TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game pro duct contains no Open Game Content. No portion of this work may be reproduced in any form 
  without permission of the author. To learn more about the Open Gaming License and the d20 system 
  license, please visit www.wizards.com/d20  
   
  DUNGEONS & DRAGONS, D&D, G REYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the R
  PGA 
  Network. 
   
  NAEI5-02 
    
   
   
   
   
   
   
   
  Under the Raven’s Wing 
   
  A One-Round D&D LIVING GREYHAWK®  
  Principality of Naerie Introduction Adventure  
  Version 1.3 
   
  Round 1 
   
  by Matt Koelbl 
  Triad Reviewers : Paul Bendall & Pål Henriksen  
  Thanks to: Nick Bell and Sampo Harlaa for Poelitz i nformation 
  Playtesters: Steve Andreadis, Joshbob Antoline, Jeramy Hansen and Rab Smith  
   
  When hired to find a merchant’s missing son, the trail winds from city streets to haunted castles. Yet in 
  Naerie, not everything is always as it seems. A one -round introduction scenario for 1
  st level characters.  
   
   
   
   
   
   
   
   
   
  
  Under the Raven’s Wing  
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the 
  Dungeons & Dragons
  ® game. A five -hour time block 
  has been allocated for each round of this scenario. 
  The rest of the time is spent in preparation b efore 
  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.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Website, and then have any players without 
  a character create on. Once all players have a 
  LIVING GREYHAWK character, play can begin.  
   
  Along with the other materi als 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. 
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double -sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells , or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the 
  Player’s Handbook , the Dungeon 
  Master’s Guide , and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can b e as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures.  
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, dependin g on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you cannot 
  have more than six players partic ipating in the 
  game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easie r for the 
  players (and the DM) to keep track of who is playing 
  which character.  
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide  
  when confronted with a trap or hazard, or the 
  Monster Manual  when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must  be adapted to the specific 
  situation or to actions of the player characters.  
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. Complete the 
  RPGA scoring grid wit h names and RPGA numbers 
  only, and the event information at the top. RPGA no 
  longer uses voting for any reported results. Give the 
  Scoring Packet to your event coordinator along with 
  any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players brin g 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 t he 
  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, e tc) use the sidebar 
  chart to determine the number of levels you add 
  
  Under the Raven’s Wing  
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  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.  
  3. Sum the resul ts of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number.  
  4. If you are running a table of six PCs, add one to 
  that average.  
   
  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. Four, or sometimes 
  even five 1
  st-level characters may find difficulty with 
  the challenges in a LIVING GREYHAWK adventure. 
  If your group is APL 1 there are two thing s that you 
  can do to help even the score.  
   
  1. Attempt to create a table of six 1
  st-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 DC 10 
  Handle Animal or Charisma check. Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each ro und. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful.  
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set 
  in Principality of Naerie. Characters native to 
  Principality of Naerie pay one  Time Unit per round, 
  all 
  others 
  pay 
  two 
  Time 
  Units 
  per 
  round. 
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit.  
   
  Travel In The  
  United Kingdom Of Ahlissa 
  In 593 CY, PCs  adventuring in the Splintered Sun 
  had several opportunities to receive AR entries that 
  could help or hinder their movement through the 
  United Kingdom of Ahlissa.  
   
  For the DM’s convenience these are replicated 
  below. 
   
  Free Travel Throughout the Kingdom of  Ahlissa: 
  The bearer of this document is entitled to travel 
  freely throughout the Kingdom of Ahlissa without 
  molestation. It is signed by Garlann of Naelax.  
   
  Wanted! The PCs are known to have slain one or 
  more nobles of The Kingdom of Ahlissa. As such 
  the authorities are actively searching for them.  
   
  Wanted In Ahlissa : This PC is wanted in 
  connection with the slaying of several Ahlissan 
  soldiers. This status is in effect in all parts of Ahlissa 
  including the occupied portions of Medegia and the 
  Principalities of Naerie and Innspa but not in the 
  Adri Forest. PCs instantly lose any travel privileges 
  within Ahlissa including the Free Travel Throughout 
  the Kingdom of Ahlissa. At the beginning of a 
  session taking place in Ahlissa the DM should make 
  a secret d20 roll. On a 1 or 2 (a DC 20 Disguise 
  check reduces this to 1) the PC will be captured and 
  must pay total bribes of 100 gp x APL at which the 
  scenario was played to prevent their execution. One 
  
  Under the Raven’s Wing  
  Page 4 
  favour with a high ranked Ahlissan NPC or powerful 
  organization might be spent instead of the bribes.  
   
  Once this bribe is paid, score through this entry. 
  The PC is free to continue the adventure in which 
  he was caught.  
   
  Adventure Background 
   
  An organization, known as the Idee Volunteers, is 
  devoted to removing the Ahl issan presence from 
  Idee through any means necessary, and returning 
  Naerie to the Independent County of Idee. Since 
  belonging to the organization is treason, their 
  meetings are conducted in secrecy.  
   
  Castle Rishmar is where House Heshun rules 
  the Barony of  Foelt. Two-thirds of the castle is 
  abandoned, and considered cursed. These ruined 
  sections are inhabited by carrion birds and undead 
  monsters. 
   
  A small band of Idee Volunteers has set up a 
  meeting site within Castle Rishmar, believing it to 
  be a good place to avoid notice and meet in 
  privacy. While they are not meeting there, they 
  have hired Jain, a down -on-his-luck actor, to guard 
  their hideout and scare away anyone exploring the 
  ruins.  
   
  Meanwhile, one such explorer has wandered 
  into the ruins. Aerik Sol an, a young man who 
  aspires to be a seasoned adventurer, entered the 
  ruins in search of treasure. Unfortunately, he only 
  found the undead. Though he managed to hide 
  away in a small chamber, with enough rations to last 
  a short time, he has been trapped ther e for over a 
  week, and time is running out.  
   
  His father, a merchant named Falrik, has grown 
  concerned at his son’s absence, and decided to hire 
  adventurers to find out what happened to him. 
  Unfortunately, the first group he approached turned 
  out to be more interested in collecting the rewards 
  than saving his son…  
   
  Adventure Summary  
   
  Introduction: 
   
  The players met up along the roads, and are 
  entering the town of Poelitz, a small town in the 
  Barony of Foelt.  
   
  Encounter 1: Heroes to the Rescue!  
     
  The party notices a mugging as they pass 
  through town, and rescue Falrik, a merchant of 
  reasonable wealth.  
   
  Encounter 2: Mission Accepted  
     
  Falrik hires the party to find his son Airek, who 
  has been missing for over a week.  
   
   
  Encounter 3: Clues and Conspiracies    
   
  The party wanders the town, searching for clues 
  as to Airek’s disappearance.  
   
  Encounter 4: Black Wings of Doom  
   
  The party travels to Castle Rishmar in search of 
  Airek. Sneaking into the South Wing, they fend off 
  some maddened ravens and make it inside.  
   
  Encounter 5: Creepy Corridors    
   
  Following signs of Airek’s passage, the party 
  stumbles through the castle cellars, through creaky 
  passages and booby -trapped halls.  
  . 
  Encounter 6: Ghost of the Ruins    
   
  The party encounters a ‘ghost’, but discovers 
  him to be Jain, a down-on-his-luck actor, hired by 
  the Idee Volunteers to scare away anyone who 
  came exploring.  
   
  Encounter 7: In Darkness Lurks  
   
  With Jain’s help, the party figures out where 
  Airek went. Deeper in the cellars, they discover him 
  trapped by several undead dire rats.  
   
  Encounter 8: Secrets and Strategies  
   
  After rescuing a grateful Airek, the party can 
  investigate the Idee Volunteers Hideout, and ponder 
  over the information they find.  
   
  Conclusion: Consequences and Rewards  
   
  Having returned with Airek, who now wants to 
  join the Volunteers, the party gains Falrik’s gratitude 
  and a reward, and can also earn favors or disfavors 
  depending on what they do with their newfound 
  information. 
   
  Introduction 
   
  It is assumed that the characters do not know each 
  other at the start of this adventure.  The introduction 
  is intended to bring the party together.  
   
  “Your travels have brought you to the Barony of 
  Foelt, and the dawn brings with it warm weather 
  and a gentle breeze. Ahead, the road leads on to 
  the town of Poelitz , and travel thus far has been 
  calm and uneventful.  
   
  Several other travellers have fallen in with 
  you on the road, and are at your side as the 
  
  Under the Raven’s Wing  
  Page 5 
  walls of Poelitz come into view. The port town is 
  bustling in the morning light, and the Azure Sea 
  shines in the  morning sun.”  
   
  Now is a good time for the party members to 
  introduce and describe themselves.  
   
  For questions and details about Poelitz, refer to 
  Appendix 4. 
   
  Development:  The plot begins in encounter 1.  
   
  Encounter 1:  
  Heroes to the Rescue! 
   
  The character s arrive at this encounter after the 
  introduction.  Read the following:  
   
  Even from the outskirts of Poelitz, it is easy to 
  make out the towering buildings at the heart of 
  it. Several stories high, the bronze roofs and 
  minarets shimmer like flame in the day light, 
  undeniable evidence of wealth and beauty.  
   
  The rest of the town is a startling contrast 
  between 
  distinguished 
  town 
  houses 
  and 
  ramshackle hovels. As you pass through the 
  slums outlying the town, the alleys seem filled 
  with far too many shadows for t his fine a day. 
  Shadows… and startled screams? A sudden 
  sound draws your attention to a nearby 
  alleyway, and then abruptly cuts off!  
   
  The characters have happened upon the mugging 
  of Falrik the merchant. Read the following, if they 
  hurry to investigate:  
   
  Peering down the alleyway reveals the dark 
  deeds cloaked within. A tall man of Olman 
  descent looks up in frustration, his eyes 
  flashing with irritation. He drops the figure in his 
  grasp to the ground – an unconscious middle -
  aged man in merchant’s garb.  
   
  The scoundrel signals with a dagger, and 
  two figures move out of the shadows around 
  him. One is a small halfling, his face covered in 
  scars, clad in armor. He carries a dented shield, 
  and waves a rapier before him as he advances. 
  Behind him lurks a massive h alf-orc in black, 
  who wields  a finely crafted quarterstaff and 
  stares 
  at 
  the 
  approaching 
  heroes 
  with 
  penetrating eyes.  
   
  Tactics:  Erilar and his lackeys were hoping to deal 
  with Falrik quickly, before drawing attention, and are 
  upset to encounter witnesse s. They will toss aside 
  Falrik (who was just knocked unconscious), and 
  move to deal with the heroes.  
   
  Mip will move up to the front of the alley, trying to 
  draw attacks, while Braevin stands behind him 
  (Either casting spells, or attacking with reach.)  
   
  Erilar will begin by throwing daggers at flat -
  footed opponents – after that, he will move to 
  engage anyone that gets past Mip, attempting to get 
  flanking.  
   
  Erilar is a cowardly sort, and will surrender if his 
  men drop. Braevin and Mip, on the other hand, ar e 
  made of sterner stuff, and will keep fighting as long 
  as they can. Erilar occasionally taunts the PCs, 
  while the others fight in silence.  
   
  See DM’s Aid 1: Alleyway Map for a layout of the 
  alley.  
   
  APL 2 (EL 2)  
  Erilar: male human Rog1;  hp 7; See Appendix  1 
  Braevin: male half -orc Adp1; hp 6; See Appendix 1  
  Mip: male halfling War1;  hp 6; See Appendix 1  
   
  Treasure:  The thugs possess decent equipment, 
  as well as a solid amount of coin from other recent 
  robberies. Note that if the party doesn’t loot the 
  bodies quickly, their gear may be taken by the town 
  guard when they arrive in Encounter 2.  
   
  APL2: Loot: (77 gp); Coin: (60 gp); Magic: (6 gp).  
   
  Development:  
   
  Once 
  the 
  muggers 
  are 
  apprehended or killed, the party can see to Falrik in 
  Encounter 2.  
   
  Encounter 2: 
  Mission Accepted 
   
  Once 
  the 
  muggers 
  have 
  surrendered, 
  been 
  incapacitated, or killed, Falrik can be seen to. A 
  successful DC 5 Heal check reveals that he is not 
  truly injured. In fact, as soon as the PCs begin 
  inspecting him, he will awake.  
   
  Falrik: male hum an Brd 1; hp 6, See Appendix 2.  
   
