TEXT: VERS6-01A 
   
   
   
   
  Crewel Intentions  
  Part One 
  A Two-Round D&D® Living Greyhawk™ 
  Verbobonc Regional Special 
   
  By Sean Esterline 
  Triad Edit: Michael Maenza, Rob Silva, and Vernon L. Vincent 
   
  A chance encounter with a young apprentice seamstress leads you to finish an adventure that began fifty years ago.  A 
  powerful adventuring party finding an indecipherable map that leads to a lost trove of indescribable treasure is the stuff 
  of legends.  Now you will see how legends are made into reality... or at least you'll die trying. This is Part One of a two-
  round Verbobonc regional special for characters levels 1-10 (APL 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, visit the Verbobonc website at www.verbobonc.net and  e-mail 
  your triad point of contact (POC). 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 DM (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 two (2) points.  
   
  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 character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  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. 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 2 
  
   
  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 
  Verbobonc.  Characters native to Verbobonc pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12gp 
  per round.  Rich Upkeep costs 50gp per round.  Luxury 
  Upkeep costs 100gp per round. 
   
   
   
   
  Areas of Influence 
  This adventure allows the following influence for 
  purposes of the Verbobonc Influence document. 
  • 
  No regional influence 
  Remind players at the start of this adventure that they 
  may use regional influence to obtain bonuses to 
  Charisma based skills. This will prove important in 
  certain encounters which rely on those types of skills. 
  Adventure Background 
  Fifty, years ago an adventuring party fought and 
  defeated an evil wizard—a minion of Iuz.  In the 
  treasure that they recovered was an indecipherable 
  map.  The map apparently led to a great trove of 
  treasure, but no one in the party could figure out what 
  the treasure was, or where it was located.  Kayla 
  O’Bannon (a human bard), Krevalek Granite-Eye (a 
  dwarven wizard), Maribelle Truevoice (a human cleric), 
  Drex (a half-orc barbarian), and Novalis Fleetfoot (an 
  elvish rogue) continued to fight valiantly against the 
  minions of Iuz for many years, but no one was ever 
  able to decipher the treasure map.  Now, the group has 
  long-since disbanded and the members are left with 
  fond memories and mementos of their adventures, 
  mementos such as an indecipherable map to a lost 
  treasure.  Kayla O’Bannon has the only known copy of 
  the map… and someone has figured out how to 
  decipher it.  The attack on Kayla and the ensuing 
  events are the substance of this module. 
  A Note on Investigation 
  There will often be a great deal of information 
  provided for you, the judge, throughout the module. 
  However, characters will not automatically learn this 
  information unless they ask specific questions. No one 
  is likely to give out information without provocation. 
  The generic query “Is there anything else you know 
  that might be useful?” that many players fall back on to 
  get the DM to spill info when they can’t think of 
  questions on their own should be met with a response 
  of “Like what?” Lead them a little to help them out if 
  necessary, but don’t just give away everything.  
  If the players are really stumped in questioning NPCs, 
  allow one or more of the characters to attempt a Gather 
  Information check. Information is everywhere if one 
  knows whom to ask (and how much to offer).  If the 
  check result is 15 or higher, go ahead and give that 
  character a tidbit the party would otherwise have 
  missed.   
  Bribery can also be useful in many situations, 
  depending on the particular NPC.  If the characters are 
  willing to cross a few palms with silver (or better still, 
  gold) then they will generally be more successful in 
  their 
  dealings 
  with 
  the 
  various 
  bureaucratic 
  functionaries of the city. This should not turn into an 
  outrageous expense; a few coins here and there should 
  be sufficient to lubricate the lips of most of the minor 
  NPCs of the city.  A typical bribe for a commoner 
  would be a few silver pieces or one gold piece, while a 
  bureaucrat would want at least 10 gold pieces. 
  Also, please don’t worry if round one goes quickly, 
  round two should take longer to play. 
  Adventure Summary 
  The adventure has several ways by which characters 
  can become involved in the story. According to their 
  organizational affiliation or influence, they may be 
  contact by Lord Estival, the Mounted Borderers, or the 
  Battirovka Family.  
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 3 
  
  Encounter One: Things that 
  go ‘bump’ in the Marketplace 
  This module begins by assuming that (for whatever 
  reasons) the characters have been traveling together on 
  the Bright Star, a ship owned by Segemm Hildenfen, 
  the Rhynehurst merchant who owns Segemm’s Store 
  of Collectibles.  (The Bright Star has brought Segemm 
  new wares from all around the world in preparation for 
  his coming auction and trading day.)  Segemm has 
  absolutely nothing to do with the plot of this module, 
  but is a well-known resident of Verbobonc City who is 
  in Rhynehurst for a few days to hold a special exotic 
  marketplace sale.  (The characters will be able to visit 
  this marketplace between rounds one and two of this 
  module.) 
  In a few seconds a young lady (Brie Hawthorn) will 
  run into a random party member.  Give the characters 
  an opportunity time to introduce themselves. 
  Plot hook: Choose one of the characters to be the “plot 
  hook” for this encounter.  Please make sure that this 
  will NOT be a player who “attacks (Brie) first and asks 
  questions later.”  This encounter is meant to endear the 
  party to Brie, as she will be depending on them for 
  help throughout the module.  
  Once the introductions (and your choice) are made, 
  please continue below. 
  The early morning sun washes over the docks of 
  Rhynehurst and a brisk spring wind brings you the 
  sounds of raucous birds, boisterous dock hands, and the 
  creaking of riverboats straining to be underway again.  
  After a brief trip down the Velverdyva, your early 
  morning arrival, three hours ahead of schedule, has given 
  you a rare gift:  a little free time.  Taking advantage of 
  this opportunity, you make your way off the docks and 
  into Rhynehurst itself. 
  The gathering throngs of customers surround you and 
  drift by in a chattering cloud of dust as the merchants 
  and shops open to begin another day of commerce.  As you 
  are just deciding on your next course of action, a woman’s 
  shout rises up over the crowd in front of you:  “Help!  
  Please help!”  Time slows and comes to a stop as a flurry 
  of bright colors and flailing limbs parts the sea of 
  onlookers and slams directly into <YOUR CHOSEN 
  PC’S NAME> with a solid “whoof!”  Dropping to the 
  ground in front of you is a startled young woman in a 
  patchwork cloak of bright and beautiful (if slightly 
  gaudy) colors.  She puts her hand to her chest and 
  attempts to stand, still breathing heavily from her 
  exertion. 
  The young lady is Brie Hawthorn, an apprentice to 
  Kayla O’Bannon, a local seamstress.  Brie just witnessed 
  Kayla’s abduction by unknown assailants and ran from 
  the shop in a mad dash to find help.  (Lucky she ran 
  into the characters, isn’t it?)  Please take a few seconds 
  to role-play this encounter.  Time is of the essence, but 
  Brie (out of breath and wild-eyed) should take a few 
  seconds to describe “dark robed men” who attacked her 
  mistress “suddenly, from the back of the shop”.  
  “They’re <gasp> going to kill her!” “Please, <gasp> 
  please help us!”  Brie has nothing else to say and no 
  further information right now.  She will simply tug at 
  the arm whoever she ran into and attempt to guide 
  them towards her Mistress’ shop. 
  Assuming the characters agree to help, they can follow 
  Brie across the street towards Mistress O’Bannon’s 
  shop:  “The Silver Lining.”  When they arrive, continue 
  to Encounter Two. 
  Reporting the kidnapping: If the characters try to get 
  one of the city guards before Encounter Six, then the 
  guard will take a brief report of the attack/kidnapping 
  and tell Brie (and the characters) that “the city guard 
  will handle it from here, that’s what we do.”  (The 
  characters aren’t prohibited from looking for the 
  kidnappers on their own, but the city guard won’t want 
  their help… it’s against regulations, or some-such 
  thing.)  Even members of other “guard-type” groups 
  will be turned down, as this is the Rhynhurst city 
  guard, not the Mounted Borderers or something like 
  that. 
  Encounter Two: A Dark Cloud 
  over the Silver Lining 
  Fighting through morning crowds, you round a corner 
  and see the young woman gesturing wildly toward one of 
  the businesses lining the street.  A sign showing a ball of 
  silver thread and a large needle with the words: “The 
  Silver Lining” advertises a seamstress’s shop.  The shop 
  door stands open as the young lady rushes up to it, 
  peering inside.  Her shoulders drop as she sags to the 
  ground, exhausted and weeping, wrapping herself up in 
  her colorful cloak.  “Nooo,” she cries plaintively.  
  “No.No.No.” 
  Brie is obviously upset at the kidnapping of her 
  mistress, Missus O’Bannon.  Should any of the 
  characters try to console her, she is grateful for their 
  care, although unable to speak through her tears for a 
  few minutes. 
  If the characters rush past her through the door, they 
  will come to a scene of moderate devastation as the 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 4 
  
