TEXT: 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. © 2004 ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.  
   
  COR4-11 
   
   
   
  CRIMSON THORNS 
   
  A ONE-ROUND D&D® LIVING GREYHAWK™  
  CORE ADVENTURE 
  Version 1.0 
  by James Zwiers 
  Cartographer: James Zwiers 
  Eastfair Material: Chris Chesher 
  Circle Review: Creighton Broadhurst, Craig Hier and Stephen Radney-MacFarland 
   
   
  Embassies are common in this time of tenacious and fragile peace. However, despite this peace, and the relative security 
  it brings, such embassies are almost always heavily guarded. Now, you have been asked to accompany one such embassy 
  from the Free City of Dekspoint to the North Kingdom. This adventure is for parties from APL 2 through 16. 
  This is the First Stanza of the Frozen Blood Saga. It is recommended that heroes have played COR4-04 Red Tide before 
  undertaking this adventure. 
  
  Crimson Thorns 
   
  Page 1 
  INTRODUCTION 
  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 and a half 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  PLAYING THE GAME 
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  TRACKING 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out the RPGA Tracking Sheet. The DM should 
  complete the top of the form and list his name and RPGA 
  number. The players should each list their name and 
  RPGA number. After the form is filled out it should be 
  given to the Event Coordinator. 
   
  LIVING GREYHAWK 
   
   
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, 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 discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK LEVELS OF PLAY 
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar 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. 
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  heavy, with him in the adventure and it will not 
  count toward the APL calculation. 
  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. 
  
  Crimson Thorns 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  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 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 and gold a PC may gain 
  at the end of the adventure. If a 
  player character is three character 
  levels or more either higher or lower 
  than the APL at which this 
  adventure is being played, that 
  character will receive only one-half 
  of the experience points for the 
  adventure. Further, if the PC is three 
  character levels or more lower than 
  the APL at which this adventure is 
  being played, that PC will receive one-half gold for the 
  adventure as well. This simulates the fact that either the 
  PC was not challenged as much as normal or relied on 
  help by higher-level characters to reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If a group is APL 1 
  there are three things that the group can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  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. 
   
  TIME UNITS AND UPKEEP  
   
   
  This is a standard one-round Core adventure, set in 
  Dekspoint and the North Kingdom. All characters pay 
  two Time Units per round. Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit. Rich Upkeep costs 
  50gp per Time Unit. Luxury Upkeep costs 100gp per 
  Time Unit. 
   
   
  ADVENTURE BACKGROUND 
  War has always shaped the 
  Flanaess and continues to do so. 
  The last, and perhaps most 
  important wars in regard to 
  recent 
  events 
  were 
  the 
  Greyhawk Wars. These wars, 
  named for city were the peace 
  accords were signed, lasted for 
  many 
  years 
  causing 
  untold 
  devastation to the common 
  people of the Flanaess. 
   
  Though the wars affected all 
  of the Flanaess, it started far to 
  the north in the lands of the 
  Frost Barbarians. There, a band 
  of 
  stalwart 
  Frutzi 
  (Frost 
  Barbarians) 
  used 
  the 
  five 
  powerful swords known as the 
  Blades of Corusk, painstakingly 
  collected over the previous year, 
  in an attempt to summon Vatun 
  from his frozen prison created seven centuries prior by 
  Telchur and his followers. 
   
  This act of religious zeal instead called forth Iuz 
  disguised as Vatun. The disguised Old One drove the 
  barbarians into the frenzy that precipitated the Greyhawk 
  Wars. During the ensuing strife and chaos the 
  machinations of the Scarlet Brotherhood came to light. It 
  was discovered that they had been controlling and 
  manipulating the governments of many nations for some 
  time. 
   
  While all of this history is important, we now we 
  turn our attention to a band of cutthroats, pirates, and 
  other similar scum who are despised across the entire 
  Flanaess. Sometime in the past century a group of them, 
  led by the somewhat infamous Dek, discovered a well-
  protected, natural (at least in appearance) harbor on the 
  shores of Stonehold. These pirates established a small 
  town, unimaginatively dubbed Dek’s Point, and through 
  time the name evolved to Dekspoint. That camp (now a 
  city) was founded—perhaps unknowingly—on the ruins 
  of an older settlement.  
   
  In the past decade the increasing arrogance and 
  active piracy of the residents of Dekspoint has come to 
  annoy both Ratik and the North Kingdom. Both have 
  gathering forces and steeled resolve, hoping to claim the 
  city for its own. Through various means—primarily spies 
  in Marner and some well-placed bribes in Eastfair—the 
  rulers of Dekspoint discovered this impending doom. 
  There is hope for Dekspoint. I the game of nations armies 
  and resolve don’t always herald war. Sometimes there are 
  just preludes to negotiation. Ratik would be just as happy 
  to not go to war with Dekspoint, and, in secret 
  negotiations, has already negotiated a peace between 
  itself and Dekspoint. 
   
  Even the threat of attack can bring political change. 
  Once apprehended by the powers of Dekspoint, it gave 
  Captain Seoman Wraxil the fuel he needed to take 
  
  Crimson Thorns 
   
  Page 3 
  control of the Council of Captains from his predecessor, 
  an undisciplined and rough knave called Oluem Luttorn. 
  This change of leadership shapes the current clime of 
  Dekspoint, and affects its current political maneuvering.  
   
  Finally, we also have the machinations of the Scarlet 
  Brotherhood. In COR4-04 Red Tide the PCs were 
  instrumental in recovering Father Alionst Imuier, one of 
  the most powerful members of the Homeland Nobility 
  faction. Alionst has devised a plan to recruit the Suel 
  barbarians into the Scarlet Brotherhood, and the first part 
  of that plan involves recovering an item of power, 
  currently held by Lord Tenebryn Torquann. 
   
  Thus the adventure starts amid two precarious 
  realities. First, the peace between Ratik and Dekspoint 
  depends on pirate enclave negotiating similar terms with 
  the North Kingdom. Ratik would rather see a free outlaw 
  enclave than a launching port for Hextorian aggression. 
  Failure to secure such a treaty may cause open war on the 
  high seas of the Solnor Ocean and Grendep Bay.  
   
  The second is not so obvious. The specter of a larger 
  war looms on the horizon—something that would make 
  the question of who controls the eastern coasts moot. The 
  first of many catalysts that may spiral the Flanaess into 
  war may be triggered in this adventure, although PCs will 
  not know it now.  
   
   
  ADVENTURE SUMMARY 
   
  Introduction—An Unlikely Turn: The adventure 
  begins with the PCs on a ship bound from Marner to 
  Asperdi in the lands of the Sea Barons. There is some 
  time for the PCs to explore the ship they are on before 
  any action. A pirate vessel out of Dekspoint approaches 
  them, flying a white flag of truce. After negotiations, the 
  PCs discover that Seoman Wraxil of the Captains Council 
  in Dekspoint wants to speak to them. If the PCs refuse 
  here, the adventure is over.  
   
  Encounter 1—To Dekspoint: Some time passes on 
  the ship to Dekspoint, and the PCs are given the chance 
  to learn something about the city, its people, and perhaps 
  something about what Seoman Wraxil wants. 
   
  Encounter 2—Dekspoint, Free City of Freebooters: 
  At last the PCs have reached Dekspoint, and the real fun 
  begins. Here the actual request for assistance is delivered. 
  Dekspoint is sending negotiators to Eastfair to arrange a 
  peace with the North Kingdom, and they need some 
  people who are both capable at combat, but also willing 
  to travel about within the city. The diplomats Dekspoint 
  is sending are not the mingling kind of people, and are 
  relatively well known, meaning they would find it more 
  difficult to snoop. 
   
  Alternate Encounter 2—Both Sides of the Coin: 
  While the PCs have refused the offer from Dekspoint, 
  this time they are asked by a Ratikian agent to do it to 
  preserve peace in the region. 
   
  Encounter 3—Exploring Dekspoint: The PCs may 
  want to explore Dekspoint. This encounter details 
  enough of the city and some encounters allowing them 
  to do so. There is nothing that is relevant to the plot here, 
  and should be skipped if time is an issue.  
   
  Encounter 4—A Short Walk to Eastfair: The trip 
  from Dekspoint to Eastfair is uneventful. This encounter 
  is here simply to give the PCs a chance to interact with 
  the pair of diplomats from Dekspoint. 
   
  Encounter 5—Aides du Jour: The PCs are asked to 
  wander about the city and discover what they can. There 
  are two ways to run this encounter, either as pure 
  roleplaying (in the Whirling Dervish) or strictly as dice 
  rolling (although the DCs are high). 
   
  Encounter 6—To Hunt a Thorny Black-Rose: 
  Negotiations are complete, but there is one task 
  outstanding before the treaty is signed. As part of the 
  negotiations, Grenell (the ruler of the North Kingdom) 
  has asked the Dekspoint delegation to deal with a 
  problem that he has. This problem is a renegade cleric of 
  Hextor, located in Atirr. He sees the disposal of the 
  impudent priest, as a deed of good faith that will seal the 
  peace between his nation and the Free City of 
  Freebooters.  
   
  Encounter 7—House Torquann of Atirr: The PCs 
  penetrate the manor home of Lord Tenebryn Torquann 
  to seal the treaty. They may learn something about House 
  Torquann including its typically strong ties to Hextorian 
  worship and the formation of the Death Knights of 
  Hextor. However, the PCs may also discover detail on the 
  wavering nature of Lord Tenebryn’s faith, and the nature 
  of his religious wanderings.  
   
  More importantly, Lord Tenebryn possesses a thus 
  far unrecognized item of power. This item has been 
  controlling the Lord Torquann for its own purposes.   
   
  Conclusion—Hail the Conquering Heroes: The PCs 
  are lauded as heroes for assisting in the negotiation of 
  peace between Dekspoint and the North Kingdom. They 
  are given some gifts and invited to make Dekspoint their 
  home away from home. 
   
  Conclusion—Apathy: The inaction of the PCs is 
  mocked, and the end results are relayed in snickering, 
  sarcastic gossip.  
   
   
  PREPARATION: THE DREAM 
  Throughout this adventure one of the PCs is the 
  recipient of peculiar dreams. These dreams serve a 
  purpose later in the adventure. To that end, it is 
  important to choose this dreamer carefully. There are 
  four criteria that are used to determine this (in order of 
  importance): 
  • 
  Whenever possible, the dreamer should be a Suel 
  human. If there are no Suel humans, choose a non-
  Suel human. If there are no humans, select any 
  character without elf blood. If there are only elves, 
  ignore this criterion. 
  • 
  The dreamer should have levels in bard. If there are 
  no heroes with levels in bard, choose the PC with 
  the greatest number of ranks in Perform. If no one 
  has ranks in Perform, ignore this criterion. 
  
  Crimson Thorns 
   
  Page 4 
  • 
  The dreamer should be of true neutral alignment. If 
  there are no neutral-aligned PCs, choose a PC with a 
  neutral component. If no PC has a neutral alignment 
  component, ignore this criterion. 
  • 
  Lastly, the dreamer may not bear the Curse of the 
  Voice from COR1-06 Forbidden Choice, have the 
  Dreaming from COR3-01 Hidden Fortress, or have been 
  affected by the active scale in COR4-01 Shedding 
  Scales. Similarly, any effect that is similar to this or 
  involves an intelligent or semi-intelligent item 
  bonding itself is subject to the same limitations. 
  Select the PC who meets the greatest number of criteria. 
  In the case of a tie, choose the higher-level PC. If no PC 
  meets one of the criteria, then simply select the highest-
  level PC. For ties, determine randomly.  
   
  The selected PC is hereafter referred to as the 
  dreamer. If the dreamer is an elf then the dreams arrive 
  during their trance. The dreams can be resisted with a 
  successful DC 23 Will save, so ask all the PCs to pre-roll 
  three Will saves (only those for the dreamer are of any 
  import, and then only if he or she chooses to resist the 
  dreams). Each dream sequence is indicated by the 
  “dream” heading in encounters and should only be read 
  to the dreamer. Unless otherwise stated, each dream only 
  occurs once. 
   
  INTRODUCTION 
  It is possible that some PCs may have their own ships. In 
  that case adjust the read-aloud text below to reflect this. 
   
  Six days have passed since you set out from Marner aboard the 
  Sacricias Violeticia. It is a fine boat, albeit an old one. Her 
  captain, Porhas Vitner, is a sometimes-cranky, old sea dog. 
  While gruff and grumpy, he is fair and generally treats his 
  crew well. He let you know earlier today that your destination, 
  Asperdi in the Sea Baron’s area, is still another fortnight and a 
  half distance away. 
   
  Inform the players that the PCs are traveling toward 
  Asperdi for any number of reasons, among those reasons 
  might be any one of the following: visiting relatives, 
  searching for a specific armor or weaponsmith of 
  renown, taking trade goods, looking for work, or 
  anything else that meets their fancy. Those six days have 
  passed in relative calm during which time the heroes can 
  do whatever they wish. The sailors on board range from 
  some young cabin boys (around the age of nine) to 
  grizzled sailors (around the age of forty or fifty). If the 
  captain is asked about the name of the ship, he will let 
  them know that it means “sacred violets” in Old Oeridian. 
   
  Around noon on the sixth day, the following occurs. 
   
  “Cap’n, Sail at five knots, so’ so’ wes’,” calls the crow’s nest 
  lookout. Porhas moves to the rail, pulling his looking glass. “We 
  be chas’d by right fast an’ damn’d pirate from Dekspoint, foul’d 
  and curs’d place.” Holding the glass to his eye, he scans the 
  approaching ship. “It’s the Sea Devil and she’s got full sail on.” 
   
  This discovery spurs a half-hour long high-speed chase 
  across the Solnor. Once Sea Devil makes some progress 
  toward them (about 15 minutes into the chase), allow the 
  players a DC 30 Spot check to notice that it has a banner 
  flying. If they use a looking glass they can make out that 
  it is a white banner, and that no other insignia is flying. 
  Alternatively, this becomes obvious when the Sea Devil is 
  a scant 500 yards distance (20 minutes into the chase). 
  Nothing the heroes try is enough to escape the Sea Devil. 
  That said, if a PC wants to use long-range spells against 
  the Sea Devil, allow them to do so. Any such spell cast that 
  is affected by spell resistance must penetrate SR 15 + 
  APL, or be negated. The Sea Devil has been warded to 
  resist magical attacks. Regardless of what the PC throw at 
  the Sea Devil, Alia, her vessel, and the majority of here 
  crew catches the Sacricias Violeticia. 
   
  Anyone who makes a successful DC 20 Knowledge 
  (local – Core), or Knowledge (nobility and royalty) knows 
  some small number of things about the Sea Devil and her 
  crew. Additionally, a DC 20 bardic knowledge check is 
  sufficient to know the same details. Anyone who 
  succeeds knows that the crew of the Sea Devil are reputed 
  to be merciful and rarely kill anyone they attack. The 
  captain, known only as Alia, is supposedly well placed in 
  one or more of the noble families of Ratik. Lastly, it is 
  also rumored that the vessel has divine protection for 
  they are known to have weathered storms at sea that 
  destroyed other larger and seemingly better-equipped 
  vessels. 
   
  When the Sea Devil reaches about 150 yards (450 
  feet), the captain, Alia, hails the Sacricias Violeticia and ask 
  for a parley. Porhas, not being accustomed to requests for 
  parley from pirates, turns to the PCs: 
   
  “Aye, p’aps you’d be able to ger and speak t’ this ‘ere Cap’t and 
  see wha’s she be wanting. I not be comf’t’ble ‘round dem pirates 
  an’ all.” 
   
  Assuming the PCs agree to speak with the pirates, they 
  are ferried out on a skiff. Alia meets the PCs halfway 
  between the two ships of a skiff of her own. 
   
  The Sea Devil also launches a small skiff, however, there is but 
  a single person aboard it. As it draws closer you can see its 
  occupant is a woman with long brown hair, and dressed in 
  flowing green brocade clothing. She sings a light ditty as she 
  rows to the halfway point.  
   
  Eventually, when close enough she speaks, “Ah I see that 
  Captain Vitner is as timid as usual. Well, I am Alia, captain of 
  the Sea Devil. I would love the pleasure of your acquaintance.” 
   
  Allow the PCs to introduce themselves. 
   
  “Now that we’re all introduced, why don’t I get down to 
  business. I represent the Lord Captain of the Council of 
  Dekspoint, Lord Seoman Wraxil. He desires that you assist him 
  in a matter of diplomatic sensitivity, either in the guise of 
  guards or as diplomats. Are you willing to come to Dekspoint 
  and hear him out?  
   
  
  Crimson Thorns 
   
  Page 5 
  She waits for their answer. PCs can recall details on 
  Dekspoint with a DC 25 Knowledge (local – Core) check. 
  Success reveals that Dekspoint is a disordered collection 
  of scum, villains, and degenerates who prey on the 
  neighboring lands. Should someone succeed on a DC 30 
  check, they also recall there is a rumor of a change of 
  power within the city during the last couple months. 
   
  At this point the PCs may be asking themselves or 
  Captain Alia why she would sail from Marner to catch 
  them when a suitable party of adventurers may be found 
  almost anywhere. The answer lies in the nature of the 
  task and the research conducted by the diplomatic envoy 
  in Marner. They asked around and were told by multiple 
  contacts that your group would serve them well. They did 
  not get all the facts until after you had sailed. This 
  however provided them with a unique opportunity to 
  conduct your hiring on the privacy of the open sea. To 
  that end they sent the Sea Devil to make contact with you. 
   
  If it seems to her like the PCs are unsure of whether 
  they should go, then Alia makes the following offer. 
   
  “You seem unsure of what to do. I know that our home has 
  something of an unsavory reputation, however, perhaps word 
  has not yet reached you. Lord Captain Seoman is a fair and 
  honorable man. If you agree to come meet him I grant you my 
  personal protection for so long as you are in the employ of 
  Dekspoint, as a surety for my word.” 
   
  Alternatively, the captain of the Sacricias Violeticia 
  approach the PCs and ask them to go; if anything to 
  gather intelligence about the city for Ratik. 
   
  If the PCs do not accept at this point then the 
  adventure is over.   
   
  Dream: The following dream occurs as soon as 
  everyone has accepts Alia’s proposal. For those who aren’t 
  seeing the dream, the dreamer appears to fall into a deep 
  sleep, before waking a minute later. 
   
  Cool gray mist surrounds you. And while light snow drifts 
  down, yet you feel no cold. Slowly the mist rolls back, revealing 
  a spectacular view of snow-capped mountains running down 
  into deep fjords and over glacial fields. Everything is calm, 
  almost as if something was waiting for some great event to 
  happen.  
   
  Have the dreamer make a DC 20 Listen check. Success 
  indicates that he or she hears a very faint strain of music 
  coming from all around. The music sounds of horns and 
  drums. A bard could identify the horns as crumhorns, 
  and the drums as toms. A DC 25 Knowledge (geography) 
  check reveals that what he or she is seeing could be the 
  lands of the Suel barbarians in the far north. 
   
  ENCOUNTER 1: TO 
  DEKSPOINT 
  It is possible that the PCs may have their own ship, if this 
  is the case then they are welcome to sail alongside Alia, 
  and make berth at Dekspoint. Adjust the following read-
  aloud text to reflect this.  
   
  Alia returns to her ship as you return to yours. Porhas isn’t 
  upset with the deal although he will miss the added protection 
  a group of adventurers provides. He is going to continue on his 
  way south and bids you a safe journey. 
   
  Once you are all on board, Alia gives the command to sail. 
  The Sea Devil then swings about and gets underway. She 
  ushers you toward the stern, “I’ve got some spare cabins back 
  here that you are welcome to use, it’ll take us two days to reach 
  Dekspoint. Also, I would like it very much if you would come to 
  dinner tonight with me, as I feel it only fair to give you ample 
  warning about the nature of the city, and those residents that 
  you may encounter.” 
   
  There are three cabins. Each cabin has two bunks, a table, 
  two chests, and is well lit and aired thanks to the 
  windows that extend off the stern. The fourth cabin 
  along the stern is Alia’s cabin. That evening, Alia invites 
  the PCs to dine with her on the forecastle (the raised area 
  at the front of the ship). 
   
  Alia led you into her cabin where dinner was laid out. A fine 
  meal of grilled haddock, vegetables, and excellent wine is served.  
   
  “I trust the meal was satisfactory? Then perhaps it is time 
  I told you something of the nature of Dekspoint. First, let me 
  start with the past of the city. None of the current residents of 
  the city know when it was founded, save that it was sometime 
  in the last century. Dek, a somewhat infamous pirate, founded 
  this city as a camp for his followers. What wasn’t known at the 
  time, or at least we don’t think it was known, was that the 
  camp was actually built atop a much older city. 
   
  The city is ruled by a council of ship captains, led by the 
  Lord Captain of the Council. The council came to be, according 
  to what we know of the past, following the demise of Dek. It 
  seemed that none of the other captains could agree on who 
  should lead the city, and so they simply decided to rule by 
  consensus. Some years after that, it became obvious that one 
  captain would have to hold the power to break ties, and 
  formulate a vision for the city, and so that position of the lord 
  captain was formed. 
   
  There are four decks to the city, each accounting for one 
  aspect of the daily life in Dekspoint. The Captain’s deck is 
  where many of the ship captains make their homes. It’s also 
  where the chambers of the council are located. That deck is 
  typically closed to the populace, as you need to be an invited 
  guest of a captain or the council to enter. In this case, you have 
  invitations from both.  
   
  The Mess Deck is mostly barracks, taverns, and other 
  establishments that cater to the needs and desires of the 
  common soldiers, sailors, and others associated with the 
  privateer trade. I would recommend that you avoid this area as 
  duels— always fought to the death—are common here and 
  well… most people in Dekspoint are known to cheat most 
  outrageously when fighting, be it a duel or otherwise.  
   
