TEXT: SHL5-06 
   
   
   
   
   
  Running Out of Time 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Shield Lands Regional Adventure 
  Version 1.0 
  by Greg Amendola, and Al Schmidt 
  Editing by Christopher J. Banks, Jeffery A. Dobberpuhl and Wayne A. Kauchak 
  Reviewed by Chris Tulach 
   
  Time is of the essence.  A siege army of Iuz minions began a new offensive against the Shield Lands several months ago, 
  bringing with them a devastating plague which has now spread to the farthest corners of the Shield Lands.    The race 
  for the cure continues…   An adventure for parties of APLs 2-8. 
  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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at jeff@shieldlands.net; 
  for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com.  
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use the sidebar 
  chart 
  to 
  determine the 
  number 
  of 
  levels you add to the sum of step one. Add each 
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  Running Out of Time 
   
  Page 2 
  
  character’s 
  animals 
  separately. 
  Animals 
  with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 can 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 receives only one-half of the 
  experience points and gold for the adventure. 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. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Shield Lands.  Characters native to the Shield Lands 
  pay one Time Unit per round; all others 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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  For the last few years, the Shield Lands have fought hard 
  to reclaim their homelands from the Occupation by Iuz. 
  However, after some all too sweet gains, Iuz struck back! 
  Torkeep, South Keep, Gensal and Bright Sentry were all 
  attacked. Gensal actually fell in the initial assault. And 
  then, with the Iuzian army poised to strike at the heart of 
  the Shield Lands, the Iuzians appeared to withdraw to the 
  Northeast. 
  Meanwhile, a virulent plague, known as the Black Breath 
  of Iuz, is sweeping through the Shield Lands. Only 
  Paladins and some Monks seem immune to its effects. 
  Weakened soldiers find it hard to fight and raids on 
  caravans are increasing. Weakened mages and clerics find 
  it difficult to cast spells, so divine and arcane solutions 
  seem unlikely… 
  Recently though, Lineene of Bright Sentry traveled to 
  Critwall to peer into the skull of Waquonis to see if she 
  could find some answers as to Iuz’s plans. She was able to 
  identify two items that would lead to the cure of the 
  plague.  
  The first was the Book of Dark Alchemy, the second was 
  a flail called Hextor’s Wrath.  Both were recovered 
  recently by stout adventurers and returned to Critwall. 
  The third item eluded Lineene and thus far, attempts to 
  scry or divine the third item have gone unanswered. 
  Running Out of Time 
   
  Page 3 
  
  The Black Breath of Iuz is the cornerstone of the siege 
  Iuz is waging on the Shield Lands. It weakens the 
  defenses day by day. The Old One’s minions have learned 
  of the plan by the Council to vanquish the plague and are 
  seeking information at any cost on the whereabouts of 
  the objects needed for a cure.    
  Iuz’s siege army awaits orders to march on the next city, 
  nobody’s sure which it will be, but rumors tend to point 
  at Ringland or Critwall.   Scouts and Hunter-Killer 
  parties are very abundant between Critwall and Ringland, 
  more so than ever before. Unbeknownst to the Siege 
  army, they are camped but a mere five miles or so from 
  Ringland! 
  Adventure Summary 
  The adventure begins in Critwall at Dewey’s Tavern. 
  Inside, there is much discussion about the recent siege 
  on the Shield Lands by Iuz. With Waqounis defeated, the 
  Lesser Boneheart Vayne has complete control of the 
  armies of Iuz in the Shield Lands, and he intends to use 
  them. At Dewey’s, the party will waste time and lounge 
  the hot day away. Before too long the party is requested 
  to head to the bardic college as their presence is 
  requested. 
  The party meets with Lineene and is told of the situation. 
  The council has been gathering objects, which Lineene 
  has foretold to be keys to ending the plague. They are 
  requested to go to Ringland in search of information of 
  the third and final item needed to once and for all end 
  the plague. They are then escorted outside of Critwall to a 
  nearby grove of trees overlooking Critwall. It is there, out 
  from under the watchful eye of Vayne that they intend to 
  teleport to Ringland undetected. The party is given a 
  small rock to crush when they wish to return to Critwall. 
      
  The party is teleported to an area just a few hundred yards 
  outside of Ringland. Coming to the bridge that lies on 
  the road into town, they are confronted by the city guard 
  (see SHL2-01 Message From Ringland).   The party is 
  allowed to pass and enters the city with the guards. They 
  are shown the way to Delquond’s place.    
  The party eventually goes to Delquond’s home. Once 
  they get there the door is slightly ajar and unlocked. They 
  can use tracking to determine that someone was just here 
  and spot the layers of dust have been disturbed in several 
  places as if they didn’t know what they were looking for. 
  But mostly, a number of books have been moved around 
  haphazardly in the Library. The party sifts through the 
  volumes of books, and eventually comes to some research 
  tomes about artifacts Delquond has come across in his 
  journeys. Most noteworthy is the tome about the Lantern 
  of Everlasting Night. The tome goes into great detail 
  about the experiments conducted in the presence of this 
  artifact. In conclusion, Delquond says that many of the 
  powers of the Lantern are beyond him, but he did find 
  out that divine spells that produce negative energy 
  seemed to be greatly enhanced by the Light of the 
  Lantern. The Lantern was lost on its way to Critwall. 
  Upon reading this, there is a chance the party will 
  discover a spy amongst them; however, before they can 
  act the spy teleports away. If the party is able to locate 
  and terminate the spy, then Ringland remains safe; if not, 
  Ringland has been compromised, and the enemy now has 
  information on the artifact! 
  The party, with the scouting information in hand and a 
  solid lead on the last object needed for the cure to the 
  plague, crush the stones and re-appear back at the tree-
  line overlooking Critwall 
  The party presents its findings to Lineene and they are 
  immediately requested to seek out the object and return 
  it immediately to the Council. The party heads to the Nyr 
  Dyv where they, with the help of a water naga, find and 
  locate the Lantern, destroying an aboleth’s slave in route.  
  On the way home, the party is attacked by a hunter-killer 
  group lying in wait for them. The party defeats the Iuzian 
  minions and returns the Lantern to the council for study.  
   
   
  Preparation for Play 
  The Black Breath of Iuz: Various characters in the Shield 
  Lands may have the Black Breath of Iuz. It is a nasty virus 
  that seems to be magical in nature. Players should have 
  campaign documentation that explains the details more 
  completely. Non-player characters may have their 
  reaction to infected characters spelled out in the 
  adventure. If not, their reaction will vary from fear and 
  loathing to pity and everything in between. At the end of 
  the adventure, if there are any party members who have 
  this disease, the other party members might catch it! 
  Characters immune to disease are also immune to this 
  disease. Characters must make a Fortitude save DC 12 to 
  avoid catching the disease. 
  Introduction 
  It’s an oven. Dewey’s… Critwall… the Shield Lands 
  in general. The beer is warm and the tempers are 
  hotter.  
  Running Out of Time 
   
  Page 4 
  
   
  Morale again sits at an all time low. Last fall the 
  Armies of the Old One showed that they could attack 
  almost with impunity. Bright Sentry, South Keep and 
  Torkeep amazingly held. But the ravaging of Gensal 
  drastically set back the gains the War of Reclamation 
  fought so hard to recover.  Worse, the assailing army 
  just withdrew after its victory, discarding the lands 
  which men died defending for apparently no reason. 
  Even now the enemy army sits only two days march 
  from Gensal daring another imprudent resettlement, 
  con inually raiding across the border, pillaging and 
  burning crops. Missing patrols of experienced 
  Pathfinder units attest to the return of the Old One’s 
  hunter-killer groups. Rumors run rampant that 
  Boneheart Vayne, now in complete control of the 
  forces besetting the Shield Lands, plans to crush 
  resistance from the Shield Lands once and for all.   
   
  t
   
  l
  l,
   
  l
  But he seems in no hurry. Why would he be? The 
  longer he waits the more mettle gets worn out of the 
  citizenry.  They sicken and die. They mistrust, fear, 
  and avoid each other lest they too fall ill. All Vayne 
  needs to do is wait unti  a time of his choosing when 
  the ‘Lands are ripest for picking, and unleash his 
  forces.   
   
  On top of it al  the hottest driest summer on 
  record bakes the land. Crops wither and die in the 
  fields, at least where farmers still attempt to tend 
  crops. At least that hurts Vayne’s troops almost as 
  much as our own.  Good… 
  The party is gathered in Dewey’s Tavern. For players who 
  are unfamiliar with this establishment, Dewey’s is a 
  simple two story tavern that has a few rooms upstairs. It 
  is owned by Dewey, a sturdy man who looks a bit more 
  like a dwarf than he does a human. Legend has it he is a 
  retired adventurer who was one of the last to leave 
  Critwall before the occupation. He was a great friend of 
  Sergeant Duc and often buys spicy sausages from Arvid 
  (see SHL01-01 Lifeline) to serve to his customers. Behind 
  the bar is a greatclub that is inscribed “Equalizer”. Finally, 
  there is a sign on the wall that reads “Raise a toast to my 
  friend, a loyal soldier to the end. You will be remembered 
  Sergeant Duc”. 
   
  The party has been off duty for a couple of days, 
  waiting for some breakthrough by Lineene to piece 
  together the fragments of her vision of the third relic 
  necessary to create a cure for the Black Breath of Iuz.    
   
  Dewey’s is very slow right now. In the establishment 
  are just Dewey and the party.  Allow them to introduce 
  themselves if they don’t already know each other. Select 
  two players to pass the time playing dragon chess while 
  the others play darts. Each dart player rolls a d20 + ranged 
  attack bonus three times. For suspense have them each 
  roll one dice each to simulate the rounds. Highest total 
  score wins. For the dragon chess first have each player 
  roll a Wisdom check to get through the opening and the 
  midgame, and then an Intelligence check for the 
  endgame. The highest total wins. If a player wishes to 
  cheat they can make an opposed Sleight of Hand check 
  to be able to add their roll to their total score. 
   
