PCs (or 
  better yet, roll them yourself). The following 
  description comes in two parts: Read the first 
  paragraph only if at least one of the PCs succeeds in a 
  Listen check (DC 15); otherwise, skip to the next 
  paragraph. 
   
  Suddenly, your hear a low, thumping sound 
  somewhere in front of you, followed by an equally 
  low sound of something cracking. It seems to be 
  coming from the direction of that small stream 
  directly ahead. 
   
  Provided the PCs move in the direction of the sound, 
  describe the following: 
   
  You turn around a corner, just to see a disturbing 
  sight: A few meters away from you, on the other 
  side of the small stream, you see a human-sized 
  hooded figure bent over the limp body of a small 
  person (a child, or maybe a gnome or halfling), 
  grabbing the body under the arms and dragging it 
  towards the stream. 
   
  This is Veleron Astigios who has just killed Kallra 
  Groomnose and is about to dispose of the evidence. 
  Have the PCs roll Move Silently checks (Dc 15) at 
  this point: if even one of them fails they alert the 
  monk to their presence. Astigios immediately lets go 
  of the body and vanishes into the night, disappearing 
  from sight. It is likely that he wins initiative in such a 
  case, and even if the PCs want to follow him, they 
  have to cross the stream first via a successful Jump 
  check (DC 8). Since the monk is faster than the PCs 
  and has taken care to prepare for a hasty getaway if 
  necessary, he should escape, leaving the body behind. 
  The PCs' only impression will be one of a quick and 
  agile person who seems to have her body under tight 
  control. Astigios's stats can be found in the appendix. 
   
  If the PCs don't immediately make their 
  presence known, they observe how the hooded 
  figure dumps the limp body into the water of the 
  stream, causing a slight splashing sound. After 
  looking briefly around (and possibly noting the PCs), 
  Astigios turns away and vanishes into the night. 
   
  In this case, the PCs will have to get the body 
  out of the water if they want to examine it. Since the 
  stream's current is pretty weak, it shouldn't be 
  problematic to get the body out on a Rope Use or 
  Strength check (DC 8). 
   
  Since the body seems to be the PCs' only lead, 
  they will most probably examine it. They discover 
  the following: 
   
  The body is not a child at all, but a gnomish 
  woman of about 80 years. She is dressed in 
  practical clothing, which leaves the impression of 
  a middle-class woman. Short brown boots and a 
  dark green cape stick out. 
   
   
  She carries a purse with 20 gp in plain view on her 
  belt, which whoever assailed her obviously was not 
  interested in. She is unarmed and unarmoured. She 
  wears a plain gold ring (worth 10 gp) and a small iron 
  locket around her neck, which is locked by a tiny 
  clasp. She has no other belongings with her, and no 
  means of identification. (Good-aligned PCs should 
  return her money to the Company.) 
   
  Opening the locket (it is neither locked nor 
  trapped) reveals nothing but a small round, rolled-up 
  piece of leather with a simplified version of the coat-
  of-arms of the Kingdom of Aerdy (which in itself is a 
  less complex version of the Great Kingdom's 
  crowned golden sun) stitched onto it, surrounded by 
  a double circle stitched in yellow thread. An 
  Intelligence check (DC 10) reveals that this is the 
  emblem of the Aerdy Re-Enactment Company, a 
  troupe of entertainers who specialize in recreating 
  important battles of the history of the Great Empire 
  in spectacular and vivid displays. PCs who succeed in 
  this check become aware (or recall) that this troupe 
  entered Innspa three days ago and is currently 
  preparing for their performance, which is to take 
  place in two days. (Depending on the PCs at the table 
  it is also possible that the PCs already know of the 
  Company and may already have decided to visit their 
  performance). 
   
  The woman is obviously dead, but is still warm. 
  The cause of death can be identified by a Spot or Heal 
  check (DC 10), success of which indicates that her 
  windpipe was crushed. If the Spot or Heal check is 
  very successful (DC 15), it becomes obvious that the 
  killing blow was not delivered by a weapon or a 
  garrotte, but by a well-aimed movement of the hand. 
   
  Nothing else can be gathered from the scene of 
  the crime. 
   
  Should the PCs involve the authorities from this 
  point on, these will take the body into custody and 
  meticulously search the scene of the crime. They will 
  point out the connection to the Company and inform 
  their management of the loss of their employee. 
  After questioning both the Company management 
  and the PCs, the guard begins a search for the killer, 
  but, quite frankly, have little hope of catching him 
  (or her? or it?) on such a vague description. 
   
  While the city guard will pre-empt the PCs in 
  some things (like alerting the Company to the death 
  of Kallra Groomnose, thus spoiling a wonderful 
  chance for the PCs to contact the Company), it will 
  not occur to them to search Kallra's room, and thus 
  they won't be able to make the connection between 
  Kallra and Anarkin. 
  The Glory of Times Past 
   
  Page 7 
  
   
  In general, official interest will be rather low, 
  given the fact that most city officials see the 
  Company as little more than an Ahlissan propaganda 
  tool, which they understandably, will not go to really 
  great lengths to protect. They will not neglect their 
  duties, of course, but won't be too enthusiastic about 
  them, either. Most of the older citizens of Innspa 
  have either fought in the Greyhawk Wars or have 
  lost friends, relatives, spouses, or children, and will 
  thus be more likely to turn an blind eye when a crime 
  is committed against someone propagating the values 
  of the former Great Kingdom. 
   
   
   
   
  t i
  Treasure: The only items that the PCs will find here 
  are the belongings of Kallra Groomnose 
  All APLs: Coin 5 gp. 
   
  When the PCs decide to alert the Aerdy Re-
  Enactment Company to the death of their member, 
  proceed to Encounter Two. 
  Encounter Two:  
  Meet the Aerdy Re-Enactment 
  Company 
  This encounter takes place once the PCs decide to 
  visit the grounds of the Company, either to bring 
  them the sad news of the death of their employee or 
  to snoop around a bit - or both. 
  The Company is currently housed near the 
  huge staging field where they are going to perform 
  their rendition of the battle. This area is north of the 
  New City, and has been specifically erected for this 
  occasion (with the city authorities not yet knowing 
  what to do with it afterwards). True to form, most of 
  the actors are housed in replicas of field tents of the 
  period, while the rest of the crew has taken up 
  lodgings in nearby inns in the New City. To begin 
  with, here's a breakdown of the people in the 
  company's employ: 
  First, there's a total of 32 actors portraying the 
  Aerdy troops and their Nyrondese enemies. All of 
  these are housed in tents appropriately styled in 
  either Aerdy or Nyrondese fashion (which don't 
  differ that much, anyway), four persons per tent. All 
  in all, twelve actors are to represent the Nyrondese 
  cavalry, while the other twenty are to perform as the 
  glorious Aerdy legions. (In case you're wondering: 
  the rest of the troops involved in the battle will be 
  created by illusionist magic; this is why there's an 
  illusionist, as well as a bard, with the Company). 
  Next, there are the three leading actors: the 
  commander of the Aerdy troops, the commander of 
  his personal bodyguard, and the leader of the 
  Nyrondese. Each of them has their own tent. We'll 
  take a closer look at them later on. The Aerdy war 
  leader is played by Kurlasgh Orrm, while Eldan 
  Arkion (Anarkin) is to portray the bodyguard leader. 
  There's a total of eighteen staff people, 
  concerned with makeup, grooming, tending the 
  horses, construction of props, and performing 
  incidental music. All of these are quartered in two 
  middle-class inns close to the performance grounds 
  (Singing Wanderer and Berkhan’s Homely House). 
  Kallra Groomnose was one of those people; her 
  position in the Company ensured her a single room 
  in Berkhan’s Homely House. 
  Finally, there are the bard Shari Songwood and 
  the illusionist Lertolia Corander who, as the 
  backbone of the performance, are quartered in high-
  quality inns deeper into the New City. They spend 
  most of their days in their rooms, memorizing their 
  spells and going over their routines in seclusion. 
  They only join the daily practice sessions to observe 
  the live actors, to be able to coordinate their spells 
  with their movements on the day of the 
  performance. They will not display any spectacular 
  feats of magic during the practice sessions; these will 
  have to wait until the actual performance. 
  As in the first encounter, all relevant game data 
  will be found in the appendix. For those members of 
  the Company not listed there (i.e., everyone except 
  the three leading actors and the two spellcasters), just 
  assume these are low-level experts maxed out with 
  Craft, Profession, or Perform skills appropriate for 
  their position. 
  When the PCs approach the staging area, 
  describe the following: 
   
  Your way takes you to one of the city's largest 
  performance areas, an open theatre with lots of 
  free space, recently constructed. Currently, it 
  does look a bit weird, and you almost feel like you 
  had travelled back in time, into the days of the 
  glory of the Kingdom of Aerdy: A total of eleven 
  tents are arranged into two camps, symbolically 
  divided by what looks to be a low palisade. Seven 
  of the tents are grouped in the left side of the 
  palisade, while the rest is tucked together on the 
  other side. The banner of the Kingdom of Aerdy 
  flies proudly from a flagpole in the centre of the 
  camp to the left, while several war standards with 
  unknown symbols on them can be seen among 
  the tents to the right. Various campfires burn on 
  both sides of the palisade, and the smell of roast 
  mutton hangs in the air. Yet, the 'camps' seem to 
  be empty at the moment. 
   
  However, you hear shouting from the open 
  arena. Looking into this direction, you see two 
  groups of men moving into position, obviously 
  rehearsing battle strategies. Most of these men 
  wear chain mail shirts, iron helmets, shields, and 
  short swords. Two attendants are hard at work 
  laying out long spears. A smaller group of twelve 
  people are standing around in civilian clo h ng, 
  intently observing the proceedings. In the 
  background, more attendants care to twelve 
  The Glory of Times Past 
   
  Page 8 
  
  horses which stand around idly. An imposing 
  male figure, also dressed in chain mail, stands 
  between the two groups, gesticulating wildly 
  while giving orders. Outside the arena, in one of 
  the lower rows of spectator seats, you see a 
  colourfully dressed woman with a pointed hat, 
  intently watching the proceedings. 
   
  All in all, some 35 people are engaged in the 
  arena. In addition, some thirty spectators watch 
  the proceedings, but most of them do not remain 
  long, since there's not much to see. 
   
   
  , 
   
  You may want to introduce your players to the map 
  of the staging area at this point, although this is not 
  really necessary right now. A more detailed 
  description of the area will be found in Encounter 
  Six: The Battle of a Fortnight's Length, New Version. 
  The man in the middle is Kurlasgh Orrm, 
  founder and leader of the Company. He is currently 
  in the process of directing his live actors, while the 
  Company's illusionist, Lertolia Corander, is looking 
  on, memorizing the actors' movements and already 
  mentally weaving her own illusions into the 
  emerging patterns. The symbols on the right-side 
  camp war standards can be identified as war symbols 
  of the Oeridian Kingdom of Nyrond by Knowledge 
  (history) or Bardic Knowledge checks (DC 20). 
  The scene is intended to convey the ill-fated 
  thrust of an elite brigade of Nyrondese cavalry 
  (hence the horses) against the centre point of the 
  Aerdy lines, who are about the break the cavalry 
  charge (hence the spears), thus heralding the final 
  victory of the armies of the Kingdom of Aerdy. If the 
  PCs do not intervene, the actors continue drilling 
  and practicing for two more hours (mainly getting 
  into fighting formations and setting spears against 
  charges, while the "civilians" are told where to move 
  their horses), until they have a one-hour break in 
  which they retire to their respective tents and 
  partake of some more wine and mutton. After the 
  break, the focus of the practice session will shift to 
  the Nyrondese horsemen, who will then change to 
  their costumes, mount their horses and run a few 
  feint attacks against the Aerdy lines. Lertolia 
  Corander will leave about an hour after the PCs 
  arrive at the scene, having seen the actions often 
  enough to accurately memorize the scene. Unless 
  stopped by the PCs, she returns directly to her inn. 
  If the PCs decide to talk to her, she will listen to 
  them, casually at first, but then with great interest 
  and genuine concern. She immediately directs them 
  to Kurlasgh Orrm, even interrupting the practice 
  session if necessary. If the PCs wait until the session 
  is finished, everyone they address will act in a similar 
  manner, so that they will finally talk to the leader of 
  the Company directly. Read the following: 
   
  Kurlasgh Orrm is a large, heavy-set man with 
  pleasant, open features and a short moustache. He 
  listens to your tale, and the longer you speak, the 
  more his concern grows. Finally, he motions into
  the direction of the other man you saw dressed in 
  Aerdy mail and beckons him to his side. 'This is 
  Eldan Arkion, who not only plays "my" personal 
  bodyguard, but has also become my right hand in 
  leading the Company. Eldan I'd like to hear your 
  opinion, as well.' Arkion, who looks surprisingly 
  old for an actor portraying the captain of a 
  bodyguard unit, listens to Orrm's recap of your 
  findings, then nods slowly. 
   
  Most of this conversation will have to be improvised 
  between the players and you acting as Orrm and 
  Arkion. Of course, Eldan Arkion is actually former 
  prelate Anarkin in disguise. It needs to be stressed 
  again here that Orrm has absolutely no idea that his 
  de facto second-in-command might be something 
  more than he seems. 
   
  The following facts should emerge during the 
  conversation: 
   
  1. 
  Both Orrm and Arkion are at a loss just why 
  someone would want to kill one of their 
  employees, especially once the PCs mention 
  that theft did not seem to be involved. They 
  could come up with only two theories: 
  blackmail, or political agitation against the 
  distinctly 
  pro-Aerdy 
  (and 
  thus, 
  pro-
  Ahlissan) Company. Of course, Orrm will 
  not mention that the Company is actually 
  partially funded by Ahlissa (a fact unknown 
  to Arkion). 
  2. 
  Both actors cannot remember any personal 
  grievances someone from this city might 
  have against them, but then again neither 
  can be totally sure. If the PCs succeed at a 
  Sense Motive check (DC 20) when 
  questioning Arkion, they get the impression 
  that be may know more than he's letting on 
  (which he does, since he immediately 
  suspects that someone is after him, even 
  without having any proof). If the PCs press 
  this point, Arkion turns them down briskly, 
  leaving shortly afterwards. 
   
  Once the question of involving the local authorities 
  comes up, Arkion is immediately opposed to the idea, 
  citing a possible anti-Aerdy bias of the authorities as a 
  reason. This is especially true in Innspa, since 
  Princess Karasin's allegiance to Ahlissa is by name 
  only, and even if the idea seems unlikely, Arkion will 
  construct a somewhat convoluted tale of the city 
  watch possibly being undermined by exactly the 
  same unsavoury elements who killed Kallra. When 
  playing out this scene, remember that Arkion may be 
  making things up at the moment, but that he is a 
  skilled rhetorician who is able to exploit any possible 
  openings the PCs may give him. He is willing to 'test 
  The Glory of Times Past 
   
  Page 9 
  
  the guard's capabilities' by urging them to find the 
  murderer, but doesn't seem to believe in their 
  chances of doing so. At the same time, Arkion is 
  aware of the fact that Orrm is supposed to make the 
  decisions concerning the Company, and thus tries to 
  steer him into accepting outside help which is not 
  related to the city guard - i.e., the PCs. Again, a Sense 
  Motive check (DC 20) reveals that Arkion may know 
  more than he's letting on. 
   
  During most of this conversation, Orrm will let 
  Arkion do the talking, pondering his words and at 
  the same time trying to judge the PCs. Finally, he 
  will be convinced that letting the city guard in onto 
  this is not the best of ideas (he, too, is aware of the 
  political realities of his time) and, after being 
  prompted by Arkion, asks for the PCs' involvement 
  in the matter, 'to keep things from making a stir just 
  two days before the performance. We can't have an 
  official investigation that may turn away the 
  audience.' 
   
