TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Deep Pearl
  Deep Pearl
  Deep Pearl
  Deep Pearl    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
      
   
  by Brad P. Hudson
  by Brad P. Hudson
  by Brad P. Hudson
  by Brad P. Hudson    
   
   
   
   
   
   
  The Knightly Conclave needs to find a stolen gem to secure the future safety of Chendl. So why is the Noble Council 
  getting in the way? The PCs receive a dose of petty politics in a role-playing intensive adventure for characters levels 1-4. 
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  Deep Pearl 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGRRRREYHAWK
  EYHAWK
  EYHAWK
  EYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle 
  Cost 
  Skill Modifier 
  Destitute  
  14 sp 
   
  -2 
  Poor  
   
  43 sp 
   
  -1 
  Common  
  3 gp 
   
   0 
  High 
   
  250 gp 
   
  +1 
  Luxury 
   
  500 gp 
   
  +2 
  
   
  Deep Pearl 
   
  Page 3 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  Deep pearls are unique jewels formed far underground 
  inside of a rare, pool-dwelling species of oyster. Deep 
  pearls are tinted with a distinct violet hue that easily 
  marks them from normal pearls, and they are usually 
  larger than a normal pearl (a result of the heavy sediment 
  in most underground waterways). Finding the oysters 
  that create deep pearls is hard—finding one with a proper 
  deep pearl, even harder. So when a small team of dwarves 
  examining a new mineshaft in the Lortmils happened 
  upon a small pool of the mollusks, and when they found a 
  fine quality deep pearl inside one of these mollusks, word 
  quickly spread. 
   
  The news soon reached the royal city of Chendl, and 
  King Belvor’s Chamber of Four. It was welcome news, for 
  the 
  Chamber—Belvor’s 
  personal 
  quartet 
  of 
  elementalists—have been seeking a deep pearl for some 
  time. Karzalin, head of the Chamber of Four, has been 
  secretly preparing a series of powerful wards and 
  protective spells, which he eventually intends to cast 
  upon the walls of Chendl. Once in place, Karzalin hopes 
  the spells will protect the city against future sieges of the 
  type that crippled the Kingdom during the Greyhawk 
  Wars. While Belvor is not wholly in support of such a 
  move, Karzalin’s influence is such that the idea is being 
  considered.  
   
  Karzalin has managed to wrap a myriad of spells into 
  a single solemn, complex magical ceremony, and has 
  been making plans to execute it. To accomplish this, he 
  has been trying to gather the necessary spell components. 
  The ceremony requires a number of rare and expensive 
  components. One particular component that had eluded 
  him and thwarted the Chamber’s plans to protect the city, 
  was a single deep pearl. 
   
  Upon hearing of the dwarves’ discovery, Karzalin 
  quickly dispatched diplomats to the Lortmils to bargain 
  for the pearl. Negotiations ensued, a fair price was 
  determined, and the deep pearl was acquired. Chendl was 
  one step closer to being safe. 
   
  Meanwhile, word of the deep pearl’s discovery had 
  reached other ears. Small pockets of worshippers of 
  Beltar, the Suel goddess of caves, pits, and malice, lurk in 
  many places on Oerth. One of these pockets thrives in the 
  Lortmils, a range threaded by the kinds of caves, pits, and 
  caverns that Beltar rules over, and the kinds of places 
  where the deep pearl was found. Indeed, to worshippers 
  of Beltar, deep pearls are sacred relics; objects of 
  immeasurable worth placed by the goddess herself in the 
  deepest pools of the deepest parts of Her realm.  
   
  The head of the cult of Beltar in the Lortmils, a 
  deviously intelligent half-orc named Paeder Darklin, 
  wasted no time in trying to acquire the deep pearl. Three 
  dwarven followers of Beltar attempted to steal the pearl, 
  but they were too late—it was already heading for 
  Chendl. Furious, Paeder dispatched his daughter, Katiss, 
  along with two trusted acolytes and a small contingent of 
  humanoids loyal to Beltar. Katiss was charged with 
  getting the deep pearl swiftly and quietly, and by any 
  means necessary.  
   
  Paeder also sent word to Laircon Darkblade, a thief 
  and fence in Chendl whom Paeder—once a resident of 
  Furyondy—knew was sympathetic to the church of 
  Beltar. Laircon set to work talking to his contacts, finding 
  out anything he could about the pearl or the city’s plans 
  for it. Information was scarce, and he learned little—
  except for the name of a jeweler, Oben Gemsetter. 
  Gemsetter had done work for the King in the past. He 
  was knowledgeable in rare and special gems and would 
  know a deep pearl if he saw one. It was possible that, in 
  some capacity, Oben would be called upon when the deep 
  pearl reached Chendl.  
   
  Having nothing else to go on, Laircon began to 
  watch the jeweler’s shop. When Katiss and her entourage 
  arrived, the watch began a stakeout. They watched the 
  shop for the better part of two weeks, and eventually, 
  their persistence paid off. Not only did agents of the King 
  arrive at the shop under cover of night, but the deep pearl 
  was in their possession for Gemsetter to authenticate. 
  Laircon acted quickly, dispatching the King’s agents 
  (including a minor Knight of the Hart) and retrieving the 
  pearl. He and several of Katiss’ orcs also abducted Oben 
  Gemsetter, to authenticate the pearl for themselves. They 
  are now hiding out in Laircon’s warehouse, waiting for 
  the heat to die down so that they can steal the deep pearl 
  out of Chendl, and deliver it to Paeder. 
   
  The City of Chendl
  The City of Chendl
  The City of Chendl
  The City of Chendl    
  This scenario takes place in Chendl, royal capital of the 
  Kingdom of Furyondy. Chendl is a city newly rebuilt, 
  having just recovered from the terrible siege of the 
  Greyhawk Wars. Prices are always double the prices listed 
  in the PHB, and quality items can be triple PHB prices. 
   
  The Royal Capital of Chendl is located at the center 
  of Fairwain Province. Chendl is a most magnificent city, 
  designed from ground up with architectural elegance and 
  precision. Chendl sports strong walls and has wide canals, 
  hanging gardens, broad boulevards, elegant sculptures, 
  and ample public parks. Continual flame lanterns shine 
  brightly along richer boulevards. The City Guard keeps 
  the peace, controls the riff-raff, and makes sure the laws of 
  the city are strictly enforced. 
   
  King Belvor IV lives in Chendl in a majestic palace of 
  gold-veined white marble, with a central gleaming 
  transparent dome filled with exotic plants and birds. The 
  Palace grounds hold a temple to Heironeous, the god of 
  valor.  
   
  The citizens of Chendl are very law abiding and the 
  city's alignment is strongly Lawful Good. Chendl has a 
  sordid side, but not a very large one—there are no real 
  slums or shadier districts, and the Thieves' Guild is 
  struggling to survive. Only the most daring of rogues can 
  make a profit in the city.  
   
  Heironeous is the major faith in Chendl, and High 
  Priest Garaeth Heldenster is a major ally of the King. 
  Other notable religions in Chendl include St. Cuthbert, 
  
   
  Deep Pearl 
   
  Page 4 
  Rao, Trithereon, and Delleb; each of them has a major 
  temple within the city. 
   
  Politics
  Politics
  Politics
  Politics    
  There are two major political forces working under the 
  King in Chendl—the Noble Council and the Knightly 
  Conclave. 
   
  Noble Council:
  Noble Council:
  Noble Council:
  Noble Council: The King's direct cadre of advisors is 
  known as the Noble Council. The Council is made up of 
  members of Furyondy's "Seven Families," one member 
  representing each of the provinces outside of Fairwain 
  (the King himself represents Fairwain’s interests). If any 
  group wields as much power in Furyondy as the King 
  does, it would be the Council. 
   
  Gilbair le Ronde, who plays a significant off-stage 
  part in this module, represents the Duchy of the Reach on 
  the Council. He is known as a cunning diplomat, and an 
  insatiable epicure.  
   
  Knightly Conclave:
  Knightly Conclave:
  Knightly Conclave:
  Knightly Conclave: A group of minor and impotent 
  nobles who debate issues and offers their "advice" to the 
  King. While the King relies on their support, the power 
  these nobles wield is limited, at best, and they fall well 
  below the Noble Council in both power and influence. 
  Their main speaker goes by the ridiculously formal and 
  archaic name of the "Cerise Pursuivant Dragon."  
      
  The Noble Council is always looking for ways to 
  curry favor with Belvor, and perhaps boost their power 
  and influence. Deep Pearl represents one such attempt. 
   
  Gaming in Chendl
  Gaming in Chendl
  Gaming in Chendl
  Gaming in Chendl    
  Coinage:
  Coinage:
  Coinage:
  Coinage: While in the borders of the Kingdom, prices 
  will be stated in Furyondian coinage: paladin, platinum; 
  wheatsheaf (or “sheaf”), gold; knight, electrum; sheridan, 
  silver; common, copper. 
      
  Reaction Adjustments:
  Reaction Adjustments:
  Reaction Adjustments:
  Reaction Adjustments: The people of Chendl do not 
  like any reminders of the siege or the Wars. For this 
  reason, half-orcs are particularly disliked—Iuz’s armies 
  contained large numbers of goblinoids, including orcs 
  and half-orcs. DMs should role-play these reactions and 
  impose situation modifiers to ability checks as 
  appropriate. 
   
  Within Chendl, barbarians are sometimes spurned as 
  uncouth savages, ill fitting the high-class society of the 
  city. Ranked nobles will interact with barbarian PCs with 
  an obvious level of disdain, and the DM should role-play 
  these situations appropriately. 
   
  In addition, crude or uncouth PCs—especially 
  barbarians—are looked down upon distastefully in 
  Chendl, where money and class rule. Barbarians, 
  especially, will face rudeness and insult as they travel the 
  city. Role-play encounters with barbarian PCs to reflect 
  this. 
   
  This leaves half-orc barbarians in a poor situation in 
  Chendl. Some in Chendl will refuse to speak with them; 
  others will actively avoid them.  
   
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis
  Adventure Synopsis    
  The PCs are staying at the Rusty Pommel, the most 
  affordable inn in Chendl, when Helissa Darwoden, an 
  agent of the Knightly Conclave, approaches them. Helissa 
  wants to hire the PCs on the Conclave’s behalf to track 
  down a stolen object—a deep pearl. The object was stolen 
  from Oben Gemsetter’s workshop, where it was taken for 
  appraisal and authentication. A Knight of the Hart and 
  two of the King’s men were killed in the robbery and 
  Oben is missing. Helissa agrees to pay the PCs 40 
  wheatsheaf if they find the pearl. 
   
  Oben Gemsetter’s shop will be the first obvious place 
  to look for clues. The shop looks as if it has been robbed, 
  but little is missing, save for the deep pearl. The alleyway 
  door is open, and out back the PCs may discover their 
  first clues—a carved symbol, and a trail of footprints. 
   
  Questioning shopkeepers whose shops are nearby 
  will reveal some clues as to the identity of the thieves, as 
  well as point towards another clue—an orcish cleric of 
  Beltar, hiding in an abandoned storefront. The orc carries 
  on him a map that, when combined with the clues in the 
  alleyway behind Oben’s shop, will lead the PCs to the 
  thieves’ hideout. 
   
  Meanwhile, another interested party arrives on the 
  scene—a group of adventurers hired by the Noble 
  Council. A potential face-off ensues, and the PCs may find 
  themselves arrested, or worse, if they’re not careful.  
   
  Finally, the PCs will make their way to the 
  warehouse district. The thieves are hiding in this district, 
  waiting for the heat to die down before smuggling the 
  pearl out of Chendl. The PCs face hobgoblin guards 
  before their final confrontation with the clerics who stole 
  the pearl.  
   
   
  PCs Introduction: One day, in 
  PCs Introduction: One day, in 
  PCs Introduction: One day, in 
  PCs Introduction: One day, in 
  the Rusty Pommel. 
  the Rusty Pommel. 
  the Rusty Pommel. 
  the Rusty Pommel.     
  The PCs have made their way, either individually or as a 
  group, to Chendl, the royal capitol of Furyondy. As they 
  are poor adventurers, not rich nobles, they have all taken 
  rooms at the Rusty Pommel, the cheapest inn in the city. 
  Run by a gruff dwarf named Mundo Steelslinger (male 
  dwarf Ftr3), the Pommel is the closest thing in the city to 
  the typical tavern frequented by adventurers. 
   
  Read or paraphrase the following to begin the 
  adventure: 
   
  Life is expensive in the grand and beautiful city of Chendl, 
  Life is expensive in the grand and beautiful city of Chendl, 
  Life is expensive in the grand and beautiful city of Chendl, 
  Life is expensive in the grand and beautiful city of Chendl, 
  even when 
  even when 
  even when 
  even when you are just visiting. The city is not only the capital 
  you are just visiting. The city is not only the capital 
  you are just visiting. The city is not only the capital 
  you are just visiting. The city is not only the capital 
  of the nation, but a center of both noble society and powerful 
  of the nation, but a center of both noble society and powerful 
  of the nation, but a center of both noble society and powerful 
  of the nation, but a center of both noble society and powerful 
  religion, and nearly everything about the city reflects this, 
  religion, and nearly everything about the city reflects this, 
  religion, and nearly everything about the city reflects this, 
  religion, and nearly everything about the city reflects this, 
  including the prices
  including the prices
  including the prices
  including the prices—
  —
  —
  —some inns are three, four, even five 
  some inns are three, four, even five 
  some inns are three, four, even five 
  some inns are three, four, even five 
  times the cost of
  times the cost of
  times the cost of
  times the cost of a room anywhere else in Furyondy!
   a room anywhere else in Furyondy!
   a room anywhere else in Furyondy!
   a room anywhere else in Furyondy!    
      
  This is why you are here at the Rusty Pommel this fine 
  This is why you are here at the Rusty Pommel this fine 
  This is why you are here at the Rusty Pommel this fine 
  This is why you are here at the Rusty Pommel this fine 
  morning. In a city where everything is a luxury, the Rusty 
  morning. In a city where everything is a luxury, the Rusty 
  morning. In a city where everything is a luxury, the Rusty 
  morning. In a city where everything is a luxury, the Rusty 
  Pommel is a relief to the weary coin pouch. The Pommel is a 
  Pommel is a relief to the weary coin pouch. The Pommel is a 
  Pommel is a relief to the weary coin pouch. The Pommel is a 
  Pommel is a relief to the weary coin pouch. The Pommel is a 
  very plain inn located very near the barracks 
  very plain inn located very near the barracks 
  very plain inn located very near the barracks 
  very plain inn located very near the barracks for the city 
  for the city 
  for the city 
  for the city 
  garrison, and caters to the soldiers who are housed nearby. The 
  garrison, and caters to the soldiers who are housed nearby. The 
  garrison, and caters to the soldiers who are housed nearby. The 
  garrison, and caters to the soldiers who are housed nearby. The 
  
   
  Deep Pearl 
   
  Page 5 
  beds are cheap, the food is simple, and the innkeeper is gruff
  beds are cheap, the food is simple, and the innkeeper is gruff
  beds are cheap, the food is simple, and the innkeeper is gruff
  beds are cheap, the food is simple, and the innkeeper is gruff—
  —
  —
  —
  this is practically “roughing it” by the standards of Chendl 
  this is practically “roughing it” by the standards of Chendl 
  this is practically “roughing it” by the standards of Chendl 
  this is practically “roughing it” by the standards of Chendl 
  society. But it is clean, and relatively rat
  society. But it is clean, and relatively rat
  society. But it is clean, and relatively rat
  society. But it is clean, and relatively rat----free. The 
  free. The 
  free. The 
  free. The ale is good 
  ale is good 
  ale is good 
  ale is good 
  enough for young, poor adventurers, such as you.
  enough for young, poor adventurers, such as you.
  enough for young, poor adventurers, such as you.
  enough for young, poor adventurers, such as you.    
      
  The crowd is particularly sparse this morning. The 
  The crowd is particularly sparse this morning. The 
  The crowd is particularly sparse this morning. The 
  The crowd is particularly sparse this morning. The 
  patrons who are here are enjoying a breakfast of bread and 
  patrons who are here are enjoying a breakfast of bread and 
  patrons who are here are enjoying a breakfast of bread and 
  patrons who are here are enjoying a breakfast of bread and 
  sausages. Two men, farmers by the look of them, occupy one 
  sausages. Two men, farmers by the look of them, occupy one 
  sausages. Two men, farmers by the look of them, occupy one 
  sausages. Two men, farmers by the look of them, occupy one 
  table, and a young woman,
  table, and a young woman,
  table, and a young woman,
  table, and a young woman, thin and brown
   thin and brown
   thin and brown
   thin and brown----haired and 
  haired and 
  haired and 
  haired and 
  dressed in fashionable clothing, sits at another. She seems to be 
  dressed in fashionable clothing, sits at another. She seems to be 
  dressed in fashionable clothing, sits at another. She seems to be 
  dressed in fashionable clothing, sits at another. She seems to be 
  eyeing the room with curiosity.
  eyeing the room with curiosity.
  eyeing the room with curiosity.
  eyeing the room with curiosity.    
      
  As you eat, the young woman gets up, and slowly makes 
  As you eat, the young woman gets up, and slowly makes 
  As you eat, the young woman gets up, and slowly makes 
  As you eat, the young woman gets up, and slowly makes 
  her way to your table. She drops a single wheatsheaf in front of 
  her way to your table. She drops a single wheatsheaf in front of 
  her way to your table. She drops a single wheatsheaf in front of 
  her way to your table. She drops a single wheatsheaf in front of 
  you, polish
  you, polish
  you, polish
  you, polished and new.
  ed and new.
  ed and new.
  ed and new.    
      