  Describe the culmination of the games. Just as they 
  finish a messenger enters Dewey’s. He will read off the 
  names of any of the characters that have played in any of 
  the preceding year five adventures. He will tell them that 
  their presence is requested at the Bardic College of 
  Agridagh Cuach. If no one has played any of the 
  adventures he will ask if they are Pathfinders and state 
  that a squad of Pathfinders is needed at the college. If 
  some, but not all of the characters have played in any of 
  the events, he will ask if they are a Pathfinder, and 
  suggest that they go along, as whatever the mission is, it 
  looks like the rest will need the help. 
   
  Upon arriving at the college an attendant shows 
  you to a quiet area of the library outside of the 
  restricted section. An elven woman stands near the 
  closed door that leads to the rarest and most valuable 
  tomes the college owns. She watches you approach. 
   
  Any character that played in SHL2-06 Dark Moon 
  Rising will recognize her as Arquen of the Rimwalkers. 
  She is one of the wizards that teleported their party to 
  Ringland. She will pleasantly greet any party members 
  she recognizes.   
   
  “Please wait here,” the attendant requests. He 
  quietly slips into the restricted section and closes the 
  door behind him. A moment later the door to the 
  room reopens. After opening the door wide, the 
  attendant discreetly leaves the area. Meric Ritage 
  guides ancient Lineene through the doorway. Meric, 
  a promising young bard from the college has been 
  acting as the blind woman’s eyes while they’ve been 
  researching a way to end the Black Breath of Iuz.   
   
  The elderly woman shows an iron determination 
  that defies her age. A white silk blindfo d covers her 
  eyes. She lost her vision peering into the Skull of 
  Waquonis while attempting to find a way to lift the 
  curse. Behind the silk, her eye sockets hold red orbs 
  with laughing black skulls where the pupils and iris 
  should be. She turns unseeingly in your direction and 
  speaks. 
   
  “Thank you for your patience my friends.  
  Waquonis’s curse slows my pace, but Meric and I 
  think we’ve found a reference that’ll help us find the 
  last piece to the puzzle. But in order to find it, I must 
  Running Out of Time 
   
  Page 5 
  
  examine an unabridged version of ‘Delquond’s 
  Artifacts of Wonder and Light.’ The version we have 
  does not go into sufficient detail. It alludes to a 
  wondrous antern, but does not detai  what it is or, 
  more importantly, its history. From what we can 
  discern it matches my vision o  the third relic 
  necessary to end the Black Breath of Iuz.” 
  l
  l
  f
  i
  l
  l
  l
   
  -
   
  t
   
   
  i
   
  “The only unabridged copy still known to exist 
  would be the orig nal manuscript of Shie d Mage 
  Delquond himself. As you wel  know, the Shie d 
  Mages died out. However, Delquond retired before 
  the original invasion to the little town of Ringland. 
  You must go there and recover the book if it still 
  exists.” 
  A well dressed human with strange tattoos on his 
  face and neck enters the main library and hurries 
  over to join your group. He wipes the perspiration off 
  his face with a monogrammed handkerchief. 
   
  Anyone that has played SHL2-06 Dark Moon Rising 
  will recognize the man as Kiraldan of the Arcanists’ 
  Society. Kiraldan will extend his hand and introduce 
  himself. 
   
  ”I am Kiraldan of the Arcanists’ Society. I am so 
  sorry I am late, Madame Blackford,” he apologizes to 
  Lineene.   
  He nods and smiles at any that make it known they 
  recognize him. 
   
  Lineene continues, “We told Lady Katarina with 
  heavy hearts that our only chance was sending a team 
  to a town, probably ruins far behind enemy lines in 
  hopes of finding a forgotten manuscript. Imagine our 
  surprise and relief to learn that Ringland still stands 
  and is still free. The Lady asked that we summon you 
  Pathfinders, Kiraldan, and Arquen for the mission. 
   
  “Kiraldan and Arquen,” says Meric indicating the 
  man 
  and 
  the 
  elven 
  woman 
  who 
  nod 
  in 
  acknowledgement. 
  “They are very familiar in 
  teleporting to Ringland. They’ll transport you there 
  and bring you back. In case of trouble, take this stone 
  as well. Join hands and crush it. You’ll be safely 
  teleported back to Critwall.” 
   
  Low level parties will almost certainly accept this 
  transport. If they refuse, they can walk, risking 
  encounters with hunter-killer groups and delaying the 
  chance of a cure. Parties with individuals capable of 
  casting their own teleports are welcome to do so if they 
  wish to waste their own spells. Arquen will describe 
  carefully where they are going. Kiraldan will also point 
  out that success is dependent on familiarity with the area 
  if they are not using greater teleport. Meric will give the 
  stone to the apparent leader of the party. 
   
  Many characters may have questions about where 
  and what is Ringland. Before Arquen will answer any 
  questions, she will insist that the party swear to speak of 
  Ringland to no one. Not even other Pathfinders.   
  Arquen will explain that: 
   
  “Ringland was a town in the northwest Shield 
  Lands before the invasion. Ages ago a magical 
  pro ection was laid around it that prevented evil from
  entering it. The protective charms act very subtly 
  causing any evil creature to merely avo d the area and 
  forget about it. This protection kept the town safe 
  through the invasion and for years into the 
  occupation. Three years ago after we retook Gensal, a 
  messenger reached the reclaimed lands letting us 
  know that Ringland still existed. We have had 
  discreet and secret communications with Ringland 
  ever since. Having a secret base deep in enemy 
  territory has been invaluable to our cause. Its exact 
  location and its existence have been a closely guarded 
  secret known only to a few Pathfinders, Kiraldan, 
  myself and the Council of Lords.” Arquen exchanges a 
  meaningful glance with you as she mentions the 
  council. 
   
  A DC 15 Sense Motive check will allow a character 
  to discern that Arquen thinks others, such as enemies of 
  the Shield Lands may be aware of Ringland as well. If 
  asked, Arquen will casually mention the discovery of 
  doppelgangers within the Council of Lords several 
  months ago.  
   
  If the secret is out, the enemy has made no recent 
  move against the town. Her last trip there, about a week 
  ago to rotate the Pathfinder garrison, had been 
  uneventful.   
   
  Unfortunately, a spy knows of the mission as well. 
  Meric had been put in place to keep an eye on Lineene’s 
  progress in searching for a cure. As soon as he learned of 
  Ringland and learned who would be going on the 
  mission, he let his boss know as well. Kiraldan is late in 
  more ways than one. Meric’s boss, a doppelganger wizard, 
  responded to Meric’s news by paying an immediate visit 
  to Kiraldan. Finding Kiraldan quickly gathering his 
  things for the trip, Meric’s boss killed him and assumed 
  his identity. He spent a few minutes interrogating 
  Kiraldan and knows the general info about Ringland and 
  the teleport site.   
  Running Out of Time 
   
  Page 6 
  
  Encounter One – Ringland 
  Compromised 
  The imitation Kiraldan does not have perfect knowledge 
  of the destination having only viewed the area once. 
  However, he succeeds in delivering his charges to the 
  correct destination.   
   
   
  i
  f
   
  t
   
  f
  f
  The two wizards offer their hands explaining that 
  they can each transport three people. Each of the 
  three must be touching the wizard or each other. 
  Kiraldan and Arquen produce scrolls and after a 
  moment of incantation by each of the wizards there is 
  a flash of magic. 
  You appear standing in damp heather surrounded 
  by a moderate fog. The sound of a small stream 
  gurgles from somewhere nearby. Though hazy, it is 
  still warm. The temperature feels n ce after the oven 
  of Critwall. It is comfortably quiet. Some o  the 
  sounds of nature that abruptly stopped at your sudden 
  arrival slowly resume.  
  Arquen points and says “There are guards hidden 
  on the far side of the bridge, explain who you are and 
  there shouldn’t be any trouble. Kiraldan and I will 
  wai  here. We dare not go into the town to reduce the 
  risk that the location might be compromised. From 
  the sounds of the mission I don’t expect you’ll be 
  long. If you could, please have someone send a bit of 
  lunch, I didn’t really get a chance to pack any 
  provisions before we left. We’ll have lunch while we 
  wait. If you are delayed, send a townsperson with 
  word and dinner. Otherwise we’ll be ready to go 
  when you return. “ 
  With that she opens a bag and begins to pull out a 
  pair of chairs, a small table, and a dragon chess set. 
  Kiraldan pulls one of the field camp chairs up to the 
  table and begins to place the pieces. 
   
  Arquen plans to wait for the party to complete their 
  mission and return to this location. As soon as they leave, 
  Kiraldan will kill Arquen unobserved in the fog, and 
  pursue the party by turning invisible and flying over the 
  stream. This is a significant coup for the Old One. He has 
  discovered the location of the missing town of Ringland, 
  potentially cut the party off from easy transportation 
  back to Critwall, and with any luck will get the 
  book/information on the Lantern. 
  Encounter Two – The City That 
  Shall Not Be Named 
  As you approach the rickety old bridge a pair of 
  soldiers wearing deep green and brown field 
  uniforms break cover and approach cautiously. 
   
  “Halt and identify yourselves and your business 
  here” calls one as they walk up to you. 
   
  If the party is non-compliant with this request there 
  are a dozen more guardsmen hidden around. A DC 17 
  Spot check will reveal the guardsmen archers, forming a 
  perimeter around the far side of the bridge. These men 
  won’t hesitate to attempt to kill the party as they 
  understand that if security is breached the destruction of 
  their town will follow. 
  All APLs 
  Ringland Guards (12): Male or female human, dwarf, 
  half-elf or halfling War2. 
   
  Assuming the party halts and identifies themselves, 
  they’ll be asked to wait on the bridge while word is sent 
  to Lord Reynald. Since the party is not one of the regular 
  group of Pathfinders rotated in for duty, nor is a 
  replacement group expected for another week the guards 
  are cautious about letting them enter. The Ringlanders 
  have heard of the Black Breath and have avoided 
  contamination up to this point. 
   