  The Forecastle Deck is one of the quieter decks. Most of the 
  religious establishments are located in this deck, the largest of 
  these, the Temple of the Waves, is one of the few intact 
  structures that predate the city. It has within it a reliquary, 
  
  Crimson Thorns 
   
  Page 6 
  rumored to hold great power over the sea, that is dedicated to 
  whichever lost deity the temple was once dedicated to. 
  Iluyanesta, the high priest of Deep Sashelas, is friendly and 
  willing to help, I would recommend speaking to him if you 
  need any clerical assistance.  
   
  Finally, we come to the Cargo Deck. This is where the 
  docks and the warehouses are located. While this deck is not 
  unsafe in terms of brawls or other similar fights, it is not safe 
  for ones such as yourselves, for ships in Dekspoint are allowed to 
  crew themselves through whatever means the respective 
  captains deem appropriate, and some few of those captains are 
  known to resort to press gangs to crew their vessels. 
   
  Now, if you’ll excuse me, it is getting late and I must be 
  alert early tomorrow for we shall be nearing the city and the 
  reefs require particular care.” 
   
  Additionally, any PC who has his or her own ship is 
  given explicit maps for passing through the reefs, which 
  are really just large sand bars and so move with the 
  seasons and years (making the maps useless after this 
  adventure is over). 
   
  Dream: The ship reaches Dekspoint around noon on 
  the day after. But first, later that night the dreamer has 
  another dream. 
   
  Again you find yourself standing a field of gray mist, however, 
  this time there is no snow. Eventually, the mist parts and before 
  you is a great city. Tall, dark stone walls surround the city. At 
  its center rises a great bastion. Within the gates are great 
  statues of warriors and the walls are heavily manned with 
  guards, whose weapons and armor glint in the sunlight. You 
  get the feeling that someone or something is expecting you at 
  this metropolis.   
   
  Have the dreamer make a DC 20 Listen check to hear the 
  same faint music as in the first dream. A DC 20 
  Knowledge (geography) check reveals the city to be 
  Eastfair, the capital of the North Kingdom; alternatively, 
  anyone who has played COR3-17 When Orcs Attack 
  recognizes the city without a check. 
   
   
   
  ENCOUNTER 2: DEKSPOINT, 
  FREE CITY OF FREEBOOTERS 
  This encounter follows directly on from Encounter 1. 
   
  Alia’s ship glides over the waves and comes around a headland. 
  As it does so, two great towers come into view, flanking the 
  entrance to a harbor. Armed people standing on platforms atop 
  these pillars are people. Stretched between the pillars are chains. 
  The chains are lowered when the city guardians recognize 
  Alia’s vesse, allowing the Sea Devil to enter the harbor. 
  Turning to you she says, “Welcome to Dekspoint, we will make 
  berth in a few minutes.” 
   
  Not long thereafter you find yourself following Alia 
  through a maze of winding, narrow streets. People that you 
  pass nod to Alia; some even bow. Some of these people look at 
  you with envy, while in others the gleam of hatred fills their 
  eyes.  
   
  Alia continues to lead you upwards into the city, passing 
  larger houses, until at last you reach a courtyard. Here there is 
  a large stone building. The building has the crumbling look of 
  great age, and is partially moss and lichen covered. “This is the 
  Council Hall, the lord captain will have heard of my arrival, 
  and your presence by now and will be expecting us, best to not 
  keep him waiting.” 
   
  Inside the building its age becomes even more evident. 
  Great tapestries, faded by time, hang on the walls. Many depict 
  captains and their ships, great nautical beasts of the Flanaess 
  and great nautical battles. The hallway that ends at a pair of 
  doors. Alia heads onwards toward the doors. The doors are 
  fashioned of solid oak and bear upon them a crest of a sail 
  under which rests a pair of crossed sabers. Alia pushes them 
  open and leads you inside. In this room massive columns shoot 
  upward toward a darkness-obscured ceiling. Streaming down 
  on each side from the columns are banners that are covered in 
  multi-hued crests. The numerous slot windows in the side walls 
  fill the chamber with dappled sunshine. At the far end, resting 
  at a table, is a man of perhaps thirty winters. He has red hair 
  and is dressed in battered leather armor. Abastard sword is 
  slung over his back. 
   
  “Welcome to Dekspoint, and the Council of the Captains. 
  Of course, the others are not here since they have no need to be 
  involved. I am Lord Seoman Wraxil, the Lord Captain of the 
  Council of Dekspoint, however, that is quite a mouthful, so 
  please just call me Seoman. I’m sure by now you are wondering 
  what a gang of bloodthirsty and vile pirates could possibly need 
  the assistance of the brave heroes. Well, the simplest answer 
  that I can give is that we have a need for people who are 
  trustworthy, at least compared to us, and who are capable of 
  their own defense. Dekspoint is in a precarious position, with 
  Ratik moving on us from the north and the North Kingdom 
  from the south. Understand of course, I hold them at no fault, 
  for my predecessor was a…well suffice to say that his views on 
  the matter of ownership were vastly different than my own. 
  I’m sorry; I digress. What I ask is that you participate in 
  delegation to the North Kingdom to secure for me a truce, and 
  if possible a full peace treaty. I have no desire to fight one war, 
  let alone two. Are you willing to do this for me, my city and the 
  lives of the innocents that would be wastefully discarded in 
  war?” 
   
  Seoman is being honest. He does not want war. Vastly 
  different from his predecessor, Seoman knows that 
  Dekspoint’s life of wanton piracy must end or else his 
  neighbors will end it. 
   
  The following cover the various ask the leader. 
  Seoman does not lie about this grave mater. 
   
  • 
  What’s the pay? 
   
  “I can offer you a modest sum of bullion, however, I think that 
  you may find the gratitude of Dekspoint to be worth more. 
  You’ll shall have both if you perform this service for us.” 
   
  • 
  Why not negotiate with Ratik? 
   
  “We are. I have already sent a delegation and await word back. 
  However, Ratik is far less of a danger than is the North 
  
  Crimson Thorns 
   
  Page 7 
  Kingdom. My delegation in Ratik was to recruit a group such 
  as yours. They learned of your group but were unable to make 
  contact before you sailed. They sent me word of your departure 
  and I sent the Sea Devil after you.  
   
  • 
  Who would want a war? 
   
  “There are always those that would see chaos done for the sake 
  of chaos. There are also those that glory in war wherever it can 
  be found. We have no indications that a specific faction or 
  group is opposed to our attempts to settle the feud but it is 
  always better to be cautious.” 
   
  • 
  What are you willing to bargain with? 
   
  “I am willing to accept a limitation on our trading activities. I 
  am also willing to provide a guarantee that all piracy from 
  Dekspoint will cease, and I will personally ensure that such a 
  guarantee is enforced.” 
   
  • 
  Who will be doing the negotiating? 
   
  “I have two of my fellow captains who have agreed to be our 
  negotiators. However, it is also my desire that they have with 
  them some people who are capable of moving about the city and 
  learning what the latest word on the streets is, as that may 
  provide them with powerful bargaining tools. That is of course 
  where you would all be most helpful.” 
   
  Once the PCs have accepted, they’re invited to spend the 
  next two nights Seoman’s house, as delegation leaves in 
  two days time (proceed to Encounter 3, where the PCs 
  can explore Dekspoint if they want to). If the PCs refuse, 
  they are offered one last chance to accept, refer to 
  Alternate Encounter 2.  
   
  Anyone who has sworn allegiance to the Scarlet 
  Brotherhood is the target of a sending spell, which says 
  the following Read this in private to them, as their 
  allegiance should be kept secret, if they wish it. 
   
  “We have a need to know more about something that is going 
  on. Please go to Eastfair and if the opportunity presents itself to 
  travel to Atirr, there is something of definite interest there. So 
  command I, Father Alionst Imuier.” 
   
  Should any of these PCs not go, they have then broken 
  their oath and are subsequently subject to the penalties 
  (if any) that are associated with their allegiance. 
   
  If the PCs have accepted the mission proceed to 
  Encounter 3. If they have not, proceed to Alternate 
  Encounter 2, below 
   
   
  ALTERNATE ENCOUNTER 2: 
  BOTH SIDES OF THE COIN 
  If the PCs refused the offer made by Seoman in 
  Encounter 2, they are offered one last chance to accept.  
   
  Night has fallen in Dekspoint when you leave the Council 
  Hall behind. The streets, despite the hour, are still rife with 
  sailors getting drunk, people plying their trades, and life 
  moving on at its mad-dash pace. A man dressed in dark 
  clothing, with the hood of his cloak pulled up, steps in front of 
  you.  
   
  “Friends, I mean you no harm, but I do bring to you an 
  offer, nay, even perhaps an opportunity beyond what you had 
  hoped. Are you willing to listen?” 
   
  Allow the PCs to answer. Should anyone use a detect evil 
  spell or similar effect; it produces a negative result. If the 
  PCs answer in the negative then the adventure is over, 
  read Conclusion: Apathetic. Otherwise, continue below. 
   
  “Excellent, for us to speak out in the streets is not a good idea, 
  for it must remain secret by necessity.” He motions you to 
  follow him, as he heads for a nearby tavern.  
   
  The party should follow him into the tavern. If they do 
  so, read the following, otherwise have the man approach 
  them later. 
   
  Inside is a private room. The dark stranger removes his cloak 
  and you can see that he is a middle-age man with long brown 
  hair. His face is weathered, as if from many years at sea. He 
  pays the barkeep to bring some refreshments, and once everyone 
  is settled, he begins. 
   
  “You’ve met with Lord Captain Seoman Wraxil, that for 
  certain. And he’s asked you to assist him in securing a 
  modicum of peace to this hellhole, and you refused. While I do 
  not agree with his methods, I do agree with his aims. I ask you 
  to reconsider. If not for his sake, then for the sake of others. 
  Perhaps it would be prudent for me to introduce myself. I am 
  Robann Baaneth, a servant of the Baroness of Ratik. Ratik 
  cannot afford to have a war with Dekspoint, much as we have 
  wanted one for sometime. The Baroness, in her wisdom, has 
  seen these dual treaties as perhaps a means to forge a relatively 
  secure southern border. She feels that there is trouble brewing to 
  the north and east and desperately needs to have her forces free. 
  So I ask you to assist Dekspoint in obtaining this treaty that 
  they wish, so that we can forge peace for not only Dekspoint but 
  also Ratik?” 
   
  If they heroes accept then he arranges for them to be 
  included in the embassy, despite their earlier answer 
  (proceed to Encounter 3, except that they spend the 
  night in an inn somewhere). If they refuse again at this 
  time then the adventure is over, read Conclusion: 
  Apathetic.  
   
  �Robann Baaneth: Male Human Rog3; AL NG; 
  Diplomacy +14.  
   
   
  ENCOUNTER 3: EXPLORING 
  DEKSPOINT 
  The PCs have a full day before the embassy departs, 
  providing them with a chance to explore the city. 
  Provided in Appendix 2 are a few of the interesting 
  
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  Page 8 
  features of the city. Use that appendix to run this 
  encounter. 
   
  The next morning the PCs and the diplomatic 
  embassy will leave for Eastfair. The travel to Eastfair is 
  detailed in Encounter 4. 
   
   
  ENCOUNTER 4: A SHORT SAIL 
  AND A WALK TO EASTFAIR 
  The PCs sail from Dekspoint to Bellport, and then ride on 
  to Eastfair, the latter being the capital of the North 
  Kingdom. The route (and the later route to Atirr) are 
  shown on the map in DM’s Aid 1. The North Kingdom, 
  its laws and Eastfair are detailed in Appendix 3.  
   
  The days have been pleasant and warm. Your company first 
  sailed to Bellport and then rode south toward Eastfair. Besides 
  the requisite guards and scribes, are two diplomats: Finelle, a 
  ravishingly beautiful young Oeridian woman, and Polin, a 
  stern, and cold high elf.  
   
  Allow the PCs to interact with Finelle and Polin, refer to 
  their descriptions below as necessary. The dream 
  presented below occurs on the third night of the trip. 
   
  �Finelle Sturrgen: female Oeridian Rgr6; NG; Cha 
  17; Diplomacy +19.  
   
  Physical Description: Finelle is a young woman (likely 
  in her mid-twenties) and is both luscious and beautiful. 
  She tends toward the flamboyant style of clothing that is 
  usually associated with the Rhenee. 
   
  Personality: Finelle is carefree and not afraid to use 
  her charms and guile to get what she wants. Underneath 
  her seemingly carefree and wild appearance is a keen and 
  calculating mind. Nothing she does is ever random or 
  without the wherewithal to benefit her, either directly or 
  indirectly. 
   
  Goals: On the surface Finelle is really interested in 
  seeing the treaties negotiated and ratified. However, she 
  is also on the lookout for benefits to herself. If she sees a 
  way of making use of the PCs to do her dirty work ,she 
  will. 
   
  Additional Information: Finelle dual-wields cutlasses, 
  although she prefers to avoid combat. A large and 
  particularly foul-mouthed parrot typically accompanies 
  her, except when she is in situations that call for delicate 
  negotiation or polite decorum.  
   
  �Polin Wrengt: male high elf (Suel in disguise) 
  Rog10/Shd6; LE (ring of mind shielding); See Appendix I.  
   
  Physical Description: Polin in a middle-aged wiry and 
  lean high elf. Polin is typically found wearing dark blues 
  and blacks, and under his clothes he wears the magical 
  armor that he had custom crafted. 
   
  Personality: Polin is cold, calculating and not above 
  using others for his dirty work. He comes across as a 
  sophisticated and aloof. He has a bit of a sadistic bent as 
  he enjoys seeing other squirm in the tight places he’s 
  known for putting them in. 
   
  Goals: Polin is an agent for the Scarlet Brotherhood, 
  and he has slowly been moving up in the power structure 
  of Dekspoint. Seoman’s coup-d’etat took most of the wind 
  out of his sails, as they say in Dekspoint. Since then he 
  has been content to re-stabilize the city, since it is easier 
  to assume control in a stable city. He has received 
  directives to acquire the item of power that Lord 
  Tenebryn currently holds. To that end during the 
  negotiations he arranges for the Dekspoint delegation to 
  take care of the problem that Lord Tenebryn is causing 
  for Grenell. 
   
  Additional Information: Polin possesses a formidable 
  array of Brotherhood espionage equipment, and under no 
  circumstances does he reveal his allegiances to any PC, 
  including those who may have proven allegiance to the 
  Brotherhood. 
   
  The low hills near Bellport gave way to the plains upon which 
  Eastfair is built. Massive stark walls, heralds your arrival at 
  the capital city. Immense gates, guarded by watchful men in 
  gleaming plate, allow streaming lines of travelers to enter the 
  city. Massive statues of ancient Oeridian soldiers wearing 
  burnished steel armor guard the inside of the gates. Surveying 
  the crowd is a knight of Hextor, outfitted in plate armor 
  bearing the symbols of his god. The streets, teeming with people, 
  wind their way into the city and are lined with inns and 
  taverns, most dealing solely with the disreputable and the 
  business of the vile. Eventually, the delegation makes its way to 
  the Cyst where the Herzog and his advisors reside. Guards 
  accost you at the entrance, and after some quiet talk with 
  Finelle, you are each issued a pass to the Cyst, which consists of 
  a granite cube, engraved alternately on its surfaces with the 
  symbol of Hextor and the seal of the Cyst guards. The guards 
  inform you, “These passes are good for one year, but will not 
  allow you access to all areas of the Cyst.  
   
  Your accommodations are the second building on the left.” 
  The indicated building is a two-story building, built like 
  everything else here of granite, yet covered in elaborate 
  carvings. 
  The building serves as the guest quarters for the ruling 
  Lords of the North Kingdom. It is an opulent, with most 
  of the interior decoration fashioned in expensive 
  imported woods, and featuring fine velvets and the 
  purest of crystals. While the PCs are within the city they 
  receive Luxury lifestyle at no additional cost. 
   
  The passes detect as having faint divination and faint 
  transmutation if anyone checks. It requires a DC 30 
  Forgery check to forge one such pass, although even that 
  is insufficient to hold up to any kind of magical checking. 
   
  Dream: At this point the dreamer receives another 
  bought of narcolepsy and another missive.  
   
  Gray mist, as before, surrounds you. Shapes begin to form in the 
  mist, slowly forming into the walls of a room around you. 
  Mahogany walls and thick rugs decorate the otherwise granite 
  chamber. Sleeping before a fire in the stone fireplace is Suel 
  man, perhaps thirty years of age, who is clutching a slender 
  gray rod. The man has blond hair and sharp aquiline facial 
  features. Above the fireplace is a crest.  
   
  
  Crimson Thorns 
   
  Page 9 
  Have the dreamer make a DC 18 Listen check to hear the 
  same music as in the first dream. A DC 20 Knowledge 
  (nobility and royalty) check reveals the crest to be that of 
  House Torquann. If that check was successful then they 
  may make either a DC 25 Knowledge (history) check or a 
  DC 25 Knowledge (religion) check to know that House 
  Torquann is involved with the Death Knights of Hextor. 
   
   
  ENCOUNTER 5: AIDES DU 
  JOUR 
  The PCs are asked to wander about the city and see what 
  they can learn about the state of affairs in the North 
  Kingdom. What they learn may provide the negotiators 
  with the knowledge crucial to their task. 
   
  There are a variety of ways in which to run this 
  encounter. If you have lots of time then the heroes may 
  learn all of the following from the various colorful 
  characters in Eastfair, if you use this course then they are 
  likely able to learn what they need from Clinorus 
  Kradner at the Whirling Dervish (See Appendix 12). 
  However, to obtain any information beyond the DC 20 
  requires checks or bribes. Clinorus is very fond of gold 
  crowns, and happily talks freely if given enough. He 
  relates the information at a given DC for that DC in gold 
  pieces (DC 25 information would cost 25 gp for each 
  bullet, and so forth).  
   
  Have fun with Clinorus, he is a swindler and goes 
  out of his way to please the PCs. He has at his disposal 
  such entertainments as dancing girls, fine foods, fine 
  drinks, musicians, and the special dancing girls. He tends 
  to speak with an outrageously bad Baklunish accent, and 
  wears gaudy Baklunish clothes.  
   
  Alternatively, they may make Gather Information 
  checks. Use the listed DC’s to determine what they learn 
  with a quick meander through the city. However, they 
  may only learn up to DC 25 in that manner. Any PC 
  making such a check but who possesses the AR entry 
  Eastfair Thieves Guild Influence from COR4-09 A Tiger? 
  In Ahlissa?! gains a +2 circumstance bonus to the check. 
  DC 5 
  • 
  The orcs have been rebelling. It’s a terrible year I tell 
  you, simply horrid. 
  • 
  Murders have been cropping up a lot, but then that 
  is not unusual at all, uh, got to go. 
  • 
  Old Borgan has lost his bets again. Seems he can’t 
  keep any money. 
  DC 10 
  • 
  Troubles you say? Aye, there are troubles. Word has 
  it that someone is stirring the pot in Atirr, best to 
  stay away from there. 
  • 
  Have you heard of the Eye of Hextor? Tis a great 
  fiery eye in the sky. Them soothsayers are saying it 
  will be coming soon. 
  DC 15 
  • 
  The refugees are starting to go home, whatever it was 
  that drove them down here from up north must have 
  been dealt with. 
  • 
  Did you hear? Someone said that the Tomb of 
  Horrors had been reopened, wonder who is foolish 
  enough to travel there. 
  DC 20 
  • 
  Lord Tenebryn Torquann of Atirr was recently 
  summoned by Grenell to Eastfair and he refused. 
  Seventeen people died that day before Grenell 
  calmed down. 
  • 
  I met someone from Onnwal the other day, claimed 
  they saw lights flashing in the south one night. No 
  one knows what it means, but it certainly can’t be 
  good, nothing like that ever is. 
  DC 25 
  • 
  Baklunish people have been seen wandering about. 
  Many of them speak in the ultra-formal style of the 
  Sultanate of Zief. Rumor holds that they are seeking 
  a criminal of great renown. 
  • 
  The Pale is eyeing Tehn again. Now that things have 
  calmed down they might decide to shine the light of 
  Pholtus on them if you know hwat I mean. 
  DC 30 
  • 
  Beory must be upset, the rains haven’t come and 
  now the food is starting to get scarce. The druids of 
  the Old Faith are split, and the followers of the 
  Oerth Mother are gaining prominence and calling 
  for blood sacrifice. 
  DC 35 
  • 
  A cousin from Urnst said that all is not calm near the 
  ruins of Castle Maure; some new devilry must be 
  afoot.  
  • 
  Rumor is circulating that the cycle is repeating and 
  war is in the future again. Oracles of Istus across the 
  lands are seeing turmoil, hatred and bloodshed in 
  the future, and none have seen any means to prevent 
  it. 
  DC 40 
  • 
  The Archmage Mordenkainen has put out a call for 
  adventurers of great prestige, impeccable loyalty and 
  inexhaustible courage to congregate at his usual 
  meeting place. Some claim that he is at last going to 
  move directly toward striking down the Old One, 
  while others believe rather that he seeks in greater 
  earnest the fabled blade Ilayev.  
   
   
  ENCOUNTER 6: TO HUNT A 
  THORNY BLACK-ROSE 
  Lord Tenebryn Torquann has held hereditary power in 
  Atirr since the age of 15. For the first few years of his rule 
  he spent time adventuring, fighting justice and 
  righteousness wherever he went. Now he is content, or 
  rather was content, to enjoy the fruits of his travails. In 
  the past three months he has grown restless, plagued by 
  
  Crimson Thorns 
   
  Page 10 
  nightmares from his past. He was once almost turned to 
  good by a companion that he traveled with for sometime. 
  Those visions and memories that he long thought safely 
  banished have been drawing him back toward the 
  neutrality he had at one time obtained, before again 
  falling to evil. 
   