  “I need someone to perform a task for me,” she says. “If 
  “I need someone to perform a task for me,” she says. “If 
  “I need someone to perform a task for me,” she says. “If 
  “I need someone to perform a task for me,” she says. “If 
  you’re of the inclination to do a good deed and earn some 
  you’re of the inclination to do a good deed and earn some 
  you’re of the inclination to do a good deed and earn some 
  you’re of the inclination to do a good deed and earn some 
  ‘sheafs, meet me in an hour’s time at the King’s Arms Tavern. 
  ‘sheafs, meet me in an hour’s time at the King’s Arms Tavern. 
  ‘sheafs, meet me in an hour’s time at the King’s Arms Tavern. 
  ‘sheafs, meet me in an hour’s time at the King’s Arms Tavern. 
  Tell the innkeeper you’re meeting Helissa.” She turns to leave, 
  Tell the innkeeper you’re meeting Helissa.” She turns to leave, 
  Tell the innkeeper you’re meeting Helissa.” She turns to leave, 
  Tell the innkeeper you’re meeting Helissa.” She turns to leave, 
  no
  no
  no
  not waiting for a response.
  t waiting for a response.
  t waiting for a response.
  t waiting for a response.    
   
   
  Encounter One: Hired
  Encounter One: Hired
  Encounter One: Hired
  Encounter One: Hired    
  The woman is Helissa Darwoden
  Helissa Darwoden
  Helissa Darwoden
  Helissa Darwoden (human Clr 3 [Rudd]; 
  Cha 14; Diplomacy +5), a representative of the Knightly 
  Conclave charged with finding some adventurers—cheap 
  but trustworthy adventurers—to track down the deep 
  pearl under their authority. A carefully worded augury led 
  Helissa to the Rusty Pommel, and a quick, quiet negative 
  reading with detect evil spell tagged the PCs as non-evil, 
  and therefore trustworthy. As Helissa worships Rudd, the 
  god of chance and fortune, she followed the signs and 
  offered the PCs the job.  
   
  Helissa will not answer any questions, slipping away 
  once her message is delivered. If she is somehow 
  convinced to answer questions, she is coy and secretive, 
  and insisting that everything will be answered at the 
  King’s Arms.  
   
  The King’s Arms is a tall two-story building 
  surrounded by a short wall in the more aristocratic 
  section of Chendl. The inn is set against the inner wall, 
  near the royal palace. It is a lavish inn, the preferred 
  lodging for visiting dignitaries, wealthy adventurers, and 
  minor nobles not important enough to have gotten a 
  room at Sutter’s (Furyondy’s premier inn and restaurant). 
  Prices at Sutter’s are triple their Player’s Handbook 
  equivalents.  
   
  This time of morning, the Arms sits in the shadow of 
  the wall of the king’s floating gardens. If the PCs ride up 
  on horses, a young stable hand appears when they enter 
  the courtyard and offer to take their mounts, expecting a 
  tip in return. 
   
  Inside the King’s Arms, the innkeeper, a fussy but 
  congenial half-elf named Atrien Gullfeather (male Com2; 
  Cha 12) greets them. Atrien looks at them askance—
  unless the PCs are very well attired, they are not the kind 
  of people who normally frequent the King’s Arms—but 
  as soon as they mention Helissa he smiles, and shows 
  them to a large room in back. Inside, a large table has 
  been covered in royal purple cloth and set with two 
  pitchers of wine and enough goblets (crystal and gold-
  edged) for all of the PCs, plus one. The wine is dark, and 
  of a fine vintage. Atrien directs the PCs to have a seat and 
  some wine, and leaves. If the PCs ask him anything about 
  Helissa, Atrien pleads ignorance. 
   
  Once all the PCs have arrived, read the following: 
   
  The woman who approached you at the Rusty Pommel enters 
  The woman who approached you at the Rusty Pommel enters 
  The woman who approached you at the Rusty Pommel enters 
  The woman who approached you at the Rusty Pommel enters 
  the room
  the room
  the room
  the room quietly. She scrutinizes each of you in turn, silently, 
   quietly. She scrutinizes each of you in turn, silently, 
   quietly. She scrutinizes each of you in turn, silently, 
   quietly. She scrutinizes each of you in turn, silently, 
  before taking an empty chair. 
  before taking an empty chair. 
  before taking an empty chair. 
  before taking an empty chair.     
      
  “You were each inspected from afar before you were 
  “You were each inspected from afar before you were 
  “You were each inspected from afar before you were 
  “You were each inspected from afar before you were 
  approached, so I know that none of you harbor any great evil. 
  approached, so I know that none of you harbor any great evil. 
  approached, so I know that none of you harbor any great evil. 
  approached, so I know that none of you harbor any great evil. 
  But before I continue, I must have your word that what
  But before I continue, I must have your word that what
  But before I continue, I must have your word that what
  But before I continue, I must have your word that what I am 
   I am 
   I am 
   I am 
  about to say shall not go beyond these walls. Do you volunteer 
  about to say shall not go beyond these walls. Do you volunteer 
  about to say shall not go beyond these walls. Do you volunteer 
  about to say shall not go beyond these walls. Do you volunteer 
  your secrecy?”
  your secrecy?”
  your secrecy?”
  your secrecy?”    
   
  Helissa looks at each PC in turn, and waits for a verbal 
  assent. If any PC refuses, Helissa will not go on, insisting 
  that the PC leave. She will not answer any questions until 
  they do so. Once all the PCs have all agreed (or been 
  dismissed), she continues: 
    
  “Thank you, strangers. My name is Helissa, and I called you 
  “Thank you, strangers. My name is Helissa, and I called you 
  “Thank you, strangers. My name is Helissa, and I called you 
  “Thank you, strangers. My name is Helissa, and I called you 
  here at the behest of the Knightly Conclave, under orders from 
  here at the behest of the Knightly Conclave, under orders from 
  here at the behest of the Knightly Conclave, under orders from 
  here at the behest of the Knightly Conclave, under orders from 
  the Cerise Pursuvient Dragon herself. Know t
  the Cerise Pursuvient Dragon herself. Know t
  the Cerise Pursuvient Dragon herself. Know t
  the Cerise Pursuvient Dragon herself. Know that I speak with 
  hat I speak with 
  hat I speak with 
  hat I speak with 
  their authority this morning, in their name, and with their 
  their authority this morning, in their name, and with their 
  their authority this morning, in their name, and with their 
  their authority this morning, in their name, and with their 
  interests in mind.”
  interests in mind.”
  interests in mind.”
  interests in mind.”    
   
  The DM should pause at this point. Allow the PCs a 
  moment to introduce their characters, both to Helissa, 
  and to the rest of the group, if necessary. Also, as we are 
  not expecting many players to be familiar with the details 
  of Furyondian society or local political figures, feel free to 
  clarify what the Knightly Conclave is and who the 
  Dragon is, using the information in the sidebar as 
  appropriate. 
   
  “I’m sure y
  “I’m sure y
  “I’m sure y
  “I’m sure you all remember the terrible siege Chendl suffered 
  ou all remember the terrible siege Chendl suffered 
  ou all remember the terrible siege Chendl suffered 
  ou all remember the terrible siege Chendl suffered 
  during the War. There are few that can forget. Indeed, plans 
  during the War. There are few that can forget. Indeed, plans 
  during the War. There are few that can forget. Indeed, plans 
  during the War. There are few that can forget. Indeed, plans 
  have been in the works since the siege, plans that would assure 
  have been in the works since the siege, plans that would assure 
  have been in the works since the siege, plans that would assure 
  have been in the works since the siege, plans that would assure 
  such a thing could never again. While I can’t share many of 
  such a thing could never again. While I can’t share many of 
  such a thing could never again. While I can’t share many of 
  such a thing could never again. While I can’t share many of 
  the details, I can t
  the details, I can t
  the details, I can t
  the details, I can tell you that it has been guided by Karzalin, 
  ell you that it has been guided by Karzalin, 
  ell you that it has been guided by Karzalin, 
  ell you that it has been guided by Karzalin, 
  the wise head of the king’s own Chamber of Four, and that 
  the wise head of the king’s own Chamber of Four, and that 
  the wise head of the king’s own Chamber of Four, and that 
  the wise head of the king’s own Chamber of Four, and that 
  should he succeed, Chendl would be safe forevermore.
  should he succeed, Chendl would be safe forevermore.
  should he succeed, Chendl would be safe forevermore.
  should he succeed, Chendl would be safe forevermore.    
      
  “The problem has been spell components. The spells 
  “The problem has been spell components. The spells 
  “The problem has been spell components. The spells 
  “The problem has been spell components. The spells 
  needed to properly protect Chendl require costly
  needed to properly protect Chendl require costly
  needed to properly protect Chendl require costly
  needed to properly protect Chendl require costly, hard
  , hard
  , hard
  , hard----totototo----find 
  find 
  find 
  find 
  components, and Karzalin has spent the better part of two 
  components, and Karzalin has spent the better part of two 
  components, and Karzalin has spent the better part of two 
  components, and Karzalin has spent the better part of two 
  years collecting them. One of these items is an almost unique 
  years collecting them. One of these items is an almost unique 
  years collecting them. One of these items is an almost unique 
  years collecting them. One of these items is an almost unique 
  gem, a pearl found in only the deepest caves and pits on 
  gem, a pearl found in only the deepest caves and pits on 
  gem, a pearl found in only the deepest caves and pits on 
  gem, a pearl found in only the deepest caves and pits on 
  Oerth
  Oerth
  Oerth
  Oerth—
  —
  —
  —a deep pearl. 
  a deep pearl. 
  a deep pearl. 
  a deep pearl.     
      
  “I don’t expect you to know what deep pear
  “I don’t expect you to know what deep pear
  “I don’t expect you to know what deep pear
  “I don’t expect you to know what deep pearls are; their 
  ls are; their 
  ls are; their 
  ls are; their 
  rarity is such that most have never heard of them. But they do 
  rarity is such that most have never heard of them. But they do 
  rarity is such that most have never heard of them. But they do 
  rarity is such that most have never heard of them. But they do 
  exist, and a single deep pearl is one of the things Karzalin and 
  exist, and a single deep pearl is one of the things Karzalin and 
  exist, and a single deep pearl is one of the things Karzalin and 
  exist, and a single deep pearl is one of the things Karzalin and 
  his Chamber needs to cast the wards that will protect the city.
  his Chamber needs to cast the wards that will protect the city.
  his Chamber needs to cast the wards that will protect the city.
  his Chamber needs to cast the wards that will protect the city.    
      
  “Fortunately, their need for a deep pearl was rec
  “Fortunately, their need for a deep pearl was rec
  “Fortunately, their need for a deep pearl was rec
  “Fortunately, their need for a deep pearl was recently 
  ently 
  ently 
  ently 
  filled. A clan of dwarves in the Lortmils discovered a deep 
  filled. A clan of dwarves in the Lortmils discovered a deep 
  filled. A clan of dwarves in the Lortmils discovered a deep 
  filled. A clan of dwarves in the Lortmils discovered a deep 
  pearl in one of their deeper mineshafts. Agents of the crown 
  pearl in one of their deeper mineshafts. Agents of the crown 
  pearl in one of their deeper mineshafts. Agents of the crown 
  pearl in one of their deeper mineshafts. Agents of the crown 
  moved quickly to acquire it, and to bring it to Chendl. Once 
  moved quickly to acquire it, and to bring it to Chendl. Once 
  moved quickly to acquire it, and to bring it to Chendl. Once 
  moved quickly to acquire it, and to bring it to Chendl. Once 
  here, the King sent it to a jeweler, Oben Gemsetter, a man 
  here, the King sent it to a jeweler, Oben Gemsetter, a man 
  here, the King sent it to a jeweler, Oben Gemsetter, a man 
  here, the King sent it to a jeweler, Oben Gemsetter, a man 
  who has s
  who has s
  who has s
  who has shown loyalty to the crown in the past. This jeweler 
  hown loyalty to the crown in the past. This jeweler 
  hown loyalty to the crown in the past. This jeweler 
  hown loyalty to the crown in the past. This jeweler 
  was to properly appraise the pearl, to verify its identity
  was to properly appraise the pearl, to verify its identity
  was to properly appraise the pearl, to verify its identity
  was to properly appraise the pearl, to verify its identity—
  —
  —
  —the 
  the 
  the 
  the 
  spell’s needs are specific, and casting it without a true deep 
  spell’s needs are specific, and casting it without a true deep 
  spell’s needs are specific, and casting it without a true deep 
  spell’s needs are specific, and casting it without a true deep 
  pearl would ruin years of preparation. 
  pearl would ruin years of preparation. 
  pearl would ruin years of preparation. 
  pearl would ruin years of preparation.     
  
   
  Deep Pearl 
   
  Page 6 
  “But there has been a ... complication
  “But there has been a ... complication
  “But there has been a ... complication
  “But there has been a ... complication. . . .     
      
  “Last night, two of the Karzalin’s men carried the pearl to 
  “Last night, two of the Karzalin’s men carried the pearl to 
  “Last night, two of the Karzalin’s men carried the pearl to 
  “Last night, two of the Karzalin’s men carried the pearl to 
  Oben Gemsetter, and a Knight of Furyondy, Sir Nigel, was 
  Oben Gemsetter, and a Knight of Furyondy, Sir Nigel, was 
  Oben Gemsetter, and a Knight of Furyondy, Sir Nigel, was 
  Oben Gemsetter, and a Knight of Furyondy, Sir Nigel, was 
  sent to protect it. Less than an hour after they were to have 
  sent to protect it. Less than an hour after they were to have 
  sent to protect it. Less than an hour after they were to have 
  sent to protect it. Less than an hour after they were to have 
  returned, however, a guardsman found the shop in ruins. Sir 
  returned, however, a guardsman found the shop in ruins. Sir 
  returned, however, a guardsman found the shop in ruins. Sir 
  returned, however, a guardsman found the shop in ruins. Sir 
  Nigel is dead
  Nigel is dead
  Nigel is dead
  Nigel is dead, poisoned from behind. The king’s men have had 
  , poisoned from behind. The king’s men have had 
  , poisoned from behind. The king’s men have had 
  , poisoned from behind. The king’s men have had 
  their throats slit. Oben Gemsetter has gone missing. So, too, 
  their throats slit. Oben Gemsetter has gone missing. So, too, 
  their throats slit. Oben Gemsetter has gone missing. So, too, 
  their throats slit. Oben Gemsetter has gone missing. So, too, 
  has the pearl.
  has the pearl.
  has the pearl.
  has the pearl.    
      
  “You have to understand the value of the deep pearl. 
  “You have to understand the value of the deep pearl. 
  “You have to understand the value of the deep pearl. 
  “You have to understand the value of the deep pearl. 
  There are those who would do anything to acquire one, from 
  There are those who would do anything to acquire one, from 
  There are those who would do anything to acquire one, from 
  There are those who would do anything to acquire one, from 
  greedy thieves to 
  greedy thieves to 
  greedy thieves to 
  greedy thieves to vain lords, those who might be willing to pay 
  vain lords, those who might be willing to pay 
  vain lords, those who might be willing to pay 
  vain lords, those who might be willing to pay 
  any price for such a treasure, even at the cost of Furyondy’s 
  any price for such a treasure, even at the cost of Furyondy’s 
  any price for such a treasure, even at the cost of Furyondy’s 
  any price for such a treasure, even at the cost of Furyondy’s 
  security. We fear, in short, that Master Gemsetter has sold the 
  security. We fear, in short, that Master Gemsetter has sold the 
  security. We fear, in short, that Master Gemsetter has sold the 
  security. We fear, in short, that Master Gemsetter has sold the 
  Kingdom out.
  Kingdom out.
  Kingdom out.
  Kingdom out.    
      
  “Unfortunately, we do not know to whom. That is the 
  “Unfortunately, we do not know to whom. That is the 
  “Unfortunately, we do not know to whom. That is the 
  “Unfortunately, we do not know to whom. That is the 
  task for which the
  task for which the
  task for which the
  task for which the Knightly Conclave would like to hire you: 
   Knightly Conclave would like to hire you: 
   Knightly Conclave would like to hire you: 
   Knightly Conclave would like to hire you: 
  find out who did this, and recover the pearl from them. Bring 
  find out who did this, and recover the pearl from them. Bring 
  find out who did this, and recover the pearl from them. Bring 
  find out who did this, and recover the pearl from them. Bring 
  the thieves to justice if you can, or bring us word of their 
  the thieves to justice if you can, or bring us word of their 
  the thieves to justice if you can, or bring us word of their 
  the thieves to justice if you can, or bring us word of their 
  identity if you cannot. But do everything in your power to 
  identity if you cannot. But do everything in your power to 
  identity if you cannot. But do everything in your power to 
  identity if you cannot. But do everything in your power to 
  retrieve the pearl. To compensa
  retrieve the pearl. To compensa
  retrieve the pearl. To compensa
  retrieve the pearl. To compensate you all, the Conclave is 
  te you all, the Conclave is 
  te you all, the Conclave is 
  te you all, the Conclave is 
  willing to give you 20 wheatsheaf now. Upon recovery of the 
  willing to give you 20 wheatsheaf now. Upon recovery of the 
  willing to give you 20 wheatsheaf now. Upon recovery of the 
  willing to give you 20 wheatsheaf now. Upon recovery of the 
  pearl and its return to me here at the King’s Arms, you will be 
  pearl and its return to me here at the King’s Arms, you will be 
  pearl and its return to me here at the King’s Arms, you will be 
  pearl and its return to me here at the King’s Arms, you will be 
  paid an additional 30 sheaf.
  paid an additional 30 sheaf.
  paid an additional 30 sheaf.
  paid an additional 30 sheaf.    
      
  “Will you find the pearl for us?”
  “Will you find the pearl for us?”
  “Will you find the pearl for us?”
  “Will you find the pearl for us?”    
   
  The front that Helissa is presenting the PCs with is a bit 
  overstated. While the plans are truly in the works, and the 
  pearl is definitely missing, the Chamber’s plans are far 
  from complete. The wizard Karzalin is close to King 
  Belvor, and the influence of the Chamber of Four is 
  strong. If the Knightly Conclave were to deliver the deep 
  pearl to Karzalin, then they would gain some influence 
  through him, and perhaps sway the ear of Belvor in 
  matters important to them. Any PC attempting a Sense 
  Motive check may do so at a DC 20; those who make the 
  roll sense that there is more to the story than Helissa is 
  telling, though they sense no evil intent. 
   