  If any of the adventurers bear obvious signs of the 
  Black Breath, the guards will keep their distance, many of 
  them making signs to their deities for protection. The 
  below encounter should be portrayed more intensely if 
  any characters have the Black Breath as Captain Vallin 
  and Lord Reynald will be wary of allowing the disease to 
  affect Ringlanders.   
   
  After maybe fifteen minutes a pair o  heavily 
  armored men on horseback rides up.  The first man is 
  a captain in the Standing Army o  the Shield Lands 
  and eyes you suspiciously. The other, a fair skinned 
  knight with reddish brown hair, touches the holy 
  symbol on his chest and appraises you with his green 
  eyes.   
   
  The first man is Captain Vallin. The party may know 
  him as the duty officer they met in SHL2-06 Dark Moon 
  Rising. He has since been promoted, and commands the 
  garrison in Ringland. The second man is Lord Reyneld, a 
  paladin of Heironeous and a Knight of the Holy 
  Shielding. They had been inspecting militia training 
  when the guard from the bridge brought them word of 
  the visitors. Lord Reynald is a sitting member on the 
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  Council of Lords, but swore an oath when he was a 
  knight to defend Ringland, and maintains it as his 
  charge. Players of SHL2-01 A Message from Ringland or 
  SHL2-06 Dark Moon Rising will recognize him as will a 
  successful DC 15 Knowledge (Nobility) check. He uses 
  his detect evil ability to scan the party. Assuming no one 
  detects as evil he will welcome them and introduce 
  himself. 
   
  “Greetings, friends”, says the knight, “I am Lord 
  Reynald. To what do we owe this unexpected visit?” 
   
  If the party explains that they have come seeking a 
  cure to the Black Breath of Iuz and need to search 
  Delquond’s house he’ll agree to let them enter Ringland, 
  but requires they don’t stray from their mission and don’t 
  interact with the townsfolk, especially if any of them bear 
  the disease. He will personally show them to Delquond’s 
  house before returning to his lordly duties. 
   
  If they aren’t forthright in their explanation Reynald 
  will turn them away, requiring a DC 12 Diplomacy check 
  or a DC 20 Intimidate check to reconsider. Attempting to 
  Intimidate a Lord and failing will have negative 
  consequences.  
  Encounter Three – Delquond’s 
  Residence 
  Lord Reynald leads you down a dirt road and into the 
  town of Ringland. After a brief exchange Captain 
  Vallin makes h s leave and returns to the militia 
  training. People watch curiously as you follow the 
  knight to a solitary house surrounded by empty lots... 
  You walk past it before you notice Lord Reynald 
  stopped his mount in front of it. “The home of 
  Delquond,” indicates Reynald.   
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  Other than the unkempt yard it looks very 
  nondescript. Not real y the impressive residence of a 
  great Shield Mage.   
   
  “Good luck with your quest, friends. My duties 
  call me elsewhere, but if I can be of any help I will be 
  in Rendor Keep.” With that the knight rides off.   
  Delquond’s home has been abandoned for years. Like 
  Ringland itself, the home has a form of apathy magic on 
  it. It is not alignment based, and doesn’t have memory 
  loss charms on it. It kept the house safe while Delquond 
  was away. Because of this no one has moved in during the 
  twelve years since he died. To approach the door each 
  character must make a DC 16 Will save. Those that fail 
  the save will be more interested in the house next door 
  (where they saw a fox dart around the corner), a village 
  boy that has been watching them, or a flock of crows 
  flying overhead, etc. This can be overcome by taking the 
  apathetic character by the hand and leading them inside. 
  If everyone fails the save, eventually Captain Vallin will 
  ride by and remind them to “stick to their mission and 
  not go spreading the plague all about.” This will give 
  another save for each character. Worst case scenario 
  Captain Vallin will lead the party into the house and then 
  leave. 
  The uninteresting wooden door is locked, requiring an 
  attempt to Open Locks at DC 25. 
  The map for Delquond’s home is DM’s Map #1 in 
  Appendix Three. 
  1 - Antechamber 
  Beyond the door, the room opens into a wel
  decorated antechamber. A fine painting of a 
  distinguished middle-aged woman hangs from the 
  pol shed mahogany wall  A torch in a wall sconce 
  flickers to life as the boots of the party stirs up the 
  dust on the floor.   
  l-
  i
  .
  The painting is a youthful picture of Delquond’s former 
  wife, also a former Shield Mage named Eórdsidh.  Some 
  party members may have met a much older Eórdsidh in 
  SHL4-05 If the Towers Should Fall. 
  The torches in the wall sconce and others like it in the 
  house are everburning torches. 
  2 - Kitchen: 
  Thick dust covers the counters of this kitchen. 
  Obviously it hasn’t been used in years. 
  3 - Pantry: 
  The shelves of this room are laden with foods of every 
  type. Except for a layer of dust, fresh fruits from far 
  off lands, loaves of bread and strange smelling spices 
  seem as though they were delivered this morning. 
  The magic of this pantry prevents the foods from 
  spoiling.   
  4 - Dining Room: 
  Several torches illuminate the dusty chandelier 
  hanging over a beautifully finished dining room table 
  with six chairs. Empty blackened place settings adorn 
  the table. 
  The place settings are tarnished silver. 
  5 - Study: 
  Books, hundreds of them, l ne the shelves of this 
  study. Two plush armchairs sit near a cozy fire.   
  i
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  The fire, like the torches, is everburning and emits no 
  heat. The books are pretty mundane and searching them 
  produces nothing of particular interest to the party. 
  However, a DC 20 Search check will find a revolving 
  bookcase that leads to a secret staircase. The stairs lead to 
  the basement. When the party is ready to descend, 
  Arquen will arrive. See the basement section. 
  6 - Master Bedroom: 
  Like the rest of the house, dust coats everything in 
  the room. That aside, this room is beautifully 
  decorated with fine curtains and tapestries and an 
  enormous feather bed with a carved walnut frame.    
  A wardrobe contains a variety of mundane wizard’s robes 
  and other clothing.  
  7 - Basement:
  The doppelganger in Arquen’s form will show up at this 
  point, possibly explaining that “Kiralden attacked her. 
  We need to get the book and get out of here.” If the party 
  attempts a Sense Motive check, roll an opposed Bluff 
  check. See Encounter Four for how the doppelganger 
  will respond to an attack.  
  ALL APLs (EL 10) 
  Doppelganger (1): hp 66; see Appendix One. 
  The stairs descend more than a hundred feet below 
  the house and end at a lead-lined locked iron door.  
  Delquond’s house has a surprisingly large basement. The 
  door (Open Lock DC 25) opens into a long hallway. 
  Search checks for secret doors reveal nothing. A DC 20 
  Search check for traps will reveal a hidden portcullis just 
  inside the hallway where the party enters. Additionally 
  the bricked walls behind the curtains sound thin; a 
  Stonecunning or Knowledge (architecture) check at DC 
  18 reveals this. The walls are composed of only one layer 
  of bricks and the mortar seems very weak and crumbly, 
  but the wall itself seems solid. The bricks are painted on 
  both sides with a thick layer of lead-based paint. 
  Beyond the door is a long hallway some fifty feet long 
  and ten feet wide. The ceiling is arched to fifteen feet 
  tall and the corridor ends at a stout eight foot tall, 
  lead-lined iron door. 
   
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  The door is trapped with a cunning trap. Opening the 
  door releases four effects.  
  A DC 25 Search check on the door will find the trap. It is 
  very difficult to disable requiring a DC 28 Disable Device 
  check. When sprung, several effects take place in the 
  following order. 
  ALL APLs (EL4) 
  Collapsing Wall Trap: CR 4; mechanical; touch trigger, 
  no reset; Atk +10 touch (4d6); multiple targets at APL 6+ 
  (1d4 per target); Search DC 25, Disable Device DC 28. 
  • 
  The portcullis by the entry way triggers sealing 
  off the path of retreat.   
  • 
  The brick walls are primarily supported not by 
  the mortar and brick, but by greased steel 
  dowels that run vertically through the holes in 
  the bricks. The bricks are lined up so the holes 
  in them are aligned. Two dowels for each brick. 
  The greased dowels are attached to piston-like 
  mechanisms so that when the door is opened 
  they are pulled down. They are freshly greased 
  from a reservoir at this time. While the dowels 
  are pulled down, the walls maintain their 
  integrity only through inertia and gravity. 
  • 
  A programmed soften earth and stone spell is 
  triggered at the base of the walls. This causes the 
  walls to fall in upon the entire length of the 
  hallway. Each person is targeted with a +10 
  melee touch attack (dmg 4d6). At APL 6+ each 
  person is targeted with 1d4 attacks at the same 
  attack bonus.  
  • 
  Anyone flying or above the ten foot mark, 
  where the walls begin to collapse escapes the 
  damage from the falling blocks, but is targeted 
  by 1d4+1 poisoned darts from a poison dart trap 
  near the ceiling.  
  Poisoned Dart Trap: CR 4; mechanical; contingent 
  trigger; no reset; Atk +15 ranged (1d4+4 plus poison, 
  dart); multiple targets (1d4+1 per target); poison 
  (Medium monstrous spider venom, DC 12 Fortitude save 
  resists, (1d4 Str/1d4 Str); Search DC 17, Disable Device 
  DC 21. 
  Encounter Four – Spies like Us 
  Your search of the rest of the basement has been 
  uneventful. You come across an abandoned laboratory 
  with very little in it, a small, secure room that must 
  have once been used to store the wizard’s valuables, 
  though none remain now, and final y a square room 
  with a large fireplace, couch, and desk in it. The desk 
  has several books stacked on it in a neat pi e.  
  One of the books is “Delquond’s Artifacts of Wonder and 
  Light.” There is little else in the basement, long ago 
  having given up its treasure to others.  
   