  As far as the topic of a "reward" is concerned, 
  Orrm is pretty reluctant to offer any money, but 
  could be persuaded to pay an amount of money 
  depending on APL (100 gp per character at APLs 2 
  and 4, 150 gp per character at APL 6, and 200 gp per 
  character at APL 8) once the killer has been found 
  and the threat to the Company (if any) ended. He is 
  much more generous with non-monetary rewards, 
  such as granting the PCs honorary membership 
  status in the Company (translating into an Influence 
  Point) or providing them with life-long free 
  admission to all the Company's performances (which, 
  at 5 gp per person, are only intended for the wealthy 
  anyway). He may also promise training for aspiring 
  bards and actors, and offers to put in a word with 
  Lertolia Corander and Shari Songwood for spell 
  tuition. 
   
  Both actors remember Kallgra Groomnose as a 
  dedicated, hard-working employee who took her 
  work of grooming the three leading actors very 
  seriously. Orrm states that she has been with the 
  Company for seven years, joining as handmaiden but 
  quickly rising through the ranks until she had 
  become head groom. 'She had a real nose for 
  grooming,' Orrm says in explanation of her 
  somewhat unusual name. They don't know a lot 
  about her social life ('Maybe her colleagues do?'), but 
  never got the idea she might be involved in shady 
  deals. Orrm does not recall knowing about any debts 
  she might have had, or any other dark spots in her 
  past. Both men remember her as friendly, outgoing, 
  and sometimes even gregarious, a valuable addition 
  to the Company not only in the professional sense. 
  She will be sorely missed. Naturally, Arkion 
  immediately begins to suspect that Kallra might have 
  found out something about him (he hadn't noticed 
  before, and had interpreted her increasing attention 
  to him as professional courtesy), but of course won't 
  tell the PCs. 
   
  If the PCs ask for permission to search Kallra 
  Groomnose's room, Orrm gives it gladly, even in 
  writing if asked, provided one of his men is allowed 
  to accompany the PCs to make sure they don't do 
  anything untoward. He can be persuaded to relent 
  from this if the PCs promise to truthfully report 
  anything they find back to him and succeed in a 
  Diplomacy check (DC 15). Almost all of the staff 
  people will accompany the PCs if asked, thus the DM 
  can pick any NPC he likes for this task, although 
  Cuorana Stagefest, the only other gnome under 
  Kallra's direct command, would probably be the most 
  eager candidates. Orrm also gives the PCs permission 
  to talk to any of the troupe's members at will, 
  provided they remain polite and friendly in doing so. 
   
  If the PCs hire on as private investigators, 
  bodyguards, or something along that vein, Orrm 
  provides them with free admission tokens for the 
  performance, sparing them the 5 gp admission fee. 
   
  Further investigation on the scene of the staging 
  area will not help the PCs any further. They are free 
  to talk to Landra Merolion, the actress playing the 
  part of the Nyrondese cavalry leader, who knows 
  nothing the PCs haven't already heard, but seems to 
  be a bit more on the trusting side as regards the 
  capabilities of local law enforcement (i.e., she lacks 
  Orrm's and Anarkin's political experience). In fact, 
  she seems to be a bit bewildered that the PCs 
  investigate Kallra's murder instead of the local 
  constabulary. A Sense Motive check (DC 15) reveals 
  that there is no hidden meaning behind her words 
  and that she really knows nothing of importance 
  (because she doesn't). 
   
  The same is basically true for the other actors as 
  well as the attendants. Of course, the grooms and 
  wardrobe artists knew her best, and will be most 
  shocked by her death; most of the actors, on the 
  other hand, never had to much contact with her, but 
  most of them remember her as a friendly, pleasant 
  woman to be around. Talking with her direct 
  colleagues should round off the picture of a 
  dedicated, likeable, sociable, hard working, and very 
  effective woman who was liked by everyone and had 
  no enemies anyone could think of. All agree that her 
  loss is a terrible tragedy and that she will be sorely 
  missed. Most of her colleagues believe that it will be 
  impossible to adequately replace her. 
  Lertolia Corander and Shari Songwood are not at the 
  scene at the moment, and unless the PCs talked to 
  the illusionist before she left, none of them will not 
  be available for the time being. Both spellcasters are 
  currently holed up in their rooms, coordinating the 
  actors' moves with their own spells. Persistent PCs 
  may finally catch up with them (if asked, Orrm will 
  supply the name of the inn they're lodged in: The 
  New Innspa) but you will have to improvise the 
  conversation. Essentially, no new facts can be learned 
  from either of these two. If asked for the tuition 
  Orrm promised, both will be reserved, preferring to 
  The Glory of Times Past 
   
  Page 10 
  
  wait until the murder is solved (and to talk with 
  Orrm about certain finer points of etiquette). 
   
  The following NPCs may be interacted with 
  during this encounter. 
   
  All APLs 
  �Kurlasgh Orrm: Exp8, hp 44; see Appendix 2. 
  �Eldan Arkion: Clr12, hp 85; see Appendix 2 
  �Landra Merolion: Exp7, hp 31; see Appendix 2. 
  �Lertolia Corander: Wiz12, hp 42; see Appendix 2. 
   
  When the PCs decide to search Kallra’s room proceed 
  to Encounter Three. 
   
  -
  Encounter Three: 
  A Gnome's Legacy 
  This is a pretty brief encounter. It deals with the PCs 
  searching Kallra's room in Berkhan’s Homely House 
  for possible clues. Along with the other staff 
  members of the Company, Kallra was lodged in a 
  middle-class inn quite close to the staging area (the 
  other one being the Singing Wanderer). Being one of 
  the more important staff members, she was allocated 
  a room of her own for the time of the Company's stay 
  in the city. 
   
  First of all, the PCs need to get into Kallra's 
  room. If they are accompanied by one of her 
  colleagues and/or carry a message by Kurlasgh Orrm, 
  the innkeeper will pose no problems and lead the 
  PCs to Kallra's room (which is on the first floor, at 
  the back of the inn) personally, unlocking it for them 
  and watching their actions intently (he is a curious 
  sort). Gorlt Berkhan, the innkeeper (Exp4), is 
  naturally curious about what brings the PCs to his 
  establishment, and if informed about Kallra's death 
  will ask for more information. His main concern is 
  that the death of one of his customers might 
  somehow tarnish the reputation of his house and he 
  is quite relieved to hear that the murder happened far 
  away without any obvious link to his inn. Gorlt 
  doesn't have much to say about Kallra, since she 
  spent most of her time with the Company and he 
  only saw her during breakfast and dinner. His 
  impression is one of a pretty decent gnome (meaning 
  not as loud and enervating as most other gnomes), 
  but apart from that he will be no great help. 
   
  If the PCs are on their own and do not carry 
  Orrm's message, getting past Gorlt will be somewhat 
  more difficult.  Depending on the PCs' approach, a 
  Bluff check (DC 10), Diplomacy check (DC 10), or 
  Intimidate check (DC 14) will be required to gain 
  access. Depending on the outcome of these checks 
  and the PCs' behaviour, Gorlt will either let them 
  investigate the room on their own, or come with 
  them to take a look as described above. 
   
  Of course there is always the option of entering 
  the room without informing the innkeeper (or 
  anyone else, come to think of it) at all. In this case, it 
  requires a Hide check versus Gorlt's Spot +6 to get up 
  the stairs unseen, and afterwards an Open Lock 
  check (DC 25) to open the door to Kallra's room. 
  Alternatively, PCs may decide to scale the building 
  from the outside, which requires a Climb check (DC 
  15)  
   
  In either case, they get into Kallra's room and 
  may now look around. Since there are only two 
  gnomes in the Company, Kurlasgh Orrm usually 
  does not rent gnome-sized rooms for them, but trusts 
  them to make do with human-sized rooms (and 
  furniture). When the PCs gain access to the room, 
  read the following: 
   
  The room is small, no more then ten feet by ten 
  feet, and surprisingly tidy for what you would 
  expect from a gnome. One small window faces the 
  street. Beneath the window, you see a small round 
  table with a low stool; a few pages of parchment, 
  two closed inkbottles, two goose quills (complete 
  with holding block), one small earthen bowl, an 
  earthen cup, and a quill sharpener are scattered 
  across the table. 
   
  A human-sized bed with cleanly folded sheets 
  fills most of the left wall, while a human sized 
  wardrobe can be seen on the wall to the right. 
  Next to the head of the bed, in the direction of 
  the window is a small nightstand with two 
  drawers; a leather-bound book lies atop it. A half-
  burnt candle in a portable holding stands on the 
  nightstand. Beneath the bed you can see a pair of 
  gnome-sized slippers. 
   
  Searching the room should be a pretty quick affair, 
  since nothing has been hidden, and there are no 
  secret compartments or drawers. So let's go through 
  the various pieces of furniture: 
   
  Table and stool are made of simple wood. The 
  parchments on the table contain sketchy notes on 
  how to improve the actors' clothing arrangements 
  yet, and how to advise Lertolia and Shari to arrange 
  the magical lighting during the performance. The 
  bottles contain black ink and water (both are two-
  thirds empty), and both goose quills have seen recent 
  use (one reddish-brown, one black). The quill holder 
  is made of a piece of grey slate. The earthen bowl 
  contains a dried-up dark liquid (coloured ink mixed 
  of water, wine, and ground thorns), while the cup 
  still holds a few drops of wine. The quill sharpener, 
  finally, is an ordinary small knife. 
   
  The bed sheets are laid out as to accommodate a 
  gnome, leaving the lower part of the bed free. A 
  woollen nightshirt, striped in yellow and red, can be 
  found underneath the pillow. The slippers beneath 
  the bed are extremely ordinary. 
   
  Neither is the wardrobe too interesting. It 
  contains a set of spare boots, two pairs of sandals, 
  various sets of utilitarian clothing, a cotton dress, a 
  The Glory of Times Past 
   
  Page 11 
  
  silk blouse, a dark gray hooded cloak, and a dark blue 
  cloak emblazoned with the symbol of the Company, 
  and various sets of underwear and socks. 
   
  The candle on the nightstand is also pretty 
  ordinary. The upper drawer holds two apples (Kallra 
  liked to snack in bed), a few slices of bread, a small 
  knife, and a few empty sheets of parchment. The 
  lower drawer holds more parchment as well as three 
  more bottles of ink, two more quills (uncut), and a 
  reserve knife. It also holds a small (5 by 3 inches), 
  leather-bound booklet, which is held together by 
  various leather thongs and locked with a small, 
  intricate gnomish version of a combination lock. 
   
  The lock consists of three small, interlocking 
  wheels of twelve positions each. Opening a 
  combination lock such as this requires skill in both 
  lock-picking and listening, and thus a PC's chance to 
  open this lock is the average of her values in Open 
  Locks and Listen; rogues round fractions up, all 
  others round down. It is up to the PC trying to open 
  the lock how to go about this: either they try to open 
  the lock in one go, rolling a check against a DC of 26, 
  or they roll separately for all three locks at DC 22 per 
  lock. If the PCs came with Orrm's permission (and 
  thus need not fear interruption), they may take 20 on 
  these rolls. If they bluffed their way past the 
  innkeeper (or entered through the window), the 
  pressure of possible detection prevents this. 
   
  Of course, it is also possible to simply rip the 
  lock off the book, destroying both the lock and the 
  leather covers in the process. This will not damage 
  the diary's contents, but will be frowned upon by any 
  associate of Kallra's if one is with the party. 
   
  The booklet contains what amounts to Kallra's 
  diary ("random assortment of various topics with 
  varying degrees of interest" would be the more fitting 
  description), consisting of single pieces of parchment 
  of various sizes which, after being written on, were 
  folded as often as was needed to fit them between the 
  leather "covers.” There is a total of eleven pieces of 
  parchment in there. Unsurprisingly, most of them 
  have become somewhat unreadable due to being 
  folded and pressed several times. Fortunately, only 
  Kallra's latest "entry" (infuriatingly without a date) is 
  of interest to the PCs. Its text reads (this is also 
  available as Appendix 4): 
   
  l
   
  Knew Arkion was up to something! Too refined, 
  too suave. But this! - Boyboyboy. Gotta keep 
  watch on the pale guy and the other one I heard 
  about. Hope he doesn't get me with this crossbow, 
  the monkey, if he's real y got one. Real skinny, 
  too, and moves like lightning. Boy, this is really 
  exciting! But why are they after Arkion? 
  Granted, this is none too enlightening. The 'pale guy' 
  refers to Astigios whom Kallra has actually seen once 
  (directly before he noticed her and killed her). 
  'Monkey' is a play of words which Kallra uses to 
  allude to the fact that she believes him to be a monk, 
  and her description of his moves should ring a bell 
  with the PCs. Astute PCs might combine the info on 
  'monks', 'pale', and 'crossbows' to implicate the 
  Scarlet Brotherhood at this point, but you should not 
  force this issue right now. 
   
  Finally, there is the leather-bound book on the 
  nightstand. It is of medium size (at least for humans): 
  10 inches by 6 inches, and 3 inches thick. It bears the 
  promising title, Gnomebeorn the Strong. Despite 
  what one would believe a hard-working gnomisch 
  woman to read, the book is a mixture of fable, saga, 
  and adventuring yarn, describing the fight of Aron 
  Bravenose, a valiant gnome paladin of Garl 
  Glittergold, against a terrifying dragon in some 
  woodland location. Description is somewhat vague, 
  but text-internal clues lead to the conclusion that the 
  tale is set either in the Adri or the Grandwood Forest 
  (romantically transfigured and distorted, of course). 
  In the end, all one can really say is that a mighty 
  gnome paladin fought a vicious dragon, who was 
  being worshiped by a deranged cult of (what else?) 
  humans in a large forest, killed the dragon, but died 
  shortly after his victory from the dragon's breath. 
  While informational content is somewhat vague, the 
  book has a certain artistic merit, giving it a total sale 
  value of 120 gp. If the PCs express interest in the 
  book and someone of the Company is with them, 
  they cede it to the PCs, stating that 'Kallra won't need 
  it anymore, and if you like it, I'm sure she would 
  want you to have it, anyway.' 
   
  This is all the information the PCs can gather 
  from Kallra's room. To continue from here, they 
  hopefully conclude that someone is after Arkion and 
  move to either investigate or protect him. Other 
  avenues of gathering information are not really open 
  to them at this point, even if they already suspect 
  Scarlet Brotherhood involvement: searching for two 
  dedicated agents of the Brotherhood in a city of more 
  than 12,000 inhabitants without any leads should not 
  seem to attractive, anyway, and there is no way the 
  PCs can find out something about Astigios and 
  Theng by simple Gather Information checks. No, it 
  looks like their only way of proceeding in this 
  mystery is to get back to Eldan Arkion. Only if the 
  PCs look clearly stumped, of when they are itching 
  for some action, should you proceed to Encounter 
  Five: Action, Not Reaction. 
  Treasure: The following treasure can be found 
  here: 
  All APLs: Loot 20 gp (Book of Gnomebeorn the 
  Strong). 
   
  Encounter Four:  
  An Unusual Practice Session 
  Maps for this encounter are included in Appendix 
  Five  
  The Glory of Times Past 
   
  Page 12 
  
   
  This scene assumes that the PCs come back the 
  next morning to talk to Eldan Arkion. If they do, 
  they already find him engaged in a practice session, 
  meaning that they will have to wait until the session 
  is finished (and until Theng has made his move). If 
  the PCs somehow manage to confront Arkion prior 
  to this session, they still find him pretending not to 
  know anything. Again, a Sense Motive check (DC 20) 
  might give them the idea that Arkion may be hiding 
  something. Still, he will not answer direct questions. 
  If confronted with Kallra's "diary," he will feign total 
  ignorance of what she was talking about. If the PCs 
  try to get forceful, the other members of the 
  Company come to Arkion's aid. 
   