  These swings have led him to put in place several 
  ‘unfortunate’ edicts that have angered the Church of 
  Hextor, and by correlation Grenell. These edicts, 
  including one that freed almost one thousand slaves, 
  have made him popular with the common folk, this 
  popularity has made him even more of a threat to 
  Grenell. Thus, the heroes have been tasked with 
  eliminating him before Grenell will sign the treaty 
  The days have passed in restless waiting. Finally, at last it 
  seems the negotiations have concluded, however, there is 
  a catch.  
   
  Finelle reports that according to a newly discovered tradition of 
  the North Kingdom, the applicant for peace must show its good 
  faith by helping the Kingdom maintain its own peace. She 
  adds that this is likely a ploy to have you do his dirty work so 
  that if you fail he can point to the Dekspoint pirates as the 
  cause thereby keeping his hands clean. 
   
  The note that outlines this problem is presented in 
  Player’s Handout 1. Give that to the PCs at this time. 
  Additionally, there is a map in DM’s Aid 1 that shows the 
  route to Atirr. 
   
  The short ride to the Trask River, and the boat ride down the 
  river to Atirr were both easy and done in good weather. The 
  sunshine has held and there was a nice cooling breeze. 
   
  If the PCs think of it they can talk to people along the 
  way to find out what Lord Tenebryn has done to make 
  Herzog Grenell angry. It requires a DC 15 Gather 
  Information check to learn the following: 
  • 
  He freed many slaves, some of which it isn’t clear 
  that he owned. 
  • 
  He killed a battalion of orcs. 
  • 
  He banished a cleric of Hextor from ever setting foot 
  in Atirr again. 
   
   
  ENCOUNTER 7:HOUSE 
  TORQUANN OF ATIRR 
  Once in Atirr it is simple to find the manor home of the 
  Torquann family, read the following to the heroes as they 
  approach. 
   
  This two-story structure, fashioned primarily of granite, with 
  marble decoration, stands nestled in among ornamental trees. 
  A crushed stone path leads to the entrance. Behind the manor 
  flows the Trask River. 
   
  The door into the house is locked and requires a DC 10 + 
  APL Open Lock check to open. Failure at this check 
  alerts the guardian beasts in the Entry to the threat, 
  giving them time to prepare. Below are detailed the 
  common features of the manor home. Rooms that are 
  lacking a description below are relatively mundane (in as 
  much as they have no occupants nor anything of interest, 
  they are still opulent and display obvious signs of Hextor 
  worship). 
   
  �Walls: Dressed Stone; hardness 10; hp 150 per foot 
  of thickness; Break DC 30. 
   
  �Doors: Ironbound Ebony; hardness 10; hp 100 per 
  inch of thickness; Break DC 28. 
   
  ENTRY 
   
   
   
   
   
  Opening the doors reveal a chamber, fifteen feet high, with 
  thick velvet hangings suspended from both sidewalls. These 
  hangings depict a matching crest, that of a gauntleted fist, 
  clutching six red arrows, all surrounded by virulent black 
  flames. In the center of the chamber is a fountain, now dry, 
  constructed to collect rainwater from above. You take all this in 
  in little more than a split second, as a group of three wolves leap 
  toward you, claws outstretched. 
   
  The crest, while very similar to that of Hextor, has a few 
  subtle differences. The symbol of Hextor when 
  combined with the black flames marks that family as 
  having been chosen to become death knights. This 
  connection is known with a successful DC 20 Knowledge 
  (nobility and royalty) or a DC 20 Knowledge (religion) 
  check. Also, the further connection that the first death 
  knight was Kargoth Torquann is known with a DC 25 
  Knowledge (history) check or a DC 25 Knowledge 
  (religion) check. 
   
  There are three doors, which lead to the Study, the 
  Library, and the Antechamber. 
   
  Three creatures guard this Entry chamber. At APL 2 
  and 4 they are essentially wolves, while at APL 6+ they 
  are barghests, bound by Lord Tenebryn to his service 
  with promises of good feedings, which they have had at 
  the higher APL’s. 
   
  Creatures: The following creatures are encountered 
  here. 
   
  APL 2 (EL 3) 
   
  �Wolf (3): hp 13, 13, 13: See Monster Manual 
   
  APL 4 (EL 5) 
   
  �Worg (3): hp 30, 30, 30: See Monster Manual 
   
  APL 6 (EL 7) 
   
  �Barghest (3): hp 33, 33, 33: See Monster Manual. 
   
  APL 8 (EL 9) 
   
  �Advanced Greater Barghest (3): hp 83, 83, 83: See 
  Appendix 1. 
   
  APL 10 (EL 11) 
   
  �Advanced Greater Barghest (3): hp 133, 133, 133: 
  See Appendix 1. 
   
  
  Crimson Thorns 
   
  Page 11 
  APL 12 (EL 13) 
   
  �Advanced Greater Barghest (3): hp 179, 179, 179: 
  See Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Advanced Greater Barghest (3): hp 219, 219, 219: 
  See Appendix 1. 
   
  APL 16 (EL 16) 
   
  �Advanced Greater Barghest Guards (2): hp 231, 
  231: See Appendix 1. 
   
  �Advanced Greater Barghest Shaman: hp 237: See 
  Appendix 1. 
   
  STUDY 
   
   
   
   
   
  This room, tiled in expensive black marble, has a large ebony 
  desk that sits on the far side. In front of it are four chairs made 
  of white wood. The two walls adjacent to the doors have floor to 
  ceiling bookshelves. One wall has a closed double-door. 
   
  The bookcases are filled with account ledgers, which bore 
  all but dedicated accountants. The chair bears some 
  further description, simply to reinforce that people of 
  House Torquann have never been nice people. 
   
  Now that you are closer, it is possible to ascertain that the 
  chairs, while apparently made of white wood are in fact crafted 
  from bone.  
   
  A DC 20 Heal check reveals this bone to be that of 
  humans, elves, dwarves, gnomes, and halflings. 
   
  The desk contains more ledgers, although it does 
  also contain the key to the Master Bedroom, which can 
  be reached via the second door in the wall (which leads to 
  the second floor via a set of stairs). The other side of the 
  double door leads into the Grand Hall. 
   
  It is possible that Lord Tenebryn and his hound(s) 
  may be here, if the PCs have managed to sneak into the 
  manor home without alerting the guards at the front 
  entrance. In this case refer to the Grand Hall entry for 
  statistics and tactics. 
   
  LIBRARY 
   
   
   
   
   
  Floor to ceiling bookcases line this room, some filled while 
  others are devoid of anything save dust. Nestled against one 
  wall is a set of leather couches, with bookstands nearby as well. 
  Tall windows allow the sunlight to flood through the room, 
  making it ideal for reading. 
   
  These bookshelves are filled with Hextorian religious 
  texts, tomes about the manipulation of he state, and texts 
  that speak about the theory behind the animation of 
  undead.  
   
  There is one peculiar book that is hidden in among 
  the stacks of relatively mundane books, this book may be 
  discovered either using a DC 20 + APL Spot check, or a 
  DC 15 + APL Search check. The book in question is a 
  treatise on Heironean theology, something that is most 
  definitely out of place in the home of a Hextorian. The 
  book is well-worn and covered with dust. 
   
  The furniture in this chamber exhibits the same 
  properties, and is fashioned in the same manner, as that 
  in the Study. 
   
  Behind one of the bookshelves is a secret door. This 
  door may be discovered with a DC 18 + APL Search 
  check. Beyond this door is a short hallway leading to 
  some downwards-leading stairs, which eventually take 
  them to the Underground Tunnel.  
   
  ANTECHAMBER 
   
   
   
   
  Thick tapestries decorate the walls of this black chamber. The 
  walls, floor, and ceiling are fashioned of amethyst-veined black 
  marble. The two tapestries illustrate a figure in black full-plate 
  standing overlooking a band of slaves that are building a great 
  temple. In his hand this figure is holding a flail. The far wall of 
  the chamber has a pair of large double doors in it. 
   
  There is really nothing of interest in this chamber. The 
  dreamer recognizes the figure as that from his/her 
  dreams but is unable to glean any further information.  
   
  GRAND HALL 
   
   
   
   
  Cold, hard black marble, lit by the flaring light of six torches, 
  greets you beyond the door. At the far end there rests a large 
  chair, upon which lounges a man. His plate mail gleams in the 
  flaring light, clinking as he sits up. “Well, at last my guests 
  have decided to show themselves to me, how wonderfully 
  pleasant. I trust that you are enjoying your stay? Well no 
  matter, you’ve overstayed your welcome, lap dogs of Grenell.” As 
  he finishes speaking, he stands, unlimbering a flail from his 
  side. From behind the pillars comes a great hound, wreathed in 
  a dull flame, eyes glowing red. 
   
  Lord Tenebryn Torquann is…well…upset, to say the 
  least. He knows why the PCs have come, and fights them 
  to the death. He is waiting for them since the noise of the 
  combat in the entry alerted him to the trouble. If he 
  wasn’t alerted (through some peculiar means), then he is 
  in his study reading. He cannot attack the dreamer unless 
  he makes a DC 23 Will save, and even then he has a -4 
  penalty due to the influence of the item of power he 
  possesses, however, he has no such compulsion against 
  attacking others. For tactics refer to the appropriate 
  Appendix 1. 
   
  The doors into the Kitchen can be located with a DC 
  12 Search check, as they are only concealed from casual 
  looking, not intense searching. 
   
   
   
  Creatures: 
  APL 2 (EL 5) 
   
  �Lord Tenebryn Torquann: hp 27; See Appendix 1. 
   
  �Worg Companion: hp 30: See Monster Manual. 
   
  APL 4 (EL 7) 
   
  �Lord Tenebryn Torquann: hp 39; See Appendix 1. 
   
  �Advanced Hell Hound Companion: hp 39; See 
  Appendix 1. 
  
  Crimson Thorns 
   
  Page 12 
   
  APL 6 (EL 9) 
   
  �Lord Tenebryn Torquann: hp 51; See Appendix 1. 
   
  �Advanced Hell Hound Companion: hp 75; See 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Lord Tenebryn Torquann: hp 63; See Appendix 1. 
   
  �Advanced Hell Hound Companion: hp 111; See 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Lord Tenebryn Torquann: hp 78; See Appendix 1. 
   
  �Advanced Nessian Warhound Companion: hp 
  143; See Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Lord Tenebryn Torquann: hp 90; See Appendix 1. 
   
  �Advanced Nessian Warhound Companion (2): hp 
  143, 143; See Appendix 1. 
   
  APL 14 (EL 18) 
   
  �Lord Tenebryn Torquann: hp 102; See Appendix 
  1. 
   
  �Advanced Nessian Warhound Companion (2): hp 
  219, 219; See Appendix 1. 
   
  APL 16 (EL 20) 
   
  �Lord Tenebryn Torquann: hp 132; See Appendix 
  1. 
   
  �Advanced Nessian Warhound Companion (2): hp 
  267, 267; See Appendix 1. 
   
   
  Development: When Lord Tenebryn Torquann is 
  killed, the item of power stops imitating the dreams 
  plaguing the designated dreamer. The dreamer has no 
  further dreams for now, but keeps the Dreamer entry on 
  the AR, as this is important further down the road. 
   
  Treasure: The following treasure can be found 
  herein: 
   
  APL 2: L: 0 gp; C: 0 gp; M: +1 full plate (221 gp), +1 
  heavy flail (193 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: +1 full plate (221 gp), +1 
  heavy flail (193 gp), cloak of resistance +1 (83 gp), pearl of 
  power (1st) (83 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: +2 full plate (387 gp), +1 
  heavy flail (193 gp), cloak of resistance +1 (83 gp), pearl of 
  power (1st) (83 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: +2 full plate (387 gp), +1 
  heavy flail (193 gp), cloak of resistance +1 (83 gp), pearl of 
  power (1st) (83 gp), wand of cure moderate wounds (50 charges) 
  (7.5 gp per charge, maximum 375 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: tessellated armor (963 gp), 
  master’s will (693 gp), pearl of power (1st) (83 gp), wand of 
  cure moderate wounds (47 charges) (7.5 gp per charge, 
  maximum 352 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: tessellated armor (963 gp), 
  master’s will (693 gp), pearl of power (1st) (83 gp), wand of 
  cure moderate wounds (47 charges) (7.5 gp per charge, 
  maximum 352 gp), periapt of wisdom +2 (333 gp), cloak of 
  resistance +2 (333 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: tessellated armor (963 gp), 
  master’s will (693 gp), pearl of power (1st) (83 gp), wand of 
  cure moderate wounds (47 charges) (7.5 gp per charge, 
  maximum 352 gp), periapt of wisdom +6 (3000 gp), cloak of 
  resistance +2 (333 gp). 
   
  APL 16: L: 0 gp; C: 0 gp; M: tessellated armor (963 
  gp), master’s will (693 gp), pearl of power (1st) (83 gp), wand 
  of cure moderate wounds (47 charges) (7.5 gp per charge, 
  maximum 352 gp), periapt of wisdom +6 (3000 gp), cloak of 
  resistance +2 (333 gp), pink rhomboid ioun stone (667 gp), 
  orange prism ioun stone (2500 gp). 
   
  In addition Lord Tenebryn carries a nondescript 
  longsword (the item of power sought by the Scarlet 
  Brotherhood) that radiates fluctuating and indistinct 
  magic. This item does not appear on the AR as officials of 
  the Great Kingdom of Northern Aerdy confiscate it. Its 
  fate will be decided in future adventures. 
   
  KITCHEN 
   
   
   
   
   
  Six great ovens, stoked and radiating heat, fill the far wall. The 
  far left wall is covered with a rack of barrels, while several 
  tables and counters, most covered with various pans and 
  platters, fill the center of the chamber. Light streams into the 
  room from a set of windows spaced around the chimneys of the 
  ovens. 
   
  There are some kitchen staff members here, but they are 
  afraid and are hiding (although not well – Spot DC 10). If 
  pressed they tell the PCs that they are slaves, and would 
  the kind masters please not beat them. They have no 
  information of any kind of usefulness, and if left alone 
  will eventually flee the manor. 
   
  �Kitchen Staff (8): Mixed human Exp 1. 
   
  BEDCHAMBER 
   
   
   
   
  Opulent barely begins to describe this chamber. Walls, paneled 
  in ebony, and black marble floors covered with expensive rugs 
  are just the start. A massive canopied bed occupied one end of 
  the chamber; the other has a massive ebony desk.  
   
  The desk is carven to look like marching infernals 
  holding the leashes of human slaves. While it is made of 
  ebony, and potentially valuable, it cannot be taken from 
  the room, since the doorway is too small for it. 
  Additionally, it is a single solid piece of wood, with thin 
  layers of metal interspersed for greater strength. 
   
  The bed is carven to represent celestials that have 
  been bound, and are under the lashes of infernals. The 
  velvet bed-spreads, again with the crest of House 
  Torquann upon them, are valuable, and may be taken, 
  however, no-one outside of the North Kingdom would 
  want to purchase such an item, and even inside the 
  North Kingdom, none who know of Lord Tenebryn’s 
  actions will purchase them, effectively making them 
  worthless. 
   
  
  Crimson Thorns 
   
  Page 13 
  BASEMENT  
   
   
   
   
  This passageway, leading to the Hidden Shrine, is trapped 
  partway down (as indicated by the pressure plate on the 
  map, roughly mid-way between the second and third 
  doors).  
   
  These traps are in sequence. A PC can attempt to 
  disable in order. After a trap is disabled, the next in the 
  sequence is revealed. If a trap is not successfully disabled 
  or goes off normally, ittriggers the remaining traps as 
  well causing a blitz of trap activity. 
     
  In all cases the water for the water-fdfilled ccorridor 
  trap comes from the Trask River. Also note that if the 
  water-filled corridor trap is disabled, the summoned 
  water elementals are at a serious disadvantage (see 
  monster description). 
   
  This is also a good time to remind you of the doors 
  and walls. They are listed below. The doors are situated so 
  that they open into the hallway. Therefore the rushing 
  water forces the doors closed. Trying to hold the door(s) 
  open requires a Strength check (DC 18 + APL). The doors 
  are a1-inch thick (100 hp) and the wall surrounding the 
  door is only 4 inches thick (50 hp). The walls lining the 
  hallway are 2 inches of dressed stone and then solid 
  packed earth (the water will not flow out but gets muddy 
  reducing vision to 5 ft.). The water pressure causes the 
  wall and/or door to collapse after two thirds of the total 
  hp damage has been done. Have the PCs roll a Reflex save 
  (DC 14) or take 1d4 points of nonlethal damage. 
   
  �Walls: Dressed Stone; hardness 10; hp 150 per foot 
  of thickness; Break DC 30. 
   
  �Doors: Ironbound Ebony; hardness 10; hp 100 per 
  inch of thickness; Break DC 28. 
   
  APL 2 (EL 4) 
   
  �Water-Filled Corridor Trap: CR 4; Location 
  Trigger; Manual Reset; Effect (fills, over 3 rounds, the 
  entire hallway with water); Search DC 17; Disable Device 
  DC 23. 
  The first round of the trap’s duration movement is not 
  impeded. The second round, movement is impeded as if 
  it were difficult terrain. The third round the hallway is 
  completely water filled, and swimming rules apply. 
   
  APL 4 (EL 6) 
   
  �Water-Filled Corridor Trap: CR 4; Location 
  Trigger; Manual Reset; Effect (fills, over 3 rounds, the 
  entire hallway with water); Search DC 17; Disable Device 
  DC 23. 
   
  �Lightning Bolt Trap: CR 4; Location Trigger; 
  Automatic Reset; Spell Effect (lightning bolt, 5th-level 
  caster, 5d6 electricity, DC 14 Reflex for half damage), 
  Search DC 28; Disable Device DC 28. 
  The first round of the trap’s duration movement is not 
  impeded, and the lightning bolt is triggered. The second 
  round, movement is impeded as if it were difficult 
  terrain. The third round the hallway is completely water 
  filled, and swimming rules apply. 
   
  APL 6 (EL 8) 
   
  �Flame Strike Trap: CR 6; Location Trigger; 
  Automatic Reset; Spell Effect (flame strike, 9th-level 
  caster, 9d6 damage (half-fire, half-holy), DC 17 Reflex 
  save for half damage); Search DC 30; Disable Device DC 
  30. 
   
  �Water-Filled Corridor Trap: CR 6; Location 
  Trigger; Manual Reset; Effect (fills the entire hallway 
  with water, deals 1d6 bludgeoning damage); Search DC 
  20; Disable Device DC 25. 
  The flame strike triggers as the wall of incoming water 
  enters the hallway. 
   
  APL 8 (EL 10) 
   
  �Greater Dispel Magic Trap: CR 7; Location Trigger; 
  Automatic Reset; Spell Effect (area greater dispel magic, 
  11th-level caster); Search DC 32; Disable Device DC 32.  
   
  �Flame Strike Trap: CR 6; Location Trigger; 
  Automatic Reset; Spell Effect (flame strike, 9th-level 
  caster, 9d6 damage (half-fire, half-holy), DC 17 Reflex 
  save for half damage); Search DC 30; Disable Device DC 
  30. 
   
  �Water-Filled Corridor Trap: CR 6; Location 
  Trigger; Manual Reset; Effect (fills the entire hallway 
  with water, deals 1d6 bludgeoning damage); Search DC 
  20; Disable Device DC 25. 
  The first round starts with the greater dispel magic spell 
  triggering, potentially removing the most powerful spell 
  effect from each PC. It then continues with the flame 
  strike is triggered as the hallway floods with water. 
   
  APL 10 (EL 12) 
   
  �Greater Dispel Magic Trap: CR 7; Location Trigger; 
  Automatic Reset; Spell Effect (area greater dispel magic, 
  11th-level caster); Search DC 32; Disable Device DC 32.  
   
  �Water-Filled Corridor Trap: CR 6; Location 
  Trigger; Manual Reset; Effect (fills the entire hallway 
  with water, deals 1d6 bludgeoning damage); Search DC 
  20; Disable Device DC 25. 
   
  �Summon Nature’s Ally VII Trap: CR 8; Location 
  Trigger; Manual Reset; Spell Effect (summon two huge 
  water elementals, 13th-level caster, duration 13 rounds); 
  Search DC 32; Disable Device DC 32. 
   
  �Summon Nature’s Ally VII Trap: CR 8; Location 
  Trigger; Manual Reset; Spell Effect (summon one greater 
  water elemental; 13th-level caster, duration 13 rounds); 
  Search DC 32; Disable Device DC 32.  
   
  �Huge Water Elemental (2): hp 152, 152; See 
  Appendix 1. 
   
  �Greater Water Elemental: hp 199; See Appendix 1. 
   
  The first round starts with the greater dispel magic 
  spell triggering, potentially removing the most powerful 
  spell effect from each PC. It then continues with the 
  flame strike is triggered as the hallway floods with water. 
  The third round the three elementals are summoned. 
  
  Crimson Thorns 
   
  Page 14 
   
  APL 12 (EL 14) 
   
  �Greater Dispel Magic Trap: CR 7; Location Trigger; 
  Automatic Reset; Spell Effect (area greater dispel magic, 
  11th-level caster); Search DC 32; Disable Device DC 32.  
   
  �Water-Filled Corridor Trap: CR 6; Location 
  Trigger; Manual Reset; Effect (fills the entire hallway 
  with water, deals 1d6 bludgeoning damage); Search DC 
  20; Disable Device DC 25. 
   
  �Summon Nature’s Ally VII Trap: CR 8; Location 
  Trigger; Manual Reset; Spell Effect (summon two huge 
  water elementals, 13th-level caster, duration 13 rounds); 
  Search DC 32; Disable Device DC 32. 
   
  �Summon Nature’s Ally VII Trap: CR 8; Location 
  Trigger; Manual Reset; Spell Effect (summon one greater 
  water elemental; 13th-level caster, duration 13 rounds); 
  Search DC 32; Disable Device DC 32.  
   