  Allow any PC with Appraise or Profession (jeweler) 
  to roll a Skill check against DC 20. Success indicates that 
  the PC is familiar with deep pearls, and knows of their 
  existence. Feel free to share the information on deep 
  pearls found in the Adventure Background if a PC makes 
  a successful check. 
   
  In addition, allow any PC with Knowledge (religion) 
  to make a Skill check against DC 25. Success reminds the 
  PC that the pearl may be sacred to some religious sects. A 
  successful roll of DC 30+ will remind the character of the 
  name of the Suel goddess Beltar, as well as those of Ulaa 
  (LG goddess of mountains and gemstones), Bleredd (N 
  god of mines and smiths), and Jascar (LG god of hills and 
  mountains). The PC cannot be certain at this point.  
   
  The PCs must agree to the mission before Helissa 
  answers any other questions. If they haggle about the 
  price, she will point out, rather bluntly, that there are 
  other adventurers she could hire. She will not agree to 
  pay them more. Once they agree to the mission, she will 
  answer their questions. Helissa can provide the following 
  information: 
   
  On the jeweler:
  On the jeweler:
  On the jeweler:
  On the jeweler: Oben Gemsetter is a skilled craftsman 
  who had done work for the King in the past. The fact that 
  he is currently missing casts some serious suspicion upon 
  him, however, and guardsmen all across the city are on 
  the lookout for him. So far as the Conclave knows, he’s 
  somewhere in the city. 
   
  On the death of the king’s men:
  On the death of the king’s men:
  On the death of the king’s men:
  On the death of the king’s men: Sir Nigel took a dagger 
  in the back; the blade was apparently poisoned. The king’s 
  representatives had taken blows to the head with some 
  sort of blunt instrument, and their throats were cut. There 
  were signs of a struggle, though no thorough examination 
  of the crime scene has occurred. All three bodies have 
  been disposed of, and are not available for examination. 
   
  On the shop where the crime took place: A
  On the shop where the crime took place: A
  On the shop where the crime took place: A
  On the shop where the crime took place: A thorough 
  examination of the crime scene has not been done, and 
  Helissa will recommend that the PCs begin there. The 
  guardsman who discovered the bodies came straight to 
  the Crown with the news, and then returned with a few 
  able-bodied men to remove the bodies and lock up the 
  shop. 
   
  At this point, Helissa will give one of the PCs a key to 
  Oben Gemsetter’s shop, and suggest that the shop be 
  their first point of inquiry. 
   
  On the identity of the thieves:
  On the identity of the thieves:
  On the identity of the thieves:
  On the identity of the thieves: Helissa does not know 
  who the mind behind it might have been, but the 
  Conclave is certain Oben Gemsetter helped orchestrate 
  the theft. The discovery of the deep pearl was kept to a 
  select few, and Oben was one of the few who was privy to 
  such knowledge.  
   
  The Knightly Conclave’s greatest fear is that agents 
  of Iuz were behind the theft, for Iuz would likely have the 
  pearl destroyed and thus leave Chendl open to future 
  hostilities. There has been no evidence, however, to 
  suggest Iuz is behind it. 
   
  On the chances the deep pearl is already gone from 
  On the chances the deep pearl is already gone from 
  On the chances the deep pearl is already gone from 
  On the chances the deep pearl is already gone from 
  Chendl:
  Chendl:
  Chendl:
  Chendl: The Conclave is convinced that the pearl is still 
  in Chendl. The theft was discovered less than an hour 
  after it occurred, and none of the gate guards saw anyone 
  matching the description of Oben Gemsetter leaving the 
  city before that; since then, every gate has had a double 
  guard. The assumption is that the thieves have gone to 
  ground somewhere in the city (a correct assumption). 
   
  If the pearl has left Chendl, the King still needs to 
  know who was responsible for the theft, so they may 
  chase them across the Flanaess and retrieve it.  
   
  Why hire the PCs, and not send in a group of knights, 
  Why hire the PCs, and not send in a group of knights, 
  Why hire the PCs, and not send in a group of knights, 
  Why hire the PCs, and not send in a group of knights, 
  guardsmen, or official representat
  guardsmen, or official representat
  guardsmen, or official representat
  guardsmen, or official representatives?
  ives?
  ives?
  ives? The answer to 
  this question is double-sided. Helissa will claim that part 
  of the grand plan for protecting Chendl is the secrecy of 
  the affair. If Iuz knows nothing about the plans, the 
  Conclave wants to keep it that way, and hiring outside 
  agents with no official connection to the Crown helps to 
  maintain the secret. 
   
  The truth—though Helissa will not admit it without 
  some convincing—is that the City Guard is already 
  involved, but working with the Noble Council. The 
  Knightly Conclave wants nothing more than to show the 
  Noble Council up, and having its own agents retrieve the 
  
   
  Deep Pearl 
   
  Page 7 
  pearl first would be a wonderful coup. Hiring outside 
  investigators is the Conclave’s best recourse. 
   
  Once the PCs seem ready to leave, Helissa produces a 
  pouch heavy with coin; inside, pre-counted, is 20 
  wheatsheaf per PC. If she has not given the PCs the key to 
  Oben Gemsetter’s shop yet she does so now, noting that it 
  had been locked to prevent looting and suggesting that it 
  would be an ideal place to start. After she does so, read the 
  following:  
      
  “There are two things, before you go. 
  “There are two things, before you go. 
  “There are two things, before you go. 
  “There are two things, before you go.     
      
  “First please keep your inquiries discreet. There are agents 
  “First please keep your inquiries discreet. There are agents 
  “First please keep your inquiries discreet. There are agents 
  “First please keep your inquiries discreet. There are agents 
  of Iuz everywhere, and should they get word of our plans, they 
  of Iuz everywhere, and should they get word of our plans, they 
  of Iuz everywhere, and should they get word of our plans, they 
  of Iuz everywhere, and should they get word of our plans, they 
  would likely move to obtain the pearl before us, and thus leave 
  would likely move to obtain the pearl before us, and thus leave 
  would likely move to obtain the pearl before us, and thus leave 
  would likely move to obtain the pearl before us, and thus leave 
  Chendl vu
  Chendl vu
  Chendl vu
  Chendl vulnerable to future attack.
  lnerable to future attack.
  lnerable to future attack.
  lnerable to future attack.    
      
  “I should also warn you that there may be others seeking 
  “I should also warn you that there may be others seeking 
  “I should also warn you that there may be others seeking 
  “I should also warn you that there may be others seeking 
  the pearl, agents determined to return it to the King. While we 
  the pearl, agents determined to return it to the King. While we 
  the pearl, agents determined to return it to the King. While we 
  the pearl, agents determined to return it to the King. While we 
  in no way want to impede their investigation
  in no way want to impede their investigation
  in no way want to impede their investigation
  in no way want to impede their investigation—
  —
  —
  —the recovery of 
  the recovery of 
  the recovery of 
  the recovery of 
  the pearl is of the most importance The Dragon
  the pearl is of the most importance The Dragon
  the pearl is of the most importance The Dragon
  the pearl is of the most importance The Dragon herself would 
   herself would 
   herself would 
   herself would 
  ask for your expedience in recovering it first. I don’t want to 
  ask for your expedience in recovering it first. I don’t want to 
  ask for your expedience in recovering it first. I don’t want to 
  ask for your expedience in recovering it first. I don’t want to 
  bore you with the finer points of local politics, but recovering 
  bore you with the finer points of local politics, but recovering 
  bore you with the finer points of local politics, but recovering 
  bore you with the finer points of local politics, but recovering 
  the deep pearl for Karzalin would be a definite boon for the 
  the deep pearl for Karzalin would be a definite boon for the 
  the deep pearl for Karzalin would be a definite boon for the 
  the deep pearl for Karzalin would be a definite boon for the 
  Knightly Conclave. Should you get it for them first
  Knightly Conclave. Should you get it for them first
  Knightly Conclave. Should you get it for them first
  Knightly Conclave. Should you get it for them first, you would 
  , you would 
  , you would 
  , you would 
  earn their gratitude. And the Knightly Conclave does not fast 
  earn their gratitude. And the Knightly Conclave does not fast 
  earn their gratitude. And the Knightly Conclave does not fast 
  earn their gratitude. And the Knightly Conclave does not fast 
  forget those who have done it a service. 
  forget those who have done it a service. 
  forget those who have done it a service. 
  forget those who have done it a service.     
      
  “And finally, we have something that may give you a 
  “And finally, we have something that may give you a 
  “And finally, we have something that may give you a 
  “And finally, we have something that may give you a 
  jump on finding the pearl.” Helissa brings forward a piece of 
  jump on finding the pearl.” Helissa brings forward a piece of 
  jump on finding the pearl.” Helissa brings forward a piece of 
  jump on finding the pearl.” Helissa brings forward a piece of 
  torn cloth, about the siz
  torn cloth, about the siz
  torn cloth, about the siz
  torn cloth, about the size of a hand rag. “This was found 
  e of a hand rag. “This was found 
  e of a hand rag. “This was found 
  e of a hand rag. “This was found 
  clutched in the hand of Sir Nigel; it is our only real clue as to 
  clutched in the hand of Sir Nigel; it is our only real clue as to 
  clutched in the hand of Sir Nigel; it is our only real clue as to 
  clutched in the hand of Sir Nigel; it is our only real clue as to 
  the identity of the thieves.”
  the identity of the thieves.”
  the identity of the thieves.”
  the identity of the thieves.”    
   
  The cloth is charcoal gray and made of a rough weave. 
  Along one side of the cloth is the edge of a pattern or 
  decoration of some sort, off-white, though there is not 
  enough of it there to discern exactly what that pattern 
  might be.  
   
  The PCs will be able to learn little from the cloth. 
  Any PC with Profession (tailor) can easily (DC 5) identify 
  the cloth as a rough cotton weave, the sort of thing sold in 
  small towns and farming villages, and not something 
  made or sold in Chendl. The coloring was likely made by 
  a simple charcoal dye. It is not high quality work.  
   
  After delivering the piece of cloth, Helissa quickly 
  excuses herself, encouraging the PCs to move quickly, 
  before the pearl leaves Chendl forever.  
   
   
   
  Encounter Two: Scene of the 
  Encounter Two: Scene of the 
  Encounter Two: Scene of the 
  Encounter Two: Scene of the 
  Crime
  Crime
  Crime
  Crime    
  This should be the PC’s first destination after meeting 
  with Helissa Darwoden. Should they wish to go anywhere 
  else in Chendl, the GM should roleplay any encounters 
  before their arrival at the jeweler’s shop as best he or she 
  can, using the information in the City of Chendl sidebar.  
   
  Oben Gemsetter’s shop sits amidst a knot of other 
  shops, on Thrommel Way through south Chendl. A small 
  placard hangs from a wooden post above the door, 
  depicting a pale white diamond set in a gold ring. The 
  street outside the shop is busy, filling with people as the 
  sun rises towards noon. The shop itself is dark and quiet. 
   
  The immediate vicinity is described in Encounter 
  Three, and pictured on Map 1.  
   
  The door is locked, though it opens easily with the 
  key the PCs received from Helissa. Observant PCs (Spot 
  DC 20) or PCs actively examining the Door (Search DC 
  10) note that the door intact—it was never forced during 
  the robbery. The door opens easily, setting a small bell 
  jangling.  
   
  The front room of Oben Gemsetter’s shop has hardly 
  been disturbed, with only tipped stool amiss—All the 
  jewelry in the front case appears to be there. The back 
  room, however (Oben’s workshop) is a different matter. 
  The room looks as if it had been rifled through. Tables 
  and stools are overturned; tools are scattered on the 
  ground, and empty bags and boxes—the kind that would 
  hold gems and jewelry—are tossed about. Anyone 
  making a successful Wisdom check at DC 15, however, 
  can surmise that the whole thing looks haphazard; whole 
  shelves stand undisturbed, and many gems remain. 
  Search or Spot checks will reveal nothing of significance. 
   
  To the rear of the workshop is a door that stands 
  slightly ajar. If the PCs examine it, they will find that it 
  leads out to a small alleyway. The alleyway is filled with 
  refuse and old wooden crates, and opens up to cross 
  streets in either direction. Two doors from nearby shops 
  also open up onto the alleyway. 
   
  Anyone attempting to Track in the alleyway (Search 
  check or Tracking Feat and Wilderness Lore check DC 
  10) will discover two interesting sets of footprints. The 
  first is a group of prints heading out from the jeweler’s 
  shop and leaving the alleyway to the south; there appear 
  to be at least three sets of feet, all booted. If the Tracking 
  check is very successful (Tracking feat and Wilderness 
  Lore check DC 20+), he or she can also discern that 
  something—or someone—was being dragged (the 
  unfortunate Oben Gemsetter). 
   
  The second significant set of tracks go in and out of 
  the two other alleyway doors—those that lead into 
  Minda’s Sweets and Moon Lights (see Encounter Three). 
  It appears as if persons from both shops use the alleyway 
  quite frequently. Knocking on the doors will not bring a 
  quick response, as the proprietors of the respective shops 
  are used to using the alleyway doors, not answering them; 
  insistent knocking will eventually bring a cautious Gein 
  (from Minda’s Sweets) or Luna (from Moon Lights) to the 
  door (see Encounter Three).  
   
  Finally, any PC who enters the alleyway must make a 
  Spot chekc (DC 15). Those who make it will notice an odd 
  symbol carved in the wood lintel of the jewelry shop’s 
  door (see Player Handout #1). An active Search (DC 12) 
  may also allow a PC to discover the symbol.  
   
  Laircon Quickcloak carved this symbol; it is part of 
  an alphabet of symbols sometimes used by thieves in 
  Chendl. None of the PCs will recognize it, unless they 
  have ties to the thieves of Chendl (unlikely). The shop, it 
  seems, had been marked before the theft. 
   
   
  
   
  Deep Pearl 
   
  Page 8 
  Encounter Three: Asking 
  Encounter Three: Asking 
  Encounter Three: Asking 
  Encounter Three: Asking 
  Questions
  Questions
  Questions
  Questions    
  It is very possible that the PCs will want to ask around. 
  There are several shops near Oben’s shop that can yield 
  some clues to clever PCs. To the left is a confectioner’s 
  shop. Its placard shows a lightly frosted cake, with 
  “sweets” written beneath it. To the right of Oben’s shop is 
  a candlemaker’s store. Its placard reads “Moon Lights,” 
  along with a picture of a single candle. These are the two 
  shops whose alleyway doors frame Gemsetter’s shop. 
   
  Across the street there are four building fronts that 
  could have seen the crime: a cobbler’s shop, “the Mended 
  Sole;” an unmarked door that leads to a private residence; 
  a glassblower’s shop simply called “Glass and Crystal 
  Finery;” and a boarded up, abandoned shop that looks like 
  it might once have sold clothing. 
   
  3A. Abandoned Storefront
  3A. Abandoned Storefront
  3A. Abandoned Storefront
  3A. Abandoned Storefront    
  This location is detailed in Encounter Four. 
    
  3B. Glass and Crystal Finery, and the 
  3B. Glass and Crystal Finery, and the 
  3B. Glass and Crystal Finery, and the 
  3B. Glass and Crystal Finery, and the 
  Upstairs Apartment
  Upstairs Apartment
  Upstairs Apartment
  Upstairs Apartment    
  Glass and Crystal Finery does not have a fancy name, but 
  the crystal goblets, glassware, and assorted knick-knacks 
  for sale inside are fancy, indeed. Many minor nobles shop 
  here, and the shop can afford to charge exorbitant prices 
  for its wares—the cheapest items in the store cost twice 
  the price of their PHB equivalents. 
   
  The proprietor of Glass and Crystal Finery is an old 
  master craftsman named Gareth (male human Com1; Cha 
  11); he has thick spectacles, a bulbous nose, and is bald. 
  Gareth is also half deaf, and he will ask the PCs to “speak 
  up!” when they talk to him. He was in his shop when the 
  theft must have occurred, but he was in the back, blowing 
  glass, and did not see or hear a thing.  
   
  The unmarked door next to Glass and Crystal Finery 
  leads to a small upstairs set of rooms that Gareth rents 
  out. No one will be home unless the PCs return there 
  after sundown. The rooms are rented out by a meat cutter, 
  Jered (male human Com2), and his wife Isine (female 
  human Com1), who both work for a butcher on the south 
  side of town. Should the PCs come back to talk to them 
  (or find out, from Gareth, who they are and where they 
  can be found), they tell the PCs they saw and heard 
  nothing throughout the night.  
   
  3C. The Mended Sole
  3C. The Mended Sole
  3C. The Mended Sole
  3C. The Mended Sole    
  The Mended Sole is a typical cobbler’s shop, right down 
  to the smell of tanning leather in the air. The shoes here 
  are quality, and cost twice the price of those in the PHB.  
   
  The cobbler that runs the Mended Sole is a dwarf 
  named Koll (male dwarf Com2; Cha 9). He is a burly with 
  curly black hair and a thick beard. Koll left his shop at 
  sundown the day before, and did not see anything amiss. 
  He has not heard about the theft, and will be shocked 
  when he finds out about it. No one had questioned him 
  that morning.  
   
  3D. Minda’s Sweets
  3D. Minda’s Sweets
  3D. Minda’s Sweets
  3D. Minda’s Sweets    
  This shop smells of baking tarts, and is filled with candies 
  and cakes, at fair prices. The sweets are uncommonly 
  good. 
   
  Minda Guidcake (female human Com1) is the 
  proprietor of Minda’s Sweets; she is a widower of some 47 
  years of age with graying brown hair and thin fingers. She 
  runs the sweetshop with her son, Gein. When the PCs 
  enter, Minda is tending the shop. Gein (male human 
  Com1) is not there (he is in back, baking tarts). She is 
  open and friendly with the PCs, with one exception: 
  Minda will not talk to a half-orc. If a half-orc addresses 
  her, she directs her answers to another party member. 
   
  What follows is Minda’s story. Read or paraphrase it 
  as the PCs question her. 
   
