TEXT: The Envoy 
   
  Page � 
  ���������
   
   
   
   
   
   
  ���
  ��������
  ���������
  ���������������
  ��������������
  �����  
  ���������������������
  ������������������
  ��������
  ��
  ��
  ��������
  ����
  �����
  �
  ����������������������
  �����������
  CR_`V\[ �
  ���
  ������
  ���������
  ������
  ���
   
   
  ODT Reviewer: Robert Wills 
  An envoy is dispatched on a secret mission vital to the future of Onnwal, but the Brotherhood have 
  many ways of uncovering secrets. Can the agents of the Free State find the envoy before the Scarlet 
  Sign does?  
   
  This mini-module is part one of two mini modules that involves the first inter-regional plotline 
  for the Free State of Onnwal. 
   
   
  An Onnwal regional mini-module for Levels 1-8. 
   
   
  DUNGEONS AND 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 2002 Paul Looby and Stuart 
  Kerrigan. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.. In other words – ask before you use this!!!
   
  
  The Envoy 
   
  Page � 
  This is an RPGA Network scenario for the 
  Dungeons & Dragons game.  A four-hour 
  time block has been allocated for each round 
  of this scenario, but actual playing time will be 
  closer to three hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game.  
  Read this page carefully so that you know and 
  can communicate to your players the special 
  aspects of playing an RPGA scenario. 
  ��
  ������������
  First you should print this scenario. This 
  scenario was created to support double-sided 
  printing, but printing it single sided will work 
  as well.  There is enough room along the inside 
  margin to bind the adventure, if you desire. 
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure.  It may 
  help 
  to 
  highlight 
  particularly 
  important 
  passages. 
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual.  We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packing, and 
  your sense of fun.  It is also a good idea to 
  have a way to track movement during combat.  
  This can be as simple as a pad of graph paper 
  and a pencil, as handy as a vinyl grid map, or 
  as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction. 
  Keep in mind that you must have at least three 
  players (not counting the DM), for a game 
  session to be a sanctioned RPGA event. As 
  well, you cannot have more than six players 
  participating in the game. 
  Once you are ready to play, it is handy to 
  instruct each player to place a 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 (and the DM) to keep 
  track of who is playing which character. 
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying.  That said, you as the 
  DM can bar the use of even core rule books 
  during certain times of play. For example, the 
  players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or 
  hazard, 
  or 
  the 
  Monster 
  Manual 
  when 
  confronted with a monster. 
  Some of the text in this scenario is written so 
  that you may present it as written to the 
  players, while other text is for your eyes only. 
  Text for the players will be in 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.  
  ��
  ����
  ������
  After the players have completed the scenario 
  or the time allotted to run the scenario has run 
  out, the players and the DM score the game.  
  The RPGA has three ways to score its games. 
  Consult 
  your 
  convention 
  coordinator 
  to 
  determine which method to use for this 
  scenario. 
  1. No vote scoring:  The players write 
  their names and RPGA numbers on 
  the scoring packet grid. You fill in the 
  top of the grid. That is all. No one is 
  rated. This method is used for people 
  who are just playing for fun. 
  2. Partial scoring: The players rate the 
  game master and the scenario on their 
  player voting sheets, and provide 
  personal information, but don’t vote 
  for other players.  The game master 
  rates the scenario and completes 
  personal and event information, but 
  does not rate the players as a team or 
  vote for players.  This method is used 
  when there is no competition, but the 
  event coordinator wants information 
  on how the game masters are 
  performing, or the game master wants 
  feedback 
  on 
  his 
  or 
  her 
  own 
  performance. 
  3. Voting: Players and game masters 
  complete the entire packet, including 
  voting for best player.  If this method 
  is used, be sure to allow about 15-20 
  minutes for the players to briefly 
  describe their characters to the other 
  players, and about 5-10 minutes for 
  voting. This method is used when the 
  players want to know who played the 
  “best” amongst the group, or when 
  the adventure is run in tournament 
  format with winners and prizes. 
  When using voting, rank the players in order 
  of your voting choice while they are 
  completing their forms so that you are not 
  
  The Envoy 
   
  Page � 
  influenced by their comments on your abilities.  
  It is a good idea to have the players vote while 
  you are determining treasure and experience 
  awards for the scenario. 
  After voting, give the Scoring Packet to your 
  event coordinator. 
   
   This is a LIVING GREYHAWK Adventure. 
  As a Living adventure, it is expected that 
  players will bring their own characters with 
  them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy 
  of 
  the 
  current 
  LIVING 
  GREYHAWK 
  character generation guidelines, a character 
  sheet, and a LIVING GREYHAWK log sheet 
  from the convention coordinator or the RPGA 
  Web site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, 
  it is also recommended that you have a copy of 
  the LIVING GREYHAWK Gazetteer. 
  ����������������
  ���������������
   
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s challenges are proportioned to the 
  average character level of the PCs participating 
  in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each 
  of the PCs participating in the 
  adventure. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being 
  war horses, dogs trained for war), 
  other than those brought by virtue of a 
  class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use 
  the following chart to determine the 
  number of levels you add to the sum 
  above. Add each character’s animals 
  separately. A single PC may only 
  bring four or fewer animals of this 
  type, and animals with different CRs 
  are added separately. 
   
  &5
  �
  �
  �
  �
  ��� � ���
  �
  �
  �
  �
  ��� � ���
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  ��
  6XP WKH UHVXOWV RI � DQG �� DQG GLYLGH
  E\ WKH QXPEHU RI FKDUDFWHUV SOD\LQJ LQ
  WKH DGYHQWXUH � URXQG XS�
  ��
  ,I \RX DUH UXQQLQJ D WDEOH RI VL[ 3&V�
  DGG RQH WR WKDW DYHUDJH�
  By following these four steps, you will have 
  determined 
  the 
  APL. 
  Throughout 
  this 
  adventure, APLs categorize the level of 
  challenge the PCs will face. APLs are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before 
  the adventure begins whether they would like 
  to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, 
  or sometimes even five 1st-level characters 
  may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your 
  group is APL 1 there are three things that you 
  can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-
  level characters, or try to enlist 
  higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs 
  to help protect them, and fight for 
  them. All riding dogs are considered 
  trained to attack. PCs who want their 
  dogs to attack must succeed at a 
  Handle Animal or Charisma check 
  (DC 10). Failure indicates that the 
  animal will not attack that round. This 
  is a free action (spoken command) 
  that may be attempted each round. If 
  an animal loses half or more hp in a 
  
  The Envoy 
   
  Page � 
  single round it flees, unless another 
  check is successful. 
   
  6@ 6A . 3B99 :<<;,
  6@ 6A . 3B99 :<<;,
  Since the hazards of lycanthropy are a current 
  part of the LIVING GREYHAWK campaign, 
  it may be necessary to determine if this 
  adventure takes place during a full moon.  For 
  game purposes, the full moon lasts three days 
  of each month. For a given scenario that does 
  not state the phase of the moon, roll 1d10 
  before play begins. On a result of 1, the first 
  day of the scenario is a night of the full moon 
  (roll 1d3 to determine where in the sequence of 
  three nights it falls). 
   
  AA6:2 B;6A@ .;1 B=822=
  6:2 B;6A@ .;1 B=822=
   
  This 
  is 
  a 
  mini-module 
  adventure. 
  All 
  characters pay one Time unit to participate in 
  the adventure. Adventurer’s Standard Upkeep 
  costs 12 gp. Rich Upkeep costs 50 gp, and 
  Luxury Upkeep costs 100 gp.  
   
  0.:=.64; 0<;@2>B2;02@
  0.:=.64; 0<;@2>B2;02@ ||
  =92.@2 369
  =92.@2 3699 A52 @522A�
  9 A52 @522A�
   
  This adventure and its sequel The Envoy part 
  II have campaign consequences. That is the 
  outcome of this mini-module will directly 
  affect future events in the course of the 
  campaign. The answers to some of the 
  questions below may seem trivial or pointless, 
  but because of the complex nature of the back-
  story and campaign all information requested 
  is vital. The sheet is at the back of the set of 
  mini-modules and is essential to the inter-
  regional plotline we are undertaking with 
  Sunndi. 
   
  Please send your answers to the Living 
  Onnwal Team at woesinger@hotmail.com as 
  soon as possible. General comments about the 
  mini-module are also welcomed at this 
  address.  
   
  �������������������
  ���������������
   
   
  The PCs are summoned by messenger to 
  the Temple of Zilchus in Killdeer. Here they 
  meet Adrenn Farester, a senior priest of the 
  Lord of Coin. Farester tells them of Calwyrd 
  Velhaster, an Envoy dispatched in secret by 
  the Szek to Sunndi on a matter of considerable 
  importance to the Free State. Unfortunately it 
  has been discovered that the envoy’s mission 
  has 
  been 
  compromised 
  by 
  the 
  Scarlet 
  Brotherhood. Farester directs the PCs to find 
  Velhaster before the Brotherhood does, warn 
  him of his plight and escort him safely to the 
  port of Northanchor in Irongate. The only 
  problem is that in an attempt to maintain 
  security, only the Envoy and his escort know 
  what exact route they will take. The PCs must 
  therefore, search the roads between Killdeer 
  and Northanchor to find them. To this end, the 
  temple will lend them a set of fast mounts. 
   
  Setting out down the Coast Road towards 
  Northanchor, the PCs will arrive by early 
  afternoon at the fishing village of Dalvenn in 
  the early afternoon.  Here they can question the 
  locals as to whether they have seen anyone 
  matching the description of the Envoy and his 
  party. There are only two things of note in 
  Dalvenn. The first is a man purporting to be a 
  fur trader, taking his vittals at the local tavern. 
  He is in fact a Hillstalker and part of  
  Velhaster’s escort, hanging back to ensure they 
  are not being followed. If he sees the PCs 
  asking questions about the Envoy, he gives the 
  PCs false directions for the Envoy (which if 
  followed lead into the camp of some hochebi, 
  see below) and assumes that they are 
  Brotherhood agents and will quietly slip off to 
  warn Velhaster.  
   
  The other thing of note is a pair of 
  travellers buying up the village’s entire catch 
  of freshly landed fish.  If challenged, they will 
  claim to be merchants from Killdeer. However, 
  none of the locals has seen them before. They 
  are in fact a pair of Brotherhood agents, 
  buying provisions for the band of Hochebi 
  hiding in a copse of tree three miles west of 
  Dalvenn.  If challenged with force, they will 
  fight, attempting to escape west. If captured, 
  they will refuse to speak on pain of death. 
   
  By letting the pair depart unmolested and 
  following them discretely can the PCs find the 
  hidden hochebi. If they do not do this, either 
  by blowing their attempt to shadow them or 
  blundering in following the Hillstalker’s 
  direction they find the hochebi lying in 
  ambush for them. If they did shadow the two 
  Scarlet Brothehood operatives they can catch 
  them and the Hochebi unawares.  
   
  The hochebi will fight until their leaders 
  are killed before breaking and fleeing. 
  Searching though the remains of the camp, the 
  PCs can uncover plans for an ambush of the 
  Envoy at a particular spot between Dwur Keep 
  and Northanchor that lies not three leagues 
  from the copse.  
  
  The Envoy 
   
  Page � 
   
   
  ������������������
   
   
  The story opens in Killdeer, capital of 
  Free Onnwal. The authorities have just 
  discovered that their secret diplomatic mission 
  to 
  Sunndi 
  has 
  been 
  compromised 
  by 
  Brotherhood 
  agents. 
  The 
  PCs 
  will 
  be 
  approached by Ern Gethrennd, a young acolyte 
  of Zilchus, with a request that they attend his 
  master, Adrenn Farester, at the Temple of 
  Zilchus.  
   
  NOTE: This mini-module follows on from the 
  conclusion of “Death, by Luna’s Light”, where 
  the PCs may discover that the Brotherhood is 
  aware of the Envoy and his mission.  
   
  ���������
  �������������
   
  Read aloud or paraphase the following: 
   
   
  Killdeer bustles about you as you take 
  your ease after many hard labours in the name 
  of the Free State of Onnwal. Spring is in the 
  air and the first buds are already opening on 
  the trees, yet the calm cool of winter has yet to 
  be broken by the first Gearnat storm of the 
  year.  As you sit, a young man of olive 
  complexion and dark hair, tightly curled in the 
  current fashion, approaches. He is clad in a 
  fine white robe trimmed with copper thread.  
   
  “Good day to you!” he says in a cultured 
  accent, bowing slightly. “I am Ern Gethrennd, 
  acolyte of Zilchus, Lord of Coin. My master, 
  Adrenn Farester, wishes to speak with you on 
  a matter of some importance.” 
   