  With a groan, the mugger’s victim slowly sits up. 
  He is a balding man in fine attire, though the 
  normal quality of his clothes has been ruined by 
  his rough treatment. He gingerly rests a hand on 
  the back of his head, and th en looks around in 
  befuddlement.  
  
  Under the Raven’s Wing  
  Page 6 
   
  “Oh, my aching head. What… what just 
  happened?”  
   
  Falrik was caught by surprise and dragged into the 
  alleyway, and only managed a single scream before 
  being knocked out. He answers the PCs questions 
  to the best of his abil ity. The important questions 
  are listed below: If the party does not ask them 
  specifically, try to work the information into the 
  conversation. Note that before Falrik gives too 
  much detail about his situation, a brute squad 
  (Poelitz law enforcers , in addition to human guards ) 
  arrives.  
   
  -What is your name?  
   
  “Oh, my apologies for not introducing myself to 
  such brave rescuers! I am Falrik Solan, a 
  traveling merchant and trader. And what should 
  I call such fine individuals as yourselves?”  
   
  -Why were you robbed ? 
   
  “Well, I imagine the brutes were after my money. 
  I should know better than to walk alone through 
  parts such as these, I suppose, but I was awfully 
  distracted.”  
   
  -Why were you distracted?  
   
  The merchants face falls, and he stares down at 
  his hands. “A sad  tale that is my friends —” 
   
  He pauses, interrupted, as the sound of 
  footsteps approaching echoes towards you. 
  Half-a-dozen 
  heavily 
  armored 
  half -orcs 
  approach, weapons drawn as they survey the 
  scene.  
   
  One of them, an orc carrying a heavy flail, 
  looks about menacingly, “Wot’s goin on ere 
  then?” Falrik quickly steps forward, and fills 
  them in on what occurred.  
   
  The orc listens, and then glances at the party. 
  “Anything the lot o’ you wanna add?”  
   
  The brute squad isn’t looking for a fight – they are 
  simply trying to learn all they can about the 
  mugging. Falrik strikes them as an honest victim, 
  and a man of some importance, so they are taking 
  the matter seriously.  
   
  Their manner, however, is inherently gruff. After 
  the party tells them what has occurred, and the y get 
  as many details of the incident as possible, they’ll 
  take the muggers away (either as prisoners or as 
  corpses). Once they take a look at the muggers, 
  they recognize them as known thieves in the area, 
  and are quite happy that somebody has saved them 
  the trouble of dealing with them.  
   
  Brute Squad (EL 5)  
  Male half -orc Ftr1 (5); hp 14 (each); See Appendix 
  2. 
  Male orc Ftr1; hp 14; See Appendix 2.  
   
  As the last of the brute squad walks away, with 
  what’s left of the muggers in tow, Falrik turns 
  back to his sa viors. “Well, I’m glad to see that is 
  dealt with! I believe I was about to tell you about 
  my troubles…”  
   
  He trails off, looking you over, and then his 
  face brightens. “You know, some strong 
  adventurers like yourselves may be the answer 
  to my prayers! Why don’t I treat you to a mid -
  morning meal, and tell you all about the 
  difficulties that life has handed me?”  
   
  If the party agrees, he leads them to a small café 
  where he continues his story. Any attempts to get 
  his story out of him along the way are met with  a 
  cautious smile, and a request to wait until he has 
  some food in him.  
   
  If the party does not agree, for them, the 
  adventure is over.  
   
  Falrik leads you out of the slums surrounding 
  Poelitz, and the streets change from dirt 
  pathways to paved roads. Instead  of dilapidated 
  buildings, distinguished houses cover the 
  streets in shade from the morning light.  
   
  The merchant leads you to a small eatery in 
  one of the nicer areas of town. Before entering, 
  he whistles a short tune – and before your eyes, 
  his torn cloak  and tunic mend their tears, and 
  return to their former state of luxury!  
   
  Spellcasters making a successful DC 15 Spellcraft 
  check, recognise the casting of Mending (to fix the 
  clothes), and Prestigitation (to clean them).  
   
  Once inside, the party is treated  to a hearty 
  meal. Once they begin, Falrik explains his dilemma.  
   
  “My trade has been a good one, and I’ve made a 
  tidy sum of wealth over many years. However, 
  my greatest treasure is not my money or my 
  jewels, but my boy, Airek.”  
   
  He pauses, and shakes his head, “Nay, I 
  suppose I should call him a man rather than a 
  boy. He is growing out of his youth, and already 
  he eagerly speaks of the adventures he will 
  undertake and the treasures he will find.”  
  
  Under the Raven’s Wing  
  Page 7 
   
  A sigh escapes Falrik’s lips, and he looks up 
  at you beseec hingly. “And yet, now he is gone! I 
  came home a week ago to find only a note, 
  stating that he had gone in search of some 
  great treasure, and would return in a few days. 
  Yet he hasn’t returned! I am nearly at my wit’s 
  end, and desperate for someone to make sure 
  that he hasn’t gotten himself into trouble. Would 
  you be willing to help me? I could make it more 
  than worth your while!”  
   
  Falrik is eager to hire the party, and offers them 200 
  gold apiece to search for his son. This is all that he 
  is immediately abl e to afford, as much of his wealth 
  is tied up in business ventures. Still, if the party is 
  insistent on more money, he can go up to as much 
  as 300 gold apiece.  
   
  Once the party accepts the mission, they can 
  proceed to Encounter 3 and begin searching for 
  Airek. Falrik gives them an address where they can 
  find him to report the success of their mission.  
   
  If the party does not accept his offer, then for 
  them, the adventure is over.   
   
  Treasure:  Falrik pays the party half of their reward 
  up front, and promise s the other half after they have 
  completed their mission.  
   
  APL2:Loot: (0 gp); Coin: (100 -150 gp); Magic: (0 
  gp) 
   
  Development:   The party now has a goal for the 
  adventure, though they have little to go on at this 
  point. However, the search for clues begins  in 
  Encounter 3.  
   
  Encounter 3: 
  Clues and Conspiracies 
   
  Having agreed to go in search of Airek Solan, the 
  party has a good deal of investigation to do.  
   
  Falrik can tell them the following about his son, if 
  they ask: 
  -Airek is of average height, but skinny, with curly 
  black hair and dark eyes.  
  -Airek has only a few friends, and they often hang 
  out at the Bronze Man Tavern.  
  -Airek is 16. 
  -Airek is a smart young man, and has a tendency to 
  plan ahead. 
  -Airek has been training himself in swordfighting, 
  and is proficient, if not good.  
   
  Falrik will also let the party look at the note that 
  Airek left behind – See Player’s Handout 1.  
   
  There are a number of things the PCs can try in 
  their investigation, as listed below. Ideally, at least 
  one of the clues points them t owards the 
  Nockmottin Adventuring Company, who can reveal 
  more about Airek’s departure.  
   
   
   
  1. Information  
   
  The party can attempt basic Gather Information 
  checks throughout town, in order to be pointed in 
  the right direction. This can be done once per day, 
  though there are consequences later in the module 
  if the PCs dally.  
   
  If the party attempts this, have them make 
  Gather Information checks. Each character can 
  make their own attempt, or attempt to assist another 
  character.  
   
  They can attempt to learn inform ation about 
  specific topics, or simply events in general:  
   
  Gather Information: General Information  
  DC:  Information:   
  5 
  -“Dem Onnwalians are preparin’ fer a big 
  push against th’ Strawheads, ya know. 
  That’s what mi brotha’, a sailor in th’ navy 
  so ya know, told me th’ other day.”  
  -“Ever see a weapon forged by the 
  dwarves of the Iron Hills? I saw an 
  adventurer with one once, and it could cut 
  through anything!”  
  -“Have you heard about the carnival in 
  Felten! It’s supposed to be amazing. I’m 
  really looking fo rward to it – this year I can 
  actually afford to go!”  
  10 
  -“My cousin told me he saw some walking 
  bushes near one of the hamlets. Ha! He 
  must have been drunk!”  
  -“I tried to be an adventurer once. Didn’t 
  last very long – saw my pals get torn up 
  by a troll in the Sarwych. I managed to get 
  away, and ain’t ever left Poelitz since!”  
  -“One of the Sunndians stopping here 
  said that back home he’s fighting with 
  man-sized frogs. Who would believe 
  that?” 
   
   
   
  Gather Information: Airek Solan:  
  DC:  Information:  
  5 
  “Airek Solan, eh? I heard o’ that kid – just 
  another spoiled brat, if ya ask me. All 
  
  Under the Raven’s Wing  
  Page 8 
  merchant’s sons are, ya know!”  
  10 
  “I’ve seen that kid hanging out with some 
  others at a tavern down the street – the 
  Bronze Man, I think. Not a bad crew – less 
  rowdy then mo st. Good lads, the lot of 
  ‘em.” 
  15 
  “Hmm. Haven’t seen the kid in a bit – last I 
  saw him, he was walking out of some 
  supply store, loaded up with ropes and 
  packs and such. Musta been plannin’ on 
  some sorta trip.”  
  20 
  “Ah yes, young Airek. He left the city a 
  week ago, did he not? I saw him traveling 
  out through the northwest gate, loaded 
  down with supplies.”  
   
  The party, should they gain this information, might 
  pursue it immediately. If they ask where the road 
  from the Northwest Gate leads, have them make a 
  Knowledge (Local -Splintered Sun) check, or if they 
  wish to spend the time, they can gain the knowledge 
  through another Gather Information check.  
  Higher checks also reveal the information at the 
  lower DCs.  
   
  Knowledge (Local -Splintered Sun): Northwest Gate 
  or Gather Information: Northwest Gate  
  DC:  Information:  
  10 
  Castle Rishmar lies ahead. It is the locale 
  from which House Heshun rules the Barony of 
  Foelt. 
  15 
  Much of the castle still lies in ruins, especially 
  the infamous South Wing, which is said to be 
  haunted. 
  20 
  Many rumors circulate about the South Wing. 
  It is rumored to hold many treasures, and 
  flocks of ravens nest within. Many secrets of 
  House Heshun also lie buried there – and 
  they don’t look kindly on those digging them 
  up. 
   
   
  2. The Bronze Man Tavern 
   
  The party can go to the tavern in search of 
  Airek’s friends.  
   
   
  The Bronze Man Tavern is obviously a 
  quality establishment, as evidenced by the 
  sturdy walls and quiet atmosphere. At the 
  entrance hangs a sign over the door, with the 
  depiction 
  of 
  the  
  Tavern’s 
  namesake 
  emblazoned upon it.  
   
  Inside, there aren’t many customers about. 
  Several citizens are sitting and drinking alone, 
  save for a small group of young men sitting and 
  playing cards.  
   
  The young men – Jeral (LN Com1), Arsdale (NG 
  Ari1), and Mar ven (N Exp1) – are, indeed, Airek’s 
  friends. The three of them are friendly and willing to 
  chat.  
   
  They don’t actually know anything about where 
  Airek has gone to – only that, about a week ago, he 
  up and decided it was time to get out of town and do 
  something. They do remember him mentioning 
  getting supplies from some crazy gnomes in the 
  marketplace.  
   
  He had talked about it many times before, but 
  this was the first time he actually went ahead with 
  his plan.  
   
  They can talk a bit about Airek’s character – he 
  was eager to be out on his own. He cared for his 
  father, but wanted to establish himself as his own 
  man.  
   
  Though younger than the rest of them, he was 
  the smartest of the lot, and had a tendency to make 
  a lot of preparations before doing anything. His 
  quick departure was somewhat surprising because 
  of this, but they all guess that he must have been 
  planning the trip for a while.  
   
  They don’t, however, know where he has gone.  
   
  3. 
  Nockmottin 
  Adventure 
  and 
  Exploration 
  Company! 
   
  The Nockmottin Adventure and Ex ploration 
  Company is a small establishment catering to those 
  who pursue a life of danger and excitement. It can 
  be found in the Poelitz Marketplace, and is 
  commonly known to be a good shop to find 
  adventurer’s equipment and gear.  
   
  If the party asks about a ny locations for which 
  Airek might have gained supplies for his trip, they 
  can easily learn about this place.  
   
   
  At first glance, the small store at the edge of 
  the Poelitz Marketplace looks unremarkable. On 
  the outside are several posters showing basic 
  supplies and adventuring gear. The only thing 
  flashy about the store is the title overhead, in 
  large and looming letters – The Nockmottin 
  Adventure and Exploration Company!  
   