  If the PCs get to the Company's camp by 
  morning, they will find the actors already arranged in 
  the staging area, practicing the decisive moment of 
  the Battle of a Fortnight's Length (or rather, Orrm's 
  artistic rendition of it). You should refer your players 
  to the map of the area, especially if they want to 
  familiarize themselves with the area in anticipation 
  of possible attacks. Read the following: 
   
   
   
  i
  When you get to the training grounds, you again 
  see the two groups of actors arranged against each 
  other. This time, however, both parties are clad in 
  full armour, and the horses decked with scale 
  barding displaying the symbol of the Oeridian 
  Kingdom of Nyrond. About twenty persons 
  dressed in chain mail shirts, long trousers, low 
  boots, and open-faced iron helmets are clustered 
  around a war standard of the Kingdom of Aerdy, 
  setting heavy spears and shields in obvious 
  expectation of a cavalry charge. 
   Riders in scale mail are mounting spears and 
  reining their horses in. Kurlasgh Orrm stands 
  between the two groups, bellowing orders and 
  directions. You see Landra Merolion in full 
  Oeridian gear on one of the horses, waiting for 
  the sign to begin the exercise. Eldan Arkion has 
  taken an off-centre position to the right rear of 
  the Aerdy defensive line, pacing up and down 
  nervously. You do not see Lertolia Corander or 
  the bard Orrm. However, unlike yesterday, the 
  colourful arrangement of the two parties has 
  drawn around two hundred spectators who are 
  eagerly waiting for the beginning of the actual 
  rehearsal. 
  It will take the assembled actors another thirty 
  minutes to finally begin practicing. During this time, 
  the PCs might want to scan the crowd for possible 
  threats to Arkion. This is really hard, for although 
  Theng is in the audience, fully armed and prepared, it 
  will be nigh impossible to detect him. He is dressed 
  in a wide brown cloak (as are, 50 other spectators), 
  with his hand crossbow hidden securely beneath. 
  Sure, he is watching the proceedings intently, 
  keeping an eye on Arkion especially, but then again, 
  a lot of other spectators are doing the same thing. 
  Since Theng does not carry any magic items, he does 
  not register as unusual if the PCs scan the crowd via a 
  detect magic spell.  
   
  Should the PCs take the time to check each and 
  every person by means of detect evil spells, they will 
  find out that there are more people of evil alignment 
  in Innspa than thy might have thought – most of 
  them low-level commoners. What’s worse, at APLs 6 
  and 8 Theng will have cast undetectable alignment 
  before making his move. If you are feeling generous, 
  you might want to give his PCs a chance to detect 
  Theng's interest in Arkion by passing a Sense Motive 
  or Spot check (DC 30), since PCs may realize the one 
  person who always tries to be as close to the spot 
  where Arkion is as possible (so that Theng does not 
  lose the +1 bonus he gains from Point Blank Shot).  
  Familiars will come in pretty handy here: employing 
  a ground-based familiar gives a circumstantial 
  modifier of +2, while using an airborne one even 
  adds +4. No more than one familiar can give this 
  bonus to these checks. Astute PCs will also have time 
  later on to find out Theng's intentions before he acts, 
  which will be towards the end of the rehearsal. 
   
  After one hour, practice begins in earnest. The 
  Company (using mock weapons, of course) will 
  perform the charge of an elite Nyrondese cavalry 
  unit (led by Landra Merolian) against the packed 
  Aerdy spearmen. Most riders will die in this attempt, 
  but a few will manage to break through the Aerdy 
  lines, to confront the Aerdy general's bodyguard. In a 
  pitched battle, the Nyrondese leader will kill the 
  captain of the bodyguard, just to fall to the general's 
  sword in the end. The scene is to end on the death of 
  the Nyrondese general and the routing of her troops. 
  It won't get there, though, since Theng uses 
  Merolian's charge against Arkion to show his hand. 
  When an hour of preperation has past read the 
  following: 
   
  After one hour, Orrm seems to be satisfied, and 
  both parties assume their positions. The Aerdy 
  soldiers, spears set firmly in front of them, await 
  the Nyrondese charge with grim expressions, 
  while three soldiers, led by Ark on, form a 
  semicircle around Orrm, performing as the Aerdy 
  general's bodyguard. On a next to invisible sign 
  from Orrm, an unseen trumpet flares from 
  somewhere off-stage, and the Nyrondese cavalry 
  charge begins. 
   
  In a stunning display of horsemanship and 
  theatrics, the riders throw themselves at the 
  Aerdy front. Most of them "fall" to the Aerdy 
  spears (the riders do a good job of falling off their 
  horses after actually being narrowly missed; 
  illusionary magic will probably obscure some of 
  these details in the actual performance), their 
  horses obediently trotting away from the battle, to 
  be received and led away by the Company's 
  The Glory of Times Past 
   
  Page 13 
  
  animal trainers. Three of the riders, however, 
  manage to break through the Aerdy lines and 
  engage the general's bodyguard, resulting in a 
  brilliant display o  sword-fighting between the 
  suddenly dismounted Nyrondese troops and the 
  bodyguards. 
  f
   
   
   
  In the end, the guards make short work of 
  their Nyrondese attackers, but two of them fall as 
  well. In the meantime, Landra Merolian as the 
  Nyrondese general fiercely attacks Arkion as the 
  Aerdy bodyguard captain. It is a pitched battle 
  going on for several minutes, obviously drawn out 
  for the audience's benefit. 
  During this battle, fighters, rangers, and paladins 
  quickly note that Landra is much better with the 
  sword than Arkion. Such PCs can actually see Landra 
  pulling her blows several times to give Arkion (who, 
  as a cleric, of course has only had access to simple 
  weapons except Heironeous’s weapon of choice, 
  which in his case happens to be the battle-axe and not 
  the sword) a chance to react. And yet, since the 
  staging directions require her character to kill 
  Arkion's 
  in 
  the 
  end, 
  leading 
  to the final 
  confrontation between the two generals (which is 
  historically absolutely incorrect, but who cares?), she 
  puts him on the defensive after a minute or two, 
  preparing for a dramatically appropriate final blow. 
   
  It is this moment that Theng chooses as his 
  moment 
  of 
  attack. 
  Trying 
  to 
  behave 
  as 
  inconspicuously as possible, he positions himself 
  between other members of the audience, then 
  removes his hand crossbow from under his cloak and 
  loads it with one of his poisoned bolts. 
   
  APL 2 Note: Since Theng has smeared the bolt 
  with wyvern venom beforehand, he has the usual 5% 
  chance of exposing himself to his own poison (see 
  DUNGEON MASTER's Guide, p. 79), but we suggest 
  you let him succeed in this check automatically, 
  since an assassin being incapacitated by his own 
  poison before the PCs even get a chance to react is 
  not really dramatically appropriate. Since he has at 
  least one level of the assassin prestige class on all 
  other APLs, this problem no longer applies. 
   
  This action of his takes one round. In effect, he 
  also makes a Hide skill check with a circumstantial 
  modifier of +2 due to hiding in the crowd. PCs who 
  actively scan the area get Spot checks against Theng's 
  Hide total to notice his preparations. Again, familiars 
  may augment this process as described previously. 
  Afterwards, Initiative should be rolled between 
  Theng and the PCs. Theng's next action will be to 
  aim carefully in the direction of Arkion, bringing his 
  Point Blank Shot and Precise Shot Feats to bear. PCs 
  who have spotted him may do something in this 
  time, depending on initiative and success of their 
  Spot checks. Unless he is disturbed, Theng fires on 
  his initiative in the next round. 
   
  Due to his Point Blank Shot Feat, he attacks with 
  an additional +1. Remember that Arkion is AC 15 
  during the practice session, since he is wearing chain 
  mail! Of course, Theng will also bring his Sneak 
  Attack damage bonus of 3d6 to bear on a successful 
  hit, let alone the poison's damage (2d6 Con / 2d6 
  Con). If Arkion is hit and loses at least 4 points of 
  Constitution, he stumbles and fails to "parry" 
  Landra's "attack," which means Landra inflicts 1d6+2 
  points of damage (due to her mock weapon). Theng's 
  idea is that, while poison's effect will kill his target, it 
  looks like it was actually Landra who accidentally 
  killed Arkion, making sure that nobody suspects foul 
  play – leaving Theng free to leave the scene 
  unnoticed. The assassin has some inkling about the 
  power level of his target, and thus does not really 
  believe that the damage from the crossbow bolt alone 
  could kill him. 
   
  Until Theng moves (readying and shooting his 
  weapon does not count as "moving"), his initial Hide 
  total still counts. If he misses, or if Arkion is still 
  standing after the first bolt, Theng will only try again 
  – once – at APL 2. At all other APLs, his Rapid Shot 
  feat allows him a second attack anyway. Unless the 
  PCs directly attack him, he shoots at Arkion again, 
  this time hoping to kill him by bolt damage only; he 
  only takes the time to coat his second bolt with 
  poison if the PCs have not yet detected him. If the 
  PCs go for Theng, he has three-quarters concealment 
  from the bystanders, imposing a 30% miss chance on 
  the PCs. The really tragic thing is that if they fail to 
  hit Theng due to concealment, the attack may hit one 
  of the bystanders he is hiding behind, causing full 
  damage. 
   
  Once Theng concludes that his situation has 
  become untenable, he prefers fleeing to killing the 
  PCs. He does not want to get into a drawn-out fight 
  with people of unknown capabilities, and he most 
  surely does not want to attract the attention of the 
  city watch. Thus, he will do his best to flee if he sees 
  others ganging up on him, using his abilities to their 
  fullest. Theng is not averse to using innocents as 
  cover, or threatening them to get away. 
   
  Once he is safely out of the immediate vicinity 
  of the staging area, there is a small chance the PCs 
  may trace him back to his (and Astigios's) secret 
  hideout. However, this should he hard to do, 
  requiring at least six opposed checks of the PCs' Spot 
  versus his Hide. Flying familiars give a circumstantial 
  modifier of +2 to the PCs' checks (ground-bound 
  ones don't help at all this time). Should the PCs 
  manage to keep up with him, his reactions are up to 
  the DM. He may lure them into an ambush, try to 
  backtrack and come upon them from behind, or do 
  whatever the DM feels appropriate (don't forget that 
  PCs who fail a Hide check versus his Spot will be 
  detected by him when trailing him).  
   
  Should the PCs manage to follow him to the 
  hideout, cut to Encounter Eight: Home Away From 
  The Glory of Times Past 
   
  Page 14 
  
  Home. This, of course, also applies if the PCs get 
  bored waiting for the next attack and search for the 
  killers on their own (See Encounter Five: Action, Not 
  Reaction). Regardless of the outcome of this battle, 
  such an early showdown means that Encounter 
  Seven: It's Not Over Until... won't take place, since 
  the surviving assassins (if any) lie low for fear of 
  having been flushed out. 
   
  If Theng is killed or captured, the PCs are free to 
  search him. Except for his clothing and weapons, 
  they will find nothing on him that incriminates the 
  Scarlet Brotherhood. To avoid unnecessary bother 
  with the remaining vial of poison (if any), the poison 
  is destroyed during the fighting (the vial breaks). If 
  captured, Theng will say nothing, even under duress. 
  Scarlet Brotherhood assassins are trained to 
  withstand enormous amounts of pain. Maybe he will 
  finally break, especially if subjected to magical 
  interrogation, but this will only happen after the 
  entire adventure has run its course (if at all). 
   
  All APLs 
  �Kurlasgh Orrm: Exp 8, hp 44; see Appendix 2. 
  �Eldan Arkion: Clr 12, hp 85; see Appendix 2 
  �Landra Merolion: Exp 7, hp 31; see Appendix 2. 
   
   
  APL 2 (EL 5) 
  �Korin Theng: Rog5, hp 25; see Appendix 1. 
   
  APL 4 (EL 7) 
  �Korin Theng: Rog6/Ass1; see Appendix 1. 
   
  APL 6 (EL 9) 
  �Korin Theng: Rog6/Ass3; see Appendix 1. 
   
  APL 8 (EL 11) 
  �Korin Theng: Rog6/Ass4; see Appendix 1. 
   
  Treasure: If Theng is killed or captured, the 
  characters may take his equipment: 
   
  APL 2: Loot 50 gp 
   
  APL 4: Loot 49 gp; Magic: +1 leather armour  (97 
  gp) 
   
  APL 6: Loot 10 gp; Magic: +1 hand crossbow 
  (200 gp), +1 leather armour (97 gp). 
   
  APL 8: Loot 10 gp; Magic: +1 hand crossbow 
  (200 gp), +1 leather armour (97 gp). 
  Encounter Five: 
  Action, Not Reaction 
  There is a chance that the PCs manage to take out 
  Theng when he attacks, and thus have no way of 
  tracing him back to the hideout (and the same might 
  happen in Encounter Seven: It's Not Over Until... 
  with Astigios). The adventure has been structured in 
  a way that a fleeing Theng will surely shake the PCs, 
  while they should be able to follow Astigios. If this is 
  not possible (because both Theng and Astigios are 
  killed), or if the PCs get bored waiting for the next 
  attack and decide to take a more active role in finding 
  the culprits, it is up to you whether you want your 
  players to find the hideout that early. This decision 
  should be based on the players' performances so far: 
  if you are satisfied, or if the players are clearly itching 
  for some action of their own, you should include 
  some clues as to the location of the hideout. 
   
  First of all, PCs with the Gather Information 
  skill might have a field day here. Don't let them get 
  off with this too easy, though: nobody in Innspa 
  knows about Theng and Astigios, and thus the best of 
  rolls would not suddenly get the PCs to the assassins' 
  doorstep. Instead, on a successful Gather Information 
  check (DC 20) (with appropriate modifiers for good 
  role-playing) let them find a passer-by who has seen 
  something or someone (maybe Astigios returning 
  home after killing Kallra, or Theng returning from 
  scouting the staging area). This passer-by might 
  direct them to a particular quarter of the city, where a 
  second (or maybe even third) check might result in 
  further directions. Depending on how the PCs 
  interacted with the mage or the bard, a hint from 
  Lertolia Corander or Shari Songwood may also put 
  them on the right track. Or maybe a favour owed to 
  one of the PCs could be cashed in here (since the 
  merchant Nareena Desanjos has built up trade 
  relations 
  with 
  Greyhawk 
  City, 
  even 
  those 
  Brendingund favours might work…) 
   
  Another option would be to have a familiar or 
  animal companion pick up the scent of one of the 
  two agents and lead the PCs to their hideout. 
   
  Finally, for those groups who are more into role-
  playing than simply rolling for information, there is 
  the option of introducing a character from the Adri 
  campaign, a Suel tailor by the name of Klim Agera. 
  While he has nothing to do with the Scarlet 
  Brotherhood (at least, not any more…), he keeps a 
  keen, paranoid eye out for any Suel who enter the 
  city of Innspa. In this way, he has learned of Astigios 
  and Theng. Klim will most certainly not confront the 
  two agents directly, but if the PCs do him a favour 
  (like, order some piece of clothing from him, made to 
  fit, of course), he may substitute for one or even two 
  Gather Information rolls as described above. 
   
  All APLs 
  �Klim Agera: Rog6/Mnk1, hp 19; see Appendix 3. 
   
  Most of the action in this encounter needs to be 
  tailored by the DM to fit the situation of the PC 
  group and regional peculiarities. Whatever the exact 
  means employed, as soon as the PCs have found the 
  agents' hideout, cut to Encounter Eight: Home Away 
  From Home. 
   
  The Glory of Times Past 
   
  Page 15 
  
  Encounter Six:  
  The Battle of a Fortnight's 
  Length, New Version 
  Maps for this encounter are included in Appendix 
  Five. 
   
  This scene, lengthy as it seems on paper, is 
  actually pretty short, since it only describes the re-
  enactment of the Company's version of the Battle of a 
  Fortnight's Length (or rather, its climax) and requires 
  little, if any, player interaction. Most of it can be read 
  directly to the players; whenever the narrative text is 
  interrupted, this is usually done to refer to spell 
  mechanics and their application in the display. 
   
  Despite what the PCs may fear, nothing 
  untoward happens during the show. Both Astigios 
  and Theng are aware of the potential capabilities of a 
  high-level bard and an even more experienced 
  illusionist, even if both are mainly concerned with 
  maintaining the necessary illusions and special 
  effects for the performance - better not take any risks! 
  Still, give the PCs as much time as they need to make 
  what they believe to be necessary preparations in 
  anticipation of a second attempt on Arkion's life. 
   