   
  Ern does not know what Adrenn wishes to 
  speak with them for, except that is important. 
  If the PCs refuse to go, he will insist politely 
  until it is clear that they have no interest aiding 
  the Free State. He will then give up and the 
  mini module is effectively over.  
   
  ������������������
  �����������
   
   
  Ern will lead the PCs down though the 
  town and across the Duke’s Causeway to 
  Templeside – where the Temple of Zilchus is 
  being rebuilt.  
   
  Read aloud or paraphase the following: 
   
  (UQ OHDGV \RX WKRXJK WKH ZLQGLQJ VWUHHWV RI WKH
  WRZQ� WKURXJK WKH 'XNH�V *DWH DQG RXW DFURVV WKH
  'XNH�V &DXVHZD\ OLQNLQJ .LOOGHHU SURSHU WR 7HPSOHVLGH�
  7R WKH ULJKW ORRP WKH IRUPLGDEOH ZDOOV RI .LOOGHHU &DVWOH�
  LWV JUHHQ DQG JROG SHQQDQWV UHIOHFWHG LQ WKH VWLOO ULYHU
  ZDWHUV VXUURXQGLQJ LW� 7R WKH OHIW� D IRUHVW RI PDVWV DQG
  VSDUV ILOOV WKH KDUERXU DV ILVKLQJ ERDWV� PHUFKDQWPHQ DQG
  QDYDO YHVVHOV YLH IRU VSDFH DW WKH TXD\V RI WKH %RDWVWUDQG�
  2YHUKHDG� D PXOWLWXGH RI ZKLWH JXOOV IORDW RQ WKH IUHVK VHD
  EUHH]H�
  ,Q WKH KHDUW RI 7HPSOHVLGH� \RX ILQG \RXUVHOI EHIRUH D
  EXV\ EXLOGLQJ VLWH � ZKHUH SULHVWV DQG ODERXUHUV DOLNH
  WRLO� SLOLQJ EORFNV RI IUHVK�KHZQ JROGHQ VDQGVWRQH RQH DWRS
  DQRWKHU� UHVWRULQJ WKH UXLQHG 7HPSOH RI =LOFKXV WR
  VRPHWKLQJ RI LWV IRUPHU JORU\� 7R RQH VLGH VWDQGV D VPDOO
  FDQYDV DQG WLPEHU FRQVWUXFWLRQ� ZKLFK VHUYHV DV D
  PDNHVKLIW VKULQH IRU WKH /RUG RI &RLQ� ,QVLGH \RX ILQG D
  PLGGOH DJHG PDQ ZLWK ODUJH EURZQ H\HV DQG VKRUW EODFN
  KDLU� QRZ UXQQLQJ WR JUH\ NQHHOLQJ EHIRUH WKH ZLVH JROGHQ
  IDFH RI =LOFKXV� HQWKURQHG DV D VWDWXH EHKLQG WKH VWRQH
  DOWHU�
  $V \RX HQWHU KH WXUQV DQG VPLOHV� �:HOFRPH ZRUWK\
  SDWULRWV� , DP $GUHQQ )DUHVWHU��
   
  Adrenn Farester – Priest of Zilchus 
   
  A heavy set, middle aged man, Farester 
  looks like he’d be more at home hoisting a 
  mainsail than praying for rich profits. He 
  speaks in a cultured accent without pretension 
  or affectation. He is a charming charismatic 
  man, who knows how to put people at their 
  ease and gain their trust.  
   
  Allow the PC’s to introduce themselves if 
  they wish, (a good way of the PC’s knowing 
  each other too), after this continue below; 
   
   
  Adrenn speaks again “Would you like 
  wine…” he moves to a table set aside with 
  wine and goblets on it…  “Alas not as fine as 
  we’d have offered in happier times, but t’is a 
  small complaint” he continues to pour, “oh, 
  please be seated”.  He dismisses Ern with a 
  wave of his hand and once he has left he turns 
  back to you (and hands out goblet’s of wine as 
  requested). “I must and thank you all for 
  coming, and I thank you for what each of you 
  has done for cause of the Free State, I am in 
  need of such patriots now. Before I continue I 
  must ask each of you to swear an oath on 
  whatever you hold sacred that no matter what 
  you will not divulge anything I tell you now 
  beyond this shrine.   
   
   
  At this point you should make each of the 
  players say an oath. Once done, he will give 
  them the explanation for the need. 
   
   
  “The Szek has ordered the dispatch of an 
  Envoy to the Court of Hazendal, Olvenking of 
  Sunndi. This envoy is drawn from the ranks of 
  
  The Envoy 
   
  Page � 
  the Clergy of Zilchus, who are well versed in 
  the subtle arts of diplomacy. It had been 
  intended that the mission would be secret, lest 
  the Scarlet Brotherhood seek to waylay it. So 
  the Envoy, Calwyrd Velhaster, departed 
  Killdeer unannounced for Irongate two days 
  before with a picked escort. Unfortunately only 
  the previous night, if was discovered that the 
  Brotherhood had somehow discovered the 
  envoy’s identity and purpose and were moving 
  against him.”  
   
  NOTE: If the PCs have played the Onnwal 
  Regional Module “Death, By Luna’s Light”, 
  they themselves may have uncovered the 
  Brotherhood plot. If so, Adrenn will commend 
  them on their diligence. 
   
   
  He continues, “I would charge you with 
  the task of catching up with the Envoy and 
  warn him of the danger. The only problem is 
  that, as a security precaution, only the envoy 
  and his escort know the exact route they will 
  take to Northanchor, where agents of Irongate 
  will take him onwards to Sunndi.  
   
  Questions 
   
  When did the party leave? 
   
  “All that is known is that Velhaster left by 
  land two days before today” 
   
  How many are in the party?  
   
  “He had an escort of eight others, 
  including an aide, six men at arms and a 
  member of the Hillstalkers.” 
   
  What is a Hillstalker? 
  The Hillstalkers are an elite unit of skilled 
  outdoorsmen within the Onnwal military. They 
  are equipped for stealth and are among the 
  best of the Army of Rebellion, alas they are too 
  few in these dark times.” 
   
  What aid can you give us? 
  “To aid you, the Church of Zilchus will lend 
  you 
  our 
  fast 
  mounts, 
  on 
  the 
  strict 
  understanding that they will be returned on 
  completion of the mission. We only have riding 
  horses, so shorter folk will have to double up 
  with larger companions.” 
   
  DM’s note: 
   
   
  Each of the mounts is branded and if 
  stolen, they are treated as items sacred to the 
  church, so will automatically be discovered 
  and caught. 
   
  Which way should we go to find him? 
   
   
  “I suspect the best bet is to strike south 
  towards Northanchor, in the hope of crossing 
  there path.” 
    
  Whats in it for us? 
   
   
  If the PCs ask about a reward, Farester 
  will look stern and ask “Can a price can be set 
  upon securing the future of the Free State?” If 
  the PCs persist, he will reluctantly offer a 
  reward of 200gp out of his own purse, to 
  divide 
  between 
  them 
  should 
  they 
  be 
  successful.  
   
  Ardrenn will also give them a letter 
  explaining the situation and bearing his signet 
  to be presented to the Envoy only. 
   
  If there is nothing else, Adrenn will rise 
  and shake the hand of each PC to seal the deal, 
  before summoning Ern to show them to their 
  mounts.  
   
  (The PC’s may purchase any items from the 
  PHB or DMG as per the current rules, whilst in 
  Killdeer.  Killdeer has a GP limit of 3000gp) 
   
  ��������������
  ��������
   
  Read aloud or paraphrase the following: 
   
   
  You set out from Killdeer just as the noon-
  bells are sounding in the temples. The road 
  south runs close to the shores of Dunhead Bay 
  and you are rarely out of sight of the sea. 
  Grass and meadow weeds push up between the 
  broad flagstones of the road – laid down 
  during the noontide of the Great Kingdom, 
  long centuries ago. As you gallop south, you 
  meet few travellers – bar some farmers driving 
  cattle to the market in Killdeer.  
   
   
  If questioned, the farmers have not seen 
  any group matching the description of the 
  Envoy and his retinue. 
   
  Read aloud or paraphrase the following: 
   
  As the sun beings to dip towards the 
  Headlands, the road arcs over a fast running 
  river via an ancient stone bridge. To your left, 
  the stream runs noisily out over a shingle 
  strand into the sea. Ahead a group of humble 
  houses huddle by the shore about the feet of a 
  square stone tower keep. The Green and Gold 
  flutters in the breeze from the keep’s highest 
  point, and a few soldiers regard you curiously 
  from the parapets. On the strand, a group of 
  
  The Envoy 
   
  Page � 
  fishermen appear to be haggling with a man 
  and woman in travel stained clothes – 
  apparently over the fresh catch of fish lying 
  glistening on the stones beside them. Ahead the 
  road forks, with a small unpaved trial veering 
  off west along the river towards the 
  Headlands. In the centre of the fork stands a 
  stone-built coaching inn. A rusty anchor hangs 
  from the dilapidated façade and a small group 
  of men sit outside in the evening sun, chatting 
  over leather jacks of ale.  
   
  This is a fairly free-flowing encounter. Allow 
  the PCs to explore the village as they will. 
   
  ������������
  ���������
   
   
  The Tower Keep is garrisoned by a Sertad 
  (10 warriors) of the Army of Rebellion, led by 
  their Sertern (sergeant) Alistenn. If the PCs 
  linger longer than a few minutes, Alistenn and 
  two warriors will approach and ask them their 
  business. 
  They 
  are 
  suspicious 
  but 
  not 
  unfriendly. As long as the PCs do not come 
  across as a threat to the Keep or the village, 
  Alistenn will be satisfied to let them be.  
   
  If asked – neither Alistenn nor his men 
  have seen any groups matching the Envoy’s 
  description.  
   
  The soldiers will intervene in any combat 
  after 10 rounds (a minute).  
   
  Sertern Alistenn (Male human, Ftr2) Sergeant 
  of the guard, Killdeer.  A well-built Oeridian 
  man in his early thirties. Quietly spoken, 
  professional soldier, whose loyalty is to his 
  country and the duty bestowed upon him – a 
  typical Marcher.   
   
  ���������
  ����������
  ���
   
   
  This is an old coaching inn dating back to 
  Imperial times. It shows it age.  
   
  Outside the inn a few locals are supping 
  ale under a chestnut tree with the innkeep - a 
  man by the name of Caldred.  Caldred hasn’t 
  noticed anything of note passing up or down 
  the road in the past few days.  
   
  Caldred (male human, Com 1) Innkeeper of 
  the Anchor.  A painfully thin man in his fifties, 
  he keeps his steel grey hair tightly cropped, a 
  reminder of his young days in the Marines. He 
  is a sarcastic chap, who rarely misses a chance 
  to point out other’s stupidity or failings. The 
  Anchor has been in his family for nigh two 
  hundred years.  
   
  ����
  ������������
  ��������
   
   
  Among the fishermen outside the inn sits a 
  tall man dressed in rough travel-stained 
  clothes, listening to the local’s gossip. A sack 
  of furs lies at the foot of his stool. His name is 
  Alwyrd and if asked he will claim to be a 
  hunter and fur trader and will even offer some 
  of his wares (fox, rabbit and ferret pelts) to the 
  PCs. In fact he is Delras Ulquand, a member of 
  the Hillstalkers – the one escorting the Envoy 
  to Irongate. He has doubled back to make sure 
  that they are not being followed.  
   
  Alwyrd will say he saw a group of men 
  matching the PC’s description this morning 
  passing through a grove a few miles west of 
  the village. They were moving just out of sight 
  to all but an eagle-eyed hunter like himself of 
  course.  This is of course a false set of 
  directions but sends the PCs into the grove 
  (Encounter 3) if they follow it. He then downs 
  his ale and excuses himself, sneaking off to 
  report the PCs presence to his master, Calwyrd 
  Verharster the Envoy. 
   
  Alwyrd [AKA; Delras Ulquand] (see statistics 
  in the Envoy Part 2) Hillstalker of Onnwal. 
   
   
  A tall, well-built fellow with a thick, wild 
  black beard that runs nearly up to his eyes, and 
  black unkempt hair. Dressed in well-worn 
  leathers with crossbow propped beside him. 
  Comes 
  across 
  as a somewhat boastful 
  backwoodsman, scornful of any obvious city 
  folk or those with affectations above their 
  station. “Alwyrd” speaks in a country accent.  
   