  �Huge Water Elemental (2): hp 152, 152; See 
  Monster Manual. 
   
  �Greater Water Elemental: hp 199; See Monster 
  Manual 
  The first round starts with the greater dispel magic spell 
  triggering, potentially removing the most powerful spell 
  effect from each PC. It then continues with the flame 
  strike is triggered as the hallway floods with water. The 
  next round the three elementals are summoned. 
   
  APL 14 (EL 16) 
   
  �Greater Dispel Magic Trap: CR 7; Location Trigger; 
  Automatic Reset; Spell Effect (area greater dispel magic, 
  11th-level caster); Search DC 32; Disable Device DC 32.  
   
  �Water-Filled Corridor Trap: CR 8; Location 
  Trigger; Manual Reset; Effect (fills the entire hallway 
  with water, deals 4d6 bludgeoning damage); Search DC 
  20; Disable Device DC 25. 
   
  �Summon Nature’s Ally VII Trap: CR 8; Location 
  Trigger; Manual Reset; Spell Effect (summon two huge 
  water elementals, 13th-level caster, duration 13 rounds); 
  Search DC 32; Disable Device DC 32. 
   
  �Summon Nature’s Ally VII Trap: CR 8; Location 
  Trigger; Manual Reset; Spell Effect (summon one greater 
  water elemental; 13th-level caster, duration 13 rounds); 
  Search DC 32; Disable Device DC 32.  
   
  �Huge Water Elemental (2): hp 152, 152; See 
  Monster Manual. 
   
  �Greater Water Elemental: hp 199; See Monster 
  Manual. 
   
  �Crushing Corridor Trap: CR 14; Location Trigger; 
  Manual Reset; Ceiling Crushes (16d6, crush; All creatures 
  in hallway); Onset Delay (4 rounds); Search DC 22; 
  Disable Device DC 20. 
  The first round starts with the greater dispel magic spell 
  triggering, potentially removing the most powerful spell 
  effect from each PC. The next round releases the wall of 
  water. It then continues with the three elementals being 
  summoned. Four rounds after the elementals appear 
  (round seven), the ceiling collapses to crush the PCs, 
  before rising back up. This also effectively drains the 
  water from the room. 
   
  APL 16 (EL 18) 
   
  �Greater Dispel Magic Trap: CR 10; Location Trigger; 
  Automatic Reset; Spell Effect (area greater dispel magic, 
  17th-level caster); Search DC 32; Disable Device DC 32.  
   
  �Water-Filled Corridor Trap: CR 10; Location 
  Trigger; Manual Reset; Effect (fills the entire hallway 
  with water, deals 8d6 bludgeoning damage); Search DC 
  22; Disable Device DC 27. 
   
  �Summon Nature’s Ally IX Trap: CR 10; Location 
  Trigger; Manual Reset; Spell Effect (summon one elder 
  water elemental, 17th-level caster, duration 17 rounds); 
  Search DC 34; Disable Device DC 34. 
   
  �Summon Nature’s Ally IX Trap: CR 10; Location 
  Trigger; Manual Reset; Spell Effect (summon one elder 
  water elemental; 17th-level caster, duration 17 rounds); 
  Search DC 34; Disable Device DC 34.  
   
  �Elder Water Elemental (2): hp 228, 228; See 
  Monster Manual. 
   
  �Crushing Corridor Trap: CR 14; Location Trigger; 
  Manual Reset; Ceiling Crushes (16d6, crush); All 
  creatures in hallway); Onset Delay (4 rounds); Search DC 
  22; Disable Device DC 20. 
   
  The first round starts with the greater dispel magic 
  spell triggering, potentially removing the most powerful 
  spell effect from each PC. The second round releases the 
  wall of water. It then continues with the two elementals 
  being summoned. Four rounds after the elementals 
  appear (round seven), the ceiling collapses to crush the 
  PCs, before rising back up. This also effectively drains the 
  water from the room. 
   
  HIDDEN SHRINE 
   
   
   
   
  This small chamber, supported by four pillars, is sheathed in 
  dark granite. The far end of the chamber has a pool, flanked by 
  a pair of fountains. The wall behind the pool bears a niche, 
  which is inhabited by a small statue. 
   
  This statue is one of Heironeous, and can be identified as 
  such with a DC 15 Knowledge (religion) check. It is here 
  that Lord Tenebryn worshipped when he underwent his 
  partial conversion. Since then he has grown to revile this 
  place however and placed the various potent traps the 
  PCs have just overcome so that none would know his 
  “dark” secret. 
   
  Treasure: Concealed within the pool are a few 
  treasures, as listed below, which can be discovered with a 
  DC 20 Search check. 
   
  APL 2: L: 0 gp; C: 0 gp; M: wand of cure light wounds (9 
  charges) (1.25 gp per charge, maximum 11 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: wand of cure light wounds (9 
  charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each). 
   
  APL 6: L: 0 gp; C: 0 gp; M: wand of cure light wounds (9 
  charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp). 
  
  Crimson Thorns 
   
  Page 15 
   
  APL 8: L: 0 gp; C: 0 gp; M: wand of cure light wounds (9 
  charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: wand of cure light wounds 
  (9 charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp), divine scroll of cure light wounds (4 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: wand of cure light wounds 
  (9 charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp), divine scroll of cure light wounds (4 gp), wand of 
  silence (41 charges) (7.5 gp per charge, maximum 308 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: wand of cure light wounds 
  (9 charges) (1.25 gp per charge, maximum 11 gp), 4 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp), divine scroll of cure light wounds (4 gp), wand of 
  silence (41 charges) (7.5 gp per charge, maximum 308 gp), 
  folding boat (600 gp). 
   
  APL 16: L: 0 gp; C: 0 gp; M: wand of cure light wounds 
  (9 charges) (1.25 gp per charge, maximum 11 gp), 6 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp), divine scroll of cure light wounds (4 gp), wand of 
  silence (41 charges) (7.5 gp per charge, maximum 308 gp), 
  folding boat (600 gp), oil of magic vestment +2 (100 gp). 
   
   
  CONCLUSION: HAIL THE 
  CONQUERING HEROES  
  If the PCs agreed to perform the tasks asked of them, 
  conclude the adventure with this text. 
   
  The return trip to Eastfair was pleasant and uneventful. 
  Having returned to the city, you are admitted into the Cyst and 
  to the chambers of the catptains, Finelle Sturrgen and Polin 
  Wrengt. You interrupt them as they are discussing the 
  finishing touches to the treaty they have negotiated in your 
  absence. They turn to you and as one say “Is it done?”  
   
  Wait for an answer. Assuming yes then continue below. 
  If they chose to not kill Lord Tenebryn then they are 
  evicted from Eastfair, the treaty is not signed and the 
  adventure is over. 
   
  “Excellent.” They say. They treaty can now go forward. Inform 
  Overking Grenell that our colleagues have been successful. A 
  waiting servant scurries out of the door to inform the Overking 
  and his court of developments. 
   
  If the PCs have any questions answer them now, 
  otherwise continue: 
   
  The document is signed, matters are in order, and at last the 
  group sets off again for Dekspoint, however, Polin has remained 
  behind as a temporary ambassador. The trip back to Dekspoint 
  is jovial and everyone is in good humor.  
   
  A few days pass while traveling… 
   
  Your arrival at Dekspoint is far more celebrated than it was at 
  Eastfair. People are cheering, and the entire diplomatic team is 
  lauded as heroes. Lord Captain Seoman Wraxil greets you at 
  the entrance to the Captain’s Council. Behind you a throng of 
  people have gathered, some very young and others old.  
   
  He waits for everyone to calm down and be quiet before 
  continuing below. 
   
  “Citizens of Dekspoint, these people, most at our request, have 
  ventured forth and brought back to us a prize beyond value, for 
  they have brought to us peace. I offer to each of them the 
  opportunity to reap the benefits of that which they have helped 
  sow. You may all now consider Dekspoint your home, and even 
  if you should not remain here, know that there will always be a 
  seat at my table and a bed in my home for you if you have need 
  of it. And now, let whatever festivities have not already started, 
  start.” 
   
  The PCs likely want to get back to their first ship, which 
  is understandable. Regardless, they can hang about in 
  Dekspoint for however long they want, and when they 
  are ready, Alia will take them out to their ship. They will 
  be returned, as will her son and everyone will go on 
  about their business, happy that some good has come 
  from this odd set of affairs. A few weeks after you have 
  left Dekspoint, you hear news of a second treaty that has 
  been signed with Ratik. It seems that Dekspoint truly is 
  safe, at least for the time being, because as all diplomats 
  and warriors know, treaties only last so long as both sides 
  wish for them to last. 
   
   
  CONCLUSION: APATHETIC 
  A few weeks pass before you hear word of a treaty, negotiated by 
  adventurers, between the Free City of Dekspoint and the North 
  Kingdom. You also hear of a treaty between Dekspoint and the 
  Archbarony of Ratik. 
   
  The PCs chose to sit this one out on the sidelines, and 
  now there is little more for them to do but to hear about 
  the great events from a distance. 
   
  The End 
  
  Crimson Thorns 
   
  Page 16 
  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 7 
  Defeat the “Wolves” 
   
  APL2  
  90 XP  
  APL4  
  150 XP  
  APL6  
  210 XP  
  APL8  
  270 XP  
  APL10  330 XP  
  APL12  390 XP 
  APL14  420 XP  
  APL16    480 XP 
   
  Defeat Lord Tenebryn Torquann 
  and companion(s) 
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  270 XP  
  APL8  
  330 XP  
  APL10  390 XP  
  APL12  450 XP 
  APL14  540 XP  
  APL16  600 XP 
   
  Disarming the Trap Sequence  
  APL2  
  120 XP  
  APL4  
  180 XP  
  APL6  
  240 XP  
  APL8  
  300 XP  
  APL10  360 XP  
  APL12  420 XP 
  APL14  480 XP  
  APL16  540 XP  
   
  Partially disarming or surviving the Trap Sequence 
  APL2  
  60 XP  
  APL4  
  90 XP  
  APL6  
  120 XP  
  APL8  
  150 XP  
  APL10  180 XP  
  APL12  210 XP 
  APL14  240 XP  
  APL16  270 XP 
  Discretionary roleplaying award 
  APL2  
  90 XP  
  APL4  
  135 XP  
  APL6  
  180 XP  
  APL8  
  225 XP  
  APL10  270 XP  
  APL12  315 XP 
  APL14  360 XP  
  APL16  405 XP 
   
  Total possible experience:  
   
  APL2  
  450 XP  
  APL4  
  675 XP  
  APL6  
  900 XP  
  APL8  
  1125 XP  
  APL10  1350 XP  
  APL12  1575 XP 
  APL14  1800 XP  
  APL16  2025 XP 
  
  Crimson Thorns 
   
  Page 17 
  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 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. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 2 / Conclusion 
   
  APL 2: L: 0 gp; C: 25 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 50 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 75 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 125 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 150 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 175 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 200 gp; M: 0 gp 
  Encounter 7:  
  Lord Tenebryn Torquann 
  APL 2: L: 0 gp; C: 0 gp; M: +1 full plate (221 gp), +1 heavy 
  flail (193 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: +1 full plate (221 gp), +1 
  heavy flail (193 gp), cloak of resistance +1 (83 gp), pearl of 
  power (1st) (83 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: +2 full plate (387 gp), +1 
  heavy flail (193 gp), cloak of resistance +1 (83 gp), pearl of 
  power (1st) (83 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: +2 full plate (387 gp), +1 
  heavy flail (193 gp), cloak of resistance +1 (83 gp), pearl of 
  power (1st) (83 gp), wand of cure moderate wounds (50 charges) 
  (7.5 gp per charge, maximum 375 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: tessellated armor (963 gp), 
  master’s will (693 gp), pearl of power (1st) (83 gp), wand of 
  cure moderate wounds (47 charges) (7.5 gp per charge, 
  maximum 352 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: tessellated armor (963 gp), 
  master’s will (693 gp), pearl of power (1st) (83 gp), wand of 
  cure moderate wounds (47 charges) (7.5 gp per charge, 
  maximum 352 gp), periapt of wisdom +2 (333 gp), cloak of 
  resistance +2 (333 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: tessellated armor (963 gp), 
  master’s will (693 gp), pearl of power (1st) (83 gp), wand of 
  cure moderate wounds (47 charges) (7.5 gp per charge, 
  maximum 352 gp), periapt of wisdom +6 (3000 gp), cloak of 
  resistance +2 (333 gp). 
   
  APL 16: L: 0 gp; C: 0 gp; M: tessellated armor (963 
  gp), master’s will (693 gp), pearl of power (1st) (83 gp), wand 
  of cure moderate wounds (47 charges) (7.5 gp per charge, 
  maximum 352 gp), periapt of wisdom +6 (3000 gp), cloak of 
  resistance +2 (333 gp), pink rhomboid ioun stone (667 gp), 
  orange prism ioun stone (2500 gp). 
  Encounter 7:  
  Hidden Shrine 
   
  APL 2: L: 0 gp; C: 0 gp; M: wand of cure light wounds (9 
  charges) (1.25 gp per charge, maximum 11 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: wand of cure light wounds (9 
  charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each). 
   
  APL 6: L: 0 gp; C: 0 gp; M: wand of cure light wounds (9 
  charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: wand of cure light wounds (9 
  charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: wand of cure light wounds 
  (9 charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp), divine scroll of cure light wounds (4 gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: wand of cure light wounds 
  (9 charges) (1.25 gp per charge, maximum 11 gp), 2 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp), divine scroll of cure light wounds (4 gp), wand of 
  silence (41 charges) (7.5 gp per charge, maximum 308 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: wand of cure light wounds 
  (9 charges) (1.25 gp per charge, maximum 11 gp), 4 Quaal’s 
  feather token (anchor) (4 gp each), potion of resist energy (fire) 
  20 (58 gp), divine scroll of cure light wounds (4 gp), wand of 
  silence (41 charges) (7.5 gp per charge, maximum 308 gp), 
  folding boat (600 gp). 
  
  Crimson Thorns 
   
  Page 18 
   
  APL 16: L: 0 gp; C: 0 gp; M: wand of cure light 
  wounds (9 charges) (1.25 gp per charge, maximum 11 gp), 
  6 Quaal’s feather token (anchor) (4 gp each), potion of 
  resist energy (fire) 20 (58 gp), divine scroll of cure light 
  wounds (4 gp), wand of silence (41 charges) (7.5 gp per 
  charge, maximum 308 gp), folding boat (600 gp), oil of 
  magic vestment +2 (100 gp). 
  Total Possible Treasure 
  APL 2: L: 0 gp; C: 25 gp; M: 425 gp - Total: 450 gp 
  APL 4: L: 0 gp; C: 50 gp; M: 599 gp - Total: 649 gp 
  APL 6: L: 0 gp; C: 75 gp; M: 823 gp - Total: 898 gp  
  APL 8: L: 0 gp; C: 100 gp; M: 1198 gp - Total: 1298 gp 
  APL 10: L: 0 gp; C: 125 gp; M: 2172 gp - Total: 2297 gp  
  APL 12: L: 0 gp; C: 150 gp; M: 3146 gp - Total: 3296 gp  
  APL 14: L: 0 gp; C: 175 gp; M: 6421 gp - Total: 6596 gp  
  APL 16: L: 0 gp; C: 200 gp; M: 9688 gp - Total: 9888 gp 
   
  Special 
   
  Dreamer: Your vivid dreams have faded, and they no 
  longer plague you. However, there are occasional 
  memories of faint strains of music, seemingly played on 
  crumhorns and tom drums. 
   
  Master’s Will: This +1 heavy flail produces a suggestion 
  (DC 14 Will save to resist) to prostrate themselves in any 
  who are struck by it. An invention of the slave masters of 
  Hextor in the North Kingdom, it is normally used on 
  slaves in the mines. It is rumored that the first such flail 
  was made from the flesh of a dead slave and the steel of 
  his collar, and since then all such devices have been made 
  from the cured flesh of dead slaves and the manacles that 
  bound them. 
   
  Market Price: 8,315 gp; Prerequisites: Craft Magic Arms 
  and Armor, Craft Wondrous Item, suggestion, 5lbs of 
  cured human flesh, slave manacles. 
   
  Pass to the Cyst of Eastfair: This granite cube is 
  engraved alternately on its surfaces with the symbol of 
  Hextor (a gauntleted hand clenching arrows) and the seal 
  of the Cyst Guards (a gauntleted hand holding a chain 
  leash). It radiates faint divination and faint transmutation 
  magic. 
   
  These passes are valid for one year from the date 
  marked on this Adventure Record. If no date is recorded 
  then this pass is invalid. 
   
  Favor with Seoman Wraxil & Alia: Lord Seoman 
  Wraxil, the ruler of Dekspoint in all but title, and Lady 
  Alia, the captain of the Sea Devil, has each offered you 
  their gratitude for assisting with some delicate 
  diplomatic matters. This gratitude takes the form of one 
  of two things (choose one and circle it): 
   
  A home in Dekspoint. Seoman has opened his doors 
  for you, and offered you a home. This provides free 
  adventurer’s standard upkeep in any future adventures 
  set in Dekspoint. 
   
  Alia has offered to let you travel with her on the Sea 
  Devil, whenever you wish to. This provides free 
  adventurer’s standard upkeep in any future core 
  adventures set on the Solnor Ocean. 
   
  Sailing Ship from Seoman’s Shipyard: You have 
  purchased a sailing ship, called __________________, from Lord 
  Seoman Wraxil of Dekspoint. This vessel requires a crew 
  of 10, which can be drawn from either followers or the 
  local populace. In the case of the latter you must pay 
  them 1 gp each per TU. The captain of the vessel must 
  have at least 5 ranks in Profession (Sailor). This 
  requirement can either be fulfilled by you, or a cohort. 
   
  Market Price: 10,000 gp; Prerequisites: 10 ranks in Craft 
  (boatbuilding). 
   
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2: 
  Wand of cure light wounds (9 charges) (Adventure; DMG; 
  135 gp) 
  Sailing Ship from Seoman’s Shipyard (Any; See Above; 
  10,000 gp) 
  Potion of water breathing (Any; DMG) 
   
  APL 4: 
   
  APL 2 Items 
  Pearl of power (1st) (Adventure; DMG) 
  Quaal’s feather token (anchor) (Adventure; DMG) 
  Horn of fog (Any; DMG) 
  APL 6: 
   
  APL 2 and 4 Items 
  +2 Full plate (Medium) (Adventure; DMG; 5,650 gp) 
  Potion of resist energy (Fire) 20 (Adventure; DMG) 
   
  APL 8: 
   
  APL 2, 4 & 6 Items  
  Wand of cure moderate wounds (50 charges) (Adventure; 
  DMG) 
   
  APL 10: 
   
  APL 2, 4, 6 & 8 Items  
  Tessellated Armor (Adventure; Arms & Equipment 
  Guide; 11,560 gp) 
  Master’s will (Adventure; See Above; 8,315 gp)  
  APL 12: 
   
  APL 2, 4, 6, 8 & 10 Items 
  Cloak of resistance +2 (Adventure; DMG) 
  Wand of silence (41 charges) (Adventure; DMG; 3,690 gp) 
   
  APL 14: 
   
  APL 2, 4, 6, 8, 10 & 12 Items 
  Periapt of wisdom +6 (Adventure; DMG)  
  Folding boat (Adventure, DMG) 
  APL 16: 
   
  APL 2, 4, 6, 8, 10, 12 & 14 Items 
  Pink rhomboid ioun stone (Adventure; DMG) 
  Orange prism ioun stone (Adventure; DMG)  
  Oil of magic vestment +2 (Adventure; DMG) 
   
   
   
   
   
  
  Crimson Thorns 
   
  Page 19 
  APPENDIX 1: NPCS AND MONSTERS 
  ENCOUNTER 7 – ENTRY 
   
   
  APL 8 
  �Greater Barghest, Advanced: CR 6; Large outsider 
  (evil, extraplanar, lawful, shapechanger); HD 10d8+30; 
  hp 83; Init +6; Spd 40 ft.; AC 21, touch 11, flat-footed 
  19; Base Atk +10Grp 19; Atk +14 melee (1d8+5, bite); 
  Full Atk +14 melee (1d8+5, bite) and +9 melee (1d6+2, 
  2 claws); SA spell-like abilities, feed; SQ change shape, 
  DR 10/magic, darkvision 60 ft., scent; SV Fort +10, Ref 
  +9, Will +11; Str 21, Dex 15, Con 17, Int 18, Wis 18, 
  Cha 18.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +17, 
  Climb 
  +18, 
  Concentration 
  +16 
  (+20 
  casting 
  defensively), 
  Diplomacy +9, Disguise +4 (+6 acting), Hide +11*, 
  Intimidate +19, Jump +22, Listen +17, Move Silently 
  +15, Sense Motive +17, Spot +17, Survival +17 (+19 
  following tracks); Combat Casting, Combat Reflexes, 
  Improved Initiative, Track. 
   
  Spell-Like Abilities: At will—blink, invisibility 
  sphere, levitate, misdirection (DC 14), rage (DC 15); 
  1/day—charm monster (DC 16), crushing despair (DC 16), 
  dimension door, mass bull’s strength, mass enlarge. Caster 
  level equals the greater barghest’s HD. The save DCs 
  are Charisma-based. 
   
  Feed (Su): When a greater barghest slays a 
  humanoid opponent, it can feed on the corpse, 
  devouring both flesh and life force, as a full-round 
  action. Feeding destroys the victim’s body and prevents 
  any form of raising or resurrection that requires part of 
  the corpse. There is a 50% chance that a wish, miracle, 
  or true resurrection spell can restore a devoured victim 
  to life. Check once for each destroyed creature. If the 
  check fails, the creature cannot be brought back to life 
  by mortal magic. 
   