  As can easily be gleaned from the multitude of 
  posters announcing the event, the performance 
  begins at 7 in the evening, with admission into the 
  actual staging area beginning an hour earlier. The 
  posters promise, "an entertaining as well as an 
  educating introduction into the world of ancient 
  Aerdy prior to the actual performance." 
   
  The staging area is cordoned off by a small 
  contingent of city guards, some of which do not seem 
  to be all too eager to fulfil their task (what with this 
  performance obviously intending to picture Ahlissa 
  in a favourable light). Still, to arrange for any safety 
  precautions, the PCs need to be inside the area, 
  which simply isn't possible at the moment. When the 
  PCs arrive at the display area read the following: 
   
  As you arrive this morning, you find the main 
  staging area cordoned off by a small detachment 
  of city guards. The doors in the outer fence 
  surrounding the structure have all been closed, 
  and some kind of tollbooth has been erected next 
  to the largest of them. Liveried attendants direct 
  all comers to step into the place holding the 
  Aerdy and Nyrondese tents. Already a surprising 
  number of spectators have shown up. As the city's 
  bells sound ten  it looks like some five hundred 
  people are assembled at the area, an astonishingly 
  high 
  number 
  given 
  the 
  somewhat 
  steep 
  admission price. 
  ,
   
   
   
   
   
  Throughout most of the year, darkness falls in Innspa 
  between 6 and 7 p.m., so that, regardless of when the 
  adventure is set, it will be dark by the beginning of 
  the performance. Remember that admission is 5 gp 
  per person. Although this looks pretty hefty, it is still 
  not nearly enough to finance the salaries of the two 
  powerful spell casters involved in the performance. 
  Astute PCs may find out during the performance, 
  when they succeed in a Spellcraft check (DC 15 + 
  spell level) to identify the spells being used here, that 
  either the spellcasters involved are working for a 
  substantially reduced fee, or that there needs to be 
  some serious outside financial backing. Continue 
  reading the text below: 
   
  Before the assembled audience has any chance to 
  get bored, a soft chime strikes, appearing out of 
  nowhere, 
  immediately 
  getting 
  the 
  crowd's 
  attention. A beautiful, female voice begins to 
  sound, sounding deep and mysterious. "A very 
  warm welcome to you, visitors. Who want to step 
  back into the history of glorious Aerdy, back into
  a time when the Great Kingdom had not been 
  founded; when brave Aerdi forces struggled to 
  unite the continent under one leader, one vision, 
  to bring peace and order to a war-torn world.  
   
  Please allow us to tell you something about 
  this time; inform you about the many difficulties 
  faced by the troops of the Kingdom of Aerdy 
  along their way to finally bring the most glorious 
  of all past empires into existence: the Great 
  Kingdom! While I will be acting as your guide to
  this time, our attendants will collect the small 
  organizational fee which is required to make this 
  splendid rendition come true." 
   
  This is Shari Songwood, acting in a twofold function: 
  First, she introduces the audience to the glory of 
  Aerdy's past, not only informing them about the 
  battle's historical background, but also inserting a not 
  insignificant amount of pro-Aerdy (and thus, pro-
  Ahlissan) propaganda. Second, she needs to keep the 
  crowd occupied until Lertolia Corander has turned 
  the staging area into a suitable battleground. Even 
  with the help of some dedicated landscape artists, the 
  huge dimension of the staging area (200 by 300 feet) 
  require a total of five hallucinatory terrain spells to 
  transform, relating to a preparation time of 50 
  minutes. Afterwards, the spells last for between 23 
  and 24 hours, more than enough for the entire 
  performance. In the meantime, Shari Songwood 
  entertains the audience with a brief recounting of the 
  history of the Kingdom of Aerdi until directly before 
  the Battle of a Fortnight's Length (you may want to 
  paraphrase the pertinent information from the 
  Living Greyhawk Gazetteer if this seems suitable or 
  necessary). Shari's rendition ends with the fiercely 
  fought battle that has just reached a turning point, 
  with Nyrondese heavy cavalry preparing for their 
  decisive charge at the lines of the weary Aerdy 
  soldiers... 
   
  All the time, the liveried attendants move 
  around the crowd, selling tickets, which are eagerly 
  The Glory of Times Past 
   
  Page 16 
  
  bought. If the PCs did not get free admission from 
  Orrm, they need to pay up now, as well. Once the 
  time needed for preparation has passed, Shari's 
  narration comes to a dramatic ending, and she invites 
  the audience inside the staging area. Continue 
  reading aloud: 
   
  After the bard has finished, you see the double 
  wooden doors to the staging area open, and 
  quickly but orderly the audience moves in. In an 
  orderly fashion, the audience take their seats on 
  the many benches which are arranged on three 
  sides of the rectangular area. On the fourth side, a 
  small hill rises, completely obscuring what's 
  outside the arena. 
   
  The arena itself has changed dramatically 
  from what you saw during the practice sessions: a 
  large, rolling hillside stretches up to the "hill" at 
  the other end of the arena. Only a few trees can be 
  seen, but many bushes and undergrowth dot the 
  scenery.  
   
  Smoke from several fires rises up in the air. 
  The whole area looks like a battlefield, with 
  corpses lying around en masse. Most of them 
  wear chain mail emblazoned with the insignia of 
  the Kingdom of Aerdy, and many seem to have 
  been killed by arrows. Literally hundreds of 
  arrows stick out from the ground or e around, 
  with a number of bows and light crossbows 
  scattered in between. Behind a low ditch, twenty 
  soldiers in Aerdy chain shirts and armed with 
  swords are busy erecting walls of shields and 
  spears in what must be the anticipation of a 
  cavalry charge. A large man wearing a general's 
  insignia directs them, always accompanied by a 
  small detachment of personal bodyguards.  
  li
   
  i
  t
   
   
  i
   
   
  l
  i
  l
  l
   
   
  The soldiers look tired and worn, and many 
  of them are wounded. While this is going on, 
  reinforcements arrive from both sides, taking up 
  flanking positions following a few commands 
  barked by the general. In the meantime, fog rolls 
  up, totally h ding the hill at the o her end of the 
  arena from view. 
   
  Only the original twenty soldiers are genuine actors. 
  PCs will recognize the general as Kurlasgh Orrm, and 
  the leader of the bodyguards as Eldan Arkion. The 
  reinforcements are created by two persistent image 
  spells cast by Lertolia Corander. Most of the scenery 
  is imbedded in the illusion, except for those elements 
  that could not be created by hallucinatory terrain 
  spells. Most of the incidental sound effects of the 
  scene (like the clanging of metal or the trampling of 
  the feet of the otherwise silent persistent images) are 
  provided by Shari Songwood using various spells 
  (including ambient song from Song and Silence). 
  Three fog clouds account for the rising fog. 
   
  Both spellcasters have taken up positions in 
  hidden areas of the battlefield, close enough to be 
  able to cast their spells through camouflaged view 
  slits, but hidden well enough from the eyes of the 
  public. Continue reading aloud: 
   
  For a few moments, there is silence, only broken
  by the clanging of metal. Then, suddenly, a 
  trumpet flares, and low drumming can be heard. 
  The trumpet flares again, and lights can be seen in 
  the fog. Slowly, the fog begins to lift, and a lone 
  person clad in Nyrondese scale mail peeks out of 
  the fog - a scout, obviously. Another one appears, 
  and another. Silently, they scan the Aerdy troops, 
  then retreat. Suddenly, there's a bright light, and 
  you hear the neighing of horses, followed by the 
  sounds of hooves trampling. The Nyrondese 
  charge is imminent! 
   
  The musical sounds are products of ghost sounds, 
  while the torches are created by two dancing light 
  spells. A gust of wind lifts the fog, and the scouts are 
  silent images. The bright light is created by a flare 
  spell. 
   
  The thundering of hooves grows louder, and 
  suddenly an entire company of Nyrondese cavalry 
  in close formation charges into view. More than 
  thirty in number, they charge straight for the 
  Aerdy lines, their leader in front of them. The 
  Aerdy soldiers grip their spears tighter and brace 
  themselves for the decisive moment; the moment 
  when how they receive this charge will decide the 
  fate of the emerging kingdom. The riders wear 
  Nyrondese scale mail and open helmets, carry 
  swords and bucklers, and have spears set to 
  deliver a charge attack. The horses wear scale 
  barding adorned with the symbol of the Oeridian 
  Kingdom of Nyrond. The cavalry detachment is 
  closing in rapidly, about to trample down the 
  steadfast Aerdy. 
   
  Meanwhile, the fog has receded completely, 
  and something else catches your eye: a small 
  group of unarmored and unarmed individuals, 
  clustered tightly together on a small hilltop 
  behind the charging horsemen, begin chanting 
  and wav ng their hands, conjuring up powerful 
  arcane forces to hurl against the Aerdy line. 
  Sparkling bolts of energy reach out, but are 
  blocked close to the Aerdy line by similar forces, 
  obviously created by a smaller group of Aerdy 
  spellcasters bearing the emblem of House 
  Cranden. With the cavalry on their way to the 
  enemy lines, a spectacular magical battle begins, 
  with small as well as large explosions resulting in
  brilliant fireworks and an unoerth y howling 
  filling the air. One of the Aerdy mages drops, 
  obv ously due to strain, whi e one of the 
  Nyrondese spellcasters is sudden y immolated in
  fire. Unfazed, the cavalry charges on, almost 
  The Glory of Times Past 
   
  Page 17 
  
  oblivious to the magical battle unfolding above 
  their heads. 
   
  Only twelve of the heavy cavalry are real (the actors 
  the PCs saw practicing the day before). The left and 
  right wing of the detachment are created by 
  persistent image spells, improved by Extend Spell for 
  double duration. The mages and their magical battle 
  are the result of a highly complex sequence of 
  pyrotechnics, shadow conjuration, even more 
  pyrotechnics, silent image, minor image, and sculpt 
  sound spells. The magical battle is intended to serve 
  as a spectacular backdrop, detracting spectators from 
  some minor flaws that could occur at the fringes of 
  the interplay between illusionary and live soldiers. 
  While, of course, the Aerdy mages will win in the 
  end, for the duration of the show the two arcane 
  forces will effectively cancel each other out. 
   
  With all this magical spectacle going on, you 
  almost miss the clash of the two armies as the 
  charge reaches the Aerdy lines. The sounds of 
  battle rise to new levels, almost drowning the 
  sounds of the magical battle above. The 
  cacophony is indescribable! In the meantime, 
  spears and shields clash on the battlefield, and 
  great carnage is wrought. Horses cry and fall, 
  throwing their riders, lying motionless in pools of 
  blood. Other horses rear, giving their riders just 
  enough time to dismount and go into melee. 
  Aerdy soldiers are trampled by Nyrondese horses, 
  but not a few of them stand their ground. Smoke 
  rises up and partially obscures your view, but 
  when the dust has settled, you see that the cavalry 
  charge has been repelled, but the Aerdy front has 
  been shattered as well  Fighting has degenerated 
  into a number of individual skirmishes fought 
  with utmost ferocity. Aerdy and Nyrondese 
  soldiers clash on foot, the Nyrondese now using 
  their short swords and bucklers. Most of the 
  fighting occurs centre stage, with the left and 
  right wings of both armies hav ng taken most of 
  the casualties. 
  .
  i
   
  f
   
  The Nyrondese leader survived the charge, 
  although her horse did not. Without her helmet, 
  she and two of her soldiers have engaged the 
  Aerdy general's bodyguard, whose leader, aided by 
  three of his soldiers, puts up a valiant defence of 
  his general who stands in the background, 
  tending a spear wound. While the fighting 
  gradually swings in favour of the Aerdy troops, 
  the Nyrondese leader kills the bodyguard captain 
  after a long struggle, but looses her comrades in 
  the process. 
  In the end, with most of the troops down the 
  climax of the battle occurs in the duel between 
  the Nyrondese leader and the Aerdy general. This 
  battle 
  takes 
  several 
  minutes 
  and 
  is 
  a 
  demonstration of superior sword-fighting on both 
  sides. Finally, the wounded Aerdy general 
  manages to lethally wound his foe, who dies an 
  agonizing, 
  dramatically 
  drawn-out 
  death. 
  Triumphal music can be heard, low at first, but 
  then louder. With the music swelling to an almost 
  deafening crescendo, the Aerdy general stands 
  amid the carnage, triumphantly, his raised sword 
  illuminated by a ray o  light. 
   
  The clash between the real and the illusionary 
  soldiers is almost perfect; it takes PCs Spot checks 
  (DC 22) to notice any irregularities. Of course, they 
  may also succeed in Will saves against 22 to see the 
  entire performance for what it is. 
   
  Gradually, the illusionary soldiers and their 
  horses die, but remain on the battlefield (due to the 
  spell's increased duration). The entire battle is 
  illustrated by sound and light effects provided by the 
  two spell casters, who will be almost drained of spells 
  by the time of the battle's end. Especially Lertolia's 
  shadow evocation and greater shadow evocation as 
  well as greater shadow conjuration add a few nice 
  touches. The fight scenes at the end resemble the 
  scenes the PCs observed during the practice sessions, 
  but of course looks much better now than while 
  practicing. It is interesting, though, that the battle 
  between Arkion and Merolion has been shortened to 
  a mere two minutes (this was done at Arkion's behest 
  after the incident during the practice session). 
   
  The entire performance lasts for some thirty 
  minutes, after which the illusionary corpses 
  disappear, and all live actors, including the two tired, 
  but proud spellcasters, gather and take their bows 
  before a frenetic audience. 
   
  During all of this, PCs waiting for any attack 
  from the as yet (probably) still unknown assassins 
  will be disappointed. Neither of the Scarlet 
  Brotherhood assassins is too keen on showing their 
  hand in front of five hundred witnesses, and most 
  certainly not in the presence of two powerful spell 
  casters. PCs constantly on the lookout for possible 
  assailants are pretty much likely to spoil their 
  enjoyment of the performance. 
   
  Once the performance has finished and the PCs 
  have concluded any business they might have 
  proceed to Encounter Seven 
   
  Encounter Seven:  
  It's Not Over Until... 
  The real danger, in form of a second attack on Eldan 
  Arkion, occurs during a small-scale banquet that is 
  given on the evening of the day of the performance 
  to celebrate the successful event. Essentially, only 
  members of the Company are admitted to this event, 
  although Orrm has employed a local catering service 
  to provide an exquisite buffet. 
   
  The reception starts at 7 p.m. and will last until 
  midnight (theoretically). It is held in the "campsite" 
  The Glory of Times Past 
   
  Page 18 
  
  in front of the staging area, between the tents that are 
  still used to house the actors until their departure 
  two days from now, although the low palisade has 
  been taken down. You can use the map of the camp 
  and add a large buffet somewhere at the location 
  where once the palisade stood. At the edge of the 
  camp, three carts from the catering company stand, 
  and a total of twelve caterers are in attendance during 
  the reception. 
   
  There is no descriptive text for this scene, since 
  its development is basically up to the PCs and their 
  actions. Until Astigios sees his chance, the event 
  consists of the actors and crewmembers talking about 
  the performance and congratulating each other on 
  their success. The buffet will be open for the entire 
  event. Roast mutton and pork are the main dishes, 
  complemented by an assortment of fruit and salad as 
  well as a few side dishes. Beverages include mead, 
  weak beer, strong ale (proudly, and visibly, sponsored 
  by Innspa’s Wenta temple), water, and berry juices. 
  After nightfall, illumination is provided by a few 
  stones with continual flame cast on them, courtesy of 
  Lertolia (created before the Company entered the 
  city). All of the members of the Company attend, 
  including Lertolia Corander and Shari Songwood. 
  These two are very tired (and retire early) but keep up 
  appearances for an hour or two. (In case the 
  information is needed: Shari has no spells left, while 
  Lertolia still has message, ventriloquism, gust of 
  wind, and mirage arcana prepared.) 
   