  ������
  �������
  ����
  ����
  ����
   
   
  If the PCs have not paid any attention to 
  the fishermen on the strand (see below) – 
  about this time one of them will come across 
  to the Anchor and, with a broad grin offer to 
  buy the entire group an ale. He will boast at 
  how he sold his entire catch to the two gullible 
  strangers for 5 gold gulls over the odds. As the 
  PCs look on, they will be able to see the two 
  Scarlet Brotherhood operatives loading the fish 
  into sacks, slinging them over the back of their 
  pack horse and set off in the direction of Dwur 
  Keep.  (If the PCs still do not find this 
  suspicious – one of the locals will comment 
  that they won’t get far before the fish will 
  begin to stink to high heaven – seeing as they 
  forgot to salt or smoke them.) 
  
  The Envoy 
   
  Page � 
   
  ���������
  �����������
   
   
  If the PCs approach the two people 
  haggling with the fishermen, they will hear 
  them conclude the deal for 10 gold gulls – 
  which the fishermen seem very pleased about.  
   
  The travellers are one male and one 
  female, dressed in well-made but mud-stained 
  clothes. The woman stands over six feet and 
  says very little. There is the chink of mail 
  when she moves and a large blade is slung on 
  the harness of the pack horse she holds the 
  reins of. The man is about a half foot shorter 
  and is doing all of the talking. Both have 
  tanned complexions, sandy brown hair and 
  appear to be in their mid to late twenties.  
   
  The deal concluded, the larger of the two 
  will begin to load the fish into hempen sacks 
  and load them onto their packhorse. If the PCs 
  do not think this is strange, then have one of 
  the fishermen ask the pair if they want to have 
  the fish salted first. The PCs should realise that 
  the fish will go off in a very short time indeed 
  unless they are salted. This should make the 
  PCs suspicious.  And well it should - the pair 
  are 
  Scarlet 
  Brotherhood 
  agents, 
  buying 
  provisions for the band of hochebi hiding three 
  miles west of the village. They have been sent 
  to waylay the envoy and his escort.  
   
  The shorter man is called Sedas, a thief 
  and the leader of the group. His tall friend is 
  called Jaro, a fighter in command of the 
  hochebi.  If challenged however, they will 
  claim their names are Dirdey and Sperwick 
  respectively – merchants from Killdeer – 
  buying some fish to take to market there. They 
  are keen to be on their way so that they can 
  reach Killdeer as soon as they can.  
   
  If the PCs threaten them with open 
  violence, 
  they 
  will 
  defend 
  themselves, 
  attempting to escape west along the Dwur 
  Keep road. If captured alive they will refuse to 
  say a word – instead protesting their 
  innocence. There is no way that the PCs can 
  now discover the location of the hochebi, but if 
  Dirdey and Sperick do not return within a day 
  the hochebi decide to give up pursuit of the 
  Envoy and head to the west and the Headlands, 
  where their kind are ravaging the land. 
   
  Clever PCs will allow the pair to leave and 
  then discretely trail them back to the hochebi.  
  If they do so go to Encounter 3. 
   
  ��������
  ������
  ��������������
   
   
  If the PCs follow “Alwyrd’s” directions 
  they eventually walk into the hochebi camp in 
  Encounter 3. This was not intentional of 
  “Alwyrd” though. 
   
  Dirdey [AKA Jaro] (see statistics for Jaro 
  below),  Scarlet Brotherhood agent. 
   Jaro is both exceptionally tall and broad 
  shouldered for a woman. She is also a fine 
  swordswoman. At the moment she is playing 
  the role of “Sperwick”’s bodyguard – not in 
  fact too far from the truth. Jaro is a steadfast 
  believer in the Brotherhood cause and is 
  prepared to die for it if matters come to that 
  extreme. She will not sacrifice herself 
  foolishly. She says little, but not because of a 
  lack of wits.  
   
  Sperwick [AKA Sedas] (see statistics for 
  Sedas below) Scarlet Brotherhood agent 
  “Sperwick” is a thin, wiry chap with a 
  profoundly honest expression and likable 
  manner. He comes across as a man trying to 
  make an honest crust. In fact he is a highly 
  trained agent of the Office of Diplomacy. Like 
  Jaro, he believes in the cause of the Scarlet 
  Sign. Sedas is highly protective of Jaro, 
  despite the fact she is a head and shoulders 
  taller than him. Since their assignment 
  together, he has grown enamoured of her.  
   
  ���������
   
  Sedas, male human Rog1: CR1; medium-size 
  humanoid; HD 1d6+1; hp 7; Init +6; Spd 30ft; 
  AC 15 (Flat-footed 13; Touch 12); Atks +1 
  melee (1d6+1, Rapier), +2 ranged (1d6+1, 
  Composite shortbow (mighty)); AL LE; SV 
  Fort +1; Ref +4; Will +0;  
  Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. 
  Skills: Hide + 6, Move Silently +6, Tumble + 
  6, Open Locks + 6, Search +6, Appraise +6, 
  Disable Device +6, Listen +6, Spot +6, Use 
  Magic Device +3. Feats: Improved Initiative; 
  Alertness  
  SA: Sneak Attack + 1d6 
  Equipment: Studded leather armour; Rapier, 
  Mighty [Str 12] Composite Shortbow + 20 
  arrows; 25 gp.  
   
  Jaro, female human Ftr1: CR1; medium-size 
  humanoid; HD 1d10+2; hp 12; Init +1; Spd 
  30ft; AC 16 (Flat-footed 15; Touch 11); Atks 
  +5 melee (1d10+2, Bastard Sword), +2 ranged 
  (1d8, Composite longbow); AL LE; SV Fort 
  +4; Ref +1; Will +3;  
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.  
  Skills: Spot +3; Listen +3 Feats: Exotic 
  Weapon Proficiency (Bastard Sword); Weapon 
  Focus (Bastard Sword); Iron Will 
  
  The Envoy 
   
  Page � 
  Equipment: Chain shirt; Masterwork Bastard 
  Sword, Composite Longbow + 20 arrows; 10 
  gp.  
   
  ���������
  Sedas, male human Rog2: CR2; medium-size 
  humanoid; HD 2d6+2; hp 12; Init +6; Spd 
  30ft; AC 15 (Flat-footed 13; Touch 12); Atks 
  +2 melee (1d6+1, Rapier), +3 ranged (1d6+1, 
  Composite shortbow (mighty)); AL LE; SV 
  Fort +1; Ref +5; Will +0;  
  Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. 
  Skills: Hide + 7, Move Silently +7, Tumble + 
  7, Open Locks + 9, Search +7, Appraise +7, 
  Disable Device +9, Listen +7, Spot +7, Use 
  Magic Device +4.  Feats: Improved Initiative; 
  Alertness 
  SA: Sneak Attack + 1d6 
  SQ: Evasion 
  Equipment: 
  Studded 
  leather 
  armour; 
  Masterwork 
  Rapier, 
  Mighty 
  [Str 
  12] 
  Composite Shortbow + 20 arrows; 1 Potion 
  Cure Light Wounds; 1 Potion of Hiding, 1 
  Potion of Sneaking; 25 gp.  
   
  Jaro, female human Ftr2: CR2; medium-size 
  humanoid; HD 2d10+4; hp 20; Init +5; Spd 
  30ft; AC 16 (Flat-footed 15; Touch 11); Atks 
  +6 melee (1d10+2, Bastard Sword), +3 ranged 
  (1d8, Composite longbow); AL LE; SV Fort 
  +5; Ref +1; Will +3;  
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills: Spot +4; Listen +3.5; Feats: Exotic 
  Weapon Proficiency (Bastard Sword); Weapon 
  Focus (Bastard Sword); Iron Will; Improved 
  Initiative 
  Equipment: Chain shirt; Masterwork Bastard 
  Sword, Mighty [Str14] Composite Longbow + 
  20 arrows; 1 Potion Cure Moderate Wounds; 
  10 gp.  
   
  ���������
  Sedas, male human Rog3: CR3; medium-size 
  humanoid; HD 3d6+3; hp 16; Init +6; Spd 
  30ft; AC 16 (Flat-footed 14; Touch 12); Atks 
  +3 melee (1d6+1, Rapier), +4 ranged (1d6+1, 
  Composite shortbow (mighty)); AL LE; SV 
  Fort +2; Ref +5; Will +1;  
  Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. 
  Skills: Hide + 8, Move Silently +8, Tumble + 
  8, Open Locks + 10, Search +8, Appraise +8, 
  Disable Device +10, Listen +8, Spot +8, Use 
  Magic Device +5.  Feats: Improved Initiative; 
  Alertness; Shield Proficiency 
  SA: Sneak Attack + 2d6 
  SQ: Evasion; Uncanny Dodge 
  Equipment: Studded leather armour; Buckler, 
  Masterwork 
  Rapier, 
  Mighty 
  [Str 
  12] 
  Composite Shortbow + 20 arrows; 2 Potion 
  Cure Light Wounds; 1 Potion of Hiding, 1 
  Potion of Sneaking; 25 gp.  
   
  Jaro, female human Ftr3: CR3; medium-size 
  humanoid; HD 3d10+6; hp 28; Init +5; Spd 
  30ft; AC 16 (Flat-footed 15; Touch 11); Atks 
  +7 melee (1d10+2, Bastard Sword), +4 ranged 
  (1d8+2, Composite longbow); AL LE; SV Fort 
  +5; Ref +2; Will +4;  
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills: Spot +5, Listen +4; Feats: Exotic 
  Weapon Proficiency (Bastard Sword); Weapon 
  Focus (Bastard Sword); Improved Initiative, 
  Iron Will; Power attack 
  Equipment: Chain shirt; Masterwork Bastard 
  Sword, Mighty [Str14] Masterwork Composite 
  Longbow + 20 arrows; 1 Potion Cure 
  Moderate Wounds; 10 gp.  
   
  ����
  �������
  Sedas, male human Rog5: CR5; medium-size 
  humanoid; HD 5d6+5; hp 26; Init +7; Spd 
  30ft; AC 17 (Flat-footed 14; Touch 13); Atks 
  +4 melee (1d6+1, Rapier), +6 ranged (1d6+1, 
  Composite shortbow (mighty)); AL LE; SV 
  Fort +3; Ref +8; Will +2; 
  Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. 
  Skills: Hide + 11, Move Silently +11, Tumble 
  + 11, Open Locks + 13, Search +10, Appraise 
  +10, Disable Device +12, Listen +10, Spot 
  +10, Use Magic Device +7; Feats: Improved 
  Initiative; Alertness; Shield Proficiency 
  SA: Sneak Attack + 3d6 
  SQ: Evasion; Uncanny Dodge 
  Equipment: Studded leather armour; Buckler, 
  Masterwork 
  Rapier, 
  Mighty 
  [Str 
  12] 
  Composite Shortbow + 20 arrows; 4 Potion 
  Cure Light Wounds; 1 Potion of Hiding, 1 
  Potion of Sneaking; Cloak of Resistance +1; 
  25 gp.  
   
  Jaro, female human Ftr5: CR5; medium-size 
  humanoid; HD 5d10+10; hp 44; Init +5; Spd 
  30ft; AC 16 (Flat-footed 15; Touch 11); Atks 
  +10 melee (1d10+5, Bastard Sword), +6 
  ranged (1d8+2, Composite longbow); AL LE; 
  SV Fort +7; Ref +3; Will +4;  
  Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills: Spot +6, Listen +6; Feats: Exotic 
  Weapon Proficiency (Bastard Sword); Weapon 
  Focus (Bastard Sword); Improved Initiative, 
  Power attack; Weapon Specialisation (Bastard 
  Sword);  Iron Will;  
   Equipment: Chain shirt; Masterwork Bastard 
  Sword, Mighty [Str14] Masterwork Composite 
  Longbow + 20 arrows; 1 Potion Cure 
  Moderate Wounds; Cloak of Resistance +1, 10 
  gp.  
   
  
  The Envoy 
   
  Page �� 
  Treasure (Per PC) 
  APL2: Loot: 90gp; Coin: 7gp; Magic: 0gp; 
  APL4 Loot: 120gp; Coin: 7gp; Magic: 67.5gp; 
  APL6: Loot: 133gp; Coin: 7gp; Magic: 75gp; 
  APL8: Loot: 133gp; Coin: 7gp; Magic: 390gp; 
   
  �����������������
  ������
   
   
  The PCs find their way here, if they 
  carefully tail “Sperwick” and “Dirdey”, or if 
  they leave Dalvenn searching for the Envoy. If 
  they are not following Sperwick and Dirdey, 
  but following “Alwyrd’s” advice then the two 
  and their hochebi shall spot them with ease, 
  and figuring they may be looking for the 
  Envoy too shall attack with extreme prejudice! 
   