  Within, the store is a mass of mayhem. 
  Shelves line every wall, cluttered with every 
  imaginable device and ornamentation. One wall 
  is covered in maps, some of which are 
  immaculately hand drawn, while others are 
  maddeningly illegible.  
   
  A counter sits in the center of the room, 
  behind which two gnomes sit. On the wall next 
  
  Under the Raven’s Wing  
  Page 9 
  to the gnomes is a  large sign, titled “Tips of the 
  Trade.” As one, the gnomes look up and 
  proclaim, “Welcome, customers! What can we 
  do for you today!?”  
   
   
  Micker (N Exp3, Craft – Alchemy +10, Craft – 
  woodworking +10, Profession – merchant +7) and 
  Nicker Nockmottin (N Exp3, Craft – Alchemy +10, 
  Craft – Metalworking +10, Profession – merchant 
  +7) are two enterprising young gnomes who are 
  eager 
  to 
  outfit 
  and 
  equip 
  the 
  adventuring 
  community. They will sell any items normally 
  available from the PHB.  
   
  They also hire out non -disposable items (such 
  as ladders, ropes, etc.) for half price, but the PCs 
  can only use them for the duration of this adventure.  
   
  The two gnomes are quite excitable. They are 
  brothers, and tend to either talk in unison, or have 
  rapid back-and-forth exchanges. They have high 
  voices, and a tendency to ramble.  
   
  Most importantly, they know a good bit about 
  Airek’s plans, and state that they will gladly share 
  the information with any customer (ie, anyone that 
  buys something from the store.) Once a party 
  member has made a purchase (no matter how 
  small), they will talk about Airek:  
   
   
  “Ah yes!” says Micker. “Young Airek!” says 
  Nicker.  
   
  As one, they say, “He purchased from our 
  establishment quite recently, he did!”  
   
  “A week ago,” says Micker. “Many things,” 
  says Nicker. 
   
  Together, “Some rations and rope, a map 
  and a mirror, a blanket and bags, a crowbar and 
  caltrops, a lantern and a lock!”  
   
  “A very good customer,” says Micker. “We’d 
  welcome him back,” says Nicker.  
   
  If questioned further, they can reveal the following:  
   
  Where did Airek go?  
  “To the north,” says Micker.  
  “To the west,” says Nicker.  
   
  Together they say: “To the South Wing of 
  Castle Rishmar, to seek out treasure and trouble 
  and traditional adventuring things!”  
   
  Why did he leave home?  
  “Ah,” says Micker. “Yout h,” says Nicker.  
   
  They chant: “He left to pursue dreams and 
  drama. He sought to make more of his life, and 
  no youthful heart can deny that urge for long.”  
   
  How long did he plan to be gone?  
  “Not long, not long,” says Micker. “A few days 
  at most,” says Nicke r.  
   
  As one: “We sold him rations for at least 
  nine days, though he planned to use less than 
  half that.” 
   
  What is this map you sold him?  
  “A valuable thing,” says Micker. “A treasure 
  map,” says Nicker.  
   
  In unison: “Not too complicated, not too 
  complex, just  right for a young one out and 
  about.” 
   
  They don’t have any copies of the map, but make it 
  clear that it was a map showing part of the South 
  Wing of Castle Rishmar.  
   
  They’ll provide further information to the best of 
  their ability, though they do not know  a great deal 
  more. They offer to sell the party any goods, as 
  described above.  
   
  They are genuinely concerned about Airek’s 
  absence and delay in returning, and wish the party 
  success in finding him.  
   
  If the party wishes to look at the sign besides 
  the gnomes, “Tips of the Trade,” it is a list of tips 
  and suggestions for starting adventurers. See 
  Player’s Handout 2.  
   
  In some fashion or another, the party should 
  now know where to go looking for Airek. It is half a 
  day’s travel away, so they may or may not w ish to 
  rest before heading out of the Poelitz.  
   
  Development:  The party has learned that Airek 
  has journeyed to the South Wing of Castle Rishmar. 
  In Encounter 4, they can begin their own 
  explorations of the place.  
   
  Encounter 4: 
  Black Wings of Doom 
   
  It is approximately a four -hour hike to Castle 
  Rishmar from Poelitz. There are no real difficulties 
  along the way, though they receive some friendly 
  (whispered) advice from the gate guard when they 
  leave town:  
   
   
  “I’d be careful heading out that way. Don’t 
  go hastling the Heshuns without good reason – 
  they don’t like folks who poke their noses into 
  their business, if you know what I mean?”  
   
  The trip is eventful, and eventually Castle Rishmar 
  comes into sight:  
   
  
  Under the Raven’s Wing  
  Page 10 
   
   Poelitz was a strange contrast in extremes 
  between wealth and decay, but Castle Rishmar 
  takes it to an entirely new level. The main 
  entrance is massively built, polished and 
  gleaming. Beyond it are a handful of soaring 
  towers – jagged spires that reach towards the 
  sky… 
   
   
  Yet, surrounding the intact battle ments are 
  festering ruins. The remains sprawl around the 
  undamaged towers in a swamp of collapsed 
  walls, winding corridors – and strange black 
  clouds that flit through the sky above the ruins.  
   
   
  A successful DC 20 Spot check reveals the 
  ‘black clouds’ to be flocks of ravens.  
   
  If the party tries to approach the main entrance 
  (which should already seem like a bad idea) they 
  will be met with hostility, and denied entrance. The 
  more of their situation they explain, the more anger 
  the guards will display, and i t should be made clear 
  to the party that they should leave the gate while 
  they still can.  
   
  The ruins that surround the castle are much 
  easier to enter. The party can easily circle around to 
  an area out of sight of the gate, and approach the 
  South Wing without difficulty.  
   
   
  Entering the South Wing is as unpleasant an 
  experience as expected. A broken side -door 
  allows easy access into what must have once 
  been a kitchen – but is now filled with the smell 
  of mildew and rot.  
   
  Ahead, a larger corridor winds its w ay 
  through the ruins, and despite the presence of 
  rubble and dust covering the ground, it looks 
  like it is mostly passable.  
   
   
  From here, the party can begin exploring 
  through the castle. There are numerous dead ends 
  and 
  useless 
  passageways, 
  but 
  after 
  some 
  searching, they should find their way to some 
  evidence of Airek’s passage.  
   
  If they look for tracks, they are relatively easy to 
  find – the only places the dust has been disturbed in 
  some time. A successful DC 10 Survival check will 
  confirm that the path t hey are on is the correct one.  
   
   
  The long, slow haul through the ruins has 
  yielded few clues thus far, but the cavernous 
  chamber you have just entered may prove more 
  fruitful. It was once, perhaps, a dining hall, 
  before the passage of time reduced the fur niture 
  to trash upon  the floor.  
   
  At the far end of the room comes a bright 
  glimmering, sudden and unexpected in this 
  barren and dismal place.  
   
  Whatever the shining object is, it is currently 
  being zealously battered about by a single 
  raven as black as mid night – though the sudden 
  sound of flapping wings, and a quick look into 
  the shadows above, reveals the presence of 
  many more…  
   
   
  The ravens have been continuously pestered 
  and plagued by the actor Jain. He has kept them in 
  this state precisely so that they  will attack – and 
  hopefully drive away – any intruders.  
   
   
  Unfortunately for the party, Jain’s plan works 
  perfectly, and the birds are eager to take out their 
  anger on the new targets that have just appeared. 
  Airek bypassed them by distracting them with hi s 
  mirror, and hurrying past.  
   
  Skillful PCs may be able to avert the attack in 
  the following ways:  
   
  -A successful DC 25 Handle Animal or Wild 
  Empathy check can be made to prevent the attack. 
  Tossing out rations (or a similar amount of food) will 
  give a +2 circumstance modifier to the check. 
  Multiple rations can be used, gaining up to a +12 
  bonus. 
   
  -If a character can Speak with Animals  (either 
  through the spell or similar means), then they can 
  offer the flock a bribe of food – at least 6 rations will 
  calm the ravens down.  
   
  If the ravens are calmed, the party can easily 
  claim the mirror and find the way onwards. If the 
  party was not capable of calming the birds, then 
  their attack continues.  
   
  The raven’s attack as a flock, and will focus 
  their attacks as much  as possible. Beyond that, they 
  are no more than basic animals and will flee when 
  half of them are dead or incapacitated.  
   
  Note that the ravens are tiny creatures and must 
  enter a character’s square in order to attack. Up to 
  four of them can enter a charac ter’s square at any 
  time, and will provoke attacks of opportunity when 
  doing so. They cannot themselves take attacks of 
  opportunity, and cannot flank enemies.  
   
  See DM’s Aid 2: Dining Room Map for a 
  diagram of this encounter.  
   
  APL 2 (EL 2)  
  Ravens (8):  hp 1 (each), See Monster Manual 
  page 278. 
   
   
  When the last of the birds is dealt with, 
  silence suddenly descends upon the dining 
  
  Under the Raven’s Wing  
  Page 11 
  chamber-turned-battlefield. With this small flock 
  of ravens dealt with, their prize is now easy to 
  recognize – a small silver mirro r, startlingly new 
  in this ancient place.  
   
  It lies at the back of the room, not far from a 
  cellar door, which leads deeper into the depths 
  of Castle Rishmar.  
   
   
  The party might recognize the mirror as one of 
  the items Airek was mentioned as having bought. 
  During his own encounter with the ravenous ravens 
  (whom he fled from as quickly as possible), he 
  dropped the item before fleeing into the cellar.  
   
  The party can continue to explore this floor of 
  the ruins, but will have little success. Only once they 
  descend into the cellar will they be on the trail of 
  Airek Solan, and able to proceed to Encounter 5.  
   
  Treasure: In addition to the mirror, the ravens have 
  some other shiny goodies scattered about the room, 
  which the PCs can find and collect. These are 
  primarily coins and a number of low quality gems.  
   
  APL2: Loot: (30 gp); Coin: (20 gp); Magic: (0 gp).  
   
  Development:   The party has received their first 
  confirmation as to Airek’s path. With the raven’s 
  dealt with, they can proceed more directly in search 
  of the missing explorer.  
   
  Encounter 5: 
  Creepy Corridors 
   
  The long and winding corridors beneath Castle 
  Rishmar are filled with peril and traps, some 
  manmade, some simply the byproduct of centuries 
  of neglect. 
   
  The rooms the party pass through were once 
  storage areas for the kitchens above. They are filled 
  with the remnants of the food and drink stored here, 
  though all of it has gone bad – the food is rotten and 
  partially eaten by rats, the wine has turned to sour 
  vinegar, and so forth.  
   
  See DM’s Aid 3: Cellar Map f or a layout of the 
  traps the party will come across as they wander 
  through the dungeon. There are 4 locations of 
  interest. The rest of the area is filled with storage 
  rooms and dusty halls, and can be described as 
  such as the PCs move through them.  
   
  It is much more difficult to follow Airek’s tracks 
  through here, as Jain keeps the floor clear of the 
  dust that elsewhere fills the ruins. As such, in order 
  to use Track to learn that Airek’s trail ends at 
  location 4, it requires a successful DC 27 Survival 
  check. 
   
  1) Poison Needle Trap  
  One of Jain’s measures taken to deter intruders was 
  to place a poison needle on a door to prevent 
  people from continuing down that path. Airek 
  managed to notice the trap, and find the secret 
  trigger that allowed him to bypass it.  
   
  The party can bypass it either by finding the 
  trigger as well, or simply setting off the trap – it will 
  have no further effect once triggered until manually 
  repaired. 
   
  Poison Needle Trap: CR 2; mechanical; touch 
  trigger; repair reset; hidden switch bypas s (Search 
  DC 25); Atk +17 melee (1 plus poison, needle); 
  poison (blue whinnis, DC 14 Fortitude save resists 
  (poison only), 1 Con/unconsciousness); Search DC 
  22; Disable Device DC 17.  
   
  2) Ghostly Sounds  
  Another set-up of Jain’s was to rig a variety of 
  hollow stones in the walls. Whenever a door to one 
  of these rooms is opened, air rushes in and blows 
  through the stones, producing a ghostly noise, 
  designed to scare intruders away.  
   
  For the first such room encountered:  
   
  As the cellar door opens, a sudden soun d 
  rises all around you, echoing upwards 
  – a 
  ghostly moaning that could easily chill the 
  bones. Moments later, it fades away.  
   