  shop has been turned upside down by several black-
  robed individuals. Missus O’Bannon, an elderly human 
  seamstress, is nowhere to be found. 
  If the characters hurry to the back door of the shop, the 
  will see nothing but a narrow alley behind the 
  building—though a thorough search will provide 
  details in a few minutes. 
  The shop before you is a total wreck – thread, yarn and 
  fabric are strewn about the tables and chairs.  The posing 
  stand has been overturned in a mirrored corner, the 
  broken shards of the mirrors littering the floor. A pair of 
  shears is stuck menacingly into the cutting table – silent 
  testimony to the violence that took place mere moments 
  ago. 
  The young woman named Brie Hawthorn regains her 
  composure and enters the shop, stepping carefully over the 
  expensive fabrics.  “Oh… look at that tear!  Now we’ll 
  need more of that silk from Elim Nicchol in Verbobonc 
  City.  That was expensive to get too… Missus Kayla had 
  to—” Brie’s sudden sob cuts her thought short. 
  Brie turns to <CHOSEN CHARACTER FROM 
  ENCOUNTER 
  ONE> 
  with 
  a 
  fierce 
  look 
  of 
  determination.  “Please help me find Missus O’Bannon.  
  I’ll give you whatever you want in payment—gold, 
  goods—just help me find her.” 
  Brie is not offering her body or anything so suggestive 
  here, she is simply determined to hire the characters, 
  she will pay up to 50 gp per PC, up front if necessary, to 
  help her find her missing Mistress.  Brie will offer 
  more gold or goods later, if things go well. 
  Searching the area: Characters that take the time to 
  search the area can learn the following information. 
  DC 12: Some blood was spilled behind the counter 
  separating the front of the store from the back rooms. 
  Behind the counter is an opening with a large, thick 
  maroon curtain that partitions off the storerooms and 
  work areas as well as the stairway to Kayla O’Bannon’s 
  living quarters. The door to the storeroom is open and 
  leads to a narrow alleyway behind this row of shops.  
  The alleyway is empty and, apart from an overturned 
  rubbish bin a few stores down, has no distinguishing 
  features. 
  DC 15: A painting that hung above the wood burning 
  stove in the upstairs living quarters is missing, leaving 
  only a discolored mark on the wall where the paint 
  hadn’t faded.   
  Note: The painting was actually a framed map 
  from Missus O’Bannon’s days as an adventurer, 
  five decades ago.  Brie will relate the story of the 
  map in Encounter Three.  Otherwise nothing 
  appears out of place, even the lock-box under 
  Missus O’Bannon’s bed is still locked.  (It contains 
  treasure that the characters might get later at the 
  completion of round one, please don’t let them 
  pilfer it now, especially while Brie is watching 
  them!) 
  DC 20: The overturned rubbish bin in the alleyway is 
  next to a sewer grate that is locked with a fairly new 
  looking padlock (Open Locks DC 20).  The old padlock 
  is lying just beyond in the water at the bottom of the 
  ladder, recently broken open. 
  This is obviously the route of escape for the kidnappers 
  (8 men in black robes), although they’ve had several 
  minutes now to have made their way to safety.  If the 
  characters desire it, a search of the sewers is fruitless – 
  there are a few branches here and no leads to follow in 
  the watery muck.  Even if the characters do cast spells 
  to determine which way to go, they are far behind the 
  kidnappers and will only make their way through the 
  sewers toward the docks section before resurfacing and 
  loosing the trail completely. 
  Development 
  If some of the characters decide to go talk to “the 
  Family” to find out about the kidnapping, please 
  continue with the second part of Encounter Eight. 
  If the characters then decide to talk with the City 
  Guard Commander later on in this module, do not 
  repeat the second part of Encounter Eight.. 
  Encounter Three: A Missing 
  Map from the Days Long 
  Gone 
  As Brie sits in her Mistress’s living quarters she stares at 
  the bright box of color where the map used to be.  “This 
  doesn’t make any sense.  This map has been here for 
  decades, unguarded, unwanted.  No one knew how to 
  read it.  Why would someone kidnap her and take the 
  map?  It doesn’t make any sense.”  She shakes her head 
  sadly, “No sense…” 
  Brie realizes that she’s losing focus again and quickly 
  shakes her head and comes to her senses.  “Um,” she says, 
  rising, “May I offer you some bread, a little wine 
  perhaps?”  She makes her way towards the kitchen, 
  searching for cups to offer you. 
  Allow characters an opportunity to respond before 
  continuing. 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 5 
  
  “You can have a little bite to eat while I tell you about 
  Missus O’Bannon and the map.  That would be the best 
  way to start, right?” 
  Once you’ve settled in, Brie begins the tale.  “She and 
  several friends were a group of adventurers, much like 
  yourselves, only this was about fifty years ago.  There 
  were five of them – Kayla O’Bannon (a human bard and 
  my mistress), Krevalek Granite-Eye (a dwarven wizard), 
  Maribelle Truevoice (a human cleric of Berei), Drex (a 
  half-orc barbarian), and Novalis Fleetfoot (an elvish 
  rogue).” 
  Brie pauses for a bite of bread before continuing, “This 
  group had many adventures with tales too numerous to 
  mention. My favorite, and the source of the map, is about 
  a minion of Iuz – a dark wizard named Verinon Bone-
  Wrath.  
  “Verinon was a necromancer whom Missus O’Bannon 
  and her friends dispatched almost sixty years ago.  
  Amongst his treasures was the map. Trouble was, the 
  map didn’t seem to show any known land.  There was a 
  shoreline, a couple lakes with a few roads, and a 
  mountain range … but none of it matched up with 
  anything familiar. Without the compass star pointing 
  north, you couldn’t even tell a direction from this map!” 
  Brie dabs at the corner of her mouth with a towel, takes a 
  sip of wine, then continues her tale. 
  “After a few years Missus O’Bannon was feeling less like 
  an adventurer and more like a seamstress. So she packed 
  up her things, bid her friends a good life, and settled here 
  in Rhynehurst.  This was where I met her, and how I 
  became her apprentice. 
  “Over the years, she’s sent letters to her friends now and 
  again, but not one of them has ever mentioned or shown 
  any interest in that old map, least-wise not as much as I 
  know.”  Brie lets out a soft burp, “Oh!  Pardon me!  I’m a 
  bit more upset about all this than my poor stomach can 
  take.  It’s just that today started out so normal. 
  “I got here slightly before the sun came up and Missus 
  O’Bannon was already a-sewing away, doing some 
  crewel work for one of the priests of Saint. Cuthburt, on 
  one of the vestments they’ll be wearing on one of their 
  high holy-days.  Anyway, after I’d begun my chores in 
  the front I heard a racket from the store room, where 
  Misses O’Bannon had gone to get more yarn. 
  “All-of-a-sudden Missus O’Bannon ducks through the 
  curtain and throws that cloak at me,” Brie gestures to the 
  colorful cloak hanging on the wall peg near the door.  
  “She says, ‘Take your birthday present!  Go get help!’ and 
  then a couple of black robed men come pushing through 
  the curtain and knock her to the ground behind the 
  counter.  I wanted to help her, but I’m no warrior, so I 
  ran to get help, like she asked. But I found you all too late 
  and now she’s gone… and she must have been scared, 
  because she was talking crazy… she finished that cloak 
  about two months ago, but it’s not even my birthday for 
  another five months.” With that, Brie’s composure drops 
  and she begins to quietly sob, dabbing at her eyes with 
  her towel. 
  Brie will want to go with the characters during their 
  investigation, and she will not be dissuaded.  If any 
  combat breaks out, Brie will not fight, she will hide in 
  the back or in a corner and the combatants in this 
  module will not seek to harm her while there are other, 
  more capable opponents.  Brie is hiring the characters, 
  so she makes the rules—she gets to tag along or she’ll 
  hire someone else.  (Brie has a +0 to any unskilled roll 
  you make.) 
  Brie has told the characters pretty much all she knows 
  at this point, but she’s still left them some valuable 
  clues.  They now have several other people, Kayla’s old 
  adventuring party, to ask about the map.  Also, they 
  have Brie’s non-birthday present cloak to study. 
  Examining Brie’s cloak: 
  If the characters examine Brie’s cloak, a DC 25 Spot 
  reveals a compass star in the shoulder pattern on the 
  inside lining of the cloak.  
  A DC 30 Search, a DC 15 Profession [Seamstress], or 
  DC 15 Craft [Sewing] check reveals two pull strings 
  sewn into the lower corners of the cloak. Brie thought 
  these were there to simply cinch the cloak around her 
  body if she wanted.  However, if the cloak is laid flat 
  and the pull strings are pulled in the opposite 
  directions (it takes two people to do this properly) then 
  a fold-over effect occurs on the inner lining.  When the 
  pull strings are cinched tight, the resulting pattern on 
  the lining of the cloak is a copy of the map that was 
  taken.  
  If shown, Brie will recognize the map instantly.  (Brie 
  will discover this later, if the characters haven’t done so 
  by now, so don’t worry if they don’t find this map quite 
  yet, all the more surprising later on when they do.). 
  Development: 
  Investigate 
  Krevalek 
  Granite-Eye: 
  proceed to 
  Encounter Four. 
  Investigate 
  Maribelle 
  Truevoice: 
  proceed 
  to 
  Encounter Five. 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 6 
  