  You will have to improvise most of this 
  encounter's course based on the PCs' actions. 
  Checking the food, the beverages, or the catering 
  personnel won't reveal anything at all, and PCs 
  posted, as guards will not notice anything out of the 
  ordinary. You may want to include a few more or less 
  drunken onlookers trying to crash the party if he 
  wants to provide the PCs with some work. Astigios, 
  however, waits until nightfall before he makes his 
  move. Disguised as a caterer, he enters the camp 
  (effectively bringing the number of caterers up to 
  thirteen, since he did not bother to kill one of the 
  real ones) and tries to get as close to Arkion as he can. 
  Given his limited Disguise skill, Astigios's cover is 
  not really the best there could be (impersonating a 
  catering assistant is not terribly difficult, but hiding 
  the fact that you're a pure-blooded Suel while doing 
  so, is), thus his aim is to get close to Arkion as quickly 
  as possible. Once in position he will deliver a 
  Stunning Attack and then kill Arkion while he is 
  stilled stunned - the same way he did with Kallra 
  Groomnose. Astigios would much prefer to have 
  Theng in his place in this situation, but believes the 
  assassin's cover blown and his identity known to the 
  PCs. In such a case, Scarlet Brotherhood regulations 
  require the failed assassin to lie low, and let his 
  partner finish the assignment. 
   
  You should not draw special attention to the fact 
  that one of the catering personnel gets close to 
  Arkion, since this sort of thing happens all the time, 
  with servers moving between the party guests to 
  refill drinks, carry away plates, moving back and 
  forth between the buffet tables and the catering 
  wagons to replenish food, etc. Suspicious PCs get a 
  Spot check vs. Astigios's Hide total (give Astigios a 
  circumstantial modifier of +2 due to bad lighting). 
  Even if revealed, Astigios makes one pass at Arkion 
  before trying to retreat. He then tries to flee the same 
  way Theng did. 
   
  If Astigios manages to stun Arkion, he will kill 
  him in the subsequent round, unless one of the PCs 
  intervenes. Again, the ka will rather stay (and die 
  himself) if this means finishing the job. 
   
  If the attack fails and Astigios is captured, he will 
  die rather than reveal anything. In fact, if he regards 
  the situation as hopeless, he will attempt to slay 
  himself by any means possible. The only interesting 
  item he carries is a potion of glibness (in case he 
  needs to talk his way out of a sticky situation); at APL 
  8, he also wears a +1 cloak of protection. 
   
  Should Astigios manage to flee (maybe some 
  clever PCs allow him to flee, in order to trace him to 
  his hideout), follow the procedure as outlined in 
  Encounter Four: An Unusual Practice Session (six 
  opposed checks of Astigios's Hide versus the PCs' 
  Spot), including the benefits of using familiars in 
  tracing down the fleeing monk. Since Astigios's skill 
  in Hide is not as well developed as Theng's, there is 
  much better chance that the PCs manage to stay on 
  his trail and find the assassins' secret hideout. In this 
  case, cut to Encounter Eight: Home Away From 
  Home. 
   
  Obviously, if the PCs managed to find the 
  agents' hideout and took out Astigios earlier, this 
  entire encounter will not take place (who'd have 
  thought). 
   
  Sometime during this scene, preferably in the 
  confusion following the attack, Anarkin should 
  vanish from the staging area, disappearing into town. 
  You are to time this event so that once the PCs find 
  out he is missing, they have no chance of catching up 
  with him. 
   
  All APLs 
  �Kurlasgh Orrm: Exp 8, hp 44; see Appendix 2. 
  �Eldan Arkion: Clr 12, hp 85; see Appendix 2 
  �Landra Merolion: Exp 7, hp 31; see Appendix 2. 
  �Lertolia Corander: Wiz 12, hp 42; see Appendix 2. 
  �Shari Songwood: Brd 9, hp 40; see Appendix 2 
   
  APL 2 (EL 4) 
  �Veleron Astigios: Mnk4, hp 29; see Appendix 1. 
   
  APL 4 (EL 6) 
  �Veleron Astigios: Mnk6, hp 44; see Appendix 1. 
   
  APL 6 (EL 8) 
  �Veleron Astigios: Mnk8, hp 66 ; see Appendix 1. 
  The Glory of Times Past 
   
  Page 19 
  
   
  APL 8 (EL 10) 
  �Veleron Astigios: Mnk10, hp 79 ; see Appendix 1. 
   
  Treasure: The following treasure can be found on 
  Veleron Astigios: 
   
  APLs 2 and 4: Magic potion of glibness (42 gp) 
   
  APL 6: Magic 2 potions of glibness (84 gp) 
   
  APL 8: Magic 2 potions of glibness (84 gp), +1 
  cloak of protection (83 gp) 
   
  Encounter Eight: 
  Home Away From Home 
  Maps for this encounter are included in Appendix 
  Five. 
   
  This is the last scene of the adventure. It takes 
  place whenever the PCs manage to trace either of the 
  Scarlet Brotherhood agents to their hideout, as 
  described in Encounter Four: An Unusual Practice 
  Session, Encounter Five: Action, Not Reaction, or 
  Encounter Seven: It's Not Over Until.... The level of 
  opposition the PCs encounter here (Astigios, Theng, 
  or both) depends on the success of their actions 
  during aforementioned scenes. 
   
  Finally, the PCs have found the agents' hideout: 
   
  You are standing in front of an old, run-down 
  building in one of the seedier parts of the city – 
  one of the oldest parts of New City, right next to 
  the Old City’s encircling walls. It is a two-story 
  building with small windows which have no glass 
  left in them, but are covered by hides drawn 
  across them. The wooden door of the building 
  hangs only on one hinge and creaks slightly in 
  the wind. Apart from that, you do not hear any 
  sound, nor do you see light anywhere in the 
  building. 
   
  What happens here depends on whether (and how) 
  the PC dealt with Astigios and Theng. The agents use 
  the second floor of the old building as their hiding 
  place, with the ground floor being devoted to an 
  assortment of traps. The first of these is connected to 
  the door: Anyone opening it fully triggers a wire 
  connected to a loaded light crossbow mounted on the 
  opposite wall of the small room. 
   
  All APLs 
  �Crossbow Trap: CR 1; +10 ranged (1d8/x2 crit); 
  Search (DC 20); Disable Device (DC 20). 
   
  The building interior seems to consist of only one 
  room, ten feet by fifteen feet in size, with the 
  ceiling reaching to no more than eight feet. A 
  small flight of wooden stairs at the back of the 
  room leads up. The room is devo d of furniture. 
   
  i
   
  Next in line in this room, directly behind the door 
  and next to impossible to detect while still dealing 
  with the crossbow trap, is a tripwire, which is 
  connected to a small table directly behind the door 
  on which several metal items have been placed. PCs 
  activating this trap overturn the table, causing the 
  items to clash to the floor, which in turn alerts 
  Astigios and Theng (if present) to the intruders. 
  Should the PCs have managed to avoid detecting and 
  alerting the agent(s) so far, activating this trap will do 
  so. 
   
  All APLs 
  �Tripwire Trap: CR 1/2; no attack (no damage); 
  Search (DC 20); Disable Device (DC 20). 
   
  The third and final trap is on the third step of the 
  wooden 
  staircase. 
  The 
  floorboard 
  has 
  been 
  deliberately weakened, and if pressure is exerted 
  upon it (more than 50 pounds of weight), the board 
  breaks and subjects the unlucky PC to a poisoned 
  spike attack (APLs 4 through 8, only): 
   
  APL 4 
  �Poisoned Spike Trap: CR 2; +8 melee (1D4-1); 
  Search (20); Disable Device (20); Note: The spike has 
  been coated with spider venom (Injury DC 14, 1d4 
  Str/1d6 Str). 
   
  APL 6 
  �Poison Spike Trap: CR 3; +10 melee (1D4-1); 
  Search (20); Disable Device (20); Note: The spike has 
  been coated with spider venom (Injury DC 14, 1d4 
  Str/1d6 Str). 
   
  APL 8 
  �Poison Spike Trap: CR 4; +12 melee (1D4-1); 
  Search (20); Disable Device (20); Note: The spike has 
  been coated with spider venom (Injury DC 14, 1d4 
  Str/1d6 Str). 
   
  The rest of this encounter depends on how many of 
  the agents are still present. If none are here, the 
  action proceeds without difficulty, and the PCs get to 
  search the upper floor room unhindered. If either (or 
  both) of the agents are present, they should be 
  warned by the time the PCs have navigated all three 
  traps. Battle tactics are as follows: 
   
  Both Astigios and Theng are present: Theng 
  passes his remaining poison on to Astigios, who 
  positions himself at the top of the stairs, crossbow 
  with poisoned bolt cocked and ready. In the 
  meantime, Theng hides behind the wardrobe and 
  waits for someone to get past Astigios. If faced with 
  superior opposition, Astigios retreats back into the 
  room, enabling Theng to join the fray. In such a case, 
  the assassin strikes with surprise (unless an entering 
  PC beats his Hide roll with a Spot check), going for a 
  Sneak Attack. Should Astigions feel he has the 
  The Glory of Times Past 
   
  Page 20 
  
  situation on the stairs well under control, Theng 
  leaves the room via the front window to attack the 
  PCs from behind. This takes him four combat rounds 
  as well as a successful Climb check against DC 15. He 
  then tries to Move Silently up on the PCs and 
  achieve a surprise Sneak Attack. 
   
  Only Astigios is present: The ka covers the 
  stairs with his crossbow as described above, most 
  probably minus the poison. As long as he feels he can 
  hold his position, he remains there. If he feels the 
  PCs are coming on too strong, he retreats into the 
  room, springing an all-out attack (including Flurry of 
  Blows) on the PCs.  
   
  Only Theng is present: Once Theng notices the 
  PCs, he tried to determine how many enemies he is 
  facing (Listen check [DC 15]). If he estimates the 
  number of enemies as greater than five, he tries to 
  leave the room via the upper window, hoping to get 
  away unnoticed. If he hears four or less enemies, he 
  hides behind the wardrobe as described above, 
  hoping for a surprise Sneak Attack. 
   
  As mentioned earlier, neither Theng nor 
  Astigios will talk once captured, not even under 
  duress. Astigios will kill himself as described in 
  Encounter Seven: It's Not Over Until... if he feels the 
  need to do so. 
   
  Should the PCs bypass the entire ground floor 
  and enter the upper floor via the window, the battle 
  plans mentioned above will have to be modified 
  slightly. Climbing the wall requires a Climb check 
  (DC 15); however, unless climbing PCs succeed in 
  Move Silently checks against Astigios's and/or 
  Theng's Listen skill, this will alert the agents, 
  allowing Theng to hide as described above, and 
  Astigios to prepare a poisoned crossbow bolt. 
   
  Whenever the PCs get their first view of the 
  upper story room, they see the following: 
   
  This floor is made up of a single room, ten feet by 
  fifteen feet in size. It has one window facing the 
  street and no other exits. Furniture is sparse: 
  primitive beds stand along the right and left walls, 
  and next to the window is a man-sized wardrobe. 
  In the middle of the wall opposite to the stairs is a 
  large, closed ironbound chest with a complex 
  inlaid lock. The room is empty. 
   
  Of course, this description has to be modified slightly 
  if Astigios is in the room. If Theng is present, he will 
  most likely be in hiding behind the wardrobe, 
  prepared for his surprise Sneak Attack. 
   
  If the PCs are victorious in this battle (or if they 
  did not have to battle for control of the room at all), 
  they are free to search the room. 
   
  The two beds are simple affairs, with straw 
  mattresses, woollen blankets, and small straw-filled 
  sacks for pillows. While the bed on the left wall is 
  unremarkable except for a few lice, the second one 
  hold one important piece of evidence beneath the 
  pillow: a small brooch made of red gold, engraved 
  with an ancient, Suel-looking family crest and a small 
  red dagger etched into the brooch directly beneath 
  the crest. This is Theng's family symbol, and the 
  dagger indicates Theng's status as an initiate with the 
  Redblades, a militant sect of assassins following 
  Pyremius. 
  It 
  takes 
  a 
  Bardic 
  Knowledge 
  or 
  Intelligence check (DC 25) to make sense of this 
  information (Shari Songwood would have good 
  chances to know this rather obscure bit of 
  information), but the item is worth 50 gp for its 
  material value alone.  
   
  This item is included on the AR, since it may 
  become important in later adventures. 
  The wardrobe holds a variety of shoes and clothing, 
  enabling a large human to disguise himself in a 
  number of ways. There is nothing of outstanding 
  value in this closet. 
   
  The chest holds the rest of the two agents' 
  goodies, everything except the few items they carried 
  on their persons while at work. Of course, the chest 
  is not only locked, but the lock has also been fitted 
  with a poisoned needle, which is powerful enough to 
  penetrate leather gloves (but will be blocked by metal 
  ones). 
   
  APLs 2 and 4 
  �Poison Needle Trap: CR 2; +10 ranged (1, plus 
  poison); Search (DC 22); Disable Device (DC 20); 
  Note: The needle has been coated with spider venom 
  (Injury DC 14, 1d4 Str/1d6 Str). 
   
  APL 6 
  �Poison Needle Trap: CR 3; +12 ranged (1, plus 
  poison); Search (DC 22); Disable Device (DC 20); 
  Note: The needle has been coated with spider venom 
  (Injury DC 14, 1d4 Str/1d6 Str). 
   
  APL 8 
  �Poison Needle Trap: CR 4; +14 ranged (1, plus 
  poison); Search (DC 22); Disable Device (DC 20); 
  Note: The needle has been coated with spider venom 
  (Injury DC 14, 1d4 Str/1d6 Str). 
   
  Once the trap has been dealt with, there is still the 
  lock to contend with. The lock is a complex lever 
  lock with 24 levers (DC of 30 to open). The chest 
  holds the following: 
   
  APL 2: A small pouch with 120 gp in cash 
  (emergency cash); another pouch with a small 
  amethyst (90 gp) and an opal (150 gp), also 
  emergency cash; a potion of reduce; a potion of blur; 
  a carved bone idol of a grotesque-looking man whose 
  head resembles that of a jermlaine (150 gp) - this is a 
  statue of Pyremius (Knowledge (religion) [DC 20]); 
  Veleron Astigios's light masterwork crossbow plus a 
  quarrel with 20 bolts; 50 feet of silk rope; a disguise 
  kit; an hourglass. 
   
  APL 4: As APL 2. 
  The Glory of Times Past 
   
  Page 21 
  
   
  APL 6: As APL 4, but double cash and jewellery 
  values and add Theng’s spell book (contains: 1
  st – 
  change self, obscuring mist, spider climb; 2
  nd – 
  undetectable alignment) 
   
  APL 8: As APL 6, but replace masterwork light 
  crossbow with +1 light crossbow and add Theng’s 
  spell book (contains: 1
  st – change self, obscuring mist, 
  spider climb; 2
  nd – alter self, undetectable alignment). 
   
  The treasure totals are: 
   
  APL 2: Loot 35 gp; Cash 85 gp; Magic: potion of 
  reduce (21 gp), potion of blur (25 gp). 
   
  APL 4: Loot 35 gp; Cash 85 gp: Magic: potion of 
  reduce (21 gp), potion of blur (25 gp). 
   
  APL 6: Loot 35 gp; Cash 170 gp: Magic: potion of 
  reduce (21 gp), potion of blur (25 gp), Theng’s spell 
  book (4 gp) 
   
  APL 8: Loot 10 gp; Cash 170 gp: Magic: potion of 
  reduce (21 gp), potion of blur (25 gp), light crossbow 
  +1 (198 gp), Theng’s spell book (6 gp) 
   
  There are no further indications as to the agents' 
  employer, especially no written instructions. 
   