  To tail them without being noticed – have 
  each PC make an opposed Hide check against 
  Sperwick and Dirdey’s Spot roll.  
   
  If the PCs have questioned them – the pair will 
  be wary: +2 to their Spot check 
  If the PCs have not questioned them – they 
  will be careless: -2 to their Spot Check. 
   
   
  Regardless of whether the PCs have been 
  spotted or not, “Sperwick” and “Dirdey” will 
  make for the wooded hill where their hochebi 
  cohorts are hiding. However, if they have 
  spotted the PCs tailing them, as they approach 
  the hochebi camp, they will give a prearranged 
  signal, warning the hochebi to be ready to 
  fight.  
   
  Read aloud or paraphase the following: 
   
   
  The road west runs along the bank of the 
  fast flowing stream, passing pastures and wild 
  almond and olive groves. About three miles 
  west of Dalvenn, the path loops around the 
  base of a wooded hill. The pair you are 
  following veer off the road and pass beneath 
  the trees and out of sight.  
   
  What happens now depends on whether the 
  PCs have been spotted or not.  
   
  ������������
  �����������
  ��������
  ���������������
  ����������
  �����
   
  All of the hochebi will be clustered around the 
  pack-horse where Sedas and Jaro are busy 
  doling out the raw fish. The humanoids are 
  wolfing down the food uncooked – though 
  they appear to be less that pleased about it. 
  Some of the fish is being saved for some of the 
  hochebi who have gone out foraging, against 
  the orders of the two overseers.  The PCs will 
  have a round of surprise due their foes being 
  engrossed with the food. 
   
  Tactics 
   
  If surprised by the PCs, Jaro and the hochebi 
  will try to form a wedge and charge the main 
  group of PCs. Sedas will try to duck into cover 
  and move to use his Sneak Attacks to disable 
  or disrupt spell casters. If the tide is definitely 
  turning against them, Jaro and Sedas will 
  attempt to flee, with one covering the retreat of 
  the other if needs be. If both Sedas and Jaro 
  flee or are killed, the hochebi will break and 
  run. Otherwise they’ll fight to the death.  
   
  ������������
  �����������
  �������
  ���������
  ����������
  ������
   
  At Sedas’ signal, the hochebi will quickly have 
  deployed themselves on the slope of the hill, 
  waiting for the PCs to approach. Sedas will 
  also duck into cover, leaving Jaro and the 
  pack-horse to draw the PC’s attention. Give 
  the PCs an opposed Spot check (vs. the 
  hochebi’s Hide) to detect the ambush.  
   
  Tactics: 
   
  If the PCs are ambushed by the hochebi, the 
  hochebi will use their Surprise round to fling a 
  volley of javelins at any obvious looking spell 
  casters. Led by Jaro they will then charge 
  down to hill to engage hand to hand. Sedas 
  will try to move to use his Sneak Attacks to 
  disable or disrupt spell casters. If the tide is 
  definitely turning against them, Jaro and Sedas 
  will attempt to flee. If both Sedas and Jaro flee 
  or are killed, the hochebi will break and run. 
  Otherwise they’ll fight to the death.  
   
  DM NOTE: Use the stat blocks from 
  encounter 2 for Sedas and Jaro but add the 
  additional Hochebi from the appropriate APL 
  below.  Please read the additional notes for 
  APL’s 4-8. 
   
  
  The Envoy 
   
  Page �� 
  ���������
  ���
  Hochebi, male, Ftr1 (3): CR1; medium-size 
  humanoid; HD 1d10+3; hp 13; Init +6; Spd 
  30ft; AC 18 (Flat-footed 16; Touch 12); Atks 
  +3 melee (1d8+2, [19-20/x2] Longsword), +3 
  ranged (1d6+2, Javelin); SQ Darkvision 60’; 
  AL LE; SV Fort +8; Ref +3; Will +1;  
  Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8. 
  Skills: Spot +3; Listen +3; Move Silently +1. 
  Feats: Improved initiative; Power Attack 
  SQ: Darkvision Can see in total darkness to a 
  distance of 60ft. This vision is only in black 
  and white. 
  Equipment: 
  Chain 
  mail; 
  Longsword; 
  2 
  Javelins, 5sp.  
   
  �����������������������
  �����
  ����
   
  Additional notes; If the PCs have not tailed 
  Sperwick and Didey, then all of these hochebi 
  are present, otherwise 2 of the fighters are out 
  foraging and will join the fight in 1d4 rounds 
  after the start of combat 
   
  Hochebi 
  Ftr2 
  (4): 
  CR2; 
  medium-size 
  humanoid; HD 2d10+3; hp 20; Init +6; Spd 
  30ft; AC 18 (Flat-footed 16; Touch 12); Atks 
  +4 melee (1d8+2, [19-20/x2] Longsword), +4 
  ranged (1d6+2, Javelin); SQ Darkvision 60’; 
  AL LE; SV Fort +9; Ref +3; Will +1;  
  Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8. 
  Skills: Spot +3; Listen +4; Move Silently +1. 
  Feats: Improved initiative; Power Attack; 
  Cleave. 
  SQ: Darkvision Can see in total darkness to a 
  distance of 60ft. This vision is only in black 
  and white. 
  Equipment: 
  Chain 
  mail; 
  Longsword; 
  2 
  Javelins, 5sp.    
   
  �����������
  �������������
  �����
  ���������
  Additional notes; If the PCs have not tailed 
  Sperwick and Didey, then all of these hochebi 
  are present, otherwise 4 of the fighters are out 
  foraging and will join the fight in 1d4+1 
  rounds after the start of combat 
   
  Hocbebi 
  Ftr3 
  (9): 
  CR3; 
  medium-size 
  humanoid; HD 3d10+9; hp 31; Init +6; Spd 
  30ft; AC 18 (Flat-footed 16; Touch 12); Atks 
  +5 melee (1d8+2, [19-20/x2] Longsword), +5 
  ranged (1d6, Javelin); Darkvision 60’; AL LE; 
  SV Fort +9; Ref +4; Will +2;  
  Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8. 
  Skills: Spot +4; Listen +4; Move Silently +1; 
  Feats: Improved initiative; Power Attack; 
  Cleave, Dodge.   
  Equipment: 
  Chain 
  mail; 
  Longsword; 
  2 
  Javelins, 5sp.    
   
  ����
  ��������
   
  Additional notes; 5 of the fighters are out 
  foraging and will join the fight in 1d4+2 
  rounds after the start 
   
  Hocbebi 
  Ftr5 
  (12): 
  CR5; 
  medium-size 
  humanoid; HD 5d10+3; hp 46; Init +6; Spd 
  30ft; AC 18 (Flat-footed 16; Touch 12); Atks 
  +8 melee (1d8+3, [19-20/x2] Longsword), +7 
  ranged (1d6, Javelin); Darkvision 60’; AL LE; 
  SV Fort +10; Ref +4; Will +2;  
  Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8. 
  Skills: Spot +5; Listen +5; Move Silently +1 
  Feats: Improved initiative; Power Attack; 
  Cleave, Dodge; Great Cleave.  
  Equipment: 
  Chain 
  mail; 
  Longsword; 
  2 
  Javelins, 5sp.   
   
  Treasure (Per PC) 
  APL2: Loot: 156.4gp; Coin: 9gp; Magic: 0 gp; 
  APL4: Loot: 186.4gp; Coin: 9gp; Magic: 67.5 
  gp; 
  APL6: Loot: 238.5gp; Coin: 10.5gp; Magic: 75 
  gp; 
  APL8: Loot: 238.5gp; Coin: 10.5gp; Magic: 
  390gp; 
   
  Development 
   
  If any of the hochebi are captured, they 
  will be unable to provide any useful 
  information beyond saying they were on a 
  quiet hunt. If either Sedas or Jaro are captured, 
  they will refuse to speak, even on pain of 
  death. They are both fanatically devoted to 
  their cause and do not fear death at the hands 
  of “barbarians”.  
   
  Amongst the other booty, among Sedas' 
  travelling gear (which he had left with the 
  hochebi), the PCs will discover orders written 
  in Ancient Sueloise directing Sedas and Jaro to 
  intercept the envoy at an exact point between 
  Dwur Keep and the Coast Road later that 
  night. Unless a PC can read Ancient Sueloise, 
  this message will be illegible.  
   
  Here ends part I of The Envoy. 
  
  The Envoy 
   
  Page �� 
  �����������������
  ��������
   
  To award experience for this adventure, add up 
  the values for the objectives accomplished and 
  assign the experience award accordingly. Then 
  assign 
  the 
  discretionary 
  role-playing 
  experience award. The role-playing award 
  should be given for consistent character 
  portrayal and contribution to the fun of the 
  game. You can award different role-playing 
  amounts to different characters. Award the 
  total value (objectives + roleplaying) to each 
  character 
   
  Encounter Two 
  Defeat Sedas and Jaro 
  APL2:                                       60 XP 
  APL4:                                     120 XP 
  APL6:                                     150 XP 
  APL8:                                     210 XP 
   
  Discretionary Role-playing Award 
  APL2:                                          0 XP 
  APL4:                                        30 XP 
  APL6:                                        45 XP 
  APL8:                                        50 XP 
   
  OR 
   
  Encounter Three 
  Defeat Sedas and Jaro and Hochebi 
  APL2:                                      150 XP 
  APL4:                                      210 XP 
  APL6:                                      270 XP 
  APL8:                                      333 XP 
   
  Discover location of the Envoy: 
  APL2:                                          0 XP 
  APL4:                                        50 XP 
  APL6:                                        50 XP 
  APL8:                                        50 XP 
   
  Discretionary Role-playing Award 
  APL2:                                          0 XP 
  APL4:                                        30 XP 
  APL6:                                        45 XP 
  APL8:                                        50 XP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Total possible experience  
  APL2:                       60 XP or 150 XP 
  APL4:                     150 XP or 270 XP 
  APL6:                     195 XP or 320 XP 
  APL8:                     260 XP or 383 XP 
   
   
  �����������������
   
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features 
  treasure has a “treasure” section within the 
  encounter 
  description, giving information 
  about the loot, coins and magic items that 
  make up the encounter’s treasure. 
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered 
  of all their earthly possessions. Looting the 
  bodies takes at least 10 minutes per every 5 
  bodies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that the 
  characters can go back to loot the bodies, and 
  those bodies are there (that is not carted off by 
  dungeon scavengers, removed from the scene 
  by the local watch, and so on), characters may 
  return to retrieve the loot. If characters do not 
  loot the body, the gold piece value for the loot 
  is subtracted from the encounter totals given 
  below.  
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can 
  usually gather this wealth in a round or so. If 
  for some reason they pass up this treasure, the 
  coin total is subtracted from the encounter 
  totals given below.  
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because 
  they are varied and because characters may 
  want to use them during the adventure. Many 
  times characters must cast identify, analyse 
  dweomer, or similar spell to determine what 
  the item does and how to activate it. Other 
  times they may attempt to use the item blindly. 
  If the magic item is consumable (a potion, 
  scroll, magic bolts etc) and the item is used 
  before the end of the adventure. Its total is 
  subtracted from the adventure totals below.  
  Once you have subtracted the value for 
  unclaimed treasures from each encounter, add 
  it up and that it’s the number of gold pieces a 
  character’s total and coin values increase by at 
  the end of the adventure. Write the total in the 
  GP Gained field of the Adventure Certificate.  
   
  TREASURE KEY: 
  L = Looted gear from enemy; C =- Coins, 
  Gems, Jewellery and other valuables; M = 
  Magic Items.  
   