  Investigate Novalis Fleetfoot: proceed to Encounter 
  Seven. 
  Investigate Drex or talk to the Rhynehurst City 
  Guard: proceed to Encounter Eight 
  Encounter Four: Krevalek 
  Granite−Eye 
  A quick round of questions around the marketplace tells 
  you that Krevalek Granite-Eye is a dwarven wizard of 
  some renown who lives on the outskirts of Rhynehurst 
  City—mostly for the safety of the citizens.  Rumors 
  abound that Krevalek is actually a fat gnome, due to his 
  penchant for experimentation… and the often resultant 
  explosions that rock his small tower late at night.  Of 
  course these rumors are never mentioned around 
  Krevalek himself. 
  During the day, as you approach, his squat little tower is 
  very unobtrusive and slightly dingy.  Soot marks stream 
  upwards from one of the second floor windows, and one of 
  the trees nearby has oddly shaped branches, curved 
  around an invisible sphere as if the tree were trying to 
  avoid a direct line out the same tower window.  The door 
  at the bottom is locked tight and loud knocking or yelling 
  doesn’t seem to get any response from inside. 
  It is possible to break the door 
  � Door (Strong wooden), Hardness 5, 20 hp; Break DC 
  25, Open Lock DC 25 
  The door is not trapped.  Alternatively, a DC 20 Climb 
  allows entry into the lab through a second story 
  window.  Please adjust your description based on the 
  party’s method of entry. 
  The ground level of the tower contains a short foyer that 
  has a door to each side and stairs going to the second 
  story.  The door to your right stands open, a rotten smell 
  assaulting your nose and your stomach: rotten broccoli, or 
  decomposing lettuce.  The door to your left is closed tight, 
  and the door at the top of the stairwell is ajar. 
  To the right, the characters find the kitchen/storeroom 
  with rotten vegetables sitting in an open crate on the 
  cutting table. 
  To the left the characters can open the unlocked door 
  to Krevalek’s bedroom.  There is nothing of interest in 
  either room. 
  Once at the top of the stairs, you can see more soot stains 
  streaming out the top of the doorway, obviously the result 
  of repeated “experiments” that didn’t do as Krevalek  had 
  intended.  Peering through the open door, you can see 
  that one such experiment is the apparent reason for the 
  current state of the lab as well. 
  Half-burnt papers litter the room along with broken 
  bottles and the smoking remains of a small library.  
  Under a thick overturned table you can make out a pair 
  of short, squat legs.  The rancid smell emanating from 
  the room leads you to believe that the body attached to 
  those legs is long dead. 
  The lab takes up the entire second story of the tower. 
  There are two windows in the lab, opposite each other 
  and approximately two feet off the ground.  Upon 
  closer inspection, the legs and attached body is, indeed, 
  Krevalek Granite-Eye.  Additionally, his head has 
  almost been severed from his neck and the lower half 
  of his jaw is completely missing as if his face were 
  directly above the point of the explosion.  (Making  
  speak with dead impossible.) 
  Examining the crime scene 
  Krevalek’s body: The following clues can be learned 
  from examining the body and a Heal check. 
  DC 5: Krevalek’s head has almost been severed from 
  his neck and the lower half of his jaw is completely 
  missing as if his face were directly above the point of 
  the explosion.  (Making  speak with dead impossible.) 
  DC 12: Krevalek has been dead for more than a week, 
  but less than a month.  
  DC 20:  Krevalek has been dead for three weeks. 
  DC 25: Krevalek has bruises on his arms beneath his 
  robes. Bruise like this would not exist if he died an 
  instantaneous death. Additionally, there are blood 
  stains across the remains of Krevalek’s robes, in the 
  style of a splash pattern as if his throat were cut – 
  which are out of place if his death was due to the 
  explosion. 
  The crime area: 
  A DC 20 Spot or DC 15 Knowledge [Arcana] or DC 12 
  Spellcraft identifies that the explosion centered on the 
  thick wooden table that now lies in two over Krevalek’s 
  body.   
  Searching the area: 
  DC 15: Some notes are scattered in the room. A 
  character making a DC 15 Knowledge [Arcana] check 
  learns that the notes deal with spells with the Cold 
  descriptor in an attempt to make a permanent “ice box” 
  for use by common citizens.  There is no known reason 
  the spells Krevalek dealt with would create an 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 7 
  
  explosion, much less the “fiery” explosion that appears 
  to have happened in this room. 
  DC 20: There are no “valuables” in the lab.  In fact 
  many of the more valuable spell components are 
  missing, and Krevalek has no rings, amulets, or magic 
  items of any kind on his person or tucked away 
  anywhere in this lab.  In fact, the whole tower has been 
  “stripped clean” of valuables. 
  Development: 
  The characters may easily report this death to the 
  nearest town guard once they’re back in Rhynehurst, 
  otherwise they may wait to report this death until later 
  if they choose.  The City Guard won’t find out about it 
  until the characters tell them in any case. 
  Investigate 
  Maribelle 
  Truevoice: 
  proceed 
  to 
  Encounter Five. 
  Investigate Novalis Fleetfoot: proceed to Encounter 
  Seven. 
  Investigate Drex or talk to the Rhynehurst City 
  Guard: proceed to Encounter Eight 
  Encounter Five: Maribelle 
  Truevoice 
  Brie knows that Maribelle Truevoice lives about an hour 
  outside of Rhynehurst City.  Following her directions you 
  finally make your way toward a small farm with a large 
  picture of a sheaf of wheat stalks painted on the side of 
  the barn. 
  A DC 15 Knowledge [Religion] check reveals this to be 
  the holy symbol of Berei, a Flan neutral good lesser 
  deity of home, family, and agriculture. 
  A young man, obviously of Flan descent, waves to you as 
  you come up the lane toward the house.  “Hello.  What 
  can I do for you?” 
  The young man, Maribelle’s eldest grandson Korvin, is 
  a friendly farmhand and knows very little about 
  adventuring.  Having heard his grandmother’s stories, 
  he is not interested in becoming an adventurer; he’s 
  perfectly happy tilling the soil and raising his family.  
  He will kindly direct the party to the back of the 
  house, where Maribelle is tending her flower garden. 
  Rounding the corner of the house, the young man 
  gestures to an elderly lady who is kneeling down in the 
  dirt – scooping the soil around a recently planted sprig of 
  mint. 
  Noticing your arrival, the woman struggles to her feet, 
  glad for assistance from the young man. 
  “Grandma, these people would like to talk with you,” 
  The elderly woman gestures toward a nearby stump, 
  “Why, thank you Korvin,” the woman says, “would you 
  please help me over to that stump there, so I can sit and 
  chat for a while?” 
  Korvin nods as he walks with Maribelle to a wide tree 
  stump, just off the edge of the garden plot.  Once she’s 
  settled down, Maribelle lets out a soft sigh and looks at 
  you inquisitively.  “To what do I owe the honor of this 
  visit, my young adventurers?” 
  Maribelle Truevoice is an 85 year old kindly 
  grandmother type with keen eyes and a powerful sense 
  of age and wisdom.  In place of traditional game 
  mechanics, please assume that she will know when 
  players are telling the truth, bluffing or lying, and will 
  simply answer with a nod or a knowing look.  She is 
  completely honest and forthright with the party and 
  will respond well to good manners and kind words.  
  Brash or rude words or actions will earn the 
  perpetrator a stern, disapproving look if not a stern 
  rebuke to please “act like a civilized being or wait out 
  by the road.”  (Role-play this woman like a kindly but 
  stern great-grandmother who doesn’t miss a thing, 
  even though she looks like she’s 100.) 
  When Maribelle learns about Kayla’s disappearance, 
  she will be upset, but not overly so.  It’s hard to hear 
  bad news about a friend, but besides the occasional 
  letter she hasn’t seen Kayla in many, many years—in 
  fact, she’s actually only met Brie once before, in 
  Rhynehurst.  Maribelle is sorry to hear about Kayla’s 
  kidnapping, but doesn’t know anything about the 
  “black robed men” that Brie saw.  Maribelle will have 
  similar reactions to Krevalek’s death and Novalis’s 
  disappearance as well.  (Though she was never overly 
  fond of Novalis, him being a thief with flexible morals 
  and all.) 
  The party may ask her several questions at this point.  
  If the questions aren’t below, don’t worry, figure that 
  this woman has been on this farm for the past few 
  decades and doesn’t know much about the outside 
  world.  She has done her share of adventuring long ago 
  and now simply wants to spend her last years on her 
  farm with her extended family. 
  What do you know about Kayla’s old map?  
  “That old thing?  I’ve not thought about it in decades!  
  Kayla found it after we’d dispatched a necromancer of 
  some power, Vernon or some such name…we never could 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 8 
  