  “Aw, yes, I did see somethin’ last night. My son, Gein, had just 
  “Aw, yes, I did see somethin’ last night. My son, Gein, had just 
  “Aw, yes, I did see somethin’ last night. My son, Gein, had just 
  “Aw, yes, I did see somethin’ last night. My son, Gein, had just 
  gone out back with some trash, and I was puttin’ out the 
  gone out back with some trash, and I was puttin’ out the 
  gone out back with some trash, and I was puttin’ out the 
  gone out back with some trash, and I was puttin’ out the 
  candles. I looke
  candles. I looke
  candles. I looke
  candles. I looked up, and I saw a couple of fancy men, with 
  d up, and I saw a couple of fancy men, with 
  d up, and I saw a couple of fancy men, with 
  d up, and I saw a couple of fancy men, with 
  another man who had a sword. I only noticed ‘em because 
  another man who had a sword. I only noticed ‘em because 
  another man who had a sword. I only noticed ‘em because 
  another man who had a sword. I only noticed ‘em because 
  they were obviously tryin’ not to be seen, and you can’t help 
  they were obviously tryin’ not to be seen, and you can’t help 
  they were obviously tryin’ not to be seen, and you can’t help 
  they were obviously tryin’ not to be seen, and you can’t help 
  but notice people like that. The man with the sword was 
  but notice people like that. The man with the sword was 
  but notice people like that. The man with the sword was 
  but notice people like that. The man with the sword was 
  always lookin’ over his shoulder, like
  always lookin’ over his shoulder, like
  always lookin’ over his shoulder, like
  always lookin’ over his shoulder, like he was expectin’ 
   he was expectin’ 
   he was expectin’ 
   he was expectin’ 
  something. They passed right by my storefront, and into 
  something. They passed right by my storefront, and into 
  something. They passed right by my storefront, and into 
  something. They passed right by my storefront, and into 
  Oben’s place next door
  Oben’s place next door
  Oben’s place next door
  Oben’s place next door—
  —
  —
  —I know they went in because I could 
  I know they went in because I could 
  I know they went in because I could 
  I know they went in because I could 
  hear the door closin’ behind them.
  hear the door closin’ behind them.
  hear the door closin’ behind them.
  hear the door closin’ behind them.    
      
  “Well, I was going to forget the whole thing, only a 
  “Well, I was going to forget the whole thing, only a 
  “Well, I was going to forget the whole thing, only a 
  “Well, I was going to forget the whole thing, only a 
  minute later I seen someone slippi
  minute later I seen someone slippi
  minute later I seen someone slippi
  minute later I seen someone slippin’ out of the shadows in 
  n’ out of the shadows in 
  n’ out of the shadows in 
  n’ out of the shadows in 
  front of the old tailor’s place. It was in gray robes, with a 
  front of the old tailor’s place. It was in gray robes, with a 
  front of the old tailor’s place. It was in gray robes, with a 
  front of the old tailor’s place. It was in gray robes, with a 
  picture on the front
  picture on the front
  picture on the front
  picture on the front—
  —
  —
  —a circle, like, with a couple of white lines 
  a circle, like, with a couple of white lines 
  a circle, like, with a couple of white lines 
  a circle, like, with a couple of white lines 
  through it. He was huge! Bless me the candles were out, or he 
  through it. He was huge! Bless me the candles were out, or he 
  through it. He was huge! Bless me the candles were out, or he 
  through it. He was huge! Bless me the candles were out, or he 
  might’ve seen me watching him. He made ri
  might’ve seen me watching him. He made ri
  might’ve seen me watching him. He made ri
  might’ve seen me watching him. He made right for Oben’s 
  ght for Oben’s 
  ght for Oben’s 
  ght for Oben’s 
  door, too, and as he got close, I got a good look at him. 
  door, too, and as he got close, I got a good look at him. 
  door, too, and as he got close, I got a good look at him. 
  door, too, and as he got close, I got a good look at him.     
   
  At this point, Minda will repeat what she already said—
  he was large, in gray robes. Depending on the party make-
  up, she will either identify him as “a dirty half-orc,” or, if 
  there is a half-orc in the party, she will simply gesture to 
  the PC and say “one of them.”  
   
  “I got scared right about then, and I prayed Gein would finish 
  “I got scared right about then, and I prayed Gein would finish 
  “I got scared right about then, and I prayed Gein would finish 
  “I got scared right about then, and I prayed Gein would finish 
  up out back so we could go home. He did, a minute later, and I 
  up out back so we could go home. He did, a minute later, and I 
  up out back so we could go home. He did, a minute later, and I 
  up out back so we could go home. He did, a minute later, and I 
  told him what I saw. He just nodded
  told him what I saw. He just nodded
  told him what I saw. He just nodded
  told him what I saw. He just nodded—
  —
  —
  —he look
  he look
  he look
  he looked as scared as I 
  ed as scared as I 
  ed as scared as I 
  ed as scared as I 
  did
  did
  did
  did—
  —
  —
  —and we left right then. I found a watchman a few blocks 
  and we left right then. I found a watchman a few blocks 
  and we left right then. I found a watchman a few blocks 
  and we left right then. I found a watchman a few blocks 
  down, but we was too late.”
  down, but we was too late.”
  down, but we was too late.”
  down, but we was too late.”    
   
  Upon further questioning, Minda can provide the 
  following details: 
  • 
  Minda normally stays in her shop late at night, to 
  make candy for the next day. She had never seen 
  anything unusual from Oben’s shop before. 
  • 
  She did not hear any commotion from Oben’s shop 
  after the half-orc entered (which is true, as the King’s 
  men were taken out quietly by Laircon, who had 
  slipped in the back door).  
  • 
  She did not recognize the half-orc. Indeed, she 
  insists, she would not know one half-orc from 
  
   
  Deep Pearl 
   
  Page 9 
  another (the half-orc was Maedag, one of Katiss’ 
  company). 
  • 
  She did not recognize the symbol on the half-orc’s 
  robe, though she “could maybe recognize it if I seen 
  it again.” It looked to her like a white circle with two 
  long white lines sticking down from the top. (a pair 
  of fangs inside an opened mouth, the symbol of 
  Beltar; if any character has a Knowledge of Flanaess 
  Religions, or if they are a cleric of the Suel pantheon, 
  allow them a check to recognize it, though with 
  Minda’s poor description they will need to beat DC 
  25). If the PCs show her the cloth Lord Goldsaex 
  gave them, she cannot say if it might be a piece of the 
  robe the half-orc wore. 
  • 
  The half-orc came from the abandoned storefront 
  across from Minda’s shop. The place used to be a 
  tailor’s shop, but it closed during the War, and its 
  proprietor was killed during the siege, so it never 
  reopened.  
  • 
  She finds Oben Gemsetter to be a fine person, and a 
  skilled jeweler. She wouldn’t suspect him of 
  anything evil, and feels he was as much a victim last 
  night as the three men who passed by her window. 
  • 
  Should the PCs wish to speak to Gein (which they 
  likely will if they realize that he was out in the 
  alleyway at the time of the theft, and that the thieves 
  likely made their escape that way), Minda will call for 
  him. Gein is a tall, lanky boy of eighteen. He can tell 
  them the following: 
   
  “I was taking a box of garbage out to the alleyway while Mum 
  “I was taking a box of garbage out to the alleyway while Mum 
  “I was taking a box of garbage out to the alleyway while Mum 
  “I was taking a box of garbage out to the alleyway while Mum 
  closed up the shop. When I was out the
  closed up the shop. When I was out the
  closed up the shop. When I was out the
  closed up the shop. When I was out there, I noticed that the 
  re, I noticed that the 
  re, I noticed that the 
  re, I noticed that the 
  back door to Oben’s shop was open
  back door to Oben’s shop was open
  back door to Oben’s shop was open
  back door to Oben’s shop was open—
  —
  —
  —just a crack, like, but 
  just a crack, like, but 
  just a crack, like, but 
  just a crack, like, but 
  Oben was always scared of thieves, and he’d never just leave it 
  Oben was always scared of thieves, and he’d never just leave it 
  Oben was always scared of thieves, and he’d never just leave it 
  Oben was always scared of thieves, and he’d never just leave it 
  open like that. I was a little worried for Oben, and I was going 
  open like that. I was a little worried for Oben, and I was going 
  open like that. I was a little worried for Oben, and I was going 
  open like that. I was a little worried for Oben, and I was going 
  to go knock, when I heard some voices. They di
  to go knock, when I heard some voices. They di
  to go knock, when I heard some voices. They di
  to go knock, when I heard some voices. They didn’t sound like 
  dn’t sound like 
  dn’t sound like 
  dn’t sound like 
  Oben’s.
  Oben’s.
  Oben’s.
  Oben’s.    
  “I went back inside, then, and Mum told me about the fancy 
  “I went back inside, then, and Mum told me about the fancy 
  “I went back inside, then, and Mum told me about the fancy 
  “I went back inside, then, and Mum told me about the fancy 
  men, and the half
  men, and the half
  men, and the half
  men, and the half----orc. We decided to go find a Night 
  orc. We decided to go find a Night 
  orc. We decided to go find a Night 
  orc. We decided to go find a Night 
  Watchman, and tell them about what Mum saw. Apparently 
  Watchman, and tell them about what Mum saw. Apparently 
  Watchman, and tell them about what Mum saw. Apparently 
  Watchman, and tell them about what Mum saw. Apparently 
  we weren’t quick enough.” 
  we weren’t quick enough.” 
  we weren’t quick enough.” 
  we weren’t quick enough.”     
   
  Gein can provide few other details: the voices were male, 
  there seemed to be more than one of them, he never got a 
  look at any of them.  
   
  3E. Moon Lights
  3E. Moon Lights
  3E. Moon Lights
  3E. Moon Lights    
  Moon Lights is a brightly colored, well-lit shop that sells 
  candles of all shapes and sizes, candleholders for all of 
  them, oil lanterns, and other lighting accessories.  
   
  The proprietor of Moon Lights is a svelte half-elf 
  named Luna (femaile half-elf Com3; Cha 13). She is a 
  demure woman, quiet but personable. She is not fond of 
  half-orcs, and will be curt if a half-orc questions her. 
   
  She tells the PCs that her shop closes at sundown, 
  and that she did not see anything strange when she left. 
  She oftentimes comes and goes via the alleyway door, and 
  would have noticed anything amiss. She thinks Oben 
  Gemsetter is a fine man, and an honest businessman. 
   
  Luna is very concerned about the theft, and is 
  somewhat fearful about the safety of her own shop. 
   
   
  Encounter Four: Prying Eyes
  Encounter Four: Prying Eyes
  Encounter Four: Prying Eyes
  Encounter Four: Prying Eyes    
  Either by investigation or through information gained 
  from Minda’s Sweets, the PCs should end up at the 
  abandoned storefront across from Oben’s shop.  
   
  Wooden boards are nailed haphazardly across the 
  front of the old tailor’s shop, covering both the shop 
  window and the thin wood door. A discolored patch 
  above the door indicates where a sign had once hung, 
  though the sign is nowhere to be found. The door to the 
  shop had been nailed shut once, but someone has 
  wrenched the nails free; the PCs cannot tell if the 
  wrenching was done recently, or long ago.  
   
  Inside are the remnants of a clothing store—
  discarded mannequins, a wooden frame for a full-length 
  mirror (the mirror was smashed long ago, the glass swept 
  up), some scraps of cloth and clothing, old wooden 
  spools. The store is very dusty, as it has been closed up 
  some seven years. 
   
  Any PC entering the shop quickly notices that the 
  dust on the floor has been disturbed, and recently, by 
  several sets of footprints (no skill check needed). It is 
  impossible to determine how many sets of prints exist, as 
  they cross and crisscross several times, but a tracking 
  (Search or Tracking feat and Wilderness Lore check DC 
  10) reveals a particularly fresh set of tracks going back 
  into the shadowy back room of the shop. The back room 
  is unlit, and filled with more spools of discarded cloth and 
  old mannequins. Hidden in the shadows amidst the old 
  mannequins is Keyngn, the first solid clue for the PCs. 
   
  Tier One
  Tier One
  Tier One
  Tier One    
  Keyngn, male orc Clc2 (Beltar)
  Keyngn, male orc Clc2 (Beltar)
  Keyngn, male orc Clc2 (Beltar)
  Keyngn, male orc Clc2 (Beltar): Medium Humanoid (6 
  ft. 5 in. tall); HD 2D8+4; hp 18; Init +2 (Dex); Spd 30; AC 
  16 (+4 scale mail, +2 Dex); Atks: +4 melee (1d8+3, heavy 
  mace) or +4 melee (1d4+3 [crit 19-20], dagger); SA rebuke 
  or command undead; SQ Chaos and Earth domains, 
  darkvision, light sensitivity; AL CE; SV Fort +5, Ref +3, 
  Will +3. 
   
  Str 16, Dex 14, Con 15, Int 9, Wis 12, Cha 06. 
      
  Skills: Concentration +4, Spellcraft +2. Feats: 
  Alertness. 
   
  SQ: Chaos domain—cast chaos spells at +1 caster 
  level; Earth domain—rebuke or command earth creatures 
  as an evil cleric rebukes undead, turn or destroy air 
  creatures as a cleric turns undead; Light sensitivity—
  suffers a –1 penalty to attack rolls in bright sunlight or 
  within the radius of a daylight spell.  
   
  Equipment: scale mail, heavy mace, dagger 
   
  Spells (4/3+1): 0-lvl—cure minor wounds (x2), guidence, 
  light. 1st-lvl—cure light wounds, guiding hand, bane, 
  protection from law.  
   
  
   
  Deep Pearl 
   
  Page 10 
  Tier Two
  Tier Two
  Tier Two
  Tier Two    
  Keyngn, male orc
  Keyngn, male orc
  Keyngn, male orc
  Keyngn, male orc Clc3 (Beltar)
   Clc3 (Beltar)
   Clc3 (Beltar)
   Clc3 (Beltar): Medium Humanoid (6 
  ft.5 in. tall); HD 3D8+6; hp 22; Init +2 (Dex); Spd 30; AC 
  16 (+4 scale mail, +2 Dex); Atks: +6 melee (1d8+3, heavy 
  mace) or +5 melee (1d4+3 (crit 19-20) dagger); SA Casts 
  Chaos sphere spells at +1 caster level, turn/rebuke 
  air/earth creatures as clerics turn/rebuke undead; SD 
  Darkvision, light sensitivity; AL CE; SV Fort +5, Ref +3, 
  Will +3. 
   
  Str 16, Dex 14, Con 15, Int 09, Wis 12, Cha 06. 
      
  Skills: Concentration +5, Spellcraft +2. Feats: 
  Alertness, Weapon Focus: heavy mace. 
   
  SQ: Chaos domain—cast chaos spells at +1 caster 
  level; Earth domain—rebuke or command earth creatures 
  as an evil cleric rebukes undead, turn or destroy air 
  creatures as a cleric turns undead; Light sensitivity—
  suffers a –1 penalty to attack rolls in bright sunlight or 
  within the radius of a daylight spell.  
   
  Equipment: scale mail, heavy mace, dagger 
   
  Spells (4/3+1/1+1): 0-lvl—cure minor wounds (x2), 
  guidance, light. 1st-lvl—cure light wounds, guiding hand, bane, 
  protection from law. 2nd—shatter, spiritual Weapon. 
   
  Keyngn is one of the orcs who came with Katiss Darklin 
  to find the deep pearl. His instructions are simple: watch 
  the jeweler’s shop for any inquiring agents (such as the 
  PCs), and then slip back to Katiss via a pre-mapped route 
  and report to her. When the PCs began to show an 
  interest in the abandoned shop he stepped back into the 
  shadows, amidst the crates and spools. 
   
  Truth to tell, Keyngn is a poor cleric. He’s 
  unintelligent and not too wise, more muscle than brain 
  and more of a fighter than a worshipper, which is exactly 
  why Katiss brought him with her—he is controllable and 
  obedient.  
   
  Once Keyngn is defeated, the PCs will discover two 
  important clues. First, Keyngn wears the symbol of Beltar. 
  Any PC with a Knowledge (Religion) can make a Skill 
  check (DC 15) with the following results:  
  • 
  1-14 – The PC knows no useful information. 
  • 
  15-20 – The PC definitely recognizes the symbol as 
  that of Beltar, Suel goddess of caves, pits, and malice. 
  • 
  21+ – The PC not only recognizes the symbol of 
  Beltar, but he/she also remembers that the deep 
  pearl—a gem created in the dark caves and pits 
  Beltar rules over—is sacred to her worshippers. 
   
  In addition, any cleric can at least recognize the symbol as 
  that of Beltar with a Wisdom check (DC 20). 
   
  As Keyngn is none too bright, Katiss provided him 
  with a written route from the abandoned shop to their 
  hideout on the south side of town (Player Handout #2). It 
  is folded into his belt. The route is scrawled in orcish, 
  along with five symbols that none of the PCs will 
  recognize—these symbols, all from a particular kind of 
  thieves code, are signs that Katiss and her Laircon have 
  scrawled on alleyway walls between the shop and the 
  warehouse where they are currently hiding.  
   
  Anyone who can read orcish can easily make out the 
  five words on the map—“south,” “east,” “south,” “east,” and 
  “north.” It is an easy-to-follow “A,” “B,” “C” route, since 
  Keyngn would have trouble comprehending anything 
  more complicated. The first symbol is scratched on the 
  back of Oben Gemsetter’s shop, and the footprints in the 
  alleyway lead in the direction of the second symbol. Once 
  the PCs figure this out, they should be able to track the 
  thieves back to their hideout (the route is detailed in 
  Encounter Seven). 
   
  Keyngn will watch the PCs, and follow the PCs if he 
  remains undiscovered and they leave the area, throwing 
  his deep hood over his head to avoid detection in the 
  streets of Chendl. It is possible, if the PCs are specifically 
  looking for followers, to notice Keyngn following them 
  on a successful Spot check, (DC 17). A large, cloaked 
  figure following behind in broad daylight is somewhat 
  conspicuous. 
   
   
  Encounter Five: Interested 
  Encounter Five: Interested 
  Encounter Five: Interested 
  Encounter Five: Interested 
  Parties
  Parties
  Parties
  Parties    
  A short time after the PCs arrive on the scene, another 
  interested party arrives. The DM can either give the PCs a 
  set amount of time before beginning this encounter (a 
  half-hour of game time), or simply allow the PCs a fair 
  chance to explore the area and find clues before 
  proceeding to this encounter. 
   