  Epilogue: 
  All's Well that Ends Well 
  One the PCs have dealt with the threat of Veleron 
  Astigios and Korin Theng, a few loose ends remain to 
  be wrapped up: 
   
  The most important of these is that Eldan 
  Arkion has left the Company and has vanished for 
  good. Ideally, this happens in the confusion after 
  Astigios's attack, or at any other time when the PCs 
  are away from him. This will have important 
  consequences in later adventures. Astute PCs might 
  get the idea to search his tent (one of the "Aerdy" 
  ones). When they do this, they find that Arkion has 
  taken most of his belonging with him (except for 
  heavy items like blanket and bedroll). However, a 
  Search or Spot check (DC 15) reveals one more item: 
  a small, iron sceptre with the coat-of-arms of the 
  Prelacy of Almor inlaid into it. A Knowledge 
  (history) or Bardic Knowledge check (DC 15) reveals 
  this to be a small replica of the ruling sceptre of the 
  Prelacy from its pre-Wars days. The item accidentally 
  slipped from one of Arkion's pockets when he made 
  his hasty getaway. While the players will not learn 
  about its significance here, it is an important clue for 
  later adventures. 
   
  Kurlasgh Orrm will gladly pay whatever the PCs 
  managed to bargain from him, and lifelong status as 
  guests of honour at the Company's performances 
  (listed on the AR). 
   
  If the roleplaying has been exceptional on the 
  table, Lertolia Corander and Shari Songwood can be 
  made available for spell teaching, especially when a 
  spellcasting PC has just gained a new level. Shari can 
  teach them the ambient song spell, which is listed on 
  the AR. 
   
  The Aerdy Re-Enactment Company will leave 
  the city two days after conclusion of these events, 
  with Kurlasgh Orrm being on the lookout for a new 
  actor to play the Aerdy bodyguard. Maybe the PCs 
  meet the Company again at a later time in the 
  campaign... 
   
  Treasure: The PCs may gain the following 
  rewards. Reward paid by The Aerdy Re-Enactment 
  Company (per PC): 
   
  APL 2: Coin 100 gp 
   
  APL 4: Coin 100 gp 
   
  APL 6: Coin 150 gp 
   
  APL 8: Coin 200 gp 
   
  All APLs: Coin: 10 gp (Brooch made from red 
  gold (per PC)). 
   
  All APLs: Coin: 10 gp (Small replica of the 
  sceptre of the Prelacy of Almor). 
   
  All APLs: Favour of the Adri Re-Enactment 
  Company: value 
   
  All APLs: Access to the spell ambient song 
   
  The End 
   
  Critical Event Summary 
  Please feed the answers to the following questions 
  back to the author at GH_Adri@web.de 
   
  Did Anarkin survive? 
   
  Did Anarkin escape into the city unnoticed? 
   
  Did the characters find the scepter? 
   
  Did the characters deduce the true identity of “Eldan 
  Arkion“? 
   
  Did one of the Scarlet Brotherhood Assassins escape? 
  If so, who? 
   
  Did the characters find the brooch of red gold? 
   
  Did the characters enlist the aid of Klim Agera? If so, 
  in what way? 
   
   
  The Glory of Times Past 
   
  Page 22 
  
  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 
  (objectives plus roleplaying) to each character. 
   
  Encounter Four (or later) 
  Defeating Veleron Astigios 
  APL 2 
  120 XP 
  APL 4 
  180 XP 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
   
  Encounter Seven (or later) 
  Defeating Korin Theng 
  APL 2 
  150 XP 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
   
  Encounter Eight 
  Defeating the crossbow trap: 
  APL 2 
  30 XP 
  APL 4 
  30 XP 
  APL 6 
  30 XP 
  APL 8 
  30 XP 
   
  Defeating the poison spike trap: 
  APL 4 
  60 XP 
   
  APL 6 
  90 XP 
   
  APL 8 
  120 XP 
   
  Defeating the chest trap 
  APL 2 
  60 XP 
   
  APL 4 
  60 XP 
   
  APL 6 
  90 XP 
   
  APL 8 
  120 XP 
   
  Discretionary Role-playing bonus 
  APL 2 
  90 XP 
  APL 4 
  135 XP 
  APL 6 
  180 XP 
  APL 8 
  225 XP 
   
  Total possible experience 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. 
  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 
  10 minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that 
  characters can go back to loot the bodies, and those 
  bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve 
  loot. If the characters do not loot the body, the gold 
  piece value for the loot is subtracted from the 
  encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below. 
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must 
  cast identify, analyze dweomer or a similar spell to 
  determine what the item does and how to activate it. 
  Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below. 
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate.  
   
  Adventure Maximums 
  APL 2: 400 gp  
  APL 4: 590 gp  
  APL 6: 800 gp  
  APL 8: 1128 gp 
   
  Encounter One 
  Belongings of Kallra Groomnose 
  All APLs: Coin 5 gp 
   
  Encounter Three 
  All APLs: Loot 20 gp (Book of Gnomebeorn the 
  Strong). 
   
  Encounter Four 
  Treasure: If Theng is killed or captured, the 
  characters may take his equipment: 
   
  APL 2: Loot 50 gp 
   
  APL 4: Loot 49 gp; Magic: +1 leather armour  (97 
  gp) 
  The Glory of Times Past 
   
  Page 23 
  
   
  APL 6: Loot 10 gp; Magic: +1 hand crossbow 
  (200 gp), +1 leather armour (97 gp). 
   
  APL 8: Loot 10 gp; Magic: +1 hand crossbow 
  (200 gp), +1 leather armour (97 gp). 
   
  Encounter Seven 
  Found on Veleron Astigios: 
   
  APLs 2 and 4: Magic potion of glibness (42 gp) 
   
  APL 6: Magic 2 potions of glibness (84 gp) 
   
  APL 8: Magic 2 potions of glibness (84 gp), +1 
  cloak of protection (83 gp) 
   
  Encounter Eight 
  APL 2: Loot 35 gp; Cash 85 gp; Magic: potion of 
  reduce (21 gp), potion of blur (25 gp). 
   
  APL 4: Loot 35 gp; Cash 85 gp: Magic: potion of 
  reduce (21 gp), potion of blur (25 gp). 
   
  APL 6: Loot 35 gp; Cash 170 gp: Magic: potion of 
  reduce (21 gp), potion of blur (25 gp), Theng’s spell 
  book (4 gp) 
   
  APL 8: Loot 10 gp; Cash 170 gp: Magic: potion of 
  reduce (21 gp), potion of blur (25 gp), +1 light 
  crossbow (198 gp), Theng’s spell book (6 gp) 
   
  Epilogue 
  The PCs may gain the following rewards. Reward 
  paid by The Aerdy Re-Enactment Company (per PC): 
   
  APL 2: Coin 100 gp 
   
  APL 4: Coin 100 gp 
   
  APL 6: Coin 150 gp 
   
  APL 8: Coin 200 gp 
   
  All APLs: Coin: 10 gp (Brooch made from red 
  gold (per PC)). 
   
  All APLs: Coin: 10 gp (Small replica of the 
  sceptre of the Prelacy of Almor). 
   
  All APLs: Favour of the Aerdy Re-Enactment 
  Company: value 
   
  All APLs: Access to the spell ambient song 
   
  The Glory of Times Past 
   
  Page 24 
  
  Appendix One: 
  The Assassins 
  APL 2 
  �Veleron Astigios, human male (Suloise) Mnk4 
  (ka): CR 4; Medium-size Humanoid (6'2'' tall); HD 
  4d8+4; hp 29; Init +8 (+4 Dex, +4 Improved 
  Initiative); Spd 40 ft.; AC 16 (touch 16, flat-footed 10), 
  (+4 Dex, +2 Wis); Atk +4 melee (1d8+1, unarmed), +8 
  ranged (1d8 [19-20/x2], masterwork light crossbow); 
  SA Flurry of blows, stunning attack, unarmed strike; 
  SQ Evasion, still mind, slow fall (20 ft.); AL LE; SV 
  Fort +5, Ref +8, Will +2; Str 12, Dex 18, Con 13, Int 
  13, Wis 14, Cha 8. 
  Skills and Feats: Balance +7, Climb +3, 
  Concentration +6, Disguise +3, Escape Artist +5, 
  Gather Information +1, Hide +6, Jump +6, 
  Knowledge (arcana) +2, Listen +6, Move Silently +8, 
  Tumble +7; Deflect Arrows, Dodge, Improved 
  Initiative, Improved Unarmed Strike, Point-Blank 
  Shot. 
  Languages: Common, Ancient Suel. 
  Possessions: boots, simple clothing, dark hooded 
  robe, potion of glibness. 
  Description: Astigios (age 26), a pure-blooded 
  Suel, is a sahey ("brother") of the Scarlet Sign, with a 
  lean, ascetic frame and a bald head. He rarely speaks 
  and is usually focused on his mission. Vestigios had 
  red albino eyes. 
   
  �Korin Theng, human male (Suloise) Rog5 
  (retna-fon): CR 5; Medium-size Humanoid (5'10'' 
  tall); HD 5d6; hp 25; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 15 (touch 13, flat-footed 15), 
  (+2 leather, +3 Dex); Atk +5 melee (1d4+2 [19-20/x2], 
  dagger OR 1d6 subdual damage, sap), +7 ranged (1d4 
  and poison [19-20/x2], masterwork hand crossbow); 
  SA Sneak attack +3d6; SQ Evasion, uncanny dodge 
  (Dex bonus to AC); AL LE; SV Fort +1, Ref +7, Will 
  +1; Str 14, Dex 17, Con 11, Int 15, Wis 10, Cha 14. 
  Skills and Feats: Balance +8, Climb +8, Decipher 
  Script +4, Disable Device +5, Disguise +8, Escape 
  Artist +6, Forgery +4, Gather Information +5, Hide 
  +11, Innuendo +4, Intimidate +4, Intuit Direction +2, 
  Jump +7, Listen +5, Move Silently +11, Open Lock +4, 
  Read Lips +6, Search +6, Sense Motive +2, Spellcraft 
  +3, Spot +6, Tumble +6, Use Magic Device +1, Use 
  Rope +5; Improved Initiative, Point-Blank Shot, 
  Precise Shot. 
  Languages: Common, Ancient Suel. 
  Possessions: dark clothing, masterwork leather 
  armour, masterwork hand crossbow, 2 compartment 
  with 10 bolts each, sap, dagger, boots, face mask, jar 
  with two doses of wyvern venom (Injury DC 17, 2d6 
  Cn/2d6 Con), thieves tools (masterwork). 
  Description: Theng (age 22) is a former eltesh 
  ("male cousin", the Brotherhood term for thief) on 
  his way to becoming a rhoidin ("uncle", the rank of a 
  lower assassin). He is slightly more talkative than you 
  would a Brotherhood assassin expect to be (although 
  this is still not saying much), and is slightly 
  overzealous due to the importance this kill has for 
  him. He also is a pure-blood Suel, with platinum 
  blonde hair and pale blue eyes. 
   
  APL 4 
  �Veleron Astigios, human male (Suloise) Mnk6 
  (ka): CR 6; Medium-size Humanoid (6'2'' tall); HD 
  6d8+6; hp 44; Init +8 (+4 Dex, +4 Improved 
  Initiative); Spd 50 ft.; AC 17 (touch 17, flat-footed 10), 
  (+4 Dex, +2 Wis, +1 monk); Atk +8/+5 melee (1d8+1, 
  unarmed), +9 ranged (1d8 [19-20/x2], masterwork 
  light crossbow); SA Flurry of blows, stunning attack, 
  unarmed strike; SQ Evasion, purity of body, still 
  mind, slow fall (30 ft.); AL LE; SV Fort +6, Ref +9, 
  Will +3; Str 12, Dex 18, Con 13, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Balance +9, Climb +5, 
  Concentration +8, Disguise +3, Escape Artist +5, 
  Gather Information +1, Hide +7, Jump +7, 
  Knowledge (arcana) +2, Listen +6, Move Silently +10, 
  Tumble +9; Deflect Arrows, Dodge, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Point-Blank Shot, Weapon Finesse (Fist). 
  Languages: Common, Ancient Suel. 
  Possessions: boots, simple clothing, dark hooded 
  robe, potion of glibness. 
  Description: Astigios (age 26), a pure-blooded 
  Suel, is a sahey ("brother") of the Scarlet Sign, with a 
  lean, ascetic frame and a bald head. He rarely speaks 
  and is usually focused on his mission. Vestigios had 
  red albino eyes. 
   
  �Korin Theng, human male (Suloise) Rog6/Ass1 
  (retna): CR 7; Medium-size Humanoid (5'10'' tall); 
  HD 7d6; hp 32; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 16 (touch 13, flat-footed 16), 
  (+3 +1 leather, +3 Dex); Atk +6 melee (1d4+2 [19-
  20/x2], dagger OR 1d6 subdual damage, sap), +8 
  ranged (1d4 and poison [19-20/x2], masterwork hand 
  crossbow); SA Death attack, poison use, sneak attack 
  +4d6; SQ Evasion, uncanny dodge (Dex bonus to AC, 
  can’t be flanked); AL LE; SV Fort +2, Ref +10, Will +2; 
  Str 14, Dex 17, Con 11, Int 15, Wis 10, Cha 14. 
  Skills and Feats: Balance +10, Climb +9, Decipher 
  Script +5, Disable Device +6, Disguise +10, Escape 
  Artist +8, Forgery +4, Gather Information +6, Hide 
  +13, Innuendo +4, Intimidate +5, Intuit Direction +3, 
  Jump +8, Listen +5, Move Silently +13, Open Lock +4, 
  Read Lips +6, Search +6, Sense Motive +2, Spellcraft 
  +3, Spot +6, Tumble +7, Use Magic Device +1, Use 
  Rope +5; Improved Initiative, Point-Blank Shot, 
  Precise Shot, Rapid Shot. 
  Languages: Common, Ancient Suel. 
  Possessions: dark clothing, +1 leather armour, 
  masterwork hand crossbow, 2 compartment with 10 
  The Glory of Times Past 
   
  Page 25 
  
  bolts each, sap, dagger, boots, face mask, jar with two 
  doses of wyvern venom (Injury DC 17, 2d6 Con/2d6 
  Con), thieves tools (masterwork). 
  Spells Prepared: Although Theng would be able 
  to cast spells due to his high Int, he has not prepared 
  any, and has not brought his spell book. 
  Description: Theng (age 22) is a young eltesh 
  ("male cousin", the Brotherhood term for thief) who 
  has just become a rhoidin ("uncle", the rank of a 
  lower assassin). He is slightly more talkative than you 
  would a Brotherhood assassin expect to be (although 
  this is still not saying much), and is slightly 
  overzealous. He also is a pure-blood Suel, with 
  platinum blonde hair and pale blue eyes. 
   
  APL 6 
  �Veleron Astigios, human male (Suloise) Mnk8 
  (ka): CR 8; Medium-size Humanoid (6'2'' tall); HD 
  8d8+16; hp 66; Init +8 (+4 Dex, +4 Improved 
  Initiative); Spd 50 ft.; AC 17 (touch 17, flat-footed 10), 
  (+4 Dex, +2 Wis, +1 monk); Atk +11/+8 melee 
  (1d10+1, unarmed), +12/+7 ranged (1d8 [19-20/x2], 
  masterwork light crossbow); SA Flurry of blows, 
  stunning attack, unarmed strike; SQ Evasion, leap of 
  the clouds, purity of body, still mind, slow fall (50 ft.), 
  wholeness of body; AL LE; SV Fort +7, Ref +11, Will 
  +4; Str 12, Dex 18, Con 14, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Balance +10, Climb +6, 
  Concentration +11, Disguise +5, Escape Artist +7, 
  Gather Information +3, Hide +7, Jump +7, 
  Knowledge (arcana) +2, Listen +6, Move Silently +10, 
  Tumble +9; Deflect Arrows, Dodge, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Point-Blank Shot, Weapon Finesse (fist). 
  Languages: Common, Ancient Suel. 
  Possessions: boots, simple clothing, dark hooded 
  robe, 2 potions of glibness. 
  Description: Astigios (age 26), a pure-blooded 
  Suel, is a sahey ("brother") of the Scarlet Sign, with a 
  lean, ascetic frame and a bald head. He rarely speaks 
  and is usually focused on his mission. Vestigios had 
  red albino eyes. 
   