  figure out what it was, so she kept it as a memento.  I 
  think Krevalek has a copy as well.  Novalis made one for 
  him when we gave the original to Kayla.” 
  What do you know about Kayla? 
  “Kayla was a good bard with a kind soul. Of all the old 
  group, I liked her the best.  I wish she’d gotten married, 
  but I’m happy she settled down and took an apprentice. 
  “We’ve written a few times over the years, but nothing 
  much has changed in so long that our letters have started 
  to blend and blur, one into another.  Another baby is 
  born, another courtier’s clothing is finished… life goes 
  on. Kayla didn’t deserve this to happen to her, I hope you 
  can find the culprits.” 
  What do you know about Krevalek? 
  “That crazy old dwarf? He’s got a heart of gold and a 
  head of rock.  He cared more about inventing and magic 
  then he ever did gold. He’d trade rubies for books every 
  day of the week. He was always trying to magic up some-
  such thing that more often than not blew up in his face.  
  He once burned himself bald trying to find a way to 
  make containers for lightning? Not even a beard or back 
  hair! He had all these round metal balls covered with 
  baked clay and was stringing wires and lodestones all 
  around his lab when the biggest explosion I’ve ever heard 
  sent him flying out the window and into a tree.  That 
  tree is the only thing that saved his thick neck!  He was a 
  crazy and wonderful little man, a very powerful wizard 
  too.   
  What do you know about Drex? 
  My goodness, Drex… well, Drex was absolutely the best 
  warrior I’d ever seen in action.  Fearless – or not bright 
  enough to know otherwise.  He fought until either his 
  opponent dropped or he did.  Thankfully, they usually 
  dropped first.  Of course I had a little hand in that, 
  sending some healing his way time and again, but still 
  he was an ox of a barbarian. 
  “As I recall, he joined the city guard after our group 
  disbanded, but I haven’t heard from him in some time. 
  Sorry I can’t tell you more. 
  What do you know about Novalis? 
  Well, I can’t say I’ve missed him much.  Novalis didn’t 
  hold much to hearth and home – more like silver and 
  gold.  I wouldn’t necessarily call him greedy – his 
  problem was that he spent money as fast as he got it.  We 
  often joked that he had a bottomless sack of gold, but alas, 
  it wasn’t magical. I don’t know where he lives now, but 
  I’d bet a quick tour of the drinking and dicing 
  establishments will turn him up, at least information on 
  him. 
  Unfortunately, Maribelle really doesn’t know much 
  more than this.  She’s spent many years living out here 
  and hasn’t had much contact with anyone from her old 
  group.  She’ll make more small talk if need be, but in 
  the end, this is all she’ll be able to tell the party.  Also, 
  Maribelle wishes the party well, but she doesn’t have 
  any spells to offer them—she’s given up adventuring 
  after all. 
  Maribelle smiles and stands, preparing to go back to work 
  in her garden.  “I do hope you find the villains who did 
  this to poor Kayla.  And thank you for taking care of Brie 
  here, by all accounts she’ll make an excellent seamstress.  
  And honestly, the world doesn’t need adventurers half as 
  much as it needs good seamstresses. Would you want to 
  run off to battle in a tunic that chafes at your backside?  
  Maribelle chuckles at the thought, “Good day to you all.  
  May Berei bring you safely home at the end of your 
  journeys.” 
  Development:  
  Investigate 
  Krevalek 
  Granite-Eye: 
  proceed to 
  Encounter Four. 
  Investigate Novalis Fleetfoot: proceed to Encounter 
  Seven. 
  Investigate Drex or talk to the Rhynehurst City 
  Guard: proceed to Encounter Eight 
  Encounter Seven: Novalis 
  Fleetfoot 
  After searching through half-a-dozen taverns and public 
  houses, you finally find someone who knows (or will 
  admit to knowing) Novalis Fleetfoot.  In one of the dark, 
  musty, hole-in-the-wall taverns you come across a 
  human sailor named Lund who, after you buy him an 
  ale, tells you (in slightly slurred speech) “Nov’lis ish the 
  one I know who has the worsht luck.  I used to make 
  lotsh of shilver jus’ sheein’ which way he bet and then 
  goin’ wish th’ other one.  The only thing I wouldn’t do 
  wash to lend him anyshing.  Oh boy did he run up a pile. 
   *hic*  He paid hish debts off ‘ventually, ‘specially after 
  we got back from Irongate.  He mushta hit it big over 
  there.  He alwaysh sheemed ta have jus’ enough to get by 
  though… like he had some secret stash, but never told 
  nobody noshin.  All the years I sailed wish him, and he 
  wash holdin’ out on me… I even taught him to read sea 
  maps!  The *burrrp* … git.” 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 9 
  
  Lund tips his head back and drains his mug quickly and 
  messily, spilling ale all through his long, scraggly beard.  
  “How d’ you know him?  He owe you money too?  I 
  shoulda figur’d.  He don’t show up for two monsh and 
  now you come lookin’ for him, jush like thosh other 
  ones.”  Lund shudders a bit, then looks down, lost in his 
  empty mug, lost in… thought? 
  Lund and Novalis have sailed all over the Wooly Bay, 
  the Sea of Gearnat, Relmor Bay, Fairwind Bay, 
  Dunhead Bay, and the Azure Sea.  Novalis was just a 
  hired hand, like many of the sailors, including Lund.  
  Iron Gate, the port that Lund mentioned, is off 
  Dunhead Bay in Onwal. 
  Lund doesn’t know who it was, but “a couple of  
  weeksh ago shree mean men came looking for Novalis. 
   I didn’t know where he wash.  They wash upset, but 
  they left.” 
  Lund doesn’t know much more than he’s said, and he 
  doesn’t much care about any missing map or 
  kidnapped or murdered people.  “Bad luck.  Sorry to 
  hear it.  *burp* Buy me ‘nother ale before you go?” 
  If the characters ask more about Novalis or where he 
  lives, Lund doesn’t know anything helpful, and no one 
  else in town does either. (Novalis, paranoid, moved 
  around a lot.) 
  Brie’s map:  
  If the characters have discovered Brie’s copy of the 
  map, they may try to read it with the hunch that it is a 
  sea map.  A Knowledge [Geography] DC 20 check 
  reveals that it looks suspiciously like the area around 
  Irongate. 
  Investigate 
  Krevalek 
  Granite-Eye: 
  proceed to 
  Encounter Four. 
  Investigate 
  Maribelle 
  Truevoice: 
  proceed 
  to 
  Encounter Five. 
  Investigate Drex or talk to the Rhynehurst City 
  Guard: proceed to Encounter Eight 
  Encounter Eight: An Offer 
  You Can’t Refuse  
  The Rhynehurst City garrison is not a very large 
  building, but its thick stone walls and high, small 
  windows give it a strong military presence.  The two 
  guards at the door watch you carefully as you walk in to 
  talk to the duty guard.  He looks up at you cordially 
  saying, “Yes, how may I help you?” 
  Assuming the characters don’t try to attack or do 
  something in a similarly stupid fashion, they will be 
  kindly but firmly told that the Commander is 
  unavailable at present.  They are certainly allowed to 
  leave statements about Kayla’s kidnapping for him to 
  review upon his return.  (He is currently in a meeting 
  with the Quarry-master just east of the city, finding 
  him there would be like looking for a needle in a 
  haystack right now.) 
  If the characters mention the body of Krevalek, they 
  will be asked to give statements about what they 
  discovered and where they are staying in Rhynehurst 
  before they leave the garrison.  Furthermore they will 
  be asked not to leave the city without informing the 
  Guard.  (They’re not under suspicion, but they are 
  material witnesses to a death, perhaps a crime.) 
  If the characters mention Drex positively, the guards 
  will treat them in a friendlier manner, asking how the 
  characters knew the deceased guard Captain. 
  Read the following information for Drex 
  Your quick question regarding Drex produces a wealth of 
  information from the duty guard. 
  “For starters, Captain Drex is dead. He died fighting in 
  the giant war last year.”  The guard gives a slight 
  grimace, “Drex was powerful, but there’s only so much 
  you can do against something that big, especially if 
  there’s only one of you left. 
  “His squad was ambushed by the giants and most of his 
  men were killed within seconds – crushed in a barrage of 
  boulders and rocks and whatnot. 
  “One poor sod survived the attack, but was badly 
  wounded.  Captain Drex stuffed him into the hollow of a 
  tree – probably saving his life – and took on the giants 
  single-handedly. Did pretty good too, until some big frost 
  giant split him in two after he’d already been in three 
  other fights.  No man I know could have lasted HALF 
  that long! 
  “Well, Drex and his men couldn’t hold their position, but 
  that hidden survivor was able to fix himself up and 
  report back on the whereabouts of those giants.  Not one 
  of them survived when we came looking for them.  
  Captain Drex may have died, but he was a hero all the 
  way… and that’s how he wanted to go.” 
  The young man smiles a bit at the memories and then 
  regains his composure, looking at your group quizzically. 
   “Not that his death is a big secret, but why did you want 
  to know about Captain Drex?” 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 10 
  