  A greater barghest advances in Hit Dice by 
  consuming corpses in this fashion. For every three 
  suitable corpses a greater barghest devours, it gains 1 
  Hit Die, and its Strength, Constitution, and natural 
  armor increase by +1. Its attack bonus and saves 
  improve as normal for an outsider of its Hit Dice, and it 
  gains skill points, feats, and ability score improvements 
  normally. 
   
  The greater barghest only advances by consuming 
  the corpses of creatures whose Hit Dice or levels are 
  equal to or greater than its own current total.  
   
  Change Shape (Su): A greater barghest can assume 
  the shape of a large goblin or a dire wolf as a standard 
  action. In goblin form, a greater barghest cannot use its 
  natural weapons but can wield weapons and wear 
  armor. In wolf form, a greater barghest loses its claw 
  attacks but retains its bite attack. 
   
  Pass Without Trace (Ex): A greater barghest in 
  dire wolf form can use pass without trace (as the spell) 
  as a free action. 
   
  Skills: *A greater barghest in dire wolf form gains 
  a +4 circumstance bonus on Hide checks. 
   
  APL 10 
  �Greater Barghest, Advanced: CR 8; Large outsider 
  (evil, extraplanar, lawful, shapechanger); HD 13d8+65; 
  hp 133; Init +7; Spd 40 ft.; AC 25, touch 12, flat-footed 
  22; Base Attack/Grapple +13/24; Atk +19 melee (2d6+7, 
  bite); Full Atk +19 melee (2d6+7, bite) and +14 melee 
  (1d6+3, 2 claws); SA Spell-like abilities, feed; SQ 
  Change shape, DR 10/magic, darkvision 60 ft., scent; 
  SV Fort +13, Ref +11, Will +12; Str 24, Dex 16, Con 20, 
  Int 18, Wis 18, Cha 18.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +20, 
  Climb 
  +22, 
  Concentration 
  +21 
  (+25 
  casting 
  defensively), 
  Diplomacy +12, Disguise +4 (+6 acting), Hide +15*, 
  Intimidate +22, Jump +27, Listen +20, Move Silently 
  +19, Sense Motive +20, Spot +20, Survival +20 (+22 
  following tracks); Combat Casting, Combat Reflexes, 
  Improved Initiative, Improved Natural Attack (bite), 
  Track. 
   
  Spell-Like Abilities: At will—blink, invisibility 
  sphere, levitate, misdirection (DC 14), rage (DC 15); 
  1/day—charm monster (DC 16), crushing despair (DC 16), 
  dimension door, mass bull’s strength, mass enlarge. Caster 
  level equals the greater barghest’s HD. The save DCs 
  are Charisma-based. 
   
  Feed (Su): When a greater barghest slays a 
  humanoid opponent, it can feed on the corpse, 
  devouring both flesh and life force, as a full-round 
  action. Feeding destroys the victim’s body and prevents 
  any form of raising or resurrection that requires part of 
  the corpse. There is a 50% chance that a wish, miracle, 
  or true resurrection spell can restore a devoured victim 
  to life. Check once for each destroyed creature. If the 
  check fails, the creature cannot be brought back to life 
  by mortal magic. 
   
  A greater barghest advances in Hit Dice by 
  consuming corpses in this fashion. For every three 
  suitable corpses a greater barghest devours, it gains 1 
  Hit Die, and its Strength, Constitution, and natural 
  armor increase by +1. Its attack bonus and saves 
  improve as normal for an outsider of its Hit Dice, and it 
  gains skill points, feats, and ability score improvements 
  normally. 
   
  The greater barghest only advances by consuming 
  the corpses of creatures whose Hit Dice or levels are 
  equal to or greater than its own current total.  
   
  Change Shape (Su): A greater barghest can assume 
  the shape of a large goblin or a dire wolf as a standard 
  action. In goblin form, a greater barghest cannot use its 
  natural weapons but can wield weapons and wear 
  armor. In wolf form, a greater barghest loses its claw 
  attacks but retains its bite attack. 
   
  Pass Without Trace (Ex): A greater barghest in 
  dire wolf form can use pass without trace (as the spell) 
  as a free action. 
   
  Skills: *A greater barghest in dire wolf form gains 
  a +4 circumstance bonus on Hide checks. 
  
  Crimson Thorns 
   
  Page 20 
   
  APL 12 
  �Greater Barghest, Advanced: CR 10; Large outsider 
  (evil, extraplanar, lawful, shapechanger); HD 16d8+96; 
  hp 179 hp; Init +7; Spd 40 ft.; AC 28, touch 12, flat-
  footed 25; Base Attack/Grapple +16/28; Atk +23 melee 
  (2d6+8, 19-20/(2), bite); Full Atk +23 melee (2d6+8, 19-
  20/(2), bite) and +18 melee (1d6+4, 2 claws); SA Spell-
  like abilities, feed; SQ Change shape, DR 10/magic, 
  darkvision 60 ft., scent; SV Fort +15, Ref +13, Will +14; 
  Str 27, Dex 17, Con 23, Int 18, Wis 18, Cha 18.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +23, 
  Climb 
  +27, 
  Concentration 
  +25 
  (+29 
  casting 
  defensively), 
  Diplomacy +15, Disguise +4 (+6 acting), Hide +18*, 
  Intimidate +25, Jump +31, Listen +23, Move Silently 
  +22, Sense Motive +23, Spot +23, Survival +23 (+25 
  following tracks); Combat Casting, Combat Reflexes, 
  Improved 
  Critical 
  (bite), 
  Improved 
  Initiative, 
  Improved Natural Attack (bite), Track. 
   
  Spell-Like Abilities: At will—blink, invisibility 
  sphere, levitate, misdirection (DC 14), rage (DC 15); 
  1/day—charm monster (DC 16), crushing despair (DC 16), 
  dimension door, mass bull’s strength, mass enlarge. Caster 
  level equals the greater barghest’s HD. The save DCs 
  are Charisma-based. 
   
  Feed (Su): When a greater barghest slays a 
  humanoid opponent, it can feed on the corpse, 
  devouring both flesh and life force, as a full-round 
  action. Feeding destroys the victim’s body and prevents 
  any form of raising or resurrection that requires part of 
  the corpse. There is a 50% chance that a wish, miracle, 
  or true resurrection spell can restore a devoured victim 
  to life. Check once for each destroyed creature. If the 
  check fails, the creature cannot be brought back to life 
  by mortal magic. 
   
  A greater barghest advances in Hit Dice by 
  consuming corpses in this fashion. For every three 
  suitable corpses a greater barghest devours, it gains 1 
  Hit Die, and its Strength, Constitution, and natural 
  armor increase by +1. Its attack bonus and saves 
  improve as normal for an outsider of its Hit Dice, and it 
  gains skill points, feats, and ability score improvements 
  normally. 
   
  The greater barghest only advances by consuming 
  the corpses of creatures whose Hit Dice or levels are 
  equal to or greater than its own current total.  
   
  Change Shape (Su): A greater barghest can assume 
  the shape of a large goblin or a dire wolf as a standard 
  action. In goblin form, a greater barghest cannot use its 
  natural weapons but can wield weapons and wear 
  armor. In wolf form, a greater barghest loses its claw 
  attacks but retains its bite attack. 
   
  Pass Without Trace (Ex): A greater barghest in 
  dire wolf form can use pass without trace (as the spell) 
  as a free action. 
   
  Skills: *A greater barghest in dire wolf form gains 
  a +4 circumstance bonus on Hide checks. 
   
  APL 14 
  �Greater Barghest, Advanced: CR 11; Large outsider 
  (evil, extraplanar, lawful, shapechanger); HD 18d8+126; 
  219 hp; Init +7; Spd 40 ft.; AC 30, touch 12, flat-footed 
  27; Base Attack/Grapple +18/31; Atk +26 melee (2d6+9, 
  19-20/(2), bite); Full Atk +26 melee (2d6+9, 19-20/(2), 
  bite) and +21 melee (1d8+4, 2 claws); SA Spell-like 
  abilities, feed; SQ Change shape, DR 10/magic, 
  darkvision 60 ft., scent; SV Fort +17, Ref +14, Will +15; 
  Str 29, Dex 17, Con 25, Int 18, Wis 18, Cha 18.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +25, 
  Climb 
  +30, 
  Concentration 
  +28 
  (+32 
  casting 
  defensively), 
  Diplomacy +17, Disguise +4 (+6 acting), Hide +20*, 
  Intimidate +27, Jump +34, Listen +25, Move Silently 
  +24, Sense Motive +25, Spot +25, Survival +25 (+27 
  following tracks); Combat Casting, Combat Reflexes, 
  Improved 
  Critical 
  (bite), 
  Improved 
  Initiative, 
  Improved Natural Attack (bite, claw), Track. 
   
  Spell-Like Abilities: At will—blink, invisibility 
  sphere, levitate, misdirection (DC 14), rage (DC 15); 
  1/day—charm monster (DC 16), crushing despair (DC 16), 
  dimension door, mass bull’s strength, mass enlarge. Caster 
  level equals the greater barghest’s HD. The save DCs 
  are Charisma-based. 
   
  Feed (Su): When a greater barghest slays a 
  humanoid opponent, it can feed on the corpse, 
  devouring both flesh and life force, as a full-round 
  action. Feeding destroys the victim’s body and prevents 
  any form of raising or resurrection that requires part of 
  the corpse. There is a 50% chance that a wish, miracle, 
  or true resurrection spell can restore a devoured victim 
  to life. Check once for each destroyed creature. If the 
  check fails, the creature cannot be brought back to life 
  by mortal magic. 
   
  A greater barghest advances in Hit Dice by 
  consuming corpses in this fashion. For every three 
  suitable corpses a greater barghest devours, it gains 1 
  Hit Die, and its Strength, Constitution, and natural 
  armor increase by +1. Its attack bonus and saves 
  improve as normal for an outsider of its Hit Dice, and it 
  gains skill points, feats, and ability score improvements 
  normally. 
   
  The greater barghest only advances by consuming 
  the corpses of creatures whose Hit Dice or levels are 
  equal to or greater than its own current total.  
   
  Change Shape (Su): A greater barghest can assume 
  the shape of a large goblin or a dire wolf as a standard 
  action. In goblin form, a greater barghest cannot use its 
  natural weapons but can wield weapons and wear 
  armor. In wolf form, a greater barghest loses its claw 
  attacks but retains its bite attack. 
   
  Pass Without Trace (Ex): A greater barghest in 
  dire wolf form can use pass without trace (as the spell) 
  as a free action. 
   
  Skills: *A greater barghest in dire wolf form gains 
  a +4 circumstance bonus on Hide checks. 
  
  Crimson Thorns 
   
  Page 21 
   
  APL 16 
  �Greater Barghest Guard, Advanced Ftr2; CR 13; 
  Large outsider (evil, extraplanar, lawful, shapechanger); 
  HD 18d8+2d10+126; hp 231; Init +8; Spd 40 ft.; AC 31, 
  touch 13, flat-footed 27; Base Attack/Grapple +20/33; 
  Atk +29 melee (2d6+9, 19-20/(2), bite); Full Atk +29 
  melee (2d6+9, 19-20/(2), bite) and +24 melee (1d8+4, 2 
  claws); SA Spell-like abilities, feed; SQ Change shape, 
  DR 10/magic, darkvision 60 ft., scent; SV Fort +20, Ref 
  +15, Will +15; Str 29, Dex 18, Con 25, Int 18, Wis 18, 
  Cha 18.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +26, 
  Climb 
  +32, 
  Concentration 
  +28 
  (+32 
  casting 
  defensively), 
  Diplomacy +17, Disguise +4 (+6 acting), Hide +21*, 
  Intimidate +29, Jump +36, Listen +26, Move Silently 
  +25, Sense Motive +25, Spot +26, Survival +25 (+27 
  following tracks); Combat Casting, Combat Reflexes, 
  Improved 
  Critical 
  (bite), 
  Improved 
  Initiative, 
  Improved Natural Attack (bite, claw), Track, Weapon 
  Focus (bite, claw). 
   
  Spell-Like Abilities: At will—blink, invisibility 
  sphere, levitate, misdirection (DC 14), rage (DC 15); 
  1/day—charm monster (DC 16), crushing despair (DC 16), 
  dimension door, mass bull’s strength, mass enlarge. Caster 
  level equals the greater barghest’s HD. The save DCs 
  are Charisma-based. 
   
  Feed (Su): When a greater barghest slays a 
  humanoid opponent, it can feed on the corpse, 
  devouring both flesh and life force, as a full-round 
  action. Feeding destroys the victim’s body and prevents 
  any form of raising or resurrection that requires part of 
  the corpse. There is a 50% chance that a wish, miracle, 
  or true resurrection spell can restore a devoured victim 
  to life. Check once for each destroyed creature. If the 
  check fails, the creature cannot be brought back to life 
  by mortal magic. 
   
  A greater barghest advances in Hit Dice by 
  consuming corpses in this fashion. For every three 
  suitable corpses a greater barghest devours, it gains 1 
  Hit Die, and its Strength, Constitution, and natural 
  armor increase by +1. Its attack bonus and saves 
  improve as normal for an outsider of its Hit Dice, and it 
  gains skill points, feats, and ability score improvements 
  normally. 
   
  The greater barghest only advances by consuming 
  the corpses of creatures whose Hit Dice or levels are 
  equal to or greater than its own current total.  
   
  Change Shape (Su): A greater barghest can assume 
  the shape of a large goblin or a dire wolf as a standard 
  action. In goblin form, a greater barghest cannot use its 
  natural weapons but can wield weapons and wear 
  armor. In wolf form, a greater barghest loses its claw 
  attacks but retains its bite attack. 
   
  Pass Without Trace (Ex): A greater barghest in 
  dire wolf form can use pass without trace (as the spell) 
  as a free action. 
   
  Skills: *A greater barghest in dire wolf form gains 
  a +4 circumstance bonus on Hide checks. 
   
  �Greater Barghest Shaman: Advanced Clr4; CR 13; 
  Large outsider (evil, extraplanar, lawful, shapechanger); 
  HD 22d8+154; hp 237; Init +7; Spd 40 ft.; AC 31, touch 
  12, flat-footed 28; Base Attack/Grapple +21/34; Atk +29 
  melee (2d6+9, 19-20/(2), bite); Full Atk +29 melee 
  (2d6+9, 19-20/(2), bite) and +24 melee (1d8+4, 2 claws); 
  SA Spell-like abilities, feed, rebuke undead; SQ Change 
  shape, DR 10/magic, darkvision 60 ft., scent, 
  spontaneous casting (inflict); SV Fort +21, Ref +15, 
  Will +19; Str 29, Dex 17, Con 25, Int 18, Wis 19, Cha 
  18.  
   
  Skills 
  and 
  Feats: 
  Bluff 
  +25, 
  Climb 
  +30, 
  Concentration 
  +32 
  (+36 
  casting 
  defensively), 
  Diplomacy +21, Disguise +4 (+6 acting), Hide +20*, 
  Intimidate +27, Jump +34, Knowledge (Religion) +12, 
  Listen +25, Move Silently +24, Sense Motive +25, 
  Spellcraft +12, Spot +25, Survival +25 (+27 following 
  tracks); Combat Casting, Combat Reflexes, Improved 
  Critical (bite), Improved Initiative, Improved Natural 
  Armor, Improved Natural Attack (bite, claw), Track. 
   
  Spell-Like Abilities: At will—blink, invisibility 
  sphere, levitate, misdirection (DC 14), rage (DC 15); 
  1/day—charm monster (DC 16), crushing despair (DC 16), 
  dimension door, mass bull’s strength, mass enlarge. Caster 
  level equals the greater barghest’s HD. The save DCs 
  are Charisma-based.  
   
  Spells Prepared (5/4+1/3+1; base DC = 14 + spell 
  level): 0—cure minor wounds (5); 1st—bane, bless, cure 
  light wounds (2), inflict light wounds*, shield of faith (3); 
  2nd—bull’s strength (3), cure moderate wounds (3), spiritual 
  weapon*.  
   
  * 
  Domain 
  Spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (You gain the smite power, the 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), War (Free Martial Weapon 
  Proficiency with deity’s favored weapon (if necessary) 
  and Weapon Focus with the deity’s favored weapon.). 
   
  Feed (Su): When a greater barghest slays a 
  humanoid opponent, it can feed on the corpse, 
  devouring both flesh and life force, as a full-round 
  action. Feeding destroys the victim’s body and prevents 
  any form of raising or resurrection that requires part of 
  the corpse. There is a 50% chance that a wish, miracle, 
  or true resurrection spell can restore a devoured victim 
  to life. Check once for each destroyed creature. If the 
  check fails, the creature cannot be brought back to life 
  by mortal magic. 
   
  A greater barghest advances in Hit Dice by 
  consuming corpses in this fashion. For every three 
  suitable corpses a greater barghest devours, it gains 1 
  Hit Die, and its Strength, Constitution, and natural 
  armor increase by +1. Its attack bonus and saves 
  improve as normal for an outsider of its Hit Dice, and it 
  gains skill points, feats, and ability score improvements 
  normally. 
  
  Crimson Thorns 
   
  Page 22 
   
  The greater barghest only advances by consuming 
  the corpses of creatures whose Hit Dice or levels are 
  equal to or greater than its own current total.  
   
  Change Shape (Su): A greater barghest can assume 
  the shape of a large goblin or a dire wolf as a standard 
  action. In goblin form, a greater barghest cannot use its 
  natural weapons but can wield weapons and wear 
  armor. In wolf form, a greater barghest loses its claw 
  attacks but retains its bite attack. 
   
  Pass Without Trace (Ex): A greater barghest in 
  dire wolf form can use pass without trace (as the spell) 
  as a free action. 
   
  Skills: *A greater barghest in dire wolf form gains 
  a +4 circumstance bonus on Hide checks. 
  
  Crimson Thorns 
   
  Page 23 
  ENCOUNTER 7 – GRAND HALL 
   
  APL 2 
  �Lord Tenebryn Torquann: Male human Clr4; CR 4; 
  Medium humanoid (human); HD 4d8+4; hp 27 hp; Init 
  +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base 
  Attack/Grapple +3/5; Atk +6 melee (1d10+4, +1 heavy 
  flail); Full Atk +6 melee (1d10+4, +1 heavy flail); SA 
  Rebuke Undead; SQ Spontaneous Casting (inflict); AL 
  NE; SV Fort +5, Ref +2, Will +7; Str 14, Dex 12, Con 12, 
  Int 14, Wis 17, Cha 12.  
   
  Skills and Feats: Concentration +8 (+12 casting 
  defensively), Diplomacy +8, Knowledge (arcana) +9, 
  Knowledge (religion) +9, Spellcraft +11; Combat 
  Casting, Empower Spell, Martial Weapon Proficiency 
  (heavy flail) B, Power Attack, Weapon Focus (heavy 
  flail) B. 
   
  Possessions: +1 full plate, +1 heavy flail, the item of 
  power. 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—cure minor wounds (2), guidance (2), resistance; 
  1st—cure light wounds (2), entropic shield, inflict light 
  wounds*, shield of faith; 2nd—bull’s strength, cure moderate 
  wounds, death knell, spiritual weapon*.  
   
  * 
  Domain 
  Spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (You gain the smite power, the 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), War (Free Martial Weapon 
  Proficiency with deity’s favored weapon (if necessary) 
  and Weapon Focus with the deity’s favored weapon.).  
   
  APL 4 
  �Lord Tenebryn Torquann: Male human Clr6; CR 6; 
  Medium humanoid (human); HD 6d8+6; hp 39; Init +1; 
  Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base 
  Attack/Grapple +4/6; Atk +7 melee (1d10+4, +1 heavy 
  flail); Full Atk +7 melee (1d10+4, +1 heavy flail); SA 
  Rebuke Undead; SQ Spontaneous Casting (inflict); AL 
  NE; SV Fort +7, Ref +4, Will +9; Str 14, Dex 12, Con 12, 
  Int 14, Wis 17, Cha 12.  
   
  Skills and Feats: Concentration +10 (+14 casting 
  defensively), Diplomacy +10, Knowledge (arcana) +11, 
  Knowledge (religion) +11, Spellcraft +13; Cleave, 
  Combat Casting, Empower Spell, Martial Weapon 
  Proficiency (heavy flail)B, Power Attack, Weapon Focus 
  (heavy flail)B. 
   
  Possessions:+1 full plate, +1 heavy flail, the item of 
  power, cloak of resistance +1, pearl of power (1st). 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + 
  spell level): 0—cure minor wounds (2), guidance (2), 
  resistance; 1st—cure light wounds (2), entropic shield, inflict 
  light wounds*, shield of faith; 2nd—bull’s strength, cure 
  moderate wounds, death knell, sound burst, spiritual 
  weapon*; 3rd—contagion*, cure serious wounds, invisibility 
  purge, prayer.  
   
  * 
  Domain 
  Spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (You gain the smite power, the 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), War (Free Martial Weapon 
  Proficiency with deity’s favored weapon (if necessary) 
  and Weapon Focus with the deity’s favored weapon.).  
   
  �Advanced Hell Hound Companion, Advanced: CR 
  4; Medium outsider (evil, extraplanar, fire, lawful); HD 
  6d8+6; hp 39; Init +5; Spd 40 ft.; AC 16, touch 11, flat-
  footed 15; Base Attack/Grapple +6/7; Atk +7 melee 
  (1d8+1 plus 1d6 fire, bite); Full Atk +7/2 melee (1d8+1 
  plus 1d6 fire, bite); SA Breath weapon, fiery bite; SQ 
  Darkvision 60 ft., immunity to fire, scent, vulnerability 
  to cold; SV Fort +6, Ref +6, Will +5; Str 13, Dex 13, Con 
  13, Int 6, Wis 10, Cha 6.  
   