  For future rooms encountered:  
   
  Another moan fills this chamber, hauntingly 
  echoing through the dismal stone corridors 
  before dwin dling to nothing.  
   
  These sounds are only intended to create a spooky 
  atmosphere, and prepare the party for when Jain 
  makes his entrance in Encounter 6.  
   
  3) Weakened Floor  
  In one of the winding passages between the storage 
  rooms, the floor has grown weak an d unstable. An 
  observant eye can notice the weakness of the 
  terrain, and simply jump over the structurally 
  unsound location (as Jain often does, and Airek did 
  on his trip through here.)  
   
  Weakened Floor:  CR 1; mechanical; location 
  trigger; repair reset; DC 15 Reflex save avoids; 20 
  ft. deep (2d6, fall); multiple targets (first target in 
  
  Under the Raven’s Wing  
  Page 12 
  each of four adjacent 5 -ft. squares); Search DC 15 
  (or DC 20 Spot check) ; Disable Device DC 15.  
   
  However, if not noticed in time, the floor crumbles 
  away, setting off a chain  reaction that destroys a 
  large section of the hallway – making it especially 
  difficult to avoid falling, and possibly affecting 
  multiple PCs.  
   
   
  The ground abruptly collapses beneath your 
  feet 
  as 
  the 
  structurally 
  unsound 
  floor 
  deteriorates into rubble. The  hallway shakes as 
  more earth shifts beneath the hardened stone 
  floor, and more of the corridor begins to 
  disintegrate and fall apart.  
   
  Characters that are at the outer edges of the 
  collapsing floor receive a +5 bonus on their Reflex 
  saves to avoid falling .  
   
  Once triggered, however, it is easy enough to 
  climb out of the hole due to it having collapsed 
  inward, leaving jagged ridges back up to either end 
  of the corridor. This counts as a rough natural 
  surface, and only requires a successful DC 15 
  Climb check  in order to climb. In addition, those up 
  top can potentially lower ropes or take other 
  measures to assist those who fell.  
   
  4) Sealed Trap Door  
  This area is currently impassable. It was here that 
  Airek continued deeper into the catacombs beneath 
  the 
  castle, 
  entering 
  the 
  dungeon 
  proper. 
  Unfortunately, after going through the trap door, 
  collapsing rubble sealed it behind him.  
   
  The trap door is currently very difficult to be 
  found, and will remain so until after the party meets 
  Jain (in Encounter 6.) A succes sful DC 30 Search 
  check reveals the secret door.  
   
  If Encounter 6 has occurred, and the party has 
  Jain’s assistance, they can find the trap door 
  automatically. Even without him, some of the rubble 
  will have shifted, reducing the Search DC to 20.  
   
  Assuming the party successfully deals with all of 
  the obstacles along the way, they continue onto the 
  location where Jain is lurking, and proceed to 
  Encounter 6. If they have managed to find the trap 
  door (which should be unlikely), and choose to 
  follow it directly , they proceed directly to Encounter 
  7. 
   
  Development:   Having bypassed some of the 
  hazards of Castle Rishmar, the party is able to 
  proceed onward. They will return to this area briefly 
  after meeting Jain, once they know where to look for 
  Airek. 
   
   
   
  Encounter 6: 
  Ghost of the Ruins 
   
   
  The party enters into the domain of Jain, who is 
  masquerading as a ghost – and attempts to scare 
  the party away.  
   
   
  The dusty cellars beneath Castle Rishmar 
  open up into a wider room – a large hall far 
  grander than the other underg round chambers. 
  This area is also a storage space, but while 
  previously you saw nothing but the ancient 
  remnants of food and drink, within this chamber 
  are stored items that were once far more 
  valuable – books, heavy wooden furniture, and 
  large tapestries.  
   
  Time has also taken its toll on them, for the 
  books look as though they will crumble to the 
  touch, the furniture is termite -infested, and the 
  tapestries are yellowing and faded.  
   
  The room has only one other exit – a large 
  door leading off into an area i n slightly better 
  repair than the rest of the ruins.  
   
  Unfortunately that exit isn’t empty, as 
  drifting into the chamber is a pale figure 
  wrapped in wispy rags – a small gnome whose 
  hair and tattered garments flow about him in an 
  unseen wind.  
   
  “Begooone,”  moans the figure, its pupil -less 
  eyes staring forlornly in your direction. “Deaath 
  to allll mortals who trespaaaass. Deaaath!”  
   
   
  See DM’s Aid 4: Ghost Map for the layout of this 
  encounter. 
   
  Jain plays the part of a ghost well. Most of those 
  he has encount ered before have been wandering 
  the ruins in idle curiosity, and were easily driven off 
  by his appearance alone.  
   
  His disguise is good, but can be seen through 
  with a successful DC 21 Spot check. A successful 
  DC 19 Sense Motive check also reveals that 
  something is amiss. Note that these checks are 
  based off of Jain’s Disguise and Bluff skills. Allow 
  the PCs to make these checks only if they are 
  actively looking for anything strange or unusual 
  about the ‘ghost’.  
   
  Jain is not expecting the PCs to stand and fi ght, 
  and will be startled when his ruse is met with force. 
  His turns consist of him using his spell -like abilities 
  to try and scare off the party, muttering dire 
  warnings at them if they do not flee. Note that since 
  they are spell -like abilities, Spellcraf t cannot be 
  
  Under the Raven’s Wing  
  Page 13 
  used to recognize him casting them – but it can be 
  used to recognize the effects of the spells once 
  cast, with a successful DC 20 Spellcraft check.  
   
  As soon as Jain takes actual damage, he 
  realizes the PCs mean business, and surrender. 
  Additionally, if any PCs see through his disguise 
  and proclaim it out loud, he realizes the jig is up, 
  and stops fighting. All it takes to ‘win’ the encounter 
  is to get Jain to surrender, and for the PCs to avoid 
  killing him once he has done so.  
   
  APL 2 (EL 2)  
  Jain Nockmottin:  hp 23, See Appendix 1.  
   
  Once Jain has been captured, he tells his tale.  
   
   
  “Ack!” cries the ‘ghostly’ gnome, surprise 
  evident on his face. “I surrender! I’m not really a 
  ghost! Please don’t hurt me!”  
   
   
  Assuming the PCs let him live, he introd uces 
  himself and explains what he was doing.  
   
   
  The gnome dusts himself off, and a fine coat 
  of white powder falls to the ground. Though still 
  covered in enough to make his skin pale and 
  stark, it becomes quite obvious that this merely 
  a normal gnome, and n o ghost. 
   
  He gives a sketchy bow, and then sighs. 
  “Well, I suppose you are wondering exactly 
  what I was up to with my little routine? And 
  given how you’ve done me the courtesy of not 
  letting me discover what it truly feels like to be 
  dead, I suppose I owe you something of an 
  explanation.”  
   
  “Me name’s Jain Nockmottin, and I’m one of 
  the 
  finest 
  thespians 
  in 
  all 
  of 
  Naerie! 
  Unfortunately, due to circumstances beyond my 
  control, I found myself down on my luck, and in 
  need of an odd job or two to make ends meet. A 
  certain organization was in need of a watchman 
  to keep this area of the cellars secure, and I 
  figured that I was the best gnome for the job!”  
   
  His exuberant greeting trails off, and he 
  flops down and takes a seat on the ground. “But 
  it looks as though yo u were too much for me, 
  and have bested me fair and square. So much 
  for Jain, Guard Extraordinaire – finished, before 
  my career had scarcely begun!”  
   
   
  Jain gladly answers the PCs questions on a 
  variety of subjects. The PCs may think that he is 
  part of some conspiracy with the Nockmottin 
  gnomes running the adventuring company, but the 
  truth of the matter is that he is actually working for 
  the Idee Volunteers.  
   
   
   
  He knows the Nockmottin brothers, though he 
  isn’t close with them – they are merely somewhat 
  distant and slightly eccentric relatives that he visits 
  occasionally.  
   
  Some possible answers that he can give, which 
  can be worked into conversation as appropriate:  
   
  Who are you guarding this area for?  
  -“A fine group of individuals known as the Idee 
  Volunteers – you may have heard of them? I’m 
  not a member of the organization myself, 
  though I sympathize with their cause. In any 
  case, they figured that these abandoned ruins 
  would be a good location for clandestine 
  meetings and the like, and hired me to keep 
  prying eyes from discovering their hide -out.” 
   
  Where is their hide -out? 
  -“Oh, back down that a way. I can show you the 
  place, if you like. There isn’t much there – some 
  notes, some equipment, and that’s about it. 
  They haven’t been by for a few weeks – can’t 
  have regular meetings, you understand, or they 
  might get caught.”  
   
  Who are the Idee Volunteers?  
  -“A rebel group, I suppose. Out to claim 
  independence for the region, and to free us all 
  from Aerdy influence. Not very popular with the 
  authorities, as you can  imagine. 
  -Note that Appendix 3 also includes information on 
  the Idee Volunteers, and Jain can discuss that 
  material a bit in depth.  
   
  Who is in this group of Volunteers?  
  -“Well, I don’t know that all too well. I only really 
  meet them when they come to the meetings, 
  and other than a friendly nod from one or two, 
  we don’t really chat. I keep the place safe and 
  secure, and they don’t get me involved in 
  dangerous politics 
  – that’s how I like the 
  matter!” 
   
  How come you are telling us all this, if the Idee 
  Volunteers hired you to keep quiet?  
  -“Like I said, you beat me fair and square. I owe 
  you a debt for not just killing me, don’t ya 
  know?” 
   
  What troubles left you down on your luck?  
  -“Ah, a sad story that is. I was a member of the 
  Aerdi Re -enactment Company, and 
  a fine 
  
  Under the Raven’s Wing  
  Page 14 
  performer if I do say so myself. Unfortunately, 
  I’d been doing some research into House 
  Heshun – and this very castle, in fact – as 
  preparation for a play I intended to write. 
  Unfortunately, I came across some information 
  that the nobles didn’t exac tly want… spread 
  around.” He sighs, and forlornly stares at the 
  ground. 
   
  “They put out the word, and I was booted 
  from the Company, and black -listed from any 
  other honest work. Thus I found myself here, 
  trying to make a living alone in these vermin -
  infested ruins.” 
   
  “Could be worse, I suppose. Never thought 
  I’d end up with the Volunteers – they’ve got an ill 
  reputation in some groups. The Aerdi Re -
  enactment Company was pro -Ahlissa, but I 
  guess I see things differently since they kicked 
  me out. I’m willing t o support the volunteers – 
  after all, they keep me clothed and fed, eh?”  
   
  With a shrug, he tries to give a half -hearted 
  smile. “No sense crying over the past, though, 
  is there?”  
   
  What secret did you discover?  
  -“Ah, I’d rather not say. You saw how bad thing s 
  went for me, and that was with me promising 
  not to talk about it. I suspect if I did tell you, I’d 
  be dead all too shortly. No sir – not worth losing 
  my life over.”  
   
  Jain simply refuses to talk about it. He will hint that 
  it wasn’t anything truly importa nt, but merely 
  embarrassing – but nothing he will risk his life over.  
   
  Have you seen a young man named Airek in the 
  last week? 
  -“I haven’t seen another soul in weeks, my 
  friends. Are you sure he is here? Yes? Ah… 
  well, he may be lost somewhere in this laby rinth 
  of hallways. I can certainly help you look for 
  him, if you’d like.”  
   
  Jain will be glad to help the party find Airek – when 
  they are ready for his assistance, they can move on 
  to Encounter 7.  
   
  They may also wish, either now or later, to 
  investigate t he Idee Volunteers hide -out. Jain can 
  take them there – it is a small collection of rooms 
  kept in decent condition. There are a few beds (one 
  of which appears to be the gnomes.)  
   
  There is a variety of basic equipment scattered 
  about (writing tools, mappin g equipment, and similar 
  supplies.) There are also four potions of cure light 
  wounds, and a small pile of gold (25 gp per PC).  
   
   
  In addition, there are several notes discussing 
  possible plans by the Volunteers – see Player’s 
  Handout 3 for details.  
   
  Jain will point out that while the PCs can 
  probably take the healing potions to help with any 
  injuries, the Volunteers won’t be very happy with 
  anyone who loots their equipment and gold.  
   