  The guard, a strapping 18 year old, Lorran by name, is 
  just curious.  (He’s been a guard for a little over a year 
  now.)  
  If the characters mention other suspects, Lorran will 
  have heard about Krevalek and Novalis.  
  “Krevalek’s that crazy wizard on the outskirts of town, 
  and Novalis is that gambler who’s got worse luck than a 
  long-tailed cat in a room full of rocking chairs.”  
  Lorran doesn’t know where any of the other suspects 
  can be located, but he’s willing to take a statement from 
  Brie and start an investigation if the characters haven’t 
  done that already. 
  If the characters decline to tell Lorran anything, that’s 
  fine too, he’s just curious. 
  The characters may ask questions here, but Lorran, like 
  Mirabelle, doesn’t know much else, and he is on duty 
  and needs to get going.  Here are some possible 
  questions: 
  Where is Drex’s body now?  
  He came from someplace up north and his body was 
  taken back by his brothers, I honestly don’t know where 
  he finally ended up. 
  What do you know about Krevalek?  
  Not much more than the directions to his tower outside of 
  town.  I’ve only been there once or twice, usually to help 
  put out a fire or some-such.  Krevalek is a strong mage, 
  but not that wise. 
  What do you know about Novalis?  
  Fleetfoot?  He frequents several of the taverns and 
  gambling holes here in town, but I’ve no idea where he 
  lives.  Come to think of it, I’ve not seen him in a while, 
  almost two weeks now… odd, that.  Don’t get me wrong, 
  he’s not a bad sort, always friendly to me and the other 
  guards.  He’s the kind who’d rob from the rich to give to 
  the poor… and keep a little on the side to eventually 
  loose in a wager, if you know what I mean. 
  Can you make us deputies? / Can you help us in 
  any way?  (assuming they’ve told him about Kayla or 
  Krevalek.) 
  “I’ll pass your information to the Commander. He’ll 
  decide on a course of action from there. 
  Once the characters are done leaving their statements, 
  continue on below. 
  As you make your way out of the garrison, an ornate 
  coach pulled by four black horses passes by you… slows 
  down, and then finally stops about fifteen feet ahead of 
  you in the street.  The coachman, dressed in drab brown 
  livery, steps to the coach door and opens it, gesturing 
  towards your group. 
  Assuming the characters check things out, they will 
  find the coach empty and the coachman ready to assist 
  them inside.  (If anyone casts spells or uses abilities to 
  detect evil or detect thoughts at this point, the coachman is 
  a CN employee, he will not detect as evil and his 
  thoughts are simply to get the group inside the coach 
  and to their final destination by the river.)  The 
  characters will likely have questions at this time, here 
  are a few possibilities: 
  Who wants to see us?  Who do you work for?  
  My master’s name is his own, he will tell you if he 
  so desires. 
  (Detect thoughts reveals the name “my cousin” but little 
  more.) 
  Why does your master want to see us?  
  If you’ll get in, all your questions will be answered.  
  (Detect thoughts reveals “it’s in the letter” and nothing 
  more.) 
  Where are you taking us? 
  To a meeting with my master.  It won’t take long to get 
  there, perhaps two or three minutes. 
  (Detect thoughts reveals “by the riverside”.) 
  If the characters refuse to enter the coach, the 
  coachman will close the door and drive off to take their 
  “regrets” to his master.  In this case, then have them 
  attacked in the road a few seconds later.  Use the stats 
  for the assassination squad from below. 
  If the characters accept the invitation, have them sit in 
  a large, 15x15 coach.  (For game mechanics, assume 
  Brie is still with them, but if there are 6 players don’t 
  give her a spot in the coach.  A 10x15 coach should 
  realistically be able to seat 7 people easily.)  One the 
  characters are in the coach, the driver will begin 
  driving.  (The doors will also be secretly locked—a 
  listen DC 20 will allow the characters to hear a soft 
  “click” from either side of the coach as it gets started 
  moving.  The coach doors, walls, top and bottom are 
  thin wooden planks actually covering an iron bar cage 
  � Iron Bars: Hardness 10, 30 hp; Bend/Break 
  Strength DC 25.   
  The door locks can be picked with an Open Locks DC 
  25 check.)  
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 11 
  
  The coach has small 6 inch square windows covered by 
  thick velvet curtains and is intended for secrecy and 
  safety of those traveling inside. 
  In the coach is a small chest.  A key hangs from a small 
  hook on the front of the chest.  (The chest is locked 
  (Open Locks DC 25) but not trapped.)  Inside the chest 
  are a sack and a note.  When opened and counted, 
  characters will see that the sack contains enough gold 
  for each PC to get (200 gp x APL played).  The note, 
  Player Handout #1 reads as follows: 
  Dear intrepid adventurers 
  Your investigations into the missing map and the 
  missing woman are very dangerous and will likely lead 
  to your deaths.  Please accept this gold as a token of my 
  affection and my wishes that you will live a long and 
  prosperous life.  If you accept my affection, please enjoy 
  the rest of your ride in safety and security.  If you do not 
  wish to bask in your good fortune, that is your choice.  All 
  I ask is that you please leave this additional gold in the 
  coach when you reach your final destination. 
  Sincerely yours, 
  Your good cousin T. 
  Whether or not the characters actually accept the gold, 
  if they take the time to open the chest, read the 
  message and count the gold, the coachman will have 
  deposited their coach on a small barge on the banks of 
  the Velverdyva River.  The coachman will leave the 
  coach on the barge, pull a rope that sets the barge adrift 
  (which also, unbeknownst to him opens a hole that 
  will cause the barge to sink) and he will ride away, 
  bringing the horses back to their stables.  (Stables not 
  directly linked to the Family in any way.)  He believes 
  that his master will recover the barge in a few minutes 
  and does not know that his actions will cause their 
  deaths by drowning.  (Nor would he honestly care if he 
  did know…) 
  Distance in the River: The amount of distance the 
  coach begins in the water depends on APL. 
  APL 2: 30 feet 
  APL 4: 40 feet 
  APL 6: 50 feet 
  APL 8: 60 feet 
  If the characters somehow escape the cage before he 
  deposits them on the barge, the coachman will be 
  gone, having used a ring with the Refuge spell to 
  return to his master.  The coachman will use this ring if 
  the characters break out of the coach. 
  If the characters are still on the barge when the 
  coachman leaves, they will have 4 rounds as the barge 
  floats out into the river and begins to sink and then 
  another 4 rounds while their own coach fills with 
  water.  After that, please use the drowning rules in the 
  DMG on page 304. 
  If the characters are able to break out of the cage they 
  may swim to relative safety, 60 feet away. 
  As you free yourself from the coach, furtive movements on 
  the shore draw your attention.  Several shadowy figures 
  are moving quickly toward your location.  You see five 
  shapes, one much larger than the others, obviously intent 
  on doing you harm. 
  At this point the characters are either just out of the 
  river, or just past the garrison.  Either way, assume that 
  they have a long wall (or river) behind them.  The area 
  here is relatively open, (a field or small crossroads) so 
  any combat will be relatively obstacle free.  About 40 
  feet from the wall/river, there are a few 5x5 
  stands/trees that will provide cover for the attacking 
  assassination squad.  This squad (sent by Cousin 
  Thrivane) will fight to the death and recover the 
  sunken coach.  If taken prisoner, they were told that 
  Thrivane wanted them to kill some thieves who’d 
  stolen his coach and a fortune in gold. 
  APL 2 [EL 4] 
  � Archers (2): War 1; 10 hp; see Appendix One 
  � Fighters (2): War 1; 10 hp; see Appendix One 
  � Rogue (1): Rog 1; 7 hp; See Appendix One 
  APL 4 [EL 6] 
  � Archers (2): Ftr1; 12 hp; see Appendix One 
  � Fighters (2): Bbn1; 14 hp; see Appendix One 
  � Rogue (1): Rog1/Ftr1; 16 hp; See Appendix One 
  APL 6 [EL 8] 
  � Archers (2): Rog1/Ftr2; 26 hp; see Appendix One 
  � Fighters (2): Bbn2/Ftr1; 31 hp; see Appendix One 
  � Rogue (1): Rog 2/Ftr1; 21 hp; See Appendix One 
  APL 8 [EL 10] 
  � Archers (2): Rog3/Ftr2; 38 hp; see Appendix One 
  � Fighters (2): Bbn2/Ftr3; 50 hp; see Appendix One 
  � Rogue (1): Rog 3/Ftr2; 33 hp; See Appendix One 
  Investigate 
  Krevalek 
  Granite-Eye: 
  proceed to 
  Encounter Four. 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 12 
  