  Skills and Feats: Hide +15, Jump +14, Listen +9, 
  Move Silently +15, Spot +9, Survival +9*; Improved 
  Initiative, Run, TrackB. 
   
  Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 14 half. The save 
  DC is Constitution-based. 
   
  Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
   
  Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks. 
   
  *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen sense 
  of smell. 
   
  APL 6 
  �Lord Tenebryn Torquann: Male male Clr8; CR 8; 
  Medium humanoid (human); HD 8d8+8; hp 51; Init +1; 
  Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base 
  Attack/Grapple +6/8; Atk +9 melee (1d10+4, +1 heavy 
  flail); Full Atk +9/4 melee (1d10+4, +1 heavy flail); SA 
  Rebuke Undead; SQ Spontaneous Casting (inflict); AL 
  NE; SV Fort +8, Ref +4, Will +11; Str 14, Dex 12, Con 
  12, Int 14, Wis 18, Cha 12.  
   
  Skills and Feats: Concentration +12 (+16 casting 
  defensively), Diplomacy +12, Knowledge (Arcana) +13, 
  Knowledge (Religion) +13, Spellcraft +15; Cleave, 
  Combat Casting, Empower Spell, Martial Weapon 
  Proficiency (heavy flail) B, Power Attack, Weapon 
  Focus (heavy flail) B. 
   
  Possessions: +2 full plate, +1 heavy flail, the item of 
  power, cloak of resistance +1, pearl of power (1st). 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 + 
  spell level): 0—cure minor wounds (2), guidance (2), 
  resistance (2); 1st—cure light wounds (2), entropic shield, 
  inflict light wounds*, shield of faith (2); 2nd—bull’s 
  strength, cure moderate wounds, death knell, sound burst, 
  spiritual weapon*; 3rd—contagion*, cure serious wounds, 
  invisibility purge, magic circle against good, prayer; 4th—
  cure critical wounds, divine power*, empowered sound burst, 
  spell immunity.  
   
  * 
  Domain 
  Spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (You gain the smite power, the 
  
  Crimson Thorns 
   
  Page 24 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), War (Free Martial Weapon 
  Proficiency with deity’s favored weapon (if necessary) 
  and Weapon Focus with the deity’s favored weapon.).  
   
  �Advanced Hell Hound Companion,  Advanced: CR 
  6; Large outsider (evil, extraplanar, fire, lawful); HD 
  9d8+27; hp 75; Init +5; Spd 40 ft.; AC 17, touch 10, flat-
  footed 16; Base Attack/Grapple +9/18; Atk +14 melee 
  (2d6+7 plus 1d6 fire, bite); Full Atk +14/9 melee (2d6+7 
  plus 1d6 fire, bite); SA Breath weapon, fiery bite; SQ 
  Darkvision 60 ft., immunity to fire, scent, vulnerability 
  to cold; SV Fort +10, Ref +8, Will +7; Str 21, Dex 12, 
  Con 17, Int 6, Wis 10, Cha 6.  
   
  Skills and Feats: Hide +18, Jump +21, Listen +12, 
  Move Silently +18, Spot +12, Survival +12*; Improved 
  Initiative, Run, Track B, Weapon Focus (bite). 
   
  Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 17 half. The save 
  DC is Constitution-based. 
   
  Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
   
  Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks. 
   
  *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen sense 
  of smell. 
   
  APL 8 
  �Lord Tenebryn Torquann: Male human Clr10; CR 
  10; Medium humanoid (human); HD 10d8+10; hp 63; 
  Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base 
  Attack/Grapple +7/9; Atk +10 melee (1d10+4, +1 heavy 
  flail); Full Atk +10/5 melee (1d10+4, +1 heavy flail); SA 
  Rebuke Undead; SQ Spontaneous Casting (inflict); AL 
  NE; SV Fort +9, Ref +5, Will +12; Str 14, Dex 12, Con 
  12, Int 14, Wis 18, Cha 12.  
   
  Skills and Feats: Concentration +14 (+18 casting 
  defensively), Diplomacy +14, Knowledge (Arcana) +15, 
  Knowledge (Religion) +15, Spellcraft +17; Cleave, 
  Combat Casting, Empower Spell, Great Cleave, Martial 
  Weapon Proficiency (heavy flail)B, Power Attack, 
  Weapon Focus (heavy flail)B. 
   
  Possessions: +2 full plate, +1 heavy flail, the item of 
  power, cloak of resistance +1, pearl of power (1st), wand of 
  cure moderate wounds (50 charges). 
   
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC = 
  14 + spell level): 0—cure minor wounds (2), guidance (2), 
  resistance (2); 1st—cure light wounds (2), entropic shield, 
  inflict light wounds*, shield of faith (2); 2nd—bull’s 
  strength, cure moderate wounds, death knell, sound burst (2), 
  spiritual weapon*; 3rd—contagion*, cure serious wounds, 
  invisibility purge, magic circle against good, prayer; 4th—
  cure critical wounds, divine power*, empower sound burst, 
  spell immunity (2); 5th—flame strike*, greater command, 
  righteous might.  
   
  * 
  Domain 
  Spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (You gain the smite power, the 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), War (Free Martial Weapon 
  Proficiency with deity’s favored weapon (if necessary) 
  and Weapon Focus with the deity’s favored weapon.). 
   
  Righteous Might: HD 10d8+30; 83 hp, AC 24, touch 
  10, flat-footed 23; Grapple +17; Atk +13 melee (2d8+10, 
  +1 heavy flail); Full Atk +13/8 melee (2d8+10, +1 heavy 
  flail); SQ: DR 5/good; Space/Reach 10 ft./ 10 ft.; SV 
  Fort +10; Str 22, Con 16; Concentration +16 (+20 
  casting defensively). 
   
  �Advanced Hell Hound Companion: Advanced +8 
  HD; CR 8; Large outsider (evil, extraplanar, fire, 
  lawful); HD 12d8+48; hp 111; Init +5; Spd 40 ft.; AC 17, 
  touch 10, flat-footed 16; Base Attack/Grapple +12/21; 
  Atk +17 melee (2d6+7 plus 1d6 fire, bite); Full Atk 
  +17/12/7 melee (2d6+7 plus 1d6 fire, bite); SA Breath 
  weapon, fiery bite; SQ Darkvision 60 ft., immunity to 
  fire, scent, vulnerability to cold; SV Fort +12, Ref +9, 
  Will +10; Str 21, Dex 12, Con 18, Int 6, Wis 10, Cha 6.  
   
  Skills and Feats: Hide +21, Jump +24, Listen +15, 
  Move Silently +21, Spot +15, Survival +15*; Improved 
  Initiative, Iron Will, Run, Track B, Weapon Focus 
  (bite). 
   
  Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 20 half. The save 
  DC is Constitution-based. 
   
  Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, 
  as if its bite were a flaming weapon. 
   
  Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks. 
   
  *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen sense 
  of smell.  
   
  APL 10 
  �Lord Tenebryn Torquann: Male human Clr12; CR 
  12; Medium humanoid (human); HD 12d8+15; hp 78; 
  Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base 
  Attack/Grapple +9/11; Atk +12 melee (1d10+4 plus 
  suggestion, Master’s Will); Full Atk +12/7 melee 
  (1d10+4 plus suggestion, Master’s Will); SA Rebuke 
  Undead; SQ Spontaneous Casting (inflict); AL NE; SV 
  Fort +9, Ref +5, Will +12; Str 14, Dex 12, Con 12, Int 14, 
  Wis 19, Cha 12.  
   
  Skills and Feats: Concentration +16 (+20 casting 
  defensively), Diplomacy +16, Knowledge (arcana) +17, 
  Knowledge (religion) +17, Spellcraft +19; Cleave, 
  Combat Casting, Empower Spell, Great Cleave, Martial 
  Weapon Proficiency (heavy flail)B, Power Attack, 
  Toughness, Weapon Focus (heavy flail)B. 
   
  Possessions: Tessellated Armor*, Master’s Will*, the 
  item of power, pearl of power (1st), wand of cure moderate 
  wounds (47 charges). *See Appendix 4. 
  
  Crimson Thorns 
   
  Page 25 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/3+1/ 2+1; base 
  DC = 14 + spell level): 0—cure minor wounds (2), 
  guidance (2), resistance (2); 1st—cure light wounds (2), 
  entropic shield (2), inflict light wounds*, shield of faith (2); 
  2nd—bull’s strength, cure moderate wounds, death knell, 
  sound burst (2), spiritual weapon*; 3rd—contagion*, cure 
  serious wounds (2), invisibility purge, magic circle against 
  good, prayer; 4th—cure critical wounds, divine power*, 
  greater magic weapon, spell immunity (2); 5th—flame 
  strike*, greater command, righteous might, slay living; 6th—
  blade barrier, empower poison (DC 20), harm*.  
  * Domain Spell; Deity: Hextor; Domains: Destruction 
  (You gain the smite power, the supernatural ability to 
  make a single melee attack with a +4 bonus on attack 
  rolls and a bonus on damage rolls equal to your cleric 
  level (if you hit). You must declare the smite before 
  making the attack. This ability is usable once per day.), 
  War (Free Martial Weapon Proficiency with deity’s 
  favored weapon (if necessary) and Weapon Focus with 
  the deity’s favored weapon.). 
   
  Righteous Might: HD 12d8+39; 102 hp, AC 24, 
  touch 10, flat-footed 23; Grapple +19; Atk +15 melee 
  (2d8+10 plus suggestion, Master’s Will); Full Atk +15/10 
  melee (2d8+10 plus suggestion, Master’s Will); SQ: DR 
  10/good; Space/Reach 10 ft./ 10 ft.; SV Fort +11; Str 22, 
  Con 16; Concentration +18 (+22 casting defensively). 
   
  �Advanced 
  Nessian 
  Warhound 
  Companion: 
  Advanced +2 HD; CR 10; Large outsider (evil, 
  extraplanar, fire, lawful); HD 14d8+70; hp 143; Init +6; 
  Spd 40 ft.; AC 18, touch 11, flat-footed 16; Base 
  Attack/Grapple +14/26; Atk +22 melee (2d6+12 plus 
  1d8 fire, 19-20/(2), bite); Full Atk +22/17/12 melee 
  (2d6+12 plus 1d8 fire, 19-20/(2), bite); SA Breath 
  weapon, fiery bite; SQ Darkvision 60 ft., immunity to 
  fire, scent, vulnerability to cold; SV Fort +14, Ref +11, 
  Will +10; Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +19, Jump +21, Listen +20, 
  Move Silently +23, Spot +20, Survival +10*, Tumble +5; 
  Alertness, 
  Improved 
  Critical 
  (bite), 
  Improved 
  Initiative, Track, Weapon Focus (bite). 
   
  Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 22 half. The save 
  DC is Constitution-based. 
   
  Fiery Bite (Su): A Nessian warhound deals an 
  extra 1d8 points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon. 
   
  Skills: Nessian warhound’s have a +5 racial bonus 
  on Hide and Move Silently checks. 
   
  *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen sense 
  of smell.  
   
  APL 12 
  �Lord Tenebryn Torquann: Male human Clr14; CR 
  14; Medium humanoid (human); HD 14d8+17; hp 90; 
  Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base 
  Attack/Grapple +10/12; Atk +13 melee (1d10+4 plus 
  suggestion, Master’s Will); Full Atk +13/8 melee 
  (1d10+4 plus suggestion, Master’s Will); SA Rebuke 
  Undead; SQ Spontaneous Casting (inflict); AL NE; SV 
  Fort +12, Ref +7, Will +16; Str 14, Dex 12, Con 12, Int 
  14, Wis 21, Cha 12.  
   
  Skills and Feats: Concentration +18 (+22 casting 
  defensively), Diplomacy +18, Knowledge (Arcana) +19, 
  Knowledge (Religion) +19, Spellcraft +21; Cleave, 
  Combat Casting, Empower Spell, Great Cleave, Martial 
  Weapon Proficiency (heavy flail) B, Power Attack, 
  Toughness, Weapon Focus (heavy flail) B. 
   
  Possessions: Tessellated Armor*, Master’s Will*, the 
  item of power, pearl of power (1st), wand of cure 
  moderate wounds (47 charges), periapt of wisdom +2, 
  cloak of resistance +2. * See Appendix 1II. 
   
  Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/ 3+1/2+1; 
  base DC = 15 + spell level): 0—cure minor wounds (2), 
  guidance (2), resistance (2); 1st—cure light wounds (2), 
  entropic shield (2), inflict light wounds* (2), shield of faith 
  (2); 2nd—bull’s strength, cure moderate wounds, death knell, 
  sound burst (2), spiritual weapon* (2); 3rd—contagion*, 
  cure serious wounds (2), invisibility purge, magic circle 
  against good, prayer; 4th—cure critical wounds, divine 
  power*, empower sound burst, greater magic weapon, spell 
  immunity (2); 5th—flame strike*, greater command, 
  righteous might, slay living (2); 6th—blade barrier, 
  empower poison (DC 21), harm*, heal; 7th—dictum, 
  empower flame strike, power word: blind*.  
   
  * 
  Domain 
  Spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (You gain the smite power, the 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), War (Free Martial Weapon 
  Proficiency with deity’s favored weapon (if necessary) 
  and Weapon Focus with the deity’s favored weapon.). 
   
  Righteous Might: HD 14d8+46; 118 hp, AC 24, 
  touch 10, flat-footed 23; Grapple +20; Atk +16 melee 
  (2d8+10 plus suggestion, Master’s Will); Full Atk +16/11 
  melee (2d8+10 plus suggestion, Master’s Will); SQ: DR 
  10/good; Space/Reach 10 ft./ 10 ft.; SV Fort +14; Str 22, 
  Con 16; Concentration +20 (+24 casting defensively). 
   
  �Advanced 
  Nessian 
  Warhound 
  Companion, 
  Advanced (2): CR 10; Large outsider (evil, extraplanar, 
  fire, lawful); HD 14d8+70; hp 143; Init +6; Spd 40 ft.; 
  AC 18, touch 11, flat-footed 16; Base Attack/Grapple 
  +14/26; Atk +22 melee (2d6+12 plus 1d8 fire, 19-20/(2), 
  bite); Full Atk +22/17/12 melee (2d6+12 plus 1d8 fire, 
  19-20/(2), bite); SA Breath weapon, fiery bite; SQ 
  Darkvision 60 ft., immunity to fire, scent, vulnerability 
  to cold; SV Fort +14, Ref +11, Will +10; Str 26, Dex 14, 
  Con 20, Int 4, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +19, Jump +21, Listen +20, 
  Move Silently +23, Spot +20, Survival +10*, Tumble +5; 
  Alertness, 
  Improved 
  Critical 
  (bite), 
  Improved 
  Initiative, Track, Weapon Focus (bite). 
   
  Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 22 half. The save 
  DC is Constitution-based. 
  
  Crimson Thorns 
   
  Page 26 
   
  Fiery Bite (Su): A Nessian warhound deals an 
  extra 1d8 points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon. 
   
  Skills: Nessian warhound’s have a +5 racial bonus 
  on Hide and Move Silently checks. 
   
  *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen sense 
  of smell. 
   
  APL 14 
  �Lord Tenebryn Torquann: Male human Clr16; CR 
  16; Medium humanoid (human); HD 16d8+19; hp 102; 
  Init +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base 
  Attack/Grapple +12/14; Atk +15 melee (1d10+4 plus 
  suggestion, Master’s Will); Full Atk +15/10/5 melee 
  (1d10+4 plus suggestion, Master’s Will); SA Rebuke 
  Undead; SQ Spontaneous Casting (inflict); AL NE; SV 
  Fort +13, Ref +8, Will +20; Str 14, Dex 12, Con 12, Int 
  14, Wis 26, Cha 12.  
   
  Skills and Feats: Concentration +20 (+24 casting 
  defensively), Diplomacy +20, Knowledge (arcana) +21, 
  Knowledge (religion) +21, Spellcraft +23; Cleave, 
  Combat Casting, Empower Spell, Great Cleave, Martial 
  Weapon Proficiency (heavy flail) B, Power Attack, 
  Quicken Spell, Toughness, Weapon Focus (heavy flail) 
  B. 
   
  Possessions: Tessellated Armor*, Master’s Will*, the 
  item of power, pearl of power (1st), wand of cure 
  moderate wounds (47 charges), periapt of wisdom +6, 
  cloak of resistance +2. * See Appendix 1II. 
   
  Spells 
  Prepared 
  (6/7+1/7+1/7+1/6+1/5+1/ 
  4+1/4+1/3+1; base DC = 18 + spell level): 0—cure minor 
  wounds (2), guidance (2), resistance (2); 1st—cure light 
  wounds (2), entropic shield (2), inflict light wounds* (2), 
  shield of faith (2); 2nd—bull’s strength, cure moderate 
  wounds, death knell (2), sound burst (2), spiritual weapon* 
  (2); 3rd—contagion*, cure serious wounds (2), inflict serious 
  wounds (2), invisibility purge, magic circle against good, 
  prayer; 4th—cure critical wounds, divine power*, empower 
  sound burst (2), greater magic weapon, spell immunity (2); 
  5th—flame strike*, greater command, righteous might, slay 
  living, quicken command, quicken divine favor; 6th—blade 
  barrier, empower poison (DC 23), harm*, heal, quicken 
  death knell; 7th—dictum, empower flame strike, power 
  word: blind*, quicken dispel magic (2); 8th—empower blade 
  barrier, fire storm, greater spell immunity, quicken divine 
  power*.  
   
  * 
  Domain 
  Spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (You gain the smite power, the 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), War (Free Martial Weapon 
  Proficiency with deity’s favored weapon (if necessary) 
  and Weapon Focus with the deity’s favored weapon.). 
   
  Righteous Might: HD 16d8+52; 134 hp, AC 24, 
  touch 10, flat-footed 23; Grapple +22; Atk +18 melee 
  (2d8+10 plus suggestion, Master’s Will); Full Atk 
  +18/13/8 melee (2d8+10 plus suggestion, Master’s Will); 
  SQ: DR 15/good; Space/Reach 10 ft./ 10 ft.; SV Fort 
  +15; Str 22, Con 16; Concentration +22 (+26 casting 
  defensively). 
   
  �Advanced 
  Nessian 
  Warhound 
  Companion, 
  Advanced (2): CR 13; Huge outsider (evil, extraplanar, 
  fire, lawful); HD 18d8+126; hp 219; Init +5; Spd 40 ft.; 
  AC 19, touch 9, flat-footed 18; Base Attack/Grapple 
  +18/38; Atk +29 melee (4d6+18 plus 1d8 fire, 19-20/(2), 
  bite); Full Atk +29/24/19/14 melee (4d6+18 plus 1d8 
  fire, 19-20/(2), bite); SA Breath weapon, fiery bite; SQ 
  Darkvision 60 ft., immunity to fire, scent, vulnerability 
  to cold; SV Fort +18, Ref +12, Will +12; Str 34, Dex 12, 
  Con 24, Int 5, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +18, Jump +29, Listen +24, 
  Move Silently +26, Spot +24, Survival +14*, Tumble +8; 
  Ability Focus (Breath Weapon), Alertness, Improved 
  Critical (bite), Improved Initiative, Improved Natural 
  Attack (bite), Track, Weapon Focus (bite). 
   
  Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 28 half. The save 
  DC is Constitution-based. 
   
  Fiery Bite (Su): A Nessian warhound deals an 
  extra 1d8 points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon. 
   
  Skills: Nessian warhound’s have a +5 racial bonus 
  on Hide and Move Silently checks. 
   
  *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen sense 
  of smell. 
   
  APL 16 
  �Lord Tenebryn Torquann: Male human Clr18; CR 
  18; Medium humanoid (human); HD 18d8+39; hp 132; 
  Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base 
  Attack/Grapple +13/15; Atk +16 melee (1d10+4 plus 
  suggestion, Master’s Will); Full Atk +16/11/6 melee 
  (1d10+4 plus suggestion, Master’s Will); SA Rebuke 
  Undead; SQ Spontaneous Casting (inflict); AL NE; SV 
  Fort +15, Ref +9, Will +21; Str 14, Dex 12, Con 14, Int 
  14, Wis 26, Cha 12.  
   
  Skills and Feats: Concentration +23 (+27 casting 
  defensively), Diplomacy +22, Knowledge (Arcana) +23, 
  Knowledge (Religion) +23, Spellcraft +25; Cleave, 
  Combat 
  Casting, 
  Empower 
  Spell, 
  Improved 
  Counterspell, 
  Great 
  Cleave, 
  Martial 
  Weapon 
  Proficiency (heavy flail) B, Power Attack, Quicken 
  Spell, Toughness, Weapon Focus (heavy flail) B. 
   
  Possessions: Tessellated Armor*, Master’s Will*, the item 
  of power, pearl of power (1st), wand of cure moderate wounds 
  (47 charges), periapt of wisdom +6, cloak of resistance +2, 
  pink rhomboid ioun stone, orange prism ioun stone.  
   
  * See Appendix 1II. 
   
  Spells 
  Prepared 
  (6/8+1/7+1/7+1/6+1/5+1/ 
  5+1/4+1/4+1/2+1; base DC = 18 + spell level, caster 
  level 19th): 0—cure minor wounds (2), guidance (2), 
  resistance (2); 1st—cure light wounds (2), entropic shield (2), 
  inflict light wounds* (3), shield of faith (2); 2nd—bull’s 
  strength, cure moderate wounds, death knell (2), sound burst 
  (2), spiritual weapon* (2); 3rd—contagion*, cure serious 
  
  Crimson Thorns 
   
  Page 27 
  wounds (2), inflict serious wounds (2), invisibility purge, 
  magic circle against good, prayer; 4th—cure critical wounds, 
  divine power*, empower sound burst, greater magic weapon 
  (2), spell immunity (2); 5th—flame strike*, greater 
  command, righteous might, slay living, quicken command, 
  quicken divine favor; 6th—blade barrier (2), empower cure 
  critical wounds, empower poison (DC 24), harm*, heal; 
  7th—dictum, empower flame strike (2), power word: blind*, 
  quicken dispel magic; 8th—empower blade barrier, fire 
  storm, greater spell immunity, quicken divine power*, unholy 
  aura; 9th—implosion*, quicken flame strike, quicken 
  righteous might.  
   