  If the party examines the book, read or paraphrase 
  the following. 
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  The tome focuses on a powerful and ancient device 
  known as the Magic Lantern of Everlasting Night. It 
  had the power to "push back the light" and to "purify 
  men’s souls". An entry in the book reads as such: 
  several years ago an adventuring party recovered the 
  lantern from the lair of the Fiend of the Fellreev, a 
  forest demon that they destroyed. While they were 
  transporting it to the collector that hired them, their 
  ship was caught in a storm on the Nyr Dyv and sunk. 
  The collector led a mission himself to recover the 
  Lantern from the bottom of the Nyr Dyv, but was 
  never heard from again.    
   
  i   li
   
  f
   
  The Arquen doppelganger will attempt to get the 
  book through guile if she can. She will recommend that 
  she keep the book through the return to Critwall. The 
  doppelganger will do everything in her power to 
  convince the party she should hold the book for safe-
  keeping. If she can not receive it through guile, she will 
  attempt to disarm it from someone who has it. Whether 
  she succeeds or not, she will then take the next round to 
  teleport away.   
  Note: The doppelganger’s primary role is subterfuge and 
  information gathering. It will not risk losing its 
  information or life in a fight (even against an APL 2 
  opponent). If it is unable to get the book, then it will take 
  the information it has gathered and seek to escape, first 
  through the use of its teleport scroll and second through 
  its other magical and spell-like abilities. This should not 
  be a combat encounter as most groups would easily get 
  wiped.  
  ALL APLs (EL 10) 
  Doppelganger (1): hp 66; see Appendix One. 
  Now there is trouble. The book may or may not be lost. 
  An agent of the Old One knows of the location of the 
  Lantern, an item critical to the cure for the Black Breath, 
  not to mention the location of Ringland itself!   
   
  If the party stopped Arquen the doppelganger from 
  leaving, that will save Ringland and reduce the pressure 
  on them to get the lantern. They are then free to crush 
  the stone they have been given to teleport back to 
  Critwall. 
  Encounter Five –  
  A Message for the Council 
  When the party returns to Critwall, they will probably 
  want to seek out the Council for more information. If 
  they instead have the idea of seeking out the Lantern 
  themselves, they may do so, though without help from 
  the naga, it will be a difficult undertaking.  
   
  If they head back to the council, Lineene will meet 
  with them personally again. She will ask what 
  information the party has found and listen to all they 
  have to say before continuing.  
  “This is grave news. It seems the Lantern may have 
  been lost to us years ago. If anyone is to know f it
  es 
  yet in the Nyr Dyv, it is the naga. Tell me, have you 
  had any contact with them before?” 
  Anyone who has played SHL1-05 Enter the Naga may be 
  able to summon the naga and ask them directly. Lineene 
  will suggest the party summon the naga to ask them if 
  the Lantern yet lies in the Nyr Dyv. If no one has played 
  SHL1-05 Enter the Naga, read or paraphrase the 
  following. 
  “The naga are an ancient and secretive race. We have 
  had some contact with them and I believe they owe 
  me a favor or two. You must go to the Nyr Dyv. Wade 
  into the water and place this stone into the waves. 
  The naga will hear your call and answer it. Explain 
  your situation and I believe they will be o  immense 
  help to you.” 
  Lineene will answer any other questions the party may 
  have before sending them on their way. Lineene does not 
  know anything about the Lantern besides what the party 
  is able to provide her. At this point, she is not even sure 
  how the three items would combine to disperse the 
  plague. Some possible questions and her answers: 
  • 
  How will the Lantern be used to stop the Black 
  Breath? I do not know at this time, but perhaps 
  more can be divined when I have possession of 
  all three objects. 
  • 
  Why must we contact the naga to find the 
  Lantern? The territory of the naga stretches 
  deep into the Nyr Dyv. They would be the best 
  resource for determining its location. 
  • 
  What if the naga are not helpful? The naga will 
  want to pay off their debts by being helpful to 
  our plight. 
  • 
  What about the doppelganger spy? Speed is of 
  the essence. You must recover the Lantern 
  before the Old One’s minions find it. As for 
  Ringland, there may be no time left for them. 
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  Encounter Six –  
  The Murky Depths of the Nyr 
  Dyv 
  Once the party has summoned the naga, either through 
  Lineene’s means or their own, read or paraphrase the 
  following.  
  It takes only minutes after you call before a shape 
  appears drudging out of the icy waters of the Nyr 
  Dyv. It looks like a golden colored snake with a 
  human head. The creature wades in the water a few 
  feet from the shore and looks at each of you in turn. 
  It speaks in a high pitched, almost melodic tone, 
  “Welcome land walkers. You have called and I have 
  answered. Tell me, what business brings you hear on 
  such a fine day?” 
  The naga will listen to the concerns of the party. She is 
  very cordial and will help the party as much as possible. 
  The naga’s name is Umno and she acts as a scout and 
  messenger for her kind. If asked about her relationship to 
  a naga that the party may have met before, she will 
  respond, “My uncle was named Umno and I have taken 
  his name in respect to his bravery.”  
  She knows of the location of the Lantern, though a great 
  evil now lairs there. If the party wishes, she will bring 
  them to its location. The naga has several potions of 
  extended water breathing and freedom of movement and 
  will gladly share them with the party so that they may, 
  “experience the world the way it is supposed to be.” 
  Once the party agrees to enter the water, read or 
  paraphrase the following. 
  For hours you swim through the black waters, 
  occasionally being able to see some of your beautiful 
  surroundings with the help of the glowing rocks.   
   
  This deep it seems as if darker colors dominate 
  the underwater terrain; Greens, purples or perhaps 
  dark blues. At one point there is a burst of panic from 
  Umno as you get a streaking image of a shark-like 
  creature, although Umno qu ckly regains composure 
  and leads you away from danger.   
  i
   
   
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  l. 
   
  f
   
  Eventually Umno stops you and lights the area 
  with a simple light spell. It is the first time since 
  entering the deep that the terrain can be seen clearly. 
    
  A strange sight is ahead. A large hand, made from 
  some sort of iron, yet rust free, is reaching up towards 
  the surface. The hand itself is buried into the lake bed 
  and is the size of a horse.  
   
  Umno lets you swim around and touch it, the 
  smooth surface of the hand is actually warm. There 
  are glyphs and runes etched onto the fingers where 
  rings would be, all are unrecognizable.   
  You get mages of confusion from Umno as if not 
  even the water naga are aware of this object’s 
  meaning.   
   
  Her light spell fades and you continue on, 
  leaving the iron giant beh nd. Somehow, this thought 
  saddens you.   
  Another hour passes and Umno sends you images 
  of stopping. She turns to your group and casts a spel
  Then she does something she has not done since she 
  brought you down here. She swims away.    
   
  The spell is bless (caster level 5). Allow characters to 
  react. Umno will be gone for about five minutes. You 
  should allow the characters to float in the darkness with 
  their thoughts and react appropriately. Then she returns. 
   
  You receive images from Umno, somehow they 
  are distorted, you get the immediate impression that 
  Umno is enraged and is having a hard time 
  concentrating on sending you images.  
  After a few moments you understand what Umno 
  is asking and showing you. 
   
  There is a creature that has been plaguing these 
  waters for a long time (it is unclear how long).  Umno 
  sends you an image of it.   
   
  Measuring some 25 feet from snout to tail, with 
  four 10-foot long tentacles sprouting from behind its 
  massive head, the creature has rubbery skin of blue-
  green color with regular gray splotches running along 
  its sides. The pink belly of the creature is interrupted 
  by a lamprey-like mouth and four pulsating organs 
  that secrete a gray slime that surrounds the entire 
  body. 
   
  Umno has found a small lair where the creature has 
  been storing items for some sort of ritual. These creatures 
  know a great amount of dark knowledge and Umno 
  wants to interrupt whatever it is doing. Thankfully the 
  creature is not there but it has slaves guarding the lair.   
   
  Umno is asking for your help to attack the lair. 
  She can offer no proo  of the evil deeds of these 
  creatures other than her word.   
   
  Allow characters to react, most likely they will join 
  the attack. Those that do not wait in the dark waters for a 
  dozen minutes or so while the others swim off and do 
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  battle. Rules for underwater combat may be found in the 
  Dungeon Master’s Guide page 93. 
   
  Umno lights the area with a spell and you see a 
  blackened pit 40 feet in diameter that drops into the 
  lake floor to an unseen bottom. There are several 
  crossbreeds of human and fish of various sizes, none 
  smaller than a grown man. The creatures are spread 
  around the pit opening; half perched on the edge 
  while the others swim in a circling pattern 40 feet 
  above the pit. 
   
  For a map of this encounter, see DMs Map #2 in 
  Appendix Three. 
   
  APL 2 (EL 4) 
  Skum (2): hp 11 each; see Monster Manual page 228. 
  APL 4 (EL 6) 
  Skum (5): hp 11 each; see Monster Manual page 228. 
  APL 6 (EL 8) 
  Advanced Skum (2): hp 40 each; see Appendix One. 
  APL 8 (EL 10) 
  Advanced Skum (6): hp 48 each; see Appendix One. 
   
  The skum are slaves of the aboleth that stalks the 
  area; they were created for the sole purpose of guarding 
  this pit. They do not retreat or surrender.  
   
  Treasure: Near the pit edge, the skum have a nest. 
  Searching through the nest will uncover their hoarded 
  baubles. 
   
  APL2: L: 0 gp; C: 0 gp; M: bag of teeth (167 gp), scroll 
  of swim (12 gp), Quaal’s feather token, anchor (4 gp), 
  Quaal’s feather token, swan boat (33 gp). 
   
  APL4: L: 0 gp; C: 0 gp; M: bag of teeth (167 gp), scroll 
  of swim (12 gp), Quaal’s feather token, anchor (4 gp), 
  Quaal’s feather token, swan boat (33 gp). 
   
  APL6: L: 0 gp; C: 0 gp; M: bag of teeth (167 gp), scroll 
  of swim (12 gp), Quaal’s feather token, anchor (4 gp), 
  Quaal’s feather token, swan boat (33 gp), finned gauntlets 
  (833 gp), scroll of siren’s call (58 gp). 
   