  Investigate 
  Maribelle 
  Truevoice: 
  proceed 
  to 
  Encounter Five. 
  Investigate Novalis Fleetfoot: proceed to Encounter 
  Seven. 
  Once the characters have gone through Encounters 
  One through Eight, please continue with Encounter 
  Nine. 
  Conclusion of Part One 
  If the characters have not discovered the “map” on 
  Brie’s cloak, read or paraphrase the following 
  Making your way back to the “Silver Lining,” the events 
  of the past day swim before your eyes.  You’ve made a few 
  discoveries concerning the map, but otherwise you’re not 
  much closer to finding Kayla O’Bannon.  You’re not even 
  sure what, exactly, the so-called “treasure” the map leads 
  to really is! 
  As Brie enters the shop and hangs her cloak on the wall 
  peg, the colorful cloak falls out of her tired hands and 
  onto the floor.  “Clumsy me.  A bad end to a bad day full 
  of—” Brie cuts herself short with a soft gasp.  As you look, 
  Brie’s face slowly changes from a blank stare into a 
  radiant smile.  She glances up at you with a look of 
  wonderment on her face and points down to the cloak, 
  lying on the floor. 
  At first, you don’t notice anything odd, until you see a 
  small, four pointed figure tucked away in the shoulder 
  section of the inner lining.  A circle with four triangles 
  sticking out at right angles to one another… much like a 
  compass mark on a map. 
  “Oh my god,” Brie mutters breathlessly.  “That’s why she 
  gave me this cloak.  The cloak lining is a copy of the map! 
   Look, there are even pull strings here!” Brie points to the 
  lower inside corners of the cloak.  If you pull these both 
  out at the same time, they’ll force the cloak to lay like 
  this!  Missus O’Bannon made a copy of the map for us!  
  But we still can’t read it!  See, there’s the roads and 
  there’s the mountains and the two little lakes, but we’ve 
  got no idea where this is.”  Brie sighs and motions for you 
  to come upstairs to second floor rooms. 
  If the characters already know that the copy of the map 
  shows the area around Irongate; skip this Encounter 
  completely and hand out the party’s treasure and 
  experience thus far.  Encourage them to go to the 
  Marketplace before continuing with Round Two. 
  As Brie leads you up to the living quarters above the 
  Silver Lining, she begins to hum a soft, wordless tune. 
  Any bard in the party will recognize a popular song 
  about Irongate, a large port in Onwal. Alternatively, a 
  DC 20 Perform [Singing] check or DC 15 Knowledge 
  [Splintered Suns] will reveal the same information. 
  Suddenly, Brie stops and her eyes widen.  “I keep trying 
  to think about what has changed, who could have known 
  about the map and been able to decipher it.  What if we 
  have the map backwards?  We keep looking for a coastal 
  town that sits on a road north of some lakes.  What if 
  those roads are something else?  Maybe waterways or 
  something?” 
  Allow the characters to chime in here, perhaps they’ll 
  break out a map (in the Gazetteer) to see where 
  Irongate (the place Lund mentioned) is located.  With 
  all information and the map available, hopefully the 
  characters will put two and two together and figure out 
  that the concepts on the map below are “reversed” with 
  the brown “roads” being sea lanes leading to and from 
  Iron Gate. 
  The “mountains” are actually uncharted reefs and 
  sandbars.  The “lakes” are actually uncharted islands, 
  and the little red X marks the spot!  Brie suggests that 
  if they get the treasure first, you might use it to ransom 
  Kayla if she still lives! At this point, please give the 
  players the treasure and experience they have earned 
  thus far and encourage them to “gear up” at the 
  Marketplace for Round Two. 
  End Part One 
   
  Treasure 
  APL 2: L: 0 gp; C: 1,300 gp; M: 0 gp. 
  APL 4: L: 0 gp; C: 1,800 gp; M: 0 gp. 
  APL 6: L: 0 gp; C: 2,600gp; M: 0 gp. 
   
  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 role-playing) to each character. 
  Encounter Two 
  Agree to help 
  APL 2 
  100 XP 
  APL 4 
  100 XP 
  APL 6 
  100 XP 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 13 
  
  APL 8 
  100 XP 
  Encounter Three 
  Investigating 
  APL 2 
  100 XP 
  APL 4 
  100 XP 
  APL 6 
  100 XP 
  APL 8 
  100 XP 
  Encounter Four 
  Investigating 
  APL 2 
  100 XP 
  APL 4 
  100 XP 
  APL 6 
  100 XP 
  APL 8 
  100 XP 
  Encounter Five 
  Investigating 
  APL 2 
  100 XP 
  APL 4 
  100 XP 
  APL 6 
  100 XP 
  APL 8 
  100 XP 
  Encounter Six 
  Investigating, defeating the thugs 
  APL 2 
  300 XP 
  APL 4 
  450 XP 
  APL 6 
  600 XP 
  APL 8 
  850 XP 
  Encounter Seven 
  Investigating 
  APL 2 
  100 XP 
  APL 4 
  100 XP 
  APL 6 
  100 XP 
  APL 8 
  100 XP 
  Encounter Eight 
  Defeat the thugs 
  APL 2 
  300 XP 
  APL 4 
  450 XP 
  APL 6 
  600 XP 
  APL 8 
  850 XP 
  Total Possible Experience: 
  APL 2 
  600 XP 
  APL 4 
  900 XP 
  APL 6 
  1,200 XP 
  APL 8 
  1,700 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 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 14 
  
  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. 
  Note: In this adventure, all treasure comes in the form 
  of rewards from the metaorganizations involved with 
  this adventure. Their gratitude is the recompense for 
  the adventures. 
  Total Possible Treasure: 
  APL 2 
   
   
   
  500 gp 
  APL 4:   
   
   
  900 gp 
  APL 6:   
   
   
  1,300 gp 
  APL 8 
   
   
   
  1,700 gp 
  Reward Notes: 
  Favor of The Family: This reward is given to all 
  characters that are members of The Family at the time 
  of this adventure. 
  Rewards on the Adventure Record 
  Items found on the Adventure Record 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 15 
  
  Appendix One: NPCs
  APL 2 
  Encounter Six (EL 3) 
  Robed Figures  (4) (War 1—CR ½), Medium 
  Humanoid (human); Male Human Warrior/1: CR 1/2; 
  Medium Humanoid; hp 10; Init +5; Spd 30; AC:14 
  (Flatfooted:13 Touch:11); base melee +1; grapple +2; +2 
  (1d6 javelin) or +4 (1d6+2 mw short sword); AL N; SV 
  Fort +3, Ref +0, Will +0; STR 14, DEX 12, CON 14, INT 
  10, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative 
  Possessions: studded leather armor, masterwork short 
  sword, javelin, 30gp 
  Street Urchin (1)(War 1—CR ½ ), Medium 
  Humanoid (human); Female Human Warrior/1: CR 
  1/2; Medium Humanoid; hp 9; Init +7; Spd 30; AC:13 
  (Flatfooted:10 Touch:13); base melee +1; grapple +2; +3 
  (1d4+1 mw dagger); AL N; SV Fort +3, Ref +0, Will +0; 
  STR 12, DEX 16, CON 12, INT 10, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative 
  Possessions: masterwork dagger, javelin, 30gp 
  Encounter Eight (EL 4) 
  Archers (2), (War 1—CR ½), Medium Humanoid 
  (human); Male Human Warrior/1: CR 1/2; Medium 
  Humanoid; hp 10; Init +5; Spd 30; AC:14 (Flatfooted:13 
  Touch:11); base melee +1; grapple +2; +4 (1d6 
  shortbow) or +2 (1d6 mw short sword); AL N; SV Fort 
  +3, Ref +0, Will +0; STR 10, DEX 16, CON 14, INT 10, 
  WIS 12, CHA 14.  
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative 
  Possessions: studded leather armor, masterwork short 
  sword, shortbow 
  Fighters (2), (War 1—CR ½), Medium Humanoid 
  (human); Male Human Warrior/1: CR 1/2; Medium 
  Humanoid; hp 10; Init +5; Spd 30; AC:14 (Flatfooted:13 
  Touch:11); base melee +1; grapple +2; +2 (1d6 javelin) 
  or +4 (1d6+2 mw short sword); AL N; SV Fort +3, Ref 
  +0, Will +0; STR 14, DEX 12, CON 14, INT 10, WIS 12, 
  CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative 
  Possessions: studded leather armor, masterwork short 
  sword, javelin 
   