  Observant PCs (Spot, DC 12) notice an increased 
  presence of City Guard in the area—one on each corner 
  around Gemsetter’s shop. The guards each wear chainmail 
  beneath tabards emblazoned with Furyondy's coat-of-
  arms, and carry halberds. If the guards are questioned 
  they give noncommittal answers, saying they’re here in 
  response to some recent crime. While this is true, there is 
  more that the guards are unwilling to share. 
   
  Just after the guards arrive, a man enters Oben 
  Gemsetter’s shop. His entrance is obvious to anyone 
  actively watching the shop; any PC simply in the street 
  but not watching the shop will see him (Spot check, DC 
  15). The man is shorter and lightly built, with white hair 
  and a large nose; he appears to be in his 30’s. He wears a 
  gentleman’s shortsword at his waist. He is Onando 
  Quickcloak (male human Rog4; Cha 15; Bluff +8, Intuit 
  Danger +8, Sense Motive +8), leader of a team of 
  adventurers hired by the Noble Council—the King’s 
  direct advisors, the very group that the Knightly Conclave 
  wants to one-up. The Council Party has taken on the very 
  same task as the PCs, to find the deep pearl. Their full 
  stats are covered in the Appendix to this adventure.  
   
  The circumstances of the Noble Council Party’s 
  investigation are very similar to the PC’s. Onando is a 
  trusted agent of the Noble Council of Chendl, asked to 
  find the deep pearl. The Noble Council’s reasons are very 
  similar to the Knightly Conclave—win some influence 
  with Karzalin, and you win some influence with the King. 
  And despite the fact that the Noble Council already 
  enjoys much influence with Belvor, a little more never 
  hurt. 
   
  Onando has hired four seasoned adventurers to help 
  him in the task. The adventurers were told to keep a low 
  
   
  Deep Pearl 
   
  Page 11 
  profile, and to keep the purpose of their investigation 
  hidden. The other members of Onando’s party are 
  actually milling about with the crowd outside and ready 
  to act should any trouble arises. He also has the assistance 
  of the eight City Guard members currently stationed at 
  the ends of the street. 
   
  Onando has come to the shop with a pre-planned, 
  practiced story that he delivers if confronted. He will give 
  his real name—Onando Quickcloak—but gives the PCs 
  the following story when they question him (read or 
  paraphrase as appropriate): 
   
  “My name is Onando,” the man says, offering his hand. “Do 
  “My name is Onando,” the man says, offering his hand. “Do 
  “My name is Onando,” the man says, offering his hand. “Do 
  “My name is Onando,” the man says, offering his hand. “Do 
  you know, perchance, what happened he
  you know, perchance, what happened he
  you know, perchance, what happened he
  you know, perchance, what happened here? Last week, I 
  re? Last week, I 
  re? Last week, I 
  re? Last week, I 
  brought Oben a garnet that I wanted set into a ring for my 
  brought Oben a garnet that I wanted set into a ring for my 
  brought Oben a garnet that I wanted set into a ring for my 
  brought Oben a garnet that I wanted set into a ring for my 
  wife. I was supposed to pick it up today, but when I got here I 
  wife. I was supposed to pick it up today, but when I got here I 
  wife. I was supposed to pick it up today, but when I got here I 
  wife. I was supposed to pick it up today, but when I got here I 
  found this. I thought my garnet might still be here, so I started 
  found this. I thought my garnet might still be here, so I started 
  found this. I thought my garnet might still be here, so I started 
  found this. I thought my garnet might still be here, so I started 
  looking. Unfortunately, I don’t see it anywhere. T
  looking. Unfortunately, I don’t see it anywhere. T
  looking. Unfortunately, I don’t see it anywhere. T
  looking. Unfortunately, I don’t see it anywhere. This looks like 
  his looks like 
  his looks like 
  his looks like 
  a robbery, and it seems my garnet was part of the loot.
  a robbery, and it seems my garnet was part of the loot.
  a robbery, and it seems my garnet was part of the loot.
  a robbery, and it seems my garnet was part of the loot.    
      
  “So, what are you doing here?”
  “So, what are you doing here?”
  “So, what are you doing here?”
  “So, what are you doing here?”    
   
  Onando claims he is a merchant dealing in textiles, and 
  while this is a lie, he has just enough knowledge of the 
  trade (Profession (tailor) +3) to pull it off. He tells the PCs 
  he came into the shop via the front door, which he 
  discovered was unlocked (a lie; Onando has a key).  
   
  Whether the PCs believe Onando or not is up to 
  them. If any of the PCs have the Sense Motive skill, the 
  DM may allow for an opposed check against Onando’s 
  Bluff, but regardless of the outcome he will stick to his 
  story, making up details as he sees necessary. Onondo will 
  also try, as best he can, to find out the PC’s purpose for 
  being there. If the PCs decide Onando is lying, this may 
  lead to a fight. If such a contingency occurs, Onando tries 
  to get out to the street, and signals the guards, below, 
  triggering combat.  
   
  If the PCs do not confront Onando, do not question 
  his presence there, or make any mention of the deep 
  pearl, it is possible that neither party will discover the 
  others presence. It is also possible that the PCs will not 
  arouse Onando’s suspicions, and the arrest below, as well 
  as Encounter Six, may be avoided. In this case, allow the 
  adventure to proceed normally. 
   
  If the PCs begin to question Onando about the theft 
  or the deep pearl, or reveal anything about their presence 
  there, Onando becomes extremely suspicious, and 
  decides that the PCs need to be questioned further. He 
  asks who they represent (“You’re with the City Guard? 
  The Noble Council?”), and tries to find out their story. 
  That the PCs know anything about the deep pearl marks 
  them as important to his mission. He does not know that 
  other agents of the crown are looking for the Pearl, and 
  he is expecting—much like Helissa and the Knightly 
  Conclave—that agents of Iuz may get involved. The PCs 
  could very well be those agents. 
   
  If the PCs reveal whom they represent, Onando’s 
  suspicion remains—the PCs could be lying. He will not, 
  under any circumstances, reveal himself at this time. 
  Onando is under strict orders of secrecy. 
   
   
  Once he has gleaned as much as he can from the PCs 
  without arousing suspicion, he will excuse himself, 
  claiming business elsewhere. Once he is in the street, 
  however, he will bring his fingers up to his mouth and 
  whistle, and then gesture with his hands—ordering the 
  guards to come forward. Regardless of what the PCs have 
  told him, he is suspicious; he intends to bring them to his 
  superior, either willingly (his preferred option) or 
  unwillingly. Read or paraphrase the following: 
   
  You first notice some Chendl guardsmen at the end of the 
  You first notice some Chendl guardsmen at the end of the 
  You first notice some Chendl guardsmen at the end of the 
  You first notice some Chendl guardsmen at the end of the 
  street, brandishing halberds and walking directly towards you. 
  street, brandishing halberds and walking directly towards you. 
  street, brandishing halberds and walking directly towards you. 
  street, brandishing halberds and walking directly towards you. 
  The crowd parts to let the armed guards pass, and you see more 
  The crowd parts to let the armed guards pass, and you see more 
  The crowd parts to let the armed guards pass, and you see more 
  The crowd parts to let the armed guards pass, and you see more 
  figures also watching you
  figures also watching you
  figures also watching you
  figures also watching you--------a big man 
  a big man 
  a big man 
  a big man with short
  with short
  with short
  with short----cropped hair, 
  cropped hair, 
  cropped hair, 
  cropped hair, 
  an elven woman in green robes, and a blonde
  an elven woman in green robes, and a blonde
  an elven woman in green robes, and a blonde
  an elven woman in green robes, and a blonde----haired halfling 
  haired halfling 
  haired halfling 
  haired halfling 
  wearing the symbol of the goddess Yondalla. They all take 
  wearing the symbol of the goddess Yondalla. They all take 
  wearing the symbol of the goddess Yondalla. They all take 
  wearing the symbol of the goddess Yondalla. They all take 
  defensive positions.
  defensive positions.
  defensive positions.
  defensive positions.    
  The guards stop ten paces from you; the white
  The guards stop ten paces from you; the white
  The guards stop ten paces from you; the white
  The guards stop ten paces from you; the white----haired man, 
  haired man, 
  haired man, 
  haired man, 
  Onando, steps forward. “Under the 
  Onando, steps forward. “Under the 
  Onando, steps forward. “Under the 
  Onando, steps forward. “Under the authority of the Noble 
  authority of the Noble 
  authority of the Noble 
  authority of the Noble 
  Council of Chendl,” he demands, “Acting in the interests of his 
  Council of Chendl,” he demands, “Acting in the interests of his 
  Council of Chendl,” he demands, “Acting in the interests of his 
  Council of Chendl,” he demands, “Acting in the interests of his 
  Pious Majesty King Belvor the Fourth, I must ask that you 
  Pious Majesty King Belvor the Fourth, I must ask that you 
  Pious Majesty King Belvor the Fourth, I must ask that you 
  Pious Majesty King Belvor the Fourth, I must ask that you 
  surrender your weapons and come with me.” 
  surrender your weapons and come with me.” 
  surrender your weapons and come with me.” 
  surrender your weapons and come with me.”     
  As Onando delivers the command, you notice more guards, 
  As Onando delivers the command, you notice more guards, 
  As Onando delivers the command, you notice more guards, 
  As Onando delivers the command, you notice more guards, 
  equally arme
  equally arme
  equally arme
  equally armed, surrounding you and blocking both ends of the 
  d, surrounding you and blocking both ends of the 
  d, surrounding you and blocking both ends of the 
  d, surrounding you and blocking both ends of the 
  street. The crowds are all looking in your direction, waiting to 
  street. The crowds are all looking in your direction, waiting to 
  street. The crowds are all looking in your direction, waiting to 
  street. The crowds are all looking in your direction, waiting to 
  see what happens next.
  see what happens next.
  see what happens next.
  see what happens next.    
   
  The Noble Council Party, described in the Appendix. 
   
  Guardsmen (8) male human Ftr4
  Guardsmen (8) male human Ftr4
  Guardsmen (8) male human Ftr4
  Guardsmen (8) male human Ftr4: Medium Humanoids; 
  HD 4d10+4; hp 36 (+3 Toughness) each; Init +5; Spd 30’; 
  AC 16 (+ chainmail, +1 Dex); Atks +6 melee (1d10 (crit x3) 
  halberd) or +5 melee (1d4 (crit 19-20) dagger); AL LG; SV 
  Fort +5, Ref +2, Will +1. 
   
  Str 12, Dex 12, Con 11, Int 10, Wis 10, Cha 10 
   
  Skills: Climb +4, Jump +5, Ride +5. Feats: Improved 
  Initiative, 
  Improved 
  Unarmed 
  Strike, 
  Toughness, 
  Weapon Focus (halberd). 
   
  Equipment: chainmail, halberd, dagger 
   
  The Council party is not looking for a fight. Onando simply 
  wants to question the PCs about their motives, and the 
  middle of the street seems a poor place to do so. The 
  Guardsmen have been ordered to subdue and arrest 
  anyone Onando orders them to. The guards attack by 
  trying to grapple resisting PCs; they attack with their 
  halbreds if the PCs put up a fight, but they do so only 
  defensively, while the Noble Council Party moves in to 
  overtake the PCs. 
   
  Onando will not answer any questions at this point. 
  If the PCs hesitate or start demanding explanations, he 
  will simply reiterate his request, and remind them that if 
  their actions are good they have nothing to fear from him. 
   
  There are ways the PCs can avoid being arrested 
  here, but they require tricky or resourceful players willing 
  to role-play…. 
   
  If the PCs surrender themselves, Onando politely 
  asks them to remove any visible weapons. A guardsman 
  collects them. The guards take up positions around the 
  PCs, along with the Council Party, and they escort them 
  to the next Encounter. 
   
  If the PCs try to talk their way out of arrest by 
  revealing everything about their mission, allow Onando a 
  
   
  Deep Pearl 
   
  Page 12 
  Sense Motive check (+8) against an opposing Diplomacy 
  roll (or Charisma check). The PC must mention who 
  hired them (they need to mention Helissa Darwoden, as 
  well as the Knightly Conclave). Let the role-playing play a 
  part here, providing additional benefits and penalties of 
  up to +/- 2, depending on the quality of the PCs 
  argument. If the PCs are clever, or forthright, they could 
  possibly talk their way out of being arrested, though this 
  should be a difficult task.  
   
  If the PCs manage to convince Onando of their 
  intentions in the street, he becomes furious—not at the 
  PCs, but at the Conclave. It is just like those fools, he 
  claims, to use a moment of crisis to further their own 
  agenda. At least, he concedes, he knows that the PCs are 
  on his side. Onando immediately makes “the Offer” (see 
  the next Encounter).  
   
  If the PCs invent a story, thus hiding their 
  intentions, allow Onando a Sense Motive roll against a 
  Bluff roll by the PC doing the talking. If Onando wins the 
  roll, he knows the PCs are lying, and he refuses to listen 
  to their story anymore; he gestures to the guardsmen, 
  who step forward with leather straps, to bind the PCs.  
   
  The PCs may try to fight their way out of this 
  situation. This will be a tough fight. Not only is the 
  Council’s party a high-level group, but the eight 
  guardsmen backing them swing the odds heavily in their 
  favor. After the fight (unless the PCs win), they are bound 
  and dragged to see Gilbair le Ronde. Note: the Council Party 
  will never fight to kill the PCs. In battle, the Council Party 
  attempts to subdue. Onando, Leylan, and Hanne sheathe 
  their sword in favor of punching damage, unless they are 
  seriously wounded (dropping to ½ hit points), at which 
  point they draw swords and attempt to bring a PC to 
  negative hit points. Avita casts summon monster I and send 
  the summoned creature towards the nearest spellcaster; 
  the creature only attacks if the spellcaster attempts to cast 
  a spell. Quinlin uses the subdual spells at her disposal—
  hold person and calm emotion—before attempting to 
  actually harm a PC. If any PC drops to negative hit points, 
  she attempts to stabilize them before they die. 
   
  Should the PCs slay one of the Council’s party, 
  however, or one of the City Guards, things become very 
  grim for the PCs. At that point, the offending PC is a 
  lawbreaker. The Council’s party still fights to subdue, but 
  at this point it will be to arrest the offending PC and drag 
  him or her off to jail. The Guards try to overbear the 
  offending PC, pummeling him or her into submission. 
  Should this happen, the adventure is effectively over for 
  that player. Any PC who strikes a killing blow at this 
  point is tried at the conclusion of the tournament. They 
  are and summarily executed, as per Chendl law. The PC is 
  dead, and can no longer play in LIVING GREYHAWK 
  tournaments.  
   
   
  Encounter Six: Arrested?
  Encounter Six: Arrested?
  Encounter Six: Arrested?
  Encounter Six: Arrested?    
  Whether they are willingly escorted, or bound and 
  dragged, the PCs are brought to a small, cold guardhouse 
  near Chendl’s walled inner keep.  
   
  The PCs are taken to a small cell, where they are 
  locked inside (if the PCs were forcibly brought, their 
  binds remain on; the binds are well-made, but an Escape 
  Artist check at DC 20 will escape them). The door outside 
  is guarded by four of the guards from Encounter Five.  
   
  A half-hour after they are locked in, the door opens. 
  Onando and Hanne of the Council Party are there, as is 
  Quinlin, the halfling cleric of Yondalla. She steps forward 
  and grasps her holy symbol, uttering the words to a spell. 
  Any PC with Spellcraft can roll against DC 17 to 
  recognize the spell as zone of truth. All of the PCs receive a 
  Will save (DC 15) to resist its effects, if they wish. 
  Onando makes no such save, and accepts the spell effect. 
  The spell will last for four minutes. 
   
  If the PCs c0me peacefully, the guards will enter and 
  remove their bindings, and then leave the chamber; they 
  wait outside the door. If the PCs were forcibly brought, 
  the guards enter the room and stand guard; they do not 
  remove the PC’s binds. 
   
  Onando glares at you each in turn, before beginning to speak. 
  Onando glares at you each in turn, before beginning to speak. 
  Onando glares at you each in turn, before beginning to speak. 
  Onando glares at you each in turn, before beginning to speak. 
  “You have been
  “You have been
  “You have been
  “You have been poking your nose into delicate matters,” he 
   poking your nose into delicate matters,” he 
   poking your nose into delicate matters,” he 
   poking your nose into delicate matters,” he 
  says without preamble. “Who are you?” 
  says without preamble. “Who are you?” 
  says without preamble. “Who are you?” 
  says without preamble. “Who are you?”     
   
  The specific flow of this encounter rests in the hands of 
  the DM, based upon the events that occurred in the 
  previous encounters. If at any time the PCs engaged the 
  Council’s party in battle, this encounter is harsh and 
  accusatory, the PC’s suspected as agents of Iuz out to 
  sabotage the plans to protect Chendl. If any of the PCs 
  killed either a member of the Council Party or one of the 
  Chendl guardsmen, it will be doubly so. In any instance, 
  Onando is forward in his questioning and tight-lipped in 
  answering any of the PCs questions, at least until they 
  earn his trust. 
   
  Onando is in a tight spot here. He has been hired to 
  find the deep pearl, not to deal with agents of Iuz or 
  representatives of the Knightly Conclave. This is a petty 
  politics situation, outside his realm of responsibility, yet 
  the PCs could stand in the way of Onando and his 
  mission. Unless the PCs put up a fight, Onando had no 
  real justification for arresting them, and thus no real 
  reason for holding them here, other than that they stand 
  to complete the job before he does. He wants to make this 
  brief in any case, and either lock them up, or send them 
  on their way, so that he can return to the search for the 
  pearl.  
   
  If the PCs lie at this point (by way of resisting the 
  zone of truth or they keep silent until its effects fade) 
  allows both Onando and Quinlin a Sense Motive (Wis) 
  roll in opposition to a Bluff check (Cha) by the lying PC 
  (at –6 if the PC waits out the zone of truth, as Onando will 
  be very suspicious of tight-lipped PCs). Lies will only 
  make Onando distrust the PCs even more, affecting the 
  tone of their questioning. Should the PCs push their luck 
  too far, Onando will simply lock them up, effectively 
  ending the adventure. The PCs will be vindicated in a day 
  or two, but by then, the Council Party will have tracked 
  down the missing pearl. 
   