  APL8: L: 0 gp; C: 0 gp; M: bag of teeth (167 gp), scroll 
  of swim (12 gp), Quaal’s feather token, anchor (4 gp), 
  Quaal’s feather token, swan boat (33 gp), finned gauntlets 
  (833 gp), scroll of siren’s call (58 gp), everfull sails (1,000 
  gp), cloak of the manta ray (600 gp). 
   
  After the battle is over Umno will perform a 
  purifying ritual on the area; satisfied that the creature can 
  not return here to do evil. If the party wishes to return in 
  the future and deal with the aboleth they may, though it 
  will not return for several hours, at which time the 
  parties water breathing effects will have run out. The 
  aboleth is an optional encounter and provided in 
  Appendix One. 
   
  Umno will not allow anyone to enter the pit, 
  sending images of extreme danger to any character that 
  tries to enter. 
  All APLs 
  Aboleth (1): hp 149; see Appendix One. 
  Encounter Seven –  
  The Trap Has Been Sprung 
  Final y after hours of swimming, your legs and arms 
  tired from the unusual exercise, you come across the 
  remains of a sunken ship. Umno sends you images of 
  safety and security as well as a warm feeling of peace. 
  She sends an image of swimming away from the 
  setting sun and bows to you all in the dim light before 
  she swims away. As she vanishes into the murky 
  depths, you get one final image; it is of her trading 
  goods with you on the shore on some distant day n 
  the future.  
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  Once the party enters the hold, read or paraphrase the 
  following. 
  The ship looks as i  it has been down here for a 
  hundred years. Barnacles line its sides and a massive 
  hole sits in i s flank. You search around the ship’s 
  ho d and find only one box still intact. Inside is a 
  blackish colored lantern with arcane runes etched 
  around the outside. The lantern gives off an icy 
  feeling of dread.  
   
  Despite the feeling of dread, touching the Lantern 
  has no ill effects. However, the Lantern can be activated 
  through several ways. It may be activated blindly through 
  the use of the Use Magic Device skill or the command 
  words may be gleaned through other magic. The Lantern 
  has the following effects.  
   
  When lit it acts as a desecrate spell in a 60 foot 
  radius. Each of its other functions may be used once per 
  day. These are based on three command words. 
   
  Inferius: A doom spell is cast on all good-aligned 
  creatures 
  in 
  a 
  60 
  foot 
  radius 
  with 
  no 
  save. 
  Simultaneously, an aid spell is cast on all evil-aligned 
  creatures. 
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  Poliuj’kin: A magic circle against good is cast on all 
  creatures in a 60 foot radius. 
   
  Bof’in’tarkin: All evil creatures in a 60 foot radius 
  immediately gain the benefit of a false life spell and may 
  use the effects of a true strike spell once in the next hour.  
  These spells are cast as a 16
  th level caster.  
   
  Once the party returns to land, read or paraphrase 
  the following.  
  You manage to swim much of the distance away from 
  the sun, though your water breathing is soon to 
  expire. As you wade into the shore, thankful to finally
  be back on land, the spell effect ends, having lasted 
  just ong enough for you to complete your mission. 
  However, your joy at finally being on nearly solid 
  land s quickly wiped away when you see a group of 
  humano ds crest a nearby hill. From their posture it 
  looks as i  they had been waiting here for a whi e 
  now… waiting for you.  
   
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  The orcs and/or ogres are at the crest of a hill 40 feet 
  away that surrounds the beach area. Split the attacking 
  group to come from different directions as shown on 
  DM’s Map #3 in Appendix Three. 
   
  APL 2 (EL 4) 
  Orc (8): hp 5 each; see Monster Manual page 203. 
  APL4 (EL 7) 
  Ogre Barbarian (1): hp 61; see Appendix One. 
  Orc (4): hp 5 each; see Monster Manual page 203. 
  APL6 (EL 9) 
  Ogre Barbarian (2): hp 61 each; see Appendix One. 
  Orc (6): hp 5 each; see Monster Manual page 203. 
  APL8 (EL 11)  
  Ogre Fighter (1): hp 120; see Appendix One. 
  Orc (8): hp 5 each; see Monster Manual page 203. 
   
  Treasure: The only treasure is that carried by the 
  orcs and ogres. 
   
  APL2: L: 59 gp; C: 0 gp; M: 0 gp. 
   
  APL4: L: 140 gp; C: 0 gp; M: +1 cloak of resistance (83 
  gp). 
   
  APL6: L: 283 gp; C: 0 gp; M: 2x +1 cloak of resistance 
  (166 gp), 2x brooch of shielding (250 gp). 
   
  APL8: L: 0 gp; C: 0 gp; M: +2 large full plate (596 gp), 
  +1 large greatsword (200 gp). 
  Conclusion – The Last Hurrah 
  You finally manage to make it back to Critwall. It has 
  been a harrowing couple of days, but well worth it. 
  The council and Lineene a  gave approv ng nods and 
  smiles when you announced your mission a success. 
  With so much going wrong these days, it is a 
  welcome relief for something to go right. The council 
  is quick to reward you for a job well done. The sound 
  of fresh coin in your pocket is a testament to that and 
  it should be a long while before you miss another 
  meal. 
  You sleep that night with the peaceful rest that is 
  known only to a person at the end of a long, but 
  successful journey. Perhaps things are about to 
  change in the Shield Lands. Perhaps Iuz will realize 
  the futility o  standing against a united, resilient 
  people. Perhaps the darkness that lies within the 
  heart of the artifacts that you have helped to recover 
  is the key to removing the darkness from the lands. 
  Or, perhaps you just had good dreams that night.  
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three 
  Disarm/Bypass Traps 
   
  APL2 120 xp 
   
  APL4 120 xp 
   
  APL6 120 xp 
   
  APL8 120 xp 
   
  Encounter Four 
  Discovering the Spy 
   
  APL2 5 xp 
   
   
  APL4 10 xp 
   
  APL6 20 xp 
   
  APL8 30 xp 
   
  Running Out of Time 
   
  Page 13 
  
  Encounter Six  
  Defeating the Skum 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  Encounter Seven 
  Defeating the Hunter-Killer Group 
   
  APL2 120 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  Story Award 
  Objective: Recover and return the Lantern of Everlasting 
  Night to the Council of Lords 
   
  APL2 20 xp 
   
  APL4 40 xp 
   
  APL6 70 xp 
   
  APL8 120 xp 
   
  Discretionary role-playing award 
   
  APL2 65 xp 
   
  APL4 115 xp 
   
  APL6 180 xp 
   
  APL8 225 xp 
   
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1,125 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or 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. 
   
  Running Out of Time 
   
  Page 14 
  
  Encounter Six:   
   
  APL2: L: 0 gp; C: 0 gp; M: bag of teeth (167 gp), scroll 
  of swim (12 gp), Quaal’s feather token, anchor (4 gp), 
  Quaal’s feather token, swan boat (33 gp). 
   
  APL4: L: 0 gp; C: 0 gp; M: bag of teeth (167 gp), scroll 
  of swim (12 gp), Quaal’s feather token, anchor (4 gp), 
  Quaal’s feather token, swan boat (33 gp). 
   
  APL6: L: 0 gp; C: 0 gp; M: bag of teeth (167 gp), scroll 
  of swim (12 gp), Quaal’s feather token, anchor (4 gp), 
  Quaal’s feather token, swan boat (33 gp), finned gauntlets 
  (833 gp), scroll of siren’s call (58 gp). 
   
  APL8: L: 0 gp; C: 0 gp; M: bag of teeth (167 gp), scroll 
  of swim (12 gp), Quaal’s feather token, anchor (4 gp), 
  Quaal’s feather token, swan boat (33 gp), finned gauntlets 
  (833 gp), scroll of siren’s call (58 gp), everfull sails (1,000 
  gp), cloak of the manta ray (600 gp). 
   
  Encounter Seven:   
   
  APL2: L: 75 gp; C: 0 gp; M: 0 gp. 
   
  APL4: L: 140 gp; C: 0 gp; M: +1 cloak of resistance (83 
  gp). 
   
  APL6: L: 283 gp; C: 0 gp; M: 2x +1 cloak of resistance 
  (166 gp), 2x brooch of shielding (250 gp). 
   
  APL8: L: 140 gp; C: 0 gp; M: +2 large full plate (596 
  gp), +1 large greatsword (200 gp). 
   
  Conclusion: 
   
  APL 2: L: 0 gp; C: 125 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 350 gp; M: 0 gp 
   
  Total Possible Treasure 
   
  APL 2: L: 75 gp; C: 125 gp; M: 216 gp – Total: 416 gp 
  (max 400 gp on AR) 
   
  APL 4: L: 140 gp; C: 250 gp; M: 299 gp – Total: 689 gp 
  (max 600 gp on AR) 
   
  APL 6: L: 283 gp; C: 300 gp; M: 1,523 gp – Total: 2,106 
  gp (max 800 gp on AR) 
   
  APL 8: L: 140 gp; C: 350 gp; M: 3,503 gp – Total: 3,993 
  gp (max 1,250 gp on AR) 
    
  Special 
  Umno’s Aid: For helping to destroy the aboleth’s slaves, 
  Umno is not only willing to trade with you in the near 
  future, but will grant one of the following options: She 
  will help construct any armor or weapon from pearlsteel 
  (see Stormwrack page 128). Or, she will offer to imbue 
  any armor with the buoyant property (see Stormwrack 
  page 128). The upgrades must be paid for by the PC. 
  Cross off once used. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2 and 4: 
  • 
  Bag of Teeth (Adventure; CL 13
  th; 2,000 gp; 
  Stormwrack) 
  • 
  Scroll of Swim (Adventure; CL 3rd; 150 gp; 
  Stormwrack) 
  • 
  Quaal’s feather token, anchor (Adventure; CL 
  12
  th; 50 gp; DMG) 
  • 
  Quaal’s feather token, swan boat (Adventure; CL 
  12
  th; 400 gp; DMG) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Gloves of swimming and climbing (Adventure; 
  CL 5
  th; 6,250 gp; DMG) 
  • 
  Scroll of Siren’s Call (Adventure; CL 7
  th; 700 gp; 
  Stormwrack) 
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Everfull Sails (Adventure; CL 3rd; 12,000 gp; 
  Stormwrack) 
  • 
  Cloak of the Manta Ray (Adventure; CL 9
  th; 
  7,200 gp; DMG) 
   