  Encounter Two 
  L: Defeat Sedas and Jaro and retrieve 
  equipment 
  C: Defeat Sedas and Jaro and retrieve coins 
  
  The Envoy 
   
  Page �� 
  M: Defeat Sedas and Jaro and retrieve items 
  APL2: Loot: 90gp; Coin: 7gp; Magic: 0gp; 
  APL4 Loot: 120gp; Coin: 7gp; Magic: Potion 
  of Cure Light Wounds; Potion of Cure 
  Moderate Wounds:  67.5gp; 
  APL6: Loot: 133gp; Coin: 7gp; Magic: 2 x 
  Potion of Cure Light Wounds; Potion of Cure 
  Moderate Wounds 75gp; 
  APL8: Loot: 133gp; Coin: 7gp; Magic: 4 x 
  Potion of Cure Light Wounds; Potion of Cure 
  Moderate Wounds; 2 x Cloak of Resistance 
  +1: 390gp; 
   
  OR 
   
  Encounter Three 
  L: Defeat Sedas and Jaro and Hochebi and 
  retrieve equipment 
  C: Defeat Sedas and Jaro and Hochebi and 
  retrieve coins 
  M: Defeat Sedas and Jaro and Hochebi and 
  retrieve items 
  APL2: Loot: 156.4gp; Coin: 9gp; Magic: 0 gp; 
  APL4 Loot: 186.4gp; Coin: 9gp; Magic: 
  Potion of Cure Light Wounds; Potion of Cure 
  Moderate Wounds:  67.5gp; 
  APL6: Loot: Loot: 238.5gp; Coin: 10.5gp; 
  Magic: 2 x Potion of Cure Light Wounds; 
  Potion of Cure Moderate Wounds 75gp; 
  APL8: Loot: 238.5gp; Coin: 10.5gp Magic: 4 x 
  Potion of Cure Light Wounds; Potion of Cure 
  Moderate Wounds; 2 x Cloak of Resistance 
  +1: 390gp; 
   
  Total Possible Treasure: 
  APL2: Loot: 156.4gp; Coin: 9gp; Magic: 0 gp; 
  APL4 Loot: 186.4gp; Coin: 9gp; Magic: 
  Potion of Cure Light Wounds; Potion of Cure 
  Moderate Wounds:  67.5gp; 
  APL6: Loot: Loot: 238.5gp; Coin: 10.5gp; 
  Magic: 2 x Potion of Cure Light Wounds; 
  Potion of Cure Moderate Wounds 75gp; 
  APL8: Loot: 238.5gp; Coin: 10.5gp Magic: 4 x 
  Potion of Cure Light Wounds; Potion of Cure 
  Moderate Wounds; 2 x Cloak of Resistance 
  +1: 390gp; 
  
  The Envoy 
   
  Page �� 
  �������������������������
  �
  ; 
   
  
   
  ���������
   
   
   
   
   
   
  ���
  ��������
  ���������
  ���������������
  ��������������
  �������
  ���������������������
  ������������������
  ��������
  ��
  ��
  ��������
  ����
  �����
  �
  ����������������������
  �����������
  CR_`V\[ �
  ���
  ������
  ���������
  ������
  ���
   
   
  ODT Reviewer: Stuart Kerrigan 
  An envoy is dispatched on a secret mission vital to the future of Onnwal, but the Brotherhood have 
  many ways of uncovering secrets. Can the agents of the Free State find the envoy before the Scarlet 
  Sign does?  
   
  This mini-module is part two of two mini modules that involves the first inter-regional plotline 
  for the Free State of Onnwal. 
   
   
  An Onnwal regional mini-module for Levels 1-8. 
   
   
  DUNGEONS AND 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 2002 Paul Looby and Stuart 
  Kerrigan. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.. In other words – ask before you use this!!! 
  
  The Envoy 
   
  Page �� 
  This is an RPGA Network scenario for the 
  Dungeons & Dragons game.  A four-hour time 
  block has been allocated for each round of this 
  scenario, but actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game.  Read this page carefully so that you know and 
  can communicate to your players the special aspects 
  of playing an RPGA scenario. 
  ==??22==.?
  .?..AA6<;
  6<;
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing 
  it single sided will work as well.  There is enough 
  room along the inside margin to bind the adventure, 
  if you desire. 
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure.  It may help to highlight particularly 
  important passages. 
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, 
  and the Monster Manual.  We also assume that you 
  have a set of dice (at least one d4, d6, d8, d10, d12, 
  and d20), some scrap paper, a pencil, an RPGA 
  scoring packing, and your sense of fun.  It is also a 
  good idea to have a way to track movement during 
  combat.  This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map, or 
  as elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction. 
  Keep in mind that you must have at least three 
  players (not counting the DM), for a game session to 
  be a sanctioned RPGA event. As well, you cannot 
  have more than six players participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a 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 (and the DM) to 
  keep track of who is playing which character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying.  That said, you as the DM can bar the use of 
  even core rule books during certain times of play. For 
  example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster. 
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be 
  in 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.  
  @@00<<??6;4
  6;4
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and the DM score the game.  The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method to 
  use for this scenario. 
  4. No vote scoring:  The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. 
  That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  5. Partial scoring: The players rate the game 
  master and the scenario on their player 
  voting 
  sheets, 
  and 
  provide 
  personal 
  information, but don’t vote for other players.  
  The game master rates the scenario and 
  completes personal and event information, 
  but does not rate the players as a team or 
  vote for players.  This method is used when 
  there is no competition, but the event 
  coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  6. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player.  If this method is used, be sure to 
  allow about 15-20 minutes for the players to 
  briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. 
  This method is used when the players want 
  to know who played the “best” amongst the 
  group, or when the adventure is run in 
  tournament format with winners and prizes. 
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms 
  so that you are not influenced by their comments on 
  your abilities.  It is a good idea to have the players 
  vote while you are determining treasure and 
  experience awards for the scenario. 
  After voting, give the Scoring Packet to your event 
  coordinator. 
   
  
  The Envoy 
   
  Page �� 
   This is a LIVING GREYHAWK Adventure. As a 
  Living adventure, it is expected that players will 
  bring their own characters with them.  If players do 
  not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, a 
  character sheet, and a LIVING GREYHAWK log 
  sheet from the convention coordinator or the RPGA 
  Web site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  �������
  �����������
  �����������
  ����������
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average character 
  level of the PCs participating in the adventure. To 
  determine the Average Party Level (APL): 
  5. Determine the character level for each of the 
  PCs participating in the adventure. 
  6. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. 
  animal companions, familiars paladin’s 
  mounts, etc) use the following chart to 
  determine the number of levels you add to 
  the sum above. Add each character’s 
  animals separately. A single PC may only 
  bring four or fewer animals of this type, and 
  animals with different CRs are added 
  separately. 
   
   
   
  &5
  �
  �
  �
  �
  ��� � ���
  �
  �
  �
  �
  ��� � ���
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  �
  ��
  6XP WKH UHVXOWV RI � DQG �� DQG GLYLGH E\ WKH
  QXPEHU RI FKDUDFWHUV SOD\LQJ LQ WKH DGYHQWXUH
  � URXQG XS�
  ��
  ,I \RX DUH UXQQLQJ D WDEOH RI VL[ 3&V� DGG RQH
  WR WKDW DYHUDJH�
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered increments. 
  If the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they would 
  like to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged 
  as normal, or relied on help by higher-level 
  characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even the 
  score. 
  3. 
  Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  4. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed 
  at a Handle Animal or Charisma check (DC 
  10). Failure indicates that the animal will not 
  attack that round. This is a free action 
  (spoken command) that may be attempted 
  each round. If an animal loses half or more 
  hp in a single round it flees, unless another 
  check is successful. 
   
  6@ 6A
  6@ 6A .. 3B
  3B9999 :
  :<<
  <<;;,,
   
  Since the hazards of lycanthropy are a current part of 
  the LIVING GREYHAWK campaign, it may be 
  necessary to determine if this adventure takes place 
  during a full moon.  For game purposes, the full 
  moon lasts three days of each month. For a given 
  scenario that does not state the phase of the moon, 
  roll 1d10 before play begins. On a result of 1, the first 
  day of the scenario is a night of the full moon (roll 
  
  The Envoy 
   
  Page �� 
  1d3 to determine where in the sequence of three 
  nights it falls). 
   
  A6:2 B
  A6:2 B;;6A
  6A@@ ..;1
  ;1 B=82
  B=8222==
   
  This is a mini-module adventure. All characters pay 
  one Time unit to participate in the adventure. 
  Adventurer’s Standard Upkeep costs 12 gp. Rich 
  Upkeep costs 50 gp, and Luxury Upkeep costs 100 
  gp.  
   
  0.:
  0.:==.64
  .64;; 0<
  0<;;@@22>B2
  >B2;;02
  02@@
   
  This adventure and its prequel The Envoy part I have 
  campaign consequences. That is the outcome of this 
  mini-module will directly affect future events in the 
  course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but 
  because of the complex nature of the back-story and 
  campaign all information requested is vital 
   
  These are appended on the backpage of the 
  module – please fill them in! 
   
  Please send your answers to the Living Onnwal Team 
  at woesinger@hotmail.com as soon as possible. 
  General comments about the mini-module are also 
  welcomed at this address.  
   
  ����������
  �����������
  Ideally this mini-module should be played as a follow 
  on to The Envoy Part I. In that mini-module, the PCs 
  were asked by the Church of Zilchus to track down 
  Calwyrd Velhaster, a secret Envoy dispatched to 
  Sunndi and warn him the Scarlet Brotherhood is 
  aware of his mission. In the course of their search, 
  the PCs should have come across a pair of apparent 
  merchants acting very strangely in the fishing village 
  of Dalvenn. The PCs should have ideally have tailed 
  the pair back to a nearby grove where group of 
  hochebi were awaiting their return. The couple were 
  Scarlet Brotherhood agents and upon defeating the 
  band, the PCs will discover they have been tipped off 
  by someone in the Envoy’s escort as to where the 
  Envoy is staying that night. 
  Unfortunately for the PCs, someone else who was not 
  what he seemed noticed them in Dalvenn. A 
  Hillstalker named Delras Ulquand, one of the 
  Envoy’s escorts, had doubled back to Dalvenn 
  disguised as a fur trader to check that suspicious 
  parties weren’t following the Envoy. Delras, thinking 
  that the PCs must be Brotherhood agents out to 
  assassinate Velhaster, has returned to the escort and 
  is setting an ambush for the PCs near the Envoy’s 
  camp.  
  This mini-module begins with the PCs making for the 
  site of the Envoy’s campsite marked on the 
  Brotherhood agent’s map. This path takes them 
  straight into Delras’ ambush. The escort will use 
  stones that Silence a 15’ radius around them to 
  suppress the PCs spell casting abilities. This will also 
  unfortunately cover the escort’s battle cries of 
  “Remember the Farmers!” from any caught in the 
  area of effect. At some stage in the fight, the PCs 
  may discover what is going on and they may 
  surrender to the surviving escort and explain 
  themselves. If the PCs are able to convince the escort 
  of their trustworthiness, the survivors will lead the 
  PCs back to the Envoy. 
  What they find when they get there depends on how 
  long the previous encounter took to resolve, because 
  Velhaster’s aide, Larrin, is none other than a 
  Brotherhood agent bent on killing and replacing the 
  Envoy by means of foul sorcery. 
  If the ambush was resolved quickly the agent will not 
  have had time to make his move on Velhaster and 
  will await another occasion in the future to strike.  
  If the ambush took some time to be resolved, the PCs 
  will arrive to find Velhaster and Larrin locked in 
  combat. Larrin will claim that the Envoy attacked and 
  tried to kill him, while Velhaster will protest his 
  innocence. It would seem that the Aide’s goose is 
  cooked, except for the fact he has infected the Envoy 
  with a Tongue of Syrul, a tiny worm-like creature 
  that has the effect of reversing the results of all 
  divination magic or spell-like effects cast upon the 
  victim. Therefore, if the PCs try to cast Discern Lies 
  to resolve the problem, anything the Envoy says will 
  appear to be untrue.  
  If the ambush took a long time to resolve, then the 
  PCs will arrive to find Velhaster apparently wounded 
  and Larrin apparently dead. In fact, it is the other way 
  around – but the Brotherhood agent has used a foul 
  spell devised by the clergies of Pyremius and Syrul to 
  swap his physical appearance with that of his victim.  
  Depending on the outcome of this encounter, the PCs 
  will either return to Killdeer to make their report or 
  escort Velhaster as far as Northanchor, where he will 
  be met by a group of Dwur in the service of 
  Irongate’s Lord Mayor, Cobb Darg. They can then 
  return to Killdeer to report.  
  ��������������������
   
  If the players have played the Envoy part I, they can 
  enter this mini-module from one of two directions: 
   
  
  The Envoy 
   
  Page �� 
  1: The PCs tracked down the hochebi in the grove 
  west of Dalvenn. 
  If the PCs defeated the hochebi and the Brotherhood 
  agents from the previous mini-module, they will then 
  have found orders to the agents to ambush Velhaster 
  and his escort at a precise location, three leagues 
  from the grove. The PCs will therefore be making for 
  this point.  
   
  2: If the PCs failed to track down the hochebi in 
  the grove or failed to discover of decipher the 
  orders. 
  If the PCs did not either find or understand the 
  orders, they will then still be in search of the Envoy 
  and his escort. 
   