  Jain himself has three potions of cure light 
  wounds – he’ll use one on him self, if he is wounded 
  (or keep it, if he is not), and give the other two to the 
  party.  
   
  The PCs can also forcefully strip Jain of the rest 
  of his gear (worth an additional 110 gp beyond what 
  is listed below), but doing so will cause him to be 
  unwilling to help them, and he will avoid giving them 
  any assistance finding Airek unless they intimidate 
  him into cooperation. They would also have to make 
  a successful Sense Motive check (against his Bluff) 
  in order to even know that he was lying when he 
  says he can’t help them.  
   
  Later in the module, the party will have to 
  decide what to do with the knowledge gained about 
  the Volunteers – but for now, they have a much 
  more pressing matter: Rescuing Airek.  
   
  Treasure: The PCs will get two potions of cure light 
  wounds, at the least, from Jain. The remaining 
  items can be looted from the Volunteers Hide -out, 
  though that will have specific consequences later in 
  the module.  
   
  APL2: Loot: (10 gp); Coin: (25 gp); Magic: (25 gp).  
   
  Development: Having exposed the truth of this   
  ‘ghost’ of the ruins, the party is free to continue in 
  search of Airek. Jain has a good idea as to where 
  he might have gone, and will lead the party there in 
  Encounter 7.  
   
  Encounter 7: 
  In Darkness Lurks 
   
  Jain has decided to help the party find Airek – which 
  is fortunate, as the gnome knows his way around 
  the cellars like only an expert can.  
   
   
  Jain thinks about the matter of the missing 
  merchant’s son for several moments. “Well, you 
  say you found signs that Airek came this way, 
  but he seems to have vanis hed before reaching 
  my little hidey -hole. A puzzling mystery to be 
  sure, but I might just have the answer…”  
   
  
  Under the Raven’s Wing  
  Page 15 
   
  He heads back down the way you came, 
  avoiding the hazards along the way, and 
  grinning at the ghostly moans that fill the tunnel. 
  “A little bit of ingenuity, if I do say so myself. In 
  any case, look over here.”  
   
  He ducks into one of the smaller side rooms, 
  nearly empty save for the large pile of rubble 
  covering one corner.  
   
  Pointing at it, he says, “Now, beneath that 
  pile there used to be a trap -door leading down… 
  below. I noticed that it had gotten covered up 
  some time this last week. I didn’t think much of 
  it, since the walls around here collapse quite 
  often… and to be honest, I thought it was for the 
  best. There’s stuff down there that I don’t want  
  no part of!”  
   
  With a frown, he glances back at the rubble. 
  “But if it happened while your friend had gone 
  venturing down below, he might have found 
  himself trapped down there. And that’s bad 
  business all around…”  
   
   
  Now that the party has evidence of where  Airek 
  has likely gone, they can begin clearing the rubble 
  away. There are some rather large chunks of debris, 
  so it isn’t easy work.  
   
  It requires a successful DC 20 Strength check to 
  clear. Because the room is small, only two people 
  can attempt at any one  time. If they fail, they can 
  make a new check every 10 minutes. Even a failed 
  check, however, makes some progress, and the 
  subsequent DC is lowered by 2. (So the DC is 18 
  after 10 minutes, 16 after 20 minutes, etc.)  
   
   
  Eventually they clear away the rubble , and have 
  access to the trap door. Opening it reveals a 
  stairway leading deeper beneath the Castle 
  – 
  leading, in fact, not just into broken down cellars, 
  but into the castle dungeons themselves.  
   
   
  The stairs continue down into deeper, 
  danker areas of the dungeons. The skittering of 
  vermin echoes up the stairwell, and spiderwebs 
  cover the walls. It looks as though they covered 
  the stairs as well, until something recently cut 
  them down to make a path.  
   
  The stairs end in a shattered wooden 
  doorway. The room b eyond it looks like the 
  entrance to the prison chambers. A long 
  hallway continues off into the darkness, and 
  several cell doors swing open, revealing empty 
  chambers housing only skeletons.  
   
  One of the cells remains closed, and you 
  can see numerous claw mar ks against it. 
  Moments later, it is easy to figure out what 
  caused them, as the sounds of bone scratching 
  against stone echo down the long corridor 
  ahead. 
   
  Out of the darkness appears a massive 
  skeletal rat larger than most dogs. A red glow 
  fills the cavit ies of its eyes, and a strange 
  snickering seems to resonate from behind its 
  bared fangs. It is accompanied by several 
  smaller skeletal rats 
  – all of which prowl 
  forwards in search of new victims.  
   
  APL 2 (EL 3)  
  The Beast: hp 32, See Appendix 1.  
  Dire Rat Ske letons (3): hp 6 (each), See Appendix 
  1. 
   
   
  See DM’s Aid 5: Dungeon Map, for the layout of 
  this encounter.  
   
  The rats have kept Aerik trapped in the lone cell 
  for days, and have been frustratingly unable to 
  reach him. With new prey standing before them, 
  they rush forward, eager to slay the newcomers.  
   
  They employ no real tactics, and attack the PCs 
  in a mindless fashion. They fight until completely 
  destroyed. 
   
  Jain stays back on the stairs, watching, but 
  without any real skills that would help. He’ll offer 
  suggestions and advice (such as to use bludgeoning 
  weapons to hurt the skeletons), but not be otherwise 
  able to contribute.  
   
  Airek hears the sounds of combat, but is too 
  afraid to see what is happening. Once the rats have 
  been dealt with, however, he plucks  up the nerve to 
  leave his cell. If more than a week has passed since 
  the PCs started the module, his supply of water has 
  run out, and he has died of thirst.  
   
  In that case, the party can break down the door 
  (with Jain’s assistance), and discover his body. 
  They can return to town, but will only be able to 
  hand over his corpse, and nothing more. Ignore the 
  remaining sections that depend upon Airek being 
  successfully rescued.  
   
   
  As the sounds of combat fade away, a voice 
  speaks from behind the closed cell door . “Is… 
  is it safe? Are the m -monsters dead?”  
   
  The cell door slowly creaks open, and a 
  young man pokes his head out. It is obviously 
  Airek Solan, though he looks quite the worse for 
  wear, with disheveled clothes, an injured arm, 
  and obvious signs of being h ungry and tired.  
   
  Seeing the remnants of the skeletal rats 
  upon the floor, he breathes a sigh of relief. “Oh, 
  thank Zilchus! I was afraid… I was afraid I would 
  never be able to escape!”  
  
  Under the Raven’s Wing  
  Page 16 
   
   
  Airek is very grateful to his rescuers. He had 
  stumbled down into t he dungeons, and begun 
  exploring them. After several hours of traveling 
  deeper within the depths he roused the rats, and 
  fled back towards the exit. Unfortunately, he 
  discovered the trap door blocked off, and the rats 
  nearly had him.  
   
  He managed to fight t hem off, and escape into 
  one of the cells, sealing the door behind him. He 
  was safe – but trapped. He had some rations, but 
  his supplies were getting low after a week trapped 
  there, and his morale was on the verge of breaking.  
   
  He did find a few treasures before encountering 
  the undead rats, and he offers them to the party in 
  gratitude. 
   
  He will be adamant about not going any farther 
  into the dungeons. Nothing good lurks there, and 
  the rats are the least dangerous of the monsters 
  prowling the dungeons depth s. Jain shares the 
  same opinion.  
   
  Once the party is ready, they can climb back up 
  the stairs, and make a few decisions about how to 
  end the mod in Encounter 8.  
   
  Treasure: The PCs gain some treasures from Airek, 
  primarily non-magical trinkets that can be s old in 
  town. 
   
  APL2: Loot: (100 gp); Coin: (0 gp); Magic: (0 gp).  
   
   
  Development: The party has rescued Airek, their 
  primary goal complete. Now they must decide what 
  to do with the information learned about the Idee 
  Volunteers.  
   
   
  Encounter 8: 
  Secrets and Strategies 
   
   
  The party has successfully rescued Airek from 
  the depths of Castle Rishmar, as well as discovered 
  the secret hideout of a band of Idee Volunteers. 
  Now they must decide what to do about all this.  
   
   
  As the stairs are once more ascended, and 
  the cellars (a slight improvement over the 
  dungeons) are reached, Jain fills Airek in on his 
  own reasons for being in the ruins.  
   
  The young man’s face grows excited at the 
  discussion, and he bursts forth, “Volunteers, 
  hiding here in this very castle? That’s so 
  exciting – I’ve always dreamed of meeting some 
  of them, but I never imagined it might happen 
  like this.” 
   
  A distraught look grows in his eyes, and he 
  turns to Jain. “It seems like I’m not entirely 
  ready to go exploring on my own yet, but… 
  maybe I should try  and join the Volunteers? I’ve 
  always admired their goals, and it would give me 
  the excitement I’ve been looking for 
  – and 
  purpose as well!”  
   
  He pauses in his speech, as though 
  wrestling with himself. “Still, my father wouldn’t 
  like it, and I don’t know ho w much I really know 
  about them…”  
   
  He glances towards the gnome, who just 
  shrugs, and says, “They pay me on time, but 
  that’s all I know. Why don’t you ask these gents 
  here? They seem to have done well thus far, and 
  they did save your life, after all.”  
   
  Aerik nods, and turns to the party. “What do 
  you 
  think? 
  Should 
  I 
  try 
  and 
  join 
  the 
  Volunteers?”  
   
   
  The party can now decide amongst themselves 
  as to what advice to give. Airek will go along with 
  whatever advice the majority gives. Whatever they 
  decide, Aerik comes away happy, and profoundly 
  grateful to the party.  
   
  Once that discussion is done, Jain has his own 
  comments for the party.  
   
   
  “Well, looks like you guys do quite well at 
  this adventuring thing. I may not have been the 
  best at keeping secrets, but I reco mmend you 
  think hard about whether to tell anyone about 
  this place or not. The authorities might pay you 
  a few pennies for telling ‘em about it, but the 
  Volunteers might not be too happy with people 
  that go tattling on ‘em. On the other hand, you 
  keep their secret safe, and they’ll probably 
  count you as a friend.”  
   
  He pauses, and then pats his pockets down, 
  and his face droops. “I’d hoped I might be able 
  to offer you a little something to not mention my 
  name, whatever decision you make. But it looks 
  like I’m still just as broke as I feared. So all I can 
  ask is to appeal to your merciful nature, and 
  keep the matter quiet.”  
   
   
  He’ll lead the party out of the ruins safely, 
  avoiding any obstacles left along the way. From 
  there, it is easy to return to Poelitz.  
   
  Once back in town, they can return Aerik to his 
  father, and they must decide whether or not to tell 
  the authorities about the Idee Volunteers. They can 
  
  Under the Raven’s Wing  
  Page 17 
  also turn in Jain, though he will be able to talk his 
  way out of trouble safely.  
   
  Development: This Encounter primarily deals with 
  having the party make some decisions regarding the 
  Volunteers. Their choices will affect exactly what 
  conclusion they receive.  
   
  Conclusion: 
  Consequences and Rewards 
   
  There are several different conclusions, depending 
  on how things ended.  
   
  1) Aerik’s fate:  
   
  If Aerik was not rescued:  
   
  You return to Falrik the merchant, but can 
  offer little more than disappointing news. You 
  can see his face shrivel up in sorrow, and he 
  turns away without a second glance, the rest of 
  his rewards fi rmly clutched within his hands.  
   
  If Aerik was rescued, and decided to join the 
  Volunteers: 
   
  You successfully return Aerik to his father, 
  and Falrik is overcome with joy at your success. 
  When his son explains what happened – as well 
  as what he plans to do now – Falrik simply nods 
  in understanding, though concern lingers in his 
  gaze.  
   
  He thanks the party profusely, and gladly 
  hands over the remainder of your payment.  
   
  APL2: Loot: (0gp); Coin: (100 –150 gp); Magic: (0 
  gp) 
  In addition the character’s earn ‘Th e Gratitude of 
  Falrik Solan’ (see the Adventure Record).  
   
   
  If Aerik was rescued, but decided not to join the 
  Volunteers:  
   
  You successfully return Aerik to his father, 
  and Falrik is overcome with joy at your success. 
  Aerik explains what happened, and pledg es to 
  stay home and learn his father’s trade.  
   
  Falrik smiles, and gushes his thanks over 
  the party, gladly handing over the remainder of 
  your payment. 
   