   
  Running Out of Time 
   
  Page 15 
  
  Appendix One 
  Encounter Three/Four 
   
   
   
  ALL APL’s 
  Doppleganger Wizard: Male Doppelganger 
  Enchanter7; 
  CR 
  10; 
  Medium 
  Monstrous 
  Humanoid; HD 4d8+7d4+33; hp 66 (down from 
  77); Init +7; Spd 30'; AC 19 (flatfooted 16, touch 
  14)[+3 Dex, +1 deflection, +5 natural]; BA/G +7/ 
  +7; Atk +8 melee (1d6, club) or +11 ranged 
  (1d6, thrown club); Full Atk +8/+3 melee (1d6, 
  club); Space/Reach 5'/5'; SA Detect thoughts, 
  spells; SQ Change shape, immunity to sleep 
  and charm effects; AL CN; SV Fort +6, Ref +9, 
  Will +11; Str 10, Dex 16, Con 16, Int 17, Wis 14, 
  Cha 14. 
  Skills 
  and 
  Feats: 
  Bluff 
  +13*, 
  Concentration +11, Diplomacy +4, Disguise 
  +17*, Forgery +5, Intimidate +4, Knowledge 
  (Arcana) +7, Listen +3, Sense Motive +5, 
  Spellcraft +12, Spot +4; Deceitful, Eschew 
  Materials, Improved Initiative, Run, Scribe Scroll, 
  Still Spell.  
  Possessions: Masterwork Club, Shoes, 
  Amulet of Natural Armor +1, Ring of Protection 
  +1, 2 Scrolls of Teleport, Spellbook. 
  Detect Thoughts (Su): A doppleganger 
  can continuously use detect thoughts as the 
  spell (caster level 18th; Will DC 14 negates). It 
  can suppress or resume this ability as a free 
  action. 
  Change Shape (Su): A doppleganger 
  can assume the shape of any Small or Medium 
  humanoid. In humanoid form, the doppleganger 
  loses its natural attacks. A doppleganger can 
  remain in its humanoid form until it chooses to 
  assume a new one. A change in form can not be 
  dispelled, but a doppleganger reverts to its 
  natural form when killed. A true seeing spell or 
  ability reveals its natural form. 
  Skills: *When using its shape change 
  ability, a doppleganger gets an additional +10 
  circumstance bonus on Disguise checks. If it 
  can read an opponent's mind, it gets a further +4 
  circumstance bonus on Bluff and Disguise 
  checks. 
   
  Spells Prepared (4/6/5/4/2; base DC=13 + Spell 
  Level): 0-Daze, Ghost sound, Mage Hand, Resistance; 1-
  Cause Fear, Charm Person, Chill Touch, Expeditious 
  Retreat, Mage Armor; 2-Fox's Cunning, Ghoul Touch, 
  Glitterdust, 
   
  Tasha's 
  Hideous 
  Laughter; 
  3-
  Displacement, 
  Hold 
  Person, 
  Major 
  Image; 
  4-
  Dimension Door. (The doppleganger has cast a few 
  spells, and their durations have expired.) 
   
  Spellbook: 1-Cause Fear, Charm Person, Chill 
  Touch, Color Spray, Expeditious Retreat, Mage Armor, 
  Ventriloquism; 2-Blur, False Life, Ghoul Touch, 
  Glitterdust, Hideous Laughter, Misdirection; 3-
  Displacement, Hold Person, Major Image, Suggestion; 
  4-Crushing 
  Despair, 
  Dimension 
  Door, 
  Greater 
  Invisibility. 
   
  Encounter Six 
   
   
   
   
  APL 6 
  Advanced Skum: Male Skum; CR 2; Large Aberration; 
  HD 5d8+15; hp 40; Init +1; Spd 20', Swim 40'; AC 14 
  (flatfooted 13, touch 10)[+1 Dex, -1 size, +4 natural]; 
  BA/G +3/+15; Atk/Full Atk +10 melee (3d6+8, bite); 
  Space/Reach 10'/10'; SA Rake; SQ Amphibious, 
  darkvision 60'; AL LE; SV Fort +4, Ref +2, Will +4; Str 
  27, Dex 12, Con 17, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +0, Listen +5, Move Silently 
  +4, Spot +5, Swim +16; Alertness, Snatch. 
   
  Rake (Ex): Attack bonus +5 melee, damage 1d8+4. 
  A skum also gains two rake attacks when it attacks 
  while swimming. 
   
  Skills: *Skum have a +4 racial bonus on Hide, 
  Listen, and Spot checks underwater. A skum has a +8 
  racial bonus on any Swim check to perform some 
  special action or avoid a hazard. It can always choose to 
  take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, 
  provided it swims in a straight line. 
   
  Possessions: None.  
   
  APL 8 
  Advanced Skum: Male Skum; CR 2; Large Aberration; 
  HD 6d8+18; hp 48; Init +1; Spd 20', Swim 40'; AC 13 
  (flatfooted 13, touch 9)[-1 size, +4 natural]; BA/G 
  +4/+15; Atk +12 melee (3d6+9, bite); Full Atk +12 
  Melee (3d6+9, bite) and +10 melee (1d6+4, claw); 
  Space/Reach 10'/10'; SA Rake; SQ Amphibious, 
  darkvision 60'; AL LE; SV Fort +5, Ref +2, Will +5; Str 
  28, Dex 11, Con 17, Int 10, Wis 10, Cha 6. 
  Running Out of Time 
   
  Page 16 
  
   
  Skills and Feats: Hide -1, Listen +5, Move Silently 
  +5, Spot +5, Swim +17; Alertness, Multiattack. 
   
  Rake (Ex): Attack bonus +10 melee, damage 
  1d8+4. A skum also gains two rake attacks when it 
  attacks while swimming. 
   
  Skills: *Skum have a +4 racial bonus on Hide, 
  Listen, and Spot checks underwater. A skum has a +8 
  racial bonus on any Swim check to perform some 
  special action or avoid a hazard. It can always choose to 
  take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, 
  provided it swims in a straight line. 
   
  Possessions: None. 
    
  All APL’s 
  Aboleth Illusionist: Male Aboleth Illusionist5; CR 12; 
  Huge Aberration; HD 8d8+5d4+91; hp 149; Init +3; Spd 
  10', Swim 60'; AC 18 (flatfooted 15, touch 11)[+3 Dex, -2 
  size, +7 natural]; BA/G +8/+25; Atk +15 melee (1d6+9 
  plus slime, tentacle; Full Atk +15 melee (1d6+9 plus 
  slime, 4 tentacles); Space/Reach 15'/10';  SA Enslave, 
  mucus cloud, psionics, slime; SQ Darkvision 60'; AL 
  LE; SV Fort +12, Ref +8, Will +13; Str 28, Dex 16, Con 
  24, Int 19, Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +7, Concentration +18, 
  Decipher Script +9, Diplomacy +6, Disguise +4, 
  Intimidate +6, Knowledge (Arcana) +9, Knowledge 
  (Dungeoneering) 
  +9, 
  Knowledge 
  (History) 
  +9, 
  Knowledge (The Planes) +9, Listen +14, Search +6, 
  Spellcraft +17, Spot +11, Swim +17; Eschew Materials, 
  Great Fortitude, Greater Spell Focus (Enchantment), 
  Lightning Reflexes, Scribe Scroll, Silent Spell, Spell 
  Focus (Enchantment). 
   
  Enslave (Su): Three times per day, an aboleth can 
  attempt to enslave any one living creature within 30 
  feet. The target must succeed on a DC 16 Will save or 
  be affected as though by a dominate person spell 
  (caster level 16th). An enslaved creature obeys the 
  aboleth’s telepathic commands until freed by remove 
  curse, and can attempt a new Will save every 24 hours 
  to break free. The control is also broken if the aboleth 
  dies or travels more than 1 mile from its slave. 
   
  Psionics (Sp): At will—hypnotic pattern (DC 14), 
  illusory wall (DC 16), mirage arcana (DC 17), persistent 
  image (DC 17), programmed image (DC 18), project 
  image (DC 19), veil (DC 18). Effective caster level 16th. 
   
  Slime (Ex): A blow from an aboleth’s tentacle can 
  cause a terrible affliction. A creature hit by a tentacle 
  must succeed on a DC 21 Fortitude save or begin to 
  transform over the next 1d4+1 minutes, the skin 
  gradually becoming a clear, slimy membrane. An 
  afflicted creature must remain moistened with cool, 
  fresh water or take 1d12 points of damage every 10 
  minutes. The slime reduces the creature’s natural 
  armor bonus by 1 (but never to less than 0). 
  A remove disease spell cast before the transformation is 
  complete will restore an afflicted creature to normal. 
  Afterward, however, only a heal or mass heal spell can 
  reverse the affliction. 
   
  Mucus Cloud (Ex): An aboleth underwater 
  surrounds itself with a viscous cloud of mucus roughly 
  1 foot thick. Any creature coming into contact with 
  and inhaling this substance must succeed on a DC 21 
  Fortitude save or lose the ability to breathe air for the 
  next 3 hours. An affected creature suffocates in 2d6 
  minutes if removed from the water. Renewed contact 
  with the mucus cloud and failing another Fortitude 
  save continues the effect for another 3 hours. 
   
  Skills: An aboleth has a +8 racial bonus on any 
  Swim check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a 
  straight line. 
   
  Possessions: None.  
   