  In either case – they are about to walk into an ambush 
  set by the Hillstalker Delras Ulquand and the rest of 
  Calwyrd Velhaster’s escort.  
  ������������������������
   
  Read aloud or paraphrase the following: 
   
  The sun slips behind the sharp dark peaks of the 
  Headlands like a great orange ball of fire. As the air 
  cools, the crickets begin their nocturnal chorus. You 
  make steady progress through pastures interspersed 
  with stands of trees and olive groves, beneath which 
  the night is now gathering. The rough track passes by 
  the old blackened ruins of a farmhouse and on under 
  the fragrant boughs of an olive grove.  
  ����������
  ��������������
  �����
  ��
  ����
  ��������
  ��������
  At this point – establish the PCs’ marching order and 
  have them roll opposed Spot checks versus the 
  escorts’ Hide checks. Those PCs that fail to notice 
  the figures lying in wait for them are Surprised and 
  do not get to act in the Surprise round.  
   
  Delras Ulquand - Hillstalker: 
  Delras is a tall, well built fellow with a thick, wild 
  black beard that runs nearly up to his eyes, and black 
  unkempt hair. He is dressed in well-worn leathers and 
  carries a very fine longbow with obvious care and 
  pride. Delras is a sharp-witted and resourceful 
  servant of the Free State. Though, hi is not averse to a 
  joke in peacetime, when he is on business he is 
  deadly serious. He speaks with a slight rural accent.  
  Delras wears under his furs the symbol of the deity 
  Jascar. Any PC who attacks Delras may make one 
  Spot roll (DC 18) to note this, and it may give them 
  food for thought about attacking the escort. If they 
  have all been victim of the Silence spell this may be 
  their only clue. 
  .=9�
  .=9� || 2299 $$
   
  Delras Ulquand, male human Rng4: CR4; medium-
  size humanoid; HD 4d10+1; hp 30; Init +3; Spd 30ft; 
  AC 17 (Flat-footed 14; Touch 13); Atks +6 melee 
  (1d8+2, Longsword; 1d6+2, shortsword), +7 ranged 
  (1d8+2, Masterwork Composite Longbow (mighty)); 
  AL LN; SV Fort +5; Ref +4; Will +2;  Str 14, Dex 
  16, Con 13, Int 10, Wis 12, Cha 8. 
  Skills: Hide +10, Move Silently +10, Spot +13, 
  Wilderness Lore +8.  
  Feats: Point Blank Shot; Precise Shot; Track 
  SQ: Favoured Enemy (Goblinoid) 
  Equipment: +1 studded leather armour; Masterwork 
  Longsword, Mighty [Str 14] Masterwork Composite 
  Longbow + 20 arrows; 3 Potion Cure Light Wounds; 
  1 Potion of Hiding; 30 gp, holy symbol of Jascar. 
  Spells: 1st: Pass without trace.  
   
  6 male human Ftr1: CR1; medium-size humanoid; 
  HD 1d10+2; hp 12; Init +1; Spd 30ft; AC 13 (Flat-
  footed 12; Touch 11); Atks +5 melee (1d8+2, 
  Shortspear), +2 ranged (1d8, Light Crossbow); AL 
  LN; SV Fort +4; Ref +1; Will +1; Str 15, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8. 
  Skills: Spot +2; Hide +2 
  Feats: Improved Initiative; Weapon Focus (Spear) 
  Equipment: Studded Leather; Shortspear, Light 
  Crossbow + 20 quarrels, 1 gp. 
  .=9!
  .=9! || 2299 &&
   
  Delras Ulquand, male human Rng6: CR6; medium-
  size humanoid; HD 6d10+1; hp 43; Init +7; Spd 30ft; 
  AC 17 (Flat-footed 14; Touch 13); Atks +8/+3 melee 
  (1d8+2, Longsword; 1d6+2, Short sword ), +10/+5 
  ranged (1d8+2, Masterwork Composite Longbow 
  (mighty)); AL LN; SV Fort +6; Ref +5; Will +3; Str 
  14, Dex 16, Con 13, Int 10, Wis 12, Cha 8. 
  
  The Envoy 
   
  Page �� 
  Skills: Hide +22, Move Silently +12, Spot +15, 
  Wilderness Lore +10.  
  Feats: Point Blank Shot; Precise Shot; Track; 
  Weapon Focus (Composite Longbow) 
  SQ: Favoured Enemy (Goblinoid + Undead). 
  Equipment: +1 studded leather armour; Masterwork 
  Longsword, Mighty [Str 14] Masterwork Composite 
  Longbow + 20 arrows; 3 Potion Cure Light Wounds; 
  1 Potion of Hiding. Cloak of Elvenkind; 30 gp, holy 
  symbol of Jascar. 
  Spells: 1st:  Pass without Trace; Entangle 
   
  6 male human Ftr2: CR2; medium-size humanoid; 
  HD 2d10+2; hp 20; Init +5; Spd 30ft; AC 13 (Flat-
  footed 12; Touch 11); Atks +5 melee (1d8+2, 
  shortspear), +2 ranged (1d8, Light Crossbow); AL 
  LN; SV Fort +5; Ref +1; Will +1; Str 15, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8. 
  Skills: Spot +3; Hide +3 
  Feats: Improved Initiative; Weapon Focus (Spear), 
  Point Blank Shot. 
  Equipment: Studded Leather; Shortspear, Light 
  Crossbow + 20 quarrels; 1 gp.   
  .=9#
  .=9# || 229 �
  9 ���
   
  Delras Ulquand, male human Rng8: CR8; medium-
  size humanoid; HD 8d10+1; hp 56; Init +8; Spd 30ft; 
  AC 18 (Flat-footed 14; Touch 14); Atks +10/+5 
  melee (1d8+3, +1 Longsword; 1d6+3, Short sword ), 
  +12/+7 ranged (1d8+3,) +1 Composite Longbow 
  (mighty)); AL LN; SV Fort +7; Ref +5; Will +3; Str 
  14, Dex 17, Con 13, Int 10, Wis 12, Cha 8. 
  Skills: Hide +24, Move Silently +14, Spot +17, 
  Wilderness Lore +12.  
  Feats: Point Blank Shot; Precise Shot; Track; 
  Weapon Focus (Composite Longbow) 
  SQ: Favoured Enemy (Goblinoid + Undead). 
  Equipment: 
  +1 
  studded 
  leather 
  armour; 
  +1 
  Masterwork Longsword, Mighty [Str 14] Masterwork 
  Composite Longbow + 20 arrows; 3 Potion Cure 
  Light Wounds; 1 Potion of Hiding. Cloak of 
  Elvenkind; 30 gp, holy symbol of Jascar.  
  Spells: 1st:  Pass without Trace; Entangle 
   
  6 male human Ftr3: CR3; medium-size humanoid; 
  HD 3d10+2; hp 27; Init +5; Spd 30ft; AC 13 (Flat-
  footed 12; Touch 11); Atks +6 melee (1d8+2, 
  Shortspear), +3 ranged (1d8, Light Crossbow); AL 
  LN; SV Fort +5; Ref +2; Will +2; Str 15, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8. 
  Skills: Spot +4; Hide +4 
  Feats: Improved Initiative; Weapon Focus (Spear), 
  Point Blank Shot; Power Attack. 
  Equipment: Studded Leather; Shortspear, Light 
  Crossbow + 20 quarrels; 1gp.  
  .=9%
  .=9% || 229 ��
  9 ��
   
  Delras Ulquand, male human Rng10: CR10; 
  medium-size humanoid; HD 10d10+1; hp 69; Init +8; 
  Spd 30ft; AC 19 (20) (Flat-footed 14; Touch 14 
  (15)); Atks +12/+7 melee (1d8+3, +1 Longsword; 
  1d6+3, Short sword ), +15 (+16)/+10(+11) ranged 
  (1d8+3,) +1 Composite Longbow (mighty)); AL LN; 
  SV Fort +8; Ref +7 (+8); Will +4; Str 14, Dex 
  17(19), Con 13, Int 10, Wis 12, Cha 8. 
  Skills: Hide +27, Move Silently +17, Spot +19, 
  Wilderness Lore +14.  
  Feats: Point Blank Shot; Precise Shot; Track; 
  Weapon Focus (Composite Longbow); Rapid Shot.  
  SQ: Favoured Enemy (Goblinoid + Undead + Trolls). 
  Equipment: 
  +1 
  studded 
  leather 
  armour; 
  +1 
  Masterwork Longsword, Mighty [Str 14] Masterwork 
  Composite Longbow + 20 arrows; 3 Potion Cure 
  Light Wounds; 1 Potion of Hiding; 1 Potion of 
  Endurance; Cloak of Elvenkind; Gloves of Dexterity 
  +2; 30 gp, holy symbol of Jascar.  
  Spells: 1st:  Pass without Trace; Entangle 
   
  6 male human Ftr5: CR5; medium-size humanoid; 
  HD 5d10+2; hp 42; Init +5; Spd 30ft; AC 13 (Flat-
  footed 12; Touch 11); Atks +9 melee (1d8+3, 
  Shortspear), +6 ranged (1d8, Light Crossbow); AL 
  LN; SV Fort +7; Ref +7; Will +3; Str 16, Dex 13, 
  Con 14, Int 10, Wis 12, Cha 8. 
  Skills: Spot +6; Hide +6 
  Feats: Improved Initiative; Weapon Focus (Spear), 
  Point Blank Shot; Power Attack; Far Shot.  
  Equipment: Studded Leather; Shortspear, Light 
  Crossbow + 20 quarrels; 1gp.  
   
  Treasure (Per PC) 
  NOTE: Only if the entire escort are killed or driven 
  off do the PCs get this treasure. The soldiers will not 
  allow the looting of their comrade’s corpses and will 
  intervene violently if needs be. If the PCs deliberately 
  kill soldiers trying to prevent their comrades’ corpses 
  being looted, this can be considered murder and an 
  evil act.  
   
  APL2: Loot: 121.6gp; Coin: 7.2gp; Magic: 210gp; 
  APL4 Loot: 121.6gp; Coin: 7.2gp; Magic: 510gp; 
  APL6 Loot: 91.6gp; Coin: 7.2gp; Magic: 660gp; 
  APL8: Loot: 61.6gp; Coin: 7.2gp; Magic: 1425gp; 
   
  Tactics 
  The escort will fling a pair of stones which each have 
  the effect of a Silence spell (DC 17) around a 15 feet 
  
  The Envoy 
   
  Page �� 
  radius cast upon them into the heart of the party. The 
  duration is 12 rounds. This is to suppress all 
  spellcasting relying on verbal components.  
  They simultaneously launch a volley of arrows and 
  quarrels at the group, targeting the obvious fighters of 
  the group and shouting. Delras will hold shoot on the 
  first round and then hold his actions, looking for any 
  spellcasters trying to cast spells or activate magical 
  items to shoot. He will also fire at any PC charging 
  towards him. The escort are content to pepper the 
  PCs form a distance but, will engage hand-to-hand if 
  the PCs close on them, shouting their battle cry of 
  “Remember the Farmers!” This should be a hint to 
  any PC not affected by the spell that the attackers are 
  Onnwalon and not Scarlet Brotherhood. The escort 
  will fight until half their number is either dead or 
  injured before withdrawing to the east, trying to lead 
  the PCs away from the Envoy. The escort will only 
  cease fighting if they are killed or the PCs throw 
  down their weapons and surrender.  
  11RRccRRYY\\]]ZR
  ZR[[aa
  If the PCs kill the entire escort 
  Upon searching the bodies, they will find on 
  Delras’s body orders bearing the seal of Szek Jian 
  himself entrusting the Envoy to his care. The PCs 
  will now have to try to track the path that the escort 
  took to find the Envoy. This requires a Track roll 
  (DC25). They will arrive after the envoy has been 
  assassinated and replaced. 
   
  If the PCs surrender 
  The escort will ignore what the PCs have to say 
  until they are bound and secured. Delras will order 
  them to be searched and if the signet and letter from 
  Farester is found – he will question them closely 
  about their involvement. A Diplomacy check (DC25) 
  is required to convince Delras of their tale (DC 15 if 
  they have signet). Note GMs can apply modifiers to 
  this roll depending on how good or bad the PCs 
  explanation to Delras is.  Delras will apologise for 
  the ambush and offer the render what aid he can to 
  any wounded. He will agree to lead the PCs to the 
  Envoy.
  ����������
  ������������
  ��������
   
  What happens in this encounter depends on how 
  the last encounter went. Though they should not be 
  necessary, statistics are provided below for the Envoy 
  and his aide. 
   