  APL2: Loot: (0gp); Coin: (100 –150 gp); Magic: (0 
  gp) 
  In addition the character’s earn ‘The Gratitude of  
  Falrik Solan’ (see the Adventure Record).  
  2) The Volunteer’s Secret  
   
  Information on the Volunteers was given to 
  authorities: 
   
   
  When the authorities learn of the Idee 
  Volunteers secret hide -out and plans, they are 
  quite impressed with your information gath ering 
  skills, and the gleam in their eyes promises that 
  they plan to deal with the problem swiftly.  
   
  Days later, you hear of the sudden assault 
  and the brutal capture and killing of several 
  members of the rebel organization. And you 
  have a sneaking suspic ion that they won’t be 
  pleased when they learn who ratted them out…  
   
  The 
  characters 
  earn 
  ‘The 
  Respect 
  of 
  the 
  Authorities’, as well as the ‘Hatred of the Idee 
  Volunteers’ (See the Adventure Record).  
   
  Information on the Volunteers was kept secret:  
   
  The Volunteer’s secret is safe, and word 
  passes to you that they are grateful for your 
  discretion on their behalf.  
   
  The characters earn ‘The Favor of the Rishmar Cell’ 
  (See the Adventure Record).  
   
   
  Regardless of their other actions, the adventure 
  draws to a close :  
   
   
  With the ordeal of Castle Rishmar complete, 
  and matters taken care of back in Poelitz, the 
  day slowly fades away into night. Lights shine 
  throughout the city, from the well -lit mansions in 
  the center of town, to the crude street fires 
  burning in the s lums. 
   
  Obstacles 
  have 
  been 
  overcome, 
  and 
  enemies 
  defeated, 
  and 
  who 
  knows 
  what 
  adventures the next day may hold?  
   
   
  The End 
  Campaign  
  Consequences 
  1: Did Aerik survive?  
   
  2. Did Aerik join the Volunteers?  
   
  3: Was information about the Volunteers or Jain 
  reported to the authorities?  
   
  Send answers to mathrons@yahoo.com  
  
  Under the Raven’s Wing  
  Page 18 
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the experience award. Awa rd the total value 
  (objectives plus roleplaying) to each character.  
   
  [To award XP for an encounter the DM should 
  award 30xp per EL defeated in the encounter. So at 
  APL2 the party defeats a monster at EL4 and gets 
  120xp, while at APL 4 the monster is EL6 aw arding 
  the party 180x p. Each APL will be written for no 
  more than 5 times the APL in EL’s, so at APL4, the 
  highest possible XP awarded would be 600 (4*5*30 
  xp.) Up to 20% of the total xp may be used for story 
  and/or role-playing awards. So in the APL 4 
  example, there could be 480xp for specific 
  encounters, 60xp for a story award and 60xp for 
  role-playing.] 
   
  Encounter 1:  Heroes to the Rescue  
  Defeating the muggers   
  APL2  
   60 XP  
   
  Encounter 4:  Black Wings of Doom  
  Finding the trap  
  APL2  
   60 XP  
   
  Encounter 5:  Creepy Corridors  
  Surviving the Poison Trap  
  APL2  
   60 XP  
   
  Surviving the Collapsing Floor  
  APL2 
   30 XP 
   
  Encounter 6:  The Ghost of the Ruins  
  Defeating Jain without killing him  
  APL2   
   
   
   
  60 XP 
   
  Encounter 7:  In Darkness Lurks  
  Defeating the skeletal rats  
  APL2   
   
   
   
  90 XP 
   
  Discretionary roleplaying award  
  Awarded by DM for good roleplaying to those who 
  play their characters and avoid meta -gaming.  
  APL 2  
   
   
    
  90 XP 
   
  Total Possible Experience:  
   
  APL2  
   450 XP  
   
  Treasure Summary 
  During an adventure, characters enco unter 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 tre asure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bo dies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e. not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may retu rn 
  to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below.  
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below.  
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to  adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer  or similar spell 
  to determine what the item does and how to activate 
  it. Other times they may a ttempt to use the item 
  blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below.  
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables ; Magic = Magic 
  Items. 
   
   
  Encounter 1: Heroes to the Rescue  
   
  APL2: Loot 77 gp; Coin: 60 gp; Magic: Potion of 
  Cure Light Wounds, Scroll of Cure Light Wounds, 6 
  gp 
  
  Under the Raven’s Wing  
  Page 19 
   
    
  Encounter 2: Mission Accepted  
   
  APL2: Loot 0 gp; Coin: 150 gp; Magic: 0 gp.  
   
  Encounter 4: Black Wings of Doom  
   
  APL 2: Loot: 30 gp; Coin: 20 gp; Magic: 0 gp 
   
  Encounter 6: Ghost of the Ruins  
   
  APL 2: Loot: 10 gp; Coin: 25 gp; Magic: 6 
  Potions of Cure Light Wounds, 25 gp 
   
  Encounter 7: In Darkness Lurks  
   
  APL 2: Loot: 100 gp; Coin: 0 gp; Magic: 0 gp 
   
  Conclusion: 
   
  APL 2:  Loot: 0 gp; Coin 150 gp; Magic 0 gp  
   
   
  Total Possible Treasure  
   
  APL 2: Loot: 287 gp; Coin: 405 gp; Magic: 31 gp  
  - Total: 450 gp (723 gp)  
   
   
   
   
  
  Under the Raven’s Wing  
  Page 20 
  Items for the Adventure 
  Record 
   
   
   
  Item Access 
  None 
   
  The Hatred of the Idee Volunteers:  You have directly 
  caused the death and capture of numerous Idee 
  Volunteers, and they have learned of your involvement. All 
  Idee Volunteers you meet begin with an attitude towards 
  you of unfriendly.  
   
  The Favour of the Idee Volunteers (Rishmar Cell): You 
  have kept the secrets of the Rishmar Cell of Idee 
  Volunteers, despite stumbling upon them. In gratitude, they 
  will assist you in the future. You may use this favour once, in 
  a future Naerie regional module, to receive a +5 bonus on 
  any 
  Knowledge 
  (Local-Splintered 
  Sun) 
  or 
  Gather 
  Information roll.  
   
  The Gratitude of Falrik Solan:  Falrik is profoundly 
  grateful for having rescued his son, and will arrange for you 
  to have good accommodations throughout Naerie for some 
  time. On your next 3 adventures in Naerie, you receive 
  Standard Upkeep for free.  
   
  The Respect of the Authorities: The authorities are 
  pleased with your assistance in capturing some Idee 
  Volunteers, and will overlook trouble you might find yourself 
  in. You can use this favour at any time to cancel a single 
  disfavour with any faction.  
  
  Under the Raven’s Wing  
   
  Page 21 
  Appendix 1: 
  APL 2 
  Encounter 1: Heroes to the Rescue  
  Erilar: Human (Olman) Rog 1; CR 1; medium 
  humanoid; HD 1d6+1; hp 5; Init +6; Spd 30 ft; AC 
  16 (+2 dex, +4 chain shirt), touch 12, flat -footed 
  14; Base Atk +0; Grp +2;  Atk: +2 melee (1d6+2, 
  18-20/x2, rapier) or +2 rang ed (1d4+2, 19 -20/x2, 
  dagger); Full Atk: +2 melee (1d6, 18 -20/x2, rapier) 
  or 
  +2 
  ranged 
  (1d4, 
  19 -20/x2, 
  dagger); 
  Space/Reach 5ft./5ft.; SA Sneak attack +1d6; AL 
  NE; SV Fort +1, Ref +4, Will -1; Str 14, Dex 15, 
  Con 13, Int 10, Wis 8, Cha 12.  
  Skills and Feats:   Hide +5, Intimidate +7, 
  Listen +3, Move Silently +5, Open Locks +6, 
  Search +4, Sleight of Hand +5, Spot +3, Tumble 
  +5; Improved Initiative, Raider’s Spirit (see 
  Appendix 5, new rules items.)  
  Possessions:  dagger (4), rapier, sap, mw 
  chain shirt, masterwo rk thieves’ tools, potion of 
  cure light wounds  
   
  Braevin: Half-orc Adp 1; CR ½; 
  medium 
  humanoid (orc); HD 1d6+2+3; hp 9; Init +1; Spd 
  20 ft; AC 14 (+1 dex, +3 studded leather), touch 
  11, flat-footed 13; Base Atk +0; Grp +3;  Atk: +4 
  melee (1d6+4, x2, masterw ork quarterstaff) or +1 
  ranged (1d4+3, 19 -20/x2, dagger); Full Atk: +4 
  melee (1d6+4, x2, masterwork quarterstaff) or +1 
  ranged (1d4+3, 19 -20/x2, dagger); Space/Reach 
  5ft./5ft.; SA spells; SQ darkvision 60’; AL N; SV 
  Fort +2, Ref +1, Will +3; Str 17, Dex 13 , Con 14, 
  Int 8, Wis 12, Cha 6.  
  Skills and Feats:  Concentration +6; 
  Toughness 
  Spells Prepared (3/2; save DC 11 + spell 
  level): 0 – Cure Minor Wounds, Ghost Sound, 
  Guidance; 1st – Burning Hands, Cause Fear  
  Possessions:  MW quarterstaff, dagger 
  (2), scroll of cure light wounds  
   
  Mip:  Halfling War 1; CR ½; small humanoid 
  (Halfling); HD 1d8+1; hp 6; Init +3; Spd 20 ft; AC 
  19 (+3 dex, +5 breastplate, +1 size), touch 14, 
  flat-footed 16; Base Atk +1; Grp -2; Atk: +5 melee 
  (1d4+1, 18-20/x2, rapier) or +5 ranged (1d 3+1, 
  19-20/x2, dagger); Full Atk: +5 melee (1d4+1, 18 -
  20/x2, rapier) or +5 ranged (1d3+1, 19 -20/x2, 
  dagger); Space/Reach 5ft./5ft.; AL N; SV Fort +4, 
  Ref +4, Will +2; Str 12, Dex 17, Con 12, Int 10, 
  Wis 13, Cha 8.  
  Skills and Feats:   Climb +3, Intimidate +3 ; 
  Weapon Finesse  
  Possessions:  dagger (2), rapier, heavy 
  steel shield, breastplate  
   
  Falrik Solan:  Human Bard 1; CR 1; medium 
  humanoid (human); HD 1d6; hp 4; Init +1; Spd 30 
  ft; AC 11 (+1 dex), touch 11, flat -footed 10; Base 
  Atk +0; Grp -1; Atk: -1 melee (1d3-1, improvised 
  cane); Full Atk: -1 melee (1d3-1, improvised 
  cane); Space/Reach 5ft./5ft.; SA bardic music, 
  spells; SQ Bardic Knowledge; AL NG; SV Fort +0, 
  Ref +3, Will +3; Str 8, Dex 12, Con 10, Int 14, Wis 
  13, Cha 15.  
  Skills and Feats:  Bluff +6, Diploma cy +8, 
  Knowledge (Nobility and Royalty) +6, Knowledge 
  (Local) +6, Listen +5, Perform (Oratory) +6, 
  Profession (Merchant) +8, Sense Motive +5, Use 
  Rope +5; Negotiator, Skill Focus (Profession: 
  Merchant) 
  Bardic Music 1/day: Countersong (Su), 
  Fascinate (Sp), Inspire Courage (Su)  
  Bardic Knowledge: +3  
  Spells Known (2; save DC 12 + spell 
  level): 0 – Mage Hand, Message, Read Magic  
  Possessions: Walking Cane , 500 gp, 
  Courtier’s Outfit  
   
  Brute Squad member (orc):   Ftr1; CR 1; 
  medium humanoid (orc); HD 1d10+1+3; hp 14;  
  Init +0; Spd 30 ft (20ft in armor); AC 19 (+5 
  breastplate, +4 shield), touch 10, flat -footed 19; 
  Base Atk +1; Grp +4; Atk +2 melee (1d6+3 
  subdual, ‘stick’) or +2 melee (1d8+3, flail) ; Full 
  Atk +2 melee (1d6+3 subdual, ‘stick’) or +2 melee 
  (1d8+3, flail);  SA; SQ Darkvision 60ft, light 
  sensitivity; AL N; SV Fort +3, Ref +0, Will -1; Str 
  17, Dex 11, Con 12, Int 8, Wis 8, Cha 6.  
   
  Skills and Feats : Intimidate +2, Listen +1, 
  Spot +1; Alertness, Toughness.  
   