  The best chance is for the PCs to be forthright with 
  Onando. If they reveal themselves to him as agents of the 
  
   
  Deep Pearl 
   
  Page 13 
  Conclave, he becomes furious—not at the PCs, but at the 
  Conclave. It is just like those fools, he claims, to use a 
  moment of crisis to further their own agenda. At least, he 
  concedes, he knows that the PCs are on his side. 
   
  Once the PCs reveal their connection to the 
  Knightly Conclave, Onando’s attitude changes. He will 
  reveal his own mission, and his own backers—the Noble 
  Council.  
   
  Onando also begins to consider the PCs as rivals—
  secretly, of course. In the constant struggle between the 
  Council and the Conclave, Onando very much represents 
  the interests of the Council, and he dislikes the idea that 
  this group of adventurers might upstage both him and the 
  men and women he represents. And Onando is nothing if 
  not competetive. It is for this reason that, once the PCs 
  are forthright with him, Onando is moved to make …  
   
  The Offer
  The Offer
  The Offer
  The Offer    
  Allow the conversation to flow naturally at this point, if 
  the PCs wish to ask any questions of Onando. He answers 
  any questions as briefly and broadly as he can. Eventually, 
  he becomes bored with the conversation, and he delivers 
  the following proposal:  
   
  “I cannot fault you if you wish to honor your original 
  “I cannot fault you if you wish to honor your original 
  “I cannot fault you if you wish to honor your original 
  “I cannot fault you if you wish to honor your original 
  agreement with the Conclave. I certainly want to honor my 
  agreement with the Conclave. I certainly want to honor my 
  agreement with the Conclave. I certainly want to honor my 
  agreement with the Conclave. I certainly want to honor my 
  original offer with the Noble Council. But since we’re all 
  original offer with the Noble Council. But since we’re all 
  original offer with the Noble Council. But since we’re all 
  original offer with the Noble Council. But since we’re all 
  working towards t
  working towards t
  working towards t
  working towards the same purpose, I have a proposition. I 
  he same purpose, I have a proposition. I 
  he same purpose, I have a proposition. I 
  he same purpose, I have a proposition. I 
  don’t care what the Knightly Conclave offered you, but two 
  don’t care what the Knightly Conclave offered you, but two 
  don’t care what the Knightly Conclave offered you, but two 
  don’t care what the Knightly Conclave offered you, but two 
  groups are better than one, and the safety of Chendl is 
  groups are better than one, and the safety of Chendl is 
  groups are better than one, and the safety of Chendl is 
  groups are better than one, and the safety of Chendl is 
  paramount above all. Join us, work for the Noble Council, and 
  paramount above all. Join us, work for the Noble Council, and 
  paramount above all. Join us, work for the Noble Council, and 
  paramount above all. Join us, work for the Noble Council, and 
  together we should have no trouble tra
  together we should have no trouble tra
  together we should have no trouble tra
  together we should have no trouble tracking down their 
  cking down their 
  cking down their 
  cking down their 
  hideout and retrieving the pearl. I’ll even compensate you 
  hideout and retrieving the pearl. I’ll even compensate you 
  hideout and retrieving the pearl. I’ll even compensate you 
  hideout and retrieving the pearl. I’ll even compensate you 
  myself
  myself
  myself
  myself—
  —
  —
  —say, 10 wheatsheafs?
  say, 10 wheatsheafs?
  say, 10 wheatsheafs?
  say, 10 wheatsheafs?—
  —
  —
  —if you help us find the pearl. 
  if you help us find the pearl. 
  if you help us find the pearl. 
  if you help us find the pearl.     
      
  “I only have the city’s best interests in mind. Do you wish 
  “I only have the city’s best interests in mind. Do you wish 
  “I only have the city’s best interests in mind. Do you wish 
  “I only have the city’s best interests in mind. Do you wish 
  to join us?”
  to join us?”
  to join us?”
  to join us?”    
   
  Onando has offered the PCs half what the Conclave has 
  agreed to pay them—and he is not willing to haggle the 
  price. Onando does not need the PCs. He simply wants to 
  steal the Knightly Conclave’s small victory from under 
  them, and keep the potentially meddling PCs out of his 
  way.  
   
  If the PCs never discovered Keyngn, then the 
  Onando will pull quite a coup here. Upon apprehending 
  the PCs, the Council’s group will have an opportunity to 
  discover and apprehend Keyngn before this scene plays 
  out. If that is the case, Onando will now reveal the 
  additional information Keyngn was carrying, putting it 
  out as an offer to persuade the PCs to join them, and away 
  from the Knightly Conclave. Onando can relate, upon 
  request, how and where it was found: the fighter/bard, 
  Leylan, spotted the orcish cleric in the abandoned 
  building as they were leading the PCs away, and stopped 
  to investigate. Leylan killed the orc, and discovered the 
  map. 
   
  The party has several options here, and each could 
  affect the outcome of the adventure.  
   
  If the PCs had already discovered Keyngn and the 
  map, then Onando has little leverage here save for the 
  power of his authority. Legally, he cannot stop the PCs 
  from leaving, or from continuing the investigation. The 
  PCs are not obligated to take the Noble Council Party 
  along, and may choose not to do so. If this is their 
  decision, Onando must respect it; after all, retrieving the 
  pearl is of the utmost importance, regardless who gets it. 
  Onando will return their weapons, and send them—
  reluctantly—on their way. 
   
  If the PCs had not discovered Keyngn and the map, 
  they may be forced into joining forces, like it or not. If 
  this is the case, adjust all the encounters in Encounter Six 
  to tier three, regardless of the party’s original tier. Onando 
  returns their weapons and pays them the promised 10 
  wheatsheaf immediately, to ensure their continued 
  loyalty.  
   
  If the PCs have the map, but agree to join the 
  Council Party anyway, adjust all the encounters below to 
  tier three. Onando returns their weapons and pays them 
  the promised 10 wheatsheaf immediately, to ensure their 
  continued loyalty. 
   
  If the PCs do not have Keyngn’s map, but choose not 
  to follow the Council Party anyway, there are still several 
  ways for them to complete the adventure. They might 
  shadow the Council Party, following them even as the 
  Council Party follows the map. They might try to steal the 
  map from the Council Party (which may lead to a fight or 
  worse). Whatever the PCs come up with, the GM should 
  allow them as much latitude as possible here, and play the 
  encounters accordingly. It is possible, in this instance, 
  that the PCs will not successfully complete the adventure. 
   
  Finally, the PCs may attack at this point. Remember 
  Onando has taken their weapons away (and if they fought 
  the Council Party earlier, they are still bound). Still, if the 
  PCs try to fight their way out, they are branded agents of 
  Iuz and criminals. The Council Party will be tapped to 
  bring them to justice. Should they kill anyone, they will 
  be branded as murderers and executed upon arrest, as per 
  Chendl law. Fugitive PCs will be wanted in every major 
  city and town in Furyondy. The PC, the player, and the 
  circumstances of this outcome should be reported to the 
  Con coordinator, and to the Furyondy Triad.  
   
   
  Encounter Seven: Warehouse 
  Encounter Seven: Warehouse 
  Encounter Seven: Warehouse 
  Encounter Seven: Warehouse 
  District
  District
  District
  District    
  The PCs arrive at this encounter after they have followed 
  the “A,” “B,” “C” route, found on Keyngn’s map. The path 
  leads the PCs through the southeast part of Chendl, using 
  alleyways almost exclusively. The second symbol is 
  painted crudely on an alleyway wall some 100 yards from 
  Oben Gemsetter’s shop, and is easy to spot; if the PCs turn 
  east there, and stick to alleyways, they will eventually find 
  the third symbol (Spot check, DC 20) carved into a 
  wooden door. If they bear south again, they will have to 
  walk all the way to the city’s south wall to find the fourth 
  symbol; it is painted across the mortar in the same red 
  paint. To find the fifth symbol, the PCs need to follow the 
  city wall east, until it ends; there, panted on the face of the 
  eastern wall, is the fifth symbol. The PCs will have no 
  
   
  Deep Pearl 
   
  Page 14 
  choice at this point but to turn north. When they do so, 
  read or paraphrase the following: 
   
  The map has led you to Chendl’s warehouse district. Most 
  The map has led you to Chendl’s warehouse district. Most 
  The map has led you to Chendl’s warehouse district. Most 
  The map has led you to Chendl’s warehouse district. Most 
  every merchant operating out of Chendl keeps his wares stored 
  every merchant operating out of Chendl keeps his wares stored 
  every merchant operating out of Chendl keeps his wares stored 
  every merchant operating out of Chendl keeps his wares stored 
  here, in long, squat brown buildings that
  here, in long, squat brown buildings that
  here, in long, squat brown buildings that
  here, in long, squat brown buildings that take up eight city 
   take up eight city 
   take up eight city 
   take up eight city 
  blocks. The district is quiet, but clean and well
  blocks. The district is quiet, but clean and well
  blocks. The district is quiet, but clean and well
  blocks. The district is quiet, but clean and well----kept
  kept
  kept
  kept—
  —
  —
  —the 
  the 
  the 
  the 
  merchants of Chendl take their storehouses seriously, and 
  merchants of Chendl take their storehouses seriously, and 
  merchants of Chendl take their storehouses seriously, and 
  merchants of Chendl take their storehouses seriously, and 
  generous donations to the City Guard ensure regular patrols.
  generous donations to the City Guard ensure regular patrols.
  generous donations to the City Guard ensure regular patrols.
  generous donations to the City Guard ensure regular patrols.    
      
  As you look around the district, one thing catches your 
  As you look around the district, one thing catches your 
  As you look around the district, one thing catches your 
  As you look around the district, one thing catches your 
  aaaattention
  ttention
  ttention
  ttention—
  —
  —
  —every single one of the squat warehouses look 
  every single one of the squat warehouses look 
  every single one of the squat warehouses look 
  every single one of the squat warehouses look 
  exactly the same, with only an occasional fence or painted sign 
  exactly the same, with only an occasional fence or painted sign 
  exactly the same, with only an occasional fence or painted sign 
  exactly the same, with only an occasional fence or painted sign 
  to tell them apart. If the thieves are hiding out here, finding 
  to tell them apart. If the thieves are hiding out here, finding 
  to tell them apart. If the thieves are hiding out here, finding 
  to tell them apart. If the thieves are hiding out here, finding 
  them is going to be a difficult task.
  them is going to be a difficult task.
  them is going to be a difficult task.
  them is going to be a difficult task.    
    
  All of the warehouses are locked. If the PCs set out to 
  check each one in turn, this could, indeed, be a time-
  consuming job; there are some thirty warehouses in the 
  district. 
   
  The warehouse the PCs seek is actually easy to 
  find—if they follow the path laid out to its logical 
  conclusion. The warehouse is a fenced-in building only 
  four buildings down from the fifth symbol. The fence 
  around it is marked with a red, painted “X” easily spotted 
  (Spot or Search check, DC 12) by anyone coming north 
  along the wall.  
   
  The warehouse
  The warehouse
  The warehouse
  The warehouse    
  1. The courtyard.
  1. The courtyard.
  1. The courtyard.
  1. The courtyard.    The gate, on the fence wall facing 
  west, is chained and locked (Open Lock, DC 12). Just 
  inside of the gate, a large mastiff is tied to a post with 10’ 
  of heavy rope. The mastiff blocks the path that leads to 
  the warehouse’s front door. 
   
  Mastiff:
  Mastiff:
  Mastiff:
  Mastiff: Small Animal (3 ft. tall); HD 2d8+2; hp 11; Init +2 
  (Dex); Spd 20 ft.; AC 14 (+1 Size, +1 Natural, +2 Dex); Atks 
  +2 melee (1d6+1, bite); AL N; SV Fort +1, Ref +2, Will +1. 
   
  Str:13 Dex:15 Con:13 Int:2 Wis:12 Cha: 6  
   
  Skills: Listen +4, Spot +2. 
   
  The mastiff has no name. It is simply a guard dog, trained 
  to attack anyone not accompanied by Laircon, the gnome 
  who owns the warehouse. If the PCs manage to get inside 
  the fence without using the gate, and the mastiff spots 
  them, it starts barking and growling; if it does, the two 
  orcs inside the warehouse are alerted to the PC’s presence 
  (they will not come outside).  
   
  The area inside the fence is littered with wooden 
  barrels and empty crates. There is nothing special 
  amongst them. The warehouse has a number of high, thin 
  windows, glassed in and too thin for anyone to slip 
  through, as well as two doors. The main entrance is a pair 
  of large, rolling doors which are unlocked, but which will 
  make a noticeable rumble upon being opened and will 
  alert the guards within. There is also a small side door 
  which is locked (DC 15 to pick) but which is well oiled, 
  and will make no noise upon opening. It is, however, 
  armed with a simple trap that will jingle a string of bells 
  inside the warehouse, alerting the humanoids within to 
  the PC’s presence. 
      
  Bell trap:
  Bell trap:
  Bell trap:
  Bell trap: Search (DC 15); Disable Device (DC12). 
  Disarming this trap is a simple matter of cutting the 
  string before opening the door. 
    
  2. Inside.
  2. Inside.
  2. Inside.
  2. Inside. The warehouse itself is a maze of stacked 
  crates. Many of the crates are empty; many others are 
  filled with an odd assortment of goods—clothing, 
  tankards, shoes, and coils of rope, among other things. 
  Laircon Darkblade is a schemer, and will often purchase 
  anything he can get in quantity, cheap. Nothing here is 
  stolen property; anything Laircon fences, he keeps in the 
  back (location 4). 
   
  Waiting in the warehouse is a small group of 
  hobgoblins, followers of Beltar that have been placed here 
  on guard. 
   
  Tier One
  Tier One
  Tier One
  Tier One    
  Grygn, Skitg, Kiger, and Crag, hobgoblins
  Grygn, Skitg, Kiger, and Crag, hobgoblins
  Grygn, Skitg, Kiger, and Crag, hobgoblins
  Grygn, Skitg, Kiger, and Crag, hobgoblins: Medium 
  Humanoids; HD 1d8+1; hp 5 each; Init +1; Spd 30 ft.; AC 
  15 (+1 Dex, +3 studded leather, +1 small shield); Atks +0 
  melee (1d8, [19-20/x2] longsword); SQ darkvision; AL LE; 
  SV Fort +3, Ref +1, Will +0. 
   
  Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10 
   
  Skills: Hide +1, Listen +4, Spot +4. Feats: Alertness. 
   
  Equipment: Each wears a poorly crafted suit of 
  hobgoblin-sized studded leather armor (worthless on the 
  street), and each fight with unremarkable longswords. 
   
  Tier Two
  Tier Two
  Tier Two
  Tier Two    
  Grygn, Skitg, Kiger, and Crag, hobgoblins
  Grygn, Skitg, Kiger, and Crag, hobgoblins
  Grygn, Skitg, Kiger, and Crag, hobgoblins
  Grygn, Skitg, Kiger, and Crag, hobgoblins: Medium 
  Humanoids; HD 2d8+2; hp 10 each; Init +1; Spd 30 ft.; AC 
  15 (+1 Dex, +3 studded leather, +1 small shield); Atks +1 
  melee (1d8 [19-20/x2], longsword); SD darkvision 60’; AL 
  LE; SV Fort +4, Ref +1, Will +0. 
   
  Str
  Str
  Str
  Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10 
   
  Skills: Hide +2, Listen +5, Spot +4. Feats: Alertness. 
   
  Equipment: Each wears a poorly crafted suit of 
  hobgoblin-sized studded leather armor (worthless on the 
  street), and each fight with unremarkable longswords. 
   
  Each hobgoblin wears a dirty black tabard with Beltar’s 
  symbol on it, though they are not clerics. They speak 
  hobgoblin and orcish, but not common. If the barking dog 
  outside or the opening of either warehouse door has 
  alerted them to the PC’s presence, the guards are pacing 
  the area in front of the back room door, brandishing their 
  longswords. They demand that the PCs halt and 
  surrender (in hobgoblin, of course). Their orders were 
  that no one was to gain entrance to the warehouse, and 
  they will make sure that none do.  
   
  If the PCs engage the guards, they let out a cry of 
  alarm as they attack. This cry alerts the thieves in 
  Location 4, and they prepare themselves as detailed in 
  that section. As the thieves are cautious, they will not 
  come out and investigate, preferring instead to ready 
  themselves and await the PCs. 
   
  There is a secret door in this room, that leads back to 
  Location Four (Search, DC 15). It is not locked. 
   
  
   
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  Page 15 
  3. Office.
  3. Office.
  3. Office.
  3. Office.    This small room holds a wood desk and a tall 
  shelf full of ledger books. The desk itself is strewn with 
  receipts, purchase orders, and the like. Anyone reading 
  through the receipts will notice a wide variety of items 
  listed—all of them cheap.  
   
  Behind the desk is a man, bound, gagged, and 
  unconscious (sleeping, actually). He is a squat, pudgy man 
  in his late forties. his clothes are disheveled and torn, and 
  his eye sports a nasty welt. He is bound both hand and 
  foot.  
   
  This man is the missing jeweler, Oben Gemsetter 
  (male human Exp2; Appraise +5, Profession: Jeweler +6). 
  Far from being a willing accomplice to the theft, he was 
  knocked unconscious and dragged away from his shop. 
  Read or paraphrase the following when the PCs untie 
  him:  
   
  “Bless you, strangers,” the man says once you remove the gag. 
  “Bless you, strangers,” the man says once you remove the gag. 
  “Bless you, strangers,” the man says once you remove the gag. 
  “Bless you, strangers,” the man says once you remove the gag. 
  “I was afeared they would kill me before long! My name is 
  “I was afeared they would kill me before long! My name is 
  “I was afeared they would kill me before long! My name is 
  “I was afeared they would kill me before long! My name is 
  Oben Gemsetter. These rogues attacked me last night, 
  Oben Gemsetter. These rogues attacked me last night, 
  Oben Gemsetter. These rogues attacked me last night, 
  Oben Gemsetter. These rogues attacked me last night, 
  rans
  rans
  rans
  ransacked my shop, and killed three of the King’s men! It has 
  acked my shop, and killed three of the King’s men! It has 
  acked my shop, and killed three of the King’s men! It has 
  acked my shop, and killed three of the King’s men! It has 
  been a most horrible ordeal! 
  been a most horrible ordeal! 
  been a most horrible ordeal! 
  been a most horrible ordeal!     
  “Are you here on the King’s behest? Do you seek the deep 
  “Are you here on the King’s behest? Do you seek the deep 
  “Are you here on the King’s behest? Do you seek the deep 
  “Are you here on the King’s behest? Do you seek the deep 
  pearl?”
  pearl?”
  pearl?”
  pearl?”    
   