  Spells Prepared (4/5/4/3; base DC=14 + Spell 
  Level(*base DC=16 + spell level for enchantment)): 0-
  Daze*, Ghost sound, Mage Hand, Resistance; 1-Charm 
  Person*, Expeditious Retreat, Mage Armor, Protection 
  from Good, Silent Image; 2-Blur, Fox's Cunning, 
  Tasha's 
  Hideous 
  Laughter*, 
  Invisibility; 
  3-
  Displacement, Haste, Heroism*.  
   
  Spellbook: 0-Acid Splash, Arcane Mark, Daze, 
  Detect Magic, Detect Poison, Ghost Sound, Mage 
  Hand, 
  Mending, 
  Message, 
  Open/Close, 
  Prestidigitation, Read Magic, Resistance; 1-Alarm, 
  Charm Person, Expeditious Retreat, Hypnotism, Mage 
  Armor, 
  Protection 
  from 
  Good, 
  Silent 
  Image; 
  2-Blur, Fox's Cunning, Glitterdust, Tasha's Hideous 
  Laughter, 
  Invisibility, 
  Touch 
  of 
  Idiocy; 
  3-
  Displacement, Haste, Heroism, Slow, Suggestion. 
    
  Encounter Seven 
   
   
   
   
  APL 4 
  Ogre Barbarian: Male Ogre Barbarian2; CR 5; Large 
  Giant; HD 4d8+2d12+24; hp 61; Init +1; Spd 50'; AC 19 
  (flatfooted 19, touch 10)[+1 Dex, -1 size, +4 armor, +5 
  Running Out of Time 
   
  Page 17 
  
  natural]; BA/G +5/+15; Atk +6 ranged (1d8, throwing 
  axe) or +12 melee (2d8+9, greatclub); Space/Reach 
  10'/10'; SA Bonuses when enraged (STR +4, CON +4, 
  Willpower +2, AC -2, HP +4), rage 1 times/day (9 
  rounds); SQ Uncanny dodge (Dex bonus to AC), 
  darkvision 60 ft., low-light vision; AL CE; SV Fort +11, 
  Ref +2, Will +2; Str 23, Dex 12, Con 19, Int 6, Wis 12, 
  Cha 4.  
  Skills and Feats: Climb +9, Jump +15, 
  Listen +4, Spot +3; Improved Bull Rush, Power 
  Attack, Weapon Focus (Greatclub). 
  Possessions: Masterwork Throwing Axe 
  (Large), 
  Masterwork 
  Chain 
  Shirt 
  (Large), 
  Masterwork Greatclub (Large), +1 cloak of 
  resistance.  
   
  APL 6 
  Ogre Barbarian: Male Ogre Barbarian2; CR 5; Large 
  Giant; HD 4d8+2d12+24; hp 61; Init +1; Spd 50'; AC 19 
  (flatfooted 19, touch 10)[+1 Dex, -1 size, +4 armor, +5 
  natural]; BA/G +5/+15; Atk +6 ranged (1d8, throwing 
  axe) or +12 melee (2d8+9, greatclub); Space/Reach 
  10'/10'; SA Bonuses when enraged (STR +4, CON +4, 
  Willpower +2, AC -2, HP +4), rage 1 times/day (9 
  rounds); SQ Uncanny dodge (Dex bonus to AC), 
  darkvision 60 ft., low-light vision; AL CE; SV Fort +11, 
  Ref +2, Will +2; Str 23, Dex 12, Con 19, Int 6, Wis 12, 
  Cha 4. 
  Skills and Feats: Climb +9, Jump +15, 
  Listen +4, Spot +3; Improved Bull Rush, Power 
  Attack, Weapon Focus (Greatclub). 
  Possessions: Masterwork Throwing Axe 
  (Large), 
  Masterwork 
  Chain 
  Shirt 
  (Large), 
  Masterwork Greatclub (Large), +1 cloak of 
  resistance, brooch of shielding. 
   
  APL 8 
  Ogre Fighter: Male Ogre Fighter7; CR 10; 
  Large Giant; HD 4d8+7d10+55; hp 120; Init +1; 
  Spd 30'; AC 26 (flatfooted 26, touch 10)[+1 Dex, 
  -1 size, +10 armor, +6 natural]; BA/G +10/+20; 
  Atk +11 ranged (2d6+5 x3, longbow) or +17 
  melee (3d6+12 19-20/x2, greatsword); Full Atk 
  +11/+6 ranged (2d6+5 x3, longbow) or +17/+12 
  melee 
  (3d6+12 
  19-20/x2, 
  greatsword); 
  Space/Reach 10'/10'; SQ Darkvision 60', low-
  light vision; AL CE; SV Fort +14, Ref +4, Will +6; 
  Str 23, Dex 12, Con 20, Int 6, Wis 12, Cha 4. 
  Skills and Feats: Climb +5, Jump +3, 
  Listen +4, Ride +3, Spot +4; Blind Fight, Combat 
  Reflexes, Improved Natural Armor, Iron Will, 
  Power 
  Attack, 
  Run, 
  Weapon 
  Focus 
  (Greatsword), 
  Weapon 
  Specialization 
  (Greatsword). 
  Possessions: 
  20 
  Arrows 
  (Large), 
  Masterwork Strength (+5) Longbow (Large), +2 
  Full Plate (Large), +1 Greatsword (Large).  
  Running Out of Time 
   
  Page 18 
  
  Appendix Two 
  Player Handout #1 
  A short review of the current state of the Shield Land. 
   
  The Shield Lands is currently at war with the forces of Iuz, also known as the Old One. Run by the so-called “Council of 
  Lords”, the Shield Lands have been rebuilding its nation after nearly being completely destroyed approximately 15 years 
  ago. However, over the last year, all that was built was nearly destroyed. 
  The leader of the Shield Lands, Lady Katarina Walworth, was attacked and her very soul was stolen from her. During 
  her absence, the Council of Lords fell upon each other: loyalists (those supporting Lord Franz Torkeep) felt that it was 
  crucial to empower the citizenry and make sure the Shield Lands were well armed. Traditionalists (those supporting 
  Lord Natan Enerick) believe that it is crucial to establish the noble’s power base first, allowing strength of arms to be 
  more easily governed. Both refused to budge. 
  Then, as civil war was about to ignite, the Lady’s soul was returned. Stronger than ever, she unified the council just in 
  time. Iuz had chosen that moment to attack! South Keep, Gensal, and Torkeep each were besieged and at the battle of 
  Torkeep, the vile warlock Waquonis was vanquished. Such a victory was saddened by the loss of Gensal. The Iuzian 
  army that attacked Gensal continued to march on the capital, Critwall, when suddenly and mysteriously it stopped its 
  advance and retreated. Gensal was quickly retaken and fortified, but it truly is more of a no man’s land than an outpost. 
  Meanwhile, the Admiral of Bright Sentry (on Scraghome Island) decided to invade Admundfort, the former capital of 
  the Shield Lands (and still under enemy control). The invasion might have worked had he more soldiers. As it was, he 
  left Bright Sentry wide open for invasion by Iuzian pirates. A note on Bright Sentry: Simen Sharn is destined to be on 
  the Council of Lords. However, his Uncle, Natan Enerick, is currently filling in for him until he is old enough to take 
  his place. 
  Against all of this are rumors of a demoness in the region, a black-hearted beast who lives only to trick, torment and 
  deceive the good men and women of the Shield Lands. Finally, there is the plague. The Black Breath of Iuz came in with 
  the invasions and it has left a hideous scar. Only certain members of the churches and the strange organization known 
  as the Open Spirit are immune… 
  Running Out of Time 
   