  �Korin Theng, human male (Suloise) Rog6/Ass3 
  (retna): CR 9; Medium-size Humanoid (5'10'' tall); 
  HD 9d6; hp 39; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 16 (touch 13, flat-footed 16), 
  (+3 +1 leather, +3 Dex); Atk +8/+3 melee (1d4+2/ [19-
  20/x2], dagger OR 1d6 subdual damage, sap), +10/+4 
  ranged (1d4 and poison [19-20/x2], +1 hand 
  crossbow); SA, Death attack, poison use, sneak attack 
  +5d6; SQ Evasion, uncanny dodge (Dex bonus to AC, 
  can’t be flanked), +1 save against poison; AL LE; SV 
  Fort +3, Ref +11, Will +5; Str 14, Dex 17, Con 11, Int 
  16, Wis 10, Cha 14. 
  Skills and Feats: Balance +12, Climb +11, 
  Decipher Script +6, Disable Device +7, Disguise +12, 
  Escape Artist +8, Forgery +5, Gather Information +9, 
  Hide +15, Innuendo +4, Intimidate +5, Intuit 
  Direction +3, Jump +8, Listen +6, Move Silently +15, 
  Open Lock +4, Read Lips +7, Search +7, Sense Motive 
  +2, Spellcraft +4, Spot +6, Tumble +10, Use Magic 
  Device +1, Use Rope +5; Improved Initiative, Iron 
  Will, Point-Blank Shot, Precise Shot, Rapid Shot. 
  Languages: Common, Ancient Suel. 
  Possessions: dark clothing, +1 leather armour, +1 
  hand crossbow, 2 compartment with 10 bolts each, 
  sap, dagger, boots, face mask, jar with two doses of 
  wyvern venom (Injury DC 17, 2d6 Con/2d6 Con), 
  thieves tools (masterwork), spell book (contains: 1
  st – 
  change self, obscuring mist, spider climb; 2
  nd – 
  undetectable alignment). 
  Spells Prepared (2/1; base DC = 13 + spell level): 
  1
  st – change self, obscuring mist; 2
  nd – undetectable 
  alignment 
  Description: Theng (age 22) is a former eltesh 
  ("male cousin", the Brotherhood term for thief) who 
  later became a rhoidin ("uncle", the rank of a lower 
  assassin). He is slightly more talkative than you 
  would a Brotherhood assassin expect to be (although 
  this is still not saying much), and is slightly 
  overzealous. He also is a pure-blood Suel, with 
  platinum blonde hair and pale blue eyes. 
   
  APL 8 
  �Veleron Astigios, human male (Suloise) Mnk10 
  (ka): CR 10; Medium-size Humanoid (6'2'' tall); HD 
  10d8+20; hp 79; Init +9 (+5 Dex, +4 Improved 
  Initiative); Spd 60 ft.; AC 18 (touch 18, flat-footed 10), 
  (+4 Dex, +2 Wis, +2 monk); Atk +12/+9/+6 Melee 
  (1d10+1 [20/x2], unarmed), +13/+8 ranged (1d8 [19-
  20/x2], +1 light crossbow); SA Flurry of blows, ki 
  strike (+1), stunning attack, unarmed strike; SQ 
  Evasion, improved evasion, leap of the clouds, purity 
  of body, still mind, slow fall (50 ft.), wholeness of 
  body; AL LE; SV Fort +9, Ref +13, Will +8; Str 12, Dex 
  18, Con 14, Int 13, Wis 14, Cha 8. 
  Skills and Feats: Balance +10, Climb +6, 
  Concentration +11, Disguise +5, Escape Artist +7, 
  Gather Information +3, Hide +10, Jump +10, 
  Knowledge (arcana) +2, Listen +8, Move Silently +12, 
  Tumble +11; Deflect Arrows, Dodge, Improved 
  Initiative, Improved Trip, Improved Unarmed Strike, 
  Iron Will, Point-Blank Shot, Weapon Finesse (Fist). 
  Languages: Common, Ancient Suel. 
  Possessions: boots, simple clothing, dark hooded 
  robe, 2 potions of glibness, +1 cloak of resistance. 
  Description: Astigios (age 26), a pure-blooded 
  Suel, is a sahey ("brother") of the Scarlet Sign, with a 
  lean, ascetic frame and a bald head. He rarely speaks 
  and is usually focused on his mission. Vestigios had 
  red albino eyes. 
   
  �Korin Theng, human male (Suloise) Rog7/Ass4 
  (retna): CR 11; Medium Humanoid (5'10'' tall); HD 
  11d6; hp 46; Init +7 (+3 Dex, +4 Improved Initiative); 
  Spd 30 ft.; AC 16 (touch 13, flat-footed 16), (+3 +1 
  leather, +3 Dex); Atk +10/+5 melee (1d4+2 [19-20/x2], 
  The Glory of Times Past 
   
  Page 26 
  
  dagger OR 1d6 subdual damage, sap), +12/+6 ranged 
  (1d4 and poison [19-20/x2], +1 hand crossbow); SA, 
  Death attack, poison use, sneak attack +6d6; SQ 
  Evasion, uncanny dodge (Dex bonus to AC, can’t be 
  flanked, +1 against traps) +2 save against poison; AL 
  LE; SV Fort +3, Ref +12, Will +5; Str 14, Dex 17, Con 
  11, Int 16, Wis 10, Cha 14. 
  Skills and Feats: Balance +13, Climb +12, 
  Decipher Script +7, Disable Device +8, Disguise +14, 
  Escape Artist +8, Forgery +5, Gather Information +10, 
  Hide +17, Innuendo +4, Intimidate +5, Intuit 
  Direction +3, Jump +10, Listen +7, Move Silently +17, 
  Open Lock +4, Read Lips +7, Search +7, Sense Motive 
  +2, Spellcraft +4, Spot +8, Tumble +12, Use Magic 
  Device +1, Use Rope +7; Improved Initiative, Iron 
  Will, Point-Blank Shot, Precise Shot, Rapid Shot. 
  Languages: Common, Ancient Suel. 
  Possessions: dark clothing, +1 leather armour, +1 
  hand crossbow, 2 compartment with 10 bolts each, 
  sap, dagger, boots, face mask, jar with two doses of 
  wyvern venom (Injury DC 17, 2d6 Con/2d6 Con), 
  thieves tools (masterwork), spell book (contains: 1
  st– 
  change self, obscuring mist, spider climb; 2
  nd– alter 
  self, undetectable alignment). 
  Spells Prepared (2/2; base DC = 13 + spell level): 
  1
  st– change self, obscuring mist; 2
  nd– alter self, 
  undetectable alignment 
  Description: Theng (age 22) is a former eltesh 
  ("male cousin", the Brotherhood term for thief) who 
  later became a rhoidin ("uncle", the rank of a lower 
  assassin). He is slightly more talkative than you 
  would a Brotherhood assassin expect to be (although 
  this is still not saying much), and is slightly 
  overzealous. He also is a pure-blood Suel, with 
  platinum blonde hair and pale blue eyes. 
   
  The Glory of Times Past 
   
  Page 27 
  
  Appendix Two: 
  The Aerdy Re-Enactment Company 
  All APLs 
  �Kurlasgh Orrm, human male Exp7: CR 4; 
  Medium-size Humanoid (6'1'' tall); HD 8d6+14; hp 
  44; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (touch 13, flat-
  footed 10), (+3 Dex); Atk +7/+2 (1d6+1 [19-20/x2], 
  short sword); AL LN; SV Fort +4, Ref +5, Will +7; Str 
  13, Dex 16, Con 14, Int 15, Wis 9, Cha 16. 
  Skills and Feats: Appraise +8, Balance +5, Bluff 
  +13, Decipher Script +5, Diplomacy +14, Disguise 
  +13, 
  Innuendo 
  +6, 
  Knowledge 
  (acting) 
  +12, 
  Knowledge (politics) +13, Listen +4, Perform (acting) 
  +16, Ride +8; Ambidexterity, Iron Will, Leadership, 
  Skill Focus (Perform: acting).  
  Languages: Common, Old Oeridian, Nyrondese 
  Possessions: flashy clothing, mock weapons, as 
  well as whatever the DM deems necessary for this 
  adventure. 
  Description: Orrm (age 39) is a charismatic, yet 
  calm diplomat type who strives to find the 
  appropriate balance between diplomatic action and 
  showmanship. His clothing displays some wealth, 
  but not outrageously so. He is well aware of current 
  politics and tries to act accordingly. Orrm has dark 
  brown hair and blue eyes, with a short moustache. 
   
  �"Eldan Arkion" (Anarkin), human male Clr12 
  (Heironeous): CR 12; Medium Humanoid (6' tall); 
  HD 12d8+24; hp 85; Init +1 (+1 Dex); AC 11 (touch 
  11, flat-footed 10), (+1 Dex); Atk +8/+3 (currently 
  unarmed); AL LN; SV Fort +12, Ref +5, Will +12; Str 
  9, Dex 12, Con 14, Int 17, Wis 19, Cha 18. 
  Skills and Feats: Bluff +8, Concentration +7, 
  Diplomacy +15, Disguise +7, Gather Information +6, 
  Heal +13, Knowledge (arcana) +9, Knowledge 
  (politics) +12, Knowledge (religion) +14, Perform 
  (acting) +8, Scry +8, Spellcraft +11; Combat Casting, 
  Extra Turning, Great Fortitude, Leadership, Martial 
  Weapon: 
  Battle 
  Axe, 
  Maximize 
  Spell, 
  Spell 
  Penetration.  
  Languages: Common, Old Oeridian, Nyrondese, 
  Gnome. 
  Possessions: holy symbol of Heironeous (hidden), 
  small replica of the Almorian sceptre (which he will 
  lose at the end of the adventure), simple clothing, 
  mock weapons, as well as whatever the DM deems 
  necessary for this adventure. 
  Description: Arkion (age 49) is a charismatic, yet 
  reserved man. There is a certain air of sadness about 
  him. He is a good rhetorician and can be quite 
  evasive if he needs to. He has black hair, brown eyes, 
  and a full beard  
  Notes: Anarkin is currently denied the use of 
  clerical spells and other cleric abilities (such as Turn 
  Undead) by his deity, although this may change in 
  later adventures. In theory, his Domains are Law and 
  War. 
   
  �Landra Merolion, human female Exp7: CR 6; 
  Medium-size Humanoid (5'11'' tall); HD 7d6+7; hp 
  31; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (touch 12, flat-
  footed 10), (+2 Dex); Atk +7 (1d4+2 [19-20/x2], 
  dagger); AL N; SV Fort +5, Ref +4, Will +6; Str 14, 
  Dex 14, Con 13, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Animal Empathy +7, Balance +8, 
  Craft (leatherworking) +7, Disguise +7, Handle 
  Animal +12, Jump +10, Knowledge (acting) +5, Listen 
  +7, Perform (acting) +10, Ride +14; Blind-Fight, Great 
  Fortitude, Mounted Combat, Skill Focus (Ride).  
   Languages: Common. 
  Possessions: colourful clothing, mock weapons, 
  horse, as well as whatever the DM deems necessary 
  for this adventure. 
  Description: Landra (age 25) lives for riding and 
  acting. If not in costume, her sense of dress might be 
  called fashion-challenged. She has not great interest 
  in politics and just wants to excel on the stage. 
  Landra has red hair and blue eyes. 
   
  �Lertolia Corander, human female Ill12: CR 12; 
  Medium-size Humanoid (5'6'' tall); HD 12d4+12; hp 
  42; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (touch 13, flat-
  footed 14), (+3 Dex, +4 bracers of armour); Atk +6/+1 
  melee (1d4 [19-20/x2], dagger); SA spells; SQ spells; 
  AL LN; SV Fort +4, Ref +7, Will +10; Str 10, Dex 17, 
  Con 12, Int 19, Wis 10, Cha 14. 
  Skills and Feats: Alchemy +9, Bluff +6, 
  Concentration +8, Craft (tailoring) +8, Diplomacy +4, 
  Disguise +7, Forgery +9, Innuendo +4, Knowledge 
  (arcana) +13, Knowledge (history) +9, Listen +3, Scry 
  +12, Spellcraft +17; Craft Wondrous Item, Enlarge 
  Spell, Extend Spell, Heighten Spell, Iron Will, Scribe 
  Scroll, Spell Focus (Illusion), Spell Mastery (ghost 
  sound, 
  hallucinatory 
  terrain, 
  mirage 
  arcana, 
  persistent 
  image), 
  Spell 
  Resistance, 
  Summon 
  Familiar.  
   Languages: Common, Old Oeridian, Draconic, 
  Nyrondese, Elven. 
  Possessions: really colourful clothing, pointed 
  hat, +4 bracers of armour, and whatever the DM 
  deems necessary. 
  Spells Prepared (4+1/5+1/5+1/5+1/4+1/3+1/2+1): 
  0- dancing lights (2), ghost sound (3); 1st- message, 
  silent image (4), ventriloquism; 2nd- fog cloud (3), 
  minor image (2), pyrotechnics; 3rd- gust of wind (2), 
  major image (4); 4th- hallucinatory terrain (5); 5th- 
  greater shadow conjuration (2), mirage arcana; 6th- 
  greater shadow evocation, persistent image (2) (with 
  Extend Spell) 
  Description: Lertolia (age 29) is a highly skilled 
  illusionist who quickly rose through the ranks at 
  Kalstrand. Her flightiness, coupled with sometimes 
  ... impetuous behaviour, made her the ideal candidate 
  The Glory of Times Past 
   
  Page 28 
  
  for loan to the Company. She wears colourful, yet 
  usually matching clothing, topped by an equally 
  matching pointed hat (rumours are she's got about 20 
  of these). Lertolia has dark blonde hair and green 
  eyes. 
   