  Possessions : 
  Breastplate, 
  tower 
  shield*, 
  ‘stick’ (count s as sap), flail.  
   
  *Attack penalty of -2 included above.  
   
  Brute Squad member (half - orc):   Ftr1; CR 1; 
  medium humanoid (orc); HD 1d10+4; hp 14; Init 
  +0; Spd 30 ft (20ft in armor).; AC 19 (touch 10, 
  flat-footed 19); Base Atk +1; Grp +3; Atk +1 
  melee (1d6+2 subdual, ‘stick’) or +1 melee 
  (1d8+2, flail) ; Full Atk +1 melee (1d6+2 subdual, 
  ‘stick’) or +1 melee (1d8+2, flail); SA; SQ 
  Darkvision 60ft; AL N; SV Fort +3, Ref +0, Will -1; 
  Str 15, Dex 11, Con 12, Int 8, Wis 10, Cha 6.  
   
  Skills and Feats : Intimidate +2,  Listen +2, 
  Spot +2; Alertness, Toughness.  
   
  Possessions : 
  Breastplate, 
  tower 
  shield*, 
  ‘stick’ (counts as sap), flail.  
  
  Under the Raven’s Wing  
   
  Page 22 
   
  *Attack penalty of -2 included above.  
   
  Encounter 6:  Ghost of the Ruins  
  Jain Nockmottin:  Gnome Exp 3; CR 2; small 
  humanoid (gnome); HD 3d6+6+3; hp 21; Init +1; 
  Spd 20 ft; AC 13 (+1 dex, +1 size, +1 bracers of 
  armor +1), touch 12, flat -footed 12; Base Atk +2; 
  Grp 
  -4; 
  Atk: 
  +2 
  melee 
  (1d3 -2, 19-20/x2, 
  masterwork dagger) or +5 ranged (1d3 -2, 19-
  20/x2, dagger); Full Atk: +2 melee (1d3 -2, 19-
  20/x2, masterwork dagger) or +5 ranged (1d3 -2, 
  19-20/x2, dagger); Space/Reach 5ft./5ft.; SA 
  spell-like abilities; SQ low -light vision; AL NG; SV 
  Fort +2, Ref +1, Will +3; Str 6, Dex 12, Con 15, 
  Int 14, Wis 10, Cha 15.  
  Skills and Feats: Bluff +8, Disguise +8 
  (+10 
  when 
  acting 
  in 
  character), 
  Gather 
  Information +6, Hide +11, Knowledge (History) 
  +8, Knowledge (Local) +8, Move Silently +7, 
  Perform (Acting) +8, Search +10; Investigator, 
  Toughness 
  Gnome Spell-like Abilities (Sp):  1/day – 
  dancing lights, ghost sound, pre stidigitation 
  Possessions: Disguise kit, masterwork 
  dagger, bracers of armor +1, three potions of cure 
  light wounds  
   
  Encounter 7:  In Darkness Lurks  
  “The Beast” – Advanced (5 HD) Dire Rat 
  Skeleton: CR 2; Medium undead; HD 5d12; hp 
  32; Init +9; Spd 40 ft.; AC 17 (+2 natural, +5 dex), 
  touch 15, flat -footed 12; Base Atk +2; Grp +4; Atk 
  +4 melee (1d6+2, bite); Full Atk +4 melee 
  (1d6+2); Space/Reach 5ft./5ft.; SQ 
  Damage 
  reduction 
  5/bludgeoning, 
  darkvision 
  60 
  ft., 
  immunity to cold, undead traits ; AL NE; SV Fort 
  +1, 
  Ref 
  +6, 
  Will 
  +4; 
  Str 
  14, 
  Dex 
  20,  
  Con –; Int -, Wis 10, Cha 1.  
   
   
  Skills and Feats:  Improved Initiative  
   
  Dire Rat Skeleton (3):  CR 1/3; Small undead; HD 
  1d12; hp 7, 7, 7; Init +8; Spd 40 ft.; AC 16 (+1 
  size, +1 natural, +4 dex), touch 15, flat -footed 12; 
  Base Atk +0; Grp -4; Atk +1 melee (1d4, bite); 
  Full Atk +1 melee (1d4); Space/Reach 5ft./5ft.; 
  SQ Damage reduction 5/bludgeoning, darkvision 
  60 ft., immunity to cold, undead traits ; AL NE; SV 
  Fort +0, Ref +4, Will +2; Str 10, Dex 19, Con -; Int 
  -, Wis 10, Cha 1. 
   
   
  Skills and Feats:  Improved Initiative  
   
  Aerik Solan: Human Rogue 1; CR 1; medium 
  humanoid (human); HD 1d6+1; hp 7; Init +1; Spd 
  30 ft; AC 16 (+3 armor, +1 shield, +2 dex), touch 
  12, flat-footed 14; Base Atk +0; Grp +1;  Atk: +1 
  melee (1d6+1, 18 -20/x2, rapier) or +2 ranged 
  (1d8, 19-20/x2, light crossbow); Full Atk: +1 
  melee (1d6+1, 18 -20/x2, rapier) or +2 ranged 
  (1d8, 19-20/x2, light crossbow); Space/Reach 
  5ft./5ft.; SA Sneak Attack +1d6; SQ Trapfinding; 
  AL CG; SV Fort +1, Ref +6, Will -1; Str 12, Dex 
  14, Con 13, Int 10, Wis 8, Cha 15.  
  Skills and Feats:  Balance +6, Climb +5, 
  Decipher Script +4, Escape Artist +6, Hide +6, 
  Jump +5, Move Silently +6, Search +4, Tumble 
  +6; Lightning Reflexes, Run  
   
   
  Possessions: MW Studded Leather, MW 
  Buckler, Rapier, Ligh t Crossbow, 20 Bolts, 100’ of 
  Silk Rope, 7 Rations, Bedroll, Caltrops, 10 
  Candles, 5 Map Cases, 10’ of Chain, Crowbar, 
  Flint and Steel, Grappling Hook, Hooded Lantern, 
  Signet 
  Ring, 
  Waterskin, 
  Whetstone.
  
  Under the Raven’s Wing  
   
  Page 23 
   
  Appendix 3: 
  Background Information on the Idee Volunteers 
   
  The Idee Volunteers:  
   
   
  Established by Staceus of Felten, they became an active force in Naerie politics in 589 CY. Their goal is 
  to remove Ahlissan presence from Idee with any means necessary, and subsequently a rebirth of the 
  Independent County o f Idee and the Iron League. After a successful start they suffered several setbacks 
  such as the death of Staceus and the loss of support by Sunndi & Onnwal after the signing of the Naerie 
  compact. 
   
   
  Their current strength and leadership are unknown. House Eddri has officially severed all ties to them, 
  but many suspect they retain contacts unofficially. People’s attitudes towards the Idee Volunteers range from 
  hostile to supportive. Several smugglers and Sunndians are in league with them, and even some membe
  rs 
  of the Ahlissan military (those of Ideean descent) are suspected of helping them.  
   
   
  Though belonging to Idee Volunteers is considered treason under Ahlissan law, Prince Barzhaan has 
  instructed courts to give them prison or labor sentences instead of dea th because the last thing he wants is 
  martyrs. Only leaders tend to receive death sentences, and these are carried out efficiently and away from 
  public eye. 
   
   
  
  Under the Raven’s Wing  
   
  Page 24 
  Appendix #4:  
  Map of Poelitz 
   
   
  
  Under the Raven’s Wing  
   
  Page 25 
  Locations in Poelitz  
   
  1. Port: The port of Poelitz has five large piers for ocean going vessels. Coastal barges and Knarrs are 
  usually anchored on a beach and off -loaded during low -tide. Piers are currently being improved and there 
  are plans to build  more because of increased traffic. The harbormaster here is a  half-orc named Girash (N 
  Com12).  The walled promenade to the East of the Port is lined with bronze statutes of dragons, mermaids 
  and other such creatures.  After they were set here to promote the wares of the bronzeworks, locals began 
  suggesting that the  statues are actually enchanted to ‘come to life’ if the harbour is attacked by sea.  The 
  Poelitz sewer discharges into the sea at the Port, leading to some complaints about the resultant odour.
   
   
  2. Chapel of Osprem: This small stone building is located ne xt to the port. It is the only shrine to Osprem in 
  Poelitz and it is r un by an old Suel cleric, Darfin (NG Clr6), who was imprisoned by the Scarlet Brotherhood 
  during the occupation.  
   
  3. Saltworks: This small saltwork is run by a half -elf named Sildoran ( N Exp6). It consists of large tanks 
  where saline water is loaded and left to evaporate away, leaving behind only salt. T
  he technique is quite 
  slow but nonethelss enables Sildoran to make a small fortune with his business. House Heshun helped him 
  to set up the enterprise and takes a percentage of Sildoran’s products for their own use.  
   
  4. Docks: Poelitz has a small dock area with enough space for two large ships to be built, or repaired side by 
  side. Currently , only one vessel is being built,  Glory of Heshun, which will become the flagship of Heshun 
  fleet once it’s completed (estimated late 596CY or early 597CY). The leader of the docks is an Oeridian man 
  named Telbran (LE Exp9), a loyal servant of House Heshun.  
   
  5. Church of Hextor: Thi s relatively new building was once a temple of Velaeri until the Brotherhood turned 
  it 
  into a temple of Llerg. Afterwards Ahlissan soldiers converted it into a temple of Hextor. At the moment it is 
  the main temple of Hextor in the Principality of Naerie an d has been extensively adorned with symbols of the 
  Scourge of Battle. High priest Dermenes (LE Clr7 of Hextor/Warpriest4) is the overseer of this place of 
  worship, accompanied by numerous acolytes, usually dressed for full combat. Many Brute squa
  ds receive 
  training from Hextorites while normal city watch members are generally considered too ‘untalented’ for their 
  attention.  It is common knowledge that the Church maintains a squadron of undead warriors to bolster the 
  town’s defences.  They are cre ated from the corpses of any executed traitors and the fear of joining their 
  ranks helps to maintain order in town.  
   
  6. Watch tower. This was originally constructed by the forced labor of the Scarlet Brotherhood and was 
  intended to be part of a larger str ucture. When Ahlissan’s liberated Idee, House Heshun tore down 
  the 
  unfinished parts, leaving only the watchtower standing as it was in a good location to guard the docks, 
  marketplace and southern gate leading to w alledarea of Poelitz. This w atchtower is always manned by a 
  single full strength squad of Heshun Guard (9 soldiers plus 1 officer). Rumors say that there is a chamber 
  underneath the tower (part of whatever construct Brotherhood was building) which was sealed by House 
  Heshun after Poelitz was liberated.  
   
  7. Gallow’s Tree: This is a place where public executions are organised. The name comes (naturally) from 
  the large gallows that have been built around a big oak tree standing in the corner of the marketplace. 
  Though some noble s abhor public executions as unnecessary rabble -rousing, House Heshun has no qualms 
  about it. Indeed, Oerin Heshun was once overheard saying that “ We are only giving the population what they 
  really want.” The “hangman” (and beheader, burner, etc) of Poeli tz is a man named Fenk Manaran (LE 
  Rog3/Ftr2) who serves Aroran, the Priestess of Wee Jas, and lives with her in the Temple of Wee Jas
  . Due 
  to his work, he lives a solitary existence.  
   
  8. Marketplace: This large square is where the local merchants gather  to sell their goods. It is also a popular 
  place for adventurers who are looking for a change to hire themselves as caravan guards to many 
  merchants who continue to Minetha, the Iron Hills or even further away.  
   
  9 & 11. Artisan & Merchant court: In th e large walled area in the middle Poelitz, stand two distinctive 
  compunds; Artisan and Merchant cour ts. This is where the artisans & merchants of Poelitz run their shops. 
  
  Under the Raven’s Wing  
   
  Page 26 
  Many high quality products are available from glass bottles to bronze arti facts to more mundane armor  and 
  weapons. Many buildings are brand new with expensive glass windows and bronze -tiled roofs. Many statues 
  of great Ahlissans (including Naudus Heshun, Prince Barzhaan & Overking Xavener
  ) decorate the area.  
   