  1: If the PCs surrendered within 1-2 rounds and had 
  little trouble in convincing Delras: 
   
  The escort will lead the PCs to a gully cut by a 
  stream flowing out of the Headlands. Here Calwyrd 
  Velhaster and Larrin his aide are hiding in a stand of 
  wild raspberry bushes. Larrin is in fact a Scarlet 
  Brotherhood agent. He has not had the chance to 
  strike at his master and will sit tight and await 
  another opportunity to strike.  
  If the PCs use divination magic on Velhaster or 
  Larrin: Larrin is protected from alignment divinations 
  by his symbol of Syrul (which gives a permanent 
  misdirection which only works for worshipers of 
  Syrul). If the PCs use Detect Lies on Velhaster - they 
  will find that everything he says appears to be a lie. 
  This is because he has been infected with a Tongue 
  of Syrul (also called the Wyrm of Syrul), a small 
  wormlike creature has the effect of reversing the 
  results of all divination magic or spell-like effects 
  cast upon the victim. Therefore, if the PCs try to cast 
  Discern Lies to resolve the problem, anything 
  Velhaster says will appear to be untrue. 
   
  2: If the PCs surrendered in 3-4 rounds and had little 
  trouble convincing Delras OR If the PCs surrendered 
  within 1-2 rounds and had trouble in convincing 
  Delras: 
  The escort will lead the PCs to a gully cut by a 
  stream flowing out of the Headlands. Here they will 
  find both Velhaster and the aide, Larrin, bloodied and 
  wounded and engaged in a dagger fight. The PCs 
  have interrupted Larrin in the process of slaying 
  Velhaster. Larrin will immediately put his hands in 
  the air and toss away his dagger. Velhaster will 
  remain wary – claiming that Larrin tried to kill him. 
  Larrin denies this – saying that the envoy tied to stab 
  him first. Larrin will not attempt to resist arrest – 
  except to claim loudly that the Envoy is in fact the 
  traitor to the Free State and not him.  
  If the PCs use divination magic on Velhaster or 
  Larrin: Larrin is protected from alignment divinations 
  by his symbol of Syrul (this only works for 
  worshipers of Syrul). If the PCs use Detect Lies on 
  the Envoy  - they will find that everything he says 
  appears to be a lie. This is because he has been 
  infected with a Tongue of Syrul (also called the 
  Wyrm of Syrul), a small wormlike creature has the 
  effect of reversing the results of all divination magic 
  or spell-like effects cast upon the victim. Therefore, 
  if the PCs try to cast Discern Lies to resolve the 
  problem, anything Velhaster says will appear to be 
  untrue. Larrin’s knife however, ensorcelled as it is, 
  radiates evil to any spell able to detect such.  
   
  3: If the PCs surrendered in 5-7 rounds and had little 
  trouble convincing Delras OR If the PCs surrendered 
  within 3-4  rounds and had trouble in convincing 
  
  The Envoy 
   
  Page �� 
  Delras OR the PCs defeated Delras and the escort 
  (this includes driving them off): 
   
  The PCs will either be lead by Delras or track 
  their way to the hiding place of Velhaster and Larrin, 
  his aide. They will find Larrin apparently dead from a 
  stab wound to the neck. He also has some other cuts 
  on his arms (Heal check DC 15 to determine these 
  were done by someone warding off an attack from 
  Larrin). “Velhaster” is also injured  - a deep, bloody 
  cut at the base of the ribs. “The Envoy “will claim 
  that Larrin attacked but that he himself had been 
  victorious (this precise form of words is the truth). 
  In fact, Larrin has used foul sorcery devised by 
  the Churches of Pyremius and Syrul, which 
  simultaneously casts an Alter Self on both himself 
  and the Envoy. This effectively exchanges the 
  physical appearance of a murder victim with his 
  killer. Unlike the conventional spell duration is a 
  month and one day – long enough for Larrin to cause 
  mayhem within Sunndi if necessary. 
  If the PCs use divination magic on “Larrin's” 
  body (actually Velhaster) or “Velhaster”, (actually 
  Larrin): 
  Larrin 
  is 
  protected 
  from 
  alignment 
  divinations by his symbol of Syrul (this only works 
  for worshipers of Syrul). Larrin has thrown his knife 
  (still faintly radiating evil) at the feet of the Envoy 
  and take up Velhaster’s dagger. Velhaster having 
  been infected with a Tongue of Syrul (also called the 
  Wyrm of Syrul), a small wormlike creature has the 
  effect of reversing the results of all divination magic 
  or spell-like effects cast upon the victim. Therefore, 
  if the PCs try to cast Detect Evil to resolve the 
  problem, “Larrin’s” body will appear to radiate evil.  
  Even if revealed, the real Larrin will not try to 
  fight his way out. He will come quietly, resigned to 
  his fate and dignified in the face of death at the hands 
  of “savages”.  
  Delras or the ranking member of the escort will 
  take any items belonging to Larrin into custody as 
  evidence.  
  @a
  @aNNaV`aV
  aV`aVPP`` SS\\_ a
  _ aUURR 22[[PP\\b[a
  b[aRR__
  Calwyrd Velhaster, male human Clr2 (Zilchus):  
  CR 2; Size: Medium Humanoid; HD (2d8)+6; hp 19; 
  Init -1 (-1 Dex); Spd 30; AC 9 (flatfooted 9, touch 9), 
  Dagger +1 (1d4 19-20/x2) or Dagger (Thrown) +0  
  (1d4 19-20/x2); SA: Spontaneous casting, Turn 
  Undead 11/day; Vision: Normal AL: LN; Sv: Fort 
  +6, Ref -1, Will +6; Str 10, Dex 9, Con 16, Int 16, 
  Wis 17, Cha 18. 
   
  Skills:  Bluff +9, Concentration +8, Diplomacy 
  +11, Disguise +9, Heal +8, Knowledge (Religion) 
  +7;  
   
  Feats: Extra Turning, Run. 
   
  Equipment: Dagger, holy symbol of Zilchus. 
   
  Domains:  Trickery (Bluff, Disguise and Hide 
  are class skills). Knowledge (All knowledge skills are 
  class skills. You cast divinations at +1 caster level).  
    
  Spells: Cleric: (4 /3+1 ) 0- Ghost Sound, 
  Guidance, Know Direction, Ray of Frost. 1- Charm 
  Person, Nystul's Undetectable Aura, Obscuring Mist, 
  Pass without Trace. 
  Calwyrd is a surprisingly young man – no more 
  than this late twenties. He has large brown eyes and 
  brown curly hair. He has a soft voice and a relatively 
  mild manner. Though he appears to be a retiring type, 
  Calwyrd has a keen intellect and is well versed on 
  Olven matters. He speaks Olven fluently�
  .=9 �
  .=9 � || 229 �
  9 �
  Larrin Nasrend, female human Clr1 (Syrul): CR 
  1; Medium-size humanoid; HD 1d8+2; hp 9; Init +6; 
  Spd 20 ft.; AC 16 (Dex, small metal shield, studded 
  leather armour); Atks +2 melee (1d4+2 [x2/19-20], 
  dagger); AL LE (detects as LN due to misdirection); 
  SV Fort +5, Ref +3, Will +7; Str 13, Dex 15, Con 16, 
  Int 14, Wis 18, Cha 16. 
  Skills: Bluff +8, Concentration +5, Diplomacy 
  +5, Disguise +9 Heal +5, Hide +6, Knowledge 
  (Religion) +3, Spellcraft +3, Spot +5;  
  Feats:: Combat Casting, Improved Initiative. 
  Equipment: dagger, holy symbol of Syrul 
  (forked tongue). 
  Domains: Evil and Trickery. 
  Spells Memorized:  
   
  Cleric Spells (4/4/3): 0—cure minor wounds, 
  guidance, resistance, virtue; 1st—command, cure 
  light wounds, protection from good*, random action; 
  2nd—hold person, invisibility*, spiritual weapon; 
  
  The Envoy 
   
  Page �� 
  .=9
  .=9 !! || 2299   
  Larrin Nasrend, female human Clr3 (Syrul): CR 
  3; Medium-size humanoid; HD 3d8+6; hp 25; Init 
  +6; Spd 20 ft.; AC 12 (Dex); Atks +3 melee 
  (1d4+1x2/19-20], dagger); AL LE (detects as LN due 
  to misdirection); SV Fort +5, Ref +3, Will +7; Str 13, 
  Dex 15, Con 16, Int 14, Wis 18, Cha 16. 
  Skills: Bluff +8, Concentration +5, Diplomacy 
  +5, Disguise +9 Heal +5, Hide +6, Knowledge 
  (Religion) +3, Spellcraft +3, Spot +5;  
  Feats:  Combat Casting, Improved Initiative, 
  Toughness. 
  Equipment: dagger, holy symbol of Syrul 
  (forked tongue). 
  Domains: Evil and Trickery. 
  Spells Memorized:  
  Cleric Spells (4/4/3): 0—cure minor wounds, 
  guidance, resistance, virtue; 1st—command, cure 
  light wounds, protection from good*, random action; 
  2nd—hold person, invisibility*, spiritual weapon; 
   
  .=9
  .=9 ## || 2299 ""
   
  Larrin Nasrend, female human Clr5 (Syrul): CR 
  5; Medium-size humanoid; HD 5d8+10; hp 35; Init 
  +6; Spd 20 ft.; AC 12 (Dex); Atks +4 melee (1d4+1 
  [x2/19-20], dagger +1); AL LE (detects as LN due to 
  misdirection); SV Fort +6, Ref +3, Will +8; Str 14, 
  Dex 15, Con 16, Int 14, Wis 18, Cha 16. 
  Skills: Bluff +10, Concentration +6, Diplomacy 
  +6, Disguise +11, Heal +5, Hide +6, Knowledge 
  (Religion) +4, Spellcraft +4, Spot +5;  
  Feats:  Combat Casting, Improved Initiative, 
  Toughness. 
  Equipment: dagger, holy symbol of Syrul 
  (forked tongue). 
  Domains: Evil and Trickery. 
  Spells Memorized:  
  Cleric Spells (5/5/4/3): 0—cure minor wounds 
  x2, guidance, resistance, virtue; 1st—command x2, 
  cure light wounds, change self*, random action; 
  2nd— aid, hold person, invisibility*, spiritual 
  weapon; 3rd—blindness/deafness, contagion, magic 
  circle against good*; 
   
  .=9
  .=9 %% || 2299 $$
   
  Larrin Nasrend, female human Clr7 (Syrul): CR 
  7; Medium-size humanoid; HD 7d8+14; hp 45; Init 
  +6; Spd 20 ft.; AC 12 (Dex); Atks +6 melee (1d4+1 
  [x2/19-20], dagger); AL LE (detects as LN due to 
  misdirection); SV Fort +6, Ref +3, Will +8; Str 14, 
  Dex 15, Con 16, Int 14, Wis 18, Cha 16. 
  Skills: Bluff +12, Concentration +6, Diplomacy 
  +8, Disguise +13, Heal +5, Hide +6, Knowledge 
  (Religion) +5, Spellcraft +5, Spot +5;  
  Feats:  Combat Casting, Improved Initiative, 
  Run, Toughness. 
  Equipment: dagger, holy symbol of Syrul 
  (forked tongue). 
  Domains: Evil and Trickery. 
  Spells Memorized:  
  Cleric Spells (6/6/5/4/3): 0—cure minor wounds x2, 
  guidance, resistance, virtue x2; 1st—command x2, 
  cure light wounds x2, change self*, random action; 
  2nd— aid, hold person x2, invisibility*, spiritual 
  weapon; 3rd—bestow curse, blindness/deafness, 
  contagion, magic circle against good*; 4th— 
  confusion*, divine power, unholy blight; 
  Larrin/Illis is a young man of middling height and 
  slender build. Looking barely twenty, he lugs a large 
  pack around bulging with papers and inkpots – 
  documents and material for his master. As Larrin, he 
  acts the young inexperienced go-for. In fact Illis 
  Gand is a member of the Brotherhood’s Office of 
  Diplomacy and worshiper of Syrul. This is his first 
  major assignment and he is eager to do well. 
  ����������
  ���������������������
  ���������
   
  If the envoy is still alive or has been replaced by 
  Larrin unbeknownst to the PCs, the escort will 
  resume travelling towards Northanchor the following 
  day. The PCs may accompany Velhaster if they wish, 
  especially if the escort’s numbers have been thinned 
  in the ambush. The escort will angle south and east 
  towards the edge of the Headlands�
  Read aloud or paraphrase the following: 
   
  As the sun begins to stoop low over the now 
  looming peaks of the Headlands, you pass up a 
  narrow gully between two steep tors. The path you 
  are crosses the stream you have been following at 
  rocky shallows, over which the water spills with a 
  deep-throated noise that seems to fill the entire defile. 
  Two standing stones stand at either side of the 
  stream. Looking closer – one is carved with the arms 
  of Onnwal; the other with the three towered fortress 
  of Irongate. It is only as you being to ascend the far 
  side of the gully that you become aware of the dozen 
  Dwur standing half way up the slope above, training 
  crossbows on you all. Looking about, a dozen more 
  
  The Envoy 
   
  Page �� 
  Dwur seem to almost materialise from the wall of the 
  gully behind you. 
   