  �Shari Songwood, half-elf female Brd9: CR 9; 
  Medium-size Humanoid (5'10'' tall); HD 9d6; hp 40; 
  Init +2 (+2 Dex); Spd 30 ft.; AC 13 (touch 13, flat-
  footed 10), (+3 Dex); Atk +5/+0 melee (1d6-1 [19-
  20/x2], short sword), +9/+4 (1d6 [x3] shortbow); SA 
  spells; SQ spells, bardic music, bardic knowledge; AL 
  N; SV Fort +3, Ref +9, Will +5; Str 9, Dex 16, Con 10, 
  Int 14, Wis 9, Cha 17 
  Skills and Feats: Appraise +5, Concentration +4, 
  Decipher Script +2, Diplomacy +5, Disguise +6, 
  Gather Information +5, Knowledge (arcana) +5, 
  Knowledge (religion) +4, Listen+1, Move Silently +5, 
  Perform (acting) +10, Perform (lute) +12, Perform 
  (singing) +11, Sense Motive +3, Spellcraft +5, Tumble 
  +5, Use Magic Device +5; Enlarge Spell, Extend Spell, 
  Skill Focus (Perform: lute), Skill Focus (Perform: 
  singing).  
   Languages: Common, Old Oeridian, Ancient 
  Suloise, Gnome, Elven, Halfling. 
  Possessions: whatever the DM deems necessary. 
  Spells Prepared (3/4/4/3): 0- dancing lights, flare, 
  ghost sound; 1st– ambient song (2), silent image (2); 
  2nd- minor image (2), pyrotechnics (2); 3rd- major 
  image, sculpt sound (2). 
  Description: Shari Songwood (age 23) hails from 
  the city of Verbobonc. Travelling the world, she 
  found employment with Orrm's Company, but is not 
  yet sure whether she wants to remain with the 
  troupe. She is friendly, but somewhat reserved, and 
  sometimes seems unsure how to deal with her elven 
  heritage. She wears simple clothing in matching 
  colours and is an expert with the lute. Shari has short 
  dark brown hair and gray eyes. 
  The Glory of Times Past 
   
  Page 29 
  
  Appendix Three: 
  Klim Agera
  All APLs 
  � 
  Klim 
  Agera, 
  human 
  male 
  (Suloise) 
  Rog6/Mnk1: CR 7; Medium-size Humanoid (6’2’’ 
  tall); HD 7d6-7; hp 25; Init +3 (+3 Dex); Spd 30 ft.; AC 
  17 (touch 16, flat-footed 17), (+3 Dex, +2 Wis, +1 
  bracers of armour, ring of protection +1); Atk +7 
  melee (1d6-1, unarmed), +8 ranged (1d4 [19-20/x2], 
  +1 hand crossbow); SA Flurry of blows, stunning 
  attack, unarmed strike; SQ Evasion, sneak attack 
  +2d6, uncanny dodge (Dex bonus to AC; can't be 
  flanked); AL LN; SV Fort +4, Ref +11, Wil +7; Str 8, 
  Dex 17, Con 8, Int 16, Wis 14, Cha 10. 
  Skills and Feats: Balance +4, Bluff +10, 
  Concentration +3, Craft (tailoring) +17, Decipher 
  Script +5, Diplomacy +5, Disguise +5, Escape Artist 
  +5, Forgery +6, Gather Information +6, Hide +9, 
  Innuendo +6, Intimidate +5, Knowledge (local) +8, 
  Knowledge (the planes) +4, Knowledge (religion) +7, 
  Listen +10, Move Silently +9, Open Lock +4, Search 
  +5, Sense Motive +6, Spot +11; Alertness, Improved 
  Unarmed Strike, Skill Focus (bluff), Skill Focus 
  (craft: tailoring), Weapon Finesse (hand). 
  Languages: Ancient Suel, Common, Infernal, 
  Nyrondese, Old Oeridian. 
  Possessions: 
  expensive 
  clothing, 
  +1 
  hand 
  crossbow, 20 bolts, silver dagger, +1 bracers of 
  armour, +1 ring of protection, +1 cloak of resistance, 
  potion of glibness, masterwork tailor’s tools. 
  Description: Klim looks like a typical Suel: slim, 
  light blue eyes, blonde hair; he is in his early 
  twenties. He came to Innspa several years ago, 
  obviously out of nowhere. He appears to have some 
  knowledge of the inner workings of the Scarlet 
  Brotherhood, but does not seem to be too friendly 
  disposed towards them. If possible, he tries to foil 
  their plans without getting personally involved. 
  Note: At the DM’s discretion, Klim may come to 
  the rescue of weaker parties to prevent undeserved 
  disaster. If so, Klim will try to get everybody in the 
  party to buy clothes from him while they are still in 
  Innspa. 
  The Glory of Times Past 
   
  Page 30 
  
  Appendix Four:  
  Kallra Groomnose's Diary Entry 
   
   
  Knew Arkion was up to something! Too refined, too suave. But this! - Boyboyboy. 
  Gotta keep watch on the pale guy and the other one I heard about. Hope he doesn't 
  get me with this crossbow, the monkey, if he's really got one. Real skinny, too, and 
  moves like lightning. Boy, this is really exciting! But why are they after Arkion? 
  The Glory of Times Past 
   
  Page 31 
  
  Appendix Five 
  Maps 
  Encounters Four and Five 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounter Eight 
   
   
  The Glory of Times Past 
   
  Page 32 
  
  Player’s Handout 
  The Foreigner’s Guide to Innspa 
  Since the adventure is set entirely in the city of Innspa, 
  judges from other regions should study the below 
  description of the city carefully. Most of it is taken 
  straight out of Ivid the Undying, but has been modified 
  as needed. 
  Innspa (pop. 12,200) is a unique city in Aerdy. It has 
  been part of Nyrond, Almor, and North Province in its 
  history. For the past 35 years or so, it had become 
  virtually the personal fief of Prince Corazell of the 
  House of Garasteth. His House had bought Innspa 
  from the Crandens centuries ago when the city was but 
  a small mining village and turned it into a trade city, 
  dealing in ores from the Flinty Hills, food from 
  Nyrond, timber from the Adri and fish from the river. 
  During changes of nation, Innspa stayed much the 
  same, a cosmopolitan city where all races and ethics 
  mixed and intermingled. 
  While the city was slowly changing into a spa for 
  the wealthier Aerdy classes, its population changed as 
  well. Originally there were mostly gnomes and 
  dwarves, happily delving for metals and gems in the 
  nearby hills. Nowadays, the city is predominantly 
  human (mostly of Oeridian stock), with several 
  hundreds of gnomes still remaining a (rather 
  important) part of city life. They have an entire quarter 
  (in the Old City) to themselves, but mingle freely with 
  humans in the other quarters. The dwarves moved on 
  after the mines had become depleted (and all this 
  bathing was getting to them, anyway). Halflings have 
  never been too frequent around here, except for visitors 
  from a few settlements in the Flinty Hills. 
  The city’s original name was not Innspa, by the way. 
  The initial settlement is supposed to have been called, 
  Nonisburg. At the time when House Garasteth 
  received the place as a fief, tax rolls list it as 
  Minerstown. The – rather apt - name “Innspa” was not 
  chosen until 200 years ago, when the city had long 
  been turned into a spa, and most of the miners had long 
  left. 
  Corazell died without issue, and while one or two of 
  his male brothers and cousins have turned up to take 
  possession of the city, they have met their match in the 
  fierce Countess Karasin, Corazell's widow. She is 
  cunning and crafty. Since Corazell is believed to have 
  died in the wars, she says that she holds this city in a 
  form of royal trust in his memory. Nobody minds that 
  Prince Corazell actually died from a brain hemorrhage 
  brought on by ingesting staggering amounts of brandy. 
  Karasin proclaims him a war hero and will not give up 
  his lands. Indeed, she has proclaimed ownership of a 
  swathe of land stretching from the eastern bank of the 
  small western Harp tributary as far northwards as the 
  point where the river enters the southern Griff 
  Mountains. 
  When Nyrond occupied large tracts of former 
  Almor after most fiends had been banished by the 
  Crook of Rao in 586 CY, Karasin lost the area north of 
  the Flessern to Nyrond. Long being courted by 
  Overking Xavener I, she finally decided to give in to 
  his advances by formally entering the United Kingdom 
  of Ahlissa as the Pricipality of Innspa, in a much-
  noticed speech before the city council on Godsday of 
  Growfest 590 CY, the third anniversary of West Almor 
  becoming a protectorate of Nyrond. 
  In addition, when Xavener created the Adri 
  Marchland to provide for his cousin, Prince Molil 
  (charged with bringing the Adri under Ahlissa’s rule, 
  thus succeeding where Karasin has failed), the seat of 
  power for the Adri Marchland was nominally set in 
  Innspa. Molil, however, only rarely visits his 
  sumptuous palace in the Old City, leaving most of the 
  “governing” of his fief to bureaucrats. 
  Innspa does not have city walls as such, but its core, 
  the Old City, is walled, while new construction has 
  taken place outside these walls, in what has become the 
  New City. Most houses in the Old City are built of 
  stone, and many reveal the handiwork of dwarven or 
  gnomish stonemasons—though demihumans are very 
  rare here now. The Old City houses about 2,500 people, 
  and contains Karasin's palace, the barracks of Levialen's 
  Innspa Regiment, and the richer, skilled workers and 
  petty aristocracy of the city. Rulership is high within 
  the old town, medium elsewhere. Goods are expensive 
  (cost multiplier 180%) and are often in short supply. 
  Most temples can also be found in the Old City, except 
  those of new, obscure, or rather powerless deities. 
  Innspa has two exceptional features: 
  One is the series of stone aqueducts of gnomish 
  design, which bring fresh water from the Flinty Hills. 
  This is a strange contraption unparalleled anywhere on 
  Oerth. The aqueduct spans a distance of about forty 
  miles, leading north from Innspa in a (more or less) 
  straight line. Its most important part is a rectangular 
  stone duct based on large stone pillars. In this series of 
  ducts, fresh water is transported from a source in the 
  Flinty Hills all the way south to Innspa, where it is 
  channeled throughout the city by an ingenious system 
  of interconnected distribution towers. Only gnomes 
  could think of such a contraption. 
  The aqueduct seems to be made of a huge variety of 
  different types of stone, and yet everything blends 
  together seamlessly, even harmonically, and even looks 
  quite sound and solid (in a gnomish way). Right next to 
  the aqueduct, a wide, heavily used path winds its way 
  north, into the hills. Depending on terrain type (and 
  the whims of the gnome or gnomes charged with 
  constructing this particular section), the aqueduct runs 
  to a height of up to 150 feet, but may also be lying on 
  the ground, or run through a particularly stubborn hill. 
  Glory of Times Past 
   
  Page 33 
  
  Its basic principle of construction is that water flows 
  downwards from the hills into Innspa with the right 
  amount of pressure, and aqueduct construction has to 
  reflect this. Next to Innspa, the pillars are rarely higher 
  than thirty feet. The ducts as such are usually five feet 
  wide and six to eight feet high, but individual 
  dimensions vary as often as construction style 
  (depending on the gnome in charge). The aqueduct is 
  old and worn, but well preserved, which is due to 
  regular and highly qualified maintenance by the 
  Gnomish Guild of Architects of Innspa (which is a 
  Meta-Organization of our region, open only to gnomes 
  and the occasional dwarf). 
  The distribution towers cunningly distribute the 
  water around Innspa, using most of it to irrigate the 
  Old City’s many beautiful parks, complete with small 
  ornamental lakes. 
  The other exceptional feature is the splendidly 
  ornate public baths with their idiosyncratic bill of fare: 
  a quick swim and bathe in the "tepid water" baths costs 
  but 1 cp. For the aristocracy, 2 gp buys a foaming hot 
  water bath with herbal infusions and allegedly 
  medicinal mineral salts together with all the hot towels 
  and soap one can use. An eccentric wizard obsessed 
  with personal hygiene built them in 322 CY, and rumor 
  has it that a fire elemental has been bound to the place 
  to heat the waters. 
  As befits the second part of its name, the city is a 
  place of bubbling springs – some cold, some hot, and 
  many of both oddly coloured or imbued with strange 
  odours. While a few of these are open and common, 
  most are contained within some edifice or another. 
  Besides these baths and centres that promise various 
  sorts of invigoration, cures, and whatnot. The place 
  seems to have more hostels, taverns, and inns than 
  most communities in all the Flanaess – hence the first 
  part of its name. The more expensive of these inns are 
  situated within Old City, fitting nicely into its rather 
  feudal surroundings. 
  Innspa also boasts more than a half-hundred 
  religious building, ranging from small shrines to large 
  temples and great cathedrals. Nowhere on Oerth will 
  you find such a large array of religious buildings 
  (technically speaking, every deity listed in the LGJ 3 
  has at least a shrine somewhere, sometimes in a most 
  covert way). Due to the current political climate, 
  worship of good deities has fallen somewhat in favour, 
  with a corresponding decline in temples. The most 
  important religions are those dedicated to Hextor and 
  Zilchus (state deity), with Xerbo, Fharlanghn, 
  Olidammara, Kord, Norebo, Ralishaz, Kurell, Boccob, 
  Wee Jas, Delleb, Syrul, and Rudd also being of some 
  importance. On the other hand, the faiths of 
  Heironeous and Pholtus have dwindled, their once 
  huge temples now slowly falling into disrepair. Within 
  the nearby Adri Forest, Obad-hai and Ehlonna are most 
  important, but Beory, Atroa, and Phyton all have their 
  followers. 
  Regional alignment in Innspa is, at least as regards 
  rulers and politics, lawful neutral (with evil tendencies, 
  since Karasin herself is neutral evil). Most of the 
  population (especially those over thirty), however, are 
  still predominantly neutral good, lawful good, and 
  lawful neutral.  
   The city watch is predominantly lawful neutral. 
  Glory of Times Past 
   
  Page 34 
  
  Texts for the Adventure Record 
  Book Gnomebeorn the Strong 
  This leather-bound book is of medium size: 10 inches 
  by 6 inches, and 3 inches thick. In old-fashioned letters, 
  it bears the promising title, Gnomebeorn the Strong. 
  The book is a mixture of fable, saga, and adventuring 
  yarn, describing the fight of Aron Bravenose, a valiant 
  gnome paladin of Garl Glittergold against a terrifying 
  dragon in some woodland location. Description is 
  somewhat vague, but text-internal clues lead to the 
  conclusion that the tale is set either in the Adri or the 
  Grandwood Forest (romantically transfigured and 
  distorted, of course). In the end, all one can really say is 
  that a mighty gnome paladin fought a vicious dragon, 
  who was being worshiped by a deranged cult of (what 
  else?) humans in a large forest, killed the dragon, but 
  died shortly after his victory from the dragon's breath. 
  While informational content is somewhat vague, the 
  book has a certain artistic merit. 
   
  GP Value: 120 gp 
  Weight: 2 lb. 
  Use Restriction: One per Party 
   
  Small Iron Scepter 
  This is a small, iron scepter with the coat-of-arms of the 
  Prelacy of Almor inlaid into it. A Knowledge (history) 
  or Bardic Knowledge check against DC 15 reveals this 
  to be a small replica of the ruling scepter of the Prelacy 
  from its pre-Wars days. 
   
  GP Value: 60 gp 
  Weight:  --- 
  Use Restriction: One per Party 
   
  Influence Point on the Aerdy Re-
  Enactment Company 
  Kurlasgh Orrm, the leader of the Aerdy Re-Enactment 
  Company, has made you a honorary member of his 
  Company. Besides lifelong free admission to all of the 
  Company's performances, this favour also counts as 1 
  Influence Point towards the Company. You have 
  helped them defend one of their members, and they 
  will help you once if they can. 
   
  GP Value: --- 
  Weight: --- 
  Use Restriction: Common 
   
  Brooch Made from Red Gold 
  This is a small brooch made of red gold, engraved with 
  an ancient, Suel-looking family crest and a small red 
  dagger etched into the brooch directly beneath the 
  crest. 
   
  GP Value: 60 gp 
  Weight: --- 
  Use Restriction: One per Party 
   
  Ambient Song  
  Ambient song 
  Illusion (Glamer) 
  Level: Brd 1 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Personal (see text) 
  Target: You 
  Duration: 1 minute/level (D) 
  Saving Throw: Will disbelief 
  Spell resistance: No 
   
  Ambient song transforms the sounds needed to 
  produce any bardic music effect into background noise. 
  Those who hear bardic music masked in this way 
  remain unaware of its true nature, though it still has its 
  normal effects. For example, you could use this spell to 
  make a song intended to inspire competence sound like 
  the chirping of crickets, the rustling of leaves, or the 
  crackling of the campfire. 
  You choose what your ambient song sounds like, 
  but it should be a noise that’s in harmony with the 
  immediate environment. A subject who makes a 
  successful Will save realizes that the sound has been 
  altered and can hear its true nature. 
  Material component: A small bit of whatever 
  naturally makes the sound you’re trying to mimic. For 
  example, a cricket’s leg, a dried leaf, or a charred twig 
  would produce the ambient song effects mentioned 
  above. 
   
  GP Value: 25 gp 
  Weight: --- 
  Use Restriction: Common 
   
   
   
  Korin 
  Theng’s 
  Spell 
  Book 
  (APLs 6 and 8 only) 
  This is one small book with only a few spells in it. 
  At APL 6, it contains: 1
  st – change self, obscuring 
  mist, spider climb; 2
  nd – undetectable alignment 
   
  Caster Level: 3
  rd; Prerequisites: Scribe Scroll, 
  relevant spells; Market Price: 50 gp 
  At APL 8, it contains: 1
  st – change self, obscuring 
  mist, spider climb; 2
  nd – alter self, undetectable 
  alignment 
   
  Caster Level: 4
  th; Prerequisites: Scribe Scroll, 
  relevant spells; Market Price: 70 gp 
   
  Glory of Times Past 
   
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