  10: Poelitz fort. This opulent building is the seat of power for House Heshun. It has been extensively 
  decorated (some say unnecessarily) with Baklunish style architechture and boasts impressive walls. Some 
  sections of the wall have been enchanted with alarm spells (because no moat can be constructed) and 
  anyone deliberately activating it is severely fined, a custom that had to be heavily enforced after it became a 
  hobby for local children to activate the alarm and run away. The fort also incorporates the h
  ighest 
  construction in all of Naerie . Said construct is the southwest tower , which is nearly 100ft tall and buil t in the 
  old Flan style. Surrounding parts of the fort also incorporate old flan architechture .  The garrison he re is 
  under direct command of Annarin Heshun (LN female Ftr2/Ran1/Clr3 of Hextor/Pious Templar3 of Hextor) 
  though most of the time Standeu Shalworth (LN male Ftr7) or one of his underlings 
  commands it on a day -
  to-day basis. 
   
  12. Path of Stone inn. Th is high quality establishment  is run by the dwarf Ovan Dorfison (LN male Dwarf 
  Exp3/Ftr3). Although most of the clientele are dwarfs, gnomes and halflings, some humans are admitted in 
  as well. Naturally half -orcs/orcs have no hope of gaining entrance whatsoever. Elves and half -elves 
  generally choose to ignore the place, stating that it is not ‘refined’ enough for their taste while in reality they 
  probably would not be even allowed inside.  
   
  13. The ‘Dwarf Halls’. This is a walled compoun d where almost all dwarfs of Poelitz live. It has residences, 
  workshops and storage for the Dwarven artisans who work in the town. Derren Darakson (LN male dwarf 
  Exp9) is the leader here and unoff icial ‘Ambassador’ of the Iron Hills Dwarf King dom. 
   
  14/16/19. Slums:  Accomodation in the slums range from old cottages to newly built shacks.  Most of the 
  common labourers and farm hands live in the slums, waiting for the town to be rebuilt.  A few bars offer them 
  the chan ce to let off steam. It is generally accepted that the quality of the slum is directly related to it’s 
  promixity to the town centre, with areas close to the wall being quite decrepit and inhabited by low -life. 
  During the day Heshun guard patrol the streets , replaced with Brute Squads during the night. Of course there 
  are not many Brute Squads so the streets are less safe at night than during the day.  
   
  15: There is a large guardhouse in each gate.  Each has enough space for two full squads of Heshun Guard 
  though during the hours of darkness one of these is replaced by a Brute Squad.  
   
  17. Bronze Man Inn: This better than average inn is run by a man called Elrald (CN Com5/Rog1) who says 
  he is a retired adventurer, though this is probably just a marketing  trick. The Bronze man is favored by sons 
  and daughters of the town’s well-off population, and many of them can be found here.  
   
  18. Bronze foundry: This foundry is run by the Oldelin family , headed by Irado Odelin (LN male Exp6), 
  though much  of it is owned by House Heshun.  The foundry supplies much of the bronze for Poelitz and as 
  the years have passed, it has expanded quite a lot and nowadays supplies/imports material as far as Naerie 
  City. Lots of their raw material comes from mi nes in the Iron Hills which are run by House Heshun.  
  Ownership of the land in which the mines are located is a point of contention between the Principality and 
  the Dwarves of the Iron Hills.  
   
  20. Nockmottin compound: The Nockmottin’s are a gnom ish family of alchemists who relocated here from 
  the Gnomish town of Hornrock.  Their compound contains gardens full of herbs and medicinal plants and a 
  pond covered with lilies.  The family also produce mushrooms and other varieties of fungi in an extensi
  ve 
  cellar.  These products, grown principally by Yerryanna Nockmottin (NG Clr3), are used in the preparation of 
  potions and magical inks.  The families’ alchemical preparations are utilised by a vast array of other 
  businesses in the town, from the acids us ed in the etching of glass to simple tindertwigs for quickly lighting 
  fires.  The Nockmottin’s pay well for monstrous body parts and consequently are seen as potential patrons 
  and sources of information for adventuring parties. The shop itself is run by the brothers Mickert (N Exp3) 
  and Nickert (N Exp3) , whilst Yerryanna stays out of their way.  
   
  
  Under the Raven’s Wing  
   
  Page 27 
  21. Ox & Yoke Inn. This large inn near the east gate is popular among the soldiers and common laborers. It 
  is run by a man named Resh (N Rog4) and his wife Eon eus (NG Exp2). Occasionally things can get out of 
  hand, especially when orcs happen to have a pub crawl, but so far House Heshun has always compensated 
  for any damage. 
   
  22. Miller’s Yard. This large area is where local farmers bring their grain to be g round into flour, the large 
  mill-wheel being powered by the Falen’s Flow. The facility is owned and run by Tanund (LE male Com9).  
  Due to the location of the Yard to the graveyard, a number of funerary functions are performed in the Miller’s 
  Yard.  Withi n the walls are a coffin maker, a baker which makes a speciality bread (‘bone bread’) that is only 
  eaten at funerals, the inn (‘The Last Ferry’) is a popular location for wakes to be held and the staff also serve 
  as paid mourners during funerals.  A small coach house accommodates a grand, black coach and its’ team 
  of black horses.  The driver, Karrold (NE Rgr 4) sometimes takes passengers up and down the Minetha road. 
   However, he earns most of his money from transporting bodies through the town to the grav eyard in a 
  solemn, melodramatic parade.  
   
  23. Graveyard. This large barren area has been burial area of Poelitz for long time now. Occasionally
  , when 
  Falen’s Flow floods or tides are especially bad , parts of the surrounding land roll into the river, along with 
  burial remains. Some nobles have their own crypts a bit further away.  
   
  24. Temple of Wee Jas. This small temple is the only one of it’s kind in Naerie, as it is dedicated to the Suel 
  goddess Wee Jas. It is r un by the head priestess Aroran (LN Clr3) , two of her acolytes (LN/LEClr1) and  a few 
  assistants (N Com3) who also work as gravediggers.  Aroran officiates at the execution of criminals.  House 
  Heshun, in their Machiavellian wisdom, have left the ‘dirty work’ to a figure against whom it would be
   easy to 
  direct the anger and suspicions of the townsfolk should the need arise.  
   
  25. Scarlet Barrow: This is the location of the mass grave where victims of brotherhood reprisal were buried 
  in CY 584. The area around it has a bad reputation (largely undes erved) and the small chapel of Wee Jas is 
  responsible making sure no-one tries to interfere with the bodies magically.  
   
  26. Burnt Church: This was once a temple of Heironeous but it was destroyed in the burning of Poelitz in 
  584CY when the Brotherhood subjected Poelitz to collective punishment. Many terrified townsfolk had 
  barricaded themselves into the church and the Brotherhood promptly set fire to 
  it and killing anyone who 
  tried to flee. It is said that the vengeful spirit of th e head priest Abelan still haunts these ruins. House Heshun 
  does not want anything to do with this place as it is a constant reminder of Brotherhood atrocities.  
   
  27. “Old Town”: This area was destroyed by the Brotherhood in 584CY. It consists of burn t out ruins, stone 
  shells that are infested with rats and haunted by memories. Not even low -life scum try to make their homes 
  here as squatters have a tendency to ‘disappear’.  Self -respecting citizen ventures nowhere near the place 
  and local authorities  only walk the outskirts of it. Although there have been petitions for House Heshun to 
  rebuild this area, there has been no improvements.  Many believe that it is kept as a reminder of what 
  happens when a population opposes its rulers.  
  
  Under the Raven’s Wing  
   
  Page 28 
  Appendix 5: 
  New Rules Items 
  FEATS:  
   
  Raider’s Spirit (General)  
  You are a fearless raider.  
  Benefit: You get a +4 bonus on saves against fear effects and a +2 bonus on all intimidate checks.
   
  Availability: Half-Orc, Human (Olman)  
  
  Under the Raven’s Wing  
   
  Page 29 
  Player Handout #1: 
  Airek’s Note 
   
  A short note on fresh parchment, which says the following:  
   
  “Father ~ At last has come my chance for glory! I 
  have acquired a map of the finest quality, which 
  shall lead me to treasure and adventure alike. Do 
  not fear for me, for I shall return within a few 
  days, and you shall see for yourself the wealth 
  that can be gained by the life of an adventurer! 
   
  Your loving son, 
  Airek” 
   
  
  Under the Raven’s Wing  
   
  Page 30 
  Players Handout #2: 
  The Nockmottin ‘Tips of the Trade’  
   
  A sign posted in the Nickmottin Adventuring and Exploration Company:  
   
   
  TIPS OF THE TRADE! 
   
    
  Being an easy and altogether handy list 
  of advice for those of the adventuring 
  persuasion: 
   
  -Bring Lots of Weapons* 
  -Take Everything that Isn’t Nailed Down  
  -Turn Early, and Turn Often  
  -Always Have A Ranged Weapon  
  -Protect thy Mage 
  -Protect thy Cleric 
  -Make Sure thy Rogue Goes First  
  -Always Have a Way to Heal thy Healer  
  -Don’t Split thy Party 
  -DON’T Split thy Party 
  -We Mean It 
  -It’s Just Asking for Ye Trouble  
  -Always Remember: Buy Gear From 
  Nockmottin’s! 
   
   
   
  *Note: Today’s Special Only! Free Wooden 
  Club with Every Purchase! 
   
  
  Under the Raven’s Wing  
   
  Page 31 
  Player Handout #3: 
  Idee Volunteer Plans 
  A number of well -kept parchments, which detail the following:  
   
   
  Document 1)  Ambush of Building Materials:  
   
   
  -Baron Heshun has ordered a shipment to be sent with supplies for an expansion to 
  the Poelitz Church 
  of Hextor. The shipment will be arriving on the following dates, and the supplies can be ‘redistributed’ to 
  those in need after a successful interception of the goods.  
   
   
   
  A series of several dates follow, along with a small map of the Fo elt countryside.  
   
   
  Document 2)  Spy Found:  
   
   
  -A spy serving the Ahlissan dogs was discovered attempting to infiltrate the Iron Hills and our contacts 
  with the dwarves. We have removed the spy, and are planning on replacing him with one of our own 
  agents, who will feed the enemy misinformation. Someone appropriate needs to be found and sent in.
   
   
   
   
  This is followed by several specifications for the replacement spy, primarily dealing with appearance 
  and areas of expertise.
  
  In the Docks  
   
  Page 32 
   
   DM Aid 1: 
  Map 1: Alleyway Map 
   
   
   
   
   
   
   
  Legend:  
  P = Party Starting Position  
  M = Mip Starting Position  
  B = Braevin Starting Position  
  E = Erilar Starting Position  
  F = Falrik Starting Position  
  Large Buildings = Warehouses  
  Small Buildings = Small Houses and Huts  
  
  In the Docks  
   
  Page 33 
   
   
  DM Aid 2: 
  Map 2: Dining Room Map 
   
   
   
   
   
   
  Legend:  
  E = Door where party enters.  
  r = Ravens 
  C = Cellar Door  
  * = Mirror 
  Left and Right Doors = Lead off into more ruins, with nothing of interest.  
  Large Rectangles = Ancient tables  
  Small Circles = Dusty, broken chairs  
  
  In the Docks  
   
  Page 34 
   
  DM Aid 3: 
  Map 3: Cellar Map 
   
   
   
   
   
   
   
   
  Legend:  
  0 = Where the party enters the cellars.  
  1 = Location 1 (Poison Needle on Door)  
  2 = Location 2 (Rooms with Ghostly Sounds)  
  3 = Location 3 (Weakened Floor. 3
  rd square from the left is the trigger)  
  4 = Location 4 (Room with sealed trap do or) 
  5 = Exit to Jain’s lair.  
   
  
  In the Docks  
   
  Page 35 
   
  DM Aid 4: 
  Map 4: Ghost Map 
   
   
   
   
   
  Legend:  
  E = Where the party enters  
  J = Where Jain begins  
  The rest of the items about the room are assorted ruined desks, tables, books, 
  tapestries and various other pieces of furniture.  
   
   
  
  In the Docks  
   
  Page 36 
   
  DM Aid 5: 
  Map 5: Dungeon Map 
   
   
   
   
   
   
   
   
  Legend:  
  E = Where the party enters  
  R = The Beast (Advanced Dire Rat Skeleton)  
  r = The Beast’s minions (Dire Rat Skeletons)  
  A = Airek’s cell (the only cell with a closed door)  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ahlissa (Naerie)/595/Intro mods/NAEI5-02 - Under the Raven's Wing/NAEI5-02 - Under the Raven's Wing.pdf