  One of their number with a fine black beard and 
  deep set eyes steps forward and bowing says, 
  “Welcome to Irongate.” 
  The Dwur’s name is Foljuur Kharran – and he is an 
  agent of the Lord Mayor of Irongate, Cobb Darg, sent 
  to meet and escort the Envoy to the Fortress City. He 
  will introduce himself as such and order his men to 
  lower their weapons. If any of the PCs are foolish 
  enough to try to attack the Dwur, they will have to 
  deal with two dozen doughty Dwur warriors armed 
  with crossbows and the advantage of terrain and 
  cover. Use stats for Hill Dwarves from the Monster 
  Manual, altering them only to arm them with light 
  crossbows.  
  Foljuur will come down to slope to speak with 
  Calwyrd 
  Velhaster 
  privately 
  in 
  Dwur-vocca 
  (Dwarvish). He will acknowledge any PCs trying to 
  speak to him out of turn or interfere in the 
  conversation with the envoy with a cold, steady stare 
  of his deep-set black eyes, until they go away and 
  stop bothering him. He is a Highborn Dwur and does 
  not take kindly to being addressed directly by anyone 
  he regards as a subordinate. Velhaster and the Dwur 
  will exchange items and then the Envoy (and Larrin, 
  if not revealed or “dead”) will bid the PCs and the 
  escort farewell and set off up the slope with the 
  Dwur.  
  ���������������������
  �����
  ��
  ����
  �������
  The PCs return here to report to Adrenn Farester on 
  the outcome of their mission.  
   
  If the Envoy has been killed: 
   
  Farester will be greatly saddened and troubled by this 
  grim news. He will nonetheless thank the PCs for 
  their 
  efforts, 
  before 
  retiring 
  for 
  solemn 
  contemplation. 
   
  If the Envoy survived but Larrin was not 
  uncovered: 
   
  Farester will be delighted with the news of the PCs 
  apparent success. He will thank them profusely, 
  saying that they have played a part in ensuring the 
  victory of the Free State over the machinations of the 
  Scarlet Brotherhood. He will pay any monies agreed 
  and with a hearty handshake, bid the PCs good day. 
  The PCs will each receive 2 Regional Influence 
  Points with the Church of Zilchus. 
   
  If in either of the above cases, Larrin is uncovered 
  and returned to Killdeer or killed: 
   
  If Larrin is alive, Farester will immediately call for a 
  Sertern of soldiers to escort Larrin to Killdeer Castle 
  for questioning.  There is something in the priest’s 
  tone that suggests that this will be a less than pleasant 
  experience for Larrin. Nonetheless, Larrin merely 
  smirks disdainfully as he’s led away.  
  The PCs will each receive 1 additional Regional 
  Influence Points with the Church of Zilchus.  Farester 
  will add an extra 100gp to each of the PCs’ rewards 
  for the capture or execution of the Brotherhood agent.  
   
  Treasure (per PC) 
   
  If the Envoy has been killed: 
   
  APL2: Loot: 0gp; Coin: 0gp; Magic: 0gp; 
  APL4: Loot: 0gp; Coin: 0gp; Magic: 0gp; 
  APL6: Loot: 0gp; Coin: 0gp; Magic: 0gp; 
  APL8: Loot: 0gp; Coin: 0gp; Magic: 0gp; 
   
  If the Envoy survived but Larrin was not uncovered: 
  APL2: Loot: 0gp; Coin: 40gp; Magic: 0gp; 
  APL4: Loot: 0gp; Coin: 40gp; Magic: 0gp; 
  APL6: Loot: 0gp; Coin: 40gp; Magic: 0gp; 
  APL8: Loot: 0gp; Coin: 40gp; Magic: 0gp; 
   
  All APLs: 2 RIPs with the Church of Zilchus 
   
  If in either of the above cases, Larrin is uncovered 
  and returned to Killdeer or killed: 
   
  APL2: Loot: 0gp; Coin: 100gp; Magic: 0gp; 
  APL4: Loot: 0gp; Coin: 100gp; Magic: 0gp; 
  APL6: Loot: 0gp; Coin: 100gp; Magic: 0gp; 
  APL8: Loot: 0gp; Coin: 100gp; Magic: 0gp; 
   
  This figure is additional to any other reward the PCs 
  get from Farester. 
   
  Here ends The Envoy Part II. 
  
  The Envoy 
   
  Page �� 
  �����������
  ��������
  ��
  ��������
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished and assign the 
  experience award accordingly. Then assign the 
  discretionary role-playing experience award. The 
  role-playing award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different role-playing amounts 
  to different characters. Award the total value 
  (objectives + roleplaying) to each character 
   
  Encounter One 
  Gain the trust of the escort:  
  APL2:                                        30 XP 
  APL4:                                        70 XP 
  APL6:                                      150 XP 
  APL8:                                      200 XP 
   
  Encounter Two 
  Save the real Calwyrd Velhaster: 
  APL2:                                        75 XP 
  APL4:                                      150 XP 
  APL6:                                      205 XP 
  APL8:                                      300 XP 
   
  Uncover Larrin:  
  APL2:                                        30 XP 
  APL4:                                        50 XP 
  APL6:                                        50 XP 
  APL8:                                        50 XP 
   
  Total experience for objectives: 
  APL2:                                      135 XP 
  APL4:                                      270 XP 
  APL6:                                      405 XP 
  APL8:                                      550 XP 
   
   
  Discretionary role-playing award: 
  APL2:                                        15 XP 
  APL4:                                        30 XP 
  APL6:                                        45 XP 
  APL8:                                        50 XP 
  Total possible experience  
  APL2:                                      150 XP 
  APL4:                                      300 XP 
  APL6:                                      450 XP 
  APL8:                                      600 XP 
  ���������
  ����������
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. 
  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 
  10 minutes per every 5 bodies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that the 
  characters can go back to loot the bodies, and those 
  bodies are there (that is not carted off by dungeon 
  scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve 
  the loot. If characters do not loot the body, the gold 
  piece value for the loot is subtracted from the 
  encounter totals given below.  
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason they pass 
  up this treasure, the coin total is subtracted from the 
  encounter totals given below.  
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied 
  and because characters may want to use them during 
  the adventure. Many times characters must cast 
  identify, analyse dweomer, or similar spell to 
  determine what the item does and how to activate it. 
  Other times they may attempt to use the item blindly. 
  If the magic item is consumable (a potion, scroll, 
  magic bolts etc) and the item is used before the end 
  of the adventure. Its total is subtracted from the 
  adventure totals below.  
  Once you have subtracted the value for unclaimed 
  treasures from each encounter, add it up and that it’s 
  the number of gold pieces a character’s total and coin 
  values increase by at the end of the adventure. Write 
  the total in the GP Gained field of the Adventure 
  Certificate.  
   
  TREASURE KEY: 
  L = Looted gear from enemy; C =- Coins, Gems, 
  Jewellery and other valuables; M = Magic Items .  
   
  Encounter One 
  L: Defeat the escort and retrieve equipment 
  C: Defeat the escort and retrieve coins 
  M: Defeat the escort and retrieve items 
   
  
  The Envoy 
   
  Page �� 
  APL2: Loot: 121.6 gp; Coin: 7.2gp; Magic: +1 
  Studded Leather Armour; 3 x Potions of Cure Light 
  Wounds; 1 x Potion of Hiding: 210gp; 
  APL4 Loot: 121.6gp; Coin: 7.2gp; Magic:  +1 
  Studded Leather Armour; 3 x Potions of Cure Light 
  Wounds; 1 x Potion of Hiding; Cloak of Elvenkind: 
  510gp; 
  APL6 Loot: 91.6gp; Coin: 7.2gp; Magic: +1 Studded 
  Leather Armour; 3 x Potions of Cure Light Wounds; 
  1 x Potion of Hiding; Cloak of Elvenkind, + 1 
  Longsword: 660gp; 
  APL8: Loot: 61.6gp; Coin: 7.2gp; Magic:  +1 
  Studded Leather Armour; 3 x Potions of Cure Light 
  Wounds; 1 x Potion of Hiding; Cloak of Elvenkind, + 
  1 Mighty Composite Longbow; + 1 Longsword; 
  Potion of Endurance; Gloves of Dexterity +2: 
  1425gp; 
  Conclusion 
  C: If the Envoy survived but Larrin was not 
  uncovered OR of the Envoy was killed and Larrin 
  was uncovered and returned to Killdeer or killed OR 
  If the Envoy survived and Larrin was uncovered and 
  returned to Killdeer or killed 
   
  If the Envoy survived but Larrin was not uncovered 
  APL2: Loot: 0gp; Coin: 40gp; Magic: 0gp; 
  APL4: Loot: 0gp; Coin: 40gp; Magic: 0gp; 
  APL6: Loot: 0gp; Coin: 40gp; Magic: 0gp; 
  APL8: Loot: 0gp; Coin: 40gp; Magic: 0gp; 
   
  If Larrin is uncovered and returned to Killdeer or 
  killed: 
   
  APL2: Loot: 0gp; Coin: 100gp; Magic: 0gp; 
  APL4: Loot: 0gp; Coin: 100gp; Magic: 0gp; 
  APL6: Loot: 0gp; Coin: 100gp; Magic: 0gp; 
  APL8: Loot: 0gp; Coin: 100gp; Magic: 0gp; 
   
  This figure is additional to any other reward the PCs 
  get from Farester 
   
  Total Possible Treasure: 
  APL2: Loot: 121.6 gp; Coin: 147.2gp; Magic: +1 
  Studded Leather Armour; 3 x Potions of Cure Light 
  Wounds; 1 x Potion of Hiding: 210gp; 
  APL4 Loot: 121.6gp; Coin: 147.2gp; Magic:  +1 
  Studded Leather Armour; 3 x Potions of Cure Light 
  Wounds; 1 x Potion of Hiding; Cloak of Elvenkind: 
  510gp; 
  APL6 Loot: 91.6gp; Coin: 147.2gp; Magic: +1 
  Studded Leather Armour; 3 x Potions of Cure Light 
  Wounds; 1 x Potion of Hiding; Cloak of Elvenkind, + 
  1 Longsword: 660gp; 
  APL8: Loot: 61.6gp; Coin: 147.2gp; Magic:  +1 
  Studded Leather Armour; 3 x Potions of Cure Light 
  Wounds; 1 x Potion of Hiding; Cloak of Elvenkind, + 
  1 Mighty Composite Longbow; + 1 Longsword; 
  Potion of Endurance; Gloves of Dexterity +2: 
  1425gp; 
  
  The Envoy 
   
  Page �� 
  ���������
  ��
  �������������
   
  As this is an inter-regional plotline with Sunndi we 
  absolutely require that you fill in answers to the 
  following questions and send the answers to 
  Woesinger@hotmail.com so we can tell the Sunndi 
  triad what to expect in their sister mini-missions. 
   
  1: Did Jaro Survive? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  2: Did Sedas Survive? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  3: Did the PCs discover the hochebi? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  4: Did Calwyrd Velhaster survive?  
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  5: Was his infection by the Tongue of Syrul detected?  
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  6: Was he replaced by Larrin? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  7: Did Larrin survive?  
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  8: Was he unmasked? 
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  9: Did Delras Survive?  
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  10: Did the PCs kill any of the escort?  
   
  Yes  
   
   
   
   
   
   
   
   
  No 
   
  11: If so how many?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  12: Have you any other comments on the PCs 
  performance? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  We really appreciate you taking the time to fill this 
  out 
  and 
  email 
  your 
  response 
  to 
  Woesinger@hotmail.com - thank you very much for 
  your efforts. 
   
  Thank you for DMing this mini-module. As the first 
  of its kind we would also value your comments on 
  the structure of the module. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Onnwal/592/Interactives/ONI2-02 - The Envoy (APL 2-8)/ONI2-02 - The Envoy Part 1-2.pdf