  Oben will gratefully offer the PCs any information they 
  request, to the best of his knowledge. What follows is his 
  story 
   
  Oben remembers little of the night before. He had 
  been awaiting the King’s men and the deep pearl, to 
  verify its authenticity, when he was hit from behind and 
  knocked unconscious. He regained some consciousness a 
  few minutes later, as a half-orc and a gnome dragged him 
  past the bodies of the King’s men, out into the alleyway 
  and into the night. He struggled, but only feebly, and was 
  quickly knocked back into unconsciousness. He was 
  awakened some time later, when a woman wearing robes 
  demanded he authenticate the pearl. Afraid for his life, he 
  did; it was, indeed, a deep pearl, and a fine specimen at 
  that. The half-orc whom had attacked him and another 
  man—this one a human—had then bound and gagged 
  Oben, and left him here. He has seen no one since then. 
   
  Oben has seen three people—the female in robes 
  and two orcs in robes—plus “some big goblins” (the 
  guards). He isn’t sure what they are, though he did note 
  that they were all wearing the same symbol—the fanged 
  mouth, the symbol of Beltar—in some fashion or other. 
  He is not sure where any of them are now. 
   
  4. Back Room.
  4. Back Room.
  4. Back Room.
  4. Back Room. The back room is full of crates. Many of 
  them are empty, while others hold stolen and fenced 
  goods. The crates have all been piled into the corners of 
  the room, allowing enough space in the center for a 
  number of straw palettes, arranged side-to-side—beds for 
  Katiss and her followers.  
   
  On top of a crate against the far wall is a small shrine 
  to Beltar. A charcoal gray cloth covers the crate, 
  emblazoned with the goddess’ symbol. On top of the crate 
  stand two lit candles in black iron holders; between them 
  is a crudely carved wooden statue of the goddess Beltar, 
  an old woman with fangs and clawed hands, and half-orc 
  features. It is about a foot tall. 
   
  The statue is actually hollow. A compartment on the 
  bottom of the statue (Search DC 15) opens to reveal a 
  small pouch. Inside the pouch is the deep pearl. The 
  compartment is not trapped, but it is locked. To open it, 
  one must twist it the correct way (left, then right, then 
  left again) before pulling off the statue’s base. An Open 
  Locks check at DC 15 will discover this.  
   
  The thieves are hiding out in this room. If the PCs 
  have the element of surprise when they open the door, 
  the thieves are caught “flatfooted” as per the PHB. 
  Regardless, when the PCs enter this room, the thieves are 
  ready for one thing: combat. It will take a very crafty PC 
  to negotiate a way out of combat here—Katiss is not 
  interested in compromising, negotiating, or giving up the 
  pearl. Indeed, her devotion to Beltar borders on zealotry, 
  and she will die before surrendering the pearl. 
   
  NPC Tactics
  NPC Tactics
  NPC Tactics
  NPC Tactics    
  If the thieves are alerted to the PC’s presence, (either by 
  the guards in Location Three or through other means) 
  Laircon Quickcloak “takes 10” before the PCs enter the 
  location and hides amidst the crates near the door. In 
  combat, he takes the first opportunity to sneak attack a 
  spellcaster, not revealing himself before that time. 
   
  On the first round of combat, the NPCs take the 
  following defensive measures, regardless of if they were 
  alerted to the PC’s presence: 
   
  • 
  Katiss Darklin casts entropic shield on the first round 
  of combat, surrounding her in a visible magical 
  shield that causes a 20% miss chance for all ranged 
  attacks.  
  • 
  Maedag and Barin each cast protection from good, on 
  the first round of battle, giving them +2 deflection 
  bonus to AC and +2 resistance bonus to saving 
  throws, before engaging the PCs. 
   
  Once the battle has been joined, Katiss will use her spells 
  to the best of her ability. She will not abandon the pearl. 
  Not only is the object sacred to her church, and rare 
  enough to demand she try everything to save it, but to 
  lose the pearl would mean returning to her father a 
  failure, and Katiss would rather die than face that. 
   
  Should Katiss fall first, Maedag and Barin (if they are 
  still alive) surrender. Laircon will try to slip away the 
  minute the battle turns against him, using his Hide and 
  Move Silently skills in the warehouse to try and escape 
  pursuit. 
   
  Tier One
  Tier One
  Tier One
  Tier One    
  Katiss Darklin, female half
  Katiss Darklin, female half
  Katiss Darklin, female half
  Katiss Darklin, female half----orc Clr3 (Beltar)
  orc Clr3 (Beltar)
  orc Clr3 (Beltar)
  orc Clr3 (Beltar): Medium 
  Humanoid; HD 3d8+3; hp 25; Init +1 (Dex); Spd 30 ft.; AC 
  17 (+5 chainmail, +2 Dex); Atks: +2 melee (1d8, heavy 
  mace), +2 melee (1d4, sling), or +2 melee (1d4 [crit 19-
  20/x2] dagger); SA rebuke undead Casts evil sphere spells 
  at +1 level; SQ Chaos and Earth domains, darkvision; AL 
  CE; SV Fort +4, Ref +2, Will +7. 
   
  Str 10, Dex 12, Con 13, Int 11, Wis 15, Cha 12. 
  
   
  Deep Pearl 
   
  Page 16 
   
  Skills: Concentration +5; Hide +2; Spellcraft +4. Feats: 
  Alertness, Iron Will 
   
  SQ: Chaos domain—cast chaos spells at +1 caster 
  level; Earth domain—rebuke or command earth creatures 
  as an evil cleric rebukes undead, turn or destroy air 
  creatures as a cleric turns undead 
   
  Equipment: Heavy mace, leather sling, pouch with 
  12 metal bullets, dagger, chainmail armor, symbol of 
  Beltar, a pouch with 34 gold (not Furyondian 
  wheatsheafs), a small pouch containing the deep pearl. 
   
  Spells (4/3+1/1+1): 0-lvl—detect magic, guidance (x2), 
  resistance. 1st-lvl—command, doom, entropic shield, protection 
  from good. 2rd-lvl—desecrate, hold person. 
   
   
  Katiss is a very devout follower of Beltar. She speaks with 
  a slight hiss, extending all of her “s” sounds.  
   
  Laircon Darkblade, male gnome Rog2
  Laircon Darkblade, male gnome Rog2
  Laircon Darkblade, male gnome Rog2
  Laircon Darkblade, male gnome Rog2: Small Humanoid; 
  HD 2d6; hp 9; Init +7 (Improved Initiative, Dex); Spd 20 
  ft.; AC 16 (+2 leather, +1 Small Size, +3 Dex); Atks: +1 
  melee (1d4 [crit 19-20/x2] dagger) or +2 ranged (1d4 [crit 
  19-20/x2] dagger); SA sneak attack +1d6; SQ darkvision; 
  AL NE; SV Fort +0, Ref +6, Will +1. 
   
  Str 10, Dex 16, Con 11, Int 11, Wis 9, Cha 9. 
   
  Skills: Climb +5, Escape Artist +8, Hide +12, Intuit 
  Danger +4, Listen +5, Move Silently +7, Open Locks +8, 
  Pick Pockets +8, Search +2. Feats: Improved Initiative. 
   
  SA: Sneak attack—when catching opponent off 
  guard (i.e., no Dex bonus or opponent is flanked) add an 
  extra +1d6 damage. This damage is not multiplied in case 
  of critical damage.  
   
  Equipment: 4 daggers, leather armor, a set of 
  lockpicks, a pouch with 20 wheatsheaf. 
   
  Laircon is a gnome with dark hair and pale skin, wearing a 
  leather breastplate. It is likely that he has svirfneblin in 
  his blood.  
   
   
  Maed
  Maed
  Maed
  Maedag, 
  male 
  half
  ag, 
  male 
  half
  ag, 
  male 
  half
  ag, 
  male 
  half----orc 
  Clc1 
  (Beltar)
  orc 
  Clc1 
  (Beltar)
  orc 
  Clc1 
  (Beltar)
  orc 
  Clc1 
  (Beltar): 
  Medium 
  Humanoid; HD 1d8+3; hp 11; Init +0; Spd 30 ft; AC 16 (+5 
  chainmail, +1 medium shield); Atks: +7 melee (1d8+3, 
  heavy mace); SA rebuke or command undead; SQ Chaos 
  and Earth domains darkvision; AL CE; SV Fort +6, Ref +1, 
  Will +4. 
   
  Str 16, Dex 11, Con 16, Int 8, Wis 12, Cha 8.  
      
  Skills: Concentration +4. Feats: Weapon Focus(heavy 
  mace) 
   
  SQ: Chaos domain—cast chaos spells at +1 caster 
  level; Earth domain—rebuke or command earth creatures 
  as an evil cleric rebukes undead, turn or destroys air 
  creatures as a good cleric 
    
   
  Equipment: Heavy mace, chainmail armor, symbol of 
  Beltar, a pouch with 3 gold and 12 copper (not 
  Furyondian coinage) 
   
  Spells (4/1+): 0-lvl—cure minor wounds, detect magic, 
  guidance, resistance. 1st-lvl—cure light wounds, protection from 
  evil.  
   
  Maedag is a devout follower of Beltar. He wears chainmail 
  and carries a shield (AC 16), and the morningstar he 
  fights with is inscribed with the symbol of Beltar. 
   
  Barin, male orc Clr1 (Beltar)
  Barin, male orc Clr1 (Beltar)
  Barin, male orc Clr1 (Beltar)
  Barin, male orc Clr1 (Beltar): Medium Humanoid; HD 
  1d8+1; hp 9; Init +0; Spd 30 ft.; AC 16 (+5 chainmail, +1 
  medium shield); Atks: +0 melee (1d8, heavy mace); SA 
  Cast evil sphere spells at +1 level; SA rebuke undead SQ 
  Chaos and Earth domains, darkvision, light sensitivity; AL 
  CE; SV Fort +3, Ref +2, Will +3. 
   
  Str 10, Dex 11, Con 12, Int 10, Wis 13, Cha 7. 
   
  Skills: Concentration +4, Spellcraft +4. Feats: 
  Improved Initiative, Lightning Reflexes. 
   
  SQ: Chaos domain—cast chaos spells at +1 caster 
  level; Earth domain—rebuke or command earth creatures 
  as an evil cleric rebukes undead, turn or destroy air 
  creatures as a cleric turns undead; Light sensitivity—
  suffers a –1 penalty to attack rolls in bright sunlight or 
  within the radius of a daylight spell. 
   
  Equipment: Heavy mace, chainmail armor, symbol of 
  Beltar, a pouch with 10 gold and 15 copper (not 
  Furyonduan coinage).  
   
  Spells (3/2+): 0—Cure Minor Wounds, Light, Resistance; 
  1st–Inflict Light Wounds (x2), Protection from Good. 
   
   
  Barin is a worshipper of Beltar, devoted to the dark 
  goddess for his own greedy purposes. He wears chainmail 
  and the robes of a cleric of Beltar, and fights with a heavy 
  mace. 
   
  Tier Two
  Tier Two
  Tier Two
  Tier Two    
  Katiss Darklin, female half
  Katiss Darklin, female half
  Katiss Darklin, female half
  Katiss Darklin, female half----orc Clr5 (Beltar)
  orc Clr5 (Beltar)
  orc Clr5 (Beltar)
  orc Clr5 (Beltar): Medium 
  Humanoid; HD 5d8+5; hp 37; Init +2 (Dex); Spd 30 ft.; AC 
  17 (+5 chainmail, +2 Dex); Atks: +3 melee (1d8, heavy 
  mace), +3 melee (1d4, sling), or +3 melee (1d4 [crit 19-
  20/x2] dagger); SA rebuke undead Casts evil sphere spells 
  at +1 level; SQ Chaos and Earth domains, darkvision; AL 
  CE; SV Fort +5, Ref +2, Will +8. 
   
  Str 10, Dex 12, Con 13, Int 11, Wis 16, Cha 12. 
   
  Skills: Concentration +7; Hide +4; Spellcraft +4. Feats: 
  Alertness, Iron Will. 
   
  SQ: Chaos domain—cast chaos spells at +1 caster 
  level; Earth domain—rebuke or command earth creatures 
  as an evil cleric rebukes undead, turn or destroy air 
  creatures as a cleric turns undead 
   
  Equipment: Heavy mace, leather sling, pouch with 
  12 metal bullets, dagger, chainmail armor, symbol of 
  Beltar, a pouch with 34 gold (not Furyondian 
  wheatsheafs), a small pouch containing the deep pearl. 
   
  Spells (5/4+1/3+1/2+1): 0-lvl—detect magic, guidance 
  (x2), resistance (x2). 1st-lvl—command, doom, entropic shield, 
  cure light wounds, protection from good. 2rd-lvl—cure moderate 
  wounds, desecrate, hold person, summon monster II. 3rd—
  blindness, stone shape, summon monster III. 
   
  Katiss is a very devout follower of Beltar. She speaks with 
  a slight hiss, extending all of her “s” sounds.  
   
  Laircon Darkblade, male gnome Rog3
  Laircon Darkblade, male gnome Rog3
  Laircon Darkblade, male gnome Rog3
  Laircon Darkblade, male gnome Rog3: Small Humanoid; 
  HD 3d6; hp 14; Init +7 (Improved Initiative, Dex); Spd 20 
  ft.; AC 16 (+2 leather, +1 Small Size, +3 Dex); Atks: +2 
  melee (1d4 [crit 19-20/x2] dagger) or +3 ranged (1d4 [crit 
  19-20/x2] dagger); SA sneak attack +1d6; SD darkvision; 
  AL NE; SV Fort +1, Ref +6, Will +2. 
  
   
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  Page 17 
   
  Str 10, Dex 16, Con 11, Int 11, Wis 09, Cha 09. 
   
  Skills: Climb +6, Escape Artist +8, Hide +13, Intuit 
  Danger +5, Listen +5, Move Silently +8, Open Locks +9, 
  Pick Pockets +9, Search +4. Feats: Improved Initiative. 
   
  SA: Sneak attack—when catching opponent off 
  guard (i.e., no Dex bonus or opponent is flanked) add an 
  extra +1d6 damage. This damage is not multiplied in case 
  of critical damage.  
   
  Equipment: one potion of cure light wounds (1st level), 4 
  daggers, leather armor, a set of lockpicks, a pouch with 20 
  wheatsheaf. 
   
  Laircon is a gnome with dark hair and pale skin, wearing a 
  leather breastplate. It is likely that he has svirfneblin in 
  his blood.  
   
   
  Maedag, male half
  Maedag, male half
  Maedag, male half
  Maedag, male half----orc Clc2 
  orc Clc2 
  orc Clc2 
  orc Clc2 ---- Beltar
   Beltar
   Beltar
   Beltar: Medium Humanoid; 
  HD 2d8+6; hp 17; Init +0; Spd 30 ft.; AC 16 (+5 chainmail, 
  +1 medium shield); Atks: +6 melee (1d8+3, heavy mace); 
  SA rebuke or command undead; SQ Chaos and Earth 
  domains, darkvision; AL CE; SV Fort +5, Ref +0, Will +3. 
   
  Str 16, Dex 11, Con 16, Int 08, Wis 12, Cha 08.  
      
  Skills: Concentration +5. Feats: Weapon Focus: heavy 
  mace. 
   
  SQ: Chaos domain—cast chaos spells at +1 caster 
  level; Earth domain—rebuke or command earth creatures 
  as an evil cleric rebukes undead, turn or destroys air 
  creatures as a good cleric 
   
  Equipment: Heavy mace, chainmail armor, symbol of 
  Beltar, a pouch with 3 gold and 12 copper (not 
  Furyondian coinage). 
   
  Spells (4/3+1): 0-lvl—cure minor wounds, detect magic, 
  guidance, light, resistance. 1st-lvl—cause fear, curse (x2), 
  protection from evil. 
   
  Maedag is a devout follower of Beltar. He wears chainmail 
  and carries a shield (AC 16), and the morningstar he 
  fights with is inscribed with the symbol of Beltar. 
   
  Barin, male orc Clr2
  Barin, male orc Clr2
  Barin, male orc Clr2
  Barin, male orc Clr2----Beltar
  Beltar
  Beltar
  Beltar: Medium Humanoid; HD 
  2d8+2; hp 15; Init +0; Spd 30 ft.; AC 16 (+5 chainmail, +1 
  medium shield); Atks: +1 melee (1d8, heavy mace); SA 
  rebuke undead SQ Chaos and Earth domains, darkvision, 
  light sensitivity; AL CE; SV Fort +4, Ref +2, Will +4. 
   
  Str 10, Dex 11, Con 12, Int 10, Wis 13, Cha 07. 
   
  Skills: Concentration +5, Spellcraft +5. Feats: 
  Lightning Reflexes. 
   
  SQ: Chaos domain—cast chaos spells at +1 caster 
  level; Earth domain—rebuke or command earth creatures 
  as an evil cleric rebukes undead, turn or destroy air 
  creatures as a cleric turns undead; Light sensitivity—
  suffers a –1 penalty to attack rolls in bright sunlight or 
  within the radius of a daylight spell. 
   
  Equipment: Heavy mace, chainmail armor, symbol of 
  Beltar, a pouch with 10 gold and 15 copper (not 
  Furyonduan coinage).  
   
  Spells (4/2+): 0—Cure Minor Wounds, Light, Resistance, 
  Virtue; 1st–Guiding Hand, Inflict Light Wounds, Protection 
  from Good. 
   