  Page 19 
  
  Ringland 
  Ringland is a small town in the northeastern section of the Shield Lands; a location that is currently far behind 
  enemy lines.  In better times, Ringland was the ancestral seat of the Earl of Rendor, a small noble family with a seat on 
  the Council of Lords.  The family helped form the original Council of Lords back when the Shield Lands first claimed 
  independence and has served honorably ever since.   
  Ringland’s location far to the north and off the main trade roads kept the town from ever growing past its 
  meager eight hundred inhabitants.  The people were content to farm their lands, herd their flocks and live simple lives.  
  What made this possible, even in the face of raids by the petty lords of the Bandit Kingdoms and marauders from the 
  Horned Society was the presence of a magical field that protected the town from evil. 
  The field is believed to have been created by a powerful mage early in the town’s existence.  Many believe the 
  mage was one of the first Shield Mages, but none have ever proven that claim.  Regardless, the field certainly exists and 
  continues to protect the town even today.  No small feat considering how deep in Iuz’s territory the town now sits. 
  The border of the field is a series of small stone towers, no more than four feet high.  The towers are made up 
  of piled field stones, lacking any distinguishing markings other than the regularity with which they are placed, that 
  being about two hundred feet apart.  The ring of stone towers stands slightly more than four miles from roughly the 
  center of Ringland, encompassing some sixty square miles.  Each tower emanates faint enchantment magic if detected 
  for.  The field itself seems undetectable by both normal and magical sense, but functions nonetheless. 
  Evil creatures attempting to pierce the field fall under the effect of a combination of extremely powerful 
  versions of antipathy and forget spells.  The antipathy spell dissuades evil creatures from traveling beyond the ring of 
  towers, while the forget spell subtly alters their perceptions to convince them that nothing is out of the ordinary.  Evil 
  creatures are entitled to a DC 25 Will save when attempting to move through the field.  Those who fail turn and leave, 
  seemingly of their own choice.  If asked later to report what they saw, they simply say that all was as it should be, even 
  going as far as to elaborate on various details to support their claims.  As far as they are concerned, they speak the 
  absolute truth, even if presented with proof to the contrary. 
  Amazingly, the field protected the town from attack during the occupation by the Hierarchs of the Horned 
  Society and currently from Iuz’s minions.  Despite its position, it is the only town within the Shield Lands that has not 
  suffered significant change or enemy occupation in the last twenty years. 
  The town itself is a pleasant place full of hard working, but simple people.  Before his death during Iuz’s 
  invasion Earl Rendor was well-liked and shown much respect.  Though a devoted follower of Heironeous and a Knight 
  of Holy Shielding, the Earl allowed the people of Ringland to live their lives by their own beliefs so long as peace and 
  prosperity followed.  Being strongly linked to the earth, the townsfolk have always had a preference for the Oeridian 
  agricultural gods, with Atroa currently being the most popular, due in great part to Anedhel presence, to be sure.  Today, 
  a church dedicated to the Goddess of Spring is the only functioning religion in Ringland (aside from the private 
  practices to Heironeous performed by Sir Reyneld and a handful of the town guards at Rendor Keep).  Anedhel of 
  Atroa, an older half-elf woman and town elder tend the needs of the faithful. 
  After the Hierarchs were driven from the Shield Lands, many of the nobles of the Shield Lands were flush 
  with pride and overconfidence in the nation’s ability to defend itself.  When Iuz invaded, many felt that the Old One 
  could be driven back much as the Hierarchs were.  This proved to be incorrect.  Earl Rendor was one of the nobles to 
  learn a lesson in humility. 
  When word came that Iuz was on the attack, Earl Rendor took his only son and his entire contingent of 
  knights and road out to meet the invaders along side his fellow nobles and knights.  Lady Rendor had died long since 
  while giving birth to the heir.  In his place, Earl Rendor left two young Knights of Holy Shielding to protect Ringland; 
  Sir Janszen Reyneld and Sir Harmenn Deleven, both the sons of other noble houses. 
  Energized by the victories against the Hierarchs, Earl Rendor rushed to defend the Shield Lands against Iuz.  
  His bravery (and some say arrogance) was not enough.  Within days, the Earl, his son and every last one of his personal 
  knights lay dead on the field of battle. 
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  When Earl Rendor failed to return and reports told of a massive retreat by Shield Lands’ forces, the people of 
  Ringland did what they had when the Hierarchs came; they pulled back from the ring of towers and waited.  In the 
  absence of Earl Rendor, the people of Ringland turned to the two young Shield Knights for leadership.  Though highly 
  criticized and debated at the time, the knights decided to stay in Ringland and hoped the protective barrier was enough 
  to shelter them from Iuz.  Luckily, the field held and Iuz’s minions passed by the town unknowingly. 
  During the seven years since, life has remained much the same in Ringland.  The people still tend their crops 
  and mind their flocks.  Babies are born and the elderly pass on.  Aside from its location, Ringland is the last remnant of 
  what the Shield Lands were once like. 
  Without House Rendor to govern them, the people turned to the Shield Knights.  Both knights took their vow 
  to protect the town seriously, but knew that the situation called for caution.  Being new to the town, the knights sought 
  the advice of those who had spent their lives in Ringland, hoping to learn from them how best to govern the people.  
  Eventually, the knights and the town elders joined together to form a different sort of rulership for the town; one based 
  on both the feudal responsibilities of the past and a necessity for the people’s needs and fears to be heard and 
  considered.  Today, the council consists of Sir Reyneld (the default leader), Arvet (Earl Rendor’s seneschal), Anedhel of 
  Atroa and Master Dorgin the innkeep.  Sir Deleven sat on the council before his departure, as did Jessot the miller 
  before his passing last winter. 
  During the early days of isolation, many arguments were had over whether to stay in Ringland or attempt 
  escape.  Each of the knights had their own opinion on which route to take, as did the town elders.  As time passed and 
  the town remained safe, most felt it better to remain and let the magical field protect them.  Sir Deleven disagreed, 
  convinced that it was only a matter of time before Iuz trampled Ringland beneath his heel, as he must have done to all 
  of the Shield Lands, if not all of the Flanaess. 
  Finally, three years ago, Sir Deleven and five clerics of Rao (also trapped in Ringland at the time of the 
  invasion while traveling home to Veluna) attempted to reach Furyondy.  They took a small number of like-minded 
  townsfolk, mostly brash youngsters and set out away from Ringland.  No one has heard from them since. 
  A well-trained militia made up of all able-bodied townsfolk protects the town.  Everyone is responsible for 
  doing what needs to be done to protect the town, bring in the crops and tend the animals.  Most of the homes close to 
  the edge of the protective field have been abandoned so as not to attract attention to the town. Now, everyone lives 
  within three miles of the town.  The border is patrolled constantly and a series of way stations has been set up to transfer 
  messages quickly.  At the first sign of trouble, word is sent back to Sir Reyneld and a larger force of guardsmen and 
  scouts is dispatched to deal with it. 
  Rendor Keep, the seat of House Rendor’s power still sits above the town as it has for generations.  Currently it 
  is occupied by Sir Reyneld, Arvet and all of the regular Ringland soldiers (about twenty-five well trained warriors and 
  scouts).  The keep is well armed and provisioned and will act as the last defense if Iuz ever penetrates the field.  All able 
  townsfolk are required to train regularly under Sir Reyneld and his officers, as well as perform guard duties for the town 
  in addition to their normal daily responsibilities. 
  In the last month, a dragon has been sighted in the skies over Ringland.  From what witnesses can tell, it is 
  always the same dragon; a very large red.  The beast flies northeast towards White Plume Mountain (or perhaps a bit 
  farther north) and returns several hours later.  Once or twice the dragon has paid mild attention to Ringland, but flew 
  off without landing, stopping only long enough to circle around a few times and flying off.  Sir Reyneld and the council 
  believe the dragon is looking for something, or perhaps scouting out new territory for itself.  It was the dragon’s interest 
  in Ringland that prompted them to send out five scouts to attempt to reach help. 
  Commerce in Ringland has changed considerably.  With no goods coming or going from the town, the people 
  are forced to provide everything locally and produce only what they really need.  This isn’t a problem for food, water, 
  clothing, and the basic necessities of life, but luxury items are almost non-existent.  As is raw iron for forging and just 
  about anything else the people can’t grow, hunt or gather from the surrounding area.  Since everything is produced 
  locally, the people see little value in gold and silver now and barter for just about everything, be it goods or services. 
  Despite their isolation and constant fear, the people of Ringland are content, almost happy.  Their lives have 
  not changed for the worse so much that they would abandon their town or each other.  They are certainly better of than 
  the rest of the Shield Lands (though until the PCs arrive they have no idea of this).  Even if given the chance to leave, 
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  most would choose to stay in Ringland no matter what happens.  Having had no newcomers in seven years that did not 
  mean them harm, the people tend to be overly cautious at first, but soon warm to trustworthy visitors. 
  Ringland NPC Descriptions 
  Sir Janszen Reyneld: Male human Pal8 (Heironeous)/KoHS5. (If Knight of Holy Shielding prestige class is not 
  available, assume he is a 13th level paladin). 
  Sir Reyneld is the youngest of the town council, but many still look at him as the leader.  He has red-brown hair, green 
  eyes and very light skin.  Though only in his late thirties, the man has seen more than his share of war, having spent the 
  majority of his a life in one conflict or another, but always in the service of the Shield Lands.  A devoted follower of 
  Heironeous, he sometimes sees things far too black and white for some other townsfolk likes, but he is wise enough to 
  know not to force his view points on everyone.  Over the years he has learned to curb his impulsive nature, to the point 
  of frustrating the young soldiers under his command with his “more patient then stone” attitude.  In truth, this is a 
  guise he keeps up to teach others what he feels he lacks; patience.  Early on in Ringland’s isolation, he allowed his 
  restlessness to get the better of him and it cost five lives.  He has since vowed to never allow that to happen again. 
  Arvet: Male human, Nob6.  Seneschal for Lord Rendor before the occupation. 
  Arvet is an older Oeridian man in his fifties with heavily graying dark hair.  He is of average build and carries himself 
  with dignity.  He is always dressed meticulously, though not extravagantly.  To those who don’t know him, he can come 
  off rather cold and self important, but this is due more to many years of dealing with the peculiarities of the nobility 
  than any sense of self importance or distorted ego.  He sees himself as carrying on for his fallen Lord, whom he 
  respected greatly and saw as nearly a son.  He becomes angry at any comment or suggestion that places the fallen Earl of 
  Rendor in a negative light.  He is uncomfortable as an elder of the community, preferring to advise those in command 
  rather than make decisions himself. 
  Anedhel of Atroa: Female half-elf, Clr7 (Atroa). 
  As a half-elf, Anedhel is longer lived than most humans.  As such, she is quite a bit older than even Dorgin.  Still, she 
  looks much younger.  Even now, she is very attractive suggesting a stunning beauty as a young woman.  She has auburn 
  hair and green eyes that compliment the earthy colors of her simple, functional clothing.  The cleric truly cares for the 
  people of Ringland, but as is common to many priests of her religion, she longs to travel again.  She had come to 
  Ringland ten years ago, originally planning on staying only a short time.  If not for being the only cleric of respectable 
  power in the town, she might have headed out on her own long ago. 
  Dorgin: Male human, Com5.  A local innkeeper and owner of the Silver Ring. 
  Dorgin is the typical jolly old innkeep.  He’s well past his sixties and carries a large belly and even larger smile.  His hair 
  has long since gone white, but his eyes still shine a deep blue.  He has a kind word for everyone who enters his 
  establishment (the Silver Ring Inn, named for it’s distinctive silver trimmed, circular bar) and takes great pride in 
  having the best of everything.  He tends to be harsh on those who make trouble, but dotes on his guests with almost 
  fatherly attention.  Once married, his beloved wife passed away five years ago and his children have grown and moved 
  on before the bad times started in the Shield Lands.  He still wonders what has happened to them since he last heard 
  from them.  Everyone in town calls him “Master Dorgin”, a title of respect, which he enjoys, but feels is undeserved.  He 
  would never tell anyone that for fear of hurting their feelings. 
   
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  Appendix Three 
  DM’s Map #1 
   
   
  DM’s Map #2 
   
   
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  DM’s Map #3 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/595/Normal Scenarios/SHL5-06 - Running Out of Time (APL 2-8)/SHL5-06 - Running Out of Time.pdf