  * 
  Domain 
  Spell; 
  Deity: 
  Hextor; 
  Domains: 
  Destruction (You gain the smite power, the 
  supernatural ability to make a single melee attack with 
  a +4 bonus on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You must declare 
  the smite before making the attack. This ability is 
  usable once per day.), War (Free Martial Weapon 
  Proficiency with deity’s favored weapon (if necessary) 
  and Weapon Focus with the deity’s favored weapon.). 
   
  Righteous Might: HD 18d8+75; 168 hp, AC 24, 
  touch 10, flat-footed 23; Grapple +23; Atk +19 melee 
  (2d8+10 plus suggestion, Master’s Will); Full Atk 
  +19/14/9 melee (2d8+10 plus suggestion, Master’s Will); 
  SQ: DR 15/good; Space/Reach 10 ft./ 10 ft.; SV Fort 
  +17; Str 22, Con 18; Concentration +25 (+29 casting 
  defensively). 
   
  �Advanced 
  Nessian 
  Warhound 
  Companion, 
  Advanced(2): CR 15; Huge outsider (evil, extraplanar, 
  fire, lawful); HD 22d8+154; hp 267; Init +5; Spd 40 ft.; 
  AC 19, touch 9, flat-footed 18; Base Attack/Grapple 
  +22/42; Atk +33 melee (4d6+18 plus 1d8 fire, 19-20/(2), 
  bite); Full Atk +33/28/23/18/13 melee (4d6+18 plus 
  1d8 fire, 19-20/(2), bite); SA Breath weapon, fiery bite; 
  SQ Darkvision 60 ft., immunity to fire, scent, 
  vulnerability to cold; SV Fort +20, Ref +14, Will +14; 
  Str 34, Dex 12, Con 24, Int 6, Wis 12, Cha 6.  
   
  Skills and Feats: Hide +22, Jump +33, Listen +28, 
  Move Silently +30, Spot +28, Survival +18*, Tumble 
  +18; Ability Focus (Breath Weapon), Alertness, 
  Improved 
  Critical 
  (bite), 
  Improved 
  Initiative, 
  Improved Natural Attack (bite), Skill Focus (Tumble), 
  Track, Weapon Focus (bite). 
   
  Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 30 half. The save 
  DC is Constitution-based. 
   
  Fiery Bite (Su): A Nessian warhound deals an 
  extra 1d8 points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon. 
   
  Skills: Nessian warhound’s have a +5 racial bonus 
  on Hide and Move Silently checks. 
   
  *They also receive a +8 racial bonus on Survival 
  checks when tracking by scent, due to their keen sense 
  of smell. 
  
  Crimson Thorns 
   
  Page 28 
  APPENDIX 2: DEKSPOINT 
  �Dekspoint: Small City; Population 13,000; 60% 
  Human (15% Suel, 20% Oeridian, 15% Flan, 10% 
  Other), 20% Elf, 14% Dwarf, 6% Other; Assets 3,000,000 
  gp. 
   
  Figures of Note in Dekspoint: 
  �Lord Captain of the Council, Lord Seoman Wraxil: 
  male 
  human 
  Rog3/Ftr4/Swashbuckler2/ 
  Dervish2/Gladiator3, AL NG; Cha 20.  
   
  Physical Description: Seoman is a younger man, in 
  his thirties although no-one knows his actual age. He is 
  roughly six-feet tall and has bright red hair. He 
  typically wears battered and worn looking leather 
  armor, and carries Felagorn his bastard sword. 
   
  Personality: Seoman is quick to laugh, but is also 
  something of a hot head and does not take insults, 
  intentional or perceived well. When not getting angry, 
  Seoman is a personable man, but underneath his 
  typically calm appearance is a steel hard mind, which 
  he uses as a bludgeon against those who are weaker 
  than he is. 
   
  Goals: Seoman chose to make Dekspoint his home, 
  and he only wants to see it pulled back from the brink 
  and ensure that there is peace, at least for a while. 
   
  Additional Information: Seoman’s ability to win 
  duels is something close to legendary in the city. 
  During his first week in the city, Seoman was 
  challenged to a fair number of duels, and in all of them 
  he defeated his opponents without getting scratched. 
   
  Felagorn: +2 Defending Ghost Touch Bastard Sword. 
  Felagorn, now wielded by Lord Wraxil, was forged in 
  the Crystalmists by a band of renegade dwarven 
  smiths. It is extremely light, and has been known to 
  occasionally draw the wielder toward the Crystalmists. 
   
  �Lady Alia of Marner: female human Rog6/Dread 
  Pirate 8, AL CG; Cha 18; Intimidate +22.  
   
  Physical Description: Alia is a beautiful woman in 
  her early thirties. She is a mere five feet tall, but he 
  presence and command makes her seem so much 
  larger to most who meet her. She typically wears light 
  leather armor, and carried Longshanker, the longsword 
  that her parents had commissioned for her. 
   
  Personality: Alia, unlike some pirate captains, does 
  not command out of fear, rather she commands out of 
  respect. She cares deeply for her crew, and the city she 
  now calls home. 
   
  Goals: Alia is in actuality working for both 
  Dekspoint and Ratik. While she may no longer call 
  Ratik home, her parents still do, and so she negotiated 
  the peace treaty between the two groups. 
   
  Additional Information: Alia’s ship, the Sea Devil, is 
  rumored to have magical powers, including immense 
  speed. What is true is that the ship is a custom design 
  and was built solely for speed. 
   
  Longshanker: As per a Sword of Subtlety, save that it 
  is instead a longsword. 
   
  �Finelle Sturrgen: female Oeridian Rgr6, AL NG; Cha 
  17; Diplomacy +19.  
   
  Physical Description: Finelle is a young woman 
  (likely in her mid-twenties) and is both luscious and 
  beautiful. She tends toward the flamboyant style of 
  clothing, usually associated with the Rhenee. 
   
  Personality: Finelle is carefree and not scared of 
  using her charms and guile to get what she wants. 
  However, underneath her seemingly carefree and wild 
  appearance is a keen and calculating mind. Nothing 
  she does is ever random or without the wherewithal to 
  benefit her, either directly or indirectly. 
   
  Goals: On the surface Finelle is really interested in 
  seeing the treaties negotiated and ratified. However, 
  she is also on the lookout for benefits for herself. If she 
  sees a way of making use of the PCs to do her dirty 
  work then she will. 
   
  Additional 
  Information: 
  Finelle 
  dual-wields 
  cutlasses, although she prefers to avoid combat. A large 
  and particularly foul-mouthed parrot also typically 
  accompanies her, except when she is in situations that 
  call for delicate negotiation or polite decorum.  
   
  �Polin Wrengt: male high elf (Suel human in 
  disguise) Rog10/Shd6; AL LE (ring of mindshielding); 
  See Appendix 1es  
   
  Physical Description: Polin in a middle-aged high elf 
  that is wiry and lean. Polin is typically found wearing 
  dark blues and blacks, and under his clothes he wears 
  the magical armor that he had custom crafted for him. 
   
  Personality: Polin is cold, calculating and not above 
  using others for his own dirty work. He comes across 
  as a sophisticated and aloof. Finally, he has a bit of a 
  sadistic bent as he enjoys seeing other squirm in the 
  tight places he’s known for putting them in. 
   
  Goals: Polin is in reality an agent for the Scarlet 
  Brotherhood, and he has slowly been moving up in the 
  power structure of Dekspoint. Seoman’s coup-d’etat 
  took most of the wind out of his sails, as they say in 
  Dekspoint. Since then he has been content to re-
  stabilize the city, since its easier to assume control in a 
  stable city. He has received directives to acquire the 
  item of power that Lord Tenebryn currently holds. To 
  that end during the negotiations he will arrange for the 
  Dekspoint delegation to take care of the problem that 
  Lord Tenebryn is causing for Grenell. 
   
  Additional 
  Information: 
  Polin 
  possesses 
  a 
  formidable array of Brotherhood espionage equipment, 
  and under no circumstances will be reveal his 
  allegiances to any PC, including those who may have 
  proven allegiance to the Brotherhood. 
   
  IN THE CITY  
   
   
   
   
  There is no map of the city provided, but it roughly 
  maps out a crescent shape around the harbor. The Mess 
  and Cargo Decks are next to the harbor, while the 
  Forecastle and the Captain’s Decks are higher up on 
  the side of the hills. Massive fortification walls enclose 
  
  Crimson Thorns 
   
  Page 29 
  the landward side of the city (see below for more 
  details), while a pair of ancient stone towers and chains 
  protect the harbor (see below for details).  
   
  THE ANCIENT WALLS 
   
   
   
  Massive cyclopean blocks of stone form the walls that 
  surround the city. In many places the walls are rent by huge 
  cracks, while in others the stones are blackened and charred 
  as if burnt. Mosses and lichens cover many of the stones, save 
  those that are scorched and burnt. 
   
  These walls are built of stones that are roughly 5 feet by 
  5 feet on an end, and 10 feet long. A DC 20 Knowledge 
  (architecture and engineering) check reveals the walls 
  were built to withstand most anything, and that even 
  with the disrepair that they exhibit, and the large 
  damaged area, they would still serve quite well as a 
  defensive structure. 
   
  THE CAPTAIN’S DECK 
   
   
   
  Council Halls 
  The council halls, as described above, are a very old 
  structure, predating the current city. The architecture 
  is unusual, and not similar to anything that can be 
  found today. Most of the building is offices and 
  records. A DC 40 Knowledge (architecture and 
  engineering) or a DC 40 Knowledge (history) reveals 
  that the building style is similar in some regards to that 
  favored by the Ur-Flan, but on a far more complex 
  level. 
   
  Dek’s Tower 
  A tall spire, capped by a statue of Procan pointing out to sea, 
  stands in the center of a plaza. Its walls are carven with 
  imagery of naval battles, pirates, and other nautical themes.  
   
  This is Dek’s Tower, built to commemorate Dek after 
  his death. The tower can be ascended, and as it is five 
  stories tall, it offers splendid views of the city and the 
  approaches to the city, both by water and by land. 
  Hidden on the first floor is a secret door that requires a 
  DC 35 Search check to discover. It leads down to Dek’s 
  Tomb. 
   
  Dek’s Tomb 
  At the bottom of the tight spiral stairs is a chamber fashioned 
  of white marble. In the center, raised upon a dais, is a 
  sarcophagus inlayed with mother of pearl. The dais is carven 
  to appear as a boat, borne upon a rough sea. The sarcophagus 
  bears an effigy of a man. He appears to be an older man with 
  patrician features. He is shown wearing fine robes, and he 
  carries with him a scepter and a staff. 
   
  This seems to be the tomb of Dek (20 feet by 30 feet), 
  but it is merely a trap for the unwary. Dek was in 
  actuality buried at sea, as all true mariners are. This 
  tomb is protected by powerful magical wards, and 
  contains nothing inside it. Attempting to deface, open, 
  or otherwise influence the tomb will trigger the trap. 
   
  All APL’s (EL 9) 
   
  �Thallasophobia Trap: CR 9; Action Trigger 
  (deface, open or otherwise influence the tomb); 
  Automatic Reset; Special (all targets in a 30 ft. radius 
  burst, aversion to sea water (see below for details), DC 
  20 + APL Will save negates, 15th level caster); Search 
  DC 32; Disable Device DC 32. 
   
  Aversion: Subjects with an aversion to seawater 
  must take reasonable steps to avoid coming into 
  contact with seawater, or traveling over seawater. If 
  they cannot avoid one or both of these stipulations 
  then they suffer a –2 penalty on attack rolls, ability 
  checks, and skill checks. This aversion can be removed 
  with a break enchantment or remove curse, both requiring 
  a 15th level caster. Any higher-level spell (such as 
  limited wish) also suffices to remove this curse. Multiple 
  occurrences of the aversion do not stack. 
   
  THE FORECASTLE DECK 
   
   
   
  The Temple of the Waves 
  Fluted arches leap high into the air, the spaces between filled 
  with blue tinged stained glass windows depicting the gods 
  who rule the seas. Carven over the doors is a figure of 
  indiscernible age, race, or sex. Beneath it is the remains of 
  text that is so weathered as to be unreadable. 
   
  The temple was at one time, and possibly still is, a 
  temple to a now forgotten sea god (or goddess), the one 
  that is depicted above the doors. The interior is washed 
  with dappled blue light from the windows, light that 
  reflects off the blue tiles that cover the floor. Each tile 
  has a sigil in the center, and none of the tiles have the 
  same sigil. If the PCs ask (likely Iluyanesta Filaehaen, 
  the high priest here) they are informed that all 
  attempts to decipher possible meanings of the glyphs 
  have failed. 
   
  Iluyanesta Filaehaen is an elderly, but friendly, 
  aquatic elf. He serves in the temple as high priest. He 
  cares for the various shrines that are spaced along the 
  inside walls of the temple. The shrines are dedicated to 
  Deep Sashelas, Osprem, Procan, Velnius and Xerbo. 
   
  �Iluyanesta Filaehaen: Male Aquatic Elf Clr 13 of 
  Deep Sashelas. 
   
  Fountain of Lost Souls 
  In the center of the square is a fountain. Carvings of tortured 
  souls and infernal horrors border the central pool. In the 
  center is a winged humanoid, bearing a cup from which 
  flows a stream of pure water. 
   
  This fountain is another of the artifacts that predates 
  the current city.  
   
  CARGO DECK 
   
   
   
   
  There is little of interest here besides the warehouses, 
  which are locked and guarded, and the docks. 
  
  Crimson Thorns 
   
  Page 30 
   
  Harbor 
  Ships of all size, ranging from skiffs to galleons, are either at 
  berth or are moving about in the harbor. The docks are 
  ringed with warehouses, all guarded by heavily armed 
  mercenaries. At the entrance to the harbor is a pair of tall 
  granite towers, capped with statues. Between these towers are 
  suspended five steel chains that glisten like a cobweb in the 
  sunlight. 
   
  The statues on the top of the towers are weatherworn 
  to the point that they are no longer recognizable. The 
  chains are kept on winches, and are lowered and raised 
  by special golems that are designed for that purpose. 
  The chains themselves have 6-inch links, each made of 
  2-inch-thick steel. 
   
  MESS DECK  
   
   
   
   
  Broken Mast Bar 
  Dank fumes, unwashed bodies, and salt brine assault the 
  senses inside this dimly lit tavern. Sailors, soldiers, and other 
  riff-raff fill the place from mid-morning until late in the 
  night. The barkeep, Brodon, is an imposing figure at ten feet 
  tall, and is quite probably the ugliest ogre you’ve ever seen. 
   
  The broken mast is owned and run by Brodon, an ogre 
  who was at one time a mate on a pirate ship. The bar 
  gets its name from the time right before Brodon left 
  piracy when the Ratikian navy attacked his ship. 
  Brodon tired of the enemy firing bolts at him, and he 
  uprooted the mast on his ship, throwing it at the 
  Ratikian naval ship. The impact sank the Ratikian 
  vessel. While the tactic was popular with the crew, the 
  captain was not amused or impressed.  
   
  �Brodon: Male Ogre Rog2 Exp (Barkeep) 2. 
   
   
  
  Crimson Thorns 
   
  Page 31 
  APPENDIX 3 – EASTFAIR AND THE NORTH KINGDOM 
  THE NORTH KINGDOM 
   
   
   
  The Great Kingdom of Northern Aerdy is ruled by His 
  Righteous and Transcendent Majesty, the Overking of 
  Northern Aerdy, Herzog Grenell the First, Prince of of 
  House Naelax (LE male human [flan-oeridian] Clr19 of 
  Hextor). 
   
  This is a nation of tyranny and oppression. 
  Outside of the large cities, feudal lords hold god like 
  power over their small fiefdoms, only paying heed to 
  the more powerful liege above them in the social order. 
   
  Inside the city, nobles and the others who are 
  lucky enough to be above the salt practice a lifestyle of 
  hedonistic indulgences and cruelty at the cost of those 
  poor souls who fall below the salt. 
   
  The vast majority of the warlike noble families 
  pledge their spiritual faith into the many hands of the 
  Scourge of Battle, Hextor. Cavaliers of the darkest 
  hearts, shiniest armor and most bloodthirsty mounts 
  are a somewhat common sight in these lands. Be they 
  the clerics of Hextor or the knightly lord of the local 
  manor and village. 
   
  Though there are a number of small and rather 
  ineffectual ‘cults’ of good (usually in a chaotic form) 
  thatpreach 
  and 
  practice 
  rebellion 
  against 
  the 
  oppression of the government and society in whole, 
  finding them is rarely easy, but when they are, an iron 
  fist is used to crush them. 
   
  That is not to say there are no forces of good 
  within the North Kingdom. Once, not too long ago, 
  this nation was apart of the truly Great Kingdom and 
  the bastion of Oeridian culture.  
   
  Thus as Hextor is apart of that culture, so are gods 
  of good and neutrality. Those who would rebel against 
  the tyranny of the Lawful Evil society (such as 
  Trithereon) have long since been purged to all but the 
  remotest pockets. Followers of gods who would infer 
  its worshipers to a more direct opposition (such as the 
  Arch-Paladin, Heironeous) have been equally purged.  
   
  This leaves the followers of good (and neutral) 
  gods who have found a way to work their dogma 
  within the oppressive bounds of state religion of 
  Hextor. An example of this is followers of the Gentle 
  Hand, Zodal, running orphanages or churches of the 
  Shining One, Pelor, taking care of the poor and sick 
  within the ever-swelling slums of the cities.    
   
  The Lawful Evil nature of the society allows these 
  small good churches who do not practice rebellion as 
  dogma, to operate and take care of those (poor and 
  sick) that the government do not want to waste time 
  on. The thinking is, “if they want to waste their 
  resources on those types, and as long as they obey our 
  laws, then power to them. Besides, it’s fun to bully 
  them too, from time to time”. 
   
  There are some religions that are accepted because 
  they play important niche rolls. Examples of this are 
  the churches of the Money Counter, Zilchus and the 
  Dweller on the Horizon, Fharlanghn, but the political 
  influence of these sects are kept to a minimum. The 
  only power they can express is that bought by coin and 
  even that is limited. 
   
  Among the common people (with their heavily 
  mixed Flan heritage) the Oerth Mother, Beory is 
  worshiped for nature related issues and to a lesser 
  extent, so are the Oeridian agricultural gods. Even the 
  different evil gods such as the Repear, Nerull and the 
  Black Rider, Incabulos are given small prayers and 
  appeasement to ward off their callings and hopefully 
  push them on to the their neighbor, but not them. 
   
  Language 
  The peasants and serfs of the land all speak the 
  common tongue, with a heavy Oeridian accent and 
  usually mixing of many words and expressions in Old 
  Oeridian, though this by no means guarantees that the 
  serf speaker can actually communicate fluently in Old 
  Oeridian. 
   
  The nobility, clerics, sages, elite servants and 
  anyone with education speak Old Oeridian as their 
  primary language, but the common tongue is known to 
  all. Religious and legal issues are dealt with in Old 
  Oeridian, as well as anything that is the domain of 
  those above the salt.  
   
  Keeping a Low Profile 
  When the characters visit Eastfair in the adventure, 
  they should not have too much of a problem with the 
  authorities or the general population (most of which 
  are LE, NE and N) as long as they keep their heads 
  down and don’t make a scene.  
   
  Those who worship Chaotic (of any morality) or 
  Lawful Good gods and do not pass a Disguise check 
  DC12 (made once for the whole adventure) or whom 
  reveal themselves, suffer a –2 circumstance penalty to 
  all Charisma based skill checks. This is negated if they 
  are dealing with someone of their same ethos (a good 
  worshiper meeting a good worshiper has no problems, 
  etc). 
   
  A special case is in store for worshipers of 
  Heironeous, the arch-rival of Hextor. Since it is 
  assumed that a proud worshiper of such a god would 
  adorn himself with the marks and symbols of his 
  divine patron, the Disguise check is DC15. This 
  includes not slipping up and using sayings or dogma in 
  speech. The price for being recognized is a –6 
  circumstance penalty to all Charisma based skill 
  checks. Even if the character fails his skill check, this 
  does not mean that ever city guard and cleric of Hextor 
  automatically spots him in the streets. Its only for 
  when he is up close and interacting with these 
  Heironeous-Haters and those who play along out of 
  fear. 
   
  Even then though, he only becomes the target of 
  harsh ridicule. As long as the character keeps his cool 
  and dignity, he can get out safe and alive.  
   
  If he ever forces the hand of the Hextorians, he’s 
  quickly overwhelmed and the character is executed 
  
  Crimson Thorns 
   
  Page 32 
  and permanently dead (and paraded around on a stick, 
  then eaten at a private festival). 
   
  The Hexotrians feel no need to grant a foreigner 
  any sort of honor duel, not in their own capital. 
   
  Pets 
  Large and/or wild animals are not allowed to be 
  brought into the city unrestrained and without a 
  permit. Wolves, bears, any dire animal and other 
  dangerous creatures must be leashed and muzzled or 
  caged. Dire animals must be caged. A one week permit 
  costs 10gp per size category of each animal (starting at 
  medium). 
   
  Horses, trained dogs, birds and other common 
  domesticated animals cost a copper each to enter the 
  city, but do not require any special restraints, but the 
  master is responsible for any damage the animals cause.  
   
  A one-time exception to this rule is granted due to 
  the PCs diplomatic status in this adventure. 
   