   
  Barin is a worshipper of Beltar, devoted to the dark 
  goddess for his own greedy purposes. He wears chainmail 
  and the robes of a cleric of Beltar, and fights with a heavy 
  mace. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Once the battle is over, the adventure is not quite 
  complete—there is still the issue of the deep pearl, and 
  who should claim it, and for whom.  
   
  If the PCs faced the thieves alone, and Katiss Darklin 
  has been slain, there is little more to do, save to retrieve 
  the pearl from the statue and return it to the crown. Once 
  they deliver the pearl to Helissa Darwoden, who has a 
  room at the King’s Arms, she will pay the PCs their 20 
  wheatsheaf, and let them all know that they have earned 
  the gratitude of the Conclave. 
   
  If the Noble Council Party is present at the final 
  battle, they want to deliver the deep pearl immediately to 
  the council, and their contact, one Gilbair le Ronde. 
  Onando has no time for petty politics, and he would 
  rather see the Noble Council receive the pearl directly. 
  Like the PCs, he has been hired to perform a service, and 
  he plans to see it through. If the PCs willingly agreed to 
  Onando’s terms earlier, Onando will remind them of that 
  agreement. 
   
  If the pearl is retrieved by a PC after the battle, it is 
  ultimately up to them who gets to deliver the pearl, and 
  where. Onando and the Council Party are beyond 
  fighting the PCs once the pearl is recovered. Onando will 
  insist, however, that they accompany the PCs on the 
  delivery of the gem.  
   
  If the pearl ends up in the possession of the Council’s 
  party (and if the PCs do not immediately search for the 
  pearl, Onando will, discovering the statue on a successful 
  Search roll, DC 20), Onando takes it to Gilbair le Ronde. 
  He invites the PCs to accompany them. Unless the PCs 
  can somehow convince them to give up the pearl, or fight 
  them for it, Onando does not surrender it. Players may 
  use whatever relevant Skills may help them win this 
  argument, including Bluff and Diplomacy. It is also 
  recommended that the DM let such a scenario be role-
  played out, regardless of the dice rolls. Remember that 
  Onando has Sense Motive +8, so it is possible he will 
  know if the PCs are lying m or trying to bluff him. 
   
  If the PCs return to Helissa with news of the pearl’s 
  recovery, but bring it (or allow it to be taken) to Gilbair le 
  Ronde, Helissa shows a measure of displeasure with the 
  PCs. She honors the agreement, however, and gives them 
  their 20 wheatsheaf.  
   
  If the PCs do not return to Helissa, she sends word 
  for them to come to her at the King’s Arms. If she has to 
  do this, she is sorely angry. Not only have the PCs not 
  brought the pearl to her (thus depriving the Knightly 
  Conclave of some needed clout), but they have insulted 
  her by failing to send him word of their success or failure. 
  She will not pay the PCs their owed wheatsheaf. 
   
  There is a potential final option here. The PCs could 
  decide to keep the deep pearl for themselves, and either 
  simply abscond with it, or lie to the Knightly Conclave, 
  
   
  Deep Pearl 
   
  Page 18 
  claiming the pearl lost, or whatever else the PCs may 
  concoct. If the PCs choose this option, allow for the 
  Noble Council’s party to somehow discover the plot, and 
  brand the PCs thieves. To choose to simply take the pearl 
  is an evil act, and the PCs should suffer accordingly. If the 
  PCs cannot be dissuaded from such a course, the DM 
  should end the session and report the party or offending 
  PCs to the con coordinator, and to the Triad. 
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Finding symbol in alleyway 
  10 xp 
   
  Encounter Three 
  Encounter Three 
  Encounter Three 
  Encounter Three     
  Defeating Keyngn and discovering map 
  30 xp 
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  Avoiding Arrest 
  50 xp 
   
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven    
  Killing mastiff  
  10 xp 
   
  OR 
  Evading mastiff w/out alerting guards  
  25 xp 
   
  Defeating Hobgoblin Guards  
  50 xp 
   
  Final Battle 
  Final Battle 
  Final Battle 
  Final Battle     
  Killing or capturing thieves 
     50 xp/NPC 
   
  (200 max) 
   
  Recovering pearl for Knightly Conclave  
  50 xp 
   
  Total experience for objectives 
  415 xp 
  Discretionary roleplaying Award: 
  0-50 xp 
   
  Maximum xp Award: 
  Maximum xp Award: 
  Maximum xp Award: 
  Maximum xp Award:     
  465 xp
  465 xp
  465 xp
  465 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 750 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Each PC will receive, in total, 40 wheatsheaf from the 
  Knightly Conclave, or 30 if they accept Gilbair le Ronde’s 
  proposal. Between them, the thieves have 67 wheatsheaf 
  of mixed coinage, along with 27 commons. In addition, 
  Encounters provide the following potential treasure 
  [Bracketed treasures are tier-specific]: 
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  �� 1 suit of orc-sized scale mail (may be sold for a total of 
  25 gp). 
  �� 1 heavy mace (may be sold for total of 6 gp). 
   
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven 
  �� 4 small shields (may be sold for total of 6 gp). 
  �� 4 longswords (poor quality; may be sold for a total of 
  15 gp).  
  �� 2 suits of orc-sized chainmail (may be sold for a total 
  of 150 gp). 
  �� 1 suit half-orc-sized chainmail (may be sold for 75 
  gp). 
  �� 1 suit of gnome-sized leather armor (may be sold for 
  5gp). 
  �� A small statue of the Suel goddess Beltar, with a 
  hidden compartment in the bottom (Value 25 gp, 
  Weight 10 lb): This carved wooden statue depicts 
  Beltar, the Suel goddess of caves, pits, and malice, in 
  the guise of a horrible, fanged old woman. It stands 
  about a foot tall. The statue has a hollow base that can 
  
   
  Deep Pearl 
   
  Page 19 
  be found on a Search check of DC 15. The 
  compartment is not trapped. To open it, one must 
  twist it the correct way (left, then right, then left 
  again) before pulling off the statue’s base. An Open 
  Locks check at DC 15 will discover this. The hollow 
  inside is about 3 inches deep and 6 inches around; it 
  is big enough to hold a money sack, or several small 
  objects. 
  �� 67 wheatsheaf of mixed coinage, along with 27 
  common. 
  �� One (tier two) potion of cure light wounds (Value 250 
  gp): This small glass vial contains a blue liquid that 
  sparkles when it catches the light. This potion 
  confers upon the imbiber the benefits of a cure light 
  wounds spell, cast at the 5th-level of ability. The 
  imbiber automatically regains 1d8+5 hit points. 
  There is one draught of potion in the bottle. The 
  entire potion must be consumed to gain its effects. 
   
  Total possible gold:  
   
    349 gp, 27 cp 
   
  Influence
  Influence
  Influence
  Influence    
  Each player will get a certed influence point for the 
  Knightly Conclave, IF, and ONLY IF they deliver the 
  IF, and ONLY IF they deliver the 
  IF, and ONLY IF they deliver the 
  IF, and ONLY IF they deliver the 
  deep pearl to Helissa Darwoden
  deep pearl to Helissa Darwoden
  deep pearl to Helissa Darwoden
  deep pearl to Helissa Darwoden. There is no influence 
  no influence 
  no influence 
  no influence 
  point rewarde
  point rewarde
  point rewarde
  point rewardedddd if the PCs do not bring the deep pearl to 
  the Knightly Conclave. 
   
  Text: The PC has some small amount of influence 
  with Chendl’s Knightly Conclave. The Conclave owes the 
  PC a small debt for services performed. It can be used as 
  per standard Influence Point guidelines. The Knightly 
  Conclave is sometimes potent power in Furyondy. They 
  represent a body of minor titled nobles and Knights of 
  the Hart who come together to debate current issues of 
  concern to the kingdom, and to deliver their opinions to 
  the King. While the King is not obligated to listen to the 
  Conclave, the support of many minor nobles, as well as of 
  the influential Knights, are imperative to the smooth 
  running of Furyondy, and so Belvor often considers their 
  view. This influence can be used to curry favor with the 
  Conclave as a whole (which meets in the royal city of 
  Chendl), or to gain some favor or benefit from a specific 
  member of the group (members of the Knightly Cocnlave 
  will be identified when they appear in Furyondy regional 
  scenarios). 
   
  The Noble Council will do nothing for the PCs regardless 
  of their role in obtaining the deep pearl. The Council 
  already had a team of adventurers tracking the pearl 
  down, and while they will appreciate the PCs helping out 
  they will not long remember the deed, or the extra PCs 
  involved.    
   
  
   
  Deep Pearl 
   
  Page 20 
  Appendix: Agents of the Noble Council
  Appendix: Agents of the Noble Council
  Appendix: Agents of the Noble Council
  Appendix: Agents of the Noble Council    
   
  The following are the stats for the adventuring party 
  hired by the Noble Council to track down the deep pearl. 
  The Council’s party is a highly trained and experienced 
  group. Play these NPCs accordingly, and make any 
  combat with them a memorable (and painful) one for the 
  PCs.  
   
  Onando Quickcloak, male human Rog6
  Onando Quickcloak, male human Rog6
  Onando Quickcloak, male human Rog6
  Onando Quickcloak, male human Rog6: Medium 
  humanoid; HD 6d6; hp 26; Init +7 (Improved Initiative, 
  Dex); Spd 30 ft.; AC 15 (+2 leather, +3 Dex); Atks: +6 
  melee (1d6+1 919-20/x2], +1 shortsword) or +4 melee 
  (1d4 [crit 19-20/x2] dagger) or +7 ranged (1d8 [crit 19-
  20/x2], light crossbow); SA sneak attack +3d6; SD evasion; 
  AL LG; SV Fort +2, Ref +8, Will +3. 
   
  Str 11, Dex 17, Con 10, Int 12, Wis 12, Cha 15.  
   
  Skills: Bluff +9, Climb +5, Disable Device +7, Hide 
  +11, Intuit Danger +10, Listen +9, Move Silently +11, 
  Open Locks +9, Profession (tailor) +3, Search +11, Sense 
  Motive +10; Spot +7. Feats: Alertness, Combat Reflexes, 
  Improved Initiative, Weapon Focus (shortsword). 
   
  SA: Sneak attack—when catching opponent off 
  guard (i.e., no Dex bonus or opponent is flanked) add an 
  extra +3d6 damage. This damage is not multiplied in case 
  of critical damage.  
   
  Equipment: leather armor, a finely crafted and 
  expertly sharpened shortsword (+1 attack and damage, 
  non-magical), two daggers, pouch containing 25 
  wheatsheaf and 2 common.  
   
  Avita, female elf Sor4
  Avita, female elf Sor4
  Avita, female elf Sor4
  Avita, female elf Sor4: Medium humanoid; HD 4d4; hp 
  13; Init +2 (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atks: +1 
  melee (1d8 (crit x3) shortspear) or +1 melee (1d4 (crit 19-
  20) dagger); AL NG; SV Fort +1, Ref +4, Will +5. 
   
  Str 08, Dex 13, Con 11, Int 14, Wis 12, Cha 17. 
   
  Skills: Concentration +7, Gather Information (cc) +1, 
  Knowledge (arcana) +8, Diplomacy (cc) +6, Spellcraft +8. 
  Feats: Alertness, Lightning Reflexes. 
   
  Equipment: Shortspear with brass-decorated handle, 
  dagger, pouch containing 12 wheatsheaf, 3 sheridan, and 
  12 common. 
   
  Spells (7/7/4): 0-lvl—daze, detect magic, flare, ghost 
  sound, ray of frost, read magic; 1st-lvl—armor, magic missile, 
  summon monster I; 2nd-lvl—summon monster II. 
      
  Familiar: A tiny snake. 
   
  Hanne, male human Ftr4
  Hanne, male human Ftr4
  Hanne, male human Ftr4
  Hanne, male human Ftr4: Medium humanoid; HD 
  4d10+8; hp 34; Init +1 (Dex); Spd 30 ft; AC 16 (+5 
  chainmail, +1 Dex); Atks: +10 melee (2d6+7 (crit 19-
  20/x2] greatsword +2); AL LN; SV Fort +6, Ref +2, Will +1 
   
  Str 16, Dex 12, Con 14, Int 08, Wis 10, Cha 08. 
   
  Skills: Climb +4, Jump +3, Listen +2. Feats: Alertness, 
  Cleave, Power Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword) 
   
  Equipment: greatsword +2 
   
  Leylan, male human Ftr3/Brd2:
  Leylan, male human Ftr3/Brd2:
  Leylan, male human Ftr3/Brd2:
  Leylan, male human Ftr3/Brd2: Medium Humanoid; 
  HD 3d10+2d6; hp 30; Init +1 (Dex); Spd 30 ft.; AC 18 (+2 
  ring, +4 splint, +2 Dex); Atks: +7 melee (1d6+2 [crit 18-
  20/x2] scimitar) or +6 melee (1d8 [crit x3] longbow); SQ 
  Bardic music; AL CG; SV Fort +3, Ref +6, Will +1. 
   
  Str 15, Dex 14, Con 11, Int 12, Wis 10, Cha 16. 
   
  Skills: Appraise +4, Handle animal +5, Hide +7, Jump 
  +7, Listen +2, Ride +8, Swim +7. Feats: Power Attack, 
  Quick Draw, Sunder, Weapon Focus (scimitar). 
   
  Equipment: +2 ring of protection, armor and scimitar, 
  longbow, 15 arrows in quiver, a length of rope (30’). 
   
  Spells 
  (4/1): 
  0-lvl—daze, 
  flare, 
  mage 
  hand, 
  prestidigitation; 1st-lvl—true strike.  
   
   
  Quinlin, female halfling Clr4 (Yondalla)
  Quinlin, female halfling Clr4 (Yondalla)
  Quinlin, female halfling Clr4 (Yondalla)
  Quinlin, female halfling Clr4 (Yondalla): Small 
  Humanoid; HD 4d8; hp 23; Init +5 (Improved Initiative, 
  Dex); Spd 20 ft.; AC 18 (+6 chainmail +1, +1 shield, +1 
  Size); Atks: +3 melee (1d6 (crit 19-20) shortsword) or +4 
  ranged (1d4 dart); AL LG; SV Fort +5, Ref +3, Will +8. 
   
  Str 11, Dex 13, Con 10, Int 11, Wis 16, Cha 11. 
   
  Skills: Concentration +7, Heal +8, Spellcraft +2. Feats: 
  Improved Initiative, Weapon Proficiency (shortsword). 
   
  Spells (5/4+1/3+1): 0-lvl—cure minor wounds, detect 
  magic, guidance (x2), resistance; 1st:-lvl—bless, cause fear, 
  guiding hand, random action, sanctuary. 2nd-lvl—calm 
  emotion, hold person (x2), zone of truth.  
   
  Equipment: Shortsword, eight darts, chainmail +1, 
  small shield, symbol of Yondalla, pouch with 8 
  wheatsheaf and 5 silver. 
   
  
   
  Deep Pearl 
   
  Page 21 
  Player Handout #1 
  Player Handout #1 
  Player Handout #1 
  Player Handout #1 –––– Symbol carved in the lintel behind Oben 
   Symbol carved in the lintel behind Oben 
   Symbol carved in the lintel behind Oben 
   Symbol carved in the lintel behind Oben 
  Gemsetter’s Shop.
  Gemsetter’s Shop.
  Gemsetter’s Shop.
  Gemsetter’s Shop.    
      
      
      
   
  
   
  Deep Pearl 
   
  Page 22 
  Player Handout #2 
  Player Handout #2 
  Player Handout #2 
  Player Handout #2 –––– Parchment found on orc.
   Parchment found on orc.
   Parchment found on orc.
   Parchment found on orc.    
      
   
   
  
   
  Deep Pearl 
   
  Page 23 
  Ma
  Ma
  Ma
  Map 1 
  p 1 
  p 1 
  p 1 –––– Oben Gemsetter’s shop, and vicinity.
   Oben Gemsetter’s shop, and vicinity.
   Oben Gemsetter’s shop, and vicinity.
   Oben Gemsetter’s shop, and vicinity.    
   
   
   
   
   
   
   
   
  
   
  Deep Pearl 
   
  Page 24 
  Map Two 
  Map Two 
  Map Two 
  Map Two –––– The Warehouse (Encounter Seven)
   The Warehouse (Encounter Seven)
   The Warehouse (Encounter Seven)
   The Warehouse (Encounter Seven)    
   
   
   
   
   
   
   
   
  
   
  Deep Pearl 
   
  Page 25 
  Deep Pearl
  Deep Pearl
  Deep Pearl
  Deep Pearl    
  Critical Events Summary
  Critical Events Summary
  Critical Events Summary
  Critical Events Summary    
  For use at the premier, CARPOut 2000 
   
  Was the Deep Pearl recovered? 
   
   
   
   
   
  Yes_____ No_____ 
   
  Did the PCs recover it without the Noble Council’s help?  
   
   
  Yes_____ No_____ 
   
  To whom did the PCs return it to? Helissa Darwoden (Knightly Conclave)_____ or Gilbair le Ronde 
  (Noble Council) _____  
   
  Did any of the following NPC die? 
   
  Worshippers of Beltar: 
  _____ Katiss Darklin  
  _____ Laircon Quickcloak 
   
  Member’s of the Noble Council’s Party: 
   
  _____ Onando  _____ Hanne 
    ____ Avita 
     _____ Quinlin 
   
  Did any PCs die in the event? Yes    or    No 
  If so, complete the following: 
        PC Name, Player, RPGA #   
   
   Cause of Death 
  1.  
   
   
   
   
   
   
   
  2.  
   
   
   
   
   
   
   
  3.  
   
   
   
   
   
   
   
  4.  
   
   
   
   
   
   
   
  5.  
   
   
   
   
   
   
   
  6.  
   
   
   
   
   
   
   
  7.  
   
   
   
   
   
   
   
   
  How many players participated in the event?     4     5     6     7 
   
  At which Tier was the event played?    1     2     3 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/591/Normal Scenarios/FUR1-01 - Deep Pearl (APL 2-4)/FUR1-01 - Deep Pearl.pdf