  Rogue/Fighter (Rog 1—CR 1) 
   
             
   
  Medium Humanoid (human) 
  Male Human Rog1: CR 1; Medium Humanoid; hp 7; 
  Init +6; Spd 30; AC:14 (Flatfooted:12 Touch:12); base 
  melee +0; grapple +11; +3 (1d4+2, mw dagger); AL N; 
  SV Fort +1, Ref +4, Will +1; SA: sneak attack +1D6; STR 
  14, DEX 14, CON 12, INT 13, WIS 12, CHA 14. 
  Notable Skills & Feats: Bluff +4, Hide +4, Intimidate 
  +5, Jump +5, Move Silently +4, Ride +2, Sense Motive 
  +5, Sleight of Hand +5, Spot +4, Tumble +6; improved 
  initiative; 
  Possessions: 
  masterwork 
  dagger, 
  leather 
  armor
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 16 
  
  APL 4 
  Encounter Six (EL 5) 
  Robed Figures  (4), (Ftr 1—CR 1), Medium 
  Humanoid (human); Male Human Fighter/1: CR 1; 
  Medium Humanoid; hp 13; Init +5; Spd 30; AC:15 
  (Flatfooted:14 Touch:11); base melee +1; grapple +2; +2 
  (1d6 javelin) or +4 (1d6+2 mw short sword); AL N; SV 
  Fort +4, Ref +1, Will +1; STR 14, DEX 12, CON 14, INT 
  10, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative, Toughness 
  Possessions: chain shirt, masterwork short sword, javelin 
  Street Urchin (1), (Ftr 1—CR 1), Medium Humanoid 
  (human); Female Human Fighter/1: CR 1; Medium 
  Humanoid; hp 11; Init +3; Spd 30; AC:13 (Flatfooted:10 
  Touch:13); base melee +1; grapple +2; +3 (1d4+1 mw 
  dagger); AL N; SV Fort +3, Ref +3, Will +1; STR 12, 
  DEX 16, CON 12, INT 13, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Combat 
  Expertise, Improved Trip 
  Possessions: masterwork dagger 
  Encounter 8 (EL 6) 
  Archers (2), (Ftr 1—CR 1), Medium Humanoid 
  (human); Male Human Fighter/1: CR 1; Medium 
  Humanoid; hp 12; Init +1; Spd 30; AC:16 (Flatfooted:14 
  Touch:12); base melee +1; grapple +2; +3 (1d6 
  shortbow) or +2 (1d6+1 short sword); AL N; SV Fort +4, 
  Ref +2, Will +1; STR 12, DEX 14, CON 14, INT 10, 
  WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Point Blank 
  Shot, Precise Shot 
  Possessions: chain shirt, short sword, masterwork 
  shortbow 
  Fighters (2) (Brb 1—CR 1); Medium Humanoid 
  (human); Male Human Barbarian/1: CR 1; Medium 
  Humanoid; hp 14; Init +5; Spd 40; AC:15 (Flatfooted:14 
  Touch:11); base melee +1; grapple +3; +2 (1d6 javelin) 
  or +4 (1d6+2 mw short sword); AL N; SV Fort +4, Ref 
  +1, Will +1; SQ: Rage 1/day; STR 14, DEX 12, CON 14, 
  INT 10, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative 
  Possessions: chain shirt, masterwork short sword, javelin 
  Rogue/Fighter (Rog 1/Ftr 1—CR 2), Medium 
  Humanoid (human); Male Human Rog1/Ftr 1: CR 2; 
  Medium Humanoid; hp 16; Init +6; Spd 30; AC:16 
  (Flatfooted:14 Touch:12); base melee +1; grapple +3; +4 
  (1d4+2, mw dagger); AL N; SV Fort +3, Ref +4, Will +1; 
  SA: sneak attack +1D6; STR 14, DEX 14, CON 12, INT 
  13, WIS 12, CHA 14. 
  Skills and Feats: Bluff +4, Hide +4, Intimidate +5, Jump 
  +5, Move Silently +4, Ride +2, Sense Motive +5, Sleight 
  of Hand +5, Spot +4, Tumble +7; Dodge, Improved 
  Initiative 
  Possessions: 
  masterwork 
  dagger, 
  chain 
  shirt
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 17 
  
  APL 6 
  Encounter Six (EL 7) 
  Robed Figures  (4); (Brb 1/Ftr 1—CR 2), Medium 
  Humanoid (human); Male Human Barbarian 1/Fighter 
  1: CR 2; Medium Humanoid; hp 26; Init +5; Spd 40; 
  AC:16 (Flatfooted:15 Touch:11); base melee +2; grapple 
  +5; +3 (1d6 javelin) or +6 (1d8+4 +1 longsword); AL N; 
  SV Fort +6, Ref +1, Will +1; SQ: Rage 1/day; STR 16, 
  DEX 12, CON 14, INT 10, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative, Toughness 
  Possessions: +1 chain shirt, +1 longsword, javelin 
  1 Street Urchin (Rog 1/Ftr 1—CR 2 ), Medium 
  Humanoid (human); Female Human Rogue 1/ Fighter 
  1: CR 2; Medium Humanoid; hp 15; Init +3; Spd 30; 
  AC:16 (Flatfooted:13 Touch:13); base melee +1; grapple 
  +2; SA: +1d6 sneak attack, +4 (1d4+1 +1 dagger); AL N; 
  SV Fort +3, Ref +5, Will +1; STR 12, DEX 16, CON 12, 
  INT 13, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Tumble +8, Combat 
  Expertise, Improved Trip 
  Possessions: +1 bracers of armor, +1 amulet of natural armor, 
  +1 ring of protection, +1 dagger 
  Encounter 8 (EL 8) 
  2 Archers (Rog 1/Ftr 2—CR 3); Medium Humanoid 
  (human); Male Human Rogue 1/ Fighter 2: CR 3; 
  Medium Humanoid; hp 26; Init +6; Spd 30; AC:17 
  (Flatfooted:15 Touch:12); base melee +2; grapple +4; +4 
  (1d6+1, +1 shortbow) or +4 (1d8+3, +1 longsword); AL N; 
  SV Fort +4, Ref +4, Will +1;STR 14, DEX 14, CON 14, 
  INT 10, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative, Point Blank Shot, Precise Shot 
  Possessions: +1 chain shirt, +1 longsword, +1 shortbow 
  2 Fighters (Ftr 1/Brb 2—CR 3); Medium Humanoid 
  (human); Male Human Fighter 1/Barbarian 2: CR 3; 
  Medium Humanoid; hp 31; Init +5; Spd 40; AC:16 
  (Flatfooted:15 Touch:11); base melee +3; grapple +6; +4 
  (1d6 javelin) or +7 (1d8+4, +1 longsword); AL N; SV Fort 
  +7, Ref +1, Will +1; SQ: Rage 1/day, Uncanny Dodge; 
  STR 16, DEX 12, CON 14, INT 10, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Ride +5, Improved 
  Initiative, Power Attack, Cleave 
  Possessions: +1 chain shirt, +1 longsword, javelin 
  Rogue/Fighter (Rog 2/Ftr 1—CR 3), Medium 
  Humanoid (human); Male Human Rogue1/Fighter 1: 
  CR 2; Medium Humanoid; hp 21; Init +6; Spd 30; 
  AC:17 (Flatfooted:15 Touch:12); base melee +2; grapple 
  +4; +5 (1d8+3, +1 longsword); AL N; SV Fort +3, Ref +5, 
  Will +1; SA: sneak attack +1D6; STR 14, DEX 14, CON 
  12, INT 13, WIS 12, CHA 14. 
  Skills and Feats: Bluff +4, Hide +4, Intimidate +5, Jump 
  +5, Move Silently +4, Ride +2, Sense Motive +5, Sleight 
  of Hand +5, Spot +6, Tumble +8; Improved Initiative, 
  Dodge, Combat Expertise, Improved Trip 
  Possessions: +1 chain shirt, +1 longsword 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 18 
  