  Crime and Punishment 
  The laws of the land are typically the same as one 
  would find in another lawful kingdom, only much, 
  much harsher. The people are copper’ed and silvered to 
  death with special taxes and tariffs. Most commoners 
  are considered property, either to their liege or to the 
  government as a whole should they be a freeman (an 
  ironic term here).  
   
  Minor crimes and public disturbances bring about 
  rough treatment from the town guards or from ones 
  social superiors (with little chance for recourse). 
  Thankfully, gold is an expectable solution to get the 
  characters out of all but the most unforgivable crimes 
  (usually those perpetrated against someone with rank 
  and power). The laws have been somewhat softened (or 
  just corrupted) from ten years ago. An influential man 
  about town succeeded in plying the right people to 
  lower the execution range on items from its original 
  500gp to the new 1000gp limit. Rumors have it he is 
  the main backer of a new fledgling thieves guild. Thus 
  these people can pay the bribes required for getting 
  caught. 
   
  To give an example: 
   
  If the characters cause the death of a commoner, 
  they can discreetly pay their way out of punishment 
  (the authorities make this clear with a wink and nudge) 
  for the sum of 1000gp per dead commoner (or 100gp 
  for an orc, but not the rioting ones).  
   
  Failure to pay this fee sentences the characters 
  involved to 2d6 TU’s worth of imprisonment (the 
  sentence would normally be much longer, life even, 
  but its assumed the crafty adventurers can eventually 
  get themselves out of the situation one way or another, 
  along with all their gear but not gold. All coin is 
  removed from the Adventure Record). 
   
  Killing a tradesmen or other such ‘middle’ class 
  member of society is 2000gp per offence. It doesn’t 
  matter how the death was caused. Accidentally or 
  premeditated, death is death. Failure to pay costs the 
  characters 2d8 TUs. Otherwise, this is treated the same 
  as the above entry. 
   
  Killing a Noblemen or other authority figure 
  requires a Diplomacy check of DC 15+APL, just to be 
  allowed to make reparations or else be executed 
  permanently. If the characters succeed in the apology, 
  then they at minimum must pay the full cost to bring 
  the person back from the dead (raise dead or 
  resurrection) and then another 2000-4000 gp (Judges 
  discretion on severity) on top of that (this secondary 
  amount can be reduced as stated below).  
   
  Theft Over 1000gp is a death sentence. Those 
  caught for this crime are almost always publicly 
  executed as an example to the rest of the population. 
  To even attempt to get out of this, requires a 
  Diplomacy check of DC 25+APL, then confiscation of 
  the item, then a 5000gp bribe. Sadly to say, few people 
  have those sorts of resources, so permanent death 
  becomes quite the deterrent. Philosophers have 
  pointed out that the crime of theft is more harshly 
  dealt with than the crime of murder and that speaks 
  volumes on the mentality of the government and its 
  people. 
   
  Insulting a Noble or a Hextor Cleric (Diplomacy 
  check DC10+APL to be allowed to pay 200gp, 
  otherwise 1d6 TUs);  
   
  Interfering with a Guardsmen (50gp or 1d4 TUs);  
   
  Public Disorder (50-200 gp, or 1 TU);  
   
  Theft, Minor (Half the value of the items and 
  confiscation of the items or 1d3 TUs and confiscation 
  of the items);  
   
  Breaking and Entering (50-200gp or 2TU);  
   
  Vagrancy (a sound beating, then, 50gp or 1TU and 
  another sound beating);  
   
  Judges should use these as a guideline should they 
  find their players getting into trouble not listed here. 
  When in doubt though, err on the side of caution and 
  leniency.  
   
  These minor crimes can usually be paid on the 
  spot to guards or other authority figures. The more 
  severe charges (like murder) usually take some time to 
  process in the courts. Typically, paying 100gp can 
  speed it up to 2d6 hours, from 2d8 days (all included in 
  the initial TU’s paid for the adventure). This is nothing 
  compared to the poor wretches who spend years in 
  tiny cells awaiting a trail that may never come. 
   
  If the characters profess their innocence (whether they 
  are innocent or not, it doesn’t matter much) a 
  representative for them all may make a single opposed 
  Diplomacy check (per charge) [DC 1d20+3+APL]. The 
  character may use Knowledge Local instead. 
   
  If this is successful, then the cost in gold or TUs is 
  reduced by 50% (round down). But if the check fails, 
  the penalties are increased by 50% (round up).  
   
  Some exceptions to this are when the authorities 
  hate the victims more than the characters. For 
  example, killing a cleric of Tharizdun or Vecna doesn’t 
  bring about much reprisal (unless the characters 
  committed a lot of other crimes in the process). 
  
  Crimson Thorns 
   
  Page 33 
   
  As stated previously, a typical commoners would 
  expect a life sentence for very minor crimes, but the 
  adventurers (with a few exceptions) are only penalized 
  TU’s, for it is assumed that they are able to get 
  themselves out of the imprisonment much before the 
  end of the expected sentence.  
   
  Guards patrols and even their interest depends on 
  what part of the city or (in the case of in rural area) 
  who’s land ones is on.  
   
  In Eastfair, The New City is closely watched by 
  both mundane and even magical means. Those 
  committing crimes have a much higher chance of 
  getting caught. In the Old City, guard patrols are fewer 
  and petty crime is rampant, but the patrol sizes tend to 
  be much larger with a higher chance of special support 
  units (such as mages or brute squads), ready to tear a 
  neighborhood apart till they get the people their after.  
   
  Rural lands are under the jurisdiction of which 
  ever noble owns that patch of land, which can have 
  several layers of authority. These rural nobles have less 
  firepower to back up an arrest then do the city guards 
  against powerful adventurers, so they tend to be more 
  lenient and willing to deal when they feel they lack the 
  upper hand. 
   
  EASTFAIR, THE GRANITE CITY 
   
   
  Within the high and heavily fortified outer granite 
  walls of the city, are streets so clean and tidy that they 
  put some high altars of Heironeous to shame. 
  Heavily worked maintenance crews keep the hard, 
  stark and stern streets sanitary, as much as the elite 
  units of Rakersmen (elite troops of North Province) 
  keep the streets orderly as the town guard.  
   
  While it has a reputation for urbanity, ordinary 
  folk in the city work hard and need to in order to 
  compensate for the heavy taxation and cruel red tape. 
  One must pass through the second ring of city walls 
  and into the Old City, in order to get to the interior of 
  the city and to see its true seedy underbelly. Here, the 
  poor and the wretched meek out an existence shut 
  away from the outside, only allowed to leave with 
  special permits or by wearing badges sewn to their 
  vests. 
   
   In the last decade or so, this poor interior has 
  turned from poor-man’s quarters, though kept almost 
  as orderly as the New City, into a true slum (much to 
  the chagrin of the authorities). This has been caused by 
  the ever-increasing migration of refugees into the city. 
  If you can pay the entrance fee, you can enter Eastfair, 
  but if your not a skilled tradesmen or rich, your 
  shunted to the Old City.  
   
  Once there, you can’t legally leave without a 
  permit of some sort. This has been causing quite a bit 
  of increased hardship and chaos. The uncaring 
  governments answer is to send in brute squads of orcs 
  and ogres to thin out the population of trouble makers, 
  but never so much that they’ll cause a general revolt. 
  Cycles of famine and diseases keep the population 
  levels of the Old City down as well.   
   
  Behind its orderly mask, the population of the city 
  is as prone to hedonistic pleasures. Eastfair has always 
  attracted the most debauched and degenerate nobility 
  and merchants of North Province. If you have the 
  money to pay for it, the Nine Hells itself can be yours 
  to experience. 
   
  Eastfair attracts wealth. Those riches are either 
  inherited, or else obtained by the best merchants, that 
  is, the most unscrupulous, swindling, money grabbing 
  ones. Given this, it is not surprising that Eastfair's rich 
  like to spend their money on depraved and immoral 
  activities. 
   
  Eastfair has a considerable number of truly 
  exceptional craftsmen and artisans within its city walls. 
  These numbers have swollen by the people seeking 
  refuge in the Granite City from more troubled lands 
  and cities. Now, truly, Eastfair is a city where one can 
  buy almost anything -- if one has almost limitless 
  supplies of gold. 
   
  When the sun sets and the streets fill with 
  flickering shadows, it’s the poor and common men that 
  pay for the vileness of the riches’ entertainment, not to 
  mention all the other hidden evils in the city. 
   
  In a nutshell, the common people have very few 
  rights and the government enforces itself on the lower 
  class brutally, but usually overlook the vileness that 
  befalls the common man, as long as its done quietly 
  and doesn’t disturb the order of the city. 
   
  Something one does not see walking the streets of 
  the city are fiends. Baatezu and especially Tanar’ri are 
  not generally accepted by the church of Hextor. Part of 
  this has to do with their god residing on Archeron, and 
  not the Nine Hells. Though fiends are used for specific 
  purposes, as a policy, the authorities don’t want them 
  to wander around within the general populace. 
   
  The same goes for undead, for they tend to cause a 
  lot of disorder and public disturbance. Of course, there 
  are always exceptions to those with power and the fact 
  that there are several Animus Nobles in the city makes 
  it a complicated issue. Having undead wandering the 
  streets is an extravagance reserved for all the most 
  powerful and connected. Anyone else will find their 
  minions destroyed and themselves held accountable. 
   
  It should be noted that, though mostly just 
  rumors, good outsiders have made temporary homes in 
  this large city. They have been called to do good and 
  help the crusading good minority fight the power of 
  evil. When these beings are discovered they are routed 
  out with extreme prejudice and any mortals found to 
  be supporting them (and even those not) are punished 
  brutally, usually by having an ogre pay them a social 
  visit to discuss the transgression. 
   
  Fledgling Thieves Guild 
  In a city that a generation or two ago was almost 
  completely devoid of an organized profit oriented 
  criminal element, it has come as quite a shock to some 
  old timers that a charismatic man swaggered in and 
  started such an organization up.  
  
  Crimson Thorns 
   
  Page 34 
   
  Little is known about the man at the top, and even 
  less about his true motivations. Commonly considered 
  to be a gentlemen rogue, probably from the 
  countryside, and most assuredly an ex-adventurer. This 
  mysterious man just showed up one day in the city and 
  started making things happen. 
   
  Money started changing hands, secrets were 
  threaten, new friends were made and a thieves guild 
  was born. There is no doubt that the city government is 
  aware of the guild and even less doubt that its not 
  getting a pretty copper out of it, but what is in doubt is 
  how long the arrangement will last. Sooner or later, the 
  guild as a whole will have to make moves to keep itself 
  from stagnating and those moves could make the guild 
  inconvenient for the government.  
   
  The head of the guild is a man of mystery, but 
  what of the rank and file? The guild itself is an 
  amalgamation of petty gangs, minor rogue-oriented 
  cults, disguised foreign agents and run of the mill 
  criminals. Within those ranks, leaders and foremans 
  via for power and political goals. Those that get out of 
  line and threaten the safety of the guild are handled, 
  but most stay within the fold under the sway of the 
  charismatic guildmaster.  
   
  Now the guild has been operating for sometime 
  and has become stable in its methods and policies, the 
  more observant suspect a dubious interior to the guild. 
  Some say that the new guild, filled with men of evil 
  and vileness, is really just a masquerade for a core of 
  goodness, using the dark hearted souls as camouflage.  
   
  Locations in Eastfair 
  In this adventure, the characters are not expected to 
  venture into many locales within the city, though that 
  is not to be the case in further outings in this 
  adventure series. The following is a quick explanation 
  for the various places that have moderate interest to 
  the PCs, or are mentioned in descriptive text. 
   
  Eastfair is divided into Old City and New City. 
  The Old City was built circa 80 CY, and the city greatly 
  expanded in size during the third century when New 
  City began to grow outside the original walls.  
   
  The Old City is now mostly the province of the 
  poorer people, save for the complex of buildings 
  known as "The Cyst," while New City contains the 
  homes and workplaces of the well off.  
   
  For characters approaching Eastfair, their first 
  sight of the city should give them an impression of 
  grandeur. Huge granite walls confer an air of 
  invulnerability, and the stone spires and slate roofs of 
  the buildings inside crowd together like a phalanx of 
  powerful defenders. Great Gate, bearing its mighty 
  shields of Hextor and North Province, is a forbidding 
  entrance to this majestic city. 
   
  The Great Gate is powerfully defended, with 
  ballista platforms flanking the 30' high granite walls 
  and a pair of huge (22' high) stone statues of Aerdi 
  warriors standing one each side of them. These statues 
  can be animated as massive stone golems by a cleric of 
  Hextor who stands special watch as part of the gate 
  detail, to fight in defense of the city. 
  Greater Stone Golem: 271 hp; see page 136 of the 
  Monster Manual. 
   
  An entrance toll is charged of 1 sp a person (1 gp a 
  merchant or freesword, with extra charges of 1 sp to 1 
  gp for each horse, wagon, etc.). The main gates are 
  opened for wagons and horse, with men on foot using 
  smaller side doors at the base of the ballista towers.  
   
  Within Great Gate, the broad boulevard known as 
  The Full Path stretches into the heart of the city and on 
  to Newgate and Spider's Gate. Just beyond Great Gate, 
  the extraordinary sight simply named "Waterfall" 
  greets the visitor; 20' high, 10' long standing waves of 
  water lie either side of The Full Path, a permanent 
  magical reminder that Eastfair lies just north of the 
  headwaters of the Flanmi.  
   
  The Fisherman's Gate, the north gate of the city, is 
  much smaller than the Great Gate, and receives only 
  visitors on foot or on horse in small numbers.  
   
  Originally, this was the gate used by humbler 
  tradesmen, hence its name, but in a reversal of history 
  this gate now opens into the richer areas of the city and 
  merchants are sent to Great Gate if they seek entry. 
   
  Though this gate has not the powerful defenses of 
  Great Gate, the gatehouse here contains a minor 
  magical artifact which, if the right command word is 
  activated, can shield the gate in a wall of stone which is 
  90% resistant to any attempts to dispel it, save by use of 
  the same artifact used to create it. 
   
  The Cyst comprises three sets of buildings located 
  behind iron railings protected by priests of Hextor and 
  squads of Rakersmen all in the Old City. None can 
  enter without an invitation or the summons or granted 
  pass of the Herzog himself.  
   
  The central building here, the Herzog's Palace, 
  houses Grace Grenell and the hierarchy of the 
  priesthood of Hextor, together with the most senior 
  city officials (Chancellor, city architect, Commander-
  General of the Watch, etc.). To the right of the Palace 
  are the barracks of the Rakersmen, with some 600 
  troops and a dozen of their most senior commanding 
  officers. 
   
  The Whirling Dervish, nested in the Streets of 
  Delight, this is a hostelry offering entertainments 
  marginally less depraved, and more varied, than most 
  establishments around it.  
   
  The proprietor, Clinorus Kradner, dresses in 
  Baklunish robes and a turban, even though he's never 
  been west of Edge Field in his life. To someone who is 
  from the Baklunish West or has visited them, it is 
  obvious that Clinorus has dressed to the descriptions 
  of embellished stories, not to mention the man is not 
  baklunish, more of a dark flan-oeridian mix.  
   
  Clinorus is, in fact, a cleric of Olidammara as well 
  (Clr4), with a strong tendency to good alignment. 
   
  The Merchant Quarter contains the better 
  markets of Eastfair and the homes of many ordinary 
  merchants. At the center of the entire quarter is the 
  main Temple of Zilchus for the city.  
  
  Crimson Thorns 
   
  Page 35 
   
  This quarter is also home to an enclave 
  (subsection) of merchants who specialize in exotic 
  goods: silks, spices, peppers, rare herbs, alchemical 
  goods, tropical hardwood furnishings, Ketite rugs and 
  carpets, and all manner of unusual items. This square is 
  sometimes referred to as ‘Little Bakluni Town’. 
   
   Nearby to these shops of Exotic section is the 
  walled compound of the Zilchus Western Company. 
  This is the major supplier to these particular shops of 
  western goods, though they by no means hold any 
  monopolies on Baklunish trade. This just happens to 
  be the sister headquarters (the other in Kalstrand) of an 
  order of Zilchus clerics that operate this company. 
   
  The Old City contains the houses here are those of 
  laborers, serfs (including church serfs), and unskilled 
  workers. This is the new slum district for Eastfair, 
  though it has only formed in the last ten years.  
   
  The houses here are dilapidated, and people live in 
  very overcrowded homes, with a fair amount of 
  violence and drunkenness. However, this is the best 
  place for anyone wishing to lie low in Eastfair.  
   
  Racketeer landlords rent a bare room for a copper 
  or two a day per person, and the town guard 
  (Rakersmen) patrol the streets rarely unless there has 
  been a recent bout of worse than usual street fighting. 
   
  To keep the newly forming slum-like conditions 
  in check, orc and ogre brute squads smash any shanty 
  towns or tent districts that occasionally form out of 
  desperation. The more vocal troublemakers also get the 
  occasional courtesy call from the brute squads. 
  Nothing like an ogre to change your opinion in a 
  philosophical debate.  
   
  Good churches and clerics tend to the unwashed 
  masses as best as they can with the limited resources 
  they are allowed, though they are often victims of the 
  brute squads themselves. Some of the more 
  charismatic clerics have made contacts within the 
  guardsmen and/or authorities (gold is usually 
  involved) and get some special consideration from that. 
   
  The Orc Quarter is part of the reason for the 
  overcrowding in the rest of Old City is this district, 
  which is walled off from the rest of the Old City (but 
  still inside the Old City). The 3,000 troops of the Euroz 
  Angry Army have settled into barracks here and have 
  made it their own.  
   
  At the present, the town guard tries only to patrol 
  the outskirts of this zone, but the orcs have taken to 
  kidnapping ordinary people in Old City (the orcs have 
  secret ways out of the district) and taking them back to 
  their barracks for supper (as it were) or just to torture 
  and kill them out of boredom. 
   
   The orcs also act as jailers in the city prison 
  directly opposite Spider's Gate, which allows them 
  some opportunity for indulging their sadism and 
  brutishness. 
   
  The orc warlord, Snaggrip Grekk, swaggers about 
  Eastfair as if he owned the place, and there are many 
  humans in Eastfair who would like to have the general 
  population rise up and slaughter him and his men -- no 
  matter how many casualties might be suffered.  
   
  The situation is very tense, and Grenell knows that 
  while the orc leaders want to be in Eastfair to have a 
  very definite presence in Grenell's capital city, their 
  soldiers often grow rebellious and irritable, needing 
  the fresh stimulus of battle. Brawls and drunken 
  rebellions when out in the countryside are happening 
  with more and more frequency. Usually once the 
  rampaging orcs run out of beer and/or troops are sent 
  out to reign them in, everything settles down again.  
   
  A few orc ringleaders (and often their human 
  officers) are severely punished, but the orc regiment is 
  put right back to what ever it was doing before, as if 
  nothing happened. 
   
  Thought the city has a standard garrison of 3000 
  orcs, usually about 1000 of those orcs are farmed out to 
  nearby garrisons or for special projects (usually as hard 
  laborers).  
   
  In this adventure, such a regiment of 600 orcs 
  have gotten drunk and rebelled. While the orc troops 
  are mostly concerned with looting and debauchery, 
  some of the Orc ‘officers’ are trying to spur the troops 
  on to sack the capital (Eastfair), though this is a rather 
  unwise (and hopeless) mission. The orc regiment will 
  be reigned in long before they get that close to the city 
  (not that they had a chance in the first place).  
   
   
  
  Crimson Thorns 
   
  Page 36 
  APPENDIX 4 – NEW RULES 
  Master’s Will  
  This +1 heavy flail produces a suggestion (Will save DC 
  14 to resist) to prostrate themselves in any who are 
  struck by it. An invention of the slavemasters of 
  Hextor in the North Kingdom, it is normally used on 
  slaves in the mines. It is rumored that the first such 
  flail was made from the flesh of a dead slave and the 
  steel of his collar, and since then all such devices have 
  been made from the cured flesh of dead slaves and the 
  manacles that bound them. 
   
  Market Price: 8,315 gp; Prerequisites: Craft Magic 
  Arms and Armor, Craft Wondrous Item, suggestion, 5lbs 
  of cured human flesh, slave manacles. 
   
   
  Tessellated Armor (From the Dungeons & Dragons Arms 
  and Equipment Guide) 
  This curiosity usually appears to be an ornate, 
  lacquered box containing hundreds of identical 
  metallic shapes, including lizards, beetles, mounted 
  riders, and Pelorian suns. When the command word is 
  spoken, the shapes stream from the box and flow over 
  the wearer’s body, interlocking perfectly to create a 
  single, smooth suit of +2 full plate. This armor is lighter 
  and more flexible than normal full plate and is 
  considered medium armor rather than heavy. Its armor 
  check penalty is –4, and it has an arcane spell failure of 
  25%. Once per day on command, the shapes wriggle 
  and move about the wearer’s body, creating a hypnotic 
  pattern effect. 
   
  Caster Level: 8th; Prerequisites: Craft Magic Arms 
  and Armor, hypnotic pattern; Market Price: 11,560 gp. 
  
  Crimson Thorns 
   
  Page 37 
  DM’S AID 1 – TRAVEL MAP 
   
  Red is the route from Dekspoint to Eastfair, and light blue the route to and from Atirr 
   
  
  Crimson Thorns 
   
  Page 38 
  DM’S AID 2 – HOUSE TORQUANN OF ATIRR 
  
  Crimson Thorns 
   
  Page 39 
  PLAYER HANDOUT 1 – THE EDICT OF HERZOG GRENELL 
  In the city of Atirr you will find Lord Tenebryn Torquann. He has violated the laws of the North Kingdom, and for 
  these transgressions has been excommunicated and sentenced to death. We would ask that you undertake to serve his 
  sentence upon him as a sign of the good faith of the people and representatives of Dekspoint. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-11 Crimson Thorns (3E).pdf