  APL 8 
  Skills and Feats: Intimidate +8, Jump +8, Improved 
  Initiative, Toughness, Power Attack, Cleave, Blind 
  Fight 
  Encounter Six (EL 9) 
  4 Robed Figures  (Bbn 2/Ftr 2), Medium Humanoid 
  (human); Male Human Barbarian 2/Fighter 2: CR 4; 
  Medium Humanoid; hp 42; Init +5; Spd 40; AC:21 
  (Flatfooted:20 Touch:13); base melee +4; grapple +7; +5 
  (1d6 javelin) or +8 (1d8+4 +1d6 fire, +1 flaming 
  longsword); AL N; SV Fort +8, Ref +1, Will +1; SQ: Rage 
  1/day, Uncanny Dodge; STR 17, DEX 12, CON 14, INT 
  10, WIS 12, CHA 14. 
  Possessions: +2 chain shirt, amulet of natural armor +2, 
  ring of protection +2, +1 flaming longsword, javelin 
  Rogue/Fighter (Rog3/Ftr2), Medium Humanoid 
  (human); Female Human Rogue 3/ Fighter 2: CR 5; 
  Medium Humanoid; hp 33; Init +7; Spd 30; AC:23 
  (Flatfooted:20 Touch:15); base melee +4; grapple +5; 
  SA: +2d6 sneak attack, +6 (1d4+1 +1d6 fire, +1 returning 
  flaming dagger); AL N; SV Fort +5, Ref +6, Will +2; STR 
  12, DEX 17, CON 12, INT 13, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +8, Jump +8, Improved 
  Initiative, Toughness, Power Attack, Cleave, Blind 
  Fight 
  Skills and Feats: Intimidate +4, Tumble +10, Improved 
  Initiative, Combat Expertise, Improved Trip, Dodge 
  Possessions: +2 chain shirt, amulet of natural armor +2, ring 
  of protection +2, +1 flaming longsword, javelin 
  Possessions: +2 chain shirt, amulet of natural armor +2, ring 
  of protection +2, +1 returning flaming dagger 
  1 Street Urchin (Rog 3/Ftr 1), Medium Humanoid 
  (human); Female Human Rogue 3/ Fighter 1: CR 4; 
  Medium Humanoid; hp 26; Init +7; Spd 30; AC:19 
  (Flatfooted:16 Touch:15); base melee +3; grapple +5; 
  SA: +2d6 sneak attack, +6 (1d4+2 +1d6 fire, +2 returning 
  flaming dagger); AL N; SV Fort +4, Ref +6, Will +2; STR 
  14, DEX 17, CON 12, INT 13, WIS 12, CHA 14. 
   
  Skills and Feats: Intimidate +4, Tumble +10, Improved 
  Initiative, Combat Expertise, Improved Trip, Dodge 
  Possessions: bracers of armor +2, amulet of natural armor 
  +2, ring of protection +2, +1 returning flaming dagger 
  Encounter 8 (EL 10) 
  2 Archers (Rog 3/Ftr 2), Medium Humanoid 
  (human); Male Human Rogue 3/ Fighter 2: CR 5; 
  Medium Humanoid; hp 38; Init +6; Spd 30; AC:23 
  (Flatfooted:20 Touch:15); base melee +4; grapple +6; +9 
  (1d6+1 +1d6 fire, +1 flaming shortbow) or +6 (1d8+2,  
  longsword); AL N; SV Fort +5, Ref +6, Will +2; STR 15, 
  DEX 16, CON 14, INT 10, WIS 12, CHA 14. 
  Skills and Feats: Intimidate +4, Tumble +10; Improved 
  Initiative, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (shortbow) 
  Possessions: +2 chain shirt, amulet of natural armor +2, 
  ring of protection +2, longsword, +1 flaming shortbow 
  2 Fighters (Ftr 3/Brb 2), Medium Humanoid 
  (human); Male Human Barbarian 2/Fighter 3: CR 5; 
  Medium Humanoid; hp 50; Init +5; Spd 40; AC:21 
  (Flatfooted:20 Touch:13); base melee +5; grapple +8; +6 
  (1d6 javelin) or +9 (1d8+4 +1d6 fire, +1 flaming 
  longsword); AL N; SV Fort +8, Ref +2, Will +2; SQ: Rage 
  1/day, Uncanny Dodge; STR 17, DEX 12, CON 14, INT 
  10, WIS 12, CHA 14. 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 19 
  
  Appendix Two: New Rules
  No new rules 
  VERS6-01: Crewel Intentions – Part One (Winter War version)Page 20 
  
   
  Appendix Three: Legwork 
  At various points throughout this adventure, the characters will want to find out more information about certain topics. 
  Have them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge 
  skills may be used, in addition to the ones listed, at the DM’s discretion. The DM is reminded that each Gather 
  Information check takes 1d4+1 hours.  All DCs are increased by +5 for Bardic Knowledge checks. 
  Verbobonc – General Information and Current Events: (Bardic Knowledge, Gather Information, Knowledge [Local: 
  VTF]).  
  DC 0: Verbobonc is suffering from the effects of an unusually harsh winter, which begin in early Patchwall. The 
  early winter destroyed much of the Viscounty’s food crop, before the farmers could complete their harvest. 
  DC 5: Lord Saflynd has announced that his eldest son, Daffyd, is to marry. They are searching for the right lady for 
  him. 
  DC 7: The town of Tristane, located in the southwestern part of the Viscounty, was recent found completely 
  abandoned. There is no word on what happened to the citizens, but some rumors say that one of the citizens awoke 
  an ancient spirit. Other rumors say they were captured by slavers in league with the orcs of the Black Spike, which 
  have been in evidence in the Gnarley Forest and other places. 
  DC 10: Early this year, a food riot erupted in Verbobonc City as commoners, tired of the nobilities apparent lack of 
  concern, stormed the capitol of Verbobonc. The Gentlemen of the Watch, the Mounted Borderers, and even the 
  noble house guards were called in force to suppress the uprising. 
  DC 12: A large group of travelers where discovered murdered recently on Lord Avgustin’s lands. The crime is 
  commonly referred to as the Brewfest Massacre of Humming’s End. Rumor has it a former paladin in the service of 
  Lord Shannus is responsible. 
  DC 15: During the war last year, a group of brave adventurers journeyed to a plane of evil and recovered the 
  missing Revnash Splinter, a holy artifact of Saint Cuthbert. 
  DC 17: Emissaries have been sent looking for the druids of the Old Faith to aid in abating the harshness of winter’s 
  effects. So far, all requests for assistance has fallen on deaf ears.  Likewise with the elven clans of the Gnarley, who 
  have began taking a more militant stance against the perceived incursions by the towns that have sprung up in the 
  great forest. 
  DC 20: Rumor has it the Elven Clans of the Gnarley have received ambassadors from the isolationist Kingdom of 
  Celene, which lies south of the Viscounty.  
  DC 22: Someone has been buying up all the silver in Verbobonc. Accusations by Shannus have been made against 
  the lycanthropes of the Ironwood, who – it is said – are buying it so that it will not be used against them when they 
  launch their attack. 
  DC 25:  Someone is making a power play for leadership of the Verbobonc underworld.  
   
    
    
    
   
   
   
   
   
  VERS6-01: Crewel Intentions – Part One (Winter War) 
   
  Page 21 
  
   
  DM’s Maps 
  The Map
  VERS6-01: Crewel Intentions – Part One (Winter War) 
   
  Page 22 
  
   
  Player Handout #1 
  Letter from Cousin “T” 
  Dear intrepid adventurers, 
  Your investigations into the missing map and the missing woman are very dangerous and will likely 
  lead to your deaths.  Please accept this gold as a token of my affection and my wishes that you 
  will live a long and prosperous life.  If you accept my affection, please enjoy the rest of your ride 
  in safety and security.  If you do not wish to bask in your good fortune, that is your choice.  All I 
  ask is that you please leave this additional gold in the coach when you reach your final destination. 
  Sincerely yours, 
  Your good cousin T.  
   
  VERS6-01: Crewel Intentions – Part One (Winter War) 
   
  Page 23 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERS6-01 Crewel Intentions - Part 1 (3E).pdf